Everything before this made the air a COLOUR APPLIED TO A SURFACE. Nothing put light in the space between surfaces, so the basin had no shafts, no pooled mist and no rays off a ridge at any hour, whatever was done to the fog. A half-resolution march from the camera to the depth buffer, asking the same shadow the rest of the frame asks - the cascades, the baked height-field shadow and the cloud mask - so a shaft is cast by the actual trees and the actual ridge and a passing cloud dims its own rays. Henyey-Greenstein scattering, because real air throws light forward. Density and a separate ground-hugging mist layer ride the sun's elevation, so mist forms in the cold at either end of the day and burns off by mid-morning. Composited with the bloom pyramid's own tent upsample under ONE/ONE - what was wanted and already there - and before bloom, so a shaft blooms. Into post_hdr, not post_scene: post_scene is what the water refracts and shafts added there would sit under the lake. The tuning that mattered was the sky term, which is added at every step: at 0.06 it accumulated into a flat grey wash lifting lit and shadowed air equally, which is the contrast a shaft is made of, and the valley came out one pale sheet. At 0.012 the sun dominates and there is light rather than fog. I cut the density and mist three times before the frame looked like air instead of paint. R3D_NOVOL=1 for an A/B; Off in Settings skips the pass whole. 400 frames at 07:00: GL 7.1 -> 7.3 s, VK 7.2 -> 7.4 s. Backends agree to 0.08/255. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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| light-air-and-the-hour.md | ||
| light-you-can-see.md | ||
| README.md | ||
Changesets
A changeset is one small Markdown file describing a single user-facing change,
dropped in this directory. ludic-dev release consumes every changeset here into a new
CHANGELOG.md section, bumps VERSION, and deletes the consumed files.
Format
bump: minor
type: feat
One or more lines describing the change, in the past-agnostic imperative used in
the changelog. Markdown is fine.
bump:—major,minor, orpatch(SemVer). The release version is bumped by the highest level among the pending changesets (unlessludic-dev release <level>overrides it).type:— the Conventional Commit type (feat,fix,perf,docs, …). It decides which group the change lands in:feat→ Features,fix→ Fixes,perf→ Performance, and so on, in that order. A type with no known heading gets one named after itself.
Writing the body
The body is markdown and reaches the changelog as markdown: it becomes one list item, with continuation lines indented to stay inside it. Nested bullets, blank lines between paragraphs and inline code all survive.
bump: minor
type: feat
**Tiled map support** — load and draw Tiled maps.
- **TMX/TSX** — the XML formats, decoded to the same intermediate as JSON.
- **Collision** — the `collision` layer projects onto the engine tilemap.
Lead with the thing that changed, not with the mechanism. A reader scanning the release should be able to stop after your first clause.
Adding one
Create a file with a short, unique name, e.g. changes/regex-namespace.md. Any
filename works except this README.md, which the release step always skips.
Preview how the next release will read before cutting it — this writes nothing:
ludic-dev release --dry-run