ludic/changes
Orkuncakilkaya c5693db0e4 fix(render3d): the meadow is vegetation, and still water reads as water
Two changes that have been sitting uncommitted in this checkout, gathered as a recovery
point before the next run of work.

grass.vert: the blade existence gate tested green DOMINANCE - g - max(r, b) - which is a
test for lush green and nothing else. A dry alpine meadow is yellow-green, its red as high
as its green, so the meadow scored zero and was thinned to the floor - a QUARTER of the
blades - on exactly the ground that should be thickest. Measured on Maroon's own ortho,
g - max(r, b) reads +0.026 at the camp and -0.002 six hundred metres away, flipping between
full density and a quarter over continuous meadow; g - b reads +0.076 and +0.014 and
separates plant from rock and snow just as well, because rock and snow are neutral and
vegetation is not. Bare ground in the near band went 82% -> 57% looking down.

Blade height is biased short (h3 * h3) rather than spread evenly, so a meadow is a dense
mat with taller stems out of it; an even spread read as a lawn that had been cut.

water.frag: the planar reflection is returned at 0.72 of the scene's exposure rather than
all of it, the fresnel mix caps at 0.70 rather than 0.86, absorption falls so the bed is
visible through the surface at the angles a player stands at, and the ripple field is
roughly halved - so a sheltered lake is one sheet of water with a mountain in it instead
of open chop to the horizon.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 18:07:01 +03:00
..
a-leaf-is-not-matte.md fix(render3d): a leaf is not matte 2026-09-19 16:41:33 +03:00
a-lens-and-an-edge.md feat(render3d): anti-aliasing that exists, and a lens for the viewfinder 2026-09-19 17:38:25 +03:00
light-air-and-the-hour.md feat(render3d): the air and the light are the hour's, not one constant apiece 2026-09-19 14:42:30 +03:00
light-you-can-see.md feat(render3d): light you can see - sun shafts and valley mist 2026-09-19 16:06:16 +03:00
README.md refactor(cli)!: split the contributor tool out of the ludic CLI 2026-09-05 23:15:12 +03:00
still-water.md fix(render3d): the meadow is vegetation, and still water reads as water 2026-09-19 18:07:01 +03:00
the-ground-up-close.md fix(render3d): the ground keeps more of its own colour, and the rock keeps all of it 2026-09-19 16:29:17 +03:00

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, or patch (SemVer). The release version is bumped by the highest level among the pending changesets (unless ludic-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