ludic/changes
Orkuncakilkaya f2b976c976 feat(render3d): load steps for a loading screen, four quality switches, and the ring's uniform usage
- r3d_open opens the window with nothing baked; r3d_load_count / r3d_load_step run the rest (sky
  and light, terrain, shadow and screen targets, cover and actors, grass) so a game can present a
  loading frame between them. r3d_init is the same calls in a row.
- sky_set_quality(width): the prefiltered sky light at 256 / 512 / 1024, baked again.
- post_set_msaa(samples): multisampling on OpenGL, remade in place (post_msaa_live is false on
  Vulkan); post_free frees the multisampled framebuffer too.
- STREAM_BUDGET_US is a variable; r3d_fog_scale multiplies the fog the day sets.
- Vulkan buffers carry UNIFORM_BUFFER usage: the frame's ring is bound as uniform buffers and was
  created without it (VUID-VkWriteDescriptorSet-descriptorType-00330, found on MoltenVK).

OpenGL frames at the five viewpoints unchanged; the game's 59 self-tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 14:46:55 +03:00
..
os-threads.md feat(jobs): real OS threads - Job.parallel_for, fn name, thread-safe Sync 2026-09-15 13:52:22 +03:00
quality-settings-live.md feat(render3d): texture filtering and shadow resolution a game can change while it runs 2026-09-15 14:25:55 +03:00
quality-switches.md feat(render3d): load steps for a loading screen, four quality switches, and the ring's uniform usage 2026-09-15 14:46:55 +03:00
r3d-load-steps.md feat(render3d): load steps for a loading screen, four quality switches, and the ring's uniform usage 2026-09-15 14:46:55 +03:00
README.md refactor(cli)!: split the contributor tool out of the ludic CLI 2026-09-05 23:15:12 +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