From 89fe722a62edb3c252df4ec36e28d91aeab4139e Mon Sep 17 00:00:00 2001 From: DramaticShape Date: Fri, 7 Aug 2026 20:54:25 -0400 Subject: [PATCH] iterate version --- CHANGELOG.md | 77 ++++++++++++++++++++++++++++----------------------- manifest.json | 2 +- 2 files changed, 43 insertions(+), 36 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index a2d852f..18972bb 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,5 +1,47 @@ # Changelog +## 1.7.1 + +### Added + +- **RENDER DIST: stop drawing the map you cannot see.** The orbit rungs now + cut the world to the ground the camera actually frames, so a connected + map that falls entirely outside it is skipped before it is drawn -- + terrain, water, grass, flowers and its whole shadow pass. At the high + rungs, where the camera is nearly overhead, that is most of the frame's + geometry never submitted. + + **The footprint is not the window.** Tilt the camera and the ground it + frames stops being the flat game's own rectangle and becomes a + trapezoid: reaching much further north, flaring much wider out there, + and pulling in at the near edge. At 35 degrees a 320x288 view reaches + 270 world pixels north where the window reaches 144, and 246 to each + side where the window reaches 160 -- so a window-sized cut takes a bite + out of a world plainly on screen, with sky showing through the top and + both sides. It is derived from the orbit's own basis rather than guessed + -- the frame's corner rays dropped on the ground plane, in closed form, + cross-checked against a ray cast in the suite -- and the stored + rectangle sits north of the view centre, because the trapezoid does. + + **The row is a real render distance at 75.** Past about 63 degrees + (exactly `atan(2*FOCAL)`) the horizon is inside the frame and "all the + ground on screen" is an infinite answer, so something has to name a + distance. FIT is the closest of the four, WIDE through WIDEST push the + world's edge out, OFF stops cutting. Below that pitch the honest + footprint is already inside the reach and the row does nothing to the + picture at all. + + The cut reaches the shader as the same box the headset's DIORAMA uses -- + rectangular now, with two half-extents, and the diorama passes the same + number twice. Under V-CURVE the rim dissolves rather than cutting, + because a bent world has no straight sides. The sun and the eye ask the + same question about the same maps, so the light can never record a map + the camera did not draw. + + Not on 1ST or 3RD -- the player is standing in the world there -- and + the box opens out and away over the rung tween rather than vanishing on + the frame the rung changed. FULL sets it to FIT. + ## 1.7.0 ### Added @@ -46,41 +88,6 @@ shader as its own variant, so a flat frame -- and a phone above all -- builds and binds exactly what it always did. -- **RENDER DIST: stop drawing the map you cannot see.** The orbit rungs now - cut the world to the ground the camera actually frames, so a connected - map that falls entirely outside it is skipped before it is drawn -- - terrain, water, grass, flowers and its whole shadow pass. At the high - rungs, where the camera is nearly overhead, that is most of the frame's - geometry never submitted. - - **The footprint is not the window.** Tilt the camera and the ground it - frames stops being the flat game's own rectangle and becomes a - trapezoid: reaching much further north, flaring much wider out there, - and pulling in at the near edge. It is derived from the orbit's own - basis rather than guessed -- the frame's corner rays dropped on the - ground plane, in closed form, cross-checked against a ray cast in the - suite -- so the cut can never take a bite out of the picture. The stored - rectangle sits north of the view centre, because the trapezoid does. - - **The row is a real render distance at 75.** Past about 63 degrees - (exactly `atan(2*FOCAL)`) the horizon is inside the frame and "all the - ground on screen" is an infinite answer, so something has to name a - distance. FIT is the closest of the four, WIDE through WIDEST push the - world's edge out, OFF stops cutting. Below that pitch the honest - footprint is already inside the reach and the row does nothing to the - picture at all. - - The cut reaches the shader as the same box the headset's DIORAMA uses -- - rectangular now, with two half-extents, and the diorama passes the same - number twice. Under V-CURVE the rim dissolves rather than cutting, - because a bent world has no straight sides. The sun and the eye ask the - same question about the same maps, so the light can never record a map - the camera did not draw. - - Not on 1ST or 3RD -- the player is standing in the world there -- and - the box opens out and away over the rung tween rather than vanishing on - the frame the rung changed. FULL sets it to FIT. - ## 1.6.2 ### Added diff --git a/manifest.json b/manifest.json index 6be82e2..c668925 100644 --- a/manifest.json +++ b/manifest.json @@ -1,7 +1,7 @@ { "id": "DRAMATIC_SHAPE", "name": "Dramatic Shape Voxel Mod", - "version": "1.7.0", + "version": "1.7.1", "api": 2, "entry": "main.lua", "profile": "content",