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DramaticShape
2026-08-07 20:54:25 -04:00
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# 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
+1 -1
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{
"id": "DRAMATIC_SHAPE",
"name": "Dramatic Shape Voxel Mod",
"version": "1.7.0",
"version": "1.7.1",
"api": 2,
"entry": "main.lua",
"profile": "content",