-- Sharing metadata (25-community-and-ecosystem.md 3.2). Read by tooling -- and the manager detail pane; never by the loader's merge. return { summary = "The overworld as a 3D diorama: extruded terrain, real occlusion, voxel characters, tilt-shift miniature blur.", author = "DramaticShape", contact = "https://github.com/DramaticShape/DRAMATIC_SHAPE", tags = { "graphics", "3d", "voxel", "render-pipeline", "presentation" }, differences = { changed = { "with VOXEL on, the overworld draws as 3D geometry instead of flat tiles", "occlusion comes from a depth buffer rather than a y-sort, so buildings really hide what is behind them", "VOXEL and the engine's TILT are mutually exclusive -- turning one on switches the other off", "hotkeys 3 and 5 are taken over from the engine's TILT and GBC FX; both remain on the OPTIONS menu", "the VOXEL key (3) turns TILT and GBC FX off on every press -- both fight the diorama, and 3 is now the only key that reaches either", }, added = { "VOXEL options row and hotkey 3 (OFF / 15 / 35 / 50 / 75 degrees)", "T-SHIFT options row and hotkey 6 (OFF / 1 / 2 / 3), the miniature blur", "V-GRID on hotkey 5 and V-CURVE on hotkey 7", "a sky behind the diorama at the 75-degree rung, outdoor maps only, coloured by the active palette mode", "carved voxel models for 67 overworld sprites (assets/voxels/)", "a hand-authored tile shape profile (data/voxel_heights.lua) a mod can extend", }, known = { "needs shader and depth-canvas support; without them the row still cycles but the world stays 2D", "battles, menus and cutscenes are unaffected -- the mode only draws the free-roam overworld", "terrain meshes are cached per map, so the first frame after entering a large map costs a build", }, }, credits = { { who = "pret/pokered", for_ = "the tile and sprite data the geometry is derived from" }, }, compat = { engine = ">=0.1.28 <2.0.0", modApi = 2 }, }