iterate version
DramaticShape · 2026-08-07 ·
parent 180dd393ea
iterate version
Changed files
CHANGELOG.md | 77 ++++++++++++++++++++++++++++++++++++++++++-----------------------------------
manifest.json | 2 +-
2 files changed, 43 insertions(+), 36 deletions(-)
Diff
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",