- Greedy meshing now bakes per-vertex AO with 4-corner sampling and an anisotropic-diagonal split when corner AO disagrees. - WGSL: extracted sky_dome() for hemisphere ambient sampling so vertical faces match the sun-side sky tint at day; ambient_strength mixed by day strength instead of a flat constant. - Step-1 post pipeline: render scene into an offscreen color texture, pass-through to the surface. Foundation for FXAA/shafts that will follow. - Input bug: merge_held() now recomputes per tick from sticky keyboard + live touch bridge, so releasing the joystick actually stops the player (previous OR-into-self bug ate playtests). - Touch UI hit-zones reordered (menu/hotbar above the joystick z-index); hotbar widened to 10 slots with tap-to-select on mobile. - find_safe_spawn anchors on natural_surface_y so spawn is deterministic from noise — towers built at spawn no longer climb the spawn point. - move_axis is sub-stepped (0.45-block max) so high-velocity falls can't teleport the player inside terrain. |
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|---|---|---|
| .. | ||
| camera.rs | ||
| lib.rs | ||
| main.rs | ||
| mesh.rs | ||
| post.wgsl | ||
| proto.rs | ||
| shader.wgsl | ||
| state.rs | ||
| world.rs | ||