Conversation
Runs every 6 hours in kube-system. Cleans up stale pods across all namespaces to prevent hitting the 110 pod limit on a single-node cluster: - Succeeded (Completed) pods older than 1 hour - Failed pods older than 6 hours - ImagePullBackOff pods older than 6 hours Follows existing hardening patterns (pinned image, security context, minimal RBAC, activeDeadlineSeconds, ttlSecondsAfterFinished).
* feat(isometric): detailed trees, procedural flora atlas, pixel density system - Fixed pixel density: lock camera to 32px/unit grid (PIXEL_DENSITY=32), constant PIXEL_STEP=1/32 for camera snap, vegetation, and flower sizing - Procedural flora atlas: 10 species (poppy, daisy, lavender, bell, wildflower, sunflower, rose, cornflower, allium, blue orchid) generated from 16x16 pixel masks + color palettes at startup, no external assets - UV-mapped billboard card flowers (MC-style crossed X planes) with alpha-masked atlas material, pass-through (no colliders) - Multi-tone tree trunks: 4-shade bark palette with per-face lighting (sun-facing highlights, shadow sides, root darkening) - Root flare: bottom 20% of trunk wider with darkest bark - Branch stubs: 2-4 sheared cuboids per tree in upper trunk zone - 4-tier canopy shading: deep shadow → dark → light → bright highlights - Canopy blobs for all 5 tree presets (was only deciduous) - Shadow pockets: dark depth cuboids inside bushy/oak/round canopies - Vegetation pixel-grid quantization (VEG_SNAP=1/32) * feat(isometric): cluster-volume canopy with asymmetric lobe system, per-tree tilt, and scene color grading Replace single-dome canopy with multi-lobe cluster system: big main dome + 3-5 asymmetric edge bumps that overlap the rim to break circular silhouettes. Bumps cluster toward a random heavy side per tree for lopsided organic shapes. Add per-tree ±5° tilt, vertical squash on lobes for leaf-cluster look, canopy Y jitter for height variation, and 4-zone banded vertex colors (highlight/mid/body/shadow). Update pixelate shader with warm highlight / cool shadow color grading, lifted darks, and shadow desaturation. * feat(isometric): tapered trunks, proportional canopies, crispy pixel shader - Tapered two-section trunk with flared trapezoid base, buttress roots attached flush to trunk surface, bark ridges and per-height coloring - Canopy anchored to trunk via base_frac (no floating), super-linear canopy spread so larger trees get proportionally wider canopies - 5 distinct presets: conifer (narrow cone), tall (upright), bushy (wide), oak (broad), round (compact) with varied proportions - Primary branch sub-canopies on large trees (size_scale > 1.5) - Thicker limbs with size-scaled branch count for large trees - Pixel shader tuning: stronger edge detection, punchier warm/cool color grade, midtone saturation boost, 5 toon bands, 6 color levels * feat(isometric): bark texture system, camera zoom, shader breakup - Add bark furrow breakup shader pass (vertical noise pattern on brown/grey pixels, binary dark/bright split without toon re-quantize) - Add foliage leaf breakup shader pass (binary split with directional leaf noise for organic canopy texture) - Add scroll wheel camera zoom (0.5x-2.0x, smooth interpolation) - Rework trunk geometry: 6-sided prisms, flat-shaded faces with brightness-only variation (no hue shift), 3 vertical sections - Widen bark palette contrast (darker darks, brighter highlights) - Add scene color grading (warm highlights, cool shadows, lifted darks)
Contributor
Author
Dependency ReviewThe following issues were found:
License Issues.github/workflows/utils-publish-docker-image.yml
apps/kbve/axum-kbve/Cargo.toml
packages/rust/kbve/Cargo.toml
OpenSSF Scorecard
Scanned Files
|
* feat(isometric): WebGPU detection with fallback warning page - Check navigator.gpu before loading game script - Show styled warning card with supported browser list - Only inject game script tag when WebGPU is available - Include back-to-arcade link and WebGL2 fallback notice - Bump axum-kbve 1.0.38 → 1.0.39 * build(isometric): rebuild WASM from latest dev with object labels and tree chop
* feat(isometric): procedural rock and ore system with dome-based geometry Add rocks, boulders, and ore deposits as interactable world objects: - New rocks.rs module with self-contained dome mesh generation - 5 rock types: Boulder, Mossy Rock, Copper Ore, Iron Ore, Crystal Ore - Squashed irregular domes with chunky wobble and overlapping bumps - Stone color banding (highlight/mid/shadow) with per-rock hue jitter - Ore veins rendered as accent-colored sub-domes on rock surface - Full interaction pipeline: hover labels, click modals, sub-kind details - RockKind enum in scene_objects.rs following FlowerArchetype pattern * feat(isometric): pixel-art smoke shader with quantized UVs and cel-shading * feat(isometric): add rock mining action with shake-crumble animation
Bumps [docker/login-action](https://github.com/docker/login-action) from 3 to 4. - [Release notes](https://github.com/docker/login-action/releases) - [Commits](docker/login-action@v3...v4) --- updated-dependencies: - dependency-name: docker/login-action dependency-version: '4' dependency-type: direct:production update-type: version-update:semver-major ... Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
* feat(isometric): detailed trees, procedural flora atlas, pixel density system - Fixed pixel density: lock camera to 32px/unit grid (PIXEL_DENSITY=32), constant PIXEL_STEP=1/32 for camera snap, vegetation, and flower sizing - Procedural flora atlas: 10 species (poppy, daisy, lavender, bell, wildflower, sunflower, rose, cornflower, allium, blue orchid) generated from 16x16 pixel masks + color palettes at startup, no external assets - UV-mapped billboard card flowers (MC-style crossed X planes) with alpha-masked atlas material, pass-through (no colliders) - Multi-tone tree trunks: 4-shade bark palette with per-face lighting (sun-facing highlights, shadow sides, root darkening) - Root flare: bottom 20% of trunk wider with darkest bark - Branch stubs: 2-4 sheared cuboids per tree in upper trunk zone - 4-tier canopy shading: deep shadow → dark → light → bright highlights - Canopy blobs for all 5 tree presets (was only deciduous) - Shadow pockets: dark depth cuboids inside bushy/oak/round canopies - Vegetation pixel-grid quantization (VEG_SNAP=1/32) * feat(isometric): cluster-volume canopy with asymmetric lobe system, per-tree tilt, and scene color grading Replace single-dome canopy with multi-lobe cluster system: big main dome + 3-5 asymmetric edge bumps that overlap the rim to break circular silhouettes. Bumps cluster toward a random heavy side per tree for lopsided organic shapes. Add per-tree ±5° tilt, vertical squash on lobes for leaf-cluster look, canopy Y jitter for height variation, and 4-zone banded vertex colors (highlight/mid/body/shadow). Update pixelate shader with warm highlight / cool shadow color grading, lifted darks, and shadow desaturation. * feat(isometric): tapered trunks, proportional canopies, crispy pixel shader - Tapered two-section trunk with flared trapezoid base, buttress roots attached flush to trunk surface, bark ridges and per-height coloring - Canopy anchored to trunk via base_frac (no floating), super-linear canopy spread so larger trees get proportionally wider canopies - 5 distinct presets: conifer (narrow cone), tall (upright), bushy (wide), oak (broad), round (compact) with varied proportions - Primary branch sub-canopies on large trees (size_scale > 1.5) - Thicker limbs with size-scaled branch count for large trees - Pixel shader tuning: stronger edge detection, punchier warm/cool color grade, midtone saturation boost, 5 toon bands, 6 color levels * feat(isometric): bark texture system, camera zoom, shader breakup - Add bark furrow breakup shader pass (vertical noise pattern on brown/grey pixels, binary dark/bright split without toon re-quantize) - Add foliage leaf breakup shader pass (binary split with directional leaf noise for organic canopy texture) - Add scroll wheel camera zoom (0.5x-2.0x, smooth interpolation) - Rework trunk geometry: 6-sided prisms, flat-shaded faces with brightness-only variation (no hue shift), 3 vertical sections - Widen bark palette contrast (darker darks, brighter highlights) - Add scene color grading (warm highlights, cool shadows, lifted darks) * refactor(isometric): extract tree code from tilemap.rs into trees.rs module Isolate all tree-related logic (bark palettes, trunk/branch/canopy geometry, wind animation, occlusion system) into a dedicated trees.rs module, mirroring the existing pattern used for flowers. Reduces tilemap.rs by ~1180 lines.
* feat(isometric): detailed trees, procedural flora atlas, pixel density system - Fixed pixel density: lock camera to 32px/unit grid (PIXEL_DENSITY=32), constant PIXEL_STEP=1/32 for camera snap, vegetation, and flower sizing - Procedural flora atlas: 10 species (poppy, daisy, lavender, bell, wildflower, sunflower, rose, cornflower, allium, blue orchid) generated from 16x16 pixel masks + color palettes at startup, no external assets - UV-mapped billboard card flowers (MC-style crossed X planes) with alpha-masked atlas material, pass-through (no colliders) - Multi-tone tree trunks: 4-shade bark palette with per-face lighting (sun-facing highlights, shadow sides, root darkening) - Root flare: bottom 20% of trunk wider with darkest bark - Branch stubs: 2-4 sheared cuboids per tree in upper trunk zone - 4-tier canopy shading: deep shadow → dark → light → bright highlights - Canopy blobs for all 5 tree presets (was only deciduous) - Shadow pockets: dark depth cuboids inside bushy/oak/round canopies - Vegetation pixel-grid quantization (VEG_SNAP=1/32) * feat(isometric): cluster-volume canopy with asymmetric lobe system, per-tree tilt, and scene color grading Replace single-dome canopy with multi-lobe cluster system: big main dome + 3-5 asymmetric edge bumps that overlap the rim to break circular silhouettes. Bumps cluster toward a random heavy side per tree for lopsided organic shapes. Add per-tree ±5° tilt, vertical squash on lobes for leaf-cluster look, canopy Y jitter for height variation, and 4-zone banded vertex colors (highlight/mid/body/shadow). Update pixelate shader with warm highlight / cool shadow color grading, lifted darks, and shadow desaturation. * feat(isometric): tapered trunks, proportional canopies, crispy pixel shader - Tapered two-section trunk with flared trapezoid base, buttress roots attached flush to trunk surface, bark ridges and per-height coloring - Canopy anchored to trunk via base_frac (no floating), super-linear canopy spread so larger trees get proportionally wider canopies - 5 distinct presets: conifer (narrow cone), tall (upright), bushy (wide), oak (broad), round (compact) with varied proportions - Primary branch sub-canopies on large trees (size_scale > 1.5) - Thicker limbs with size-scaled branch count for large trees - Pixel shader tuning: stronger edge detection, punchier warm/cool color grade, midtone saturation boost, 5 toon bands, 6 color levels * feat(isometric): bark texture system, camera zoom, shader breakup - Add bark furrow breakup shader pass (vertical noise pattern on brown/grey pixels, binary dark/bright split without toon re-quantize) - Add foliage leaf breakup shader pass (binary split with directional leaf noise for organic canopy texture) - Add scroll wheel camera zoom (0.5x-2.0x, smooth interpolation) - Rework trunk geometry: 6-sided prisms, flat-shaded faces with brightness-only variation (no hue shift), 3 vertical sections - Widen bark palette contrast (darker darks, brighter highlights) - Add scene color grading (warm highlights, cool shadows, lifted darks) * refactor(isometric): extract tree code from tilemap.rs into trees.rs module Isolate all tree-related logic (bark palettes, trunk/branch/canopy geometry, wind animation, occlusion system) into a dedicated trees.rs module, mirroring the existing pattern used for flowers. Reduces tilemap.rs by ~1180 lines. * feat(isometric): lit rock material for shadows and spawn overlap prevention Rocks now use a dedicated lit PBR material (rock_body_mat) so they receive dynamic shadows from trees and terrain. Spawn logic uses priority-based exclusion (trees > rocks > flowers) to prevent objects from overlapping on the same tile.
* feat(isometric): inventory system with loot drops from tree chop and rock mining * feat(isometric): collectible flowers, forageable mushrooms with procedural meshes
…es (#7862) Point Askama template paths to dist/askama/ instead of askama/ so profile pages render with Starlight header, footer, and navigation chrome. The Dockerfile already copies Astro build output to templates/dist/ at build time; this change makes the Rust code reference those generated templates. Also adds a copy step to the dev target so local development picks up the Astro-generated templates before cargo compilation.
…ckerfile (#7864) Revert Askama template paths to askama/ so lint/build works without a full Astro build. Instead, the Dockerfile now overwrites the hand-written templates with Astro-generated Starlight-wrapped versions before cargo build, ensuring production images always use Starlight chrome.
…7863) - Add rapier3d 0.32 and futures-util dependencies - Create gameserver module with physics world (20Hz tick, -9.81 gravity) - Add WebSocket handler at /ws/game with broadcast snapshot channel - Wire GameServerState into AppState and bypass middleware for WS route
… shadows (#7865) Extracts weather system into weather.rs with day/night ambient color cycling, per-object WindSway component, and BlobShadow system that projects dynamic circular shadows beneath trees and rocks.
Bevy 0.18 replaced EventReader/EventWriter with the observer pattern. Migrated LootEvent to use commands.trigger() and app.add_observer(), added missing flower archetype entries in UI, and deployed updated WASM build to astro-kbve.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Release: Dev → Main
16 atomic commits ready for main
Features
4b33ed0)1c0aac4)f5d9c57)f933393)29b3eaf)a75796f)82ffca8)e8b6646)186bc92)b685923)Bug Fixes
558b117)274fb0c)7a1c933)Refactoring
c3d04c4)Chores
4c0c9b6)1626c10)This PR is automatically maintained by CI — KBVE Studio