Release: 8 features, 2 fixes → Main#7891
Open
github-actions[bot] wants to merge 10 commits intomainfrom
Open
Conversation
…7890) Linux build failed with 'linker cc not found' because the self-hosted runner lacked gcc. macOS and Windows failed with 'no such command: tauri' because tauri-cli was never installed.
#7892) Static HTML loading screen renders instantly via Astro while the WASM module downloads and WebGPU initializes. React updates progress stages (module load → WebGPU init → ready) then fades out the loading screen. Uses Starlight CSS variables for consistent theming.
Contributor
Author
Dependency Review✅ No vulnerabilities or license issues or OpenSSF Scorecard issues found.Scanned FilesNone |
…#7894) Pooled firefly system (40 entities) with faint green point lights. Fireflies appear at dusk (~19:00), pulse with a characteristic double-flash pattern, orbit in figure-eight paths affected by wind, and fade out at dawn (~5:30). Uses DayCycle for night-factor gating and per-entity materials for independent glow control.
Set night illuminance to 15 lux (vs 8200 peak daytime) with a near-overhead direction so the existing cool-blue light color produces a subtle directional glow and soft shadows at night.
Use multiplicative zoom (5% per scroll notch) instead of flat additive delta so zoom feels uniform at all levels. Reduce interpolation speed from 8 to 4 for a more gradual, less jarring transition.
…#7897) Add arrow key support alongside WASD for isometric movement. Add on-screen virtual joystick (bottom-left) with touch/mouse drag support that maps screen input to isometric world directions.
) * feat(isometric): alpha-based silhouette edge detection for trees Tree canopy and grass terrain are both green, so the pixelate shader's color-based edge detection couldn't find tree boundaries. Encode object type in vertex alpha (canopy=0.75, trunk=0.85, terrain=1.0) and detect alpha discontinuities in the shader to draw silhouette outlines. * feat(isometric): mobile-friendly UI with action buttons, joystick input blocking, and lighting rebalance - Add ACT/JMP action buttons (bottom-right) for mobile combat and jump - Block 3D scene raycasts when pointer is on joystick/UI area - Wire mobile jump button to player jump system - Move HUD to top-right, convert inventory to toggle button - Rebalance sun/ambient lighting ratio to fix dark valleys - Remove experimental alpha silhouette edge detection from shader and trees - Add PATH env and port-kill to nx dev target for reliable builds
* feat(isometric): add Diablo-style resource orb shader for HP and mana HUD Add WGSL orb shader with animated liquid fill, glass reflections, specular highlights, and rim glow. Integrate as Bevy UiMaterial with two orbs: red health (bottom-left) and blue mana (bottom-right). Fill level driven by PlayerState. Low-health pulse effect included. * feat(isometric): add energy orb (yellow) to HUD and PlayerState Add energy/max_energy fields to PlayerState (default 75). Add yellow EnergyOrb positioned above mana orb (bottom-right). Add EP progress bar to React HUD overlay.
#7899) New overrides: Dragon dagger, Climbing boots, Toktz-ket-xil, Dragon spear, Dragon 2h sword, Spined helm/body/chaps, Ring of life, Ring of forging. Enriched: Mystic robe top/bottom, Rune sword, Rune battleaxe, Sapphire ring, Emerald ring, Ruby ring, Diamond ring, Dragonstone ring, Zenyte ring.
* feat(isometric): alpha-based silhouette edge detection for trees Tree canopy and grass terrain are both green, so the pixelate shader's color-based edge detection couldn't find tree boundaries. Encode object type in vertex alpha (canopy=0.75, trunk=0.85, terrain=1.0) and detect alpha discontinuities in the shader to draw silhouette outlines. * feat(isometric): mobile-friendly UI with action buttons, joystick input blocking, and lighting rebalance - Add ACT/JMP action buttons (bottom-right) for mobile combat and jump - Block 3D scene raycasts when pointer is on joystick/UI area - Wire mobile jump button to player jump system - Move HUD to top-right, convert inventory to toggle button - Rebalance sun/ambient lighting ratio to fix dark valleys - Remove experimental alpha silhouette edge detection from shader and trees - Add PATH env and port-kill to nx dev target for reliable builds * feat(isometric): re-enable PixelatePlugin with pixel-art tuning - Re-enable PixelatePlugin for post-process edge detection and toon shading - Increase pixel_size from 2.0 to 4.0 for chunkier pixel-art look - Reduce toon_bands from 5.0 to 4.0 for harder shading zones - Fix nx PATH: inline export instead of env block (shell expansion issue)
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
10 atomic commits ready for main
Features
efec120)5042616)1467355)46434cc)6252fa1)f4bcb2d)b1388e0)e792af9)Bug Fixes
26f8016)5884ea3)This PR is automatically maintained by CI — KBVE Studio