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Releases: Elyld/Verdant
Releases · Elyld/Verdant
Release list
v2.65.1
v2.65.0
v2.64.1
v2.64.0
- 2.64.0 — 🏷️ Photo tagging & attribution. Photos can be tagged
and linked:tags(array),notes, andcontainer_idare writable on
PATCH/api/album-images/{id}and POST/api/album-images/bulk-assign
without disturbing plant/seed-packet links, plus a?tag=filter (exact
token, case-insensitive) andGET /api/album-images/vocabularywith the
seeded 10-tag vocabulary. Match page gains tag checkboxes, a notes field,
a container picker, and tag chips; the slideshow shows chips + notes.
Also: container POST honoursgrid_x/grid_y(422 on overlap); plants
gain a Culled status +status_changed_at; observations allow an unset
health_scale; pests gain severity + auto-stamped resolved date; Photos
page warns on duplicate album names; Immich gains sync-all with
last_synced_atper album and the batch import resolves the local album
by source whenalbum_idis omitted. Planner L/U shapes and the
plant-row suggestion screen are deferred (see the PR description).
v2.63.0
- 2.63.0 — A gardener walks your 3D garden. Walk mode grew a
third-person character: a warm clay-tinted Quaternius figure (CC0, 8 real
animation clips) in a procedural straw hat, ~5.5ft tall, strolling the
diorama with an over-the-shoulder follow camera. V toggles first-person
↔ third-person (the character hides in first person), Space jumps with
light custom physics, and F tends the nearest bed within range: the
Working clip plays, then thirsty beds get a blue water-particle arc (posted
to the real watering-log API), harvest-ready crops pop with a floating
"+N crop" sprite (posted to the real harvests API), otherwise a friendly
"nothing needed here" toast. Idle/Walk/Run crossfade with movement, the
character faces its walk direction, and the same smooth accel/damping +
wall-slide collision moves it — it can't walk through beds. Day/night
lighting tints it like everything else.
v2.62.0
- 2.62.0 — Real 3D models in the planner + first-person fixes. The
diorama now uses 53 curated CC0 models (Kenney Nature Kit, Quaternius):
wooden picket fences (auto-joining runs, L-corners, gates), stone path
tiles, hexagonal planters, an oak fruit tree, and — the big one — real
crop plants that grow through the season: corn goes seedling→mature over
four stages picked from each planting's dates, carrots/melons/pumpkins/
turnips/leafy greens/grains get their own models, and harvest-ready
plantings show the actual produce (tomato, carrot, corn, pumpkin, pepper)
on the bed. Planted beds get a garden-sign name stake plus a little
deterministic corner decor (bushes, flowers, rocks, mushrooms). Every model
falls back to the procedural version if it ever fails to load.
Cattle-panel arch rebuilt the way real panels work: long tunnels are now
a series of ~4ft panel arches with small gaps (not one stretched tube), and
the wire mesh is finer — walking through one in first person finally reads
right. Walk mode decluttered: floating name labels are orbit-only now;
in first person you get just the label of whatever's under your crosshair
within ~10ft. Movement is smooth (velocity accel/damping, wall sliding
without hard stops or lunge), the look control has a sane sensitivity, and
there's a ⛶ fullscreen toggle for the 3D view (Esc exits).
Archway asset scout: no fitting CC0 archway turned up (castle-kit pieces
are externally textured and stylistically wrong), so none were forced in.
v2.61.0
- 2.61.0 — Creative-mode building in the planner, reskinned as a soft
miniature diorama. Walk mode grew a hotbar: 22 slots across three rows
(8/8/6) — 16 BLOCKS (bed, bag, pot, planter, pallet, arch, cold frame,
lamp, fence, bucket, path, rain barrel, compost bin, hoop house, fence gate,
bird bath) and 6 PLANTS (tomato, pepper, basil, lettuce, carrot, flower),
all infinite. Left-click breaks the aimed planting or container —
breaking a container that holds plantings asks for confirmation first, and
the ground itself can't be broken. Right-click places the selected item
on the aimed grass cells with a green/red ghost preview (per-kind
footprints: the hoop house is 4×8, the shed 4×6), or plants the selected
seedling into the aimed container. Q switches tabs, 1–9/wheel picks
slots, E edits the aimed container. Everything goes through the real
API; the 3D scene refreshes after each change without leaving first person.
The whole 3D view is now smooth-shaded and softly textured (64px
LinearFilter canvas textures, MeshStandardMaterial) — no more blocky voxels:
rounded foliage blobs with real fruit spheres, smooth torus-arc trellises,
tapered terracotta pots, gabled shed roofs, and soft sphere-clouds.
World dressing: ☀️/🌙 day/night toggle (gradient sky shader with drifting
clouds, starfield and glowing lamps at night), plus new placeables — 💡
lamp posts (real point lights at night, capped at 8 for perf), ⛓️
chain-link fence (segments auto-connect into runs), 🪣 5-gal buckets,
🪨 stone path slabs (flat enough to walk over), 🛢️ rain barrels,
🟤 compost bins, 🏠 hoop houses (translucent plastic skin over
smooth ribs), 🚪 fence gates (mesh into adjacent fence runs),
🐦 bird baths, 🌳 fruit trees (round canopy + apple spheres),
🏚️ garden sheds (4×6, solid), 🏛️ pergolas (2×4, walk-under),
🧱 stone edging (auto-connecting low walls), 💦 sprinklers (smooth
water arcs), and 💧 drip lines (auto-connecting ground tubes). Graphics
pass: bloom postprocessing (lamps, sun and fireflies glow), **tall grass- wildflowers** scattered on empty cells (seeded, stable across rebuilds),
fireflies (40 points, night only), warmer sun + tuned hemisphere light.
Lively pass: saturated palette (rich grass, warm wood, punchy terracotta),
denser grass tufts clustered near beds, fuller plant clusters with vivid
fruit, butterflies (8, day only — flapping wings, wandering paths),
shed with steep gabled roof + window, thicker arch ribs.
Planning tools: 📏 measuring tape in orbit mode —
click two ground points for a live "12.5 ft" readout (ESC clears). Game
feel: particle bursts when things break and tiny WebAudio place/break
sounds (🔊 toggle, default on).
- wildflowers** scattered on empty cells (seeded, stable across rebuilds),
v2.60.0
- 2.60.0 — ⛏️ The planner goes Minecraft. The 3D view is now a voxel
world: 16×16 pixel textures with crisp NearestFilter rendering, grass-block
ground with dirt sides, plank-sided raised beds, terracotta pots, fabric
grow bags, a voxel trellis for arches, blocky clouds, and cross-quad pixel
plants per species (tomatoes grow tiny red fruit). Plus 🚶 Walk mode:
first-person strolling with WASD + mouse, Shift to sprint, collision with
beds (but you can walk under arches), click-to-edit from the crosshair.
v2.59.4
- 2.59.4 — 🔑 Scoped API tokens. Outside programs (like a local
assistant on the same PC) can now use Verdant's API with a bearer token
instead of poking the database directly. Create one on the Settings page
with exactly the scopes it needs (*,read, or per-domain write
scopes); the secret is shown once and only its hash is stored. Requests
without a token work exactly as before — the web UI is untouched.
v2.59.3
- 2.59.3 — ⚡ Scale-audit performance fixes. A simulated commercial
grow (2,800 plants, 40,000 logs, 500 seed packets) found the Plants page
taking 104s and the Costs page 22s to load. Fixed: a reminders-endpoint
N+1 (82.7s → 0.25s, output verified byte-identical), a per-card cover-photo
request storm (one bulk/api/plants/coverscall now), half a million
eagerly-rendered packet checkboxes on the Costs page (now built lazily on
open), and ~2,200 per-row packet-link requests (bulk endpoints). Plants
loads in ~8s, Costs in ~8s. Everything else scaled fine.