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v2.61.0

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@github-actions github-actions released this 12 Oct 16:45
· 21 commits to main since this release
721450e
  • 2.61.0 β€” 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) β€” 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 β€”
    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 4Γ—8, the shed 4Γ—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) β€” 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: β˜€οΈ/πŸŒ™ day/night toggle (gradient sky shader with drifting
    clouds, starfield and glowing lamps at night), plus new placeables β€” πŸ’‘
    lamp posts
    (real point lights at night, capped at 8 for perf), ⛓️
    chain-link fence
    (segments auto-connect into runs), πŸͺ£ 5-gal buckets,
    πŸͺ¨ stone path slabs (flat enough to walk over), πŸ›’οΈ rain barrels,
    🟀 compost bins, 🏠 hoop houses (translucent plastic skin over
    smooth ribs), πŸšͺ fence gates (mesh into adjacent fence runs),
    🐦 bird baths, 🌳 fruit trees (round canopy + apple spheres),
    🏚️ garden sheds (4Γ—6, solid), πŸ›οΈ pergolas (2Γ—4, walk-under),
    🧱 stone edging (auto-connecting low walls), πŸ’¦ sprinklers (smooth
    water arcs), and πŸ’§ 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 β€” flapping wings, wandering paths),
      shed with steep gabled roof + window, thicker arch ribs.
      Planning tools: πŸ“ measuring tape in orbit mode β€”
      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
      (πŸ”Š toggle, default on).