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0.11.0

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@Garsondee Garsondee released this 28 Oct 14:27
· 262 commits to master since this release

What's Changed

A big one: crash-safety work, a new 3D "table" presentation for the scene, real per-floor depth, and a weather/lighting system that now covers temperature as well as rain and wind.

  • GPU crash-safety ladder. A safe-mode fallback, a paced shader-compile policy, a crash guard and a pipeline governor that spreads shader compilation across the loading screen instead of mid-session, aimed squarely at the WebGPU "device lost" crashes that had been turning up on complex scenes.
  • Table. A procedural 3D presentation around the scene: a brass border and green velvet recess, with soft AO between the two, stitched panel lines with their own dark outline, a slight velvet bump, and darker diagonal corners for depth. It's immune to the Lens distortion and finishes cleanly into a void past the padded edge. A new off-board privacy zone lets a GM park tokens on the velvet, out of play — players can't see what a GM puts there, only their own tokens.
  • Parallax. Real per-floor depth inside the Table's recess: higher floors sit higher and closer, trees and overhangs read up to the top of the brass rather than clipping at the old map edge, and shadows and cloud tops ride along with the raised layers to sell the depth. All of it shares one perspective (a new scene-eye/room-map system) so nothing drifts out of alignment with the grid on the floor you're actually standing on.
  • Temperature. A new map-wide CC tied to the weather temperature slider: scenes cool and blue below freezing, warm slightly above 75%. Below 10% a frost effect slowly grows in from the screen edges with a subtle ice-like refraction; above a threshold outdoor areas get a gentle heat-ripple. Its own Studio card, with plenty of tuning controls.
  • Window light gets smarter about rooms. A new room-ID map (every Foundry-walled room, including outdoors, gets its own fill) lets window light move and smear with the sun across the day without ever leaking into the wrong room or outside — with a soft AO at the wall boundary instead of a hard cutoff. Window also picked up its own weather drama (rain-wave darkening tied to the same waves that brighten the rain shader), a dedicated CC/grade section, and golden-hour/moonlight tuning.
  • Canopy light transmission lets sunlight filter through tree and bush canopies instead of just blocking it outright, and weather-shaded particles darken rain, snow, dust, fog and the wind overlay to match the scene's own building and cloud shadows.
  • Dust, Wind Trails, Torrent. Dust motes drift and catch the light of nearby candles and player-carried lights, fading to a third their normal opacity and taking on the sun or moon's colour at night. Wind Trails sketch brief, tapered white lines to visualize gusts. A new screen-space Torrent layer adds slanting, wind-driven sheets of rain at the high end of the storm slider, on top of the existing rain.
  • One transition system. Scene, floor and load transitions now go through a single system that reads Foundry's own transition catalog, with presets from quick-and-subtle to long-and-dramatic, and a GM override that fires once and falls back to the scene default. Scene names are never announced to players, only to the GM.
  • Studio reorganized. The effects panel is now categorised with one effect open at a time instead of every card expanded at once, and the search bar actually searches.
  • A public API for other modules. floors.prewarm and remote.registerSection, versioned, so a module like Footfall can hook into floor loading and the Remote without reaching into MSA's internals.
  • Bug fixes from live sessions, several bisected overnight: vegetation shadows no longer leak onto an opaque floor below when there's no gap to let them through, and the same for cloud tops and cloud shadows; the dusk/dawn gap between a building's edge and its own shadow is closed, including for overhead items; a tree's shadow no longer draws on top of the tree casting it; trees and bushes now pass 50–75% of light from underneath instead of blocking it outright, graded by elevation; fireflies, dust, fire and precipitation defaults were re-tuned to match what's actually been running on the live server.

Full Changelog: 0.10.0...0.11.0