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Releases: ShaneMcGovernIE/potato_voxel

v1.3.0

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@ShaneMcGovernIE ShaneMcGovernIE released this 09 Aug 23:55

Building voxel performance improvements and SELECT quality-lock fix.\n\n- Faster building placement via anchor-tile indexing.\n- Lower model-generation overhead through atlas shade caching and dense voxel storage.\n- Preserved geometry, shading, UVs, shadows, seams, and build-budget behavior.\n- SELECT no longer changes the Voxel graphics quality ladder.

v1.2.4

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@ShaneMcGovernIE ShaneMcGovernIE released this 09 Aug 23:14

Fixed performance regressions in POTATO Mode. Removed the DEBUG option from the in-game OPTIONS menu; diagnostics remain available only through benchmark instrumentation.

v1.2.3

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@ShaneMcGovernIE ShaneMcGovernIE released this 09 Aug 02:05

Changelog

1.2.3 - 2026-08-09

Fixed

  • Fixed stretched, screen-spanning overworld NPC shadows on Android by guarding zero-length camera-ray normalization in the mobile shader.
  • Kept NPC contact shadows grounded and stable with camera-ward depth bias and pixel-quantized placement.
  • Replaced animated NPC shadow silhouettes with fixed contact-shadow blobs so animation frames, mirroring, and jump lift cannot stretch or shimmer shadows.
  • Removed the DEBUG option from the in-game options menu.

v1.2.1

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@ShaneMcGovernIE ShaneMcGovernIE released this 09 Aug 23:26

Full Changelog: v1.2.0...v1.2.1