

The lighting is softer, with less contrast between the sides and tops of blocks.I fixed some artifacts along the edges of thumbnail renders, most noticeably in components with pegs that go right to the edge like D-Latches and Sockets.I already did this a few months ago, but I remember it was REALLY HARD so please appreciate it anew! Thumbnail renders are now anti-aliased, so the lines are smooth instead of jaggy.If you look closely, you'll notice a few more differences in the appearance of thumbnails between 0.90 and 0.91: I also added support to the shader for rendering in non-instanced mode, so we can use it for non-instanced decorations like the clicky part of buttons and switches, and these decorations will also have consistent, custom lighting applied to them in thumbnail renders. We use this new "custom" lighting mode for thumbnail renders, and so now it doesn't matter where they're created, they always have consistent lighting. It now has two lighting modes: environment lighting and custom lighting. So, I've upgraded the shader I wrote for GPU instancing. However, for some upcoming features I plan to add for 0.91, thumbnails really ought to be generated consistently and reliably, and look identical no matter where the generation happens.

This is kind of weird, but it's not a big deal in 0.90 I'm not sure if anybody but me has even noticed it. World objects are affected by environment lighting, so thumbnails are too. This is because the thumbnail renders use exactly the same materials as are used to render objects in the world. In 0.90, thumbnails look different depending on the scene in which they are generated. This all started when I decided to address an issue with how thumbnails (the little isometric component graphics that appear in the Selection Menu and on the hotbar) are rendered. I also added a save converter to the new format so that you can use all your 0.90 saves in 0.91, and I updated the sandbox list UI to notify the user of which saves are using the old format and need to be converted.īut my biggest task this week by far was to make some major updates to the world objects shader.

For example, I polished off last week's work on fixed point positions by updating the save format version: position data is now saved and loaded as fixed-point instead of floating-point, matching the new data structures that are used internally. Hello Logicians! I've had a fairly pedestrian week of development, working on miscellaneous maintenance tasks.
