v11
2026-09-30 · since v10 · download
A day and a night for the sky, and a view distance that reaches out to 512 grids without costing the frame.
Client
Sky and weather
- Added a day and night cycle to the improved sky: the sun follows a real path, higher in summer, and the moon rises and sets by its phase.
- Added lighting and shadows that follow whichever of the sun or the moon is up, and cel-shaded objects that darken at night.
- Added Dark nights and Objects follow the light switches under Sky & weather.
- Fixed dawn and dusk changing in a step, and the moon’s lit side not facing the sun.
- Fixed a session started by day being lit as night until the server’s first night.
- Fixed near clouds with pitted, streaked edges, and stripes of shadow on the ground under a low sun.
Terrain and view distance
- Changed the view distance reaches up to 512 grids, from 64; a client with no range set starts at 8.
- Changed ground near enough for its tiles to show is drawn in full detail, as much as the memory given to the client holds; farther ground is crisper and lit like the ground beside it.
- Added a LOD distance slider under Range (25–200 %): how far each level of detail of the far ground reaches.
- Improved turning the camera builds nothing new, and panning leaves no holes.
- Changed the remembered ground follows the map: ground recorded again is drawn again.
- Changed the ground on screen loads first after login, and the far ground appears at once instead of after tens of seconds.
- Fixed switching the view distance off and on leaving the nearby ground undrawn, and far ground that could not be clicked.
Objects and ghosts
- Changed ghosts, sprites and models past the live area are drawn on the remembered ground, at its recorded height.
- Improved thousands of ghosts no longer cost frame time, and a ghost past the live area no longer vanishes as the ground around it loads.
- Fixed translucent ghosts being painted over by the ground.
- Added a Frustum culling option: the client leaves out what the camera cannot see, keeping it in the shadows.
- Added a LOD distance slider under Objects: repeated objects such as walls and palisades are drawn simpler as they shrink on screen, and not at all when smaller than a pixel or two.
- Improved repeated objects are drawn a map grid at a time and skipped off screen: a base full of palisades draws a fraction of the triangles it did.
- Improved memory use of the far terrain, about 80 % less: the whole range fits in 4 GB.
- Improved CPU use while the camera moves, and less garbage per frame with it still.
Map
- Fixed importing a map again stopping halfway with Could not import map: null.
- Changed a map import only adds ground where nothing is recorded, and never replaces ground you recorded.
Addon API
Client
- Changed
client():viewDistance() takes 1..512, from 1..64; the default is 8.
- Added
culled and cullable to p:render(): what frustum culling left out this frame, and what it could test.
Virtual objects
- Changed a ghost, sprite or model standing past the streamed ground is drawn on the remembered ground at its recorded height, where it used to wait; a patch still waits.