Releases: EepyBerry/lagrange
Releases · EepyBerry/lagrange
v0.5.1 - Glow-in-the-Dark Patch
Additions
- ⭐ Editor: add emissivity parameters for surfaces & biomes; the latter can override the former's intensity. This effect is preserved on exports!
- ⭐ Editor: add new advanced atmosphere parameters based on underlying calculations (scattering constant, density ratios)
- ⭐ UI: New n' Improved! Rework header, footer & Codex interface
- Editor: add new basic planet data:
planetType(planet/moon/gas giant) +planetClass(ice, ocean, arid, etc.)
Changes
- Editor: adjust randomization ranges; should give slightly more coherent values now
- ⭐ UI: rework most SCSS codebase, notably dialogs and accessibility (work-in-progress still)
- Internal: refactor ring uniform system, greatly improve ChangeTracker system w/ the addition of
source&actionproperties - Init: improve error handling during initialization
Fixes
- ⭐ Editor: rework atmosphere shader; fixes unwanted height & density behaviour
- Init: fix #23 (via improved error handling)
v0.5 - Core Overhaul Update ⚡
Additions
- ⭐ Rendering: add WebGPU support through the use of three.js' new WebGPURenderer system. Every single feature up to this point is fully compatible with this renderer, provided your browser supports it. Check the README for more information!
- Init: update & slightly adjust main shortcuts styling
- UI: add 3D rendering selector in the app settings
- UI: add 0.5 changelog info in "Init" and "About" dialog
Changes
- ⭐ Internal: refactor large parts of the code to simplify & streamline further development
- UI: increase scrollbar visibility, adjust responsiveness in some parts
v0.4.3 - Rings & I/O Patch
Additions
- ⭐ Rings: planets can now have multiple rings! Legacy rings will be converted upon loading the planet
- ⭐ Settings: you can now backup & restore app settings! Buttons have been added to the "Advanced Settings" section to do just that :3
Changes
- Internal: simplify DataTexture initialization when loading Editor
- Editor: leverage new ring storage system for planet randomization
v0.4.2 - Shuffle & Stuff Patch
Additions
- ⭐ Editor: planets can now be randomized! Randomization works based on a seed that can be reused, changed and shared!
- ⭐ Editor: planets can now be saved as copies! Simply select the "Save as copy" option in the save menu.
- Clouds: add displacement parameters for clouds
Changes
- UI: regroup existing and new options on the top bar into small menus (randomisation, saving/exporting)
- Internal: rewrite & reorganize scene/uniform management (better separation of responsibilities)
- Editor: improve planet saving performance by leveraging baking technique
Fixes
- Editor: fix save-warning not showing when changing planet name then exiting editor
- Biomes: fix noise frequency parameters not being applied correctly (used lacunarity by mistake)
- Build: apply patch CVE-2025-24010: websites were able to send any requests to the development server and read the response in vite
v0.4.1 - Export Patch
Additions
- ⭐ Editor: you can now export your planets as glTF files! However, for technical reasons, this does not include atmospheres (yet?).
- 📣 UI: add sub-groups on editor sections for better visibility, update de-DE translations (#16)
- Extras: add a toggleable "special day" box in the footer for various events (e.g. new year, halloween, etc)
Changes
- Internal: upgrade ESLint to v9 & move to flat-config system
- Miscellaneous: force something on when enabling secret mode + improve related routing :3
v0.4.0a - Security Hotfix
Fixes
- Build: Apply patch for CVE-2024-52809: vue-i18n has cross-site scripting vulnerability with prototype pollution
- Build: Apply patch for CVE-2024-52810: @intlify/shared Prototype Pollution vulnerability
v0.4 - Jovian Expansion Update 🪐
Additions
- ⭐ Surface parameters: new set of parameters for planet surfaces: XYZ warping & surface displacement! These work in tandem with your already defined surface noise parameters for even more customizability!
- ⭐ Ring systems: adds the option for a ring system around your planets, with radius & RGBA color ramp options!
- 📣 Editor: display a warning dialog when trying to leave the page without saving the planet first.
- Init: add 0.4 changelog info in "About" dialog
- UI: add new dialog in Codex containing basic planet information, add fr-FR translation
- Extras: add a "hologram mode" option in the settings (just for fun :3)
Changes
- ⭐ General: swap project license for the "I'm So Tired" Software License - No Resale version (ISTSL-NR 1.0)
- Internal: refactor large parts of the code to simplify & streamline further development
- UI: increase scrollbar visibility, adjust responsiveness in some parts
Fixes
- Rendering: fix inverted bump mapping normals (oops...)
- 📣 Accessibility: increase scrollbar visibility, adjust responsiveness in some parts
v0.3.1
Changes
- Build: Update all dependencies, except three-custom-shader-material, which breaks everything on v6 (tested with
6.0.13) - Miscellaneous: Add JSON-LD structured data for better Google Search display, hopefully
Fixes
- Editor: Add missing
markForChangecall when sorting color-ramp steps to immediately update the relevant material
v0.3.0a - Security Hotfix
Fixes
- Build: Apply patch for CVE-2024-47068: DOM Clobbering Gadget found in rollup bundled scripts that leads to XSS
- Build: Apply patch for CVE-2024-45811: Vite's
server.fs.denyis bypassed when using?import&raw - Build: Apply patch for CVE-2024-45811: Vite DOM Clobbering gadget found in vite bundled scripts that leads to XSS
v0.3 - Ecosystems Update ⛰️
Additions
- ⭐ Biome system: new, fully fledged biome system! Texture-mapped from per-biome temperature/humidity/smoothness values
- ⭐ Performance: drastically reduce the number of uniforms in
planet.frag.glsl, pack all varyings in amat4instance - Init: add 0.3 changelog info in "About" dialog
- Layout: add fully fledged biome controls in "Biomes" section (temperature/humidity noise settings, biome list, per-biome min/max values & color)
Changes
- Performance: port surface & clouds ramps to
DataTextureto reduce GPU load - Build: implement manual chunks to optimize build
Fixes
- ⭐ Linux: Fix glitchy surface caused by an issue in noise calculations
- Init: Check if
navigator.storageexists before attempting persistent storage