• v0.7.0 d31067a673

    v0.7.0 Stable

    bryan released this 2026-09-05 17:45:47 +00:00 | 0 commits to main since this release

    • New slopcsg compile stage resolves overlapping brush geometry before triangulation, fixing z-fighting/duplicate faces at brush seams. Maps moved from static.csg to brushes.map, compiled output now under compiled/.
    • Real navmesh baking (slopnav, Recast-based) alongside BSP leaf routing, per movement profile, with taut waypoint pulling and fragmented-corridor collapsing (fixes zigzag paths and staircase leaf-soup).
    • Emissive materials no longer self-bake a glow by default (opt-in via bake-emission); fixed an over-bright coplanar emissive seam bug.
    • Fixed Windows GPU lightmap baking hitting the driver TDR timeout on large bakes.
    • New declarative UI screen framework (ui.s7) for menus.
    • Added a crossfade loading screen between map loads.
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  • v0.6.4 fd528a81ae

    v0.6.4 Stable

    Ghost released this 2026-08-25 20:31:58 +00:00 | 28 commits to main since this release

    This release addressed issues with segmentation faults when installed as a release build.

    Downloads
  • v0.6.0 f38ea6bab3

    v0.6.0 Stable

    Ghost released this 2026-08-25 15:42:55 +00:00 | 33 commits to main since this release

    Lighting

    • Replaced the old floor-only raycast light probe sampling with a proper volumetric probe grid (spherical harmonics L1 + RGBE8), so dynamic objects get ambient lighting sampled from probes placed throughout 3D space instead of just below their feet. Follow-up fixes: sun contribution to probes was wrong and is now corrected, and probes are no longer wastefully placed in exterior leaves where they'd sample nothing useful.
    • NODRAW faces now block sunlight during the bake, matching how they already blocked other light.
    • Fixed a seam-darkening artifact where adjacent lightmap texels sampled slightly different occlusion results at shared edges.
    • Radiosity bake now traverses the BVH near-to-far instead of an unordered scan, letting bounce/direct passes early-out on the first hit — faster bakes. Also fixed GPU baker SSBO lifetime bugs and expanded the RAD tool's CLI options.
    • Rigid-body movers no longer force a full radiosity recalculation just because they moved.

    Skyboxes

    • Added a cylindrical skybox mode (single wraparound texture with vertical offset/scale/repeat controls) alongside the existing cube and gradient modes.

    Water and swimming

    • Rewrote swimming physics, fixing several buoyancy and movement bugs
    • Added a scripting API so actors can query whether they're submerged, whether they're near a water exit, and get a direction toward climbable shoreline — for AI that swims.
    • Water brushes no longer get drawn into the render-to-texture reflection/refraction pass.
    • Nav-mesh path costing now accounts for ledges and water instead of treating them as free traversal.

    Doors and triggers

    • Doors can have open/close sound effects with per-door volume, selectable from a sound browser in the map editor.
    • Triggers gained a "fire once" option instead of always firing on every entry.
    • Player collider can now be resized at runtime for things like crouching.

    slopmap

    • NODRAW faces are tinted in the preview so they're visually distinguishable while editing.
    • Added "select touching faces with matching material," extending a selection across contiguous geometry sharing a material.
    • The punch tool now tries to preserve the cube shape of the result when the input was an axis-aligned box.
    • Texture panel got "fit" and "fit aspect" buttons to auto-scale a texture to a face.
    • Fixed a bug where duplicating a non-box brush skipped face-ID rewriting, causing the copy to collide with the original in the lightmap/UV atlas.

    Engine internals

    • Added a structured logging system with a --verbose flag, replacing scattered ad-hoc prints across the engine and all slop* tools.
    • BSP build now tracks split-plane relevance per contributing brush instead of unioning all their bounding boxes together, avoiding wasted splits across dead space between unrelated rooms.
    • Removed the legacy FAC file format and the slopfac tool, superseded by the BSP-based pipeline.
    • Added shared-library build support.

    Build and CI

    • Fixed Windows and macOS compilation issues.
    • Added test-compile CI workflows for Linux, Windows, and macOS.

    Docs

    • New lighting model doc explaining the probe system.
    • Expanded scripting API reference; updated Blender, data API, nvim, and vscode integration docs.
    Downloads
  • v0.5.0 ac5920a1eb

    v0.5.0 Stable

    bryan released this 2026-08-19 12:00:54 +00:00 | 83 commits to main since this release

    Downloads
  • v0.4.2 2eb6f3a05e

    v0.4.2 Stable

    Ghost released this 2026-08-08 15:30:50 +00:00 | 167 commits to main since this release

    • First release, I guess
    • Binaries for winblows and linux
    Downloads
  • v0.4.1 819413628d

    v0.4.1 Stable

    Ghost released this 2026-08-08 15:05:20 +00:00 | 168 commits to main since this release

    Downloads
  • v0.4.0 c273ef05da

    v0.4.0 Stable

    Ghost released this 2026-08-08 10:29:45 +00:00 | 173 commits to main since this release

    Downloads