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Changelog

All notable changes to this project are documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

[Unreleased]

[0.3.0] - 2026-07-27

Added

  • Settings screen (reachable from the title menu and pause screen): master volume, mouse sensitivity and field-of-view sliders. Preferences persist to localStorage (mcadv-settings) and apply live — volume and FOV update immediately, even while the panel is open over a paused game. Defaults match the previous hardcoded values, so existing players see no change.
  • Hotbar wheel-scroll polish: same-direction trackpad bursts coalesce into one step, quick opposite-direction corrections still register, and the listener is registered non-passive so page scroll is reliably cancelled during play.

[0.2.0] - 2026-07-26

Added

  • Filmic render pipeline: ACES tone mapping with an HDR bloom pass (sun, flames, explosions, fireball cores and crystal beams glow; terrain never hazes).
  • Shader sky dome with sunrise/sunset glow, drifting procedural clouds and individually twinkling stars.
  • Wind motion: swaying grass, flowers and leaves; rippling water (vertex-shader only, no extra draw calls).
  • Game feel: trauma-based camera shake, sprint FOV kick, progressive block-break crack overlay.
  • Audio: per-surface footsteps (grass/sand/stone/wood/snow), skeleton bow shots and distance-scaled arrow impacts, crickets, birdsong and wind ambience.
  • Ambient life: fireflies at night, falling leaves in forests, bubbles underwater.
  • Live world panorama behind the title and victory screens; HUD polish (low-HP heartbeat, boss-bar shine, quest banner animation).
  • Block-edit persistence: mined/placed blocks survive chunk unloading and full page reloads (per-seed localStorage).
  • Unit test suite (Vitest, 52 tests) and lint gate (oxlint, warnings are errors).

Fixed

  • Simulation no longer runs behind the title menu (idle players could previously be attacked unseen).
  • Menu panorama camera keeps clearance over hills instead of clipping into terrain.
  • Bloom threshold raised above noon snowfield brightness to remove daytime haze.

[0.1.0] - 2026-07-26

Added

  • Infinite procedurally generated voxel world streamed in 16×96×16 chunks: plains, forest, desert and snow biomes, trees, lakes, flowers.
  • Mining and building with a 9-slot hotbar, DDA raycast targeting and per-block break times.
  • Creatures: pigs, cows, sheep, chickens (wander/flee/drops); zombies and skeletons at night that burn at dawn.
  • Combat and survival: sword melee, chargeable bow, hearts, fall damage, food healing, passive regen.
  • Fire-breathing dragon boss with an articulated rig, swoop/fireball/flame-breath attacks and four healing crystal towers in an obsidian lair.
  • Adventure quest chain: hunt → find the lair (compass) → destroy the crystals → slay the dragon.
  • Day/night cycle, procedural texture atlas, fully synthesized sound — zero external assets.
  • Docker packaging (multi-stage build, unprivileged nginx, healthcheck).