High-fidelity rendering for 3D worlds: production PBR lighting, a film-grade post stack (sharpen, AO, sun-lit mist, filmic grade), volumetric clouds, realistic wind-blown grass, 2K PBR ground textures, river-eroded mountains, a procedural forest planner with trails, forest-floor cover, a layered rock material, and Awakening Water: shared swell, ripples and wakes, shore foam and wet sand, optional squalls and thunderstorms with rain and lightning.
Water, river, waterfall and mist light no longer call builtin/lighting sunVisibility, which failed the GPU shader build on engine 6.0.0 (unresolved lighting_viewDepth); sun effects now fade with the sun's height. Rock look refinements.
Version history
1.8.0
New half-screen Awakening handbook: a page per feature with real base-Spawn vs Awakening pictures, Ask Savi on every feature, and weather switches saved as versions. Experimental lake waves: boats and driftwood ride the swell; lakes stay calm in clear weather, and optional storm waves raise real chop only during thunderstorms.
1.7.0
Waterfalls: a layered 3D curtain (core, veil, peeling ropes) that owns the lip with no seam, and a solid froth boil at the foot that sits in the pool and is never painted over by it; the pool churns around the impact. Creek tool carves along the fall line from a spring, no more ridged embankments. Waterfall ground tool carves stream, lip, plunge pool and outlet from one frame. Distant clouds are smooth instead of pixelated or streaked. Smoother stream-to-fall and pool-to-river handovers. Docs, manual and god-mode tab cover all of it.
1.6.0
Rivers & creeks on one water: touch.js adds touchWater(), one line in a player script that wakes whichever lake, river or creek the body stands in (found by tag, no hand-typed coordinates; rules in lib/wade.js). Redesigned Awakening tab: grouped sections, an In use / Off pill per piece read from your world, a Say-to-Savi line on every card. Manual, README and /awakening command updated: portability rules for using Awakening in any game, river and creek placement, spring heads.
1.5.0
Awakening Water rivers: a river sheet (river-sheet.js, river.js, river-surface.js) built on the lake shader, with rapids, standing waves, boulder pillows, rock wakes and carried whitewater. Shared relative-motion wake trail (lib/trail.js) for swimmers, waders, boats and river rocks. New lib/junction.js: any water flowing into another hands over at a shared line with a soft, diffuse inflow plume and no animation snap. The water shader now lives in lib/water-material.js (water.js still the address placements use). Manual: river placement, bank check, junction wiring.
1.4.0
Full manual for Savi (water, shores, boats, squalls, storms), lib/lake-build.js to build lake sheets and shore bands for any world, and an Awakening guide tab in god mode for creators.