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Changelog
What changed in each version of NatureGL Island.
#1.1.0
2026-09-24
A polish pass against the TIDEWATER reference, and the migration to the 1.1.0 libraries. Drag the sliders: left is 1.0.0, right is 1.1.0.

underwater: visible sea floor, sea grass, coral bommies and a deeper blue grade.#Underwater
- Visible sea floor: sand ripples (shading and normal perturbation in the ground shader), darker green-grey sand under the sea-grass meadows, greyer deep sand.
- New
world/seagrass.js: about 9 000 instanced strap-leaf clumps in patchy meadows between 2 and 17 m, swaying with a slow surge, with caustics from NatureGL Water. world/reef.jsrewritten: four procedural coral types (staghorn, brain, sea fan, tube sponges) in clumps round the reef rocks, a field of big coral bommies along the whale's route, algae-tinted rocks; instanced in 320 m chunks.- Humpback: smooth normals, darker mottled back with a pale belly and pectoral fins. Two fish schools travel with it and two more hang over the bommies; fish counts raised (high: 420).
- New
world/marineSnow.js: drifting motes round the camera (overlay layer). - Underwater grade: deeper, more saturated blue fog colour, lower fog density (0.021 /m) so the floor reads 20 m down, exposure pinned under water, and the scenario camera tilted to show the floor.
#Jungle and foliage
- Broadleaf trees: 17–22 smaller leaf-cluster cards per canopy blob with per-card hue variation and blended normals, darker smooth-shaded inner cores, branches, buttressed trunks; a far LOD for the solid part; LOD distance 125 m.
- Palm fronds get vertex colours: fresh young fronds, yellowing tips, a few dead brown fronds hanging down.
- Banana and elephant-ear plants as a new scatter layer on the jungle floor (NatureGL Grass wind and trampling).

jungle-path: the new broadleaf canopy and palm fronds.#Village
- Five more stilt houses, and a second market stall with a blue-striped canopy.
- White stones lining the path, weathered picket-fence sections, lamp posts with swinging lanterns along the village path.
- Yard clutter at every house: barrels, stacked crates, porch benches, flower pots, drying nets; a canoe on the beach, a picnic table by the gazebo.
- Thinner, patchier grass on the trodden village terrace.
village-dayis now at eye level on the path, looking down to the pier.

village-day, now at eye level on the path.#Boat
- Wheelhouse rebuilt round the helm: a taller cabin, a raked three-pane windscreen and side windows in dark frames, wipers, a ceiling liner and cabin light, interior lining panels, a sloping dark instrument panel with gauges and switches, a compass binnacle and a seat back.
- The chart plotter and radar are smaller displays on the dash to port of the wheel; the wheel is centred under the eye, the throttle is to starboard, and the bow rail no longer starts inside the wheelhouse.

boat: the rebuilt wheelhouse.#Night
- Stars 1.8× brighter; pier lamp bulbs less blown out.
- Lamplight pools on the water round every lamp over the lagoon, and camera-facing reflection streaks (overlay layer).

pier-night: lamplight pools and brighter stars.#Performance
- All eleven scenarios hold 61–85 fps at 1280×720 on
high(Apple M5, 1.1.0 libraries); see Performance and quality. - Tree cores are 20-triangle shells with radial normals, trunks have a far LOD, sea-grass and coral geometry is budgeted, and the reef and scatter layers are chunked coarsely to keep draw calls down.
#Libraries (migrated to Sky, Water, Grass and NatureGL Weather 1.1.0)
lib/re-synced to the 1.1.0 builds, and every workaround fromdocs/LIBRARY-ISSUES.mdremoved. See Library issues fixed.- The lagoon-wide foam rings and the bull's-eye rings round the islets are gone.
- The underwater exposure pin is now a multiplier on the sky's display exposure.
- New optional
game.setSkyPost(true)(demo/?skypost): NatureGL Sky's post chain overwater.renderHDR(). Off by default.

drone-lagoon.#1.0.0
2026-09-24
First playable version: a procedural island with jungle, beach village and pier; walk, swim, boat and drone modes with a blended camera rig; gulls, crabs, fish and a humpback; rain mode; a HUD with settings, time of day, looks and help; eleven deterministic scenarios; headless GPU smoke test, screenshot and gameplay scripts; sky, water, grass and weather from the vendored NatureGL builds.