1.02.01: Secret area and engine update
2026-09-21There is a new secret area. It appears in a certain structure with a small probability, and it can be seen from the outside. There are now only half as many rats in the Mylantis caves (but there is still a huge number of them). In general, the moving entity update code is faster (using various tricks), but it is more complicated. It used to be that the depth buffer was cleared after rendering each level. Now the depth buffer is cleared after rendering 2 levels. This implies that the viewer level L as well as level L-1 are rendered together without clearing the depth buffer in between them. This decreases the number of depth buffer related render glitches. It is now possible to create a mod that has a skybox. See the skybox guide. It should now be impossible to move the player 0.1 block lengths or more through an env rect without triggering it.
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Now when the engine loads a game, it clears ALL keys (input events). Recall that every block is actually a "stack of frames". When you change the type of a block, you are actually pushing a new frame on top of the block stack for that block position. In this update, we store block variables from worldgen in an appropriate place (not in the zero frames, but what we call the negative one frames). Now when a moving entity fully turns towards the player, it will wait one second before turning again (to make the code faster).





