# Carve Night changelog

## 1.3.0 (2026-10-20)

The Seven cam, and a trailer.

- **Seven cam.** A hidden camera at Seven's end of the table: press **Seven cam** in the top bar, or
  <kbd>C</kbd>. It frames him and his pumpkin with a viewfinder and a blinking dot, and he doesn't know it's
  there, so you can watch him lean over and scan your pumpkin without catching him. Copies still go by the
  side of your pumpkin that faced the carving camera you left. Press it again, or switch to the porch, to go back.
- Fixed: candles crowded into one pumpkin added up without limit. Four tea lights in Seven's Jack Be Little
  lit the whole table like a bonfire and blew the picture out at night. Candles that share a pumpkin now
  share its light: together they give about 1.6 times one candle's light.
- Fixed: small pumpkins glowed far hotter than big ones, because the flame sits so much nearer the walls
  and light falls off with the square of the distance. A candle's light and its glow through the flesh are
  scaled by the square of the pumpkin's size, so a Jack Be Little or a Sugar Pie glows like the rest.
- Fixed: after Seven had shown you one copy, every copy after it landed on the back of his pumpkin. He worked
  out which side faced him before turning the pumpkin back round to face him. He turns it first now.
- Fixed: Seven's stencils could land in his own lid hole and vanish, after an enormous lid. Copies now stay
  below the rim.
- Fixed: the sea at Kelda Head and Lumen Reach was never drawn. Its shader fogged the water but didn't pass
  the fog depth from the vertex shader, so the program failed to link.
- Goop that lands on Seven's visor is bigger, so you can actually see it.
- Testing hooks for scripted play (`tools/trailer.mjs`): a camera hook, scoop and stroke helpers, and
  `?qset=` to fine-tune the graphics settings.

## 1.2.0 (2026-10-20)

Company at the table, and somewhere to show off.

- Seven, the field robot from Starlight Menagerie, works at the far end of the table on a Jack Be Little
  of his own. Every time you cut a lid, scoop, stamp a stencil, carve a line or light a candle, he leans
  over, scans your pumpkin with his visor and copies it, wrong: a crooked or enormous lid, the eyes upside
  down or on the back, twice the size, one eye, a wobbly grin, three candles. Then he turns his pumpkin
  round to show you. Look right at him, or tap him, while he's peeking and he snaps away and whistles.
- Pick where the display goes: the porch, Kelda Head under Prism Light's lighthouse, the basalt shore of
  Lumen Reach from Island V5, the garden deck of the Starlight Menagerie zoo station, or a brownstone stoop
  in Firehawk City. Each has its own sky, lights and lights-out mood, and the models come from those games.
  A place is only downloaded when you pick it, and the porch remembers which one you chose.
- The carving table is longer, to make room for Seven.

## 1.1.1 (2026-10-20)

- Candlelight through the shell, after the translucency term in three.js's subsurface scattering example
  (Barre-Brisebois, GDC 2011): etched and thin flesh glows brightest when you look toward the flame
  through it and dims as you walk round. It reads the candles directly, since three's version uses the
  shadowed light, which is dark behind a closed shell.

## 1.1.0 (2026-10-20)

A visual pass on the pumpkin itself.

- Subsurface skin: wrap lighting per colour channel on softened normals, a warm scatter band at the
  shadow line and warmer ambient light. The skin is waxy now, not glossy: no clear coat, broader highlights.
- Peeled skin, cut walls, the inside wall and the goop are more translucent than the rind.
- Depth in the carving: the inside of the hollow only gets light through its openings and from the candle.
- Fixed: the candle now throws the carved face onto the table and the porch (the shadow copy of the skin
  was solid), and the lid shades the inside when it is on.
- Stems with an age: green, drying from the tip, tan, beige or woody brown. Cinderella, Jarrahdale and
  Big Max grow fat corky stems that dry grey or beige.
- The clamp lamp moved forward and to the left, so it lights the side you carve.

## 1.0.0 (2026-10-20)

First release.

- Seven pumpkin varieties, each with its own size, ribs, wall and colours, and a different shape for
  every seed.
- Skin, flesh, goop, stem, porch boards, siding and straw baked on the GPU at load.
- Lid: four shapes cut by an animated knife, or trace your own loop round the stem. Strings of goop
  stretch and snap as it comes off. Put it back on or set it aside.
- Scoop: scrape the pulp, seeds and fibres off the inside wall. Every scoopful lands in the bowl.
- Knife (thin cuts; close a loop and the piece pops out), gouge, drill and etch, with undo.
- 23 stencils in four groups, with size, tilt, pairs and etch-only.
- Tea lights and pillars with shader flames and shadow-casting light. Candles go inside pumpkins or
  anywhere on the porch.
- A porch with thirteen spots for an assortment, moods for carving, arranging and lights out, and a
  photo button.
- The porch is saved in the browser.
- A start-up loader after Island V5's that checks every file and compiles the shaders first.
