Progress log

What we've been building

Every version of Moveee and what changed in it — updates, fixes and improvements as they ship. Currently on v1.21.36.

v1.19.49

Indoor: no more see-through holes in the terrain

2026-07-21
  • Fixed The ground no longer has holes you can see the sky through. Cells where water was detected used to be cut out of the terrain entirely, and any cell wrongly flagged inland left a permanent gap with nothing behind it. Those cells are now sunk to the seabed instead of removed, so the land is one continuous surface everywhere — the water still hides the basin exactly as before.
v1.19.48

Indoor: land smoothing moves the whole scene together, live

2026-07-21
  • Fixed Land smoothing now visibly affects all the land at once, live as you drag. It smooths the terrain and then shifts everything sitting on it by the same amount — every coloured field and every prop (buildings, trees, signs) in the map — so the ground, the fields and the things on them all move together with nothing left floating.
v1.19.47

Indoor: land smoothing now works on ALL the land at once

2026-07-21
  • Improved Land smoothing now smooths every kind of land together — the terrain and all the coloured patches (fields, meadows, forest floor) move as one, with no bits left floating. It works by smoothing the single elevation source the whole world is built from, so nothing gets missed and the crisp field edges are kept. It applies a moment after you let go of the slider rather than while dragging.
v1.19.46

Indoor: land smoothing keeps the hills, shaves the roughness

2026-07-21
  • Improved Land smoothing no longer flattens the world at high settings. It now only removes fine roughness — spikes, steps and small curves — while keeping the whole landform: small hills, hills, mountains and the overall gradient all stay. The slider controls how much of that fine detail to shave off, and it now steps in fine 0.5% increments for precise control.
v1.19.45

Indoor: land smoothing can now flatten the big hills too

2026-07-21
  • Improved The Land smoothing slider now flattens the large real-elevation (Terrarium) hills at high settings, not just the fine roughness. It uses a blur whose reach widens as you push the slider, so low settings round off spikes and the procedural fill while high settings smooth the whole landform — the same tool now reaches every kind of land.
v1.19.44

Indoor: roadside guide posts on country roads

2026-07-21
  • New Country roads now have the little white guide posts you see along real Slovenian roads — one at each edge of the road every few tens of metres, each with a small reflector near the top that stays bright like a real one caught in headlights (red on the right of the road, white on the left). They line the open-country stretches, not the towns, and a whole run of them is drawn in just a couple of passes so they're cheap.
v1.19.43

Indoor: land smoothing moves the coloured fields too

2026-07-21
  • Fixed The Land smoothing slider was only moving the base ground, leaving the coloured land patches (fields, meadows) floating at their old height. The patches now follow the terrain by the same amount as it smooths, so the whole land surface moves together.
v1.19.42

Indoor: land-smoothing slider updates smoothly while dragging

2026-07-21
  • Fixed The Land smoothing slider now updates the terrain in real time as you drag it. It was recomputing the whole heightfield on every tiny slider movement, which flooded the frame and made the view stutter; it now coalesces to one update per frame so dragging is smooth.
v1.19.41

Indoor: admin land-smoothing slider

2026-07-21
  • New Admin settings now have a Land smoothing slider that softens the terrain live — drag it to round off hills and spikes and see the result instantly, from raw elevation at 0% to smoothest at 100%. Only the land moves; the road and water stay put.
v1.19.40

Indoor: sea renders reliably at the start again

2026-07-21
  • Fixed The seaside water was intermittently missing at the start of a coastal ride. The new elevation-based edge clip depended on terrain data that loads a moment later than the coastline, so on some loads it removed real near-shore water and on others it did not. Reverted to the map-only sea edge, which always renders the water (with a small overshoot onto the shore) instead of sometimes deleting it.
v1.19.39

Indoor: sea edge follows the real land elevation

2026-07-21
  • Improved The water no longer spills onto the land at the shore. The coastline from the map still decides how far out the sea reaches, but its exact edge is now set by the real ground-elevation data (the same source as the land) — so the water stops precisely where the terrain rises out of it. Because it reads height per point rather than tracing a line, it also handles tricky shores like marinas and piers correctly.
v1.19.38

Indoor: the sky's colour reaches the world

2026-07-21
  • Improved The open sky's blue now feeds into the world's fill light, so shaded areas catch the cool of the sky instead of the same warm tone as the sunlight. Warm sun over cool-sky shadows reads more like real daylight; it's strongest at midday and fades away at night.
v1.19.37

Indoor: the sea is clipped exactly to the coastline

2026-07-21
  • Fixed The water no longer spills past the shore onto dry land. The sea is built from a coarse grid that overshot the mapped coastline by up to a cell; now every water edge is snapped to the OSM shore line, so the sea reaches the coast and stops there — exactly as far as the map says the water goes, and no further.
v1.19.36

Indoor: forests no longer grow through buildings

2026-07-21
  • Fixed Where a mapped forest overlapped a building, its trees were being planted straight through the walls. Buildings are placed first now, and mapped woods keep clear of every building footprint — the same way the procedural copses and roadside trees already did.
v1.19.35

Indoor: fix sea floating high on headland coast routes

2026-07-21
  • Fixed On a coastal route that starts up on a headland (like Izola), the sea was drawn far away and too high — it was taking its water level from the road, which runs ~115 m above the shore there, so the water sat at 114 m instead of 0. It now ignores road height where the road climbs well above the coast and reads the real shore elevation instead, so the water sits at the actual coastline.
v1.19.34

Indoor: sea is fully built before a coastal ride starts

2026-07-21
  • Fixed On a route that starts beside the sea, the water by your spawn point was missing at first and only appeared after you had ridden a full lap. The sea is one continuous surface fed by every nearby map tile, but the start was only waiting for its own tile — so the reveal now holds until all the neighbouring coastline has been built, and the seaside is there from the moment you begin.
v1.19.33

Route builder: ride motor roads that carry a bike path

2026-07-21
  • Improved A motorway or expressway is no longer blocked outright — it's blocked only where it carries no bike facility. A motor road that's explicitly bike-accessible (bicycle=yes/designated) or has its own cycle lane can now be part of a route, at a modest cost, while a plain motorway with no bike access stays off-limits. In practice a real avtocesta isn't bike-tagged, so it still stays out — this just stops walling off the fast roads that genuinely do allow cycling.
v1.19.32

Route builder: follow main roads, off the sidewalks

2026-07-21
  • Improved The route builder now follows main roads (like Zoisova cesta in Ljubljana) instead of shunting the line onto the pavement, a parallel footway or a pedestrian square beside them. Sidewalks and pedestrian zones are avoided for cycling, and busy through-roads are no longer penalised, so a route drawn along a main road stays on it. (A road with its own separate, signed cycle path running alongside will still use that cycle path — click on the road itself to keep the line on the carriageway.)
v1.19.31

Indoor: rider takes the fastest racing line through corners

2026-07-21
  • Improved The rider now takes the fast line through a corner — entering wide, clipping the apex on the inside, and drifting wide on the exit — so it rides a bigger, straighter radius than the road and carries speed through the bend, instead of hugging the inside the whole way round.
v1.19.30

Indoor: the cockpit view shows just your arms

2026-07-21
  • Improved In the Cockpit camera you now see only your own arms — forearms and hands on the bars, from the elbow down — instead of the back of your head and body filling the frame. It's a proper first-person view, and it applies only to the cockpit; every other camera still shows the full rider.
v1.19.29

Indoor: every building is procedural now

2026-07-21
  • Changed Buildings in the indoor world are now all built procedurally from their real map outline — walls, roof and detail raised from the footprint OSM traced — everywhere on every route. Nothing falls back to a stock 3D model any more, so a street reads as its own buildings rather than a set of repeated stand-ins, and even a building the map only sketches gets a simple procedural box rather than a model.
v1.19.28

Indoor: the rider takes natural cornering lines

2026-07-21
  • Improved Your rider used to trace the exact GPS line through every bend, which looked stiff and robotic. It now apexes corners like a real cyclist — reading the turn ahead and drifting to the inside on the way in and out, for a smooth oval line through the corner instead of a rigid one.
v1.19.27

Route builder: follow (almost) any street

2026-07-21
  • Improved The route builder's Follow-roads mode no longer refuses to run along cycleways, paths, service roads, tracks or quiet unpaved streets — real roads are still gently preferred, but you can now drop a point on nearly any street and the route will follow it. The one exception is the motorway (avtocesta), which stays off-limits.
v1.19.26

Indoor: the rider takes natural cornering lines

2026-07-21
  • Improved Your rider used to trace the exact GPS line through every bend, which looked stiff and robotic. It now apexes corners like a real cyclist — reading the turn ahead and drifting to the inside on the way in and out, for a smooth oval line through the corner instead of a rigid one.
v1.19.25

Indoor: sea reaches right up to the coast

2026-07-21
  • Improved The water still stopped a little short of the shoreline. It now fills right up to the coast, so the sea meets the land where OpenStreetMap says it does instead of leaving a strip of dry ground at the water's edge.
v1.19.24

Indoor: a smoother coastline

2026-07-21
  • Improved The sea's edge followed a coarse 80 m grid, so the coastline looked like a blocky staircase rather than the real shore. The grid is now twice as fine, so the coast hugs the OpenStreetMap shoreline about twice as closely — at no real cost, since the water surface is a tiny part of the scene.
v1.19.23

Indoor: a cockpit first-person camera

2026-07-21
  • New Alongside the ride-along POV there's now a Cockpit camera — the view a rider actually has, sat at head height looking down over the bars, so you see your own arms and hands, the handlebars and the front wheel with the road running out ahead. It joins the riding cameras (Chase, Chase far, POV, Cockpit) and is an admin control like the other angles.
v1.19.22

Indoor: the sea sits at the right height now

2026-07-20
  • Fixed On coastal routes the sea could sit far below the shoreline — the water looked like it was hovering out and down from the land, sometimes vanishing until it 'snapped back'. The sea level was being dragged down by invented elevation far from your route. It's now anchored to the real coast height measured along the road you ride, and the sea is rebuilt fresh for each route instead of inheriting the last one's.
v1.19.21

Indoor: a ride-along POV camera

2026-07-20
  • New There's a new first-person camera for the indoor world — it rides on the saddle at eye height and looks down the road ahead, so you get the ride-along view instead of watching the bike from behind. It sits with the other riding cameras (Chase, Chase far, POV) and, like the rest of the camera angles, is an admin control.
v1.19.20

Rides: detected intervals are editable, and more of them are caught

2026-07-20
  • Improved Interval detection now catches lower efforts too — not just tempo and threshold but sweetspot blocks like a sustained 250 W on a 300 W-threshold rider. The bar is anchored to your FTP (around tempo) rather than the ride's average, so efforts are caught even when they make up most of the ride, and any effort held above it for 15 seconds counts.
  • Fixed Auto-detected intervals can now be edited. Detection runs once when a ride first opens (and again only when you press Auto-detect), and the efforts it finds become ordinary intervals you can move, resize or delete. Before, they were re-detected on every reload, so any change you made sprang back — now your edits stick.