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| 1 | +Changes over r5.1.1: |
| 2 | +- Added "Advanced Colored Lighting" option: |
| 3 | + * Using a custom worldspace flood-fill "mixed" system to overcome the shortcomings seen in most other colored lighting implementations |
| 4 | + * The latest Iris features have been utilized for best performance, so Optifine is not supported with this. Please use Iris |
| 5 | + * Costs very little performance at lower distance settings, and stays faster than comparable colored lighting shaders at any distance |
| 6 | + * Massive thanks to sixthsurge for the base. Check out Photon shaders for a really well made realistic shaderpack |
| 7 | + * Added specific light colors for every light source in the game. Modded lights are not supported for now |
| 8 | + * Added light color tinting functionality to colored stained glass and some other translucent blocks |
| 9 | + * Added custom extra blocklight to all the IntegratedPBR emissives and some extra ones |
| 10 | +- Added features that depend on Advanced Colored Lighting being enabled (they depend on ACL voxelization): |
| 11 | + * Added Colored Light Fog which adds 3D volumetric blocklight to the world, most visible in caves and during night |
| 12 | + * Added Connected Glass which removes the borders between adjacent glass blocks for a cleaner look |
| 13 | + * Added a fix for Rain Puddles setting causing puddles to appear in buildings with glass roofs. Enabled if Detail Quality is set to High |
| 14 | + * Added glowing edge effects to nether and end portals |
| 15 | +- Added support for the Distant Horizons mod: |
| 16 | + * The latest versions of both Iris and Distant Horizons should be used for this to work |
| 17 | + * Added proper handling for distant chunks to appear similar to normal chunks |
| 18 | + * Added (low quality) reflections to water in distant chunks |
| 19 | + * Added blending functionality to blend distant chunks with normal chunks |
| 20 | + * Tweaked fog to better fit high render distances |
| 21 | + * Many small tweaks and code changes to make the experience less rough |
| 22 | +- IntegratedPBR changes: |
| 23 | + * Added pbr properties to Minecraft 1.21 additions |
| 24 | + * Tweaked rain particles to look similar to the rain texture |
| 25 | + * Tweaked lightmap curves for amethyst, trapdoors, deepslate and tuff |
| 26 | + * Slightly increased reflectivity of deepslate and tuff blocks |
| 27 | + * Fixed most particle effects and tweaks not working in newer Minecraft or Iris versions |
| 28 | + * Fixed rain particles causing excessive smudging on rain puddles |
| 29 | + * Fixed Coated Textures having slight issues with waving blocks |
| 30 | + * Fixed small artifacts on redstone comparators and calibrated sculk sensors when Texture Filtering is enabled |
| 31 | +- Added snowstorm and sandstorm inspired rain atmosphere to cold and dry biomes |
| 32 | +- Added "Heavy & Colder" rainy weather style option |
| 33 | +- Added "Light Shaft Smoke" option that adds a subtle 3D smoke animation to the light shafts |
| 34 | +- Added Waving Rain Multiplier setting |
| 35 | +- Added "Sky Only" option to the Water Reflection Quality setting |
| 36 | +- Added waving effect to weeping vines, twisting vines, and frogspawn |
| 37 | +- Added a setting to disable the player shadow. Iris-only feature |
| 38 | +- Added Blocklight Intensity setting separate from the colors |
| 39 | +- Added a block.properties entry to make any block emissive regardless of PBR |
| 40 | +- Readded the fix for iron bars flickering when put on the ground |
| 41 | +- Improved the accuracy of block reflection filtering. Fixing some smudging issues |
| 42 | +- Tweaked rain light/atmosphere colors to be a bit more blue around noon time |
| 43 | +- Tweaked rain texture to be slightly less opaque |
| 44 | +- Tweaked stars to be visible during sunrise/sunset |
| 45 | +- Tweaked lighting on vines to be more consistent with leaves |
| 46 | +- Tweaked cave lighting to appear slightly more blue |
| 47 | +- Tweaked fog calculation for the End dimension |
| 48 | +- Reduced the default value of the "Contrast of Darker Colors" setting |
| 49 | +- Reduced the default intensity of cave lighting to better match vanilla Minecraft levels |
| 50 | +- Slightly tweaked the balance of Dynamic Handheld Lighting |
| 51 | +- Slightly tweaked Scene Aware Light Shaft conditions |
| 52 | +- Slightly tweaked the interaction of skylight and blocklight |
| 53 | +- Slightly reduced the emission of armor trims with the Glowing Armor Trim option |
| 54 | +- Border Fog now works in vertical direction as well |
| 55 | +- Dynamic Handheld Lighting now uses the position of the player instead of being stuck to the camera. Iris-only feature |
| 56 | +- Allowed waving blocks to wave in the Nether even if interior waving is disabled |
| 57 | +- Lighting in the End dimension now always comes from directly overhead regardless of settings |
| 58 | +- Disabled waving leaves in snowy biomes because leaves waving with snow on top look weird |
| 59 | +- Color coded Performance Settings and Profiles to better communicate their performance cost |
| 60 | +- Changed Ultra and Very High Profiles to incorporate Advanced Colored Lighting |
| 61 | +- Rain ambient lighting intensity is now affected by the Brightness slider. The old strength corresponds to 100 Brightness |
| 62 | +- Cloud Shadows option now works even if Real-Time Shadows are disabled |
| 63 | +- Changing Color Multiplier settings for Sunrise/Sunset/Noon/Night times will no longer affect the Rainy/Snowy colors apart from intensity |
| 64 | +- Atmosphere Color Multiplier and Moon Phase Influence settings no longer affect the stars |
| 65 | +- The size of Unbound Cloud Shadows now change according to the Cloud Smallness setting |
| 66 | +- Frogspawn now also wave if lily pad waving is enabled |
| 67 | +- Water Refraction Intensity setting can now be set down to zero |
| 68 | +- Water Material Quality setting is now integrated into the Detail Quality setting |
| 69 | +- Renamed "TAA Mode" setting to "Temporal Filter" |
| 70 | +- Temporal Filter setting can now be set to OFF, and some effects have been tweaked to work a little less bad without it. But it is still highly recommended to keep it enabled |
| 71 | +- Fixed water refraction not working |
| 72 | +- Fixed waving rain/snow texture sometimes clipping into closed areas |
| 73 | +- Fixed TAA adding additional aliasing artifacts to the image |
| 74 | +- Fixed bloom looking incorrect at higher screen resolutions |
| 75 | +- Fixed light shafts looking a bit too bright behind some translucents |
| 76 | +- Fixed Texture Filtering causing the visuals to break in older Minecraft versions |
| 77 | +- Fixed Night Nebulae looking incorrect during some nights |
| 78 | +- Fixed held items having thin temporal artifacts around them in some cases |
| 79 | +- Fixed clouds not blending with the sky correctly with custom atmosphere/cloud color settings. Your custom settings may need to be rebalanced as this changes how cloud colors get modified |
| 80 | +- Fixed user-added modded glowing ores having broken/triangular emission. All thanks to touc for finding the solution |
| 81 | +- Fixed disabling Border Fog while using "Vanilla" Cloud Style causing an error |
| 82 | +- Fixed regular glass looking like it is falling behind when the player/camera is moving |
| 83 | +- Fixed rain fog balance being off in some cases |
| 84 | +- Fixed chicken feet flickering when the Temporal Filter setting is set to Intense |
| 85 | +- Fixed Water Foam Intensity setting not working between 1 and 99 |
| 86 | +- Fixed incorrect shadows on distant clouds in some rare situations |
| 87 | +- Fixed very slight lighting position issues |
| 88 | +- Many small changes |
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