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add r5.2 changelog
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changelogs/index.html

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@@ -102,6 +102,12 @@ <h1>Changelogs</h1>
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<div class="apanel panel-changelogs" style="margin-bottom: 40px;">
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<p></p>
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<p></p>
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<button class="aaccordion aaversion">r5.2 - June "coming soon", 2024</button>
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<div class="apanel">
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<p></p>
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<p id="r23" class="cenR"></p>
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<p></p>
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</div>
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<button class="aaccordion aaversion">r5.1.1 - November 30, 2023</button>
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<div class="apanel">
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<p></p>

changelogs/reimagined-ch/r23.txt

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

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