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r5.8 changelog
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changelogs/index.html

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<div class="apanel panel-changelogs" style="margin-bottom: 40px;">
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<p></p>
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<button class="aaccordion aaversion">r5.8 - May 14, 2026</button>
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<div class="apanel">
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<p></p>
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<p id="r34" class="cenR"></p>
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<p></p>
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</div>
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<button class="aaccordion aaversion">r5.7.1 - January 30, 2026</button>
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changelogs/reimagined-ch/r34.txt

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Changes over r5.7.1:
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- Added support for the Voxy mod using the same baseline as Distant Horizons, but with Voxy getting some exclusive features
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* Nearly all IntegratedPBR emission and color effects are supported on Voxy chunks
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* Ambient occlusion is supported on Voxy chunks
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* Distant Light Bokeh effect is supported when Voxy is enabled as well
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- Improved lod mod support for both Voxy and Distant Horizons
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* Added real-time shadows to lod chunks using screen-space shadowing. All thanks to Capt Tatsu for letting me use his implementation from BSL Shaders
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* Lod chunks now support proper screen-space reflections
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* Added sun/moon highlight reflections to lod water
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* Slightly improved Temporal Filter behaviour on lod chunks
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* Tweaked fog balance and color when an lod mod is enabled
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* Water caustics and colored shadows now fade away towards the edge of real chunks
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* World Outline effect now fades away towards the edge of real chunks
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* Fixed very low performance in the Nether when Border Fog is disabled or when Nether View Limit is set to Limitless
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* Fixed sun/moon reflections on water looking inconsistent between normal chunks and lod chunks
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* Fixed Nether fog looking too intense on lod chunks
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* Fixed distant End beams being visible through lod terrain
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* Fixed bloom fog intensity being slightly higher than intended on lod chunks
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* Fixed TAA having worse smudging on the sky with Voxy or Distant Horizons mods
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- Changes that only affect the Distant Horizons mod
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* Added a fade effect for Distant Horizons chunks to better blend with real chunks
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* Reduced overdraw protection to reduce gaps in the world while traveling
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* Fixed beacon beams not rendering in the correct position if Distant Horizons chunks are involved
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- Rewritten Light Shafts and End Beams, resulting in:
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* Improved performance on default settings by around 2-3% in the Overworld, and 20-30% in the End dimension
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* Overworld Light Shafts should look nearly identical to before aside from possibly fixing slight edge case issues
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* End Beams are now completely volumetric in the world space instead of being tied to the camera altitude
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* Rebalanced End Beams to appear more like a smooth and connected fog instead of bright individual beams
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* Both Light Shafts and End Beams blend better with Voxy & Distant Horizons chunks, fixing some fog intensity issues
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- Changes for the End dimension:
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* Added proper reflection support to End Beams alongside improved reflection handling in the End
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* Improved the color and intensity balance of the End Beams, End Flashes, and the Ender Dragon battle effect
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* End Stars no longer fade out towards the horizon unless the camera is at the same level as the End Beams
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* End Flashes now take longer to fade out and provide light for longer
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* Added "End Beams Intensity" option to adjust how bright the End Beams are
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* Added "End Stars Intensity" option to adjust the brightness of stars in the End sky
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* Added "End Beams Center Altitude" option to be able to move beams higher or lower in altitude
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* Added "End Beams Height" option to adjust how tall the beams appear
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* Added an option to disable support for End Flashes
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* Fixed End Beams not changing position over time
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- Added improved rainfall/snowfall weather texture handling with shader-based blending
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* Weather textures now use slightly better color handling to blend better with every scene
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* Weather textures are colored with nearby lighting colors when Advanced Color Tracing is enabled
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* Fixes rain not appearing behind translucent blocks including the optional Improved Glass
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* This feature does not work on older Optifine versions or on Apple devices and gets automatically disabled
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- Changes related to World-Space Reflections
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* Improved performance of world-space reflections, resulting in up to 5% fps increase depending on the situation. All thanks to FoZy STYLE
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* Improved ambient occlusion inside world-space reflections. All thanks to FoZy STYLE
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* World-Space Reflections no longer use the heavier manual filtering for colored lighting. Resulting in a big fps improvement for settings that have "High" Detail Quality
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* Slightly moved the position of the player reflection away from the camera with the World-Space Player Reflections option in order to reduce weird cases
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* Fixed Generated Normals on water not looking correct with World-Space Reflections enabled (IntegratedPBR)
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- Changes to IntegratedPBR
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* Rebalanced the "More Reflective Distant Glass" feature and also added an option to disable it
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* Improved the consistency of Generated Normals in the distance. All thanks to plazmal
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* Added "Generated Normal Resolution" setting
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* Added "Hide Armor" optional feature that turns worn armor and elytra invisible (Iris only)
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* Fixed powered rails having inconsistent glowing parts when Texture Filtering is enabled
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* Fixed underwater Sea Pickles losing their glow effect when viewed at an angle
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* Fixed "IPBR+ Emissive Mode" setting not working in some cases.
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* Removed the IntegratedPBR lava brightness pulsing mitigation tweak because it doesn't seem to work well anymore
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- Optimized manual filtering code for colored lighting. Resulting in an fps improvement for settings that have Advanced Color Tracing and "High" Detail Quality
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- Improved alpha balancing of Reimagined and Unbound clouds to look better next to mountains or when the camera is inside clouds
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- Added improved World Outline calculation. All thanks to plazmal
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- Added "Distance Scaled World Outline" option which makes the size of World Outline scale properly with the world
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- Added support for the "Infinity Room" building trick that shaders often break. This change removes directional shading from item frames
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- Added foliage shading for the Golden Dandelion item
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- Rebalanced Nether dimension atmosphere when using high render distances with high Nether View Limit values
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- Tweaked atmospheric fog to look more balanced when viewed from different altitudes
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- Tweaked the blending of rain puddles with other material properties to reduce harsh looking cases. Thanks to plazmal
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- Slightly tweaked reflection fog balance to further mitigate too much fogging
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- Slightly improved screen-space reflection accuracy in some edge cases
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- Slightly tweaked lighting of Reimagined clouds
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- Slightly tweaked the interaction of normals and reflection filtering
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- Water inside cauldrons now look perfectly identical to regular water in Minecraft 26.1 and above
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- Rain puddles are now sky colored even when Block Reflection Quality is set to "Low"
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- Increased the resulting shadow quality of "High" tier and above Real-Time Shadows
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- "Low" tier of Real-Time Shadows now use simpler shadow filtering without disabling colored shadows
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- "Very Low" tier of shadows now work better with different "Shadow Smoothing" levels
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- Disabling the Temporal Filter now limits shadows to "Low" tier which ends up looking better in that case
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- Shadow optimisation on leaves are now only enabled if Detail Quality is set to Potato
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- Some entity specific effects now also work in Minecraft 1.12 and below. Thanks to Exsolutus
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- Block breaking texture is now also supported when using Colorwheel. Thanks to SpacEagle17
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- Changed the behaviour of the "Auto Hide Selection Outline" option to no longer care about off-hand held items
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- Disabled the "Waving Lily Pads" option by default because it causes lily pads on waterlogged blocks to clip into the block
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- Fixed the "Shadow Light Multiplier" setting messing with the lighting in closed areas as well
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- Fixed sunrise/sunset in the pale garden biome showing a broken sky
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- Fixed some translucent parts of entities not having fog applied
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- Fixed Unbound cloud shadows not moving correctly over time
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- Fixed rainbows sometimes causing black artifacts underwater
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- Fixed slight cloud artifacts and cloud color balance issue inside screen-space reflections
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- Fixed Glow Item Frames having outside lighting in closed areas
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- Fixed Night Nebulae feature looking broken on Intel GPUs. Thanks to aceralex
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- Fixed a visual glitch in the End dimension specific to Intel GPUs. Thanks to SpacEagle17
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- Fixed a block brightness issue on specific Nvidia GPUs while using labPBR. Thanks to SpacEagle17
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- Fixed lightning bolts not having correct emission. Thanks to SpacEagle17
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- Fixed Atmosphere Color Multipliers not fully affecting the "Heavy & Colder" rain mode or the cold/dry weather effects
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- Fixed modded dimensions with pitch black sky color causing the lighting to break
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- Fixed a bug related to skylight levels in the End dimension

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