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| 1 | +Changes over r5.7.1: |
| 2 | +- Added support for the Voxy mod using the same baseline as Distant Horizons, but with Voxy getting some exclusive features |
| 3 | + * Nearly all IntegratedPBR emission and color effects are supported on Voxy chunks |
| 4 | + * Ambient occlusion is supported on Voxy chunks |
| 5 | + * Distant Light Bokeh effect is supported when Voxy is enabled as well |
| 6 | +- Improved lod mod support for both Voxy and Distant Horizons |
| 7 | + * 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 |
| 8 | + * Lod chunks now support proper screen-space reflections |
| 9 | + * Added sun/moon highlight reflections to lod water |
| 10 | + * Slightly improved Temporal Filter behaviour on lod chunks |
| 11 | + * Tweaked fog balance and color when an lod mod is enabled |
| 12 | + * Water caustics and colored shadows now fade away towards the edge of real chunks |
| 13 | + * World Outline effect now fades away towards the edge of real chunks |
| 14 | + * Fixed very low performance in the Nether when Border Fog is disabled or when Nether View Limit is set to Limitless |
| 15 | + * Fixed sun/moon reflections on water looking inconsistent between normal chunks and lod chunks |
| 16 | + * Fixed Nether fog looking too intense on lod chunks |
| 17 | + * Fixed distant End beams being visible through lod terrain |
| 18 | + * Fixed bloom fog intensity being slightly higher than intended on lod chunks |
| 19 | + * Fixed TAA having worse smudging on the sky with Voxy or Distant Horizons mods |
| 20 | +- Changes that only affect the Distant Horizons mod |
| 21 | + * Added a fade effect for Distant Horizons chunks to better blend with real chunks |
| 22 | + * Reduced overdraw protection to reduce gaps in the world while traveling |
| 23 | + * Fixed beacon beams not rendering in the correct position if Distant Horizons chunks are involved |
| 24 | +- Rewritten Light Shafts and End Beams, resulting in: |
| 25 | + * Improved performance on default settings by around 2-3% in the Overworld, and 20-30% in the End dimension |
| 26 | + * Overworld Light Shafts should look nearly identical to before aside from possibly fixing slight edge case issues |
| 27 | + * End Beams are now completely volumetric in the world space instead of being tied to the camera altitude |
| 28 | + * Rebalanced End Beams to appear more like a smooth and connected fog instead of bright individual beams |
| 29 | + * Both Light Shafts and End Beams blend better with Voxy & Distant Horizons chunks, fixing some fog intensity issues |
| 30 | +- Changes for the End dimension: |
| 31 | + * Added proper reflection support to End Beams alongside improved reflection handling in the End |
| 32 | + * Improved the color and intensity balance of the End Beams, End Flashes, and the Ender Dragon battle effect |
| 33 | + * End Stars no longer fade out towards the horizon unless the camera is at the same level as the End Beams |
| 34 | + * End Flashes now take longer to fade out and provide light for longer |
| 35 | + * Added "End Beams Intensity" option to adjust how bright the End Beams are |
| 36 | + * Added "End Stars Intensity" option to adjust the brightness of stars in the End sky |
| 37 | + * Added "End Beams Center Altitude" option to be able to move beams higher or lower in altitude |
| 38 | + * Added "End Beams Height" option to adjust how tall the beams appear |
| 39 | + * Added an option to disable support for End Flashes |
| 40 | + * Fixed End Beams not changing position over time |
| 41 | +- Added improved rainfall/snowfall weather texture handling with shader-based blending |
| 42 | + * Weather textures now use slightly better color handling to blend better with every scene |
| 43 | + * Weather textures are colored with nearby lighting colors when Advanced Color Tracing is enabled |
| 44 | + * Fixes rain not appearing behind translucent blocks including the optional Improved Glass |
| 45 | + * This feature does not work on older Optifine versions or on Apple devices and gets automatically disabled |
| 46 | +- Changes related to World-Space Reflections |
| 47 | + * Improved performance of world-space reflections, resulting in up to 5% fps increase depending on the situation. All thanks to FoZy STYLE |
| 48 | + * Improved ambient occlusion inside world-space reflections. All thanks to FoZy STYLE |
| 49 | + * 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 |
| 50 | + * 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 |
| 51 | + * Fixed Generated Normals on water not looking correct with World-Space Reflections enabled (IntegratedPBR) |
| 52 | +- Changes to IntegratedPBR |
| 53 | + * Rebalanced the "More Reflective Distant Glass" feature and also added an option to disable it |
| 54 | + * Improved the consistency of Generated Normals in the distance. All thanks to plazmal |
| 55 | + * Added "Generated Normal Resolution" setting |
| 56 | + * Added "Hide Armor" optional feature that turns worn armor and elytra invisible (Iris only) |
| 57 | + * Fixed powered rails having inconsistent glowing parts when Texture Filtering is enabled |
| 58 | + * Fixed underwater Sea Pickles losing their glow effect when viewed at an angle |
| 59 | + * Fixed "IPBR+ Emissive Mode" setting not working in some cases. |
| 60 | + * Removed the IntegratedPBR lava brightness pulsing mitigation tweak because it doesn't seem to work well anymore |
| 61 | +- Optimized manual filtering code for colored lighting. Resulting in an fps improvement for settings that have Advanced Color Tracing and "High" Detail Quality |
| 62 | +- Improved alpha balancing of Reimagined and Unbound clouds to look better next to mountains or when the camera is inside clouds |
| 63 | +- Added improved World Outline calculation. All thanks to plazmal |
| 64 | +- Added "Distance Scaled World Outline" option which makes the size of World Outline scale properly with the world |
| 65 | +- Added support for the "Infinity Room" building trick that shaders often break. This change removes directional shading from item frames |
| 66 | +- Added foliage shading for the Golden Dandelion item |
| 67 | +- Rebalanced Nether dimension atmosphere when using high render distances with high Nether View Limit values |
| 68 | +- Tweaked atmospheric fog to look more balanced when viewed from different altitudes |
| 69 | +- Tweaked the blending of rain puddles with other material properties to reduce harsh looking cases. Thanks to plazmal |
| 70 | +- Slightly tweaked reflection fog balance to further mitigate too much fogging |
| 71 | +- Slightly improved screen-space reflection accuracy in some edge cases |
| 72 | +- Slightly tweaked lighting of Reimagined clouds |
| 73 | +- Slightly tweaked the interaction of normals and reflection filtering |
| 74 | +- Water inside cauldrons now look perfectly identical to regular water in Minecraft 26.1 and above |
| 75 | +- Rain puddles are now sky colored even when Block Reflection Quality is set to "Low" |
| 76 | +- Increased the resulting shadow quality of "High" tier and above Real-Time Shadows |
| 77 | +- "Low" tier of Real-Time Shadows now use simpler shadow filtering without disabling colored shadows |
| 78 | +- "Very Low" tier of shadows now work better with different "Shadow Smoothing" levels |
| 79 | +- Disabling the Temporal Filter now limits shadows to "Low" tier which ends up looking better in that case |
| 80 | +- Shadow optimisation on leaves are now only enabled if Detail Quality is set to Potato |
| 81 | +- Some entity specific effects now also work in Minecraft 1.12 and below. Thanks to Exsolutus |
| 82 | +- Block breaking texture is now also supported when using Colorwheel. Thanks to SpacEagle17 |
| 83 | +- Changed the behaviour of the "Auto Hide Selection Outline" option to no longer care about off-hand held items |
| 84 | +- Disabled the "Waving Lily Pads" option by default because it causes lily pads on waterlogged blocks to clip into the block |
| 85 | +- Fixed the "Shadow Light Multiplier" setting messing with the lighting in closed areas as well |
| 86 | +- Fixed sunrise/sunset in the pale garden biome showing a broken sky |
| 87 | +- Fixed some translucent parts of entities not having fog applied |
| 88 | +- Fixed Unbound cloud shadows not moving correctly over time |
| 89 | +- Fixed rainbows sometimes causing black artifacts underwater |
| 90 | +- Fixed slight cloud artifacts and cloud color balance issue inside screen-space reflections |
| 91 | +- Fixed Glow Item Frames having outside lighting in closed areas |
| 92 | +- Fixed Night Nebulae feature looking broken on Intel GPUs. Thanks to aceralex |
| 93 | +- Fixed a visual glitch in the End dimension specific to Intel GPUs. Thanks to SpacEagle17 |
| 94 | +- Fixed a block brightness issue on specific Nvidia GPUs while using labPBR. Thanks to SpacEagle17 |
| 95 | +- Fixed lightning bolts not having correct emission. Thanks to SpacEagle17 |
| 96 | +- Fixed Atmosphere Color Multipliers not fully affecting the "Heavy & Colder" rain mode or the cold/dry weather effects |
| 97 | +- Fixed modded dimensions with pitch black sky color causing the lighting to break |
| 98 | +- Fixed a bug related to skylight levels in the End dimension |
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