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NEWS.md

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Release notes

1.9.1 -- not released yet

  • Improved compatibility with GLSL ES implementations where fragment shaders don't support highp (#86).
  • Replace all use of TIME with TOTAL_REAL_WORLD_TIME (#87).
  • Added a configuration item ENABLE_CAMERA_MOVEMENT_MITIGATION which is disabled by default. It mitigates the problem where the animation of water and leaves move along with players, but has a side effect of causing a discontinuity when a player crosses chunk borders (#85).

1.9.0 -- 2021-05-09

  • Updated the base code from 1.16.0 to 1.16.221.
  • Implemented shaders for shader-generated sun and moon (#52). The moon shader does a diffuse lighting to render lunar phases.
  • Added a configuration item ENABLE_SHADER_SUN_MOON which is enabled by default. Disabling it will revert the sun and the moon to the default texture-based rendering.
  • The waving animation of plants used to happen even indoors. It is now fixed (#85).
  • The waving animation of plants used to have a discontinuity at each of chunk borders. It is now fixed too (#85).
  • The perturbance of water also significantly decreases indoors now.

1.8.0 -- 2020-06-25

The 1.16.0 nether upgrade surprisingly didn't break my shaders too much so this is only a small fix and an improvement.

  • Updated the base code from 1.9.0 to 1.16.0.
  • Fixed an issue with Minecraft Bedrock 1.16.0: Water in a swampland was sometimes not detected and was rendered in the vanilla way.
  • Added a configuration item ENABLE_FANCY_WATER which is enabled by default. Now you can leave water unmodified by the shader if you wish.

1.7.0 -- 2019-02-20

  • Updated the base code from 1.8.0 to 1.9.0.
  • The shader now abuses ambient occlusion factor to create more shadows, especially on the sides of blocks. It can be disabled via a configuration item ENABLE_OCCLUSION_SHADOWS.
  • Fixed the direction of reflected sunlight which wasn't parallel to the sun.
  • Added a thin fog that always affects the scene, not only when it's raining. Its color and density is currently constant although it should ideally be biome-specific (#9). It can be disabled via a configuration item ENABLE_BASE_FOG.
  • Grass, fern, and vines now have a waving animation (#11). Other plants still don't wave though.
  • Fixed the configuration item ENABLE_WAVES not working properly.
  • Added a configuration item ENABLE_SPECULAR so you can disable specular lighting which might be laggy.
  • Added a configuration item ENABLE_RIPPLES so you can disable a water ripple animation that appears on the ground when it rains.

1.6.0 -- 2019-01-30

  • Reworked the water again. Now it has a darker base color and shows reflected sunlight and moonlight. Note that the direction of sunlight doesn't always match to the actual position of the sun due to a limitation in the current rendering engine.
  • When it's raining the ground now looks wet (#49).
  • Changed the color of rain drops so they look more whitish.

1.5.0 -- 2019-01-21

  • Reworked the water completely. Now it has much more convincing waves and specular highlights.
  • Clouds now have highlights and shade.
  • Shadows no longer disappear all of a sudden when it starts raining (#40).

1.4.0 -- 2019-01-14

  • Fixed vanilla clouds being shown when "Fancy Graphics" is disabled.
  • The scene no longer becomes unplayably dark when underwater or in The End.
  • Moonlight no longer affects the scene on a rainy night.
  • The color of the ambient light is no longer a constant white. It now changes depending on the terrain-dependent sunlight level and the time-dependent daylight level. That is, when in an occluded area like a cave, the only possible light sources are torches so the color of ambient light resembles that of torch light. Likewise, when on the ground of the Overworld, either the color of the sun or the moon will affect the ambient depending on the in-game time.
  • Changed the fog type from linear fog (vanilla) to exponential squared fog (#12). It is slightly more expensive but produces better results.
  • Distant terrain is now rendered with gradually reduced contrast to express a light scattering effect caused by particles flowing in the air (#5).
  • Cluster of torches no longer flicker in a synchronized manner (#48).

1.3.0 -- 2019-01-06

  • Clouds are now slightly brighter at night.

  • Introduced a randomness in the brightness of stars.

  • Torches now flicker more randomly and slightly more intensely.

  • Overhauled the entire lighting passes in the terrain shader. Now it computes light levels and colors completely differently. This was inevitable to improve lights and fix bugs listed below:

    • The intensity of the ambient light now slightly increases when it's foggy (#32).
    • The scene no longer becomes reddish as if it were in the sunset, when it rains during the daytime (#24).
    • Dark areas, especially caves, no longer become strangely brighter when it rains.
    • Shadows are now much less dense at night.

1.2.0 -- 2018-12-31

Enhancements:

  • Added fake specular light for water and improved its wave. The opacity of water surface now changes depending on the angle between the camera and the surface. There is still a room for improvement in the specular light though. (#10)

Bugfixes:

  • Lava pools in the Nether no longer look strangely whitish. (#30)
  • Performance improvement for clouds.
  • Fixed the color and the intensity of ambient light being calculated incorrectly.
  • Shadows no longer disappear completely when it rains. It still fades suddenly and we're looking for a way to fix it. (#33)
  • The animation speed of leaves no longer accelerate when the camera is moving. Water still has the same issue but we don't know how to fix it. (#36)

1.1.0 -- 2018-12-26

Enhancements:

  • The scene now looks duller under a bad weather condition. (#6)
  • Added waves for water and leaves, but not plants due to a limitation in the current rendering system. (#10, #11)
  • Replaced clouds with non-blocky, shader-generated one.

1.0.0 -- 2018-12-22

The first release.