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Details
Licensed LGPL-3.0-only
Published 4 years ago
All versions
3.0.0-b-1.21.10
Beta
3.0.0-b - 1.21.10 neo/fabric2 months ago 3,215
Compatibility
Minecraft: Java Edition
1.21.10
Platforms
Fabric
NeoForge
Supported environments
Client-side
Server-side
Client and server
Changes
Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
Full Changelog
Additions:
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
Improvements:
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
Changes:
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
Bug Fixes:
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
Removals:
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:uCdwusMi:yeEW8nev"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:uCdwusMi:yeEW8nev"
}

