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3.6.0-1.21.1+fabric
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Changes
HUGE CHANGES!
Dungeons Perspective now has pseudo-controller support in the form of improved targeting when you're not aiming with your mouse. New options allow you to target intuitively based on your movement direction rather than needing to constantly aim with the mouse. There is also a general CONTROLLER MODE that automatically enables all relevant settings at once, without compromising your previous settings.
Culling has received a major overhaul and now uses a shape system alongside the existing silhouette corridor system. Instead of awkwardly removing only parts of large objects, entire trees can now be culled at once, and roofs are handled similarly. In addition, a new block ghosting system smoothly fades blocks back into view that would normally be hidden by the culling system, making transitions into and around indoor spaces considerably cleaner and more natural.
IMPORTANT NOTE:
Going forward, I want to change the scope of the mod slightly. It has become apparent that designing Dungeons Perspective to remain fully playable both above ground and underground - specifically while caving or mining - has fragmented my ability to provide the best possible experience for players.
I want to tighten the scope around surface and above-ground gameplay so I can more completely design the camera, culling, targeting, and visibility systems around the environments where Dungeons Perspective works best. Previously, treating underground gameplay as something that needed to be accommodated at all times was limiting what I could do with these systems.
To those who enjoy using Dungeons Perspective underground, I understand the frustration this change may cause. However, I believe narrowing the scope will allow the mod to deliver a substantially better and more polished experience overall.
Thank you for your continued support!
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:BhcJh2Xz:B5ZGCJrC"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:BhcJh2Xz:B5ZGCJrC"
}

