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1.5.2
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Required content
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Fixed: occlusion issues at the screen edges when your field of view widens.
Take a speed potion over the ocean and the water revealed at the edges of the screen drew as a dark, waterless seafloor until you moved your camera. Sprinting or dragging the FOV slider flickered the same way for a moment. The cause turns out to be a vanilla quirk: the game only refreshes its list of visible chunk sections when the camera rotates, never when the field of view changes, so potion and sprint zoom could leave that list stale forever. You only noticed with occlusion on because Meshelium draws the seafloor the instant it appears, while the water layer still came from the stale list. Meshelium now tells the game to refresh the list the moment your field of view changes, which heals the water layer, the fallback path, and vanilla's own drawing all at once. Costs nothing while the view is steady.
Optional dependencies
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:7AQRR6lD:kEMkRB1z"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:7AQRR6lD:kEMkRB1z"
}

