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Fix lighting bug in NEI
- It also made it much brighter (side effect? actually using vanilla render so it looks like vanilla (and in vanilla it very bright))
- Also optimize
renderMobSpawnOverlay
fix when using the original NEI
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Fix lighting bug in Schematica (full)
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Fixed a bug where the NEI overlay was causing some rendering to appear gray
- For example: world tooltips, neat, schematica, etc.
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Fixed almost all bugs in HBM's NTM
- some things related to weapons unfixed (since a rework is planned soon)
- the hardest part is just ahead...
- some things related to weapons unfixed (since a rework is planned soon)
- Cleaned up some code
- The notification system has been improved, now it works...better
- Fixed a vanilla mc bug that caused the background of the effect in the creative menu to turn black
- Fixed a crash that occurs if the device doesn't support OpenGL 1.2 (although shaders without it (OpenGL 1.2) don't work... and this is a SHADER fixer... nevermind)
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Finally fixed a lighting bug in OpenComputers (the screen changes brightness depending on whether entities are currently rendering)
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Fixed a bug in avaritia due to which the armor render brightness was set to null (completely black) if wings were activated
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Some utils changes (in code)
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Updated wiki
Please note, the “Lighting bug” fix is not valid at the moment, more details on the wiki
From 2.4, all functionality for fixing the “Lighting bug” was moved to the client
what does it mean? :
- The most important thing: the server no longer needs to check all players on the server, check player entry/exit events, and the same constant movement of the entity to the player’s position every tick!
As a result: the server doesn't need to calculate anything at all: a huge increase in tps compared to 2.3
- The client has not been spared either: now, you don't need to render EntityLightingFix (the entity to fix the bug) for other players at all: each player calculates and renders only their own EntityLightingFix.
What does it mean? For example:
in 2.3 there were 10 players, on behalf of one of the players, he would have to render 20 entities in total: 10 players + 10 of their EntityLightingFix
in 2.4 there were 10 players, on behalf of one of the players, he would have to render 11 entities in total: 10 players + 1 of his EntityLightingFix.
Before: 100 players? - 200 entities, 1000 players? - 2000 entities. Now: 100 players? - 101 entities, 1000 players? - 1001 entities
As a result: a huge increase in FPS associated with an incredibly large reduction in the number of entities to render
DO NOT USE: IN THIS VERSION ALL CALCULATIONS ARE PERFORMED ON THE SERVER SIDE! THE RESULT - TERRIBLE PERFORMANCE! USE 2.4+!
Very big update:
- New fix for one of the types of errors with shaders: “ Lighting bug” (more details here)
bugs in Rivalrebels :
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Fixed "Ein-Stein" has incorrect lighting with shaders
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Fixed a bug that caused blood particles to be dark at certain angles | a bug that caused rain particles (because of blood particles ) to turn into a one-color square mess
- Fix player trail rendering (Fisk Superheroes)
- Fix Suit Database render (Fisk Superheroes)
- Add a chat notification system that indicates "outdated" versions of mods, and provides a link to my forks
- Fix RivalRebels with shaders (update to https://github.com/kotmatross28729/Rival-Rebels-Mod/releases)