3.5
- [Customizable Player Models] Fixed nametag rendering
- [Hbm's NTM] Fixed rendering of akimbo weapons for non-player mobs
- [FindIt] Fixed highlighter rendering
- [Fisk's Superheroes] Fixed armor -> Customizable Player Models compat (by Darek505)
- [Fisk's Superheroes] Fixed tentacles z-buffer with shaders
- [MapleTree] Fixed rendering with shaders
3.4-patch-2
- [Hbm's NTM] Fixed some b-side guns using the texture of the original gun
- [3DManeuverGear] Fixed rendering with shaders
- [Balkon's WeaponMod] Fixed rendering with shaders
3.4-patch-1
- Added crash if Optifine and Hbm's NTM:Space are installed
- Due to horrible flickering bugs
- Can still be disabled in config, but not recommended
- [JourneyMap] Fixed crash with new versions (5.2.3+)
- [Hbm's NTM] Fixed wires (pylons) brightness with angelica shaders
- [Hbm's NTM:Space] Fixed sun Z-fighting with angelica shaders
- [Hbm's NTM:Space] Bring back Laythe sunset, should now be fixed without disabling glBlendFunc
- [SignPicture] Fixed rendering with shaders
- [SignPicture] Fixed brightness when rendering vanilla signs with angelica shaders
3.4
- [Hbm's NTM] Fixed fire diamond (NFPA 704) brightness with angelica shaders
- [Hbm's NTM] Fixed nuclear explosion brightness (was completely black) with angelica shaders
- [Vanilla] Fixed bug due to which the hand wouldn't update rotation when the player was riding/sitting
- Also added a config option that disables hand rotation when the player is riding/sitting (similar to newer versions) [
DisableRiddingHandRotation]
- Also added a config option that disables hand rotation when the player is riding/sitting (similar to newer versions) [
3.3 hot-fix-patch-5
Last patch (I hope)
- [Hbm's NTM:Space] Completely fixed horizon/sunset with angelica shaders
- [Hbm's NTM] Fixed rendering of refueler liquid with angelica shaders (liquid was rendered under refueler, without clip)
- [Hbm's NTM] Fixed lamp on the miner's helmet with angelica shaders
- [Hbm's NTM] Fixed lamp on the charger with angelica shaders
- [Hbm's NTM] Fixed fire rendering in a steel furnace with angelica shaders
3.3 hot-fix-patch-4
Yeah, I'm too lazy to change 3.3 to 3.4, that's why we now have patches (awhile)
- [Hbm's NTM:Space] Fixed incorrect rendering of an orbiting planet in orbit (space station) (appearing translucent / cut in half / wrong colors, etc.)
- [Hbm's NTM] Fixed DFC core flare rendering (meltdown with High Energy Field Jammer) with Complementary Shaders
- [Hbm's NTM] Fixed Cherenkov radiation not rendered on the RBMK fuel rod with Complementary Shaders
- For some reason, after NTM optimization update, there is no Cherenkov radiation effect (
lastFluxQuantitybroken?)
- For some reason, after NTM optimization update, there is no Cherenkov radiation effect (
- [Hbm's NTM] Fixed flare (projectile) brightness with angelica shaders
- [Hbm's NTM] Fixed ICF/PWR Controller marker GL state leak with angelica
3.3 hot-fix-patch-3
- [Hbm's NTM:Space] Fixed sunset not rendered with angelica shaders
- [Hbm's NTM:Space] Fixed GL state leak on laythe (sunset) when opening the angelica shaders menu
- Due to the use of a different blend function, the laythe sunset looks different (in any case, better than that horror without blend)
3.3 hot-fix-patch-2
- [Hbm's NTM] (Finally) fixed antimatter explosion not rendered with Complementary Shaders
- [Hbm's NTM] Fixed mirror rays (for solar boiler) not rendered with angelica shaders (may flicker a little - this is normal)
- [Hbm's NTM] Fixed Cherenkov radiation not rendered on the research reactor with angelica shaders
- [Hbm's NTM] Fixed Cherenkov radiation not rendered on the demon lamp with Complementary Shaders
- [Hbm's NTM] Fixed DFC explosion rendering with angelica shaders
3.3 hot-fix-patch-1
- [Hbm's NTM:Space] Fixed white square near the sun with angelica shaders
- [Hbm's NTM:Space] Fixed blinding white bar on laythe with Complementary Shaders
- [Hbm's NTM:Space] """Fixed""" eye-ripping black bottom of horizon with Complementary Shaders (only works if player is below ~219 Y)
3.3 hot-fix
- [Hbm's NTM:Space] Fixed crash with new
X5244_H261update
3.3
- [Hbm's NTM] Fixed brightness of NTM black holes with angelica shaders
- [CustomNPC] Fixed NPC labels with shaders
- [Zeldaswordskills] Fixed hookshot/clawshot/multishot with shaders
- Fixed
NumberFormatException/NoClassDefFoundErrorin rare cases
3.2
- Fixed new Hbm's NTM gun rework with shaders
- Now all bugs are DEFINITELY fixed (please)
- The
/ntmclient set GUN_MODEL_FOV truecommand is known to not work with optifine. Also, aiming with the StG 77 (AUG) weapon looks very choppy with optifine (no interpolation). These problems will NOT be fixed, due to the fact that optifine is closed source and applies changes in “patches”, which is why any modification of data changed by optifine is impossible- These problems can be avoided by simply using angelica instead of optifine
- Added a setting to bypass the 30 fps limit in the main menu
- Fixed Dynamic Surroundings aurora with shaders
- Fixed Hardcore Ender Expansion with shaders
- Added mixin that disables mob rendering in LittleMaidMobEnhanced interaction GUI to fix shaders
- Fixed crash with RPLE and NEI
- Optimized code (performance improvements at the measurement error level)
- Added option for extended tooltips for dangerous items (hbm's ntm)
- Asbestos/Coal dust items show how many "units" of dust they emit per tick
- Explosive/Hydroactive items show the force of the explosion
- Blinding/Pyrophoric items show for how many seconds they blind/ignite
- If player has a tungsten reaches, then tooltip for pyrophoric items will be gray and crossed out
- Complete HBM's NTM fix
- also improve some visuals with shaders

-
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
renderMobSpawnOverlayfix when using the original NEI
-
Fix lighting bug in Schematica (full)
-
Fixed a bug where the NEI overlay was causing some rendering to appear gray
- For example: world tooltips, neat, schematica, etc.
-
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)
- Fixed crash when using original NEI (still recommend updating to the latest GTNH forks)
- 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)
-
Finally fixed a lighting bug in OpenComputers (the screen changes brightness depending on whether entities are currently rendering)
-
Fixed a bug in avaritia due to which the armor render brightness was set to null (completely black) if wings were activated
-
Some utils changes (in code)
-
Updated wiki
- Fix OpenComputers with shaders
- Fix Electrical Age with shaders
- Fix ThaumicConcilium with shaders
- Fix Avaritia with shaders
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



