- Change raytracing algorithm from voxel RT to SDF raymarching
- this allows raytracing against dynamic shapes such as custom models or entities
- add single-sample soft shadow approximation
- remove denoising and accumulation as they are no longer needed
- remove option to disable "trace to all lights"
- add maximum light trace count setting
- add options to disable entities, the player and foliage in raytracing
- remove end game of life
- add world-space reflections
Change Log
- fix stripes on far-away objects
- fix some unstable lighting
- add light source size multiplier (for sharper shadows)
- add iris required screen
- (untested) add modded light support
- fix dark screen edges when looking around while holding items
- fix blocky water
- fix incorrect texture coordinate clamping leading to slightly broken subvoxel models in some cases (this caused the weird dots on torches)
- add french translation (thanks to github user MsNeyla)
- fix ghosting on block breaking particles
- fix gi breaking after very long times
- fix item iPBR
- fix items held by allays not emitting any light
- fix primed TNT not emitting any light
- tweak denoiser
- add lights for dropped and held items, as well as entities
- groundwork for entity velocity support in reprojection (once iris starts supporting it)
- add per-material blocklight colour and brightness settings
- hard-code some light colours (settings for individually adjustable light colours will come in a future update)
- improve denoiser
- increase default voxel volume size
- fix lower profiles being broken
- remove "potato" and "very low" profiles as they don't make sense for rethinking voxels (use complementary instead)
- change some rethinking voxels settings between different profiles
- fix compile error with GI turned off
- fix random bright spots and light discoloration and crashes
- fall back to vanilla blocklight outside of voxelisation range
- add global illumination
- tweak denoiser
- fix "trace all lights" option crashing the game
- add per-block lighting
- add volumetric blocklight
- reduce amount details getting lost in denoising
- stop denoising from completely turning itself off sometimes when it shouldn't
- fix some issues in movement
- improved ghosting
- increased light discovery speed
- added conway's game of life to the end
- added fractal night sky option
- fixed denoiser sometimes turning off in unaccumulated areas
- fixed some lights not casting light in all directions when they should
- groundwork for radiance cache
- treat all light sources as opaque in the voxel data so rays can actually hit them
- automatically select only some parts of light source blocks as emissive when emissives are not based on the resource pack
- add option to check calculate contribution of all visible light sources at every pixel every frame
- hopefully fix two compile errors on some hardware
- tweak light source colours to be more saturated
- add options to disable denoising and accumulation known issue: setting voxel resolution to 32x32x32 doesn't work
- rewrote most of the blocklight calculation pipeline
- more aggressive denoising algorithm
- resource packs with custom models now work correctly as long as the models stay within the blocks
- improved performance in most cases (especially the worst ones)
- updated to reimagined r5.0.1
- removed all mod support
- improve reprojection to no longer produce artefacts in movement
- actually fix "translucent" hand problem
- turn off debug view
- add light block (
minecraft:light
, not block light emitters in general) support - fix incomplete pipeline in nether and end (nether is still largely broken because of light overflow near lava lakes, but that is a bug in the pipeline, not a caused by the missing pipeline)
- fix "iris required" screen showing wrong text
- fix some shader option menus
- fix "translucent hand" issue
- reimplement and improve handheld lights
- update to reimagined r2.2
- fix compile error on AMD windows
DISCLAIMER
this version is an alpha release. it is expected to contain many bugs.
hotfix
- fix shading with basic PBR support or per-pixel lighting
- fix a compilation error with default settings
changes
- rewrite the lighting code:
- increase maximum amount of lights at any given location from 3 to 64
- bump openGL version from 330 to 430 for compute shader support (this breaks MacOS compatibility)
- merge shadow volume blocklight shadow mode and basic light propagation
- add accurate ray tracing (off by default)
- this allows custom models and mobs to be handled correctly by the ray tracer
- add denoising
- remove global illumination (or not implement it again yet)
- remove interactive water waves (the setting still exists, but does not work)
- Change versioning scheme
- I would like to publish a full release eventually
DISCLAIMER
this version is an alpha release. it is expected to contain many bugs.
note
There are currently 3 primary files in this version. they are identical and only made it onto the download page by mistake
changes
- rewrite the lighting code:
- increase maximum amount of lights at any given location from 3 to 64
- bump openGL version from 330 to 430 for compute shader support (this breaks MacOS compatibility)
- merge shadow volume blocklight shadow mode and basic light propagation
- add accurate ray tracing (off by default)
- this allows custom models and mobs to be handled correctly by the ray tracer
- add denoising
- remove global illumination (or not implement it again yet)
- remove interactive water waves (the setting still exists, but does not work)
- Change versioning scheme
- I would like to publish a full release eventually
- fix shader compilation on Iris 1.6
- updated to reimagined r2.0.3