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Project moderation
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- updated to reimagined r2.0.3
- fix volumetric block light
- fix light shafts in caves when moving across block boundaries
- fix compile error with generated normals
- fix normals on entities with half-res blocklight shadow mode
- fix GI flickering in some cases
- update to reimagined r2.0.2
- attempt to rebalance a couple of things including GI (not done yet)
- fix light colour detection
- fix M1 crash
- add more modded light sources
- address some more issues with GI
- fix hard edges in lighting on non-block-grid-aligned surfaces with GI enabled
- fix compile error in gbuffers_block with block light shadow modes other than half-res
- fix compile errors
- with per-pixel shadows
- without light shafts
- add global illumination
- fix trapdoors sometimes blocking light when they shouldn't
- Fix Half-Res blocklight shadows on block entities
- Fix Half-Res blocklight shadows with pixelated shadows
- rename
Pixel Perfect Blocklight
option toBlocklight Shadow Mode
- add
Half Res
blocklight shadow mode - fix flashing when moving the camera very fast
- fix ladder and repeater/comparator cuboid size
- add block.properties entry for modded light sources that uses the fallback blocklight colour
- improve wrong-looking shadows at noon
- fix compile error on some platforms
- add more modded light sources
- reworked light source sorting algorithm (less flickering, better performance)
- added some modded light sources
- fixed end nebulae
- Tweak interactive water waves
- Fix flickering and low performance on some platforms
- Interactive water waves
- more aggressive TAA
- fix some cases of incorrect VL in caves
- fix instant light propagation being impossible to turn on
- rename Advanced Light Propagation to Light Propagation Mode
- add primed TNT and TNT minecart to light sources
- entity light sources have more accurate positions
- lights can update instantly with advanced light propagation mode (enable in shader settings -> voxelisation settings -> voxel-related performance settings. Not supported on MacOS, older graphics cards and optifine)
- fix some compile errors
- fix some overly aggressive workarounds (cave sunlight fix, occlusion bleeding fix)
- better support for modded blocks
- add volumetric blocklight smoothing
- fix volumetric blocklight with advanced light propagation
- fixes related to subsurface scattering
- internal preparations for new features
- Rework sun shadows
- fixes
- the ray tracer now respects offsets of cross model blocks
- added distance field acceleration to ray tracing (only enabled with pixel perfect sun shadows)
- fixed several cases of blocklight flickering
Initial Modrinth version, based on commit 92f32f38
.
Changes compared to beta8 (on complementary discord server):
- fixed black lines in block light with advanced light propagation, without pixel perfect shadows.
- fixed (unintentionally) glowing entities.
- added translucent light tint slider.