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Releases: GTNewHorizons/Angelica

1.0.0-alpha08

27 Dec 17:33
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1.0.0-alpha08 Pre-release
Pre-release

What's Changed

  • Add FalseTweaks to temp incompatibilities by @Caedis in #70
  • Delete vanilla's global block bounds fields by @embeddedt in #69

New Contributors

Full Changelog: 1.0.0-alpha7...1.0.0-alpha8

1.0.0-alpha06

26 Dec 23:15
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What's Changed

Full Changelog: 1.0.0-alpha5...1.0.0-alpha6

1.0.0-alpha05

26 Dec 16:49
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What's Changed

  • Make glPushAttrib match native behavior if bypassing state manager cache by @embeddedt in #55
  • Track the model view and projection matrix by @mitchej123 in #56
  • Avoid restoring GL buffers we didn't modify by @embeddedt in #60
  • Because of course someone uses DoubleBuffer by @mitchej123 in #61

Full Changelog: 1.0.0-alpha3...1.0.0-alpha5

New Contributors

1.0.0-alpha03

26 Dec 00:17
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What's Changed

  • Switch up how we're grabbing the projection & model view matrix to avoid needing to call glGetFloat() again by @mitchej123 in #53

Full Changelog: 1.0.0-alpha2...1.0.0-alpha3

1.0.0-alpha02

25 Dec 19:48
21b0de5
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1.0.0-alpha01

25 Dec 05:54
992644c
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  • ThreadedTessellator -> RenderBlocks instance Tessellator
  • Plus a CME workaround until I can figure out why it's happening
  • One inject with multiple methods instead of two injects
  • Add AF's Tessellator#reset mixin Fixes screen flashing when chunks are being built
  • Thread Saftey
  • Make each tesselator use its own ByteBuffer
  • Don't make RecyclingList a static variable 🤦
  • Add some additions via ITessellatorInstance
  • Stop using builtin updateRenderers
  • Remove a few unused things in MixinTessellator
  • Remove useless casting due to implementing the interface
  • Overwrite some more rendering methods to ensure they're not used
  • Implement IBlockAccess on WorldSlice
  • Currently just proxies to the World... need to get it to use the local cache
  • Make WorldSlice use its copied values instead of using the world
  • block, meta, and light. Still need TODO biome
  • Finish making WorldSlice thread safe
  • Remove last unsafe this.world accesses
  • Copy biomeData
  • Implement getTileEntity(), and getBiomeGenForCoords()
  • Remove unused 1.16+ classes - Biome, Colorizer, and ColorBlender related
  • Cache worldHeight instead of asking the provider every time
  • Debug Screen updates
  • Disable Culling for now (until it works)
  • Tessellator Updates
  • Use one instance on the main thread, and individual instances on every other thread
  • Prevent draw() and buffer.reset() on non singleton instance
  • Misc cleanup, maybe better growBuffer?
  • Fixing splash screen and GUI issues by excluding SplashProgress from GLStateManager transformer
  • Update docs
  • Fixing a one line in SodiumWorldRenderer that allows the game setting for the distance at which entities will render. Hope it's not too bad mitch :)
  • TileEntites now render
  • Less silly transparency
  • Removing clamp implementation because I missed the one in mathhelper
  • Initial sodium entity smooth lighting
  • Fix entity smooth lighting
  • Fix lerp uses and use render layers properly (#17)
  • Remove some uses of blockstate + patch FluidState
  • Fix lerp
  • Enable Sodium fluid rendering
  • Update FluidRenderer.java
  • Rewind buffers when copying
  • Fix multidraw
  • Force cutout on all non-translucent blocks
  • Let vanilla handle render pass state
  • Rewrite render layer check to use Forge 1.7 hook
  • Fix skylight handling
  • Fix flickering
  • Clone TEs correctly
  • Fixing entityDistMulti (I think)
  • Fix TEs rendering on the wrong pass
  • Buff max render distance to 32 Pretty useless since the integrated server stalls instantly, but our renderer supports it
  • Fix fog
  • Fix render distance changes being ignored
  • Implement entity culling
  • Block face culling
  • Re-enable occlusion culling
  • Fix x/z coordinate mixup when indexing biome arrays Partially fixes wrong biome colors, but at chunk edges it's still wrong because neighboring chunks aren't accessed
  • Make a copy of biome data
    The old code seemed to work fine but this should be safer
  • Make CompatMemoryUtil#memReallocDirect preserve buffer position
    LWJGL3's MemoryUtil#memRealloc does this, see its javadoc.
    Fixes screen flashing and this error getting printed when indirect buffer grows:
    GL_INVALID_OPERATION error generated. Bound draw indirect buffer is not large enough.
  • Use biome data of neighboring chunk sections
    Fixes wrong colors at chunk edges
  • Re-enable fog culling
  • Tile entity culling
  • Remove some unneeded Sodium code
  • Massive code cleanup
  • Avoids errors when usin lwjglxdebug
  • Bump hodgepodge dep
  • Add AngelicaConfig
  • Add Mixin to disable MC's builtin checkGLError
  • Add configs for iris/sodium
  • Iris work
  • Move some StateNotifiers to GLStateManager
  • Remove some redundant mixins based on sodium/angelica work and rendering state captures
  • Add Iris DebugScreenHandler
  • rm archaicfix's occlusion renderer and threaded updates
  • Implemented Sodium's GUI and a couple of setting fixes (#20)
  • Ported Sodium's GUI
  • Correct AO
  • Fixed Vignette
  • Re-enable DirectMemoryAccess
  • Adds some code from lwjgl3 in CompatMemoryUtil.java
  • Re-add *Unsafe classes
  • Remove MixinWorldRenderer
  • Add NEID (mixin pr) support
  • Only shadow runtime module of antlr4
    Reduces jar size by 11 mb
  • Update NotFine
  • Make LongHashMap actually perform like a hash map
  • Options GUI Fixes and some option implementations (#22)
  • Correct useNoErrorGLContext option
  • Added translucency sorting option
  • Implemented Particle Culling gives real fps boost, however, it's not as big as i thought
  • Begin implementing animateOnlyVisibleTextures
  • Correct Donation page opening
  • Fixed Shift + P - Now it uses NotFine's GUI, but it think that NotFine's GUI should be rewrited for using other config options
  • Correct URL's for Linux
  • second code cleanup in particle culling
  • Fix incorrect TE map population
  • Add optional assertMainThread behind -Dangelica.assertMainThread=true
  • Add back air optimization, but only apply to vanilla air
  • Implement more options (#23)
  • Combine free regions in GlBufferArena
  • Clear global block entity list when initializing renderer
  • AF, CompileStubs, and SplashProgress
    Remove most of ArchaicFix
  • Move a few mixins over to angelica
  • Disable if org.lwjgl.util.Debug is set
  • Only enable Iris/lwjgl debug callbacks if org.lwjgl.util.Debug is set
  • Rewrite Tessellator hacks - now using a ThreadLocal instead of only patching RenderBlocks
  • Reenable AF mixins, switch to cached debug var, disable incompatible mixins
  • Remove AF deps and a late mixin that was missed
  • Add Iris Sodium Compat impl
  • Fix Sodium GLProgram to use ResourceLocation instead of Identifier
  • Start applying Iris -> Sodium Mixins
  • Make NotFine menu open if holding shift
  • Fixed Tessellators in production env
  • Finish Sodium Fluid Renderer (#24)
  • Init and pass Sodium LightPipelines
  • Remove registry lookup and refactor WorldUtil
  • Hook up lighting pipeline
  • Patch fluid velocity
  • It's alive! Sodium Fluid Renderer is alive!
  • Fix face culling not taking third person camera offset into account
  • rewrite ACTEntityRenderer to stop transforming ALL the classes
  • use ClassConstantPoolParser in TessellatorTransformer to speed up search for Tessellator references
  • use ClassConstantPoolParser in GLStateManagerTransformer to speed up search for class references
  • rewrite GLStateManagerTransformer and TessellatorTransformer
  • merge GLStateManagerTransfor and TessellatorTransformer into one Transformer
  • Fixed smooth lighting rendering
  • Iris block_id Mixins & BlockStateIdMap initial impl for 1.7.10
  • Fix running with lwjgl debug flag & Cleanup old ShadersMod transformers
  • Initialize GLStateManager via Mixins instead of all in the static block
  • Clean up chunk load/unload tracking, fix chunks rendering without neighbors sometimes
  • Fix occlusion culler not re-running after important uploads
    Backport of CaffeineMC/sodium#755
  • Add chunks to queues without going through occlusion culler
    Partially reverts the previous chunk tracking commit, because that logic will reintroduce CaffeineMC/sodium#605
    As long as we only rebuild with neighbors present, we shouldn't see the visual seams
  • Extremely primitive synchronization approach for ISBRH
  • Use factory for Spdium menu createElement outputs This will allow NotFine to use Sodium menu elements and vice versa in a future commit.
  • Splash Screen Compat
  • Separate remaining NamedState enums
  • NotFine but it loads Sodium pages
  • Hook up NotFine optimizations
  • Hook up some NotFine features
  • copy over hud caching code from hodgepodge
  • backport glstatemanager mixin
  • Track thread that currently owns the GL Context in addition to the main thread.
  • First pass over FontRenderer, 1300->1400 FPS on my GPU when showing F3
    Done:
  • A batching vertex buffer builder for font output
  • Reduction in drawcalls from 1-3 per character to 1 per font atlas switch
  • Mixin to draw the entire F3 screen in one batch, instead of separate batches per line
    TODO:
  • Switch drawing to a VBO
  • Cache string meshes across frames
  • Cache string width calculations used for layouts
  • Multidraw to reduce draw calls even further
  • Add JVM flag to bypass GL state caching
  • Push/Pop Attrib Hacks -- to be evolved later
  • Fix FontRenderer+SplashScreen combo
  • HUDCaching tweaks
  • Add license
  • Jabba Compat, and reset tesselator state even if the chunk render thread blows up
  • Initial Xaero's World Map + Minimap Support
  • Disable Fastcraft & Optifine if present
  • Iris Progress
  • Wire up more Iris mixins, informing pipeline stages. Still not rendering anything visible.
  • Don't try to transform the server
  • Avoid running biome generator on client in singleplayer
  • Call world biome retrieval methods instead of copying array directly (#25)
  • Shaders now do something!
  • Shadow Pass work
  • First shadow pass renders; however it moves all around when moving the camera...
  • Second shadow pass not running because it makes everything very very dark instead of just rendering translucents
  • Actually use the ShadowRenderer Model View when running the shadow pass...
  • Enable Sodium SmoothLightPipeline & Iris useSeparateAo
  • Avoid repeatedly copying biome data on each Y level (#27)
  • Celestial Rotation fixes
  • Water progress
  • Uniforms audit
  • Lightmap workaround
  • PBR compiling, stuck on Normal and Specular textures being added in
  • Shaderpack selection "works"; ShaderOptions TODO
  • Hud caching angelica (#28)
  • Potential hud-caching fix
  • Shader Options almost working
    ** Clicking on everything...
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