新建2024-11-07
1.0.0-beta17
  • Better ANTLR error handling for GLSL transformations by @Cleptomania in #715

    更好的 GLSL 转换的 ANTLR 错误处理。

  • New Compat System for ASM Transformations + Immersive Engineering patches by @Cleptomania in #719

    用于 ASM 转换 + Immersive Engineering 的新兼容系统补丁。

2024-11-01
1.0.0-beta16
  • Fix inverted config by @ah-OOG-ah in #710

    修复倒置的配置。

  • Cursor based positioning for shader setting tooltips by @Cleptomania in #711

    更改光影设置的提示以跟随光标。

  • Fix entity render by @kurrycat2004 in #707

    修复实体渲染。

2024-10-27
1.0.0-beta11
  • Replace BlockError mixin with event handler by @RecursivePineapple in #671

    移除 BlockError 的 Mixin 转而使用 forge 公开的事件。
  • fix entities being rendered completely black by @kurrycat2004 in #676

    修复实体完全渲染为黑色的问题。
  • fix in-world text rendering + GL immediate mode rendering by @kurrycat2004 in #677

    修复世界内文本渲染 + OpenGL 立即渲染模式。

2024-10-22
1.0.0-beta10
  • fix horizon rendering before camera transform by @kurrycat2004 in #669

    使 Horizon 在相机变换完成后渲染。

2024-10-22
1.0.0-beta9
  • minimal tooltip fixes by @chochem in #667

    添加设置项提示框中缺少的文本条目。

  • Handle logging of ISBRH exceptions and multiple exception types by @Cleptomania in #668

    处理 ISBRH 异常和多个异常类型的日志记录。

2024-10-17
1.0.0-beta8
  • use GTNHLib ASMUtil to dump the class files by @Alexdoru in #644

    使用 GTNH Lib 的 ASMUtil 转储 class 文件。
  • fix strikethrough line being off by one by @Alexdoru in #647

    修复删除线偏移一行的问题。
  • Deal with obfuscation properly by @Alexdoru in #645

    正确处理混淆。
  • fix obfuscation error from last commit by @Alexdoru in #648

    修复上次提交时的混淆错误。
  • Revert back to old behavior by @mitchej123 in #649

    恢复原来的行为。
  • Add an error block, and render it in case of NPE in ISBRH by @Cleptomania in #658

    在 ISBRH 中添加错误块,并在 NPE 的情况下呈现它。
  • Remove compat with original release of BG2 by @Caedis in #652

    删除与 BG2 原始版本的兼容性。
  • Replace chunk tracker by @embeddedt in #661

    替换 chunk tracker。
  • Dynamically modify the render distance for dropped items entities to preserve performance by @Alexdoru in #653

    动态修改掉落物的渲染距离以保持性能。
  • Handle FMLRenderAccessLibrary obfuscation properly by @Cleptomania in #663

    妥善处理 FMLRenderAccessLibrary 混淆问题。
2024-10-01
1.0.0-beta7
  • replace MixinBlockLiquid with non-mixin implementation by @Glease in #642

    将 MixinBlockLiquid 替换为非 mixin 实现。

2024-09-09
1.0.0-beta6
  • Update README.MD - add more links for compatibility by @PlayfulPiano in #626

    更新README-添加更多兼容性链接。

  • Fancy Dynamic Lights is now default by @Caedis in #629

    修改动态光源默认值为Fancy。

2024-09-03
1.0.0-beta5
  • Update README.MD by @czerwonogrodzki in #589

    更新README

  • Make shaders work with modded leaves by @unicornbloods in #594

    使光影可以渲染模组树叶
  • Update ru_RU.lang by @cutiegin in #593

    更新俄语翻译
  • [Dynamic Lights] Add Baubles Support by @Caedis in #595

    [动态光源]添加Baubles支持
  • Update zh_CN.lang by @NealDeal34 in #565

    更新中文翻译
  • Remove model loading from Angelica by @ah-OOG-ah in #610

    移除model loading
  • Add GLSM to transformer exclusions by @mitchej123 in #612

    将GLSM添加到transformer排除项中
  • Archaicfix branding fix by @mist475 in #621

    修复了游戏启动期间和 archaicfix 文本冲突的问题
  • Fix culling state leaking and giving graphical issues by @Safixoo in #614

    修复 culling state 泄漏和给出图形问题

2024-08-05
1.0.0-beta4
  • Update pl_PL.lang by @Radk6 in #564

    更新波兰语翻译

  • Options for forced Sodium Lighting and smooth lighting optimizations by @Cleptomania in #575

    添加强制使用钠的光照和平滑光照优化的选项

  • Fix sodium smooth dynamic lights by @Caedis in #577

    修复钠的平滑动态光源

  • More AO Fixes by @Cleptomania in #578

    更多环境光遮蔽的修复

  • Moves CapturingTesselator, JSON Models, and misc utility classes to GTNHlib by @mitchej123 in #587

    将 CapturingTesselator、JSON Models 和一些通用工具类移动到了 GTNH Lib 模组中

2024-07-25
1.0.0-beta2
  • Create ru_RU.lang by @cutiegin in #552

    创建俄语翻译

  • Also disable Better FPS by @mitchej123 in #558

    禁用Better FPS模组(如果同时安装)

  • Fix Thaumcraft foci rendering by @Caedis in #559

    修复神秘时代焦点渲染

  • Fix Thaumic Horizons Lens Selector by @Caedis in #561

    修复神秘视界透镜选择界面

  • Create pl_PL.lang + minor README improvements by @Radk6 in #560

    创建波兰语翻译

  • HUD Caching Early Return by @Caedis in #562

    HUD缓存尽早返回,避免不必要的渲染操作

  • Merge beta JSON loading API by @ah-OOG-ah in #567

    合并JSON加载API

  • Support for glColorMaterial and glLightModel in GLSM by @Cleptomania in #556

    增加对 glColorMaterial 和 glLightModel 的支持

  • More GLSM Lighting and Material work by @Cleptomania in #569

    进行更多 GLSM 照明和材质方面的工作

2024-07-15
1.0.0-beta1
  • Beta by @mitchej123 in #461

    发布测试版本

  • Beta Release - Shaders sneak preview (Don't submit issues yet) by @mitchej123 in #557

    测试版本 - 着色器预览(目前不要提交着色器相关的issue)

2024-07-15
1.0.0-alpha53
2024-06-02
1.0.0-alpha52
2024-05-24
1.0.0-alpha51
  • Disable Dynamic Lights video option when module is disabled by @Caedis in #491

  • Sync NotFine 0.2.4-0.2.5 changes by @jss2a98aj in #502

  • Patches vanilla getFlowDirection to not crash with a
    ClassCastException if another mod implements their own fluid renderer
    and calls getFlowDirection when COFH ASM is loaded by @mitchej123 in #505

2024-05-15
1.0.0-alpha50
2024-05-14
1.0.0-alpha48
  • Fix RenderBlockFluid reading the block type from the world access multiple times by @eigenraven in #482

2024-05-13
1.0.0-alpha47
2024-05-16
1.0.0-alpha46
2024-05-07
1.0.0-alpha45
  • Adjust dynamic lights in World#getLightBrightnessForSkyBlocks as well by @Caedis in #466

2024-05-06
1.0.0-alpha44
  • Add Dynamic Lights to Alpha (Module Off, Lights Off) by @Caedis in #465

2024-05-06
1.0.0-alpha43
2024-05-01
1.0.0-alpha42
2024-04-30
1.0.0-alpha41
2024-04-28
1.0.0-alpha40
  • Fix glMultMatrix using the wrong variable for multiplication by @eigenraven in #444

2024-04-26
1.0.0-alpha39
  • Only disable holoinventory when hudcaching is enabled by @Caedis in #440

  • Thread safe ISBRH compatibility with Extra Utilities 2 by @Cleptomania in #439

2024-04-20
1.0.0-alpha38
  • Fix NotFine Twilight Forest compat mixins builder by @jss2a98aj in #430

2024-04-19
1.0.0-alpha37
2024-04-05
1.0.0-alpha36a

No user facing changes, fixes CF/MN dependencies.

2024-04-05
1.0.0-alpha36
2024-03-17
1.0.0-alpha35
2024-03-09
1.0.0-alpha34
  • Don't blacklist gregtech from the render thread by @mitchej123 in #356

  • Update priority of FOV multiplier event by @Caedis in #361

  • Potential fix for splash screen crashes by @Caedis in #363

  • Initialize toggle keybind when registering by @Caedis in #366

2024-03-04
1.0.0-alpha33
  • Only track rendered sprites on specific RenderBlocks instances by @embeddedt in #355

2024-03-04
1.0.0-alpha32
2024-02-29
1.0.0-alpha31
  • Ignore the iris/mcpf configs, hardcode angelica-modules.cfg filename by @mitchej123 in #333

  • Replace config with gtnhlib's config by @Caedis in #337

  • Up required gtnhlib version to 0.2.9 by @Caedis in #340

  • Apparently some mods rely on ForgeHooksClient.getWorldRenderPass() by @mitchej123 in #347

2024-02-27
1.0.0-alpha30
2024-02-21
1.0.0-alpha29
2024-02-18
1.0.0-alpha28
2024-02-13
1.0.0-alpha27
2024-02-12
1.0.0-alpha26
  • Update Chinese translation by @Ginsway in #261

  • Log more information in the no-result task exception by @eigenraven in #283

  • Do not return null results in translucency sort task if not cancelled by @mitchej123 in #284

2024-02-12
1.0.0-alpha25
2024-02-10
1.0.0-alpha24
2024-02-04
1.0.0-alpha23
2024-02-03
1.0.0-alpha22
2024-02-03
1.0.0-alpha21
2024-02-01
1.0.0-alpha20
2024-02-01
1.0.0-alpha19
2024-01-28
1.0.0-alpha18
2024-01-27
1.0.0-alpha17
2024-01-22
1.0.0-alpha16
2024-01-19
1.0.0-alpha15
  • fix some iris problems by @Cyl18 in #183

  • Replace fastutil dependency with GTNHLib by @tth05 in #187

  • Don't activate item textures if there is no client world by @embeddedt in #189

  • Render all Wavefront objects as VBO by @mitchej123 in #192

  • Enable NotFine leaf modes when enableNotFineFeatures is true by @jss2a98aj in #194

  • disable sodium weather quality redirect if dynamic surroundings is pr… by @mist475 in #200

  • Remove silly early initial implementation and fix star VBO by @mitchej123 in #206

2024-01-14
1.0.0-alpha14
2024-01-08
1.0.0-alpha13
2024-01-04
1.0.0-alpha12
2023-12-31
1.0.0-alpha11
  • Handle bad matrix modes by @mitchej123 in #93

  • Add debug logging option by @Caedis in #97

  • Preliminary ChunkAPI/EndlessIDs compatibility by @FalsePattern in #94

  • replace lotr blockrendering hashmap with concurrent version by @mist475 in #98

  • Move mod checks to their own static class by @Caedis in #103

  • Texture coordinate precision issues by @Cleptomania in #105

  • Update the tesselator checks to allow for non main instance tesselators while still on the main thread by @mitchej123 in #106

2023-12-29
1.0.0-alpha10
  • Fix constant pool parser early-exiting instead of checking all strings by @embeddedt in #90

  • Do not include transformed mods in runtime classpath by default by @embeddedt in #91

2023-12-29
1.0.0-alpha09
  • Fix Block bounds fields redirects not applying to subclasses by @embeddedt in #79

  • Add missed IC2 mixin by @mitchej123 in #85

  • Fully track GL State changes by @mitchej123 in #83

  • Catch the specific error, rather than generic Exception (which the error doesn't seem to subclass anyway) by @mitchej123 in #88

  • Dynamic cstPoolParser by @mitchej123 in #89

2023-12-28
1.0.0-alpha08
  • Add FalseTweaks to temp incompatibilities by @Caedis in #70

  • Delete vanilla's global block bounds fields by @embeddedt in #69

2023-12-27
1.0.0-alpha07
  • Handle GL_COMPILE separately from GL_COMPILE_AND_EXECUTE by @mitchej123 in #68

2023-12-27
1.0.0-alpha06
2023-12-27
1.0.0-alpha05
  • 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

2023-12-26
1.0.0-alpha03
  • Switch up how we're grabbing the projection & model view matrix to avoid needing to call glGetFloat() again by @mitchej123 in #53

2023-12-26
2023-12-25
1.0.0-alpha01
  • 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-fabric#755

  • Add chunks to queues without going through occlusion culler
    Partially reverts the previous chunk tracking commit, because that logic will reintroduce CaffeineMC/sodium-fabric#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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