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fix r5.8 changelog
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changelogs/reimagined-ch/r34.txt

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Changes over r5.7.1:
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- Added support for the Voxy mod using the same baseline as Distant Horizons, but with Voxy getting some exclusive features
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* Nearly all IntegratedPBR emission and color effects are supported on Voxy chunks
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* Ambient occlusion is supported on Voxy chunks
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* Distant Light Bokeh effect is supported when Voxy is enabled as well
3+
   * Nearly all IntegratedPBR emission and color effects are supported on Voxy chunks
4+
   * Ambient occlusion is supported on Voxy chunks
5+
   * Distant Light Bokeh effect is supported when Voxy is enabled as well
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- Improved lod mod support for both Voxy and Distant Horizons
7-
* Added real-time shadows to lod chunks using screen-space shadowing. All thanks to Capt Tatsu for letting me use his implementation from BSL Shaders
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* Lod chunks now support proper screen-space reflections
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* Added sun/moon highlight reflections to lod water
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* Slightly improved Temporal Filter behaviour on lod chunks
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* Tweaked fog balance and color when an lod mod is enabled
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* Water caustics and colored shadows now fade away towards the edge of real chunks
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* World Outline effect now fades away towards the edge of real chunks
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* Fixed very low performance in the Nether when Border Fog is disabled or when Nether View Limit is set to Limitless
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* Fixed sun/moon reflections on water looking inconsistent between normal chunks and lod chunks
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* Fixed Nether fog looking too intense on lod chunks
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* Fixed distant End beams being visible through lod terrain
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* Fixed bloom fog intensity being slightly higher than intended on lod chunks
19-
* Fixed TAA having worse smudging on the sky with Voxy or Distant Horizons mods
7+
   * Added real-time shadows to lod chunks using screen-space shadowing. All thanks to Capt Tatsu for letting me use his implementation from BSL Shaders
8+
   * Lod chunks now support proper screen-space reflections
9+
   * Added sun/moon highlight reflections to lod water
10+
   * Slightly improved Temporal Filter behaviour on lod chunks
11+
   * Tweaked fog balance and color when an lod mod is enabled
12+
   * Water caustics and colored shadows now fade away towards the edge of real chunks
13+
   * World Outline effect now fades away towards the edge of real chunks
14+
   * Fixed very low performance in the Nether when Border Fog is disabled or when Nether View Limit is set to Limitless
15+
   * Fixed sun/moon reflections on water looking inconsistent between normal chunks and lod chunks
16+
   * Fixed Nether fog looking too intense on lod chunks
17+
   * Fixed distant End beams being visible through lod terrain
18+
   * Fixed bloom fog intensity being slightly higher than intended on lod chunks
19+
   * Fixed TAA having worse smudging on the sky with Voxy or Distant Horizons mods
2020
- Changes that only affect the Distant Horizons mod
21-
* Added a fade effect for Distant Horizons chunks to better blend with real chunks
22-
* Reduced overdraw protection to reduce gaps in the world while traveling
23-
* Fixed beacon beams not rendering in the correct position if Distant Horizons chunks are involved
21+
   * Added a fade effect for Distant Horizons chunks to better blend with real chunks
22+
   * Reduced overdraw protection to reduce gaps in the world while traveling
23+
   * Fixed beacon beams not rendering in the correct position if Distant Horizons chunks are involved
2424
- Rewritten Light Shafts and End Beams, resulting in:
25-
* Improved performance on default settings by around 2-3% in the Overworld, and 20-30% in the End dimension
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* Overworld Light Shafts should look nearly identical to before aside from possibly fixing slight edge case issues
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* End Beams are now completely volumetric in the world space instead of being tied to the camera altitude
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* Rebalanced End Beams to appear more like a smooth and connected fog instead of bright individual beams
29-
* Both Light Shafts and End Beams blend better with Voxy & Distant Horizons chunks, fixing some fog intensity issues
25+
   * Improved performance on default settings by around 2-3% in the Overworld, and 20-30% in the End dimension
26+
   * Overworld Light Shafts should look nearly identical to before aside from possibly fixing slight edge case issues
27+
   * End Beams are now completely volumetric in the world space instead of being tied to the camera altitude
28+
   * Rebalanced End Beams to appear more like a smooth and connected fog instead of bright individual beams
29+
   * Both Light Shafts and End Beams blend better with Voxy & Distant Horizons chunks, fixing some fog intensity issues
3030
- Changes for the End dimension:
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* Added proper reflection support to End Beams alongside improved reflection handling in the End
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* Improved the color and intensity balance of the End Beams, End Flashes, and the Ender Dragon battle effect
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* End Stars no longer fade out towards the horizon unless the camera is at the same level as the End Beams
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* End Flashes now take longer to fade out and provide light for longer
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* Added "End Beams Intensity" option to adjust how bright the End Beams are
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* Added "End Stars Intensity" option to adjust the brightness of stars in the End sky
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* Added "End Beams Center Altitude" option to be able to move beams higher or lower in altitude
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* Added "End Beams Height" option to adjust how tall the beams appear
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* Added an option to disable support for End Flashes
40-
* Fixed End Beams not changing position over time
31+
   * Added proper reflection support to End Beams alongside improved reflection handling in the End
32+
   * Improved the color and intensity balance of the End Beams, End Flashes, and the Ender Dragon battle effect
33+
   * End Stars no longer fade out towards the horizon unless the camera is at the same level as the End Beams
34+
   * End Flashes now take longer to fade out and provide light for longer
35+
   * Added "End Beams Intensity" option to adjust how bright the End Beams are
36+
   * Added "End Stars Intensity" option to adjust the brightness of stars in the End sky
37+
   * Added "End Beams Center Altitude" option to be able to move beams higher or lower in altitude
38+
   * Added "End Beams Height" option to adjust how tall the beams appear
39+
   * Added an option to disable support for End Flashes
40+
   * Fixed End Beams not changing position over time
4141
- Added improved rainfall/snowfall weather texture handling with shader-based blending
42-
* Weather textures now use slightly better color handling to blend better with every scene
43-
* Weather textures are colored with nearby lighting colors when Advanced Color Tracing is enabled
44-
* Fixes rain not appearing behind translucent blocks including the optional Improved Glass
45-
* This feature does not work on older Optifine versions or on Apple devices and gets automatically disabled
42+
   * Weather textures now use slightly better color handling to blend better with every scene
43+
   * Weather textures are colored with nearby lighting colors when Advanced Color Tracing is enabled
44+
   * Fixes rain not appearing behind translucent blocks including the optional Improved Glass
45+
   * This feature does not work on older Optifine versions or on Apple devices and gets automatically disabled
4646
- Changes related to World-Space Reflections
47-
* Improved performance of world-space reflections, resulting in up to 5% fps increase depending on the situation. All thanks to FoZy STYLE
48-
* Improved ambient occlusion inside world-space reflections. All thanks to FoZy STYLE
49-
* World-Space Reflections no longer use the heavier manual filtering for colored lighting. Resulting in a big fps improvement for settings that have "High" Detail Quality
50-
* Slightly moved the position of the player reflection away from the camera with the World-Space Player Reflections option in order to reduce weird cases
51-
* Fixed Generated Normals on water not looking correct with World-Space Reflections enabled (IntegratedPBR)
47+
   * Improved performance of world-space reflections, resulting in up to 5% fps increase depending on the situation. All thanks to FoZy STYLE
48+
   * Improved ambient occlusion inside world-space reflections. All thanks to FoZy STYLE
49+
   * World-Space Reflections no longer use the heavier manual filtering for colored lighting. Resulting in a big fps improvement for settings that have "High" Detail Quality
50+
   * Slightly moved the position of the player reflection away from the camera with the World-Space Player Reflections option in order to reduce weird cases
51+
   * Fixed Generated Normals on water not looking correct with World-Space Reflections enabled (IntegratedPBR)
5252
- Changes to IntegratedPBR
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* Rebalanced the "More Reflective Distant Glass" feature and also added an option to disable it
54-
* Improved the consistency of Generated Normals in the distance. All thanks to plazmal
55-
* Added "Generated Normal Resolution" setting
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* Added "Hide Armor" optional feature that turns worn armor and elytra invisible (Iris only)
57-
* Fixed powered rails having inconsistent glowing parts when Texture Filtering is enabled
58-
* Fixed underwater Sea Pickles losing their glow effect when viewed at an angle
59-
* Fixed "IPBR+ Emissive Mode" setting not working in some cases.
60-
* Removed the IntegratedPBR lava brightness pulsing mitigation tweak because it doesn't seem to work well anymore
53+
   * Rebalanced the "More Reflective Distant Glass" feature and also added an option to disable it
54+
   * Improved the consistency of Generated Normals in the distance. All thanks to plazmal
55+
   * Added "Generated Normal Resolution" setting
56+
   * Added "Hide Armor" optional feature that turns worn armor and elytra invisible (Iris only)
57+
   * Fixed powered rails having inconsistent glowing parts when Texture Filtering is enabled
58+
   * Fixed underwater Sea Pickles losing their glow effect when viewed at an angle
59+
   * Fixed "IPBR+ Emissive Mode" setting not working in some cases.
60+
   * Removed the IntegratedPBR lava brightness pulsing mitigation tweak because it doesn't seem to work well anymore
6161
- Optimized manual filtering code for colored lighting. Resulting in an fps improvement for settings that have Advanced Color Tracing and "High" Detail Quality
6262
- Improved alpha balancing of Reimagined and Unbound clouds to look better next to mountains or when the camera is inside clouds
6363
- Added improved World Outline calculation. All thanks to plazmal

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