Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-05-10 | Fix yet more visibility issues | makamys | |
2021-05-10 | Maintain mesh visibility when replacing a mesh | makamys | |
Partial fix for invisible chunks on the edge of the loaded world when using OptiFine | |||
2021-05-10 | Don't hold onto distant Chunk objects | makamys | |
Reduces RAM usage from 4GB to 3GB (peak heap from 1200 MB to 700 MB) in my testing done standing still after spawning | |||
2021-05-09 | Improve memory tracking | makamys | |
2021-05-09 | Render in two passes, no more G to sort | makamys | |
2021-05-09 | press G to sort | makamys | |
2021-05-09 | Include seabed in the simple meshes of chunks with a watery surface | makamys | |
2021-05-08 | Make render distance not hardcoded | makamys | |
2021-05-08 | Fix simple meshes not getting unloaded when they're replaced | makamys | |
2021-05-07 | Implemented loading | makamys | |
2021-05-07 | Save ChunkMeshes to disk (no loading yet) | makamys | |
2021-05-07 | Add used RAM and mesh count to F3 | makamys | |
2021-05-07 | Fix distant chunks becoming invisible forever | makamys | |
2021-05-07 | Unload invisible meshes from VRAM | makamys | |
2021-05-07 | Rename MyRenderer to LODRenderer | makamys | |
2021-05-07 | Refactor MyRenderer to use a singleton instead of being static | makamys | |
This should help with memory leaks and clean up the code a bit | |||
2021-05-07 | Port mod from MCP to Forge! | makamys | |
The only known regression is the sides of LOD=1 chunks look darker for some reason |