| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2023-03-29 | Ignore 0 area quads (fixes #15) | makamys | |
| 2023-03-18 | Improve handling of VRAM fullness | makamys | |
| Now the renderer gets reloaded, and Neodymium only gets disabled if the VRAM repeatedly gets full in a short span of time. | |||
| 2023-03-18 | Add command to print incompatibilities in chat | makamys | |
| 2023-03-18 | Lock certain debug features behind creative mode | makamys | |
| 2023-02-09 | I forgor | makamys | |
| 2022-08-19 | Add option to not print rendering errors | makamys | |
| 2022-08-19 | Make error logging more verbose | makamys | |
| 2022-08-14 | Fix small quads (e.g. snow) having incorrect normals | makamys | |
| 2022-07-18 | Add option to not render unaligned quads past a distance | makamys | |
| 2022-07-17 | Scale mesh index arrays by amount of allocated VRAM | makamys | |
| 2022-07-17 | Fix not being able to allocate over 2048 MB of VRAM | makamys | |
| 2022-07-15 | Clean up | makamys | |
| 2022-07-15 | O(O)F | makamys | |
| 2022-07-15 | Add `auto` option to renderFog, which respects GL setting | makamys | |
| 2022-07-15 | Warn if chunk mesh uses normals and GL lighting is enabled | makamys | |
| (cc #5) | |||
| 2022-07-11 | Turn triangles into quads | makamys | |
| Normals are ignored for now. End of fix for #5 | |||
| 2022-07-11 | Improve error logging | makamys | |
| 2022-07-11 | Be able to capture chunk meshes consisting of multiple tessellations | makamys | |
| Start of fix for #5 | |||
| 2022-07-11 | Respect isVisible field of world renderers | makamys | |
| Adds compatibility with ArchaicFix's occlusion tweak, and reduces performance penalty of Advanced OpenGL. | |||
| 2022-06-30 | Remove unused imports | makamys | |
| 2022-06-30 | Move configgy classes to config package | makamys | |
| 2022-06-30 | Warn if incompatibilities are detected | makamys | |
| 2022-06-30 | Refactor chat message helper | makamys | |
| 2022-06-30 | Force fog underwater even if fog is disabled | makamys | |
| 2022-06-30 | Implement exponential fog | makamys | |
| 2022-06-30 | Fix meshes not disappearing properly when emptied of blocks | makamys | |
| 2022-06-30 | Make fog occlusion usable without fog | makamys | |
| For that extra performance | |||
| 2022-06-30 | Add fog occlusion | makamys | |
| Reduced mesh count from 2529 to 2185 on Normal render distance in one scene | |||
| 2022-06-30 | Update meshes on `updateRenderersSort`, too | makamys | |
| Fixes incorrect water rendering | |||
| 2022-06-30 | Don't do face culling for translucent quads | makamys | |
| Order matters when quads are translucent. Partial fix for incorrect water rendering. | |||
| 2022-06-30 | Clean up eye coordinate variables | makamys | |
| 2022-06-30 | Take camera transform into account when culling faces | makamys | |
| Fixes incorrect culling in third person (#4) | |||
| 2022-06-30 | Integrate properly with MC's render pass system | makamys | |
| Fixes underwater entities being invisible | |||
| 2022-06-27 | Fix crash when joining a server | makamys | |
| 2022-06-27 | Improve F3 overlay: indicate if renderer is disabled, add color | makamys | |
| 2022-06-26 | Re-enable renderer in Nether | makamys | |
| Oops. This was a remnant from LODMod. | |||
| 2022-06-26 | Fix NPE when travelling between Nether and Overworld | makamys | |
| 2022-06-25 | Gotta rename the stuff | makamys | |
| 2022-06-25 | Fix indentation | makamys | |
| 2022-06-25 | Remove more unused LOD stuff | makamys | |
| 2022-06-25 | Implement OF Fast Render compat properly | makamys | |
| Fixes chunks disappearing when you go beyond max(abs(XZ))>2000 | |||
| 2022-06-25 | Add debug keybind to speed up renderer update rate | makamys | |
| 2022-06-25 | Remove more LOD stuff | makamys | |
| 2022-06-25 | Clean up in ChunkMesh | makamys | |
| 2022-06-25 | DESTROOOOY | makamys | |
| Delete unused LOD stuff. I can always restore it from Git history if I need it later. | |||
| 2022-06-24 | Optimize some stuff in the CPU world | makamys | |
| Increases FPS from 550 to 600 when rendering 0 meshes. (which means, overhead has been reduced) | |||
| 2022-06-24 | Make sorting gooder | makamys | |
| 2022-06-24 | Add keybind for reloading renderers | makamys | |
| 2022-06-24 | Leave alpha out of the fragment shader calculations in pass 1 | makamys | |
| Improves FPS from 400 to 420 in savanna | |||
| 2022-06-23 | Make short UV even more accurate by rounding it | makamys | |
| Previously the difference was extreme in GTNH, now it's only noticable if you're looking for it. | |||
