Celestial Nail 0.1.3 - neoforge 26.1.2
Curse Maven Snippet
What's new
0.1.3
- Add opt-in, rate-limited render diagnostics with actual shader program, color-write masks, framebuffers and RGB draw probes.
- Keep tall Nails visible when their buried anchor's terrain section is culled; preserve normal frustum, distance and depth checks.
- Keep the body on a depth-writing vanilla entity pass with full-bright light coordinates; reserve emission for effects, avoiding whole-body bloom and clouds overlaying the body.
- Start the normal crumble lifecycle when descent enters the void, without creating an impact at the world bottom; preserve intentionally deep embedded Nails.
- Add 42 real Forge 1.20.1 rendering cases with Oculus 1.8.0 and Complementary Reimagined r5.9.3, including close/inside/underside hover views, dark pinned-state brightness, overexposure limits, cloud overlap/depth, terrain occlusion and deliberate rendering failures.
- Use valid fixture clocks and launch times, and assert actual summon/launch/impact/crumble ages before accepting rendered images.
- Provide a CI workflow patch for the live suite and retain local image/log evidence. Keep the 0.1.2 vanilla entity/emissive renderer and Boom 1.1.3+ dependency.
These notes describe source changes, not a published release.
This mod has no additional files

