Farfield 0.1.0 Fabric
Curse Maven Snippet
What's new
Changes since v0.1.0-alpha.2:
- fix(preview): plant density measured against generated chunks, a quarter as many
- feat(config): performance log lines off by default, a setting to turn them on
- perf(render): plants' pass in its own program; holes cut first, tint per vertex
- feat(render): plants timed on the stat line; /farfield debug plants
- feat(render): stat line every 10 s; view fill line once the view settles
- feat(lod): kelp and seagrass drawn as crossed quads in their water
- fix(lod): the kelp's body is water; no covered translucent grounds
- fix(render): spyglass detail in view only; no section kept empty for want of room; waterlogged blocks are fluid
- fix(render): sections wait for their looks; looks get the 60 fps headroom while many wait
- fix(render, preview): map colors until looks are built; preview plants by the renderer's rule
- feat(lod, preview): grounds covered by plants on coarse levels; plants in the preview
- feat(render): plants as crossed quads on the finest level
- perf(preview): one sea biome per quart; shared climate caches
- perf(preview): per-column caches in the preview's density; stage times per tile
- perf(render, preview): LOD meshes and preview tiles nearest and in front first
- fix(render): vanilla's translucent layers in LOD ice; translucent sections far to near
- feat(preview): frozen ocean icebergs from vanilla's surface noises
- fix(render): hand off to vanilla's visible sections; sky light in preview seas
- fix(render): mesh preview sections by their draw level
- fix(render): no holes in partial blocks drawn as cubes; preview snow by vote
- feat(preview): snow on tree tops; vanilla spruce and pine crowns
- perf(preview): count coarse tree voxels from areas; preview benchmark
- perf(preview): coarser heights for far tiles; lighter neighbor layers
- feat(settings): mesher and preview thread counts, Auto by default
- perf(render): 4 vertices per quad; cache decoded sections for meshing
- perf(render): skip the sections the game draws entirely (ADR-047)
- feat(preview): frozen seas; fix(render): vanilla vertical hand-off
- perf(render): depth pre-pass without discard where nothing can be cut (E.13, ADR-044)
- perf(render): depth pre-pass for opaque LOD faces (E.13, ADR-043)
- perf(render): draw only the face directions that can face the camera (E.12)
- build: machine-independent dev setup (A.9, ADR-042)
- feat(preview): huge mushrooms, cactus, bamboo and villages (E.11)
- feat(preview): trees at each biome's density (E.11)
- fix(preview): close the preview's side toward real water
- fix(preview): keep a tile's mask while it is read again
- feat(preview): height tiles drawn at every level (E.11)
- feat(preview): noise preview of terrain not generated yet (E.11)
- feat(server): generation spike S6 (E.11)
- feat(render): shaped blocks drawn as their boxes (E.10)
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