Farfield 0.2.0 Fabric
Curse Maven Snippet
What's new
Changes since v0.1.0:
- build: both loaders' jars copied to output/ by every build (ADR-110)
- fix(preview): real chunks beside the preview stand at their lowest ground (ADR-109)
- fix(preview): features under the sea take the place of its water
- feat(preview): kelp and seagrass in the preview's water; silent agent clients
- fix(preview): a BiomeManager ModernFix leaves alone for the surface rules
- perf(preview): half the preview's threads, not one, while new chunks come in
- perf(preview): surface rules sample a biome per quart column
- feat(preview): the ground comes from the generator's surface rules
- fix(render): the preview gives way in the shader at the generation front
- feat(client): flight record and replay, frame probe for short glitches
- fix(build): Connector reads a clean game jar in the pack run
- feat(build): pack run beside the dev client, fresh worlds, agent runner
- feat(client): agent dev clients open unfocused and minimized
- feat(client): agent inbox drives the dev client without keystrokes
- fix(preview): do not leave a chunk to a coarse stand-in
- fix(lod): an unmeshed section with ready children lets the descent through
- fix(preview): swap the meshes of one mask change in one frame
- fix(preview): leave a chunk once its real column reaches surface and floor
- fix(preview): level 0 hides the preview only once it reaches the surface
- fix(preview): hide new real chunks from their level-0 writes
- fix(preview): sections already drawing a chunk no longer hold it
- fix(preview): leave new real chunks one by one
- fix(lod): mesh pushed sections once stored; snowy grass under preview trees
- fix(lod): remesh a section written during its first mesh; rebuild cancel
- fix(lod): new chunks reach the store sooner; the preview gives way
- fix(lod): new chunks before a rebuild; mirrors never rebuild
- feat(server): /farfield rebuild builds the coarse levels again
- fix(render): the looks cache is appended to, not rewritten
- fix(lod, preview): vegetation classed as plants; preview keys persisted
- feat(preview): the preview grows the world's own features
- feat(render): block looks cached across sessions and built by need
- fix(render): the hole detector forgets its holes while the performance logs are off
- feat(render): hole detector; meshing follows what changed
- fix(render): transitions keep something drawn
- feat(stream): the server pushes what it writes
- fix(stream, render): new terrain streams in coarse first, never as a hole
- fix(stream): the surface filter hides level 0 only, under the floor around
- feat(client): debug here, what every part knows where the view meets the LODs
- fix(preview): ground and hollows under the sea take the water's light
- fix(preview): columns reach under their neighbors' lowest block; no hollow on level seams
- feat(render): debug switch to hide LOD water, ice and glass
- fix(preview): columns reach under their diagonal neighbors; no sky through sea floors
- fix(render): preview water lit by depth; the level lock keeps the preview
- fix(render): the level lock is a floor over the whole distance
- feat(render): level lock, a diagnostic to look at one LOD level up close
- fix(render): faces in coarse water lit by its depth
- fix(stream, render): outdated mirror sections fetched again; border faces meshed again
- feat(stream): mirrors translate the server's ids; other protocol versions declined
- feat(stream): preview tiles in a fetch window of their own
- feat(stream): change notices for regions, fetch window sized by the answers' delay
- fix(render): vanilla columns wait until drawn whole, from the camera down (ADR-069)
- fix(render): vanilla columns drawn whole at the hand-off (ADR-069)
- fix(preview, mesh): no full light where generated terrain meets the preview
- fix(lod): sections stored without sky light read it from the lit section above, as the game
- fix(preview, mesh): partly filled sea floor voxels take the water's light; water draws no face against them
- fix(preview, commands): preview sea floors take their neighbors' light; drawing settings under /farfieldclient
- fix(stream): fetch the level-4 sections the preview's masks read; no preview over real terrain
- fix(stream): a mirror's key tables are frozen; covered materials fall back to the ground
- fix(stream): the mirror keeps the server's key ids; no more emptying as chunks generate
- feat(stream): noise preview built by a dedicated server and streamed as tiles
- feat(stream): surface only by default, full_data for operators (ADR-013)
- feat(stream): server streaming of LOD sections to clients with Farfield (ADR-068)
- feat(core): streaming protocol messages, bandwidth budget, raw records and versions
- feat: rounded corners on the logo, transparent outside
- feat: Farfield logo, SVG source and the jars' icon
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