Immersive Portals - CE 6.0.9 - NeoForge 1.21.1
Curse Maven Snippet
What's new
Immersive Portals - CE 6.0.9
Added
- Seamless Sable 2.0.5 dimension-stack migration for moving sublevels, including global plot ownership across dimensions, rider/passenger preservation, live velocity, loading tickets, interpolation history, and remote entity tracking.
- Explicit server-first Sable rider handoff protocol with correlated acknowledgements so portal rotation, camera orientation, and gravity transforms remain authoritative across cross-dimension teleports.
- Automated dedicated-server plus real-client Sable end-to-end coverage over both UDP and TCP fallback, including Overworld -> Nether -> Overworld crossings, gravity-driven recrossing, rotated portals, rider dismount, and opposite-dimension movement observation.
- Automated portal visual regression coverage for clipping, shader/resource reloads, Sodium, Iris, Veil, and vanilla renderer configurations, plus nightly extended verification.
- Veil compatibility hook for portal shader recompilation and local Create Aeronautics/Simulated/Offroad development-runtime support.
Fixed
- Fixed Sable sublevels disappearing, flickering between dimensions, or becoming stuck at dimension-stack boundaries during migration.
- Fixed retained Sable riders skipping Immersive Portals' rotation/gravity camera transformation during server-first teleports.
- Fixed stale deferred Sable teleport state that could block later portal crossings after an aborted or reordered handoff.
- Fixed source and destination Sable client copies overlapping too long under UDP/slow-runner timing by recording destination pre-sync before queueing it and retiring the source copy immediately after migration commit.
- Fixed portal rendering corruption where geometry behind the active portal clipping plane could still render.
- Restored published NeoForge mod identities/entry points for
immersive_portals_core,imm_ptl, andq_misc_util. - Moved the mod icon to the correct packaged asset location while keeping NeoForge metadata pointed at the packaged root icon.
Changed
- Reworked Sable packet redirection and tracking so sublevel packets target the correct logical client world and duplicate destination full-syncs are suppressed during handoff.
- Made Sable migration transactional: destination state is prepared before source retirement, and player teleport is cancelled if the moving sublevel cannot commit safely.
- Replaced fragmented CI checks with a canonical verification harness covering core build/JUnit/GameTests, graphical Sable E2E, renderer visual checks, retained failure evidence, and one stable required-status gate.
- Hardened release automation so a successful
mainCI run after a version bump creates the version tag and dispatches the fully verified GitHub/CurseForge release workflow.
Sable remains optional. Normal Immersive Portals behavior is unchanged when Sable is absent.
This mod has no additional files

