immersive-portals-neoforge-compat-fork-6.0.7.jar
Curse Maven Snippet
What's new
## [Unreleased Changes]
### Fixed
- Sodium 0.8.x compat: `OcclusionCuller.Visitor` was promoted to a top-level
interface (`RenderSectionVisitor`), and `Viewport.isBoxVisible`'s old
6-float AABB signature was split into `isBoxVisible(int,int,int)` and
`isBoxVisibleDirect(float,float,float,float)`.
- Portals rendering through occluding geometry (or falling back to
compatibility mode) with a shaderpack active, caused by the deferred
framebuffer's depth-stencil format not matching Iris's actual main
render target format.
- Framebuffer thrashing/stutter caused by resizing the deferred
framebuffer array every time the lag-adaptive portal layer count
toggled.
- Severe stutter (frame time spikes to 900ms+) when a portal is visible
with Distant Horizons installed, caused by DH doing synchronous LOD
generation for the portal's alternate-world view every frame.
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