insightchests-1.20.1-forge-1.0.2.jar
Curse Maven Snippet
What's new
InSight Chests — Changelog
Version 1.0.2
Bug Fixes
Fixed hollow chest cavity rendering black in vanilla (no shaders) The cavity interior now correctly responds to ambient light (torches, daylight, darkness) in vanilla Minecraft. Previously, fixing the cavity for shaders would break vanilla and vice versa.
Fixed hollow chest cavity rendering fully bright under shaderpacks (Iris/Oculus/BSL/etc.) Under active shaderpacks, the cavity interior was always 100% lit regardless of time of day or light level. Now correctly responds to the shader's deferred lighting pipeline.
Implemented dual-path cavity renderer Vanilla and shader environments use fundamentally incompatible vertex formats for correct lighting. The renderer now detects at runtime whether a shaderpack is active and switches between:
POSITION_TEX_COLOR+ reflection-based lightmap sampling (vanilla)POSITION_TEX_LIGHTMAP_COLOR+ native lightmap UVs (shaders)
Fixed blocks with transparent/cutout textures (leaves, glass, ice) rendering black or solid-colored on chest reopen Caused by render type state bleed between copies of the same block item in a batched draw call. Block items now flush their GPU buffer individually after each render, preventing state contamination between copies.
Fixed
OpenGL Error: 1282log spam Iris/Oculus deferred pipeline state transitions generate harmlessGL_INVALID_OPERATIONerrors. These are now consumed silently at the end of each chest render pass.Fixed double chest GUI panel extending into the hotbar area Previously attempted fix incorrectly expanded
imageHeight, pushing the panel bottom edge into the hotbar and misaligning labels. The GUI now shifts upward viatopPosadjustment, leaving internal layout unchanged.
Performance Improvements
Reduced GPU draw call count by up to 75% for shader users Previously, every single item flushed its own GPU buffer (270 flushes/frame for a full double chest = severe FPS drop under shaders). Items are now batched and flushed in configurable groups. Enchanted items and block items remain individually isolated where required for visual correctness.
Block items automatically capped at 3 copies per stack (down from 5) Block items require per-item GPU flushes and cannot be batched. Reducing their copy count by 40% improves FPS significantly with no meaningful visual difference (3 copies still reads as a convincing pile). Configurable separately.
New Features & Config Options
guiPosition— GUI position on screenRIGHT(default) — GUI pinned to right edge; center is clear for the 3D chest viewLEFT— GUI pinned to left edgeMIDDLE— original centered position (overlaid on chest)
blockRepresentationCap(default: 3, range: 1–16) — Maximum number of 3D item models rendered per stack of block items (leaves, stone, ore, glass, etc.). Raise to 5 for a fuller look at the cost of FPS.representationCap(default: 5, range: 1–16) — Maximum copies for non-block items (tools, food, weapons). Renamed/clarified in config comment to distinguish from block cap.renderBatchSize(default: 4, range: 1–16) — Number of non-block, non-enchanted items to batch per GPU flush. Higher = better FPS. Set to 1 if you encounter visual artifacts with exotic item mods.Block selection outline hidden while chest is open The black block highlight outline is now suppressed when the mod has activated for a valid chest, eliminating visual noise inside the 3D chest view. Restores automatically on chest close.
Double chest GUI shifted slightly upward for better vertical breathing room between the chest slots and the player inventory section.
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