Photon2-26.1.x-26.1.2.11-neoforge
Curse Maven Snippet
What's new
Changelog
v26.1.2.11
- Added timeline sections (like Unreal montage sections): split a timeline into named sections that play once, repeat or loop until told to move on, so one effect can hold a start, a loop of any length and an end; edit and preview them in the timeline editor, and switch them from Java (FXRuntime.sections()) or with /photon fx section
- Added release sections: stopping an effect without force (such as destroy(false) or /photon fx remove ... false) plays its release section first, then lets it wind down
- Added a Drain exit mode to control clips: when the clip ends, its object stops emitting and the particles fade out instead of vanishing
- Added Loop and PingPong lifetime modes to particles, which keep cycling through their lifetime and only die once their emitter is stopped
- Fixed effects stopped without force misbehaving while they faded out: their timeline kept running and brought objects back, particles with a Start Lifetime of 0 never died, and lights went out early
- Fixed timeline animations stuttering when an effect plays at a rate other than 1
- Fixed /photon fx remove entity skipping the remaining targets after one that had no effects
v26.1.2.10
- Allowed creating a ParticleEmitter directly from a ParticleConfig
- Fixed glTF models not reloading after their file is edited in the assets folder
- Fixed billboards not spinning when Rotation over Lifetime uses world or custom space
- Fixed the FXPack manager overflowing with many effects; it is now a resizable, scrollable window
- Fixed pasting onto a curve field reverting
- Fixed the FX instance Revert option missing when right-clicking inside an override row
- Fixed missing translations and some editor labels
- Bump up ldlib2
v26.1.2.9
- Added FX instances (like Unity prefabs): place an .fx inside another effect, at any depth, and override, disable or delete what it places; only the overrides are saved, so it keeps following its source
- Added a new particle collision system with colliders, triggers, entities and fluids; collision is swept, so fast particles no longer pass through walls
- Added preloading effects ahead of their first play (FXHelper.preload), warming their shaders, textures and sub-emitter effects in the background
- Added converting an .fx into an editable project, from the File menu or the FXPack manager, and removing effects from an FXPack
- Added dynamic lights: clustered point and spot lights with voxel soft shadows, a Light object, particle light emission and lit particles
- Added volumetric lights and fog volumes
- Added dynamic lights to shader graphs (Dynamic Light node) and custom shaders
- Added KilaMaterial, a built-in all-in-one VFX material, with 27 presets grouped by category
- Added exporting a KilaMaterial as a shader graph, and an optional render state on shader graph materials
- Added a custom space to force, velocity, rotation and ara trail gravity
- Added copy, paste and duplicate for FX objects
- Fixed FXPack updates not taking effect until a resource reload
- Fixed stacked screen distortion falling back under after-pack shader packs
- Fixed ara trail physics stutter
- Fixed speed and loop being ignored by per-particle animation phase
- Fixed removed FX objects' children staying in the project and coming back after reopening
- Fixed hierarchy shortcuts doing nothing right after a context menu action
- Fixed integer literals in float math breaking particle and bloom shaders on GLSL ES translators (mobile launchers)
- Fixed fullscreen post effects drawing only the top-right quadrant
- Fixed beam raycast crashing and look-at facing aiming at the origin in the editor
- Fixed voxel shadows breaking into a grid while the view bobs
- Fixed light markers drawn with the view rotation applied twice
- Fixed a shadowed volumetric light breaking the editor scene
- Fixed bloom at full intensity blacking out everything below the threshold
- Fixed late-composited effects picking their layer and blend by what was drawn before them
- Bump up ldlib2 and kilagraph
v26.1.2.3
- Added animated glTF models: rigged glb import, animation picker, per-particle animation phase and optional frame blend
- Added dynamic mesh injection, so other mods can feed geometry that changes while it is drawn
- Added optional soft particles to the texture and sprite materials
- Added mesh facing modes to the Model render mode, matching Unity's RenderAlignment
- Added editor keyboard shortcuts for the gizmo, scene view toggles and timeline transport
- Added a playback rate to FXRuntime, scaling the objects and the timeline clock together
- Improved the timeline transport with icon buttons, step and jump-to-end controls
- Fixed a missing material drawing models untransformed under GPU instancing
- Fixed model particles ignoring their parent's rotation and using XYZ euler order instead of Unity's ZXY
- Fixed shader graph texture parameters dropping the wrap and filter picked on them
- Fixed timeline ruler labels being clipped at the edges
- Fixed incorrect first frame data while delayed
- Bump up ldlib2 and kilagraph
v26.1.2.2
- Added vertex tangent support
- Added glTF models
- Added FXSceneOptions
- Fixed object space on the Transform and View Direction nodes
- Fixed creating curves, materials and gradients from the asset browser
v26.1.2.1
- Added HDR supports
- Added more shader nodes
- Cached the FX listing and dropped it on resource reload
- Added project icon
- Fixed sun bloom
- Rendered effects into the surface being drawn on rather than the game window
v26.1.2.0
- Photon2 for 26.1+
v2.2.2
- Fixed cloud rendering
- Added more iris compact
- Added node descriptions

