StellarCreateOptimization-1.0.3-Forge-1.20.1.jar
Curse Maven Snippet
What's new
Stellar Create Optimization 1.0.3
Added
- Added persistent GPU VBO caching for stable, fallback-rendered Transport Belt bodies on Minecraft 1.20.1 Forge and 1.21.1 NeoForge.
- Added persistent GPU geometry reuse for Mechanical Mixers, Mechanical Presses, and Mechanical Crafters.
- Added section-level belt geometry merging, bounded cache memory, and per-frame upload budgets.
- Added resource-reload, world-unload, and logout invalidation for persistent rendering caches.
- Added native Sodium rendering paths for Chutes, Chain Conveyors, Transport Belt shadows, and scrolling belt sprites on NeoForge 1.21.1.
Changed
- NeoForge 1.21.1 now uses Sodium + Iris instead of Embeddium.
- Removed all Embeddium and Oculus code, runtime checks, class names, and Mixin targets from the NeoForge branch.
- Updated the NeoForge renderer integration for Sodium 0.8.13, Iris 1.8.12, and CreateBetterFPS 1.1.4.
- Transport Belt and kinetic-machine optimizations now provide equivalent feature coverage on Forge 1.20.1 and NeoForge 1.21.1 while retaining platform-specific rendering implementations.
- NeoForge now reads the actual BufferBuilder vertex format, preserving Iris terrain/entity IDs, midpoint UV data, normals, and tangent attributes.
- Sodium world-renderer integration now targets only methods verified against the actual Sodium source and bytecode.
Fixed
- Fixed incorrect tangent generation in the CreateBetterFPS Iris rendering path, which could produce damaged geometry or incorrect shader lighting.
- Fixed persistent geometry uploads under Minecraft 1.21.1 by using the correct ByteBufferBuilder, MeshData, and VertexBuffer lifecycle.
- Fixed stale belt VBOs surviving resource-pack reloads or world changes.
- Removed an invalid Embeddium viewport-culling assumption that does not exist in SodiumWorldRenderer.
- Preserved exact scrolling UV animation, dynamic machine transforms, lighting, overlays, and safe fallback behavior.
- Dynamic UVs, custom models, multi-pass models, foil items, packages, and unsupported rendering states continue using Create’s original renderer.
Performance
- Stable Transport Belt geometry is built once and reused instead of rebuilding vertices, normals, tangents, and shader attributes every frame.
- Mixer, Press, and Mechanical Crafter geometry reuses persistent GPU buffers while animation remains controlled by per-frame matrices.
- Expensive shader-shadow rendering for supported kinetic machines is disabled by default and remains configurable.
- Belt templates can be merged into section-level meshes, reducing draw submissions in large belt walls and dense factories.
- CreateBetterFPS writer batches are enlarged and final belt flushes are deferred to reduce repeated buffer submissions.
Actual results depend on hardware, shader pack, Sodium/Embeddium version, rendering distance, CreateBetterFPS availability, and factory size.
Stellar Create Optimization 1.0.3
新增
- 为 Minecraft 1.20.1 Forge 和 1.21.1 NeoForge 的稳定回退渲染传送带本体新增持久化 GPU VBO 缓存。
- 为动力搅拌器、机械冲压机和机械合成器新增持久化 GPU 几何复用。
- 新增传送带区段级几何合并、有界缓存内存和逐帧上传时间预算。
- 新增资源包重载、世界卸载和退出服务器时的持久化渲染缓存失效机制。
- 为 NeoForge 1.21.1 的溜槽、锁链传动轮、传送带阴影和滚动纹理新增 Sodium 原生渲染路径。
调整
- NeoForge 1.21.1 渲染栈由 Embeddium 改为 Sodium + Iris。
- 从 NeoForge 分支中移除全部 Embeddium/Oculus 代码、运行时判断、类名和 Mixin 目标。
- 按 Sodium 0.8.13、Iris 1.8.12 和 CreateBetterFPS 1.1.4 的实际 API 更新 NeoForge 渲染兼容。
- Forge 1.20.1 与 NeoForge 1.21.1 现在具有一致的传送带和动力机械优化覆盖,同时保留各平台独立的底层渲染实现。
- NeoForge 改为读取 BufferBuilder 的实际顶点格式,正确保留 Iris 地形/实体 ID、中点 UV、法线和切线属性。
- Sodium 世界渲染兼容现在只注入经实际源码和字节码确认存在的方法。
修复
- 修复 CreateBetterFPS Iris 渲染路径在 UV 数据写入前计算切线的问题,该问题可能造成模型几何异常或光影照明错误。
- 使用 Minecraft 1.21.1 正确的 ByteBufferBuilder、MeshData 和 VertexBuffer 生命周期上传持久化几何。
- 修复资源包重载或切换世界后仍复用旧传送带 VBO 的问题。
- 删除 SodiumWorldRenderer 中并不存在的旧 Embeddium 视锥调用假设。
- 保持滚动 UV 动画、动力机械动态变换、光照、Overlay 和兼容回退行为准确。
- 动态 UV、自定义模型、多 Pass 模型、附魔光效物品、包裹及不支持的渲染状态仍使用 Create 原始渲染器。
性能表现
- 稳定传送带几何只构建一次并持续复用,减少每帧重复生成顶点、法线、切线和光影扩展属性的开销。
- 搅拌器、冲压机和机械合成器复用持久化 GPU 缓冲,同时通过逐帧矩阵保持动画准确。
- 默认省略受支持动力机械的高开销光影阴影渲染,并提供配置开关。
- 传送带模板可合并为区段级网格,降低大型传送带墙和密集工厂中的绘制提交数量。
- 扩大 CreateBetterFPS 顶点写入批次,并延迟传送带最终 Flush,减少重复缓冲提交。
实际效果会受到硬件、光影包、Sodium/Embeddium 版本、视距、CreateBetterFPS 安装情况和工厂规模影响。
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