49 lines
3.5 KiB
Plaintext
49 lines
3.5 KiB
Plaintext
features / improvements
|
|
|
|
- replaced the backend data structure with a quad tree
|
|
(this gives improved visual quality and allows for varying levels of detail
|
|
based on distance)
|
|
- reduced stuttering and optimized memory storage to reduce Garbage Collection
|
|
- re-implemented the debug config option
|
|
(It now shows LODs detail level)
|
|
- Allowed any detail setting to be used with any LOD distance
|
|
(remove the direct buffer memory limit)
|
|
- Improved file read/write speed
|
|
- multi-threaded the buffer builder
|
|
- improved distance chunk generation speed
|
|
(start by generating low detail, increase detail over time)
|
|
- simple frustum culling
|
|
(regions that aren't in front of the player aren't rendered)
|
|
- added the ability to disable distance generation
|
|
- removed the LOD multiplier and replace it with a
|
|
absolute distance in the config
|
|
- optimized distance generation queuing
|
|
(Your CPU should be better utalized when the distance generator is running)
|
|
- optimized rendering by:
|
|
- ignoring faces that aren't facing the player
|
|
(they aren't added to the buffer)
|
|
- skipping covered faces
|
|
- only drawing as low as needed
|
|
(fewer LODs draw all the way down to y = 0)
|
|
- improved foliage color generation
|
|
(trees are darker to better match what they should actually look like)
|
|
- Improved mycelium color
|
|
- Reduced how often LODs are saved to file
|
|
- added support for night vision
|
|
|
|
|
|
|
|
bugfixes
|
|
|
|
- distance generation will no longer generate the same chunk multiple times
|
|
(unless the generation mode is changed
|
|
[I.E. switching from BIOMES_ONLY to FEATURES will cause issues])
|
|
- fixed cave air acting solid
|
|
(ravines and caves will look hallow)
|
|
- Reduced how often LODs draw on top of regular chunks and the player
|
|
|
|
|
|
|
|
|
|
Known Issues
|