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distant-horizons-sharded/1.4 release notes.txt
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2021-08-28 23:37:34 -05:00

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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