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Rendering performance optimizations, balancing fixes and hitbox/damage contact fixes for late-game bosses.
- Cached placed-block collision scans and collider merging, reducing repeated server work.
- Added cache invalidation for block changes, chunk replacements, and world changes; dynamic collision shapes remain checked.
- Reused unchanged collider JSON and encoded world data, reducing copying, serialization, and allocations.
- Moved block-mesh payload assembly onto a bounded background worker.
- Separated lightmap updates from geometry updates, avoiding mesh rebuilds when lighting changes.
- Preserved vanilla lighting, texture sampling, and rounding.
- Moved cached block geometry into GPU-local buffers.
- Kept transparency indices resident and avoided re-sorting during camera translation.
- Retained the previous transparency order while an upload slot is busy.
- Added GPU depth bounds to skip empty scene tiles and unnecessary reprojection work.
- Reduced first-person shared-texture memory by allocating only the required planes; third-person avatar planes are added when needed.
- Prevented temporary GPU congestion from triggering expensive CPU frame readbacks.
- Recycled completed frames while menus, focus changes, or fullscreen transitions pause composition.
- Corrected frame acknowledgements to respect producer and host-copy completion.
- Added GPU import checks for resize, view changes, and process restarts.
- Fixed invalid D3D12 descriptor copies that caused native crashes.
- Preserved capture resolution and visual effects throughout the optimization work.
- Fixed Godskin Duo damage forwarding to its shared health controller, including native defeat feedback.
- Fixed Godfrey/Hoarah Loux health ownership so damage to Godfrey reaches the encounter’s health pool.
- Replaced model-based health-owner inference with exact encounter identities and registration checks.
- Hardened continuous-health handling for Fire Giant and Beast Clergyman/Maliketh; added links for Messmer and Consort Radahn.
- Added shared-pool handling for Dragonkin Soldier of Nokstella, Messmer’s primary serpent, Putrescent Knight, and Scadutree Avatar’s three phases.
- Fixed shared-health encounters stalling when an immortal visible body reaches 1 HP.
- Made Minecraft health publication and damage acknowledgements follow the active shared pool.
- Prevented double forwarding when native processing already transferred damage.
- Added guards against transferring damage across healing, health resets, actor replacements, ambiguous ownership, and invulnerability.
- Rechecked actor identity and health between native reaction and damage notification.
- Preserved independent phase bars for Rennala, God-Devouring Serpent/Rykard, and Radagon/Elden Beast.
- Preserved same-actor phase resets such as Malenia’s.
- Restored Gideon Ofnir’s hitbox and verified native damage path.
- Coalesced continuous damage-over-time feedback, preventing Maliketh’s drain from repeatedly restarting camera shake, knockback, hurt animations, and sounds.
- Fixed intermittent Minecraft grace-menu recovery during verified offline rest resets.
- Added standard flight rockets to the shop: 8 for 400 runes, unlimited stock, available without a boss prerequisite.
- Applied the final 35% weapon reduction from the preceding local build. Released damage values compared with 0.25.4:
- Diamond sword: 19.5 → 12.675.
- Diamond axe: 31.5 → 20.475.
- Diamond spear: 21 → 13.65.
- Netherite sword: 27 → 15.6.
- Netherite axe: 43.5 → 23.725.
- Netherite spear: 28.5 → 18.525.
- Increased bow base damage: 1 → 3.
- Increased crossbow base damage: 2 → 6.
- Increased the TNT/creeper enemy-damage multiplier: 0.125 → 0.595 overall, including the latest 40% increase from 0.425.
- Increased full diamond armor reduction: 20% → 28%.
- Increased full netherite armor reduction: 20% → 36%.
- Increased starting stamina: 50 → 54.
- Increased final remembrance stamina: 90 → 103, with higher intermediate values.