0.10.0-alpha.7
Pre-release
Pre-release
·
10 commits
to master
since this release
The first alpha with a 1.16.5 build attached. The 1.12.2 build is unchanged
from alpha.6.
1.16.5 port
The 1.16.5 build catches up: from 43 of the 1.12.2 build's 106 settings doing
something to 85. Every one marked working was turned to both ends in the same
flight and the two frames compared; the ones that could not be shown that way
are still marked "not yet ported" in the menu.
- Changed: the Vulkan terrain is now on by default, as on 1.12.2. It was
off while the port had never been shown to draw a correct frame. - Added: presets. Stable, Balanced, Performance, Potato, Beautiful, Golden
Hour, Cold Front and Soft Film, with the same values as on 1.12.2, on a tab of
their own. Number settings are sliders now instead of a hundred clicks. - Added: material tags. The terrain shader now knows water, leaves, plants,
glass, ice and lava apart, which turns on leaf glow, leaf shadows, water
waves, caustics, reflections and wet surfaces. - Added: bloom, ambient occlusion and the tone pass over the finished frame.
They were on the Vulkan side and nothing called them. - Fixed: water, lava, fire and every other animated block stood still when
drawn through Vulkan. The animation frames never reached the renderer's copy
of the block atlas. - Added: creatures, particles and rain and snow drawn through Vulkan, as on
1.12.2. Anything the renderer cannot take — glinting armour, glowing outlines,
modded particle types, a refused batch — is left to the game rather than lost. - Added: the CPU savings from 1.12.2 that apply here: the far-corner frustum
test, near chunks built off the render thread, short section lists for the
terrain layers and block entities, off-screen chunk preloading and smart
animations. Two of 1.12.2's do not apply to this version's engine and say so
in the menu. - Fixed: the directional light setting never reached the shader.
- Added: dynamic lights (held and dropped light sources, burning mobs),
fog switch and fog distance, time and weather control, round sun and moon with
size and warmth, cloud tint, frame graph, diagnostics file, render distance up to 128, chunk
build threads, animated textures switch, vanilla buffer drop, and handing
water and glass back to the game. - Ported but not yet shown working, so still greyed in the menu: zoom,
background frame cap, entity and block entity distance, explosion particle
budget, update check, near plane. - Ray tracing and the settings built on it are labelled as impossible on this
version rather than "not yet": the game's own Vulkan bindings predate it.