v0.5.0-beta
Pre-releaseAdded
- The debug screen names the engine, the pack and its profile, where Iris has always put those
three lines. A screenshot taken with F3 open is how the question "what drew this, with what, set
how" arrives, and until now a Vitrail frame and an Iris frame of the same pack read as the same
picture. A pack that is not being drawn says which of the three reasons it is rather than reading
as none at all: shaders switched off, a pack named that is not in the folder, or a pack the
engine refused, the last of which sends you to the log rather than to the settings screen.
Changed
- One download for both loaders. The release now carries a single jar,
vitrail-<version>+mc<minecraft>, that runs on NeoForge and on Fabric alike; each loader reads
its own metadata out of it and ignores the rest. It is the same engine the two per-loader jars
carried, in one file, and the per-loader downloads stop being published. Nothing changes in
game, and nothing changes about what has to sit next to it: Sodium, Chloride, and on Fabric the
Fabric API. Upgrading means replacing: delete the oldvitrail-neoforge-*orvitrail-fabric-*
jar when this one goes in, because the two carry the same mod and a loader that finds it twice
refuses to start.
Fixed
-
Complementary no longer falls back to its oldest code paths. The engine told packs it was
Iris but never which one, and a pack that asks compares against zero: every "on an old Iris, do
it the old way" branch in Complementary Reimagined and Unbound was live. The engine now
announces the Iris release it behaves like, so those branches pick the modern side: rain and
thunder fade over the pack's own timer instead of a hardcoded three seconds, the sun and moon
stop leaning on a workaround for a renderer bug this engine never had, and reflections drop a
workaround for a texture bug fixed before the release this engine mirrors. -
On Fabric, the game no longer throws away every selected resource pack at boot when a slow
mod set is installed. Reading the shader pack used to hold up the very first frame, and when
the boot's resource reload finished inside that pause the game stitched its atlases before it
had a frame's uniforms to do it with: "Missing uniform Globals", and every resource pack was
deselected. Seen with Distant Horizons installed, whose extra programs made the pack read long
enough to lose the race. The pack is now read once the boot reload is over, which is where
NeoForge always effectively had it. -
Bliss no longer stands its swamp fog over any shoreline. Biomes were numbered by walking the
level's registry, which hands them out alphabetically, while a pack compares against the numbers
Iris hands out, which are the game's own declaration order. Six is swamp there and cold ocean
here, so the green followed you along every coast. The numbering is now taken where Iris takes
it, and a biome the game's own list never declares answers nought, as it does under Iris. -
Distant Horizons terrain stops washing out flat under packs that read the light raw. The far
terrain family was handed raw light levels scaled by sixteen; Iris hands level i as
(i + 0.5) / 16 and answers the fixed function light matrices with the identity, so a pack reading
that light through the matrix or raw gets the same number either way. BSL and Complementary
multiply the matrix in and were never affected. Bliss reads the pair raw, and from sky level one
upward its light map saturated and its far terrain went flat. -
Under Bliss, the game's sky no longer paints over the far terrain. The engine fills the
game's own frame back in wherever the world's depth stands in front of what a pack claimed, and
the world's depth holds nothing where an LOD stands, the game never rasterising the far terrain
itself: those pixels read as unanswered and were covered over the colour the Distant Horizons
programs had just written. Only Bliss showed it, its sky pass being the one the translation
cannot hand a coverage mask to, every other pack's sky claiming those pixels itself. The far
terrain's own depth is read now. -
The line printed when the game came up on OpenGL no longer says the pack draws nothing. The
passes do run on that backend, and what they draw is a picture both credible and wrong: the
programs are translated against Vulkan's depth and clip conventions, so a sky cut in two or a
misdrawn hand there is the backend and not the pack. The line owns that now, which is the point
of it, a report filed against the pack being the one thing it exists to prevent.