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Earth Platform 0.1.0-alpha.67 (build 67)

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@github-actions github-actions released this 28 Oct 00:19
d5be055

Earth Platform build 67: Earth Platform now runs on Fabric too, Axiom and WorldEdit work in the Earth world, and Antarctica's mountains and ice stand at their real height up close again.

Needs Minecraft 1.21.1 and either NeoForge 21.1.256 or newer, or Fabric Loader 0.16.14 or newer with Fabric API. For shaders, add Iris 1.8 and Sodium 0.8 and a Voxy-capable pack such as Photon v1.3b. Give the game about 6 GB of memory with shaders.

New since build 66:

  • Earth Platform now has a Fabric build, earthplatform-fabric-*.jar, for Minecraft 1.21.1 with Fabric API. It is the same mod: the same terrain, far terrain, jet stream, map and server, and the same look with Sodium, Iris and a Voxy-capable shader pack. It also loads on Quilt. Use the NeoForge jar on NeoForge and the Fabric jar on Fabric; a server and its players need the same one.
  • Axiom works in the Earth world on the Fabric build. Axiom reads and writes the 16-block carrier under each column, so in an Earth world it saw nothing to aim at and painted nowhere. Its tools now see the real ground at any height, and brush strokes and undo land in the world and reach every player on a server. Tested with Axiom 6.1.3.
  • Antarctica's ground near you stands at its real height again. Build 66's new sea cliffs took every place the land cover map has no data for as the sea, and that map stops at 60° S, so all of Antarctica counted as coast and the ground near you was cut down to an icy cove at sea level, under far terrain still standing at its real height. /earth goto to Vinson Massif landed you at Y 91, inside what looked like the ice sheet, instead of on the ice at about 4,950 m. Places the land cover map leaves out now count as sea only where the elevation data has them at or under sea level, so Vinson's top is at Y 4,947 again and travel lands you on it. Ground in Antarctica generated with build 66 keeps its sea-level coves; ground generated from now on is right.
  • Mount Fuji's summit no longer has a hole with pillars standing in it. The surface water record sees shadows, melt and late snow on bare mountain tops, and the river map traced them across Fuji's crater rim as ragged pools; a river takes the lowest ground round it as its level, which there lay far down the slope, so the pools sank into pits. Rivers no longer run over summits and ridge tops, where the ground falls away on nearly every side. Rivers in valleys, as in Iceland, Scotland, Yosemite and New Zealand, are unchanged.
  • Perito Moreno's ice front meets the lake again. Water beside a glacier counted as more of the ice when the ice outnumbered the land round it, so the lake's edge under the front turned to ice and the cliff stood back from a beach; water now has to be outnumbered by the ice too.
  • Glaciers no longer sink into straight-edged steps and trenches. The elevation data lost much of the ice in 2000 and filled the gaps in smooth dips tens of metres under the ice, which crossed Perito Moreno's tongue as a zigzag crack twenty blocks deep. On snow and ice the Copernicus correction now also lifts ground that lies under Copernicus. New worlds only; existing worlds keep their ground.
  • Glacier tongues below the snowline are bare ice: pale blue, deep blue where cleanest, with patches of old snow, instead of one flat white. Snowfields and ice sheets above the snowline, and all of Antarctica's interior, stay snow.
  • WorldEdit works in the Earth world, at any height and anywhere on the planet. Its NeoForge build read and wrote only the 16-block carrier under each column, so selections, //set, //paste and //undo failed or did nothing outside Y 0 to 15, and its undo history stopped at Y 2,047. They now reach the real ground, edits far from any player load that ground first, //setbiome changes the Earth's biomes, and the far terrain shows big builds and undos once that ground is saved, usually within a minute. //regen is refused for now rather than wiping the area. A 2 million block //set takes about 10 seconds. This WorldEdit fix is in the NeoForge build; on Fabric, use Axiom for now. FastAsyncWorldEdit runs only on Paper-style servers, not on NeoForge or Fabric. Thanks to @Tkda-h1m on YouTube for asking.

Mod version 0.1.0-alpha.67, for Minecraft 1.21.1: earthplatform-combined-67.jar for NeoForge, earthplatform-fabric-combined-67.jar for Fabric (with Fabric API). Built from d5be055.

2ed61508958f60c9209ed95bd21ca69ce1e2909e9c626088d78c54bb0a2b1a96  earthplatform-combined-67.jar
e2e097ff484d795a97e7a6d5f485b150e190cbd38be9945324737514c9adcf60  earthplatform-fabric-combined-67.jar

Earth Platform 0.1.0-alpha.66 (build 66)

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@github-actions github-actions released this 26 Oct 18:28
ad73ada

Earth Platform build 66: a map and compass for survival, Earth advancements, ocean currents to sail by, natural sea cliffs and river banks, and far terrain that costs far less to draw while you move.

Needs Minecraft 1.21.1 and NeoForge 21.1.256 or newer. For shaders, add Iris 1.8 and Sodium 0.8 and a Voxy-capable pack such as Photon v1.3b. Give the game about 6 GB of memory with shaders.

New since build 65:

  • Forested river banks no longer stand over the water in sheer grey stone walls, as all along the Amazon, where the real banks are a few metres high. Outside the United States and a few other countries the elevation data reads the top of a forest's canopy as the ground, so wherever forest meets a river or the sea the land stood 12 to 26 blocks over the water in a cliff, near and far alike; from a distance it showed as a grey band with pale stripes under the trees. Banks were already eased down to the water up to 14 blocks high; forested banks now ease from up to 24 blocks higher still, so the forest slopes down to the water instead. Grass and clearings among the trees ease with them, rather than standing up as pillars. Mountain valleys keep their shores as before. Ground already generated near you keeps its old banks; ground generated from now on, and all far terrain, gets the new ones.
  • Replay Mod recordings now show you while you ride the jet stream. Before, a replay drew the gliding player about three and a half ticks behind the recorded path (some 200 blocks at jet speed), and only within about 38 blocks of the camera, so a camera following the path never saw them. Other players' gliders in multiplayer keep up the same way. In a replay a fast glider is now drawn about 1.5 ticks (77 ms) behind its recorded path.
  • Under shaders, the far ocean no longer shows pale patches where the water went missing in rows of far cells. Far water's floor now sits behind the water's surface as the game's own coarse depth holds it, so packs measure the same water depth on every row.
  • A gliding player no longer blinks out for single frames, which showed most in Replay Mod renders of glides. Flying straight, as the jet stream carries you, rounding could put the angle the game turns a glider by out of range for a frame, and the whole player vanished from it. Gliders in replays also wobble about half as much from frame to frame.
  • A firework rocket can no longer freeze the game. A rocket that rose out of the ground the server had loaded around you, such as one left behind when a rocket climb outran it, was held still there forever and never exploded, so it was saved with the world. Your game kept flying it on, faster every tick, until working out what it might hit took so long the game stopped, and it did so again each time you came back. Rockets now burn out on time wherever they are, and in the Earth a runaway rocket can't fly faster than 16 blocks a tick.
  • /earthperf export saves your performance log as one zip, earth-performance-<date>.zip under earthplatform/perf/exports/ in the game folder, and links the folder in chat, so you can attach it to a bug report. It only saves the file; nothing is sent anywhere. What the log holds, and what it never holds, is in the new privacy page (docs/PRIVACY.md).
  • A map and compass for survival. Players who can't use the travel map now get a map on N too: the same globe, centered on you, that never moves anyone. Click a spot, a famous place or another player and press Point compass here, and a compass you carry points there; one pointed at a player follows them. With a compass in hand the action bar says what it points to and how far away that is, as in "Mount Fuji, Japan · 8,555 km". /earth compass does the same from chat (to, place, here, player, home, and spawn to make it plain again). Server operators can switch it off with /earth settings survivalMap off.
  • A plain compass on the Earth now points to your spawn. Before, it pointed to 0° N 0° E, in the Gulf of Guinea off West Africa, wherever you were. A recovery compass also shows how far away you died. During a Where on Earth round every compass spins and shows no distance, so it can't give the answer away.
  • An Earth tab of advancements, for going places on the real Earth: ground 2,000, 4,000 and 8,000 meters up, 50 meters below sea level as in Death Valley, 100 and 1,000 meters down in the sea, the equator and the date line, both polar circles, 2, 10 and 50 countries, 5,000 km from your spawn and the far side of the Earth from it, and all the way round the world in one trip, which shows its progress every 10 degrees. The jet stream advancement moves into the tab, and two more go with compasses. Heights go by the ground itself, so towers and mine shafts don't count.
  • Ocean currents. Out on the open sea, sprint while you paddle a boat forward and an ocean current carries it the way it faces at about 900 blocks a second, so you can sail to another continent in survival in an hour or two, as the jet stream lets you fly there. Like the real surface currents it runs a little faster westward in the tropics and eastward in the middle latitudes. Let go of the keys and it keeps you; steer with A and D. The boat looks ahead and slows to a stop before land or sea ice, and back slows it to a stop whenever you like. Riding one earns a new Earth advancement.
  • Earth Platform has its own page in Sodium's Video Settings. With Sodium installed, the Earth page beside Sodium's own sets the far terrain's distance (in km and miles), sharpness and textured levels, the cloud height, the download note and whether Create World starts on Earth, and opens every other Earth setting in one click. They are the same settings as the config screen and the pause menu, so a change in one shows in the others. Distance and textured levels still apply after a restart, and Sodium says so.
  • Far terrain costs much less to draw while you move or turn. Each time the view changed, the game worked out again which far columns to draw across the whole far pyramid, tens of thousands of them, which often took longer than drawing them. Now it keeps that, and works out again only the part that changes: as you move, the columns where one level of detail hands over to the next; as far terrain arrives or finishes fading in, the columns under it. In between it only puts what is on screen in order, starting from the last frame's order. Far water draws from a few shared buffers instead of one per column, and where nearby terrain takes over from far terrain is worked out from what changed instead of afresh. Far terrain that arrives in the meantime joins at most a tenth of a second later. High up, and as fast as the jet stream or an ocean current carries you, where the far terrain nearest you is drawn coarser, it waits until you have crossed 128 to 2,048 blocks instead of 64. At the Sharpest setting on our test machine, the far terrain took 7 ms of each frame instead of 43 flying over Yosemite, 3 ms instead of 46 turning on the spot, and 11 ms instead of 91 walking on the valley floor. The picture is the same.
  • The farthest far terrain of a new place is made a little faster. It no longer looks for reservoirs around land that has no water mapped near it, where there can't be any, with the same terrain as before: at Yosemite the farthest level takes 13% less time and the whole far view 5% less.
  • The ground around you is ready sooner. Each 16-block cube of nearby ground is turned into something the game can draw about a quarter faster: blocks buried on every side are passed over instead of asked for their faces, and light is worked out faster where a cube is all one block. Arriving on Yosemite's valley floor, the ground around the player was all ready to draw after 66 seconds on our test machine instead of 85 to 97, each cube taking 22 ms instead of 30. Far terrain is also meshed about 13% faster. The blocks and their light are the same.
  • Far terrain no longer covers the ground at your feet while it loads. Joining a world or arriving somewhere new, the far terrain filling in for ground still on its way was drawn over the blocks already there, so big blocky shapes and striped patches stood around and under you for several seconds. Now, while the ground around you loads, far terrain within your render distance fills in only where the game hasn't drawn its own blocks yet. Once the ground has loaded, far terrain draws as before, at no extra cost.
  • Sea cliffs no longer carry patches of water hanging on their faces, as on Morocco's Rif coast. Where the elevation data rises out of the sea a little offshore, the strip of sea along the shore was taken for a lake on top of the cliff, and its water poured down the cliff face as a box of falling water. That strip is now the sea at sea level, and steep steps in the data under the open sea no longer stand up as stone walls offshore, as off the Cliffs of Moher. Ground already generated near you keeps its old shore; ground generated from now on, and all far terrain, gets the new one.
  • Sea cliffs no longer stand in one straight wall along the coast. Where the ground rose straight out of the sea, a sheer face the same height all along the shore, as on Morocco's Rif coast and the Cliffs of Moher, the face now breaks back from the water: steep and stepped in places, near sheer in others, in ledges a few blocks high, with coves, headlands and little beaches along its foot. Beaches and gentle shores keep their ground. Ground already generated near you keeps its old cliffs.
  • Sea cliffs under a flat clifftop, as the cliffs of Dover, the Seven Sisters, Old Harry Rocks and the Twelve Apostles, stand as sheer faces again. The elevation data blurs such a cliff into a smooth slope forty-odd blocks wide; that slope is now cut back into a sheer face that wanders in and out in bays and buttresses, with the beach at its foot. Its top follows the land behind it, dipping where valleys reach the sea, and rounds over at...
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Earth Platform 0.1.0-alpha.65 (build 65)

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@github-actions github-actions released this 25 Oct 12:54
ac6c770

Earth Platform build 65: far terrain draws faster, and stays clean when you zoom in.

Needs Minecraft 1.21.1 and NeoForge 21.1.256 or newer. For shaders, add Iris 1.8 and Sodium 0.8 and a Voxy-capable pack such as Photon v1.3b. Give the game about 6 GB of memory with shaders.

New since build 64:

  • Zooming in on far terrain, with a spyglass or a zoom mod, no longer makes its blocks smear into streaks, poke through each other and flicker. Far faces are drawn a hair past their edges so no sky shows through the seams, and that hair was a fixed share of the distance: half a pixel normally, but several pixels when zoomed. It is now half a pixel on screen at any zoom. The normal view looks the same, and it costs nothing in speed.
  • Shallow seas no longer glow in pale patches. Sea pickles, which give off light, were scattered over every warm and lukewarm sea bed, so the bed under shallow water showed bright blotches around them. As in vanilla, they now grow only in warm seas, in a few clusters. This applies to sea beds generated from now on.
  • The sea bed no longer shows pale squares after you arrive somewhere. When the height data of a 16-block column reached the game after the blocks beside it were already drawn, those blocks kept light worked out as if that column were open sky, so under water they stayed lit as if no water were above them. They are now drawn again once it arrives.
  • Far terrain draws faster, and looks the same. On Windows with an RTX 2080 Ti and a Ryzen 9 3900X (1920 x 1080, Sharpest far detail, over Yosemite Valley), stock Photon went from 65 to 80 fps standing still and from 37 to 42 fps flying; without shaders, from 78 to 201 fps standing still and from 39 to 54 fps flying. With shaders, far terrain wholly hidden behind nearer far terrain is no longer sent through the pack's shading at all, and each far face's texture and colour are looked up once per pixel rather than once per corner. Without shaders, the cloud deck no longer goes over every far column every frame to keep clear of mountains, which took most of the game's own time. Standing still, far terrain no longer redoes its drawing work every frame, and picking which far terrain to draw while moving touches far less memory. Macs weren't measured; the hidden-terrain part needs OpenGL 4.3, so it stays off there.
  • Replay Mod recordings open again after the player has died high up. A death above height 2047, on any big mountain, made every later recording of that world restart its loading screen every few seconds and never open. The join packet carries the spot of your last death, and our wider height format for it was lost when Replay Mod reads that packet. The game now sends that spot in the vanilla form, clamped to height 2047; the recovery compass only uses its direction, so it points the same way.
  • With shaders, shallow water no longer shows a lighter disk around you with a hard edge against darker far water (clearest from above over the Bahamas banks or a fjord's shore). The pack judges how deep water is from what lies under it, and far water was always given at least 24 blocks of depth, while the same water up close showed its real bed. Far water now has its real bed under it too, so it reads the same as near water; past a couple of kilometres it reads deep as before. Without shaders nothing changes.
  • /place works in the Earth. Every /place (structure, feature, jigsaw, template) said "That position is not loaded", even right beside you: vanilla checks each chunk at height 0, which on the Earth is rock far under the ground and never loaded. A place now counts as loaded when the ground there is, and /place structure sets villages, outposts and the rest on the real ground at any height, as natural ones are, instead of the old 16-block slice of world that cut them off.
  • Every speed change has a switch to turn it off; see docs/FLAGS.md and docs/perf/build-65-speed.md.

Mod version 0.1.0-alpha.65, for Minecraft 1.21.1 with NeoForge. Built from ac6c770.

951b189d2f317c31f339262c2b9433cad3313532ae8ea6494dc5b62497b26f37  earthplatform-combined-65.jar

Earth Platform 0.1.0-alpha.64 (build 64)

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@github-actions github-actions released this 24 Oct 18:57
ddbb0ea

Earth Platform build 64: far terrain fills in about four times faster in new places, cleaner distant forests and marshes, and walls in the jet stream.

Needs Minecraft 1.21.1 and NeoForge 21.1.256 or newer. For shaders, add Iris 1.8 and Sodium 0.8 and a Voxy-capable pack such as Photon v1.3b. Give the game about 6 GB of memory with shaders.

New since build 63:

  • Turning a shader pack on or off right after a teleport no longer leaves huge dark slabs across the nearby ground with sky showing through it. Ground that was still being built when the pack changed came back in the old format and was never rebuilt; it is now thrown away and built again. Builds 62 and 63 had this too.
  • Distant marsh no longer looks patchy, as across the Everglades: its pools and sloughs broke up into single blocks of water scattered at random over the far terrain, which flickered in shader reflections. A far block is now water only where the pools cover most of the ground it stands for. Nearby terrain is unchanged. New worlds only.
  • Quitting or leaving a world no longer logs "Could not make far column" with a stack trace for every far column still being made when the world closed.
  • Gliding in the jet stream (above Y 9000) no longer passes through blocks players built up there. A glider now gets the builds within about a kilometer around it and hits them like any wall.
  • Flying into a wall in the jet stream is now deadly, as hitting one at about 1,500 blocks a second should be: no armor or potion saves you, though a totem still can. Players in the jet stream could not be hurt at all before, and their hunger and potion timers stood still; both now work as anywhere else.
  • No more pale stone squares across forests for the first seconds after arriving, as in the Amazon, while the coarse far levels stand in. From 16-block voxels a forest's leaves lie on a stone voxel, and that hidden stone was taking over the grass of every clearing.
  • The known issue of dark far slabs in the Amazon for the first ~20 seconds is off the list. They matched a far mesh mix-up fixed in build 36, and fresh-world tests on this build with Photon show none.
  • First visits to places nobody has been fill in far terrain about four times faster. Far terrain waiting on a download now lets other far terrain be made in the meantime, and the climate data the far levels need comes in a few hundred larger reads instead of over a thousand small ones. On a four-core test machine, all the far terrain at Mount Shasta was done in 58 seconds instead of about 5 minutes (what you face in about 40 seconds instead of almost 3 minutes), and at the Matterhorn in 1 minute 44 instead of 7 minutes. The terrain is exactly the same, and places you have been before load as fast as they did.
  • Lakes and the sea no longer show thin dark lines where two distances of far terrain meet, mostly seen with shaders a few kilometers out and along far shores. The water edges that close gaps between those distances now only reach as deep as the water actually steps, so a level lake gets none.

Mod version 0.1.0-alpha.64, for Minecraft 1.21.1 with NeoForge. Built from ddbb0ea.

da3e117bf6632e6812388076f00b1a20b79238092ed7f95aeb2e1a24f5d3cec8  earthplatform-combined-64.jar

Earth Platform 0.1.0-alpha.63 (build 63)

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@github-actions github-actions released this 23 Oct 14:13
0065df3

Earth Platform build 63: switching shaders no longer rebuilds all far terrain, and cleaner logs.

Needs Minecraft 1.21.1 and NeoForge 21.1.256 or newer. For shaders, add Iris 1.8 and Sodium 0.8 and a Voxy-capable pack such as Photon v1.3b. Give the game about 6 GB of memory with shaders.

New since build 62:

  • Switching a shader pack on or off only rebuilds far terrain with water in it, since the pack's block ids now live in one small shared table instead of in every far mesh. Over Yosemite Valley in a cloud test with Photon, about 23,000 far rebuilds over six minutes became about 4,000 over two, and the view matches starting with the pack on.
  • Far terrain waiting to be built is no longer sorted in full every tick, which was costly after long trips with tens of thousands of columns waiting.
  • Saving a world with builds in it (autosave every few minutes) no longer makes far terrain around the builds reload when nothing visible changed. The server only remembered the last few thousand far columns it made, while a player holds tens of thousands, so it re-sent most of them at every save; it now keeps a small fingerprint of each one. In a cloud test, a save with no new builds re-sent 11 far columns before and none now.
  • Logs are quieter: hooks into optional mods (Create, Mekanism, Xaero's maps, JourneyMap and others) are left out when those mods aren't installed, instead of logging dozens of "Error loading class" warnings on every start.
  • The guessing game is now called Where on Earth in game. The command (/earth guess) and its setting are unchanged.

Known: dark far slabs can show in the Amazon for the first ~20 seconds; Everglades far water is still patchy.

Mod version 0.1.0-alpha.63, for Minecraft 1.21.1 with NeoForge. Built from 0065df3.

ab18b09f4043d5a6c52e429905f80ba9e22a40f1d5accecae6be3c25ce4814ac  earthplatform-combined-63.jar

Earth Platform 0.1.0-alpha.62 (build 62)

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@github-actions github-actions released this 20 Oct 09:49
1cf9c58

Earth Platform build 62: faster far terrain under shaders, and Replay Mod videos keep the Earth.

Needs Minecraft 1.21.1 and NeoForge 21.1.256 or newer. For shaders, add Iris 1.8 and Sodium 0.8 and a Voxy-capable pack such as Photon v1.3b. Give the game about 6 GB of memory with shaders.

New since build 61 (measured on Windows with an RTX 2080 Ti and a Ryzen 9 3900X, 1920 x 1080, Sharpest far detail, stock Photon, over Yosemite Valley):

  • With shaders, far terrain hidden behind nearer far terrain is no longer shaded. Standing still went from 51.4 to 62.6 fps, and far terrain's GPU time from 13.5 to 10.4 ms. The picture is the same. Macs keep the old way, which measured faster there in build 61.
  • Flying is lighter on the CPU: picking which far terrain to draw no longer looks every column up by key. Flying with Photon went from 34.6 to 36.6 fps.
  • Replay Mod: rendered videos keep the Earth's terrain instead of a patch of near blocks under an empty sky, the terrain-loading caption no longer shows in replays (or for spectators), and paused replays keep loading far terrain.
  • Every change has a switch to turn it off; see docs/FLAGS.md.

Known: switching shaders on or off rebuilds all far terrain, and at Sharpest the game runs at a few frames a second for about a minute while it does. Dark far slabs can show in the Amazon for the first ~20 seconds; Everglades far water is still patchy.

Mod version 0.1.0-alpha.62, for Minecraft 1.21.1 with NeoForge. Built from 1cf9c58.

9ff4f0e547337458364c4acd582ada8caccb7b661a6c7b7c2473682984a4c0d5  earthplatform-combined-62.jar

Earth Platform 0.1.0-alpha.61 (build 61)

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@github-actions github-actions released this 19 Oct 15:01
2cb7ab9

Earth Platform build 61: speed pass, same picture.

Needs Minecraft 1.21.1 and NeoForge 21.1.256 or newer. For shaders, add Iris 1.8 and Sodium 0.8 and a Voxy-capable pack such as Photon v1.3b. Give the game about 6 GB of memory with shaders.

New since build 60 (measured on an M4 Pro Mac, Sharpest far detail, Yosemite):

  • Without shaders, the steady stutter while standing still is gone: the lightmap no longer stalls the GPU each tick and far fade updates are sent in batches. Standing still 40.4 to 42.9 fps, slowest 5% of frames 44 ms to 26 ms; flying 26.2 to 29.9 fps.
  • With Photon, flying is smoother: 14.8 to 17.0 fps, worst 1% of frames 182 ms to 131 ms.
  • Far terrain hidden behind loaded near terrain is no longer drawn.
  • Distant terrain generates faster: the farthest rings take about 45% less CPU, and climate data is kept in smaller pieces so less is read back from disk. The world generated is identical.
  • Shader packs other than Photon that support Voxy (for example Complementary Reimagined and TAA-Voxy) get the uniforms and textures their far-terrain code asks for, instead of failing and falling back to plain colors. Photon is still the pack we test in game.
  • Every change has a switch to turn it off; see docs/FLAGS.md.

Known: dark far slabs can show in the Amazon for the first ~20 seconds; Everglades far water is still patchy.

Mod version 0.1.0-alpha.61, for Minecraft 1.21.1 with NeoForge. Built from 2cb7ab9.

1754dfb24809f6a63435e06b2dbbe2fd9b5c209dd7286ae0ba7381fc62c17eb7  earthplatform-combined-61.jar

Earth Platform 0.1.0-alpha.60 (build 60)

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@github-actions github-actions released this 19 Oct 13:36
fab772a

Earth Platform build 60: cleanup after review of builds 58 and 59.

Needs Minecraft 1.21.1 and NeoForge 21.1.256 or newer. For shaders, add Iris 1.8 and Sodium 0.8 and the stock Photon v1.3b pack. Give the game about 6 GB of memory with Photon.

New since build 59:

  • GPU timing queries around far terrain no longer run for every player. They wrapped other mods' and shader packs' draws; they are now off unless asked for (-Dearthplatform.far.gpuTimers=true).
  • The local performance log in earthplatform/perf/ can be turned off with -Dearthplatform.perfLog=false, and no longer loses its last line when the game closes. See docs/PERFORMANCE-LOG.md.
  • Four switched-off far terrain experiments are removed. Nothing drawn changes.
  • The mod builds from a source download without git.

Known: dark far slabs can show in the Amazon for the first ~20 seconds; Everglades far water is still patchy.

Mod version 0.1.0-alpha.60, for Minecraft 1.21.1 with NeoForge. Built from fab772a.

6be353df3311a550c6237bf964e4b6dabac58d4a5590d911712ce79090912c70  earthplatform-combined-60.jar

Earth Platform 0.1.0-alpha.59 (build 59)

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@github-actions github-actions released this 19 Oct 11:30
dbfffd2

Earth Platform build 59: automatic Earth world thumbnails and mesher memory cleanup.

Needs Minecraft 1.21.1 and NeoForge 21.1.256 or newer. For shaders, add Iris 1.8 and Sodium 0.8 and the stock Photon v1.3b pack. Give the game about 6 GB of memory with Photon.

New since build 58:

  • Far terrain meshing creates fewer temporary objects while keeping the same textures and biome colors. No general FPS increase is claimed.
  • Shore-height queries create fewer temporary objects while keeping the same terrain and water sampling. No general FPS increase is claimed.
  • New Earth worlds automatically get terrain thumbnails in the world-selection menu once visible cubic terrain is ready. Existing icons are preserved; ordinary Minecraft worlds keep their normal capture behavior.
  • Leaving a world releases mesher results that finish after the renderer closes, including their native water/near-mesh buffers. Queued jobs also skip unnecessary work after closure. A controlled native race reproduced retained buffers before the fix and zero retained results afterward; no general FPS gain is claimed.

Visual quality, render distance, detail and the active rendering paths are unchanged. The draw-command cache and shadow-hint experiments remain disabled. Cloud terrain-grid reuse was tested and removed after it failed average-FPS and frame-tail acceptance.

Validation evidence is in docs/perf/build58-continuation/ and docs/perf/world-thumbnails/. Native checks used this Mac with stock Photon and shaders off, including automatic 64×64 icon files and exact world-list texture matches. NVIDIA/AMD native hardware and a real VR headset remain untested.

Known: dark far slabs can show in the Amazon for the first ~20 seconds; Everglades far water is still patchy.

Mod version 0.1.0-alpha.59, for Minecraft 1.21.1 with NeoForge. Built from dbfffd2.

11e2f96e1c19b601e12d7e219b5acd319eba355aeefbe5b7c634c2fdfe82f0b4  earthplatform-combined-59.jar

Earth Platform 0.1.0-alpha.58 (build 58)

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@github-actions github-actions released this 19 Oct 00:05
4cd96bf

Earth Platform build 58: far-terrain CPU improvements and local performance diagnostics.

Needs Minecraft 1.21.1 and NeoForge 21.1.256 or newer. For shaders, add Iris 1.8 and Sodium 0.8 and the stock Photon v1.3b pack. Give the game about 6 GB of memory with Photon.

New since build 57:

  • Eligible coarse far columns use exact vertical runs while meshing, reducing repeated CPU work. Unsupported inputs use the original mesher automatically. Near simulation, render distance, textures, geometry and fades keep the same behavior.
  • Repeated terrain selection, allocation, coverage and river lookups do less CPU work. Component benchmarks improved; a general FPS or loading-time gain is not established.
  • Local performance logs start automatically in the game folder at earthplatform/perf/latest*.jsonl. They record the exact build, GPU/driver capabilities, graphics distances, frame-time tails and terrain workload. Logs stay local, are capped at three files of 4 MiB, and keep build/GPU information through rotation. They exclude player/world names, coordinates, server addresses, credentials, file paths and exception messages. Send these files manually when reporting performance problems.
  • The draw-command cache and shadow-hint experiment remain disabled after Mac timing regressions. Direct server surface-packet generation and transport also remain inactive; no network or memory saving is claimed.

Validation: the actual Photon ZIP and 155 local tests completed: 151 passed, four optional benchmarks skipped, zero failures. Bounded native Mac audits matched declared mesh geometry, attributes and ordering. Independent Astra/high review findings were fixed and cleared. NVIDIA/AMD native hardware and a real VR headset remain untested.

Known: dark far slabs can show in the Amazon for the first ~20 seconds; Everglades far water is still patchy.

Mod version 0.1.0-alpha.58, for Minecraft 1.21.1 with NeoForge. Built from 4cd96bf.

2a03b394605c63d285904c1477a0c625ba2802739c44241f1664ca45d5559e5c  earthplatform-combined-58.jar