Flywheel/changelog.txt

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2022-12-14 18:16:21 +01:00
0.6.8:
Fixes
- Fix colored vertices being incorrectly rendered through instancing
- Fix some miscellaneous bugs with sodium/rubidium
- Fix memory leak associated with model storage
Technical/API
- Memory for models is freed when they are no longer in use
- Element buffers now deal in raw gl handles
- Element buffers are no longer considered part of state resoration
- Quad -> Tri element buffer properly resets itself
0.6.7:
...is 1.19 only :ioa:
0.6.6:
Fixes
- Fix instanced entities not rendering correctly when chunk loading is slow
Technical/API
- GL state is more reliably managed
- Slight memory improvements when using Iris/Oculus through lazy instatiation
0.6.5:
Fixes
- Fix crash with batching backend and Rubidium
0.6.4:
Fixes
- Fix shader detection with oculus
Technical/API
- LightUpdater is simplified to increase reliability and reflect how it is actually used
- ModelUtil is superseded by model builders, to be improved more in 0.7.0
- VertexLists now copy input buffers to reduce memory usage
2022-07-08 21:37:54 +02:00
0.6.3:
Technical/API
- Light updates are now processed in parallel.
- The light updater is now more selective of the levels it processes, fixing a memory leak.
0.6.2:
Update to 1.18.2
0.6.1:
Fixes
- Fix crash when loading block entities for Flywheel to render, most common when exploring the end.
- Fix occasional visual artifacts when enabling optifine shaders.
Technical/API
- Added more debug information to the F3 screen.
- Distance update limiting can now be disabled.
0.6.0:
With this release, Flywheel is no longer needed on servers! Forge finally has client commands,
and the /flywheel command now takes advantage of this.
Fixes
- Fix crash when running with sodium/magnesium.
Technical/API
- Backend is now a static class.
- Shaders are now compiled on-the-fly and cached.
- Significantly reduced the amount of boilerplate needed in instancing shaders.
- Struct types no longer need to be registered ahead of time.
- Simplify unnecessarily complicated game state system.
2022-01-09 02:42:32 +01:00
0.5.1:
Fixes
- Fix crash on resource reload with backend off
- Fix artifacts while using Optifine shaders
- Fix crash when trying to access biomes in a VirtualRenderWorld
Technical/API
- Refactor instance renderer registration to separate client and server logic (thanks Pepper!)
- VirtualRenderWorlds now have a "biomeOffset" field which gets added when looking up biomes
- Added GlStateTracker which hooks into GlStateManager to track changes in buffer, vertex array, and program bindings
2021-12-29 19:59:34 +01:00
0.5.0a:
Fixes
- Address crash experienced by some users while rendering any tile.
- Fix crash caused by loading a world with flywheel backend off.
0.5.0:
New
- Added parallel batching backend, effectively a CPU instancer.
- Now partially compatible with starlight.
Technical/API
- Much more flexible vertex formats.
- Do instance updates/ticking entirely async.
0.4.2-rc:
Fixes
- Partially fix crash on intel and mesa drivers (needs Create to update)
- Fix garbage rendering on AMD GPUs
2021-12-12 02:32:39 +01:00
0.4.1:
Update to 1.18.1
Changes
- Use cylindrical fog to match vanilla
Fixes
- Fix crash affecting systems that don't support persistent mapping
- Fix crash when Create contraptions extend below Y=0
- Fix Create contraptions having misaligned light when launched after world load
2021-12-13 07:53:22 +01:00
- Fix minecarts disappearing on chunk reload
2021-12-12 02:32:39 +01:00
2021-12-10 01:54:19 +01:00
0.4.0:
Update to 1.18
Fixes
- Fix potential nullpointer rendering breaking overlay
- Fix inconsistency in minecart model
- Fix memory leak when instance worlds get reset
2021-07-13 23:00:44 +02:00
Technical/API
2021-12-10 01:54:19 +01:00
- No more MaterialSpec, everything is StructType
- Move most user facing interfaces to flywheel.api package
- Refactor InstanceData to have no package private fields
- Rename many interfaces
- All materials use the same vertex format: UNLIT_MODEL
- call #tick and #beginFrame on instance creation
- Fixes weird delay in object appearance when reloading chunks
- Add instances when chunks are built for rendering
- Server worlds are not flywheel worlds