mirror of
https://github.com/Jozufozu/Flywheel.git
synced 2024-12-25 14:36:18 +01:00
115 lines
3.9 KiB
Text
115 lines
3.9 KiB
Text
0.6.8:
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Fixes
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- Fix colored vertices being incorrectly rendered through instancing
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- Fix some miscellaneous bugs with sodium/rubidium
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- Fix memory leak associated with model storage
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Technical/API
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- Memory for models is freed when they are no longer in use
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- Element buffers now deal in raw gl handles
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- Element buffers are no longer considered part of state resoration
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- Quad -> Tri element buffer properly resets itself
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0.6.7:
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...is 1.19 only :ioa:
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0.6.6:
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Fixes
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- Fix instanced entities not rendering correctly when chunk loading is slow
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Technical/API
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- GL state is more reliably managed
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- Slight memory improvements when using Iris/Oculus through lazy instatiation
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0.6.5:
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Fixes
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- Fix crash with batching backend and Rubidium
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0.6.4:
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Fixes
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- Fix shader detection with oculus
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Technical/API
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- LightUpdater is simplified to increase reliability and reflect how it is actually used
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- ModelUtil is superseded by model builders, to be improved more in 0.7.0
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- VertexLists now copy input buffers to reduce memory usage
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0.6.3:
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Technical/API
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- Light updates are now processed in parallel.
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- The light updater is now more selective of the levels it processes, fixing a memory leak.
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0.6.2:
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Update to 1.18.2
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0.6.1:
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Fixes
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- Fix crash when loading block entities for Flywheel to render, most common when exploring the end.
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- Fix occasional visual artifacts when enabling optifine shaders.
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Technical/API
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- Added more debug information to the F3 screen.
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- Distance update limiting can now be disabled.
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0.6.0:
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With this release, Flywheel is no longer needed on servers! Forge finally has client commands,
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and the /flywheel command now takes advantage of this.
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Fixes
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- Fix crash when running with sodium/magnesium.
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Technical/API
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- Backend is now a static class.
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- Shaders are now compiled on-the-fly and cached.
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- Significantly reduced the amount of boilerplate needed in instancing shaders.
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- Struct types no longer need to be registered ahead of time.
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- Simplify unnecessarily complicated game state system.
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0.5.1:
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Fixes
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- Fix crash on resource reload with backend off
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- Fix artifacts while using Optifine shaders
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- Fix crash when trying to access biomes in a VirtualRenderWorld
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Technical/API
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- Refactor instance renderer registration to separate client and server logic (thanks Pepper!)
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- VirtualRenderWorlds now have a "biomeOffset" field which gets added when looking up biomes
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- Added GlStateTracker which hooks into GlStateManager to track changes in buffer, vertex array, and program bindings
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0.5.0a:
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Fixes
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- Address crash experienced by some users while rendering any tile.
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- Fix crash caused by loading a world with flywheel backend off.
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0.5.0:
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New
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- Added parallel batching backend, effectively a CPU instancer.
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- Now partially compatible with starlight.
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Technical/API
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- Much more flexible vertex formats.
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- Do instance updates/ticking entirely async.
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0.4.2-rc:
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Fixes
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- Partially fix crash on intel and mesa drivers (needs Create to update)
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- Fix garbage rendering on AMD GPUs
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0.4.1:
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Update to 1.18.1
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Changes
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- Use cylindrical fog to match vanilla
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Fixes
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- Fix crash affecting systems that don't support persistent mapping
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- Fix crash when Create contraptions extend below Y=0
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- Fix Create contraptions having misaligned light when launched after world load
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- Fix minecarts disappearing on chunk reload
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0.4.0:
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Update to 1.18
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Fixes
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- Fix potential nullpointer rendering breaking overlay
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- Fix inconsistency in minecart model
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- Fix memory leak when instance worlds get reset
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Technical/API
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- No more MaterialSpec, everything is StructType
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- Move most user facing interfaces to flywheel.api package
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- Refactor InstanceData to have no package private fields
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- Rename many interfaces
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- All materials use the same vertex format: UNLIT_MODEL
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- call #tick and #beginFrame on instance creation
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- Fixes weird delay in object appearance when reloading chunks
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- Add instances when chunks are built for rendering
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- Server worlds are not flywheel worlds
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