NOT compatible with sodium 0.6.0
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Up to 35% performance improvement
- Removed vertex attributes and implemented quad pulling in fragment shader
- Implemented subpixel micro-triangle culling
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Fixed lighting being brighter than vanilla/sodium
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Fixed issue where memory could not be unloaded fast enough leading to crash
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Fixed world icon not generating
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Fixed accidental unmarking of non resident buffer in PersistentClientMappedBuffer
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Fixed issues with lambdadynamiclights
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More error tracking and logging
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Added commit hash to f3
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Cleaned up f3 info
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Improved quad lighting precision
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Respect sodium block face culling option
- Fixed memory leak and other weird behavior when clearing sections
- Added translucency sorting!, This comes in three modes:
- None: doesnt do translucency sorting (no perf impact)
- Sections: sorts sections (minimal perf impact)
- Quads: does incremental quad sorting (small perf impact) (this is the default)
- Rewrote the section and region manager (should reduce stuttering alot when loading alot of chunks)
- Fixed high positions not rendering
- Fixed fog disabling from sodium extra not working
- Reduced transfer buffer size by 224 mb
- Fixed transfer buffer crashing when fill
- Added api to disable specific chunks from rendering
Out of alpha!
- Added async occlusion culling, boosting chunk building speed to insane levels, and removing the performance impact of turning your camera
- Multitude of bug fixes and performance improvements
- Statistics so you can see how much stuff is rendering
- A disable option to fully disable nvidium if you need
- Update to sodium 0.5.3