Patch Notes 1.3.6
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Updated LICENSE (1.4 -> 1.5)
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Rough DH implementation (unstable)
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Fixed alpha testing causing NaNs
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Fixed z fighting in hand world curvature
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Fixed critical issue with story mode clouds
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Code formatting and optimizations
Distant Horizon support is unstable, please report issues over to the official Github repository.
Thank you all for helping Super Duper Vanilla reach nearly 2 million downloads. Cheers to another million.
Patch Notes 1.3.1-1.3.5
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Updated shader documentation (found inside the shader)
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Updated FlameRender (C) Studios License to version 1.3
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Updated shader pipeline GLSL version to 3.3
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Added new emissive entities
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Added specular highlight setting
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Added new tonemapping settings
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Added double aerogel clouds option
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Added new 1.20 blocks for waving terrain
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Added new 1.20 blocks for integrated PBR
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Added settings for entity shadows and block entity shadows
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Added mod support for physics ocean (not to be confused with physics water)
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Added ru_RU.lang for Russian translation for 1.3.4 (1.3.5 is incomplete due to recent additions) (@Felix14-v2)
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Improved bloom calculation
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Adjusted default gamma
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Adjusted volumetric lighting
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Adjusted glint strength emission
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Optimized glowing outline for Optifine
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Optimized edge outline calculation
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Optimized lighting calculations
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Optimized vertex calculations
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Optimized sky calculations
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Optimized buffer writing
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Optimized PBR and iPBR
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Fixed biome blending
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Fixed bloom edge leak
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Fixed block entity shading
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Fixed inconsistent water noise
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Fixed certain compatibility issues
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Fixed world curvature for entities
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Fixed inconsistent tonemapping settings
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Fixed inconsistent lightning flash (now Iris exclusive)
Version Changelogs:
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Added new 1.20 blocks for waving terrain
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Added new 1.20 blocks for integrated PBR
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Added new emissive entities
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Added new tonemapping settings
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Added new shadow optimization settings for entities and block entities
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Added support for ocean physics from the physics mod
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Added ru_RU.lang for Russian translation for 1.3.3 (1.3.4 is not complete due to recent additions) (@Felix14-v2)
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Glint strength affects glint emission
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Adjusted block mapping
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Adjusted default gamma
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Adjusted volumetric lighting
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Fixed biome blending
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Fixed bloom edge leak
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Fixed inconsistent water noise
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Fixed world curvature for entities
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Fixed inconsistent tonemapping settings
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Fixed inconsistent lightning flash (now Iris exclusive)
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Optimized sky calculation
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Optimized SSAO calculation
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Optimized lighting calculation
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Optimized edge outline calculation
Version Changelogs:
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Changed certain default settings
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Improved color settings for light and sky colors
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Renamed certain options (older Super Duper Vanilla options may not work in this version)
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Hard coded story mode clouds settings to disable vanilla clouds
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Optimized sky
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Optimized PBR
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Optimized SSAO
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Optimized bloom
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Optimized specular
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Optimized shadows
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Optimized tonemapping
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Optimized water rendering
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Optimized gbuffer programs
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Optimized many, many calculations
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Added thunder flash
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Added waving weather
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Added more animation settings
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Added aether nebulae to The End sky
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Fixed certain errors with certain settings
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Fixed certain visual bugs with PBR
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Changed license from an open source license to a proprietary license
NOTE: Iris versions below 1.18.2 is no longer supported. Optifine support stays the same starting from 1.14+.
Version Changelogs:
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Adjusted VL gradient
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Adjusted tonemapper
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Adjusted auto exposure
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Adjusted fog calculation
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Adjusted lava calculation
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Adjusted weather visuals
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Adjusted fresnel calculation
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Fixed potential issues
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Fixed SSAO on lightning
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Fixed reflection "blob" at low angles
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Fixed lava uv when POM is enabled
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Fixed terrain appearing brighter than usual
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Fixed vanilla clouds having incorrect shading
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Fixed sky horizon lighting not rendering correctly in the End
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Fixed color issue when changing render quality lower than 1x
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Fixed floating text when POM is enabled (may not work on Iris)
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Improved vignette
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Improved auto generated normals
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Implemented directional lightmaps
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Added flat water albedo option
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Added normal map strength option
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Added border fog to VL and fixed silhouette
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Added resolution slider for auto generated normals
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Added froglights, item frame, mangroove, sculk, and prismarine blocks to Default PBR
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Added smooth materials to redstone lamp, shroomlight, sea lantern, glowstone, and froglights
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Removed background floating text
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Disabled edge highlight outlines by default (can still be enabled in settings)
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Decreased redstone block emissiveness
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Increased bloom strength back to 20% (0.16>>0.20)
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Lens flare is hidden if darkness effect is active
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Changed hardcoded gamma to 2.0
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Moved sunPathRotation to settings.glsl
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Slightly stronger f0 for water
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Configuration settings optimization
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Massive optimizations to lighting
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Faster border fog calculation
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Faster VL calculation
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Massive code formatting