<center>
<img width="420" src="https://media.forgecdn.net/attachments/1111/872/distant-horizons-png.png" alt="Distant Horizons">
</center>
<br>
Distant Horizons allows you to achieve extreme (256+) chunk render distances at a low performance cost. <Br>
Now you can finally enjoy that mountain top lookout tower.
<br>

### <center> This photo was taken with a Minecraft render distance of 8 and a mod distance of 512. </center>
<br>
# FAQ:
### **Q: Forge or Fabric?** <br>
A: MC 1.20.6 and newer - NeoForge and Fabric are both in the same jar. <br>
MC 1.20.4 and older - Forge and Fabric are both in the same jar.
<br>
### **Q: Shaders?** <br>
A: Yes, but only with certain shaders. <br>
- Optifine: DH partially works with forward rendered shaders.
- Iris (and equivalent ports): DH 2.1.0+ only works with Iris 1.7+ and only with shaders built with DH support in mind.
- DH 2.0 and older don't work with Iris.
<br>
### **Q: Does this work with player created structures?** <br>
A: Yes.
<br>
### **Q: Does this render using my GPU?** <br>
A: Yes. <Br>
Distant Horizons uses OpenGL or Vulkan for graphics rendering.
<br>
### **Q: Is there multiplayer support?** <br>
A: Yes
**client side only:** <br>
If you only have DH installed on your client LODs will be saved between sessions, although you have to explore the world to load them.
<br>
**Server and Client:** <br>
If DH is installed on the server and client, LODs will automatically be sent to each connected user that has DH installed and has `Distant Generation Enabled` set to true, disabling distant generation on the server will prevent LODs from being sent to the users.
<br>
### **Q: My game is stuttering, help!** <br>
A: Try each of the following steps:
1. Use a concurrent garbage collector like ZGC for Java 21+ or Shenandoah for Java 8-17
- This can be done via your JVM arguments (args)
2. Increase Minecraft's allocated RAM
- For CPUs with 4-8 cores: try allocating 6-8 GB
- For CPUs with 10+ cores: try allocating 12-16 GB
3. Lower DH's CPU load in the DH config menu
4. Disabling DH's "Distant Generation" in the DH config menu
5. Lower DH's "Graphics Preset" in the DH config menu
<br>
### **Q: Where can I download the Bukkit plugin?** <br>
A: The bukkit plugin has its own separate download page: <br>
https://modrinth.com/plugin/distant-horizons-support
<br>
# Extended FAQ:
<a href="https://gitlab.com/distant-horizons-team/distant-horizons/-/wikis/1-user-guide/1-frequently-asked-questions/1-general/General">
<img src="https://gitlab.com/jeseibel/minecraft-lod-mod/-/wikis/_hidden/shared-images/images/faq-button-general.png" width="200" />
</a> <br>
<a href="https://gitlab.com/distant-horizons-team/distant-horizons/-/wikis/1-user-guide/1-frequently-asked-questions/4-mod-support/Mod-Support">
<img src="https://gitlab.com/distant-horizons-team/distant-horizons/-/wikis/_hidden/shared-images/images/faq-button-mod-support.png" width="200" />
</a> <br>
<a href="https://gitlab.com/distant-horizons-team/distant-horizons/-/wikis/1-user-guide/1-frequently-asked-questions/2-problems-and-solutions/Problems-and-Solutions">
<img src="https://gitlab.com/distant-horizons-team/distant-horizons/-/wikis/_hidden/shared-images/images/faq-button-problem.png" width="200" />
</a>
<br> <br>
# Discord:
Join our Discord for news, updates, and help: <Br>
[discord.com/invite/xAB8G4cENx](https://discord.com/invite/xAB8G4cENx)
<br> <br>
# Support us:
If you want to help with development, join our [discord](https://discord.com/invite/xAB8G4cENx) and let us know!
Otherwise, if you can't help with development but still want to support Distant Horizons, check out our donation page: <br>
[ko-fi.com/distanthorizons](https://ko-fi.com/distanthorizons)
Screenshots and images from the original Modrinth page.
Iris Shader Support (Distant Mountains)
Photo courtesy of Sarge
1024 render distance
Showing MC 1.16
Iris Shader Support (Ocean Overlook)
Oceans feel a lot smaller now don't they?
Photo courtesy of Sarge
Custom map/structure support
Pictured: Super Hostile Iceolation
Screenshot Contest Shader Winner
Original Title: Somewhere in a spruce forest that I Destroyed
Screenshot by: wadr
Variable Detail
Terrain will become less detailed the further it is from you, increasing performance.
Screenshot Contest Vanilla Winner
Original Title: Long Night
Screenshot by: vexrypt
Client-side Multiplayer Support 2
Photo taken from the Pioneer Survival server
Client-side Multiplayer Support 1
Photo taken from the Pioneer Survival server
A Distant Horizon
Cave/Nether support
Detail levels
Distant Horizons will render terrain at different detail levels depending on how far it is from you.
256 render distance
By default Distant Horizons renders 256 chunks wide, but can go up to 4096! (although anything above 512 may become difficult due to high VRAM/GPU usage)
Modded Terrain Generation
Distant Horizons works with mod terrain generators! (Terralith 2.6.4 shown in this image)
Detail levels (gif)
Distant Horizons will render terrain at different detail levels depending on how far it is from you.
Finding end cities will be much easier now.
Photo taken by: Bunshaman
Change log
Project versions
Published versions and original Modrinth files.
3.2.0-b-26.2
Current
Beta
07.07.2026
3.2.0-b - 26.2 neo/fabric
Supported Minecraft versions
26.2
Loaders / Platforms
fabricneoforge
Show changes
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Fix a ByteBuffer memory leak
## Full Changelog
**Additions:**
- Add LOD Textures
- Only available for base DH rendering, Iris shaders will render LODs as untextured (this would need to be fixed on Iris' end)
- Increase LOD quality when zoomed in
- When zoomed in on distant LODs they will slowly increase in quality, increasing your CPU load will improve the loading speed.
- Add a warning if explicit GC is disabled
- Disabling explicit GC is known to cause memory leaks
- Add a warning if OpenGL is used on MC 26.2
<br/>
**Improvements:**
- F3 pooled arrays show total bytes
- ByteBuffer pooling
- Pool ByteBuffers on LOD loading
- Pool IBO cpu buffers
- Reduce far plane clipping on LOD only mode
- Several minor garbage collection pressure reductions
<br/>
**Changes:**
- When using the "Auto" rendering engine, Iris will no longer cause the game to crash
- Formerly this would cause the game to crash
- If DH is set to explicitly use Blaze3D the game will still crash due to Iris not supporting Blaze3D
- Increase the minimum required OpenGL version 3.2 -> 3.3
- Done to fix AMD generic (cloud/beacon) rendering
<br/>
**Bug Fixes:**
- Fix replay of waiting client chunks after server level keying
- Fix instanced rendering not working on AMD
- Fix auto updater looking for the wrong 26.2 version
- Fix GL using the last frame's viewport size (fixes Vista camera rendering)
- Fix memory leak on GL viewport size change
- Fix 1.12.2 self updater crash
- Fix 1.12.2 GL states for vanilla
- Fix 1.12.2 VBO binding leaks
- Fix 1.12.2 beacon tint color using a client-only method
- Fix a rare null pointer in Blaze terrain rendering
- Fix Immersive Portals mixin warning when Immersive Portals isn't present
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Fix LWJGL check crashing dedicated server startup
## Full Changelog
**Changes:**
- force transparency on when Iris is present
<br/>
**Bug Fixes:**
- Ignore DH server hash when checking if dimension name should be ignored
- Fix LWJGL check crashing dedicated server startup
- fix a rare race condition in AbstractDelayedSaveCache
- Fix a potential 1.12 chunkPos long method missing issue
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Add Vulkan support via Blaze3D rendering API
- Add MC 1.12.2 support, thanks karnatour!
- Fix holes on LOD detail level borders
- Add 3 layer cloud rendering
- re-add Immersive Portals compatibility
- Fix huge mushroom colors
- Fully generate chunks when using Internal Server
## Full Changelog
**Additions:**
- Add Vulkan support via Blaze3D rendering API
- Only available for MC 26.2.0 and newer
- Add MC 1.12.2 support, thanks karnatour!
- Add 3 layer cloud rendering
- can be disabled via the generic object rendering config
- re-add Immersive Portals compatibility
- Add useCameraPositionForQualityDropOff config
- Add error messages if the database becomes corrupted
- Add error handling if the save folder doesn't exist
<br/>
**Improvements:**
- Several Garbage Collector optimizations
- Improve the world gen/retrieval progress message
- Reduce the chance of a rare generic object VBO upload race condition causing the colors to be out of date if updating in rapid succession
- World load fail messages
- Render engine config message
- Improve error handling if color resolution fails
<br/>
**Changes:**
- Make DH clouds slightly less dense when only a single layer
- Done to improve the look when using 3 layers
- Auto disable some config options that aren't supported on a given MC version
- i.e. rendering engine can only be set to OPEN_GL on MC 1.21.10 and older
- Clicking "reset" in the config no longer changes the active menu page
- Mark the mod Vertigo as incompatible
- Vertigo only loads chunks partially, which causes DH LODs to have holes
- Add world gen getBlockState() Y pos validation
- DH will throw an exception if world gen mods attempt to get positions +/- 1 million blocks in the Y position. No world gen should ever attempt to get a block that far outside the world, if that happens there's likely a mismatch between world gen state and what DH has provided.
- Remove MemUtil references due to native crashing
- Now DH uses the base java method ByteBuffer.allocateDirect()
- Fully generate chunks when using Internal Server
- Done to fix issues with some mods attempting to pull chunks DH requested generating
<br/>
**Bug Fixes:**
- Change the API event method DhApiBlockColorOverrideEvent.blockStateWrapperCreated to DhApiBlockColorOverrideEvent.onBlockColorOverridden
- Fix F3 screen showing the incorrect rendering state when disabled via dimension CSV config
- Fix several threads preventing JVM shutdown
- Fix holes on LOD detail level borders
- Remove SVG and other unused standalone jar files due to causing issues with some other mods
- Fix underwater fog rendering
- fix hard fade cut-off with fog at low render distance
- Fix auto updater checking for updates when disabled
- Fix color tints not clearing when leaving the world or being cleared via the API
- Remove fabric-gametest-api from release jars
- Fix auto update screen not appearing on MC 26.1.2
- Fix DH world gen not priming CARVER heightmaps
- fix logger GC warning
- Fix huge mushroom colors
- Fix Iris shaders causing transparent LODs to disappear when rendering a boat
<br/>
**Removals:**
- Removed fake transparency option
- It had worse performance than real transparency and I haven't seen anyone use it since it's original implementation
- Remove deprecated EDhApiVanillaOverdraw
- Hasn't been used in a long time
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.1.0 -> 6.1.1
- Fix fabric server crash due to resource_loader_v0 on MC 1.21.1
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
- Fix LODs shading incorrectly after enabling certain Iris shaders
- Several optimizations
- LOD detail level now moves with camera position instead of player position
## Full Changelog
**Additions:**
- add position finder debug config
<br>
**Improvements:**
- Optimize BlockStateWrapper getter to speed up Chunk to LOD conversion
- Added several profiler based optimizations, thanks mitchej123
<br>
**Changes:**
- Up API version 6.1.0 -> 6.1.1
- Use the camera position for LOD detail calculation
- This allows DH to show higher detail LODs near the camera with free-cam mods
- Remove an unnecessary warning in GLBuffer deletion
<br>
**Bug Fixes:**
- Fix LODs getting stuck at a low detail level (specifically on the Wynncraft world)
- Fix a null pointer on dedicated server shutdown
- Handle a rare texture color getting error
- Fix a Mac crash due to uploading VBO buffers larger than 256 KiB, thanks jolymmiels
- Fix fabric server crashing due to resource_loader_v0 on MC 1.21.1
- DH included the wrong version of the Fabric API, causing the mixins to fail
- Fix LODs shading incorrectly after enabling some Iris shaders
- Fix several rare light application bugs caused by DhApiBlockStateWrapperCreatedEvent
- Fix DhApiBlockStateWrapperCreatedEvent not applying and firing multiple times per block state
- Fix DhApiBlockColorOverrideEvent setColor(red,green,blue) always setting alpha to 255 instead of using the existing alpha
- Fix VBO buffers getting garbage collected when changing the render distance
- VBOs will now be correctly closed, likely preventing leaks when using Blaze3D
- Fix Generic Renderer buffer leaks on level shutdown
- Fix Oculus 1.20.1 near clip plane too close when shaders are disabled
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Up API version 6.0.0 -> 6.1.0
- Fix a few rendering related driver crashes
- Fix world gen not running
- Fix several shader rendering bugs
- Fix LODs rendering at much lower quality than wanted
## Full Changelog
**Additions:**
- add opacity to IDhApiBlockStateWrapper
- add alpha to DhApiBlockColorOverrideEvent
<br>
**Changes:**
- Up API version 6.0.0 -> 6.1.0
- Clean up received payload buffer check
- Add a timeout for changing CSV block culling configs
<br>
**Bug Fixes:**
- Fix world gen not canceling when moving very far away
- Fix LODs loading outside the set render distance
- Fix LODs sometimes flashing/loading at much lower detail levels than desired
- Fix Garbage Collector warnings not respecting the config file
- Fix a few cases where freed GL buffers could be rendered and crash the game
- Fix world gen not starting due to a rare constructor race condition
- Fix near clip plane being too close when using Iris shaders
- Fix fog rendering when underwater with Iris
- Fix Iris blend states being overwritten by DH
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Fix underwater grids
- If you have a world with these grids, flying over the affected areas may resolve the problem. However, you may need to delete your DH database to clear the corrupted data.
## Full Changelog
**Bug Fixes:**
- Fix DH BlockStateWrappers not generating proper properties
- This causes grids to appear underwater due to many blocks have incorret isSolid/isFluid flags set
- Fix DH handling air block states incorrectly
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Add MC 26 support
- Upped API version 5.1.0 -> 6.0.0
- Add support for rendering via Blaze3D (Mojang's rendering API)
- This will allow for easier support of Vulkan when MC releases that update
- Blaze3D also fixes generic object rendering (IE clouds and beacons) on Mac
- Fix Mac native crash when rendering with OpenGL and Sodium
- Unfortunately this required fully removed beacon/cloud rendering on Mac, please use the Blaze3D rendering API (MC 1.21.11 and newer) to see clouds/beacons
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- This fills in your distant view faster and improves LODs quality when moving quickly
- Improve framerate stability
- Send a chat warning if a Garbage Collector is being used that is known to cause stuttering
- Whole bunch of bug fixes and speed improvements
- Servers running DH will need to be updated to 3.0.0 to support DH 3.0.0 clients
## Full Changelog
**Additions:**
- Send a chat message if the server doesn't support your DH version
- Split server retrieval (world gen) into it's own setting
- Add dynamic overdraw distance based on camera speed
- Add a config to disable DH rendering for specific dimensions types
- IE you can disable DH rendering for minecraft:nether
- Add colors to the F3 screen
- Add Blaze3D rendering backend for MC 1.21.11 and newer
- This is done to pave the way for MC moving to Vulkan
- Add render task profiling to the F3 menu
- Add the ability to go back a config option by shift-clicking
<br/>
**Improvements:**
- Expand DH rendered beacons to improve visibility and reduce aliasing
- Pause world gen when moving to quickly to improve LOD loading speed
- Fix LOD arbitrary loading rate limit
- LOD loading can now use the full CPU
- Reduce GC pressure when loading LODs from disk
- Make generic object data generation async
- Remove unused ID mappings from ID data
- This reduces file size slightly and drastically improves LOD loading time for low-quality LODs
- Improve render data load error handling
- Reduce memory use slightly when loading LODs
- Remove a few unneeded warning logs
- Add a log message when vanilla settings are disabled for clarity
- Add the ability to cull lilly pads, sea grass, etc.
- Drastically improve framerate stability
- Dynamically get beacon base blocks via block tags for MC 1.18.2 and newer
- Reduce locking when handling beacon colors in chunk updates
<br/>
**Changes:**
- Upped API version 5.1.0 -> 6.0.0
- Pre-existing LODs initially load at a lower quality and slowly increase over time
- handle cave block culling more generically
- IE you don't have to define each cave block, most will be automatically handled
- re-add the ignored blocks CSV config option to the UI
- Hide non-rendering levels from the F3 screen
- Re-add chat warning if G1GC is used as it is known to cause stuttering
- Auto disable MC's fabulous transparency due to rendering issues
- Always disable instanced rendering on Mac
- Mac has an OpenGL issue where instanced rendering if enabled in any way (at least DH's implementation) will very likely cause a native OpenGL renderer crash. Disabling it is the only way to fix it.
- Stop world pre-gen on server shutdown
- Only run world gen for rendering client levels
- Use full slab block variant when determining color
- Remove "WorldGen requiring [chunkStatus] is outside the expected range. Returning EMPTY chunk." log in world gen.
- Ignore ProtoChunks in chunk update events
- Changed the channel network message are sent on to allow for backporting to MC versions before 1.13
<br/>
**Bug Fixes:**
- Fix neoforge failing to load some jar resources (IE Sql Scripts and the cloud texture specifically)
- Fix forge not rendering DH's icon
- Fix some concurrent iteration of the QuadTree
- Make sure the network payload is readable
- Fix some config descriptions
- Fixed beacons sometimes not disappearing/appearing properly
- Fix a memory leak when MC is running at 0 FPS
- Handle null level loading
- fix the triangle debug renderer on modern MC versions
- fix near clip plane flickering
- fix a rare world gen phantom closing issue
- fix Api config.getApiValu() not returning null as specified by the javadocs (fixes !1088)
- fix fog falloff config not being used
- fix a few cases of closed DB connections
- fix the update propagator only re-queueing once the queue is empty
- This should improve the rate at which high-quality LODs are downsampled to low-quality LODs, increasing perceived world gen speed.
- Fix losing some thread pool tasks in rare cases
- Fix Mac native crash when rendering with OpenGL
- Fix underwater fog not rendering if DH fog is disabled
- Fix dark LODs when tintWithAvoidedBlocks is false
- Fix chunks appearing in the wrong dimensions
- Fix phantom/low-memory logging when there is still free memory
- Fix Iris using the wrong far clip plane
- Fix the world gen progress bar getting stuck and not updating when moving between dimensions
- Fix beacon beams going through tinted glass
- Fix white/untinted water when using certain mods like BCLib
- Fix fabric debug keys
- Fix opening DH in forge's mod menu (#678)
- Fix farmland color (#690)
<br/>
**Removals:**
- Remove MC Texture LodBias config
- This option was broken in modern MC versions and very rarely mentioned/used
- Remove incomplete standalone jar GUI
- Remove most SSAO config options
- this is the start of cleaning up the config and removing unnecessary options that most people don't need
- The SSAO config has been generally agreed to be in a good place, so no configuration should be necessary
- Remove instanced rendering config option
- Instanced rendering will always be used if available, except for Mac where generic rendering will always be disabled when using OpenGL for rendering
## Highlights:
- Fix stuttering when flying across chunk borders
- Fix earth curvature crashing DH's renderer
- Fix world gen/network retrieval not queuing properly in some cases
- Add an experimental option to disable DH based on a dimension name
- Up API version 5.0.0 -> 5.1.0
## Full Changelog
**Additions:**
- Experimental option to disable most DH features for a given dimension name
- Available under DH config -> advanced -> graphics -> expirimental
- Asks for a CSV list of dimension names, IE: "minecraft:the_nether,minecraft:the_end"
- Can be changed while in-game
- clientLevelWrapper to DhApiRenderParam
<br/>
**Changes:**
- Remove some unnecessary debug particles for DH world gen
- Hide network config changes by default
- IE the message "Connection config has been changed: ..." will no longer appear when connected to a DH supported server
- Can be re-enabled in DH's config
- Allow changing earth curvature while in game
- Allow setting earth curvature to negative values without enabling "unsafe UI config values"
<br/>
**Fixes:**
- Reduce stuttering at the cost of lighting quality
- IE when flying around MC will stutter less, but block lights may not correctly propagate over chunk borders
- Fix world gen/network retrieval being inconsistent and/or getting stuck
- Fix a few data sources not being properly closed
- Phantom reference warnings should be less frequent, specifically in multiplayer
- Fix enabling vanilla fog not working on Forge
- Fix earth curvature causing shader compiling errors
<br/>
**Removals:**
- Removed experimental onlyLoadCenterLods config
- This option is no longer needed with the new loading system
## Highlights:
- Fix stuttering when flying across chunk borders
- Fix earth curvature crashing DH's renderer
- Fix world gen/network retrieval not queuing properly in some cases
- Add an experimental option to disable DH based on a dimension name
- Up API version 5.0.0 -> 5.1.0
## Full Changelog
**Additions:**
- Experimental option to disable most DH features for a given dimension name
- Available under DH config -> advanced -> graphics -> expirimental
- Asks for a CSV list of dimension names, IE: "minecraft:the_nether,minecraft:the_end"
- Can be changed while in-game
- clientLevelWrapper to DhApiRenderParam
<br/>
**Changes:**
- Remove some unnecessary debug particles for DH world gen
- Hide network config changes by default
- IE the message "Connection config has been changed: ..." will no longer appear when connected to a DH supported server
- Can be re-enabled in DH's config
- Allow changing earth curvature while in game
- Allow setting earth curvature to negative values without enabling "unsafe UI config values"
<br/>
**Fixes:**
- Reduce stuttering at the cost of lighting quality
- IE when flying around MC will stutter less, but block lights may not correctly propagate over chunk borders
- Fix world gen/network retrieval being inconsistent and/or getting stuck
- Fix a few data sources not being properly closed
- Phantom reference warnings should be less frequent, specifically in multiplayer
- Fix enabling vanilla fog not working on Forge
- Fix earth curvature causing shader compiling errors
<br/>
**Removals:**
- Removed experimental onlyLoadCenterLods config
- This option is no longer needed with the new loading system
## Highlights:
- Fix stuttering when flying across chunk borders
- Fix earth curvature crashing DH's renderer
- Fix world gen/network retrieval not queuing properly in some cases
- Add an experimental option to disable DH based on a dimension name
- Up API version 5.0.0 -> 5.1.0
## Full Changelog
**Additions:**
- Experimental option to disable most DH features for a given dimension name
- Available under DH config -> advanced -> graphics -> expirimental
- Asks for a CSV list of dimension names, IE: "minecraft:the_nether,minecraft:the_end"
- Can be changed while in-game
- clientLevelWrapper to DhApiRenderParam
<br/>
**Changes:**
- Remove some unnecessary debug particles for DH world gen
- Hide network config changes by default
- IE the message "Connection config has been changed: ..." will no longer appear when connected to a DH supported server
- Can be re-enabled in DH's config
- Allow changing earth curvature while in game
- Allow setting earth curvature to negative values without enabling "unsafe UI config values"
<br/>
**Fixes:**
- Reduce stuttering at the cost of lighting quality
- IE when flying around MC will stutter less, but block lights may not correctly propagate over chunk borders
- Fix world gen/network retrieval being inconsistent and/or getting stuck
- Fix a few data sources not being properly closed
- Phantom reference warnings should be less frequent, specifically in multiplayer
- Fix enabling vanilla fog not working on Forge
- Fix earth curvature causing shader compiling errors
<br/>
**Removals:**
- Removed experimental onlyLoadCenterLods config
- This option is no longer needed with the new loading system
## Highlights:
- Fix stuttering when flying across chunk borders
- Fix earth curvature crashing DH's renderer
- Fix world gen/network retrieval not queuing properly in some cases
- Add an experimental option to disable DH based on a dimension name
- Up API version 5.0.0 -> 5.1.0
## Full Changelog
**Additions:**
- Experimental option to disable most DH features for a given dimension name
- Available under DH config -> advanced -> graphics -> expirimental
- Asks for a CSV list of dimension names, IE: "minecraft:the_nether,minecraft:the_end"
- Can be changed while in-game
- clientLevelWrapper to DhApiRenderParam
<br/>
**Changes:**
- Remove some unnecessary debug particles for DH world gen
- Hide network config changes by default
- IE the message "Connection config has been changed: ..." will no longer appear when connected to a DH supported server
- Can be re-enabled in DH's config
- Allow changing earth curvature while in game
- Allow setting earth curvature to negative values without enabling "unsafe UI config values"
<br/>
**Fixes:**
- Reduce stuttering at the cost of lighting quality
- IE when flying around MC will stutter less, but block lights may not correctly propagate over chunk borders
- Fix world gen/network retrieval being inconsistent and/or getting stuck
- Fix a few data sources not being properly closed
- Phantom reference warnings should be less frequent, specifically in multiplayer
- Fix enabling vanilla fog not working on Forge
- Fix earth curvature causing shader compiling errors
<br/>
**Removals:**
- Removed experimental onlyLoadCenterLods config
- This option is no longer needed with the new loading system
## Highlights:
- Fix stuttering when flying across chunk borders
- Fix earth curvature crashing DH's renderer
- Fix world gen/network retrieval not queuing properly in some cases
- Add an experimental option to disable DH based on a dimension name
- Up API version 5.0.0 -> 5.1.0
## Full Changelog
**Additions:**
- Experimental option to disable most DH features for a given dimension name
- Available under DH config -> advanced -> graphics -> expirimental
- Asks for a CSV list of dimension names, IE: "minecraft:the_nether,minecraft:the_end"
- Can be changed while in-game
- clientLevelWrapper to DhApiRenderParam
<br/>
**Changes:**
- Remove some unnecessary debug particles for DH world gen
- Hide network config changes by default
- IE the message "Connection config has been changed: ..." will no longer appear when connected to a DH supported server
- Can be re-enabled in DH's config
- Allow changing earth curvature while in game
- Allow setting earth curvature to negative values without enabling "unsafe UI config values"
<br/>
**Fixes:**
- Reduce stuttering at the cost of lighting quality
- IE when flying around MC will stutter less, but block lights may not correctly propagate over chunk borders
- Fix world gen/network retrieval being inconsistent and/or getting stuck
- Fix a few data sources not being properly closed
- Phantom reference warnings should be less frequent, specifically in multiplayer
- Fix enabling vanilla fog not working on Forge
- Fix earth curvature causing shader compiling errors
<br/>
**Removals:**
- Removed experimental onlyLoadCenterLods config
- This option is no longer needed with the new loading system
## Highlights:
- Fix stuttering when flying across chunk borders
- Fix earth curvature crashing DH's renderer
- Fix world gen/network retrieval not queuing properly in some cases
- Add an experimental option to disable DH based on a dimension name
- Up API version 5.0.0 -> 5.1.0
## Full Changelog
**Additions:**
- Experimental option to disable most DH features for a given dimension name
- Available under DH config -> advanced -> graphics -> expirimental
- Asks for a CSV list of dimension names, IE: "minecraft:the_nether,minecraft:the_end"
- Can be changed while in-game
- clientLevelWrapper to DhApiRenderParam
<br/>
**Changes:**
- Remove some unnecessary debug particles for DH world gen
- Hide network config changes by default
- IE the message "Connection config has been changed: ..." will no longer appear when connected to a DH supported server
- Can be re-enabled in DH's config
- Allow changing earth curvature while in game
- Allow setting earth curvature to negative values without enabling "unsafe UI config values"
<br/>
**Fixes:**
- Reduce stuttering at the cost of lighting quality
- IE when flying around MC will stutter less, but block lights may not correctly propagate over chunk borders
- Fix world gen/network retrieval being inconsistent and/or getting stuck
- Fix a few data sources not being properly closed
- Phantom reference warnings should be less frequent, specifically in multiplayer
- Fix enabling vanilla fog not working on Forge
- Fix earth curvature causing shader compiling errors
<br/>
**Removals:**
- Removed experimental onlyLoadCenterLods config
- This option is no longer needed with the new loading system
## Highlights:
- Fix stuttering when flying across chunk borders
- Fix earth curvature crashing DH's renderer
- Fix world gen/network retrieval not queuing properly in some cases
- Add an experimental option to disable DH based on a dimension name
- Up API version 5.0.0 -> 5.1.0
## Full Changelog
**Additions:**
- Experimental option to disable most DH features for a given dimension name
- Available under DH config -> advanced -> graphics -> expirimental
- Asks for a CSV list of dimension names, IE: "minecraft:the_nether,minecraft:the_end"
- Can be changed while in-game
- clientLevelWrapper to DhApiRenderParam
<br/>
**Changes:**
- Remove some unnecessary debug particles for DH world gen
- Hide network config changes by default
- IE the message "Connection config has been changed: ..." will no longer appear when connected to a DH supported server
- Can be re-enabled in DH's config
- Allow changing earth curvature while in game
- Allow setting earth curvature to negative values without enabling "unsafe UI config values"
<br/>
**Fixes:**
- Reduce stuttering at the cost of lighting quality
- IE when flying around MC will stutter less, but block lights may not correctly propagate over chunk borders
- Fix world gen/network retrieval being inconsistent and/or getting stuck
- Fix a few data sources not being properly closed
- Phantom reference warnings should be less frequent, specifically in multiplayer
- Fix enabling vanilla fog not working on Forge
- Fix earth curvature causing shader compiling errors
<br/>
**Removals:**
- Removed experimental onlyLoadCenterLods config
- This option is no longer needed with the new loading system
## Highlights:
- Fix stuttering when flying across chunk borders
- Fix earth curvature crashing DH's renderer
- Fix world gen/network retrieval not queuing properly in some cases
- Add an experimental option to disable DH based on a dimension name
- Up API version 5.0.0 -> 5.1.0
## Full Changelog
**Additions:**
- Experimental option to disable most DH features for a given dimension name
- Available under DH config -> advanced -> graphics -> expirimental
- Asks for a CSV list of dimension names, IE: "minecraft:the_nether,minecraft:the_end"
- Can be changed while in-game
- clientLevelWrapper to DhApiRenderParam
<br/>
**Changes:**
- Remove some unnecessary debug particles for DH world gen
- Hide network config changes by default
- IE the message "Connection config has been changed: ..." will no longer appear when connected to a DH supported server
- Can be re-enabled in DH's config
- Allow changing earth curvature while in game
- Allow setting earth curvature to negative values without enabling "unsafe UI config values"
<br/>
**Fixes:**
- Reduce stuttering at the cost of lighting quality
- IE when flying around MC will stutter less, but block lights may not correctly propagate over chunk borders
- Fix world gen/network retrieval being inconsistent and/or getting stuck
- Fix a few data sources not being properly closed
- Phantom reference warnings should be less frequent, specifically in multiplayer
- Fix enabling vanilla fog not working on Forge
- Fix earth curvature causing shader compiling errors
<br/>
**Removals:**
- Removed experimental onlyLoadCenterLods config
- This option is no longer needed with the new loading system
## Highlights:
- Fix stuttering when flying across chunk borders
- Fix earth curvature crashing DH's renderer
- Fix world gen/network retrieval not queuing properly in some cases
- Add an experimental option to disable DH based on a dimension name
- Up API version 5.0.0 -> 5.1.0
## Full Changelog
**Additions:**
- Experimental option to disable most DH features for a given dimension name
- Available under DH config -> advanced -> graphics -> expirimental
- Asks for a CSV list of dimension names, IE: "minecraft:the_nether,minecraft:the_end"
- Can be changed while in-game
- clientLevelWrapper to DhApiRenderParam
<br/>
**Changes:**
- Remove some unnecessary debug particles for DH world gen
- Hide network config changes by default
- IE the message "Connection config has been changed: ..." will no longer appear when connected to a DH supported server
- Can be re-enabled in DH's config
- Allow changing earth curvature while in game
- Allow setting earth curvature to negative values without enabling "unsafe UI config values"
<br/>
**Fixes:**
- Reduce stuttering at the cost of lighting quality
- IE when flying around MC will stutter less, but block lights may not correctly propagate over chunk borders
- Fix world gen/network retrieval being inconsistent and/or getting stuck
- Fix a few data sources not being properly closed
- Phantom reference warnings should be less frequent, specifically in multiplayer
- Fix enabling vanilla fog not working on Forge
- Fix earth curvature causing shader compiling errors
<br/>
**Removals:**
- Removed experimental onlyLoadCenterLods config
- This option is no longer needed with the new loading system
## Highlights:
- Fix stuttering when flying across chunk borders
- Fix earth curvature crashing DH's renderer
- Fix world gen/network retrieval not queuing properly in some cases
- Add an experimental option to disable DH based on a dimension name
- Up API version 5.0.0 -> 5.1.0
## Full Changelog
**Additions:**
- Experimental option to disable most DH features for a given dimension name
- Available under DH config -> advanced -> graphics -> expirimental
- Asks for a CSV list of dimension names, IE: "minecraft:the_nether,minecraft:the_end"
- Can be changed while in-game
- clientLevelWrapper to DhApiRenderParam
<br/>
**Changes:**
- Remove some unnecessary debug particles for DH world gen
- Hide network config changes by default
- IE the message "Connection config has been changed: ..." will no longer appear when connected to a DH supported server
- Can be re-enabled in DH's config
- Allow changing earth curvature while in game
- Allow setting earth curvature to negative values without enabling "unsafe UI config values"
<br/>
**Fixes:**
- Reduce stuttering at the cost of lighting quality
- IE when flying around MC will stutter less, but block lights may not correctly propagate over chunk borders
- Fix world gen/network retrieval being inconsistent and/or getting stuck
- Fix a few data sources not being properly closed
- Phantom reference warnings should be less frequent, specifically in multiplayer
- Fix enabling vanilla fog not working on Forge
- Fix earth curvature causing shader compiling errors
<br/>
**Removals:**
- Removed experimental onlyLoadCenterLods config
- This option is no longer needed with the new loading system
## Highlights:
- Fix stuttering when flying across chunk borders
- Fix earth curvature crashing DH's renderer
- Fix world gen/network retrieval not queuing properly in some cases
- Add an experimental option to disable DH based on a dimension name
- Up API version 5.0.0 -> 5.1.0
## Full Changelog
**Additions:**
- Experimental option to disable most DH features for a given dimension name
- Available under DH config -> advanced -> graphics -> expirimental
- Asks for a CSV list of dimension names, IE: "minecraft:the_nether,minecraft:the_end"
- Can be changed while in-game
- clientLevelWrapper to DhApiRenderParam
<br/>
**Changes:**
- Remove some unnecessary debug particles for DH world gen
- Hide network config changes by default
- IE the message "Connection config has been changed: ..." will no longer appear when connected to a DH supported server
- Can be re-enabled in DH's config
- Allow changing earth curvature while in game
- Allow setting earth curvature to negative values without enabling "unsafe UI config values"
<br/>
**Fixes:**
- Reduce stuttering at the cost of lighting quality
- IE when flying around MC will stutter less, but block lights may not correctly propagate over chunk borders
- Fix world gen/network retrieval being inconsistent and/or getting stuck
- Fix a few data sources not being properly closed
- Phantom reference warnings should be less frequent, specifically in multiplayer
- Fix enabling vanilla fog not working on Forge
- Fix earth curvature causing shader compiling errors
<br/>
**Removals:**
- Removed experimental onlyLoadCenterLods config
- This option is no longer needed with the new loading system
## Highlights:
- Fix stuttering when flying across chunk borders
- Fix earth curvature crashing DH's renderer
- Fix world gen/network retrieval not queuing properly in some cases
- Add an experimental option to disable DH based on a dimension name
- Up API version 5.0.0 -> 5.1.0
## Full Changelog
**Additions:**
- Experimental option to disable most DH features for a given dimension name
- Available under DH config -> advanced -> graphics -> expirimental
- Asks for a CSV list of dimension names, IE: "minecraft:the_nether,minecraft:the_end"
- Can be changed while in-game
- clientLevelWrapper to DhApiRenderParam
<br/>
**Changes:**
- Remove some unnecessary debug particles for DH world gen
- Hide network config changes by default
- IE the message "Connection config has been changed: ..." will no longer appear when connected to a DH supported server
- Can be re-enabled in DH's config
- Allow changing earth curvature while in game
- Allow setting earth curvature to negative values without enabling "unsafe UI config values"
<br/>
**Fixes:**
- Reduce stuttering at the cost of lighting quality
- IE when flying around MC will stutter less, but block lights may not correctly propagate over chunk borders
- Fix world gen/network retrieval being inconsistent and/or getting stuck
- Fix a few data sources not being properly closed
- Phantom reference warnings should be less frequent, specifically in multiplayer
- Fix enabling vanilla fog not working on Forge
- Fix earth curvature causing shader compiling errors
<br/>
**Removals:**
- Removed experimental onlyLoadCenterLods config
- This option is no longer needed with the new loading system
## Highlights:
- Fix stuttering when flying across chunk borders
- Fix earth curvature crashing DH's renderer
- Fix world gen/network retrieval not queuing properly in some cases
- Add an experimental option to disable DH based on a dimension name
- Up API version 5.0.0 -> 5.1.0
## Full Changelog
**Additions:**
- Experimental option to disable most DH features for a given dimension name
- Available under DH config -> advanced -> graphics -> expirimental
- Asks for a CSV list of dimension names, IE: "minecraft:the_nether,minecraft:the_end"
- Can be changed while in-game
- clientLevelWrapper to DhApiRenderParam
<br/>
**Changes:**
- Remove some unnecessary debug particles for DH world gen
- Hide network config changes by default
- IE the message "Connection config has been changed: ..." will no longer appear when connected to a DH supported server
- Can be re-enabled in DH's config
- Allow changing earth curvature while in game
- Allow setting earth curvature to negative values without enabling "unsafe UI config values"
<br/>
**Fixes:**
- Reduce stuttering at the cost of lighting quality
- IE when flying around MC will stutter less, but block lights may not correctly propagate over chunk borders
- Fix world gen/network retrieval being inconsistent and/or getting stuck
- Fix a few data sources not being properly closed
- Phantom reference warnings should be less frequent, specifically in multiplayer
- Fix enabling vanilla fog not working on Forge
- Fix earth curvature causing shader compiling errors
<br/>
**Removals:**
- Removed experimental onlyLoadCenterLods config
- This option is no longer needed with the new loading system
## Highlights:
- Fix stuttering when flying across chunk borders
- Fix earth curvature crashing DH's renderer
- Fix world gen/network retrieval not queuing properly in some cases
- Add an experimental option to disable DH based on a dimension name
- Up API version 5.0.0 -> 5.1.0
## Full Changelog
**Additions:**
- Experimental option to disable most DH features for a given dimension name
- Available under DH config -> advanced -> graphics -> expirimental
- Asks for a CSV list of dimension names, IE: "minecraft:the_nether,minecraft:the_end"
- Can be changed while in-game
- clientLevelWrapper to DhApiRenderParam
<br/>
**Changes:**
- Remove some unnecessary debug particles for DH world gen
- Hide network config changes by default
- IE the message "Connection config has been changed: ..." will no longer appear when connected to a DH supported server
- Can be re-enabled in DH's config
- Allow changing earth curvature while in game
- Allow setting earth curvature to negative values without enabling "unsafe UI config values"
<br/>
**Fixes:**
- Reduce stuttering at the cost of lighting quality
- IE when flying around MC will stutter less, but block lights may not correctly propagate over chunk borders
- Fix world gen/network retrieval being inconsistent and/or getting stuck
- Fix a few data sources not being properly closed
- Phantom reference warnings should be less frequent, specifically in multiplayer
- Fix enabling vanilla fog not working on Forge
- Fix earth curvature causing shader compiling errors
<br/>
**Removals:**
- Removed experimental onlyLoadCenterLods config
- This option is no longer needed with the new loading system
## Highlights:
- Fix stuttering when flying across chunk borders
- Fix earth curvature crashing DH's renderer
- Fix world gen/network retrieval not queuing properly in some cases
- Add an experimental option to disable DH based on a dimension name
- Up API version 5.0.0 -> 5.1.0
## Full Changelog
**Additions:**
- Experimental option to disable most DH features for a given dimension name
- Available under DH config -> advanced -> graphics -> expirimental
- Asks for a CSV list of dimension names, IE: "minecraft:the_nether,minecraft:the_end"
- Can be changed while in-game
- clientLevelWrapper to DhApiRenderParam
<br/>
**Changes:**
- Remove some unnecessary debug particles for DH world gen
- Hide network config changes by default
- IE the message "Connection config has been changed: ..." will no longer appear when connected to a DH supported server
- Can be re-enabled in DH's config
- Allow changing earth curvature while in game
- Allow setting earth curvature to negative values without enabling "unsafe UI config values"
<br/>
**Fixes:**
- Reduce stuttering at the cost of lighting quality
- IE when flying around MC will stutter less, but block lights may not correctly propagate over chunk borders
- Fix world gen/network retrieval being inconsistent and/or getting stuck
- Fix a few data sources not being properly closed
- Phantom reference warnings should be less frequent, specifically in multiplayer
- Fix enabling vanilla fog not working on Forge
- Fix earth curvature causing shader compiling errors
<br/>
**Removals:**
- Removed experimental onlyLoadCenterLods config
- This option is no longer needed with the new loading system
## Highlights:
- Fix stuttering when flying across chunk borders
- Fix earth curvature crashing DH's renderer
- Fix world gen/network retrieval not queuing properly in some cases
- Add an experimental option to disable DH based on a dimension name
- Up API version 5.0.0 -> 5.1.0
## Full Changelog
**Additions:**
- Experimental option to disable most DH features for a given dimension name
- Available under DH config -> advanced -> graphics -> expirimental
- Asks for a CSV list of dimension names, IE: "minecraft:the_nether,minecraft:the_end"
- Can be changed while in-game
- clientLevelWrapper to DhApiRenderParam
<br/>
**Changes:**
- Remove some unnecessary debug particles for DH world gen
- Hide network config changes by default
- IE the message "Connection config has been changed: ..." will no longer appear when connected to a DH supported server
- Can be re-enabled in DH's config
- Allow changing earth curvature while in game
- Allow setting earth curvature to negative values without enabling "unsafe UI config values"
<br/>
**Fixes:**
- Reduce stuttering at the cost of lighting quality
- IE when flying around MC will stutter less, but block lights may not correctly propagate over chunk borders
- Fix world gen/network retrieval being inconsistent and/or getting stuck
- Fix a few data sources not being properly closed
- Phantom reference warnings should be less frequent, specifically in multiplayer
- Fix enabling vanilla fog not working on Forge
- Fix earth curvature causing shader compiling errors
<br/>
**Removals:**
- Removed experimental onlyLoadCenterLods config
- This option is no longer needed with the new loading system
## Highlights:
- Fix stuttering when flying across chunk borders
- Fix earth curvature crashing DH's renderer
- Fix world gen/network retrieval not queuing properly in some cases
- Add an experimental option to disable DH based on a dimension name
- Up API version 5.0.0 -> 5.1.0
## Full Changelog
**Additions:**
- Experimental option to disable most DH features for a given dimension name
- Available under DH config -> advanced -> graphics -> expirimental
- Asks for a CSV list of dimension names, IE: "minecraft:the_nether,minecraft:the_end"
- Can be changed while in-game
- clientLevelWrapper to DhApiRenderParam
<br/>
**Changes:**
- Remove some unnecessary debug particles for DH world gen
- Hide network config changes by default
- IE the message "Connection config has been changed: ..." will no longer appear when connected to a DH supported server
- Can be re-enabled in DH's config
- Allow changing earth curvature while in game
- Allow setting earth curvature to negative values without enabling "unsafe UI config values"
<br/>
**Fixes:**
- Reduce stuttering at the cost of lighting quality
- IE when flying around MC will stutter less, but block lights may not correctly propagate over chunk borders
- Fix world gen/network retrieval being inconsistent and/or getting stuck
- Fix a few data sources not being properly closed
- Phantom reference warnings should be less frequent, specifically in multiplayer
- Fix enabling vanilla fog not working on Forge
- Fix earth curvature causing shader compiling errors
<br/>
**Removals:**
- Removed experimental onlyLoadCenterLods config
- This option is no longer needed with the new loading system
## Highlights:
- Fix stuttering when flying across chunk borders
- Fix earth curvature crashing DH's renderer
- Fix world gen/network retrieval not queuing properly in some cases
- Add an experimental option to disable DH based on a dimension name
- Up API version 5.0.0 -> 5.1.0
## Full Changelog
**Additions:**
- Experimental option to disable most DH features for a given dimension name
- Available under DH config -> advanced -> graphics -> expirimental
- Asks for a CSV list of dimension names, IE: "minecraft:the_nether,minecraft:the_end"
- Can be changed while in-game
- clientLevelWrapper to DhApiRenderParam
<br/>
**Changes:**
- Remove some unnecessary debug particles for DH world gen
- Hide network config changes by default
- IE the message "Connection config has been changed: ..." will no longer appear when connected to a DH supported server
- Can be re-enabled in DH's config
- Allow changing earth curvature while in game
- Allow setting earth curvature to negative values without enabling "unsafe UI config values"
<br/>
**Fixes:**
- Reduce stuttering at the cost of lighting quality
- IE when flying around MC will stutter less, but block lights may not correctly propagate over chunk borders
- Fix world gen/network retrieval being inconsistent and/or getting stuck
- Fix a few data sources not being properly closed
- Phantom reference warnings should be less frequent, specifically in multiplayer
- Fix enabling vanilla fog not working on Forge
- Fix earth curvature causing shader compiling errors
<br/>
**Removals:**
- Removed experimental onlyLoadCenterLods config
- This option is no longer needed with the new loading system
## Highlights:
- Multiple multiplayer fixes
- Fix stuttering in MC 1.21.11
- Add SSAO fading
## Full Changelog
**Additions:**
- SSAO fade out distance
- Defaults to 1600 blocks
- Done to prevent noise/banding at far render distances
<br/>
**Changes:**
- Lighting engine optimization for some situations
- Ignore chunk update events caused by world gen
<br/>
**Fixes:**
- Fix network packet errors not appearing in the F3 screen
- Fix GLProxy error in multiplyer
- Fix dimension names
- Fix stuttering when moving through ungenerated chunks in 1.21.11 singleplayer
## Highlights:
- Multiple multiplayer fixes
- Fix stuttering in MC 1.21.11
- Add SSAO fading
## Full Changelog
**Additions:**
- SSAO fade out distance
- Defaults to 1600 blocks
- Done to prevent noise/banding at far render distances
<br/>
**Changes:**
- Lighting engine optimization for some situations
- Ignore chunk update events caused by world gen
<br/>
**Fixes:**
- Fix network packet errors not appearing in the F3 screen
- Fix GLProxy error in multiplyer
- Fix dimension names
- Fix stuttering when moving through ungenerated chunks in 1.21.11 singleplayer
## Highlights:
- Multiple multiplayer fixes
- Fix stuttering in MC 1.21.11
- Add SSAO fading
## Full Changelog
**Additions:**
- SSAO fade out distance
- Defaults to 1600 blocks
- Done to prevent noise/banding at far render distances
<br/>
**Changes:**
- Lighting engine optimization for some situations
- Ignore chunk update events caused by world gen
<br/>
**Fixes:**
- Fix network packet errors not appearing in the F3 screen
- Fix GLProxy error in multiplyer
- Fix dimension names
- Fix stuttering when moving through ungenerated chunks in 1.21.11 singleplayer
## Highlights:
- Multiple multiplayer fixes
- Fix stuttering in MC 1.21.11
- Add SSAO fading
## Full Changelog
**Additions:**
- SSAO fade out distance
- Defaults to 1600 blocks
- Done to prevent noise/banding at far render distances
<br/>
**Changes:**
- Lighting engine optimization for some situations
- Ignore chunk update events caused by world gen
<br/>
**Fixes:**
- Fix network packet errors not appearing in the F3 screen
- Fix GLProxy error in multiplyer
- Fix dimension names
- Fix stuttering when moving through ungenerated chunks in 1.21.11 singleplayer
## Highlights:
- Multiple multiplayer fixes
- Fix stuttering in MC 1.21.11
- Add SSAO fading
## Full Changelog
**Additions:**
- SSAO fade out distance
- Defaults to 1600 blocks
- Done to prevent noise/banding at far render distances
<br/>
**Changes:**
- Lighting engine optimization for some situations
- Ignore chunk update events caused by world gen
<br/>
**Fixes:**
- Fix network packet errors not appearing in the F3 screen
- Fix GLProxy error in multiplyer
- Fix dimension names
- Fix stuttering when moving through ungenerated chunks in 1.21.11 singleplayer
## Highlights:
- Multiple multiplayer fixes
- Fix stuttering in MC 1.21.11
- Add SSAO fading
## Full Changelog
**Additions:**
- SSAO fade out distance
- Defaults to 1600 blocks
- Done to prevent noise/banding at far render distances
<br/>
**Changes:**
- Lighting engine optimization for some situations
- Ignore chunk update events caused by world gen
<br/>
**Fixes:**
- Fix network packet errors not appearing in the F3 screen
- Fix GLProxy error in multiplyer
- Fix dimension names
- Fix stuttering when moving through ungenerated chunks in 1.21.11 singleplayer
## Highlights:
- Multiple multiplayer fixes
- Fix stuttering in MC 1.21.11
- Add SSAO fading
## Full Changelog
**Additions:**
- SSAO fade out distance
- Defaults to 1600 blocks
- Done to prevent noise/banding at far render distances
<br/>
**Changes:**
- Lighting engine optimization for some situations
- Ignore chunk update events caused by world gen
<br/>
**Fixes:**
- Fix network packet errors not appearing in the F3 screen
- Fix GLProxy error in multiplyer
- Fix dimension names
- Fix stuttering when moving through ungenerated chunks in 1.21.11 singleplayer
## Highlights:
- Multiple multiplayer fixes
- Fix stuttering in MC 1.21.11
- Add SSAO fading
## Full Changelog
**Additions:**
- SSAO fade out distance
- Defaults to 1600 blocks
- Done to prevent noise/banding at far render distances
<br/>
**Changes:**
- Lighting engine optimization for some situations
- Ignore chunk update events caused by world gen
<br/>
**Fixes:**
- Fix network packet errors not appearing in the F3 screen
- Fix GLProxy error in multiplyer
- Fix dimension names
- Fix stuttering when moving through ungenerated chunks in 1.21.11 singleplayer
## Highlights:
- Multiple multiplayer fixes
- Fix stuttering in MC 1.21.11
- Add SSAO fading
## Full Changelog
**Additions:**
- SSAO fade out distance
- Defaults to 1600 blocks
- Done to prevent noise/banding at far render distances
<br/>
**Changes:**
- Lighting engine optimization for some situations
- Ignore chunk update events caused by world gen
<br/>
**Fixes:**
- Fix network packet errors not appearing in the F3 screen
- Fix GLProxy error in multiplyer
- Fix dimension names
- Fix stuttering when moving through ungenerated chunks in 1.21.11 singleplayer
## Highlights:
- Multiple multiplayer fixes
- Fix stuttering in MC 1.21.11
- Add SSAO fading
## Full Changelog
**Additions:**
- SSAO fade out distance
- Defaults to 1600 blocks
- Done to prevent noise/banding at far render distances
<br/>
**Changes:**
- Lighting engine optimization for some situations
- Ignore chunk update events caused by world gen
<br/>
**Fixes:**
- Fix network packet errors not appearing in the F3 screen
- Fix GLProxy error in multiplyer
- Fix dimension names
- Fix stuttering when moving through ungenerated chunks in 1.21.11 singleplayer
## Highlights:
- Multiple multiplayer fixes
- Fix stuttering in MC 1.21.11
- Add SSAO fading
## Full Changelog
**Additions:**
- SSAO fade out distance
- Defaults to 1600 blocks
- Done to prevent noise/banding at far render distances
<br/>
**Changes:**
- Lighting engine optimization for some situations
- Ignore chunk update events caused by world gen
<br/>
**Fixes:**
- Fix network packet errors not appearing in the F3 screen
- Fix GLProxy error in multiplyer
- Fix dimension names
- Fix stuttering when moving through ungenerated chunks in 1.21.11 singleplayer
## Highlights:
- Multiple multiplayer fixes
- Fix stuttering in MC 1.21.11
- Add SSAO fading
## Full Changelog
**Additions:**
- SSAO fade out distance
- Defaults to 1600 blocks
- Done to prevent noise/banding at far render distances
<br/>
**Changes:**
- Lighting engine optimization for some situations
- Ignore chunk update events caused by world gen
<br/>
**Fixes:**
- Fix network packet errors not appearing in the F3 screen
- Fix GLProxy error in multiplyer
- Fix dimension names
- Fix stuttering when moving through ungenerated chunks in 1.21.11 singleplayer
## Highlights:
- Multiple multiplayer fixes
- Fix stuttering in MC 1.21.11
- Add SSAO fading
## Full Changelog
**Additions:**
- SSAO fade out distance
- Defaults to 1600 blocks
- Done to prevent noise/banding at far render distances
<br/>
**Changes:**
- Lighting engine optimization for some situations
- Ignore chunk update events caused by world gen
<br/>
**Fixes:**
- Fix network packet errors not appearing in the F3 screen
- Fix GLProxy error in multiplyer
- Fix dimension names
- Fix stuttering when moving through ungenerated chunks in 1.21.11 singleplayer
## Highlights:
- Multiple multiplayer fixes
- Fix stuttering in MC 1.21.11
- Add SSAO fading
## Full Changelog
**Additions:**
- SSAO fade out distance
- Defaults to 1600 blocks
- Done to prevent noise/banding at far render distances
<br/>
**Changes:**
- Lighting engine optimization for some situations
- Ignore chunk update events caused by world gen
<br/>
**Fixes:**
- Fix network packet errors not appearing in the F3 screen
- Fix GLProxy error in multiplyer
- Fix dimension names
- Fix stuttering when moving through ungenerated chunks in 1.21.11 singleplayer
## Highlights:
- Multiple multiplayer fixes
- Fix stuttering in MC 1.21.11
- Add SSAO fading
## Full Changelog
**Additions:**
- SSAO fade out distance
- Defaults to 1600 blocks
- Done to prevent noise/banding at far render distances
<br/>
**Changes:**
- Lighting engine optimization for some situations
- Ignore chunk update events caused by world gen
<br/>
**Fixes:**
- Fix network packet errors not appearing in the F3 screen
- Fix GLProxy error in multiplyer
- Fix dimension names
- Fix stuttering when moving through ungenerated chunks in 1.21.11 singleplayer
## Highlights:
- Multiple multiplayer fixes
- Fix stuttering in MC 1.21.11
- Add SSAO fading
## Full Changelog
**Additions:**
- SSAO fade out distance
- Defaults to 1600 blocks
- Done to prevent noise/banding at far render distances
<br/>
**Changes:**
- Lighting engine optimization for some situations
- Ignore chunk update events caused by world gen
<br/>
**Fixes:**
- Fix network packet errors not appearing in the F3 screen
- Fix GLProxy error in multiplyer
- Fix dimension names
- Fix stuttering when moving through ungenerated chunks in 1.21.11 singleplayer
## Highlights:
- Multiple multiplayer fixes
- Fix stuttering in MC 1.21.11
- Add SSAO fading
## Full Changelog
**Additions:**
- SSAO fade out distance
- Defaults to 1600 blocks
- Done to prevent noise/banding at far render distances
<br/>
**Changes:**
- Lighting engine optimization for some situations
- Ignore chunk update events caused by world gen
<br/>
**Fixes:**
- Fix network packet errors not appearing in the F3 screen
- Fix GLProxy error in multiplyer
- Fix dimension names
- Fix stuttering when moving through ungenerated chunks in 1.21.11 singleplayer
## Highlights:
- Multiple multiplayer fixes
- Fix stuttering in MC 1.21.11
- Add SSAO fading
## Full Changelog
**Additions:**
- SSAO fade out distance
- Defaults to 1600 blocks
- Done to prevent noise/banding at far render distances
<br/>
**Changes:**
- Lighting engine optimization for some situations
- Ignore chunk update events caused by world gen
<br/>
**Fixes:**
- Fix network packet errors not appearing in the F3 screen
- Fix GLProxy error in multiplyer
- Fix dimension names
- Fix stuttering when moving through ungenerated chunks in 1.21.11 singleplayer
## Highlights:
- Fix compatability with Axiom 5.2.1
- Fix multiplayer folder name not matching previous DH versions
- G1 GC message is now only in the logs instead of in the chat
## Full Changelog
**Changes:**
- Moved the G1 garbage collector message into the log
- Can still be disabled via config
- Improve initial library check
- If (De)compression can't be done DH will crash during startup instead of silently failing to render
<br/>
**Fixes:**
- Fix dimension names not including their namespaces
- IE: "minecraft@@overworld" vs "overworld"
- This should fix multiplayer saves not pointing to their old folders
- Fix crashing when Iris is present on Neo 1.21.11
- Fix LODs not fogging correctly when underwater
- Fix auto-update dialog message
- IE "INVALID MESSAGE WITH QUOTES: use the GRAVE ACCENT \x60 instead" will now show the proper message
## Highlights:
- Fix compatability with Axiom 5.2.1
- Fix multiplayer folder name not matching previous DH versions
- G1 GC message is now only in the logs instead of in the chat
## Full Changelog
**Changes:**
- Moved the G1 garbage collector message into the log
- Can still be disabled via config
- Improve initial library check
- If (De)compression can't be done DH will crash during startup instead of silently failing to render
<br/>
**Fixes:**
- Fix dimension names not including their namespaces
- IE: "minecraft@@overworld" vs "overworld"
- This should fix multiplayer saves not pointing to their old folders
- Fix crashing when Iris is present on Neo 1.21.11
- Fix LODs not fogging correctly when underwater
- Fix auto-update dialog message
- IE "INVALID MESSAGE WITH QUOTES: use the GRAVE ACCENT \x60 instead" will now show the proper message
## Highlights:
- Fix compatability with Axiom 5.2.1
- Fix multiplayer folder name not matching previous DH versions
- G1 GC message is now only in the logs instead of in the chat
## Full Changelog
**Changes:**
- Moved the G1 garbage collector message into the log
- Can still be disabled via config
- Improve initial library check
- If (De)compression can't be done DH will crash during startup instead of silently failing to render
<br/>
**Fixes:**
- Fix dimension names not including their namespaces
- IE: "minecraft@@overworld" vs "overworld"
- This should fix multiplayer saves not pointing to their old folders
- Fix crashing when Iris is present on Neo 1.21.11
- Fix LODs not fogging correctly when underwater
- Fix auto-update dialog message
- IE "INVALID MESSAGE WITH QUOTES: use the GRAVE ACCENT \x60 instead" will now show the proper message
## Highlights:
- Fix compatability with Axiom 5.2.1
- Fix multiplayer folder name not matching previous DH versions
- G1 GC message is now only in the logs instead of in the chat
## Full Changelog
**Changes:**
- Moved the G1 garbage collector message into the log
- Can still be disabled via config
- Improve initial library check
- If (De)compression can't be done DH will crash during startup instead of silently failing to render
<br/>
**Fixes:**
- Fix dimension names not including their namespaces
- IE: "minecraft@@overworld" vs "overworld"
- This should fix multiplayer saves not pointing to their old folders
- Fix crashing when Iris is present on Neo 1.21.11
- Fix LODs not fogging correctly when underwater
- Fix auto-update dialog message
- IE "INVALID MESSAGE WITH QUOTES: use the GRAVE ACCENT \x60 instead" will now show the proper message
## Highlights:
- Fix compatability with Axiom 5.2.1
- Fix multiplayer folder name not matching previous DH versions
- G1 GC message is now only in the logs instead of in the chat
## Full Changelog
**Changes:**
- Moved the G1 garbage collector message into the log
- Can still be disabled via config
- Improve initial library check
- If (De)compression can't be done DH will crash during startup instead of silently failing to render
<br/>
**Fixes:**
- Fix dimension names not including their namespaces
- IE: "minecraft@@overworld" vs "overworld"
- This should fix multiplayer saves not pointing to their old folders
- Fix crashing when Iris is present on Neo 1.21.11
- Fix LODs not fogging correctly when underwater
- Fix auto-update dialog message
- IE "INVALID MESSAGE WITH QUOTES: use the GRAVE ACCENT \x60 instead" will now show the proper message
## Highlights:
- Fix compatability with Axiom 5.2.1
- Fix multiplayer folder name not matching previous DH versions
- G1 GC message is now only in the logs instead of in the chat
## Full Changelog
**Changes:**
- Moved the G1 garbage collector message into the log
- Can still be disabled via config
- Improve initial library check
- If (De)compression can't be done DH will crash during startup instead of silently failing to render
<br/>
**Fixes:**
- Fix dimension names not including their namespaces
- IE: "minecraft@@overworld" vs "overworld"
- This should fix multiplayer saves not pointing to their old folders
- Fix crashing when Iris is present on Neo 1.21.11
- Fix LODs not fogging correctly when underwater
- Fix auto-update dialog message
- IE "INVALID MESSAGE WITH QUOTES: use the GRAVE ACCENT \x60 instead" will now show the proper message
## Highlights:
- Fix compatability with Axiom 5.2.1
- Fix multiplayer folder name not matching previous DH versions
- G1 GC message is now only in the logs instead of in the chat
## Full Changelog
**Changes:**
- Moved the G1 garbage collector message into the log
- Can still be disabled via config
- Improve initial library check
- If (De)compression can't be done DH will crash during startup instead of silently failing to render
<br/>
**Fixes:**
- Fix dimension names not including their namespaces
- IE: "minecraft@@overworld" vs "overworld"
- This should fix multiplayer saves not pointing to their old folders
- Fix crashing when Iris is present on Neo 1.21.11
- Fix LODs not fogging correctly when underwater
- Fix auto-update dialog message
- IE "INVALID MESSAGE WITH QUOTES: use the GRAVE ACCENT \x60 instead" will now show the proper message
## Highlights:
- Fix compatability with Axiom 5.2.1
- Fix multiplayer folder name not matching previous DH versions
- G1 GC message is now only in the logs instead of in the chat
## Full Changelog
**Changes:**
- Moved the G1 garbage collector message into the log
- Can still be disabled via config
- Improve initial library check
- If (De)compression can't be done DH will crash during startup instead of silently failing to render
<br/>
**Fixes:**
- Fix dimension names not including their namespaces
- IE: "minecraft@@overworld" vs "overworld"
- This should fix multiplayer saves not pointing to their old folders
- Fix crashing when Iris is present on Neo 1.21.11
- Fix LODs not fogging correctly when underwater
- Fix auto-update dialog message
- IE "INVALID MESSAGE WITH QUOTES: use the GRAVE ACCENT \x60 instead" will now show the proper message
## Highlights:
- Fix compatability with Axiom 5.2.1
- Fix multiplayer folder name not matching previous DH versions
- G1 GC message is now only in the logs instead of in the chat
## Full Changelog
**Changes:**
- Moved the G1 garbage collector message into the log
- Can still be disabled via config
- Improve initial library check
- If (De)compression can't be done DH will crash during startup instead of silently failing to render
<br/>
**Fixes:**
- Fix dimension names not including their namespaces
- IE: "minecraft@@overworld" vs "overworld"
- This should fix multiplayer saves not pointing to their old folders
- Fix crashing when Iris is present on Neo 1.21.11
- Fix LODs not fogging correctly when underwater
- Fix auto-update dialog message
- IE "INVALID MESSAGE WITH QUOTES: use the GRAVE ACCENT \x60 instead" will now show the proper message
## Highlights:
- Fix compatability with Axiom 5.2.1
- Fix multiplayer folder name not matching previous DH versions
- G1 GC message is now only in the logs instead of in the chat
## Full Changelog
**Changes:**
- Moved the G1 garbage collector message into the log
- Can still be disabled via config
- Improve initial library check
- If (De)compression can't be done DH will crash during startup instead of silently failing to render
<br/>
**Fixes:**
- Fix dimension names not including their namespaces
- IE: "minecraft@@overworld" vs "overworld"
- This should fix multiplayer saves not pointing to their old folders
- Fix crashing when Iris is present on Neo 1.21.11
- Fix LODs not fogging correctly when underwater
- Fix auto-update dialog message
- IE "INVALID MESSAGE WITH QUOTES: use the GRAVE ACCENT \x60 instead" will now show the proper message
## Highlights:
- Fix compatability with Axiom 5.2.1
- Fix multiplayer folder name not matching previous DH versions
- G1 GC message is now only in the logs instead of in the chat
## Full Changelog
**Changes:**
- Moved the G1 garbage collector message into the log
- Can still be disabled via config
- Improve initial library check
- If (De)compression can't be done DH will crash during startup instead of silently failing to render
<br/>
**Fixes:**
- Fix dimension names not including their namespaces
- IE: "minecraft@@overworld" vs "overworld"
- This should fix multiplayer saves not pointing to their old folders
- Fix crashing when Iris is present on Neo 1.21.11
- Fix LODs not fogging correctly when underwater
- Fix auto-update dialog message
- IE "INVALID MESSAGE WITH QUOTES: use the GRAVE ACCENT \x60 instead" will now show the proper message
## Highlights:
- Fix compatability with Axiom 5.2.1
- Fix multiplayer folder name not matching previous DH versions
- G1 GC message is now only in the logs instead of in the chat
## Full Changelog
**Changes:**
- Moved the G1 garbage collector message into the log
- Can still be disabled via config
- Improve initial library check
- If (De)compression can't be done DH will crash during startup instead of silently failing to render
<br/>
**Fixes:**
- Fix dimension names not including their namespaces
- IE: "minecraft@@overworld" vs "overworld"
- This should fix multiplayer saves not pointing to their old folders
- Fix crashing when Iris is present on Neo 1.21.11
- Fix LODs not fogging correctly when underwater
- Fix auto-update dialog message
- IE "INVALID MESSAGE WITH QUOTES: use the GRAVE ACCENT \x60 instead" will now show the proper message
## Highlights:
- Fix compatability with Axiom 5.2.1
- Fix multiplayer folder name not matching previous DH versions
- G1 GC message is now only in the logs instead of in the chat
## Full Changelog
**Changes:**
- Moved the G1 garbage collector message into the log
- Can still be disabled via config
- Improve initial library check
- If (De)compression can't be done DH will crash during startup instead of silently failing to render
<br/>
**Fixes:**
- Fix dimension names not including their namespaces
- IE: "minecraft@@overworld" vs "overworld"
- This should fix multiplayer saves not pointing to their old folders
- Fix crashing when Iris is present on Neo 1.21.11
- Fix LODs not fogging correctly when underwater
- Fix auto-update dialog message
- IE "INVALID MESSAGE WITH QUOTES: use the GRAVE ACCENT \x60 instead" will now show the proper message
## Highlights:
- Fix compatability with Axiom 5.2.1
- Fix multiplayer folder name not matching previous DH versions
- G1 GC message is now only in the logs instead of in the chat
## Full Changelog
**Changes:**
- Moved the G1 garbage collector message into the log
- Can still be disabled via config
- Improve initial library check
- If (De)compression can't be done DH will crash during startup instead of silently failing to render
<br/>
**Fixes:**
- Fix dimension names not including their namespaces
- IE: "minecraft@@overworld" vs "overworld"
- This should fix multiplayer saves not pointing to their old folders
- Fix crashing when Iris is present on Neo 1.21.11
- Fix LODs not fogging correctly when underwater
- Fix auto-update dialog message
- IE "INVALID MESSAGE WITH QUOTES: use the GRAVE ACCENT \x60 instead" will now show the proper message
## Highlights:
- Fix compatability with Axiom 5.2.1
- Fix multiplayer folder name not matching previous DH versions
- G1 GC message is now only in the logs instead of in the chat
## Full Changelog
**Changes:**
- Moved the G1 garbage collector message into the log
- Can still be disabled via config
- Improve initial library check
- If (De)compression can't be done DH will crash during startup instead of silently failing to render
<br/>
**Fixes:**
- Fix dimension names not including their namespaces
- IE: "minecraft@@overworld" vs "overworld"
- This should fix multiplayer saves not pointing to their old folders
- Fix crashing when Iris is present on Neo 1.21.11
- Fix LODs not fogging correctly when underwater
- Fix auto-update dialog message
- IE "INVALID MESSAGE WITH QUOTES: use the GRAVE ACCENT \x60 instead" will now show the proper message
## Highlights:
- Fix compatability with Axiom 5.2.1
- Fix multiplayer folder name not matching previous DH versions
- G1 GC message is now only in the logs instead of in the chat
## Full Changelog
**Changes:**
- Moved the G1 garbage collector message into the log
- Can still be disabled via config
- Improve initial library check
- If (De)compression can't be done DH will crash during startup instead of silently failing to render
<br/>
**Fixes:**
- Fix dimension names not including their namespaces
- IE: "minecraft@@overworld" vs "overworld"
- This should fix multiplayer saves not pointing to their old folders
- Fix crashing when Iris is present on Neo 1.21.11
- Fix LODs not fogging correctly when underwater
- Fix auto-update dialog message
- IE "INVALID MESSAGE WITH QUOTES: use the GRAVE ACCENT \x60 instead" will now show the proper message
## Highlights:
- Fix compatability with Axiom 5.2.1
- Fix multiplayer folder name not matching previous DH versions
- G1 GC message is now only in the logs instead of in the chat
## Full Changelog
**Changes:**
- Moved the G1 garbage collector message into the log
- Can still be disabled via config
- Improve initial library check
- If (De)compression can't be done DH will crash during startup instead of silently failing to render
<br/>
**Fixes:**
- Fix dimension names not including their namespaces
- IE: "minecraft@@overworld" vs "overworld"
- This should fix multiplayer saves not pointing to their old folders
- Fix crashing when Iris is present on Neo 1.21.11
- Fix LODs not fogging correctly when underwater
- Fix auto-update dialog message
- IE "INVALID MESSAGE WITH QUOTES: use the GRAVE ACCENT \x60 instead" will now show the proper message
## Highlights:
- Fix compatability with Axiom 5.2.1
- Fix multiplayer folder name not matching previous DH versions
- G1 GC message is now only in the logs instead of in the chat
## Full Changelog
**Changes:**
- Moved the G1 garbage collector message into the log
- Can still be disabled via config
- Improve initial library check
- If (De)compression can't be done DH will crash during startup instead of silently failing to render
<br/>
**Fixes:**
- Fix dimension names not including their namespaces
- IE: "minecraft@@overworld" vs "overworld"
- This should fix multiplayer saves not pointing to their old folders
- Fix crashing when Iris is present on Neo 1.21.11
- Fix LODs not fogging correctly when underwater
- Fix auto-update dialog message
- IE "INVALID MESSAGE WITH QUOTES: use the GRAVE ACCENT \x60 instead" will now show the proper message
## Highlights:
- Fix LODs not rendering when Axiom is present
- Fix some rendering issues when using Oculus
## Full Changelog
**Additions:**
- Print a warning in chat if the default G1 GC garbage collector is used
- This garbage collector is known to cause FPS stuttering
- This can be disabledd in the config menu
<br/>
**Changes/Fixes:**
- Shade in the ZStd compression library to prevent compatability issues
- Fixes DH rendering when used alongsize Axiom
- Thanks pshsh!
- Replace DH ticks with a timer
- DH will now load LODs when MC ticks are paused (IE during a replay)
- Fix some shader issues when using Oculus
- Note: some features may only be partially functional (IE shadowpass culling counts are wrong)
## Highlights:
- Fix LODs not rendering when Axiom is present
- Fix some rendering issues when using Oculus
## Full Changelog
**Additions:**
- Print a warning in chat if the default G1 GC garbage collector is used
- This garbage collector is known to cause FPS stuttering
- This can be disabledd in the config menu
<br/>
**Changes/Fixes:**
- Shade in the ZStd compression library to prevent compatability issues
- Fixes DH rendering when used alongsize Axiom
- Thanks pshsh!
- Replace DH ticks with a timer
- DH will now load LODs when MC ticks are paused (IE during a replay)
- Fix some shader issues when using Oculus
- Note: some features may only be partially functional (IE shadowpass culling counts are wrong)
## Highlights:
- Fix LODs not rendering when Axiom is present
- Fix some rendering issues when using Oculus
## Full Changelog
**Additions:**
- Print a warning in chat if the default G1 GC garbage collector is used
- This garbage collector is known to cause FPS stuttering
- This can be disabledd in the config menu
<br/>
**Changes/Fixes:**
- Shade in the ZStd compression library to prevent compatability issues
- Fixes DH rendering when used alongsize Axiom
- Thanks pshsh!
- Replace DH ticks with a timer
- DH will now load LODs when MC ticks are paused (IE during a replay)
- Fix some shader issues when using Oculus
- Note: some features may only be partially functional (IE shadowpass culling counts are wrong)
## Highlights:
- Fix LODs not rendering when Axiom is present
- Fix some rendering issues when using Oculus
## Full Changelog
**Additions:**
- Print a warning in chat if the default G1 GC garbage collector is used
- This garbage collector is known to cause FPS stuttering
- This can be disabledd in the config menu
<br/>
**Changes/Fixes:**
- Shade in the ZStd compression library to prevent compatability issues
- Fixes DH rendering when used alongsize Axiom
- Thanks pshsh!
- Replace DH ticks with a timer
- DH will now load LODs when MC ticks are paused (IE during a replay)
- Fix some shader issues when using Oculus
- Note: some features may only be partially functional (IE shadowpass culling counts are wrong)
## Highlights:
- Fix LODs not rendering when Axiom is present
- Fix some rendering issues when using Oculus
## Full Changelog
**Additions:**
- Print a warning in chat if the default G1 GC garbage collector is used
- This garbage collector is known to cause FPS stuttering
- This can be disabledd in the config menu
<br/>
**Changes/Fixes:**
- Shade in the ZStd compression library to prevent compatability issues
- Fixes DH rendering when used alongsize Axiom
- Thanks pshsh!
- Replace DH ticks with a timer
- DH will now load LODs when MC ticks are paused (IE during a replay)
- Fix some shader issues when using Oculus
- Note: some features may only be partially functional (IE shadowpass culling counts are wrong)
## Highlights:
- Fix LODs not rendering when Axiom is present
- Fix some rendering issues when using Oculus
## Full Changelog
**Additions:**
- Print a warning in chat if the default G1 GC garbage collector is used
- This garbage collector is known to cause FPS stuttering
- This can be disabledd in the config menu
<br/>
**Changes/Fixes:**
- Shade in the ZStd compression library to prevent compatability issues
- Fixes DH rendering when used alongsize Axiom
- Thanks pshsh!
- Replace DH ticks with a timer
- DH will now load LODs when MC ticks are paused (IE during a replay)
- Fix some shader issues when using Oculus
- Note: some features may only be partially functional (IE shadowpass culling counts are wrong)
## Highlights:
- Fix LODs not rendering when Axiom is present
- Fix some rendering issues when using Oculus
## Full Changelog
**Additions:**
- Print a warning in chat if the default G1 GC garbage collector is used
- This garbage collector is known to cause FPS stuttering
- This can be disabledd in the config menu
<br/>
**Changes/Fixes:**
- Shade in the ZStd compression library to prevent compatability issues
- Fixes DH rendering when used alongsize Axiom
- Thanks pshsh!
- Replace DH ticks with a timer
- DH will now load LODs when MC ticks are paused (IE during a replay)
- Fix some shader issues when using Oculus
- Note: some features may only be partially functional (IE shadowpass culling counts are wrong)
## Highlights:
- Fix LODs not rendering when Axiom is present
- Fix some rendering issues when using Oculus
## Full Changelog
**Additions:**
- Print a warning in chat if the default G1 GC garbage collector is used
- This garbage collector is known to cause FPS stuttering
- This can be disabledd in the config menu
<br/>
**Changes/Fixes:**
- Shade in the ZStd compression library to prevent compatability issues
- Fixes DH rendering when used alongsize Axiom
- Thanks pshsh!
- Replace DH ticks with a timer
- DH will now load LODs when MC ticks are paused (IE during a replay)
- Fix some shader issues when using Oculus
- Note: some features may only be partially functional (IE shadowpass culling counts are wrong)
## Highlights:
- Fix LODs not rendering when Axiom is present
- Fix some rendering issues when using Oculus
## Full Changelog
**Additions:**
- Print a warning in chat if the default G1 GC garbage collector is used
- This garbage collector is known to cause FPS stuttering
- This can be disabledd in the config menu
<br/>
**Changes/Fixes:**
- Shade in the ZStd compression library to prevent compatability issues
- Fixes DH rendering when used alongsize Axiom
- Thanks pshsh!
- Replace DH ticks with a timer
- DH will now load LODs when MC ticks are paused (IE during a replay)
- Fix some shader issues when using Oculus
- Note: some features may only be partially functional (IE shadowpass culling counts are wrong)
## Highlights:
- Fix LODs not rendering when Axiom is present
- Fix some rendering issues when using Oculus
## Full Changelog
**Additions:**
- Print a warning in chat if the default G1 GC garbage collector is used
- This garbage collector is known to cause FPS stuttering
- This can be disabledd in the config menu
<br/>
**Changes/Fixes:**
- Shade in the ZStd compression library to prevent compatability issues
- Fixes DH rendering when used alongsize Axiom
- Thanks pshsh!
- Replace DH ticks with a timer
- DH will now load LODs when MC ticks are paused (IE during a replay)
- Fix some shader issues when using Oculus
- Note: some features may only be partially functional (IE shadowpass culling counts are wrong)
## Highlights:
- Fix LODs not rendering when Axiom is present
- Fix some rendering issues when using Oculus
## Full Changelog
**Additions:**
- Print a warning in chat if the default G1 GC garbage collector is used
- This garbage collector is known to cause FPS stuttering
- This can be disabledd in the config menu
<br/>
**Changes/Fixes:**
- Shade in the ZStd compression library to prevent compatability issues
- Fixes DH rendering when used alongsize Axiom
- Thanks pshsh!
- Replace DH ticks with a timer
- DH will now load LODs when MC ticks are paused (IE during a replay)
- Fix some shader issues when using Oculus
- Note: some features may only be partially functional (IE shadowpass culling counts are wrong)
## Highlights:
- Fix LODs not rendering when Axiom is present
- Fix some rendering issues when using Oculus
## Full Changelog
**Additions:**
- Print a warning in chat if the default G1 GC garbage collector is used
- This garbage collector is known to cause FPS stuttering
- This can be disabledd in the config menu
<br/>
**Changes/Fixes:**
- Shade in the ZStd compression library to prevent compatability issues
- Fixes DH rendering when used alongsize Axiom
- Thanks pshsh!
- Replace DH ticks with a timer
- DH will now load LODs when MC ticks are paused (IE during a replay)
- Fix some shader issues when using Oculus
- Note: some features may only be partially functional (IE shadowpass culling counts are wrong)
## Highlights:
- Fix LODs not rendering when Axiom is present
- Fix some rendering issues when using Oculus
## Full Changelog
**Additions:**
- Print a warning in chat if the default G1 GC garbage collector is used
- This garbage collector is known to cause FPS stuttering
- This can be disabledd in the config menu
<br/>
**Changes/Fixes:**
- Shade in the ZStd compression library to prevent compatability issues
- Fixes DH rendering when used alongsize Axiom
- Thanks pshsh!
- Replace DH ticks with a timer
- DH will now load LODs when MC ticks are paused (IE during a replay)
- Fix some shader issues when using Oculus
- Note: some features may only be partially functional (IE shadowpass culling counts are wrong)
## Highlights:
- Fix LODs not rendering when Axiom is present
- Fix some rendering issues when using Oculus
## Full Changelog
**Additions:**
- Print a warning in chat if the default G1 GC garbage collector is used
- This garbage collector is known to cause FPS stuttering
- This can be disabledd in the config menu
<br/>
**Changes/Fixes:**
- Shade in the ZStd compression library to prevent compatability issues
- Fixes DH rendering when used alongsize Axiom
- Thanks pshsh!
- Replace DH ticks with a timer
- DH will now load LODs when MC ticks are paused (IE during a replay)
- Fix some shader issues when using Oculus
- Note: some features may only be partially functional (IE shadowpass culling counts are wrong)
## Highlights:
- Fix LODs not rendering when Axiom is present
- Fix some rendering issues when using Oculus
## Full Changelog
**Additions:**
- Print a warning in chat if the default G1 GC garbage collector is used
- This garbage collector is known to cause FPS stuttering
- This can be disabledd in the config menu
<br/>
**Changes/Fixes:**
- Shade in the ZStd compression library to prevent compatability issues
- Fixes DH rendering when used alongsize Axiom
- Thanks pshsh!
- Replace DH ticks with a timer
- DH will now load LODs when MC ticks are paused (IE during a replay)
- Fix some shader issues when using Oculus
- Note: some features may only be partially functional (IE shadowpass culling counts are wrong)
## Highlights:
- Fix LODs not rendering when Axiom is present
- Fix some rendering issues when using Oculus
## Full Changelog
**Additions:**
- Print a warning in chat if the default G1 GC garbage collector is used
- This garbage collector is known to cause FPS stuttering
- This can be disabledd in the config menu
<br/>
**Changes/Fixes:**
- Shade in the ZStd compression library to prevent compatability issues
- Fixes DH rendering when used alongsize Axiom
- Thanks pshsh!
- Replace DH ticks with a timer
- DH will now load LODs when MC ticks are paused (IE during a replay)
- Fix some shader issues when using Oculus
- Note: some features may only be partially functional (IE shadowpass culling counts are wrong)
## Highlights:
- Fix LODs not rendering when Axiom is present
- Fix some rendering issues when using Oculus
## Full Changelog
**Additions:**
- Print a warning in chat if the default G1 GC garbage collector is used
- This garbage collector is known to cause FPS stuttering
- This can be disabledd in the config menu
<br/>
**Changes/Fixes:**
- Shade in the ZStd compression library to prevent compatability issues
- Fixes DH rendering when used alongsize Axiom
- Thanks pshsh!
- Replace DH ticks with a timer
- DH will now load LODs when MC ticks are paused (IE during a replay)
- Fix some shader issues when using Oculus
- Note: some features may only be partially functional (IE shadowpass culling counts are wrong)
## Highlights:
- Fix LODs not rendering when Axiom is present
- Fix some rendering issues when using Oculus
## Full Changelog
**Additions:**
- Print a warning in chat if the default G1 GC garbage collector is used
- This garbage collector is known to cause FPS stuttering
- This can be disabledd in the config menu
<br/>
**Changes/Fixes:**
- Shade in the ZStd compression library to prevent compatability issues
- Fixes DH rendering when used alongsize Axiom
- Thanks pshsh!
- Replace DH ticks with a timer
- DH will now load LODs when MC ticks are paused (IE during a replay)
- Fix some shader issues when using Oculus
- Note: some features may only be partially functional (IE shadowpass culling counts are wrong)
## Highlights:
- Up API version 4.1.0 -> 5.0.0
- Loading pre-existing LODs improved by about 5x
- Importing pre-existing chunks improved by about 20x
- Decreased new database size by about 40% (existing databases will be unaffected)
## Full Changelog
**Additions:**
- Added MC 1.21.11 support
- Add far clip fading
- DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
- disabled on lower graphics configs
- Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
- this can be disabled in the graphics config
<br/>
**Improvements:**
- Improved occlusion culling on saved LOD data
- thanks Scaevolus
- Massively improved importing existing worlds speed (roughly a 20x speed improvement)
- Optimize biome color handling
- Improve LOD loading speed (roughly a 5x speed improvement)
- Improve compressor speed
- Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
- Reduce database size
- Add var int encoding
- thanks Scaevolus
- Speed up world shutdown time
- Improve logging/messaging for corrupted databases
<br/>
**Changes:**
- Up API version 4.1.0 -> 5.0.0
- Sepearted file/chat log configs
- Replace Z_STD stream compression with block compression
- Change DB format version 1 -> 2
- adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
- Dont render snow as an additional block above the ground
- trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
- Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
- Remove some unneeded log messages
- Add thread pool priority config
- Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
- Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME
<br/>
**Bug Fixes:**
- Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
- Fix changing render distance causing issues with Iris
- LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
- Fix generating chunks on pre-generated worlds
- this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
- Fix a crash with Reploy mod during shutdown
- Fix Iris not setting face culling in the MC state manager
- Fix biome blending causing grids and/or incorrect colors
- Fix /dh command being deleted after reloading
- thanks Acuadragon100
- Fix world gen stopping when MC is paused
- DH now uses local timers instead of MC server/client ticks
- Fix some Iris issues on NeoForge
- Oculus will still have these issues
- Fix handling of empty server keys
- fix debug LOD only mode when transparency is disabled
<br/>
**Removals:**
- Compression config option
- Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.
## Highlights:
- Up API version 4.1.0 -> 5.0.0
- Loading pre-existing LODs improved by about 5x
- Importing pre-existing chunks improved by about 20x
- Decreased new database size by about 40% (existing databases will be unaffected)
## Full Changelog
**Additions:**
- Added MC 1.21.11 support
- Add far clip fading
- DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
- disabled on lower graphics configs
- Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
- this can be disabled in the graphics config
<br/>
**Improvements:**
- Improved occlusion culling on saved LOD data
- thanks Scaevolus
- Massively improved importing existing worlds speed (roughly a 20x speed improvement)
- Optimize biome color handling
- Improve LOD loading speed (roughly a 5x speed improvement)
- Improve compressor speed
- Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
- Reduce database size
- Add var int encoding
- thanks Scaevolus
- Speed up world shutdown time
- Improve logging/messaging for corrupted databases
<br/>
**Changes:**
- Up API version 4.1.0 -> 5.0.0
- Sepearted file/chat log configs
- Replace Z_STD stream compression with block compression
- Change DB format version 1 -> 2
- adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
- Dont render snow as an additional block above the ground
- trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
- Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
- Remove some unneeded log messages
- Add thread pool priority config
- Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
- Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME
<br/>
**Bug Fixes:**
- Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
- Fix changing render distance causing issues with Iris
- LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
- Fix generating chunks on pre-generated worlds
- this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
- Fix a crash with Reploy mod during shutdown
- Fix Iris not setting face culling in the MC state manager
- Fix biome blending causing grids and/or incorrect colors
- Fix /dh command being deleted after reloading
- thanks Acuadragon100
- Fix world gen stopping when MC is paused
- DH now uses local timers instead of MC server/client ticks
- Fix some Iris issues on NeoForge
- Oculus will still have these issues
- Fix handling of empty server keys
- fix debug LOD only mode when transparency is disabled
<br/>
**Removals:**
- Compression config option
- Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.
## Highlights:
- Up API version 4.1.0 -> 5.0.0
- Loading pre-existing LODs improved by about 5x
- Importing pre-existing chunks improved by about 20x
- Decreased new database size by about 40% (existing databases will be unaffected)
## Full Changelog
**Additions:**
- Added MC 1.21.11 support
- Add far clip fading
- DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
- disabled on lower graphics configs
- Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
- this can be disabled in the graphics config
<br/>
**Improvements:**
- Improved occlusion culling on saved LOD data
- thanks Scaevolus
- Massively improved importing existing worlds speed (roughly a 20x speed improvement)
- Optimize biome color handling
- Improve LOD loading speed (roughly a 5x speed improvement)
- Improve compressor speed
- Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
- Reduce database size
- Add var int encoding
- thanks Scaevolus
- Speed up world shutdown time
- Improve logging/messaging for corrupted databases
<br/>
**Changes:**
- Up API version 4.1.0 -> 5.0.0
- Sepearted file/chat log configs
- Replace Z_STD stream compression with block compression
- Change DB format version 1 -> 2
- adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
- Dont render snow as an additional block above the ground
- trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
- Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
- Remove some unneeded log messages
- Add thread pool priority config
- Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
- Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME
<br/>
**Bug Fixes:**
- Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
- Fix changing render distance causing issues with Iris
- LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
- Fix generating chunks on pre-generated worlds
- this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
- Fix a crash with Reploy mod during shutdown
- Fix Iris not setting face culling in the MC state manager
- Fix biome blending causing grids and/or incorrect colors
- Fix /dh command being deleted after reloading
- thanks Acuadragon100
- Fix world gen stopping when MC is paused
- DH now uses local timers instead of MC server/client ticks
- Fix some Iris issues on NeoForge
- Oculus will still have these issues
- Fix handling of empty server keys
- fix debug LOD only mode when transparency is disabled
<br/>
**Removals:**
- Compression config option
- Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.
## Highlights:
- Up API version 4.1.0 -> 5.0.0
- Loading pre-existing LODs improved by about 5x
- Importing pre-existing chunks improved by about 20x
- Decreased new database size by about 40% (existing databases will be unaffected)
## Full Changelog
**Additions:**
- Added MC 1.21.11 support
- Add far clip fading
- DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
- disabled on lower graphics configs
- Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
- this can be disabled in the graphics config
<br/>
**Improvements:**
- Improved occlusion culling on saved LOD data
- thanks Scaevolus
- Massively improved importing existing worlds speed (roughly a 20x speed improvement)
- Optimize biome color handling
- Improve LOD loading speed (roughly a 5x speed improvement)
- Improve compressor speed
- Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
- Reduce database size
- Add var int encoding
- thanks Scaevolus
- Speed up world shutdown time
- Improve logging/messaging for corrupted databases
<br/>
**Changes:**
- Up API version 4.1.0 -> 5.0.0
- Sepearted file/chat log configs
- Replace Z_STD stream compression with block compression
- Change DB format version 1 -> 2
- adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
- Dont render snow as an additional block above the ground
- trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
- Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
- Remove some unneeded log messages
- Add thread pool priority config
- Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
- Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME
<br/>
**Bug Fixes:**
- Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
- Fix changing render distance causing issues with Iris
- LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
- Fix generating chunks on pre-generated worlds
- this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
- Fix a crash with Reploy mod during shutdown
- Fix Iris not setting face culling in the MC state manager
- Fix biome blending causing grids and/or incorrect colors
- Fix /dh command being deleted after reloading
- thanks Acuadragon100
- Fix world gen stopping when MC is paused
- DH now uses local timers instead of MC server/client ticks
- Fix some Iris issues on NeoForge
- Oculus will still have these issues
- Fix handling of empty server keys
- fix debug LOD only mode when transparency is disabled
<br/>
**Removals:**
- Compression config option
- Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.
## Highlights:
- Up API version 4.1.0 -> 5.0.0
- Loading pre-existing LODs improved by about 5x
- Importing pre-existing chunks improved by about 20x
- Decreased new database size by about 40% (existing databases will be unaffected)
## Full Changelog
**Additions:**
- Added MC 1.21.11 support
- Add far clip fading
- DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
- disabled on lower graphics configs
- Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
- this can be disabled in the graphics config
<br/>
**Improvements:**
- Improved occlusion culling on saved LOD data
- thanks Scaevolus
- Massively improved importing existing worlds speed (roughly a 20x speed improvement)
- Optimize biome color handling
- Improve LOD loading speed (roughly a 5x speed improvement)
- Improve compressor speed
- Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
- Reduce database size
- Add var int encoding
- thanks Scaevolus
- Speed up world shutdown time
- Improve logging/messaging for corrupted databases
<br/>
**Changes:**
- Up API version 4.1.0 -> 5.0.0
- Sepearted file/chat log configs
- Replace Z_STD stream compression with block compression
- Change DB format version 1 -> 2
- adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
- Dont render snow as an additional block above the ground
- trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
- Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
- Remove some unneeded log messages
- Add thread pool priority config
- Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
- Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME
<br/>
**Bug Fixes:**
- Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
- Fix changing render distance causing issues with Iris
- LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
- Fix generating chunks on pre-generated worlds
- this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
- Fix a crash with Reploy mod during shutdown
- Fix Iris not setting face culling in the MC state manager
- Fix biome blending causing grids and/or incorrect colors
- Fix /dh command being deleted after reloading
- thanks Acuadragon100
- Fix world gen stopping when MC is paused
- DH now uses local timers instead of MC server/client ticks
- Fix some Iris issues on NeoForge
- Oculus will still have these issues
- Fix handling of empty server keys
- fix debug LOD only mode when transparency is disabled
<br/>
**Removals:**
- Compression config option
- Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.
## Highlights:
- Up API version 4.1.0 -> 5.0.0
- Loading pre-existing LODs improved by about 5x
- Importing pre-existing chunks improved by about 20x
- Decreased new database size by about 40% (existing databases will be unaffected)
## Full Changelog
**Additions:**
- Added MC 1.21.11 support
- Add far clip fading
- DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
- disabled on lower graphics configs
- Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
- this can be disabled in the graphics config
<br/>
**Improvements:**
- Improved occlusion culling on saved LOD data
- thanks Scaevolus
- Massively improved importing existing worlds speed (roughly a 20x speed improvement)
- Optimize biome color handling
- Improve LOD loading speed (roughly a 5x speed improvement)
- Improve compressor speed
- Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
- Reduce database size
- Add var int encoding
- thanks Scaevolus
- Speed up world shutdown time
- Improve logging/messaging for corrupted databases
<br/>
**Changes:**
- Up API version 4.1.0 -> 5.0.0
- Sepearted file/chat log configs
- Replace Z_STD stream compression with block compression
- Change DB format version 1 -> 2
- adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
- Dont render snow as an additional block above the ground
- trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
- Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
- Remove some unneeded log messages
- Add thread pool priority config
- Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
- Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME
<br/>
**Bug Fixes:**
- Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
- Fix changing render distance causing issues with Iris
- LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
- Fix generating chunks on pre-generated worlds
- this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
- Fix a crash with Reploy mod during shutdown
- Fix Iris not setting face culling in the MC state manager
- Fix biome blending causing grids and/or incorrect colors
- Fix /dh command being deleted after reloading
- thanks Acuadragon100
- Fix world gen stopping when MC is paused
- DH now uses local timers instead of MC server/client ticks
- Fix some Iris issues on NeoForge
- Oculus will still have these issues
- Fix handling of empty server keys
- fix debug LOD only mode when transparency is disabled
<br/>
**Removals:**
- Compression config option
- Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.
## Highlights:
- Up API version 4.1.0 -> 5.0.0
- Loading pre-existing LODs improved by about 5x
- Importing pre-existing chunks improved by about 20x
- Decreased new database size by about 40% (existing databases will be unaffected)
## Full Changelog
**Additions:**
- Added MC 1.21.11 support
- Add far clip fading
- DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
- disabled on lower graphics configs
- Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
- this can be disabled in the graphics config
<br/>
**Improvements:**
- Improved occlusion culling on saved LOD data
- thanks Scaevolus
- Massively improved importing existing worlds speed (roughly a 20x speed improvement)
- Optimize biome color handling
- Improve LOD loading speed (roughly a 5x speed improvement)
- Improve compressor speed
- Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
- Reduce database size
- Add var int encoding
- thanks Scaevolus
- Speed up world shutdown time
- Improve logging/messaging for corrupted databases
<br/>
**Changes:**
- Up API version 4.1.0 -> 5.0.0
- Sepearted file/chat log configs
- Replace Z_STD stream compression with block compression
- Change DB format version 1 -> 2
- adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
- Dont render snow as an additional block above the ground
- trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
- Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
- Remove some unneeded log messages
- Add thread pool priority config
- Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
- Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME
<br/>
**Bug Fixes:**
- Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
- Fix changing render distance causing issues with Iris
- LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
- Fix generating chunks on pre-generated worlds
- this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
- Fix a crash with Reploy mod during shutdown
- Fix Iris not setting face culling in the MC state manager
- Fix biome blending causing grids and/or incorrect colors
- Fix /dh command being deleted after reloading
- thanks Acuadragon100
- Fix world gen stopping when MC is paused
- DH now uses local timers instead of MC server/client ticks
- Fix some Iris issues on NeoForge
- Oculus will still have these issues
- Fix handling of empty server keys
- fix debug LOD only mode when transparency is disabled
<br/>
**Removals:**
- Compression config option
- Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.
## Highlights:
- Up API version 4.1.0 -> 5.0.0
- Loading pre-existing LODs improved by about 5x
- Importing pre-existing chunks improved by about 20x
- Decreased new database size by about 40% (existing databases will be unaffected)
## Full Changelog
**Additions:**
- Added MC 1.21.11 support
- Add far clip fading
- DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
- disabled on lower graphics configs
- Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
- this can be disabled in the graphics config
<br/>
**Improvements:**
- Improved occlusion culling on saved LOD data
- thanks Scaevolus
- Massively improved importing existing worlds speed (roughly a 20x speed improvement)
- Optimize biome color handling
- Improve LOD loading speed (roughly a 5x speed improvement)
- Improve compressor speed
- Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
- Reduce database size
- Add var int encoding
- thanks Scaevolus
- Speed up world shutdown time
- Improve logging/messaging for corrupted databases
<br/>
**Changes:**
- Up API version 4.1.0 -> 5.0.0
- Sepearted file/chat log configs
- Replace Z_STD stream compression with block compression
- Change DB format version 1 -> 2
- adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
- Dont render snow as an additional block above the ground
- trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
- Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
- Remove some unneeded log messages
- Add thread pool priority config
- Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
- Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME
<br/>
**Bug Fixes:**
- Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
- Fix changing render distance causing issues with Iris
- LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
- Fix generating chunks on pre-generated worlds
- this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
- Fix a crash with Reploy mod during shutdown
- Fix Iris not setting face culling in the MC state manager
- Fix biome blending causing grids and/or incorrect colors
- Fix /dh command being deleted after reloading
- thanks Acuadragon100
- Fix world gen stopping when MC is paused
- DH now uses local timers instead of MC server/client ticks
- Fix some Iris issues on NeoForge
- Oculus will still have these issues
- Fix handling of empty server keys
- fix debug LOD only mode when transparency is disabled
<br/>
**Removals:**
- Compression config option
- Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.
## Highlights:
- Up API version 4.1.0 -> 5.0.0
- Loading pre-existing LODs improved by about 5x
- Importing pre-existing chunks improved by about 20x
- Decreased new database size by about 40% (existing databases will be unaffected)
## Full Changelog
**Additions:**
- Added MC 1.21.11 support
- Add far clip fading
- DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
- disabled on lower graphics configs
- Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
- this can be disabled in the graphics config
<br/>
**Improvements:**
- Improved occlusion culling on saved LOD data
- thanks Scaevolus
- Massively improved importing existing worlds speed (roughly a 20x speed improvement)
- Optimize biome color handling
- Improve LOD loading speed (roughly a 5x speed improvement)
- Improve compressor speed
- Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
- Reduce database size
- Add var int encoding
- thanks Scaevolus
- Speed up world shutdown time
- Improve logging/messaging for corrupted databases
<br/>
**Changes:**
- Up API version 4.1.0 -> 5.0.0
- Sepearted file/chat log configs
- Replace Z_STD stream compression with block compression
- Change DB format version 1 -> 2
- adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
- Dont render snow as an additional block above the ground
- trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
- Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
- Remove some unneeded log messages
- Add thread pool priority config
- Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
- Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME
<br/>
**Bug Fixes:**
- Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
- Fix changing render distance causing issues with Iris
- LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
- Fix generating chunks on pre-generated worlds
- this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
- Fix a crash with Reploy mod during shutdown
- Fix Iris not setting face culling in the MC state manager
- Fix biome blending causing grids and/or incorrect colors
- Fix /dh command being deleted after reloading
- thanks Acuadragon100
- Fix world gen stopping when MC is paused
- DH now uses local timers instead of MC server/client ticks
- Fix some Iris issues on NeoForge
- Oculus will still have these issues
- Fix handling of empty server keys
- fix debug LOD only mode when transparency is disabled
<br/>
**Removals:**
- Compression config option
- Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.
## Highlights:
- Up API version 4.1.0 -> 5.0.0
- Loading pre-existing LODs improved by about 5x
- Importing pre-existing chunks improved by about 20x
- Decreased new database size by about 40% (existing databases will be unaffected)
## Full Changelog
**Additions:**
- Added MC 1.21.11 support
- Add far clip fading
- DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
- disabled on lower graphics configs
- Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
- this can be disabled in the graphics config
<br/>
**Improvements:**
- Improved occlusion culling on saved LOD data
- thanks Scaevolus
- Massively improved importing existing worlds speed (roughly a 20x speed improvement)
- Optimize biome color handling
- Improve LOD loading speed (roughly a 5x speed improvement)
- Improve compressor speed
- Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
- Reduce database size
- Add var int encoding
- thanks Scaevolus
- Speed up world shutdown time
- Improve logging/messaging for corrupted databases
<br/>
**Changes:**
- Up API version 4.1.0 -> 5.0.0
- Sepearted file/chat log configs
- Replace Z_STD stream compression with block compression
- Change DB format version 1 -> 2
- adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
- Dont render snow as an additional block above the ground
- trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
- Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
- Remove some unneeded log messages
- Add thread pool priority config
- Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
- Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME
<br/>
**Bug Fixes:**
- Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
- Fix changing render distance causing issues with Iris
- LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
- Fix generating chunks on pre-generated worlds
- this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
- Fix a crash with Reploy mod during shutdown
- Fix Iris not setting face culling in the MC state manager
- Fix biome blending causing grids and/or incorrect colors
- Fix /dh command being deleted after reloading
- thanks Acuadragon100
- Fix world gen stopping when MC is paused
- DH now uses local timers instead of MC server/client ticks
- Fix some Iris issues on NeoForge
- Oculus will still have these issues
- Fix handling of empty server keys
- fix debug LOD only mode when transparency is disabled
<br/>
**Removals:**
- Compression config option
- Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.
## Highlights:
- Up API version 4.1.0 -> 5.0.0
- Loading pre-existing LODs improved by about 5x
- Importing pre-existing chunks improved by about 20x
- Decreased new database size by about 40% (existing databases will be unaffected)
## Full Changelog
**Additions:**
- Added MC 1.21.11 support
- Add far clip fading
- DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
- disabled on lower graphics configs
- Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
- this can be disabled in the graphics config
<br/>
**Improvements:**
- Improved occlusion culling on saved LOD data
- thanks Scaevolus
- Massively improved importing existing worlds speed (roughly a 20x speed improvement)
- Optimize biome color handling
- Improve LOD loading speed (roughly a 5x speed improvement)
- Improve compressor speed
- Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
- Reduce database size
- Add var int encoding
- thanks Scaevolus
- Speed up world shutdown time
- Improve logging/messaging for corrupted databases
<br/>
**Changes:**
- Up API version 4.1.0 -> 5.0.0
- Sepearted file/chat log configs
- Replace Z_STD stream compression with block compression
- Change DB format version 1 -> 2
- adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
- Dont render snow as an additional block above the ground
- trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
- Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
- Remove some unneeded log messages
- Add thread pool priority config
- Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
- Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME
<br/>
**Bug Fixes:**
- Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
- Fix changing render distance causing issues with Iris
- LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
- Fix generating chunks on pre-generated worlds
- this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
- Fix a crash with Reploy mod during shutdown
- Fix Iris not setting face culling in the MC state manager
- Fix biome blending causing grids and/or incorrect colors
- Fix /dh command being deleted after reloading
- thanks Acuadragon100
- Fix world gen stopping when MC is paused
- DH now uses local timers instead of MC server/client ticks
- Fix some Iris issues on NeoForge
- Oculus will still have these issues
- Fix handling of empty server keys
- fix debug LOD only mode when transparency is disabled
<br/>
**Removals:**
- Compression config option
- Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.
## Highlights:
- Up API version 4.1.0 -> 5.0.0
- Loading pre-existing LODs improved by about 5x
- Importing pre-existing chunks improved by about 20x
- Decreased new database size by about 40% (existing databases will be unaffected)
## Full Changelog
**Additions:**
- Added MC 1.21.11 support
- Add far clip fading
- DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
- disabled on lower graphics configs
- Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
- this can be disabled in the graphics config
<br/>
**Improvements:**
- Improved occlusion culling on saved LOD data
- thanks Scaevolus
- Massively improved importing existing worlds speed (roughly a 20x speed improvement)
- Optimize biome color handling
- Improve LOD loading speed (roughly a 5x speed improvement)
- Improve compressor speed
- Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
- Reduce database size
- Add var int encoding
- thanks Scaevolus
- Speed up world shutdown time
- Improve logging/messaging for corrupted databases
<br/>
**Changes:**
- Up API version 4.1.0 -> 5.0.0
- Sepearted file/chat log configs
- Replace Z_STD stream compression with block compression
- Change DB format version 1 -> 2
- adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
- Dont render snow as an additional block above the ground
- trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
- Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
- Remove some unneeded log messages
- Add thread pool priority config
- Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
- Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME
<br/>
**Bug Fixes:**
- Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
- Fix changing render distance causing issues with Iris
- LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
- Fix generating chunks on pre-generated worlds
- this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
- Fix a crash with Reploy mod during shutdown
- Fix Iris not setting face culling in the MC state manager
- Fix biome blending causing grids and/or incorrect colors
- Fix /dh command being deleted after reloading
- thanks Acuadragon100
- Fix world gen stopping when MC is paused
- DH now uses local timers instead of MC server/client ticks
- Fix some Iris issues on NeoForge
- Oculus will still have these issues
- Fix handling of empty server keys
- fix debug LOD only mode when transparency is disabled
<br/>
**Removals:**
- Compression config option
- Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.
## Highlights:
- Up API version 4.1.0 -> 5.0.0
- Loading pre-existing LODs improved by about 5x
- Importing pre-existing chunks improved by about 20x
- Decreased new database size by about 40% (existing databases will be unaffected)
## Full Changelog
**Additions:**
- Added MC 1.21.11 support
- Add far clip fading
- DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
- disabled on lower graphics configs
- Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
- this can be disabled in the graphics config
<br/>
**Improvements:**
- Improved occlusion culling on saved LOD data
- thanks Scaevolus
- Massively improved importing existing worlds speed (roughly a 20x speed improvement)
- Optimize biome color handling
- Improve LOD loading speed (roughly a 5x speed improvement)
- Improve compressor speed
- Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
- Reduce database size
- Add var int encoding
- thanks Scaevolus
- Speed up world shutdown time
- Improve logging/messaging for corrupted databases
<br/>
**Changes:**
- Up API version 4.1.0 -> 5.0.0
- Sepearted file/chat log configs
- Replace Z_STD stream compression with block compression
- Change DB format version 1 -> 2
- adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
- Dont render snow as an additional block above the ground
- trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
- Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
- Remove some unneeded log messages
- Add thread pool priority config
- Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
- Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME
<br/>
**Bug Fixes:**
- Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
- Fix changing render distance causing issues with Iris
- LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
- Fix generating chunks on pre-generated worlds
- this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
- Fix a crash with Reploy mod during shutdown
- Fix Iris not setting face culling in the MC state manager
- Fix biome blending causing grids and/or incorrect colors
- Fix /dh command being deleted after reloading
- thanks Acuadragon100
- Fix world gen stopping when MC is paused
- DH now uses local timers instead of MC server/client ticks
- Fix some Iris issues on NeoForge
- Oculus will still have these issues
- Fix handling of empty server keys
- fix debug LOD only mode when transparency is disabled
<br/>
**Removals:**
- Compression config option
- Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.
## Highlights:
- Up API version 4.1.0 -> 5.0.0
- Loading pre-existing LODs improved by about 5x
- Importing pre-existing chunks improved by about 20x
- Decreased new database size by about 40% (existing databases will be unaffected)
## Full Changelog
**Additions:**
- Added MC 1.21.11 support
- Add far clip fading
- DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
- disabled on lower graphics configs
- Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
- this can be disabled in the graphics config
<br/>
**Improvements:**
- Improved occlusion culling on saved LOD data
- thanks Scaevolus
- Massively improved importing existing worlds speed (roughly a 20x speed improvement)
- Optimize biome color handling
- Improve LOD loading speed (roughly a 5x speed improvement)
- Improve compressor speed
- Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
- Reduce database size
- Add var int encoding
- thanks Scaevolus
- Speed up world shutdown time
- Improve logging/messaging for corrupted databases
<br/>
**Changes:**
- Up API version 4.1.0 -> 5.0.0
- Sepearted file/chat log configs
- Replace Z_STD stream compression with block compression
- Change DB format version 1 -> 2
- adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
- Dont render snow as an additional block above the ground
- trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
- Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
- Remove some unneeded log messages
- Add thread pool priority config
- Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
- Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME
<br/>
**Bug Fixes:**
- Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
- Fix changing render distance causing issues with Iris
- LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
- Fix generating chunks on pre-generated worlds
- this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
- Fix a crash with Reploy mod during shutdown
- Fix Iris not setting face culling in the MC state manager
- Fix biome blending causing grids and/or incorrect colors
- Fix /dh command being deleted after reloading
- thanks Acuadragon100
- Fix world gen stopping when MC is paused
- DH now uses local timers instead of MC server/client ticks
- Fix some Iris issues on NeoForge
- Oculus will still have these issues
- Fix handling of empty server keys
- fix debug LOD only mode when transparency is disabled
<br/>
**Removals:**
- Compression config option
- Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.
## Highlights:
- Up API version 4.1.0 -> 5.0.0
- Loading pre-existing LODs improved by about 5x
- Importing pre-existing chunks improved by about 20x
- Decreased new database size by about 40% (existing databases will be unaffected)
## Full Changelog
**Additions:**
- Added MC 1.21.11 support
- Add far clip fading
- DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
- disabled on lower graphics configs
- Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
- this can be disabled in the graphics config
<br/>
**Improvements:**
- Improved occlusion culling on saved LOD data
- thanks Scaevolus
- Massively improved importing existing worlds speed (roughly a 20x speed improvement)
- Optimize biome color handling
- Improve LOD loading speed (roughly a 5x speed improvement)
- Improve compressor speed
- Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
- Reduce database size
- Add var int encoding
- thanks Scaevolus
- Speed up world shutdown time
- Improve logging/messaging for corrupted databases
<br/>
**Changes:**
- Up API version 4.1.0 -> 5.0.0
- Sepearted file/chat log configs
- Replace Z_STD stream compression with block compression
- Change DB format version 1 -> 2
- adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
- Dont render snow as an additional block above the ground
- trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
- Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
- Remove some unneeded log messages
- Add thread pool priority config
- Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
- Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME
<br/>
**Bug Fixes:**
- Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
- Fix changing render distance causing issues with Iris
- LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
- Fix generating chunks on pre-generated worlds
- this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
- Fix a crash with Reploy mod during shutdown
- Fix Iris not setting face culling in the MC state manager
- Fix biome blending causing grids and/or incorrect colors
- Fix /dh command being deleted after reloading
- thanks Acuadragon100
- Fix world gen stopping when MC is paused
- DH now uses local timers instead of MC server/client ticks
- Fix some Iris issues on NeoForge
- Oculus will still have these issues
- Fix handling of empty server keys
- fix debug LOD only mode when transparency is disabled
<br/>
**Removals:**
- Compression config option
- Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.
## Highlights:
- Up API version 4.1.0 -> 5.0.0
- Loading pre-existing LODs improved by about 5x
- Importing pre-existing chunks improved by about 20x
- Decreased new database size by about 40% (existing databases will be unaffected)
## Full Changelog
**Additions:**
- Added MC 1.21.11 support
- Add far clip fading
- DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
- disabled on lower graphics configs
- Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
- this can be disabled in the graphics config
<br/>
**Improvements:**
- Improved occlusion culling on saved LOD data
- thanks Scaevolus
- Massively improved importing existing worlds speed (roughly a 20x speed improvement)
- Optimize biome color handling
- Improve LOD loading speed (roughly a 5x speed improvement)
- Improve compressor speed
- Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
- Reduce database size
- Add var int encoding
- thanks Scaevolus
- Speed up world shutdown time
- Improve logging/messaging for corrupted databases
<br/>
**Changes:**
- Up API version 4.1.0 -> 5.0.0
- Sepearted file/chat log configs
- Replace Z_STD stream compression with block compression
- Change DB format version 1 -> 2
- adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
- Dont render snow as an additional block above the ground
- trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
- Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
- Remove some unneeded log messages
- Add thread pool priority config
- Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
- Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME
<br/>
**Bug Fixes:**
- Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
- Fix changing render distance causing issues with Iris
- LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
- Fix generating chunks on pre-generated worlds
- this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
- Fix a crash with Reploy mod during shutdown
- Fix Iris not setting face culling in the MC state manager
- Fix biome blending causing grids and/or incorrect colors
- Fix /dh command being deleted after reloading
- thanks Acuadragon100
- Fix world gen stopping when MC is paused
- DH now uses local timers instead of MC server/client ticks
- Fix some Iris issues on NeoForge
- Oculus will still have these issues
- Fix handling of empty server keys
- fix debug LOD only mode when transparency is disabled
<br/>
**Removals:**
- Compression config option
- Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.
## Highlights:
- Up API version 4.1.0 -> 5.0.0
- Loading pre-existing LODs improved by about 5x
- Importing pre-existing chunks improved by about 20x
- Decreased new database size by about 40% (existing databases will be unaffected)
## Full Changelog
**Additions:**
- Added MC 1.21.11 support
- Add far clip fading
- DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
- disabled on lower graphics configs
- Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
- this can be disabled in the graphics config
<br/>
**Improvements:**
- Improved occlusion culling on saved LOD data
- thanks Scaevolus
- Massively improved importing existing worlds speed (roughly a 20x speed improvement)
- Optimize biome color handling
- Improve LOD loading speed (roughly a 5x speed improvement)
- Improve compressor speed
- Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
- Reduce database size
- Add var int encoding
- thanks Scaevolus
- Speed up world shutdown time
- Improve logging/messaging for corrupted databases
<br/>
**Changes:**
- Up API version 4.1.0 -> 5.0.0
- Sepearted file/chat log configs
- Replace Z_STD stream compression with block compression
- Change DB format version 1 -> 2
- adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
- Dont render snow as an additional block above the ground
- trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
- Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
- Remove some unneeded log messages
- Add thread pool priority config
- Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
- Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME
<br/>
**Bug Fixes:**
- Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
- Fix changing render distance causing issues with Iris
- LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
- Fix generating chunks on pre-generated worlds
- this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
- Fix a crash with Reploy mod during shutdown
- Fix Iris not setting face culling in the MC state manager
- Fix biome blending causing grids and/or incorrect colors
- Fix /dh command being deleted after reloading
- thanks Acuadragon100
- Fix world gen stopping when MC is paused
- DH now uses local timers instead of MC server/client ticks
- Fix some Iris issues on NeoForge
- Oculus will still have these issues
- Fix handling of empty server keys
- fix debug LOD only mode when transparency is disabled
<br/>
**Removals:**
- Compression config option
- Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.
## Highlights:
- Up API version 4.1.0 -> 5.0.0
- Loading pre-existing LODs improved by about 5x
- Importing pre-existing chunks improved by about 20x
- Decreased new database size by about 40% (existing databases will be unaffected)
## Full Changelog
**Additions:**
- Added MC 1.21.11 support
- Add far clip fading
- DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
- disabled on lower graphics configs
- Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
- this can be disabled in the graphics config
<br/>
**Improvements:**
- Improved occlusion culling on saved LOD data
- thanks Scaevolus
- Massively improved importing existing worlds speed (roughly a 20x speed improvement)
- Optimize biome color handling
- Improve LOD loading speed (roughly a 5x speed improvement)
- Improve compressor speed
- Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
- Reduce database size
- Add var int encoding
- thanks Scaevolus
- Speed up world shutdown time
- Improve logging/messaging for corrupted databases
<br/>
**Changes:**
- Up API version 4.1.0 -> 5.0.0
- Sepearted file/chat log configs
- Replace Z_STD stream compression with block compression
- Change DB format version 1 -> 2
- adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
- Dont render snow as an additional block above the ground
- trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
- Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
- Remove some unneeded log messages
- Add thread pool priority config
- Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
- Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME
<br/>
**Bug Fixes:**
- Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
- Fix changing render distance causing issues with Iris
- LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
- Fix generating chunks on pre-generated worlds
- this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
- Fix a crash with Reploy mod during shutdown
- Fix Iris not setting face culling in the MC state manager
- Fix biome blending causing grids and/or incorrect colors
- Fix /dh command being deleted after reloading
- thanks Acuadragon100
- Fix world gen stopping when MC is paused
- DH now uses local timers instead of MC server/client ticks
- Fix some Iris issues on NeoForge
- Oculus will still have these issues
- Fix handling of empty server keys
- fix debug LOD only mode when transparency is disabled
<br/>
**Removals:**
- Compression config option
- Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.
## Full Changelog
**Additions:**
- Added MC 1.21.9 support
- This version may only be temporarily supported depending on future demand.
<br/>
**Bug Fixes:**
- Fix stuttering when traveling through ungenerated chunks
- Fixed LOD renderer sometimes breaking when connecting to a server with DH server-support
- Fix custom biome tint
- Fix neoforge server startup crash
- Fix world gen progress button
## Full Changelog
**Additions:**
- Added MC 1.21.9 support
- This version may only be temporarily supported depending on future demand.
<br/>
**Bug Fixes:**
- Fix stuttering when traveling through ungenerated chunks
- Fixed LOD renderer sometimes breaking when connecting to a server with DH server-support
- Fix custom biome tint
- Fix neoforge server startup crash
- Fix world gen progress button
## Full Changelog
**Additions:**
- Added MC 1.21.9 support
- This version may only be temporarily supported depending on future demand.
<br/>
**Bug Fixes:**
- Fix stuttering when traveling through ungenerated chunks
- Fixed LOD renderer sometimes breaking when connecting to a server with DH server-support
- Fix custom biome tint
- Fix neoforge server startup crash
- Fix world gen progress button
## Full Changelog
**Additions:**
- Added MC 1.21.9 support
- This version may only be temporarily supported depending on future demand.
<br/>
**Bug Fixes:**
- Fix stuttering when traveling through ungenerated chunks
- Fixed LOD renderer sometimes breaking when connecting to a server with DH server-support
- Fix custom biome tint
- Fix neoforge server startup crash
- Fix world gen progress button
## Full Changelog
**Additions:**
- Added MC 1.21.9 support
- This version may only be temporarily supported depending on future demand.
<br/>
**Bug Fixes:**
- Fix stuttering when traveling through ungenerated chunks
- Fixed LOD renderer sometimes breaking when connecting to a server with DH server-support
- Fix custom biome tint
- Fix neoforge server startup crash
- Fix world gen progress button
## Full Changelog
**Additions:**
- Added MC 1.21.9 support
- This version may only be temporarily supported depending on future demand.
<br/>
**Bug Fixes:**
- Fix stuttering when traveling through ungenerated chunks
- Fixed LOD renderer sometimes breaking when connecting to a server with DH server-support
- Fix custom biome tint
- Fix neoforge server startup crash
- Fix world gen progress button
## Full Changelog
**Additions:**
- Added MC 1.21.9 support
- This version may only be temporarily supported depending on future demand.
<br/>
**Bug Fixes:**
- Fix stuttering when traveling through ungenerated chunks
- Fixed LOD renderer sometimes breaking when connecting to a server with DH server-support
- Fix custom biome tint
- Fix neoforge server startup crash
- Fix world gen progress button
## Full Changelog
**Additions:**
- Added MC 1.21.9 support
- This version may only be temporarily supported depending on future demand.
<br/>
**Bug Fixes:**
- Fix stuttering when traveling through ungenerated chunks
- Fixed LOD renderer sometimes breaking when connecting to a server with DH server-support
- Fix custom biome tint
- Fix neoforge server startup crash
- Fix world gen progress button
## Full Changelog
**Additions:**
- Added MC 1.21.9 support
- This version may only be temporarily supported depending on future demand.
<br/>
**Bug Fixes:**
- Fix stuttering when traveling through ungenerated chunks
- Fixed LOD renderer sometimes breaking when connecting to a server with DH server-support
- Fix custom biome tint
- Fix neoforge server startup crash
- Fix world gen progress button
## Full Changelog
**Additions:**
- Added MC 1.21.9 support
- This version may only be temporarily supported depending on future demand.
<br/>
**Bug Fixes:**
- Fix stuttering when traveling through ungenerated chunks
- Fixed LOD renderer sometimes breaking when connecting to a server with DH server-support
- Fix custom biome tint
- Fix neoforge server startup crash
- Fix world gen progress button
## Full Changelog
**Additions:**
- Added MC 1.21.9 support
- This version may only be temporarily supported depending on future demand.
<br/>
**Bug Fixes:**
- Fix stuttering when traveling through ungenerated chunks
- Fixed LOD renderer sometimes breaking when connecting to a server with DH server-support
- Fix custom biome tint
- Fix neoforge server startup crash
- Fix world gen progress button
## Full Changelog
**Additions:**
- Added MC 1.21.9 support
- This version may only be temporarily supported depending on future demand.
<br/>
**Bug Fixes:**
- Fix stuttering when traveling through ungenerated chunks
- Fixed LOD renderer sometimes breaking when connecting to a server with DH server-support
- Fix custom biome tint
- Fix neoforge server startup crash
- Fix world gen progress button
## Full Changelog
**Additions:**
- Added MC 1.21.9 support
- This version may only be temporarily supported depending on future demand.
<br/>
**Bug Fixes:**
- Fix stuttering when traveling through ungenerated chunks
- Fixed LOD renderer sometimes breaking when connecting to a server with DH server-support
- Fix custom biome tint
- Fix neoforge server startup crash
- Fix world gen progress button
## Full Changelog
**Additions:**
- Added MC 1.21.9 support
- This version may only be temporarily supported depending on future demand.
<br/>
**Bug Fixes:**
- Fix stuttering when traveling through ungenerated chunks
- Fixed LOD renderer sometimes breaking when connecting to a server with DH server-support
- Fix custom biome tint
- Fix neoforge server startup crash
- Fix world gen progress button
## Full Changelog
**Additions:**
- Added MC 1.21.9 support
- This version may only be temporarily supported depending on future demand.
<br/>
**Bug Fixes:**
- Fix stuttering when traveling through ungenerated chunks
- Fixed LOD renderer sometimes breaking when connecting to a server with DH server-support
- Fix custom biome tint
- Fix neoforge server startup crash
- Fix world gen progress button
## Full Changelog
**Additions:**
- Added MC 1.21.9 support
- This version may only be temporarily supported depending on future demand.
<br/>
**Bug Fixes:**
- Fix stuttering when traveling through ungenerated chunks
- Fixed LOD renderer sometimes breaking when connecting to a server with DH server-support
- Fix custom biome tint
- Fix neoforge server startup crash
- Fix world gen progress button
## Full Changelog
**Additions:**
- Added MC 1.21.9 support
- This version may only be temporarily supported depending on future demand.
<br/>
**Bug Fixes:**
- Fix stuttering when traveling through ungenerated chunks
- Fixed LOD renderer sometimes breaking when connecting to a server with DH server-support
- Fix custom biome tint
- Fix neoforge server startup crash
- Fix world gen progress button
## Highlights:
- Added MC 1.21.10 support
- Increase API version 4.0.1 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.10 support
- Show API locked config options as disabled and 'API LOCK'
- Add global bandwidth setting
- Re-add biome blending
<br/>
**Changes:**
- Replace the default LZMA compressor with ZSTD
- This won't affect existing configs
- This should reduce stuttering
- Replace pooled network buffers with unpooled
- This is an attempt to fix monoliths in multiplayer
- Don't merge blocks that get colored by blocks above into columns
- Improve LOD load time slightly
- Move config UI buttons and descriptions closer together and right aligned
- Modify threading priorities to potentially spread out tasks better
- Improve chunk update queue speed
- Improve world gen task queue speed slightly
- Auto close compression streams to hopefully reduce native memory use
- Change delayed save cache logic to hopefully reduce the chance of monoliths
- Disable world gen progress message by default
<br/>
**Bug Fixes:**
- Fix LOD only debug rendering
- Fix DH world gen not generating structures
- Fix quality preset showing 'CUSTOM' when settings are modified via the API
- Fix VANILLA_CHUNKS API world gen
- Fix noise texture only applying changes on level change
## Highlights:
- Added MC 1.21.10 support
- Increase API version 4.0.1 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.10 support
- Show API locked config options as disabled and 'API LOCK'
- Add global bandwidth setting
- Re-add biome blending
<br/>
**Changes:**
- Replace the default LZMA compressor with ZSTD
- This won't affect existing configs
- This should reduce stuttering
- Replace pooled network buffers with unpooled
- This is an attempt to fix monoliths in multiplayer
- Don't merge blocks that get colored by blocks above into columns
- Improve LOD load time slightly
- Move config UI buttons and descriptions closer together and right aligned
- Modify threading priorities to potentially spread out tasks better
- Improve chunk update queue speed
- Improve world gen task queue speed slightly
- Auto close compression streams to hopefully reduce native memory use
- Change delayed save cache logic to hopefully reduce the chance of monoliths
- Disable world gen progress message by default
<br/>
**Bug Fixes:**
- Fix LOD only debug rendering
- Fix DH world gen not generating structures
- Fix quality preset showing 'CUSTOM' when settings are modified via the API
- Fix VANILLA_CHUNKS API world gen
- Fix noise texture only applying changes on level change
## Highlights:
- Added MC 1.21.10 support
- Increase API version 4.0.1 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.10 support
- Show API locked config options as disabled and 'API LOCK'
- Add global bandwidth setting
- Re-add biome blending
<br/>
**Changes:**
- Replace the default LZMA compressor with ZSTD
- This won't affect existing configs
- This should reduce stuttering
- Replace pooled network buffers with unpooled
- This is an attempt to fix monoliths in multiplayer
- Don't merge blocks that get colored by blocks above into columns
- Improve LOD load time slightly
- Move config UI buttons and descriptions closer together and right aligned
- Modify threading priorities to potentially spread out tasks better
- Improve chunk update queue speed
- Improve world gen task queue speed slightly
- Auto close compression streams to hopefully reduce native memory use
- Change delayed save cache logic to hopefully reduce the chance of monoliths
- Disable world gen progress message by default
<br/>
**Bug Fixes:**
- Fix LOD only debug rendering
- Fix DH world gen not generating structures
- Fix quality preset showing 'CUSTOM' when settings are modified via the API
- Fix VANILLA_CHUNKS API world gen
- Fix noise texture only applying changes on level change
## Highlights:
- Added MC 1.21.10 support
- Increase API version 4.0.1 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.10 support
- Show API locked config options as disabled and 'API LOCK'
- Add global bandwidth setting
- Re-add biome blending
<br/>
**Changes:**
- Replace the default LZMA compressor with ZSTD
- This won't affect existing configs
- This should reduce stuttering
- Replace pooled network buffers with unpooled
- This is an attempt to fix monoliths in multiplayer
- Don't merge blocks that get colored by blocks above into columns
- Improve LOD load time slightly
- Move config UI buttons and descriptions closer together and right aligned
- Modify threading priorities to potentially spread out tasks better
- Improve chunk update queue speed
- Improve world gen task queue speed slightly
- Auto close compression streams to hopefully reduce native memory use
- Change delayed save cache logic to hopefully reduce the chance of monoliths
- Disable world gen progress message by default
<br/>
**Bug Fixes:**
- Fix LOD only debug rendering
- Fix DH world gen not generating structures
- Fix quality preset showing 'CUSTOM' when settings are modified via the API
- Fix VANILLA_CHUNKS API world gen
- Fix noise texture only applying changes on level change
## Highlights:
- Added MC 1.21.10 support
- Increase API version 4.0.1 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.10 support
- Show API locked config options as disabled and 'API LOCK'
- Add global bandwidth setting
- Re-add biome blending
<br/>
**Changes:**
- Replace the default LZMA compressor with ZSTD
- This won't affect existing configs
- This should reduce stuttering
- Replace pooled network buffers with unpooled
- This is an attempt to fix monoliths in multiplayer
- Don't merge blocks that get colored by blocks above into columns
- Improve LOD load time slightly
- Move config UI buttons and descriptions closer together and right aligned
- Modify threading priorities to potentially spread out tasks better
- Improve chunk update queue speed
- Improve world gen task queue speed slightly
- Auto close compression streams to hopefully reduce native memory use
- Change delayed save cache logic to hopefully reduce the chance of monoliths
- Disable world gen progress message by default
<br/>
**Bug Fixes:**
- Fix LOD only debug rendering
- Fix DH world gen not generating structures
- Fix quality preset showing 'CUSTOM' when settings are modified via the API
- Fix VANILLA_CHUNKS API world gen
- Fix noise texture only applying changes on level change
## Highlights:
- Added MC 1.21.10 support
- Increase API version 4.0.1 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.10 support
- Show API locked config options as disabled and 'API LOCK'
- Add global bandwidth setting
- Re-add biome blending
<br/>
**Changes:**
- Replace the default LZMA compressor with ZSTD
- This won't affect existing configs
- This should reduce stuttering
- Replace pooled network buffers with unpooled
- This is an attempt to fix monoliths in multiplayer
- Don't merge blocks that get colored by blocks above into columns
- Improve LOD load time slightly
- Move config UI buttons and descriptions closer together and right aligned
- Modify threading priorities to potentially spread out tasks better
- Improve chunk update queue speed
- Improve world gen task queue speed slightly
- Auto close compression streams to hopefully reduce native memory use
- Change delayed save cache logic to hopefully reduce the chance of monoliths
- Disable world gen progress message by default
<br/>
**Bug Fixes:**
- Fix LOD only debug rendering
- Fix DH world gen not generating structures
- Fix quality preset showing 'CUSTOM' when settings are modified via the API
- Fix VANILLA_CHUNKS API world gen
- Fix noise texture only applying changes on level change
## Highlights:
- Added MC 1.21.10 support
- Increase API version 4.0.1 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.10 support
- Show API locked config options as disabled and 'API LOCK'
- Add global bandwidth setting
- Re-add biome blending
<br/>
**Changes:**
- Replace the default LZMA compressor with ZSTD
- This won't affect existing configs
- This should reduce stuttering
- Replace pooled network buffers with unpooled
- This is an attempt to fix monoliths in multiplayer
- Don't merge blocks that get colored by blocks above into columns
- Improve LOD load time slightly
- Move config UI buttons and descriptions closer together and right aligned
- Modify threading priorities to potentially spread out tasks better
- Improve chunk update queue speed
- Improve world gen task queue speed slightly
- Auto close compression streams to hopefully reduce native memory use
- Change delayed save cache logic to hopefully reduce the chance of monoliths
- Disable world gen progress message by default
<br/>
**Bug Fixes:**
- Fix LOD only debug rendering
- Fix DH world gen not generating structures
- Fix quality preset showing 'CUSTOM' when settings are modified via the API
- Fix VANILLA_CHUNKS API world gen
- Fix noise texture only applying changes on level change
## Highlights:
- Added MC 1.21.10 support
- Increase API version 4.0.1 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.10 support
- Show API locked config options as disabled and 'API LOCK'
- Add global bandwidth setting
- Re-add biome blending
<br/>
**Changes:**
- Replace the default LZMA compressor with ZSTD
- This won't affect existing configs
- This should reduce stuttering
- Replace pooled network buffers with unpooled
- This is an attempt to fix monoliths in multiplayer
- Don't merge blocks that get colored by blocks above into columns
- Improve LOD load time slightly
- Move config UI buttons and descriptions closer together and right aligned
- Modify threading priorities to potentially spread out tasks better
- Improve chunk update queue speed
- Improve world gen task queue speed slightly
- Auto close compression streams to hopefully reduce native memory use
- Change delayed save cache logic to hopefully reduce the chance of monoliths
- Disable world gen progress message by default
<br/>
**Bug Fixes:**
- Fix LOD only debug rendering
- Fix DH world gen not generating structures
- Fix quality preset showing 'CUSTOM' when settings are modified via the API
- Fix VANILLA_CHUNKS API world gen
- Fix noise texture only applying changes on level change
## Highlights:
- Added MC 1.21.10 support
- Increase API version 4.0.1 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.10 support
- Show API locked config options as disabled and 'API LOCK'
- Add global bandwidth setting
- Re-add biome blending
<br/>
**Changes:**
- Replace the default LZMA compressor with ZSTD
- This won't affect existing configs
- This should reduce stuttering
- Replace pooled network buffers with unpooled
- This is an attempt to fix monoliths in multiplayer
- Don't merge blocks that get colored by blocks above into columns
- Improve LOD load time slightly
- Move config UI buttons and descriptions closer together and right aligned
- Modify threading priorities to potentially spread out tasks better
- Improve chunk update queue speed
- Improve world gen task queue speed slightly
- Auto close compression streams to hopefully reduce native memory use
- Change delayed save cache logic to hopefully reduce the chance of monoliths
- Disable world gen progress message by default
<br/>
**Bug Fixes:**
- Fix LOD only debug rendering
- Fix DH world gen not generating structures
- Fix quality preset showing 'CUSTOM' when settings are modified via the API
- Fix VANILLA_CHUNKS API world gen
- Fix noise texture only applying changes on level change
## Highlights:
- Added MC 1.21.10 support
- Increase API version 4.0.1 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.10 support
- Show API locked config options as disabled and 'API LOCK'
- Add global bandwidth setting
- Re-add biome blending
<br/>
**Changes:**
- Replace the default LZMA compressor with ZSTD
- This won't affect existing configs
- This should reduce stuttering
- Replace pooled network buffers with unpooled
- This is an attempt to fix monoliths in multiplayer
- Don't merge blocks that get colored by blocks above into columns
- Improve LOD load time slightly
- Move config UI buttons and descriptions closer together and right aligned
- Modify threading priorities to potentially spread out tasks better
- Improve chunk update queue speed
- Improve world gen task queue speed slightly
- Auto close compression streams to hopefully reduce native memory use
- Change delayed save cache logic to hopefully reduce the chance of monoliths
- Disable world gen progress message by default
<br/>
**Bug Fixes:**
- Fix LOD only debug rendering
- Fix DH world gen not generating structures
- Fix quality preset showing 'CUSTOM' when settings are modified via the API
- Fix VANILLA_CHUNKS API world gen
- Fix noise texture only applying changes on level change
## Highlights:
- Added MC 1.21.10 support
- Increase API version 4.0.1 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.10 support
- Show API locked config options as disabled and 'API LOCK'
- Add global bandwidth setting
- Re-add biome blending
<br/>
**Changes:**
- Replace the default LZMA compressor with ZSTD
- This won't affect existing configs
- This should reduce stuttering
- Replace pooled network buffers with unpooled
- This is an attempt to fix monoliths in multiplayer
- Don't merge blocks that get colored by blocks above into columns
- Improve LOD load time slightly
- Move config UI buttons and descriptions closer together and right aligned
- Modify threading priorities to potentially spread out tasks better
- Improve chunk update queue speed
- Improve world gen task queue speed slightly
- Auto close compression streams to hopefully reduce native memory use
- Change delayed save cache logic to hopefully reduce the chance of monoliths
- Disable world gen progress message by default
<br/>
**Bug Fixes:**
- Fix LOD only debug rendering
- Fix DH world gen not generating structures
- Fix quality preset showing 'CUSTOM' when settings are modified via the API
- Fix VANILLA_CHUNKS API world gen
- Fix noise texture only applying changes on level change
## Highlights:
- Added MC 1.21.10 support
- Increase API version 4.0.1 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.10 support
- Show API locked config options as disabled and 'API LOCK'
- Add global bandwidth setting
- Re-add biome blending
<br/>
**Changes:**
- Replace the default LZMA compressor with ZSTD
- This won't affect existing configs
- This should reduce stuttering
- Replace pooled network buffers with unpooled
- This is an attempt to fix monoliths in multiplayer
- Don't merge blocks that get colored by blocks above into columns
- Improve LOD load time slightly
- Move config UI buttons and descriptions closer together and right aligned
- Modify threading priorities to potentially spread out tasks better
- Improve chunk update queue speed
- Improve world gen task queue speed slightly
- Auto close compression streams to hopefully reduce native memory use
- Change delayed save cache logic to hopefully reduce the chance of monoliths
- Disable world gen progress message by default
<br/>
**Bug Fixes:**
- Fix LOD only debug rendering
- Fix DH world gen not generating structures
- Fix quality preset showing 'CUSTOM' when settings are modified via the API
- Fix VANILLA_CHUNKS API world gen
- Fix noise texture only applying changes on level change
## Highlights:
- Added MC 1.21.10 support
- Increase API version 4.0.1 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.10 support
- Show API locked config options as disabled and 'API LOCK'
- Add global bandwidth setting
- Re-add biome blending
<br/>
**Changes:**
- Replace the default LZMA compressor with ZSTD
- This won't affect existing configs
- This should reduce stuttering
- Replace pooled network buffers with unpooled
- This is an attempt to fix monoliths in multiplayer
- Don't merge blocks that get colored by blocks above into columns
- Improve LOD load time slightly
- Move config UI buttons and descriptions closer together and right aligned
- Modify threading priorities to potentially spread out tasks better
- Improve chunk update queue speed
- Improve world gen task queue speed slightly
- Auto close compression streams to hopefully reduce native memory use
- Change delayed save cache logic to hopefully reduce the chance of monoliths
- Disable world gen progress message by default
<br/>
**Bug Fixes:**
- Fix LOD only debug rendering
- Fix DH world gen not generating structures
- Fix quality preset showing 'CUSTOM' when settings are modified via the API
- Fix VANILLA_CHUNKS API world gen
- Fix noise texture only applying changes on level change
## Highlights:
- Added MC 1.21.10 support
- Increase API version 4.0.1 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.10 support
- Show API locked config options as disabled and 'API LOCK'
- Add global bandwidth setting
- Re-add biome blending
<br/>
**Changes:**
- Replace the default LZMA compressor with ZSTD
- This won't affect existing configs
- This should reduce stuttering
- Replace pooled network buffers with unpooled
- This is an attempt to fix monoliths in multiplayer
- Don't merge blocks that get colored by blocks above into columns
- Improve LOD load time slightly
- Move config UI buttons and descriptions closer together and right aligned
- Modify threading priorities to potentially spread out tasks better
- Improve chunk update queue speed
- Improve world gen task queue speed slightly
- Auto close compression streams to hopefully reduce native memory use
- Change delayed save cache logic to hopefully reduce the chance of monoliths
- Disable world gen progress message by default
<br/>
**Bug Fixes:**
- Fix LOD only debug rendering
- Fix DH world gen not generating structures
- Fix quality preset showing 'CUSTOM' when settings are modified via the API
- Fix VANILLA_CHUNKS API world gen
- Fix noise texture only applying changes on level change
## Highlights:
- Added MC 1.21.10 support
- Increase API version 4.0.1 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.10 support
- Show API locked config options as disabled and 'API LOCK'
- Add global bandwidth setting
- Re-add biome blending
<br/>
**Changes:**
- Replace the default LZMA compressor with ZSTD
- This won't affect existing configs
- This should reduce stuttering
- Replace pooled network buffers with unpooled
- This is an attempt to fix monoliths in multiplayer
- Don't merge blocks that get colored by blocks above into columns
- Improve LOD load time slightly
- Move config UI buttons and descriptions closer together and right aligned
- Modify threading priorities to potentially spread out tasks better
- Improve chunk update queue speed
- Improve world gen task queue speed slightly
- Auto close compression streams to hopefully reduce native memory use
- Change delayed save cache logic to hopefully reduce the chance of monoliths
- Disable world gen progress message by default
<br/>
**Bug Fixes:**
- Fix LOD only debug rendering
- Fix DH world gen not generating structures
- Fix quality preset showing 'CUSTOM' when settings are modified via the API
- Fix VANILLA_CHUNKS API world gen
- Fix noise texture only applying changes on level change
## Highlights:
- Added MC 1.21.10 support
- Increase API version 4.0.1 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.10 support
- Show API locked config options as disabled and 'API LOCK'
- Add global bandwidth setting
- Re-add biome blending
<br/>
**Changes:**
- Replace the default LZMA compressor with ZSTD
- This won't affect existing configs
- This should reduce stuttering
- Replace pooled network buffers with unpooled
- This is an attempt to fix monoliths in multiplayer
- Don't merge blocks that get colored by blocks above into columns
- Improve LOD load time slightly
- Move config UI buttons and descriptions closer together and right aligned
- Modify threading priorities to potentially spread out tasks better
- Improve chunk update queue speed
- Improve world gen task queue speed slightly
- Auto close compression streams to hopefully reduce native memory use
- Change delayed save cache logic to hopefully reduce the chance of monoliths
- Disable world gen progress message by default
<br/>
**Bug Fixes:**
- Fix LOD only debug rendering
- Fix DH world gen not generating structures
- Fix quality preset showing 'CUSTOM' when settings are modified via the API
- Fix VANILLA_CHUNKS API world gen
- Fix noise texture only applying changes on level change
## Highlights:
- Added MC 1.21.8 support
- Fix shader compiling failing on Neoforge
## Full Changelog
**Additions:**
- MC 1.21.8 support
<br/>
**Changes:**
- Remove Chunky incompatibility
- no backend changes have been done, LOD holes will still occur on mis-configured systems.
- Increase a few neoforge minimum version requirements
- Improve startup logging
<br/>
**Bug Fixes:**
- Fix neo/forge After Init API event not firing
- On server player add, Load the level if it is missing
## Highlights:
- Added MC 1.21.8 support
- Fix shader compiling failing on Neoforge
## Full Changelog
**Additions:**
- MC 1.21.8 support
<br/>
**Changes:**
- Remove Chunky incompatibility
- no backend changes have been done, LOD holes will still occur on mis-configured systems.
- Increase a few neoforge minimum version requirements
- Improve startup logging
<br/>
**Bug Fixes:**
- Fix neo/forge After Init API event not firing
- On server player add, Load the level if it is missing
## Highlights:
- Added MC 1.21.8 support
- Fix shader compiling failing on Neoforge
## Full Changelog
**Additions:**
- MC 1.21.8 support
<br/>
**Changes:**
- Remove Chunky incompatibility
- no backend changes have been done, LOD holes will still occur on mis-configured systems.
- Increase a few neoforge minimum version requirements
- Improve startup logging
<br/>
**Bug Fixes:**
- Fix neo/forge After Init API event not firing
- On server player add, Load the level if it is missing
## Highlights:
- Added MC 1.21.8 support
- Fix shader compiling failing on Neoforge
## Full Changelog
**Additions:**
- MC 1.21.8 support
<br/>
**Changes:**
- Remove Chunky incompatibility
- no backend changes have been done, LOD holes will still occur on mis-configured systems.
- Increase a few neoforge minimum version requirements
- Improve startup logging
<br/>
**Bug Fixes:**
- Fix neo/forge After Init API event not firing
- On server player add, Load the level if it is missing
## Highlights:
- Added MC 1.21.8 support
- Fix shader compiling failing on Neoforge
## Full Changelog
**Additions:**
- MC 1.21.8 support
<br/>
**Changes:**
- Remove Chunky incompatibility
- no backend changes have been done, LOD holes will still occur on mis-configured systems.
- Increase a few neoforge minimum version requirements
- Improve startup logging
<br/>
**Bug Fixes:**
- Fix neo/forge After Init API event not firing
- On server player add, Load the level if it is missing
## Highlights:
- Added MC 1.21.8 support
- Fix shader compiling failing on Neoforge
## Full Changelog
**Additions:**
- MC 1.21.8 support
<br/>
**Changes:**
- Remove Chunky incompatibility
- no backend changes have been done, LOD holes will still occur on mis-configured systems.
- Increase a few neoforge minimum version requirements
- Improve startup logging
<br/>
**Bug Fixes:**
- Fix neo/forge After Init API event not firing
- On server player add, Load the level if it is missing
## Highlights:
- Added MC 1.21.8 support
- Fix shader compiling failing on Neoforge
## Full Changelog
**Additions:**
- MC 1.21.8 support
<br/>
**Changes:**
- Remove Chunky incompatibility
- no backend changes have been done, LOD holes will still occur on mis-configured systems.
- Increase a few neoforge minimum version requirements
- Improve startup logging
<br/>
**Bug Fixes:**
- Fix neo/forge After Init API event not firing
- On server player add, Load the level if it is missing
## Highlights:
- Added MC 1.21.8 support
- Fix shader compiling failing on Neoforge
## Full Changelog
**Additions:**
- MC 1.21.8 support
<br/>
**Changes:**
- Remove Chunky incompatibility
- no backend changes have been done, LOD holes will still occur on mis-configured systems.
- Increase a few neoforge minimum version requirements
- Improve startup logging
<br/>
**Bug Fixes:**
- Fix neo/forge After Init API event not firing
- On server player add, Load the level if it is missing
## Highlights:
- Added MC 1.21.8 support
- Fix shader compiling failing on Neoforge
## Full Changelog
**Additions:**
- MC 1.21.8 support
<br/>
**Changes:**
- Remove Chunky incompatibility
- no backend changes have been done, LOD holes will still occur on mis-configured systems.
- Increase a few neoforge minimum version requirements
- Improve startup logging
<br/>
**Bug Fixes:**
- Fix neo/forge After Init API event not firing
- On server player add, Load the level if it is missing
## Highlights:
- Added MC 1.21.8 support
- Fix shader compiling failing on Neoforge
## Full Changelog
**Additions:**
- MC 1.21.8 support
<br/>
**Changes:**
- Remove Chunky incompatibility
- no backend changes have been done, LOD holes will still occur on mis-configured systems.
- Increase a few neoforge minimum version requirements
- Improve startup logging
<br/>
**Bug Fixes:**
- Fix neo/forge After Init API event not firing
- On server player add, Load the level if it is missing
## Highlights:
- Added MC 1.21.8 support
- Fix shader compiling failing on Neoforge
## Full Changelog
**Additions:**
- MC 1.21.8 support
<br/>
**Changes:**
- Remove Chunky incompatibility
- no backend changes have been done, LOD holes will still occur on mis-configured systems.
- Increase a few neoforge minimum version requirements
- Improve startup logging
<br/>
**Bug Fixes:**
- Fix neo/forge After Init API event not firing
- On server player add, Load the level if it is missing
## Highlights:
- Added MC 1.21.8 support
- Fix shader compiling failing on Neoforge
## Full Changelog
**Additions:**
- MC 1.21.8 support
<br/>
**Changes:**
- Remove Chunky incompatibility
- no backend changes have been done, LOD holes will still occur on mis-configured systems.
- Increase a few neoforge minimum version requirements
- Improve startup logging
<br/>
**Bug Fixes:**
- Fix neo/forge After Init API event not firing
- On server player add, Load the level if it is missing
## Highlights:
- Added MC 1.21.8 support
- Fix shader compiling failing on Neoforge
## Full Changelog
**Additions:**
- MC 1.21.8 support
<br/>
**Changes:**
- Remove Chunky incompatibility
- no backend changes have been done, LOD holes will still occur on mis-configured systems.
- Increase a few neoforge minimum version requirements
- Improve startup logging
<br/>
**Bug Fixes:**
- Fix neo/forge After Init API event not firing
- On server player add, Load the level if it is missing
## Highlights:
- Added MC 1.21.8 support
- Fix shader compiling failing on Neoforge
## Full Changelog
**Additions:**
- MC 1.21.8 support
<br/>
**Changes:**
- Remove Chunky incompatibility
- no backend changes have been done, LOD holes will still occur on mis-configured systems.
- Increase a few neoforge minimum version requirements
- Improve startup logging
<br/>
**Bug Fixes:**
- Fix neo/forge After Init API event not firing
- On server player add, Load the level if it is missing
## Highlights:
- Added MC 1.21.8 support
- Fix shader compiling failing on Neoforge
## Full Changelog
**Additions:**
- MC 1.21.8 support
<br/>
**Changes:**
- Remove Chunky incompatibility
- no backend changes have been done, LOD holes will still occur on mis-configured systems.
- Increase a few neoforge minimum version requirements
- Improve startup logging
<br/>
**Bug Fixes:**
- Fix neo/forge After Init API event not firing
- On server player add, Load the level if it is missing
## Highlights:
- Added MC 1.21.7 support
- Up network protocol version 10 -> 11 (DH supported servers will need to update)
- Up API version 4.0.0 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.7 support
- Adaptive Transfer Speed option for clients connected to a DH supported server
- API
- DhApiAfterColorDepthTextureCreatedEvent
- DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Changes:**
- Don't check if Inidium is installed for Sodium 0.6 and newer
- Change network protocol version 10 -> 11
- Disable cave culling for high and extreme quality presets
- Mark Chunky as incompatible
- Chunky often causes holes in the LODs. To use Chunky run it before installing DH, then uninstall it and install DH. Otherwise use DH's built in world generator.
- Disable vanilla fading when shaders are active
- it doesn't do anything when shaders are active and in MC 1.21.7+ it causes some rendering issues
- API
- Deprecate
- DhApiColorDepthTextureCreatedEvent - replaced by DhApiAfterColorDepthTextureCreatedEvent and DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Improvements:**
- Reduce stuttering/lag when connected to a DH supported server and running a slow hard drive
- Reduce allocations in getBlockColor()
- Reduce stuttering with fast world gen and LZMA compression
- Run beacon updating on a separate thread to reduce lag when connected to a server
<br/>
**Bug Fixes:**
- Fix white biome colors (plants and water) caused by some mods (specifially Polytone)
- Fix LODs sometimes not increasing in quality when getting closer (may cause issues if N-sized generation is enabled)
- Fix crashing on singleplayer if now screenshot has been taken for the world
- Fix GLMC.glDeleteTextures() calls
- Handle null data in chunk loading better, should fix some World Painter issues
- Fix world gen progress and other chat message warnings not appearing in release builds
- Fix an issue with some AMD GPUs crashing during shader compile
- Fix several null pointer errors
- Fix neoforge not rendering properly in dimensions that don't have a sky (IE The End and Nether)
- Fix config UI not always saving changes
- API
- Fix setting the config value renderingEnabled() causing the user's rendering mode to be changed and saved to file
- Fix DhApiAfterDhInitEvent firing before the DH config has been set up
## Highlights:
- Added MC 1.21.7 support
- Up network protocol version 10 -> 11 (DH supported servers will need to update)
- Up API version 4.0.0 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.7 support
- Adaptive Transfer Speed option for clients connected to a DH supported server
- API
- DhApiAfterColorDepthTextureCreatedEvent
- DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Changes:**
- Don't check if Inidium is installed for Sodium 0.6 and newer
- Change network protocol version 10 -> 11
- Disable cave culling for high and extreme quality presets
- Mark Chunky as incompatible
- Chunky often causes holes in the LODs. To use Chunky run it before installing DH, then uninstall it and install DH. Otherwise use DH's built in world generator.
- Disable vanilla fading when shaders are active
- it doesn't do anything when shaders are active and in MC 1.21.7+ it causes some rendering issues
- API
- Deprecate
- DhApiColorDepthTextureCreatedEvent - replaced by DhApiAfterColorDepthTextureCreatedEvent and DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Improvements:**
- Reduce stuttering/lag when connected to a DH supported server and running a slow hard drive
- Reduce allocations in getBlockColor()
- Reduce stuttering with fast world gen and LZMA compression
- Run beacon updating on a separate thread to reduce lag when connected to a server
<br/>
**Bug Fixes:**
- Fix white biome colors (plants and water) caused by some mods (specifially Polytone)
- Fix LODs sometimes not increasing in quality when getting closer (may cause issues if N-sized generation is enabled)
- Fix crashing on singleplayer if now screenshot has been taken for the world
- Fix GLMC.glDeleteTextures() calls
- Handle null data in chunk loading better, should fix some World Painter issues
- Fix world gen progress and other chat message warnings not appearing in release builds
- Fix an issue with some AMD GPUs crashing during shader compile
- Fix several null pointer errors
- Fix neoforge not rendering properly in dimensions that don't have a sky (IE The End and Nether)
- Fix config UI not always saving changes
- API
- Fix setting the config value renderingEnabled() causing the user's rendering mode to be changed and saved to file
- Fix DhApiAfterDhInitEvent firing before the DH config has been set up
## Highlights:
- Added MC 1.21.7 support
- Up network protocol version 10 -> 11 (DH supported servers will need to update)
- Up API version 4.0.0 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.7 support
- Adaptive Transfer Speed option for clients connected to a DH supported server
- API
- DhApiAfterColorDepthTextureCreatedEvent
- DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Changes:**
- Don't check if Inidium is installed for Sodium 0.6 and newer
- Change network protocol version 10 -> 11
- Disable cave culling for high and extreme quality presets
- Mark Chunky as incompatible
- Chunky often causes holes in the LODs. To use Chunky run it before installing DH, then uninstall it and install DH. Otherwise use DH's built in world generator.
- Disable vanilla fading when shaders are active
- it doesn't do anything when shaders are active and in MC 1.21.7+ it causes some rendering issues
- API
- Deprecate
- DhApiColorDepthTextureCreatedEvent - replaced by DhApiAfterColorDepthTextureCreatedEvent and DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Improvements:**
- Reduce stuttering/lag when connected to a DH supported server and running a slow hard drive
- Reduce allocations in getBlockColor()
- Reduce stuttering with fast world gen and LZMA compression
- Run beacon updating on a separate thread to reduce lag when connected to a server
<br/>
**Bug Fixes:**
- Fix white biome colors (plants and water) caused by some mods (specifially Polytone)
- Fix LODs sometimes not increasing in quality when getting closer (may cause issues if N-sized generation is enabled)
- Fix crashing on singleplayer if now screenshot has been taken for the world
- Fix GLMC.glDeleteTextures() calls
- Handle null data in chunk loading better, should fix some World Painter issues
- Fix world gen progress and other chat message warnings not appearing in release builds
- Fix an issue with some AMD GPUs crashing during shader compile
- Fix several null pointer errors
- Fix neoforge not rendering properly in dimensions that don't have a sky (IE The End and Nether)
- Fix config UI not always saving changes
- API
- Fix setting the config value renderingEnabled() causing the user's rendering mode to be changed and saved to file
- Fix DhApiAfterDhInitEvent firing before the DH config has been set up
## Highlights:
- Added MC 1.21.7 support
- Up network protocol version 10 -> 11 (DH supported servers will need to update)
- Up API version 4.0.0 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.7 support
- Adaptive Transfer Speed option for clients connected to a DH supported server
- API
- DhApiAfterColorDepthTextureCreatedEvent
- DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Changes:**
- Don't check if Inidium is installed for Sodium 0.6 and newer
- Change network protocol version 10 -> 11
- Disable cave culling for high and extreme quality presets
- Mark Chunky as incompatible
- Chunky often causes holes in the LODs. To use Chunky run it before installing DH, then uninstall it and install DH. Otherwise use DH's built in world generator.
- Disable vanilla fading when shaders are active
- it doesn't do anything when shaders are active and in MC 1.21.7+ it causes some rendering issues
- API
- Deprecate
- DhApiColorDepthTextureCreatedEvent - replaced by DhApiAfterColorDepthTextureCreatedEvent and DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Improvements:**
- Reduce stuttering/lag when connected to a DH supported server and running a slow hard drive
- Reduce allocations in getBlockColor()
- Reduce stuttering with fast world gen and LZMA compression
- Run beacon updating on a separate thread to reduce lag when connected to a server
<br/>
**Bug Fixes:**
- Fix white biome colors (plants and water) caused by some mods (specifially Polytone)
- Fix LODs sometimes not increasing in quality when getting closer (may cause issues if N-sized generation is enabled)
- Fix crashing on singleplayer if now screenshot has been taken for the world
- Fix GLMC.glDeleteTextures() calls
- Handle null data in chunk loading better, should fix some World Painter issues
- Fix world gen progress and other chat message warnings not appearing in release builds
- Fix an issue with some AMD GPUs crashing during shader compile
- Fix several null pointer errors
- Fix neoforge not rendering properly in dimensions that don't have a sky (IE The End and Nether)
- Fix config UI not always saving changes
- API
- Fix setting the config value renderingEnabled() causing the user's rendering mode to be changed and saved to file
- Fix DhApiAfterDhInitEvent firing before the DH config has been set up
## Highlights:
- Added MC 1.21.7 support
- Up network protocol version 10 -> 11 (DH supported servers will need to update)
- Up API version 4.0.0 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.7 support
- Adaptive Transfer Speed option for clients connected to a DH supported server
- API
- DhApiAfterColorDepthTextureCreatedEvent
- DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Changes:**
- Don't check if Inidium is installed for Sodium 0.6 and newer
- Change network protocol version 10 -> 11
- Disable cave culling for high and extreme quality presets
- Mark Chunky as incompatible
- Chunky often causes holes in the LODs. To use Chunky run it before installing DH, then uninstall it and install DH. Otherwise use DH's built in world generator.
- Disable vanilla fading when shaders are active
- it doesn't do anything when shaders are active and in MC 1.21.7+ it causes some rendering issues
- API
- Deprecate
- DhApiColorDepthTextureCreatedEvent - replaced by DhApiAfterColorDepthTextureCreatedEvent and DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Improvements:**
- Reduce stuttering/lag when connected to a DH supported server and running a slow hard drive
- Reduce allocations in getBlockColor()
- Reduce stuttering with fast world gen and LZMA compression
- Run beacon updating on a separate thread to reduce lag when connected to a server
<br/>
**Bug Fixes:**
- Fix white biome colors (plants and water) caused by some mods (specifially Polytone)
- Fix LODs sometimes not increasing in quality when getting closer (may cause issues if N-sized generation is enabled)
- Fix crashing on singleplayer if now screenshot has been taken for the world
- Fix GLMC.glDeleteTextures() calls
- Handle null data in chunk loading better, should fix some World Painter issues
- Fix world gen progress and other chat message warnings not appearing in release builds
- Fix an issue with some AMD GPUs crashing during shader compile
- Fix several null pointer errors
- Fix neoforge not rendering properly in dimensions that don't have a sky (IE The End and Nether)
- Fix config UI not always saving changes
- API
- Fix setting the config value renderingEnabled() causing the user's rendering mode to be changed and saved to file
- Fix DhApiAfterDhInitEvent firing before the DH config has been set up
## Highlights:
- Added MC 1.21.7 support
- Up network protocol version 10 -> 11 (DH supported servers will need to update)
- Up API version 4.0.0 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.7 support
- Adaptive Transfer Speed option for clients connected to a DH supported server
- API
- DhApiAfterColorDepthTextureCreatedEvent
- DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Changes:**
- Don't check if Inidium is installed for Sodium 0.6 and newer
- Change network protocol version 10 -> 11
- Disable cave culling for high and extreme quality presets
- Mark Chunky as incompatible
- Chunky often causes holes in the LODs. To use Chunky run it before installing DH, then uninstall it and install DH. Otherwise use DH's built in world generator.
- Disable vanilla fading when shaders are active
- it doesn't do anything when shaders are active and in MC 1.21.7+ it causes some rendering issues
- API
- Deprecate
- DhApiColorDepthTextureCreatedEvent - replaced by DhApiAfterColorDepthTextureCreatedEvent and DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Improvements:**
- Reduce stuttering/lag when connected to a DH supported server and running a slow hard drive
- Reduce allocations in getBlockColor()
- Reduce stuttering with fast world gen and LZMA compression
- Run beacon updating on a separate thread to reduce lag when connected to a server
<br/>
**Bug Fixes:**
- Fix white biome colors (plants and water) caused by some mods (specifially Polytone)
- Fix LODs sometimes not increasing in quality when getting closer (may cause issues if N-sized generation is enabled)
- Fix crashing on singleplayer if now screenshot has been taken for the world
- Fix GLMC.glDeleteTextures() calls
- Handle null data in chunk loading better, should fix some World Painter issues
- Fix world gen progress and other chat message warnings not appearing in release builds
- Fix an issue with some AMD GPUs crashing during shader compile
- Fix several null pointer errors
- Fix neoforge not rendering properly in dimensions that don't have a sky (IE The End and Nether)
- Fix config UI not always saving changes
- API
- Fix setting the config value renderingEnabled() causing the user's rendering mode to be changed and saved to file
- Fix DhApiAfterDhInitEvent firing before the DH config has been set up
## Highlights:
- Added MC 1.21.7 support
- Up network protocol version 10 -> 11 (DH supported servers will need to update)
- Up API version 4.0.0 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.7 support
- Adaptive Transfer Speed option for clients connected to a DH supported server
- API
- DhApiAfterColorDepthTextureCreatedEvent
- DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Changes:**
- Don't check if Inidium is installed for Sodium 0.6 and newer
- Change network protocol version 10 -> 11
- Disable cave culling for high and extreme quality presets
- Mark Chunky as incompatible
- Chunky often causes holes in the LODs. To use Chunky run it before installing DH, then uninstall it and install DH. Otherwise use DH's built in world generator.
- Disable vanilla fading when shaders are active
- it doesn't do anything when shaders are active and in MC 1.21.7+ it causes some rendering issues
- API
- Deprecate
- DhApiColorDepthTextureCreatedEvent - replaced by DhApiAfterColorDepthTextureCreatedEvent and DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Improvements:**
- Reduce stuttering/lag when connected to a DH supported server and running a slow hard drive
- Reduce allocations in getBlockColor()
- Reduce stuttering with fast world gen and LZMA compression
- Run beacon updating on a separate thread to reduce lag when connected to a server
<br/>
**Bug Fixes:**
- Fix white biome colors (plants and water) caused by some mods (specifially Polytone)
- Fix LODs sometimes not increasing in quality when getting closer (may cause issues if N-sized generation is enabled)
- Fix crashing on singleplayer if now screenshot has been taken for the world
- Fix GLMC.glDeleteTextures() calls
- Handle null data in chunk loading better, should fix some World Painter issues
- Fix world gen progress and other chat message warnings not appearing in release builds
- Fix an issue with some AMD GPUs crashing during shader compile
- Fix several null pointer errors
- Fix neoforge not rendering properly in dimensions that don't have a sky (IE The End and Nether)
- Fix config UI not always saving changes
- API
- Fix setting the config value renderingEnabled() causing the user's rendering mode to be changed and saved to file
- Fix DhApiAfterDhInitEvent firing before the DH config has been set up
## Highlights:
- Added MC 1.21.7 support
- Up network protocol version 10 -> 11 (DH supported servers will need to update)
- Up API version 4.0.0 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.7 support
- Adaptive Transfer Speed option for clients connected to a DH supported server
- API
- DhApiAfterColorDepthTextureCreatedEvent
- DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Changes:**
- Don't check if Inidium is installed for Sodium 0.6 and newer
- Change network protocol version 10 -> 11
- Disable cave culling for high and extreme quality presets
- Mark Chunky as incompatible
- Chunky often causes holes in the LODs. To use Chunky run it before installing DH, then uninstall it and install DH. Otherwise use DH's built in world generator.
- Disable vanilla fading when shaders are active
- it doesn't do anything when shaders are active and in MC 1.21.7+ it causes some rendering issues
- API
- Deprecate
- DhApiColorDepthTextureCreatedEvent - replaced by DhApiAfterColorDepthTextureCreatedEvent and DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Improvements:**
- Reduce stuttering/lag when connected to a DH supported server and running a slow hard drive
- Reduce allocations in getBlockColor()
- Reduce stuttering with fast world gen and LZMA compression
- Run beacon updating on a separate thread to reduce lag when connected to a server
<br/>
**Bug Fixes:**
- Fix white biome colors (plants and water) caused by some mods (specifially Polytone)
- Fix LODs sometimes not increasing in quality when getting closer (may cause issues if N-sized generation is enabled)
- Fix crashing on singleplayer if now screenshot has been taken for the world
- Fix GLMC.glDeleteTextures() calls
- Handle null data in chunk loading better, should fix some World Painter issues
- Fix world gen progress and other chat message warnings not appearing in release builds
- Fix an issue with some AMD GPUs crashing during shader compile
- Fix several null pointer errors
- Fix neoforge not rendering properly in dimensions that don't have a sky (IE The End and Nether)
- Fix config UI not always saving changes
- API
- Fix setting the config value renderingEnabled() causing the user's rendering mode to be changed and saved to file
- Fix DhApiAfterDhInitEvent firing before the DH config has been set up
## Highlights:
- Added MC 1.21.7 support
- Up network protocol version 10 -> 11 (DH supported servers will need to update)
- Up API version 4.0.0 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.7 support
- Adaptive Transfer Speed option for clients connected to a DH supported server
- API
- DhApiAfterColorDepthTextureCreatedEvent
- DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Changes:**
- Don't check if Inidium is installed for Sodium 0.6 and newer
- Change network protocol version 10 -> 11
- Disable cave culling for high and extreme quality presets
- Mark Chunky as incompatible
- Chunky often causes holes in the LODs. To use Chunky run it before installing DH, then uninstall it and install DH. Otherwise use DH's built in world generator.
- Disable vanilla fading when shaders are active
- it doesn't do anything when shaders are active and in MC 1.21.7+ it causes some rendering issues
- API
- Deprecate
- DhApiColorDepthTextureCreatedEvent - replaced by DhApiAfterColorDepthTextureCreatedEvent and DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Improvements:**
- Reduce stuttering/lag when connected to a DH supported server and running a slow hard drive
- Reduce allocations in getBlockColor()
- Reduce stuttering with fast world gen and LZMA compression
- Run beacon updating on a separate thread to reduce lag when connected to a server
<br/>
**Bug Fixes:**
- Fix white biome colors (plants and water) caused by some mods (specifially Polytone)
- Fix LODs sometimes not increasing in quality when getting closer (may cause issues if N-sized generation is enabled)
- Fix crashing on singleplayer if now screenshot has been taken for the world
- Fix GLMC.glDeleteTextures() calls
- Handle null data in chunk loading better, should fix some World Painter issues
- Fix world gen progress and other chat message warnings not appearing in release builds
- Fix an issue with some AMD GPUs crashing during shader compile
- Fix several null pointer errors
- Fix neoforge not rendering properly in dimensions that don't have a sky (IE The End and Nether)
- Fix config UI not always saving changes
- API
- Fix setting the config value renderingEnabled() causing the user's rendering mode to be changed and saved to file
- Fix DhApiAfterDhInitEvent firing before the DH config has been set up
## Highlights:
- Added MC 1.21.7 support
- Up network protocol version 10 -> 11 (DH supported servers will need to update)
- Up API version 4.0.0 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.7 support
- Adaptive Transfer Speed option for clients connected to a DH supported server
- API
- DhApiAfterColorDepthTextureCreatedEvent
- DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Changes:**
- Don't check if Inidium is installed for Sodium 0.6 and newer
- Change network protocol version 10 -> 11
- Disable cave culling for high and extreme quality presets
- Mark Chunky as incompatible
- Chunky often causes holes in the LODs. To use Chunky run it before installing DH, then uninstall it and install DH. Otherwise use DH's built in world generator.
- Disable vanilla fading when shaders are active
- it doesn't do anything when shaders are active and in MC 1.21.7+ it causes some rendering issues
- API
- Deprecate
- DhApiColorDepthTextureCreatedEvent - replaced by DhApiAfterColorDepthTextureCreatedEvent and DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Improvements:**
- Reduce stuttering/lag when connected to a DH supported server and running a slow hard drive
- Reduce allocations in getBlockColor()
- Reduce stuttering with fast world gen and LZMA compression
- Run beacon updating on a separate thread to reduce lag when connected to a server
<br/>
**Bug Fixes:**
- Fix white biome colors (plants and water) caused by some mods (specifially Polytone)
- Fix LODs sometimes not increasing in quality when getting closer (may cause issues if N-sized generation is enabled)
- Fix crashing on singleplayer if now screenshot has been taken for the world
- Fix GLMC.glDeleteTextures() calls
- Handle null data in chunk loading better, should fix some World Painter issues
- Fix world gen progress and other chat message warnings not appearing in release builds
- Fix an issue with some AMD GPUs crashing during shader compile
- Fix several null pointer errors
- Fix neoforge not rendering properly in dimensions that don't have a sky (IE The End and Nether)
- Fix config UI not always saving changes
- API
- Fix setting the config value renderingEnabled() causing the user's rendering mode to be changed and saved to file
- Fix DhApiAfterDhInitEvent firing before the DH config has been set up
## Highlights:
- Added MC 1.21.7 support
- Up network protocol version 10 -> 11 (DH supported servers will need to update)
- Up API version 4.0.0 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.7 support
- Adaptive Transfer Speed option for clients connected to a DH supported server
- API
- DhApiAfterColorDepthTextureCreatedEvent
- DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Changes:**
- Don't check if Inidium is installed for Sodium 0.6 and newer
- Change network protocol version 10 -> 11
- Disable cave culling for high and extreme quality presets
- Mark Chunky as incompatible
- Chunky often causes holes in the LODs. To use Chunky run it before installing DH, then uninstall it and install DH. Otherwise use DH's built in world generator.
- Disable vanilla fading when shaders are active
- it doesn't do anything when shaders are active and in MC 1.21.7+ it causes some rendering issues
- API
- Deprecate
- DhApiColorDepthTextureCreatedEvent - replaced by DhApiAfterColorDepthTextureCreatedEvent and DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Improvements:**
- Reduce stuttering/lag when connected to a DH supported server and running a slow hard drive
- Reduce allocations in getBlockColor()
- Reduce stuttering with fast world gen and LZMA compression
- Run beacon updating on a separate thread to reduce lag when connected to a server
<br/>
**Bug Fixes:**
- Fix white biome colors (plants and water) caused by some mods (specifially Polytone)
- Fix LODs sometimes not increasing in quality when getting closer (may cause issues if N-sized generation is enabled)
- Fix crashing on singleplayer if now screenshot has been taken for the world
- Fix GLMC.glDeleteTextures() calls
- Handle null data in chunk loading better, should fix some World Painter issues
- Fix world gen progress and other chat message warnings not appearing in release builds
- Fix an issue with some AMD GPUs crashing during shader compile
- Fix several null pointer errors
- Fix neoforge not rendering properly in dimensions that don't have a sky (IE The End and Nether)
- Fix config UI not always saving changes
- API
- Fix setting the config value renderingEnabled() causing the user's rendering mode to be changed and saved to file
- Fix DhApiAfterDhInitEvent firing before the DH config has been set up
## Highlights:
- Added MC 1.21.7 support
- Up network protocol version 10 -> 11 (DH supported servers will need to update)
- Up API version 4.0.0 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.7 support
- Adaptive Transfer Speed option for clients connected to a DH supported server
- API
- DhApiAfterColorDepthTextureCreatedEvent
- DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Changes:**
- Don't check if Inidium is installed for Sodium 0.6 and newer
- Change network protocol version 10 -> 11
- Disable cave culling for high and extreme quality presets
- Mark Chunky as incompatible
- Chunky often causes holes in the LODs. To use Chunky run it before installing DH, then uninstall it and install DH. Otherwise use DH's built in world generator.
- Disable vanilla fading when shaders are active
- it doesn't do anything when shaders are active and in MC 1.21.7+ it causes some rendering issues
- API
- Deprecate
- DhApiColorDepthTextureCreatedEvent - replaced by DhApiAfterColorDepthTextureCreatedEvent and DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Improvements:**
- Reduce stuttering/lag when connected to a DH supported server and running a slow hard drive
- Reduce allocations in getBlockColor()
- Reduce stuttering with fast world gen and LZMA compression
- Run beacon updating on a separate thread to reduce lag when connected to a server
<br/>
**Bug Fixes:**
- Fix white biome colors (plants and water) caused by some mods (specifially Polytone)
- Fix LODs sometimes not increasing in quality when getting closer (may cause issues if N-sized generation is enabled)
- Fix crashing on singleplayer if now screenshot has been taken for the world
- Fix GLMC.glDeleteTextures() calls
- Handle null data in chunk loading better, should fix some World Painter issues
- Fix world gen progress and other chat message warnings not appearing in release builds
- Fix an issue with some AMD GPUs crashing during shader compile
- Fix several null pointer errors
- Fix neoforge not rendering properly in dimensions that don't have a sky (IE The End and Nether)
- Fix config UI not always saving changes
- API
- Fix setting the config value renderingEnabled() causing the user's rendering mode to be changed and saved to file
- Fix DhApiAfterDhInitEvent firing before the DH config has been set up
## Highlights:
- Added MC 1.21.7 support
- Up network protocol version 10 -> 11 (DH supported servers will need to update)
- Up API version 4.0.0 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.7 support
- Adaptive Transfer Speed option for clients connected to a DH supported server
- API
- DhApiAfterColorDepthTextureCreatedEvent
- DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Changes:**
- Don't check if Inidium is installed for Sodium 0.6 and newer
- Change network protocol version 10 -> 11
- Disable cave culling for high and extreme quality presets
- Mark Chunky as incompatible
- Chunky often causes holes in the LODs. To use Chunky run it before installing DH, then uninstall it and install DH. Otherwise use DH's built in world generator.
- Disable vanilla fading when shaders are active
- it doesn't do anything when shaders are active and in MC 1.21.7+ it causes some rendering issues
- API
- Deprecate
- DhApiColorDepthTextureCreatedEvent - replaced by DhApiAfterColorDepthTextureCreatedEvent and DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Improvements:**
- Reduce stuttering/lag when connected to a DH supported server and running a slow hard drive
- Reduce allocations in getBlockColor()
- Reduce stuttering with fast world gen and LZMA compression
- Run beacon updating on a separate thread to reduce lag when connected to a server
<br/>
**Bug Fixes:**
- Fix white biome colors (plants and water) caused by some mods (specifially Polytone)
- Fix LODs sometimes not increasing in quality when getting closer (may cause issues if N-sized generation is enabled)
- Fix crashing on singleplayer if now screenshot has been taken for the world
- Fix GLMC.glDeleteTextures() calls
- Handle null data in chunk loading better, should fix some World Painter issues
- Fix world gen progress and other chat message warnings not appearing in release builds
- Fix an issue with some AMD GPUs crashing during shader compile
- Fix several null pointer errors
- Fix neoforge not rendering properly in dimensions that don't have a sky (IE The End and Nether)
- Fix config UI not always saving changes
- API
- Fix setting the config value renderingEnabled() causing the user's rendering mode to be changed and saved to file
- Fix DhApiAfterDhInitEvent firing before the DH config has been set up
## Highlights:
- Added MC 1.21.7 support
- Up network protocol version 10 -> 11 (DH supported servers will need to update)
- Up API version 4.0.0 -> 4.1.0
## Full Changelog
**Additions:**
- MC 1.21.7 support
- Adaptive Transfer Speed option for clients connected to a DH supported server
- API
- DhApiAfterColorDepthTextureCreatedEvent
- DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Changes:**
- Don't check if Inidium is installed for Sodium 0.6 and newer
- Change network protocol version 10 -> 11
- Disable cave culling for high and extreme quality presets
- Mark Chunky as incompatible
- Chunky often causes holes in the LODs. To use Chunky run it before installing DH, then uninstall it and install DH. Otherwise use DH's built in world generator.
- Disable vanilla fading when shaders are active
- it doesn't do anything when shaders are active and in MC 1.21.7+ it causes some rendering issues
- API
- Deprecate
- DhApiColorDepthTextureCreatedEvent - replaced by DhApiAfterColorDepthTextureCreatedEvent and DhApiBeforeColorDepthTextureCreatedEvent
<br/>
**Improvements:**
- Reduce stuttering/lag when connected to a DH supported server and running a slow hard drive
- Reduce allocations in getBlockColor()
- Reduce stuttering with fast world gen and LZMA compression
- Run beacon updating on a separate thread to reduce lag when connected to a server
<br/>
**Bug Fixes:**
- Fix white biome colors (plants and water) caused by some mods (specifially Polytone)
- Fix LODs sometimes not increasing in quality when getting closer (may cause issues if N-sized generation is enabled)
- Fix crashing on singleplayer if now screenshot has been taken for the world
- Fix GLMC.glDeleteTextures() calls
- Handle null data in chunk loading better, should fix some World Painter issues
- Fix world gen progress and other chat message warnings not appearing in release builds
- Fix an issue with some AMD GPUs crashing during shader compile
- Fix several null pointer errors
- Fix neoforge not rendering properly in dimensions that don't have a sky (IE The End and Nether)
- Fix config UI not always saving changes
- API
- Fix setting the config value renderingEnabled() causing the user's rendering mode to be changed and saved to file
- Fix DhApiAfterDhInitEvent firing before the DH config has been set up
## Highlights:
- Added MC 1.21.5 support
- Improved world gen back to pre 2.3.0 speeds
- Fixed transparent LODs rendering brighter than expected against the sky
- Fixed several OpenGL errors (specifically for Linux)
- Fixed LAN not working for Neo/Forge
- Fixed Forge 1.18.2 dedicated server crashing on startup due to auto-updater
- Fixed several memory leaks when changing worlds/levels
## Full Changelog
**Additions:**
- MC 1.21.5 support
- additional error checking/handling to shader compilation
- stack traces to GL error logging
- a config to only log GL errors once per message
<br/>
**Changes:**
- decrease default world gen progress message timeout 5 seconds -> 2
- Don't log InterruptedException's during thread pool shutdown
- Add Iris <=1.8.10 incompatibility for MC 1.21.5
- Iris 1.8.11 fixes the problem and works like normal
<br/>
**Bug Fixes:**
- Fix GL error logging on MC versions 1.20.2 and newer
- Fix changing graphics settings via the API failing when called on world load
- Fix API terrain repo failing when no memory cache was provided
- fix passing in the wrong flags to glBufferStorage
- Fix GL errors/logs due to the following:
- restoring textures to the default FBO
- accessing the default FBO
- Fix LAN not working on Neo/Forge
- Fix Forge 1.18.2 dedicated server startup crash due to auto-updater
- Fix transparent LODs rendering brighter against the sky
- Fix SSAO applying to the sky
- Fix world gen task duplication (increases world gen speed)
- Fix beacon beams not going through some blocks
- Fix several memory leaks when changing worlds/levels
## Highlights:
- Added MC 1.21.5 support
- Improved world gen back to pre 2.3.0 speeds
- Fixed transparent LODs rendering brighter than expected against the sky
- Fixed several OpenGL errors (specifically for Linux)
- Fixed LAN not working for Neo/Forge
- Fixed Forge 1.18.2 dedicated server crashing on startup due to auto-updater
- Fixed several memory leaks when changing worlds/levels
## Full Changelog
**Additions:**
- MC 1.21.5 support
- additional error checking/handling to shader compilation
- stack traces to GL error logging
- a config to only log GL errors once per message
<br/>
**Changes:**
- decrease default world gen progress message timeout 5 seconds -> 2
- Don't log InterruptedException's during thread pool shutdown
- Add Iris <=1.8.10 incompatibility for MC 1.21.5
- Iris 1.8.11 fixes the problem and works like normal
<br/>
**Bug Fixes:**
- Fix GL error logging on MC versions 1.20.2 and newer
- Fix changing graphics settings via the API failing when called on world load
- Fix API terrain repo failing when no memory cache was provided
- fix passing in the wrong flags to glBufferStorage
- Fix GL errors/logs due to the following:
- restoring textures to the default FBO
- accessing the default FBO
- Fix LAN not working on Neo/Forge
- Fix Forge 1.18.2 dedicated server startup crash due to auto-updater
- Fix transparent LODs rendering brighter against the sky
- Fix SSAO applying to the sky
- Fix world gen task duplication (increases world gen speed)
- Fix beacon beams not going through some blocks
- Fix several memory leaks when changing worlds/levels
## Highlights:
- Added MC 1.21.5 support
- Improved world gen back to pre 2.3.0 speeds
- Fixed transparent LODs rendering brighter than expected against the sky
- Fixed several OpenGL errors (specifically for Linux)
- Fixed LAN not working for Neo/Forge
- Fixed Forge 1.18.2 dedicated server crashing on startup due to auto-updater
- Fixed several memory leaks when changing worlds/levels
## Full Changelog
**Additions:**
- MC 1.21.5 support
- additional error checking/handling to shader compilation
- stack traces to GL error logging
- a config to only log GL errors once per message
<br/>
**Changes:**
- decrease default world gen progress message timeout 5 seconds -> 2
- Don't log InterruptedException's during thread pool shutdown
- Add Iris <=1.8.10 incompatibility for MC 1.21.5
- Iris 1.8.11 fixes the problem and works like normal
<br/>
**Bug Fixes:**
- Fix GL error logging on MC versions 1.20.2 and newer
- Fix changing graphics settings via the API failing when called on world load
- Fix API terrain repo failing when no memory cache was provided
- fix passing in the wrong flags to glBufferStorage
- Fix GL errors/logs due to the following:
- restoring textures to the default FBO
- accessing the default FBO
- Fix LAN not working on Neo/Forge
- Fix Forge 1.18.2 dedicated server startup crash due to auto-updater
- Fix transparent LODs rendering brighter against the sky
- Fix SSAO applying to the sky
- Fix world gen task duplication (increases world gen speed)
- Fix beacon beams not going through some blocks
- Fix several memory leaks when changing worlds/levels
## Highlights:
- Added MC 1.21.5 support
- Improved world gen back to pre 2.3.0 speeds
- Fixed transparent LODs rendering brighter than expected against the sky
- Fixed several OpenGL errors (specifically for Linux)
- Fixed LAN not working for Neo/Forge
- Fixed Forge 1.18.2 dedicated server crashing on startup due to auto-updater
- Fixed several memory leaks when changing worlds/levels
## Full Changelog
**Additions:**
- MC 1.21.5 support
- additional error checking/handling to shader compilation
- stack traces to GL error logging
- a config to only log GL errors once per message
<br/>
**Changes:**
- decrease default world gen progress message timeout 5 seconds -> 2
- Don't log InterruptedException's during thread pool shutdown
- Add Iris <=1.8.10 incompatibility for MC 1.21.5
- Iris 1.8.11 fixes the problem and works like normal
<br/>
**Bug Fixes:**
- Fix GL error logging on MC versions 1.20.2 and newer
- Fix changing graphics settings via the API failing when called on world load
- Fix API terrain repo failing when no memory cache was provided
- fix passing in the wrong flags to glBufferStorage
- Fix GL errors/logs due to the following:
- restoring textures to the default FBO
- accessing the default FBO
- Fix LAN not working on Neo/Forge
- Fix Forge 1.18.2 dedicated server startup crash due to auto-updater
- Fix transparent LODs rendering brighter against the sky
- Fix SSAO applying to the sky
- Fix world gen task duplication (increases world gen speed)
- Fix beacon beams not going through some blocks
- Fix several memory leaks when changing worlds/levels
## Highlights:
- Added MC 1.21.5 support
- Improved world gen back to pre 2.3.0 speeds
- Fixed transparent LODs rendering brighter than expected against the sky
- Fixed several OpenGL errors (specifically for Linux)
- Fixed LAN not working for Neo/Forge
- Fixed Forge 1.18.2 dedicated server crashing on startup due to auto-updater
- Fixed several memory leaks when changing worlds/levels
## Full Changelog
**Additions:**
- MC 1.21.5 support
- additional error checking/handling to shader compilation
- stack traces to GL error logging
- a config to only log GL errors once per message
<br/>
**Changes:**
- decrease default world gen progress message timeout 5 seconds -> 2
- Don't log InterruptedException's during thread pool shutdown
- Add Iris <=1.8.10 incompatibility for MC 1.21.5
- Iris 1.8.11 fixes the problem and works like normal
<br/>
**Bug Fixes:**
- Fix GL error logging on MC versions 1.20.2 and newer
- Fix changing graphics settings via the API failing when called on world load
- Fix API terrain repo failing when no memory cache was provided
- fix passing in the wrong flags to glBufferStorage
- Fix GL errors/logs due to the following:
- restoring textures to the default FBO
- accessing the default FBO
- Fix LAN not working on Neo/Forge
- Fix Forge 1.18.2 dedicated server startup crash due to auto-updater
- Fix transparent LODs rendering brighter against the sky
- Fix SSAO applying to the sky
- Fix world gen task duplication (increases world gen speed)
- Fix beacon beams not going through some blocks
- Fix several memory leaks when changing worlds/levels
## Highlights:
- Added MC 1.21.5 support
- Improved world gen back to pre 2.3.0 speeds
- Fixed transparent LODs rendering brighter than expected against the sky
- Fixed several OpenGL errors (specifically for Linux)
- Fixed LAN not working for Neo/Forge
- Fixed Forge 1.18.2 dedicated server crashing on startup due to auto-updater
- Fixed several memory leaks when changing worlds/levels
## Full Changelog
**Additions:**
- MC 1.21.5 support
- additional error checking/handling to shader compilation
- stack traces to GL error logging
- a config to only log GL errors once per message
<br/>
**Changes:**
- decrease default world gen progress message timeout 5 seconds -> 2
- Don't log InterruptedException's during thread pool shutdown
- Add Iris <=1.8.10 incompatibility for MC 1.21.5
- Iris 1.8.11 fixes the problem and works like normal
<br/>
**Bug Fixes:**
- Fix GL error logging on MC versions 1.20.2 and newer
- Fix changing graphics settings via the API failing when called on world load
- Fix API terrain repo failing when no memory cache was provided
- fix passing in the wrong flags to glBufferStorage
- Fix GL errors/logs due to the following:
- restoring textures to the default FBO
- accessing the default FBO
- Fix LAN not working on Neo/Forge
- Fix Forge 1.18.2 dedicated server startup crash due to auto-updater
- Fix transparent LODs rendering brighter against the sky
- Fix SSAO applying to the sky
- Fix world gen task duplication (increases world gen speed)
- Fix beacon beams not going through some blocks
- Fix several memory leaks when changing worlds/levels
## Highlights:
- Added MC 1.21.5 support
- Improved world gen back to pre 2.3.0 speeds
- Fixed transparent LODs rendering brighter than expected against the sky
- Fixed several OpenGL errors (specifically for Linux)
- Fixed LAN not working for Neo/Forge
- Fixed Forge 1.18.2 dedicated server crashing on startup due to auto-updater
- Fixed several memory leaks when changing worlds/levels
## Full Changelog
**Additions:**
- MC 1.21.5 support
- additional error checking/handling to shader compilation
- stack traces to GL error logging
- a config to only log GL errors once per message
<br/>
**Changes:**
- decrease default world gen progress message timeout 5 seconds -> 2
- Don't log InterruptedException's during thread pool shutdown
- Add Iris <=1.8.10 incompatibility for MC 1.21.5
- Iris 1.8.11 fixes the problem and works like normal
<br/>
**Bug Fixes:**
- Fix GL error logging on MC versions 1.20.2 and newer
- Fix changing graphics settings via the API failing when called on world load
- Fix API terrain repo failing when no memory cache was provided
- fix passing in the wrong flags to glBufferStorage
- Fix GL errors/logs due to the following:
- restoring textures to the default FBO
- accessing the default FBO
- Fix LAN not working on Neo/Forge
- Fix Forge 1.18.2 dedicated server startup crash due to auto-updater
- Fix transparent LODs rendering brighter against the sky
- Fix SSAO applying to the sky
- Fix world gen task duplication (increases world gen speed)
- Fix beacon beams not going through some blocks
- Fix several memory leaks when changing worlds/levels
## Highlights:
- Added MC 1.21.5 support
- Improved world gen back to pre 2.3.0 speeds
- Fixed transparent LODs rendering brighter than expected against the sky
- Fixed several OpenGL errors (specifically for Linux)
- Fixed LAN not working for Neo/Forge
- Fixed Forge 1.18.2 dedicated server crashing on startup due to auto-updater
- Fixed several memory leaks when changing worlds/levels
## Full Changelog
**Additions:**
- MC 1.21.5 support
- additional error checking/handling to shader compilation
- stack traces to GL error logging
- a config to only log GL errors once per message
<br/>
**Changes:**
- decrease default world gen progress message timeout 5 seconds -> 2
- Don't log InterruptedException's during thread pool shutdown
- Add Iris <=1.8.10 incompatibility for MC 1.21.5
- Iris 1.8.11 fixes the problem and works like normal
<br/>
**Bug Fixes:**
- Fix GL error logging on MC versions 1.20.2 and newer
- Fix changing graphics settings via the API failing when called on world load
- Fix API terrain repo failing when no memory cache was provided
- fix passing in the wrong flags to glBufferStorage
- Fix GL errors/logs due to the following:
- restoring textures to the default FBO
- accessing the default FBO
- Fix LAN not working on Neo/Forge
- Fix Forge 1.18.2 dedicated server startup crash due to auto-updater
- Fix transparent LODs rendering brighter against the sky
- Fix SSAO applying to the sky
- Fix world gen task duplication (increases world gen speed)
- Fix beacon beams not going through some blocks
- Fix several memory leaks when changing worlds/levels
## Highlights:
- Added MC 1.21.5 support
- Improved world gen back to pre 2.3.0 speeds
- Fixed transparent LODs rendering brighter than expected against the sky
- Fixed several OpenGL errors (specifically for Linux)
- Fixed LAN not working for Neo/Forge
- Fixed Forge 1.18.2 dedicated server crashing on startup due to auto-updater
- Fixed several memory leaks when changing worlds/levels
## Full Changelog
**Additions:**
- MC 1.21.5 support
- additional error checking/handling to shader compilation
- stack traces to GL error logging
- a config to only log GL errors once per message
<br/>
**Changes:**
- decrease default world gen progress message timeout 5 seconds -> 2
- Don't log InterruptedException's during thread pool shutdown
- Add Iris <=1.8.10 incompatibility for MC 1.21.5
- Iris 1.8.11 fixes the problem and works like normal
<br/>
**Bug Fixes:**
- Fix GL error logging on MC versions 1.20.2 and newer
- Fix changing graphics settings via the API failing when called on world load
- Fix API terrain repo failing when no memory cache was provided
- fix passing in the wrong flags to glBufferStorage
- Fix GL errors/logs due to the following:
- restoring textures to the default FBO
- accessing the default FBO
- Fix LAN not working on Neo/Forge
- Fix Forge 1.18.2 dedicated server startup crash due to auto-updater
- Fix transparent LODs rendering brighter against the sky
- Fix SSAO applying to the sky
- Fix world gen task duplication (increases world gen speed)
- Fix beacon beams not going through some blocks
- Fix several memory leaks when changing worlds/levels
## Highlights:
- Added MC 1.21.5 support
- Improved world gen back to pre 2.3.0 speeds
- Fixed transparent LODs rendering brighter than expected against the sky
- Fixed several OpenGL errors (specifically for Linux)
- Fixed LAN not working for Neo/Forge
- Fixed Forge 1.18.2 dedicated server crashing on startup due to auto-updater
- Fixed several memory leaks when changing worlds/levels
## Full Changelog
**Additions:**
- MC 1.21.5 support
- additional error checking/handling to shader compilation
- stack traces to GL error logging
- a config to only log GL errors once per message
<br/>
**Changes:**
- decrease default world gen progress message timeout 5 seconds -> 2
- Don't log InterruptedException's during thread pool shutdown
- Add Iris <=1.8.10 incompatibility for MC 1.21.5
- Iris 1.8.11 fixes the problem and works like normal
<br/>
**Bug Fixes:**
- Fix GL error logging on MC versions 1.20.2 and newer
- Fix changing graphics settings via the API failing when called on world load
- Fix API terrain repo failing when no memory cache was provided
- fix passing in the wrong flags to glBufferStorage
- Fix GL errors/logs due to the following:
- restoring textures to the default FBO
- accessing the default FBO
- Fix LAN not working on Neo/Forge
- Fix Forge 1.18.2 dedicated server startup crash due to auto-updater
- Fix transparent LODs rendering brighter against the sky
- Fix SSAO applying to the sky
- Fix world gen task duplication (increases world gen speed)
- Fix beacon beams not going through some blocks
- Fix several memory leaks when changing worlds/levels
## Highlights:
- Added MC 1.21.5 support
- Improved world gen back to pre 2.3.0 speeds
- Fixed transparent LODs rendering brighter than expected against the sky
- Fixed several OpenGL errors (specifically for Linux)
- Fixed LAN not working for Neo/Forge
- Fixed Forge 1.18.2 dedicated server crashing on startup due to auto-updater
- Fixed several memory leaks when changing worlds/levels
## Full Changelog
**Additions:**
- MC 1.21.5 support
- additional error checking/handling to shader compilation
- stack traces to GL error logging
- a config to only log GL errors once per message
<br/>
**Changes:**
- decrease default world gen progress message timeout 5 seconds -> 2
- Don't log InterruptedException's during thread pool shutdown
- Add Iris <=1.8.10 incompatibility for MC 1.21.5
- Iris 1.8.11 fixes the problem and works like normal
<br/>
**Bug Fixes:**
- Fix GL error logging on MC versions 1.20.2 and newer
- Fix changing graphics settings via the API failing when called on world load
- Fix API terrain repo failing when no memory cache was provided
- fix passing in the wrong flags to glBufferStorage
- Fix GL errors/logs due to the following:
- restoring textures to the default FBO
- accessing the default FBO
- Fix LAN not working on Neo/Forge
- Fix Forge 1.18.2 dedicated server startup crash due to auto-updater
- Fix transparent LODs rendering brighter against the sky
- Fix SSAO applying to the sky
- Fix world gen task duplication (increases world gen speed)
- Fix beacon beams not going through some blocks
- Fix several memory leaks when changing worlds/levels
## Highlights:
- Added MC 1.21.5 support
- Improved world gen back to pre 2.3.0 speeds
- Fixed transparent LODs rendering brighter than expected against the sky
- Fixed several OpenGL errors (specifically for Linux)
- Fixed LAN not working for Neo/Forge
- Fixed Forge 1.18.2 dedicated server crashing on startup due to auto-updater
- Fixed several memory leaks when changing worlds/levels
## Full Changelog
**Additions:**
- MC 1.21.5 support
- additional error checking/handling to shader compilation
- stack traces to GL error logging
- a config to only log GL errors once per message
<br/>
**Changes:**
- decrease default world gen progress message timeout 5 seconds -> 2
- Don't log InterruptedException's during thread pool shutdown
- Add Iris <=1.8.10 incompatibility for MC 1.21.5
- Iris 1.8.11 fixes the problem and works like normal
<br/>
**Bug Fixes:**
- Fix GL error logging on MC versions 1.20.2 and newer
- Fix changing graphics settings via the API failing when called on world load
- Fix API terrain repo failing when no memory cache was provided
- fix passing in the wrong flags to glBufferStorage
- Fix GL errors/logs due to the following:
- restoring textures to the default FBO
- accessing the default FBO
- Fix LAN not working on Neo/Forge
- Fix Forge 1.18.2 dedicated server startup crash due to auto-updater
- Fix transparent LODs rendering brighter against the sky
- Fix SSAO applying to the sky
- Fix world gen task duplication (increases world gen speed)
- Fix beacon beams not going through some blocks
- Fix several memory leaks when changing worlds/levels
## Highlights:
- Added MC 1.21.5 support
- Improved world gen back to pre 2.3.0 speeds
- Fixed transparent LODs rendering brighter than expected against the sky
- Fixed several OpenGL errors (specifically for Linux)
- Fixed LAN not working for Neo/Forge
- Fixed Forge 1.18.2 dedicated server crashing on startup due to auto-updater
- Fixed several memory leaks when changing worlds/levels
## Full Changelog
**Additions:**
- MC 1.21.5 support
- additional error checking/handling to shader compilation
- stack traces to GL error logging
- a config to only log GL errors once per message
<br/>
**Changes:**
- decrease default world gen progress message timeout 5 seconds -> 2
- Don't log InterruptedException's during thread pool shutdown
- Add Iris <=1.8.10 incompatibility for MC 1.21.5
- Iris 1.8.11 fixes the problem and works like normal
<br/>
**Bug Fixes:**
- Fix GL error logging on MC versions 1.20.2 and newer
- Fix changing graphics settings via the API failing when called on world load
- Fix API terrain repo failing when no memory cache was provided
- fix passing in the wrong flags to glBufferStorage
- Fix GL errors/logs due to the following:
- restoring textures to the default FBO
- accessing the default FBO
- Fix LAN not working on Neo/Forge
- Fix Forge 1.18.2 dedicated server startup crash due to auto-updater
- Fix transparent LODs rendering brighter against the sky
- Fix SSAO applying to the sky
- Fix world gen task duplication (increases world gen speed)
- Fix beacon beams not going through some blocks
- Fix several memory leaks when changing worlds/levels
## Highlights:
- Dedicated/LAN Server support
- Fading between DH and vanilla rendering
- Changed the DH logo
- Removed Multiverse Similarity percent
- Fixed vertical fog
- Up API version 3.0.1 -> 4.0.0
- Massively reduced memory requirements and GC stuttering
- DH can now run with as little as 2-4 GB of memory (depending on CPU settings)
- This change does cause initial LOD loading to be slightly slower
- Added Dynamic thread allocation
- Fixed an EXCEPTION_ACCESS_VIOLATION rendering crash
## Full Changelog
**Additions:**
- Server support - pshsh
- Server LOD generation
- Server Multiverse handling
- dedicated servers
- LAN servers
- Add DH/Vanilla fading
- Add support for N-sized world generation
- Add recalculate heightmap config
- for use with world painter worlds or whenever the heightmap is incorrect
- Add Oculus 1.7 to the list of incompatible mods
- Oculus needs to update to use the new DH API
- Add pshsh to the author list
- Add partial mod incompatibily chat warnings
- Chunky, WWOO, and Alex's Caves
- Re-added INTERNAL_SERVER distant generator model
- This mode will ask MC's server to generate the chunks.
- This mode allows for more accurate generation at the cost of world size and server thread lag
- Add config assumePreExistingChunksAreFinished
- This may help with situations where pre-existing chunks were created by third-party program and are incorrectly running world gen.
- Dyanimc Thread allocation - Pshsh and James
- DH now has a single thread count config
- This should reduce the chance of DH using 100% CPU with lower CPU presets
- The CPU preset has also been increased from LOW -> BALANCED
- Add options to show/hide some DH F3 screen info
- memory pools are hidden by default since they aren't needed unless debugging said pools is needed
- Add logs for when a repo has finished closing
- If Sqlite is taking a long time flushing the WAL file, this should help show that
- Add validateBufferIdsBeforeRendering Config
- Enabling this drastically reduces FPS but can be helpful for troubleshooting
- Add a chat warning if the vanilla render distance is higher than recommeneded
- DH can be more easily overwhelmed if the vanilla render distance is too high
- And vanilla CPU use is much higher
- Add world gen/import progress overlay
- Add automatic overdraw config
- when overdraw is set to "0.0" DH will determine the best overdraw based on the vanilla render distance
- this also affects vanilla fading and will make the vanilla render distance appear a bit further when fading is enabled
- Add the ability to change beacon beam heights - zJannyAT
<br/>
**Improvements:**
- Optimize ChunkWrapper getBlockState - Builderb0y
- Optimize sky light for LODs - Builderb0y
- Improve adjacent chunk lighting logic - CreepermeYT
- Reduce file handler task count when updating QuadTree nodes
- LOD updates will happen around the player instead of FIFO
- Optimize DH cloud rendering
- Cull behind the camera
- Change cloud model to smooth transition
- Slightly increase cloud speed
- Improve generic object render profiling
- Cache arrays used during Generic Object Rendering
- Move some LOD Building logic off of the render thread
- Improve Buffer upload speed and remove buffer upload threadpool
- Buffer uploading is now handled on the Lod Builder threadpool
- Rewrote object pooling to massively reduce memory use and generated garbage
- DH can now run with as little as 2 GB of ram (depending on CPU load) and in MC 1.21.4 memory per second with world gen was between 500 MB and 1 GB per second, in comparison to 6 GB/s previously
- Reduce garbage generated when interacting with Sqlite
- Added number formatting to migration progress logs
- Reduce duplicate warnings when loading old worlds
<br/>
**Changes:**
- Changed the Logos
- new logos created by Pankakes
- Hide "Distant Horizons Overloaded" chat message
- message can be enabled via config for testing
- Vertical quality dropoff is slower
- Split the config into: Client, Common, Server
- Increase far clip plane distance slightly
- Increase default render distance 128 -> 256
- Added brown mushrooms to the list of ignored blocks
- fixes some swamp rendering issues
- Removed world gen timeout
- It was originally added to prevent locking up world gen threads that got stuck in an infinite loop, however it never solved that problem so it was just an annoyance.
- Rename world gen thread pool in F3 screen "World Gen" -> "World Gen/Pull Chunk"
- This thread pool has always handled both pulling pre-existing chunks and generating missing chunks, however there was some confusion where some people thought it only generated chunks
- Increase Default thread preset LOW -> BALANCED
- due to the addition of dynamic thread allocation the number used for each prest was changed slightly
- Change CPU Preset config default values
<br/>
**Bug Fixes:**
- Hide closed database warnings
- Fix some instances of extremely high file handler job counts
- Fix config file handler corruption due to concurrent reading/writing
- Fix F3 menu showing the same level multiple times
- Fix the near clip plane appearing when zooming
- Fix JOptionPane causing Mac's with other mods freezing during load
- Fix generic renderer not using material type for shader use
- Fix a few logs not showing positions correctly
- Fix unnecessary JarUtil error logging
- Fix GLProxy skipping some render thread tasks
- This may solve some memory leaks or rendering holes
- Fix height fog
- Fix crashing when other mods null the MVM or Projection matricies
- Fix crashing when setting some config values to 0
- Fix pack.mcmeta warnings
- Fix DH preventing server shutdown in some cases
- Fix an EXCEPTION_ACCESS_VIOLATION rendering crash
- Fix Sqlite memory leaks
- Fix infinitely growing memory when changing dimensions
- Fix auto updater failing in some cases and improve logging
- Fix rare concurrent modification when changing generic rendering cubes
- Fix beacons disappearing in some situations
- Fix stairs, slabs, and glass sometimes not appearing in LODs
- Relocate Sqlite under a DH namespace to prevent interference with other mods shading or adding SQLite - pshsh
- Fix rare concurrency error on world gen shutdown
<br/>
**Removals:**
- Multiverse similarity percent
- Levels will now use the hashed seed in their folder name instead
- This is a significantly more relyable method for differentiating levels.
## Highlights:
- Dedicated/LAN Server support
- Fading between DH and vanilla rendering
- Changed the DH logo
- Removed Multiverse Similarity percent
- Fixed vertical fog
- Up API version 3.0.1 -> 4.0.0
- Massively reduced memory requirements and GC stuttering
- DH can now run with as little as 2-4 GB of memory (depending on CPU settings)
- This change does cause initial LOD loading to be slightly slower
- Added Dynamic thread allocation
- Fixed an EXCEPTION_ACCESS_VIOLATION rendering crash
## Full Changelog
**Additions:**
- Server support - pshsh
- Server LOD generation
- Server Multiverse handling
- dedicated servers
- LAN servers
- Add DH/Vanilla fading
- Add support for N-sized world generation
- Add recalculate heightmap config
- for use with world painter worlds or whenever the heightmap is incorrect
- Add Oculus 1.7 to the list of incompatible mods
- Oculus needs to update to use the new DH API
- Add pshsh to the author list
- Add partial mod incompatibily chat warnings
- Chunky, WWOO, and Alex's Caves
- Re-added INTERNAL_SERVER distant generator model
- This mode will ask MC's server to generate the chunks.
- This mode allows for more accurate generation at the cost of world size and server thread lag
- Add config assumePreExistingChunksAreFinished
- This may help with situations where pre-existing chunks were created by third-party program and are incorrectly running world gen.
- Dyanimc Thread allocation - Pshsh and James
- DH now has a single thread count config
- This should reduce the chance of DH using 100% CPU with lower CPU presets
- The CPU preset has also been increased from LOW -> BALANCED
- Add options to show/hide some DH F3 screen info
- memory pools are hidden by default since they aren't needed unless debugging said pools is needed
- Add logs for when a repo has finished closing
- If Sqlite is taking a long time flushing the WAL file, this should help show that
- Add validateBufferIdsBeforeRendering Config
- Enabling this drastically reduces FPS but can be helpful for troubleshooting
- Add a chat warning if the vanilla render distance is higher than recommeneded
- DH can be more easily overwhelmed if the vanilla render distance is too high
- And vanilla CPU use is much higher
- Add world gen/import progress overlay
- Add automatic overdraw config
- when overdraw is set to "0.0" DH will determine the best overdraw based on the vanilla render distance
- this also affects vanilla fading and will make the vanilla render distance appear a bit further when fading is enabled
- Add the ability to change beacon beam heights - zJannyAT
<br/>
**Improvements:**
- Optimize ChunkWrapper getBlockState - Builderb0y
- Optimize sky light for LODs - Builderb0y
- Improve adjacent chunk lighting logic - CreepermeYT
- Reduce file handler task count when updating QuadTree nodes
- LOD updates will happen around the player instead of FIFO
- Optimize DH cloud rendering
- Cull behind the camera
- Change cloud model to smooth transition
- Slightly increase cloud speed
- Improve generic object render profiling
- Cache arrays used during Generic Object Rendering
- Move some LOD Building logic off of the render thread
- Improve Buffer upload speed and remove buffer upload threadpool
- Buffer uploading is now handled on the Lod Builder threadpool
- Rewrote object pooling to massively reduce memory use and generated garbage
- DH can now run with as little as 2 GB of ram (depending on CPU load) and in MC 1.21.4 memory per second with world gen was between 500 MB and 1 GB per second, in comparison to 6 GB/s previously
- Reduce garbage generated when interacting with Sqlite
- Added number formatting to migration progress logs
- Reduce duplicate warnings when loading old worlds
<br/>
**Changes:**
- Changed the Logos
- new logos created by Pankakes
- Hide "Distant Horizons Overloaded" chat message
- message can be enabled via config for testing
- Vertical quality dropoff is slower
- Split the config into: Client, Common, Server
- Increase far clip plane distance slightly
- Increase default render distance 128 -> 256
- Added brown mushrooms to the list of ignored blocks
- fixes some swamp rendering issues
- Removed world gen timeout
- It was originally added to prevent locking up world gen threads that got stuck in an infinite loop, however it never solved that problem so it was just an annoyance.
- Rename world gen thread pool in F3 screen "World Gen" -> "World Gen/Pull Chunk"
- This thread pool has always handled both pulling pre-existing chunks and generating missing chunks, however there was some confusion where some people thought it only generated chunks
- Increase Default thread preset LOW -> BALANCED
- due to the addition of dynamic thread allocation the number used for each prest was changed slightly
- Change CPU Preset config default values
<br/>
**Bug Fixes:**
- Hide closed database warnings
- Fix some instances of extremely high file handler job counts
- Fix config file handler corruption due to concurrent reading/writing
- Fix F3 menu showing the same level multiple times
- Fix the near clip plane appearing when zooming
- Fix JOptionPane causing Mac's with other mods freezing during load
- Fix generic renderer not using material type for shader use
- Fix a few logs not showing positions correctly
- Fix unnecessary JarUtil error logging
- Fix GLProxy skipping some render thread tasks
- This may solve some memory leaks or rendering holes
- Fix height fog
- Fix crashing when other mods null the MVM or Projection matricies
- Fix crashing when setting some config values to 0
- Fix pack.mcmeta warnings
- Fix DH preventing server shutdown in some cases
- Fix an EXCEPTION_ACCESS_VIOLATION rendering crash
- Fix Sqlite memory leaks
- Fix infinitely growing memory when changing dimensions
- Fix auto updater failing in some cases and improve logging
- Fix rare concurrent modification when changing generic rendering cubes
- Fix beacons disappearing in some situations
- Fix stairs, slabs, and glass sometimes not appearing in LODs
- Relocate Sqlite under a DH namespace to prevent interference with other mods shading or adding SQLite - pshsh
- Fix rare concurrency error on world gen shutdown
<br/>
**Removals:**
- Multiverse similarity percent
- Levels will now use the hashed seed in their folder name instead
- This is a significantly more relyable method for differentiating levels.
## Highlights:
- Dedicated/LAN Server support
- Fading between DH and vanilla rendering
- Changed the DH logo
- Removed Multiverse Similarity percent
- Fixed vertical fog
- Up API version 3.0.1 -> 4.0.0
- Massively reduced memory requirements and GC stuttering
- DH can now run with as little as 2-4 GB of memory (depending on CPU settings)
- This change does cause initial LOD loading to be slightly slower
- Added Dynamic thread allocation
- Fixed an EXCEPTION_ACCESS_VIOLATION rendering crash
## Full Changelog
**Additions:**
- Server support - pshsh
- Server LOD generation
- Server Multiverse handling
- dedicated servers
- LAN servers
- Add DH/Vanilla fading
- Add support for N-sized world generation
- Add recalculate heightmap config
- for use with world painter worlds or whenever the heightmap is incorrect
- Add Oculus 1.7 to the list of incompatible mods
- Oculus needs to update to use the new DH API
- Add pshsh to the author list
- Add partial mod incompatibily chat warnings
- Chunky, WWOO, and Alex's Caves
- Re-added INTERNAL_SERVER distant generator model
- This mode will ask MC's server to generate the chunks.
- This mode allows for more accurate generation at the cost of world size and server thread lag
- Add config assumePreExistingChunksAreFinished
- This may help with situations where pre-existing chunks were created by third-party program and are incorrectly running world gen.
- Dyanimc Thread allocation - Pshsh and James
- DH now has a single thread count config
- This should reduce the chance of DH using 100% CPU with lower CPU presets
- The CPU preset has also been increased from LOW -> BALANCED
- Add options to show/hide some DH F3 screen info
- memory pools are hidden by default since they aren't needed unless debugging said pools is needed
- Add logs for when a repo has finished closing
- If Sqlite is taking a long time flushing the WAL file, this should help show that
- Add validateBufferIdsBeforeRendering Config
- Enabling this drastically reduces FPS but can be helpful for troubleshooting
- Add a chat warning if the vanilla render distance is higher than recommeneded
- DH can be more easily overwhelmed if the vanilla render distance is too high
- And vanilla CPU use is much higher
- Add world gen/import progress overlay
- Add automatic overdraw config
- when overdraw is set to "0.0" DH will determine the best overdraw based on the vanilla render distance
- this also affects vanilla fading and will make the vanilla render distance appear a bit further when fading is enabled
- Add the ability to change beacon beam heights - zJannyAT
<br/>
**Improvements:**
- Optimize ChunkWrapper getBlockState - Builderb0y
- Optimize sky light for LODs - Builderb0y
- Improve adjacent chunk lighting logic - CreepermeYT
- Reduce file handler task count when updating QuadTree nodes
- LOD updates will happen around the player instead of FIFO
- Optimize DH cloud rendering
- Cull behind the camera
- Change cloud model to smooth transition
- Slightly increase cloud speed
- Improve generic object render profiling
- Cache arrays used during Generic Object Rendering
- Move some LOD Building logic off of the render thread
- Improve Buffer upload speed and remove buffer upload threadpool
- Buffer uploading is now handled on the Lod Builder threadpool
- Rewrote object pooling to massively reduce memory use and generated garbage
- DH can now run with as little as 2 GB of ram (depending on CPU load) and in MC 1.21.4 memory per second with world gen was between 500 MB and 1 GB per second, in comparison to 6 GB/s previously
- Reduce garbage generated when interacting with Sqlite
- Added number formatting to migration progress logs
- Reduce duplicate warnings when loading old worlds
<br/>
**Changes:**
- Changed the Logos
- new logos created by Pankakes
- Hide "Distant Horizons Overloaded" chat message
- message can be enabled via config for testing
- Vertical quality dropoff is slower
- Split the config into: Client, Common, Server
- Increase far clip plane distance slightly
- Increase default render distance 128 -> 256
- Added brown mushrooms to the list of ignored blocks
- fixes some swamp rendering issues
- Removed world gen timeout
- It was originally added to prevent locking up world gen threads that got stuck in an infinite loop, however it never solved that problem so it was just an annoyance.
- Rename world gen thread pool in F3 screen "World Gen" -> "World Gen/Pull Chunk"
- This thread pool has always handled both pulling pre-existing chunks and generating missing chunks, however there was some confusion where some people thought it only generated chunks
- Increase Default thread preset LOW -> BALANCED
- due to the addition of dynamic thread allocation the number used for each prest was changed slightly
- Change CPU Preset config default values
<br/>
**Bug Fixes:**
- Hide closed database warnings
- Fix some instances of extremely high file handler job counts
- Fix config file handler corruption due to concurrent reading/writing
- Fix F3 menu showing the same level multiple times
- Fix the near clip plane appearing when zooming
- Fix JOptionPane causing Mac's with other mods freezing during load
- Fix generic renderer not using material type for shader use
- Fix a few logs not showing positions correctly
- Fix unnecessary JarUtil error logging
- Fix GLProxy skipping some render thread tasks
- This may solve some memory leaks or rendering holes
- Fix height fog
- Fix crashing when other mods null the MVM or Projection matricies
- Fix crashing when setting some config values to 0
- Fix pack.mcmeta warnings
- Fix DH preventing server shutdown in some cases
- Fix an EXCEPTION_ACCESS_VIOLATION rendering crash
- Fix Sqlite memory leaks
- Fix infinitely growing memory when changing dimensions
- Fix auto updater failing in some cases and improve logging
- Fix rare concurrent modification when changing generic rendering cubes
- Fix beacons disappearing in some situations
- Fix stairs, slabs, and glass sometimes not appearing in LODs
- Relocate Sqlite under a DH namespace to prevent interference with other mods shading or adding SQLite - pshsh
- Fix rare concurrency error on world gen shutdown
<br/>
**Removals:**
- Multiverse similarity percent
- Levels will now use the hashed seed in their folder name instead
- This is a significantly more relyable method for differentiating levels.
## Highlights:
- Dedicated/LAN Server support
- Fading between DH and vanilla rendering
- Changed the DH logo
- Removed Multiverse Similarity percent
- Fixed vertical fog
- Up API version 3.0.1 -> 4.0.0
- Massively reduced memory requirements and GC stuttering
- DH can now run with as little as 2-4 GB of memory (depending on CPU settings)
- This change does cause initial LOD loading to be slightly slower
- Added Dynamic thread allocation
- Fixed an EXCEPTION_ACCESS_VIOLATION rendering crash
## Full Changelog
**Additions:**
- Server support - pshsh
- Server LOD generation
- Server Multiverse handling
- dedicated servers
- LAN servers
- Add DH/Vanilla fading
- Add support for N-sized world generation
- Add recalculate heightmap config
- for use with world painter worlds or whenever the heightmap is incorrect
- Add Oculus 1.7 to the list of incompatible mods
- Oculus needs to update to use the new DH API
- Add pshsh to the author list
- Add partial mod incompatibily chat warnings
- Chunky, WWOO, and Alex's Caves
- Re-added INTERNAL_SERVER distant generator model
- This mode will ask MC's server to generate the chunks.
- This mode allows for more accurate generation at the cost of world size and server thread lag
- Add config assumePreExistingChunksAreFinished
- This may help with situations where pre-existing chunks were created by third-party program and are incorrectly running world gen.
- Dyanimc Thread allocation - Pshsh and James
- DH now has a single thread count config
- This should reduce the chance of DH using 100% CPU with lower CPU presets
- The CPU preset has also been increased from LOW -> BALANCED
- Add options to show/hide some DH F3 screen info
- memory pools are hidden by default since they aren't needed unless debugging said pools is needed
- Add logs for when a repo has finished closing
- If Sqlite is taking a long time flushing the WAL file, this should help show that
- Add validateBufferIdsBeforeRendering Config
- Enabling this drastically reduces FPS but can be helpful for troubleshooting
- Add a chat warning if the vanilla render distance is higher than recommeneded
- DH can be more easily overwhelmed if the vanilla render distance is too high
- And vanilla CPU use is much higher
- Add world gen/import progress overlay
- Add automatic overdraw config
- when overdraw is set to "0.0" DH will determine the best overdraw based on the vanilla render distance
- this also affects vanilla fading and will make the vanilla render distance appear a bit further when fading is enabled
- Add the ability to change beacon beam heights - zJannyAT
<br/>
**Improvements:**
- Optimize ChunkWrapper getBlockState - Builderb0y
- Optimize sky light for LODs - Builderb0y
- Improve adjacent chunk lighting logic - CreepermeYT
- Reduce file handler task count when updating QuadTree nodes
- LOD updates will happen around the player instead of FIFO
- Optimize DH cloud rendering
- Cull behind the camera
- Change cloud model to smooth transition
- Slightly increase cloud speed
- Improve generic object render profiling
- Cache arrays used during Generic Object Rendering
- Move some LOD Building logic off of the render thread
- Improve Buffer upload speed and remove buffer upload threadpool
- Buffer uploading is now handled on the Lod Builder threadpool
- Rewrote object pooling to massively reduce memory use and generated garbage
- DH can now run with as little as 2 GB of ram (depending on CPU load) and in MC 1.21.4 memory per second with world gen was between 500 MB and 1 GB per second, in comparison to 6 GB/s previously
- Reduce garbage generated when interacting with Sqlite
- Added number formatting to migration progress logs
- Reduce duplicate warnings when loading old worlds
<br/>
**Changes:**
- Changed the Logos
- new logos created by Pankakes
- Hide "Distant Horizons Overloaded" chat message
- message can be enabled via config for testing
- Vertical quality dropoff is slower
- Split the config into: Client, Common, Server
- Increase far clip plane distance slightly
- Increase default render distance 128 -> 256
- Added brown mushrooms to the list of ignored blocks
- fixes some swamp rendering issues
- Removed world gen timeout
- It was originally added to prevent locking up world gen threads that got stuck in an infinite loop, however it never solved that problem so it was just an annoyance.
- Rename world gen thread pool in F3 screen "World Gen" -> "World Gen/Pull Chunk"
- This thread pool has always handled both pulling pre-existing chunks and generating missing chunks, however there was some confusion where some people thought it only generated chunks
- Increase Default thread preset LOW -> BALANCED
- due to the addition of dynamic thread allocation the number used for each prest was changed slightly
- Change CPU Preset config default values
<br/>
**Bug Fixes:**
- Hide closed database warnings
- Fix some instances of extremely high file handler job counts
- Fix config file handler corruption due to concurrent reading/writing
- Fix F3 menu showing the same level multiple times
- Fix the near clip plane appearing when zooming
- Fix JOptionPane causing Mac's with other mods freezing during load
- Fix generic renderer not using material type for shader use
- Fix a few logs not showing positions correctly
- Fix unnecessary JarUtil error logging
- Fix GLProxy skipping some render thread tasks
- This may solve some memory leaks or rendering holes
- Fix height fog
- Fix crashing when other mods null the MVM or Projection matricies
- Fix crashing when setting some config values to 0
- Fix pack.mcmeta warnings
- Fix DH preventing server shutdown in some cases
- Fix an EXCEPTION_ACCESS_VIOLATION rendering crash
- Fix Sqlite memory leaks
- Fix infinitely growing memory when changing dimensions
- Fix auto updater failing in some cases and improve logging
- Fix rare concurrent modification when changing generic rendering cubes
- Fix beacons disappearing in some situations
- Fix stairs, slabs, and glass sometimes not appearing in LODs
- Relocate Sqlite under a DH namespace to prevent interference with other mods shading or adding SQLite - pshsh
- Fix rare concurrency error on world gen shutdown
<br/>
**Removals:**
- Multiverse similarity percent
- Levels will now use the hashed seed in their folder name instead
- This is a significantly more relyable method for differentiating levels.
## Highlights:
- Dedicated/LAN Server support
- Fading between DH and vanilla rendering
- Changed the DH logo
- Removed Multiverse Similarity percent
- Fixed vertical fog
- Up API version 3.0.1 -> 4.0.0
- Massively reduced memory requirements and GC stuttering
- DH can now run with as little as 2-4 GB of memory (depending on CPU settings)
- This change does cause initial LOD loading to be slightly slower
- Added Dynamic thread allocation
- Fixed an EXCEPTION_ACCESS_VIOLATION rendering crash
## Full Changelog
**Additions:**
- Server support - pshsh
- Server LOD generation
- Server Multiverse handling
- dedicated servers
- LAN servers
- Add DH/Vanilla fading
- Add support for N-sized world generation
- Add recalculate heightmap config
- for use with world painter worlds or whenever the heightmap is incorrect
- Add Oculus 1.7 to the list of incompatible mods
- Oculus needs to update to use the new DH API
- Add pshsh to the author list
- Add partial mod incompatibily chat warnings
- Chunky, WWOO, and Alex's Caves
- Re-added INTERNAL_SERVER distant generator model
- This mode will ask MC's server to generate the chunks.
- This mode allows for more accurate generation at the cost of world size and server thread lag
- Add config assumePreExistingChunksAreFinished
- This may help with situations where pre-existing chunks were created by third-party program and are incorrectly running world gen.
- Dyanimc Thread allocation - Pshsh and James
- DH now has a single thread count config
- This should reduce the chance of DH using 100% CPU with lower CPU presets
- The CPU preset has also been increased from LOW -> BALANCED
- Add options to show/hide some DH F3 screen info
- memory pools are hidden by default since they aren't needed unless debugging said pools is needed
- Add logs for when a repo has finished closing
- If Sqlite is taking a long time flushing the WAL file, this should help show that
- Add validateBufferIdsBeforeRendering Config
- Enabling this drastically reduces FPS but can be helpful for troubleshooting
- Add a chat warning if the vanilla render distance is higher than recommeneded
- DH can be more easily overwhelmed if the vanilla render distance is too high
- And vanilla CPU use is much higher
- Add world gen/import progress overlay
- Add automatic overdraw config
- when overdraw is set to "0.0" DH will determine the best overdraw based on the vanilla render distance
- this also affects vanilla fading and will make the vanilla render distance appear a bit further when fading is enabled
- Add the ability to change beacon beam heights - zJannyAT
<br/>
**Improvements:**
- Optimize ChunkWrapper getBlockState - Builderb0y
- Optimize sky light for LODs - Builderb0y
- Improve adjacent chunk lighting logic - CreepermeYT
- Reduce file handler task count when updating QuadTree nodes
- LOD updates will happen around the player instead of FIFO
- Optimize DH cloud rendering
- Cull behind the camera
- Change cloud model to smooth transition
- Slightly increase cloud speed
- Improve generic object render profiling
- Cache arrays used during Generic Object Rendering
- Move some LOD Building logic off of the render thread
- Improve Buffer upload speed and remove buffer upload threadpool
- Buffer uploading is now handled on the Lod Builder threadpool
- Rewrote object pooling to massively reduce memory use and generated garbage
- DH can now run with as little as 2 GB of ram (depending on CPU load) and in MC 1.21.4 memory per second with world gen was between 500 MB and 1 GB per second, in comparison to 6 GB/s previously
- Reduce garbage generated when interacting with Sqlite
- Added number formatting to migration progress logs
- Reduce duplicate warnings when loading old worlds
<br/>
**Changes:**
- Changed the Logos
- new logos created by Pankakes
- Hide "Distant Horizons Overloaded" chat message
- message can be enabled via config for testing
- Vertical quality dropoff is slower
- Split the config into: Client, Common, Server
- Increase far clip plane distance slightly
- Increase default render distance 128 -> 256
- Added brown mushrooms to the list of ignored blocks
- fixes some swamp rendering issues
- Removed world gen timeout
- It was originally added to prevent locking up world gen threads that got stuck in an infinite loop, however it never solved that problem so it was just an annoyance.
- Rename world gen thread pool in F3 screen "World Gen" -> "World Gen/Pull Chunk"
- This thread pool has always handled both pulling pre-existing chunks and generating missing chunks, however there was some confusion where some people thought it only generated chunks
- Increase Default thread preset LOW -> BALANCED
- due to the addition of dynamic thread allocation the number used for each prest was changed slightly
- Change CPU Preset config default values
<br/>
**Bug Fixes:**
- Hide closed database warnings
- Fix some instances of extremely high file handler job counts
- Fix config file handler corruption due to concurrent reading/writing
- Fix F3 menu showing the same level multiple times
- Fix the near clip plane appearing when zooming
- Fix JOptionPane causing Mac's with other mods freezing during load
- Fix generic renderer not using material type for shader use
- Fix a few logs not showing positions correctly
- Fix unnecessary JarUtil error logging
- Fix GLProxy skipping some render thread tasks
- This may solve some memory leaks or rendering holes
- Fix height fog
- Fix crashing when other mods null the MVM or Projection matricies
- Fix crashing when setting some config values to 0
- Fix pack.mcmeta warnings
- Fix DH preventing server shutdown in some cases
- Fix an EXCEPTION_ACCESS_VIOLATION rendering crash
- Fix Sqlite memory leaks
- Fix infinitely growing memory when changing dimensions
- Fix auto updater failing in some cases and improve logging
- Fix rare concurrent modification when changing generic rendering cubes
- Fix beacons disappearing in some situations
- Fix stairs, slabs, and glass sometimes not appearing in LODs
- Relocate Sqlite under a DH namespace to prevent interference with other mods shading or adding SQLite - pshsh
- Fix rare concurrency error on world gen shutdown
<br/>
**Removals:**
- Multiverse similarity percent
- Levels will now use the hashed seed in their folder name instead
- This is a significantly more relyable method for differentiating levels.
## Highlights:
- Dedicated/LAN Server support
- Fading between DH and vanilla rendering
- Changed the DH logo
- Removed Multiverse Similarity percent
- Fixed vertical fog
- Up API version 3.0.1 -> 4.0.0
- Massively reduced memory requirements and GC stuttering
- DH can now run with as little as 2-4 GB of memory (depending on CPU settings)
- This change does cause initial LOD loading to be slightly slower
- Added Dynamic thread allocation
- Fixed an EXCEPTION_ACCESS_VIOLATION rendering crash
## Full Changelog
**Additions:**
- Server support - pshsh
- Server LOD generation
- Server Multiverse handling
- dedicated servers
- LAN servers
- Add DH/Vanilla fading
- Add support for N-sized world generation
- Add recalculate heightmap config
- for use with world painter worlds or whenever the heightmap is incorrect
- Add Oculus 1.7 to the list of incompatible mods
- Oculus needs to update to use the new DH API
- Add pshsh to the author list
- Add partial mod incompatibily chat warnings
- Chunky, WWOO, and Alex's Caves
- Re-added INTERNAL_SERVER distant generator model
- This mode will ask MC's server to generate the chunks.
- This mode allows for more accurate generation at the cost of world size and server thread lag
- Add config assumePreExistingChunksAreFinished
- This may help with situations where pre-existing chunks were created by third-party program and are incorrectly running world gen.
- Dyanimc Thread allocation - Pshsh and James
- DH now has a single thread count config
- This should reduce the chance of DH using 100% CPU with lower CPU presets
- The CPU preset has also been increased from LOW -> BALANCED
- Add options to show/hide some DH F3 screen info
- memory pools are hidden by default since they aren't needed unless debugging said pools is needed
- Add logs for when a repo has finished closing
- If Sqlite is taking a long time flushing the WAL file, this should help show that
- Add validateBufferIdsBeforeRendering Config
- Enabling this drastically reduces FPS but can be helpful for troubleshooting
- Add a chat warning if the vanilla render distance is higher than recommeneded
- DH can be more easily overwhelmed if the vanilla render distance is too high
- And vanilla CPU use is much higher
- Add world gen/import progress overlay
- Add automatic overdraw config
- when overdraw is set to "0.0" DH will determine the best overdraw based on the vanilla render distance
- this also affects vanilla fading and will make the vanilla render distance appear a bit further when fading is enabled
- Add the ability to change beacon beam heights - zJannyAT
<br/>
**Improvements:**
- Optimize ChunkWrapper getBlockState - Builderb0y
- Optimize sky light for LODs - Builderb0y
- Improve adjacent chunk lighting logic - CreepermeYT
- Reduce file handler task count when updating QuadTree nodes
- LOD updates will happen around the player instead of FIFO
- Optimize DH cloud rendering
- Cull behind the camera
- Change cloud model to smooth transition
- Slightly increase cloud speed
- Improve generic object render profiling
- Cache arrays used during Generic Object Rendering
- Move some LOD Building logic off of the render thread
- Improve Buffer upload speed and remove buffer upload threadpool
- Buffer uploading is now handled on the Lod Builder threadpool
- Rewrote object pooling to massively reduce memory use and generated garbage
- DH can now run with as little as 2 GB of ram (depending on CPU load) and in MC 1.21.4 memory per second with world gen was between 500 MB and 1 GB per second, in comparison to 6 GB/s previously
- Reduce garbage generated when interacting with Sqlite
- Added number formatting to migration progress logs
- Reduce duplicate warnings when loading old worlds
<br/>
**Changes:**
- Changed the Logos
- new logos created by Pankakes
- Hide "Distant Horizons Overloaded" chat message
- message can be enabled via config for testing
- Vertical quality dropoff is slower
- Split the config into: Client, Common, Server
- Increase far clip plane distance slightly
- Increase default render distance 128 -> 256
- Added brown mushrooms to the list of ignored blocks
- fixes some swamp rendering issues
- Removed world gen timeout
- It was originally added to prevent locking up world gen threads that got stuck in an infinite loop, however it never solved that problem so it was just an annoyance.
- Rename world gen thread pool in F3 screen "World Gen" -> "World Gen/Pull Chunk"
- This thread pool has always handled both pulling pre-existing chunks and generating missing chunks, however there was some confusion where some people thought it only generated chunks
- Increase Default thread preset LOW -> BALANCED
- due to the addition of dynamic thread allocation the number used for each prest was changed slightly
- Change CPU Preset config default values
<br/>
**Bug Fixes:**
- Hide closed database warnings
- Fix some instances of extremely high file handler job counts
- Fix config file handler corruption due to concurrent reading/writing
- Fix F3 menu showing the same level multiple times
- Fix the near clip plane appearing when zooming
- Fix JOptionPane causing Mac's with other mods freezing during load
- Fix generic renderer not using material type for shader use
- Fix a few logs not showing positions correctly
- Fix unnecessary JarUtil error logging
- Fix GLProxy skipping some render thread tasks
- This may solve some memory leaks or rendering holes
- Fix height fog
- Fix crashing when other mods null the MVM or Projection matricies
- Fix crashing when setting some config values to 0
- Fix pack.mcmeta warnings
- Fix DH preventing server shutdown in some cases
- Fix an EXCEPTION_ACCESS_VIOLATION rendering crash
- Fix Sqlite memory leaks
- Fix infinitely growing memory when changing dimensions
- Fix auto updater failing in some cases and improve logging
- Fix rare concurrent modification when changing generic rendering cubes
- Fix beacons disappearing in some situations
- Fix stairs, slabs, and glass sometimes not appearing in LODs
- Relocate Sqlite under a DH namespace to prevent interference with other mods shading or adding SQLite - pshsh
- Fix rare concurrency error on world gen shutdown
<br/>
**Removals:**
- Multiverse similarity percent
- Levels will now use the hashed seed in their folder name instead
- This is a significantly more relyable method for differentiating levels.
## Highlights:
- Dedicated/LAN Server support
- Fading between DH and vanilla rendering
- Changed the DH logo
- Removed Multiverse Similarity percent
- Fixed vertical fog
- Up API version 3.0.1 -> 4.0.0
- Massively reduced memory requirements and GC stuttering
- DH can now run with as little as 2-4 GB of memory (depending on CPU settings)
- This change does cause initial LOD loading to be slightly slower
- Added Dynamic thread allocation
- Fixed an EXCEPTION_ACCESS_VIOLATION rendering crash
## Full Changelog
**Additions:**
- Server support - pshsh
- Server LOD generation
- Server Multiverse handling
- dedicated servers
- LAN servers
- Add DH/Vanilla fading
- Add support for N-sized world generation
- Add recalculate heightmap config
- for use with world painter worlds or whenever the heightmap is incorrect
- Add Oculus 1.7 to the list of incompatible mods
- Oculus needs to update to use the new DH API
- Add pshsh to the author list
- Add partial mod incompatibily chat warnings
- Chunky, WWOO, and Alex's Caves
- Re-added INTERNAL_SERVER distant generator model
- This mode will ask MC's server to generate the chunks.
- This mode allows for more accurate generation at the cost of world size and server thread lag
- Add config assumePreExistingChunksAreFinished
- This may help with situations where pre-existing chunks were created by third-party program and are incorrectly running world gen.
- Dyanimc Thread allocation - Pshsh and James
- DH now has a single thread count config
- This should reduce the chance of DH using 100% CPU with lower CPU presets
- The CPU preset has also been increased from LOW -> BALANCED
- Add options to show/hide some DH F3 screen info
- memory pools are hidden by default since they aren't needed unless debugging said pools is needed
- Add logs for when a repo has finished closing
- If Sqlite is taking a long time flushing the WAL file, this should help show that
- Add validateBufferIdsBeforeRendering Config
- Enabling this drastically reduces FPS but can be helpful for troubleshooting
- Add a chat warning if the vanilla render distance is higher than recommeneded
- DH can be more easily overwhelmed if the vanilla render distance is too high
- And vanilla CPU use is much higher
- Add world gen/import progress overlay
- Add automatic overdraw config
- when overdraw is set to "0.0" DH will determine the best overdraw based on the vanilla render distance
- this also affects vanilla fading and will make the vanilla render distance appear a bit further when fading is enabled
- Add the ability to change beacon beam heights - zJannyAT
<br/>
**Improvements:**
- Optimize ChunkWrapper getBlockState - Builderb0y
- Optimize sky light for LODs - Builderb0y
- Improve adjacent chunk lighting logic - CreepermeYT
- Reduce file handler task count when updating QuadTree nodes
- LOD updates will happen around the player instead of FIFO
- Optimize DH cloud rendering
- Cull behind the camera
- Change cloud model to smooth transition
- Slightly increase cloud speed
- Improve generic object render profiling
- Cache arrays used during Generic Object Rendering
- Move some LOD Building logic off of the render thread
- Improve Buffer upload speed and remove buffer upload threadpool
- Buffer uploading is now handled on the Lod Builder threadpool
- Rewrote object pooling to massively reduce memory use and generated garbage
- DH can now run with as little as 2 GB of ram (depending on CPU load) and in MC 1.21.4 memory per second with world gen was between 500 MB and 1 GB per second, in comparison to 6 GB/s previously
- Reduce garbage generated when interacting with Sqlite
- Added number formatting to migration progress logs
- Reduce duplicate warnings when loading old worlds
<br/>
**Changes:**
- Changed the Logos
- new logos created by Pankakes
- Hide "Distant Horizons Overloaded" chat message
- message can be enabled via config for testing
- Vertical quality dropoff is slower
- Split the config into: Client, Common, Server
- Increase far clip plane distance slightly
- Increase default render distance 128 -> 256
- Added brown mushrooms to the list of ignored blocks
- fixes some swamp rendering issues
- Removed world gen timeout
- It was originally added to prevent locking up world gen threads that got stuck in an infinite loop, however it never solved that problem so it was just an annoyance.
- Rename world gen thread pool in F3 screen "World Gen" -> "World Gen/Pull Chunk"
- This thread pool has always handled both pulling pre-existing chunks and generating missing chunks, however there was some confusion where some people thought it only generated chunks
- Increase Default thread preset LOW -> BALANCED
- due to the addition of dynamic thread allocation the number used for each prest was changed slightly
- Change CPU Preset config default values
<br/>
**Bug Fixes:**
- Hide closed database warnings
- Fix some instances of extremely high file handler job counts
- Fix config file handler corruption due to concurrent reading/writing
- Fix F3 menu showing the same level multiple times
- Fix the near clip plane appearing when zooming
- Fix JOptionPane causing Mac's with other mods freezing during load
- Fix generic renderer not using material type for shader use
- Fix a few logs not showing positions correctly
- Fix unnecessary JarUtil error logging
- Fix GLProxy skipping some render thread tasks
- This may solve some memory leaks or rendering holes
- Fix height fog
- Fix crashing when other mods null the MVM or Projection matricies
- Fix crashing when setting some config values to 0
- Fix pack.mcmeta warnings
- Fix DH preventing server shutdown in some cases
- Fix an EXCEPTION_ACCESS_VIOLATION rendering crash
- Fix Sqlite memory leaks
- Fix infinitely growing memory when changing dimensions
- Fix auto updater failing in some cases and improve logging
- Fix rare concurrent modification when changing generic rendering cubes
- Fix beacons disappearing in some situations
- Fix stairs, slabs, and glass sometimes not appearing in LODs
- Relocate Sqlite under a DH namespace to prevent interference with other mods shading or adding SQLite - pshsh
- Fix rare concurrency error on world gen shutdown
<br/>
**Removals:**
- Multiverse similarity percent
- Levels will now use the hashed seed in their folder name instead
- This is a significantly more relyable method for differentiating levels.
## Highlights:
- Dedicated/LAN Server support
- Fading between DH and vanilla rendering
- Changed the DH logo
- Removed Multiverse Similarity percent
- Fixed vertical fog
- Up API version 3.0.1 -> 4.0.0
- Massively reduced memory requirements and GC stuttering
- DH can now run with as little as 2-4 GB of memory (depending on CPU settings)
- This change does cause initial LOD loading to be slightly slower
- Added Dynamic thread allocation
- Fixed an EXCEPTION_ACCESS_VIOLATION rendering crash
## Full Changelog
**Additions:**
- Server support - pshsh
- Server LOD generation
- Server Multiverse handling
- dedicated servers
- LAN servers
- Add DH/Vanilla fading
- Add support for N-sized world generation
- Add recalculate heightmap config
- for use with world painter worlds or whenever the heightmap is incorrect
- Add Oculus 1.7 to the list of incompatible mods
- Oculus needs to update to use the new DH API
- Add pshsh to the author list
- Add partial mod incompatibily chat warnings
- Chunky, WWOO, and Alex's Caves
- Re-added INTERNAL_SERVER distant generator model
- This mode will ask MC's server to generate the chunks.
- This mode allows for more accurate generation at the cost of world size and server thread lag
- Add config assumePreExistingChunksAreFinished
- This may help with situations where pre-existing chunks were created by third-party program and are incorrectly running world gen.
- Dyanimc Thread allocation - Pshsh and James
- DH now has a single thread count config
- This should reduce the chance of DH using 100% CPU with lower CPU presets
- The CPU preset has also been increased from LOW -> BALANCED
- Add options to show/hide some DH F3 screen info
- memory pools are hidden by default since they aren't needed unless debugging said pools is needed
- Add logs for when a repo has finished closing
- If Sqlite is taking a long time flushing the WAL file, this should help show that
- Add validateBufferIdsBeforeRendering Config
- Enabling this drastically reduces FPS but can be helpful for troubleshooting
- Add a chat warning if the vanilla render distance is higher than recommeneded
- DH can be more easily overwhelmed if the vanilla render distance is too high
- And vanilla CPU use is much higher
- Add world gen/import progress overlay
- Add automatic overdraw config
- when overdraw is set to "0.0" DH will determine the best overdraw based on the vanilla render distance
- this also affects vanilla fading and will make the vanilla render distance appear a bit further when fading is enabled
- Add the ability to change beacon beam heights - zJannyAT
<br/>
**Improvements:**
- Optimize ChunkWrapper getBlockState - Builderb0y
- Optimize sky light for LODs - Builderb0y
- Improve adjacent chunk lighting logic - CreepermeYT
- Reduce file handler task count when updating QuadTree nodes
- LOD updates will happen around the player instead of FIFO
- Optimize DH cloud rendering
- Cull behind the camera
- Change cloud model to smooth transition
- Slightly increase cloud speed
- Improve generic object render profiling
- Cache arrays used during Generic Object Rendering
- Move some LOD Building logic off of the render thread
- Improve Buffer upload speed and remove buffer upload threadpool
- Buffer uploading is now handled on the Lod Builder threadpool
- Rewrote object pooling to massively reduce memory use and generated garbage
- DH can now run with as little as 2 GB of ram (depending on CPU load) and in MC 1.21.4 memory per second with world gen was between 500 MB and 1 GB per second, in comparison to 6 GB/s previously
- Reduce garbage generated when interacting with Sqlite
- Added number formatting to migration progress logs
- Reduce duplicate warnings when loading old worlds
<br/>
**Changes:**
- Changed the Logos
- new logos created by Pankakes
- Hide "Distant Horizons Overloaded" chat message
- message can be enabled via config for testing
- Vertical quality dropoff is slower
- Split the config into: Client, Common, Server
- Increase far clip plane distance slightly
- Increase default render distance 128 -> 256
- Added brown mushrooms to the list of ignored blocks
- fixes some swamp rendering issues
- Removed world gen timeout
- It was originally added to prevent locking up world gen threads that got stuck in an infinite loop, however it never solved that problem so it was just an annoyance.
- Rename world gen thread pool in F3 screen "World Gen" -> "World Gen/Pull Chunk"
- This thread pool has always handled both pulling pre-existing chunks and generating missing chunks, however there was some confusion where some people thought it only generated chunks
- Increase Default thread preset LOW -> BALANCED
- due to the addition of dynamic thread allocation the number used for each prest was changed slightly
- Change CPU Preset config default values
<br/>
**Bug Fixes:**
- Hide closed database warnings
- Fix some instances of extremely high file handler job counts
- Fix config file handler corruption due to concurrent reading/writing
- Fix F3 menu showing the same level multiple times
- Fix the near clip plane appearing when zooming
- Fix JOptionPane causing Mac's with other mods freezing during load
- Fix generic renderer not using material type for shader use
- Fix a few logs not showing positions correctly
- Fix unnecessary JarUtil error logging
- Fix GLProxy skipping some render thread tasks
- This may solve some memory leaks or rendering holes
- Fix height fog
- Fix crashing when other mods null the MVM or Projection matricies
- Fix crashing when setting some config values to 0
- Fix pack.mcmeta warnings
- Fix DH preventing server shutdown in some cases
- Fix an EXCEPTION_ACCESS_VIOLATION rendering crash
- Fix Sqlite memory leaks
- Fix infinitely growing memory when changing dimensions
- Fix auto updater failing in some cases and improve logging
- Fix rare concurrent modification when changing generic rendering cubes
- Fix beacons disappearing in some situations
- Fix stairs, slabs, and glass sometimes not appearing in LODs
- Relocate Sqlite under a DH namespace to prevent interference with other mods shading or adding SQLite - pshsh
- Fix rare concurrency error on world gen shutdown
<br/>
**Removals:**
- Multiverse similarity percent
- Levels will now use the hashed seed in their folder name instead
- This is a significantly more relyable method for differentiating levels.
## Highlights:
- Dedicated/LAN Server support
- Fading between DH and vanilla rendering
- Changed the DH logo
- Removed Multiverse Similarity percent
- Fixed vertical fog
- Up API version 3.0.1 -> 4.0.0
- Massively reduced memory requirements and GC stuttering
- DH can now run with as little as 2-4 GB of memory (depending on CPU settings)
- This change does cause initial LOD loading to be slightly slower
- Added Dynamic thread allocation
- Fixed an EXCEPTION_ACCESS_VIOLATION rendering crash
## Full Changelog
**Additions:**
- Server support - pshsh
- Server LOD generation
- Server Multiverse handling
- dedicated servers
- LAN servers
- Add DH/Vanilla fading
- Add support for N-sized world generation
- Add recalculate heightmap config
- for use with world painter worlds or whenever the heightmap is incorrect
- Add Oculus 1.7 to the list of incompatible mods
- Oculus needs to update to use the new DH API
- Add pshsh to the author list
- Add partial mod incompatibily chat warnings
- Chunky, WWOO, and Alex's Caves
- Re-added INTERNAL_SERVER distant generator model
- This mode will ask MC's server to generate the chunks.
- This mode allows for more accurate generation at the cost of world size and server thread lag
- Add config assumePreExistingChunksAreFinished
- This may help with situations where pre-existing chunks were created by third-party program and are incorrectly running world gen.
- Dyanimc Thread allocation - Pshsh and James
- DH now has a single thread count config
- This should reduce the chance of DH using 100% CPU with lower CPU presets
- The CPU preset has also been increased from LOW -> BALANCED
- Add options to show/hide some DH F3 screen info
- memory pools are hidden by default since they aren't needed unless debugging said pools is needed
- Add logs for when a repo has finished closing
- If Sqlite is taking a long time flushing the WAL file, this should help show that
- Add validateBufferIdsBeforeRendering Config
- Enabling this drastically reduces FPS but can be helpful for troubleshooting
- Add a chat warning if the vanilla render distance is higher than recommeneded
- DH can be more easily overwhelmed if the vanilla render distance is too high
- And vanilla CPU use is much higher
- Add world gen/import progress overlay
- Add automatic overdraw config
- when overdraw is set to "0.0" DH will determine the best overdraw based on the vanilla render distance
- this also affects vanilla fading and will make the vanilla render distance appear a bit further when fading is enabled
- Add the ability to change beacon beam heights - zJannyAT
<br/>
**Improvements:**
- Optimize ChunkWrapper getBlockState - Builderb0y
- Optimize sky light for LODs - Builderb0y
- Improve adjacent chunk lighting logic - CreepermeYT
- Reduce file handler task count when updating QuadTree nodes
- LOD updates will happen around the player instead of FIFO
- Optimize DH cloud rendering
- Cull behind the camera
- Change cloud model to smooth transition
- Slightly increase cloud speed
- Improve generic object render profiling
- Cache arrays used during Generic Object Rendering
- Move some LOD Building logic off of the render thread
- Improve Buffer upload speed and remove buffer upload threadpool
- Buffer uploading is now handled on the Lod Builder threadpool
- Rewrote object pooling to massively reduce memory use and generated garbage
- DH can now run with as little as 2 GB of ram (depending on CPU load) and in MC 1.21.4 memory per second with world gen was between 500 MB and 1 GB per second, in comparison to 6 GB/s previously
- Reduce garbage generated when interacting with Sqlite
- Added number formatting to migration progress logs
- Reduce duplicate warnings when loading old worlds
<br/>
**Changes:**
- Changed the Logos
- new logos created by Pankakes
- Hide "Distant Horizons Overloaded" chat message
- message can be enabled via config for testing
- Vertical quality dropoff is slower
- Split the config into: Client, Common, Server
- Increase far clip plane distance slightly
- Increase default render distance 128 -> 256
- Added brown mushrooms to the list of ignored blocks
- fixes some swamp rendering issues
- Removed world gen timeout
- It was originally added to prevent locking up world gen threads that got stuck in an infinite loop, however it never solved that problem so it was just an annoyance.
- Rename world gen thread pool in F3 screen "World Gen" -> "World Gen/Pull Chunk"
- This thread pool has always handled both pulling pre-existing chunks and generating missing chunks, however there was some confusion where some people thought it only generated chunks
- Increase Default thread preset LOW -> BALANCED
- due to the addition of dynamic thread allocation the number used for each prest was changed slightly
- Change CPU Preset config default values
<br/>
**Bug Fixes:**
- Hide closed database warnings
- Fix some instances of extremely high file handler job counts
- Fix config file handler corruption due to concurrent reading/writing
- Fix F3 menu showing the same level multiple times
- Fix the near clip plane appearing when zooming
- Fix JOptionPane causing Mac's with other mods freezing during load
- Fix generic renderer not using material type for shader use
- Fix a few logs not showing positions correctly
- Fix unnecessary JarUtil error logging
- Fix GLProxy skipping some render thread tasks
- This may solve some memory leaks or rendering holes
- Fix height fog
- Fix crashing when other mods null the MVM or Projection matricies
- Fix crashing when setting some config values to 0
- Fix pack.mcmeta warnings
- Fix DH preventing server shutdown in some cases
- Fix an EXCEPTION_ACCESS_VIOLATION rendering crash
- Fix Sqlite memory leaks
- Fix infinitely growing memory when changing dimensions
- Fix auto updater failing in some cases and improve logging
- Fix rare concurrent modification when changing generic rendering cubes
- Fix beacons disappearing in some situations
- Fix stairs, slabs, and glass sometimes not appearing in LODs
- Relocate Sqlite under a DH namespace to prevent interference with other mods shading or adding SQLite - pshsh
- Fix rare concurrency error on world gen shutdown
<br/>
**Removals:**
- Multiverse similarity percent
- Levels will now use the hashed seed in their folder name instead
- This is a significantly more relyable method for differentiating levels.
## Highlights:
- Dedicated/LAN Server support
- Fading between DH and vanilla rendering
- Changed the DH logo
- Removed Multiverse Similarity percent
- Fixed vertical fog
- Up API version 3.0.1 -> 4.0.0
- Massively reduced memory requirements and GC stuttering
- DH can now run with as little as 2-4 GB of memory (depending on CPU settings)
- This change does cause initial LOD loading to be slightly slower
- Added Dynamic thread allocation
- Fixed an EXCEPTION_ACCESS_VIOLATION rendering crash
## Full Changelog
**Additions:**
- Server support - pshsh
- Server LOD generation
- Server Multiverse handling
- dedicated servers
- LAN servers
- Add DH/Vanilla fading
- Add support for N-sized world generation
- Add recalculate heightmap config
- for use with world painter worlds or whenever the heightmap is incorrect
- Add Oculus 1.7 to the list of incompatible mods
- Oculus needs to update to use the new DH API
- Add pshsh to the author list
- Add partial mod incompatibily chat warnings
- Chunky, WWOO, and Alex's Caves
- Re-added INTERNAL_SERVER distant generator model
- This mode will ask MC's server to generate the chunks.
- This mode allows for more accurate generation at the cost of world size and server thread lag
- Add config assumePreExistingChunksAreFinished
- This may help with situations where pre-existing chunks were created by third-party program and are incorrectly running world gen.
- Dyanimc Thread allocation - Pshsh and James
- DH now has a single thread count config
- This should reduce the chance of DH using 100% CPU with lower CPU presets
- The CPU preset has also been increased from LOW -> BALANCED
- Add options to show/hide some DH F3 screen info
- memory pools are hidden by default since they aren't needed unless debugging said pools is needed
- Add logs for when a repo has finished closing
- If Sqlite is taking a long time flushing the WAL file, this should help show that
- Add validateBufferIdsBeforeRendering Config
- Enabling this drastically reduces FPS but can be helpful for troubleshooting
- Add a chat warning if the vanilla render distance is higher than recommeneded
- DH can be more easily overwhelmed if the vanilla render distance is too high
- And vanilla CPU use is much higher
- Add world gen/import progress overlay
- Add automatic overdraw config
- when overdraw is set to "0.0" DH will determine the best overdraw based on the vanilla render distance
- this also affects vanilla fading and will make the vanilla render distance appear a bit further when fading is enabled
- Add the ability to change beacon beam heights - zJannyAT
<br/>
**Improvements:**
- Optimize ChunkWrapper getBlockState - Builderb0y
- Optimize sky light for LODs - Builderb0y
- Improve adjacent chunk lighting logic - CreepermeYT
- Reduce file handler task count when updating QuadTree nodes
- LOD updates will happen around the player instead of FIFO
- Optimize DH cloud rendering
- Cull behind the camera
- Change cloud model to smooth transition
- Slightly increase cloud speed
- Improve generic object render profiling
- Cache arrays used during Generic Object Rendering
- Move some LOD Building logic off of the render thread
- Improve Buffer upload speed and remove buffer upload threadpool
- Buffer uploading is now handled on the Lod Builder threadpool
- Rewrote object pooling to massively reduce memory use and generated garbage
- DH can now run with as little as 2 GB of ram (depending on CPU load) and in MC 1.21.4 memory per second with world gen was between 500 MB and 1 GB per second, in comparison to 6 GB/s previously
- Reduce garbage generated when interacting with Sqlite
- Added number formatting to migration progress logs
- Reduce duplicate warnings when loading old worlds
<br/>
**Changes:**
- Changed the Logos
- new logos created by Pankakes
- Hide "Distant Horizons Overloaded" chat message
- message can be enabled via config for testing
- Vertical quality dropoff is slower
- Split the config into: Client, Common, Server
- Increase far clip plane distance slightly
- Increase default render distance 128 -> 256
- Added brown mushrooms to the list of ignored blocks
- fixes some swamp rendering issues
- Removed world gen timeout
- It was originally added to prevent locking up world gen threads that got stuck in an infinite loop, however it never solved that problem so it was just an annoyance.
- Rename world gen thread pool in F3 screen "World Gen" -> "World Gen/Pull Chunk"
- This thread pool has always handled both pulling pre-existing chunks and generating missing chunks, however there was some confusion where some people thought it only generated chunks
- Increase Default thread preset LOW -> BALANCED
- due to the addition of dynamic thread allocation the number used for each prest was changed slightly
- Change CPU Preset config default values
<br/>
**Bug Fixes:**
- Hide closed database warnings
- Fix some instances of extremely high file handler job counts
- Fix config file handler corruption due to concurrent reading/writing
- Fix F3 menu showing the same level multiple times
- Fix the near clip plane appearing when zooming
- Fix JOptionPane causing Mac's with other mods freezing during load
- Fix generic renderer not using material type for shader use
- Fix a few logs not showing positions correctly
- Fix unnecessary JarUtil error logging
- Fix GLProxy skipping some render thread tasks
- This may solve some memory leaks or rendering holes
- Fix height fog
- Fix crashing when other mods null the MVM or Projection matricies
- Fix crashing when setting some config values to 0
- Fix pack.mcmeta warnings
- Fix DH preventing server shutdown in some cases
- Fix an EXCEPTION_ACCESS_VIOLATION rendering crash
- Fix Sqlite memory leaks
- Fix infinitely growing memory when changing dimensions
- Fix auto updater failing in some cases and improve logging
- Fix rare concurrent modification when changing generic rendering cubes
- Fix beacons disappearing in some situations
- Fix stairs, slabs, and glass sometimes not appearing in LODs
- Relocate Sqlite under a DH namespace to prevent interference with other mods shading or adding SQLite - pshsh
- Fix rare concurrency error on world gen shutdown
<br/>
**Removals:**
- Multiverse similarity percent
- Levels will now use the hashed seed in their folder name instead
- This is a significantly more relyable method for differentiating levels.
## Highlights:
- Dedicated/LAN Server support
- Fading between DH and vanilla rendering
- Changed the DH logo
- Removed Multiverse Similarity percent
- Fixed vertical fog
- Up API version 3.0.1 -> 4.0.0
- Massively reduced memory requirements and GC stuttering
- DH can now run with as little as 2-4 GB of memory (depending on CPU settings)
- This change does cause initial LOD loading to be slightly slower
- Added Dynamic thread allocation
- Fixed an EXCEPTION_ACCESS_VIOLATION rendering crash
## Full Changelog
**Additions:**
- Server support - pshsh
- Server LOD generation
- Server Multiverse handling
- dedicated servers
- LAN servers
- Add DH/Vanilla fading
- Add support for N-sized world generation
- Add recalculate heightmap config
- for use with world painter worlds or whenever the heightmap is incorrect
- Add Oculus 1.7 to the list of incompatible mods
- Oculus needs to update to use the new DH API
- Add pshsh to the author list
- Add partial mod incompatibily chat warnings
- Chunky, WWOO, and Alex's Caves
- Re-added INTERNAL_SERVER distant generator model
- This mode will ask MC's server to generate the chunks.
- This mode allows for more accurate generation at the cost of world size and server thread lag
- Add config assumePreExistingChunksAreFinished
- This may help with situations where pre-existing chunks were created by third-party program and are incorrectly running world gen.
- Dyanimc Thread allocation - Pshsh and James
- DH now has a single thread count config
- This should reduce the chance of DH using 100% CPU with lower CPU presets
- The CPU preset has also been increased from LOW -> BALANCED
- Add options to show/hide some DH F3 screen info
- memory pools are hidden by default since they aren't needed unless debugging said pools is needed
- Add logs for when a repo has finished closing
- If Sqlite is taking a long time flushing the WAL file, this should help show that
- Add validateBufferIdsBeforeRendering Config
- Enabling this drastically reduces FPS but can be helpful for troubleshooting
- Add a chat warning if the vanilla render distance is higher than recommeneded
- DH can be more easily overwhelmed if the vanilla render distance is too high
- And vanilla CPU use is much higher
- Add world gen/import progress overlay
- Add automatic overdraw config
- when overdraw is set to "0.0" DH will determine the best overdraw based on the vanilla render distance
- this also affects vanilla fading and will make the vanilla render distance appear a bit further when fading is enabled
- Add the ability to change beacon beam heights - zJannyAT
<br/>
**Improvements:**
- Optimize ChunkWrapper getBlockState - Builderb0y
- Optimize sky light for LODs - Builderb0y
- Improve adjacent chunk lighting logic - CreepermeYT
- Reduce file handler task count when updating QuadTree nodes
- LOD updates will happen around the player instead of FIFO
- Optimize DH cloud rendering
- Cull behind the camera
- Change cloud model to smooth transition
- Slightly increase cloud speed
- Improve generic object render profiling
- Cache arrays used during Generic Object Rendering
- Move some LOD Building logic off of the render thread
- Improve Buffer upload speed and remove buffer upload threadpool
- Buffer uploading is now handled on the Lod Builder threadpool
- Rewrote object pooling to massively reduce memory use and generated garbage
- DH can now run with as little as 2 GB of ram (depending on CPU load) and in MC 1.21.4 memory per second with world gen was between 500 MB and 1 GB per second, in comparison to 6 GB/s previously
- Reduce garbage generated when interacting with Sqlite
- Added number formatting to migration progress logs
- Reduce duplicate warnings when loading old worlds
<br/>
**Changes:**
- Changed the Logos
- new logos created by Pankakes
- Hide "Distant Horizons Overloaded" chat message
- message can be enabled via config for testing
- Vertical quality dropoff is slower
- Split the config into: Client, Common, Server
- Increase far clip plane distance slightly
- Increase default render distance 128 -> 256
- Added brown mushrooms to the list of ignored blocks
- fixes some swamp rendering issues
- Removed world gen timeout
- It was originally added to prevent locking up world gen threads that got stuck in an infinite loop, however it never solved that problem so it was just an annoyance.
- Rename world gen thread pool in F3 screen "World Gen" -> "World Gen/Pull Chunk"
- This thread pool has always handled both pulling pre-existing chunks and generating missing chunks, however there was some confusion where some people thought it only generated chunks
- Increase Default thread preset LOW -> BALANCED
- due to the addition of dynamic thread allocation the number used for each prest was changed slightly
- Change CPU Preset config default values
<br/>
**Bug Fixes:**
- Hide closed database warnings
- Fix some instances of extremely high file handler job counts
- Fix config file handler corruption due to concurrent reading/writing
- Fix F3 menu showing the same level multiple times
- Fix the near clip plane appearing when zooming
- Fix JOptionPane causing Mac's with other mods freezing during load
- Fix generic renderer not using material type for shader use
- Fix a few logs not showing positions correctly
- Fix unnecessary JarUtil error logging
- Fix GLProxy skipping some render thread tasks
- This may solve some memory leaks or rendering holes
- Fix height fog
- Fix crashing when other mods null the MVM or Projection matricies
- Fix crashing when setting some config values to 0
- Fix pack.mcmeta warnings
- Fix DH preventing server shutdown in some cases
- Fix an EXCEPTION_ACCESS_VIOLATION rendering crash
- Fix Sqlite memory leaks
- Fix infinitely growing memory when changing dimensions
- Fix auto updater failing in some cases and improve logging
- Fix rare concurrent modification when changing generic rendering cubes
- Fix beacons disappearing in some situations
- Fix stairs, slabs, and glass sometimes not appearing in LODs
- Relocate Sqlite under a DH namespace to prevent interference with other mods shading or adding SQLite - pshsh
- Fix rare concurrency error on world gen shutdown
<br/>
**Removals:**
- Multiverse similarity percent
- Levels will now use the hashed seed in their folder name instead
- This is a significantly more relyable method for differentiating levels.
## Highlights:
- Dedicated/LAN Server support
- Fading between DH and vanilla rendering
- Changed the DH logo
- Removed Multiverse Similarity percent
- Fixed vertical fog
- Up API version 3.0.1 -> 4.0.0
- Massively reduced memory requirements and GC stuttering
- DH can now run with as little as 2-4 GB of memory (depending on CPU settings)
- This change does cause initial LOD loading to be slightly slower
- Added Dynamic thread allocation
- Fixed an EXCEPTION_ACCESS_VIOLATION rendering crash
## Full Changelog
**Additions:**
- Server support - pshsh
- Server LOD generation
- Server Multiverse handling
- dedicated servers
- LAN servers
- Add DH/Vanilla fading
- Add support for N-sized world generation
- Add recalculate heightmap config
- for use with world painter worlds or whenever the heightmap is incorrect
- Add Oculus 1.7 to the list of incompatible mods
- Oculus needs to update to use the new DH API
- Add pshsh to the author list
- Add partial mod incompatibily chat warnings
- Chunky, WWOO, and Alex's Caves
- Re-added INTERNAL_SERVER distant generator model
- This mode will ask MC's server to generate the chunks.
- This mode allows for more accurate generation at the cost of world size and server thread lag
- Add config assumePreExistingChunksAreFinished
- This may help with situations where pre-existing chunks were created by third-party program and are incorrectly running world gen.
- Dyanimc Thread allocation - Pshsh and James
- DH now has a single thread count config
- This should reduce the chance of DH using 100% CPU with lower CPU presets
- The CPU preset has also been increased from LOW -> BALANCED
- Add options to show/hide some DH F3 screen info
- memory pools are hidden by default since they aren't needed unless debugging said pools is needed
- Add logs for when a repo has finished closing
- If Sqlite is taking a long time flushing the WAL file, this should help show that
- Add validateBufferIdsBeforeRendering Config
- Enabling this drastically reduces FPS but can be helpful for troubleshooting
- Add a chat warning if the vanilla render distance is higher than recommeneded
- DH can be more easily overwhelmed if the vanilla render distance is too high
- And vanilla CPU use is much higher
- Add world gen/import progress overlay
- Add automatic overdraw config
- when overdraw is set to "0.0" DH will determine the best overdraw based on the vanilla render distance
- this also affects vanilla fading and will make the vanilla render distance appear a bit further when fading is enabled
- Add the ability to change beacon beam heights - zJannyAT
<br/>
**Improvements:**
- Optimize ChunkWrapper getBlockState - Builderb0y
- Optimize sky light for LODs - Builderb0y
- Improve adjacent chunk lighting logic - CreepermeYT
- Reduce file handler task count when updating QuadTree nodes
- LOD updates will happen around the player instead of FIFO
- Optimize DH cloud rendering
- Cull behind the camera
- Change cloud model to smooth transition
- Slightly increase cloud speed
- Improve generic object render profiling
- Cache arrays used during Generic Object Rendering
- Move some LOD Building logic off of the render thread
- Improve Buffer upload speed and remove buffer upload threadpool
- Buffer uploading is now handled on the Lod Builder threadpool
- Rewrote object pooling to massively reduce memory use and generated garbage
- DH can now run with as little as 2 GB of ram (depending on CPU load) and in MC 1.21.4 memory per second with world gen was between 500 MB and 1 GB per second, in comparison to 6 GB/s previously
- Reduce garbage generated when interacting with Sqlite
- Added number formatting to migration progress logs
- Reduce duplicate warnings when loading old worlds
<br/>
**Changes:**
- Changed the Logos
- new logos created by Pankakes
- Hide "Distant Horizons Overloaded" chat message
- message can be enabled via config for testing
- Vertical quality dropoff is slower
- Split the config into: Client, Common, Server
- Increase far clip plane distance slightly
- Increase default render distance 128 -> 256
- Added brown mushrooms to the list of ignored blocks
- fixes some swamp rendering issues
- Removed world gen timeout
- It was originally added to prevent locking up world gen threads that got stuck in an infinite loop, however it never solved that problem so it was just an annoyance.
- Rename world gen thread pool in F3 screen "World Gen" -> "World Gen/Pull Chunk"
- This thread pool has always handled both pulling pre-existing chunks and generating missing chunks, however there was some confusion where some people thought it only generated chunks
- Increase Default thread preset LOW -> BALANCED
- due to the addition of dynamic thread allocation the number used for each prest was changed slightly
- Change CPU Preset config default values
<br/>
**Bug Fixes:**
- Hide closed database warnings
- Fix some instances of extremely high file handler job counts
- Fix config file handler corruption due to concurrent reading/writing
- Fix F3 menu showing the same level multiple times
- Fix the near clip plane appearing when zooming
- Fix JOptionPane causing Mac's with other mods freezing during load
- Fix generic renderer not using material type for shader use
- Fix a few logs not showing positions correctly
- Fix unnecessary JarUtil error logging
- Fix GLProxy skipping some render thread tasks
- This may solve some memory leaks or rendering holes
- Fix height fog
- Fix crashing when other mods null the MVM or Projection matricies
- Fix crashing when setting some config values to 0
- Fix pack.mcmeta warnings
- Fix DH preventing server shutdown in some cases
- Fix an EXCEPTION_ACCESS_VIOLATION rendering crash
- Fix Sqlite memory leaks
- Fix infinitely growing memory when changing dimensions
- Fix auto updater failing in some cases and improve logging
- Fix rare concurrent modification when changing generic rendering cubes
- Fix beacons disappearing in some situations
- Fix stairs, slabs, and glass sometimes not appearing in LODs
- Relocate Sqlite under a DH namespace to prevent interference with other mods shading or adding SQLite - pshsh
- Fix rare concurrency error on world gen shutdown
<br/>
**Removals:**
- Multiverse similarity percent
- Levels will now use the hashed seed in their folder name instead
- This is a significantly more relyable method for differentiating levels.
## Highlights:
- Added a option to toggle cloud rendering
- Added nearby beacon culling to prevent overdraw
- Fixed LOD Lighting
- Fixed DH Cloud colors
- Fixed LODs flashing when loading/unloading
- Fixed Lithium breaking DH world gen for MC 1.20.1 and older
## Full Changelog
**Additions:**
- Add a top level UI config to toggle cloud rendering
- Add nearby beacon culling
- Enabled by default, can be disabled under advanced graphics
<br/>
**Changes:**
- Change delayed LOD modified save from 2 seconds -> 500 ms
- This should make LODs appear to update slightly faster
- Allow users to re-enable the DH renderer if an exception is thrown
- To re-enable the renderer, toggle DH rendering using the UI config menu
<br/>
**Bug Fixes:**
- Fix LODs not updating in the nether or when blocks are changed underground
- Note: DH only listens for some block changes underground (currently 1 in 4 blocks), so changing several blocks or one light emitting may be necessary to trigger an update).
- Fix Lighting not generating correctly
- Fix DH clouds colors not matching vanilla MC clouds
- Fix glass panes not affecting beacon colors
- Fix several beacon rendering/updating issues when beacons are on chunk borders
- Disable instanced rendering on Mac when Sodium is present
- This should fix M1 macs crashing when both DH and Sodium are together
- Fix LODs flashing when they load/unload
- Fix Lithium breaking DH world gen for MC 1.20.1 and older
<br/>
## API Changes
**Bug Fixes:**
- Fix RenderableBoxGroup not supporting .clear()
## Highlights:
- Added a option to toggle cloud rendering
- Added nearby beacon culling to prevent overdraw
- Fixed LOD Lighting
- Fixed DH Cloud colors
- Fixed LODs flashing when loading/unloading
- Fixed Lithium breaking DH world gen for MC 1.20.1 and older
## Full Changelog
**Additions:**
- Add a top level UI config to toggle cloud rendering
- Add nearby beacon culling
- Enabled by default, can be disabled under advanced graphics
<br/>
**Changes:**
- Change delayed LOD modified save from 2 seconds -> 500 ms
- This should make LODs appear to update slightly faster
- Allow users to re-enable the DH renderer if an exception is thrown
- To re-enable the renderer, toggle DH rendering using the UI config menu
<br/>
**Bug Fixes:**
- Fix LODs not updating in the nether or when blocks are changed underground
- Note: DH only listens for some block changes underground (currently 1 in 4 blocks), so changing several blocks or one light emitting may be necessary to trigger an update).
- Fix Lighting not generating correctly
- Fix DH clouds colors not matching vanilla MC clouds
- Fix glass panes not affecting beacon colors
- Fix several beacon rendering/updating issues when beacons are on chunk borders
- Disable instanced rendering on Mac when Sodium is present
- This should fix M1 macs crashing when both DH and Sodium are together
- Fix LODs flashing when they load/unload
- Fix Lithium breaking DH world gen for MC 1.20.1 and older
<br/>
## API Changes
**Bug Fixes:**
- Fix RenderableBoxGroup not supporting .clear()
## Highlights:
- Added a option to toggle cloud rendering
- Added nearby beacon culling to prevent overdraw
- Fixed LOD Lighting
- Fixed DH Cloud colors
- Fixed LODs flashing when loading/unloading
- Fixed Lithium breaking DH world gen for MC 1.20.1 and older
## Full Changelog
**Additions:**
- Add a top level UI config to toggle cloud rendering
- Add nearby beacon culling
- Enabled by default, can be disabled under advanced graphics
<br/>
**Changes:**
- Change delayed LOD modified save from 2 seconds -> 500 ms
- This should make LODs appear to update slightly faster
- Allow users to re-enable the DH renderer if an exception is thrown
- To re-enable the renderer, toggle DH rendering using the UI config menu
<br/>
**Bug Fixes:**
- Fix LODs not updating in the nether or when blocks are changed underground
- Note: DH only listens for some block changes underground (currently 1 in 4 blocks), so changing several blocks or one light emitting may be necessary to trigger an update).
- Fix Lighting not generating correctly
- Fix DH clouds colors not matching vanilla MC clouds
- Fix glass panes not affecting beacon colors
- Fix several beacon rendering/updating issues when beacons are on chunk borders
- Disable instanced rendering on Mac when Sodium is present
- This should fix M1 macs crashing when both DH and Sodium are together
- Fix LODs flashing when they load/unload
- Fix Lithium breaking DH world gen for MC 1.20.1 and older
<br/>
## API Changes
**Bug Fixes:**
- Fix RenderableBoxGroup not supporting .clear()
## Highlights:
- Added a option to toggle cloud rendering
- Added nearby beacon culling to prevent overdraw
- Fixed LOD Lighting
- Fixed DH Cloud colors
- Fixed LODs flashing when loading/unloading
- Fixed Lithium breaking DH world gen for MC 1.20.1 and older
## Full Changelog
**Additions:**
- Add a top level UI config to toggle cloud rendering
- Add nearby beacon culling
- Enabled by default, can be disabled under advanced graphics
<br/>
**Changes:**
- Change delayed LOD modified save from 2 seconds -> 500 ms
- This should make LODs appear to update slightly faster
- Allow users to re-enable the DH renderer if an exception is thrown
- To re-enable the renderer, toggle DH rendering using the UI config menu
<br/>
**Bug Fixes:**
- Fix LODs not updating in the nether or when blocks are changed underground
- Note: DH only listens for some block changes underground (currently 1 in 4 blocks), so changing several blocks or one light emitting may be necessary to trigger an update).
- Fix Lighting not generating correctly
- Fix DH clouds colors not matching vanilla MC clouds
- Fix glass panes not affecting beacon colors
- Fix several beacon rendering/updating issues when beacons are on chunk borders
- Disable instanced rendering on Mac when Sodium is present
- This should fix M1 macs crashing when both DH and Sodium are together
- Fix LODs flashing when they load/unload
- Fix Lithium breaking DH world gen for MC 1.20.1 and older
<br/>
## API Changes
**Bug Fixes:**
- Fix RenderableBoxGroup not supporting .clear()
## Highlights:
- Added a option to toggle cloud rendering
- Added nearby beacon culling to prevent overdraw
- Fixed LOD Lighting
- Fixed DH Cloud colors
- Fixed LODs flashing when loading/unloading
- Fixed Lithium breaking DH world gen for MC 1.20.1 and older
## Full Changelog
**Additions:**
- Add a top level UI config to toggle cloud rendering
- Add nearby beacon culling
- Enabled by default, can be disabled under advanced graphics
<br/>
**Changes:**
- Change delayed LOD modified save from 2 seconds -> 500 ms
- This should make LODs appear to update slightly faster
- Allow users to re-enable the DH renderer if an exception is thrown
- To re-enable the renderer, toggle DH rendering using the UI config menu
<br/>
**Bug Fixes:**
- Fix LODs not updating in the nether or when blocks are changed underground
- Note: DH only listens for some block changes underground (currently 1 in 4 blocks), so changing several blocks or one light emitting may be necessary to trigger an update).
- Fix Lighting not generating correctly
- Fix DH clouds colors not matching vanilla MC clouds
- Fix glass panes not affecting beacon colors
- Fix several beacon rendering/updating issues when beacons are on chunk borders
- Disable instanced rendering on Mac when Sodium is present
- This should fix M1 macs crashing when both DH and Sodium are together
- Fix LODs flashing when they load/unload
- Fix Lithium breaking DH world gen for MC 1.20.1 and older
<br/>
## API Changes
**Bug Fixes:**
- Fix RenderableBoxGroup not supporting .clear()
## Highlights:
- Added a option to toggle cloud rendering
- Added nearby beacon culling to prevent overdraw
- Fixed LOD Lighting
- Fixed DH Cloud colors
- Fixed LODs flashing when loading/unloading
- Fixed Lithium breaking DH world gen for MC 1.20.1 and older
## Full Changelog
**Additions:**
- Add a top level UI config to toggle cloud rendering
- Add nearby beacon culling
- Enabled by default, can be disabled under advanced graphics
<br/>
**Changes:**
- Change delayed LOD modified save from 2 seconds -> 500 ms
- This should make LODs appear to update slightly faster
- Allow users to re-enable the DH renderer if an exception is thrown
- To re-enable the renderer, toggle DH rendering using the UI config menu
<br/>
**Bug Fixes:**
- Fix LODs not updating in the nether or when blocks are changed underground
- Note: DH only listens for some block changes underground (currently 1 in 4 blocks), so changing several blocks or one light emitting may be necessary to trigger an update).
- Fix Lighting not generating correctly
- Fix DH clouds colors not matching vanilla MC clouds
- Fix glass panes not affecting beacon colors
- Fix several beacon rendering/updating issues when beacons are on chunk borders
- Disable instanced rendering on Mac when Sodium is present
- This should fix M1 macs crashing when both DH and Sodium are together
- Fix LODs flashing when they load/unload
- Fix Lithium breaking DH world gen for MC 1.20.1 and older
<br/>
## API Changes
**Bug Fixes:**
- Fix RenderableBoxGroup not supporting .clear()
## Highlights:
- Added a option to toggle cloud rendering
- Added nearby beacon culling to prevent overdraw
- Fixed LOD Lighting
- Fixed DH Cloud colors
- Fixed LODs flashing when loading/unloading
- Fixed Lithium breaking DH world gen for MC 1.20.1 and older
## Full Changelog
**Additions:**
- Add a top level UI config to toggle cloud rendering
- Add nearby beacon culling
- Enabled by default, can be disabled under advanced graphics
<br/>
**Changes:**
- Change delayed LOD modified save from 2 seconds -> 500 ms
- This should make LODs appear to update slightly faster
- Allow users to re-enable the DH renderer if an exception is thrown
- To re-enable the renderer, toggle DH rendering using the UI config menu
<br/>
**Bug Fixes:**
- Fix LODs not updating in the nether or when blocks are changed underground
- Note: DH only listens for some block changes underground (currently 1 in 4 blocks), so changing several blocks or one light emitting may be necessary to trigger an update).
- Fix Lighting not generating correctly
- Fix DH clouds colors not matching vanilla MC clouds
- Fix glass panes not affecting beacon colors
- Fix several beacon rendering/updating issues when beacons are on chunk borders
- Disable instanced rendering on Mac when Sodium is present
- This should fix M1 macs crashing when both DH and Sodium are together
- Fix LODs flashing when they load/unload
- Fix Lithium breaking DH world gen for MC 1.20.1 and older
<br/>
## API Changes
**Bug Fixes:**
- Fix RenderableBoxGroup not supporting .clear()
## Highlights:
- Added a option to toggle cloud rendering
- Added nearby beacon culling to prevent overdraw
- Fixed LOD Lighting
- Fixed DH Cloud colors
- Fixed LODs flashing when loading/unloading
- Fixed Lithium breaking DH world gen for MC 1.20.1 and older
## Full Changelog
**Additions:**
- Add a top level UI config to toggle cloud rendering
- Add nearby beacon culling
- Enabled by default, can be disabled under advanced graphics
<br/>
**Changes:**
- Change delayed LOD modified save from 2 seconds -> 500 ms
- This should make LODs appear to update slightly faster
- Allow users to re-enable the DH renderer if an exception is thrown
- To re-enable the renderer, toggle DH rendering using the UI config menu
<br/>
**Bug Fixes:**
- Fix LODs not updating in the nether or when blocks are changed underground
- Note: DH only listens for some block changes underground (currently 1 in 4 blocks), so changing several blocks or one light emitting may be necessary to trigger an update).
- Fix Lighting not generating correctly
- Fix DH clouds colors not matching vanilla MC clouds
- Fix glass panes not affecting beacon colors
- Fix several beacon rendering/updating issues when beacons are on chunk borders
- Disable instanced rendering on Mac when Sodium is present
- This should fix M1 macs crashing when both DH and Sodium are together
- Fix LODs flashing when they load/unload
- Fix Lithium breaking DH world gen for MC 1.20.1 and older
<br/>
## API Changes
**Bug Fixes:**
- Fix RenderableBoxGroup not supporting .clear()
## Highlights:
- Added a option to toggle cloud rendering
- Added nearby beacon culling to prevent overdraw
- Fixed LOD Lighting
- Fixed DH Cloud colors
- Fixed LODs flashing when loading/unloading
- Fixed Lithium breaking DH world gen for MC 1.20.1 and older
## Full Changelog
**Additions:**
- Add a top level UI config to toggle cloud rendering
- Add nearby beacon culling
- Enabled by default, can be disabled under advanced graphics
<br/>
**Changes:**
- Change delayed LOD modified save from 2 seconds -> 500 ms
- This should make LODs appear to update slightly faster
- Allow users to re-enable the DH renderer if an exception is thrown
- To re-enable the renderer, toggle DH rendering using the UI config menu
<br/>
**Bug Fixes:**
- Fix LODs not updating in the nether or when blocks are changed underground
- Note: DH only listens for some block changes underground (currently 1 in 4 blocks), so changing several blocks or one light emitting may be necessary to trigger an update).
- Fix Lighting not generating correctly
- Fix DH clouds colors not matching vanilla MC clouds
- Fix glass panes not affecting beacon colors
- Fix several beacon rendering/updating issues when beacons are on chunk borders
- Disable instanced rendering on Mac when Sodium is present
- This should fix M1 macs crashing when both DH and Sodium are together
- Fix LODs flashing when they load/unload
- Fix Lithium breaking DH world gen for MC 1.20.1 and older
<br/>
## API Changes
**Bug Fixes:**
- Fix RenderableBoxGroup not supporting .clear()
## Highlights:
- Added a option to toggle cloud rendering
- Added nearby beacon culling to prevent overdraw
- Fixed LOD Lighting
- Fixed DH Cloud colors
- Fixed LODs flashing when loading/unloading
- Fixed Lithium breaking DH world gen for MC 1.20.1 and older
## Full Changelog
**Additions:**
- Add a top level UI config to toggle cloud rendering
- Add nearby beacon culling
- Enabled by default, can be disabled under advanced graphics
<br/>
**Changes:**
- Change delayed LOD modified save from 2 seconds -> 500 ms
- This should make LODs appear to update slightly faster
- Allow users to re-enable the DH renderer if an exception is thrown
- To re-enable the renderer, toggle DH rendering using the UI config menu
<br/>
**Bug Fixes:**
- Fix LODs not updating in the nether or when blocks are changed underground
- Note: DH only listens for some block changes underground (currently 1 in 4 blocks), so changing several blocks or one light emitting may be necessary to trigger an update).
- Fix Lighting not generating correctly
- Fix DH clouds colors not matching vanilla MC clouds
- Fix glass panes not affecting beacon colors
- Fix several beacon rendering/updating issues when beacons are on chunk borders
- Disable instanced rendering on Mac when Sodium is present
- This should fix M1 macs crashing when both DH and Sodium are together
- Fix LODs flashing when they load/unload
- Fix Lithium breaking DH world gen for MC 1.20.1 and older
<br/>
## API Changes
**Bug Fixes:**
- Fix RenderableBoxGroup not supporting .clear()
## Highlights:
- API version increased 2.1.0 -> 3.0.0
- Cloud/Beacon rendering
- This broke previous Iris compatability, please be patient while waiting for Iris to update.
- Add partial Replay mod support
- In order for LODs to appear the replay must be unpaused and the LOD database must be in the designated Replay multiplayer folder.
- Improved world gen speed (thanks Cortex)
- Fixed and Improved Cave culling
- This should offer a slight FPS improvement over the previous version
- Fix crashing due to playing the game too long or switching dimensions too fast
- Fix black glacier/ocean block rendering
- A bunch of other bugfixes
## Full Changelog
**Additions:**
- Generic Rendering
- beacon rendering
- cloud rendering
- API support
- Sodium 0.6 support
- Config for ignored blocks
- MC 1.21.1 support
- Alex's Caves config warning message
<br/>
**Changes:**
- API event parameters are cloned between listeners to reduce the chance of cross-listener contamination
- Increase default fog start distance
- Remove near fog starting distance limitation
- Improved World gen speed
- Thanks Cortex for finding the problem!
- Reduced CPU use when flying over already generated LODs
<br/>
**Bug Fixes:**
- Fix Replay mod not showing LODs
- This does require putting LODs in a replay specific multiplayer folder
- Fix Starlight causing LODs to appear black
- This required disabling a previous optimization used when pulling lighting for pre-generated chunks.
However this optimization can be manually re-enabled via the config for use in worlds that have never had Starlight installed.
- Fix vertical LOD face lighting when next to water
- Add missing "IP Only" multiplayer tooltip
- Fix infinitely creating lightmap textures until the game crashes
- Fix world gen not skipping already complete stages for pre-generated chunks
- Attempt to fix lag spikes when right clicking blocks
- Fix incorrect fog rendering on some machines
- Fix a multithreading warning in ClientBlockStateColorCache
- Fix LODs flashing twice when changing config values
- Reduce LOD holes on the border between detail levels
- Fix incorrect block positions being fed into biome color code (Builderb0y)
- Fix rapidly changing dimensions causing the game to crash
- Fix cave culling causing holes in the ocean or on the border of unloaded LODs
- Fix cave culling regression that prevented culling on detail levels 1 and higher
- Fix massive direct memory use/leak when uploading LODs
- Fix frustum culling breaking when the screen is skewed (IE nausea or nether portals)
- Fix DhApiChunk setDataPoints() failing for null or empty lists
<br/>
**Breaking Changes:**
- Mark Iris 1.7.4 and below as incompatible
- This is due to the API changes related to the generic (cloud/beaon) renderer
and incorrect naming of several API position objects
## Highlights:
- API version increased 2.1.0 -> 3.0.0
- Cloud/Beacon rendering
- This broke previous Iris compatability, please be patient while waiting for Iris to update.
- Add partial Replay mod support
- In order for LODs to appear the replay must be unpaused and the LOD database must be in the designated Replay multiplayer folder.
- Improved world gen speed (thanks Cortex)
- Fixed and Improved Cave culling
- This should offer a slight FPS improvement over the previous version
- Fix crashing due to playing the game too long or switching dimensions too fast
- Fix black glacier/ocean block rendering
- A bunch of other bugfixes
## Full Changelog
**Additions:**
- Generic Rendering
- beacon rendering
- cloud rendering
- API support
- Sodium 0.6 support
- Config for ignored blocks
- MC 1.21.1 support
- Alex's Caves config warning message
<br/>
**Changes:**
- API event parameters are cloned between listeners to reduce the chance of cross-listener contamination
- Increase default fog start distance
- Remove near fog starting distance limitation
- Improved World gen speed
- Thanks Cortex for finding the problem!
- Reduced CPU use when flying over already generated LODs
<br/>
**Bug Fixes:**
- Fix Replay mod not showing LODs
- This does require putting LODs in a replay specific multiplayer folder
- Fix Starlight causing LODs to appear black
- This required disabling a previous optimization used when pulling lighting for pre-generated chunks.
However this optimization can be manually re-enabled via the config for use in worlds that have never had Starlight installed.
- Fix vertical LOD face lighting when next to water
- Add missing "IP Only" multiplayer tooltip
- Fix infinitely creating lightmap textures until the game crashes
- Fix world gen not skipping already complete stages for pre-generated chunks
- Attempt to fix lag spikes when right clicking blocks
- Fix incorrect fog rendering on some machines
- Fix a multithreading warning in ClientBlockStateColorCache
- Fix LODs flashing twice when changing config values
- Reduce LOD holes on the border between detail levels
- Fix incorrect block positions being fed into biome color code (Builderb0y)
- Fix rapidly changing dimensions causing the game to crash
- Fix cave culling causing holes in the ocean or on the border of unloaded LODs
- Fix cave culling regression that prevented culling on detail levels 1 and higher
- Fix massive direct memory use/leak when uploading LODs
- Fix frustum culling breaking when the screen is skewed (IE nausea or nether portals)
- Fix DhApiChunk setDataPoints() failing for null or empty lists
<br/>
**Breaking Changes:**
- Mark Iris 1.7.4 and below as incompatible
- This is due to the API changes related to the generic (cloud/beaon) renderer
and incorrect naming of several API position objects
## Highlights:
- API version increased 2.1.0 -> 3.0.0
- Cloud/Beacon rendering
- This broke previous Iris compatability, please be patient while waiting for Iris to update.
- Add partial Replay mod support
- In order for LODs to appear the replay must be unpaused and the LOD database must be in the designated Replay multiplayer folder.
- Improved world gen speed (thanks Cortex)
- Fixed and Improved Cave culling
- This should offer a slight FPS improvement over the previous version
- Fix crashing due to playing the game too long or switching dimensions too fast
- Fix black glacier/ocean block rendering
- A bunch of other bugfixes
## Full Changelog
**Additions:**
- Generic Rendering
- beacon rendering
- cloud rendering
- API support
- Sodium 0.6 support
- Config for ignored blocks
- MC 1.21.1 support
- Alex's Caves config warning message
<br/>
**Changes:**
- API event parameters are cloned between listeners to reduce the chance of cross-listener contamination
- Increase default fog start distance
- Remove near fog starting distance limitation
- Improved World gen speed
- Thanks Cortex for finding the problem!
- Reduced CPU use when flying over already generated LODs
<br/>
**Bug Fixes:**
- Fix Replay mod not showing LODs
- This does require putting LODs in a replay specific multiplayer folder
- Fix Starlight causing LODs to appear black
- This required disabling a previous optimization used when pulling lighting for pre-generated chunks.
However this optimization can be manually re-enabled via the config for use in worlds that have never had Starlight installed.
- Fix vertical LOD face lighting when next to water
- Add missing "IP Only" multiplayer tooltip
- Fix infinitely creating lightmap textures until the game crashes
- Fix world gen not skipping already complete stages for pre-generated chunks
- Attempt to fix lag spikes when right clicking blocks
- Fix incorrect fog rendering on some machines
- Fix a multithreading warning in ClientBlockStateColorCache
- Fix LODs flashing twice when changing config values
- Reduce LOD holes on the border between detail levels
- Fix incorrect block positions being fed into biome color code (Builderb0y)
- Fix rapidly changing dimensions causing the game to crash
- Fix cave culling causing holes in the ocean or on the border of unloaded LODs
- Fix cave culling regression that prevented culling on detail levels 1 and higher
- Fix massive direct memory use/leak when uploading LODs
- Fix frustum culling breaking when the screen is skewed (IE nausea or nether portals)
- Fix DhApiChunk setDataPoints() failing for null or empty lists
<br/>
**Breaking Changes:**
- Mark Iris 1.7.4 and below as incompatible
- This is due to the API changes related to the generic (cloud/beaon) renderer
and incorrect naming of several API position objects
## Highlights:
- API version increased 2.1.0 -> 3.0.0
- Cloud/Beacon rendering
- This broke previous Iris compatability, please be patient while waiting for Iris to update.
- Add partial Replay mod support
- In order for LODs to appear the replay must be unpaused and the LOD database must be in the designated Replay multiplayer folder.
- Improved world gen speed (thanks Cortex)
- Fixed and Improved Cave culling
- This should offer a slight FPS improvement over the previous version
- Fix crashing due to playing the game too long or switching dimensions too fast
- Fix black glacier/ocean block rendering
- A bunch of other bugfixes
## Full Changelog
**Additions:**
- Generic Rendering
- beacon rendering
- cloud rendering
- API support
- Sodium 0.6 support
- Config for ignored blocks
- MC 1.21.1 support
- Alex's Caves config warning message
<br/>
**Changes:**
- API event parameters are cloned between listeners to reduce the chance of cross-listener contamination
- Increase default fog start distance
- Remove near fog starting distance limitation
- Improved World gen speed
- Thanks Cortex for finding the problem!
- Reduced CPU use when flying over already generated LODs
<br/>
**Bug Fixes:**
- Fix Replay mod not showing LODs
- This does require putting LODs in a replay specific multiplayer folder
- Fix Starlight causing LODs to appear black
- This required disabling a previous optimization used when pulling lighting for pre-generated chunks.
However this optimization can be manually re-enabled via the config for use in worlds that have never had Starlight installed.
- Fix vertical LOD face lighting when next to water
- Add missing "IP Only" multiplayer tooltip
- Fix infinitely creating lightmap textures until the game crashes
- Fix world gen not skipping already complete stages for pre-generated chunks
- Attempt to fix lag spikes when right clicking blocks
- Fix incorrect fog rendering on some machines
- Fix a multithreading warning in ClientBlockStateColorCache
- Fix LODs flashing twice when changing config values
- Reduce LOD holes on the border between detail levels
- Fix incorrect block positions being fed into biome color code (Builderb0y)
- Fix rapidly changing dimensions causing the game to crash
- Fix cave culling causing holes in the ocean or on the border of unloaded LODs
- Fix cave culling regression that prevented culling on detail levels 1 and higher
- Fix massive direct memory use/leak when uploading LODs
- Fix frustum culling breaking when the screen is skewed (IE nausea or nether portals)
- Fix DhApiChunk setDataPoints() failing for null or empty lists
<br/>
**Breaking Changes:**
- Mark Iris 1.7.4 and below as incompatible
- This is due to the API changes related to the generic (cloud/beaon) renderer
and incorrect naming of several API position objects
## Highlights:
- API version increased 2.1.0 -> 3.0.0
- Cloud/Beacon rendering
- This broke previous Iris compatability, please be patient while waiting for Iris to update.
- Add partial Replay mod support
- In order for LODs to appear the replay must be unpaused and the LOD database must be in the designated Replay multiplayer folder.
- Improved world gen speed (thanks Cortex)
- Fixed and Improved Cave culling
- This should offer a slight FPS improvement over the previous version
- Fix crashing due to playing the game too long or switching dimensions too fast
- Fix black glacier/ocean block rendering
- A bunch of other bugfixes
## Full Changelog
**Additions:**
- Generic Rendering
- beacon rendering
- cloud rendering
- API support
- Sodium 0.6 support
- Config for ignored blocks
- MC 1.21.1 support
- Alex's Caves config warning message
<br/>
**Changes:**
- API event parameters are cloned between listeners to reduce the chance of cross-listener contamination
- Increase default fog start distance
- Remove near fog starting distance limitation
- Improved World gen speed
- Thanks Cortex for finding the problem!
- Reduced CPU use when flying over already generated LODs
<br/>
**Bug Fixes:**
- Fix Replay mod not showing LODs
- This does require putting LODs in a replay specific multiplayer folder
- Fix Starlight causing LODs to appear black
- This required disabling a previous optimization used when pulling lighting for pre-generated chunks.
However this optimization can be manually re-enabled via the config for use in worlds that have never had Starlight installed.
- Fix vertical LOD face lighting when next to water
- Add missing "IP Only" multiplayer tooltip
- Fix infinitely creating lightmap textures until the game crashes
- Fix world gen not skipping already complete stages for pre-generated chunks
- Attempt to fix lag spikes when right clicking blocks
- Fix incorrect fog rendering on some machines
- Fix a multithreading warning in ClientBlockStateColorCache
- Fix LODs flashing twice when changing config values
- Reduce LOD holes on the border between detail levels
- Fix incorrect block positions being fed into biome color code (Builderb0y)
- Fix rapidly changing dimensions causing the game to crash
- Fix cave culling causing holes in the ocean or on the border of unloaded LODs
- Fix cave culling regression that prevented culling on detail levels 1 and higher
- Fix massive direct memory use/leak when uploading LODs
- Fix frustum culling breaking when the screen is skewed (IE nausea or nether portals)
- Fix DhApiChunk setDataPoints() failing for null or empty lists
<br/>
**Breaking Changes:**
- Mark Iris 1.7.4 and below as incompatible
- This is due to the API changes related to the generic (cloud/beaon) renderer
and incorrect naming of several API position objects
## Highlights:
- API version increased 2.1.0 -> 3.0.0
- Cloud/Beacon rendering
- This broke previous Iris compatability, please be patient while waiting for Iris to update.
- Add partial Replay mod support
- In order for LODs to appear the replay must be unpaused and the LOD database must be in the designated Replay multiplayer folder.
- Improved world gen speed (thanks Cortex)
- Fixed and Improved Cave culling
- This should offer a slight FPS improvement over the previous version
- Fix crashing due to playing the game too long or switching dimensions too fast
- Fix black glacier/ocean block rendering
- A bunch of other bugfixes
## Full Changelog
**Additions:**
- Generic Rendering
- beacon rendering
- cloud rendering
- API support
- Sodium 0.6 support
- Config for ignored blocks
- MC 1.21.1 support
- Alex's Caves config warning message
<br/>
**Changes:**
- API event parameters are cloned between listeners to reduce the chance of cross-listener contamination
- Increase default fog start distance
- Remove near fog starting distance limitation
- Improved World gen speed
- Thanks Cortex for finding the problem!
- Reduced CPU use when flying over already generated LODs
<br/>
**Bug Fixes:**
- Fix Replay mod not showing LODs
- This does require putting LODs in a replay specific multiplayer folder
- Fix Starlight causing LODs to appear black
- This required disabling a previous optimization used when pulling lighting for pre-generated chunks.
However this optimization can be manually re-enabled via the config for use in worlds that have never had Starlight installed.
- Fix vertical LOD face lighting when next to water
- Add missing "IP Only" multiplayer tooltip
- Fix infinitely creating lightmap textures until the game crashes
- Fix world gen not skipping already complete stages for pre-generated chunks
- Attempt to fix lag spikes when right clicking blocks
- Fix incorrect fog rendering on some machines
- Fix a multithreading warning in ClientBlockStateColorCache
- Fix LODs flashing twice when changing config values
- Reduce LOD holes on the border between detail levels
- Fix incorrect block positions being fed into biome color code (Builderb0y)
- Fix rapidly changing dimensions causing the game to crash
- Fix cave culling causing holes in the ocean or on the border of unloaded LODs
- Fix cave culling regression that prevented culling on detail levels 1 and higher
- Fix massive direct memory use/leak when uploading LODs
- Fix frustum culling breaking when the screen is skewed (IE nausea or nether portals)
- Fix DhApiChunk setDataPoints() failing for null or empty lists
<br/>
**Breaking Changes:**
- Mark Iris 1.7.4 and below as incompatible
- This is due to the API changes related to the generic (cloud/beaon) renderer
and incorrect naming of several API position objects
## Highlights:
- API version increased 2.1.0 -> 3.0.0
- Cloud/Beacon rendering
- This broke previous Iris compatability, please be patient while waiting for Iris to update.
- Add partial Replay mod support
- In order for LODs to appear the replay must be unpaused and the LOD database must be in the designated Replay multiplayer folder.
- Improved world gen speed (thanks Cortex)
- Fixed and Improved Cave culling
- This should offer a slight FPS improvement over the previous version
- Fix crashing due to playing the game too long or switching dimensions too fast
- Fix black glacier/ocean block rendering
- A bunch of other bugfixes
## Full Changelog
**Additions:**
- Generic Rendering
- beacon rendering
- cloud rendering
- API support
- Sodium 0.6 support
- Config for ignored blocks
- MC 1.21.1 support
- Alex's Caves config warning message
<br/>
**Changes:**
- API event parameters are cloned between listeners to reduce the chance of cross-listener contamination
- Increase default fog start distance
- Remove near fog starting distance limitation
- Improved World gen speed
- Thanks Cortex for finding the problem!
- Reduced CPU use when flying over already generated LODs
<br/>
**Bug Fixes:**
- Fix Replay mod not showing LODs
- This does require putting LODs in a replay specific multiplayer folder
- Fix Starlight causing LODs to appear black
- This required disabling a previous optimization used when pulling lighting for pre-generated chunks.
However this optimization can be manually re-enabled via the config for use in worlds that have never had Starlight installed.
- Fix vertical LOD face lighting when next to water
- Add missing "IP Only" multiplayer tooltip
- Fix infinitely creating lightmap textures until the game crashes
- Fix world gen not skipping already complete stages for pre-generated chunks
- Attempt to fix lag spikes when right clicking blocks
- Fix incorrect fog rendering on some machines
- Fix a multithreading warning in ClientBlockStateColorCache
- Fix LODs flashing twice when changing config values
- Reduce LOD holes on the border between detail levels
- Fix incorrect block positions being fed into biome color code (Builderb0y)
- Fix rapidly changing dimensions causing the game to crash
- Fix cave culling causing holes in the ocean or on the border of unloaded LODs
- Fix cave culling regression that prevented culling on detail levels 1 and higher
- Fix massive direct memory use/leak when uploading LODs
- Fix frustum culling breaking when the screen is skewed (IE nausea or nether portals)
- Fix DhApiChunk setDataPoints() failing for null or empty lists
<br/>
**Breaking Changes:**
- Mark Iris 1.7.4 and below as incompatible
- This is due to the API changes related to the generic (cloud/beaon) renderer
and incorrect naming of several API position objects
## Highlights:
- API version increased 2.1.0 -> 3.0.0
- Cloud/Beacon rendering
- This broke previous Iris compatability, please be patient while waiting for Iris to update.
- Add partial Replay mod support
- In order for LODs to appear the replay must be unpaused and the LOD database must be in the designated Replay multiplayer folder.
- Improved world gen speed (thanks Cortex)
- Fixed and Improved Cave culling
- This should offer a slight FPS improvement over the previous version
- Fix crashing due to playing the game too long or switching dimensions too fast
- Fix black glacier/ocean block rendering
- A bunch of other bugfixes
## Full Changelog
**Additions:**
- Generic Rendering
- beacon rendering
- cloud rendering
- API support
- Sodium 0.6 support
- Config for ignored blocks
- MC 1.21.1 support
- Alex's Caves config warning message
<br/>
**Changes:**
- API event parameters are cloned between listeners to reduce the chance of cross-listener contamination
- Increase default fog start distance
- Remove near fog starting distance limitation
- Improved World gen speed
- Thanks Cortex for finding the problem!
- Reduced CPU use when flying over already generated LODs
<br/>
**Bug Fixes:**
- Fix Replay mod not showing LODs
- This does require putting LODs in a replay specific multiplayer folder
- Fix Starlight causing LODs to appear black
- This required disabling a previous optimization used when pulling lighting for pre-generated chunks.
However this optimization can be manually re-enabled via the config for use in worlds that have never had Starlight installed.
- Fix vertical LOD face lighting when next to water
- Add missing "IP Only" multiplayer tooltip
- Fix infinitely creating lightmap textures until the game crashes
- Fix world gen not skipping already complete stages for pre-generated chunks
- Attempt to fix lag spikes when right clicking blocks
- Fix incorrect fog rendering on some machines
- Fix a multithreading warning in ClientBlockStateColorCache
- Fix LODs flashing twice when changing config values
- Reduce LOD holes on the border between detail levels
- Fix incorrect block positions being fed into biome color code (Builderb0y)
- Fix rapidly changing dimensions causing the game to crash
- Fix cave culling causing holes in the ocean or on the border of unloaded LODs
- Fix cave culling regression that prevented culling on detail levels 1 and higher
- Fix massive direct memory use/leak when uploading LODs
- Fix frustum culling breaking when the screen is skewed (IE nausea or nether portals)
- Fix DhApiChunk setDataPoints() failing for null or empty lists
<br/>
**Breaking Changes:**
- Mark Iris 1.7.4 and below as incompatible
- This is due to the API changes related to the generic (cloud/beaon) renderer
and incorrect naming of several API position objects
## Highlights:
- API version increased 2.1.0 -> 3.0.0
- Cloud/Beacon rendering
- This broke previous Iris compatability, please be patient while waiting for Iris to update.
- Add partial Replay mod support
- In order for LODs to appear the replay must be unpaused and the LOD database must be in the designated Replay multiplayer folder.
- Improved world gen speed (thanks Cortex)
- Fixed and Improved Cave culling
- This should offer a slight FPS improvement over the previous version
- Fix crashing due to playing the game too long or switching dimensions too fast
- Fix black glacier/ocean block rendering
- A bunch of other bugfixes
## Full Changelog
**Additions:**
- Generic Rendering
- beacon rendering
- cloud rendering
- API support
- Sodium 0.6 support
- Config for ignored blocks
- MC 1.21.1 support
- Alex's Caves config warning message
<br/>
**Changes:**
- API event parameters are cloned between listeners to reduce the chance of cross-listener contamination
- Increase default fog start distance
- Remove near fog starting distance limitation
- Improved World gen speed
- Thanks Cortex for finding the problem!
- Reduced CPU use when flying over already generated LODs
<br/>
**Bug Fixes:**
- Fix Replay mod not showing LODs
- This does require putting LODs in a replay specific multiplayer folder
- Fix Starlight causing LODs to appear black
- This required disabling a previous optimization used when pulling lighting for pre-generated chunks.
However this optimization can be manually re-enabled via the config for use in worlds that have never had Starlight installed.
- Fix vertical LOD face lighting when next to water
- Add missing "IP Only" multiplayer tooltip
- Fix infinitely creating lightmap textures until the game crashes
- Fix world gen not skipping already complete stages for pre-generated chunks
- Attempt to fix lag spikes when right clicking blocks
- Fix incorrect fog rendering on some machines
- Fix a multithreading warning in ClientBlockStateColorCache
- Fix LODs flashing twice when changing config values
- Reduce LOD holes on the border between detail levels
- Fix incorrect block positions being fed into biome color code (Builderb0y)
- Fix rapidly changing dimensions causing the game to crash
- Fix cave culling causing holes in the ocean or on the border of unloaded LODs
- Fix cave culling regression that prevented culling on detail levels 1 and higher
- Fix massive direct memory use/leak when uploading LODs
- Fix frustum culling breaking when the screen is skewed (IE nausea or nether portals)
- Fix DhApiChunk setDataPoints() failing for null or empty lists
<br/>
**Breaking Changes:**
- Mark Iris 1.7.4 and below as incompatible
- This is due to the API changes related to the generic (cloud/beaon) renderer
and incorrect naming of several API position objects
## Highlights:
- API version increased 2.1.0 -> 3.0.0
- Cloud/Beacon rendering
- This broke previous Iris compatability, please be patient while waiting for Iris to update.
- Add partial Replay mod support
- In order for LODs to appear the replay must be unpaused and the LOD database must be in the designated Replay multiplayer folder.
- Improved world gen speed (thanks Cortex)
- Fixed and Improved Cave culling
- This should offer a slight FPS improvement over the previous version
- Fix crashing due to playing the game too long or switching dimensions too fast
- Fix black glacier/ocean block rendering
- A bunch of other bugfixes
## Full Changelog
**Additions:**
- Generic Rendering
- beacon rendering
- cloud rendering
- API support
- Sodium 0.6 support
- Config for ignored blocks
- MC 1.21.1 support
- Alex's Caves config warning message
<br/>
**Changes:**
- API event parameters are cloned between listeners to reduce the chance of cross-listener contamination
- Increase default fog start distance
- Remove near fog starting distance limitation
- Improved World gen speed
- Thanks Cortex for finding the problem!
- Reduced CPU use when flying over already generated LODs
<br/>
**Bug Fixes:**
- Fix Replay mod not showing LODs
- This does require putting LODs in a replay specific multiplayer folder
- Fix Starlight causing LODs to appear black
- This required disabling a previous optimization used when pulling lighting for pre-generated chunks.
However this optimization can be manually re-enabled via the config for use in worlds that have never had Starlight installed.
- Fix vertical LOD face lighting when next to water
- Add missing "IP Only" multiplayer tooltip
- Fix infinitely creating lightmap textures until the game crashes
- Fix world gen not skipping already complete stages for pre-generated chunks
- Attempt to fix lag spikes when right clicking blocks
- Fix incorrect fog rendering on some machines
- Fix a multithreading warning in ClientBlockStateColorCache
- Fix LODs flashing twice when changing config values
- Reduce LOD holes on the border between detail levels
- Fix incorrect block positions being fed into biome color code (Builderb0y)
- Fix rapidly changing dimensions causing the game to crash
- Fix cave culling causing holes in the ocean or on the border of unloaded LODs
- Fix cave culling regression that prevented culling on detail levels 1 and higher
- Fix massive direct memory use/leak when uploading LODs
- Fix frustum culling breaking when the screen is skewed (IE nausea or nether portals)
- Fix DhApiChunk setDataPoints() failing for null or empty lists
<br/>
**Breaking Changes:**
- Mark Iris 1.7.4 and below as incompatible
- This is due to the API changes related to the generic (cloud/beaon) renderer
and incorrect naming of several API position objects
## Highlights:
- MC 1.21 support
- API version increased 2.0.0 -> 2.1.0
- Added "Auto" update branch that sticks to stable or nightly builds respectively.
- Increased LOD generation speed for pre-generated worlds.
- Reduced CPU usage when traveling over unchanged LODs.
- Fixed some mystery OpenGL related crashes.
- Reduced compression slightly to improve speed.
## Full Changelog
**Additions:**
- "Auto" update branch
- If the jar is a nightly (unstable) build it will only update to nightly builds and if stable it will only update to stable builds
- This should fix issues with people accidentally updating to the nightly/stable build
- When generating LODs for pre-existing worlds, use the already calculated lighting
- This should increase LOD generation speed significantly
- Chat low memory warning if the system has less than 4 GB of memory allocated
- Should help some people diagnose why they're game is stuttering so bad
- This warning can be disabled via the DH config
- Database file lock checking
- DH should crash if the database is determined to be locked
<br/>
**Improvements:**
- Config comment line spacing for easier reading
- Remove OpenGL multithreading
- This should fix a lot of random crashing issues and with Sodium/Steamdeck
- Memory optimizations - JustALittleWolf
- Don't try generating/updating LODs for already processed chunks
- This should reduce CPU use when flying over already generated chunks/LOD
- Rewrote F3 menu handling
- Improved visuals
- Improve the warning message if the LOD Builder is overloaded
- This specifically references mods like chunky causing holes due to generating faster than DH can keep up
<br/>
**Changes:**
- LZMA compression preset 4 -> 3
- Faster compression at a slight file size increase
- The speed difference between 3 and 4 is pretty big with only a very minor file size change.
- Lower the default CPU presets
- "I Paid For The Whole CPU" should no longer totally overload the CPU
- Increase world gen timeout from 60 sec -> 3 minutes
<br/>
**Bug Fixes:**
- Fix MC 1.20.6 changelog screen blurring incorrectly
- Fix Forge/Neo levels not being unloaded
- File handler tooltip
- Auto Updater logging lists incorrectly
- DB Repos logging DhSectionPos incorrectly
**Removals**
- Blendium from the list of recommended fabric mods
- This is because Blendium is no longer supported
## Highlights:
- MC 1.21 support
- API version increased 2.0.0 -> 2.1.0
- Added "Auto" update branch that sticks to stable or nightly builds respectively.
- Increased LOD generation speed for pre-generated worlds.
- Reduced CPU usage when traveling over unchanged LODs.
- Fixed some mystery OpenGL related crashes.
- Reduced compression slightly to improve speed.
## Full Changelog
**Additions:**
- "Auto" update branch
- If the jar is a nightly (unstable) build it will only update to nightly builds and if stable it will only update to stable builds
- This should fix issues with people accidentally updating to the nightly/stable build
- When generating LODs for pre-existing worlds, use the already calculated lighting
- This should increase LOD generation speed significantly
- Chat low memory warning if the system has less than 4 GB of memory allocated
- Should help some people diagnose why they're game is stuttering so bad
- This warning can be disabled via the DH config
- Database file lock checking
- DH should crash if the database is determined to be locked
<br/>
**Improvements:**
- Config comment line spacing for easier reading
- Remove OpenGL multithreading
- This should fix a lot of random crashing issues and with Sodium/Steamdeck
- Memory optimizations - JustALittleWolf
- Don't try generating/updating LODs for already processed chunks
- This should reduce CPU use when flying over already generated chunks/LOD
- Rewrote F3 menu handling
- Improved visuals
- Improve the warning message if the LOD Builder is overloaded
- This specifically references mods like chunky causing holes due to generating faster than DH can keep up
<br/>
**Changes:**
- LZMA compression preset 4 -> 3
- Faster compression at a slight file size increase
- The speed difference between 3 and 4 is pretty big with only a very minor file size change.
- Lower the default CPU presets
- "I Paid For The Whole CPU" should no longer totally overload the CPU
- Increase world gen timeout from 60 sec -> 3 minutes
<br/>
**Bug Fixes:**
- Fix MC 1.20.6 changelog screen blurring incorrectly
- Fix Forge/Neo levels not being unloaded
- File handler tooltip
- Auto Updater logging lists incorrectly
- DB Repos logging DhSectionPos incorrectly
**Removals**
- Blendium from the list of recommended fabric mods
- This is because Blendium is no longer supported
## Highlights:
- MC 1.21 support
- API version increased 2.0.0 -> 2.1.0
- Added "Auto" update branch that sticks to stable or nightly builds respectively.
- Increased LOD generation speed for pre-generated worlds.
- Reduced CPU usage when traveling over unchanged LODs.
- Fixed some mystery OpenGL related crashes.
- Reduced compression slightly to improve speed.
## Full Changelog
**Additions:**
- "Auto" update branch
- If the jar is a nightly (unstable) build it will only update to nightly builds and if stable it will only update to stable builds
- This should fix issues with people accidentally updating to the nightly/stable build
- When generating LODs for pre-existing worlds, use the already calculated lighting
- This should increase LOD generation speed significantly
- Chat low memory warning if the system has less than 4 GB of memory allocated
- Should help some people diagnose why they're game is stuttering so bad
- This warning can be disabled via the DH config
- Database file lock checking
- DH should crash if the database is determined to be locked
<br/>
**Improvements:**
- Config comment line spacing for easier reading
- Remove OpenGL multithreading
- This should fix a lot of random crashing issues and with Sodium/Steamdeck
- Memory optimizations - JustALittleWolf
- Don't try generating/updating LODs for already processed chunks
- This should reduce CPU use when flying over already generated chunks/LOD
- Rewrote F3 menu handling
- Improved visuals
- Improve the warning message if the LOD Builder is overloaded
- This specifically references mods like chunky causing holes due to generating faster than DH can keep up
<br/>
**Changes:**
- LZMA compression preset 4 -> 3
- Faster compression at a slight file size increase
- The speed difference between 3 and 4 is pretty big with only a very minor file size change.
- Lower the default CPU presets
- "I Paid For The Whole CPU" should no longer totally overload the CPU
- Increase world gen timeout from 60 sec -> 3 minutes
<br/>
**Bug Fixes:**
- Fix MC 1.20.6 changelog screen blurring incorrectly
- Fix Forge/Neo levels not being unloaded
- File handler tooltip
- Auto Updater logging lists incorrectly
- DB Repos logging DhSectionPos incorrectly
**Removals**
- Blendium from the list of recommended fabric mods
- This is because Blendium is no longer supported
## Highlights:
- MC 1.21 support
- API version increased 2.0.0 -> 2.1.0
- Added "Auto" update branch that sticks to stable or nightly builds respectively.
- Increased LOD generation speed for pre-generated worlds.
- Reduced CPU usage when traveling over unchanged LODs.
- Fixed some mystery OpenGL related crashes.
- Reduced compression slightly to improve speed.
## Full Changelog
**Additions:**
- "Auto" update branch
- If the jar is a nightly (unstable) build it will only update to nightly builds and if stable it will only update to stable builds
- This should fix issues with people accidentally updating to the nightly/stable build
- When generating LODs for pre-existing worlds, use the already calculated lighting
- This should increase LOD generation speed significantly
- Chat low memory warning if the system has less than 4 GB of memory allocated
- Should help some people diagnose why they're game is stuttering so bad
- This warning can be disabled via the DH config
- Database file lock checking
- DH should crash if the database is determined to be locked
<br/>
**Improvements:**
- Config comment line spacing for easier reading
- Remove OpenGL multithreading
- This should fix a lot of random crashing issues and with Sodium/Steamdeck
- Memory optimizations - JustALittleWolf
- Don't try generating/updating LODs for already processed chunks
- This should reduce CPU use when flying over already generated chunks/LOD
- Rewrote F3 menu handling
- Improved visuals
- Improve the warning message if the LOD Builder is overloaded
- This specifically references mods like chunky causing holes due to generating faster than DH can keep up
<br/>
**Changes:**
- LZMA compression preset 4 -> 3
- Faster compression at a slight file size increase
- The speed difference between 3 and 4 is pretty big with only a very minor file size change.
- Lower the default CPU presets
- "I Paid For The Whole CPU" should no longer totally overload the CPU
- Increase world gen timeout from 60 sec -> 3 minutes
<br/>
**Bug Fixes:**
- Fix MC 1.20.6 changelog screen blurring incorrectly
- Fix Forge/Neo levels not being unloaded
- File handler tooltip
- Auto Updater logging lists incorrectly
- DB Repos logging DhSectionPos incorrectly
**Removals**
- Blendium from the list of recommended fabric mods
- This is because Blendium is no longer supported
## Highlights:
- MC 1.21 support
- API version increased 2.0.0 -> 2.1.0
- Added "Auto" update branch that sticks to stable or nightly builds respectively.
- Increased LOD generation speed for pre-generated worlds.
- Reduced CPU usage when traveling over unchanged LODs.
- Fixed some mystery OpenGL related crashes.
- Reduced compression slightly to improve speed.
## Full Changelog
**Additions:**
- "Auto" update branch
- If the jar is a nightly (unstable) build it will only update to nightly builds and if stable it will only update to stable builds
- This should fix issues with people accidentally updating to the nightly/stable build
- When generating LODs for pre-existing worlds, use the already calculated lighting
- This should increase LOD generation speed significantly
- Chat low memory warning if the system has less than 4 GB of memory allocated
- Should help some people diagnose why they're game is stuttering so bad
- This warning can be disabled via the DH config
- Database file lock checking
- DH should crash if the database is determined to be locked
<br/>
**Improvements:**
- Config comment line spacing for easier reading
- Remove OpenGL multithreading
- This should fix a lot of random crashing issues and with Sodium/Steamdeck
- Memory optimizations - JustALittleWolf
- Don't try generating/updating LODs for already processed chunks
- This should reduce CPU use when flying over already generated chunks/LOD
- Rewrote F3 menu handling
- Improved visuals
- Improve the warning message if the LOD Builder is overloaded
- This specifically references mods like chunky causing holes due to generating faster than DH can keep up
<br/>
**Changes:**
- LZMA compression preset 4 -> 3
- Faster compression at a slight file size increase
- The speed difference between 3 and 4 is pretty big with only a very minor file size change.
- Lower the default CPU presets
- "I Paid For The Whole CPU" should no longer totally overload the CPU
- Increase world gen timeout from 60 sec -> 3 minutes
<br/>
**Bug Fixes:**
- Fix MC 1.20.6 changelog screen blurring incorrectly
- Fix Forge/Neo levels not being unloaded
- File handler tooltip
- Auto Updater logging lists incorrectly
- DB Repos logging DhSectionPos incorrectly
**Removals**
- Blendium from the list of recommended fabric mods
- This is because Blendium is no longer supported
## Highlights:
- MC 1.21 support
- API version increased 2.0.0 -> 2.1.0
- Added "Auto" update branch that sticks to stable or nightly builds respectively.
- Increased LOD generation speed for pre-generated worlds.
- Reduced CPU usage when traveling over unchanged LODs.
- Fixed some mystery OpenGL related crashes.
- Reduced compression slightly to improve speed.
## Full Changelog
**Additions:**
- "Auto" update branch
- If the jar is a nightly (unstable) build it will only update to nightly builds and if stable it will only update to stable builds
- This should fix issues with people accidentally updating to the nightly/stable build
- When generating LODs for pre-existing worlds, use the already calculated lighting
- This should increase LOD generation speed significantly
- Chat low memory warning if the system has less than 4 GB of memory allocated
- Should help some people diagnose why they're game is stuttering so bad
- This warning can be disabled via the DH config
- Database file lock checking
- DH should crash if the database is determined to be locked
<br/>
**Improvements:**
- Config comment line spacing for easier reading
- Remove OpenGL multithreading
- This should fix a lot of random crashing issues and with Sodium/Steamdeck
- Memory optimizations - JustALittleWolf
- Don't try generating/updating LODs for already processed chunks
- This should reduce CPU use when flying over already generated chunks/LOD
- Rewrote F3 menu handling
- Improved visuals
- Improve the warning message if the LOD Builder is overloaded
- This specifically references mods like chunky causing holes due to generating faster than DH can keep up
<br/>
**Changes:**
- LZMA compression preset 4 -> 3
- Faster compression at a slight file size increase
- The speed difference between 3 and 4 is pretty big with only a very minor file size change.
- Lower the default CPU presets
- "I Paid For The Whole CPU" should no longer totally overload the CPU
- Increase world gen timeout from 60 sec -> 3 minutes
<br/>
**Bug Fixes:**
- Fix MC 1.20.6 changelog screen blurring incorrectly
- Fix Forge/Neo levels not being unloaded
- File handler tooltip
- Auto Updater logging lists incorrectly
- DB Repos logging DhSectionPos incorrectly
**Removals**
- Blendium from the list of recommended fabric mods
- This is because Blendium is no longer supported
## Highlights:
- MC 1.21 support
- API version increased 2.0.0 -> 2.1.0
- Added "Auto" update branch that sticks to stable or nightly builds respectively.
- Increased LOD generation speed for pre-generated worlds.
- Reduced CPU usage when traveling over unchanged LODs.
- Fixed some mystery OpenGL related crashes.
- Reduced compression slightly to improve speed.
## Full Changelog
**Additions:**
- "Auto" update branch
- If the jar is a nightly (unstable) build it will only update to nightly builds and if stable it will only update to stable builds
- This should fix issues with people accidentally updating to the nightly/stable build
- When generating LODs for pre-existing worlds, use the already calculated lighting
- This should increase LOD generation speed significantly
- Chat low memory warning if the system has less than 4 GB of memory allocated
- Should help some people diagnose why they're game is stuttering so bad
- This warning can be disabled via the DH config
- Database file lock checking
- DH should crash if the database is determined to be locked
<br/>
**Improvements:**
- Config comment line spacing for easier reading
- Remove OpenGL multithreading
- This should fix a lot of random crashing issues and with Sodium/Steamdeck
- Memory optimizations - JustALittleWolf
- Don't try generating/updating LODs for already processed chunks
- This should reduce CPU use when flying over already generated chunks/LOD
- Rewrote F3 menu handling
- Improved visuals
- Improve the warning message if the LOD Builder is overloaded
- This specifically references mods like chunky causing holes due to generating faster than DH can keep up
<br/>
**Changes:**
- LZMA compression preset 4 -> 3
- Faster compression at a slight file size increase
- The speed difference between 3 and 4 is pretty big with only a very minor file size change.
- Lower the default CPU presets
- "I Paid For The Whole CPU" should no longer totally overload the CPU
- Increase world gen timeout from 60 sec -> 3 minutes
<br/>
**Bug Fixes:**
- Fix MC 1.20.6 changelog screen blurring incorrectly
- Fix Forge/Neo levels not being unloaded
- File handler tooltip
- Auto Updater logging lists incorrectly
- DB Repos logging DhSectionPos incorrectly
**Removals**
- Blendium from the list of recommended fabric mods
- This is because Blendium is no longer supported
## Highlights:
- MC 1.21 support
- API version increased 2.0.0 -> 2.1.0
- Added "Auto" update branch that sticks to stable or nightly builds respectively.
- Increased LOD generation speed for pre-generated worlds.
- Reduced CPU usage when traveling over unchanged LODs.
- Fixed some mystery OpenGL related crashes.
- Reduced compression slightly to improve speed.
## Full Changelog
**Additions:**
- "Auto" update branch
- If the jar is a nightly (unstable) build it will only update to nightly builds and if stable it will only update to stable builds
- This should fix issues with people accidentally updating to the nightly/stable build
- When generating LODs for pre-existing worlds, use the already calculated lighting
- This should increase LOD generation speed significantly
- Chat low memory warning if the system has less than 4 GB of memory allocated
- Should help some people diagnose why they're game is stuttering so bad
- This warning can be disabled via the DH config
- Database file lock checking
- DH should crash if the database is determined to be locked
<br/>
**Improvements:**
- Config comment line spacing for easier reading
- Remove OpenGL multithreading
- This should fix a lot of random crashing issues and with Sodium/Steamdeck
- Memory optimizations - JustALittleWolf
- Don't try generating/updating LODs for already processed chunks
- This should reduce CPU use when flying over already generated chunks/LOD
- Rewrote F3 menu handling
- Improved visuals
- Improve the warning message if the LOD Builder is overloaded
- This specifically references mods like chunky causing holes due to generating faster than DH can keep up
<br/>
**Changes:**
- LZMA compression preset 4 -> 3
- Faster compression at a slight file size increase
- The speed difference between 3 and 4 is pretty big with only a very minor file size change.
- Lower the default CPU presets
- "I Paid For The Whole CPU" should no longer totally overload the CPU
- Increase world gen timeout from 60 sec -> 3 minutes
<br/>
**Bug Fixes:**
- Fix MC 1.20.6 changelog screen blurring incorrectly
- Fix Forge/Neo levels not being unloaded
- File handler tooltip
- Auto Updater logging lists incorrectly
- DB Repos logging DhSectionPos incorrectly
**Removals**
- Blendium from the list of recommended fabric mods
- This is because Blendium is no longer supported
## Highlights:
- MC 1.21 support
- API version increased 2.0.0 -> 2.1.0
- Added "Auto" update branch that sticks to stable or nightly builds respectively.
- Increased LOD generation speed for pre-generated worlds.
- Reduced CPU usage when traveling over unchanged LODs.
- Fixed some mystery OpenGL related crashes.
- Reduced compression slightly to improve speed.
## Full Changelog
**Additions:**
- "Auto" update branch
- If the jar is a nightly (unstable) build it will only update to nightly builds and if stable it will only update to stable builds
- This should fix issues with people accidentally updating to the nightly/stable build
- When generating LODs for pre-existing worlds, use the already calculated lighting
- This should increase LOD generation speed significantly
- Chat low memory warning if the system has less than 4 GB of memory allocated
- Should help some people diagnose why they're game is stuttering so bad
- This warning can be disabled via the DH config
- Database file lock checking
- DH should crash if the database is determined to be locked
<br/>
**Improvements:**
- Config comment line spacing for easier reading
- Remove OpenGL multithreading
- This should fix a lot of random crashing issues and with Sodium/Steamdeck
- Memory optimizations - JustALittleWolf
- Don't try generating/updating LODs for already processed chunks
- This should reduce CPU use when flying over already generated chunks/LOD
- Rewrote F3 menu handling
- Improved visuals
- Improve the warning message if the LOD Builder is overloaded
- This specifically references mods like chunky causing holes due to generating faster than DH can keep up
<br/>
**Changes:**
- LZMA compression preset 4 -> 3
- Faster compression at a slight file size increase
- The speed difference between 3 and 4 is pretty big with only a very minor file size change.
- Lower the default CPU presets
- "I Paid For The Whole CPU" should no longer totally overload the CPU
- Increase world gen timeout from 60 sec -> 3 minutes
<br/>
**Bug Fixes:**
- Fix MC 1.20.6 changelog screen blurring incorrectly
- Fix Forge/Neo levels not being unloaded
- File handler tooltip
- Auto Updater logging lists incorrectly
- DB Repos logging DhSectionPos incorrectly
**Removals**
- Blendium from the list of recommended fabric mods
- This is because Blendium is no longer supported
## Highlights:
- MC 1.21 support
- API version increased 2.0.0 -> 2.1.0
- Added "Auto" update branch that sticks to stable or nightly builds respectively.
- Increased LOD generation speed for pre-generated worlds.
- Reduced CPU usage when traveling over unchanged LODs.
- Fixed some mystery OpenGL related crashes.
- Reduced compression slightly to improve speed.
## Full Changelog
**Additions:**
- "Auto" update branch
- If the jar is a nightly (unstable) build it will only update to nightly builds and if stable it will only update to stable builds
- This should fix issues with people accidentally updating to the nightly/stable build
- When generating LODs for pre-existing worlds, use the already calculated lighting
- This should increase LOD generation speed significantly
- Chat low memory warning if the system has less than 4 GB of memory allocated
- Should help some people diagnose why they're game is stuttering so bad
- This warning can be disabled via the DH config
- Database file lock checking
- DH should crash if the database is determined to be locked
<br/>
**Improvements:**
- Config comment line spacing for easier reading
- Remove OpenGL multithreading
- This should fix a lot of random crashing issues and with Sodium/Steamdeck
- Memory optimizations - JustALittleWolf
- Don't try generating/updating LODs for already processed chunks
- This should reduce CPU use when flying over already generated chunks/LOD
- Rewrote F3 menu handling
- Improved visuals
- Improve the warning message if the LOD Builder is overloaded
- This specifically references mods like chunky causing holes due to generating faster than DH can keep up
<br/>
**Changes:**
- LZMA compression preset 4 -> 3
- Faster compression at a slight file size increase
- The speed difference between 3 and 4 is pretty big with only a very minor file size change.
- Lower the default CPU presets
- "I Paid For The Whole CPU" should no longer totally overload the CPU
- Increase world gen timeout from 60 sec -> 3 minutes
<br/>
**Bug Fixes:**
- Fix MC 1.20.6 changelog screen blurring incorrectly
- Fix Forge/Neo levels not being unloaded
- File handler tooltip
- Auto Updater logging lists incorrectly
- DB Repos logging DhSectionPos incorrectly
**Removals**
- Blendium from the list of recommended fabric mods
- This is because Blendium is no longer supported
## Highlights:
- MC 1.20.3, 1.20.4, 1.20.6 support
- No forge support for 1.20.6 due to Forge compiler issues
- Added NeoForge support for 1.20.6
- Massive memory decrease, especially at high render distances
- 1024 at medium can be loaded with 4 GB of memory
- Massive database file size decrease
- Note: This will only affect new worlds, old databases will be migrated to the new format, but have to be manually vacuumed to shrink their file size.
- Frustum culling
- Fixed rendering hollow structures
- Up the api version number 1.0.0 -> 2.0.0
- This means there were some breaking API changes
- World gen doesn't regenerate the same terrain twice
- World gen also starts faster after loading into the world.
- API methods needed for Iris 1.7.0 support
## Core DH Changes
**Additions:**
- MC 1.20.3 / 1.20.4 support - coolGi, James
- Frustum culling - NULL
- New rendering option so grass fades to dirt - IMS, James
- Simple material IDs to rendering data for use with Iris - James
- corrupt data read handling - James
- JarUtil/SelfUpdater error handling - James
- Buffer count to the F3 menu - James
- IP only server folder mode - James
<br/>
**Improvements:**
- Improve downsampling / low detail rendering - James
- IE hollow structures will no longer render incorrectly at lower detail levels
- Smaller database file sizes - James
- Added LZMA as the new default compression option
- LZMA provides roughly 3x the compression vs the previous compressor
- Add lossy world compression, defaults to "visually equal"
- Massively reduce memory use and reduce GC pressure - James
- Speed up world gen queue initial loading - James
- Vertical LOD rendering improvements - Builderb0y
- RenderDataTransformer improvements - Cola
- Glass/transparent block improved color rendering - Cola, IMS
<br/>
**Changes:**
- Overhaul data structure and file handling - James
- Fixes holes with world gen - James
- Overhaul the database format - James
- Add automatic DB migration - James
- Migration progress can be seen in the log and f3 menu
- Removed DhRenderData - James
- Change overdraw to a number input - James
- Improve transparent rendering (IE Glass) - IMS, Cola
- rename "Horizontal Quality" -> "LOD Dropoff Distance" - James
- Refactored logos into assets/distanthorizons - coolGi
- Change the SQLite journal mode DELETE -> WAL - James
- Improve initalization logic - s809
- Improve StepFeatures logging - James
- Add data source pooling to reduce GC pressure - James
- Mark Iris 1.6.0 and older as incompatible - James
- Iris already hid DH rendering anyway, so this just makes it clearer
- Make leaf colors match fancy graphics - Cola
- Move most async GL calls to the render thread - James
- Only log empty biomeWrapper strings once per session - James
- Remove unnecessary string concatenations in assertions - James
- Disable cave culling in the end - James
- Rename unused debug wireframe configs - James
<br/>
**Bug Fixes:**
- Fix holes in the world when using world gen - James
- Fix world gen re-generating the same terrain - James
- Fix world gen for extreme render distances - James
- Fix ocean lighting grid issue - James
- Fix C2ME support - James
- Changing C2ME's config should no longer be necessary to run it with DH.
- Fix SSAO and Fog not applying when Optifine shaders are enabled - James
- Fix BiomeWrapper warning about null level on startup - James
- Fix missing indium crashing with a messy error when java.awt is headless - James
- The error message will now be much clearer and in most cases, should have a pop-up dialog explaining the problem.
- Fix Z-fighting at very high heights - James
- Fix red LODs rendering in random places
- IE Added a config which is disabled by default to render overlapping quad errors - James
- Fix rendering holes (most of the time) - James
- Fix F3 menu not removing levels after leaving when multiverse support is active - James
- Fix LodRenderSections not stopping load futures when closed - James
- Fix a rare concurrent lighting engine issue with ChunkWrapper.getBlockLightPosList() - James
- Fix purple Chisels & Bits block rendering - Pierre Remacle
- IE make Chisels & Bits blocks transparent
- Fix ThreadPool null pointer before world startup - James
- Fix world gen lockup if the file system fails - James
- Fix chunk break/place events not triggering fabric updates post MC 1.17 - James
- Fix Optifine not running in the dev environment - James
- Fix light engine out of bounds for MC 1.16 and 1.17 - James
- Fix File handler repos not closing - James
- Fix transparent ocean floors at low detail levels - James
- Fix warning about BiomeWrapper null level on startup - James
- Fix white grass/water if the biome is null - James
- Fix optifine 1.16 support - James
- Fixed mod auto-updating on quilt - coolGi
- Fix thread pool error logging after shutdown - James
- Fix corrupt data or moving data between MC versions causing monoliths - James
- Fix #49 shaders render incorrectly - IMS
- This is specifically fixed for Iris 1.7.0+
- Fix #94 Rendering issues with Immersive Portals
- Fix #414 Added (nearly) unlimited vertical quality graphics option
- Fix #449 LodNodeBufferBuilder crash due to index out of bounds
- Fix #595 crash on save and exit - James
- Fix #597 Show Create logo in DH's update menu
- Fix #613 multiplayer failing due to folder not existing - James
- Fix #615 lag when rapidly breaking/placing blocks - James
- Fix #638 optifine not rendering on 1.16 + 1.17
- Fix #640 world gen holes not filling in
- Fix #641 seamless overdraw issues
- Fix #650 Fix Indium missing messages not displaying correctly in some cases - James
- Fix #663 Fix world gen holes - James
- Fix #670 Remove outdated world gen options from tooltip - James
- Fix #673 Chunks without a position are ignored - James
- Fix #680 Massive Memory Usage by ColumnRenderSource#renderDataContainer - James
**Removals**
- Remove Seamless Overdraw Test - James
- The experiment was interesting, but ultimately failed. There were a number of issues rendering entities and it only ever worked on Fabric.
- Near and near/far fog options - James
- Near fog was originally added back in DH 1.0 in case we couldn't remove vanilla fog, which has since proven to not be an issue.
- Remove Unlimited horizontal quality (LOD Dropoff Distance) setting - James
- Unlimited quality is unnecessary and due to how the renderer is currently set up, unable to be run on any machine at higher render distances.
- Disable cave culling for any detail level above 0 - James
- Cave culling is currently bugged and to prevent holes in the ocean that show the void this is the temporary solution.
## Highlights:
- MC 1.20.3, 1.20.4, 1.20.6 support
- No forge support for 1.20.6 due to Forge compiler issues
- Added NeoForge support for 1.20.6
- Massive memory decrease, especially at high render distances
- 1024 at medium can be loaded with 4 GB of memory
- Massive database file size decrease
- Note: This will only affect new worlds, old databases will be migrated to the new format, but have to be manually vacuumed to shrink their file size.
- Frustum culling
- Fixed rendering hollow structures
- Up the api version number 1.0.0 -> 2.0.0
- This means there were some breaking API changes
- World gen doesn't regenerate the same terrain twice
- World gen also starts faster after loading into the world.
- API methods needed for Iris 1.7.0 support
## Core DH Changes
**Additions:**
- MC 1.20.3 / 1.20.4 support - coolGi, James
- Frustum culling - NULL
- New rendering option so grass fades to dirt - IMS, James
- Simple material IDs to rendering data for use with Iris - James
- corrupt data read handling - James
- JarUtil/SelfUpdater error handling - James
- Buffer count to the F3 menu - James
- IP only server folder mode - James
<br/>
**Improvements:**
- Improve downsampling / low detail rendering - James
- IE hollow structures will no longer render incorrectly at lower detail levels
- Smaller database file sizes - James
- Added LZMA as the new default compression option
- LZMA provides roughly 3x the compression vs the previous compressor
- Add lossy world compression, defaults to "visually equal"
- Massively reduce memory use and reduce GC pressure - James
- Speed up world gen queue initial loading - James
- Vertical LOD rendering improvements - Builderb0y
- RenderDataTransformer improvements - Cola
- Glass/transparent block improved color rendering - Cola, IMS
<br/>
**Changes:**
- Overhaul data structure and file handling - James
- Fixes holes with world gen - James
- Overhaul the database format - James
- Add automatic DB migration - James
- Migration progress can be seen in the log and f3 menu
- Removed DhRenderData - James
- Change overdraw to a number input - James
- Improve transparent rendering (IE Glass) - IMS, Cola
- rename "Horizontal Quality" -> "LOD Dropoff Distance" - James
- Refactored logos into assets/distanthorizons - coolGi
- Change the SQLite journal mode DELETE -> WAL - James
- Improve initalization logic - s809
- Improve StepFeatures logging - James
- Add data source pooling to reduce GC pressure - James
- Mark Iris 1.6.0 and older as incompatible - James
- Iris already hid DH rendering anyway, so this just makes it clearer
- Make leaf colors match fancy graphics - Cola
- Move most async GL calls to the render thread - James
- Only log empty biomeWrapper strings once per session - James
- Remove unnecessary string concatenations in assertions - James
- Disable cave culling in the end - James
- Rename unused debug wireframe configs - James
<br/>
**Bug Fixes:**
- Fix holes in the world when using world gen - James
- Fix world gen re-generating the same terrain - James
- Fix world gen for extreme render distances - James
- Fix ocean lighting grid issue - James
- Fix C2ME support - James
- Changing C2ME's config should no longer be necessary to run it with DH.
- Fix SSAO and Fog not applying when Optifine shaders are enabled - James
- Fix BiomeWrapper warning about null level on startup - James
- Fix missing indium crashing with a messy error when java.awt is headless - James
- The error message will now be much clearer and in most cases, should have a pop-up dialog explaining the problem.
- Fix Z-fighting at very high heights - James
- Fix red LODs rendering in random places
- IE Added a config which is disabled by default to render overlapping quad errors - James
- Fix rendering holes (most of the time) - James
- Fix F3 menu not removing levels after leaving when multiverse support is active - James
- Fix LodRenderSections not stopping load futures when closed - James
- Fix a rare concurrent lighting engine issue with ChunkWrapper.getBlockLightPosList() - James
- Fix purple Chisels & Bits block rendering - Pierre Remacle
- IE make Chisels & Bits blocks transparent
- Fix ThreadPool null pointer before world startup - James
- Fix world gen lockup if the file system fails - James
- Fix chunk break/place events not triggering fabric updates post MC 1.17 - James
- Fix Optifine not running in the dev environment - James
- Fix light engine out of bounds for MC 1.16 and 1.17 - James
- Fix File handler repos not closing - James
- Fix transparent ocean floors at low detail levels - James
- Fix warning about BiomeWrapper null level on startup - James
- Fix white grass/water if the biome is null - James
- Fix optifine 1.16 support - James
- Fixed mod auto-updating on quilt - coolGi
- Fix thread pool error logging after shutdown - James
- Fix corrupt data or moving data between MC versions causing monoliths - James
- Fix #49 shaders render incorrectly - IMS
- This is specifically fixed for Iris 1.7.0+
- Fix #94 Rendering issues with Immersive Portals
- Fix #414 Added (nearly) unlimited vertical quality graphics option
- Fix #449 LodNodeBufferBuilder crash due to index out of bounds
- Fix #595 crash on save and exit - James
- Fix #597 Show Create logo in DH's update menu
- Fix #613 multiplayer failing due to folder not existing - James
- Fix #615 lag when rapidly breaking/placing blocks - James
- Fix #638 optifine not rendering on 1.16 + 1.17
- Fix #640 world gen holes not filling in
- Fix #641 seamless overdraw issues
- Fix #650 Fix Indium missing messages not displaying correctly in some cases - James
- Fix #663 Fix world gen holes - James
- Fix #670 Remove outdated world gen options from tooltip - James
- Fix #673 Chunks without a position are ignored - James
- Fix #680 Massive Memory Usage by ColumnRenderSource#renderDataContainer - James
**Removals**
- Remove Seamless Overdraw Test - James
- The experiment was interesting, but ultimately failed. There were a number of issues rendering entities and it only ever worked on Fabric.
- Near and near/far fog options - James
- Near fog was originally added back in DH 1.0 in case we couldn't remove vanilla fog, which has since proven to not be an issue.
- Remove Unlimited horizontal quality (LOD Dropoff Distance) setting - James
- Unlimited quality is unnecessary and due to how the renderer is currently set up, unable to be run on any machine at higher render distances.
- Disable cave culling for any detail level above 0 - James
- Cave culling is currently bugged and to prevent holes in the ocean that show the void this is the temporary solution.
## Highlights:
- MC 1.20.3, 1.20.4, 1.20.6 support
- No forge support for 1.20.6 due to Forge compiler issues
- Added NeoForge support for 1.20.6
- Massive memory decrease, especially at high render distances
- 1024 at medium can be loaded with 4 GB of memory
- Massive database file size decrease
- Note: This will only affect new worlds, old databases will be migrated to the new format, but have to be manually vacuumed to shrink their file size.
- Frustum culling
- Fixed rendering hollow structures
- Up the api version number 1.0.0 -> 2.0.0
- This means there were some breaking API changes
- World gen doesn't regenerate the same terrain twice
- World gen also starts faster after loading into the world.
- API methods needed for Iris 1.7.0 support
## Core DH Changes
**Additions:**
- MC 1.20.3 / 1.20.4 support - coolGi, James
- Frustum culling - NULL
- New rendering option so grass fades to dirt - IMS, James
- Simple material IDs to rendering data for use with Iris - James
- corrupt data read handling - James
- JarUtil/SelfUpdater error handling - James
- Buffer count to the F3 menu - James
- IP only server folder mode - James
<br/>
**Improvements:**
- Improve downsampling / low detail rendering - James
- IE hollow structures will no longer render incorrectly at lower detail levels
- Smaller database file sizes - James
- Added LZMA as the new default compression option
- LZMA provides roughly 3x the compression vs the previous compressor
- Add lossy world compression, defaults to "visually equal"
- Massively reduce memory use and reduce GC pressure - James
- Speed up world gen queue initial loading - James
- Vertical LOD rendering improvements - Builderb0y
- RenderDataTransformer improvements - Cola
- Glass/transparent block improved color rendering - Cola, IMS
<br/>
**Changes:**
- Overhaul data structure and file handling - James
- Fixes holes with world gen - James
- Overhaul the database format - James
- Add automatic DB migration - James
- Migration progress can be seen in the log and f3 menu
- Removed DhRenderData - James
- Change overdraw to a number input - James
- Improve transparent rendering (IE Glass) - IMS, Cola
- rename "Horizontal Quality" -> "LOD Dropoff Distance" - James
- Refactored logos into assets/distanthorizons - coolGi
- Change the SQLite journal mode DELETE -> WAL - James
- Improve initalization logic - s809
- Improve StepFeatures logging - James
- Add data source pooling to reduce GC pressure - James
- Mark Iris 1.6.0 and older as incompatible - James
- Iris already hid DH rendering anyway, so this just makes it clearer
- Make leaf colors match fancy graphics - Cola
- Move most async GL calls to the render thread - James
- Only log empty biomeWrapper strings once per session - James
- Remove unnecessary string concatenations in assertions - James
- Disable cave culling in the end - James
- Rename unused debug wireframe configs - James
<br/>
**Bug Fixes:**
- Fix holes in the world when using world gen - James
- Fix world gen re-generating the same terrain - James
- Fix world gen for extreme render distances - James
- Fix ocean lighting grid issue - James
- Fix C2ME support - James
- Changing C2ME's config should no longer be necessary to run it with DH.
- Fix SSAO and Fog not applying when Optifine shaders are enabled - James
- Fix BiomeWrapper warning about null level on startup - James
- Fix missing indium crashing with a messy error when java.awt is headless - James
- The error message will now be much clearer and in most cases, should have a pop-up dialog explaining the problem.
- Fix Z-fighting at very high heights - James
- Fix red LODs rendering in random places
- IE Added a config which is disabled by default to render overlapping quad errors - James
- Fix rendering holes (most of the time) - James
- Fix F3 menu not removing levels after leaving when multiverse support is active - James
- Fix LodRenderSections not stopping load futures when closed - James
- Fix a rare concurrent lighting engine issue with ChunkWrapper.getBlockLightPosList() - James
- Fix purple Chisels & Bits block rendering - Pierre Remacle
- IE make Chisels & Bits blocks transparent
- Fix ThreadPool null pointer before world startup - James
- Fix world gen lockup if the file system fails - James
- Fix chunk break/place events not triggering fabric updates post MC 1.17 - James
- Fix Optifine not running in the dev environment - James
- Fix light engine out of bounds for MC 1.16 and 1.17 - James
- Fix File handler repos not closing - James
- Fix transparent ocean floors at low detail levels - James
- Fix warning about BiomeWrapper null level on startup - James
- Fix white grass/water if the biome is null - James
- Fix optifine 1.16 support - James
- Fixed mod auto-updating on quilt - coolGi
- Fix thread pool error logging after shutdown - James
- Fix corrupt data or moving data between MC versions causing monoliths - James
- Fix #49 shaders render incorrectly - IMS
- This is specifically fixed for Iris 1.7.0+
- Fix #94 Rendering issues with Immersive Portals
- Fix #414 Added (nearly) unlimited vertical quality graphics option
- Fix #449 LodNodeBufferBuilder crash due to index out of bounds
- Fix #595 crash on save and exit - James
- Fix #597 Show Create logo in DH's update menu
- Fix #613 multiplayer failing due to folder not existing - James
- Fix #615 lag when rapidly breaking/placing blocks - James
- Fix #638 optifine not rendering on 1.16 + 1.17
- Fix #640 world gen holes not filling in
- Fix #641 seamless overdraw issues
- Fix #650 Fix Indium missing messages not displaying correctly in some cases - James
- Fix #663 Fix world gen holes - James
- Fix #670 Remove outdated world gen options from tooltip - James
- Fix #673 Chunks without a position are ignored - James
- Fix #680 Massive Memory Usage by ColumnRenderSource#renderDataContainer - James
**Removals**
- Remove Seamless Overdraw Test - James
- The experiment was interesting, but ultimately failed. There were a number of issues rendering entities and it only ever worked on Fabric.
- Near and near/far fog options - James
- Near fog was originally added back in DH 1.0 in case we couldn't remove vanilla fog, which has since proven to not be an issue.
- Remove Unlimited horizontal quality (LOD Dropoff Distance) setting - James
- Unlimited quality is unnecessary and due to how the renderer is currently set up, unable to be run on any machine at higher render distances.
- Disable cave culling for any detail level above 0 - James
- Cave culling is currently bugged and to prevent holes in the ocean that show the void this is the temporary solution.
## Highlights:
- MC 1.20.3, 1.20.4, 1.20.6 support
- No forge support for 1.20.6 due to Forge compiler issues
- Added NeoForge support for 1.20.6
- Massive memory decrease, especially at high render distances
- 1024 at medium can be loaded with 4 GB of memory
- Massive database file size decrease
- Note: This will only affect new worlds, old databases will be migrated to the new format, but have to be manually vacuumed to shrink their file size.
- Frustum culling
- Fixed rendering hollow structures
- Up the api version number 1.0.0 -> 2.0.0
- This means there were some breaking API changes
- World gen doesn't regenerate the same terrain twice
- World gen also starts faster after loading into the world.
- API methods needed for Iris 1.7.0 support
## Core DH Changes
**Additions:**
- MC 1.20.3 / 1.20.4 support - coolGi, James
- Frustum culling - NULL
- New rendering option so grass fades to dirt - IMS, James
- Simple material IDs to rendering data for use with Iris - James
- corrupt data read handling - James
- JarUtil/SelfUpdater error handling - James
- Buffer count to the F3 menu - James
- IP only server folder mode - James
<br/>
**Improvements:**
- Improve downsampling / low detail rendering - James
- IE hollow structures will no longer render incorrectly at lower detail levels
- Smaller database file sizes - James
- Added LZMA as the new default compression option
- LZMA provides roughly 3x the compression vs the previous compressor
- Add lossy world compression, defaults to "visually equal"
- Massively reduce memory use and reduce GC pressure - James
- Speed up world gen queue initial loading - James
- Vertical LOD rendering improvements - Builderb0y
- RenderDataTransformer improvements - Cola
- Glass/transparent block improved color rendering - Cola, IMS
<br/>
**Changes:**
- Overhaul data structure and file handling - James
- Fixes holes with world gen - James
- Overhaul the database format - James
- Add automatic DB migration - James
- Migration progress can be seen in the log and f3 menu
- Removed DhRenderData - James
- Change overdraw to a number input - James
- Improve transparent rendering (IE Glass) - IMS, Cola
- rename "Horizontal Quality" -> "LOD Dropoff Distance" - James
- Refactored logos into assets/distanthorizons - coolGi
- Change the SQLite journal mode DELETE -> WAL - James
- Improve initalization logic - s809
- Improve StepFeatures logging - James
- Add data source pooling to reduce GC pressure - James
- Mark Iris 1.6.0 and older as incompatible - James
- Iris already hid DH rendering anyway, so this just makes it clearer
- Make leaf colors match fancy graphics - Cola
- Move most async GL calls to the render thread - James
- Only log empty biomeWrapper strings once per session - James
- Remove unnecessary string concatenations in assertions - James
- Disable cave culling in the end - James
- Rename unused debug wireframe configs - James
<br/>
**Bug Fixes:**
- Fix holes in the world when using world gen - James
- Fix world gen re-generating the same terrain - James
- Fix world gen for extreme render distances - James
- Fix ocean lighting grid issue - James
- Fix C2ME support - James
- Changing C2ME's config should no longer be necessary to run it with DH.
- Fix SSAO and Fog not applying when Optifine shaders are enabled - James
- Fix BiomeWrapper warning about null level on startup - James
- Fix missing indium crashing with a messy error when java.awt is headless - James
- The error message will now be much clearer and in most cases, should have a pop-up dialog explaining the problem.
- Fix Z-fighting at very high heights - James
- Fix red LODs rendering in random places
- IE Added a config which is disabled by default to render overlapping quad errors - James
- Fix rendering holes (most of the time) - James
- Fix F3 menu not removing levels after leaving when multiverse support is active - James
- Fix LodRenderSections not stopping load futures when closed - James
- Fix a rare concurrent lighting engine issue with ChunkWrapper.getBlockLightPosList() - James
- Fix purple Chisels & Bits block rendering - Pierre Remacle
- IE make Chisels & Bits blocks transparent
- Fix ThreadPool null pointer before world startup - James
- Fix world gen lockup if the file system fails - James
- Fix chunk break/place events not triggering fabric updates post MC 1.17 - James
- Fix Optifine not running in the dev environment - James
- Fix light engine out of bounds for MC 1.16 and 1.17 - James
- Fix File handler repos not closing - James
- Fix transparent ocean floors at low detail levels - James
- Fix warning about BiomeWrapper null level on startup - James
- Fix white grass/water if the biome is null - James
- Fix optifine 1.16 support - James
- Fixed mod auto-updating on quilt - coolGi
- Fix thread pool error logging after shutdown - James
- Fix corrupt data or moving data between MC versions causing monoliths - James
- Fix #49 shaders render incorrectly - IMS
- This is specifically fixed for Iris 1.7.0+
- Fix #94 Rendering issues with Immersive Portals
- Fix #414 Added (nearly) unlimited vertical quality graphics option
- Fix #449 LodNodeBufferBuilder crash due to index out of bounds
- Fix #595 crash on save and exit - James
- Fix #597 Show Create logo in DH's update menu
- Fix #613 multiplayer failing due to folder not existing - James
- Fix #615 lag when rapidly breaking/placing blocks - James
- Fix #638 optifine not rendering on 1.16 + 1.17
- Fix #640 world gen holes not filling in
- Fix #641 seamless overdraw issues
- Fix #650 Fix Indium missing messages not displaying correctly in some cases - James
- Fix #663 Fix world gen holes - James
- Fix #670 Remove outdated world gen options from tooltip - James
- Fix #673 Chunks without a position are ignored - James
- Fix #680 Massive Memory Usage by ColumnRenderSource#renderDataContainer - James
**Removals**
- Remove Seamless Overdraw Test - James
- The experiment was interesting, but ultimately failed. There were a number of issues rendering entities and it only ever worked on Fabric.
- Near and near/far fog options - James
- Near fog was originally added back in DH 1.0 in case we couldn't remove vanilla fog, which has since proven to not be an issue.
- Remove Unlimited horizontal quality (LOD Dropoff Distance) setting - James
- Unlimited quality is unnecessary and due to how the renderer is currently set up, unable to be run on any machine at higher render distances.
- Disable cave culling for any detail level above 0 - James
- Cave culling is currently bugged and to prevent holes in the ocean that show the void this is the temporary solution.
## Highlights:
- MC 1.20.3, 1.20.4, 1.20.6 support
- No forge support for 1.20.6 due to Forge compiler issues
- Added NeoForge support for 1.20.6
- Massive memory decrease, especially at high render distances
- 1024 at medium can be loaded with 4 GB of memory
- Massive database file size decrease
- Note: This will only affect new worlds, old databases will be migrated to the new format, but have to be manually vacuumed to shrink their file size.
- Frustum culling
- Fixed rendering hollow structures
- Up the api version number 1.0.0 -> 2.0.0
- This means there were some breaking API changes
- World gen doesn't regenerate the same terrain twice
- World gen also starts faster after loading into the world.
- API methods needed for Iris 1.7.0 support
## Core DH Changes
**Additions:**
- MC 1.20.3 / 1.20.4 support - coolGi, James
- Frustum culling - NULL
- New rendering option so grass fades to dirt - IMS, James
- Simple material IDs to rendering data for use with Iris - James
- corrupt data read handling - James
- JarUtil/SelfUpdater error handling - James
- Buffer count to the F3 menu - James
- IP only server folder mode - James
<br/>
**Improvements:**
- Improve downsampling / low detail rendering - James
- IE hollow structures will no longer render incorrectly at lower detail levels
- Smaller database file sizes - James
- Added LZMA as the new default compression option
- LZMA provides roughly 3x the compression vs the previous compressor
- Add lossy world compression, defaults to "visually equal"
- Massively reduce memory use and reduce GC pressure - James
- Speed up world gen queue initial loading - James
- Vertical LOD rendering improvements - Builderb0y
- RenderDataTransformer improvements - Cola
- Glass/transparent block improved color rendering - Cola, IMS
<br/>
**Changes:**
- Overhaul data structure and file handling - James
- Fixes holes with world gen - James
- Overhaul the database format - James
- Add automatic DB migration - James
- Migration progress can be seen in the log and f3 menu
- Removed DhRenderData - James
- Change overdraw to a number input - James
- Improve transparent rendering (IE Glass) - IMS, Cola
- rename "Horizontal Quality" -> "LOD Dropoff Distance" - James
- Refactored logos into assets/distanthorizons - coolGi
- Change the SQLite journal mode DELETE -> WAL - James
- Improve initalization logic - s809
- Improve StepFeatures logging - James
- Add data source pooling to reduce GC pressure - James
- Mark Iris 1.6.0 and older as incompatible - James
- Iris already hid DH rendering anyway, so this just makes it clearer
- Make leaf colors match fancy graphics - Cola
- Move most async GL calls to the render thread - James
- Only log empty biomeWrapper strings once per session - James
- Remove unnecessary string concatenations in assertions - James
- Disable cave culling in the end - James
- Rename unused debug wireframe configs - James
<br/>
**Bug Fixes:**
- Fix holes in the world when using world gen - James
- Fix world gen re-generating the same terrain - James
- Fix world gen for extreme render distances - James
- Fix ocean lighting grid issue - James
- Fix C2ME support - James
- Changing C2ME's config should no longer be necessary to run it with DH.
- Fix SSAO and Fog not applying when Optifine shaders are enabled - James
- Fix BiomeWrapper warning about null level on startup - James
- Fix missing indium crashing with a messy error when java.awt is headless - James
- The error message will now be much clearer and in most cases, should have a pop-up dialog explaining the problem.
- Fix Z-fighting at very high heights - James
- Fix red LODs rendering in random places
- IE Added a config which is disabled by default to render overlapping quad errors - James
- Fix rendering holes (most of the time) - James
- Fix F3 menu not removing levels after leaving when multiverse support is active - James
- Fix LodRenderSections not stopping load futures when closed - James
- Fix a rare concurrent lighting engine issue with ChunkWrapper.getBlockLightPosList() - James
- Fix purple Chisels & Bits block rendering - Pierre Remacle
- IE make Chisels & Bits blocks transparent
- Fix ThreadPool null pointer before world startup - James
- Fix world gen lockup if the file system fails - James
- Fix chunk break/place events not triggering fabric updates post MC 1.17 - James
- Fix Optifine not running in the dev environment - James
- Fix light engine out of bounds for MC 1.16 and 1.17 - James
- Fix File handler repos not closing - James
- Fix transparent ocean floors at low detail levels - James
- Fix warning about BiomeWrapper null level on startup - James
- Fix white grass/water if the biome is null - James
- Fix optifine 1.16 support - James
- Fixed mod auto-updating on quilt - coolGi
- Fix thread pool error logging after shutdown - James
- Fix corrupt data or moving data between MC versions causing monoliths - James
- Fix #49 shaders render incorrectly - IMS
- This is specifically fixed for Iris 1.7.0+
- Fix #94 Rendering issues with Immersive Portals
- Fix #414 Added (nearly) unlimited vertical quality graphics option
- Fix #449 LodNodeBufferBuilder crash due to index out of bounds
- Fix #595 crash on save and exit - James
- Fix #597 Show Create logo in DH's update menu
- Fix #613 multiplayer failing due to folder not existing - James
- Fix #615 lag when rapidly breaking/placing blocks - James
- Fix #638 optifine not rendering on 1.16 + 1.17
- Fix #640 world gen holes not filling in
- Fix #641 seamless overdraw issues
- Fix #650 Fix Indium missing messages not displaying correctly in some cases - James
- Fix #663 Fix world gen holes - James
- Fix #670 Remove outdated world gen options from tooltip - James
- Fix #673 Chunks without a position are ignored - James
- Fix #680 Massive Memory Usage by ColumnRenderSource#renderDataContainer - James
**Removals**
- Remove Seamless Overdraw Test - James
- The experiment was interesting, but ultimately failed. There were a number of issues rendering entities and it only ever worked on Fabric.
- Near and near/far fog options - James
- Near fog was originally added back in DH 1.0 in case we couldn't remove vanilla fog, which has since proven to not be an issue.
- Remove Unlimited horizontal quality (LOD Dropoff Distance) setting - James
- Unlimited quality is unnecessary and due to how the renderer is currently set up, unable to be run on any machine at higher render distances.
- Disable cave culling for any detail level above 0 - James
- Cave culling is currently bugged and to prevent holes in the ocean that show the void this is the temporary solution.
## Highlights:
- MC 1.20.3, 1.20.4, 1.20.6 support
- No forge support for 1.20.6 due to Forge compiler issues
- Added NeoForge support for 1.20.6
- Massive memory decrease, especially at high render distances
- 1024 at medium can be loaded with 4 GB of memory
- Massive database file size decrease
- Note: This will only affect new worlds, old databases will be migrated to the new format, but have to be manually vacuumed to shrink their file size.
- Frustum culling
- Fixed rendering hollow structures
- Up the api version number 1.0.0 -> 2.0.0
- This means there were some breaking API changes
- World gen doesn't regenerate the same terrain twice
- World gen also starts faster after loading into the world.
- API methods needed for Iris 1.7.0 support
## Core DH Changes
**Additions:**
- MC 1.20.3 / 1.20.4 support - coolGi, James
- Frustum culling - NULL
- New rendering option so grass fades to dirt - IMS, James
- Simple material IDs to rendering data for use with Iris - James
- corrupt data read handling - James
- JarUtil/SelfUpdater error handling - James
- Buffer count to the F3 menu - James
- IP only server folder mode - James
<br/>
**Improvements:**
- Improve downsampling / low detail rendering - James
- IE hollow structures will no longer render incorrectly at lower detail levels
- Smaller database file sizes - James
- Added LZMA as the new default compression option
- LZMA provides roughly 3x the compression vs the previous compressor
- Add lossy world compression, defaults to "visually equal"
- Massively reduce memory use and reduce GC pressure - James
- Speed up world gen queue initial loading - James
- Vertical LOD rendering improvements - Builderb0y
- RenderDataTransformer improvements - Cola
- Glass/transparent block improved color rendering - Cola, IMS
<br/>
**Changes:**
- Overhaul data structure and file handling - James
- Fixes holes with world gen - James
- Overhaul the database format - James
- Add automatic DB migration - James
- Migration progress can be seen in the log and f3 menu
- Removed DhRenderData - James
- Change overdraw to a number input - James
- Improve transparent rendering (IE Glass) - IMS, Cola
- rename "Horizontal Quality" -> "LOD Dropoff Distance" - James
- Refactored logos into assets/distanthorizons - coolGi
- Change the SQLite journal mode DELETE -> WAL - James
- Improve initalization logic - s809
- Improve StepFeatures logging - James
- Add data source pooling to reduce GC pressure - James
- Mark Iris 1.6.0 and older as incompatible - James
- Iris already hid DH rendering anyway, so this just makes it clearer
- Make leaf colors match fancy graphics - Cola
- Move most async GL calls to the render thread - James
- Only log empty biomeWrapper strings once per session - James
- Remove unnecessary string concatenations in assertions - James
- Disable cave culling in the end - James
- Rename unused debug wireframe configs - James
<br/>
**Bug Fixes:**
- Fix holes in the world when using world gen - James
- Fix world gen re-generating the same terrain - James
- Fix world gen for extreme render distances - James
- Fix ocean lighting grid issue - James
- Fix C2ME support - James
- Changing C2ME's config should no longer be necessary to run it with DH.
- Fix SSAO and Fog not applying when Optifine shaders are enabled - James
- Fix BiomeWrapper warning about null level on startup - James
- Fix missing indium crashing with a messy error when java.awt is headless - James
- The error message will now be much clearer and in most cases, should have a pop-up dialog explaining the problem.
- Fix Z-fighting at very high heights - James
- Fix red LODs rendering in random places
- IE Added a config which is disabled by default to render overlapping quad errors - James
- Fix rendering holes (most of the time) - James
- Fix F3 menu not removing levels after leaving when multiverse support is active - James
- Fix LodRenderSections not stopping load futures when closed - James
- Fix a rare concurrent lighting engine issue with ChunkWrapper.getBlockLightPosList() - James
- Fix purple Chisels & Bits block rendering - Pierre Remacle
- IE make Chisels & Bits blocks transparent
- Fix ThreadPool null pointer before world startup - James
- Fix world gen lockup if the file system fails - James
- Fix chunk break/place events not triggering fabric updates post MC 1.17 - James
- Fix Optifine not running in the dev environment - James
- Fix light engine out of bounds for MC 1.16 and 1.17 - James
- Fix File handler repos not closing - James
- Fix transparent ocean floors at low detail levels - James
- Fix warning about BiomeWrapper null level on startup - James
- Fix white grass/water if the biome is null - James
- Fix optifine 1.16 support - James
- Fixed mod auto-updating on quilt - coolGi
- Fix thread pool error logging after shutdown - James
- Fix corrupt data or moving data between MC versions causing monoliths - James
- Fix #49 shaders render incorrectly - IMS
- This is specifically fixed for Iris 1.7.0+
- Fix #94 Rendering issues with Immersive Portals
- Fix #414 Added (nearly) unlimited vertical quality graphics option
- Fix #449 LodNodeBufferBuilder crash due to index out of bounds
- Fix #595 crash on save and exit - James
- Fix #597 Show Create logo in DH's update menu
- Fix #613 multiplayer failing due to folder not existing - James
- Fix #615 lag when rapidly breaking/placing blocks - James
- Fix #638 optifine not rendering on 1.16 + 1.17
- Fix #640 world gen holes not filling in
- Fix #641 seamless overdraw issues
- Fix #650 Fix Indium missing messages not displaying correctly in some cases - James
- Fix #663 Fix world gen holes - James
- Fix #670 Remove outdated world gen options from tooltip - James
- Fix #673 Chunks without a position are ignored - James
- Fix #680 Massive Memory Usage by ColumnRenderSource#renderDataContainer - James
**Removals**
- Remove Seamless Overdraw Test - James
- The experiment was interesting, but ultimately failed. There were a number of issues rendering entities and it only ever worked on Fabric.
- Near and near/far fog options - James
- Near fog was originally added back in DH 1.0 in case we couldn't remove vanilla fog, which has since proven to not be an issue.
- Remove Unlimited horizontal quality (LOD Dropoff Distance) setting - James
- Unlimited quality is unnecessary and due to how the renderer is currently set up, unable to be run on any machine at higher render distances.
- Disable cave culling for any detail level above 0 - James
- Cave culling is currently bugged and to prevent holes in the ocean that show the void this is the temporary solution.
## Highlights:
- MC 1.20.3, 1.20.4, 1.20.6 support
- No forge support for 1.20.6 due to Forge compiler issues
- Added NeoForge support for 1.20.6
- Massive memory decrease, especially at high render distances
- 1024 at medium can be loaded with 4 GB of memory
- Massive database file size decrease
- Note: This will only affect new worlds, old databases will be migrated to the new format, but have to be manually vacuumed to shrink their file size.
- Frustum culling
- Fixed rendering hollow structures
- Up the api version number 1.0.0 -> 2.0.0
- This means there were some breaking API changes
- World gen doesn't regenerate the same terrain twice
- World gen also starts faster after loading into the world.
- API methods needed for Iris 1.7.0 support
## Core DH Changes
**Additions:**
- MC 1.20.3 / 1.20.4 support - coolGi, James
- Frustum culling - NULL
- New rendering option so grass fades to dirt - IMS, James
- Simple material IDs to rendering data for use with Iris - James
- corrupt data read handling - James
- JarUtil/SelfUpdater error handling - James
- Buffer count to the F3 menu - James
- IP only server folder mode - James
<br/>
**Improvements:**
- Improve downsampling / low detail rendering - James
- IE hollow structures will no longer render incorrectly at lower detail levels
- Smaller database file sizes - James
- Added LZMA as the new default compression option
- LZMA provides roughly 3x the compression vs the previous compressor
- Add lossy world compression, defaults to "visually equal"
- Massively reduce memory use and reduce GC pressure - James
- Speed up world gen queue initial loading - James
- Vertical LOD rendering improvements - Builderb0y
- RenderDataTransformer improvements - Cola
- Glass/transparent block improved color rendering - Cola, IMS
<br/>
**Changes:**
- Overhaul data structure and file handling - James
- Fixes holes with world gen - James
- Overhaul the database format - James
- Add automatic DB migration - James
- Migration progress can be seen in the log and f3 menu
- Removed DhRenderData - James
- Change overdraw to a number input - James
- Improve transparent rendering (IE Glass) - IMS, Cola
- rename "Horizontal Quality" -> "LOD Dropoff Distance" - James
- Refactored logos into assets/distanthorizons - coolGi
- Change the SQLite journal mode DELETE -> WAL - James
- Improve initalization logic - s809
- Improve StepFeatures logging - James
- Add data source pooling to reduce GC pressure - James
- Mark Iris 1.6.0 and older as incompatible - James
- Iris already hid DH rendering anyway, so this just makes it clearer
- Make leaf colors match fancy graphics - Cola
- Move most async GL calls to the render thread - James
- Only log empty biomeWrapper strings once per session - James
- Remove unnecessary string concatenations in assertions - James
- Disable cave culling in the end - James
- Rename unused debug wireframe configs - James
<br/>
**Bug Fixes:**
- Fix holes in the world when using world gen - James
- Fix world gen re-generating the same terrain - James
- Fix world gen for extreme render distances - James
- Fix ocean lighting grid issue - James
- Fix C2ME support - James
- Changing C2ME's config should no longer be necessary to run it with DH.
- Fix SSAO and Fog not applying when Optifine shaders are enabled - James
- Fix BiomeWrapper warning about null level on startup - James
- Fix missing indium crashing with a messy error when java.awt is headless - James
- The error message will now be much clearer and in most cases, should have a pop-up dialog explaining the problem.
- Fix Z-fighting at very high heights - James
- Fix red LODs rendering in random places
- IE Added a config which is disabled by default to render overlapping quad errors - James
- Fix rendering holes (most of the time) - James
- Fix F3 menu not removing levels after leaving when multiverse support is active - James
- Fix LodRenderSections not stopping load futures when closed - James
- Fix a rare concurrent lighting engine issue with ChunkWrapper.getBlockLightPosList() - James
- Fix purple Chisels & Bits block rendering - Pierre Remacle
- IE make Chisels & Bits blocks transparent
- Fix ThreadPool null pointer before world startup - James
- Fix world gen lockup if the file system fails - James
- Fix chunk break/place events not triggering fabric updates post MC 1.17 - James
- Fix Optifine not running in the dev environment - James
- Fix light engine out of bounds for MC 1.16 and 1.17 - James
- Fix File handler repos not closing - James
- Fix transparent ocean floors at low detail levels - James
- Fix warning about BiomeWrapper null level on startup - James
- Fix white grass/water if the biome is null - James
- Fix optifine 1.16 support - James
- Fixed mod auto-updating on quilt - coolGi
- Fix thread pool error logging after shutdown - James
- Fix corrupt data or moving data between MC versions causing monoliths - James
- Fix #49 shaders render incorrectly - IMS
- This is specifically fixed for Iris 1.7.0+
- Fix #94 Rendering issues with Immersive Portals
- Fix #414 Added (nearly) unlimited vertical quality graphics option
- Fix #449 LodNodeBufferBuilder crash due to index out of bounds
- Fix #595 crash on save and exit - James
- Fix #597 Show Create logo in DH's update menu
- Fix #613 multiplayer failing due to folder not existing - James
- Fix #615 lag when rapidly breaking/placing blocks - James
- Fix #638 optifine not rendering on 1.16 + 1.17
- Fix #640 world gen holes not filling in
- Fix #641 seamless overdraw issues
- Fix #650 Fix Indium missing messages not displaying correctly in some cases - James
- Fix #663 Fix world gen holes - James
- Fix #670 Remove outdated world gen options from tooltip - James
- Fix #673 Chunks without a position are ignored - James
- Fix #680 Massive Memory Usage by ColumnRenderSource#renderDataContainer - James
**Removals**
- Remove Seamless Overdraw Test - James
- The experiment was interesting, but ultimately failed. There were a number of issues rendering entities and it only ever worked on Fabric.
- Near and near/far fog options - James
- Near fog was originally added back in DH 1.0 in case we couldn't remove vanilla fog, which has since proven to not be an issue.
- Remove Unlimited horizontal quality (LOD Dropoff Distance) setting - James
- Unlimited quality is unnecessary and due to how the renderer is currently set up, unable to be run on any machine at higher render distances.
- Disable cave culling for any detail level above 0 - James
- Cave culling is currently bugged and to prevent holes in the ocean that show the void this is the temporary solution.
## Highlights:
- MC 1.20.3, 1.20.4, 1.20.6 support
- No forge support for 1.20.6 due to Forge compiler issues
- Added NeoForge support for 1.20.6
- Massive memory decrease, especially at high render distances
- 1024 at medium can be loaded with 4 GB of memory
- Massive database file size decrease
- Note: This will only affect new worlds, old databases will be migrated to the new format, but have to be manually vacuumed to shrink their file size.
- Frustum culling
- Fixed rendering hollow structures
- Up the api version number 1.0.0 -> 2.0.0
- This means there were some breaking API changes
- World gen doesn't regenerate the same terrain twice
- World gen also starts faster after loading into the world.
- API methods needed for Iris 1.7.0 support
## Core DH Changes
**Additions:**
- MC 1.20.3 / 1.20.4 support - coolGi, James
- Frustum culling - NULL
- New rendering option so grass fades to dirt - IMS, James
- Simple material IDs to rendering data for use with Iris - James
- corrupt data read handling - James
- JarUtil/SelfUpdater error handling - James
- Buffer count to the F3 menu - James
- IP only server folder mode - James
<br/>
**Improvements:**
- Improve downsampling / low detail rendering - James
- IE hollow structures will no longer render incorrectly at lower detail levels
- Smaller database file sizes - James
- Added LZMA as the new default compression option
- LZMA provides roughly 3x the compression vs the previous compressor
- Add lossy world compression, defaults to "visually equal"
- Massively reduce memory use and reduce GC pressure - James
- Speed up world gen queue initial loading - James
- Vertical LOD rendering improvements - Builderb0y
- RenderDataTransformer improvements - Cola
- Glass/transparent block improved color rendering - Cola, IMS
<br/>
**Changes:**
- Overhaul data structure and file handling - James
- Fixes holes with world gen - James
- Overhaul the database format - James
- Add automatic DB migration - James
- Migration progress can be seen in the log and f3 menu
- Removed DhRenderData - James
- Change overdraw to a number input - James
- Improve transparent rendering (IE Glass) - IMS, Cola
- rename "Horizontal Quality" -> "LOD Dropoff Distance" - James
- Refactored logos into assets/distanthorizons - coolGi
- Change the SQLite journal mode DELETE -> WAL - James
- Improve initalization logic - s809
- Improve StepFeatures logging - James
- Add data source pooling to reduce GC pressure - James
- Mark Iris 1.6.0 and older as incompatible - James
- Iris already hid DH rendering anyway, so this just makes it clearer
- Make leaf colors match fancy graphics - Cola
- Move most async GL calls to the render thread - James
- Only log empty biomeWrapper strings once per session - James
- Remove unnecessary string concatenations in assertions - James
- Disable cave culling in the end - James
- Rename unused debug wireframe configs - James
<br/>
**Bug Fixes:**
- Fix holes in the world when using world gen - James
- Fix world gen re-generating the same terrain - James
- Fix world gen for extreme render distances - James
- Fix ocean lighting grid issue - James
- Fix C2ME support - James
- Changing C2ME's config should no longer be necessary to run it with DH.
- Fix SSAO and Fog not applying when Optifine shaders are enabled - James
- Fix BiomeWrapper warning about null level on startup - James
- Fix missing indium crashing with a messy error when java.awt is headless - James
- The error message will now be much clearer and in most cases, should have a pop-up dialog explaining the problem.
- Fix Z-fighting at very high heights - James
- Fix red LODs rendering in random places
- IE Added a config which is disabled by default to render overlapping quad errors - James
- Fix rendering holes (most of the time) - James
- Fix F3 menu not removing levels after leaving when multiverse support is active - James
- Fix LodRenderSections not stopping load futures when closed - James
- Fix a rare concurrent lighting engine issue with ChunkWrapper.getBlockLightPosList() - James
- Fix purple Chisels & Bits block rendering - Pierre Remacle
- IE make Chisels & Bits blocks transparent
- Fix ThreadPool null pointer before world startup - James
- Fix world gen lockup if the file system fails - James
- Fix chunk break/place events not triggering fabric updates post MC 1.17 - James
- Fix Optifine not running in the dev environment - James
- Fix light engine out of bounds for MC 1.16 and 1.17 - James
- Fix File handler repos not closing - James
- Fix transparent ocean floors at low detail levels - James
- Fix warning about BiomeWrapper null level on startup - James
- Fix white grass/water if the biome is null - James
- Fix optifine 1.16 support - James
- Fixed mod auto-updating on quilt - coolGi
- Fix thread pool error logging after shutdown - James
- Fix corrupt data or moving data between MC versions causing monoliths - James
- Fix #49 shaders render incorrectly - IMS
- This is specifically fixed for Iris 1.7.0+
- Fix #94 Rendering issues with Immersive Portals
- Fix #414 Added (nearly) unlimited vertical quality graphics option
- Fix #449 LodNodeBufferBuilder crash due to index out of bounds
- Fix #595 crash on save and exit - James
- Fix #597 Show Create logo in DH's update menu
- Fix #613 multiplayer failing due to folder not existing - James
- Fix #615 lag when rapidly breaking/placing blocks - James
- Fix #638 optifine not rendering on 1.16 + 1.17
- Fix #640 world gen holes not filling in
- Fix #641 seamless overdraw issues
- Fix #650 Fix Indium missing messages not displaying correctly in some cases - James
- Fix #663 Fix world gen holes - James
- Fix #670 Remove outdated world gen options from tooltip - James
- Fix #673 Chunks without a position are ignored - James
- Fix #680 Massive Memory Usage by ColumnRenderSource#renderDataContainer - James
**Removals**
- Remove Seamless Overdraw Test - James
- The experiment was interesting, but ultimately failed. There were a number of issues rendering entities and it only ever worked on Fabric.
- Near and near/far fog options - James
- Near fog was originally added back in DH 1.0 in case we couldn't remove vanilla fog, which has since proven to not be an issue.
- Remove Unlimited horizontal quality (LOD Dropoff Distance) setting - James
- Unlimited quality is unnecessary and due to how the renderer is currently set up, unable to be run on any machine at higher render distances.
- Disable cave culling for any detail level above 0 - James
- Cave culling is currently bugged and to prevent holes in the ocean that show the void this is the temporary solution.
## Highlights:
- MC 1.20.3, 1.20.4, 1.20.6 support
- No forge support for 1.20.6 due to Forge compiler issues
- Added NeoForge support for 1.20.6
- Massive memory decrease, especially at high render distances
- 1024 at medium can be loaded with 4 GB of memory
- Massive database file size decrease
- Note: This will only affect new worlds, old databases will be migrated to the new format, but have to be manually vacuumed to shrink their file size.
- Frustum culling
- Fixed rendering hollow structures
- Up the api version number 1.0.0 -> 2.0.0
- This means there were some breaking API changes
- World gen doesn't regenerate the same terrain twice
- World gen also starts faster after loading into the world.
- API methods needed for Iris 1.7.0 support
## Core DH Changes
**Additions:**
- MC 1.20.3 / 1.20.4 support - coolGi, James
- Frustum culling - NULL
- New rendering option so grass fades to dirt - IMS, James
- Simple material IDs to rendering data for use with Iris - James
- corrupt data read handling - James
- JarUtil/SelfUpdater error handling - James
- Buffer count to the F3 menu - James
- IP only server folder mode - James
<br/>
**Improvements:**
- Improve downsampling / low detail rendering - James
- IE hollow structures will no longer render incorrectly at lower detail levels
- Smaller database file sizes - James
- Added LZMA as the new default compression option
- LZMA provides roughly 3x the compression vs the previous compressor
- Add lossy world compression, defaults to "visually equal"
- Massively reduce memory use and reduce GC pressure - James
- Speed up world gen queue initial loading - James
- Vertical LOD rendering improvements - Builderb0y
- RenderDataTransformer improvements - Cola
- Glass/transparent block improved color rendering - Cola, IMS
<br/>
**Changes:**
- Overhaul data structure and file handling - James
- Fixes holes with world gen - James
- Overhaul the database format - James
- Add automatic DB migration - James
- Migration progress can be seen in the log and f3 menu
- Removed DhRenderData - James
- Change overdraw to a number input - James
- Improve transparent rendering (IE Glass) - IMS, Cola
- rename "Horizontal Quality" -> "LOD Dropoff Distance" - James
- Refactored logos into assets/distanthorizons - coolGi
- Change the SQLite journal mode DELETE -> WAL - James
- Improve initalization logic - s809
- Improve StepFeatures logging - James
- Add data source pooling to reduce GC pressure - James
- Mark Iris 1.6.0 and older as incompatible - James
- Iris already hid DH rendering anyway, so this just makes it clearer
- Make leaf colors match fancy graphics - Cola
- Move most async GL calls to the render thread - James
- Only log empty biomeWrapper strings once per session - James
- Remove unnecessary string concatenations in assertions - James
- Disable cave culling in the end - James
- Rename unused debug wireframe configs - James
<br/>
**Bug Fixes:**
- Fix holes in the world when using world gen - James
- Fix world gen re-generating the same terrain - James
- Fix world gen for extreme render distances - James
- Fix ocean lighting grid issue - James
- Fix C2ME support - James
- Changing C2ME's config should no longer be necessary to run it with DH.
- Fix SSAO and Fog not applying when Optifine shaders are enabled - James
- Fix BiomeWrapper warning about null level on startup - James
- Fix missing indium crashing with a messy error when java.awt is headless - James
- The error message will now be much clearer and in most cases, should have a pop-up dialog explaining the problem.
- Fix Z-fighting at very high heights - James
- Fix red LODs rendering in random places
- IE Added a config which is disabled by default to render overlapping quad errors - James
- Fix rendering holes (most of the time) - James
- Fix F3 menu not removing levels after leaving when multiverse support is active - James
- Fix LodRenderSections not stopping load futures when closed - James
- Fix a rare concurrent lighting engine issue with ChunkWrapper.getBlockLightPosList() - James
- Fix purple Chisels & Bits block rendering - Pierre Remacle
- IE make Chisels & Bits blocks transparent
- Fix ThreadPool null pointer before world startup - James
- Fix world gen lockup if the file system fails - James
- Fix chunk break/place events not triggering fabric updates post MC 1.17 - James
- Fix Optifine not running in the dev environment - James
- Fix light engine out of bounds for MC 1.16 and 1.17 - James
- Fix File handler repos not closing - James
- Fix transparent ocean floors at low detail levels - James
- Fix warning about BiomeWrapper null level on startup - James
- Fix white grass/water if the biome is null - James
- Fix optifine 1.16 support - James
- Fixed mod auto-updating on quilt - coolGi
- Fix thread pool error logging after shutdown - James
- Fix corrupt data or moving data between MC versions causing monoliths - James
- Fix #49 shaders render incorrectly - IMS
- This is specifically fixed for Iris 1.7.0+
- Fix #94 Rendering issues with Immersive Portals
- Fix #414 Added (nearly) unlimited vertical quality graphics option
- Fix #449 LodNodeBufferBuilder crash due to index out of bounds
- Fix #595 crash on save and exit - James
- Fix #597 Show Create logo in DH's update menu
- Fix #613 multiplayer failing due to folder not existing - James
- Fix #615 lag when rapidly breaking/placing blocks - James
- Fix #638 optifine not rendering on 1.16 + 1.17
- Fix #640 world gen holes not filling in
- Fix #641 seamless overdraw issues
- Fix #650 Fix Indium missing messages not displaying correctly in some cases - James
- Fix #663 Fix world gen holes - James
- Fix #670 Remove outdated world gen options from tooltip - James
- Fix #673 Chunks without a position are ignored - James
- Fix #680 Massive Memory Usage by ColumnRenderSource#renderDataContainer - James
**Removals**
- Remove Seamless Overdraw Test - James
- The experiment was interesting, but ultimately failed. There were a number of issues rendering entities and it only ever worked on Fabric.
- Near and near/far fog options - James
- Near fog was originally added back in DH 1.0 in case we couldn't remove vanilla fog, which has since proven to not be an issue.
- Remove Unlimited horizontal quality (LOD Dropoff Distance) setting - James
- Unlimited quality is unnecessary and due to how the renderer is currently set up, unable to be run on any machine at higher render distances.
- Disable cave culling for any detail level above 0 - James
- Cave culling is currently bugged and to prevent holes in the ocean that show the void this is the temporary solution.
**Additions:**
- Add Indium error popup - coolgi
- Add chunk update queue limits - James
- Add an option to disable using MC's lighting engine - James
<br/>
**Changes:**
- Improve multiverse similarity logic - James
- Replace the near clip plane with a fragment shader - null
<br/>
**Bug Fixes:**
- Fixed updater crashing without internet - coolGi
- Fixed updater deleting the wrong jar - coolGi
- Fixed changelog not parsing line break HTML elements correctly
- Fixed null pointer when moving between multiverse levels - James
- Fix concurrent error on world shutdown - James
- Fix merging transparent LODs over the void - James
- Fix ChunkWrapper IndexOutOfBounds checking - James
- Fix lighting on some servers - James
- Fix lightmap textures not being pulled correctly - Fourmisain
- Fix block lighting being ignored in MC 1.20.2 - James
- Fix DH lighting failing for snow - James
- Fix multiverse logging - James
- Fix config updating from 1.6 - coolGi
- Fix ClientTick crashing MC - James
**Additions:**
- Add Indium error popup - coolgi
- Add chunk update queue limits - James
- Add an option to disable using MC's lighting engine - James
<br/>
**Changes:**
- Improve multiverse similarity logic - James
- Replace the near clip plane with a fragment shader - null
<br/>
**Bug Fixes:**
- Fixed updater crashing without internet - coolGi
- Fixed updater deleting the wrong jar - coolGi
- Fixed changelog not parsing line break HTML elements correctly
- Fixed null pointer when moving between multiverse levels - James
- Fix concurrent error on world shutdown - James
- Fix merging transparent LODs over the void - James
- Fix ChunkWrapper IndexOutOfBounds checking - James
- Fix lighting on some servers - James
- Fix lightmap textures not being pulled correctly - Fourmisain
- Fix block lighting being ignored in MC 1.20.2 - James
- Fix DH lighting failing for snow - James
- Fix multiverse logging - James
- Fix config updating from 1.6 - coolGi
- Fix ClientTick crashing MC - James
**Additions:**
- Add Indium error popup - coolgi
- Add chunk update queue limits - James
- Add an option to disable using MC's lighting engine - James
<br/>
**Changes:**
- Improve multiverse similarity logic - James
- Replace the near clip plane with a fragment shader - null
<br/>
**Bug Fixes:**
- Fixed updater crashing without internet - coolGi
- Fixed updater deleting the wrong jar - coolGi
- Fixed changelog not parsing line break HTML elements correctly
- Fixed null pointer when moving between multiverse levels - James
- Fix concurrent error on world shutdown - James
- Fix merging transparent LODs over the void - James
- Fix ChunkWrapper IndexOutOfBounds checking - James
- Fix lighting on some servers - James
- Fix lightmap textures not being pulled correctly - Fourmisain
- Fix block lighting being ignored in MC 1.20.2 - James
- Fix DH lighting failing for snow - James
- Fix multiverse logging - James
- Fix config updating from 1.6 - coolGi
- Fix ClientTick crashing MC - James
**Additions:**
- Add Indium error popup - coolgi
- Add chunk update queue limits - James
- Add an option to disable using MC's lighting engine - James
<br/>
**Changes:**
- Improve multiverse similarity logic - James
- Replace the near clip plane with a fragment shader - null
<br/>
**Bug Fixes:**
- Fixed updater crashing without internet - coolGi
- Fixed updater deleting the wrong jar - coolGi
- Fixed changelog not parsing line break HTML elements correctly
- Fixed null pointer when moving between multiverse levels - James
- Fix concurrent error on world shutdown - James
- Fix merging transparent LODs over the void - James
- Fix ChunkWrapper IndexOutOfBounds checking - James
- Fix lighting on some servers - James
- Fix lightmap textures not being pulled correctly - Fourmisain
- Fix block lighting being ignored in MC 1.20.2 - James
- Fix DH lighting failing for snow - James
- Fix multiverse logging - James
- Fix config updating from 1.6 - coolGi
- Fix ClientTick crashing MC - James
**Additions:**
- Add Indium error popup - coolgi
- Add chunk update queue limits - James
- Add an option to disable using MC's lighting engine - James
<br/>
**Changes:**
- Improve multiverse similarity logic - James
- Replace the near clip plane with a fragment shader - null
<br/>
**Bug Fixes:**
- Fixed updater crashing without internet - coolGi
- Fixed updater deleting the wrong jar - coolGi
- Fixed changelog not parsing line break HTML elements correctly
- Fixed null pointer when moving between multiverse levels - James
- Fix concurrent error on world shutdown - James
- Fix merging transparent LODs over the void - James
- Fix ChunkWrapper IndexOutOfBounds checking - James
- Fix lighting on some servers - James
- Fix lightmap textures not being pulled correctly - Fourmisain
- Fix block lighting being ignored in MC 1.20.2 - James
- Fix DH lighting failing for snow - James
- Fix multiverse logging - James
- Fix config updating from 1.6 - coolGi
- Fix ClientTick crashing MC - James
**Additions:**
- Add Indium error popup - coolgi
- Add chunk update queue limits - James
- Add an option to disable using MC's lighting engine - James
<br/>
**Changes:**
- Improve multiverse similarity logic - James
- Replace the near clip plane with a fragment shader - null
<br/>
**Bug Fixes:**
- Fixed updater crashing without internet - coolGi
- Fixed updater deleting the wrong jar - coolGi
- Fixed changelog not parsing line break HTML elements correctly
- Fixed null pointer when moving between multiverse levels - James
- Fix concurrent error on world shutdown - James
- Fix merging transparent LODs over the void - James
- Fix ChunkWrapper IndexOutOfBounds checking - James
- Fix lighting on some servers - James
- Fix lightmap textures not being pulled correctly - Fourmisain
- Fix block lighting being ignored in MC 1.20.2 - James
- Fix DH lighting failing for snow - James
- Fix multiverse logging - James
- Fix config updating from 1.6 - coolGi
- Fix ClientTick crashing MC - James
**Additions:**
- Add Indium error popup - coolgi
- Add chunk update queue limits - James
- Add an option to disable using MC's lighting engine - James
<br/>
**Changes:**
- Improve multiverse similarity logic - James
- Replace the near clip plane with a fragment shader - null
<br/>
**Bug Fixes:**
- Fixed updater crashing without internet - coolGi
- Fixed updater deleting the wrong jar - coolGi
- Fixed changelog not parsing line break HTML elements correctly
- Fixed null pointer when moving between multiverse levels - James
- Fix concurrent error on world shutdown - James
- Fix merging transparent LODs over the void - James
- Fix ChunkWrapper IndexOutOfBounds checking - James
- Fix lighting on some servers - James
- Fix lightmap textures not being pulled correctly - Fourmisain
- Fix block lighting being ignored in MC 1.20.2 - James
- Fix DH lighting failing for snow - James
- Fix multiverse logging - James
- Fix config updating from 1.6 - coolGi
- Fix ClientTick crashing MC - James
**Additions:**
- Add MC 1.20.1 support - Leetom
- Add Transparent rendering Leonardo
- Add SSAO - notalpha, Null
- Add a noise texture to the LODs - coolGi
- Replace the color based data system with an ID based system #90 - Leetom
- Add an API #208 - James
- Add a self updater - coolGi
- Add white-only debug rendering option - coolGi
- Add support for Sodium 0.5.1 - coolGi
- Add LOD Bias for vanilla rendering - coolGi
- Add ability to limit thread run times - James
- Add additional F3 menu info - Leetom, James
- Add an experimental seamless overdraw option - James
- Add config presets #265 - James
<br/>
**Changes:**
- Change installer GUI design - coolGi
- Overhaul overdraw system - James
- reorganize config UI - James
<br/>
**Backend Changes:**
- Complete backend rewrite - Leetom, James
- new gradle build script - coolGi, Ran
- new config handling - coolGi
- Replace grid rendering system with a quad tree - Leetom, James
- backend config refactor and restructure - coolGi
- Improve time traveling between dimensions/levels - James
- Replace XZ compression with LZ4 - James
- Use our own lighting engine for the world generator #254 - James
- Improve world curvature - stduhpf
- Change default multiplayer folder save mode to "name only" - James
- Add the prefix "DH-" to all Distant Horizons threads - James
- Moved from a loose file system to a Sqlite database - James
- Move to a FrameBuffer based system instead of rendering directly to MC's FrameBuffer - Steveplays, James
<br/>
**Removals:**
- Deprecated several minor MC versions
- Removed biome blending
- Removed world gen options: Biome, Biome_Height, and Full
- Directional Culling
- All overdraw options except: "always"
- All world gen modes except: "near first"
<br/>
**Bug Fixes:**
- Fix semantic version number - James
- Fixed BCLib fog #390 - coolGi
- Fixed special character world name crash #446 - coolGi
- Fix mob spawner world gen fail message #199 - Leetom
- Fix underdraw holes #69, #190 - James
- Fix flying machine ghosts #145
- Fix Phosphor (and all other lighting engine) incompatibilities #308 - James
- Fix nether roof rendering incorrectly #272
- Fix Hypixel not generating LODs #276
- Fix only rendering half LODs at low render distances #280 - Leetom
- Fix LodBuilder index out of bounds #286 - Leetom
**Additions:**
- Add MC 1.20.1 support - Leetom
- Add Transparent rendering Leonardo
- Add SSAO - notalpha, Null
- Add a noise texture to the LODs - coolGi
- Replace the color based data system with an ID based system #90 - Leetom
- Add an API #208 - James
- Add a self updater - coolGi
- Add white-only debug rendering option - coolGi
- Add support for Sodium 0.5.1 - coolGi
- Add LOD Bias for vanilla rendering - coolGi
- Add ability to limit thread run times - James
- Add additional F3 menu info - Leetom, James
- Add an experimental seamless overdraw option - James
- Add config presets #265 - James
<br/>
**Changes:**
- Change installer GUI design - coolGi
- Overhaul overdraw system - James
- reorganize config UI - James
<br/>
**Backend Changes:**
- Complete backend rewrite - Leetom, James
- new gradle build script - coolGi, Ran
- new config handling - coolGi
- Replace grid rendering system with a quad tree - Leetom, James
- backend config refactor and restructure - coolGi
- Improve time traveling between dimensions/levels - James
- Replace XZ compression with LZ4 - James
- Use our own lighting engine for the world generator #254 - James
- Improve world curvature - stduhpf
- Change default multiplayer folder save mode to "name only" - James
- Add the prefix "DH-" to all Distant Horizons threads - James
- Moved from a loose file system to a Sqlite database - James
- Move to a FrameBuffer based system instead of rendering directly to MC's FrameBuffer - Steveplays, James
<br/>
**Removals:**
- Deprecated several minor MC versions
- Removed biome blending
- Removed world gen options: Biome, Biome_Height, and Full
- Directional Culling
- All overdraw options except: "always"
- All world gen modes except: "near first"
<br/>
**Bug Fixes:**
- Fix semantic version number - James
- Fixed BCLib fog #390 - coolGi
- Fixed special character world name crash #446 - coolGi
- Fix mob spawner world gen fail message #199 - Leetom
- Fix underdraw holes #69, #190 - James
- Fix flying machine ghosts #145
- Fix Phosphor (and all other lighting engine) incompatibilities #308 - James
- Fix nether roof rendering incorrectly #272
- Fix Hypixel not generating LODs #276
- Fix only rendering half LODs at low render distances #280 - Leetom
- Fix LodBuilder index out of bounds #286 - Leetom
**Additions:**
- Add MC 1.20.1 support - Leetom
- Add Transparent rendering Leonardo
- Add SSAO - notalpha, Null
- Add a noise texture to the LODs - coolGi
- Replace the color based data system with an ID based system #90 - Leetom
- Add an API #208 - James
- Add a self updater - coolGi
- Add white-only debug rendering option - coolGi
- Add support for Sodium 0.5.1 - coolGi
- Add LOD Bias for vanilla rendering - coolGi
- Add ability to limit thread run times - James
- Add additional F3 menu info - Leetom, James
- Add an experimental seamless overdraw option - James
- Add config presets #265 - James
<br/>
**Changes:**
- Change installer GUI design - coolGi
- Overhaul overdraw system - James
- reorganize config UI - James
<br/>
**Backend Changes:**
- Complete backend rewrite - Leetom, James
- new gradle build script - coolGi, Ran
- new config handling - coolGi
- Replace grid rendering system with a quad tree - Leetom, James
- backend config refactor and restructure - coolGi
- Improve time traveling between dimensions/levels - James
- Replace XZ compression with LZ4 - James
- Use our own lighting engine for the world generator #254 - James
- Improve world curvature - stduhpf
- Change default multiplayer folder save mode to "name only" - James
- Add the prefix "DH-" to all Distant Horizons threads - James
- Moved from a loose file system to a Sqlite database - James
- Move to a FrameBuffer based system instead of rendering directly to MC's FrameBuffer - Steveplays, James
<br/>
**Removals:**
- Deprecated several minor MC versions
- Removed biome blending
- Removed world gen options: Biome, Biome_Height, and Full
- Directional Culling
- All overdraw options except: "always"
- All world gen modes except: "near first"
<br/>
**Bug Fixes:**
- Fix semantic version number - James
- Fixed BCLib fog #390 - coolGi
- Fixed special character world name crash #446 - coolGi
- Fix mob spawner world gen fail message #199 - Leetom
- Fix underdraw holes #69, #190 - James
- Fix flying machine ghosts #145
- Fix Phosphor (and all other lighting engine) incompatibilities #308 - James
- Fix nether roof rendering incorrectly #272
- Fix Hypixel not generating LODs #276
- Fix only rendering half LODs at low render distances #280 - Leetom
- Fix LodBuilder index out of bounds #286 - Leetom
**Additions:**
- Add MC 1.20.1 support - Leetom
- Add Transparent rendering Leonardo
- Add SSAO - notalpha, Null
- Add a noise texture to the LODs - coolGi
- Replace the color based data system with an ID based system #90 - Leetom
- Add an API #208 - James
- Add a self updater - coolGi
- Add white-only debug rendering option - coolGi
- Add support for Sodium 0.5.1 - coolGi
- Add LOD Bias for vanilla rendering - coolGi
- Add ability to limit thread run times - James
- Add additional F3 menu info - Leetom, James
- Add an experimental seamless overdraw option - James
- Add config presets #265 - James
<br/>
**Changes:**
- Change installer GUI design - coolGi
- Overhaul overdraw system - James
- reorganize config UI - James
<br/>
**Backend Changes:**
- Complete backend rewrite - Leetom, James
- new gradle build script - coolGi, Ran
- new config handling - coolGi
- Replace grid rendering system with a quad tree - Leetom, James
- backend config refactor and restructure - coolGi
- Improve time traveling between dimensions/levels - James
- Replace XZ compression with LZ4 - James
- Use our own lighting engine for the world generator #254 - James
- Improve world curvature - stduhpf
- Change default multiplayer folder save mode to "name only" - James
- Add the prefix "DH-" to all Distant Horizons threads - James
- Moved from a loose file system to a Sqlite database - James
- Move to a FrameBuffer based system instead of rendering directly to MC's FrameBuffer - Steveplays, James
<br/>
**Removals:**
- Deprecated several minor MC versions
- Removed biome blending
- Removed world gen options: Biome, Biome_Height, and Full
- Directional Culling
- All overdraw options except: "always"
- All world gen modes except: "near first"
<br/>
**Bug Fixes:**
- Fix semantic version number - James
- Fixed BCLib fog #390 - coolGi
- Fixed special character world name crash #446 - coolGi
- Fix mob spawner world gen fail message #199 - Leetom
- Fix underdraw holes #69, #190 - James
- Fix flying machine ghosts #145
- Fix Phosphor (and all other lighting engine) incompatibilities #308 - James
- Fix nether roof rendering incorrectly #272
- Fix Hypixel not generating LODs #276
- Fix only rendering half LODs at low render distances #280 - Leetom
- Fix LodBuilder index out of bounds #286 - Leetom
**Additions:**
- Add MC 1.20.1 support - Leetom
- Add Transparent rendering Leonardo
- Add SSAO - notalpha, Null
- Add a noise texture to the LODs - coolGi
- Replace the color based data system with an ID based system #90 - Leetom
- Add an API #208 - James
- Add a self updater - coolGi
- Add white-only debug rendering option - coolGi
- Add support for Sodium 0.5.1 - coolGi
- Add LOD Bias for vanilla rendering - coolGi
- Add ability to limit thread run times - James
- Add additional F3 menu info - Leetom, James
- Add an experimental seamless overdraw option - James
- Add config presets #265 - James
<br/>
**Changes:**
- Change installer GUI design - coolGi
- Overhaul overdraw system - James
- reorganize config UI - James
<br/>
**Backend Changes:**
- Complete backend rewrite - Leetom, James
- new gradle build script - coolGi, Ran
- new config handling - coolGi
- Replace grid rendering system with a quad tree - Leetom, James
- backend config refactor and restructure - coolGi
- Improve time traveling between dimensions/levels - James
- Replace XZ compression with LZ4 - James
- Use our own lighting engine for the world generator #254 - James
- Improve world curvature - stduhpf
- Change default multiplayer folder save mode to "name only" - James
- Add the prefix "DH-" to all Distant Horizons threads - James
- Moved from a loose file system to a Sqlite database - James
- Move to a FrameBuffer based system instead of rendering directly to MC's FrameBuffer - Steveplays, James
<br/>
**Removals:**
- Deprecated several minor MC versions
- Removed biome blending
- Removed world gen options: Biome, Biome_Height, and Full
- Directional Culling
- All overdraw options except: "always"
- All world gen modes except: "near first"
<br/>
**Bug Fixes:**
- Fix semantic version number - James
- Fixed BCLib fog #390 - coolGi
- Fixed special character world name crash #446 - coolGi
- Fix mob spawner world gen fail message #199 - Leetom
- Fix underdraw holes #69, #190 - James
- Fix flying machine ghosts #145
- Fix Phosphor (and all other lighting engine) incompatibilities #308 - James
- Fix nether roof rendering incorrectly #272
- Fix Hypixel not generating LODs #276
- Fix only rendering half LODs at low render distances #280 - Leetom
- Fix LodBuilder index out of bounds #286 - Leetom
**Additions:**
- Add MC 1.20.1 support - Leetom
- Add Transparent rendering Leonardo
- Add SSAO - notalpha, Null
- Add a noise texture to the LODs - coolGi
- Replace the color based data system with an ID based system #90 - Leetom
- Add an API #208 - James
- Add a self updater - coolGi
- Add white-only debug rendering option - coolGi
- Add support for Sodium 0.5.1 - coolGi
- Add LOD Bias for vanilla rendering - coolGi
- Add ability to limit thread run times - James
- Add additional F3 menu info - Leetom, James
- Add an experimental seamless overdraw option - James
- Add config presets #265 - James
<br/>
**Changes:**
- Change installer GUI design - coolGi
- Overhaul overdraw system - James
- reorganize config UI - James
<br/>
**Backend Changes:**
- Complete backend rewrite - Leetom, James
- new gradle build script - coolGi, Ran
- new config handling - coolGi
- Replace grid rendering system with a quad tree - Leetom, James
- backend config refactor and restructure - coolGi
- Improve time traveling between dimensions/levels - James
- Replace XZ compression with LZ4 - James
- Use our own lighting engine for the world generator #254 - James
- Improve world curvature - stduhpf
- Change default multiplayer folder save mode to "name only" - James
- Add the prefix "DH-" to all Distant Horizons threads - James
- Moved from a loose file system to a Sqlite database - James
- Move to a FrameBuffer based system instead of rendering directly to MC's FrameBuffer - Steveplays, James
<br/>
**Removals:**
- Deprecated several minor MC versions
- Removed biome blending
- Removed world gen options: Biome, Biome_Height, and Full
- Directional Culling
- All overdraw options except: "always"
- All world gen modes except: "near first"
<br/>
**Bug Fixes:**
- Fix semantic version number - James
- Fixed BCLib fog #390 - coolGi
- Fixed special character world name crash #446 - coolGi
- Fix mob spawner world gen fail message #199 - Leetom
- Fix underdraw holes #69, #190 - James
- Fix flying machine ghosts #145
- Fix Phosphor (and all other lighting engine) incompatibilities #308 - James
- Fix nether roof rendering incorrectly #272
- Fix Hypixel not generating LODs #276
- Fix only rendering half LODs at low render distances #280 - Leetom
- Fix LodBuilder index out of bounds #286 - Leetom
**Additions:**
- Add MC 1.20.1 support - Leetom
- Add Transparent rendering Leonardo
- Add SSAO - notalpha, Null
- Add a noise texture to the LODs - coolGi
- Replace the color based data system with an ID based system #90 - Leetom
- Add an API #208 - James
- Add a self updater - coolGi
- Add white-only debug rendering option - coolGi
- Add support for Sodium 0.5.1 - coolGi
- Add LOD Bias for vanilla rendering - coolGi
- Add ability to limit thread run times - James
- Add additional F3 menu info - Leetom, James
- Add an experimental seamless overdraw option - James
- Add config presets #265 - James
<br/>
**Changes:**
- Change installer GUI design - coolGi
- Overhaul overdraw system - James
- reorganize config UI - James
<br/>
**Backend Changes:**
- Complete backend rewrite - Leetom, James
- new gradle build script - coolGi, Ran
- new config handling - coolGi
- Replace grid rendering system with a quad tree - Leetom, James
- backend config refactor and restructure - coolGi
- Improve time traveling between dimensions/levels - James
- Replace XZ compression with LZ4 - James
- Use our own lighting engine for the world generator #254 - James
- Improve world curvature - stduhpf
- Change default multiplayer folder save mode to "name only" - James
- Add the prefix "DH-" to all Distant Horizons threads - James
- Moved from a loose file system to a Sqlite database - James
- Move to a FrameBuffer based system instead of rendering directly to MC's FrameBuffer - Steveplays, James
<br/>
**Removals:**
- Deprecated several minor MC versions
- Removed biome blending
- Removed world gen options: Biome, Biome_Height, and Full
- Directional Culling
- All overdraw options except: "always"
- All world gen modes except: "near first"
<br/>
**Bug Fixes:**
- Fix semantic version number - James
- Fixed BCLib fog #390 - coolGi
- Fixed special character world name crash #446 - coolGi
- Fix mob spawner world gen fail message #199 - Leetom
- Fix underdraw holes #69, #190 - James
- Fix flying machine ghosts #145
- Fix Phosphor (and all other lighting engine) incompatibilities #308 - James
- Fix nether roof rendering incorrectly #272
- Fix Hypixel not generating LODs #276
- Fix only rendering half LODs at low render distances #280 - Leetom
- Fix LodBuilder index out of bounds #286 - Leetom
**Bugfixes:**
- Fixed compatibility with Forge 1.19 41.0.64 - James
- Fixed the Distant Horizons version number in the F3 menu displaying 1.6.4a - James
**Forge Note:** This version only works for Forge version 41.0.63 and lower, to use a newer version of forge use alpha 1.6.6.
<br>
**What happened to 1.6.4a?** <br>
Due to the large number of unfinished 1.6.4a builds we created with no good way to determine which version was the final build, we decided to skip 1.6.4a in favor of 1.6.5a.
**Additions:**
- 1.19 support - CoolGi, Ran, Leetom
- The mod version number to the f3 screen - CoolGi
**Changes/Improvements:**
- Updated the license to LGPL - everyone
- Remove Fabric Api requirement - Ran
- Disabled the OpenGL - logger - Leetom
- Silenced the concurrent build quad errors from chat, now they only log to file - Leetom
**Bugfixes:**
- Fixed DimensionFinder null pointer error when saving PlayerData before the player loads in - Leetom
- Fixed having both pre a1.6 & a1.6 save structure causing a FileAlreadyExist error - Leetom
- Fixed Invalid config Enum crash on startup - Leetom and CoolGi
- Fixed latest forge loader causing connection timeout on entering world - team effort
**What happened to 1.6.4a?** <br>
Due to the large number of unfinished 1.6.4a builds we created with no good way to determine which version was the final build, we decided to skip 1.6.4a in favor of 1.6.5a.
**Additions:**
- 1.19 support - CoolGi, Ran, Leetom
- The mod version number to the f3 screen - CoolGi
**Changes/Improvements:**
- Updated the license to LGPL - everyone
- Remove Fabric Api requirement - Ran
- Disabled the OpenGL - logger - Leetom
- Silenced the concurrent build quad errors from chat, now they only log to file - Leetom
**Bugfixes:**
- Fixed DimensionFinder null pointer error when saving PlayerData before the player loads in - Leetom
- Fixed having both pre a1.6 & a1.6 save structure causing a FileAlreadyExist error - Leetom
- Fixed Invalid config Enum crash on startup - Leetom and CoolGi
- Fixed latest forge loader causing connection timeout on entering world - team effort
**What happened to 1.6.4a?** <br>
Due to the large number of unfinished 1.6.4a builds we created with no good way to determine which version was the final build, we decided to skip 1.6.4a in favor of 1.6.5a.
**Additions:**
- 1.19 support - CoolGi, Ran, Leetom
- The mod version number to the f3 screen - CoolGi
**Changes/Improvements:**
- Updated the license to LGPL - everyone
- Remove Fabric Api requirement - Ran
- Disabled the OpenGL - logger - Leetom
- Silenced the concurrent build quad errors from chat, now they only log to file - Leetom
**Bugfixes:**
- Fixed DimensionFinder null pointer error when saving PlayerData before the player loads in - Leetom
- Fixed having both pre a1.6 & a1.6 save structure causing a FileAlreadyExist error - Leetom
- Fixed Invalid config Enum crash on startup - Leetom and CoolGi
- Fixed latest forge loader causing connection timeout on entering world - team effort
**What happened to 1.6.4a?** <br>
Due to the large number of unfinished 1.6.4a builds we created with no good way to determine which version was the final build, we decided to skip 1.6.4a in favor of 1.6.5a.
**Additions:**
- 1.19 support - CoolGi, Ran, Leetom
- The mod version number to the f3 screen - CoolGi
**Changes/Improvements:**
- Updated the license to LGPL - everyone
- Remove Fabric Api requirement - Ran
- Disabled the OpenGL - logger - Leetom
- Silenced the concurrent build quad errors from chat, now they only log to file - Leetom
**Bugfixes:**
- Fixed DimensionFinder null pointer error when saving PlayerData before the player loads in - Leetom
- Fixed having both pre a1.6 & a1.6 save structure causing a FileAlreadyExist error - Leetom
- Fixed Invalid config Enum crash on startup - Leetom and CoolGi
- Fixed latest forge loader causing connection timeout on entering world - team effort
**What happened to 1.6.4a?** <br>
Due to the large number of unfinished 1.6.4a builds we created with no good way to determine which version was the final build, we decided to skip 1.6.4a in favor of 1.6.5a.
**Additions:**
- 1.19 support - CoolGi, Ran, Leetom
- The mod version number to the f3 screen - CoolGi
**Changes/Improvements:**
- Updated the license to LGPL - everyone
- Remove Fabric Api requirement - Ran
- Disabled the OpenGL - logger - Leetom
- Silenced the concurrent build quad errors from chat, now they only log to file - Leetom
**Bugfixes:**
- Fixed DimensionFinder null pointer error when saving PlayerData before the player loads in - Leetom
- Fixed having both pre a1.6 & a1.6 save structure causing a FileAlreadyExist error - Leetom
- Fixed Invalid config Enum crash on startup - Leetom and CoolGi
- Fixed latest forge loader causing connection timeout on entering world - team effort
**Additions:**
- Support for 1.18.2 - Everyone
- Support for Mac - Leetom
- Support for custom tints like redstone dust - Leetom
- Biome blending - Leetom
- New and improved buffer upload methods - Leetom
- Greedy meshing - Leetom
- Server folder naming rule config - James
- Brightness & Saturation config for LODs - James
- Advanced fog configs - Leetom
- Cave culling - Leetom
- Cave Culling Height Config - F53
- Support for multiple worlds with the same dimension (disabled by default) - James
- LOD only mode config - Leetom
- Overdraw offset config - Leetom
- Config based logging - Leetom
- World generator threads can be set to a number less than 1 to reduce CPU load - Leetom
- IBOs to improve render performance - Cortex
<br/>
**Changes/Improvements:**
- Allow per-blockstate colors - Leetom
- Async render region swapping - Leetom
- Reorganize datapoint to support 4096 world height (now v.9) - Cola
- Improve the OpenGL logging - Leetom
- Improve getVanillaRenderedChunk's fallback (getMaximumRenderedChunk) to be more accurate - Leetom
- Improve the near clip plane to respect screen ratios and FOV settings - Leetom
- Improve the border with vanilla chunks underwater - Leetom
With all render improvements combined there is roughly a 4x FPS improvement over 1.6.2a!
<br/>
**Bugfixes:**
- Fix resource leaks on LOD file save/load due to an unclosed stream - Boston
- Fix up and down shading - Leonardo
- Fix region boundary meshing - Leonardo
- Fix detail level boundary meshing - Leonardo
- Fix the Blue Sky mod's black blocks - Leetom
- Fix zero sized quads - Leetom
- Fix rendering when using a world named "No World Loaded" - James
**Additions:**
- Support for 1.18.2 - Everyone
- Support for Mac - Leetom
- Support for custom tints like redstone dust - Leetom
- Biome blending - Leetom
- New and improved buffer upload methods - Leetom
- Greedy meshing - Leetom
- Server folder naming rule config - James
- Brightness & Saturation config for LODs - James
- Advanced fog configs - Leetom
- Cave culling - Leetom
- Cave Culling Height Config - F53
- Support for multiple worlds with the same dimension (disabled by default) - James
- LOD only mode config - Leetom
- Overdraw offset config - Leetom
- Config based logging - Leetom
- World generator threads can be set to a number less than 1 to reduce CPU load - Leetom
- IBOs to improve render performance - Cortex
<br/>
**Changes/Improvements:**
- Allow per-blockstate colors - Leetom
- Async render region swapping - Leetom
- Reorganize datapoint to support 4096 world height (now v.9) - Cola
- Improve the OpenGL logging - Leetom
- Improve getVanillaRenderedChunk's fallback (getMaximumRenderedChunk) to be more accurate - Leetom
- Improve the near clip plane to respect screen ratios and FOV settings - Leetom
- Improve the border with vanilla chunks underwater - Leetom
With all render improvements combined there is roughly a 4x FPS improvement over 1.6.2a!
<br/>
**Bugfixes:**
- Fix resource leaks on LOD file save/load due to an unclosed stream - Boston
- Fix up and down shading - Leonardo
- Fix region boundary meshing - Leonardo
- Fix detail level boundary meshing - Leonardo
- Fix the Blue Sky mod's black blocks - Leetom
- Fix zero sized quads - Leetom
- Fix rendering when using a world named "No World Loaded" - James
**Additions:**
- Support for 1.18.2 - Everyone
- Support for Mac - Leetom
- Support for custom tints like redstone dust - Leetom
- Biome blending - Leetom
- New and improved buffer upload methods - Leetom
- Greedy meshing - Leetom
- Server folder naming rule config - James
- Brightness & Saturation config for LODs - James
- Advanced fog configs - Leetom
- Cave culling - Leetom
- Cave Culling Height Config - F53
- Support for multiple worlds with the same dimension (disabled by default) - James
- LOD only mode config - Leetom
- Overdraw offset config - Leetom
- Config based logging - Leetom
- World generator threads can be set to a number less than 1 to reduce CPU load - Leetom
- IBOs to improve render performance - Cortex
<br/>
**Changes/Improvements:**
- Allow per-blockstate colors - Leetom
- Async render region swapping - Leetom
- Reorganize datapoint to support 4096 world height (now v.9) - Cola
- Improve the OpenGL logging - Leetom
- Improve getVanillaRenderedChunk's fallback (getMaximumRenderedChunk) to be more accurate - Leetom
- Improve the near clip plane to respect screen ratios and FOV settings - Leetom
- Improve the border with vanilla chunks underwater - Leetom
With all render improvements combined there is roughly a 4x FPS improvement over 1.6.2a!
<br/>
**Bugfixes:**
- Fix resource leaks on LOD file save/load due to an unclosed stream - Boston
- Fix up and down shading - Leonardo
- Fix region boundary meshing - Leonardo
- Fix detail level boundary meshing - Leonardo
- Fix the Blue Sky mod's black blocks - Leetom
- Fix zero sized quads - Leetom
- Fix rendering when using a world named "No World Loaded" - James
**Additions:**
- Support for 1.18.2 - Everyone
- Support for Mac - Leetom
- Support for custom tints like redstone dust - Leetom
- Biome blending - Leetom
- New and improved buffer upload methods - Leetom
- Greedy meshing - Leetom
- Server folder naming rule config - James
- Brightness & Saturation config for LODs - James
- Advanced fog configs - Leetom
- Cave culling - Leetom
- Cave Culling Height Config - F53
- Support for multiple worlds with the same dimension (disabled by default) - James
- LOD only mode config - Leetom
- Overdraw offset config - Leetom
- Config based logging - Leetom
- World generator threads can be set to a number less than 1 to reduce CPU load - Leetom
- IBOs to improve render performance - Cortex
<br/>
**Changes/Improvements:**
- Allow per-blockstate colors - Leetom
- Async render region swapping - Leetom
- Reorganize datapoint to support 4096 world height (now v.9) - Cola
- Improve the OpenGL logging - Leetom
- Improve getVanillaRenderedChunk's fallback (getMaximumRenderedChunk) to be more accurate - Leetom
- Improve the near clip plane to respect screen ratios and FOV settings - Leetom
- Improve the border with vanilla chunks underwater - Leetom
With all render improvements combined there is roughly a 4x FPS improvement over 1.6.2a!
<br/>
**Bugfixes:**
- Fix resource leaks on LOD file save/load due to an unclosed stream - Boston
- Fix up and down shading - Leonardo
- Fix region boundary meshing - Leonardo
- Fix detail level boundary meshing - Leonardo
- Fix the Blue Sky mod's black blocks - Leetom
- Fix zero sized quads - Leetom
- Fix rendering when using a world named "No World Loaded" - James
**Improvements:** <br>
Improved buffer building speed and LOD responsiveness <br>
Decreased VRAM usage
Color calculations now use Squared Color Averaging <br>
Rotated Pillar Blocks like Wood Logs now use the side color instead of top color <br> <br>
**Bug Fix:** <br>
Water should now use the correct color regardless of texture pack
**Improvements:** <br>
Improved buffer building speed and LOD responsiveness <br>
Decreased VRAM usage
Color calculations now use Squared Color Averaging <br>
Rotated Pillar Blocks like Wood Logs now use the side color instead of top color <br> <br>
**Bug Fix:** <br>
Water should now use the correct color regardless of texture pack
**Improvements:** <br>
Improved buffer building speed and LOD responsiveness <br>
Decreased VRAM usage
Color calculations now use Squared Color Averaging <br>
Rotated Pillar Blocks like Wood Logs now use the side color instead of top color <br> <br>
**Bug Fix:** <br>
Water should now use the correct color regardless of texture pack
Improvements
- Better mod world generator compatibility
- World generator will automatically stop if a problem is detected
Bugfixes
- Fixed Biomes O' Plenty crash
Improvements
- Better mod world generator compatibility
- World generator will automatically stop if a problem is detected
Bugfixes
- Fixed Biomes O' Plenty crash
Improvements
- Better mod world generator compatibility
- World generator will automatically stop if a problem is detected
Bugfixes
- Fixed Biomes O' Plenty crash
**additions:**
- 1.17 and 1.18 support - James, Ran, CoolGi, Cola, Leetom
- Fabric support (1.16, 1.17, 1.18) - Ran, CoolGi
- Fabric and Forge in one jar - Ran
- VR support - AquaticLava
- Fancy fog with AMD gpus - James
- The option to disable vanilla fog (enabled by default) - Leetom
- Shader based lighting (instant lighting changes) - James, Cola
- Connected LODs (different colors for grass topped stone like cliffs) - Cola
- Config GUI - CoolGi
- OpenGL logging - Leetom
- Generating LODs from file - Leetom
<br/>
**changes/improvements:**
- Debug key is now F8 (was F4) - Cola
- Better GPU uploading (hopefully less stuttering) - Leetom
- Horizontal Scale is now a number 2-32 - Cola
- Directional Culling - Cola
- Multithreaded feature world generation (including structures) - Leetom
- File format change - Cola, Leonardo, Leetom
- Negative block values allowed (to support 1.17 and 1.18)
- Simplified folder structure
- Major render re-write - Leetom
- Minimum required OpenGL increased to 3.2 (from 2.1)
- LOD's now load in a spiral - Leetom
<br/>
**bugfixes:**
- Partial fix to Sodium having permanent overdraw - James, Leetom
- Surface generation speed should be faster (check 1.16) - Leetom
- Spruce and birch trees have the correct leaf colors - Cola
- Lowest horizontal quality and High vertical quality - Cola
- Calculating view distances of 32 chunks when not requested - Cola
- Prevent saving corruption if closing MC too quickly - Leetom
- Fixed AMD rendering - Leetom
- Underwater fog - Leetom
**additions:**
- 1.17 and 1.18 support - James, Ran, CoolGi, Cola, Leetom
- Fabric support (1.16, 1.17, 1.18) - Ran, CoolGi
- Fabric and Forge in one jar - Ran
- VR support - AquaticLava
- Fancy fog with AMD gpus - James
- The option to disable vanilla fog (enabled by default) - Leetom
- Shader based lighting (instant lighting changes) - James, Cola
- Connected LODs (different colors for grass topped stone like cliffs) - Cola
- Config GUI - CoolGi
- OpenGL logging - Leetom
- Generating LODs from file - Leetom
<br/>
**changes/improvements:**
- Debug key is now F8 (was F4) - Cola
- Better GPU uploading (hopefully less stuttering) - Leetom
- Horizontal Scale is now a number 2-32 - Cola
- Directional Culling - Cola
- Multithreaded feature world generation (including structures) - Leetom
- File format change - Cola, Leonardo, Leetom
- Negative block values allowed (to support 1.17 and 1.18)
- Simplified folder structure
- Major render re-write - Leetom
- Minimum required OpenGL increased to 3.2 (from 2.1)
- LOD's now load in a spiral - Leetom
<br/>
**bugfixes:**
- Partial fix to Sodium having permanent overdraw - James, Leetom
- Surface generation speed should be faster (check 1.16) - Leetom
- Spruce and birch trees have the correct leaf colors - Cola
- Lowest horizontal quality and High vertical quality - Cola
- Calculating view distances of 32 chunks when not requested - Cola
- Prevent saving corruption if closing MC too quickly - Leetom
- Fixed AMD rendering - Leetom
- Underwater fog - Leetom
**additions:**
- 1.17 and 1.18 support - James, Ran, CoolGi, Cola, Leetom
- Fabric support (1.16, 1.17, 1.18) - Ran, CoolGi
- Fabric and Forge in one jar - Ran
- VR support - AquaticLava
- Fancy fog with AMD gpus - James
- The option to disable vanilla fog (enabled by default) - Leetom
- Shader based lighting (instant lighting changes) - James, Cola
- Connected LODs (different colors for grass topped stone like cliffs) - Cola
- Config GUI - CoolGi
- OpenGL logging - Leetom
- Generating LODs from file - Leetom
<br/>
**changes/improvements:**
- Debug key is now F8 (was F4) - Cola
- Better GPU uploading (hopefully less stuttering) - Leetom
- Horizontal Scale is now a number 2-32 - Cola
- Directional Culling - Cola
- Multithreaded feature world generation (including structures) - Leetom
- File format change - Cola, Leonardo, Leetom
- Negative block values allowed (to support 1.17 and 1.18)
- Simplified folder structure
- Major render re-write - Leetom
- Minimum required OpenGL increased to 3.2 (from 2.1)
- LOD's now load in a spiral - Leetom
<br/>
**bugfixes:**
- Partial fix to Sodium having permanent overdraw - James, Leetom
- Surface generation speed should be faster (check 1.16) - Leetom
- Spruce and birch trees have the correct leaf colors - Cola
- Lowest horizontal quality and High vertical quality - Cola
- Calculating view distances of 32 chunks when not requested - Cola
- Prevent saving corruption if closing MC too quickly - Leetom
- Fixed AMD rendering - Leetom
- Underwater fog - Leetom
changes/improvements:
- Changed the default generationPriority to Auto, which uses near_first on servers and far_first on singlePlayer.
This should prevent giant fake chunk blocks when joining a server with the default config.
- Improved the GpuUploadMethods Buffer_Mapping and Data.
Both of these options should work much better on AMD GPUs now.
- Changed the default GpuUploadMethod to Auto, which picks a upload method based on the user's GPU.
Buffer_Storage for NVIDIA GPUs.
Sub_Data as a backup for NVIDIA GPUs.
Buffer_Mapping for AMD/Intel GPUs.
Data as a backup for AMD/Intel GPUs.
Bug Fixes:
- Fixed lighting when connected to a server.
Notes:
This version has been confirmed to work in Eclipse and retail Minecraft.
(retail running Forge: 1.16.5-36.1.3)