Sodium 0.9.0 for Minecraft 26.2 updates to Minecraft 26.2, and adds asynchronous occlusion culling.
This is the first version to *experimentally* support Vulkan. To access it, use the Graphics API option in video settings.
- Updated to Minecraft 26.2
- Moved all rendering to Mojang's Blaze3D API
- Added Asynchronous Graph Culling and Frame-Independent Task Scheduling ([#2887](https://github.com/CaffeineMC/sodium/pull/2887))
- Improve the presentation and wording of some video options ([#3700](https://github.com/CaffeineMC/sodium/pull/3700))
Sodium 0.9.0 for Minecraft 26.2 updates to Minecraft 26.2, and adds asynchronous occlusion culling.
This is the first version to *experimentally* support Vulkan. To access it, use the Graphics API option in video settings.
- Updated to Minecraft 26.2
- Moved all rendering to Mojang's Blaze3D API
- Added Asynchronous Graph Culling and Frame-Independent Task Scheduling ([#2887](https://github.com/CaffeineMC/sodium/pull/2887))
- Improve the presentation and wording of some video options ([#3700](https://github.com/CaffeineMC/sodium/pull/3700))
Sodium 0.9.0-beta.1 for Minecraft 26.1.2 introduces asynchronous occlusion culling alongside some other small improvements and bug fixes.
This generally improves performance and avoids the frame rate dropping when the camera is moved, especially at high render distances. This feature has been in the works for a long time now, and together with the release for Minecraft 26.2, we've decided to release it. More work is planned, including improvements to the task scheduling system and optimizations to improve responsiveness.
- Implementation of Asynchronous Graph Culling and Frame-Independent Task Scheduling ([#2887](https://github.com/CaffeineMC/sodium/pull/2887))
- Fix rare issues with chunk fading
- Fix crash when using `-Dmixin.debug=true` ([#3689](https://github.com/CaffeineMC/sodium/pull/3689))
- Only make environment changes if the early window will create a gl context early ([#3697](https://github.com/CaffeineMC/sodium/pull/3697))
- Improve the presentation and wording of some video options ([#3700](https://github.com/CaffeineMC/sodium/pull/3700))
- Fix water color handling
- Fix broken block tinting by not incorrectly converting to the wrong color format
- Fix fluid color overrides not being applied ([#3729](https://github.com/CaffeineMC/sodium/pull/3729))
Sodium 0.9.0-beta.1 for Minecraft 26.1.2 introduces asynchronous occlusion culling alongside some other small improvements and bug fixes.
This generally improves performance and avoids the frame rate dropping when the camera is moved, especially at high render distances. This feature has been in the works for a long time now, and together with the release for Minecraft 26.2, we've decided to release it. More work is planned, including improvements to the task scheduling system and optimizations to improve responsiveness.
- Implementation of Asynchronous Graph Culling and Frame-Independent Task Scheduling ([#2887](https://github.com/CaffeineMC/sodium/pull/2887))
- Fix rare issues with chunk fading
- Fix crash when using `-Dmixin.debug=true` ([#3689](https://github.com/CaffeineMC/sodium/pull/3689))
- Only make environment changes if the early window will create a gl context early ([#3697](https://github.com/CaffeineMC/sodium/pull/3697))
- Improve the presentation and wording of some video options ([#3700](https://github.com/CaffeineMC/sodium/pull/3700))
- Fix water color handling
- Fix broken block tinting by not incorrectly converting to the wrong color format
- Fix fluid color overrides not being applied ([#3729](https://github.com/CaffeineMC/sodium/pull/3729))
Sodium 0.8.13-beta.1 fixes some bugs and improves the wording of some video options.
- Fix crash when using `-Dmixin.debug=true` ([#3689](https://github.com/CaffeineMC/sodium/pull/3689))
- Only make environment changes if the early window will create a gl context early ([#3697](https://github.com/CaffeineMC/sodium/pull/3697))
- Improve the presentation and wording of some video options ([#3700](https://github.com/CaffeineMC/sodium/pull/3700))
- Fixes the fabric version of sodium overriding all fluid BlockTintSources while rendering ([#3729](https://github.com/CaffeineMC/sodium/pull/3729))
- Fix block tinting by not incorrectly converting to the wrong color format
Sodium 0.8.13-beta.1 fixes some bugs and improves the wording of some video options.
- Fix crash when using `-Dmixin.debug=true` ([#3689](https://github.com/CaffeineMC/sodium/pull/3689))
- Only make environment changes if the early window will create a gl context early ([#3697](https://github.com/CaffeineMC/sodium/pull/3697))
- Improve the presentation and wording of some video options ([#3700](https://github.com/CaffeineMC/sodium/pull/3700))
- Fixes the fabric version of sodium overriding all fluid BlockTintSources while rendering ([#3729](https://github.com/CaffeineMC/sodium/pull/3729))
- Fix block tinting by not incorrectly converting to the wrong color format
### Overview
Sodium 0.8.12-beta.1 is a backport of modern Sodium 0.8 to Minecraft 1.21.1.
- Significantly improved the performance of rendering the world (up to +115%) on some computers.
- Greatly improved the rendering of transparent objects with complex models, especially when submerged in water.
- Lots and lots of improvements to the user experience in the Video Settings menu.
- Reduced latency and micro-stutter when updating chunks in the world.
- Slightly faster entity rendering, especially for transparent mobs and particles.
- Improvements for hardware and mod compatibility.
- ...And many more bug fixes and improvements...
### Using and Testing This Release
It includes the backport of our Config API and other conventions that will hopefully make it easier for mods to interact with Sodium across multiple versions. This release series doesn't get released at the same cadence as our current releases for Minecraft 26.1 and 1.21.11, and doesn't follow the same alpha/beta numbering. Mod developers can find our artifacts, such as the Config API, on [our Maven repository](https://maven.caffeinemc.net/).
Please participate in testing this release, coordinating on mod compatibility, and giving feedback on [our discord server](https://caffeinemc.net/discord). In the thread in #testing-builds we have more information. Report any issues you may have in the thread.
Known incompatibilities at the time of this release:
- Create Aeronautics works as of 1.3.0
- Sable works as of 2.0.0
- Veil works as of 4.1.2
- Iris works as of 1.8.13 (unreleased on platforms at the time of this release)
- Voxy does not work
- sodiumleafculling does not work
- EBE animations don’t work
### Alpha Series Changelog
- Fix BufferBuilderMixin conflicting with Iris' MixinBufferBuilder_SeparateAo when requireOverwriteAnnotations is enabled ([#3658](https://github.com/CaffeineMC/sodium/pull/3658))
- Potentially fix issues with publishing by making the buildscript more similar to that used in 1.21.11
- Fix the corrupted config screen to show up properly
- Revert "Update texture light coords math to match Vanilla (#3311)" as this was mistakenly applied to 1.21.1
### Beta Series Changelog
- Added the display of fps percentiles. This gives a more accurate idea of the typical frame rate and lets you identify how smooth it is.
- Fix crash when using `-Dmixin.debug=true` ([#3689](https://github.com/CaffeineMC/sodium/pull/3689))
- Added checks to prevent crashes when using the vertex writing fast path ([#3716](https://github.com/CaffeineMC/sodium/pull/3716))
- Only make environment changes if the early window will create a gl context early ([#3697](https://github.com/CaffeineMC/sodium/pull/3697))
- Improve the presentation and wording of some video options ([#3700](https://github.com/CaffeineMC/sodium/pull/3700))
### Overview
Sodium 0.8.12-beta.1 is a backport of modern Sodium 0.8 to Minecraft 1.21.1.
- Significantly improved the performance of rendering the world (up to +115%) on some computers.
- Greatly improved the rendering of transparent objects with complex models, especially when submerged in water.
- Lots and lots of improvements to the user experience in the Video Settings menu.
- Reduced latency and micro-stutter when updating chunks in the world.
- Slightly faster entity rendering, especially for transparent mobs and particles.
- Improvements for hardware and mod compatibility.
- ...And many more bug fixes and improvements...
### Using and Testing This Release
It includes the backport of our Config API and other conventions that will hopefully make it easier for mods to interact with Sodium across multiple versions. This release series doesn't get released at the same cadence as our current releases for Minecraft 26.1 and 1.21.11, and doesn't follow the same alpha/beta numbering. Mod developers can find our artifacts, such as the Config API, on [our Maven repository](https://maven.caffeinemc.net/).
Please participate in testing this release, coordinating on mod compatibility, and giving feedback on [our discord server](https://caffeinemc.net/discord). In the thread in #testing-builds we have more information. Report any issues you may have in the thread.
Known incompatibilities at the time of this release:
- Create Aeronautics works as of 1.3.0
- Sable works as of 2.0.0
- Veil works as of 4.1.2
- Iris works as of 1.8.13 (unreleased on platforms at the time of this release)
- Voxy does not work
- sodiumleafculling does not work
- EBE animations don’t work
### Alpha Series Changelog
- Fix BufferBuilderMixin conflicting with Iris' MixinBufferBuilder_SeparateAo when requireOverwriteAnnotations is enabled ([#3658](https://github.com/CaffeineMC/sodium/pull/3658))
- Potentially fix issues with publishing by making the buildscript more similar to that used in 1.21.11
- Fix the corrupted config screen to show up properly
- Revert "Update texture light coords math to match Vanilla (#3311)" as this was mistakenly applied to 1.21.1
### Beta Series Changelog
- Added the display of fps percentiles. This gives a more accurate idea of the typical frame rate and lets you identify how smooth it is.
- Fix crash when using `-Dmixin.debug=true` ([#3689](https://github.com/CaffeineMC/sodium/pull/3689))
- Added checks to prevent crashes when using the vertex writing fast path ([#3716](https://github.com/CaffeineMC/sodium/pull/3716))
- Only make environment changes if the early window will create a gl context early ([#3697](https://github.com/CaffeineMC/sodium/pull/3697))
- Improve the presentation and wording of some video options ([#3700](https://github.com/CaffeineMC/sodium/pull/3700))
Sodium 0.9.0-beta.3 for Minecraft 26.2-rc-1 updates to Minecraft 26.2, and adds asynchronous occlusion culling.
This is the first version to *experimentally* support Vulkan. To access it, use the Graphics API option in video settings.
- Updated to Minecraft 26.2
- Moved all rendering to Mojang's Blaze3D API
- Added Asynchronous Graph Culling and Frame-Independent Task Scheduling ([#2887](https://github.com/CaffeineMC/sodium/pull/2887))
- Improve the presentation and wording of some video options ([#3700](https://github.com/CaffeineMC/sodium/pull/3700))
Sodium 0.9.0-beta.3 for Minecraft 26.2-rc-1 updates to Minecraft 26.2, and adds asynchronous occlusion culling.
This is the first version to *experimentally* support Vulkan. To access it, use the Graphics API option in video settings.
- Updated to Minecraft 26.2
- Moved all rendering to Mojang's Blaze3D API
- Added Asynchronous Graph Culling and Frame-Independent Task Scheduling ([#2887](https://github.com/CaffeineMC/sodium/pull/2887))
- Improve the presentation and wording of some video options ([#3700](https://github.com/CaffeineMC/sodium/pull/3700))
Sodium 0.9.0-beta.2 for Minecraft 26.2-rc-1 updates to Minecraft 26.2, and adds asynchronous occlusion culling.
This is the first version to *experimentally* support Vulkan. To access it, use the Graphics API option in video settings.
- Updated to Minecraft 26.2
- Moved all rendering to Mojang's Blaze3D API
- Added Asynchronous Graph Culling and Frame-Independent Task Scheduling ([#2887](https://github.com/CaffeineMC/sodium/pull/2887))
- Improve the presentation and wording of some video options ([#3700](https://github.com/CaffeineMC/sodium/pull/3700))
Sodium 0.9.0-beta.1 for Minecraft 26.2-rc-1 updates to Minecraft 26.2, and adds asynchronous occlusion culling.
This is the first version to *experimentally* support Vulkan. To access it, use the Graphics API option in video settings.
- Updated to Minecraft 26.2
- Moved all rendering to Mojang's Blaze3D API
- Added Asynchronous Graph Culling and Frame-Independent Task Scheduling ([#2887](https://github.com/CaffeineMC/sodium/pull/2887))
### Overview
Sodium 0.8.12-alpha.4 is a backport of modern Sodium 0.8 to Minecraft 1.21.1. This experiment has graduated to alpha status. The degree to which we commit to supporting this branch will be determined by testing and by how well it works and integrates with the ecosystem. The quality of this version is expected to further improve it gets used, we discover quirks, and receive feedback.
- Significantly improved the performance of rendering the world (up to +115%) on some computers.
- Greatly improved the rendering of transparent objects with complex models, especially when submerged in water.
- Lots and lots of improvements to the user experience in the Video Settings menu.
- Reduced latency and micro-stutter when updating chunks in the world.
- Slightly faster entity rendering, especially for transparent mobs and particles.
- Improvements for hardware and mod compatibility.
- ...And many more bug fixes and improvements...
### Using and Testing This Release
It includes the backport of our Config API and other conventions that will hopefully make it easier for mods to interact with Sodium across multiple versions. This release series doesn't get released at the same cadence as our current releases for Minecraft 26.1 and 1.21.11, and doesn't follow the same alpha/beta numbering. Mod developers can find our artifacts, such as the Config API, on [our Maven repository](https://maven.caffeinemc.net/).
Please participate in testing this release, coordinating on mod compatibility, and giving feedback on [our discord server](https://caffeinemc.net/discord). In the thread in #testing-builds we have more information. Report any issues you may have in the thread.
Known incompatibilities at the time of this release:
- sodiumleafculling does not work
- C2ME's latest version works
- Create Aeronautics does not work
- Veil has an update that works, Sable has a patch that works but no update
- Iris has a test build on discord that works
- More culling's latest version works
- Voxy does not work
- EBE animations don’t work
### Alpha Series Changelog
- Fix BufferBuilderMixin conflicting with Iris' MixinBufferBuilder_SeparateAo when requireOverwriteAnnotations is enabled ([#3658](https://github.com/CaffeineMC/sodium/pull/3658))
- Potentially fix issues with publishing by making the buildscript more similar to that used in 1.21.11
- Fix the corrupted config screen to show up properly
- Revert "Update texture light coords math to match Vanilla (#3311)" as this was mistakenly applied to 1.21.1
### Overview
Sodium 0.8.12-alpha.4 is a backport of modern Sodium 0.8 to Minecraft 1.21.1. This experiment has graduated to alpha status. The degree to which we commit to supporting this branch will be determined by testing and by how well it works and integrates with the ecosystem. The quality of this version is expected to further improve it gets used, we discover quirks, and receive feedback.
- Significantly improved the performance of rendering the world (up to +115%) on some computers.
- Greatly improved the rendering of transparent objects with complex models, especially when submerged in water.
- Lots and lots of improvements to the user experience in the Video Settings menu.
- Reduced latency and micro-stutter when updating chunks in the world.
- Slightly faster entity rendering, especially for transparent mobs and particles.
- Improvements for hardware and mod compatibility.
- ...And many more bug fixes and improvements...
### Using and Testing This Release
It includes the backport of our Config API and other conventions that will hopefully make it easier for mods to interact with Sodium across multiple versions. This release series doesn't get released at the same cadence as our current releases for Minecraft 26.1 and 1.21.11, and doesn't follow the same alpha/beta numbering. Mod developers can find our artifacts, such as the Config API, on [our Maven repository](https://maven.caffeinemc.net/).
Please participate in testing this release, coordinating on mod compatibility, and giving feedback on [our discord server](https://caffeinemc.net/discord). In the thread in #testing-builds we have more information. Report any issues you may have in the thread.
Known incompatibilities at the time of this release:
- sodiumleafculling does not work
- C2ME's latest version works
- Create Aeronautics does not work
- Veil has an update that works, Sable has a patch that works but no update
- Iris has a test build on discord that works
- More culling's latest version works
- Voxy does not work
- EBE animations don’t work
### Alpha Series Changelog
- Fix BufferBuilderMixin conflicting with Iris' MixinBufferBuilder_SeparateAo when requireOverwriteAnnotations is enabled ([#3658](https://github.com/CaffeineMC/sodium/pull/3658))
- Potentially fix issues with publishing by making the buildscript more similar to that used in 1.21.11
- Fix the corrupted config screen to show up properly
- Revert "Update texture light coords math to match Vanilla (#3311)" as this was mistakenly applied to 1.21.1
Sodium 0.8.12 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.
The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
- The median (labeled p50) shows the typical frame rate ignoring the slow frames
- The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
- The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
Included are also multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
- Avoid retaining large allocations created when heavy quad splitting takes place
- Fix buffer overflow caused by BSP Node reuse when quads were split
- Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
- Implement optional percentile fps display ([#3633](https://github.com/CaffeineMC/sodium/pull/3633), [#3642](https://github.com/CaffeineMC/sodium/pull/3642))
- Fix flat fluid lighting being too dark ([#3620](https://github.com/CaffeineMC/sodium/pull/3620))
- Significantly reduce memory consumption on the direct sorting fallback path
- Fix issues with fluid shaping in both "improved" and regular mode
- Fix #3612 by performing uniform binding on particle rendering ([#3637](https://github.com/CaffeineMC/sodium/pull/3637))
- Fixed #3603 (incorrect AO and skylight level around light sources) ([#3631](https://github.com/CaffeineMC/sodium/pull/3631))
- Add option to sort Entity Quads by Closest Point ([#3635](https://github.com/CaffeineMC/sodium/pull/3635))
- Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering ([#3643](https://github.com/CaffeineMC/sodium/pull/3643))
- Change fullbright blocks to only emit block light and no sky light ([#3640](https://github.com/CaffeineMC/sodium/pull/3640))
- Refactor `ImprovedItemModelBuilder` for better mod compatibility ([#3648](https://github.com/CaffeineMC/sodium/pull/3648))
- Fix the corrupted config screen to show up properly
- Fix fog flicker ([#3666](https://github.com/CaffeineMC/sodium/pull/3666))
Sodium 0.8.12 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.
The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
- The median (labeled p50) shows the typical frame rate ignoring the slow frames
- The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
- The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
Included are also multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
- Avoid retaining large allocations created when heavy quad splitting takes place
- Fix buffer overflow caused by BSP Node reuse when quads were split
- Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
- Implement optional percentile fps display ([#3633](https://github.com/CaffeineMC/sodium/pull/3633), [#3642](https://github.com/CaffeineMC/sodium/pull/3642))
- Fix flat fluid lighting being too dark ([#3620](https://github.com/CaffeineMC/sodium/pull/3620))
- Significantly reduce memory consumption on the direct sorting fallback path
- Fix issues with fluid shaping in both "improved" and regular mode
- Fix #3612 by performing uniform binding on particle rendering ([#3637](https://github.com/CaffeineMC/sodium/pull/3637))
- Fixed #3603 (incorrect AO and skylight level around light sources) ([#3631](https://github.com/CaffeineMC/sodium/pull/3631))
- Add option to sort Entity Quads by Closest Point ([#3635](https://github.com/CaffeineMC/sodium/pull/3635))
- Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering ([#3643](https://github.com/CaffeineMC/sodium/pull/3643))
- Change fullbright blocks to only emit block light and no sky light ([#3640](https://github.com/CaffeineMC/sodium/pull/3640))
- Refactor `ImprovedItemModelBuilder` for better mod compatibility ([#3648](https://github.com/CaffeineMC/sodium/pull/3648))
- Fix the corrupted config screen to show up properly
- Fix fog flicker ([#3666](https://github.com/CaffeineMC/sodium/pull/3666))
Sodium 0.8.12 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.
The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
- The median (labeled p50) shows the typical frame rate ignoring the slow frames
- The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
- The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
Included are also multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
- Fix the animation when fluid sprites are obtained directly via FluidModel ([#3630](https://github.com/CaffeineMC/sodium/pull/3630))
- Avoid retaining large allocations created when heavy quad splitting takes place
- Fix buffer overflow caused by BSP Node reuse when quads were split
- Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
- Fix post launch checks to actually run and fix duplicate module dialog ([#3624](https://github.com/CaffeineMC/sodium/pull/3624))
- Implement optional percentile fps display ([#3633](https://github.com/CaffeineMC/sodium/pull/3633), [#3642](https://github.com/CaffeineMC/sodium/pull/3642))
- Fix flat fluid lighting being too dark ([#3620](https://github.com/CaffeineMC/sodium/pull/3620))
- Significantly reduce memory consumption on the direct sorting fallback path
- Fix issues with fluid shaping in both "improved" and regular mode
- Fix #3612 by performing uniform binding on particle rendering ([#3637](https://github.com/CaffeineMC/sodium/pull/3637))
- Fixed #3603 (incorrect AO and skylight level around light sources) ([#3631](https://github.com/CaffeineMC/sodium/pull/3631))
- Add option to sort Entity Quads by Closest Point ([#3635](https://github.com/CaffeineMC/sodium/pull/3635))
- Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering ([#3643](https://github.com/CaffeineMC/sodium/pull/3643))
- Change fullbright blocks to only emit block light and no sky light ([#3640](https://github.com/CaffeineMC/sodium/pull/3640))
- Fix clouds being invisible behind leaves with specific resource packs
- Refactor `ImprovedItemModelBuilder` for better mod compatibility and fixed crash from beta 3 ([#3648](https://github.com/CaffeineMC/sodium/pull/3648))
- Fix the corrupted config screen to show up properly
- Fix fog flicker ([#3666](https://github.com/CaffeineMC/sodium/pull/3666))
Sodium 0.8.12 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.
The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
- The median (labeled p50) shows the typical frame rate ignoring the slow frames
- The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
- The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
Included are also multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
- Fix the animation when fluid sprites are obtained directly via FluidModel ([#3630](https://github.com/CaffeineMC/sodium/pull/3630))
- Avoid retaining large allocations created when heavy quad splitting takes place
- Fix buffer overflow caused by BSP Node reuse when quads were split
- Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
- Fix post launch checks to actually run and fix duplicate module dialog ([#3624](https://github.com/CaffeineMC/sodium/pull/3624))
- Implement optional percentile fps display ([#3633](https://github.com/CaffeineMC/sodium/pull/3633), [#3642](https://github.com/CaffeineMC/sodium/pull/3642))
- Fix flat fluid lighting being too dark ([#3620](https://github.com/CaffeineMC/sodium/pull/3620))
- Significantly reduce memory consumption on the direct sorting fallback path
- Fix issues with fluid shaping in both "improved" and regular mode
- Fix #3612 by performing uniform binding on particle rendering ([#3637](https://github.com/CaffeineMC/sodium/pull/3637))
- Fixed #3603 (incorrect AO and skylight level around light sources) ([#3631](https://github.com/CaffeineMC/sodium/pull/3631))
- Add option to sort Entity Quads by Closest Point ([#3635](https://github.com/CaffeineMC/sodium/pull/3635))
- Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering ([#3643](https://github.com/CaffeineMC/sodium/pull/3643))
- Change fullbright blocks to only emit block light and no sky light ([#3640](https://github.com/CaffeineMC/sodium/pull/3640))
- Fix clouds being invisible behind leaves with specific resource packs
- Refactor `ImprovedItemModelBuilder` for better mod compatibility and fixed crash from beta 3 ([#3648](https://github.com/CaffeineMC/sodium/pull/3648))
- Fix the corrupted config screen to show up properly
- Fix fog flicker ([#3666](https://github.com/CaffeineMC/sodium/pull/3666))
Sodium 0.8.12-beta.4 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.
The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
- The median (labeled p50) shows the typical frame rate ignoring the slow frames
- The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
- The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
The bug fixes include multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
- Fix the animation when fluid sprites are obtained directly via FluidModel ([#3630](https://github.com/CaffeineMC/sodium/pull/3630))
- Avoid retaining large allocations created when heavy quad splitting takes place
- Fix buffer overflow caused by BSP Node reuse when quads were split
- Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
- Fix post launch checks to actually run and fix duplicate module dialog ([#3624](https://github.com/CaffeineMC/sodium/pull/3624))
- Implement optional percentile fps display ([#3633](https://github.com/CaffeineMC/sodium/pull/3633), [#3642](https://github.com/CaffeineMC/sodium/pull/3642))
- Fix flat fluid lighting being too dark ([#3620](https://github.com/CaffeineMC/sodium/pull/3620))
- Significantly reduce memory consumption on the direct sorting fallback path
- Fix issues with fluid shaping in both "improved" and regular mode
- Fix #3612 by performing uniform binding on particle rendering ([#3637](https://github.com/CaffeineMC/sodium/pull/3637))
- Fixed #3603 (incorrect AO and skylight level around light sources) ([#3631](https://github.com/CaffeineMC/sodium/pull/3631))
- Add option to sort Entity Quads by Closest Point ([#3635](https://github.com/CaffeineMC/sodium/pull/3635))
- Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering ([#3643](https://github.com/CaffeineMC/sodium/pull/3643))
- Change fullbright blocks to only emit block light and no sky light ([#3640](https://github.com/CaffeineMC/sodium/pull/3640))
- Fix clouds being invisible behind leaves with specific resource packs
- Refactor `ImprovedItemModelBuilder` for better mod compatibility and fixed crash from beta 3 ([#3648](https://github.com/CaffeineMC/sodium/pull/3648))
Please participate in testing this release and giving feedback on [our discord server](https://caffeinemc.net/discord).
Sodium 0.8.12-beta.4 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.
The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
- The median (labeled p50) shows the typical frame rate ignoring the slow frames
- The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
- The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
The bug fixes include multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
- Fix the animation when fluid sprites are obtained directly via FluidModel ([#3630](https://github.com/CaffeineMC/sodium/pull/3630))
- Avoid retaining large allocations created when heavy quad splitting takes place
- Fix buffer overflow caused by BSP Node reuse when quads were split
- Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
- Fix post launch checks to actually run and fix duplicate module dialog ([#3624](https://github.com/CaffeineMC/sodium/pull/3624))
- Implement optional percentile fps display ([#3633](https://github.com/CaffeineMC/sodium/pull/3633), [#3642](https://github.com/CaffeineMC/sodium/pull/3642))
- Fix flat fluid lighting being too dark ([#3620](https://github.com/CaffeineMC/sodium/pull/3620))
- Significantly reduce memory consumption on the direct sorting fallback path
- Fix issues with fluid shaping in both "improved" and regular mode
- Fix #3612 by performing uniform binding on particle rendering ([#3637](https://github.com/CaffeineMC/sodium/pull/3637))
- Fixed #3603 (incorrect AO and skylight level around light sources) ([#3631](https://github.com/CaffeineMC/sodium/pull/3631))
- Add option to sort Entity Quads by Closest Point ([#3635](https://github.com/CaffeineMC/sodium/pull/3635))
- Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering ([#3643](https://github.com/CaffeineMC/sodium/pull/3643))
- Change fullbright blocks to only emit block light and no sky light ([#3640](https://github.com/CaffeineMC/sodium/pull/3640))
- Fix clouds being invisible behind leaves with specific resource packs
- Refactor `ImprovedItemModelBuilder` for better mod compatibility and fixed crash from beta 3 ([#3648](https://github.com/CaffeineMC/sodium/pull/3648))
Please participate in testing this release and giving feedback on [our discord server](https://caffeinemc.net/discord).
Sodium 0.8.12-beta.3 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.
The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
- The median (labeled p50) shows the typical frame rate ignoring the slow frames
- The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
- The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
The bug fixes include multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
- Avoid retaining large allocations created when heavy quad splitting takes place
- Fix buffer overflow caused by BSP Node reuse when quads were split
- Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
- Implement optional percentile fps display ([#3633](https://github.com/CaffeineMC/sodium/pull/3633), [#3642](https://github.com/CaffeineMC/sodium/pull/3642))
- Fix flat fluid lighting being too dark ([#3620](https://github.com/CaffeineMC/sodium/pull/3620))
- Significantly reduce memory consumption on the direct sorting fallback path
- Fix issues with fluid shaping in both "improved" and regular mode
- Fix #3612 by performing uniform binding on particle rendering ([#3637](https://github.com/CaffeineMC/sodium/pull/3637))
- Fixed #3603 (incorrect AO and skylight level around light sources) ([#3631](https://github.com/CaffeineMC/sodium/pull/3631))
- Add option to sort Entity Quads by Closest Point ([#3635](https://github.com/CaffeineMC/sodium/pull/3635))
- Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering ([#3643](https://github.com/CaffeineMC/sodium/pull/3643))
- Change fullbright blocks to only emit block light and no sky light ([#3640](https://github.com/CaffeineMC/sodium/pull/3640))
- Refactor `ImprovedItemModelBuilder` for better mod compatibility ([#3648](https://github.com/CaffeineMC/sodium/pull/3648))
Please participate in testing this release and giving feedback on [our discord server](https://caffeinemc.net/discord).
Sodium 0.8.12-beta.3 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.
The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
- The median (labeled p50) shows the typical frame rate ignoring the slow frames
- The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
- The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
The bug fixes include multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
- Avoid retaining large allocations created when heavy quad splitting takes place
- Fix buffer overflow caused by BSP Node reuse when quads were split
- Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
- Implement optional percentile fps display ([#3633](https://github.com/CaffeineMC/sodium/pull/3633), [#3642](https://github.com/CaffeineMC/sodium/pull/3642))
- Fix flat fluid lighting being too dark ([#3620](https://github.com/CaffeineMC/sodium/pull/3620))
- Significantly reduce memory consumption on the direct sorting fallback path
- Fix issues with fluid shaping in both "improved" and regular mode
- Fix #3612 by performing uniform binding on particle rendering ([#3637](https://github.com/CaffeineMC/sodium/pull/3637))
- Fixed #3603 (incorrect AO and skylight level around light sources) ([#3631](https://github.com/CaffeineMC/sodium/pull/3631))
- Add option to sort Entity Quads by Closest Point ([#3635](https://github.com/CaffeineMC/sodium/pull/3635))
- Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering ([#3643](https://github.com/CaffeineMC/sodium/pull/3643))
- Change fullbright blocks to only emit block light and no sky light ([#3640](https://github.com/CaffeineMC/sodium/pull/3640))
- Refactor `ImprovedItemModelBuilder` for better mod compatibility ([#3648](https://github.com/CaffeineMC/sodium/pull/3648))
Please participate in testing this release and giving feedback on [our discord server](https://caffeinemc.net/discord).
### Overview
Sodium 0.8.12-alpha.3 is a backport of modern Sodium 0.8 to Minecraft 1.21.1. This experiment has graduated to alpha status. The degree to which we commit to supporting this branch will be determined by testing and by how well it works and integrates with the ecosystem. The quality of this version is expected to further improve it gets used, we discover quirks, and receive feedback.
- Significantly improved the performance of rendering the world (up to +115%) on some computers.
- Greatly improved the rendering of transparent objects with complex models, especially when submerged in water.
- Lots and lots of improvements to the user experience in the Video Settings menu.
- Reduced latency and micro-stutter when updating chunks in the world.
- Slightly faster entity rendering, especially for transparent mobs and particles.
- Improvements for hardware and mod compatibility.
- ...And many more bug fixes and improvements...
### Using and Testing This Release
It includes the backport of our Config API and other conventions that will hopefully make it easier for mods to interact with Sodium across multiple versions. This release series doesn't get released at the same cadence as our current releases for Minecraft 26.1 and 1.21.11, and doesn't follow the same alpha/beta numbering. Mod developers can find our artifacts, such as the Config API, on [our Maven repository](https://maven.caffeinemc.net/).
Please participate in testing this release, coordinating on mod compatibility, and giving feedback on [our discord server](https://caffeinemc.net/discord).
Known incompatibilities at the time of release:
- Iris
- Voxy
- More culling, sodiumleafculling
- Create Aeronautics, Sable
### Alpha Series Changelog
- Fix BufferBuilderMixin conflicting with Iris' MixinBufferBuilder_SeparateAo when requireOverwriteAnnotations is enabled ([#3658](https://github.com/CaffeineMC/sodium/pull/3658))
- Potentially fix issues with publishing by making the buildscript more similar to that used in 1.21.11
### Overview
Sodium 0.8.12-alpha.2 is a backport of modern Sodium 0.8 to Minecraft 1.21.1. This experiment has graduated to alpha status. The degree to which we commit to supporting this branch will be determined by testing and by how well it works and integrates with the ecosystem. The quality of this version is expected to further improve it gets used, we discover quirks, and receive feedback.
- Significantly improved the performance of rendering the world (up to +115%) on some computers.
- Greatly improved the rendering of transparent objects with complex models, especially when submerged in water.
- Lots and lots of improvements to the user experience in the Video Settings menu.
- Reduced latency and micro-stutter when updating chunks in the world.
- Slightly faster entity rendering, especially for transparent mobs and particles.
- Improvements for hardware and mod compatibility.
- ...And many more bug fixes and improvements...
### Using and Testing This Release
It includes the backport of our Config API and other conventions that will hopefully make it easier for mods to interact with Sodium across multiple versions. This release series doesn't get released at the same cadence as our current releases for Minecraft 26.1 and 1.21.11, and doesn't follow the same alpha/beta numbering. Mod developers can find our artifacts, such as the Config API, on [our Maven repository](https://maven.caffeinemc.net/).
Please participate in testing this release, coordinating on mod compatibility, and giving feedback on [our discord server](https://caffeinemc.net/discord).
Known incompatibilities at the time of release:
- Iris
- Voxy
- More culling, sodiumleafculling
- Create Aeronautics, Sable
### Alpha Series Changelog
- Fix BufferBuilderMixin conflicting with Iris' MixinBufferBuilder_SeparateAo when requireOverwriteAnnotations is enabled ([#3658](https://github.com/CaffeineMC/sodium/pull/3658))
- Potentially fix issues with publishing by making the buildscript more similar to that used in 1.21.11
### Overview
Sodium 0.8.12-alpha.2 is a backport of modern Sodium 0.8 to Minecraft 1.21.1. This experiment has graduated to alpha status. The degree to which we commit to supporting this branch will be determined by testing and by how well it works and integrates with the ecosystem. The quality of this version is expected to further improve it gets used, we discover quirks, and receive feedback.
- Significantly improved the performance of rendering the world (up to +115%) on some computers.
- Greatly improved the rendering of transparent objects with complex models, especially when submerged in water.
- Lots and lots of improvements to the user experience in the Video Settings menu.
- Reduced latency and micro-stutter when updating chunks in the world.
- Slightly faster entity rendering, especially for transparent mobs and particles.
- Improvements for hardware and mod compatibility.
- ...And many more bug fixes and improvements...
### Using and Testing This Release
It includes the backport of our Config API and other conventions that will hopefully make it easier for mods to interact with Sodium across multiple versions. This release series doesn't get released at the same cadence as our current releases for Minecraft 26.1 and 1.21.11, and doesn't follow the same alpha/beta numbering. Mod developers can find our artifacts, such as the Config API, on [our Maven repository](https://maven.caffeinemc.net/).
Please participate in testing this release, coordinating on mod compatibility, and giving feedback on [our discord server](https://caffeinemc.net/discord).
Known incompatibilities at the time of release:
- Iris
- Voxy
- More culling, sodiumleafculling
- Create Aeronautics, Sable
### Alpha Series Changelog
- Fix BufferBuilderMixin conflicting with Iris' MixinBufferBuilder_SeparateAo when requireOverwriteAnnotations is enabled ([#3658](https://github.com/CaffeineMC/sodium/pull/3658))
- Potentially fix issues with publishing by making the buildscript more similar to that used in 1.21.11
Sodium 0.8.12-beta.3 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.
The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
- The median (labeled p50) shows the typical frame rate ignoring the slow frames
- The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
- The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
The bug fixes include multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
- Fix the animation when fluid sprites are obtained directly via FluidModel ([#3630](https://github.com/CaffeineMC/sodium/pull/3630))
- Avoid retaining large allocations created when heavy quad splitting takes place
- Fix buffer overflow caused by BSP Node reuse when quads were split
- Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
- Fix post launch checks to actually run and fix duplicate module dialog ([#3624](https://github.com/CaffeineMC/sodium/pull/3624))
- Implement optional percentile fps display ([#3633](https://github.com/CaffeineMC/sodium/pull/3633), [#3642](https://github.com/CaffeineMC/sodium/pull/3642))
- Fix flat fluid lighting being too dark ([#3620](https://github.com/CaffeineMC/sodium/pull/3620))
- Significantly reduce memory consumption on the direct sorting fallback path
- Fix issues with fluid shaping in both "improved" and regular mode
- Fix #3612 by performing uniform binding on particle rendering ([#3637](https://github.com/CaffeineMC/sodium/pull/3637))
- Fixed #3603 (incorrect AO and skylight level around light sources) ([#3631](https://github.com/CaffeineMC/sodium/pull/3631))
- Add option to sort Entity Quads by Closest Point ([#3635](https://github.com/CaffeineMC/sodium/pull/3635))
- Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering ([#3643](https://github.com/CaffeineMC/sodium/pull/3643))
- Change fullbright blocks to only emit block light and no sky light ([#3640](https://github.com/CaffeineMC/sodium/pull/3640))
- Fix clouds being invisible behind leaves with specific resource packs
- Refactor `ImprovedItemModelBuilder` for better mod compatibility ([#3648](https://github.com/CaffeineMC/sodium/pull/3648))
Please participate in testing this release and giving feedback on [our discord server](https://caffeinemc.net/discord).
Sodium 0.8.12-beta.3 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.
The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
- The median (labeled p50) shows the typical frame rate ignoring the slow frames
- The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
- The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
The bug fixes include multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
- Fix the animation when fluid sprites are obtained directly via FluidModel ([#3630](https://github.com/CaffeineMC/sodium/pull/3630))
- Avoid retaining large allocations created when heavy quad splitting takes place
- Fix buffer overflow caused by BSP Node reuse when quads were split
- Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
- Fix post launch checks to actually run and fix duplicate module dialog ([#3624](https://github.com/CaffeineMC/sodium/pull/3624))
- Implement optional percentile fps display ([#3633](https://github.com/CaffeineMC/sodium/pull/3633), [#3642](https://github.com/CaffeineMC/sodium/pull/3642))
- Fix flat fluid lighting being too dark ([#3620](https://github.com/CaffeineMC/sodium/pull/3620))
- Significantly reduce memory consumption on the direct sorting fallback path
- Fix issues with fluid shaping in both "improved" and regular mode
- Fix #3612 by performing uniform binding on particle rendering ([#3637](https://github.com/CaffeineMC/sodium/pull/3637))
- Fixed #3603 (incorrect AO and skylight level around light sources) ([#3631](https://github.com/CaffeineMC/sodium/pull/3631))
- Add option to sort Entity Quads by Closest Point ([#3635](https://github.com/CaffeineMC/sodium/pull/3635))
- Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering ([#3643](https://github.com/CaffeineMC/sodium/pull/3643))
- Change fullbright blocks to only emit block light and no sky light ([#3640](https://github.com/CaffeineMC/sodium/pull/3640))
- Fix clouds being invisible behind leaves with specific resource packs
- Refactor `ImprovedItemModelBuilder` for better mod compatibility ([#3648](https://github.com/CaffeineMC/sodium/pull/3648))
Please participate in testing this release and giving feedback on [our discord server](https://caffeinemc.net/discord).
Sodium 0.8.12-alpha.1 is a backport of modern Sodium 0.8.12 to Minecraft 1.21.1. This experiment has graduated to alpha status. The degree to which we commit to supporting this branch will be determined by testing and by how well it works and integrates with the ecosystem. The quality of this version is expected to further improve it gets used, we discover quirks, and receive feedback.
- Significantly improved the performance of rendering the world (up to +115%) on some computers.
- Greatly improved the rendering of transparent objects with complex models, especially when submerged in water.
- Lots and lots of improvements to the user experience in the Video Settings menu.
- Reduced latency and micro-stutter when updating chunks in the world.
- Slightly faster entity rendering, especially for transparent mobs and particles.
- Improvements for hardware and mod compatibility.
- ...And many more bug fixes and improvements...
It includes the backport of our Config API and other conventions that will hopefully make it easier for mods to interact with Sodium across multiple versions. This release series doesn't get released at the same cadence as our current releases for Minecraft 26.1 and 1.21.11, and doesn't follow the same alpha/beta numbering.
Please participate in testing this release, coordinating on mod compatibility, and giving feedback on [our discord server](https://caffeinemc.net/discord).
Sodium 0.8.12-alpha.1 is a backport of modern Sodium 0.8.12 to Minecraft 1.21.1. This experiment has graduated to alpha status. The degree to which we commit to supporting this branch will be determined by testing and by how well it works and integrates with the ecosystem. The quality of this version is expected to further improve it gets used, we discover quirks, and receive feedback.
- Significantly improved the performance of rendering the world (up to +115%) on some computers.
- Greatly improved the rendering of transparent objects with complex models, especially when submerged in water.
- Lots and lots of improvements to the user experience in the Video Settings menu.
- Reduced latency and micro-stutter when updating chunks in the world.
- Slightly faster entity rendering, especially for transparent mobs and particles.
- Improvements for hardware and mod compatibility.
- ...And many more bug fixes and improvements...
It includes the backport of our Config API and other conventions that will hopefully make it easier for mods to interact with Sodium across multiple versions. This release series doesn't get released at the same cadence as our current releases for Minecraft 26.1 and 1.21.11, and doesn't follow the same alpha/beta numbering.
Please participate in testing this release, coordinating on mod compatibility, and giving feedback on [our discord server](https://caffeinemc.net/discord).
Sodium 0.8.12-beta.2 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.
The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
- The median (labeled p50) shows the typical frame rate ignoring the slow frames
- The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
- The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
The bug fixes include multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
- Avoid retaining large allocations created when heavy quad splitting takes place
- Fix buffer overflow caused by BSP Node reuse when quads were split
- Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
- Implement optional percentile fps display ([#3633](https://github.com/CaffeineMC/sodium/pull/3633), [#3642](https://github.com/CaffeineMC/sodium/pull/3642))
- Fix flat fluid lighting being too dark ([#3620](https://github.com/CaffeineMC/sodium/pull/3620))
- Significantly reduce memory consumption on the direct sorting fallback path
- Fix issues with fluid shaping in both "improved" and regular mode
- Fix #3612 by performing uniform binding on particle rendering ([#3637](https://github.com/CaffeineMC/sodium/pull/3637))
- Fixed #3603 (incorrect AO and skylight level around light sources) ([#3631](https://github.com/CaffeineMC/sodium/pull/3631))
- Add option to sort Entity Quads by Closest Point ([#3635](https://github.com/CaffeineMC/sodium/pull/3635))
- Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering ([#3643](https://github.com/CaffeineMC/sodium/pull/3643))
- Change fullbright blocks to only emit block light and no sky light ([#3640](https://github.com/CaffeineMC/sodium/pull/3640))
Sodium 0.8.12-beta.2 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.
The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
- The median (labeled p50) shows the typical frame rate ignoring the slow frames
- The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
- The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
The bug fixes include multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
- Avoid retaining large allocations created when heavy quad splitting takes place
- Fix buffer overflow caused by BSP Node reuse when quads were split
- Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
- Implement optional percentile fps display ([#3633](https://github.com/CaffeineMC/sodium/pull/3633), [#3642](https://github.com/CaffeineMC/sodium/pull/3642))
- Fix flat fluid lighting being too dark ([#3620](https://github.com/CaffeineMC/sodium/pull/3620))
- Significantly reduce memory consumption on the direct sorting fallback path
- Fix issues with fluid shaping in both "improved" and regular mode
- Fix #3612 by performing uniform binding on particle rendering ([#3637](https://github.com/CaffeineMC/sodium/pull/3637))
- Fixed #3603 (incorrect AO and skylight level around light sources) ([#3631](https://github.com/CaffeineMC/sodium/pull/3631))
- Add option to sort Entity Quads by Closest Point ([#3635](https://github.com/CaffeineMC/sodium/pull/3635))
- Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering ([#3643](https://github.com/CaffeineMC/sodium/pull/3643))
- Change fullbright blocks to only emit block light and no sky light ([#3640](https://github.com/CaffeineMC/sodium/pull/3640))
Sodium 0.8.12-beta.2 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.
The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
- The median (labeled p50) shows the typical frame rate ignoring the slow frames
- The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
- The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
The bug fixes include multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
- Fix the animation when fluid sprites are obtained directly via FluidModel ([#3630](https://github.com/CaffeineMC/sodium/pull/3630))
- Avoid retaining large allocations created when heavy quad splitting takes place
- Fix buffer overflow caused by BSP Node reuse when quads were split
- Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
- Fix post launch checks to actually run and fix duplicate module dialog ([#3624](https://github.com/CaffeineMC/sodium/pull/3624))
- Implement optional percentile fps display ([#3633](https://github.com/CaffeineMC/sodium/pull/3633), [#3642](https://github.com/CaffeineMC/sodium/pull/3642))
- Fix flat fluid lighting being too dark ([#3620](https://github.com/CaffeineMC/sodium/pull/3620))
- Significantly reduce memory consumption on the direct sorting fallback path
- Fix issues with fluid shaping in both "improved" and regular mode
- Fix #3612 by performing uniform binding on particle rendering ([#3637](https://github.com/CaffeineMC/sodium/pull/3637))
- Fixed #3603 (incorrect AO and skylight level around light sources) ([#3631](https://github.com/CaffeineMC/sodium/pull/3631))
- Add option to sort Entity Quads by Closest Point ([#3635](https://github.com/CaffeineMC/sodium/pull/3635))
- Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering ([#3643](https://github.com/CaffeineMC/sodium/pull/3643))
- Change fullbright blocks to only emit block light and no sky light ([#3640](https://github.com/CaffeineMC/sodium/pull/3640))
Sodium 0.8.12-beta.2 fixes a number of bugs, adds some new features, and improves memory usage. It also includes multiple improvements to lighting.
The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
- The median (labeled p50) shows the typical frame rate ignoring the slow frames
- The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
- The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
The bug fixes include multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
- Fix the animation when fluid sprites are obtained directly via FluidModel ([#3630](https://github.com/CaffeineMC/sodium/pull/3630))
- Avoid retaining large allocations created when heavy quad splitting takes place
- Fix buffer overflow caused by BSP Node reuse when quads were split
- Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
- Fix post launch checks to actually run and fix duplicate module dialog ([#3624](https://github.com/CaffeineMC/sodium/pull/3624))
- Implement optional percentile fps display ([#3633](https://github.com/CaffeineMC/sodium/pull/3633), [#3642](https://github.com/CaffeineMC/sodium/pull/3642))
- Fix flat fluid lighting being too dark ([#3620](https://github.com/CaffeineMC/sodium/pull/3620))
- Significantly reduce memory consumption on the direct sorting fallback path
- Fix issues with fluid shaping in both "improved" and regular mode
- Fix #3612 by performing uniform binding on particle rendering ([#3637](https://github.com/CaffeineMC/sodium/pull/3637))
- Fixed #3603 (incorrect AO and skylight level around light sources) ([#3631](https://github.com/CaffeineMC/sodium/pull/3631))
- Add option to sort Entity Quads by Closest Point ([#3635](https://github.com/CaffeineMC/sodium/pull/3635))
- Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering ([#3643](https://github.com/CaffeineMC/sodium/pull/3643))
- Change fullbright blocks to only emit block light and no sky light ([#3640](https://github.com/CaffeineMC/sodium/pull/3640))
Sodium 0.8.12-beta.1 fixes a number of bugs, adds some new features, and improves memory usage. The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
- The median (labeled p50) shows the typical frame rate ignoring the slow frames
- The 98th and 99.5th percentiles show the FPS of slow and very slow frames
The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
The bug fixes include multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
- Avoid retaining large allocations created when heavy quad splitting takes place
- Fix buffer overflow caused by BSP Node reuse when quads were split
- Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
- Implement optional percentile fps display ([#3633](https://github.com/CaffeineMC/sodium/pull/3633))
- Fix flat fluid lighting being too dark ([#3620](https://github.com/CaffeineMC/sodium/pull/3620))
- Significantly reduce memory consumption on the direct sorting fallback path
- Fix issues with fluid shaping in both "improved" and regular mode
- Fix #3612 by performing uniform binding on particle rendering ([#3637](https://github.com/CaffeineMC/sodium/pull/3637))
- Fixed #3603 (incorrect AO and skylight level around light sources) ([#3631](https://github.com/CaffeineMC/sodium/pull/3631))
- Add option to sort Entity Quads by Closest Point ([#3635](https://github.com/CaffeineMC/sodium/pull/3635))
Sodium 0.8.12-beta.1 fixes a number of bugs, adds some new features, and improves memory usage. The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
- The median (labeled p50) shows the typical frame rate ignoring the slow frames
- The 98th and 99.5th percentiles show the FPS of slow and very slow frames
The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
The bug fixes include multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
- Avoid retaining large allocations created when heavy quad splitting takes place
- Fix buffer overflow caused by BSP Node reuse when quads were split
- Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
- Implement optional percentile fps display ([#3633](https://github.com/CaffeineMC/sodium/pull/3633))
- Fix flat fluid lighting being too dark ([#3620](https://github.com/CaffeineMC/sodium/pull/3620))
- Significantly reduce memory consumption on the direct sorting fallback path
- Fix issues with fluid shaping in both "improved" and regular mode
- Fix #3612 by performing uniform binding on particle rendering ([#3637](https://github.com/CaffeineMC/sodium/pull/3637))
- Fixed #3603 (incorrect AO and skylight level around light sources) ([#3631](https://github.com/CaffeineMC/sodium/pull/3631))
- Add option to sort Entity Quads by Closest Point ([#3635](https://github.com/CaffeineMC/sodium/pull/3635))
Sodium 0.8.12-beta.1 fixes a number of bugs, adds some new features, and improves memory usage. The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
- The median (labeled p50) shows the typical frame rate ignoring the slow frames
- The 98th and 99.5th percentiles show the FPS of slow and very slow frames
The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
The bug fixes include multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
- Fix the animation when fluid sprites are obtained directly via FluidModel ([#3630](https://github.com/CaffeineMC/sodium/pull/3630))
- Avoid retaining large allocations created when heavy quad splitting takes place
- Fix buffer overflow caused by BSP Node reuse when quads were split
- Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
- Fix post launch checks to actually run and fix duplicate module dialog ([#3624](https://github.com/CaffeineMC/sodium/pull/3624))
- Implement optional percentile fps display ([#3633](https://github.com/CaffeineMC/sodium/pull/3633))
- Fix flat fluid lighting being too dark ([#3620](https://github.com/CaffeineMC/sodium/pull/3620))
- Significantly reduce memory consumption on the direct sorting fallback path
- Fix issues with fluid shaping in both "improved" and regular mode
- Fix #3612 by performing uniform binding on particle rendering ([#3637](https://github.com/CaffeineMC/sodium/pull/3637))
- Fixed #3603 (incorrect AO and skylight level around light sources) ([#3631](https://github.com/CaffeineMC/sodium/pull/3631))
- Add option to sort Entity Quads by Closest Point ([#3635](https://github.com/CaffeineMC/sodium/pull/3635))
Sodium 0.8.12-beta.1 fixes a number of bugs, adds some new features, and improves memory usage. The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
- The median (labeled p50) shows the typical frame rate ignoring the slow frames
- The 98th and 99.5th percentiles show the FPS of slow and very slow frames
The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
The bug fixes include multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
- Fix the animation when fluid sprites are obtained directly via FluidModel ([#3630](https://github.com/CaffeineMC/sodium/pull/3630))
- Avoid retaining large allocations created when heavy quad splitting takes place
- Fix buffer overflow caused by BSP Node reuse when quads were split
- Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
- Fix post launch checks to actually run and fix duplicate module dialog ([#3624](https://github.com/CaffeineMC/sodium/pull/3624))
- Implement optional percentile fps display ([#3633](https://github.com/CaffeineMC/sodium/pull/3633))
- Fix flat fluid lighting being too dark ([#3620](https://github.com/CaffeineMC/sodium/pull/3620))
- Significantly reduce memory consumption on the direct sorting fallback path
- Fix issues with fluid shaping in both "improved" and regular mode
- Fix #3612 by performing uniform binding on particle rendering ([#3637](https://github.com/CaffeineMC/sodium/pull/3637))
- Fixed #3603 (incorrect AO and skylight level around light sources) ([#3631](https://github.com/CaffeineMC/sodium/pull/3631))
- Add option to sort Entity Quads by Closest Point ([#3635](https://github.com/CaffeineMC/sodium/pull/3635))
Sodium 0.8.11 for Minecraft 1.21.11 makes some improvements to the options UI, introduces a new automatic publishing system, fixes some bugs, and introduces some small performance optimizations.
- Fix issues with improved item meshing and add documentation ([#3581](https://github.com/CaffeineMC/sodium/pull/3581))
- Update neoforge to stable
- Workflow and Gradle based publishing setup with changelog system ([#3575](https://github.com/CaffeineMC/sodium/pull/3575), [#3622](https://github.com/CaffeineMC/sodium/pull/3622))
- refactor: Lazily construct expensive ShapeComparisonCache object ([#3607](https://github.com/CaffeineMC/sodium/pull/3607))
- Invalidate cached search index sources to be properly indexed after language switch
- Jump to the mod's options when its header in the page list is clicked
- Show that an entry in the options page list leads to an external page more clearly
- Hide options search bar clear button when search bar is empty
- Implement Alt shortcuts and ESC discard behavior ([#2769](https://github.com/CaffeineMC/sodium/pull/2769)) ([#3604](https://github.com/CaffeineMC/sodium/pull/3604))
- Reset button for options with hold-shift to reset functionality
- Fix rare translucency sorting crash when repeatedly interacting with specific chunks with some resource packs ([#3609](https://github.com/CaffeineMC/sodium/pull/3609))
- Configurable filtering mode ([#3618](https://github.com/CaffeineMC/sodium/pull/3618))
- Fix animated sprite mipping ([#3619](https://github.com/CaffeineMC/sodium/pull/3619))
- Add caching to `GlStateManager#glViewport` ([#3309](https://github.com/CaffeineMC/sodium/pull/3309))
Sodium 0.8.11 for Minecraft 1.21.11 makes some improvements to the options UI, introduces a new automatic publishing system, fixes some bugs, and introduces some small performance optimizations.
- Fix issues with improved item meshing and add documentation ([#3581](https://github.com/CaffeineMC/sodium/pull/3581))
- Update neoforge to stable
- Workflow and Gradle based publishing setup with changelog system ([#3575](https://github.com/CaffeineMC/sodium/pull/3575), [#3622](https://github.com/CaffeineMC/sodium/pull/3622))
- refactor: Lazily construct expensive ShapeComparisonCache object ([#3607](https://github.com/CaffeineMC/sodium/pull/3607))
- Invalidate cached search index sources to be properly indexed after language switch
- Jump to the mod's options when its header in the page list is clicked
- Show that an entry in the options page list leads to an external page more clearly
- Hide options search bar clear button when search bar is empty
- Implement Alt shortcuts and ESC discard behavior ([#2769](https://github.com/CaffeineMC/sodium/pull/2769)) ([#3604](https://github.com/CaffeineMC/sodium/pull/3604))
- Reset button for options with hold-shift to reset functionality
- Fix rare translucency sorting crash when repeatedly interacting with specific chunks with some resource packs ([#3609](https://github.com/CaffeineMC/sodium/pull/3609))
- Configurable filtering mode ([#3618](https://github.com/CaffeineMC/sodium/pull/3618))
- Fix animated sprite mipping ([#3619](https://github.com/CaffeineMC/sodium/pull/3619))
- Add caching to `GlStateManager#glViewport` ([#3309](https://github.com/CaffeineMC/sodium/pull/3309))
Sodium 0.8.11 for Minecraft 26.1.2 makes some improvements to the options UI, introduces a new automatic publishing system, fixes some bugs, and introduces some small performance optimizations.
- Workflow and Gradle based publishing setup with changelog system ([#3575](https://github.com/CaffeineMC/sodium/pull/3575), [#3622](https://github.com/CaffeineMC/sodium/pull/3622))
- Invalidate cached search index sources to be properly indexed after language switch
- Jump to the mod's options when its header in the page list is clicked
- Show that an entry in the options page list leads to an external page more clearly
- Hide options search bar clear button when search bar is empty
- Implement Alt shortcuts and ESC discard behavior ([#2769](https://github.com/CaffeineMC/sodium/pull/2769)) ([#3604](https://github.com/CaffeineMC/sodium/pull/3604))
- Reset button for options with hold-shift to reset functionality
- Fix rare translucency sorting crash when repeatedly interacting with specific chunks with some resource packs ([#3609](https://github.com/CaffeineMC/sodium/pull/3609))
- Make the filtering mode configurable with an option and change the default to nearest
- Fix animated sprite mipping ([#3619](https://github.com/CaffeineMC/sodium/pull/3619))
- Add caching to `GlStateManager#glViewport` ([#3309](https://github.com/CaffeineMC/sodium/pull/3309))
- Add support for new fabric color provider API
- Fix tint on neoforge when blocks are rendered as items ([#3615](https://github.com/CaffeineMC/sodium/pull/3615))
- Fix the animation when fluid sprites are obtained directly via FluidModel ([#3630](https://github.com/CaffeineMC/sodium/pull/3630))
Sodium 0.8.11 for Minecraft 26.1.2 makes some improvements to the options UI, introduces a new automatic publishing system, fixes some bugs, and introduces some small performance optimizations.
- Workflow and Gradle based publishing setup with changelog system ([#3575](https://github.com/CaffeineMC/sodium/pull/3575), [#3622](https://github.com/CaffeineMC/sodium/pull/3622))
- Invalidate cached search index sources to be properly indexed after language switch
- Jump to the mod's options when its header in the page list is clicked
- Show that an entry in the options page list leads to an external page more clearly
- Hide options search bar clear button when search bar is empty
- Implement Alt shortcuts and ESC discard behavior ([#2769](https://github.com/CaffeineMC/sodium/pull/2769)) ([#3604](https://github.com/CaffeineMC/sodium/pull/3604))
- Reset button for options with hold-shift to reset functionality
- Fix rare translucency sorting crash when repeatedly interacting with specific chunks with some resource packs ([#3609](https://github.com/CaffeineMC/sodium/pull/3609))
- Make the filtering mode configurable with an option and change the default to nearest
- Fix animated sprite mipping ([#3619](https://github.com/CaffeineMC/sodium/pull/3619))
- Add caching to `GlStateManager#glViewport` ([#3309](https://github.com/CaffeineMC/sodium/pull/3309))
- Add support for new fabric color provider API
- Fix tint on neoforge when blocks are rendered as items ([#3615](https://github.com/CaffeineMC/sodium/pull/3615))
- Fix the animation when fluid sprites are obtained directly via FluidModel ([#3630](https://github.com/CaffeineMC/sodium/pull/3630))
Sodium 0.8.10 fixes some bugs. This release is primarily relevant for NeoForge.
- Support Minecraft 26.1.2
- Sources jar is now published to our Maven ([#3592](https://github.com/CaffeineMC/sodium/pull/3592))
- Lazily construct expensive ShapeComparisonCache object ([#3607](https://github.com/CaffeineMC/sodium/pull/3607))
Sodium 0.8.10 fixes some bugs and updates to the latest version of NeoForge.
- Support Minecraft 26.1.2 and NeoForge 26.1.2.29
- Fixes water color with zero-alpha being invisible on NeoForge after the port to 26.1. ([#3577](https://github.com/CaffeineMC/sodium/pull/3577))
- Sources jar is now published to our Maven ([#3592](https://github.com/CaffeineMC/sodium/pull/3592))
- Lazily construct expensive ShapeComparisonCache object ([#3607](https://github.com/CaffeineMC/sodium/pull/3607))
This release fixes bugs and makes some miscellaneous improvements.
- Fixed vanilla performance regression in item models when using high resolution texture packs ([PR](https://github.com/CaffeineMC/sodium/pull/3551))
- Better error messages for option override/overlay conflicts
- Only show amd workarounds message on windows ([PR](https://github.com/CaffeineMC/sodium/pull/3553))
- Improved down-facing inner fluid face heuristic ([PR](https://github.com/CaffeineMC/sodium/pull/3552))
- Fix severe performance issue on 26.1 due to Java 25
This release fixes bugs and makes some miscellaneous improvements.
- Fixed vanilla performance regression in item models when using high resolution texture packs ([PR](https://github.com/CaffeineMC/sodium/pull/3551))
- Better error messages for option override/overlay conflicts
- Only show amd workarounds message on windows ([PR](https://github.com/CaffeineMC/sodium/pull/3553))
- Improved down-facing inner fluid face heuristic ([PR](https://github.com/CaffeineMC/sodium/pull/3552))
- Fixes a crash with Fabric API 0.145.0+
- Fix severe performance issue on 26.1 due to Java 25
This release updates to Minecraft 26.1, as well as fixing a few bugs.
- Improved the error message about LWJGL being the wrong version ([PR](https://github.com/CaffeineMC/sodium/pull/3527))
- Improved fluid culling and shaping ([PR](https://github.com/CaffeineMC/sodium/pull/2931))
- Improved mod compatibility ([PR](https://github.com/CaffeineMC/sodium/pull/3540), [PR](https://github.com/CaffeineMC/sodium/pull/3539))
- Fixed an issue with the fog distance ([PR](https://github.com/CaffeineMC/sodium/pull/3510))
- Fixed a number of smaller issues and performed refactoring
This release updates to Minecraft 26.1, as well as fixing a few bugs.
- Improved the error message about LWJGL being the wrong version ([PR](https://github.com/CaffeineMC/sodium/pull/3527))
- Improved fluid culling and shaping ([PR](https://github.com/CaffeineMC/sodium/pull/2931))
- Improved mod compatibility ([PR](https://github.com/CaffeineMC/sodium/pull/3540), [PR](https://github.com/CaffeineMC/sodium/pull/3539))
- Fixed an issue with the fog distance ([PR](https://github.com/CaffeineMC/sodium/pull/3510))
- Fixed a number of smaller issues and performed refactoring
This release updates to Minecraft 26.1, as well as fixing a few bugs.
- Improved the error message about LWJGL being the wrong version ([PR](https://github.com/CaffeineMC/sodium/pull/3527))
- Improved fluid culling and shaping ([PR](https://github.com/CaffeineMC/sodium/pull/2931))
- Improved mod compatibility ([PR](https://github.com/CaffeineMC/sodium/pull/3540), [PR](https://github.com/CaffeineMC/sodium/pull/3539))
- Fixed an issue with the fog distance ([PR](https://github.com/CaffeineMC/sodium/pull/3510))
- Fixed a number of smaller issues and performed refactoring
This release makes some improvements to the options UI and fixes issues in the UI, translucency sorting, occlusion culling, and regarding mod compatibility.
This release makes some improvements to the options UI and fixes issues in the UI, translucency sorting, occlusion culling, and regarding mod compatibility.
This release adds support for the Fabric Rendering API on 1.21.11, works around a bug where blocks would turn invisible with certain launchers on certain AMD drivers, and fixes many bugs with the new configuration screen.
This release adds support for the Fabric Rendering API on 1.21.11, works around a bug where blocks would turn invisible with certain launchers on certain AMD drivers, and fixes many bugs with the new configuration screen.
- Improved the appearance of mipmaps when viewed at extreme angles, especially when looking at fire or tall grass blocks (JellySquid)
- Fixed a crash that could occur under specific circumstances when alpha-blended blocks were re-sorted (Douira)
- Reduced the amount of visual flickering that occurs when pistons and other animated blocks are updated in the world (Douira)
- Reduced the number of nuisance warnings caused by the resource pack compatibility checks (Douira)
- Fixed a problem that caused model faces to render in a different order, which caused some resource packs to break (2190303755)
- Added support for Fabric's Item Rendering APIs, which at the time of Minecraft 1.21.9's release were not yet fully implemented in Indigo (IMS, Pepper)
- Improved the appearance of mipmaps when viewed at extreme angles, especially when looking at fire or tall grass blocks (JellySquid)
- Fixed a crash that could occur under specific circumstances when alpha-blended blocks were re-sorted (Douira)
- Reduced the amount of visual flickering that occurs when pistons and other animated blocks are updated in the world (Douira)
- Reduced the number of nuisance warnings caused by the resource pack compatibility checks (Douira)
- Fixed a problem that caused model faces to render in a different order, which caused some resource packs to break (2190303755)
- Added support for Fabric's Item Rendering APIs, which at the time of Minecraft 1.21.9's release were not yet fully implemented in Indigo (IMS, Pepper)
- Improved the appearance of mipmaps when viewed at extreme angles, especially when looking at fire or tall grass blocks (JellySquid)
- Fixed a crash that could occur under specific circumstances when alpha-blended blocks were re-sorted (Douira)
- Reduced the amount of visual flickering that occurs when pistons and other animated blocks are updated in the world (Douira)
- Reduced the number of nuisance warnings caused by the resource pack compatibility checks (Douira)
- Fixed a problem that caused model faces to render in a different order, which caused some resource packs to break (2190303755)
- Added support for Fabric's Item Rendering APIs, which at the time of Minecraft 1.21.9's release were not yet fully implemented in Indigo (IMS, Pepper)
- Improved the appearance of mipmaps when viewed at extreme angles, especially when looking at fire or tall grass blocks (JellySquid)
- Fixed a crash that could occur under specific circumstances when alpha-blended blocks were re-sorted (Douira)
- Reduced the amount of visual flickering that occurs when pistons and other animated blocks are updated in the world (Douira)
- Reduced the number of nuisance warnings caused by the resource pack compatibility checks (Douira)
- Fixed a problem that caused model faces to render in a different order, which caused some resource packs to break (2190303755)
- Added support for Fabric's Item Rendering APIs, which at the time of Minecraft 1.21.9's release were not yet fully implemented in Indigo (IMS, Pepper)
This release brings a variety of performance optimizations, new features, and bug fixes.
We've spent a lot of time developing and testing this release, with some changes having been worked on and tuned for over a year. Thanks to our community members who contributed features and bug fixes to this release! If you are a mod author who finds their mod no longer works with Sodium 0.7, please [open an issue](https://github.com/CaffeineMC/sodium/issues) so that we can work with you to fix it.
This is an overview of the biggest changes in this release:
- Complex translucent geometry, such as waterlogged stained glass panes and many types of modded blocks, are now correctly rendered with no measurable performance impact in typical scenarios. We've implemented a quad splitting approach into our translucency sorting solution, resulting in perfect translucency even where it was previously not possible. This provides a significant improvement in graphical fidelity in vanilla and modded scenarios.
- Many aspects of the chunk meshing task system have been updated to work independently of the frame rate. This means even at lower frame rates or with few threads chunks will be meshed without delay or overloading. Our carefully tuned scheduler uses machine learning to improve frame time stability even when loading new chunks.
- Terrain rendering itself has received some optimizations that improve the frame rate for some systems, and when the camera is not moving by using a new per-region cache.
- New optimizations to entity and particle rendering improve performance in heavy scenes.
# New Optimizations and Features
- Added translucency sorting with quad splitting to correctly display intersecting and complex geometry (douira)
- Improved performance of terrain rendering on some systems (combined draw commands) (douira)
- Improved performance of terrain rendering when the camera is not moving (draw batch caching) (douira)
- Improved performance of entity rendering by faster vertex sorting (JellySquid)
- Improved chunk load performance & frame stability by task effort estimation and frame-rate independent task scheduling (douira)
- Improved frame time stability by limiting the uploaded chunks using size estimation (douira)
- Improved performance of particle rendering (MoePus)
# Changes and Fixes
- Reduced unnecessary memory usage in the upload buffer (IMS, douira)
- Optimized and fixed some block models (muzikbike)
- Improved accessibility, correctness, and translatability of the options (MeeniMc, Madis0, contariaa)
- Added debug mode and safety features to prevent and detect off-thread rendering bugs (JellySquid)
- Improved mod compatibility with the sprite animation optimizations (contariaa)
# Other Bugs Fixed
- Fixed small memory leak (JellySquid)
- Fixed some bugs with translucency sorting at large coordinates and with some specific geometry (douira)
- Fixed terrain rendering when the camera is outside the loaded area using bitmap trees (douira)
- Fixed jittery fog animation (cortex, douira)
- Fixed multiple bugs with missed chunk updates and race conditions (douira)
This release brings a variety of performance optimizations, new features, and bug fixes.
We've spent a lot of time developing and testing this release, with some changes having been worked on and tuned for over a year. Thanks to our community members who contributed features and bug fixes to this release! If you are a mod author who finds their mod no longer works with Sodium 0.7, please [open an issue](https://github.com/CaffeineMC/sodium/issues) so that we can work with you to fix it.
This is an overview of the biggest changes in this release:
- Complex translucent geometry, such as waterlogged stained glass panes and many types of modded blocks, are now correctly rendered with no measurable performance impact in typical scenarios. We've implemented a quad splitting approach into our translucency sorting solution, resulting in perfect translucency even where it was previously not possible. This provides a significant improvement in graphical fidelity in vanilla and modded scenarios.
- Many aspects of the chunk meshing task system have been updated to work independently of the frame rate. This means even at lower frame rates or with few threads chunks will be meshed without delay or overloading. Our carefully tuned scheduler uses machine learning to improve frame time stability even when loading new chunks.
- Terrain rendering itself has received some optimizations that improve the frame rate for some systems, and when the camera is not moving by using a new per-region cache.
- New optimizations to entity and particle rendering improve performance in heavy scenes.
# New Optimizations and Features
- Added translucency sorting with quad splitting to correctly display intersecting and complex geometry (douira)
- Improved performance of terrain rendering on some systems (combined draw commands) (douira)
- Improved performance of terrain rendering when the camera is not moving (draw batch caching) (douira)
- Improved performance of entity rendering by faster vertex sorting (JellySquid)
- Improved chunk load performance & frame stability by task effort estimation and frame-rate independent task scheduling (douira)
- Improved frame time stability by limiting the uploaded chunks using size estimation (douira)
- Improved performance of particle rendering (MoePus)
# Changes and Fixes
- Reduced unnecessary memory usage in the upload buffer (IMS, douira)
- Optimized and fixed some block models (muzikbike)
- Improved accessibility, correctness, and translatability of the options (MeeniMc, Madis0, contariaa)
- Added debug mode and safety features to prevent and detect off-thread rendering bugs (JellySquid)
- Improved mod compatibility with the sprite animation optimizations (contariaa)
# Other Bugs Fixed
- Fixed small memory leak (JellySquid)
- Fixed some bugs with translucency sorting at large coordinates and with some specific geometry (douira)
- Fixed terrain rendering when the camera is outside the loaded area using bitmap trees (douira)
- Fixed jittery fog animation (cortex, douira)
- Fixed multiple bugs with missed chunk updates and race conditions (douira)
This release brings a variety of performance optimizations, new features, and bug fixes.
We've spent a lot of time developing and testing this release, with some changes having been worked on and tuned for over a year. Thanks to our community members who contributed features and bug fixes to this release! If you are a mod author who finds their mod no longer works with Sodium 0.7, please [open an issue](https://github.com/CaffeineMC/sodium/issues) so that we can work with you to fix it.
This is an overview of the biggest changes in this release:
- Complex translucent geometry, such as waterlogged stained glass panes and many types of modded blocks, are now correctly rendered with no measurable performance impact in typical scenarios. We've implemented a quad splitting approach into our translucency sorting solution, resulting in perfect translucency even where it was previously not possible. This provides a significant improvement in graphical fidelity in vanilla and modded scenarios.
- Many aspects of the chunk meshing task system have been updated to work independently of the frame rate. This means even at lower frame rates or with few threads chunks will be meshed without delay or overloading. Our carefully tuned scheduler uses machine learning to improve frame time stability even when loading new chunks.
- Terrain rendering itself has received some optimizations that improve the frame rate for some systems, and when the camera is not moving by using a new per-region cache.
- New optimizations to entity and particle rendering improve performance in heavy scenes.
# New Optimizations and Features
- Added translucency sorting with quad splitting to correctly display intersecting and complex geometry (douira)
- Improved performance of terrain rendering on some systems (combined draw commands) (douira)
- Improved performance of terrain rendering when the camera is not moving (draw batch caching) (douira)
- Improved performance of entity rendering by faster vertex sorting (JellySquid)
- Improved chunk load performance & frame stability by task effort estimation and frame-rate independent task scheduling (douira)
- Improved frame time stability by limiting the uploaded chunks using size estimation (douira)
- Improved performance of particle rendering (MoePus)
# Changes and Fixes
- Reduced unnecessary memory usage in the upload buffer (IMS, douira)
- Optimized and fixed some block models (muzikbike)
- Improved accessibility, correctness, and translatability of the options (MeeniMc, Madis0, contariaa)
- Added debug mode and safety features to prevent and detect off-thread rendering bugs (JellySquid)
- Improved mod compatibility with the sprite animation optimizations (contariaa)
# Other Bugs Fixed
- Fixed small memory leak (JellySquid)
- Fixed some bugs with translucency sorting at large coordinates and with some specific geometry (douira)
- Fixed terrain rendering when the camera is outside the loaded area using bitmap trees (douira)
- Fixed jittery fog animation (cortex, douira)
- Fixed multiple bugs with missed chunk updates and race conditions (douira)
**Note:** Due to various performance regressions introduced in Minecraft 1.21.5 (which our team is still investigating), we recommend that players use an older, more stable version of Minecraft if performance is important.
This release is also compatible with Minecraft 1.21.7 and 1.21.8.
---
### Highlights
- Added support for Minecraft 1.21.6.
**Note:** Due to various performance regressions introduced in Minecraft 1.21.5 (which our team is still investigating), we recommend that players use an older, more stable version of Minecraft if performance is important.
This release is also compatible with Minecraft 1.21.7 and 1.21.8.
---
### Highlights
- Added support for Minecraft 1.21.6.
**Note:** This release is marked as _Beta_ due to performance regressions introduced in Minecraft 1.21.5 that our team is still investigating. We recommend that players use an older, more stable version of Minecraft if performance is important.
---
- Improved compatibility with some NeoForge mods that use the Fabric Rendering API.
- Improved compatibility with some Fabric mods when they're used on NeoForge with Sinytra Connector.
- Fixed an incompatibility with _Snow Real Magic!_ and some other mods that would cause holes to appear in the world.
- Fixed an issue with mods that use animated sprites in the user interface which was causing their sprites to not be animated.
- Disabled the use of certain developer options in production which were being modified unnecessarily by other mods.
- Marked PojavLauncher as incompatible due to multiple severe and unresolved issues.
- Marked BetterEnd as incompatible due to it enabling code when Sodium is present that causes frequent and difficult to understand crashes.
- Added a warning for when resource packs try to replace the shaders used by Sodium's improved cloud renderer.
**Note:** This release is marked as _Beta_ due to performance regressions introduced in Minecraft 1.21.5 that our team is still investigating. We recommend that players use an older, more stable version of Minecraft if performance is important.
---
- Improved compatibility with some NeoForge mods that use the Fabric Rendering API.
- Improved compatibility with some Fabric mods when they're used on NeoForge with Sinytra Connector.
- Fixed an incompatibility with _Snow Real Magic!_ and some other mods that would cause holes to appear in the world.
- Fixed an issue with mods that use animated sprites in the user interface which was causing their sprites to not be animated.
- Disabled the use of certain developer options in production which were being modified unnecessarily by other mods.
- Marked PojavLauncher as incompatible due to multiple severe and unresolved issues.
- Marked BetterEnd as incompatible due to it enabling code when Sodium is present that causes frequent and difficult to understand crashes.
- Added a warning for when resource packs try to replace the shaders used by Sodium's improved cloud renderer.
- Improved compatibility with some NeoForge mods that use the Fabric Rendering API.
- Improved compatibility with some Fabric mods when they're used on NeoForge with Sinytra Connector.
- Fixed an incompatibility with _Snow Real Magic!_ and some other mods that would cause holes to appear in the world.
- Fixed an issue with mods that use animated sprites in the user interface which was causing their sprites to not be animated.
- Disabled the use of certain developer options in production which were being modified unnecessarily by other mods.
- Marked PojavLauncher as incompatible due to multiple severe and unresolved issues.
- Marked BetterEnd as incompatible due to it enabling code when Sodium is present that causes frequent and difficult to understand crashes.
- Added a warning for when resource packs try to replace the shaders used by Sodium's improved cloud renderer.
- Improved compatibility with some NeoForge mods that use the Fabric Rendering API.
- Improved compatibility with some Fabric mods when they're used on NeoForge with Sinytra Connector.
- Fixed an incompatibility with _Snow Real Magic!_ and some other mods that would cause holes to appear in the world.
- Fixed an issue with mods that use animated sprites in the user interface which was causing their sprites to not be animated.
- Disabled the use of certain developer options in production which were being modified unnecessarily by other mods.
- Marked PojavLauncher as incompatible due to multiple severe and unresolved issues.
- Marked BetterEnd as incompatible due to it enabling code when Sodium is present that causes frequent and difficult to understand crashes.
- Added a warning for when resource packs try to replace the shaders used by Sodium's improved cloud renderer.
- Improved compatibility with some NeoForge mods that use the Fabric Rendering API.
- Improved compatibility with some Fabric mods when they're used on NeoForge with Sinytra Connector.
- Fixed an incompatibility with _Snow Real Magic!_ and some other mods that would cause holes to appear in the world.
- Fixed an issue with mods that use animated sprites in the user interface which was causing their sprites to not be animated.
- Disabled the use of certain developer options in production which were being modified unnecessarily by other mods.
- Marked PojavLauncher as incompatible due to multiple severe and unresolved issues.
- Marked BetterEnd as incompatible due to it enabling code when Sodium is present that causes frequent and difficult to understand crashes.
- Added a warning for when resource packs try to replace the shaders used by Sodium's improved cloud renderer.
- Improved compatibility with some NeoForge mods that use the Fabric Rendering API.
- Improved compatibility with some Fabric mods when they're used on NeoForge with Sinytra Connector.
- Fixed an incompatibility with _Snow Real Magic!_ and some other mods that would cause holes to appear in the world.
- Fixed an issue with mods that use animated sprites in the user interface which was causing their sprites to not be animated.
- Disabled the use of certain developer options in production which were being modified unnecessarily by other mods.
- Marked PojavLauncher as incompatible due to multiple severe and unresolved issues.
- Marked BetterEnd as incompatible due to it enabling code when Sodium is present that causes frequent and difficult to understand crashes.
- Added a warning for when resource packs try to replace the shaders used by Sodium's improved cloud renderer.
- Improved compatibility with some NeoForge mods that use the Fabric Rendering API.
- Improved compatibility with some Fabric mods when they're used on NeoForge with Sinytra Connector.
- Fixed an incompatibility with _Snow Real Magic!_ and some other mods that would cause holes to appear in the world.
- Fixed an issue with mods that use animated sprites in the user interface which was causing their sprites to not be animated.
- Disabled the use of certain developer options in production which were being modified unnecessarily by other mods.
- Marked PojavLauncher as incompatible due to multiple severe and unresolved issues.
- Marked BetterEnd as incompatible due to it enabling code when Sodium is present that causes frequent and difficult to understand crashes.
- Added a warning for when resource packs try to replace the shaders used by Sodium's improved cloud renderer.
- Improved compatibility with some NeoForge mods that use the Fabric Rendering API.
- Improved compatibility with some Fabric mods when they're used on NeoForge with Sinytra Connector.
- Fixed an incompatibility with _Snow Real Magic!_ and some other mods that would cause holes to appear in the world.
- Fixed an issue with mods that use animated sprites in the user interface which was causing their sprites to not be animated.
- Disabled the use of certain developer options in production which were being modified unnecessarily by other mods.
- Marked PojavLauncher as incompatible due to multiple severe and unresolved issues.
- Marked BetterEnd as incompatible due to it enabling code when Sodium is present that causes frequent and difficult to understand crashes.
- Added a warning for when resource packs try to replace the shaders used by Sodium's improved cloud renderer.
- Fixed an issue that would cause graphical corruption when holding items in some situations.
- Fixed a bug that was causing a very large number of OpenGL errors to be logged to disk.
- Fixed an issue that would cause graphical corruption when holding items in some situations.
- Fixed a bug that was causing a very large number of OpenGL errors to be logged to disk.
This release introduces support for Minecraft 1.21.5. For the time being, this version of Sodium is considered _beta-quality_ while the ecosystem takes some time to stabilize.
This release introduces support for Minecraft 1.21.5. For the time being, this version of Sodium is considered _beta-quality_ while the ecosystem takes some time to stabilize.
This is a stable release which back-ports many fixes and improvements from newer versions of Sodium.
For more information about the (many) changes in this release, please see the change-log for [Sodium 0.5.12 Beta 2](https://modrinth.com/mod/sodium/version/mc1.20.1-0.5.12-beta.2-fabric).
We recommend that players and mod pack authors update to this version, as some changes can significantly improve performance and stability.
## Mod Compatibility
Special care has been taken with this update to ensure mod compatibility is not affected. Most users should be able to upgrade to this release without any issues. However, there are some exceptions for mods that heavily touch the internals of Sodium.
- ⚠️ If using the _Indium_ mod, you must update to version 1.0.36 or newer.
- ⚠️ If using the _Iris_ mod, you must update to version 1.7.6 or newer.
## Highlights
- Fixed a problem that caused some block entities to render as if they were inside out.
- Fixed a problem that caused some mods with custom fluids to render with the incorrect colors.
This version backports many improvements and bug fixes from newer versions of Sodium 0.6. We recommend that players and mod pack authors update to this version, as some changes can significantly improve performance and stability.
## Mod Compatibility
Special care has been taken to minimize the number of breaking changes for other mods, so there should be few issues upgrading to this release for the vast majority of users. However, there are some exceptions:
- ⚠️ If using the _Indium_ mod, you must update to version 1.0.36 or newer.
- ⚠️ If using the _Iris_ mod, you must update to version 1.7.6 or newer.
## Highlights
- The quality of terrain rendering has been significantly improved (adding greater vertex and texture precision). This fixes many issues with special block models, and especially with modded content. With large mod packs or resource packs, there is significantly reduced texture bleeding between blocks when compared to the previous release.
- Virtual memory utilization has been dramatically reduced while loading chunks. This can have a large impact on how quickly chunks are loaded on the client, and on many systems, can reduce the amount of micro-stutter significantly.
- Improved performance on integrated Intel GPUs significantly with additional terrain rendering optimizations (up to 10-15% faster, depending on the render distance) and enhanced framebuffer copies (up to 3-5% faster, regardless of render distance).
- Occlusion culling has been improved slightly, reducing the number of rendered sections by up to 10-15%, especially when using higher render distances.
- All improvements for hardware and driver compatibility from Sodium 0.6+ have been back-ported in this release, helping to improve the user experience considerably.
## Other changes
- Fixed the handling of sub-texel offsets in terrain rendering, which caused texture seams to appear between blocks when very large texture atlases were used (common in large mod packs).
- Fixed a problem where z-fighting would occur with some block overlays, such as emissive textures.
- Fixed the rendering of block models which have quads with different shading modes (i.e. VT's Bushy Leaves, Bray's World...)
- Fixed an issue where some chunks would not render correctly immediately after the projection matrix was changed (such as when putting down a Spyglass.)
- Fixed a bug where very large block entities in nearby chunk sections would be incorrectly culled.
- Startup warnings about incompatible NVIDIA or Intel GPU driver versions will now only be shown if the GPU is actually in use.
- Error messages at startup are more helpful now, especially when showing errors about incompatible graphics drivers.
- Fixed a crash at startup with ARM CPUs on Windows that don't support OpenGL without the use of a translation layer.
- Fixed a bug that prevented the "Help" button in dialog boxes from opening the default web browser on Windows.
- Fixed many issues around the handling of chunks with large amounts of geometry, fixing some rare crashes and graphical issues.
- Added a workaround for users who have installed ASUS GPU Tweak III on their computer, since it causes extremely poor performance and crashes with Minecraft.
- Improved the driver workarounds for NVIDIA GPUs on Windows, potentially improving performance on laptops with hybrid graphics.
- Improved compatibility with some resource packs that use custom shaders in entity rendering.
- Added support for the Sprite Tracking API (originally introduced in Sodium 0.6.9.)
- Fixed the handling of sub-texel offsets in terrain rendering, which caused texture seams to appear between blocks when very large texture atlases were used (common in large mod packs).
- On macOS, fixed an issue that would cause texture seams to frequently appear between most blocks, regardless of what mods or texture packs are used.
- Fixed an issue that caused textures on cross-block models (such as Flowers) and block overlays (such as the side of Grass Blocks) to be misaligned.
- Fixed an issue that caused textures on different faces of the same block to appear misaligned with each other.
- Fixed an issue that caused textures to appear slightly too zoomed-in on some blocks.
- Added a utility class which other mods can use to ensure their animated textures are updated correctly when using custom rendering.
- Other mods should replace their usages of the [internal SpriteUtil](https://github.com/CaffeineMC/sodium/blob/dev/common/src/main/java/net/caffeinemc/mods/sodium/client/render/texture/SpriteUtil.java) with the [public SpriteUtil](https://github.com/CaffeineMC/sodium/blob/dev/common/src/api/java/net/caffeinemc/mods/sodium/api/texture/SpriteUtil.java), as the internal class will be removed in Sodium 0.7.
- Fixed the detection of Intel Xe2 graphics cards (again.)
- Fixed the handling of sub-texel offsets in terrain rendering, which caused texture seams to appear between blocks when very large texture atlases were used (common in large mod packs).
- On macOS, fixed an issue that would cause texture seams to frequently appear between most blocks, regardless of what mods or texture packs are used.
- Fixed an issue that caused textures on cross-block models (such as Flowers) and block overlays (such as the side of Grass Blocks) to be misaligned.
- Fixed an issue that caused textures on different faces of the same block to appear misaligned with each other.
- Fixed an issue that caused textures to appear slightly too zoomed-in on some blocks.
- Added a utility class which other mods can use to ensure their animated textures are updated correctly when using custom rendering.
- Other mods should replace their usages of the [internal SpriteUtil](https://github.com/CaffeineMC/sodium/blob/dev/common/src/main/java/net/caffeinemc/mods/sodium/client/render/texture/SpriteUtil.java) with the [public SpriteUtil](https://github.com/CaffeineMC/sodium/blob/dev/common/src/api/java/net/caffeinemc/mods/sodium/api/texture/SpriteUtil.java), as the internal class will be removed in Sodium 0.7.
- Fixed the detection of Intel Xe2 graphics cards (again.)
- Fixed the handling of sub-texel offsets in terrain rendering, which caused texture seams to appear between blocks when very large texture atlases were used (common in large mod packs).
- On macOS, fixed an issue that would cause texture seams to frequently appear between most blocks, regardless of what mods or texture packs are used.
- Fixed an issue that caused textures on cross-block models (such as Flowers) and block overlays (such as the side of Grass Blocks) to be misaligned.
- Fixed an issue that caused textures on different faces of the same block to appear misaligned with each other.
- Fixed an issue that caused textures to appear slightly too zoomed-in on some blocks.
- Added a utility class which other mods can use to ensure their animated textures are updated correctly when using custom rendering.
- Other mods should replace their usages of the [internal SpriteUtil](https://github.com/CaffeineMC/sodium/blob/dev/common/src/main/java/net/caffeinemc/mods/sodium/client/render/texture/SpriteUtil.java) with the [public SpriteUtil](https://github.com/CaffeineMC/sodium/blob/dev/common/src/api/java/net/caffeinemc/mods/sodium/api/texture/SpriteUtil.java), as the internal class will be removed in Sodium 0.7.
- Fixed the detection of Intel Xe2 graphics cards (again.)
- Fixed the handling of sub-texel offsets in terrain rendering, which caused texture seams to appear between blocks when very large texture atlases were used (common in large mod packs).
- On macOS, fixed an issue that would cause texture seams to frequently appear between most blocks, regardless of what mods or texture packs are used.
- Fixed an issue that caused textures on cross-block models (such as Flowers) and block overlays (such as the side of Grass Blocks) to be misaligned.
- Fixed an issue that caused textures on different faces of the same block to appear misaligned with each other.
- Fixed an issue that caused textures to appear slightly too zoomed-in on some blocks.
- Added a utility class which other mods can use to ensure their animated textures are updated correctly when using custom rendering.
- Other mods should replace their usages of the [internal SpriteUtil](https://github.com/CaffeineMC/sodium/blob/dev/common/src/main/java/net/caffeinemc/mods/sodium/client/render/texture/SpriteUtil.java) with the [public SpriteUtil](https://github.com/CaffeineMC/sodium/blob/dev/common/src/api/java/net/caffeinemc/mods/sodium/api/texture/SpriteUtil.java), as the internal class will be removed in Sodium 0.7.
- Fixed the detection of Intel Xe2 graphics cards (again.)
- Fixed the handling of sub-texel offsets in terrain rendering, which caused texture seams to appear between blocks when very large texture atlases were used (common in large mod packs).
- On macOS, fixed an issue that would cause texture seams to frequently appear between most blocks, regardless of what mods or texture packs are used.
- Fixed an issue that caused textures on cross-block models (such as Flowers) and block overlays (such as the side of Grass Blocks) to be misaligned.
- Fixed an issue that caused textures on different faces of the same block to appear misaligned with each other.
- Fixed an issue that caused textures to appear slightly too zoomed-in on some blocks.
- Added a utility class which other mods can use to ensure their animated textures are updated correctly when using custom rendering.
- Other mods should replace their usages of the [internal SpriteUtil](https://github.com/CaffeineMC/sodium/blob/dev/common/src/main/java/net/caffeinemc/mods/sodium/client/render/texture/SpriteUtil.java) with the [public SpriteUtil](https://github.com/CaffeineMC/sodium/blob/dev/common/src/api/java/net/caffeinemc/mods/sodium/api/texture/SpriteUtil.java), as the internal class will be removed in Sodium 0.7.
- Fixed the detection of Intel Xe2 graphics cards (again.)
- Fixed the handling of sub-texel offsets in terrain rendering, which caused texture seams to appear between blocks when very large texture atlases were used (common in large mod packs).
- On macOS, fixed an issue that would cause texture seams to frequently appear between most blocks, regardless of what mods or texture packs are used.
- Fixed an issue that caused textures on cross-block models (such as Flowers) and block overlays (such as the side of Grass Blocks) to be misaligned.
- Fixed an issue that caused textures on different faces of the same block to appear misaligned with each other.
- Fixed an issue that caused textures to appear slightly too zoomed-in on some blocks.
- Added a utility class which other mods can use to ensure their animated textures are updated correctly when using custom rendering.
- Other mods should replace their usages of the [internal SpriteUtil](https://github.com/CaffeineMC/sodium/blob/dev/common/src/main/java/net/caffeinemc/mods/sodium/client/render/texture/SpriteUtil.java) with the [public SpriteUtil](https://github.com/CaffeineMC/sodium/blob/dev/common/src/api/java/net/caffeinemc/mods/sodium/api/texture/SpriteUtil.java), as the internal class will be removed in Sodium 0.7.
- Fixed the detection of Intel Xe2 graphics cards (again.)
- Fixed a problem where material downgrading would not correctly handle custom block models that use multiple render layers on NeoForge. (i.e. Red Observer in XyCraft.)
- Fixed the handling of custom DelegateBakedModel implementations which also provide their own BakedModel#getQuads implementation, which affected mods like _Framed Blocks_ on Minecraft 1.21.4.
- Fixed certain replacement models (Hoppers, Cauldrons, etc) not using the texture names that mods and resource packs expect.
- Fixed graphical corruption with translucent blocks that would only appear on 32-bit operating systems.
- Improved error diagnostics for a common mod compatibility issue that is causing game crashes.
- Improved compatibility with mods that change behavior of the item renderer.
- Improved compatibility with mods that implement animated sprites using custom logic.
- Added support to the graphics adapter probe for detecting Intel Xe2 graphics.
- Fixed a problem where material downgrading would not correctly handle custom block models that use multiple render layers on NeoForge. (i.e. Red Observer in XyCraft.)
- Fixed the handling of custom DelegateBakedModel implementations which also provide their own BakedModel#getQuads implementation, which affected mods like _Framed Blocks_ on Minecraft 1.21.4.
- Fixed certain replacement models (Hoppers, Cauldrons, etc) not using the texture names that mods and resource packs expect.
- Fixed graphical corruption with translucent blocks that would only appear on 32-bit operating systems.
- Improved error diagnostics for a common mod compatibility issue that is causing game crashes.
- Improved compatibility with mods that change behavior of the item renderer.
- Improved compatibility with mods that implement animated sprites using custom logic.
- Added support to the graphics adapter probe for detecting Intel Xe2 graphics.
- Fixed a problem where material downgrading would not correctly handle custom block models that use multiple render layers on NeoForge. (i.e. Red Observer in XyCraft.)
- Fixed the handling of custom DelegateBakedModel implementations which also provide their own BakedModel#getQuads implementation, which affected mods like _Framed Blocks_ on Minecraft 1.21.4.
- Fixed certain replacement models (Hoppers, Cauldrons, etc) not using the texture names that mods and resource packs expect.
- Fixed graphical corruption with translucent blocks that would only appear on 32-bit operating systems.
- Improved error diagnostics for a common mod compatibility issue that is causing game crashes.
- Improved compatibility with mods that change behavior of the item renderer.
- Improved compatibility with mods that implement animated sprites using custom logic.
- Added support to the graphics adapter probe for detecting Intel Xe2 graphics.