(hopefully) bug fixs, performance and smoothness improvements
* geometry buffer and texture atlas reuse, should improve reload times
* min render distance is now 20
* model baking is now done via software rendering resulting in much faster inital geometry building and smoother fps
* mixins now reqire annotations for overwrites
* errors in model baking or node processing will now propagate the errors instead of just displaying them
* CRITICAL fix for when changing voxy render distance crashing the game
* small improvement to serialization performance
* critical fixes for taa for shaders
* critical fixes for hiz traversal and culling should result in much quicker lod load times and performance when in caves or surrounded by non lod terrain
* moved render statistics and gpu timings into gpu_debug f3 option
* optimized the full pass stencil and depth per frame setup
* added `{player_uuid}` as a storage property
* attempted improvements for nv linux by limiting max geometry size to 2gb (this may change in future)
* fix for linux who dont have libc.so.6
* fix not reloading renderer when sodium shared thread config changed
* incremented shader voxy define version to 2
* added `skipShaderDepthHackFix` to shader json
* prints warning if your vanilla rd is <3
* stairs are now rendered as the baseState (a full block) instead of as very broken looking models
* render distance is now more "circular"
* render distance settings increment has been changed from 32 to 2
* stencil fixes
* fixes when using flawlessframes (mainly effects replaymod and flashbacks looking broken during export)
* missing shader reload while on the main menu leading to broken shaders when disabiling voxy on the main menu
* `VOXY` shader define is now `1`
* section meshing is paused while there are lots of models baking
* fix amd driver yelling about stupid things
* added debug command to verify the structure of the stored lods (children existance mask)
* fix ingesting chunks on death leading to ingesting empty lods
* small memory reuse optimization in the serialization pipeline
* sodium 0.8.6
* very very rare deadlock fix when save queue fills up
* fix iris lightmap sampler not being added
* slight changes to how save atomics work
* update to sodium 0.8.4
* Added `/voxy import current` command which is a single player only command to import the current dimension of the current world
- shader fixes
- ssao tweeks
- renderdoc fix
- dont use sparse on linux nv
- special case darkness/blindness effect even when no fog rendering is enabled
- incorrect sampler fixes
- fixes for intel linx
- sampler fixes for shader depth buffers
- critical fix for lods loading incorrectly when joining and leaving different servers
- cpulayout should now never cause the game to crash even on failure
- set the default lod block lighting to full sky no blocklight
- dont log stacktrace on sqlite load fail
Special release fo 1.21.10 to fix some of the shader bugs present in 0.2.6
This release is backported and may contain other unexpected issues
- ssao tweeks
- renderdoc fix
- dont use sparse on linux nv
- special case darkness/blindness effect even when no fog rendering is enabled
- incorrect sampler fixes
- fixes for intel linx
- sampler fixes for shader depth buffers
- critical fix for lods loading incorrectly when joining and leaving different servers (1.21.11)
- cpulayout should now never cause the game to crash even on failure
- set the default lod block lighting to full sky no blocklight
- dont log stacktrace on sqlite load fail
- Minecraft 1.21.11
- Sodium 0.8.1
- Fog changes (again)
- Model baking improvements
- Computed face tinting
- Import command now tries to import from the current dimension you are in
- Fix native downscale resolution not working correctly
- Other misc changes
* Fixed crash on macos (it doesnt work, it just no longer causes the game to crash)
* Attempted improvements to outline matching
* Ingest on chunk load
* Fix crash with vivecraft 1.3.x
* Fixed water not having correct lighting, water in the ocean should look much more accurate
* More shader error logging
* Shader dynamic uniform support
* Rewrote the threading/service system
* Unifed sodiums thread pool (enabled by default) hopefully reducing stuttering when initally loading the world
* Fix timeout when ingesting chunks
* Auto balance LRU cache w.r.t loaded sections to help prevent memory overutilziation
* Moved model baked result processing offthread
* Fixed issues with incompatible framebuffer formats and stencil state leaking (thanks boredhuman)
* Improve shader lighting accuracy
This version should hopefully bring improvements to performance while loading and mainly reduce stuttering especially with large non-lod render distances or under cpu load
* Update to sodium 0.7
* Flashback integration
* Command fix
* Shader support/compat enabled by default
* Finalized v1 shader integration format
* Increase iris render targets to 20
* Fixes for shader compat
* Gl state leak fix
* Fixes for nv kernel driver killing minecraft
* Mapper will auto attempt to update blockstates
* Partial fix for block model tinting
* Disabled block entity baking for 1.21.9/10
* Auto ingest for chunk sections becoming empty or changes on the edge of sections
* Remesh trigger for when neighboring section changes (fixes the black lines while loading chunks)
* Allow neighbor blocks that are the same to emit geometry
* Fix for rare meshing bug
* Incremental allocation of geometry buffer when using sparse buffer
* Fixes for SectionUpdateRouter
* Support for darkened tinting (like in the nether)
* Fix race condition in the ActiveSectionTracker
Update to 1.21.9/10<br>
Update to sodium 0.7
* Flashback integration
* Command fix
* Shader support/compat enabled by default
* Finalized v1 shader integration format
* Increase iris render targets to 20
* Fixes for shader compat
* Gl state leak fix
* Fixes for nv kernel driver killing minecraft
* Mapper will auto attempt to update blockstates
* Partial fix for block model tinting
* Disabled block entity baking for 1.21.9/10
* Auto ingest for chunk sections becoming empty or changes on the edge of sections
* Remesh trigger for when neighboring section changes (fixes the black lines while loading chunks)
* Allow neighbor blocks that are the same to emit geometry
* Fix for rare meshing bug
* Incremental allocation of geometry buffer when using sparse buffer
* Fixes for SectionUpdateRouter
* Support for darkened tinting (like in the nether)
* Fix race condition in the ActiveSectionTracker
* Mark 1.21.8 support
* Render pipeline rewrite
* Attempted fixes for Nvidia crashes
* Mipmap changes
* Fixes for translucency against the skybox
* Minor performance improvements
* Stability fixes
* Fixes for intel gpus running mesa
* Quality improvements for mesa
* Quality improvements overall
* Fixes and improvments for vanilla fog integration
* Tweeks to OpenGL state reverting
* Fixes for crashes when servers behave badly
* Internally added expereimental shader support, enabled using jvm arg
* Auto ingest chunk sections that become empty (removes floating trees)
* General fixes
* Update 1.21.7
* Attempt to improve when chunks get ingested, should fix no ingest in the end
* Fix some race conditions
* Enable object tracking on all opengl objects
* 1.21.6 support
* entirly new rendering system
* massive performance improvements to db system, meshing, ingest and more
* Dh world import support (requires installing sqlite-jdbc)
### If you are updating to this version and you previously used voxy, its recommended to delete your config file. If you are loading into a world or server you previously used voxy on, you should delete the voxy server folder and the voxy folder in your world
* Fixed opengl compliance issues
* Fixed white boarder outline between lod and normal chunks
* Added a mesh render backend
* Fixed clouds being invisible (possibly improved compatibility with shaders with fog)
* Fixed chunk flicker when loading new chunks
* Added world suggestion when using the import command
* Importer no longer segfaults when you exit/reload a world while importing
* Added a bossbar progress bar for importing
* Fixed context selection when connecting to a sever
* Attempted fix for empty air sections having the wrong default lighting value
* Partial fix for mesa systems (will no longer cause the system to hang and hard crash, zink works fine pre mesa 24)
* Reduced memory allocation rate by 10000%
* Added remder distance slider (default 128 rd)
* Substanially improved ssao in relation to grass and other non full blocks
* Require cloth config
* Renamed `storage_config.json` to `config.json`
* Removed mesh cache temporarily until major issues can be resolved
* Fixed dependencies for redis storage config
* Added `ReadonlyCachingLayer`
* Partial compatibility with vivecraft
* Fixed compatability with starlight