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| 1 | +Changes over r5.5.1: |
| 2 | +- Changed the underlying tonemapping function with a Lottes-based custom tonemap: |
| 3 | + * The main improvement with the new tonemap is colors looking softer especially in bright conditions |
| 4 | + * Nearly all light and atmosphere colors have been tweaked and rebalanced to work better with the new tonemap |
| 5 | + * Changes include several color tweaks to materials and other effects |
| 6 | + * Tonemap settings menu has been reworked to work better with the new function |
| 7 | +- Added support for the upcoming Minecraft 1.21.9 update features: |
| 8 | + * Added support for the new "End flash" effect in the End dimension, but integrated into Complementary's End Beams |
| 9 | + * Added IntegratedPBR reflections to all copper additions, including copper tools, armor, and the copper golem |
| 10 | + * Added colored lighting (Advanced Color Tracing) support for the copper torch and copper lanterns |
| 11 | + * Fixed small issues caused by the update |
| 12 | +- Changes related to clouds: |
| 13 | + * Changed Reimagined cloud distribution to use a cloud map based on Vibrant Visuals clouds |
| 14 | + * Significantly increased cloud distance for both Reimagined and Unbound cloud styles. |
| 15 | + * Unbound and Reimagined clouds are now synced between players in the same world that have the same cloud settings (Iris only feature) |
| 16 | + * Altitude of clouds now automatically change in custom worlds that have unusual values (Iris only feature) |
| 17 | + * Increased cloud distance for "vanilla" clouds option for Minecraft 1.21.6 and above to match the vanilla visuals |
| 18 | + * Fixed driver-level forced anisotropic filtering causing Unbound clouds to look broken. Although it is still not recommended to use driver-level forced AF as it can cause texture glitches and bad performance |
| 19 | +- Added "World-Space Reflections" option: |
| 20 | + * Makes reflections be able to reflect blocks that aren't currently visible on the screen by reconstructing the world block by block |
| 21 | + * Depends on the "Advanced Colored Tracing" option to be enabled, making the effect Iris exclusive |
| 22 | + * Combined with screen-space reflections to provide maximum total detail, but this can be changed in settings |
| 23 | + * Enabling this setting also comes with more realistic reflection curves for blocks, more realistic sky reflection falloff, and more accurate screen-space reflections |
| 24 | + * Reconstructed scenery have simplified geometry with no labPBR/seuspbr handling, but most IntegratedPBR effects do still work |
| 25 | + * Performance cost is quite high, usually around 15% to 35%, but depends a lot on the scene and shader settings |
| 26 | + * Massive thanks to FoZy STYLE for writing the intricate system that made this possible |
| 27 | +- Improved general reflection handling: |
| 28 | + * Improved reflection filtering for much better reflection smoothing and reduce smudging around block edges |
| 29 | + * Tweaked the way block reflections are applied to make reflections look more natural |
| 30 | + * Tweaked reflections on entities and held items to look closer to regular block reflections |
| 31 | + * All non-water or world-space reflections are now rendered in half resolution for performance gains. This optimization can be disabled in material settings but the visual difference isnt that noticeable in most cases |
| 32 | + * Regular blocks behind translucents (e.g. ocean floor when viewed from outside of the ocean) no longer have reflections. This increases performance in some scenarios that are unusually heavy |
| 33 | + * Big thanks to gri573 for doing reflection code restructuring and writing resolution controllable reflections |
| 34 | +- Changes related to IntegratedPBR: |
| 35 | + * Tweaked the reflectiveness of cobblestone and some related blocks to look less harsh |
| 36 | + * Reduced reflectiveness of planks and wet farmland |
| 37 | + * Fixed cherry slab and stairs having incorrect material properties |
| 38 | + * The "IPBR+ Compatibility Mode" setting now simplifies froglight emission as well |
| 39 | +- Added more options for the "Night Star Amount" setting. Thanks to BlueGradientHorizon |
| 40 | +- Improved labPBR/seuspbr reflectivity balance for metals and high-f0 materials |
| 41 | +- Tweaked TAA to reduce the amount of artifacts around entities, held items and particles |
| 42 | +- Tweaked subsurface scattering on leaves to reduce the edge lighting issues |
| 43 | +- The "Ultra" profile now has "World-Space Reflections" enabled, making it even more intensive than before |
| 44 | +- "Advanced Colored Lighting" setting is now called "Advanced Color Tracing" |
| 45 | +- "Entity Shadows" setting now has "OFF", "Regular Entities", and "Full" options |
| 46 | +- "Entity Shadows" setting is now set to "Regular Entities" for "High" and above Profiles |
| 47 | +- The look and distribution of End Beams no longer depend on the Render Distance |
| 48 | +- The "Ore Glow Strength" setting now affects colored lighting intensity as well |
| 49 | +- Quality of Motion Blur now change with the Detail Quality setting. Previous quality level can be achieved at "High" Detail Quality |
| 50 | +- Adjusted the internal quality of each Real-Time Shadows step with foliage getting more samples than other blocks |
| 51 | +- All shader settings that impact performance are now colored yellow aside from the ones in the main "Performance Settings" menu |
| 52 | +- Increased blocklight brightness on particles |
| 53 | +- Reduced the emission on all glowing things under daytime skylight |
| 54 | +- Tweaked TAA on Distant Horizons chunks to reduce flickering when standing still |
| 55 | +- Fixed end dimension colors being stuck at ender dragon fight mode in newer Minecraft versions. Thanks to SpacEagle17 |
| 56 | +- Fixed color banding caused by the vignette effect |
| 57 | +- Fixed some lights being able to pass through tinted glass when Advanced Color Tracing is enabled |
| 58 | +- Fixed "Heavy & Colder" rain style causing a bright fog issue underwater |
| 59 | +- Fixed lighting issues near block edges when the Pixelated Shadows option is enabled |
| 60 | +- Fixed Pixelated Blocklight option not affecting held lighting |
| 61 | +- Fixed firefly bushes having broken waving animation in some situations |
| 62 | +- Fixed beacon beams not fading properly when viewed in front of some sky effects |
| 63 | +- Fixed beacon beams appearing very short in the nether with the Distant Horizons mod |
| 64 | +- Fixed Scene Aware Light Shafts behaving a bit differently when the "Connected Glass" ACT Feature is active |
| 65 | +- Fixed "Connected Glass" ACT Feature causing glass shadows to look broken with some resource packs |
| 66 | +- Fixed a reflection issue regarding picked up items and modded entities |
| 67 | +- Fixed shadows cutting off too early even when the Shadow Distance setting is set way beyond Render Distance |
| 68 | +- Fixed shadow glitches near the edges of blocks when using some PBR resource packs with Sun Angle set to 0 |
| 69 | +- Updated Complementary License Agreement. Mostly for clarification reasons |
| 70 | +- Several small or unimportant changes |
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