Angelica更新日志 - MC百科

2026-03-03 11:08:50

ThreadedTessellator -> RenderBlocks instance Tessellator

Plus a CME workaround until I can figure out why it's happening

One inject with multiple methods instead of two injects

Add AF's Tessellator#reset mixin Fixes screen flashing when chunks are being built

Thread Saftey

Make each tesselator use its own ByteBuffer

Don't make RecyclingList a static variable 🤦

Add some additions via ITessellatorInstance

Stop using builtin updateRenderers

Remove a few unused things in MixinTessellator

Remove useless casting due to implementing the interface

Overwrite some more rendering methods to ensure they're not used

Implement IBlockAccess on WorldSlice

Currently just proxies to the World... need to get it to use the local cache

Make WorldSlice use its copied values instead of using the world

block, meta, and light. Still need TODO biome

Finish making WorldSlice thread safe

Remove last unsafe this.world accesses

Copy biomeData

Implement getTileEntity(), and getBiomeGenForCoords()

Remove unused 1.16+ classes - Biome, Colorizer, and ColorBlender related

Cache worldHeight instead of asking the provider every time

Debug Screen updates

Disable Culling for now (until it works)

Tessellator Updates

Use one instance on the main thread, and individual instances on every other thread

Prevent draw() and buffer.reset() on non singleton instance

Misc cleanup, maybe better growBuffer?

Fixing splash screen and GUI issues by excluding SplashProgress from GLStateManager transformer

Update docs

Fixing a one line in SodiumWorldRenderer that allows the game setting for the distance at which entities will render. Hope it's not too bad mitch :)

TileEntites now render

Less silly transparency

Removing clamp implementation because I missed the one in mathhelper

Initial sodium entity smooth lighting

Fix entity smooth lighting

Fix lerp uses and use render layers properly (#17)

Remove some uses of blockstate + patch FluidState

Fix lerp

Enable Sodium fluid rendering

Update FluidRenderer.java

Rewind buffers when copying

Fix multidraw

Force cutout on all non-translucent blocks

Let vanilla handle render pass state

Rewrite render layer check to use Forge 1.7 hook

Fix skylight handling

Fix flickering

Clone TEs correctly

Fixing entityDistMulti (I think)

Fix TEs rendering on the wrong pass

Buff max render distance to 32 Pretty useless since the integrated server stalls instantly, but our renderer supports it

Fix fog

Fix render distance changes being ignored

Implement entity culling

Block face culling

Re-enable occlusion culling

Fix x/z coordinate mixup when indexing biome arrays Partially fixes wrong biome colors, but at chunk edges it's still wrong because neighboring chunks aren't accessed

Make a copy of biome dataThe old code seemed to work fine but this should be safer

Make CompatMemoryUtil#memReallocDirect preserve buffer positionLWJGL3's MemoryUtil#memRealloc does this, see its javadoc.Fixes screen flashing and this error getting printed when indirect buffer grows:GL_INVALID_OPERATION error generated. Bound draw indirect buffer is not large enough.

Use biome data of neighboring chunk sectionsFixes wrong colors at chunk edges

Re-enable fog culling

Tile entity culling

Remove some unneeded Sodium code

Massive code cleanup

Avoids errors when usin lwjglxdebug

Bump hodgepodge dep

Add AngelicaConfig

Add Mixin to disable MC's builtin checkGLError

Add configs for iris/sodium

Iris work

Move some StateNotifiers to GLStateManager

Remove some redundant mixins based on sodium/angelica work and rendering state captures

Add Iris DebugScreenHandler

rm archaicfix's occlusion renderer and threaded updates

Implemented Sodium's GUI and a couple of setting fixes (#20)

Ported Sodium's GUI

Correct AO

Fixed Vignette

Re-enable DirectMemoryAccess

Adds some code from lwjgl3 in CompatMemoryUtil.java

Re-add *Unsafe classes

Remove MixinWorldRenderer

Add NEID (mixin pr) support

Only shadow runtime module of antlr4Reduces jar size by 11 mb

Update NotFine

Make LongHashMap actually perform like a hash map

Options GUI Fixes and some option implementations (#22)

Correct useNoErrorGLContext option

Added translucency sorting option

Implemented Particle Culling gives real fps boost, however, it's not as big as i thought

Begin implementing animateOnlyVisibleTextures

Correct Donation page opening

Fixed Shift + P - Now it uses NotFine's GUI, but it think that NotFine's GUI should be rewrited for using other config options

Correct URL's for Linux

second code cleanup in particle culling

Fix incorrect TE map population

Add optional assertMainThread behind -Dangelica.assertMainThread=true

Add back air optimization, but only apply to vanilla air

Implement more options (#23)

Combine free regions in GlBufferArena

Clear global block entity list when initializing renderer

AF, CompileStubs, and SplashProgressRemove most of ArchaicFix

Move a few mixins over to angelica

Disable if org.lwjgl.util.Debug is set

Only enable Iris/lwjgl debug callbacks if org.lwjgl.util.Debug is set

Rewrite Tessellator hacks - now using a ThreadLocal instead of only patching RenderBlocks

Reenable AF mixins, switch to cached debug var, disable incompatible mixins

Remove AF deps and a late mixin that was missed

Add Iris Sodium Compat impl

Fix Sodium GLProgram to use ResourceLocation instead of Identifier

Start applying Iris -> Sodium Mixins

Make NotFine menu open if holding shift

Fixed Tessellators in production env

Finish Sodium Fluid Renderer (#24)

Init and pass Sodium LightPipelines

Remove registry lookup and refactor WorldUtil

Hook up lighting pipeline

Patch fluid velocity

It's alive! Sodium Fluid Renderer is alive!

Fix face culling not taking third person camera offset into account

rewrite ACTEntityRenderer to stop transforming ALL the classes

use ClassConstantPoolParser in TessellatorTransformer to speed up search for Tessellator references

use ClassConstantPoolParser in GLStateManagerTransformer to speed up search for class references

rewrite GLStateManagerTransformer and TessellatorTransformer

merge GLStateManagerTransfor and TessellatorTransformer into one Transformer

Fixed smooth lighting rendering

Iris block_id Mixins & BlockStateIdMap initial impl for 1.7.10

Fix running with lwjgl debug flag & Cleanup old ShadersMod transformers

Initialize GLStateManager via Mixins instead of all in the static block

Clean up chunk load/unload tracking, fix chunks rendering without neighbors sometimes

Fix occlusion culler not re-running after important uploadsBackport of CaffeineMC/sodium-fabric#755

Add chunks to queues without going through occlusion cullerPartially reverts the previous chunk tracking commit, because that logic will reintroduce CaffeineMC/sodium-fabric#605As long as we only rebuild with neighbors present, we shouldn't see the visual seams

Extremely primitive synchronization approach for ISBRH

Use factory for Spdium menu createElement outputs This will allow NotFine to use Sodium menu elements and vice versa in a future commit.

Splash Screen Compat

Separate remaining NamedState enums

NotFine but it loads Sodium pages

Hook up NotFine optimizations

Hook up some NotFine features

copy over hud caching code from hodgepodge

backport glstatemanager mixin

Track thread that currently owns the GL Context in addition to the main thread.

First pass over FontRenderer, 1300->1400 FPS on my GPU when showing F3Done:

A batching vertex buffer builder for font output

Reduction in drawcalls from 1-3 per character to 1 per font atlas switch

Mixin to draw the entire F3 screen in one batch, instead of separate batches per lineTODO:

Switch drawing to a VBO

Cache string meshes across frames

Cache string width calculations used for layouts

Multidraw to reduce draw calls even further

Add JVM flag to bypass GL state caching

Push/Pop Attrib Hacks -- to be evolved later

Fix FontRenderer+SplashScreen combo

HUDCaching tweaks

Add license

Jabba Compat, and reset tesselator state even if the chunk render thread blows up

Initial Xaero's World Map + Minimap Support

Disable Fastcraft & Optifine if present

Iris Progress

Wire up more Iris mixins, informing pipeline stages. Still not rendering anything visible.

Don't try to transform the server

Avoid running biome generator on client in singleplayer

Call world biome retrieval methods instead of copying array directly (#25)

Shaders now do something!

Shadow Pass work

First shadow pass renders; however it moves all around when moving the camera...

Second shadow pass not running because it makes everything very very dark instead of just rendering translucents

Actually use the ShadowRenderer Model View when running the shadow pass...

Enable Sodium SmoothLightPipeline & Iris useSeparateAo

Avoid repeatedly copying biome data on each Y level (#27)

Celestial Rotation fixes

Water progress

Uniforms audit

Lightmap workaround

PBR compiling, stuck on Normal and Specular textures being added in

Shaderpack selection "works"; ShaderOptions TODO

Hud caching angelica (#28)

Potential hud-caching fix

Shader Options almost working** Clicking on everything...

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