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Releases: kotmatross28729/Shader-fixer

3.3

08 Feb 12:25
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3.3

  • [Hbm's NTM] Fixed brightness of NTM black holes with angelica shaders
  • [CustomNPC] Fixed NPC labels with shaders
  • [Zeldaswordskills] Fixed hookshot/clawshot/multishot with shaders
  • Fixed NumberFormatException / NoClassDefFoundError in rare cases

3.2

16 Dec 11:08
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3.2

3.2

  • Fixed new Hbm's NTM gun rework with shaders
    • Now all bugs are DEFINITELY fixed (please)
    • The /ntmclient set GUN_MODEL_FOV true command is known to not work with optifine. Also, aiming with the StG 77 (AUG) weapon looks very choppy with optifine (no interpolation). These problems will NOT be fixed, due to the fact that optifine is closed source and applies changes in “patches”, which is why any modification of data changed by optifine is impossible
      • These problems can be avoided by simply using angelica instead of optifine
  • Added a setting to bypass the 30 fps limit in the main menu
  • Fixed Dynamic Surroundings aurora with shaders
  • Fixed Hardcore Ender Expansion with shaders
  • Added mixin that disables mob rendering in LittleMaidMobEnhanced interaction GUI to fix shaders
  • Fixed crash with RPLE and NEI
  • Optimized code (performance improvements at the measurement error level)
  • Added option for extended tooltips for dangerous items (hbm's ntm)
    • Asbestos/Coal dust items show how many "units" of dust they emit per tick
    • Explosive/Hydroactive items show the force of the explosion
    • Blinding/Pyrophoric items show for how many seconds they blind/ignite
      • If player has a tungsten reaches, then tooltip for pyrophoric items will be gray and crossed out

3.1

06 Oct 09:15
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3.1
  • Complete HBM's NTM fix
    • also improve some visuals with shaders

3.0

04 Oct 18:38
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3.0
  • Fix lighting bug in NEI

    • It also made it much brighter (side effect? actually using vanilla render so it looks like vanilla (and in vanilla it very bright))
    • Also optimize renderMobSpawnOverlay fix when using the original NEI
  • Fix lighting bug in Schematica (full)

  • Fixed a bug where the NEI overlay was causing some rendering to appear gray

    • For example: world tooltips, neat, schematica, etc.
  • Fixed almost all bugs in HBM's NTM

    • some things related to weapons unfixed (since a rework is planned soon)
      • the hardest part is just ahead...

2.9

22 Sep 14:11
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2.9
  • Fixed crash when using original NEI (still recommend updating to the latest GTNH forks)

2.8

20 Sep 17:52
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2.8
  • Cleaned up some code
  • The notification system has been improved, now it works...better
  • Fixed a vanilla mc bug that caused the background of the effect in the creative menu to turn black
  • Fixed a crash that occurs if the device doesn't support OpenGL 1.2 (although shaders without it (OpenGL 1.2) don't work... and this is a SHADER fixer... nevermind)

2.7

15 Sep 14:02
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2.7
  • Finally fixed a lighting bug in OpenComputers (the screen changes brightness depending on whether entities are currently rendering)

  • Fixed a bug in avaritia due to which the armor render brightness was set to null (completely black) if wings were activated

  • Some utils changes (in code)

  • Updated wiki

2.6

07 Sep 14:34
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2.6
  • Fix OpenComputers with shaders
  • Fix Electrical Age with shaders

2.5

01 Sep 20:42
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2.5
  • Fix ThaumicConcilium with shaders
  • Fix Avaritia with shaders

2.4

30 Jun 11:12
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2.4

EXTREMELY IMPORTANT UPDATE:

From 2.4, all functionality for fixing the “Infamous lighting bug” was moved to the client

what does it mean? :

  1. The most important thing: the server no longer needs to check all players on the server, check player entry/exit events, and the same constant movement of the entity to the player’s position every tick!

As a result: the server doesn't need to calculate anything at all: a huge increase in tps compared to 2.3

  1. The client has not been spared either: now, you don't need to render EntityLightingFix (the entity to fix the bug) for other players at all: each player calculates and renders only their own EntityLightingFix.

What does it mean? For example:

in 2.3 there were 10 players, on behalf of one of the players, he would have to render 20 entities in total: 10 players + 10 of their EntityLightingFix

in 2.4 there were 10 players, on behalf of one of the players, he would have to render 11 entities in total: 10 players + 1 of his EntityLightingFix.

Before: 100 players? - 200 entities, 1000 players? - 2000 entities.
Now: 100 players? - 101 entities, 1000 players? - 1001 entities

As a result: a huge increase in FPS associated with an incredibly large reduction in the number of entities to render