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Skybox rendering #188
Skybox rendering #188
Commits on Nov 18, 2023
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Check config file version before attempting to load it (in future, mi…
…gration could be attempted instead of throwing an error)
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Don't overwrite invalid config until the user changes the fallback co…
…nfig (to give them a chance to close the client and recover their config)
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Set current Config version to 0 (will only change it to 1 once things…
… stabilise a bit) I've made the config version a Float so that we can increment it without ripping through versions too quickly.
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Commits on Nov 21, 2023
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Render distance fog (still need to get it working correctly behind tr…
…anslucent objects)
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Move fog color/distance calculation into World to make it more reusab…
…le (now bundled up in a Fog struct)
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Update sky color depending on time of day, and fix light map generation
The light map was calculating brightness incorrectly by accidentally offsetting the sun angle by half a day.
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Render a sky plane when in the overworld and use exponential fog unde…
…rwater (replicating GL_FOG_EXP) Took me ages to realise that OpenGL actually just has a built-in fog feature. I spent quite a while searching around the decompiled vanilla sources and shaders to find the exponential fog equation to no avail (before realising that it's actually just a documented built-in GL feature). The sky plane is rendered exactly how it is in Vanilla (or so I hope).
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Commits on Nov 22, 2023
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Render sunsets and sunrises as an angled dish (copying vanilla behavi…
…our) It looks so nice :o
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Fix time of day calculations when doDaylightCycle is false (the serve…
…r returns negative time when that's the case)
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Commits on Nov 23, 2023
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Change fog color to match the sunrise/sunset the more the player look…
…s towards the sunrise/sunset
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Fix parsing of fixed_time from dimension codec (accidentally attempte…
…d to read as unsigned) This means that fixed time dimensions now have their sky/fog rendered correctly. The nether fog is now correctly the same color no matter the time in the overworld
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Fix star blending mode to match Vanilla (emulating shining through fr…
…om behind instead of being overlayed on top)
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Commits on Nov 28, 2023
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Calculate fog using camera ray instead of player ray so that fog is c…
…orrect when in 3rd person Before this change, directional sunrise fog was incorrect when in camera 3, and you'd get water fog when the camera was above water but the player was below
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Fix fog for translucent objects by moving calculation from screen eff…
…ect to chunk fragment shader
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Fix fog for translucent objects with OIT enabled (as best as possible)
Still has a few issues, the main one being a weird color banding effect as the translucent geometry passes through the fog, but at a distance it's not quite as noticeable. Will need to revisit OIT at some point to make it a bit more accurate. Or alternatively I could just optimize regular translucency rendering with smarter sorting.
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Commits on Dec 14, 2023
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Render The End's textured sky box (a pixel-perfect match to vanilla 👌)
Turns out it's just a 200x200x200 textured cube, the more you know. All the cool shimmery effects are just a result of Moire patterns.
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