All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog, and this project follows the Ragnarök Versioning Convention.
DeduplicatedLongQueue
now creates a new deduplication set instead of clearing it- Improved client light processing performance by using a
DeduplicatedLongQueue
instead of aSet
ofBlockPos
objects
- Fixed client lighting not updating past render chunk boundaries #40
- Updated to org.jetbrains.gradle.plugin.idea-ext 1.1.9
- Updated to MixinBooter 10.2
- Updated to gradle-buildconfig-plugin 5.5.1
- Cleaned up buildscript
- Updated to io.freefair.lombok 8.11
- Updated foojay-resolver to version 0.9.0
- Updated RetroFuturaGradle to version 1.4.2
- Overwrites now do not enforce the scope of methods to prevent crashes, using
conformVisibility
option instead - Updated dependencies:
- Requires MixinBooter 8.8 and up
- Simplified Cubic Chunks detection logic
- Fixed version checking
- Fixed Alfheim not loading on dedicated servers
- Removed line asking to report a threading issue which is caused by other mods
- Updated to gradle-buildconfig-plugin 5.4.0
- Updated to io.freefair.lombok 8.7.1
- Remade the build script
- Switched to the new standard
gradle.properties
- Updated to Gradle 8.8
- Updated to RetroFuturaGradle 1.4.1
- Updated to MixinBooter 9.0
- Set a minimum Gradle Daemon JVM version requirement
- General cleanup
- Queues are now deduplicated, meaning that the lighting engine won't update a position multiple times in a row, improving performance
- Fixed compatibility with Vintagium (Thanks to Asek3 in #41)
- Fixed
ArrayIndexOutOfBoundsException
crashes
- Cleaned up the buildscript
- Now uses the Red Studio maven for Red Core
- Updated RetroFuturaGradle to version 1.3.34
- Updated foojay-resolver to version 0.8.0
- Updated io.freefair.lombok to version 8.6
- Updated org.jetbrains.gradle.plugin.idea-ext to version 1.1.8
- Stopped using
PooledLongQueue
usingLongArrayFIFOQueue
instead, should be more optimized (faster & lighter lighting updates) - Skip spreading light neighbor checks early if the current light is lower than the neighbor light
- Made minor changes to clamping (Shouldn't cause a difference)
- Updated RFG
- Updated Gradle
- Fixed the names of the arrays of queues
- Cleaned up
LightingEngine
- Fixed log spam
- Lighting engine will now schedule updates no matter if that chunk is loaded, which is different from vanilla but potentially fix areas lighting being weird when going far away
- Made the logic for capping the client updates per frame dumber which should fix performance drops on lower end hardware (Fixes #20)
- Made all head-cancels overwrite instead
- All overwrites now make the scope of the overwritten methods
public
to prevent access level conflicts at runtime - Updated the in game description to the new short description
- Updated to Red Core 0.5
- Fixed a crash at start on Mohist (Probably any Bukkit implementation)
- Fixed skins not working with Alfheim paired with some other mod (we don't know which)
- Fixed unescaped unicode characters in the description
- Switched to CurseUpdate for update checking
- Switched to gradle-buildconfig-plugin entirely for project constants
- Switched to Gradle Kotlin DSL
- Switched to Adoptium
- Moved logo to the root of the resources module
- General cleanup
- General typo fixing
- Added missing since tags
- Deprecated
PooledLongQueue
- Removed access transformed as overwrites can already do the job on their own
- Fixed crash on world load with Nothirium
- Fixed crashes on dedicated servers
- Reorganized
ChunkMixin
- Cleaned up
ChunkMixin
- Fixed crash on launch with certain mods (Fluidlogged API, CodeChickenLib, FunkyLocomotion and more)
Initial Release