- fix compile error on unbound profile
- fix pixelated blocklight
- fix apparent light desaturation on some light source types (and reduce number of false positives in unknown light detection)
- updated to complementary r5.5.1
- fixed grainy modded emissives
- fixed excessive noise in reflections (still a little noisy)
- Fixed GI ambient brightness being too low
- Improved unknown light detection
- Changed reflection strength with custom PBR
- added dynamic resolution reflection rendering
- made everything faster
- absolutely no drawbacks, I promise
- fixed resourcepacks adding extra grass on top of grass block lacking SSS and waving on that extra grass
- fixed normals blowing up with custom PBR at high map strength
- fixed GI sampling distribution
- this caused a brightness change which was rebalanced by renaming the previous "correct" GI setting to "subtle" and the previous "intense" one to "correct"
- fixed GI blowing up sometimes
- changed reflectiveness of metals with resourcepack PBR to schlick fresnel
- fixed candles not emitting any light
- fix pixelated shadows
- properly handle pixelated shadows in the blocklight upscaler
- changed light falloff to 1/r² by default
- added setting to revert light falloff to 1/r
- fixed (reworked) interactive water waves
- added 1.21.4 light sources
- updated to complementary r5.4
- update to complementary r5.2.2
- vastly improve GI
- thanks to GitHub user
jwapobie
for doing most of the improvements
- thanks to GitHub user
- improve ghost afterimage on moving objects
- the issue is not fully fixed, but should be bearable now
- fix sunlight shadows from ACL-based connected glass
- reduce flickering and borders between LOD levels
- this fixes the world-aligned squares following the player near light sources that illuminate surfaces at grazing angles
- improve blocklight upscaling and filtering
- add interactive water
- improve light discovery
- add specular blocklight highlights
- fix SDF calculations for real
- this reduces noise in shadows as well as light leaking
- fix most noise from blocklight
- update to Complementary r5.2.1
- improve dark corners and rings around objects
- add slider for blocklight resolution
- improve modded light support (needs iris 1.7 or later)
- more closely match per-block lighting to per-pixel lighting
- reduce flickering of handheld lighting when player voxelization is off
- Change raytracing algorithm from voxel RT to SDF raymarching
- this allows raytracing against dynamic shapes such as custom models or entities
- add single-sample soft shadow approximation
- remove denoising and accumulation as they are no longer needed
- remove option to disable "trace to all lights"
- add maximum light trace count setting
- add options to disable entities, the player and foliage in raytracing
- remove end game of life
- add world-space reflections
Change Log
- fix stripes on far-away objects
- fix some unstable lighting
- add light source size multiplier (for sharper shadows)
- add iris required screen
- (untested) add modded light support
- fix dark screen edges when looking around while holding items
- fix blocky water
- fix incorrect texture coordinate clamping leading to slightly broken subvoxel models in some cases (this caused the weird dots on torches)
- add french translation (thanks to github user MsNeyla)
- fix ghosting on block breaking particles
- fix gi breaking after very long times
- fix item iPBR
- fix items held by allays not emitting any light
- fix primed TNT not emitting any light
- tweak denoiser
- add lights for dropped and held items, as well as entities
- groundwork for entity velocity support in reprojection (once iris starts supporting it)
- add per-material blocklight colour and brightness settings
- hard-code some light colours (settings for individually adjustable light colours will come in a future update)
- improve denoiser
- increase default voxel volume size
- fix lower profiles being broken
- remove "potato" and "very low" profiles as they don't make sense for rethinking voxels (use complementary instead)
- change some rethinking voxels settings between different profiles
- fix compile error with GI turned off
- fix random bright spots and light discoloration and crashes
- fall back to vanilla blocklight outside of voxelisation range
- add global illumination
- tweak denoiser
- fix "trace all lights" option crashing the game