
Trace - Radianced!
Stylized meets performance
Список изменений
2.0.1
Renamed patch to tile, should allow GLSL 4+ to compile correctly.
2.0.0
The pixel art update
Styles & Profiles
- Performance and Style settings are now separated.
- Profiles set performance only, now Small Potato, Balanced and NASA Potato, old Trace profile became the Trace style.
Bounce Light
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Lightmap now draws from blocks octants, giving a much much accurate depiction of each block shape not just complete cubes.
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Attempt to fix leaks and flickers specifically around non cubic blocks.
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Every probe now traces the same fixed rays so nothing gets averaged over frames, Cascade Memory removed.
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Probes retrace only when a block, its light or its sunlight changes in reach plus a slow refresh for time and weather, probe pass under half the old cost in still scenes.
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Sunlight traced through voxels instead of the camera following shadow map.
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Light direction no longer read on a cell border or inside the wall.
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Torches, lanterns and campfires share one fixed warm color, soul versions a fixed blue
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Held items light the area in their own color.
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Glow lichen and cave vines give light, mushrooms, fungus and cocoa no longer solid cubes (this kinda buggy atm).
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Quad Voxelization (new) voxelizes each face once instead of four times for a cheaper shadow pass.
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Sun Bounce (new) reflects sun color into the shade.
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New debug views for probes, flicker, light shadows and octants.
Outline
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Outline, halo and rim light now share a unified pass, which cut costs around to half a ms in testing.
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No outlines on text, nametags, signs, lightning or things outside of Trace.
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Outlines show underwater.
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Corals count as foliage to avoid excessive lines drawn in oceans.
Sky & Clouds
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Cloud Style (new) with 2D, Story and Anime clouds, Story is vanilla style 2.5 times taller based on Spices Up Clouds by Tixul and not_thefirst under MIT, new Anime style made custom for Trace using pixel art cumulus and cel shading!
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Clouds follow a planet curve, meeting the horizon about 2000 blocks away.
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Cloud Height Spread (new) gives each anime cloud its own height to make layers look more natural.
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Painted Sky (new) Beautiful set of custom pixel art for the night sky and a little nebula for the end.
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Shooting Stars (new) light the sky occasionally, very small addittion.
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Sun and moon bloom, the sun is now visible and not just an eye burning flare.
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Edge of the render distance fades into the exact sky color of its direction.
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Fog Planes removed.
Weather & Air
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Sandstorms (new)! in dry biomes
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Blizzards (new)! in cold biomes
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Desert dust now pixel art!, instead of the odd looking volumetric air now just some odd pixel art dust speckles.
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Biome Specks (new) with pollen over flower fields, cherry petals, swamp fireflies at night and End specks.
Water
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Pixel Water (new!) probably the best new addittion to the pack, go give it a try.
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Shorelines now derive from a separate Shoremap.
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Entities in water get foam and a short fading wake, boats, mobs, items and players!
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Trace water sliders for cells, flowing streaks and cell speed (Thanks HappyMeek for the feedback!)
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Underwater haze defaults to 0.01.
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Underwater Clarity (new) sets swimming visibility, shorter absorption and a thinner veil, blue tint kept.
Nether & End (new)
Small support for both (still no full support, future updates will try to cover these and modded dimensions)
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Nether air takes each biome fog color, painted sky gradient and a really really cool heat shimmer close to lava!
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Nbula above the horizon, even ambient light, violet specks.
Mod Support (new)
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Distant Horizons support added.
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Voxy support, experimental.
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Colorwheel support added.
Fixes & Performance
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Scene stability should improve a lot while diminishing visual artifacts related to colored light.
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Bounce Light rays up to 20% faster, shadow pass writes less data.
Overall this was a pretty chunky update, while many systems started with the ideology of taking advantage from screen space methods in the end a lot of the rc lightmap needed to be reworked because the "patches" for many of the artifacts introduced by a deficient mix of a global yet not world anchored lightmap system and let alone experimental ended up adding extra cost much more than simply making a unified scene regardless of screen space. Thanks everyone for the feedback provided in earlier verions!
