It’s been over a year since the last update, so welcome to version 1.2.0! Before we dive into the changelog, I’d like to share a few personal thoughts.
I want to start by saying how incredibly glad I am to see how much this project has grown. Two years ago, I couldn’t have even imagined it turning out like this :)
I used to keep a strict "To-Do" list of features I wanted to add, but I’ve decided to scrap that approach. Vanilletix has grown so much that it’s sometimes hard to remember it’s even based on Super Duper Vanilla. This latest version might have pushed it even further. It definitely doesn’t look like the original vision from Eldeston anymore, which was meant to recreate the Super Duper Graphics pack that was originally intended for the base game. I’m so grateful to Eldeston for creating such an amazing, high-performance foundation to build on.
Getting back to where I started: I don’t know exactly where this shader will go from here, but I truly believe Vanilletix will carve out its own unique path. Whenever an idea pops into my head, it just sticks with me, and I do everything I can to bring it to life. Sometimes those ideas come from nowhere, or even from happy accidents and bugs in other features where I’m just like, "Oh wait... that actually looks really cool."
Well, you get the idea...
I also want to mention that I often draw inspiration directly from you. You might not believe it, but I check social media pretty often to see new content featuring "Vanilletix." I’m genuinely curious about what the community thinks, and whenever I see a post or video about the shaders, it fills me with ✨ and really makes my day.
One last thing before the changelog: I’ve been heavily inspired by voxel games and graphics lately.
◆ Red / Yellow / Green – High / Medium / Low (Zero) impact
◇ Pink – Variable impact
!Cave
!Mushroom Island
!Clouds
!Birch Forest
!The new look of the night
!Command blocks
!Something just like this
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