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* Correctly handle colorization on NeoForge
* Combine the vertex position attributes (CaffeineMC#2753)
This improves terrain rendering performance significantly
on Intel Xe-LP graphics under Linux.
* Add option for Fullscreen Resolution (CaffeineMC#2642)
The resolution controls would not fit in the allocated space, so the
rendering of slider controls was changed to enable rendering the slider
bar and the value text on separate lines.
Co-authored-by: MeeniMc <[email protected]>
* Only enable Fullscreen Resolution option on Windows
Additionally, adjust the rendering of the controls
to be less confusing when disabled, and provide an
explanation as to what the option does.
* Use consistent vertex ordering in entity rendering
Some core shaders were relying on the model part faces being
written out in a specific order. We still don't support
core shaders, but the fix here is trivial enough.
FixesCaffeineMC#2745
* Add check for NeoForge per-quad AO flag
* Disable mod entrypoint on Forge when running on servers (CaffeineMC#2773)
* Fix excessively large allocations in chunk meshing
The requested capacity was being multiplied by the vertex
stride more than once, which resulted in far too much
memory being allocated.
ClosesCaffeineMC#2792
* Fix some issues with Uint32 representation
This increases the maximum size of vertex and index buffers
to 4 billion elements, since the Uint32 types stored in memory are
now safely represented with Int64.
For vertex buffers, this increases their maximum size to 80 GiB,
and index buffers have a maximum size of 16 GiB, whereas both
were limited to 2 GiB prior.
* Fix cull bitmask ordering in entity rendering
ClosesCaffeineMC#2788
* Add support for Maven Local publishing
* Fix incorrect warning message when D3DKMT is not supported
* Add Flawless Frames handler for NeoForge
* Add angle-based section visibility path occlusion (CaffeineMC#2811)
This eliminates 8-13% of the rendered sections at higher render distances on average in testing, and correspondingly reduces graph search time by a similar amount.
* Disable material downgrading on Intel Gen8 and older
FixesCaffeineMC#2830
* Delay normal face calculation to use
This potentially fixes some cases of CaffeineMC#2835.
* Skip particle rendering optimizations for incompatible mods
FixesCaffeineMC#2827
* Update project URLs in source and documentation
We're no longer a Fabric-exclusive mod, so let's get rid of
the suffix.
* Add third-party license notice for Fabric API
* Optimizations for some block models (CaffeineMC#2508)
Co-authored-by: muzikbike <[email protected]>
* Fix sorting failures on rotated cuboids (CaffeineMC#2812)
Use the accurate vertex positions for unaligned and aligned (but rotated) quads.
* Rework the Gradle build scripts for multi-loader
* Shared logic is moved into a build plugin where possible
* Build time is significantly improved when the Gradle daemon is warmed
* Mixins are remapped in-place now, eliminating the need for refmaps
at runtime. This also gets rid of some warning messages at startup.
* Module relationships are now correctly represented in IDEA for other
source sets (fixes a lot of code analysis features)
* Split Java source and resources into different configurations
* Run configurations are now consistent between NeoForge/Fabric
* The common project is no longer remapped unnecessarily
* Updated Gradle and build plugins
* Restore versioning schema to build script
* Make organization of platform mixin packages consistent
FixesCaffeineMC#2688
* Exclude README documentation from processed resources
These files are only meant to be in the source distribution, and
Minecraft doesn't like them.
* Don't try to load a refmap from the mixin plugin
* Enumerate additional PCI classes in the graphics adapter probe
Some integrated GPUs, such as RDNA3.5, appear to use
the PCI_CLASS_DISPLAY_OTHER class.
* Remove KDE and GNOME specific backends for browsing URLs
The bugs with xdg-open have been resolved upstream and most
Linux distributions are shipping the patches.
Also, make sure we get a successful exit code from the XDG
implementation.
* Remove Minecraft from classpath of the pre-launch source set
This will help to avoid class-load issues and makes the code more
hygienic.
* Update to Minecraft 1.21.3
* Ensure tooltips are constrained to the screen (CaffeineMC#2845)
* Update authors and contributors list
* Remove leftover popPose
* Trust existing fog color
* Block the Overwolf Overlay due to graphical corruption
The overlay does not correctly restore the texture unit state
in OpenGL, which causes problems when Minecraft thinks a texture
has already been bound to a slot.
Since disabling the OpenGL state cache globally is not an
acceptable solution (it would severely hurt performance) and
their software doesn't give us any method to detect the
problematic version, we block all versions.
gep_minecraft.dll is the payload they actually inject, which
has no version information or description.
FixesCaffeineMC#2862
* Avoid static memory allocation in EntityRenderer
Just allocate on the stack, since it's a small amount of
memory (<1 KiB) and avoids needing complex finalizers.
* Fix y-offset calculation for back face culling in cloud rendering (CaffeineMC#2864)
* Fix memory leak and double free in CloudRenderer
* Improve color mixing functions
The existing functions did not implement rounding
correctly (often leading to off-by-one errors).
Additionally, the improved variants are both slightly
faster and easier to understand.
* Fixup documentation in ColorMixer
* Unify color mixing/swizzling utilities
The Fabric integration code was re-implementing a lot
of the utilities that already exist in Sodium unnecessarily.
Also, improve the documentation so that ABGR and RGBA are
not used interchangeably.
* Add optimized function for bi-linear interpolation
This reduces the number of ALU ops significantly and
creates a common utility function in the project.
* Reduce time complexity for box blurs
Measuring the time spent per box blur in biome blending,
the following results were observed.
Radius Before After % Improvement
7 blocks 9100ns 3700ns 59%
3 blocks 5400ns 3200ns 41%
1 blocks 3700ns 2600ns 29%
* Revert detection of Overwolf Overlay
They claim this has since been fixed. We will re-examine in
the future if we see additional reports.
This reverts commit e7ea6f7.
* Bump version to 0.6.0-beta.5
* Bump version to 0.6.0-final
* Update render code for chunk status map
FixesCaffeineMC#2881
* Rollup of fixes and improvements for cloud rendering
Some changes were made to cloud rendering in newer versions
that needed to be replicated in Sodium.
- The alpha cutoff for clouds was changed to (a < 10).
- Texture loading can now gracefully fail, and it is
expected that rendering is skipped when this happens.
- The movement/positioning of clouds was slightly changed.
- The render pass system now needs to be told about
render target usages (fixesCaffeineMC#2883).
This commit also improves mesh building time by around 35% on
a fast processor (AMD Ryzen HX AI 370) through various
micro-optimizations.
* Fix culling behavior between transparent and opaque blocks
Minecraft 1.21.2 changed some of the rules, and this was
causing the faces of transparent blocks to be rendered
even when they were hidden by full opaque blocks.
FixesCaffeineMC#2850
* Fix precision issues in cloud rendering at far distances
* Use alternative workaround for NVIDIA drivers
The NVIDIA driver enables a driver feature called
"Threaded Optimizations" when it finds Minecraft,
which causes severe performance issues and sometimes
even crashes.
Newer versions of the driver seem to use a slightly
different heuristic which our workaround doesn't
address.
So, instead, use an alternative method that enables
GL_DEBUG_OUTPUT_SYNCHRONOUS. This seems to reliably
disable the functionality *even if* the user has
configured it otherwise in their driver settings.
Additionally, on Windows, we now always indicate to
the driver that Minecraft is running, so that users
with hybrid graphics don't see regressed performance.
* Sort render lists for regions and sections after traversal (CaffeineMC#2780)
Render sections and regions are sorted after the graph traversal is performed. This decouples their ordering from the graph, which isn't entirely correct for draw call sorting.
FixesCaffeineMC#2266
* Add support for new NeoForge fluid overlay API
* Ensure depth test is configured when rendering clouds
The state of the depth test prior to cloud rendering is
undefined. After rendering, it is expected to be
disabled again.
* Fix rounding error in ColorMixer#mix
Rounding of the values now happens after the 16-bit
intermediaries are added together.
This affected some animated textures, causing them to
exhibit flickering behavior.
* Add additional optimized block models
This covers the following additional blocks:
- Cauldrons
- Brewing Stands
- Bells
Co-authored-by: JellySquid <[email protected]>
* Avoid marking the section graph as dirty if state didn't change (CaffeineMC#2886)
Avoids rebuilding the render lists and doing a graph search
more often than necessary by checking if the section actually
changed in a way that's relevant to the graph search.
For worlds that update their blocks frequently (every tick or
every redstone tick) this avoids half the graph searches. Some
graph searches are still necessary to schedule rebuild tasks,
but when the task results come back, this doesn't do another
graph search unless the section's visibility data or build state
changed in a way that needs the render list to be updated.
* Use larger bounding box for nearby sections in frustum check (CaffeineMC#2879)
This fixes some problems where very large block entities in
nearby sections may be incorrectly culled. But it does not
comprehensively fix the problem for all other sections,
since that would require visiting the 27-neighborhood of
every section, which is too slow.
* Bump version to 0.6.1
* Bump dependency versions
* Update mod manifest
* Ensure ItemRenderContext.isDefaultTranslucent is initialized
* Update compatible mods listing
* Update mod manifest to restrict Minecraft versions
* Update to Minecraft 1.21.4
* Update NeoForge manifest for Minecraft 1.21.4
* Fix glyph effect orientation
* Fix hidden surface elimination in fluid rendering for waterlogged blocks (CaffeineMC#2907)
* Fix detection for specific Intel OpenGL ICDs
The OpenGL ICD name now includes the file extension,
which the regex expressions were not matching.
* Avoid showing the incompatible driver error in some cases
For systems with hybrid graphics, it may be the case
that an incompatible graphics driver is installed, but that
it isn't used for the OpenGL context.
We can avoid showing errors in this situation by checking
the vendor string of the context immediately after
creation.
This is not the most robust check, but in practice, a single
system should not have multiple graphics drivers installed
from the same vendor, so checking the string should be
relatively safe.
* Fix lambda mappings
* Bump version and dependency requirements
* Use correct coordinates for sorting chunk sections (CaffeineMC#2924)
Fix section and region sorting by using the correct section coordinate instead of the integer part of the camera transform, which is incorrect near the origin.
ClosesCaffeineMC#2918
* Update README.md
* Update textures for Leaves variants
* Added "Pale Oak Leaves" for Minecraft 1.21.4.
* Reduced the file size of all block textures.
* Clean up BitArray class
* Use link.caffeinemc.net domain for some URLs
* Use ShellExecuteW from message box callbacks
This fixes a regression caused by 26f4263.
The underlying problem is that accessing Java's AWT *after*
LWJGL3 has initialized is not possible.
Minecraft has a utility class which uses rundll32 internally,
but we cannot access that due to classloader restrictions on
NeoForge.
That leaves us with having to implement the call ourselves,
and simply using Shell32 directly (like we do for other
Windows APIs) seems easiest.
* Do not bake ambient lighting into cached per-face light data
FixesCaffeineMC#2806
* Switch to Parchment mappings 2024.12.07
* Bump version and dependencies
* Do not cache ambient brightness at initialization
The world may not be assigned to the renderer at
initialization, which is the case for non-terrain
rendering (i.e. block entities.)
Likely, there is no performance benefit to caching
this data in the first place, so the easiest solution
is to just remove the code.
* Bump version to 0.6.5
* Fix transforms not being run on fast path
* Bump version to 0.6.6
* Rename model texture references to match Vanilla (CaffeineMC#2958)
Custom models which extended these base models would not properly have their textures applied, as the texture references were accidentally changed.
* Do not apply optimizations to sprites with special tickers
* Aggressively optimize entity rendering
This is anywhere from 10 to 15% faster depending
on what entities are being rendered.
Most of the improvements come from more efficiently
laying out the cuboid data and coalescing neighboring
32-bit values into 64-bit words.
Furthermore, vertex positions are calculated by
extracting vectors from the pose matrix and adding
them to the origin vertex, which avoids many
matrix multiplications.
Co-authored-by: MoePus <[email protected]>
* Avoid quaternion transforms in particle rendering
The billboard geometry can be computed using the
camera's left and up vectors, saving some cycles.
When rendering thousands of billboard particles, this
was ~10% faster than baseline in my observation.
Co-authored-by: MoePus <[email protected]>
* Add shader source line annotations (CaffeineMC#2691)
---------
Co-authored-by: IMS212 <[email protected]>
Co-authored-by: JellySquid <[email protected]>
Co-authored-by: douira <[email protected]>
Co-authored-by: MeeniMc <[email protected]>
Co-authored-by: JellySquid <[email protected]>
Co-authored-by: IThundxr <[email protected]>
Co-authored-by: muzikbike <[email protected]>
Co-authored-by: MoePus <[email protected]>
We also provide bleeding-edge builds ("nightlies") which are useful for testing the very latest changes before they're
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packaged into a release. These builds are only provided for other mod developers and users with expert skills, and do
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not come with any support or warranty. It is often the case they have issues and lack compatibility with other mods.
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The latest nightly build for each current branch of development can be downloaded below.
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- Minecraft 1.21.4 (latest): [Download nightly](https://nightly.link/CaffeineMC/sodium/workflows/build-commit/dev/sodium-artifacts-dev.zip) or [View all builds](https://github.com/CaffeineMC/sodium/actions/workflows/build-commit.yml?query=branch%3Adev)
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- Minecraft 1.21.3: [Download nightly](https://nightly.link/CaffeineMC/sodium/workflows/build-commit/1.21.3%2Fstable/sodium-artifacts-1.21.3-stable.zip) or [View all builds](https://github.com/CaffeineMC/sodium/actions/workflows/build-commit.yml?query=branch%3A1.21.3%2Fstable)
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- Minecraft 1.21.1: [Download nightly](https://nightly.link/CaffeineMC/sodium/workflows/build-commit/1.21.1%2Fstable/sodium-artifacts-1.21.1-stable.zip) or [View all builds](https://github.com/CaffeineMC/sodium/actions/workflows/build-commit.yml?query=branch%3A1.21.1%2Fstable)
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### 🖥️ Installation
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Since the release of Sodium 0.6.0, both the _Fabric_ and _NeoForge_ mod loaders are supported. We generally recommend
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that new users prefer to use the _Fabric_ mod loader, since it is more lightweight and stable (for the time being.)
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For more information about downloading and installing the mod, please refer to our [Installation Guide](https://github.com/CaffeineMC/sodium-fabric/wiki/Installation).
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For more information about downloading and installing the mod, please refer to our [Installation Guide](https://github.com/CaffeineMC/sodium/wiki/Installation).
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### 🐛 Reporting Issues
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### 🙇 Getting Help
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You can report bugs and crashes by opening an issue on our [issue tracker](https://github.com/CaffeineMC/sodium-fabric/issues).
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Before opening a new issue, use the search tool to make sure that your issue has not already been reported and ensure
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that you have completely filled out the issue template. Issues that are duplicates or do not contain the necessary
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information to triage and debug may be closed.
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For technical support (including help with mod installation problems and game crashes), please use our
Please note that while the issue tracker is open to feature requests, development is primarily focused on
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improving hardware compatibility, performance, and finishing any unimplemented features necessary for parity with
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improving compatibility, performance, and finishing any unimplemented features necessary for parity with
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the vanilla renderer.
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### 💬 Join the Community
@@ -36,45 +64,40 @@ We have an [official Discord community](https://caffeinemc.net/discord) for all
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## ✅ Hardware Compatibility
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We only provide support for graphics cards which have up-to-date drivers for OpenGL 4.6. Most graphics cards which have
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been released since year 2010 are supported, such as the...
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We only provide official support for graphics cards which have up-to-date drivers that are compatible with OpenGL 4.5
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or newer. Most graphics cards released in the past 12 years will meet these requirements, including the following:
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- AMD Radeon HD 7000 Series (GCN 1) or newer
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- NVIDIA GeForce 400 Series (Fermi) or newer
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- Intel HD Graphics 500 Series (Skylake) or newer
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In some cases, older graphics cards may also work (so long as they have up-to-date drivers which have support for
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OpenGL 3.3), but they are not officially supported, and may not be compatible with future versions of Sodium.
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Nearly all graphics cards that are already compatible with Minecraft (which requires OpenGL 3.3) should also work
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with Sodium. But our team cannot ensure compatibility or provide support for older graphics cards, and they may
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not work with future versions of Sodium.
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#### OpenGL Compatibility Layers
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Devices which need to use OpenGL translation layers (such as GL4ES, ANGLE, etc) are not supported and will very likely
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not work with Sodium. These translation layers do not implement required functionality and they suffer from underlying
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driver bugs which cannot be worked around.
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## 🛠️ Developer Guide
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### Building from sources
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## 🛠️ Building from sources
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Sodium uses a typical Gradle project structure and can be compiled by simply running the default `build`task. The build
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artifacts (typical mod binaries, and their sources) can be found in the `build/libs` directory.
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Sodium uses the [Gradle build tool](https://gradle.org/) and can be built with the `gradle build`command. The build
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artifacts (production binaries and their source bundles) can be found in the `build/mods` directory.
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#### Requirements
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The [Gradle wrapper](https://docs.gradle.org/current/userguide/gradle_wrapper.html#sec:using_wrapper) is provided for ease of use and will automatically download and install the
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appropriate version of Gradle for the project build. To use the Gradle wrapper, substitute `gradle` in build commands
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with `./gradlew.bat` (Windows) or `./gradlew` (macOS and Linux).
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We recommend using a package manager (such as [SDKMAN](https://sdkman.io/)) to manage toolchain dependencies and keep
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them up to date. For many Linux distributions, these dependencies will be standard packages in your software
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repositories.
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### Build Requirements
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- OpenJDK 21
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- We recommend using the [Eclipse Temurin](https://adoptium.net/) distribution, as it's known to be high quality
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and to work without issues.
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- Gradle 8.6.x (optional)
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- The [Gradle wrapper](https://docs.gradle.org/current/userguide/gradle_wrapper.html#sec:using_wrapper) is provided
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in this repository can be used instead of installing a suitable version of Gradle yourself. However, if you are
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building many projects, you may prefer to install it yourself through a suitable package manager as to save disk
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space and to avoid many different Gradle daemons sitting around in memory.
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- We recommend using the [Eclipse Temurin](https://adoptium.net/) distribution as it's regularly tested by our developers and known
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to be of high quality.
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- Gradle 8.10.x
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- Typically, newer versions of Gradle will work without issues, but the build script is only tested against the
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version specified by the wrapper script.
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version used by the [wrapper script](/gradle/wrapper/gradle-wrapper.properties).
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