Here’s a list of the full changelog:
- New tonemapper (Uncharted 2)
- Added stage spidereyes
- In case torchlight doesn’t work in Minecraft, emissive entities will be lit properly
- Changed water and ambient color
- Replaced motionblur with reprojection based motionblur
- Added temperature slider
- Added torchlight temperature slider
- Added feature “Waving Water”
- Added feature “Dirty Lens” (only applied to sun)
- Warmer ambient color
- A little darker ambient light
- Reduced film grain amount
- Added feature rain puddles
- Changed PBR roughness curve
- Reduced saturation by 1.045 %
- Removed ambientlight falloff
- Replaced default sun
- Improved emissive light
- Added max color range
- Added feature “Bloom”
- Fixed entity redstone lamp
- Replaced godrays with volumetric light
- Added redstone wire to emissive
- Fixed out of bounds bloom
- Applied sunFactor to sun and sun reflection
- Updated .lang file
- Added Volumetric Light quality control (Low, Medium, High)
- Removed sunflares, since Bloom basically replaces it
- Fixed dark reflections when using Mirrored method
- Exponential ray samples
- Added option to switch between godrays and volumetric light
- Updated en_US.lang
- Added Stratum PBR format
- Added High profile
- Improved Pulchra PBR format
- Improved sun reflection for PBR
- Fixed super bright gbuffer stages
- Added feature “POM”
- Added feature “Auto Bump”
- Added feature “Normals for Torchlight”
- Medium is the new default profile
- Enabled soft shadows for Medium profile
- Set SSR Method on Reflected Vector for Medium profile
- Enabled rain puddles on Cinematic profile
- Slightly stronger beacon beam
- Improved screen space reflections border
- Improved godrays fade out when the sun is not in screen space
- Added more controls for tonemapping
- Profile presets now go from Lite to Cinematic
- Fixed reflections on textures with transparency
- Updated Nether
- Added feature “Heatwave”
- Added underlava fog
- Updated shader options and code cleanup
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