Hello everyone! Happy holidays! Super Duper Vanilla updates has not been frequent recently because I had only just begun college life. So I will at least release 1.3.7 before the year ends with more Distant Horizons support.
NOTE
DH support is still experimental, so please report bugs and errors on the main Github repository!
So thank you again for your support for Super Duper Vanilla and helping it reach another milestone on Modrinth, with over 1 million downloads!
FOR OPTIFINE USERS
This version marks as the end of support for Optifine (no more patches dedicated to Optifine to work as intended). Starting from this version, Super Duper Vanilla will begin transitioning to Iris.
Patch Notes 1.3.7
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Massively improved Distant Horizons support
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Improved ender dragon death beam
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Improved light volumetrics visibility
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Added story mode clouds settings
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Added leave animations for winter drop blocks
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Added pt_BR.lang (@chocotoneg)
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Fixed warden emissives not pulsing
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Fixed errors with outlines
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Updated documentation
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Updated license
Patch Notes 1.3.6 (Hotfix)
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Fixed critical issues with entity transparency
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Fixed outdated version display in shader settings menu
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Small formatting
Distant Horizon support is unstable, please report issues over to the official Github repository.
Patch Notes 1.3.6
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Updated LICENSE (1.4 -> 1.5)
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Rough DH implementation (unstable)
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Fixed alpha testing causing NaNs
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Fixed z fighting in hand world curvature
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Fixed critical issue with story mode clouds
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Code formatting and optimizations
Distant Horizon support is unstable, please report issues over to the official Github repository.
Thank you all for helping Super Duper Vanilla reach nearly 2 million downloads. Cheers to another million.
Patch Notes 1.3.1-1.3.5
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Updated shader documentation (found inside the shader)
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Updated FlameRender (C) Studios License to version 1.3
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Updated shader pipeline GLSL version to 3.3
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Added new emissive entities
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Added specular highlight setting
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Added new tonemapping settings
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Added double aerogel clouds option
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Added new 1.20 blocks for waving terrain
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Added new 1.20 blocks for integrated PBR
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Added settings for entity shadows and block entity shadows
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Added mod support for physics ocean (not to be confused with physics water)
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Added ru_RU.lang for Russian translation for 1.3.4 (1.3.5 is incomplete due to recent additions) (@Felix14-v2)
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Improved bloom calculation
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Adjusted default gamma
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Adjusted volumetric lighting
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Adjusted glint strength emission
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Optimized glowing outline for Optifine
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Optimized edge outline calculation
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Optimized lighting calculations
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Optimized vertex calculations
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Optimized sky calculations
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Optimized buffer writing
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Optimized PBR and iPBR
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Fixed biome blending
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Fixed bloom edge leak
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Fixed block entity shading
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Fixed inconsistent water noise
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Fixed certain compatibility issues
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Fixed world curvature for entities
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Fixed inconsistent tonemapping settings
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Fixed inconsistent lightning flash (now Iris exclusive)
Version Changelogs:
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Added new 1.20 blocks for waving terrain
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Added new 1.20 blocks for integrated PBR
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Added new emissive entities
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Added new tonemapping settings
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Added new shadow optimization settings for entities and block entities
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Added support for ocean physics from the physics mod
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Added ru_RU.lang for Russian translation for 1.3.3 (1.3.4 is not complete due to recent additions) (@Felix14-v2)
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Glint strength affects glint emission
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Adjusted block mapping
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Adjusted default gamma
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Adjusted volumetric lighting
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Fixed biome blending
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Fixed bloom edge leak
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Fixed inconsistent water noise
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Fixed world curvature for entities
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Fixed inconsistent tonemapping settings
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Fixed inconsistent lightning flash (now Iris exclusive)
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Optimized sky calculation
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Optimized SSAO calculation
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Optimized lighting calculation
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Optimized edge outline calculation
Version Changelogs:
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Changed certain default settings
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Improved color settings for light and sky colors
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Renamed certain options (older Super Duper Vanilla options may not work in this version)
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Hard coded story mode clouds settings to disable vanilla clouds
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Optimized sky
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Optimized PBR
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Optimized SSAO
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Optimized bloom
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Optimized specular
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Optimized shadows
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Optimized tonemapping
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Optimized water rendering
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Optimized gbuffer programs
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Optimized many, many calculations
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Added thunder flash
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Added waving weather
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Added more animation settings
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Added aether nebulae to The End sky
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Fixed certain errors with certain settings
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Fixed certain visual bugs with PBR
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Changed license from an open source license to a proprietary license
NOTE: Iris versions below 1.18.2 is no longer supported. Optifine support stays the same starting from 1.14+.
Version Changelogs:
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Adjusted VL gradient
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Adjusted tonemapper
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Adjusted auto exposure
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Adjusted fog calculation
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Adjusted lava calculation
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Adjusted weather visuals
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Adjusted fresnel calculation
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Fixed potential issues
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Fixed SSAO on lightning
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Fixed reflection "blob" at low angles
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Fixed lava uv when POM is enabled
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Fixed terrain appearing brighter than usual
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Fixed vanilla clouds having incorrect shading
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Fixed sky horizon lighting not rendering correctly in the End
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Fixed color issue when changing render quality lower than 1x
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Fixed floating text when POM is enabled (may not work on Iris)
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Improved vignette
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Improved auto generated normals
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Implemented directional lightmaps
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Added flat water albedo option
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Added normal map strength option
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Added border fog to VL and fixed silhouette
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Added resolution slider for auto generated normals
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Added froglights, item frame, mangroove, sculk, and prismarine blocks to Default PBR
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Added smooth materials to redstone lamp, shroomlight, sea lantern, glowstone, and froglights
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Removed background floating text
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Disabled edge highlight outlines by default (can still be enabled in settings)
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Decreased redstone block emissiveness
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Increased bloom strength back to 20% (0.16>>0.20)
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Lens flare is hidden if darkness effect is active
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Changed hardcoded gamma to 2.0
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Moved sunPathRotation to settings.glsl
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Slightly stronger f0 for water
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Configuration settings optimization
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Massive optimizations to lighting
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Faster border fog calculation
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Faster VL calculation
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Massive code formatting