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v1.2.1 Update Changelog
The Tombs of Amascut have received their first set of graphical improvements! If you think any of it is too over the top or too subtle, or you have any other feedback, feel free to post about it in our Discord server.
Big performance improvements are here for scenes with lots of animated models (players, npcs & other animated models) too! @sosodev and @aHooder have reworked our model caching system so it can utilize more of your system RAM. At the bottom of the plugin settings we have the "Experimental" section where you can click checkboxes to enable model caching and batching. WARNING: these features are considered experimental and may cause client crashes, client instability or graphical artifacts. With that said, we see around 50-150% more FPS on average in these busy scenes with a high-end graphics card. The gains will largely depend on the age of your CPU and the amount of RAM you are able to allocate to the plugin. You can allocate as much as you're comfortable with (up to half of your system's available memory), but if you experience issues then you may need to reduce the amount you have allocated. Big thanks to @Aeryn for her guidance and testing during this effort.
Also, white colors should now appear white like they do in vanilla instead of a dull gray:
We've also finally removed the "(beta)" label from the plugin, so if you previously had the plugin favourited, you'll have to click the star again. If you experience any crashes please report them on Discord or submit an issue to this GitHub repository.
- Add new experimental model cache to improve performance with a lot of dynamic models on the screen.
- White colors should now appear white instead of a dull grey.
- Improve material system and texture loading.
- Move texture animation to the GPU.
- Sidestep potential Java memory allocation issues.
- Improve uncached model pushing performance.
- Add various currently unused texture mapping features.
- Minor shader optimizations.
- Added lights throughout Tombs of Amascut.
- Add support for attaching lights to graphics objects.
- Remove bugged red lights from Falador Castle.
- Tune Corrupted Gauntlet environmental lighting.
- Fix bug where random lights would appear upon first login.
- Fix various path blending issues.
- Allow certain objects to inherit color from tiles beneath.
- Fix floors in Sophanem and Menaphos.
- Change the floor in Draynor Bank.
- Fix some tile blending issues in Zeah.
- Fix tiles near Paterdomus.
- Add textures to Troll Stronghold.
- Add textures to Grand Exchange.
- Fix wall in Jolly Boar Inn.
Aeryn (1):
Add various path fixes
Hooder (62):
Fix ResourcePath for Java 8
Improve materials & water types & a multitude of other changes
Add support for normal mapping
Add support for roughness mapping
Initial work on parallax mapping & more
Fix dynamic lights config issues
Optimize shadow shader code
Fix shader hotswapping
Minor fixes
Fix shader file watching & texture loading
Minor OpenCL cleanup
Revert world UV testing
Further simplify conversion of vanilla texture animations
Improve parallax mapping shadows
Minor fixes
Cleanup some no longer needed test textures
Remove normal mapping TODO
Fix minor shader issues
Add way to export shader binaries
Remove linear to sRGB conversion for normal maps
Comment out shadowJar task
Remove high resolution texture options until there's a use for them & resizing is faster
Remove demo materials and textures
Use trilinear filtering for texture downscaling
Remove comment
Fix lights config test
Fix buffer overflow with lights
Sidestep JVM memory allocation limits for GPU buffers
Rename forgotten texture in #48
Fix Corrupted Gauntlet lighting after sRGB change
Fix object hiding performance
Fix underwater tiles at zero depth
Fix water shadows
Improve shader compile errors for development
Add color blindness intensity option
Cleanup UI scaling modes
Fix incorrect object ID introduced by #56
Fix broken UVs when object textures are disabled
Allow omission of `fadeInDuration` from lights JSON
Add JSON schema for lights JSON
Rename object properties JSON
Add JSON schema for object properties
Add JSON schema for hidden objects and AABBs
Use JSON instead of JSONC for IntelliJ to use schemas by default
Rename Jagex HSL conversion function
Use smooth normals for normal mapping
Improve parallax mapping interaction with shadow map
Disable parallax mapping until issues have been resolved
Fix flickering transparency with model batching
Fix ModelCache cleanup on plugin shutdown
Add missing NpcIDs to a separate list
Add support for ambient occlusion maps
Add Material option to override base color with texture
Replace `Material.emissiveStrength` with `unlit`
Clear ModelCache on the client thread
Make over-exposure workaround optional
Remove shading from GotR entrance
Fix Overlay & Underlay bugs introduced in #39 (#45)
Prevent ModelPusher from being cleared prior to initialization (#65)
Fix hiding of baked lighting from static models (#66)
Add option to remove vanilla shading if old behaviour is desired (#72)
Various Tombs of Amascut fixes and lights added (#73)
Jmeds (2):
Added texture to Grand Exchange stone (#31)
Add `ObjectProperties.inheritTileColor` option (#36)
JustJess (1):
Fixed the second, third, and fourth floors of Falador Castle being lit by a red light (#38)
Kyle (7):
Off heap full temp model caching (#52)
static allocation for model caching (#60)
shutdown plugin on OOM, default cache to <=1024MiB if running on a 32-bit client (#68)
bump to 1.2.0, remove beta from name, update definitions
fix shader compilation for steam deck
fix cache race condition on config change
fix broken lights on first login
Mark7625 (6):
Add `FileUtils` class to facilitate resource hotswapping (#40)
Overlay & Underlay cleanup (#39)
Resource loading & file watching overhaul and add ability to hide scene objects (#29)
Give names to HD & vanilla textures & add hotswapping
Rename vanilla textures (#54)
Move ObjectProperties to JSON (#59)
SirFancyBacon (6):
Sophanem and Menaphos floor fixes (#42)
Change Draynor Bank floor to `WORN_TILES` (#25)
Troll Stronghold textures (#58)
Jolly Boar Inn wall fix (#47)
Zeah tile blending fixes (#56)
Wrong tiles fix (#67)