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v1.3.3 Update Changelog
Hooder edited this page Apr 11, 2024
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3 revisions
This update comes with improvements to various things across Varlamore, and a bunch of other changes throughout the game as usual 🙂
We've also added an option which replaces certain fishing spots with something more appropriate for 117 HD, due to those fishing spots becoming almost invisible when zoomed out. This behaviour can be turned off in the Miscellaneous config section. Here's what these new fishing spots look like:
For more details on what's changed, see the full list below. If you find any more bugs in Varlamore, or any other place, don't hesitate to report them on our Github or on Discord.
- Added a toggle to replace water droplet fishing spots due to visibility issues.
- Perilous Moons improvements.
- Keldagrim overhaul.
- Upgrade wooden planks and crates with HD textures.
- Improve the walls in Trollheim and the Fremmenik Slayer Cave.
- Tutorial Island and Lumbridge upgrades.
- Add Civitas illa Fortis ground textures.
- Improve the look of the temple crypt in Varlamore.
- Improve the look of Cam Torum.
- Improve performance a bit in Prifddinas.
- Fix Lunar Island ground textures.
- Add textures to the Lady Zay ship.
- Fix shading of runecrafting altars.
- Easter event improvements.
- Add lights for the Chaos Elemental.
- Rework lights for restoration pools in POH.
- Add lights to Scurrius' magic and ranged attacks.
- Add lights to many Arceuus spells.
- Add lights to various other spells, e.g. trailblazer variants of alch spells.
- Improve the look of Pyramid Plunder.
- Various Varlamore and hunter-related improvements.
- Add textures to stonepine and acacia trees on Varlamore.
- Add environments for Ralos' Rise.
- Add ground fog surrounding Temple of the Eye.
- Add lights for imbued heart & saturated heart.
- Add textures to more deadfall trap variants.
- Add textures to each of the orb charging obelisks.
- Fade out lights when the NPC they're attached to is hidden by other things on the same tile.
- Reduce jagged stone tile displacement (e.g. in Varrock).
- Make Lumbridge Castle basement a bit brighter.
- Make the Shadow Dungeon a bit brighter.
- Rimmington and Port Sarim improvements.
- Subtly improve roofs in Falador and Varrock.
- Defender of Varrock changes.
- Forgettable Tale changes.
- Garden of Death changes.
- Restless Ghost changes.
- Romeo and Juliet changes.
- Added an option to apply different color filters in the Miscellaneous section.
- Fix performance issue in the Hunter Guild.
- Fix Varlamore hunter pit trap blending issues.
- Fix True Blood Altar blood lake appearance.
- Fix issues with lights attached to impostors.
- Fix spotanim lights attached to actors which are spawning or despawning.
- Fix falling back to newly introduced vanilla textures.
- Fix an issue with tree top textures.
- Remove directional dependence from underwater caustics.
- Disable displacement when the scale is set to zero.
- Remove fishing spot visibility hack in favour of the new fishing spot replacements.
- Fix UV orientation issues for objects on bridge tiles.
Hooder (86):
Move tile overrides to JSON (#359)
Add model override for brain matter in The Scar
Extend TileInfoOverlay
LightManager improvements
Defender of Varrock changes
Add lights to imbued & saturated heart effects
Fix LightManager issues
Remove deprecated tile override classes
Finalize moving tile overrides to JSON
Fix ExpressionParser issues
Brighten up Lumbridge castle basement
Always simplify expressions
Brighten up shadow dungeon
Minor TileInfoOverlay changes
Remove nearly invisible lights in Prifddinas
Add AABB selection tool to TileInfoOverlay
Normalize nulls in TileOverride
Increase deep Wilderness brightness slightly
Fix true blood altar blood appearance
Fix all duplicate and impostor lights
Reduce POH entrance portal light intensity
Flip tile override uvScale to be more intuitive
Add light gizmo developer tool
Fix light duplication issue
Improve TileInfoOverlay devtool
Support larger AABB selections in TileInfoOverlay
Fix issue with death & respawn spotanim lights
Add normalization of light definitions
Fix null check in LightDefinition
Properly despawn object lights with off-center alignment
Consider `markedForRemoval` when checking for duplicate lights
Remove direction-based offset from water caustics
Improve light gizmo devtool & fix light duplication
Add more options to light gizmo devtool
Fix falling back to vanilla tile & model textures
Apply hillskew to vanilla UV coordinates
Add freeze frame devtool
Add command for toggling devtool keybindings
Enable hotswapping for paths set through VM args
Add schema for `upwardsNormals` model override field
Add extra vector & matrix utilities
Rework LightManager object tracking and light fade
Improve frame timer overlay
Add textures to orb charging obelisks
Reorganize tests
Further LightManager improvements
Prevent negative orientations in LightManager
Properly hide lights with dynamic lights set to none
Fix broken modulo function
Improve Varlamore temple crypt
Add more HSL color utils
Disable displacement when scale is set to zero
Allow adjusting normal map strength per material
Add region X & Y to TileInfoOverlay
Fix Civitas illa Fortis wooden floors
Fix snow on Varlamore mountains
Fix ExpressionParser handling of `!=`
Reset light gizmo selection when toggling the overlay
Allow forcing instant transitions for specific environments
Fix VarP impostor lights
Fix temporary hiding of world lights
Perilous Moons improvements
Add missing deadfall trap IDs
Fix Varlamore hunter pit trap blending issues
Fix LightManager varbit tracking bug
Fix any-match tile overrides
Reset object tracking when reloading lights
Add pre-orientation to TileInfoOverlay
Take pre-orientation into account for dynamic objects
Only lookup baked orientation for objects
Easter event fixes
Disable shadows for GotR barriers and Molch fishing spots
Prevent flickering due to temporary hiding of lights
Adjust Guardians of the Rift weak barrier light strength
Remove redundant fishing spot visibility hack
Also check bridge tiles if object orientation isn't found
Fix bridge tile model orientation checks properly
Fix NPE in draw callback
Fix model override conflict
Recompress textures
Prevent accidentally keeping the old scene in memory
Fix `ResourcePath#mkdirs` for directory paths
Include sources as part of shader dumps
Make shader dumps easier to follow
Correct line numbers in shader dumps
Reduce jagged stone tile displacement
Jin-Jiyunsun (14):
Chaos Elemental lights (#346)
Rework lights for all POH restoration pools & misc additions (#363)
Add lights to Scurrius' magic and ranged attacks (#364)
Add lights to various spells (#369)
Farming patch fix (#373)
Sophanem underground environment (#387)
Wintertodt rework (#389)
Pyramid Plunder rework (#390)
Varlamore textures & lights (#392)
Spell lighting (#383)
Further Varlamore and Hunter stuff (#398)
Add stonepine & acacia tree bark texture (#403)
Ralos' Rise environment (#408)
Add ground fog to Temple of the Eye (#409)
Mark7625 (2):
Improve fishing spots (#385)
Add simple post-processing filters (#379)
SirFancyBacon (24):
Lunar Isle snow fix (#361)
Lady Zay wooden deck (#362)
Runecrafting altar fixes (#365)
Pirates' Cove object textures (#366)
Keldagrim upgrade (#367)
Forgettable Tale fixes (#370)
Garden of Death upgrades (#372)
HD wooden planks (#374)
Civitas illa Fortis ground textures (#377)
Hunter Guild water and walls (#378)
Tutorial Island overhaul (#380)
Fix Lumbridge wall heraldry (#381)
Sheep Shearer wooden objects upgrade (#382)
Fix UVs on some objects in Meiyerditch (#388)
Hunter Guild performance fix (#399)
Trollheim and Slayer Cave wall fixes (#395)
Kourend Paths stone material with normals (#396)
Misthalin Mystery upgrade (#397)
Restless Ghost improvements (#400)
Improve roof shingles material (#401)
Rimmington & Port Sarim touchup (#402)
Miscellaneous object fixes (#405)
HD roof brick upgrade (#406)
Romeo and Juliet upgrade (#407)