Compatibility
Minecraft: Java Edition
1.21.x
1.20.6
1.20.4
1.20–1.20.2
1.19.4
1.19.2
1.18.1–1.18.2
Platforms
Fabric
Supported environments
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Details
Licensed LGPL-3.0-or-later
Published last year
Updated 2 months ago
Changelog
Modern UI 3.11.0.4
NeoForge Extension 1.21.1
- Change default typeface/font loading behavior
- Add option to replace vanilla blur effect with Modern UI for optimization
- Allow setting blur radius to 0 to disable blur
- Add MinecraftSurfaceView to handle raw rendering calls
- Ensure that all (native/GPU) resources are closed when the game exits
- Slightly improve the Center UI
- Fix a random crash when opening/closing UI frequently
- Rework tooltip rendering
- Add white noise to shadow
- Add dithering to gradient colors
- Use L1 norm instead of L2 norm for coverage antialiasing
- Change shadow approximation method
- Change default border radius and shadow alpha
- Add new conditions for adding the extra space below tooltip title line
- If the first three lines of the tooltip have different styles, we consider the first line as the title
- Reduce the saturation of default tooltip colors
- Allow using arrow keys to manually scroll the tooltip
- Add small epsilon to text Z value for tooltip rendering to work around FP errors on some GPUs
- Optimize blur effect
- Use texelFetch instead of texture
- Remove the additional blit pass and render target because we work around a Minecraft bug
- Try to cache the shader program and temporary render target for blurring, and handle errors
- Apply blur effect to the screen background instead of the world, just like Minecraft 1.21
- Migrate to new rendering pipeline
Forge Extension 1.21.1
- Equivalent to NeoForge version
Fabric Extension 1.21.1
- Functionally equivalent to NeoForge version
Modern Text Engine 1.21.1
- Add compatibility for bitmap fonts with custom text shader
- Enable linear metrics and disable font hinting by default
- Add config to change the minimum pixel density for SDF text
- Fix some possible bugs on text rendering
- Optimize text rendering
- Add texture cleanup to FontResourceManager
- Simplify text layout rendering code
- Use Math.round for aligning pixels
- Fix glyph info for FontSet compatibility
- Rework and optimize bitmap font rendering
- Try to stitch bitmap font into atlas
- Try to discard bitmap fonts if they have negative metrics, transparent pixels, or huge metrics
- Saturate glyph metrics for bitmap font
- Fix hashCode and equals for correct de-duplication
- Adjust lod bias for normal text shader
- Adjust bitmap font to match vanilla behavior
- Adjust glyph advance calculation
- Adjust Unicode font loading behavior
- Any reference to vanilla Unicode font and UNIHEX font will redirect to current ModernUI default typeface list instead of system fonts, except for Minecraft default font set
- Fix text layout bug when finding style transitions
- Allow caching the missing glyph to atlas
- Adopt full text rendering technology from core framework
- Fix line breaker that may output no lines and keep consistency with vanilla behavior
- This fix a bug with IBE Editor
- Fix text strike cache invalidation for FontSet compatibility
- This fix a bug with Create
- Add text layout dump in advanced options
- Add a command for debugging line breaker
- Add methods for debugging text engine
- Work around AMD driver bug before GCN 1
- Change the initial size of A8 font atlas to 2048x2048
- Fix crash when compacting font atlas
Core Framework
- Enable linear text by default, increase layout cache limit
- Delete render thread executor
- Delete old text rendering code
- Add GradientDrawable that draw shapes with gradient colors
- Update/fix ShapeDrawable with latest rendering pipeline
- Add set/get ColorFilter to Drawable and ImageView Add ImageView.setImageTintBlendMode
- Rework ImageDrawable.setSrcRect() method
- Update ImageDrawable with antialias, dither, filter, and tile modes
- Add setter/getter to change blend mode for edge effect
- Change default blend mode for EdgeEffect from SRC_OVER to SRC_ATOP
- Fix Matrix.mapRect()
- Fix EdgeEffect centerX
- Improve text rendering
- Add AngularGradient API and implementation
- Add RadialGradient API and implementation
- Add LinearGradient API and implementation
- Add GradientShader API and implementation
- Add new draw methods to Canvas class
- Add BlendModeColorFilter and make it work finally, default blend mode for ImageDrawable is SRC_IN
- Add ColorFilter class that can be installed on Paint
- Refactor Image class and fix Image.close() issue
- Refactor Paint class
- Add ImageShader class
- Add Shader class that can be installed on Paint
- Add TextView.setTextSize() that specifies a unit, default is sp
- Full migration to the new rendering pipeline, Arc3D Granite Renderer; delete old GLSurfaceCanvas
- Avoid re-layout on window minimized, since framebuffer is destroyed and size is 0
- Deprecate Canvas.saveLayer() for future layer compositor and render tree
Core Framework - Kotlin Extension
- No changes
Markdown Extension
- No changes
Arc3D Graphics Engine
- Remove old usage of Image.getSurfaceFlags
- Add Image.getUniqueID() and static methods to create raster images
- Add utility NoDrawCanvas NWayCanvas and PaintFilterCanvas
- Fix Matrix.mapRect() is not correct
- Fix compiler error
- Optimize text ops if subRunToDevice is translation-only and pipeline does not require local coords trivially
- Optimize matrix computation for text ops
- Replace Matrix4 in rendering code with Matrix
- Make Matrix4() construct an identity matrix, and Matrix4.identity() return a read-only identity matrix
- Fix TextBlobBuilder offsets not reset after build
- Add RoundRect flatten methods
- Improve NoPixelsDevice clip tracking, remove ConservativeClip
- Add DrawAtlas.purge() to free unused pages
- Add implementation for gradients in other interpolation color spaces and for all hue interpolation methods
- Allow DrawAtlas to perform an immediate compact
- Rename some classes and methods
- Change the default uniform buffer block size to 32KB
- Fix color array copy in Vertices::makeCopy
- Fix persistent mapping check in GLBuffer
- Temporarily enable RGB texture in OpenGL
- Try to share vertex array objects in OpenGL backend
- Expose resource cleanup API, also cleanup framebuffer cache and strike cache
- Review ResourceCache, fix some legacy issues
- Add support for alpha-only images, add missing Shaders shader implementation
- Purge framebuffers immediately after one attachment was destroyed
- Complete the compatibility with OpenGL 3.3 and OpenGL ES 3.0
- Improve texture and renderbuffer creation
- Deprecate old Device methods
- Fix OpenGL 3.3 and GLSL 330 compatibility
- Finalize BoundsManager, add samples
- Add plus_clamped, minus, and minus_clamped blend info
- Remove 01 coverage in non-aa case
- Add blend equation in GL backend
- Mark old code as deprecated
- Implement basic functionality for final blender, enable dual source blending
- Fully implement BakedTextBlob and TextBlobCache for text rendering
- Fix blend shader doesn't compile
- Add TextBlob as an immutable container for glyph rendering
- Rework FramebufferDesc, add FramebufferCache to manage framebuffers
- Basically implement texture copy task, implement Surface.onNewImageSnapshot()
- Add factory method to create Surface
- Implement Device management
- Invalidate atlases if RC.snap() failed
- Fix several threading issues for OpenGL backend
- Handle ColorFilter properly
- Add BlendModeShader
- Fix color space transformation on paint's solid color
- Add primitive color blending and color space transform
- Add blending with shader and paint's alpha
- Fix color space transformation on BlendModeColorFilter
- Add implementation of BlendModeShader and BlendModeColorFilter
- Remove Geometry interface
- Add Vertices class and Vertices step to drawVertices
- Add shader implementation for 42 blend modes
- Fix arg name for uniforms that start with no mangle prefix
- Add StaticBufferManager and Buffer-to-Buffer copy task
- Fix ImageUploadTask bug
- Implement remaining important Canvas methods
- Add and implement new Canvas methods in Device
- Fix depth is perspective-correct; the depth should be preserved, then multiply it by w.
- Fix bugs on arc shader with square end
- Finish methods to create and draw GlyphRuns
- Add method to set Matrix elements
- Fix Matrix4.hashCode() for negative zero
- Add Geometry.getBounds() to compute bounds
- Improve ClipStack to compute several bounds
- Fix stroke inflation radius computation for inner and outer stroke
- Optimize draw when it does not depend on dst
- Fix several issues on Device
- Implement the creation of AtlasSubRuns
- Add method to compute res scales if matrix has perspective
- Fix AnalyticSimpleBoxStep instance data type
- Add method to draw pie and chord, optimize shaders
- Add rendering with three cap types of stroke arcs initially
- Implement Atlas text op at low level, improve solid color fast path, trying to handle primitive color
- Fix ScalerContext_JDK does not return a reliable glyph bounds
- Fix DrawAtlas assertion and GlyphAtlasManager row stride
- Fix Strike and ScalerContext bugs, remove stroke cap in StrikeDesc
- Improve finite check and non-invertible matrix
- Add RendererProvider to manage GeometryRenderers
- Finish implementation of atlas management for draw ops and glyph atlas
- Calculate the Path byte size when generating Glyph in Strike
- Implement Strike, StrikeCache, and ScalerContext basically
- Add Paint.setPathEffect(), add missing javadoc in Font
- Add Path.transform(), add PathIterator.getFillRule()
- Add GPU dithering implementation (no texture lookup)
- Fix GLCaps.FormatInfo for RGB565
- Update Paint and related classes
- Make Blender and ColorFilter strictly ref-counted
- Add Shader.isConstant()
- Fix Canvas.drawCircle()
- Add Paint.setColor4f()
- Fix Paint.setStrokeWidth() and Paint.setStrokeMiter() for NaN values
- Remove Paint's SmoothWidth, MaskFilter and ImageFilter
- Add PathEffect skeleton class
- Fix several hashCode implementation for negative zeros
- Update Paint.nothingToDraw() for more blend modes
- Add more methods to RoundRect
- Update Surface, Canvas, and related classes
- Add Stroke, PathIterable, update PathStroker
- Optimize shaders
- Use short-circuit for transfer function
- Use texelFetch for cubic shader, remove invImageSize uniform
- Add perspective correction for local matrix shader
- Extract color space transform from image shaders
- Ensure subset sampling does not use mipmaps
- Implement bicubic and strict subset sampling
- Change AnalyticSimpleBoxStep to use L1 norm
- Fix bug on GLImageDesc.equals()
- Fix bug on uniform block layout
- Change Paint constants and SamplingOptions, adding classes for text rendering
- Done depth stencil work, fix several bugs
- Add flipY and unorm clamp for PixelUtils
- Implement LinearGradient, RadialGradient, AngularGradient
- Fix bugs on ImageShader.makeSubset()
- Fix bugs on premul & unpremul in some classes
- Improve ColorSpace transform, add PixelUtils.convertPixels()
- Add new ColorSpace transform shader
- Fix GLSampler TEXTURE_WRAP_R is not set, add validation for SamplerDesc
- Fix Matrix4.invert, add Matrix.toMatrix4, fix UniformDataGatherer for mat3
- Make Paint, PaintParams, and Draw classes closeable
- Fix TextureTracker; rename gradient shaders
- Optimize box shader
- Accumulated updates on fragment effects and shading pipeline
- Implement simple pixel upload using image-to-image copy
- Add new Shader and ColorFilter classes
- Rename PixelMap to Pixmap, PixelRef to Pixels
- Switch slow JNI to PixelUtils.copyImage() for array to off-heap copy
- Remove the offset parameter of Buffer.unmap()
- Finish AnalyticSimpleBoxStep
- Allow implicit conversion between numerics
- Add DepthStencilSettings and BoundsManager, limit the number of geometry steps
- Optimize vertex writer and uniform writer, optimize uniform data deduplication
- Basically complete the Granite Renderer
- Add geometry projection, solid color simplification
- Finish RenderPassTask execution Fix scissor origin, initial scissor setup
- Complete DrawPass's texture sampler binding
- Add TextureDataGatherer, texture sampler binding and tracker
- Add UniformDataGatherer and UniformDataCache
- Fix Matrix4.store()
- Add framebuffer creation and some tests
- Some work on new PipelineBuilder
- Update Buffer, GLBuffer, persistent mapping and so on
- Accumulative updates for new renderer
- Add method for updating clip draws
- Update ClipStack
- Improve vertex specification and buffer binding
- Rename the project from 'Arc 3D' to 'Arc3D'
- Commit all accumulative updates
- Change BlendMode.apply() to static methods
- Accumulative updates for the new pipeline
- Attempt to refactor pipeline
- Add more classes for new pipeline
- Add frexp & ldexp impl
- Some attempts on pipeline
- Refactor GPU Image, RenderTarget, SurfaceProxy classes; remove Texture
- Add Image and Framebuffer creation, add reusable framebuffers
- Refactor GpuResource class hierarchy
- Support GL_CONTEXT_LOST
- Tons of work on Engine and OpenGL backend, not listed
- Add pre-defined extensions to compile options
- A lot of work on abstraction between GL3 and GLES3
- Initially add GLInterface for both OpenGL & OpenGL ES support
- Add std140/std430 layout qualifiers, add include directive parsing
- Abandon usage of GLSL ARB extensions that core in later versions
- Fix GLCaps crash for some capabilities
- Fix some bugs in preprocessing
- Other improvements
- Add new preprocessing methods, allow sub-range source
- Add StringLiteral grammar, fix Whitespace grammar
- Add FatalError to terminate compiler
- Add identifier name length check (1024 at most)
- Add benchmark between Arc3D and shaderc (glslang)
- Update Lexer
- Add directive grammar
- Add 'using' grammar for type aliases
- Add newline token, fix block comment grammar
Dependencies
Files
Metadata
Release channel
ReleaseVersion number
3.11.0.4Loaders
Game versions
1.21–1.21.1Downloads
10023Publication date
September 15, 2024 at 2:33 PMPublisher
BloCamLimb
Owner