From 20da00b401fc33f8a4b423eaa3044875e8196737 Mon Sep 17 00:00:00 2001 From: IMS212 Date: Fri, 4 Aug 2023 15:10:23 -0700 Subject: [PATCH 1/2] 1.6.5, is_on_ground --- src/main/java/net/coderbot/iris/uniforms/CommonUniforms.java | 5 +++++ src/main/resources/fabric.mod.json | 2 +- 2 files changed, 6 insertions(+), 1 deletion(-) diff --git a/src/main/java/net/coderbot/iris/uniforms/CommonUniforms.java b/src/main/java/net/coderbot/iris/uniforms/CommonUniforms.java index 92754409df..2ae9539a6a 100644 --- a/src/main/java/net/coderbot/iris/uniforms/CommonUniforms.java +++ b/src/main/java/net/coderbot/iris/uniforms/CommonUniforms.java @@ -138,6 +138,7 @@ public static void generalCommonUniforms(UniformHolder uniforms, FrameUpdateNoti .uniform1b(PER_FRAME, "is_hurt", CommonUniforms::isHurt) .uniform1b(PER_FRAME, "is_invisible", CommonUniforms::isInvisible) .uniform1b(PER_FRAME, "is_burning", CommonUniforms::isBurning) + .uniform1b(PER_FRAME, "is_on_ground", CommonUniforms::isOnGround) // TODO: Do we need to clamp this to avoid fullbright breaking shaders? Or should shaders be able to detect // that the player is trying to turn on fullbright? .uniform1f(PER_FRAME, "screenBrightness", () -> client.options.gamma) @@ -158,6 +159,10 @@ public static void generalCommonUniforms(UniformHolder uniforms, FrameUpdateNoti .uniform3d(PER_FRAME, "skyColor", CommonUniforms::getSkyColor); } + private static boolean isOnGround() { + return client.player != null && client.player.isOnGround(); + } + private static boolean isHurt() { if (client.player != null) { return client.player.hurtTime > 0; // Do not use isHurt, that's not what we want! diff --git a/src/main/resources/fabric.mod.json b/src/main/resources/fabric.mod.json index 8b06bd97f6..3eeee4e728 100644 --- a/src/main/resources/fabric.mod.json +++ b/src/main/resources/fabric.mod.json @@ -1,7 +1,7 @@ { "schemaVersion": 1, "id": "iris", - "version": "1.6.4-development-environment", + "version": "1.6.5-development-environment", "name": "Iris", "description": "A modern shaders mod for Minecraft intended to be compatible with existing OptiFine shader packs", From f4a85270d0147023503fa1d85c875dabcd64bf58 Mon Sep 17 00:00:00 2001 From: IMS212 Date: Fri, 4 Aug 2023 17:38:09 -0700 Subject: [PATCH 2/2] 1.6.5 changelog --- docs/changelogs/1.6.5/full.md | 25 +++++++++++++++++++++++++ 1 file changed, 25 insertions(+) create mode 100644 docs/changelogs/1.6.5/full.md diff --git a/docs/changelogs/1.6.5/full.md b/docs/changelogs/1.6.5/full.md new file mode 100644 index 0000000000..a06d8c9a8a --- /dev/null +++ b/docs/changelogs/1.6.5/full.md @@ -0,0 +1,25 @@ +# Iris 1.6.5 Changelog + +- Fixed NEC/Sodium screen bypass not working +- Moved the "Color Space" toggle to Quality options. +- Added `entity_flame` special ID. +- Fixed a crash with core profile shaders. +- Fix mismatched push/pop when in spectator on some packs. +- Added a fake vertex shader subsystem, to fix *extremely* old packs without vertex shaders. +- Fixed fake entity shadows on some packs. +- Fixed lightning bolts not taking on the correct entityId. +- Enabled smooth triangle (not quad) shading. +- Added `dimension.properties`. +- Added `is_on_ground`. +- Added support for armor trim detection. + +### dimension.properties + +When `dimension.properties` is added to the shader pack root, behavior relating to dimensions change. +Iris will no longer resolve any dimensions for you, and you are expected to resolve you own. + +The syntax for dimension.properties is as follows: + +`dimension.folderName = dimensionNamespace:dimensionPath` + +*You can use `*` as a value to fallback all dimensions to.*