## New Features
* Hand light now has screen space ray traced shadows.
* A new Hand Light shader pack options screen has been added to control this feature.

## Improvements
* Hand light is now handled separately for each hand.
* Hand light sources are now positioned more closely to actual hand positions.
* Significant improvements have been made that depend on the **Subgroup Operations** Compatibility option.
* Lights are now de-duplicated using subgroup operations before being added to the global light list, significantly reducing the capacity required to avoid overflow and the time spent on global de-duplication.
* Work group bounding box computations are now accelerated using subgroup operations.
* Atomically pushing to buffers is now accelerated using subgroup operations.
* SSBO and shared memory loads are now explicitly made subgroup uniform where possible, using subgroup operations.
* Volumetric light and SMAA neighborhood blending are now significantly faster thanks to optimizations made to work group neighborhood handling.
* Chunks are now culled in uniform control flow.
* Light list creation is now slightly faster when 16-bit integer types are unsupported.
* Sky rendering is now slightly faster, by skipping a work group barrier in tiles with no block lit geometry.
* Gbuffer data is now ordered more optimally following the [RDNA Performance Guide](https://gpuopen.com/learn/rdna-performance-guide/).
## Other Changes
* Amethyst Shards are now emissive.
* Ambient occlusion is now more visible. *More improvements to ambient occlusion are planned.*
* Hand light brightness now matches block light by default.
* Work group sizes have been retuned and optimized for modern AMD Radeon hardware. **This could result in worse performance on some other hardware. Please report any significant issues.**
* Subgroup operations are now assumed by default to be supported on all Radeon hardware.
* Immutable constants are now assumed by default to be supported on all Radeon hardware on Linux.
* A driver bug workaround for the work group size of the global light list de-duplication pass has been disabled on Mesa graphics drivers for Radeon. This could improve performance slightly in some situations.
## Fixed Issues
* Light list sorting fails when multiple lights are at the exact same distance from the player.
* Unlit geometry is rendered with incorrect depth guarantees, causing undefined behavior.
* Fallback functions collide with disabled built-in 16-bit functions on AMD graphics drivers on Windows (driver bug).
[GitHub Release](https://github.com/Luracasmus/renderpearl/releases/tag/v2.7.0)
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }