
It has been awhile from the last update. Thanks for your patience! After much work, I believe the mod is ready to be moved out of the beta phase. The mod has been refactored into a multiloader structure to make it easier to maintain and some APIs have changed (but should be stable now unless otherwise stated). I have also went through most of the existing shaders and made many improvements.
That being said, going forward updates will be slower as I will be beginning undergraduate studies soon but I will try my best. Please report any bugs on the issue tracker on GitHub or in the Euphoria Patches discord server. Thanks again!
**Fixes**
- Fix off-by-one error in addition of `colortex` buffers
- Fix shaders not being applied to `suppsquared:copper_lantern`
- Fix issues with Doom & Gloom crashing the game
- Fix bug causing green shading for block entities without IDs
- Fix missing shaders for `caverns_and_chasms:floodlight` and related blocks
- Fix issues with shaders for custom Pokemon not working on Fabric
- Fix handheld lighting not working for `mynethersdelight:powdery_torch`
- Fix missing shaders for `netherexp:wall_ancient_torch` and `netherexp:ancient_campfire`
- Fix issues with Pokemon shaders not working on Fabric 1.21.1
- Fix shaders breaking when shaders are re-injected
**Additions**
- Significantly improved and added shaders to the following mods
- Supplementaries (updated to 3.5)
- Supplementaries Squared
- Amendments
- Galosphere
- Doom and Gloom (updated to Minecraft 1.21.1)
- Spawn (updated to Minecraft 1.21.1)
- Windswept (updated to Minecraft 1.21.1)
- The Between
- Caverns & Chasms (updated to Minecraft 1.21.1)
- Enderscape (updated to 3.0.0)
- Add option `DARK_ES_END_FLASH` to configure End Flashes to reduce ambient lighting instead of increasing it
- Add options `SOFTEN_END_SHADOWS` and `SOFTEN_END_SHADOWS_I` to soften shadows from top-down End ambient lighting. Setting to `0` removes shadows entirely
- Add void fog below and above a configurable altitude, defaulting where fog starts in Enderscape at `y = 0` and `y = 230`
- Add compatibility with Euphoria Patches' new black holes which will distort the nebula
- Cobblemon (more Pokemon shaders :D)
- My Nether's Delight (updated to 1.10)
- Jaden's Nether Expansion (updated to Minecraft 1.21.1)
- YUNG's Cave Biomes (updated to Minecraft 26.1)
- The Copperier Age
- Add compatibility with Photonics for the following mods (i.e. ray-tracing for emissive blocks)
- Enderscape
- Cinderscapes
- Frostiful
- Biomes O Plenty
- Oh The Biomes We've Gone
- Add compatibility with Windlink
- Improvements to cirrus clouds, including support for pixelation and variable cloud cover
- Add support for Mod Menu / Better ModList
- Add ability to control injection points in shader mixins using Regex (works across multiple lines too)
- Add various mod configurations using YetAnotherConfigLib
- Add Euphoria Patches as a dependency to ensure that there are no errors from injecting into the wrong version
- Updated Russian translations thanks to @**[mpustovoi](https://github.com/mpustovoi)**
**Changes**
- Updated to *Minecraft 26.1* and *Minecraft 26.2*
- Updated to *Complementary Shaders r5.9 + Euphoria Patches 1.10*
- Refactor mod into a multiloader structure that makes it much easier to maintain
- Ensure that errors within the shaderpack will be automatically printed out when the player enters the world
- Shorten patched shaderpack name to `Supplemental Patches <version number>`
- Reworked the settings page to ensure that all resource-packs are able to add their own settings
- Removed spiral clouds above magical biomes as the default cloud map has been changed
**Breaking Changes**
- Standardise all folders to use plurals
- `entity` -> `entities`
- `block_entity` -> `block_entities`
- `translucent` -> `translucents`
- Modify the way that colours are specified within material shader JSONs
- Field `color` is renamed to `blocklight`
- Field `conditions` is moved under `blocklight` to allow different `color`s based on different `conditions`
- See the rewritten shaders within the built-in resource-pack for examples
- Resource-packs now require an `entrypoint.json` within the `settings` folder for shader settings to work
- Shader settings for each resource-pack will be separated and placed in individual folders
- Renamed waving function `minecraft:waving_tall_foliage_2` -> `waving_tall_emissive_foliage`
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" }