The Scaling Update!!
Changes:
- Make map always use integer scaling - tiles and markers will never be rendered at a fractional scale.
- Add map scaling as a config option, independent of GUI scale and zoom level. (matching GUI by default).
- Split all handling of zoom into two modes (chunks-per-tile and pixels-per-tile).
- Swap out the zoom limit options to use the new zoom types.
- Swap out the zoom sound effect to differentiate between the new zoom types (page & spyglass sounds respectively)
- Add a new "ruler bookmark" zoom/scale indicator that displays its own (16px) size in blocks or chunks - click it to reset the zoom level.
- The new zoom types are represented using a red label (pixel zoom), a blue label (chunk zoom), and a black label (no zoom).
- Remove the bar scale and fading fraction scale indicators
- Fix rounding errors related to zoom levels and zooming in/out caused by previous zoom representation.
- This used to cause the map to drift slightly when zooming in and out
- Now you can zoom all the way in and out on the same spot, with no drift
- Reimplement map offset (panning) using a screen pixel offset, instead of a gui pixel offset.
- removes "jitter" when panning at the cost of misaligning the map from the gui pixel grid.
- Reimplement marker scaling and marker mipmaps!
- Scaling is used for pixel zoom, and mipmaps are used for chunk zoom.
- Added a full book-style background to fullscreen mode (now default).
Changelog: https://github.com/sisby-folk/antique-atlas/releases/tag/v2.5.0
Changes:
- Remove scroll bars
- Perfect scrolling for markers and marker modal (1 step for 1 item)
- Add page arrows to replace scroll bars (touchscreens etc.)
- Swap the follow player button for a follow player bookmark
- Fix math inaccuracies for displaying markers / the player on the screen
- This also fixes the player being off-center when player following is on
- Only show debug text when the mouse is within the map area
- Fix the map screen being off-center due to issues with component sizing
- Fix mouse status not updating when scrolling (& any other mouseover related lag-bugs)
- Fix centering on stuck sword marker when shown in bookmarks/modal
- Show the player marker while following them, even while hiding markers
- Hide marker bookmarks while hiding markers
- Keep hide marker state after closing screen
- Added a control hint for adding markers underfoot using shift
Changelog: https://github.com/sisby-folk/antique-atlas/releases/tag/v2.4.0
Changes:
- Change bookmarks to use a tinted texture instead of coloured variants
- Allow recoloring the bookmark background colour of markers when placing them
- Use the dye colour of landmarks when displaying them on bookmarks
Changelog: https://github.com/sisby-folk/antique-atlas/releases/tag/v2.3.0
Fixes:
- Update included surveyor, fixing world-height buildings and glass being mistaken for void.
Changelog: https://github.com/sisby-folk/antique-atlas/releases/tag/v2.2.3
Fixes:
- Update included surveyor, fixing an issue in the last patch that (hilariously) did actually affect atlas.
Changelog: https://github.com/sisby-folk/antique-atlas/releases/tag/v2.2.2
Changes:
- Update included surveyor, fixing issues with the produced save that (mostly) wouldn't affect atlas.
Changelog: https://github.com/sisby-folk/antique-atlas/releases/tag/v2.2.1
Changes:
- Batch subtile draw calls per texture, massively improving map performance, especially in fullscreen
Changelog: https://github.com/sisby-folk/antique-atlas/releases/tag/v2.2.0
Changes:
- Added a new
fallbackFailHandling
option to the config, to change what happens when a biome has no minecraft/conventional/forge tags. - Default
fallbackFailHandling
to "MISSING", which shows a texture made of small question marks - swapping to "TEST" will return the behaviour of the old texture, and "CRASH" will crash the game as soon as a biome fails fallback (for modpacking)
Changelog: https://github.com/sisby-folk/antique-atlas/releases/tag/v2.1.0
First Stable 2.0 Release!
This update will clear your map! Downgrade and take notes if needed.
Changes in 2.0:
- Rewritten for and bundled with Surveyor, a new map library we made with AA in mind.
- Now server-optional, adding surveyor (or AA) to the server will enable structures
- Removed ~4800 lines of java and json over 1.x (~7900 over 0.x) - including all mixins.
- Uses surveyor's save format, saving no data of its own.
- Uses surveyor's API, obsoleting the existing API via this and improved resource packing.
- Massively optimized map generation, which now runs on world-join using surveyor's save.
- Full support for map sharing, including structures and markers.
- Share groups aren't implemented in surveyor yet, but you can use
shareAll
in the config to do global sharing.
- Share groups aren't implemented in surveyor yet, but you can use
- New full-screen UI mode
- Enhanced hovering for markers
- New improved debug UI
- Automatic markers for lit nether portals (re-added through surveyor)
- New resource pack format with:
- Per-Texture tiling definitions (through mcmeta)
- includes tags, modifying existing textures, and parents
- Per-Texture marker definitions (through mcmeta)
- uses the
custom
subfolder for placeable markers - uses the
landmark/type
subfolder for matching landmark type IDs.
- uses the
- Biome definitions that reference textures directly
- Support for elevations, texture frequency, and inheritance
- Structure definitions that reference textures directly
- Loaded from resource packs, not data packs
- Support for structure keys, types, tags, piece types, jigsaw single IDs, and jigsaw feature IDs
- Support for predicates to adjust where tiles are placed
- Support for markers
- Per-Texture tiling definitions (through mcmeta)
- Resource pack improvements:
- Texture tiling is completely redone from the ground up in the new format - many more things should tile.
- Added a couple of missing nether fortress piece definitions
- Added a "sword stabbed into the map" placeable marker
- Edited the bastion marker to be distinct from the tower placeable marker
- Village markers now specify which kind of village they mark
- Limitations:
- Fullscreen mode is laggy - we plan to focus on map rendering optimizations in a minor update.
- Markers scale on the map poorly - we plan to rework map zoom in another minor update.
- Totally redid the readme to account for all of the above.
And yes, Antique Fwaystones is updated as well.
Huge shoutouts for everyone who helped with this huge update and everyone that helped in the development and testing of Surveyor!
Special thanks to Ampflower, Falkreon, Garden, Kat, Solo, Crosby, Lemma, Leo, Jasmine, Aqua, Wonder, Infinidoge, Emi, and Una.
You might not remember exactly why, but this milestone was achieved thanks to your contributions!
Changelog: https://github.com/sisby-folk/antique-atlas/releases/tag/v2.0.0
Changed:
- New village path texture by lumiscosity
Fixed:
- Fallback biomes not working in multiplayer (#24)
Changelog: https://github.com/sisby-folk/antique-atlas/releases/tag/v1.4.3
Changes:
- Changed 'fallback textures' to use full biomes instead of texture sets, giving them elevation
- Assigned fallback biomes for all vanilla, conventional (fabric), and forge biome tags.
- Improved the logger messages to better indicate when fallback biomes are being used (for modpack / resource pack devs)
- Generally, this means that biome mods are now compatible outright, they'll just have varying texture accuracy
Here's an example for traverse and terrestria:
Yes, we lied and realised we could do this right away - have fun playing with modded biomes!
Changelog: https://github.com/sisby-folk/antique-atlas/releases/tag/v1.4.2
Changes:
- Fixed fallback textures being broken after the last update
- Check a few forge biome tags in fallbacks instead of just conventional
Fallback textures are still behind 1.18+ style terrain, this will be fixed in 2.x
Changelog: https://github.com/sisby-folk/antique-atlas/releases/tag/v1.4.1
In this version, we manually reassigned the textures for every (yes) biome and structure.
Except for a few snags (oceans, mostly) - every biome is now represented by a unique set of textures, with variations for height where they're available.
This means that the mod once again utilizes all the built-in textures, instead of a subset.
Specific improvements include:
- Explored void in the end now shows a subtle static texture
- Ice is now detected and shown on the map, instead of just frozen rivers
- Badlands have been improved again
- All peak tiles (plateaus, mountains, etc) now connect to better express their elevation.
- Villages now use per-biome textures for small houses
- Animal pens now use the animal pen texture, instead of the farm texture
- Improve tiling between tiles with borders (snow, ice, plateaus, etc) and structures
- New textures (mostly composites):
- Terracotta Shrubs (Badlands)
- Low Grassy Hills (Plains)
- Low Snowy Hills (Snowy Plains)
- Plateau w/ Grass + Daisies (Meadow)
- Plateau w/ Grass + Dandelions (Meadow)
- Snowy Cliffs (Snowy Slopes)
- Water Ice Spikes (Deep Frozen Ocean)
- Ice Ice Spikes (Frozen Ocean)
- Static Void (The End)
- Snow Shore (Snowy Shores)
- Swamp Water Mangroves (Mangrove Swamp)
- Low Grassy Bamboo Hills (Bamboo Forest)
Here's a peek using the dev fullscreen mode from 2.x:
There are a few small limitations of the format still in play, like plateaus needing to cut off their edge to display a ravine, but it's an improvement overall.
Note that this release also renames and moves every tile texture and texture set.
Resource packs that replace or rely on these builtins will cease to function until updated.
Changelog: https://github.com/sisby-folk/antique-atlas/releases/tag/v1.4.0
Changes:
- Builtin Resource Pack:
- Remove outdated biome definitions - badlands plateau, birch forest hills, dark forest hills, deep warm ocean, desert hills, desert lakes, giant spruce taiga, giant spruce taiga hills, giant tree taiga, giant tree taiga hills, gravelly mountains, jungle edge, jungle hills, modified badlands plateau, modified gravelly mountains, modified jungle, modified jungle edge, modified wooded badlands plateau, mountain edge, mountains, mushroom field shore, shattered savanna, shattered savanna plateau, snowy taiga hills, snowy taiga mountains, snowy tundra, swamp hills, taiga hills, taiga mountains, tall birch forest, tall birch hills, wooded badlands plateau, wooded hills, wooded mountains.
- Some of these biomes were renamed in vanilla but missed here, so they've been corrected and should now use their correct textures instead of a fallback.
- Some renamed biomes were added to the resource pack but with inaccurate or overly general texture sets applied, these have been fixed to use the more specific texture sets.
- All "hills" biomes with unique textures have been properly integrated into their regular biomes above a certain height (about 100) - this change was done in a few places already, but there were missing spots.
- Provided special attention to badlands biomes - such that the red sand that appears at low elevations is tiled appropriately, and that a gradual progression from sand -> badlands -> badlands plateau is noticeable with elevation. Also ensured wooded badlands, which only have dirt and trees above y=100, draw regular badlands tiles below that elevation.
- Added a quick texture for windswept gravel hills.
- Gave dripstone caves, lush caves, and deep dark a fallback texture set (ravine) after noticing surface dripstone in vanilla.
- Generally, biome appearance should feel more accurate and less noisy / generic.
Changelog: https://github.com/sisby-folk/antique-atlas/releases/tag/v1.3.0