AlienXtream

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commenting so i get email updated on this one

would you be able to provide us some kind of instructions to modify the parameters manually ourselves? like, if i wanted to tone down the exposure by some amount what...

sorry... i just nerded out there XD

im curious. what render layers do you have access to for shaders. i gather you have the depth buffer and composite render but does it have other layers too? like...

thats annoying. dont know why those passes aren't exposed. means that the bloom has to be a soft blur based of pixel brightness rather than emission pass. hopefully it will...

another approach might be to approach this the other way. rather than try and make BP with with shaders you could possibly code a shader pack (or module FOR one)...

repeated with better portals and forgelin. also affects all gravity blocks full log [latest.log](https://github.com/Johni0702/BetterPortals/files/4802785/latest.log)

ok, this bug keeps getting better... not only does it affect the overworld end portal but it acts DIFFERENTLY with a nether portal (sideways). gravity blocks "pass through" the portal...

on a side note i managed to "break" the occlusion culling on the dummy end portal by destroying the client side blocks and just leaving the portal entity XD ![image](https://user-images.githubusercontent.com/12606809/85105127-4058aa80-b24d-11ea-818c-88ec129f748b.png)

[crash-2020-11-08_08.14.19-server.txt](https://github.com/Lance5057/Tinkers-Compendium/files/5505436/crash-2020-11-08_08.14.19-server.txt) crash report