**Fixed: occlusion issues at the screen edges when your field of view widens.**
Take a speed potion over the ocean and the water revealed at the edges
of the screen drew as a dark, waterless seafloor until you moved your
camera. Sprinting or dragging the FOV slider flickered the same way for
a moment. The cause turns out to be a vanilla quirk: the game only
refreshes its list of visible chunk sections when the camera rotates,
never when the field of view changes, so potion and sprint zoom could
leave that list stale forever. You only noticed with occlusion on
because Meshelium draws the seafloor the instant it appears, while the
water layer still came from the stale list. Meshelium now tells the
game to refresh the list the moment your field of view changes, which
heals the water layer, the fallback path, and vanilla's own drawing all
at once. Costs nothing while the view is steady.
Optional dependencies
Bobby
Any compatible version
Developer information
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