# Solstice Changelog
## v1.1
### Clouds
* Rebuilt Blocky cloud mode as true 3D boxes: voxel-traced height, lit tops and shaded
sides, clouds cast shadows on each other
* New Blocky Cloud Height slider
* Added an About screen and more option tooltips
### Nether & End
* Fixed the pack breaking outside the overworld. The dimension folders were incomplete,
so terrain, post-processing and final output never ran in the End. Every shader program
now runs in all three dimensions
* End: darker violet lighting, aurora ribbons drifting across the sky, stars, and shadows
cast from the End's fixed light angle
* Dragon death rays and explosion flashes are pushed into HDR so bloom makes them glow
* Nether: biome-tinted fog that warms toward the lava below and darkens toward the
ceiling, a slow haze backdrop that matches the fog color at the horizon, a faint ember
glow, and heat shimmer over distant terrain (nearby blocks stay solid)
* New Nether & End options screen: End Aurora toggle and strength slider, Nether Haze,
Heat Shimmer
### Lava
* Lava surfaces now move: slow molten swells, heavier and slower than water waves, using
the shared Wave Strength slider
* Lava is fully emissive with a traveling heat pulse that feeds the bloom pass
* Works in every dimension. Toggle is under Water options as Lava Waves; the Low profile
turns it off along with water waves
### Fixes
* Removed a duplicate fogColor declaration that stopped the water shader from compiling
on strict drivers
* Nether backdrop no longer shows grey smears or a visible seam where distant terrain
meets the fog
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" }