# Solstice Changelog
## v1.2
### Wet weather
* Rain puddles form on exposed ground while it rains and dry up gradually afterwards
* Puddles form as larger connected pools rather than scattered specks, and grow with
rain intensity
* Animated rain ripples on the puddle surface
* Puddles reflect the sky, show a sun glint at grazing angles, and mirror nearby terrain
and builds through screen-space reflections when SSR is on
* Wet ground darkens during rain
* Puddle Coverage slider; Low profile turns puddles off
### Portals
* Nether portals glow and cast purple light onto surrounding blocks
* Toggle under Nether & End options; off in the Low profile
### Snow
* Snow sparkles: crystal glints that catch the light and shift with your view angle,
on snow layers, snow blocks, powder snow and snowy grass
* Snow gets a subtle cool brightening and no longer darkens or forms puddles when it
rains elsewhere in the world
* Sparkle Strength slider under Visuals
### Fire
* Fire and campfire flames flicker: emission pulses with layered waves plus noise, so
the bloom breathes like a real fire
* Flame color grading: white-hot core fading to deep orange at the edges; soul fire
grades to cold blue-white
* Fire blocks sway gently at the tips; campfire logs stay put, only the flame pixels
are affected
* Lit campfires only - unlit ones no longer glow
* Living Flames toggle under Visuals
### Glowing blocks
* Light sources (glowstone, sea lanterns, shroomlight, froglights, lanterns, torches,
campfires, magma, crying obsidian and more) glow properly and feed the bloom pass
* Ores, amethyst, sculk and enchanting tables get a subtler glint that shows in dark caves
* Glow Strength slider; enabled on every profile since it costs almost nothing
### Night sky
* Procedural milky way band on clear nights, scaled by Star Brightness
* Shooting stars streak across the sky every few seconds
* Green-blue aurora on clear nights in snowy and cold biomes, rolled per in-game day
(uses Iris biome temperature data)
* All three have their own toggles under Sky & Clouds
### SSAO
* Depth-based ambient occlusion: soft contact shading in corners and under blocks
* 10 taps with dithered rotation, smooth occlusion falloff instead of hard cutoffs,
and a distance fade so far terrain stays clean
* Strength slider; enabled on High and Ultra profiles
### Other
* Light shafts now fade out as the sun or moon leaves the screen edge instead of
smearing across the corner of the view
* Screen-space reflections use a dithered ray start and finer hit refinement, which
hides step banding on water and puddles
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" }