LOD trees bug when generated
I'll explain:
I have generated the terrain you are seeing via vanilla minecraft, then terraformed it with WorldPainter and put the trees on.
But after generating the LODs, most of the trees bug when rendering them. After noticing it I re-rendered all the LODs in my world attempting to fix it, and it worked until I came back and built again here. After building, the trees again started to bug like these images (first one is the bug, second one is vanilla rendering)
What should I do to fix it? Updating the leaves doesn't work 100% and as I have mentioned countless times here, LODs take forever to update...

Flywheel + DH has weird issues with block entities.
I'll let my video do the explanation. Let me know if I should send a debug.log
https://youtu.be/LVDQAiCAXj4...
Fade in breaks with Low FOV values
Setting your FOV to low values like < 50 makes the LODs near clip plane stop the fade in from fully merging into vanilla terrain.
Happens in the latest testable nightly build - a3015324...

Numerous weirdnesses on DH 2.1.2-a
Beacon beams don't load. Signal nixies from the Create mod and semaphores from SnR appear broken. Trains don't render correctly, often leaving behind a ghost of itself and its passengers. This occurs in multiplayer 1.20.1.

Odd water rendering in LODs
Not sure if this is intentional or a bug, but lava can be seen clearly looking "normal" right next to the "water" which doesn't appear to be "normal"

LODs with Shaders don't render on macOS
The game will throw an illegal state exception and then turn rendering off with the message that Only Indirect is supported with Iris, but I think Indirect rendering is unsupported on macOS.
https://mclo.gs/LO1ssQP
Relevant Mod List includes:
- DH 2.2.1-a
- Iris 1.8.0 beta 4...
Solution:
Instanced rendering toggle is now in the nightly build
LOD edges rendering wrong in water
I was playing on my server when DH asked me to update, i said yes and the i had to mess with my mods because they were incompatible. I finally got it running again but i noticed these edges in the water. i tried loading the chunks to reload the LOD's but that didnt work and reloading the LOD's at a different quality also doesnt fix the issue.
I'm using DH 2.2.1 a with sodium and nvidium as performance booster and renderer....

Fog does not render behind DH's glass
Self explanatory. Happens in the latest nightly build. I know transparency and stuff is complicated, hopefully there is an easy fix.

File Handler Tasks being a Bottleneck
The Latest nightly builds of DH have been using near to 5x the amount of File Handler Tasks as DH 2.2.1-a used to require to load the same area. As a consequence, Lods are 2-3x slower to load. This has been tested and confirmed by two moderators as well here: https://discord.com/channels/881614130614767666/1284569535139283025

Holes/Missing chunks failing to render properly (1.21) (DH 2.2.1-a)
I've seen posts of bug reports on this, and was wondering if they're is a fix for it. This started occurring today when I fly or use an elytra, the area in front of me (and sometimes behind) starts to disappear like this and then reappear when i go back. I'm not sure if its the mods i was installing today.
Here is my mod list:...

chunks are black
this happens every time i use DH and i dont know how to fix it
Solution:
you are using oculus, which is incompatible with DH 2.2.x
ERROR: [DH-World Gen Thread]
I get these world generation errors while trying to convert pregenerated chunks.

Superflat world with very tall layers cause OutOfMemoryError on world rendering
Originally reported in the help-me channel.
I was testing out a few changes to my world's data pack. That consisted of increasing the height 512 blocks further down, and adding a new flat world generation overriding the old layers specified when creating the world a decade ago.
Before I started, I copied the world as a backup. Every time I made a change, I deleted the world after loading it in, and pasted in the backup, but with the data pack changes. The backup had the DH SQLite database deleted....
Fake mushrooms in LOD's
Distant generation generates fake mushrooms in swamp biomes and therefore distant generated LOD's have too much spots than LOD's generated from "real" chunks.

- FIXED - Related to DH Config Bug -> Huge FPS / Performance loss in 2.2.0-a vs older DH versions
All of the 3 tests are running on MC1.21 in the same MC Instance, same World and same DH config. All screenshots are taken after the DH tasks in the F3 menu have stabilized.
First picture I have DH 2.1.3-a-dev:
- Best performance so far
- DH Tasks stabilized in about a minute after loading the world...

Glass panes don't effect beacon colour
coloured glass affects beacon colour normally however coloured glass panes don't
Solution:
this has been fixed in - d56af5c3 #7716140009: build: [1.21.1]