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Licensed LGPL-3.0-or-later
Published 4 months ago
Updated 2 weeks ago
All versions
2.1.4
Beta
2.1.42 months ago 271
Compatibility
Minecraft: Java Edition
1.20.1ā1.20.4
Platforms
Forge
NeoForge
Supported environments
Client-side
Client and server
Changes
Camera Inertia [UPD] - The Dynamic Motion Update - 2.1.4
⨠What's New:
- Animated Config Previews: The config menu is no longer just a boring wall of text. Almost every setting now has a built-in animated GIF-like preview! You can see exactly what "Strafe Roll", "Breath", or "Mining Inertia" looks like right there in the menu.
- Overhauled Damage Shake: Say goodbye to that clunky vanilla hurt bobbing. I've implemented a completely new physics-based spring system for when you take damage. It feels incredibly visceral and punchy. Hardcore PvP players can also set this strictly to "Vanilla" or "Off".
- Smart Idle Animations: Breathing and camera sway will now smoothly fade in ONLY after you've been AFK/standing still for 5 seconds. It won't mess up your aim during active combat or building anymore!
- Config QoL (Right-Click!): Ever missed your desired setting and had to click through the whole list again? Not anymore! You can now Right-Click any toggle or intensity button in the menu to cycle backwards.
- Dynamic Mod Compatibility Menu: No more hardcoded compat bugs with weapon and combat mods. There's a brand new "Vanilla Hands Mods" tab where you can manually toggle compatibility for mods like Better Combat, Epic Fight, PointBlank, Vic's MW, Create, etc., to fix floating items or double-hands on the fly.
- Smarter Presets: The Preset button now dynamically shows you exactly what it changes in the info panel. Also fixed a bug where the "Classic" preset was breaking sliders if you tried to enable features manually.
š Under the Hood & Fixes:
- Rewrote the entire camera motion system from the ground up for better performance and smoother math.
- Consolidated a bunch of redundant settings (on/off toggles combined directly into intensity sliders for better UX).
- Fixed FOV inversion bugs when aiming with bows and tridents.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:ZcFuCLxu:lBrAPDTg"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:ZcFuCLxu:lBrAPDTg"
}![[NEW] Camera Inertia! - Cross Platform 3.0](https://cdn.modrinth.com/data/ZcFuCLxu/12fc49d6203896c58b1b9b22ea013cd0a1967c19_96.webp)

