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Licensed LGPL-3.0-only
Published 3 years ago
Updated 8 hours ago
All versions
mc26.3-26.3.2.43-neoforge
Beta
LDLib2-26.3-26.3.2.43-neoforgeyesterday 111
Compatibility
Minecraft: Java Edition
26.3
Platform
NeoForge
Supported environments
Client and server
Changes
v26.3.2.43
- Added
@ManagedCodec, which saves and syncs a managed field with a codec of your own instead of the accessor registered for its type, from methods a subclass can override - Added
SceneLightingandScene#setLighting, for choosing how a scene lights its entities and block entities - Added highlighting where files dragged in from outside the game would be dropped
- Added popping an editor window out into its own OS window
- Added global search and using a folder as a resource provider in the asset browser, and search and sort in resource grids
- Added project types deciding how their files open and adding their own entries to the asset browser's menu
- Added dropping another view's drag payload on an asset browser folder, for an editor to write it there as a file
- Added undo and redo for adding, removing, pasting and moving elements in the UI editor
- Added debugging a running UI editor simulation with the UI debugger, by F12 inside it or from the target picker
- Added Ctrl+A to select all in the graph view
- Added window dialogs remembering the size they are resized to, and fitting themselves to the screen
- Added translating an enum's selector entries by
<enum class>.<CONSTANT>keys - Added configurators remembering the field they edit, taking menu entries from the groups around them, and drawing a value as overridden
- Improved the file dialog with a path to jump to and the system folder picker (thanks @spawner1145)
- Improved shortcut commands to bubble from the focused element up to the view that handles them, so copy, paste and undo still reach a view whose child has the focus (thanks @spawner1145)
- Improved the gizmo so a right-click cancels a drag, and the trackball no longer turns as soon as it is pressed
- Improved the asset browser to stop rebuilding for other folders' providers or twice per change, and to find a resource's entry without reading every one listed before it
- Improved UI test runs to play in a game directory of their own, emptied first, so a developer's run/ neither affects them nor collects what they leave behind
- Fixed block entities and entities behind glass or water in a scene not showing
- Fixed name tags, flames, thrown items and the like in a scene not turning to the scene's camera
- Fixed a scene lighting its entities and block entities by whatever was drawn before it; they are now lit as in the world by default
- Fixed a cached scene's blocks vanishing for good once it was recompiled, and each recompile leaking the GPU buffers it replaced
- Fixed a graph or UI editor opened from the resource panel landing behind the Scene tab, and opening a resource that is already open giving it a second editor instead of bringing its tab forward
- Fixed UI editor undo not bringing back a removed tab's content, and not reverting a property change when another kind of edit was made in between
- Fixed the asset browser's search running on after it was closed, and a file in a folder no provider covers being read twice, with graphs there failing to save
- Fixed a shortcut key being kept from the game whenever a view merely listened for its command, rather than only when one acted on it
- Fixed the file dialog failing to jump to a path it shows itself, and navigating outside its root folder
- Fixed a submenu flipped over its parent menu drawing under that menu's entries
- Fixed tree lists leaving a removed child's row behind when folded, unselecting rows that stay through a re-diff, and not following a flattened root's top rows
- Fixed a tree list row's arrow selecting its row when clicked and turning it a third time when double-clicked
- Fixed unbinding a data source or an observer leaving its tick listener behind (thanks @Darkona)
- Fixed an empty fluid slot showing no tooltip (thanks @Darkona)
- Fixed scene gizmos and overlays being covered by particles
- Fixed a crash when loading an ingredient slot from XML (thanks @vladisfaer)
- Fixed a disabled panel, such as a read-only inspector, still letting its fields, pickers, dialogs, paste and reordering change values, while foldouts, scrolling and selection keep working
- Fixed renaming a resource to a name its provider cannot store deleting the resource, and a removed file resource being read back when one was made again under its path
- Fixed the asset browser losing track of a folder spelled differently from its root, of providers added or removed elsewhere, and of the path of a resource dragged out of a folder with no provider
- Fixed graph and UI editor tabs showing the file's type suffix and not following a rename made elsewhere or undone
- Fixed a node defined inside another node's definition taking the outer node's later ports and options
- Fixed an option that changes a node's ports or options leaving the inspector with the old ones
- Fixed a graph's own variable declaration type being discarded when its variables were read back
- Fixed menus staying 120 wide, with longer entries cut off or spilling out
- Fixed lines drawn into a scene smaller than the window coming out thinner than their width
- Fixed pasting into a text field taking only text copied inside the game, not from other applications
Optional dependencies
Any compatible version
Supplementary resources
| File | Type | Size | |
|---|---|---|---|
| ldlib2-neoforge-26.3-26.3.2.43-sources.jar | Unknown | 3.08 MiB |
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:B1CBVXHX:oH2O3NAy"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:B1CBVXHX:oH2O3NAy"
}

