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Licensed GPL-3.0-or-later
Published 4 months ago
Updated 2 weeks ago
All versions
2.69.151
Release
WasterVisual 2.69.1512 weeks ago 112
Compatibility
Minecraft: Java Edition
1.21.1
Platform
Fabric
Supported environments
Client-side
Required content
Any compatible version
Changes
Changes since 2.69.0 (full history in the mod's CHANGELOG).
[2.69.151] - 2026-10-10
Changed
- Showcase capture: world effects are filmed like F1 (no hotbar, hand or other mods' HUD such as Jade tooltips) for clean gallery shots; the HUD stays on where it is the subject (crosshairs, radar, HUD elements, hand / item effects, nametags, death screen, 3D inventory, menus, default-settings frames). Verified in the author's full mod pack (Sodium, Iris, ImmediatelyFast, Exordium, ModernUI, moreculling... 60+ mods): 245 shots, no problems.
[2.69.150] - 2026-10-10
Added
- Showcase capture:
/wastervisual capture menus|effects|all(stop:/wastervisual capture stop) films every menu page (English + Russian, top and end of each page, all five module-grid categories, both themes, world menu, search, HUD editor, tag screens, emote wheel) and every effect on its own (all target-ESP / attack-range / kill / death / jump / bridge / weather / ambient variants, skin glow, nametags, BedWars ESP, crosshairs, radar, item effects, hand, tags, 3D inventory, every HUD element, cosmetics, emotes) plus gallery frames with the default settings. Effects run in a dedicated world (wastervisual_showcase, its stage built with commands) so the player's own worlds are never touched; settings are snapshotted, saving is suspended during the tour and everything is put back afterwards. Output:screenshots/wastervisual/<time>/<group>/+report.txt. - Gradle task
runCapture(-Pcapture=menus|effects|all): starts the dev client at 1920x1080, runs the tour and quits; withgamescope --backend headlessno window appears at all. HudLayout: one automatic HUD layout shared by the game and the HUD editor - inventory + indicator top-left, armor middle-left, potion effects top-right, keystrokes middle-right, hotbar bottom-centre with the stats bar above it and the off-hand item beside it, player card under the island. Every position (also dragged ones) is clamped onto the screen, so a layout saved on a bigger window can't go missing.
Changed
- Defaults now follow the author's setup (dark menu, scale x4, Dynamic Island, item fog, Target ESP, custom hand / swing, jump rings, embers, portal kill effect, Rick & Morty theme, glass HUD panels, bridge glass fill, skin glow, BedWars ESP, colour grading, crosshair, attack range with gear, radar, keystrokes, night sky, tags, spinning cat pet...) - stretch stays off, HUD positions automatic, language automatic.
- Ambient particles are 1.6x bigger and denser near the player (they were 3-4 px dots spread over 18 blocks and barely visible).
- Tags: placed by a ray up to the render distance (not just reach), action-bar feedback on add / remove, the name prompt is a styled, translated card prefilled with the block's name, the tag list is translated with an empty-state hint and hidden Delete buttons can't be clicked through.
- Russian module grid names fit their tiles ("Точка падения", "Килл-эффекты", "Свой хотбар", "Эффекты вещей"); the Better Hotbar page title matches its tile.
Fixed
- BedWars ESP hitboxes and the jump-ring borders / block outlines were drawn with
glLineWidth, which does nothing in a core profile: they were always 1 px. They now use real wide lines (vanilla line shader with per-segment normals, sharedRenderUtils.drawWideLine). - Tag cards in the world were washed out (alpha applied twice) and leaked their shader colour into later rendering.
- The add-tag screen was blurred: Screen.render draws the blurred background itself in 1.21, so the card drawn before it got blurred too.
- Default HUD placement overlapped: vertical armor covered the crosshair, the stats bar sat on the hotbar, keystrokes and inventory both used the top-left corner.
- Dynamic Island position is clamped to the screen (render and hover hit-test).
[2.69.149] - 2026-10-10
Fixed
- Attack Range outlines (Filled / Solid / Glow) were drawn with the wide-line shader but without line normals, so the width math divided by zero: depending on the GPU / OS the ring showed, vanished or turned into garbage. They are now real vanilla wide lines (LINE_STRIP + LINES format) and look the same everywhere.
- Windows music: buttons controlled the first media app instead of the one on the island (empty target matched every session); the script now targets the shown player, falls back to the current session, reads every session in its own try (one broken player no longer hides all), picks the right
AsTaskoverload, toggles withTryTogglePlayPauseAsync, prints numbers culture-independent and without a UTF-8 BOM (the BOM corrupted the first player's name). - macOS music: a denied Automation permission or a pending permission dialog no longer re-runs AppleScript every second (backs off 30-60 s, one hint in the log); radio / stream tracks without an ID still show; a half-written Apple Music cover is deleted instead of blocking that track's art forever.
- Config: the island and tag files are resolved in Fabric's config folder instead of the process working directory (launchers on macOS / Windows may start the game elsewhere); a config save that Windows briefly blocks (antivirus / indexer) is retried instead of silently lost.
Verified
- The generated Windows script parses with real PowerShell and contains no PowerShell 7-only syntax (the check catches the old
? :bug); the backend was run against fake osascript / pgrep / playerctl / powershell for macOS, Linux and Windows (state seen by the island and every command sent); all AppleScript blocks are balanced; shader JSON uniform types match their GLSL declarations.
[2.69.148] - 2026-10-10
Fixed
- Music / Dynamic Island on macOS: there was no backend at all (it called Linux's playerctl). Spotify and Apple Music are now read and controlled through AppleScript (title, artist, cover, position, volume, play / pause, next / previous, seek, shuffle, repeat). Only running players are asked, a closed one is never launched. On the first use macOS asks to allow controlling the player (System Settings > Privacy & Security > Automation).
- Music on Windows: the SMTC bridge script used PowerShell 7 syntax (
? :) while it runs on Windows PowerShell 5.1 (the only one with WinRT), so it failed completely. It now loads the WinRT types explicitly, prints UTF-8 (Cyrillic titles were garbled) and gets more time for a cold PowerShell start. - Music on Linux: a missing playerctl is detected (checked every 30 s, hint in the log) instead of failing to start it every second; buttons now control the player shown on the island, not whichever one playerctl picks first.
- Hand editor: Cmd+S / Cmd+Z on macOS (was Ctrl only).
Checked
- All 16 shader programs validate and link as strict GLSL 1.50 core (macOS rules); all raw OpenGL calls are core-profile 3.2 safe; window / framebuffer (Retina, HiDPI) math, file paths, charsets and background threads are platform-neutral.
[2.69.147] - 2026-10-10
Performance
- World effects are no longer built when they can't be seen. A shared culler (render/RenderCulling) takes the frame's view frustum once per frame and skips anything off screen: Attack Range rings, FX particles (jump / ambient / kill / death), hit stars, jump rings, the ghost trail, Target ESP, BedWars ESP tags / icons and kill portals.
- Attack Range and Skin Glow also skip targets that are fully behind a wall (a few cached rays from the camera; only opaque full blocks block them, so glass / leaves / fences still show the effect). The Attack Range contour uses fewer points further away.
- Skin Glow skips the depth copy, mask pass and full-screen composite entirely when no glowing player is on screen.
- FX particles and hit stars farther than 64 blocks are not drawn / spawned (crits of far-away players no longer make stars).
- Jump rings (block outline mode) only look up the blocks on the wave front instead of all 289 around the jump every frame.
[2.69.146] - 2026-10-09
Fixed
- Skin Glow no longer looks huge on far-away players: the aura was a fixed size on screen, now each player's aura keeps its full size up to ~5 blocks and shrinks with distance (the rim gets thinner too). The mask is drawn flat by a new shader (skin_glow_mask) that stores every player's glow scale.
[2.69.145] - 2026-10-09
Added
- Cosmetics: "Dictator Skin" (Skins category), the first texture skin. Wearing it swaps your whole skin (body, first-person hand, menu preview), and the menu card shows it as a pixel 3D icon. The armband emblems of the source skin were removed (plain red band), as with the other WW2 outfits.
[2.69.144] - 2026-10-09
Changed
- Skin Glow is stronger and closer to the reference: wider aura (reach doubled), thicker bright rim, a light lavender wash over the body. Verified in game: a visible player glows, a player behind a wall does not.
[2.69.143] - 2026-10-09
Added
- Skin Glow (Visuals): a glowing aura + bright rim around every visible player's silhouette (render/SkinGlowRenderer, shader skin_glow). Players are re-rendered into a mask that starts with the world's depth, so anything behind walls never glows (not an ESP). Settings: color, size, brightness, glow on yourself in third person.
[2.69.142] - 2026-10-09
Changed
- Menu redesign, top-client style: a solid panel (light: #F2F2F7 with white cards and dark text, dark: #1C1C1E with #2C2C2E cards) instead of a see-through glass slab. Colors are explicit per theme (no automatic inversion on the pages).
- Main page: sidebar with the categories (Combat / HUD / Visuals / World / Style) on the left, the category's modules as a two-column grid of cards (icon, name, On/Off, switch; cards lift on hover) on the right.
- Liquid glass is now only an accent: the sliding selection pill in the sidebar, the "‹ Back" pill, choice pills, switch and slider knobs, dock buttons.
- Panel 500 wide; the world menu shrinks to keep panel + dock in view.
Removed
- Whole-panel world glass (render/WorldGlass, shader liquid_glass_world, the per-frame frame copy) and the unused LiquidLensView.
[2.69.141] - 2026-10-09
Fixed
- Glass was eating FPS: the screen glass (glass_refraction - better hotbar and every HUD element with "Glass effect") sampled 120 times per pixel, the world-menu glass 72. Now 16 / 12 single-fetch blur taps, with the chromatic split costing 2 extra taps only in the rim band. Measured at 1920x1080 with the glass hotbar and 5 glass HUD elements: 382 FPS (was 352 with the original pre-liquid shader); the world menu's glass panel costs ~3%.
[2.69.140] - 2026-10-09
Changed
- The world menu is now white (light theme) or black smoked (dark theme) liquid glass instead of a white / black backdrop: light tint (20-22%, adaptive top-up capped at 45%), less frosting, no painted body under it. Text gets a faint opposite-tone halo so it stays readable over any scenery.
Fixed
- Text in the lower part of the world menu disappeared since the bigger menu canvas (WorldText flipped scissor rects against the window height instead of the canvas).
[2.69.139] - 2026-10-09
Fixed
- World menu cut off on the right (dock, cosmetics monitor) at big GUI scales: the menu now renders on its own canvas of at least 720x360 GUI units instead of the window's size.
Changed
- Liquid glass reworked after Apple's Liquid Glass: nearly clear body, crisp bright edge ring, glints on opposite corners, a darker band inside the rim for thickness and a soft shadow under every glass shape. The world panel is a thick lens (stronger rim bending + chromatic split) with an adaptive tint that keeps text readable over bright sky or dark caves.
[2.69.138] - 2026-10-09
Added
- Liquid glass menu. In the world menu the panel body is now real glass (render/WorldGlass + shader liquid_glass_world): the world behind it is copied each frame, frosted, bent inward at the rim like a thick lens with a slight chromatic split, and lit on the top-left edge. Light and dark themes tint it for readability.
- Shader liquid_glass + RenderUtils.drawLiquidGlass: glass shapes that need no backdrop (rim glint, hairline, far-edge shade, sheen). Used by the cards, rows, back pill, mode pickers, sliders and switches of every settings page, the dock and the cosmetics buttons.
- iOS 26 style switch / slider knobs: a white glass capsule that swells into a clear lens on hover.
Changed
- glass_refraction (screen menu and the HUD elements' "Glass effect" option) got the same liquid rim: lens bending, chromatic edge and lighting.
[2.69.137] - 2026-10-09
Fixed
- HUD position editor did nothing when opened from the world menu (it was drawn on the floating 3D panel, so elements could not be grabbed). It now always opens fullscreen; "‹ Save & back" / Backspace returns to the panel, which hides while the editor is open.
Added
- HUD editor: hold LMB on an element and turn the mouse wheel to scale it around its center (respects each element's size limits).
Changed
- HUD editor: one shared geometry for click / drag / edge resize / wheel scale (was three copies that disagreed on defaults); Dynamic Island preview drawn at its real capsule size; the world behind is dimmed slightly.
[2.69.136] - 2026-10-09
Changed
- Settings menu rebuilt: every module page now uses one shared layout (SettingsPage) instead of ~30 hand-placed screens. Same header everywhere ("‹ Back" pill, icon + title, master switch), grouped cards, real sliders with values, enum pickers, inline color editor (presets + R/G/B), scrolling, hover and switch animations; works in the light world-menu theme.
- Main page: modules grouped into Combat / HUD / Visuals / World / Style with icon tiles; click a row to open its page, switch on the right.
- New pages for Hand & Swing, Particles & Effects, 3D Inventory and Menu & Items (language, theme, scale, accent color, item effects).
- Back works the same everywhere: "‹ Back" pill, Backspace or the mouse back button; the HUD position editor got a centred "‹ Save & back" toolbar instead of the button covering the hotbar.
Removed
- Broken controls: missing RGB sliders (Inventory HUD, Indicator, Armor HUD, User HUD, Left Hand), overlapping labels (BedWars, Weather, Radar, Keystrokes), the cut-off Back on the hand page, "Glass Effect: ON/OFF" text buttons.
- The classic (OLD) menu style and its dock button, and the separate theme side panel (accent color moved to Menu & Items).
[2.69.135] - 2026-10-09
Added
- Player Card: "Above the player" option - the card floats over the target's head (shrinks with distance, hidden behind walls).
[2.69.134] - 2026-10-09
Changed
- Griddy plays 1.5x slower (hands face -> out -> face every 1.15 s), beat slowed to match.
[2.69.133] - 2026-10-09
Changed
- Griddy: the hands now go to the face ("goggles") and back out wide on every beat, all the time (to the face, out, to the face, out every 0.77 s), instead of crossing low in front with goggles only once per loop; the dip / steps keep the tracked timing.
[2.69.132] - 2026-10-09
Changed
- Griddy is now a keyframed animation pose-tracked from the Fortnite showcase (MediaPipe 3D landmarks, cycles averaged, checked frame by frame against the video with an offline Minecraft-model renderer): both arms swing out wide together and come back in together in front, the body dips forward with bent knees as they come in and stands tall when they're out (every 0.77 s), goggles at the end of the 6.07 s loop. Ships as assets/glassmenu/emotes/griddy.json (Emotecraft format), played by the custom emote engine; still a traversal emote.
[2.69.131] - 2026-10-09
Fixed
- Kill effects now trigger for every kill credited to you, not only melee hits: any damage the server attributes to you counts as a hit (bow / crossbow arrows, tridents, sweep-attack side targets, end crystals / TNT you set off), vanilla death messages naming you as the killer count on their own (knocked into the void / lava, fall after a hit, long-range shots), and custom plugin death messages count when they name you and a player you hit in the last 10 s. Burning / bleeding out within 8 s after your hit counts, bots that vanish on death count up to 96 blocks away, and one death never plays twice.
[2.69.130] - 2026-10-09
Changed
- Griddy rebuilt from 3D pose estimation (MediaPipe landmarks over 794 frames) of the Fortnite showcase: 6.08 s loop, an arm snaps out level to the side every 0.76 s (left / right in turn), the upper body pumps forward ~28 deg every 0.38 s and is upright exactly when an arm is out, head looks up while leaning, legs flex at the hips and stay vertical, knees give on every pump; goggles at 5.38 - 6.08 s. Beat 158 bpm.
[2.69.129] - 2026-10-09
Changed
- Griddy re-timed from a 5 fps breakdown of the Fortnite showcase: a 6 s loop with 0.8 s right + left arm swings (arm snaps out to the side about level and holds, body twists / tilts into it, heel tap in front on the same side, bounce on every tap) and goggles at 4.8 - 5.6 s with the elbows wide; beat at 150 bpm to match.
[2.69.128] - 2026-10-09
Added
- Custom emotes from files: any Emotecraft emote (.json, Emotecraft or GeckoLib / Blockbench format, e.g. from emotes.redlance.org) dropped into .minecraft/emotes appears on extra pages of the emote wheel and plays like in Emotecraft (keyframes with all its easings, ease-in from / back to the normal pose, loops from returnTick, whole-body moves). Press F in the wheel to open the folder; it is rescanned every time the wheel opens. Elbow / knee bends are not supported by the vanilla model and are ignored.
[2.69.127] - 2026-10-09
Changed
- Griddy re-animated from the Fortnite "Get Griddy" showcase frame by frame: arms swing wide out to the sides (elbow out) in turn, small bouncing steps with the heel kicking up behind on the same side, a slight twist; every 14 beats both hands make OK-ring "goggles" over the eyes with the head tilted.
[2.69.126] - 2026-10-09
Changed
- Griddy is a traversal emote like in Fortnite: walk / run / jump while doing it (it keeps its own steps while moving). Steps now alternate heel taps in front with the other leg kicking back.
[2.69.125] - 2026-10-09
Changed
- Naruto Run and Zombie are moveable emotes: walk, sprint and jump with them (only sneaking / attacking stops them); you steer normally and the legs use the real running cycle while moving.
- Griddy redone like the real one: 6 beats of skips kicking the heels back with big opposite arm swings and a forward lean, then 2 beats of "goggles" (hands circling round the eyes).
Fixed
- Dab, Infinite Dab and Macarena arms went outwards instead of across the body / to the other shoulder.
[2.69.124] - 2026-10-09
Added
- 15 more emotes, 27 in total over 4 wheel pages: Orange Justice, Electro Shuffle, Hype, Infinite Dab, Gangnam Style (with lasso), Macarena (full arm sequence + jump-turn), Crank That, Rickroll, Billy Bounce, Robot, Best Mates, Squat Kick (присядка), Naruto Run, Zombie and Boneless (flop on your face).
Fixed
- Emote leans / spins / side steps now happen relative to the body instead of the world axes (a lean went sideways when you faced east / west).
[2.69.123] - 2026-10-09
Added
- Emotes with a Fortnite-style wheel on Left Alt (rebindable, "Emote Wheel"): hold, point at a segment, release (a tap keeps the wheel open for a click; 1-8 pick directly, scroll / Q E flips pages). Every segment shows you doing that emote live. 12 emotes: Default Dance, Floss, Griddy, Take the L, Helicopter (loop until you move), Dab, Wave, Salute, Laugh, Facepalm (gestures), Sit and Clap. Dances play a note-block beat; the camera goes third person and can orbit around you (your body keeps facing where it started); moving, jumping, sneaking or attacking stops the emote, with smooth blending in / out. Client-side only. Settings in search: emotes on/off, music, third person.
[2.69.122] - 2026-10-09
Added
- WW2 outfits for period roleplay servers (Skins category): Dictator (satirical: toothbrush moustache, side-swept hair, brown uniform with cross strap), Red Army Soldier (pilotka with red star, gymnastyorka, boots) and WW2 Officer (field-grey uniform, peaked cap). Sleeves and trousers follow the posed arms / legs, slim skins supported. No party symbols or insignia.
[2.69.121] - 2026-10-09
Added
- Meme skins (new "Skins" category): Banana Suit (dancing), Crewmate (legs walk with you, recolorable), Skibidi Toilet, Doge head (side-eye) and Troll Face mask.
- Cosmetics controls: < > on the monitor and arrow keys flip through cosmetics, Enter / Space wears the selected one, "Take off all" button, grid scrollbar.
Fixed
- Cosmetics texts were cut mid-word: card names shrink to fit, the monitor's blurb wraps onto two lines, the slot chip moved onto the preview stage.
- In the world menu, a wide panel + monitor layout shrinks a bit when it would not fit the view (e.g. the menu placed close to a wall).
[2.69.120] - 2026-10-09
Fixed
- Cosmetics menu didn't fit a 640-wide GUI (GUI scale 3 on 1080p): the monitor was cut off on the right and the panel pushed off the left edge. The panel now uses the normal width with two card columns, the monitor takes whatever width is left (180-236), and the group is centred.
[2.69.119] - 2026-10-09
Added
- Cosmetics (client-side, only you see them): Foil Hat, Cat Headset (ears twitch when hit), Traffic Cone, Devil Horns (grow with your kill streak), Pickle Head, Halo, Deal With It shades (drop on every kill), Wings (flap harder in the air), Bread Cape, Portal Cape (Rick & Morty swirl, goo drips), Rocket Pack (flames + smoke while sprinting / jumping), Spinning Cat pet (OIIA spin while sprinting) and Mini Me (half-size you). One cosmetic per slot; color, brightness, size and animation per cosmetic; optional "on all players" meme mode. All models are procedural (no textures); a cosmetic cape replaces the vanilla cape.
- Cosmetics menu: a shop grid of cards with live spinning 3D icons and category chips, plus a "second monitor" that slides in right of the menu and powers on like a CRT: try-on preview on your own skin (framed per slot, drag to rotate, scroll to zoom) and the selected cosmetic's settings. Tile "Cosmetics" in the feature list, search "косметика".
[2.69.118] - 2026-10-09
Added
- Bridge Box "Fill strength" slider (5-100 %, search: "сила заливки"). The Rick & Morty portal fill now follows it and keeps the swirl's centre see-through so the block behind stays readable; at the default 50 % it is about half as opaque as before. Glass / Fog fills keep their old look at 50 %.
[2.69.117] - 2026-10-09
Fixed
- Spatial GUI panel jittering while moving with the inventory open (InvMove): it is now locked to the camera (no lagging follow, same eye point as the camera, sneaking included), walking view bob is off while a panel is open, and its size follows the real per-frame FOV so sprinting no longer shrinks it. Only the deliberate float / cursor tilt remains.
[2.69.116] - 2026-10-09
Added
- 3D Inventory settings tab (gear on the "3D inventory" tile, search): on/off, shoulder camera, floating sway, cursor tilt, panel size (60-130 %) and horizontal panel position.
Changed
- Spatial GUI panel sits a little further left by default (0.25 blocks right of the camera axis instead of 0.45).
Fixed
- The "3D inventory" tile's gear opened Particles & Effects.
[2.69.115] - 2026-10-09
Fixed
- Spatial GUI: closing the inventory briefly showed the inside of your own head while the camera glided back. The body is now only drawn while the camera is actually out of the head (> 0.65 blocks from the eyes), which also covers a wall right behind you.
[2.69.114] - 2026-10-09
Fixed
- Spatial GUI + EMI (and other mods reading the mouse themselves): clicking EMI's search field missed it, so typed letters fired EMI's recipe hotkeys and opened the recipe view. While a panel is open the cursor fields now hold the panel coordinates (the real cursor is kept separately), so vanilla and every mod agree on where the cursor is.
[2.69.113] - 2026-10-09
Added
- Spatial GUI (on by default, feature grid / search "Spatial GUI"): inventories and every container (chest, furnace, crafting table, ...) open as a hologram panel in the world next to you instead of over the screen.
- The real vanilla screen keeps running (slots, server sync, tooltips, keys); it is drawn into a transparent offscreen buffer without darkening / blur and shown as a panel beside you.
- The camera glides over your right shoulder (clipped against walls, your body visible, no first-person hand / crosshair) and back to your eyes on close.
- The panel unfolds with a spring when opening and folds away when closing, floats with a gentle sway and tilts towards the cursor.
- The cursor is cast onto the panel: hover, clicks, drags and scrolling hit the slots under it exactly like on a normal screen.
[2.69.112] - 2026-10-09
Changed
- Rick & Morty theme, own looks instead of one shared fill (new render/fx/PortalGeometry: gooey portal rim, inward haze, swirl disc):
- Target ESP "portal-gun lock-on": a portal ring (bright wobbling rim + faint swirl) slides up and down through the target and drips goo; the spiral droplets are portal-gun fluid with a gradient from pale-hot heads through lime and portal green to deep goo tails.
- Fall predictor "exit portal": a swirling exit portal opens on top of the landing block (wider as you get close) with a shaft of rising portal-energy rings up to your feet and sparks leaking out; no more box faces.
- Attack range "portal boundary": the gooey portal rim along your contour (circle / gear), green light spilling inward and goo drops rolling around it, in every mode.
[2.69.111] - 2026-10-09
Changed
- Rick & Morty theme: fills are now real portal surfaces, the same swirl as the kill portal (pale core, bright lime body, deep-green spiral arms winding in, gooey wobbling bright rim), rendered in the shaders via a shared include (shaders/include/portal.glsl):
- bridge / block fill: every face of every filled block is its own swirling portal (glass and fog modes);
- held item fill (glass / fog item effect): the item becomes a swirling portal inside its own outline, glowing rim along its edges and thickness;
- jump fill: the whole jump disc is a portal opening on the ground;
- fall predictor box faces and the attack range FILLED disc are portals too.
- Theme palette is now exactly the kill portal's bright greens (8CF53A body, D8FF6E rim, 3FBF1A swirl, F2FFC4 core), shared by every effect.
[2.69.110] - 2026-10-09
Added
- Rick & Morty effects theme (Theme panel, feature grid, search): one switch repaints every effect in portal-fluid greens and adds the portal flavour:
- kills always open the green portal; your own death opens one under you (green burst, green vignette, portal-glass shards, pale-green flash);
- jumps pop a tiny portal under your feet, hard landings come out of a lingering portal with a goo splash, sprinting leaves glowing portal-fluid drops;
- ambient particles become drifting green / teal portal-energy motes;
- every hit splashes portal fluid on the side of the target facing you; hand / item particle trails and the left-hand cube formation flow through the portal greens;
- target ESP, attack range, hit particles, ghost trail, fall predictor, bridge vortex, crosshair, radar, nametags, jump rings, custom weather (breathing green) and the menu accent go portal green.
- Non-destructive: your own colors and RGB modes stay saved and come back when the theme is off; rainbow modes pause while it is on.
- Portals now have per-instance timing (short "flash" portals for the theme).
- Fixed: with the theme on and a non-portal style selected, the kill preview could hide a real entity for a second.
[2.69.109] - 2026-10-09
Added
- Adaptive dock icons (world menu, new style): the icons right of the panel turn dark over a bright backdrop (sky, snow, sand) and white over dark scenery. The world behind the dock is measured asynchronously (tiny framebuffer blit + PBO readback ~10x/s, no GPU stall, works with shader packs), per icon, with hysteresis around the equal-contrast point and a 0.25 s fade, so mixed backdrops (sky above, ground below) and mid-tones never flicker. The dock glass, hairline and button glass adapt with the icons; a faint opposite-tone halo keeps icons readable on busy backgrounds.
[2.69.108] - 2026-10-09
Fixed
- Kill effects never played on players / player bots: the client only zeroes non-player health on the death status and servers often spoof other players' health. Kills are now also detected from the death status itself and from a just-hit bot / NPC being removed up close.
- Portal kill: a client-side copy of the victim (skin, skin layers, armor, held items; mob variants via NBT) falls into the portal while the real entity is hidden, so servers removing / respawning the victim early no longer cut the animation.
Added
- "Players only" option for kill effects (on by default): no effects on animals / mobs.
- Portal preview now drops a copy of yourself into the portal.
[2.69.107] - 2026-10-09
Added
- Kill effect "Portal" (new default): a Rick-and-Morty style green swirl portal tears open under the victim, the body spins, shrinks and sinks into it during the death animation, then the portal wobbles shut with a flash. Spiral arms, gooey wobbling rim, ground glow, goo splash and swirling motes; own sounds.
- Preview kill effect spawns a client-only pig for the portal so the fall can be seen.
[2.69.106] - 2026-10-08
Added
- Particle engine (render/fx/FxParticles): soft glowing sprites, additive light, velocity-stretched sparks, per-frame physics (gravity, drag, wind, wander, ground settling), two batched draws per frame.
- Jump effects: block-colored dust ring + sparks + glow disc at take-off, glowing trail while airborne, landing impact scaled by fall speed (dust wave, sparks, extra ground ring on hard landings).
- Footstep dust while sprinting.
- Ambient particles around the player: AUTO (dust motes by day, fireflies at night, snow in snowy biomes, embers in the Nether, magic in the End) or a fixed mode; density slider.
- Kill effects when an entity you hit dies: Soul, Burst, Lightning, Confetti, Hearts; color, sounds, preview button.
- Death animation: soul burst over your body + screen effect (heartbeat vignette, or glass shatter + flash).
- New "Particles & Effects" tab (Visuals / feature grid) and search entries for every new option.
[2.69.105] - 2026-10-08
Fixed
- Navigation icons (main, settings, position, language, style, theme, movement) were black and nearly invisible on the dark glass buttons.
- Slider knob overhung both ends of its track; it now stays inside and follows the pointer 1:1.
- Switches activated with Enter / Space got stuck in a drag state.
- Frame-rate dependent easing (window handle, hand particle orbit, tag list scroll).
Changed
- All icons white and normalized to one optical size; real AirPlay icon in the music module.
- Widgets: press feedback, thumb / knob shadows, iOS-style switch thumb stretch, accent focus rings, arrow-key slider control.
- Accent color follows the global theme color when enabled.
- Mod icon downscaled to 512 px (1.5 MB -> 270 KB); fabric-api dependency pinned to >= 0.102.0; better mod description.
[2.69.104] - 2026-10-08
Fixed
- Media: play/pause targeted the wrong player; stuck playerctl calls could hang polling; volume broken on non-English locales; huge album art used tens of MB.
- Browser bridge exposed to the LAN and to any web page; now loopback + extension origins only, size-limited, parsed with Gson.
- Weather override stopped real rain on the integrated server in singleplayer.
- Removing InventoryHUD could crash the game at start.
- Config: atomic writes; unreadable configs are kept instead of overwritten; unknown enum values fall back to defaults.
- Tags were never rendered in the world; added the "Tag block under crosshair" key (N).
Removed
- One-off patch scripts, scratch clones, dev sandbox screens (CSS sandbox on H), duplicate render utilities, debug log spam.
[2.69.103] - 2026-10-07
Changed
- Hand editor highlight now hugs the real geometry: bounds come from the held item's baked model quads (builtin items: their unit block) or the bare arm's cuboids, independent of Sodium / Iris vertex paths.
- Movement tab: new "Left hand" / "Right hand" groups (X, Y, Size) bound to the same values as the in-chat hand editor; all hand sliders follow changes made in chat or by applying a backup, live.
- Hand editor offsets limited to ±1 to match the sliders.
[2.69.102] - 2026-10-07
Added
- In-chat hand editor: open the chat and press "✎ Hands" (top right). Hover a hand / held item to highlight it, LMB-drag to move it, mouse wheel to scale it (Shift = fine), arrow keys to nudge, RMB to reset. Left and right hands are edited independently, with both vanilla and custom-swing hands.
- Edits are live but only persisted with "Save" (Ctrl+S); "Cancel" (Ctrl+Z), closing the editor or the chat revert unsaved edits.
- Named hand backups: create (with a name), apply (becomes an unsaved edit), delete (click × twice).
[2.69.101] - 2026-10-07
Performance
- World menu: offscreen resolution adapts to the panel's on-screen size (menu x0.5–x2, search shell 1.5–5 px/unit); the search shell refreshes at ~20 fps when not hovered / focused.
- Texture binding queries read GlStateManager's cache instead of
glGetInteger; renderers restore bindings through the cache (fixes potential cache desync). - Attack range: spatial entity lookup (15 blocks) and one contour computation per frame.
- Config: writes are debounced (0.5 s) and flushed on exit instead of hitting the disk on every slider drag event.
[2.69.100] - 2026-10-07
Performance
- World menu stops re-rendering its offscreen textures while out of view, and refreshes at ~20 fps while visible but not aimed at.
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:1IYVHEQd:ykczXTMz"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:1IYVHEQd:ykczXTMz"
}

