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While 26.1 means massive changes for the entire modding community, this port ended up being relatively straightforward.
Thanks to shedaniel for pulling an allnighter to get Architectury Loom (and Cloth Config) ready!
Also, as always, report any issues you find!
Welcome to the 3rd dimension!
Example of "3Dness", or Fluffyness if you prefer:

note: "Before Line" rendering had to be rewritten, hopefully bug free
Quick followup fix for 1.1.6:
Another really small but important bug fix!
Breaking News: Single Source Code Character causes Havoc!
This tiny release fixes an important bug where name aliases and display names weren't always considered for player detection.
Fixes e.g. nicknamed players on EssentialsX servers to not show a chat head despite a name alias being defined.
As expected, there were bugs!
Chat Heads should now deal with all forms of text styling including § formatting codes correctly again.
Keep the issue reports coming!
/realname commands on EssentialsX servers and automatically adds aliases for it (on by default)This is a large rewrite of the mod - it finally works how it always should have worked!
(And it took an insane amount of work to make it work, work.)
If you care for a bit of technical babbling with some info strewn inbetween, do read on!
The reason for this rework is that in 1.21.9 Mojang added 2 types of "object" text components:
Atlas sprites and player sprites, which allow putting any sprite or player head inside any text - chat, menus, signs, you name it!
Chat Heads now uses these player sprite text components.
On paper this should mean massively improved mod compatibility, since it's a vanilla feature.
In fact, it appears Chat Heads is finally fully compatible with Caxton!
The same may be true for Modern UI's text engine.
Servers will start making use of player sprites as well.
There was already ways to do "server-side chat heads" by using special fonts allowing to print 1 pixel at a time.
Now it's as easy as pie and due to that, Chat Heads will not add any heads itself, if it detects any in a received message.
(Whether this is sane behavior, time will tell)
Player sprites do however come with some limitations.
In Vanilla, they are always 8x8 pixels without any padding, which can look quite bad in chat.
To remedy this, Chat Heads adds 1 pixel of padding, making it consistent with regular characters. This only applies to chat, so it won't mess e.g. with signs.
They also suffer from transparency issues.
This only really affects you if you changed Minecraft's "Chat Text Opacity" setting.
What happens is that the hat layer of your skin blends together with the face, which can make the hat layer almost invisible.
(On that note, Chat Heads still supports the old "Before Line" render mode, which does have a transparency fix.)
Speaking of hat layers, Chat Heads now respects Minecraft's "Skin Customization" settings.
If you take your hat off, it won't show in chat either.
Finally, almost the entire player detection logic was rewritten.
It's hard to say if this really changes anything, but it's much more gooder code now.
While I did a ton of testing, due to the large scale of changes, issues are to be expected.
Please report any issue you find!
- Fourmisain
This version is uploaded automatically by GitHub Actions.
Changelog:
- 7eaa2064 build: remove unnecessary deps and jij - ishland
- 3698bc0f refactor: use registry for dfc frontend - ishland
- 68fd4f18 fix: exception message in ConfigClampBindings - ishland
- 7430b705 refactor: dfc bytecode gen - ishland
- 8c991dd7 fix: properly cache compiled entries - ishland
- b242b711 change: promote DoublePerlinNoiseSampler to natives after 64k samples only - ishland
- 9ad3195f fix: better handle CoordinateNode and IntervalSelect in dot gen - ishland
- b46084dd new: add auxNames in dot gen - ishland
- 6741a34c change: pin install llvm in actions - ishland
Updated to Sodium 0.9.1.
Shift+Enter to cycle backward through search results; Enter continues cycling forward.Full Changelog: https://github.com/FlashyReese/reeses-sodium-options/compare/mc26.1.2-2.2.2...mc26.1.2-2.2.3
Add RenderScale to Sodium's video settings
Please make sure to report any bugs and/or visual anomalies on Resourcify's GitHub or in the Discord.
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This version is uploaded automatically by GitHub Actions.
Changelog:
- e41e4551 Updated Upstream - ishland
Sodium 0.9.1 for Minecraft 26.1.2 introduces asynchronous occlusion culling alongside other small improvements and fixes for crashes to improve stability.
This generally improves performance and avoids the frame rate dropping when the camera is moved, especially at high render distances. This feature has been in the works for a long time now, and together with the release for Minecraft 26.2, we've decided to release it. More work is planned, including improvements to the task scheduling system and optimizations to improve responsiveness.
-Dmixin.debug=true (#3689)Iris versions 1.11.1 and older are not compatible, and you will need to download an appropriate version from Modrinth, or if no such version is available there, from the Iris Discord server.
Full Changelog: https://github.com/FlashyReese/sodium-extra/compare/mc26.1.2-0.9.2...mc26.1.2-0.9.3
| Fabric | NeoForge | Forge | |
|---|---|---|---|
| 26.1 | ✅ | ✅ | ❌ |
| 26.2 | ✅ | ✅ | ❌ |
| 26.3-snapshot | ✅ | ❌ | ❌ |
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