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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:
- 3e07b48e fix: properly set deps in dfc - ishland
- 60617138 fix: aquifer bounds - ishland
- a69080c8 new: add separator bars to config comments - ishland
- a0e9e474 new: thread priority presets - ishland
- 57b2043c change: disable mid tick chunk tasks by default - ishland
- 2d9555ff fix: ineffective enhanced autosave - ishland
- df7ba324 fix: the heck is this - ishland
- 276cf8d1 perf: pool consolidating queues on main - ishland
Compatibility note: Create: Nowheel 2.0.0 needs to be updated to be compatible with 1.11.0+ of EntityCulling
This release contains a bunch of reworks around extracting the required (block)entity data on the main thread to prevent crashes with some other mods that can't handle the async looking up of data. These "correctness" fixes come at the cost of performance in the main client tick, so it is a tradeoff. In my tests, during reasonable conditions, this should take under 1ms every 5 ticks (250ms), up from ~0.5ms in the last release. This should be fine but needs general testing to better understand the impact. If you are experiencing issues, get in contact via GitHub/Discord. In case you are feeling adventurous and have a mod configuration that isn't impacted by these async access crashes, there is a safeMode flag in the config file to move all the lookups away from the main thread, removing all the overhead.
Full Changelog: https://github.com/tr7zw/EntityCulling/compare/1.11.1...1.11.2
ValidatedEnumMap is removedSmallSpriteDecoration#<init>SpriteDecorated#textureSet & textures is now a required overrideSpriteDecoration#<init>CustomButtonWidget#<init> & builder is now only non-override method for adding custom buttonActiveButtonWidgetTextlessActionWidgetDynamicListWidget.EntryPos and implementations made internalPopupWidget position elements; LayoutWidget no longer inherits from the PopupWidget variantPopupController from PopupParentElementSuggestionWindowListener and SuggestionWindowProvider moved out of internal sub-packageImmutableRelPosRenderUtil#renderBlurTranslatable.Result has been replaced with Translatable.ResultProvider. This affects EntrySearcher as well as Searcher.SearchContentplatform method to PlatformApi. This returns an enum providing FABRIC, FORGE, or NEOFORGE, which can be checked via their method forgelike() to quickly see if the platform is one of the forge-like types.RegistryEntry<F>, F being the specific type of the registered object rather than it's more generic supertype (Item, Block, etc.)ValidatedIdentifier.ofRegistryKeyregisterAndLoadNoGuiConfig not properly hiding the config from the GUI in all circumstancesValidatedEnum not deserializing properly.Updates to Sodium 0.9.2 and fixes a lot of bugs.
A new 'depth transformer' is used to avoid requiring switching to forward-Z during shader pack rendering, fixing a lot of bugs. However, this may cause some packs to behave unexpectedly.
Full Changelog: https://github.com/FlashyReese/reeses-sodium-options/compare/mc26.2-2.2.3...mc26.2-2.2.4
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:
- 77c290c4 fix: add compatibility shims for StarLightLightingProvider - ishland
5.4.1+26.2: - Updated Argentina Spanish translation by Texaliuz (#256) - Added upside down English translation by Fhilips613 (#255)
Sodium 0.9.2 includes a new terrain buffer allocation system designed to reduce the number of buffers that get allocated and resized as chunks are loaded and unloaded. Other changes include improvements to our item meshing, optimizations for item rendering, and numerous bug fixes. This release also adds support for FRAPI on NeoForge.
Thank you to all the contributors who added to this release!
Full Changelog: https://github.com/FlashyReese/sodium-extra/compare/mc26.2-0.9.3...mc26.2-0.9.4
Full Changelog: https://github.com/tr7zw/WaveyCapes/compare/1.11.1...1.11.2
| Fabric | NeoForge | Forge | |
|---|---|---|---|
| 26.1 | ✅ | ✅ | ❌ |
| 26.2 | ✅ | ✅ | ❌ |
| 26.3 | ✅ | ✅ | ❌ |
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