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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:
- 05de349f Updated Upstream - ishland
- 3acaeb9a build: pin install llvm action - ishland
Full Changelog: https://github.com/tr7zw/EntityCulling/compare/1.10.4...1.10.5
Shift+Enter to cycle backward through search results; Enter continues cycling forward.Full Changelog: https://github.com/FlashyReese/reeses-sodium-options/compare/mc1.21.11-2.2.2...mc1.21.11-2.2.3
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:
- 876d045a build: backport to 1.21.11 - ishland
The release includes a new display of FPS percentiles which more accurately represent what you actually want to know about the FPS.
The median (labeled p50) shows the typical frame rate ignoring the slow frames
The 98th and 99.5th percentiles show the FPS of slow and very slow frames.
The average, which is what Minecraft displays by default, can get pulled down by few slow frames even though otherwise the frame rate is pretty high. This leads to the average FPS being not very representative of the actual frame rate you're seeing most of the time.
The new option to sort entities quads by their closest point allows correct rendering of similar translucent entities that have specific types of otherwise wrongly sorted geometry. This is disabled by default as it incurs a performance cost.
Included are also multiple crash fixes and changes to avoid retaining large memory allocations in specific scenarios.
Avoid retaining large allocations created when heavy quad splitting takes place
Fix buffer overflow caused by BSP Node reuse when quads were split
Fix wrong applicability test in BaseBiForest that would cause wrong rendering at render distances >32
Implement optional percentile fps display (#3633, #3642)
Fix flat fluid lighting being too dark (#3620)
Significantly reduce memory consumption on the direct sorting fallback path
Fix issues with fluid shaping in both "improved" and regular mode
Fix #3612 by performing uniform binding on particle rendering (#3637)
Fixed #3603 (incorrect AO and skylight level around light sources) (#3631)
Add option to sort Entity Quads by Closest Point (#3635)
Fix Minecraft's CompactVectorArray#getZ returning the wrong value which broke some mods' rendering (#3643)
Change fullbright blocks to only emit block light and no sky light (#3640)
Refactor ImprovedItemModelBuilder for better mod compatibility (#3648)
Fix the corrupted config screen to show up properly
Fix fog flicker (#3666)
Full Changelog: https://github.com/tr7zw/WaveyCapes/compare/1.10.0...1.10.2
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