BorderlessWindow-1.6.0.jar
Curse Maven Snippet
What's new
1.6.0
Camera overlays
- Added four toggles for the full-screen overlays Minecraft draws over your view: Pumpkin, Freeze, Portal and Spyglass
- Pumpkin Overlay removes the blur drawn while wearing a carved pumpkin, so it can be worn against endermen without the visual cost. Helmet overlays added by other mods are never affected
- Freeze Overlay removes the frost border drawn while freezing in powder snow. That border also warns you are taking freeze damage; the frozen hearts on the HUD still show it
- Portal Overlay removes the purple warp drawn while standing inside a Nether portal, which mostly gets in the way while building or aligning them
- Spyglass Overlay removes the scope texture and the black bars. The zoom itself is unchanged — only the frame around it is removed
- All four live in the existing Screen Overlays section, alongside the water and fire toggles
- The vignette is deliberately not offered: it doubles as the world border warning, and a plain toggle would delete that warning along with the darkening
Field of view
- Minecraft has one FOV Effects slider for every source at once. It is now split into four: Speed, Flying, Bow and Fluid, each 0-100% with 100% being vanilla
- Speed FOV is the one worth having: with Speed potions or a modified movement attribute the FOV never settles, and until now there was no way to soften that without removing the bow zoom too
- Flying FOV covers creative flight only. Elytra gliding is a different thing and is not affected
- Bow FOV keeps the same easing curve and only changes how deep the zoom goes. The spyglass is never touched: its zoom is what the item does, not a visual effect
- Fluid FOV is the squeeze applied underwater and in lava
- All four sit under Minecraft's own FOV Effects slider rather than replacing it — with that at Off, nothing here has any effect
Distortion
- Minecraft has one Distortion Effects slider covering both the Nether portal and the Nausea effect. It is now split into Portal Distortion and Nausea Distortion, each 0-100%
- The two share one accumulator internally, so the source is attributed per tick from the rate vanilla itself picks. Walking into a portal while under a Nausea potion correctly applies the portal percentage, and applies the Nausea one again the moment you step out
- Both sit under Minecraft's own Distortion Effects slider, same as the FOV options
- The green nausea texture is left entirely to vanilla. It is Minecraft's accessibility trade — a static cue that replaces the spinning as you lower its slider — and driving it from ours turned "less motion" into a bright green full-screen overlay, which is the opposite of what the option is for
Sodium integration
- Two vanilla sliders Sodium's video settings leave out are now available inside the mod's pages: Distortion Effects (Minecraft) and FOV Effects (Minecraft), each at the top of the page it governs so the hierarchy reads top-down
- Both are the same settings found in Minecraft's Accessibility Settings and are saved with Minecraft's options, not the mod's
- The Sodium section now has nine per-feature pages: General, FPS Overlay, Fog, Clouds, Screen Overlays, Bobbing, FOV, Distortion and Enchantment Style
- Every option remains fully available without Sodium via the Mods menu Config screen, except the two vanilla sliders above — without Sodium those are one click away in Minecraft's own menus and duplicating them would serve nobody
Internal
- New
fov/anddistortion/packages;screeneffect/gainsCameraOverlayFilter - New mixins:
GuiMixin,AbstractClientPlayerMixin,LocalPlayerMixin - The camera overlays need bytecode rather than an event: NeoForge exposes the whole group as a single
CAMERA_OVERLAYSGUI layer, so cancelling it would remove all of them at once. The pumpkin and freeze overlays share one vanilla method and are told apart by texture - The spyglass injection wraps the call site rather than the method, so NeoForge's
getScopeOverlayTexturepatch keeps working for mods that supply custom scopes - Distortion source attribution reads the per-tick rate vanilla chooses inside
handleConfusionTransitionEffectwith MixinExtras@Local. Three earlier approaches were tried and each failed on a real case: asking for the Nausea effect at render time gets the overlap backwards, the boolean the method receives stays true long after you leave a portal, and measuring how far the accumulator moved breaks both when it clamps at 1.0 and when changing dimension resets it - The speed FOV injection lerps the movement speed attribute toward the walking speed, which is algebraically the same as scaling the multiplier vanilla derives from it — there is no constant in that expression to scale directly
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