Brilliant Text-3.0.0.jar
Curse Maven Snippet
What's new
Brilliant Text 3.0.0
Read before updating
The particle section of `config/brilliant_text_bindings.json` changed format. **Delete your existing
`brilliant_text_bindings.json`** and let it regenerate on the next launch
New
- Formatting characters can now stack **any number of effects** (text color, outline, glow, wiper,
particles), each rendered either in front of or behind the text.
- New particle option `shouldReduceAlpha`: particles fade out over their lifetime.
- Particles now use `amount` (how many are alive at the same time) instead of the old `rarity` chance.
- `lifetime` is now a `min`/`max` range in **milliseconds**, so each particle picks its own duration.
- Rotation is now defined as `startingRotation` and `endingRotation`
one to the other over their lifetime, replacing `rotation` / `rotationsPerFrame`.
## Changes
- Particle spawning is far more consistent: a fixed number of particles per piece of text instead of a random chance every tick.
- The default gold and silver presets use smaller and fewer particles.
- The fire formatting (`§v`) was rebuilt out of separate effects and now layers its glow, outline and sparks more cleanly.
- The `Change Vanilla item formatting` option is now correctly marked as requiring a game restart.
- The mod list entry now links to the actual CurseForge page.
## Fixes
- Text using a brilliant formatting code no longer draws a vanilla drop shadow behind it.
- Additional stability fixes around missing or incomplete configuration values.
## For mod developers
The public API was reworked: effects are now composable and layered, and there is a new
`SimpleParticleFactory` for custom particles without writing one from scratch. This is a breaking
change
See the README for the updated usage.
