File Details
Custom Glints v1.4.0
- R
- May 26, 2026
- 455.25 KB
- 57
- 1.20.1
- Forge
File Name
custom-glint-1.4.0.jar
Supported Versions
- 1.20.1
Curse Maven Snippet
[1.4.0]
Added:
- Wand editor now has a Glow section: toggle glow on/off directly in the editor, pick glow
colors (auto-matches glint or custom color swatches with hex input), and set a trim display
name and name color — all without needing to open the crafting table.
- /glint extract — pulls the glint from the item in your main hand and gives you a Glint Trim
pre-loaded with those settings, so you can transfer or inspect a glint without a wand.
- /glint export <name> — saves the current main-hand item's glint to
config/customglint/trims/<name>.json so you can reload it later via the wand's Import picker.
- Custom glints can now be applied directly to living entities (mobs, players, animals) —
shift-right-click a mob with the wand to apply the wand's current glint to it, or use
/glint entity <targets> apply / remove / glow for selector-based application. Glints animate
across the entity's body and any cosmetic overlays.
- Glow outlines also apply to entities, with the outline forming a single clean ring around the
union of the entity's body and any clothing/armor layers instead of duplicating per layer.
- Black Tear can now be right-clicked on a mob to instantly clear that mob's glint and glow
data (consumes one tear; does nothing if the mob has no glint applied).
- Spanish translation added.
- Applying a glow outline to any item outlines its item in the hotbar and inventory also applying cycling colors if any
Fixed:
- With an active shader pack (Iris/Oculus), armor glow outlines now correctly cut out transparent
areas instead of filling the entire texture-space rectangle.
- With an active shader pack, glow outlines now draw in front of clouds instead of behind them.
- With an active shader pack, multiple glowing items (e.g. armor and a held sword) no longer
bleed into each other's outlines — each item now uses its own independent stencil channel.
- With an active shader pack, sprite item outlines (tools, food, gems) now render in the chosen
glow color instead of being tinted by the item's texture.
- With an active shader pack, armor glow outlines now also render in the chosen color instead of
being tinted by the armor's own texture (e.g. red leather no longer turned a white outline red).
- With First-Person Mod and an active shader pack, held-item glow outlines no longer drift or
misalign as the camera rotates; non-convex models (crossbow, bow) use per-vertex normal
displacement and flat sprites use a separate filter pass for a clean ring at all angles.
- Held outlines on oversized modded sprites (greatswords, 32-pixel and higher item textures) no
longer scale up proportionally — outline thickness now matches a vanilla sword regardless of
the underlying sprite size.
[Compat]
- ElytraSlot: elytras placed in the dedicated elytra Curios slot (or routed back slot) now
display their custom glint and glow outline, matching the vanilla chestplate elytra behavior.
- Epic Knights (Medieval Weapons): chest armor glow outlines no longer wrap around the
invisible arm cuboids that EK chestplates carry, so the outline traces just the visible
armor silhouette.
- Epic Knights Winged Hussar chestplate: the back wings no longer get a glow outline (they
were previously producing a broken half-outline that stenciled onto only one wing face).
- Epic Knights armor decoration overlays now receive the glint and
glow pass cleanly instead of being skipped or producing a doubled outline.
- Ice and Fire dragon armor (with a shader pack enabled): glints and glow outlines now stay
on the actual armor instead of bleeding across the entire dragon body.
- Ice and Fire hippogryph and hippocampus armor (with a shader pack enabled): glow outlines
now render as a single clean ring matching vanilla horse armor behavior.
- Ice and Fire troll weapons and death worm gauntlets: held-item glints now sit correctly
on the weapon instead of drifting off-position.
- Iris/Oculus: glow outlines are now more consistent across armor, held items, sprites, and
entities — the same outline look everywhere instead of one item type rendering differently
from another with a shader pack on.
[Dev]
- Entity glint sync (server-to-client per-instance NBT) now ships in the api jar itself, so
mods that bundle only custom-glint-api via jarJar get entity body glints working with no
extra wiring.
- New entity-glint API on CustomGlint: registerEntityGlint(EntityType, Data) and the (type,
design, colors) overload for auto-applying glints to entire entity types; ENTITY_GLINTS map
exposed for inspection.
- Entity NBT API mirrors the item API: readEntity / hasEntity / writeEntity / removeEntity,
isEntityGlowing / setEntityGlowing, getEntityGlowColors / hasEntityGlowColors /
setEntityGlowColors / clearEntityGlowColors.
- Tag-level helpers for bundling glint data across the wire or NBT files: itemGlintTag(stack),
entityGlintTag(entity), writeEntityTag(entity, tag), writeItemTag(stack, tag),
fromTag(tag), tagGlowing(tag), tagGlowColors(tag), toTag(layers).
- Client-side entity glint mutations (writeEntity, setEntityGlowing, setEntityGlowColors) now
render immediately without waiting for a server broadcast round-trip. Covers reconstructed
entities (capture/release mods, replay viewers) and preview UIs. Use
EntityGlintRender.refreshClientCache(entity) to force an explicit re-sync after a client-side
mutation when needed.
- Applying a new Glint Trim to an item that already has a Glow Trim no longer erases the glow
colors — the two systems are independent as documented.