doxhitbox-2.2.0.jar
Curse Maven Snippet
What's new
Fixed
- Hitboxes now match the model you actually see. Pose snapshots carry the real render root, so the
renderer scale (players are drawn at 0.9375), playerAnimator body bones and the crouch offset are
part of the hit test. Before, the boxes were about 7% larger than the body, so empty space above
the head and beside the shoulders could count as a hit.
- Invisible targets use the same render root as visible ones.
- Prone targets are hit as drawn when a snapshot is available, instead of a generic lying box.
- Client-side hit checks only use snapshots drawn in the last few ticks, so a target that left your
view is no longer hit in an old pose or facing.
- With DoxAmmo installed: the server now drops hit claims when the shooter's eye has no clear line to
any part of the target (feet, chest or head, now or one tick ago). Stops hits on players who had
already stepped behind a wall because of lag, and forged claims.
Added
- Entity type tag doxhitbox:pose_sync (empty by default): mobs in this tag always stream their drawn
pose to the server, for mobs that are animated like players.
- Crawling entities (swimming pose on land) always stream their pose, since crawl animations differ
between mods.
- The hitbox debug view also draws the box used for hit tests (white) and logs how far it is from the
drawn model.
- [1.2.0 only] With DoxAmmo 1.4.0: targets beyond the shooter's entity tracking range are judged by
the server, so long shots past the view distance can hit.
Changed
- Network protocol 3 (the pose snapshot packet grew from 54 to 67 fields) - update client and server together.
- Leftover references to the discontinued multi-hitbox library were removed (no behavior change).
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

