eyesintheshadows-0.0.3.jar
Curse Maven Snippet
What's new
0.0.3
Fixed
- Fixed entity preview crashes caused by fake/non-server worlds in packet sync code.
- Fixed config GUI crash with newer GTNHLib versions.
- Fixed emissive eye rendering artifacts (including non-uniform transparency/"square" clipping cases).
- Fixed multiple natural spawn logic bugs:
- player-nearby cap now checks around each player (not world origin),
- per-player failed checks no longer abort the whole spawn cycle,
- biome/dimension whitelist-blacklist matching now behaves correctly,
- each dimension now has an independent spawn cooldown and cycle state,
- cover, light, and biome restrictions are checked at the candidate spawn position,
- naturally spawned Eyes now receive normal spawn initialization,
- spawn timing is reset correctly after early exits.
- Fixed spawn-cycle warning timing to use the configured millisecond threshold.
- Fixed collision behavior so fully hidden/dormant Eyes do not trigger collision disappear effects.
- Fixed biome-list initialization crashing when biome filters were configured and wiping the dimension lookup table.
- Fixed the player gaze test being dependent on world coordinates and occasionally detecting intersections behind the player.
- Fixed disappearance, aggression, and configured mob AI logic running on the client as well as the server.
- Fixed entity state synchronization flooding clients with full-NBT packets every tick. Eye brightness, aggression, scale, and target state now use vanilla tracked entity data.
- Fixed packet handlers touching client state from the network thread; jumpscares are now scheduled on the client thread.
- Fixed configured mobs dealing bonus damage to every target instead of only Eyes, and fixed fleeing behavior being registered as a targeting task.
- Fixed aggression speed interpolation and made
tickBetweenAttackscontrol all Eye attack goals. - Fixed horizontal obstacle routing using the vertical axis as a compass direction.
- Fixed
blinkDuration = -1and very short blink durations causing invalid animation calculations. - Fixed Halloween spawn scaling being cached for the whole session and not activating on October 31.
- Fixed jumpscare rendering and timing:
- animation progress now advances once per client tick,
- framebuffer projection and GL state are restored safely after rendering,
- jumpscares render correctly at all GUI scales.
Changed
- Reworked eye glow rendering and tuning:
- default
eye_glow_passesis now1, - default
eye_glow_strengthis now2.
- default
- Dynamic light handling now uses a shared client+server approximation path to keep visuals and AI behavior aligned.
- Added cave-friendly spawning: vertical candidate sampling is centered around player height and searches nearby valid Y levels.
- Reworked stalking movement:
- Eyes strongly prefer reaching the player's eye level before closing the distance,
- Eyes route toward a staging point behind the player and only attack from the rear,
- turning to watch an Eye immediately stops its residual movement,
- obstacle routing prefers lateral detours instead of climbing above the player.
- Replaced asymmetric upward acceleration and downward damping with bidirectional altitude steering controlled by
fly. - Blinking is now a client-local visual animation instead of synchronized server state.
- Adjusted default spawn list behavior:
biomeListIsWhitelistdefault is nowfalse,dimensionListIsWhitelistdefault is nowfalse.
- Updated release automation and CurseForge metadata so artifacts are marked for both client and server use.
- Expanded the shared development runtime and excluded client-only Angelica, ModularUI2, and Baubles Expanded from dedicated-server launches.
- Updated the bundled license and attribution material to the complete LGPL-3.0 text.
Added
- Added internal dynamic light approximation system (
DynamicLightApproximation) inspired by Angelica luminance/falloff rules. - Added config toggle
enableDynamicLightApproximationto fully disable the dynamic light handler. - Added artificial light sensitivity configs:
eyeArtificialLightSensitivityOpenSkyeyeArtificialLightSensitivityCovered
- Added Catalogue Vintage integration.
- Added explicit localization aliases so the Eyes entity name resolves as
Eyesfor common key formats (includingeyesintheshadows.Eyes). - Added automated 67minecraft publishing alongside CurseForge, Modrinth, GitHub, and Maven releases.

