Magnet-Let-me-get-that-1.3.4-26.2.jar
Curse Maven Snippet
What's new
## [1.3.4-26.2] - 2026-07-15
### Fixed
- **Post-Death Vision Desync**: Replaced fragile `PlayerVisionTracker` dependency with a robust, direct visual raycast (`level.clip(...)`) to fix the player magnet failing to pull items after respawn.
### Added
- **Dedicated Debug Logger File**: Implemented `MagnetDebugLogger` to record precise packet, tick, NBT, and pull events (along with rejection reasons) to `logs/ig_magnet_debug.log`.
## [1.3.3-26.2] - 2026-07-15
### Added
- **In-Game Debugging Command**: Registered `/magnet debug` and `/ig_magnet debug` to print internal state details (Player UUID, toggles, GameRules, spectator status, line-of-sight checks) directly to the in-game chat window.
- **Diagnostic Logging**: Added diagnostic logging to keybinds, packets, NBT reads, and player ticks to track down the player respawn toggle issue.
## [1.3.2-26.2] - 2026-07-15
### Fixed
- **Master Toggle Instant Pickup Bypass**: Fixed a bypass where the global `ig:magnet_enabled` GameRule being set to `false` did not disable the expanded bounding box in instant pickup mode.
- **Mixin Naming Compliance**: Renamed methods in `IMagnetEntity` and `MixinEntity` from `ig$` to `ig_magnet$` to ensure strict compliance with mixin prefix requirements.
### Performance
- **Zero Heap Allocations in Tick**: Refactored `SecondaryVisionCheck.java` to use a `ThreadLocal` mutable context class, eliminating garbage collector allocation pressure in the player tick loop.
## [1.3.1-26.2] - 2026-07-14
### Fixed
- **Instant Pickup Toggle Bypass**: Fixed player magnet toggle being ignored when the `ig:magnet_instant` GameRule was active. Instant pickup mode now respects each player's personal toggle status.
- **Double-Sync Command**: Removed redundant network sync packet when using the `/magnet toggle` command.
### Removed
- Unused import statement in `MagnetCommand.java`.
## [1.3.0-26.2] - 2026-07-12
### Fixed
- **Magnet Stuck Off After Death (Final Fix)**: Migrated player magnet toggle state storage from a per-entity instance field to a static UUID-keyed `ConcurrentHashMap`. Because player UUIDs persist across death/respawn/dimension-change entity recreation, toggle state is now inherently preserved without relying on `ServerPlayerEvents.COPY_FROM`.
### Removed
- **COPY_FROM Handler**: Removed the `ServerPlayerEvents.COPY_FROM` event listener, which is no longer needed with UUID-based state persistence.
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