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LDLib

A libarary for rendering, gui, basic stuff, etc
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LDLib2-26.3-26.3.2.43-neoforge

File nameldlib2-neoforge-26.3-26.3.2.43.jar
Uploader
KilaBashKilaBash
Uploaded
Oct 23, 2026
Downloads
32
Size
7.2 MB
Mod Loaders
NeoForge
File ID
9300004
Type
B
Beta
Supported game versions
  • 26.3

Curse Maven Snippet

NeoForge

implementation "curse.maven:ldlib-626676:9300004"

Learn more about Curse Maven

What's new

v26.3.2.43

  • Added @ManagedCodec, which saves and syncs a managed field with a codec of your own instead of the accessor registered for its type, from methods a subclass can override
  • Added SceneLighting and Scene#setLighting, for choosing how a scene lights its entities and block entities
  • Added highlighting where files dragged in from outside the game would be dropped
  • Added popping an editor window out into its own OS window
  • Added global search and using a folder as a resource provider in the asset browser, and search and sort in resource grids
  • Added project types deciding how their files open and adding their own entries to the asset browser's menu
  • Added dropping another view's drag payload on an asset browser folder, for an editor to write it there as a file
  • Added undo and redo for adding, removing, pasting and moving elements in the UI editor
  • Added debugging a running UI editor simulation with the UI debugger, by F12 inside it or from the target picker
  • Added Ctrl+A to select all in the graph view
  • Added window dialogs remembering the size they are resized to, and fitting themselves to the screen
  • Added translating an enum's selector entries by <enum class>.<CONSTANT> keys
  • Added configurators remembering the field they edit, taking menu entries from the groups around them, and drawing a value as overridden
  • Improved the file dialog with a path to jump to and the system folder picker (thanks @spawner1145)
  • Improved shortcut commands to bubble from the focused element up to the view that handles them, so copy, paste and undo still reach a view whose child has the focus (thanks @spawner1145)
  • Improved the gizmo so a right-click cancels a drag, and the trackball no longer turns as soon as it is pressed
  • Improved the asset browser to stop rebuilding for other folders' providers or twice per change, and to find a resource's entry without reading every one listed before it
  • Improved UI test runs to play in a game directory of their own, emptied first, so a developer's run/ neither affects them nor collects what they leave behind
  • Fixed block entities and entities behind glass or water in a scene not showing
  • Fixed name tags, flames, thrown items and the like in a scene not turning to the scene's camera
  • Fixed a scene lighting its entities and block entities by whatever was drawn before it; they are now lit as in the world by default
  • Fixed a cached scene's blocks vanishing for good once it was recompiled, and each recompile leaking the GPU buffers it replaced
  • Fixed a graph or UI editor opened from the resource panel landing behind the Scene tab, and opening a resource that is already open giving it a second editor instead of bringing its tab forward
  • Fixed UI editor undo not bringing back a removed tab's content, and not reverting a property change when another kind of edit was made in between
  • Fixed the asset browser's search running on after it was closed, and a file in a folder no provider covers being read twice, with graphs there failing to save
  • Fixed a shortcut key being kept from the game whenever a view merely listened for its command, rather than only when one acted on it
  • Fixed the file dialog failing to jump to a path it shows itself, and navigating outside its root folder
  • Fixed a submenu flipped over its parent menu drawing under that menu's entries
  • Fixed tree lists leaving a removed child's row behind when folded, unselecting rows that stay through a re-diff, and not following a flattened root's top rows
  • Fixed a tree list row's arrow selecting its row when clicked and turning it a third time when double-clicked
  • Fixed unbinding a data source or an observer leaving its tick listener behind (thanks @Darkona)
  • Fixed an empty fluid slot showing no tooltip (thanks @Darkona)
  • Fixed scene gizmos and overlays being covered by particles
  • Fixed a crash when loading an ingredient slot from XML (thanks @vladisfaer)
  • Fixed a disabled panel, such as a read-only inspector, still letting its fields, pickers, dialogs, paste and reordering change values, while foldouts, scrolling and selection keep working
  • Fixed renaming a resource to a name its provider cannot store deleting the resource, and a removed file resource being read back when one was made again under its path
  • Fixed the asset browser losing track of a folder spelled differently from its root, of providers added or removed elsewhere, and of the path of a resource dragged out of a folder with no provider
  • Fixed graph and UI editor tabs showing the file's type suffix and not following a rename made elsewhere or undone
  • Fixed a node defined inside another node's definition taking the outer node's later ports and options
  • Fixed an option that changes a node's ports or options leaving the inspector with the old ones
  • Fixed a graph's own variable declaration type being discarded when its variables were read back
  • Fixed menus staying 120 wide, with longer entries cut off or spilling out
  • Fixed lines drawn into a scene smaller than the window coming out thinner than their width
  • Fixed pasting into a text field taking only text copied inside the game, not from other applications