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LDLib

A libarary for rendering, gui, basic stuff, etc
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LDLib2-26.2-26.2.2.45-neoforge

File nameldlib2-neoforge-26.2-26.2.2.45.jar
Uploader
KilaBashKilaBash
Uploaded
Nov 1, 2026
Downloads
9
Size
7.5 MB
Mod Loaders
NeoForge
File ID
9393905
Type
B
Beta
Supported game versions
  • 26.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:ldlib-626676:9393905"

Learn more about Curse Maven

What's new

v26.2.2.45

  • Added MarkStrategies, a registry of cheap ways to tell whether values of a class changed, and IContentVersion for values that count their own changes
  • Added UIRecording, scripted UI videos with a smooth pointer, click and key overlays, captions and zooms, run with -PldRecord, on OpenGL and Vulkan alike
  • Added a gui scale of their own to OS windows, picked by right-clicking a floated tab or from View > Window Size
  • Added UIElement#reorderChildren, which puts an element's children in a new order without detaching them, so focus and running animations survive it
  • Added UIElement#getContentHost, the element that children added from outside belong in, which for a ScrollerView is its inner container
  • Added ModularUI#addFrameCallback and removeFrameCallback, for work that has to run every frame before styles and layout are computed
  • Added Scene#setLighting, the diffuse lighting a scene shades its entities and block entities with
  • Improved async sync to send one packet per chunk each period, and to leave the changes of chunks nobody watches unencoded until someone does, while still saving them
  • Improved async sync to call setChanged once per block entity per period instead of once per changed field
  • Improved change detection of managed fields, comparing item and fluid containers slot by slot instead of serializing them every period, comparing collections and maps of strings, numbers, enums and registry entries directly, and encoding codec marked fields once instead of twice when they change
  • Improved attaching and detaching async logics to constant time, so unloading many block entities at once no longer stalls the server
  • Improved UIElement#getOrCreateMessageRPC so subclasses can call it, and register the named-message RPC from their constructor on both sides
  • Improved a cancelled scene compile to stop at the next block rather than at the end of its block group
  • Improved the editor's "minimized" toast to update the one already showing instead of queueing another
  • Fixed null elements of managed lists and sets loading back as _NULL_ or as a copy of the element before them
  • Fixed item and fluid stack marks sharing component maps with the live stacks
  • Fixed sync holders without RPC never leaving the async thread
  • Fixed closing an OS window leaving its UI alive, which leaked it and skipped the editor's teardown
  • Fixed an editor popped out from code being pulled back into the game window by its settings
  • Fixed the UI editor losing JEI after docking back from its own window
  • Fixed adaptive scrollers laid out empty never growing, which hid floating windows' tab strips
  • Fixed picking a context menu entry leaving focus on the closed menu, so shortcuts did nothing afterwards
  • Fixed an element whose id changed after it was added to a UI no longer being found by that id
  • Fixed labels and progress bars keeping their tick listener after their data source was unbound
  • Fixed runParTest and runMpTest building the same files from several child builds at once, failing in projects with subprojects, and reporting an earlier run's result when a run died before writing its own
  • Fixed UI templates printing a blank line to the console
  • Fixed scenes hiding what stands behind translucent blocks, turning camera-facing things away from their camera, and lighting entities by whatever drew before them
  • Fixed FluidStorage not saving or syncing its capacity, so one changed at runtime came back as the one it was built with
  • Fixed recipe viewers being kept on the exclusion areas of a UI's first layout, however its elements moved afterwards