milkywaylib1.0.2.jar
Curse Maven Snippet
What's new
1.0.2 — 2026-09-11
API Changes
- Added
net.galaxihd.milkywaylib.text.MilkyTextfluent per-character text renderer: independent base color and glow-halo color, per-character sinusoidal wave bob, and a scrolling per-character color gradient hook (gradient(IntUnaryOperator, float)) withfireGradient()/frostGradient()ready-made examples - Added
net.galaxihd.milkywaylib.client.input.SprintLock(+mixin.client.MixinLocalPlayerSprint): client-sidePredicate<LocalPlayer>registry that vetoes sprinting the way vanilla's own Blindness effect does — cancelsLocalPlayer#canStartSprinting()and force-stops an already-sprinting player at the top ofaiStep(), both purely client-side so there's no server-correction jitter - Added
net.galaxihd.milkywaylib.particle.ParticleEasingfor smooth mathematical interpolation curves (linear, quad, cubic, sine, exponential, bounce, fade, pop-and-fade) - Added
net.galaxihd.milkywaylib.particle.ParticleCurvesfor color gradient sampling and RGB lerping - Added
net.galaxihd.milkywaylib.particle.ParticleSpawnerfluent particle emitter builder supporting bursts, lines, rings, shockwaves, spheres, helixes, and cones across client and server levels - Added
net.galaxihd.milkywaylib.particle.ParticleFactoryRegistryfor simple particle type registration - Added
net.galaxihd.milkywaylib.client.particle.ParticleOrientationsupporting camera billboard, flat horizontal, upright Y-axis billboard, and velocity-aligned quad orientations - Added
net.galaxihd.milkywaylib.client.particle.MilkyParticleRenderTypesproviding additive blending and custom translucent particle render sheets - Added
net.galaxihd.milkywaylib.client.particle.MilkyParticleenhanced base texture particle supporting orientation modes, additive/translucent rendering, scale/alpha/color easing curves, bounce physics, spin, turbulence, and target homing - Added
net.galaxihd.milkywaylib.client.particle.CustomMeshParticlefor procedural 3D mesh and BufferSource particle rendering - Added
net.galaxihd.milkywaylib.client.particle.MilkyParticleProviderfunctional interfaces and registration helpers forRegisterParticleProvidersEvent - Added
net.galaxihd.milkywaylib.fluid.FluidSplashEffectsandnet.galaxihd.milkywaylib.mixin.entity.MixinEntityFluidSplash: register a customFluidTypewith bubble/splash particles and get vanilla-style splash effects on entity entry for free, without touching vanilla's owndoWaterSplashEffect - Removed
PotionContentsparameter and manual potion tinting override fromBERFluidRenderer.renderFluidBoxin favor of standardFluidStack/IClientFluidTypeExtensionstint resolution - Added
math.IcosphereMesh— procedural icosphere mesh generator (verts/uvs/index buffer) for low-poly sphere rendering with no baked model - Added
client.render.RibbonMeshBuilder— procedural quad-strip ribbon mesh (wing/cape/silk/cloth) swept around an axis with a per-segment wave offset - Added
client.fx.PostChainDepthAccess(+mixin.client.MixinPostChain) — exposes a PostChain's pass list so a shader can be bound an arbitrary depth sampler - Added
client.fx.StatusShaderEffectRegistry— registry of full-screen PostChain effects gated on a live intensity supplier, withGameTime/FadeInTestuniforms driven automatically - Extended
FluidBuilderfluent API with custom factory hooks for bucket items (bucketFactory), custom fluid types (fluidTypeFactory), fluid source/flowing subclasses (sourceFactory,flowingFactory), and custom client extensions (clientExtensions) - Added
DyeColorHelper.dyeItemForColorName(String)— the reverse of the existinggetColorName(ItemStack): resolves theDyeItemfor a color name string, checking the vanillaDyeColorenum first and falling back to scanning for a#c:dyes/<colorName>-tagged item for a genuinely modded color name
Bug Fixes
- Fixed
MineableEntityAPI.getMineableData's raw-NBT scan (saveWithoutId) crashing/desyncing other mods' entities that aren't fully initialized yet when it runs fromisMultipartEntityon client entity tracking-start (e.g. Create contraptions on dedicated servers, whereControlledContraptionEntity.writeAdditionalthrows NPE beforecontrollerPosis set); the failure is now caught and treated as "no raw NBT," matching the surrounding attachment/manager lookups instead of propagating out and killing the entity's initialization - Fixed several bugs with collapsible creative-tab item groups: category layout and section headers corrupting on expand/collapse, the scrollbar position desyncing after a toggle, the search tab showing group badges/slot borders over unrelated items (items are now strictly isolated to category tabs and everything is searchable), and the +/- toggle having no click sound (now plays the vanilla wooden button click, on/off variant matching direction)
- Removed
MineableCrumbleLayer's deprecated explicit event-bus selector; NeoForge now routesIModBusEventlisteners automatically - Fixed
ProceduralChunkGenerator's edge cache retaining every previously visited dimension's data for the life of the game session instead of releasing it when a dimension unloads
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