soundradar-0.12.0.jar
Curse Maven Snippet
What's new
```markdown
### 0.12.0 – Fully English UI
* Every user-visible text is now in English: settings screen, buttons, hover
explanations, command feedback and log lines.
* All strings live in the language files – `en_us.json` is the reference,
`de_de.json` ships as a complete German translation (German players keep their
language automatically).
* Nothing user-visible is hard-coded in the source any more, so further
translations are just another `.json` file.
### 0.11.0 – Crisp HUD, 1:1 preview and developer mode
* **Anti-aliasing is back everywhere:** ring, dots, waves and markers are drawn
with sub-pixel edge coverage again – no more pixel stairs.
* The settings preview is now **1:1**: it uses the exact ring radius, dot size,
colours and wave timing of the HUD, so you see changes at their real size.
* **Developer mode:** balancing values (block distance, view cone, line of
sight, height threshold, quality, background, marker limit) are hidden behind
a checkbox in the screen (`/soundradar dev on|off` for the commands).
* New **quality switch**: "High" (anti-aliased, default) and "Fast" (~2.6× fewer
draw commands) for weak setups.
### 0.10.0 – Tick-based animation and smooth motion
* All animations now run on the game clock in **ticks** (20 per second) instead of
wall-clock milliseconds, so they match the world and stop on pause or
`/tick freeze`.
* Mob positions are read every **2 ticks (100 ms)** but **interpolated every
frame** – motion stays smooth at any frame rate while the mod only does
10 data reads per second.
* The line-of-sight raycast now runs every **5 ticks (250 ms)** and is cached in
between – 60 % fewer raycasts.
* Blink period 4 ticks (200 ms), waves 20 ticks (1 s), ring pulse 3 ticks
(150 ms), sound ping lifetime 30 ticks (1.5 s), at most 24 markers.
* All timing values live in one documented file (`Ticks.java`).
### 0.9.0 – Performance fix
* **Fixed massive frame drops.** The HUD used to submit ~6,500 individual draw
commands per frame (≈390.000 per second at 60 fps). It now renders the same
picture with ~520 commands – about 12× fewer.
* Rows and rings are merged into single draw commands; small circles are drawn
row by row without edge blending.
* Mob scanning runs every second tick, and the cheap view-cone check now runs
before the expensive line-of-sight raycast.
* The dimmed background disc is off by default (it alone cost ~200 commands).
* New: `/soundradar perf` prints the real number of draw commands of the last
frame, so you can check it yourself.
### 0.8.0 – Accessibility build
* This page now frames the mod for deaf and hard-of-hearing players: the radar is
a *visual* replacement for the "something is coming closer" sound cue.
* Settings screen with **live preview**, one-line explanations, and
Save / Reset / Cancel.
* **Mod Menu** integration – the "Configure" button opens the same screen.
* Every option also has a command (see the list further down).
### 0.7.0 – Full command set
* Every setting is available as a client command (`/soundradar`, alias `/sr`).
* In-game settings screen (key `O` or `/soundradar menu`).
* Line of sight is now mandatory for aggro – nothing pulses through walls.
* Anti-aliased rendering: ring and dots stay round at any GUI scale.
* Black outline on every mob dot, smaller default dot size.
### 0.6.0
* Aggro detection rebuilt: follow range + line of sight + view cone
(`Mob#getTarget` is server-side only and is never sent to the client).
### 0.5.0
* Live mob markers, colour presets, aggro ripples.
### 0.3.0
* Switched from sound pings to live mob positions.
```
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