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TaCZ Performance & Polish

Performance optimization, combat polish, HUD improvements, and large-firefight stabilization for TaCZ.
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TaCZ-Performance-Polish-1.20.1-v3.0.0.jar

File nametaczpolish-3.0.0.jar
Uploader
Hyouka30Hyouka30
Uploaded
Sep 6, 2026
Downloads
31
Size
105.6 KB
Mod Loaders
Forge
File ID
8824687
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:tacz-performance-polish-1679183:8824687")

Learn more about Curse Maven

What's new


## 3.0.0 load hotfix
- Fixed a production-only Mixin crash where projectile metadata targeted the deobfuscated `tick` name with remapping disabled.
- Projectile metadata now updates from TaCZ 1.1.8's own `onBulletTick()` method and fails soft if the hook is unavailable.
- Hardened bullet-render culling and bullet-hole tick/render hooks so Minecraft override names remap correctly in Forge production.
# TaCZ Performance & Polish 3.0.0

## Expanded hit locations
- Added server-side TaCZ bullet hit classification: head, upper torso, lower torso, arm, and leg.
- Preserves TaCZ native headshot detection and native headshot multiplier.
- Configurable base-damage multipliers and generic entity hitbox thresholds.
- Uses the exact TaCZ bullet impact position captured from `EntityKineticBullet.onHitEntity`.

## Projectile Metadata / API
- Added a public `ProjectileMetadataApi` for live TaCZ `EntityKineticBullet` instances.
- Exposes shooter UUID, gun ID, ammo ID, spawn position, initial velocity, fire game-time, fire wall-clock time, tracer state, and travelled distance.
- Mirrors stable identity/runtime fields into the bullet persistent-data compound under `taczpolish.projectile.*` keys.
- Metadata initializes lazily, so API consumers can query a live bullet even before its first normal tracking tick.
- Does not alter TaCZ projectile physics, networking, hit registration, or damage.

## Battlefield Effect Manager
- Added one global client-side FX budget shared by TaCZ tracers, shell casings, ammo particles, muzzle flashes, and newly-created bullet holes.
- Uses token-bucket rate limiting plus per-effect per-second caps so multiple effect systems cannot all peak simultaneously.
- Automatically scales the global budget with FPS/firefight pressure.
- Nearby/priority effects receive a configurable reserve so the local/close-range weapon presentation remains responsive.
- Mid/far effects cost progressively more budget, making distant firefights degrade first.
- Existing per-effect LOD, lifetime, distance, quality-preset, RPM, and per-weapon controls remain active underneath the global manager.
- Added a Battlefield FX Manager toggle to the in-game config screen and budget status to the debug HUD.

## Default hit multipliers
- Head: TaCZ native headshot behavior
- Upper torso: 1.00x
- Lower torso: 0.90x
- Arm: 0.65x
- Leg: 0.70x

## Config
- Gameplay hit-location settings: `config/tacz-polish-common.toml`
- Battlefield/effect settings: `config/tacz-polish-client.toml`

## Multiplayer
Hit-location damage executes on the logical server. Projectile metadata exists on each live projectile instance on its respective side. Battlefield effect management is visual/client-only.

## Advanced recoil model
- Preserves TaCZ native recoil curves, weapon data, ADS modifiers and attachment recoil modifiers.
- Adds configurable crouch, prone, movement and sprint scaling.
- Adds sustained-fire escalation with configurable streak reset and maximum multiplier.
- Separates camera recoil strength from first-person weapon/model kick.
- Keeps the older optional recoil smoothing as a separate setting.

## Adaptive tracer system
- Adds distance tiers for full, simplified, thin-rate and intermittent tracer rendering.
- Adapts tracer keep rate to current FPS/load pressure.
- Integrates tracer rendering into the Battlefield Effect Manager global budget.
- Prioritizes the local player's and nearby tracers before distant firefight tracers.
- Does not alter projectile simulation, hit registration or damage.

## Polish Expansion Pack (v3.0 integrated)

- Added attachment comparison preview in the TaCZ refit screen using a non-destructive copied gun stack.
- Added smart reload interruption memory and resume-aware HUD/transition handling for the same gun within a configurable grace window.
- Added context-sensitive HUD for reload, fire mode, zoom and ammo state.
- Added dynamic crosshair feedback driven by movement, airborne state and recoil streak without changing real spread.
- Added enhanced normal/headshot/kill feedback while preserving TaCZ's native hit marker.
- Added ADS sensitivity normalization by magnification with a configurable power curve.
- Added consistent zoom/FOV response tuning integrated with frame-driven SecondOrderDynamics.
- Added variable-zoom memory by scope ID and automatic restore when the same optic is encountered on another gun.
- Added light first-person transition smoothing across abrupt ADS/reload/sprint/gun state changes.
- Added gun-pack reload diagnostics with gun/ammo/attachment counts and common/client index mismatch reporting.
- Added per-gun polish overrides: `crosshair`, `hud`, `transition`, `recoil`, and `tracer`.
- Added a dedicated in-game `Polish Modules...` page so the new systems can be toggled individually.

## Combat hot-path optimization pass
- Replaced synchronized/deque-based firefight shot tracking with fixed 100 ms buckets sampled once per client tick.
- Battlefield Effect Manager now caches pressure, budgets, distances, reserves, and per-effect caps once per client tick.
- Removed synchronization and per-effect clock calls from the FX allowance hot path.
- Removed full `removeIf` bullet-hole sweeps from shot-time registration and debug counting.
- Projectile metadata distance now stays in a plain field instead of rewriting persistent NBT every bullet tick.
- Per-gun effect override parsing/hash checks now refresh once per client tick instead of once per tracer/particle request.
- Added a single `CombatRuntimeState` heartbeat so adaptive systems do not independently recalculate pressure during the same burst.

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