VECTOR HUD 2.0.0 - 1.21.1 Fabric
Curse Maven Snippet
What's new
VECTOR HUD 2.0.0 — a full redesign pass
Every theme now draws its own instruments instead of sharing one set.
Performance: 3.5x to 7x fewer triangles per frame
The geometry builder was turning every hairline stroke into a closed 12-triangle box, then slicing it every 12 pixels. A single tick mark cost hundreds of triangles.
- GINSU 236,016 to 36,856
- PLAIN 110,590 to 15,592
- RAPTOR 53,796 to 7,830
- APEX 114,738 to 32,328
Depth is unchanged, verified from 25 / 55 / 80 degrees. The vitals arcs and per-entity target callouts are cached now instead of rebuilt every frame.
New per-theme material
- Flight corridor gates, thirteen distinct forms (segmented arcs, octagons, hexagons, particle rings, military brackets) replacing the one circle every theme shared.
- Situational status tiles: six kinds (report / fault / override / ordnance / value / count), distributed to the four corners, replacing the permanent plate that was always on screen.
- Scan bezels: the resource dial and the lock magnifier now have their own rims per theme.
- Pedestal: the pilot model stands on a floor disc, drawn per theme.
Fixes
- The vanilla experience bar is now hidden with the rest of the vanilla HUD.
- The pilot model no longer overlaps the holographic terrain map.
- Radar range widened from 32m to 64m, with typed contact markers, altitude chevrons, and a ring over the densest hostile cluster. Raid parties are marked separately.
- Terrain map markers gained two kinds: raiders, and mobs currently targeting you.
- Fixed a crash with AzureLib-based entity mods under Iris shadows. A vertex wrapper handed to the entity renderer could be cached by the mod and reused after our buffer had closed. Wrappers are inert once they leave their scope.
Community
Bug reports and build previews: https://discord.gg/caKWqM9aT2
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