VECTOR HUD 2.0.0 - 1.20.1 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, replacing the one circle every theme shared.
- Situational status tiles: six kinds, 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.
Note: the posed pilot model, the item hologram and the entity magnifier are 1.21.1 features. On 1.20.1 the skin-texture API does not exist, so those panels stay empty and say why.
Bug reports and build previews: https://discord.gg/caKWqM9aT2
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