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Releases: Artition/VFX-Weaver

v2.0.2

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@github-actions github-actions released this 23 Sep 10:49

Full Changelog: v2.0.1...v2.0.2

v2.0.1

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@github-actions github-actions released this 22 Sep 14:55

Full Changelog: v2.0.0...v2.0.1

v2.0.0

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@github-actions github-actions released this 20 Sep 18:56

Full Changelog: v1.2.0...v2.0.0

v1.1.1

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@github-actions github-actions released this 14 Sep 08:50

Full Changelog: v1.1.0...v1.1.1

v1.1.0

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@github-actions github-actions released this 07 Sep 06:38

v1.1.0 / Guide v22

Added

  • slice_shift screen effect - a straight line slices the frame; the halves slide along it with wrap/mirror fill (angle, offset, shift, mirror).
  • noise_warp screen effect - animated value-noise field warps the picture in fluid patches (scale, amplitude, contrast, coherence, speed, drift_x/y; time-driven morph).
  • solarize screen effect - bright pixels invert, dark stay (threshold, softness, intensity).
  • double_vision screen effect - two ghost copies with slow drift, energy-preserving blend (offset, ghost_opacity, drift, intensity).
  • eyelids screen effect - two curved dark lids with correct open-state geometry, composited over the frame (openness, softness, curve).
  • iris_wipe screen effect - old-film iris transition (radius, softness, center_x/y, zoom).
  • digital_glitch screen effect - band tearing + RGB split in slot-gated bursts with a chance parameter (not permanent tearing).
  • vhs screen effect - worn tape: a real crawling tracking band, wobble, bleed, washed contrast.
  • shockwave screen effect - refraction ring with full-weight composite (center_x/y, radius, width, amplitude, sharpness).
  • afterimage screen effect (feedback buffer) - decaying history echo with desaturation and optional drift zoom; history double-buffered, cleared on resize.
  • stop_motion screen effect - CPU hold-gated frame freezing at N updates/second (fps; <=1 = full speed).
  • entity_displace entity effect - flat per-vertex displaced echo over the intact model (amplitude, scale, seed, alpha, color, through_blocks).
  • light_beam / pulse_ring / guide_line world effects - additive world quad effects (columns, rings, dashed parabola).
  • camera_roll misc effect - dutch-angle camera tilt with optional sinusoidal wobble.

Changed

  • light_beam - layered cylindrical shells with cubic softness falloff (opaque core fading to a soft edge), optional top_scale for tapering beams.
  • pulse_ring - camera-facing billboard mode (flat ring always perpendicular to the camera) and a rot param for orientation in billboard mode.
  • afterimage - history echo now uses an island blend (the ghost does not overwrite the live frame's transparency).
  • camera_shake / camera_roll - now also shake/tilt the first-person hand, not just the world camera.
  • entity_displace - vertex displacement over the intact model with a quantised (snap-glitch) field.

Removed

  • block_displace - opaque per-vertex block tearing effect. Cut before release (the look was not useful enough to keep the world-space hash + block-model pipeline).
  • god_rays - additive body-beam entity effect. Cut before release (superseded by light_beam).
  • scan_sweep - sweep-sheet world effect. Cut before release (too close to light_beam).
  • hud_fade - HUD hide effect (binary F1-style hide + hide_hand). Cut before release (reverted; to be redesigned later).

Notes

  • Screen effects that animate procedurally accept the auto-filled time parameter (effect age in ticks); film-grain-style shaders already used it.
  • The expr parameter syntax (e.g. stepped seed) works in datapack definitions; command param-maps ({[...]}) accept floats only.
  • A gradlew build-verified implementation batch; visual effects should be verified with gradlew runClient.

Fixed

  • Effects replayed fresh on every world join and never expired. The reconnect memory used the server tick counter as its clock, which resets when the server instance is recreated (every singleplayer world reload): elapsed time collapsed to zero, so all previously played effects were re-applied at full duration on each join. The reconnect memory now uses wall-clock time (1 tick = 50 ms), stable across world reloads and restarts.
  • Item frame overlay drawn twice / offset. The overlay hook fired on every PoseStack.popPose in the vanilla submit and the frame-local pose was rebuilt from identity - the quads landed at world origin or offset by the item transforms. It is now drawn once, anchored to the frame model pose with model-space coordinates matching the panel plane (z ~ 0.97).

Full Changelog: v1.0.7...v1.1.0

v1.0.7

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@Artition Artition released this 05 Sep 14:10

v1.0.7

Fixed

  • Effects replayed fresh on every world join and never expired. The reconnect memory used the server tick counter as its clock, which resets when the server instance is recreated (every singleplayer world reload): elapsed time collapsed to zero, so all previously played effects were re-applied at full duration on each join. The reconnect memory now uses wall-clock time.
  • Item frame overlay drawn twice / offset. The overlay is now drawn once, anchored to the frame model pose with model-space coordinates matching the panel plane.

Full Changelog: v1.0.6...v1.0.7

v1.0.6

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@Artition Artition released this 25 Aug 05:25

v1.0.6

Added

  • Entity tint/outline on item frames (non-living): flat tint quad + rectangular outline aligned with the frame model.
  • look_at world binding - like look but targeting a world pos coordinate instead of explicit yaw/pitch.

Fixed

  • Item frame overlay positioning (panel front face alignment).

Full Changelog: v1.0.5...v1.0.6

v1.0.5

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@github-actions github-actions released this 24 Aug 08:03

Full Changelog: v1.0.4...v1.0.5

v1.0.4

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@github-actions github-actions released this 21 Aug 17:18

Full Changelog: v1.0.3...v1.0.4

v1.0.3

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@github-actions github-actions released this 21 Aug 14:58

Full Changelog: v1.0.2...v1.0.3