Releases: Artition/VFX-Weaver
Releases · Artition/VFX-Weaver
Release list
v2.0.2
Full Changelog: v2.0.1...v2.0.2
v2.0.1
v2.0.0
v1.1.1
v1.1.0
v1.1.0 / Guide v22
Added
slice_shiftscreen effect - a straight line slices the frame; the halves slide along it with wrap/mirror fill (angle,offset,shift,mirror).noise_warpscreen effect - animated value-noise field warps the picture in fluid patches (scale,amplitude,contrast,coherence,speed,drift_x/y;time-driven morph).solarizescreen effect - bright pixels invert, dark stay (threshold,softness,intensity).double_visionscreen effect - two ghost copies with slow drift, energy-preserving blend (offset,ghost_opacity,drift,intensity).eyelidsscreen effect - two curved dark lids with correct open-state geometry, composited over the frame (openness,softness,curve).iris_wipescreen effect - old-film iris transition (radius,softness,center_x/y,zoom).digital_glitchscreen effect - band tearing + RGB split in slot-gated bursts with achanceparameter (not permanent tearing).vhsscreen effect - worn tape: a real crawling tracking band, wobble, bleed, washed contrast.shockwavescreen effect - refraction ring with full-weight composite (center_x/y,radius,width,amplitude,sharpness).afterimagescreen effect (feedback buffer) - decaying history echo with desaturation and optional drift zoom; history double-buffered, cleared on resize.stop_motionscreen effect - CPU hold-gated frame freezing at N updates/second (fps;<=1= full speed).entity_displaceentity effect - flat per-vertex displaced echo over the intact model (amplitude,scale,seed,alpha, color,through_blocks).light_beam/pulse_ring/guide_lineworld effects - additive world quad effects (columns, rings, dashed parabola).camera_rollmisc 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), optionaltop_scalefor tapering beams.pulse_ring- camera-facing billboard mode (flat ring always perpendicular to the camera) and arotparam 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 bylight_beam).scan_sweep- sweep-sheet world effect. Cut before release (too close tolight_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
timeparameter (effect age in ticks); film-grain-style shaders already used it. - The
exprparameter syntax (e.g. steppedseed) works in datapack definitions; command param-maps ({[...]}) accept floats only. - A
gradlew build-verified implementation batch; visual effects should be verified withgradlew 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
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
v1.0.6
Added
- Entity tint/outline on item frames (non-living): flat tint quad + rectangular outline aligned with the frame model.
look_atworld binding - likelookbut targeting a worldposcoordinate instead of explicit yaw/pitch.
Fixed
- Item frame overlay positioning (panel front face alignment).
Full Changelog: v1.0.5...v1.0.6