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GlowberryClient BETA4 - Module Data Fixes & Blueberry UI
Pre-release
Pre-release
GlowberryClient BETA4
This build fixes the module catalogue: the entries that were disabled, or enabled but doing
nothing, purely because they were refused for lack of a live native game feed now work wherever
this build actually has a route to their data. Every catalogue entry is classified by the route it
needs, and only the entries that genuinely require a feed this build does not expose stay badged —
with the reason they are badged.
Phase A — device input and launcher state (no game data needed)
- HUD readouts: clock, keystrokes, memory, watermark, combo, death counter, K/D tracker, streak
tracker, kill counter. - Actions: drop all, chat macro, command bind, auto GG, auto tip.
- Input-driven cooldown readouts: attack cooldown, attack indicator, crit timer, pearl timer,
gapple timer, shield timer, hit marker. - Sprint helpers: no sprint reset, sprint swing, keep sprint.
Phase B — the game options file
- Bob off, fullbright (self and world), particle off, sprint particles, FOV boost. Each writes the
instance's options file, applied on the next game load.
Phase C — the local-player feed
- Coordinates, direction, compass, chunk borders, speedometer, health display, position display,
speed display, velocity display, fall damage warning, waypoints, death waypoint.
Phase D — the peer feed
- Reach circle, target HUD and target info, from the proximity-voice peer feed (no game hook).
Phase E — engine/render hooks
- Not reachable on the shipped builds: the game exposes no entity, block, inventory or effect feed
to a mod. These stay badged with an honest note instead of showing a fabricated reading.
Phase F — server-decided / ban risk
- Reach, knockback, crits, TPS and inventory automation are server-arbitrated. Not shipped on
purpose; badged with the note that says which.
Launch tab polish (this build)
- Removed the duplicate skin head above the Play button; the hero panel's live preview is the one
place the character is shown. - The profile/version picker now sits above the Play button, and its instance list opens upward, so
it is no longer clipped at the bottom of the screen. - Removed the bottom-left client version label.
Also in this release (everything since OV.2, including BETA3)
- Cosmetics: capes, pets and hats reach the game across versions; native render pipeline, authored
Blockbench mesh support, per-piece textures and the in-app cosmetics diagnostics. - Cosmetics plan phases 0–6: rules revision/version coverage, honest skin identity, cape engine
texture swap, hand-designed capes, pet asset measurement, big-server skin finding. - Module catalogue phases A–C: the reachable owned routes, and a badge that names the reason a
module is unavailable instead of one shared "no game data" message. - Plan phases 7–13: a real F3-style debug readout, Closet icon sections with standalone previews,
the replay transport, an alphabetised Mod Menu, the Launch tab revamp, a controller cursor with
connection toasts, and every emoji icon removed. - Software rasteriser preview (character, pet, cape, accessories) with golden-image tests.
- Blueberry UI: shared design tokens and component library, restyled Mod Menus, radial wheel,
Closet and Launch tab; blue is the default accent. - Real Minecraft skin shown from the engine-hook seam, with the XUID-based account skin resolver
on after a Microsoft sign-in. - FPS modules trimmed to the seven options that work; radial hub head follows the cursor; cursor
disc replaced with a clean pointer arrow. - Signature rules revision 7: fresh pause/HUD hooks for 1.26.30–1.26.52.
Verification
:app:compileDebugJavaWithJavacgreen.- 1739 unit tests pass (pure logic, no mocks).
:app:assembleDebuggreen; APK ships arm64-v8a withlibgxcore.soandlibpreloader.so.- Preview, cosmetics and native seams are unverified on device; the pure pipeline is covered by
the tests.
Official Release coming in 4 days. Download not Recommended if you don't like spoilers.