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Releases: Drinfonty/RedFX

RedFX 3.1.0

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@Drinfonty Drinfonty released this 10 Oct 20:17

Release Notes - Version 3.1.0

A feature update introducing true directional blood spray & combat momentum, customizable directional spray bias, an updated in-game configuration GUI, and perfected particle dispersion mechanics across all supported Minecraft versions.

Highlights

  • True Directional Blood Spray & Combat Momentum:

    • Accurate Damage Source Vector: In vanilla Minecraft, LivingEntity.getHurtDir() is hardcoded to return 0.0F for all non-player entities, causing previous blood spray calculations to collapse to the victim's facing direction. Blood spray momentum is now computed directly using the relative vector between the damaged mob and the DamageSource / attacker position.
    • Preserved Particle Velocity: Bypassed vanilla Minecraft's default Particle constructor Gaussian noise and velocity normalization in BloodParticle, preserving intended directional velocities without spherical scrambling.
    • Natural Splatter Burst with Directional Bias: Combines an organic 360° radial splatter around the damaged mob with a forward bias pulled towards the attacker. Blood scatters naturally on the ground and surrounding walls while concentrating along the axis of attack.
    • Balanced Arc & Bloom Dynamics: Balanced vertical velocity (vy = 0.08..0.18) and radial spread (omniSpeed = 0.04..0.11) to prevent excessive projectile distance while giving satisfying arc flight and splatter coverage.
  • Directional Blood Spray Configuration & GUI:

    • Config Option directionalBlood: Added a new configuration toggle (default true) in redfx.json allowing players to enable or disable directional spray momentum.
    • In-Game Settings Screen: Added a clean Directional: ON / OFF toggle button to the RedFX configuration screen in the top row next to the Blood: ON / OFF button.
    • Omnidirectional Fallback: When Directional is toggled OFF, blood splatters burst in a pure, uniform 360° radial pattern around damaged mobs.
  • Multi-Version Verification & Quality Assurance:

    • Fully verified and passed complete automated in-game combat smoke tests across all 8 supported Minecraft versions: 26.3, 26.2, 26.1, 1.21.11, 1.21.10, 1.21.8, 1.21.4, and 1.21.1 on both Fabric and NeoForge loaders (16 configurations total).

RedFX 3.0.1

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@Drinfonty Drinfonty released this 06 Oct 04:57

Release Notes - Version 3.0.1

A critical hotfix release resolving a client startup crash on Minecraft 1.21.1 through 1.21.8 on both NeoForge and Fabric loaders.

Fixes

  • Resolve Minecraft 1.21.1–1.21.8 Startup Crash:
    • Fixed InvalidMixinException: @Shadow field alpha was not located in the target class net.minecraft.client.particle.SingleQuadParticle causing Minecraft to crash during bootstrap on versions 1.21.1 through 1.21.8.
    • In Minecraft 1.21.1–1.21.8, particle alpha is declared in Particle rather than SingleQuadParticle (where Mojang moved it starting in 1.21.10+).
    • Replaced the brittle Mixin with a robust, version-agnostic ParticleAlphaHelper utilizing cached MethodHandle lookups to dynamically invoke setAlpha across the particle class hierarchy with near-native performance and zero bytecode transformation risk.
    • Fully verified and passed complete in-game automated combat smoke tests across all 8 supported Minecraft versions on both Fabric and NeoForge (16 configurations total).

RedFX 3.0.0

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@Drinfonty Drinfonty released this 04 Oct 00:59

Release Notes - Version 3.0.0

A major milestone release introducing natural edge and wall dripping physics, advanced multi-block and cavity splatter projection, a completely redesigned interactive color picker & entity customization GUI, and extensive rendering performance and fidelity improvements.

Highlights

  • Natural Edge & Wall Dripping Physics:

    • Ledge & Cliff Wrapping: Blood puddles near block edges now naturally wrap over corners and form creeping vertical drip lines down adjacent walls and ledges.
    • Organic Drip Trails: Variable-rate teardrop beads and procedural growth stages create organic, tapering drip lines.
    • Falling Drips & Ground Splashes: Drips reaching the bottom of a block over open air generate falling drip particles tinted to match the entity's exact blood color.
    • Splash Landings & Dust: Falling drips trigger custom splash effects (BloodDripSplash) and stamp tiny impact splatters and dust upon hitting the ground below.
    • Stacked Block Continuity: Edge drips flow seamlessly between vertically stacked blocks and stop cleanly when meeting non-permeable obstacles.
  • Advanced Multi-Block & Cavity Splatter Projection:

    • Anvils & Lecterns: Full support for complex and multi-box block shapes. Blood wraps across anvil faces, bases, steps, and lectern reading slopes.
    • Stairs & Risers: Decals now wrap seamlessly across treads, risers, inner corners, and interior cavities.
    • Cavity Blocks & Containers: Splatters and edge drips properly project into the interiors and rim walls of cauldrons, composters, and hoppers.
    • Partial-Footprint Blocks: Blocks like lanterns, torches, and decorative props no longer mask or punch holes in floor decals beneath them.
    • Leaves & Foliage Refinements: Restored natural blood splattering, decal stamping, and edge drips on tree leaves (LeavesBlock), while non-solid foliage plants (bushes, saplings, vines, and tall grass) remain ignored to prevent unnatural floating decals.
  • Interactive Color Picker & Entity Configuration GUI:

    • In-Game RGB & Palette Screen: Brand-new interactive color customization interface featuring direct RGB sliders, palette swatches, and hex code text inputs.
    • Live Preview & Preset Matching: Live color preview swatches with alpha support and instant preset matching against existing entity colors.
    • Per-Entity Customization: Fully customizable blood colors per entity type with autocomplete search and per-entity blood toggles.
    • Blood Opacity Slider: New opacity slider to smoothly adjust decal translucency to your preference.
    • Soft Edge Toggle: Configurable translucent edge toggle for crisp or diffused blood decal borders.
  • Performance & Architectural Enhancements:

    • Dynamic Face Plane Offsets: Decal meshing uses generic VoxelShape hitbox evaluation and dynamic face-plane offsets, eliminating decal clipping, z-fighting, and floating gaps on inset blocks.
    • Automated Smoke Test Arena: Expanded headless combat smoke test suite with complex block geometries (anvils, snow layers, snow blocks, and foliage) to continuously verify particle flight, decal stamping, and edge drips.
    • Multi-Version Parity: Verified and supported across all 8 target Minecraft versions: 26.3, 26.2, 26.1, 1.21.11, 1.21.10, 1.21.8, 1.21.4, and 1.21.1 on Fabric and NeoForge.

RedFX 2.0.1

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@Drinfonty Drinfonty released this 08 Sep 04:31

Release Notes - Version 2.0.1

A critical bugfix release resolving client rendering crashes when blocks with blood splatters are destroyed by server-side actions (such as Wither or TNT explosions).

Fixes

  • Fix Render State Crash with Sodium & Explosions:
    • Fixed IllegalStateException: Tried to access render state from outside the main render thread! when entities tick and modify or destroy blocks on the server thread (e.g. Wither spawning/explosions, TNT, Creepers) while blood splatters are on those blocks.
    • Ensured block removal listeners only trigger for client-side world changes and made chunk dirty-marking thread-safe by dispatching to the client render thread.

RedFX 2.0.0

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@Drinfonty Drinfonty released this 07 Sep 18:28

Release Notes - Version 2.0.0

A major visual and performance overhaul introducing seamless block splatters, gradual dissolving effects, and independent sizing options.

What's New

  • Seamless Block Splatters:
    Landed blood splatters are now rendered directly onto blocks rather than lingering as floating particles in the world:

    • Splatters now naturally flow across block boundaries without getting cut off at block edges.
    • Full support for slabs, chests, stairs, snow layers, carpets, and thin surfaces—blood splatters accurately adapt to multi-height steps and non-full blocks while falling cleanly through foliage and tall grass.
    • Fixes flickering, z-fighting, and camera clipping through blood on the ground and walls.
    • Blood decals persist reliably when punching or interacting with blocks, only disappearing when the underlying block is broken or replaced.
    • Much better performance during chaotic fights—blood splatters no longer count toward particle limits or cause FPS drops.
    • Splatters feature natural, irregular edges so they look organic rather than blocky or square.
  • Gradual Splatter Dissolving:
    Blood puddles no longer disappear suddenly all at once when their timer expires. Splatters now slowly erode away pixel-by-pixel from the edges inward, fading out naturally over time.

  • Separate Droplet & Splatter Size Sliders:
    You can now tune the size of flying blood drops and landed puddles separately in the mod config:

    • Drop Size: Adjusts how large airborne blood particles appear.
    • Splat Size: Adjusts the footprint of blood splatters on surfaces.
  • New & Updated Entity Blood Colors:

    • Endermites: Now bleed Ender Purple matching Endermen and the Ender Dragon.
    • All Skeleton Variants: Skeletons, Strays, Wither Skeletons, Bogged, Parched, and Skeleton Horses now bleed bone-marrow brown instead of white.
    • Sulfur Cubes: Now bleed white sulfur goo.
  • Refreshed Configuration Screen:
    The in-game configuration menu has been cleaned up with a neat, balanced layout and obsolete options removed, making it effortless to customize your combat effects.

RedFX 1.1.3

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@Drinfonty Drinfonty released this 09 Aug 01:05

Release Notes - Version 1.1.3

A small fix release. No gameplay or visual changes.

Fixes

  • No more console spam during combat (#1):
    every hit and every entity death wrote a line to the game log, for example
    Spawning 99 blood particles (totalMultiplier=5.2, weaponScale=1.3) for entity ....
    During normal play this filled the log continuously. These were development
    diagnostics that were never meant to be enabled in a release build.

    They are now off in released builds and can only be switched on from a development
    environment, so there is nothing you need to configure and no setting to find. Beyond
    the quieter log, the messages are no longer assembled at all while fighting, so the
    work they were doing on every hit is gone too.

Thanks to the reporter of #1 for the clear write-up.