Releases: Siesta0217/valencia
Release list
v2.0.0
v2.0.0 — HUD Editor, Profiles, AutoSprint / AutoArmor, release baseline
Added
- HUD editor (
.nf hud): drag, mouse-wheel scale, nine-point anchors, safe-area clamping, snapping guides, fake-data previews, per-element and global reset. TargetHUD / ArrayList / DimCoord are all editable. - Profiles (
.nf profile): named, versioned config snapshots with server/single-player auto-matching rules, migration from pre-profile configs (with backup), import/export, and in-game management screen. - AutoSprint: keeps vanilla sprint engaged while moving forward; respects food, sneaking, riding, item use, and collisions.
- AutoArmor: equips armor upgrades via vanilla menu clicks, scoring armor/toughness/enchantments; never touches a worn elytra and freezes while fall-flying.
- Diagnostics (
.nf diagnose+ GUI screen): mod/MC/loader versions, per-mixin transformation state, recent errors. A Mixin error handler downgrades a broken Valencia mixin to a visible "unavailable" capability instead of crashing the client, and CompatibilityGuard auto-disables modules whose mixin failed. - JUnit test suite, CI artifact validation (
verifyModJar), and a Lunar smoke-test checklist (SMOKE_TEST.md).
Changed
- Module IDs and
.nf bindare registry-driven (.nf bind <module> NONEunbinds). - Config writes are UTF-8 and atomically replaced, with corrupt-config backup.
- Regular builds no longer auto-deploy; use
gradlew deployor the release script. - CI now runs tests + jar validation on JDK 21 and gates every release.
Fixed (post-review)
- AutoArmor elytra guard (see Added).
- Mixin capability lookups cached instead of rebuilt every client tick.
- Release script no longer runs Gradle
testlocally (impossible on Gradle 8.12 + JDK 25); CI runs the tests and still gates the release.
v1.7.55
v1.7.55 — Performance pass
Behavior-neutral optimizations (no combat code touched):
- Debounced config saving (biggest win) — dragging a ClickGUI slider used to serialize + write the whole config file to disk on every mouse-pixel of movement (60+ writes/sec). Saves are now coalesced to at most once per second, with a forced flush on GUI close and a JVM shutdown hook so nothing is ever lost.
- Waifu background loads once instead of re-reading the file, re-decoding, and re-registering the texture (with a leak) on every ClickGUI open.
- GuiSkin no longer re-allocated every frame the GUI is open — cached and rebuilt only when the style or accent changes.
v1.7.54
v1.7.54 — Liquid glass rewrite: SDF-baked textures, real anti-aliasing
Complete technical-path change — g.fill stacks can't make glass. Every glass panel is now baked into a texture at physical-pixel resolution (signed-distance-field): smooth anti-aliased corners, soft drop shadows, an asymmetric bright-top rim, gamma-2 specular, inner shadow, and noise dithering against banding. Cached and drawn with a single blit — faster than the old dozens of fills.
- Fixed a real compositing bug: the old frost panel blended to ~55% milky white (intended 19%), washing out the blur — the single biggest "cheap acrylic" tell.
- Backdrop blur now on for every ClickGUI layout — blur is what makes translucency read as glass.
- Frost = light glass + dark text (finally legible); Onyx/Liquid honour your accent color (no more hard-coded sky-blue wire).
- HUD layer switches to the iOS "reduced transparency" strategy: 80% opaque plate + fine rim — no more noise showing through; the moving sheen is gone from HUDs.
- TargetHUD Liquid: HP bar snaps on target switch, dim-red damage ghost, inset portrait well. ArrayList pills off the screen edge with row gaps. Perf: color-slider drags no longer re-bake textures per pixel.
v1.7.53
v1.7.53 — More iOS liquid-glass GUI + HUD
- Two new ClickGUI skins: Frost (bright clear acrylic, dark text) and Onyx (deep smoked glass with a bright rim + accent glow). GUI Style slider now 0–6 (Dark/Light/Glass/Tenacity/Liquid/Frost/Onyx). Best over the Glass layout's real backdrop blur.
- TargetHUD "Liquid" style (5): iOS glass panel + a live 3D portrait of your target + an HP bar that smoothly lerps toward the real value, leaving a bright damage-trail behind a hit + a sweeping reflection.
- ArrayList "Liquid" mode: each row becomes a frosted glass pill with an accent left edge.
- DimCoord "Liquid" toggle: the coordinate readout wrapped in a liquid-glass panel.
All new HUD looks are opt-in toggles — existing setups unchanged.
v1.7.52
v1.7.52 — One-shot release script
scripts/release.sh X.Y.Z now runs the whole ship pipeline: version bump → assemble → deploy to Lunar → README version refs → commit → push → GitHub release. Prerequisite checks abort early (commit message, release notes, changelog entry), and a failed build reverts the bump. This release was shipped by the script itself.
v1.7.51
v1.7.51 — Static-review fixes + silent-catch audit
Review pass over everything shipped in v1.7.42–50. Two real bugs fixed:
- Panic/GUI-disabling ElytraGoto could leave the jump key stuck down forever (if auto-takeoff was mid-hold) — the character would bounce endlessly. Toggling off now runs the full stop() cleanup; Panic during a managed landing also properly releases control.
- AutoEat deadlocked against Nuker/AutoTool — the mining modules kept swapping the food out of hand mid-bite. They now yield while AutoEat is eating and resume after.
Silent-catch audit (B4) complete: new one-shot Log.once logging wired into 11 packet/state-sensitive catches (ElytraGoto rockets, Scaffold packets, CritHit mini-hop, Timer, AutoTool enchant lookup, and config load/save — a silently failing config save was the worst offender). After an MC update, packet breakage now shows in the log instead of failing invisibly.
Also verified: registry self-check 29/29 zero-drift, CI green on the last 4 pushes.
v1.7.50
v1.7.50 — GUI architecture convergence (rewrite plan G0)
First step of the ClickGUI / ArrayList / TargetHUD rewrite plan.
ClickGuiScreen.saveEnabled()— the fifth hand-copied module list (it had already drifted: Waypoints and AutoEat were missing) is now a single registry call.ModuleRegistryis registry-driven — all 31 module rows derive category, toggle, persistence, and the Key bind setting fromModules.ALL; only settings content stays hand-written (aura closures untouched). A new module now shows up in the GUI for free.- GUI toggles now persist immediately (previously keybound modules only saved on GUI close). Same values, more consistent.
No visual changes. Next: layout trim (keep Panels + Glass), then the draggable HUD editor.
v1.7.49
v1.7.49 — .nf goto stop landing overhaul
- Staged descent — scans 32m below and stages the dive (30° when high, 12° on final, flare under 10m) instead of a fixed shallow 15°. You get down fast; "stop" no longer drifts hundreds of blocks.
- Wall-impact guard — the landing now runs the same 5-ray forward scan as cruise; a hillside ahead means climb-and-skim first. Elytra kinetic damage was previously unguarded during landing.
- Lava guard (nether) — a fluids vs blocks-only ray pair detects a lava surface below; the autopilot holds altitude and glides to solid ground instead of flaring into the lake.
- Release cap 10s → 30s — no more mid-air control release when descending from cruise altitude over deep terrain.
- Actionbar shows height-above-ground plus obstacle/lava notes.
v1.7.48
v1.7.48 — AutoEat
New AutoEat module (Player category): when hunger drops to the threshold (default 14, slider 6–19), it switches to the best food in your hotbar, holds right-click until you're fed, then restores your original slot. Real slot switching + the vanilla input system — the server sees a normal eating sequence.
- Picks the highest-nutrition item with a FOOD component; skips harmful foods (rotten flesh, spider eye, poisonous potato, pufferfish, raw chicken).
- Pauses while a GUI is open; inactive in creative; included in Panic; shows in the ArrayList HUD.
v1.7.47
v1.7.47 — Waypoints: saved points, in-world beams, .nf goto <name>
.nf wp add <name>saves your current position + dimension;delremoves;listshows all with live distance.- In-world beams — every waypoint renders a full-height colored beam (stable color from the name) plus a floating
name (123m)label at eye level. Rides the same vanilla gizmo pipeline as ESP, visible through walls. .nf goto home— fly straight to a saved point. Nether↔Overworld coordinates convert automatically (÷8/×8) based on where the point was saved vs where you are; End points refuse conversion with a clear message.- One registry row wired restore/persist/self-check automatically — the Phase A architecture paying off on its first new module.