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Releases: Siesta0217/valencia

v2.0.0

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@Siesta0217 Siesta0217 released this 16 Jul 15:26

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 bind are registry-driven (.nf bind <module> NONE unbinds).
  • Config writes are UTF-8 and atomically replaced, with corrupt-config backup.
  • Regular builds no longer auto-deploy; use gradlew deploy or 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 test locally (impossible on Gradle 8.12 + JDK 25); CI runs the tests and still gates the release.

v1.7.55

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@Siesta0217 Siesta0217 released this 06 Jul 16:08

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

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@Siesta0217 Siesta0217 released this 03 Jul 17:23

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

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@Siesta0217 Siesta0217 released this 02 Jul 11:11

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

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@Siesta0217 Siesta0217 released this 02 Jul 07:04

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

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@Siesta0217 Siesta0217 released this 02 Jul 01:11

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

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@Siesta0217 Siesta0217 released this 02 Jul 01:02

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.
  • ModuleRegistry is registry-driven — all 31 module rows derive category, toggle, persistence, and the Key bind setting from Modules.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

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@Siesta0217 Siesta0217 released this 02 Jul 00:14

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

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@Siesta0217 Siesta0217 released this 02 Jul 00:09

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

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@Siesta0217 Siesta0217 released this 02 Jul 00:06

v1.7.47 — Waypoints: saved points, in-world beams, .nf goto <name>

  • .nf wp add <name> saves your current position + dimension; del removes; list shows 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.