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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.