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Marlow Client v2.3.0

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@nxghtCry0 nxghtCry0 released this 20 May 01:07
· 19 commits to main since this release

Marlow Client v2.3.0 - The Performance & Combat Update

πŸš€ Major Features & Fixes

KillAura Functionality Restored

  • Settings Registration: Resolved the critical bug where KillAura would not attack any targets. Registered all missing settings (Range, Combat System, Criticals Only, Turn Speed, Movement Correction, Target Players, Target Mobs, Target Animals, Modern Delay, and 1.8.9 CPS options) in the client's SettingsManager.
  • Target Filtering & Range Validation: Corrected fallback values that were returning 0 range and false for target acquisition, restoring full target tracking, rotation synchronization, and attack routines.

ESP Sprinting Projection & Performance Rewrite

  • Native Projection Matrix Integration: Completely refactored the 2D projection math in RenderUtils.project2D to utilize the native camera.getViewRotationProjectionMatrix(new Matrix4f()). This replaces the previous reflection-based retrieval of private getFov fields which was causing severe rendering lag and desynchronization on sprint transitions.
  • Visual FOV Synchronization: ESP boxes now update in real-time instantly during FOV transitions (such as starting or stopping a sprint) without screen-jitter or rendering misalignment.
  • Obsolete Code Purge: Cleaned up and deleted the obsolete GameRendererAccessor mixin and associated dummy testing calls from the ESP module, significantly reducing codebase footprint and enhancing cross-version stability.

Build & Versioning

  • Migrated hardcoded versioning in fabric.mod.json to a dynamic gradle variable placeholder (${version}) and bumped gradle.properties mod version to 2.3.0.

Marlow Client v2.2.0 - The Stealth Update

πŸš€ Major Features & Bypasses

100% Undetected Hotbar Spoofing (Vulcan Bypass)

  • SpoofManager Queue System: Eradicated the dreaded BadPackets (Hotbar) Type V flag completely. Item selection and interaction packets now use an artificial human-like latency queue (1-tick delay) to perfectly spoof Vulcan's strict packet time-check heuristics.
  • Native Syncing via setClientSlot(): Refactored ModuleUtils to prevent double-packet signatures. We now use pure local reflection to manipulate the client slot visually, allowing vanilla's LocalPlayer.tick() to natively handle network synchronization without redundant transmission.
  • CrystalHelper Rewrite: The CrystalHelper module is now fully integrated with SpoofManager, granting 100% stealthy crystal placements and breaking sequences.

Combat & Movement Stability

  • Shield State Recognition: Overhauled JumpReset, KillAura, and SilentAim modules to properly identify and respect mc.player.isBlocking(). This fixes the bot-attack/jump-reset bugs where the client would conflict with server states when a shield was hit.
  • PearlGrapple Tracking: Deployed a brand new target-tracking entity module specifically for pearls. Fully automated rotation smoothing, nearest-player targeting, and undetectable hotbar syncing.

🎨 UI & UX Improvements

NewClickgui Enhancements

  • Stealth Bypass Activation: Modified the Bypass module activation to be highly discrete: requires exactly 5 key presses within a 3-second window instead of the old "look down" detection vector.
  • Infinite Scroll & Negative Slider Fix: Stabilized GlassyIntSlider to clamp values properly, eliminating infinite dragging and negative value overflows.
  • Scroll Isolation: Component scrolling is now dynamically restricted exclusively to the panel you are actively hovering over.
  • Smart Filtering: Removed the generic MapPlus/expander icon from modules that don't have any configurable settings to clean up visual clutter.

βš™οΈ Core Architecture

  • Hardcoded semantic version 2.2.0 across fabric.mod.json, gradle.properties, and README.md to prevent IDE runClient crashes during development loops.
  • Registered the SpoofManager execution loop directly into START_CLIENT_TICK to guarantee pristine execution ordering.
  • Integrated dynamic real-time commit activity charts directly into the README.md.