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Releases: Noxcrew/noxesium

v2.5.0

13 Dec 13:45
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Notice: Major internal changes have been made to support NeoForge in future versions of Noxesium. Other mods that depend on Noxesium may have broken. Published jars will now also include either a -fabric or -neoforge tag. Currently, NeoForge builds are not yet available.

  • Updated to 1.21.4
  • Introduce new UI optimizations. These new optimizations are available in the Noxesium configuration screen under "Experimental Optimizations". These optimizations are currently off by default but will hopefully be enabled by default soon.
    • These optimizations are entirely different from the old experimental optimizations setting. It has been entirely recoded.
    • It now works by dynamically adjusting the fps at which UI elements are rendered. Whenever changes are detected the UI gets rendered at 60 fps, dropping down to 20 fps when it remains static.
    • Properly support most other mods. Text shaders are now also properly supported.
    • Now optimizes all UI elements, including the hotbar and opened chest inventories.
    • Please report any issues you encounter while using this new setting!
  • Fixed issue that caused a client-side desync where the off-hand item disappears when breaking a main-hand weapon (#111)
  • Fixed issue with player skulls being colored incorrectly
  • Removed old optimizations to CustomModelData, no longer relevant on 1.21.4 due to the changes to the item model system. Servers should use modern features to achieve good performance
  • Removed old change which made music continue playing when set to 0%. This change was too janky and will be replaced with a proper music system for servers in the future
  • Updated Chinese translations by @GoodNormal (#113)

Full Changelog: v2.4.1...v2.5.0

v2.4.1

27 Oct 15:21
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  • Dropped old patches that edit the culling hitbox of armor stand models. Instead display entities should be used as they allow editing the culling hitbox already in vanilla.
  • Map UI now renders even when the F3 screen is up. This does mean it renders on top, but this is unavoidable as vanilla renders chat above F3 and we want the map to go above chat.
  • Updated Russian translations by @pe3ep (#109)

Full Changelog: v2.4.0...v2.4.1

v2.4.0

22 Oct 15:42
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  • Updated to 1.21.2 & 1.21.3.
  • Map overlay can now be configured to show up in the opposite corners. (#102)
  • The beam color of end crystals can now also be tweaked using the beam color setting.
  • Added a new entity rule to set beam color to a linear fade between two colors, this allows recreating the vanilla end crystal beam properly.
  • Updated French translations (#108) by @TheFox580
  • Updated server-side implementation to fix issues where packets are sent too early after players relogged.

Documentation on how to implement the qib system is now also available on the wiki.

Full Changelog: v2.3.3...v2.4.0

v2.3.3

01 Oct 19:37
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  • Updated Ukrainian translations by @SuperNeon4ik (#103
  • Improved server-side entity rule system implementation by @SuperNeon4ik (#104)
  • Fixed issues where client did not properly register qib entities in rare cases (#105)

Full Changelog: v2.3.2...v2.3.3

v2.3.2

25 Sep 17:31
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  • Fixed issues with item stack rules not being serialized properly
    • Because of this the protocol version has been bumped to 11.
    • Outdated servers sending item stack rules with the old serialization will crash the client.
  • Updated the built-in server-side implementation to include an API for using entity rules

v2.3.1

20 Sep 22:10
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  • Update zh_tw.json (#96) by @yichifauzi
  • Fixed a crash issue that can happen when switching multiplayer servers
  • Fixed server rule system breaking when using Noxesium on Lunar
  • Server-side implementation now has built-in protection against sending data to older Noxesium clients that are not able to handle them, causing crashes
  • Various files were moved around which may break other mods that build onto Noxesium

v2.3.0

05 Sep 22:48
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  • Updated to Sodium 0.6 beta, older versions of Sodium are no longer supported.
  • Noxesium settings are now available through either the Noxesium entry in Mod Menu or by using F3+V while in-game. There are now various additional developer settings available. Tooltips indicate which type of users each setting is meant for. Noxesium's video settings tab is temporarily removed as there are no relevant settings, but will return when UI optimizations return.
  • Added system to debug qib and client-side trident implementations properly.
  • Reworked coyote time implementation on custom tridents
  • Added server rules to tweak coyote time or temporarily disable rendering UI overlay maps
  • Added a packet on riptide to propertly synchronize with server
  • Fixed issues with previous versions' detection of qib collisions when switching servers through a proxy

v2.2.1-SNAPSHOT

22 Aug 23:54
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v2.2.1-SNAPSHOT Pre-release
Pre-release

This is an early GitHub-only release of v2.2.0 but with added compatibility for Sodium 0.6-beta1 and Iris 1.8.0-beta1. Sodium 0.6 contains a rename of all package names but otherwise does not require any of Noxesium's code to change. So, this is a release for anyone that wants to check out the Sodium beta builds. When Sodium 0.6 gets its first stable release 2.2.1 will be released with support for it.

v2.2.0

18 Aug 17:47
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  • Finished implementation of the client-side qib system. This is a system which allows server developers to create in-world interactable objects that trigger various effects like speed boosters or jump pads. The protocol version has been increased and usage of the system is not recommended for any clients with older versions.
  • Fixed an exception when using Noxesium with mod "Component Viewer" (#90) by @fixyldev
  • Updated packet exceptions setting to also log any invalid tags

v2.1.4

25 Jul 12:22
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  • Fixed a crash from Sodium Core Shader loading when encountering missing uniforms