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Solving conflicts (round 2) - #6

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@Slavko-P

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Wide-Cat and others added 28 commits October 1, 2025 11:50
Like `Systems#get` and `Modules#get`
Should make the friends system more consistent and alleviate issues caused by mojang rate limiting one of their api endpoints. Updating the friends list may cause a small lag spike on startup depending on how many friends you have (the only reason this didn't happen before is because of the aformentioned rate limiting issues).

Co-authored-by: Wide_Cat <widecat@duck.com>
Now if you set the gui scale to 15 or whatever run this command to fix it
- Add food hunger/saturation info
- Books show how many pages they have in the preview
- Add bundle preview
- Add a peek screen for bundles
- Add an option in inventory tweaks to uncap bundle scrolling
- Allow you to rebind the button for 'middle click peek'
- Fix echest/shulker peek screens having incorrect colours/transparencies

Co-authored-by: Wide_Cat <widecat@duck.com>
- Completely overhauls Anchor Aura, changing it to be similiar to crystal aura in how it processes.
- Add new settings to help configuring the module depending on the servers anticheat level.
Intended for anarchy servers that might have significant amounts of them flying around and clogging up the screen. If anyone can provide a real, useful example I could be convinced to add a proper whitelist/blacklist setting for projectile entities, but right now I don't foresee it having any use.

Closes #5551
uses entity interaction like in `MinecraftClient.doItemUse`
Frko5000 and others added 30 commits August 15, 2026 16:44
Co-authored-by: 木葉 Scarlet <93977077+mukjepscarlet@users.noreply.github.com>
The 26.2 update moved the age filters onto EntityAgeTest.test(), but the
passive branch of entityCheck() lost its return in the process, so the
result is computed and discarded and the method always falls through to
return true. passive-mob-age-filter has had no effect on any ageable mob
since then; the hostile branch right above it still returns correctly.
NbtUtils.fromClipboard(ISerializable) deserialises onto the existing object,
so pasting NBT mutated the SettingColor in place without ever going through
Setting#set and therefore without firing onChanged(). Every other mutation
path in the screen (the RGBA boxes, the hue and brightness quads, the rainbow
checkbox, the reset button) notifies the setting afterwards; paste did not.

Settings whose value object is read directly appeared to work, but any
setting that relies on its onChanged callback to propagate the value silently
kept the old colour. In Block ESP that callback is also what registers the
block in the map, so pasting a block config fell back to the default.

Notify the setting on the NBT branch, and run the screen's action on both
branches so paste is consistent with the other mutation paths. The trailing
validate() moves into the NBT branch: the parse branch already validates
through Setting#set -> ColorSetting#isValueValid.
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