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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
This allowed servers to track users even if they changed accounts. See: https://alaggydev.github.io/posts/cytooxien See: CCBlueX/LiquidBounce#7007
- 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`
closes #5693
… failing to attack (#5777)
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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