Commits on Sep 11, 2026
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Bound every scan by work, not by trust
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No Java crash report, no JVM fatal log, no Windows fault event — and the game log shows a public server rather than a single-player world. That pattern is a hang, not a crash, and the cause is that the scans were written for a quiet world. A single-player world holds a handful of entities and a few chests. A public server near spawn holds thousands of each, and every one costs several JNI calls per frame — entity ESP even reads a name string per entity per frame. The base scan was the worst of it: it walked every block entity in 289 chunks once a second, which near a chest room is a multi-hundred-millisecond stall on the render thread, every second. So everything now has a ceiling: entity targets are capped and sorted nearest first so the cap keeps what matters; block entities cap both what is kept and what is examined, because looking for shulkers on a server that has none otherwise walks the lot; the drawing caps boxes independently; and the ore sweep budget is halved, since each position is a Java allocation and three calls. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
lodestone committed 3 days ago -
Fix the crash: Extend View was resizing the world behind the renderer
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Every recent crash report was the same one — Sodium's UniformBufferManager throwing "Overflowed the mesh time buffer" from setupTerrain — and it was Extend View's doing. Asking for a wider view is three things in principle: set the option, raise the client's copy of the server-announced distance, and resize the chunk store. Doing the last two by hand is what broke it. A renderer sizes its buffers from the view distance it was told about, so quietly growing the world behind it leaves more chunk sections in existence than those buffers can index. None of it was necessary. Setting the option and sending the settings packet is the entire request; the server answers with a chunk-cache-radius packet and the game's own handler resizes the store and notifies the renderer properly. So the module now only asks, and is clamped to 32 — past vanilla's own maximum the renderer is outside the range it was built for. Two more hardening fixes found while reading that path: getChunk is typed ChunkAccess, so calling a LevelChunk method id on the result is undefined behaviour rather than an exception unless it is checked first; and block ESP now caps how many boxes it will draw, since picking coal at a wide radius finds tens of thousands and each is eight projected corners. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
lodestone committed 3 days ago -
Auto Dodge, and freecam hides the HUD
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Auto Dodge treats the two threats differently, because they are different problems. An arrow is already in flight on a known path, so the answer is geometry: solve for the time of closest approach, and if it passes within about a player's width, step across the path on the side you are already drifting towards — sooner means a smaller step, so urgency scales the commitment. A hostile mob follows you instead, so the answer is distance, weighted by inverse square so the one breathing on you outweighs the one across the room. Both produce a direction to want. The last step is the one a naive "run away" skips: try that heading, then progressively wider deviations either side, and take the first that is actually walkable — head clear, and something to land on rather than a ledge. blocksMotion is the game's own passability test, so tall grass reads as passable and a fence does not. A one-block step is a hop rather than a stall. Freecam now hides the HUD. 26.2 moved it out of Gui into its own Hud class, so the flag F1 sets is Hud.isHidden; the old Options.hideGui is gone, which is the same restructuring that moved Minecraft.screen onto Gui. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
lodestone committed 3 days ago -
Stop the server pulling you back; selectable X-Ray; base finder
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The rubber-banding was not bad luck, it was three specific vanilla checks: - A server counts ticks where your vertical delta is >= -0.03125 while you are not allowed to fly, and disconnects at eighty of them. Flight now dips below that threshold on a timer, which puts the counter back to zero, so the kick never arrives. - handleMovePlayer re-simulates the move you claim, with collision, and pulls you back when the result differs. Teleport steps that pass through a block do exactly that, so steps are capped and a "stay within server limits" switch holds velocity and step size to what is accepted. - Nothing at all is checked if nothing is sent. LocalPlayer.sendPosition only builds a packet when the position differs from xLast/yLast/zLast or positionReminder reaches 20, so writing the current position into those every frame suppresses movement packets entirely. Freecam is now genuinely free rather than a fight with the server, and Blink falls out of the same trick. Added Bhop, which is just vanilla's own sprint-jump bonus and therefore nothing for a server to disagree with. X-Ray takes a block selection: thirteen groups, each with its own colour, deepslate variants folded in. Base finder reads block entities out of the loaded chunks instead of sweeping blocks — shulker boxes, ender chests, beacons, brewing stands, enchanting tables — covering the whole loaded area in one pass, with a coordinate list. Container ESP moved onto the same mechanism and is much faster for it. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
lodestone committed 3 days ago -
Rework kill aura and criticals, finish ESP, add auto respawn
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Kill aura was a nearest-target loop on a timer, which in modern Minecraft lands twenty hits for a fraction of the damage of one. It now waits on the attack-cooldown bar (Player.getAttackStrengthScale), picks targets by nearest/weakest/smallest-turn, asks the game whether it can actually see the target (hasLineOfSight) instead of ignoring the through-walls switch, and rotates for the swing. Criticals were backwards: the hop was applied with the swing, so every hit landed while rising and none of them were critical. It now hops, holds the swing, and lands it on the way down. Frame-rate dependence fixed throughout: physics runs per tick, so velocity modules act on a tick boundary (Entity.tickCount) and velocity speed sets an absolute speed instead of scaling each frame, which compounded into a slingshot. Aimbot smoothing is time-based, so the turn takes the same time at 30 fps as at 300. ESP finished: X-Ray and container highlighting. Blocks have no list to walk, so the volume is swept a slice per frame with a fixed budget and the completed pass swapped in; block identity is System.identityHashCode on the singleton Block, one int compare rather than a chain of reference tests. Also: auto respawn. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
lodestone committed 3 days ago
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