Commits on Sep 13, 2026
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Auto build places instantly into air; auto totem reacts to damage
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Auto build was queued behind the shared placement delay and would only place into open air if Air Place happened to be on as well. Both were wrong for what it is: a scaffold that waits is a scaffold you fall through, and there is nothing to build against underneath someone who is falling, which is the entire situation it exists for. It now runs ahead of the delay and always places unsupported. Auto totem had a health threshold, which is the wrong trigger in both directions — it either holds the offhand hostage for nothing, or arrives after the hit that mattered. What decides it is damage landing, so it now fires on any drop in health (or a rise in hurt time), checked every frame rather than every tick so it is as early as the client can manage. That also covers the case the threshold handled worst: the moment a totem pops and leaves the hand empty, the next one goes straight in. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
lodestone committed 1 day ago
Commits on Sep 11, 2026
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Classic menu, and ship as one file
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The menu was styled like a modern app: rounded panels, a pastel accent, soft padding, and a paragraph of explanation under every module. Rebuilt in the idiom these clients have used for fifteen years — Minecraft's own chat palette, hard square borders, 15px rows, no switch graphics (an enabled module is simply lit), values written across the slider they belong to, and no prose at all. Every string is drawn twice, offset, the way the game draws its own text: the absence of that shadow is the clearest sign of something bolted on from outside. Binding moved to right-click on a module, which is where it belongs and frees the row of its chip. Made it shippable while I was in there. Everything the client reads or writes now lives beside the DLL rather than at a hardcoded C:\lodestone, the font is embedded with a file beside the DLL still taking precedence, and the loader carries the client inside it: build.rs embeds the DLL, and the loader writes it out under a fresh name before injecting. An explicit path argument still wins, so the dev loop is unchanged. The earlier conclusion that embedding the font broke loading was wrong — that was the shell quoting bug in deploy.sh, and the test that seemed to confirm it was marshalling ANSI into LoadLibraryW. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
lodestone committed 3 days ago -
Lodestone client: injected in-game menu driven through JNI
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The project gains a second half. The external explorer stays (and is how every name below was verified against the running game), but the cheat menu now runs inside Minecraft: - inject a DLL, hook glfwSwapBuffers, draw egui in the game's own GL context - drive the game through JNI rather than raw memory, so writes go through the GC's barriers and methods can be called directly - five draggable windows: Combat, Movement, ESP, Visuals, Misc - client-side only: nothing depends on owning the server Modules wired to the game: fly (vanilla/smooth/glide/teleport), speed (abilities/velocity), no-fall, jetpack, auto-sprint, noclip, step, high jump, jesus, spider, freecam; kill aura, aimbot (camera/silent, smoothed), trigger bot, reach, auto clicker with jitter, anti-knockback, criticals; entity ESP with boxes, tracers, nametags and health bars; fullbright, custom FOV, no hurt camera, no weather, no view bob; hide-from-capture. Per-module keybinds, a panic key, and settings saved to disk. GL state the game leaves behind has to be neutralised before drawing and put back after: a sampler object on unit 0 renders everything black, and a stale GL_UNPACK_ROW_LENGTH scrambles the font atlas. Unload unhooks and goes inert rather than unmapping the module, which crashed the game while the window still pointed at our window procedure. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
lodestone committed 3 days ago
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