Commits on Sep 13, 2026
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Use three things 26.2 exposes that nothing has touched
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Gizmos. The game ships a public 3D debug-drawing API — Gizmos.cuboid, .line, .billboardTextOverMob — collected by LevelExtractor and drawn by the game's own renderer. Drawing through it means real depth, real interpolation, and setAlwaysOnTop() gives see-through-walls for free rather than by projecting to 2D by hand. The static helpers post to a thread-local collector the game only installs while extracting, so we install the extractor's own collector around our draw and put it back afterwards. Gizmos are drained once a frame, so ours persist briefly to survive until the next drain. Fast Chunks. getDesiredChunksPerTick is literally 7_000_000 divided by the client's own measurement of how long a chunk took to process, and the server throttles chunk delivery to whatever that comes out as. Writing that one double changes the answer without touching the packet. The handler has no permission check. Player Radar. The locator bar's data is a Map<UUID, TrackedWaypoint> the server fills in for players you cannot see — exact block positions where the server sends that tier, chunk positions where it sends the coarser one. Read straight out of ClientWaypointManager. Every signature here came from javap over the real 26.2 jar rather than from memory, including the parts that would have been guessed wrong: the gizmo collector's thread-local lifetime, and that the chunk rate is a measurement rather than a setting. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
lodestone committed 1 day ago
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