Commits on Sep 14, 2026
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Dear ImGui Enigma menu, Linux support, silent-aim fix, crystal and mace
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The overlay moved from egui to Dear ImGui, rendered straight into the game's OpenGL context. Two GL traps shaped it: a sampler left bound on unit 0 turns the menu flat black, and a non-zero GL_UNPACK_ROW_LENGTH garbles the font atlas — which is uploaded while the renderer is constructed, so the state is neutralised around construction as well as around each draw. The C++ half of ImGui is linked statically (.cargo/config.toml), because a DLL depending on libstdc++-6.dll fails to inject with "a dependency is missing". The menu is now the Enigma layout: one window with a navigation rail, content and status panes, Poppins for the text. The accent is user-set (default #B7CDD4), the open key is rebindable (default Insert), and UI scale is a real scale — style sizes and every hand-drawn dimension — applied when the slider is released. The ESP is fully configurable with a live preview drawn from the player's own skin, sampled nearest-neighbour so it stays pixel-sharp. Silent aim now works: the attack packet carries no rotation and the server takes aim from the movement stream, so the aimed look is flushed as a PosRot before the swing. Entities built on Player that are not in the tab list — NPCs, holograms, clones — no longer count as players. New: Auto Crystal, Auto Mace, and a Legit/Instant mode for Auto Totem. Scaffold places ahead of the player instead of after arriving, and auto respawn is instant. Linux: the client builds as a .so started from .init_array, input is chained through GLFW callbacks, and the loader injects by LD_PRELOAD or ptrace. On both platforms the loader embeds the client, waits for Minecraft with a spinner, and injects once it appears. deploy.sh retries with a fresh DLL name and unhooks off-thread when the game has never drawn a frame. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Kretrod committed 6 hours ago
Commits on Sep 13, 2026
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AC fingerprinting: server brand + plugin-channel enumeration
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The tap now reads the server's advertised brand (ClientCommonPacketListenerImpl. serverBrand, via JNI) and enumerates every custom-payload channel id seen on the wire (reflected from the packet's payload().type().id(), which is parsed even for unknown DiscardedPayload channels). Both surface in the Packets tab under FINGERPRINT and mirror to fingerprint.txt. The tap Java class was versioned to Tap2 because a resident earlier copy had already defined lodestone/Tap, and a loader refuses to redefine a name — the new bytecode (channels()) needed a fresh name to load without a game restart. Live on DonutSMP: brand 'DonutFolia (SchengenVelocity)' — a Folia server fork behind a Velocity proxy fork. No plugin channel yet, consistent with a server-side packet-analysis anti-cheat rather than a mod-integration one. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
lodestone committed 1 day ago -
Backtrack, bow aimbot with lead, sprint reset, hitbox expander
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Backtrack: a second injected netty handler (lodestone/Backtrack) spliced before packet_handler that holds the current target's movement packets for a bounded delay and re-fires them on the same event loop. The server rewinds the target to where your latency says you last saw it when validating a hit, so hitting the delayed position still lands as long as the delay stays inside that rewind window. Only the target's movement is held; everything else passes instantly. Entity id per packet is resolved reflectively once per class and cached. Bow aimbot: solves the launch angle by simulating the arrow — power*3 initial speed, 0.05 gravity, 0.99 drag per tick — and leads the target by its own velocity, converging flight time and lead together. Aims only; the release is still yours. Sprint reset: stops and restarts sprint around an aura swing so the hit lands on a sprint (re)start and takes the knockback bonus. Off when criticals is on, since a crit needs no sprint. Hitbox: expands the target box outward by a configurable margin for selection and aim, within the reach tolerance the server already allows. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
lodestone committed 1 day ago -
Force-send position so witness-dependent moves reach the server
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Criticals, and any move the server has to see to credit, only worked on the tick's own position send — and not at all while Blink held those sends back. World.flush_position builds a ServerboundMovePlayerPacket.PosRot and sends it through the client's own ClientPacketListener.send, then updates xLast/yLast/ zLast so the client agrees a packet went out. Criticals now flushes the leaving-ground position on the hop, so the server registers off-ground-and- descending at the moment it matters regardless of Blink. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
lodestone committed 1 day ago
Commits on Sep 11, 2026
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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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