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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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 -
Criticals ask the game; micro-hop instead of a jump; Server Ghost
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Rather than reimplementing the crit condition, Criticals now calls Player.canCriticalAttack. It is private, so it needs a non-virtual invoke, but it is the same method on the same class the server evaluates — so a yes here is a yes there, provided the movement behind it has been sent. The swing is held until the game says yes. Getting to yes no longer needs a jump. The predicate only wants you off the ground and descending; a vanilla jump is 0.42 and rises over a block, where a nudge of about 0.1 clears the ground and is falling two ticks later. Visible to the server in the position stream, barely visible to anyone watching. The size is a slider down to 0.05. Sprinting disqualifies a critical, so it is dropped before the hop rather than at the swing, and Auto Sprint is held off while a hop is in flight instead of switching sprint straight back on and cancelling the hit it was waiting for. Server Ghost draws where the server still thinks you are, read from the last position the client actually sent. Normally it tracks within a tick; under lag, Blink or Freecam it is somewhere else entirely, and the gap it shows is exactly what a server undoes when it disagrees. Turns red past a metre. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
lodestone committed 1 day ago
Commits on Sep 11, 2026
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Freecam: client-side spectator via a detached camera entity
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The old freecam moved your body with collision off and suppressed the position packets, which is a ghost, not spectator. This detaches the view instead. Minecraft.setCameraEntity points the camera at an ArmorStand constructed with NewObject and never added to the level: nothing ticks it, nothing renders it, nothing about it is sent anywhere. The player is not touched at all, so the body stands where it was doing exactly what the server expects of someone standing still — there is nothing for it to disagree with and nothing to pull back. The mouse still turns the player, so each frame the turn it applied is taken back off the body and added to the camera instead. WASD/space/shift are read out of ClientInput.keyPresses and then cleared to Input.EMPTY so the legs do not walk while the camera flies. Previous-tick and render-previous positions move with the camera so the view does not smear, and the ESP overlay projects from the detached camera, so it keeps working while you are out there. 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 -
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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