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 3 hours ago
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