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Моды/Glint & Glamour
Glint & Glamour

Glint & Glamour

A mod that allows you to use custom glints!

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Все версии→Custom Glints 1.4.0

Custom Glints 1.4.0

Release26.05.2026

Список изменений

[1.4.0]

Added:

  • Wand editor now has a Glow section: toggle glow on/off directly in the editor, pick glow   colors (auto-matches glint or custom color swatches with hex input), and set a trim display   name and name color — all without needing to open the crafting table.
  • /glint extract — pulls the glint from the item in your main hand and gives you a Glint Trim   pre-loaded with those settings, so you can transfer or inspect a glint without a wand.
  • /glint export — saves the current main-hand item's glint to   config/customglint/trims/.json so you can reload it later via the wand's Import picker.
  • Custom glints can now be applied directly to living entities (mobs, players, animals) —   shift-right-click a mob with the wand to apply the wand's current glint to it, or use   /glint entity apply / remove / glow for selector-based application. Glints animate   across the entity's body and any cosmetic overlays.
  • Glow outlines also apply to entities, with the outline forming a single clean ring around the   union of the entity's body and any clothing/armor layers instead of duplicating per layer.
  • Black Tear can now be right-clicked on a mob to instantly clear that mob's glint and glow   data (consumes one tear; does nothing if the mob has no glint applied).
  • Spanish translation added.
  • Applying a glow outline to any item outlines its item in the hotbar and inventory also applying cycling colors if any

Fixed:

  • With an active shader pack (Iris/Oculus), armor glow outlines now correctly cut out transparent   areas instead of filling the entire texture-space rectangle.
  • With an active shader pack, glow outlines now draw in front of clouds instead of behind them.
  • With an active shader pack, multiple glowing items (e.g. armor and a held sword) no longer   bleed into each other's outlines — each item now uses its own independent stencil channel.
  • With an active shader pack, sprite item outlines (tools, food, gems) now render in the chosen   glow color instead of being tinted by the item's texture.
  • With an active shader pack, armor glow outlines now also render in the chosen color instead of   being tinted by the armor's own texture (e.g. red leather no longer turned a white outline red).
  • With First-Person Mod and an active shader pack, held-item glow outlines no longer drift or   misalign as the camera rotates; non-convex models (crossbow, bow) use per-vertex normal   displacement and flat sprites use a separate filter pass for a clean ring at all angles.
  • Held outlines on oversized modded sprites (greatswords, 32-pixel and higher item textures) no   longer scale up proportionally — outline thickness now matches a vanilla sword regardless of   the underlying sprite size.

[Compat]

  • ElytraSlot: elytras placed in the dedicated elytra Curios slot (or routed back slot) now   display their custom glint and glow outline, matching the vanilla chestplate elytra behavior.
  • Epic Knights (Medieval Weapons): chest armor glow outlines no longer wrap around the   invisible arm cuboids that EK chestplates carry, so the outline traces just the visible   armor silhouette.
  • Epic Knights Winged Hussar chestplate: the back wings no longer get a glow outline (they   were previously producing a broken half-outline that stenciled onto only one wing face).
  • Epic Knights armor decoration overlays now receive the glint and   glow pass cleanly instead of being skipped or producing a doubled outline.
  • Ice and Fire dragon armor (with a shader pack enabled): glints and glow outlines now stay   on the actual armor instead of bleeding across the entire dragon body.
  • Ice and Fire hippogryph and hippocampus armor (with a shader pack enabled): glow outlines   now render as a single clean ring matching vanilla horse armor behavior.
  • Ice and Fire troll weapons and death worm gauntlets: held-item glints now sit correctly   on the weapon instead of drifting off-position.
  • Iris/Oculus: glow outlines are now more consistent across armor, held items, sprites, and   entities — the same outline look everywhere instead of one item type rendering differently   from another with a shader pack on.

[Dev]

  • Entity glint sync (server-to-client per-instance NBT) now ships in the api jar itself, so   mods that bundle only custom-glint-api via jarJar get entity body glints working with no   extra wiring.
  • New entity-glint API on CustomGlint: registerEntityGlint(EntityType, Data) and the (type,   design, colors) overload for auto-applying glints to entire entity types; ENTITY_GLINTS map   exposed for inspection.
  • Entity NBT API mirrors the item API: readEntity / hasEntity / writeEntity / removeEntity,   isEntityGlowing / setEntityGlowing, getEntityGlowColors / hasEntityGlowColors /   setEntityGlowColors / clearEntityGlowColors.
  • Tag-level helpers for bundling glint data across the wire or NBT files: itemGlintTag(stack),   entityGlintTag(entity), writeEntityTag(entity, tag), writeItemTag(stack, tag),   fromTag(tag), tagGlowing(tag), tagGlowColors(tag), toTag(layers).
  • Client-side entity glint mutations (writeEntity, setEntityGlowing, setEntityGlowColors) now   render immediately without waiting for a server broadcast round-trip. Covers reconstructed   entities (capture/release mods, replay viewers) and preview UIs. Use   EntityGlintRender.refreshClientCache(entity) to force an explicit re-sync after a client-side   mutation when needed.
  • Applying a new Glint Trim to an item that already has a Glow Trim no longer erases the glow   colors — the two systems are independent as documented.

Файлы

custom-glint-1.4.0.jar(455.25 KiB)
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Метаданные

Канал релиза

Release

Номер версии

1.4.0

Загрузчики

Forge

Версии игры

1.20.1

Загрузок

127

Дата публикации

26.05.2026

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ID версии

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