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Моды/ModularShoot
ModularShoot

ModularShoot

an attribute-driven, modularly-assembled gun system.

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Все версииModularShoot 0.3.0

ModularShoot 0.3.0

Release27.08.2026

Список изменений

Breaking Changes

  • Network protocol bumped to 4: delta positions now travel at double precision, per-bullet stat/trait snapshots ride inline with each bullet (content addressing keeps pure visuals only), and bullet entries gained a third-party extension field. 0.3.0 is not interoperable with older clients/servers; both sides must update together.
  • Unified query return types: getGunId and getState now return Optional (consistent with the other queries) instead of null.
  • Pre-install event enhancement: the plugin install pre-event now carries the framework-selected slot type and supports listener-supplied custom cancellation reasons (constructor change).

Added

  • Plugin Java registration and dynamic providers: symmetric to the gun side, plugin definitions can now be registered programmatically (random loot affixes and similar gameplay are no longer a dead end).
  • Bullet sync extension channel: third parties can attach custom bytes to every bullet and read them from the client render object (custom rotation/orientation fields no longer need bespoke networking).
  • Tunable bullet sync: distance bands, per-band update frequency and the full-sync interval moved into modularshoot-common.toml so servers can trade bandwidth to taste.
  • Dedicated "plugin definition missing" install error: a missing datapack entry after reload no longer misreports as "no slot".
  • Extension-point catalogue in the facade javadoc: every registration/event/hook entry listed by subsystem for one-stop discovery.

Changed

  • Trait hooks dispatch only for bullets carrying their trait: removes the misleading "register once, self-filter per bullet" semantics and cuts dispatch overhead under heavy bullet counts.
  • Idempotent predicate/effect registration: re-registering the same instance no longer stacks it.
  • Outline tint registration is thread-safe: GPU texture release is deferred to the render thread when registered elsewhere.
  • Batch-uninstall event docs corrected: attribute refresh is deferred to the end of a batch.
  • Binding index re-registration repairs stale entries: moving a key to a different item cleans the old reverse index.
  • Facade class javadoc corrected: it describes the full framework surface (previously claimed plugins only).
  • Two duplicated item-binding indexes collapsed into one generic implementation.
  • Render texture cache keys reused across frames instead of rebuilding and re-hashing per draw.

Fixed

  • Ammo damage-type presets no longer silently ignored: presets written through the state system are now read by the shooting pipeline.
  • Corrupted/malicious bullet sync packets can no longer trigger giant allocations: entry counts and extension lengths are bounded on decode.
  • Far-coordinate bullet precision: incremental positions no longer degrade to float, removing drift beyond |16M| and the first-delta position step.
  • Cleared state no longer shows stale values on the client: clears now flag the throttled sync too.
  • Corrupted/retyped state data no longer crashes tooltip and render reads: decode failures degrade to zero values with rate-limited warnings.
  • State default-value type drift: a JSON default for value_type: float is no longer decoded as a double and read back as zero.
  • Datapack error-handling docs corrected: they now state that a single bad JSON aborts the whole registry load (vanilla pipeline behaviour).

Файлы

modularshoot-0.3.0.jar(713.87 KiB)
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Метаданные

Канал релиза

Release

Номер версии

0.3.0

Загрузчики

NeoForge

Версии игры

1.21.1

Загрузок

11

Дата публикации

27.08.2026

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ID версии

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