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Enemy Lock-On

ВЕРСИИ (4)

release

Enemy Lock-On 0.1.2

0.1.2
19 авг. 2026 г.211Minecraft: 26.2fabric
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Что нового
- Added a red X inside the white lock-on square whenever the currently locked entity cannot actually be hit because solid block collision geometry is obstructing its hitbox. - The lock itself stays active when Break Lock When Obstructed is OFF, which remains the default. - The red X automatically disappears the moment any sampled part of the entity's hitbox becomes directly reachable again. - Visibility checks use the block's actual collision shape, rather than simply treating the entire block position as solid. - Full oak-plank wall → red X stays visible. - Fence → the system checks through its actual gaps. - If part of the target hitbox becomes reachable through a fence opening → red X disappears. - Move so the fence geometry blocks the hitbox again → red X returns.
release

Enemy Lock-On 0.1.1

0.1.1
19 авг. 2026 г.13Minecraft: 26.2fabric
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# Enemy Lock-On v0.1.1 Stable Release ## Initial Stable Release * **`LEFT Arrow`** → cycle to the previous nearby target. * **`RIGHT Arrow`** → cycle to the next nearby target. * Targets are ordered by their actual 3D distance from the player. * Cycling wraps around in both directions. * Cycling still respects: * Maximum Target Distance * Entity-type filters * Line-of-sight setting * Dead/removed/spectator filtering ### Lock-On Controls * Press **`<`** by default to activate normal lock-on. * Normal lock-on searches around the crosshair using the configured detection rules. * It remains active while a valid target is available. * With Auto Retarget enabled, it can continue onto another suitable target when the current one is lost. * Added a separate **Persistent Lock-On** toggle using **`ALT + <`** by default. * Both lock-on controls are registered separately in Minecraft's keybind settings and can be rebound. ### Persistent Lock-On * Added a configurable **Persistent Lock-On** mode. * Press **`ALT + <`** to toggle Persistent Lock-On on or off. * Persistent Lock-On can also be completely enabled or disabled from the Enemy Lock-On configuration. * When Persistent Lock-On is enabled, the normal `Targetting entity` HUD message is replaced with: * `Targetting toggled on` * Persistent Lock-On automatically acquires the **nearest valid entity** that follows the configured targeting rules. * Persistent Lock-On remains enabled even when there are currently **no valid entities nearby**. * The mod continues searching while the mode remains toggled on. * As soon as an eligible entity becomes available, it is automatically acquired. * When the current target dies, Persistent Lock-On automatically searches for the next nearest valid entity. * Persistent Lock-On only stops when: * The player presses **`ALT + <`** again. * Persistent Lock-On is disabled through the configuration. * The player leaves the active world. ### Target Marker * Added a visible **white square lock-on marker** to the currently targeted entity. * The marker is positioned at the exact geometric center of the entity's hitbox: * X-axis midpoint * Y-axis midpoint * Z-axis midpoint * Camera lock-on now tracks this same exact entity-center point. * The marker follows the entity using interpolated render-frame positioning instead of being limited to 20 TPS movement. * The target marker itself has no additional movement smoothing, allowing it to visually follow the entity directly while the camera performs its configured smoothing. * The marker is rendered as a HUD overlay and therefore remains **visible through solid blocks and walls**. ### Crosshair & Lock Animations * The normal Minecraft crosshair now smoothly **fades out** when an entity is acquired. * At the same time, the target square smoothly **fades in** over the locked entity. * While fully locked: * The normal crosshair remains hidden. * The square marker becomes the primary visual lock-on indicator. * When the target dies: * The square begins fading out. * The square transitions from **white to red** as it disappears. * The normal Minecraft crosshair simultaneously fades back in. * Persistent and automatic retargeting briefly allow the death animation to complete before visually acquiring the next target. * When another entity is acquired: * The new white square fades back in. * The normal crosshair fades out again. ### Locking Through Walls * Existing lock-ons now remain active through solid walls **by default**. * A target moving behind a wall no longer automatically breaks the current lock. * The target square remains visible through the obstruction while the camera continues tracking the entity. * Added a new configurable **Break Lock When Obstructed** option. * **Off by default.** * When Off, existing targets remain locked through solid walls. * When On, losing line of sight immediately invalidates the current target. * **Require Line of Sight** now specifically controls target acquisition. * When enabled, entities behind walls cannot be newly acquired. * Once an entity has already been locked, it can remain locked through a wall unless **Break Lock When Obstructed** is enabled. ### Targeting Overhaul * Completely reworked target tracking to update at the **rendered frame rate** rather than being limited to Minecraft's 20 TPS. * Added interpolated entity tracking for significantly smoother movement. * Camera smoothing now uses real frame timing for more consistent behavior across different frame rates. * Detection Radius now operates as a proper **3D radius**, including entities above and below the player. * Vertical and horizontal detection angles are treated consistently. * Default **Detection Radius** increased to `24`. * Default **Maximum Target Distance** increased to `24 blocks`. * Existing configs using the original untouched default values automatically migrate to the new defaults without replacing customized values. ### Bow & Crossbow Compensation * Added automatic projectile-drop compensation for bows and crossbows. * Bow compensation is enabled by default. * Crossbow compensation is enabled by default. * Aim elevation adapts based on: * Target distance * Target height difference * Projectile gravity * Projectile drag * Bow compensation is designed around fully charged shots. * The farther away the target is, the more elevation can automatically be applied. * Projectile compensation remains compatible with the target marker. * The square always represents the entity's real center. * The camera may intentionally aim above the marker when projectile-drop compensation is required. ### HUD * Added the persistent `Targetting entity` status while normal lock-on is active. * Persistent Lock-On instead displays: * `Targetting toggled on` * Status text remains horizontally centered above the bottom HUD. * Its vertical position adapts to compatible modded status-bar HUD elements. * The target square and crosshair transitions operate independently of the status text.
beta

Enemy Lock-On 0.1.1-beta

0.1.1-beta
19 авг. 2026 г.15Minecraft: 26.2fabric
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Что нового
# Enemy Lock-On v0.1.1-beta ### Targeting Overhaul * Completely reworked the **lock-on camera system** to update every rendered frame instead of being limited to Minecraft's 20 TPS. * Target tracking now feels significantly smoother and behaves much closer to natural mouse movement. * Added interpolated entity tracking for smoother aiming at moving targets. * Improved smoothing calculations to remain consistent across different frame rates. ### Detection Improvements * Reworked the **Detection Radius** to properly calculate targets in full 3D space. * Targets above and below the player are now detected correctly. * Vertical targeting now behaves consistently with horizontal targeting. * Changed the default **Detection Radius** from `12` to `24`. * Changed the default **Maximum Target Distance** from `16` to `24`. * Existing configs using the previous default values will automatically migrate to the new defaults without overwriting custom values. ### Bow & Crossbow Compensation * Added configurable **Bow Aim Compensation**. * Added configurable **Crossbow Aim Compensation**. * Both options are **enabled by default**. * When holding a bow or crossbow, lock-on now automatically compensates for arrow drop. * Aim elevation dynamically increases based on: * Target distance * Target height difference * Projectile gravity and drag * Compensation is designed around **fully charged bow shots** and standard crossbow arrows. ### Targeting HUD * Added a persistent **"Targetting entity"** status message while lock-on mode is active. * The message is horizontally centered above the bottom HUD. * Its vertical position automatically adapts to compatible modded HUD elements. * The message automatically disappears when: * Lock-on is manually disabled. * No valid targets remain. ### Other * Preserved all existing smoothing methods, target filters, line-of-sight options, auto-retargeting, configuration options, and Mod Menu support. * General targeting performance and responsiveness improvements.
beta

Enemy Lock-On 0.1.0-beta

0.1.0-beta
19 авг. 2026 г.20Minecraft: 26.2fabric
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Что нового
# Enemy Lock-On v0.1.0-beta ### Initial Beta Release * Added configurable **camera lock-on** for nearby entities. * Default lock-on key is **`<`**. * Added target selection based on the player's **crosshair direction**, detection radius, and maximum distance. * Added **exact hitbox-point tracking** when the crosshair directly intersects a target. * Added highly smooth **frame-interpolated camera tracking** for significantly smoother lock-on movement. * Reworked camera movement to avoid visible 20 TPS stepping and provide more fluid action-game-style tracking. * Added **9 configurable smoothing methods**: * Instant * Linear * Easing - Sine * Easing - Quadratic * Easing - Cubic * Smoothstep * Smootherstep * Exponential * Damped Spring * Added configurable **Smoothing Strength**. * Added configurable **Detection Radius**. * Added configurable **Maximum Target Distance**, with a default range of **16 blocks**. * Added optional **Auto Retargeting** when the current target dies or becomes invalid. * Added optional **Line of Sight** requirements. * Added separate targeting controls for: * **Hostile Mobs** * **Players** * **Passive Mobs** * Added an in-game configuration screen, accessible with **Alt + O** by default.