Enemy Lock-OnСкачатьСкачатьСкачатьСкачать
ВЕРСИИ (4)
release
Enemy Lock-On 0.1.2
0.1.219 авг. 2026 г.211Minecraft: 26.2fabric
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
0.1.119 авг. 2026 г.13Minecraft: 26.2fabric
Что нового
# 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-beta19 авг. 2026 г.15Minecraft: 26.2fabric
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-beta19 авг. 2026 г.20Minecraft: 26.2fabric
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.