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Velthoric

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beta

Velthoric 0.9.1 for Forge 1.20.1

0.9.1
13 июл. 2026 г.372Minecraft: 1.20.1forge
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Что нового
# Changelog – Version 0.9.1 ## Dependencies * **Updated Jolt JNI:** Updated Jolt JNI to `5.2.1`.
beta

Velthoric 0.9.1 for Fabric 1.20.1

0.9.1
13 июл. 2026 г.318Minecraft: 1.20.1fabric, quilt
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Что нового
# Changelog – Version 0.9.1 ## Dependencies * **Updated Jolt JNI:** Updated Jolt JNI to `5.2.1`.
beta

Velthoric 0.9.1 for NeoForge 1.21.1

0.9.1
13 июл. 2026 г.1,4 тыс.Minecraft: 1.21.1neoforge
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Что нового
# Changelog – Version 0.9.1 ## Dependencies * **Updated Jolt JNI:** Updated Jolt JNI to `5.2.1`.
beta

Velthoric 0.9.1 for Fabric 1.21.1

0.9.1
13 июл. 2026 г.1,5 тыс.Minecraft: 1.21.1fabric, quilt
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Что нового
# Changelog – Version 0.9.1 ## Dependencies * **Updated Jolt JNI:** Updated Jolt JNI to `5.2.1`.
beta

Velthoric 0.9.0 for NeoForge 1.21.1

0.9.0
20 июн. 2026 г.104Minecraft: 1.21.1neoforge
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Что нового
# Changelog – Version 0.9.0 This update introduces our new **Stonecutter multi-version development** setup. This allows us to work on Minecraft 1.20.1 and 1.21.1 at the same time, supporting both Forge and Fabric. We also added new tools, improved performance with JNI caching, and completely rebuilt how we save and sync physics data. ## Gameplay & Features * **New Weld Tool:** Added a tool that lets you weld different physics bodies together so they stick. * **Physics Gun Fixes:** Fixed the physics gun so it doesn't grab kinematic and static (non-moving) bodies. * **Removed Vehicles:** We removed the old vehicle system and built-in drivable bodies for now. ## Collision & Physics Changes * **New Collision Shape System:** Implemented `VxCollisionShape` to handle shape definitions and sync them properly. * **Debug Rendering:** Added modular debug lines to render collision shapes, making it much easier to see physics boundaries in-game. * **Direct NIO Memory:** Changed physics body data containers to use direct NIO buffers. This makes reading and writing physics data faster. * **ID-Driven Behaviors:** Rebuilt the physics behavior system to use simple IDs. We also changed sync behaviors to use clean, declarative callbacks. * **Activation State:** Bodies now properly save and sync whether they are active or resting. Fixed an issue where some bodies were forced to be dynamic. ## Performance & Sync * **Faster JNI Bridge:** Optimized how we get AABBs on the client using Jolt shapes. We did this by batching JNI calls. * **Shape Caching:** Added shape caching inside the JNI bridge. This fixes stuttering and lag when rendering or creating compound shapes. * **Smarter Persistence (TLV System):** Built a high-performance persistence system using a custom schema (TLV format). It cleanly saves chunk data, behavior bits, and ignores collisions between specific pairs of bodies. * **Better Velocity Sync:** Moved angular velocity (`angVel`) tracking to the main container and sync it directly to the client with a state packet. * **Rendering Optimization:** Cached `BoxColor` values to speed up rendering loops. ## Stonecutter Multi-Version Development * **Multi-Version Workspace:** We now use **Stonecutter** to develop for both 1.20.1 and 1.21.1 simultaneously. * **Loader & Version Support:** Fully set up Stonecutter branches to compile and export for both Forge and Fabric. * **Development Setup:** Separated development run directories for each version and cleaned up IDE run configurations. ## Bug Fixes & Code Cleanup * **Crash Fix:** Fixed a dangerous race condition when removing bodies that caused a double-destruction crash. * **Null Shape Sync:** Resolved a bug where null shapes would sometimes try to sync, causing errors. * **Event Library Update:** Rewrote and restructured the internal `vx-events` library to make it cleaner and easier to maintain. * **Constraint Search:** Added a method in `VxConstraintManager` to quickly find constraints using their UUID. ## Build & CI (Development) * **Gradle Update:** Upgraded Gradle to **9.4.1** and added the Foojay toolchain resolver. * **Smarter Workflows:** Made GitHub Actions fully dynamic. Workflows now automatically build, test, and package artifacts for all target versions. * **Nightly Builds:** Set up automatic Maven snapshot publishing for nightly workflows. * **Dependency Cleanups:** Used `modLocalRuntime` to keep testing mods out of published files.
beta

Velthoric 0.9.0 for Fabric 1.21.1

0.9.0
20 июн. 2026 г.552Minecraft: 1.21.1fabric, quilt
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Что нового
# Changelog – Version 0.9.0 This update introduces our new **Stonecutter multi-version development** setup. This allows us to work on Minecraft 1.20.1 and 1.21.1 at the same time, supporting both Forge and Fabric. We also added new tools, improved performance with JNI caching, and completely rebuilt how we save and sync physics data. ## Gameplay & Features * **New Weld Tool:** Added a tool that lets you weld different physics bodies together so they stick. * **Physics Gun Fixes:** Fixed the physics gun so it doesn't grab kinematic and static (non-moving) bodies. * **Removed Vehicles:** We removed the old vehicle system and built-in drivable bodies for now. ## Collision & Physics Changes * **New Collision Shape System:** Implemented `VxCollisionShape` to handle shape definitions and sync them properly. * **Debug Rendering:** Added modular debug lines to render collision shapes, making it much easier to see physics boundaries in-game. * **Direct NIO Memory:** Changed physics body data containers to use direct NIO buffers. This makes reading and writing physics data faster. * **ID-Driven Behaviors:** Rebuilt the physics behavior system to use simple IDs. We also changed sync behaviors to use clean, declarative callbacks. * **Activation State:** Bodies now properly save and sync whether they are active or resting. Fixed an issue where some bodies were forced to be dynamic. ## Performance & Sync * **Faster JNI Bridge:** Optimized how we get AABBs on the client using Jolt shapes. We did this by batching JNI calls. * **Shape Caching:** Added shape caching inside the JNI bridge. This fixes stuttering and lag when rendering or creating compound shapes. * **Smarter Persistence (TLV System):** Built a high-performance persistence system using a custom schema (TLV format). It cleanly saves chunk data, behavior bits, and ignores collisions between specific pairs of bodies. * **Better Velocity Sync:** Moved angular velocity (`angVel`) tracking to the main container and sync it directly to the client with a state packet. * **Rendering Optimization:** Cached `BoxColor` values to speed up rendering loops. ## Stonecutter Multi-Version Development * **Multi-Version Workspace:** We now use **Stonecutter** to develop for both 1.20.1 and 1.21.1 simultaneously. * **Loader & Version Support:** Fully set up Stonecutter branches to compile and export for both Forge and Fabric. * **Development Setup:** Separated development run directories for each version and cleaned up IDE run configurations. ## Bug Fixes & Code Cleanup * **Crash Fix:** Fixed a dangerous race condition when removing bodies that caused a double-destruction crash. * **Null Shape Sync:** Resolved a bug where null shapes would sometimes try to sync, causing errors. * **Event Library Update:** Rewrote and restructured the internal `vx-events` library to make it cleaner and easier to maintain. * **Constraint Search:** Added a method in `VxConstraintManager` to quickly find constraints using their UUID. ## Build & CI (Development) * **Gradle Update:** Upgraded Gradle to **9.4.1** and added the Foojay toolchain resolver. * **Smarter Workflows:** Made GitHub Actions fully dynamic. Workflows now automatically build, test, and package artifacts for all target versions. * **Nightly Builds:** Set up automatic Maven snapshot publishing for nightly workflows. * **Dependency Cleanups:** Used `modLocalRuntime` to keep testing mods out of published files.
beta

Velthoric 0.9.0 for Forge 1.20.1

0.9.0
20 июн. 2026 г.115Minecraft: 1.20.1forge
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Что нового
# Changelog – Version 0.9.0 This update introduces our new **Stonecutter multi-version development** setup. This allows us to work on Minecraft 1.20.1 and 1.21.1 at the same time, supporting both Forge and Fabric. We also added new tools, improved performance with JNI caching, and completely rebuilt how we save and sync physics data. ## Gameplay & Features * **New Weld Tool:** Added a tool that lets you weld different physics bodies together so they stick. * **Physics Gun Fixes:** Fixed the physics gun so it doesn't grab kinematic and static (non-moving) bodies. * **Removed Vehicles:** We removed the old vehicle system and built-in drivable bodies for now. ## Collision & Physics Changes * **New Collision Shape System:** Implemented `VxCollisionShape` to handle shape definitions and sync them properly. * **Debug Rendering:** Added modular debug lines to render collision shapes, making it much easier to see physics boundaries in-game. * **Direct NIO Memory:** Changed physics body data containers to use direct NIO buffers. This makes reading and writing physics data faster. * **ID-Driven Behaviors:** Rebuilt the physics behavior system to use simple IDs. We also changed sync behaviors to use clean, declarative callbacks. * **Activation State:** Bodies now properly save and sync whether they are active or resting. Fixed an issue where some bodies were forced to be dynamic. ## Performance & Sync * **Faster JNI Bridge:** Optimized how we get AABBs on the client using Jolt shapes. We did this by batching JNI calls. * **Shape Caching:** Added shape caching inside the JNI bridge. This fixes stuttering and lag when rendering or creating compound shapes. * **Smarter Persistence (TLV System):** Built a high-performance persistence system using a custom schema (TLV format). It cleanly saves chunk data, behavior bits, and ignores collisions between specific pairs of bodies. * **Better Velocity Sync:** Moved angular velocity (`angVel`) tracking to the main container and sync it directly to the client with a state packet. * **Rendering Optimization:** Cached `BoxColor` values to speed up rendering loops. ## Stonecutter Multi-Version Development * **Multi-Version Workspace:** We now use **Stonecutter** to develop for both 1.20.1 and 1.21.1 simultaneously. * **Loader & Version Support:** Fully set up Stonecutter branches to compile and export for both Forge and Fabric. * **Development Setup:** Separated development run directories for each version and cleaned up IDE run configurations. ## Bug Fixes & Code Cleanup * **Crash Fix:** Fixed a dangerous race condition when removing bodies that caused a double-destruction crash. * **Null Shape Sync:** Resolved a bug where null shapes would sometimes try to sync, causing errors. * **Event Library Update:** Rewrote and restructured the internal `vx-events` library to make it cleaner and easier to maintain. * **Constraint Search:** Added a method in `VxConstraintManager` to quickly find constraints using their UUID. ## Build & CI (Development) * **Gradle Update:** Upgraded Gradle to **9.4.1** and added the Foojay toolchain resolver. * **Smarter Workflows:** Made GitHub Actions fully dynamic. Workflows now automatically build, test, and package artifacts for all target versions. * **Nightly Builds:** Set up automatic Maven snapshot publishing for nightly workflows. * **Dependency Cleanups:** Used `modLocalRuntime` to keep testing mods out of published files.
beta

Velthoric 0.9.0 for Fabric 1.20.1

0.9.0
20 июн. 2026 г.122Minecraft: 1.20.1fabric, quilt
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Что нового
# Changelog – Version 0.9.0 This update introduces our new **Stonecutter multi-version development** setup. This allows us to work on Minecraft 1.20.1 and 1.21.1 at the same time, supporting both Forge and Fabric. We also added new tools, improved performance with JNI caching, and completely rebuilt how we save and sync physics data. ## Gameplay & Features * **New Weld Tool:** Added a tool that lets you weld different physics bodies together so they stick. * **Physics Gun Fixes:** Fixed the physics gun so it doesn't grab kinematic and static (non-moving) bodies. * **Removed Vehicles:** We removed the old vehicle system and built-in drivable bodies for now. ## Collision & Physics Changes * **New Collision Shape System:** Implemented `VxCollisionShape` to handle shape definitions and sync them properly. * **Debug Rendering:** Added modular debug lines to render collision shapes, making it much easier to see physics boundaries in-game. * **Direct NIO Memory:** Changed physics body data containers to use direct NIO buffers. This makes reading and writing physics data faster. * **ID-Driven Behaviors:** Rebuilt the physics behavior system to use simple IDs. We also changed sync behaviors to use clean, declarative callbacks. * **Activation State:** Bodies now properly save and sync whether they are active or resting. Fixed an issue where some bodies were forced to be dynamic. ## Performance & Sync * **Faster JNI Bridge:** Optimized how we get AABBs on the client using Jolt shapes. We did this by batching JNI calls. * **Shape Caching:** Added shape caching inside the JNI bridge. This fixes stuttering and lag when rendering or creating compound shapes. * **Smarter Persistence (TLV System):** Built a high-performance persistence system using a custom schema (TLV format). It cleanly saves chunk data, behavior bits, and ignores collisions between specific pairs of bodies. * **Better Velocity Sync:** Moved angular velocity (`angVel`) tracking to the main container and sync it directly to the client with a state packet. * **Rendering Optimization:** Cached `BoxColor` values to speed up rendering loops. ## Stonecutter Multi-Version Development * **Multi-Version Workspace:** We now use **Stonecutter** to develop for both 1.20.1 and 1.21.1 simultaneously. * **Loader & Version Support:** Fully set up Stonecutter branches to compile and export for both Forge and Fabric. * **Development Setup:** Separated development run directories for each version and cleaned up IDE run configurations. ## Bug Fixes & Code Cleanup * **Crash Fix:** Fixed a dangerous race condition when removing bodies that caused a double-destruction crash. * **Null Shape Sync:** Resolved a bug where null shapes would sometimes try to sync, causing errors. * **Event Library Update:** Rewrote and restructured the internal `vx-events` library to make it cleaner and easier to maintain. * **Constraint Search:** Added a method in `VxConstraintManager` to quickly find constraints using their UUID. ## Build & CI (Development) * **Gradle Update:** Upgraded Gradle to **9.4.1** and added the Foojay toolchain resolver. * **Smarter Workflows:** Made GitHub Actions fully dynamic. Workflows now automatically build, test, and package artifacts for all target versions. * **Nightly Builds:** Set up automatic Maven snapshot publishing for nightly workflows. * **Dependency Cleanups:** Used `modLocalRuntime` to keep testing mods out of published files.
beta

Velthoric 0.8.0 for NeoForge 1.21.1

0.8.0
10 мая 2026 г.162Minecraft: 1.21.1neoforge
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Что нового
# Changelog - Version 0.8.0 ## Native Migration: Terrain and Contact Systems - **Native C++ Port:** Migrated the core terrain tracking and state management from Java to native C++ to achieve higher simulation fidelity and performance. - **Native Greedy Meshing:** Ported terrain generation to a native C++ greedy meshing implementation for faster collision shape creation. - **Native Contact Architecture:** Refactored the physics contact system into a modular dispatcher-based architecture in C++ with specialized handlers. - **Native State Synchronization:** Offloaded full physics state synchronization to a specialized JNI bridge to reduce Java-side overhead. - **Custom Terrain Collision Shapes:** Replaced standard box-based terrain collision with a custom native shape system. - **TerrainVoxelShape:** Implemented a custom shape to support non-solid blocks (like glass and torches) and filter out internal face collisions. - **Internal Edge Removal:** Enabled enhanced internal edge removal for all bodies to prevent physics objects from catching on block boundaries. ## Terrain Interactions and Mechanics - **Physics-Driven Interactions:** Implemented dynamic interactions for doors, trapdoors, and fence gates that respond realistically to physical forces. - **Impact Effects:** Added mass-proportional localized audio and particle effects triggered by physical terrain impacts. - **Dynamic Block Destruction:** Implemented physics-based terrain impact reactions, including block destruction and material-based transformations. - **Per-Material Configuration:** Introduced data-driven interaction thresholds and vanilla block weights for realistic physics simulation. - **Interaction Refinement:** Increased door and trapdoor interaction thresholds and refined physical weight distribution for better stability. ## Infrastructure and Dependencies - **Custom Jolt-JNI Fork:** Transitioned to an internal `vx-jolt-jni` fork (v4.3.1-SNAPSHOT) to enable specialized native features, IDE source support, and optimized library naming. - **Modular Library Management:** Implemented an explicit registry system and modularized native loader logic into a dedicated `vx-native` module. - **Automated JNI Generation:** Implemented automatic JNI header generation to streamline the interface between the Java and C++ layers. - **Global Configuration:** Centralized "magic" physics thresholds into a unified native `GlobalConfig` struct. ## Performance and Networking - **Asynchronous Packet Dispatch:** Moved packet dispatching off the server main thread to eliminate tick-wait latency. - **Adaptive Interpolation:** Replaced fixed interpolation delays with an adaptive system based on measured packet intervals. - **Optimized Terrain Shapes:** Utilized a data-oriented Y-axis sweep-and-prune algorithm to optimize terrain shape generation. - **Lock-Free Networking:** Implemented lock-free network synchronization and broadcast-safe payload management. - **Concurrency Improvements:** Optimized contact listener concurrency and terrain material caching to reduce thread contention. ## Fixes and Refactors - **Shutdown Deadlocks:** Resolved critical world shutdown deadlocks in the physics and terrain systems. - **Memory Safety:** Fixed `IllegalReferenceCountException` by refactoring `VxRawPayload` to use byte arrays. - **Simulation Stability:** Decoupled the Jolt lifecycle into `VxPhysicsSimulation` and resolved physics body tracking initialization issues. ## Build and CI - **Reusable Pipelines:** Refactored CI workflows into reusable pipelines with automated GitHub release publishing. - **Automated GameTests:** Integrated NeoForge and Fabric GameTests into the CI pipeline to verify physics behavior before releases. - **Maven Integration:** Implemented a generic Maven publishing system for artifact management. ## Documentation - **Technical README:** Fully rewritten README focusing on the technical architecture and native JNI implementation. - **API Documentation:** Completed comprehensive Javadoc.
beta

Velthoric 0.8.0 for Fabric 1.21.1

0.8.0
10 мая 2026 г.774Minecraft: 1.21.1fabric, quilt
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Что нового
# Changelog - Version 0.8.0 ## Native Migration: Terrain and Contact Systems - **Native C++ Port:** Migrated the core terrain tracking and state management from Java to native C++ to achieve higher simulation fidelity and performance. - **Native Greedy Meshing:** Ported terrain generation to a native C++ greedy meshing implementation for faster collision shape creation. - **Native Contact Architecture:** Refactored the physics contact system into a modular dispatcher-based architecture in C++ with specialized handlers. - **Native State Synchronization:** Offloaded full physics state synchronization to a specialized JNI bridge to reduce Java-side overhead. - **Custom Terrain Collision Shapes:** Replaced standard box-based terrain collision with a custom native shape system. - **TerrainVoxelShape:** Implemented a custom shape to support non-solid blocks (like glass and torches) and filter out internal face collisions. - **Internal Edge Removal:** Enabled enhanced internal edge removal for all bodies to prevent physics objects from catching on block boundaries. ## Terrain Interactions and Mechanics - **Physics-Driven Interactions:** Implemented dynamic interactions for doors, trapdoors, and fence gates that respond realistically to physical forces. - **Impact Effects:** Added mass-proportional localized audio and particle effects triggered by physical terrain impacts. - **Dynamic Block Destruction:** Implemented physics-based terrain impact reactions, including block destruction and material-based transformations. - **Per-Material Configuration:** Introduced data-driven interaction thresholds and vanilla block weights for realistic physics simulation. - **Interaction Refinement:** Increased door and trapdoor interaction thresholds and refined physical weight distribution for better stability. ## Infrastructure and Dependencies - **Custom Jolt-JNI Fork:** Transitioned to an internal `vx-jolt-jni` fork (v4.3.1-SNAPSHOT) to enable specialized native features, IDE source support, and optimized library naming. - **Modular Library Management:** Implemented an explicit registry system and modularized native loader logic into a dedicated `vx-native` module. - **Automated JNI Generation:** Implemented automatic JNI header generation to streamline the interface between the Java and C++ layers. - **Global Configuration:** Centralized "magic" physics thresholds into a unified native `GlobalConfig` struct. ## Performance and Networking - **Asynchronous Packet Dispatch:** Moved packet dispatching off the server main thread to eliminate tick-wait latency. - **Adaptive Interpolation:** Replaced fixed interpolation delays with an adaptive system based on measured packet intervals. - **Optimized Terrain Shapes:** Utilized a data-oriented Y-axis sweep-and-prune algorithm to optimize terrain shape generation. - **Lock-Free Networking:** Implemented lock-free network synchronization and broadcast-safe payload management. - **Concurrency Improvements:** Optimized contact listener concurrency and terrain material caching to reduce thread contention. ## Fixes and Refactors - **Shutdown Deadlocks:** Resolved critical world shutdown deadlocks in the physics and terrain systems. - **Memory Safety:** Fixed `IllegalReferenceCountException` by refactoring `VxRawPayload` to use byte arrays. - **Simulation Stability:** Decoupled the Jolt lifecycle into `VxPhysicsSimulation` and resolved physics body tracking initialization issues. ## Build and CI - **Reusable Pipelines:** Refactored CI workflows into reusable pipelines with automated GitHub release publishing. - **Automated GameTests:** Integrated NeoForge and Fabric GameTests into the CI pipeline to verify physics behavior before releases. - **Maven Integration:** Implemented a generic Maven publishing system for artifact management. ## Documentation - **Technical README:** Fully rewritten README focusing on the technical architecture and native JNI implementation. - **API Documentation:** Completed comprehensive Javadoc.
beta

Velthoric 0.7.1 for NeoForge 1.21.1

0.7.1
20 апр. 2026 г.120Minecraft: 1.21.1neoforge
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Что нового
# Changelog – Version 0.7.1 ## Features - **Body Protection:** Added `VxNoKillBehavior` to protect specific physics bodies from administrative removal commands. ## Fixes - **Multi-Player Sync & Memory Safety:** Resolved an issue where network synchronization was restricted to a single player and fixed a buffer double-release bug through lock-free, broadcast-safe payload management. ## Refactors - **API Consolidation:** Unified internal body retrieval logic to remove redundant methods and streamline the client manager. ## Build - **Dependency Update:** Upgraded Jolt-JNI to version **4.0.1** and adapted to the latest API changes.
beta

Velthoric 0.7.1 for Fabric 1.21.1

0.7.1
20 апр. 2026 г.421Minecraft: 1.21.1fabric, quilt
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Что нового
# Changelog – Version 0.7.1 ## Features - **Body Protection:** Added `VxNoKillBehavior` to protect specific physics bodies from administrative removal commands. ## Fixes - **Multi-Player Sync & Memory Safety:** Resolved an issue where network synchronization was restricted to a single player and fixed a buffer double-release bug through lock-free, broadcast-safe payload management. ## Refactors - **API Consolidation:** Unified internal body retrieval logic to remove redundant methods and streamline the client manager. ## Build - **Dependency Update:** Upgraded Jolt-JNI to version **4.0.1** and adapted to the latest API changes.
beta

Velthoric 0.7.0 for NeoForge 1.21.1

0.7.0
6 апр. 2026 г.119Minecraft: 1.21.1neoforge
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Что нового
# Changelog – Version 0.7.0 ## Features - **Composition-Based Architecture:** Transitioned to a data-oriented composition design, replacing the old lifecycle listener system with a flexible behavior-based architecture. - **Advanced Buoyancy System:** Overhauled buoyancy physics featuring fast `PalettedContainer` access, smooth fluid interpolation, sloped surface normals, and area-scaled forces. - **Complex Body Persistence:** Implemented full persistence support for ragdolls, chains, and vehicles, ensuring complex physics structures survive world reloads. - **Dynamic Physics Layers:** Introduced runtime-configurable physics layers with support for ghost box testing and custom collision filtering. - **Global Collision Registry:** Added a centralized registry to prevent ID conflicts between various physics entities and behaviors. - **Namespace-Aware Identifiers:** Implemented decentralized behavior IDs with namespace support to ensure compatibility with third-party mods. - **Persistent Client Tools:** Added client-side persistence for tool configurations, including a UI reset button for default settings. - **Explicit Motion Types:** Introduced explicit motion type management and ensured correct allocation for motion-related properties. - **NetSync Filtering:** Implemented advanced network synchronization filtering within the unified `VxTickBehavior` to optimize bandwidth. - **Physics Events:** Added the `prePhysicsTick` event to allow external systems to hook into the simulation loop before physics calculations occur. ## Fixes - **Linux Physics Stability:** Resolved long-standing instability and crashes on Linux by re-implementing batch body locking, enabled by the upgrade to Jolt-JNI 3.10.0. - **Constraint Duplication:** Prevented the instantiation of duplicate physics constraints when loading chunks. - **Client-Side Extrapolation:** Eliminated "jitter" and extrapolation errors by forcing state synchronization for all active physics bodies. - **NeoForge Compatibility:** Fixed a registration crash on NeoForge by splitting the network channel into directional payloads. - **World Geometry Fix:** Resolved issues with bodies falling through the world floor by using the level's base Y instead of a hardcoded value (closes #36). - **Concurrency & Shutdown:** Hardened `VxChunkBasedStorage` and the `IOProcessor` against race conditions during concurrent server shutdowns. - **Body Persistence Hardening:** Resolved `IndexOutOfBoundsException` during `/vxkill` commands and improved overall stability of the body data store. - **Buoyancy Stabilization:** Stabilized buoyancy for small physics bodies by implementing normal capping for fluid forces. ## Performance - **Batch Body Locking:** Significantly reduced GC pressure and improved native performance by switching back to batch locking for physics updates. - **Zero-Allocation Networking:** Implemented zero-allocation packet serialization and multiplexing using direct Netty buffers to eliminate heap churn. - **Memory Optimization:** Eliminated terrain coordinate allocations by utilizing bit-packed `long` primitives for spatial indexing. - **JNI Overhead Reduction:** Minimized JNI call overhead in `VxPhysicsIntersector` by using reusable static filters and optimized intersection logic. - **Efficient State Extraction:** Optimized the extraction of physics states from the native simulation via the new `BatchBodyInterface`. - **Network Dispatcher Pooling:** Implemented pooling for the network dispatcher to eliminate allocation stutter during high-frequency updates. - **Debug Charts:** Optimized the performance debug chart with vertex batching for more efficient rendering. ## Refactors - **Centralized Tick System:** Unified all Java-side tick callbacks into a single `VxTickBehavior` for consistent execution order. - **Raycasting Overhaul:** Completely rewritten `VxRaycaster` utility with cached Jolt filters and full decoupling from Minecraft classes. - **Project Reorganization:** Major cleanup of the core package hierarchy, moving Behaviors, Managers, and Renderers into specialized sub-system packages. - **Hardcoded Defaults:** Removed the dynamic `VxPhysicsConfig` system in favor of hardcoded constants to ensure simulation determinism across all environments. - **Fluid Drag Balancing:** Rebalanced fluid drag coefficients for more realistic momentum preservation and interaction. - **Atomic Operations:** Implemented atomic container swapping for thread-safe resizing of internal physics stores. - **Cleanups:** Removed obsolete `VxBodyLifecycleListener` and `isGameStateDirty` arrays; standardized `Quaternionfc` usage in conversions. ## Build & Dependencies - **Jolt-JNI Upgrade:** Updated Jolt-JNI to version **3.10.0** (including intermediate update to 3.9.0 and 3.7.0). - **Nightly Builds:** Added a new automated CI workflow for nightly development builds. - **Build Pipeline:** Optimized build paths for NeoForge and relocated development shadow jars to intermediate directories. ## Documentation - **Behavior API:** Added exhaustive Javadoc to all behavior fields and methods to support add-on development. - **Standardization:** Completed and standardized Javadoc for `VxServerBodyManager` and `VxClientBodyManager`. - **README Rewrite:** Fully rewrote the project README to reflect the new architecture and capabilities. - **Correction:** Fixed various inconsistent and duplicate Javadoc entries across the physics engine core.
beta

Velthoric 0.7.0 for Fabric 1.21.1

0.7.0
6 апр. 2026 г.351Minecraft: 1.21.1fabric, quilt
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# Changelog – Version 0.7.0 ## Features - **Composition-Based Architecture:** Transitioned to a data-oriented composition design, replacing the old lifecycle listener system with a flexible behavior-based architecture. - **Advanced Buoyancy System:** Overhauled buoyancy physics featuring fast `PalettedContainer` access, smooth fluid interpolation, sloped surface normals, and area-scaled forces. - **Complex Body Persistence:** Implemented full persistence support for ragdolls, chains, and vehicles, ensuring complex physics structures survive world reloads. - **Dynamic Physics Layers:** Introduced runtime-configurable physics layers with support for ghost box testing and custom collision filtering. - **Global Collision Registry:** Added a centralized registry to prevent ID conflicts between various physics entities and behaviors. - **Namespace-Aware Identifiers:** Implemented decentralized behavior IDs with namespace support to ensure compatibility with third-party mods. - **Persistent Client Tools:** Added client-side persistence for tool configurations, including a UI reset button for default settings. - **Explicit Motion Types:** Introduced explicit motion type management and ensured correct allocation for motion-related properties. - **NetSync Filtering:** Implemented advanced network synchronization filtering within the unified `VxTickBehavior` to optimize bandwidth. - **Physics Events:** Added the `prePhysicsTick` event to allow external systems to hook into the simulation loop before physics calculations occur. ## Fixes - **Linux Physics Stability:** Resolved long-standing instability and crashes on Linux by re-implementing batch body locking, enabled by the upgrade to Jolt-JNI 3.10.0. - **Constraint Duplication:** Prevented the instantiation of duplicate physics constraints when loading chunks. - **Client-Side Extrapolation:** Eliminated "jitter" and extrapolation errors by forcing state synchronization for all active physics bodies. - **NeoForge Compatibility:** Fixed a registration crash on NeoForge by splitting the network channel into directional payloads. - **World Geometry Fix:** Resolved issues with bodies falling through the world floor by using the level's base Y instead of a hardcoded value (closes #36). - **Concurrency & Shutdown:** Hardened `VxChunkBasedStorage` and the `IOProcessor` against race conditions during concurrent server shutdowns. - **Body Persistence Hardening:** Resolved `IndexOutOfBoundsException` during `/vxkill` commands and improved overall stability of the body data store. - **Buoyancy Stabilization:** Stabilized buoyancy for small physics bodies by implementing normal capping for fluid forces. ## Performance - **Batch Body Locking:** Significantly reduced GC pressure and improved native performance by switching back to batch locking for physics updates. - **Zero-Allocation Networking:** Implemented zero-allocation packet serialization and multiplexing using direct Netty buffers to eliminate heap churn. - **Memory Optimization:** Eliminated terrain coordinate allocations by utilizing bit-packed `long` primitives for spatial indexing. - **JNI Overhead Reduction:** Minimized JNI call overhead in `VxPhysicsIntersector` by using reusable static filters and optimized intersection logic. - **Efficient State Extraction:** Optimized the extraction of physics states from the native simulation via the new `BatchBodyInterface`. - **Network Dispatcher Pooling:** Implemented pooling for the network dispatcher to eliminate allocation stutter during high-frequency updates. - **Debug Charts:** Optimized the performance debug chart with vertex batching for more efficient rendering. ## Refactors - **Centralized Tick System:** Unified all Java-side tick callbacks into a single `VxTickBehavior` for consistent execution order. - **Raycasting Overhaul:** Completely rewritten `VxRaycaster` utility with cached Jolt filters and full decoupling from Minecraft classes. - **Project Reorganization:** Major cleanup of the core package hierarchy, moving Behaviors, Managers, and Renderers into specialized sub-system packages. - **Hardcoded Defaults:** Removed the dynamic `VxPhysicsConfig` system in favor of hardcoded constants to ensure simulation determinism across all environments. - **Fluid Drag Balancing:** Rebalanced fluid drag coefficients for more realistic momentum preservation and interaction. - **Atomic Operations:** Implemented atomic container swapping for thread-safe resizing of internal physics stores. - **Cleanups:** Removed obsolete `VxBodyLifecycleListener` and `isGameStateDirty` arrays; standardized `Quaternionfc` usage in conversions. ## Build & Dependencies - **Jolt-JNI Upgrade:** Updated Jolt-JNI to version **3.10.0** (including intermediate update to 3.9.0 and 3.7.0). - **Nightly Builds:** Added a new automated CI workflow for nightly development builds. - **Build Pipeline:** Optimized build paths for NeoForge and relocated development shadow jars to intermediate directories. ## Documentation - **Behavior API:** Added exhaustive Javadoc to all behavior fields and methods to support add-on development. - **Standardization:** Completed and standardized Javadoc for `VxServerBodyManager` and `VxClientBodyManager`. - **README Rewrite:** Fully rewrote the project README to reflect the new architecture and capabilities. - **Correction:** Fixed various inconsistent and duplicate Javadoc entries across the physics engine core.
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Velthoric 0.6.0 for Forge 1.20.1

0.6.0
1 февр. 2026 г.977Minecraft: 1.20.1forge, neoforge
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# Changelog – Version 0.6.0 ## Features - Implemented extended region file format to remove chunk size limits and enable automatic data pruning - Added hot-map persistence architecture for instant body registration and lookup - Introduced persistence flags for physics bodies and constraints - Implemented Jolt-based modular powertrain system with transmission logic - Added directional fluid flow vectors for advanced buoyancy simulation - Added new `VxKeyMapping` system with fallback display names for unbound keys - Added client-side callbacks for body registration lifecycle events - Enabled automatic creation and deletion of empty region files - Added CurseForge environment metadata support ## Fixes - Fixed multiple persistence race conditions causing missing or empty physics data - Prevented native crashes by validating body existence before buoyancy locking - Resolved Linux physics instability by replacing batch locking with sequential access - Ensured inactive and non-dirty bodies persist correctly during chunk save and shutdown - Fixed gravity desync in native buoyancy implementation - Fixed terrain velocity prediction causing excessive chunk loading - Corrected array bounds during body store reallocation - Ensured synchronous snapshot creation to prevent data loss on shutdown - Fixed file locking issues by introducing sequential I/O processor - Fixed multiple edge cases in async persistence flush logic ## Performance - Overhauled network dispatcher with chunk-centric broadcasting and raw data streams - Optimized physics update loop by removing integer autoboxing and map lookups - Migrated terrain system to zero-allocation SoA snapshots with linear memory access - Replaced map-based body stores with direct array indexing - Implemented ThreadLocal pooling for network dispatch and physics updates - Optimized buoyancy broad-phase using low-allocation flow sampling - Optimized quaternion slerp by removing per-call object allocations - Eliminated allocation churn in terrain tracker by reusing collections - Optimized body state packet serialization to avoid temporary arrays - Integrated native Jolt buoyancy implementation for near-zero GC overhead ## Refactors - Complete overhaul of physics persistence system for reliability and scalability - Reworked persistence lifecycle to align with EntityStorage architecture - Removed VxPhysicsConfig and hardcoded simulation constants for determinism - Restructured and optimized native library loading mechanism - Overhauled vehicle architecture with modular component-based design - Migrated vehicle synchronization to unified `VxVehicleState` model - Reorganized Java package structure to match modern conventions - Removed obsolete batching limits from network configuration - Removed redundant and unused persistence and storage fields - Removed issue templates to keep repository minimalist ## Build & Dependencies - Updated Jolt JNI to version 3.5.2 - Moved native extraction to processResources in vx-native - Simplified build pipeline and removed obsolete mixins - Cleaned up platform-specific build logic - Improved resource packaging and extraction stability ## Documentation - Updated and standardized Javadoc across physics and vehicle systems - Added license attribution headers to source files - Improved naming consistency and code-level documentation
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Velthoric 0.6.0 for Fabric 1.20.1

0.6.0
1 февр. 2026 г.587Minecraft: 1.20.1fabric, quilt
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# Changelog – Version 0.6.0 ## Features - Implemented extended region file format to remove chunk size limits and enable automatic data pruning - Added hot-map persistence architecture for instant body registration and lookup - Introduced persistence flags for physics bodies and constraints - Implemented Jolt-based modular powertrain system with transmission logic - Added directional fluid flow vectors for advanced buoyancy simulation - Added new `VxKeyMapping` system with fallback display names for unbound keys - Added client-side callbacks for body registration lifecycle events - Enabled automatic creation and deletion of empty region files - Added CurseForge environment metadata support ## Fixes - Fixed multiple persistence race conditions causing missing or empty physics data - Prevented native crashes by validating body existence before buoyancy locking - Resolved Linux physics instability by replacing batch locking with sequential access - Ensured inactive and non-dirty bodies persist correctly during chunk save and shutdown - Fixed gravity desync in native buoyancy implementation - Fixed terrain velocity prediction causing excessive chunk loading - Corrected array bounds during body store reallocation - Ensured synchronous snapshot creation to prevent data loss on shutdown - Fixed file locking issues by introducing sequential I/O processor - Fixed multiple edge cases in async persistence flush logic ## Performance - Overhauled network dispatcher with chunk-centric broadcasting and raw data streams - Optimized physics update loop by removing integer autoboxing and map lookups - Migrated terrain system to zero-allocation SoA snapshots with linear memory access - Replaced map-based body stores with direct array indexing - Implemented ThreadLocal pooling for network dispatch and physics updates - Optimized buoyancy broad-phase using low-allocation flow sampling - Optimized quaternion slerp by removing per-call object allocations - Eliminated allocation churn in terrain tracker by reusing collections - Optimized body state packet serialization to avoid temporary arrays - Integrated native Jolt buoyancy implementation for near-zero GC overhead ## Refactors - Complete overhaul of physics persistence system for reliability and scalability - Reworked persistence lifecycle to align with EntityStorage architecture - Removed VxPhysicsConfig and hardcoded simulation constants for determinism - Restructured and optimized native library loading mechanism - Overhauled vehicle architecture with modular component-based design - Migrated vehicle synchronization to unified `VxVehicleState` model - Reorganized Java package structure to match modern conventions - Removed obsolete batching limits from network configuration - Removed redundant and unused persistence and storage fields - Removed issue templates to keep repository minimalist ## Build & Dependencies - Updated Jolt JNI to version 3.5.2 - Moved native extraction to processResources in vx-native - Simplified build pipeline and removed obsolete mixins - Cleaned up platform-specific build logic - Improved resource packaging and extraction stability ## Documentation - Updated and standardized Javadoc across physics and vehicle systems - Added license attribution headers to source files - Improved naming consistency and code-level documentation
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Velthoric 0.6.0 for NeoForge 1.21.1

0.6.0
1 февр. 2026 г.204Minecraft: 1.21.1neoforge
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# Changelog – Version 0.6.0 ## Features - Implemented extended region file format to remove chunk size limits and enable automatic data pruning - Added hot-map persistence architecture for instant body registration and lookup - Introduced persistence flags for physics bodies and constraints - Implemented Jolt-based modular powertrain system with transmission logic - Added directional fluid flow vectors for advanced buoyancy simulation - Added new `VxKeyMapping` system with fallback display names for unbound keys - Added client-side callbacks for body registration lifecycle events - Enabled automatic creation and deletion of empty region files - Added CurseForge environment metadata support ## Fixes - Fixed multiple persistence race conditions causing missing or empty physics data - Prevented native crashes by validating body existence before buoyancy locking - Resolved Linux physics instability by replacing batch locking with sequential access - Ensured inactive and non-dirty bodies persist correctly during chunk save and shutdown - Fixed gravity desync in native buoyancy implementation - Fixed terrain velocity prediction causing excessive chunk loading - Corrected array bounds during body store reallocation - Ensured synchronous snapshot creation to prevent data loss on shutdown - Fixed file locking issues by introducing sequential I/O processor - Fixed multiple edge cases in async persistence flush logic ## Performance - Overhauled network dispatcher with chunk-centric broadcasting and raw data streams - Optimized physics update loop by removing integer autoboxing and map lookups - Migrated terrain system to zero-allocation SoA snapshots with linear memory access - Replaced map-based body stores with direct array indexing - Implemented ThreadLocal pooling for network dispatch and physics updates - Optimized buoyancy broad-phase using low-allocation flow sampling - Optimized quaternion slerp by removing per-call object allocations - Eliminated allocation churn in terrain tracker by reusing collections - Optimized body state packet serialization to avoid temporary arrays - Integrated native Jolt buoyancy implementation for near-zero GC overhead ## Refactors - Complete overhaul of physics persistence system for reliability and scalability - Reworked persistence lifecycle to align with EntityStorage architecture - Removed VxPhysicsConfig and hardcoded simulation constants for determinism - Restructured and optimized native library loading mechanism - Overhauled vehicle architecture with modular component-based design - Migrated vehicle synchronization to unified `VxVehicleState` model - Reorganized Java package structure to match modern conventions - Removed obsolete batching limits from network configuration - Removed redundant and unused persistence and storage fields - Removed issue templates to keep repository minimalist ## Build & Dependencies - Updated Jolt JNI to version 3.5.2 - Moved native extraction to processResources in vx-native - Simplified build pipeline and removed obsolete mixins - Cleaned up platform-specific build logic - Improved resource packaging and extraction stability ## Documentation - Updated and standardized Javadoc across physics and vehicle systems - Added license attribution headers to source files - Improved naming consistency and code-level documentation
beta

Velthoric 0.6.0 for Fabric 1.21.1

0.6.0
1 февр. 2026 г.690Minecraft: 1.21.1fabric, quilt
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# Changelog – Version 0.6.0 ## Features - Implemented extended region file format to remove chunk size limits and enable automatic data pruning - Added hot-map persistence architecture for instant body registration and lookup - Introduced persistence flags for physics bodies and constraints - Implemented Jolt-based modular powertrain system with transmission logic - Added directional fluid flow vectors for advanced buoyancy simulation - Added new `VxKeyMapping` system with fallback display names for unbound keys - Added client-side callbacks for body registration lifecycle events - Enabled automatic creation and deletion of empty region files - Added CurseForge environment metadata support ## Fixes - Fixed multiple persistence race conditions causing missing or empty physics data - Prevented native crashes by validating body existence before buoyancy locking - Resolved Linux physics instability by replacing batch locking with sequential access - Ensured inactive and non-dirty bodies persist correctly during chunk save and shutdown - Fixed gravity desync in native buoyancy implementation - Fixed terrain velocity prediction causing excessive chunk loading - Corrected array bounds during body store reallocation - Ensured synchronous snapshot creation to prevent data loss on shutdown - Fixed file locking issues by introducing sequential I/O processor - Fixed multiple edge cases in async persistence flush logic ## Performance - Overhauled network dispatcher with chunk-centric broadcasting and raw data streams - Optimized physics update loop by removing integer autoboxing and map lookups - Migrated terrain system to zero-allocation SoA snapshots with linear memory access - Replaced map-based body stores with direct array indexing - Implemented ThreadLocal pooling for network dispatch and physics updates - Optimized buoyancy broad-phase using low-allocation flow sampling - Optimized quaternion slerp by removing per-call object allocations - Eliminated allocation churn in terrain tracker by reusing collections - Optimized body state packet serialization to avoid temporary arrays - Integrated native Jolt buoyancy implementation for near-zero GC overhead ## Refactors - Complete overhaul of physics persistence system for reliability and scalability - Reworked persistence lifecycle to align with EntityStorage architecture - Removed VxPhysicsConfig and hardcoded simulation constants for determinism - Restructured and optimized native library loading mechanism - Overhauled vehicle architecture with modular component-based design - Migrated vehicle synchronization to unified `VxVehicleState` model - Reorganized Java package structure to match modern conventions - Removed obsolete batching limits from network configuration - Removed redundant and unused persistence and storage fields - Removed issue templates to keep repository minimalist ## Build & Dependencies - Updated Jolt JNI to version 3.5.2 - Moved native extraction to processResources in vx-native - Simplified build pipeline and removed obsolete mixins - Cleaned up platform-specific build logic - Improved resource packaging and extraction stability ## Documentation - Updated and standardized Javadoc across physics and vehicle systems - Added license attribution headers to source files - Improved naming consistency and code-level documentation
beta

Velthoric 0.4.0 for Forge 1.20.1

0.4.0
2 янв. 2026 г.198Minecraft: 1.20.1forge, neoforge
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# Changelog – Version 0.4.0 ## Features - Added client configuration options for interpolation delay and creative tab visibility - Implemented automatic config migration system that preserves your settings across updates - Added GitHub Release support for streamlined version publishing - Ragdolls now render with skin layers and support slim player models - Removed upper size limit for SpawnBoxNet command parameters - Added support for both automatic and manual transmission modes in vehicles - Implemented client-side callbacks for body add/remove events - New tool config GUI with support for numeric validation and all primitive types - Added configurable keybinding for tool configuration - Introduced Ragdoll Launcher tool (now available in creative inventory) ## Fixes - Stabilized buoyancy drag and improved physics for offset shapes - Fixed vehicle part debug rendering to use proper camera-relative coordinates - Switched to double precision for Jolt native runtime - Added safety brake and height limits to terrain tracker - Enforced double precision in physics state synchronization across the board - Centralized camera-relative rendering to eliminate jitter at large coordinates - Fixed compound shape scaling and prevented buoyancy loss at depth - Stabilized chain physics using SwingTwist constraints with corrected geometry - Fixed buoyancy calculation desync by replacing problematic multi-write locks - Resolved packet ID conflicts between client and server on NeoForge - Calibrated car gear ratios and ensured vehicles wake up properly on player input - Fixed NeoForge startup crash related to tool mode registry - Corrected ragdoll pitch rotation to match camera direction - Fixed chain rendering scale to match actual physics dimensions - Aligned ragdoll spawn rotation with player view - Resolved chunk loading race condition that caused missing physics bodies - Fixed initial velocity application for soft bodies - Corrected entity interpolation timing in render loop - Fixed entity mounting persistence when physics body is missing ## Performance - Optimized physics sync bandwidth using relative positioning and batched timestamps - Migrated to Jolt double precision for proper large world coordinate support - Implemented non-blocking triple-buffering for thread-safe buoyancy management ## Refactors - Renamed sync mode enums to better clarify authority roles - Unified body data access through combined DataStore binding - Modernized physics renderer pipeline with crash report integration - Centralized shared physics state in abstract VxBodyDataStore - Migrated client physics subsystems away from Singletons to VxClientPhysicsWorld - Simplified physics layers to moving/non-moving with dedicated terrain layer - Reorganized network package structure for better clarity - Removed unused datafixer code - Converted vehicle system from config-based to data-based architecture - Modularized vehicle system using parts-based approach - Implemented event-driven architecture for vehicle HUD rendering - Overhauled synchronized data system with batching, compression, and bidirectional support - Complete modular rewrite of vehicle system - Moved event mixins to separate vx-events module - Converted Chain Creator to unified VxToolMode system - Overhauled tool system with modular API and config UI - Abstracted platform-specific logic for better cross-platform compatibility - Delegated persistence handling to physics bodies directly ## Build & Dependencies - Updated Architectury Loom to 1.13-SNAPSHOT - Migrated to mod-publish-plugin for publishing - Updated jolt-jni dependency to version 3.5.1 - Moved release pipeline configuration to buildSrc - Prepared project for Cloudsmith repository uploads - Strictly excluded unconfigured modules from release builds - Added forced dry run when platform tokens are missing ## Documentation - Added comprehensive Javadoc and English comments to VxBodyManager - Improved Javadoc formatting and consistency throughout codebase - Updated README with new tools and configuration details
beta

Velthoric 0.4.0 for Fabric 1.20.1

0.4.0
2 янв. 2026 г.134Minecraft: 1.20.1fabric, quilt
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# Changelog – Version 0.4.0 ## Features - Added client configuration options for interpolation delay and creative tab visibility - Implemented automatic config migration system that preserves your settings across updates - Added GitHub Release support for streamlined version publishing - Ragdolls now render with skin layers and support slim player models - Removed upper size limit for SpawnBoxNet command parameters - Added support for both automatic and manual transmission modes in vehicles - Implemented client-side callbacks for body add/remove events - New tool config GUI with support for numeric validation and all primitive types - Added configurable keybinding for tool configuration - Introduced Ragdoll Launcher tool (now available in creative inventory) ## Fixes - Stabilized buoyancy drag and improved physics for offset shapes - Fixed vehicle part debug rendering to use proper camera-relative coordinates - Switched to double precision for Jolt native runtime - Added safety brake and height limits to terrain tracker - Enforced double precision in physics state synchronization across the board - Centralized camera-relative rendering to eliminate jitter at large coordinates - Fixed compound shape scaling and prevented buoyancy loss at depth - Stabilized chain physics using SwingTwist constraints with corrected geometry - Fixed buoyancy calculation desync by replacing problematic multi-write locks - Resolved packet ID conflicts between client and server on NeoForge - Calibrated car gear ratios and ensured vehicles wake up properly on player input - Fixed NeoForge startup crash related to tool mode registry - Corrected ragdoll pitch rotation to match camera direction - Fixed chain rendering scale to match actual physics dimensions - Aligned ragdoll spawn rotation with player view - Resolved chunk loading race condition that caused missing physics bodies - Fixed initial velocity application for soft bodies - Corrected entity interpolation timing in render loop - Fixed entity mounting persistence when physics body is missing ## Performance - Optimized physics sync bandwidth using relative positioning and batched timestamps - Migrated to Jolt double precision for proper large world coordinate support - Implemented non-blocking triple-buffering for thread-safe buoyancy management ## Refactors - Renamed sync mode enums to better clarify authority roles - Unified body data access through combined DataStore binding - Modernized physics renderer pipeline with crash report integration - Centralized shared physics state in abstract VxBodyDataStore - Migrated client physics subsystems away from Singletons to VxClientPhysicsWorld - Simplified physics layers to moving/non-moving with dedicated terrain layer - Reorganized network package structure for better clarity - Removed unused datafixer code - Converted vehicle system from config-based to data-based architecture - Modularized vehicle system using parts-based approach - Implemented event-driven architecture for vehicle HUD rendering - Overhauled synchronized data system with batching, compression, and bidirectional support - Complete modular rewrite of vehicle system - Moved event mixins to separate vx-events module - Converted Chain Creator to unified VxToolMode system - Overhauled tool system with modular API and config UI - Abstracted platform-specific logic for better cross-platform compatibility - Delegated persistence handling to physics bodies directly ## Build & Dependencies - Updated Architectury Loom to 1.13-SNAPSHOT - Migrated to mod-publish-plugin for publishing - Updated jolt-jni dependency to version 3.5.1 - Moved release pipeline configuration to buildSrc - Prepared project for Cloudsmith repository uploads - Strictly excluded unconfigured modules from release builds - Added forced dry run when platform tokens are missing ## Documentation - Added comprehensive Javadoc and English comments to VxBodyManager - Improved Javadoc formatting and consistency throughout codebase - Updated README with new tools and configuration details
beta

Velthoric 0.4.0 for NeoForge 1.21.1

0.4.0
2 янв. 2026 г.77Minecraft: 1.21.1neoforge
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# Changelog – Version 0.4.0 ## Features - Added client configuration options for interpolation delay and creative tab visibility - Implemented automatic config migration system that preserves your settings across updates - Added GitHub Release support for streamlined version publishing - Ragdolls now render with skin layers and support slim player models - Removed upper size limit for SpawnBoxNet command parameters - Added support for both automatic and manual transmission modes in vehicles - Implemented client-side callbacks for body add/remove events - New tool config GUI with support for numeric validation and all primitive types - Added configurable keybinding for tool configuration - Introduced Ragdoll Launcher tool (now available in creative inventory) ## Fixes - Stabilized buoyancy drag and improved physics for offset shapes - Fixed vehicle part debug rendering to use proper camera-relative coordinates - Switched to double precision for Jolt native runtime - Added safety brake and height limits to terrain tracker - Enforced double precision in physics state synchronization across the board - Centralized camera-relative rendering to eliminate jitter at large coordinates - Fixed compound shape scaling and prevented buoyancy loss at depth - Stabilized chain physics using SwingTwist constraints with corrected geometry - Fixed buoyancy calculation desync by replacing problematic multi-write locks - Resolved packet ID conflicts between client and server on NeoForge - Calibrated car gear ratios and ensured vehicles wake up properly on player input - Fixed NeoForge startup crash related to tool mode registry - Corrected ragdoll pitch rotation to match camera direction - Fixed chain rendering scale to match actual physics dimensions - Aligned ragdoll spawn rotation with player view - Resolved chunk loading race condition that caused missing physics bodies - Fixed initial velocity application for soft bodies - Corrected entity interpolation timing in render loop - Fixed entity mounting persistence when physics body is missing ## Performance - Optimized physics sync bandwidth using relative positioning and batched timestamps - Migrated to Jolt double precision for proper large world coordinate support - Implemented non-blocking triple-buffering for thread-safe buoyancy management ## Refactors - Renamed sync mode enums to better clarify authority roles - Unified body data access through combined DataStore binding - Modernized physics renderer pipeline with crash report integration - Centralized shared physics state in abstract VxBodyDataStore - Migrated client physics subsystems away from Singletons to VxClientPhysicsWorld - Simplified physics layers to moving/non-moving with dedicated terrain layer - Reorganized network package structure for better clarity - Removed unused datafixer code - Converted vehicle system from config-based to data-based architecture - Modularized vehicle system using parts-based approach - Implemented event-driven architecture for vehicle HUD rendering - Overhauled synchronized data system with batching, compression, and bidirectional support - Complete modular rewrite of vehicle system - Moved event mixins to separate vx-events module - Converted Chain Creator to unified VxToolMode system - Overhauled tool system with modular API and config UI - Abstracted platform-specific logic for better cross-platform compatibility - Delegated persistence handling to physics bodies directly ## Build & Dependencies - Updated Architectury Loom to 1.13-SNAPSHOT - Migrated to mod-publish-plugin for publishing - Updated jolt-jni dependency to version 3.5.1 - Moved release pipeline configuration to buildSrc - Prepared project for Cloudsmith repository uploads - Strictly excluded unconfigured modules from release builds - Added forced dry run when platform tokens are missing ## Documentation - Added comprehensive Javadoc and English comments to VxBodyManager - Improved Javadoc formatting and consistency throughout codebase - Updated README with new tools and configuration details
beta

Velthoric 0.4.0 for Fabric 1.21.1

0.4.0
2 янв. 2026 г.359Minecraft: 1.21.1fabric, quilt
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# Changelog – Version 0.4.0 ## Features - Added client configuration options for interpolation delay and creative tab visibility - Implemented automatic config migration system that preserves your settings across updates - Added GitHub Release support for streamlined version publishing - Ragdolls now render with skin layers and support slim player models - Removed upper size limit for SpawnBoxNet command parameters - Added support for both automatic and manual transmission modes in vehicles - Implemented client-side callbacks for body add/remove events - New tool config GUI with support for numeric validation and all primitive types - Added configurable keybinding for tool configuration - Introduced Ragdoll Launcher tool (now available in creative inventory) ## Fixes - Stabilized buoyancy drag and improved physics for offset shapes - Fixed vehicle part debug rendering to use proper camera-relative coordinates - Switched to double precision for Jolt native runtime - Added safety brake and height limits to terrain tracker - Enforced double precision in physics state synchronization across the board - Centralized camera-relative rendering to eliminate jitter at large coordinates - Fixed compound shape scaling and prevented buoyancy loss at depth - Stabilized chain physics using SwingTwist constraints with corrected geometry - Fixed buoyancy calculation desync by replacing problematic multi-write locks - Resolved packet ID conflicts between client and server on NeoForge - Calibrated car gear ratios and ensured vehicles wake up properly on player input - Fixed NeoForge startup crash related to tool mode registry - Corrected ragdoll pitch rotation to match camera direction - Fixed chain rendering scale to match actual physics dimensions - Aligned ragdoll spawn rotation with player view - Resolved chunk loading race condition that caused missing physics bodies - Fixed initial velocity application for soft bodies - Corrected entity interpolation timing in render loop - Fixed entity mounting persistence when physics body is missing ## Performance - Optimized physics sync bandwidth using relative positioning and batched timestamps - Migrated to Jolt double precision for proper large world coordinate support - Implemented non-blocking triple-buffering for thread-safe buoyancy management ## Refactors - Renamed sync mode enums to better clarify authority roles - Unified body data access through combined DataStore binding - Modernized physics renderer pipeline with crash report integration - Centralized shared physics state in abstract VxBodyDataStore - Migrated client physics subsystems away from Singletons to VxClientPhysicsWorld - Simplified physics layers to moving/non-moving with dedicated terrain layer - Reorganized network package structure for better clarity - Removed unused datafixer code - Converted vehicle system from config-based to data-based architecture - Modularized vehicle system using parts-based approach - Implemented event-driven architecture for vehicle HUD rendering - Overhauled synchronized data system with batching, compression, and bidirectional support - Complete modular rewrite of vehicle system - Moved event mixins to separate vx-events module - Converted Chain Creator to unified VxToolMode system - Overhauled tool system with modular API and config UI - Abstracted platform-specific logic for better cross-platform compatibility - Delegated persistence handling to physics bodies directly ## Build & Dependencies - Updated Architectury Loom to 1.13-SNAPSHOT - Migrated to mod-publish-plugin for publishing - Updated jolt-jni dependency to version 3.5.1 - Moved release pipeline configuration to buildSrc - Prepared project for Cloudsmith repository uploads - Strictly excluded unconfigured modules from release builds - Added forced dry run when platform tokens are missing ## Documentation - Added comprehensive Javadoc and English comments to VxBodyManager - Improved Javadoc formatting and consistency throughout codebase - Updated README with new tools and configuration details
beta

Velthoric 0.3.3 for Forge 1.20.1

0.3.3
24 нояб. 2025 г.271Minecraft: 1.20.1forge, neoforge
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# Changelog – Version 0.3.3 ## Features - Ported mod to Minecraft 1.21.1 (NeoForge & Fabric). - Implemented unified native loader for Jolt Physics and Zstd. - Added new physics information panels to the F3 debug menu. - Implemented utility to generate Jolt convex hulls from render meshes. - Decoupled debug chart rendering for better visual integration. ## Fixes - Resolved critical NeoForge crashes related to networking, Gradle, and Mixins. - Corrected UV mapping in ClothRenderer to fix full atlas rendering. - Fixed camera orientation and perspective transformations for physics-mounted entities. - Enforced braking logic when switching between forward and reverse gears. - Ensured vehicle mounting state persists across server restarts. - Prevented race condition crashes in VxChunkDataStore during shutdown. - Resolved terrain system deadlocks during server shutdown. - Corrected physics chart scaling and alignment with vanilla FPS/TPS graphs. - Fixed logic to reset physics pause state on world disconnect. ## Performance Improvements - Overhauled network packet serialization with Zstd compression. - Replaced UUIDs with integer network IDs for body synchronization to reduce bandwidth. - Implemented asynchronous region and index saving to prevent server stalls. - Replaced standard collections with FastUtil to reduce memory overhead. - Eliminated autoboxing in network dispatcher to reduce Garbage Collection pressure. - Optimized post-update sync with lock-free passes and multi-locking. - Prevented blocking chunk loads during buoyancy broadphase calculations. - Tuned terrain tracker grid cell size for precise clustering. ## Refactors & Architecture - Reworked networking layer for direct NetworkManager use and unified packet handling. - Unified buoyancy force calculation with recursive shape processing. - Bundled all native libraries (vx-native) with consistent paths and loading methods. - Moved NeoForge entrypoints to a dedicated package structure. ## Chore & Miscellaneous - Updated Jolt Physics JNI to version 3.5.0. - Rewrote CONTRIBUTING.md for better clarity. - Standardized version numbering and build configuration properties.
beta

Velthoric 0.3.3 for Fabric 1.20.1

0.3.3
24 нояб. 2025 г.198Minecraft: 1.20.1fabric, quilt
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# Changelog – Version 0.3.3 ## Features - Ported mod to Minecraft 1.21.1 (NeoForge & Fabric). - Implemented unified native loader for Jolt Physics and Zstd. - Added new physics information panels to the F3 debug menu. - Implemented utility to generate Jolt convex hulls from render meshes. - Decoupled debug chart rendering for better visual integration. ## Fixes - Resolved critical NeoForge crashes related to networking, Gradle, and Mixins. - Corrected UV mapping in ClothRenderer to fix full atlas rendering. - Fixed camera orientation and perspective transformations for physics-mounted entities. - Enforced braking logic when switching between forward and reverse gears. - Ensured vehicle mounting state persists across server restarts. - Prevented race condition crashes in VxChunkDataStore during shutdown. - Resolved terrain system deadlocks during server shutdown. - Corrected physics chart scaling and alignment with vanilla FPS/TPS graphs. - Fixed logic to reset physics pause state on world disconnect. ## Performance Improvements - Overhauled network packet serialization with Zstd compression. - Replaced UUIDs with integer network IDs for body synchronization to reduce bandwidth. - Implemented asynchronous region and index saving to prevent server stalls. - Replaced standard collections with FastUtil to reduce memory overhead. - Eliminated autoboxing in network dispatcher to reduce Garbage Collection pressure. - Optimized post-update sync with lock-free passes and multi-locking. - Prevented blocking chunk loads during buoyancy broadphase calculations. - Tuned terrain tracker grid cell size for precise clustering. ## Refactors & Architecture - Reworked networking layer for direct NetworkManager use and unified packet handling. - Unified buoyancy force calculation with recursive shape processing. - Bundled all native libraries (vx-native) with consistent paths and loading methods. - Moved NeoForge entrypoints to a dedicated package structure. ## Chore & Miscellaneous - Updated Jolt Physics JNI to version 3.5.0. - Rewrote CONTRIBUTING.md for better clarity. - Standardized version numbering and build configuration properties.
beta

Velthoric 0.3.3 for NeoForge 1.21.1

0.3.3
24 нояб. 2025 г.123Minecraft: 1.21.1neoforge
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# Changelog – Version 0.3.3 ## Features - Ported mod to Minecraft 1.21.1 (NeoForge & Fabric). - Implemented unified native loader for Jolt Physics and Zstd. - Added new physics information panels to the F3 debug menu. - Implemented utility to generate Jolt convex hulls from render meshes. - Decoupled debug chart rendering for better visual integration. ## Fixes - Resolved critical NeoForge crashes related to networking, Gradle, and Mixins. - Corrected UV mapping in ClothRenderer to fix full atlas rendering. - Fixed camera orientation and perspective transformations for physics-mounted entities. - Enforced braking logic when switching between forward and reverse gears. - Ensured vehicle mounting state persists across server restarts. - Prevented race condition crashes in VxChunkDataStore during shutdown. - Resolved terrain system deadlocks during server shutdown. - Corrected physics chart scaling and alignment with vanilla FPS/TPS graphs. - Fixed logic to reset physics pause state on world disconnect. ## Performance Improvements - Overhauled network packet serialization with Zstd compression. - Replaced UUIDs with integer network IDs for body synchronization to reduce bandwidth. - Implemented asynchronous region and index saving to prevent server stalls. - Replaced standard collections with FastUtil to reduce memory overhead. - Eliminated autoboxing in network dispatcher to reduce Garbage Collection pressure. - Optimized post-update sync with lock-free passes and multi-locking. - Prevented blocking chunk loads during buoyancy broadphase calculations. - Tuned terrain tracker grid cell size for precise clustering. ## Refactors & Architecture - Reworked networking layer for direct NetworkManager use and unified packet handling. - Unified buoyancy force calculation with recursive shape processing. - Bundled all native libraries (vx-native) with consistent paths and loading methods. - Moved NeoForge entrypoints to a dedicated package structure. ## Chore & Miscellaneous - Updated Jolt Physics JNI to version 3.5.0. - Rewrote CONTRIBUTING.md for better clarity. - Standardized version numbering and build configuration properties.
beta

Velthoric 0.3.3 for Fabric 1.21.1

0.3.3
24 нояб. 2025 г.324Minecraft: 1.21.1fabric, quilt
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# Changelog – Version 0.3.3 ## Features - Ported mod to Minecraft 1.21.1 (NeoForge & Fabric). - Implemented unified native loader for Jolt Physics and Zstd. - Added new physics information panels to the F3 debug menu. - Implemented utility to generate Jolt convex hulls from render meshes. - Decoupled debug chart rendering for better visual integration. ## Fixes - Resolved critical NeoForge crashes related to networking, Gradle, and Mixins. - Corrected UV mapping in ClothRenderer to fix full atlas rendering. - Fixed camera orientation and perspective transformations for physics-mounted entities. - Enforced braking logic when switching between forward and reverse gears. - Ensured vehicle mounting state persists across server restarts. - Prevented race condition crashes in VxChunkDataStore during shutdown. - Resolved terrain system deadlocks during server shutdown. - Corrected physics chart scaling and alignment with vanilla FPS/TPS graphs. - Fixed logic to reset physics pause state on world disconnect. ## Performance Improvements - Overhauled network packet serialization with Zstd compression. - Replaced UUIDs with integer network IDs for body synchronization to reduce bandwidth. - Implemented asynchronous region and index saving to prevent server stalls. - Replaced standard collections with FastUtil to reduce memory overhead. - Eliminated autoboxing in network dispatcher to reduce Garbage Collection pressure. - Optimized post-update sync with lock-free passes and multi-locking. - Prevented blocking chunk loads during buoyancy broadphase calculations. - Tuned terrain tracker grid cell size for precise clustering. ## Refactors & Architecture - Reworked networking layer for direct NetworkManager use and unified packet handling. - Unified buoyancy force calculation with recursive shape processing. - Bundled all native libraries (vx-native) with consistent paths and loading methods. - Moved NeoForge entrypoints to a dedicated package structure. ## Chore & Miscellaneous - Updated Jolt Physics JNI to version 3.5.0. - Rewrote CONTRIBUTING.md for better clarity. - Standardized version numbering and build configuration properties.
beta

Velthoric 0.3.2

0.3.2
25 окт. 2025 г.529Minecraft: 1.20.1forge, neoforge
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# Changelog – Version 0.3.2 ## Features - Implemented dynamic humanoid ragdoll physics system. - Added more physically accurate motorcycles. - Implemented data fixer API for persistent data versioning. - Implemented physically accurate shape-based buoyancy. ## Fixes - Adapted camera rendering for 1.21+ API changes. - Prevented race conditions with thread-safe chunk state management. - Smoothed vehicle steering by processing input every physics tick. - Stabilized wheel interpolation for sleeping and activating vehicles. - Corrected buoyancy direction for fully submerged convex shapes. - Resolved physics gun input lock when opening UI or switching items. - Implemented client level events to reset body manager on world transitions. - Corrected icon paths and updated assets. ## Performance Improvements - Overhauled VxChunkDataStore concurrency to eliminate terrain system deadlocks. - Significantly increased vehicle stability and removed motorcycles due to poor handling. ## Refactors & Architecture - Centralized client physics access with a utility singleton. - Moved and renamed physics mixins to reflect bodies and constraints handling. - Encapsulated deterministic seat UUID generation in constructor. - Refactored seat definition to use a builder pattern. - Implemented builder pattern for synchronized data definition. - Converted VxClientClock to an enum singleton. - Extracted buoyancy calculations into dedicated floater strategies. - Standardized event API to a consistent namespace pattern. - Removed unused imports and VxChunkEvent. ## Chore & Miscellaneous - Updated README with docs link. - Replaced old mod icon with new one. - Updated mod icon to new version.
beta

Velthoric 0.3.2

0.3.2
25 окт. 2025 г.290Minecraft: 1.20.1fabric, quilt
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# Changelog – Version 0.3.2 ## Features - Implemented dynamic humanoid ragdoll physics system. - Added more physically accurate motorcycles. - Implemented data fixer API for persistent data versioning. - Implemented physically accurate shape-based buoyancy. ## Fixes - Adapted camera rendering for 1.21+ API changes. - Prevented race conditions with thread-safe chunk state management. - Smoothed vehicle steering by processing input every physics tick. - Stabilized wheel interpolation for sleeping and activating vehicles. - Corrected buoyancy direction for fully submerged convex shapes. - Resolved physics gun input lock when opening UI or switching items. - Implemented client level events to reset body manager on world transitions. - Corrected icon paths and updated assets. ## Performance Improvements - Overhauled VxChunkDataStore concurrency to eliminate terrain system deadlocks. - Significantly increased vehicle stability and removed motorcycles due to poor handling. ## Refactors & Architecture - Centralized client physics access with a utility singleton. - Moved and renamed physics mixins to reflect bodies and constraints handling. - Encapsulated deterministic seat UUID generation in constructor. - Refactored seat definition to use a builder pattern. - Implemented builder pattern for synchronized data definition. - Converted VxClientClock to an enum singleton. - Extracted buoyancy calculations into dedicated floater strategies. - Standardized event API to a consistent namespace pattern. - Removed unused imports and VxChunkEvent. ## Chore & Miscellaneous - Updated README with docs link. - Replaced old mod icon with new one. - Updated mod icon to new version.
beta

Velthoric 0.3.1

0.3.1
16 окт. 2025 г.91Minecraft: 1.20.1forge, neoforge
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# Changelog – Version 0.3.1 ## Features - Added a new mod icon. - Generalized wheel sync to vehicle state with speed. - Added sound effects and allowed terrain-to-terrain chain connections. - Used LinearCast for chain parts. - Activated chain bodies upon creation. - Added client input events for mouse and keyboard. - Implemented single-body world-anchored constraints. - Added Chain Creator. ## Fixes - Unified vehicle speed field to resolve NoSuchFieldError. - Prevented native crash when activating deserialized static bodies. - Mixin crash on Forge dedicated server fixed. ## Refactors & Architecture - Restructured debug classes and renamed events. - Simplified and renamed event mixins, fixing minor typos. - Migrated tool input handlers from mixins to the event API. - Renamed item-related classes to use Vx prefix. - Adapted Chain Creator to use world-anchored constraints. - Overhauled raycasting system to decouple physics logic and add flexible filtering. ## Style & Miscellaneous - Fine-tuned chain link dimensions. - Removed redundant null checks in VxChainCreatorManager. - Added ChainCreator entry to README tool list. - Added supported platforms section to README.
beta

Velthoric 0.3.1

0.3.1
16 окт. 2025 г.86Minecraft: 1.20.1fabric, quilt
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# Changelog – Version 0.3.0 ## Features - Implemented a precise, VoxelShape-based greedy meshing system for terrain. - Added a performant two-phase buoyancy system for objects in water. - Implemented a dedicated renderer system for physics bodies. - Enabled Continuous Collision Detection (CCD) for cars and bikes to improve high-speed collision accuracy. - Implemented robust data corruption resistance for saving and loading. - Improved physics body synchronization through a revamped chunk tracking system. - Differentiated driver and passenger seat debug hitboxes by color for better visibility. - Added the ability for the `PhysicsCreatorItem` to spawn bodies in an active state directly. - Added explicit player tracking to better manage interactions. - Added overloads for creating bodies with a definable initial activation state. - Added a hook that is triggered on sync data updates. - Added `getJoltBody` overloads to support direct access via `bodyId`. ## Fixes - Separated client-only code to prevent `ClassNotFoundException` on dedicated servers. - Refined buoyancy calculation by averaging fluid surface height for smoother object movement. - Improved buoyancy broadphase accuracy by iterating over all AABB blocks instead of sampling. - Fixed a rare `ClassCastException` when growing EMotionType arrays in JNI-bound code. - Corrected force application to ensure buoyancy acts relative to the center of mass. - Applied linear drag at the center of buoyancy, improving torque behavior and rotation stability. - Corrected the view vector calculation while riding physics vehicles. - Resolved clipping issues by ensuring atomic body updates. - Fixed various deadlocks related to persistence, terrain interactions, and body activation. - Resolved race conditions and large coordinate packing errors. - Prevented a server crash caused by mishandling client-only fields. - Ensured that inactive bodies correctly synchronize their initial state. - Bodies and constraints are now correctly persisted during a world save. - Sleeping bodies are now correctly activated for buoyancy forces. - Prevented the immediate activation of newly created bodies for more consistent behavior. - Fixed an issue that caused arm swinging when using the `PhysicsCreatorItem`. - Removed the malfunctioning `PhysicsRemover`. - Downgraded verbose info logs to the debug level to reduce console clutter. - Prevented a crash on body removal by safely calculating cluster bounds. - Made minor corrections to field names, encoding issues, and JavaDoc formatting. - Updated acknowledgments with the correct JoltJNI link and naming conventions. ## Refactors & Architecture - Overhauled the mounting system, consolidated Mixins, and improved the overall code structure. - Unified client and server physics bodies into a single `VxBody` hierarchy. - Centralized physics pause logic into a global utility. - Simplified object management by removing the `VxUpdateContext`. - Centralized seat registration via the `VxMountable` interface. - Switched the persistence logic from an event-based system to Minecraft hooks for improved reliability. - Converted `VxClientMountingManager` to an enum singleton to improve code structure. - Overhauled the buoyancy pipeline for more stable and realistic flotation behavior. - Ensured clean separation between client and server logic to maintain compatibility and prevent runtime issues. ## Performance - Refactored to a data-oriented design for improved performance and lower garbage collector load. - Implemented a grid-based clustering system for massively scalable large-scale terrain tracking. - I/O tasks for bodies and constraints are now bundled to reduce disk activity. - Implemented caching for `BoxShapeSettings`, terrain shapes, and AABBs in the data store to accelerate terrain tracking. - Refactored the buoyancy system using Structure of Arrays (SoA) and double buffering for better data locality and parallelism. - Cached body motion types in the data store to eliminate redundant JNI calls per tick. ## Tuning - Increased position and velocity iteration counts for a more stable physics simulation. - Increased `OBJECTS_PER_TICK` in the `VxTerrainTracker` to 512 for higher throughput. ## Miscellaneous - Polished internal naming and consistency across buoyancy and physics systems. - Updated documentation and numerous JavaDocs for clarity and completeness. - Added English names for the "Box Thrower" and "Magnetizer." - Cleaned up unnecessary code and renamed mixins to match the new project structure. - Added author and license headers to relevant files.
beta

Velthoric 0.3.0

0.3.0
14 окт. 2025 г.68Minecraft: 1.20.1forge, neoforge
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# Changelog – Version 0.3.0 ## Features - Implemented a precise, VoxelShape-based greedy meshing system for terrain. - Added a performant two-phase buoyancy system for objects in water. - Implemented a dedicated renderer system for physics bodies. - Enabled Continuous Collision Detection (CCD) for cars and bikes to improve high-speed collision accuracy. - Implemented robust data corruption resistance for saving and loading. - Improved physics body synchronization through a revamped chunk tracking system. - Differentiated driver and passenger seat debug hitboxes by color for better visibility. - Added the ability for the `PhysicsCreatorItem` to spawn bodies in an active state directly. - Added explicit player tracking to better manage interactions. - Added overloads for creating bodies with a definable initial activation state. - Added a hook that is triggered on sync data updates. - Added `getJoltBody` overloads to support direct access via `bodyId`. ## Fixes - Separated client-only code to prevent `ClassNotFoundException` on dedicated servers. - Refined buoyancy calculation by averaging fluid surface height for smoother object movement. - Improved buoyancy broadphase accuracy by iterating over all AABB blocks instead of sampling. - Fixed a rare `ClassCastException` when growing EMotionType arrays in JNI-bound code. - Corrected force application to ensure buoyancy acts relative to the center of mass. - Applied linear drag at the center of buoyancy, improving torque behavior and rotation stability. - Corrected the view vector calculation while riding physics vehicles. - Resolved clipping issues by ensuring atomic body updates. - Fixed various deadlocks related to persistence, terrain interactions, and body activation. - Resolved race conditions and large coordinate packing errors. - Prevented a server crash caused by mishandling client-only fields. - Ensured that inactive bodies correctly synchronize their initial state. - Bodies and constraints are now correctly persisted during a world save. - Sleeping bodies are now correctly activated for buoyancy forces. - Prevented the immediate activation of newly created bodies for more consistent behavior. - Fixed an issue that caused arm swinging when using the `PhysicsCreatorItem`. - Removed the malfunctioning `PhysicsRemover`. - Downgraded verbose info logs to the debug level to reduce console clutter. - Prevented a crash on body removal by safely calculating cluster bounds. - Made minor corrections to field names, encoding issues, and JavaDoc formatting. - Updated acknowledgments with the correct JoltJNI link and naming conventions. ## Refactors & Architecture - Overhauled the mounting system, consolidated Mixins, and improved the overall code structure. - Unified client and server physics bodies into a single `VxBody` hierarchy. - Centralized physics pause logic into a global utility. - Simplified object management by removing the `VxUpdateContext`. - Centralized seat registration via the `VxMountable` interface. - Switched the persistence logic from an event-based system to Minecraft hooks for improved reliability. - Converted `VxClientMountingManager` to an enum singleton to improve code structure. - Overhauled the buoyancy pipeline for more stable and realistic flotation behavior. - Ensured clean separation between client and server logic to maintain compatibility and prevent runtime issues. ## Performance - Refactored to a data-oriented design for improved performance and lower garbage collector load. - Implemented a grid-based clustering system for massively scalable large-scale terrain tracking. - I/O tasks for bodies and constraints are now bundled to reduce disk activity. - Implemented caching for `BoxShapeSettings`, terrain shapes, and AABBs in the data store to accelerate terrain tracking. - Refactored the buoyancy system using Structure of Arrays (SoA) and double buffering for better data locality and parallelism. - Cached body motion types in the data store to eliminate redundant JNI calls per tick. ## Tuning - Increased position and velocity iteration counts for a more stable physics simulation. - Increased `OBJECTS_PER_TICK` in the `VxTerrainTracker` to 512 for higher throughput. ## Miscellaneous - Polished internal naming and consistency across buoyancy and physics systems. - Updated documentation and numerous JavaDocs for clarity and completeness. - Added English names for the "Box Thrower" and "Magnetizer." - Cleaned up unnecessary code and renamed mixins to match the new project structure. - Added author and license headers to relevant files.
beta

Velthoric 0.3.0

0.3.0
14 окт. 2025 г.50Minecraft: 1.20.1fabric, quilt
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# Changelog – Version 0.3.0 ## Fixes - Separated client-only code to prevent `ClassNotFoundException` on dedicated servers. - Refined buoyancy calculation by averaging fluid surface height for smoother object movement. - Improved buoyancy broadphase accuracy by iterating over all AABB blocks instead of sampling. - Fixed a rare `ClassCastException` when growing EMotionType arrays in JNI-bound code. - Corrected force application to ensure buoyancy acts relative to the center of mass. - Applied linear drag at the center of buoyancy, improving torque behavior and rotation stability. - Updated acknowledgments with the correct JoltJNI link and naming conventions. ## Performance - Refactored the buoyancy system using Structure of Arrays (SoA) and double buffering for better data locality and parallelism. - Cached body motion types in the data store to eliminate redundant JNI calls per tick. ## Refactors & Architecture - Overhauled the buoyancy pipeline for more stable and realistic flotation behavior. - Ensured clean separation between client and server logic to maintain compatibility and prevent runtime issues. ## Miscellaneous - Polished internal naming and consistency across buoyancy and physics systems.
beta

Velthoric 0.2.0

0.2.0
3 окт. 2025 г.164Minecraft: 1.20.1forge, neoforge
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# Changelog – Release 0.2.0 ## Features - Implemented 3D Greedy Meshing and removed MeshShape usage - Added motorcycles and refactored vehicle system - Added client-side raycasting and seat synchronization - Implemented allocation-free ZLIB compression for batch packets - Added data-driven synchronization system with adapters for vanilla and Jolt types - Precise OBB-based seat selection and seat OBB rendering - Smooth entity position while riding ## Fixes - Stop automatic braking when reversing - Smooth physics body stopping and perpetual visibility - Add `isClientSide` check to entity rendering mixin - Resolve dual hitbox issue for mounted entities - Prevent duplicate object spawn requests - Prevent physics pause on integrated LAN servers - Correct various typos in package and class names - Render BlockEntities correctly and cache them to prevent render-loop allocations ## Refactors & Architecture - Decouple serialization logic into Codecs - Overhaul vehicle network synchronization (`VxWheelNetworkDispatcher`, `VxPacketHandler`) - Modularized rendering pipeline for mounted entities - Separate debug rendering into `VxDebugRenderer` - Centralize physics layer logic in `VxLayers` - Restructure terrain system: switch from meshes to actual block shapes and boxes, improve performance and stability - Migrate seat identification from names to UUIDs - Migrate all standard types to data-driven synchronization system - Add `Vx` prefix to relevant classes ## Performance - Unified body queries into a single batch - Optimized dispatcher and fixed update packet race conditions - Cache BlockEntities to reduce render-loop allocations - Improved method organization in body classes ## Tuning - Lower restitution and friction in MarbleRigidBody - Increase size argument limits from 20 to 200 ## Miscellaneous - Removed unnecessary logs and imports - Removed test commands and unused classes - Restructured CONTRIBUTING.md
beta

Velthoric 0.2.0

0.2.0
3 окт. 2025 г.124Minecraft: 1.20.1fabric, quilt
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# Changelog – Release 0.2.0 ## Features - Implemented 3D Greedy Meshing and removed MeshShape usage - Added motorcycles and refactored vehicle system - Added client-side raycasting and seat synchronization - Implemented allocation-free ZLIB compression for batch packets - Added data-driven synchronization system with adapters for vanilla and Jolt types - Precise OBB-based seat selection and seat OBB rendering - Smooth entity position while riding ## Fixes - Stop automatic braking when reversing - Smooth physics body stopping and perpetual visibility - Add `isClientSide` check to entity rendering mixin - Resolve dual hitbox issue for mounted entities - Prevent duplicate object spawn requests - Prevent physics pause on integrated LAN servers - Correct various typos in package and class names - Render BlockEntities correctly and cache them to prevent render-loop allocations ## Refactors & Architecture - Decouple serialization logic into Codecs - Overhaul vehicle network synchronization (`VxWheelNetworkDispatcher`, `VxPacketHandler`) - Modularized rendering pipeline for mounted entities - Separate debug rendering into `VxDebugRenderer` - Centralize physics layer logic in `VxLayers` - Restructure terrain system: switch from meshes to actual block shapes and boxes, improve performance and stability - Migrate seat identification from names to UUIDs - Migrate all standard types to data-driven synchronization system - Add `Vx` prefix to relevant classes ## Performance - Unified body queries into a single batch - Optimized dispatcher and fixed update packet race conditions - Cache BlockEntities to reduce render-loop allocations - Improved method organization in body classes ## Tuning - Lower restitution and friction in MarbleRigidBody - Increase size argument limits from 20 to 200 ## Miscellaneous - Removed unnecessary logs and imports - Removed test commands and unused classes - Restructured CONTRIBUTING.md
beta

Velthoric 0.1.2

0.1.2
24 сент. 2025 г.338Minecraft: 1.20.1forge, neoforge
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# Changelog – Release ## Features - New `/vxkill` command with support for custom selectors - Unified `/vxtest` command for physics tests - Physics performance graph for monitoring system efficiency - Unified client and server registry ## Refactors & Architecture - Centralized I/O and improved terrain generation - Refactored physics updater for more efficient state synchronization - Aligned client object management with server architecture - Consistent ticking system implementation - Introduced factory pattern for body creation - Restructured system architecture and cleaned up API ## Performance - Optimized object tracking in the terrain system - Removed unnecessary contact listener logic for better performance - Implemented lock-free, zero-allocation state synchronization ## Tuning - Adjusted physics system limits and iteration settings for more stable simulation ## Miscellaneous - Improved controlled shutdown with NaN checks
beta

Velthoric 0.1.2

0.1.2
24 сент. 2025 г.194Minecraft: 1.20.1fabric, quilt
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# Changelog – Release ## Features - New `/vxkill` command with support for custom selectors - Unified `/vxtest` command for physics tests - Physics performance graph for monitoring system efficiency - Unified client and server registry ## Refactors & Architecture - Centralized I/O and improved terrain generation - Refactored physics updater for more efficient state synchronization - Aligned client object management with server architecture - Consistent ticking system implementation - Introduced factory pattern for body creation - Restructured system architecture and cleaned up API ## Performance - Optimized object tracking in the terrain system - Removed unnecessary contact listener logic for better performance - Implemented lock-free, zero-allocation state synchronization ## Tuning - Adjusted physics system limits and iteration settings for more stable simulation ## Miscellaneous - Improved controlled shutdown with NaN checks
alpha

Velthoric 0.1.1

0.1.1
13 сент. 2025 г.69Minecraft: 1.20.1forge, neoforge
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alpha

Velthoric 0.1.1

0.1.1
13 сент. 2025 г.62Minecraft: 1.20.1fabric, quilt
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