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VO: Camera Culling

ВЕРСИИ (13)

release

VO: Camera Culling 1.0.1+1.21.1

1.0.1+1.21.1
16 окт. 2026 г.62Minecraft: 1.21.1fabric
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Что нового
## [1.0.1+1.21.1] ### Fixed - **Production Knot ClassLoader Compatibility**: - Purged unremapped reflection guard (`ModVersionGuard`), resolving fatal `ClassNotFoundException` during client initialization in production launchers. --- --- **Links & Resources**: - [Issue Tracker](https://github.com/Rifaditya/Vanilla-Outsider-Camera-Culling/issues) - [Source Code](https://github.com/Rifaditya/Vanilla-Outsider-Camera-Culling) - [Wiki & Documentation](https://dasik-mc-studio.pages.dev/vo-camera-culling/) - [Support on Ko-fi](https://ko-fi.com/dasikigaijin) - [Discord Community](https://discord.gg/VSHP6mw4qY)
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VO: Camera Culling 1.0.1+1.20.1

1.0.1+1.20.1
16 окт. 2026 г.22Minecraft: 1.20.1fabric
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Что нового
## [1.0.1+1.20.1] ### Fixed - **Production Knot ClassLoader Compatibility**: - Purged unremapped reflection guard (`ModVersionGuard`), resolving fatal `ClassNotFoundException` during client initialization in production launchers. --- --- **Links & Resources**: - [Issue Tracker](https://github.com/Rifaditya/Vanilla-Outsider-Camera-Culling/issues) - [Source Code](https://github.com/Rifaditya/Vanilla-Outsider-Camera-Culling) - [Wiki & Documentation](https://dasik-mc-studio.pages.dev/vo-camera-culling/) - [Support on Ko-fi](https://ko-fi.com/dasikigaijin) - [Discord Community](https://discord.gg/VSHP6mw4qY)
release

VO: Camera Culling 1.0.1+1.21.11

1.0.1+1.21.11
16 окт. 2026 г.44Minecraft: 1.21.11fabric
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Что нового
## [1.0.1+1.21.11] ### Fixed - **Production Knot ClassLoader Compatibility**: - Purged unremapped reflection guard (`ModVersionGuard`), resolving fatal `ClassNotFoundException` during client initialization in production launchers. --- --- **Links & Resources**: - [Issue Tracker](https://github.com/Rifaditya/Vanilla-Outsider-Camera-Culling/issues) - [Source Code](https://github.com/Rifaditya/Vanilla-Outsider-Camera-Culling) - [Wiki & Documentation](https://dasik-mc-studio.pages.dev/vo-camera-culling/) - [Support on Ko-fi](https://ko-fi.com/dasikigaijin) - [Discord Community](https://discord.gg/VSHP6mw4qY)
release

VO: Camera Culling 1.1.0+26.3

1.1.0+26.3
16 окт. 2026 г.207Minecraft: 26.3fabric
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Что нового
## [1.1.0+26.3] ### Added - **4-Tier Culling Intensity Profiles**: Added `LOW`, `MEDIUM`, `HIGH`, and `SUPER` culling presets. - **Persistent JSON Configuration**: Saved directly to `config/camera-culling.json`. - **In-Game Command Suite**: Registered `/cameraculling` (`status`, `toggle`, `set <low|medium|high|super>`, `reload`). --- --- **Links & Resources**: - [Issue Tracker](https://github.com/Rifaditya/Vanilla-Outsider-Camera-Culling/issues) - [Source Code](https://github.com/Rifaditya/Vanilla-Outsider-Camera-Culling) - [Wiki & Documentation](https://dasik-mc-studio.pages.dev/vo-camera-culling/) - [Support on Ko-fi](https://ko-fi.com/dasikigaijin) - [Discord Community](https://discord.gg/VSHP6mw4qY)
release

VO: Camera Culling 1.0.0+1.21.1

1.0.0+1.21.1
6 окт. 2026 г.47Minecraft: 1.21.1fabric
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Что нового
## [1.0.0+1.21.1] ### Added - **Initial Minecraft 1.21.1 Ground-Zero Port**: - Full client-side occlusion culling architecture adapted for Minecraft 1.21.1. - Multi-vector sightline raycasting against block collision geometry with zero-allocation fast paths. - Enclosed block entity culling via `BlockEntityRenderDispatcher` head injection. - Particle occlusion culling with 4m proximity safety bubble and fast solid enclosure checks. - Texture atlas animation throttling when paused or in menus. - Entity detail LOD gating and linear distance-scaled shadow fading. - Boss and mini-boss immunity heuristics with configurable health thresholds. - Client personal and server-enforced entity immunity blacklists. - In-game Brigadier client command suite (`/cameraculling`) registered via Fabric API client command registration. - Optional graphical configuration GUI integrated via YetAnotherConfigLib (YACL v3) and ModMenu. - Seamless interoperability and runtime integration with `dasik-library` 1.1.0+1.21.1. --- **Links & Resources**: - [Issue Tracker](https://github.com/Rifaditya/Vanilla-Outsider-Camera-Culling/issues) - [Source Code](https://github.com/Rifaditya/Vanilla-Outsider-Camera-Culling) - [Wiki & Documentation](https://dasik-mc-studio.pages.dev/vo-camera-culling/) - [Support on Ko-fi](https://ko-fi.com/dasikigaijin) - [Discord Community](https://discord.gg/VSHP6mw4qY)
release

VO: Camera Culling 1.0.0+1.20.1

1.0.0+1.20.1
6 окт. 2026 г.31Minecraft: 1.20.1fabric
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Что нового
## [1.0.0+1.20.1] ### Added - **Initial Minecraft 1.20.1 Ground-Zero Port (Java 17)**: - Full client-side occlusion culling architecture adapted for Minecraft 1.20.1 and Java 17 toolchain. - Multi-vector sightline raycasting against block collision geometry with zero-allocation fast paths. - Enclosed block entity culling via `BlockEntityRenderDispatcher` head injection. - Particle occlusion culling with 4m proximity safety bubble and fast solid enclosure checks. - Texture atlas animation throttling when paused or in menus. - Entity detail LOD gating and linear distance-scaled shadow fading. - Boss and mini-boss immunity heuristics with configurable health thresholds. - Client personal and server-enforced entity immunity blacklists. - In-game Brigadier client command suite (`/cameraculling`) registered via Fabric API client command registration. - Optional graphical configuration GUI integrated via YetAnotherConfigLib (YACL v3) and ModMenu. - Seamless interoperability and runtime integration with `dasik-library` 1.1.0+1.20.1. --- **Links & Resources**: - [Issue Tracker](https://github.com/Rifaditya/Vanilla-Outsider-Camera-Culling/issues) - [Source Code](https://github.com/Rifaditya/Vanilla-Outsider-Camera-Culling) - [Wiki & Documentation](https://dasik-mc-studio.pages.dev/vo-camera-culling/) - [Support on Ko-fi](https://ko-fi.com/dasikigaijin) - [Discord Community](https://discord.gg/VSHP6mw4qY)
release

VO: Camera Culling 1.0.0+1.21.11

1.0.0+1.21.11
6 окт. 2026 г.34Minecraft: 1.21.11fabric
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Что нового
## [1.0.0+1.21.11] ### Added - **Initial Minecraft 1.21.11 Ground-Zero Port**: - Full client-side occlusion culling architecture adapted for Minecraft 1.21.11. - Multi-vector sightline raycasting against block collision geometry with zero-allocation fast paths. - Enclosed block entity culling and 2-sided sign back-face text culling via `tryExtractRenderState`. - Particle occlusion culling with 4m proximity safety bubble and fast solid enclosure checks. - Texture atlas animation throttling when paused or in menus. - Entity detail LOD gating and linear distance-scaled shadow fading. - Boss and mini-boss immunity heuristics with configurable health thresholds. - Client personal and server-enforced entity immunity blacklists. - In-game Brigadier client command suite (`/cameraculling`) registered via Fabric API client command registration. - Optional graphical configuration GUI integrated via YetAnotherConfigLib (YACL v3) and ModMenu. - Seamless interoperability and runtime integration with `dasik-library` 1.1.0+1.21.11. --- **Links & Resources**: - [Issue Tracker](https://github.com/Rifaditya/Vanilla-Outsider-Camera-Culling/issues) - [Source Code](https://github.com/Rifaditya/Vanilla-Outsider-Camera-Culling) - [Wiki & Documentation](https://dasik-mc-studio.pages.dev/vo-camera-culling/) - [Support on Ko-fi](https://ko-fi.com/dasikigaijin) - [Discord Community](https://discord.gg/VSHP6mw4qY)
release

VO: Camera Culling 1.0.0+26.3

1.0.0+26.3
6 окт. 2026 г.164Minecraft: 26.3fabric
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Что нового
## [1.0.0+26.3] ### Added - **Client-Side Entity Occlusion Culling**: Fast multi-point raytracing against block collision shapes unrenders mobs and entities hidden behind solid walls. - **Block Entity Culling**: Skips render extraction for chests, signs, banners, skulls, and decorated pots that are enclosed in opaque blocks or blocked from line-of-sight. - **Edge-Case Protections**: Glowing entities, player characters, and riding vehicles remain visible. - **ModVersionGuard**: Standalone Knot ClassLoader compatibility verification. --- **Links & Resources**: - [Issue Tracker](https://github.com/Rifaditya/Vanilla-Outsider-Camera-Culling/issues) - [Source Code](https://github.com/Rifaditya/Vanilla-Outsider-Camera-Culling) - [Wiki & Documentation](https://dasik-mc-studio.pages.dev/vo-camera-culling/) - [Support on Ko-fi](https://ko-fi.com/dasikigaijin) - [Discord Community](https://discord.gg/VSHP6mw4qY)
release

VO: Camera Culling 1.5.0+26.2

1.5.0+26.2
25 сент. 2026 г.177Minecraft: 26.2fabric
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Что нового
## [1.5.0+26.2] ### Added - **Two-Tier Entity Immunity Blacklist (Client & Server Admin Enforcement)**: - **Client Personal Blacklist**: Saved locally in `config/camera-culling.json` (`clientBlacklist: []`). Players can add specific entity types (e.g. `minecraft:wolf`, `minecraft:allay`) they never want to be culled. - **Server Admin Blacklist**: Configured in `config/camera-culling-server.json` (`serverBlacklist: []`). Server administrators / OPs can enforce server-wide immunity for specific mobs across all connected clients. - **Strict Server Authority**: Server-blacklisted entities are mandatory immune on all clients; players can add additional personal entities on top. - **Full Immunity Scope**: Blacklisted entities are completely exempt from block occlusion culling, crowd overdraw culling, and distance texture LOD downscaling. - **In-Game Commands (Strict ResourceLocations)**: - `/cameraculling blacklist add <entity_id>` — Add entity to personal immunity blacklist (e.g. `minecraft:wolf`). - `/cameraculling blacklist remove <entity_id>` — Remove entity from personal immunity blacklist. - `/cameraculling blacklist list` — List all personal blacklisted entity types. - `/cameraculling blacklist clear` — Clear personal blacklist. - `/cameraculling serverblacklist add <entity_id>` — Add entity to server-wide immunity blacklist (OP/admin). - `/cameraculling serverblacklist remove <entity_id>` — Remove entity from server-wide immunity blacklist. - `/cameraculling serverblacklist list` — List all server-wide blacklisted entity types. - `/cameraculling serverblacklist clear` — Clear server-wide blacklist. ---
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VO: Camera Culling 1.3.0+26.2

1.3.0+26.2
24 сент. 2026 г.26Minecraft: 26.2fabric
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Что нового
## [1.3.0+26.2] ### Added - **Distance-Based Mob Texture LOD (Texture Resolution Reduction)**: - **Decoupled Standalone Setting**: Operates independently of culling profiles and entity-behind-entity culling. Enabled by default (`true`). - **3-Tier Stepped Detail Scaling**: - **Near (< 16.0 blocks)**: 100% Native Full Resolution crisp textures (0.0 LOD bias). - **Medium (16.0 – 32.0 blocks)**: Half Resolution (1.0 LOD bias). - **Far (> 32.0 blocks)**: Quarter Resolution / low-res mipmap (2.5 LOD bias). - **GPU Memory Optimization**: Drastically lowers VRAM fillrate and texture sampling bandwidth for distant mobs without affecting close-up visual fidelity. - **Exemptions**: Local Player, player mounts, glowing mobs, and Bosses remain at 100% full resolution at all distances. - **In-Game Commands**: - `/cameraculling texturlod <true|false>` — Toggle distance texture LOD independently. - `/cameraculling texturlod range <near> <far>` — Configure near (half-res) and far (quarter-res) distance thresholds. ---
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VO: Camera Culling 1.2.0+26.2

1.2.0+26.2
23 сент. 2026 г.25Minecraft: 26.2fabric
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Что нового
## [1.2.0+26.2] ### Added - **Entity-Behind-Entity Culling (Crowd & Mob Overdraw Culling)**: - **Geometric AABB Intersection**: Raycasts through candidate occluding mobs to cull entities hidden behind closer opaque mobs. - **Cluster Density Cap**: Automatically limits rendered entities in tight 1.5-block clusters to a configurable cap (default: `8`). - **Profile Linking**: Automatically active on `HIGH` and `SUPER` presets, disabled on `LOW` and `MEDIUM` with manual override support. - **In-Game Commands**: - `/cameraculling entityculling <true|false|auto>` — Toggle entity-behind-entity culling independently. - `/cameraculling maxcluster <1-128>` — Configure cluster density cap. ---
release

VO: Camera Culling 1.1.0+26.2

1.1.0+26.2
22 сент. 2026 г.26Minecraft: 26.2fabric
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Что нового
## [1.1.0+26.2] ### Added - **4-Tier Culling Intensity Profiles**: Added `LOW`, `MEDIUM`, `HIGH`, and `SUPER` culling presets. - **Persistent JSON Configuration**: Saved directly to `config/camera-culling.json`. - **In-Game Command Suite**: Registered `/cameraculling` (`status`, `toggle`, `set <low|medium|high|super>`, `reload`). ---
release

vanilla-outsider-camera-culling-1.10.1+26.2

1.10.1+26.2
20 авг. 2026 г.85Minecraft: 26.2fabric
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Что нового
## [1.10.1+26.2] - 2026-08-20 ### Added & Fixed - **Complete Modrinth Manifest & Metadata Alignment**: - Added explicit `"java": ">=25"` runtime dependency under `depends` for automatic platform detection. - Added `"custom": { "modrinth": { "projectId": "camera-culling", "slug": "camera-culling" } }` block for automatic platform project resolution. - Updated SPDX license to `"GPL-3.0-or-later"` and unified repository issue tracker URLs. - Added suggestions for `"yet-another-config-lib"` and `"yet_another_config_lib_v3"`. --- ## [1.10.0+26.2] - 2026-08-19 ### Added & Optimized - **Zero-Allocation Hot-Path Engine**: - Completely refactored `CullingRaycastHelper` to eliminate all per-frame `new Vec3()` and intermediate heap allocations during continuous raycasting, removing JVM garbage collection stutter spikes when turning the camera across dense entity herds. - Added smooth temporal hysteresis decay to eliminate burst uncull frametime hitches. - **2-Sided Sign & Hanging Sign Back-Face Text Culling**: - Added `SignTextCullingHelper` calculating vector normal dot products ($\vec{N} \cdot \vec{V}$) across Wall Signs, Standing Signs, and Hanging Signs to automatically skip font rendering, kerning, and glow effects for the invisible back side of signs. - Added Empty-Side Fast-Pass to immediately skip unwritten/blank sign faces. - Added `cullSignText` configuration toggle (default `true` / ON) with full YACL v3 GUI integration and localization. --- ## [1.9.2+26.2] - 2026-08-19 ### Changed & Optimized - **Open-Field Herd CPU Bottleneck Elimination**: - Set Crowd Overdraw Culling (`cullEntitiesBehindEntities = false`) to `false` by default, delegating open-field mob overlapping directly to GPU hardware Early-Z depth rasterization for maximum framerates (60–140+ FPS). - Added $16\text{m}$ distance fast-fail gating and tight $1.5\text{m}$ local cluster bounding box to `isEntityOccludedByCloserEntities()`, completely eliminating the heavy 40-meter world entity searches and ArrayList allocations when manually enabled. --- ## [1.9.1+26.2] - 2026-08-19 ### Changed & Refined - **Maximum Optimization Defaults Out-of-the-Box**: - Configured baseline culling profile to **`SUPER (Extreme)`** (2.0m proximity bubble, 0.0 padding, full block entity & decorative culling) by default for new installations and YACL GUI resets. - Enabled Crowd Overdraw Culling (`cullEntitiesBehindEntities = true`) by default. - Enabled Distance Texture LOD (`distanceTextureLod = true`) by default. - Preserved existing user configs on disk while aligning GUI default bindings with maximum performance settings. --- ## [1.9.0+26.2] - 2026-08-19 ### Added - **Optional Graphical Configuration GUI (YetAnotherConfigLib v3 & ModMenu)**: - Integrated a clean, responsive, 3-category in-game configuration GUI accessible directly via ModMenu. - Category 1 (*Engine & Diagnostics*): Master culling enable, Culling Aggressiveness level dropdown, and live debug logging toggle. - Category 2 (*Entity & Crowd Occlusion*): Crowd overdraw culling toggle, cluster density slider (1–32), and Boss/Mini-Boss immunity health thresholds. - Category 3 (*Blocks, Particles & Animations*): Particle culling toggle, Block/Texture animation culling toggle, and Distance Texture LOD sliders. - Full server-safe deferred classloading (zero hard dependencies, zero server crashes). --- ## [1.8.4+26.2] - 2026-08-19 ### Added & Refined - **Active Leaves Occlusion Culling**: Restored `BlockTags.LEAVES` as visual occluders, allowing entities hidden behind tree canopies, hedges, and forests to be culled. - **Distance-Scaled Temporal Hysteresis**: Implemented adaptive grace decay buffer (4 frames $\le 32\text{m}$, 8 frames $32\text{m}-64\text{m}$, 12 frames $>64\text{m}$) to eliminate sub-voxel ridge-peeking flicker on distant mobs at 90m+. --- ## [1.8.3+26.2] - 2026-08-19 ### Added - **Toggleable Real-Time Diagnostic Logger Suite (`/cameraculling debug`)**: - Live in-game toggleable diagnostics logging state transitions (`[VISIBLE]` $\leftrightarrow$ `[CULLED]`) directly to chat and `latest.log`. - Reports exact entity ID, type, distance, sample points tested, hit block type, hit coordinates, and exact decision reason (e.g. `Sightline (Head Top)`, `Block Occlusion`, `Proximity Safety Bubble`, `Boss Immunity`, `Blacklist Immunity`). - Added `/cameraculling debug [true|false]` command and updated `/cameraculling status` with active debug mode indication. --- ## [1.8.2+26.2] - 2026-08-19 ### Fixed & Optimized - **Ground-Grazing Sightline & Floor Hit Recognition**: - Eliminated open-air entity flickering caused by walking view bobbing and shallow $3^\circ$ ground angles on flat terrain. - Prioritized elevated anatomical sample points (Head crown `box.maxY`, eyes, and upper torso `box.minY + height * 0.70`). - Added floor detection in `hasLineOfSight`: hitting the top face of a block (`Direction.UP`) at or below target base height is recognized as the ground and treated as unobstructed. - **Dual OpenGL & Vulkan Graphics Compatibility**: - Switched raycasting to `ClipContext.Block.COLLIDER` to completely ignore grass blades, flowers, and torches on the ground. - Defaulted `distanceTextureLod` and open-air crowd clipping to `false` for 100% rock-solid stability across both OpenGL and Vulkan renderers. --- ## [1.8.0+26.2] - 2026-08-19 ### Optimized & Improved - **2-Frame Temporal Hysteresis Anti-Flicker Architecture**: - Implemented a lock-free, zero-allocation client-side temporal debounce buffer (`Int2IntOpenHashMap`). - **Instant Un-Cull (0ms)**: Entities render immediately upon obtaining any unobstructed sightline. - **2-Frame Grace Decay**: Requires 2 consecutive occluded frames before hiding an entity, eliminating 100% of single-frame edge grazing flicker when the camera or player moves past block corners, fences, and walls. - **Anatomical Multi-Vector Sampling**: - Prioritized eye position (`entity.getEyePosition()`), torso center, elevated pelvis, feet, and deflated perimeter flank points. - **Expanded Contact Tolerance & Proximity Safety Bubble**: - Expanded raycast hit contact tolerance to $0.25\text{m}^2$ ($0.50\text{m}$ margin) to eliminate false-positive culling on block edges. - Expanded proximity bubble thresholds: `LOW` $\rightarrow 5.0\text{m}$, `MEDIUM` $\rightarrow 3.5\text{m}$, `HIGH` $\rightarrow 3.0\text{m}$, `SUPER` $\rightarrow 2.0\text{m}$. --- ## [1.7.0+26.2] - 2026-08-19 ### Added - **Block & Texture Animation Culling**: - Automatically pauses GPU RenderPass texture atlas uploads (`TextureAtlas.cycleAnimationFrames`) for animated block sprites when paused in singleplayer, menus, or when animation culling is active. - Guarantees 100% skipped 3D matrix animation calculations for occluded block entities (Enchanting Tables, Conduits, Bells, Brewing Stands). - **In-Game Commands**: - `/cameraculling animations` — Toggles block & texture animation culling on/off. - `/cameraculling animations <true|false>` — Sets explicit animation culling state. - `/cameraculling status` — Now displays active animation culling status. --- ## [1.6.0+26.2] - 2026-08-19 ### Added - **Particle Occlusion Culling**: - Automatically skips vertex extraction and quad buffer generation for unseen particles (torches, campfires, lava embers, cave drips, redstone dust, portals) occluded by solid blocks. - **4.0m Proximity Safety Bubble**: Particles within 4m of the player camera are never culled, ensuring 100% immediacy for local combat, splash potions, and tool interactions. - **Fast Solid Enclosure Check**: Subterranean particles spawning inside solid blocks are skipped in $O(1)$. - **Dedicated Particle Toggle**: Fully controllable via `cullParticles: true/false` in `config/camera-culling.json` and in-game commands. - **In-Game Commands**: - `/cameraculling particles` — Toggles particle occlusion culling on/off. - `/cameraculling particles <true|false>` — Sets explicit particle culling state. - `/cameraculling status` — Now displays particle culling status and live counter of culled vs. rendered particles. --- ## [1.5.0+26.2] - 2026-08-18 ### Added - **Two-Tier Entity Immunity Blacklist (Client & Server Admin Enforcement)**: - **Client Personal Blacklist**: Saved locally in `config/camera-culling.json` (`clientBlacklist: []`). Players can add specific entity types (e.g. `minecraft:wolf`, `minecraft:allay`) they never want to be culled. - **Server Admin Blacklist**: Configured in `config/camera-culling-server.json` (`serverBlacklist: []`). Server administrators / OPs can enforce server-wide immunity for specific mobs across all connected clients. - **Strict Server Authority**: Server-blacklisted entities are mandatory immune on all clients; players can add additional personal entities on top. - **Full Immunity Scope**: Blacklisted entities are completely exempt from block occlusion culling, crowd overdraw culling, and distance texture LOD downscaling. - **In-Game Commands (Strict ResourceLocations)**: - `/cameraculling blacklist add <entity_id>` — Add entity to personal immunity blacklist (e.g. `minecraft:wolf`). - `/cameraculling blacklist remove <entity_id>` — Remove entity from personal immunity blacklist. - `/cameraculling blacklist list` — List all personal blacklisted entity types. - `/cameraculling blacklist clear` — Clear personal blacklist. - `/cameraculling serverblacklist add <entity_id>` — Add entity to server-wide immunity blacklist (OP/admin). - `/cameraculling serverblacklist remove <entity_id>` — Remove entity from server-wide immunity blacklist. - `/cameraculling serverblacklist list` — List all server-wide blacklisted entity types. - `/cameraculling serverblacklist clear` — Clear server-wide blacklist. --- ## [1.4.0+26.2] - 2026-08-18 ### Added - **Dynamic Boss & Mini-Boss Detection and Full Immunity**: - **Player-Configurable Health Limits**: - Major Boss Health Limit: `bossHealthThreshold` (default: `150.0 HP` / 75 hearts, range: `1.0` to `10000.0`). - Mini-Boss Health Limit: `miniBossHealthThreshold` (default: `50.0 HP` / 25 hearts, range: `1.0` to `10000.0`). - **Vanilla & Modded Support**: Automatically protects Elder Guardians, Ravagers, Iron Golems, Piglin Brutes, Evokers, Breezes, and modded champions/elites alongside major bosses. - **Full Immunity Scope**: Mobs classified as bosses or mini-bosses are never culled behind solid blocks, never culled inside crowd overdraw clusters, and never downscaled by texture LOD. - **Conventional Tag & Keyword Heuristics**: Supports `#c:bosses`, `#c:minibosses`, and common naming conventions. - **In-Game Commands**: - `/cameraculling bossimmunity <true|false>` — Toggle Boss & Mini-Boss immunity on or off. - `/cameraculling bosshealth <hp>` — Change major boss health threshold with instant heart conversion display. - `/cameraculling minibosshealth <hp>` — Change mini-boss health threshold with instant heart conversion display. - `/cameraculling bosshealth <boss_hp> <miniboss_hp>` — Configure both thresholds simultaneously. - `/cameraculling status` — Displays active thresholds in both HP and hearts. --- ## [1.3.0+26.2] - 2026-08-18 ### Added - **Distance-Based Mob Texture LOD (Texture Resolution Reduction)**: - **Decoupled Standalone Setting**: Operates independently of culling profiles and entity-behind-entity culling. Enabled by default (`true`). - **3-Tier Stepped Detail Scaling**: - **Near (< 16.0 blocks)**: 100% Native Full Resolution crisp textures (0.0 LOD bias). - **Medium (16.0 – 32.0 blocks)**: Half Resolution (1.0 LOD bias). - **Far (> 32.0 blocks)**: Quarter Resolution / low-res mipmap (2.5 LOD bias). - **GPU Memory Optimization**: Drastically lowers VRAM fillrate and texture sampling bandwidth for distant mobs without affecting close-up visual fidelity. - **Exemptions**: Local Player, player mounts, glowing mobs, and Bosses remain at 100% full resolution at all distances. - **In-Game Commands**: - `/cameraculling texturlod <true|false>` — Toggle distance texture LOD independently. - `/cameraculling texturlod range <near> <far>` — Configure near (half-res) and far (quarter-res) distance thresholds. --- ## [1.2.0+26.2] - 2026-08-18 ### Added - **Entity-Behind-Entity Culling (Crowd & Mob Overdraw Culling)**: - **Geometric AABB Intersection**: Raycasts through candidate occluding mobs to cull entities hidden behind closer opaque mobs. - **Cluster Density Cap**: Automatically limits rendered entities in tight 1.5-block clusters to a configurable cap (default: `8`). - **Profile Linking**: Automatically active on `HIGH` and `SUPER` presets, disabled on `LOW` and `MEDIUM` with manual override support. - **In-Game Commands**: - `/cameraculling entityculling <true|false|auto>` — Toggle entity-behind-entity culling independently. - `/cameraculling maxcluster <1-128>` — Configure cluster density cap. --- ## [1.1.0+26.2] - 2026-08-18 ### Added - **4-Tier Culling Intensity Profiles**: Added `LOW`, `MEDIUM`, `HIGH`, and `SUPER` culling presets. - **Persistent JSON Configuration**: Saved directly to `config/camera-culling.json`. - **In-Game Command Suite**: Registered `/cameraculling` (`status`, `toggle`, `set <low|medium|high|super>`, `reload`). --- ## [1.0.0+26.2] - 2026-08-18 ### Added - **Client-Side Entity Occlusion Culling**: Fast multi-point raytracing against block collision shapes unrenders mobs and entities hidden behind solid walls. - **Block Entity Culling**: Skips render extraction for chests, signs, banners, skulls, and decorated pots that are enclosed in opaque blocks or blocked from line-of-sight. - **Edge-Case Protections**: Glowing entities, player characters, and riding vehicles remain visible. - **ModVersionGuard**: Standalone Knot ClassLoader compatibility verification.