Per mod/docs/optimize-layer-design.md Stage 3 (continued). Three more mixin'ов
that consume the Stage 3-continued-2 contract mixins (CachedLight, TickCached)
on actual renderers, plus the ParticleMixin that adds its own per-particle
light cache + far-particle physics skip.
mixins/optimize/particle/ParticleMixin.java:
- @Inject HEAD/RETURN on Particle.getLightCoords — caches the per-particle
light lookup by game tick (light only changes on tick boundaries). Gated
on the Stage 1 'particleLight' toggle.
- @Inject HEAD/RETURN on Particle.move — temporarily sets hasPhysics=false
for far particles (>16 blocks from camera) and three always-skip
subclasses (BaseAshSmokeParticle, CampfireSmokeParticle,
BubbleColumnUpParticle). Gated on the 'particlePhysics' toggle.
- Ported from zako.opt.mixin.particle.ParticleMixin.
features/.../optimize/particle/camera/CameraPosition.java (new helper):
- Single point where the camera position is sampled. ParticleMixin reads it
instead of re-walking Minecraft.getInstance().gameRenderer.mainCamera()
per particle per tick. Ported from zako.opt.particle.CameraPosition.
- Moved into particle/camera/ subfolder so optimize/particle/ stays under
the ≤4 .java-per-folder limit after adding ParticleMixin.
mixins/optimize/block/BlockEntityRenderStateMixin.java:
- WrapOperation on BlockEntityRenderState.extractBase's
LightCoordsUtil.getLightCoords — consults the per-tick light cache slot
on the BlockEntity (via the CachedLight mixin from Stage 3-continued-2)
before falling through to the original. Gated on 'blockEntityCache'.
- Ported from zako.opt.mixin.block.BlockEntityRenderStateMixin.
mixins/optimize/block/ChestRendererMixin.java:
- Two WrapOperations on ChestRenderer.extractRenderState:
* ChestBlock.combine — caches the double-chest neighbor-lookup result by
game tick (via the TickCached mixin). Gated on 'blockEntityCache'.
* Int2IntFunction.applyAsInt — caches the second (pair) light lookup
done for double chests (via the CachedLight.lovisual$pairLight slot).
Gated on 'microOpts'.
- Ported from zako.opt.mixin.block.ChestRendererMixin.
lovisual.mixins.json: three new entries in the 'client' array:
optimize.block.BlockEntityRenderStateMixin
optimize.block.ChestRendererMixin
optimize.particle.ParticleMixin
Tests: no new tests in this batch (mixins are pure side-effect field-bags /
WrapOperation wrappers without unit-testable logic). Existing suite still green.
Total: 866 tests, 0 failures. checkFolderLimit: OK (0 папок >4).
|
||
|---|---|---|
| .github/workflows | ||
| backend | ||
| docs | ||
| frontend | ||
| mod | ||
| server-plugin | ||
| .gitattributes | ||
| .gitignore | ||
| README.md | ||
| TODO.md | ||
LoVisual
Open-source Minecraft utility client and the platform around it - website, cloud config sharing, and a Rust backend.
Developed and maintained by loki5512344.
English
What is this?
LoVisual is three things in one repository:
| Component | What it is | Stack |
|---|---|---|
mod/ |
The Minecraft client itself - 60+ modules, ClickGUI, HUD editor, theme system, custom renderer | Java 25 · Fabric · OpenGL/Vulkan |
frontend/ |
The website - downloads, docs, live demos of the in-game GUI, account & config pages | React 19 · Vite · TypeScript · Tailwind · bun |
backend/ |
The platform services - API gateway, accounts, cloud config slots with share codes | Rust · Axum · PostgreSQL · gRPC |
The pieces talk to each other: link the mod to your platform account with %link, push a config
to a cloud slot with %config save <1-4>, and a friend imports it by code with %config load <code>.
Mod highlights
- Combat / Visuals / Player / Misc - Reach, ESP, NameTags, Chams, FullBright, Freecam, AutoTool, FakePlayer and more (see mod README for the full list)
- ClickGUI on
RShift- module browser, settings, theme editor, config profiles - HUD editor - draggable and static elements: TargetHUD, ModuleList, Watermark, Keystrokes…
- Cloud configs - 4 slots per account, short share codes, public showcase
.lvcfgprofiles - export/import modules, HUD and themes locally, no account needed- Addon API - versioned API for extending the client
Requires Fabric Loader, Fabric API and Sodium; optional compatibility with Iris, ViaFabricPlus, Xaero's Minimap/World Map and more.
Repository layout
├── mod/ Fabric client (Gradle, Java) → mod/README.md
├── frontend/ marketing + dashboard site (bun) → frontend/README.md
├── backend/ gateway, accounts-, configs-service → backend/STRUCTURE.md
├── docs/ cross-cutting docs → docs/README.md
└── ref/ reference material (not shipped)
Development
Mod (from mod/):
./gradlew build # compile + remap jar into build/libs
./gradlew runClient # launch a dev Minecraft client
./gradlew test # unit tests
Frontend (from frontend/, requires bun):
bun install
bun run dev # http://localhost:5173
bun run test # vitest
bun run build # type-check + production bundle
Backend (from backend/, requires Rust + PostgreSQL):
cargo build
cargo test
Releases are cut by pushing a v* tag - Forgejo Actions builds the mod jar and publishes it to
Releases as both lovisual-<version>.jar
and a stable lovisual.jar link.
License
GNU General Public License v3.0. See LICENSE.
Русский
Что это?
LoVisual - три проекта в одном репозитории:
| Компонент | Что это | Стек |
|---|---|---|
mod/ |
Сам клиент для Minecraft - 60+ модулей, ClickGUI, редактор HUD, темы, свой рендер | Java 25 · Fabric · OpenGL/Vulkan |
frontend/ |
Сайт - загрузки, документация, живые демо внутриигрового GUI, страницы аккаунта и конфигов | React 19 · Vite · TypeScript · Tailwind · bun |
backend/ |
Сервисы платформы - API-шлюз, аккаунты, облачные слоты конфигов с кодами расшаривания | Rust · Axum · PostgreSQL · gRPC |
Части связаны: привяжи мод к аккаунту командой %link, залей конфиг в облачный слот через
%config save <1-4>, друг заберёт его по коду командой %config load <code>.
Возможности мода
- Combat / Visuals / Player / Misc - Reach, ESP, NameTags, Chams, FullBright, Freecam, AutoTool, FakePlayer и другие (полный список - в README мода)
- ClickGUI на
RShift- браузер модулей, настройки, редактор тем и профилей - Редактор HUD - перетаскиваемые и статические элементы: TargetHUD, ModuleList, Watermark, Keystrokes…
- Облачные конфиги - 4 слота на аккаунт, короткие коды, публичный показ
- Профили
.lvcfg- локальный экспорт/импорт модулей, HUD и тем без аккаунта - Addon API - версионированное API для расширения клиента
Нужны Fabric Loader, Fabric API и Sodium; опционально - Iris, ViaFabricPlus, Xaero's Minimap/World Map и др.
Структура репозитория
├── mod/ клиент Fabric (Gradle, Java) → mod/README.md
├── frontend/ сайт-витрина и дашборд (bun) → frontend/README.md
├── backend/ gateway, accounts-, configs-service → backend/STRUCTURE.md
├── docs/ сквозная документация → docs/README.md
└── ref/ референсы (не поставляется)
Разработка
Мод (из mod/):
./gradlew build # сборка и remap jar в build/libs
./gradlew runClient # запуск dev-клиента Minecraft
./gradlew test # модульные тесты
Фронтенд (из frontend/, нужен bun):
bun install
bun run dev # http://localhost:5173
bun run test # vitest
bun run build # типы + production-сборка
Бэкенд (из backend/, нужны Rust и PostgreSQL):
cargo build
cargo test
Релизы создаются пушем тега v* - Forgejo Actions собирает jar мода и публикует в
Releases как lovisual-<версия>.jar
и по стабильной ссылке lovisual.jar.
Лицензия
GNU General Public License v3.0. См. LICENSE.