1.6.0
HUD rendering overhaul The initial idea of splitting a bar into three textures per "layer" to allow for easy change of the bar length, came with the cost of massive FPS drops. With this rewrite the bar size is no longer changeable with a simple config option. Each 'layer' consists of only 1 texture (which can have configurable dimensions). In addition, the texture can be dynamically replaced by another texture (with configurable dimensions) depending on the max value.
- removed 'is_centered' option, as it was redundant and unnecessarily complicated
- 'fill_direction' no longer chooses between a horizontal and a vertical 'texture set', it only determines the direction from which the bar is filled. This means that changing between horizontal and vertical resource bars also requires a texture change.
- added the option to display an icon (with configurable texture id and dimensions). This can be toggled independently of the bar and the number.
2.6.0
HUD rendering overhaul The initial idea of splitting a bar into three textures per "layer" to allow for easy change of the bar length, came with the cost of massive FPS drops. With this rewrite the bar size is no longer changeable with a simple config option. Each 'layer' consists of only 1 texture (which can have configurable dimensions). In addition, the texture can be dynamically replaced by another texture (with configurable dimensions) depending on the max value.
- removed 'is_centered' option, as it was redundant and unnecessarily complicated
- 'fill_direction' no longer chooses between a horizontal and a vertical 'texture set', it only determines the direction from which the bar is filled. This means that changing between horizontal and vertical resource bars also requires a texture change.
- added the option to display an icon (with configurable texture id and dimensions). This can be toggled independently of the bar and the number.
1.5.0
- changed "natural stamina regeneration" gamerule to simply add 1 stamina regeneration. The previous implementation prevented stamina regeneration from ever becoming negative.
- fixed "offset_from_origin" config values not working correctly
- stamina number display is now independent of the stamina bar
2.5.0
- changed "natural stamina regeneration" gamerule to simply add 1 stamina regeneration. The previous implementation prevented stamina regeneration from ever becoming negative.
- fixed "offset_from_origin" config values not working correctly
- stamina number display is now independent of the stamina bar
1.4.0
- added "generic.reserved_stamina" entity attribute
- added "generic.item_use_stamina_cost" entity attribute
- added "using_costs_stamina" item tag. Using items in this tag costs stamina (contains snowball by default)
- added "continuous_using_costs_stamina" item tag. Continuously using items in this tag costs stamina (contains bow, crossbow and shield by default)
- HUD element overhaul, improves mod compatibility, increases customization options
- server config can now be edited in game (Thanks to Fzzy Config)
- generally improved config layout
- removed dependency on Cloth Config
- added dependency on Fzzy Config
- added dependency on Resource Bar API
2.4.0
- added "generic.reserved_stamina" entity attribute
- added "generic.item_use_stamina_cost" entity attribute
- added "using_costs_stamina" item tag. Using items in this tag costs stamina (contains snowball by default)
- added "continuous_using_costs_stamina" item tag. Continuously using items in this tag costs stamina (contains bow, crossbow and shield by default)
- HUD element overhaul, improves mod compatibility, increases customization options
- server config can now be edited in game (Thanks to Fzzy Config)
- generally improved config layout
- removed dependency on Cloth Config
- added dependency on Fzzy Config
- added dependency on Resource Bar API