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added 3 commits
August 24, 2026 03:32
Night vision is all-or-nothing today: the toggle drops you straight into the full potion effect. This makes it a curve instead - a lit strength, a dark strength, the light level counted as lit, an exponent for the shape, and a fade speed. VisionHandler recomputes the target every client tick and eases towards it; a GameRenderer mixin returns that value from the night vision scale so the vignette follows it. Off by default (nv_curve = false), so nothing changes unless you turn it on. The Forge mixin block in build.forge.gradle.kts was commented out because there were no mixins to build a refmap from - there is one now, so it goes back in. scripts/NightVisionCurveCheck.java is a plain javac/java -ea check for the curve maths, including the hand-edited-config values the sliders cannot reach.
Sliders for the five curve values plus the toggle, with English, German and Austrian strings.
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Adds a night vision curve so darker areas give more effect. Off by default, so nothing changes unless enabled.
Uses a GameRenderer mixin, with the Stonecutter guard for pre-26.2. Also re-enables the mixin block in build.forge.gradle.kts.
1.16.5-forge doesn't generate a refmap, so the mixin won't work there. Everything else is fine.
AI helped with strengthFor() and the fade in VisionHandler. Rest is mine.