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added 4 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.
Five curve values is a lot to ask of someone who just wants the mod to work. The preset dropdown covers the useful combinations and moves the sliders into an Advanced subcategory underneath; touching a slider reads back as Custom. Always is the mod's current behaviour, so the default preset is what everyone already has. The preset applies in the saving runnable rather than in its own save consumer: Cloth saves entries in order and cascades into subcategories, so the Advanced sliders would otherwise write their unchanged values back over it.
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Adds five presets: Slow adaptation, Adaptive, Always, Never, and Custom.
Moving the sliders switches to Custom. Default is Always, so current behaviour stays the same.
Based on the curve PR.
AI helped fix a small bug where preset selection was resetting auto_nv.