NexoMC Changelog

v0.2

Stable

! [Fixes]

  • Held custom items now sit correctly in the hand, in first and third person
    • The pose system was rebuilt and measured against a Java client, so items line up the way Java shows them
  • Fixed a bug that could break the pose of every held item on some clients
  • Custom shields now show their blocking model when a Bedrock player blocks by sneaking
  • A custom weapon whose config sits in a folder no longer loses its base item (it used to convert as a trident)
  • Custom blocks based on stairs, slabs, fences, doors and similar no longer break the whole block mapping file
  • A broken or missing file reference can no longer take the whole Bedrock pack down
  • Corrupt or half-broken textures no longer fail the conversion - they are repaired where possible, or skipped with a warning
  • Glow/halo style models (inside-out cubes) now render the way Java shows them, including while the item is enchanted
  • Inventory icons are now lit the same way Java lights GUI items, so 3D icons match their Java look
  • Animated models and textures on held items now animate reliably
  • ModelEngine models no longer convert with bent or twisted limbs (wrong rotation axes, including Blockbench 5 files)
  • ModelEngine models now follow head rotation, keep a clickable hitbox, and hide/show parts correctly for Bedrock players
  • Furniture hitboxes no longer vanish for Bedrock players when a protection plugin denies the break
  • Animated (GIF) glyphs now show a clean single frame instead of the whole squashed filmstrip
  • Glyphs are sharper after downscaling and now sit at the same height on the text line as on Java
  • Fixed 1px-wide glyph art crashing the conversion
  • The pack icon no longer goes missing on sub-packs

* [Changes]

  • Bedrock-IDs and path-structure closer match Nexo's internal structure
  • supportAnimatedItems is now on by default and only decides animated vs static
    • The new splitPacks setting handles splitting the output into sub-packs; old configs migrate automatically
  • Converted packs are noticeably smaller
    • Better texture compression, GUI art baked at the size it is drawn, and leaner pack files
  • Conversions run faster, with more of the work cached and done in parallel

+ [Features]

  • Full proxy support: converted output now reaches a remote Geyser automatically
    • Works with Geyser on Velocity/Bungee and Geyser-Standalone, no more copying files by hand
    • New dedicated sync-section in config
    • The default transport rides the players' own connection, so no ports need to be opened; a shared folder or HTTP are options too
    • /scf sync re-sends the last output, and /scf status shows whether the remote Geyser is up to date
  • ModelEngine support (needs the ScaffoldingExtension)
    • Blueprints convert to native Bedrock entities with animations, animated textures, head tracking, translucent parts and hitboxes
  • New soundQuality setting to shrink custom sounds
    • compressed re-encodes ogg files, compressed_mono also downmixes; a sound is only ever kept when it got smaller
    • This uses FFMPEG on converter-side, and might increase conversion times a decent amount
  • New glyphFilter setting to pick how glyph art is shrunk: SHARP, AREA or NEAREST
  • New extraItemModels setting to map item models that no Nexo item claims (for items from other plugins)
  • gui.yml: a per-GUI background option decides which parts of Bedrock's window backdrop stay (full, container, inventory, none), and offsets now accept fractional pixels
  • Held custom items now swing in first person