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