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KilaGraph

KilaGraph

by KilaBash • Downloads: 0 • Followers: 0
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KilaGraph

A programmable node graph and shader graph toolkit for Minecraft mod developers.

NeoForge LDLib2 License

KilaGraph builds on LDLib2's Node Graph Toolkit to provide in-game programmable graphs for mods. It is aimed at authors who want visual logic graphs, reusable graph resources, and ShaderGraph-style authoring for custom RenderTypes without writing every shader and editor workflow by hand.

Features

  • Blueprint Graphs: general-purpose programmable node graphs for mod-side logic and data flow.
  • RenderType Graphs: visual shader graphs that compile into Minecraft RenderType pipelines.
  • Shader Function Graphs: reusable shader subgraphs that can be shared across RenderType graphs.
  • Editor integration: LDLib2-powered graph editing, resource management, node libraries, settings panels, and live shader previews.
  • Minecraft-aware nodes: utilities for items, blocks, fluids, entities, NBT, world queries, math, lists, maps, strings, and shader operations.

Requirements

  • Minecraft / NeoForge 26.1
  • LDLib2 26.1.2.20+

Exact dependency ranges are defined in gradle.properties.

Links

License

KilaGraph is licensed under the MIT license.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.3
Neoforge
1d ago 1
26.2
Neoforge
2d ago 1
26.1.x
Neoforge
2d ago 1
26.2
Neoforge
21d ago 1
26.1.x
Neoforge
21d ago 1
1.21.1
Neoforge
21d ago 1
26.2
Neoforge
1mo ago 1
26.1.x
Neoforge
1mo ago 1
1.21.1
Neoforge
1mo ago 1
26.1.x
Neoforge
2mo ago 1
1.21.1
Neoforge
2mo ago 1
1.21.1
Neoforge
2mo ago 1
1.21.1
Neoforge
2mo ago 1
26.1.x
Neoforge
2mo ago 1
1.21.1
Neoforge
2mo ago 1
1.21.1
Neoforge
2mo ago 1
26.1.x
Neoforge
3mo ago 1
1.21.1
Neoforge
3mo ago 1
26.1.x
Neoforge
3mo ago 1
1.21.1
Neoforge
3mo ago 1
26.1.x
Neoforge
3mo ago 1
1.21.1
Neoforge
3mo ago 1
26.1.x
Neoforge
3mo ago 1
26.1.x
Neoforge
4mo ago 1
1.21.1
Neoforge
4mo ago 1
26.1.x
Neoforge
4mo ago 1
26.1.x
Neoforge
4mo ago 1
26.1.x
Neoforge
4mo ago 1
26.1.x
Neoforge
4mo ago 1
## v26.3.1.0
  • Added Iris 1.11.7 support for NeoForge 26.3: a shaderpack draws render type graphs with its own entity programs, running their shading, textures, per-material values and vertex displacement there, and casting their shadows
  • Improved shaderpack reloads, now about 4 times faster: graph surfaces are injected only into the entity programs they draw with
  • Improved the shaderpack surface cache, keeping only the surfaces in use and the 32 most recently released in the pack's programs
  • Fixed a shaderpack failing to load once its programs can't hold every graph's uniforms and samplers; a graph that doesn't fit is left out of them, with a warning
  • A shaderpack draws graphs with the entity vertex format, one RGBA8 target and no instance data; others keep their own shader, unlit by the pack
  • Iris runs on the OpenGL backend only, and turns improved transparency off while its shaders are enabled

## v26.2.0.16.a
  • Fixed material uniforms declared after a vec3 reading the wrong value (they are now written at their std140 offsets)
  • Fixed int and bool material uniforms being written as float bits

## v26.1.0.16.a
  • Fixed material uniforms declared after a vec3 reading the wrong value (they are now written at their std140 offsets)
  • Fixed int and bool material uniforms being written as float bits

## v26.2.0.16
  • Added a nearest-entity node
  • Added the damage source as a graph type, with nodes to read one, test it against a damage type tag, build one and hurt with it
  • Added NBT Copy, and a copy pin on NBT Set, NBT Path Set and NBT Remove (they still write in place by default)
  • Added colour to vector conversion: a colour wired into a vector pin reads as its red, green and blue
  • Changed a pure node to be worked out again for each exec node that reads it, as Unreal does
  • Fixed loops, subgraph returns and reads after a flow not seeing the last write; For and ForEach re-read their count and list before each iteration
  • Fixed an exec node's published outputs being lost when an output it did not publish is read
  • Improved port labels: a port's display is a lang key with its text as fallback, and undisplayed ports use kg.pin.<id> keys with the id in words as fallback

## v26.1.0.16
  • Added a nearest-entity node
  • Added the damage source as a graph type, with nodes to read one, test it against a damage type tag, build one and hurt with it
  • Added NBT Copy, and a copy pin on NBT Set, NBT Path Set and NBT Remove (they still write in place by default)
  • Added colour to vector conversion: a colour wired into a vector pin reads as its red, green and blue
  • Changed a pure node to be worked out again for each exec node that reads it, as Unreal does
  • Fixed loops, subgraph returns and reads after a flow not seeing the last write; For and ForEach re-read their count and list before each iteration
  • Fixed an exec node's published outputs being lost when an output it did not publish is read
  • Improved port labels: a port's display is a lang key with its text as fallback, and undisplayed ports use kg.pin.<id> keys with the id in words as fallback

## v21.1.0.16
  • Added a nearest-entity node
  • Added the damage source as a graph type, with nodes to read one, test it against a damage type tag, build one and hurt with it
  • Added NBT Copy, and a copy pin on NBT Set, NBT Path Set and NBT Remove (they still write in place by default)
  • Added colour to vector conversion: a colour wired into a vector pin reads as its red, green and blue
  • Changed a pure node to be worked out again for each exec node that reads it, as Unreal does
  • Fixed loops, subgraph returns and reads after a flow not seeing the last write; For and ForEach re-read their count and list before each iteration
  • Fixed an exec node's published outputs being lost when an output it did not publish is read
  • Improved port labels: a port's display is a lang key with its text as fallback, and undisplayed ports use kg.pin.<id> keys with the id in words as fallback
## v26.2.0.15
  • hello 26.2!

## v26.1.0.15
  • Added quaternion type and rotation nodes (axis angle, euler, from-to, compose, inverse, slerp, rotate vector, angle between, Vec4 bridge)
  • Added vector nodes (direction to, set length, slerp, perpendicular, wrap, Vec2/Vec3/Vec4 conversions)
  • Added math nodes (wrap, snap, step, smoothstep, inverse lerp, delta angle, move towards, nearly equal, wave)
  • Added hyperbolic sine, cosine and tangent to the Trig node
  • Added a per-node declaration of whether a graph may run it off the game thread
  • Added a variable store access API
  • Added a Set Var that points at a variable's declaration instead of at its spelling
  • Added setSampler, binding a Sampler2D value's params and not only its texture
  • Improved the item library's constant types, now derived rather than hand-listed (Chunk Pos is no longer offered as a constant it cannot edit)
  • Fixed a node's declared ports landing below the dynamic ones it defines
  • Fixed a port with no accessor losing the editor its own type registered
  • Fixed a loaded pin's constant keeping the type it was saved under instead of the pin's declared type

## v21.1.0.15
  • Added quaternion type and rotation nodes (axis angle, euler, from-to, compose, inverse, slerp, rotate vector, angle between, Vec4 bridge)
  • Added vector nodes (direction to, set length, slerp, perpendicular, wrap, Vec2/Vec3/Vec4 conversions)
  • Added math nodes (wrap, snap, step, smoothstep, inverse lerp, delta angle, move towards, nearly equal, wave)
  • Added a per-node declaration of whether a graph may run it off the game thread
  • Added a variable store access API
  • Added a Set Var that points at a variable's declaration instead of at its spelling
  • Added setSampler, binding a Sampler2D value's params and not only its texture
  • Fixed a node's declared ports landing below the dynamic ones it defines
  • Fixed a port with no accessor losing the editor its own type registered
  • Fixed a loaded pin's constant keeping the type it was saved under instead of the pin's declared type
## v26.1.0.14
  • Fixed whole numbers exact in math, compare, bitwise and convert nodes
  • Fixed collection ports the canonical LIST handle instead of the bare class
  • Improved one prepared graph be executed by several threads
  • Refactored Vector nodes of blueprint
  • Added tangent space support to the shader graph
  • Added the missing node wiki entries for ports and options
  • Fixed a variable with a null default crashing
  • Added the exec pin a node was entered through, and the Do Once, Do N, Flip Flop, Multi Gate and Toggle Gate nodes
  • Added retainExecOutputs for exec node output cache
  • Added object transform API slots
  • Fixed DynamicTransforms being declared on pipelines that never bind it
## v21.1.0.14
  • Fixed a variable with a null default crashing
  • Added the exec pin a node was entered through
  • Added retainExecOutputs for exec node output cache
  • Added retainExecOutputs
## v21.1.0.13
  • Refactored Vector nodes of blueprint
  • Added tangent space support to the shader graph
  • Added the missing node wiki entries for ports and options
## v21.1.0.12
  • Fixed whole numbers exact in math, compare, bitwise and convert nodes
  • Fixed collection ports the canonical LIST handle instead of the bare class
  • Improved one prepared graph be executed by several threads
## v26.1.0.11
  • Added LDLib2 UI nodes (element, style, stylesheet, animation, event, drag, sync, binding, rpc, xml, template, context)
  • Added multi-line text node
  • Improved node library grouping (mc and ui parent groups)
  • Added Minecraft nodes (entity, player, level, block, item, container, redstone, enchantment, potion, recipe, loot, mining, tag, nbt, text, regex)
  • Added info context nodes
  • Added vector types and vector nodes
  • Improved blueprint execution performance
  • Improved subgraph host context
  • Unified mc_ node prefix
  • Fixed breakpoints on loop, sequence and subgraph entry nodes
  • Container pins are now ResourceHandler; removed Container Set (26.1 has no usable overwrite operation)
  • World Bounds reports minY/maxY per 26.1; Comparator Output gained a side input
  • Removed the exhaustion output from Player Food (no longer readable in 26.1)
## v21.1.0.11
  • Added LDLib2 UI nodes (element, style, stylesheet, animation, event, drag, sync, binding, rpc, xml, template, context)
  • Added multi-line text node
  • Improved node library grouping (mc and ui parent groups)
## v21.1.0.10
  • Added Minecraft nodes (entity, player, level, block, item, container, redstone, enchantment, potion, recipe, loot, mining, tag, nbt, text, regex)
  • Added info context nodes
  • Added vector types and vector nodes
  • Improved blueprint execution performance
  • Improved subgraph host context
  • Unified mc_ node prefix
  • Fixed breakpoints on loop, sequence and subgraph entry nodes
## v26.1.0.9
  • Added HDR Support
## v21.1.0.9
  • Added HDR Support
## v26.1.0.8
  • Bump up ldlib2
  • Improved APIs
  • Added node descriptions
  • Added Gate Check for iris format compat
## v21.1.0.8
  • Added node description
## v26.1.0.7
  • Bump up ldlib2
## v21.1.0.7
  • Added geometry nodes
  • Improved camera data
  • Improved APIs
## v26.1.0.6
  • Added geometry nodes
  • Added iris compat
## v26.1.0.6
  • Added geometry nodes
  • Added iris compat
## v26.1.0.5
  • Added preview mode persisted
  • Added shader gradient support
## v26.1.0.5
  • Added preview mode persisted
  • Added shader gradient support
## v26.1.0.4
  • Added Light Ubo + Global Ubo
  • Added more tooltips
  • Removed unused tests
## v26.1.0.3
  • Fixed wire portal
  • Emit exec-flow ports before data ports
  • Fixed ScreenPosition
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