All Classes and Interfaces
Class
Description
Activates an actionable list row like Minecraft's multiplayer server list.
Base values and modifier ownership are independent of cached attribute totals and dirty synchronization sets.
Actor and effect loaders share one decoded accepted archive during each resource generation.
A player's Minecraft Xbox achievements across Bedrock platforms.
A resource-defined actor graph with shared variables and independent playback clocks.
Material depth uses native near-zero depth; Java pipelines use reversed depth.
Immutable camera and authoritative actor inputs for one submitted frame.
Immutable native glint constants for one prepared draw, without an assumed engine clock.
Immutable extraction-frame inputs, independent of entity age and shared material caches.
Resolves pack material inheritance before selecting the verified native actor shader family.
Occlusion acceleration cannot discard materials that intentionally draw behind opaque geometry.
Negotiated picking targets on the current connection; actor physics stay untouched.
Lifetime-scoped owner and proxy identities, without retaining client entities.
Immutable live actor inputs shared by animation frames and attached particle contexts.
Accepted native actor assets use the same resource-manager lifetime on direct and proxy connections.
Native actor inputs received on the current Minecraft connection's client thread.
Immutable native color-mask input for one prepared actor draw.
Immutable native normalized-UV scale and offset for one submitted draw.
Immutable sampled geometry inputs shared by world and GUI submissions.
A menu model retaining the authored hierarchy, including root and waist pivots.
Particle declarations in stable timeline or controller entry order.
Alias and locator declarations in timeline or controller entry order.
Stores the selected classic appearance separately for each Bedrock account.
Authored binding expressions use the equipped slot and the owner's native skeleton.
A declared expression suppresses implicit same-name binding even when it produces no owner name.
Evaluate item-to-attachable bindings with the wearer's current query and equipment context.
Retains native bitmap metrics and sampling on a provider-owned atlas.
Native point-sampled bitmap and smoothed Unicode GUI programs.
Native material and culling annotations retained independently of interned geometry.
Reads explicitly annotated native vertices without changing ordinary Java model validation.
Accepted native terrain retains its face occlusion independently of model-derived caches.
Shares the native random offset between the rendered model and its physical shape.
Immutable animation tracks with a separate Molang environment for each playback.
Compiles visibility rules once, with a separate match for normalized humanoid bone names.
Connection-scoped catalog and actor bindings.
Supplies local projection inputs to the shared native transition rules.
Supplies rendered frame inputs to core's command and blend rules.
Supplies the shared queue model with the rendering client's clock and preference.
Initial state precedes OPEN_SCREEN, including an empty table on a ViaProxy connection.
Resolves accepted server overrides first, with bundled native images underneath.
Native layout over the real Java menu, with all recipes and results supplied by ViaBedrock.
Native cat variables advance on actor ticks, independently of render sampling.
Reads the five Character Creator recipes saved to a Bedrock account.
Browses the saved Character Creator recipes and owned persona pieces for the signed-in account.
Resolves classic pack dependencies from the licensed game package when needed.
Selected custom geometry from a Classic Skin pack, normalized for persistence and transport.
Classic skin animation aliases and render flags carried in SkinResourcePatch.
Reads local or account-downloaded Classic Skin packs through the same bounded format reader.
Previews local packs and saves owned pack selections to the active account character.
Target 1.26.51 climbing stages, before collision and after ordinary gravity.
Verified classic cloud fog scope for Bedrock 1.26.51.1.
Bridges the protected creative tab display API in Minecraft's own package.
Physical block properties from the accepted, versioned server pack on either connection route.
Session-specific shapes for block states reserved by the resource-pack converter.
Selects a classic Bedrock skin and cape for the next connection.
Pack-local emote translations and the target client's announcement repeat rules.
Minecraft-thread emote state.
GUI sampling observes the current announcement without changing world playback or origin.
Plays a catalog emote on the account's active character without changing its recipe.
Loads native emote previews using the selected account's catalog and receipt.
Four native wheel positions, available by mouse or the 1-4 keys.
The world's selected licensed vanilla texture, below accepted server overrides.
Loaded only when EntityCulling is installed; its worker and render checks retain their normal policy.
Renders ViaBedrock custom actors while leaving ordinary interactions invisible.
Resolves one actor's native dependencies below accepted server overrides, off the render thread.
Actor-local geometry storage paired with the complete shared animation and effect library.
Native equipment inherits the bundled target library below accepted server overrides.
Submits the immutable equipped selection alongside the owner model's current pose.
Client-provided pictures associated with specific Realm events.
Client-derived images used only when content does not provide one.
Adapts core fence bounds to Java's block-local shape interface.
The translated hook receives the native impulse without Java's unrelated biting timer.
Supplies native fluid without replacing the primary block used for geometry and occlusion.
A bounded, core-resolved scene.
Xbox identity and relationship actions for a Bedrock player.
Keeps native tab, filter and layout choices independent of Java's recipe-book projection.
Builds client models from the geometry that ViaBedrock has already parsed.
Supplies local block and collision observations to the core geyser rule.
An independent GUI actor perspective over the licensed library and accepted pack overrides.
One retained GUI perspective.
GUI-only geometry submission.
Independent native HUD factories share layout, image and font rendering with server forms.
Connection-scoped server restrictions leave local visibility settings intact.
Loads Xbox and Realm imagery without blocking the game thread.
Connection-scoped permissions also work when ViaBedrock runs remotely in ViaProxy.
Bundle operation sounds share the selected native level-event resources and captions.
Native coverage uses the original actor texture, before shader-pack color or UV changes.
Locations belong to one program; values belong to each pipeline bind.
Programs belong to the current Iris pipeline and expire with its normal shader lifetime.
Supplies native radiance through Iris's combined-glint API, retaining pack composition.
Native specializations share the active Iris pipeline's normal program lifetime.
Compose native images and material coverage before a shader pack applies its shading.
Native image aliases retain their external units independently of shader-pack sampler overrides.
The target player's item queries use remaining ticks and distinguish equipped and rendered hands.
The native player keeps the active use stack separate from its equipped hands.
Decodes immutable native item components once, independently of live item use state.
Keeps discovery metadata and the chosen login mode with one connection attempt.
Probes both Bedrock LAN transports without using an Xbox session.
Carries a RakNet LAN selection through vanilla's address resolver.
LAN worlds use direct discovery and are available without an Xbox account.
Per-connection metadata used by signaling, login, and client data.
A verified LAN reply and the connection details supplied by that reply.
Inputs to the classic Bedrock 1.26.51 light-image builder.
A render-thread snapshot of the native light-image builder inputs.
Native recipe side flags for owned, free, and built-in arms and legs.
Retains native groups and uses the current camera and interpolated actor positions.
Acquires persona offers and synchronizes Microsoft Store purchases through native transactions.
Local destruction retains particles; reconciled native server events own its sound.
Optional host integrations require their owning mod as well as their target classes.
Retains full native matrices during drawing and bounds visits, including singular parent scales.
Read-only RGBA query structure with native float32 channels.
Keeps a translated moving block safe until its separate carried-block update arrives.
Publishes native name geometry without reading mutable network state while drawing.
Keeps server name components styled while laying out explicit line breaks.
Client lifecycle adapter for the core's authoritative block mirror.
Accepts presentation only after Java opened the exact menu; never queues it for a later menu.
Real menu presentation; generic menus retain vanilla dispatch, scoped count-one controls use the
negotiated native request backend.
Bind every scene and queued callback to the listener that received it, on direct and proxy routes.
The native pending check belongs to the current player, including while no screen can close.
Downloads account-owned classic packs through the native Store and receipt flow.
Browses owned account packs and opens the shared classic skin preview.
An actor and its optional world locator sampled together for an emitter update.
Bounded Bedrock emitters and rectangular billboards in the world's particle render pass.
Particle evaluation keeps actor bindings separate from emitter variables and animation clocks.
Native particle materials with matching forward state and Java transparency passes.
Text party chat over Minecraft's signaling JSON-RPC connection.
The destination advertised by a native party's PlayFab lobby.
Receives invitation notifications from the PlayFab lobby PubSub hub.
MessagePack maps these public fields from the SignalR payload.
The protocol 2193 destination-cookie handshake is handled locally, without a Java packet.
Party discovery, membership controls, invitations, and text chat.
Minecraft Bedrock party REST operations.
Party travel continues while the party screen is closed, including between worlds.
Repeats whole PCM frames without duplicating the sample, and tracks queued OpenAL frames.
Stores animation strips as PNGs while supplying the native RGBA client claims.
Converts the account's assembled GLTF preview into a static Bedrock player geometry and atlas.
Resolves account recipes into the persona handles and tints sent by Bedrock 1.26.51.
Connection-owned recording and real execution of the client's historical physical tick graph.
Loads the native player graph for every Bedrock skin, including ordinary classic skins.
Native equipped pack models, with independent equipment lifetimes and connection-owned resources.
The player body control uses different turn limits from the generic mob control.
Evaluates the server's player controller graph using one actor-local variable scope.
Ordinary player FOV modifier from Bedrock 1.26.60.5.
Draws the player's Xbox game picture, with a Minecraft head while it loads or is unavailable.
Native bodies remain appearance-local; their ordinary layer roots live for one renderer generation.
Live native owners stay separate from the historical copies used during physical replay.
Native interpolation history before the host adjusts its angles for linear rendering.
Native block-space probes.
Owns client textures and geometry for Bedrock player appearances.
Minecraft achievements and profile statistics available through Xbox Live.
Connection-scoped owner changes for direct and remote ViaBedrock translations.
Drafts are isolated by account and Realm and cleared only after a successful post.
Decodes the modern saves response used by Bedrock 1.26.51.
Community, Timeline, World, and Settings for one Bedrock Realm.
REST requests used by the Bedrock Realm Hub.
Draws images supplied by a Realm, or the client's default Realm preview.
Edits the public Realm name and description without changing its world options.
Finds one exact Xbox gamertag before sending a Realm invite.
Reads the manifest of an exported native pack without extracting its files.
Native actions are hierarchical: world:view does not grant world:restore.
Realm events and player posts share Xbox club comments and relationships.
Keeps comment drafts intact when an asynchronous request fails.
Explains Realm Timeline sharing before a member opts in.
Streams world archives with the short-lived transfer token returned by Realms.
Formats Realm event timestamps in the compact style used by Bedrock.
Versioned, reload-scoped appearance provenance supplied by a converted server pack.
Immutable native passenger anchors published by the connection thread.
Images are active only for a converted, accepted server resource pack in the current reload.
Lists screenshots captured by this Minecraft client, including the F2 shortcut.
The catalog behind Bedrock's Featured and Creator experiences on the Servers tab.
Resolves hosted experiences and connects through the transport requested by Gatherings.
Full catalog details for one Bedrock server or featured experience.
Bedrock destinations that open a server browser before connecting.
Server effects use accepted native resources, with their complete Java translation as a fallback.
A Java-style browser for the Bedrock Servers tab's live catalog.
Reads live player counts and latency using RakNet's unconnected ping.
The material of the GPU pipeline being bound, rather than the shared shader program.
Retains the native inverse-alpha mask when a shader pack replaces the actor shader.
Shader-pack equivalents for native pipelines, independent of an installed shader mod.
Scopes immutable sampled tint to the prepared draw that binds a shared shader program.
Uses the same negotiated Java transport for direct translation and ViaProxy.
Sodium's four output corners, before its existing emissive and buffer processing.
Native material retained by Sodium's reusable quad representation.
Client pose, asynchronous caption metadata lookup, and native caption HUD presentation.
Bedrock PCM channels in the client's existing audio device and listener.
The four Xbox statistics shown by Bedrock profiles.
Native HasTeleportedFlagComponent filters travel until the physical tick completes.
Adapts client world and physical quad coordinates to the shared native corner calculation.
Owns native CPU font resources; Java's stitcher owns the uploaded glyph textures.
FreeType owns file parsing; STB receives only checked outline vertices, never font bytes.
Keeps a native use cycle attached to its definition, rather than its Java carrier.
Native classic skin assets, independent of the local protocol's mapping lifecycle.
Native walking distance, independent of Java's local hand bob and limb swing.
A native world appearance replaces Java only when its entire sampled draw is supported.
Keeps Java gameplay entities while using supported native definitions for their appearance.
Retains the next cell after adjacent build attempts establish a placement direction.
A delayed acknowledgement must not replace text the player has already edited again.
Publishes immutable actor render state across the protocol and render threads.
The blend copy is owned but excluded from physical equality; rendering does not author movement commands.
Value records own the tracker list and accumulator map instead of retaining live mutable containers.
Each extracted item retains its own appearance independently of the cached model texture.
Position-aware native fluid input for chunk render views.
A physical hold retains its air or placement route until release.
Corrects only native GUI actor frames inside Minecraft's ordinary entity submission.
Let Iris select the matching world, hand and shadow programs for native vertex buffers.
Level queries and direct chunk queries share the authoritative native fluid layer.
Each native actor perspective retains its own texture until the GUI has drawn its blit.
Retains native material coverage in ordinary inventory avatars and other GUI textures.
Share installed native appearances with the tab list and mods that read player profiles.
Inline player sprites and skulls use the same live native appearance as the tab list.
Separately negotiated from the original action-form renderer.
The same negotiated local controls apply to direct Bedrock and ViaProxy connections.
The core's existing versioned emote transport, including bounded available-emote lists.
Separate capabilities retain the existing title wire format for older add-ons.
Retires HUD font and image caches on the resource reload's client apply executor.
Lighting and opacity belong to an extracted item, not its shared atlas entry.
Actor portrait transform, distinct from the native live player renderer.
Native UID selection and independent cameras for player and actor portraits.
Applies authored animation destruction to the resolved control tree.
Per-control animation managers with native next-track and play/reset event semantics.
Button appearance is independent of edit-box selection and mapping activation.
A bounded set of cell views retains the complete source's indices and scroll extent.
Domain state and responses for an authored screen; geometry and input belong to the shared screen.
Editable values addressed by the controller's original input indices.
A resolved native type-3 anchor, including a renderer's inside-parent override.
Native directional selection, scroll contexts and focus-container policies for admitted controls.
Applies the native label size multiplier to the selected font's metrics and drawing.
Extracts native units into the shared Java GUI render state, including deferred tooltips.
Bounded asynchronous public images, cached by target version and complete URL without account credentials.
Produces the native image component's ordered, signed destination and source regions.
Draws accepted pack textures and bounded public HTTPS images.
Native mapping factory fields, event phases, pointer scopes and double-press state.
Retains the native raw phase; only phase one is a pressed controller event.
Ancestors are supplied nearest first; native input tests only the nearest clipping ancestor.
Routes captured releases before the current control order and retires skipped mapping phases.
Captured controls remain addressable after they leave the normal input order.
Resolves authored anchors and content dimensions independently of the rendering backend.
Local player framing and independent actor, body and head rotations from the native draw.
Logical cursor position, after the current input source supplied its admission and coordinates.
Selects native visual states before layout while preserving control identities.
Shared accepted-pack text, image and intrinsic metrics, independent of screen authority.
Desktop GuiData offsets; each viewport clamps the preference to its supported range.
Bounded resolved UI geometry and opaque controller annotations shared by forms and containers.
Draws authored scenes with native directional focus geometry and Java input, narration and domain responses.
Retains native clip precision independently of Java's integer GUI coordinate grid.
Screens whose layout and input use the target Bedrock GuiData viewport.
Pointer geometry for authored scrollbars.
Applies the native slider component's completed-layout thumb and image updates.
Native toggle initialization and component events; the screen owns collection indices and radio traversal.
Desktop GuiData units, independent of Java's HUD scale.
Repairs the length field on client-hosted LAN answers that omit trailing SDP attributes.
An HTTP-signaled NetherNet endpoint.
The native option is continuous and ignores changes within its comparison tolerance.
Snapshot restoration keeps exact bounds.
Each execution owns its mutable query cache; retained inputs own immutable geometry.
The native movement request gathers once, including the native step and inset regions.
Player, vehicle, and seat members share one capture and one chronological replay.
Raw input polling is recorded separately from posture, item-use scaling, and automatic jumping.
Movement observes item use; replay never rewinds the live consumption cycle or its inventory.
The native command changes current kinematics, preserving the restored previous transform.
Historical physics runs on the client thread.
One bounded journal for an actor graph.
Owned physical component values.
Each layer contributes its own typed fields, including fields private to its Minecraft class.
Retain held input without sending redundant samples.
Native float position, main-rotation, and head components with independent counters.
Decorates the real host handler so ordinary Java and unsupported modes retain their existing path.
The native interpolation handler publishes rotation without Java's player look bounds.
Carries explicit warning consent into one newly created connection.
A text field that submits its screen action on Enter.
Placement orientation survives changes to the hit face and selected trapdoor material.
Supplies bundled native visual and actor resources on ViaBedrock's resource-pack worker.
Sends the selected appearance and any friend-world session nonce in Bedrock's client data.