v2.3.0 — The TACZ Compatibility Update
New Features
- Timeless and Classics Zero (TACZ) Compatibility (Forge-NeoForge): Added pixel-perfect collision support for TACZ bullet physics, flawlessly registering physical gaps and headshots.
Bug Fixes
- Hitbox Jitter Eliminated: Fixed an issue that caused hitboxes to vibrate and shake when entities moved.
- Baby Mob Hitboxes: Fixed baby mob head hitboxes being incorrectly sized and positioned.
- Adult/Baby Hitbox Desync: Fixed a bug where an adult's head hitbox would randomly become giant after spawning a baby of the same type.
- Guard Villagers Compat: Fixed a bug where normal villagers' head hitboxes would temporarily become massive when Guard Villagers was installed alongside a baby villager.
Improvements
- Hitbox Rendering Validation: Dead, removed, and invisible entities are now properly filtered to prevent stale hitboxes from lingering on screen.
v2.3.0 — The TACZ Compatibility Update
New Features
Timeless and Classics Zero (TACZ) Compatibility (Forge-NeoForge): Added pixel-perfect collision support for TACZ bullet physics, flawlessly registering physical gaps and headshots.
Bug Fixes
Hitbox Jitter Eliminated: Fixed an issue that caused hitboxes to vibrate and shake when entities moved. Baby Mob Hitboxes: Fixed baby mob head hitboxes being incorrectly sized and positioned. Adult/Baby Hitbox Desync: Fixed a bug where an adult's head hitbox would randomly become giant after spawning a baby of the same type. Guard Villagers Compat: Fixed a bug where normal villagers' head hitboxes would temporarily become massive when Guard Villagers was installed alongside a baby villager.
Improvements
Hitbox Rendering Validation: Dead, removed, and invisible entities are now properly filtered to prevent stale hitboxes from lingering on screen.
v2.2.1 — Baby GeckoLib Scaling Hotfix
Bug Fixes
- Double-Scaling Eradication (1.20.2+): Resolved an issue where GeckoLib baby entities possessed impossibly tiny geometries. The extraction matrix was mistakenly receiving Vanilla's base rendering scale on top of GeckoLib's own mathematical factor. This fix stabilizes the exact visual-to-hitbox parity for natively scaled GeckoLib babies.
v2.2.0 — Rendering Stability Update
Bug Fixes
- GeckoLib Specialized Mob Scaling: Hitboxes now accurately mirror GeckoLib's forced internal mob-size constraints natively. This fixes visually massive creatures outputting disproportionately microscopic or unscaled bounds.
- Vanilla Baby Animal Refinements: Reimplemented exact 1.5x Vanilla head scaling offsets and calculations for baby entities. Baby variants of complex shapes will now position their head hitboxes mathematically perfectly according to the core animal model.
v2.1.0 — Critical Rendering & Bugfix Update
Bug Fixes
- Baby Mob Render Scaling: Corrected a legacy issue where baby mobs mathematically emitted identically-sized, slightly offset hitboxes as their adult variants. Baby mobs are now rigorously scaled and aligned perfectly with their bodies.
- Ghost Hitboxes: Rewrote the active rendering lifecycle tracking structure. The mod now faithfully adheres to Vanilla Frustum Culling, stopping invisible or culled mobs from permanently leaving behind frozen "ghost" hitboxes in caves and distant chunks, especially noticeable when utilizing Freecam.
- Shader Pass Sky Floating Fixed: Implemented strict render-phase boundaries to ensure shader shadow-mapping passes (like Iris or OptiFine) and MiniMaps no longer generate clusters of heavily warped geometry floating statically in the overworld sky.
- First-Person Artifacts Fixed: Ignored F3+B extraction sweeps covering the active
cameraEntitywhile looking in first-person setups. This stops your own customized physical player body hitboxes from rendering directly onto the screen and aggressively tracking the moving crosshair.
v2.0.0 — MAJOR UPDATE
New
- Sodium Compatibility: Hitboxes now render correctly with Sodium (and Iris) installed. The mod no longer relies on Sodium's bypassed rendering hooks — uses a new rendering-pipeline-independent extraction system.
- GeckoLib 4 Support: Modded entities powered by GeckoLib (e.g., Naturalist, Alex's Mobs, etc.) now get accurate per-part hitboxes, just like vanilla mobs.
- Conditional GeckoLib Loading: GeckoLib is fully optional — the mod detects it at runtime and enables support automatically. No crash if GeckoLib isn't installed.
Other Improvements
- Completely rewritten hitbox extraction system using manual ModelPart tree walking instead of render hook injection.
- Hitboxes now correctly follow entity body rotation and animations for both vanilla and GeckoLib entities.
- Updated license to remove credit requirement for modpack inclusion — modpack makers can freely include the mod.
Compatibility Notes
- ✅ Sodium / Iris — Fully compatible
- ✅ GeckoLib 4 — Fully compatible
- ✅ Sinytra Connector — Fully compatible (with Forgified Fabric API)
- ✅ EMF / ETF — Works, but green hitbox overlay follows vanilla animations rather than custom EMF visual animations (cosmetic only, does not affect gameplay accuracy)
v1.2.0
New
- Whitelist/Blacklist Mode Toggle: The
config/accuratehitboxes.jsonnow supports a"mode"field that can be set to"blacklist"or"whitelist". - In blacklist mode, entities in the list are excluded from accurate hitboxes — this is the default behavior.
- In whitelist mode, only entities in the list receive accurate hitboxes — everything else uses vanilla. Perfect for large modpacks!
Other Improvements
- Old v1.1.x configs using
blacklisted_entitiesare automatically migrated to the new format on first launch — no manual editing required.
Credits & Notes
- 💖 Special thanks to Crimson_Steve for suggesting the brilliant Whitelist mode idea!
v1.1.1
New
- Expanded official support to include Minecraft 1.20.3 for both Fabric/Quilt and NeoForge — one JAR now covers 1.20.2 and 1.20.3!
Internal
- Tightened version compatibility ranges based on live testing results.
v1.1.0
New
- Entity Blacklist Configuration: Added an auto-generating
config/accuratehitboxes.jsonfile on first launch. - Server admins and players can now explicitly disable Accurate Hitboxes computations for specific entity ID namespaces (e.g.
"accuratehitboxes:exampleentity"). - Blacklisted entities gracefully fallback to strict Vanilla hitbox combat and rendering systems.
- F3+B visuals now immediately revert to standard white Vanilla boundary boxes for blacklisted mobs, offering instant diagnostic feedback.
Other Improvements
- Added universal native exclusion for the
Ender Dragon(and its individual functional parts) deep into the Accurate Hitboxes core to natively skip geometry processing for the boss fight by default.
Credits & Notes
- 💖 Special thanks to loti1234567 for suggesting the brilliant Entity Blacklist idea!
- Blacklisting heavily modified animation-driven custom entities eliminates all possible cross-mod compatibility issues without needing to disable the mod globally.

