1.2.3
- added the following animation interpolation methods
easein
,easeout
,easeinout
,cubiceasein
,cubiceaseout
,cubiceaseinout
. They function identically tolerp
however offer different interpolation behaviours shadow_size
in model.jem files should now apply- more robust wolf_collar.jem implementation
- fixed a crash
layer is null
- fixed
cannot inherit from final class
crash caused by completely unrelated forge mods missing their dependencies. - added the
feet
part of the new bat model to the optifine name mappings (might revert if optifine doesn't do this too) - fixed an issue preventing
mob2.jem
from loading correctly without amob.jem
(fixes reimagined's boats textures) - custom animation variables should now be correctly addressable between different parts (OptiFine parity)
- allowed emf animations to declare the same variable multiple times to update it multiple times within the same frame (OptiFine parity)
- emf updated to use etf 5.2
-
added an EMF only random property to make model variation easier in cases that do not typically need properties in ETF. e.g. you don't need a property to check a cat variant in ETF because you are already working with the black cat texture directly. the property name is
variant
orvariants
. The property allows regex, pattern, or a simple list of variant names. If the property starts with"print:"
it will print the variant found for the entity to the game log, and use the rest of the property text as normal. This property will work with any modded entity that implements the VariantHolder<T> class and will use the string representation of the type, e.g. "black" for a cat, "oak" for a boat. This property also works uniquely with these block entities: signs (wood), bed (color), shulkerbox (color), Decorated pot (all 4 sherd face types). For all other regular & block entities it returns the EntityType or BlockEntityType registry id. This allows for the separation of different entity types that might use the same model name, such as various modded entities do. -
added NeoForge 1.20.2 support, all prior versions will not have separate jars for forge and neoforge.
-
fixed boolean inverted methods
-
fixed most, if not, all model variation issues
-
much better texture override code
-
emissive textures in overrides now work correctly
-
reworked for etf rewrite
-
added model variation rate setting to emf settings
-
fixed the config gui screen getting all black and not displaying the mobs
-
added a debug printout setting which will print debug info to chat and the log when an entity is right clicked
-
emf now accepts model variants without .properties files, you do not even need to declare a 'default' model, you can just create villager2.jem and variant #1 will automatically be the vanilla model.
-
fixed an issue with held entities such as players holding a chest, messing with further models to be rendered for that entity, such as elytras
-
fixed several other minor issues
-
fixed texture overrides affecting villager clothing layers also
-
texture overrides now use the render layer factory of the underlying model (fixes villager clothing layers and some others when the base model had textures overrides)
-
ensured texture overrides will not reapply again on models reused multiple times by entities (e.g. villagers clothes reusing the base villager model)
-
fixed sodium 0.5.4 compat