RC-2
- added a random entity display to the config screen
- fixed null pointer exception with model overrides
- fixed ravager jaw having the wrong OptiFine part name
- fixed is_on_shoulder animation variable
- fixed wolf_collar.jem loading
- fixed an accidental limitation where a vanilla part unknown to the OptiFine part name map would be targeted by animations intended for custom parts (in FA this was parrot heads and witch hats)
- fixed a crash with unknown models building illegal paths
- fixed an issue with parts with empty ids using "this" animation key
- fixed book models
- fixed chest & shulker model mixups
- fixed animations not being read from models with parts with duplicate ids (fixed several of Creepermax123's packs)
RC-1
- OptiFine CEM appears to be officially solved in EMF and seems to be fully working for almost every single use case :)
- large rework, reimplementation, and internalisation of animation code and model variant checking. preventing all occurrences of animation de-sync and fixing animations for all modded/replaced entities/models and block entities.
- various stability fixes to model variants including texture support.
- block entities fully supported (expect a few missalignments due to possible OptiFine part name differences, report these if you can ,
e.g. lectern and enchating table books might be swapped
) - physics mod compat can now choose to try render the vanilla model parts or the custom EMF model parts
- should no longer cause
part not found
crashes or model failures - reduced the log message length of model loading errors
- fixed emf/ & mobName/mobName directory issues
- animations now support model part name hierarchy as in OptiFine. i.e
left_arm:hand:finger1
works to separate partfinger1
in theleft_arm
model group from theright_arm
one - warning structure added to detected model overrides prompting to disable setting if it crashes or to warn users of models modified by other mods
- added OptiFine name format support for all previously missing entities including sniffer and camel and block entities
- added support for render variables in animations
e.g. render.shadow_size
- expanded animation model variable support to block entities, seemingly matching OptiFines output for these.
- block entity animations support variables "var.???"
- added various render modes for custom parts,
NORMAL, GREEN FLASHING, WIREFRAME, OFF
, will not affect vanilla parts. - so much more i've probably forgotten some.
- fixed
IndexOutOfBoundsException
&already building
crashes related to texture overrides in sub-models - added an option to select how to handle texture overrides on sub-model parts, whether to rely on EMF's rendering code, an Iris rendering quirk, or to disable them.(this should almost always be left on default except when debugging texture overrides in sub-models)
0.2.12
- added a workaround to render the vanilla models parts when an entity dies for physics mod compatibility (THIS IS FAR FROM PERFECT and really just a test)
- prevented animation variables from invalidating expressions during division testing by defaulting to 0 during setup phase
- tweaked the config screens into categories and altered translations
- extended the option to the setting to print out all unknown model information, to also try and make an example .jem file for that entity model (it is not a perfect match, they are meant as a starting point for you)
- fixed the option to try and force EMF models back onto modified entities, triggering for entities without emf models
- fixed limb_speed idling at the minimum float value it should now idle at 0 instead
- improved texture overrides when used internally within models (no longer relies on a broken behaviour of iris) (will have lighting glitches when used on mobs that have glowing eyes or ETF emissive textures until ETFs next update)