Changelog
[2.1.1]
- now requires ETF 6.1.3 or newer
- added new EMFAnimationAPI methods to allow other mods to:
- pause/resume entire custom model animations for an entity
- pause/resume individual custom model parts from animations for an entity
- lock/unlock an entity to only use their vanilla models
- utility methods to cast Entity and BlockEntity into the EMFEntity interface these will allow other mods to inhibit EMF animations and models for specific entities when required e.g. for emotes
- fixed EMF applying values to the last part with the given id as opposed to the first (OptiFine parity)
- fixed the
scale
model part default setting not correctly applying on mobs with new format animations like wardens & frogs - fixed a crash when exporting models in 1.21
- fixed a
not building
crash in 1.21 - fixed the
root
part not appearing in model exports - fixed a bug where item attachments could carry over to other mob renders
- fixed the ender dragon
spine
part not rendering when having a texture override - the setting that allows EMF to disable EBE settings, when custom block entity models are loaded, now has a much more verbose and informative display in the EMF config warning screen
- fixed the modded model export log using the old
modded
directory format, the export log now also gives a full path for the jem starting from the assets folder - model exports are now placed inside the
emf/export/assets/
folder in the.minecraft
directory with a fully correct and namespaced path starting from the assets folder - fixed the vanilla banner model waving adding on top of EMF animations due to vanilla banners being rendered in multiple stages
- changed
pi
from 3.1415926 to 3.1415927 to match vanilla pi usage and seems to match OptiFine despite the docs - changed various math methods such as
sin() & cos()
to no longer use java.lang.Math and instead use Minecraft internal math class - the above 2 changes fixed vindicators in fa 1.9.1
- added support for
inner_armor.jem
&outer_armor.jem
as fallbacks if an entity specific armor model is not found, e.g.zombie_inner_armor.jem
&zombie_outer_armor.jem
- fixed some missing mobs support for the
is_aggressive
variable - changed the
height_above_ground
variable to detect blocks with standable top surfaces not just solid blocks - fixed a bug causing some block entity model texture overrides to appear in first person view in their iris shader shadow pass position
- added an optimization option that will skip recalculating entity model animations during the iris shadow pass, on by default, and should always stay on, it is only an option in case of future breaking iris api changes or weird behaviour with iris ports.
- fixed the trident model part declaring additional parts in the OptiFine mapping by accident, which could cause vanilla trident parts to re-appear in many custom trident models
Dependencies
Files
entity_model_features_forge_1.20.4-2.1.1.jar(401.27 KiB) Primary
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Release channel
ReleaseVersion number
2.1.1Loaders
Forge
Game versions
1.20.4Downloads
71Publication date
July 3, 2024 at 10:06 AMPublisher
Traben
Owner