### Changes
- Set the default render type of Block Entities to translucent.
- Made AzProvider variables protected instead of private.
### Fixes
- Fixed quads disappearing when entity gets hurt.
- Fixed quads rendering with cull when invisible and viewed in spectator mode.
- Fixed AzBlockEntityRendererConfig builder using a generic type instead of the correct one.
### Changes
- Set the default render type of Block Entities to translucent.
- Made AzProvider variables protected instead of private.
### Fixes
- Fixed quads disappearing when entity gets hurt.
- Fixed quads rendering with cull when invisible and viewed in spectator mode.
- Fixed AzBlockEntityRendererConfig builder using a generic type instead of the correct one.
### Changes
- Set the default render type of Block Entities to translucent.
- Made AzProvider variables protected instead of private.
### Fixes
- Fixed quads disappearing when entity gets hurt.
- Fixed quads rendering with cull when invisible and viewed in spectator mode.
- Fixed AzBlockEntityRendererConfig builder using a generic type instead of the correct one.
### Changes
- Set the default render type of Block Entities to translucent.
- Made AzProvider variables protected instead of private.
### Fixes
- Fixed quads disappearing when entity gets hurt.
- Fixed quads rendering with cull when invisible and viewed in spectator mode.
- Fixed AzBlockEntityRendererConfig builder using a generic type instead of the correct one.
### Changes
- Set the default render type of Block Entities to translucent.
- Made AzProvider variables protected instead of private.
### Fixes
- Fixed quads disappearing when entity gets hurt.
- Fixed quads rendering with cull when invisible and viewed in spectator mode.
- Fixed AzBlockEntityRendererConfig builder using a generic type instead of the correct one.
### Changes
- Set the default render type of Block Entities to translucent.
- Made AzProvider variables protected instead of private.
### Fixes
- Fixed quads disappearing when entity gets hurt.
- Fixed quads rendering with cull when invisible and viewed in spectator mode.
- Fixed AzBlockEntityRendererConfig builder using a generic type instead of the correct one.
### Changes
- Set the default render type of Block Entities to translucent.
- Made AzProvider variables protected instead of private.
### Fixes
- Fixed quads disappearing when entity gets hurt.
- Fixed quads rendering with cull when invisible and viewed in spectator mode.
- Fixed AzBlockEntityRendererConfig builder using a generic type instead of the correct one.
### Changes
- Set the default render type of Block Entities to translucent.
- Made AzProvider variables protected instead of private.
### Fixes
- Fixed quads disappearing when entity gets hurt.
- Fixed quads rendering with cull when invisible and viewed in spectator mode.
- Fixed AzBlockEntityRendererConfig builder using a generic type instead of the correct one.
***THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE***
### Changes
- Removed old Geckolib 3.x code and internal SBL code.
- Layers, Model Renderers, and Animators now take a Key to identify themselves.
- This will Long for Block Entities or UUID for Items (This includes Armor) and Entities.
- Adds AzItemRendererConfig#disableAnimationInAllContexts
- Per-instance model isolation for animations
- Implemented AzBone.deepCopy() (copies transforms, matrices, cubes, children, then saveInitialSnapshot()).
- Implemented AzBakedModel.deepCopy() (rebuilds a fresh bone tree via bone.deepCopy()).
- Deprecated pattern: do not call animator.setActiveModel(...) in the render loop (model is installed once during provideAnimator).
- Due to servers being weird with animations, AzIdentityRegistry#regsiter is required again to work properly with item and armor animations.
- Added fallback geo model for missing models.
- Extended AzRendererConfig and its Builder to BiFunction<Entity, T, ResourceLocation> model/texture/render type location providers.
- Enables entity-aware model/texture/render type selection across all render configurations.
- Subclasses like AzArmorRendererConfig now automatically support entity–item–based model lookups without custom overrides.
- Tweaked Molang parsers to be more memory efficient.
### Fixes
- Fixed animation state leaking between instances that share the same geo model by isolating bones per animator.
- Fixed enableAnimationOnlyInContexts not working properly
- Fixed animation speed property not working properly
- Fixed Animated textures breaking with ~~Gankolib~~ Geckolib
- Fixed a crash with armor if a bone is missing from the armor model.
***THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE***
### Changes
- Removed old Geckolib 3.x code and internal SBL code.
- Layers, Model Renderers, and Animators now take a Key to identify themselves.
- This will Long for Block Entities or UUID for Items (This includes Armor) and Entities.
- Adds AzItemRendererConfig#disableAnimationInAllContexts
- Per-instance model isolation for animations
- Implemented AzBone.deepCopy() (copies transforms, matrices, cubes, children, then saveInitialSnapshot()).
- Implemented AzBakedModel.deepCopy() (rebuilds a fresh bone tree via bone.deepCopy()).
- Deprecated pattern: do not call animator.setActiveModel(...) in the render loop (model is installed once during provideAnimator).
- Due to servers being weird with animations, AzIdentityRegistry#regsiter is required again to work properly with item and armor animations.
- Added fallback geo model for missing models.
- Extended AzRendererConfig and its Builder to BiFunction<Entity, T, ResourceLocation> model/texture/render type location providers.
- Enables entity-aware model/texture/render type selection across all render configurations.
- Subclasses like AzArmorRendererConfig now automatically support entity–item–based model lookups without custom overrides.
- Tweaked Molang parsers to be more memory efficient.
### Fixes
- Fixed animation state leaking between instances that share the same geo model by isolating bones per animator.
- Fixed enableAnimationOnlyInContexts not working properly
- Fixed animation speed property not working properly
- Fixed Animated textures breaking with ~~Gankolib~~ Geckolib
- Fixed a crash with armor if a bone is missing from the armor model.
***THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE***
### Changes
- Removed old Geckolib 3.x code.
- Layers, Model Renderers, and Animators now take a Key to identify themselves.
- This will Long for Block Entities or UUID for Items (This includes Armor) and Entities.
- Adds AzItemRendererConfig#disableAnimationInAllContexts
- Per-instance model isolation for animations
- Implemented AzBone.deepCopy() (copies transforms, matrices, cubes, children, then saveInitialSnapshot()).
- Implemented AzBakedModel.deepCopy() (rebuilds a fresh bone tree via bone.deepCopy()).
- Deprecated pattern: do not call animator.setActiveModel(...) in the render loop (model is installed once during provideAnimator).
- Due to servers being weird with animations, AzIdentityRegistry#regsiter is required again to work properly with item and armor animations.
- Added fallback geo model for missing models.
- Extended AzRendererConfig and its Builder to BiFunction<Entity, T, ResourceLocation> model/texture/render type location providers.
- Enables entity-aware model/texture/render type selection across all render configurations.
- Subclasses like AzArmorRendererConfig now automatically support entity–item–based model lookups without custom overrides.
### Fixes
- Fixed animation state leaking between instances that share the same geo model by isolating bones per animator.
- Fixed enableAnimationOnlyInContexts not working properly
- Fixed animation speed property not working properly
- Fixed Animated textures breaking with ~~Gankolib~~ Geckolib
- Fixed a crash with armor if a bone is missing from the armor model.
***THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE***
### Changes
- Removed old Geckolib 3.x code.
- Layers, Model Renderers, and Animators now take a Key to identify themselves.
- This will Long for Block Entities or UUID for Items (This includes Armor) and Entities.
- Adds AzItemRendererConfig#disableAnimationInAllContexts
- Per-instance model isolation for animations
- Implemented AzBone.deepCopy() (copies transforms, matrices, cubes, children, then saveInitialSnapshot()).
- Implemented AzBakedModel.deepCopy() (rebuilds a fresh bone tree via bone.deepCopy()).
- Deprecated pattern: do not call animator.setActiveModel(...) in the render loop (model is installed once during provideAnimator).
- Due to servers being weird with animations, AzIdentityRegistry#regsiter is required again to work properly with item and armor animations.
- Added fallback geo model for missing models.
- Extended AzRendererConfig and its Builder to BiFunction<Entity, T, ResourceLocation> model/texture/render type location providers.
- Enables entity-aware model/texture/render type selection across all render configurations.
- Subclasses like AzArmorRendererConfig now automatically support entity–item–based model lookups without custom overrides.
### Fixes
- Fixed animation state leaking between instances that share the same geo model by isolating bones per animator.
- Fixed enableAnimationOnlyInContexts not working properly
- Fixed animation speed property not working properly
- Fixed Animated textures breaking with ~~Gankolib~~ Geckolib
- Fixed a crash with armor if a bone is missing from the armor model.
***THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE***
### Changes
- Removed old Geckolib 3.x code.
- Layers, Model Renderers, and Animators now take a Key to identify themselves.
- This will Long for Block Entities or UUID for Items (This includes Armor) and Entities.
- Adds AzItemRendererConfig#disableAnimationInAllContexts
- Per-instance model isolation for animations
- Implemented AzBone.deepCopy() (copies transforms, matrices, cubes, children, then saveInitialSnapshot()).
- Implemented AzBakedModel.deepCopy() (rebuilds a fresh bone tree via bone.deepCopy()).
- Deprecated pattern: do not call animator.setActiveModel(...) in the render loop (model is installed once during provideAnimator).
- Due to servers being weird with animations, AzIdentityRegistry#regsiter is required again to work properly with item and armor animations.
- Added fallback geo model for missing models.
- Extended AzRendererConfig and its Builder to BiFunction<Entity, T, ResourceLocation> model/texture/render type location providers.
- Enables entity-aware model/texture/render type selection across all render configurations.
- Subclasses like AzArmorRendererConfig now automatically support entity–item–based model lookups without custom overrides.
### Fixes
- Fixed animation state leaking between instances that share the same geo model by isolating bones per animator.
- Fixed enableAnimationOnlyInContexts not working properly
- Fixed animation speed property not working properly
- Fixed Animated textures breaking with ~~Gankolib~~ Geckolib
- Fixed a crash with armor if a bone is missing from the armor model.
***THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE***
### Changes
- Removed old Geckolib 3.x code.
- Layers, Model Renderers, and Animators now take a Key to identify themselves.
- This will Long for Block Entities or UUID for Items (This includes Armor) and Entities.
- Adds AzItemRendererConfig#disableAnimationInAllContexts
- Per-instance model isolation for animations
- Implemented AzBone.deepCopy() (copies transforms, matrices, cubes, children, then saveInitialSnapshot()).
- Implemented AzBakedModel.deepCopy() (rebuilds a fresh bone tree via bone.deepCopy()).
- Deprecated pattern: do not call animator.setActiveModel(...) in the render loop (model is installed once during provideAnimator).
- Due to servers being weird with animations, AzIdentityRegistry#regsiter is required again to work properly with item and armor animations.
- Added fallback geo model for missing models.
- Extended AzRendererConfig and its Builder to BiFunction<Entity, T, ResourceLocation> model/texture/render type location providers.
- Enables entity-aware model/texture/render type selection across all render configurations.
- Subclasses like AzArmorRendererConfig now automatically support entity–item–based model lookups without custom overrides.
### Fixes
- Fixed animation state leaking between instances that share the same geo model by isolating bones per animator.
- Fixed enableAnimationOnlyInContexts not working properly
- Fixed animation speed property not working properly
- Fixed Animated textures breaking with ~~Gankolib~~ Geckolib
- Fixed a crash with armor if a bone is missing from the armor model.
***THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE***
### Changes
- Removed old Geckolib 3.x code.
- Layers, Model Renderers, and Animators now take a Key to identify themselves.
- This will Long for Block Entities or UUID for Items (This includes Armor) and Entities.
- Adds AzItemRendererConfig#disableAnimationInAllContexts
- Per-instance model isolation for animations
- Implemented AzBone.deepCopy() (copies transforms, matrices, cubes, children, then saveInitialSnapshot()).
- Implemented AzBakedModel.deepCopy() (rebuilds a fresh bone tree via bone.deepCopy()).
- Deprecated pattern: do not call animator.setActiveModel(...) in the render loop (model is installed once during provideAnimator).
- Due to servers being weird with animations, AzIdentityRegistry#regsiter is required again to work properly with item and armor animations.
- Added fallback geo model for missing models.
- Extended AzRendererConfig and its Builder to BiFunction<Entity, T, ResourceLocation> model/texture/render type location providers.
- Enables entity-aware model/texture/render type selection across all render configurations.
- Subclasses like AzArmorRendererConfig now automatically support entity–item–based model lookups without custom overrides.
### Fixes
- Fixed animation state leaking between instances that share the same geo model by isolating bones per animator.
- Fixed enableAnimationOnlyInContexts not working properly
- Fixed animation speed property not working properly
- Fixed Animated textures breaking with ~~Gankolib~~ Geckolib
***THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE***
### Changes
- Removed old Geckolib 3.x code.
- Layers, Model Renderers, and Animators now take a Key to identify themselves.
- This will Long for Block Entities or UUID for Items (This includes Armor) and Entities.
- Adds AzItemRendererConfig#disableAnimationInAllContexts
- Per-instance model isolation for animations
- Implemented AzBone.deepCopy() (copies transforms, matrices, cubes, children, then saveInitialSnapshot()).
- Implemented AzBakedModel.deepCopy() (rebuilds a fresh bone tree via bone.deepCopy()).
- Deprecated pattern: do not call animator.setActiveModel(...) in the render loop (model is installed once during provideAnimator).
- Due to servers being weird with animations, AzIdentityRegistry#regsiter is required again to work properly with item and armor animations.
- Added fallback geo model for missing models.
- Extended AzRendererConfig and its Builder to BiFunction<Entity, T, ResourceLocation> model/texture/render type location providers.
- Enables entity-aware model/texture/render type selection across all render configurations.
- Subclasses like AzArmorRendererConfig now automatically support entity–item–based model lookups without custom overrides.
### Fixes
- Fixed animation state leaking between instances that share the same geo model by isolating bones per animator.
- Fixed enableAnimationOnlyInContexts not working properly
- Fixed animation speed property not working properly
- Fixed Animated textures breaking with ~~Gankolib~~ Geckolib
### Changes
- Hide arms bones always in items and only render arms when animations are playing for items.
- Added `AzArmorTrimLayer` for rendering armor trims (Credit to ZsoltMolnarrr)
- Supports single trim-pattern texture
- Supports per pattern textures (like vanilla)
- Added alpha value to getDefaultRenderType
- Made entityCutout the default entity render type.
- Removed Dynamic renderers as they are broken and no longer needed.
- Add an optional Waist Bone for armors. (Credit to cleannrooster)
- Added all missing Math functions, currently matching: https://bedrock.dev/docs/1.21.0.0/1.21.120.22/Molang#Math%20Functions now
### Fixes
- Fixed builder config render type config completely overwriting the default render type setups
- Fixes hurt/death red overlay from not working on entities
- Fixes when an invalid animation name is used, the controller/state machine will become stuck and no longer update
### Changes
- Hide arms bones always in items and only render arms when animations are playing for items.
- Added `AzArmorTrimLayer` for rendering armor trims (Credit to ZsoltMolnarrr)
- Supports single trim-pattern texture
- Supports per pattern textures (like vanilla)
- Added alpha value to getDefaultRenderType
- Made entityCutout the default entity render type.
- Removed Dynamic renderers as they are broken and no longer needed.
- Add an optional Waist Bone for armors. (Credit to cleannrooster)
- Added all missing Math functions, currently matching: https://bedrock.dev/docs/1.21.0.0/1.21.120.22/Molang#Math%20Functions now
### Fixes
- Fixed builder config render type config completely overwriting the default render type setups
- Fixes hurt/death red overlay from not working on entities
- Fixes when an invalid animation name is used, the controller/state machine will become stuck and no longer update
### Changes
- Hide arms bones always in items and only render arms when animations are playing for items.
- Added alpha value to getDefaultRenderType
- Made entityCutout the default entity render type.
- Removed Dynamic renderers as they are broken and no longer needed.
- Add an optional Waist Bone for armors. (Credit to cleannrooster)
- Added all missing Math functions, currently matching: https://bedrock.dev/docs/1.21.0.0/1.21.120.22/Molang#Math%20Functions now
### Fixes
- Fixed builder config render type config completely overwriting the default render type setups
- Fixes hurt/death red overlay from not working on entities
- Fixes when an invalid animation name is used, the controller/state machine will become stuck and no longer update
### Changes
- Hide arms bones always in items and only render arms when animations are playing for items.
- Added alpha value to getDefaultRenderType
- Made entityCutout the default entity render type.
- Removed Dynamic renderers as they are broken and no longer needed.
- Add an optional Waist Bone for armors. (Credit to cleannrooster)
- Added all missing Math functions, currently matching: https://bedrock.dev/docs/1.21.0.0/1.21.120.22/Molang#Math%20Functions now
### Fixes
- Fixed builder config render type config completely overwriting the default render type setups
- Fixes hurt/death red overlay from not working on entities
- Fixes when an invalid animation name is used, the controller/state machine will become stuck and no longer update
### Changes
- Hide arms bones always in items and only render arms when animations are playing for items.
- Added alpha value to getDefaultRenderType
- Made entityCutout the default entity render type.
- Removed Dynamic renderers as they are broken and no longer needed.
- Add an optional Waist Bone for armors. (Credit to cleannrooster)
- Added all missing Math functions, currently matching: https://bedrock.dev/docs/1.21.0.0/1.21.120.22/Molang#Math%20Functions now
### Fixes
- Fixed builder config render type config completely overwriting the default render type setups
- Fixes hurt/death red overlay from not working on entities
- Fixes when an invalid animation name is used, the controller/state machine will become stuck and no longer update
### Changes
- Hide arms bones always in items and only render arms when animations are playing for items.
- Added alpha value to getDefaultRenderType
- Made entityCutout the default entity render type.
- Removed Dynamic renderers as they are broken and no longer needed.
- Add an optional Waist Bone for armors. (Credit to cleannrooster)
- Added all missing Math functions, currently matching: https://bedrock.dev/docs/1.21.0.0/1.21.120.22/Molang#Math%20Functions now
### Fixes
- Fixed builder config render type config completely overwriting the default render type setups
- Fixes hurt/death red overlay from not working on entities
- Fixes when an invalid animation name is used, the controller/state machine will become stuck and no longer update
### Changes
- Hide arms bones always in items and only render arms when animations are playing for items.
- Added alpha value to getDefaultRenderType
- Made entityCutout the default entity render type.
- Removed Dynamic renderers as they are broken and no longer needed.
- Add an optional Waist Bone for armors. (Credit to cleannrooster)
- Added all missing Math functions, currently matching: https://bedrock.dev/docs/1.21.0.0/1.21.120.22/Molang#Math%20Functions now
### Fixes
- Fixed builder config render type config completely overwriting the default render type setups
- Fixes hurt/death red overlay from not working on entities
- Fixes when an invalid animation name is used, the controller/state machine will become stuck and no longer update
### Changes
- Hide arms bones always in items and only render arms when animations are playing for items.
- Added alpha value to getDefaultRenderType
- Made entityCutout the default entity render type.
- Removed Dynamic renderers as they are broken and no longer needed.
- Add an optional Waist Bone for armors. (Credit to cleannrooster)
- Added all missing Math functions, currently matching: https://bedrock.dev/docs/1.21.0.0/1.21.120.22/Molang#Math%20Functions now
### Fixes
- Fixed builder config render type config completely overwriting the default render type setups
- Fixes hurt/death red overlay from not working on entities
- Fixes when an invalid animation name is used, the controller/state machine will become stuck and no longer update
### Fixes
- Fix for Forge events being called before renderers are ready 🙄
- Adds missing minVersion to mixin files, just quiets that logger.
- Updates mod description.
### Fixes
- Fix for Forge events being called before renderers are ready 🙄
- Adds missing minVersion to mixin files, just quiets that logger.
- Updates mod description.
### Fixes
- Fix for Forge events being called before renderers are ready 🙄
- Adds missing minVersion to mixin files, just quiets that logger.
- Updates mod description.
### Fixes
- Fix for Forge events being called before renderers are ready 🙄
- Adds missing minVersion to mixin files, just quiets that logger.
- Updates mod description.
### Fixes
- Fix for Forge events being called before renderers are ready 🙄
- Adds missing minVersion to mixin files, just quiets that logger.
- Updates mod description.
### Fixes
- Fix for Forge events being called before renderers are ready 🙄
- Adds missing minVersion to mixin files, just quiets that logger.
- Updates mod description.
### Fixes
- Fix for Forge events being called before renderers are ready 🙄
- Adds missing minVersion to mixin files, just quiets that logger.
- Updates mod description.
### Fixes
- Fix for Forge events being called before renderers are ready 🙄
- Adds missing minVersion to mixin files, just quiets that logger.
- Updates mod description.
### Changes
- Added setShouldAnimateInContext, disableAnimationInContexts, and enableAnimationOnlyInContexts methods to AzItemRendererConfig.
- This allows you to disable animations in certain display contexts.
- Added built-in support for items to render player arms in the first-person view as long as the proper bones exist in the item model.
- Import the arms from this bbmodel to your item model and only move them in the animations you want to use them in.
- Download the bbmodel here: https://github.com/AzureDoom/AzureLib/blob/1.21.1/player_arms_import.bbmodel
### Changes
- Added setShouldAnimateInContext, disableAnimationInContexts, and enableAnimationOnlyInContexts methods to AzItemRendererConfig.
- This allows you to disable animations in certain display contexts.
- Added built-in support for items to render player arms in the first-person view as long as the proper bones exist in the item model.
- Import the arms from this bbmodel to your item model and only move them in the animations you want to use them in.
- Download the bbmodel here: https://github.com/AzureDoom/AzureLib/blob/1.21.1/player_arms_import.bbmodel
### Changes
- Added a safe catch to AzCommand#sendForItem to catch any mod not properly checking for items in inventoryTick and sending an AzCommand.
- Added setShouldAnimateInContext, disableAnimationInContexts, and enableAnimationOnlyInContexts methods to AzItemRendererConfig.
- This allows you to disable animations in certain display contexts.
- Added built-in support for items to render player arms in the first-person view as long as the proper bones exist in the item model.
- Import the arms from this bbmodel to your item model and only move them in the animations you want to use them in.
- Download the bbmodel here: https://github.com/AzureDoom/AzureLib/blob/1.21.1/player_arms_import.bbmodel
### Changes
- Added a safe catch to AzCommand#sendForItem to catch any mod not properly checking for items in inventoryTick and sending an AzCommand.
- Added setShouldAnimateInContext, disableAnimationInContexts, and enableAnimationOnlyInContexts methods to AzItemRendererConfig.
- This allows you to disable animations in certain display contexts.
- Added built-in support for items to render player arms in the first-person view as long as the proper bones exist in the item model.
- Import the arms from this bbmodel to your item model and only move them in the animations you want to use them in.
- Download the bbmodel here: https://github.com/AzureDoom/AzureLib/blob/1.21.1/player_arms_import.bbmodel
### Changes
- Added a safe catch to AzCommand#sendForItem to catch any mod not properly checking for items in inventoryTick and sending an AzCommand.
- Added setShouldAnimateInContext, disableAnimationInContexts, and enableAnimationOnlyInContexts methods to AzItemRendererConfig.
- This allows you to disable animations in certain display contexts.
- Added built-in support for items to render player arms in the first-person view as long as the proper bones exist in the item model.
- Import the arms from this bbmodel to your item model and only move them in the animations you want to use them in.
- Download the bbmodel here: https://github.com/AzureDoom/AzureLib/blob/1.21.1/player_arms_import.bbmodel
### Changes
- Added a safe catch to AzCommand#sendForItem to catch any mod not properly checking for items in inventoryTick and sending an AzCommand.
- Added setShouldAnimateInContext, disableAnimationInContexts, and enableAnimationOnlyInContexts methods to AzItemRendererConfig.
- This allows you to disable animations in certain display contexts.
- Added built-in support for items to render player arms in the first-person view as long as the proper bones exist in the item model.
- Import the arms from this bbmodel to your item model and only move them in the animations you want to use them in.
- Download the bbmodel here: https://github.com/AzureDoom/AzureLib/blob/1.21.1/player_arms_import.bbmodel
### Changes
- Added a safe catch to AzCommand#sendForItem to catch any mod not properly checking for items in inventoryTick and sending an AzCommand.
- Added setShouldAnimateInContext, disableAnimationInContexts, and enableAnimationOnlyInContexts methods to AzItemRendererConfig.
- This allows you to disable animations in certain display contexts.
- Added built-in support for items to render player arms in the first-person view as long as the proper bones exist in the item model.
- Import the arms from this bbmodel to your item model and only move them in the animations you want to use them in.
- Download the bbmodel here: https://github.com/AzureDoom/AzureLib/blob/1.21.1/player_arms_import.bbmodel
### Changes
- Added a safe catch to AzCommand#sendForItem to catch any mod not properly checking for items in inventoryTick and sending an AzCommand.
- Added setShouldAnimateInContext, disableAnimationInContexts, and enableAnimationOnlyInContexts methods to AzItemRendererConfig.
- This allows you to disable animations in certain display contexts.
- Added built-in support for items to render player arms in the first-person view as long as the proper bones exist in the item model.
- Import the arms from this bbmodel to your item model and only move them in the animations you want to use them in.
- Download the bbmodel here: https://github.com/AzureDoom/AzureLib/blob/1.21.1/player_arms_import.bbmodel
### Changes
- Added AzRendererConfig builder for setting a custom model renderer.
- Added AzRendererConfig builder for setting a custom pipeline context renderer.
- Removed the need for AzIdentityRegistry#register to be called, any item with an AzItemRender/AzArmorRender will be automatically registered the needed identity.
- Added AzRendererConfig builder for setting per bone textures.
- Added AzRendererConfig builder for setting per bone RenderTypes.
### Changes
- Added AzRendererConfig builder for setting a custom model renderer.
- Added AzRendererConfig builder for setting a custom pipeline context renderer.
- Removed the need for AzIdentityRegistry#register to be called, any item with an AzItemRender/AzArmorRender will be automatically registered the needed identity.
- Added AzRendererConfig builder for setting per bone textures.
- Added AzRendererConfig builder for setting per bone RenderTypes.
### Changes
- Added AzRendererConfig builder for setting a custom model renderer.
- Added AzRendererConfig builder for setting a custom pipeline context renderer.
- Removed the need for AzIdentityRegistry#register to be called, any item with an AzItemRender/AzArmorRender will be automatically registered the needed identity.
- Added AzRendererConfig builder for setting per bone textures.
- Added AzRendererConfig builder for setting per bone RenderTypes.
### Changes
- Added AzRendererConfig builder for setting a custom model renderer.
- Added AzRendererConfig builder for setting a custom pipeline context renderer.
- Removed the need for AzIdentityRegistry#register to be called, any item with an AzItemRender/AzArmorRender will be automatically registered the needed identity.
- Added AzRendererConfig builder for setting per bone textures.
- Added AzRendererConfig builder for setting per bone RenderTypes.
### Changes
- Added AzRendererConfig builder for setting a custom model renderer.
- Added AzRendererConfig builder for setting a custom pipeline context renderer.
- Removed the need for AzIdentityRegistry#register to be called, any item with an AzItemRender/AzArmorRender will be automatically registered the needed identity.
- Added AzRendererConfig builder for setting per bone textures.
- Added AzRendererConfig builder for setting per bone RenderTypes.
### Changes
- Added AzRendererConfig builder for setting a custom model renderer.
- Added AzRendererConfig builder for setting a custom pipeline context renderer.
- Removed the need for AzIdentityRegistry#register to be called, any item with an AzItemRender/AzArmorRender will be automatically registered the needed identity.
- Added AzRendererConfig builder for setting per bone textures.
- Added AzRendererConfig builder for setting per bone RenderTypes.
### Changes
- Added AzRendererConfig builder for setting a custom model renderer.
- Added AzRendererConfig builder for setting a custom pipeline context renderer.
- Removed the need for AzIdentityRegistry#register to be called, any item with an AzItemRender/AzArmorRender will be automatically registered the needed identity.
- Added AzRendererConfig builder for setting per bone textures.
- Added AzRendererConfig builder for setting per bone RenderTypes.
### Changes
- Added AzRendererConfig builder for setting a custom model renderer.
- Added AzRendererConfig builder for setting a custom pipeline context renderer.
- Removed the need for AzIdentityRegistry#register to be called, any item with an AzItemRender/AzArmorRender will be automatically registered the needed identity.
- Added AzRendererConfig builder for setting per bone textures.
- Added AzRendererConfig builder for setting per bone RenderTypes.
### Changes
- Moved AzAnimator#reuseablecontext to AzAnimator#createReusableContext method for overriding.
### Fixes
- Fixed Armor layers being flipped (such as auto glow layers).
- Fixed Armor layer crashing with vanilla armor.
- Fixed issue with buffer leaking when using AzArmorLayer and AzBlockAndItemLayer.
- Fixed Block Entity rendering being extra rotated.
- Fixed incorrect PoseStack#pop for Armors
### Changes
- Moved AzAnimator#reuseablecontext to AzAnimator#createReusableContext method for overriding.
### Fixes
- Fixed Armor layers being flipped (such as auto glow layers).
- Fixed Armor layer crashing with vanilla armor.
- Fixed issue with buffer leaking when using AzArmorLayer and AzBlockAndItemLayer.
- Fixed Block Entity rendering being extra rotated.
- Fixed incorrect PoseStack#pop for Armors
### Changes
- Moved AzAnimator#reuseablecontext to AzAnimator#createReusableContext method for overriding.
### Fixes
- Fixed Armor layers being flipped (such as auto glow layers).
- Fixed Armor layer crashing with vanilla armor.
- Fixed issue with buffer leaking when using AzArmorLayer and AzBlockAndItemLayer.
- Fixed Block Entity re~~ndering being extra rotated~~.
- Fixed incorrect PoseStack#pop for Armors
### Changes
- Moved AzAnimator#reuseablecontext to AzAnimator#createReusableContext method for overriding.
### Fixes
- Fixed Armor layers being flipped (such as auto glow layers).
- Fixed Armor layer crashing with vanilla armor.
- Fixed issue with buffer leaking when using AzArmorLayer and AzBlockAndItemLayer.
- Fixed Block Entity re~~ndering being extra rotated~~.
- Fixed incorrect PoseStack#pop for Armors
### Changes
- Moved AzAnimator#reuseablecontext to AzAnimator#createReusableContext method for overriding.
### Fixes
- Fixed Armor layers being flipped (such as auto glow layers).
- Fixed Armor layer crashing with vanilla armor.
- Fixed issue with buffer leaking when using AzArmorLayer and AzBlockAndItemLayer.
- Fixed Block Entity rendering being extra rotated.
- Fixed incorrect PoseStack#pop for Armors
### Changes
- Moved AzAnimator#reuseablecontext to AzAnimator#createReusableContext method for overriding.
### Fixes
- Fixed Armor layers being flipped (such as auto glow layers).
- Fixed Armor layer crashing with vanilla armor.
- Fixed issue with buffer leaking when using AzArmorLayer and AzBlockAndItemLayer.
- Fixed Block Entity rendering being extra rotated.
- Fixed incorrect PoseStack#pop for Armors
### Fixes
- Fixed AzArmorLayer rotation, now properly rotates armor to entity. Seems to be a bug in only in newer versions of Minecraft where I need to flip the rotation.
v3.1.2
### Changes
- Removed band-aid fix on AzBlockAndItemLayer for when an entity is glowing, no longer needed.
### Fixes
- Fixed Entity rendering for entities using items with custom renderers causing rendering issues.
- Fixed Entity rotation on non-living entities using AzEntityRenderer.
- Fixed Armor rendering for baby entities being used all entities, now properly checks if entity is baby for armor scaling.
- Fixed an issue where AzCommand#create would cause transition ticks to always be 0, this must now be set manually, which will override the controller's default value.
### Fixes
- Fixed AzArmorLayer rotation, now properly rotates armor to entity. Seems to be a bug in only in newer versions of Minecraft where I need to flip the rotation.
v3.1.2
### Changes
- Removed band-aid fix on AzBlockAndItemLayer for when an entity is glowing, no longer needed.
### Fixes
- Fixed Entity rendering for entities using items with custom renderers causing rendering issues.
- Fixed Entity rotation on non-living entities using AzEntityRenderer.
- Fixed Armor rendering for baby entities being used all entities, now properly checks if entity is baby for armor scaling.
- Fixed an issue where AzCommand#create would cause transition ticks to always be 0, this must now be set manually, which will override the controller's default value.
### Changes
- Removed band-aid fix on AzBlockAndItemLayer for when an entity is glowing, no longer needed.
### Fixes
- Fixed Entity rendering for entities using items with custom renderers causing rendering issues.
- Fixed Entity rotation on non-living entities using AzEntityRenderer.
- Fixed Armor rendering for baby entities being used all entities, now properly checks if entity is baby for armor scaling.
- Fixed an issue where AzCommand#create would cause transition ticks to always be 0, this must now be set manually, which will override the controller's default value.
### Changes
- Removed band-aid fix on AzBlockAndItemLayer for when an entity is glowing, no longer needed.
### Fixes
- Fixed Entity rendering for entities using items with custom renderers causing rendering issues.
- Fixed Entity rotation on non-living entities using AzEntityRenderer.
- Fixed Armor rendering for baby entities being used all entities, now properly checks if entity is baby for armor scaling.
- Fixed an issue where AzCommand#create would cause transition ticks to always be 0, this must now be set manually, which will override the controller's default value.
### Changes
- Removed band-aid fix on AzBlockAndItemLayer for when an entity is glowing, no longer needed.
### Fixes
- Fixed Entity rendering for entities using items with custom renderers causing rendering issues.
- Fixed Entity rotation on non-living entities using AzEntityRenderer.
- Fixed Armor rendering for baby entities being used all entities, now properly checks if entity is baby for armor scaling.
- Fixed an issue where AzCommand#create would cause transition ticks to always be 0, this must now be set manually, which will override the controller's default value.
### Changes
- Removed band-aid fix on AzBlockAndItemLayer for when an entity is glowing, no longer needed.
### Fixes
- Fixed Entity rendering for entities using items with custom renderers causing rendering issues.
- Fixed Entity rotation on non-living entities using AzEntityRenderer.
- Fixed Armor rendering for baby entities being used all entities, now properly checks if entity is baby for armor scaling.
- Fixed an issue where AzCommand#create would cause transition ticks to always be 0, this must now be set manually, which will override the controller's default value.
### Changes
- Removed band-aid fix on AzBlockAndItemLayer for when an entity is glowing, no longer needed.
### Fixes
- Fixed Entity rendering for entities using items with custom renderers causing rendering issues.
- Fixed Entity rotation on non-living entities using AzEntityRenderer.
- Fixed Armor rendering for baby entities being used all entities, now properly checks if entity is baby for armor scaling.
- Fixed an issue where AzCommand#create would cause transition ticks to always be 0, this must now be set manually, which will override the controller's default value.
### Changes
- Removed band-aid fix on AzBlockAndItemLayer for when an entity is glowing, no longer needed.
### Fixes
- Fixed Entity rendering for entities using items with custom renderers causing rendering issues.
- Fixed Entity rotation on non-living entities using AzEntityRenderer.
- Fixed Armor rendering for baby entities being used all entities, now properly checks if entity is baby for armor scaling.
- Fixed an issue where AzCommand#create would cause transition ticks to always be 0, this must now be set manually, which will override the controller's default value.
### Changes
- Rewrote in Multiloader
- Added Root-level actions that apply to all controllers on an animator.
- Added Controller-level actions that only apply to the controller you want it to.
- Added new AzPlayBehaviors:
- FREEZE_ON_FRAME
- This behavior locks the animation controller's timer to a defined tick value, effectively "freezing" the animation at a specific frame.
- REPEAT_X_TIMES
- This behavior repeats the animation X times.
- Changes to AzAnimator to add support for stopping the animation timer.
- Made AzEntityModelRenderer provider and rendererPipeline protected from private.
- Added logger to AutoGlowingTexture if its glow mask doesn't match the base texture size.
### Fixes
- Fixed an issue AzCommand.create() would apply settings to ALL controllers; this is now only on the controller you provide the name for.
- Fixed an issue where broken JSON files would cause the game to fail to load properly, these are now auto-skipped and logged.
- Band-aid fixed a crash with AzBlockandItemLayer crashing when the entity is glowing. Item rendering is now just skipped to avoid crashing.
### Changes
- Rewrote in Multiloader
- Added Root-level actions that apply to all controllers on an animator.
- Added Controller-level actions that only apply to the controller you want it to.
- Added new AzPlayBehaviors:
- FREEZE_ON_FRAME
- This behavior locks the animation controller's timer to a defined tick value, effectively "freezing" the animation at a specific frame.
- REPEAT_X_TIMES
- This behavior repeats the animation X times.
- Changes to AzAnimator to add support for stopping the animation timer.
- Made AzEntityModelRenderer provider and rendererPipeline protected from private.
- Added logger to AutoGlowingTexture if its glow mask doesn't match the base texture size.
### Fixes
- Fixed an issue AzCommand.create() would apply settings to ALL controllers; this is now only on the controller you provide the name for.
- Fixed an issue where broken JSON files would cause the game to fail to load properly, these are now auto-skipped and logged.
- Band-aid fixed a crash with AzBlockandItemLayer crashing when the entity is glowing. Item rendering is now just skipped to avoid crashing.
### Changes
- Rewrote in Multiloader
- Added Root-level actions that apply to all controllers on an animator.
- Added Controller-level actions that only apply to the controller you want it to.
- Added new AzPlayBehaviors:
- FREEZE_ON_FRAME
- This behavior locks the animation controller's timer to a defined tick value, effectively "freezing" the animation at a specific frame.
- REPEAT_X_TIMES
- This behavior repeats the animation X times.
- Changes to AzAnimator to add support for stopping the animation timer.
- Made AzEntityModelRenderer provider and rendererPipeline protected from private.
- Added logger to AutoGlowingTexture if its glow mask doesn't match the base texture size.
### Fixes
- Fixed an issue AzCommand.create() would apply settings to ALL controllers; this is now only on the controller you provide the name for.
- Fixed an issue where broken JSON files would cause the game to fail to load properly, these are now auto-skipped and logged.
- Band-aid fixed a crash with AzBlockandItemLayer crashing when the entity is glowing. Item rendering is now just skipped to avoid crashing.
### Changes
- Rewrote in Multiloader
- Added Root-level actions that apply to all controllers on an animator.
- Added Controller-level actions that only apply to the controller you want it to.
- Added new AzPlayBehaviors:
- FREEZE_ON_FRAME
- This behavior locks the animation controller's timer to a defined tick value, effectively "freezing" the animation at a specific frame.
- REPEAT_X_TIMES
- This behavior repeats the animation X times.
- Changes to AzAnimator to add support for stopping the animation timer.
- Made AzEntityModelRenderer provider and rendererPipeline protected from private.
- Added logger to AutoGlowingTexture if its glow mask doesn't match the base texture size.
### Fixes
- Fixed an issue AzCommand.create() would apply settings to ALL controllers; this is now only on the controller you provide the name for.
- Fixed an issue where broken JSON files would cause the game to fail to load properly, these are now auto-skipped and logged.
- Band-aid fixed a crash with AzBlockandItemLayer crashing when the entity is glowing. Item rendering is now just skipped to avoid crashing.
### Changes
- Added Root-level actions that apply to all controllers on an animator.
- Added Controller-level actions that only apply to the controller you want it to.
- Added new AzPlayBehaviors:
- FREEZE_ON_FRAME
- This behavior locks the animation controller's timer to a defined tick value, effectively "freezing" the animation at a specific frame.
- REPEAT_X_TIMES
- This behavior repeats the animation X times.
- Changes to AzAnimator to add support for stopping the animation timer.
- Made AzEntityModelRenderer provider and rendererPipeline protected from private.
- Added logger to AutoGlowingTexture if its glow mask doesn't match the base texture size.
### Fixes
- Fixed an issue AzCommand.create() would apply settings to ALL controllers; this is now only on the controller you provide the name for.
- Fixed an issue where broken JSON files would cause the game to fail to load properly, these are now auto-skipped and logged.
- Band-aid fixed a crash with AzBlockandItemLayer crashing when the entity is glowing. Item rendering is now just skipped to avoid crashing.
### Changes
- Added Root-level actions that apply to all controllers on an animator.
- Added Controller-level actions that only apply to the controller you want it to.
- Added new AzPlayBehaviors:
- FREEZE_ON_FRAME
- This behavior locks the animation controller's timer to a defined tick value, effectively "freezing" the animation at a specific frame.
- REPEAT_X_TIMES
- This behavior repeats the animation X times.
- Changes to AzAnimator to add support for stopping the animation timer.
- Made AzEntityModelRenderer provider and rendererPipeline protected from private.
- Added logger to AutoGlowingTexture if its glow mask doesn't match the base texture size.
### Fixes
- Fixed an issue AzCommand.create() would apply settings to ALL controllers; this is now only on the controller you provide the name for.
- Fixed an issue where broken JSON files would cause the game to fail to load properly, these are now auto-skipped and logged.
- Band-aid fixed a crash with AzBlockandItemLayer crashing when the entity is glowing. Item rendering is now just skipped to avoid crashing.
### Changes
- Added Root-level actions that apply to all controllers on an animator.
- Added Controller-level actions that only apply to the controller you want it to.
- Added new AzPlayBehaviors:
- FREEZE_ON_FRAME
- This behavior locks the animation controller's timer to a defined tick value, effectively "freezing" the animation at a specific frame.
- REPEAT_X_TIMES
- This behavior repeats the animation X times.
- Changes to AzAnimator to add support for stopping the animation timer.
- Made AzEntityModelRenderer provider and rendererPipeline protected from private.
- Added logger to AutoGlowingTexture if its glow mask doesn't match the base texture size.
### Fixes
- Fixed an issue AzCommand.create() would apply settings to ALL controllers; this is now only on the controller you provide the name for.
- Fixed an issue where broken JSON files would cause the game to fail to load properly, these are now auto-skipped and logged.
- Band-aid fixed a crash with AzBlockandItemLayer crashing when the entity is glowing. Item rendering is now just skipped to avoid crashing.
### Changes
- Added Root-level actions that apply to all controllers on an animator.
- Added Controller-level actions that only apply to the controller you want it to.
- Added new AzPlayBehaviors:
- FREEZE_ON_FRAME
- This behavior locks the animation controller's timer to a defined tick value, effectively "freezing" the animation at a specific frame.
- REPEAT_X_TIMES
- This behavior repeats the animation X times.
- Changes to AzAnimator to add support for stopping the animation timer.
- Made AzEntityModelRenderer provider and rendererPipeline protected from private.
- Added logger to AutoGlowingTexture if its glow mask doesn't match the base texture size.
### Fixes
- Fixed an issue AzCommand.create() would apply settings to ALL controllers; this is now only on the controller you provide the name for.
- Fixed an issue where broken JSON files would cause the game to fail to load properly, these are now auto-skipped and logged.
- Band-aid fixed a crash with AzBlockandItemLayer crashing when the entity is glowing. Item rendering is now just skipped to avoid crashing.
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where NeoForge would kill itself on packets.
v3.0.26
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where NeoForge would kill itself on packets.
v3.0.26
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where NeoForge would kill itself on packets.
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where NeoForge would kill itself on packets.
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where NeoForge would kill itself on packets.
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where NeoForge would kill itself on packets.
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue where armor did not properly scale to match the scaling of model parts.
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue where armor did not properly scale to match the scaling of model parts.
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue where armor did not properly scale to match the scaling of model parts.
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue where armor did not properly scale to match the scaling of model parts.
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue where armor did not properly scale to match the scaling of model parts.
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue where armor did not properly scale to match the scaling of model parts.
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue where armor did not properly scale to match the scaling of model parts.
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue where armor did not properly scale to match the scaling of model parts.
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
### Fixes
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
### Fixes
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
### Fixes
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
### Fixes
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- Bumped AW version from 1 to 2.
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- Bumped AW version from 1 to 2.
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- Bumped AW version from 1 to 2.
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- Bumped AW version from 1 to 2.
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- Bumped AW version from 1 to 2.
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- Bumped AW version from 1 to 2.
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- Bumped AW version from 1 to 2.
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
- Excludes more MCreator mods with broken geo models (brutality, crazythings) that break things.
- Adds a cap to adjustedTick on transitions.
- Adds a logger and return to avoid crash when using a super high tick rate with transitions.
- Excludes more MCreator mods with broken geo models (brutality, crazythings) that break things.
- Adds a cap to adjustedTick on transitions.
- Adds a logger and return to avoid crash when using a super high tick rate with transitions.
- Excludes more MCreator mods with broken geo models (brutality, crazythings) that break things.
- Adds a cap to adjustedTick on transitions.
- Adds a logger and return to avoid crash when using a super high tick rate with transitions.
- Excludes more MCreator mods with broken geo models (brutality, crazythings) that break things.
- Adds a cap to adjustedTick on transitions.
- Adds a logger and return to avoid crash when using a super high tick rate with transitions.
- Resolves a crash from missing NBT data on AzureLib animated items.
- Resolves a packet issue preventing item animations from working for the player using the item.
- Resolves a crash from missing NBT data on AzureLib animated items.
- Resolves a packet issue preventing item animations from working for the player using the item.
- Resolves a crash from missing NBT data on AzureLib animated items.
- Resolves a packet issue preventing item animations from working for the player using the item.
- Resolves a crash from missing NBT data on AzureLib animated items.
- Resolves a packet issue preventing item animations from working for the player using the item.
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
- Adds builder support for Alpha, fixing shader issue from previous update. Thanks daedelus_dev for the fix!
- Fixes scale not working for builders.
- Adds scale builders with context of the entity being rendered.
- Adds builder support for Alpha, fixing shader issue from previous update. Thanks daedelus_dev for the fix!
- Fixes scale not working for builders.
- Adds scale builders with context of the entity being rendered.
- Added log for when missing _glowmask texture when using auto glow layer.
- Fixes animated textures being broken.
- Fixes animated textures not working with glowmask layers.
- Added log for when missing _glowmask texture when using auto glow layer.
- Fixes animated textures being broken.
- Fixes animated textures not working with glowmask layers.
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
**WARNING 1.21.1 IS CURRENTLY UNDERGOING A HEAVY REWRITE THAT WILL BE RELEASED AS ALPHA FOR TESTING, DO NOT UPDATE TO THAT ALPHA UNLESS THE MODS USING AZURELIB REQUIRE IT**
**WARNING 1.21.1 IS CURRENTLY UNDERGOING A HEAVY REWRITE THAT WILL BE RELEASED AS ALPHA FOR TESTING, DO NOT UPDATE TO THAT ALPHA UNLESS THE MODS USING AZURELIB REQUIRE IT**
- Port color changes from a geckolib pr that was left to die
- Port UV Face Rotation support
- Port GeoGlowingTextureMeta using wrong colors
**WARNING 1.21.1 IS CURRENTLY UNDERGOING A HEAVY REWRITE THAT WILL BE RELEASED AS ALPHA FOR TESTING, DO NOT UPDATE TO THAT ALPHA UNLESS THE MODS USING AZURELIB REQUIRE IT**
- Port color changes from a geckolib pr that was left to die
- Port UV Face Rotation support
- Port GeoGlowingTextureMeta using wrong colors
**WARNING 1.21.1 IS CURRENTLY UNDERGOING A HEAVY REWRITE THAT WILL BE RELEASED AS ALPHA FOR TESTING, DO NOT UPDATE TO THAT ALPHA UNLESS THE MODS USING AZURELIB REQUIRE IT**
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
- Port Avoid duplicating mc code to improve compat in mixins
- Updated to latest NeoForge to fix crash with https://github.com/neoforged/NeoForge/pull/1541
- MixinHumanoidArmorLayer Mixin fixed now with NeoForge
- Port Avoid duplicating mc code to improve compat in mixins
- Updated to latest NeoForge to fix crash with https://github.com/neoforged/NeoForge/pull/1541
- MixinHumanoidArmorLayer Mixin fixed now with NeoForge
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Fixes crash due to null context on getPathType in AzureNavigation.
- Deprecated DyeableGeoArmorRenderer for 1.21+
- Update everything to properly use the colour value, this is a required breaking change.
- Tweak AutoGlowingTexture
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Fixes crash due to null context on getPathType in AzureNavigation.
- Deprecated DyeableGeoArmorRenderer for 1.21+
- Update everything to properly use the colour value, this is a required breaking change.
- Tweak AutoGlowingTexture
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Fixes crash due to null context on getPathType in AzureNavigation.
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Fixes crash due to null context on getPathType in AzureNavigation.
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
- Fixes configuration thread not closing on datagen for Fabric.
- Fixes error if config folder is missing on first run only.
- Closes configuration thread in a safer way.
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
- Fixes configuration thread not closing on datagen for Fabric.
- Fixes error if config folder is missing on first run only.
- Closes configuration thread in a safer way.
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
- Fixes configuration thread not closing on datagen for Fabric.
- Fixes error if config folder is missing on first run only.
- Closes configuration thread in a safer way.
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
- Fixes configuration thread not closing on datagen for Fabric.
- Fixes error if config folder is missing on first run only.
- Closes configuration thread in a safer way.
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
- Fixes configuration thread not closing on datagen for Fabric.
- Fixes error if config folder is missing on first run only.
- Closes configuration thread in a safer way.
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
- Fixes configuration thread not closing on datagen for Fabric.
- Fixes error if config folder is missing on first run only.
- Closes configuration thread in a safer way.
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
- Fixes configuration thread not closing on datagen for Fabric.
- Fixes error if config folder is missing on first run only.
- Closes configuration thread in a safer way.
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
- Fixes configuration thread not closing on datagen for Fabric.
- Fixes error if config folder is missing on first run only.
- Closes configuration thread in a safer way.
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
- Fixes configuration thread not closing on datagen for Fabric.
- Fixes error if config folder is missing on first run only.
- Closes configuration thread in a safer way.
- Fixes Fabric not using remap.
- Fixes Fabric version requring ModMenu in dev.
- Moves all private fields/methods to protected in AnimationController.
- Adds headers to Geckolib forked classes
- Make handleAnimations no longer final
- Set up lighting before getting VertexConsumer in GeoItemRender
- Fixes metadata log spam
- Port additional handling for weirdly formatted bedrock animation jsons
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable in GeoItem
- Add support for scale attribute/missing shaking for GeoReplaced
- Fix stale buffer on Entities/Layers
- Changed reload default to insert key
- Adds headers to Geckolib forked classes
- Make handleAnimations no longer final
- Set up lighting before getting VertexConsumer in GeoItemRender
- Fixes metadata log spam
- Port additional handling for weirdly formatted bedrock animation jsons
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable in GeoItem
- Add support for scale attribute/missing shaking for GeoReplaced
- Fix stale buffer on Entities/Layers
- Changed reload default to insert key
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
- Implemented helpers for making Common Registries easier for my mods.
- Removed AzureSpawnEgg/NeoForgeAzureSpawnEgg in favor of above system.
- Moved Light Block/Entity to new system.
- Implemented helpers for making Common Registries easier for my mods.
- Removed AzureSpawnEgg/NeoForgeAzureSpawnEgg in favor of above system.
- Moved Light Block/Entity to new system.
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
- Update getRenderProvider to no longer use Object but instead RenderProvider
- getRenderProvider no longer needs called by modders.
- Moved more plain Execptions to AzureLibExpections instead.
- General clean up of code.
- Update getRenderProvider to no longer use Object but instead RenderProvider
- getRenderProvider no longer needs called by modders.
- Moved more plain Execptions to AzureLibExpections instead.
- General clean up of code.
- Backup port the shaking effect, allowing the modder to override isShaking to define it since frozen wasn't added until 1.17
- Filters yet another mcraptor mods broken animations.
- Backup port the shaking effect, allowing the modder to override isShaking to define it since frozen wasn't added until 1.17
- Filters yet another mcraptor mods broken animations.
- Move MixinHumanoidArmorLayer to common, loading a Fabric version or Neo/Forge version depending on loader being used.
- Added new Enchantment for various gun mods, Incendiary.
- Added a new tag for the echantment to add my guns to the tags for easy configuration.
- Move MixinHumanoidArmorLayer to common, loading a Fabric version or Neo/Forge version depending on loader being used.
- Added new Enchantment for various gun mods, Incendiary.
- Added a new tag for the echantment to add my guns to the tags for easy configuration.
- Move MixinHumanoidArmorLayer to common, loading a Fabric version or Neo/Forge version depending on loader being used.
- Added new Enchantment for various gun mods, Incendiary.
- Added a new tag for the echantment to add my guns to the tags for easy configuration.
- Move MixinHumanoidArmorLayer to common, loading a Fabric version or Neo/Forge version depending on loader being used.
- Added new Enchantment for various gun mods, Incendiary.
- Added a new tag for the echantment to add my guns to the tags for easy configuration.
- Updated NeoForge mixins to new format.
- Updated NeoForge to new Registry update.
- Adds missing langs to example config.
- Remove NeoForge refmap line from it's mixin, no longer needed.
- Updated NeoForge mixins to new format.
- Updated NeoForge to new Registry update.
- Adds missing langs to example config.
- Remove NeoForge refmap line from it's mixin, no longer needed.
- Updated to 1.20.2
- RuntimeException -> AzureLibException
- Fixes server crash due to configuration screen.
- Fixes Forge crashing when registering config.
- Unifies en_us.json between Forge/Fabric.
- Updated to 1.20.2
- RuntimeException -> AzureLibException
- Fixes server crash due to configuration screen.
- Fixes Forge crashing when registering config.
- Unifies en_us.json between Forge/Fabric.
- RuntimeException -> AzureLibException
- Fixes server crash due to configuration screen.
- Fixes Forge crashing when registering config.
- Unifies en_us.json between Forge/Fabric.
- RuntimeException -> AzureLibException
- Fixes server crash due to configuration screen.
- Fixes Forge crashing when registering config.
- Unifies en_us.json between Forge/Fabric.
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
- Move to NeoForge instead of Forge
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
- Backports Animated Textures support.
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
- Backports Animated Textures support.
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
- Adds AzureLibUtil#summonAoE helper for summon Area of Effect Clouds
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
- Remove wiki calls
- Backup port Headed crash fix
- Update pack.mcmeta
- Fixes Mixin
- Lowers required loader version
- Port Animated texture support via .mcmeta for all geo types.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
- Port Animated texture support via .mcmeta for all geo types.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
- Port Animated texture support via .mcmeta for all geo types.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
- Port Animated texture support via .mcmeta for all geo types.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
- Port Animated texture support via .mcmeta for all geo types.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
- Port Animated texture support via .mcmeta for all geo types.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
- Port Animated texture support via .mcmeta for all geo types.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
- Port Animated texture support via .mcmeta for all geo types.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
- Port Animated texture support via .mcmeta for all geo types.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
- Adds include animation support, allow you to have default animations files you can link to your other animation files, saving on duplication of animations.
- Adds include animation support, allow you to have default animations files you can link to your other animation files, saving on duplication of animations.
- Adds include animation support, allow you to have default animations files you can link to your other animation files, saving on duplication of animations.
- Adds include animation support, allow you to have default animations files you can link to your other animation files, saving on duplication of animations.