Entity Texture Features (ETF)
ETF 是一个 Fabric(兼容 Quilt)和 Forge 模组,添加了许多新的实体纹理特性,包括实体和玩家皮肤特性!通过这种方式,ETF 在 Fabric 模组加载器上实现了更多的 OptiFine 功能。如果你想在 Fabric 上获得更多的 OptiFine 功能,你可以查看 LambdaAurora 制作的 【这个列表】( 【Fabulously Optimized 模组包】( **所有** OptiFine 对应的模组!
🤔 这个模组做什么?
ETF 是一个 Fabric(兼容 Quilt)和 Forge 模组,添加了许多新的 _Entity Texture Features_,包括实体和玩家皮肤特性!通过这种方式,ETF 在 Fabric 模组加载器上实现了更多的 OptiFine 功能。如果你想在 Fabric 上获得更多的 OptiFine 功能,你可以查看 LambdaAurora 制作的 [这个列表](
特点:
- [🎲](
- [💡](
- [😑️](
- [🎨](
兼容性
- OptiFine 的随机/自定义或发光实体资源包 - 完全兼容
- [Entity Model Features (EMF)]( 完全兼容
- [dorianpb's CEM 模组]( 完全兼容
- [Sodium]( 完全兼容
- [Iris Shaders]( 完全兼容
(支持程度因着色器而异)
- 模组添加的实体 - 兼容
(仅当模组创建者使用了原版渲染代码来渲染他们的生物)
设置与配置
- 可以通过游戏内的 [Mod 菜单](
- 还可以通过 [Puzzle 模组](
模组支持
- 只要它们正确地扩展了 `LivingEntityRenderer` 类来进行渲染并正确地利用它,该模组应与任何模组添加的实体兼容。
- 任何在自定义 GUI 中显示实体的模组都可以通过将 `entity.getblockstate` 设置为 `null` 或类型为 `VOID_AIR` 来强制使用默认纹理,通过将显示 mob 的 UUID 设置为 `UUID.nameUUIDFromBytes(("GENERIC").getBytes())` 可以实现相同的效果。
常见问题
我的实体是看不见的/破损的!
> 自定义实体模型不是 ETF 提供的功能。如果你的实体是看不见的或看起来损坏了,你需要安装我的其他模组 [Entity Model Features EMF](
方块和物品不发光!
> ETF 不支持方块和物品的发光纹理,为此你需要安装 [Continuity](
我的游戏很卡,怎么办!
> 如果你遇到卡顿,请检查你最近的日志文件,看看是否有任何错误被记录,有时一个写错的属性文件或缺失的纹理可能会导致系统卡顿。
它不起作用
截图:
Fabric - 1.21.5
NeoForge - 1.21.5
Forge - 1.21.5
Fabric - 1.21.5
- supported Forge and NeoForge 1.21.5
NeoForge - 1.21.5
- supported Forge and NeoForge 1.21.5
Forge - 1.21.5
- supported Forge and NeoForge 1.21.5
[ETF] Entity Texture Features 6.2.11
Fabric - 1.21.4
NeoForge - 1.21.4
Forge - 1.21.4
Fabric - 1.21.4
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
NeoForge - 1.21.4
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
Forge - 1.21.4
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
Fabric - 1.21.3
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
NeoForge - 1.21.3
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
Forge - 1.21.3
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
Fabric - 1.21.1
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
NeoForge - 1.21.1
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
Forge - 1.21.1
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
Fabric - 1.20.6
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
NeoForge - 1.20.6
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
Forge - 1.20.6
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
Fabric - 1.20.4
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
NeoForge - 1.20.4
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
Forge - 1.20.4
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
Fabric - 1.20.2
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
NeoForge - 1.20.2
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
Forge - 1.20.2
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
Fabric - 1.20.1
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
Forge - 1.20.1
- fixed a crash when the ETF config object was loaded far too early by another mod
- fixed Illusioner entity copy illusions not all varying their textures
- fixed the resource-pack screen config button not resizing when the screen size is modified in 1.20.6+
6.2.8
Fabric - 1.21.3
- added an OptiFine compat option to prevent loading a non-variant / base texture present in the variant directories (e.g. optifine/random/entity/chicken.png won't be loaded as an override to the vanilla base texture, as this does not happen in OptiFine), enabled by default.
- fixed the settings gui background not rendering in 1.20.1
NeoForge - 1.21.3
- added an OptiFine compat option to prevent loading a non-variant / base texture present in the variant directories (e.g. optifine/random/entity/chicken.png won't be loaded as an override to the vanilla base texture, as this does not happen in OptiFine), enabled by default.
- fixed the settings gui background not rendering in 1.20.1
Forge - 1.21.3
- added an OptiFine compat option to prevent loading a non-variant / base texture present in the variant directories (e.g. optifine/random/entity/chicken.png won't be loaded as an override to the vanilla base texture, as this does not happen in OptiFine), enabled by default.
- fixed the settings gui background not rendering in 1.20.1
Fabric - 1.21.1
- added an OptiFine compat option to prevent loading a non-variant / base texture present in the variant directories (e.g. optifine/random/entity/chicken.png won't be loaded as an override to the vanilla base texture, as this does not happen in OptiFine), enabled by default.
- fixed the settings gui background not rendering in 1.20.1
NeoForge - 1.21.1
- added an OptiFine compat option to prevent loading a non-variant / base texture present in the variant directories (e.g. optifine/random/entity/chicken.png won't be loaded as an override to the vanilla base texture, as this does not happen in OptiFine), enabled by default.
- fixed the settings gui background not rendering in 1.20.1
Forge - 1.21.1
- added an OptiFine compat option to prevent loading a non-variant / base texture present in the variant directories (e.g. optifine/random/entity/chicken.png won't be loaded as an override to the vanilla base texture, as this does not happen in OptiFine), enabled by default.
- fixed the settings gui background not rendering in 1.20.1
Fabric - 1.20.6
- added an OptiFine compat option to prevent loading a non-variant / base texture present in the variant directories (e.g. optifine/random/entity/chicken.png won't be loaded as an override to the vanilla base texture, as this does not happen in OptiFine), enabled by default.
- fixed the settings gui background not rendering in 1.20.1
NeoForge - 1.20.6
- added an OptiFine compat option to prevent loading a non-variant / base texture present in the variant directories (e.g. optifine/random/entity/chicken.png won't be loaded as an override to the vanilla base texture, as this does not happen in OptiFine), enabled by default.
- fixed the settings gui background not rendering in 1.20.1
Forge - 1.20.6
- added an OptiFine compat option to prevent loading a non-variant / base texture present in the variant directories (e.g. optifine/random/entity/chicken.png won't be loaded as an override to the vanilla base texture, as this does not happen in OptiFine), enabled by default.
- fixed the settings gui background not rendering in 1.20.1
Fabric - 1.20.4
- added an OptiFine compat option to prevent loading a non-variant / base texture present in the variant directories (e.g. optifine/random/entity/chicken.png won't be loaded as an override to the vanilla base texture, as this does not happen in OptiFine), enabled by default.
- fixed the settings gui background not rendering in 1.20.1
NeoForge - 1.20.4
- added an OptiFine compat option to prevent loading a non-variant / base texture present in the variant directories (e.g. optifine/random/entity/chicken.png won't be loaded as an override to the vanilla base texture, as this does not happen in OptiFine), enabled by default.
- fixed the settings gui background not rendering in 1.20.1
Forge - 1.20.4
- added an OptiFine compat option to prevent loading a non-variant / base texture present in the variant directories (e.g. optifine/random/entity/chicken.png won't be loaded as an override to the vanilla base texture, as this does not happen in OptiFine), enabled by default.
- fixed the settings gui background not rendering in 1.20.1
Fabric - 1.20.2
- added an OptiFine compat option to prevent loading a non-variant / base texture present in the variant directories (e.g. optifine/random/entity/chicken.png won't be loaded as an override to the vanilla base texture, as this does not happen in OptiFine), enabled by default.
- fixed the settings gui background not rendering in 1.20.1
NeoForge - 1.20.2
- added an OptiFine compat option to prevent loading a non-variant / base texture present in the variant directories (e.g. optifine/random/entity/chicken.png won't be loaded as an override to the vanilla base texture, as this does not happen in OptiFine), enabled by default.
- fixed the settings gui background not rendering in 1.20.1
Forge - 1.20.2
- added an OptiFine compat option to prevent loading a non-variant / base texture present in the variant directories (e.g. optifine/random/entity/chicken.png won't be loaded as an override to the vanilla base texture, as this does not happen in OptiFine), enabled by default.
- fixed the settings gui background not rendering in 1.20.1
Fabric - 1.20.1
- added an OptiFine compat option to prevent loading a non-variant / base texture present in the variant directories (e.g. optifine/random/entity/chicken.png won't be loaded as an override to the vanilla base texture, as this does not happen in OptiFine), enabled by default.
- fixed the settings gui background not rendering in 1.20.1
Forge - 1.20.1
- added an OptiFine compat option to prevent loading a non-variant / base texture present in the variant directories (e.g. optifine/random/entity/chicken.png won't be loaded as an override to the vanilla base texture, as this does not happen in OptiFine), enabled by default.
- fixed the settings gui background not rendering in 1.20.1
Fabric - 1.21.3
- updated for forge 1.21.3
- fixed compatibility with the new `3d skin layers` mod update v1.7
- fixed visual issues in the player skin tool in 1.21.3
- added the `biomeTag` property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, `minecraft:` is optional for vanilla tags. Prefix with `print:` to log the found biome tags
- added the `temperature` property to vary textures based on the entities spawn position temperature, supports ranges e.g. `0-0.15` is an approximate range for snowfall. Prefix with `print:` to log the found temperature
NeoForge - 1.21.3
- updated for forge 1.21.3
- fixed compatibility with the new `3d skin layers` mod update v1.7
- fixed visual issues in the player skin tool in 1.21.3
- added the `biomeTag` property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, `minecraft:` is optional for vanilla tags. Prefix with `print:` to log the found biome tags
- added the `temperature` property to vary textures based on the entities spawn position temperature, supports ranges e.g. `0-0.15` is an approximate range for snowfall. Prefix with `print:` to log the found temperature
Forge - 1.21.3
- updated for forge 1.21.3
- fixed compatibility with the new `3d skin layers` mod update v1.7
- fixed visual issues in the player skin tool in 1.21.3
- added the `biomeTag` property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, `minecraft:` is optional for vanilla tags. Prefix with `print:` to log the found biome tags
- added the `temperature` property to vary textures based on the entities spawn position temperature, supports ranges e.g. `0-0.15` is an approximate range for snowfall. Prefix with `print:` to log the found temperature
Fabric - 1.21.1
- updated for forge 1.21.3
- fixed compatibility with the new `3d skin layers` mod update v1.7
- fixed visual issues in the player skin tool in 1.21.3
- added the `biomeTag` property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, `minecraft:` is optional for vanilla tags. Prefix with `print:` to log the found biome tags
- added the `temperature` property to vary textures based on the entities spawn position temperature, supports ranges e.g. `0-0.15` is an approximate range for snowfall. Prefix with `print:` to log the found temperature
NeoForge - 1.21.1
- updated for forge 1.21.3
- fixed compatibility with the new `3d skin layers` mod update v1.7
- fixed visual issues in the player skin tool in 1.21.3
- added the `biomeTag` property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, `minecraft:` is optional for vanilla tags. Prefix with `print:` to log the found biome tags
- added the `temperature` property to vary textures based on the entities spawn position temperature, supports ranges e.g. `0-0.15` is an approximate range for snowfall. Prefix with `print:` to log the found temperature
Forge - 1.21.1
- updated for forge 1.21.3
- fixed compatibility with the new `3d skin layers` mod update v1.7
- fixed visual issues in the player skin tool in 1.21.3
- added the `biomeTag` property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, `minecraft:` is optional for vanilla tags. Prefix with `print:` to log the found biome tags
- added the `temperature` property to vary textures based on the entities spawn position temperature, supports ranges e.g. `0-0.15` is an approximate range for snowfall. Prefix with `print:` to log the found temperature
Fabric - 1.20.6
- updated for forge 1.21.3
- fixed compatibility with the new `3d skin layers` mod update v1.7
- fixed visual issues in the player skin tool in 1.21.3
- added the `biomeTag` property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, `minecraft:` is optional for vanilla tags. Prefix with `print:` to log the found biome tags
- added the `temperature` property to vary textures based on the entities spawn position temperature, supports ranges e.g. `0-0.15` is an approximate range for snowfall. Prefix with `print:` to log the found temperature
NeoForge - 1.20.6
- updated for forge 1.21.3
- fixed compatibility with the new `3d skin layers` mod update v1.7
- fixed visual issues in the player skin tool in 1.21.3
- added the `biomeTag` property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, `minecraft:` is optional for vanilla tags. Prefix with `print:` to log the found biome tags
- added the `temperature` property to vary textures based on the entities spawn position temperature, supports ranges e.g. `0-0.15` is an approximate range for snowfall. Prefix with `print:` to log the found temperature
Forge - 1.20.6
- updated for forge 1.21.3
- fixed compatibility with the new `3d skin layers` mod update v1.7
- fixed visual issues in the player skin tool in 1.21.3
- added the `biomeTag` property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, `minecraft:` is optional for vanilla tags. Prefix with `print:` to log the found biome tags
- added the `temperature` property to vary textures based on the entities spawn position temperature, supports ranges e.g. `0-0.15` is an approximate range for snowfall. Prefix with `print:` to log the found temperature
Fabric - 1.20.4
- updated for forge 1.21.3
- fixed compatibility with the new `3d skin layers` mod update v1.7
- fixed visual issues in the player skin tool in 1.21.3
- added the `biomeTag` property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, `minecraft:` is optional for vanilla tags. Prefix with `print:` to log the found biome tags
- added the `temperature` property to vary textures based on the entities spawn position temperature, supports ranges e.g. `0-0.15` is an approximate range for snowfall. Prefix with `print:` to log the found temperature
NeoForge - 1.20.4
- updated for forge 1.21.3
- fixed compatibility with the new `3d skin layers` mod update v1.7
- fixed visual issues in the player skin tool in 1.21.3
- added the `biomeTag` property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, `minecraft:` is optional for vanilla tags. Prefix with `print:` to log the found biome tags
- added the `temperature` property to vary textures based on the entities spawn position temperature, supports ranges e.g. `0-0.15` is an approximate range for snowfall. Prefix with `print:` to log the found temperature
Forge - 1.20.4
- updated for forge 1.21.3
- fixed compatibility with the new `3d skin layers` mod update v1.7
- fixed visual issues in the player skin tool in 1.21.3
- added the `biomeTag` property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, `minecraft:` is optional for vanilla tags. Prefix with `print:` to log the found biome tags
- added the `temperature` property to vary textures based on the entities spawn position temperature, supports ranges e.g. `0-0.15` is an approximate range for snowfall. Prefix with `print:` to log the found temperature
Fabric - 1.20.2
- updated for forge 1.21.3
- fixed compatibility with the new `3d skin layers` mod update v1.7
- fixed visual issues in the player skin tool in 1.21.3
- added the `biomeTag` property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, `minecraft:` is optional for vanilla tags. Prefix with `print:` to log the found biome tags
- added the `temperature` property to vary textures based on the entities spawn position temperature, supports ranges e.g. `0-0.15` is an approximate range for snowfall. Prefix with `print:` to log the found temperature
NeoForge - 1.20.2
- updated for forge 1.21.3
- fixed compatibility with the new `3d skin layers` mod update v1.7
- fixed visual issues in the player skin tool in 1.21.3
- added the `biomeTag` property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, `minecraft:` is optional for vanilla tags. Prefix with `print:` to log the found biome tags
- added the `temperature` property to vary textures based on the entities spawn position temperature, supports ranges e.g. `0-0.15` is an approximate range for snowfall. Prefix with `print:` to log the found temperature
Forge - 1.20.2
- updated for forge 1.21.3
- fixed compatibility with the new `3d skin layers` mod update v1.7
- fixed visual issues in the player skin tool in 1.21.3
- added the `biomeTag` property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, `minecraft:` is optional for vanilla tags. Prefix with `print:` to log the found biome tags
- added the `temperature` property to vary textures based on the entities spawn position temperature, supports ranges e.g. `0-0.15` is an approximate range for snowfall. Prefix with `print:` to log the found temperature
Fabric - 1.20.1
- updated for forge 1.21.3
- fixed compatibility with the new `3d skin layers` mod update v1.7
- fixed visual issues in the player skin tool in 1.21.3
- added the `biomeTag` property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, `minecraft:` is optional for vanilla tags. Prefix with `print:` to log the found biome tags
- added the `temperature` property to vary textures based on the entities spawn position temperature, supports ranges e.g. `0-0.15` is an approximate range for snowfall. Prefix with `print:` to log the found temperature
Forge - 1.20.1
- updated for forge 1.21.3
- fixed compatibility with the new `3d skin layers` mod update v1.7
- fixed visual issues in the player skin tool in 1.21.3
- added the `biomeTag` property to vary textures based on the biome tags of the entities spawn biome, does not support regex, only exact string matches, `minecraft:` is optional for vanilla tags. Prefix with `print:` to log the found biome tags
- added the `temperature` property to vary textures based on the entities spawn position temperature, supports ranges e.g. `0-0.15` is an approximate range for snowfall. Prefix with `print:` to log the found temperature
6.2.6
- update to minecraft 1.21.2+
- added the `minecraftVersion` property to vary textures based on the current minecraft version, supports ranges e.g. `1.17-1.18.2`
- due to armor texture location changes emissive trims can now be found at
- `textures/trims/entity/humanoid/<trim_type>_<material>_e.png`
- `textures/trims/entity/humanoid_leggings/<trim_type>_<material>_e.png`
- e.g. `textures/trims/entity/humanoid_leggings/rib_redstone_e.png`
- this may yet be reverted if OptiFine opts to keep the old directory
6.2.6
- update to minecraft 1.21.2+
- added the `minecraftVersion` property to vary textures based on the current minecraft version, supports ranges e.g. `1.17-1.18.2`
- due to armor texture location changes emissive trims can now be found at
- `textures/trims/entity/humanoid/<trim_type>_<material>_e.png`
- `textures/trims/entity/humanoid_leggings/<trim_type>_<material>_e.png`
- e.g. `textures/trims/entity/humanoid_leggings/rib_redstone_e.png`
- this may yet be reverted if OptiFine opts to keep the old directory
Fabric - 1.21
- fixed block entities not updating when using non spawn locked properties.
- made the properties settings screen list display in alphabetical order.
- removed log spam if ETF accidentally read a cit .properties file, due to a texture pointing there.
- ensured all ETF logs pre append `[ETF]: ` for easier log filtering.
- added the `blockBelow` && `blockBelowSolid` properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.
- added the `blockAbove` && `blockAboveSolid` properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.
NeoForge - 1.21
- fixed block entities not updating when using non spawn locked properties.
- made the properties settings screen list display in alphabetical order.
- removed log spam if ETF accidentally read a cit .properties file, due to a texture pointing there.
- ensured all ETF logs pre append `[ETF]: ` for easier log filtering.
- added the `blockBelow` && `blockBelowSolid` properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.
- added the `blockAbove` && `blockAboveSolid` properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.
Forge - 1.21
- fixed block entities not updating when using non spawn locked properties.
- made the properties settings screen list display in alphabetical order.
- removed log spam if ETF accidentally read a cit .properties file, due to a texture pointing there.
- ensured all ETF logs pre append `[ETF]: ` for easier log filtering.
- added the `blockBelow` && `blockBelowSolid` properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.
- added the `blockAbove` && `blockAboveSolid` properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.
Fabric - 1.20.6
- fixed block entities not updating when using non spawn locked properties.
- made the properties settings screen list display in alphabetical order.
- removed log spam if ETF accidentally read a cit .properties file, due to a texture pointing there.
- ensured all ETF logs pre append `[ETF]: ` for easier log filtering.
- added the `blockBelow` && `blockBelowSolid` properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.
- added the `blockAbove` && `blockAboveSolid` properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.
NeoForge - 1.20.6
- fixed block entities not updating when using non spawn locked properties.
- made the properties settings screen list display in alphabetical order.
- removed log spam if ETF accidentally read a cit .properties file, due to a texture pointing there.
- ensured all ETF logs pre append `[ETF]: ` for easier log filtering.
- added the `blockBelow` && `blockBelowSolid` properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.
- added the `blockAbove` && `blockAboveSolid` properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.
Forge - 1.20.6
- fixed block entities not updating when using non spawn locked properties.
- made the properties settings screen list display in alphabetical order.
- removed log spam if ETF accidentally read a cit .properties file, due to a texture pointing there.
- ensured all ETF logs pre append `[ETF]: ` for easier log filtering.
- added the `blockBelow` && `blockBelowSolid` properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.
- added the `blockAbove` && `blockAboveSolid` properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.
Fabric - 1.20.4
- fixed block entities not updating when using non spawn locked properties.
- made the properties settings screen list display in alphabetical order.
- removed log spam if ETF accidentally read a cit .properties file, due to a texture pointing there.
- ensured all ETF logs pre append `[ETF]: ` for easier log filtering.
- added the `blockBelow` && `blockBelowSolid` properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.
- added the `blockAbove` && `blockAboveSolid` properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.
NeoForge - 1.20.4
- fixed block entities not updating when using non spawn locked properties.
- made the properties settings screen list display in alphabetical order.
- removed log spam if ETF accidentally read a cit .properties file, due to a texture pointing there.
- ensured all ETF logs pre append `[ETF]: ` for easier log filtering.
- added the `blockBelow` && `blockBelowSolid` properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.
- added the `blockAbove` && `blockAboveSolid` properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.
Forge - 1.20.4
- fixed block entities not updating when using non spawn locked properties.
- made the properties settings screen list display in alphabetical order.
- removed log spam if ETF accidentally read a cit .properties file, due to a texture pointing there.
- ensured all ETF logs pre append `[ETF]: ` for easier log filtering.
- added the `blockBelow` && `blockBelowSolid` properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.
- added the `blockAbove` && `blockAboveSolid` properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.
Fabric - 1.20.2
- fixed block entities not updating when using non spawn locked properties.
- made the properties settings screen list display in alphabetical order.
- removed log spam if ETF accidentally read a cit .properties file, due to a texture pointing there.
- ensured all ETF logs pre append `[ETF]: ` for easier log filtering.
- added the `blockBelow` && `blockBelowSolid` properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.
- added the `blockAbove` && `blockAboveSolid` properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.
NeoForge - 1.20.2
- fixed block entities not updating when using non spawn locked properties.
- made the properties settings screen list display in alphabetical order.
- removed log spam if ETF accidentally read a cit .properties file, due to a texture pointing there.
- ensured all ETF logs pre append `[ETF]: ` for easier log filtering.
- added the `blockBelow` && `blockBelowSolid` properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.
- added the `blockAbove` && `blockAboveSolid` properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.
Forge - 1.20.2
- fixed block entities not updating when using non spawn locked properties.
- made the properties settings screen list display in alphabetical order.
- removed log spam if ETF accidentally read a cit .properties file, due to a texture pointing there.
- ensured all ETF logs pre append `[ETF]: ` for easier log filtering.
- added the `blockBelow` && `blockBelowSolid` properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.
- added the `blockAbove` && `blockAboveSolid` properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.
Fabric - 1.20.1
- fixed block entities not updating when using non spawn locked properties.
- made the properties settings screen list display in alphabetical order.
- removed log spam if ETF accidentally read a cit .properties file, due to a texture pointing there.
- ensured all ETF logs pre append `[ETF]: ` for easier log filtering.
- added the `blockBelow` && `blockBelowSolid` properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.
- added the `blockAbove` && `blockAboveSolid` properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.
Forge - 1.20.1
- fixed block entities not updating when using non spawn locked properties.
- made the properties settings screen list display in alphabetical order.
- removed log spam if ETF accidentally read a cit .properties file, due to a texture pointing there.
- ensured all ETF logs pre append `[ETF]: ` for easier log filtering.
- added the `blockBelow` && `blockBelowSolid` properties to vary textures based on the first non-air block below the entity, no matter the distance, the latter only triggers for the first solid block found.
- added the `blockAbove` && `blockAboveSolid` properties to vary textures based on the first non-air block above the entity, no matter the distance, the latter only triggers for the first solid block found.
Fabric - 1.21
- added the `nbtVehicle` property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular `nbt` property under the passenger nbt data
- added the `nbtClient` property to vary textures by the entity nbt data of the client player
NeoForge - 1.21
- added the `nbtVehicle` property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular `nbt` property under the passenger nbt data
- added the `nbtClient` property to vary textures by the entity nbt data of the client player
Forge - 1.21
- added the `nbtVehicle` property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular `nbt` property under the passenger nbt data
- added the `nbtClient` property to vary textures by the entity nbt data of the client player
Fabric - 1.20.6
- added the `nbtVehicle` property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular `nbt` property under the passenger nbt data
- added the `nbtClient` property to vary textures by the entity nbt data of the client player
NeoForge - 1.20.6
- added the `nbtVehicle` property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular `nbt` property under the passenger nbt data
- added the `nbtClient` property to vary textures by the entity nbt data of the client player
Forge - 1.20.6
- added the `nbtVehicle` property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular `nbt` property under the passenger nbt data
- added the `nbtClient` property to vary textures by the entity nbt data of the client player
Fabric - 1.20.4
- added the `nbtVehicle` property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular `nbt` property under the passenger nbt data
- added the `nbtClient` property to vary textures by the entity nbt data of the client player
NeoForge - 1.20.4
- added the `nbtVehicle` property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular `nbt` property under the passenger nbt data
- added the `nbtClient` property to vary textures by the entity nbt data of the client player
Forge - 1.20.4
- added the `nbtVehicle` property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular `nbt` property under the passenger nbt data
- added the `nbtClient` property to vary textures by the entity nbt data of the client player
Fabric - 1.20.2
- added the `nbtVehicle` property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular `nbt` property under the passenger nbt data
- added the `nbtClient` property to vary textures by the entity nbt data of the client player
NeoForge - 1.20.2
- added the `nbtVehicle` property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular `nbt` property under the passenger nbt data
- added the `nbtClient` property to vary textures by the entity nbt data of the client player
Forge - 1.20.2
- added the `nbtVehicle` property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular `nbt` property under the passenger nbt data
- added the `nbtClient` property to vary textures by the entity nbt data of the client player
Fabric - 1.20.1
- added the `nbtVehicle` property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular `nbt` property under the passenger nbt data
- added the `nbtClient` property to vary textures by the entity nbt data of the client player
Forge - 1.20.1
- added the `nbtVehicle` property to vary textures by the entity nbt data of the entity being ridden by the current entity, passenger nbt can be found within the regular `nbt` property under the passenger nbt data
- added the `nbtClient` property to vary textures by the entity nbt data of the client player
Fabric - 1.21
- fixed `biomes` property breaking when adding the redundant `minecraft:`
- replaced the `Hide settings button` setting with `Settings button location` to choose where/how the resource-pack screen settings button appears these can be: `OFF`, `BOTTOM_RIGHT`, `BOTTOM_LEFT`, `TOP_RIGHT`, `TOP_LEFT`. Defaults to bottom right.
NeoForge - 1.21
- fixed `biomes` property breaking when adding the redundant `minecraft:`
- replaced the `Hide settings button` setting with `Settings button location` to choose where/how the resource-pack screen settings button appears these can be: `OFF`, `BOTTOM_RIGHT`, `BOTTOM_LEFT`, `TOP_RIGHT`, `TOP_LEFT`. Defaults to bottom right.
Forge - 1.21
- fixed `biomes` property breaking when adding the redundant `minecraft:`
- replaced the `Hide settings button` setting with `Settings button location` to choose where/how the resource-pack screen settings button appears these can be: `OFF`, `BOTTOM_RIGHT`, `BOTTOM_LEFT`, `TOP_RIGHT`, `TOP_LEFT`. Defaults to bottom right.
Fabric - 1.20.6
- fixed `biomes` property breaking when adding the redundant `minecraft:`
- replaced the `Hide settings button` setting with `Settings button location` to choose where/how the resource-pack screen settings button appears these can be: `OFF`, `BOTTOM_RIGHT`, `BOTTOM_LEFT`, `TOP_RIGHT`, `TOP_LEFT`. Defaults to bottom right.
NeoForge - 1.20.6
- fixed `biomes` property breaking when adding the redundant `minecraft:`
- replaced the `Hide settings button` setting with `Settings button location` to choose where/how the resource-pack screen settings button appears these can be: `OFF`, `BOTTOM_RIGHT`, `BOTTOM_LEFT`, `TOP_RIGHT`, `TOP_LEFT`. Defaults to bottom right.
Forge - 1.20.6
- fixed `biomes` property breaking when adding the redundant `minecraft:`
- replaced the `Hide settings button` setting with `Settings button location` to choose where/how the resource-pack screen settings button appears these can be: `OFF`, `BOTTOM_RIGHT`, `BOTTOM_LEFT`, `TOP_RIGHT`, `TOP_LEFT`. Defaults to bottom right.
Fabric - 1.20.4
- fixed `biomes` property breaking when adding the redundant `minecraft:`
- replaced the `Hide settings button` setting with `Settings button location` to choose where/how the resource-pack screen settings button appears these can be: `OFF`, `BOTTOM_RIGHT`, `BOTTOM_LEFT`, `TOP_RIGHT`, `TOP_LEFT`. Defaults to bottom right.
NeoForge - 1.20.4
- fixed `biomes` property breaking when adding the redundant `minecraft:`
- replaced the `Hide settings button` setting with `Settings button location` to choose where/how the resource-pack screen settings button appears these can be: `OFF`, `BOTTOM_RIGHT`, `BOTTOM_LEFT`, `TOP_RIGHT`, `TOP_LEFT`. Defaults to bottom right.
Forge - 1.20.4
- fixed `biomes` property breaking when adding the redundant `minecraft:`
- replaced the `Hide settings button` setting with `Settings button location` to choose where/how the resource-pack screen settings button appears these can be: `OFF`, `BOTTOM_RIGHT`, `BOTTOM_LEFT`, `TOP_RIGHT`, `TOP_LEFT`. Defaults to bottom right.
Fabric - 1.20.2
- fixed `biomes` property breaking when adding the redundant `minecraft:`
- replaced the `Hide settings button` setting with `Settings button location` to choose where/how the resource-pack screen settings button appears these can be: `OFF`, `BOTTOM_RIGHT`, `BOTTOM_LEFT`, `TOP_RIGHT`, `TOP_LEFT`. Defaults to bottom right.
NeoForge - 1.20.2
- fixed `biomes` property breaking when adding the redundant `minecraft:`
- replaced the `Hide settings button` setting with `Settings button location` to choose where/how the resource-pack screen settings button appears these can be: `OFF`, `BOTTOM_RIGHT`, `BOTTOM_LEFT`, `TOP_RIGHT`, `TOP_LEFT`. Defaults to bottom right.
Forge - 1.20.2
- fixed `biomes` property breaking when adding the redundant `minecraft:`
- replaced the `Hide settings button` setting with `Settings button location` to choose where/how the resource-pack screen settings button appears these can be: `OFF`, `BOTTOM_RIGHT`, `BOTTOM_LEFT`, `TOP_RIGHT`, `TOP_LEFT`. Defaults to bottom right.
Fabric - 1.20.1
- fixed `biomes` property breaking when adding the redundant `minecraft:`
- replaced the `Hide settings button` setting with `Settings button location` to choose where/how the resource-pack screen settings button appears these can be: `OFF`, `BOTTOM_RIGHT`, `BOTTOM_LEFT`, `TOP_RIGHT`, `TOP_LEFT`. Defaults to bottom right.
Forge - 1.20.1
- fixed `biomes` property breaking when adding the redundant `minecraft:`
- replaced the `Hide settings button` setting with `Settings button location` to choose where/how the resource-pack screen settings button appears these can be: `OFF`, `BOTTOM_RIGHT`, `BOTTOM_LEFT`, `TOP_RIGHT`, `TOP_LEFT`. Defaults to bottom right.
Fabric - 1.21
- now catches all exceptions on mod config file reading not just IOExceptions
NeoForge - 1.21
- now catches all exceptions on mod config file reading not just IOExceptions
Forge - 1.21
- now catches all exceptions on mod config file reading not just IOExceptions
Fabric - 1.20.6
- now catches all exceptions on mod config file reading not just IOExceptions
NeoForge - 1.20.6
- now catches all exceptions on mod config file reading not just IOExceptions
Forge - 1.20.6
- now catches all exceptions on mod config file reading not just IOExceptions
Fabric - 1.20.4
- now catches all exceptions on mod config file reading not just IOExceptions
NeoForge - 1.20.4
- now catches all exceptions on mod config file reading not just IOExceptions
Forge - 1.20.4
- now catches all exceptions on mod config file reading not just IOExceptions
Fabric - 1.20.2
- now catches all exceptions on mod config file reading not just IOExceptions
NeoForge - 1.20.2
- now catches all exceptions on mod config file reading not just IOExceptions
Forge - 1.20.2
- now catches all exceptions on mod config file reading not just IOExceptions
Fabric - 1.20.1
- now catches all exceptions on mod config file reading not just IOExceptions
Forge - 1.20.1
- now catches all exceptions on mod config file reading not just IOExceptions
Fabric - 1.21.1
- added an OptiFine parity settings category and a few options to control matching OptiFine restrictions or weirdness
- random suffix selection now completely matches what optifine users will randomly get
- added `print:` debug functionality to all string list and regex properties to log the given value when tested
- added `print:` debug functionality to most numeric properties to log the given value when tested
- the `pattern:` wildcard `?` has been changed to the equivalent of `.` in regex whereas it was incorrectly documented as being `.+`
- removed old mod compatibility files for older versions of `iris`, `sodium`, and `immediatelyfast`, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine
NeoForge - 1.21.1
- added an OptiFine parity settings category and a few options to control matching OptiFine restrictions or weirdness
- random suffix selection now completely matches what optifine users will randomly get
- added `print:` debug functionality to all string list and regex properties to log the given value when tested
- added `print:` debug functionality to most numeric properties to log the given value when tested
- the `pattern:` wildcard `?` has been changed to the equivalent of `.` in regex whereas it was incorrectly documented as being `.+`
- removed old mod compatibility files for older versions of `iris`, `sodium`, and `immediatelyfast`, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine
Forge - 1.21.1
- added an OptiFine parity settings category and a few options to control matching OptiFine restrictions or weirdness
- random suffix selection now completely matches what optifine users will randomly get
- added `print:` debug functionality to all string list and regex properties to log the given value when tested
- added `print:` debug functionality to most numeric properties to log the given value when tested
- the `pattern:` wildcard `?` has been changed to the equivalent of `.` in regex whereas it was incorrectly documented as being `.+`
- removed old mod compatibility files for older versions of `iris`, `sodium`, and `immediatelyfast`, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine
Fabric - 1.20.6
- added an OptiFine parity settings category and a few options to control matching OptiFine restrictions or weirdness
- random suffix selection now completely matches what optifine users will randomly get
- added `print:` debug functionality to all string list and regex properties to log the given value when tested
- added `print:` debug functionality to most numeric properties to log the given value when tested
- the `pattern:` wildcard `?` has been changed to the equivalent of `.` in regex whereas it was incorrectly documented as being `.+`
- removed old mod compatibility files for older versions of `iris`, `sodium`, and `immediatelyfast`, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine
NeoForge - 1.20.6
- added an OptiFine parity settings category and a few options to control matching OptiFine restrictions or weirdness
- random suffix selection now completely matches what optifine users will randomly get
- added `print:` debug functionality to all string list and regex properties to log the given value when tested
- added `print:` debug functionality to most numeric properties to log the given value when tested
- the `pattern:` wildcard `?` has been changed to the equivalent of `.` in regex whereas it was incorrectly documented as being `.+`
- removed old mod compatibility files for older versions of `iris`, `sodium`, and `immediatelyfast`, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine
Forge - 1.20.6
- added an OptiFine parity settings category and a few options to control matching OptiFine restrictions or weirdness
- random suffix selection now completely matches what optifine users will randomly get
- added `print:` debug functionality to all string list and regex properties to log the given value when tested
- added `print:` debug functionality to most numeric properties to log the given value when tested
- the `pattern:` wildcard `?` has been changed to the equivalent of `.` in regex whereas it was incorrectly documented as being `.+`
- removed old mod compatibility files for older versions of `iris`, `sodium`, and `immediatelyfast`, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine
Fabric - 1.20.4
- added an OptiFine parity settings category and a few options to control matching OptiFine restrictions or weirdness
- random suffix selection now completely matches what optifine users will randomly get
- added `print:` debug functionality to all string list and regex properties to log the given value when tested
- added `print:` debug functionality to most numeric properties to log the given value when tested
- the `pattern:` wildcard `?` has been changed to the equivalent of `.` in regex whereas it was incorrectly documented as being `.+`
- removed old mod compatibility files for older versions of `iris`, `sodium`, and `immediatelyfast`, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine
NeoForge - 1.20.4
- added an OptiFine parity settings category and a few options to control matching OptiFine restrictions or weirdness
- random suffix selection now completely matches what optifine users will randomly get
- added `print:` debug functionality to all string list and regex properties to log the given value when tested
- added `print:` debug functionality to most numeric properties to log the given value when tested
- the `pattern:` wildcard `?` has been changed to the equivalent of `.` in regex whereas it was incorrectly documented as being `.+`
- removed old mod compatibility files for older versions of `iris`, `sodium`, and `immediatelyfast`, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine
Forge - 1.20.4
- added an OptiFine parity settings category and a few options to control matching OptiFine restrictions or weirdness
- random suffix selection now completely matches what optifine users will randomly get
- added `print:` debug functionality to all string list and regex properties to log the given value when tested
- added `print:` debug functionality to most numeric properties to log the given value when tested
- the `pattern:` wildcard `?` has been changed to the equivalent of `.` in regex whereas it was incorrectly documented as being `.+`
- removed old mod compatibility files for older versions of `iris`, `sodium`, and `immediatelyfast`, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine
Fabric - 1.20.2
- added an OptiFine parity settings category and a few options to control matching OptiFine restrictions or weirdness
- random suffix selection now completely matches what optifine users will randomly get
- added `print:` debug functionality to all string list and regex properties to log the given value when tested
- added `print:` debug functionality to most numeric properties to log the given value when tested
- the `pattern:` wildcard `?` has been changed to the equivalent of `.` in regex whereas it was incorrectly documented as being `.+`
- removed old mod compatibility files for older versions of `iris`, `sodium`, and `immediatelyfast`, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine
NeoForge - 1.20.2
- added an OptiFine parity settings category and a few options to control matching OptiFine restrictions or weirdness
- random suffix selection now completely matches what optifine users will randomly get
- added `print:` debug functionality to all string list and regex properties to log the given value when tested
- added `print:` debug functionality to most numeric properties to log the given value when tested
- the `pattern:` wildcard `?` has been changed to the equivalent of `.` in regex whereas it was incorrectly documented as being `.+`
- removed old mod compatibility files for older versions of `iris`, `sodium`, and `immediatelyfast`, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine
Forge - 1.20.2
- added an OptiFine parity settings category and a few options to control matching OptiFine restrictions or weirdness
- random suffix selection now completely matches what optifine users will randomly get
- added `print:` debug functionality to all string list and regex properties to log the given value when tested
- added `print:` debug functionality to most numeric properties to log the given value when tested
- the `pattern:` wildcard `?` has been changed to the equivalent of `.` in regex whereas it was incorrectly documented as being `.+`
- removed old mod compatibility files for older versions of `iris`, `sodium`, and `immediatelyfast`, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine
Fabric - 1.20.1
- added an OptiFine parity settings category and a few options to control matching OptiFine restrictions or weirdness
- random suffix selection now completely matches what optifine users will randomly get
- added `print:` debug functionality to all string list and regex properties to log the given value when tested
- added `print:` debug functionality to most numeric properties to log the given value when tested
- the `pattern:` wildcard `?` has been changed to the equivalent of `.` in regex whereas it was incorrectly documented as being `.+`
- removed old mod compatibility files for older versions of `iris`, `sodium`, and `immediatelyfast`, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine
Forge - 1.20.1
- added an OptiFine parity settings category and a few options to control matching OptiFine restrictions or weirdness
- random suffix selection now completely matches what optifine users will randomly get
- added `print:` debug functionality to all string list and regex properties to log the given value when tested
- added `print:` debug functionality to most numeric properties to log the given value when tested
- the `pattern:` wildcard `?` has been changed to the equivalent of `.` in regex whereas it was incorrectly documented as being `.+`
- removed old mod compatibility files for older versions of `iris`, `sodium`, and `immediatelyfast`, that were kept for a time to retain compatibility, as long as you use the latest version for your given MC version you will be fine
[ETF] Entity Texture Features 6.2
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the `nbt` property to improve both performance and log printing functionality
- if your nbt test starts with `print_all:` the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with `print:` that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like `raw:`, `exists:` or `range:`, e.g. `print_all:exists:false`)
- made many minor source code adjustments, no functionality changes, no API changes
[ETF] Entity Texture Features 6.2
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the `nbt` property to improve both performance and log printing functionality
- if your nbt test starts with `print_all:` the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with `print:` that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like `raw:`, `exists:` or `range:`, e.g. `print_all:exists:false`)
- made many minor source code adjustments, no functionality changes, no API changes
[ETF] Entity Texture Features 6.2
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the `nbt` property to improve both performance and log printing functionality
- if your nbt test starts with `print_all:` the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with `print:` that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like `raw:`, `exists:` or `range:`, e.g. `print_all:exists:false`)
- made many minor source code adjustments, no functionality changes, no API changes
[ETF] Entity Texture Features 6.2
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the `nbt` property to improve both performance and log printing functionality
- if your nbt test starts with `print_all:` the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with `print:` that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like `raw:`, `exists:` or `range:`, e.g. `print_all:exists:false`)
- made many minor source code adjustments, no functionality changes, no API changes
[ETF] Entity Texture Features 6.2
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the `nbt` property to improve both performance and log printing functionality
- if your nbt test starts with `print_all:` the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with `print:` that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like `raw:`, `exists:` or `range:`, e.g. `print_all:exists:false`)
- made many minor source code adjustments, no functionality changes, no API changes
[ETF] Entity Texture Features 6.2
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the `nbt` property to improve both performance and log printing functionality
- if your nbt test starts with `print_all:` the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with `print:` that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like `raw:`, `exists:` or `range:`, e.g. `print_all:exists:false`)
- made many minor source code adjustments, no functionality changes, no API changes
[ETF] Entity Texture Features 6.2
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the `nbt` property to improve both performance and log printing functionality
- if your nbt test starts with `print_all:` the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with `print:` that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like `raw:`, `exists:` or `range:`, e.g. `print_all:exists:false`)
- made many minor source code adjustments, no functionality changes, no API changes
[ETF] Entity Texture Features 6.2
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the `nbt` property to improve both performance and log printing functionality
- if your nbt test starts with `print_all:` the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with `print:` that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like `raw:`, `exists:` or `range:`, e.g. `print_all:exists:false`)
- made many minor source code adjustments, no functionality changes, no API changes
[ETF] Entity Texture Features 6.2
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the `nbt` property to improve both performance and log printing functionality
- if your nbt test starts with `print_all:` the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with `print:` that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like `raw:`, `exists:` or `range:`, e.g. `print_all:exists:false`)
- made many minor source code adjustments, no functionality changes, no API changes
[ETF] Entity Texture Features 6.2
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the `nbt` property to improve both performance and log printing functionality
- if your nbt test starts with `print_all:` the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with `print:` that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like `raw:`, `exists:` or `range:`, e.g. `print_all:exists:false`)
- made many minor source code adjustments, no functionality changes, no API changes
etf
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the `nbt` property to improve both performance and log printing functionality
- if your nbt test starts with `print_all:` the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with `print:` that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like `raw:`, `exists:` or `range:`, e.g. `print_all:exists:false`)
- made many minor source code adjustments, no functionality changes, no API changes
etf
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the `nbt` property to improve both performance and log printing functionality
- if your nbt test starts with `print_all:` the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with `print:` that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like `raw:`, `exists:` or `range:`, e.g. `print_all:exists:false`)
- made many minor source code adjustments, no functionality changes, no API changes
[ETF] Entity Texture Features 6.2
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the `nbt` property to improve both performance and log printing functionality
- if your nbt test starts with `print_all:` the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with `print:` that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like `raw:`, `exists:` or `range:`, e.g. `print_all:exists:false`)
- made many minor source code adjustments, no functionality changes, no API changes
[ETF] Entity Texture Features 6.2
- forge 1.21 & 1.20.6 fixed
- changed gui icon
- added checks to ensure random property suffixes are always valid integers above 0
- fixed crash when rendering entity nameplates and having renderlayer overrides affect entity shadows
- fixed the skin pixel transparency override setting in skin features not affecting all of the pixels correctly
- reworked and improved the `nbt` property to improve both performance and log printing functionality
- if your nbt test starts with `print_all:` the entire entity client-side nbt will be printed with nice formatting
- if your nbt test starts with `print:` that specific nbt value will be printed every time it tests, as well as its result
- (these will go before tests like `raw:`, `exists:` or `range:`, e.g. `print_all:exists:false`)
- made many minor source code adjustments, no functionality changes, no API changes
Minecraft China edition fix
[ETF] Entity Texture Features 6.1.3
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
[ETF] Entity Texture Features 6.1.3
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
[ETF] Entity Texture Features 6.1.3
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
[ETF] Entity Texture Features 6.1.3
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
[ETF] Entity Texture Features 6.1.3
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
[ETF] Entity Texture Features 6.1.3
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
[ETF] Entity Texture Features 6.1.3
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
[ETF] Entity Texture Features 6.1.3
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
etf
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
etf
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
[ETF] Entity Texture Features 6.1.3
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
[ETF] Entity Texture Features 6.1.3
- added additional null checks to fix some odd mod crashes
- fixed the config breaking with some mods
- fixed player skin tool pixel select image being sideways in 1.21
[ETF] Entity Texture Features 6.1.2
- made it so the "aztec" painting only variates with a .properties file because of "aztec2" existing in vanilla
6.1.2
- made it so the "aztec" painting only variates with a .properties file because of "aztec2" existing in vanilla
[ETF] Entity Texture Features 6.1.1
[ETF] Entity Texture Features 6.1.1
[ETF] Entity Texture Features 6.1.1
6.1.1
etf
[ETF] Entity Texture Features 6.1.1
[ETF] Entity Texture Features 6.1
> - added crowdin translation support
> - added skin option to preserve transparency in extra skin pixels
> - fixed #265 crash when block entity state is null
> - fixed enchanted elytra not rendering emissive textures
> - fixed shoulder parrots
> - fixed emissive armor and trims breaking with **Iris**
> - fixed the custom emissive suffix file declaration getting overridden by higher packs *(using `_e` is still highly recommended)*
> - fixed **ImmediatelyFast** compat for mod update v1.2.16, ETF still retains compat for the older versions
> - fixed a missing texture issue with the **Amendments** mod's jukeboxes when playing disc 13 *(this may fix other missing texture issues with modded block entities)*
[ETF] Entity Texture Features 6.1
> - added crowdin translation support
> - added skin option to preserve transparency in extra skin pixels
> - fixed #265 crash when block entity state is null
> - fixed enchanted elytra not rendering emissive textures
> - fixed shoulder parrots
> - fixed emissive armor and trims breaking with **Iris**
> - fixed the custom emissive suffix file declaration getting overridden by higher packs *(using `_e` is still highly recommended)*
> - fixed **ImmediatelyFast** compat for mod update v1.2.16, ETF still retains compat for the older versions
> - fixed a missing texture issue with the **Amendments** mod's jukeboxes when playing disc 13 *(this may fix other missing texture issues with modded block entities)*
[ETF] Entity Texture Features 6.1
> - added crowdin translation support
> - added skin option to preserve transparency in extra skin pixels
> - fixed #265 crash when block entity state is null
> - fixed enchanted elytra not rendering emissive textures
> - fixed shoulder parrots
> - fixed emissive armor and trims breaking with **Iris**
> - fixed the custom emissive suffix file declaration getting overridden by higher packs *(using `_e` is still highly recommended)*
> - fixed **ImmediatelyFast** compat for mod update v1.2.16, ETF still retains compat for the older versions
> - fixed a missing texture issue with the **Amendments** mod's jukeboxes when playing disc 13 *(this may fix other missing texture issues with modded block entities)*
[ETF] Entity Texture Features 6.1
> - added crowdin translation support
> - added skin option to preserve transparency in extra skin pixels
> - fixed #265 crash when block entity state is null
> - fixed enchanted elytra not rendering emissive textures
> - fixed shoulder parrots
> - fixed emissive armor and trims breaking with **Iris**
> - fixed the custom emissive suffix file declaration getting overridden by higher packs *(using `_e` is still highly recommended)*
> - fixed **ImmediatelyFast** compat for mod update v1.2.16, ETF still retains compat for the older versions
> - fixed a missing texture issue with the **Amendments** mod's jukeboxes when playing disc 13 *(this may fix other missing texture issues with modded block entities)*
[ETF] Entity Texture Features 6.1
> - added crowdin translation support
> - added skin option to preserve transparency in extra skin pixels
> - fixed #265 crash when block entity state is null
> - fixed enchanted elytra not rendering emissive textures
> - fixed shoulder parrots
> - fixed emissive armor and trims breaking with **Iris**
> - fixed the custom emissive suffix file declaration getting overridden by higher packs *(using `_e` is still highly recommended)*
> - fixed **ImmediatelyFast** compat for mod update v1.2.16, ETF still retains compat for the older versions
> - fixed a missing texture issue with the **Amendments** mod's jukeboxes when playing disc 13 *(this may fix other missing texture issues with modded block entities)*
[ETF] Entity Texture Features 6.1
> - added crowdin translation support
> - added skin option to preserve transparency in extra skin pixels
> - fixed #265 crash when block entity state is null
> - fixed enchanted elytra not rendering emissive textures
> - fixed shoulder parrots
> - fixed emissive armor and trims breaking with **Iris**
> - fixed the custom emissive suffix file declaration getting overridden by higher packs *(using `_e` is still highly recommended)*
> - fixed **ImmediatelyFast** compat for mod update v1.2.16, ETF still retains compat for the older versions
> - fixed a missing texture issue with the **Amendments** mod's jukeboxes when playing disc 13 *(this may fix other missing texture issues with modded block entities)*
[ETF] Entity Texture Features 6.1
> - added crowdin translation support
> - added skin option to preserve transparency in extra skin pixels
> - fixed #265 crash when block entity state is null
> - fixed enchanted elytra not rendering emissive textures
> - fixed shoulder parrots
> - fixed emissive armor and trims breaking with **Iris**
> - fixed the custom emissive suffix file declaration getting overridden by higher packs *(using `_e` is still highly recommended)*
> - fixed **ImmediatelyFast** compat for mod update v1.2.16, ETF still retains compat for the older versions
> - fixed a missing texture issue with the **Amendments** mod's jukeboxes when playing disc 13 *(this may fix other missing texture issues with modded block entities)*
[ETF] Entity Texture Features 6.1
> - added crowdin translation support
> - added skin option to preserve transparency in extra skin pixels
> - fixed #265 crash when block entity state is null
> - fixed enchanted elytra not rendering emissive textures
> - fixed shoulder parrots
> - fixed emissive armor and trims breaking with **Iris**
> - fixed the custom emissive suffix file declaration getting overridden by higher packs *(using `_e` is still highly recommended)*
> - fixed **ImmediatelyFast** compat for mod update v1.2.16, ETF still retains compat for the older versions
> - fixed a missing texture issue with the **Amendments** mod's jukeboxes when playing disc 13 *(this may fix other missing texture issues with modded block entities)*
ETF 6.1
> - added crowdin translation support
> - added skin option to preserve transparency in extra skin pixels
> - fixed #265 crash when block entity state is null
> - fixed enchanted elytra not rendering emissive textures
> - fixed shoulder parrots
> - fixed emissive armor and trims breaking with **Iris**
> - fixed the custom emissive suffix file declaration getting overridden by higher packs *(using `_e` is still highly recommended)*
> - fixed **ImmediatelyFast** compat for mod update v1.2.16, ETF still retains compat for the older versions
> - fixed a missing texture issue with the **Amendments** mod's jukeboxes when playing disc 13 *(this may fix other missing texture issues with modded block entities)*
[ETF] Entity Texture Features 6.1
> - added crowdin translation support
> - added skin option to preserve transparency in extra skin pixels
> - fixed #265 crash when block entity state is null
> - fixed enchanted elytra not rendering emissive textures
> - fixed shoulder parrots
> - fixed emissive armor and trims breaking with **Iris**
> - fixed the custom emissive suffix file declaration getting overridden by higher packs *(using `_e` is still highly recommended)*
> - fixed **ImmediatelyFast** compat for mod update v1.2.16, ETF still retains compat for the older versions
> - fixed a missing texture issue with the **Amendments** mod's jukeboxes when playing disc 13 *(this may fix other missing texture issues with modded block entities)*
[ETF] Entity Texture Features 6.1
> - added crowdin translation support
> - added skin option to preserve transparency in extra skin pixels
> - fixed #265 crash when block entity state is null
> - fixed enchanted elytra not rendering emissive textures
> - fixed shoulder parrots
> - fixed emissive armor and trims breaking with **Iris**
> - fixed the custom emissive suffix file declaration getting overridden by higher packs *(using `_e` is still highly recommended)*
> - fixed **ImmediatelyFast** compat for mod update v1.2.16, ETF still retains compat for the older versions
> - fixed a missing texture issue with the **Amendments** mod's jukeboxes when playing disc 13 *(this may fix other missing texture issues with modded block entities)*
[ETF] Entity Texture Features 6.0.1
[ETF] Entity Texture Features 6.0.1
- changed the transparent skin settings into a single option, it is set to only allow for skins using ETF features by default, but can be enabled for all skins.
- ETF player skin features now support legacy format skins and will auto convert them to the new format when saved
- the ETF skin feature tool now has a setting to prevent ETF from adding the example template to your skin, thus no longer overwriting any extraneous pixels in your skin
- the skin tool now prompts users to set this setting when the skin tool first tries to apply one of the templates in a way that would override any extraneous skin pixels
- the templates have been broken up into several smaller partial templates to only try and apply to skins explicitly using them
- added gaps into the jacket options text for readability
- fixed coat length setting not being bound between 1 and 8
[ETF] Entity Texture Features 6.0.1
- changed the transparent skin settings into a single option, it is set to only allow for skins using ETF features by default, but can be enabled for all skins.
- ETF player skin features now support legacy format skins and will auto convert them to the new format when saved
- the ETF skin feature tool now has a setting to prevent ETF from adding the example template to your skin, thus no longer overwriting any extraneous pixels in your skin
- the skin tool now prompts users to set this setting when the skin tool first tries to apply one of the templates in a way that would override any extraneous skin pixels
- the templates have been broken up into several smaller partial templates to only try and apply to skins explicitly using them
- added gaps into the jacket options text for readability
- fixed coat length setting not being bound between 1 and 8
[ETF] Entity Texture Features 6.0.1
- changed the transparent skin settings into a single option, it is set to only allow for skins using ETF features by default, but can be enabled for all skins.
- ETF player skin features now support legacy format skins and will auto convert them to the new format when saved
- the ETF skin feature tool now has a setting to prevent ETF from adding the example template to your skin, thus no longer overwriting any extraneous pixels in your skin
- the skin tool now prompts users to set this setting when the skin tool first tries to apply one of the templates in a way that would override any extraneous skin pixels
- the templates have been broken up into several smaller partial templates to only try and apply to skins explicitly using them
- added gaps into the jacket options text for readability
- fixed coat length setting not being bound between 1 and 8
[ETF] Entity Texture Features 6.0.1
- changed the transparent skin settings into a single option, it is set to only allow for skins using ETF features by default, but can be enabled for all skins.
- ETF player skin features now support legacy format skins and will auto convert them to the new format when saved
- the ETF skin feature tool now has a setting to prevent ETF from adding the example template to your skin, thus no longer overwriting any extraneous pixels in your skin
- the skin tool now prompts users to set this setting when the skin tool first tries to apply one of the templates in a way that would override any extraneous skin pixels
- the templates have been broken up into several smaller partial templates to only try and apply to skins explicitly using them
- added gaps into the jacket options text for readability
- fixed coat length setting not being bound between 1 and 8
[ETF] Entity Texture Features 6.0.1
- changed the transparent skin settings into a single option, it is set to only allow for skins using ETF features by default, but can be enabled for all skins.
- ETF player skin features now support legacy format skins and will auto convert them to the new format when saved
- the ETF skin feature tool now has a setting to prevent ETF from adding the example template to your skin, thus no longer overwriting any extraneous pixels in your skin
- the skin tool now prompts users to set this setting when the skin tool first tries to apply one of the templates in a way that would override any extraneous skin pixels
- the templates have been broken up into several smaller partial templates to only try and apply to skins explicitly using them
- added gaps into the jacket options text for readability
- fixed coat length setting not being bound between 1 and 8
[ETF] Entity Texture Features 6.0.1
- changed the transparent skin settings into a single option, it is set to only allow for skins using ETF features by default, but can be enabled for all skins.
- ETF player skin features now support legacy format skins and will auto convert them to the new format when saved
- the ETF skin feature tool now has a setting to prevent ETF from adding the example template to your skin, thus no longer overwriting any extraneous pixels in your skin
- the skin tool now prompts users to set this setting when the skin tool first tries to apply one of the templates in a way that would override any extraneous skin pixels
- the templates have been broken up into several smaller partial templates to only try and apply to skins explicitly using them
- added gaps into the jacket options text for readability
- fixed coat length setting not being bound between 1 and 8
[ETF] Entity Texture Features 6.0.1
- changed the transparent skin settings into a single option, it is set to only allow for skins using ETF features by default, but can be enabled for all skins.
- ETF player skin features now support legacy format skins and will auto convert them to the new format when saved
- the ETF skin feature tool now has a setting to prevent ETF from adding the example template to your skin, thus no longer overwriting any extraneous pixels in your skin
- the skin tool now prompts users to set this setting when the skin tool first tries to apply one of the templates in a way that would override any extraneous skin pixels
- the templates have been broken up into several smaller partial templates to only try and apply to skins explicitly using them
- added gaps into the jacket options text for readability
- fixed coat length setting not being bound between 1 and 8
[ETF] Entity Texture Features 6.0.1
- changed the transparent skin settings into a single option, it is set to only allow for skins using ETF features by default, but can be enabled for all skins.
- ETF player skin features now support legacy format skins and will auto convert them to the new format when saved
- the ETF skin feature tool now has a setting to prevent ETF from adding the example template to your skin, thus no longer overwriting any extraneous pixels in your skin
- the skin tool now prompts users to set this setting when the skin tool first tries to apply one of the templates in a way that would override any extraneous skin pixels
- the templates have been broken up into several smaller partial templates to only try and apply to skins explicitly using them
- added gaps into the jacket options text for readability
- fixed coat length setting not being bound between 1 and 8
[ETF] Entity Texture Features 6.0.1
- changed the transparent skin settings into a single option, it is set to only allow for skins using ETF features by default, but can be enabled for all skins.
- ETF player skin features now support legacy format skins and will auto convert them to the new format when saved
- the ETF skin feature tool now has a setting to prevent ETF from adding the example template to your skin, thus no longer overwriting any extraneous pixels in your skin
- the skin tool now prompts users to set this setting when the skin tool first tries to apply one of the templates in a way that would override any extraneous skin pixels
- the templates have been broken up into several smaller partial templates to only try and apply to skins explicitly using them
- added gaps into the jacket options text for readability
- fixed coat length setting not being bound between 1 and 8
[ETF] Entity Texture Features 6.0.1
- changed the transparent skin settings into a single option, it is set to only allow for skins using ETF features by default, but can be enabled for all skins.
- ETF player skin features now support legacy format skins and will auto convert them to the new format when saved
- the ETF skin feature tool now has a setting to prevent ETF from adding the example template to your skin, thus no longer overwriting any extraneous pixels in your skin
- the skin tool now prompts users to set this setting when the skin tool first tries to apply one of the templates in a way that would override any extraneous skin pixels
- the templates have been broken up into several smaller partial templates to only try and apply to skins explicitly using them
- added gaps into the jacket options text for readability
- fixed coat length setting not being bound between 1 and 8
[ETF] Entity Texture Features 6.0.1
- changed the transparent skin settings into a single option, it is set to only allow for skins using ETF features by default, but can be enabled for all skins.
- ETF player skin features now support legacy format skins and will auto convert them to the new format when saved
- the ETF skin feature tool now has a setting to prevent ETF from adding the example template to your skin, thus no longer overwriting any extraneous pixels in your skin
- the skin tool now prompts users to set this setting when the skin tool first tries to apply one of the templates in a way that would override any extraneous skin pixels
- the templates have been broken up into several smaller partial templates to only try and apply to skins explicitly using them
- added gaps into the jacket options text for readability
- fixed coat length setting not being bound between 1 and 8
[ETF] Entity Texture Features 6.0.1
- changed the transparent skin settings into a single option, it is set to only allow for skins using ETF features by default, but can be enabled for all skins.
- ETF player skin features now support legacy format skins and will auto convert them to the new format when saved
- the ETF skin feature tool now has a setting to prevent ETF from adding the example template to your skin, thus no longer overwriting any extraneous pixels in your skin
- the skin tool now prompts users to set this setting when the skin tool first tries to apply one of the templates in a way that would override any extraneous skin pixels
- the templates have been broken up into several smaller partial templates to only try and apply to skins explicitly using them
- added gaps into the jacket options text for readability
- fixed coat length setting not being bound between 1 and 8
[ETF] Entity Texture Features 6.0.1
- changed the transparent skin settings into a single option, it is set to only allow for skins using ETF features by default, but can be enabled for all skins.
- ETF player skin features now support legacy format skins and will auto convert them to the new format when saved
- the ETF skin feature tool now has a setting to prevent ETF from adding the example template to your skin, thus no longer overwriting any extraneous pixels in your skin
- the skin tool now prompts users to set this setting when the skin tool first tries to apply one of the templates in a way that would override any extraneous skin pixels
- the templates have been broken up into several smaller partial templates to only try and apply to skins explicitly using them
- added gaps into the jacket options text for readability
- fixed coat length setting not being bound between 1 and 8
[ETF] Entity Texture Features 6.0.1
- changed the transparent skin settings into a single option, it is set to only allow for skins using ETF features by default, but can be enabled for all skins.
- ETF player skin features now support legacy format skins and will auto convert them to the new format when saved
- the ETF skin feature tool now has a setting to prevent ETF from adding the example template to your skin, thus no longer overwriting any extraneous pixels in your skin
- the skin tool now prompts users to set this setting when the skin tool first tries to apply one of the templates in a way that would override any extraneous skin pixels
- the templates have been broken up into several smaller partial templates to only try and apply to skins explicitly using them
- added gaps into the jacket options text for readability
- fixed coat length setting not being bound between 1 and 8
[ETF] Entity Texture Features 6.0.1
- changed the transparent skin settings into a single option, it is set to only allow for skins using ETF features by default, but can be enabled for all skins.
- ETF player skin features now support legacy format skins and will auto convert them to the new format when saved
- the ETF skin feature tool now has a setting to prevent ETF from adding the example template to your skin, thus no longer overwriting any extraneous pixels in your skin
- the skin tool now prompts users to set this setting when the skin tool first tries to apply one of the templates in a way that would override any extraneous skin pixels
- the templates have been broken up into several smaller partial templates to only try and apply to skins explicitly using them
- added gaps into the jacket options text for readability
- fixed coat length setting not being bound between 1 and 8
[ETF] Entity Texture Features 6.0
- fixed emissive textures breaking in the gui with ImmediatelyFast installed
- fixed the `blocks` property not correctly reading/expecting block states
- fixed the `name` property not checking for single names with spaces in them comprised of the entire test string
- completely redid the config gui to be data driven and more user-friendly
- ETF, EMF, and ESF will now share the same config gui collectively called "Entity Features settings"
- added a new `per entity` settings screen that allows you to override the settings for specific entity types
- added a `Random properties` settings screen that allows you to enable/disable, modify, and read the documentation
of specific random properties. This will also list any properties added via ETF's API.
- improved many gui elements adding sliders, changed setting highlighting, and text displays for more user-friendly
settings
- fixed the `name` property not reading player usernames
- added the following random properties: (primarily for use in player EMF packs)
- `isCreative` - true if the entity is in creative mode
- `isTeammate` - true if the entity is a teammate
- `isClientPlayer` - true if the entity is the client player
- `variant` - moved from EMF into ETF
- `modLoaded` - works like `name` but matches against the mod id's loaded by the modloader
- the `blocks` property now updates over time by default (OptiFine parity)
- fixed the `nbt` property still including the char type when testing nbt numbers i.e `1b` instead of just `1`
- fixed many minor issues
- fixed `blocks` property and added `blockSpawned` property to be identical but spawn condition locked by default
[ETF] Entity Texture Features 6.0
- fixed emissive textures breaking in the gui with ImmediatelyFast installed
- fixed the `blocks` property not correctly reading/expecting block states
- fixed the `name` property not checking for single names with spaces in them comprised of the entire test string
- completely redid the config gui to be data driven and more user-friendly
- ETF, EMF, and ESF will now share the same config gui collectively called "Entity Features settings"
- added a new `per entity` settings screen that allows you to override the settings for specific entity types
- added a `Random properties` settings screen that allows you to enable/disable, modify, and read the documentation
of specific random properties. This will also list any properties added via ETF's API.
- improved many gui elements adding sliders, changed setting highlighting, and text displays for more user-friendly
settings
- fixed the `name` property not reading player usernames
- added the following random properties: (primarily for use in player EMF packs)
- `isCreative` - true if the entity is in creative mode
- `isTeammate` - true if the entity is a teammate
- `isClientPlayer` - true if the entity is the client player
- `variant` - moved from EMF into ETF
- `modLoaded` - works like `name` but matches against the mod id's loaded by the modloader
- the `blocks` property now updates over time by default (OptiFine parity)
- fixed the `nbt` property still including the char type when testing nbt numbers i.e `1b` instead of just `1`
- fixed many minor issues
- fixed `blocks` property and added `blockSpawned` property to be identical but spawn condition locked by default
[ETF] Entity Texture Features 6.0
- fixed emissive textures breaking in the gui with ImmediatelyFast installed
- fixed the `blocks` property not correctly reading/expecting block states
- fixed the `name` property not checking for single names with spaces in them comprised of the entire test string
- completely redid the config gui to be data driven and more user-friendly
- ETF, EMF, and ESF will now share the same config gui collectively called "Entity Features settings"
- added a new `per entity` settings screen that allows you to override the settings for specific entity types
- added a `Random properties` settings screen that allows you to enable/disable, modify, and read the documentation
of specific random properties. This will also list any properties added via ETF's API.
- improved many gui elements adding sliders, changed setting highlighting, and text displays for more user-friendly
settings
- fixed the `name` property not reading player usernames
- added the following random properties: (primarily for use in player EMF packs)
- `isCreative` - true if the entity is in creative mode
- `isTeammate` - true if the entity is a teammate
- `isClientPlayer` - true if the entity is the client player
- `variant` - moved from EMF into ETF
- `modLoaded` - works like `name` but matches against the mod id's loaded by the modloader
- the `blocks` property now updates over time by default (OptiFine parity)
- fixed the `nbt` property still including the char type when testing nbt numbers i.e `1b` instead of just `1`
- fixed many minor issues
- fixed `blocks` property and added `blockSpawned` property to be identical but spawn condition locked by default
[ETF] Entity Texture Features 6.0
- fixed emissive textures breaking in the gui with ImmediatelyFast installed
- fixed the `blocks` property not correctly reading/expecting block states
- fixed the `name` property not checking for single names with spaces in them comprised of the entire test string
- completely redid the config gui to be data driven and more user-friendly
- ETF, EMF, and ESF will now share the same config gui collectively called "Entity Features settings"
- added a new `per entity` settings screen that allows you to override the settings for specific entity types
- added a `Random properties` settings screen that allows you to enable/disable, modify, and read the documentation
of specific random properties. This will also list any properties added via ETF's API.
- improved many gui elements adding sliders, changed setting highlighting, and text displays for more user-friendly
settings
- fixed the `name` property not reading player usernames
- added the following random properties: (primarily for use in player EMF packs)
- `isCreative` - true if the entity is in creative mode
- `isTeammate` - true if the entity is a teammate
- `isClientPlayer` - true if the entity is the client player
- `variant` - moved from EMF into ETF
- `modLoaded` - works like `name` but matches against the mod id's loaded by the modloader
- the `blocks` property now updates over time by default (OptiFine parity)
- fixed the `nbt` property still including the char type when testing nbt numbers i.e `1b` instead of just `1`
- fixed many minor issues
- fixed `blocks` property and added `blockSpawned` property to be identical but spawn condition locked by default
[ETF] Entity Texture Features 6.0
- fixed emissive textures breaking in the gui with ImmediatelyFast installed
- fixed the `blocks` property not correctly reading/expecting block states
- fixed the `name` property not checking for single names with spaces in them comprised of the entire test string
- completely redid the config gui to be data driven and more user-friendly
- ETF, EMF, and ESF will now share the same config gui collectively called "Entity Features settings"
- added a new `per entity` settings screen that allows you to override the settings for specific entity types
- added a `Random properties` settings screen that allows you to enable/disable, modify, and read the documentation
of specific random properties. This will also list any properties added via ETF's API.
- improved many gui elements adding sliders, changed setting highlighting, and text displays for more user-friendly
settings
- fixed the `name` property not reading player usernames
- added the following random properties: (primarily for use in player EMF packs)
- `isCreative` - true if the entity is in creative mode
- `isTeammate` - true if the entity is a teammate
- `isClientPlayer` - true if the entity is the client player
- `variant` - moved from EMF into ETF
- `modLoaded` - works like `name` but matches against the mod id's loaded by the modloader
- the `blocks` property now updates over time by default (OptiFine parity)
- fixed the `nbt` property still including the char type when testing nbt numbers i.e `1b` instead of just `1`
- fixed many minor issues
- fixed `blocks` property and added `blockSpawned` property to be identical but spawn condition locked by default
[ETF] Entity Texture Features 6.0
- fixed emissive textures breaking in the gui with ImmediatelyFast installed
- fixed the `blocks` property not correctly reading/expecting block states
- fixed the `name` property not checking for single names with spaces in them comprised of the entire test string
- completely redid the config gui to be data driven and more user-friendly
- ETF, EMF, and ESF will now share the same config gui collectively called "Entity Features settings"
- added a new `per entity` settings screen that allows you to override the settings for specific entity types
- added a `Random properties` settings screen that allows you to enable/disable, modify, and read the documentation
of specific random properties. This will also list any properties added via ETF's API.
- improved many gui elements adding sliders, changed setting highlighting, and text displays for more user-friendly
settings
- fixed the `name` property not reading player usernames
- added the following random properties: (primarily for use in player EMF packs)
- `isCreative` - true if the entity is in creative mode
- `isTeammate` - true if the entity is a teammate
- `isClientPlayer` - true if the entity is the client player
- `variant` - moved from EMF into ETF
- `modLoaded` - works like `name` but matches against the mod id's loaded by the modloader
- the `blocks` property now updates over time by default (OptiFine parity)
- fixed the `nbt` property still including the char type when testing nbt numbers i.e `1b` instead of just `1`
- fixed many minor issues
- fixed `blocks` property and added `blockSpawned` property to be identical but spawn condition locked by default
[ETF] Entity Texture Features 6.0
- fixed emissive textures breaking in the gui with ImmediatelyFast installed
- fixed the `blocks` property not correctly reading/expecting block states
- fixed the `name` property not checking for single names with spaces in them comprised of the entire test string
- completely redid the config gui to be data driven and more user-friendly
- ETF, EMF, and ESF will now share the same config gui collectively called "Entity Features settings"
- added a new `per entity` settings screen that allows you to override the settings for specific entity types
- added a `Random properties` settings screen that allows you to enable/disable, modify, and read the documentation
of specific random properties. This will also list any properties added via ETF's API.
- improved many gui elements adding sliders, changed setting highlighting, and text displays for more user-friendly
settings
- fixed the `name` property not reading player usernames
- added the following random properties: (primarily for use in player EMF packs)
- `isCreative` - true if the entity is in creative mode
- `isTeammate` - true if the entity is a teammate
- `isClientPlayer` - true if the entity is the client player
- `variant` - moved from EMF into ETF
- `modLoaded` - works like `name` but matches against the mod id's loaded by the modloader
- the `blocks` property now updates over time by default (OptiFine parity)
- fixed the `nbt` property still including the char type when testing nbt numbers i.e `1b` instead of just `1`
- fixed many minor issues
- fixed `blocks` property and added `blockSpawned` property to be identical but spawn condition locked by default
[ETF] Entity Texture Features 6.0
- fixed emissive textures breaking in the gui with ImmediatelyFast installed
- fixed the `blocks` property not correctly reading/expecting block states
- fixed the `name` property not checking for single names with spaces in them comprised of the entire test string
- completely redid the config gui to be data driven and more user-friendly
- ETF, EMF, and ESF will now share the same config gui collectively called "Entity Features settings"
- added a new `per entity` settings screen that allows you to override the settings for specific entity types
- added a `Random properties` settings screen that allows you to enable/disable, modify, and read the documentation
of specific random properties. This will also list any properties added via ETF's API.
- improved many gui elements adding sliders, changed setting highlighting, and text displays for more user-friendly
settings
- fixed the `name` property not reading player usernames
- added the following random properties: (primarily for use in player EMF packs)
- `isCreative` - true if the entity is in creative mode
- `isTeammate` - true if the entity is a teammate
- `isClientPlayer` - true if the entity is the client player
- `variant` - moved from EMF into ETF
- `modLoaded` - works like `name` but matches against the mod id's loaded by the modloader
- the `blocks` property now updates over time by default (OptiFine parity)
- fixed the `nbt` property still including the char type when testing nbt numbers i.e `1b` instead of just `1`
- fixed many minor issues
- fixed `blocks` property and added `blockSpawned` property to be identical but spawn condition locked by default
[ETF] Entity Texture Features 6.0
- fixed emissive textures breaking in the gui with ImmediatelyFast installed
- fixed the `blocks` property not correctly reading/expecting block states
- fixed the `name` property not checking for single names with spaces in them comprised of the entire test string
- completely redid the config gui to be data driven and more user-friendly
- ETF, EMF, and ESF will now share the same config gui collectively called "Entity Features settings"
- added a new `per entity` settings screen that allows you to override the settings for specific entity types
- added a `Random properties` settings screen that allows you to enable/disable, modify, and read the documentation
of specific random properties. This will also list any properties added via ETF's API.
- improved many gui elements adding sliders, changed setting highlighting, and text displays for more user-friendly
settings
- fixed the `name` property not reading player usernames
- added the following random properties: (primarily for use in player EMF packs)
- `isCreative` - true if the entity is in creative mode
- `isTeammate` - true if the entity is a teammate
- `isClientPlayer` - true if the entity is the client player
- `variant` - moved from EMF into ETF
- `modLoaded` - works like `name` but matches against the mod id's loaded by the modloader
- the `blocks` property now updates over time by default (OptiFine parity)
- fixed the `nbt` property still including the char type when testing nbt numbers i.e `1b` instead of just `1`
- fixed many minor issues
- fixed `blocks` property and added `blockSpawned` property to be identical but spawn condition locked by default
[ETF] Entity Texture Features 6.0
- fixed emissive textures breaking in the gui with ImmediatelyFast installed
- fixed the `blocks` property not correctly reading/expecting block states
- fixed the `name` property not checking for single names with spaces in them comprised of the entire test string
- completely redid the config gui to be data driven and more user-friendly
- ETF, EMF, and ESF will now share the same config gui collectively called "Entity Features settings"
- added a new `per entity` settings screen that allows you to override the settings for specific entity types
- added a `Random properties` settings screen that allows you to enable/disable, modify, and read the documentation
of specific random properties. This will also list any properties added via ETF's API.
- improved many gui elements adding sliders, changed setting highlighting, and text displays for more user-friendly
settings
- fixed the `name` property not reading player usernames
- added the following random properties: (primarily for use in player EMF packs)
- `isCreative` - true if the entity is in creative mode
- `isTeammate` - true if the entity is a teammate
- `isClientPlayer` - true if the entity is the client player
- `variant` - moved from EMF into ETF
- `modLoaded` - works like `name` but matches against the mod id's loaded by the modloader
- the `blocks` property now updates over time by default (OptiFine parity)
- fixed the `nbt` property still including the char type when testing nbt numbers i.e `1b` instead of just `1`
- fixed many minor issues
- fixed `blocks` property and added `blockSpawned` property to be identical but spawn condition locked by default
[ETF] Entity Texture Features 6.0
- fixed emissive textures breaking in the gui with ImmediatelyFast installed
- fixed the `blocks` property not correctly reading/expecting block states
- fixed the `name` property not checking for single names with spaces in them comprised of the entire test string
- completely redid the config gui to be data driven and more user-friendly
- ETF, EMF, and ESF will now share the same config gui collectively called "Entity Features settings"
- added a new `per entity` settings screen that allows you to override the settings for specific entity types
- added a `Random properties` settings screen that allows you to enable/disable, modify, and read the documentation
of specific random properties. This will also list any properties added via ETF's API.
- improved many gui elements adding sliders, changed setting highlighting, and text displays for more user-friendly
settings
- fixed the `name` property not reading player usernames
- added the following random properties: (primarily for use in player EMF packs)
- `isCreative` - true if the entity is in creative mode
- `isTeammate` - true if the entity is a teammate
- `isClientPlayer` - true if the entity is the client player
- `variant` - moved from EMF into ETF
- `modLoaded` - works like `name` but matches against the mod id's loaded by the modloader
- the `blocks` property now updates over time by default (OptiFine parity)
- fixed the `nbt` property still including the char type when testing nbt numbers i.e `1b` instead of just `1`
- fixed many minor issues
- fixed `blocks` property and added `blockSpawned` property to be identical but spawn condition locked by default
[ETF] Entity Texture Features 6.0
- fixed emissive textures breaking in the gui with ImmediatelyFast installed
- fixed the `blocks` property not correctly reading/expecting block states
- fixed the `name` property not checking for single names with spaces in them comprised of the entire test string
- completely redid the config gui to be data driven and more user-friendly
- ETF, EMF, and ESF will now share the same config gui collectively called "Entity Features settings"
- added a new `per entity` settings screen that allows you to override the settings for specific entity types
- added a `Random properties` settings screen that allows you to enable/disable, modify, and read the documentation
of specific random properties. This will also list any properties added via ETF's API.
- improved many gui elements adding sliders, changed setting highlighting, and text displays for more user-friendly
settings
- fixed the `name` property not reading player usernames
- added the following random properties: (primarily for use in player EMF packs)
- `isCreative` - true if the entity is in creative mode
- `isTeammate` - true if the entity is a teammate
- `isClientPlayer` - true if the entity is the client player
- `variant` - moved from EMF into ETF
- `modLoaded` - works like `name` but matches against the mod id's loaded by the modloader
- the `blocks` property now updates over time by default (OptiFine parity)
- fixed the `nbt` property still including the char type when testing nbt numbers i.e `1b` instead of just `1`
- fixed many minor issues
- fixed `blocks` property and added `blockSpawned` property to be identical but spawn condition locked by default
[ETF] Entity Texture Features 6.0
- fixed emissive textures breaking in the gui with ImmediatelyFast installed
- fixed the `blocks` property not correctly reading/expecting block states
- fixed the `name` property not checking for single names with spaces in them comprised of the entire test string
- completely redid the config gui to be data driven and more user-friendly
- ETF, EMF, and ESF will now share the same config gui collectively called "Entity Features settings"
- added a new `per entity` settings screen that allows you to override the settings for specific entity types
- added a `Random properties` settings screen that allows you to enable/disable, modify, and read the documentation
of specific random properties. This will also list any properties added via ETF's API.
- improved many gui elements adding sliders, changed setting highlighting, and text displays for more user-friendly
settings
- fixed the `name` property not reading player usernames
- added the following random properties: (primarily for use in player EMF packs)
- `isCreative` - true if the entity is in creative mode
- `isTeammate` - true if the entity is a teammate
- `isClientPlayer` - true if the entity is the client player
- `variant` - moved from EMF into ETF
- `modLoaded` - works like `name` but matches against the mod id's loaded by the modloader
- the `blocks` property now updates over time by default (OptiFine parity)
- fixed the `nbt` property still including the char type when testing nbt numbers i.e `1b` instead of just `1`
- fixed many minor issues
- fixed `blocks` property and added `blockSpawned` property to be identical but spawn condition locked by default
[ETF] Entity Texture Features 6.0
- fixed emissive textures breaking in the gui with ImmediatelyFast installed
- fixed the `blocks` property not correctly reading/expecting block states
- fixed the `name` property not checking for single names with spaces in them comprised of the entire test string
- completely redid the config gui to be data driven and more user-friendly
- ETF, EMF, and ESF will now share the same config gui collectively called "Entity Features settings"
- added a new `per entity` settings screen that allows you to override the settings for specific entity types
- added a `Random properties` settings screen that allows you to enable/disable, modify, and read the documentation
of specific random properties. This will also list any properties added via ETF's API.
- improved many gui elements adding sliders, changed setting highlighting, and text displays for more user-friendly
settings
- fixed the `name` property not reading player usernames
- added the following random properties: (primarily for use in player EMF packs)
- `isCreative` - true if the entity is in creative mode
- `isTeammate` - true if the entity is a teammate
- `isClientPlayer` - true if the entity is the client player
- `variant` - moved from EMF into ETF
- `modLoaded` - works like `name` but matches against the mod id's loaded by the modloader
- the `blocks` property now updates over time by default (OptiFine parity)
- fixed the `nbt` property still including the char type when testing nbt numbers i.e `1b` instead of just `1`
- fixed many minor issues
- fixed `blocks` property and added `blockSpawned` property to be identical but spawn condition locked by default
[ETF] Entity Texture Features 6.0
- fixed emissive textures breaking in the gui with ImmediatelyFast installed
- fixed the `blocks` property not correctly reading/expecting block states
- fixed the `name` property not checking for single names with spaces in them comprised of the entire test string
- completely redid the config gui to be data driven and more user-friendly
- ETF, EMF, and ESF will now share the same config gui collectively called "Entity Features settings"
- added a new `per entity` settings screen that allows you to override the settings for specific entity types
- added a `Random properties` settings screen that allows you to enable/disable, modify, and read the documentation
of specific random properties. This will also list any properties added via ETF's API.
- improved many gui elements adding sliders, changed setting highlighting, and text displays for more user-friendly
settings
- fixed the `name` property not reading player usernames
- added the following random properties: (primarily for use in player EMF packs)
- `isCreative` - true if the entity is in creative mode
- `isTeammate` - true if the entity is a teammate
- `isClientPlayer` - true if the entity is the client player
- `variant` - moved from EMF into ETF
- `modLoaded` - works like `name` but matches against the mod id's loaded by the modloader
- the `blocks` property now updates over time by default (OptiFine parity)
- fixed the `nbt` property still including the char type when testing nbt numbers i.e `1b` instead of just `1`
- fixed many minor issues
- fixed `blocks` property and added `blockSpawned` property to be identical but spawn condition locked by default
[ETF] Entity Texture Features 5.2.3
[ETF] Entity Texture Features 5.2.3
[ETF] Entity Texture Features 5.2.3
[ETF] Entity Texture Features 5.2.3
[ETF] Entity Texture Features 5.2.3
[ETF] Entity Texture Features 5.2.3
[ETF] Entity Texture Features 5.2.3
[ETF] Entity Texture Features 5.2.3
[ETF] Entity Texture Features 5.2.3
[ETF] Entity Texture Features 5.2.3
[ETF] Entity Texture Features 5.2.3
[ETF] Entity Texture Features 5.2.3
[ETF] Entity Texture Features 5.2.3
[ETF] Entity Texture Features 5.2.3
[ETF] Entity Texture Features 5.2.2
[ETF] Entity Texture Features 5.2.2
[ETF] Entity Texture Features 5.2.2
[ETF] Entity Texture Features 5.2.2
[ETF] Entity Texture Features 5.2.2
[ETF] Entity Texture Features 5.2.1
- fixed `Image is not allocated.` crash related to armor rendering
- added a printout to the right click debug to tell users where the `.properties` and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
- fixed player emissives breaking with bright render mode
- tweaked mob spawner code
- added the `isSpawner` property which is true if the entity is a miniature mob inside a spawner block
- the `color` property now also reads modded entity colors if the entity extends VariantHolder<T> with T being either DyeColor or an Optional<DyeColor>
- the `profession` property should work for all modded mobs implementing VillagerDataContainer
- added the following irl time & date properties `hour`,`minute`,`second`,`month`,`year`,`monthDay`,`weekDay`,`yearDay`.
they are all numeric integers and support ranges e.g. `"0 2 4-7"`.
`hour`,`minute`,`second` will update over time, the others will only be set when the entity spawns.
`hour` is in 24-hour format, 0 - 23.
`weekDay` starts with sunday which is 1 up to saturday at 7.
`month` starts with january which is 0 up to december at 11.
`yearDay` is 1 - 366.
`monthDay` is 1 - 31.
april fools is thus `month=3, monthDay=1`,The Christmas to new-years period is `month=11, monthDay=25-31`
- added the `dimension` property, which takes in a list of strings, or regex: or pattern:, and will be true if matching
the entities current dimension.
Vanilla dimensions are `overworld`, `the_nether`, `the_end`.
Modded dimension names are entirely up to whatever the mod maker set them to be, expect `mod_name:dimension_name`.
If you start the property text with `print:` it will work as normal but will also print the found dimension, to help
with discovering modded dimension names.
- added the `language` property, which takes in a list of strings, or regex: or pattern:, and will match to the users
chosen in-game language to facilitate the localization of textures if desired. default is `en_us` and corresponds to the
`??_??` format language code of the games language files.
Helpful if your texture or model includes text for some reason.
- added the `light` property, which takes a list of integers and support ranges e.g. `"0 2 4-7"`, and matches it to the
light level of the block the entity is standing on `0 - 15`, `-1` will be returned if there is some error.
This property updates over time. An example use could be differentiating aggressive or passive spiders.
[ETF] Entity Texture Features 5.2.1
- fixed `Image is not allocated.` crash related to armor rendering
- added a printout to the right click debug to tell users where the `.properties` and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
- fixed player emissives breaking with bright render mode
- tweaked mob spawner code
- added the `isSpawner` property which is true if the entity is a miniature mob inside a spawner block
- the `color` property now also reads modded entity colors if the entity extends VariantHolder<T> with T being either DyeColor or an Optional<DyeColor>
- the `profession` property should work for all modded mobs implementing VillagerDataContainer
- added the following irl time & date properties `hour`,`minute`,`second`,`month`,`year`,`monthDay`,`weekDay`,`yearDay`.
they are all numeric integers and support ranges e.g. `"0 2 4-7"`.
`hour`,`minute`,`second` will update over time, the others will only be set when the entity spawns.
`hour` is in 24-hour format, 0 - 23.
`weekDay` starts with sunday which is 1 up to saturday at 7.
`month` starts with january which is 0 up to december at 11.
`yearDay` is 1 - 366.
`monthDay` is 1 - 31.
april fools is thus `month=3, monthDay=1`,The Christmas to new-years period is `month=11, monthDay=25-31`
- added the `dimension` property, which takes in a list of strings, or regex: or pattern:, and will be true if matching
the entities current dimension.
Vanilla dimensions are `overworld`, `the_nether`, `the_end`.
Modded dimension names are entirely up to whatever the mod maker set them to be, expect `mod_name:dimension_name`.
If you start the property text with `print:` it will work as normal but will also print the found dimension, to help
with discovering modded dimension names.
- added the `language` property, which takes in a list of strings, or regex: or pattern:, and will match to the users
chosen in-game language to facilitate the localization of textures if desired. default is `en_us` and corresponds to the
`??_??` format language code of the games language files.
Helpful if your texture or model includes text for some reason.
- added the `light` property, which takes a list of integers and support ranges e.g. `"0 2 4-7"`, and matches it to the
light level of the block the entity is standing on `0 - 15`, `-1` will be returned if there is some error.
This property updates over time. An example use could be differentiating aggressive or passive spiders.
[ETF] Entity Texture Features 5.2.1
- fixed `Image is not allocated.` crash related to armor rendering
- added a printout to the right click debug to tell users where the `.properties` and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
- fixed player emissives breaking with bright render mode
- tweaked mob spawner code
- added the `isSpawner` property which is true if the entity is a miniature mob inside a spawner block
- the `color` property now also reads modded entity colors if the entity extends VariantHolder<T> with T being either DyeColor or an Optional<DyeColor>
- the `profession` property should work for all modded mobs implementing VillagerDataContainer
- added the following irl time & date properties `hour`,`minute`,`second`,`month`,`year`,`monthDay`,`weekDay`,`yearDay`.
they are all numeric integers and support ranges e.g. `"0 2 4-7"`.
`hour`,`minute`,`second` will update over time, the others will only be set when the entity spawns.
`hour` is in 24-hour format, 0 - 23.
`weekDay` starts with sunday which is 1 up to saturday at 7.
`month` starts with january which is 0 up to december at 11.
`yearDay` is 1 - 366.
`monthDay` is 1 - 31.
april fools is thus `month=3, monthDay=1`,The Christmas to new-years period is `month=11, monthDay=25-31`
- added the `dimension` property, which takes in a list of strings, or regex: or pattern:, and will be true if matching
the entities current dimension.
Vanilla dimensions are `overworld`, `the_nether`, `the_end`.
Modded dimension names are entirely up to whatever the mod maker set them to be, expect `mod_name:dimension_name`.
If you start the property text with `print:` it will work as normal but will also print the found dimension, to help
with discovering modded dimension names.
- added the `language` property, which takes in a list of strings, or regex: or pattern:, and will match to the users
chosen in-game language to facilitate the localization of textures if desired. default is `en_us` and corresponds to the
`??_??` format language code of the games language files.
Helpful if your texture or model includes text for some reason.
- added the `light` property, which takes a list of integers and support ranges e.g. `"0 2 4-7"`, and matches it to the
light level of the block the entity is standing on `0 - 15`, `-1` will be returned if there is some error.
This property updates over time. An example use could be differentiating aggressive or passive spiders.
[ETF] Entity Texture Features 5.2.1
- fixed `Image is not allocated.` crash related to armor rendering
- added a printout to the right click debug to tell users where the `.properties` and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
- fixed player emissives breaking with bright render mode
- tweaked mob spawner code
- added the `isSpawner` property which is true if the entity is a miniature mob inside a spawner block
- the `color` property now also reads modded entity colors if the entity extends VariantHolder<T> with T being either DyeColor or an Optional<DyeColor>
- the `profession` property should work for all modded mobs implementing VillagerDataContainer
- added the following irl time & date properties `hour`,`minute`,`second`,`month`,`year`,`monthDay`,`weekDay`,`yearDay`.
they are all numeric integers and support ranges e.g. `"0 2 4-7"`.
`hour`,`minute`,`second` will update over time, the others will only be set when the entity spawns.
`hour` is in 24-hour format, 0 - 23.
`weekDay` starts with sunday which is 1 up to saturday at 7.
`month` starts with january which is 0 up to december at 11.
`yearDay` is 1 - 366.
`monthDay` is 1 - 31.
april fools is thus `month=3, monthDay=1`,The Christmas to new-years period is `month=11, monthDay=25-31`
- added the `dimension` property, which takes in a list of strings, or regex: or pattern:, and will be true if matching
the entities current dimension.
Vanilla dimensions are `overworld`, `the_nether`, `the_end`.
Modded dimension names are entirely up to whatever the mod maker set them to be, expect `mod_name:dimension_name`.
If you start the property text with `print:` it will work as normal but will also print the found dimension, to help
with discovering modded dimension names.
- added the `language` property, which takes in a list of strings, or regex: or pattern:, and will match to the users
chosen in-game language to facilitate the localization of textures if desired. default is `en_us` and corresponds to the
`??_??` format language code of the games language files.
Helpful if your texture or model includes text for some reason.
- added the `light` property, which takes a list of integers and support ranges e.g. `"0 2 4-7"`, and matches it to the
light level of the block the entity is standing on `0 - 15`, `-1` will be returned if there is some error.
This property updates over time. An example use could be differentiating aggressive or passive spiders.
[ETF] Entity Texture Features 5.2.1
- fixed `Image is not allocated.` crash related to armor rendering
- added a printout to the right click debug to tell users where the `.properties` and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
- fixed player emissives breaking with bright render mode
- tweaked mob spawner code
- added the `isSpawner` property which is true if the entity is a miniature mob inside a spawner block
- the `color` property now also reads modded entity colors if the entity extends VariantHolder<T> with T being either DyeColor or an Optional<DyeColor>
- the `profession` property should work for all modded mobs implementing VillagerDataContainer
- added the following irl time & date properties `hour`,`minute`,`second`,`month`,`year`,`monthDay`,`weekDay`,`yearDay`.
they are all numeric integers and support ranges e.g. `"0 2 4-7"`.
`hour`,`minute`,`second` will update over time, the others will only be set when the entity spawns.
`hour` is in 24-hour format, 0 - 23.
`weekDay` starts with sunday which is 1 up to saturday at 7.
`month` starts with january which is 0 up to december at 11.
`yearDay` is 1 - 366.
`monthDay` is 1 - 31.
april fools is thus `month=3, monthDay=1`,The Christmas to new-years period is `month=11, monthDay=25-31`
- added the `dimension` property, which takes in a list of strings, or regex: or pattern:, and will be true if matching
the entities current dimension.
Vanilla dimensions are `overworld`, `the_nether`, `the_end`.
Modded dimension names are entirely up to whatever the mod maker set them to be, expect `mod_name:dimension_name`.
If you start the property text with `print:` it will work as normal but will also print the found dimension, to help
with discovering modded dimension names.
- added the `language` property, which takes in a list of strings, or regex: or pattern:, and will match to the users
chosen in-game language to facilitate the localization of textures if desired. default is `en_us` and corresponds to the
`??_??` format language code of the games language files.
Helpful if your texture or model includes text for some reason.
- added the `light` property, which takes a list of integers and support ranges e.g. `"0 2 4-7"`, and matches it to the
light level of the block the entity is standing on `0 - 15`, `-1` will be returned if there is some error.
This property updates over time. An example use could be differentiating aggressive or passive spiders.
[ETF] Entity Texture Features 5.2.1
- fixed `Image is not allocated.` crash related to armor rendering
- added a printout to the right click debug to tell users where the `.properties` and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
- fixed player emissives breaking with bright render mode
- tweaked mob spawner code
- added the `isSpawner` property which is true if the entity is a miniature mob inside a spawner block
- the `color` property now also reads modded entity colors if the entity extends VariantHolder<T> with T being either DyeColor or an Optional<DyeColor>
- the `profession` property should work for all modded mobs implementing VillagerDataContainer
- added the following irl time & date properties `hour`,`minute`,`second`,`month`,`year`,`monthDay`,`weekDay`,`yearDay`.
they are all numeric integers and support ranges e.g. `"0 2 4-7"`.
`hour`,`minute`,`second` will update over time, the others will only be set when the entity spawns.
`hour` is in 24-hour format, 0 - 23.
`weekDay` starts with sunday which is 1 up to saturday at 7.
`month` starts with january which is 0 up to december at 11.
`yearDay` is 1 - 366.
`monthDay` is 1 - 31.
april fools is thus `month=3, monthDay=1`,The Christmas to new-years period is `month=11, monthDay=25-31`
- added the `dimension` property, which takes in a list of strings, or regex: or pattern:, and will be true if matching
the entities current dimension.
Vanilla dimensions are `overworld`, `the_nether`, `the_end`.
Modded dimension names are entirely up to whatever the mod maker set them to be, expect `mod_name:dimension_name`.
If you start the property text with `print:` it will work as normal but will also print the found dimension, to help
with discovering modded dimension names.
- added the `language` property, which takes in a list of strings, or regex: or pattern:, and will match to the users
chosen in-game language to facilitate the localization of textures if desired. default is `en_us` and corresponds to the
`??_??` format language code of the games language files.
Helpful if your texture or model includes text for some reason.
- added the `light` property, which takes a list of integers and support ranges e.g. `"0 2 4-7"`, and matches it to the
light level of the block the entity is standing on `0 - 15`, `-1` will be returned if there is some error.
This property updates over time. An example use could be differentiating aggressive or passive spiders.
[ETF] Entity Texture Features 5.2.1
- fixed `Image is not allocated.` crash related to armor rendering
- added a printout to the right click debug to tell users where the `.properties` and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
- fixed player emissives breaking with bright render mode
- tweaked mob spawner code
- added the `isSpawner` property which is true if the entity is a miniature mob inside a spawner block
- the `color` property now also reads modded entity colors if the entity extends VariantHolder<T> with T being either DyeColor or an Optional<DyeColor>
- the `profession` property should work for all modded mobs implementing VillagerDataContainer
- added the following irl time & date properties `hour`,`minute`,`second`,`month`,`year`,`monthDay`,`weekDay`,`yearDay`.
they are all numeric integers and support ranges e.g. `"0 2 4-7"`.
`hour`,`minute`,`second` will update over time, the others will only be set when the entity spawns.
`hour` is in 24-hour format, 0 - 23.
`weekDay` starts with sunday which is 1 up to saturday at 7.
`month` starts with january which is 0 up to december at 11.
`yearDay` is 1 - 366.
`monthDay` is 1 - 31.
april fools is thus `month=3, monthDay=1`,The Christmas to new-years period is `month=11, monthDay=25-31`
- added the `dimension` property, which takes in a list of strings, or regex: or pattern:, and will be true if matching
the entities current dimension.
Vanilla dimensions are `overworld`, `the_nether`, `the_end`.
Modded dimension names are entirely up to whatever the mod maker set them to be, expect `mod_name:dimension_name`.
If you start the property text with `print:` it will work as normal but will also print the found dimension, to help
with discovering modded dimension names.
- added the `language` property, which takes in a list of strings, or regex: or pattern:, and will match to the users
chosen in-game language to facilitate the localization of textures if desired. default is `en_us` and corresponds to the
`??_??` format language code of the games language files.
Helpful if your texture or model includes text for some reason.
- added the `light` property, which takes a list of integers and support ranges e.g. `"0 2 4-7"`, and matches it to the
light level of the block the entity is standing on `0 - 15`, `-1` will be returned if there is some error.
This property updates over time. An example use could be differentiating aggressive or passive spiders.
[ETF] Entity Texture Features 5.2.1
- fixed `Image is not allocated.` crash related to armor rendering
- added a printout to the right click debug to tell users where the `.properties` and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
- fixed player emissives breaking with bright render mode
- tweaked mob spawner code
- added the `isSpawner` property which is true if the entity is a miniature mob inside a spawner block
- the `color` property now also reads modded entity colors if the entity extends VariantHolder<T> with T being either DyeColor or an Optional<DyeColor>
- the `profession` property should work for all modded mobs implementing VillagerDataContainer
- added the following irl time & date properties `hour`,`minute`,`second`,`month`,`year`,`monthDay`,`weekDay`,`yearDay`.
they are all numeric integers and support ranges e.g. `"0 2 4-7"`.
`hour`,`minute`,`second` will update over time, the others will only be set when the entity spawns.
`hour` is in 24-hour format, 0 - 23.
`weekDay` starts with sunday which is 1 up to saturday at 7.
`month` starts with january which is 0 up to december at 11.
`yearDay` is 1 - 366.
`monthDay` is 1 - 31.
april fools is thus `month=3, monthDay=1`,The Christmas to new-years period is `month=11, monthDay=25-31`
- added the `dimension` property, which takes in a list of strings, or regex: or pattern:, and will be true if matching
the entities current dimension.
Vanilla dimensions are `overworld`, `the_nether`, `the_end`.
Modded dimension names are entirely up to whatever the mod maker set them to be, expect `mod_name:dimension_name`.
If you start the property text with `print:` it will work as normal but will also print the found dimension, to help
with discovering modded dimension names.
- added the `language` property, which takes in a list of strings, or regex: or pattern:, and will match to the users
chosen in-game language to facilitate the localization of textures if desired. default is `en_us` and corresponds to the
`??_??` format language code of the games language files.
Helpful if your texture or model includes text for some reason.
- added the `light` property, which takes a list of integers and support ranges e.g. `"0 2 4-7"`, and matches it to the
light level of the block the entity is standing on `0 - 15`, `-1` will be returned if there is some error.
This property updates over time. An example use could be differentiating aggressive or passive spiders.
[ETF] Entity Texture Features 5.2.1
- fixed `Image is not allocated.` crash related to armor rendering
- added a printout to the right click debug to tell users where the `.properties` and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
- fixed player emissives breaking with bright render mode
- tweaked mob spawner code
- added the `isSpawner` property which is true if the entity is a miniature mob inside a spawner block
- the `color` property now also reads modded entity colors if the entity extends VariantHolder<T> with T being either DyeColor or an Optional<DyeColor>
- the `profession` property should work for all modded mobs implementing VillagerDataContainer
- added the following irl time & date properties `hour`,`minute`,`second`,`month`,`year`,`monthDay`,`weekDay`,`yearDay`.
they are all numeric integers and support ranges e.g. `"0 2 4-7"`.
`hour`,`minute`,`second` will update over time, the others will only be set when the entity spawns.
`hour` is in 24-hour format, 0 - 23.
`weekDay` starts with sunday which is 1 up to saturday at 7.
`month` starts with january which is 0 up to december at 11.
`yearDay` is 1 - 366.
`monthDay` is 1 - 31.
april fools is thus `month=3, monthDay=1`,The Christmas to new-years period is `month=11, monthDay=25-31`
- added the `dimension` property, which takes in a list of strings, or regex: or pattern:, and will be true if matching
the entities current dimension.
Vanilla dimensions are `overworld`, `the_nether`, `the_end`.
Modded dimension names are entirely up to whatever the mod maker set them to be, expect `mod_name:dimension_name`.
If you start the property text with `print:` it will work as normal but will also print the found dimension, to help
with discovering modded dimension names.
- added the `language` property, which takes in a list of strings, or regex: or pattern:, and will match to the users
chosen in-game language to facilitate the localization of textures if desired. default is `en_us` and corresponds to the
`??_??` format language code of the games language files.
Helpful if your texture or model includes text for some reason.
- added the `light` property, which takes a list of integers and support ranges e.g. `"0 2 4-7"`, and matches it to the
light level of the block the entity is standing on `0 - 15`, `-1` will be returned if there is some error.
This property updates over time. An example use could be differentiating aggressive or passive spiders.
[ETF] Entity Texture Features 5.2.1
- fixed `Image is not allocated.` crash related to armor rendering
- added a printout to the right click debug to tell users where the `.properties` and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
- fixed player emissives breaking with bright render mode
- tweaked mob spawner code
- added the `isSpawner` property which is true if the entity is a miniature mob inside a spawner block
- the `color` property now also reads modded entity colors if the entity extends VariantHolder<T> with T being either DyeColor or an Optional<DyeColor>
- the `profession` property should work for all modded mobs implementing VillagerDataContainer
- added the following irl time & date properties `hour`,`minute`,`second`,`month`,`year`,`monthDay`,`weekDay`,`yearDay`.
they are all numeric integers and support ranges e.g. `"0 2 4-7"`.
`hour`,`minute`,`second` will update over time, the others will only be set when the entity spawns.
`hour` is in 24-hour format, 0 - 23.
`weekDay` starts with sunday which is 1 up to saturday at 7.
`month` starts with january which is 0 up to december at 11.
`yearDay` is 1 - 366.
`monthDay` is 1 - 31.
april fools is thus `month=3, monthDay=1`,The Christmas to new-years period is `month=11, monthDay=25-31`
- added the `dimension` property, which takes in a list of strings, or regex: or pattern:, and will be true if matching
the entities current dimension.
Vanilla dimensions are `overworld`, `the_nether`, `the_end`.
Modded dimension names are entirely up to whatever the mod maker set them to be, expect `mod_name:dimension_name`.
If you start the property text with `print:` it will work as normal but will also print the found dimension, to help
with discovering modded dimension names.
- added the `language` property, which takes in a list of strings, or regex: or pattern:, and will match to the users
chosen in-game language to facilitate the localization of textures if desired. default is `en_us` and corresponds to the
`??_??` format language code of the games language files.
Helpful if your texture or model includes text for some reason.
- added the `light` property, which takes a list of integers and support ranges e.g. `"0 2 4-7"`, and matches it to the
light level of the block the entity is standing on `0 - 15`, `-1` will be returned if there is some error.
This property updates over time. An example use could be differentiating aggressive or passive spiders.
[ETF] Entity Texture Features 5.2.1
- fixed `Image is not allocated.` crash related to armor rendering
- added a printout to the right click debug to tell users where the `.properties` and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
- fixed player emissives breaking with bright render mode
- tweaked mob spawner code
- added the `isSpawner` property which is true if the entity is a miniature mob inside a spawner block
- the `color` property now also reads modded entity colors if the entity extends VariantHolder<T> with T being either DyeColor or an Optional<DyeColor>
- the `profession` property should work for all modded mobs implementing VillagerDataContainer
- added the following irl time & date properties `hour`,`minute`,`second`,`month`,`year`,`monthDay`,`weekDay`,`yearDay`.
they are all numeric integers and support ranges e.g. `"0 2 4-7"`.
`hour`,`minute`,`second` will update over time, the others will only be set when the entity spawns.
`hour` is in 24-hour format, 0 - 23.
`weekDay` starts with sunday which is 1 up to saturday at 7.
`month` starts with january which is 0 up to december at 11.
`yearDay` is 1 - 366.
`monthDay` is 1 - 31.
april fools is thus `month=3, monthDay=1`,The Christmas to new-years period is `month=11, monthDay=25-31`
- added the `dimension` property, which takes in a list of strings, or regex: or pattern:, and will be true if matching
the entities current dimension.
Vanilla dimensions are `overworld`, `the_nether`, `the_end`.
Modded dimension names are entirely up to whatever the mod maker set them to be, expect `mod_name:dimension_name`.
If you start the property text with `print:` it will work as normal but will also print the found dimension, to help
with discovering modded dimension names.
- added the `language` property, which takes in a list of strings, or regex: or pattern:, and will match to the users
chosen in-game language to facilitate the localization of textures if desired. default is `en_us` and corresponds to the
`??_??` format language code of the games language files.
Helpful if your texture or model includes text for some reason.
- added the `light` property, which takes a list of integers and support ranges e.g. `"0 2 4-7"`, and matches it to the
light level of the block the entity is standing on `0 - 15`, `-1` will be returned if there is some error.
This property updates over time. An example use could be differentiating aggressive or passive spiders.
[ETF] Entity Texture Features 5.2.1
- fixed `Image is not allocated.` crash related to armor rendering
- added a printout to the right click debug to tell users where the `.properties` and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
- fixed player emissives breaking with bright render mode
- tweaked mob spawner code
- added the `isSpawner` property which is true if the entity is a miniature mob inside a spawner block
- the `color` property now also reads modded entity colors if the entity extends VariantHolder<T> with T being either DyeColor or an Optional<DyeColor>
- the `profession` property should work for all modded mobs implementing VillagerDataContainer
- added the following irl time & date properties `hour`,`minute`,`second`,`month`,`year`,`monthDay`,`weekDay`,`yearDay`.
they are all numeric integers and support ranges e.g. `"0 2 4-7"`.
`hour`,`minute`,`second` will update over time, the others will only be set when the entity spawns.
`hour` is in 24-hour format, 0 - 23.
`weekDay` starts with sunday which is 1 up to saturday at 7.
`month` starts with january which is 0 up to december at 11.
`yearDay` is 1 - 366.
`monthDay` is 1 - 31.
april fools is thus `month=3, monthDay=1`,The Christmas to new-years period is `month=11, monthDay=25-31`
- added the `dimension` property, which takes in a list of strings, or regex: or pattern:, and will be true if matching
the entities current dimension.
Vanilla dimensions are `overworld`, `the_nether`, `the_end`.
Modded dimension names are entirely up to whatever the mod maker set them to be, expect `mod_name:dimension_name`.
If you start the property text with `print:` it will work as normal but will also print the found dimension, to help
with discovering modded dimension names.
- added the `language` property, which takes in a list of strings, or regex: or pattern:, and will match to the users
chosen in-game language to facilitate the localization of textures if desired. default is `en_us` and corresponds to the
`??_??` format language code of the games language files.
Helpful if your texture or model includes text for some reason.
- added the `light` property, which takes a list of integers and support ranges e.g. `"0 2 4-7"`, and matches it to the
light level of the block the entity is standing on `0 - 15`, `-1` will be returned if there is some error.
This property updates over time. An example use could be differentiating aggressive or passive spiders.
[ETF] Entity Texture Features 5.2.1
- fixed `Image is not allocated.` crash related to armor rendering
- added a printout to the right click debug to tell users where the `.properties` and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
- fixed player emissives breaking with bright render mode
- tweaked mob spawner code
- added the `isSpawner` property which is true if the entity is a miniature mob inside a spawner block
- the `color` property now also reads modded entity colors if the entity extends VariantHolder<T> with T being either DyeColor or an Optional<DyeColor>
- the `profession` property should work for all modded mobs implementing VillagerDataContainer
- added the following irl time & date properties `hour`,`minute`,`second`,`month`,`year`,`monthDay`,`weekDay`,`yearDay`.
they are all numeric integers and support ranges e.g. `"0 2 4-7"`.
`hour`,`minute`,`second` will update over time, the others will only be set when the entity spawns.
`hour` is in 24-hour format, 0 - 23.
`weekDay` starts with sunday which is 1 up to saturday at 7.
`month` starts with january which is 0 up to december at 11.
`yearDay` is 1 - 366.
`monthDay` is 1 - 31.
april fools is thus `month=3, monthDay=1`,The Christmas to new-years period is `month=11, monthDay=25-31`
- added the `dimension` property, which takes in a list of strings, or regex: or pattern:, and will be true if matching
the entities current dimension.
Vanilla dimensions are `overworld`, `the_nether`, `the_end`.
Modded dimension names are entirely up to whatever the mod maker set them to be, expect `mod_name:dimension_name`.
If you start the property text with `print:` it will work as normal but will also print the found dimension, to help
with discovering modded dimension names.
- added the `language` property, which takes in a list of strings, or regex: or pattern:, and will match to the users
chosen in-game language to facilitate the localization of textures if desired. default is `en_us` and corresponds to the
`??_??` format language code of the games language files.
Helpful if your texture or model includes text for some reason.
- added the `light` property, which takes a list of integers and support ranges e.g. `"0 2 4-7"`, and matches it to the
light level of the block the entity is standing on `0 - 15`, `-1` will be returned if there is some error.
This property updates over time. An example use could be differentiating aggressive or passive spiders.
[ETF] Entity Texture Features 5.2.1
- fixed `Image is not allocated.` crash related to armor rendering
- added a printout to the right click debug to tell users where the `.properties` and variant files can go, useful for modded entities.
- slightly tweaked sleeping detection for blinking
- fixed a crash related to unexpected null values #234
- fixed _eye textures not variating correctly since v5.0
- fixed the nose button getting stuck in a loop in the skin settings
- fixed a crash when removing skin features in the skin tool
- added an emissive setting to disable Armor & Trims as it has been known to have issues with modded armors and requires future reworking
[5.2]
with the new optimizations in how properties work now I don't need to worry too much about adding too many of them,
that being said, I've added a bunch of new properties mostly introducing some external non-entity values.
Such as irl time & date, and language based localization.
Allowing seasonal entity variation, or language variations for any text in your textures.
- fixed player emissives breaking with bright render mode
- tweaked mob spawner code
- added the `isSpawner` property which is true if the entity is a miniature mob inside a spawner block
- the `color` property now also reads modded entity colors if the entity extends VariantHolder<T> with T being either DyeColor or an Optional<DyeColor>
- the `profession` property should work for all modded mobs implementing VillagerDataContainer
- added the following irl time & date properties `hour`,`minute`,`second`,`month`,`year`,`monthDay`,`weekDay`,`yearDay`.
they are all numeric integers and support ranges e.g. `"0 2 4-7"`.
`hour`,`minute`,`second` will update over time, the others will only be set when the entity spawns.
`hour` is in 24-hour format, 0 - 23.
`weekDay` starts with sunday which is 1 up to saturday at 7.
`month` starts with january which is 0 up to december at 11.
`yearDay` is 1 - 366.
`monthDay` is 1 - 31.
april fools is thus `month=3, monthDay=1`,The Christmas to new-years period is `month=11, monthDay=25-31`
- added the `dimension` property, which takes in a list of strings, or regex: or pattern:, and will be true if matching
the entities current dimension.
Vanilla dimensions are `overworld`, `the_nether`, `the_end`.
Modded dimension names are entirely up to whatever the mod maker set them to be, expect `mod_name:dimension_name`.
If you start the property text with `print:` it will work as normal but will also print the found dimension, to help
with discovering modded dimension names.
- added the `language` property, which takes in a list of strings, or regex: or pattern:, and will match to the users
chosen in-game language to facilitate the localization of textures if desired. default is `en_us` and corresponds to the
`??_??` format language code of the games language files.
Helpful if your texture or model includes text for some reason.
- added the `light` property, which takes a list of integers and support ranges e.g. `"0 2 4-7"`, and matches it to the
light level of the block the entity is standing on `0 - 15`, `-1` will be returned if there is some error.
This property updates over time. An example use could be differentiating aggressive or passive spiders.
[ETF] Entity Texture Features 5.1.2
[ETF] Entity Texture Features 5.1.2
[ETF] Entity Texture Features 5.1.2
[ETF] Entity Texture Features 5.1.2
[ETF] Entity Texture Features 5.1.2
[ETF] Entity Texture Features 5.1.2
[ETF] Entity Texture Features 5.1.2
[ETF] Entity Texture Features 5.1.2
[ETF] Entity Texture Features 5.1.1
- restructured the config
- generified the emissive and enchanted pixel rendering methods
- the mini entities in mob spawners UUID's should now always use the following format in nbt *("[I;?,?,12345,12345]")*
making them identifiable for randomisation, the blocks property should also return the actual mob spawner block.
[ETF] Entity Texture Features 5.1.1
- restructured the config
- generified the emissive and enchanted pixel rendering methods
- the mini entities in mob spawners UUID's should now always use the following format in nbt *("[I;?,?,12345,12345]")*
making them identifiable for randomisation, the blocks property should also return the actual mob spawner block.
[ETF] Entity Texture Features 5.1.1
- restructured the config
- generified the emissive and enchanted pixel rendering methods
- the mini entities in mob spawners UUID's should now always use the following format in nbt *("[I;?,?,12345,12345]")*
making them identifiable for randomisation, the blocks property should also return the actual mob spawner block.
[ETF] Entity Texture Features 5.1.1
- restructured the config
- generified the emissive and enchanted pixel rendering methods
- the mini entities in mob spawners UUID's should now always use the following format in nbt *("[I;?,?,12345,12345]")*
making them identifiable for randomisation, the blocks property should also return the actual mob spawner block.
[ETF] Entity Texture Features 5.1.1
- restructured the config
- generified the emissive and enchanted pixel rendering methods
- the mini entities in mob spawners UUID's should now always use the following format in nbt *("[I;?,?,12345,12345]")*
making them identifiable for randomisation, the blocks property should also return the actual mob spawner block.
[ETF] Entity Texture Features 5.1.1
- restructured the config
- generified the emissive and enchanted pixel rendering methods
- the mini entities in mob spawners UUID's should now always use the following format in nbt *("[I;?,?,12345,12345]")*
making them identifiable for randomisation, the blocks property should also return the actual mob spawner block.
[ETF] Entity Texture Features 5.1.1
- restructured the config
- generified the emissive and enchanted pixel rendering methods
- the mini entities in mob spawners UUID's should now always use the following format in nbt *("[I;?,?,12345,12345]")*
making them identifiable for randomisation, the blocks property should also return the actual mob spawner block.
[ETF] Entity Texture Features 5.1.1
- restructured the config
- generified the emissive and enchanted pixel rendering methods
- the mini entities in mob spawners UUID's should now always use the following format in nbt *("[I;?,?,12345,12345]")*
making them identifiable for randomisation, the blocks property should also return the actual mob spawner block.
[ETF] Entity Texture Features 5.1
mob spawner entities can now variate their textures again.
moved some temporary 5.0 rework code into more compatible mixins for better compatibility
more stable implementation of the 5.0 rework changes for emissives, fixing a few crashes
random properties now also allow ranges with the format <high>-<low> instead of only <low>-<high> (OptiFine parity)
fixed a crash in the skin tool
fixed a shoulder parrot crash
fixed a crash with Xaeros minimap
[ETF] Entity Texture Features 5.1
mob spawner entities can now variate their textures again.
moved some temporary 5.0 rework code into more compatible mixins for better compatibility
more stable implementation of the 5.0 rework changes for emissives, fixing a few crashes
random properties now also allow ranges with the format <high>-<low> instead of only <low>-<high> (OptiFine parity)
fixed a crash in the skin tool
fixed a shoulder parrot crash
fixed a crash with Xaeros minimap
[ETF] Entity Texture Features 5.1
mob spawner entities can now variate their textures again.
moved some temporary 5.0 rework code into more compatible mixins for better compatibility
more stable implementation of the 5.0 rework changes for emissives, fixing a few crashes
random properties now also allow ranges with the format <high>-<low> instead of only <low>-<high> (OptiFine parity)
fixed a crash in the skin tool
fixed a shoulder parrot crash
fixed a crash with Xaeros minimap
[ETF] Entity Texture Features 5.1
mob spawner entities can now variate their textures again.
moved some temporary 5.0 rework code into more compatible mixins for better compatibility
more stable implementation of the 5.0 rework changes for emissives, fixing a few crashes
random properties now also allow ranges with the format <high>-<low> instead of only <low>-<high> (OptiFine parity)
fixed a crash in the skin tool
fixed a shoulder parrot crash
fixed a crash with Xaeros minimap
[ETF] Entity Texture Features 5.1
mob spawner entities can now variate their textures again.
moved some temporary 5.0 rework code into more compatible mixins for better compatibility
more stable implementation of the 5.0 rework changes for emissives, fixing a few crashes
random properties now also allow ranges with the format <high>-<low> instead of only <low>-<high> (OptiFine parity)
fixed a crash in the skin tool
fixed a shoulder parrot crash
fixed a crash with Xaeros minimap
[ETF] Entity Texture Features 5.1
- moved some temporary 5.0 rework code into more compatible mixins for better compatibility
- more stable implementation of the 5.0 rework changes for emissives
- random properties now also allow ranges with the format <high>-<low> instead of only <low>-<high> *(OptiFine parity)*
- fixed a crash in the skin tool
- fixed a shoulder parrot crash
- fixed a crash with Xaeros minimap
[ETF] Entity Texture Features 5.1
- moved some temporary 5.0 rework code into more compatible mixins for better compatibility
- more stable implementation of the 5.0 rework changes for emissives
- random properties now also allow ranges with the format <high>-<low> instead of only <low>-<high> *(OptiFine parity)*
- fixed a crash in the skin tool
- fixed a shoulder parrot crash
- fixed a crash with Xaeros minimap
[ETF] Entity Texture Features 5.1
- moved some temporary 5.0 rework code into more compatible mixins for better compatibility
- more stable implementation of the 5.0 rework changes for emissives
- random properties now also allow ranges with the format <high>-<low> instead of only <low>-<high> *(OptiFine parity)*
- fixed a crash in the skin tool
- fixed a shoulder parrot crash
- fixed a crash with Xaeros minimap
[ETF] Entity Texture Features 5.0
[ETF] Entity Texture Features 5.0
It should now universally affect every entity and entity render feature.
- the `blocks` property now again additionally checks the block below block entities differing from OptiFine's behaviour
- all entities have enchanted overlay support via "_enchant.png" just like emissives with "_e.png"
- much improved and more helpful right click debug printout
- all possible texture variants are now preloaded on the first instance of a texture being used.
- texture variation is now implemented at the creation of entity render layers allowing all entity textures and features to be modified by ETF
- emissive rendering now occurs within the normal rendering of all models
- fixed entity spawn conditions not saving for all non update-able properties (e.g. the heights property would not always save the entities original spawn height in v4.6)
- fixed the ETF & EMF config screen getting faded black in recent versions
- removed iris z-fighting fixes for everything except armor emissives as they don't appear to be needed anymore
- several changes and optimizations that are not worth listing.
- Added a new config screen category `Debug settings`. the debug right click option is now here. the log texture creation setting is now here.
- added a new debug button in the debug settings screen that will print **ALL** currently cached ETF texture data to the log, details of every known texture and every variant,
as well as telling you which textures can and cannot be varied. for example elytra.png shows up in the list of textures that can be varied with random entity rules ;)
- removed the ETF cape skin feature, it was fun working with putting a cape inside the skin texture, but it added quite a lot
of overhead, when the minecraftcapes.net mod is just more effective. With this removed I plan to add support for
player skin feature emissives in whatever cape texture is being used at a future time. Which will be more freeing than
only applying skin feature emissives to etf loaded capes
- fixed for sodium 0.5.4
removed features due to them now being possible, and preferred, via `EMF`
- removed elytra thickness tweak feature
- removed async elytra feature
- removed lectern book unique texture feature
- removed piglin ear model visibility feature
[ETF] Entity Texture Features 5.0
It should now universally affect every entity and entity render feature.
- the `blocks` property now again additionally checks the block below block entities differing from OptiFine's behaviour
- all entities have enchanted overlay support via "_enchant.png" just like emissives with "_e.png"
- much improved and more helpful right click debug printout
- all possible texture variants are now preloaded on the first instance of a texture being used.
- texture variation is now implemented at the creation of entity render layers allowing all entity textures and features to be modified by ETF
- emissive rendering now occurs within the normal rendering of all models
- fixed entity spawn conditions not saving for all non update-able properties (e.g. the heights property would not always save the entities original spawn height in v4.6)
- fixed the ETF & EMF config screen getting faded black in recent versions
- removed iris z-fighting fixes for everything except armor emissives as they don't appear to be needed anymore
- several changes and optimizations that are not worth listing.
- Added a new config screen category `Debug settings`. the debug right click option is now here. the log texture creation setting is now here.
- added a new debug button in the debug settings screen that will print **ALL** currently cached ETF texture data to the log, details of every known texture and every variant,
as well as telling you which textures can and cannot be varied. for example elytra.png shows up in the list of textures that can be varied with random entity rules ;)
- removed the ETF cape skin feature, it was fun working with putting a cape inside the skin texture, but it added quite a lot
of overhead, when the minecraftcapes.net mod is just more effective. With this removed I plan to add support for
player skin feature emissives in whatever cape texture is being used at a future time. Which will be more freeing than
only applying skin feature emissives to etf loaded capes
- fixed for sodium 0.5.4
removed features due to them now being possible, and preferred, via `EMF`
- removed elytra thickness tweak feature
- removed async elytra feature
- removed lectern book unique texture feature
- removed piglin ear model visibility feature
[ETF] Entity Texture Features 5.0
It should now universally affect every entity and entity render feature.
- the `blocks` property now again additionally checks the block below block entities differing from OptiFine's behaviour
- all entities have enchanted overlay support via "_enchant.png" just like emissives with "_e.png"
- much improved and more helpful right click debug printout
- all possible texture variants are now preloaded on the first instance of a texture being used.
- texture variation is now implemented at the creation of entity render layers allowing all entity textures and features to be modified by ETF
- emissive rendering now occurs within the normal rendering of all models
- fixed entity spawn conditions not saving for all non update-able properties (e.g. the heights property would not always save the entities original spawn height in v4.6)
- fixed the ETF & EMF config screen getting faded black in recent versions
- removed iris z-fighting fixes for everything except armor emissives as they don't appear to be needed anymore
- several changes and optimizations that are not worth listing.
- Added a new config screen category `Debug settings`. the debug right click option is now here. the log texture creation setting is now here.
- added a new debug button in the debug settings screen that will print **ALL** currently cached ETF texture data to the log, details of every known texture and every variant,
as well as telling you which textures can and cannot be varied. for example elytra.png shows up in the list of textures that can be varied with random entity rules ;)
- removed the ETF cape skin feature, it was fun working with putting a cape inside the skin texture, but it added quite a lot
of overhead, when the minecraftcapes.net mod is just more effective. With this removed I plan to add support for
player skin feature emissives in whatever cape texture is being used at a future time. Which will be more freeing than
only applying skin feature emissives to etf loaded capes
- fixed for sodium 0.5.4
removed features due to them now being possible, and preferred, via `EMF`
- removed elytra thickness tweak feature
- removed async elytra feature
- removed lectern book unique texture feature
- removed piglin ear model visibility feature
[ETF] Entity Texture Features 5.0
It should now universally affect every entity and entity render feature.
- the `blocks` property now again additionally checks the block below block entities differing from OptiFine's behaviour
- all entities have enchanted overlay support via "_enchant.png" just like emissives with "_e.png"
- much improved and more helpful right click debug printout
- all possible texture variants are now preloaded on the first instance of a texture being used.
- texture variation is now implemented at the creation of entity render layers allowing all entity textures and features to be modified by ETF
- emissive rendering now occurs within the normal rendering of all models
- fixed entity spawn conditions not saving for all non update-able properties (e.g. the heights property would not always save the entities original spawn height in v4.6)
- fixed the ETF & EMF config screen getting faded black in recent versions
- removed iris z-fighting fixes for everything except armor emissives as they don't appear to be needed anymore
- several changes and optimizations that are not worth listing.
- Added a new config screen category `Debug settings`. the debug right click option is now here. the log texture creation setting is now here.
- added a new debug button in the debug settings screen that will print **ALL** currently cached ETF texture data to the log, details of every known texture and every variant,
as well as telling you which textures can and cannot be varied. for example elytra.png shows up in the list of textures that can be varied with random entity rules ;)
- removed the ETF cape skin feature, it was fun working with putting a cape inside the skin texture, but it added quite a lot
of overhead, when the minecraftcapes.net mod is just more effective. With this removed I plan to add support for
player skin feature emissives in whatever cape texture is being used at a future time. Which will be more freeing than
only applying skin feature emissives to etf loaded capes
- fixed for sodium 0.5.4
removed features due to them now being possible, and preferred, via `EMF`
- removed elytra thickness tweak feature
- removed async elytra feature
- removed lectern book unique texture feature
- removed piglin ear model visibility feature
[ETF] Entity Texture Features 5.0.beta.3
usually kept as dev builds downloadable only in my discord, this has been uploaded to the download pages so mod packs may access 1.20.3
full changelogs available in my discord and will accompany the full non beta release
[ETF] Entity Texture Features 4.6.1
Several fixes, primarily for the random property system rewrite in 4.6.0
- fixed api methods not being static
- fixed texture names ending with numbers not correctly using a "." to separate the variant *(e.g big_chungus_0.png should variate with big_chungus_0.2.png)*
- fixed `health` property not working at all in 4.6
- fixed `health` property percentage mode values not being rounded as integers *(an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)*
- fixed range property values not working correctly *(e.g 12-33 )*
- further api additions for EMF
- removed some log spam related to player head blocks
[ETF] Entity Texture Features 4.6.1
Several fixes, primarily for the random property system rewrite in 4.6.0
- fixed api methods not being static
- fixed texture names ending with numbers not correctly using a "." to separate the variant *(e.g big_chungus_0.png should variate with big_chungus_0.2.png)*
- fixed `health` property not working at all in 4.6
- fixed `health` property percentage mode values not being rounded as integers *(an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)*
- fixed range property values not working correctly *(e.g 12-33 )*
- further api additions for EMF
- removed some log spam related to player head blocks
[ETF] Entity Texture Features 4.6.1
Several fixes, primarily for the random property system rewrite in 4.6.0
- fixed api methods not being static
- fixed texture names ending with numbers not correctly using a "." to separate the variant *(e.g big_chungus_0.png should variate with big_chungus_0.2.png)*
- fixed `health` property not working at all in 4.6
- fixed `health` property percentage mode values not being rounded as integers *(an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)*
- fixed range property values not working correctly *(e.g 12-33 )*
- further api additions for EMF
- removed some log spam related to player head blocks
[ETF] Entity Texture Features 4.6.1
Several fixes, primarily for the random property system rewrite in 4.6.0
- fixed api methods not being static
- fixed texture names ending with numbers not correctly using a "." to separate the variant *(e.g big_chungus_0.png should variate with big_chungus_0.2.png)*
- fixed `health` property not working at all in 4.6
- fixed `health` property percentage mode values not being rounded as integers *(an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)*
- fixed range property values not working correctly *(e.g 12-33 )*
- further api additions for EMF
- removed some log spam related to player head blocks
[ETF] Entity Texture Features 4.6.1
Several fixes, primarily for the random property system rewrite in 4.6.0
- fixed api methods not being static
- fixed texture names ending with numbers not correctly using a "." to separate the variant *(e.g big_chungus_0.png should variate with big_chungus_0.2.png)*
- fixed `health` property not working at all in 4.6
- fixed `health` property percentage mode values not being rounded as integers *(an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)*
- fixed range property values not working correctly *(e.g 12-33 )*
- further api additions for EMF
- removed some log spam related to player head blocks
[ETF] Entity Texture Features 4.6.1
Several fixes, primarily for the random property system rewrite in 4.6.0
- fixed api methods not being static
- fixed texture names ending with numbers not correctly using a "." to separate the variant *(e.g big_chungus_0.png should variate with big_chungus_0.2.png)*
- fixed `health` property not working at all in 4.6
- fixed `health` property percentage mode values not being rounded as integers *(an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)*
- fixed range property values not working correctly *(e.g 12-33 )*
- further api additions for EMF
- removed some log spam related to player head blocks
[ETF] Entity Texture Features 4.6.1
Several fixes, primarily for the random property system rewrite in 4.6.0
- fixed api methods not being static
- fixed texture names ending with numbers not correctly using a "." to separate the variant *(e.g big_chungus_0.png should variate with big_chungus_0.2.png)*
- fixed `health` property not working at all in 4.6
- fixed `health` property percentage mode values not being rounded as integers *(an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)*
- fixed range property values not working correctly *(e.g 12-33 )*
- further api additions for EMF
- removed some log spam related to player head blocks
[ETF] Entity Texture Features 4.6.1
Several fixes, primarily for the random property system rewrite in 4.6.0
- fixed api methods not being static
- fixed texture names ending with numbers not correctly using a "." to separate the variant *(e.g big_chungus_0.png should variate with big_chungus_0.2.png)*
- fixed `health` property not working at all in 4.6
- fixed `health` property percentage mode values not being rounded as integers *(an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)*
- fixed range property values not working correctly *(e.g 12-33 )*
- further api additions for EMF
- removed some log spam related to player head blocks
[ETF] Entity Texture Features 4.6.1
Several fixes, primarily for the random property system rewrite in 4.6.0
- fixed api methods not being static
- fixed texture names ending with numbers not correctly using a "." to separate the variant *(e.g big_chungus_0.png should variate with big_chungus_0.2.png)*
- fixed `health` property not working at all in 4.6
- fixed `health` property percentage mode values not being rounded as integers *(an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)*
- fixed range property values not working correctly *(e.g 12-33 )*
- further api additions for EMF
- removed some log spam related to player head blocks
[ETF] Entity Texture Features 4.6.1
Several fixes, primarily for the random property system rewrite in 4.6.0
- fixed api methods not being static
- fixed texture names ending with numbers not correctly using a "." to separate the variant *(e.g big_chungus_0.png should variate with big_chungus_0.2.png)*
- fixed `health` property not working at all in 4.6
- fixed `health` property percentage mode values not being rounded as integers *(an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine)*
- fixed range property values not working correctly *(e.g 12-33 )*
- further api additions for EMF
- removed some log spam related to player head blocks
[ETF] Entity Texture Features 4.6
This also allows other mods to add new random properties for easy use in ETF & EMF.
Random property code now only stores the entities initial conditions if they have been tested by that random property already, reducing memory usage.
- fixed the `name` property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"
- fixed crashes during random entity property testing in ETF and EMF, all random property testing should be stable even with unexpected failures.
- a lot of source code shuffling around and the inclusion of JavaDocs for API relevant classes.
[ETF] Entity Texture Features 4.6
This also allows other mods to add new random properties for easy use in ETF & EMF.
Random property code now only stores the entities initial conditions if they have been tested by that random property already, reducing memory usage.
- fixed the `name` property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"
- fixed crashes during random entity property testing in ETF and EMF, all random property testing should be stable even with unexpected failures.
- a lot of source code shuffling around and the inclusion of JavaDocs for API relevant classes.
[ETF] Entity Texture Features 4.6
This also allows other mods to add new random properties for easy use in ETF & EMF.
Random property code now only stores the entities initial conditions if they have been tested by that random property already, reducing memory usage.
- fixed the `name` property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"
- fixed crashes during random entity property testing in ETF and EMF, all random property testing should be stable even with unexpected failures.
- a lot of source code shuffling around and the inclusion of JavaDocs for API relevant classes.
[ETF] Entity Texture Features 4.6
This also allows other mods to add new random properties for easy use in ETF & EMF.
Random property code now only stores the entities initial conditions if they have been tested by that random property already, reducing memory usage.
- fixed the `name` property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"
- fixed crashes during random entity property testing in ETF and EMF, all random property testing should be stable even with unexpected failures.
- a lot of source code shuffling around and the inclusion of JavaDocs for API relevant classes.
[ETF] Entity Texture Features 4.6
This also allows other mods to add new random properties for easy use in ETF & EMF.
Random property code now only stores the entities initial conditions if they have been tested by that random property already, reducing memory usage.
- fixed the `name` property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"
- fixed crashes during random entity property testing in ETF and EMF, all random property testing should be stable even with unexpected failures.
- a lot of source code shuffling around and the inclusion of JavaDocs for API relevant classes.
[ETF] Entity Texture Features 4.6
This also allows other mods to add new random properties for easy use in ETF & EMF.
Random property code now only stores the entities initial conditions if they have been tested by that random property already, reducing memory usage.
- fixed the `name` property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"
- fixed crashes during random entity property testing in ETF and EMF, all random property testing should be stable even with unexpected failures.
- a lot of source code shuffling around and the inclusion of JavaDocs for API relevant classes.
[ETF] Entity Texture Features 4.6
This also allows other mods to add new random properties for easy use in ETF & EMF.
Random property code now only stores the entities initial conditions if they have been tested by that random property already, reducing memory usage.
- fixed the `name` property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"
- fixed crashes during random entity property testing in ETF and EMF, all random property testing should be stable even with unexpected failures.
- a lot of source code shuffling around and the inclusion of JavaDocs for API relevant classes.
[ETF] Entity Texture Features 4.6
This also allows other mods to add new random properties for easy use in ETF & EMF.
Random property code now only stores the entities initial conditions if they have been tested by that random property already, reducing memory usage.
- fixed the `name` property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"
- fixed crashes during random entity property testing in ETF and EMF, all random property testing should be stable even with unexpected failures.
- a lot of source code shuffling around and the inclusion of JavaDocs for API relevant classes.
[ETF] Entity Texture Features 4.6
This also allows other mods to add new random properties for easy use in ETF & EMF.
Random property code now only stores the entities initial conditions if they have been tested by that random property already, reducing memory usage.
- fixed the `name` property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"
- fixed crashes during random entity property testing in ETF and EMF, all random property testing should be stable even with unexpected failures.
- a lot of source code shuffling around and the inclusion of JavaDocs for API relevant classes.
[ETF] Entity Texture Features 4.6
This also allows other mods to add new random properties for easy use in ETF & EMF.
Random property code now only stores the entities initial conditions if they have been tested by that random property already, reducing memory usage.
- fixed the `name` property not respecting text formatting codes e.g. "name=\u00a74\u00a7oName"
- fixed crashes during random entity property testing in ETF and EMF, all random property testing should be stable even with unexpected failures.
- a lot of source code shuffling around and the inclusion of JavaDocs for API relevant classes.
[ETF] Entity Texture Features 4.5.1
[ETF] Entity Texture Features 4.5.1
[ETF] Entity Texture Features 4.5.1
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to `pattern` string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to `pattern` string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine *(note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)*
- added support for armor trim overrides *(e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)*
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants *(e.g "mob4.png" now variates with "mob4.2.png")*
- Animatica textures are now detected and prevent certain ETF actions that could break these textures *(MoreMcmeta was already supported)*
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
- updated the `minecraftcapes.net` api url when used in skin features
- improved the handling of "_eyes" textures
- tweaked the skin tool failure dialogue to be more informative and helpful
- tweaked warning messages and added some
- tweaked the resource-pack screen etf button
- fixed `biome` property breaking when using "CamelCase" instead of "snake_case"
- fixed `size` property being off by 1 when compared to OptiFine
- fixed `name` property not working for players usernames
- fixed custom ETF cape textures not working with `physics mod` capes
- fixed `3D skin layers mod` emissive body pixels with skin features
- tweaked some `en_us` translations
- fixed 2 forge crashes
- fixed `pattern` & `ipattern` to correctly match the OptiFine behaviour
[ETF] Entity Texture Features 4.5.1
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to `pattern` string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to `pattern` string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine *(note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)*
- added support for armor trim overrides *(e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)*
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants *(e.g "mob4.png" now variates with "mob4.2.png")*
- Animatica textures are now detected and prevent certain ETF actions that could break these textures *(MoreMcmeta was already supported)*
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
- updated the `minecraftcapes.net` api url when used in skin features
- improved the handling of "_eyes" textures
- tweaked the skin tool failure dialogue to be more informative and helpful
- tweaked warning messages and added some
- tweaked the resource-pack screen etf button
- fixed `biome` property breaking when using "CamelCase" instead of "snake_case"
- fixed `size` property being off by 1 when compared to OptiFine
- fixed `name` property not working for players usernames
- fixed custom ETF cape textures not working with `physics mod` capes
- fixed `3D skin layers mod` emissive body pixels with skin features
- tweaked some `en_us` translations
- fixed 2 forge crashes
- fixed `pattern` & `ipattern` to correctly match the OptiFine behaviour
[ETF] Entity Texture Features 4.5.1
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to `pattern` string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to `pattern` string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine *(note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)*
- added support for armor trim overrides *(e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)*
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants *(e.g "mob4.png" now variates with "mob4.2.png")*
- Animatica textures are now detected and prevent certain ETF actions that could break these textures *(MoreMcmeta was already supported)*
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
- updated the `minecraftcapes.net` api url when used in skin features
- improved the handling of "_eyes" textures
- tweaked the skin tool failure dialogue to be more informative and helpful
- tweaked warning messages and added some
- tweaked the resource-pack screen etf button
- fixed `biome` property breaking when using "CamelCase" instead of "snake_case"
- fixed `size` property being off by 1 when compared to OptiFine
- fixed `name` property not working for players usernames
- fixed custom ETF cape textures not working with `physics mod` capes
- fixed `3D skin layers mod` emissive body pixels with skin features
- tweaked some `en_us` translations
- fixed 2 forge crashes
- fixed `pattern` & `ipattern` to correctly match the OptiFine behaviour
[ETF] Entity Texture Features 4.5.1
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to `pattern` string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to `pattern` string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine *(note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)*
- added support for armor trim overrides *(e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)*
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants *(e.g "mob4.png" now variates with "mob4.2.png")*
- Animatica textures are now detected and prevent certain ETF actions that could break these textures *(MoreMcmeta was already supported)*
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
- updated the `minecraftcapes.net` api url when used in skin features
- improved the handling of "_eyes" textures
- tweaked the skin tool failure dialogue to be more informative and helpful
- tweaked warning messages and added some
- tweaked the resource-pack screen etf button
- fixed `biome` property breaking when using "CamelCase" instead of "snake_case"
- fixed `size` property being off by 1 when compared to OptiFine
- fixed `name` property not working for players usernames
- fixed custom ETF cape textures not working with `physics mod` capes
- fixed `3D skin layers mod` emissive body pixels with skin features
- tweaked some `en_us` translations
- fixed 2 forge crashes
- fixed `pattern` & `ipattern` to correctly match the OptiFine behaviour
[ETF] Entity Texture Features 4.5.1
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to `pattern` string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to `pattern` string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine *(note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)*
- added support for armor trim overrides *(e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)*
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants *(e.g "mob4.png" now variates with "mob4.2.png")*
- Animatica textures are now detected and prevent certain ETF actions that could break these textures *(MoreMcmeta was already supported)*
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
- updated the `minecraftcapes.net` api url when used in skin features
- improved the handling of "_eyes" textures
- tweaked the skin tool failure dialogue to be more informative and helpful
- tweaked warning messages and added some
- tweaked the resource-pack screen etf button
- fixed `biome` property breaking when using "CamelCase" instead of "snake_case"
- fixed `size` property being off by 1 when compared to OptiFine
- fixed `name` property not working for players usernames
- fixed custom ETF cape textures not working with `physics mod` capes
- fixed `3D skin layers mod` emissive body pixels with skin features
- tweaked some `en_us` translations
- fixed 2 forge crashes
- fixed `pattern` & `ipattern` to correctly match the OptiFine behaviour
[ETF] Entity Texture Features 4.5.1
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to `pattern` string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to `pattern` string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine *(note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)*
- added support for armor trim overrides *(e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)*
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants *(e.g "mob4.png" now variates with "mob4.2.png")*
- Animatica textures are now detected and prevent certain ETF actions that could break these textures *(MoreMcmeta was already supported)*
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
- updated the `minecraftcapes.net` api url when used in skin features
- improved the handling of "_eyes" textures
- tweaked the skin tool failure dialogue to be more informative and helpful
- tweaked warning messages and added some
- tweaked the resource-pack screen etf button
- fixed `biome` property breaking when using "CamelCase" instead of "snake_case"
- fixed `size` property being off by 1 when compared to OptiFine
- fixed `name` property not working for players usernames
- fixed custom ETF cape textures not working with `physics mod` capes
- fixed `3D skin layers mod` emissive body pixels with skin features
- tweaked some `en_us` translations
- fixed 2 forge crashes
- fixed `pattern` & `ipattern` to correctly match the OptiFine behaviour
[ETF] Entity Texture Features 4.5.1
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to `pattern` string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to `pattern` string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine *(note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)*
- added support for armor trim overrides *(e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)*
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants *(e.g "mob4.png" now variates with "mob4.2.png")*
- Animatica textures are now detected and prevent certain ETF actions that could break these textures *(MoreMcmeta was already supported)*
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
- updated the `minecraftcapes.net` api url when used in skin features
- improved the handling of "_eyes" textures
- tweaked the skin tool failure dialogue to be more informative and helpful
- tweaked warning messages and added some
- tweaked the resource-pack screen etf button
- fixed `biome` property breaking when using "CamelCase" instead of "snake_case"
- fixed `size` property being off by 1 when compared to OptiFine
- fixed `name` property not working for players usernames
- fixed custom ETF cape textures not working with `physics mod` capes
- fixed `3D skin layers mod` emissive body pixels with skin features
- tweaked some `en_us` translations
- fixed 2 forge crashes
- fixed `pattern` & `ipattern` to correctly match the OptiFine behaviour
[ETF] Entity Texture Features 4.5.1
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to `pattern` string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to `pattern` string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine *(note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)*
- added support for armor trim overrides *(e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)*
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants *(e.g "mob4.png" now variates with "mob4.2.png")*
- Animatica textures are now detected and prevent certain ETF actions that could break these textures *(MoreMcmeta was already supported)*
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
- updated the `minecraftcapes.net` api url when used in skin features
- improved the handling of "_eyes" textures
- tweaked the skin tool failure dialogue to be more informative and helpful
- tweaked warning messages and added some
- tweaked the resource-pack screen etf button
- fixed `biome` property breaking when using "CamelCase" instead of "snake_case"
- fixed `size` property being off by 1 when compared to OptiFine
- fixed `name` property not working for players usernames
- fixed custom ETF cape textures not working with `physics mod` capes
- fixed `3D skin layers mod` emissive body pixels with skin features
- tweaked some `en_us` translations
- fixed 2 forge crashes
- fixed `pattern` & `ipattern` to correctly match the OptiFine behaviour
[ETF] Entity Texture Features 4.5.1
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to `pattern` string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to `pattern` string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine *(note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)*
- added support for armor trim overrides *(e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)*
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants *(e.g "mob4.png" now variates with "mob4.2.png")*
- Animatica textures are now detected and prevent certain ETF actions that could break these textures *(MoreMcmeta was already supported)*
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
- updated the `minecraftcapes.net` api url when used in skin features
- improved the handling of "_eyes" textures
- tweaked the skin tool failure dialogue to be more informative and helpful
- tweaked warning messages and added some
- tweaked the resource-pack screen etf button
- fixed `biome` property breaking when using "CamelCase" instead of "snake_case"
- fixed `size` property being off by 1 when compared to OptiFine
- fixed `name` property not working for players usernames
- fixed custom ETF cape textures not working with `physics mod` capes
- fixed `3D skin layers mod` emissive body pixels with skin features
- tweaked some `en_us` translations
- fixed 2 forge crashes
- fixed `pattern` & `ipattern` to correctly match the OptiFine behaviour
[ETF] Entity Texture Features 4.5.1
- fixed painting variants only working in the vanilla directory and not the optifine/etf folders
- reverted some changes to `pattern` string comparisons as the OptiFine doc was incorrect compared to actual OptiFine behaviour
- fixed a crash related to `pattern` string comparison handling changes in 4.5.0
[4.5]
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine *(note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)*
- added support for armor trim overrides *(e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)*
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants *(e.g "mob4.png" now variates with "mob4.2.png")*
- Animatica textures are now detected and prevent certain ETF actions that could break these textures *(MoreMcmeta was already supported)*
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
- updated the `minecraftcapes.net` api url when used in skin features
- improved the handling of "_eyes" textures
- tweaked the skin tool failure dialogue to be more informative and helpful
- tweaked warning messages and added some
- tweaked the resource-pack screen etf button
- fixed `biome` property breaking when using "CamelCase" instead of "snake_case"
- fixed `size` property being off by 1 when compared to OptiFine
- fixed `name` property not working for players usernames
- fixed custom ETF cape textures not working with `physics mod` capes
- fixed `3D skin layers mod` emissive body pixels with skin features
- tweaked some `en_us` translations
- fixed 2 forge crashes
- fixed `pattern` & `ipattern` to correctly match the OptiFine behaviour
Entity Texture Features 4.5.0
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine *(note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)*
- added support for armor trim overrides *(e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)*
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants *(e.g "mob4.png" now variates with "mob4.2.png")*
- Animatica textures are now detected and prevent certain ETF actions that could break these textures *(MoreMcmeta was already supported)*
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
# Changed
- updated the `minecraftcapes.net` api url when used in skin features
- improved the handling of "_eyes" textures
- tweaked the skin tool failure dialogue to be more informative and helpful
- tweaked warning messages and added some
- tweaked the resource-pack screen etf button
# Fixed
- fixed `biome` property breaking when using "CamelCase" instead of "snake_case"
- fixed `size` property being off by 1 when compared to OptiFine
- fixed `name` property not working for players usernames
- fixed custom ETF cape textures not working with `physics mod` capes
- fixed `3D skin layers mod` emissive body pixels with skin features
- tweaked some `en_us` translations
- fixed 2 forge crashes
- fixed `pattern` & `ipattern` to correctly match the OptiFine behaviour
Entity Texture Features 4.5.0
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine *(note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)*
- added support for armor trim overrides *(e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)*
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants *(e.g "mob4.png" now variates with "mob4.2.png")*
- Animatica textures are now detected and prevent certain ETF actions that could break these textures *(MoreMcmeta was already supported)*
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
# Changed
- updated the `minecraftcapes.net` api url when used in skin features
- improved the handling of "_eyes" textures
- tweaked the skin tool failure dialogue to be more informative and helpful
- tweaked warning messages and added some
- tweaked the resource-pack screen etf button
# Fixed
- fixed `biome` property breaking when using "CamelCase" instead of "snake_case"
- fixed `size` property being off by 1 when compared to OptiFine
- fixed `name` property not working for players usernames
- fixed custom ETF cape textures not working with `physics mod` capes
- fixed `3D skin layers mod` emissive body pixels with skin features
- tweaked some `en_us` translations
- fixed 2 forge crashes
- fixed `pattern` & `ipattern` to correctly match the OptiFine behaviour
Entity Texture Features 4.4.4
Entity Texture Features 4.4.4
Entity Texture Features 4.4.5
Entity Texture Features 4.4.4
Entity Texture Features 4.4.4
1.20-pre6 test
1.20-pre1 test 4.4.4
Entity Texture Features 4.4.4
Entity Texture Features 4.4.4
Entity Texture Features 4.4.4
Entity Texture Features 4.4.4
Entity Texture Features 4.4.4
Entity Texture Features 4.4.4
Entity Texture Features 4.4.3
- added support for creeper energy swirl texture variation and emissives, why emissive texture support you ask? because it lets you set a static texture for the overlay that doesn't spin but still glows
- Added an option to disable the compatibility patch applied to the `3d skin layers` to enable skin features to work *(this only ever needs to be disabled if it conflicts with some other mods version of a `3d skin layers` compatibility patch, or if a future `3d skin layers` mod update breaks this)*
- players skulls now correctly reflect the texture they are meant to display, instead of the players current skin if online
- Fixed crash caused by unexpected values in property ranges
- Tweaks to player skin settings screen
- Tweaks to classes used by EMF
- api additions
Entity Texture Features 4.4.3
- added support for creeper energy swirl texture variation and emissives, why emissive texture support you ask? because it lets you set a static texture for the overlay that doesn't spin but still glows
- Added an option to disable the compatibility patch applied to the `3d skin layers` to enable skin features to work *(this only ever needs to be disabled if it conflicts with some other mods version of a `3d skin layers` compatibility patch, or if a future `3d skin layers` mod update breaks this)*
- players skulls now correctly reflect the texture they are meant to display, instead of the players current skin if online
- Fixed crash caused by unexpected values in property ranges
- Tweaks to player skin settings screen
- Tweaks to classes used by EMF
- api additions
Entity Texture Features 4.4.3
- added support for creeper energy swirl texture variation and emissives, why emissive texture support you ask? because it lets you set a static texture for the overlay that doesn't spin but still glows
- Added an option to disable the compatibility patch applied to the `3d skin layers` to enable skin features to work *(this only ever needs to be disabled if it conflicts with some other mods version of a `3d skin layers` compatibility patch, or if a future `3d skin layers` mod update breaks this)*
- players skulls now correctly reflect the texture they are meant to display, instead of the players current skin if online
- Fixed crash caused by unexpected values in property ranges
- Tweaks to player skin settings screen
- Tweaks to classes used by EMF
- api additions
Entity Texture Features 4.4.3
- added support for creeper energy swirl texture variation and emissives, why emissive texture support you ask? because it lets you set a static texture for the overlay that doesn't spin but still glows
- Added an option to disable the compatibility patch applied to the `3d skin layers` to enable skin features to work *(this only ever needs to be disabled if it conflicts with some other mods version of a `3d skin layers` compatibility patch, or if a future `3d skin layers` mod update breaks this)*
- players skulls now correctly reflect the texture they are meant to display, instead of the players current skin if online
- Fixed crash caused by unexpected values in property ranges
- Tweaks to player skin settings screen
- Tweaks to classes used by EMF
- api additions
Entity Texture Features 4.4.3
- added support for creeper energy swirl texture variation and emissives, why emissive texture support you ask? because it lets you set a static texture for the overlay that doesn't spin but still glows
- Added an option to disable the compatibility patch applied to the `3d skin layers` to enable skin features to work *(this only ever needs to be disabled if it conflicts with some other mods version of a `3d skin layers` compatibility patch, or if a future `3d skin layers` mod update breaks this)*
- players skulls now correctly reflect the texture they are meant to display, instead of the players current skin if online
- Fixed crash caused by unexpected values in property ranges
- Tweaks to player skin settings screen
- Tweaks to classes used by EMF
- api additions
Entity Texture Features 4.4.3
- added support for creeper energy swirl texture variation and emissives, why emissive texture support you ask? because it lets you set a static texture for the overlay that doesn't spin but still glows
- Added an option to disable the compatibility patch applied to the `3d skin layers` to enable skin features to work *(this only ever needs to be disabled if it conflicts with some other mods version of a `3d skin layers` compatibility patch, or if a future `3d skin layers` mod update breaks this)*
- players skulls now correctly reflect the texture they are meant to display, instead of the players current skin if online
- Fixed crash caused by unexpected values in property ranges
- Tweaks to player skin settings screen
- Tweaks to classes used by EMF
- api additions
Entity Texture Features 4.4.0
- added ETF only `NBT` "raw:" syntax variant "print_raw:" which will act just like "raw:" but will also print what that raw value is for testing purposes
- added ETF only `NBT` property syntax which will print the entire entities NBT data to the log, not just the specific compound, if the `NBT` property text starts with "print:", this will not affect the function of text after the "print:"
- vanilla texture variants like `wolf_tame.png` will fall back to `wolf.properties` if `wolf_tame.properties` doesn't exist *(this is true for wolf, bee, ghast & strider texture variants)* *(only for vanilla textures)*
- the `Blocks` property now utilizes the full OptiFine blocks syntax `[namespace:]name[:property1=value1,...:property2=value1,...]`
allowing matches such as `"blocks=oak_stairs:facing=east,west:half=bottom"`
- made `Name`, `Names`, `Biomes` and `Teams` properties more robust and all 3 can now utilise Regex and Pattern not just `Names`
- added support for emissive textures on mob head blocks
- added support for emissive and enchanted skin features on player head blocks *(will only work for a player online that you have seen at least once that session, I may expand this in future)*
- resolved injection warning on mod load
- improved resource reloading mixin
- altered the livingEntityMixin structure to accommodate plans for `EMF`
- some API additions for `EMF`
Entity Texture Features 4.4.0
- added ETF only `NBT` "raw:" syntax variant "print_raw:" which will act just like "raw:" but will also print what that raw value is for testing purposes
- added ETF only `NBT` property syntax which will print the entire entities NBT data to the log, not just the specific compound, if the `NBT` property text starts with "print:", this will not affect the function of text after the "print:"
- vanilla texture variants like `wolf_tame.png` will fall back to `wolf.properties` if `wolf_tame.properties` doesn't exist *(this is true for wolf, bee, ghast & strider texture variants)* *(only for vanilla textures)*
- the `Blocks` property now utilizes the full OptiFine blocks syntax `[namespace:]name[:property1=value1,...:property2=value1,...]`
allowing matches such as `"blocks=oak_stairs:facing=east,west:half=bottom"`
- made `Name`, `Names`, `Biomes` and `Teams` properties more robust and all 3 can now utilise Regex and Pattern not just `Names`
- added support for emissive textures on mob head blocks
- added support for emissive and enchanted skin features on player head blocks *(will only work for a player online that you have seen at least once that session, I may expand this in future)*
- resolved injection warning on mod load
- improved resource reloading mixin
- altered the livingEntityMixin structure to accommodate plans for `EMF`
- some API additions for `EMF`
Entity Texture Features 4.4.0
- added ETF only `NBT` "raw:" syntax variant "print_raw:" which will act just like "raw:" but will also print what that raw value is for testing purposes
- added ETF only `NBT` property syntax which will print the entire entities NBT data to the log, not just the specific compound, if the `NBT` property text starts with "print:", this will not affect the function of text after the "print:"
- vanilla texture variants like `wolf_tame.png` will fall back to `wolf.properties` if `wolf_tame.properties` doesn't exist *(this is true for wolf, bee, ghast & strider texture variants)* *(only for vanilla textures)*
- the `Blocks` property now utilizes the full OptiFine blocks syntax `[namespace:]name[:property1=value1,...:property2=value1,...]`
allowing matches such as `"blocks=oak_stairs:facing=east,west:half=bottom"`
- made `Name`, `Names`, `Biomes` and `Teams` properties more robust and all 3 can now utilise Regex and Pattern not just `Names`
- added support for emissive textures on mob head blocks
- added support for emissive and enchanted skin features on player head blocks *(will only work for a player online that you have seen at least once that session, I may expand this in future)*
- resolved injection warning on mod load
- improved resource reloading mixin
- altered the livingEntityMixin structure to accommodate plans for `EMF`
- some API additions for `EMF`
Entity Texture Features 4.4.0
- added ETF only `NBT` "raw:" syntax variant "print_raw:" which will act just like "raw:" but will also print what that raw value is for testing purposes
- added ETF only `NBT` property syntax which will print the entire entities NBT data to the log, not just the specific compound, if the `NBT` property text starts with "print:", this will not affect the function of text after the "print:"
- vanilla texture variants like `wolf_tame.png` will fall back to `wolf.properties` if `wolf_tame.properties` doesn't exist *(this is true for wolf, bee, ghast & strider texture variants)* *(only for vanilla textures)*
- the `Blocks` property now utilizes the full OptiFine blocks syntax `[namespace:]name[:property1=value1,...:property2=value1,...]`
allowing matches such as `"blocks=oak_stairs:facing=east,west:half=bottom"`
- made `Name`, `Names`, `Biomes` and `Teams` properties more robust and all 3 can now utilise Regex and Pattern not just `Names`
- added support for emissive textures on mob head blocks
- added support for emissive and enchanted skin features on player head blocks *(will only work for a player online that you have seen at least once that session, I may expand this in future)*
- resolved injection warning on mod load
- improved resource reloading mixin
- altered the livingEntityMixin structure to accommodate plans for `EMF`
- some API additions for `EMF`
Entity Texture Features 4.4.0
- added ETF only `NBT` "raw:" syntax variant "print_raw:" which will act just like "raw:" but will also print what that raw value is for testing purposes
- added ETF only `NBT` property syntax which will print the entire entities NBT data to the log, not just the specific compound, if the `NBT` property text starts with "print:", this will not affect the function of text after the "print:"
- vanilla texture variants like `wolf_tame.png` will fall back to `wolf.properties` if `wolf_tame.properties` doesn't exist *(this is true for wolf, bee, ghast & strider texture variants)* *(only for vanilla textures)*
- the `Blocks` property now utilizes the full OptiFine blocks syntax `[namespace:]name[:property1=value1,...:property2=value1,...]`
allowing matches such as `"blocks=oak_stairs:facing=east,west:half=bottom"`
- made `Name`, `Names`, `Biomes` and `Teams` properties more robust and all 3 can now utilise Regex and Pattern not just `Names`
- added support for emissive textures on mob head blocks
- added support for emissive and enchanted skin features on player head blocks *(will only work for a player online that you have seen at least once that session, I may expand this in future)*
- resolved injection warning on mod load
- improved resource reloading mixin
- altered the livingEntityMixin structure to accommodate plans for `EMF`
- some API additions for `EMF`
Entity Texture Features 4.4.0
- added ETF only `NBT` "raw:" syntax variant "print_raw:" which will act just like "raw:" but will also print what that raw value is for testing purposes
- added ETF only `NBT` property syntax which will print the entire entities NBT data to the log, not just the specific compound, if the `NBT` property text starts with "print:", this will not affect the function of text after the "print:"
- vanilla texture variants like `wolf_tame.png` will fall back to `wolf.properties` if `wolf_tame.properties` doesn't exist *(this is true for wolf, bee, ghast & strider texture variants)* *(only for vanilla textures)*
- the `Blocks` property now utilizes the full OptiFine blocks syntax `[namespace:]name[:property1=value1,...:property2=value1,...]`
allowing matches such as `"blocks=oak_stairs:facing=east,west:half=bottom"`
- made `Name`, `Names`, `Biomes` and `Teams` properties more robust and all 3 can now utilise Regex and Pattern not just `Names`
- added support for emissive textures on mob head blocks
- added support for emissive and enchanted skin features on player head blocks *(will only work for a player online that you have seen at least once that session, I may expand this in future)*
- resolved injection warning on mod load
- improved resource reloading mixin
- altered the livingEntityMixin structure to accommodate plans for `EMF`
- some API additions for `EMF`
Entity Texture Features 4.3.5
- fixed crash in skin tool when selecting pixels (likely present in 1.19.3 too)
- fixed armor stands with nbt "Marker:1b" not working
- improved compat with modded custom boat type textures
Entity Texture Features 4.3.5
- forge version updated to 1.19.4
- fixed crash in skin tool when selecting pixels (likely present in 1.19.3 too)
- fixed armor stands with nbt "Marker:1b" not working
- improved compat with modded custom boat type textures
Entity Texture Features 4.3.4
Entity Texture Features 4.3.3
- further api tweaks for EMF
- fixed distanceTo property not working in 4.3.2
- fixed a boat texture crash
- fixed transparency setting for non-ETF skins not working in 4.3.2
Entity Texture Features 4.3.3
- further api tweaks for EMF
- fixed distanceTo property not working in 4.3.2
- fixed a boat texture crash
- fixed transparency setting for non-ETF skins not working in 4.3.2
Entity Texture Features 4.3.3
- further api tweaks for EMF
- fixed distanceTo property not working in 4.3.2
- fixed a boat texture crash
- fixed transparency setting for non-ETF skins not working in 4.3.2
Entity Texture Features 4.3.3
- further api tweaks for EMF
- fixed distanceTo property not working in 4.3.2
- fixed a boat texture crash
- fixed transparency setting for non-ETF skins not working in 4.3.2
Entity Texture Features 4.3.3
- further api tweaks for EMF
- fixed distanceTo property not working in 4.3.2
- fixed a boat texture crash
- fixed transparency setting for non-ETF skins not working in 4.3.2
ETF 4.3.2
- added the `NBT` OptiFine texture property, which can read any NBT value of an entity that is available to the client
- added wolf collar support
- API updated for other mods to utilise ETFs random texture .properties file loading *(will be used in EMF)*
- added an option to enable transparent skins for all players, even ones not using ETF skin features.
- added checks to catch some nullPointer crashes
- fixed an issue requiring other clients to have ETF installed when joining an Essentials mod hosted game
- reworked the handling of all entities internally by ETF, The ETFPlaceHolderEntity EntityType has been removed.
- fixed a crash caused by modded entities with large numbers as texture file name making etf think it is a variant .png
- added config setting to disabled using variants in the vanilla directories *(making only optifine and etf folders
work)* this is specifically added for certain mods that have their mob textures named like "mob2.png" that are detected
as random mobs by etf
- `Illegal path override = All` config setting will no longer allow empty paths
- added brazilian portuguese translations
- updated chinese translations
- fixed a crash when uploading skin changes on the forge version
ETF 4.3.2
- added the `NBT` OptiFine texture property, which can read any NBT value of an entity that is available to the client
- added wolf collar support
- API updated for other mods to utilise ETFs random texture .properties file loading *(will be used in EMF)*
- added an option to enable transparent skins for all players, even ones not using ETF skin features.
- added checks to catch some nullPointer crashes
- fixed an issue requiring other clients to have ETF installed when joining an Essentials mod hosted game
- reworked the handling of all entities internally by ETF, The ETFPlaceHolderEntity EntityType has been removed.
- fixed a crash caused by modded entities with large numbers as texture file name making etf think it is a variant .png
- added config setting to disabled using variants in the vanilla directories *(making only optifine and etf folders
work)* this is specifically added for certain mods that have their mob textures named like "mob2.png" that are detected
as random mobs by etf
- `Illegal path override = All` config setting will no longer allow empty paths
- added brazilian portuguese translations
- updated chinese translations
- fixed a crash when uploading skin changes on the forge version
ETF 4.3.2
- added the `NBT` OptiFine texture property, which can read any NBT value of an entity that is available to the client
- added wolf collar support
- API updated for other mods to utilise ETFs random texture .properties file loading *(will be used in EMF)*
- added an option to enable transparent skins for all players, even ones not using ETF skin features.
- added checks to catch some nullPointer crashes
- fixed an issue requiring other clients to have ETF installed when joining an Essentials mod hosted game
- reworked the handling of all entities internally by ETF, The ETFPlaceHolderEntity EntityType has been removed.
- fixed a crash caused by modded entities with large numbers as texture file name making etf think it is a variant .png
- added config setting to disabled using variants in the vanilla directories *(making only optifine and etf folders
work)* this is specifically added for certain mods that have their mob textures named like "mob2.png" that are detected
as random mobs by etf
- `Illegal path override = All` config setting will no longer allow empty paths
- added brazilian portuguese translations
- updated chinese translations
- fixed a crash when uploading skin changes on the forge version
ETF 4.3.2
- added the `NBT` OptiFine texture property, which can read any NBT value of an entity that is available to the client
- added wolf collar support
- API updated for other mods to utilise ETFs random texture .properties file loading *(will be used in EMF)*
- added an option to enable transparent skins for all players, even ones not using ETF skin features.
- added checks to catch some nullPointer crashes
- fixed an issue requiring other clients to have ETF installed when joining an Essentials mod hosted game
- reworked the handling of all entities internally by ETF, The ETFPlaceHolderEntity EntityType has been removed.
- fixed a crash caused by modded entities with large numbers as texture file name making etf think it is a variant .png
- added config setting to disabled using variants in the vanilla directories *(making only optifine and etf folders
work)* this is specifically added for certain mods that have their mob textures named like "mob2.png" that are detected
as random mobs by etf
- `Illegal path override = All` config setting will no longer allow empty paths
- added brazilian portuguese translations
- updated chinese translations
- fixed a crash when uploading skin changes on the forge version
ETF 4.3.1
- updated russian translation to 4.3 thanks to @Felix14-v2
- fixed a button translation
- added compatibility warning message for Quark as it's [Variant Animal Textures] setting must be disabled for ETF's to work
- resolved an issue with additional textures like enderman_eyes.png or sheep_fur.png resetting after a short time if the
base texture had .properties but the additional texture didn't
- added shulker bullet texture support
ETF 4.3.1
- updated russian translation to 4.3 thanks to @Felix14-v2
- fixed a button translation
- added compatibility warning message for Quark as it's [Variant Animal Textures] setting must be disabled for ETF's to work
- resolved an issue with additional textures like enderman_eyes.png or sheep_fur.png resetting after a short time if the
base texture had .properties but the additional texture didn't
- added shulker bullet texture support
ETF 4.3.1
- updated russian translation to 4.3 thanks to @Felix14-v2
- fixed a button translation
- added compatibility warning message for Quark as it's [Variant Animal Textures] setting must be disabled for ETF's to work
- resolved an issue with additional textures like enderman_eyes.png or sheep_fur.png resetting after a short time if the
base texture had .properties but the additional texture didn't
- added shulker bullet texture support
ETF 4.3.1
- updated russian translation to 4.3 thanks to @Felix14-v2
- fixed a button translation
- added compatibility warning message for Quark as it's [Variant Animal Textures] setting must be disabled for ETF's to work
- resolved an issue with additional textures like enderman_eyes.png or sheep_fur.png resetting after a short time if the
base texture had .properties but the additional texture didn't
- added shulker bullet texture support
ETF 4.3.1
- updated russian translation to 4.3 thanks to @Felix14-v2
- fixed a button translation
- added compatibility warning message for Quark as it's [Variant Animal Textures] setting must be disabled for ETF's to work
- resolved an issue with additional textures like enderman_eyes.png or sheep_fur.png resetting after a short time if the
base texture had .properties but the additional texture didn't
- added shulker bullet texture support
ETF 4.3.1
- updated russian translation to 4.3 thanks to @Felix14-v2
- fixed a button translation
- added compatibility warning message for Quark as it's [Variant Animal Textures] setting must be disabled for ETF's to work
- resolved an issue with additional textures like enderman_eyes.png or sheep_fur.png resetting after a short time if the
base texture had .properties but the additional texture didn't
- added shulker bullet texture support
ETF 4.3.1
- updated russian translation to 4.3 thanks to @Felix14-v2
- fixed a button translation
- added compatibility warning message for Quark as it's [Variant Animal Textures] setting must be disabled for ETF's to work
- resolved an issue with additional textures like enderman_eyes.png or sheep_fur.png resetting after a short time if the
base texture had .properties but the additional texture didn't
- added shulker bullet texture support
ETF 4.3.1
- updated russian translation to 4.3 thanks to @Felix14-v2
- fixed a button translation
- added compatibility warning message for Quark as it's [Variant Animal Textures] setting must be disabled for ETF's to work
- resolved an issue with additional textures like enderman_eyes.png or sheep_fur.png resetting after a short time if the
base texture had .properties but the additional texture didn't
- added shulker bullet texture support
ETF 4.3.1
- updated russian translation to 4.3 thanks to @Felix14-v2
- fixed a button translation
- added compatibility warning message for Quark as it's [Variant Animal Textures] setting must be disabled for ETF's to work
- resolved an issue with additional textures like enderman_eyes.png or sheep_fur.png resetting after a short time if the
base texture had .properties but the additional texture didn't
- added shulker bullet texture support
ETF 4.3.1
- updated russian translation to 4.3 thanks to @Felix14-v2
- fixed a button translation
- added compatibility warning message for Quark as it's [Variant Animal Textures] setting must be disabled for ETF's to work
- resolved an issue with additional textures like enderman_eyes.png or sheep_fur.png resetting after a short time if the
base texture had .properties but the additional texture didn't
- added shulker bullet texture support
ETF 4.3.0
*Update summary*
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the `3D Skin Layers mod` and any `skin changing mod`
as well as fixing a notorious `Tinkers construct` crash on forge.
Added:
- added Minecart, Boat, Evoker Fang, and Llama carpet texture support
- added an option 'enabled by default' to set ETF to not tamper with any textures that have PBR textures attached, to
preserve PBR functionality, only if shader mods are present
- added an option 'enabled by default' to set ETF to not tamper with any textures that has `moremcmeta mod` animations,
to preserve animation functionality, only if `moremcmeta` is present
Changed:
- changed handling of block entity features, should clear up several issues and be very stable compared to before
- skin features rework:
1. should now be compatible with most skin changer mods *e.g. `diguise-heads`, `impersonate`, or `fabric tailor`*
2. much faster implementation
3. updates the clients skin in game after uploading, so you don't need to restart *(doesn't update other players,
that still requires a restart)*
- changed the `[Allow broken texture paths]` setting, it can now be set to `off`|`entities only`|`all resources`, *all
resources is not recommended*
- made a few large source code refactors, no functionality change
Fixed:
- fixed `Tinkers construct` crash
- fixed `3D skin layers mod` compatibility with ETF skin features
- fixed skin changing mod compatibility *(e.g. `disguise-heads`, `impersonate`, `fabric tailor`)*
- fixed updatable properties for additional mob textures, like sheep_fur.png and villager types, not updating if the
base texture doesn't
- fixed tooltip lines ignoring line breaks in 1.19.3
- fixed an issue with the `[Allow broken texture paths]` setting preventing resource packs with broken paths from loading
correctly in 1.19.3
- fixed an issue with chest emissive textures
ETF 4.3.0
*Update summary*
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the `3D Skin Layers mod` and any `skin changing mod`
as well as fixing a notorious `Tinkers construct` crash on forge.
Added:
- added Minecart, Boat, Evoker Fang, and Llama carpet texture support
- added an option 'enabled by default' to set ETF to not tamper with any textures that have PBR textures attached, to
preserve PBR functionality, only if shader mods are present
- added an option 'enabled by default' to set ETF to not tamper with any textures that has `moremcmeta mod` animations,
to preserve animation functionality, only if `moremcmeta` is present
Changed:
- changed handling of block entity features, should clear up several issues and be very stable compared to before
- skin features rework:
1. should now be compatible with most skin changer mods *e.g. `diguise-heads`, `impersonate`, or `fabric tailor`*
2. much faster implementation
3. updates the clients skin in game after uploading, so you don't need to restart *(doesn't update other players,
that still requires a restart)*
- changed the `[Allow broken texture paths]` setting, it can now be set to `off`|`entities only`|`all resources`, *all
resources is not recommended*
- made a few large source code refactors, no functionality change
Fixed:
- fixed `Tinkers construct` crash
- fixed `3D skin layers mod` compatibility with ETF skin features
- fixed skin changing mod compatibility *(e.g. `disguise-heads`, `impersonate`, `fabric tailor`)*
- fixed updatable properties for additional mob textures, like sheep_fur.png and villager types, not updating if the
base texture doesn't
- fixed tooltip lines ignoring line breaks in 1.19.3
- fixed an issue with the `[Allow broken texture paths]` setting preventing resource packs with broken paths from loading
correctly in 1.19.3
- fixed an issue with chest emissive textures
ETF 4.3.0
*Update summary*
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the `3D Skin Layers mod` and any `skin changing mod`
as well as fixing a notorious `Tinkers construct` crash on forge.
Added:
- added Minecart, Boat, Evoker Fang, and Llama carpet texture support
- added an option 'enabled by default' to set ETF to not tamper with any textures that have PBR textures attached, to
preserve PBR functionality, only if shader mods are present
- added an option 'enabled by default' to set ETF to not tamper with any textures that has `moremcmeta mod` animations,
to preserve animation functionality, only if `moremcmeta` is present
Changed:
- changed handling of block entity features, should clear up several issues and be very stable compared to before
- skin features rework:
1. should now be compatible with most skin changer mods *e.g. `diguise-heads`, `impersonate`, or `fabric tailor`*
2. much faster implementation
3. updates the clients skin in game after uploading, so you don't need to restart *(doesn't update other players,
that still requires a restart)*
- changed the `[Allow broken texture paths]` setting, it can now be set to `off`|`entities only`|`all resources`, *all
resources is not recommended*
- made a few large source code refactors, no functionality change
Fixed:
- fixed `Tinkers construct` crash
- fixed `3D skin layers mod` compatibility with ETF skin features
- fixed skin changing mod compatibility *(e.g. `disguise-heads`, `impersonate`, `fabric tailor`)*
- fixed updatable properties for additional mob textures, like sheep_fur.png and villager types, not updating if the
base texture doesn't
- fixed tooltip lines ignoring line breaks in 1.19.3
- fixed an issue with the `[Allow broken texture paths]` setting preventing resource packs with broken paths from loading
correctly in 1.19.3
- fixed an issue with chest emissive textures
ETF 4.3.0
*Update summary*
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the `3D Skin Layers mod` and any `skin changing mod`
as well as fixing a notorious `Tinkers construct` crash on forge.
Added:
- added Minecart, Boat, Evoker Fang, and Llama carpet texture support
- added an option 'enabled by default' to set ETF to not tamper with any textures that have PBR textures attached, to
preserve PBR functionality, only if shader mods are present
- added an option 'enabled by default' to set ETF to not tamper with any textures that has `moremcmeta mod` animations,
to preserve animation functionality, only if `moremcmeta` is present
Changed:
- changed handling of block entity features, should clear up several issues and be very stable compared to before
- skin features rework:
1. should now be compatible with most skin changer mods *e.g. `diguise-heads`, `impersonate`, or `fabric tailor`*
2. much faster implementation
3. updates the clients skin in game after uploading, so you don't need to restart *(doesn't update other players,
that still requires a restart)*
- changed the `[Allow broken texture paths]` setting, it can now be set to `off`|`entities only`|`all resources`, *all
resources is not recommended*
- made a few large source code refactors, no functionality change
Fixed:
- fixed `Tinkers construct` crash
- fixed `3D skin layers mod` compatibility with ETF skin features
- fixed skin changing mod compatibility *(e.g. `disguise-heads`, `impersonate`, `fabric tailor`)*
- fixed updatable properties for additional mob textures, like sheep_fur.png and villager types, not updating if the
base texture doesn't
- fixed tooltip lines ignoring line breaks in 1.19.3
- fixed an issue with the `[Allow broken texture paths]` setting preventing resource packs with broken paths from loading
correctly in 1.19.3
- fixed an issue with chest emissive textures
ETF 4.3.0
*Update summary*
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the `3D Skin Layers mod` and any `skin changing mod`
as well as fixing a notorious `Tinkers construct` crash on forge.
Added:
- added Minecart, Boat, Evoker Fang, and Llama carpet texture support
- added an option 'enabled by default' to set ETF to not tamper with any textures that have PBR textures attached, to
preserve PBR functionality, only if shader mods are present
- added an option 'enabled by default' to set ETF to not tamper with any textures that has `moremcmeta mod` animations,
to preserve animation functionality, only if `moremcmeta` is present
Changed:
- changed handling of block entity features, should clear up several issues and be very stable compared to before
- skin features rework:
1. should now be compatible with most skin changer mods *e.g. `diguise-heads`, `impersonate`, or `fabric tailor`*
2. much faster implementation
3. updates the clients skin in game after uploading, so you don't need to restart *(doesn't update other players,
that still requires a restart)*
- changed the `[Allow broken texture paths]` setting, it can now be set to `off`|`entities only`|`all resources`, *all
resources is not recommended*
- made a few large source code refactors, no functionality change
Fixed:
- fixed `Tinkers construct` crash
- fixed `3D skin layers mod` compatibility with ETF skin features
- fixed skin changing mod compatibility *(e.g. `disguise-heads`, `impersonate`, `fabric tailor`)*
- fixed updatable properties for additional mob textures, like sheep_fur.png and villager types, not updating if the
base texture doesn't
- fixed tooltip lines ignoring line breaks in 1.19.3
- fixed an issue with the `[Allow broken texture paths]` setting preventing resource packs with broken paths from loading
correctly in 1.19.3
- fixed an issue with chest emissive textures
ETF 4.3.0
*Update summary*
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the `3D Skin Layers mod` and any `skin changing mod`
as well as fixing a notorious `Tinkers construct` crash on forge.
Added:
- added Minecart, Boat, Evoker Fang, and Llama carpet texture support
- added an option 'enabled by default' to set ETF to not tamper with any textures that have PBR textures attached, to
preserve PBR functionality, only if shader mods are present
- added an option 'enabled by default' to set ETF to not tamper with any textures that has `moremcmeta mod` animations,
to preserve animation functionality, only if `moremcmeta` is present
Changed:
- changed handling of block entity features, should clear up several issues and be very stable compared to before
- skin features rework:
1. should now be compatible with most skin changer mods *e.g. `diguise-heads`, `impersonate`, or `fabric tailor`*
2. much faster implementation
3. updates the clients skin in game after uploading, so you don't need to restart *(doesn't update other players,
that still requires a restart)*
- changed the `[Allow broken texture paths]` setting, it can now be set to `off`|`entities only`|`all resources`, *all
resources is not recommended*
- made a few large source code refactors, no functionality change
Fixed:
- fixed `Tinkers construct` crash
- fixed `3D skin layers mod` compatibility with ETF skin features
- fixed skin changing mod compatibility *(e.g. `disguise-heads`, `impersonate`, `fabric tailor`)*
- fixed updatable properties for additional mob textures, like sheep_fur.png and villager types, not updating if the
base texture doesn't
- fixed tooltip lines ignoring line breaks in 1.19.3
- fixed an issue with the `[Allow broken texture paths]` setting preventing resource packs with broken paths from loading
correctly in 1.19.3
- fixed an issue with chest emissive textures
ETF 4.3.0
*Update summary*
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the `3D Skin Layers mod` and any `skin changing mod`
as well as fixing a notorious `Tinkers construct` crash on forge.
Added:
- added Minecart, Boat, Evoker Fang, and Llama carpet texture support
- added an option 'enabled by default' to set ETF to not tamper with any textures that have PBR textures attached, to
preserve PBR functionality, only if shader mods are present
- added an option 'enabled by default' to set ETF to not tamper with any textures that has `moremcmeta mod` animations,
to preserve animation functionality, only if `moremcmeta` is present
Changed:
- changed handling of block entity features, should clear up several issues and be very stable compared to before
- skin features rework:
1. should now be compatible with most skin changer mods *e.g. `diguise-heads`, `impersonate`, or `fabric tailor`*
2. much faster implementation
3. updates the clients skin in game after uploading, so you don't need to restart *(doesn't update other players,
that still requires a restart)*
- changed the `[Allow broken texture paths]` setting, it can now be set to `off`|`entities only`|`all resources`, *all
resources is not recommended*
- made a few large source code refactors, no functionality change
Fixed:
- fixed `Tinkers construct` crash
- fixed `3D skin layers mod` compatibility with ETF skin features
- fixed skin changing mod compatibility *(e.g. `disguise-heads`, `impersonate`, `fabric tailor`)*
- fixed updatable properties for additional mob textures, like sheep_fur.png and villager types, not updating if the
base texture doesn't
- fixed tooltip lines ignoring line breaks in 1.19.3
- fixed an issue with the `[Allow broken texture paths]` setting preventing resource packs with broken paths from loading
correctly in 1.19.3
- fixed an issue with chest emissive textures
ETF 4.3.0
*Update summary*
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the `3D Skin Layers mod` and any `skin changing mod`
as well as fixing a notorious `Tinkers construct` crash on forge.
Added:
- added Minecart, Boat, Evoker Fang, and Llama carpet texture support
- added an option 'enabled by default' to set ETF to not tamper with any textures that have PBR textures attached, to
preserve PBR functionality, only if shader mods are present
- added an option 'enabled by default' to set ETF to not tamper with any textures that has `moremcmeta mod` animations,
to preserve animation functionality, only if `moremcmeta` is present
Changed:
- changed handling of block entity features, should clear up several issues and be very stable compared to before
- skin features rework:
1. should now be compatible with most skin changer mods *e.g. `diguise-heads`, `impersonate`, or `fabric tailor`*
2. much faster implementation
3. updates the clients skin in game after uploading, so you don't need to restart *(doesn't update other players,
that still requires a restart)*
- changed the `[Allow broken texture paths]` setting, it can now be set to `off`|`entities only`|`all resources`, *all
resources is not recommended*
- made a few large source code refactors, no functionality change
Fixed:
- fixed `Tinkers construct` crash
- fixed `3D skin layers mod` compatibility with ETF skin features
- fixed skin changing mod compatibility *(e.g. `disguise-heads`, `impersonate`, `fabric tailor`)*
- fixed updatable properties for additional mob textures, like sheep_fur.png and villager types, not updating if the
base texture doesn't
- fixed tooltip lines ignoring line breaks in 1.19.3
- fixed an issue with the `[Allow broken texture paths]` setting preventing resource packs with broken paths from loading
correctly in 1.19.3
- fixed an issue with chest emissive textures
ETF 4.3.0
*Update summary*
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the `3D Skin Layers mod` and any `skin changing mod`
as well as fixing a notorious `Tinkers construct` crash on forge.
Added:
- added Minecart, Boat, Evoker Fang, and Llama carpet texture support
- added an option 'enabled by default' to set ETF to not tamper with any textures that have PBR textures attached, to
preserve PBR functionality, only if shader mods are present
- added an option 'enabled by default' to set ETF to not tamper with any textures that has `moremcmeta mod` animations,
to preserve animation functionality, only if `moremcmeta` is present
Changed:
- changed handling of block entity features, should clear up several issues and be very stable compared to before
- skin features rework:
1. should now be compatible with most skin changer mods *e.g. `diguise-heads`, `impersonate`, or `fabric tailor`*
2. much faster implementation
3. updates the clients skin in game after uploading, so you don't need to restart *(doesn't update other players,
that still requires a restart)*
- changed the `[Allow broken texture paths]` setting, it can now be set to `off`|`entities only`|`all resources`, *all
resources is not recommended*
- made a few large source code refactors, no functionality change
Fixed:
- fixed `Tinkers construct` crash
- fixed `3D skin layers mod` compatibility with ETF skin features
- fixed skin changing mod compatibility *(e.g. `disguise-heads`, `impersonate`, `fabric tailor`)*
- fixed updatable properties for additional mob textures, like sheep_fur.png and villager types, not updating if the
base texture doesn't
- fixed tooltip lines ignoring line breaks in 1.19.3
- fixed an issue with the `[Allow broken texture paths]` setting preventing resource packs with broken paths from loading
correctly in 1.19.3
- fixed an issue with chest emissive textures
ETF 4.3.0
[V4.3.0]
*Update summary*
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the `3D Skin Layers mod` and any `skin changing mod`
as well as fixing a notorious `Tinkers construct` crash on forge.
Added:
- added Minecart, Boat, Evoker Fang, and Llama carpet texture support
- added an option 'enabled by default' to set ETF to not tamper with any textures that have PBR textures attached, to
preserve PBR functionality, only if shader mods are present
- added an option 'enabled by default' to set ETF to not tamper with any textures that has `moremcmeta mod` animations,
to preserve animation functionality, only if `moremcmeta` is present
Changed:
- changed handling of block entity features, should clear up several issues and be very stable compared to before
- skin features rework:
1. should now be compatible with most skin changer mods *e.g. `diguise-heads`, `impersonate`, or `fabric tailor`*
2. much faster implementation
3. updates the clients skin in game after uploading, so you don't need to restart *(doesn't update other players,
that still requires a restart)*
- changed the `[Allow broken texture paths]` setting, it can now be set to `off`|`entities only`|`all resources`, *all
resources is not recommended*
- made a few large source code refactors, no functionality change
Fixed:
- fixed `Tinkers construct` crash
- fixed `3D skin layers mod` compatibility with ETF skin features
- fixed skin changing mod compatibility *(e.g. `disguise-heads`, `impersonate`, `fabric tailor`)*
- fixed updatable properties for additional mob textures, like sheep_fur.png and villager types, not updating if the
base texture doesn't
- fixed tooltip lines ignoring line breaks in 1.19.3
- fixed an issue with the `[Allow broken texture paths]` setting preventing resource packs with broken paths from loading
correctly in 1.19.3
- fixed an issue with chest emissive textures
[Forge] Entity Texture Features [V4.2.0.1]-[1.19.3]
[Fabric] Entity Texture Features [V4.2.0.1]-[1.19.3]
ETF 4.2.0 [Forge.39.1.0][Minecraft China]
[Forge] Entity Texture Features [V4.2.0.1]-[1.19.2]
[Forge] Entity Texture Features [V4.2]-[1.18.2]
*Update summary:*
ETF v4.2 has added many additional non OptiFine texture properties to further vary textures with, as well as adding properties
that can vary the way the entity itself is rendered, such as brightness level, ambient particles and translucent rendering.
4.2 also includes many bug fixes and suggestions that have popped up since I left on holidays.
I hope you enjoy :), and thank you for over 2 million downloads!!!
Added:
- added texture property `angry`, used like other OptiFine properties, can be `true|false`. works only for Endermen, Blazes, Guardians, Vindicators and Evokers. Triggers when these mobs display their client side 'angered or attacking state' *(open mouth for endermen & blazes igniting)*
- added texture property `moving`, used like other OptiFine properties, can be `true|false` to vary texture based on whether a mob is moving or not.
- added texture property `items`, used like other OptiFine properties, can be either:
1. `none`*(true if mob is holding or wearing no items)*
2. `any`*(true if mob is holding or wearing any items)*
3. `holding`*(true if mob is holding any items)*
4. `wearing`*(true if mob is wearing any items)*
5. a list of item names like `minecraft:book` or `cool_mod:sunglasses`, separated by spaces.
- added a new property type "Entity Property" to tweak entity rendering within the .properties file, they are not numbered like the other OptiFine properties e.g `skins.1`
- added entity property `vanillaBrightnessOverride`: can be set as a number from `0-15`, this overrides the brightness of the mob, it can be used to reduce the brightness of mobs like Blazes and Allays, or increase the brightness of others.
- added entity property `suppressParticles`: if set to `true` will remove ambient particles from mobs *(currently only Blazes and Glow Squids)*
- added entity property `showHiddenModelParts`: if set to `true` will enable the rendering of model parts normally hidden in vanilla *(currently only zombie piglin right ears)*
- added entity property `entityRenderLayerOverride`, shader compatibility will vary, the possible values for this property are:
1. `translucent` *(allows partial transparency in entity rendering)*
2. `translucent_cull` *(allows partial transparency in entity rendering & culls model faces)*
3. `end_portal` *(looks like the end portal effect, added for fun cause it works)*
4. `outline` *(renders the entities outline through walls)*
- extended shader support code to include the Iris forge port `Oculus`, this should improve z-fighting and support the new compatible emissive render mode.
- added `Compatible` emissive rendering mode. This mode uses the `Bright` emissive rendering mode normally and automatically changes to, the more shader compatible, `Default / Dull` emissive rendering mode when shaders are enabled. To have the best of both worlds.
- added compatibility warning to disable skin features with the `impersonate` mod present
- added emissive and random texture support to saddles *(supports pigs, horse-mobs and striders)*
- added further support for some older OptiFine format biome names using `PascalCase` to be auto converted to the modern `snake_case` biome names *(e.g. `MushroomFields` becomes the correct `mushroom_fields` automatically)*
changed:
- updates russian translations thanks to @Felix14-v2
- improved block entity code, this should improve compat with armor stand affecting mods (like quark) as armor stands are no longer used as a substitute entity
- tweaked button scaling to center themselves in larger gui scales
- tweaked some gui button positions
- removed compatibility warning that disabled block entity features with the `quark` mod present, issue has been fixed.
fixed:
several additions listed above fix several issues however some more minor fixes include:
- fixed quark incompatibility with ETF block entity features
- fixed ETF settings button appearing on data pack selection screen
- fixed additional textures *(e.g. sheep fur or villager types)* having their variant overridden by the mobs base texture even if they have their own .properties file
- fixed compatibility with the disguised heads mod and skins with etf features not changing *(skin features will not display on disguised players :/)*
- fixed player skin enchanted visuals being brighter than vanilla
- fixed keyboard navigation in the ETF settings gui *(currently just `ESC` key to go back)*
[Forge] Entity Texture Features [V4.2]-[1.17.1]
*Update summary:*
ETF v4.2 has added many additional non OptiFine texture properties to further vary textures with, as well as adding properties
that can vary the way the entity itself is rendered, such as brightness level, ambient particles and translucent rendering.
4.2 also includes many bug fixes and suggestions that have popped up since I left on holidays.
I hope you enjoy :), and thank you for over 2 million downloads!!!
Added:
- added texture property `angry`, used like other OptiFine properties, can be `true|false`. works only for Endermen, Blazes, Guardians, Vindicators and Evokers. Triggers when these mobs display their client side 'angered or attacking state' *(open mouth for endermen & blazes igniting)*
- added texture property `moving`, used like other OptiFine properties, can be `true|false` to vary texture based on whether a mob is moving or not.
- added texture property `items`, used like other OptiFine properties, can be either:
1. `none`*(true if mob is holding or wearing no items)*
2. `any`*(true if mob is holding or wearing any items)*
3. `holding`*(true if mob is holding any items)*
4. `wearing`*(true if mob is wearing any items)*
5. a list of item names like `minecraft:book` or `cool_mod:sunglasses`, separated by spaces.
- added a new property type "Entity Property" to tweak entity rendering within the .properties file, they are not numbered like the other OptiFine properties e.g `skins.1`
- added entity property `vanillaBrightnessOverride`: can be set as a number from `0-15`, this overrides the brightness of the mob, it can be used to reduce the brightness of mobs like Blazes and Allays, or increase the brightness of others.
- added entity property `suppressParticles`: if set to `true` will remove ambient particles from mobs *(currently only Blazes and Glow Squids)*
- added entity property `showHiddenModelParts`: if set to `true` will enable the rendering of model parts normally hidden in vanilla *(currently only zombie piglin right ears)*
- added entity property `entityRenderLayerOverride`, shader compatibility will vary, the possible values for this property are:
1. `translucent` *(allows partial transparency in entity rendering)*
2. `translucent_cull` *(allows partial transparency in entity rendering & culls model faces)*
3. `end_portal` *(looks like the end portal effect, added for fun cause it works)*
4. `outline` *(renders the entities outline through walls)*
- extended shader support code to include the Iris forge port `Oculus`, this should improve z-fighting and support the new compatible emissive render mode.
- added `Compatible` emissive rendering mode. This mode uses the `Bright` emissive rendering mode normally and automatically changes to, the more shader compatible, `Default / Dull` emissive rendering mode when shaders are enabled. To have the best of both worlds.
- added compatibility warning to disable skin features with the `impersonate` mod present
- added emissive and random texture support to saddles *(supports pigs, horse-mobs and striders)*
- added further support for some older OptiFine format biome names using `PascalCase` to be auto converted to the modern `snake_case` biome names *(e.g. `MushroomFields` becomes the correct `mushroom_fields` automatically)*
changed:
- updates russian translations thanks to @Felix14-v2
- improved block entity code, this should improve compat with armor stand affecting mods (like quark) as armor stands are no longer used as a substitute entity
- tweaked button scaling to center themselves in larger gui scales
- tweaked some gui button positions
- removed compatibility warning that disabled block entity features with the `quark` mod present, issue has been fixed.
fixed:
several additions listed above fix several issues however some more minor fixes include:
- fixed quark incompatibility with ETF block entity features
- fixed ETF settings button appearing on data pack selection screen
- fixed additional textures *(e.g. sheep fur or villager types)* having their variant overridden by the mobs base texture even if they have their own .properties file
- fixed compatibility with the disguised heads mod and skins with etf features not changing *(skin features will not display on disguised players :/)*
- fixed player skin enchanted visuals being brighter than vanilla
- fixed keyboard navigation in the ETF settings gui *(currently just `ESC` key to go back)*
[Forge] Entity Texture Features [V4.2]-[1.16.5]
*Update summary:*
ETF v4.2 has added many additional non OptiFine texture properties to further vary textures with, as well as adding properties
that can vary the way the entity itself is rendered, such as brightness level, ambient particles and translucent rendering.
4.2 also includes many bug fixes and suggestions that have popped up since I left on holidays.
I hope you enjoy :), and thank you for over 2 million downloads!!!
Added:
- added texture property `angry`, used like other OptiFine properties, can be `true|false`. works only for Endermen, Blazes, Guardians, Vindicators and Evokers. Triggers when these mobs display their client side 'angered or attacking state' *(open mouth for endermen & blazes igniting)*
- added texture property `moving`, used like other OptiFine properties, can be `true|false` to vary texture based on whether a mob is moving or not.
- added texture property `items`, used like other OptiFine properties, can be either:
1. `none`*(true if mob is holding or wearing no items)*
2. `any`*(true if mob is holding or wearing any items)*
3. `holding`*(true if mob is holding any items)*
4. `wearing`*(true if mob is wearing any items)*
5. a list of item names like `minecraft:book` or `cool_mod:sunglasses`, separated by spaces.
- added a new property type "Entity Property" to tweak entity rendering within the .properties file, they are not numbered like the other OptiFine properties e.g `skins.1`
- added entity property `vanillaBrightnessOverride`: can be set as a number from `0-15`, this overrides the brightness of the mob, it can be used to reduce the brightness of mobs like Blazes and Allays, or increase the brightness of others.
- added entity property `suppressParticles`: if set to `true` will remove ambient particles from mobs *(currently only Blazes and Glow Squids)*
- added entity property `showHiddenModelParts`: if set to `true` will enable the rendering of model parts normally hidden in vanilla *(currently only zombie piglin right ears)*
- added entity property `entityRenderLayerOverride`, shader compatibility will vary, the possible values for this property are:
1. `translucent` *(allows partial transparency in entity rendering)*
2. `translucent_cull` *(allows partial transparency in entity rendering & culls model faces)*
3. `end_portal` *(looks like the end portal effect, added for fun cause it works)*
4. `outline` *(renders the entities outline through walls)*
- extended shader support code to include the Iris forge port `Oculus`, this should improve z-fighting and support the new compatible emissive render mode.
- added `Compatible` emissive rendering mode. This mode uses the `Bright` emissive rendering mode normally and automatically changes to, the more shader compatible, `Default / Dull` emissive rendering mode when shaders are enabled. To have the best of both worlds.
- added compatibility warning to disable skin features with the `impersonate` mod present
- added emissive and random texture support to saddles *(supports pigs, horse-mobs and striders)*
- added further support for some older OptiFine format biome names using `PascalCase` to be auto converted to the modern `snake_case` biome names *(e.g. `MushroomFields` becomes the correct `mushroom_fields` automatically)*
changed:
- updates russian translations thanks to @Felix14-v2
- improved block entity code, this should improve compat with armor stand affecting mods (like quark) as armor stands are no longer used as a substitute entity
- tweaked button scaling to center themselves in larger gui scales
- tweaked some gui button positions
- removed compatibility warning that disabled block entity features with the `quark` mod present, issue has been fixed.
fixed:
several additions listed above fix several issues however some more minor fixes include:
- fixed quark incompatibility with ETF block entity features
- fixed ETF settings button appearing on data pack selection screen
- fixed additional textures *(e.g. sheep fur or villager types)* having their variant overridden by the mobs base texture even if they have their own .properties file
- fixed compatibility with the disguised heads mod and skins with etf features not changing *(skin features will not display on disguised players :/)*
- fixed player skin enchanted visuals being brighter than vanilla
- fixed keyboard navigation in the ETF settings gui *(currently just `ESC` key to go back)*
[Fabric] Entity Texture Features [V4.2]-[1.19.2]
*Update summary:*
ETF v4.2 has added many additional non OptiFine texture properties to further vary textures with, as well as adding properties
that can vary the way the entity itself is rendered, such as brightness level, ambient particles and translucent rendering.
4.2 also includes many bug fixes and suggestions that have popped up since I left on holidays.
I hope you enjoy :), and thank you for over 2 million downloads!!!
Added:
- added texture property `angry`, used like other OptiFine properties, can be `true|false`. works only for Endermen, Blazes, Guardians, Vindicators and Evokers. Triggers when these mobs display their client side 'angered or attacking state' *(open mouth for endermen & blazes igniting)*
- added texture property `moving`, used like other OptiFine properties, can be `true|false` to vary texture based on whether a mob is moving or not.
- added texture property `items`, used like other OptiFine properties, can be either:
1. `none`*(true if mob is holding or wearing no items)*
2. `any`*(true if mob is holding or wearing any items)*
3. `holding`*(true if mob is holding any items)*
4. `wearing`*(true if mob is wearing any items)*
5. a list of item names like `minecraft:book` or `cool_mod:sunglasses`, separated by spaces.
- added a new property type "Entity Property" to tweak entity rendering within the .properties file, they are not numbered like the other OptiFine properties e.g `skins.1`
- added entity property `vanillaBrightnessOverride`: can be set as a number from `0-15`, this overrides the brightness of the mob, it can be used to reduce the brightness of mobs like Blazes and Allays, or increase the brightness of others.
- added entity property `suppressParticles`: if set to `true` will remove ambient particles from mobs *(currently only Blazes and Glow Squids)*
- added entity property `showHiddenModelParts`: if set to `true` will enable the rendering of model parts normally hidden in vanilla *(currently only zombie piglin right ears)*
- added entity property `entityRenderLayerOverride`, shader compatibility will vary, the possible values for this property are:
1. `translucent` *(allows partial transparency in entity rendering)*
2. `translucent_cull` *(allows partial transparency in entity rendering & culls model faces)*
3. `end_portal` *(looks like the end portal effect, added for fun cause it works)*
4. `outline` *(renders the entities outline through walls)*
- extended shader support code to include the Iris forge port `Oculus`, this should improve z-fighting and support the new compatible emissive render mode.
- added `Compatible` emissive rendering mode. This mode uses the `Bright` emissive rendering mode normally and automatically changes to, the more shader compatible, `Default / Dull` emissive rendering mode when shaders are enabled. To have the best of both worlds.
- added compatibility warning to disable skin features with the `impersonate` mod present
- added emissive and random texture support to saddles *(supports pigs, horse-mobs and striders)*
- added further support for some older OptiFine format biome names using `PascalCase` to be auto converted to the modern `snake_case` biome names *(e.g. `MushroomFields` becomes the correct `mushroom_fields` automatically)*
changed:
- updates russian translations thanks to @Felix14-v2
- improved block entity code, this should improve compat with armor stand affecting mods (like quark) as armor stands are no longer used as a substitute entity
- tweaked button scaling to center themselves in larger gui scales
- tweaked some gui button positions
- removed compatibility warning that disabled block entity features with the `quark` mod present, issue has been fixed.
fixed:
several additions listed above fix several issues however some more minor fixes include:
- fixed quark incompatibility with ETF block entity features
- fixed ETF settings button appearing on data pack selection screen
- fixed additional textures *(e.g. sheep fur or villager types)* having their variant overridden by the mobs base texture even if they have their own .properties file
- fixed compatibility with the disguised heads mod and skins with etf features not changing *(skin features will not display on disguised players :/)*
- fixed player skin enchanted visuals being brighter than vanilla
- fixed keyboard navigation in the ETF settings gui *(currently just `ESC` key to go back)*
[Fabric] Entity Texture Features [V4.2]-[1.18.2]
*Update summary:*
ETF v4.2 has added many additional non OptiFine texture properties to further vary textures with, as well as adding properties
that can vary the way the entity itself is rendered, such as brightness level, ambient particles and translucent rendering.
4.2 also includes many bug fixes and suggestions that have popped up since I left on holidays.
I hope you enjoy :), and thank you for over 2 million downloads!!!
Added:
- added texture property `angry`, used like other OptiFine properties, can be `true|false`. works only for Endermen, Blazes, Guardians, Vindicators and Evokers. Triggers when these mobs display their client side 'angered or attacking state' *(open mouth for endermen & blazes igniting)*
- added texture property `moving`, used like other OptiFine properties, can be `true|false` to vary texture based on whether a mob is moving or not.
- added texture property `items`, used like other OptiFine properties, can be either:
1. `none`*(true if mob is holding or wearing no items)*
2. `any`*(true if mob is holding or wearing any items)*
3. `holding`*(true if mob is holding any items)*
4. `wearing`*(true if mob is wearing any items)*
5. a list of item names like `minecraft:book` or `cool_mod:sunglasses`, separated by spaces.
- added a new property type "Entity Property" to tweak entity rendering within the .properties file, they are not numbered like the other OptiFine properties e.g `skins.1`
- added entity property `vanillaBrightnessOverride`: can be set as a number from `0-15`, this overrides the brightness of the mob, it can be used to reduce the brightness of mobs like Blazes and Allays, or increase the brightness of others.
- added entity property `suppressParticles`: if set to `true` will remove ambient particles from mobs *(currently only Blazes and Glow Squids)*
- added entity property `showHiddenModelParts`: if set to `true` will enable the rendering of model parts normally hidden in vanilla *(currently only zombie piglin right ears)*
- added entity property `entityRenderLayerOverride`, shader compatibility will vary, the possible values for this property are:
1. `translucent` *(allows partial transparency in entity rendering)*
2. `translucent_cull` *(allows partial transparency in entity rendering & culls model faces)*
3. `end_portal` *(looks like the end portal effect, added for fun cause it works)*
4. `outline` *(renders the entities outline through walls)*
- extended shader support code to include the Iris forge port `Oculus`, this should improve z-fighting and support the new compatible emissive render mode.
- added `Compatible` emissive rendering mode. This mode uses the `Bright` emissive rendering mode normally and automatically changes to, the more shader compatible, `Default / Dull` emissive rendering mode when shaders are enabled. To have the best of both worlds.
- added compatibility warning to disable skin features with the `impersonate` mod present
- added emissive and random texture support to saddles *(supports pigs, horse-mobs and striders)*
- added further support for some older OptiFine format biome names using `PascalCase` to be auto converted to the modern `snake_case` biome names *(e.g. `MushroomFields` becomes the correct `mushroom_fields` automatically)*
changed:
- updates russian translations thanks to @Felix14-v2
- improved block entity code, this should improve compat with armor stand affecting mods (like quark) as armor stands are no longer used as a substitute entity
- tweaked button scaling to center themselves in larger gui scales
- tweaked some gui button positions
- removed compatibility warning that disabled block entity features with the `quark` mod present, issue has been fixed.
fixed:
several additions listed above fix several issues however some more minor fixes include:
- fixed quark incompatibility with ETF block entity features
- fixed ETF settings button appearing on data pack selection screen
- fixed additional textures *(e.g. sheep fur or villager types)* having their variant overridden by the mobs base texture even if they have their own .properties file
- fixed compatibility with the disguised heads mod and skins with etf features not changing *(skin features will not display on disguised players :/)*
- fixed player skin enchanted visuals being brighter than vanilla
- fixed keyboard navigation in the ETF settings gui *(currently just `ESC` key to go back)*
[Fabric] Entity Texture Features [V4.2]-[1.17.1]
*Update summary:*
ETF v4.2 has added many additional non OptiFine texture properties to further vary textures with, as well as adding properties
that can vary the way the entity itself is rendered, such as brightness level, ambient particles and translucent rendering.
4.2 also includes many bug fixes and suggestions that have popped up since I left on holidays.
I hope you enjoy :), and thank you for over 2 million downloads!!!
Added:
- added texture property `angry`, used like other OptiFine properties, can be `true|false`. works only for Endermen, Blazes, Guardians, Vindicators and Evokers. Triggers when these mobs display their client side 'angered or attacking state' *(open mouth for endermen & blazes igniting)*
- added texture property `moving`, used like other OptiFine properties, can be `true|false` to vary texture based on whether a mob is moving or not.
- added texture property `items`, used like other OptiFine properties, can be either:
1. `none`*(true if mob is holding or wearing no items)*
2. `any`*(true if mob is holding or wearing any items)*
3. `holding`*(true if mob is holding any items)*
4. `wearing`*(true if mob is wearing any items)*
5. a list of item names like `minecraft:book` or `cool_mod:sunglasses`, separated by spaces.
- added a new property type "Entity Property" to tweak entity rendering within the .properties file, they are not numbered like the other OptiFine properties e.g `skins.1`
- added entity property `vanillaBrightnessOverride`: can be set as a number from `0-15`, this overrides the brightness of the mob, it can be used to reduce the brightness of mobs like Blazes and Allays, or increase the brightness of others.
- added entity property `suppressParticles`: if set to `true` will remove ambient particles from mobs *(currently only Blazes and Glow Squids)*
- added entity property `showHiddenModelParts`: if set to `true` will enable the rendering of model parts normally hidden in vanilla *(currently only zombie piglin right ears)*
- added entity property `entityRenderLayerOverride`, shader compatibility will vary, the possible values for this property are:
1. `translucent` *(allows partial transparency in entity rendering)*
2. `translucent_cull` *(allows partial transparency in entity rendering & culls model faces)*
3. `end_portal` *(looks like the end portal effect, added for fun cause it works)*
4. `outline` *(renders the entities outline through walls)*
- extended shader support code to include the Iris forge port `Oculus`, this should improve z-fighting and support the new compatible emissive render mode.
- added `Compatible` emissive rendering mode. This mode uses the `Bright` emissive rendering mode normally and automatically changes to, the more shader compatible, `Default / Dull` emissive rendering mode when shaders are enabled. To have the best of both worlds.
- added compatibility warning to disable skin features with the `impersonate` mod present
- added emissive and random texture support to saddles *(supports pigs, horse-mobs and striders)*
- added further support for some older OptiFine format biome names using `PascalCase` to be auto converted to the modern `snake_case` biome names *(e.g. `MushroomFields` becomes the correct `mushroom_fields` automatically)*
changed:
- updates russian translations thanks to @Felix14-v2
- improved block entity code, this should improve compat with armor stand affecting mods (like quark) as armor stands are no longer used as a substitute entity
- tweaked button scaling to center themselves in larger gui scales
- tweaked some gui button positions
- removed compatibility warning that disabled block entity features with the `quark` mod present, issue has been fixed.
fixed:
several additions listed above fix several issues however some more minor fixes include:
- fixed quark incompatibility with ETF block entity features
- fixed ETF settings button appearing on data pack selection screen
- fixed additional textures *(e.g. sheep fur or villager types)* having their variant overridden by the mobs base texture even if they have their own .properties file
- fixed compatibility with the disguised heads mod and skins with etf features not changing *(skin features will not display on disguised players :/)*
- fixed player skin enchanted visuals being brighter than vanilla
- fixed keyboard navigation in the ETF settings gui *(currently just `ESC` key to go back)*
[Fabric] Entity Texture Features [V4.2]-[1.16.5]
*Update summary:*
ETF v4.2 has added many additional non OptiFine texture properties to further vary textures with, as well as adding properties
that can vary the way the entity itself is rendered, such as brightness level, ambient particles and translucent rendering.
4.2 also includes many bug fixes and suggestions that have popped up since I left on holidays.
I hope you enjoy :), and thank you for over 2 million downloads!!!
Added:
- added texture property `angry`, used like other OptiFine properties, can be `true|false`. works only for Endermen, Blazes, Guardians, Vindicators and Evokers. Triggers when these mobs display their client side 'angered or attacking state' *(open mouth for endermen & blazes igniting)*
- added texture property `moving`, used like other OptiFine properties, can be `true|false` to vary texture based on whether a mob is moving or not.
- added texture property `items`, used like other OptiFine properties, can be either:
1. `none`*(true if mob is holding or wearing no items)*
2. `any`*(true if mob is holding or wearing any items)*
3. `holding`*(true if mob is holding any items)*
4. `wearing`*(true if mob is wearing any items)*
5. a list of item names like `minecraft:book` or `cool_mod:sunglasses`, separated by spaces.
- added a new property type "Entity Property" to tweak entity rendering within the .properties file, they are not numbered like the other OptiFine properties e.g `skins.1`
- added entity property `vanillaBrightnessOverride`: can be set as a number from `0-15`, this overrides the brightness of the mob, it can be used to reduce the brightness of mobs like Blazes and Allays, or increase the brightness of others.
- added entity property `suppressParticles`: if set to `true` will remove ambient particles from mobs *(currently only Blazes and Glow Squids)*
- added entity property `showHiddenModelParts`: if set to `true` will enable the rendering of model parts normally hidden in vanilla *(currently only zombie piglin right ears)*
- added entity property `entityRenderLayerOverride`, shader compatibility will vary, the possible values for this property are:
1. `translucent` *(allows partial transparency in entity rendering)*
2. `translucent_cull` *(allows partial transparency in entity rendering & culls model faces)*
3. `end_portal` *(looks like the end portal effect, added for fun cause it works)*
4. `outline` *(renders the entities outline through walls)*
- extended shader support code to include the Iris forge port `Oculus`, this should improve z-fighting and support the new compatible emissive render mode.
- added `Compatible` emissive rendering mode. This mode uses the `Bright` emissive rendering mode normally and automatically changes to, the more shader compatible, `Default / Dull` emissive rendering mode when shaders are enabled. To have the best of both worlds.
- added compatibility warning to disable skin features with the `impersonate` mod present
- added emissive and random texture support to saddles *(supports pigs, horse-mobs and striders)*
- added further support for some older OptiFine format biome names using `PascalCase` to be auto converted to the modern `snake_case` biome names *(e.g. `MushroomFields` becomes the correct `mushroom_fields` automatically)*
changed:
- updates russian translations thanks to @Felix14-v2
- improved block entity code, this should improve compat with armor stand affecting mods (like quark) as armor stands are no longer used as a substitute entity
- tweaked button scaling to center themselves in larger gui scales
- tweaked some gui button positions
- removed compatibility warning that disabled block entity features with the `quark` mod present, issue has been fixed.
fixed:
several additions listed above fix several issues however some more minor fixes include:
- fixed quark incompatibility with ETF block entity features
- fixed ETF settings button appearing on data pack selection screen
- fixed additional textures *(e.g. sheep fur or villager types)* having their variant overridden by the mobs base texture even if they have their own .properties file
- fixed compatibility with the disguised heads mod and skins with etf features not changing *(skin features will not display on disguised players :/)*
- fixed player skin enchanted visuals being brighter than vanilla
- fixed keyboard navigation in the ETF settings gui *(currently just `ESC` key to go back)*
[Forge] Entity Texture Features [V4.1.1]-[1.19.x]
- added more screens to better separate button groups
- added an option in gui to disable resource-pack screen button
- tweaked the warning screen format
- tweaked many button positions in the GUI for consistency
- tweaked translations
- russian translation updated for the 4.1.0 GUI thanks to @Felix14-v2
- optimized texture sizes in jar thanks to @robotkoer
- fixed parrots not being random or emissive on player shoulders
[V4.1.0]
*Update summary:*
ETF 4.1 mostly brings the new skin feature tool, with a redesigned GUI to fit, as well as several
new texture properties to further customize your mob textures beyond what OptiFine offers
And of course many fixes, enjoy :)
- redesigned the settings GUI, cloth config is no longer required on Forge *(Openable from modmenu or a new button in the resource-pack screen)*
- added a GUI for selecting player features and saving or uploading a player feature ready skin with all your choices *(openable when in-game from the new settings GUI)*
- added new mob texture properties: *([Documentation Here.](readMeAssets/random_entities.properties))*
1. "speed" texture property to vary textures by their top speed *(useful for horses, and all mobs)*
2. "jumpStrength" texture property to vary textures by their jump strength *(useful for horses)*
3. "maxHealth" texture property to vary textures by their max health *(useful for horses, and all mobs)*
4. "llamaInventory" texture property to vary llama textures by their carry capacity
5. "hiddenGene" texture property to vary panda textures by their hidden gene
6. "playerCreated" texture property to vary iron golem textures by whether they were created by a player
7. "screamingGoat" texture property to vary goat textures by whether they are the screaming variant
8. "distanceFromPlayer" texture property to vary mob textures by their distance from the player
9. "creeperCharged" texture property to vary creeper textures by whether the creeper has been charged by lightning
10. "statusEffect" texture property to vary textures by status effect or Brown MooShroom suspicious stew variants
- added more crash prevention, most features should simply not work, and log an error, instead of immediately crashing
- added a new skin feature option "nose" available from the new skin tool GUI
- added an extra skin feature cape option (ETF) available from the new skin tool GUI
- added config option "hideConfigButton" to disable ETF config button in the resource-pack screen *(only available in the config.json file)*
- changed the iris pbr fix setting into the emissive fix settings screen with several options to reflect the more general fix
possibilities *(fixes for animation mods, iris PBR and a few others)*
- updated russian translation thanks to @Felix14-v2
- tweaked the debug printout
- fixed an ArrayIndexOutOfBoundsException crash related to caches
- fixed an issue with additional textures *(drowned_outer_layer & sheep_fur & more)* not loading right when in the
optifine or ETF folders
- fixed elytra_left.png not working and other asymmetrical elytra issues
- fixed forge using the */defaultconfigs/* folder instead of the */config/* folder
- fixed vanilla capes *(like migrator capes)* not using emissive and enchanted data from skin features
- fixed third party capes not loading correctly*(OptiFine and minecraftcapes.net)*
- fixed color property being broken for light_blue/blue & light_gray/gray colors
- fixed a crash when reading corrupt or broken config files
- and many more minor tweaks and fixes :)
[Forge] Entity Texture Features [V4.1.1]-[1.18.2]
- added more screens to better separate button groups
- added an option in gui to disable resource-pack screen button
- tweaked the warning screen format
- tweaked many button positions in the GUI for consistency
- tweaked translations
- russian translation updated for the 4.1.0 GUI thanks to @Felix14-v2
- optimized texture sizes in jar thanks to @robotkoer
- fixed parrots not being random or emissive on player shoulders
[V4.1.0]
*Update summary:*
ETF 4.1 mostly brings the new skin feature tool, with a redesigned GUI to fit, as well as several
new texture properties to further customize your mob textures beyond what OptiFine offers
And of course many fixes, enjoy :)
- redesigned the settings GUI, cloth config is no longer required on Forge *(Openable from modmenu or a new button in the resource-pack screen)*
- added a GUI for selecting player features and saving or uploading a player feature ready skin with all your choices *(openable when in-game from the new settings GUI)*
- added new mob texture properties: *([Documentation Here.](readMeAssets/random_entities.properties))*
1. "speed" texture property to vary textures by their top speed *(useful for horses, and all mobs)*
2. "jumpStrength" texture property to vary textures by their jump strength *(useful for horses)*
3. "maxHealth" texture property to vary textures by their max health *(useful for horses, and all mobs)*
4. "llamaInventory" texture property to vary llama textures by their carry capacity
5. "hiddenGene" texture property to vary panda textures by their hidden gene
6. "playerCreated" texture property to vary iron golem textures by whether they were created by a player
7. "screamingGoat" texture property to vary goat textures by whether they are the screaming variant
8. "distanceFromPlayer" texture property to vary mob textures by their distance from the player
9. "creeperCharged" texture property to vary creeper textures by whether the creeper has been charged by lightning
10. "statusEffect" texture property to vary textures by status effect or Brown MooShroom suspicious stew variants
- added more crash prevention, most features should simply not work, and log an error, instead of immediately crashing
- added a new skin feature option "nose" available from the new skin tool GUI
- added an extra skin feature cape option (ETF) available from the new skin tool GUI
- added config option "hideConfigButton" to disable ETF config button in the resource-pack screen *(only available in the config.json file)*
- changed the iris pbr fix setting into the emissive fix settings screen with several options to reflect the more general fix
possibilities *(fixes for animation mods, iris PBR and a few others)*
- updated russian translation thanks to @Felix14-v2
- tweaked the debug printout
- fixed an ArrayIndexOutOfBoundsException crash related to caches
- fixed an issue with additional textures *(drowned_outer_layer & sheep_fur & more)* not loading right when in the
optifine or ETF folders
- fixed elytra_left.png not working and other asymmetrical elytra issues
- fixed forge using the */defaultconfigs/* folder instead of the */config/* folder
- fixed vanilla capes *(like migrator capes)* not using emissive and enchanted data from skin features
- fixed third party capes not loading correctly*(OptiFine and minecraftcapes.net)*
- fixed color property being broken for light_blue/blue & light_gray/gray colors
- fixed a crash when reading corrupt or broken config files
- and many more minor tweaks and fixes :)
[Fabric] Entity Texture Features [V4.1.1]-[1.19.x]
- added more screens to better separate button groups
- added an option in gui to disable resource-pack screen button
- tweaked the warning screen format
- tweaked many button positions in the GUI for consistency
- tweaked translations
- russian translation updated for the 4.1.0 GUI thanks to @Felix14-v2
- optimized texture sizes in jar thanks to @robotkoer
- fixed parrots not being random or emissive on player shoulders
[V4.1.0]
*Update summary:*
ETF 4.1 mostly brings the new skin feature tool, with a redesigned GUI to fit, as well as several
new texture properties to further customize your mob textures beyond what OptiFine offers
And of course many fixes, enjoy :)
- redesigned the settings GUI, cloth config is no longer required on Forge *(Openable from modmenu or a new button in the resource-pack screen)*
- added a GUI for selecting player features and saving or uploading a player feature ready skin with all your choices *(openable when in-game from the new settings GUI)*
- added new mob texture properties: *([Documentation Here.](readMeAssets/random_entities.properties))*
1. "speed" texture property to vary textures by their top speed *(useful for horses, and all mobs)*
2. "jumpStrength" texture property to vary textures by their jump strength *(useful for horses)*
3. "maxHealth" texture property to vary textures by their max health *(useful for horses, and all mobs)*
4. "llamaInventory" texture property to vary llama textures by their carry capacity
5. "hiddenGene" texture property to vary panda textures by their hidden gene
6. "playerCreated" texture property to vary iron golem textures by whether they were created by a player
7. "screamingGoat" texture property to vary goat textures by whether they are the screaming variant
8. "distanceFromPlayer" texture property to vary mob textures by their distance from the player
9. "creeperCharged" texture property to vary creeper textures by whether the creeper has been charged by lightning
10. "statusEffect" texture property to vary textures by status effect or Brown MooShroom suspicious stew variants
- added more crash prevention, most features should simply not work, and log an error, instead of immediately crashing
- added a new skin feature option "nose" available from the new skin tool GUI
- added an extra skin feature cape option (ETF) available from the new skin tool GUI
- added config option "hideConfigButton" to disable ETF config button in the resource-pack screen *(only available in the config.json file)*
- changed the iris pbr fix setting into the emissive fix settings screen with several options to reflect the more general fix
possibilities *(fixes for animation mods, iris PBR and a few others)*
- updated russian translation thanks to @Felix14-v2
- tweaked the debug printout
- fixed an ArrayIndexOutOfBoundsException crash related to caches
- fixed an issue with additional textures *(drowned_outer_layer & sheep_fur & more)* not loading right when in the
optifine or ETF folders
- fixed elytra_left.png not working and other asymmetrical elytra issues
- fixed forge using the */defaultconfigs/* folder instead of the */config/* folder
- fixed vanilla capes *(like migrator capes)* not using emissive and enchanted data from skin features
- fixed third party capes not loading correctly*(OptiFine and minecraftcapes.net)*
- fixed color property being broken for light_blue/blue & light_gray/gray colors
- fixed a crash when reading corrupt or broken config files
- and many more minor tweaks and fixes :)
[Fabric] Entity Texture Features [V4.1.1]-[1.18.2]
- added more screens to better separate button groups
- added an option in gui to disable resource-pack screen button
- tweaked the warning screen format
- tweaked many button positions in the GUI for consistency
- tweaked translations
- russian translation updated for the 4.1.0 GUI thanks to @Felix14-v2
- optimized texture sizes in jar thanks to @robotkoer
- fixed parrots not being random or emissive on player shoulders
[V4.1.0]
*Update summary:*
ETF 4.1 mostly brings the new skin feature tool, with a redesigned GUI to fit, as well as several
new texture properties to further customize your mob textures beyond what OptiFine offers
And of course many fixes, enjoy :)
- redesigned the settings GUI, cloth config is no longer required on Forge *(Openable from modmenu or a new button in the resource-pack screen)*
- added a GUI for selecting player features and saving or uploading a player feature ready skin with all your choices *(openable when in-game from the new settings GUI)*
- added new mob texture properties: *([Documentation Here.](readMeAssets/random_entities.properties))*
1. "speed" texture property to vary textures by their top speed *(useful for horses, and all mobs)*
2. "jumpStrength" texture property to vary textures by their jump strength *(useful for horses)*
3. "maxHealth" texture property to vary textures by their max health *(useful for horses, and all mobs)*
4. "llamaInventory" texture property to vary llama textures by their carry capacity
5. "hiddenGene" texture property to vary panda textures by their hidden gene
6. "playerCreated" texture property to vary iron golem textures by whether they were created by a player
7. "screamingGoat" texture property to vary goat textures by whether they are the screaming variant
8. "distanceFromPlayer" texture property to vary mob textures by their distance from the player
9. "creeperCharged" texture property to vary creeper textures by whether the creeper has been charged by lightning
10. "statusEffect" texture property to vary textures by status effect or Brown MooShroom suspicious stew variants
- added more crash prevention, most features should simply not work, and log an error, instead of immediately crashing
- added a new skin feature option "nose" available from the new skin tool GUI
- added an extra skin feature cape option (ETF) available from the new skin tool GUI
- added config option "hideConfigButton" to disable ETF config button in the resource-pack screen *(only available in the config.json file)*
- changed the iris pbr fix setting into the emissive fix settings screen with several options to reflect the more general fix
possibilities *(fixes for animation mods, iris PBR and a few others)*
- updated russian translation thanks to @Felix14-v2
- tweaked the debug printout
- fixed an ArrayIndexOutOfBoundsException crash related to caches
- fixed an issue with additional textures *(drowned_outer_layer & sheep_fur & more)* not loading right when in the
optifine or ETF folders
- fixed elytra_left.png not working and other asymmetrical elytra issues
- fixed forge using the */defaultconfigs/* folder instead of the */config/* folder
- fixed vanilla capes *(like migrator capes)* not using emissive and enchanted data from skin features
- fixed third party capes not loading correctly*(OptiFine and minecraftcapes.net)*
- fixed color property being broken for light_blue/blue & light_gray/gray colors
- fixed a crash when reading corrupt or broken config files
- and many more minor tweaks and fixes :)
[Fabric] Entity Texture Features [V4.1.0]-[1.19.x]
*Update summary:*
ETF 4.1 mostly brings the new skin feature tool, with a redesigned GUI to fit, as well as several
new texture properties to further customize your mob textures beyond what OptiFine offers
And of course many fixes, enjoy :)
- redesigned the settings GUI, cloth config is no longer required on Forge *(Openable from modmenu or a new button in the resource-pack screen)*
- added a GUI for selecting player features and saving or uploading a player feature ready skin with all your choices *(openable when in-game from the new settings GUI)*
- added new mob texture properties: *([Documentation Here.](readMeAssets/random_entities.properties))*
1. "speed" texture property to vary textures by their top speed *(useful for horses, and all mobs)*
2. "jumpStrength" texture property to vary textures by their jump strength *(useful for horses)*
3. "maxHealth" texture property to vary textures by their max health *(useful for horses, and all mobs)*
4. "llamaInventory" texture property to vary llama textures by their carry capacity
5. "hiddenGene" texture property to vary panda textures by their hidden gene
6. "playerCreated" texture property to vary iron golem textures by whether they were created by a player
7. "screamingGoat" texture property to vary goat textures by whether they are the screaming variant
8. "distanceFromPlayer" texture property to vary mob textures by their distance from the player
9. "creeperCharged" texture property to vary creeper textures by whether the creeper has been charged by lightning
10. "statusEffect" texture property to vary textures by status effect or Brown MooShroom suspicious stew variants
- added more crash prevention, most features should simply not work, and log an error, instead of immediately crashing
- added a new skin feature option "nose" available from the new skin tool GUI
- added an extra skin feature cape option (ETF) available from the new skin tool GUI
- added config option "hideConfigButton" to disable ETF config button in the resource-pack screen *(only available in the config.json file)*
- changed the iris pbr fix setting into the emissive fix settings screen with several options to reflect the more general fix
possibilities *(fixes for animation mods, iris PBR and a few others)*
- updated russian translation thanks to @Felix14-v2
- tweaked the debug printout
- fixed an ArrayIndexOutOfBoundsException crash related to caches
- fixed an issue with additional textures *(drowned_outer_layer & sheep_fur & more)* not loading right when in the
optifine or ETF folders
- fixed elytra_left.png not working and other asymmetrical elytra issues
- fixed forge using the */defaultconfigs/* folder instead of the */config/* folder
- fixed vanilla capes *(like migrator capes)* not using emissive and enchanted data from skin features
- fixed third party capes not loading correctly*(OptiFine and minecraftcapes.net)*
- fixed color property being broken for light_blue/blue & light_gray/gray colors
- fixed a crash when reading corrupt or broken config files
- and many more minor tweaks and fixes :)
[Forge] Entity Texture Features [V4.1.0]-[1.19.x]
*Update summary:*
ETF 4.1 mostly brings the new skin feature tool, with a redesigned GUI to fit, as well as several
new texture properties to further customize your mob textures beyond what OptiFine offers
And of course many fixes, enjoy :)
- redesigned the settings GUI, cloth config is no longer required on Forge *(Openable from modmenu or a new button in the resource-pack screen)*
- added a GUI for selecting player features and saving or uploading a player feature ready skin with all your choices *(openable when in-game from the new settings GUI)*
- added new mob texture properties: *([Documentation Here.](readMeAssets/random_entities.properties))*
1. "speed" texture property to vary textures by their top speed *(useful for horses, and all mobs)*
2. "jumpStrength" texture property to vary textures by their jump strength *(useful for horses)*
3. "maxHealth" texture property to vary textures by their max health *(useful for horses, and all mobs)*
4. "llamaInventory" texture property to vary llama textures by their carry capacity
5. "hiddenGene" texture property to vary panda textures by their hidden gene
6. "playerCreated" texture property to vary iron golem textures by whether they were created by a player
7. "screamingGoat" texture property to vary goat textures by whether they are the screaming variant
8. "distanceFromPlayer" texture property to vary mob textures by their distance from the player
9. "creeperCharged" texture property to vary creeper textures by whether the creeper has been charged by lightning
10. "statusEffect" texture property to vary textures by status effect or Brown MooShroom suspicious stew variants
- added more crash prevention, most features should simply not work, and log an error, instead of immediately crashing
- added a new skin feature option "nose" available from the new skin tool GUI
- added an extra skin feature cape option (ETF) available from the new skin tool GUI
- added config option "hideConfigButton" to disable ETF config button in the resource-pack screen *(only available in the config.json file)*
- changed the iris pbr fix setting into the emissive fix settings screen with several options to reflect the more general fix
possibilities *(fixes for animation mods, iris PBR and a few others)*
- updated russian translation thanks to @Felix14-v2
- tweaked the debug printout
- fixed an ArrayIndexOutOfBoundsException crash related to caches
- fixed an issue with additional textures *(drowned_outer_layer & sheep_fur & more)* not loading right when in the
optifine or ETF folders
- fixed elytra_left.png not working and other asymmetrical elytra issues
- fixed forge using the */defaultconfigs/* folder instead of the */config/* folder
- fixed vanilla capes *(like migrator capes)* not using emissive and enchanted data from skin features
- fixed third party capes not loading correctly*(OptiFine and minecraftcapes.net)*
- fixed color property being broken for light_blue/blue & light_gray/gray colors
- fixed a crash when reading corrupt or broken config files
- and many more minor tweaks and fixes :)
[Forge] Entity Texture Features [V4.0.2]-[1.16.5]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
[Forge] Entity Texture Features [V4.0.2]-[1.17.1]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
[Forge] Entity Texture Features [V4.0.2]-[1.18.2]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
[Forge] Entity Texture Features [V4.0.2]-[1.19]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
[Fabric] Entity Texture Features [V4.0.2]-[1.16.5]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
[Fabric] Entity Texture Features [V4.0.2]-[1.17.1]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
[Fabric] Entity Texture Features [V4.0.2]-[1.18.2]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
[Fabric] Entity Texture Features [V4.0.2]-[1.19]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
[Fabric] Entity Texture Features [V4.0.1]-[1.19]
[V4.0.1]
- fixed cape mod compatibility
- added quark compatibility warning that disables incompatible features
[V4.0]
*changes since last stable release*
ETF's source code has been almost entirely rewritten with a focus on optimization.
Some scenarios exhibit up to 11 times less processing time usage, and in general the mod is much more stable and efficient
The source code has also been ported to a single codebase for forge and fabric using architechtury to streamline same time updating of both.
Groundwork has been laid to more easily backport the mod to 1.16, 1.17 & 1.18 these will come later
- added legacy optifine biome name support e.g. "ForestHills" *(it is only mapped to current best fit, it is up to RP creators to keep their things updated)*
- added option to disable ETF texture patching to allow iris PBR to function *(this implementation may or may not be final)* *(expect possible z-fighting with etf emissive textures when using certain shaders)*
- added: additional mob textures like "sheep_fur.png" can now optionally utilize a "sheep_fur.properties" file to have settings different to the 'base' texture, if this properties file is not present ETF will try and use the same variant number as the 'base' texture the mob is using, failing all of these it will default to the regular vanilla texture for this variant
- added: config option "advanced_IncreaseCacheSizeModifier" which will only show in the config file, this should only be increased in the event of an extremely modded instance having over 2000 entities loaded on the client (the amount ETF now keeps track of at any given time), to prevent them being removed from ETF's memory.
- added: option to have a different texture on the left elytra wing using *"elytra_left.png"* *(compatible with CITResewn)*
- fixed blocks property not also checking the block spawned inside correctly
- fixed: issue with capes, and other skin features, having incorrect enchanted pixels
- fixed: armor and elytra emissives rendering behind textures, now works with iris pbr fix
- fixed: skin feature capes and issues preventing vanilla cape rendering in rewrite
- fixed: bed textures getting stuck to a co-ord position between different color beds
- fixed: shulker box textures getting stuck to a co-ord position between different color shulker boxes
- fixed: a minor issue with 2 frame blinking not registering the correct texture
- fixed: armor emissive bright mode bug
- fixed: shulker box emissive bright mode bug
- fixed: elytra emissive bright mode bug
- changed: custom potion effects have been removed as due to limits of client/server data transparency there is no reliable way to have it update during-game *(potion info is **only** sent to clients in the mobs first seen/spawn packet :/ )*
- changed: textures with property files that do not read correctly and cause problems will now fall back to the vanilla texture instead of randomly picking and causing confusion
- changed: block entity features will not render if the texture is animated as it is not supported *(no need to change settings)*
- broke: puzzle support will be broken for a short period after release until I PR a fix to the dev
[Forge] Entity Texture Features [V4.0.1]-[1.19]
[V4.0.1]
- fixed cape mod compatibility
- added quark compatibility warning that disables incompatible features
[V4.0]
*changes since last stable release*
ETF's source code has been almost entirely rewritten with a focus on optimization.
Some scenarios exhibit up to 11 times less processing time usage, and in general the mod is much more stable and efficient
The source code has also been ported to a single codebase for forge and fabric using architechtury to streamline same time updating of both.
Groundwork has been laid to more easily backport the mod to 1.16, 1.17 & 1.18 these will come later
- added legacy optifine biome name support e.g. "ForestHills" *(it is only mapped to current best fit, it is up to RP creators to keep their things updated)*
- added option to disable ETF texture patching to allow iris PBR to function *(this implementation may or may not be final)* *(expect possible z-fighting with etf emissive textures when using certain shaders)*
- added: additional mob textures like "sheep_fur.png" can now optionally utilize a "sheep_fur.properties" file to have settings different to the 'base' texture, if this properties file is not present ETF will try and use the same variant number as the 'base' texture the mob is using, failing all of these it will default to the regular vanilla texture for this variant
- added: config option "advanced_IncreaseCacheSizeModifier" which will only show in the config file, this should only be increased in the event of an extremely modded instance having over 2000 entities loaded on the client (the amount ETF now keeps track of at any given time), to prevent them being removed from ETF's memory.
- added: option to have a different texture on the left elytra wing using *"elytra_left.png"* *(compatible with CITResewn)*
- fixed blocks property not also checking the block spawned inside correctly
- fixed: issue with capes, and other skin features, having incorrect enchanted pixels
- fixed: armor and elytra emissives rendering behind textures, now works with iris pbr fix
- fixed: skin feature capes and issues preventing vanilla cape rendering in rewrite
- fixed: bed textures getting stuck to a co-ord position between different color beds
- fixed: shulker box textures getting stuck to a co-ord position between different color shulker boxes
- fixed: a minor issue with 2 frame blinking not registering the correct texture
- fixed: armor emissive bright mode bug
- fixed: shulker box emissive bright mode bug
- fixed: elytra emissive bright mode bug
- changed: custom potion effects have been removed as due to limits of client/server data transparency there is no reliable way to have it update during-game *(potion info is **only** sent to clients in the mobs first seen/spawn packet :/ )*
- changed: textures with property files that do not read correctly and cause problems will now fall back to the vanilla texture instead of randomly picking and causing confusion
- changed: block entity features will not render if the texture is animated as it is not supported *(no need to change settings)*
- broke: puzzle support will be broken for a short period after release until I PR a fix to the dev
[Forge] Entity Texture Features [V4.0]-[1.19]
[V4.0]
*changes since last stable release*
ETF's source code has been almost entirely rewritten with a focus on optimization.
Some scenarios exhibit up to 11 times less processing time usage, and in general the mod is much more stable and efficient
The source code has also been ported to a single codebase for forge and fabric using architechtury to streamline same time updating of both.
Groundwork has been laid to more easily backport the mod to 1.16, 1.17 & 1.18 these will come later
- added legacy optifine biome name support e.g. "ForestHills" *(it is only mapped to current best fit, it is up to RP creators to keep their things updated)*
- added option to disable ETF texture patching to allow iris PBR to function *(this implementation may or may not be final)* *(expect possible z-fighting with etf emissive textures when using certain shaders)*
- added: additional mob textures like "sheep_fur.png" can now optionally utilize a "sheep_fur.properties" file to have settings different to the 'base' texture, if this properties file is not present ETF will try and use the same variant number as the 'base' texture the mob is using, failing all of these it will default to the regular vanilla texture for this variant
- added: config option "advanced_IncreaseCacheSizeModifier" which will only show in the config file, this should only be increased in the event of an extremely modded instance having over 2000 entities loaded on the client (the amount ETF now keeps track of at any given time), to prevent them being removed from ETF's memory.
- added: option to have a different texture on the left elytra wing using *"elytra_left.png"* *(compatible with CITResewn)*
- fixed blocks property not also checking the block spawned inside correctly
- fixed: issue with capes, and other skin features, having incorrect enchanted pixels
- fixed: armor and elytra emissives rendering behind textures, now works with iris pbr fix
- fixed: skin feature capes and issues preventing vanilla cape rendering in rewrite
- fixed: bed textures getting stuck to a co-ord position between different color beds
- fixed: shulker box textures getting stuck to a co-ord position between different color shulker boxes
- fixed: a minor issue with 2 frame blinking not registering the correct texture
- fixed: armor emissive bright mode bug
- fixed: shulker box emissive bright mode bug
- fixed: elytra emissive bright mode bug
- changed: custom potion effects have been removed as due to limits of client/server data transparency there is no reliable way to have it update during-game *(potion info is **only** sent to clients in the mobs first seen/spawn packet :/ )*
- changed: textures with property files that do not read correctly and cause problems will now fall back to the vanilla texture instead of randomly picking and causing confusion
- changed: block entity features will not render if the texture is animated as it is not supported *(no need to change settings)*
- broke: puzzle support will be broken for a short period after release until I PR a fix to the dev
[Fabric] Entity Texture Features [V4.0]-[1.19]
[V4.0]
*changes since last stable release*
ETF's source code has been almost entirely rewritten with a focus on optimization.
Some scenarios exhibit up to 11 times less processing time usage, and in general the mod is much more stable and efficient
The source code has also been ported to a single codebase for forge and fabric using architechtury to streamline same time updating of both.
Groundwork has been laid to more easily backport the mod to 1.16, 1.17 & 1.18 these will come later
- added legacy optifine biome name support e.g. "ForestHills" *(it is only mapped to current best fit, it is up to RP creators to keep their things updated)*
- added option to disable ETF texture patching to allow iris PBR to function *(this implementation may or may not be final)* *(expect possible z-fighting with etf emissive textures when using certain shaders)*
- added: additional mob textures like "sheep_fur.png" can now optionally utilize a "sheep_fur.properties" file to have settings different to the 'base' texture, if this properties file is not present ETF will try and use the same variant number as the 'base' texture the mob is using, failing all of these it will default to the regular vanilla texture for this variant
- added: config option "advanced_IncreaseCacheSizeModifier" which will only show in the config file, this should only be increased in the event of an extremely modded instance having over 2000 entities loaded on the client (the amount ETF now keeps track of at any given time), to prevent them being removed from ETF's memory.
- added: option to have a different texture on the left elytra wing using *"elytra_left.png"* *(compatible with CITResewn)*
- fixed blocks property not also checking the block spawned inside correctly
- fixed: issue with capes, and other skin features, having incorrect enchanted pixels
- fixed: armor and elytra emissives rendering behind textures, now works with iris pbr fix
- fixed: skin feature capes and issues preventing vanilla cape rendering in rewrite
- fixed: bed textures getting stuck to a co-ord position between different color beds
- fixed: shulker box textures getting stuck to a co-ord position between different color shulker boxes
- fixed: a minor issue with 2 frame blinking not registering the correct texture
- fixed: armor emissive bright mode bug
- fixed: shulker box emissive bright mode bug
- fixed: elytra emissive bright mode bug
- changed: custom potion effects have been removed as due to limits of client/server data transparency there is no reliable way to have it update during-game *(potion info is **only** sent to clients in the mobs first seen/spawn packet :/ )*
- changed: textures with property files that do not read correctly and cause problems will now fall back to the vanilla texture instead of randomly picking and causing confusion
- changed: block entity features will not render if the texture is animated as it is not supported *(no need to change settings)*
- broke: puzzle support will be broken for a short period after release until I PR a fix to the dev
[Forge] Entity Texture Features [V3.1.5]-[1.18.2]
- fixed a crash on forge
- block entity features will not render if the texture is animated as it is not supported *(no need to change settings)*
- further optimizations to additional mob textures *(like sheep_fur.png)*
- fixed elytra emissive texture rendering
[Fabric] Entity Texture Features [V3.1.4]-[1.18.x]
- fixed a logic mistake causing high lag when additional mob textures *(like sheep_fur.png)* did not have the same or higher number of variations as the base texture
- the Blocks property now also check the block the mob spawned inside of *(allowing things like water, cave_air, flowers, torches, etc. to be used, and also fixes issues with soul-sand and mud not reading correctly)*
- added an option to enable / disable block entity emissive and custom textures as they currently do not support vanilla animated textures and may want to be disabled by such users
- added some missed translation support *(Still only english atm :/)*
[Fabric] Entity Texture Features [V3.1.4]-[1.19]
- fixed a logic mistake causing high lag when additional mob textures *(like sheep_fur.png)* did not have the same or higher number of variations as the base texture
- the Blocks property now also check the block the mob spawned inside of *(allowing things like water, cave_air, flowers, torches, etc. to be used, and also fixes issues with soul-sand and mud not reading correctly)*
- added an option to enable / disable block entity emissive and custom textures as they currently do not support vanilla animated textures and may want to be disabled by such users
- added some missed translation support *(Still only english atm :/)*
[Forge] Entity Texture Features [V3.1.4]-[1.18.2]
- fixed a logic mistake causing high lag when additional mob textures *(like sheep_fur.png)* did not have the same or higher number of variations as the base texture
- the Blocks property now also check the block the mob spawned inside of *(allowing things like water, cave_air, flowers, torches, etc. to be used, and also fixes issues with soul-sand and mud not reading correctly)*
- added an option to enable / disable block entity emissive and custom textures as they currently do not support vanilla animated textures and may want to be disabled by such users
- added some missed translation support *(Still only english atm :/)*
Entity Texture Features [V3.1.3]-[1.18.2]
[forge port of V3.1.3]
- fixed a crash related to forge loading without cloth config, that caused the game to crash prior to displaying the missing mod warning
- sheep wool support added *(wool doesn't apply dye color to the emissive texture, use custom texture colour properties to set an altered coloured texture instead if required. A sheep using sheep2.png will try and use the equivalent wool2.png and will use the default otherwise )*
- fixed a crash due to an incorrect texture path for custom capes skin feature
- tweaked property file loading to be more consistent with resource-pack order *(using folders like "etf/random" & the vanilla locations will no longer accidentally override or be overridden by packs out of order)*
- iron golem cracking texture support added *(an iron_golem using texture2.png will try and use "crack_texture2.png" and will use the default if it doesn't exist)*
[forge port of V3.1.2]
- shoulder parrot support re-enabled
[forge port of V3.0.4]
- shoulder parrot support disabled (could not get working)
[V3.0.4]
- chest & shulker custom texture caching is more consistent
- texture cache data now also resets on game disconnect
[V3.0.3]
- fixed names property not working with chests (they will still not function on servers unless a mod is used to send
blockEntity name data to clients)
[V3.0.2]
- fixed certain blocks not reading correctly for the Blocks texture property
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight
for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & "
john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
Entity Texture Features [V3.1.3]-[1.19]
[V3.1.3]
- sheep wool support added *(wool doesn't apply dye color to the emissive texture, use custom texture colour properties to set an altered coloured texture instead if required. A sheep using sheep2.png will try and use the equivalent wool2.png and will use the default otherwise )*
- fixed a crash due to an incorrect texture path for custom capes skin feature
- tweaked property file loading to be more consistent with resource-pack order *(using folders like "etf/random" & the vanilla locations will no longer accidentally override or be overridden by packs out of order)*
- iron golem cracking texture support added *(an iron_golem using texture2.png will try and use "crack_texture2.png" and will use the default if it doesn't exist)*
[V3.1.2]
- fixed a crash related to player skins that could occur when leaving a server
[V3.1.1]
- fixed other Mod integrations for 1.19 *(Mod menu, iris, etc)*
- elytra size fix now set disabled by default
[V3.1.0]
- updated to 1.19 *(for now 1.18.2 will remain supported with feature updates, but 1.18.1 & 1.18.0 will no longer be supported moving forwards, due to very annoying workarounds required)*
- support added for the wardens many texture layers
[V3.0.4]
- chest & shulker custom texture caching is more consistent
- texture cache data now also resets on game disconnect
[V3.0.3]
- fixed names property not working with chests (they will still not function on servers unless a mod is used to send
blockEntity name data to clients)
[V3.0.2]
- fixed certain blocks not reading correctly for the Blocks texture property
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight
for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & "
john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
Entity Texture Features [V3.1.3]-[1.18.x]
[V3.1.3-mc1.18]
- sheep wool support added *(wool doesn't apply dye color to the emissive texture, use custom texture colour properties to set an altered coloured texture instead if required. A sheep using sheep2.png will try and use the equivalent wool2.png and will use the default otherwise )*
- fixed a crash due to an incorrect texture path for custom capes skin feature
- tweaked property file loading to be more consistent with resource-pack order *(using folders like "etf/random" & the vanilla locations will no longer accidentally override or be overridden by packs out of order)*
- iron golem cracking texture support added *(an iron_golem using texture2.png will try and use "crack_texture2.png" and will use the default if it doesn't exist)*
[V3.1.2-mc1.18]
- fixed a crash related to player skins that could occur when leaving a server
[V3.0.4]
- chest & shulker custom texture caching is more consistent
- texture cache data now also resets on game disconnect
[V3.0.3]
- fixed names property not working with chests (they will still not function on servers unless a mod is used to send
blockEntity name data to clients)
[V3.0.2]
- fixed certain blocks not reading correctly for the Blocks texture property
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight
for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & "
john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
Entity Texture Features [V3.1.2]-[1.18.2]
[forge port of V3.1.2]
- shoulder parrot support re-enabled
[forge port of V3.0.4]
- shoulder parrot support disabled (could not get working)
[V3.0.4]
- chest & shulker custom texture caching is more consistent
- texture cache data now also resets on game disconnect
[V3.0.3]
- fixed names property not working with chests (they will still not function on servers unless a mod is used to send
blockEntity name data to clients)
[V3.0.2]
- fixed certain blocks not reading correctly for the Blocks texture property
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight
for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & "
john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
Entity Texture Features [V3.1.2]-[1.19]
[V3.1.2]
- fixed a crash related to player skins that could occur when leaving a server
[V3.1.1]
- fixed other Mod integrations for 1.19 *(Mod menu, iris, etc)*
- elytra size fix now set disabled by default
[V3.1.0]
- updated to 1.19 *(for now 1.18.2 will remain supported with feature updates, but 1.18.1 & 1.18.0 will no longer be supported moving forwards, due to very annoying workarounds required)*
- support added for the wardens many texture layers
[V3.0.4]
- chest & shulker custom texture caching is more consistent
- texture cache data now also resets on game disconnect
[V3.0.3]
- fixed names property not working with chests (they will still not function on servers unless a mod is used to send
blockEntity name data to clients)
[V3.0.2]
- fixed certain blocks not reading correctly for the Blocks texture property
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight
for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & "
john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
Entity Texture Features [V3.1.2]-[1.18.x]
[V3.1.2-mc1.18]
- fixed a crash related to player skins that could occur when leaving a server
[V3.0.4]
- chest & shulker custom texture caching is more consistent
- texture cache data now also resets on game disconnect
[V3.0.3]
- fixed names property not working with chests (they will still not function on servers unless a mod is used to send
blockEntity name data to clients)
[V3.0.2]
- fixed certain blocks not reading correctly for the Blocks texture property
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight
for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & "
john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
Entity Texture Features [V3.1.1]-[1.19]
[V3.1.1]
- fixed other Mod integrations for 1.19 *(Mod menu, iris, etc)*
- elytra size fix now set disabled by default
[V3.1.0]
- updated to 1.19 *(for now 1.18.2 will remain supported with feature updates, but 1.18.1 & 1.18.0 will no longer be supported moving forwards, due to very annoying workarounds required)*
- support added for the wardens many texture layers
[V3.0.4]
- chest & shulker custom texture caching is more consistent
- texture cache data now also resets on game disconnect
[V3.0.3]
- fixed names property not working with chests (they will still not function on servers unless a mod is used to send
blockEntity name data to clients)
[V3.0.2]
- fixed certain blocks not reading correctly for the Blocks texture property
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight
for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & "
john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
Entity Texture Features [V3.1.0]-[1.19]
[V3.1.0]
- updated to 1.19 *(for now 1.18.2 will remain supported with feature updates, but 1.18.1 & 1.18.0 will no longer be supported moving forwards, due to very annoying workarounds required)*
- support added for the wardens many texture layers
[V3.0.4]
- chest & shulker custom texture caching is more consistent
- texture cache data now also resets on game disconnect
[V3.0.3]
- fixed names property not working with chests (they will still not function on servers unless a mod is used to send
blockEntity name data to clients)
[V3.0.2]
- fixed certain blocks not reading correctly for the Blocks texture property
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight
for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & "
john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
Entity Texture Features [V3.0.4]-[Forge-1.18.2]
[forge port of V3.0.4]
- shoulder parrot support disabled (could not get working in forge)
- EXPECT BUGS DUE TO BEING FIRST FORGE PORT
[V3.0.4]
- chest & shulker custom texture caching is more consistent
- texture cache data now also resets on game disconnect
[V3.0.3]
- fixed names property not working with chests (they will still not function on servers unless a mod is used to send
blockEntity name data to clients)
[V3.0.2]
- fixed certain blocks not reading correctly for the Blocks texture property
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight
for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & "
john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
Entity Texture Features [V3.0.4]-[1.18.x]
[V3.0.4]
- chest & shulker custom texture caching is more consistent
- texture cache data now also resets on game disconnect
[V3.0.3]
- fixed names property not working with chests (they will still not function on servers unless a mod is used to send
blockEntity name data to clients)
[V3.0.2]
- fixed certain blocks not reading correctly for the Blocks texture property
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight
for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & "
john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
Entity Texture Features [V3.0.3]-[1.18.x]
[V3.0.3]
- fixed names property not working with chests (they will still not function on servers unless a mod is used to send
blockEntity name data to clients)
[V3.0.2]
- fixed certain blocks not reading correctly for the Blocks texture property
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight
for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & "
john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
Entity Texture Features [V3.0.2]-[1.18.x]
[V3.0.2]
- fixed certain blocks not reading correctly for the Blocks texture property
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight
for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & "
john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
Entity Texture Features [V3.0.1]-[1.18.x]
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight
for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & "
john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
Entity Texture Features [V3.0.0]-[1.19.pre3]
[V3.0.0]
updated to 1.19.pre3 for testing
EXPECT BUGS
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight
for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & "
john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
Entity Texture Features [V3.0.0]-[1.18.x]
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight
for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & "
john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
Entity Texture Features [Beta V2.6.4]-[1.18.x]
Various code improvements implemented thanks to @Maximum#8760:
- logging
- iris compatibility
- translation support
- A great deal of source code support and proofreading, thank you again @Maximum#8760
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight
for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & "
john smith"})
Added:
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with
shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a
skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these
warnings and override them
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity feature renderer code
- litematica compatibility
- various minor issues
Entity Texture Features [V2.6.0]-[1.18+]
Changes since last Release:
- enabled all versions after 1.18 for snapshot testing
- optimized code with a focus on preventing future mod conflicts
- added "etf/random" directory support thats acts as an override to the "optifine/random" directory as an option for resourcepack devs
- added support for villager profession/type/level textures to use their own properties file (Optifine parity)
- added support for random / custom vanilla glowing eyes (spider, enderman, phantom) (Optifine parity)
- added texture customizing property "teams" to set mob texture by scoreboard team name
- added emissive armour support (Optifine parity)
- added emissive horse armour support (Optifine parity)
- added emissive & random / custom horse marking texture support (Optifine parity)
- added shulker head emissive and random texture support (Optifine parity)
- added a setting to allow illegal characters in texture files like spaces and capitals (Optifine parity)
- added a setting in Custom textures to customize property updating restrictions (E.G if disabled for biomes a desert zombie that walks into a forest will be able to change texture based on the new biome, as opposed to the default behaviour where it will keep its desert skin)
- change: blinking now occurs truly randomly within configured frequency
- change: how optifine properties are applied. (Biome and other non-updating properties will no longer prevent / effect updating properties like health or name.)
- change: mod-menu config option screen tweaks
- change: CIT resewn elytra message removed as CIT now supports ETF emissive elytras
- fix: properties not updating correctly
- fix: property files being read from below resource-packs and applying to textures that should have overridden the custom properties (e.g texture property files will now only apply to textures in the same pack or below packs)
- fix: textures reverting to vanilla after a time with certain property file configurations
- fix: shulker colors not using shulker.properties
- fix: many other simple crashes or unexpected behaviours not worth mentioning
Entity Texture Features [V2.6.RC2]-[1.18+]
- fixed a crash with Puzzle in RC1
Entity Texture Features [V2.6.RC1]-[1.18+]
Changes since last Release:
- enabled all versions after 1.18 for snapshot testing
- optimized code with a focus on preventing future mod conflicts
- added "etf/random" directory support thats acts as an override to the "optifine/random" directory as an option for resourcepack devs
- added support for villager profession/type/level textures to use their own properties file (Optifine parity)
- added support for random / custom vanilla glowing eyes (spider, enderman, phantom) (Optifine parity)
- added texture customizing property "teams" to set mob texture by scoreboard team name
- added emissive armour support (Optifine parity)
- added emissive horse armour support (Optifine parity)
- added emissive & random / custom horse marking texture support (Optifine parity)
- added shulker head emissive and random texture support (Optifine parity)
- added a setting to allow illegal characters in texture files like spaces and capitals (Optifine parity)
- added a setting in Custom textures to customize property updating restrictions (E.G if disabled for biomes a desert zombie that walks into a forest will be able to change texture based on the new biome, as opposed to the default behaviour where it will keep its desert skin)
- change: blinking now occurs truly randomly within configured frequency
- change: how optifine properties are applied. (Biome and other non-updating properties will no longer prevent / effect updating properties like health or name.)
- change: mod-menu config option screen tweaks
- change: CIT resewn elytra message removed as CIT now supports ETF emissive elytras
- fix: properties not updating correctly
- fix: property files being read from below resource-packs and applying to textures that should have overridden the custom properties (e.g texture property files will now only apply to textures in the same pack or below packs)
- fix: textures reverting to vanilla after a time with certain property file configurations
- fix: many other simple crashes or unexpected behaviours not worth mentioning
Entity Texture Features [V2.5.16]-[1.18+]
Entity Texture Features [V2.5.15]-[1.18+]
- restructured how optifine properties are applied. (Biome and other non-updating properties will no longer prevent / effect updating properties like health or name.)
- added an option in Custom textures to remove property updating restrictions (E.G if disabled a desert zombie that walks into a forest will be able to change texture based on the new biome, as opposed to the default behaviour where it will keep its desert skin)
[V2.5.14] beta
- blinking now occurs truly randomly within allowed frequency
- fixed random properties sometimes being ignored in previous betas
- added a setting to allow illegal characters in texture files like spaces and capitals (Optifine parity)
Entity Texture Features [V2.5.13]-[1.18+]
- fixed villager mixin crash
Entity Texture Features [V2.5.12]-[1.18+]
- added emissive horse armour support
- added emissive & random horse marking texture support
- added shulker head emissive and random texture support
- fixed an issue with biome textures reverting to vanilla after a time with certain property file configurations
- fixed a previous beta change that broke random physics mod entity ragdoll textures
- optimized a lot of code and reworded things for better mod compatibility
Entity Texture Features [V2.5.10]-[1.18+]
- fixed crashes in previous betas related to villager additional texture layers
- allowed resource-packs to use the "etf/random" directory as an override to the "optifine/random" directory
- fixed property files being read from other resource-packs and applying to the wrong textures
Entity Texture Features [V2.5.9]-[1.18+]
- fixed transparent capes not properly overriding vanilla cape rendering
- fixed a crash related to blinking in skins
Entity Texture Features [V2.5.8]-[1.18+]
- support for random / custom vanilla glowing eyes (spider, enderman, phantom)
[V2.5.7] beta
- fixed names not updating
- added texture customizing property "teams" to set mob texture by scoreboard team name
- allowed villager profession/type/level textures to use their own properties file
- enabled all versions after 1.18 for snapshot testing
Entity Texture Features [V2.5.6]-[1.18.x]
Differences from last non beta release:
- All of 1.18.x now in the one .jar file
- cape support for Skin File Custom Capes , Minecraftcapes.net Capes & Optifine Capes
- fixes for slime's outer layer
- new mob texture property "blocks" so you can set a mob's texture based on the block it spawned on with support for ! before the block to ivnert the check
- support for resource-packs to control blinking length and frequency per texture via a "texture_blink.properties" file
- option to 'thin' the Elytra model as its stretched strangely in vanilla
- Improved the skin feature guide
- fix for villager type & profession varied textures
- supported transparent capes
- tweaked config menu inconsistencies also reflecting changes to puzzle mod
- fixed Iris shader crashes
- fixed null pointer crashes related to blinking
- fixed random mobs being broken in previous betas
- allowed the default texture of a mob to be overridden by the optifine directory (optifine parity)
- Z-Fighting fix extended to skin emissives
- fixed inspecio view models texture flickering, and likely many other GUI mob renderers having a similar issue
- optimized player skin retrieval code for large servers
- many major code cleanups and optimizations
Entity Texture Features [V2.5.5]-[1.18.x]
- fixed inspecio view models texture flickering, and likely many other GUI mob renderers having a similar issue
Entity Texture Features [V2.5.4]-[1.18.x]
- better fix for Iris shader crashes optimized over previous fix
- fixed random mobs being broken in previous betas
- allowed the default texture of a mob to be overridden by the optifine directory (optifine parity)
- further fixes for crash with blinking
- Z-Fighting fix extended to skin emissives
Entity Texture Features [V2.5.3]-[1.18.x]
- fixed Iris shader crashes
- fixed null pointer crashes related to blinking
- temporarily disabled CIT emissive elytra support
Entity Texture Features [V2.5.2]-[1.18.x]
- allowed 'blocks' texture property to use ! before block name to invert the check
- supported transparent capes
- tweaked config menu inconsistencies and changes to puzzle mod
Entity Texture Features [V2.5.1]-[1.18.x]
- fix for villager type & profession varied textures no emissives
Entity Texture Features [V2.5.0]-[1.18.x]
- All of 1.18.x now in the one .jar file
- several optimizations and fixes
- cape support for Skin File Custom Capes , Minecraftcapes.net Capes & Optifine Capes
- fixes for slimes outer layer
- new mob texture property "blocks" so you can set a mob's texture based on the block it spawned on
- support for resource-packs to control blinking length and frequency per texture via a "texture_blink.properties" file
- option to 'thin' the Elytra model as its stretched strangely in vanilla
- Improved the skin feature guide
Entity Texture Features [V2.4.5]-[1.18.x]
- several optimizations and future proofing
- new player skin feature: Villager nose
Entity Texture Features [V2.4.4]-[1.18.x]
Entity Texture Features [V2.4.2]-[1.18.x]
- improved jacket extension code
- added custom mooshroom mushroom textures
Entity Texture Features [V2.4.2]-[1.18.2]
- improved jacket extension code
- added custom mooshroom mushroom textures
Entity Texture Features [V2.4.2]-[1.18.0-1]
- improved jacket extension code
- added custom mooshroom mushroom textures
Entity Texture Features [V2.4.1]-[1.18.1]
Entity Texture Features [V2.4.1]-[1.18.2]
Entity Texture Features [V2.4.1]-[1.18.0]
Entity Texture Features [V2.3.5]
- fixed biome matching updating incorrectly for custom textures
Entity Texture Features [V2.3.4]
- several optimizations
- rebranding
Entity Texture Features [V2.3.3]-[1.18.2]
- First person hand skin features
- emissive textures and blinking fixed
- several code optimizations
Entity Texture Features [V2.3.2]-[1.18.2]
- updated to 1.18.2 with improvements in sources from @Natoboram, thank you
- added limited elytra and trident support
- added blinking mobs feature
- added player skin features - more details in description updated soon
- several optimizations
- several bug fixes
[V2.3.2]
- Setting added for custom texture updating frequency to support server mobs better
Entity Texture Features [V2.3.1]-[1.18.2]
- updated to 1.18.2 with improvements in sources from @Natoboram, thank you
- added limited elytra and trident support
- added blinking mobs feature
- added player skin features - more details in description updated soon
- several optimizations
- several bug fixes
Entity Texture Features [1.16.5-Backport]-[V2.1.4]]
expect possible bugs
will not be updated as frequently
Entity Texture Features [1.17.1-Backport]-[V2.1.4]
expect possible bugs
will not be updated as frequently
Entity Texture Features [V2.1.4]
- fixed counting bug with random mobs missing a 1.png texture
- biome names will now check correctly for all biomes, make sure to use "_" instead of spaces
Entity Texture Features [V2.1.3]
- better .properties file reading
Entity Texture Features [V2.1.2]
- a few bug fixes with mobs changing texture when damaged when they shouldn't
- and custom name options not liking regex inputs
- general optimizations
- set to launch on client only
Entity Texture features [V2.1.1]
more general custom emissive suffix support
Specifically tested with creeper-plus pack which was the source of bug report
Entity Texture Features
iris shader optimizations for emissive z-figthing will only apply if iris mod is detected
Entity Texture Features [V2.0]
major rewrite and performance boost - basically negligible after first load.
support for Optifine_format Old_format & vanilla directory random mobs
Entity Texture Features [V1.05]
no longer need to have multiple textures match for mobs with multiple textures
Entity Texture Features [V1.04]
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