- improved handling of block modifiers with the same name. Both will be parsed and applied in the right order. Especially relevant for legacy stuff conversion
- improved handling of block modifiers with the same name. Both will be parsed and applied in the right order. Especially relevant for legacy stuff conversion
fixed some issues with custo colos not resetting.
all targets from slot and widget modifies can use range targets( the same syntax uses for lots)
you can use color modifiers to add particle options to an effect
slot modifiers work better and have some issues fixed. They now also stack, if you move a slot and another one target the pos where it is moved this is now valid. Also targets filed is optional
color.properties is deprecated, use colors.json
fixed some conversion issues with fluid colormaps
fixed some issues with custo colos not resetting.
all targets from slot and widget modifies can use range targets( the same syntax uses for lots)
you can use color modifiers to add particle options to an effect
slot modifiers work better and have some issues fixed. They now also stack, if you move a slot and another one target the pos where it is moved this is now valid. Also targets filed is optional
color.properties is deprecated, use colors.json
fixed some conversion issues with fluid colormaps
added "terrain_fog_colormap" to dimension modifiers
particles and sound emitters for blocks have a "tick_source" parameter. can be "animate_tick" or "block_broken"
added "terrain_fog_colormap" to dimension modifiers
particles and sound emitters for blocks have a "tick_source" parameter. can be "animate_tick" or "block_broken"
- rando number or blocks is seeded same way as it is with block models.
- Added rand_int and rand_long functions in expressions
- removed some logging when unregistered biomes were passed to clent colors functions, mod will crash instead as it should have been
- improved how shaders are registered
- rando number or blocks is seeded same way as it is with block models.
- Added rand_int and rand_long functions in expressions
- removed some logging when unregistered biomes were passed to clent colors functions, mod will crash instead as it should have been
- improved how shaders are registered
- due to the huge demand here's an early version of 1.21.5 polytone
- due to astronomically huge internal render changes caused by this "minor" 1.21.5 mc version the following features are missing
- anything that touches models (custom item models, 3d particles, fabric separate transform model, biome variant models, auto tinting for incorrectly setup optifine packs, json models offsets)
- light texture stuff (lightmap)
- gui modifiers might be broken
- leash texture
- anything related to textures/models/render types and rendering in general might be broken
- fabric only as who is version chasing on neoforge am I right? (i have the version ready just don't want to support yet anothe one)
- tooltips will now always be appended at the end rather than at the beginning
- added destroy_particle_emitters to block modifiers
- fixed particles 3d models not working
- tooltips will now always be appended at the end rather than at the beginning
- added destroy_particle_emitters to block modifiers
- fixed particles 3d models not working
added particle "tick_rate" param
improved offsets logic
increased max particle count perlayer
fixed a very specifie issue when grass color was assigned to grass block using compound colormap
added particle "tick_rate" param
improved offsets logic
increased max particle count perlayer
fixed a very specifie issue when grass color was assigned to grass block using compound colormap
added particle "tick_rate" param
improved offsets logic
increased max particle count perlayer
fixed a very specifie issue when grass color was assigned to grass block using compound colormap
added particle "tick_rate" param
improved offsets logic
increased max particle count perlayer
fixed a very specifie issue when grass color was assigned to grass block using compound colormap
added particle "tick_rate" param
improved offsets logic
increased max particle count perlayer
fixed a color resolver issue when assigning grass color to itself (grass block)
added particle "tick_rate" param
improved offsets logic
increased max particle count perlayer
fixed a color resolver issue when assigning grass color to itself (grass block)
- blocks visual offsets works with indigo renderer
- blocks visual offsets works with sodium
- blocks visual offsets works with embeddium
- blocks visual offsets works with vanilla (fixed)
- fixed colormaps for grass not being overwritten correctly
- fixed block colors compound colormaps not being concurrent safe
- more random backported fixes
- blocks visual offsets works with indigo renderer
- blocks visual offsets works with sodium
- blocks visual offsets works with embeddium
- blocks visual offsets works with vanilla (fixed)
- fixed colormaps for grass not being overwritten correctly
- fixed block colors compound colormaps not being concurrent safe
- more random backported fixes
- blocks visual offsets works with indigo renderer
- blocks visual offsets works with sodium
- blocks visual offsets works with embeddium
- blocks visual offsets works with vanilla (fixed)
- fixed colormaps for grass not being overwritten correctly
- fixed block colors compound colormaps not being concurrent safe
- blocks visual offsets works with indigo renderer
- blocks visual offsets works with sodium
- blocks visual offsets works with embeddium
- blocks visual offsets works with vanilla (fixed)
- fixed colormaps for grass not being overwritten correctly
- fixed block colors compound colormaps not being concurrent safe
- fixed an issue with color cache not being cleared and repopulated correctly causing rare issues on reload
- fixed fabric fluid fog color not having pos argument
- fixed an issue with color cache not being cleared and repopulated correctly causing rare issues on reload
- fixed fabric fluid fog color not having pos argument
- optimized expressions to just use a concurrent approach when used by block colors. This means that all non blocks colormaps that use expressions should be much faster now
- fixed cloud height expression
- fixed fluid modifiers not using concurrent colormaps
- optimized expressions to just use a concurrent approach when used by block colors. This means that all non blocks colormaps that use expressions should be much faster now
- fixed cloud height expression
- fixed fluid modifiers not using concurrent colormaps
- optimized expressions to just use a concurrent approach when used by block colors. This means that all non blocks colormaps that use expressions should be much faster now
- fixed cloud height expression
- fixed fluid modifiers not using concurrent colormaps
- optimized expressions to just use a concurrent approach when used by block colors. This means that all non blocks colormaps that use expressions should be much faster now
- fixed cloud height expression
- fixed fluid modifiers not using concurrent colormaps
- optimized expressions to just use a concurrent approach when used by block colors. This means that all non blocks colormaps that use expressions should be much faster now
- optimized expressions to just use a concurrent approach when used by block colors. This means that all non blocks colormaps that use expressions should be much faster now
- optimized expressions to just use a concurrent approach when used by block colors. This means that all non blocks colormaps that use expressions should be much faster now
- fixed cloud height expression
- optimized expressions to just use a concurrent approach when used by block colors. This means that all non blocks colormaps that use expressions should be much faster now
- fixed cloud height expression
- optimized expressions to just use a concurrent approach when used by block colors. This means that all non blocks colormaps that use expressions should be much faster now
- optimized expressions to just use a concurrent approach when used by block colors. This means that all non blocks colormaps that use expressions should be much faster now
- added screen_time animated texture mode
- colormap with biome sample can no longer crash. If it were to fail getting a color it will simply output black and log an error. Relevant because of some very rare issue that can happen during a reload on fabric
- added screen_time animated texture mode
- colormap with biome sample can no longer crash. If it were to fail getting a color it will simply output black and log an error. Relevant because of some very rare issue that can happen during a reload on fabric
- added screen_time animated texture mode
- colormap with biome sample can no longer crash. If it were to fail getting a color it will simply output black and log an error. Relevant because of some very rare issue that can happen during a reload on fabric
- added screen_time animated texture mode
- colormap with biome sample can no longer crash. If it were to fail getting a color it will simply output black and log an error. Relevant because of some very rare issue that can happen during a reload on fabric
- fixed resource pack failing to reload on datapack reload with /reload command when using packs with custom particles or sounds
- fixed custom color resolvers not being registered on fabric
- fixed block tint cache not being populated causing crashes
- fixed a very very rare issue that would crash the game when it was reloaded while a block with a custom color resolver was being tesselated while the reload was happening
- fixed resource pack failing to reload on datapack reload with /reload command when using packs with custom particles or sounds
- fixed custom color resolvers not being registered on fabric
- fixed block tint cache not being populated causing crashes
- fixed a very very rare issue that would crash the game when it was reloaded while a block with a custom color resolver was being tesselated while the reload was happening
- fixed resource pack failing to reload on datapack reload with /reload command when using packs with custom particles or sounds
- fixed custom color resolvers not being registered on fabric
- fixed block tint cache not being populated causing crashes
- fixed a very very rare issue that would crash the game when it was reloaded while a block with a custom color resolver was being tesselated while the reload was happening
- fixed resource pack failing to reload on datapack reload with /reload command when using packs with custom particles or sounds
- fixed custom color resolvers not being registered on fabric
- fixed block tint cache not being populated causing crashes
- fixed a very very rare issue that would crash the game when it was reloaded while a block with a custom color resolver was being tesselated while the reload was happening
- fixed a bug when converting of fluid stuff
- adding a colormap for water fluid, oak leaves or grass block is not set to automatically replace the internal watercolor, foliagecolor and leaves color resolver with the colomap too. This is mainly used for mod that reference those color resolvers directly. In most cases this should be what one wants.
- fixed a bug when converting of fluid stuff
- adding a colormap for water fluid, oak leaves or grass block is not set to automatically replace the internal watercolor, foliagecolor and leaves color resolver with the colomap too. This is mainly used for mod that reference those color resolvers directly. In most cases this should be what one wants.
- backported new expression parity changes
- fixed a bug when converting of fluid stuff
- adding a colormap for water fluid, oak leaves or grass block is not set to automatically replace the internal watercolor, foliagecolor and leaves color resolver with the colomap too. This is mainly used for mod that reference those color resolvers directly. In most cases this should be what one wants.
- backported new expression parity changes
- fixed a bug when converting of fluid stuff
- adding a colormap for water fluid, oak leaves or grass block is not set to automatically replace the internal watercolor, foliagecolor and leaves color resolver with the colomap too. This is mainly used for mod that reference those color resolvers directly. In most cases this should be what one wants.
- fixed a bug when converting of fluid stuff
- adding a colormap for water fluid, oak leaves or grass block is not set to automatically replace the internal watercolor, foliagecolor and leaves color resolver with the colomap too. This is mainly used for mod that reference those color resolvers directly. In most cases this should be what one wants.
- fixed a bug when converting of fluid stuff
- adding a colormap for water fluid, oak leaves or grass block is not set to automatically replace the internal watercolor, foliagecolor and leaves color resolver with the colomap too. This is mainly used for mod that reference those color resolvers directly. In most cases this should be what one wants.
- particle modifiers can have inlined colormaps.
- they even support texture only
- made all targets that references minecraft blocks optional. This means they wont hard fail if the target block is not there.
- This was done since the game is changing some ids between versions such as minecraft:grass to short_grass. Still one should use optional targeting here instead
- fixed expression cloud level not working
- fixed custom sprites not working
- particle modifiers can have inlined colormaps.
- they even support texture only
- made all targets that references minecraft blocks optional. This means they wont hard fail if the target block is not there.
- This was done since the game is changing some ids between versions such as minecraft:grass to short_grass. Still one should use optional targeting here instead
- fixed expression cloud level not working
- fixed custom sprites not working
- particle modifiers can have inlined colormaps.
- they even support texture only
- made all targets that references minecraft blocks optional. This means they wont hard fail if the target block is not there.
- This was done since the game is changing some ids between versions such as minecraft:grass to short_grass. Still one should use optional targeting here instead
- fixed expression cloud level not working
- fixed custom sprites not working
- particle modifiers can have inlined colormaps.
- they even support texture only
- made all targets that references minecraft blocks optional. This means they wont hard fail if the target block is not there.
- This was done since the game is changing some ids between versions such as minecraft:grass to short_grass. Still one should use optional targeting here instead
- fixed expression cloud level not working
- fixed custom sprites not working
- particle modifiers can have inlined colormaps.
- they even support texture only
- made all targets that references minecraft blocks optional. This means they wont hard fail if the target block is not there.
- This was done since the game is changing some ids between versions such as minecraft:grass to short_grass. Still one should use optional targeting here instead
- fixed expression cloud level not working
- fixed custom sprites not working
- particle modifiers can have inlined colormaps.
- they even support texture only
- made all targets that references minecraft blocks optional. This means they wont hard fail if the target block is not there.
- This was done since the game is changing some ids between versions such as minecraft:grass to short_grass. Still one should use optional targeting here instead
- fixed expression cloud level not working
- fixed custom sprites not working
- empty creative tabs will no longer appear in creative inventory
- fixed lightmaps not updating when changing to a nether lightmap
- optifine converted block colormaps will have all their block targets as optional, even when those targets are invalid so not to break backwards compatibility with those packs that still use this
- empty creative tabs will no longer appear in creative inventory
- fixed lightmaps not updating when changing to a nether lightmap
- optifine converted block colormaps will have all their block targets as optional, even when those targets are invalid so not to break backwards compatibility with those packs that still use this
- fixed a crash with particle expressions
- fixed creative tab removal only working with regex exact match
- creative tab modification will happen even later on fabric
- fixed a crash with particle expressions
- fixed creative tab removal only working with regex exact match
- creative tab modification will happen even later on fabric
- empty creative tabs will no longer appear in creative inventory
- optifine converted block colormaps will have all their block targets as optional, even when those targets are invalid so not to break backwards compatibility with those packs that still use this
- empty creative tabs will no longer appear in creative inventory
- optifine converted block colormaps will have all their block targets as optional, even when those targets are invalid so not to break backwards compatibility with those packs that still use this
- empty creative tabs will no longer appear in creative inventory
- optifine converted block colormaps will have all their block targets as optional, even when those targets are invalid so not to break backwards compatibility with those packs that still use this
- empty creative tabs will no longer appear in creative inventory
- optifine converted block colormaps will have all their block targets as optional, even when those targets are invalid so not to break backwards compatibility with those packs that still use this
- fixed pack dynamic entries not being cleared on level unload on fabric
- render types through block modifiers will apply to forge too (wasn't a thing before as forge itself ALREADY can do this through block models "render_type" field)
- added some experimental code that prevents the game from sending and saving polytone dynamic registry id entries on fabric
- fixed pack dynamic entries not being cleared on level unload on fabric
- render types through block modifiers will apply to forge too (wasn't a thing before as forge itself ALREADY can do this through block models "render_type" field)
- added some experimental code that prevents the game from sending and saving polytone dynamic registry id entries on fabric
- fixed pack dynamic entries not being cleared on level unload on fabric
- render types through block modifiers will apply to forge too (wasn't a thing before as forge itself ALREADY can do this through block models "render_type" field)
- added some experimental code that prevents the game from sending and saving polytone dynamic registry id entries on fabric
- fixed pack dynamic entries not being cleared on level unload on fabric
- render types through block modifiers will apply to forge too (wasn't a thing before as forge itself ALREADY can do this through block models "render_type" field)
- added some experimental code that prevents the game from sending and saving polytone dynamic registry id entries on fabric
- fixed render type on fabric
- all resources are now applied in reverse natural order of their IDs
- improved resources merging when 2 modifiers target the same id to be more consistent. last applied wins.
- fixed render type on fabric
- all resources are now applied in reverse natural order of their IDs
- improved resources merging when 2 modifiers target the same id to be more consistent. last applied wins.
- fixed render type on fabric
- all resources are now applied in reverse natural order of their IDs
- improved resources merging when 2 modifiers target the same id to be more consistent. last applied wins.
- fixed render type on fabric
- all resources are now applied in reverse natural order of their IDs
- improved resources merging when 2 modifiers target the same id to be more consistent. last applied wins.
- ALL mod jsons can now properly use polytone conditions.
- These are "require_mods" and "polytone_ignore"
- Both of these can be added to both .json and .properties files
- disabled files will still consume their relative textures as intended, preventing disabled stuff ot create extra implicit colormaps
- added "disable_particles" param to block modifiers. Prevents original client tick from spawning sounds and particles
- ALL mod jsons can now properly use polytone conditions.
- These are "require_mods" and "polytone_ignore"
- Both of these can be added to both .json and .properties files
- disabled files will still consume their relative textures as intended, preventing disabled stuff ot create extra implicit colormaps
- added "disable_particles" param to block modifiers. Prevents original client tick from spawning sounds and particles
- ALL mod jsons can now properly use polytone conditions.
- These are "require_mods" and "polytone_ignore"
- Both of these can be added to both .json and .properties files
- disabled files will still consume their relative textures as intended, preventing disabled stuff ot create extra implicit colormaps
- added "disable_particles" param to block modifiers. Prevents original client tick from spawning sounds and particles
- ALL mod jsons can now properly use polytone conditions.
- These are "require_mods" and "polytone_ignore"
- Both of these can be added to both .json and .properties files
- disabled files will still consume their relative textures as intended, preventing disabled stuff ot create extra implicit colormaps
- added "disable_particles" param to block modifiers. Prevents original client tick from spawning sounds and particles
- ALL mod jsons can now properly use polytone conditions.
- These are "require_mods" and "polytone_ignore"
- Both of these can be added to both .json and .properties files
- disabled files will still consume their relative textures as intended, preventing disabled stuff ot create extra implicit colormaps
- ALL mod jsons can now properly use polytone conditions.
- These are "require_mods" and "polytone_ignore"
- Both of these can be added to both .json and .properties files
- disabled files will still consume their relative textures as intended, preventing disabled stuff ot create extra implicit colormaps
- added kill_when_still variable to particles
- fixed an of by 1 error in colormap due to recent updates
- added player speed squared varaible
- more parity with 1.21 version of the mod
- fixed legacy watercolor conversion giving wrong target for flowing water
- added kill_when_still variable to particles
- fixed an of by 1 error in colormap due to recent updates
- added player speed squared varaible
- more parity with 1.21 version of the mod
- fixed legacy watercolor conversion giving wrong target for flowing water
- added kill_when_still variable to particles
- fixed an of by 1 error in colormap due to recent updates
- added player speed squared varaible
- more parity with 1.21 version of the mod
- added kill_when_still variable to particles
- fixed an of by 1 error in colormap due to recent updates
- added player speed squared varaible
- more parity with 1.21 version of the mod
- fixed sound events and particle types not registering /undregistering correctly on forge
- fixed an issue with colormap rounding errors in its samplers
- added a "rounds" parameter in colormap to turn of rounding and use flooring instead
- fixed sound events and particle types not registering /undregistering correctly on forge
- fixed an issue with colormap rounding errors in its samplers
- added a "rounds" parameter in colormap to turn of rounding and use flooring instead
- vastly improved expressions performance. They are now capable of correctly working offthread without the need of being copied every time they are queried
- fixed a crash on neoforge
- fixed an issue on fabric when logging out where pack was not being cleared
- fixed opposite issue on neo, clearing thepack too much
- fixed recursive particles and custom sounds not being registered properly
- vastly improved expressions performance. They are now capable of correctly working offthread without the need of being copied every time they are queried
- fixed a crash on neoforge
- fixed an issue on fabric when logging out where pack was not being cleared
- fixed opposite issue on neo, clearing thepack too much
- fixed recursive particles and custom sounds not being registered properly
- updated to 1.21.4
- for obvious reasons CIM system has been cremoved
- same for separate transforms model
- same for variant block textures
- this also means no more hackily setting block tint for optifine pack. Add tint index to your models if you want them colored!!
- updated to 1.21.4
- for obvious reasons CIM system has been cremoved
- same for separate transforms model
- same for variant block textures
- this also means no more hackily setting block tint for optifine pack. Add tint index to your models if you want them colored!!
- updated to 1.21.4
- for obvious reasons CIM system has been cremoved
- same for separate transforms model
- same for variant block textures
- this also means no more hackily setting block tint for optifine pack. Add tint index to your models if you want them colored!!
- vastly improved expressions performance. They are now capable of correctly working offthread without the need of being copied every time they are queried
- fixed a crash on neoforge
- fixed an issue on fabric when logging out where pack was not being cleared
- fixed opposite issue on neo, clearing thepack too much
- fixed recursive particles and custom sounds not being registered properly
- vastly improved expressions performance. They are now capable of correctly working offthread without the need of being copied every time they are queried
- fixed a crash on neoforge
- fixed an issue on fabric when logging out where pack was not being cleared
- fixed opposite issue on neo, clearing thepack too much
- fixed recursive particles and custom sounds not being registered properly
- vastly improved expressions performance. They are now capable of correctly working offthread without the need of being copied every time they are queried
- fixed a crash on neoforge
- fixed an issue on fabric when logging out where pack was not being cleared
- fixed opposite issue on neo, clearing thepack too much
- fixed recursive particles and custom sounds not being registered properly
- vastly improved expressions performance. They are now capable of correctly working offthread without the need of being copied every time they are queried
- fixed a crash on neoforge
- fixed an issue on fabric when logging out where pack was not being cleared
- fixed opposite issue on neo, clearing thepack too much
- fixed recursive particles and custom sounds not being registered properly
- big internal changes:
- all polytone resources re now reloaded and unloaded on world load and unload
- this means they can now all use tags and generally work nicely with the rest of the game
- targeting can also use regex
- particles will have their age variable set to lifetime (max life) every time they die for whichever reason
- fixed custom creative tabs on neoforge (due to previous changes)
- block offsets from block modifiers will exclusively affect the position of the rendered block, not its hitbox to avoid issues on server due to mismatched hitbox
- this also means that it will likely not work anymore with sodium as it probably overrides any logic related to rendering
- fixed variant textures game_time using day_time instead
- with the recent changes polytone wont be able to alter anything outside of a world load, so no main menu stuff. RIP splash text colors for now
- fixed a crash on fabric
- big internal changes:
- all polytone resources re now reloaded and unloaded on world load and unload
- this means they can now all use tags and generally work nicely with the rest of the game
- targeting can also use regex
- particles will have their age variable set to lifetime (max life) every time they die for whichever reason
- fixed custom creative tabs on neoforge (due to previous changes)
- block offsets from block modifiers will exclusively affect the position of the rendered block, not its hitbox to avoid issues on server due to mismatched hitbox
- this also means that it will likely not work anymore with sodium as it probably overrides any logic related to rendering
- fixed variant textures game_time using day_time instead
- with the recent changes polytone wont be able to alter anything outside of a world load, so no main menu stuff. RIP splash text colors for now
- fixed a crash on fabric
- big internal changes:
- all polytone resources re now reloaded and unloaded on world load and unload
- this means they can now all use tags and generally work nicely with the rest of the game
- targeting can also use regex
- particles will have their age variable set to lifetime (max life) every time they die for whichever reason
- fixed custom creative tabs on neoforge (due to previous changes)
- block offsets from block modifiers will exclusively affect the position of the rendered block, not its hitbox to avoid issues on server due to mismatched hitbox
- this also means that it will likely not work anymore with sodium as it probably overrides any logic related to rendering
- fixed variant textures game_time using day_time instead
- with the recent changes polytone wont be able to alter anything outside of a world load, so no main menu stuff. RIP splash text colors for now
- big internal changes:
- all polytone resources re now reloaded and unloaded on world load and unload
- this means they can now all use tags and generally work nicely with the rest of the game
- targeting can also use regex
- particles will have their age variable set to lifetime (max life) every time they die for whichever reason
- fixed custom creative tabs on neoforge (due to previous changes)
- block offsets from block modifiers will exclusively affect the position of the rendered block, not its hitbox to avoid issues on server due to mismatched hitbox
- this also means that it will likely not work anymore with sodium as it probably overrides any logic related to rendering
- fixed variant textures game_time using day_time instead
- with the recent changes polytone wont be able to alter anything outside of a world load, so no main menu stuff. RIP splash text colors for now
- added random_sprite variable to custom particle types
- custom particle type models will support different render types
- fixed particle models rendering twice under some conditions
- added random_sprite variable to custom particle types
- custom particle type models will support different render types
- fixed particle models rendering twice under some conditions
- added random_sprite variable to custom particle types
- custom particle type models will support different render types
- fixed particle models rendering twice under some conditions
- added random_sprite variable to custom particle types
- custom particle type models will support different render types
- fixed particle models rendering twice under some conditions
- added "force_spawn" param to particle types allowing particles to spawn regardless of distance like campfire ones
- special offset ad scale parameters can be now also used to move armor stand i smithing screen, just like you can more the player in inventory screen (for screen modifies)
- added "force_spawn" param to particle types allowing particles to spawn regardless of distance like campfire ones
- special offset ad scale parameters can be now also used to move armor stand i smithing screen, just like you can more the player in inventory screen (for screen modifies)
- added "model" field in customparticle types. allows specifying a 3d model there
- added "offset" field in customparticle types. allows specifying an offset for the renderer
- added "none", "look_at_x", "look_at_xz", "look_at_z" and "look_west" rotation models to particles
- added "model" field in customparticle types. allows specifying a 3d model there
- added "offset" field in customparticle types. allows specifying an offset for the renderer
- added "none", "look_at_x", "look_at_xz", "look_at_z" and "look_west" rotation models to particles
- added world border colors
- fixed CIM being overwritten by moels overrides such as the ones bow has. You can now change those as normal
- added simple texts to gui modifiers
- added world border colors
- fixed CIM being overwritten by moels overrides such as the ones bow has. You can now change those as normal
- added simple texts to gui modifiers
- particle initializers can now set hitbox size.
- added new target type that allows targeting more targets at once. Syntax is "\*" for all entries or "some_mod_id:\*" to just target all entries with a given mod ID
- particle initializers can now set hitbox size.
- added new target type that allows targeting more targets at once. Syntax is "\*" for all entries or "some_mod_id:\*" to just target all entries with a given mod ID
- particle initializers can now set hitbox size.
- added new target type that allows targeting more targets at once. Syntax is "\*" for all entries or "some_mod_id:\*" to just target all entries with a given mod ID
- particle initializers can now set hitbox size.
- added new target type that allows targeting more targets at once. Syntax is "\*" for all entries or "some_mod_id:\*" to just target all entries with a given mod ID
- fixed some CIM models not loading
- creative tab modifiers now load on level load. This allows them to work properly with datapck components such as encahntments
- same deal with CIM, they also partially reload on level load
- fixed some CIM models not loading
- creative tab modifiers now load on level load. This allows them to work properly with datapck components such as encahntments
- same deal with CIM, they also partially reload on level load
fixed model location resolving not being right on fabric
rewrote CIM backing data structure to be much more efficent when adding a bunch of models using a search tree
fixed related issue of CIM not working well when adding multiple components
lowered priority of a mixin to try to dodge a bug from older sodium (seriously tho, just update it, luckily it's been fixed)
KNOWN ISSUES:
- CIM models might need a second reload to work
- CIM models defined in item modifiers instead of their own folder will not get loaded, on fabric
fixed model location resolving not being right on fabric
rewrote CIM backing data structure to be much more efficent when adding a bunch of models using a search tree
fixed related issue of CIM not working well when adding multiple components
lowered priority of a mixin to try to dodge a bug from older sodium (seriously tho, just update it, luckily it's been fixed)
KNOWN ISSUES:
- CIM models might need a second reload to work
- CIM models defined in item modifiers instead of their own folder will not get loaded, on fabric
CIM can now automatically load a generated item model. Just use "generated as their "model" field and add an image in the same directory with same name
Added backward compat with the old for system.
CIM can now automatically load a generated item model. Just use "generated as their "model" field and add an image in the same directory with same name
Added backward compat with the old for system.
- fixed item modifiers altering other existing items components
- added CIM, custom item models. Very experimental and format will change
- added kill on contact property to custom particles
- dimension modifiers cloud level can now use a math expression
- fog start and end biome modifiers parameters can now use a math expression
- fixed item modifiers altering other existing items components
- added CIM, custom item models. Very experimental and format will change
- added kill on contact property to custom particles
- dimension modifiers cloud level can now use a math expression
- fog start and end biome modifiers parameters can now use a math expression
- fixed 3 builtin colormaps having a 0 alpha channel when used on items
- fixed sound emitters cancelling particle emitters
- changed a bit particle types json syntax to be more organized
- particles with physics will now check for collision with nearby solid blocks before spawning
- made custom particles bounding box smaller
- fixed colormap random not being seeded off current block pos
- changed "y_level" default sampler behavior a bit
- fixed 3 builtin colormaps having a 0 alpha channel when used on items
- fixed sound emitters cancelling particle emitters
- changed a bit particle types json syntax to be more organized
- particles with physics will now check for collision with nearby solid blocks before spawning
- made custom particles bounding box smaller
- fixed colormap random not being seeded off current block pos
- changed "y_level" default sampler behavior a bit
fixed an issue with custom tabs
fixed custom particles size initialization being slightly wrong
physics particles wont depsawn on first tick if not moving
fixed an issue with custom tabs
fixed custom particles size initialization being slightly wrong
physics particles wont depsawn on first tick if not moving
backported even more changes
fixed many instances of wrong fields content failing silently without throwing an eror as expected
fixed custom sound types being broken
backported even more changes
fixed many instances of wrong fields content failing silently without throwing an eror as expected
fixed custom sound types being broken
added block sound emitters. params are:
- sound: the sound to play
- volume: the volume of the sound
- pitch: the pitch of the sound
- x, y, z: the position of the sound emitter
- biomes
- source : sound source
- distance_delay
added block sound emitters. params are:
- sound: the sound to play
- volume: the volume of the sound
- pitch: the pitch of the sound
- x, y, z: the position of the sound emitter
- biomes
- source : sound source
- distance_delay
- custom particles, custom tabs and custom sounds will now ACTUALLY be properly registered and unregistered to vanilla registries
- this means you can use your custom particles and sounds anywhere (client side)
- fixed creative tab items removal being broken on neoforge
- added a "custom" expression and "CUSTOM" variable to Custom Particle Types
- fixed DAY_TIME variable not working in some expressions
- fixed some misc issues with custom particles
- added a "habitat" variable to custom particles. values are "liquid", "air", "any"
- fixed custom sound types not working
- custom particles, custom tabs and custom sounds will now ACTUALLY be properly registered and unregistered to vanilla registries
- this means you can use your custom particles and sounds anywhere (client side)
- fixed creative tab items removal being broken on neoforge
- added a "custom" expression and "CUSTOM" variable to Custom Particle Types
- fixed DAY_TIME variable not working in some expressions
- fixed some misc issues with custom particles
- added a "habitat" variable to custom particles. values are "liquid", "air", "any"
- fixed custom sound types not working
- more expressions can now use the variables TIME, DAY_TIME and RAIN
- GAMETIME has been renamed to TIME in block particle expressions
- RAIN variable will return 0 for clear, 0.5 for rain and 1 for thunder
- fixed an issue related to reloading stuff when changing world and tags
- more expressions can now use the variables TIME, DAY_TIME and RAIN
- GAMETIME has been renamed to TIME in block particle expressions
- RAIN variable will return 0 for clear, 0.5 for rain and 1 for thunder
- fixed an issue related to reloading stuff when changing world and tags
fixed biome sample colormap type requiring a blockstate making it not work on particle providers
fixed non biome blend colormap that use biome not working
fixed biome sample colormap type requiring a blockstate making it not work on particle providers
fixed non biome blend colormap that use biome not working
- fixed particle emitters crash
- block modifiers can set the block occlusion properties and break particle emissions with "can_occlude" and "spawn_particles_on_break" properties
- polytone will now search for a "force_tint" line in OF colormaps. If there and set to false it will NOT force all target blocks to have tint index of 0
- fixed particle emitters crash
- block modifiers can set the block occlusion properties and break particle emissions with "can_occlude" and "spawn_particles_on_break" properties
- polytone will now search for a "force_tint" line in OF colormaps. If there and set to false it will NOT force all target blocks to have tint index of 0
- biome modifiers can change fog on a per weather basis
- added RAIN parameter to block emitters particle expressions
- animated textures can now support game_time. Season stuff??
- custom particle types can now use colormaps
- biome modifiers can change fog on a per weather basis
- added RAIN parameter to block emitters particle expressions
- animated textures can now support game_time. Season stuff??
- custom particle types can now use colormaps
- un "fixed" code for legacy grid colormap parsing that was aparently shifted. Old code was correct.
- Apologies for the version spam but this is important as people would complain otherwise
- un "fixed" code for legacy grid colormap parsing that was aparently shifted. Old code was correct.
- Apologies for the version spam but this is important as people would complain otherwise
- updated to work on new neoforge
- added alex caves compat for lightmaps
- added a dedicated polytone log file at /logs/polytone.log
- changed resource reload toast when its caused by polytone
- improved logging for colormaps missing textures
- fabric now has support for fog fluid colors
- converted optifine fluid properties will be applied to flowing fluids aswell on fabric
- updated to work on new neoforge
- added alex caves compat for lightmaps
- added a dedicated polytone log file at /logs/polytone.log
- changed resource reload toast when its caused by polytone
- improved logging for colormaps missing textures
- fabric now has support for fog fluid colors
- converted optifine fluid properties will be applied to flowing fluids aswell on fabric
- added alex caves compat for lightmaps
- added a dedicated polytone log file at /logs/polytone.log
- changed resource reload toast when its caused by polytone
- improved logging for colormaps missing textures
- fabric now has support for fog fluid colors
- converted optifine fluid properties will be applied to flowing fluids aswell on fabric
- added alex caves compat for lightmaps
- added a dedicated polytone log file at /logs/polytone.log
- changed resource reload toast when its caused by polytone
- improved logging for colormaps missing textures
- fabric now has support for fog fluid colors
- converted optifine fluid properties will be applied to flowing fluids aswell on fabric
- Added Item Modifiers. These can:
- Change item rarity
- Change item tint getter (colormap)
- Change durability bar color (via colormaps)
- Add tooltip lines
- Remove tooltip lines
- Block Modifiers can now alter the RenderType of a block (fabric only as forge already has such a feature in the model json)
- some fixes
- Added Item Modifiers. These can:
- Change item rarity
- Change item tint getter (colormap)
- Change durability bar color (via colormaps)
- Add tooltip lines
- Remove tooltip lines
- Block Modifiers can now alter the RenderType of a block (fabric only as forge already has such a feature in the model json)
- some fixes
- Added Item Modifiers. These can:
- Change item rarity
- Change item tint getter (colormap)
- Change durability bar color (via colormaps)
- Add tooltip lines
- Remove tooltip lines
- Block Modifiers can now alter the RenderType of a block (fabric only as forge already has such a feature in the model json)
- some fixes
- Added Item Modifiers. These can:
- Change item rarity
- Change item tint getter (colormap)
- Change durability bar color (via colormaps)
- Add tooltip lines
- Remove tooltip lines
- Block Modifiers can now alter the RenderType of a block (fabric only as forge already has such a feature in the model json)
- some fixes
- Added Item Modifiers. These can:
- Change item rarity
- Change item tint getter (colormap)
- Change durability bar color (via colormaps)
- Add tooltip lines
- Remove tooltip lines
- Block Modifiers can now alter the RenderType of a block (fabric only as forge already has such a feature in the model json)
- Added Item Modifiers. These can:
- Change item rarity
- Change item tint getter (colormap)
- Change durability bar color (via colormaps)
- Add tooltip lines
- Remove tooltip lines
- Block Modifiers can now alter the RenderType of a block (fabric only as forge already has such a feature in the model json)
- tab item additions supports HolderSets (you can type tags just like you can in most other vanilla data objects )
- added "inverse" conditions to item additions
- tab item additions supports HolderSets (you can type tags just like you can in most other vanilla data objects )
- added "inverse" conditions to item additions
- polytone can now convert optifine fog0, fog1 and fog2 and sky0, sky1 and sky2 to the Dimension Effect Modifiers colormaps
- Creative tab icons can now accept a single item id as string
- bumped major version number to 2.0 just so manual download people dont inevitably download this for the wrong version
- polytone can now convert optifine fog0, fog1 and fog2 and sky0, sky1 and sky2 to the Dimension Effect Modifiers colormaps
- Creative tab icons can now accept a single item id as string
- bumped major version number to 2.0 just so manual download people dont inevitably download this for the wrong version
fixed tab removals being applied after additions
fixed text color not being recolored properly
fixed biome modifiers and dimension modifiers not being applied on level reload
fixed tab removals being applied after additions
fixed text color not being recolored properly
fixed biome modifiers and dimension modifiers not being applied on level reload
- Added custom_block_set_types object type. Can define custom block sets (sound groups like the ones that vanilla wooden blocks use
- With those you can now change open and close sounds for doors, trapdoors, buttons and pressure plates
- Done via a "block_set_type" field in block_modifiers
- Renamed some folders. Old folder names wll still work but new ones are preferred:
- "block_properties" -> "block_modifiers"
- "fluid_properties" -> "fluid_modifiers"
- "dimension_effects" -> "dimension_modifiers"
- "biome_effects" -> "biome_modifiers"
- "sound_types" -> "custom_sound_types"
- better error handling for compound colormaps
- Added custom_block_set_types object type. Can define custom block sets (sound groups like the ones that vanilla wooden blocks use
- With those you can now change open and close sounds for doors, trapdoors, buttons and pressure plates
- Done via a "block_set_type" field in block_modifiers
- Renamed some folders. Old folder names wll still work but new ones are preferred:
- "block_properties" -> "block_modifiers"
- "fluid_properties" -> "fluid_modifiers"
- "dimension_effects" -> "dimension_modifiers"
- "biome_effects" -> "biome_modifiers"
- "sound_types" -> "custom_sound_types"
- better error handling for compound colormaps
- Improved error handling when converting broken optifine colormaps
- Mod will now ignore broken optifine colormaps instead of rejecting the pack. Check your logs!
- Fixed biome modifiers and dimension modifiers not resetting properly when removed
- Improved error handling when converting broken optifine colormaps
- Mod will now ignore broken optifine colormaps instead of rejecting the pack. Check your logs!
- Fixed biome modifiers and dimension modifiers not resetting properly when removed
- Fixed Sky and Fog inlined colormap texture names for dimension effects not being correct.
- Improved error handling, preventing to load with a missing colormap texture.
- BlockState model offset is now in pixel coordinates instead of block coordinates.
- Fixed Sky and Fog inlined colormap texture names for dimension effects not being correct.
- Improved error handling, preventing to load with a missing colormap texture.
- BlockState model offset is now in pixel coordinates instead of block coordinates.
- Added Dimension Effects, allowing to tweak things like fog color, sky color, cloud level and more of each dimension
- color.properties will now accept badly formatted colors having trailing whitespaces
- failed color.properties lines will now be ignored, throwing an error
- fixed biome effects not working with embeddium and not at all on forge
- Added Dimension Effects, allowing to tweak things like fog color, sky color, cloud level and more of each dimension
- color.properties will now accept badly formatted colors having trailing whitespaces
- failed color.properties lines will now be ignored, throwing an error
- fixed biome effects not working with embeddium and not at all on forge
- Added Dimension Effects, allowing to tweak things like fog color, sky color, cloud level and more of each dimension
- color.properties will now accept badly formatted colors having trailing whitespaces
- failed color.properties lines will now be ignored, throwing an error
- fixed biome effects not working with embeddium and not at all on forge
- added yoffset, xoffset and zoffset parameter to variant blockstate models
- Added Dimension Effects, allowing to tweak things like fog color, sky color, cloud level and more of each dimension
- color.properties will now accept badly formatted colors having trailing whitespaces
- failed color.properties lines will now be ignored, throwing an error
- fixed biome effects not working with embeddium and not at all on forge
- added yoffset, xoffset and zoffset parameter to variant blockstate models
- Added Dimension Effects, allowing to tweak things like fog color, sky color, cloud level and more of each dimension
- color.properties will now accept badly formatted colors having trailing whitespaces
- failed color.properties lines will now be ignored, throwing an error
- fixed biome effects not working with embeddium and not at all on forge
- Added Dimension Effects, allowing to tweak things like fog color, sky color, cloud level and more of each dimension
- color.properties will now accept badly formatted colors having trailing whitespaces
- failed color.properties lines will now be ignored, throwing an error
- fixed biome effects not working with embeddium and not at all on forge
added a "force_tint_hack" parameter to block properties modifier. Not recommended.
it basically auto applies a tintindex = 1 to all quads of the block that the modifier is attached to
added a "force_tint_hack" parameter to block properties modifier. Not recommended.
it basically auto applies a tintindex = 1 to all quads of the block that the modifier is attached to
- fixed particle colormaps not woking poperly
- aded more "support" for optifine super ugly and anciant "biome id"/"grid" system by copy pasting an ID table on minecraft wiki that isnt even used anyhwere in the game
- The game has been using string IDs for 4 years now!!! Use those instead with polytone format for the love of god and stopusing shit optifine system
- fixed an issue with fluuid properties when converting OF format
- fixed particle colormaps not woking poperly
- aded more "support" for optifine super ugly and anciant "biome id"/"grid" system by copy pasting an ID table on minecraft wiki that isnt even used anyhwere in the game
- The game has been using string IDs for 4 years now!!! Use those instead with polytone format for the love of god and stopusing shit optifine system
- fixed an issue with fluuid properties when converting OF format
- fixed particle colormaps not woking poperly
- aded more "support" for optifine super ugly and anciant "biome id"/"grid" system by copy pasting an ID table on minecraft wiki that isnt even used anyhwere in the game
- The game has been using string IDs for 4 years now!!! Use those instead with polytone format for the love of god and stopusing shit optifine system
- fixed an issue with fluuid properties when converting OF format
- fixed particle colormaps not woking poperly
- aded more "support" for optifine super ugly and anciant "biome id"/"grid" system by copy pasting an ID table on minecraft wiki that isnt even used anyhwere in the game
- The game has been using string IDs for 4 years now!!! Use those instead with polytone format for the love of god and stopusing shit optifine system
- fixed an issue with fluuid properties when converting OF format
- fixed particle colormaps not woking poperly
- aded more "support" for optifine super ugly and anciant "biome id"/"grid" system by copy pasting an ID table on minecraft wiki that isnt even used anyhwere in the game
- The game has been using string IDs for 4 years now!!! Use those instead with polytone format for the love of god and stopusing shit optifine system
- fixed particle colormaps not woking poperly
- aded more "support" for optifine super ugly and anciant "biome id"/"grid" system by copy pasting an ID table on minecraft wiki that isnt even used anyhwere in the game
- The game has been using string IDs for 4 years now!!! Use those instead with polytone format for the love of god and stopusing shit optifine system
- fixed particle colormaps not woking poperly
- aded more "support" for optifine super ugly and anciant "biome id"/"grid" system by copy pasting an ID table on minecraft wiki that isnt even used anyhwere in the game
- The game has been using string IDs for 4 years now!!! Use those instead with polytone format for the love of god and stopusing shit optifine system
- fixed particle colormaps not woking poperly
- aded more "support" for optifine super ugly and anciant "biome id"/"grid" system by copy pasting an ID table on minecraft wiki that isnt even used anyhwere in the game
- The game has been using string IDs for 4 years now!!! Use those instead with polytone format for the love of god and stopusing shit optifine system
- colormaps can be made to have just a single color with just an integer value, check the wiki
- colormap default color and single color colormaps can accept string hex color values like "oxffaabb" or "#ffaabb"
- colormaps can be made to have just a single color with just an integer value, check the wiki
- colormap default color and single color colormaps can accept string hex color values like "oxffaabb" or "#ffaabb"
now even supports dumb things like single color no texture .properties file from optifine format.
Still why would anybody use them? just recolor the texutre itself...
now even supports dumb things like single color no texture .properties file from optifine format.
Still why would anybody use them? just recolor the texutre itself...
fixed an issue when using BOTH sodium AND darn optifine format.
Use polytone format instead! (also sodium isnt really suggested either as some of the mods features cant work with it)
fixed an issue when using BOTH sodium AND darn optifine format.
Use polytone format instead! (also sodium isnt really suggested either as some of the mods features cant work with it)
fixed colormaps not having smoothing
This is still not ideal and colormap textures do need to be smooth themselves to avoid hard edges
added more backwards compat with optifine colormap paths
fixed colormaps not having smoothing
This is still not ideal and colormap textures do need to be smooth themselves to avoid hard edges
added more backwards compat with optifine colormap paths
Thanks to a sodium bug, all Colormaps are now disabled when that is installed (instead of crashing)
you can change color of empty potions and water bottles
Thanks to a sodium bug, all Colormaps are now disabled when that is installed (instead of crashing)
you can change color of empty potions and water bottles
added backwards compat with optifine ligthmap location and naming scheme
same for colormatic
added more parameters to lightmap jsons like thunder column and lerp amount
added lightmap lerping
added backwards compat with optifine ligthmap location and naming scheme
same for colormatic
added more parameters to lightmap jsons like thunder column and lerp amount
added lightmap lerping
added backwards compat with optifine ligthmap location and naming scheme
same for colormatic
added more parameters to lightmap jsons like thunder column and lerp amount
added lightmap lerping
added backwards compat with optifine ligthmap location and naming scheme
same for colormatic
added more parameters to lightmap jsons like thunder column and lerp amount
added lightmap lerping
added custom lightmaps
fluid tints now support both fabric and forge API making them work in modded tanks and such
big internal refactor of the mod
fixed biome effects not clearing properly when removing a pack
added custom lightmaps
fluid tints now support both fabric and forge API making them work in modded tanks and such
big internal refactor of the mod
fixed biome effects not clearing properly when removing a pack