- added an optifine cem syntax limitation parity setting
- added a parity setting to enforce custom UV value flooring in boxes like OptiFine does
- added support for referencing
part
directly in animations such asthis
already does - added more detailed validation warnings to box uv co-ordinates as well as fleshing out validation error messages to inform users of the exact issue source
- added
frame_counter
variable from the latest OptiFine - added
wolf_collar
to the model list - made
frame_time
match OptiFine's pausing and tick freeze behaviour - fixed modded block entity models incorrectly including the namespace in the model file name when it should not e.g. looking for
optifine/cem/mod:model.jem
instead ofmod:optifine/cem/model.jem
- fixed models with variants not resetting their initial state correctly on first load until at least 1 variation occurs naturally
- now requires ETF 6.2.1 or newer
- fixed a model setup error that would break villager and warden, clothing and glowing textures with custom models that declared textures
- is_hover now respects the players current block interaction range for block entities
- id variable now matches OptiFine's value exactly
- reworked the player_cape.jem implementation to be more mod compatible, e.g.
wavey capes
mod can now correctly overwrite it & essentials works with it now - swapped subfolder load priority for models.
optifine/cem/skeleton/skeleton.jem
now loads beforeoptifine/cem/skeleton.jem
matching optifine behaviour - added an OptiFine compat setting to require submodel folders to have variants, e.g.
optifine/cem/skeleton/skeleton.jem
will not load without aoptifine/cem/skeleton/skeleton2.jem
or a valid .properties file. - model exports no longer print rotation float values as doubles
- model exports now also log all box values for exported and non-exported parts
- fixed texture overrides not applying to
attach=true
or vanilla parts - fixed animations breaking when the same part transform or variable is declared / updated more than once over all the animation entries
- added tickdelta to the death time variable (fixes jittering in packs like skeleton death physics)
- fixed not all instances of
this
being correctly resolved in animation math - added spelling correction warnings for frequently misspelled variables like
is_aggressive
- variables not being found now log as errors rather than warnings and will now correctly default to false for unknown booleans