Animorph 1.1.0 NeoForge (1.21.1)
Curse Maven Snippet
What's new
Features
- config: make animation LOD an opt-in low-end mode
Fixes
- gpu: multiply the cube skinning delta as current times rest inverse
- render: bake no-overlay into mesh vertices so poly meshes are not tinted red
- refuse models too large to send instead of failing the command or kicking the client
- gpu: skip the GPU cube draw for models without cubes
- fabric: declare the access widener so render-type access works outside the dev environment
- molang: make comparisons inside ternary conditions work
- molang: make != conditions in animation controllers work
- layers: use a layer's own controllers and mirror the body for layers without them
- layers: give every model layer its own animation manager
- neoforge: let NeoForge clients join Paper/Spigot servers
- animation: stop players inheriting another player's bone change markers
- animation: restore a player's own pose when GeckoLib skips a same-frame re-render
- voice: animate the local player's mouth with Plasmo Voice
- render: don't abort resource reload when animorph shaders can't compile
- emote: let emotes replay and fully stop instead of holding the last pose
Performance
- render: keep per-bone GPU skinning state on the bone instead of an identity map
- render: reuse the last nametag text buffer instead of two map lookups per glyph
- animation: iterate cached bone/queue arrays and drop the per-keyframe location allocation
- animation: skip the ConcurrentHashMap bin lock on item candidate hits
- animation: throttle distant players' animation ticks and replay their captured pose
- render: cache texture size/format instead of querying GL per cube draw call
- animation: build item animation candidates once per item instead of every frame
- animation: cache GeckoLib DataTicket hash used by every per-frame getData
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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