azureframelib-forge-1.20.1-1.1.0-b008a.jar
Curse Maven Snippet
What's new
Everything that changed since 1.0.0-b002a.
β‘ Performance
- No more freezes in big modpacks. Pick-lists (like the Custom Races "Race Creator") used to stall for seconds with thousands of models, textures or sounds. They now open instantly.
- Big FPS boost when rendering custom models. Mods using AzureFrameLib can now ask "where is this model / animation / texture?" and get an instant answer from memory, instead of searching your hard drive again and again.
- Faster startup. Asset scanning now happens in the background, and files that haven't changed since last launch aren't re-read.
π‘οΈ Stability & Crash Fixes
- One broken model or animation file can no longer stop all other models from loading. Broken files are skipped with a clear warning in the log.
- Files with small mistakes (an invisible extra character at the start or a stray comma) are now fixed automatically while loading.
- Fixed crashes when a non-model
.jsonfile sat in a model folder. - Fixed crashes caused by image files being read as if they were models or animations.
- Fixed the asset lists sometimes crashing other mods during F3+T (resource reload).
- Fixed "Failed reading metadata" errors on dynamic textures.
- Fixed dynamic textures not loading because their
.pngending got lost (e.g.beholder_png).
π File & Model Detection
- Models are now found correctly in subfolders and in folders shared by companion mods (Custom Mobs, RPG Mounts, Custom Races).
- Fixed textures accidentally taking the place of models or animations with the same name.
- File names with capital letters, spaces or symbols now work (e.g.
MyDragon.geo.json,Anime Girl.png). They are loaded under a safe lowercase name, and the log tells you once what each file was renamed to. - If two files end up with the same name, the first one is kept and the log names both files.
- The log now shows one easy-to-read summary after scanning: how many models, textures, animations and sounds were found and how many files were skipped.
π¬ Animations
- Fixed animations not playing in many mods. Models now always link up with the animation system, even if the mod using them skips that step.
- Animations can be asked for by their short name (
idle) or their full name (animation.dragon.idle).
π¦ Hitboxes
- Bones named
hitboxare no longer drawn on models (the name can be changed in the config). - Mods can now read a model's hitbox size in blocks.
π§° New Commands (client side)
/azureframelib animations [filter]β shows which animation file each model uses and the animation names inside it./azureframelib statsβ shows how many assets were found./azureframelib selftestβ a quick speed check./azureframelib reloadβ the same as pressing F3+T.
βοΈ New Config Options
In config/AzureFrameLib/azureframelib.json:
hitboxBoneNamesβ which bone names count as hitboxes.hideHitboxBonesβ hide hitbox bones (on by default).backgroundIndexingβ scan files in the background (on by default).addShortAnimationNamesβ allow short animation names (on by default).fixAnimationBonesβ auto-fix models that don't animate (on by default).logAnimationLinksβ write the model β animation list to the log after each reload (off by default).
π Compatibility
- Nothing was removed. Mods built for 1.0.0 keep working.
- GeckoLib is still optional.
This mod has no additional files

