AzureLib

Java Minecraft mod using Bedrock models to create custom models and animations for items, blocks, entities
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azurelib-forge-1.7.10-1.0.5.jar

File nameazurelib-forge-1.7.10-1.0.5.jar
Uploader
AzureDoomCAzureDoomC
Uploaded
Oct 13, 2026
Downloads
51
Size
762.9 KB
Mod Loaders
Forge
File ID
9152987
Type
R
Release
Supported game versions
  • 1.7.10

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:azurelib-817423:9152987")

Learn more about Curse Maven

What's new

v1.0.5

Additions

  • N/A

Fixes

  • Fixed AzureLib items rendered in the hotbar or inventory having inverted lighting, and changing the lighting of every item rendered after them in the same slot row (blocks, spawn eggs).
  • Fixed AzureLib entities rendering with dark or inverted shading when a bone is scaled non-uniformly by an animation (for example, a squash or stretch).
  • Fixed bones scaled to 0 by an animation turning their child bones black.
  • Fixed items rendered in the hotbar or inventory after an AzureLib item turning darker on 1.7.10, because the AzureLib item's render was switching off the GUI item lighting.

Changes

  • N/A

Developer Notes

  • AzItemGuiRenderUtil#renderInGui no longer resets the item lights for the default GUI lighting, since the hotbar or container has already set them. Items using useEntityGuiLighting() now set and restore their lights under an identity model-view, so the light direction no longer depends on the item's GUI transform (RenderItem's Y flip and the display rotation).
  • AzBufferSource now normalizes every vertex normal before uploading. 1.12.2 packs normals into signed bytes and does not normalize them on the GPU, so non-unit normals from a non-uniform scale overflowed and flipped. Normals that are zero-length or not finite fall back to (0, 1, 0).
  • PoseStack#scale no longer updates the normal matrix when any axis is 0, which previously filled the matrix with infinities for the bone and all of its children.
  • On 1.7.10, AzItemRendererAdapter now saves the GL lighting state with glPushAttrib(GL_ENABLE_BIT | GL_LIGHTING_BIT) before an INVENTORY render and restores it afterward. Previously it ended with RenderHelper.disableStandardItemLighting(), which also turned off GL_LIGHT0, GL_LIGHT1 and GL_COLOR_MATERIAL. Forge only re-enables GL_LIGHTING after an IItemRenderer, so every slot rendered afterward was left with ambient lighting only.

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