Combatives-1.0.5.1.jar
Curse Maven Snippet
What's new
Changelog
New Features
- Added the Entity Camera Behavior Framework, a modular runtime system for entity-driven camera effects with support for exact-class, assignable-class, entity ID, and predicate-based provider registration.
- Added built-in camera behaviors for landing, freefall, inertia, collisions, horse riding, and crawling, all sharing the same motion sampling and camera composition pipeline.
- Added immersive horse riding camera effects featuring:
- Motion driven by the horse's actual rendered limb animation.
- Continuous idle-to-gallop movement without discrete gait switching.
- Asymmetric weight transfer with heavier compression than recovery.
- Speed-scaled motion, terrain compression, landing impacts, and acceleration/deceleration inertia.
- Added an experimental crawl camera effect with:
- Smooth pose-aware enter/exit transitions.
- Speed-scaled crawl motion.
- Small pull and body compression impulses.
- Added eight new camera configuration options for horse and crawl behavior.
- Added comprehensive developer documentation covering the new Entity Camera Behavior Framework, provider lifecycle, registration, ordering, motion sampling, extension points, diagnostics, and integration.
Camera Improvements
- Completely reworked landing feedback by separating raw impact capture from presentation.
- Landing now preserves unsupported downward velocity, momentum loss, peak descent speed, and fall distance before presentation filtering occurs.
- Landing strength now scales continuously with impact energy, producing stronger compression, pitch, displacement, and recovery on larger falls while keeping small jumps subtle.
- Replaced the previous recovery with a monotonic overdamped response that produces a single clean rebound without camera shake or repeated oscillation.
- Removed sprint-jump camera jitter by preserving grounded inertia during takeoff and filtering only the ballistic transition.
- Improved freefall presentation using continuous fall-speed and unsupported-time envelopes with smoother progression and more natural transition into landing.
- Added physical composition between inertia, freefall, and landing so effects blend naturally instead of competing.
Entity Camera Framework
- Added deterministic provider execution ordering using priority, registration ID, and registration order.
- Expanded entity motion sampling with:
- Mount-relative velocity and acceleration.
- Horizontal and total speed.
- Angular velocity.
- Yaw and pitch rates.
- Render interpolation.
- Discontinuity detection.
- Added immutable provider metadata, contextual provider factories, shared behavior environments, deterministic random streams, and improved provider-facing camera APIs.
- Added extensive optional diagnostics covering provider lifecycle, execution order, ownership, matching, emitted effects, and execution timing.
Movement & Compatibility
- Fixed generic mount dismount compatibility by restoring vanilla standing dimensions while riding and preserving proper collision behavior until standing clearance exists.
- Cleared stale crawl and swim state during mount transitions for improved compatibility with custom rideable entities.
Debugging & Diagnostics
- Added complete end-to-end verbose crawl diagnostics covering:
- Pose detection.
- Transition blending.
- Motion phase.
- Generated effect strength.
- Sink acceptance.
- Provider lifecycle.
- Camera accumulation.
- Final rendering.
- Expanded camera debugging with additional landing, freefall, inertia, and motion transition diagnostics.
Configuration
- Experimental crawl camera effects are currently disabled by default while development continues.

