Decisions_and_Impulses-2.0.jar
Curse Maven Snippet
What's new
DAI 2.0 Changelog
1.9.9 → 2.0
DAI 2.0 expands the engine's client-side experience hooks, giving datapack-driven games much more control over first-person combat presentation without replacing Minecraft's entire interaction system.
Added
- Added a custom first-person combat rendering pipeline for DAI experiences.
- Added support for directional melee animations driven by player camera movement.
- Added support for 8 directional attack poses:
- Up
- Up-Right
- Right
- Down-Right
- Down
- Down-Left
- Left
- Up-Left
- Added support for a neutral forward thrust / stab when an attack is released without enough directional movement.
- Added draw / unsheathe state tracking for custom melee weapons.
- Added support for held attack input as a combat state instead of forcing every left click into Minecraft's default swing presentation.
- Added support for custom guard / half-draw stances while holding the use input.
- Added camera-delta tracking so experiences can resolve combat direction from the player's actual look movement.
- Added custom hand and held-item transforms for experience-specific attack poses.
- Added client hooks allowing custom combat systems to synchronize physical weapon movement with screen-space slash effects.
Changed
- Custom DAI melee experiences can now suppress Minecraft's default vertical hand-swing animation and replace it with their own motion.
- Attack and use suppression is now scoped to the applicable custom weapon/experience rather than globally replacing normal Minecraft controls.
- First-person rendering can now treat the player's hand and weapon as one coordinated animation instead of only swapping the held item model.
- Custom weapon presentation can remain fully compatible with inventory, GUI, dropped-item, title-screen, and non-combat model states.
- DAI's client input pipeline now exposes enough state for experience packs to distinguish:
- sheathed
- drawing
- drawn
- directional attack
- thrust
- guard
- recovery
Experience / Datapack Support
- Experiences can pair directional combat poses with their own screen effects, particles, reactions, sounds, and damage logic.
- Resource packs can provide separate visual models for drawn, guarded, directional slash, and thrust states.
- Existing DAI experiences that do not use the new combat hooks continue to use normal Minecraft hand rendering and controls.
Compatibility
- Existing DAI 1.9.9 datapacks remain supported unless they explicitly opt into or depend on the new 2.0 combat presentation hooks.
- Vanilla weapons and unrelated datapacks are not intended to have their normal attack/use behavior replaced.
- The new system is designed as an engine capability for custom games and experiences rather than a mandatory global combat replacement.
Developer Notes
- Added experience-aware first-person render handling.
- Added selective vanilla attack/use suppression for supported custom weapons.
- Added directional camera sampling and attack-state resolution.
- Added custom hand + weapon transform handling through the client render pipeline.
- Added a reusable foundation for future DAI combat styles beyond Musashi Story.
Summary
DAI 2.0 turns first-person combat into another experience-controlled layer of the engine. Datapack games can now move beyond Minecraft's default up-and-down hand swing and build directional melee systems where input, weapon motion, hand animation, and screen effects all represent the same attack.
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