Decisions_and_Impulses-3.3.jar
Curse Maven Snippet
What's new
D.A.I. Engine 3.3
Changes since 3.1
Experience & World Creation
Added support for configurable experience world creation, allowing experiences to launch with a selected world name and worldgen configuration instead of being locked to the experience's default worldgen.
Added worldgen overrides that persist through the complete experience launch pipeline, including first-start setup and bootstrap actions.
Added the new
open_experience_creatortitle-screen action for experiences that require a dedicated world setup interface.Added a focused Boxhead Experience Creator with:
Custom world naming.
Selectable world types:
- The Space
- Box Town
- Sky Scraper
- Village Box
- Boxlaska
Selectable game modes:
- Last Breath
- Infinite Dead
- Casual Paradise
Experience runtime now recognizes DAI data screens as active experience UI, preventing incorrect or duplicate UI reopening.
Projectile Runtime Overhaul
Reworked custom projectile movement so DAI owns projectile velocity and translation directly.
Fixed native/Mob-backed projectile carriers losing or incorrectly applying horizontal movement because of vanilla Mob movement processing.
Added persistent runtime velocity tracking for active projectiles.
Added
forward_offsetprojectile support, allowing projectiles to spawn ahead of their source instead of directly inside the firing entity.Projectile orientation now follows its actual movement vector.
DAI projectile meshes now support vertical pitch alignment, allowing bullets, knives, and other directional meshes to visually point along their trajectory.
Ricochets now correctly update and preserve runtime velocity.
Knockback calculations now use the projectile's actual DAI-controlled velocity.
Improved projectile hit filtering:
- Projectiles no longer collide with themselves.
- DAI projectile carrier entities no longer collide with other DAI projectile carriers.
- Existing owner/team hit rules remain respected.
Entity Gameplay Events
- Added temporary player-killer context during custom entity death events.
- Death-event logic can now distinguish when a DAI entity was directly killed by a player while its gameplay event is executing.
- Killer context is automatically removed immediately after the death event completes.
Rendering
- Expanded native mesh render state with projectile orientation data.
- DAI projectile entities now inherit both horizontal yaw and vertical pitch from their runtime trajectory.
- Normal custom mobs remain unaffected by projectile-specific pitch rendering.
Internal / Runtime
- Experience launch state now carries an optional worldgen override.
- Client bootstrap actions use the selected worldgen rather than always using the experience default.
- Server first-start world generation uses the same selected override, keeping client and server experience initialization synchronized.
- Improved missing-worldgen handling and diagnostics for overridden experience configurations.
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