decisions_and_impulses-3.5.jar
Curse Maven Snippet
What's new
D.A.I. Engine 3.5
Damage Indicator Framework
DAI 3.5 introduces a new native, resource-driven damage indicator system designed to let gameplay packs display animated combat values without hardcoding their visual presentation into the engine.
Added
Added the new native DAI Damage Indicator runtime.
Added resource-pack-driven damage indicator skins using the new
dai_damage_indicator_skin_v1schema.Added support for multiple indicator categories, allowing different damage/event types to receive independent visual styles.
Added configurable indicator:
- Fonts
- Colors
- Shadows
- See-through rendering
- Base scale
- Position
- Rotation
- Opacity
Added three-stage indicator animation sequences:
- Spawn
- Hold
- Exit
Added interpolation across position, scale, rotation, and alpha throughout indicator animations.
Added multiple animation easing modes:
linearease_inease_outease_in_outback_outbounce_out
Added a reloadable damage-indicator skin library so resource packs can alter indicator presentation without modifying DAI's Java implementation.
Added skin priority handling for selecting the active damage-indicator presentation.
Added a built-in default DAI damage-indicator skin.
Added the
DAI_DI|<category>|<value>marker protocol for passing contextual indicator values into the client renderer.Added automatic expiration and cleanup of finished indicators.
Engine Integration
- Integrated the damage-indicator renderer directly into the DAI client bootstrap.
- Added client resource-reload handling for damage-indicator definitions.
- Integrated indicators with Minecraft's entity/name-tag rendering pipeline while replacing the normal tag presentation for DAI indicator entities.
- Kept visual behavior separated from engine logic so datapacks/resource packs can define how indicators look and animate.
- Updated DAI's internal feature level and release version to 3.5.
Compatibility
DAI 3.5 builds on the 3.4 runtime rather than replacing its major systems. Native vehicles, projectile physics, fluid behavior, interactive volumes, standalone portals, the holographic Creator, dynamic gravity, registry bridging, and the existing datapack runtime remain part of the engine while 3.5 adds the new visual combat-feedback layer.
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