Entity Player Compat

Fresh Animations: Player Extension x Better Combat and PlayerAnimator compatibility

File Details

entityplayercompat-neoforge-1.4.jar

  • R
  • Jun 15, 2026
  • 65.04 KB
  • 378
  • 1.21.1
  • NeoForge

File Name

entityplayercompat-neoforge-1.4.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:entity-player-compat-1497436:8250997"
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### Improved EMF + Player Animator Compatibility
- Reworked EMF animation pausing so EPC now cleans up its render-time EMF state more safely.
- Fixed cases where EMF pause state, forced vanilla model state, or stored model poses could leak if player rendering exited early or another renderer/mixin interrupted rendering.
- EPC now only releases the EMF part pauses it owns, avoiding broader EMF resume calls that could interfere with other mods in the same frame.
- Improved compatibility with newer EMF runtime versions by avoiding fragile direct access to EMF internals.

### Better Combat Fixes
- Improved handling for Better Combat two-handed weapon poses (this can override original poses like two handed weapons statics, is not the best solution but better than before).
- Idle Better Combat weapon poses no longer force lower limbs into the Player Animator halt path, allowing EMF leg animations to remain visible while not attacking.
- Actual Better Combat attack animations are still respected, including the attack fade-out period.
- Reduced visual snapping/tilting when an attack ends and the model transitions back to EMF-driven animation.

### Spell/Animation Mod Compatibility
- Fixed a regression where some non-combat Player Animator animations, including spellcasting-style animations, could stop displaying correctly.
- Non-Better Combat Player Animator animations now continue to receive the expected EMF halt behavior instead of being affected by the Better Combat lower-limb workaround.

Stability
- Hardened Player Animator stack inspection so compatibility checks fail gracefully instead of crashing if internals change.
- Removed a fragile Player Animator mixin accessor.
- Improved Better Combat detection to avoid treating an equipped weapon's available attack as an active attack animation.
- No config names were changed.
- No new dependencies were added.

 

Thanks!