efshoulder-1.0.20.jar
Curse Maven Snippet
What's new
Epic Camera: changes since 1.0.5 (1.0.5 -> 1.0.20)
Highlights
- Iron's Spellbooks casting now aims at the crosshair. While you cast, the character looks from its eyes at the point under the crosshair (like Shoulder Surfing), even with camera coupling off, so spells fly where you aim. Instant spells go the right way from the first tick.
- Cinematic compatibility: Grand Teleport, Light Pollution (Boreal) and Block Factory's Bosses cinematics now work with Epic Fight's third-person camera.
- Head-shake fixes while casting and while holding an Epic Fight guard with a shield.
Added
- Iron's Spellbooks: while casting (and while the cast key, a quick-cast key, or the use key with a spell item is held) the character faces the crosshair, and coupling returns to normal right after the cast. Not applied while locked on, or in first person. Only active when Iron's Spellbooks is installed.
[coupling] coupleWhileCasting(defaulttrue): turn the feature on or off.[coupling] aimAtCrosshairPoint(defaulttrue): aim at the point where the crosshair ray ends instead of the camera's parallel direction.[coupling] aimRange(default128, 8 to 1024): how far the crosshair ray reaches.[coupling] holdAimAfterEpicFight(defaulttrue): keep your aim after Epic Fight's own end-of-tick turn.
- Cinematic support: the shoulder offset is paused during another mod's camera shot and fades back in afterwards.
- Diagnostics (all read-only, written to latest.log):
[efshoulder][cinematic],[efshoulder][face]([debug] logFacing, defaultfalse) and[efshoulder][cast]/[castrot]/[castframe]([debug] logCastRotation, defaultfalse).
Fixed
- Iron's Spellbooks instant spells flew in the old facing direction and the character turned afterwards. The character is now turned at the start of the tick in which you cast.
- Spells missed what the crosshair was on, because the character looked parallel to the offset camera instead of at the crosshair point.
- Long casts pinned your head in first person and undid your mouse turns. In first person the character is no longer turned.
- Head shake while casting:
- the aim ray no longer locks onto the spell's own projectiles, clouds, dropped items, XP orbs, your summons, pets or anything you own;
- Epic Fight's end-of-tick turn no longer pulls the rotation back and forth;
- the head is put back on the aim when only the head was moved during a tick;
- nearby or slanted blocks (closer than 6 blocks along the camera ray) are aimed at as if 6 blocks away, so the aim no longer jumps as the camera crosses a surface.
- Head shake while holding a guard (shield in the off hand, Epic Fight battle mode): holding the use key with a spell-carrying item was counted as a cast. In battle mode the use key is no longer a cast signal (the cast key, quick-cast keys and real casts still are).
- Grand Teleport and Light Pollution Boreal cinematics never placed their camera under Epic Fight's third-person camera.
- Block Factory's Bosses cinematics that pass a pitch past the poles (up to about 177 degrees) showed upside down; the camera is now folded back to the same look direction without the flip.
Changed
- The mod was renamed to Epic Camera (mod id unchanged).
logCastRotationdefaults tofalseas of 1.0.20; set it totrueonly when diagnosing a problem.
Per-version details
See CHANGELOG.md for the entry of each version (1.0.9 to 1.0.20). 1.0.6 to 1.0.8 have no separate entries there.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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