epicysm-1.20.1-1.1.1.jar
Curse Maven Snippet
What's new
EpicYSM 1.1.1 - 1.20.1
Minecraft 1.20.1, Forge 47. Requires Epic Fight 20.14+ and Yes Steve Model 2.6+. Client side only.
Fixes for 1.1.0: the weapon back in the hand on encrypted models, and a steadier two-handed grip.
- Weapon and body are moved by an animation's travel once each. 1.1.0 carried the body of an encrypted model twice as far as the animation moves its root (the travel was already in the bones), so in a low stance the weapon sat a third of a block off the hand, in attacks with root motion further, and in bed the body sank into the bed. The 1.1.0 jar also carried the held item along with the body, which sent it drifting away in the same attacks. Both are gone: the body is only scaled (a body scaled to nothing still vanishes), the item is drawn on the plain render.
- Two hands on one weapon: the left hand follows the right by how close Epic Fight's hands are, smoothly, instead of switching at one distance - a stance that held the hands right at that distance made the left hand twitch. The move in and out is faster, so sheathing catches the blade.
- A joint scaled to nothing mid-animation can no longer poison the pose (an arm left undrawn after the character had vanished).
- A player hidden by the animation itself is one hidden episode in the log, not a line per frame.
- A "body" bone joined to nothing this mod knows, in a model that has its own AllBody (the body of a mount modelled in beside the player), is left alone.
- Every model is described in the log once when it is read: bones, pivots, what became of each, and the skeleton built for Epic Fight - the same picture for a readable model and for an encrypted one - so a model that comes out wrong can be understood from the log.
The same fixes are on the main branch for Minecraft 1.21.1 / NeoForge.
This mod has no additional files

