1.1.3.1
Compatibility
Changes
Combatives Beta Changelog
This beta introduces tactical leaning as a brand-new movement feature, letting players lean left or right around cover while keeping aiming, interaction, multiplayer behavior, and third-person presentation aligned. It also includes a large round of compatibility and animation fixes for HMG and Flan’s-style armor.
New: Tactical Leaning
- Added synchronized left/right tactical leaning.
- Leaning works consistently in every facing direction.
- First-person camera lean now matches the third-person player pose.
- Lean interaction origin follows the leaned player position instead of staying centered.
- Leaning is blocked by nearby walls so the effective viewpoint cannot pass through solid blocks.
- Camera movement stays smooth while walking, sprinting, turning, and crossing block boundaries.
- Improved the third-person lean stance with better hip, torso, and leg positioning.
- Added a restrained asymmetric leg brace so the pose looks more intentional and less like the entire player model was simply rotated.
- Fixed third-person lean appearing stronger or weaker depending on which direction the player faced.
- Leaning remains synchronized for multiplayer and keeps gameplay-relevant behavior server-authoritative.
Aiming & Interaction
- Fixed first-person lean direction being visually reversed.
- Fixed mismatches between the leaned camera and the actual interaction/aiming origin.
- Leaning no longer causes camera smoothing to become choppy during normal movement.
- Camera motion remains visual-only and does not distort the authoritative point of aim.
Crawling & Swimming
- Improved player-model cleanup when entering and leaving crawl/swim poses.
- Fixed stale leg transforms that could remain after returning to standing.
- Improved pose transitions when combining crawling, swimming, leaning, and ADS.
- Preserved normal walking and running animation underneath the additional movement poses.
HMG Compatibility
- Fixed a third-person ADS issue that could prevent HMG guns from firing normally.
- Fixed HMG ADS arm poses being overwritten by Combatives crawl/swim animation.
- Improved transform ordering so HMG weapon poses and Combatives movement poses work together instead of overriding one another.
Flan's Armor Compatibility
- Fixed Flan's armor arms not matching Combatives crawl/swim poses.
- Fixed armor arms not following HMG ADS positioning correctly.
- Fixed armor leg transforms remaining misaligned after leaving crawl.
- Improved armor alignment during more complex player poses.
- Flan's armor now follows the final resolved player pose more reliably across leaning, crawling, swimming, and ADS.
Multiplayer & Stability
- Improved lean synchronization between the local player, server, and remote observers.
- Fixed several direction and interpolation issues that behaved differently depending on player orientation or movement.
- Improved pose cleanup across teleports, respawns, dimension changes, mounts, and other player state changes.
FairPlay Deprecation
- The separate FairPlay JAR is now deprecated.
- Gameplay-affecting Combatives settings are now synchronized and enforced by the server, removing the main reason for maintaining a separate FairPlay build.
- Servers should use the standard Combatives JAR and control authoritative gameplay settings through the server configuration.
- Client-only visual preferences remain local where they do not affect gameplay.
Developer Notes
- Unified lean direction around a shared player-local basis.
- Separated authoritative gameplay geometry from interpolated render geometry.
- Improved
ModelBipedpose capture/restoration and compatibility ordering for HMG and Flan'sModelCustomArmour. - Java 8 compilation and Mixin annotation processing passed for the relevant Combatives changes; final in-game compatibility validation is still recommended.
- Deprecated the FairPlay distribution in favor of the new server-authoritative runtime configuration snapshot.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:Iwlk1qqF:SiwzmGDt"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:Iwlk1qqF:SiwzmGDt"
}

