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All versions
1.7.0
Release
Easy Model Entities 1.7.017 hours ago 7
Uploaded by
Compatibility
Minecraft: Java Edition
26.1.2
Platform
Forge
Supported environments
Client and server
Changes
Changelog for Easy Model Entities 26.1.2
Note
This change log includes the summarized changes. For the full changelog, please go to the GitHub History instead.
1.7.0
- Fixed the head of an entity never turning towards what it looks at.
- Fixed cubes outside of an outliner group being dropped without any message.
- Fixed profiles without an explicit
texturestaying inactive because of a wrong texture path. - Fixed a single minor finding, such as an unknown behavior mode, deactivating a whole server profile.
- Fixed repaired models being reported only once, because the log suppression survived a resource reload.
- Fixed
modded_entitymodels never deriving a texture path from the model file itself. - Fixed the profiles of a single player world staying active after leaving it, which could break the models on a server joined afterwards.
- Changed a model with a missing texture to render its own shape with a pink placeholder texture instead of a pink box.
- Changed the creative tabs to hide render profiles from unexpected folders and models the server does not know.
- Removed eight example entities that only mirrored another example with different presets or numbers.
- Added a head look render option, so another mod can supply its own look direction.
- Added warnings for unknown fields, a missing
schema_version, a one-sidedversiondeclaration and cubes that are fully covered by other cubes. - Added detailed log and
validate_profilesoutput for every skipped or failed profile, including the reason and the affected field. - Added
scale, a part pose listener and a forced animation state to the block entity render options, so block entities support the same integration as entities. - Improved error messages to name the underlying parser message and the affected texture file.
- Improved render performance by resolving bone names once while baking and by reusing the entity render data per frame.
- Improved the render cache to drop only the least recently used entries instead of emptying itself completely.
- Improved the profile and render profile parsers to share their field handling, so both report the same problems in the same way.
1.6.0
- Added an
attackanimation state with standard Blockbenchattackclip support for all body types, driven by the entity's attack swing progress. - Added a procedural vanilla-style arm swing for biped and winged humanoid models that lack an
attackclip. - Added a part pose capture API (
EasyModelPartPoseListener/EasyModelPartPoseviaEasyModelEntityRenderOptions.withPartPoseListener) so integrations can anchor held items or attachments to animated model parts. - Added
EasyModelEntitiesClientApi.getItemAnchor(profileId, arm)with cached anchor resolution (dedicatedright_item/left_itemanchor parts take precedence over the*_hand/*_armfallback). - Added
EasyModelEntityRenderOptions.withAnimationState(int)to force an animation state without implementingEasyModelRenderable. - Improved performance by 10%.
1.5.0
- Fixed the entity and block-entity creative tabs being empty on dedicated clients by building them from the client render profiles instead of the server-only profile registry.
- Fixed the spawn item icons rendering nothing on dedicated clients by falling back to the client render profile when no server profile is available.
- Added a stateless render-by-profile-id API with
scale, displayed bounds, and body type lookups for mod integrations. - Added
EasyModelEntitiesClientApi.listRenderableProfileIds()so integrations such as Easy NPC can list and preview available models on a dedicated client without server profiles. - Changed the example render profiles to align their IDs with the server profile IDs
(
render_profiles/entity/<id>andrender_profiles/block_entity/<id>), so the model type is derived from the profile ID prefix on the client. - Bumped
schema_versionto0.2.0and removed the server profileclient.render_profile. - Code refactoring and cleanup to improve maintainability and readability.
1.4.0 (beta)
- Fixed choppy body rotation of walking host entities by using the interpolated body rotation.
- Added playback of standard Blockbench keyframe animations (
idle,walk,swim,fly) with linear interpolation and automatic clip selection. - Added
set_animationcommand to force an animation state on host entities for testing and command block setups. - Added
swimandflyanimation states to the API. - Added standard
idle/walk/swim/flyanimations to the little explorer, stone turtle, dawn sparrow, and coral drifter examples. - Added entity and block entity spawn items for all example profiles.
- Added offset, rotation, and scale to the
ModelPartdefinition to allow complex model definitions. - Improved spawn item tooltips to show the behavior mode and movement type of entities.
- Improved render performance by caching resolved render states and fallback models per profile.
- Improved api support for mod integrations.
- Code refactoring and cleanup to improve maintainability and readability.
1.3.0 (beta)
- Added a stable API for mod integrations that lists all limits, types, and status codes.
- Added a generated JSON file that documents these limits, types, and status codes per version.
- Added a test that fails if the documented values and the actual code values no longer match.
- Added an optional
asset_fingerprintso resource packs can ship alternate model styles. - Added a migration hook to handle profiles from older
schema_versions. - Improved server and client
versionmatching to only report a mismatch when both sides are set and differ.
1.2.0 (beta)
- Added read-only profile catalog API (listProfiles, listProfiles by body type, listProfileIds) for mod integrations.
- Added still and custom example presets covering all body types, plus a fast-moving example.
- Added case-insensitive bone name matching so
Body,body, andBODYall resolve tobody. - Fixed profile attributes max_health and follow_range not being applied to host entities.
- Removed unused mixins.
1.1.0 (beta)
- Fixed wrong UV mapping for some model parts.
- Fixed wrong block placements.
- Fixed rendering edge case with multiple texture definitions.
- Added UV mapping record to define UV mapping for model parts in a more structured way.
- Added ModelPartTypes enum to replace strings for model part names to avoid typos and errors.
- Added Vec3f enum to replace unnamed float parameter for Vec3f types to avoid typos and errors.
- Added additional model examples for different entity types.
- Added automatic face culling and model optimization to improve performance.
- Added better aquatic and ambient entity support.
- Improved performance by pre-building and adding additional cache.
- Improved example models and textures for better demonstration of features and capabilities.
1.0.0 (beta) 🚀
- Initial release for Minecraft 1.20.1.
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:ngLoLP1P:EtD0jxTf"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:ngLoLP1P:EtD0jxTf"
}

