- fixed
rot_ygiving an incorrect value for specifically the client player model - fixed the
partkeyword in animations not working correctly for OptiFine part names that differ from the vanilla ones - fixed texture overrides breaking at the .jem level for most models, due to a broken redundancy optimization
- added an optifine cem syntax limitation parity setting
- added a parity setting to enforce custom UV value flooring in boxes like OptiFine does
- added support for referencing
partdirectly in animations such asthisalready does - added more detailed validation warnings to box uv co-ordinates as well as fleshing out validation error messages to inform users of the exact issue source
- added
frame_countervariable from the latest OptiFine - added
wolf_collarto the model list - made
frame_timematch OptiFine's pausing and tick freeze behaviour - fixed modded block entity models incorrectly including the namespace in the model file name when it should not e.g. looking for
optifine/cem/mod:model.jeminstead ofmod:optifine/cem/model.jem - fixed models with variants not resetting their initial state correctly on first load until at least 1 variation occurs naturally
![[EMF] Entity Model Features](https://cdn.modrinth.com/data/4I1XuqiY/6e5bbd0d06b1741bfdab6c0cfab6de8fdaf0064c_96.webp)

