0.2.8
- made ETF a required dependency (Consider EMF now as an ETF addon, allowing you to still use other model mods without losing ETF)
- EMF now has a basic config screen on both Fabric and Forge
- added model texture override support
- re-added option to render the vanilla model underneath the custom one, or offset from it (they will not animate and are meant to help pack makers position their models)
- random model variations now update according to ETF's texture update rate setting
- fixed
frame_timevalue it was about 2 times too large resulting in some animation transitions or counters playing faster - added animation variables
day_time,day_count, and tweakedtime - added
anger_time_startand included tickDelta smoothing inanger_time - fixed logical error in animation math expressions where "!(boolean)" was different to "!boolean"
- green render mode now pulses to allow accurate viewing of texture colours
- added an implementation of
move_forward&move_strafingwhich are broken in OptiFine, in EMF these values relate how much the entities total movement is in a particular direction. Using a players [wasd] movement as reference a player holdingWhas amove_forwardof 1, and a player holdingShas amove_forwardof -1, and a player holdingDhas amove_strafingof 1, and a player holdingAhas amove_strafingof -1, and a player holdingWDhas amove_forward&move_strafingof roughly 0.7 in both . this value is independent of speed and is intended as a measurement of the directionality of an entities' movement.
- fixed all remaining base Fresh animations issues, yes ALL of them, (the addons are still broken as are .jpms)
- fixed several positional issues with models in general, almost every default generated model from blockbench matches exactly in game
- fixed flickering in pause menu for animations that factor in tick delta
- fixed texture size issues plaguing wardens and guardians in their blockbench default models
- added wither and ender dragon support, (ender dragon doesn't support custom animations yet and when they do they will be limited)
- fixed an issue with the head_yaw constraint fix in 0.2.5
- ensured floating point value consistency across all animation expression code
- fixed a IncompatibleClassChangeError crash with EMF when loading forge with unrelated mod dependency issues
- fixed a model creation crash
- improved non animated horse and ravager head model positioning, fixed horse saddle positioning, horse chests still broken
- added translations fr_fr, de_de, & el_gr
![[EMF] Entity Model Features](https://cdn.modrinth.com/data/4I1XuqiY/6e5bbd0d06b1741bfdab6c0cfab6de8fdaf0064c_96.webp)

