- mob spawner entities can now variate their textures again.
- moved some temporary 5.0 rework code into more compatible mixins for better compatibility
- more stable implementation of the 5.0 rework changes for emissives
- random properties now also allow ranges with the format <high>-<low> instead of only <low>-<high> (OptiFine parity)
- fixed a crash in the skin tool
- fixed a shoulder parrot crash
- fixed a crash with Xaeros minimap
ETF 5.0 is a massive rework of the code, ETF is now almost an entirely different mod in its application from what v4.5 was. It should now universally affect every entity and entity render feature.
- the
blocks
property now again additionally checks the block below block entities differing from OptiFine's behaviour - all entities have enchanted overlay support via "_enchant.png" just like emissives with "_e.png"
- much improved and more helpful right click debug printout
- all possible texture variants are now preloaded on the first instance of a texture being used.
- texture variation is now implemented at the creation of entity render layers allowing all entity textures and features to be modified by ETF
- emissive rendering now occurs within the normal rendering of all models
- fixed entity spawn conditions not saving for all non update-able properties (e.g. the heights property would not always save the entities original spawn height in v4.6)
- fixed the ETF & EMF config screen getting faded black in recent versions
- removed iris z-fighting fixes for everything except armor emissives as they don't appear to be needed anymore
- several changes and optimizations that are not worth listing.
- Added a new config screen category
Debug settings
. the debug right click option is now here. the log texture creation setting is now here. - added a new debug button in the debug settings screen that will print ALL currently cached ETF texture data to the log, details of every known texture and every variant, as well as telling you which textures can and cannot be varied. for example elytra.png shows up in the list of textures that can be varied with random entity rules ;)
- removed the ETF cape skin feature, it was fun working with putting a cape inside the skin texture, but it added quite a lot of overhead, when the minecraftcapes.net mod is just more effective. With this removed I plan to add support for player skin feature emissives in whatever cape texture is being used at a future time. Which will be more freeing than only applying skin feature emissives to etf loaded capes
- fixed for sodium 0.5.4
removed features due to them now being possible, and preferred, via EMF
- removed elytra thickness tweak feature
- removed async elytra feature
- removed lectern book unique texture feature
- removed piglin ear model visibility feature
[4.6.1]
Several fixes, primarily for the random property system rewrite in 4.6.0
- fixed api methods not being static
- fixed texture names ending with numbers not correctly using a "." to separate the variant (e.g big_chungus_0.png should variate with big_chungus_0.2.png)
- fixed
health
property not working at all in 4.6 - fixed
health
property percentage mode values not being rounded as integers (an entity with health percentage 3.5% would not trigger 0-3% or 4-6% checks, which they do in OptiFine) - fixed range property values not working correctly (e.g 12-33 )
- further api additions for EMF
- removed some log spam related to player head blocks