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Details
2.6.0
Compatibility
Changes
[V2.6.0] Release
Changes since last Release:
-
enabled all versions after 1.18 for snapshot testing
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optimized code with a focus on preventing future mod conflicts
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added "etf/random" directory support thats acts as an override to the "optifine/random" directory as an option for resourcepack devs
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added support for villager profession/type/level textures to use their own properties file (Optifine parity)
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added support for random / custom vanilla glowing eyes (spider, enderman, phantom) (Optifine parity)
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added texture customizing property "teams" to set mob texture by scoreboard team name
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added emissive armour support (Optifine parity)
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added emissive horse armour support (Optifine parity)
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added emissive & random / custom horse marking texture support (Optifine parity)
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added shulker head emissive and random texture support (Optifine parity)
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added a setting to allow illegal characters in texture files like spaces and capitals (Optifine parity)
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added a setting in Custom textures to customize property updating restrictions (E.G if disabled for biomes a desert zombie that walks into a forest will be able to change texture based on the new biome, as opposed to the default behaviour where it will keep its desert skin)
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change: blinking now occurs truly randomly within configured frequency
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change: how optifine properties are applied. (Biome and other non-updating properties will no longer prevent / effect updating properties like health or name.)
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change: mod-menu config option screen tweaks
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change: CIT resewn elytra message removed as CIT now supports ETF emissive elytras
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fix: properties not updating correctly
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fix: property files being read from below resource-packs and applying to textures that should have overridden the custom properties (e.g texture property files will now only apply to textures in the same pack or below packs)
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fix: textures reverting to vanilla after a time with certain property file configurations
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fix: shulker colors not using shulker.properties
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fix: many other simple crashes or unexpected behaviours not worth mentioning
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:BVzZfTc1:uqLRu1PW"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:BVzZfTc1:uqLRu1PW"
}![[ETF] Entity Texture Features](https://cdn.modrinth.com/data/BVzZfTc1/af683d206d50b05258d865b0d6e4aa2f2cee12f2_96.webp)

