Model Engine Premium

VIP Model Engine Premium R4.0.7 (DEV build 2050)

Experimental cache values for specific threads
  • Fixed incompatibility of seg and tl in the same chain
  • Added tail behavior (tl_)
  • Fixed fictitious location NPE
  • Fixed the wrong position of the bones for the 50th time
  • Updating .gitlab-ci.yml
New Features:
  • Load balancer on Culling and Animation calculations
  • Added model glow support Issue 92
  • Added model brightness support Issue 91
  • Added Create-MC-META config Details
  • Added primitive Step keyframe handling
  • Scale 0 bones would no longer send packets Issue 73
  • Added Priority Selector in animation menu for models using state-machine animation handler
  • [MM] SyncYaw mechanic can now target to sync yaw, body, and head
  • [MM] Allow using generic item and specifying data, color, and enchant on setItemModel mechanic Issue 88
  • [MM] Added glow mechanic Issue 92
  • [MM] Added brightness mechanic Issue 91
Bug Fixes:
  • Fixed multiple infinity position errors
  • Fixed multiple concurrent modification errors
  • Updated mount mechanic to use the latest MM API version
  • Fixed state machine not removing animations when they are lerping out
  • Fixed animations sometimes not stopped
  • Fixed animations chugging due to culling lag
  • Fixed model invisible if removed and added immediately
  • Fixed player model shader
  • Fixed animation not imported as lowercase
  • Fixed error when .data folder is missing while the server is already running
  • Fixed animation interpolated incorrectly
  • Fixed animation not playing correctly if rapidly added and removed (affects disguises more)
  • Fixed super hyper SSR 6* rare case of entity being invalid when first spawned Issue 44
  • Fixed Citizens saving
  • Fixed player being invisible when rejoining server after disguise in the same server session (server has not restarted) Issue 103
  • Fixed potion effects not applied to disguised players Issue 104
  • Fixed compatibility enabling when the depended plugin has disabled itself
  • Fixed whitespaces in model saved data would cause loading error
  • Fixed WorldGuard getName() NPE (because WorldGuard just can't be bothered to fix it, and IT'S NOT MY FAULT THEY USED NULLABLE METHODS WITHOUT NULL CHECKS)
  • [MM] Fixed ModelPart targeter using the wrong scale to scale the location
  • [MM] Fixed MM mechanics not recognized if using namespace and mechanic alias (e.g. meg:ModelSkin)

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