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» | Actually fix nametag nulling
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Build 2207 · |
» | Fixed nametag json string nulling
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Build 2206 · |
» | User Limb System
This is a new system used for shader-compatible player models using the MineSkin API. You will need to create a Mineskin API key and supply it in the config. The plugin will generated 2 files under `internals/skins`: `steve_mapped.bbmodel` & `alex_mapped.bbmodel`. You can modify these files to adjust the UV mapping, pivot point, or even add custom limbs for more personalized uses. Faces can also reference a different texture, which will dynamically applied to the limb when generating. MEG also generates an example file at `internals/examples/player_model.bbmodel`, which is a working setup you can use off the box as a starting point. The config also has a section called `User-Limb`: - `Eager-Generate-Skins`: generate limb data immediately when a player joins the server - `Default-Classic/Slim-Skin`: the ID of default skin used when the limb data is not done generating for a player based on player model type - `Default-Skins`: the default skins that MEG immediately generates when the server starts. Each entry can take in any of the following data to generate the limb data: - `base64`: Base64 representation of the raw image - `url`: Direct link to the skin file (any endpoint works, like NameMC for example) - `path`: File path to the skin file relative to the `skins` folder in the plugin folder - `username`: Minecraft username of the skin bearer - `uuid`: Minecraft UUID of the skin bearer `modelskin` mechanic should work on this new type of limb. Keep in mind that since this is using the Mineskin API, requests are rate-limited **by Mineskin** and only sped up by subscribing to their service. This is still an experimental system, expect bugs. Proper model save-load coming soon. | ||
Build 2205 · |
» | Fixed edge case with uv being null
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Build 2204 · |
» | Model mechanic now accept placeholder booleans
Models now display fire hologram when on fire - You can turn off fire across all models in config - Model mechanic allow finer control - `ff` `forcefire`: force the model to render fire (or false to never render fire) - A new folder will be created by MEG named `internals`, and inside will have a model called `internal_fire`. By default, this model will use the default fire textures. You can replace the texture and even model, but the `fire_0` and `fire_1` bone must remain - Fire is calculated using the model's hitbox. Subhitboxes **WILL NOT** render fire - Due to ambient occlusion, the fire renders a bit dimmer than actual fire on entities. Lmk if you can think of a way to fix it - User-definable fire type planned | ||
Build 2203 · |
» | Minor generator optimization
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Build 2202 · |
» | Added BoneTransformReadEvent
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Build 2201 · |
» | Fixed stackoverflow when wrapping move controller
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Build 2200 · |
» | Fixed hitbox parameter not parsed by model mechanic
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Build 2199 · |
» | 1.21.10 Support
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Build 2198 · |
» | Fixed removed bones still trying to be ticked
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Build 2197 · |
» | Fixed animation running at 2x speed after restart
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Build 2196 · |
» | Fixed animate model override bone default transform
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Build 2195 · |
» | v5.0 bbmodel support
Models before v5.0 are still usable Since this is a pretty big change, a version update will be released soon (despite IK not yet finished, but Molang is so I guess that counts :hmm:) | ||
Build 2194 · |
» | Fixed state machine rotation lerp inverted
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Build 2193 · |
» | Force sync entity get function
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Build 2192 · |
» | Force sync execution on entity load/reload
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Build 2191 · |
» | Fixed billboard not working on many versions
because Im a dumb dumb and only implemented it on 1.21.4 heh Also if you think you've seen this update before. You haven't. Please report any temporal anomalies to MythicStaff asap. | ||
Build 2190 · |
» | 1.21.9 support
Barely tested. Lmk if something broke | ||
Build 2189 · |
» | Removed debug PFX
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Build 2188 · |