Model Engine—Ultimate Entity Model Manager [1.19.4 - 1.21.11]

Model Engine—Ultimate Entity Model Manager [1.19.4 - 1.21.11] R4.0.9

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perf/fix: some little perf improvements and minimessage updates
Build 2384 ·
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fix: rewire Bundle-Everything, dead since the R4.0.6 updater rewrite
Build 2383 ·
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fix: NPE freezing models when a queued state is removed the same tick it's played (#352)
Build 2382 ·
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fix: allow dismounting models whose base mob has AI disabled (#347)
Build 2381 ·
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fix: clean up leftover data when a world unloads (#187)

Unloading a world used to leave a few things behind that slowly built up in memory and could eventually crash the server. This clears them out:

- Entity VFX now disappear (and follow their target) like they should, instead of lingering forever
- Invisible model bases no longer leave stray references behind
- Pivot/mount data is now released along with the model
Build 2380 ·
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ci: please ci i need this
Build 2379 ·
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ci: i hate ci/cd
Build 2378 ·
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fix: ci giving old jars
Build 2377 ·
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fix: state machine animation play/stop/query now take effect in the same tick (#221)
Build 2376 ·
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perf: cut per-bone-per-tick allocations in model tick and bunch of other fixes
Build 2375 ·
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fix: ModifyState now sets lerp duration, not the lerp progress accumulator (#348)
Build 2373 ·
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fix: gate player model resources behind Create-Shader (don't ship player_head.json when shaders are off)
Build 2372 ·
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fix: snapshot BoneItems read to fix "Item is null" race (#327)
Build 2371 ·
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actually log the model in `Unable to find model with ID`
Build 2370 ·
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fix: stop binding renderByDefault to blockbench eye-toggle (editor-hidden parts always hidden)

*my bad*
Build 2369 ·
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fix: use nanoTime for PseudoThread's tick guard so coarse clocks don't throttle the loop
Build 2368 ·
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fix: gotta make sure these are properly defined too (just in case)
Build 2367 ·
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fix: are we deadass (forgot to put "" for the viewrange mechanic)
Build 2366 ·
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fix: couple folia fixes
Build 2365 ·
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feat: mount support for non-Mob bases, p_N seat lookup, re-track health

Mount API improvements for driving custom mounts on non-Mob model bases (e.g. ItemDisplay vehicles). No default behaviour change.

- Custom MountControllers can now run on non-Mob bases. Override the new MountController#shouldEngineTickMovement() to return true and the engine will call updateDriverMovement/updatePassengerMovement every tick even when the model base is not a Mob. Defaults to false, so existing controllers are unaffected.

- MountManager#getSeat(String) now accepts the authored "p_N" seat name as well as the parsed "N", so you no longer need to strip the "p_" prefix before mounting.

- Mount health is now resent to players who re-enter tracking range, so they see the mount's current health instead of default full health.
Build 2364 ·
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Brightness mech now affect nametag bones
Build 2314 ·
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Initial 26.1 & 26.1.1 support

Known bugged feature:
- Core share player model works, but causes some items in inventory to not render. Mineskin player model still works though.
- If your model has elements that has out of bound UV (i.e. UV starts under 0 or ends above the texture size,) the model will render as error cube. Since it is a modeling error, a warning message would be implemented later

26.1+ requires Java 25. If there are any issues please tell Taiyou (cuz I will be gone for the week)
Build 2313 ·
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Fixed dummy sync location not syncing to body controller
Build 2312 ·
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clear force pair and hide api
Build 2311 ·
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Fixed ref animation not removable in state machines
Build 2310 ·
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Fixed projectile/aura taking priority over targeted entity when finding modeled entity
Build 2309 ·
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fix: read the bytes instead
Build 2308 ·
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perf: cache parsed bbmodels and improve I/O buffering

Cache BlockbenchModel between reloads using metadata+CRC32. Increase zip/read buffers from 1KB to 64KB. Import: 3.4s → 315ms, Zipping: 1.1s → 510ms.
Build 2307 ·
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perf: make pack generate faster
Build 2306 ·
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feat: meg client mod support
Build 2305 ·
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perf: reduce redundant metadata on spawn and cull transition
Build 2304 ·
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fix: guard interpolation delay with per-player snapshot check

Move snapshot computation before the interpolation delay condition so DISPLAY_INTERPOLATION_DELAY is only sent when the player actually has stale transform data. Previously, the delay was added based on the bone-level dirty flag alone, before the per-player snapshot was even computed. Also adds missing empty entity data guard to v1_20_R4.
Build 2303 ·
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fix: use UUID keys in SelectionManager to prevent watchdog hang
Build 2302 ·
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fix: reduce redundant metadata on cull transition
Build 2301 ·
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fix: Mount related desync issues
Build 2300 ·
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fix: OBB related issues
Build 2299 ·
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fix: re-do the folia bullshits
Build 2298 ·
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fix: Folia thread safety for mount system
Build 2297 ·
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fix: aura MEG attachment NPE - modeledEntity used before initialization
Build 2296 ·
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fix: forgot to commit these lol
Build 2295 ·
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