2.3.2 Update log
- Synchronize 1.16.5/1.18.2/1.19.2/1.20.1/1.21.1 Forge/Fabric/NeoForge, a total of ten versions
- Fix the problem that
AnimationContent
is empty, causing the log screen to refresh - Fix the problem that 1.16.5/1.18.2 Forge is incompatible with the old version of tac grenade
- Fix the 1.21 NeoForge/Fabric memory pool mechanism to avoid the problem of log screen refreshing
- Fix 1.21 NeoForge/Fabric to fix the molang of getting enchantments
- Fix the problem of 1.21 Fabric pre-setting Forge Cloth Config API Port, now version 1.21.1 can be used directly
- Fix the bug of 1.21 not saving the configuration file
- Fix the bug of missing tacz bayonet animation
- Fix the problem of animation flickering in some perspectives
- Modify the parallel animation of the default model to avoid affecting other animations
- The default controller animation of sword swinging has lower body movements
2.3.1 Changelog
Fixes
-
Fixed calculation discrepancies in second-order and first-order animations under different frame rates
-
Fixed audio continuation issue when exiting archive after playing roulette animation and re-entering
-
Fixed empty line issue in roulette configuration interface
-
Fixed value rounding problem when reopening slider configurations
-
Reduced spam of
Could not load animation
in logs upon initial archive entry -
Model and animation fixes
- Fixed incorrect hand animations for JK Wine Fox character
- Fixed sliding issues for default model and Wine Fox model, along with terrain clipping
- Fixed texture errors and incorrect sneak position in controller example model
-
Molang additions and fixes
- Added
ysm.rendering_in_paperdoll
variable specifically for paper dolls - Added
ysm.person_view
variable returning numerical values (First-person: 0, Third-person back: 1, Third-person front: 2; compatible with over-the-shoulder view) - Added
ctrl.idle
variable - Fixed
ctrl.run
andctrl.walk
incorrectly being true during sneaking and climb states - Fixed
ctrl.climb
parameter being true during swimming - Fixed incorrect
ysm.rendering_in_inventory
parameters in some cases (e.g. top-left paper doll) - Fixed inaccuracies in
q.is_first_person
andysm.first_person_mod_hide
under certain conditions
- Added
New Features
- Added new roulette design with
#return
key as return button - Fixed incorrect Carry On animations during swimming and prone states
- Added Japanese localization (Credits: Mine-Tech)
- Added roulette lock shortcut (Default:
Alt + L
) - Added two new parkour animations:
- High Jump Charging (
parcool:jump_charging
) - High Jump (
parcool:charge_jump
)
- High Jump Charging (
- Added partial compatibility with Better Combat mod and fixed head obstruction issue during swinging animations
2.3.0 Update log
-
Added compatibility for slash blade mod's animations. Now you can customize slash blade animations. It is also compatible with the old slash blade and slash blade resharped (thanks: 星屑海螺 provides a full set of animations)
- Added compatibility with Bedrock Edition animation controllers
- Support multiple animation playback
- Support state switching
- Support custom blending duration and blending curve when switching animations
- Support
q.any_animation_finished
q.all_animations_finished
parameters - Added some molang specifically for controllers (subsequent documents will supplement this part of the description)
-
Animation can now play audio
- Audio can be imported through model packages, Minecraft sound effects can be called, and sound effects added by resource packages are also supported
- At the same time, a volume button is added to control the volume of the animation
-
Delete redundant content
- Remove the old version of molang debug interface
- Delete the ingame model upload function
- Delete the
/ysm model export
command (**This command is not a model export command! ! ! **)
-
Animation Roulette Update
- Animation Roulette supports classification, multiple animations can be grouped into a group and put into the secondary menu
- Animation Roulette can add configuration functions, and custom buttons can be used to control the input of molang parameters
-
Built-in first-order and second-order physical systems molang, simplifying related molang calculations
-
Fixed compatibility with the new version of parcool mod (now both new and old can be compatible)
-
Added
ysm.shoot_item_id
function, which can be used to distinguish what item is used to shoot the arrow -
Added a configuration file, which can be controlled by the server to hide the default model
-
Fixed the animation problem of the default model and tacz guns (thanks: 千代纸 for helping to fix this problem)
-
Completed compatibility with the animation of the weapon of the Tinkers Construct through the tag system
-
Added terms to the disclaimer ** (prohibiting the production of NSFW content) **
-
Added a lock function for the roulette animation: when the lock function is turned on, movement will not interrupt the playback of the roulette animation
-
Added the disable_preview_rotation parameter, placed under properties, which can prevent the rotation of the GUI selection interface, making it easier to make GUI animations
-
Added the all_cutout parameter, placed under properties, which can force the model to add face culling, making it easier to create stroke effects
-
Added a new controller example model (multi-stage attack when using a sword)
-
Supports the blend weight parameter (blend_weight) of animation, and the tail swing of the wine fox has added this writing example
-
Added a new audio example dance for the wine fox (thanks to 羊毛 for providing audio and animation)
-
Updated related language files
-
Added cross-mod communication, now supports the custom download function of other mod
2.2.2 Updates and fixes
-
[Fabric] Add compatibility with TACZ Fabric 1.20.1
-
Fix the animation twitching problem when TACZ fires
-
Complete compatibility with TACZ bayonet animation
-
Fix the player rotation problem in the model switching interface (especially when the player opens the model switching interface while riding a horse)
-
Fix the problem that the free field of the independent manifest file is not processed
-
Add
ysm.bone_pivot_abs
to get the coordinates of the specified bone pivot point in the model space in the previous frame.Note that if the parent bone is hidden or scaled by 0, the value will not be updated. Example:
ysm.bone_pivot_abs('LeftHand').x
; -
Add ysm.bone_[rot/scale/pos] to get the bone parameters of the previous frame.
Example:
ysm.bone_rot("LeftLeg').x
; -
Fixed the inaccurate values of
q.eye_target_[x/y]rotation
andq.body_[x/y]_rotation
; -
Fixed the abnormal rendering of paper dolls when using molang hidden groups when the first-person module is effective;
-
Improved the rendering of semi-transparent models;
-
Added
properties.render_layers_first
field (default false) to the manifest file to specify whether the vanilla model layer is rendered before the ysm model. The specific details will be introduced in the document later; -
Greatly improved the performance of multiplayer games, especially when light and shadow + entity shadow are turned on;
-
Adapted the SWEM mod (+11 animations, refer to the
swem.animation.json
of the default model); -
Adapted the Parcool mod (+35 animations, refer to the
parcool.animation.json
of the default model); -
Added
hover
,hover_fadeout
, andfocus
animations, which are played when the mouse hovers over, moves out of, or selects a model button in the model interface; -
Compatible with Carpet and Curtain mod dummies, and in theory, with dummies that work in a similar way;
-
Supports copying or opening the author's contact information on the model details page;
-
Supports attaching additional information when exporting encrypted models;
-
Adapted to Sodium 0.6 and Iris 1.8;
-
Limits the animation update frequency to 60 fps;
-
Fixed the problem that iris shadow rendering has no head when the first-person mod is in effect;
-
Fixed compatibility with fashion armor mods;
-
Fixed the problem that the old version of the model texture file is not sorted correctly;
-
Fixed the problem that the renderer crashed in rare cases (access violation);
-
Fixed the problem that the process could not be terminated due to abnormal exit;
-
Improved the reliability of handshake and synchronization in an online environment;
-
Added the command
/ysm ping
, solve the problem that the client does not recognize the server due to packet loss; -
Improve the automatic completion of some command parameters;
-
The top-level model directory is not recognized as a model.
-
Fix the problem of some groups being misplaced under the Carry On holding posture
-
Add a new wine fox model, and attach GUI suspension and selection animations
Known issues:
-
The semi-transparent part of the model may block other entities, which can be solved by installing the oculus/iris module;
-
The semi-transparent part of the model in the inventory will block buttons added by other modules.
-
The animation will only play once when TACZ fires continuously
2.2.2 Updates and fixes
-
[Fabric] Add compatibility with TACZ Fabric 1.20.1
-
Fix the animation twitching problem when TACZ fires
-
Complete compatibility with TACZ bayonet animation
-
Fix the player rotation problem in the model switching interface (especially when the player opens the model switching interface while riding a horse)
-
Fix the problem that the free field of the independent manifest file is not processed
-
Add
ysm.bone_pivot_abs
to get the coordinates of the specified bone pivot point in the model space in the previous frame.Note that if the parent bone is hidden or scaled by 0, the value will not be updated. Example:
ysm.bone_pivot_abs('LeftHand').x
; -
Add ysm.bone_[rot/scale/pos] to get the bone parameters of the previous frame.
Example:
ysm.bone_rot("LeftLeg').x
; -
Fixed the inaccurate values of
q.eye_target_[x/y]rotation
andq.body_[x/y]_rotation
; -
Fixed the abnormal rendering of paper dolls when using molang hidden groups when the first-person module is effective;
-
Improved the rendering of semi-transparent models;
-
Added
properties.render_layers_first
field (default false) to the manifest file to specify whether the vanilla model layer is rendered before the ysm model. The specific details will be introduced in the document later; -
Greatly improved the performance of multiplayer games, especially when light and shadow + entity shadow are turned on;
-
Adapted the SWEM mod (+11 animations, refer to the
swem.animation.json
of the default model); -
Adapted the Parcool mod (+35 animations, refer to the
parcool.animation.json
of the default model); -
Added
hover
,hover_fadeout
, andfocus
animations, which are played when the mouse hovers over, moves out of, or selects a model button in the model interface; -
Compatible with Carpet and Curtain mod dummies, and in theory, with dummies that work in a similar way;
-
Supports copying or opening the author's contact information on the model details page;
-
Supports attaching additional information when exporting encrypted models;
-
Adapted to Sodium 0.6 and Iris 1.8;
-
Limits the animation update frequency to 60 fps;
-
Fixed the problem that iris shadow rendering has no head when the first-person mod is in effect;
-
Fixed compatibility with fashion armor mods;
-
Fixed the problem that the old version of the model texture file is not sorted correctly;
-
Fixed the problem that the renderer crashed in rare cases (access violation);
-
Fixed the problem that the process could not be terminated due to abnormal exit;
-
Improved the reliability of handshake and synchronization in an online environment;
-
Added the command
/ysm ping
, solve the problem that the client does not recognize the server due to packet loss; -
Improve the automatic completion of some command parameters;
-
The top-level model directory is not recognized as a model.
-
Fix the problem of some groups being misplaced under the Carry On holding posture
-
Add a new wine fox model, and attach GUI suspension and selection animations
Known issues:
-
The semi-transparent part of the model may block other entities, which can be solved by installing the oculus/iris module;
-
The semi-transparent part of the model in the inventory will block buttons added by other modules.
-
The animation will only play once when TACZ fires continuously