- full
NBT
property parity with OptiFine, ETF now parses the examples in this link correctly (https://optifine.readthedocs.io/syntax.html#nbt) - added ETF only
NBT
"raw:" syntax variant "print_raw:" which will act just like "raw:" but will also print what that raw value is for testing purposes - added ETF only
NBT
property syntax which will print the entire entities NBT data to the log, not just the specific compound, if theNBT
property text starts with "print:", this will not affect the function of text after the "print:" - vanilla texture variants like
wolf_tame.png
will fall back towolf.properties
ifwolf_tame.properties
doesn't exist (this is true for wolf, bee, ghast & strider texture variants) (only for vanilla textures) - the
Blocks
property now utilizes the full OptiFine blocks syntax[namespace:]name[:property1=value1,...:property2=value1,...]
allowing matches such as"blocks=oak_stairs:facing=east,west:half=bottom"
- made
Name
,Names
,Biomes
andTeams
properties more robust and all 3 can now utilise Regex and Pattern not justNames
- added support for emissive textures on mob head blocks
- added support for emissive and enchanted skin features on player head blocks (will only work for a player online that you have seen at least once that session, I may expand this in future)
- resolved injection warning on mod load
- improved resource reloading mixin
- altered the livingEntityMixin structure to accommodate plans for
EMF
- some API additions for
EMF
- fixed crash in skin tool when selecting pixels (likely present in 1.19.3 too)
- fixed armor stands with nbt "Marker:1b" not working
- improved compat with modded custom boat type textures
- forge version updated to 1.19.4
- fixed crash in skin tool when selecting pixels (likely present in 1.19.3 too)
- fixed armor stands with nbt "Marker:1b" not working
- improved compat with modded custom boat type textures
1.19.4 update
[V4.3.3]
- further api tweaks for EMF
- fixed distanceTo property not working in 4.3.2
- fixed a boat texture crash
- fixed transparency setting for non-ETF skins not working in 4.3.2
[V4.3.2]
- added the
NBT
OptiFine texture property, which can read any NBT value of an entity that is available to the client - added wolf collar support
- API updated for other mods to utilise ETFs random texture .properties file loading (will be used in EMF)
- added an option to enable transparent skins for all players, even ones not using ETF skin features.
- added checks to catch some nullPointer crashes
- fixed an issue requiring other clients to have ETF installed when joining an Essentials mod hosted game
- reworked the handling of all entities internally by ETF, The ETFPlaceHolderEntity EntityType has been removed.
- fixed a crash caused by modded entities with large numbers as texture file name making etf think it is a variant .png
- added config setting to disabled using variants in the vanilla directories (making only optifine and etf folders work) this is specifically added for certain mods that have their mob textures named like "mob2.png" that are detected as random mobs by etf
Illegal path override = All
config setting will no longer allow empty paths- added brazilian portuguese translations
- updated chinese translations
- fixed a crash when uploading skin changes on the forge version