ETF Changelog:
[V3.1.0]
- updated to 1.19 (for now 1.18.2 will remain supported with feature updates, but 1.18.1 & 1.18.0 will no longer be supported moving forwards, due to very annoying workarounds required)
- support added for the wardens many texture layers
[V3.0.4]
- chest & shulker custom texture caching is more consistent
- texture cache data now also resets on game disconnect
[V3.0.3]
- fixed names property not working with chests (they will still not function on servers unless a mod is used to send blockEntity name data to clients)
[V3.0.2]
- fixed certain blocks not reading correctly for the Blocks texture property
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & " john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
ETF Changelog:
[forge port of V3.0.4]
- shoulder parrot support disabled (could not get working in forge)
- EXPECT BUGS DUE TO BEING FIRST FORGE PORT
[V3.0.4]
- chest & shulker custom texture caching is more consistent
- texture cache data now also resets on game disconnect
[V3.0.3]
- fixed names property not working with chests (they will still not function on servers unless a mod is used to send blockEntity name data to clients)
[V3.0.2]
- fixed certain blocks not reading correctly for the Blocks texture property
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & " john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
ETF Changelog:
[V3.0.4]
- chest & shulker custom texture caching is more consistent
- texture cache data now also resets on game disconnect
[V3.0.3]
- fixed names property not working with chests (they will still not function on servers unless a mod is used to send blockEntity name data to clients)
[V3.0.2]
- fixed certain blocks not reading correctly for the Blocks texture property
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & " john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
ETF Changelog:
[V3.0.3]
- fixed names property not working with chests (they will still not function on servers unless a mod is used to send blockEntity name data to clients)
[V3.0.2]
- fixed certain blocks not reading correctly for the Blocks texture property
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & " john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
ETF Changelog:
[V3.0.2]
- fixed certain blocks not reading correctly for the Blocks texture property
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & " john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
ETF Changelog:
[V3.0.1]
- fixed emissive armour & works with CIT Resewn
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & " john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
ETF Changelog: [V3.0.0]
updated to 1.19.pre3 for testing EXPECT BUGS
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & " john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
ETF Changelog:
[V3.0.0]
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- Optifine parity: Name property now works identical to optifine
- ETF supports a new Names (plural) property using previous ETF name behaviour
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & " john smith"})
Added:
- Optifine parity: Size & Color texture properties
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, shulker boxes, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests, shulker boxes & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these warnings and override them
- translation support
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity glowing eyes code
- litematica compatibility
- blocks property not working for certain blocks with extra data
- villager profession property not working with namespaces
- Mooshroom mushrooms not being overridden correctly
- various minor issues
[V2.7.0] Betas so far
Various code improvements implemented thanks to @Maximum#8760:
- logging
- iris compatibility
- translation support
- A great deal of source code support and proofreading, thank you again @Maximum#8760
Changed:
- the shader z-fighting fix no longer expands the model leading to weird rendering, emissives should no longer z-fight for most mobs while using shaders.(option has been removed)
- illegal identifier fix changed to only affect image files, cause of litematica conflicts
- names property will also match against the whole line ((names.1=john smith) will check the names {"john", "smith" & " john smith"})
Added:
- Ender Dragon random / custom and emissive texture support
- drowned outer layers support random and emissive textures using the vanilla format
- choice between brighter or optifine-like(default) emissive rendering modes (bright usually provides bigger bloom with shaders and is noticeably brighter in sunlight)
- block entity emissive support for: chests, beds, bells, enchanting table book & lectern book
- block entity random/custom texture support for: chests & beds
- custom lectern book texture support with "minecraft/textures/entity/lectern_book.png"
- emissive shields
- debug logging config option to enable logging relevant ETF mob data when right-clicked
- custom horse armour & markings support, "horse2.png will try to use horse_armor2.png & horse_marking2.png"
- added function to ease access to skin features (a setting in the config/modmenu settings can be enabled to apply a skin feature guide image to a copy of your skin)
- supported emissive and enchanted capes to match skin when set in skin feature choices.
- parrots showing custom & emissive textures on shoulders
- warnings in mod menu config to inform of and prevent mod incompatibilities, as well as an option to ignore these warnings and override them
Fixed:
- memory leak / usage issue in V2.6.0 - was related to entity feature renderer code
- litematica compatibility
- various minor issues
[V2.6.0] Release
Changes since last Release:
-
enabled all versions after 1.18 for snapshot testing
-
optimized code with a focus on preventing future mod conflicts
-
added "etf/random" directory support thats acts as an override to the "optifine/random" directory as an option for resourcepack devs
-
added support for villager profession/type/level textures to use their own properties file (Optifine parity)
-
added support for random / custom vanilla glowing eyes (spider, enderman, phantom) (Optifine parity)
-
added texture customizing property "teams" to set mob texture by scoreboard team name
-
added emissive armour support (Optifine parity)
-
added emissive horse armour support (Optifine parity)
-
added emissive & random / custom horse marking texture support (Optifine parity)
-
added shulker head emissive and random texture support (Optifine parity)
-
added a setting to allow illegal characters in texture files like spaces and capitals (Optifine parity)
-
added a setting in Custom textures to customize property updating restrictions (E.G if disabled for biomes a desert zombie that walks into a forest will be able to change texture based on the new biome, as opposed to the default behaviour where it will keep its desert skin)
-
change: blinking now occurs truly randomly within configured frequency
-
change: how optifine properties are applied. (Biome and other non-updating properties will no longer prevent / effect updating properties like health or name.)
-
change: mod-menu config option screen tweaks
-
change: CIT resewn elytra message removed as CIT now supports ETF emissive elytras
-
fix: properties not updating correctly
-
fix: property files being read from below resource-packs and applying to textures that should have overridden the custom properties (e.g texture property files will now only apply to textures in the same pack or below packs)
-
fix: textures reverting to vanilla after a time with certain property file configurations
-
fix: shulker colors not using shulker.properties
-
fix: many other simple crashes or unexpected behaviours not worth mentioning
[V2.6.RC2] Release Candidate 2
- fixed a crash with Puzzle in RC1
[V2.6.RC1] Release Candidate 1
Changes since last Release:
-
enabled all versions after 1.18 for snapshot testing
-
optimized code with a focus on preventing future mod conflicts
-
added "etf/random" directory support thats acts as an override to the "optifine/random" directory as an option for resourcepack devs
-
added support for villager profession/type/level textures to use their own properties file (Optifine parity)
-
added support for random / custom vanilla glowing eyes (spider, enderman, phantom) (Optifine parity)
-
added texture customizing property "teams" to set mob texture by scoreboard team name
-
added emissive armour support (Optifine parity)
-
added emissive horse armour support (Optifine parity)
-
added emissive & random / custom horse marking texture support (Optifine parity)
-
added shulker head emissive and random texture support (Optifine parity)
-
added a setting to allow illegal characters in texture files like spaces and capitals (Optifine parity)
-
added a setting in Custom textures to customize property updating restrictions (E.G if disabled for biomes a desert zombie that walks into a forest will be able to change texture based on the new biome, as opposed to the default behaviour where it will keep its desert skin)
-
change: blinking now occurs truly randomly within configured frequency
-
change: how optifine properties are applied. (Biome and other non-updating properties will no longer prevent / effect updating properties like health or name.)
-
change: mod-menu config option screen tweaks
-
change: CIT resewn elytra message removed as CIT now supports ETF emissive elytras
-
fix: properties not updating correctly
-
fix: property files being read from below resource-packs and applying to textures that should have overridden the custom properties (e.g texture property files will now only apply to textures in the same pack or below packs)
-
fix: textures reverting to vanilla after a time with certain property file configurations
-
fix: many other simple crashes or unexpected behaviours not worth mentioning
[V2.5.15] beta
- restructured how optifine properties are applied. (Biome and other non-updating properties will no longer prevent / effect updating properties like health or name.)
- added an option in Custom textures to remove property updating restrictions (E.G if disabled a desert zombie that walks into a forest will be able to change texture based on the new biome, as opposed to the default behaviour where it will keep its desert skin)
[V2.5.14] beta
- blinking now occurs truly randomly within allowed frequency
- fixed random properties sometimes being ignored in previous betas
- added a setting to allow illegal characters in texture files like spaces and capitals (Optifine parity)
[V2.5.13] beta
- fixed villager mixin crash
[V2.5.12] beta
- added emissive horse armour support
- added emissive & random horse marking texture support
- added shulker head emissive and random texture support
- fixed an issue with biome textures reverting to vanilla after a time with certain property file configurations
- fixed a previous beta change that broke random physics mod entity ragdoll textures
- optimized a lot of code and reworded things for better mod compatibility
[V2.5.10] beta
- fixed crashes in previous betas related to villager additional texture layers
- allowed resource-packs to use the "etf/random" directory as an override to the "optifine/random" directory
- fixed property files being read from other resource-packs and applying to the wrong textures
[V2.5.9] beta
- fixed transparent capes not properly overriding vanilla cape rendering
- fixed a crash related to blinking in skins
[V2.5.8] beta
- support for random / custom vanilla glowing eyes (spider, enderman, phantom)
[V2.5.7] beta
- fixed names not updating
- added texture customizing property "teams" to set mob texture by scoreboard team name
- allowed villager profession/type/level textures to use their own properties file
- enabled all versions after 1.18 for snapshot testing
[V2.5.6] - release Differences from last non beta release:
- All of 1.18.x now in the one .jar file
- cape support for Skin File Custom Capes , Minecraftcapes.net Capes & Optifine Capes
- fixes for slime's outer layer
- new mob texture property "blocks" so you can set a mob's texture based on the block it spawned on with support for ! before the block to ivnert the check
- support for resource-packs to control blinking length and frequency per texture via a "texture_blink.properties" file
- option to 'thin' the Elytra model as its stretched strangely in vanilla
- Improved the skin feature guide
- fix for villager type & profession varied textures
- supported transparent capes
- tweaked config menu inconsistencies also reflecting changes to puzzle mod
- fixed Iris shader crashes
- fixed null pointer crashes related to blinking
- fixed random mobs being broken in previous betas
- allowed the default texture of a mob to be overridden by the optifine directory (optifine parity)
- Z-Fighting fix extended to skin emissives
- fixed inspecio view models texture flickering, and likely many other GUI mob renderers having a similar issue
- optimized player skin retrieval code for large servers
- many major code cleanups and optimizations