Releases: Traben-0/Entity_Texture_Features
4.5.0
summary
A decently big update, bringing emissive armor trims and painting support, among other things, as well as many fixes almost entirely clearing the GitHub issue tracker :)
Downloads
https://www.curseforge.com/minecraft/mc-mods/entity-texture-features-fabric
https://modrinth.com/mod/entitytexturefeatures
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Added
- added more code to support EMF
- added a new logo
- added support for random & emissive painting textures
- added support for emissive armor trims the same format as OptiFine (note this seems to break if iris and 3d skin layers are both installed, no idea why, it also fixes itself if a mob in the background is wearing the same trim, I'm tired of pulling my hair out about this so this is just how it will be for now)
- added support for armor trim overrides (e.g. the texture "textures\trims\models\armor\coast_redstone.png" will override the autogenerated trim if present)
- added support for end crystal random and emissive textures
- added an option to enable extra warden textures like the heart to apply to the entire model
- textures ending with numbers now use the separator "." like OptiFine for variants (e.g "mob4.png" now variates with "mob4.2.png")
- Animatica textures are now detected and prevent certain ETF actions that could break these textures (MoreMcmeta was already supported)
- added new ETF skin feature to allow/prevent transparency for your skin specifically, plus general improvements to skin transparency handling.
- added new ETF skin feature variant of the villager nose setting that can use a custom texture set in the skin, instead of the default villager.
Changed
- updated the
minecraftcapes.netapi url when used in skin features - improved the handling of "_eyes" textures
- tweaked the skin tool failure dialogue to be more informative and helpful
- tweaked warning messages and added some
- tweaked the resource-pack screen etf button
Fixed
- fixed
biomeproperty breaking when using "CamelCase" instead of "snake_case" - fixed
sizeproperty being off by 1 when compared to OptiFine - fixed
nameproperty not working for players usernames - fixed custom ETF cape textures not working with
physics modcapes - fixed
3D skin layers modemissive body pixels with skin features - tweaked some
en_ustranslations - fixed 2 forge crashes
- fixed
pattern&ipatternto correctly match the OptiFine behaviour
ETF Version 4.3.3
Update summary:
just a few minor fixes
Downloads:
- Curse Forge
- Modrinth
Changelog
- further api tweaks for
EMF - fixed
distanceToproperty not working in 4.3.2 - fixed a boat texture crash
- fixed transparency setting for non-ETF skins not working in 4.3.2
ETF Version 4.3.2
Update summary:
This update brings an initial implimentation of the NBT OptiFine random texture property to ETF,
documentation here (https://github.com/Traben-0/Entity_Texture_Features/blob/master/.github/README-assets/random_entities.properties#L223),
it is subject to further changes pending actual OptiFine feature documentation.
there are also some fixes for several issues as well as an update to the ETF API to allows other mods to utilise ETFs OptiFine random property file parsing, which will be used in my wip CEM mod.
Downloads:
- Curse Forge
- Modrinth
Changelog
- added the
NBTOptiFine 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 = Allconfig 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
ETF Version 4.3.1
Update summary:
Fixed an issue with certain textures resetting themselves and other small fixes and translation updates
Downloads:
- Curse Forge
- Modrinth
Changelog
- updated russian translation to 4.3 thanks to @Felix14-v2
- fixed a button translation
- added compatibility warning message for Quark as it's [Variant Animal Textures] setting must be disabled for ETF's to work
- resolved an issue with additional textures like enderman_eyes.png or sheep_fur.png resetting after a short time if the
base texture had .properties but the additional texture didn't - added shulker bullet texture support
ETF Version 4.3.0
Update summary:
ETF 4.3 brings with it many fixes and stability issues as well as compatibility features and some long time missing
features.
Most notably ETF's skin features now have full compatibility with the 3D Skin Layers mod and any skin changing mod
as well as fixing a notorious Tinkers construct crash on forge.
Thank you all for nearly 3 million downloads!!!
Downloads:
- Curse Forge
- Modrinth
Changelog
Added:
- added Minecart, Boat, Evoker Fang, and Llama carpet texture support
- added an option 'enabled by default' to set ETF to not tamper with any textures that have PBR textures attached, to
preserve PBR functionality, only if shader mods are present - added an option 'enabled by default' to set ETF to not tamper with any textures that has
moremcmeta modanimations,
to preserve animation functionality, only ifmoremcmetais present
Changed:
- changed handling of block entity features, should clear up several issues and be very stable compared to before
- skin features rework:
- should now be compatible with most skin changer mods e.g.
diguise-heads,impersonate, orfabric tailor - much faster implementation
- updates the clients skin in game after uploading, so you don't need to restart (doesn't update other players,
that still requires a restart)
- should now be compatible with most skin changer mods e.g.
- changed the
[Allow broken texture paths]setting, it can now be set tooff|entities only|all resources, all
resources is not recommended - made a few large source code refactors, no functionality change
Fixed:
- fixed
Tinkers constructcrash - fixed
3D skin layers modcompatibility with ETF skin features - fixed skin changing mod compatibility (e.g.
disguise-heads,impersonate,fabric tailor) - fixed updatable properties for additional mob textures, like sheep_fur.png and villager types, not updating if the
base texture doesn't - fixed tooltip lines ignoring line breaks in 1.19.3
- fixed an issue with the
[Allow broken texture paths]setting preventing resource packs with broken paths from loading
correctly in 1.19.3 - fixed an issue with chest emissive textures
ETF Version 4.2
Update summary:
ETF v4.2 has added many additional non OptiFine texture properties to further vary textures with, as well as adding properties
that can vary the way the entity itself is rendered, such as brightness level, ambient particles and translucent rendering.
4.2 also includes many bug fixes and suggestions that have popped up since I left on holidays.
I hope you enjoy :), and thank you for over 2 million downloads!!!
Documentation for new properties here
Downloads:
- Curse Forge
- Modrinth
Changelog
Added:
- added texture property
angry, used like other OptiFine properties, can betrue|false. works only for Endermen, Blazes, Guardians, Vindicators and Evokers. Triggers when these mobs display their client side 'angered or attacking state' (open mouth for endermen & blazes igniting) - added texture property
moving, used like other OptiFine properties, can betrue|falseto vary texture based on whether a mob is moving or not. - added texture property
items, used like other OptiFine properties, can be either:none(true if mob is holding or wearing no items)any(true if mob is holding or wearing any items)holding(true if mob is holding any items)wearing(true if mob is wearing any items)- a list of item names like
minecraft:bookorcool_mod:sunglasses, separated by spaces.
- added a new property type "Entity Property" to tweak entity rendering within the .properties file, they are not numbered like the other OptiFine properties e.g
skins.1 - added entity property
vanillaBrightnessOverride: can be set as a number from0-15, this overrides the brightness of the mob, it can be used to reduce the brightness of mobs like Blazes and Allays, or increase the brightness of others. - added entity property
suppressParticles: if set totruewill remove ambient particles from mobs (currently only Blazes and Glow Squids) - added entity property
showHiddenModelParts: if set totruewill enable the rendering of model parts normally hidden in vanilla (currently only zombie piglin right ears) - added entity property
entityRenderLayerOverride, shader compatibility will vary, the possible values for this property are:translucent(allows partial transparency in entity rendering)translucent_cull(allows partial transparency in entity rendering & culls model faces)end_portal(looks like the end portal effect, added for fun cause it works)outline(renders the entities outline through walls)
- extended shader support code to include the Iris forge port
Oculus, this should improve z-fighting and support the new compatible emissive render mode. - added
Compatibleemissive rendering mode. This mode uses theBrightemissive rendering mode normally and automatically changes to, the more shader compatible,Default / Dullemissive rendering mode when shaders are enabled. To have the best of both worlds. - added compatibility warning to disable skin features with the
impersonatemod present - added emissive and random texture support to saddles (supports pigs, horse-mobs and striders)
- added further support for some older OptiFine format biome names using
PascalCaseto be auto converted to the modernsnake_casebiome names (e.g.MushroomFieldsbecomes the correctmushroom_fieldsautomatically)
changed:
- updates russian translations thanks to @Felix14-v2
- improved block entity code, this should improve compat with armor stand affecting mods (like quark) as armor stands are no longer used as a substitute entity
- tweaked button scaling to center themselves in larger gui scales
- tweaked some gui button positions
- removed compatibility warning that disabled block entity features with the
quarkmod present, issue has been fixed.
fixed:
several additions listed above fix several issues however some more minor fixes include:
- fixed quark incompatibility with ETF block entity features
- fixed ETF settings button appearing on data pack selection screen
- fixed additional textures (e.g. sheep fur or villager types) having their variant overridden by the mobs base texture even if they have their own .properties file
- fixed compatibility with the disguised heads mod and skins with etf features not changing (skin features will not display on disguised players :/)
- fixed player skin enchanted visuals being brighter than vanilla
- fixed keyboard navigation in the ETF settings gui (currently just
ESCkey to go back)
Entity Texture features [All Future Versions]
I'm not planning to update the github releases for every version from now:
future updates as well as use case details can be found at
Entity Texture Features Mod [V2.1.1]
fix for height ranges not working with 1.18 negative y values
more general custom emissive suffix support
Specifically tested with creeper-plus pack which was the source of bug report
Emissive Entity Textures [V2.1.0]
Optifine random texture format compatibility seems to be complete, I expect errors to come up as other packs are tested but all the ones i've tried for now are fine
Emissive Entity Textures [V2.0.1]
major rework see mod pages for details