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ВЕРСИИ (1437)
release
azurelib-neo-26.3-4.1.1.jar
4.1.125 окт. 2026 г.38Minecraft: 26.3neoforge
Что нового
v4.1.1
### Additions
- N/A
### Fixes
- Fixed Molang variable assignments incorrectly reading the right-hand expression as the assignment target, preventing v. and t. variables from being assigned correctly.
### Changes
- N/A
### Developer Notes
- N/A
release
azurelib-fabric-26.3-4.1.1.jar
4.1.125 окт. 2026 г.56Minecraft: 26.3fabric
Что нового
v4.1.1
### Additions
- N/A
### Fixes
- Fixed Molang variable assignments incorrectly reading the right-hand expression as the assignment target, preventing v. and t. variables from being assigned correctly.
### Changes
- N/A
### Developer Notes
- N/A
release
azurelib-fabric-1.21.1-3.2.1.jar
3.2.125 окт. 2026 г.178Minecraft: 1.21.1fabric, quilt
Что нового
v3.2.1
### Additions
- N/A
### Fixes
- Fixed Molang variable assignments incorrectly reading the right-hand expression as the assignment target, preventing v. and t. variables from being assigned correctly.
### Changes
- N/A
### Developer Notes
- N/A
release
azurelib-neo-1.21.1-3.2.1.jar
3.2.125 окт. 2026 г.932Minecraft: 1.21.1neoforge
Что нового
v3.2.1
### Additions
- N/A
### Fixes
- Fixed Molang variable assignments incorrectly reading the right-hand expression as the assignment target, preventing v. and t. variables from being assigned correctly.
### Changes
- N/A
### Developer Notes
- N/A
release
azurelib-neo-1.20.1-3.2.1.jar
3.2.125 окт. 2026 г.1,3 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.2.1
### Additions
- N/A
### Fixes
- Fixed Molang variable assignments incorrectly reading the right-hand expression as the assignment target, preventing v. and t. variables from being assigned correctly.
### Changes
- N/A
### Developer Notes
- N/A
release
azurelib-fabric-1.20.1-3.2.1.jar
3.2.125 окт. 2026 г.348Minecraft: 1.20.1fabric, quilt
Что нового
v3.2.1
### Additions
- N/A
### Fixes
- Fixed Molang variable assignments incorrectly reading the right-hand expression as the assignment target, preventing v. and t. variables from being assigned correctly.
### Changes
- N/A
### Developer Notes
- N/A
release
azurelib-forge-1.18.2-3.3.1.jar
3.3.125 окт. 2026 г.18Minecraft: 1.18.2forge
Что нового
v3.3.1
### Additions
- N/A
### Fixes
- Fixed Molang variable assignments incorrectly reading the right-hand expression as the assignment target, preventing v. and t. variables from being assigned correctly.
### Changes
- N/A
### Developer Notes
- N/A
release
azurelib-fabric-1.18.2-3.3.1.jar
3.3.125 окт. 2026 г.7Minecraft: 1.18.2fabric, quilt
Что нового
v3.3.1
### Additions
- N/A
### Fixes
- Fixed Molang variable assignments incorrectly reading the right-hand expression as the assignment target, preventing v. and t. variables from being assigned correctly.
### Changes
- N/A
### Developer Notes
- N/A
release
1.1.2
1.1.225 окт. 2026 г.10Minecraft: 1.12.2forge
Что нового
v1.1.2
### Additions
- N/A
### Fixes
- Fixed Molang variable assignments incorrectly reading the right-hand expression as the assignment target, preventing v. and t. variables from being assigned correctly.
### Changes
- N/A
### Developer Notes
- N/A
release
azurelib-forge-1.7.10-1.1.1.jar
1.1.125 окт. 2026 г.12Minecraft: 1.7.10forge
Что нового
v1.1.1
### Additions
- N/A
### Fixes
- Fixed Molang variable assignments incorrectly reading the right-hand expression as the assignment target, preventing v. and t. variables from being assigned correctly.
- Fixed a bug with animated textures and glow animated textures.
### Changes
- N/A
### Developer Notes
- N/A
release
azurelib-ornithe-b1.7.3-1.1.0.jar
1.1.025 окт. 2026 г.4Minecraft: b1.7.3ornithe
Что нового
v1.1.0
### Additions
- Added bone hitboxes. Entities can now define hitboxes that follow bones in their model, rotate with them, and stay in sync with whatever animation is playing. Implement `AzHitboxHolder` and return an `AzHitboxSet` to use them.
- Hitboxes can fit a bone's cubes automatically or use an explicit size, offset and inflate in Blockbench pixels, and several hitboxes can share one bone.
- Hitboxes have three roles.
- `COMBAT` hitboxes take crosshair targeting, projectiles and damage.
- `INTERACT` hitboxes can be right-clicked to trigger custom logic without affecting combat.
- `ANCHOR` hitboxes can't be hit and exist only to track a bone's position.
- Melee hits, projectile hits (arrows, snowballs, eggs and ghast fireballs) and right-clicks report which hitbox they landed on, so damage can be scaled per hitbox (headshots, armoured plates, weak points).
- Hitbox outlines can be toggled by holding F3 and pressing B, colored by role and damage multiplier. Beta has no entity box view, so this is AzureLib's own toggle.
- In single player, hitboxes are read directly from the rendered pose. In multiplayer, clients report animated poses to the server, so server-side checks such as projectiles and AI attacks line up with what players see.
- Entities that a nearby player isn't looking at still have their hitboxes posed (and reported in multiplayer), so checks keep working behind the camera.
- Added a Bone Hitboxes page to the docs.
- First-person item arms now render the player's worn chestplate sleeve, supporting vanilla armor and AzureLib armor.
### Fixes
- Fixed animated textures causing large frame-time spikes and heavy memory churn. Each frame change re-decoded the texture pixel by pixel and re-created its GPU storage, for both the base texture and its glow mask. Frames are now decoded once and uploaded into storage allocated a single time, so frame changes no longer allocate memory.
- Fixed Molang variable assignments incorrectly reading the right-hand expression as the assignment target, preventing v. and t. variables from being assigned correctly.
### Changes
- The server's attack and interact distance check now measures to an entity's hitboxes, so parts that stick out past the vanilla bounding box (tails, weapons) can be hit from as far as they reach.
- Entities using an `AzEntityRenderer` that have hitboxes now run their animator while off-screen within 64 blocks of a player. Keyframe events, including sound keyframes, will fire for those entities even when they aren't visible.
- AzureLib now sends packets from client to server on a second OSL Networking channel, `azurelib:serverbound`. Multiplayer hitboxes need AzureLib on the server.
### Developer Notes
- `AzHitboxHolder#onHitboxHit(AzHitboxHit, Entity, int)` runs at the start of `MobEntity#damage(Entity, int)` on the server (or in the single player world) and returns the damage to apply. The entity is the attacking player for melee or the projectile itself for projectiles. The default rounds `amount * damageMultiplier()`.
- `AzHitboxHolder#onHitboxInteract(AzHitboxHit, PlayerEntity)` runs on both sides before `Entity#interact(PlayerEntity)` and item use. Return `true` to consume the click.
- In multiplayer, server-side poses only exist while a player within 64 blocks has the entity loaded. With no player nearby, hitbox queries return nothing and projectiles fall back to the vanilla bounding box, so server logic that reads hitboxes should keep a fallback.
- Reported poses are bounds-checked but come from clients. A modified client can shift a mob's hitboxes within `maxReach` and `maxHalfExtent`. Use `AzHitboxSet.Builder#clientOnly()` where that isn't acceptable.
- Added `AzRendererPipeline#modelRenderer()`, `AzEntityRenderer#poseOffscreen` and `AzEntityModelRenderer#poseBonesOffscreen`. The entity transforms and bone matrix tracking in `AzEntityModelRenderer` were moved into private methods shared by the on-screen and off-screen paths. Behavior is unchanged for subclasses.
- Added `AzureLibNetwork#registerServerbound` and `AzureLibNetwork#sendToServer` with `AzServerboundPacket`. In single player, `sendToServer` handles the packet immediately with the local player.
- Added `AzArmorRendererPipelineContext#setVisiblePartOverride`, which limits an armor render to the bone matching one base model part.
release
azurelib-stationapi-b1.7.3-1.1.0.jar
1.1.025 окт. 2026 г.3Minecraft: b1.7.3babric
Что нового
v1.1.0
### Additions
- Added bone hitboxes. Entities can now define hitboxes that follow bones in their model, rotate with them, and stay in sync with whatever animation is playing. Implement `AzHitboxHolder` and return an `AzHitboxSet` to use them.
- Hitboxes can fit a bone's cubes automatically or use an explicit size, offset and inflate in Blockbench pixels, and several hitboxes can share one bone.
- Hitboxes have three roles.
- `COMBAT` hitboxes take crosshair targeting, projectiles and damage.
- `INTERACT` hitboxes can be right-clicked to trigger custom logic without affecting combat.
- `ANCHOR` hitboxes can't be hit and exist only to track a bone's position.
- Melee hits, projectile hits (arrows, snowballs, eggs and ghast fireballs) and right-clicks report which hitbox they landed on, so damage can be scaled per hitbox (headshots, armoured plates, weak points).
- Hitbox outlines can be toggled by holding F3 and pressing B, colored by role and damage multiplier. Beta has no entity box view, so this is AzureLib's own toggle.
- In single player, hitboxes are read directly from the rendered pose. In multiplayer, clients report animated poses to the server, so server-side checks such as projectiles and AI attacks line up with what players see.
- Entities that a nearby player isn't looking at still have their hitboxes posed (and reported in multiplayer), so checks keep working behind the camera.
- Added a Bone Hitboxes page to the docs.
- First-person item arms now render the player's worn chestplate sleeve, supporting vanilla armor and AzureLib armor.
### Fixes
- Fixed animated textures causing large frame-time spikes and heavy memory churn. Each frame change re-decoded the texture pixel by pixel and re-created its GPU storage, for both the base texture and its glow mask. Frames are now decoded once and uploaded into storage allocated a single time, so frame changes no longer allocate memory.
- Fixed Molang variable assignments incorrectly reading the right-hand expression as the assignment target, preventing v. and t. variables from being assigned correctly.
### Changes
- The server's attack and interact distance check now measures to an entity's hitboxes, so parts that stick out past the vanilla bounding box (tails, weapons) can be hit from as far as they reach.
- Entities using an `AzEntityRenderer` that have hitboxes now run their animator while off-screen within 64 blocks of a player. Keyframe events, including sound keyframes, will fire for those entities even when they aren't visible.
- AzureLib now sends packets from client to server on a second StationAPI channel, `azurelib:serverbound`. Multiplayer hitboxes need AzureLib on the server.
### Developer Notes
- `AzHitboxHolder#onHitboxHit(AzHitboxHit, Entity, int)` runs at the start of `LivingEntity#damage(Entity, int)` on the server (or in the single player world) and returns the damage to apply. The entity is the attacking player for melee or the projectile itself for projectiles. The default rounds `amount * damageMultiplier()`.
- `AzHitboxHolder#onHitboxInteract(AzHitboxHit, PlayerEntity)` runs on both sides before `Entity#interact(PlayerEntity)` and item use. Return `true` to consume the click.
- In multiplayer, server-side poses only exist while a player within 64 blocks has the entity loaded. With no player nearby, hitbox queries return nothing and projectiles fall back to the vanilla bounding box, so server logic that reads hitboxes should keep a fallback.
- Reported poses are bounds-checked but come from clients. A modified client can shift a mob's hitboxes within `maxReach` and `maxHalfExtent`. Use `AzHitboxSet.Builder#clientOnly()` where that isn't acceptable.
- Added `AzRendererPipeline#modelRenderer()`, `AzEntityRenderer#poseOffscreen` and `AzEntityModelRenderer#poseBonesOffscreen`. The entity transforms and bone matrix tracking in `AzEntityModelRenderer` were moved into private methods shared by the on-screen and off-screen paths. Behavior is unchanged for subclasses.
- Added `AzureLibNetwork#registerServerbound` and `AzureLibNetwork#sendToServer` with `AzServerboundPacket`. In single player, `sendToServer` handles the packet immediately with the local player.
- Added `AzArmorRendererPipelineContext#setVisiblePartOverride`, which limits an armor render to the bone matching one base model part.
release
1.1.1
1.1.125 окт. 2026 г.18Minecraft: 1.12.2forge
Что нового
v1.1.1
### Additions
- Added ReachFix compatibility for AzureLib entity hitboxes. With ReachFix installed, attacking or interacting with an AzureLib entity now respects its bone hitboxes when checking reach on the server, instead of only the vanilla bounding box.
### Fixes
- Fixed a conflict with ReachFix where AzureLib's server-side reach mixin could stop `NetHandlerPlayServer` from transforming, or be skipped entirely, depending on load order.
- Fixed log spam caused by the embedded Mixin library's `module-info.class` being packaged into the AzureLib jar.
### Changes
- AzureLib's vanilla `processUseEntity` reach mixin is now turned off when ReachFix is detected, and ReachFix's own range check is extended instead. Behavior without ReachFix is unchanged.
### Developer Notes
- N/A
release
azurelib-fabric-26.3-4.1.0.jar
4.1.023 окт. 2026 г.331Minecraft: 26.3fabric
Что нового
v4.1.0
### Additions
- Added bone hitboxes. Entities can now define hitboxes that follow bones in their model, rotate with them, and stay in sync with whatever animation is playing. Implement `AzHitboxHolder` and return an `AzHitboxSet` to use them.
- Hitboxes can fit a bone's cubes automatically or use an explicit size, offset and inflate in Blockbench pixels, and several hitboxes can share one bone.
- Hitboxes have three roles.
- `COMBAT` hitboxes take crosshair targeting, projectiles and damage.
- `INTERACT` hitboxes can be right-clicked to trigger custom logic without affecting combat.
- `ANCHOR` hitboxes can't be hit and exist only to track a bone's position.
- Melee hits, projectile hits and right-clicks report which hitbox they landed on, so damage can be scaled per hitbox (headshots, armoured plates, weak points).
- Hitboxes are drawn with F3 + B, colored by role and damage multiplier.
- Clients report animated poses to the server, so server-side checks such as projectiles and AI attacks line up with what players see.
- Entities that a nearby player isn't looking at still have their hitboxes posed and reported, so server-side checks keep working behind the camera.
- Added a Bone Hitboxes page to the docs.
- First-person item arms now render the player's worn chestplate sleeve, supporting vanilla armor (including dye, trims and enchantment glint), NeoForge custom armor textures, tints and models, and AzureLib armor.
- Morph compatibility with Walkers and ReMorphed. AzureLib entities now animate when a player is morphed into them instead of standing in their idle pose.
- Animations driven by Molang queries work with no changes.
- Mods that pick clips in their entity tick, from `MoveAnalysis`, or from server AI can hook in with `AzMorphable` or `AzMorphCompat.register` / `registerNamespace`. See the Morph Compatibility docs page.
- Use `AzMorphCompat.isMorphCopy` to skip spawn animations on morphs, and `AzMorphCompat.exclude` to opt a type out.
- Walkers is optional; nothing runs unless it is installed.
### Fixes
- Fixed missing packet/mixin required for config values to sync from server.
- Fixed sendToEntitiesTrackingChunk using blockpos instead of chunk pos on NeoForge.
### Changes
- The server's attack reach check now includes an entity's hitboxes, so parts that stick out past the vanilla bounding box (tails, weapons) can be hit from as far as they reach.
- Entities using an `AzEntityRenderer` that have hitboxes now run their animator while off-screen within 64 blocks of a player. Keyframe events, including sound keyframes, will fire for those entities even when they aren't visible.
### Developer Notes
- `AzHitboxHolder#onHitboxHit` runs on the server at the start of `LivingEntity#hurt` and returns the damage to apply. `AzHitboxHolder#onHitboxInteract` runs on both sides before `mobInteract`.
- Server-side poses only exist while a player within 64 blocks has the entity loaded. With no player nearby, hitbox queries return nothing and projectiles fall back to the vanilla bounding box, so server logic that reads hitboxes should keep a fallback.
- Reported poses are bounds-checked but come from clients. A modified client can shift a mob's hitboxes within `maxReach` and `maxHalfExtent`. Use `AzHitboxSet.Builder#clientOnly()` where that isn't acceptable.
- Added `AzRendererPipeline#modelRenderer()`, `AzEntityRenderer#poseOffscreen` and `AzEntityModelRenderer#poseBonesOffscreen`. The entity transforms and bone matrix tracking in `AzEntityModelRenderer` were moved into private methods shared by the on-screen and off-screen paths. Behavior is unchanged for subclasses.
release
azurelib-neo-26.3-4.1.0.jar
4.1.023 окт. 2026 г.94Minecraft: 26.3neoforge
Что нового
v4.1.0
### Additions
- Added bone hitboxes. Entities can now define hitboxes that follow bones in their model, rotate with them, and stay in sync with whatever animation is playing. Implement `AzHitboxHolder` and return an `AzHitboxSet` to use them.
- Hitboxes can fit a bone's cubes automatically or use an explicit size, offset and inflate in Blockbench pixels, and several hitboxes can share one bone.
- Hitboxes have three roles.
- `COMBAT` hitboxes take crosshair targeting, projectiles and damage.
- `INTERACT` hitboxes can be right-clicked to trigger custom logic without affecting combat.
- `ANCHOR` hitboxes can't be hit and exist only to track a bone's position.
- Melee hits, projectile hits and right-clicks report which hitbox they landed on, so damage can be scaled per hitbox (headshots, armoured plates, weak points).
- Hitboxes are drawn with F3 + B, colored by role and damage multiplier.
- Clients report animated poses to the server, so server-side checks such as projectiles and AI attacks line up with what players see.
- Entities that a nearby player isn't looking at still have their hitboxes posed and reported, so server-side checks keep working behind the camera.
- Added a Bone Hitboxes page to the docs.
- First-person item arms now render the player's worn chestplate sleeve, supporting vanilla armor (including dye, trims and enchantment glint), NeoForge custom armor textures, tints and models, and AzureLib armor.
- Morph compatibility with Walkers and ReMorphed. AzureLib entities now animate when a player is morphed into them instead of standing in their idle pose.
- Animations driven by Molang queries work with no changes.
- Mods that pick clips in their entity tick, from `MoveAnalysis`, or from server AI can hook in with `AzMorphable` or `AzMorphCompat.register` / `registerNamespace`. See the Morph Compatibility docs page.
- Use `AzMorphCompat.isMorphCopy` to skip spawn animations on morphs, and `AzMorphCompat.exclude` to opt a type out.
- Walkers is optional; nothing runs unless it is installed.
### Fixes
- Fixed missing packet/mixin required for config values to sync from server.
- Fixed sendToEntitiesTrackingChunk using blockpos instead of chunk pos on NeoForge.
### Changes
- The server's attack reach check now includes an entity's hitboxes, so parts that stick out past the vanilla bounding box (tails, weapons) can be hit from as far as they reach.
- Entities using an `AzEntityRenderer` that have hitboxes now run their animator while off-screen within 64 blocks of a player. Keyframe events, including sound keyframes, will fire for those entities even when they aren't visible.
### Developer Notes
- `AzHitboxHolder#onHitboxHit` runs on the server at the start of `LivingEntity#hurt` and returns the damage to apply. `AzHitboxHolder#onHitboxInteract` runs on both sides before `mobInteract`.
- Server-side poses only exist while a player within 64 blocks has the entity loaded. With no player nearby, hitbox queries return nothing and projectiles fall back to the vanilla bounding box, so server logic that reads hitboxes should keep a fallback.
- Reported poses are bounds-checked but come from clients. A modified client can shift a mob's hitboxes within `maxReach` and `maxHalfExtent`. Use `AzHitboxSet.Builder#clientOnly()` where that isn't acceptable.
- Added `AzRendererPipeline#modelRenderer()`, `AzEntityRenderer#poseOffscreen` and `AzEntityModelRenderer#poseBonesOffscreen`. The entity transforms and bone matrix tracking in `AzEntityModelRenderer` were moved into private methods shared by the on-screen and off-screen paths. Behavior is unchanged for subclasses.
release
azurelib-fabric-1.21.1-3.2.0.jar
3.2.023 окт. 2026 г.1 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.2.0
### Additions
- Added bone hitboxes. Entities can now define hitboxes that follow bones in their model, rotate with them, and stay in sync with whatever animation is playing. Implement `AzHitboxHolder` and return an `AzHitboxSet` to use them.
- Hitboxes can fit a bone's cubes automatically or use an explicit size, offset and inflate in Blockbench pixels, and several hitboxes can share one bone.
- Hitboxes have three roles.
- `COMBAT` hitboxes take crosshair targeting, projectiles and damage.
- `INTERACT` hitboxes can be right-clicked to trigger custom logic without affecting combat.
- `ANCHOR` hitboxes can't be hit and exist only to track a bone's position.
- Melee hits, projectile hits and right-clicks report which hitbox they landed on, so damage can be scaled per hitbox (headshots, armoured plates, weak points).
- Hitboxes are drawn with F3 + B, colored by role and damage multiplier.
- Clients report animated poses to the server, so server-side checks such as projectiles and AI attacks line up with what players see.
- Entities that a nearby player isn't looking at still have their hitboxes posed and reported, so server-side checks keep working behind the camera.
- Added a Bone Hitboxes page to the docs.
- First-person item arms now render the player's worn chestplate sleeve, supporting vanilla armor (including dye, trims and enchantment glint), NeoForge custom armor textures, tints and models, and AzureLib armor.
- Morph compatibility with Walkers and ReMorphed. AzureLib entities now animate when a player is morphed into them instead of standing in their idle pose.
- Animations driven by Molang queries work with no changes.
- Mods that pick clips in their entity tick, from `MoveAnalysis`, or from server AI can hook in with `AzMorphable` or `AzMorphCompat.register` / `registerNamespace`. See the Morph Compatibility docs page.
- Use `AzMorphCompat.isMorphCopy` to skip spawn animations on morphs, and `AzMorphCompat.exclude` to opt a type out.
- Walkers is optional; nothing runs unless it is installed.
### Fixes
- N/A
### Changes
- The server's attack reach check now includes an entity's hitboxes, so parts that stick out past the vanilla bounding box (tails, weapons) can be hit from as far as they reach.
- Entities using an `AzEntityRenderer` that have hitboxes now run their animator while off-screen within 64 blocks of a player. Keyframe events, including sound keyframes, will fire for those entities even when they aren't visible.
### Developer Notes
- `AzHitboxHolder#onHitboxHit` runs on the server at the start of `LivingEntity#hurt` and returns the damage to apply. `AzHitboxHolder#onHitboxInteract` runs on both sides before `mobInteract`.
- Server-side poses only exist while a player within 64 blocks has the entity loaded. With no player nearby, hitbox queries return nothing and projectiles fall back to the vanilla bounding box, so server logic that reads hitboxes should keep a fallback.
- Reported poses are bounds-checked but come from clients. A modified client can shift a mob's hitboxes within `maxReach` and `maxHalfExtent`. Use `AzHitboxSet.Builder#clientOnly()` where that isn't acceptable.
- Added `AzRendererPipeline#modelRenderer()`, `AzEntityRenderer#poseOffscreen` and `AzEntityModelRenderer#poseBonesOffscreen`. The entity transforms and bone matrix tracking in `AzEntityModelRenderer` were moved into private methods shared by the on-screen and off-screen paths. Behavior is unchanged for subclasses.
release
azurelib-neo-1.21.1-3.2.0.jar
3.2.023 окт. 2026 г.3,6 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.2.0
### Additions
- Added bone hitboxes. Entities can now define hitboxes that follow bones in their model, rotate with them, and stay in sync with whatever animation is playing. Implement `AzHitboxHolder` and return an `AzHitboxSet` to use them.
- Hitboxes can fit a bone's cubes automatically or use an explicit size, offset and inflate in Blockbench pixels, and several hitboxes can share one bone.
- Hitboxes have three roles.
- `COMBAT` hitboxes take crosshair targeting, projectiles and damage.
- `INTERACT` hitboxes can be right-clicked to trigger custom logic without affecting combat.
- `ANCHOR` hitboxes can't be hit and exist only to track a bone's position.
- Melee hits, projectile hits and right-clicks report which hitbox they landed on, so damage can be scaled per hitbox (headshots, armoured plates, weak points).
- Hitboxes are drawn with F3 + B, colored by role and damage multiplier.
- Clients report animated poses to the server, so server-side checks such as projectiles and AI attacks line up with what players see.
- Entities that a nearby player isn't looking at still have their hitboxes posed and reported, so server-side checks keep working behind the camera.
- Added a Bone Hitboxes page to the docs.
- First-person item arms now render the player's worn chestplate sleeve, supporting vanilla armor (including dye, trims and enchantment glint), NeoForge custom armor textures, tints and models, and AzureLib armor.
- Morph compatibility with Walkers and ReMorphed. AzureLib entities now animate when a player is morphed into them instead of standing in their idle pose.
- Animations driven by Molang queries work with no changes.
- Mods that pick clips in their entity tick, from `MoveAnalysis`, or from server AI can hook in with `AzMorphable` or `AzMorphCompat.register` / `registerNamespace`. See the Morph Compatibility docs page.
- Use `AzMorphCompat.isMorphCopy` to skip spawn animations on morphs, and `AzMorphCompat.exclude` to opt a type out.
- Walkers is optional; nothing runs unless it is installed.
### Fixes
- N/A
### Changes
- The server's attack reach check now includes an entity's hitboxes, so parts that stick out past the vanilla bounding box (tails, weapons) can be hit from as far as they reach.
- Entities using an `AzEntityRenderer` that have hitboxes now run their animator while off-screen within 64 blocks of a player. Keyframe events, including sound keyframes, will fire for those entities even when they aren't visible.
### Developer Notes
- `AzHitboxHolder#onHitboxHit` runs on the server at the start of `LivingEntity#hurt` and returns the damage to apply. `AzHitboxHolder#onHitboxInteract` runs on both sides before `mobInteract`.
- Server-side poses only exist while a player within 64 blocks has the entity loaded. With no player nearby, hitbox queries return nothing and projectiles fall back to the vanilla bounding box, so server logic that reads hitboxes should keep a fallback.
- Reported poses are bounds-checked but come from clients. A modified client can shift a mob's hitboxes within `maxReach` and `maxHalfExtent`. Use `AzHitboxSet.Builder#clientOnly()` where that isn't acceptable.
- Added `AzRendererPipeline#modelRenderer()`, `AzEntityRenderer#poseOffscreen` and `AzEntityModelRenderer#poseBonesOffscreen`. The entity transforms and bone matrix tracking in `AzEntityModelRenderer` were moved into private methods shared by the on-screen and off-screen paths. Behavior is unchanged for subclasses.
release
azurelib-neo-1.20.1-3.2.0.jar
3.2.023 окт. 2026 г.5,5 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.2.0
### Additions
- Added bone hitboxes. Entities can now define hitboxes that follow bones in their model, rotate with them, and stay in sync with whatever animation is playing. Implement `AzHitboxHolder` and return an `AzHitboxSet` to use them.
- Hitboxes can fit a bone's cubes automatically or use an explicit size, offset and inflate in Blockbench pixels, and several hitboxes can share one bone.
- Hitboxes have three roles.
- `COMBAT` hitboxes take crosshair targeting, projectiles and damage.
- `INTERACT` hitboxes can be right-clicked to trigger custom logic without affecting combat.
- `ANCHOR` hitboxes can't be hit and exist only to track a bone's position.
- Melee hits, projectile hits and right-clicks report which hitbox they landed on, so damage can be scaled per hitbox (headshots, armoured plates, weak points).
- Hitboxes are drawn with F3 + B, colored by role and damage multiplier.
- Clients report animated poses to the server, so server-side checks such as projectiles and AI attacks line up with what players see.
- Entities that a nearby player isn't looking at still have their hitboxes posed and reported, so server-side checks keep working behind the camera.
- Added a Bone Hitboxes page to the docs.
- First-person item arms now render the player's worn chestplate sleeve, supporting vanilla armor (including dye, trims and enchantment glint), NeoForge custom armor textures, tints and models, and AzureLib armor.
- Morph compatibility with Walkers and ReMorphed. AzureLib entities now animate when a player is morphed into them instead of standing in their idle pose.
- Animations driven by Molang queries work with no changes.
- Mods that pick clips in their entity tick, from `MoveAnalysis`, or from server AI can hook in with `AzMorphable` or `AzMorphCompat.register` / `registerNamespace`. See the Morph Compatibility docs page.
- Use `AzMorphCompat.isMorphCopy` to skip spawn animations on morphs, and `AzMorphCompat.exclude` to opt a type out.
- Walkers is optional; nothing runs unless it is installed.
### Fixes
- N/A
### Changes
- The server's attack reach check now includes an entity's hitboxes, so parts that stick out past the vanilla bounding box (tails, weapons) can be hit from as far as they reach.
- Entities using an `AzEntityRenderer` that have hitboxes now run their animator while off-screen within 64 blocks of a player. Keyframe events, including sound keyframes, will fire for those entities even when they aren't visible.
### Developer Notes
- `AzHitboxHolder#onHitboxHit` runs on the server at the start of `LivingEntity#hurt` and returns the damage to apply. `AzHitboxHolder#onHitboxInteract` runs on both sides before `mobInteract`.
- Server-side poses only exist while a player within 64 blocks has the entity loaded. With no player nearby, hitbox queries return nothing and projectiles fall back to the vanilla bounding box, so server logic that reads hitboxes should keep a fallback.
- Reported poses are bounds-checked but come from clients. A modified client can shift a mob's hitboxes within `maxReach` and `maxHalfExtent`. Use `AzHitboxSet.Builder#clientOnly()` where that isn't acceptable.
- Added `AzRendererPipeline#modelRenderer()`, `AzEntityRenderer#poseOffscreen` and `AzEntityModelRenderer#poseBonesOffscreen`. The entity transforms and bone matrix tracking in `AzEntityModelRenderer` were moved into private methods shared by the on-screen and off-screen paths. Behavior is unchanged for subclasses.
release
azurelib-fabric-1.20.1-3.2.0.jar
3.2.023 окт. 2026 г.1,5 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.2.0
### Additions
- Added bone hitboxes. Entities can now define hitboxes that follow bones in their model, rotate with them, and stay in sync with whatever animation is playing. Implement `AzHitboxHolder` and return an `AzHitboxSet` to use them.
- Hitboxes can fit a bone's cubes automatically or use an explicit size, offset and inflate in Blockbench pixels, and several hitboxes can share one bone.
- Hitboxes have three roles.
- `COMBAT` hitboxes take crosshair targeting, projectiles and damage.
- `INTERACT` hitboxes can be right-clicked to trigger custom logic without affecting combat.
- `ANCHOR` hitboxes can't be hit and exist only to track a bone's position.
- Melee hits, projectile hits and right-clicks report which hitbox they landed on, so damage can be scaled per hitbox (headshots, armoured plates, weak points).
- Hitboxes are drawn with F3 + B, colored by role and damage multiplier.
- Clients report animated poses to the server, so server-side checks such as projectiles and AI attacks line up with what players see.
- Entities that a nearby player isn't looking at still have their hitboxes posed and reported, so server-side checks keep working behind the camera.
- Added a Bone Hitboxes page to the docs.
- First-person item arms now render the player's worn chestplate sleeve, supporting vanilla armor (including dye, trims and enchantment glint), NeoForge custom armor textures, tints and models, and AzureLib armor.
- Morph compatibility with Walkers and ReMorphed. AzureLib entities now animate when a player is morphed into them instead of standing in their idle pose.
- Animations driven by Molang queries work with no changes.
- Mods that pick clips in their entity tick, from `MoveAnalysis`, or from server AI can hook in with `AzMorphable` or `AzMorphCompat.register` / `registerNamespace`. See the Morph Compatibility docs page.
- Use `AzMorphCompat.isMorphCopy` to skip spawn animations on morphs, and `AzMorphCompat.exclude` to opt a type out.
- Walkers is optional; nothing runs unless it is installed.
### Fixes
- N/A
### Changes
- The server's attack reach check now includes an entity's hitboxes, so parts that stick out past the vanilla bounding box (tails, weapons) can be hit from as far as they reach.
- Entities using an `AzEntityRenderer` that have hitboxes now run their animator while off-screen within 64 blocks of a player. Keyframe events, including sound keyframes, will fire for those entities even when they aren't visible.
### Developer Notes
- `AzHitboxHolder#onHitboxHit` runs on the server at the start of `LivingEntity#hurt` and returns the damage to apply. `AzHitboxHolder#onHitboxInteract` runs on both sides before `mobInteract`.
- Server-side poses only exist while a player within 64 blocks has the entity loaded. With no player nearby, hitbox queries return nothing and projectiles fall back to the vanilla bounding box, so server logic that reads hitboxes should keep a fallback.
- Reported poses are bounds-checked but come from clients. A modified client can shift a mob's hitboxes within `maxReach` and `maxHalfExtent`. Use `AzHitboxSet.Builder#clientOnly()` where that isn't acceptable.
- Added `AzRendererPipeline#modelRenderer()`, `AzEntityRenderer#poseOffscreen` and `AzEntityModelRenderer#poseBonesOffscreen`. The entity transforms and bone matrix tracking in `AzEntityModelRenderer` were moved into private methods shared by the on-screen and off-screen paths. Behavior is unchanged for subclasses.
release
azurelib-forge-1.18.2-3.3.0.jar
3.3.023 окт. 2026 г.26Minecraft: 1.18.2forge
Что нового
v3.3.0
### Additions
- Added bone hitboxes. Entities can now define hitboxes that follow bones in their model, rotate with them, and stay in sync with whatever animation is playing. Implement `AzHitboxHolder` and return an `AzHitboxSet` to use them.
- Hitboxes can fit a bone's cubes automatically or use an explicit size, offset and inflate in Blockbench pixels, and several hitboxes can share one bone.
- Hitboxes have three roles.
- `COMBAT` hitboxes take crosshair targeting, projectiles and damage.
- `INTERACT` hitboxes can be right-clicked to trigger custom logic without affecting combat.
- `ANCHOR` hitboxes can't be hit and exist only to track a bone's position.
- Melee hits, projectile hits and right-clicks report which hitbox they landed on, so damage can be scaled per hitbox (headshots, armoured plates, weak points).
- Hitboxes are drawn with F3 + B, colored by role and damage multiplier.
- Clients report animated poses to the server, so server-side checks such as projectiles and AI attacks line up with what players see.
- Entities that a nearby player isn't looking at still have their hitboxes posed and reported, so server-side checks keep working behind the camera.
- Added a Bone Hitboxes page to the docs.
- First-person item arms now render the player's worn chestplate sleeve, supporting vanilla armor (including dye and enchantment glint) and AzureLib armor.
- Morph compatibility with Walkers and ReMorphed. AzureLib entities now animate when a player is morphed into them instead of standing in their idle pose.
- Animations driven by Molang queries work with no changes.
- Mods that pick clips in their entity tick, from `MoveAnalysis`, or from server AI can hook in with `AzMorphable` or `AzMorphCompat.register` / `registerNamespace`. See the Morph Compatibility docs page.
- Use `AzMorphCompat.isMorphCopy` to skip spawn animations on morphs, and `AzMorphCompat.exclude` to opt a type out.
- Walkers is optional; nothing runs unless it is installed.
### Fixes
- N/A
### Changes
- The server's attack reach check now includes an entity's hitboxes, so parts that stick out past the vanilla bounding box (tails, weapons) can be hit from as far as they reach.
- Entities using an `AzEntityRenderer` that have hitboxes now run their animator while off-screen within 64 blocks of a player. Keyframe events, including sound keyframes, will fire for those entities even when they aren't visible.
### Developer Notes
- `AzHitboxHolder#onHitboxHit` runs on the server at the start of `LivingEntity#hurt` and returns the damage to apply. `AzHitboxHolder#onHitboxInteract` runs on both sides before `mobInteract`.
- Server-side poses only exist while a player within 64 blocks has the entity loaded. With no player nearby, hitbox queries return nothing and projectiles fall back to the vanilla bounding box, so server logic that reads hitboxes should keep a fallback.
- Reported poses are bounds-checked but come from clients. A modified client can shift a mob's hitboxes within `maxReach` and `maxHalfExtent`. Use `AzHitboxSet.Builder#clientOnly()` where that isn't acceptable.
- Added `AzRendererPipeline#modelRenderer()`, `AzEntityRenderer#poseOffscreen` and `AzEntityModelRenderer#poseBonesOffscreen`. The entity transforms and bone matrix tracking in `AzEntityModelRenderer` were moved into private methods shared by the on-screen and off-screen paths. Behavior is unchanged for subclasses.
release
azurelib-fabric-1.18.2-3.3.0.jar
3.3.023 окт. 2026 г.13Minecraft: 1.18.2fabric, quilt
Что нового
v3.3.0
### Additions
- Added bone hitboxes. Entities can now define hitboxes that follow bones in their model, rotate with them, and stay in sync with whatever animation is playing. Implement `AzHitboxHolder` and return an `AzHitboxSet` to use them.
- Hitboxes can fit a bone's cubes automatically or use an explicit size, offset and inflate in Blockbench pixels, and several hitboxes can share one bone.
- Hitboxes have three roles.
- `COMBAT` hitboxes take crosshair targeting, projectiles and damage.
- `INTERACT` hitboxes can be right-clicked to trigger custom logic without affecting combat.
- `ANCHOR` hitboxes can't be hit and exist only to track a bone's position.
- Melee hits, projectile hits and right-clicks report which hitbox they landed on, so damage can be scaled per hitbox (headshots, armoured plates, weak points).
- Hitboxes are drawn with F3 + B, colored by role and damage multiplier.
- Clients report animated poses to the server, so server-side checks such as projectiles and AI attacks line up with what players see.
- Entities that a nearby player isn't looking at still have their hitboxes posed and reported, so server-side checks keep working behind the camera.
- Added a Bone Hitboxes page to the docs.
- First-person item arms now render the player's worn chestplate sleeve, supporting vanilla armor (including dye and enchantment glint) and AzureLib armor.
- Morph compatibility with Walkers and ReMorphed. AzureLib entities now animate when a player is morphed into them instead of standing in their idle pose.
- Animations driven by Molang queries work with no changes.
- Mods that pick clips in their entity tick, from `MoveAnalysis`, or from server AI can hook in with `AzMorphable` or `AzMorphCompat.register` / `registerNamespace`. See the Morph Compatibility docs page.
- Use `AzMorphCompat.isMorphCopy` to skip spawn animations on morphs, and `AzMorphCompat.exclude` to opt a type out.
- Walkers is optional; nothing runs unless it is installed.
### Fixes
- N/A
### Changes
- The server's attack reach check now includes an entity's hitboxes, so parts that stick out past the vanilla bounding box (tails, weapons) can be hit from as far as they reach.
- Entities using an `AzEntityRenderer` that have hitboxes now run their animator while off-screen within 64 blocks of a player. Keyframe events, including sound keyframes, will fire for those entities even when they aren't visible.
### Developer Notes
- `AzHitboxHolder#onHitboxHit` runs on the server at the start of `LivingEntity#hurt` and returns the damage to apply. `AzHitboxHolder#onHitboxInteract` runs on both sides before `mobInteract`.
- Server-side poses only exist while a player within 64 blocks has the entity loaded. With no player nearby, hitbox queries return nothing and projectiles fall back to the vanilla bounding box, so server logic that reads hitboxes should keep a fallback.
- Reported poses are bounds-checked but come from clients. A modified client can shift a mob's hitboxes within `maxReach` and `maxHalfExtent`. Use `AzHitboxSet.Builder#clientOnly()` where that isn't acceptable.
- Added `AzRendererPipeline#modelRenderer()`, `AzEntityRenderer#poseOffscreen` and `AzEntityModelRenderer#poseBonesOffscreen`. The entity transforms and bone matrix tracking in `AzEntityModelRenderer` were moved into private methods shared by the on-screen and off-screen paths. Behavior is unchanged for subclasses.
release
1.1.0
1.1.023 окт. 2026 г.34Minecraft: 1.12.2forge
Что нового
v1.1.0
### Additions
- Added bone hitboxes. Entities can now define hitboxes that follow bones in their model, rotate with them, and stay in sync with whatever animation is playing. Implement `AzHitboxHolder` and return an `AzHitboxSet` to use them.
- Hitboxes can fit a bone's cubes automatically or use an explicit size, offset and inflate in Blockbench pixels, and several hitboxes can share one bone.
- Hitboxes have three roles.
- `COMBAT` hitboxes take crosshair targeting, projectiles and damage.
- `INTERACT` hitboxes can be right-clicked to trigger custom logic without affecting combat.
- `ANCHOR` hitboxes can't be hit and exist only to track a bone's position.
- Melee hits, projectile hits and right-clicks report which hitbox they landed on, so damage can be scaled per hitbox (headshots, armoured plates, weak points).
- Hitboxes are drawn with F3 + B, colored by role and damage multiplier.
- Clients report animated poses to the server, so server-side checks such as projectiles and AI attacks line up with what players see.
- Entities that a nearby player isn't looking at still have their hitboxes posed and reported, so server-side checks keep working behind the camera.
- Added a Bone Hitboxes page to the docs.
- First-person item arms now render the player's worn chestplate sleeve, supporting vanilla armor (including dye and enchantment glint) and AzureLib armor.
### Fixes
- Fixed animated textures causing large frame-time spikes and heavy memory churn. Each frame change re-decoded the texture pixel by pixel and re-created its GPU storage, for both the base texture and its glow mask. Frames are now decoded once and uploaded into storage allocated a single time, so frame changes no longer allocate memory.
### Changes
- The server's attack reach check now includes an entity's hitboxes, so parts that stick out past the vanilla bounding box (tails, weapons) can be hit from as far as they reach.
- Entities using an `AzEntityRenderer` that have hitboxes now run their animator while off-screen within 64 blocks of a player. Keyframe events, including sound keyframes, will fire for those entities even when they aren't visible.
### Developer Notes
- `AzHitboxHolder#onHitboxHit` runs on the server at the start of `LivingEntity#hurt` and returns the damage to apply. `AzHitboxHolder#onHitboxInteract` runs on both sides before `mobInteract`.
- Server-side poses only exist while a player within 64 blocks has the entity loaded. With no player nearby, hitbox queries return nothing and projectiles fall back to the vanilla bounding box, so server logic that reads hitboxes should keep a fallback.
- Reported poses are bounds-checked but come from clients. A modified client can shift a mob's hitboxes within `maxReach` and `maxHalfExtent`. Use `AzHitboxSet.Builder#clientOnly()` where that isn't acceptable.
- Added `AzRendererPipeline#modelRenderer()`, `AzEntityRenderer#poseOffscreen` and `AzEntityModelRenderer#poseBonesOffscreen`. The entity transforms and bone matrix tracking in `AzEntityModelRenderer` were moved into private methods shared by the on-screen and off-screen paths. Behavior is unchanged for subclasses.
release
azurelib-forge-1.7.10-1.1.0.jar
1.1.023 окт. 2026 г.30Minecraft: 1.7.10forge
Что нового
v1.1.0
### Additions
- Added bone hitboxes. Entities can now define hitboxes that follow bones in their model, rotate with them, and stay in sync with whatever animation is playing. Implement `AzHitboxHolder` and return an `AzHitboxSet` to use them.
- Hitboxes can fit a bone's cubes automatically or use an explicit size, offset and inflate in Blockbench pixels, and several hitboxes can share one bone.
- Hitboxes have three roles.
- `COMBAT` hitboxes take crosshair targeting, projectiles and damage.
- `INTERACT` hitboxes can be right-clicked to trigger custom logic without affecting combat.
- `ANCHOR` hitboxes can't be hit and exist only to track a bone's position.
- Melee hits, projectile hits and right-clicks report which hitbox they landed on, so damage can be scaled per hitbox (headshots, armoured plates, weak points).
- Hitboxes are drawn with F3 + B, colored by role and damage multiplier.
- Clients report animated poses to the server, so server-side checks such as projectiles and AI attacks line up with what players see.
- Entities that a nearby player isn't looking at still have their hitboxes posed and reported, so server-side checks keep working behind the camera.
- Added a Bone Hitboxes page to the docs.
- First-person item arms now render the player's worn chestplate sleeve, supporting vanilla armor (including dye and enchantment glint) and AzureLib armor.
### Fixes
- Fixed animated textures causing large frame-time spikes and heavy memory churn. Each frame change re-decoded the texture pixel by pixel and re-created its GPU storage, for both the base texture and its glow mask. Frames are now decoded once and uploaded into storage allocated a single time, so frame changes no longer allocate memory.
### Changes
- The server's attack reach check now includes an entity's hitboxes, so parts that stick out past the vanilla bounding box (tails, weapons) can be hit from as far as they reach.
- Entities using an `AzEntityRenderer` that have hitboxes now run their animator while off-screen within 64 blocks of a player. Keyframe events, including sound keyframes, will fire for those entities even when they aren't visible.
### Developer Notes
- `AzHitboxHolder#onHitboxHit` runs on the server at the start of `LivingEntity#hurt` and returns the damage to apply. `AzHitboxHolder#onHitboxInteract` runs on both sides before `mobInteract`.
- Server-side poses only exist while a player within 64 blocks has the entity loaded. With no player nearby, hitbox queries return nothing and projectiles fall back to the vanilla bounding box, so server logic that reads hitboxes should keep a fallback.
- Reported poses are bounds-checked but come from clients. A modified client can shift a mob's hitboxes within `maxReach` and `maxHalfExtent`. Use `AzHitboxSet.Builder#clientOnly()` where that isn't acceptable.
- Added `AzRendererPipeline#modelRenderer()`, `AzEntityRenderer#poseOffscreen` and `AzEntityModelRenderer#poseBonesOffscreen`. The entity transforms and bone matrix tracking in `AzEntityModelRenderer` were moved into private methods shared by the on-screen and off-screen paths. Behavior is unchanged for subclasses.
release
azurelib-neo-26.3-4.0.14.jar
4.0.1416 окт. 2026 г.260Minecraft: 26.3neoforge
Что нового
v4.0.14
### Additions
- N/A
### Fixes
- N/A
### Changes
- Improved animation performance on models with many bones. The bone cache now walks bones in a fixed array and skips any bone that has fully eased back to its bind pose, so its cost scales with the animated bones instead of the whole model.
- Bones scaled to zero on every axis, along with everything under them, are no longer rendered, instead of being drawn as collapsed geometry.
### Developer Notes
- `AzCachedBoneUpdateUtil` has new overloads that take an `AzBoneSnapshot` directly and return whether the channel is at rest. The existing `Map` overloads still work and delegate to them.
- Added `AzBoneCache#invalidateBoneArrays()`. Call it if you replace or remove entries in `getBoneSnapshotsByName()` directly; changing a snapshot's values doesn't need it.
- While a bone is scaled to zero on all three axes, its descendants don't update their tracked matrices and per-bone render layers aren't called for that subtree.
release
azurelib-fabric-26.3-4.0.14.jar
4.0.1416 окт. 2026 г.746Minecraft: 26.3fabric
Что нового
v4.0.14
### Additions
- N/A
### Fixes
- N/A
### Changes
- Improved animation performance on models with many bones. The bone cache now walks bones in a fixed array and skips any bone that has fully eased back to its bind pose, so its cost scales with the animated bones instead of the whole model.
- Bones scaled to zero on every axis, along with everything under them, are no longer rendered, instead of being drawn as collapsed geometry.
### Developer Notes
- `AzCachedBoneUpdateUtil` has new overloads that take an `AzBoneSnapshot` directly and return whether the channel is at rest. The existing `Map` overloads still work and delegate to them.
- Added `AzBoneCache#invalidateBoneArrays()`. Call it if you replace or remove entries in `getBoneSnapshotsByName()` directly; changing a snapshot's values doesn't need it.
- While a bone is scaled to zero on all three axes, its descendants don't update their tracked matrices and per-bone render layers aren't called for that subtree.
release
azurelib-neo-26.2-4.0.6.jar
4.0.616 окт. 2026 г.52Minecraft: 26.2neoforge
Что нового
v4.0.6
### Additions
- N/A
### Fixes
- N/A
### Changes
- Improved animation performance on models with many bones. The bone cache now walks bones in a fixed array and skips any bone that has fully eased back to its bind pose, so its cost scales with the animated bones instead of the whole model.
- Bones scaled to zero on every axis, along with everything under them, are no longer rendered, instead of being drawn as collapsed geometry.
### Developer Notes
- `AzCachedBoneUpdateUtil` has new overloads that take an `AzBoneSnapshot` directly and return whether the channel is at rest. The existing `Map` overloads still work and delegate to them.
- Added `AzBoneCache#invalidateBoneArrays()`. Call it if you replace or remove entries in `getBoneSnapshotsByName()` directly; changing a snapshot's values doesn't need it.
- While a bone is scaled to zero on all three axes, its descendants don't update their tracked matrices and per-bone render layers aren't called for that subtree.
release
azurelib-fabric-26.2-4.0.6.jar
4.0.616 окт. 2026 г.251Minecraft: 26.2fabric
Что нового
v4.0.6
### Additions
- N/A
### Fixes
- N/A
### Changes
- Improved animation performance on models with many bones. The bone cache now walks bones in a fixed array and skips any bone that has fully eased back to its bind pose, so its cost scales with the animated bones instead of the whole model.
- Bones scaled to zero on every axis, along with everything under them, are no longer rendered, instead of being drawn as collapsed geometry.
### Developer Notes
- `AzCachedBoneUpdateUtil` has new overloads that take an `AzBoneSnapshot` directly and return whether the channel is at rest. The existing `Map` overloads still work and delegate to them.
- Added `AzBoneCache#invalidateBoneArrays()`. Call it if you replace or remove entries in `getBoneSnapshotsByName()` directly; changing a snapshot's values doesn't need it.
- While a bone is scaled to zero on all three axes, its descendants don't update their tracked matrices and per-bone render layers aren't called for that subtree.
release
azurelib-neo-26.1.2-4.0.14.jar
4.0.1416 окт. 2026 г.52Minecraft: 26.1.2neoforge
Что нового
v4.0.14
### Additions
- N/A
### Fixes
- N/A
### Changes
- Improved animation performance on models with many bones. The bone cache now walks bones in a fixed array and skips any bone that has fully eased back to its bind pose, so its cost scales with the animated bones instead of the whole model.
- Bones scaled to zero on every axis, along with everything under them, are no longer rendered, instead of being drawn as collapsed geometry.
### Developer Notes
- `AzCachedBoneUpdateUtil` has new overloads that take an `AzBoneSnapshot` directly and return whether the channel is at rest. The existing `Map` overloads still work and delegate to them.
- Added `AzBoneCache#invalidateBoneArrays()`. Call it if you replace or remove entries in `getBoneSnapshotsByName()` directly; changing a snapshot's values doesn't need it.
- While a bone is scaled to zero on all three axes, its descendants don't update their tracked matrices and per-bone render layers aren't called for that subtree.
release
azurelib-fabric-26.1.2-4.0.14.jar
4.0.1416 окт. 2026 г.75Minecraft: 26.1.2fabric
Что нового
v4.0.14
### Additions
- N/A
### Fixes
- N/A
### Changes
- Improved animation performance on models with many bones. The bone cache now walks bones in a fixed array and skips any bone that has fully eased back to its bind pose, so its cost scales with the animated bones instead of the whole model.
- Bones scaled to zero on every axis, along with everything under them, are no longer rendered, instead of being drawn as collapsed geometry.
### Developer Notes
- `AzCachedBoneUpdateUtil` has new overloads that take an `AzBoneSnapshot` directly and return whether the channel is at rest. The existing `Map` overloads still work and delegate to them.
- Added `AzBoneCache#invalidateBoneArrays()`. Call it if you replace or remove entries in `getBoneSnapshotsByName()` directly; changing a snapshot's values doesn't need it.
- While a bone is scaled to zero on all three axes, its descendants don't update their tracked matrices and per-bone render layers aren't called for that subtree.
release
azurelib-fabric-1.21.1-3.1.23-alpha.2.jar
3.1.23-alpha.216 окт. 2026 г.4,2 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.23
### Additions
- N/A
### Fixes
- N/A
### Changes
- Improved animation performance on models with many bones. The bone cache now walks bones in a fixed array and skips any bone that has fully eased back to its bind pose, so its cost scales with the animated bones instead of the whole model.
- Bones scaled to zero on every axis, along with everything under them, are no longer rendered, instead of being drawn as collapsed geometry.
### Developer Notes
- `AzCachedBoneUpdateUtil` has new overloads that take an `AzBoneSnapshot` directly and return whether the channel is at rest. The existing `Map` overloads still work and delegate to them.
- Added `AzBoneCache#invalidateBoneArrays()`. Call it if you replace or remove entries in `getBoneSnapshotsByName()` directly; changing a snapshot's values doesn't need it.
- While a bone is scaled to zero on all three axes, its descendants don't update their tracked matrices and per-bone render layers aren't called for that subtree.
release
azurelib-neo-1.21.1-3.1.23-alpha.2.jar
3.1.23-alpha.216 окт. 2026 г.14,6 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.23
### Additions
- N/A
### Fixes
- N/A
### Changes
- Improved animation performance on models with many bones. The bone cache now walks bones in a fixed array and skips any bone that has fully eased back to its bind pose, so its cost scales with the animated bones instead of the whole model.
- Bones scaled to zero on every axis, along with everything under them, are no longer rendered, instead of being drawn as collapsed geometry.
### Developer Notes
- `AzCachedBoneUpdateUtil` has new overloads that take an `AzBoneSnapshot` directly and return whether the channel is at rest. The existing `Map` overloads still work and delegate to them.
- Added `AzBoneCache#invalidateBoneArrays()`. Call it if you replace or remove entries in `getBoneSnapshotsByName()` directly; changing a snapshot's values doesn't need it.
- While a bone is scaled to zero on all three axes, its descendants don't update their tracked matrices and per-bone render layers aren't called for that subtree.
release
azurelib-neo-1.20.1-3.1.24.jar
3.1.2416 окт. 2026 г.20,3 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.24
### Additions
- N/A
### Fixes
- N/A
### Changes
- Improved animation performance on models with many bones. The bone cache now walks bones in a fixed array and skips any bone that has fully eased back to its bind pose, so its cost scales with the animated bones instead of the whole model.
- Bones scaled to zero on every axis, along with everything under them, are no longer rendered, instead of being drawn as collapsed geometry.
### Developer Notes
- `AzCachedBoneUpdateUtil` has new overloads that take an `AzBoneSnapshot` directly and return whether the channel is at rest. The existing `Map` overloads still work and delegate to them.
- Added `AzBoneCache#invalidateBoneArrays()`. Call it if you replace or remove entries in `getBoneSnapshotsByName()` directly; changing a snapshot's values doesn't need it.
- While a bone is scaled to zero on all three axes, its descendants don't update their tracked matrices and per-bone render layers aren't called for that subtree.
release
azurelib-fabric-1.20.1-3.1.24.jar
3.1.2416 окт. 2026 г.6,6 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.24
### Additions
- N/A
### Fixes
- N/A
### Changes
- Improved animation performance on models with many bones. The bone cache now walks bones in a fixed array and skips any bone that has fully eased back to its bind pose, so its cost scales with the animated bones instead of the whole model.
- Bones scaled to zero on every axis, along with everything under them, are no longer rendered, instead of being drawn as collapsed geometry.
### Developer Notes
- `AzCachedBoneUpdateUtil` has new overloads that take an `AzBoneSnapshot` directly and return whether the channel is at rest. The existing `Map` overloads still work and delegate to them.
- Added `AzBoneCache#invalidateBoneArrays()`. Call it if you replace or remove entries in `getBoneSnapshotsByName()` directly; changing a snapshot's values doesn't need it.
- While a bone is scaled to zero on all three axes, its descendants don't update their tracked matrices and per-bone render layers aren't called for that subtree.
release
azurelib-forge-1.19.2-3.2.23.jar
3.2.2316 окт. 2026 г.236Minecraft: 1.19.2forge
Что нового
v3.2.23
### Additions
- N/A
### Fixes
- N/A
### Changes
- Improved animation performance on models with many bones. The bone cache now walks bones in a fixed array and skips any bone that has fully eased back to its bind pose, so its cost scales with the animated bones instead of the whole model.
- Bones scaled to zero on every axis, along with everything under them, are no longer rendered, instead of being drawn as collapsed geometry.
### Developer Notes
- `AzCachedBoneUpdateUtil` has new overloads that take an `AzBoneSnapshot` directly and return whether the channel is at rest. The existing `Map` overloads still work and delegate to them.
- Added `AzBoneCache#invalidateBoneArrays()`. Call it if you replace or remove entries in `getBoneSnapshotsByName()` directly; changing a snapshot's values doesn't need it.
- While a bone is scaled to zero on all three axes, its descendants don't update their tracked matrices and per-bone render layers aren't called for that subtree.
release
azurelib-fabric-1.19.2-3.2.23.jar
3.2.2316 окт. 2026 г.74Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.23
### Additions
- N/A
### Fixes
- N/A
### Changes
- Improved animation performance on models with many bones. The bone cache now walks bones in a fixed array and skips any bone that has fully eased back to its bind pose, so its cost scales with the animated bones instead of the whole model.
- Bones scaled to zero on every axis, along with everything under them, are no longer rendered, instead of being drawn as collapsed geometry.
### Developer Notes
- `AzCachedBoneUpdateUtil` has new overloads that take an `AzBoneSnapshot` directly and return whether the channel is at rest. The existing `Map` overloads still work and delegate to them.
- Added `AzBoneCache#invalidateBoneArrays()`. Call it if you replace or remove entries in `getBoneSnapshotsByName()` directly; changing a snapshot's values doesn't need it.
- While a bone is scaled to zero on all three axes, its descendants don't update their tracked matrices and per-bone render layers aren't called for that subtree.
release
azurelib-fabric-1.18.2-3.2.23.jar
3.2.2316 окт. 2026 г.10Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.23
### Additions
- N/A
### Fixes
- N/A
### Changes
- Improved animation performance on models with many bones. The bone cache now walks bones in a fixed array and skips any bone that has fully eased back to its bind pose, so its cost scales with the animated bones instead of the whole model.
- Bones scaled to zero on every axis, along with everything under them, are no longer rendered, instead of being drawn as collapsed geometry.
### Developer Notes
- `AzCachedBoneUpdateUtil` has new overloads that take an `AzBoneSnapshot` directly and return whether the channel is at rest. The existing `Map` overloads still work and delegate to them.
- Added `AzBoneCache#invalidateBoneArrays()`. Call it if you replace or remove entries in `getBoneSnapshotsByName()` directly; changing a snapshot's values doesn't need it.
- While a bone is scaled to zero on all three axes, its descendants don't update their tracked matrices and per-bone render layers aren't called for that subtree.
release
azurelib-forge-1.18.2-3.2.23.jar
3.2.2316 окт. 2026 г.98Minecraft: 1.18.2forge
Что нового
v3.2.23
### Additions
- N/A
### Fixes
- N/A
### Changes
- Improved animation performance on models with many bones. The bone cache now walks bones in a fixed array and skips any bone that has fully eased back to its bind pose, so its cost scales with the animated bones instead of the whole model.
- Bones scaled to zero on every axis, along with everything under them, are no longer rendered, instead of being drawn as collapsed geometry.
### Developer Notes
- `AzCachedBoneUpdateUtil` has new overloads that take an `AzBoneSnapshot` directly and return whether the channel is at rest. The existing `Map` overloads still work and delegate to them.
- Added `AzBoneCache#invalidateBoneArrays()`. Call it if you replace or remove entries in `getBoneSnapshotsByName()` directly; changing a snapshot's values doesn't need it.
- While a bone is scaled to zero on all three axes, its descendants don't update their tracked matrices and per-bone render layers aren't called for that subtree.
release
1.0.7
1.0.716 окт. 2026 г.70Minecraft: 1.12.2forge
Что нового
v1.0.7
### Additions
- `AzItemIdentity`, the single utility for reading, creating and clearing an item stack's AzureLib id (`resolve`, `getOrCreate`, `peek`, `hasPersistentId`, `clear`).
### Fixes
- Item stacks are no longer given an `az_id` UUID when they are constructed. Creative tabs, recipe outputs and JEI's ingredient list now see NBT-free stacks, so AzureLib items match their JEI entries and recipes again, and crafted copies of a recipe output no longer share one id.
- Item and armor animators are no longer lost on garbage collection while the stack is still being rendered, which could restart idle animations or cut off triggered ones mid-play.
- Stacks without an id now keep one stable animator while rendered, instead of a new animator (and a new random id) every frame.
- `AzCommand#sendForItem` no longer throws a `NullPointerException` when the stack has no NBT.
### Changes
- Improved animation performance on models with many bones. The bone cache now walks bones in a fixed array and skips any bone that has fully eased back to its bind pose, so its cost scales with the animated bones instead of the whole model.
- Bones scaled to zero on every axis, along with everything under them, are no longer rendered, instead of being drawn as collapsed geometry.
- A stack gets its persistent id on the server when it first ticks in an entity's inventory, or on its first server-side dispatch (`AzCommand#sendForItem`) if it never does. Rendering never writes NBT; stacks without an id are keyed by a transient, per-instance id.
- Item animators now expire after 120 seconds without being rendered or dispatched to, instead of being weakly held.
- Creative "pick block" clones have their copied id removed rather than replaced, and get their own the next time one is assigned.
- Adding or swapping only the `az_id` on a held stack no longer plays the re-equip animation.
- Removed `ItemStackMixin_AzItemStackIdentityRegistry` and `ItemMixin_EnsureCraftHasID`; added `ItemStackMixin_AzAssignIdInInventory` and the client mixin `ItemMixin_AzIdentityReequip`.
### Developer Notes
- `AzCachedBoneUpdateUtil` has new overloads that take an `AzBoneSnapshot` directly and return whether the channel is at rest. The existing `Map` overloads still work and delegate to them.
- Added `AzBoneCache#invalidateBoneArrays()`. Call it if you replace or remove entries in `getBoneSnapshotsByName()` directly; changing a snapshot's values doesn't need it.
- While a bone is scaled to zero on all three axes, its descendants don't update their tracked matrices and per-bone render layers aren't called for that subtree.
- Only register items that use triggered animations in `AzIdentityRegistry`. Registered items get a unique `az_id` once they sit in an inventory, so stackable items registered there stop merging.
- When dispatching for a stack that never sits in an inventory (such as a mob's held item), call `sendForItem` on the server with the actual stack, not a copy: that stack is the one that receives the id.
- Code that read `az_id` directly from NBT should use `AzItemIdentity.peek` (maybe null until an id is assigned) or `AzItemIdentity.getOrCreate` on the server.
- Existing stacks that already carry an `az_id` keep it.
release
azurelib-forge-1.7.10-1.0.8.jar
1.0.816 окт. 2026 г.66Minecraft: 1.7.10forge
Что нового
v1.0.8
### Additions
- `AzItemIdentity`, the single utility for reading, creating and clearing an item stack's AzureLib id (`resolve`, `getOrCreate`, `peek`, `hasPersistentId`, `clear`).
### Fixes
- Item stacks are no longer given an `az_id` UUID when they are constructed. Creative tabs, recipe outputs and JEI's ingredient list now see NBT-free stacks, so AzureLib items match their JEI entries and recipes again, and crafted copies of a recipe output no longer share one id.
- Item and armor animators are no longer lost on garbage collection while the stack is still being rendered, which could restart idle animations or cut off triggered ones mid-play.
- Stacks without an id now keep one stable animator while rendered, instead of a new animator (and a new random id) every frame.
- `AzCommand#sendForItem` no longer throws a `NullPointerException` when the stack has no NBT.
### Changes
- Improved animation performance on models with many bones. The bone cache now walks bones in a fixed array and skips any bone that has fully eased back to its bind pose, so its cost scales with the animated bones instead of the whole model.
- Bones scaled to zero on every axis, along with everything under them, are no longer rendered, instead of being drawn as collapsed geometry.
- A stack gets its persistent id on the server when it first ticks in an entity's inventory, or on its first server-side dispatch (`AzCommand#sendForItem`) if it never does. Rendering never writes NBT; stacks without an id are keyed by a transient, per-instance id.
- Item animators now expire after 120 seconds without being rendered or dispatched to, instead of being weakly held.
- Creative "pick block" clones have their copied id removed rather than replaced, and get their own the next time one is assigned.
- Adding or swapping only the `az_id` on a held stack no longer plays the re-equip animation.
- Removed `ItemStackMixin_AzItemStackIdentityRegistry` and `ItemMixin_EnsureCraftHasID`; added `ItemStackMixin_AzAssignIdInInventory`.
### Developer Notes
- `AzCachedBoneUpdateUtil` has new overloads that take an `AzBoneSnapshot` directly and return whether the channel is at rest. The existing `Map` overloads still work and delegate to them.
- Added `AzBoneCache#invalidateBoneArrays()`. Call it if you replace or remove entries in `getBoneSnapshotsByName()` directly; changing a snapshot's values doesn't need it.
- While a bone is scaled to zero on all three axes, its descendants don't update their tracked matrices and per-bone render layers aren't called for that subtree.
- Only register items that use triggered animations in `AzIdentityRegistry`. Registered items get a unique `az_id` once they sit in an inventory, so stackable items registered there stop merging.
- When dispatching for a stack that never sits in an inventory (such as a mob's held item), call `sendForItem` on the server with the actual stack, not a copy: that stack is the one that receives the id.
- Code that read `az_id` directly from NBT should use `AzItemIdentity.peek` (maybe null until an id is assigned) or `AzItemIdentity.getOrCreate` on the server.
- Existing stacks that already carry an `az_id` keep it.
release
azurelib-ornithe-b1.7.3-1.0.2.jar
1.0.216 окт. 2026 г.16Minecraft: b1.7.3ornithe
Что нового
v1.0.2
### Additions
- N/A
### Fixes
- Fixed textures without an animation-frame method repeatedly retrying a failed reflective lookup every frame. The failed lookup is now cached, so these textures no longer throw an exception on every render.
### Changes
- Improved animation performance on models with many bones. The bone cache now walks bones in a fixed array and skips any bone that has fully eased back to its bind pose, so its cost scales with the animated bones instead of the whole model.
- Bones scaled to zero on every axis, along with everything under them, are no longer rendered, instead of being drawn as collapsed geometry.
- Reduced rendering overhead in the buffer source. Vertices are now written once, already in their final draw layout, with lighting, hurt tint and glint colour applied up front, so drawing a batch is a single bulk copy instead of a second pass over every vertex. Normals are normalized once per quad instead of once per vertex, and glint batches are filled once for both passes.
- Bone rotation and scaling no longer allocate matrices. Each bone's rotation is now applied as one combined rotation instead of up to three separate ones, which removes nearly all of the garbage rendering used to create per frame.
### Developer Notes
- `AzCachedBoneUpdateUtil` has new overloads that take an `AzBoneSnapshot` directly and return whether the channel is at rest. The existing `Map` overloads still work and delegate to them.
- Added `AzBoneCache#invalidateBoneArrays()`. Call it if you replace or remove entries in `getBoneSnapshotsByName()` directly; changing a snapshot's values doesn't need it.
- While a bone is scaled to zero on all three axes, its descendants don't update their tracked matrices and per-bone render layers aren't called for that subtree.
- Added `PoseStack#rotateZYX(rz, ry, rx)`, which applies the same rotation as calling `mulPose` for Z, then Y, then X, in a single step. `RenderUtils.rotateMatrixAroundBone` and `rotateMatrixAroundCube` now use it.
- `PoseStack#scale(1, 1, 1)` is now a no-op.
- Added in-place `Matrix4f#multiplyWithScale` and `Matrix4f#multiplyRotation`, and `Matrix3f#mulScale` and `Matrix3f#mulRotation`. `Matrix4f#multiply(Quaternion)` and `Matrix3f#mul(Quaternion)` now work in place instead of allocating a temporary matrix.
- `AzBufferSource`'s public API is unchanged; custom `VertexConsumer` usage needs no updates.
release
azurelib-stationapi-b1.7.3-1.0.2.jar
1.0.216 окт. 2026 г.16Minecraft: b1.7.3babric
Что нового
v1.0.2
### Additions
- N/A
### Fixes
- N/A
### Changes
- Improved animation performance on models with many bones. The bone cache now walks bones in a fixed array and skips any bone that has fully eased back to its bind pose, so its cost scales with the animated bones instead of the whole model.
- Bones scaled to zero on every axis, along with everything under them, are no longer rendered, instead of being drawn as collapsed geometry.
### Developer Notes
- `AzCachedBoneUpdateUtil` has new overloads that take an `AzBoneSnapshot` directly and return whether the channel is at rest. The existing `Map` overloads still work and delegate to them.
- Added `AzBoneCache#invalidateBoneArrays()`. Call it if you replace or remove entries in `getBoneSnapshotsByName()` directly; changing a snapshot's values doesn't need it.
- While a bone is scaled to zero on all three axes, its descendants don't update their tracked matrices and per-bone render layers aren't called for that subtree.
release
azurelib-forge-1.12.2-1.0.6.jar
1.0.316 окт. 2026 г.26Minecraft: 1.12.2forge
Что нового
v1.0.6
### Additions
- N/A
### Fixes
- Fixed a black box appearing beside the potion effect panel in inventory screens while an AzureLib item was held on the cursor. AzureLib left GL blend disabled after rendering a GUI item, so the transparent part of the effect background drew as opaque black.
### Changes
- `AzItemGuiRenderUtil` now restores the GL state vanilla's GUI item rendering leaves behind after drawing an AzureLib item: blend on with `SRC_ALPHA`/`ONE_MINUS_SRC_ALPHA`, alpha func `GREATER 0.1`, depth on, colour reset to white, and the block atlas rebound.
### Developer Notes
- Any GUI code drawn after an AzureLib item (potion effects, tooltips, other mods' overlays) now sees the same GL state it would after a vanilla item.
release
azurelib-neo-26.3-4.0.13.jar
4.0.1316 окт. 2026 г.44Minecraft: 26.3neoforge
Что нового
v4.0.13
### Additions
- Added `AzAnimator#onFirstAnimate(T)`, a hook that runs once on an animator's first `animate()` call, right before its controllers update. Commands dispatched here apply on that same frame, making it the reliable place to start spawn/initial animations.
- Added `AzAnimator#getOrCreateContext(K, T)`, which binds the animatable to the context when it is created.
- Added `AzPendingDispatches`, which queues animation commands sent to an entity or block entity before its animator exists and replays them once the animator is created.
- Added `AzIdentifiableItemStackAnimatorCache#dispatchOrQueue`, which does the same for item stacks per `AzItemAnimatorView`.
### Fixes
- Fixed animatables rendering in their bind pose (T-pose) for a frame when a transition finished, most noticeably on controllers with a transition length of 0. The transition state now hands off to the play state and applies keyframes in the same update.
- Fixed `AzAnimationTimer` adding the full absolute render time to `animTime` on its first tick, which made controllers treat transitions as instantly finished.
- Fixed animation commands being silently dropped when they arrived before the animatable had been rendered (entity, block entity, and item stack dispatch packets, and client-side dispatch).
- Fixed "Unable to create animation queue: animatable is null" when a command was dispatched before an animator's first `animate()` call, which left the controller with nothing to play.
### Changes
- `AzProvider` now binds the animatable to the animation context on creation and flushes pending dispatches after registering controllers, both when creating an animator and when rebuilding it on a model change.
- Item stack dispatches (server packet and `AzCommand#sendForItem` on the client) now go through `dispatchOrQueue` instead of skipping stacks with no animator yet.
### Developer Notes
- Use `onFirstAnimate` to start an entity's initial animation instead of keying off `tickCount == 0`. A freshly spawned entity is not guaranteed to render before its first client tick, especially on the first spawn after loading a world.
- Commands sent before an animatable's first render are now replayed when its animator is created rather than discarded, so server-sent spawn animations will now play where they previously did not.
- Queued item stack commands expire after 10 seconds. A command with no view is queued separately for each view that has no animator yet.
release
azurelib-fabric-26.3-4.0.13.jar
4.0.1316 окт. 2026 г.138Minecraft: 26.3fabric
Что нового
v4.0.13
### Additions
- Added `AzAnimator#onFirstAnimate(T)`, a hook that runs once on an animator's first `animate()` call, right before its controllers update. Commands dispatched here apply on that same frame, making it the reliable place to start spawn/initial animations.
- Added `AzAnimator#getOrCreateContext(K, T)`, which binds the animatable to the context when it is created.
- Added `AzPendingDispatches`, which queues animation commands sent to an entity or block entity before its animator exists and replays them once the animator is created.
- Added `AzIdentifiableItemStackAnimatorCache#dispatchOrQueue`, which does the same for item stacks per `AzItemAnimatorView`.
### Fixes
- Fixed animatables rendering in their bind pose (T-pose) for a frame when a transition finished, most noticeably on controllers with a transition length of 0. The transition state now hands off to the play state and applies keyframes in the same update.
- Fixed `AzAnimationTimer` adding the full absolute render time to `animTime` on its first tick, which made controllers treat transitions as instantly finished.
- Fixed animation commands being silently dropped when they arrived before the animatable had been rendered (entity, block entity, and item stack dispatch packets, and client-side dispatch).
- Fixed "Unable to create animation queue: animatable is null" when a command was dispatched before an animator's first `animate()` call, which left the controller with nothing to play.
### Changes
- `AzProvider` now binds the animatable to the animation context on creation and flushes pending dispatches after registering controllers, both when creating an animator and when rebuilding it on a model change.
- Item stack dispatches (server packet and `AzCommand#sendForItem` on the client) now go through `dispatchOrQueue` instead of skipping stacks with no animator yet.
### Developer Notes
- Use `onFirstAnimate` to start an entity's initial animation instead of keying off `tickCount == 0`. A freshly spawned entity is not guaranteed to render before its first client tick, especially on the first spawn after loading a world.
- Commands sent before an animatable's first render are now replayed when its animator is created rather than discarded, so server-sent spawn animations will now play where they previously did not.
- Queued item stack commands expire after 10 seconds. A command with no view is queued separately for each view that has no animator yet.
release
azurelib-neo-26.2-4.0.5.jar
4.0.516 окт. 2026 г.10Minecraft: 26.2neoforge
Что нового
v4.0.5
### Additions
- Added `AzAnimator#onFirstAnimate(T)`, a hook that runs once on an animator's first `animate()` call, right before its controllers update. Commands dispatched here apply on that same frame, making it the reliable place to start spawn/initial animations.
- Added `AzAnimator#getOrCreateContext(K, T)`, which binds the animatable to the context when it is created.
- Added `AzPendingDispatches`, which queues animation commands sent to an entity or block entity before its animator exists and replays them once the animator is created.
- Added `AzIdentifiableItemStackAnimatorCache#dispatchOrQueue`, which does the same for item stacks per `AzItemAnimatorView`.
### Fixes
- Fixed animatables rendering in their bind pose (T-pose) for a frame when a transition finished, most noticeably on controllers with a transition length of 0. The transition state now hands off to the play state and applies keyframes in the same update.
- Fixed `AzAnimationTimer` adding the full absolute render time to `animTime` on its first tick, which made controllers treat transitions as instantly finished.
- Fixed animation commands being silently dropped when they arrived before the animatable had been rendered (entity, block entity, and item stack dispatch packets, and client-side dispatch).
- Fixed "Unable to create animation queue: animatable is null" when a command was dispatched before an animator's first `animate()` call, which left the controller with nothing to play.
### Changes
- `AzProvider` now binds the animatable to the animation context on creation and flushes pending dispatches after registering controllers, both when creating an animator and when rebuilding it on a model change.
- Item stack dispatches (server packet and `AzCommand#sendForItem` on the client) now go through `dispatchOrQueue` instead of skipping stacks with no animator yet.
### Developer Notes
- Use `onFirstAnimate` to start an entity's initial animation instead of keying off `tickCount == 0`. A freshly spawned entity is not guaranteed to render before its first client tick, especially on the first spawn after loading a world.
- Commands sent before an animatable's first render are now replayed when its animator is created rather than discarded, so server-sent spawn animations will now play where they previously did not.
- Queued item stack commands expire after 10 seconds. A command with no view is queued separately for each view that has no animator yet.
release
azurelib-fabric-26.2-4.0.5.jar
4.0.516 окт. 2026 г.58Minecraft: 26.2fabric
Что нового
v4.0.5
### Additions
- Added `AzAnimator#onFirstAnimate(T)`, a hook that runs once on an animator's first `animate()` call, right before its controllers update. Commands dispatched here apply on that same frame, making it the reliable place to start spawn/initial animations.
- Added `AzAnimator#getOrCreateContext(K, T)`, which binds the animatable to the context when it is created.
- Added `AzPendingDispatches`, which queues animation commands sent to an entity or block entity before its animator exists and replays them once the animator is created.
- Added `AzIdentifiableItemStackAnimatorCache#dispatchOrQueue`, which does the same for item stacks per `AzItemAnimatorView`.
### Fixes
- Fixed animatables rendering in their bind pose (T-pose) for a frame when a transition finished, most noticeably on controllers with a transition length of 0. The transition state now hands off to the play state and applies keyframes in the same update.
- Fixed `AzAnimationTimer` adding the full absolute render time to `animTime` on its first tick, which made controllers treat transitions as instantly finished.
- Fixed animation commands being silently dropped when they arrived before the animatable had been rendered (entity, block entity, and item stack dispatch packets, and client-side dispatch).
- Fixed "Unable to create animation queue: animatable is null" when a command was dispatched before an animator's first `animate()` call, which left the controller with nothing to play.
### Changes
- `AzProvider` now binds the animatable to the animation context on creation and flushes pending dispatches after registering controllers, both when creating an animator and when rebuilding it on a model change.
- Item stack dispatches (server packet and `AzCommand#sendForItem` on the client) now go through `dispatchOrQueue` instead of skipping stacks with no animator yet.
### Developer Notes
- Use `onFirstAnimate` to start an entity's initial animation instead of keying off `tickCount == 0`. A freshly spawned entity is not guaranteed to render before its first client tick, especially on the first spawn after loading a world.
- Commands sent before an animatable's first render are now replayed when its animator is created rather than discarded, so server-sent spawn animations will now play where they previously did not.
- Queued item stack commands expire after 10 seconds. A command with no view is queued separately for each view that has no animator yet.
release
azurelib-neo-26.1.2-4.0.13.jar
4.0.1316 окт. 2026 г.4Minecraft: 26.1.2neoforge
Что нового
v4.0.13
### Additions
- Added `AzAnimator#onFirstAnimate(T)`, a hook that runs once on an animator's first `animate()` call, right before its controllers update. Commands dispatched here apply on that same frame, making it the reliable place to start spawn/initial animations.
- Added `AzAnimator#getOrCreateContext(K, T)`, which binds the animatable to the context when it is created.
- Added `AzPendingDispatches`, which queues animation commands sent to an entity or block entity before its animator exists and replays them once the animator is created.
- Added `AzIdentifiableItemStackAnimatorCache#dispatchOrQueue`, which does the same for item stacks per `AzItemAnimatorView`.
### Fixes
- Fixed animatables rendering in their bind pose (T-pose) for a frame when a transition finished, most noticeably on controllers with a transition length of 0. The transition state now hands off to the play state and applies keyframes in the same update.
- Fixed `AzAnimationTimer` adding the full absolute render time to `animTime` on its first tick, which made controllers treat transitions as instantly finished.
- Fixed animation commands being silently dropped when they arrived before the animatable had been rendered (entity, block entity, and item stack dispatch packets, and client-side dispatch).
- Fixed "Unable to create animation queue: animatable is null" when a command was dispatched before an animator's first `animate()` call, which left the controller with nothing to play.
### Changes
- `AzProvider` now binds the animatable to the animation context on creation and flushes pending dispatches after registering controllers, both when creating an animator and when rebuilding it on a model change.
- Item stack dispatches (server packet and `AzCommand#sendForItem` on the client) now go through `dispatchOrQueue` instead of skipping stacks with no animator yet.
### Developer Notes
- Use `onFirstAnimate` to start an entity's initial animation instead of keying off `tickCount == 0`. A freshly spawned entity is not guaranteed to render before its first client tick, especially on the first spawn after loading a world.
- Commands sent before an animatable's first render are now replayed when its animator is created rather than discarded, so server-sent spawn animations will now play where they previously did not.
- Queued item stack commands expire after 10 seconds. A command with no view is queued separately for each view that has no animator yet.
release
azurelib-fabric-26.1.2-4.0.13.jar
4.0.1316 окт. 2026 г.16Minecraft: 26.1.2fabric
Что нового
v4.0.13
### Additions
- Added `AzAnimator#onFirstAnimate(T)`, a hook that runs once on an animator's first `animate()` call, right before its controllers update. Commands dispatched here apply on that same frame, making it the reliable place to start spawn/initial animations.
- Added `AzAnimator#getOrCreateContext(K, T)`, which binds the animatable to the context when it is created.
- Added `AzPendingDispatches`, which queues animation commands sent to an entity or block entity before its animator exists and replays them once the animator is created.
- Added `AzIdentifiableItemStackAnimatorCache#dispatchOrQueue`, which does the same for item stacks per `AzItemAnimatorView`.
### Fixes
- Fixed animatables rendering in their bind pose (T-pose) for a frame when a transition finished, most noticeably on controllers with a transition length of 0. The transition state now hands off to the play state and applies keyframes in the same update.
- Fixed `AzAnimationTimer` adding the full absolute render time to `animTime` on its first tick, which made controllers treat transitions as instantly finished.
- Fixed animation commands being silently dropped when they arrived before the animatable had been rendered (entity, block entity, and item stack dispatch packets, and client-side dispatch).
- Fixed "Unable to create animation queue: animatable is null" when a command was dispatched before an animator's first `animate()` call, which left the controller with nothing to play.
### Changes
- `AzProvider` now binds the animatable to the animation context on creation and flushes pending dispatches after registering controllers, both when creating an animator and when rebuilding it on a model change.
- Item stack dispatches (server packet and `AzCommand#sendForItem` on the client) now go through `dispatchOrQueue` instead of skipping stacks with no animator yet.
### Developer Notes
- Use `onFirstAnimate` to start an entity's initial animation instead of keying off `tickCount == 0`. A freshly spawned entity is not guaranteed to render before its first client tick, especially on the first spawn after loading a world.
- Commands sent before an animatable's first render are now replayed when its animator is created rather than discarded, so server-sent spawn animations will now play where they previously did not.
- Queued item stack commands expire after 10 seconds. A command with no view is queued separately for each view that has no animator yet.
release
azurelib-fabric-1.21.1-3.1.22.jar
3.1.2216 окт. 2026 г.680Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.22
### Additions
- Added `AzAnimator#onFirstAnimate(T)`, a hook that runs once on an animator's first `animate()` call, right before its controllers update. Commands dispatched here apply on that same frame, making it the reliable place to start spawn/initial animations.
- Added `AzAnimator#getOrCreateContext(K, T)`, which binds the animatable to the context when it is created.
- Added `AzPendingDispatches`, which queues animation commands sent to an entity or block entity before its animator exists and replays them once the animator is created.
- Added `AzIdentifiableItemStackAnimatorCache#dispatchOrQueue`, which does the same for item stacks per `AzItemAnimatorView`.
### Fixes
- Fixed animatables rendering in their bind pose (T-pose) for a frame when a transition finished, most noticeably on controllers with a transition length of 0. The transition state now hands off to the play state and applies keyframes in the same update.
- Fixed `AzAnimationTimer` adding the full absolute render time to `animTime` on its first tick, which made controllers treat transitions as instantly finished.
- Fixed animation commands being silently dropped when they arrived before the animatable had been rendered (entity, block entity, and item stack dispatch packets, and client-side dispatch).
- Fixed "Unable to create animation queue: animatable is null" when a command was dispatched before an animator's first `animate()` call, which left the controller with nothing to play.
### Changes
- `AzProvider` now binds the animatable to the animation context on creation and flushes pending dispatches after registering controllers, both when creating an animator and when rebuilding it on a model change.
- Item stack dispatches (server packet and `AzCommand#sendForItem` on the client) now go through `dispatchOrQueue` instead of skipping stacks with no animator yet.
### Developer Notes
- Use `onFirstAnimate` to start an entity's initial animation instead of keying off `tickCount == 0`. A freshly spawned entity is not guaranteed to render before its first client tick, especially on the first spawn after loading a world.
- Commands sent before an animatable's first render are now replayed when its animator is created rather than discarded, so server-sent spawn animations will now play where they previously did not.
- Queued item stack commands expire after 10 seconds. A command with no view is queued separately for each view that has no animator yet.
release
azurelib-neo-1.21.1-3.1.22.jar
3.1.2216 окт. 2026 г.3,1 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.22
### Additions
- Added `AzAnimator#onFirstAnimate(T)`, a hook that runs once on an animator's first `animate()` call, right before its controllers update. Commands dispatched here apply on that same frame, making it the reliable place to start spawn/initial animations.
- Added `AzAnimator#getOrCreateContext(K, T)`, which binds the animatable to the context when it is created.
- Added `AzPendingDispatches`, which queues animation commands sent to an entity or block entity before its animator exists and replays them once the animator is created.
- Added `AzIdentifiableItemStackAnimatorCache#dispatchOrQueue`, which does the same for item stacks per `AzItemAnimatorView`.
### Fixes
- Fixed animatables rendering in their bind pose (T-pose) for a frame when a transition finished, most noticeably on controllers with a transition length of 0. The transition state now hands off to the play state and applies keyframes in the same update.
- Fixed `AzAnimationTimer` adding the full absolute render time to `animTime` on its first tick, which made controllers treat transitions as instantly finished.
- Fixed animation commands being silently dropped when they arrived before the animatable had been rendered (entity, block entity, and item stack dispatch packets, and client-side dispatch).
- Fixed "Unable to create animation queue: animatable is null" when a command was dispatched before an animator's first `animate()` call, which left the controller with nothing to play.
### Changes
- `AzProvider` now binds the animatable to the animation context on creation and flushes pending dispatches after registering controllers, both when creating an animator and when rebuilding it on a model change.
- Item stack dispatches (server packet and `AzCommand#sendForItem` on the client) now go through `dispatchOrQueue` instead of skipping stacks with no animator yet.
### Developer Notes
- Use `onFirstAnimate` to start an entity's initial animation instead of keying off `tickCount == 0`. A freshly spawned entity is not guaranteed to render before its first client tick, especially on the first spawn after loading a world.
- Commands sent before an animatable's first render are now replayed when its animator is created rather than discarded, so server-sent spawn animations will now play where they previously did not.
- Queued item stack commands expire after 10 seconds. A command with no view is queued separately for each view that has no animator yet.
release
azurelib-neo-1.20.1-3.1.23.jar
3.1.2316 окт. 2026 г.3,5 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.23
### Additions
- Added `AzAnimator#onFirstAnimate(T)`, a hook that runs once on an animator's first `animate()` call, right before its controllers update. Commands dispatched here apply on that same frame, making it the reliable place to start spawn/initial animations.
- Added `AzAnimator#getOrCreateContext(K, T)`, which binds the animatable to the context when it is created.
- Added `AzPendingDispatches`, which queues animation commands sent to an entity or block entity before its animator exists and replays them once the animator is created.
- Added `AzIdentifiableItemStackAnimatorCache#dispatchOrQueue`, which does the same for item stacks per `AzItemAnimatorView`.
### Fixes
- Fixed animatables rendering in their bind pose (T-pose) for a frame when a transition finished, most noticeably on controllers with a transition length of 0. The transition state now hands off to the play state and applies keyframes in the same update.
- Fixed `AzAnimationTimer` adding the full absolute render time to `animTime` on its first tick, which made controllers treat transitions as instantly finished.
- Fixed animation commands being silently dropped when they arrived before the animatable had been rendered (entity, block entity, and item stack dispatch packets, and client-side dispatch).
- Fixed "Unable to create animation queue: animatable is null" when a command was dispatched before an animator's first `animate()` call, which left the controller with nothing to play.
### Changes
- `AzProvider` now binds the animatable to the animation context on creation and flushes pending dispatches after registering controllers, both when creating an animator and when rebuilding it on a model change.
- Item stack dispatches (server packet and `AzCommand#sendForItem` on the client) now go through `dispatchOrQueue` instead of skipping stacks with no animator yet.
### Developer Notes
- Use `onFirstAnimate` to start an entity's initial animation instead of keying off `tickCount == 0`. A freshly spawned entity is not guaranteed to render before its first client tick, especially on the first spawn after loading a world.
- Commands sent before an animatable's first render are now replayed when its animator is created rather than discarded, so server-sent spawn animations will now play where they previously did not.
- Queued item stack commands expire after 10 seconds. A command with no view is queued separately for each view that has no animator yet.
release
azurelib-fabric-1.20.1-3.1.23.jar
3.1.2316 окт. 2026 г.996Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.23
### Additions
- Added `AzAnimator#onFirstAnimate(T)`, a hook that runs once on an animator's first `animate()` call, right before its controllers update. Commands dispatched here apply on that same frame, making it the reliable place to start spawn/initial animations.
- Added `AzAnimator#getOrCreateContext(K, T)`, which binds the animatable to the context when it is created.
- Added `AzPendingDispatches`, which queues animation commands sent to an entity or block entity before its animator exists and replays them once the animator is created.
- Added `AzIdentifiableItemStackAnimatorCache#dispatchOrQueue`, which does the same for item stacks per `AzItemAnimatorView`.
### Fixes
- Fixed animatables rendering in their bind pose (T-pose) for a frame when a transition finished, most noticeably on controllers with a transition length of 0. The transition state now hands off to the play state and applies keyframes in the same update.
- Fixed `AzAnimationTimer` adding the full absolute render time to `animTime` on its first tick, which made controllers treat transitions as instantly finished.
- Fixed animation commands being silently dropped when they arrived before the animatable had been rendered (entity, block entity, and item stack dispatch packets, and client-side dispatch).
- Fixed "Unable to create animation queue: animatable is null" when a command was dispatched before an animator's first `animate()` call, which left the controller with nothing to play.
### Changes
- `AzProvider` now binds the animatable to the animation context on creation and flushes pending dispatches after registering controllers, both when creating an animator and when rebuilding it on a model change.
- Item stack dispatches (server packet and `AzCommand#sendForItem` on the client) now go through `dispatchOrQueue` instead of skipping stacks with no animator yet.
### Developer Notes
- Use `onFirstAnimate` to start an entity's initial animation instead of keying off `tickCount == 0`. A freshly spawned entity is not guaranteed to render before its first client tick, especially on the first spawn after loading a world.
- Commands sent before an animatable's first render are now replayed when its animator is created rather than discarded, so server-sent spawn animations will now play where they previously did not.
- Queued item stack commands expire after 10 seconds. A command with no view is queued separately for each view that has no animator yet.
release
azurelib-forge-1.19.2-3.2.22.jar
3.2.2216 окт. 2026 г.34Minecraft: 1.19.2forge
Что нового
v3.2.22
### Additions
- Added `AzAnimator#onFirstAnimate(T)`, a hook that runs once on an animator's first `animate()` call, right before its controllers update. Commands dispatched here apply on that same frame, making it the reliable place to start spawn/initial animations.
- Added `AzAnimator#getOrCreateContext(K, T)`, which binds the animatable to the context when it is created.
- Added `AzPendingDispatches`, which queues animation commands sent to an entity or block entity before its animator exists and replays them once the animator is created.
- Added `AzIdentifiableItemStackAnimatorCache#dispatchOrQueue`, which does the same for item stacks per `AzItemAnimatorView`.
### Fixes
- Fixed animatables rendering in their bind pose (T-pose) for a frame when a transition finished, most noticeably on controllers with a transition length of 0. The transition state now hands off to the play state and applies keyframes in the same update.
- Fixed `AzAnimationTimer` adding the full absolute render time to `animTime` on its first tick, which made controllers treat transitions as instantly finished.
- Fixed animation commands being silently dropped when they arrived before the animatable had been rendered (entity, block entity, and item stack dispatch packets, and client-side dispatch).
- Fixed "Unable to create animation queue: animatable is null" when a command was dispatched before an animator's first `animate()` call, which left the controller with nothing to play.
### Changes
- `AzProvider` now binds the animatable to the animation context on creation and flushes pending dispatches after registering controllers, both when creating an animator and when rebuilding it on a model change.
- Item stack dispatches (server packet and `AzCommand#sendForItem` on the client) now go through `dispatchOrQueue` instead of skipping stacks with no animator yet.
### Developer Notes
- Use `onFirstAnimate` to start an entity's initial animation instead of keying off `tickCount == 0`. A freshly spawned entity is not guaranteed to render before its first client tick, especially on the first spawn after loading a world.
- Commands sent before an animatable's first render are now replayed when its animator is created rather than discarded, so server-sent spawn animations will now play where they previously did not.
- Queued item stack commands expire after 10 seconds. A command with no view is queued separately for each view that has no animator yet.
release
azurelib-fabric-1.19.2-3.2.22.jar
3.2.2216 окт. 2026 г.14Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.22
### Additions
- Added `AzAnimator#onFirstAnimate(T)`, a hook that runs once on an animator's first `animate()` call, right before its controllers update. Commands dispatched here apply on that same frame, making it the reliable place to start spawn/initial animations.
- Added `AzAnimator#getOrCreateContext(K, T)`, which binds the animatable to the context when it is created.
- Added `AzPendingDispatches`, which queues animation commands sent to an entity or block entity before its animator exists and replays them once the animator is created.
- Added `AzIdentifiableItemStackAnimatorCache#dispatchOrQueue`, which does the same for item stacks per `AzItemAnimatorView`.
### Fixes
- Fixed animatables rendering in their bind pose (T-pose) for a frame when a transition finished, most noticeably on controllers with a transition length of 0. The transition state now hands off to the play state and applies keyframes in the same update.
- Fixed `AzAnimationTimer` adding the full absolute render time to `animTime` on its first tick, which made controllers treat transitions as instantly finished.
- Fixed animation commands being silently dropped when they arrived before the animatable had been rendered (entity, block entity, and item stack dispatch packets, and client-side dispatch).
- Fixed "Unable to create animation queue: animatable is null" when a command was dispatched before an animator's first `animate()` call, which left the controller with nothing to play.
### Changes
- `AzProvider` now binds the animatable to the animation context on creation and flushes pending dispatches after registering controllers, both when creating an animator and when rebuilding it on a model change.
- Item stack dispatches (server packet and `AzCommand#sendForItem` on the client) now go through `dispatchOrQueue` instead of skipping stacks with no animator yet.
### Developer Notes
- Use `onFirstAnimate` to start an entity's initial animation instead of keying off `tickCount == 0`. A freshly spawned entity is not guaranteed to render before its first client tick, especially on the first spawn after loading a world.
- Commands sent before an animatable's first render are now replayed when its animator is created rather than discarded, so server-sent spawn animations will now play where they previously did not.
- Queued item stack commands expire after 10 seconds. A command with no view is queued separately for each view that has no animator yet.
release
azurelib-forge-1.18.2-3.2.22.jar
3.2.2216 окт. 2026 г.16Minecraft: 1.18.2forge
Что нового
v3.2.22
### Additions
- Added `AzAnimator#onFirstAnimate(T)`, a hook that runs once on an animator's first `animate()` call, right before its controllers update. Commands dispatched here apply on that same frame, making it the reliable place to start spawn/initial animations.
- Added `AzAnimator#getOrCreateContext(K, T)`, which binds the animatable to the context when it is created.
- Added `AzPendingDispatches`, which queues animation commands sent to an entity or block entity before its animator exists and replays them once the animator is created.
- Added `AzIdentifiableItemStackAnimatorCache#dispatchOrQueue`, which does the same for item stacks per `AzItemAnimatorView`.
### Fixes
- Fixed animatables rendering in their bind pose (T-pose) for a frame when a transition finished, most noticeably on controllers with a transition length of 0. The transition state now hands off to the play state and applies keyframes in the same update.
- Fixed `AzAnimationTimer` adding the full absolute render time to `animTime` on its first tick, which made controllers treat transitions as instantly finished.
- Fixed animation commands being silently dropped when they arrived before the animatable had been rendered (entity, block entity, and item stack dispatch packets, and client-side dispatch).
- Fixed "Unable to create animation queue: animatable is null" when a command was dispatched before an animator's first `animate()` call, which left the controller with nothing to play.
### Changes
- `AzProvider` now binds the animatable to the animation context on creation and flushes pending dispatches after registering controllers, both when creating an animator and when rebuilding it on a model change.
- Item stack dispatches (server packet and `AzCommand#sendForItem` on the client) now go through `dispatchOrQueue` instead of skipping stacks with no animator yet.
### Developer Notes
- Use `onFirstAnimate` to start an entity's initial animation instead of keying off `tickCount == 0`. A freshly spawned entity is not guaranteed to render before its first client tick, especially on the first spawn after loading a world.
- Commands sent before an animatable's first render are now replayed when its animator is created rather than discarded, so server-sent spawn animations will now play where they previously did not.
- Queued item stack commands expire after 10 seconds. A command with no view is queued separately for each view that has no animator yet.
release
azurelib-fabric-1.18.2-3.2.22.jar
3.2.2216 окт. 2026 г.4Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.22
### Additions
- Added `AzAnimator#onFirstAnimate(T)`, a hook that runs once on an animator's first `animate()` call, right before its controllers update. Commands dispatched here apply on that same frame, making it the reliable place to start spawn/initial animations.
- Added `AzAnimator#getOrCreateContext(K, T)`, which binds the animatable to the context when it is created.
- Added `AzPendingDispatches`, which queues animation commands sent to an entity or block entity before its animator exists and replays them once the animator is created.
- Added `AzIdentifiableItemStackAnimatorCache#dispatchOrQueue`, which does the same for item stacks per `AzItemAnimatorView`.
### Fixes
- Fixed animatables rendering in their bind pose (T-pose) for a frame when a transition finished, most noticeably on controllers with a transition length of 0. The transition state now hands off to the play state and applies keyframes in the same update.
- Fixed `AzAnimationTimer` adding the full absolute render time to `animTime` on its first tick, which made controllers treat transitions as instantly finished.
- Fixed animation commands being silently dropped when they arrived before the animatable had been rendered (entity, block entity, and item stack dispatch packets, and client-side dispatch).
- Fixed "Unable to create animation queue: animatable is null" when a command was dispatched before an animator's first `animate()` call, which left the controller with nothing to play.
### Changes
- `AzProvider` now binds the animatable to the animation context on creation and flushes pending dispatches after registering controllers, both when creating an animator and when rebuilding it on a model change.
- Item stack dispatches (server packet and `AzCommand#sendForItem` on the client) now go through `dispatchOrQueue` instead of skipping stacks with no animator yet.
### Developer Notes
- Use `onFirstAnimate` to start an entity's initial animation instead of keying off `tickCount == 0`. A freshly spawned entity is not guaranteed to render before its first client tick, especially on the first spawn after loading a world.
- Commands sent before an animatable's first render are now replayed when its animator is created rather than discarded, so server-sent spawn animations will now play where they previously did not.
- Queued item stack commands expire after 10 seconds. A command with no view is queued separately for each view that has no animator yet.
release
azurelib-forge-1.12.2-1.0.5.jar
1.0.316 окт. 2026 г.4Minecraft: 1.12.2forge
Что нового
v1.0.5
### Additions
- Added `AzAnimator#onFirstAnimate(T)`, a hook that runs once on an animator's first `animate()` call, right before its controllers update. Commands dispatched here apply on that same frame, making it the reliable place to start spawn/initial animations.
- Added `AzAnimator#getOrCreateContext(K, T)`, which binds the animatable to the context when it is created.
- Added `AzPendingDispatches`, which queues animation commands sent to an entity or block entity before its animator exists and replays them once the animator is created.
- Added `AzIdentifiableItemStackAnimatorCache#dispatchOrQueue`, which does the same for item stacks per `AzItemAnimatorView`.
### Fixes
- Fixed animatables rendering in their bind pose (T-pose) for a frame when a transition finished, most noticeably on controllers with a transition length of 0. The transition state now hands off to the play state and applies keyframes in the same update.
- Fixed `AzAnimationTimer` adding the full absolute render time to `animTime` on its first tick, which made controllers treat transitions as instantly finished.
- Fixed animation commands being silently dropped when they arrived before the animatable had been rendered (entity, block entity, and item stack dispatch packets, and client-side dispatch).
- Fixed "Unable to create animation queue: animatable is null" when a command was dispatched before an animator's first `animate()` call, which left the controller with nothing to play.
### Changes
- `AzProvider` now binds the animatable to the animation context on creation and flushes pending dispatches after registering controllers, both when creating an animator and when rebuilding it on a model change.
- Item stack dispatches (server packet and `AzCommand#sendForItem` on the client) now go through `dispatchOrQueue` instead of skipping stacks with no animator yet.
### Developer Notes
- Use `onFirstAnimate` to start an entity's initial animation instead of keying off `tickCount == 0`. A freshly spawned entity is not guaranteed to render before its first client tick, especially on the first spawn after loading a world.
- Commands sent before an animatable's first render are now replayed when its animator is created rather than discarded, so server-sent spawn animations will now play where they previously did not.
- Queued item stack commands expire after 10 seconds. A command with no view is queued separately for each view that has no animator yet.
release
azurelib-forge-1.7.10-1.0.7.jar
1.0.516 окт. 2026 г.18Minecraft: 1.7.10forge
Что нового
v1.0.7
### Additions
- Added `AzAnimator#onFirstAnimate(T)`, a hook that runs once on an animator's first `animate()` call, right before its controllers update. Commands dispatched here apply on that same frame, making it the reliable place to start spawn/initial animations.
- Added `AzAnimator#getOrCreateContext(K, T)`, which binds the animatable to the context when it is created.
- Added `AzPendingDispatches`, which queues animation commands sent to an entity or block entity before its animator exists and replays them once the animator is created.
- Added `AzIdentifiableItemStackAnimatorCache#dispatchOrQueue`, which does the same for item stacks per `AzItemAnimatorView`.
### Fixes
- Fixed animatables rendering in their bind pose (T-pose) for a frame when a transition finished, most noticeably on controllers with a transition length of 0. The transition state now hands off to the play state and applies keyframes in the same update.
- Fixed `AzAnimationTimer` adding the full absolute render time to `animTime` on its first tick, which made controllers treat transitions as instantly finished.
- Fixed animation commands being silently dropped when they arrived before the animatable had been rendered (entity, block entity, and item stack dispatch packets, and client-side dispatch).
- Fixed "Unable to create animation queue: animatable is null" when a command was dispatched before an animator's first `animate()` call, which left the controller with nothing to play.
### Changes
- `AzProvider` now binds the animatable to the animation context on creation and flushes pending dispatches after registering controllers, both when creating an animator and when rebuilding it on a model change.
- Item stack dispatches (server packet and `AzCommand#sendForItem` on the client) now go through `dispatchOrQueue` instead of skipping stacks with no animator yet.
### Developer Notes
- Use `onFirstAnimate` to start an entity's initial animation instead of keying off `tickCount == 0`. A freshly spawned entity is not guaranteed to render before its first client tick, especially on the first spawn after loading a world.
- Commands sent before an animatable's first render are now replayed when its animator is created rather than discarded, so server-sent spawn animations will now play where they previously did not.
- Queued item stack commands expire after 10 seconds. A command with no view is queued separately for each view that has no animator yet.
release
azurelib-stationapi-b1.7.3-1.0.1.jar
1.0.116 окт. 2026 г.6Minecraft: b1.7.3babric
Что нового
v1.0.1
### Additions
- Added `AzAnimator#onFirstAnimate(T)`, a hook that runs once on an animator's first `animate()` call, right before its controllers update. Commands dispatched here apply on that same frame, making it the reliable place to start spawn/initial animations.
- Added `AzAnimator#getOrCreateContext(K, T)`, which binds the animatable to the context when it is created.
- Added `AzPendingDispatches`, which queues animation commands sent to an entity or block entity before its animator exists and replays them once the animator is created.
- Added `AzIdentifiableItemStackAnimatorCache#dispatchOrQueue`, which does the same for item stacks per `AzItemAnimatorView`.
### Fixes
- Fixed animatables rendering in their bind pose (T-pose) for a frame when a transition finished, most noticeably on controllers with a transition length of 0. The transition state now hands off to the play state and applies keyframes in the same update.
- Fixed `AzAnimationTimer` adding the full absolute render time to `animTime` on its first tick, which made controllers treat transitions as instantly finished.
- Fixed animation commands being silently dropped when they arrived before the animatable had been rendered (entity, block entity, and item stack dispatch packets, and client-side dispatch).
- Fixed "Unable to create animation queue: animatable is null" when a command was dispatched before an animator's first `animate()` call, which left the controller with nothing to play.
- Fixed a `NoSuchMethodError` crash when rendering any AzureLib model with Starac installed. `AzBufferSource` used LWJGL 2-only `glNormalPointer`/`glColorPointer` overloads that Starac doesn't provide; all vertex pointers now use the `(size, type, stride, ByteBuffer)` overloads, which exist in both LWJGL 2 and LWJGL 3.
### Changes
- `AzProvider` now binds the animatable to the animation context on creation and flushes pending dispatches after registering controllers, both when creating an animator and when rebuilding it on a model change.
- Item stack dispatches (server packet and `AzCommand#sendForItem` on the client) now go through `dispatchOrQueue` instead of skipping stacks with no animator yet.
### Developer Notes
- Use `onFirstAnimate` to start an entity's initial animation instead of keying off `tickCount == 0`. A freshly spawned entity is not guaranteed to render before its first client tick, especially on the first spawn after loading a world.
- Commands sent before an animatable's first render are now replayed when its animator is created rather than discarded, so server-sent spawn animations will now play where they previously did not.
- Queued item stack commands expire after 10 seconds. A command with no view is queued separately for each view that has no animator yet.
- AzureLib does not depend on Starac; it works with or without it. When adding GL calls, prefer overloads that exist in both LWJGL 2 and LWJGL 3 (such as the `(size, type, stride, ByteBuffer)` pointer forms) over LWJGL 2-only convenience overloads.
release
azurelib-ornithe-b1.7.3-1.0.1.jar
1.0.116 окт. 2026 г.2Minecraft: b1.7.3ornithe
Что нового
v1.0.1
### Additions
- Added `AzAnimator#onFirstAnimate(T)`, a hook that runs once on an animator's first `animate()` call, right before its controllers update. Commands dispatched here apply on that same frame, making it the reliable place to start spawn/initial animations.
- Added `AzAnimator#getOrCreateContext(K, T)`, which binds the animatable to the context when it is created.
- Added `AzPendingDispatches`, which queues animation commands sent to an entity or block entity before its animator exists and replays them once the animator is created.
- Added `AzIdentifiableItemStackAnimatorCache#dispatchOrQueue`, which does the same for item stacks per `AzItemAnimatorView`.
### Fixes
- Fixed animatables rendering in their bind pose (T-pose) for a frame when a transition finished, most noticeably on controllers with a transition length of 0. The transition state now hands off to the play state and applies keyframes in the same update.
- Fixed `AzAnimationTimer` adding the full absolute render time to `animTime` on its first tick, which made controllers treat transitions as instantly finished.
- Fixed animation commands being silently dropped when they arrived before the animatable had been rendered (entity, block entity, and item stack dispatch packets, and client-side dispatch).
- Fixed "Unable to create animation queue: animatable is null" when a command was dispatched before an animator's first `animate()` call, which left the controller with nothing to play.
- Fixed a `NoSuchMethodError` crash when rendering any AzureLib model with legacy-lwjgl3 installed. `AzBufferSource` used LWJGL 2-only `glNormalPointer`/`glColorPointer` overloads that legacy-lwjgl3 doesn't provide; all vertex pointers now use the `(size, type, stride, ByteBuffer)` overloads, which exist in both LWJGL 2 and LWJGL 3.
### Changes
- `AzProvider` now binds the animatable to the animation context on creation and flushes pending dispatches after registering controllers, both when creating an animator and when rebuilding it on a model change.
- Item stack dispatches (server packet and `AzCommand#sendForItem` on the client) now go through `dispatchOrQueue` instead of skipping stacks with no animator yet.
### Developer Notes
- Use `onFirstAnimate` to start an entity's initial animation instead of keying off `tickCount == 0`. A freshly spawned entity is not guaranteed to render before its first client tick, especially on the first spawn after loading a world.
- Commands sent before an animatable's first render are now replayed when its animator is created rather than discarded, so server-sent spawn animations will now play where they previously did not.
- Queued item stack commands expire after 10 seconds. A command with no view is queued separately for each view that has no animator yet.
- AzureLib does not depend on legacy-lwjgl3; it works with or without it. When adding GL calls, prefer overloads that exist in both LWJGL 2 and LWJGL 3 (such as the `(size, type, stride, ByteBuffer)` pointer forms) over LWJGL 2-only convenience overloads.
release
azurelib-ornithe-b1.7.3-1.0.0.jar
1.0.015 окт. 2026 г.20Minecraft: b1.7.3ornithe
Что нового
v1.0.0
### Additions
- `AzEntityRendererRegistry` and `AzBlockEntityRendererRegistry` (replace StationAPI's renderer register events). Register from `client-init`; works before or after the dispatchers exist.
- `AzEntityRegistry` and `AzBlockEntityRegistry` (replace StationAPI's entity / block entity register events). Register from `init` on both sides; name/id clashes throw.
### Fixes
- N/A
### Changes
- Ported from Babric + StationAPI to Ornithe (gen2) + OSL, Java 8.
- Networking uses OSL's Networking API (`azurelib:packet` channel) instead of StationAPI message packets.
- Item stack identity is stored in AzureLib's own per-stack data (saved with the stack, kept by `copy()`); clients adopt the server's id from the item dispatch packet.
- Held block items now use Beta's biped hand placement (no Arsenic renderer).
### Developer Notes
- All vanilla member access goes through `platform/mc/Mc` and `McClient`, annotated with MCP names. See `PORTING.md`.
release
azurelib-stationapi-b1.7.3-1.0.0.jar
1.0.014 окт. 2026 г.32Minecraft: b1.7.3babric
Что нового
v1.0.0
### Additions
- N/A
### Fixes
- N/A
### Changes
- Ported from the 1.7.10 Forge branch to Beta 1.7.3 on Babric + StationAPI.
### Developer Notes
- N/A
release
azurelib-fabric-26.2-4.0.4.jar
4.0.414 окт. 2026 г.88Minecraft: 26.2fabric
Что нового
v4.0.4
### Additions
- N/A
### Fixes
- Fixed auto-glowing layers using incomplete full-bright lighting by switching to `LightTexture.FULL_BRIGHT`.
- Fixed glowmask rendering on block entities with Iris shaders by introducing a custom lightmap-enabled render type.
### Changes
- N/A
### Developer Notes
- `AzAutoGlowingLayer#getPackedLight` now returns `LightTexture.FULL_BRIGHT` instead of `LightTexture.FULL_SKY`.
- `AzAbstractTexture` now uses a custom `az_glowing_layer` render type built with `RenderSetup` and `RenderPipelines.ENTITY_TRANSLUCENT`, enabling lightmap and overlay support.
release
azurelib-neo-26.2-4.0.4.jar
4.0.414 окт. 2026 г.18Minecraft: 26.2neoforge
Что нового
v4.0.4
### Additions
- N/A
### Fixes
- Fixed auto-glowing layers using incomplete full-bright lighting by switching to `LightTexture.FULL_BRIGHT`.
- Fixed glowmask rendering on block entities with Iris shaders by introducing a custom lightmap-enabled render type.
### Changes
- N/A
### Developer Notes
- `AzAutoGlowingLayer#getPackedLight` now returns `LightTexture.FULL_BRIGHT` instead of `LightTexture.FULL_SKY`.
- `AzAbstractTexture` now uses a custom `az_glowing_layer` render type built with `RenderSetup` and `RenderPipelines.ENTITY_TRANSLUCENT`, enabling lightmap and overlay support.
release
azurelib-fabric-26.1.2-4.0.12.jar
4.0.1214 окт. 2026 г.20Minecraft: 26.1.2fabric
Что нового
v4.0.12
### Additions
- N/A
### Fixes
- Fixed auto-glowing layers using incomplete full-bright lighting by switching to `LightTexture.FULL_BRIGHT`.
- Fixed glowmask rendering on block entities with Iris shaders by introducing a custom lightmap-enabled render type.
### Changes
- N/A
### Developer Notes
- `AzAutoGlowingLayer#getPackedLight` now returns `LightTexture.FULL_BRIGHT` instead of `LightTexture.FULL_SKY`.
- `AzAbstractTexture` now uses a custom `az_glowing_layer` render type built with `RenderSetup` and `RenderPipelines.ENTITY_TRANSLUCENT`, enabling lightmap and overlay support.
release
azurelib-neo-26.1.2-4.0.12.jar
4.0.1214 окт. 2026 г.26Minecraft: 26.1.2neoforge
Что нового
v4.0.12
### Additions
- N/A
### Fixes
- Fixed auto-glowing layers using incomplete full-bright lighting by switching to `LightTexture.FULL_BRIGHT`.
- Fixed glowmask rendering on block entities with Iris shaders by introducing a custom lightmap-enabled render type.
### Changes
- N/A
### Developer Notes
- `AzAutoGlowingLayer#getPackedLight` now returns `LightTexture.FULL_BRIGHT` instead of `LightTexture.FULL_SKY`.
- `AzAbstractTexture` now uses a custom `az_glowing_layer` render type built with `RenderSetup` and `RenderPipelines.ENTITY_TRANSLUCENT`, enabling lightmap and overlay support.
release
azurelib-fabric-1.21.1-3.1.21.jar
3.1.2114 окт. 2026 г.1,3 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.21
### Additions
- N/A
### Fixes
- Fixed auto-glowing layers using incomplete full-bright lighting by switching to `LightTexture.FULL_BRIGHT`.
- Fixed glowmask rendering on block entities with Iris shaders by enabling the lightmap state for AzureLib's custom emissive render type.
### Changes
- N/A
### Developer Notes
- `AzAutoGlowingLayer#getPackedLight` now returns `LightTexture.FULL_BRIGHT` instead of `LightTexture.FULL_SKY`.
- `AzAbstractTexture` now adds `RenderStateShard.LIGHTMAP` to the `az_glowing_layer` composite render state; the existing overlay and transparency states remain unchanged.
release
azurelib-neo-1.21.1-3.1.21.jar
3.1.2114 окт. 2026 г.4,3 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.21
### Additions
- N/A
### Fixes
- Fixed auto-glowing layers using incomplete full-bright lighting by switching to `LightTexture.FULL_BRIGHT`.
- Fixed glowmask rendering on block entities with Iris shaders by enabling the lightmap state for AzureLib's custom emissive render type.
### Changes
- N/A
### Developer Notes
- `AzAutoGlowingLayer#getPackedLight` now returns `LightTexture.FULL_BRIGHT` instead of `LightTexture.FULL_SKY`.
- `AzAbstractTexture` now adds `RenderStateShard.LIGHTMAP` to the `az_glowing_layer` composite render state; the existing overlay and transparency states remain unchanged.
release
azurelib-neo-1.20.1-3.1.22.jar
3.1.2214 окт. 2026 г.6,2 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.22
### Additions
- N/A
### Fixes
- Fixed auto-glowing layers using incomplete full-bright lighting by switching to `LightTexture.FULL_BRIGHT`.
- Fixed glowmask rendering on block entities with Iris shaders by enabling the lightmap state for AzureLib's custom emissive render type.
### Changes
- N/A
### Developer Notes
- `AzAutoGlowingLayer#getPackedLight` now returns `LightTexture.FULL_BRIGHT` instead of `LightTexture.FULL_SKY`.
- `AzAbstractTexture` now adds `RenderStateShard.LIGHTMAP` to the `az_glowing_layer` composite render state; the existing overlay and transparency states remain unchanged.
release
azurelib-fabric-1.20.1-3.1.22.jar
3.1.2214 окт. 2026 г.2 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.22
### Additions
- N/A
### Fixes
- Fixed auto-glowing layers using incomplete full-bright lighting by switching to `LightTexture.FULL_BRIGHT`.
- Fixed glowmask rendering on block entities with Iris shaders by enabling the lightmap state for AzureLib's custom emissive render type.
### Changes
- N/A
### Developer Notes
- `AzAutoGlowingLayer#getPackedLight` now returns `LightTexture.FULL_BRIGHT` instead of `LightTexture.FULL_SKY`.
- `AzAbstractTexture` now adds `RenderStateShard.LIGHTMAP` to the `az_glowing_layer` composite render state; the existing overlay and transparency states remain unchanged.
release
azurelib-fabric-1.19.2-3.2.21.jar
3.2.2114 окт. 2026 г.13Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.21
### Additions
- N/A
### Fixes
- Fixed auto-glowing layers using incomplete full-bright lighting by switching to `LightTexture.FULL_BRIGHT`.
- Fixed glowmask rendering on block entities with Iris shaders by enabling the lightmap state for AzureLib's custom emissive render type.
### Changes
- N/A
### Developer Notes
- `AzAutoGlowingLayer#getPackedLight` now returns `LightTexture.FULL_BRIGHT` instead of `LightTexture.FULL_SKY`.
- `AzAbstractTexture` now adds `RenderStateShard.LIGHTMAP` to the `az_glowing_layer` composite render state; the existing overlay and transparency states remain unchanged.
release
azurelib-forge-1.19.2-3.2.21.jar
3.2.2114 окт. 2026 г.52Minecraft: 1.19.2forge
Что нового
v3.2.21
### Additions
- N/A
### Fixes
- Fixed auto-glowing layers using incomplete full-bright lighting by switching to `LightTexture.FULL_BRIGHT`.
- Fixed glowmask rendering on block entities with Iris shaders by enabling the lightmap state for AzureLib's custom emissive render type.
### Changes
- N/A
### Developer Notes
- `AzAutoGlowingLayer#getPackedLight` now returns `LightTexture.FULL_BRIGHT` instead of `LightTexture.FULL_SKY`.
- `AzAbstractTexture` now adds `RenderStateShard.LIGHTMAP` to the `az_glowing_layer` composite render state; the existing overlay and transparency states remain unchanged.
release
azurelib-fabric-1.18.2-3.2.21.jar
3.2.2114 окт. 2026 г.10Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.21
### Additions
- N/A
### Fixes
- Fixed auto-glowing layers using incomplete full-bright lighting by switching to `LightTexture.FULL_BRIGHT`.
- Fixed glowmask rendering on block entities with Iris shaders by enabling the lightmap state for AzureLib's custom emissive render type.
### Changes
- N/A
### Developer Notes
- `AzAutoGlowingLayer#getPackedLight` now returns `LightTexture.FULL_BRIGHT` instead of `LightTexture.FULL_SKY`.
- `AzAbstractTexture` now adds `RenderStateShard.LIGHTMAP` to the `az_glowing_layer` composite render state; the existing overlay and transparency states remain unchanged.
release
azurelib-forge-1.18.2-3.2.21.jar
3.2.2114 окт. 2026 г.24Minecraft: 1.18.2forge
Что нового
v3.2.21
### Additions
- N/A
### Fixes
- Fixed auto-glowing layers using incomplete full-bright lighting by switching to `LightTexture.FULL_BRIGHT`.
- Fixed glowmask rendering on block entities with Iris shaders by enabling the lightmap state for AzureLib's custom emissive render type.
### Changes
- N/A
### Developer Notes
- `AzAutoGlowingLayer#getPackedLight` now returns `LightTexture.FULL_BRIGHT` instead of `LightTexture.FULL_SKY`.
- `AzAbstractTexture` now adds `RenderStateShard.LIGHTMAP` to the `az_glowing_layer` composite render state; the existing overlay and transparency states remain unchanged.
release
azurelib-forge-1.12.2-1.0.4.jar
1.0.314 окт. 2026 г.38Minecraft: 1.12.2forge
Что нового
v1.0.4
### Additions
- N/A
### Fixes
- Fixed auto-glowing layers using incomplete full-bright lighting by switching to `LightTexture.FULL_BRIGHT`.
### Changes
- N/A
### Developer Notes
- `AzAutoGlowingLayer#getPackedLight` now returns `LightTexture.FULL_BRIGHT` instead of `LightTexture.FULL_SKY`.
release
azurelib-forge-1.7.10-1.0.6.jar
1.0.514 окт. 2026 г.23Minecraft: 1.7.10forge
Что нового
v1.0.6
### Additions
- N/A
### Fixes
- Fixed auto-glowing layers using incomplete full-bright lighting by switching to `LightTexture.FULL_BRIGHT`.
### Changes
- N/A
### Developer Notes
- `AzAutoGlowingLayer#getPackedLight` now returns `LightTexture.FULL_BRIGHT` instead of `LightTexture.FULL_SKY`.
release
azurelib-forge-1.7.10-1.0.5.jar
1.0.513 окт. 2026 г.34Minecraft: 1.7.10forge
Что нового
v1.0.5
### Additions
- N/A
### Fixes
- Fixed AzureLib items rendered in the hotbar or inventory having inverted lighting, and changing the lighting of every item rendered after them in the same slot row (blocks, spawn eggs).
- Fixed AzureLib entities rendering with dark or inverted shading when a bone is scaled non-uniformly by an animation (for example, a squash or stretch).
- Fixed bones scaled to 0 by an animation turning their child bones black.
- Fixed items rendered in the hotbar or inventory after an AzureLib item turning darker on 1.7.10, because the AzureLib item's render was switching off the GUI item lighting.
### Changes
- N/A
### Developer Notes
- `AzItemGuiRenderUtil#renderInGui` no longer resets the item lights for the default GUI lighting, since the hotbar or container has already set them. Items using `useEntityGuiLighting()` now set and restore their lights under an identity model-view, so the light direction no longer depends on the item's GUI transform (RenderItem's Y flip and the display rotation).
- `AzBufferSource` now normalizes every vertex normal before uploading. 1.12.2 packs normals into signed bytes and does not normalize them on the GPU, so non-unit normals from a non-uniform scale overflowed and flipped. Normals that are zero-length or not finite fall back to `(0, 1, 0)`.
- `PoseStack#scale` no longer updates the normal matrix when any axis is 0, which previously filled the matrix with infinities for the bone and all of its children.
- On 1.7.10, `AzItemRendererAdapter` now saves the GL lighting state with `glPushAttrib(GL_ENABLE_BIT | GL_LIGHTING_BIT)` before an `INVENTORY` render and restores it afterward. Previously it ended with `RenderHelper.disableStandardItemLighting()`, which also turned off `GL_LIGHT0`, `GL_LIGHT1` and `GL_COLOR_MATERIAL`. Forge only re-enables `GL_LIGHTING` after an `IItemRenderer`, so every slot rendered afterward was left with ambient lighting only.
release
azurelib-forge-1.12.2-1.0.3.jar
1.0.313 окт. 2026 г.28Minecraft: 1.12.2forge
Что нового
v1.0.3
### Additions
- N/A
### Fixes
- Fixed AzureLib items rendered in the hotbar or inventory having inverted lighting, and changing the lighting of every item rendered after them in the same slot row (blocks, spawn eggs).
- Fixed AzureLib entities rendering with dark or inverted shading when a bone is scaled non-uniformly by an animation (for example, a squash or stretch).
- Fixed bones scaled to 0 by an animation turning their child bones black.
### Changes
- N/A
### Developer Notes
- `AzItemGuiRenderUtil#renderInGui` no longer resets the item lights for the default GUI lighting, since the hotbar or container has already set them. Items using `useEntityGuiLighting()` now set and restore their lights under an identity model-view, so the light direction no longer depends on the item's GUI transform (RenderItem's Y flip and the display rotation).
- `AzBufferSource` now normalizes every vertex normal before uploading. 1.12.2 packs normals into signed bytes and does not normalize them on the GPU, so non-unit normals from a non-uniform scale overflowed and flipped. Normals that are zero-length or not finite fall back to `(0, 1, 0)`.
- `PoseStack#scale` no longer updates the normal matrix when any axis is 0, which previously filled the matrix with infinities for the bone and all of its children.
release
1.0.2
1.0.213 окт. 2026 г.6Minecraft: 1.12.2forge
Что нового
v1.0.2
### Additions
- N/A
### Fixes
- Fixed AzureLib armor rendering in the wrong place on players and mobs when an AzureLib entity was wearing the same armor item. The chestplate would float above the wearer's head.
- Fixed arm, leg and boot pieces of AzureLib armor on AzureLib entities being placed at the wrong position (for example, gauntlets rendering at the entity's feet), depending on the order the entity's bones rendered in.
### Changes
- N/A
### Developer Notes
- Each armor item shares one `AzArmorModel` across every wearer. `AzArmorLayer` used to leave that shared model's biped parts posed with the entity's bone pivots and rotations, and vanilla's `ModelBiped#setRotationAngles` never resets `bipedBody`'s rotation point or the arms' Y rotation point. That stale state then leaked into the next wearer.
- `AzArmorModel#render` now resets every biped part to the default `ModelBiped` pose before calling `setRotationAngles`, so the vanilla armor layer path always starts from a clean pose.
- `AzArmorLayer` now saves the biped pose of every armor model it uses during an entity's render and restores it in `render(context)` once the model pass is finished. Subclasses that override `render` must call `super.render(context)`.
- `AzArmorLayer` now caches each entity's posed biped parts per armor model and applies that cache before each piece renders. `applyBaseTransformations` positions every armor bone from every biped part, so each piece now sees this entity's full pose rather than default or leftover values. The cache is weakly keyed on the entity.
release
1.0.4
1.0.413 окт. 2026 г.4Minecraft: 1.7.10forge
Что нового
v1.0.4
### Additions
- N/A
### Fixes
- Fixed AzureLib armor rendering in the wrong place on players and mobs when an AzureLib entity was wearing the same armor item. The chestplate would float above the wearer's head.
- Fixed arm, leg and boot pieces of AzureLib armor on AzureLib entities being placed at the wrong position (for example, gauntlets rendering at the entity's feet), depending on the order the entity's bones rendered in.
### Changes
- N/A
### Developer Notes
- Each armor item shares one `AzArmorModel` across every wearer. `AzArmorLayer` used to leave that shared model's biped parts posed with the entity's bone pivots and rotations, and vanilla's `ModelBiped#setRotationAngles` never resets `bipedBody`'s rotation point or the arms' Y rotation point. That stale state then leaked into the next wearer.
- `AzArmorModel#render` now resets every biped part to the default `ModelBiped` pose before calling `setRotationAngles`, so the vanilla armor layer path always starts from a clean pose.
- `AzArmorLayer` now saves the biped pose of every armor model it uses during an entity's render and restores it in `render(context)` once the model pass is finished. Subclasses that override `render` must call `super.render(context)`.
- `AzArmorLayer` now caches each entity's posed biped parts per armor model and applies that cache before each piece renders. `applyBaseTransformations` positions every armor bone from every biped part, so each piece now sees this entity's full pose rather than default or leftover values. The cache is weakly keyed on the entity.
release
azurelib-fabric-1.20.1-3.1.21b.jar
3.1.21b12 окт. 2026 г.1,1 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.21b
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- Fixed broken packet in 3.1.21
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<ItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(ItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
azurelib-neo-1.20.1-3.1.21b.jar
3.1.21b12 окт. 2026 г.4,3 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.21b
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- Fixed broken packet in 3.1.21
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<ItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(ItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
azurelib-forge-1.19.2-3.2.20b.jar
3.2.20b12 окт. 2026 г.32Minecraft: 1.19.2forge
Что нового
v3.2.20b
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- Fixed broken packet in 3.2.20
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<ItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(ItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
azurelib-fabric-1.19.2-3.2.20b.jar
3.2.20b12 окт. 2026 г.10Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.20b
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- Fixed broken packet in 3.2.20
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<ItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(ItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
azurelib-fabric-26.3-4.0.11.jar
4.0.1112 окт. 2026 г.258Minecraft: 26.3fabric
Что нового
v4.0.11
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- N/A
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<ItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(ItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
azurelib-neo-26.3-4.0.11.jar
4.0.1112 окт. 2026 г.38Minecraft: 26.3neoforge
Что нового
v4.0.11
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- N/A
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<ItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(ItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
azurelib-fabric-26.2-4.0.3.jar
4.0.312 окт. 2026 г.50Minecraft: 26.2fabric
Что нового
v4.0.3
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- N/A
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<ItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(ItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
azurelib-neo-26.2-4.0.3.jar
4.0.312 окт. 2026 г.6Minecraft: 26.2neoforge
Что нового
v4.0.3
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- N/A
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<ItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(ItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
azurelib-neo-26.1.2-4.0.11.jar
4.0.1112 окт. 2026 г.10Minecraft: 26.1.2neoforge
Что нового
v4.0.11
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- N/A
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<ItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(ItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
azurelib-fabric-26.1.2-4.0.11.jar
4.0.1112 окт. 2026 г.10Minecraft: 26.1.2fabric
Что нового
v4.0.11
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- N/A
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<ItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(ItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
azurelib-fabric-1.21.1-3.1.20-alpha.1.jar
3.1.20-alpha.112 окт. 2026 г.924Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.20
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- N/A
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<ItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(ItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
azurelib-neo-1.21.1-3.1.20-alpha.1.jar
3.1.20-alpha.112 окт. 2026 г.3,2 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.20
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- N/A
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<ItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(ItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
azurelib-neo-1.20.1-3.1.21.jar
3.1.2112 окт. 2026 г.270Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.21
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- N/A
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<ItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(ItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
azurelib-fabric-1.20.1-3.1.21.jar
3.1.2112 окт. 2026 г.143Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.21
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- N/A
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<ItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(ItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
azurelib-fabric-1.19.2-3.2.20.jar
3.2.2012 окт. 2026 г.4Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.20
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- N/A
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<ItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(ItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
azurelib-forge-1.19.2-3.2.20.jar
3.2.2012 окт. 2026 г.6Minecraft: 1.19.2forge
Что нового
v3.2.20
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- N/A
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<ItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(ItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
azurelib-fabric-1.18.2-3.2.20.jar
3.2.2012 окт. 2026 г.8Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.20
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- N/A
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<ItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(ItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
azurelib-forge-1.18.2-3.2.20.jar
3.2.2012 окт. 2026 г.12Minecraft: 1.18.2forge
Что нового
v3.2.20
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- N/A
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<ItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(ItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
1.0.1
1.0.112 окт. 2026 г.6Minecraft: 1.12.2forge
Что нового
v1.0.1
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- N/A
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<AzItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(AzItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
-
release
1.0.3
1.0.312 окт. 2026 г.6Minecraft: 1.7.10forge
Что нового
v1.0.3
### Additions
- Added separate first-person animators for items. Item renderers built with `useSeparateFirstPersonAnimator()` give the first-person hands their own animator, so first person and third person can play different animations on the same item stack at the same time (for example, an aimed fire in first person while other players see a hip fire).
- Added `AzCommand#sendForItemFirstPerson`, `AzCommand#sendForItemThirdPerson` and `AzCommand#sendForItem(Entity, ItemStack, AzItemAnimatorView)` to play a command on only one view.
### Fixes
- N/A
### Changes
- `AzCommand#sendForItem(Entity, ItemStack)` now plays on every animator the stack has. For renderers that don't use a separate first-person animator this is the same single animator as before.
### Developer Notes
- Added `AzItemAnimatorView` (`DEFAULT`, `FIRST_PERSON`). While an item renders, the view for its display context is the current view on the render thread, so `AzAnimatorAccessor` lookups on an `ItemStack` during rendering (render layers, `AzProvider`, custom pipeline code) return that view's animator. Outside of rendering they return the `DEFAULT` animator.
- Added `AzItemRendererConfig.Builder#setAnimatorViewProvider(Function<AzItemDisplayContext, AzItemAnimatorView>)` for custom context-to-view mappings. `AzItemRendererConfig#animatorView(AzItemDisplayContext)` returns the view used for a context.
- `AzIdentifiableItemStackAnimatorCache` now stores animators per view. The existing `add(ItemStack, AzItemAnimator)` and `getOrNull(UUID)` still use `DEFAULT`; new overloads take an `AzItemAnimatorView`, and `forEach(UUID, AzItemAnimatorView, Consumer)` runs on one view or, with `null`, every view.
- `ClientUtils#getCurrentAnimationController` and `#getCurrentAnimationTick` read the `DEFAULT` animator when called outside of rendering. To read the first-person animator, use `AzIdentifiableItemStackAnimatorCache.getInstance().getOrNull(uuid, AzItemAnimatorView.FIRST_PERSON)`.
- `AzItemStackDispatchCommandPacket` has a new optional view field, which changes its network format. Clients and servers must run matching AzureLib versions.
release
azurelib-neo-26.2-4.0.2.jar
4.0.212 окт. 2026 г.28Minecraft: 26.2neoforge
Что нового
v4.0.2
- Backported all animations/rendering improvements from 26.3
- Backported all missing features as well.
release
azurelib-fabric-26.2-4.0.2.jar
4.0.212 окт. 2026 г.58Minecraft: 26.2fabric
Что нового
v4.0.2
- Backported all animations/rendering improvements from 26.3
- Backported all missing features as well.
release
1.0.2
1.0.211 окт. 2026 г.46Minecraft: 1.7.10forge
Что нового
v1.0.2
- Fixed animated items rendering with incorrect rotations, positioning, and scaling when held by entities.
- Fixed item display transforms not being applied correctly in the block and item render layer.
- Improved compatibility with custom animated items rendered in entity hands.
release
1.0.1
1.0.110 окт. 2026 г.40Minecraft: 1.7.10forge
Что нового
v1.0.1
- Fixed a crash at start up due to mixin weirdness that is 1.7.10.
release
AzureLib 1.0.0
1.0.010 окт. 2026 г.26Minecraft: 1.7.10forge
Что нового
v1.0.0
- Initial Forge 1.7.10 backport of AzureLib (from the 1.12.2 backport).
release
1.0.0
1.0.010 окт. 2026 г.54Minecraft: 1.12.2forge
Что нового
v1.0.0
-Initial Forge 1.12.2 backport of the AzureLib.
release
azurelib-neo-26.3-4.0.10.jar
4.0.109 окт. 2026 г.96Minecraft: 26.3neoforge
Что нового
v4.0.10
### Additions
- Animation LOD now works. Past `animLodDistance`, entities update their animations once every `animLodTickInterval` ticks and hold their pose in between, instead of animating every frame.
### Fixes
- Fixed animation LOD having no effect. The LOD decision was computed but ignored, so distant entities still animated every frame.
- Fixed models and animations that could briefly go missing during a resource reload (F3+T or changing resource packs in-world). The caches were filled in place on a background thread while the game was still rendering from them; they are now loaded separately and swapped in once the reload finishes.
- Fixed models and animations from removed resource packs staying loaded until restart.
- Fixed one geo model that failed to bake stopping every remaining model from loading. The broken model is now logged and skipped.
- Fixed a crash when an animation file `includes` a file that is missing or failed to load. The animation is now logged as missing instead.
- Fixed bone LOD being able to hide bones on the shared model template before an entity had its own copy, which newly spawned entities could then inherit.
- Fixed per-entity LOD state never being released after entities unloaded.
### Changes
- Changed LOD to be DISABLED by default when a render doesn't call `withLodConfig`.
### Developer Notes
- `AzResourceCache#loadResources` now returns `CompletableFuture<Map<ResourceLocation, T>>` and no longer takes a `BiConsumer`. `AzBakedAnimationCache#loadAnimations` and `AzBakedModelCache#loadModels` return the loaded map; publish it with the new `apply(Map)`. Namespaces in `EXCLUDED_NAMESPACES` are now skipped before loading instead of after.
- Added `AzEntityRenderer#shouldAnimateThisFrame()` and the overridable `updateLod(...)`. Custom entity model renderers that override `render` should check `shouldAnimateThisFrame()` before calling `handleAnimation`, or animation LOD won't apply to them.
- LOD is opt-in: renderers that never call `withLodConfig` don't use bone or animation LOD. Pass `AzLodConfig.DEFAULT` for the built-in preset (one animation update every 2 ticks past 48 blocks; bones deeper than depth 3 hidden past 40 blocks) or build your own with `AzLodConfig.builder()`.
release
azurelib-fabric-26.3-4.0.10.jar
4.0.109 окт. 2026 г.374Minecraft: 26.3fabric
Что нового
v4.0.10
### Additions
- Animation LOD now works. Past `animLodDistance`, entities update their animations once every `animLodTickInterval` ticks and hold their pose in between, instead of animating every frame.
### Fixes
- Fixed animation LOD having no effect. The LOD decision was computed but ignored, so distant entities still animated every frame.
- Fixed models and animations that could briefly go missing during a resource reload (F3+T or changing resource packs in-world). The caches were filled in place on a background thread while the game was still rendering from them; they are now loaded separately and swapped in once the reload finishes.
- Fixed models and animations from removed resource packs staying loaded until restart.
- Fixed one geo model that failed to bake stopping every remaining model from loading. The broken model is now logged and skipped.
- Fixed a crash when an animation file `includes` a file that is missing or failed to load. The animation is now logged as missing instead.
- Fixed bone LOD being able to hide bones on the shared model template before an entity had its own copy, which newly spawned entities could then inherit.
- Fixed per-entity LOD state never being released after entities unloaded.
### Changes
- Changed LOD to be DISABLED by default when a render doesn't call `withLodConfig`.
### Developer Notes
- `AzResourceCache#loadResources` now returns `CompletableFuture<Map<ResourceLocation, T>>` and no longer takes a `BiConsumer`. `AzBakedAnimationCache#loadAnimations` and `AzBakedModelCache#loadModels` return the loaded map; publish it with the new `apply(Map)`. Namespaces in `EXCLUDED_NAMESPACES` are now skipped before loading instead of after.
- Added `AzEntityRenderer#shouldAnimateThisFrame()` and the overridable `updateLod(...)`. Custom entity model renderers that override `render` should check `shouldAnimateThisFrame()` before calling `handleAnimation`, or animation LOD won't apply to them.
- LOD is opt-in: renderers that never call `withLodConfig` don't use bone or animation LOD. Pass `AzLodConfig.DEFAULT` for the built-in preset (one animation update every 2 ticks past 48 blocks; bones deeper than depth 3 hidden past 40 blocks) or build your own with `AzLodConfig.builder()`.
release
azurelib-fabric-26.1.2-4.0.10.jar
4.0.109 окт. 2026 г.38Minecraft: 26.1.2fabric
Что нового
v4.0.10
### Additions
- Animation LOD now works. Past `animLodDistance`, entities update their animations once every `animLodTickInterval` ticks and hold their pose in between, instead of animating every frame.
### Fixes
- Fixed animation LOD having no effect. The LOD decision was computed but ignored, so distant entities still animated every frame.
- Fixed models and animations that could briefly go missing during a resource reload (F3+T or changing resource packs in-world). The caches were filled in place on a background thread while the game was still rendering from them; they are now loaded separately and swapped in once the reload finishes.
- Fixed models and animations from removed resource packs staying loaded until restart.
- Fixed one geo model that failed to bake stopping every remaining model from loading. The broken model is now logged and skipped.
- Fixed a crash when an animation file `includes` a file that is missing or failed to load. The animation is now logged as missing instead.
- Fixed bone LOD being able to hide bones on the shared model template before an entity had its own copy, which newly spawned entities could then inherit.
- Fixed per-entity LOD state never being released after entities unloaded.
### Changes
- Changed LOD to be DISABLED by default when a render doesn't call `withLodConfig`.
### Developer Notes
- `AzResourceCache#loadResources` now returns `CompletableFuture<Map<ResourceLocation, T>>` and no longer takes a `BiConsumer`. `AzBakedAnimationCache#loadAnimations` and `AzBakedModelCache#loadModels` return the loaded map; publish it with the new `apply(Map)`. Namespaces in `EXCLUDED_NAMESPACES` are now skipped before loading instead of after.
- Added `AzEntityRenderer#shouldAnimateThisFrame()` and the overridable `updateLod(...)`. Custom entity model renderers that override `render` should check `shouldAnimateThisFrame()` before calling `handleAnimation`, or animation LOD won't apply to them.
- LOD is opt-in: renderers that never call `withLodConfig` don't use bone or animation LOD. Pass `AzLodConfig.DEFAULT` for the built-in preset (one animation update every 2 ticks past 48 blocks; bones deeper than depth 3 hidden past 40 blocks) or build your own with `AzLodConfig.builder()`.
release
azurelib-neo-26.1.2-4.0.10.jar
4.0.109 окт. 2026 г.40Minecraft: 26.1.2neoforge
Что нового
v4.0.10
### Additions
- Animation LOD now works. Past `animLodDistance`, entities update their animations once every `animLodTickInterval` ticks and hold their pose in between, instead of animating every frame.
### Fixes
- Fixed animation LOD having no effect. The LOD decision was computed but ignored, so distant entities still animated every frame.
- Fixed models and animations that could briefly go missing during a resource reload (F3+T or changing resource packs in-world). The caches were filled in place on a background thread while the game was still rendering from them; they are now loaded separately and swapped in once the reload finishes.
- Fixed models and animations from removed resource packs staying loaded until restart.
- Fixed one geo model that failed to bake stopping every remaining model from loading. The broken model is now logged and skipped.
- Fixed a crash when an animation file `includes` a file that is missing or failed to load. The animation is now logged as missing instead.
- Fixed bone LOD being able to hide bones on the shared model template before an entity had its own copy, which newly spawned entities could then inherit.
- Fixed per-entity LOD state never being released after entities unloaded.
### Changes
- Changed LOD to be DISABLED by default when a render doesn't call `withLodConfig`.
### Developer Notes
- `AzResourceCache#loadResources` now returns `CompletableFuture<Map<ResourceLocation, T>>` and no longer takes a `BiConsumer`. `AzBakedAnimationCache#loadAnimations` and `AzBakedModelCache#loadModels` return the loaded map; publish it with the new `apply(Map)`. Namespaces in `EXCLUDED_NAMESPACES` are now skipped before loading instead of after.
- Added `AzEntityRenderer#shouldAnimateThisFrame()` and the overridable `updateLod(...)`. Custom entity model renderers that override `render` should check `shouldAnimateThisFrame()` before calling `handleAnimation`, or animation LOD won't apply to them.
- LOD is opt-in: renderers that never call `withLodConfig` don't use bone or animation LOD. Pass `AzLodConfig.DEFAULT` for the built-in preset (one animation update every 2 ticks past 48 blocks; bones deeper than depth 3 hidden past 40 blocks) or build your own with `AzLodConfig.builder()`.
release
azurelib-neo-1.21.1-3.1.19.jar
3.1.199 окт. 2026 г.10,1 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.19
### Additions
- Animation LOD now works. Past `animLodDistance`, entities update their animations once every `animLodTickInterval` ticks and hold their pose in between, instead of animating every frame.
### Fixes
- Fixed animation LOD having no effect. The LOD decision was computed but ignored, so distant entities still animated every frame.
- Fixed models and animations that could briefly go missing during a resource reload (F3+T or changing resource packs in-world). The caches were filled in place on a background thread while the game was still rendering from them; they are now loaded separately and swapped in once the reload finishes.
- Fixed models and animations from removed resource packs staying loaded until restart.
- Fixed one geo model that failed to bake stopping every remaining model from loading. The broken model is now logged and skipped.
- Fixed a crash when an animation file `includes` a file that is missing or failed to load. The animation is now logged as missing instead.
- Fixed bone LOD being able to hide bones on the shared model template before an entity had its own copy, which newly spawned entities could then inherit.
- Fixed per-entity LOD state never being released after entities unloaded.
### Changes
- Changed LOD to be DISABLED by default when a render doesn't call `withLodConfig`.
### Developer Notes
- `AzResourceCache#loadResources` now returns `CompletableFuture<Map<ResourceLocation, T>>` and no longer takes a `BiConsumer`. `AzBakedAnimationCache#loadAnimations` and `AzBakedModelCache#loadModels` return the loaded map; publish it with the new `apply(Map)`. Namespaces in `EXCLUDED_NAMESPACES` are now skipped before loading instead of after.
- Added `AzEntityRenderer#shouldAnimateThisFrame()` and the overridable `updateLod(...)`. Custom entity model renderers that override `render` should check `shouldAnimateThisFrame()` before calling `handleAnimation`, or animation LOD won't apply to them.
- LOD is opt-in: renderers that never call `withLodConfig` don't use bone or animation LOD. Pass `AzLodConfig.DEFAULT` for the built-in preset (one animation update every 2 ticks past 48 blocks; bones deeper than depth 3 hidden past 40 blocks) or build your own with `AzLodConfig.builder()`.
release
azurelib-fabric-1.21.1-3.1.19.jar
3.1.199 окт. 2026 г.3,3 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.19
### Additions
- Animation LOD now works. Past `animLodDistance`, entities update their animations once every `animLodTickInterval` ticks and hold their pose in between, instead of animating every frame.
### Fixes
- Fixed animation LOD having no effect. The LOD decision was computed but ignored, so distant entities still animated every frame.
- Fixed models and animations that could briefly go missing during a resource reload (F3+T or changing resource packs in-world). The caches were filled in place on a background thread while the game was still rendering from them; they are now loaded separately and swapped in once the reload finishes.
- Fixed models and animations from removed resource packs staying loaded until restart.
- Fixed one geo model that failed to bake stopping every remaining model from loading. The broken model is now logged and skipped.
- Fixed a crash when an animation file `includes` a file that is missing or failed to load. The animation is now logged as missing instead.
- Fixed bone LOD being able to hide bones on the shared model template before an entity had its own copy, which newly spawned entities could then inherit.
- Fixed per-entity LOD state never being released after entities unloaded.
### Changes
- Changed LOD to be DISABLED by default when a render doesn't call `withLodConfig`.
### Developer Notes
- `AzResourceCache#loadResources` now returns `CompletableFuture<Map<ResourceLocation, T>>` and no longer takes a `BiConsumer`. `AzBakedAnimationCache#loadAnimations` and `AzBakedModelCache#loadModels` return the loaded map; publish it with the new `apply(Map)`. Namespaces in `EXCLUDED_NAMESPACES` are now skipped before loading instead of after.
- Added `AzEntityRenderer#shouldAnimateThisFrame()` and the overridable `updateLod(...)`. Custom entity model renderers that override `render` should check `shouldAnimateThisFrame()` before calling `handleAnimation`, or animation LOD won't apply to them.
- LOD is opt-in: renderers that never call `withLodConfig` don't use bone or animation LOD. Pass `AzLodConfig.DEFAULT` for the built-in preset (one animation update every 2 ticks past 48 blocks; bones deeper than depth 3 hidden past 40 blocks) or build your own with `AzLodConfig.builder()`.
release
azurelib-neo-1.20.1-3.1.20.jar
3.1.209 окт. 2026 г.21 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.20
### Additions
- Animation LOD now works. Past `animLodDistance`, entities update their animations once every `animLodTickInterval` ticks and hold their pose in between, instead of animating every frame.
### Fixes
- Fixed animation LOD having no effect. The LOD decision was computed but ignored, so distant entities still animated every frame.
- Fixed models and animations that could briefly go missing during a resource reload (F3+T or changing resource packs in-world). The caches were filled in place on a background thread while the game was still rendering from them; they are now loaded separately and swapped in once the reload finishes.
- Fixed models and animations from removed resource packs staying loaded until restart.
- Fixed one geo model that failed to bake stopping every remaining model from loading. The broken model is now logged and skipped.
- Fixed a crash when an animation file `includes` a file that is missing or failed to load. The animation is now logged as missing instead.
- Fixed bone LOD being able to hide bones on the shared model template before an entity had its own copy, which newly spawned entities could then inherit.
- Fixed per-entity LOD state never being released after entities unloaded.
### Changes
- Changed LOD to be DISABLED by default when a render doesn't call `withLodConfig`.
### Developer Notes
- `AzResourceCache#loadResources` now returns `CompletableFuture<Map<ResourceLocation, T>>` and no longer takes a `BiConsumer`. `AzBakedAnimationCache#loadAnimations` and `AzBakedModelCache#loadModels` return the loaded map; publish it with the new `apply(Map)`. Namespaces in `EXCLUDED_NAMESPACES` are now skipped before loading instead of after.
- Added `AzEntityRenderer#shouldAnimateThisFrame()` and the overridable `updateLod(...)`. Custom entity model renderers that override `render` should check `shouldAnimateThisFrame()` before calling `handleAnimation`, or animation LOD won't apply to them.
- LOD is opt-in: renderers that never call `withLodConfig` don't use bone or animation LOD. Pass `AzLodConfig.DEFAULT` for the built-in preset (one animation update every 2 ticks past 48 blocks; bones deeper than depth 3 hidden past 40 blocks) or build your own with `AzLodConfig.builder()`.
release
azurelib-fabric-1.20.1-3.1.20.jar
3.1.209 окт. 2026 г.3,8 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.20
### Additions
- Animation LOD now works. Past `animLodDistance`, entities update their animations once every `animLodTickInterval` ticks and hold their pose in between, instead of animating every frame.
### Fixes
- Fixed animation LOD having no effect. The LOD decision was computed but ignored, so distant entities still animated every frame.
- Fixed models and animations that could briefly go missing during a resource reload (F3+T or changing resource packs in-world). The caches were filled in place on a background thread while the game was still rendering from them; they are now loaded separately and swapped in once the reload finishes.
- Fixed models and animations from removed resource packs staying loaded until restart.
- Fixed one geo model that failed to bake stopping every remaining model from loading. The broken model is now logged and skipped.
- Fixed a crash when an animation file `includes` a file that is missing or failed to load. The animation is now logged as missing instead.
- Fixed bone LOD being able to hide bones on the shared model template before an entity had its own copy, which newly spawned entities could then inherit.
- Fixed per-entity LOD state never being released after entities unloaded.
### Changes
- Changed LOD to be DISABLED by default when a render doesn't call `withLodConfig`.
### Developer Notes
- `AzResourceCache#loadResources` now returns `CompletableFuture<Map<ResourceLocation, T>>` and no longer takes a `BiConsumer`. `AzBakedAnimationCache#loadAnimations` and `AzBakedModelCache#loadModels` return the loaded map; publish it with the new `apply(Map)`. Namespaces in `EXCLUDED_NAMESPACES` are now skipped before loading instead of after.
- Added `AzEntityRenderer#shouldAnimateThisFrame()` and the overridable `updateLod(...)`. Custom entity model renderers that override `render` should check `shouldAnimateThisFrame()` before calling `handleAnimation`, or animation LOD won't apply to them.
- LOD is opt-in: renderers that never call `withLodConfig` don't use bone or animation LOD. Pass `AzLodConfig.DEFAULT` for the built-in preset (one animation update every 2 ticks past 48 blocks; bones deeper than depth 3 hidden past 40 blocks) or build your own with `AzLodConfig.builder()`.
release
azurelib-forge-1.19.2-3.2.19.jar
3.2.199 окт. 2026 г.90Minecraft: 1.19.2forge
Что нового
v3.2.19
### Additions
- Animation LOD now works. Past `animLodDistance`, entities update their animations once every `animLodTickInterval` ticks and hold their pose in between, instead of animating every frame.
### Fixes
- Fixed animation LOD having no effect. The LOD decision was computed but ignored, so distant entities still animated every frame.
- Fixed models and animations that could briefly go missing during a resource reload (F3+T or changing resource packs in-world). The caches were filled in place on a background thread while the game was still rendering from them; they are now loaded separately and swapped in once the reload finishes.
- Fixed models and animations from removed resource packs staying loaded until restart.
- Fixed one geo model that failed to bake stopping every remaining model from loading. The broken model is now logged and skipped.
- Fixed a crash when an animation file `includes` a file that is missing or failed to load. The animation is now logged as missing instead.
- Fixed bone LOD being able to hide bones on the shared model template before an entity had its own copy, which newly spawned entities could then inherit.
- Fixed per-entity LOD state never being released after entities unloaded.
### Changes
- Changed LOD to be DISABLED by default when a render doesn't call `withLodConfig`.
### Developer Notes
- `AzResourceCache#loadResources` now returns `CompletableFuture<Map<ResourceLocation, T>>` and no longer takes a `BiConsumer`. `AzBakedAnimationCache#loadAnimations` and `AzBakedModelCache#loadModels` return the loaded map; publish it with the new `apply(Map)`. Namespaces in `EXCLUDED_NAMESPACES` are now skipped before loading instead of after.
- Added `AzEntityRenderer#shouldAnimateThisFrame()` and the overridable `updateLod(...)`. Custom entity model renderers that override `render` should check `shouldAnimateThisFrame()` before calling `handleAnimation`, or animation LOD won't apply to them.
- LOD is opt-in: renderers that never call `withLodConfig` don't use bone or animation LOD. Pass `AzLodConfig.DEFAULT` for the built-in preset (one animation update every 2 ticks past 48 blocks; bones deeper than depth 3 hidden past 40 blocks) or build your own with `AzLodConfig.builder()`.
release
azurelib-fabric-1.19.2-3.2.19.jar
3.2.199 окт. 2026 г.58Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.19
### Additions
- Animation LOD now works. Past `animLodDistance`, entities update their animations once every `animLodTickInterval` ticks and hold their pose in between, instead of animating every frame.
### Fixes
- Fixed animation LOD having no effect. The LOD decision was computed but ignored, so distant entities still animated every frame.
- Fixed models and animations that could briefly go missing during a resource reload (F3+T or changing resource packs in-world). The caches were filled in place on a background thread while the game was still rendering from them; they are now loaded separately and swapped in once the reload finishes.
- Fixed models and animations from removed resource packs staying loaded until restart.
- Fixed one geo model that failed to bake stopping every remaining model from loading. The broken model is now logged and skipped.
- Fixed a crash when an animation file `includes` a file that is missing or failed to load. The animation is now logged as missing instead.
- Fixed bone LOD being able to hide bones on the shared model template before an entity had its own copy, which newly spawned entities could then inherit.
- Fixed per-entity LOD state never being released after entities unloaded.
### Changes
- Changed LOD to be DISABLED by default when a render doesn't call `withLodConfig`.
### Developer Notes
- `AzResourceCache#loadResources` now returns `CompletableFuture<Map<ResourceLocation, T>>` and no longer takes a `BiConsumer`. `AzBakedAnimationCache#loadAnimations` and `AzBakedModelCache#loadModels` return the loaded map; publish it with the new `apply(Map)`. Namespaces in `EXCLUDED_NAMESPACES` are now skipped before loading instead of after.
- Added `AzEntityRenderer#shouldAnimateThisFrame()` and the overridable `updateLod(...)`. Custom entity model renderers that override `render` should check `shouldAnimateThisFrame()` before calling `handleAnimation`, or animation LOD won't apply to them.
- LOD is opt-in: renderers that never call `withLodConfig` don't use bone or animation LOD. Pass `AzLodConfig.DEFAULT` for the built-in preset (one animation update every 2 ticks past 48 blocks; bones deeper than depth 3 hidden past 40 blocks) or build your own with `AzLodConfig.builder()`.
release
azurelib-forge-1.18.2-3.2.19.jar
3.2.199 окт. 2026 г.70Minecraft: 1.18.2forge
Что нового
v3.2.19
### Additions
- Animation LOD now works. Past `animLodDistance`, entities update their animations once every `animLodTickInterval` ticks and hold their pose in between, instead of animating every frame.
### Fixes
- Fixed animation LOD having no effect. The LOD decision was computed but ignored, so distant entities still animated every frame.
- Fixed models and animations that could briefly go missing during a resource reload (F3+T or changing resource packs in-world). The caches were filled in place on a background thread while the game was still rendering from them; they are now loaded separately and swapped in once the reload finishes.
- Fixed models and animations from removed resource packs staying loaded until restart.
- Fixed one geo model that failed to bake stopping every remaining model from loading. The broken model is now logged and skipped.
- Fixed a crash when an animation file `includes` a file that is missing or failed to load. The animation is now logged as missing instead.
- Fixed bone LOD being able to hide bones on the shared model template before an entity had its own copy, which newly spawned entities could then inherit.
- Fixed per-entity LOD state never being released after entities unloaded.
### Changes
- Changed LOD to be DISABLED by default when a render doesn't call `withLodConfig`.
### Developer Notes
- `AzResourceCache#loadResources` now returns `CompletableFuture<Map<ResourceLocation, T>>` and no longer takes a `BiConsumer`. `AzBakedAnimationCache#loadAnimations` and `AzBakedModelCache#loadModels` return the loaded map; publish it with the new `apply(Map)`. Namespaces in `EXCLUDED_NAMESPACES` are now skipped before loading instead of after.
- Added `AzEntityRenderer#shouldAnimateThisFrame()` and the overridable `updateLod(...)`. Custom entity model renderers that override `render` should check `shouldAnimateThisFrame()` before calling `handleAnimation`, or animation LOD won't apply to them.
- LOD is opt-in: renderers that never call `withLodConfig` don't use bone or animation LOD. Pass `AzLodConfig.DEFAULT` for the built-in preset (one animation update every 2 ticks past 48 blocks; bones deeper than depth 3 hidden past 40 blocks) or build your own with `AzLodConfig.builder()`.
release
azurelib-fabric-1.18.2-3.2.19.jar
3.2.199 окт. 2026 г.10Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.19
### Additions
- Animation LOD now works. Past `animLodDistance`, entities update their animations once every `animLodTickInterval` ticks and hold their pose in between, instead of animating every frame.
### Fixes
- Fixed animation LOD having no effect. The LOD decision was computed but ignored, so distant entities still animated every frame.
- Fixed models and animations that could briefly go missing during a resource reload (F3+T or changing resource packs in-world). The caches were filled in place on a background thread while the game was still rendering from them; they are now loaded separately and swapped in once the reload finishes.
- Fixed models and animations from removed resource packs staying loaded until restart.
- Fixed one geo model that failed to bake stopping every remaining model from loading. The broken model is now logged and skipped.
- Fixed a crash when an animation file `includes` a file that is missing or failed to load. The animation is now logged as missing instead.
- Fixed bone LOD being able to hide bones on the shared model template before an entity had its own copy, which newly spawned entities could then inherit.
- Fixed per-entity LOD state never being released after entities unloaded.
### Changes
- Changed LOD to be DISABLED by default when a render doesn't call `withLodConfig`.
### Developer Notes
- `AzResourceCache#loadResources` now returns `CompletableFuture<Map<ResourceLocation, T>>` and no longer takes a `BiConsumer`. `AzBakedAnimationCache#loadAnimations` and `AzBakedModelCache#loadModels` return the loaded map; publish it with the new `apply(Map)`. Namespaces in `EXCLUDED_NAMESPACES` are now skipped before loading instead of after.
- Added `AzEntityRenderer#shouldAnimateThisFrame()` and the overridable `updateLod(...)`. Custom entity model renderers that override `render` should check `shouldAnimateThisFrame()` before calling `handleAnimation`, or animation LOD won't apply to them.
- LOD is opt-in: renderers that never call `withLodConfig` don't use bone or animation LOD. Pass `AzLodConfig.DEFAULT` for the built-in preset (one animation update every 2 ticks past 48 blocks; bones deeper than depth 3 hidden past 40 blocks) or build your own with `AzLodConfig.builder()`.
release
azurelib-fabric-26.1.2-4.0.9.jar
4.0.98 окт. 2026 г.16Minecraft: 26.1.2fabric
Что нового
v4.0.9
### Additions
- Animations no longer look up every animated bone by name every frame. Each controller resolves its animation's bones once and reuses them until the animation or model changes, which noticeably cuts animation cost for models with many bones.
- Bone LOD no longer walks every bone of every nearby entity each frame when no bones are hidden.
### Fixes
- Fixed animation transitions stopping for every remaining bone when one bone had no snapshot or animation queue, instead of skipping just that bone.
### Developer Notes
- Added `AzBoneAnimationQueueCache#resolveQueues(AzBakedAnimation)`, which returns each bone animation's queue by index, cached per animation and model.
- Bone LOD now tracks which baked models currently have LOD-hidden bones, so un-hiding only runs when something was actually hidden.
release
azurelib-neo-26.1.2-4.0.9.jar
4.0.98 окт. 2026 г.8Minecraft: 26.1.2neoforge
Что нового
v4.0.9
### Additions
- Animations no longer look up every animated bone by name every frame. Each controller resolves its animation's bones once and reuses them until the animation or model changes, which noticeably cuts animation cost for models with many bones.
- Bone LOD no longer walks every bone of every nearby entity each frame when no bones are hidden.
### Fixes
- Fixed animation transitions stopping for every remaining bone when one bone had no snapshot or animation queue, instead of skipping just that bone.
### Developer Notes
- Added `AzBoneAnimationQueueCache#resolveQueues(AzBakedAnimation)`, which returns each bone animation's queue by index, cached per animation and model.
- Bone LOD now tracks which baked models currently have LOD-hidden bones, so un-hiding only runs when something was actually hidden.
release
azurelib-fabric-26.3-4.0.9.jar
4.0.98 окт. 2026 г.133Minecraft: 26.3fabric
Что нового
v4.0.9
### Additions
- Animations no longer look up every animated bone by name every frame. Each controller resolves its animation's bones once and reuses them until the animation or model changes, which noticeably cuts animation cost for models with many bones.
- Bone LOD no longer walks every bone of every nearby entity each frame when no bones are hidden.
### Fixes
- Fixed animation transitions stopping for every remaining bone when one bone had no snapshot or animation queue, instead of skipping just that bone.
### Developer Notes
- Added `AzBoneAnimationQueueCache#resolveQueues(AzBakedAnimation)`, which returns each bone animation's queue by index, cached per animation and model.
- Bone LOD now tracks which baked models currently have LOD-hidden bones, so un-hiding only runs when something was actually hidden.
release
azurelib-neo-26.3-4.0.9.jar
4.0.98 окт. 2026 г.30Minecraft: 26.3neoforge
Что нового
v4.0.9
### Additions
- Animations no longer look up every animated bone by name every frame. Each controller resolves its animation's bones once and reuses them until the animation or model changes, which noticeably cuts animation cost for models with many bones.
- Bone LOD no longer walks every bone of every nearby entity each frame when no bones are hidden.
### Fixes
- Fixed animation transitions stopping for every remaining bone when one bone had no snapshot or animation queue, instead of skipping just that bone.
### Developer Notes
- Added `AzBoneAnimationQueueCache#resolveQueues(AzBakedAnimation)`, which returns each bone animation's queue by index, cached per animation and model.
- Bone LOD now tracks which baked models currently have LOD-hidden bones, so un-hiding only runs when something was actually hidden.
release
azurelib-neo-1.21.1-3.1.18.jar
3.1.188 окт. 2026 г.3,1 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.18
### Additions
- Large groups of animated entities are now cheaper to render:
- Bones no longer allocate a new pose every frame. Each bone used to create a new `PoseStack` pose, matrix and normal matrix every frame for every entity on screen; the pose is now saved and restored in place. This roughly halves render-thread allocation and makes garbage collection pauses about half as frequent.
- Animations no longer look up every animated bone by name every frame. Each controller resolves its animation's bones once and reuses them until the animation or model changes.
- Bone LOD no longer walks every bone of every nearby entity each frame when no bones are hidden.
- Animated textures no longer use reflection, and no longer throw and catch an exception, on every render of every textured model.
### Fixes
- Fixed animation transitions stopping for every remaining bone when one bone had no snapshot or animation queue, instead of skipping just that bone.
### Developer Notes
- Added `AzModelRenderer#saveBonePose` and `restoreBonePose`, which replace `PoseStack#pushPose` / `popPose` around each bone. The entity and block entity model renderers use them; the item and armor model renderers no longer push their own pose per bone. Custom model renderers that override `renderRecursively` should do the same, since `pushPose` allocates on every call in this version.
- Added `AzBoneAnimationQueueCache#resolveQueues(AzBakedAnimation)`, which returns each bone animation's queue by index, cached per animation and model.
- `AnimatableTexture#setAndUpdate` handles AzureLib's own textures with a plain type check. For other texture classes it still calls `setAnimationFrame(int)` when they have one, but looks the method up once per class instead of on every call.
- Bone LOD now tracks which baked models currently have LOD-hidden bones, so un-hiding only runs when something was actually hidden.
release
azurelib-fabric-1.21.1-3.1.18.jar
3.1.188 окт. 2026 г.728Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.18
### Additions
- Large groups of animated entities are now cheaper to render:
- Bones no longer allocate a new pose every frame. Each bone used to create a new `PoseStack` pose, matrix and normal matrix every frame for every entity on screen; the pose is now saved and restored in place. This roughly halves render-thread allocation and makes garbage collection pauses about half as frequent.
- Animations no longer look up every animated bone by name every frame. Each controller resolves its animation's bones once and reuses them until the animation or model changes.
- Bone LOD no longer walks every bone of every nearby entity each frame when no bones are hidden.
- Animated textures no longer use reflection, and no longer throw and catch an exception, on every render of every textured model.
### Fixes
- Fixed animation transitions stopping for every remaining bone when one bone had no snapshot or animation queue, instead of skipping just that bone.
### Developer Notes
- Added `AzModelRenderer#saveBonePose` and `restoreBonePose`, which replace `PoseStack#pushPose` / `popPose` around each bone. The entity and block entity model renderers use them; the item and armor model renderers no longer push their own pose per bone. Custom model renderers that override `renderRecursively` should do the same, since `pushPose` allocates on every call in this version.
- Added `AzBoneAnimationQueueCache#resolveQueues(AzBakedAnimation)`, which returns each bone animation's queue by index, cached per animation and model.
- `AnimatableTexture#setAndUpdate` handles AzureLib's own textures with a plain type check. For other texture classes it still calls `setAnimationFrame(int)` when they have one, but looks the method up once per class instead of on every call.
- Bone LOD now tracks which baked models currently have LOD-hidden bones, so un-hiding only runs when something was actually hidden.
release
azurelib-neo-1.20.1-3.1.19.jar
3.1.198 окт. 2026 г.3,9 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.19
### Additions
- Large groups of animated entities are now cheaper to render:
- Bones no longer allocate a new pose every frame. Each bone used to create a new `PoseStack` pose, matrix and normal matrix every frame for every entity on screen; the pose is now saved and restored in place. This roughly halves render-thread allocation and makes garbage collection pauses about half as frequent.
- Animations no longer look up every animated bone by name every frame. Each controller resolves its animation's bones once and reuses them until the animation or model changes.
- Bone LOD no longer walks every bone of every nearby entity each frame when no bones are hidden.
- Animated textures no longer use reflection, and no longer throw and catch an exception, on every render of every textured model.
### Fixes
- Fixed animation transitions stopping for every remaining bone when one bone had no snapshot or animation queue, instead of skipping just that bone.
### Developer Notes
- Added `AzModelRenderer#saveBonePose` and `restoreBonePose`, which replace `PoseStack#pushPose` / `popPose` around each bone. The entity and block entity model renderers use them; the item and armor model renderers no longer push their own pose per bone. Custom model renderers that override `renderRecursively` should do the same, since `pushPose` allocates on every call in this version.
- Added `AzBoneAnimationQueueCache#resolveQueues(AzBakedAnimation)`, which returns each bone animation's queue by index, cached per animation and model.
- `AnimatableTexture#setAndUpdate` handles AzureLib's own textures with a plain type check. For other texture classes it still calls `setAnimationFrame(int)` when they have one, but looks the method up once per class instead of on every call.
- Bone LOD now tracks which baked models currently have LOD-hidden bones, so un-hiding only runs when something was actually hidden.
release
azurelib-fabric-1.20.1-3.1.19.jar
3.1.198 окт. 2026 г.1 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.19
### Additions
- Large groups of animated entities are now cheaper to render:
- Bones no longer allocate a new pose every frame. Each bone used to create a new `PoseStack` pose, matrix and normal matrix every frame for every entity on screen; the pose is now saved and restored in place. This roughly halves render-thread allocation and makes garbage collection pauses about half as frequent.
- Animations no longer look up every animated bone by name every frame. Each controller resolves its animation's bones once and reuses them until the animation or model changes.
- Bone LOD no longer walks every bone of every nearby entity each frame when no bones are hidden.
- Animated textures no longer use reflection, and no longer throw and catch an exception, on every render of every textured model.
### Fixes
- Fixed animation transitions stopping for every remaining bone when one bone had no snapshot or animation queue, instead of skipping just that bone.
### Developer Notes
- Added `AzModelRenderer#saveBonePose` and `restoreBonePose`, which replace `PoseStack#pushPose` / `popPose` around each bone. The entity and block entity model renderers use them; the item and armor model renderers no longer push their own pose per bone. Custom model renderers that override `renderRecursively` should do the same, since `pushPose` allocates on every call in this version.
- Added `AzBoneAnimationQueueCache#resolveQueues(AzBakedAnimation)`, which returns each bone animation's queue by index, cached per animation and model.
- `AnimatableTexture#setAndUpdate` handles AzureLib's own textures with a plain type check. For other texture classes it still calls `setAnimationFrame(int)` when they have one, but looks the method up once per class instead of on every call.
- Bone LOD now tracks which baked models currently have LOD-hidden bones, so un-hiding only runs when something was actually hidden.
release
azurelib-fabric-1.19.2-3.2.18.jar
3.2.188 окт. 2026 г.13Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.18
### Additions
- Large groups of animated entities are now cheaper to render:
- Bones no longer allocate a new pose every frame. Each bone used to create a new `PoseStack` pose, matrix and normal matrix every frame for every entity on screen; the pose is now saved and restored in place. This roughly halves render-thread allocation and makes garbage collection pauses about half as frequent.
- Animations no longer look up every animated bone by name every frame. Each controller resolves its animation's bones once and reuses them until the animation or model changes.
- Bone LOD no longer walks every bone of every nearby entity each frame when no bones are hidden.
- Animated textures no longer use reflection, and no longer throw and catch an exception, on every render of every textured model.
### Fixes
- Fixed animation transitions stopping for every remaining bone when one bone had no snapshot or animation queue, instead of skipping just that bone.
### Developer Notes
- Added `AzModelRenderer#saveBonePose` and `restoreBonePose`, which replace `PoseStack#pushPose` / `popPose` around each bone. The entity and block entity model renderers use them; the item and armor model renderers no longer push their own pose per bone. Custom model renderers that override `renderRecursively` should do the same, since `pushPose` allocates on every call in this version.
- Added `AzBoneAnimationQueueCache#resolveQueues(AzBakedAnimation)`, which returns each bone animation's queue by index, cached per animation and model.
- `AnimatableTexture#setAndUpdate` handles AzureLib's own textures with a plain type check. For other texture classes it still calls `setAnimationFrame(int)` when they have one, but looks the method up once per class instead of on every call.
- Bone LOD now tracks which baked models currently have LOD-hidden bones, so un-hiding only runs when something was actually hidden.
release
azurelib-forge-1.19.2-3.2.18.jar
3.2.188 окт. 2026 г.34Minecraft: 1.19.2forge
Что нового
v3.2.18
### Additions
- Large groups of animated entities are now cheaper to render:
- Bones no longer allocate a new pose every frame. Each bone used to create a new `PoseStack` pose, matrix and normal matrix every frame for every entity on screen; the pose is now saved and restored in place. This roughly halves render-thread allocation and makes garbage collection pauses about half as frequent.
- Animations no longer look up every animated bone by name every frame. Each controller resolves its animation's bones once and reuses them until the animation or model changes.
- Bone LOD no longer walks every bone of every nearby entity each frame when no bones are hidden.
- Animated textures no longer use reflection, and no longer throw and catch an exception, on every render of every textured model.
### Fixes
- Fixed animation transitions stopping for every remaining bone when one bone had no snapshot or animation queue, instead of skipping just that bone.
### Developer Notes
- Added `AzModelRenderer#saveBonePose` and `restoreBonePose`, which replace `PoseStack#pushPose` / `popPose` around each bone. The entity and block entity model renderers use them; the item and armor model renderers no longer push their own pose per bone. Custom model renderers that override `renderRecursively` should do the same, since `pushPose` allocates on every call in this version.
- Added `AzBoneAnimationQueueCache#resolveQueues(AzBakedAnimation)`, which returns each bone animation's queue by index, cached per animation and model.
- `AnimatableTexture#setAndUpdate` handles AzureLib's own textures with a plain type check. For other texture classes it still calls `setAnimationFrame(int)` when they have one, but looks the method up once per class instead of on every call.
- Bone LOD now tracks which baked models currently have LOD-hidden bones, so un-hiding only runs when something was actually hidden.
release
azurelib-fabric-1.18.2-3.2.18.jar
3.2.188 окт. 2026 г.2Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.18
### Additions
- Large groups of animated entities are now cheaper to render:
- Bones no longer allocate a new pose every frame. Each bone used to create a new `PoseStack` pose, matrix and normal matrix every frame for every entity on screen; the pose is now saved and restored in place. This roughly halves render-thread allocation and makes garbage collection pauses about half as frequent.
- Animations no longer look up every animated bone by name every frame. Each controller resolves its animation's bones once and reuses them until the animation or model changes.
- Bone LOD no longer walks every bone of every nearby entity each frame when no bones are hidden.
- Animated textures no longer use reflection, and no longer throw and catch an exception, on every render of every textured model.
### Fixes
- Fixed animation transitions stopping for every remaining bone when one bone had no snapshot or animation queue, instead of skipping just that bone.
### Developer Notes
- Added `AzModelRenderer#saveBonePose` and `restoreBonePose`, which replace `PoseStack#pushPose` / `popPose` around each bone. The entity and block entity model renderers use them; the item and armor model renderers no longer push their own pose per bone. Custom model renderers that override `renderRecursively` should do the same, since `pushPose` allocates on every call in this version.
- Added `AzBoneAnimationQueueCache#resolveQueues(AzBakedAnimation)`, which returns each bone animation's queue by index, cached per animation and model.
- `AnimatableTexture#setAndUpdate` handles AzureLib's own textures with a plain type check. For other texture classes it still calls `setAnimationFrame(int)` when they have one, but looks the method up once per class instead of on every call.
- Bone LOD now tracks which baked models currently have LOD-hidden bones, so un-hiding only runs when something was actually hidden.
release
azurelib-forge-1.18.2-3.2.18.jar
3.2.188 окт. 2026 г.23Minecraft: 1.18.2forge
Что нового
v3.2.18
### Additions
- Large groups of animated entities are now cheaper to render:
- Bones no longer allocate a new pose every frame. Each bone used to create a new `PoseStack` pose, matrix and normal matrix every frame for every entity on screen; the pose is now saved and restored in place. This roughly halves render-thread allocation and makes garbage collection pauses about half as frequent.
- Animations no longer look up every animated bone by name every frame. Each controller resolves its animation's bones once and reuses them until the animation or model changes.
- Bone LOD no longer walks every bone of every nearby entity each frame when no bones are hidden.
- Animated textures no longer use reflection, and no longer throw and catch an exception, on every render of every textured model.
### Fixes
- Fixed animation transitions stopping for every remaining bone when one bone had no snapshot or animation queue, instead of skipping just that bone.
### Developer Notes
- Added `AzModelRenderer#saveBonePose` and `restoreBonePose`, which replace `PoseStack#pushPose` / `popPose` around each bone. The entity and block entity model renderers use them; the item and armor model renderers no longer push their own pose per bone. Custom model renderers that override `renderRecursively` should do the same, since `pushPose` allocates on every call in this version.
- Added `AzBoneAnimationQueueCache#resolveQueues(AzBakedAnimation)`, which returns each bone animation's queue by index, cached per animation and model.
- `AnimatableTexture#setAndUpdate` handles AzureLib's own textures with a plain type check. For other texture classes it still calls `setAnimationFrame(int)` when they have one, but looks the method up once per class instead of on every call.
- Bone LOD now tracks which baked models currently have LOD-hidden bones, so un-hiding only runs when something was actually hidden.
release
azurelib-neo-26.3-4.0.8.jar
4.0.87 окт. 2026 г.14Minecraft: 26.3neoforge
Что нового
v4.0.8
### Additions
- Added the `math.min_angle(value)` Molang function, which wraps an angle in degrees into the range [-180, 180).
- Added `AzProfiler` stage hooks (`mod.azure.azurelib.profiling`) for external profiling tools. No cost when no listener is installed.
### Fixes
- Fixed `math.copy_sign`, `math.sign`, `math.inverse_lerp` and all 30 `math.ease_*` Molang functions failing to resolve. They were only registered under their bare names, so the `math.`-prefixed forms used by Blockbench and Bedrock animations parsed to 0.
- Fixed the entity and block entity geometry caches never hitting: their keys included each instance's position. Bone visibility is now part of the entity cache key.
- A missing glowmask no longer draws the whole model a second time with an empty texture.
### Performance
- Vertex recordings are sized from the previous frame, handed to submit without copying, and pooled per frame instead of allocated per animatable.
- The auto-glowing layer reuses the main model pass instead of re-rendering the model (when no bone overrides are in use), and only submits quads whose UVs cover glowing pixels in the glowmask, including animated glowmasks.
- The entity and block entity geometry caches switch themselves off per type when they aren't getting hits, and probe periodically.
- Zero-area faces (the edges of flat cubes) are no longer baked or rendered.
- Cube pivot rotations are baked once at load instead of being applied to the pose stack for every cube every frame.
- Entity and block entity renderers reuse their extraction pose stack instead of allocating one per render.
- Flat-cube normal fixes are precomputed per cube; bone, cube and layer loops no longer allocate iterators.
- Glowmask texture paths are cached instead of rebuilt every frame.
- Removed a per-quad texture size lookup for bones without a texture override.
### Developer Notes
- The fixed Molang functions are now registered only under their `math.` names, matching the existing classic functions. Expressions that called them without the prefix (e.g. `ease_in_quad(0, 1, t)`) must be updated to use `math.ease_in_quad(0, 1, t)`.
- `AzCube` has two new record components, `transform` and `normalFlips`. The six-argument constructor still works; code that deconstructs the record with a pattern needs updating.
- `AzModelRenderer#renderCube` no longer modifies the pose stack, and `renderCubesOfBone` no longer pushes and pops it per cube. Overrides of `renderCube` that change the pose stack must push and pop it themselves.
- `AzEntityGeometryCache.CacheKey` and `AzBlockEntityGeometryCache.CacheKey` no longer have position components.
- `AzBufferSource` recordings are only valid until the end of the frame; their arrays are reused after that.
- New: `AzBufferSource#mirror` (with an optional `QuadFilter`), `AzGlowCoverage`, and `AzAutoGlowingLayer#canReuseModelPass` / `#glowFilter` for subclasses that draw their glow differently.
release
azurelib-fabric-26.3-4.0.8.jar
4.0.87 окт. 2026 г.70Minecraft: 26.3fabric
Что нового
v4.0.8
### Additions
- Added the `math.min_angle(value)` Molang function, which wraps an angle in degrees into the range [-180, 180).
- Added `AzProfiler` stage hooks (`mod.azure.azurelib.profiling`) for external profiling tools. No cost when no listener is installed.
### Fixes
- Fixed `math.copy_sign`, `math.sign`, `math.inverse_lerp` and all 30 `math.ease_*` Molang functions failing to resolve. They were only registered under their bare names, so the `math.`-prefixed forms used by Blockbench and Bedrock animations parsed to 0.
- Fixed the entity and block entity geometry caches never hitting: their keys included each instance's position. Bone visibility is now part of the entity cache key.
- A missing glowmask no longer draws the whole model a second time with an empty texture.
### Performance
- Vertex recordings are sized from the previous frame, handed to submit without copying, and pooled per frame instead of allocated per animatable.
- The auto-glowing layer reuses the main model pass instead of re-rendering the model (when no bone overrides are in use), and only submits quads whose UVs cover glowing pixels in the glowmask, including animated glowmasks.
- The entity and block entity geometry caches switch themselves off per type when they aren't getting hits, and probe periodically.
- Zero-area faces (the edges of flat cubes) are no longer baked or rendered.
- Cube pivot rotations are baked once at load instead of being applied to the pose stack for every cube every frame.
- Entity and block entity renderers reuse their extraction pose stack instead of allocating one per render.
- Flat-cube normal fixes are precomputed per cube; bone, cube and layer loops no longer allocate iterators.
- Glowmask texture paths are cached instead of rebuilt every frame.
- Removed a per-quad texture size lookup for bones without a texture override.
### Developer Notes
- The fixed Molang functions are now registered only under their `math.` names, matching the existing classic functions. Expressions that called them without the prefix (e.g. `ease_in_quad(0, 1, t)`) must be updated to use `math.ease_in_quad(0, 1, t)`.
- `AzCube` has two new record components, `transform` and `normalFlips`. The six-argument constructor still works; code that deconstructs the record with a pattern needs updating.
- `AzModelRenderer#renderCube` no longer modifies the pose stack, and `renderCubesOfBone` no longer pushes and pops it per cube. Overrides of `renderCube` that change the pose stack must push and pop it themselves.
- `AzEntityGeometryCache.CacheKey` and `AzBlockEntityGeometryCache.CacheKey` no longer have position components.
- `AzBufferSource` recordings are only valid until the end of the frame; their arrays are reused after that.
- New: `AzBufferSource#mirror` (with an optional `QuadFilter`), `AzGlowCoverage`, and `AzAutoGlowingLayer#canReuseModelPass` / `#glowFilter` for subclasses that draw their glow differently.
release
azurelib-fabric-1.21.1-3.1.17.jar
3.1.177 окт. 2026 г.422Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.17
### Additions
- Added the `math.min_angle(value)` Molang function, which wraps an angle in degrees into the range [-180, 180).
- Added `AzProfiler` stage hooks (`mod.azure.azurelib.profiling`) for external profiling tools. No cost when no listener is installed.
### Fixes
- Fixed `math.copy_sign`, `math.sign`, `math.inverse_lerp` and all 30 `math.ease_*` Molang functions failing to resolve. They were only registered under their bare names, so the `math.`-prefixed forms used by Blockbench and Bedrock animations parsed to 0.
### Performance
- The auto-glowing layer only draws quads whose UVs cover glowing pixels in the glowmask, including animated glowmasks, and skips the pass entirely when the glowmask has nothing visible.
- Zero-area faces (the edges of flat cubes) are no longer baked or rendered.
- Cube pivot rotations are baked once at load instead of being applied to the pose stack for every cube every frame.
- Flat-cube normal fixes are precomputed per cube; bone, cube and layer loops no longer allocate iterators.
- Glowmask texture paths are cached instead of rebuilt every frame.
### Developer Notes
- The fixed Molang functions are now registered only under their `math.` names, matching the existing classic functions. Expressions that called them without the prefix (e.g. `ease_in_quad(0, 1, t)`) must be updated to use `math.ease_in_quad(0, 1, t)`.
- `GeoCube` has two new record components, `transform` and `normalFlips`. The six-argument constructor still works; code that deconstructs the record with a pattern needs updating.
- `AzModelRenderer#renderCube` no longer modifies the pose stack. Overrides of `renderCube` that change the pose stack must push and pop it themselves.
- New: `AzQuadFilter`, `AzRendererPipelineContext#quadFilter` / `#setQuadFilter`, `AzGlowCoverage`, and `AzAutoGlowingLayer#glowFilter` for subclasses that draw their glow differently.
release
azurelib-neo-1.21.1-3.1.17.jar
3.1.177 окт. 2026 г.1,4 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.17
### Additions
- Added the `math.min_angle(value)` Molang function, which wraps an angle in degrees into the range [-180, 180).
- Added `AzProfiler` stage hooks (`mod.azure.azurelib.profiling`) for external profiling tools. No cost when no listener is installed.
### Fixes
- Fixed `math.copy_sign`, `math.sign`, `math.inverse_lerp` and all 30 `math.ease_*` Molang functions failing to resolve. They were only registered under their bare names, so the `math.`-prefixed forms used by Blockbench and Bedrock animations parsed to 0.
### Performance
- The auto-glowing layer only draws quads whose UVs cover glowing pixels in the glowmask, including animated glowmasks, and skips the pass entirely when the glowmask has nothing visible.
- Zero-area faces (the edges of flat cubes) are no longer baked or rendered.
- Cube pivot rotations are baked once at load instead of being applied to the pose stack for every cube every frame.
- Flat-cube normal fixes are precomputed per cube; bone, cube and layer loops no longer allocate iterators.
- Glowmask texture paths are cached instead of rebuilt every frame.
### Developer Notes
- The fixed Molang functions are now registered only under their `math.` names, matching the existing classic functions. Expressions that called them without the prefix (e.g. `ease_in_quad(0, 1, t)`) must be updated to use `math.ease_in_quad(0, 1, t)`.
- `GeoCube` has two new record components, `transform` and `normalFlips`. The six-argument constructor still works; code that deconstructs the record with a pattern needs updating.
- `AzModelRenderer#renderCube` no longer modifies the pose stack. Overrides of `renderCube` that change the pose stack must push and pop it themselves.
- New: `AzQuadFilter`, `AzRendererPipelineContext#quadFilter` / `#setQuadFilter`, `AzGlowCoverage`, and `AzAutoGlowingLayer#glowFilter` for subclasses that draw their glow differently.
release
azurelib-neo-1.20.1-3.1.18.jar
3.1.187 окт. 2026 г.1,5 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.18
### Additions
- Added the `math.min_angle(value)` Molang function, which wraps an angle in degrees into the range [-180, 180).
- Added `AzProfiler` stage hooks (`mod.azure.azurelib.profiling`) for external profiling tools. No cost when no listener is installed.
### Fixes
- Fixed `math.copy_sign`, `math.sign`, `math.inverse_lerp` and all 30 `math.ease_*` Molang functions failing to resolve. They were only registered under their bare names, so the `math.`-prefixed forms used by Blockbench and Bedrock animations parsed to 0.
### Performance
- The auto-glowing layer only draws quads whose UVs cover glowing pixels in the glowmask, including animated glowmasks, and skips the pass entirely when the glowmask has nothing visible.
- Zero-area faces (the edges of flat cubes) are no longer baked or rendered.
- Cube pivot rotations are baked once at load instead of being applied to the pose stack for every cube every frame.
- Flat-cube normal fixes are precomputed per cube; bone, cube and layer loops no longer allocate iterators.
- Glowmask texture paths are cached instead of rebuilt every frame.
### Developer Notes
- The fixed Molang functions are now registered only under their `math.` names, matching the existing classic functions. Expressions that called them without the prefix (e.g. `ease_in_quad(0, 1, t)`) must be updated to use `math.ease_in_quad(0, 1, t)`.
- `GeoCube` has two new record components, `transform` and `normalFlips`. The six-argument constructor still works; code that deconstructs the record with a pattern needs updating.
- `AzModelRenderer#renderCube` no longer modifies the pose stack. Overrides of `renderCube` that change the pose stack must push and pop it themselves.
- New: `AzQuadFilter`, `AzRendererPipelineContext#quadFilter` / `#setQuadFilter`, `AzGlowCoverage`, and `AzAutoGlowingLayer#glowFilter` for subclasses that draw their glow differently.
release
azurelib-fabric-1.20.1-3.1.18.jar
3.1.187 окт. 2026 г.418Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.18
### Additions
- Added the `math.min_angle(value)` Molang function, which wraps an angle in degrees into the range [-180, 180).
- Added `AzProfiler` stage hooks (`mod.azure.azurelib.profiling`) for external profiling tools. No cost when no listener is installed.
### Fixes
- Fixed `math.copy_sign`, `math.sign`, `math.inverse_lerp` and all 30 `math.ease_*` Molang functions failing to resolve. They were only registered under their bare names, so the `math.`-prefixed forms used by Blockbench and Bedrock animations parsed to 0.
### Performance
- The auto-glowing layer only draws quads whose UVs cover glowing pixels in the glowmask, including animated glowmasks, and skips the pass entirely when the glowmask has nothing visible.
- Zero-area faces (the edges of flat cubes) are no longer baked or rendered.
- Cube pivot rotations are baked once at load instead of being applied to the pose stack for every cube every frame.
- Flat-cube normal fixes are precomputed per cube; bone, cube and layer loops no longer allocate iterators.
- Glowmask texture paths are cached instead of rebuilt every frame.
### Developer Notes
- The fixed Molang functions are now registered only under their `math.` names, matching the existing classic functions. Expressions that called them without the prefix (e.g. `ease_in_quad(0, 1, t)`) must be updated to use `math.ease_in_quad(0, 1, t)`.
- `GeoCube` has two new record components, `transform` and `normalFlips`. The six-argument constructor still works; code that deconstructs the record with a pattern needs updating.
- `AzModelRenderer#renderCube` no longer modifies the pose stack. Overrides of `renderCube` that change the pose stack must push and pop it themselves.
- New: `AzQuadFilter`, `AzRendererPipelineContext#quadFilter` / `#setQuadFilter`, `AzGlowCoverage`, and `AzAutoGlowingLayer#glowFilter` for subclasses that draw their glow differently.
release
azurelib-forge-1.19.2-3.2.17.jar
3.2.177 окт. 2026 г.10Minecraft: 1.19.2forge
Что нового
v3.2.17
### Additions
- Added the `math.min_angle(value)` Molang function, which wraps an angle in degrees into the range [-180, 180).
- Added `AzProfiler` stage hooks (`mod.azure.azurelib.profiling`) for external profiling tools. No cost when no listener is installed.
### Fixes
- Fixed `math.copy_sign`, `math.sign`, `math.inverse_lerp` and all 30 `math.ease_*` Molang functions failing to resolve. They were only registered under their bare names, so the `math.`-prefixed forms used by Blockbench and Bedrock animations parsed to 0.
### Performance
- The auto-glowing layer only draws quads whose UVs cover glowing pixels in the glowmask, including animated glowmasks, and skips the pass entirely when the glowmask has nothing visible.
- Zero-area faces (the edges of flat cubes) are no longer baked or rendered.
- Cube pivot rotations are baked once at load instead of being applied to the pose stack for every cube every frame.
- Flat-cube normal fixes are precomputed per cube; bone, cube and layer loops no longer allocate iterators.
- Glowmask texture paths are cached instead of rebuilt every frame.
### Developer Notes
- The fixed Molang functions are now registered only under their `math.` names, matching the existing classic functions. Expressions that called them without the prefix (e.g. `ease_in_quad(0, 1, t)`) must be updated to use `math.ease_in_quad(0, 1, t)`.
- `GeoCube` has two new record components, `transform` and `normalFlips`. The six-argument constructor still works; code that deconstructs the record with a pattern needs updating.
- `AzModelRenderer#renderCube` no longer modifies the pose stack. Overrides of `renderCube` that change the pose stack must push and pop it themselves.
- New: `AzQuadFilter`, `AzRendererPipelineContext#quadFilter` / `#setQuadFilter`, `AzGlowCoverage`, and `AzAutoGlowingLayer#glowFilter` for subclasses that draw their glow differently.
release
azurelib-fabric-1.19.2-3.2.17.jar
3.2.177 окт. 2026 г.14Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.17
### Additions
- Added the `math.min_angle(value)` Molang function, which wraps an angle in degrees into the range [-180, 180).
- Added `AzProfiler` stage hooks (`mod.azure.azurelib.profiling`) for external profiling tools. No cost when no listener is installed.
### Fixes
- Fixed `math.copy_sign`, `math.sign`, `math.inverse_lerp` and all 30 `math.ease_*` Molang functions failing to resolve. They were only registered under their bare names, so the `math.`-prefixed forms used by Blockbench and Bedrock animations parsed to 0.
### Performance
- The auto-glowing layer only draws quads whose UVs cover glowing pixels in the glowmask, including animated glowmasks, and skips the pass entirely when the glowmask has nothing visible.
- Zero-area faces (the edges of flat cubes) are no longer baked or rendered.
- Cube pivot rotations are baked once at load instead of being applied to the pose stack for every cube every frame.
- Flat-cube normal fixes are precomputed per cube; bone, cube and layer loops no longer allocate iterators.
- Glowmask texture paths are cached instead of rebuilt every frame.
### Developer Notes
- The fixed Molang functions are now registered only under their `math.` names, matching the existing classic functions. Expressions that called them without the prefix (e.g. `ease_in_quad(0, 1, t)`) must be updated to use `math.ease_in_quad(0, 1, t)`.
- `GeoCube` has two new record components, `transform` and `normalFlips`. The six-argument constructor still works; code that deconstructs the record with a pattern needs updating.
- `AzModelRenderer#renderCube` no longer modifies the pose stack. Overrides of `renderCube` that change the pose stack must push and pop it themselves.
- New: `AzQuadFilter`, `AzRendererPipelineContext#quadFilter` / `#setQuadFilter`, `AzGlowCoverage`, and `AzAutoGlowingLayer#glowFilter` for subclasses that draw their glow differently.
release
azurelib-fabric-1.18.2-3.2.17.jar
3.2.177 окт. 2026 г.4Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.17
### Additions
- Added the `math.min_angle(value)` Molang function, which wraps an angle in degrees into the range [-180, 180).
- Added `AzProfiler` stage hooks (`mod.azure.azurelib.profiling`) for external profiling tools. No cost when no listener is installed.
### Fixes
- Fixed `math.copy_sign`, `math.sign`, `math.inverse_lerp` and all 30 `math.ease_*` Molang functions failing to resolve. They were only registered under their bare names, so the `math.`-prefixed forms used by Blockbench and Bedrock animations parsed to 0.
### Performance
- The auto-glowing layer only draws quads whose UVs cover glowing pixels in the glowmask, including animated glowmasks, and skips the pass entirely when the glowmask has nothing visible.
- Zero-area faces (the edges of flat cubes) are no longer baked or rendered.
- Cube pivot rotations are baked once at load instead of being applied to the pose stack for every cube every frame.
- Flat-cube normal fixes are precomputed per cube; bone, cube and layer loops no longer allocate iterators.
- Glowmask texture paths are cached instead of rebuilt every frame.
### Developer Notes
- The fixed Molang functions are now registered only under their `math.` names, matching the existing classic functions. Expressions that called them without the prefix (e.g. `ease_in_quad(0, 1, t)`) must be updated to use `math.ease_in_quad(0, 1, t)`.
- `GeoCube` has two new record components, `transform` and `normalFlips`. The six-argument constructor still works; code that deconstructs the record with a pattern needs updating.
- `AzModelRenderer#renderCube` no longer modifies the pose stack. Overrides of `renderCube` that change the pose stack must push and pop it themselves.
- New: `AzQuadFilter`, `AzRendererPipelineContext#quadFilter` / `#setQuadFilter`, `AzGlowCoverage`, and `AzAutoGlowingLayer#glowFilter` for subclasses that draw their glow differently.
release
azurelib-forge-1.18.2-3.2.17.jar
3.2.177 окт. 2026 г.11Minecraft: 1.18.2forge
Что нового
v3.2.17
### Additions
- Added the `math.min_angle(value)` Molang function, which wraps an angle in degrees into the range [-180, 180).
- Added `AzProfiler` stage hooks (`mod.azure.azurelib.profiling`) for external profiling tools. No cost when no listener is installed.
### Fixes
- Fixed `math.copy_sign`, `math.sign`, `math.inverse_lerp` and all 30 `math.ease_*` Molang functions failing to resolve. They were only registered under their bare names, so the `math.`-prefixed forms used by Blockbench and Bedrock animations parsed to 0.
### Performance
- The auto-glowing layer only draws quads whose UVs cover glowing pixels in the glowmask, including animated glowmasks, and skips the pass entirely when the glowmask has nothing visible.
- Zero-area faces (the edges of flat cubes) are no longer baked or rendered.
- Cube pivot rotations are baked once at load instead of being applied to the pose stack for every cube every frame.
- Flat-cube normal fixes are precomputed per cube; bone, cube and layer loops no longer allocate iterators.
- Glowmask texture paths are cached instead of rebuilt every frame.
### Developer Notes
- The fixed Molang functions are now registered only under their `math.` names, matching the existing classic functions. Expressions that called them without the prefix (e.g. `ease_in_quad(0, 1, t)`) must be updated to use `math.ease_in_quad(0, 1, t)`.
- `GeoCube` has two new record components, `transform` and `normalFlips`. The six-argument constructor still works; code that deconstructs the record with a pattern needs updating.
- `AzModelRenderer#renderCube` no longer modifies the pose stack. Overrides of `renderCube` that change the pose stack must push and pop it themselves.
- New: `AzQuadFilter`, `AzRendererPipelineContext#quadFilter` / `#setQuadFilter`, `AzGlowCoverage`, and `AzAutoGlowingLayer#glowFilter` for subclasses that draw their glow differently.
release
azurelib-neo-26.3-4.0.7.jar
4.0.76 окт. 2026 г.44Minecraft: 26.3neoforge
Что нового
v4.0.7
### Additions
- Restored the in-game config screen for AzureLib's config API on 26.3, including config group selection, nested object screens, array editing (add/remove elements), and confirmation dialogs for "Use default config" and "Rollback changes".
- Added a color picker for `@Configurable.Gui.ColorValue` string fields, with RGB and ARGB slider dialogs.
- Added ModMenu integration on Fabric and mod list config buttons on NeoForge for every mod that registers configs through AzureLib.
### Fixes
- Fixed the Fabric ModMenu entrypoint pointing to a missing `ModMenuIntegration` class.
- Fixed editing array config elements in the GUI overwriting the stored default values.
- Fixed color values written from the color picker dropping leading zeros (e.g. `#0000FF` was saved as `#FF`).
### Developer Notes
- Added `ConfigurationClient` with `getConfigScreen`, `getConfigScreenByGroup` and `getScreenForGroup` for opening config screens from your own code.
- Added `DisplayAdapters.registerCustom(Class, DisplayAdapter)` to override how a config value type is displayed in the GUI.
- `@ValueUpdateCallback` validation warnings and errors are now shown in the config screen.
- Mod list config buttons are registered per config group, so the `@Config` group (defaults to the config id) must match your mod ID.
release
azurelib-fabric-26.3-4.0.7.jar
4.0.76 окт. 2026 г.134Minecraft: 26.3fabric
Что нового
v4.0.7
### Additions
- Restored the in-game config screen for AzureLib's config API on 26.3, including config group selection, nested object screens, array editing (add/remove elements), and confirmation dialogs for "Use default config" and "Rollback changes".
- Added a color picker for `@Configurable.Gui.ColorValue` string fields, with RGB and ARGB slider dialogs.
- Added ModMenu integration on Fabric and mod list config buttons on NeoForge for every mod that registers configs through AzureLib.
### Fixes
- Fixed the Fabric ModMenu entrypoint pointing to a missing `ModMenuIntegration` class.
- Fixed editing array config elements in the GUI overwriting the stored default values.
- Fixed color values written from the color picker dropping leading zeros (e.g. `#0000FF` was saved as `#FF`).
### Developer Notes
- Added `ConfigurationClient` with `getConfigScreen`, `getConfigScreenByGroup` and `getScreenForGroup` for opening config screens from your own code.
- Added `DisplayAdapters.registerCustom(Class, DisplayAdapter)` to override how a config value type is displayed in the GUI.
- `@ValueUpdateCallback` validation warnings and errors are now shown in the config screen.
- Mod list config buttons are registered per config group, so the `@Config` group (defaults to the config id) must match your mod ID.
release
azurelib-fabric-26.3-4.0.6-alpha.3.jar
4.0.6-alpha.36 окт. 2026 г.9Minecraft: 26.3fabric
Что нового
v4.0.6
### Additions
- Ported first-person arm rendering from 1.21.1. Items with `leftArm` and/or `rightArm` bones now render the player's own arms, skin and sleeves included, in place of those bones while an animation is playing in first person. Anything parented to the arm bones still renders, so held parts and attachments follow the player's arms. Skipped when the First-person Model mod is installed, since it handles arms itself.
### Fixes
- Fixed AzureLib items crashing when `disableAnimationInContexts` or `enableAnimationInContexts` was used, and fixed item renderers never knowing which display context they were rendering in (first person, GUI, ground, ...). Since 26.x, Minecraft no longer tells special item renderers the display context, so it is now captured from the item's render state.
### Developer Notes
- New `AzItemDisplayContextCapture` exposes the display context of the item currently being rendered, captured by a new `ItemStackRenderState` mixin. `AzItemRendererConfig#shouldAnimateInContext` now treats a `null` context as `ItemDisplayContext.NONE`.
- First-person arms are rendered by `AzItemArmRenderUtil`. Since 1.21.2, the player model's sleeves are child parts of its arms, so each arm is drawn in two passes: the arm as solid skin, then only its sleeve as translucent skin, keeping the player's sleeve visibility settings.
release
azurelib-neo-26.3-4.0.6-alpha.3.jar
4.0.6-alpha.36 окт. 2026 г.2Minecraft: 26.3neoforge
Что нового
v4.0.6
### Additions
- Ported first-person arm rendering from 1.21.1. Items with `leftArm` and/or `rightArm` bones now render the player's own arms, skin and sleeves included, in place of those bones while an animation is playing in first person. Anything parented to the arm bones still renders, so held parts and attachments follow the player's arms. Skipped when the First-person Model mod is installed, since it handles arms itself.
### Fixes
- Fixed AzureLib items crashing when `disableAnimationInContexts` or `enableAnimationInContexts` was used, and fixed item renderers never knowing which display context they were rendering in (first person, GUI, ground, ...). Since 26.x, Minecraft no longer tells special item renderers the display context, so it is now captured from the item's render state.
### Developer Notes
- New `AzItemDisplayContextCapture` exposes the display context of the item currently being rendered, captured by a new `ItemStackRenderState` mixin. `AzItemRendererConfig#shouldAnimateInContext` now treats a `null` context as `ItemDisplayContext.NONE`.
- First-person arms are rendered by `AzItemArmRenderUtil`. Since 1.21.2, the player model's sleeves are child parts of its arms, so each arm is drawn in two passes: the arm as solid skin, then only its sleeve as translucent skin, keeping the player's sleeve visibility settings.
release
azurelib-forge-1.18.2-3.2.16.jar
3.2.166 окт. 2026 г.16Minecraft: 1.18.2forge
Что нового
v3.2.16
### Additions
- Animations are now cheaper to play, especially with many bones or long animations:
- Each controller remembers which keyframe every bone was on last frame and continues from there, instead of searching the bone's keyframes (and allocating a new array to do it) every frame. This works the same playing forwards, reversed and in `PING_PONG`; bigger jumps like looping back to the start fall back to a binary search over keyframe times calculated once when the animation loads.
- Sampling keyframes no longer creates any objects. Values are written straight into the bone's animation slots instead of a new `AzAnimationPoint` per axis.
- Linear keyframes skip the easing system entirely.
- Easing curves are built once and reused instead of being rebuilt for every keyframe every frame. Curves that don't take an argument (sine, quad, cubic, quart, quint, expo, circ) are built when AzureLib loads. Curves with an argument (back, elastic, bounce, step) are resolved once per keyframe when the animation loads, so playback doesn't look them up at all.
- Easing math no longer boxes every value into a `Double`.
- Keyframe event checks (sounds, particles, custom instructions), bone animation lookups and bone/keyframe hashing no longer allocate every frame.
- The auto glowing layer can now tint emissive textures. Pass a color, or a function of the render context for tints that change or pulse, straight to `AzAutoGlowingLayer`:
- `.addRenderLayer(new AzAutoGlowingLayer<>(Color.RED))`
- `.addRenderLayer(new AzAutoGlowingLayer<>(context -> isAngry(context.animatable()) ? 0xFFFF4040 : 0xFFFFFFFF))`
- Added a large set of Bedrock Molang queries. See the Supported Queries list in the docs for the full set and what each returns.
- Entity state: `is_alive`, `is_moving`, `is_in_lava`, `head_is_in_water`, `is_fire_immune`, `is_invisible`, `is_silent`, `is_sneaking`, `is_sprinting`, `is_swimming`, `is_gliding`, `is_sleeping`, `is_riding`, `has_rider`, `is_leashed`, `is_tamed`, `is_sitting`, `has_gravity`, `has_collision`, `is_spectator`, `is_local_player`, `is_first_person`.
- Movement and rotation: `vertical_speed`, `body_x_rotation`, `body_y_rotation`, `cardinal_facing_2d`, `model_scale`, `swim_amount`, `death_ticks`.
- Items and equipment: `item_in_use_duration`, `item_remaining_use_duration`, `item_max_use_duration`, `has_head_gear`, `equipment_count`, `player_level`, `max_durability`, `remaining_durability`.
- World: `day`, `time_stamp`, `moon_brightness`, `frame_alpha`, `client_max_render_distance`.
- Bedrock names for existing queries: `head_x_rotation` (`head_pitch`), `head_y_rotation` (`head_yaw`), `blocking` (`is_blocking`) and `is_onfire` (`is_on_fire`).
- Added Molang query functions, which take arguments: `query.position(axis)`, `position_delta(axis)`, `movement_direction(axis)`, `is_item_equipped(hand)`, `has_armor_slot(slot)`, `armor_damage_slot(slot)`, `heightmap(x, z)`, `above_top_solid(x, z)`, `camera_distance_range_lerp(near, far)`, `all(...)`, `any(...)`, `approx_eq(...)` and `in_range(value, min, max)`.
### Fixes
- Fixed `easeInQuint` using the same curve as `easeInQuart`.
- Fixed transitions into a reversed animation blending towards the second-to-last keyframe instead of the last frame, causing a small pop when the transition ended. Transitions now blend to exactly the pose the animation starts on, easing included.
- Fixed custom easing types registered with uppercase letters in their name through `AzEasingTypeRegistry#register(String, Function)` never being found by animation files.
- Fixed `AzKeyframe#equals` treating two different keyframes as equal if their hash codes happened to match.
- Fixed `query.is_on_fire` always being 0. It was registered but never set.
- Fixed `query.moon_phase` returning a fraction that grew through the day instead of a whole number, so checks like `query.moon_phase == 4` almost never matched.
- Fixed bone texture overrides rendering with the model's main texture, and leaking into the bones rendered after them (wrong UVs or missing parts) unless every bone was given an override.
- Fixed the auto glowing layer leaving full-bright lighting on the render context, so any layer rendered after it was also full-bright.
### Developer Notes
- **Behavior change:** animations using `easeInQuint` now ease in more sharply, matching `easeOutQuint`, `easeInOutQuint` and the standard quint curve.
- Added `AzKeyframeChannel`, an immutable, baked view of one axis of keyframes with keyframe start/end times and easing curves resolved once. `locate(tick, hint)` does a cached lookup starting from a previous index, `search(tick)` does a binary search, and `transformer(index)` returns a keyframe's baked easing curve. Get them from `AzKeyframeStack#xChannel()`, `yChannel()` and `zChannel()`.
- `AzKeyframeStack` is now a final class instead of a record so it can hold its channels. Its constructors, accessors, `from`, `getLastKeyframeTime()`, `equals` and `hashCode` work the same as before. Channels are snapshots of the keyframe lists: a stack built from lists bakes them right away, and a stack made with the no-argument constructor bakes them the first time they're used, so its lists can be filled before then. Changing a list after its channel is baked has no effect on playback.
- `AzKeyframeExecutor` and `AzKeyframeTransitioner` no longer use `AzAbstractKeyframeExecutor#getAnimationPointAtTick` or `getCurrentKeyframeLocation`. Both are kept (deprecated, and now allocation-free) for compatibility, but overriding them no longer changes how animations are sampled. The new protected helpers are `prepareKeyframeCursors`, `resetKeyframeCursors`, `locateKeyframe`, `writeChannel` and `sampleValue`.
- Easing types registered with `AzEasingTypeRegistry#register(String, Function)` now cache the curves they build, once per argument value, so the function must return the same curve for the same argument. All built-in easings already do.
- Custom easing code should call `Double2DoubleFunction#get(double)` instead of `apply(Double)`, which boxes both the input and the result.
- Added `AzBoneAnimationQueue#addNextRotation`, `addNextPosition` and `addNextScale` overloads that take the target values as plain doubles. The `AzAnimationPoint` versions are kept.
- `AzAutoGlowingLayer` has new constructors taking a `Color` or a `ToIntFunction<AzRendererPipelineContext<K, T>>`, and a protected `getGlowColor(context)` hook for subclasses. The tint is an ARGB color multiplied with the renderer's own color, so the default (no tint) renders exactly as before. Tints work best on white or grey `_glowing` textures. The glow layer now also restores the context's render color after rendering, so a tint never leaks into later layers.
- **Behavior change:** `query.moon_phase` now returns a whole number from 0 to 7. Animations that relied on the old fractional value will step once per day instead of changing smoothly.
- Molang query functions can be registered with `MolangParser.INSTANCE.registerFunction(name, FunctionClass)`. Names are normalized, so animations can call them with `q.` or `query.`. Query functions that read game state should extend `ContextQueryFunction`, which reads the current `MolangQueryContext` and is never folded to a constant when animations load.
- New `MolangQueryContext` (in `core`, with no Minecraft dependencies) supplies the game state for query functions. AzureLib's implementation, `AzMolangQueryContext`, is re-bound by each animator before it evaluates, and exposes the current entity and partial tick for custom query functions.
- New `MolangParser#alias(alias, target)` makes two names share one variable.
- Function calls in Molang are now looked up with normalized names, so any registered function can be called with the short `q.`, `v.`, `t.` or `c.` prefix.
- Added `AzBoneCache#wasRotationAnimatedThisFrame`, `wasPositionAnimatedThisFrame` and `wasScaleAnimatedThisFrame`. Call them in `setCustomAnimations` to tell whether a controller moved a bone this frame, so code can add to the animated value when there is one and start from the default pose when there isn't. Adding to a bone's current value without this check makes un-animated bones drift a little further every frame.
- Added `AzEasingTypeRegistry#registerStateless(String, Double2DoubleFunction)` for easing types whose curve doesn't take an argument. The curve is built once and shared by every keyframe. The built-in argument-free easings now use it.
- Added `AzEasingType#resolveTransformer(AzKeyframe)`, which lets an easing type hand over a keyframe's curve when the animation loads. It returns `null` by default, which keeps resolving the curve at playback, so existing custom easing types are unaffected. Built-in easings only bake curves whose argument is a fixed value.
- Added `AzAnimationPoint#bakedTransformer()` and a `set` overload that carries it, plus `Constant#isFixed()`, which is `true` for shared constants from `Constant.of` that can't change.
release
azurelib-fabric-1.18.2-3.2.16.jar
3.2.166 окт. 2026 г.6Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.16
### Additions
- Animations are now cheaper to play, especially with many bones or long animations:
- Each controller remembers which keyframe every bone was on last frame and continues from there, instead of searching the bone's keyframes (and allocating a new array to do it) every frame. This works the same playing forwards, reversed and in `PING_PONG`; bigger jumps like looping back to the start fall back to a binary search over keyframe times calculated once when the animation loads.
- Sampling keyframes no longer creates any objects. Values are written straight into the bone's animation slots instead of a new `AzAnimationPoint` per axis.
- Linear keyframes skip the easing system entirely.
- Easing curves are built once and reused instead of being rebuilt for every keyframe every frame. Curves that don't take an argument (sine, quad, cubic, quart, quint, expo, circ) are built when AzureLib loads. Curves with an argument (back, elastic, bounce, step) are resolved once per keyframe when the animation loads, so playback doesn't look them up at all.
- Easing math no longer boxes every value into a `Double`.
- Keyframe event checks (sounds, particles, custom instructions), bone animation lookups and bone/keyframe hashing no longer allocate every frame.
- The auto glowing layer can now tint emissive textures. Pass a color, or a function of the render context for tints that change or pulse, straight to `AzAutoGlowingLayer`:
- `.addRenderLayer(new AzAutoGlowingLayer<>(Color.RED))`
- `.addRenderLayer(new AzAutoGlowingLayer<>(context -> isAngry(context.animatable()) ? 0xFFFF4040 : 0xFFFFFFFF))`
- Added a large set of Bedrock Molang queries. See the Supported Queries list in the docs for the full set and what each returns.
- Entity state: `is_alive`, `is_moving`, `is_in_lava`, `head_is_in_water`, `is_fire_immune`, `is_invisible`, `is_silent`, `is_sneaking`, `is_sprinting`, `is_swimming`, `is_gliding`, `is_sleeping`, `is_riding`, `has_rider`, `is_leashed`, `is_tamed`, `is_sitting`, `has_gravity`, `has_collision`, `is_spectator`, `is_local_player`, `is_first_person`.
- Movement and rotation: `vertical_speed`, `body_x_rotation`, `body_y_rotation`, `cardinal_facing_2d`, `model_scale`, `swim_amount`, `death_ticks`.
- Items and equipment: `item_in_use_duration`, `item_remaining_use_duration`, `item_max_use_duration`, `has_head_gear`, `equipment_count`, `player_level`, `max_durability`, `remaining_durability`.
- World: `day`, `time_stamp`, `moon_brightness`, `frame_alpha`, `client_max_render_distance`.
- Bedrock names for existing queries: `head_x_rotation` (`head_pitch`), `head_y_rotation` (`head_yaw`), `blocking` (`is_blocking`) and `is_onfire` (`is_on_fire`).
- Added Molang query functions, which take arguments: `query.position(axis)`, `position_delta(axis)`, `movement_direction(axis)`, `is_item_equipped(hand)`, `has_armor_slot(slot)`, `armor_damage_slot(slot)`, `heightmap(x, z)`, `above_top_solid(x, z)`, `camera_distance_range_lerp(near, far)`, `all(...)`, `any(...)`, `approx_eq(...)` and `in_range(value, min, max)`.
### Fixes
- Fixed `easeInQuint` using the same curve as `easeInQuart`.
- Fixed transitions into a reversed animation blending towards the second-to-last keyframe instead of the last frame, causing a small pop when the transition ended. Transitions now blend to exactly the pose the animation starts on, easing included.
- Fixed custom easing types registered with uppercase letters in their name through `AzEasingTypeRegistry#register(String, Function)` never being found by animation files.
- Fixed `AzKeyframe#equals` treating two different keyframes as equal if their hash codes happened to match.
- Fixed `query.is_on_fire` always being 0. It was registered but never set.
- Fixed `query.moon_phase` returning a fraction that grew through the day instead of a whole number, so checks like `query.moon_phase == 4` almost never matched.
- Fixed bone texture overrides rendering with the model's main texture, and leaking into the bones rendered after them (wrong UVs or missing parts) unless every bone was given an override.
- Fixed the auto glowing layer leaving full-bright lighting on the render context, so any layer rendered after it was also full-bright.
### Developer Notes
- **Behavior change:** animations using `easeInQuint` now ease in more sharply, matching `easeOutQuint`, `easeInOutQuint` and the standard quint curve.
- Added `AzKeyframeChannel`, an immutable, baked view of one axis of keyframes with keyframe start/end times and easing curves resolved once. `locate(tick, hint)` does a cached lookup starting from a previous index, `search(tick)` does a binary search, and `transformer(index)` returns a keyframe's baked easing curve. Get them from `AzKeyframeStack#xChannel()`, `yChannel()` and `zChannel()`.
- `AzKeyframeStack` is now a final class instead of a record so it can hold its channels. Its constructors, accessors, `from`, `getLastKeyframeTime()`, `equals` and `hashCode` work the same as before. Channels are snapshots of the keyframe lists: a stack built from lists bakes them right away, and a stack made with the no-argument constructor bakes them the first time they're used, so its lists can be filled before then. Changing a list after its channel is baked has no effect on playback.
- `AzKeyframeExecutor` and `AzKeyframeTransitioner` no longer use `AzAbstractKeyframeExecutor#getAnimationPointAtTick` or `getCurrentKeyframeLocation`. Both are kept (deprecated, and now allocation-free) for compatibility, but overriding them no longer changes how animations are sampled. The new protected helpers are `prepareKeyframeCursors`, `resetKeyframeCursors`, `locateKeyframe`, `writeChannel` and `sampleValue`.
- Easing types registered with `AzEasingTypeRegistry#register(String, Function)` now cache the curves they build, once per argument value, so the function must return the same curve for the same argument. All built-in easings already do.
- Custom easing code should call `Double2DoubleFunction#get(double)` instead of `apply(Double)`, which boxes both the input and the result.
- Added `AzBoneAnimationQueue#addNextRotation`, `addNextPosition` and `addNextScale` overloads that take the target values as plain doubles. The `AzAnimationPoint` versions are kept.
- `AzAutoGlowingLayer` has new constructors taking a `Color` or a `ToIntFunction<AzRendererPipelineContext<K, T>>`, and a protected `getGlowColor(context)` hook for subclasses. The tint is an ARGB color multiplied with the renderer's own color, so the default (no tint) renders exactly as before. Tints work best on white or grey `_glowing` textures. The glow layer now also restores the context's render color after rendering, so a tint never leaks into later layers.
- **Behavior change:** `query.moon_phase` now returns a whole number from 0 to 7. Animations that relied on the old fractional value will step once per day instead of changing smoothly.
- Molang query functions can be registered with `MolangParser.INSTANCE.registerFunction(name, FunctionClass)`. Names are normalized, so animations can call them with `q.` or `query.`. Query functions that read game state should extend `ContextQueryFunction`, which reads the current `MolangQueryContext` and is never folded to a constant when animations load.
- New `MolangQueryContext` (in `core`, with no Minecraft dependencies) supplies the game state for query functions. AzureLib's implementation, `AzMolangQueryContext`, is re-bound by each animator before it evaluates, and exposes the current entity and partial tick for custom query functions.
- New `MolangParser#alias(alias, target)` makes two names share one variable.
- Function calls in Molang are now looked up with normalized names, so any registered function can be called with the short `q.`, `v.`, `t.` or `c.` prefix.
- Added `AzBoneCache#wasRotationAnimatedThisFrame`, `wasPositionAnimatedThisFrame` and `wasScaleAnimatedThisFrame`. Call them in `setCustomAnimations` to tell whether a controller moved a bone this frame, so code can add to the animated value when there is one and start from the default pose when there isn't. Adding to a bone's current value without this check makes un-animated bones drift a little further every frame.
- Added `AzEasingTypeRegistry#registerStateless(String, Double2DoubleFunction)` for easing types whose curve doesn't take an argument. The curve is built once and shared by every keyframe. The built-in argument-free easings now use it.
- Added `AzEasingType#resolveTransformer(AzKeyframe)`, which lets an easing type hand over a keyframe's curve when the animation loads. It returns `null` by default, which keeps resolving the curve at playback, so existing custom easing types are unaffected. Built-in easings only bake curves whose argument is a fixed value.
- Added `AzAnimationPoint#bakedTransformer()` and a `set` overload that carries it, plus `Constant#isFixed()`, which is `true` for shared constants from `Constant.of` that can't change.
release
azurelib-forge-1.19.2-3.2.16.jar
3.2.166 окт. 2026 г.26Minecraft: 1.19.2forge
Что нового
v3.2.16
### Additions
- Animations are now cheaper to play, especially with many bones or long animations:
- Each controller remembers which keyframe every bone was on last frame and continues from there, instead of searching the bone's keyframes (and allocating a new array to do it) every frame. This works the same playing forwards, reversed and in `PING_PONG`; bigger jumps like looping back to the start fall back to a binary search over keyframe times calculated once when the animation loads.
- Sampling keyframes no longer creates any objects. Values are written straight into the bone's animation slots instead of a new `AzAnimationPoint` per axis.
- Linear keyframes skip the easing system entirely.
- Easing curves are built once and reused instead of being rebuilt for every keyframe every frame. Curves that don't take an argument (sine, quad, cubic, quart, quint, expo, circ) are built when AzureLib loads. Curves with an argument (back, elastic, bounce, step) are resolved once per keyframe when the animation loads, so playback doesn't look them up at all.
- Easing math no longer boxes every value into a `Double`.
- Keyframe event checks (sounds, particles, custom instructions), bone animation lookups and bone/keyframe hashing no longer allocate every frame.
- The auto glowing layer can now tint emissive textures. Pass a color, or a function of the render context for tints that change or pulse, straight to `AzAutoGlowingLayer`:
- `.addRenderLayer(new AzAutoGlowingLayer<>(Color.RED))`
- `.addRenderLayer(new AzAutoGlowingLayer<>(context -> isAngry(context.animatable()) ? 0xFFFF4040 : 0xFFFFFFFF))`
- Added a large set of Bedrock Molang queries. See the Supported Queries list in the docs for the full set and what each returns.
- Entity state: `is_alive`, `is_moving`, `is_in_lava`, `head_is_in_water`, `is_fire_immune`, `is_invisible`, `is_silent`, `is_sneaking`, `is_sprinting`, `is_swimming`, `is_gliding`, `is_sleeping`, `is_riding`, `has_rider`, `is_leashed`, `is_tamed`, `is_sitting`, `has_gravity`, `has_collision`, `is_spectator`, `is_local_player`, `is_first_person`.
- Movement and rotation: `vertical_speed`, `body_x_rotation`, `body_y_rotation`, `cardinal_facing_2d`, `model_scale`, `swim_amount`, `death_ticks`.
- Items and equipment: `item_in_use_duration`, `item_remaining_use_duration`, `item_max_use_duration`, `has_head_gear`, `equipment_count`, `player_level`, `max_durability`, `remaining_durability`.
- World: `day`, `time_stamp`, `moon_brightness`, `frame_alpha`, `client_max_render_distance`.
- Bedrock names for existing queries: `head_x_rotation` (`head_pitch`), `head_y_rotation` (`head_yaw`), `blocking` (`is_blocking`) and `is_onfire` (`is_on_fire`).
- Added Molang query functions, which take arguments: `query.position(axis)`, `position_delta(axis)`, `movement_direction(axis)`, `is_item_equipped(hand)`, `has_armor_slot(slot)`, `armor_damage_slot(slot)`, `heightmap(x, z)`, `above_top_solid(x, z)`, `camera_distance_range_lerp(near, far)`, `all(...)`, `any(...)`, `approx_eq(...)` and `in_range(value, min, max)`.
### Fixes
- Fixed `easeInQuint` using the same curve as `easeInQuart`.
- Fixed transitions into a reversed animation blending towards the second-to-last keyframe instead of the last frame, causing a small pop when the transition ended. Transitions now blend to exactly the pose the animation starts on, easing included.
- Fixed custom easing types registered with uppercase letters in their name through `AzEasingTypeRegistry#register(String, Function)` never being found by animation files.
- Fixed `AzKeyframe#equals` treating two different keyframes as equal if their hash codes happened to match.
- Fixed `query.is_on_fire` always being 0. It was registered but never set.
- Fixed `query.moon_phase` returning a fraction that grew through the day instead of a whole number, so checks like `query.moon_phase == 4` almost never matched.
- Fixed bone texture overrides rendering with the model's main texture, and leaking into the bones rendered after them (wrong UVs or missing parts) unless every bone was given an override.
- Fixed the auto glowing layer leaving full-bright lighting on the render context, so any layer rendered after it was also full-bright.
### Developer Notes
- **Behavior change:** animations using `easeInQuint` now ease in more sharply, matching `easeOutQuint`, `easeInOutQuint` and the standard quint curve.
- Added `AzKeyframeChannel`, an immutable, baked view of one axis of keyframes with keyframe start/end times and easing curves resolved once. `locate(tick, hint)` does a cached lookup starting from a previous index, `search(tick)` does a binary search, and `transformer(index)` returns a keyframe's baked easing curve. Get them from `AzKeyframeStack#xChannel()`, `yChannel()` and `zChannel()`.
- `AzKeyframeStack` is now a final class instead of a record so it can hold its channels. Its constructors, accessors, `from`, `getLastKeyframeTime()`, `equals` and `hashCode` work the same as before. Channels are snapshots of the keyframe lists: a stack built from lists bakes them right away, and a stack made with the no-argument constructor bakes them the first time they're used, so its lists can be filled before then. Changing a list after its channel is baked has no effect on playback.
- `AzKeyframeExecutor` and `AzKeyframeTransitioner` no longer use `AzAbstractKeyframeExecutor#getAnimationPointAtTick` or `getCurrentKeyframeLocation`. Both are kept (deprecated, and now allocation-free) for compatibility, but overriding them no longer changes how animations are sampled. The new protected helpers are `prepareKeyframeCursors`, `resetKeyframeCursors`, `locateKeyframe`, `writeChannel` and `sampleValue`.
- Easing types registered with `AzEasingTypeRegistry#register(String, Function)` now cache the curves they build, once per argument value, so the function must return the same curve for the same argument. All built-in easings already do.
- Custom easing code should call `Double2DoubleFunction#get(double)` instead of `apply(Double)`, which boxes both the input and the result.
- Added `AzBoneAnimationQueue#addNextRotation`, `addNextPosition` and `addNextScale` overloads that take the target values as plain doubles. The `AzAnimationPoint` versions are kept.
- `AzAutoGlowingLayer` has new constructors taking a `Color` or a `ToIntFunction<AzRendererPipelineContext<K, T>>`, and a protected `getGlowColor(context)` hook for subclasses. The tint is an ARGB color multiplied with the renderer's own color, so the default (no tint) renders exactly as before. Tints work best on white or grey `_glowing` textures. The glow layer now also restores the context's render color after rendering, so a tint never leaks into later layers.
- **Behavior change:** `query.moon_phase` now returns a whole number from 0 to 7. Animations that relied on the old fractional value will step once per day instead of changing smoothly.
- Molang query functions can be registered with `MolangParser.INSTANCE.registerFunction(name, FunctionClass)`. Names are normalized, so animations can call them with `q.` or `query.`. Query functions that read game state should extend `ContextQueryFunction`, which reads the current `MolangQueryContext` and is never folded to a constant when animations load.
- New `MolangQueryContext` (in `core`, with no Minecraft dependencies) supplies the game state for query functions. AzureLib's implementation, `AzMolangQueryContext`, is re-bound by each animator before it evaluates, and exposes the current entity and partial tick for custom query functions.
- New `MolangParser#alias(alias, target)` makes two names share one variable.
- Function calls in Molang are now looked up with normalized names, so any registered function can be called with the short `q.`, `v.`, `t.` or `c.` prefix.
- Added `AzBoneCache#wasRotationAnimatedThisFrame`, `wasPositionAnimatedThisFrame` and `wasScaleAnimatedThisFrame`. Call them in `setCustomAnimations` to tell whether a controller moved a bone this frame, so code can add to the animated value when there is one and start from the default pose when there isn't. Adding to a bone's current value without this check makes un-animated bones drift a little further every frame.
- Added `AzEasingTypeRegistry#registerStateless(String, Double2DoubleFunction)` for easing types whose curve doesn't take an argument. The curve is built once and shared by every keyframe. The built-in argument-free easings now use it.
- Added `AzEasingType#resolveTransformer(AzKeyframe)`, which lets an easing type hand over a keyframe's curve when the animation loads. It returns `null` by default, which keeps resolving the curve at playback, so existing custom easing types are unaffected. Built-in easings only bake curves whose argument is a fixed value.
- Added `AzAnimationPoint#bakedTransformer()` and a `set` overload that carries it, plus `Constant#isFixed()`, which is `true` for shared constants from `Constant.of` that can't change.
release
azurelib-fabric-1.19.2-3.2.16.jar
3.2.166 окт. 2026 г.18Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.16
### Additions
- Animations are now cheaper to play, especially with many bones or long animations:
- Each controller remembers which keyframe every bone was on last frame and continues from there, instead of searching the bone's keyframes (and allocating a new array to do it) every frame. This works the same playing forwards, reversed and in `PING_PONG`; bigger jumps like looping back to the start fall back to a binary search over keyframe times calculated once when the animation loads.
- Sampling keyframes no longer creates any objects. Values are written straight into the bone's animation slots instead of a new `AzAnimationPoint` per axis.
- Linear keyframes skip the easing system entirely.
- Easing curves are built once and reused instead of being rebuilt for every keyframe every frame. Curves that don't take an argument (sine, quad, cubic, quart, quint, expo, circ) are built when AzureLib loads. Curves with an argument (back, elastic, bounce, step) are resolved once per keyframe when the animation loads, so playback doesn't look them up at all.
- Easing math no longer boxes every value into a `Double`.
- Keyframe event checks (sounds, particles, custom instructions), bone animation lookups and bone/keyframe hashing no longer allocate every frame.
- The auto glowing layer can now tint emissive textures. Pass a color, or a function of the render context for tints that change or pulse, straight to `AzAutoGlowingLayer`:
- `.addRenderLayer(new AzAutoGlowingLayer<>(Color.RED))`
- `.addRenderLayer(new AzAutoGlowingLayer<>(context -> isAngry(context.animatable()) ? 0xFFFF4040 : 0xFFFFFFFF))`
- Added a large set of Bedrock Molang queries. See the Supported Queries list in the docs for the full set and what each returns.
- Entity state: `is_alive`, `is_moving`, `is_in_lava`, `head_is_in_water`, `is_fire_immune`, `is_invisible`, `is_silent`, `is_sneaking`, `is_sprinting`, `is_swimming`, `is_gliding`, `is_sleeping`, `is_riding`, `has_rider`, `is_leashed`, `is_tamed`, `is_sitting`, `has_gravity`, `has_collision`, `is_spectator`, `is_local_player`, `is_first_person`.
- Movement and rotation: `vertical_speed`, `body_x_rotation`, `body_y_rotation`, `cardinal_facing_2d`, `model_scale`, `swim_amount`, `death_ticks`.
- Items and equipment: `item_in_use_duration`, `item_remaining_use_duration`, `item_max_use_duration`, `has_head_gear`, `equipment_count`, `player_level`, `max_durability`, `remaining_durability`.
- World: `day`, `time_stamp`, `moon_brightness`, `frame_alpha`, `client_max_render_distance`.
- Bedrock names for existing queries: `head_x_rotation` (`head_pitch`), `head_y_rotation` (`head_yaw`), `blocking` (`is_blocking`) and `is_onfire` (`is_on_fire`).
- Added Molang query functions, which take arguments: `query.position(axis)`, `position_delta(axis)`, `movement_direction(axis)`, `is_item_equipped(hand)`, `has_armor_slot(slot)`, `armor_damage_slot(slot)`, `heightmap(x, z)`, `above_top_solid(x, z)`, `camera_distance_range_lerp(near, far)`, `all(...)`, `any(...)`, `approx_eq(...)` and `in_range(value, min, max)`.
### Fixes
- Fixed `easeInQuint` using the same curve as `easeInQuart`.
- Fixed transitions into a reversed animation blending towards the second-to-last keyframe instead of the last frame, causing a small pop when the transition ended. Transitions now blend to exactly the pose the animation starts on, easing included.
- Fixed custom easing types registered with uppercase letters in their name through `AzEasingTypeRegistry#register(String, Function)` never being found by animation files.
- Fixed `AzKeyframe#equals` treating two different keyframes as equal if their hash codes happened to match.
- Fixed `query.is_on_fire` always being 0. It was registered but never set.
- Fixed `query.moon_phase` returning a fraction that grew through the day instead of a whole number, so checks like `query.moon_phase == 4` almost never matched.
- Fixed bone texture overrides rendering with the model's main texture, and leaking into the bones rendered after them (wrong UVs or missing parts) unless every bone was given an override.
- Fixed the auto glowing layer leaving full-bright lighting on the render context, so any layer rendered after it was also full-bright.
### Developer Notes
- **Behavior change:** animations using `easeInQuint` now ease in more sharply, matching `easeOutQuint`, `easeInOutQuint` and the standard quint curve.
- Added `AzKeyframeChannel`, an immutable, baked view of one axis of keyframes with keyframe start/end times and easing curves resolved once. `locate(tick, hint)` does a cached lookup starting from a previous index, `search(tick)` does a binary search, and `transformer(index)` returns a keyframe's baked easing curve. Get them from `AzKeyframeStack#xChannel()`, `yChannel()` and `zChannel()`.
- `AzKeyframeStack` is now a final class instead of a record so it can hold its channels. Its constructors, accessors, `from`, `getLastKeyframeTime()`, `equals` and `hashCode` work the same as before. Channels are snapshots of the keyframe lists: a stack built from lists bakes them right away, and a stack made with the no-argument constructor bakes them the first time they're used, so its lists can be filled before then. Changing a list after its channel is baked has no effect on playback.
- `AzKeyframeExecutor` and `AzKeyframeTransitioner` no longer use `AzAbstractKeyframeExecutor#getAnimationPointAtTick` or `getCurrentKeyframeLocation`. Both are kept (deprecated, and now allocation-free) for compatibility, but overriding them no longer changes how animations are sampled. The new protected helpers are `prepareKeyframeCursors`, `resetKeyframeCursors`, `locateKeyframe`, `writeChannel` and `sampleValue`.
- Easing types registered with `AzEasingTypeRegistry#register(String, Function)` now cache the curves they build, once per argument value, so the function must return the same curve for the same argument. All built-in easings already do.
- Custom easing code should call `Double2DoubleFunction#get(double)` instead of `apply(Double)`, which boxes both the input and the result.
- Added `AzBoneAnimationQueue#addNextRotation`, `addNextPosition` and `addNextScale` overloads that take the target values as plain doubles. The `AzAnimationPoint` versions are kept.
- `AzAutoGlowingLayer` has new constructors taking a `Color` or a `ToIntFunction<AzRendererPipelineContext<K, T>>`, and a protected `getGlowColor(context)` hook for subclasses. The tint is an ARGB color multiplied with the renderer's own color, so the default (no tint) renders exactly as before. Tints work best on white or grey `_glowing` textures. The glow layer now also restores the context's render color after rendering, so a tint never leaks into later layers.
- **Behavior change:** `query.moon_phase` now returns a whole number from 0 to 7. Animations that relied on the old fractional value will step once per day instead of changing smoothly.
- Molang query functions can be registered with `MolangParser.INSTANCE.registerFunction(name, FunctionClass)`. Names are normalized, so animations can call them with `q.` or `query.`. Query functions that read game state should extend `ContextQueryFunction`, which reads the current `MolangQueryContext` and is never folded to a constant when animations load.
- New `MolangQueryContext` (in `core`, with no Minecraft dependencies) supplies the game state for query functions. AzureLib's implementation, `AzMolangQueryContext`, is re-bound by each animator before it evaluates, and exposes the current entity and partial tick for custom query functions.
- New `MolangParser#alias(alias, target)` makes two names share one variable.
- Function calls in Molang are now looked up with normalized names, so any registered function can be called with the short `q.`, `v.`, `t.` or `c.` prefix.
- Added `AzBoneCache#wasRotationAnimatedThisFrame`, `wasPositionAnimatedThisFrame` and `wasScaleAnimatedThisFrame`. Call them in `setCustomAnimations` to tell whether a controller moved a bone this frame, so code can add to the animated value when there is one and start from the default pose when there isn't. Adding to a bone's current value without this check makes un-animated bones drift a little further every frame.
- Added `AzEasingTypeRegistry#registerStateless(String, Double2DoubleFunction)` for easing types whose curve doesn't take an argument. The curve is built once and shared by every keyframe. The built-in argument-free easings now use it.
- Added `AzEasingType#resolveTransformer(AzKeyframe)`, which lets an easing type hand over a keyframe's curve when the animation loads. It returns `null` by default, which keeps resolving the curve at playback, so existing custom easing types are unaffected. Built-in easings only bake curves whose argument is a fixed value.
- Added `AzAnimationPoint#bakedTransformer()` and a `set` overload that carries it, plus `Constant#isFixed()`, which is `true` for shared constants from `Constant.of` that can't change.
release
azurelib-neo-1.20.1-3.1.17.jar
3.1.176 окт. 2026 г.4,9 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.17
### Additions
- Animations are now cheaper to play, especially with many bones or long animations:
- Each controller remembers which keyframe every bone was on last frame and continues from there, instead of searching the bone's keyframes (and allocating a new array to do it) every frame. This works the same playing forwards, reversed and in `PING_PONG`; bigger jumps like looping back to the start fall back to a binary search over keyframe times calculated once when the animation loads.
- Sampling keyframes no longer creates any objects. Values are written straight into the bone's animation slots instead of a new `AzAnimationPoint` per axis.
- Linear keyframes skip the easing system entirely.
- Easing curves are built once and reused instead of being rebuilt for every keyframe every frame. Curves that don't take an argument (sine, quad, cubic, quart, quint, expo, circ) are built when AzureLib loads. Curves with an argument (back, elastic, bounce, step) are resolved once per keyframe when the animation loads, so playback doesn't look them up at all.
- Easing math no longer boxes every value into a `Double`.
- Keyframe event checks (sounds, particles, custom instructions), bone animation lookups and bone/keyframe hashing no longer allocate every frame.
- The auto glowing layer can now tint emissive textures. Pass a color, or a function of the render context for tints that change or pulse, straight to `AzAutoGlowingLayer`:
- `.addRenderLayer(new AzAutoGlowingLayer<>(Color.RED))`
- `.addRenderLayer(new AzAutoGlowingLayer<>(context -> isAngry(context.animatable()) ? 0xFFFF4040 : 0xFFFFFFFF))`
- Added a large set of Bedrock Molang queries. See the Supported Queries list in the docs for the full set and what each returns.
- Entity state: `is_alive`, `is_moving`, `is_in_lava`, `head_is_in_water`, `is_fire_immune`, `is_invisible`, `is_silent`, `is_sneaking`, `is_sprinting`, `is_swimming`, `is_gliding`, `is_sleeping`, `is_riding`, `has_rider`, `is_leashed`, `is_tamed`, `is_sitting`, `has_gravity`, `has_collision`, `is_spectator`, `is_local_player`, `is_first_person`.
- Movement and rotation: `vertical_speed`, `body_x_rotation`, `body_y_rotation`, `cardinal_facing_2d`, `model_scale`, `swim_amount`, `death_ticks`.
- Items and equipment: `item_in_use_duration`, `item_remaining_use_duration`, `item_max_use_duration`, `has_head_gear`, `equipment_count`, `player_level`, `max_durability`, `remaining_durability`.
- World: `day`, `time_stamp`, `moon_brightness`, `frame_alpha`, `client_max_render_distance`.
- Bedrock names for existing queries: `head_x_rotation` (`head_pitch`), `head_y_rotation` (`head_yaw`), `blocking` (`is_blocking`) and `is_onfire` (`is_on_fire`).
- Added Molang query functions, which take arguments: `query.position(axis)`, `position_delta(axis)`, `movement_direction(axis)`, `is_item_equipped(hand)`, `has_armor_slot(slot)`, `armor_damage_slot(slot)`, `heightmap(x, z)`, `above_top_solid(x, z)`, `camera_distance_range_lerp(near, far)`, `all(...)`, `any(...)`, `approx_eq(...)` and `in_range(value, min, max)`.
### Fixes
- Fixed `easeInQuint` using the same curve as `easeInQuart`.
- Fixed transitions into a reversed animation blending towards the second-to-last keyframe instead of the last frame, causing a small pop when the transition ended. Transitions now blend to exactly the pose the animation starts on, easing included.
- Fixed custom easing types registered with uppercase letters in their name through `AzEasingTypeRegistry#register(String, Function)` never being found by animation files.
- Fixed `AzKeyframe#equals` treating two different keyframes as equal if their hash codes happened to match.
- Fixed `query.is_on_fire` always being 0. It was registered but never set.
- Fixed `query.moon_phase` returning a fraction that grew through the day instead of a whole number, so checks like `query.moon_phase == 4` almost never matched.
- Fixed bone texture overrides rendering with the model's main texture, and leaking into the bones rendered after them (wrong UVs or missing parts) unless every bone was given an override.
- Fixed the auto glowing layer leaving full-bright lighting on the render context, so any layer rendered after it was also full-bright.
### Developer Notes
- **Behavior change:** animations using `easeInQuint` now ease in more sharply, matching `easeOutQuint`, `easeInOutQuint` and the standard quint curve.
- Added `AzKeyframeChannel`, an immutable, baked view of one axis of keyframes with keyframe start/end times and easing curves resolved once. `locate(tick, hint)` does a cached lookup starting from a previous index, `search(tick)` does a binary search, and `transformer(index)` returns a keyframe's baked easing curve. Get them from `AzKeyframeStack#xChannel()`, `yChannel()` and `zChannel()`.
- `AzKeyframeStack` is now a final class instead of a record so it can hold its channels. Its constructors, accessors, `from`, `getLastKeyframeTime()`, `equals` and `hashCode` work the same as before. Channels are snapshots of the keyframe lists: a stack built from lists bakes them right away, and a stack made with the no-argument constructor bakes them the first time they're used, so its lists can be filled before then. Changing a list after its channel is baked has no effect on playback.
- `AzKeyframeExecutor` and `AzKeyframeTransitioner` no longer use `AzAbstractKeyframeExecutor#getAnimationPointAtTick` or `getCurrentKeyframeLocation`. Both are kept (deprecated, and now allocation-free) for compatibility, but overriding them no longer changes how animations are sampled. The new protected helpers are `prepareKeyframeCursors`, `resetKeyframeCursors`, `locateKeyframe`, `writeChannel` and `sampleValue`.
- Easing types registered with `AzEasingTypeRegistry#register(String, Function)` now cache the curves they build, once per argument value, so the function must return the same curve for the same argument. All built-in easings already do.
- Custom easing code should call `Double2DoubleFunction#get(double)` instead of `apply(Double)`, which boxes both the input and the result.
- Added `AzBoneAnimationQueue#addNextRotation`, `addNextPosition` and `addNextScale` overloads that take the target values as plain doubles. The `AzAnimationPoint` versions are kept.
- `AzAutoGlowingLayer` has new constructors taking a `Color` or a `ToIntFunction<AzRendererPipelineContext<K, T>>`, and a protected `getGlowColor(context)` hook for subclasses. The tint is an ARGB color multiplied with the renderer's own color, so the default (no tint) renders exactly as before. Tints work best on white or grey `_glowing` textures. The glow layer now also restores the context's render color after rendering, so a tint never leaks into later layers.
- **Behavior change:** `query.moon_phase` now returns a whole number from 0 to 7. Animations that relied on the old fractional value will step once per day instead of changing smoothly.
- Molang query functions can be registered with `MolangParser.INSTANCE.registerFunction(name, FunctionClass)`. Names are normalized, so animations can call them with `q.` or `query.`. Query functions that read game state should extend `ContextQueryFunction`, which reads the current `MolangQueryContext` and is never folded to a constant when animations load.
- New `MolangQueryContext` (in `core`, with no Minecraft dependencies) supplies the game state for query functions. AzureLib's implementation, `AzMolangQueryContext`, is re-bound by each animator before it evaluates, and exposes the current entity and partial tick for custom query functions.
- New `MolangParser#alias(alias, target)` makes two names share one variable.
- Function calls in Molang are now looked up with normalized names, so any registered function can be called with the short `q.`, `v.`, `t.` or `c.` prefix.
- Added `AzBoneCache#wasRotationAnimatedThisFrame`, `wasPositionAnimatedThisFrame` and `wasScaleAnimatedThisFrame`. Call them in `setCustomAnimations` to tell whether a controller moved a bone this frame, so code can add to the animated value when there is one and start from the default pose when there isn't. Adding to a bone's current value without this check makes un-animated bones drift a little further every frame.
- Added `AzEasingTypeRegistry#registerStateless(String, Double2DoubleFunction)` for easing types whose curve doesn't take an argument. The curve is built once and shared by every keyframe. The built-in argument-free easings now use it.
- Added `AzEasingType#resolveTransformer(AzKeyframe)`, which lets an easing type hand over a keyframe's curve when the animation loads. It returns `null` by default, which keeps resolving the curve at playback, so existing custom easing types are unaffected. Built-in easings only bake curves whose argument is a fixed value.
- Added `AzAnimationPoint#bakedTransformer()` and a `set` overload that carries it, plus `Constant#isFixed()`, which is `true` for shared constants from `Constant.of` that can't change.
release
azurelib-fabric-1.20.1-3.1.17.jar
3.1.176 окт. 2026 г.1,2 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.17
### Additions
- Animations are now cheaper to play, especially with many bones or long animations:
- Each controller remembers which keyframe every bone was on last frame and continues from there, instead of searching the bone's keyframes (and allocating a new array to do it) every frame. This works the same playing forwards, reversed and in `PING_PONG`; bigger jumps like looping back to the start fall back to a binary search over keyframe times calculated once when the animation loads.
- Sampling keyframes no longer creates any objects. Values are written straight into the bone's animation slots instead of a new `AzAnimationPoint` per axis.
- Linear keyframes skip the easing system entirely.
- Easing curves are built once and reused instead of being rebuilt for every keyframe every frame. Curves that don't take an argument (sine, quad, cubic, quart, quint, expo, circ) are built when AzureLib loads. Curves with an argument (back, elastic, bounce, step) are resolved once per keyframe when the animation loads, so playback doesn't look them up at all.
- Easing math no longer boxes every value into a `Double`.
- Keyframe event checks (sounds, particles, custom instructions), bone animation lookups and bone/keyframe hashing no longer allocate every frame.
- The auto glowing layer can now tint emissive textures. Pass a color, or a function of the render context for tints that change or pulse, straight to `AzAutoGlowingLayer`:
- `.addRenderLayer(new AzAutoGlowingLayer<>(Color.RED))`
- `.addRenderLayer(new AzAutoGlowingLayer<>(context -> isAngry(context.animatable()) ? 0xFFFF4040 : 0xFFFFFFFF))`
- Added a large set of Bedrock Molang queries. See the Supported Queries list in the docs for the full set and what each returns.
- Entity state: `is_alive`, `is_moving`, `is_in_lava`, `head_is_in_water`, `is_fire_immune`, `is_invisible`, `is_silent`, `is_sneaking`, `is_sprinting`, `is_swimming`, `is_gliding`, `is_sleeping`, `is_riding`, `has_rider`, `is_leashed`, `is_tamed`, `is_sitting`, `has_gravity`, `has_collision`, `is_spectator`, `is_local_player`, `is_first_person`.
- Movement and rotation: `vertical_speed`, `body_x_rotation`, `body_y_rotation`, `cardinal_facing_2d`, `model_scale`, `swim_amount`, `death_ticks`.
- Items and equipment: `item_in_use_duration`, `item_remaining_use_duration`, `item_max_use_duration`, `has_head_gear`, `equipment_count`, `player_level`, `max_durability`, `remaining_durability`.
- World: `day`, `time_stamp`, `moon_brightness`, `frame_alpha`, `client_max_render_distance`.
- Bedrock names for existing queries: `head_x_rotation` (`head_pitch`), `head_y_rotation` (`head_yaw`), `blocking` (`is_blocking`) and `is_onfire` (`is_on_fire`).
- Added Molang query functions, which take arguments: `query.position(axis)`, `position_delta(axis)`, `movement_direction(axis)`, `is_item_equipped(hand)`, `has_armor_slot(slot)`, `armor_damage_slot(slot)`, `heightmap(x, z)`, `above_top_solid(x, z)`, `camera_distance_range_lerp(near, far)`, `all(...)`, `any(...)`, `approx_eq(...)` and `in_range(value, min, max)`.
### Fixes
- Fixed `easeInQuint` using the same curve as `easeInQuart`.
- Fixed transitions into a reversed animation blending towards the second-to-last keyframe instead of the last frame, causing a small pop when the transition ended. Transitions now blend to exactly the pose the animation starts on, easing included.
- Fixed custom easing types registered with uppercase letters in their name through `AzEasingTypeRegistry#register(String, Function)` never being found by animation files.
- Fixed `AzKeyframe#equals` treating two different keyframes as equal if their hash codes happened to match.
- Fixed `query.is_on_fire` always being 0. It was registered but never set.
- Fixed `query.moon_phase` returning a fraction that grew through the day instead of a whole number, so checks like `query.moon_phase == 4` almost never matched.
- Fixed bone texture overrides rendering with the model's main texture, and leaking into the bones rendered after them (wrong UVs or missing parts) unless every bone was given an override.
- Fixed the auto glowing layer leaving full-bright lighting on the render context, so any layer rendered after it was also full-bright.
### Developer Notes
- **Behavior change:** animations using `easeInQuint` now ease in more sharply, matching `easeOutQuint`, `easeInOutQuint` and the standard quint curve.
- Added `AzKeyframeChannel`, an immutable, baked view of one axis of keyframes with keyframe start/end times and easing curves resolved once. `locate(tick, hint)` does a cached lookup starting from a previous index, `search(tick)` does a binary search, and `transformer(index)` returns a keyframe's baked easing curve. Get them from `AzKeyframeStack#xChannel()`, `yChannel()` and `zChannel()`.
- `AzKeyframeStack` is now a final class instead of a record so it can hold its channels. Its constructors, accessors, `from`, `getLastKeyframeTime()`, `equals` and `hashCode` work the same as before. Channels are snapshots of the keyframe lists: a stack built from lists bakes them right away, and a stack made with the no-argument constructor bakes them the first time they're used, so its lists can be filled before then. Changing a list after its channel is baked has no effect on playback.
- `AzKeyframeExecutor` and `AzKeyframeTransitioner` no longer use `AzAbstractKeyframeExecutor#getAnimationPointAtTick` or `getCurrentKeyframeLocation`. Both are kept (deprecated, and now allocation-free) for compatibility, but overriding them no longer changes how animations are sampled. The new protected helpers are `prepareKeyframeCursors`, `resetKeyframeCursors`, `locateKeyframe`, `writeChannel` and `sampleValue`.
- Easing types registered with `AzEasingTypeRegistry#register(String, Function)` now cache the curves they build, once per argument value, so the function must return the same curve for the same argument. All built-in easings already do.
- Custom easing code should call `Double2DoubleFunction#get(double)` instead of `apply(Double)`, which boxes both the input and the result.
- Added `AzBoneAnimationQueue#addNextRotation`, `addNextPosition` and `addNextScale` overloads that take the target values as plain doubles. The `AzAnimationPoint` versions are kept.
- `AzAutoGlowingLayer` has new constructors taking a `Color` or a `ToIntFunction<AzRendererPipelineContext<K, T>>`, and a protected `getGlowColor(context)` hook for subclasses. The tint is an ARGB color multiplied with the renderer's own color, so the default (no tint) renders exactly as before. Tints work best on white or grey `_glowing` textures. The glow layer now also restores the context's render color after rendering, so a tint never leaks into later layers.
- **Behavior change:** `query.moon_phase` now returns a whole number from 0 to 7. Animations that relied on the old fractional value will step once per day instead of changing smoothly.
- Molang query functions can be registered with `MolangParser.INSTANCE.registerFunction(name, FunctionClass)`. Names are normalized, so animations can call them with `q.` or `query.`. Query functions that read game state should extend `ContextQueryFunction`, which reads the current `MolangQueryContext` and is never folded to a constant when animations load.
- New `MolangQueryContext` (in `core`, with no Minecraft dependencies) supplies the game state for query functions. AzureLib's implementation, `AzMolangQueryContext`, is re-bound by each animator before it evaluates, and exposes the current entity and partial tick for custom query functions.
- New `MolangParser#alias(alias, target)` makes two names share one variable.
- Function calls in Molang are now looked up with normalized names, so any registered function can be called with the short `q.`, `v.`, `t.` or `c.` prefix.
- Added `AzBoneCache#wasRotationAnimatedThisFrame`, `wasPositionAnimatedThisFrame` and `wasScaleAnimatedThisFrame`. Call them in `setCustomAnimations` to tell whether a controller moved a bone this frame, so code can add to the animated value when there is one and start from the default pose when there isn't. Adding to a bone's current value without this check makes un-animated bones drift a little further every frame.
- Added `AzEasingTypeRegistry#registerStateless(String, Double2DoubleFunction)` for easing types whose curve doesn't take an argument. The curve is built once and shared by every keyframe. The built-in argument-free easings now use it.
- Added `AzEasingType#resolveTransformer(AzKeyframe)`, which lets an easing type hand over a keyframe's curve when the animation loads. It returns `null` by default, which keeps resolving the curve at playback, so existing custom easing types are unaffected. Built-in easings only bake curves whose argument is a fixed value.
- Added `AzAnimationPoint#bakedTransformer()` and a `set` overload that carries it, plus `Constant#isFixed()`, which is `true` for shared constants from `Constant.of` that can't change.
release
azurelib-neo-1.21.1-3.1.16.jar
3.1.166 окт. 2026 г.3,3 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.16
### Additions
- Animations are now cheaper to play, especially with many bones or long animations:
- Each controller remembers which keyframe every bone was on last frame and continues from there, instead of searching the bone's keyframes (and allocating a new array to do it) every frame. This works the same playing forwards, reversed and in `PING_PONG`; bigger jumps like looping back to the start fall back to a binary search over keyframe times calculated once when the animation loads.
- Sampling keyframes no longer creates any objects. Values are written straight into the bone's animation slots instead of a new `AzAnimationPoint` per axis.
- Linear keyframes skip the easing system entirely.
- Easing curves are built once and reused instead of being rebuilt for every keyframe every frame. Curves that don't take an argument (sine, quad, cubic, quart, quint, expo, circ) are built when AzureLib loads. Curves with an argument (back, elastic, bounce, step) are resolved once per keyframe when the animation loads, so playback doesn't look them up at all.
- Easing math no longer boxes every value into a `Double`.
- Keyframe event checks (sounds, particles, custom instructions), bone animation lookups and bone/keyframe hashing no longer allocate every frame.
- The auto glowing layer can now tint emissive textures. Pass a color, or a function of the render context for tints that change or pulse, straight to `AzAutoGlowingLayer`:
- `.addRenderLayer(new AzAutoGlowingLayer<>(Color.RED))`
- `.addRenderLayer(new AzAutoGlowingLayer<>(context -> isAngry(context.animatable()) ? 0xFFFF4040 : 0xFFFFFFFF))`
- Added a large set of Bedrock Molang queries. See the Supported Queries list in the docs for the full set and what each returns.
- Entity state: `is_alive`, `is_moving`, `is_in_lava`, `head_is_in_water`, `is_fire_immune`, `is_invisible`, `is_silent`, `is_sneaking`, `is_sprinting`, `is_swimming`, `is_gliding`, `is_sleeping`, `is_riding`, `has_rider`, `is_leashed`, `is_tamed`, `is_sitting`, `has_gravity`, `has_collision`, `is_spectator`, `is_local_player`, `is_first_person`.
- Movement and rotation: `vertical_speed`, `body_x_rotation`, `body_y_rotation`, `cardinal_facing_2d`, `model_scale`, `swim_amount`, `death_ticks`.
- Items and equipment: `item_in_use_duration`, `item_remaining_use_duration`, `item_max_use_duration`, `has_head_gear`, `equipment_count`, `player_level`, `max_durability`, `remaining_durability`.
- World: `day`, `time_stamp`, `moon_brightness`, `frame_alpha`, `client_max_render_distance`.
- Bedrock names for existing queries: `head_x_rotation` (`head_pitch`), `head_y_rotation` (`head_yaw`), `blocking` (`is_blocking`) and `is_onfire` (`is_on_fire`).
- Added Molang query functions, which take arguments: `query.position(axis)`, `position_delta(axis)`, `movement_direction(axis)`, `is_item_equipped(hand)`, `has_armor_slot(slot)`, `armor_damage_slot(slot)`, `heightmap(x, z)`, `above_top_solid(x, z)`, `camera_distance_range_lerp(near, far)`, `all(...)`, `any(...)`, `approx_eq(...)` and `in_range(value, min, max)`.
### Fixes
- Fixed `easeInQuint` using the same curve as `easeInQuart`.
- Fixed transitions into a reversed animation blending towards the second-to-last keyframe instead of the last frame, causing a small pop when the transition ended. Transitions now blend to exactly the pose the animation starts on, easing included.
- Fixed custom easing types registered with uppercase letters in their name through `AzEasingTypeRegistry#register(String, Function)` never being found by animation files.
- Fixed `AzKeyframe#equals` treating two different keyframes as equal if their hash codes happened to match.
- Fixed `query.is_on_fire` always being 0. It was registered but never set.
- Fixed `query.moon_phase` returning a fraction that grew through the day instead of a whole number, so checks like `query.moon_phase == 4` almost never matched.
- Fixed bone texture overrides rendering with the model's main texture, and leaking into the bones rendered after them (wrong UVs or missing parts) unless every bone was given an override.
- Fixed the auto glowing layer leaving full-bright lighting on the render context, so any layer rendered after it was also full-bright.
### Developer Notes
- **Behavior change:** animations using `easeInQuint` now ease in more sharply, matching `easeOutQuint`, `easeInOutQuint` and the standard quint curve.
- Added `AzKeyframeChannel`, an immutable, baked view of one axis of keyframes with keyframe start/end times and easing curves resolved once. `locate(tick, hint)` does a cached lookup starting from a previous index, `search(tick)` does a binary search, and `transformer(index)` returns a keyframe's baked easing curve. Get them from `AzKeyframeStack#xChannel()`, `yChannel()` and `zChannel()`.
- `AzKeyframeStack` is now a final class instead of a record so it can hold its channels. Its constructors, accessors, `from`, `getLastKeyframeTime()`, `equals` and `hashCode` work the same as before. Channels are snapshots of the keyframe lists: a stack built from lists bakes them right away, and a stack made with the no-argument constructor bakes them the first time they're used, so its lists can be filled before then. Changing a list after its channel is baked has no effect on playback.
- `AzKeyframeExecutor` and `AzKeyframeTransitioner` no longer use `AzAbstractKeyframeExecutor#getAnimationPointAtTick` or `getCurrentKeyframeLocation`. Both are kept (deprecated, and now allocation-free) for compatibility, but overriding them no longer changes how animations are sampled. The new protected helpers are `prepareKeyframeCursors`, `resetKeyframeCursors`, `locateKeyframe`, `writeChannel` and `sampleValue`.
- Easing types registered with `AzEasingTypeRegistry#register(String, Function)` now cache the curves they build, once per argument value, so the function must return the same curve for the same argument. All built-in easings already do.
- Custom easing code should call `Double2DoubleFunction#get(double)` instead of `apply(Double)`, which boxes both the input and the result.
- Added `AzBoneAnimationQueue#addNextRotation`, `addNextPosition` and `addNextScale` overloads that take the target values as plain doubles. The `AzAnimationPoint` versions are kept.
- `AzAutoGlowingLayer` has new constructors taking a `Color` or a `ToIntFunction<AzRendererPipelineContext<K, T>>`, and a protected `getGlowColor(context)` hook for subclasses. The tint is an ARGB color multiplied with the renderer's own color, so the default (no tint) renders exactly as before. Tints work best on white or grey `_glowing` textures. The glow layer now also restores the context's render color after rendering, so a tint never leaks into later layers.
- **Behavior change:** `query.moon_phase` now returns a whole number from 0 to 7. Animations that relied on the old fractional value will step once per day instead of changing smoothly.
- Molang query functions can be registered with `MolangParser.INSTANCE.registerFunction(name, FunctionClass)`. Names are normalized, so animations can call them with `q.` or `query.`. Query functions that read game state should extend `ContextQueryFunction`, which reads the current `MolangQueryContext` and is never folded to a constant when animations load.
- New `MolangQueryContext` (in `core`, with no Minecraft dependencies) supplies the game state for query functions. AzureLib's implementation, `AzMolangQueryContext`, is re-bound by each animator before it evaluates, and exposes the current entity and partial tick for custom query functions.
- New `MolangParser#alias(alias, target)` makes two names share one variable.
- Function calls in Molang are now looked up with normalized names, so any registered function can be called with the short `q.`, `v.`, `t.` or `c.` prefix.
- Added `AzBoneCache#wasRotationAnimatedThisFrame`, `wasPositionAnimatedThisFrame` and `wasScaleAnimatedThisFrame`. Call them in `setCustomAnimations` to tell whether a controller moved a bone this frame, so code can add to the animated value when there is one and start from the default pose when there isn't. Adding to a bone's current value without this check makes un-animated bones drift a little further every frame.
- Added `AzEasingTypeRegistry#registerStateless(String, Double2DoubleFunction)` for easing types whose curve doesn't take an argument. The curve is built once and shared by every keyframe. The built-in argument-free easings now use it.
- Added `AzEasingType#resolveTransformer(AzKeyframe)`, which lets an easing type hand over a keyframe's curve when the animation loads. It returns `null` by default, which keeps resolving the curve at playback, so existing custom easing types are unaffected. Built-in easings only bake curves whose argument is a fixed value.
- Added `AzAnimationPoint#bakedTransformer()` and a `set` overload that carries it, plus `Constant#isFixed()`, which is `true` for shared constants from `Constant.of` that can't change.
release
azurelib-fabric-1.21.1-3.1.16.jar
3.1.166 окт. 2026 г.816Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.16
### Additions
- Animations are now cheaper to play, especially with many bones or long animations:
- Each controller remembers which keyframe every bone was on last frame and continues from there, instead of searching the bone's keyframes (and allocating a new array to do it) every frame. This works the same playing forwards, reversed and in `PING_PONG`; bigger jumps like looping back to the start fall back to a binary search over keyframe times calculated once when the animation loads.
- Sampling keyframes no longer creates any objects. Values are written straight into the bone's animation slots instead of a new `AzAnimationPoint` per axis.
- Linear keyframes skip the easing system entirely.
- Easing curves are built once and reused instead of being rebuilt for every keyframe every frame. Curves that don't take an argument (sine, quad, cubic, quart, quint, expo, circ) are built when AzureLib loads. Curves with an argument (back, elastic, bounce, step) are resolved once per keyframe when the animation loads, so playback doesn't look them up at all.
- Easing math no longer boxes every value into a `Double`.
- Keyframe event checks (sounds, particles, custom instructions), bone animation lookups and bone/keyframe hashing no longer allocate every frame.
- The auto glowing layer can now tint emissive textures. Pass a color, or a function of the render context for tints that change or pulse, straight to `AzAutoGlowingLayer`:
- `.addRenderLayer(new AzAutoGlowingLayer<>(Color.RED))`
- `.addRenderLayer(new AzAutoGlowingLayer<>(context -> isAngry(context.animatable()) ? 0xFFFF4040 : 0xFFFFFFFF))`
- Added a large set of Bedrock Molang queries. See the Supported Queries list in the docs for the full set and what each returns.
- Entity state: `is_alive`, `is_moving`, `is_in_lava`, `head_is_in_water`, `is_fire_immune`, `is_invisible`, `is_silent`, `is_sneaking`, `is_sprinting`, `is_swimming`, `is_gliding`, `is_sleeping`, `is_riding`, `has_rider`, `is_leashed`, `is_tamed`, `is_sitting`, `has_gravity`, `has_collision`, `is_spectator`, `is_local_player`, `is_first_person`.
- Movement and rotation: `vertical_speed`, `body_x_rotation`, `body_y_rotation`, `cardinal_facing_2d`, `model_scale`, `swim_amount`, `death_ticks`.
- Items and equipment: `item_in_use_duration`, `item_remaining_use_duration`, `item_max_use_duration`, `has_head_gear`, `equipment_count`, `player_level`, `max_durability`, `remaining_durability`.
- World: `day`, `time_stamp`, `moon_brightness`, `frame_alpha`, `client_max_render_distance`.
- Bedrock names for existing queries: `head_x_rotation` (`head_pitch`), `head_y_rotation` (`head_yaw`), `blocking` (`is_blocking`) and `is_onfire` (`is_on_fire`).
- Added Molang query functions, which take arguments: `query.position(axis)`, `position_delta(axis)`, `movement_direction(axis)`, `is_item_equipped(hand)`, `has_armor_slot(slot)`, `armor_damage_slot(slot)`, `heightmap(x, z)`, `above_top_solid(x, z)`, `camera_distance_range_lerp(near, far)`, `all(...)`, `any(...)`, `approx_eq(...)` and `in_range(value, min, max)`.
### Fixes
- Fixed `easeInQuint` using the same curve as `easeInQuart`.
- Fixed transitions into a reversed animation blending towards the second-to-last keyframe instead of the last frame, causing a small pop when the transition ended. Transitions now blend to exactly the pose the animation starts on, easing included.
- Fixed custom easing types registered with uppercase letters in their name through `AzEasingTypeRegistry#register(String, Function)` never being found by animation files.
- Fixed `AzKeyframe#equals` treating two different keyframes as equal if their hash codes happened to match.
- Fixed `query.is_on_fire` always being 0. It was registered but never set.
- Fixed `query.moon_phase` returning a fraction that grew through the day instead of a whole number, so checks like `query.moon_phase == 4` almost never matched.
- Fixed bone texture overrides rendering with the model's main texture, and leaking into the bones rendered after them (wrong UVs or missing parts) unless every bone was given an override.
- Fixed the auto glowing layer leaving full-bright lighting on the render context, so any layer rendered after it was also full-bright.
### Developer Notes
- **Behavior change:** animations using `easeInQuint` now ease in more sharply, matching `easeOutQuint`, `easeInOutQuint` and the standard quint curve.
- Added `AzKeyframeChannel`, an immutable, baked view of one axis of keyframes with keyframe start/end times and easing curves resolved once. `locate(tick, hint)` does a cached lookup starting from a previous index, `search(tick)` does a binary search, and `transformer(index)` returns a keyframe's baked easing curve. Get them from `AzKeyframeStack#xChannel()`, `yChannel()` and `zChannel()`.
- `AzKeyframeStack` is now a final class instead of a record so it can hold its channels. Its constructors, accessors, `from`, `getLastKeyframeTime()`, `equals` and `hashCode` work the same as before. Channels are snapshots of the keyframe lists: a stack built from lists bakes them right away, and a stack made with the no-argument constructor bakes them the first time they're used, so its lists can be filled before then. Changing a list after its channel is baked has no effect on playback.
- `AzKeyframeExecutor` and `AzKeyframeTransitioner` no longer use `AzAbstractKeyframeExecutor#getAnimationPointAtTick` or `getCurrentKeyframeLocation`. Both are kept (deprecated, and now allocation-free) for compatibility, but overriding them no longer changes how animations are sampled. The new protected helpers are `prepareKeyframeCursors`, `resetKeyframeCursors`, `locateKeyframe`, `writeChannel` and `sampleValue`.
- Easing types registered with `AzEasingTypeRegistry#register(String, Function)` now cache the curves they build, once per argument value, so the function must return the same curve for the same argument. All built-in easings already do.
- Custom easing code should call `Double2DoubleFunction#get(double)` instead of `apply(Double)`, which boxes both the input and the result.
- Added `AzBoneAnimationQueue#addNextRotation`, `addNextPosition` and `addNextScale` overloads that take the target values as plain doubles. The `AzAnimationPoint` versions are kept.
- `AzAutoGlowingLayer` has new constructors taking a `Color` or a `ToIntFunction<AzRendererPipelineContext<K, T>>`, and a protected `getGlowColor(context)` hook for subclasses. The tint is an ARGB color multiplied with the renderer's own color, so the default (no tint) renders exactly as before. Tints work best on white or grey `_glowing` textures. The glow layer now also restores the context's render color after rendering, so a tint never leaks into later layers.
- **Behavior change:** `query.moon_phase` now returns a whole number from 0 to 7. Animations that relied on the old fractional value will step once per day instead of changing smoothly.
- Molang query functions can be registered with `MolangParser.INSTANCE.registerFunction(name, FunctionClass)`. Names are normalized, so animations can call them with `q.` or `query.`. Query functions that read game state should extend `ContextQueryFunction`, which reads the current `MolangQueryContext` and is never folded to a constant when animations load.
- New `MolangQueryContext` (in `core`, with no Minecraft dependencies) supplies the game state for query functions. AzureLib's implementation, `AzMolangQueryContext`, is re-bound by each animator before it evaluates, and exposes the current entity and partial tick for custom query functions.
- New `MolangParser#alias(alias, target)` makes two names share one variable.
- Function calls in Molang are now looked up with normalized names, so any registered function can be called with the short `q.`, `v.`, `t.` or `c.` prefix.
- Added `AzBoneCache#wasRotationAnimatedThisFrame`, `wasPositionAnimatedThisFrame` and `wasScaleAnimatedThisFrame`. Call them in `setCustomAnimations` to tell whether a controller moved a bone this frame, so code can add to the animated value when there is one and start from the default pose when there isn't. Adding to a bone's current value without this check makes un-animated bones drift a little further every frame.
- Added `AzEasingTypeRegistry#registerStateless(String, Double2DoubleFunction)` for easing types whose curve doesn't take an argument. The curve is built once and shared by every keyframe. The built-in argument-free easings now use it.
- Added `AzEasingType#resolveTransformer(AzKeyframe)`, which lets an easing type hand over a keyframe's curve when the animation loads. It returns `null` by default, which keeps resolving the curve at playback, so existing custom easing types are unaffected. Built-in easings only bake curves whose argument is a fixed value.
- Added `AzAnimationPoint#bakedTransformer()` and a `set` overload that carries it, plus `Constant#isFixed()`, which is `true` for shared constants from `Constant.of` that can't change.
release
azurelib-neo-26.3-4.0.5.jar
4.0.56 окт. 2026 г.3Minecraft: 26.3neoforge
Что нового
v4.0.5
### Additions
- Animations are now cheaper to play, especially with many bones or long animations:
- Each controller remembers which keyframe every bone was on last frame and continues from there, instead of searching the bone's keyframes (and allocating a new array to do it) every frame. This works the same playing forwards, reversed and in `PING_PONG`; bigger jumps like looping back to the start fall back to a binary search over keyframe times calculated once when the animation loads.
- Sampling keyframes no longer creates any objects. Values are written straight into the bone's animation slots instead of a new `AzAnimationPoint` per axis.
- Linear keyframes skip the easing system entirely.
- Easing curves are built once and reused instead of being rebuilt for every keyframe every frame. Curves that don't take an argument (sine, quad, cubic, quart, quint, expo, circ) are built when AzureLib loads. Curves with an argument (back, elastic, bounce, step) are resolved once per keyframe when the animation loads, so playback doesn't look them up at all.
- Easing math no longer boxes every value into a `Double`.
- Keyframe event checks (sounds, particles, custom instructions), bone animation lookups and bone/keyframe hashing no longer allocate every frame.
- The auto glowing layer can now tint emissive textures. Pass a color, or a function of the render context for tints that change or pulse, straight to `AzAutoGlowingLayer`:
- `.addRenderLayer(new AzAutoGlowingLayer<>(Color.RED))`
- `.addRenderLayer(new AzAutoGlowingLayer<>(context -> isAngry(context.animatable()) ? 0xFFFF4040 : 0xFFFFFFFF))`
- Added a large set of Bedrock Molang queries. See the Supported Queries list in the docs for the full set and what each returns.
- Entity state: `is_alive`, `is_moving`, `is_in_lava`, `head_is_in_water`, `is_fire_immune`, `is_invisible`, `is_silent`, `is_sneaking`, `is_sprinting`, `is_swimming`, `is_gliding`, `is_sleeping`, `is_riding`, `has_rider`, `is_leashed`, `is_tamed`, `is_sitting`, `has_gravity`, `has_collision`, `is_spectator`, `is_local_player`, `is_first_person`.
- Movement and rotation: `vertical_speed`, `body_x_rotation`, `body_y_rotation`, `cardinal_facing_2d`, `model_scale`, `swim_amount`, `death_ticks`.
- Items and equipment: `item_in_use_duration`, `item_remaining_use_duration`, `item_max_use_duration`, `has_head_gear`, `equipment_count`, `player_level`, `max_durability`, `remaining_durability`.
- World: `day`, `time_stamp`, `moon_brightness`, `frame_alpha`, `client_max_render_distance`.
- Bedrock names for existing queries: `head_x_rotation` (`head_pitch`), `head_y_rotation` (`head_yaw`), `blocking` (`is_blocking`) and `is_onfire` (`is_on_fire`).
- Added Molang query functions, which take arguments: `query.position(axis)`, `position_delta(axis)`, `movement_direction(axis)`, `is_item_equipped(hand)`, `has_armor_slot(slot)`, `armor_damage_slot(slot)`, `heightmap(x, z)`, `above_top_solid(x, z)`, `camera_distance_range_lerp(near, far)`, `all(...)`, `any(...)`, `approx_eq(...)` and `in_range(value, min, max)`.
### Fixes
- Fixed `easeInQuint` using the same curve as `easeInQuart`.
- Fixed transitions into a reversed animation blending towards the second-to-last keyframe instead of the last frame, causing a small pop when the transition ended. Transitions now blend to exactly the pose the animation starts on, easing included.
- Fixed custom easing types registered with uppercase letters in their name through `AzEasingTypeRegistry#register(String, Function)` never being found by animation files.
- Fixed `AzKeyframe#equals` treating two different keyframes as equal if their hash codes happened to match.
- Fixed `query.is_on_fire` always being 0. It was registered but never set.
- Fixed `query.moon_phase` returning a fraction that grew through the day instead of a whole number, so checks like `query.moon_phase == 4` almost never matched.
- Fixed bone texture overrides (`setBoneTextureOverrideProvider`) being ignored, so overridden bones still rendered with the model's main texture.
- Fixed the auto glowing layer leaving full-bright lighting on the render context, so any layer rendered after it was also full-bright.
### Developer Notes
- **Behavior change:** animations using `easeInQuint` now ease in more sharply, matching `easeOutQuint`, `easeInOutQuint` and the standard quint curve.
- Added `AzKeyframeChannel`, an immutable, baked view of one axis of keyframes with keyframe start/end times and easing curves resolved once. `locate(tick, hint)` does a cached lookup starting from a previous index, `search(tick)` does a binary search, and `transformer(index)` returns a keyframe's baked easing curve. Get them from `AzKeyframeStack#xChannel()`, `yChannel()` and `zChannel()`.
- `AzKeyframeStack` is now a final class instead of a record so it can hold its channels. Its constructors, accessors, `from`, `getLastKeyframeTime()`, `equals` and `hashCode` work the same as before. Channels are snapshots of the keyframe lists: a stack built from lists bakes them right away, and a stack made with the no-argument constructor bakes them the first time they're used, so its lists can be filled before then. Changing a list after its channel is baked has no effect on playback.
- `AzKeyframeExecutor` and `AzKeyframeTransitioner` no longer use `AzAbstractKeyframeExecutor#getAnimationPointAtTick` or `getCurrentKeyframeLocation`. Both are kept (deprecated, and now allocation-free) for compatibility, but overriding them no longer changes how animations are sampled. The new protected helpers are `prepareKeyframeCursors`, `resetKeyframeCursors`, `locateKeyframe`, `writeChannel` and `sampleValue`.
- Easing types registered with `AzEasingTypeRegistry#register(String, Function)` now cache the curves they build, once per argument value, so the function must return the same curve for the same argument. All built-in easings already do.
- Custom easing code should call `Double2DoubleFunction#get(double)` instead of `apply(Double)`, which boxes both the input and the result.
- Added `AzBoneAnimationQueue#addNextRotation`, `addNextPosition` and `addNextScale` overloads that take the target values as plain doubles. The `AzAnimationPoint` versions are kept.
- `AzAutoGlowingLayer` has new constructors taking a `Color` or a `ToIntFunction<AzRendererPipelineContext<K, T>>`, and a protected `getGlowColor(context)` hook for subclasses. The tint is an ARGB color multiplied with the renderer's own color, so the default (no tint) renders exactly as before. Tints work best on white or grey `_glowing` textures. The glow layer now also restores the context's render color after rendering, so a tint never leaks into later layers.
- **Behavior change:** `query.moon_phase` now returns a whole number from 0 to 7. Animations that relied on the old fractional value will step once per day instead of changing smoothly.
- Molang query functions can be registered with `MolangParser.INSTANCE.registerFunction(name, FunctionClass)`. Names are normalized, so animations can call them with `q.` or `query.`. Query functions that read game state should extend `ContextQueryFunction`, which reads the current `MolangQueryContext` and is never folded to a constant when animations load.
- New `MolangQueryContext` (in `core`, with no Minecraft dependencies) supplies the game state for query functions. AzureLib's implementation, `AzMolangQueryContext`, is re-bound by each animator before it evaluates, and exposes the current entity and partial tick for custom query functions.
- New `MolangParser#alias(alias, target)` makes two names share one variable.
- Function calls in Molang are now looked up with normalized names, so any registered function can be called with the short `q.`, `v.`, `t.` or `c.` prefix.
- Added `AzBoneCache#wasRotationAnimatedThisFrame`, `wasPositionAnimatedThisFrame` and `wasScaleAnimatedThisFrame`. Call them in `setCustomAnimations` to tell whether a controller moved a bone this frame, so code can add to the animated value when there is one and start from the default pose when there isn't. Adding to a bone's current value without this check makes un-animated bones drift a little further every frame.
- Added `AzEasingTypeRegistry#registerStateless(String, Double2DoubleFunction)` for easing types whose curve doesn't take an argument. The curve is built once and shared by every keyframe. The built-in argument-free easings now use it.
- Added `AzEasingType#resolveTransformer(AzKeyframe)`, which lets an easing type hand over a keyframe's curve when the animation loads. It returns `null` by default, which keeps resolving the curve at playback, so existing custom easing types are unaffected. Built-in easings only bake curves whose argument is a fixed value.
- Added `AzAnimationPoint#bakedTransformer()` and a `set` overload that carries it, plus `Constant#isFixed()`, which is `true` for shared constants from `Constant.of` that can't change.
- Bones with a texture override now render with the model's render type rebuilt for the override texture (`entityCutout`, `entityTranslucent`, `entityTranslucentEmissive` and `armorCutoutNoCull` are recognized; anything else falls back to `entityCutout`). Subclasses can change this through `AzModelRenderer#retargetRenderType`, and `setBoneRenderTypeOverrideProvider` still takes precedence.
release
azurelib-fabric-26.3-4.0.5.jar
4.0.56 окт. 2026 г.6Minecraft: 26.3fabric
Что нового
v4.0.5
### Additions
- Animations are now cheaper to play, especially with many bones or long animations:
- Each controller remembers which keyframe every bone was on last frame and continues from there, instead of searching the bone's keyframes (and allocating a new array to do it) every frame. This works the same playing forwards, reversed and in `PING_PONG`; bigger jumps like looping back to the start fall back to a binary search over keyframe times calculated once when the animation loads.
- Sampling keyframes no longer creates any objects. Values are written straight into the bone's animation slots instead of a new `AzAnimationPoint` per axis.
- Linear keyframes skip the easing system entirely.
- Easing curves are built once and reused instead of being rebuilt for every keyframe every frame. Curves that don't take an argument (sine, quad, cubic, quart, quint, expo, circ) are built when AzureLib loads. Curves with an argument (back, elastic, bounce, step) are resolved once per keyframe when the animation loads, so playback doesn't look them up at all.
- Easing math no longer boxes every value into a `Double`.
- Keyframe event checks (sounds, particles, custom instructions), bone animation lookups and bone/keyframe hashing no longer allocate every frame.
- The auto glowing layer can now tint emissive textures. Pass a color, or a function of the render context for tints that change or pulse, straight to `AzAutoGlowingLayer`:
- `.addRenderLayer(new AzAutoGlowingLayer<>(Color.RED))`
- `.addRenderLayer(new AzAutoGlowingLayer<>(context -> isAngry(context.animatable()) ? 0xFFFF4040 : 0xFFFFFFFF))`
- Added a large set of Bedrock Molang queries. See the Supported Queries list in the docs for the full set and what each returns.
- Entity state: `is_alive`, `is_moving`, `is_in_lava`, `head_is_in_water`, `is_fire_immune`, `is_invisible`, `is_silent`, `is_sneaking`, `is_sprinting`, `is_swimming`, `is_gliding`, `is_sleeping`, `is_riding`, `has_rider`, `is_leashed`, `is_tamed`, `is_sitting`, `has_gravity`, `has_collision`, `is_spectator`, `is_local_player`, `is_first_person`.
- Movement and rotation: `vertical_speed`, `body_x_rotation`, `body_y_rotation`, `cardinal_facing_2d`, `model_scale`, `swim_amount`, `death_ticks`.
- Items and equipment: `item_in_use_duration`, `item_remaining_use_duration`, `item_max_use_duration`, `has_head_gear`, `equipment_count`, `player_level`, `max_durability`, `remaining_durability`.
- World: `day`, `time_stamp`, `moon_brightness`, `frame_alpha`, `client_max_render_distance`.
- Bedrock names for existing queries: `head_x_rotation` (`head_pitch`), `head_y_rotation` (`head_yaw`), `blocking` (`is_blocking`) and `is_onfire` (`is_on_fire`).
- Added Molang query functions, which take arguments: `query.position(axis)`, `position_delta(axis)`, `movement_direction(axis)`, `is_item_equipped(hand)`, `has_armor_slot(slot)`, `armor_damage_slot(slot)`, `heightmap(x, z)`, `above_top_solid(x, z)`, `camera_distance_range_lerp(near, far)`, `all(...)`, `any(...)`, `approx_eq(...)` and `in_range(value, min, max)`.
### Fixes
- Fixed `easeInQuint` using the same curve as `easeInQuart`.
- Fixed transitions into a reversed animation blending towards the second-to-last keyframe instead of the last frame, causing a small pop when the transition ended. Transitions now blend to exactly the pose the animation starts on, easing included.
- Fixed custom easing types registered with uppercase letters in their name through `AzEasingTypeRegistry#register(String, Function)` never being found by animation files.
- Fixed `AzKeyframe#equals` treating two different keyframes as equal if their hash codes happened to match.
- Fixed `query.is_on_fire` always being 0. It was registered but never set.
- Fixed `query.moon_phase` returning a fraction that grew through the day instead of a whole number, so checks like `query.moon_phase == 4` almost never matched.
- Fixed bone texture overrides (`setBoneTextureOverrideProvider`) being ignored, so overridden bones still rendered with the model's main texture.
- Fixed the auto glowing layer leaving full-bright lighting on the render context, so any layer rendered after it was also full-bright.
### Developer Notes
- **Behavior change:** animations using `easeInQuint` now ease in more sharply, matching `easeOutQuint`, `easeInOutQuint` and the standard quint curve.
- Added `AzKeyframeChannel`, an immutable, baked view of one axis of keyframes with keyframe start/end times and easing curves resolved once. `locate(tick, hint)` does a cached lookup starting from a previous index, `search(tick)` does a binary search, and `transformer(index)` returns a keyframe's baked easing curve. Get them from `AzKeyframeStack#xChannel()`, `yChannel()` and `zChannel()`.
- `AzKeyframeStack` is now a final class instead of a record so it can hold its channels. Its constructors, accessors, `from`, `getLastKeyframeTime()`, `equals` and `hashCode` work the same as before. Channels are snapshots of the keyframe lists: a stack built from lists bakes them right away, and a stack made with the no-argument constructor bakes them the first time they're used, so its lists can be filled before then. Changing a list after its channel is baked has no effect on playback.
- `AzKeyframeExecutor` and `AzKeyframeTransitioner` no longer use `AzAbstractKeyframeExecutor#getAnimationPointAtTick` or `getCurrentKeyframeLocation`. Both are kept (deprecated, and now allocation-free) for compatibility, but overriding them no longer changes how animations are sampled. The new protected helpers are `prepareKeyframeCursors`, `resetKeyframeCursors`, `locateKeyframe`, `writeChannel` and `sampleValue`.
- Easing types registered with `AzEasingTypeRegistry#register(String, Function)` now cache the curves they build, once per argument value, so the function must return the same curve for the same argument. All built-in easings already do.
- Custom easing code should call `Double2DoubleFunction#get(double)` instead of `apply(Double)`, which boxes both the input and the result.
- Added `AzBoneAnimationQueue#addNextRotation`, `addNextPosition` and `addNextScale` overloads that take the target values as plain doubles. The `AzAnimationPoint` versions are kept.
- `AzAutoGlowingLayer` has new constructors taking a `Color` or a `ToIntFunction<AzRendererPipelineContext<K, T>>`, and a protected `getGlowColor(context)` hook for subclasses. The tint is an ARGB color multiplied with the renderer's own color, so the default (no tint) renders exactly as before. Tints work best on white or grey `_glowing` textures. The glow layer now also restores the context's render color after rendering, so a tint never leaks into later layers.
- **Behavior change:** `query.moon_phase` now returns a whole number from 0 to 7. Animations that relied on the old fractional value will step once per day instead of changing smoothly.
- Molang query functions can be registered with `MolangParser.INSTANCE.registerFunction(name, FunctionClass)`. Names are normalized, so animations can call them with `q.` or `query.`. Query functions that read game state should extend `ContextQueryFunction`, which reads the current `MolangQueryContext` and is never folded to a constant when animations load.
- New `MolangQueryContext` (in `core`, with no Minecraft dependencies) supplies the game state for query functions. AzureLib's implementation, `AzMolangQueryContext`, is re-bound by each animator before it evaluates, and exposes the current entity and partial tick for custom query functions.
- New `MolangParser#alias(alias, target)` makes two names share one variable.
- Function calls in Molang are now looked up with normalized names, so any registered function can be called with the short `q.`, `v.`, `t.` or `c.` prefix.
- Added `AzBoneCache#wasRotationAnimatedThisFrame`, `wasPositionAnimatedThisFrame` and `wasScaleAnimatedThisFrame`. Call them in `setCustomAnimations` to tell whether a controller moved a bone this frame, so code can add to the animated value when there is one and start from the default pose when there isn't. Adding to a bone's current value without this check makes un-animated bones drift a little further every frame.
- Added `AzEasingTypeRegistry#registerStateless(String, Double2DoubleFunction)` for easing types whose curve doesn't take an argument. The curve is built once and shared by every keyframe. The built-in argument-free easings now use it.
- Added `AzEasingType#resolveTransformer(AzKeyframe)`, which lets an easing type hand over a keyframe's curve when the animation loads. It returns `null` by default, which keeps resolving the curve at playback, so existing custom easing types are unaffected. Built-in easings only bake curves whose argument is a fixed value.
- Added `AzAnimationPoint#bakedTransformer()` and a `set` overload that carries it, plus `Constant#isFixed()`, which is `true` for shared constants from `Constant.of` that can't change.
- Bones with a texture override now render with the model's render type rebuilt for the override texture (`entityCutout`, `entityTranslucent`, `entityTranslucentEmissive` and `armorCutoutNoCull` are recognized; anything else falls back to `entityCutout`). Subclasses can change this through `AzModelRenderer#retargetRenderType`, and `setBoneRenderTypeOverrideProvider` still takes precedence.
release
azurelib-fabric-26.3-4.0.4.jar
4.0.45 окт. 2026 г.16Minecraft: 26.3fabric
Что нового
v4.0.4
### Additions
- Added reverse animation playback. Animations can be reversed per stage (`withShouldReverse(true)` / `AzSequence#playReversed`) or per controller via the existing set reverse AzCommands.
- Reversed animations play their keyframes, Molang `query.anim_time` and keyframe events (sounds, particles, custom instructions) backwards.
- Transitions into a reversed animation now blend towards its last frame instead of its first.
- Reversing a controller mid-animation now turns the animation around from its current pose instead of snapping to the mirrored frame.
- Added the `PING_PONG` play behavior (`AzPlayBehaviors.PING_PONG` / `AzSequence#pingPong`), which plays an animation forward then backward indefinitely with seamless turnarounds.
- Animation files can now define their own play behavior, so it no longer has to be set through AzCommands:
- `"loop"` now accepts `true`, `"hold_on_last_frame"`, `"ping_pong"`, `"repeat_x_times"` and `"freeze_on_frame"`.
- `"repeat_times"` sets the play count for `repeat_x_times`.
- `"freeze_at"` sets the freeze point in seconds for `freeze_on_frame`.
- These can all be set in Blockbench with AzureLib Animator 2.2.0+.
- Added `AzPlayBehaviors.AS_AUTHORED` and `AzSequence#authored` to explicitly play an animation with the behavior from its animation file.
- Molang expressions are now simplified further when animations load. Parts that only use constants (including `math.pi`) are calculated once instead of every frame, and no-op math like `x * 1` or `x - 0` is removed.
- Repeated numbers in animation files (keyframe values, rotations, easing arguments) now share one object per value instead of one per occurrence, reducing memory use for large animation sets.
- Re-added armor trim support for 26.3 with `AzArmorTrimLayer`, rebuilt on Minecraft's new paletted trim textures. Trims are colored by the trim material's palette at runtime, and decal patterns render like vanilla's.
### Fixes
- Fixed `REPEAT_X_TIMES` playing one extra time for counts above 1 (2 played 3 times). The repeat count is now the total number of plays.
- Fixed the `loop` field in animation files being parsed but never used.
- Fixed the controller reverse property and per-stage reverse settings being ignored.
- Fixed per-stage properties other than the play behavior being dropped when an animation was queued, which prevented stage-level reversing.
- Fixed Molang `query.anim_time` during transitions using the transition's progress instead of the time of the pose being blended to.
- Fixed animation files exported by older AzureLib Animator versions with `"loop": "once"` or `"loop": "hold"` not being recognized.
- Fixed `math.pi` evaluating to `0` in Molang expressions. It was registered as a function that didn't exist instead of a constant.
- Fixed `AzCommand#create` / `createRoot` ignoring their `transitionLength` parameter.
### Developer Notes
- **Behavior change:** stages queued without a play behavior (e.g. `AzAnimationSequenceBuilder#queue(name)`) now use the animation file's `loop` value. Files without a `loop` field still play once. Previously `loop` was ignored, so animations exported with `"loop": true` and queued without a behavior will now loop.
- **Behavior change:** `REPEAT_X_TIMES` / `setRepeatAmount` now means total plays. Values of 2 or more play one fewer time than before; 1 or less plays once.
- A play behavior or repeat count / freeze point set on the code side (stage or AzCommand) always takes priority over the animation file.
- New API:
- `AzAnimationController`: `isPlayingReversed()`, `sampleTick()`, `reverseInPlace()`, `setReversing(boolean)`, `flipDirection()`, `effectiveRepeatXTimes()`, `effectiveFreezeTickOffset()`.
- `AzAnimationControllerTimer#seek(double)`.
- `AzKeyframeCallbackHandler`: `handle(animatable, tick, reversed)`, `resync(tick, reversed)`.
- `AzQueuedAnimation#reverseOverride()`, `AzBakedAnimation#defaults()`, new `AzAnimationDefaults` record.
- Animation progress (`getAdjustedTick()`) always counts forward regardless of direction; use `AzAnimationController#sampleTick()` for the tick actually being sampled.
- The previous `AzQueuedAnimation` and `AzBakedAnimation` constructors are kept for compatibility.
- **Behavior change:** animations using `math.pi` were previously getting `0` and will now animate with the correct value.
- Constant pool: `Constant.of(double)` returns a shared, immutable constant per value (calling `set()` on one throws). `new Constant(...)` still creates a mutable one. `MolangParser#constantValue(double)` shares constant `MolangValue`s the same way, and `MolangParser#clearExpressionCache()` now also clears both pools.
- `MathBuilder#parse(String)` now returns an already simplified tree. Simplification never changes the value an expression returns.
- Added `MathBuilder#registerConstant(String, double)` for named values that are folded at parse time, unlike `Variable`s. `PI` and `E` are now registered as constants (and still as variables for compatibility).
- `Operation` is now a plain enum with a single `calculate` implementation, which `Operator` uses for evaluation. Added `Operation#fromSign(String)`. `Operation.OPERATORS` is now unmodifiable.
- **Behavior change:** `AzCommand#create(controller, animation)` and `create(controller, animation, behavior)` no longer reset the controller's speed, start offset, freeze point, repeat amount and reverse direction. Settings from the controller builder or an earlier command now carry over.
- **Behavior change:** `AzCommand#create(controller, animation)` now plays the animation with the loop mode from its animation file (`AzPlayBehaviors.AS_AUTHORED`) instead of always `PLAY_ONCE`. Animations exported with `"loop": true` (or any other loop mode) will now play that way; files without a `loop` field still play once. Pass `AzPlayBehaviors.PLAY_ONCE` explicitly to keep the old behavior.
- `AzArmorTrimLayer` (26.3):
- Trim textures are no longer registered in the `armor_trims` atlas (removed by Minecraft in 26.3). Instead, each grayscale trim texture needs a `.png.mcmeta` with `{"palette": {"base_palette": "minecraft:trim_base"}}`, and must be the same size as the armor texture.
- Texture ids are relative to `textures/` (e.g. `yourmod:trims/your_armor_trim`) and use `Identifier` instead of `ResourceLocation`.
- **Breaking:** custom texture functions now return only the texture, without the material suffix (`_gold`, `_iron`, ...), since the color comes from the palette.
- New `AzArmorTrimLayer(textureFn, paletteFn)` constructor to choose the palette per trim, e.g. `TrimMaterials.Palette.GOLD_DARKER.id()` for vanilla-style darker trims. `AzArmorTrimLayer.MATERIAL_PALETTE` is the default (the trim material's own palette).
- See the updated Armor Trims docs page for setup and migration.
release
azurelib-neo-26.3-4.0.4.jar
4.0.45 окт. 2026 г.14Minecraft: 26.3neoforge
Что нового
v4.0.4
### Additions
- Added reverse animation playback. Animations can be reversed per stage (`withShouldReverse(true)` / `AzSequence#playReversed`) or per controller via the existing set reverse AzCommands.
- Reversed animations play their keyframes, Molang `query.anim_time` and keyframe events (sounds, particles, custom instructions) backwards.
- Transitions into a reversed animation now blend towards its last frame instead of its first.
- Reversing a controller mid-animation now turns the animation around from its current pose instead of snapping to the mirrored frame.
- Added the `PING_PONG` play behavior (`AzPlayBehaviors.PING_PONG` / `AzSequence#pingPong`), which plays an animation forward then backward indefinitely with seamless turnarounds.
- Animation files can now define their own play behavior, so it no longer has to be set through AzCommands:
- `"loop"` now accepts `true`, `"hold_on_last_frame"`, `"ping_pong"`, `"repeat_x_times"` and `"freeze_on_frame"`.
- `"repeat_times"` sets the play count for `repeat_x_times`.
- `"freeze_at"` sets the freeze point in seconds for `freeze_on_frame`.
- These can all be set in Blockbench with AzureLib Animator 2.2.0+.
- Added `AzPlayBehaviors.AS_AUTHORED` and `AzSequence#authored` to explicitly play an animation with the behavior from its animation file.
- Molang expressions are now simplified further when animations load. Parts that only use constants (including `math.pi`) are calculated once instead of every frame, and no-op math like `x * 1` or `x - 0` is removed.
- Repeated numbers in animation files (keyframe values, rotations, easing arguments) now share one object per value instead of one per occurrence, reducing memory use for large animation sets.
- Re-added armor trim support for 26.3 with `AzArmorTrimLayer`, rebuilt on Minecraft's new paletted trim textures. Trims are colored by the trim material's palette at runtime, and decal patterns render like vanilla's.
### Fixes
- Fixed `REPEAT_X_TIMES` playing one extra time for counts above 1 (2 played 3 times). The repeat count is now the total number of plays.
- Fixed the `loop` field in animation files being parsed but never used.
- Fixed the controller reverse property and per-stage reverse settings being ignored.
- Fixed per-stage properties other than the play behavior being dropped when an animation was queued, which prevented stage-level reversing.
- Fixed Molang `query.anim_time` during transitions using the transition's progress instead of the time of the pose being blended to.
- Fixed animation files exported by older AzureLib Animator versions with `"loop": "once"` or `"loop": "hold"` not being recognized.
- Fixed `math.pi` evaluating to `0` in Molang expressions. It was registered as a function that didn't exist instead of a constant.
- Fixed `AzCommand#create` / `createRoot` ignoring their `transitionLength` parameter.
### Developer Notes
- **Behavior change:** stages queued without a play behavior (e.g. `AzAnimationSequenceBuilder#queue(name)`) now use the animation file's `loop` value. Files without a `loop` field still play once. Previously `loop` was ignored, so animations exported with `"loop": true` and queued without a behavior will now loop.
- **Behavior change:** `REPEAT_X_TIMES` / `setRepeatAmount` now means total plays. Values of 2 or more play one fewer time than before; 1 or less plays once.
- A play behavior or repeat count / freeze point set on the code side (stage or AzCommand) always takes priority over the animation file.
- New API:
- `AzAnimationController`: `isPlayingReversed()`, `sampleTick()`, `reverseInPlace()`, `setReversing(boolean)`, `flipDirection()`, `effectiveRepeatXTimes()`, `effectiveFreezeTickOffset()`.
- `AzAnimationControllerTimer#seek(double)`.
- `AzKeyframeCallbackHandler`: `handle(animatable, tick, reversed)`, `resync(tick, reversed)`.
- `AzQueuedAnimation#reverseOverride()`, `AzBakedAnimation#defaults()`, new `AzAnimationDefaults` record.
- Animation progress (`getAdjustedTick()`) always counts forward regardless of direction; use `AzAnimationController#sampleTick()` for the tick actually being sampled.
- The previous `AzQueuedAnimation` and `AzBakedAnimation` constructors are kept for compatibility.
- **Behavior change:** animations using `math.pi` were previously getting `0` and will now animate with the correct value.
- Constant pool: `Constant.of(double)` returns a shared, immutable constant per value (calling `set()` on one throws). `new Constant(...)` still creates a mutable one. `MolangParser#constantValue(double)` shares constant `MolangValue`s the same way, and `MolangParser#clearExpressionCache()` now also clears both pools.
- `MathBuilder#parse(String)` now returns an already simplified tree. Simplification never changes the value an expression returns.
- Added `MathBuilder#registerConstant(String, double)` for named values that are folded at parse time, unlike `Variable`s. `PI` and `E` are now registered as constants (and still as variables for compatibility).
- `Operation` is now a plain enum with a single `calculate` implementation, which `Operator` uses for evaluation. Added `Operation#fromSign(String)`. `Operation.OPERATORS` is now unmodifiable.
- **Behavior change:** `AzCommand#create(controller, animation)` and `create(controller, animation, behavior)` no longer reset the controller's speed, start offset, freeze point, repeat amount and reverse direction. Settings from the controller builder or an earlier command now carry over.
- **Behavior change:** `AzCommand#create(controller, animation)` now plays the animation with the loop mode from its animation file (`AzPlayBehaviors.AS_AUTHORED`) instead of always `PLAY_ONCE`. Animations exported with `"loop": true` (or any other loop mode) will now play that way; files without a `loop` field still play once. Pass `AzPlayBehaviors.PLAY_ONCE` explicitly to keep the old behavior.
- `AzArmorTrimLayer` (26.3):
- Trim textures are no longer registered in the `armor_trims` atlas (removed by Minecraft in 26.3). Instead, each grayscale trim texture needs a `.png.mcmeta` with `{"palette": {"base_palette": "minecraft:trim_base"}}`, and must be the same size as the armor texture.
- Texture ids are relative to `textures/` (e.g. `yourmod:trims/your_armor_trim`) and use `Identifier` instead of `ResourceLocation`.
- **Breaking:** custom texture functions now return only the texture, without the material suffix (`_gold`, `_iron`, ...), since the color comes from the palette.
- New `AzArmorTrimLayer(textureFn, paletteFn)` constructor to choose the palette per trim, e.g. `TrimMaterials.Palette.GOLD_DARKER.id()` for vanilla-style darker trims. `AzArmorTrimLayer.MATERIAL_PALETTE` is the default (the trim material's own palette).
- See the updated Armor Trims docs page for setup and migration.
release
azurelib-neo-1.20.1-3.1.16.jar
3.1.165 окт. 2026 г.1,1 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.16
### Additions
- Added reverse animation playback. Animations can be reversed per stage (`withShouldReverse(true)` / `AzSequence#playReversed`) or per controller via the existing set reverse AzCommands.
- Reversed animations play their keyframes, Molang `query.anim_time` and keyframe events (sounds, particles, custom instructions) backwards.
- Transitions into a reversed animation now blend towards its last frame instead of its first.
- Reversing a controller mid-animation now turns the animation around from its current pose instead of snapping to the mirrored frame.
- Added the `PING_PONG` play behavior (`AzPlayBehaviors.PING_PONG` / `AzSequence#pingPong`), which plays an animation forward then backward indefinitely with seamless turnarounds.
- Animation files can now define their own play behavior, so it no longer has to be set through AzCommands:
- `"loop"` now accepts `true`, `"hold_on_last_frame"`, `"ping_pong"`, `"repeat_x_times"` and `"freeze_on_frame"`.
- `"repeat_times"` sets the play count for `repeat_x_times`.
- `"freeze_at"` sets the freeze point in seconds for `freeze_on_frame`.
- These can all be set in Blockbench with AzureLib Animator 2.2.0+.
- Added `AzPlayBehaviors.AS_AUTHORED` and `AzSequence#authored` to explicitly play an animation with the behavior from its animation file.
- Molang expressions are now simplified further when animations load. Parts that only use constants (including `math.pi`) are calculated once instead of every frame, and no-op math like `x * 1` or `x - 0` is removed.
- Repeated numbers in animation files (keyframe values, rotations, easing arguments) now share one object per value instead of one per occurrence, reducing memory use for large animation sets.
### Fixes
- Fixed `REPEAT_X_TIMES` playing one extra time for counts above 1 (2 played 3 times). The repeat count is now the total number of plays.
- Fixed the `loop` field in animation files being parsed but never used.
- Fixed the controller reverse property and per-stage reverse settings being ignored.
- Fixed per-stage properties other than the play behavior being dropped when an animation was queued, which prevented stage-level reversing.
- Fixed Molang `query.anim_time` during transitions using the transition's progress instead of the time of the pose being blended to.
- Fixed animation files exported by older AzureLib Animator versions with `"loop": "once"` or `"loop": "hold"` not being recognized.
- Fixed `math.pi` evaluating to `0` in Molang expressions. It was registered as a function that didn't exist instead of a constant.
- Fixed `AzCommand#create` / `createRoot` ignoring their `transitionLength` parameter.
### Developer Notes
- **Behavior change:** stages queued without a play behavior (e.g. `AzAnimationSequenceBuilder#queue(name)`) now use the animation file's `loop` value. Files without a `loop` field still play once. Previously `loop` was ignored, so animations exported with `"loop": true` and queued without a behavior will now loop.
- **Behavior change:** `REPEAT_X_TIMES` / `setRepeatAmount` now means total plays. Values of 2 or more play one fewer time than before; 1 or less plays once.
- A play behavior or repeat count / freeze point set on the code side (stage or AzCommand) always takes priority over the animation file.
- New API:
- `AzAnimationController`: `isPlayingReversed()`, `sampleTick()`, `reverseInPlace()`, `setReversing(boolean)`, `flipDirection()`, `effectiveRepeatXTimes()`, `effectiveFreezeTickOffset()`.
- `AzAnimationControllerTimer#seek(double)`.
- `AzKeyframeCallbackHandler`: `handle(animatable, tick, reversed)`, `resync(tick, reversed)`.
- `AzQueuedAnimation#reverseOverride()`, `AzBakedAnimation#defaults()`, new `AzAnimationDefaults` record.
- Animation progress (`getAdjustedTick()`) always counts forward regardless of direction; use `AzAnimationController#sampleTick()` for the tick actually being sampled.
- The previous `AzQueuedAnimation` and `AzBakedAnimation` constructors are kept for compatibility.
- **Behavior change:** animations using `math.pi` were previously getting `0` and will now animate with the correct value.
- Constant pool: `Constant.of(double)` returns a shared, immutable constant per value (calling `set()` on one throws). `new Constant(...)` still creates a mutable one. `MolangParser#constantValue(double)` shares constant `MolangValue`s the same way, and `MolangParser#clearExpressionCache()` now also clears both pools.
- `MathBuilder#parse(String)` now returns an already simplified tree. Simplification never changes the value an expression returns.
- Added `MathBuilder#registerConstant(String, double)` for named values that are folded at parse time, unlike `Variable`s. `PI` and `E` are now registered as constants (and still as variables for compatibility).
- `Operation` is now a plain enum with a single `calculate` implementation, which `Operator` uses for evaluation. Added `Operation#fromSign(String)`. `Operation.OPERATORS` is now unmodifiable.
- **Behavior change:** `AzCommand#create(controller, animation)` and `create(controller, animation, behavior)` no longer reset the controller's speed, start offset, freeze point, repeat amount and reverse direction. Settings from the controller builder or an earlier command now carry over.
- **Behavior change:** `AzCommand#create(controller, animation)` now plays the animation with the loop mode from its animation file (`AzPlayBehaviors.AS_AUTHORED`) instead of always `PLAY_ONCE`. Animations exported with `"loop": true` (or any other loop mode) will now play that way; files without a `loop` field still play once. Pass `AzPlayBehaviors.PLAY_ONCE` explicitly to keep the old behavior.
release
azurelib-fabric-1.20.1-3.1.16.jar
3.1.165 окт. 2026 г.240Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.16
### Additions
- Added reverse animation playback. Animations can be reversed per stage (`withShouldReverse(true)` / `AzSequence#playReversed`) or per controller via the existing set reverse AzCommands.
- Reversed animations play their keyframes, Molang `query.anim_time` and keyframe events (sounds, particles, custom instructions) backwards.
- Transitions into a reversed animation now blend towards its last frame instead of its first.
- Reversing a controller mid-animation now turns the animation around from its current pose instead of snapping to the mirrored frame.
- Added the `PING_PONG` play behavior (`AzPlayBehaviors.PING_PONG` / `AzSequence#pingPong`), which plays an animation forward then backward indefinitely with seamless turnarounds.
- Animation files can now define their own play behavior, so it no longer has to be set through AzCommands:
- `"loop"` now accepts `true`, `"hold_on_last_frame"`, `"ping_pong"`, `"repeat_x_times"` and `"freeze_on_frame"`.
- `"repeat_times"` sets the play count for `repeat_x_times`.
- `"freeze_at"` sets the freeze point in seconds for `freeze_on_frame`.
- These can all be set in Blockbench with AzureLib Animator 2.2.0+.
- Added `AzPlayBehaviors.AS_AUTHORED` and `AzSequence#authored` to explicitly play an animation with the behavior from its animation file.
- Molang expressions are now simplified further when animations load. Parts that only use constants (including `math.pi`) are calculated once instead of every frame, and no-op math like `x * 1` or `x - 0` is removed.
- Repeated numbers in animation files (keyframe values, rotations, easing arguments) now share one object per value instead of one per occurrence, reducing memory use for large animation sets.
### Fixes
- Fixed `REPEAT_X_TIMES` playing one extra time for counts above 1 (2 played 3 times). The repeat count is now the total number of plays.
- Fixed the `loop` field in animation files being parsed but never used.
- Fixed the controller reverse property and per-stage reverse settings being ignored.
- Fixed per-stage properties other than the play behavior being dropped when an animation was queued, which prevented stage-level reversing.
- Fixed Molang `query.anim_time` during transitions using the transition's progress instead of the time of the pose being blended to.
- Fixed animation files exported by older AzureLib Animator versions with `"loop": "once"` or `"loop": "hold"` not being recognized.
- Fixed `math.pi` evaluating to `0` in Molang expressions. It was registered as a function that didn't exist instead of a constant.
- Fixed `AzCommand#create` / `createRoot` ignoring their `transitionLength` parameter.
### Developer Notes
- **Behavior change:** stages queued without a play behavior (e.g. `AzAnimationSequenceBuilder#queue(name)`) now use the animation file's `loop` value. Files without a `loop` field still play once. Previously `loop` was ignored, so animations exported with `"loop": true` and queued without a behavior will now loop.
- **Behavior change:** `REPEAT_X_TIMES` / `setRepeatAmount` now means total plays. Values of 2 or more play one fewer time than before; 1 or less plays once.
- A play behavior or repeat count / freeze point set on the code side (stage or AzCommand) always takes priority over the animation file.
- New API:
- `AzAnimationController`: `isPlayingReversed()`, `sampleTick()`, `reverseInPlace()`, `setReversing(boolean)`, `flipDirection()`, `effectiveRepeatXTimes()`, `effectiveFreezeTickOffset()`.
- `AzAnimationControllerTimer#seek(double)`.
- `AzKeyframeCallbackHandler`: `handle(animatable, tick, reversed)`, `resync(tick, reversed)`.
- `AzQueuedAnimation#reverseOverride()`, `AzBakedAnimation#defaults()`, new `AzAnimationDefaults` record.
- Animation progress (`getAdjustedTick()`) always counts forward regardless of direction; use `AzAnimationController#sampleTick()` for the tick actually being sampled.
- The previous `AzQueuedAnimation` and `AzBakedAnimation` constructors are kept for compatibility.
- **Behavior change:** animations using `math.pi` were previously getting `0` and will now animate with the correct value.
- Constant pool: `Constant.of(double)` returns a shared, immutable constant per value (calling `set()` on one throws). `new Constant(...)` still creates a mutable one. `MolangParser#constantValue(double)` shares constant `MolangValue`s the same way, and `MolangParser#clearExpressionCache()` now also clears both pools.
- `MathBuilder#parse(String)` now returns an already simplified tree. Simplification never changes the value an expression returns.
- Added `MathBuilder#registerConstant(String, double)` for named values that are folded at parse time, unlike `Variable`s. `PI` and `E` are now registered as constants (and still as variables for compatibility).
- `Operation` is now a plain enum with a single `calculate` implementation, which `Operator` uses for evaluation. Added `Operation#fromSign(String)`. `Operation.OPERATORS` is now unmodifiable.
- **Behavior change:** `AzCommand#create(controller, animation)` and `create(controller, animation, behavior)` no longer reset the controller's speed, start offset, freeze point, repeat amount and reverse direction. Settings from the controller builder or an earlier command now carry over.
- **Behavior change:** `AzCommand#create(controller, animation)` now plays the animation with the loop mode from its animation file (`AzPlayBehaviors.AS_AUTHORED`) instead of always `PLAY_ONCE`. Animations exported with `"loop": true` (or any other loop mode) will now play that way; files without a `loop` field still play once. Pass `AzPlayBehaviors.PLAY_ONCE` explicitly to keep the old behavior.
release
azurelib-fabric-1.21.1-3.1.15.jar
3.1.155 окт. 2026 г.154Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.15
### Additions
- Added reverse animation playback. Animations can be reversed per stage (`withShouldReverse(true)` / `AzSequence#playReversed`) or per controller via the existing set reverse AzCommands.
- Reversed animations play their keyframes, Molang `query.anim_time` and keyframe events (sounds, particles, custom instructions) backwards.
- Transitions into a reversed animation now blend towards its last frame instead of its first.
- Reversing a controller mid-animation now turns the animation around from its current pose instead of snapping to the mirrored frame.
- Added the `PING_PONG` play behavior (`AzPlayBehaviors.PING_PONG` / `AzSequence#pingPong`), which plays an animation forward then backward indefinitely with seamless turnarounds.
- Animation files can now define their own play behavior, so it no longer has to be set through AzCommands:
- `"loop"` now accepts `true`, `"hold_on_last_frame"`, `"ping_pong"`, `"repeat_x_times"` and `"freeze_on_frame"`.
- `"repeat_times"` sets the play count for `repeat_x_times`.
- `"freeze_at"` sets the freeze point in seconds for `freeze_on_frame`.
- These can all be set in Blockbench with AzureLib Animator 2.2.0+.
- Added `AzPlayBehaviors.AS_AUTHORED` and `AzSequence#authored` to explicitly play an animation with the behavior from its animation file.
- Molang expressions are now simplified further when animations load. Parts that only use constants (including `math.pi`) are calculated once instead of every frame, and no-op math like `x * 1` or `x - 0` is removed.
- Repeated numbers in animation files (keyframe values, rotations, easing arguments) now share one object per value instead of one per occurrence, reducing memory use for large animation sets.
### Fixes
- Fixed `REPEAT_X_TIMES` playing one extra time for counts above 1 (2 played 3 times). The repeat count is now the total number of plays.
- Fixed the `loop` field in animation files being parsed but never used.
- Fixed the controller reverse property and per-stage reverse settings being ignored.
- Fixed per-stage properties other than the play behavior being dropped when an animation was queued, which prevented stage-level reversing.
- Fixed Molang `query.anim_time` during transitions using the transition's progress instead of the time of the pose being blended to.
- Fixed animation files exported by older AzureLib Animator versions with `"loop": "once"` or `"loop": "hold"` not being recognized.
- Fixed `math.pi` evaluating to `0` in Molang expressions. It was registered as a function that didn't exist instead of a constant.
- Fixed `AzCommand#create` / `createRoot` ignoring their `transitionLength` parameter.
### Developer Notes
- **Behavior change:** stages queued without a play behavior (e.g. `AzAnimationSequenceBuilder#queue(name)`) now use the animation file's `loop` value. Files without a `loop` field still play once. Previously `loop` was ignored, so animations exported with `"loop": true` and queued without a behavior will now loop.
- **Behavior change:** `REPEAT_X_TIMES` / `setRepeatAmount` now means total plays. Values of 2 or more play one fewer time than before; 1 or less plays once.
- A play behavior or repeat count / freeze point set on the code side (stage or AzCommand) always takes priority over the animation file.
- New API:
- `AzAnimationController`: `isPlayingReversed()`, `sampleTick()`, `reverseInPlace()`, `setReversing(boolean)`, `flipDirection()`, `effectiveRepeatXTimes()`, `effectiveFreezeTickOffset()`.
- `AzAnimationControllerTimer#seek(double)`.
- `AzKeyframeCallbackHandler`: `handle(animatable, tick, reversed)`, `resync(tick, reversed)`.
- `AzQueuedAnimation#reverseOverride()`, `AzBakedAnimation#defaults()`, new `AzAnimationDefaults` record.
- Animation progress (`getAdjustedTick()`) always counts forward regardless of direction; use `AzAnimationController#sampleTick()` for the tick actually being sampled.
- The previous `AzQueuedAnimation` and `AzBakedAnimation` constructors are kept for compatibility.
- **Behavior change:** animations using `math.pi` were previously getting `0` and will now animate with the correct value.
- Constant pool: `Constant.of(double)` returns a shared, immutable constant per value (calling `set()` on one throws). `new Constant(...)` still creates a mutable one. `MolangParser#constantValue(double)` shares constant `MolangValue`s the same way, and `MolangParser#clearExpressionCache()` now also clears both pools.
- `MathBuilder#parse(String)` now returns an already simplified tree. Simplification never changes the value an expression returns.
- Added `MathBuilder#registerConstant(String, double)` for named values that are folded at parse time, unlike `Variable`s. `PI` and `E` are now registered as constants (and still as variables for compatibility).
- `Operation` is now a plain enum with a single `calculate` implementation, which `Operator` uses for evaluation. Added `Operation#fromSign(String)`. `Operation.OPERATORS` is now unmodifiable.
- **Behavior change:** `AzCommand#create(controller, animation)` and `create(controller, animation, behavior)` no longer reset the controller's speed, start offset, freeze point, repeat amount and reverse direction. Settings from the controller builder or an earlier command now carry over.
- **Behavior change:** `AzCommand#create(controller, animation)` now plays the animation with the loop mode from its animation file (`AzPlayBehaviors.AS_AUTHORED`) instead of always `PLAY_ONCE`. Animations exported with `"loop": true` (or any other loop mode) will now play that way; files without a `loop` field still play once. Pass `AzPlayBehaviors.PLAY_ONCE` explicitly to keep the old behavior.
release
azurelib-neo-1.21.1-3.1.15.jar
3.1.155 окт. 2026 г.902Minecraft: 1.21.1neoforge
Что нового
v3.1.15
### Additions
- Added reverse animation playback. Animations can be reversed per stage (`withShouldReverse(true)` / `AzSequence#playReversed`) or per controller via the existing set reverse AzCommands.
- Reversed animations play their keyframes, Molang `query.anim_time` and keyframe events (sounds, particles, custom instructions) backwards.
- Transitions into a reversed animation now blend towards its last frame instead of its first.
- Reversing a controller mid-animation now turns the animation around from its current pose instead of snapping to the mirrored frame.
- Added the `PING_PONG` play behavior (`AzPlayBehaviors.PING_PONG` / `AzSequence#pingPong`), which plays an animation forward then backward indefinitely with seamless turnarounds.
- Animation files can now define their own play behavior, so it no longer has to be set through AzCommands:
- `"loop"` now accepts `true`, `"hold_on_last_frame"`, `"ping_pong"`, `"repeat_x_times"` and `"freeze_on_frame"`.
- `"repeat_times"` sets the play count for `repeat_x_times`.
- `"freeze_at"` sets the freeze point in seconds for `freeze_on_frame`.
- These can all be set in Blockbench with AzureLib Animator 2.2.0+.
- Added `AzPlayBehaviors.AS_AUTHORED` and `AzSequence#authored` to explicitly play an animation with the behavior from its animation file.
- Molang expressions are now simplified further when animations load. Parts that only use constants (including `math.pi`) are calculated once instead of every frame, and no-op math like `x * 1` or `x - 0` is removed.
- Repeated numbers in animation files (keyframe values, rotations, easing arguments) now share one object per value instead of one per occurrence, reducing memory use for large animation sets.
### Fixes
- Fixed `REPEAT_X_TIMES` playing one extra time for counts above 1 (2 played 3 times). The repeat count is now the total number of plays.
- Fixed the `loop` field in animation files being parsed but never used.
- Fixed the controller reverse property and per-stage reverse settings being ignored.
- Fixed per-stage properties other than the play behavior being dropped when an animation was queued, which prevented stage-level reversing.
- Fixed Molang `query.anim_time` during transitions using the transition's progress instead of the time of the pose being blended to.
- Fixed animation files exported by older AzureLib Animator versions with `"loop": "once"` or `"loop": "hold"` not being recognized.
- Fixed `math.pi` evaluating to `0` in Molang expressions. It was registered as a function that didn't exist instead of a constant.
- Fixed `AzCommand#create` / `createRoot` ignoring their `transitionLength` parameter.
### Developer Notes
- **Behavior change:** stages queued without a play behavior (e.g. `AzAnimationSequenceBuilder#queue(name)`) now use the animation file's `loop` value. Files without a `loop` field still play once. Previously `loop` was ignored, so animations exported with `"loop": true` and queued without a behavior will now loop.
- **Behavior change:** `REPEAT_X_TIMES` / `setRepeatAmount` now means total plays. Values of 2 or more play one fewer time than before; 1 or less plays once.
- A play behavior or repeat count / freeze point set on the code side (stage or AzCommand) always takes priority over the animation file.
- New API:
- `AzAnimationController`: `isPlayingReversed()`, `sampleTick()`, `reverseInPlace()`, `setReversing(boolean)`, `flipDirection()`, `effectiveRepeatXTimes()`, `effectiveFreezeTickOffset()`.
- `AzAnimationControllerTimer#seek(double)`.
- `AzKeyframeCallbackHandler`: `handle(animatable, tick, reversed)`, `resync(tick, reversed)`.
- `AzQueuedAnimation#reverseOverride()`, `AzBakedAnimation#defaults()`, new `AzAnimationDefaults` record.
- Animation progress (`getAdjustedTick()`) always counts forward regardless of direction; use `AzAnimationController#sampleTick()` for the tick actually being sampled.
- The previous `AzQueuedAnimation` and `AzBakedAnimation` constructors are kept for compatibility.
- **Behavior change:** animations using `math.pi` were previously getting `0` and will now animate with the correct value.
- Constant pool: `Constant.of(double)` returns a shared, immutable constant per value (calling `set()` on one throws). `new Constant(...)` still creates a mutable one. `MolangParser#constantValue(double)` shares constant `MolangValue`s the same way, and `MolangParser#clearExpressionCache()` now also clears both pools.
- `MathBuilder#parse(String)` now returns an already simplified tree. Simplification never changes the value an expression returns.
- Added `MathBuilder#registerConstant(String, double)` for named values that are folded at parse time, unlike `Variable`s. `PI` and `E` are now registered as constants (and still as variables for compatibility).
- `Operation` is now a plain enum with a single `calculate` implementation, which `Operator` uses for evaluation. Added `Operation#fromSign(String)`. `Operation.OPERATORS` is now unmodifiable.
- **Behavior change:** `AzCommand#create(controller, animation)` and `create(controller, animation, behavior)` no longer reset the controller's speed, start offset, freeze point, repeat amount and reverse direction. Settings from the controller builder or an earlier command now carry over.
- **Behavior change:** `AzCommand#create(controller, animation)` now plays the animation with the loop mode from its animation file (`AzPlayBehaviors.AS_AUTHORED`) instead of always `PLAY_ONCE`. Animations exported with `"loop": true` (or any other loop mode) will now play that way; files without a `loop` field still play once. Pass `AzPlayBehaviors.PLAY_ONCE` explicitly to keep the old behavior.
release
azurelib-fabric-1.19.2-3.2.15.jar
3.2.155 окт. 2026 г.11Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.15
### Additions
- Added reverse animation playback. Animations can be reversed per stage (`withShouldReverse(true)` / `AzSequence#playReversed`) or per controller via the existing set reverse AzCommands.
- Reversed animations play their keyframes, Molang `query.anim_time` and keyframe events (sounds, particles, custom instructions) backwards.
- Transitions into a reversed animation now blend towards its last frame instead of its first.
- Reversing a controller mid-animation now turns the animation around from its current pose instead of snapping to the mirrored frame.
- Added the `PING_PONG` play behavior (`AzPlayBehaviors.PING_PONG` / `AzSequence#pingPong`), which plays an animation forward then backward indefinitely with seamless turnarounds.
- Animation files can now define their own play behavior, so it no longer has to be set through AzCommands:
- `"loop"` now accepts `true`, `"hold_on_last_frame"`, `"ping_pong"`, `"repeat_x_times"` and `"freeze_on_frame"`.
- `"repeat_times"` sets the play count for `repeat_x_times`.
- `"freeze_at"` sets the freeze point in seconds for `freeze_on_frame`.
- These can all be set in Blockbench with AzureLib Animator 2.2.0+.
- Added `AzPlayBehaviors.AS_AUTHORED` and `AzSequence#authored` to explicitly play an animation with the behavior from its animation file.
- Molang expressions are now simplified further when animations load. Parts that only use constants (including `math.pi`) are calculated once instead of every frame, and no-op math like `x * 1` or `x - 0` is removed.
- Repeated numbers in animation files (keyframe values, rotations, easing arguments) now share one object per value instead of one per occurrence, reducing memory use for large animation sets.
### Fixes
- Fixed `REPEAT_X_TIMES` playing one extra time for counts above 1 (2 played 3 times). The repeat count is now the total number of plays.
- Fixed the `loop` field in animation files being parsed but never used.
- Fixed the controller reverse property and per-stage reverse settings being ignored.
- Fixed per-stage properties other than the play behavior being dropped when an animation was queued, which prevented stage-level reversing.
- Fixed Molang `query.anim_time` during transitions using the transition's progress instead of the time of the pose being blended to.
- Fixed animation files exported by older AzureLib Animator versions with `"loop": "once"` or `"loop": "hold"` not being recognized.
- Fixed `math.pi` evaluating to `0` in Molang expressions. It was registered as a function that didn't exist instead of a constant.
- Fixed `AzCommand#create` / `createRoot` ignoring their `transitionLength` parameter.
### Developer Notes
- **Behavior change:** stages queued without a play behavior (e.g. `AzAnimationSequenceBuilder#queue(name)`) now use the animation file's `loop` value. Files without a `loop` field still play once. Previously `loop` was ignored, so animations exported with `"loop": true` and queued without a behavior will now loop.
- **Behavior change:** `REPEAT_X_TIMES` / `setRepeatAmount` now means total plays. Values of 2 or more play one fewer time than before; 1 or less plays once.
- A play behavior or repeat count / freeze point set on the code side (stage or AzCommand) always takes priority over the animation file.
- New API:
- `AzAnimationController`: `isPlayingReversed()`, `sampleTick()`, `reverseInPlace()`, `setReversing(boolean)`, `flipDirection()`, `effectiveRepeatXTimes()`, `effectiveFreezeTickOffset()`.
- `AzAnimationControllerTimer#seek(double)`.
- `AzKeyframeCallbackHandler`: `handle(animatable, tick, reversed)`, `resync(tick, reversed)`.
- `AzQueuedAnimation#reverseOverride()`, `AzBakedAnimation#defaults()`, new `AzAnimationDefaults` record.
- Animation progress (`getAdjustedTick()`) always counts forward regardless of direction; use `AzAnimationController#sampleTick()` for the tick actually being sampled.
- The previous `AzQueuedAnimation` and `AzBakedAnimation` constructors are kept for compatibility.
- **Behavior change:** animations using `math.pi` were previously getting `0` and will now animate with the correct value.
- Constant pool: `Constant.of(double)` returns a shared, immutable constant per value (calling `set()` on one throws). `new Constant(...)` still creates a mutable one. `MolangParser#constantValue(double)` shares constant `MolangValue`s the same way, and `MolangParser#clearExpressionCache()` now also clears both pools.
- `MathBuilder#parse(String)` now returns an already simplified tree. Simplification never changes the value an expression returns.
- Added `MathBuilder#registerConstant(String, double)` for named values that are folded at parse time, unlike `Variable`s. `PI` and `E` are now registered as constants (and still as variables for compatibility).
- `Operation` is now a plain enum with a single `calculate` implementation, which `Operator` uses for evaluation. Added `Operation#fromSign(String)`. `Operation.OPERATORS` is now unmodifiable.
- **Behavior change:** `AzCommand#create(controller, animation)` and `create(controller, animation, behavior)` no longer reset the controller's speed, start offset, freeze point, repeat amount and reverse direction. Settings from the controller builder or an earlier command now carry over.
- **Behavior change:** `AzCommand#create(controller, animation)` now plays the animation with the loop mode from its animation file (`AzPlayBehaviors.AS_AUTHORED`) instead of always `PLAY_ONCE`. Animations exported with `"loop": true` (or any other loop mode) will now play that way; files without a `loop` field still play once. Pass `AzPlayBehaviors.PLAY_ONCE` explicitly to keep the old behavior.
release
azurelib-forge-1.19.2-3.2.15.jar
3.2.155 окт. 2026 г.5Minecraft: 1.19.2forge
Что нового
v3.2.15
### Additions
- Added reverse animation playback. Animations can be reversed per stage (`withShouldReverse(true)` / `AzSequence#playReversed`) or per controller via the existing set reverse AzCommands.
- Reversed animations play their keyframes, Molang `query.anim_time` and keyframe events (sounds, particles, custom instructions) backwards.
- Transitions into a reversed animation now blend towards its last frame instead of its first.
- Reversing a controller mid-animation now turns the animation around from its current pose instead of snapping to the mirrored frame.
- Added the `PING_PONG` play behavior (`AzPlayBehaviors.PING_PONG` / `AzSequence#pingPong`), which plays an animation forward then backward indefinitely with seamless turnarounds.
- Animation files can now define their own play behavior, so it no longer has to be set through AzCommands:
- `"loop"` now accepts `true`, `"hold_on_last_frame"`, `"ping_pong"`, `"repeat_x_times"` and `"freeze_on_frame"`.
- `"repeat_times"` sets the play count for `repeat_x_times`.
- `"freeze_at"` sets the freeze point in seconds for `freeze_on_frame`.
- These can all be set in Blockbench with AzureLib Animator 2.2.0+.
- Added `AzPlayBehaviors.AS_AUTHORED` and `AzSequence#authored` to explicitly play an animation with the behavior from its animation file.
- Molang expressions are now simplified further when animations load. Parts that only use constants (including `math.pi`) are calculated once instead of every frame, and no-op math like `x * 1` or `x - 0` is removed.
- Repeated numbers in animation files (keyframe values, rotations, easing arguments) now share one object per value instead of one per occurrence, reducing memory use for large animation sets.
### Fixes
- Fixed `REPEAT_X_TIMES` playing one extra time for counts above 1 (2 played 3 times). The repeat count is now the total number of plays.
- Fixed the `loop` field in animation files being parsed but never used.
- Fixed the controller reverse property and per-stage reverse settings being ignored.
- Fixed per-stage properties other than the play behavior being dropped when an animation was queued, which prevented stage-level reversing.
- Fixed Molang `query.anim_time` during transitions using the transition's progress instead of the time of the pose being blended to.
- Fixed animation files exported by older AzureLib Animator versions with `"loop": "once"` or `"loop": "hold"` not being recognized.
- Fixed `math.pi` evaluating to `0` in Molang expressions. It was registered as a function that didn't exist instead of a constant.
- Fixed `AzCommand#create` / `createRoot` ignoring their `transitionLength` parameter.
### Developer Notes
- **Behavior change:** stages queued without a play behavior (e.g. `AzAnimationSequenceBuilder#queue(name)`) now use the animation file's `loop` value. Files without a `loop` field still play once. Previously `loop` was ignored, so animations exported with `"loop": true` and queued without a behavior will now loop.
- **Behavior change:** `REPEAT_X_TIMES` / `setRepeatAmount` now means total plays. Values of 2 or more play one fewer time than before; 1 or less plays once.
- A play behavior or repeat count / freeze point set on the code side (stage or AzCommand) always takes priority over the animation file.
- New API:
- `AzAnimationController`: `isPlayingReversed()`, `sampleTick()`, `reverseInPlace()`, `setReversing(boolean)`, `flipDirection()`, `effectiveRepeatXTimes()`, `effectiveFreezeTickOffset()`.
- `AzAnimationControllerTimer#seek(double)`.
- `AzKeyframeCallbackHandler`: `handle(animatable, tick, reversed)`, `resync(tick, reversed)`.
- `AzQueuedAnimation#reverseOverride()`, `AzBakedAnimation#defaults()`, new `AzAnimationDefaults` record.
- Animation progress (`getAdjustedTick()`) always counts forward regardless of direction; use `AzAnimationController#sampleTick()` for the tick actually being sampled.
- The previous `AzQueuedAnimation` and `AzBakedAnimation` constructors are kept for compatibility.
- **Behavior change:** animations using `math.pi` were previously getting `0` and will now animate with the correct value.
- Constant pool: `Constant.of(double)` returns a shared, immutable constant per value (calling `set()` on one throws). `new Constant(...)` still creates a mutable one. `MolangParser#constantValue(double)` shares constant `MolangValue`s the same way, and `MolangParser#clearExpressionCache()` now also clears both pools.
- `MathBuilder#parse(String)` now returns an already simplified tree. Simplification never changes the value an expression returns.
- Added `MathBuilder#registerConstant(String, double)` for named values that are folded at parse time, unlike `Variable`s. `PI` and `E` are now registered as constants (and still as variables for compatibility).
- `Operation` is now a plain enum with a single `calculate` implementation, which `Operator` uses for evaluation. Added `Operation#fromSign(String)`. `Operation.OPERATORS` is now unmodifiable.
- **Behavior change:** `AzCommand#create(controller, animation)` and `create(controller, animation, behavior)` no longer reset the controller's speed, start offset, freeze point, repeat amount and reverse direction. Settings from the controller builder or an earlier command now carry over.
- **Behavior change:** `AzCommand#create(controller, animation)` now plays the animation with the loop mode from its animation file (`AzPlayBehaviors.AS_AUTHORED`) instead of always `PLAY_ONCE`. Animations exported with `"loop": true` (or any other loop mode) will now play that way; files without a `loop` field still play once. Pass `AzPlayBehaviors.PLAY_ONCE` explicitly to keep the old behavior.
release
azurelib-fabric-1.18.2-3.2.15.jar
3.2.155 окт. 2026 г.12Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.15
### Additions
- Added reverse animation playback. Animations can be reversed per stage (`withShouldReverse(true)` / `AzSequence#playReversed`) or per controller via the existing set reverse AzCommands.
- Reversed animations play their keyframes, Molang `query.anim_time` and keyframe events (sounds, particles, custom instructions) backwards.
- Transitions into a reversed animation now blend towards its last frame instead of its first.
- Reversing a controller mid-animation now turns the animation around from its current pose instead of snapping to the mirrored frame.
- Added the `PING_PONG` play behavior (`AzPlayBehaviors.PING_PONG` / `AzSequence#pingPong`), which plays an animation forward then backward indefinitely with seamless turnarounds.
- Animation files can now define their own play behavior, so it no longer has to be set through AzCommands:
- `"loop"` now accepts `true`, `"hold_on_last_frame"`, `"ping_pong"`, `"repeat_x_times"` and `"freeze_on_frame"`.
- `"repeat_times"` sets the play count for `repeat_x_times`.
- `"freeze_at"` sets the freeze point in seconds for `freeze_on_frame`.
- These can all be set in Blockbench with AzureLib Animator 2.2.0+.
- Added `AzPlayBehaviors.AS_AUTHORED` and `AzSequence#authored` to explicitly play an animation with the behavior from its animation file.
- Molang expressions are now simplified further when animations load. Parts that only use constants (including `math.pi`) are calculated once instead of every frame, and no-op math like `x * 1` or `x - 0` is removed.
- Repeated numbers in animation files (keyframe values, rotations, easing arguments) now share one object per value instead of one per occurrence, reducing memory use for large animation sets.
### Fixes
- Fixed `REPEAT_X_TIMES` playing one extra time for counts above 1 (2 played 3 times). The repeat count is now the total number of plays.
- Fixed the `loop` field in animation files being parsed but never used.
- Fixed the controller reverse property and per-stage reverse settings being ignored.
- Fixed per-stage properties other than the play behavior being dropped when an animation was queued, which prevented stage-level reversing.
- Fixed Molang `query.anim_time` during transitions using the transition's progress instead of the time of the pose being blended to.
- Fixed animation files exported by older AzureLib Animator versions with `"loop": "once"` or `"loop": "hold"` not being recognized.
- Fixed `math.pi` evaluating to `0` in Molang expressions. It was registered as a function that didn't exist instead of a constant.
- Fixed `AzCommand#create` / `createRoot` ignoring their `transitionLength` parameter.
### Developer Notes
- **Behavior change:** stages queued without a play behavior (e.g. `AzAnimationSequenceBuilder#queue(name)`) now use the animation file's `loop` value. Files without a `loop` field still play once. Previously `loop` was ignored, so animations exported with `"loop": true` and queued without a behavior will now loop.
- **Behavior change:** `REPEAT_X_TIMES` / `setRepeatAmount` now means total plays. Values of 2 or more play one fewer time than before; 1 or less plays once.
- A play behavior or repeat count / freeze point set on the code side (stage or AzCommand) always takes priority over the animation file.
- New API:
- `AzAnimationController`: `isPlayingReversed()`, `sampleTick()`, `reverseInPlace()`, `setReversing(boolean)`, `flipDirection()`, `effectiveRepeatXTimes()`, `effectiveFreezeTickOffset()`.
- `AzAnimationControllerTimer#seek(double)`.
- `AzKeyframeCallbackHandler`: `handle(animatable, tick, reversed)`, `resync(tick, reversed)`.
- `AzQueuedAnimation#reverseOverride()`, `AzBakedAnimation#defaults()`, new `AzAnimationDefaults` record.
- Animation progress (`getAdjustedTick()`) always counts forward regardless of direction; use `AzAnimationController#sampleTick()` for the tick actually being sampled.
- The previous `AzQueuedAnimation` and `AzBakedAnimation` constructors are kept for compatibility.
- **Behavior change:** animations using `math.pi` were previously getting `0` and will now animate with the correct value.
- Constant pool: `Constant.of(double)` returns a shared, immutable constant per value (calling `set()` on one throws). `new Constant(...)` still creates a mutable one. `MolangParser#constantValue(double)` shares constant `MolangValue`s the same way, and `MolangParser#clearExpressionCache()` now also clears both pools.
- `MathBuilder#parse(String)` now returns an already simplified tree. Simplification never changes the value an expression returns.
- Added `MathBuilder#registerConstant(String, double)` for named values that are folded at parse time, unlike `Variable`s. `PI` and `E` are now registered as constants (and still as variables for compatibility).
- `Operation` is now a plain enum with a single `calculate` implementation, which `Operator` uses for evaluation. Added `Operation#fromSign(String)`. `Operation.OPERATORS` is now unmodifiable.
- **Behavior change:** `AzCommand#create(controller, animation)` and `create(controller, animation, behavior)` no longer reset the controller's speed, start offset, freeze point, repeat amount and reverse direction. Settings from the controller builder or an earlier command now carry over.
- **Behavior change:** `AzCommand#create(controller, animation)` now plays the animation with the loop mode from its animation file (`AzPlayBehaviors.AS_AUTHORED`) instead of always `PLAY_ONCE`. Animations exported with `"loop": true` (or any other loop mode) will now play that way; files without a `loop` field still play once. Pass `AzPlayBehaviors.PLAY_ONCE` explicitly to keep the old behavior.
release
azurelib-forge-1.18.2-3.2.15.jar
3.2.155 окт. 2026 г.22Minecraft: 1.18.2forge
Что нового
v3.2.15
### Additions
- Added reverse animation playback. Animations can be reversed per stage (`withShouldReverse(true)` / `AzSequence#playReversed`) or per controller via the existing set reverse AzCommands.
- Reversed animations play their keyframes, Molang `query.anim_time` and keyframe events (sounds, particles, custom instructions) backwards.
- Transitions into a reversed animation now blend towards its last frame instead of its first.
- Reversing a controller mid-animation now turns the animation around from its current pose instead of snapping to the mirrored frame.
- Added the `PING_PONG` play behavior (`AzPlayBehaviors.PING_PONG` / `AzSequence#pingPong`), which plays an animation forward then backward indefinitely with seamless turnarounds.
- Animation files can now define their own play behavior, so it no longer has to be set through AzCommands:
- `"loop"` now accepts `true`, `"hold_on_last_frame"`, `"ping_pong"`, `"repeat_x_times"` and `"freeze_on_frame"`.
- `"repeat_times"` sets the play count for `repeat_x_times`.
- `"freeze_at"` sets the freeze point in seconds for `freeze_on_frame`.
- These can all be set in Blockbench with AzureLib Animator 2.2.0+.
- Added `AzPlayBehaviors.AS_AUTHORED` and `AzSequence#authored` to explicitly play an animation with the behavior from its animation file.
- Molang expressions are now simplified further when animations load. Parts that only use constants (including `math.pi`) are calculated once instead of every frame, and no-op math like `x * 1` or `x - 0` is removed.
- Repeated numbers in animation files (keyframe values, rotations, easing arguments) now share one object per value instead of one per occurrence, reducing memory use for large animation sets.
### Fixes
- Fixed `REPEAT_X_TIMES` playing one extra time for counts above 1 (2 played 3 times). The repeat count is now the total number of plays.
- Fixed the `loop` field in animation files being parsed but never used.
- Fixed the controller reverse property and per-stage reverse settings being ignored.
- Fixed per-stage properties other than the play behavior being dropped when an animation was queued, which prevented stage-level reversing.
- Fixed Molang `query.anim_time` during transitions using the transition's progress instead of the time of the pose being blended to.
- Fixed animation files exported by older AzureLib Animator versions with `"loop": "once"` or `"loop": "hold"` not being recognized.
- Fixed `math.pi` evaluating to `0` in Molang expressions. It was registered as a function that didn't exist instead of a constant.
- Fixed `AzCommand#create` / `createRoot` ignoring their `transitionLength` parameter.
### Developer Notes
- **Behavior change:** stages queued without a play behavior (e.g. `AzAnimationSequenceBuilder#queue(name)`) now use the animation file's `loop` value. Files without a `loop` field still play once. Previously `loop` was ignored, so animations exported with `"loop": true` and queued without a behavior will now loop.
- **Behavior change:** `REPEAT_X_TIMES` / `setRepeatAmount` now means total plays. Values of 2 or more play one fewer time than before; 1 or less plays once.
- A play behavior or repeat count / freeze point set on the code side (stage or AzCommand) always takes priority over the animation file.
- New API:
- `AzAnimationController`: `isPlayingReversed()`, `sampleTick()`, `reverseInPlace()`, `setReversing(boolean)`, `flipDirection()`, `effectiveRepeatXTimes()`, `effectiveFreezeTickOffset()`.
- `AzAnimationControllerTimer#seek(double)`.
- `AzKeyframeCallbackHandler`: `handle(animatable, tick, reversed)`, `resync(tick, reversed)`.
- `AzQueuedAnimation#reverseOverride()`, `AzBakedAnimation#defaults()`, new `AzAnimationDefaults` record.
- Animation progress (`getAdjustedTick()`) always counts forward regardless of direction; use `AzAnimationController#sampleTick()` for the tick actually being sampled.
- The previous `AzQueuedAnimation` and `AzBakedAnimation` constructors are kept for compatibility.
- **Behavior change:** animations using `math.pi` were previously getting `0` and will now animate with the correct value.
- Constant pool: `Constant.of(double)` returns a shared, immutable constant per value (calling `set()` on one throws). `new Constant(...)` still creates a mutable one. `MolangParser#constantValue(double)` shares constant `MolangValue`s the same way, and `MolangParser#clearExpressionCache()` now also clears both pools.
- `MathBuilder#parse(String)` now returns an already simplified tree. Simplification never changes the value an expression returns.
- Added `MathBuilder#registerConstant(String, double)` for named values that are folded at parse time, unlike `Variable`s. `PI` and `E` are now registered as constants (and still as variables for compatibility).
- `Operation` is now a plain enum with a single `calculate` implementation, which `Operator` uses for evaluation. Added `Operation#fromSign(String)`. `Operation.OPERATORS` is now unmodifiable.
- **Behavior change:** `AzCommand#create(controller, animation)` and `create(controller, animation, behavior)` no longer reset the controller's speed, start offset, freeze point, repeat amount and reverse direction. Settings from the controller builder or an earlier command now carry over.
- **Behavior change:** `AzCommand#create(controller, animation)` now plays the animation with the loop mode from its animation file (`AzPlayBehaviors.AS_AUTHORED`) instead of always `PLAY_ONCE`. Animations exported with `"loop": true` (or any other loop mode) will now play that way; files without a `loop` field still play once. Pass `AzPlayBehaviors.PLAY_ONCE` explicitly to keep the old behavior.
release
azurelib-fabric-26.3-4.0.3.jar
4.0.31 окт. 2026 г.253Minecraft: 26.3fabric
Что нового
v4.0.3
### Additions
- Added `AzWeightedPoolBehavior`, a play behavior that picks the next animation from a weighted pool each time the current one finishes, for idle or walk variety without timers.
- The next pick happens when the animation actually ends, based on its real length, so resource packs that retime or replace animations keep working.
- `addNoRepeat` stops an animation from playing twice in a row (useful for detail animations like a sniff or head turn), and `avoidImmediateRepeat()` applies this to every entry at once.
- `randomSequence()` starts a pool on a weighted-random entry; `sequence()` always starts on the first entry or the one chosen with `startWith(...)`.
- If a resource pack removes an animation, the pool skips it; if none of its animations can be found, the current animation keeps looping.
### Fixes
-
### Developer Notes
- Pools must be built during common init so they're registered on both sides. Only the pool name is sent over the network, and if the client doesn't know it, the animation plays once and stops without an error. Use a namespaced name like `modid:pool_name`.
- Pools are meant to be the last stage of a sequence. Stages queued after a pool play after its first animation, and the pool doesn't pick in that case.
- Picks happen on each client, so different players may see different variants.
- Sending the pool that's already playing does nothing, so the same pool command can be sent every tick. Call `randomSequence()` once when entering a state and keep sending that command; calling it every tick restarts the pool.
release
azurelib-neo-26.3-4.0.3.jar
4.0.31 окт. 2026 г.57Minecraft: 26.3neoforge
Что нового
v4.0.3
### Additions
- Added `AzWeightedPoolBehavior`, a play behavior that picks the next animation from a weighted pool each time the current one finishes, for idle or walk variety without timers.
- The next pick happens when the animation actually ends, based on its real length, so resource packs that retime or replace animations keep working.
- `addNoRepeat` stops an animation from playing twice in a row (useful for detail animations like a sniff or head turn), and `avoidImmediateRepeat()` applies this to every entry at once.
- `randomSequence()` starts a pool on a weighted-random entry; `sequence()` always starts on the first entry or the one chosen with `startWith(...)`.
- If a resource pack removes an animation, the pool skips it; if none of its animations can be found, the current animation keeps looping.
### Fixes
-
### Developer Notes
- Pools must be built during common init so they're registered on both sides. Only the pool name is sent over the network, and if the client doesn't know it, the animation plays once and stops without an error. Use a namespaced name like `modid:pool_name`.
- Pools are meant to be the last stage of a sequence. Stages queued after a pool play after its first animation, and the pool doesn't pick in that case.
- Picks happen on each client, so different players may see different variants.
- Sending the pool that's already playing does nothing, so the same pool command can be sent every tick. Call `randomSequence()` once when entering a state and keep sending that command; calling it every tick restarts the pool.
release
azurelib-fabric-1.21.1-3.1.14.jar
3.1.141 окт. 2026 г.1,8 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.14
### Additions
- Added `AzWeightedPoolBehavior`, a play behavior that picks the next animation from a weighted pool each time the current one finishes, for idle or walk variety without timers.
- The next pick happens when the animation actually ends, based on its real length, so resource packs that retime or replace animations keep working.
- `addNoRepeat` stops an animation from playing twice in a row (useful for detail animations like a sniff or head turn), and `avoidImmediateRepeat()` applies this to every entry at once.
- `randomSequence()` starts a pool on a weighted-random entry; `sequence()` always starts on the first entry or the one chosen with `startWith(...)`.
- If a resource pack removes an animation, the pool skips it; if none of its animations can be found, the current animation keeps looping.
### Fixes
-
### Developer Notes
- Pools must be built during common init so they're registered on both sides. Only the pool name is sent over the network, and if the client doesn't know it, the animation plays once and stops without an error. Use a namespaced name like `modid:pool_name`.
- Pools are meant to be the last stage of a sequence. Stages queued after a pool play after its first animation, and the pool doesn't pick in that case.
- Picks happen on each client, so different players may see different variants.
- Sending the pool that's already playing does nothing, so the same pool command can be sent every tick. Call `randomSequence()` once when entering a state and keep sending that command; calling it every tick restarts the pool.
release
azurelib-neo-1.21.1-3.1.14.jar
3.1.141 окт. 2026 г.7,2 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.14
### Additions
- Added `AzWeightedPoolBehavior`, a play behavior that picks the next animation from a weighted pool each time the current one finishes, for idle or walk variety without timers.
- The next pick happens when the animation actually ends, based on its real length, so resource packs that retime or replace animations keep working.
- `addNoRepeat` stops an animation from playing twice in a row (useful for detail animations like a sniff or head turn), and `avoidImmediateRepeat()` applies this to every entry at once.
- `randomSequence()` starts a pool on a weighted-random entry; `sequence()` always starts on the first entry or the one chosen with `startWith(...)`.
- If a resource pack removes an animation, the pool skips it; if none of its animations can be found, the current animation keeps looping.
### Fixes
-
### Developer Notes
- Pools must be built during common init so they're registered on both sides. Only the pool name is sent over the network, and if the client doesn't know it, the animation plays once and stops without an error. Use a namespaced name like `modid:pool_name`.
- Pools are meant to be the last stage of a sequence. Stages queued after a pool play after its first animation, and the pool doesn't pick in that case.
- Picks happen on each client, so different players may see different variants.
- Sending the pool that's already playing does nothing, so the same pool command can be sent every tick. Call `randomSequence()` once when entering a state and keep sending that command; calling it every tick restarts the pool.
release
azurelib-neo-1.20.1-3.1.15.jar
3.1.151 окт. 2026 г.13 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.15
### Additions
- Added `AzWeightedPoolBehavior`, a play behavior that picks the next animation from a weighted pool each time the current one finishes, for idle or walk variety without timers.
- The next pick happens when the animation actually ends, based on its real length, so resource packs that retime or replace animations keep working.
- `addNoRepeat` stops an animation from playing twice in a row (useful for detail animations like a sniff or head turn), and `avoidImmediateRepeat()` applies this to every entry at once.
- `randomSequence()` starts a pool on a weighted-random entry; `sequence()` always starts on the first entry or the one chosen with `startWith(...)`.
- If a resource pack removes an animation, the pool skips it; if none of its animations can be found, the current animation keeps looping.
### Fixes
-
### Developer Notes
- Pools must be built during common init so they're registered on both sides. Only the pool name is sent over the network, and if the client doesn't know it, the animation plays once and stops without an error. Use a namespaced name like `modid:pool_name`.
- Pools are meant to be the last stage of a sequence. Stages queued after a pool play after its first animation, and the pool doesn't pick in that case.
- Picks happen on each client, so different players may see different variants.
- Sending the pool that's already playing does nothing, so the same pool command can be sent every tick. Call `randomSequence()` once when entering a state and keep sending that command; calling it every tick restarts the pool.
release
azurelib-fabric-1.20.1-3.1.15.jar
3.1.151 окт. 2026 г.3,4 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.15
### Additions
- Added `AzWeightedPoolBehavior`, a play behavior that picks the next animation from a weighted pool each time the current one finishes, for idle or walk variety without timers.
- The next pick happens when the animation actually ends, based on its real length, so resource packs that retime or replace animations keep working.
- `addNoRepeat` stops an animation from playing twice in a row (useful for detail animations like a sniff or head turn), and `avoidImmediateRepeat()` applies this to every entry at once.
- `randomSequence()` starts a pool on a weighted-random entry; `sequence()` always starts on the first entry or the one chosen with `startWith(...)`.
- If a resource pack removes an animation, the pool skips it; if none of its animations can be found, the current animation keeps looping.
### Fixes
-
### Developer Notes
- Pools must be built during common init so they're registered on both sides. Only the pool name is sent over the network, and if the client doesn't know it, the animation plays once and stops without an error. Use a namespaced name like `modid:pool_name`.
- Pools are meant to be the last stage of a sequence. Stages queued after a pool play after its first animation, and the pool doesn't pick in that case.
- Picks happen on each client, so different players may see different variants.
- Sending the pool that's already playing does nothing, so the same pool command can be sent every tick. Call `randomSequence()` once when entering a state and keep sending that command; calling it every tick restarts the pool.
release
azurelib-forge-1.19.2-3.2.14.jar
3.2.141 окт. 2026 г.92Minecraft: 1.19.2forge
Что нового
v3.2.14
### Additions
- Added `AzWeightedPoolBehavior`, a play behavior that picks the next animation from a weighted pool each time the current one finishes, for idle or walk variety without timers.
- The next pick happens when the animation actually ends, based on its real length, so resource packs that retime or replace animations keep working.
- `addNoRepeat` stops an animation from playing twice in a row (useful for detail animations like a sniff or head turn), and `avoidImmediateRepeat()` applies this to every entry at once.
- `randomSequence()` starts a pool on a weighted-random entry; `sequence()` always starts on the first entry or the one chosen with `startWith(...)`.
- If a resource pack removes an animation, the pool skips it; if none of its animations can be found, the current animation keeps looping.
### Fixes
-
### Developer Notes
- Pools must be built during common init so they're registered on both sides. Only the pool name is sent over the network, and if the client doesn't know it, the animation plays once and stops without an error. Use a namespaced name like `modid:pool_name`.
- Pools are meant to be the last stage of a sequence. Stages queued after a pool play after its first animation, and the pool doesn't pick in that case.
- Picks happen on each client, so different players may see different variants.
- Sending the pool that's already playing does nothing, so the same pool command can be sent every tick. Call `randomSequence()` once when entering a state and keep sending that command; calling it every tick restarts the pool.
release
azurelib-fabric-1.19.2-3.2.14.jar
3.2.141 окт. 2026 г.35Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.14
### Additions
- Added `AzWeightedPoolBehavior`, a play behavior that picks the next animation from a weighted pool each time the current one finishes, for idle or walk variety without timers.
- The next pick happens when the animation actually ends, based on its real length, so resource packs that retime or replace animations keep working.
- `addNoRepeat` stops an animation from playing twice in a row (useful for detail animations like a sniff or head turn), and `avoidImmediateRepeat()` applies this to every entry at once.
- `randomSequence()` starts a pool on a weighted-random entry; `sequence()` always starts on the first entry or the one chosen with `startWith(...)`.
- If a resource pack removes an animation, the pool skips it; if none of its animations can be found, the current animation keeps looping.
### Fixes
-
### Developer Notes
- Pools must be built during common init so they're registered on both sides. Only the pool name is sent over the network, and if the client doesn't know it, the animation plays once and stops without an error. Use a namespaced name like `modid:pool_name`.
- Pools are meant to be the last stage of a sequence. Stages queued after a pool play after its first animation, and the pool doesn't pick in that case.
- Picks happen on each client, so different players may see different variants.
- Sending the pool that's already playing does nothing, so the same pool command can be sent every tick. Call `randomSequence()` once when entering a state and keep sending that command; calling it every tick restarts the pool.
release
azurelib-forge-1.18.2-3.2.14.jar
3.2.141 окт. 2026 г.63Minecraft: 1.18.2forge
Что нового
v3.2.14
### Additions
- Added `AzWeightedPoolBehavior`, a play behavior that picks the next animation from a weighted pool each time the current one finishes, for idle or walk variety without timers.
- The next pick happens when the animation actually ends, based on its real length, so resource packs that retime or replace animations keep working.
- `addNoRepeat` stops an animation from playing twice in a row (useful for detail animations like a sniff or head turn), and `avoidImmediateRepeat()` applies this to every entry at once.
- `randomSequence()` starts a pool on a weighted-random entry; `sequence()` always starts on the first entry or the one chosen with `startWith(...)`.
- If a resource pack removes an animation, the pool skips it; if none of its animations can be found, the current animation keeps looping.
### Fixes
-
### Developer Notes
- Pools must be built during common init so they're registered on both sides. Only the pool name is sent over the network, and if the client doesn't know it, the animation plays once and stops without an error. Use a namespaced name like `modid:pool_name`.
- Pools are meant to be the last stage of a sequence. Stages queued after a pool play after its first animation, and the pool doesn't pick in that case.
- Picks happen on each client, so different players may see different variants.
- Sending the pool that's already playing does nothing, so the same pool command can be sent every tick. Call `randomSequence()` once when entering a state and keep sending that command; calling it every tick restarts the pool.
release
azurelib-fabric-1.18.2-3.2.14.jar
3.2.141 окт. 2026 г.17Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.14
### Additions
- Added `AzWeightedPoolBehavior`, a play behavior that picks the next animation from a weighted pool each time the current one finishes, for idle or walk variety without timers.
- The next pick happens when the animation actually ends, based on its real length, so resource packs that retime or replace animations keep working.
- `addNoRepeat` stops an animation from playing twice in a row (useful for detail animations like a sniff or head turn), and `avoidImmediateRepeat()` applies this to every entry at once.
- `randomSequence()` starts a pool on a weighted-random entry; `sequence()` always starts on the first entry or the one chosen with `startWith(...)`.
- If a resource pack removes an animation, the pool skips it; if none of its animations can be found, the current animation keeps looping.
### Fixes
-
### Developer Notes
- Pools must be built during common init so they're registered on both sides. Only the pool name is sent over the network, and if the client doesn't know it, the animation plays once and stops without an error. Use a namespaced name like `modid:pool_name`.
- Pools are meant to be the last stage of a sequence. Stages queued after a pool play after its first animation, and the pool doesn't pick in that case.
- Picks happen on each client, so different players may see different variants.
- Sending the pool that's already playing does nothing, so the same pool command can be sent every tick. Call `randomSequence()` once when entering a state and keep sending that command; calling it every tick restarts the pool.
release
azurelib-neo-26.3-4.0.2.jar
4.0.227 сент. 2026 г.86Minecraft: 26.3neoforge
Что нового
v4.0.2
### Additions
- Added `AzSequence`, a fluent API for chaining animations into a single reusable sequence. Stages can be added with `play`, `loop`, `hold`, or `then(name, behavior)`, using either a chain style (`AzSequence.create().then(...)`) or a builder style (`AzSequence.builder()...build()`). Adding a stage after a looping or holding stage now throws an error instead of silently creating a stage that can never play.
- Added timed events to `AzSequence` via `event(name, tick)`, delivered by the new `AzSequencePlayer`. Events are counted in ticks from the start of the sequence and can be handled server-side, e.g. to deal damage on a specific frame of an attack.
- Added `AzCommand.create(controller, AzSequence)`, `AzCommand.createRoot(AzSequence)`, and `playSequence` overloads on the controller and root command builders that accept an `AzSequence`.
- Added controller layering, so several controllers can animate the same bone at once instead of the last one fully replacing the others. Controllers are layered in the order they are added, and each can be configured with:
- a weight from 0 to 1 (`setWeight`), controlling how strongly its animation is applied;
- a blend mode (`setBlendMode`): `AzBlendMode.OVERRIDE` blends toward its animation, while `AzBlendMode.ADDITIVE` adds its movement on top of the layers below, e.g. breathing or recoil over a walk cycle;
- a bone mask (`setBoneMask`), limiting it to certain bones and their children with `AzBoneMask.only(...)` or `AzBoneMask.except(...)`, e.g. an upper-body aiming layer.
- Added `AzAnimationController.fadeWeight(weight, ticks)` to fade a layer in or out smoothly instead of switching instantly.
- Added `setWeight` and `fadeWeight` to `AzControllerCommandBuilder`, so the server can change a controller's weight on clients, e.g. `AzCommand.controllerBuilder().fadeWeight("aim", 1F, 5F).build()`.
### Performance
- Molang expressions are now cached when animations load, so identical keyframe expressions share one parsed tree instead of each being parsed separately. In benchmarks, animation loading is up to 31× faster and allocates about 97% less.
- Molang no longer allocates any memory per frame. Previously every animated entity created around 830 bytes of garbage each frame from re-binding its queries.
- Molang expressions are optimized once when they load: constant parts are pre-calculated, parentheses add no extra work, and single-statement expressions are evaluated directly. Animators also look up their queries once instead of by name every frame. In benchmarks, Molang costs about 34% less per frame with 1000 animated mobs.
### Fixes
- Fixed multi-stage animation sequences stopping after the first stage. `PLAY_ONCE` and `REPEAT_X_TIMES` now move on to the next queued animation instead of stopping the controller. Previously, later stages only played if the command was re-sent every tick.
- Fixed a one-frame flash of the previous animation's first frame when moving between stages of a sequence.
- Fixed re-sending a sequence that had already finished replaying only its last stage. It now restarts from the beginning.
- Fixed cancelling a controller mid-sequence starting the next queued stage instead of stopping.
- Fixed `AzControllerCommandBuilder.play()` sometimes using the wrong play behavior. Animation property `with*()` methods were modifying the shared `EMPTY`/`DEFAULT` instances, so settings leaked between unrelated commands and controllers.
- Fixed transition length not being applied when sent from the server.
- Fixed `REPEAT_X_TIMES` sharing a single repeat counter across every controller using it, which caused animations to repeat the wrong number of times when several played at once.
- Fixed Molang `==`, `<=` and `>=` never working. Any expression using them failed to parse and evaluated to 0.
- Fixed Molang operator precedence. Comparisons and `&&`/`||` bound tighter than arithmetic, so `2 * 3 > 5` was read as `2 * (3 > 5)`; `&&` and `||` had equal precedence; and chains mixing `^` with other operators could calculate in the wrong order. Precedence now follows Molang: `||`, `&&`, `== !=`, `< <= > >=`, `+ -`, `* / %`, `^`.
- Fixed Molang `-(...)` after an operator, e.g. `2 * -(q.anim_time)`, failing to parse and evaluating to 0.
- Fixed Molang assignments. Assigning a variable in the first statement of an expression (`v.x = 6`) failed, and later statements never read the assigned value back (`v.x = 6; return v.x + 1` returned 1). Variables assigned inside an expression also no longer leak into the global variable list.
- Fixed Molang `return` not ending the expression. Statements after a `return` still ran and replaced its result.
- Fixed `query.item_is_enchanted` returning 1 for items that are not enchanted.
- Fixed `query.item_current_durability` returning NaN for items that cannot take damage. It now returns 0.
- Fixed living-entity queries such as `query.health` and `query.limb_swing` reading values from a previously animated entity when used on a non-living entity. They now return 0.
- Fixed a Molang expression that failed to parse logging an error every frame for every keyframe using it. The error is now logged once when the animation loads.
- Fixed Molang short prefixes other than `q.` not being treated as aliases. `v.`, `t.` and `c.` now refer to the same variables as `variable.`, `temp.` and `context.`, so `v.speed` and `variable.speed` are one variable.
- Fixed `math.hermite_blend` only returning whole numbers. It rounded its input up and its result down, so it jumped straight from 0 to 1 instead of following the smooth curve 3t² − 2t³.
- Fixed glowmasks not working on animated textures when another mod that replaces animated textures, such as GeckoLib, is installed. The glow layer showed every frame of the texture squashed together, and the glowing parts stayed visible on the base texture.
- Fixed animated textures losing their glowmask after a resource reload (F3+T or changing resource packs).
- Fixed animated textures leaking memory every time they were loaded or reloaded.
- Fixed textures that gain an animation from a resource pack not animating until the game was restarted.
- Fixed vanilla armor worn by AzureLib entities rendering far below the entity. Vanilla now resets armor model parts when drawing them, so the bone positioning was being thrown away.
- Fixed mob heads and skulls worn by AzureLib entities rendering upside down and beside the entity instead of on its head.
- Fixed player heads worn by AzureLib entities always showing the default skin instead of the head's owner.
### Developer Notes
- `AzAnimationProperties` and `AzAnimationStageProperties` are now immutable. Their `with*()` methods always return a new instance, so make sure you use the returned value; calling `with*()` without assigning the result no longer has any effect.
- Custom `AzPlayBehavior`s that end an animation should call `AzPlayBehaviors.advanceOrStop(context)` instead of `context.stateMachine().stop()`, so that the remaining stages of a sequence still play.
- `AzSequence` event ticks are not scaled by animation speed, and the controller's transition length is added before each stage on the client. Account for both when lining events up with specific keyframes.
- The Molang fixes change what some existing animations evaluate to, mainly those using comparisons, `&&`/`||`, `^`, assignments or `return`. Expressions that only use `+ - * / %` evaluate exactly as before. If an animation was tuned around the old behavior, re-check it.
- Parsed Molang trees are now shared between every keyframe with the same expression. Don't modify a `MolangValue` returned by the parser.
- To bind a query every frame, prefer a `MolangVariableRef` over `MolangParser.setValue`/`setMemoizedValue` by name. It resolves the variable once and follows `MolangParser.register` if the variable is replaced.
- `temp.`/`t.` Molang variables are now always scoped to their expression.
- Controllers with the default settings (weight 1, `OVERRIDE`, no bone mask) behave exactly as before layering was added, so existing animators need no changes.
- `setCustomAnimations` runs after all controllers have been layered, so values set there still replace the animated pose. Add to a bone's current value to layer code-driven movement on top instead.
- Weight fades follow the animator's clock: they run smoothly between game ticks, pause with the game, and are not affected by animation speed. A controller's weight is kept when a new animation or sequence is played on it.
- Layering adds a new network action (`controller/set_weight`), so clients and servers need to be on the same AzureLib version.
- `MolangParser.register` stores variables under the expanded name, so registering `v.foo` and reading `variable.foo` (or the reverse) now reach the same variable. The registered object's `getName()` is left as you passed it.
- New API: `MolangParser.parseCached`, `parseUncached`, `clearExpressionCache` and `expressionCacheSize`; `LazyVariable.setMemoized`; `MolangVariableRef`; `IValue.simplify()` (a default method, so existing implementations are unaffected); and `MolangCompoundValue.compact()`. `MolangParser.parseOneLine(String, MolangCompoundValue)` is deprecated, and the unused `HermiteBlend.random` field has been removed.
- New layering API: `AzBlendMode`, `AzBoneMask`, `AzWeightFade` and `AzControllerSetWeightAction`; `setWeight`, `setBlendMode` and `setBoneMask` on `AzAnimationControllerBuilder`; `weight`, `setWeight`, `fadeWeight`, `isFadingWeight`, `blendMode`, `setBlendMode`, `boneMask` and `setBoneMask` on `AzAnimationController`; and `AzBoneCache.currentFrame()`. `AzBoneAnimationUpdateUtil` and `AzBoneAnimationQueueCache.update` gained overloads that take a weight and blend mode; the existing signatures still work and apply at full weight.
- When a texture has an AzureLib glowmask, AzureLib now uses its own animated texture for that texture path, replacing one registered by another mod. A GeckoLib renderer sharing that exact texture path will no longer animate it, so give each library's renderers their own textures.
- In 26.3, `SkullBlockRenderer.submitSkull` no longer centers or flips the skull model. Custom layers that render skulls should flip it into model space themselves (`scale(-1, -1, 1)`) and drop the old `translate(-0.5, 0, -0.5)` offset.
release
azurelib-fabric-26.3-4.0.2.jar
4.0.227 сент. 2026 г.150Minecraft: 26.3fabric
Что нового
v4.0.2
### Additions
- Added `AzSequence`, a fluent API for chaining animations into a single reusable sequence. Stages can be added with `play`, `loop`, `hold`, or `then(name, behavior)`, using either a chain style (`AzSequence.create().then(...)`) or a builder style (`AzSequence.builder()...build()`). Adding a stage after a looping or holding stage now throws an error instead of silently creating a stage that can never play.
- Added timed events to `AzSequence` via `event(name, tick)`, delivered by the new `AzSequencePlayer`. Events are counted in ticks from the start of the sequence and can be handled server-side, e.g. to deal damage on a specific frame of an attack.
- Added `AzCommand.create(controller, AzSequence)`, `AzCommand.createRoot(AzSequence)`, and `playSequence` overloads on the controller and root command builders that accept an `AzSequence`.
- Added controller layering, so several controllers can animate the same bone at once instead of the last one fully replacing the others. Controllers are layered in the order they are added, and each can be configured with:
- a weight from 0 to 1 (`setWeight`), controlling how strongly its animation is applied;
- a blend mode (`setBlendMode`): `AzBlendMode.OVERRIDE` blends toward its animation, while `AzBlendMode.ADDITIVE` adds its movement on top of the layers below, e.g. breathing or recoil over a walk cycle;
- a bone mask (`setBoneMask`), limiting it to certain bones and their children with `AzBoneMask.only(...)` or `AzBoneMask.except(...)`, e.g. an upper-body aiming layer.
- Added `AzAnimationController.fadeWeight(weight, ticks)` to fade a layer in or out smoothly instead of switching instantly.
- Added `setWeight` and `fadeWeight` to `AzControllerCommandBuilder`, so the server can change a controller's weight on clients, e.g. `AzCommand.controllerBuilder().fadeWeight("aim", 1F, 5F).build()`.
### Performance
- Molang expressions are now cached when animations load, so identical keyframe expressions share one parsed tree instead of each being parsed separately. In benchmarks, animation loading is up to 31× faster and allocates about 97% less.
- Molang no longer allocates any memory per frame. Previously every animated entity created around 830 bytes of garbage each frame from re-binding its queries.
- Molang expressions are optimized once when they load: constant parts are pre-calculated, parentheses add no extra work, and single-statement expressions are evaluated directly. Animators also look up their queries once instead of by name every frame. In benchmarks, Molang costs about 34% less per frame with 1000 animated mobs.
### Fixes
- Fixed multi-stage animation sequences stopping after the first stage. `PLAY_ONCE` and `REPEAT_X_TIMES` now move on to the next queued animation instead of stopping the controller. Previously, later stages only played if the command was re-sent every tick.
- Fixed a one-frame flash of the previous animation's first frame when moving between stages of a sequence.
- Fixed re-sending a sequence that had already finished replaying only its last stage. It now restarts from the beginning.
- Fixed cancelling a controller mid-sequence starting the next queued stage instead of stopping.
- Fixed `AzControllerCommandBuilder.play()` sometimes using the wrong play behavior. Animation property `with*()` methods were modifying the shared `EMPTY`/`DEFAULT` instances, so settings leaked between unrelated commands and controllers.
- Fixed transition length not being applied when sent from the server.
- Fixed `REPEAT_X_TIMES` sharing a single repeat counter across every controller using it, which caused animations to repeat the wrong number of times when several played at once.
- Fixed Molang `==`, `<=` and `>=` never working. Any expression using them failed to parse and evaluated to 0.
- Fixed Molang operator precedence. Comparisons and `&&`/`||` bound tighter than arithmetic, so `2 * 3 > 5` was read as `2 * (3 > 5)`; `&&` and `||` had equal precedence; and chains mixing `^` with other operators could calculate in the wrong order. Precedence now follows Molang: `||`, `&&`, `== !=`, `< <= > >=`, `+ -`, `* / %`, `^`.
- Fixed Molang `-(...)` after an operator, e.g. `2 * -(q.anim_time)`, failing to parse and evaluating to 0.
- Fixed Molang assignments. Assigning a variable in the first statement of an expression (`v.x = 6`) failed, and later statements never read the assigned value back (`v.x = 6; return v.x + 1` returned 1). Variables assigned inside an expression also no longer leak into the global variable list.
- Fixed Molang `return` not ending the expression. Statements after a `return` still ran and replaced its result.
- Fixed `query.item_is_enchanted` returning 1 for items that are not enchanted.
- Fixed `query.item_current_durability` returning NaN for items that cannot take damage. It now returns 0.
- Fixed living-entity queries such as `query.health` and `query.limb_swing` reading values from a previously animated entity when used on a non-living entity. They now return 0.
- Fixed a Molang expression that failed to parse logging an error every frame for every keyframe using it. The error is now logged once when the animation loads.
- Fixed Molang short prefixes other than `q.` not being treated as aliases. `v.`, `t.` and `c.` now refer to the same variables as `variable.`, `temp.` and `context.`, so `v.speed` and `variable.speed` are one variable.
- Fixed `math.hermite_blend` only returning whole numbers. It rounded its input up and its result down, so it jumped straight from 0 to 1 instead of following the smooth curve 3t² − 2t³.
- Fixed glowmasks not working on animated textures when another mod that replaces animated textures, such as GeckoLib, is installed. The glow layer showed every frame of the texture squashed together, and the glowing parts stayed visible on the base texture.
- Fixed animated textures losing their glowmask after a resource reload (F3+T or changing resource packs).
- Fixed animated textures leaking memory every time they were loaded or reloaded.
- Fixed textures that gain an animation from a resource pack not animating until the game was restarted.
- Fixed vanilla armor worn by AzureLib entities rendering far below the entity. Vanilla now resets armor model parts when drawing them, so the bone positioning was being thrown away.
- Fixed mob heads and skulls worn by AzureLib entities rendering upside down and beside the entity instead of on its head.
- Fixed player heads worn by AzureLib entities always showing the default skin instead of the head's owner.
### Developer Notes
- `AzAnimationProperties` and `AzAnimationStageProperties` are now immutable. Their `with*()` methods always return a new instance, so make sure you use the returned value; calling `with*()` without assigning the result no longer has any effect.
- Custom `AzPlayBehavior`s that end an animation should call `AzPlayBehaviors.advanceOrStop(context)` instead of `context.stateMachine().stop()`, so that the remaining stages of a sequence still play.
- `AzSequence` event ticks are not scaled by animation speed, and the controller's transition length is added before each stage on the client. Account for both when lining events up with specific keyframes.
- The Molang fixes change what some existing animations evaluate to, mainly those using comparisons, `&&`/`||`, `^`, assignments or `return`. Expressions that only use `+ - * / %` evaluate exactly as before. If an animation was tuned around the old behavior, re-check it.
- Parsed Molang trees are now shared between every keyframe with the same expression. Don't modify a `MolangValue` returned by the parser.
- To bind a query every frame, prefer a `MolangVariableRef` over `MolangParser.setValue`/`setMemoizedValue` by name. It resolves the variable once and follows `MolangParser.register` if the variable is replaced.
- `temp.`/`t.` Molang variables are now always scoped to their expression.
- Controllers with the default settings (weight 1, `OVERRIDE`, no bone mask) behave exactly as before layering was added, so existing animators need no changes.
- `setCustomAnimations` runs after all controllers have been layered, so values set there still replace the animated pose. Add to a bone's current value to layer code-driven movement on top instead.
- Weight fades follow the animator's clock: they run smoothly between game ticks, pause with the game, and are not affected by animation speed. A controller's weight is kept when a new animation or sequence is played on it.
- Layering adds a new network action (`controller/set_weight`), so clients and servers need to be on the same AzureLib version.
- `MolangParser.register` stores variables under the expanded name, so registering `v.foo` and reading `variable.foo` (or the reverse) now reach the same variable. The registered object's `getName()` is left as you passed it.
- New API: `MolangParser.parseCached`, `parseUncached`, `clearExpressionCache` and `expressionCacheSize`; `LazyVariable.setMemoized`; `MolangVariableRef`; `IValue.simplify()` (a default method, so existing implementations are unaffected); and `MolangCompoundValue.compact()`. `MolangParser.parseOneLine(String, MolangCompoundValue)` is deprecated, and the unused `HermiteBlend.random` field has been removed.
- New layering API: `AzBlendMode`, `AzBoneMask`, `AzWeightFade` and `AzControllerSetWeightAction`; `setWeight`, `setBlendMode` and `setBoneMask` on `AzAnimationControllerBuilder`; `weight`, `setWeight`, `fadeWeight`, `isFadingWeight`, `blendMode`, `setBlendMode`, `boneMask` and `setBoneMask` on `AzAnimationController`; and `AzBoneCache.currentFrame()`. `AzBoneAnimationUpdateUtil` and `AzBoneAnimationQueueCache.update` gained overloads that take a weight and blend mode; the existing signatures still work and apply at full weight.
- When a texture has an AzureLib glowmask, AzureLib now uses its own animated texture for that texture path, replacing one registered by another mod. A GeckoLib renderer sharing that exact texture path will no longer animate it, so give each library's renderers their own textures.
- In 26.3, `SkullBlockRenderer.submitSkull` no longer centers or flips the skull model. Custom layers that render skulls should flip it into model space themselves (`scale(-1, -1, 1)`) and drop the old `translate(-0.5, 0, -0.5)` offset.
release
azurelib-fabric-1.21.1-3.1.13.jar
3.1.1327 сент. 2026 г.1,5 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.13
### Additions
- Added `AzSequence`, an API for chaining animations into a single reusable sequence. Stages can be added with `play`, `loop`, `hold`, or `then(name, behavior)`, using either a chain style (`AzSequence.create().then(...)`) or a builder style (`AzSequence.builder()...build()`). Adding a stage after a looping or holding stage now throws an error instead of silently creating a stage that can never play.
- Added timed events to `AzSequence` via `event(name, tick)`, delivered by the new `AzSequencePlayer`. Events are counted in ticks from the start of the sequence and can be handled server-side, e.g. to deal damage on a specific frame of an attack.
- Added `AzCommand.create(controller, AzSequence)`, `AzCommand.createRoot(AzSequence)`, and `playSequence` overloads on the controller and root command builders that accept an `AzSequence`.
- Added controller layering, so several controllers can animate the same bone at once instead of the last one fully replacing the others. Controllers are layered in the order they are added, and each can be configured with:
- a weight from 0 to 1 (`setWeight`), controlling how strongly its animation is applied;
- a blend mode (`setBlendMode`): `AzBlendMode.OVERRIDE` blends toward its animation, while `AzBlendMode.ADDITIVE` adds its movement on top of the layers below, e.g. breathing or recoil over a walk cycle;
- a bone mask (`setBoneMask`), limiting it to certain bones and their children with `AzBoneMask.only(...)` or `AzBoneMask.except(...)`, e.g. an upper-body aiming layer.
- Added `AzAnimationController.fadeWeight(weight, ticks)` to fade a layer in or out smoothly instead of switching instantly.
- Added `setWeight` and `fadeWeight` to `AzControllerCommandBuilder`, so the server can change a controller's weight on clients, e.g. `AzCommand.controllerBuilder().fadeWeight("aim", 1F, 5F).build()`.
### Performance
- Molang expressions are now cached when animations load, so identical keyframe expressions share one parsed tree instead of each being parsed separately. In benchmarks, animation loading is up to 31× faster and allocates about 97% less.
- Molang no longer allocates any memory per frame. Previously every animated entity created around 830 bytes of garbage each frame from re-binding its queries.
- Molang expressions are optimized once when they load: constant parts are pre-calculated, parentheses add no extra work, and single-statement expressions are evaluated directly. Animators also look up their queries once instead of by name every frame. In benchmarks, Molang costs about 34% less per frame with 1000 animated mobs.
### Fixes
- Fixed multi-stage animation sequences stopping after the first stage. `PLAY_ONCE` and `REPEAT_X_TIMES` now move on to the next queued animation instead of stopping the controller. Previously, later stages only played if the command was re-sent every tick.
- Fixed a one-frame flash of the previous animation's first frame when moving between stages of a sequence.
- Fixed re-sending a sequence that had already finished replaying only its last stage. It now restarts from the beginning.
- Fixed cancelling a controller mid-sequence starting the next queued stage instead of stopping.
- Fixed `AzControllerCommandBuilder.play()` sometimes using the wrong play behavior. Animation property `with*()` methods were modifying the shared `EMPTY`/`DEFAULT` instances, so settings leaked between unrelated commands and controllers.
- Fixed transition length not being applied when sent from the server.
- Fixed `REPEAT_X_TIMES` sharing a single repeat counter across every controller using it, which caused animations to repeat the wrong number of times when several played at once.
- Fixed Molang `==`, `<=` and `>=` never working. Any expression using them failed to parse and evaluated to 0.
- Fixed Molang operator precedence. Comparisons and `&&`/`||` bound tighter than arithmetic, so `2 * 3 > 5` was read as `2 * (3 > 5)`; `&&` and `||` had equal precedence; and chains mixing `^` with other operators could calculate in the wrong order. Precedence now follows Molang: `||`, `&&`, `== !=`, `< <= > >=`, `+ -`, `* / %`, `^`.
- Fixed Molang `-(...)` after an operator, e.g. `2 * -(q.anim_time)`, failing to parse and evaluating to 0.
- Fixed Molang assignments. Assigning a variable in the first statement of an expression (`v.x = 6`) failed, and later statements never read the assigned value back (`v.x = 6; return v.x + 1` returned 1). Variables assigned inside an expression also no longer leak into the global variable list.
- Fixed Molang `return` not ending the expression. Statements after a `return` still ran and replaced its result.
- Fixed `query.item_is_enchanted` returning 1 for items that are not enchanted.
- Fixed `query.item_current_durability` returning NaN for items that cannot take damage. It now returns 0.
- Fixed living-entity queries such as `query.health` and `query.limb_swing` reading values from a previously animated entity when used on a non-living entity. They now return 0.
- Fixed a Molang expression that failed to parse logging an error every frame for every keyframe using it. The error is now logged once when the animation loads.
- Fixed Molang short prefixes other than `q.` not being treated as aliases. `v.`, `t.` and `c.` now refer to the same variables as `variable.`, `temp.` and `context.`, so `v.speed` and `variable.speed` are one variable.
- Fixed `math.hermite_blend` only returning whole numbers. It rounded its input up and its result down, so it jumped straight from 0 to 1 instead of following the smooth curve 3t² − 2t³.
- Fixed glowmasks not working on animated textures when another mod that replaces animated textures, such as GeckoLib, is installed. The glow layer showed every frame of the texture squashed together, and the glowing parts stayed visible on the base texture.
- Fixed animated textures losing their glowmask after a resource reload (F3+T or changing resource packs).
- Fixed animated textures leaking memory every time they were loaded or reloaded.
- Fixed textures that gain an animation from a resource pack not animating until the game was restarted.
### Developer Notes
- `AzAnimationProperties` and `AzAnimationStageProperties` are now immutable. Their `with*()` methods always return a new instance, so make sure you use the returned value; calling `with*()` without assigning the result no longer has any effect.
- Custom `AzPlayBehavior`s that end an animation should call `AzPlayBehaviors.advanceOrStop(context)` instead of `context.stateMachine().stop()`, so that the remaining stages of a sequence still play.
- `AzSequence` event ticks are not scaled by animation speed, and the controller's transition length is added before each stage on the client. Account for both when lining events up with specific keyframes.
- The Molang fixes change what some existing animations evaluate to, mainly those using comparisons, `&&`/`||`, `^`, assignments or `return`. Expressions that only use `+ - * / %` evaluate exactly as before. If an animation was tuned around the old behavior, re-check it.
- Parsed Molang trees are now shared between every keyframe with the same expression. Don't modify a `MolangValue` returned by the parser.
- To bind a query every frame, prefer a `MolangVariableRef` over `MolangParser.setValue`/`setMemoizedValue` by name. It resolves the variable once and follows `MolangParser.register` if the variable is replaced.
- `temp.`/`t.` Molang variables are now always scoped to their expression.
- Controllers with the default settings (weight 1, `OVERRIDE`, no bone mask) behave exactly as before layering was added, so existing animators need no changes.
- `setCustomAnimations` runs after all controllers have been layered, so values set there still replace the animated pose. Add to a bone's current value to layer code-driven movement on top instead.
- Weight fades follow the animator's clock: they run smoothly between game ticks, pause with the game, and are not affected by animation speed. A controller's weight is kept when a new animation or sequence is played on it.
- Layering adds a new network action (`controller/set_weight`), so clients and servers need to be on the same AzureLib version.
- `MolangParser.register` stores variables under the expanded name, so registering `v.foo` and reading `variable.foo` (or the reverse) now reach the same variable. The registered object's `getName()` is left as you passed it.
- New API: `MolangParser.parseCached`, `parseUncached`, `clearExpressionCache` and `expressionCacheSize`; `LazyVariable.setMemoized`; `MolangVariableRef`; `IValue.simplify()` (a default method, so existing implementations are unaffected); and `MolangCompoundValue.compact()`. `MolangParser.parseOneLine(String, MolangCompoundValue)` is deprecated, and the unused `HermiteBlend.random` field has been removed.
- New layering API: `AzBlendMode`, `AzBoneMask`, `AzWeightFade` and `AzControllerSetWeightAction`; `setWeight`, `setBlendMode` and `setBoneMask` on `AzAnimationControllerBuilder`; `weight`, `setWeight`, `fadeWeight`, `isFadingWeight`, `blendMode`, `setBlendMode`, `boneMask` and `setBoneMask` on `AzAnimationController`; and `AzBoneCache.currentFrame()`. `AzBoneAnimationUpdateUtil` and `AzBoneAnimationQueueCache.update` gained overloads that take a weight and blend mode; the existing signatures still work and apply at full weight.
- When a texture has an AzureLib glowmask, AzureLib now uses its own animated texture for that texture path, replacing one registered by another mod. A GeckoLib renderer sharing that exact texture path will no longer animate it, so give each library's renderers their own textures.
release
azurelib-neo-1.21.1-3.1.13.jar
3.1.1327 сент. 2026 г.5,2 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.13
### Additions
- Added `AzSequence`, an API for chaining animations into a single reusable sequence. Stages can be added with `play`, `loop`, `hold`, or `then(name, behavior)`, using either a chain style (`AzSequence.create().then(...)`) or a builder style (`AzSequence.builder()...build()`). Adding a stage after a looping or holding stage now throws an error instead of silently creating a stage that can never play.
- Added timed events to `AzSequence` via `event(name, tick)`, delivered by the new `AzSequencePlayer`. Events are counted in ticks from the start of the sequence and can be handled server-side, e.g. to deal damage on a specific frame of an attack.
- Added `AzCommand.create(controller, AzSequence)`, `AzCommand.createRoot(AzSequence)`, and `playSequence` overloads on the controller and root command builders that accept an `AzSequence`.
- Added controller layering, so several controllers can animate the same bone at once instead of the last one fully replacing the others. Controllers are layered in the order they are added, and each can be configured with:
- a weight from 0 to 1 (`setWeight`), controlling how strongly its animation is applied;
- a blend mode (`setBlendMode`): `AzBlendMode.OVERRIDE` blends toward its animation, while `AzBlendMode.ADDITIVE` adds its movement on top of the layers below, e.g. breathing or recoil over a walk cycle;
- a bone mask (`setBoneMask`), limiting it to certain bones and their children with `AzBoneMask.only(...)` or `AzBoneMask.except(...)`, e.g. an upper-body aiming layer.
- Added `AzAnimationController.fadeWeight(weight, ticks)` to fade a layer in or out smoothly instead of switching instantly.
- Added `setWeight` and `fadeWeight` to `AzControllerCommandBuilder`, so the server can change a controller's weight on clients, e.g. `AzCommand.controllerBuilder().fadeWeight("aim", 1F, 5F).build()`.
### Performance
- Molang expressions are now cached when animations load, so identical keyframe expressions share one parsed tree instead of each being parsed separately. In benchmarks, animation loading is up to 31× faster and allocates about 97% less.
- Molang no longer allocates any memory per frame. Previously every animated entity created around 830 bytes of garbage each frame from re-binding its queries.
- Molang expressions are optimized once when they load: constant parts are pre-calculated, parentheses add no extra work, and single-statement expressions are evaluated directly. Animators also look up their queries once instead of by name every frame. In benchmarks, Molang costs about 34% less per frame with 1000 animated mobs.
### Fixes
- Fixed multi-stage animation sequences stopping after the first stage. `PLAY_ONCE` and `REPEAT_X_TIMES` now move on to the next queued animation instead of stopping the controller. Previously, later stages only played if the command was re-sent every tick.
- Fixed a one-frame flash of the previous animation's first frame when moving between stages of a sequence.
- Fixed re-sending a sequence that had already finished replaying only its last stage. It now restarts from the beginning.
- Fixed cancelling a controller mid-sequence starting the next queued stage instead of stopping.
- Fixed `AzControllerCommandBuilder.play()` sometimes using the wrong play behavior. Animation property `with*()` methods were modifying the shared `EMPTY`/`DEFAULT` instances, so settings leaked between unrelated commands and controllers.
- Fixed transition length not being applied when sent from the server.
- Fixed `REPEAT_X_TIMES` sharing a single repeat counter across every controller using it, which caused animations to repeat the wrong number of times when several played at once.
- Fixed Molang `==`, `<=` and `>=` never working. Any expression using them failed to parse and evaluated to 0.
- Fixed Molang operator precedence. Comparisons and `&&`/`||` bound tighter than arithmetic, so `2 * 3 > 5` was read as `2 * (3 > 5)`; `&&` and `||` had equal precedence; and chains mixing `^` with other operators could calculate in the wrong order. Precedence now follows Molang: `||`, `&&`, `== !=`, `< <= > >=`, `+ -`, `* / %`, `^`.
- Fixed Molang `-(...)` after an operator, e.g. `2 * -(q.anim_time)`, failing to parse and evaluating to 0.
- Fixed Molang assignments. Assigning a variable in the first statement of an expression (`v.x = 6`) failed, and later statements never read the assigned value back (`v.x = 6; return v.x + 1` returned 1). Variables assigned inside an expression also no longer leak into the global variable list.
- Fixed Molang `return` not ending the expression. Statements after a `return` still ran and replaced its result.
- Fixed `query.item_is_enchanted` returning 1 for items that are not enchanted.
- Fixed `query.item_current_durability` returning NaN for items that cannot take damage. It now returns 0.
- Fixed living-entity queries such as `query.health` and `query.limb_swing` reading values from a previously animated entity when used on a non-living entity. They now return 0.
- Fixed a Molang expression that failed to parse logging an error every frame for every keyframe using it. The error is now logged once when the animation loads.
- Fixed Molang short prefixes other than `q.` not being treated as aliases. `v.`, `t.` and `c.` now refer to the same variables as `variable.`, `temp.` and `context.`, so `v.speed` and `variable.speed` are one variable.
- Fixed `math.hermite_blend` only returning whole numbers. It rounded its input up and its result down, so it jumped straight from 0 to 1 instead of following the smooth curve 3t² − 2t³.
- Fixed glowmasks not working on animated textures when another mod that replaces animated textures, such as GeckoLib, is installed. The glow layer showed every frame of the texture squashed together, and the glowing parts stayed visible on the base texture.
- Fixed animated textures losing their glowmask after a resource reload (F3+T or changing resource packs).
- Fixed animated textures leaking memory every time they were loaded or reloaded.
- Fixed textures that gain an animation from a resource pack not animating until the game was restarted.
### Developer Notes
- `AzAnimationProperties` and `AzAnimationStageProperties` are now immutable. Their `with*()` methods always return a new instance, so make sure you use the returned value; calling `with*()` without assigning the result no longer has any effect.
- Custom `AzPlayBehavior`s that end an animation should call `AzPlayBehaviors.advanceOrStop(context)` instead of `context.stateMachine().stop()`, so that the remaining stages of a sequence still play.
- `AzSequence` event ticks are not scaled by animation speed, and the controller's transition length is added before each stage on the client. Account for both when lining events up with specific keyframes.
- The Molang fixes change what some existing animations evaluate to, mainly those using comparisons, `&&`/`||`, `^`, assignments or `return`. Expressions that only use `+ - * / %` evaluate exactly as before. If an animation was tuned around the old behavior, re-check it.
- Parsed Molang trees are now shared between every keyframe with the same expression. Don't modify a `MolangValue` returned by the parser.
- To bind a query every frame, prefer a `MolangVariableRef` over `MolangParser.setValue`/`setMemoizedValue` by name. It resolves the variable once and follows `MolangParser.register` if the variable is replaced.
- `temp.`/`t.` Molang variables are now always scoped to their expression.
- Controllers with the default settings (weight 1, `OVERRIDE`, no bone mask) behave exactly as before layering was added, so existing animators need no changes.
- `setCustomAnimations` runs after all controllers have been layered, so values set there still replace the animated pose. Add to a bone's current value to layer code-driven movement on top instead.
- Weight fades follow the animator's clock: they run smoothly between game ticks, pause with the game, and are not affected by animation speed. A controller's weight is kept when a new animation or sequence is played on it.
- Layering adds a new network action (`controller/set_weight`), so clients and servers need to be on the same AzureLib version.
- `MolangParser.register` stores variables under the expanded name, so registering `v.foo` and reading `variable.foo` (or the reverse) now reach the same variable. The registered object's `getName()` is left as you passed it.
- New API: `MolangParser.parseCached`, `parseUncached`, `clearExpressionCache` and `expressionCacheSize`; `LazyVariable.setMemoized`; `MolangVariableRef`; `IValue.simplify()` (a default method, so existing implementations are unaffected); and `MolangCompoundValue.compact()`. `MolangParser.parseOneLine(String, MolangCompoundValue)` is deprecated, and the unused `HermiteBlend.random` field has been removed.
- New layering API: `AzBlendMode`, `AzBoneMask`, `AzWeightFade` and `AzControllerSetWeightAction`; `setWeight`, `setBlendMode` and `setBoneMask` on `AzAnimationControllerBuilder`; `weight`, `setWeight`, `fadeWeight`, `isFadingWeight`, `blendMode`, `setBlendMode`, `boneMask` and `setBoneMask` on `AzAnimationController`; and `AzBoneCache.currentFrame()`. `AzBoneAnimationUpdateUtil` and `AzBoneAnimationQueueCache.update` gained overloads that take a weight and blend mode; the existing signatures still work and apply at full weight.
- When a texture has an AzureLib glowmask, AzureLib now uses its own animated texture for that texture path, replacing one registered by another mod. A GeckoLib renderer sharing that exact texture path will no longer animate it, so give each library's renderers their own textures.
release
azurelib-fabric-1.20.1-3.1.14.jar
3.1.1427 сент. 2026 г.2,4 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.14
### Additions
- Added `AzSequence`, a fluent API for chaining animations into a single reusable sequence. Stages can be added with `play`, `loop`, `hold`, or `then(name, behavior)`, using either a chain style (`AzSequence.create().then(...)`) or a builder style (`AzSequence.builder()...build()`). Adding a stage after a looping or holding stage now throws an error instead of silently creating a stage that can never play.
- Added timed events to `AzSequence` via `event(name, tick)`, delivered by the new `AzSequencePlayer`. Events are counted in ticks from the start of the sequence and can be handled server-side, e.g. to deal damage on a specific frame of an attack.
- Added `AzCommand.create(controller, AzSequence)`, `AzCommand.createRoot(AzSequence)`, and `playSequence` overloads on the controller and root command builders that accept an `AzSequence`.
- Added controller layering, so several controllers can animate the same bone at once instead of the last one fully replacing the others. Controllers are layered in the order they are added, and each can be configured with:
- a weight from 0 to 1 (`setWeight`), controlling how strongly its animation is applied;
- a blend mode (`setBlendMode`): `AzBlendMode.OVERRIDE` blends toward its animation, while `AzBlendMode.ADDITIVE` adds its movement on top of the layers below, e.g. breathing or recoil over a walk cycle;
- a bone mask (`setBoneMask`), limiting it to certain bones and their children with `AzBoneMask.only(...)` or `AzBoneMask.except(...)`, e.g. an upper-body aiming layer.
- Added `AzAnimationController.fadeWeight(weight, ticks)` to fade a layer in or out smoothly instead of switching instantly.
- Added `setWeight` and `fadeWeight` to `AzControllerCommandBuilder`, so the server can change a controller's weight on clients, e.g. `AzCommand.controllerBuilder().fadeWeight("aim", 1F, 5F).build()`.
### Performance
- Molang expressions are now cached when animations load, so identical keyframe expressions share one parsed tree instead of each being parsed separately. In benchmarks, animation loading is up to 31× faster and allocates about 97% less.
- Molang no longer allocates any memory per frame. Previously every animated entity created around 830 bytes of garbage each frame from re-binding its queries.
- Molang expressions are optimized once when they load: constant parts are pre-calculated, parentheses add no extra work, and single-statement expressions are evaluated directly. Animators also look up their queries once instead of by name every frame. In benchmarks, Molang costs about 34% less per frame with 1000 animated mobs.
### Fixes
- Fixed multi-stage animation sequences stopping after the first stage. `PLAY_ONCE` and `REPEAT_X_TIMES` now move on to the next queued animation instead of stopping the controller. Previously, later stages only played if the command was re-sent every tick.
- Fixed a one-frame flash of the previous animation's first frame when moving between stages of a sequence.
- Fixed re-sending a sequence that had already finished replaying only its last stage. It now restarts from the beginning.
- Fixed cancelling a controller mid-sequence starting the next queued stage instead of stopping.
- Fixed `AzControllerCommandBuilder.play()` sometimes using the wrong play behavior. Animation property `with*()` methods were modifying the shared `EMPTY`/`DEFAULT` instances, so settings leaked between unrelated commands and controllers.
- Fixed transition length not being applied when sent from the server.
- Fixed `REPEAT_X_TIMES` sharing a single repeat counter across every controller using it, which caused animations to repeat the wrong number of times when several played at once.
- Fixed Molang `==`, `<=` and `>=` never working. Any expression using them failed to parse and evaluated to 0.
- Fixed Molang operator precedence. Comparisons and `&&`/`||` bound tighter than arithmetic, so `2 * 3 > 5` was read as `2 * (3 > 5)`; `&&` and `||` had equal precedence; and chains mixing `^` with other operators could calculate in the wrong order. Precedence now follows Molang: `||`, `&&`, `== !=`, `< <= > >=`, `+ -`, `* / %`, `^`.
- Fixed Molang `-(...)` after an operator, e.g. `2 * -(q.anim_time)`, failing to parse and evaluating to 0.
- Fixed Molang assignments. Assigning a variable in the first statement of an expression (`v.x = 6`) failed, and later statements never read the assigned value back (`v.x = 6; return v.x + 1` returned 1). Variables assigned inside an expression also no longer leak into the global variable list.
- Fixed Molang `return` not ending the expression. Statements after a `return` still ran and replaced its result.
- Fixed `query.item_is_enchanted` returning 1 for items that are not enchanted.
- Fixed `query.item_current_durability` returning NaN for items that cannot take damage. It now returns 0.
- Fixed living-entity queries such as `query.health` and `query.limb_swing` reading values from a previously animated entity when used on a non-living entity. They now return 0.
- Fixed a Molang expression that failed to parse logging an error every frame for every keyframe using it. The error is now logged once when the animation loads.
- Fixed Molang short prefixes other than `q.` not being treated as aliases. `v.`, `t.` and `c.` now refer to the same variables as `variable.`, `temp.` and `context.`, so `v.speed` and `variable.speed` are one variable.
- Fixed `math.hermite_blend` only returning whole numbers. It rounded its input up and its result down, so it jumped straight from 0 to 1 instead of following the smooth curve 3t² − 2t³.
- Fixed glowmasks not working on animated textures when another mod that replaces animated textures, such as GeckoLib, is installed. The glow layer showed every frame of the texture squashed together, and the glowing parts stayed visible on the base texture.
- Fixed animated textures losing their glowmask after a resource reload (F3+T or changing resource packs).
- Fixed animated textures leaking memory every time they were loaded or reloaded.
- Fixed textures that gain an animation from a resource pack not animating until the game was restarted.
### Developer Notes
- `AzAnimationProperties` and `AzAnimationStageProperties` are now immutable. Their `with*()` methods always return a new instance, so make sure you use the returned value; calling `with*()` without assigning the result no longer has any effect.
- Custom `AzPlayBehavior`s that end an animation should call `AzPlayBehaviors.advanceOrStop(context)` instead of `context.stateMachine().stop()`, so that the remaining stages of a sequence still play.
- `AzSequence` event ticks are not scaled by animation speed, and the controller's transition length is added before each stage on the client. Account for both when lining events up with specific keyframes.
- The Molang fixes change what some existing animations evaluate to, mainly those using comparisons, `&&`/`||`, `^`, assignments or `return`. Expressions that only use `+ - * / %` evaluate exactly as before. If an animation was tuned around the old behavior, re-check it.
- Parsed Molang trees are now shared between every keyframe with the same expression. Don't modify a `MolangValue` returned by the parser.
- To bind a query every frame, prefer a `MolangVariableRef` over `MolangParser.setValue`/`setMemoizedValue` by name. It resolves the variable once and follows `MolangParser.register` if the variable is replaced.
- `temp.`/`t.` Molang variables are now always scoped to their expression.
- Controllers with the default settings (weight 1, `OVERRIDE`, no bone mask) behave exactly as before layering was added, so existing animators need no changes.
- `setCustomAnimations` runs after all controllers have been layered, so values set there still replace the animated pose. Add to a bone's current value to layer code-driven movement on top instead.
- Weight fades follow the animator's clock: they run smoothly between game ticks, pause with the game, and are not affected by animation speed. A controller's weight is kept when a new animation or sequence is played on it.
- Layering adds a new network action (`controller/set_weight`), so clients and servers need to be on the same AzureLib version.
- `MolangParser.register` stores variables under the expanded name, so registering `v.foo` and reading `variable.foo` (or the reverse) now reach the same variable. The registered object's `getName()` is left as you passed it.
- New API: `MolangParser.parseCached`, `parseUncached`, `clearExpressionCache` and `expressionCacheSize`; `LazyVariable.setMemoized`; `MolangVariableRef`; `IValue.simplify()` (a default method, so existing implementations are unaffected); and `MolangCompoundValue.compact()`. `MolangParser.parseOneLine(String, MolangCompoundValue)` is deprecated, and the unused `HermiteBlend.random` field has been removed.
- New layering API: `AzBlendMode`, `AzBoneMask`, `AzWeightFade` and `AzControllerSetWeightAction`; `setWeight`, `setBlendMode` and `setBoneMask` on `AzAnimationControllerBuilder`; `weight`, `setWeight`, `fadeWeight`, `isFadingWeight`, `blendMode`, `setBlendMode`, `boneMask` and `setBoneMask` on `AzAnimationController`; and `AzBoneCache.currentFrame()`. `AzBoneAnimationUpdateUtil` and `AzBoneAnimationQueueCache.update` gained overloads that take a weight and blend mode; the existing signatures still work and apply at full weight.
- When a texture has an AzureLib glowmask, AzureLib now uses its own animated texture for that texture path, replacing one registered by another mod. A GeckoLib renderer sharing that exact texture path will no longer animate it, so give each library's renderers their own textures.
release
azurelib-neo-1.20.1-3.1.14.jar
3.1.1427 сент. 2026 г.7,3 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.14
### Additions
- Added `AzSequence`, a fluent API for chaining animations into a single reusable sequence. Stages can be added with `play`, `loop`, `hold`, or `then(name, behavior)`, using either a chain style (`AzSequence.create().then(...)`) or a builder style (`AzSequence.builder()...build()`). Adding a stage after a looping or holding stage now throws an error instead of silently creating a stage that can never play.
- Added timed events to `AzSequence` via `event(name, tick)`, delivered by the new `AzSequencePlayer`. Events are counted in ticks from the start of the sequence and can be handled server-side, e.g. to deal damage on a specific frame of an attack.
- Added `AzCommand.create(controller, AzSequence)`, `AzCommand.createRoot(AzSequence)`, and `playSequence` overloads on the controller and root command builders that accept an `AzSequence`.
- Added controller layering, so several controllers can animate the same bone at once instead of the last one fully replacing the others. Controllers are layered in the order they are added, and each can be configured with:
- a weight from 0 to 1 (`setWeight`), controlling how strongly its animation is applied;
- a blend mode (`setBlendMode`): `AzBlendMode.OVERRIDE` blends toward its animation, while `AzBlendMode.ADDITIVE` adds its movement on top of the layers below, e.g. breathing or recoil over a walk cycle;
- a bone mask (`setBoneMask`), limiting it to certain bones and their children with `AzBoneMask.only(...)` or `AzBoneMask.except(...)`, e.g. an upper-body aiming layer.
- Added `AzAnimationController.fadeWeight(weight, ticks)` to fade a layer in or out smoothly instead of switching instantly.
- Added `setWeight` and `fadeWeight` to `AzControllerCommandBuilder`, so the server can change a controller's weight on clients, e.g. `AzCommand.controllerBuilder().fadeWeight("aim", 1F, 5F).build()`.
### Performance
- Molang expressions are now cached when animations load, so identical keyframe expressions share one parsed tree instead of each being parsed separately. In benchmarks, animation loading is up to 31× faster and allocates about 97% less.
- Molang no longer allocates any memory per frame. Previously every animated entity created around 830 bytes of garbage each frame from re-binding its queries.
- Molang expressions are optimized once when they load: constant parts are pre-calculated, parentheses add no extra work, and single-statement expressions are evaluated directly. Animators also look up their queries once instead of by name every frame. In benchmarks, Molang costs about 34% less per frame with 1000 animated mobs.
### Fixes
- Fixed multi-stage animation sequences stopping after the first stage. `PLAY_ONCE` and `REPEAT_X_TIMES` now move on to the next queued animation instead of stopping the controller. Previously, later stages only played if the command was re-sent every tick.
- Fixed a one-frame flash of the previous animation's first frame when moving between stages of a sequence.
- Fixed re-sending a sequence that had already finished replaying only its last stage. It now restarts from the beginning.
- Fixed cancelling a controller mid-sequence starting the next queued stage instead of stopping.
- Fixed `AzControllerCommandBuilder.play()` sometimes using the wrong play behavior. Animation property `with*()` methods were modifying the shared `EMPTY`/`DEFAULT` instances, so settings leaked between unrelated commands and controllers.
- Fixed transition length not being applied when sent from the server.
- Fixed `REPEAT_X_TIMES` sharing a single repeat counter across every controller using it, which caused animations to repeat the wrong number of times when several played at once.
- Fixed Molang `==`, `<=` and `>=` never working. Any expression using them failed to parse and evaluated to 0.
- Fixed Molang operator precedence. Comparisons and `&&`/`||` bound tighter than arithmetic, so `2 * 3 > 5` was read as `2 * (3 > 5)`; `&&` and `||` had equal precedence; and chains mixing `^` with other operators could calculate in the wrong order. Precedence now follows Molang: `||`, `&&`, `== !=`, `< <= > >=`, `+ -`, `* / %`, `^`.
- Fixed Molang `-(...)` after an operator, e.g. `2 * -(q.anim_time)`, failing to parse and evaluating to 0.
- Fixed Molang assignments. Assigning a variable in the first statement of an expression (`v.x = 6`) failed, and later statements never read the assigned value back (`v.x = 6; return v.x + 1` returned 1). Variables assigned inside an expression also no longer leak into the global variable list.
- Fixed Molang `return` not ending the expression. Statements after a `return` still ran and replaced its result.
- Fixed `query.item_is_enchanted` returning 1 for items that are not enchanted.
- Fixed `query.item_current_durability` returning NaN for items that cannot take damage. It now returns 0.
- Fixed living-entity queries such as `query.health` and `query.limb_swing` reading values from a previously animated entity when used on a non-living entity. They now return 0.
- Fixed a Molang expression that failed to parse logging an error every frame for every keyframe using it. The error is now logged once when the animation loads.
- Fixed Molang short prefixes other than `q.` not being treated as aliases. `v.`, `t.` and `c.` now refer to the same variables as `variable.`, `temp.` and `context.`, so `v.speed` and `variable.speed` are one variable.
- Fixed `math.hermite_blend` only returning whole numbers. It rounded its input up and its result down, so it jumped straight from 0 to 1 instead of following the smooth curve 3t² − 2t³.
- Fixed glowmasks not working on animated textures when another mod that replaces animated textures, such as GeckoLib, is installed. The glow layer showed every frame of the texture squashed together, and the glowing parts stayed visible on the base texture.
- Fixed animated textures losing their glowmask after a resource reload (F3+T or changing resource packs).
- Fixed animated textures leaking memory every time they were loaded or reloaded.
- Fixed textures that gain an animation from a resource pack not animating until the game was restarted.
### Developer Notes
- `AzAnimationProperties` and `AzAnimationStageProperties` are now immutable. Their `with*()` methods always return a new instance, so make sure you use the returned value; calling `with*()` without assigning the result no longer has any effect.
- Custom `AzPlayBehavior`s that end an animation should call `AzPlayBehaviors.advanceOrStop(context)` instead of `context.stateMachine().stop()`, so that the remaining stages of a sequence still play.
- `AzSequence` event ticks are not scaled by animation speed, and the controller's transition length is added before each stage on the client. Account for both when lining events up with specific keyframes.
- The Molang fixes change what some existing animations evaluate to, mainly those using comparisons, `&&`/`||`, `^`, assignments or `return`. Expressions that only use `+ - * / %` evaluate exactly as before. If an animation was tuned around the old behavior, re-check it.
- Parsed Molang trees are now shared between every keyframe with the same expression. Don't modify a `MolangValue` returned by the parser.
- To bind a query every frame, prefer a `MolangVariableRef` over `MolangParser.setValue`/`setMemoizedValue` by name. It resolves the variable once and follows `MolangParser.register` if the variable is replaced.
- `temp.`/`t.` Molang variables are now always scoped to their expression.
- Controllers with the default settings (weight 1, `OVERRIDE`, no bone mask) behave exactly as before layering was added, so existing animators need no changes.
- `setCustomAnimations` runs after all controllers have been layered, so values set there still replace the animated pose. Add to a bone's current value to layer code-driven movement on top instead.
- Weight fades follow the animator's clock: they run smoothly between game ticks, pause with the game, and are not affected by animation speed. A controller's weight is kept when a new animation or sequence is played on it.
- Layering adds a new network action (`controller/set_weight`), so clients and servers need to be on the same AzureLib version.
- `MolangParser.register` stores variables under the expanded name, so registering `v.foo` and reading `variable.foo` (or the reverse) now reach the same variable. The registered object's `getName()` is left as you passed it.
- New API: `MolangParser.parseCached`, `parseUncached`, `clearExpressionCache` and `expressionCacheSize`; `LazyVariable.setMemoized`; `MolangVariableRef`; `IValue.simplify()` (a default method, so existing implementations are unaffected); and `MolangCompoundValue.compact()`. `MolangParser.parseOneLine(String, MolangCompoundValue)` is deprecated, and the unused `HermiteBlend.random` field has been removed.
- New layering API: `AzBlendMode`, `AzBoneMask`, `AzWeightFade` and `AzControllerSetWeightAction`; `setWeight`, `setBlendMode` and `setBoneMask` on `AzAnimationControllerBuilder`; `weight`, `setWeight`, `fadeWeight`, `isFadingWeight`, `blendMode`, `setBlendMode`, `boneMask` and `setBoneMask` on `AzAnimationController`; and `AzBoneCache.currentFrame()`. `AzBoneAnimationUpdateUtil` and `AzBoneAnimationQueueCache.update` gained overloads that take a weight and blend mode; the existing signatures still work and apply at full weight.
- When a texture has an AzureLib glowmask, AzureLib now uses its own animated texture for that texture path, replacing one registered by another mod. A GeckoLib renderer sharing that exact texture path will no longer animate it, so give each library's renderers their own textures.
release
azurelib-forge-1.19.2-3.2.13.jar
3.2.1327 сент. 2026 г.71Minecraft: 1.19.2forge
Что нового
v3.2.13
### Additions
- Added `AzSequence`, a fluent API for chaining animations into a single reusable sequence. Stages can be added with `play`, `loop`, `hold`, or `then(name, behavior)`, using either a chain style (`AzSequence.create().then(...)`) or a builder style (`AzSequence.builder()...build()`). Adding a stage after a looping or holding stage now throws an error instead of silently creating a stage that can never play.
- Added timed events to `AzSequence` via `event(name, tick)`, delivered by the new `AzSequencePlayer`. Events are counted in ticks from the start of the sequence and can be handled server-side, e.g. to deal damage on a specific frame of an attack.
- Added `AzCommand.create(controller, AzSequence)`, `AzCommand.createRoot(AzSequence)`, and `playSequence` overloads on the controller and root command builders that accept an `AzSequence`.
- Added controller layering, so several controllers can animate the same bone at once instead of the last one fully replacing the others. Controllers are layered in the order they are added, and each can be configured with:
- a weight from 0 to 1 (`setWeight`), controlling how strongly its animation is applied;
- a blend mode (`setBlendMode`): `AzBlendMode.OVERRIDE` blends toward its animation, while `AzBlendMode.ADDITIVE` adds its movement on top of the layers below, e.g. breathing or recoil over a walk cycle;
- a bone mask (`setBoneMask`), limiting it to certain bones and their children with `AzBoneMask.only(...)` or `AzBoneMask.except(...)`, e.g. an upper-body aiming layer.
- Added `AzAnimationController.fadeWeight(weight, ticks)` to fade a layer in or out smoothly instead of switching instantly.
- Added `setWeight` and `fadeWeight` to `AzControllerCommandBuilder`, so the server can change a controller's weight on clients, e.g. `AzCommand.controllerBuilder().fadeWeight("aim", 1F, 5F).build()`.
### Performance
- Molang expressions are now cached when animations load, so identical keyframe expressions share one parsed tree instead of each being parsed separately. In benchmarks, animation loading is up to 31× faster and allocates about 97% less.
- Molang no longer allocates any memory per frame. Previously every animated entity created around 830 bytes of garbage each frame from re-binding its queries.
- Molang expressions are optimized once when they load: constant parts are pre-calculated, parentheses add no extra work, and single-statement expressions are evaluated directly. Animators also look up their queries once instead of by name every frame. In benchmarks, Molang costs about 34% less per frame with 1000 animated mobs.
### Fixes
- Fixed multi-stage animation sequences stopping after the first stage. `PLAY_ONCE` and `REPEAT_X_TIMES` now move on to the next queued animation instead of stopping the controller. Previously, later stages only played if the command was re-sent every tick.
- Fixed a one-frame flash of the previous animation's first frame when moving between stages of a sequence.
- Fixed re-sending a sequence that had already finished replaying only its last stage. It now restarts from the beginning.
- Fixed cancelling a controller mid-sequence starting the next queued stage instead of stopping.
- Fixed `AzControllerCommandBuilder.play()` sometimes using the wrong play behavior. Animation property `with*()` methods were modifying the shared `EMPTY`/`DEFAULT` instances, so settings leaked between unrelated commands and controllers.
- Fixed transition length not being applied when sent from the server.
- Fixed `REPEAT_X_TIMES` sharing a single repeat counter across every controller using it, which caused animations to repeat the wrong number of times when several played at once.
- Fixed Molang `==`, `<=` and `>=` never working. Any expression using them failed to parse and evaluated to 0.
- Fixed Molang operator precedence. Comparisons and `&&`/`||` bound tighter than arithmetic, so `2 * 3 > 5` was read as `2 * (3 > 5)`; `&&` and `||` had equal precedence; and chains mixing `^` with other operators could calculate in the wrong order. Precedence now follows Molang: `||`, `&&`, `== !=`, `< <= > >=`, `+ -`, `* / %`, `^`.
- Fixed Molang `-(...)` after an operator, e.g. `2 * -(q.anim_time)`, failing to parse and evaluating to 0.
- Fixed Molang assignments. Assigning a variable in the first statement of an expression (`v.x = 6`) failed, and later statements never read the assigned value back (`v.x = 6; return v.x + 1` returned 1). Variables assigned inside an expression also no longer leak into the global variable list.
- Fixed Molang `return` not ending the expression. Statements after a `return` still ran and replaced its result.
- Fixed `query.item_is_enchanted` returning 1 for items that are not enchanted.
- Fixed `query.item_current_durability` returning NaN for items that cannot take damage. It now returns 0.
- Fixed living-entity queries such as `query.health` and `query.limb_swing` reading values from a previously animated entity when used on a non-living entity. They now return 0.
- Fixed a Molang expression that failed to parse logging an error every frame for every keyframe using it. The error is now logged once when the animation loads.
- Fixed Molang short prefixes other than `q.` not being treated as aliases. `v.`, `t.` and `c.` now refer to the same variables as `variable.`, `temp.` and `context.`, so `v.speed` and `variable.speed` are one variable.
- Fixed `math.hermite_blend` only returning whole numbers. It rounded its input up and its result down, so it jumped straight from 0 to 1 instead of following the smooth curve 3t² − 2t³.
- Fixed glowmasks not working on animated textures when another mod that replaces animated textures, such as GeckoLib, is installed. The glow layer showed every frame of the texture squashed together, and the glowing parts stayed visible on the base texture.
- Fixed animated textures losing their glowmask after a resource reload (F3+T or changing resource packs).
- Fixed animated textures leaking memory every time they were loaded or reloaded.
- Fixed textures that gain an animation from a resource pack not animating until the game was restarted.
### Developer Notes
- `AzAnimationProperties` and `AzAnimationStageProperties` are now immutable. Their `with*()` methods always return a new instance, so make sure you use the returned value; calling `with*()` without assigning the result no longer has any effect.
- Custom `AzPlayBehavior`s that end an animation should call `AzPlayBehaviors.advanceOrStop(context)` instead of `context.stateMachine().stop()`, so that the remaining stages of a sequence still play.
- `AzSequence` event ticks are not scaled by animation speed, and the controller's transition length is added before each stage on the client. Account for both when lining events up with specific keyframes.
- The Molang fixes change what some existing animations evaluate to, mainly those using comparisons, `&&`/`||`, `^`, assignments or `return`. Expressions that only use `+ - * / %` evaluate exactly as before. If an animation was tuned around the old behavior, re-check it.
- Parsed Molang trees are now shared between every keyframe with the same expression. Don't modify a `MolangValue` returned by the parser.
- To bind a query every frame, prefer a `MolangVariableRef` over `MolangParser.setValue`/`setMemoizedValue` by name. It resolves the variable once and follows `MolangParser.register` if the variable is replaced.
- `temp.`/`t.` Molang variables are now always scoped to their expression.
- Controllers with the default settings (weight 1, `OVERRIDE`, no bone mask) behave exactly as before layering was added, so existing animators need no changes.
- `setCustomAnimations` runs after all controllers have been layered, so values set there still replace the animated pose. Add to a bone's current value to layer code-driven movement on top instead.
- Weight fades follow the animator's clock: they run smoothly between game ticks, pause with the game, and are not affected by animation speed. A controller's weight is kept when a new animation or sequence is played on it.
- Layering adds a new network action (`controller/set_weight`), so clients and servers need to be on the same AzureLib version.
- `MolangParser.register` stores variables under the expanded name, so registering `v.foo` and reading `variable.foo` (or the reverse) now reach the same variable. The registered object's `getName()` is left as you passed it.
- New API: `MolangParser.parseCached`, `parseUncached`, `clearExpressionCache` and `expressionCacheSize`; `LazyVariable.setMemoized`; `MolangVariableRef`; `IValue.simplify()` (a default method, so existing implementations are unaffected); and `MolangCompoundValue.compact()`. `MolangParser.parseOneLine(String, MolangCompoundValue)` is deprecated, and the unused `HermiteBlend.random` field has been removed.
- New layering API: `AzBlendMode`, `AzBoneMask`, `AzWeightFade` and `AzControllerSetWeightAction`; `setWeight`, `setBlendMode` and `setBoneMask` on `AzAnimationControllerBuilder`; `weight`, `setWeight`, `fadeWeight`, `isFadingWeight`, `blendMode`, `setBlendMode`, `boneMask` and `setBoneMask` on `AzAnimationController`; and `AzBoneCache.currentFrame()`. `AzBoneAnimationUpdateUtil` and `AzBoneAnimationQueueCache.update` gained overloads that take a weight and blend mode; the existing signatures still work and apply at full weight.
- When a texture has an AzureLib glowmask, AzureLib now uses its own animated texture for that texture path, replacing one registered by another mod. A GeckoLib renderer sharing that exact texture path will no longer animate it, so give each library's renderers their own textures.
release
azurelib-fabric-1.19.2-3.2.13.jar
3.2.1327 сент. 2026 г.36Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.13
### Additions
- Added `AzSequence`, a fluent API for chaining animations into a single reusable sequence. Stages can be added with `play`, `loop`, `hold`, or `then(name, behavior)`, using either a chain style (`AzSequence.create().then(...)`) or a builder style (`AzSequence.builder()...build()`). Adding a stage after a looping or holding stage now throws an error instead of silently creating a stage that can never play.
- Added timed events to `AzSequence` via `event(name, tick)`, delivered by the new `AzSequencePlayer`. Events are counted in ticks from the start of the sequence and can be handled server-side, e.g. to deal damage on a specific frame of an attack.
- Added `AzCommand.create(controller, AzSequence)`, `AzCommand.createRoot(AzSequence)`, and `playSequence` overloads on the controller and root command builders that accept an `AzSequence`.
- Added controller layering, so several controllers can animate the same bone at once instead of the last one fully replacing the others. Controllers are layered in the order they are added, and each can be configured with:
- a weight from 0 to 1 (`setWeight`), controlling how strongly its animation is applied;
- a blend mode (`setBlendMode`): `AzBlendMode.OVERRIDE` blends toward its animation, while `AzBlendMode.ADDITIVE` adds its movement on top of the layers below, e.g. breathing or recoil over a walk cycle;
- a bone mask (`setBoneMask`), limiting it to certain bones and their children with `AzBoneMask.only(...)` or `AzBoneMask.except(...)`, e.g. an upper-body aiming layer.
- Added `AzAnimationController.fadeWeight(weight, ticks)` to fade a layer in or out smoothly instead of switching instantly.
- Added `setWeight` and `fadeWeight` to `AzControllerCommandBuilder`, so the server can change a controller's weight on clients, e.g. `AzCommand.controllerBuilder().fadeWeight("aim", 1F, 5F).build()`.
### Performance
- Molang expressions are now cached when animations load, so identical keyframe expressions share one parsed tree instead of each being parsed separately. In benchmarks, animation loading is up to 31× faster and allocates about 97% less.
- Molang no longer allocates any memory per frame. Previously every animated entity created around 830 bytes of garbage each frame from re-binding its queries.
- Molang expressions are optimized once when they load: constant parts are pre-calculated, parentheses add no extra work, and single-statement expressions are evaluated directly. Animators also look up their queries once instead of by name every frame. In benchmarks, Molang costs about 34% less per frame with 1000 animated mobs.
### Fixes
- Fixed multi-stage animation sequences stopping after the first stage. `PLAY_ONCE` and `REPEAT_X_TIMES` now move on to the next queued animation instead of stopping the controller. Previously, later stages only played if the command was re-sent every tick.
- Fixed a one-frame flash of the previous animation's first frame when moving between stages of a sequence.
- Fixed re-sending a sequence that had already finished replaying only its last stage. It now restarts from the beginning.
- Fixed cancelling a controller mid-sequence starting the next queued stage instead of stopping.
- Fixed `AzControllerCommandBuilder.play()` sometimes using the wrong play behavior. Animation property `with*()` methods were modifying the shared `EMPTY`/`DEFAULT` instances, so settings leaked between unrelated commands and controllers.
- Fixed transition length not being applied when sent from the server.
- Fixed `REPEAT_X_TIMES` sharing a single repeat counter across every controller using it, which caused animations to repeat the wrong number of times when several played at once.
- Fixed Molang `==`, `<=` and `>=` never working. Any expression using them failed to parse and evaluated to 0.
- Fixed Molang operator precedence. Comparisons and `&&`/`||` bound tighter than arithmetic, so `2 * 3 > 5` was read as `2 * (3 > 5)`; `&&` and `||` had equal precedence; and chains mixing `^` with other operators could calculate in the wrong order. Precedence now follows Molang: `||`, `&&`, `== !=`, `< <= > >=`, `+ -`, `* / %`, `^`.
- Fixed Molang `-(...)` after an operator, e.g. `2 * -(q.anim_time)`, failing to parse and evaluating to 0.
- Fixed Molang assignments. Assigning a variable in the first statement of an expression (`v.x = 6`) failed, and later statements never read the assigned value back (`v.x = 6; return v.x + 1` returned 1). Variables assigned inside an expression also no longer leak into the global variable list.
- Fixed Molang `return` not ending the expression. Statements after a `return` still ran and replaced its result.
- Fixed `query.item_is_enchanted` returning 1 for items that are not enchanted.
- Fixed `query.item_current_durability` returning NaN for items that cannot take damage. It now returns 0.
- Fixed living-entity queries such as `query.health` and `query.limb_swing` reading values from a previously animated entity when used on a non-living entity. They now return 0.
- Fixed a Molang expression that failed to parse logging an error every frame for every keyframe using it. The error is now logged once when the animation loads.
- Fixed Molang short prefixes other than `q.` not being treated as aliases. `v.`, `t.` and `c.` now refer to the same variables as `variable.`, `temp.` and `context.`, so `v.speed` and `variable.speed` are one variable.
- Fixed `math.hermite_blend` only returning whole numbers. It rounded its input up and its result down, so it jumped straight from 0 to 1 instead of following the smooth curve 3t² − 2t³.
- Fixed glowmasks not working on animated textures when another mod that replaces animated textures, such as GeckoLib, is installed. The glow layer showed every frame of the texture squashed together, and the glowing parts stayed visible on the base texture.
- Fixed animated textures losing their glowmask after a resource reload (F3+T or changing resource packs).
- Fixed animated textures leaking memory every time they were loaded or reloaded.
- Fixed textures that gain an animation from a resource pack not animating until the game was restarted.
### Developer Notes
- `AzAnimationProperties` and `AzAnimationStageProperties` are now immutable. Their `with*()` methods always return a new instance, so make sure you use the returned value; calling `with*()` without assigning the result no longer has any effect.
- Custom `AzPlayBehavior`s that end an animation should call `AzPlayBehaviors.advanceOrStop(context)` instead of `context.stateMachine().stop()`, so that the remaining stages of a sequence still play.
- `AzSequence` event ticks are not scaled by animation speed, and the controller's transition length is added before each stage on the client. Account for both when lining events up with specific keyframes.
- The Molang fixes change what some existing animations evaluate to, mainly those using comparisons, `&&`/`||`, `^`, assignments or `return`. Expressions that only use `+ - * / %` evaluate exactly as before. If an animation was tuned around the old behavior, re-check it.
- Parsed Molang trees are now shared between every keyframe with the same expression. Don't modify a `MolangValue` returned by the parser.
- To bind a query every frame, prefer a `MolangVariableRef` over `MolangParser.setValue`/`setMemoizedValue` by name. It resolves the variable once and follows `MolangParser.register` if the variable is replaced.
- `temp.`/`t.` Molang variables are now always scoped to their expression.
- Controllers with the default settings (weight 1, `OVERRIDE`, no bone mask) behave exactly as before layering was added, so existing animators need no changes.
- `setCustomAnimations` runs after all controllers have been layered, so values set there still replace the animated pose. Add to a bone's current value to layer code-driven movement on top instead.
- Weight fades follow the animator's clock: they run smoothly between game ticks, pause with the game, and are not affected by animation speed. A controller's weight is kept when a new animation or sequence is played on it.
- Layering adds a new network action (`controller/set_weight`), so clients and servers need to be on the same AzureLib version.
- `MolangParser.register` stores variables under the expanded name, so registering `v.foo` and reading `variable.foo` (or the reverse) now reach the same variable. The registered object's `getName()` is left as you passed it.
- New API: `MolangParser.parseCached`, `parseUncached`, `clearExpressionCache` and `expressionCacheSize`; `LazyVariable.setMemoized`; `MolangVariableRef`; `IValue.simplify()` (a default method, so existing implementations are unaffected); and `MolangCompoundValue.compact()`. `MolangParser.parseOneLine(String, MolangCompoundValue)` is deprecated, and the unused `HermiteBlend.random` field has been removed.
- New layering API: `AzBlendMode`, `AzBoneMask`, `AzWeightFade` and `AzControllerSetWeightAction`; `setWeight`, `setBlendMode` and `setBoneMask` on `AzAnimationControllerBuilder`; `weight`, `setWeight`, `fadeWeight`, `isFadingWeight`, `blendMode`, `setBlendMode`, `boneMask` and `setBoneMask` on `AzAnimationController`; and `AzBoneCache.currentFrame()`. `AzBoneAnimationUpdateUtil` and `AzBoneAnimationQueueCache.update` gained overloads that take a weight and blend mode; the existing signatures still work and apply at full weight.
- When a texture has an AzureLib glowmask, AzureLib now uses its own animated texture for that texture path, replacing one registered by another mod. A GeckoLib renderer sharing that exact texture path will no longer animate it, so give each library's renderers their own textures.
release
azurelib-forge-1.18.2-3.2.13.jar
3.2.1327 сент. 2026 г.48Minecraft: 1.18.2forge
Что нового
v3.2.13
### Additions
- Added `AzSequence`, a fluent API for chaining animations into a single reusable sequence. Stages can be added with `play`, `loop`, `hold`, or `then(name, behavior)`, using either a chain style (`AzSequence.create().then(...)`) or a builder style (`AzSequence.builder()...build()`). Adding a stage after a looping or holding stage now throws an error instead of silently creating a stage that can never play.
- Added timed events to `AzSequence` via `event(name, tick)`, delivered by the new `AzSequencePlayer`. Events are counted in ticks from the start of the sequence and can be handled server-side, e.g. to deal damage on a specific frame of an attack.
- Added `AzCommand.create(controller, AzSequence)`, `AzCommand.createRoot(AzSequence)`, and `playSequence` overloads on the controller and root command builders that accept an `AzSequence`.
- Added controller layering, so several controllers can animate the same bone at once instead of the last one fully replacing the others. Controllers are layered in the order they are added, and each can be configured with:
- a weight from 0 to 1 (`setWeight`), controlling how strongly its animation is applied;
- a blend mode (`setBlendMode`): `AzBlendMode.OVERRIDE` blends toward its animation, while `AzBlendMode.ADDITIVE` adds its movement on top of the layers below, e.g. breathing or recoil over a walk cycle;
- a bone mask (`setBoneMask`), limiting it to certain bones and their children with `AzBoneMask.only(...)` or `AzBoneMask.except(...)`, e.g. an upper-body aiming layer.
- Added `AzAnimationController.fadeWeight(weight, ticks)` to fade a layer in or out smoothly instead of switching instantly.
- Added `setWeight` and `fadeWeight` to `AzControllerCommandBuilder`, so the server can change a controller's weight on clients, e.g. `AzCommand.controllerBuilder().fadeWeight("aim", 1F, 5F).build()`.
### Performance
- Molang expressions are now cached when animations load, so identical keyframe expressions share one parsed tree instead of each being parsed separately. In benchmarks, animation loading is up to 31× faster and allocates about 97% less.
- Molang no longer allocates any memory per frame. Previously every animated entity created around 830 bytes of garbage each frame from re-binding its queries.
- Molang expressions are optimized once when they load: constant parts are pre-calculated, parentheses add no extra work, and single-statement expressions are evaluated directly. Animators also look up their queries once instead of by name every frame. In benchmarks, Molang costs about 34% less per frame with 1000 animated mobs.
### Fixes
- Fixed multi-stage animation sequences stopping after the first stage. `PLAY_ONCE` and `REPEAT_X_TIMES` now move on to the next queued animation instead of stopping the controller. Previously, later stages only played if the command was re-sent every tick.
- Fixed a one-frame flash of the previous animation's first frame when moving between stages of a sequence.
- Fixed re-sending a sequence that had already finished replaying only its last stage. It now restarts from the beginning.
- Fixed cancelling a controller mid-sequence starting the next queued stage instead of stopping.
- Fixed `AzControllerCommandBuilder.play()` sometimes using the wrong play behavior. Animation property `with*()` methods were modifying the shared `EMPTY`/`DEFAULT` instances, so settings leaked between unrelated commands and controllers.
- Fixed transition length not being applied when sent from the server.
- Fixed `REPEAT_X_TIMES` sharing a single repeat counter across every controller using it, which caused animations to repeat the wrong number of times when several played at once.
- Fixed Molang `==`, `<=` and `>=` never working. Any expression using them failed to parse and evaluated to 0.
- Fixed Molang operator precedence. Comparisons and `&&`/`||` bound tighter than arithmetic, so `2 * 3 > 5` was read as `2 * (3 > 5)`; `&&` and `||` had equal precedence; and chains mixing `^` with other operators could calculate in the wrong order. Precedence now follows Molang: `||`, `&&`, `== !=`, `< <= > >=`, `+ -`, `* / %`, `^`.
- Fixed Molang `-(...)` after an operator, e.g. `2 * -(q.anim_time)`, failing to parse and evaluating to 0.
- Fixed Molang assignments. Assigning a variable in the first statement of an expression (`v.x = 6`) failed, and later statements never read the assigned value back (`v.x = 6; return v.x + 1` returned 1). Variables assigned inside an expression also no longer leak into the global variable list.
- Fixed Molang `return` not ending the expression. Statements after a `return` still ran and replaced its result.
- Fixed `query.item_is_enchanted` returning 1 for items that are not enchanted.
- Fixed `query.item_current_durability` returning NaN for items that cannot take damage. It now returns 0.
- Fixed living-entity queries such as `query.health` and `query.limb_swing` reading values from a previously animated entity when used on a non-living entity. They now return 0.
- Fixed a Molang expression that failed to parse logging an error every frame for every keyframe using it. The error is now logged once when the animation loads.
- Fixed Molang short prefixes other than `q.` not being treated as aliases. `v.`, `t.` and `c.` now refer to the same variables as `variable.`, `temp.` and `context.`, so `v.speed` and `variable.speed` are one variable.
- Fixed `math.hermite_blend` only returning whole numbers. It rounded its input up and its result down, so it jumped straight from 0 to 1 instead of following the smooth curve 3t² − 2t³.
- Fixed glowmasks not working on animated textures when another mod that replaces animated textures, such as GeckoLib, is installed. The glow layer showed every frame of the texture squashed together, and the glowing parts stayed visible on the base texture.
- Fixed animated textures losing their glowmask after a resource reload (F3+T or changing resource packs).
- Fixed animated textures leaking memory every time they were loaded or reloaded.
- Fixed textures that gain an animation from a resource pack not animating until the game was restarted.
### Developer Notes
- `AzAnimationProperties` and `AzAnimationStageProperties` are now immutable. Their `with*()` methods always return a new instance, so make sure you use the returned value; calling `with*()` without assigning the result no longer has any effect.
- Custom `AzPlayBehavior`s that end an animation should call `AzPlayBehaviors.advanceOrStop(context)` instead of `context.stateMachine().stop()`, so that the remaining stages of a sequence still play.
- `AzSequence` event ticks are not scaled by animation speed, and the controller's transition length is added before each stage on the client. Account for both when lining events up with specific keyframes.
- The Molang fixes change what some existing animations evaluate to, mainly those using comparisons, `&&`/`||`, `^`, assignments or `return`. Expressions that only use `+ - * / %` evaluate exactly as before. If an animation was tuned around the old behavior, re-check it.
- Parsed Molang trees are now shared between every keyframe with the same expression. Don't modify a `MolangValue` returned by the parser.
- To bind a query every frame, prefer a `MolangVariableRef` over `MolangParser.setValue`/`setMemoizedValue` by name. It resolves the variable once and follows `MolangParser.register` if the variable is replaced.
- `temp.`/`t.` Molang variables are now always scoped to their expression.
- Controllers with the default settings (weight 1, `OVERRIDE`, no bone mask) behave exactly as before layering was added, so existing animators need no changes.
- `setCustomAnimations` runs after all controllers have been layered, so values set there still replace the animated pose. Add to a bone's current value to layer code-driven movement on top instead.
- Weight fades follow the animator's clock: they run smoothly between game ticks, pause with the game, and are not affected by animation speed. A controller's weight is kept when a new animation or sequence is played on it.
- Layering adds a new network action (`controller/set_weight`), so clients and servers need to be on the same AzureLib version.
- `MolangParser.register` stores variables under the expanded name, so registering `v.foo` and reading `variable.foo` (or the reverse) now reach the same variable. The registered object's `getName()` is left as you passed it.
- New API: `MolangParser.parseCached`, `parseUncached`, `clearExpressionCache` and `expressionCacheSize`; `LazyVariable.setMemoized`; `MolangVariableRef`; `IValue.simplify()` (a default method, so existing implementations are unaffected); and `MolangCompoundValue.compact()`. `MolangParser.parseOneLine(String, MolangCompoundValue)` is deprecated, and the unused `HermiteBlend.random` field has been removed.
- New layering API: `AzBlendMode`, `AzBoneMask`, `AzWeightFade` and `AzControllerSetWeightAction`; `setWeight`, `setBlendMode` and `setBoneMask` on `AzAnimationControllerBuilder`; `weight`, `setWeight`, `fadeWeight`, `isFadingWeight`, `blendMode`, `setBlendMode`, `boneMask` and `setBoneMask` on `AzAnimationController`; and `AzBoneCache.currentFrame()`. `AzBoneAnimationUpdateUtil` and `AzBoneAnimationQueueCache.update` gained overloads that take a weight and blend mode; the existing signatures still work and apply at full weight.
- When a texture has an AzureLib glowmask, AzureLib now uses its own animated texture for that texture path, replacing one registered by another mod. A GeckoLib renderer sharing that exact texture path will no longer animate it, so give each library's renderers their own textures.
release
azurelib-fabric-1.18.2-3.2.13.jar
3.2.1327 сент. 2026 г.17Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.13
### Additions
- Added `AzSequence`, a fluent API for chaining animations into a single reusable sequence. Stages can be added with `play`, `loop`, `hold`, or `then(name, behavior)`, using either a chain style (`AzSequence.create().then(...)`) or a builder style (`AzSequence.builder()...build()`). Adding a stage after a looping or holding stage now throws an error instead of silently creating a stage that can never play.
- Added timed events to `AzSequence` via `event(name, tick)`, delivered by the new `AzSequencePlayer`. Events are counted in ticks from the start of the sequence and can be handled server-side, e.g. to deal damage on a specific frame of an attack.
- Added `AzCommand.create(controller, AzSequence)`, `AzCommand.createRoot(AzSequence)`, and `playSequence` overloads on the controller and root command builders that accept an `AzSequence`.
- Added controller layering, so several controllers can animate the same bone at once instead of the last one fully replacing the others. Controllers are layered in the order they are added, and each can be configured with:
- a weight from 0 to 1 (`setWeight`), controlling how strongly its animation is applied;
- a blend mode (`setBlendMode`): `AzBlendMode.OVERRIDE` blends toward its animation, while `AzBlendMode.ADDITIVE` adds its movement on top of the layers below, e.g. breathing or recoil over a walk cycle;
- a bone mask (`setBoneMask`), limiting it to certain bones and their children with `AzBoneMask.only(...)` or `AzBoneMask.except(...)`, e.g. an upper-body aiming layer.
- Added `AzAnimationController.fadeWeight(weight, ticks)` to fade a layer in or out smoothly instead of switching instantly.
- Added `setWeight` and `fadeWeight` to `AzControllerCommandBuilder`, so the server can change a controller's weight on clients, e.g. `AzCommand.controllerBuilder().fadeWeight("aim", 1F, 5F).build()`.
### Performance
- Molang expressions are now cached when animations load, so identical keyframe expressions share one parsed tree instead of each being parsed separately. In benchmarks, animation loading is up to 31× faster and allocates about 97% less.
- Molang no longer allocates any memory per frame. Previously every animated entity created around 830 bytes of garbage each frame from re-binding its queries.
- Molang expressions are optimized once when they load: constant parts are pre-calculated, parentheses add no extra work, and single-statement expressions are evaluated directly. Animators also look up their queries once instead of by name every frame. In benchmarks, Molang costs about 34% less per frame with 1000 animated mobs.
### Fixes
- Fixed multi-stage animation sequences stopping after the first stage. `PLAY_ONCE` and `REPEAT_X_TIMES` now move on to the next queued animation instead of stopping the controller. Previously, later stages only played if the command was re-sent every tick.
- Fixed a one-frame flash of the previous animation's first frame when moving between stages of a sequence.
- Fixed re-sending a sequence that had already finished replaying only its last stage. It now restarts from the beginning.
- Fixed cancelling a controller mid-sequence starting the next queued stage instead of stopping.
- Fixed `AzControllerCommandBuilder.play()` sometimes using the wrong play behavior. Animation property `with*()` methods were modifying the shared `EMPTY`/`DEFAULT` instances, so settings leaked between unrelated commands and controllers.
- Fixed transition length not being applied when sent from the server.
- Fixed `REPEAT_X_TIMES` sharing a single repeat counter across every controller using it, which caused animations to repeat the wrong number of times when several played at once.
- Fixed Molang `==`, `<=` and `>=` never working. Any expression using them failed to parse and evaluated to 0.
- Fixed Molang operator precedence. Comparisons and `&&`/`||` bound tighter than arithmetic, so `2 * 3 > 5` was read as `2 * (3 > 5)`; `&&` and `||` had equal precedence; and chains mixing `^` with other operators could calculate in the wrong order. Precedence now follows Molang: `||`, `&&`, `== !=`, `< <= > >=`, `+ -`, `* / %`, `^`.
- Fixed Molang `-(...)` after an operator, e.g. `2 * -(q.anim_time)`, failing to parse and evaluating to 0.
- Fixed Molang assignments. Assigning a variable in the first statement of an expression (`v.x = 6`) failed, and later statements never read the assigned value back (`v.x = 6; return v.x + 1` returned 1). Variables assigned inside an expression also no longer leak into the global variable list.
- Fixed Molang `return` not ending the expression. Statements after a `return` still ran and replaced its result.
- Fixed `query.item_is_enchanted` returning 1 for items that are not enchanted.
- Fixed `query.item_current_durability` returning NaN for items that cannot take damage. It now returns 0.
- Fixed living-entity queries such as `query.health` and `query.limb_swing` reading values from a previously animated entity when used on a non-living entity. They now return 0.
- Fixed a Molang expression that failed to parse logging an error every frame for every keyframe using it. The error is now logged once when the animation loads.
- Fixed Molang short prefixes other than `q.` not being treated as aliases. `v.`, `t.` and `c.` now refer to the same variables as `variable.`, `temp.` and `context.`, so `v.speed` and `variable.speed` are one variable.
- Fixed `math.hermite_blend` only returning whole numbers. It rounded its input up and its result down, so it jumped straight from 0 to 1 instead of following the smooth curve 3t² − 2t³.
- Fixed glowmasks not working on animated textures when another mod that replaces animated textures, such as GeckoLib, is installed. The glow layer showed every frame of the texture squashed together, and the glowing parts stayed visible on the base texture.
- Fixed animated textures losing their glowmask after a resource reload (F3+T or changing resource packs).
- Fixed animated textures leaking memory every time they were loaded or reloaded.
- Fixed textures that gain an animation from a resource pack not animating until the game was restarted.
### Developer Notes
- `AzAnimationProperties` and `AzAnimationStageProperties` are now immutable. Their `with*()` methods always return a new instance, so make sure you use the returned value; calling `with*()` without assigning the result no longer has any effect.
- Custom `AzPlayBehavior`s that end an animation should call `AzPlayBehaviors.advanceOrStop(context)` instead of `context.stateMachine().stop()`, so that the remaining stages of a sequence still play.
- `AzSequence` event ticks are not scaled by animation speed, and the controller's transition length is added before each stage on the client. Account for both when lining events up with specific keyframes.
- The Molang fixes change what some existing animations evaluate to, mainly those using comparisons, `&&`/`||`, `^`, assignments or `return`. Expressions that only use `+ - * / %` evaluate exactly as before. If an animation was tuned around the old behavior, re-check it.
- Parsed Molang trees are now shared between every keyframe with the same expression. Don't modify a `MolangValue` returned by the parser.
- To bind a query every frame, prefer a `MolangVariableRef` over `MolangParser.setValue`/`setMemoizedValue` by name. It resolves the variable once and follows `MolangParser.register` if the variable is replaced.
- `temp.`/`t.` Molang variables are now always scoped to their expression.
- Controllers with the default settings (weight 1, `OVERRIDE`, no bone mask) behave exactly as before layering was added, so existing animators need no changes.
- `setCustomAnimations` runs after all controllers have been layered, so values set there still replace the animated pose. Add to a bone's current value to layer code-driven movement on top instead.
- Weight fades follow the animator's clock: they run smoothly between game ticks, pause with the game, and are not affected by animation speed. A controller's weight is kept when a new animation or sequence is played on it.
- Layering adds a new network action (`controller/set_weight`), so clients and servers need to be on the same AzureLib version.
- `MolangParser.register` stores variables under the expanded name, so registering `v.foo` and reading `variable.foo` (or the reverse) now reach the same variable. The registered object's `getName()` is left as you passed it.
- New API: `MolangParser.parseCached`, `parseUncached`, `clearExpressionCache` and `expressionCacheSize`; `LazyVariable.setMemoized`; `MolangVariableRef`; `IValue.simplify()` (a default method, so existing implementations are unaffected); and `MolangCompoundValue.compact()`. `MolangParser.parseOneLine(String, MolangCompoundValue)` is deprecated, and the unused `HermiteBlend.random` field has been removed.
- New layering API: `AzBlendMode`, `AzBoneMask`, `AzWeightFade` and `AzControllerSetWeightAction`; `setWeight`, `setBlendMode` and `setBoneMask` on `AzAnimationControllerBuilder`; `weight`, `setWeight`, `fadeWeight`, `isFadingWeight`, `blendMode`, `setBlendMode`, `boneMask` and `setBoneMask` on `AzAnimationController`; and `AzBoneCache.currentFrame()`. `AzBoneAnimationUpdateUtil` and `AzBoneAnimationQueueCache.update` gained overloads that take a weight and blend mode; the existing signatures still work and apply at full weight.
- When a texture has an AzureLib glowmask, AzureLib now uses its own animated texture for that texture path, replacing one registered by another mod. A GeckoLib renderer sharing that exact texture path will no longer animate it, so give each library's renderers their own textures.
release
azurelib-fabric-26.3-4.0.1.jar
4.0.125 сент. 2026 г.101Minecraft: 26.3fabric
Что нового
v4.0.1
### Fixes
- Fixed armor and item renderers sometimes failing to register when multiple mods registered them at the same time during parallel client setup on NeoForge. This caused armor to randomly render with vanilla/missing textures (e.g. purple armor), with different pieces affected between launches. `AzArmorRendererRegistry` and `AzItemRendererRegistry` are now thread-safe.
- Fixed `AzIdentityRegistry` having the same issue, which could cause trigger animations to silently stop working for some items. It is now thread-safe.
### Developer Notes
- On NeoForge, renderer and identity registration should be wrapped in `event.enqueueWork(...)` inside `FMLClientSetupEvent` / `FMLCommonSetupEvent`. The docs have been updated to reflect this. The registries are now safe either way, but `enqueueWork` also protects your mod on older AzureLib versions.
release
azurelib-neo-26.3-4.0.1.jar
4.0.125 сент. 2026 г.46Minecraft: 26.3neoforge
Что нового
v4.0.1
### Fixes
- Fixed armor and item renderers sometimes failing to register when multiple mods registered them at the same time during parallel client setup on NeoForge. This caused armor to randomly render with vanilla/missing textures (e.g. purple armor), with different pieces affected between launches. `AzArmorRendererRegistry` and `AzItemRendererRegistry` are now thread-safe.
- Fixed `AzIdentityRegistry` having the same issue, which could cause trigger animations to silently stop working for some items. It is now thread-safe.
### Developer Notes
- On NeoForge, renderer and identity registration should be wrapped in `event.enqueueWork(...)` inside `FMLClientSetupEvent` / `FMLCommonSetupEvent`. The docs have been updated to reflect this. The registries are now safe either way, but `enqueueWork` also protects your mod on older AzureLib versions.
release
azurelib-neo-1.21.1-3.1.12.jar
3.1.1225 сент. 2026 г.2,6 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.12
### Fixes
- Fixed armor and item renderers sometimes failing to register when multiple mods registered them at the same time during parallel client setup on NeoForge. This caused armor to randomly render with vanilla/missing textures (e.g. purple armor), with different pieces affected between launches. `AzArmorRendererRegistry` and `AzItemRendererRegistry` are now thread-safe.
- Fixed `AzIdentityRegistry` having the same issue, which could cause trigger animations to silently stop working for some items. It is now thread-safe.
### Developer Notes
- On NeoForge, renderer and identity registration should be wrapped in `event.enqueueWork(...)` inside `FMLClientSetupEvent` / `FMLCommonSetupEvent`. The docs have been updated to reflect this. The registries are now safe either way, but `enqueueWork` also protects your mod on older AzureLib versions.
release
azurelib-fabric-1.21.1-3.1.12.jar
3.1.1225 сент. 2026 г.621Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.12
### Fixes
- Fixed armor and item renderers sometimes failing to register when multiple mods registered them at the same time during parallel client setup on NeoForge. This caused armor to randomly render with vanilla/missing textures (e.g. purple armor), with different pieces affected between launches. `AzArmorRendererRegistry` and `AzItemRendererRegistry` are now thread-safe.
- Fixed `AzIdentityRegistry` having the same issue, which could cause trigger animations to silently stop working for some items. It is now thread-safe.
### Developer Notes
- On NeoForge, renderer and identity registration should be wrapped in `event.enqueueWork(...)` inside `FMLClientSetupEvent` / `FMLCommonSetupEvent`. The docs have been updated to reflect this. The registries are now safe either way, but `enqueueWork` also protects your mod on older AzureLib versions.
release
azurelib-neo-1.20.1-3.1.13.jar
3.1.1325 сент. 2026 г.4,5 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.13
### Fixes
- Fixed armor and item renderers sometimes failing to register when multiple mods registered them at the same time during parallel client setup on NeoForge. This caused armor to randomly render with vanilla/missing textures (e.g. purple armor), with different pieces affected between launches. `AzArmorRendererRegistry` and `AzItemRendererRegistry` are now thread-safe.
- Fixed `AzIdentityRegistry` having the same issue, which could cause trigger animations to silently stop working for some items. It is now thread-safe.
### Developer Notes
- On NeoForge, renderer and identity registration should be wrapped in `event.enqueueWork(...)` inside `FMLClientSetupEvent` / `FMLCommonSetupEvent`. The docs have been updated to reflect this. The registries are now safe either way, but `enqueueWork` also protects your mod on older AzureLib versions.
release
azurelib-fabric-1.20.1-3.1.13.jar
3.1.1325 сент. 2026 г.1,3 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.13
### Fixes
- Fixed armor and item renderers sometimes failing to register when multiple mods registered them at the same time during parallel client setup on NeoForge. This caused armor to randomly render with vanilla/missing textures (e.g. purple armor), with different pieces affected between launches. `AzArmorRendererRegistry` and `AzItemRendererRegistry` are now thread-safe.
- Fixed `AzIdentityRegistry` having the same issue, which could cause trigger animations to silently stop working for some items. It is now thread-safe.
### Developer Notes
- On NeoForge, renderer and identity registration should be wrapped in `event.enqueueWork(...)` inside `FMLClientSetupEvent` / `FMLCommonSetupEvent`. The docs have been updated to reflect this. The registries are now safe either way, but `enqueueWork` also protects your mod on older AzureLib versions.
release
azurelib-forge-1.19.2-3.2.12.jar
3.2.1225 сент. 2026 г.76Minecraft: 1.19.2forge
Что нового
v3.2.12
### Fixes
- Fixed armor and item renderers sometimes failing to register when multiple mods registered them at the same time during parallel client setup on NeoForge. This caused armor to randomly render with vanilla/missing textures (e.g. purple armor), with different pieces affected between launches. `AzArmorRendererRegistry` and `AzItemRendererRegistry` are now thread-safe.
- Fixed `AzIdentityRegistry` having the same issue, which could cause trigger animations to silently stop working for some items. It is now thread-safe.
### Developer Notes
- On NeoForge, renderer and identity registration should be wrapped in `event.enqueueWork(...)` inside `FMLClientSetupEvent` / `FMLCommonSetupEvent`. The docs have been updated to reflect this. The registries are now safe either way, but `enqueueWork` also protects your mod on older AzureLib versions.
release
azurelib-fabric-1.19.2-3.2.12.jar
3.2.1225 сент. 2026 г.46Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.12
### Fixes
- Fixed armor and item renderers sometimes failing to register when multiple mods registered them at the same time during parallel client setup on NeoForge. This caused armor to randomly render with vanilla/missing textures (e.g. purple armor), with different pieces affected between launches. `AzArmorRendererRegistry` and `AzItemRendererRegistry` are now thread-safe.
- Fixed `AzIdentityRegistry` having the same issue, which could cause trigger animations to silently stop working for some items. It is now thread-safe.
### Developer Notes
- On NeoForge, renderer and identity registration should be wrapped in `event.enqueueWork(...)` inside `FMLClientSetupEvent` / `FMLCommonSetupEvent`. The docs have been updated to reflect this. The registries are now safe either way, but `enqueueWork` also protects your mod on older AzureLib versions.
release
azurelib-forge-1.18.2-3.2.12.jar
3.2.1225 сент. 2026 г.47Minecraft: 1.18.2forge
Что нового
v3.2.12
### Fixes
- Fixed armor and item renderers sometimes failing to register when multiple mods registered them at the same time during parallel client setup on NeoForge. This caused armor to randomly render with vanilla/missing textures (e.g. purple armor), with different pieces affected between launches. `AzArmorRendererRegistry` and `AzItemRendererRegistry` are now thread-safe.
- Fixed `AzIdentityRegistry` having the same issue, which could cause trigger animations to silently stop working for some items. It is now thread-safe.
### Developer Notes
- On NeoForge, renderer and identity registration should be wrapped in `event.enqueueWork(...)` inside `FMLClientSetupEvent` / `FMLCommonSetupEvent`. The docs have been updated to reflect this. The registries are now safe either way, but `enqueueWork` also protects your mod on older AzureLib versions.
release
azurelib-fabric-1.18.2-3.2.12.jar
3.2.1225 сент. 2026 г.21Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.12
### Fixes
- Fixed armor and item renderers sometimes failing to register when multiple mods registered them at the same time during parallel client setup on NeoForge. This caused armor to randomly render with vanilla/missing textures (e.g. purple armor), with different pieces affected between launches. `AzArmorRendererRegistry` and `AzItemRendererRegistry` are now thread-safe.
- Fixed `AzIdentityRegistry` having the same issue, which could cause trigger animations to silently stop working for some items. It is now thread-safe.
### Developer Notes
- On NeoForge, renderer and identity registration should be wrapped in `event.enqueueWork(...)` inside `FMLClientSetupEvent` / `FMLCommonSetupEvent`. The docs have been updated to reflect this. The registries are now safe either way, but `enqueueWork` also protects your mod on older AzureLib versions.
release
azurelib-neo-26.3-4.0.0.jar
4.0.016 сент. 2026 г.118Minecraft: 26.3neoforge
Что нового
v4.0.0
- Updated to support 26.3
release
azurelib-fabric-26.3-4.0.0.jar
4.0.016 сент. 2026 г.284Minecraft: 26.3fabric
Что нового
v4.0.0
- Updated to support 26.3
release
azurelib-fabric-26.2-4.0.0.jar
4.0.030 авг. 2026 г.1,4 тыс.Minecraft: 26.2fabric
Что нового
v4.0.0
- Heavily behind the hood rework for 26.2, with special thanks to collinvht for the massive help in getting this to the finish line.
- Configuration screen no longer an option from mods menu, file still works and syncs fine. Just less render code I want to keep up with.
release
azurelib-neo-26.2-4.0.0.jar
4.0.030 авг. 2026 г.277Minecraft: 26.2neoforge
Что нового
v4.0.0
- Heavily behind the hood rework for 26.2, with special thanks to collinvht for the massive help in getting this to the finish line.
- Configuration screen no longer an option from mods menu, file still works and syncs fine. Just less render code I want to keep up with.
release
azurelib-fabric-1.21.1-3.1.11.jar
3.1.114 июл. 2026 г.60,9 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.11
### Fixes
- Fixed an issue where `q.x` queries were not working correctly.
- Fixed crash when overriding bedrock easings with other bedrock easings. Now properly works.
release
azurelib-neo-1.21.1-3.1.11.jar
3.1.114 июл. 2026 г.118,7 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.11
### Fixes
- Fixed an issue where `q.x` queries were not working correctly.
- Fixed crash when overriding bedrock easings with other bedrock easings. Now properly works.
release
azurelib-neo-1.20.1-3.1.12.jar
3.1.124 июл. 2026 г.153,7 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.12
### Fixes
- Fixed an issue where `q.x` queries were not working correctly.
- Fixed crash when overriding bedrock easings with other bedrock easings. Now properly works.
release
azurelib-fabric-1.20.1-3.1.12.jar
3.1.124 июл. 2026 г.83,8 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.12
### Fixes
- Fixed an issue where `q.x` queries were not working correctly.
- Fixed crash when overriding bedrock easings with other bedrock easings. Now properly works.
release
azurelib-forge-1.19.2-3.2.11.jar
3.2.114 июл. 2026 г.2 тыс.Minecraft: 1.19.2forge
Что нового
v3.2.11
### Fixes
- Fixed an issue where `q.x` queries were not working correctly.
- Fixed crash when overriding bedrock easings with other bedrock easings. Now properly works.
release
azurelib-fabric-1.19.2-3.2.11.jar
3.2.114 июл. 2026 г.567Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.11
### Fixes
- Fixed an issue where `q.x` queries were not working correctly.
- Fixed crash when overriding bedrock easings with other bedrock easings. Now properly works.
release
azurelib-forge-1.18.2-3.2.11.jar
3.2.114 июл. 2026 г.1,2 тыс.Minecraft: 1.18.2forge
Что нового
v3.2.11
### Fixes
- Fixed an issue where `q.x` queries were not working correctly.
- Fixed crash when overriding bedrock easings with other bedrock easings. Now properly works.
release
azurelib-fabric-1.18.2-3.2.11.jar
3.2.114 июл. 2026 г.100Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.11
### Fixes
- Fixed an issue where `q.x` queries were not working correctly.
- Fixed crash when overriding bedrock easings with other bedrock easings. Now properly works.
release
azurelib-fabric-1.21.1-3.1.10.jar
3.1.1017 июн. 2026 г.6,3 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.10
## Performance — Rendering Pipeline Overhaul
This release is a focused performance pass targeting the client-side rendering pipeline. The goal was to bring per-entity CPU and GC cost for complex animated models in line with vanilla mob rendering. All changes are backwards-compatible — no model files, animator classes, or existing renderer configurations require modification.
### Fixes
- Fixed registry of easing types (Credit to Collinvh for fix)
- Fixed bedrock easing interpolation having the position incorrectly in the place of the first value. (Credit to Collinvh for fix)
- Fixed broken matrix translation in `RenderUtils.translateMatrix`. The previous implementation used `Matrix4f.add()` to apply a translation vector, which is mathematically incorrect and produced wrong world-space matrix results for bone tracking. Now uses `Matrix4f.translate()` as intended.
- Fixed triple `boneTextureOverrideProvider` call per bone. The provider lambda was invoked three times per bone per frame in `getOrRefreshRenderBuffer`. Now called once, result cached locally.
- Replaced per-cube `pushPose`/`popPose` with save/restore in `renderCubesOfBone`. The pose stack entry is now captured once per bone and restored after each cube transform, eliminating N matrix stack copies per multi-cube bone.
- Added hidden bone early-out to `renderRecursively`. Hidden bones now skip all matrix work (`pushPose`, translate, rotate, scale) entirely. Children are still iterated unless `isHidingChildren()` is also true, matching Bedrock's bone visibility spec.
- Hoisted flat-cube check out of the quad loop in `renderCube`. `fixInvertedFlatCube` is only relevant for 2D plane cubes (one dimension = 0). The check is now computed once per cube before the quad loop and skipped entirely for standard 3D cubes.
- Eliminated per-vertex redundant reads in `createVerticesOfQuad`. `getTextureOverride()`, `packedOverlay()`, `packedLight()`, and normal vector components are now all hoisted outside the vertex loop. UV scale factors for the texture override path are pre-computed as floats, replacing two integer divisions per vertex with a single multiply.
- Fixed `invertAndMultiplyMatrices` allocation. Previously allocated a `new Matrix4f` on every call (called twice per tracked bone per frame). Now uses a static `INVERT_SCRATCH` buffer; one allocation per call for the returned result only.
- Eliminated per-frame `Matrix4f` heap allocations in `renderRecursively`. The two `new Matrix4f(...)` calls in the bone matrix tracking path are replaced with reusable `scratchPoseState` and `scratchLocalMatrix` instance fields.
- Fixed triple `getAdjustedTick()` call. Was called once before the bone loop, once inside the loop per bone, and once for the callback. Now called once; `currentAdjustedTick` field reused throughout.
- Fixed severe per-frame allocation spam. The previous implementation called `CubicBezierCurve.getPoints(200)` on every bezier keyframe every frame, allocating an `ArrayList` and 201 `Vector2d` objects per call. Additionally `findClosestPoints` allocated two more `Vector2d` instances and a `Vector2d[]` return on every call, and `buildBezierCurve` allocated four `Vector2d` control points per call. For a model with multiple bezier-eased bones this produced 240+ allocations per frame contributing significantly to GC pressure.
- Fixed AzArmorRendererPipeline using head for the leftArm scaling.
- Fixed custom easing type lookup when easing names use mixed or lower camel case.
### Changed
- Replaced nine `ArrayDeque<AzAnimationPoint>` queues with a flat object pool. Nine pre-allocated `AzAnimationPoint` instances are reused every frame via `set()`. A `boolean[9]` presence array replaces queue state. This eliminates the dominant source of per-frame heap allocation in the animation pipeline — previously ~180 record allocations per animated bone per frame.
- Removed `LinkedList` usage. Previously used for all nine queues before the `ArrayDeque` interim; now eliminated entirely.
- Converted from `record` to mutable `final class`. All record accessor names preserved for API compatibility. New `set(...)` method enables in-place reuse by the pool in `AzBoneAnimationQueue`.
- Converted from `record` to mutable `final class`. New `set(T, double)` method allows the single scratch instance on `AzAbstractKeyframeExecutor` to be truly reused end-to-end with zero allocation.
- Replaced linear keyframe scan with binary search. `getCurrentKeyframeLocation` previously walked all keyframes from the start (O(n)). Now builds a cumulative end-time array and binary searches it (O(log n)). Meaningful for animations with many keyframes per bone.
- Add overload method for per bone Texture/Render Type to support the entity as well.
- Replaced per-frame `DoubleSupplier` lambda allocation for `ANIM_TIME`. A stable `animTimeSupplier` field closes over `currentAdjustedTick`; `setMemoizedValue` receives the same object reference every frame.
- Replaced per-frame `DoubleSupplier` lambda allocation for `ANIM_TIME`, matching the fix in `AzKeyframeExecutor`.
- Replaced four per-frame `DoubleSupplier` lambda/method-reference allocations in `applyMolangQueries`. `LIFE_TIME`, `ACTOR_COUNT`, `TIME_OF_DAY`, and `MOON_PHASE` now use stable supplier fields that read mutable double fields set before each call.
- Updated to use pool-based `pollRotX/Y/Z`, `pollPosX/Y/Z`, `pollSclX/Y/Z` accessors from the new `AzBoneAnimationQueue` pool design.
- Replaced point-scan lookup with binary search on curve parameter `t`. Rather than sampling the curve at 200 evenly-spaced points and scanning for the nearest two, the curve is now evaluated via binary search on `t` (20 iterations), exploiting the monotonically increasing x-coordinate of well-formed animation curves. Converges to the same result with zero heap allocation.
- Added `translateMatrixInPlace(Matrix4f, Vector3f)`. Mutates the matrix directly, for call sites that already own the matrix and don't need the original preserved.
- Removed `getPoints(int)`. No longer needed now that `evaluateAtTime` handles all call sites.
### Added
- Added hidden bone early-out matching `AzModelRenderer`, before `pushPose` and all transform calls.
- Added scratch `AzKeyframeLocation` field. The single instance is reused across all `getAnimationPointAtTick` calls via `.set()`, eliminating one record allocation per axis per bone per frame.
- Added `prepareFrame()` method. Clears all pool presence flags before the keyframe executor writes new values each frame, preventing stale values from partially-animated prior frames bleeding through.
- Added `boneAnimationQueueCache.prepareFrame()` call before `stateMachine.update()` in the per-frame update order.
- Added reusable scratch fields. Four `Vector2d` fields replace the per-call control point allocations in `buildBezierCurve`, and two scratch `Vector2d` fields are passed into `CubicBezierCurve.evaluateAtTime` for the binary search iterations.
- Added `evaluateAtTime(double, Vector2d, Vector2d)`. Zero-allocation curve evaluation using binary search on `t`, accepting caller-provided scratch vectors. Replaces the allocation-heavy `getPoints(int)` approach.
- Configures bone hierarchy depth culling and animation tick-rate reduction, each with independent distance thresholds.
- `AzLodConfig.DISABLED` — no LOD applied.
- `AzLodConfig.DEFAULT` — automatically applied to all entity renderers unless overridden: bone LOD at 20 blocks (depth ≤ 3), animation LOD at 28 blocks (every 2 ticks).
- Per-entity runtime manager. Walks the bone tree and calls `setHidden(true)` on bones exceeding the depth budget. Tracks a `lodHidden` flag so LOD-hidden bones can be restored when the entity returns to close range without affecting model-authored hidden bones.
- Returns a `shouldAnimate` boolean to gate the full animation pipeline update, implementing tick-rate reduction for distant entities.
- Added `withLodConfig(AzLodConfig)` builder method. Defaults to `AzLodConfig.DEFAULT` when not specified.
- Wires `AzLodManager` into the render loop. LOD manager is instantiated per entity UUID and updated each frame before the pipeline runs. When `shouldAnimate` is false the model renders at its last computed pose, skipping all animation controller work.
- Added `lodHidden` field with `getLodHidden()` / `setLodHidden(boolean)` accessors. Distinguishes LOD-driven visibility from model-authored `dontRender` flags. Propagated through `deepCopy()`.
release
azurelib-neo-1.21.1-3.1.10.jar
3.1.1017 июн. 2026 г.25,5 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.10
## Performance — Rendering Pipeline Overhaul
This release is a focused performance pass targeting the client-side rendering pipeline. The goal was to bring per-entity CPU and GC cost for complex animated models in line with vanilla mob rendering. All changes are backwards-compatible — no model files, animator classes, or existing renderer configurations require modification.
### Fixes
- Fixed registry of easing types (Credit to Collinvh for fix)
- Fixed bedrock easing interpolation having the position incorrectly in the place of the first value. (Credit to Collinvh for fix)
- Fixed broken matrix translation in `RenderUtils.translateMatrix`. The previous implementation used `Matrix4f.add()` to apply a translation vector, which is mathematically incorrect and produced wrong world-space matrix results for bone tracking. Now uses `Matrix4f.translate()` as intended.
- Fixed triple `boneTextureOverrideProvider` call per bone. The provider lambda was invoked three times per bone per frame in `getOrRefreshRenderBuffer`. Now called once, result cached locally.
- Replaced per-cube `pushPose`/`popPose` with save/restore in `renderCubesOfBone`. The pose stack entry is now captured once per bone and restored after each cube transform, eliminating N matrix stack copies per multi-cube bone.
- Added hidden bone early-out to `renderRecursively`. Hidden bones now skip all matrix work (`pushPose`, translate, rotate, scale) entirely. Children are still iterated unless `isHidingChildren()` is also true, matching Bedrock's bone visibility spec.
- Hoisted flat-cube check out of the quad loop in `renderCube`. `fixInvertedFlatCube` is only relevant for 2D plane cubes (one dimension = 0). The check is now computed once per cube before the quad loop and skipped entirely for standard 3D cubes.
- Eliminated per-vertex redundant reads in `createVerticesOfQuad`. `getTextureOverride()`, `packedOverlay()`, `packedLight()`, and normal vector components are now all hoisted outside the vertex loop. UV scale factors for the texture override path are pre-computed as floats, replacing two integer divisions per vertex with a single multiply.
- Fixed `invertAndMultiplyMatrices` allocation. Previously allocated a `new Matrix4f` on every call (called twice per tracked bone per frame). Now uses a static `INVERT_SCRATCH` buffer; one allocation per call for the returned result only.
- Eliminated per-frame `Matrix4f` heap allocations in `renderRecursively`. The two `new Matrix4f(...)` calls in the bone matrix tracking path are replaced with reusable `scratchPoseState` and `scratchLocalMatrix` instance fields.
- Fixed triple `getAdjustedTick()` call. Was called once before the bone loop, once inside the loop per bone, and once for the callback. Now called once; `currentAdjustedTick` field reused throughout.
- Fixed severe per-frame allocation spam. The previous implementation called `CubicBezierCurve.getPoints(200)` on every bezier keyframe every frame, allocating an `ArrayList` and 201 `Vector2d` objects per call. Additionally `findClosestPoints` allocated two more `Vector2d` instances and a `Vector2d[]` return on every call, and `buildBezierCurve` allocated four `Vector2d` control points per call. For a model with multiple bezier-eased bones this produced 240+ allocations per frame contributing significantly to GC pressure.
- Fixed AzArmorRendererPipeline using head for the leftArm scaling.
- Fixed custom easing type lookup when easing names use mixed or lower camel case.
### Changed
- Replaced nine `ArrayDeque<AzAnimationPoint>` queues with a flat object pool. Nine pre-allocated `AzAnimationPoint` instances are reused every frame via `set()`. A `boolean[9]` presence array replaces queue state. This eliminates the dominant source of per-frame heap allocation in the animation pipeline — previously ~180 record allocations per animated bone per frame.
- Removed `LinkedList` usage. Previously used for all nine queues before the `ArrayDeque` interim; now eliminated entirely.
- Converted from `record` to mutable `final class`. All record accessor names preserved for API compatibility. New `set(...)` method enables in-place reuse by the pool in `AzBoneAnimationQueue`.
- Converted from `record` to mutable `final class`. New `set(T, double)` method allows the single scratch instance on `AzAbstractKeyframeExecutor` to be truly reused end-to-end with zero allocation.
- Replaced linear keyframe scan with binary search. `getCurrentKeyframeLocation` previously walked all keyframes from the start (O(n)). Now builds a cumulative end-time array and binary searches it (O(log n)). Meaningful for animations with many keyframes per bone.
- Add overload method for per bone Texture/Render Type to support the entity as well.
- Replaced per-frame `DoubleSupplier` lambda allocation for `ANIM_TIME`. A stable `animTimeSupplier` field closes over `currentAdjustedTick`; `setMemoizedValue` receives the same object reference every frame.
- Replaced per-frame `DoubleSupplier` lambda allocation for `ANIM_TIME`, matching the fix in `AzKeyframeExecutor`.
- Replaced four per-frame `DoubleSupplier` lambda/method-reference allocations in `applyMolangQueries`. `LIFE_TIME`, `ACTOR_COUNT`, `TIME_OF_DAY`, and `MOON_PHASE` now use stable supplier fields that read mutable double fields set before each call.
- Updated to use pool-based `pollRotX/Y/Z`, `pollPosX/Y/Z`, `pollSclX/Y/Z` accessors from the new `AzBoneAnimationQueue` pool design.
- Replaced point-scan lookup with binary search on curve parameter `t`. Rather than sampling the curve at 200 evenly-spaced points and scanning for the nearest two, the curve is now evaluated via binary search on `t` (20 iterations), exploiting the monotonically increasing x-coordinate of well-formed animation curves. Converges to the same result with zero heap allocation.
- Added `translateMatrixInPlace(Matrix4f, Vector3f)`. Mutates the matrix directly, for call sites that already own the matrix and don't need the original preserved.
- Removed `getPoints(int)`. No longer needed now that `evaluateAtTime` handles all call sites.
### Added
- Added hidden bone early-out matching `AzModelRenderer`, before `pushPose` and all transform calls.
- Added scratch `AzKeyframeLocation` field. The single instance is reused across all `getAnimationPointAtTick` calls via `.set()`, eliminating one record allocation per axis per bone per frame.
- Added `prepareFrame()` method. Clears all pool presence flags before the keyframe executor writes new values each frame, preventing stale values from partially-animated prior frames bleeding through.
- Added `boneAnimationQueueCache.prepareFrame()` call before `stateMachine.update()` in the per-frame update order.
- Added reusable scratch fields. Four `Vector2d` fields replace the per-call control point allocations in `buildBezierCurve`, and two scratch `Vector2d` fields are passed into `CubicBezierCurve.evaluateAtTime` for the binary search iterations.
- Added `evaluateAtTime(double, Vector2d, Vector2d)`. Zero-allocation curve evaluation using binary search on `t`, accepting caller-provided scratch vectors. Replaces the allocation-heavy `getPoints(int)` approach.
- Configures bone hierarchy depth culling and animation tick-rate reduction, each with independent distance thresholds.
- `AzLodConfig.DISABLED` — no LOD applied.
- `AzLodConfig.DEFAULT` — automatically applied to all entity renderers unless overridden: bone LOD at 20 blocks (depth ≤ 3), animation LOD at 28 blocks (every 2 ticks).
- Per-entity runtime manager. Walks the bone tree and calls `setHidden(true)` on bones exceeding the depth budget. Tracks a `lodHidden` flag so LOD-hidden bones can be restored when the entity returns to close range without affecting model-authored hidden bones.
- Returns a `shouldAnimate` boolean to gate the full animation pipeline update, implementing tick-rate reduction for distant entities.
- Added `withLodConfig(AzLodConfig)` builder method. Defaults to `AzLodConfig.DEFAULT` when not specified.
- Wires `AzLodManager` into the render loop. LOD manager is instantiated per entity UUID and updated each frame before the pipeline runs. When `shouldAnimate` is false the model renders at its last computed pose, skipping all animation controller work.
- Added `lodHidden` field with `getLodHidden()` / `setLodHidden(boolean)` accessors. Distinguishes LOD-driven visibility from model-authored `dontRender` flags. Propagated through `deepCopy()`.
release
azurelib-fabric-1.20.1-3.1.11.jar
3.1.1117 июн. 2026 г.22,9 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.11
## Performance — Rendering Pipeline Overhaul
This release is a focused performance pass targeting the client-side rendering pipeline. The goal was to bring per-entity CPU and GC cost for complex animated models in line with vanilla mob rendering. All changes are backwards-compatible — no model files, animator classes, or existing renderer configurations require modification.
### Fixes
- Fixed registry of easing types (Credit to Collinvh for fix)
- Fixed bedrock easing interpolation having the position incorrectly in the place of the first value. (Credit to Collinvh for fix)
- Fixed broken matrix translation in `RenderUtils.translateMatrix`. The previous implementation used `Matrix4f.add()` to apply a translation vector, which is mathematically incorrect and produced wrong world-space matrix results for bone tracking. Now uses `Matrix4f.translate()` as intended.
- Fixed triple `boneTextureOverrideProvider` call per bone. The provider lambda was invoked three times per bone per frame in `getOrRefreshRenderBuffer`. Now called once, result cached locally.
- Replaced per-cube `pushPose`/`popPose` with save/restore in `renderCubesOfBone`. The pose stack entry is now captured once per bone and restored after each cube transform, eliminating N matrix stack copies per multi-cube bone.
- Added hidden bone early-out to `renderRecursively`. Hidden bones now skip all matrix work (`pushPose`, translate, rotate, scale) entirely. Children are still iterated unless `isHidingChildren()` is also true, matching Bedrock's bone visibility spec.
- Hoisted flat-cube check out of the quad loop in `renderCube`. `fixInvertedFlatCube` is only relevant for 2D plane cubes (one dimension = 0). The check is now computed once per cube before the quad loop and skipped entirely for standard 3D cubes.
- Eliminated per-vertex redundant reads in `createVerticesOfQuad`. `getTextureOverride()`, `packedOverlay()`, `packedLight()`, and normal vector components are now all hoisted outside the vertex loop. UV scale factors for the texture override path are pre-computed as floats, replacing two integer divisions per vertex with a single multiply.
- Fixed `invertAndMultiplyMatrices` allocation. Previously allocated a `new Matrix4f` on every call (called twice per tracked bone per frame). Now uses a static `INVERT_SCRATCH` buffer; one allocation per call for the returned result only.
- Eliminated per-frame `Matrix4f` heap allocations in `renderRecursively`. The two `new Matrix4f(...)` calls in the bone matrix tracking path are replaced with reusable `scratchPoseState` and `scratchLocalMatrix` instance fields.
- Fixed triple `getAdjustedTick()` call. Was called once before the bone loop, once inside the loop per bone, and once for the callback. Now called once; `currentAdjustedTick` field reused throughout.
- Fixed severe per-frame allocation spam. The previous implementation called `CubicBezierCurve.getPoints(200)` on every bezier keyframe every frame, allocating an `ArrayList` and 201 `Vector2d` objects per call. Additionally `findClosestPoints` allocated two more `Vector2d` instances and a `Vector2d[]` return on every call, and `buildBezierCurve` allocated four `Vector2d` control points per call. For a model with multiple bezier-eased bones this produced 240+ allocations per frame contributing significantly to GC pressure.
- Fixed AzArmorRendererPipeline using head for the leftArm scaling.
- Fixed custom easing type lookup when easing names use mixed or lower camel case.
### Changed
- Replaced nine `ArrayDeque<AzAnimationPoint>` queues with a flat object pool. Nine pre-allocated `AzAnimationPoint` instances are reused every frame via `set()`. A `boolean[9]` presence array replaces queue state. This eliminates the dominant source of per-frame heap allocation in the animation pipeline — previously ~180 record allocations per animated bone per frame.
- Removed `LinkedList` usage. Previously used for all nine queues before the `ArrayDeque` interim; now eliminated entirely.
- Converted from `record` to mutable `final class`. All record accessor names preserved for API compatibility. New `set(...)` method enables in-place reuse by the pool in `AzBoneAnimationQueue`.
- Converted from `record` to mutable `final class`. New `set(T, double)` method allows the single scratch instance on `AzAbstractKeyframeExecutor` to be truly reused end-to-end with zero allocation.
- Replaced linear keyframe scan with binary search. `getCurrentKeyframeLocation` previously walked all keyframes from the start (O(n)). Now builds a cumulative end-time array and binary searches it (O(log n)). Meaningful for animations with many keyframes per bone.
- Add overload method for per bone Texture/Render Type to support the entity as well.
- Replaced per-frame `DoubleSupplier` lambda allocation for `ANIM_TIME`. A stable `animTimeSupplier` field closes over `currentAdjustedTick`; `setMemoizedValue` receives the same object reference every frame.
- Replaced per-frame `DoubleSupplier` lambda allocation for `ANIM_TIME`, matching the fix in `AzKeyframeExecutor`.
- Replaced four per-frame `DoubleSupplier` lambda/method-reference allocations in `applyMolangQueries`. `LIFE_TIME`, `ACTOR_COUNT`, `TIME_OF_DAY`, and `MOON_PHASE` now use stable supplier fields that read mutable double fields set before each call.
- Updated to use pool-based `pollRotX/Y/Z`, `pollPosX/Y/Z`, `pollSclX/Y/Z` accessors from the new `AzBoneAnimationQueue` pool design.
- Replaced point-scan lookup with binary search on curve parameter `t`. Rather than sampling the curve at 200 evenly-spaced points and scanning for the nearest two, the curve is now evaluated via binary search on `t` (20 iterations), exploiting the monotonically increasing x-coordinate of well-formed animation curves. Converges to the same result with zero heap allocation.
- Added `translateMatrixInPlace(Matrix4f, Vector3f)`. Mutates the matrix directly, for call sites that already own the matrix and don't need the original preserved.
- Removed `getPoints(int)`. No longer needed now that `evaluateAtTime` handles all call sites.
### Added
- Added hidden bone early-out matching `AzModelRenderer`, before `pushPose` and all transform calls.
- Added scratch `AzKeyframeLocation` field. The single instance is reused across all `getAnimationPointAtTick` calls via `.set()`, eliminating one record allocation per axis per bone per frame.
- Added `prepareFrame()` method. Clears all pool presence flags before the keyframe executor writes new values each frame, preventing stale values from partially-animated prior frames bleeding through.
- Added `boneAnimationQueueCache.prepareFrame()` call before `stateMachine.update()` in the per-frame update order.
- Added reusable scratch fields. Four `Vector2d` fields replace the per-call control point allocations in `buildBezierCurve`, and two scratch `Vector2d` fields are passed into `CubicBezierCurve.evaluateAtTime` for the binary search iterations.
- Added `evaluateAtTime(double, Vector2d, Vector2d)`. Zero-allocation curve evaluation using binary search on `t`, accepting caller-provided scratch vectors. Replaces the allocation-heavy `getPoints(int)` approach.
- Configures bone hierarchy depth culling and animation tick-rate reduction, each with independent distance thresholds.
- `AzLodConfig.DISABLED` — no LOD applied.
- `AzLodConfig.DEFAULT` — automatically applied to all entity renderers unless overridden: bone LOD at 20 blocks (depth ≤ 3), animation LOD at 28 blocks (every 2 ticks).
- Per-entity runtime manager. Walks the bone tree and calls `setHidden(true)` on bones exceeding the depth budget. Tracks a `lodHidden` flag so LOD-hidden bones can be restored when the entity returns to close range without affecting model-authored hidden bones.
- Returns a `shouldAnimate` boolean to gate the full animation pipeline update, implementing tick-rate reduction for distant entities.
- Added `withLodConfig(AzLodConfig)` builder method. Defaults to `AzLodConfig.DEFAULT` when not specified.
- Wires `AzLodManager` into the render loop. LOD manager is instantiated per entity UUID and updated each frame before the pipeline runs. When `shouldAnimate` is false the model renders at its last computed pose, skipping all animation controller work.
- Added `lodHidden` field with `getLodHidden()` / `setLodHidden(boolean)` accessors. Distinguishes LOD-driven visibility from model-authored `dontRender` flags. Propagated through `deepCopy()`.
release
azurelib-neo-1.20.1-3.1.11.jar
3.1.1117 июн. 2026 г.323,4 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.11
## Performance — Rendering Pipeline Overhaul
This release is a focused performance pass targeting the client-side rendering pipeline. The goal was to bring per-entity CPU and GC cost for complex animated models in line with vanilla mob rendering. All changes are backwards-compatible — no model files, animator classes, or existing renderer configurations require modification.
### Fixes
- Fixed registry of easing types (Credit to Collinvh for fix)
- Fixed bedrock easing interpolation having the position incorrectly in the place of the first value. (Credit to Collinvh for fix)
- Fixed broken matrix translation in `RenderUtils.translateMatrix`. The previous implementation used `Matrix4f.add()` to apply a translation vector, which is mathematically incorrect and produced wrong world-space matrix results for bone tracking. Now uses `Matrix4f.translate()` as intended.
- Fixed triple `boneTextureOverrideProvider` call per bone. The provider lambda was invoked three times per bone per frame in `getOrRefreshRenderBuffer`. Now called once, result cached locally.
- Replaced per-cube `pushPose`/`popPose` with save/restore in `renderCubesOfBone`. The pose stack entry is now captured once per bone and restored after each cube transform, eliminating N matrix stack copies per multi-cube bone.
- Added hidden bone early-out to `renderRecursively`. Hidden bones now skip all matrix work (`pushPose`, translate, rotate, scale) entirely. Children are still iterated unless `isHidingChildren()` is also true, matching Bedrock's bone visibility spec.
- Hoisted flat-cube check out of the quad loop in `renderCube`. `fixInvertedFlatCube` is only relevant for 2D plane cubes (one dimension = 0). The check is now computed once per cube before the quad loop and skipped entirely for standard 3D cubes.
- Eliminated per-vertex redundant reads in `createVerticesOfQuad`. `getTextureOverride()`, `packedOverlay()`, `packedLight()`, and normal vector components are now all hoisted outside the vertex loop. UV scale factors for the texture override path are pre-computed as floats, replacing two integer divisions per vertex with a single multiply.
- Fixed `invertAndMultiplyMatrices` allocation. Previously allocated a `new Matrix4f` on every call (called twice per tracked bone per frame). Now uses a static `INVERT_SCRATCH` buffer; one allocation per call for the returned result only.
- Eliminated per-frame `Matrix4f` heap allocations in `renderRecursively`. The two `new Matrix4f(...)` calls in the bone matrix tracking path are replaced with reusable `scratchPoseState` and `scratchLocalMatrix` instance fields.
- Fixed triple `getAdjustedTick()` call. Was called once before the bone loop, once inside the loop per bone, and once for the callback. Now called once; `currentAdjustedTick` field reused throughout.
- Fixed severe per-frame allocation spam. The previous implementation called `CubicBezierCurve.getPoints(200)` on every bezier keyframe every frame, allocating an `ArrayList` and 201 `Vector2d` objects per call. Additionally `findClosestPoints` allocated two more `Vector2d` instances and a `Vector2d[]` return on every call, and `buildBezierCurve` allocated four `Vector2d` control points per call. For a model with multiple bezier-eased bones this produced 240+ allocations per frame contributing significantly to GC pressure.
- Fixed AzArmorRendererPipeline using head for the leftArm scaling.
- Fixed custom easing type lookup when easing names use mixed or lower camel case.
### Changed
- Replaced nine `ArrayDeque<AzAnimationPoint>` queues with a flat object pool. Nine pre-allocated `AzAnimationPoint` instances are reused every frame via `set()`. A `boolean[9]` presence array replaces queue state. This eliminates the dominant source of per-frame heap allocation in the animation pipeline — previously ~180 record allocations per animated bone per frame.
- Removed `LinkedList` usage. Previously used for all nine queues before the `ArrayDeque` interim; now eliminated entirely.
- Converted from `record` to mutable `final class`. All record accessor names preserved for API compatibility. New `set(...)` method enables in-place reuse by the pool in `AzBoneAnimationQueue`.
- Converted from `record` to mutable `final class`. New `set(T, double)` method allows the single scratch instance on `AzAbstractKeyframeExecutor` to be truly reused end-to-end with zero allocation.
- Replaced linear keyframe scan with binary search. `getCurrentKeyframeLocation` previously walked all keyframes from the start (O(n)). Now builds a cumulative end-time array and binary searches it (O(log n)). Meaningful for animations with many keyframes per bone.
- Add overload method for per bone Texture/Render Type to support the entity as well.
- Replaced per-frame `DoubleSupplier` lambda allocation for `ANIM_TIME`. A stable `animTimeSupplier` field closes over `currentAdjustedTick`; `setMemoizedValue` receives the same object reference every frame.
- Replaced per-frame `DoubleSupplier` lambda allocation for `ANIM_TIME`, matching the fix in `AzKeyframeExecutor`.
- Replaced four per-frame `DoubleSupplier` lambda/method-reference allocations in `applyMolangQueries`. `LIFE_TIME`, `ACTOR_COUNT`, `TIME_OF_DAY`, and `MOON_PHASE` now use stable supplier fields that read mutable double fields set before each call.
- Updated to use pool-based `pollRotX/Y/Z`, `pollPosX/Y/Z`, `pollSclX/Y/Z` accessors from the new `AzBoneAnimationQueue` pool design.
- Replaced point-scan lookup with binary search on curve parameter `t`. Rather than sampling the curve at 200 evenly-spaced points and scanning for the nearest two, the curve is now evaluated via binary search on `t` (20 iterations), exploiting the monotonically increasing x-coordinate of well-formed animation curves. Converges to the same result with zero heap allocation.
- Added `translateMatrixInPlace(Matrix4f, Vector3f)`. Mutates the matrix directly, for call sites that already own the matrix and don't need the original preserved.
- Removed `getPoints(int)`. No longer needed now that `evaluateAtTime` handles all call sites.
### Added
- Added hidden bone early-out matching `AzModelRenderer`, before `pushPose` and all transform calls.
- Added scratch `AzKeyframeLocation` field. The single instance is reused across all `getAnimationPointAtTick` calls via `.set()`, eliminating one record allocation per axis per bone per frame.
- Added `prepareFrame()` method. Clears all pool presence flags before the keyframe executor writes new values each frame, preventing stale values from partially-animated prior frames bleeding through.
- Added `boneAnimationQueueCache.prepareFrame()` call before `stateMachine.update()` in the per-frame update order.
- Added reusable scratch fields. Four `Vector2d` fields replace the per-call control point allocations in `buildBezierCurve`, and two scratch `Vector2d` fields are passed into `CubicBezierCurve.evaluateAtTime` for the binary search iterations.
- Added `evaluateAtTime(double, Vector2d, Vector2d)`. Zero-allocation curve evaluation using binary search on `t`, accepting caller-provided scratch vectors. Replaces the allocation-heavy `getPoints(int)` approach.
- Configures bone hierarchy depth culling and animation tick-rate reduction, each with independent distance thresholds.
- `AzLodConfig.DISABLED` — no LOD applied.
- `AzLodConfig.DEFAULT` — automatically applied to all entity renderers unless overridden: bone LOD at 20 blocks (depth ≤ 3), animation LOD at 28 blocks (every 2 ticks).
- Per-entity runtime manager. Walks the bone tree and calls `setHidden(true)` on bones exceeding the depth budget. Tracks a `lodHidden` flag so LOD-hidden bones can be restored when the entity returns to close range without affecting model-authored hidden bones.
- Returns a `shouldAnimate` boolean to gate the full animation pipeline update, implementing tick-rate reduction for distant entities.
- Added `withLodConfig(AzLodConfig)` builder method. Defaults to `AzLodConfig.DEFAULT` when not specified.
- Wires `AzLodManager` into the render loop. LOD manager is instantiated per entity UUID and updated each frame before the pipeline runs. When `shouldAnimate` is false the model renders at its last computed pose, skipping all animation controller work.
- Added `lodHidden` field with `getLodHidden()` / `setLodHidden(boolean)` accessors. Distinguishes LOD-driven visibility from model-authored `dontRender` flags. Propagated through `deepCopy()`.
release
azurelib-forge-1.19.2-3.2.10.jar
3.2.1017 июн. 2026 г.439Minecraft: 1.19.2forge
Что нового
v3.2.10
## Performance — Rendering Pipeline Overhaul
This release is a focused performance pass targeting the client-side rendering pipeline. The goal was to bring per-entity CPU and GC cost for complex animated models in line with vanilla mob rendering. All changes are backwards-compatible — no model files, animator classes, or existing renderer configurations require modification.
### Fixes
- Fixed registry of easing types (Credit to Collinvh for fix)
- Fixed bedrock easing interpolation having the position incorrectly in the place of the first value. (Credit to Collinvh for fix)
- Fixed broken matrix translation in `RenderUtils.translateMatrix`. The previous implementation used `Matrix4f.add()` to apply a translation vector, which is mathematically incorrect and produced wrong world-space matrix results for bone tracking. Now uses `Matrix4f.translate()` as intended.
- Fixed triple `boneTextureOverrideProvider` call per bone. The provider lambda was invoked three times per bone per frame in `getOrRefreshRenderBuffer`. Now called once, result cached locally.
- Replaced per-cube `pushPose`/`popPose` with save/restore in `renderCubesOfBone`. The pose stack entry is now captured once per bone and restored after each cube transform, eliminating N matrix stack copies per multi-cube bone.
- Added hidden bone early-out to `renderRecursively`. Hidden bones now skip all matrix work (`pushPose`, translate, rotate, scale) entirely. Children are still iterated unless `isHidingChildren()` is also true, matching Bedrock's bone visibility spec.
- Hoisted flat-cube check out of the quad loop in `renderCube`. `fixInvertedFlatCube` is only relevant for 2D plane cubes (one dimension = 0). The check is now computed once per cube before the quad loop and skipped entirely for standard 3D cubes.
- Eliminated per-vertex redundant reads in `createVerticesOfQuad`. `getTextureOverride()`, `packedOverlay()`, `packedLight()`, and normal vector components are now all hoisted outside the vertex loop. UV scale factors for the texture override path are pre-computed as floats, replacing two integer divisions per vertex with a single multiply.
- Fixed `invertAndMultiplyMatrices` allocation. Previously allocated a `new Matrix4f` on every call (called twice per tracked bone per frame). Now uses a static `INVERT_SCRATCH` buffer; one allocation per call for the returned result only.
- Eliminated per-frame `Matrix4f` heap allocations in `renderRecursively`. The two `new Matrix4f(...)` calls in the bone matrix tracking path are replaced with reusable `scratchPoseState` and `scratchLocalMatrix` instance fields.
- Fixed triple `getAdjustedTick()` call. Was called once before the bone loop, once inside the loop per bone, and once for the callback. Now called once; `currentAdjustedTick` field reused throughout.
- Fixed severe per-frame allocation spam. The previous implementation called `CubicBezierCurve.getPoints(200)` on every bezier keyframe every frame, allocating an `ArrayList` and 201 `Vector2d` objects per call. Additionally `findClosestPoints` allocated two more `Vector2d` instances and a `Vector2d[]` return on every call, and `buildBezierCurve` allocated four `Vector2d` control points per call. For a model with multiple bezier-eased bones this produced 240+ allocations per frame contributing significantly to GC pressure.
- Fixed AzArmorRendererPipeline using head for the leftArm scaling.
- Fixed custom easing type lookup when easing names use mixed or lower camel case.
### Changed
- Replaced nine `ArrayDeque<AzAnimationPoint>` queues with a flat object pool. Nine pre-allocated `AzAnimationPoint` instances are reused every frame via `set()`. A `boolean[9]` presence array replaces queue state. This eliminates the dominant source of per-frame heap allocation in the animation pipeline — previously ~180 record allocations per animated bone per frame.
- Removed `LinkedList` usage. Previously used for all nine queues before the `ArrayDeque` interim; now eliminated entirely.
- Converted from `record` to mutable `final class`. All record accessor names preserved for API compatibility. New `set(...)` method enables in-place reuse by the pool in `AzBoneAnimationQueue`.
- Converted from `record` to mutable `final class`. New `set(T, double)` method allows the single scratch instance on `AzAbstractKeyframeExecutor` to be truly reused end-to-end with zero allocation.
- Replaced linear keyframe scan with binary search. `getCurrentKeyframeLocation` previously walked all keyframes from the start (O(n)). Now builds a cumulative end-time array and binary searches it (O(log n)). Meaningful for animations with many keyframes per bone.
- Add overload method for per bone Texture/Render Type to support the entity as well.
- Replaced per-frame `DoubleSupplier` lambda allocation for `ANIM_TIME`. A stable `animTimeSupplier` field closes over `currentAdjustedTick`; `setMemoizedValue` receives the same object reference every frame.
- Replaced per-frame `DoubleSupplier` lambda allocation for `ANIM_TIME`, matching the fix in `AzKeyframeExecutor`.
- Replaced four per-frame `DoubleSupplier` lambda/method-reference allocations in `applyMolangQueries`. `LIFE_TIME`, `ACTOR_COUNT`, `TIME_OF_DAY`, and `MOON_PHASE` now use stable supplier fields that read mutable double fields set before each call.
- Updated to use pool-based `pollRotX/Y/Z`, `pollPosX/Y/Z`, `pollSclX/Y/Z` accessors from the new `AzBoneAnimationQueue` pool design.
- Replaced point-scan lookup with binary search on curve parameter `t`. Rather than sampling the curve at 200 evenly-spaced points and scanning for the nearest two, the curve is now evaluated via binary search on `t` (20 iterations), exploiting the monotonically increasing x-coordinate of well-formed animation curves. Converges to the same result with zero heap allocation.
- Added `translateMatrixInPlace(Matrix4f, Vector3f)`. Mutates the matrix directly, for call sites that already own the matrix and don't need the original preserved.
- Removed `getPoints(int)`. No longer needed now that `evaluateAtTime` handles all call sites.
### Added
- Added hidden bone early-out matching `AzModelRenderer`, before `pushPose` and all transform calls.
- Added scratch `AzKeyframeLocation` field. The single instance is reused across all `getAnimationPointAtTick` calls via `.set()`, eliminating one record allocation per axis per bone per frame.
- Added `prepareFrame()` method. Clears all pool presence flags before the keyframe executor writes new values each frame, preventing stale values from partially-animated prior frames bleeding through.
- Added `boneAnimationQueueCache.prepareFrame()` call before `stateMachine.update()` in the per-frame update order.
- Added reusable scratch fields. Four `Vector2d` fields replace the per-call control point allocations in `buildBezierCurve`, and two scratch `Vector2d` fields are passed into `CubicBezierCurve.evaluateAtTime` for the binary search iterations.
- Added `evaluateAtTime(double, Vector2d, Vector2d)`. Zero-allocation curve evaluation using binary search on `t`, accepting caller-provided scratch vectors. Replaces the allocation-heavy `getPoints(int)` approach.
- Configures bone hierarchy depth culling and animation tick-rate reduction, each with independent distance thresholds.
- `AzLodConfig.DISABLED` — no LOD applied.
- `AzLodConfig.DEFAULT` — automatically applied to all entity renderers unless overridden: bone LOD at 20 blocks (depth ≤ 3), animation LOD at 28 blocks (every 2 ticks).
- Per-entity runtime manager. Walks the bone tree and calls `setHidden(true)` on bones exceeding the depth budget. Tracks a `lodHidden` flag so LOD-hidden bones can be restored when the entity returns to close range without affecting model-authored hidden bones.
- Returns a `shouldAnimate` boolean to gate the full animation pipeline update, implementing tick-rate reduction for distant entities.
- Added `withLodConfig(AzLodConfig)` builder method. Defaults to `AzLodConfig.DEFAULT` when not specified.
- Wires `AzLodManager` into the render loop. LOD manager is instantiated per entity UUID and updated each frame before the pipeline runs. When `shouldAnimate` is false the model renders at its last computed pose, skipping all animation controller work.
- Added `lodHidden` field with `getLodHidden()` / `setLodHidden(boolean)` accessors. Distinguishes LOD-driven visibility from model-authored `dontRender` flags. Propagated through `deepCopy()`.
release
azurelib-fabric-1.19.2-3.2.10.jar
3.2.1017 июн. 2026 г.171Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.10
## Performance — Rendering Pipeline Overhaul
This release is a focused performance pass targeting the client-side rendering pipeline. The goal was to bring per-entity CPU and GC cost for complex animated models in line with vanilla mob rendering. All changes are backwards-compatible — no model files, animator classes, or existing renderer configurations require modification.
### Fixes
- Fixed registry of easing types (Credit to Collinvh for fix)
- Fixed bedrock easing interpolation having the position incorrectly in the place of the first value. (Credit to Collinvh for fix)
- Fixed broken matrix translation in `RenderUtils.translateMatrix`. The previous implementation used `Matrix4f.add()` to apply a translation vector, which is mathematically incorrect and produced wrong world-space matrix results for bone tracking. Now uses `Matrix4f.translate()` as intended.
- Fixed triple `boneTextureOverrideProvider` call per bone. The provider lambda was invoked three times per bone per frame in `getOrRefreshRenderBuffer`. Now called once, result cached locally.
- Replaced per-cube `pushPose`/`popPose` with save/restore in `renderCubesOfBone`. The pose stack entry is now captured once per bone and restored after each cube transform, eliminating N matrix stack copies per multi-cube bone.
- Added hidden bone early-out to `renderRecursively`. Hidden bones now skip all matrix work (`pushPose`, translate, rotate, scale) entirely. Children are still iterated unless `isHidingChildren()` is also true, matching Bedrock's bone visibility spec.
- Hoisted flat-cube check out of the quad loop in `renderCube`. `fixInvertedFlatCube` is only relevant for 2D plane cubes (one dimension = 0). The check is now computed once per cube before the quad loop and skipped entirely for standard 3D cubes.
- Eliminated per-vertex redundant reads in `createVerticesOfQuad`. `getTextureOverride()`, `packedOverlay()`, `packedLight()`, and normal vector components are now all hoisted outside the vertex loop. UV scale factors for the texture override path are pre-computed as floats, replacing two integer divisions per vertex with a single multiply.
- Fixed `invertAndMultiplyMatrices` allocation. Previously allocated a `new Matrix4f` on every call (called twice per tracked bone per frame). Now uses a static `INVERT_SCRATCH` buffer; one allocation per call for the returned result only.
- Eliminated per-frame `Matrix4f` heap allocations in `renderRecursively`. The two `new Matrix4f(...)` calls in the bone matrix tracking path are replaced with reusable `scratchPoseState` and `scratchLocalMatrix` instance fields.
- Fixed triple `getAdjustedTick()` call. Was called once before the bone loop, once inside the loop per bone, and once for the callback. Now called once; `currentAdjustedTick` field reused throughout.
- Fixed severe per-frame allocation spam. The previous implementation called `CubicBezierCurve.getPoints(200)` on every bezier keyframe every frame, allocating an `ArrayList` and 201 `Vector2d` objects per call. Additionally `findClosestPoints` allocated two more `Vector2d` instances and a `Vector2d[]` return on every call, and `buildBezierCurve` allocated four `Vector2d` control points per call. For a model with multiple bezier-eased bones this produced 240+ allocations per frame contributing significantly to GC pressure.
- Fixed AzArmorRendererPipeline using head for the leftArm scaling.
- Fixed custom easing type lookup when easing names use mixed or lower camel case.
### Changed
- Replaced nine `ArrayDeque<AzAnimationPoint>` queues with a flat object pool. Nine pre-allocated `AzAnimationPoint` instances are reused every frame via `set()`. A `boolean[9]` presence array replaces queue state. This eliminates the dominant source of per-frame heap allocation in the animation pipeline — previously ~180 record allocations per animated bone per frame.
- Removed `LinkedList` usage. Previously used for all nine queues before the `ArrayDeque` interim; now eliminated entirely.
- Converted from `record` to mutable `final class`. All record accessor names preserved for API compatibility. New `set(...)` method enables in-place reuse by the pool in `AzBoneAnimationQueue`.
- Converted from `record` to mutable `final class`. New `set(T, double)` method allows the single scratch instance on `AzAbstractKeyframeExecutor` to be truly reused end-to-end with zero allocation.
- Replaced linear keyframe scan with binary search. `getCurrentKeyframeLocation` previously walked all keyframes from the start (O(n)). Now builds a cumulative end-time array and binary searches it (O(log n)). Meaningful for animations with many keyframes per bone.
- Add overload method for per bone Texture/Render Type to support the entity as well.
- Replaced per-frame `DoubleSupplier` lambda allocation for `ANIM_TIME`. A stable `animTimeSupplier` field closes over `currentAdjustedTick`; `setMemoizedValue` receives the same object reference every frame.
- Replaced per-frame `DoubleSupplier` lambda allocation for `ANIM_TIME`, matching the fix in `AzKeyframeExecutor`.
- Replaced four per-frame `DoubleSupplier` lambda/method-reference allocations in `applyMolangQueries`. `LIFE_TIME`, `ACTOR_COUNT`, `TIME_OF_DAY`, and `MOON_PHASE` now use stable supplier fields that read mutable double fields set before each call.
- Updated to use pool-based `pollRotX/Y/Z`, `pollPosX/Y/Z`, `pollSclX/Y/Z` accessors from the new `AzBoneAnimationQueue` pool design.
- Replaced point-scan lookup with binary search on curve parameter `t`. Rather than sampling the curve at 200 evenly-spaced points and scanning for the nearest two, the curve is now evaluated via binary search on `t` (20 iterations), exploiting the monotonically increasing x-coordinate of well-formed animation curves. Converges to the same result with zero heap allocation.
- Added `translateMatrixInPlace(Matrix4f, Vector3f)`. Mutates the matrix directly, for call sites that already own the matrix and don't need the original preserved.
- Removed `getPoints(int)`. No longer needed now that `evaluateAtTime` handles all call sites.
### Added
- Added hidden bone early-out matching `AzModelRenderer`, before `pushPose` and all transform calls.
- Added scratch `AzKeyframeLocation` field. The single instance is reused across all `getAnimationPointAtTick` calls via `.set()`, eliminating one record allocation per axis per bone per frame.
- Added `prepareFrame()` method. Clears all pool presence flags before the keyframe executor writes new values each frame, preventing stale values from partially-animated prior frames bleeding through.
- Added `boneAnimationQueueCache.prepareFrame()` call before `stateMachine.update()` in the per-frame update order.
- Added reusable scratch fields. Four `Vector2d` fields replace the per-call control point allocations in `buildBezierCurve`, and two scratch `Vector2d` fields are passed into `CubicBezierCurve.evaluateAtTime` for the binary search iterations.
- Added `evaluateAtTime(double, Vector2d, Vector2d)`. Zero-allocation curve evaluation using binary search on `t`, accepting caller-provided scratch vectors. Replaces the allocation-heavy `getPoints(int)` approach.
- Configures bone hierarchy depth culling and animation tick-rate reduction, each with independent distance thresholds.
- `AzLodConfig.DISABLED` — no LOD applied.
- `AzLodConfig.DEFAULT` — automatically applied to all entity renderers unless overridden: bone LOD at 20 blocks (depth ≤ 3), animation LOD at 28 blocks (every 2 ticks).
- Per-entity runtime manager. Walks the bone tree and calls `setHidden(true)` on bones exceeding the depth budget. Tracks a `lodHidden` flag so LOD-hidden bones can be restored when the entity returns to close range without affecting model-authored hidden bones.
- Returns a `shouldAnimate` boolean to gate the full animation pipeline update, implementing tick-rate reduction for distant entities.
- Added `withLodConfig(AzLodConfig)` builder method. Defaults to `AzLodConfig.DEFAULT` when not specified.
- Wires `AzLodManager` into the render loop. LOD manager is instantiated per entity UUID and updated each frame before the pipeline runs. When `shouldAnimate` is false the model renders at its last computed pose, skipping all animation controller work.
- Added `lodHidden` field with `getLodHidden()` / `setLodHidden(boolean)` accessors. Distinguishes LOD-driven visibility from model-authored `dontRender` flags. Propagated through `deepCopy()`.
release
azurelib-fabric-1.18.2-3.2.10.jar
3.2.1017 июн. 2026 г.57Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.10
## Performance — Rendering Pipeline Overhaul
This release is a focused performance pass targeting the client-side rendering pipeline. The goal was to bring per-entity CPU and GC cost for complex animated models in line with vanilla mob rendering. All changes are backwards-compatible — no model files, animator classes, or existing renderer configurations require modification.
### Fixes
- Fixed registry of easing types (Credit to Collinvh for fix)
- Fixed bedrock easing interpolation having the position incorrectly in the place of the first value. (Credit to Collinvh for fix)
- Fixed broken matrix translation in `RenderUtils.translateMatrix`. The previous implementation used `Matrix4f.add()` to apply a translation vector, which is mathematically incorrect and produced wrong world-space matrix results for bone tracking. Now uses `Matrix4f.translate()` as intended.
- Fixed triple `boneTextureOverrideProvider` call per bone. The provider lambda was invoked three times per bone per frame in `getOrRefreshRenderBuffer`. Now called once, result cached locally.
- Replaced per-cube `pushPose`/`popPose` with save/restore in `renderCubesOfBone`. The pose stack entry is now captured once per bone and restored after each cube transform, eliminating N matrix stack copies per multi-cube bone.
- Added hidden bone early-out to `renderRecursively`. Hidden bones now skip all matrix work (`pushPose`, translate, rotate, scale) entirely. Children are still iterated unless `isHidingChildren()` is also true, matching Bedrock's bone visibility spec.
- Hoisted flat-cube check out of the quad loop in `renderCube`. `fixInvertedFlatCube` is only relevant for 2D plane cubes (one dimension = 0). The check is now computed once per cube before the quad loop and skipped entirely for standard 3D cubes.
- Eliminated per-vertex redundant reads in `createVerticesOfQuad`. `getTextureOverride()`, `packedOverlay()`, `packedLight()`, and normal vector components are now all hoisted outside the vertex loop. UV scale factors for the texture override path are pre-computed as floats, replacing two integer divisions per vertex with a single multiply.
- Fixed `invertAndMultiplyMatrices` allocation. Previously allocated a `new Matrix4f` on every call (called twice per tracked bone per frame). Now uses a static `INVERT_SCRATCH` buffer; one allocation per call for the returned result only.
- Eliminated per-frame `Matrix4f` heap allocations in `renderRecursively`. The two `new Matrix4f(...)` calls in the bone matrix tracking path are replaced with reusable `scratchPoseState` and `scratchLocalMatrix` instance fields.
- Fixed triple `getAdjustedTick()` call. Was called once before the bone loop, once inside the loop per bone, and once for the callback. Now called once; `currentAdjustedTick` field reused throughout.
- Fixed severe per-frame allocation spam. The previous implementation called `CubicBezierCurve.getPoints(200)` on every bezier keyframe every frame, allocating an `ArrayList` and 201 `Vector2d` objects per call. Additionally `findClosestPoints` allocated two more `Vector2d` instances and a `Vector2d[]` return on every call, and `buildBezierCurve` allocated four `Vector2d` control points per call. For a model with multiple bezier-eased bones this produced 240+ allocations per frame contributing significantly to GC pressure.
- Fixed AzArmorRendererPipeline using head for the leftArm scaling.
### Changed
- Replaced nine `ArrayDeque<AzAnimationPoint>` queues with a flat object pool. Nine pre-allocated `AzAnimationPoint` instances are reused every frame via `set()`. A `boolean[9]` presence array replaces queue state. This eliminates the dominant source of per-frame heap allocation in the animation pipeline — previously ~180 record allocations per animated bone per frame.
- Removed `LinkedList` usage. Previously used for all nine queues before the `ArrayDeque` interim; now eliminated entirely.
- Converted from `record` to mutable `final class`. All record accessor names preserved for API compatibility. New `set(...)` method enables in-place reuse by the pool in `AzBoneAnimationQueue`.
- Converted from `record` to mutable `final class`. New `set(T, double)` method allows the single scratch instance on `AzAbstractKeyframeExecutor` to be truly reused end-to-end with zero allocation.
- Replaced linear keyframe scan with binary search. `getCurrentKeyframeLocation` previously walked all keyframes from the start (O(n)). Now builds a cumulative end-time array and binary searches it (O(log n)). Meaningful for animations with many keyframes per bone.
- Add overload method for per bone Texture/Render Type to support the entity as well.
- Replaced per-frame `DoubleSupplier` lambda allocation for `ANIM_TIME`. A stable `animTimeSupplier` field closes over `currentAdjustedTick`; `setMemoizedValue` receives the same object reference every frame.
- Replaced per-frame `DoubleSupplier` lambda allocation for `ANIM_TIME`, matching the fix in `AzKeyframeExecutor`.
- Replaced four per-frame `DoubleSupplier` lambda/method-reference allocations in `applyMolangQueries`. `LIFE_TIME`, `ACTOR_COUNT`, `TIME_OF_DAY`, and `MOON_PHASE` now use stable supplier fields that read mutable double fields set before each call.
- Updated to use pool-based `pollRotX/Y/Z`, `pollPosX/Y/Z`, `pollSclX/Y/Z` accessors from the new `AzBoneAnimationQueue` pool design.
- Replaced point-scan lookup with binary search on curve parameter `t`. Rather than sampling the curve at 200 evenly-spaced points and scanning for the nearest two, the curve is now evaluated via binary search on `t` (20 iterations), exploiting the monotonically increasing x-coordinate of well-formed animation curves. Converges to the same result with zero heap allocation.
- Added `translateMatrixInPlace(Matrix4f, Vector3f)`. Mutates the matrix directly, for call sites that already own the matrix and don't need the original preserved.
- Removed `getPoints(int)`. No longer needed now that `evaluateAtTime` handles all call sites.
- Fixed custom easing type lookup when easing names use mixed or lower camel case.
### Added
- Added hidden bone early-out matching `AzModelRenderer`, before `pushPose` and all transform calls.
- Added scratch `AzKeyframeLocation` field. The single instance is reused across all `getAnimationPointAtTick` calls via `.set()`, eliminating one record allocation per axis per bone per frame.
- Added `prepareFrame()` method. Clears all pool presence flags before the keyframe executor writes new values each frame, preventing stale values from partially-animated prior frames bleeding through.
- Added `boneAnimationQueueCache.prepareFrame()` call before `stateMachine.update()` in the per-frame update order.
- Added reusable scratch fields. Four `Vector2d` fields replace the per-call control point allocations in `buildBezierCurve`, and two scratch `Vector2d` fields are passed into `CubicBezierCurve.evaluateAtTime` for the binary search iterations.
- Added `evaluateAtTime(double, Vector2d, Vector2d)`. Zero-allocation curve evaluation using binary search on `t`, accepting caller-provided scratch vectors. Replaces the allocation-heavy `getPoints(int)` approach.
- Configures bone hierarchy depth culling and animation tick-rate reduction, each with independent distance thresholds.
- `AzLodConfig.DISABLED` — no LOD applied.
- `AzLodConfig.DEFAULT` — automatically applied to all entity renderers unless overridden: bone LOD at 20 blocks (depth ≤ 3), animation LOD at 28 blocks (every 2 ticks).
- Per-entity runtime manager. Walks the bone tree and calls `setHidden(true)` on bones exceeding the depth budget. Tracks a `lodHidden` flag so LOD-hidden bones can be restored when the entity returns to close range without affecting model-authored hidden bones.
- Returns a `shouldAnimate` boolean to gate the full animation pipeline update, implementing tick-rate reduction for distant entities.
- Added `withLodConfig(AzLodConfig)` builder method. Defaults to `AzLodConfig.DEFAULT` when not specified.
- Wires `AzLodManager` into the render loop. LOD manager is instantiated per entity UUID and updated each frame before the pipeline runs. When `shouldAnimate` is false the model renders at its last computed pose, skipping all animation controller work.
- Added `lodHidden` field with `getLodHidden()` / `setLodHidden(boolean)` accessors. Distinguishes LOD-driven visibility from model-authored `dontRender` flags. Propagated through `deepCopy()`.
release
azurelib-forge-1.18.2-3.2.10.jar
3.2.1017 июн. 2026 г.415Minecraft: 1.18.2forge
Что нового
v3.2.10
## Performance — Rendering Pipeline Overhaul
This release is a focused performance pass targeting the client-side rendering pipeline. The goal was to bring per-entity CPU and GC cost for complex animated models in line with vanilla mob rendering. All changes are backwards-compatible — no model files, animator classes, or existing renderer configurations require modification.
### Fixes
- Fixed registry of easing types (Credit to Collinvh for fix)
- Fixed bedrock easing interpolation having the position incorrectly in the place of the first value. (Credit to Collinvh for fix)
- Fixed broken matrix translation in `RenderUtils.translateMatrix`. The previous implementation used `Matrix4f.add()` to apply a translation vector, which is mathematically incorrect and produced wrong world-space matrix results for bone tracking. Now uses `Matrix4f.translate()` as intended.
- Fixed triple `boneTextureOverrideProvider` call per bone. The provider lambda was invoked three times per bone per frame in `getOrRefreshRenderBuffer`. Now called once, result cached locally.
- Replaced per-cube `pushPose`/`popPose` with save/restore in `renderCubesOfBone`. The pose stack entry is now captured once per bone and restored after each cube transform, eliminating N matrix stack copies per multi-cube bone.
- Added hidden bone early-out to `renderRecursively`. Hidden bones now skip all matrix work (`pushPose`, translate, rotate, scale) entirely. Children are still iterated unless `isHidingChildren()` is also true, matching Bedrock's bone visibility spec.
- Hoisted flat-cube check out of the quad loop in `renderCube`. `fixInvertedFlatCube` is only relevant for 2D plane cubes (one dimension = 0). The check is now computed once per cube before the quad loop and skipped entirely for standard 3D cubes.
- Eliminated per-vertex redundant reads in `createVerticesOfQuad`. `getTextureOverride()`, `packedOverlay()`, `packedLight()`, and normal vector components are now all hoisted outside the vertex loop. UV scale factors for the texture override path are pre-computed as floats, replacing two integer divisions per vertex with a single multiply.
- Fixed `invertAndMultiplyMatrices` allocation. Previously allocated a `new Matrix4f` on every call (called twice per tracked bone per frame). Now uses a static `INVERT_SCRATCH` buffer; one allocation per call for the returned result only.
- Eliminated per-frame `Matrix4f` heap allocations in `renderRecursively`. The two `new Matrix4f(...)` calls in the bone matrix tracking path are replaced with reusable `scratchPoseState` and `scratchLocalMatrix` instance fields.
- Fixed triple `getAdjustedTick()` call. Was called once before the bone loop, once inside the loop per bone, and once for the callback. Now called once; `currentAdjustedTick` field reused throughout.
- Fixed severe per-frame allocation spam. The previous implementation called `CubicBezierCurve.getPoints(200)` on every bezier keyframe every frame, allocating an `ArrayList` and 201 `Vector2d` objects per call. Additionally `findClosestPoints` allocated two more `Vector2d` instances and a `Vector2d[]` return on every call, and `buildBezierCurve` allocated four `Vector2d` control points per call. For a model with multiple bezier-eased bones this produced 240+ allocations per frame contributing significantly to GC pressure.
- Fixed AzArmorRendererPipeline using head for the leftArm scaling.
### Changed
- Replaced nine `ArrayDeque<AzAnimationPoint>` queues with a flat object pool. Nine pre-allocated `AzAnimationPoint` instances are reused every frame via `set()`. A `boolean[9]` presence array replaces queue state. This eliminates the dominant source of per-frame heap allocation in the animation pipeline — previously ~180 record allocations per animated bone per frame.
- Removed `LinkedList` usage. Previously used for all nine queues before the `ArrayDeque` interim; now eliminated entirely.
- Converted from `record` to mutable `final class`. All record accessor names preserved for API compatibility. New `set(...)` method enables in-place reuse by the pool in `AzBoneAnimationQueue`.
- Converted from `record` to mutable `final class`. New `set(T, double)` method allows the single scratch instance on `AzAbstractKeyframeExecutor` to be truly reused end-to-end with zero allocation.
- Replaced linear keyframe scan with binary search. `getCurrentKeyframeLocation` previously walked all keyframes from the start (O(n)). Now builds a cumulative end-time array and binary searches it (O(log n)). Meaningful for animations with many keyframes per bone.
- Add overload method for per bone Texture/Render Type to support the entity as well.
- Replaced per-frame `DoubleSupplier` lambda allocation for `ANIM_TIME`. A stable `animTimeSupplier` field closes over `currentAdjustedTick`; `setMemoizedValue` receives the same object reference every frame.
- Replaced per-frame `DoubleSupplier` lambda allocation for `ANIM_TIME`, matching the fix in `AzKeyframeExecutor`.
- Replaced four per-frame `DoubleSupplier` lambda/method-reference allocations in `applyMolangQueries`. `LIFE_TIME`, `ACTOR_COUNT`, `TIME_OF_DAY`, and `MOON_PHASE` now use stable supplier fields that read mutable double fields set before each call.
- Updated to use pool-based `pollRotX/Y/Z`, `pollPosX/Y/Z`, `pollSclX/Y/Z` accessors from the new `AzBoneAnimationQueue` pool design.
- Replaced point-scan lookup with binary search on curve parameter `t`. Rather than sampling the curve at 200 evenly-spaced points and scanning for the nearest two, the curve is now evaluated via binary search on `t` (20 iterations), exploiting the monotonically increasing x-coordinate of well-formed animation curves. Converges to the same result with zero heap allocation.
- Added `translateMatrixInPlace(Matrix4f, Vector3f)`. Mutates the matrix directly, for call sites that already own the matrix and don't need the original preserved.
- Removed `getPoints(int)`. No longer needed now that `evaluateAtTime` handles all call sites.
- Fixed custom easing type lookup when easing names use mixed or lower camel case.
### Added
- Added hidden bone early-out matching `AzModelRenderer`, before `pushPose` and all transform calls.
- Added scratch `AzKeyframeLocation` field. The single instance is reused across all `getAnimationPointAtTick` calls via `.set()`, eliminating one record allocation per axis per bone per frame.
- Added `prepareFrame()` method. Clears all pool presence flags before the keyframe executor writes new values each frame, preventing stale values from partially-animated prior frames bleeding through.
- Added `boneAnimationQueueCache.prepareFrame()` call before `stateMachine.update()` in the per-frame update order.
- Added reusable scratch fields. Four `Vector2d` fields replace the per-call control point allocations in `buildBezierCurve`, and two scratch `Vector2d` fields are passed into `CubicBezierCurve.evaluateAtTime` for the binary search iterations.
- Added `evaluateAtTime(double, Vector2d, Vector2d)`. Zero-allocation curve evaluation using binary search on `t`, accepting caller-provided scratch vectors. Replaces the allocation-heavy `getPoints(int)` approach.
- Configures bone hierarchy depth culling and animation tick-rate reduction, each with independent distance thresholds.
- `AzLodConfig.DISABLED` — no LOD applied.
- `AzLodConfig.DEFAULT` — automatically applied to all entity renderers unless overridden: bone LOD at 20 blocks (depth ≤ 3), animation LOD at 28 blocks (every 2 ticks).
- Per-entity runtime manager. Walks the bone tree and calls `setHidden(true)` on bones exceeding the depth budget. Tracks a `lodHidden` flag so LOD-hidden bones can be restored when the entity returns to close range without affecting model-authored hidden bones.
- Returns a `shouldAnimate` boolean to gate the full animation pipeline update, implementing tick-rate reduction for distant entities.
- Added `withLodConfig(AzLodConfig)` builder method. Defaults to `AzLodConfig.DEFAULT` when not specified.
- Wires `AzLodManager` into the render loop. LOD manager is instantiated per entity UUID and updated each frame before the pipeline runs. When `shouldAnimate` is false the model renders at its last computed pose, skipping all animation controller work.
- Added `lodHidden` field with `getLodHidden()` / `setLodHidden(boolean)` accessors. Distinguishes LOD-driven visibility from model-authored `dontRender` flags. Propagated through `deepCopy()`.
release
azurelib-neo-1.20.1-3.1.10.jar
3.1.1018 мая 2026 г.62,2 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.10
### Fixes
- Prevent MolangVariableHolder NPE for constant fallbacks
release
azurelib-fabric-1.20.1-3.1.10.jar
3.1.1018 мая 2026 г.42,2 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.10
### Fixes
- Prevent MolangVariableHolder NPE for constant fallbacks
release
azurelib-forge-1.19.2-3.2.9.jar
3.2.918 мая 2026 г.779Minecraft: 1.19.2forge
Что нового
v3.2.9
### Fixes
- Prevent MolangVariableHolder NPE for constant fallbacks
release
azurelib-fabric-1.19.2-3.2.9.jar
3.2.918 мая 2026 г.243Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.9
### Fixes
- Prevent MolangVariableHolder NPE for constant fallbacks
release
azurelib-forge-1.18.2-3.2.9.jar
3.2.918 мая 2026 г.808Minecraft: 1.18.2forge
Что нового
v3.2.9
### Fixes
- Prevent MolangVariableHolder NPE for constant fallbacks
release
azurelib-fabric-1.18.2-3.2.9.jar
3.2.918 мая 2026 г.54Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.9
### Fixes
- Prevent MolangVariableHolder NPE for constant fallbacks
release
azurelib-fabric-1.21.1-3.1.8.jar
3.1.821 апр. 2026 г.48,1 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.8
### Fixes
- Fixes endless loading if geo has broken parent bone
- Fixes crash if animatable is null on animation queuing.
- Fixes AzAutoGlowingLayer not restoring rendertype/vertext data.
- Fixes crash on a missing geo file and animating.
### Changes
- Improves logging of animation including features.
release
azurelib-neo-1.21.1-3.1.8.jar
3.1.821 апр. 2026 г.73,4 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.8
### Fixes
- Fixes endless loading if geo has broken parent bone
- Fixes crash if animatable is null on animation queuing.
- Fixes AzAutoGlowingLayer not restoring rendertype/vertext data.
- Fixes crash on a missing geo file and animating.
### Changes
- Improves logging of animation including features.
release
azurelib-fabric-1.20.1-3.1.9.jar
3.1.921 апр. 2026 г.21,2 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.9
### Fixes
- Fixes endless loading if geo has broken parent bone
- Fixes crash if animatable is null on animation queuing.
- Fixes AzAutoGlowingLayer not restoring rendertype/vertext data.
- Fixes crash on a missing geo file and animating.
### Changes
- Improves logging of animation including features.
release
azurelib-neo-1.20.1-3.1.9.jar
3.1.921 апр. 2026 г.86,3 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.9
### Fixes
- Fixes endless loading if geo has broken parent bone
- Fixes crash if animatable is null on animation queuing.
- Fixes AzAutoGlowingLayer not restoring rendertype/vertext data.
- Fixes crash on a missing geo file and animating.
### Changes
- Improves logging of animation including features.
release
azurelib-forge-1.19.2-3.2.8.jar
3.2.821 апр. 2026 г.599Minecraft: 1.19.2forge
Что нового
v3.2.8
### Fixes
- Fixes endless loading if geo has broken parent bone
- Fixes crash if animatable is null on animation queuing.
- Fixes AzAutoGlowingLayer not restoring rendertype/vertext data.
- Fixes crash on a missing geo file and animating.
### Changes
- Improves logging of animation including features.
release
azurelib-fabric-1.19.2-3.2.8.jar
3.2.821 апр. 2026 г.168Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.8
### Fixes
- Fixes endless loading if geo has broken parent bone
- Fixes crash if animatable is null on animation queuing.
- Fixes AzAutoGlowingLayer not restoring rendertype/vertext data.
- Fixes crash on a missing geo file and animating.
### Changes
- Improves logging of animation including features.
release
azurelib-forge-1.18.2-3.2.8.jar
3.2.821 апр. 2026 г.626Minecraft: 1.18.2forge
Что нового
v3.2.8
### Fixes
- Fixes endless loading if geo has broken parent bone
- Fixes crash if animatable is null on animation queuing.
- Fixes AzAutoGlowingLayer not restoring rendertype/vertext data.
- Fixes crash on a missing geo file and animating.
### Changes
- Improves logging of animation including features.
release
azurelib-fabric-1.18.2-3.2.8.jar
3.2.821 апр. 2026 г.29Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.8
### Fixes
- Fixes endless loading if geo has broken parent bone
- Fixes crash if animatable is null on animation queuing.
- Fixes AzAutoGlowingLayer not restoring rendertype/vertext data.
- Fixes crash on a missing geo file and animating.
### Changes
- Improves logging of animation including features.
release
azurelib-neo-1.21.1-3.1.7.jar
3.1.716 апр. 2026 г.7,8 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.7
### Fixes
- Fixed the texture issue regarding animated textures.
release
azurelib-fabric-1.21.1-3.1.7.jar
3.1.716 апр. 2026 г.2,1 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.7
### Fixes
- Fixed the texture issue regarding animated textures.
release
azurelib-neo-1.20.1-3.1.8.jar
3.1.816 апр. 2026 г.13,8 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.8
### Fixes
- Fixed empty nbt on crafted items.
release
azurelib-fabric-1.20.1-3.1.8.jar
3.1.816 апр. 2026 г.5,3 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.8
### Fixes
- Fixed empty nbt on crafted items.
release
azurelib-forge-1.19.2-3.2.7.jar
3.2.716 апр. 2026 г.195Minecraft: 1.19.2forge
Что нового
v3.2.7
### Fixes
- Fixed empty nbt on crafted items.
release
azurelib-fabric-1.19.2-3.2.7.jar
3.2.716 апр. 2026 г.52Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.7
### Fixes
- Fixed empty nbt on crafted items.
release
azurelib-forge-1.18.2-3.2.7.jar
3.2.716 апр. 2026 г.215Minecraft: 1.18.2forge
Что нового
v3.2.7
### Fixes
- Fixed empty nbt on crafted items.
release
azurelib-fabric-1.18.2-3.2.7.jar
3.2.716 апр. 2026 г.21Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.7
### Fixes
- Fixed empty nbt on crafted items.
release
azurelib-fabric-1.21.1-3.1.6.jar
3.1.613 апр. 2026 г.1,1 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.6
### Fixes
- Fixed mixin crash.
### Changes
- Added reRenderWithBakedModel for AzRenderLayer so modders can change the model on layers more easily.
release
azurelib-neo-1.21.1-3.1.6.jar
3.1.613 апр. 2026 г.1,9 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.6
### Fixes
- Fixed mixin crash.
### Changes
- Added reRenderWithBakedModel for AzRenderLayer so modders can change the model on layers more easily.
release
azurelib-neo-1.20.1-3.1.7.jar
3.1.713 апр. 2026 г.5,2 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.7
### Fixes
- Fixed mixin crash.
### Changes
- Added reRenderWithBakedModel for AzRenderLayer so modders can change the model on layers more easily.
release
azurelib-fabric-1.20.1-3.1.7.jar
3.1.713 апр. 2026 г.3,4 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.7
### Fixes
- Fixed mixin crash.
### Changes
- Added reRenderWithBakedModel for AzRenderLayer so modders can change the model on layers more easily.
release
azurelib-forge-1.19.2-3.2.6.jar
3.2.613 апр. 2026 г.86Minecraft: 1.19.2forge
Что нового
v3.2.6
### Fixes
- Added ItemMixin_EnsureCraftHasID to ensure items have an az_id UUID tag when crafted if it has an identity registered.
### Changes
- Added reRenderWithBakedModel for AzRenderLayer so modders can change the model on layers more easily.
release
azurelib-fabric-1.19.2-3.2.6.jar
3.2.613 апр. 2026 г.29Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.6
### Fixes
- Added ItemMixin_EnsureCraftHasID to ensure items have an az_id UUID tag when crafted if it has an identity registered.
### Changes
- Added reRenderWithBakedModel for AzRenderLayer so modders can change the model on layers more easily.
release
azurelib-fabric-1.18.2-3.2.6.jar
3.2.613 апр. 2026 г.22Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.6
### Fixes
- Added ItemMixin_EnsureCraftHasID to ensure items have an az_id UUID tag when crafted if it has an identity registered.
### Changes
- Added reRenderWithBakedModel for AzRenderLayer so modders can change the model on layers more easily.
release
azurelib-forge-1.18.2-3.2.6.jar
3.2.613 апр. 2026 г.81Minecraft: 1.18.2forge
Что нового
v3.2.6
### Fixes
- Added ItemMixin_EnsureCraftHasID to ensure items have an az_id UUID tag when crafted if it has an identity registered.
### Changes
- Added reRenderWithBakedModel for AzRenderLayer so modders can change the model on layers more easily.
release
azurelib-fabric-1.21.1-3.1.5.jar
3.1.513 апр. 2026 г.233Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.5
### Fixes
- Fixed some edge cases with AzCachedBoneUpdateUtil
- Fixed a bug that caused double rendering with armor trims.
- Fixed an issue where Azure armor used in AzArmorRender would not properly move with the entity.
- Added ItemMixin_EnsureCraftHasID to ensure items have an az_id UUID component when crafted if it has an identity registered.
release
azurelib-neo-1.21.1-3.1.5.jar
3.1.513 апр. 2026 г.356Minecraft: 1.21.1neoforge
Что нового
v3.1.5
### Fixes
- Fixed some edge cases with AzCachedBoneUpdateUtil
- Fixed a bug that caused double rendering with armor trims.
- Fixed an issue where Azure armor used in AzArmorRender would not properly move with the entity.
- Added ItemMixin_EnsureCraftHasID to ensure items have an az_id UUID component when crafted if it has an identity registered.
release
azurelib-fabric-1.20.1-3.1.6.jar
3.1.613 апр. 2026 г.431Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.6
### Fixes
- Fixed a bug that caused double rendering with armor trims.
- Added ItemMixin_EnsureCraftHasID to ensure items have an az_id UUID tag when crafted if it has an identity registered.
release
azurelib-neo-1.20.1-3.1.6.jar
3.1.613 апр. 2026 г.893Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.6
### Fixes
- Fixed a bug that caused double rendering with armor trims.
- Added ItemMixin_EnsureCraftHasID to ensure items have an az_id UUID tag when crafted if it has an identity registered.
release
azurelib-fabric-1.20.1-3.1.5.jar
3.1.510 апр. 2026 г.4,7 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.5
### Fixes
- Fixed the texture issue regarding animated textures.
- Fixed some edge cases with AzCachedBoneUpdateUtil
release
azurelib-neo-1.20.1-3.1.5.jar
3.1.510 апр. 2026 г.9,5 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.5
### Fixes
- Fixed the texture issue regarding animated textures.
- Fixed some edge cases with AzCachedBoneUpdateUtil
release
azurelib-forge-1.19.2-3.2.5.jar
3.2.510 апр. 2026 г.103Minecraft: 1.19.2forge
Что нового
v3.2.5
### Fixes
- Fixed the texture issue regarding animated textures.
- Fixed some edge cases with AzCachedBoneUpdateUtil
release
azurelib-fabric-1.19.2-3.2.5.jar
3.2.510 апр. 2026 г.45Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.5
### Fixes
- Fixed the texture issue regarding animated textures.
- Fixed some edge cases with AzCachedBoneUpdateUtil
release
azurelib-fabric-1.18.2-3.2.5.jar
3.2.510 апр. 2026 г.17Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.5
### Fixes
- Fixed the texture issue regarding animated textures.
- Fixed some edge cases with AzCachedBoneUpdateUtil
release
azurelib-forge-1.18.2-3.2.5.jar
3.2.510 апр. 2026 г.106Minecraft: 1.18.2forge
Что нового
v3.2.5
### Fixes
- Fixed the texture issue regarding animated textures.
- Fixed some edge cases with AzCachedBoneUpdateUtil
release
azurelib-fabric-1.21.1-3.1.4.jar
3.1.423 мар. 2026 г.18,8 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.4
### Fixes
- Fixed mixin conflict with Gankolib animated textures.
release
azurelib-neo-1.21.1-3.1.4.jar
3.1.423 мар. 2026 г.25,8 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.4
### Fixes
- Fixed mixin conflict with Gankolib animated textures.
release
azurelib-neo-1.20.1-3.1.4.jar
3.1.423 мар. 2026 г.46,7 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.4
### Fixes
- Fixed crash due to invisible AzEntities.
- Fixed mixin conflict with Gankolib animated textures.
release
azurelib-fabric-1.20.1-3.1.4.jar
3.1.423 мар. 2026 г.18,3 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.4
### Fixes
- Fixed crash due to invisible AzEntities.
- Fixed mixin conflict with Gankolib animated textures.
release
azurelib-forge-1.19.2-3.2.4.jar
3.2.423 мар. 2026 г.623Minecraft: 1.19.2forge
Что нового
v3.2.4
### Fixes
- Fixed crash due to invisible AzEntities.
- Fixed mixin conflict with Gankolib animated textures.
release
azurelib-fabric-1.19.2-3.2.4.jar
3.2.423 мар. 2026 г.217Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.4
### Fixes
- Fixed crash due to invisible AzEntities.
- Fixed mixin conflict with Gankolib animated textures.
release
azurelib-forge-1.18.2-3.2.4.jar
3.2.423 мар. 2026 г.403Minecraft: 1.18.2forge
Что нового
v3.2.4
### Fixes
- Fixed crash due to invisible AzEntities.
- Fixed mixin conflict with Gankolib animated textures.
release
azurelib-fabric-1.18.2-3.2.4.jar
3.2.423 мар. 2026 г.53Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.4
### Fixes
- Fixed crash due to invisible AzEntities.
- Fixed mixin conflict with Gankolib animated textures.
release
azurelib-fabric-1.21.1-3.1.3.jar
3.1.324 дек. 2025 г.70,7 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.3
***WARNING THIS IS A BREAKING CHANGE FROM 3.0.X, PLEASE ALLOW MOD DEVS TIME TO UPDATE THEIR MOD TO THIS VERSION***
### Fixes
- Fixed animation issue per https://github.com/AzureDoom/AzureLib/issues/168
- Fixed animation cache bug.
release
azurelib-neo-1.21.1-3.1.3.jar
3.1.324 дек. 2025 г.74,2 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.3
***WARNING THIS IS A BREAKING CHANGE FROM 3.0.X, PLEASE ALLOW MOD DEVS TIME TO UPDATE THEIR MOD TO THIS VERSION***
### Fixes
- Fixed animation issue per https://github.com/AzureDoom/AzureLib/issues/168
- Fixed animation cache bug.
release
azurelib-neo-1.20.1-3.1.3.jar
3.1.324 дек. 2025 г.237,3 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.3
***WARNING THIS IS A BREAKING CHANGE FROM 3.0.X, PLEASE ALLOW MOD DEVS TIME TO UPDATE THEIR MOD TO THIS VERSION***
### Fixes
- Fixed animation issue per https://github.com/AzureDoom/AzureLib/issues/168
- Fixed animation cache bug.
release
azurelib-fabric-1.20.1-3.1.3.jar
3.1.324 дек. 2025 г.413,2 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.3
***WARNING THIS IS A BREAKING CHANGE FROM 3.0.X, PLEASE ALLOW MOD DEVS TIME TO UPDATE THEIR MOD TO THIS VERSION***
### Fixes
- Fixed animation issue per https://github.com/AzureDoom/AzureLib/issues/168
- Fixed animation cache bug.
release
azurelib-forge-1.19.2-3.2.3.jar
3.2.324 дек. 2025 г.2,7 тыс.Minecraft: 1.19.2forge
Что нового
v3.2.3
***WARNING THIS IS A BREAKING CHANGE FROM 3.1.X, PLEASE ALLOW MOD DEVS TIME TO UPDATE THEIR MOD TO THIS VERSION***
### Fixes
- Fixed animation issue per https://github.com/AzureDoom/AzureLib/issues/168
- Fixed animation cache bug.
release
azurelib-fabric-1.19.2-3.2.3.jar
3.2.324 дек. 2025 г.734Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.3
***WARNING THIS IS A BREAKING CHANGE FROM 3.1.X, PLEASE ALLOW MOD DEVS TIME TO UPDATE THEIR MOD TO THIS VERSION***
### Fixes
- Fixed animation issue per https://github.com/AzureDoom/AzureLib/issues/168
- Fixed animation cache bug.
release
azurelib-forge-1.18.2-3.2.3.jar
3.2.324 дек. 2025 г.1,4 тыс.Minecraft: 1.18.2forge
Что нового
v3.2.3
***WARNING THIS IS A BREAKING CHANGE FROM 3.1.X, PLEASE ALLOW MOD DEVS TIME TO UPDATE THEIR MOD TO THIS VERSION***
### Fixes
- Fixed animation issue per https://github.com/AzureDoom/AzureLib/issues/168
- Fixed animation cache bug.
release
azurelib-fabric-1.18.2-3.2.3.jar
3.2.324 дек. 2025 г.132Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.3
***WARNING THIS IS A BREAKING CHANGE FROM 3.1.X, PLEASE ALLOW MOD DEVS TIME TO UPDATE THEIR MOD TO THIS VERSION***
### Fixes
- Fixed animation issue per https://github.com/AzureDoom/AzureLib/issues/168
- Fixed animation cache bug.
release
azurelib-fabric-1.21.1-3.1.2.jar
3.1.228 нояб. 2025 г.13,6 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.2
***WARNING THIS IS A BREAKING CHANGE FROM 3.0.X, PLEASE ALLOW MOD DEVS TIME TO UPDATE THEIR MOD TO THIS VERSION***
### Changes
- Cached controllers, some animations points, and other related data to reduce memory usage.
### Fixes
- Fixed enum texture rendering as black in the config screen.
- Fixed Armor Trim not showing enchant glint when enchanted.
- Fixed Armor scaling on baby mobs.
- Fixed an issue where the model cache would not update when a model was changed.
- Fixed an issue where items couldn't use client side AzCommands.
release
azurelib-neo-1.21.1-3.1.2.jar
3.1.228 нояб. 2025 г.14,8 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.2
***WARNING THIS IS A BREAKING CHANGE FROM 3.0.X, PLEASE ALLOW MOD DEVS TIME TO UPDATE THEIR MOD TO THIS VERSION***
### Changes
- Cached controllers, some animations points, and other related data to reduce memory usage.
### Fixes
- Fixed enum texture rendering as black in the config screen.
- Fixed Armor Trim not showing enchant glint when enchanted.
- Fixed Armor scaling on baby mobs.
- Fixed an issue where the model cache would not update when a model was changed.
- Fixed an issue where items couldn't use client side AzCommands.
release
azurelib-neo-1.20.1-3.1.2.jar
3.1.228 нояб. 2025 г.59,6 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.2
***WARNING THIS IS A BREAKING CHANGE FROM 3.0.X, PLEASE ALLOW MOD DEVS TIME TO UPDATE THEIR MOD TO THIS VERSION***
### Changes
- Cached controllers, some animations points, and other related data to reduce memory usage.
- Backported the AzArmorTrimLayer from 1.21.1
### Fixes
- Fixed enum texture rendering as black in the config screen.
- Fixed Armor scaling on baby mobs.
- Fixed an issue where the model cache would not update when a model was changed.
- Fixed an issue where items couldn't use client side AzCommands.
release
azurelib-fabric-1.20.1-3.1.2.jar
3.1.228 нояб. 2025 г.94,2 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.2
***WARNING THIS IS A BREAKING CHANGE FROM 3.0.X, PLEASE ALLOW MOD DEVS TIME TO UPDATE THEIR MOD TO THIS VERSION***
### Changes
- Cached controllers, some animations points, and other related data to reduce memory usage.
- Backported the AzArmorTrimLayer from 1.21.1
### Fixes
- Fixed enum texture rendering as black in the config screen.
- Fixed Armor scaling on baby mobs.
- Fixed an issue where the model cache would not update when a model was changed.
- Fixed an issue where items couldn't use client side AzCommands.
release
azurelib-forge-1.19.2-3.2.2.jar
3.2.228 нояб. 2025 г.2,2 тыс.Minecraft: 1.19.2forge
Что нового
v3.2.2
***WARNING THIS IS A BREAKING CHANGE FROM 3.1.X, PLEASE ALLOW MOD DEVS TIME TO UPDATE THEIR MOD TO THIS VERSION***
### Changes
- Cached controllers, some animations points, and other related data to reduce memory usage.
### Fixes
- Fixed Armor scaling on baby mobs.
- Fixed an issue where the model cache would not update when a model was changed.
- Fixed an issue where items couldn't use client side AzCommands.
release
azurelib-fabric-1.19.2-3.2.2.jar
3.2.228 нояб. 2025 г.290Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.2
***WARNING THIS IS A BREAKING CHANGE FROM 3.1.X, PLEASE ALLOW MOD DEVS TIME TO UPDATE THEIR MOD TO THIS VERSION***
### Changes
- Cached controllers, some animations points, and other related data to reduce memory usage.
### Fixes
- Fixed Armor scaling on baby mobs.
- Fixed an issue where the model cache would not update when a model was changed.
- Fixed an issue where items couldn't use client side AzCommands.
release
azurelib-forge-1.18.2-3.2.2.jar
3.2.228 нояб. 2025 г.208Minecraft: 1.18.2forge
Что нового
v3.2.2
***WARNING THIS IS A BREAKING CHANGE FROM 3.1.X, PLEASE ALLOW MOD DEVS TIME TO UPDATE THEIR MOD TO THIS VERSION***
### Changes
- Cached controllers, some animations points, and other related data to reduce memory usage.
### Fixes
- Fixed Armor scaling on baby mobs.
- Fixed an issue where the model cache would not update when a model was changed.
- Fixed an issue where items couldn't use client side AzCommands.
release
azurelib-fabric-1.18.2-3.2.2.jar
3.2.228 нояб. 2025 г.78Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.2
***WARNING THIS IS A BREAKING CHANGE FROM 3.1.X, PLEASE ALLOW MOD DEVS TIME TO UPDATE THEIR MOD TO THIS VERSION***
### Changes
- Cached controllers, some animations points, and other related data to reduce memory usage.
### Fixes
- Fixed Armor scaling on baby mobs.
- Fixed an issue where the model cache would not update when a model was changed.
- Fixed an issue where items couldn't use client side AzCommands.
release
azurelib-neo-1.21.1-3.1.1.jar
3.1.120 окт. 2025 г.78 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.1
### Changes
- Set the default render type of Block Entities to translucent.
- Made AzProvider variables protected instead of private.
### Fixes
- Fixed quads disappearing when entity gets hurt.
- Fixed quads rendering with cull when invisible and viewed in spectator mode.
- Fixed AzBlockEntityRendererConfig builder using a generic type instead of the correct one.
release
azurelib-fabric-1.21.1-3.1.1.jar
3.1.120 окт. 2025 г.19 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.1
### Changes
- Set the default render type of Block Entities to translucent.
- Made AzProvider variables protected instead of private.
### Fixes
- Fixed quads disappearing when entity gets hurt.
- Fixed quads rendering with cull when invisible and viewed in spectator mode.
- Fixed AzBlockEntityRendererConfig builder using a generic type instead of the correct one.
release
azurelib-neo-1.20.1-3.1.1.jar
3.1.120 окт. 2025 г.73,4 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.1
### Changes
- Set the default render type of Block Entities to translucent.
- Made AzProvider variables protected instead of private.
### Fixes
- Fixed quads disappearing when entity gets hurt.
- Fixed quads rendering with cull when invisible and viewed in spectator mode.
- Fixed AzBlockEntityRendererConfig builder using a generic type instead of the correct one.
release
azurelib-fabric-1.20.1-3.1.1.jar
3.1.120 окт. 2025 г.446,9 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.1
### Changes
- Set the default render type of Block Entities to translucent.
- Made AzProvider variables protected instead of private.
### Fixes
- Fixed quads disappearing when entity gets hurt.
- Fixed quads rendering with cull when invisible and viewed in spectator mode.
- Fixed AzBlockEntityRendererConfig builder using a generic type instead of the correct one.
release
azurelib-forge-1.19.2-3.2.1.jar
3.2.120 окт. 2025 г.2,3 тыс.Minecraft: 1.19.2forge
Что нового
v3.2.1
### Changes
- Set the default render type of Block Entities to translucent.
- Made AzProvider variables protected instead of private.
### Fixes
- Fixed quads disappearing when entity gets hurt.
- Fixed quads rendering with cull when invisible and viewed in spectator mode.
- Fixed AzBlockEntityRendererConfig builder using a generic type instead of the correct one.
release
azurelib-fabric-1.19.2-3.2.1.jar
3.2.120 окт. 2025 г.485Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.1
### Changes
- Set the default render type of Block Entities to translucent.
- Made AzProvider variables protected instead of private.
### Fixes
- Fixed quads disappearing when entity gets hurt.
- Fixed quads rendering with cull when invisible and viewed in spectator mode.
- Fixed AzBlockEntityRendererConfig builder using a generic type instead of the correct one.
release
azurelib-fabric-1.18.2-3.2.1.jar
3.2.120 окт. 2025 г.97Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.1
### Changes
- Set the default render type of Block Entities to translucent.
- Made AzProvider variables protected instead of private.
### Fixes
- Fixed quads disappearing when entity gets hurt.
- Fixed quads rendering with cull when invisible and viewed in spectator mode.
- Fixed AzBlockEntityRendererConfig builder using a generic type instead of the correct one.
release
azurelib-forge-1.18.2-3.2.1.jar
3.2.120 окт. 2025 г.318Minecraft: 1.18.2forge
Что нового
v3.2.1
### Changes
- Set the default render type of Block Entities to translucent.
- Made AzProvider variables protected instead of private.
### Fixes
- Fixed quads disappearing when entity gets hurt.
- Fixed quads rendering with cull when invisible and viewed in spectator mode.
- Fixed AzBlockEntityRendererConfig builder using a generic type instead of the correct one.
release
azurelib-fabric-1.21.1-3.1.0.jar
3.1.018 окт. 2025 г.2,4 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.1.0
***THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE***
### Changes
- Removed old Geckolib 3.x code and internal SBL code.
- Layers, Model Renderers, and Animators now take a Key to identify themselves.
- This will Long for Block Entities or UUID for Items (This includes Armor) and Entities.
- Adds AzItemRendererConfig#disableAnimationInAllContexts
- Per-instance model isolation for animations
- Implemented AzBone.deepCopy() (copies transforms, matrices, cubes, children, then saveInitialSnapshot()).
- Implemented AzBakedModel.deepCopy() (rebuilds a fresh bone tree via bone.deepCopy()).
- Deprecated pattern: do not call animator.setActiveModel(...) in the render loop (model is installed once during provideAnimator).
- Due to servers being weird with animations, AzIdentityRegistry#regsiter is required again to work properly with item and armor animations.
- Added fallback geo model for missing models.
- Extended AzRendererConfig and its Builder to BiFunction<Entity, T, ResourceLocation> model/texture/render type location providers.
- Enables entity-aware model/texture/render type selection across all render configurations.
- Subclasses like AzArmorRendererConfig now automatically support entity–item–based model lookups without custom overrides.
- Tweaked Molang parsers to be more memory efficient.
### Fixes
- Fixed animation state leaking between instances that share the same geo model by isolating bones per animator.
- Fixed enableAnimationOnlyInContexts not working properly
- Fixed animation speed property not working properly
- Fixed Animated textures breaking with ~~Gankolib~~ Geckolib
- Fixed a crash with armor if a bone is missing from the armor model.
release
azurelib-neo-1.21.1-3.1.0.jar
3.1.018 окт. 2025 г.3,2 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.1.0
***THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE***
### Changes
- Removed old Geckolib 3.x code and internal SBL code.
- Layers, Model Renderers, and Animators now take a Key to identify themselves.
- This will Long for Block Entities or UUID for Items (This includes Armor) and Entities.
- Adds AzItemRendererConfig#disableAnimationInAllContexts
- Per-instance model isolation for animations
- Implemented AzBone.deepCopy() (copies transforms, matrices, cubes, children, then saveInitialSnapshot()).
- Implemented AzBakedModel.deepCopy() (rebuilds a fresh bone tree via bone.deepCopy()).
- Deprecated pattern: do not call animator.setActiveModel(...) in the render loop (model is installed once during provideAnimator).
- Due to servers being weird with animations, AzIdentityRegistry#regsiter is required again to work properly with item and armor animations.
- Added fallback geo model for missing models.
- Extended AzRendererConfig and its Builder to BiFunction<Entity, T, ResourceLocation> model/texture/render type location providers.
- Enables entity-aware model/texture/render type selection across all render configurations.
- Subclasses like AzArmorRendererConfig now automatically support entity–item–based model lookups without custom overrides.
- Tweaked Molang parsers to be more memory efficient.
### Fixes
- Fixed animation state leaking between instances that share the same geo model by isolating bones per animator.
- Fixed enableAnimationOnlyInContexts not working properly
- Fixed animation speed property not working properly
- Fixed Animated textures breaking with ~~Gankolib~~ Geckolib
- Fixed a crash with armor if a bone is missing from the armor model.
release
azurelib-neo-1.20.1-3.1.0.jar
3.1.018 окт. 2025 г.9,2 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.1.0
***THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE***
### Changes
- Removed old Geckolib 3.x code.
- Layers, Model Renderers, and Animators now take a Key to identify themselves.
- This will Long for Block Entities or UUID for Items (This includes Armor) and Entities.
- Adds AzItemRendererConfig#disableAnimationInAllContexts
- Per-instance model isolation for animations
- Implemented AzBone.deepCopy() (copies transforms, matrices, cubes, children, then saveInitialSnapshot()).
- Implemented AzBakedModel.deepCopy() (rebuilds a fresh bone tree via bone.deepCopy()).
- Deprecated pattern: do not call animator.setActiveModel(...) in the render loop (model is installed once during provideAnimator).
- Due to servers being weird with animations, AzIdentityRegistry#regsiter is required again to work properly with item and armor animations.
- Added fallback geo model for missing models.
- Extended AzRendererConfig and its Builder to BiFunction<Entity, T, ResourceLocation> model/texture/render type location providers.
- Enables entity-aware model/texture/render type selection across all render configurations.
- Subclasses like AzArmorRendererConfig now automatically support entity–item–based model lookups without custom overrides.
### Fixes
- Fixed animation state leaking between instances that share the same geo model by isolating bones per animator.
- Fixed enableAnimationOnlyInContexts not working properly
- Fixed animation speed property not working properly
- Fixed Animated textures breaking with ~~Gankolib~~ Geckolib
- Fixed a crash with armor if a bone is missing from the armor model.
release
azurelib-fabric-1.20.1-3.1.0.jar
3.1.018 окт. 2025 г.3,9 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.1.0
***THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE***
### Changes
- Removed old Geckolib 3.x code.
- Layers, Model Renderers, and Animators now take a Key to identify themselves.
- This will Long for Block Entities or UUID for Items (This includes Armor) and Entities.
- Adds AzItemRendererConfig#disableAnimationInAllContexts
- Per-instance model isolation for animations
- Implemented AzBone.deepCopy() (copies transforms, matrices, cubes, children, then saveInitialSnapshot()).
- Implemented AzBakedModel.deepCopy() (rebuilds a fresh bone tree via bone.deepCopy()).
- Deprecated pattern: do not call animator.setActiveModel(...) in the render loop (model is installed once during provideAnimator).
- Due to servers being weird with animations, AzIdentityRegistry#regsiter is required again to work properly with item and armor animations.
- Added fallback geo model for missing models.
- Extended AzRendererConfig and its Builder to BiFunction<Entity, T, ResourceLocation> model/texture/render type location providers.
- Enables entity-aware model/texture/render type selection across all render configurations.
- Subclasses like AzArmorRendererConfig now automatically support entity–item–based model lookups without custom overrides.
### Fixes
- Fixed animation state leaking between instances that share the same geo model by isolating bones per animator.
- Fixed enableAnimationOnlyInContexts not working properly
- Fixed animation speed property not working properly
- Fixed Animated textures breaking with ~~Gankolib~~ Geckolib
- Fixed a crash with armor if a bone is missing from the armor model.
release
azurelib-forge-1.19.2-3.2.0.jar
3.2.018 окт. 2025 г.203Minecraft: 1.19.2forge
Что нового
v3.2.0
***THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE***
### Changes
- Removed old Geckolib 3.x code.
- Layers, Model Renderers, and Animators now take a Key to identify themselves.
- This will Long for Block Entities or UUID for Items (This includes Armor) and Entities.
- Adds AzItemRendererConfig#disableAnimationInAllContexts
- Per-instance model isolation for animations
- Implemented AzBone.deepCopy() (copies transforms, matrices, cubes, children, then saveInitialSnapshot()).
- Implemented AzBakedModel.deepCopy() (rebuilds a fresh bone tree via bone.deepCopy()).
- Deprecated pattern: do not call animator.setActiveModel(...) in the render loop (model is installed once during provideAnimator).
- Due to servers being weird with animations, AzIdentityRegistry#regsiter is required again to work properly with item and armor animations.
- Added fallback geo model for missing models.
- Extended AzRendererConfig and its Builder to BiFunction<Entity, T, ResourceLocation> model/texture/render type location providers.
- Enables entity-aware model/texture/render type selection across all render configurations.
- Subclasses like AzArmorRendererConfig now automatically support entity–item–based model lookups without custom overrides.
### Fixes
- Fixed animation state leaking between instances that share the same geo model by isolating bones per animator.
- Fixed enableAnimationOnlyInContexts not working properly
- Fixed animation speed property not working properly
- Fixed Animated textures breaking with ~~Gankolib~~ Geckolib
- Fixed a crash with armor if a bone is missing from the armor model.
release
azurelib-fabric-1.19.2-3.2.0.jar
3.2.018 окт. 2025 г.135Minecraft: 1.19.2fabric, quilt
Что нового
v3.2.0
***THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE***
### Changes
- Removed old Geckolib 3.x code.
- Layers, Model Renderers, and Animators now take a Key to identify themselves.
- This will Long for Block Entities or UUID for Items (This includes Armor) and Entities.
- Adds AzItemRendererConfig#disableAnimationInAllContexts
- Per-instance model isolation for animations
- Implemented AzBone.deepCopy() (copies transforms, matrices, cubes, children, then saveInitialSnapshot()).
- Implemented AzBakedModel.deepCopy() (rebuilds a fresh bone tree via bone.deepCopy()).
- Deprecated pattern: do not call animator.setActiveModel(...) in the render loop (model is installed once during provideAnimator).
- Due to servers being weird with animations, AzIdentityRegistry#regsiter is required again to work properly with item and armor animations.
- Added fallback geo model for missing models.
- Extended AzRendererConfig and its Builder to BiFunction<Entity, T, ResourceLocation> model/texture/render type location providers.
- Enables entity-aware model/texture/render type selection across all render configurations.
- Subclasses like AzArmorRendererConfig now automatically support entity–item–based model lookups without custom overrides.
### Fixes
- Fixed animation state leaking between instances that share the same geo model by isolating bones per animator.
- Fixed enableAnimationOnlyInContexts not working properly
- Fixed animation speed property not working properly
- Fixed Animated textures breaking with ~~Gankolib~~ Geckolib
- Fixed a crash with armor if a bone is missing from the armor model.
release
azurelib-forge-1.18.2-3.2.0.jar
3.2.018 окт. 2025 г.127Minecraft: 1.18.2forge
Что нового
v3.2.0
***THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE***
### Changes
- Removed old Geckolib 3.x code.
- Layers, Model Renderers, and Animators now take a Key to identify themselves.
- This will Long for Block Entities or UUID for Items (This includes Armor) and Entities.
- Adds AzItemRendererConfig#disableAnimationInAllContexts
- Per-instance model isolation for animations
- Implemented AzBone.deepCopy() (copies transforms, matrices, cubes, children, then saveInitialSnapshot()).
- Implemented AzBakedModel.deepCopy() (rebuilds a fresh bone tree via bone.deepCopy()).
- Deprecated pattern: do not call animator.setActiveModel(...) in the render loop (model is installed once during provideAnimator).
- Due to servers being weird with animations, AzIdentityRegistry#regsiter is required again to work properly with item and armor animations.
- Added fallback geo model for missing models.
- Extended AzRendererConfig and its Builder to BiFunction<Entity, T, ResourceLocation> model/texture/render type location providers.
- Enables entity-aware model/texture/render type selection across all render configurations.
- Subclasses like AzArmorRendererConfig now automatically support entity–item–based model lookups without custom overrides.
### Fixes
- Fixed animation state leaking between instances that share the same geo model by isolating bones per animator.
- Fixed enableAnimationOnlyInContexts not working properly
- Fixed animation speed property not working properly
- Fixed Animated textures breaking with ~~Gankolib~~ Geckolib
release
azurelib-fabric-1.18.2-3.2.0.jar
3.2.018 окт. 2025 г.70Minecraft: 1.18.2fabric, quilt
Что нового
v3.2.0
***THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE***
### Changes
- Removed old Geckolib 3.x code.
- Layers, Model Renderers, and Animators now take a Key to identify themselves.
- This will Long for Block Entities or UUID for Items (This includes Armor) and Entities.
- Adds AzItemRendererConfig#disableAnimationInAllContexts
- Per-instance model isolation for animations
- Implemented AzBone.deepCopy() (copies transforms, matrices, cubes, children, then saveInitialSnapshot()).
- Implemented AzBakedModel.deepCopy() (rebuilds a fresh bone tree via bone.deepCopy()).
- Deprecated pattern: do not call animator.setActiveModel(...) in the render loop (model is installed once during provideAnimator).
- Due to servers being weird with animations, AzIdentityRegistry#regsiter is required again to work properly with item and armor animations.
- Added fallback geo model for missing models.
- Extended AzRendererConfig and its Builder to BiFunction<Entity, T, ResourceLocation> model/texture/render type location providers.
- Enables entity-aware model/texture/render type selection across all render configurations.
- Subclasses like AzArmorRendererConfig now automatically support entity–item–based model lookups without custom overrides.
### Fixes
- Fixed animation state leaking between instances that share the same geo model by isolating bones per animator.
- Fixed enableAnimationOnlyInContexts not working properly
- Fixed animation speed property not working properly
- Fixed Animated textures breaking with ~~Gankolib~~ Geckolib
release
azurelib-fabric-1.21.1-3.0.39.jar
3.0.398 окт. 2025 г.25 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.39
### Changes
- Hide arms bones always in items and only render arms when animations are playing for items.
- Added `AzArmorTrimLayer` for rendering armor trims (Credit to ZsoltMolnarrr)
- Supports single trim-pattern texture
- Supports per pattern textures (like vanilla)
- Added alpha value to getDefaultRenderType
- Made entityCutout the default entity render type.
- Removed Dynamic renderers as they are broken and no longer needed.
- Add an optional Waist Bone for armors. (Credit to cleannrooster)
- Added all missing Math functions, currently matching: https://bedrock.dev/docs/1.21.0.0/1.21.120.22/Molang#Math%20Functions now
### Fixes
- Fixed builder config render type config completely overwriting the default render type setups
- Fixes hurt/death red overlay from not working on entities
- Fixes when an invalid animation name is used, the controller/state machine will become stuck and no longer update
release
azurelib-neo-1.21.1-3.0.39.jar
3.0.398 окт. 2025 г.20,1 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.39
### Changes
- Hide arms bones always in items and only render arms when animations are playing for items.
- Added `AzArmorTrimLayer` for rendering armor trims (Credit to ZsoltMolnarrr)
- Supports single trim-pattern texture
- Supports per pattern textures (like vanilla)
- Added alpha value to getDefaultRenderType
- Made entityCutout the default entity render type.
- Removed Dynamic renderers as they are broken and no longer needed.
- Add an optional Waist Bone for armors. (Credit to cleannrooster)
- Added all missing Math functions, currently matching: https://bedrock.dev/docs/1.21.0.0/1.21.120.22/Molang#Math%20Functions now
### Fixes
- Fixed builder config render type config completely overwriting the default render type setups
- Fixes hurt/death red overlay from not working on entities
- Fixes when an invalid animation name is used, the controller/state machine will become stuck and no longer update
release
azurelib-neo-1.20.1-3.0.27.jar
3.0.278 окт. 2025 г.46,3 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.27
### Changes
- Hide arms bones always in items and only render arms when animations are playing for items.
- Added alpha value to getDefaultRenderType
- Made entityCutout the default entity render type.
- Removed Dynamic renderers as they are broken and no longer needed.
- Add an optional Waist Bone for armors. (Credit to cleannrooster)
- Added all missing Math functions, currently matching: https://bedrock.dev/docs/1.21.0.0/1.21.120.22/Molang#Math%20Functions now
### Fixes
- Fixed builder config render type config completely overwriting the default render type setups
- Fixes hurt/death red overlay from not working on entities
- Fixes when an invalid animation name is used, the controller/state machine will become stuck and no longer update
release
azurelib-fabric-1.20.1-3.0.27.jar
3.0.278 окт. 2025 г.1,1 млнMinecraft: 1.20.1fabric, quilt
Что нового
v3.0.27
### Changes
- Hide arms bones always in items and only render arms when animations are playing for items.
- Added alpha value to getDefaultRenderType
- Made entityCutout the default entity render type.
- Removed Dynamic renderers as they are broken and no longer needed.
- Add an optional Waist Bone for armors. (Credit to cleannrooster)
- Added all missing Math functions, currently matching: https://bedrock.dev/docs/1.21.0.0/1.21.120.22/Molang#Math%20Functions now
### Fixes
- Fixed builder config render type config completely overwriting the default render type setups
- Fixes hurt/death red overlay from not working on entities
- Fixes when an invalid animation name is used, the controller/state machine will become stuck and no longer update
release
azurelib-forge-1.19.2-3.1.12.jar
3.1.128 окт. 2025 г.1,3 тыс.Minecraft: 1.19.2forge
Что нового
v3.1.12
### Changes
- Hide arms bones always in items and only render arms when animations are playing for items.
- Added alpha value to getDefaultRenderType
- Made entityCutout the default entity render type.
- Removed Dynamic renderers as they are broken and no longer needed.
- Add an optional Waist Bone for armors. (Credit to cleannrooster)
- Added all missing Math functions, currently matching: https://bedrock.dev/docs/1.21.0.0/1.21.120.22/Molang#Math%20Functions now
### Fixes
- Fixed builder config render type config completely overwriting the default render type setups
- Fixes hurt/death red overlay from not working on entities
- Fixes when an invalid animation name is used, the controller/state machine will become stuck and no longer update
release
azurelib-fabric-1.19.2-3.1.12.jar
3.1.128 окт. 2025 г.193Minecraft: 1.19.2fabric, quilt
Что нового
v3.1.12
### Changes
- Hide arms bones always in items and only render arms when animations are playing for items.
- Added alpha value to getDefaultRenderType
- Made entityCutout the default entity render type.
- Removed Dynamic renderers as they are broken and no longer needed.
- Add an optional Waist Bone for armors. (Credit to cleannrooster)
- Added all missing Math functions, currently matching: https://bedrock.dev/docs/1.21.0.0/1.21.120.22/Molang#Math%20Functions now
### Fixes
- Fixed builder config render type config completely overwriting the default render type setups
- Fixes hurt/death red overlay from not working on entities
- Fixes when an invalid animation name is used, the controller/state machine will become stuck and no longer update
release
azurelib-forge-1.18.2-3.1.12.jar
3.1.128 окт. 2025 г.156Minecraft: 1.18.2forge
Что нового
v3.1.12
### Changes
- Hide arms bones always in items and only render arms when animations are playing for items.
- Added alpha value to getDefaultRenderType
- Made entityCutout the default entity render type.
- Removed Dynamic renderers as they are broken and no longer needed.
- Add an optional Waist Bone for armors. (Credit to cleannrooster)
- Added all missing Math functions, currently matching: https://bedrock.dev/docs/1.21.0.0/1.21.120.22/Molang#Math%20Functions now
### Fixes
- Fixed builder config render type config completely overwriting the default render type setups
- Fixes hurt/death red overlay from not working on entities
- Fixes when an invalid animation name is used, the controller/state machine will become stuck and no longer update
release
azurelib-fabric-1.18.2-3.1.12.jar
3.1.128 окт. 2025 г.81Minecraft: 1.18.2fabric, quilt
Что нового
v3.1.12
### Changes
- Hide arms bones always in items and only render arms when animations are playing for items.
- Added alpha value to getDefaultRenderType
- Made entityCutout the default entity render type.
- Removed Dynamic renderers as they are broken and no longer needed.
- Add an optional Waist Bone for armors. (Credit to cleannrooster)
- Added all missing Math functions, currently matching: https://bedrock.dev/docs/1.21.0.0/1.21.120.22/Molang#Math%20Functions now
### Fixes
- Fixed builder config render type config completely overwriting the default render type setups
- Fixes hurt/death red overlay from not working on entities
- Fixes when an invalid animation name is used, the controller/state machine will become stuck and no longer update
release
azurelib-neo-1.21.1-3.0.38.jar
3.0.386 окт. 2025 г.6,9 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.38
### Changes
- Arm bones added to items will only be visible in First-Person view.
release
azurelib-fabric-1.21.1-3.0.38.jar
3.0.386 окт. 2025 г.1,1 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.38
### Changes
- Arm bones added to items will only be visible in First-Person view.
release
azurelib-neo-1.20.1-3.0.26.jar
3.0.266 окт. 2025 г.29 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.26
### Changes
- Arm bones added to items will only be visible in First-Person view.
### Fixes
- Fixed bug where the skin texture would be applied to the item bones as well, this only affects 1.20.1 and lower.
release
azurelib-fabric-1.20.1-3.0.26.jar
3.0.266 окт. 2025 г.12,7 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.26
### Changes
- Arm bones added to items will only be visible in First-Person view.
### Fixes
- Fixed bug where the skin texture would be applied to the item bones as well, this only affects 1.20.1 and lower.
release
azurelib-forge-1.19.2-3.1.11.jar
3.1.116 окт. 2025 г.176Minecraft: 1.19.2forge
Что нового
v3.1.11
### Changes
- Arm bones added to items will only be visible in First-Person view.
### Fixes
- Fixed bug where the skin texture would be applied to the item bones as well, this only affects 1.20.1 and lower.
release
azurelib-fabric-1.19.2-3.1.11.jar
3.1.116 окт. 2025 г.113Minecraft: 1.19.2fabric, quilt
Что нового
v3.1.11
### Changes
- Arm bones added to items will only be visible in First-Person view.
### Fixes
- Fixed bug where the skin texture would be applied to the item bones as well, this only affects 1.20.1 and lower.
release
azurelib-forge-1.18.2-3.1.11.jar
3.1.116 окт. 2025 г.91Minecraft: 1.18.2forge
Что нового
v3.1.11
### Changes
- Arm bones added to items will only be visible in First-Person view.
### Fixes
- Fixed bug where the skin texture would be applied to the item bones as well, this only affects 1.20.1 and lower.
release
azurelib-fabric-1.18.2-3.1.11.jar
3.1.116 окт. 2025 г.70Minecraft: 1.18.2fabric, quilt
Что нового
v3.1.11
### Changes
- Arm bones added to items will only be visible in First-Person view.
### Fixes
- Fixed bug where the skin texture would be applied to the item bones as well, this only affects 1.20.1 and lower.
release
Fabric 1.21.1 - 3.0.37
3.0.375 окт. 2025 г.1,6 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.37
### Fixes
- Fix for Forge events being called before renderers are ready 🙄
- Adds missing minVersion to mixin files, just quiets that logger.
- Updates mod description.
release
Neoforge 1.21.1 - 3.0.37
3.0.375 окт. 2025 г.1,3 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.37
### Fixes
- Fix for Forge events being called before renderers are ready 🙄
- Adds missing minVersion to mixin files, just quiets that logger.
- Updates mod description.
release
Forge 1.20.1 - 3.0.25
3.0.255 окт. 2025 г.10,5 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.25
### Fixes
- Fix for Forge events being called before renderers are ready 🙄
- Adds missing minVersion to mixin files, just quiets that logger.
- Updates mod description.
release
Fabric 1.20.1 - 3.0.25
3.0.255 окт. 2025 г.2,6 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.25
### Fixes
- Fix for Forge events being called before renderers are ready 🙄
- Adds missing minVersion to mixin files, just quiets that logger.
- Updates mod description.
release
Forge 1.19.2 - 3.1.10
3.1.105 окт. 2025 г.121Minecraft: 1.19.2forge
Что нового
v3.1.10
### Fixes
- Fix for Forge events being called before renderers are ready 🙄
- Adds missing minVersion to mixin files, just quiets that logger.
- Updates mod description.
release
Fabric 1.19.2 - 3.1.10
3.1.105 окт. 2025 г.83Minecraft: 1.19.2fabric, quilt
Что нового
v3.1.10
### Fixes
- Fix for Forge events being called before renderers are ready 🙄
- Adds missing minVersion to mixin files, just quiets that logger.
- Updates mod description.
release
Forge 1.18.2 - 3.1.10
3.1.105 окт. 2025 г.53Minecraft: 1.18.2forge
Что нового
v3.1.10
### Fixes
- Fix for Forge events being called before renderers are ready 🙄
- Adds missing minVersion to mixin files, just quiets that logger.
- Updates mod description.
release
Fabric 1.18.2 - 3.1.10
3.1.105 окт. 2025 г.56Minecraft: 1.18.2fabric, quilt
Что нового
v3.1.10
### Fixes
- Fix for Forge events being called before renderers are ready 🙄
- Adds missing minVersion to mixin files, just quiets that logger.
- Updates mod description.
release
azurelib neoforge 1.21.1
3.0.364 окт. 2025 г.1,2 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.36
### Changes
- Added setShouldAnimateInContext, disableAnimationInContexts, and enableAnimationOnlyInContexts methods to AzItemRendererConfig.
- This allows you to disable animations in certain display contexts.
- Added built-in support for items to render player arms in the first-person view as long as the proper bones exist in the item model.
- Import the arms from this bbmodel to your item model and only move them in the animations you want to use them in.
- Download the bbmodel here: https://github.com/AzureDoom/AzureLib/blob/1.21.1/player_arms_import.bbmodel
release
azurelib fabric 1.21.1
3.0.364 окт. 2025 г.620Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.36
### Changes
- Added setShouldAnimateInContext, disableAnimationInContexts, and enableAnimationOnlyInContexts methods to AzItemRendererConfig.
- This allows you to disable animations in certain display contexts.
- Added built-in support for items to render player arms in the first-person view as long as the proper bones exist in the item model.
- Import the arms from this bbmodel to your item model and only move them in the animations you want to use them in.
- Download the bbmodel here: https://github.com/AzureDoom/AzureLib/blob/1.21.1/player_arms_import.bbmodel
release
azurelib forge 1.20.1
3.0.244 окт. 2025 г.8,5 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.24
### Changes
- Added a safe catch to AzCommand#sendForItem to catch any mod not properly checking for items in inventoryTick and sending an AzCommand.
- Added setShouldAnimateInContext, disableAnimationInContexts, and enableAnimationOnlyInContexts methods to AzItemRendererConfig.
- This allows you to disable animations in certain display contexts.
- Added built-in support for items to render player arms in the first-person view as long as the proper bones exist in the item model.
- Import the arms from this bbmodel to your item model and only move them in the animations you want to use them in.
- Download the bbmodel here: https://github.com/AzureDoom/AzureLib/blob/1.21.1/player_arms_import.bbmodel
release
azurelib fabric 1.20.1
3.0.244 окт. 2025 г.1,9 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.24
### Changes
- Added a safe catch to AzCommand#sendForItem to catch any mod not properly checking for items in inventoryTick and sending an AzCommand.
- Added setShouldAnimateInContext, disableAnimationInContexts, and enableAnimationOnlyInContexts methods to AzItemRendererConfig.
- This allows you to disable animations in certain display contexts.
- Added built-in support for items to render player arms in the first-person view as long as the proper bones exist in the item model.
- Import the arms from this bbmodel to your item model and only move them in the animations you want to use them in.
- Download the bbmodel here: https://github.com/AzureDoom/AzureLib/blob/1.21.1/player_arms_import.bbmodel
release
azurelib forge 1.19.2
3.1.94 окт. 2025 г.94Minecraft: 1.19.2forge
Что нового
v3.1.9
### Changes
- Added a safe catch to AzCommand#sendForItem to catch any mod not properly checking for items in inventoryTick and sending an AzCommand.
- Added setShouldAnimateInContext, disableAnimationInContexts, and enableAnimationOnlyInContexts methods to AzItemRendererConfig.
- This allows you to disable animations in certain display contexts.
- Added built-in support for items to render player arms in the first-person view as long as the proper bones exist in the item model.
- Import the arms from this bbmodel to your item model and only move them in the animations you want to use them in.
- Download the bbmodel here: https://github.com/AzureDoom/AzureLib/blob/1.21.1/player_arms_import.bbmodel
release
azurelib fabric 1.19.2
3.1.94 окт. 2025 г.74Minecraft: 1.19.2fabric, quilt
Что нового
v3.1.9
### Changes
- Added a safe catch to AzCommand#sendForItem to catch any mod not properly checking for items in inventoryTick and sending an AzCommand.
- Added setShouldAnimateInContext, disableAnimationInContexts, and enableAnimationOnlyInContexts methods to AzItemRendererConfig.
- This allows you to disable animations in certain display contexts.
- Added built-in support for items to render player arms in the first-person view as long as the proper bones exist in the item model.
- Import the arms from this bbmodel to your item model and only move them in the animations you want to use them in.
- Download the bbmodel here: https://github.com/AzureDoom/AzureLib/blob/1.21.1/player_arms_import.bbmodel
release
azurelib forge 1.18.2
3.1.94 окт. 2025 г.39Minecraft: 1.18.2forge
Что нового
v3.1.9
### Changes
- Added a safe catch to AzCommand#sendForItem to catch any mod not properly checking for items in inventoryTick and sending an AzCommand.
- Added setShouldAnimateInContext, disableAnimationInContexts, and enableAnimationOnlyInContexts methods to AzItemRendererConfig.
- This allows you to disable animations in certain display contexts.
- Added built-in support for items to render player arms in the first-person view as long as the proper bones exist in the item model.
- Import the arms from this bbmodel to your item model and only move them in the animations you want to use them in.
- Download the bbmodel here: https://github.com/AzureDoom/AzureLib/blob/1.21.1/player_arms_import.bbmodel
release
azurelib fabric 1.18.2
3.1.94 окт. 2025 г.41Minecraft: 1.18.2fabric, quilt
Что нового
v3.1.9
### Changes
- Added a safe catch to AzCommand#sendForItem to catch any mod not properly checking for items in inventoryTick and sending an AzCommand.
- Added setShouldAnimateInContext, disableAnimationInContexts, and enableAnimationOnlyInContexts methods to AzItemRendererConfig.
- This allows you to disable animations in certain display contexts.
- Added built-in support for items to render player arms in the first-person view as long as the proper bones exist in the item model.
- Import the arms from this bbmodel to your item model and only move them in the animations you want to use them in.
- Download the bbmodel here: https://github.com/AzureDoom/AzureLib/blob/1.21.1/player_arms_import.bbmodel
release
azurelib fabric 1.21.1
3.0.352 окт. 2025 г.2,1 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.35
### Fixed
- Fixed a bug with the RenderTypes from the new per bone and RenderTypes that caused the layers to not render correctly.
release
azurelib neoforge 1.21.1
3.0.352 окт. 2025 г.2,1 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.35
### Fixed
- Fixed a bug with the RenderTypes from the new per bone and RenderTypes that caused the layers to not render correctly.
release
azurelib forge 1.20.1
3.0.232 окт. 2025 г.8,6 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.23
### Fixed
- Fixed a bug with the RenderTypes from the new per bone and RenderTypes that caused the layers to not render correctly.
release
azurelib fabric 1.20.1
3.0.232 окт. 2025 г.3 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.23
### Fixed
- Fixed a bug with the RenderTypes from the new per bone and RenderTypes that caused the layers to not render correctly.
release
azurelib forge 1.19.2
3.1.82 окт. 2025 г.133Minecraft: 1.19.2forge
Что нового
v3.1.8
### Fixed
- Fixed a bug with the RenderTypes from the new per bone and RenderTypes that caused the layers to not render correctly.
release
azurelib fabric 1.19.2
3.1.82 окт. 2025 г.79Minecraft: 1.19.2fabric, quilt
Что нового
v3.1.8
### Fixed
- Fixed a bug with the RenderTypes from the new per bone and RenderTypes that caused the layers to not render correctly.
release
azurelib forge 1.18.2
3.1.82 окт. 2025 г.67Minecraft: 1.18.2forge
Что нового
v3.1.8
### Fixed
- Fixed a bug with the RenderTypes from the new per bone and RenderTypes that caused the layers to not render correctly.
release
azurelib fabric 1.18.2
3.1.82 окт. 2025 г.43Minecraft: 1.18.2fabric, quilt
Что нового
v3.1.8
### Fixed
- Fixed a bug with the RenderTypes from the new per bone and RenderTypes that caused the layers to not render correctly.
release
azurelib forge 1.20.1
3.0.221 окт. 2025 г.943Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.22
### Fixes
- Fixed mixin crash with mods such as Occultism whom have a stupid strict tag check.
release
azurelib fabric 1.20.1
3.0.221 окт. 2025 г.368Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.22
### Fixes
- Fixed mixin crash with mods such as Occultism whom have a stupid strict tag check.
release
azurelib forge 1.19.2
3.1.71 окт. 2025 г.56Minecraft: 1.19.2forge
Что нового
v3.1.7
### Fixes
- Fixed mixin crash with mods such as Occultism whom have a stupid strict tag check.
release
azurelib fabric 1.19.2
3.1.71 окт. 2025 г.61Minecraft: 1.19.2fabric, quilt
Что нового
v3.1.7
### Fixes
- Fixed mixin crash with mods such as Occultism whom have a stupid strict tag check.
release
azurelib forge 1.18.2
3.1.71 окт. 2025 г.61Minecraft: 1.18.2forge
Что нового
v3.1.7
### Fixes
- Fixed mixin crash with mods such as Occultism whom have a stupid strict tag check.
release
azurelib fabric 1.18.2
3.1.71 окт. 2025 г.36Minecraft: 1.18.2fabric, quilt
Что нового
v3.1.7
### Fixes
- Fixed mixin crash with mods such as Occultism whom have a stupid strict tag check.
release
azurelib fabric 1.21.1
3.0.341 окт. 2025 г.1,6 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.34
### Changes
- Added AzRendererConfig builder for setting a custom model renderer.
- Added AzRendererConfig builder for setting a custom pipeline context renderer.
- Removed the need for AzIdentityRegistry#register to be called, any item with an AzItemRender/AzArmorRender will be automatically registered the needed identity.
- Added AzRendererConfig builder for setting per bone textures.
- Added AzRendererConfig builder for setting per bone RenderTypes.
release
azurelib neoforge 1.21.1
3.0.341 окт. 2025 г.496Minecraft: 1.21.1neoforge
Что нового
v3.0.34
### Changes
- Added AzRendererConfig builder for setting a custom model renderer.
- Added AzRendererConfig builder for setting a custom pipeline context renderer.
- Removed the need for AzIdentityRegistry#register to be called, any item with an AzItemRender/AzArmorRender will be automatically registered the needed identity.
- Added AzRendererConfig builder for setting per bone textures.
- Added AzRendererConfig builder for setting per bone RenderTypes.
release
azurelib forge 1.20.1
3.0.211 окт. 2025 г.681Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.21
### Changes
- Added AzRendererConfig builder for setting a custom model renderer.
- Added AzRendererConfig builder for setting a custom pipeline context renderer.
- Removed the need for AzIdentityRegistry#register to be called, any item with an AzItemRender/AzArmorRender will be automatically registered the needed identity.
- Added AzRendererConfig builder for setting per bone textures.
- Added AzRendererConfig builder for setting per bone RenderTypes.
release
azurelib fabric 1.20.1
3.0.211 окт. 2025 г.391Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.21
### Changes
- Added AzRendererConfig builder for setting a custom model renderer.
- Added AzRendererConfig builder for setting a custom pipeline context renderer.
- Removed the need for AzIdentityRegistry#register to be called, any item with an AzItemRender/AzArmorRender will be automatically registered the needed identity.
- Added AzRendererConfig builder for setting per bone textures.
- Added AzRendererConfig builder for setting per bone RenderTypes.
release
azurelib forge 1.19.2
3.1.61 окт. 2025 г.67Minecraft: 1.19.2forge
Что нового
v3.1.6
### Changes
- Added AzRendererConfig builder for setting a custom model renderer.
- Added AzRendererConfig builder for setting a custom pipeline context renderer.
- Removed the need for AzIdentityRegistry#register to be called, any item with an AzItemRender/AzArmorRender will be automatically registered the needed identity.
- Added AzRendererConfig builder for setting per bone textures.
- Added AzRendererConfig builder for setting per bone RenderTypes.
release
azurelib fabric 1.19.2
3.1.61 окт. 2025 г.53Minecraft: 1.19.2fabric, quilt
Что нового
v3.1.6
### Changes
- Added AzRendererConfig builder for setting a custom model renderer.
- Added AzRendererConfig builder for setting a custom pipeline context renderer.
- Removed the need for AzIdentityRegistry#register to be called, any item with an AzItemRender/AzArmorRender will be automatically registered the needed identity.
- Added AzRendererConfig builder for setting per bone textures.
- Added AzRendererConfig builder for setting per bone RenderTypes.
release
azurelib forge 1.18.2
3.1.61 окт. 2025 г.32Minecraft: 1.18.2forge
Что нового
v3.1.6
### Changes
- Added AzRendererConfig builder for setting a custom model renderer.
- Added AzRendererConfig builder for setting a custom pipeline context renderer.
- Removed the need for AzIdentityRegistry#register to be called, any item with an AzItemRender/AzArmorRender will be automatically registered the needed identity.
- Added AzRendererConfig builder for setting per bone textures.
- Added AzRendererConfig builder for setting per bone RenderTypes.
release
azurelib fabric 1.18.2
3.1.61 окт. 2025 г.25Minecraft: 1.18.2fabric, quilt
Что нового
v3.1.6
### Changes
- Added AzRendererConfig builder for setting a custom model renderer.
- Added AzRendererConfig builder for setting a custom pipeline context renderer.
- Removed the need for AzIdentityRegistry#register to be called, any item with an AzItemRender/AzArmorRender will be automatically registered the needed identity.
- Added AzRendererConfig builder for setting per bone textures.
- Added AzRendererConfig builder for setting per bone RenderTypes.
release
azurelib neoforge 1.21.1
3.0.331 окт. 2025 г.613Minecraft: 1.21.1neoforge
Что нового
v3.0.33
### Changes
- Move AzBoneCache#bakemodel to setter method.
### Fixes
- Fixed block entities animations triggering in a chunk.
- Fixed Glowing Outline and Invisible not matching vanilla behavior.
release
azurelib fabric 1.21.1
3.0.331 окт. 2025 г.281Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.33
### Changes
- Move AzBoneCache#bakemodel to setter method.
### Fixes
- Fixed block entities animations triggering in a chunk.
- Fixed Glowing Outline and Invisible not matching vanilla behavior.
release
azurelib forge 1.20.1
3.0.201 окт. 2025 г.1,8 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.20
### Changes
- Move AzBoneCache#bakemodel to setter method.
### Fixes
- Fixed block entities animations triggering in a chunk.
- Fixed Glowing Outline and Invisible not matching vanilla behavior.
release
azurelib fabric 1.20.1
3.0.201 окт. 2025 г.733Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.20
### Changes
- Move AzBoneCache#bakemodel to setter method.
### Fixes
- Fixed block entities animations triggering in a chunk.
- Fixed Glowing Outline and Invisible not matching vanilla behavior.
release
azurelib fabric 1.19.2
3.1.51 окт. 2025 г.64Minecraft: 1.19.2fabric, quilt
Что нового
v3.1.5
### Changes
- Move AzBoneCache#bakemodel to setter method.
### Fixes
- Fixed block entities animations triggering in a chunk.
- Fixed Glowing Outline and Invisible not matching vanilla behavior.
release
azurelib forge 1.19.2
3.1.51 окт. 2025 г.54Minecraft: 1.19.2forge
Что нового
v3.1.5
### Changes
- Move AzBoneCache#bakemodel to setter method.
### Fixes
- Fixed block entities animations triggering in a chunk.
- Fixed Glowing Outline and Invisible not matching vanilla behavior.
release
azurelib fabric 1.18.2
3.1.51 окт. 2025 г.19Minecraft: 1.18.2fabric, quilt
Что нового
v3.1.5
### Changes
- Move AzBoneCache#bakemodel to setter method.
### Fixes
- Fixed block entities animations triggering in a chunk.
- Fixed Glowing Outline and Invisible not matching vanilla behavior.
release
azurelib forge 1.18.2
3.1.51 окт. 2025 г.52Minecraft: 1.18.2forge
Что нового
v3.1.5
### Changes
- Move AzBoneCache#bakemodel to setter method.
### Fixes
- Fixed block entities animations triggering in a chunk.
- Fixed Glowing Outline and Invisible not matching vanilla behavior.
release
azurelib fabric 1.21.1
3.0.3229 сент. 2025 г.912Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.32
### Fixes
- Fixed glow and layers causing bones to de-render.
v3.0.31
### Changes
- Moved AzAnimator#reuseablecontext to AzAnimator#createReusableContext method for overriding.
### Fixes
- Fixed Armor layers being flipped (such as auto glow layers).
- Fixed Block Entity rendering being extra rotated.
release
azurelib neoforge 1.21.1
3.0.3229 сент. 2025 г.1,1 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.32
### Fixes
- Fixed glow and layers causing bones to de-render.
v3.0.31
### Changes
- Moved AzAnimator#reuseablecontext to AzAnimator#createReusableContext method for overriding.
### Fixes
- Fixed Armor layers being flipped (such as auto glow layers).
- Fixed Block Entity rendering being extra rotated.
release
azurelib fabric 1.18.2
3.1.429 сент. 2025 г.20Minecraft: 1.18.2fabric, quilt
Что нового
v3.1.4
### Changes
- Moved AzAnimator#reuseablecontext to AzAnimator#createReusableContext method for overriding.
### Fixes
- Fixed Armor layers being flipped (such as auto glow layers).
- Fixed Armor layer crashing with vanilla armor.
- Fixed issue with buffer leaking when using AzArmorLayer and AzBlockAndItemLayer.
- Fixed Block Entity rendering being extra rotated.
- Fixed incorrect PoseStack#pop for Armors
release
azurelib forge 1.18.2
3.1.429 сент. 2025 г.61Minecraft: 1.18.2forge
Что нового
v3.1.4
### Changes
- Moved AzAnimator#reuseablecontext to AzAnimator#createReusableContext method for overriding.
### Fixes
- Fixed Armor layers being flipped (such as auto glow layers).
- Fixed Armor layer crashing with vanilla armor.
- Fixed issue with buffer leaking when using AzArmorLayer and AzBlockAndItemLayer.
- Fixed Block Entity rendering being extra rotated.
- Fixed incorrect PoseStack#pop for Armors
release
azurelib fabric 1.19.2
3.1.329 сент. 2025 г.39Minecraft: 1.19.2fabric, quilt
Что нового
v3.1.3
### Changes
- Moved AzAnimator#reuseablecontext to AzAnimator#createReusableContext method for overriding.
### Fixes
- Fixed Armor layers being flipped (such as auto glow layers).
- Fixed Armor layer crashing with vanilla armor.
- Fixed issue with buffer leaking when using AzArmorLayer and AzBlockAndItemLayer.
- Fixed Block Entity re~~ndering being extra rotated~~.
- Fixed incorrect PoseStack#pop for Armors
release
azurelib forge 1.19.2
3.1.329 сент. 2025 г.69Minecraft: 1.19.2forge
Что нового
v3.1.3
### Changes
- Moved AzAnimator#reuseablecontext to AzAnimator#createReusableContext method for overriding.
### Fixes
- Fixed Armor layers being flipped (such as auto glow layers).
- Fixed Armor layer crashing with vanilla armor.
- Fixed issue with buffer leaking when using AzArmorLayer and AzBlockAndItemLayer.
- Fixed Block Entity re~~ndering being extra rotated~~.
- Fixed incorrect PoseStack#pop for Armors
release
azurelib forge 1.20.1
3.0.1929 сент. 2025 г.5 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.19
### Changes
- Moved AzAnimator#reuseablecontext to AzAnimator#createReusableContext method for overriding.
### Fixes
- Fixed Armor layers being flipped (such as auto glow layers).
- Fixed Armor layer crashing with vanilla armor.
- Fixed issue with buffer leaking when using AzArmorLayer and AzBlockAndItemLayer.
- Fixed Block Entity rendering being extra rotated.
- Fixed incorrect PoseStack#pop for Armors
release
azurelib fabric 1.20.1
3.0.1929 сент. 2025 г.25,2 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.19
### Changes
- Moved AzAnimator#reuseablecontext to AzAnimator#createReusableContext method for overriding.
### Fixes
- Fixed Armor layers being flipped (such as auto glow layers).
- Fixed Armor layer crashing with vanilla armor.
- Fixed issue with buffer leaking when using AzArmorLayer and AzBlockAndItemLayer.
- Fixed Block Entity rendering being extra rotated.
- Fixed incorrect PoseStack#pop for Armors
release
azurelib neoforge 1.21.1
3.0.3129 сент. 2025 г.141Minecraft: 1.21.1neoforge
Что нового
v3.0.31
### Changes
- Moved AzAnimator#reuseablecontext to AzAnimator#createReusableContext method for overriding.
### Fixes
- Fixed Armor layers being flipped (such as auto glow layers).
- Fixed Block Entity rendering being extra rotated.
release
azurelib fabric 1.21.1
3.0.3129 сент. 2025 г.105Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.31
### Changes
- Moved AzAnimator#reuseablecontext to AzAnimator#createReusableContext method for overriding.
### Fixes
- Fixed Armor layers being flipped (such as auto glow layers).
- Fixed Block Entity rendering being extra rotated.
release
azurelib forge 1.18.2
3.1.324 сент. 2025 г.78Minecraft: 1.18.2forge
Что нового
v3.1.3
### Fixes
- Fixed AzArmorLayer rotation, now properly rotates armor to entity. Seems to be a bug in only in newer versions of Minecraft where I need to flip the rotation.
v3.1.2
### Changes
- Removed band-aid fix on AzBlockAndItemLayer for when an entity is glowing, no longer needed.
### Fixes
- Fixed Entity rendering for entities using items with custom renderers causing rendering issues.
- Fixed Entity rotation on non-living entities using AzEntityRenderer.
- Fixed Armor rendering for baby entities being used all entities, now properly checks if entity is baby for armor scaling.
- Fixed an issue where AzCommand#create would cause transition ticks to always be 0, this must now be set manually, which will override the controller's default value.
release
azurelib fabric 1.18.2
3.1.324 сент. 2025 г.106Minecraft: 1.18.2fabric, quilt
Что нового
v3.1.3
### Fixes
- Fixed AzArmorLayer rotation, now properly rotates armor to entity. Seems to be a bug in only in newer versions of Minecraft where I need to flip the rotation.
v3.1.2
### Changes
- Removed band-aid fix on AzBlockAndItemLayer for when an entity is glowing, no longer needed.
### Fixes
- Fixed Entity rendering for entities using items with custom renderers causing rendering issues.
- Fixed Entity rotation on non-living entities using AzEntityRenderer.
- Fixed Armor rendering for baby entities being used all entities, now properly checks if entity is baby for armor scaling.
- Fixed an issue where AzCommand#create would cause transition ticks to always be 0, this must now be set manually, which will override the controller's default value.
release
azurelib fabric 1.21.1
3.0.3024 сент. 2025 г.2 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.30
### Changes
- Removed band-aid fix on AzBlockAndItemLayer for when an entity is glowing, no longer needed.
### Fixes
- Fixed Entity rendering for entities using items with custom renderers causing rendering issues.
- Fixed Entity rotation on non-living entities using AzEntityRenderer.
- Fixed Armor rendering for baby entities being used all entities, now properly checks if entity is baby for armor scaling.
- Fixed an issue where AzCommand#create would cause transition ticks to always be 0, this must now be set manually, which will override the controller's default value.
release
azurelib neoforge 1.21.1
3.0.3024 сент. 2025 г.4,2 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.30
### Changes
- Removed band-aid fix on AzBlockAndItemLayer for when an entity is glowing, no longer needed.
### Fixes
- Fixed Entity rendering for entities using items with custom renderers causing rendering issues.
- Fixed Entity rotation on non-living entities using AzEntityRenderer.
- Fixed Armor rendering for baby entities being used all entities, now properly checks if entity is baby for armor scaling.
- Fixed an issue where AzCommand#create would cause transition ticks to always be 0, this must now be set manually, which will override the controller's default value.
release
azurelib forge 1.19.2
3.1.224 сент. 2025 г.139Minecraft: 1.19.2forge
Что нового
v3.1.2
### Changes
- Removed band-aid fix on AzBlockAndItemLayer for when an entity is glowing, no longer needed.
### Fixes
- Fixed Entity rendering for entities using items with custom renderers causing rendering issues.
- Fixed Entity rotation on non-living entities using AzEntityRenderer.
- Fixed Armor rendering for baby entities being used all entities, now properly checks if entity is baby for armor scaling.
- Fixed an issue where AzCommand#create would cause transition ticks to always be 0, this must now be set manually, which will override the controller's default value.
release
azurelib fabric 1.19.2
3.1.224 сент. 2025 г.71Minecraft: 1.19.2fabric, quilt
Что нового
v3.1.2
### Changes
- Removed band-aid fix on AzBlockAndItemLayer for when an entity is glowing, no longer needed.
### Fixes
- Fixed Entity rendering for entities using items with custom renderers causing rendering issues.
- Fixed Entity rotation on non-living entities using AzEntityRenderer.
- Fixed Armor rendering for baby entities being used all entities, now properly checks if entity is baby for armor scaling.
- Fixed an issue where AzCommand#create would cause transition ticks to always be 0, this must now be set manually, which will override the controller's default value.
release
azurelib forge 1.18.2
3.1.224 сент. 2025 г.48Minecraft: 1.18.2forge
Что нового
v3.1.2
### Changes
- Removed band-aid fix on AzBlockAndItemLayer for when an entity is glowing, no longer needed.
### Fixes
- Fixed Entity rendering for entities using items with custom renderers causing rendering issues.
- Fixed Entity rotation on non-living entities using AzEntityRenderer.
- Fixed Armor rendering for baby entities being used all entities, now properly checks if entity is baby for armor scaling.
- Fixed an issue where AzCommand#create would cause transition ticks to always be 0, this must now be set manually, which will override the controller's default value.
release
azurelib fabric 1.18.2
3.1.224 сент. 2025 г.28Minecraft: 1.18.2fabric, quilt
Что нового
v3.1.2
### Changes
- Removed band-aid fix on AzBlockAndItemLayer for when an entity is glowing, no longer needed.
### Fixes
- Fixed Entity rendering for entities using items with custom renderers causing rendering issues.
- Fixed Entity rotation on non-living entities using AzEntityRenderer.
- Fixed Armor rendering for baby entities being used all entities, now properly checks if entity is baby for armor scaling.
- Fixed an issue where AzCommand#create would cause transition ticks to always be 0, this must now be set manually, which will override the controller's default value.
release
azurelib neoforge 1.21.1
3.0.2922 сент. 2025 г.1,6 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.29
### Changes
- Introduced `setRenderEntry` in `AzRendererConfig.Builder` to allow custom rendering logic during the `render` stage.
release
azurelib fabric 1.21.1
3.0.2922 сент. 2025 г.840Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.29
### Changes
- Introduced `setRenderEntry` in `AzRendererConfig.Builder` to allow custom rendering logic during the `render` stage.
release
azurelib forge 1.20.1
3.0.1722 сент. 2025 г.23,4 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.17
### Changes
- Introduced `setRenderEntry` in `AzRendererConfig.Builder` to allow custom rendering logic during the `render` stage.
release
azurelib fabric 1.20.1
3.0.1722 сент. 2025 г.10,7 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.17
### Changes
- Introduced `setRenderEntry` in `AzRendererConfig.Builder` to allow custom rendering logic during the `render` stage.
release
azurelib forge 1.19.2
3.1.122 сент. 2025 г.76Minecraft: 1.19.2forge
Что нового
v3.1.1
### Changes
- Introduced `setRenderEntry` in `AzRendererConfig.Builder` to allow custom rendering logic during the `render` stage.
release
azurelib fabric 1.19.2
3.1.122 сент. 2025 г.32Minecraft: 1.19.2fabric, quilt
Что нового
v3.1.1
### Changes
- Introduced `setRenderEntry` in `AzRendererConfig.Builder` to allow custom rendering logic during the `render` stage.
release
azurelib forge 1.18.2
3.1.122 сент. 2025 г.44Minecraft: 1.18.2forge
Что нового
v3.1.1
### Changes
- Introduced `setRenderEntry` in `AzRendererConfig.Builder` to allow custom rendering logic during the `render` stage.
### Fixes
- Fixed black textures on emmisive textures.
release
azurelib fabric 1.18.2
3.1.122 сент. 2025 г.48Minecraft: 1.18.2fabric, quilt
Что нового
v3.1.1
### Changes
- Introduced `setRenderEntry` in `AzRendererConfig.Builder` to allow custom rendering logic during the `render` stage.
### Fixes
- Fixed black textures on emmisive textures.
release
azurelib forge 1.18.2
3.1.018 сент. 2025 г.84Minecraft: 1.18.2forge
Что нового
v3.1.0
### Changes
- Rewrote in Multiloader
- Added Root-level actions that apply to all controllers on an animator.
- Added Controller-level actions that only apply to the controller you want it to.
- Added new AzPlayBehaviors:
- FREEZE_ON_FRAME
- This behavior locks the animation controller's timer to a defined tick value, effectively "freezing" the animation at a specific frame.
- REPEAT_X_TIMES
- This behavior repeats the animation X times.
- Changes to AzAnimator to add support for stopping the animation timer.
- Made AzEntityModelRenderer provider and rendererPipeline protected from private.
- Added logger to AutoGlowingTexture if its glow mask doesn't match the base texture size.
### Fixes
- Fixed an issue AzCommand.create() would apply settings to ALL controllers; this is now only on the controller you provide the name for.
- Fixed an issue where broken JSON files would cause the game to fail to load properly, these are now auto-skipped and logged.
- Band-aid fixed a crash with AzBlockandItemLayer crashing when the entity is glowing. Item rendering is now just skipped to avoid crashing.
release
azurelib fabric 1.18.2
3.1.018 сент. 2025 г.33Minecraft: 1.18.2fabric, quilt
Что нового
v3.1.0
### Changes
- Rewrote in Multiloader
- Added Root-level actions that apply to all controllers on an animator.
- Added Controller-level actions that only apply to the controller you want it to.
- Added new AzPlayBehaviors:
- FREEZE_ON_FRAME
- This behavior locks the animation controller's timer to a defined tick value, effectively "freezing" the animation at a specific frame.
- REPEAT_X_TIMES
- This behavior repeats the animation X times.
- Changes to AzAnimator to add support for stopping the animation timer.
- Made AzEntityModelRenderer provider and rendererPipeline protected from private.
- Added logger to AutoGlowingTexture if its glow mask doesn't match the base texture size.
### Fixes
- Fixed an issue AzCommand.create() would apply settings to ALL controllers; this is now only on the controller you provide the name for.
- Fixed an issue where broken JSON files would cause the game to fail to load properly, these are now auto-skipped and logged.
- Band-aid fixed a crash with AzBlockandItemLayer crashing when the entity is glowing. Item rendering is now just skipped to avoid crashing.
release
azurelib forge 1.19.2
3.1.018 сент. 2025 г.202Minecraft: 1.19.2forge
Что нового
v3.1.0
### Changes
- Rewrote in Multiloader
- Added Root-level actions that apply to all controllers on an animator.
- Added Controller-level actions that only apply to the controller you want it to.
- Added new AzPlayBehaviors:
- FREEZE_ON_FRAME
- This behavior locks the animation controller's timer to a defined tick value, effectively "freezing" the animation at a specific frame.
- REPEAT_X_TIMES
- This behavior repeats the animation X times.
- Changes to AzAnimator to add support for stopping the animation timer.
- Made AzEntityModelRenderer provider and rendererPipeline protected from private.
- Added logger to AutoGlowingTexture if its glow mask doesn't match the base texture size.
### Fixes
- Fixed an issue AzCommand.create() would apply settings to ALL controllers; this is now only on the controller you provide the name for.
- Fixed an issue where broken JSON files would cause the game to fail to load properly, these are now auto-skipped and logged.
- Band-aid fixed a crash with AzBlockandItemLayer crashing when the entity is glowing. Item rendering is now just skipped to avoid crashing.
release
azurelib fabric 1.19.2
3.1.018 сент. 2025 г.69Minecraft: 1.19.2fabric, quilt
Что нового
v3.1.0
### Changes
- Rewrote in Multiloader
- Added Root-level actions that apply to all controllers on an animator.
- Added Controller-level actions that only apply to the controller you want it to.
- Added new AzPlayBehaviors:
- FREEZE_ON_FRAME
- This behavior locks the animation controller's timer to a defined tick value, effectively "freezing" the animation at a specific frame.
- REPEAT_X_TIMES
- This behavior repeats the animation X times.
- Changes to AzAnimator to add support for stopping the animation timer.
- Made AzEntityModelRenderer provider and rendererPipeline protected from private.
- Added logger to AutoGlowingTexture if its glow mask doesn't match the base texture size.
### Fixes
- Fixed an issue AzCommand.create() would apply settings to ALL controllers; this is now only on the controller you provide the name for.
- Fixed an issue where broken JSON files would cause the game to fail to load properly, these are now auto-skipped and logged.
- Band-aid fixed a crash with AzBlockandItemLayer crashing when the entity is glowing. Item rendering is now just skipped to avoid crashing.
release
azurelib fabric 1.21.1
3.0.2817 сент. 2025 г.2,4 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.28
### Changes
- Added Root-level actions that apply to all controllers on an animator.
- Added Controller-level actions that only apply to the controller you want it to.
- Added new AzPlayBehaviors:
- FREEZE_ON_FRAME
- This behavior locks the animation controller's timer to a defined tick value, effectively "freezing" the animation at a specific frame.
- REPEAT_X_TIMES
- This behavior repeats the animation X times.
- Changes to AzAnimator to add support for stopping the animation timer.
- Made AzEntityModelRenderer provider and rendererPipeline protected from private.
- Added logger to AutoGlowingTexture if its glow mask doesn't match the base texture size.
### Fixes
- Fixed an issue AzCommand.create() would apply settings to ALL controllers; this is now only on the controller you provide the name for.
- Fixed an issue where broken JSON files would cause the game to fail to load properly, these are now auto-skipped and logged.
- Band-aid fixed a crash with AzBlockandItemLayer crashing when the entity is glowing. Item rendering is now just skipped to avoid crashing.
release
azurelib neoforge 1.21.1
3.0.2817 сент. 2025 г.3 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.28
### Changes
- Added Root-level actions that apply to all controllers on an animator.
- Added Controller-level actions that only apply to the controller you want it to.
- Added new AzPlayBehaviors:
- FREEZE_ON_FRAME
- This behavior locks the animation controller's timer to a defined tick value, effectively "freezing" the animation at a specific frame.
- REPEAT_X_TIMES
- This behavior repeats the animation X times.
- Changes to AzAnimator to add support for stopping the animation timer.
- Made AzEntityModelRenderer provider and rendererPipeline protected from private.
- Added logger to AutoGlowingTexture if its glow mask doesn't match the base texture size.
### Fixes
- Fixed an issue AzCommand.create() would apply settings to ALL controllers; this is now only on the controller you provide the name for.
- Fixed an issue where broken JSON files would cause the game to fail to load properly, these are now auto-skipped and logged.
- Band-aid fixed a crash with AzBlockandItemLayer crashing when the entity is glowing. Item rendering is now just skipped to avoid crashing.
release
azurelib fabric 1.20.1
3.0.1617 сент. 2025 г.207,2 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.16
### Changes
- Added Root-level actions that apply to all controllers on an animator.
- Added Controller-level actions that only apply to the controller you want it to.
- Added new AzPlayBehaviors:
- FREEZE_ON_FRAME
- This behavior locks the animation controller's timer to a defined tick value, effectively "freezing" the animation at a specific frame.
- REPEAT_X_TIMES
- This behavior repeats the animation X times.
- Changes to AzAnimator to add support for stopping the animation timer.
- Made AzEntityModelRenderer provider and rendererPipeline protected from private.
- Added logger to AutoGlowingTexture if its glow mask doesn't match the base texture size.
### Fixes
- Fixed an issue AzCommand.create() would apply settings to ALL controllers; this is now only on the controller you provide the name for.
- Fixed an issue where broken JSON files would cause the game to fail to load properly, these are now auto-skipped and logged.
- Band-aid fixed a crash with AzBlockandItemLayer crashing when the entity is glowing. Item rendering is now just skipped to avoid crashing.
release
azurelib forge 1.20.1
3.0.1617 сент. 2025 г.24,6 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.16
### Changes
- Added Root-level actions that apply to all controllers on an animator.
- Added Controller-level actions that only apply to the controller you want it to.
- Added new AzPlayBehaviors:
- FREEZE_ON_FRAME
- This behavior locks the animation controller's timer to a defined tick value, effectively "freezing" the animation at a specific frame.
- REPEAT_X_TIMES
- This behavior repeats the animation X times.
- Changes to AzAnimator to add support for stopping the animation timer.
- Made AzEntityModelRenderer provider and rendererPipeline protected from private.
- Added logger to AutoGlowingTexture if its glow mask doesn't match the base texture size.
### Fixes
- Fixed an issue AzCommand.create() would apply settings to ALL controllers; this is now only on the controller you provide the name for.
- Fixed an issue where broken JSON files would cause the game to fail to load properly, these are now auto-skipped and logged.
- Band-aid fixed a crash with AzBlockandItemLayer crashing when the entity is glowing. Item rendering is now just skipped to avoid crashing.
release
azurelib fabric 1.21.1
3.0.275 авг. 2025 г.18,7 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.27
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where NeoForge would kill itself on packets.
v3.0.26
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
release
azurelib neoforge 1.21.1
3.0.275 авг. 2025 г.33,8 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.27
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where NeoForge would kill itself on packets.
v3.0.26
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
release
azurelib forge 1.20.1
3.0.155 авг. 2025 г.218,6 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.15
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where NeoForge would kill itself on packets.
release
azurelib fabric 1.20.1
3.0.155 авг. 2025 г.1 млнMinecraft: 1.20.1fabric, quilt
Что нового
v3.0.15
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where NeoForge would kill itself on packets.
release
azurelib forge 1.19.4
3.0.145 авг. 2025 г.750Minecraft: 1.19.4forge
Что нового
v3.0.14
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where NeoForge would kill itself on packets.
release
azurelib fabric 1.19.4
3.0.145 авг. 2025 г.1,7 тыс.Minecraft: 1.19.4fabric
Что нового
v3.0.14
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where NeoForge would kill itself on packets.
release
azurelib forge 1.19.2
3.0.145 авг. 2025 г.2,2 тыс.Minecraft: 1.19.2forge
Что нового
v3.0.14
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
release
azurelib fabric 1.19.2
3.0.145 авг. 2025 г.510Minecraft: 1.19.2fabric
Что нового
v3.0.14
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
release
azurelib forge 1.18.2
3.0.145 авг. 2025 г.6,9 тыс.Minecraft: 1.18.2forge
Что нового
v3.0.14
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
release
azurelib fabric 1.18.2
3.0.145 авг. 2025 г.94Minecraft: 1.18.2fabric
Что нового
v3.0.14
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
release
azurelib forge 1.17.1
3.0.145 авг. 2025 г.183Minecraft: 1.17.1forge
Что нового
v3.0.14
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
release
azurelib fabric 1.17.1
3.0.145 авг. 2025 г.163Minecraft: 1.17.1fabric
Что нового
v3.0.14
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
release
azurelib fabric 1.16.5
3.0.145 авг. 2025 г.492Minecraft: 1.16.5fabric
Что нового
v3.0.14
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
release
azurelib forge 1.16.5
3.0.145 авг. 2025 г.826Minecraft: 1.16.5forge
Что нового
v3.0.14
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
release
azurelib fabric 1.15.2
3.0.145 авг. 2025 г.86Minecraft: 1.15.2fabric
Что нового
v3.0.14
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
release
azurelib forge 1.15.2
3.0.145 авг. 2025 г.125Minecraft: 1.15.2forge
Что нового
v3.0.14
### Changes
- Added new utility methods in ClientUtils.
- getCurrentAnimationController(); Allows you to get the controller of the animated object.
- getCurrentAnimationTick(); Allows you to get the current tick of the current animation.
- getCurrentAnimationLength(); Allows you to get the length of the current animation.
### Fixes
- Fixed an issue where the game would kill itself on packets.
release
azurelib forge 1.20.1
3.0.144 авг. 2025 г.2,3 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.14
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
release
azurelib fabric 1.20.1
3.0.144 авг. 2025 г.932Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.14
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
release
azurelib forge 1.19.4
3.0.134 авг. 2025 г.25Minecraft: 1.19.4forge
Что нового
v3.0.13
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
release
azurelib fabric 1.19.4
3.0.134 авг. 2025 г.31Minecraft: 1.19.4fabric
Что нового
v3.0.13
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
release
azurelib forge 1.19.2
3.0.134 авг. 2025 г.51Minecraft: 1.19.2forge
Что нового
v3.0.13
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
release
azurelib fabric 1.19.2
3.0.134 авг. 2025 г.25Minecraft: 1.19.2fabric
Что нового
v3.0.13
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
release
azurelib forge 1.18.2
3.0.134 авг. 2025 г.51Minecraft: 1.18.2forge
Что нового
v3.0.13
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
release
azurelib fabric 1.18.2
3.0.134 авг. 2025 г.20Minecraft: 1.18.2fabric
Что нового
v3.0.13
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
release
azurelib forge 1.17.1
3.0.134 авг. 2025 г.21Minecraft: 1.17.1forge
Что нового
v3.0.13
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
release
azurelib fabric 1.17.1
3.0.134 авг. 2025 г.19Minecraft: 1.17.1fabric
Что нового
v3.0.13
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
release
azurelib forge 1.16.5
3.0.134 авг. 2025 г.28Minecraft: 1.16.5forge
Что нового
v3.0.13
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
release
azurelib fabric 1.16.5
3.0.134 авг. 2025 г.25Minecraft: 1.16.5fabric
Что нового
v3.0.13
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
release
azurelib forge 1.15.2
3.0.134 авг. 2025 г.16Minecraft: 1.15.2forge
Что нового
v3.0.13
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
release
azurelib fabric 1.15.2
3.0.134 авг. 2025 г.21Minecraft: 1.15.2fabric
Что нового
v3.0.13
### Changes
- Added an AzCommand create option for setting speed is now easier.
- Added an AzCommand create option that allows you to set how many ticks you'd like to start within the animation. (Ex: I want to start from the 2 second mark so 40 ticks instead of the start of the animation).
### Fixes
- Fixed an issue where setting animation speed via AzCommand would not take effect.
release
azurelib fabric 1.21.1
3.0.2531 июл. 2025 г.2,3 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.25
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue where armor did not properly scale to match the scaling of model parts.
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
release
azurelib neoforge 1.21.1
3.0.2531 июл. 2025 г.3,7 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.25
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue where armor did not properly scale to match the scaling of model parts.
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
release
azurelib forge 1.20.1
3.0.1331 июл. 2025 г.15,4 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.13
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue where armor did not properly scale to match the scaling of model parts.
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
release
azurelib fabric 1.20.1
3.0.1331 июл. 2025 г.5,6 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.13
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue where armor did not properly scale to match the scaling of model parts.
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
release
azurelib forge 1.19.4
3.0.1231 июл. 2025 г.37Minecraft: 1.19.4forge
Что нового
v3.0.12
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue where armor did not properly scale to match the scaling of model parts.
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
release
azurelib fabric 1.19.4
3.0.1231 июл. 2025 г.37Minecraft: 1.19.4fabric
Что нового
v3.0.12
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue where armor did not properly scale to match the scaling of model parts.
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
release
azurelib forge 1.19.2
3.0.1231 июл. 2025 г.172Minecraft: 1.19.2forge
Что нового
v3.0.12
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue where armor did not properly scale to match the scaling of model parts.
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
release
azurelib fabric 1.19.2
3.0.1231 июл. 2025 г.84Minecraft: 1.19.2fabric
Что нового
v3.0.12
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue where armor did not properly scale to match the scaling of model parts.
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
release
azurelib forge 1.18.2
3.0.1231 июл. 2025 г.58Minecraft: 1.18.2forge
Что нового
v3.0.12
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
release
azurelib fabric 1.18.2
3.0.1231 июл. 2025 г.23Minecraft: 1.18.2fabric
Что нового
v3.0.12
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
release
azurelib forge 1.17.1
3.0.1231 июл. 2025 г.23Minecraft: 1.17.1forge
Что нового
v3.0.12
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
release
azurelib fabric 1.17.1
3.0.1231 июл. 2025 г.20Minecraft: 1.17.1fabric
Что нового
v3.0.12
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
- **Ticking Light Block Enhancements**:
- Added support for variable light-level emission via the `LIGHT_LEVEL` block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.
- The block is now fully waterloggable, allowing it to function correctly even when submerged in water.
### Fixes
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
release
azurelib forge 1.16.5
3.0.1231 июл. 2025 г.31Minecraft: 1.16.5forge
Что нового
v3.0.12
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
### Fixes
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
release
azurelib fabric 1.16.5
3.0.1231 июл. 2025 г.21Minecraft: 1.16.5fabric
Что нового
v3.0.12
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
### Fixes
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
release
azurelib fabric 1.15.2
3.0.1231 июл. 2025 г.26Minecraft: 1.15.2fabric
Что нового
v3.0.12
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
### Fixes
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
release
azurelib forge 1.15.2
3.0.1231 июл. 2025 г.20Minecraft: 1.15.2forge
Что нового
v3.0.12
### Changes
- **Added New Easing Types**:
- **Bezier Easing**: Implements smooth transitions using cubic Bézier curves for precise animation control. Adapted from base code by ZigyTheBird.
- **Bezier After Easing**: A variation of Bezier easing, applied to animations after a specified point in time.
### Fixes
- Fixed an issue using the DynamicModelRenderer, you were required to set a render type for the bone. The RenderType is now properly optional.
### Credits
- Special thanks to ZigyTheBird for contributing the foundational concepts and code for Bézier easing.
release
azurelib neoforge 1.21.1
3.0.2428 июл. 2025 г.2,3 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.24
### Changes
- Added Dynamic Model Renderers, a set of extendable classes with per-bone texture overrides and render type customization.
release
azurelib fabric 1.21.1
3.0.2428 июл. 2025 г.1,2 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.24
### Changes
- Added Dynamic Model Renderers, a set of extendable classes with per-bone texture overrides and render type customization.
release
azurelib forge 1.20.1
3.0.1228 июл. 2025 г.7 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.12
### Bug Fixes
- Added Dynamic Model Renderers, a set of extendable classes with per-bone texture overrides and render type customization.
release
azurelib fabric 1.20.1
3.0.1228 июл. 2025 г.3,8 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.12
### Bug Fixes
- Added Dynamic Model Renderers, a set of extendable classes with per-bone texture overrides and render type customization.
release
azurelib forge 1.19.4
3.0.1128 июл. 2025 г.24Minecraft: 1.19.4forge
Что нового
v3.0.11
### Bug Fixes
- Added Dynamic Model Renderers, a set of extendable classes with per-bone texture overrides and render type customization.
release
azurelib fabric 1.19.4
3.0.1128 июл. 2025 г.30Minecraft: 1.19.4fabric
Что нового
v3.0.11
### Bug Fixes
- Added Dynamic Model Renderers, a set of extendable classes with per-bone texture overrides and render type customization.
release
azurelib forge 1.19.2
3.0.1128 июл. 2025 г.247Minecraft: 1.19.2forge
Что нового
v3.0.11
### Bug Fixes
- Added Dynamic Model Renderers, a set of extendable classes with per-bone texture overrides and render type customization.
release
azurelib fabric 1.19.2
3.0.1128 июл. 2025 г.45Minecraft: 1.19.2fabric
Что нового
v3.0.11
### Bug Fixes
- Added Dynamic Model Renderers, a set of extendable classes with per-bone texture overrides and render type customization.
release
azurelib forge 1.18.2
3.0.1128 июл. 2025 г.53Minecraft: 1.18.2forge
Что нового
v3.0.11
### Bug Fixes
- Added Dynamic Model Renderers, a set of extendable classes with per-bone texture overrides and render type customization.
release
azurelib fabric 1.18.2
3.0.1128 июл. 2025 г.20Minecraft: 1.18.2fabric
Что нового
v3.0.11
### Bug Fixes
- Added Dynamic Model Renderers, a set of extendable classes with per-bone texture overrides and render type customization.
release
azurelib forge 1.17.1
3.0.1128 июл. 2025 г.21Minecraft: 1.17.1forge
Что нового
v3.0.11
### Bug Fixes
- Added Dynamic Model Renderers, a set of extendable classes with per-bone texture overrides and render type customization.
release
azurelib fabric 1.17.1
3.0.1128 июл. 2025 г.24Minecraft: 1.17.1fabric
Что нового
v3.0.11
### Bug Fixes
- Added Dynamic Model Renderers, a set of extendable classes with per-bone texture overrides and render type customization.
release
azurelib fabric 1.16.5
3.0.1128 июл. 2025 г.31Minecraft: 1.16.5fabric
Что нового
v3.0.11
### Bug Fixes
- Added Dynamic Model Renderers, a set of extendable classes with per-bone texture overrides and render type customization.
release
azurelib forge 1.16.5
3.0.1128 июл. 2025 г.33Minecraft: 1.16.5forge
Что нового
v3.0.11
### Bug Fixes
- Added Dynamic Model Renderers, a set of extendable classes with per-bone texture overrides and render type customization.
release
azurelib fabric 1.15.2
3.0.1128 июл. 2025 г.20Minecraft: 1.15.2fabric
Что нового
v3.0.11
### Bug Fixes
- Added Dynamic Model Renderers, a set of extendable classes with per-bone texture overrides and render type customization.
release
azurelib forge 1.15.2
3.0.1128 июл. 2025 г.24Minecraft: 1.15.2forge
Что нового
v3.0.11
### Bug Fixes
- Added Dynamic Model Renderers, a set of extendable classes with per-bone texture overrides and render type customization.
release
azurelib neoforge 1.21.1
3.0.2323 июл. 2025 г.7,1 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.23
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
release
azurelib fabric 1.21.1
3.0.2323 июл. 2025 г.3 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.23
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
release
azurelib forge 1.19.4
3.0.1023 июл. 2025 г.40Minecraft: 1.19.4forge
Что нового
v3.0.10
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
release
azurelib forge 1.20.1
3.0.1123 июл. 2025 г.94,3 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.11
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
release
azurelib fabric 1.20.1
3.0.1123 июл. 2025 г.67 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.11
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
release
azurelib fabric 1.19.4
3.0.1023 июл. 2025 г.25Minecraft: 1.19.4fabric
Что нового
v3.0.10
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
release
azurelib forge 1.19.2
3.0.1023 июл. 2025 г.212Minecraft: 1.19.2forge
Что нового
v3.0.10
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
release
azurelib fabric 1.19.2
3.0.1023 июл. 2025 г.84Minecraft: 1.19.2fabric
Что нового
v3.0.10
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
release
azurelib forge 1.18.2
3.0.1023 июл. 2025 г.78Minecraft: 1.18.2forge
Что нового
v3.0.10
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
release
azurelib fabric 1.18.2
3.0.1023 июл. 2025 г.24Minecraft: 1.18.2fabric
Что нового
v3.0.10
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
release
azurelib forge 1.17.1
3.0.1023 июл. 2025 г.23Minecraft: 1.17.1forge
Что нового
v3.0.10
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
release
azurelib fabric 1.17.1
3.0.1023 июл. 2025 г.21Minecraft: 1.17.1fabric
Что нового
v3.0.10
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
release
azurelib fabric 1.16.5
3.0.1023 июл. 2025 г.31Minecraft: 1.16.5fabric
Что нового
v3.0.10
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
release
azurelib forge 1.16.5
3.0.1023 июл. 2025 г.38Minecraft: 1.16.5forge
Что нового
v3.0.10
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
release
azurelib forge 1.15.2
3.0.1023 июл. 2025 г.25Minecraft: 1.15.2forge
Что нового
v3.0.9
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
release
azurelib fabric 1.15.2
3.0.1023 июл. 2025 г.24Minecraft: 1.15.2fabric
Что нового
v3.0.10
### Bug Fixes
- Resolved an issue where the animation controller incorrectly defaulted to `Linear` easing when the `setEasingType` method was not explicitly overridden at the controller level.
- It now defaults to `null`, ensuring that easing types defined in the JSON are used as intended.
release
azurelib neoforge 1.21.1
3.0.2223 июл. 2025 г.645Minecraft: 1.21.1neoforge
Что нового
v3.0.22
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
release
azurelib fabric 1.21.1
3.0.2223 июл. 2025 г.390Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.22
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
release
azurelib forge 1.20.1
3.0.1023 июл. 2025 г.2,7 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.10
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
release
azurelib fabric 1.20.1
3.0.1023 июл. 2025 г.1,8 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.10
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
release
azurelib forge 1.19.4
3.0.923 июл. 2025 г.24Minecraft: 1.19.4forge
Что нового
v3.0.9
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
release
azurelib fabric 1.19.4
3.0.923 июл. 2025 г.22Minecraft: 1.19.4fabric
Что нового
v3.0.9
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- Bumped AW version from 1 to 2.
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
release
azurelib forge 1.19.2
3.0.923 июл. 2025 г.3,4 тыс.Minecraft: 1.19.2forge
Что нового
v3.0.9
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
release
azurelib fabric 1.19.2
3.0.923 июл. 2025 г.27Minecraft: 1.19.2fabric
Что нового
v3.0.9
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- Bumped AW version from 1 to 2.
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
release
azurelib forge 1.18.2
3.0.923 июл. 2025 г.47Minecraft: 1.18.2forge
Что нового
v3.0.9
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- Bumped AW version from 1 to 2.
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
release
azurelib fabric 1.18.2
3.0.923 июл. 2025 г.23Minecraft: 1.18.2fabric
Что нового
v3.0.9
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- Bumped AW version from 1 to 2.
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
release
azurelib forge 1.17.1
3.0.923 июл. 2025 г.23Minecraft: 1.17.1forge
Что нового
v3.0.9
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
release
azurelib fabric 1.17.1
3.0.923 июл. 2025 г.16Minecraft: 1.17.1fabric
Что нового
v3.0.9
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- Bumped AW version from 1 to 2.
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
release
azurelib fabric 1.16.5
3.0.923 июл. 2025 г.29Minecraft: 1.16.5fabric
Что нового
v3.0.9
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- Bumped AW version from 1 to 2.
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
release
azurelib forge 1.16.5
3.0.923 июл. 2025 г.33Minecraft: 1.16.5forge
Что нового
v3.0.9
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
release
azurelib fabric 1.15.2
3.0.923 июл. 2025 г.20Minecraft: 1.15.2fabric
Что нового
v3.0.9
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- Bumped AW version from 1 to 2.
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
release
azurelib forge 1.15.2
3.0.923 июл. 2025 г.19Minecraft: 1.15.2forge
Что нового
v3.0.9
### Bug Fixes
- Fixed an issue where keyframes would cause a crash if their index went below 0. The index now defaults to 0 when empty.
*Credit to Collinvh for identifying and resolving the issue.*
- Fixed a problem where snapshots or queues being null would cause a crash. These are now safely skipped instead.
*Credit to Collinvh for the fix.*
### Enhancements
- **Partial Ticks Support:**
- Added support for partial ticks in the `applyMolangQueries` method. The old version of `applyMolangQueries` has been made private and is marked for future removal to ensure streamlined functionality.
### New MoLang Queries
The following queries have been added:
- **`query.head_pitch`**
- Returns the pitch (vertical rotation) of the head.
- **`query.head_yaw`**
- Returns the yaw (horizontal rotation) of the head relative to the body.
- **`query.hurt_time`**
- Indicates the remaining time in the entity's hurt animation.
- **`query.is_baby`**
- Returns whether the entity is a baby (`true` or `false`).
- **`query.is_blocking`**
- Determines if the entity is actively blocking (e.g., using a shield).
- **`query.is_using_item`**
- Returns whether the entity is actively using an item (e.g., eating or drinking).
- **`query.limb_swing`**
- Represents the position of the entity's limb swing animation (useful for walking or running effects).
- **`query.limb_swing_amount`**
- Indicates the speed or intensity of the limb swing animation.
- **`query.in_air`**
- Returns whether the entity is currently in the air and not on the ground.
- **`query.item_current_durability`**
- Provides the current durability of an item as a fraction of its maximum durability.
- **`query.item_is_enchanted`**
- Returns whether the item is enchanted.
release
azurelib neoforge 1.21.1
3.0.219 июл. 2025 г.8,1 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.21
- Excludes more MCreator mods with broken geo models (brutality, crazythings) that break things.
- Adds a cap to adjustedTick on transitions.
- Adds a logger and return to avoid crash when using a super high tick rate with transitions.
release
azurelib fabric 1.21.1
3.0.219 июл. 2025 г.13,7 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.21
- Excludes more MCreator mods with broken geo models (brutality, crazythings) that break things.
- Adds a cap to adjustedTick on transitions.
- Adds a logger and return to avoid crash when using a super high tick rate with transitions.
release
azurelib forge 1.20.1
3.0.99 июл. 2025 г.131,6 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.9
- Excludes more MCreator mods with broken geo models (brutality, crazythings) that break things.
- Adds a cap to adjustedTick on transitions.
- Adds a logger and return to avoid crash when using a super high tick rate with transitions.
release
azurelib fabric 1.20.1
3.0.99 июл. 2025 г.97,1 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.9
- Excludes more MCreator mods with broken geo models (brutality, crazythings) that break things.
- Adds a cap to adjustedTick on transitions.
- Adds a logger and return to avoid crash when using a super high tick rate with transitions.
release
azurelib forge 1.20.1
3.0.814 июн. 2025 г.62,8 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.8
- Item animation packets will now not send itself if the item doesn't animations setup properly via AzIdentityRegistry.
release
azurelib fabric 1.20.1
3.0.814 июн. 2025 г.76,7 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.8
- Item animation packets will now not send itself if the item doesn't animations setup properly via AzIdentityRegistry.
release
azurelib forge 1.19.4
3.0.814 июн. 2025 г.91Minecraft: 1.19.4forge
Что нового
v3.0.8
- Item animation packets will now not send itself if the item doesn't animations setup properly via AzIdentityRegistry.
release
azurelib fabric 1.19.4
3.0.814 июн. 2025 г.119Minecraft: 1.19.4fabric
Что нового
v3.0.8
- Item animation packets will now not send itself if the item doesn't animations setup properly via AzIdentityRegistry.
release
azurelib forge 1.19.2
3.0.814 июн. 2025 г.1,6 тыс.Minecraft: 1.19.2forge
Что нового
v3.0.8
- Item animation packets will now not send itself if the item doesn't animations setup properly via AzIdentityRegistry.
release
azurelib fabric 1.19.2
3.0.814 июн. 2025 г.474Minecraft: 1.19.2fabric
Что нового
v3.0.8
- Item animation packets will now not send itself if the item doesn't animations setup properly via AzIdentityRegistry.
release
azurelib forge 1.18.2
3.0.814 июн. 2025 г.220Minecraft: 1.18.2forge
Что нового
v3.0.8
- Item animation packets will now not send itself if the item doesn't animations setup properly via AzIdentityRegistry.
release
azurelib fabric 1.18.2
3.0.814 июн. 2025 г.41Minecraft: 1.18.2fabric
Что нового
v3.0.8
- Item animation packets will now not send itself if the item doesn't animations setup properly via AzIdentityRegistry.
release
azurelib forge 1.17.1
3.0.814 июн. 2025 г.25Minecraft: 1.17.1forge
Что нового
v3.0.8
- Item animation packets will now not send itself if the item doesn't animations setup properly via AzIdentityRegistry.
release
azurelib fabric 1.17.1
3.0.814 июн. 2025 г.21Minecraft: 1.17.1fabric
Что нового
v3.0.8
- Item animation packets will now not send itself if the item doesn't animations setup properly via AzIdentityRegistry.
release
azurelib fabric 1.16.5
3.0.814 июн. 2025 г.66Minecraft: 1.16.5fabric
Что нового
v3.0.8
- Item animation packets will now not send itself if the item doesn't animations setup properly via AzIdentityRegistry.
release
azurelib forge 1.16.5
3.0.814 июн. 2025 г.67Minecraft: 1.16.5forge
Что нового
v3.0.8
- Item animation packets will now not send itself if the item doesn't animations setup properly via AzIdentityRegistry.
release
azurelib forge 1.15.2
3.0.814 июн. 2025 г.27Minecraft: 1.15.2forge
Что нового
v3.0.8
- Item animation packets will now not send itself if the item doesn't animations setup properly via AzIdentityRegistry.
release
azurelib fabric 1.15.2
3.0.814 июн. 2025 г.25Minecraft: 1.15.2fabric
Что нового
v3.0.8
- Item animation packets will now not send itself if the item doesn't animations setup properly via AzIdentityRegistry.
release
azurelib forge 1.20.1
3.0.710 июн. 2025 г.8,7 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.7
- Resolves a crash from missing NBT data on AzureLib animated items.
release
azurelib fabric 1.20.1
3.0.710 июн. 2025 г.17,1 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.7
- Resolves a crash from missing NBT data on AzureLib animated items.
release
azurelib forge 1.19.4
3.0.710 июн. 2025 г.23Minecraft: 1.19.4forge
Что нового
v3.0.7
- Resolves a crash from missing NBT data on AzureLib animated items.
- Resolves a packet issue preventing item animations from working for the player using the item.
release
azurelib fabric 1.19.4
3.0.710 июн. 2025 г.36Minecraft: 1.19.4fabric
Что нового
v3.0.7
- Resolves a crash from missing NBT data on AzureLib animated items.
release
azurelib forge 1.19.2
3.0.710 июн. 2025 г.228Minecraft: 1.19.2forge
Что нового
v3.0.7
- Resolves a crash from missing NBT data on AzureLib animated items.
- Resolves a packet issue preventing item animations from working for the player using the item.
release
azurelib fabric 1.19.2
3.0.710 июн. 2025 г.69Minecraft: 1.19.2fabric
Что нового
v3.0.7
- Resolves a crash from missing NBT data on AzureLib animated items.
release
azurelib forge 1.18.2
3.0.710 июн. 2025 г.42Minecraft: 1.18.2forge
Что нового
v3.0.7
- Resolves a crash from missing NBT data on AzureLib animated items.
- Resolves a packet issue preventing item animations from working for the player using the item.
release
azurelib fabric 1.18.2
3.0.710 июн. 2025 г.23Minecraft: 1.18.2fabric
Что нового
v3.0.7
- Resolves a crash from missing NBT data on AzureLib animated items.
release
azurelib fabric 1.17.1
3.0.710 июн. 2025 г.16Minecraft: 1.17.1fabric
Что нового
v3.0.7
- Resolves a crash from missing NBT data on AzureLib animated items.
release
azurelib forge 1.17.1
3.0.710 июн. 2025 г.24Minecraft: 1.17.1forge
Что нового
v3.0.7
- Resolves a crash from missing NBT data on AzureLib animated items.
- Resolves a packet issue preventing item animations from working for the player using the item.
release
azurelib fabric 1.16.5
3.0.710 июн. 2025 г.20Minecraft: 1.16.5fabric
Что нового
v3.0.7
- Resolves a crash from missing NBT data on AzureLib animated items.
release
azurelib forge 1.16.5
3.0.710 июн. 2025 г.23Minecraft: 1.16.5forge
Что нового
v3.0.7
- Resolves a crash from missing NBT data on AzureLib animated items.
release
azurelib fabric 1.15.2
3.0.710 июн. 2025 г.21Minecraft: 1.15.2fabric
Что нового
v3.0.7
- Resolves a crash from missing NBT data on AzureLib animated items.
release
azurelib forge 1.15.2
3.0.710 июн. 2025 г.21Minecraft: 1.15.2forge
Что нового
v3.0.7
- Resolves a crash from missing NBT data on AzureLib animated items.
release
azurelib forge 1.20.1
3.0.621 мая 2025 г.743,9 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.6
- Resolves an edge crash with comparing two NBTs when grabbing creative menu AzLib items.
release
azurelib fabric 1.20.1
3.0.621 мая 2025 г.62,5 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.6
- Resolves an edge crash with comparing two NBTs when grabbing creative menu AzLib items.
release
azurelib forge 1.19.4
3.0.621 мая 2025 г.83Minecraft: 1.19.4forge
Что нового
v3.0.6
- Resolves an edge crash with comparing two NBTs when grabbing creative menu AzLib items.
release
azurelib fabric 1.19.4
3.0.621 мая 2025 г.71Minecraft: 1.19.4fabric
Что нового
v3.0.6
- Resolves an edge crash with comparing two NBTs when grabbing creative menu AzLib items.
release
azurelib forge 1.19.2
3.0.621 мая 2025 г.972Minecraft: 1.19.2forge
Что нового
v3.0.6
- Resolves an edge crash with comparing two NBTs when grabbing creative menu AzLib items.
release
azurelib fabric 1.19.2
3.0.621 мая 2025 г.301Minecraft: 1.19.2fabric
Что нового
v3.0.6
- Resolves an edge crash with comparing two NBTs when grabbing creative menu AzLib items.
release
azurelib forge 1.18.2
3.0.620 мая 2025 г.136Minecraft: 1.18.2forge
Что нового
v3.0.6
- Resolves an edge crash with comparing two NBTs when grabbing creative menu AzLib items.
release
azurelib fabric 1.18.2
3.0.620 мая 2025 г.31Minecraft: 1.18.2fabric
Что нового
v3.0.6
- Resolves an edge crash with comparing two NBTs when grabbing creative menu AzLib items.
release
azurelib forge 1.17.1
3.0.620 мая 2025 г.25Minecraft: 1.17.1forge
Что нового
v3.0.6
- Resolves an edge crash with comparing two NBTs when grabbing creative menu AzLib items.
release
azurelib fabric 1.17.1
3.0.620 мая 2025 г.26Minecraft: 1.17.1fabric
Что нового
v3.0.6
- Resolves an edge crash with comparing two NBTs when grabbing creative menu AzLib items.
release
azurelib fabric 1.16.5
3.0.620 мая 2025 г.43Minecraft: 1.16.5fabric
Что нового
v3.0.6
- Resolves an edge crash with comparing two NBTs when grabbing creative menu AzLib items.
release
azurelib forge 1.16.5
3.0.620 мая 2025 г.50Minecraft: 1.16.5forge
Что нового
v3.0.6
- Resolves an edge crash with comparing two NBTs when grabbing creative menu AzLib items.
release
azurelib forge 1.15.2
3.0.620 мая 2025 г.32Minecraft: 1.15.2forge
Что нового
v3.0.6
- Resolves an edge crash with comparing two NBTs when grabbing creative menu AzLib items.
release
azurelib fabric 1.15.2
3.0.620 мая 2025 г.24Minecraft: 1.15.2fabric
Что нового
v3.0.6
- Resolves an edge crash with comparing two NBTs when grabbing creative menu AzLib items.
release
azurelib forge 1.15.2
3.0.519 мая 2025 г.44Minecraft: 1.15.2forge
Что нового
v3.0.5
- Fixes item stacking on non-azurelib identity registered items.
release
azurelib fabric 1.15.2
3.0.519 мая 2025 г.29Minecraft: 1.15.2fabric
Что нового
v3.0.5
- Fixes item stacking on non-azurelib identity registered items.
release
azurelib fabric 1.16.5
3.0.519 мая 2025 г.28Minecraft: 1.16.5fabric
Что нового
v3.0.5
- Fixes item stacking on non-azurelib identity registered items.
release
azurelib forge 1.16.5
3.0.519 мая 2025 г.27Minecraft: 1.16.5forge
Что нового
v3.0.5
- Fixes item stacking on non-azurelib identity registered items.
release
azurelib forge 1.17.1
3.0.519 мая 2025 г.31Minecraft: 1.17.1forge
Что нового
v3.0.5
- Fixes item stacking on non-azurelib identity registered items.
release
azurelib fabric 1.17.1
3.0.519 мая 2025 г.28Minecraft: 1.17.1fabric
Что нового
v3.0.5
- Fixes item stacking on non-azurelib identity registered items.
release
azurelib forge 1.18.2
3.0.519 мая 2025 г.65Minecraft: 1.18.2forge
Что нового
v3.0.5
- Fixes item stacking on non-azurelib identity registered items.
release
azurelib fabric 1.18.2
3.0.519 мая 2025 г.17Minecraft: 1.18.2fabric
Что нового
v3.0.5
- Fixes item stacking on non-azurelib identity registered items.
release
azurelib forge 1.19.2
3.0.519 мая 2025 г.84Minecraft: 1.19.2forge
Что нового
v3.0.5
- Fixes item stacking on non-azurelib identity registered items.
release
azurelib fabric 1.19.2
3.0.519 мая 2025 г.31Minecraft: 1.19.2fabric
Что нового
v3.0.5
- Fixes item stacking on non-azurelib identity registered items.
release
azurelib forge 1.19.4
3.0.519 мая 2025 г.22Minecraft: 1.19.4forge
Что нового
v3.0.5
- Fixes item stacking on non-azurelib identity registered items.
release
azurelib fabric 1.19.4
3.0.519 мая 2025 г.20Minecraft: 1.19.4fabric
Что нового
v3.0.5
- Fixes item stacking on non-azurelib identity registered items.
release
azurelib fabric 1.20.1
3.0.519 мая 2025 г.1,8 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.5
- Fixes item stacking on non-azurelib identity registered items.
release
azurelib forge 1.20.1
3.0.519 мая 2025 г.3,6 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.5
- Fixes item stacking on non-azurelib identity registered items.
release
azurelib forge 1.20.1
3.0.418 мая 2025 г.1,2 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.4
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
release
azurelib fabric 1.20.1
3.0.418 мая 2025 г.524Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.4
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
release
azurelib forge 1.19.4
3.0.418 мая 2025 г.21Minecraft: 1.19.4forge
Что нового
v3.0.4
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
release
azurelib fabric 1.19.4
3.0.418 мая 2025 г.19Minecraft: 1.19.4fabric
Что нового
v3.0.4
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
release
azurelib forge 1.19.2
3.0.418 мая 2025 г.38Minecraft: 1.19.2forge
Что нового
v3.0.4
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
release
azurelib fabric 1.19.2
3.0.418 мая 2025 г.34Minecraft: 1.19.2fabric
Что нового
v3.0.4
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
release
azurelib fabric 1.18.2
3.0.418 мая 2025 г.23Minecraft: 1.18.2fabric
Что нового
v3.0.4
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
release
azurelib forge 1.18.2
3.0.418 мая 2025 г.31Minecraft: 1.18.2forge
Что нового
v3.0.4
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
release
azurelib fabric 1.17.1
3.0.418 мая 2025 г.23Minecraft: 1.17.1fabric
Что нового
v3.0.4
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
release
azurelib forge 1.17.1
3.0.418 мая 2025 г.25Minecraft: 1.17.1forge
Что нового
v3.0.4
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
release
azurelib fabric 1.16.5
3.0.418 мая 2025 г.15Minecraft: 1.16.5fabric
Что нового
v3.0.4
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
release
azurelib forge 1.16.5
3.0.418 мая 2025 г.17Minecraft: 1.16.5forge
Что нового
v3.0.4
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
release
azurelib forge 1.15.2
3.0.418 мая 2025 г.16Minecraft: 1.15.2forge
Что нового
v3.0.4
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
release
azurelib fabric 1.15.2
3.0.118 мая 2025 г.18Minecraft: 1.15.2fabric
Что нового
v3.0.1
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
release
azurelib fabric 1.21.1
3.0.2018 мая 2025 г.38 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.20
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
release
azurelib neoforge 1.21.1
3.0.2018 мая 2025 г.261,6 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.20
- Ports missing animations including feature to 3.x.
- See wiki here for documentation on this feature: https://moddedmc.wiki/en/project/azurelib/docs/misc/animation_includes
release
azurelib fabric 1.15.2
3.0.017 мая 2025 г.40Minecraft: 1.15.2fabric
Что нового
v3.0.0
- Port of Azurelib 3.x.
release
AzureLib 3.0.3
3.0.317 мая 2025 г.15,9 тыс.Minecraft: 1.20.1forge
Что нового
v3.0.3
- Fixes crash due to Java generics and lambdas.
release
AzureLib 3.0.3
3.0.317 мая 2025 г.92Minecraft: 1.19.4forge
Что нового
v3.0.3
- Fixes crash due to Java generics and lambdas.
release
AzureLib 3.0.3
3.0.317 мая 2025 г.130Minecraft: 1.19.2forge
Что нового
v3.0.3
- Fixes crash due to Java generics and lambdas.
release
AzureLib 3.0.3
3.0.317 мая 2025 г.85Minecraft: 1.18.2forge
Что нового
v3.0.3
- Fixes crash due to Java generics and lambdas.
release
AzureLib 3.0.3
3.0.317 мая 2025 г.41Minecraft: 1.18.2forge
Что нового
v3.0.3
- Fixes crash due to Java generics and lambdas.
release
azurelib fabric 1.21.1
3.0.1917 мая 2025 г.771Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.19
- Fixes crash due to Java generics and lambdas.
release
azurelib neoforge 1.21.1
3.0.1917 мая 2025 г.913Minecraft: 1.21.1neoforge
Что нового
v3.0.19
- Fixes crash due to Java generics and lambdas.
release
azurelib fabric 1.20.1
3.0.317 мая 2025 г.3,1 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.3
- Fixes crash due to Java generics and lambdas.
release
azurelib fabric 1.19.4
3.0.317 мая 2025 г.31Minecraft: 1.19.4fabric
Что нового
v3.0.3
- Fixes crash due to Java generics and lambdas.
release
azurelib fabric 1.19.2
3.0.317 мая 2025 г.60Minecraft: 1.19.2fabric
Что нового
v3.0.3
- Fixes crash due to Java generics and lambdas.
release
azurelib fabric 1.18.2
3.0.317 мая 2025 г.19Minecraft: 1.18.2fabric
Что нового
v3.0.3
- Fixes crash due to Java generics and lambdas.
release
azurelib fabric 1.17.1
3.0.317 мая 2025 г.25Minecraft: 1.17.1fabric
Что нового
v3.0.3
- Fixes crash due to Java generics and lambdas.
release
azurelib forge 1.17.1
3.0.317 мая 2025 г.22Minecraft: 1.17.1forge
Что нового
v3.0.3
- Fixes crash due to Java generics and lambdas.
release
azurelib fabric 1.16.5
3.0.317 мая 2025 г.19Minecraft: 1.16.5fabric
Что нового
v3.0.3
- Fixes crash due to Java generics and lambdas.
release
azurelib forge 1.16.5
3.0.317 мая 2025 г.29Minecraft: 1.16.5forge
Что нового
v3.0.3
- Fixes crash due to Java generics and lambdas.
release
azurelib forge 1.15.2
3.0.217 мая 2025 г.28Minecraft: 1.15.2forge
Что нового
v3.0.3
- Fixes crash due to Java generics and lambdas.
release
neo 3.0.1
3.0.116 мая 2025 г.1,4 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v3.0.1
- Fixes crash with Identity registry mixin with some mods.
- Fixes crash with jar-in-jar MixinExtras for Forge.
release
fabric 3.0.1
3.0.116 мая 2025 г.558Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.1
- Fixes crash with Identity registry mixin with some mods.
- Fixes crash with jar-in-jar MixinExtras for Forge.
release
azurelib-forge-1.19.4 3.0.1
3.0.116 мая 2025 г.26Minecraft: 1.19.4forge
Что нового
v3.0.1
- Fixes crash with Identity registry mixin with some mods.
- Fixes crash with jar-in-jar MixinExtras.
release
azurelib-fabric-1.19.4 3.0.1
3.0.116 мая 2025 г.39Minecraft: 1.19.4fabric
Что нового
v3.0.1
- Fixes crash with Identity registry mixin with some mods.
release
azurelib-forge-1.19.2 3.0.1
3.0.116 мая 2025 г.48Minecraft: 1.19.2forge
Что нового
v3.0.1
- Fixes crash with Identity registry mixin with some mods.
- Fixes crash with jar-in-jar MixinExtras.
release
azurelib-fabric-1.19.2 3.0.1
3.0.116 мая 2025 г.24Minecraft: 1.19.2fabric
Что нового
v3.0.1
- Fixes crash with Identity registry mixin with some mods.
release
azurelib-forge-1.18.2 3.0.1
3.0.116 мая 2025 г.62Minecraft: 1.18.2forge
Что нового
v3.0.1
- Fixes crash with Identity registry mixin with some mods.
- Fixes crash with jar-in-jar MixinExtras.
release
azurelib-fabric-1.18.2 3.0.1
3.0.116 мая 2025 г.16Minecraft: 1.18.2fabric
Что нового
v3.0.1
- Fixes crash with Identity registry mixin with some mods.
release
azurelib-fabric-1.17.1 3.0.1
3.0.116 мая 2025 г.16Minecraft: 1.17.1fabric
Что нового
v3.0.1
- Fixes crash with Identity registry mixin with some mods.
release
azurelib-forge-1.17.1 3.0.1
3.0.116 мая 2025 г.28Minecraft: 1.17.1forge
Что нового
v3.0.1
- Fixes crash with Identity registry mixin with some mods.
release
azurelib-fabric-1.16.5 3.0.1
3.0.116 мая 2025 г.14Minecraft: 1.16.5fabric
Что нового
v3.0.1
- Fixes crash with Identity registry mixin with some mods.
release
azurelib-forge-1.16.5 3.0.1
3.0.116 мая 2025 г.23Minecraft: 1.16.5forge
Что нового
v3.0.1
- Fixes crash with Identity registry mixin with some mods.
release
azurelib-forge-1.15.2-3.0.1.jar
3.0.116 мая 2025 г.23Minecraft: 1.15.2forge
Что нового
v3.0.1
- Fixes crash with Identity registry mixin with some mods.
release
fabric 3.0.0
3.0.016 мая 2025 г.1,7 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v3.0.0
- Complete backport of AzureLib 3.x, please see: https://moddedmc.wiki/en/project/azurelib/docs Updating Guide for updating to this version.
release
azurelib-fabric-1.19.4 3.0.0
3.0.016 мая 2025 г.25Minecraft: 1.19.4fabric
Что нового
v3.0.0
- Complete backport of AzureLib 3.x, please see: https://moddedmc.wiki/en/project/azurelib/docs Updating Guide for updating to this version.
release
azurelib-fabric-1.19.2 3.0.0
3.0.016 мая 2025 г.37Minecraft: 1.19.2fabric
Что нового
v3.0.0
- Complete backport of AzureLib 3.x, please see: https://moddedmc.wiki/en/project/azurelib/docs Updating Guide for updating to this version.
release
azurelib-fabric-1.18.2 3.0.0
3.0.016 мая 2025 г.19Minecraft: 1.18.2fabric
Что нового
v3.0.0
- Complete backport of AzureLib 3.x, please see: https://moddedmc.wiki/en/project/azurelib/docs Updating Guide for updating to this version.
release
azurelib-fabric-1.17.1 3.0.0
3.0.016 мая 2025 г.23Minecraft: 1.17.1fabric
Что нового
v3.0.0
- Complete backport of AzureLib 3.x, please see: https://moddedmc.wiki/en/project/azurelib/docs Updating Guide for updating to this version.
release
azurelib-forge-1.17.1 3.0.0
3.0.016 мая 2025 г.88Minecraft: 1.17.1forge
Что нового
v3.0.0
- Complete backport of AzureLib 3.x, please see: https://moddedmc.wiki/en/project/azurelib/docs Updating Guide for updating to this version.
release
azurelib-fabric-1.16.5 3.0.0
3.0.016 мая 2025 г.21Minecraft: 1.16.5fabric
Что нового
v3.0.0
- Complete backport of AzureLib 3.x, please see: https://moddedmc.wiki/en/project/azurelib/docs Updating Guide for updating to this version.
release
azurelib-forge-1.16.5 3.0.0
3.0.016 мая 2025 г.30Minecraft: 1.16.5forge
Что нового
v3.0.0
- Complete backport of AzureLib 3.x, please see: https://moddedmc.wiki/en/project/azurelib/docs Updating Guide for updating to this version.
release
azurelib-forge-1.15.2 3.0.0
3.0.016 мая 2025 г.54Minecraft: 1.15.2forge
Что нового
v3.0.0
- Complete backport of AzureLib 3.x, please see: https://moddedmc.wiki/en/project/azurelib/docs Updating Guide for updating to this version.
release
fabric 3.0.18
3.0.1814 мая 2025 г.1 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.18
- Fixes ShoulderSurfing compat causing other instances of the armor to also go transparent
- Adds a builder option for setting Shadow radius
release
neo 3.0.18
3.0.1814 мая 2025 г.4,1 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.18
- Fixes ShoulderSurfing compat causing other instances of the armor to also go transparent
- Adds a builder option for setting Shadow radius
release
fabric 3.0.17
3.0.1714 мая 2025 г.402Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.17
- Adds builder support for Alpha, fixing shader issue from previous update. Thanks daedelus_dev for the fix!
- Fixes scale not working for builders.
- Adds scale builders with context of the entity being rendered.
release
neo 3.0.17
3.0.1714 мая 2025 г.557Minecraft: 1.21.1neoforge
Что нового
v3.0.17
- Adds builder support for Alpha, fixing shader issue from previous update. Thanks daedelus_dev for the fix!
- Fixes scale not working for builders.
- Adds scale builders with context of the entity being rendered.
release
fabric 3.0.16
3.0.1613 мая 2025 г.286Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.16
- Adds Shoulder Surfing support for armor.
release
neo 3.0.16
3.0.1613 мая 2025 г.405Minecraft: 1.21.1neoforge
Что нового
v3.0.16
- Adds Shoulder Surfing support for armor.
release
fabric 3.0.15
3.0.159 мая 2025 г.16,1 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.15
- Now properly hide player outlayers on equipping armor.
release
neo 3.0.15
3.0.159 мая 2025 г.2,2 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.15
- Now properly hide player outlayers on equipping armor.
release
neo 3.0.14
3.0.147 мая 2025 г.1,7 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.14
- Fixed AzID being copied to a new stack on menu creation, now ensures each item stack has it's own Az_ID.
release
fabric 3.0.14
3.0.147 мая 2025 г.966Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.14
- Fixed AzID being copied to a new stack on menu creation, now ensures each item stack has it's own Az_ID.
release
fabric 3.0.13
3.0.1323 апр. 2025 г.16,8 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.13
- Added log for when missing _glowmask texture when using auto glow layer.
- Fixes animated textures being broken.
- Fixes animated textures not working with glowmask layers.
release
neo 3.0.13
3.0.1323 апр. 2025 г.36,1 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.13
- Added log for when missing _glowmask texture when using auto glow layer.
- Fixes animated textures being broken.
- Fixes animated textures not working with glowmask layers.
release
neo 3.0.11
3.0.112 апр. 2025 г.6,8 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.11
- Fixes https://github.com/Sinytra/ItemAssetExporterMod/issues/4
v3.0.10
- Creates ru_ru translation - mpustovoi
- Add CustomModelData support to AzArmorRendererRegistry - RazorPlay01
v3.0.9
- Fixed AzArmorLayer for vanilla armor rendering. WIP on AzArmor rendering as it's being weird
v3.0.8
- Fixed AzureNavigation causing stuck pathfinding.
v3.0.7
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
fabric 3.0.11
3.0.112 апр. 2025 г.21,9 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.11
- Fixes https://github.com/Sinytra/ItemAssetExporterMod/issues/4
v3.0.10
- Creates ru_ru translation - mpustovoi
- Add CustomModelData support to AzArmorRendererRegistry - RazorPlay01
v3.0.9
- Fixed AzArmorLayer for vanilla armor rendering. WIP on AzArmor rendering as it's being weird
v3.0.8
- Fixed AzureNavigation causing stuck pathfinding.
v3.0.7
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
fabric 3.0.10
3.0.101 апр. 2025 г.673Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.10
- Creates ru_ru translation - mpustovoi
- Add CustomModelData support to AzArmorRendererRegistry - RazorPlay01
v3.0.9
- Fixed AzArmorLayer for vanilla armor rendering. WIP on AzArmor rendering as it's being weird
v3.0.8
- Fixed AzureNavigation causing stuck pathfinding.
v3.0.7
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
neo 3.0.10
3.0.101 апр. 2025 г.658Minecraft: 1.21.1neoforge
Что нового
v3.0.10
- Creates ru_ru translation - mpustovoi
- Add CustomModelData support to AzArmorRendererRegistry - RazorPlay01
v3.0.9
- Fixed AzArmorLayer for vanilla armor rendering. WIP on AzArmor rendering as it's being weird
v3.0.8
- Fixed AzureNavigation causing stuck pathfinding.
v3.0.7
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
neo 3.0.9
3.0.914 мар. 2025 г.6,6 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.9
- Fixed AzArmorLayer for vanilla armor rendering. WIP on AzArmor rendering as it's being weird
v3.0.8
- Fixed AzureNavigation causing stuck pathfinding.
v3.0.7
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
fabric 3.0.9
3.0.914 мар. 2025 г.12,8 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.9
- Fixed AzArmorLayer for vanilla armor rendering. WIP on AzArmor rendering as it's being weird
v3.0.8
- Fixed AzureNavigation causing stuck pathfinding.
v3.0.7
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
fabric 3.0.8
3.0.85 февр. 2025 г.28 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.8
- Fixed AzureNavigation causing stuck pathfinding.
v3.0.7
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
neo 3.0.8
3.0.85 февр. 2025 г.25,4 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.8
- Fixed AzureNavigation causing stuck pathfinding.
v3.0.7
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
fabric 3.0.7
3.0.74 февр. 2025 г.927Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.7
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
neo 3.0.7
3.0.74 февр. 2025 г.406Minecraft: 1.21.1neoforge
Что нового
v3.0.7
- Add animatable to various methods in AzBlockAndItemLayer for better support.
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
fabric 3.0.6
3.0.61 февр. 2025 г.8,2 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
neo 3.0.6
3.0.61 февр. 2025 г.743Minecraft: 1.21.1neoforge
Что нового
v3.0.6
- Fixes Block Entity render being off centered.
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
fabric 3.0.5
3.0.51 февр. 2025 г.233Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
neo 3.0.5
3.0.51 февр. 2025 г.125Minecraft: 1.21.1neoforge
Что нового
v3.0.5
- Changes a few Builder options from protected to public
- Adds support for q.* Molang.
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
fabric 3.0.4
3.0.431 янв. 2025 г.21,8 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
neo 3.0.4
3.0.431 янв. 2025 г.411Minecraft: 1.21.1neoforge
Что нового
v3.0.4
- Fixes useNewOffset for items not working when used.
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
fabric 3.0.3
3.0.329 янв. 2025 г.1 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
neo 3.0.3
3.0.329 янв. 2025 г.232Minecraft: 1.21.1neoforge
Что нового
v3.0.3
- Fixes setRenderType issue caused by last update.
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
fabric 3.0.2
3.0.228 янв. 2025 г.576Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
neo 3.0.2
3.0.228 янв. 2025 г.184Minecraft: 1.21.1neoforge
Что нового
v3.0.2
- Implement preRenderEntry and postRenderEntry call backs to RenderConfigs, allowing you to inject code into the preRender and postRender stages.
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
fabric 3.0.1
3.0.126 янв. 2025 г.1 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
neo 3.0.1
3.0.126 янв. 2025 г.624Minecraft: 1.21.1neoforge
Что нового
v3.0.1
- Fixes a packet issue with calling cancelAll on an AzCommand from the server.
- Implement getRenderType to RenderConfigs, as to make changing the render type easier.
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
fabric 3.0.0
3.0.017 янв. 2025 г.7,9 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
neo 3.0.0
3.0.017 янв. 2025 г.2,5 тыс.Minecraft: 1.21.1neoforge
Что нового
v3.0.0
- Rewrite Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/entities
- No longer have to supply a cache.
- No longer have to use a GeoEnity interface.
- Rewrite Item animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/items
- Fixes issue with Item animations not working the first time due to missing NBT tag check.
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzItemRendererRegistry#register.
- Rewrite Block Entity animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/blockentities
- No longer have to supply a cache.
- No longer have to use a GeoEntity interface.
- Rewrite Armor animation system. See guide for converting here: https://moddedmc.wiki/en/project/azurelib/docs/updating/armor
- No longer have to supply a cache.
- No longer have to use a GeoItem interface.
- "Item" rendering/animating is now considered "ItemStack" rendering/animating.
- No longer register the render in the Item.
- This is done in your clients onInitializeClient for Fabric and NeoForges FMLClientSetupEvent using AzArmorRendererRegistry#register.
- Animations are now done fully using a trigger animation call from the Az<Type>Animator.
- New system fixes Animations not firing properly on Items on first use.
- You have to now register your item in your mods onInitialize for Fabric and NeoForges FMLCommonSetupEvent using AzIdentityRegistry#register
- AzIdentityRegistry#register can take 1 item or multiple if you have a lot of item.
- New system fixes Aniamtions not pausing correctly when in singleplayer. (Old system/Geckolib "pauses" it but it still ticks so doesn't hold the animations spot properly)
- New system fixes Animation triggers not working with armors.
- New system shows about a 40% drop in memory usage compared to old systems/Azurelib.
- Move to new Az Naming scheme from Geo
- Fixes crash with Minecolonies when using new render.
# Known issues
- PLAY_ONCE animations have an odd bug with bones resetting in between triggers.
release
fabric 2.3.29-alpha
2.3.29-alpha19 дек. 2024 г.9,7 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v2.3.29
- Revert GeoGlowingTextureMeta change.
**WARNING 1.21.1 IS CURRENTLY UNDERGOING A HEAVY REWRITE THAT WILL BE RELEASED AS ALPHA FOR TESTING, DO NOT UPDATE TO THAT ALPHA UNLESS THE MODS USING AZURELIB REQUIRE IT**
release
neo 2.3.29-alpha
2.3.29-alpha19 дек. 2024 г.4,6 тыс.Minecraft: 1.21.1neoforge
Что нового
v2.3.29
- Revert GeoGlowingTextureMeta change.
**WARNING 1.21.1 IS CURRENTLY UNDERGOING A HEAVY REWRITE THAT WILL BE RELEASED AS ALPHA FOR TESTING, DO NOT UPDATE TO THAT ALPHA UNLESS THE MODS USING AZURELIB REQUIRE IT**
release
fabric 2.0.41
2.0.4119 дек. 2024 г.417,7 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.41
- Revert GeoGlowingTextureMeta change.
release
neoforge 2.0.41
2.0.4119 дек. 2024 г.440,7 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.41
- Revert GeoGlowingTextureMeta change.
release
azurelib-forge-1.19.4 1.0.50
1.0.5019 дек. 2024 г.286Minecraft: 1.19.4forge
Что нового
v1.0.50
- Revert GeoGlowingTextureMeta change.
release
azurelib-fabric-1.19.4 1.0.50
1.0.5019 дек. 2024 г.523Minecraft: 1.19.4fabric
Что нового
v1.0.50
- Revert GeoGlowingTextureMeta change.
release
azurelib-forge-1.19.2 1.0.56
1.0.5619 дек. 2024 г.14,2 тыс.Minecraft: 1.19.2forge
Что нового
v1.0.56
- Revert GeoGlowingTextureMeta change.
release
azurelib-fabric-1.19.2 1.0.56
1.0.5619 дек. 2024 г.2,3 тыс.Minecraft: 1.19.2fabric
Что нового
v1.0.56
- Revert GeoGlowingTextureMeta change.
release
azurelib-forge-1.18.2 1.0.47
1.0.4719 дек. 2024 г.807Minecraft: 1.18.2forge
Что нового
v1.0.47
- Revert GeoGlowingTextureMeta change.
release
azurelib-fabric-1.18.2 1.0.47
1.0.4719 дек. 2024 г.139Minecraft: 1.18.2fabric
Что нового
v1.0.47
- Revert GeoGlowingTextureMeta change.
release
azurelib-fabric-1.17.1 1.0.28
1.0.2819 дек. 2024 г.96Minecraft: 1.17.1fabric
Что нового
v1.0.28
- Revert GeoGlowingTextureMeta change.
release
azurelib-forge-1.17.1 1.0.28
1.0.2819 дек. 2024 г.69Minecraft: 1.17.1forge
Что нового
v1.0.28
- Revert GeoGlowingTextureMeta change.
release
azurelib-fabric-1.16.5 1.0.52
1.0.5219 дек. 2024 г.153Minecraft: 1.16.5fabric
Что нового
v1.0.52
- Revert GeoGlowingTextureMeta change.
release
azurelib-forge-1.16.5 1.0.52
1.0.5219 дек. 2024 г.248Minecraft: 1.16.5forge
Что нового
v1.0.52
- Revert GeoGlowingTextureMeta change.
release
azurelib-forge-1.15.2 1.0.11
1.0.1119 дек. 2024 г.58Minecraft: 1.15.2forge
Что нового
v1.0.11
- Revert GeoGlowingTextureMeta change.
release
fabric 2.3.28
2.3.2816 дек. 2024 г.1,8 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v2.3.28
- Port color changes from a geckolib pr that was left to die
- Port UV Face Rotation support
- Port GeoGlowingTextureMeta using wrong colors
**WARNING 1.21.1 IS CURRENTLY UNDERGOING A HEAVY REWRITE THAT WILL BE RELEASED AS ALPHA FOR TESTING, DO NOT UPDATE TO THAT ALPHA UNLESS THE MODS USING AZURELIB REQUIRE IT**
release
neo 2.3.28
2.3.2816 дек. 2024 г.2,4 тыс.Minecraft: 1.21.1neoforge
Что нового
v2.3.28
- Port color changes from a geckolib pr that was left to die
- Port UV Face Rotation support
- Port GeoGlowingTextureMeta using wrong colors
**WARNING 1.21.1 IS CURRENTLY UNDERGOING A HEAVY REWRITE THAT WILL BE RELEASED AS ALPHA FOR TESTING, DO NOT UPDATE TO THAT ALPHA UNLESS THE MODS USING AZURELIB REQUIRE IT**
release
fabric 2.0.40
2.0.4016 дек. 2024 г.8,3 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.40
- Port color changes from a geckolib pr that was left to die
- Port UV Face Rotation support
- Port GeoGlowingTextureMeta using wrong colors
release
neoforge 2.0.40
2.0.4016 дек. 2024 г.26,2 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.40
- Port color changes from a geckolib pr that was left to die
- Port UV Face Rotation support
- Port GeoGlowingTextureMeta using wrong colors
release
azurelib-forge-1.19.4 1.0.49
1.0.4916 дек. 2024 г.46Minecraft: 1.19.4forge
Что нового
v1.0.49
- Port color changes from a geckolib pr that was left to die
- Port UV Face Rotation support
- Port GeoGlowingTextureMeta using wrong colors
release
azurelib-fabric-1.19.4 1.0.49
1.0.4916 дек. 2024 г.38Minecraft: 1.19.4fabric
Что нового
v1.0.49
- Port color changes from a geckolib pr that was left to die
- Port UV Face Rotation support
- Port GeoGlowingTextureMeta using wrong colors
release
azurelib-forge-1.19.2 1.0.55
1.0.5516 дек. 2024 г.100Minecraft: 1.19.2forge
Что нового
v1.0.55
- Port color changes from a geckolib pr that was left to die
- Port UV Face Rotation support
- Port GeoGlowingTextureMeta using wrong colors
release
azurelib-fabric-1.19.2 1.0.55
1.0.5516 дек. 2024 г.105Minecraft: 1.19.2fabric
Что нового
v1.0.55
- Port color changes from a geckolib pr that was left to die
- Port UV Face Rotation support
- Port GeoGlowingTextureMeta using wrong colors
release
azurelib-forge-1.18.2 1.0.46
1.0.4616 дек. 2024 г.35Minecraft: 1.18.2forge
Что нового
v1.0.46
- Port color changes from a geckolib pr that was left to die
- Port UV Face Rotation support
- Port GeoGlowingTextureMeta using wrong colors
release
azurelib-fabric-1.18.2 1.0.46
1.0.4616 дек. 2024 г.27Minecraft: 1.18.2fabric
Что нового
v1.0.46
- Port color changes from a geckolib pr that was left to die
- Port UV Face Rotation support
- Port GeoGlowingTextureMeta using wrong colors
release
azurelib-fabric-1.17.1 1.0.27
1.0.2716 дек. 2024 г.30Minecraft: 1.17.1fabric
Что нового
v1.0.27
- Port color changes from a geckolib pr that was left to die
- Port UV Face Rotation support
- Port GeoGlowingTextureMeta using wrong colors
release
azurelib-forge-1.17.1 1.0.27
1.0.2716 дек. 2024 г.28Minecraft: 1.17.1forge
Что нового
v1.0.27
- Port color changes from a geckolib pr that was left to die
- Port UV Face Rotation support
- Port GeoGlowingTextureMeta using wrong colors
release
azurelib-fabric-1.16.5 1.0.51
1.0.5116 дек. 2024 г.30Minecraft: 1.16.5fabric
Что нового
v1.0.51
- Port color changes from a geckolib pr that was left to die
- Port UV Face Rotation support
- Port GeoGlowingTextureMeta using wrong colors
release
azurelib-forge-1.16.5 1.0.51
1.0.5116 дек. 2024 г.30Minecraft: 1.16.5forge
Что нового
v1.0.51
- Port color changes from a geckolib pr that was left to die
- Port UV Face Rotation support
- Port GeoGlowingTextureMeta using wrong colors
release
azurelib-forge-1.15.2 1.0.10
1.0.1016 дек. 2024 г.30Minecraft: 1.15.2forge
Что нового
v1.0.10
- Port UV Face Rotation support
- Port GeoGlowingTextureMeta using wrong colors
release
fabric 2.3.27
2.3.274 окт. 2024 г.18 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v2.3.27
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
neo 2.3.27
2.3.274 окт. 2024 г.8 тыс.Minecraft: 1.21.1neoforge
Что нового
v2.3.27
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
neo 2.2.22
2.2.224 окт. 2024 г.657Minecraft: 1.20.6neoforge
Что нового
v2.2.22
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
fabric 2.2.22
2.2.224 окт. 2024 г.2,4 тыс.Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.22
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
fabric 2.1.24
2.1.244 окт. 2024 г.27 тыс.Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.24
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
neoforge 2.1.24
2.1.244 окт. 2024 г.428Minecraft: 1.20.4neoforge
Что нового
v2.1.24
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
fabric 2.0.39
2.0.394 окт. 2024 г.207,5 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.39
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
neoforge 2.0.39
2.0.394 окт. 2024 г.344,7 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.39
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
azurelib-forge-1.19.4 1.0.48
1.0.484 окт. 2024 г.138Minecraft: 1.19.4forge
Что нового
v1.0.48
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
azurelib-forge-1.19.4 1.0.48
1.0.484 окт. 2024 г.53Minecraft: 1.19.4forge
Что нового
v1.0.48
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
azurelib-fabric-1.19.4 1.0.48
1.0.484 окт. 2024 г.261Minecraft: 1.19.4fabric
Что нового
v1.0.48
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
azurelib-forge-1.19.2 1.0.54
1.0.544 окт. 2024 г.4,5 тыс.Minecraft: 1.19.2forge
Что нового
v1.0.54
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
azurelib-fabric-1.19.2 1.0.54
1.0.544 окт. 2024 г.2,2 тыс.Minecraft: 1.19.2fabric
Что нового
v1.0.54
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
azurelib-forge-1.18.2 1.0.45
1.0.454 окт. 2024 г.222Minecraft: 1.18.2forge
Что нового
v1.0.45
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
azurelib-fabric-1.18.2 1.0.45
1.0.454 окт. 2024 г.100Minecraft: 1.18.2fabric
Что нового
v1.0.45
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
azurelib-forge-1.17.1 1.0.26
1.0.264 окт. 2024 г.62Minecraft: 1.17.1forge
Что нового
v1.0.26
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
azurelib-fabric-1.17.1 1.0.26
1.0.264 окт. 2024 г.48Minecraft: 1.17.1fabric
Что нового
v1.0.26
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
azurelib-fabric-1.16.5 1.0.50
1.0.504 окт. 2024 г.89Minecraft: 1.16.5fabric
Что нового
v1.0.50
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
azurelib-forge-1.16.5 1.0.50
1.0.504 окт. 2024 г.165Minecraft: 1.16.5forge
Что нового
v1.0.50
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
azurelib-forge-1.15.2 1.0.9
1.0.94 окт. 2024 г.65Minecraft: 1.15.2forge
Что нового
v1.0.9
- Remove format version check, unneeded
- Add GeoItemRender#useNewOffset() which will remove the y offset on item displays, due to change in BlockBench 4.11 item displays
release
neo 2.3.26
2.3.263 окт. 2024 г.127Minecraft: 1.21.1neoforge
Что нового
v2.3.26
- Only throw error if no format version
release
fabric 2.3.26
2.3.263 окт. 2024 г.323Minecraft: 1.21.1fabric, quilt
Что нового
v2.3.26
- Only throw error if no format version
release
neo 2.2.21
2.2.213 окт. 2024 г.92Minecraft: 1.20.6neoforge
Что нового
v2.2.21
- Only throw error if no format version
release
fabric 2.2.21
2.2.213 окт. 2024 г.62Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.21
- Only throw error if no format version
release
fabric 2.1.23
2.1.233 окт. 2024 г.66Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.23
- Only throw error if no format version
release
neoforge 2.1.23
2.1.233 окт. 2024 г.36Minecraft: 1.20.4neoforge
Что нового
v2.1.23
- Only throw error if no format version
release
fabric 2.0.38
2.0.383 окт. 2024 г.1 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.38
- Only throw error if no format version
release
neoforge 2.0.38
2.0.383 окт. 2024 г.1,2 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.38
- Only throw error if no format version
release
azurelib-forge-1.19.4 1.0.47
1.0.473 окт. 2024 г.40Minecraft: 1.19.4forge
Что нового
v1.0.47
- Only throw error if no format version
release
azurelib-fabric-1.19.4 1.0.47
1.0.473 окт. 2024 г.41Minecraft: 1.19.4fabric
Что нового
v1.0.47
- Only throw error if no format version
release
azurelib-forge-1.19.2 1.0.53
1.0.533 окт. 2024 г.67Minecraft: 1.19.2forge
Что нового
v1.0.53
- Only throw error if no format version
release
azurelib-fabric-1.19.2 1.0.53
1.0.533 окт. 2024 г.44Minecraft: 1.19.2fabric
Что нового
v1.0.53
- Only throw error if no format version
release
azurelib-forge-1.18.2 1.0.44
1.0.443 окт. 2024 г.38Minecraft: 1.18.2forge
Что нового
v1.0.44
- Only throw error if no format version
release
azurelib-fabric-1.18.2 1.0.44
1.0.443 окт. 2024 г.31Minecraft: 1.18.2fabric
Что нового
v1.0.44
- Only throw error if no format version
release
azurelib-fabric-1.17.1 1.0.25
1.0.253 окт. 2024 г.37Minecraft: 1.17.1fabric
Что нового
v1.0.25
- Only throw error if no format version
release
azurelib-forge-1.17.1 1.0.25
1.0.253 окт. 2024 г.34Minecraft: 1.17.1forge
Что нового
v1.0.25
- Only throw error if no format version
release
azurelib-forge-1.16.5 1.0.49
1.0.493 окт. 2024 г.37Minecraft: 1.16.5forge
Что нового
v1.0.49
- Only throw error if no format version
release
azurelib-fabric-1.16.5 1.0.49
1.0.493 окт. 2024 г.36Minecraft: 1.16.5fabric
Что нового
v1.0.49
- Only throw error if no format version
release
azurelib-forge-1.15.2 1.0.8
1.0.83 окт. 2024 г.37Minecraft: 1.15.2forge
Что нового
v1.0.8
- Only throw error if no format version
release
fabric 2.3.25
2.3.2527 сент. 2024 г.1,4 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v2.3.25
- Port Avoid duplicating mc code to improve compat in mixins
- Updated to latest NeoForge to fix crash with https://github.com/neoforged/NeoForge/pull/1541
- MixinHumanoidArmorLayer Mixin fixed now with NeoForge
release
neo 2.3.25
2.3.2527 сент. 2024 г.1,1 тыс.Minecraft: 1.21.1neoforge
Что нового
v2.3.25
- Port Avoid duplicating mc code to improve compat in mixins
- Updated to latest NeoForge to fix crash with https://github.com/neoforged/NeoForge/pull/1541
- MixinHumanoidArmorLayer Mixin fixed now with NeoForge
release
neo 2.3.24
2.3.2424 сент. 2024 г.536Minecraft: 1.21.1neoforge
Что нового
v2.3.24
- Adjust cache for BB exporting using weird version, which still works.
release
fabric 2.3.24
2.3.2424 сент. 2024 г.658Minecraft: 1.21.1fabric, quilt
Что нового
v2.3.24
- Adjust cache for BB exporting using weird version, which still works.
release
neo 2.2.20
2.2.2024 сент. 2024 г.53Minecraft: 1.20.6neoforge
Что нового
v2.2.20
- Adjust cache for BB exporting using weird version, which still works.
release
fabric 2.2.20
2.2.2024 сент. 2024 г.123Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.20
- Adjust cache for BB exporting using weird version, which still works.
release
fabric 2.1.22
2.1.2224 сент. 2024 г.349Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.22
- Adjust cache for BB exporting using weird version, which still works.
release
neoforge 2.1.22
2.1.2224 сент. 2024 г.63Minecraft: 1.20.4neoforge
Что нового
v2.1.22
- Adjust cache for BB exporting using weird version, which still works.
release
fabric 2.0.37
2.0.3724 сент. 2024 г.19,9 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.37
- Adjust cache for BB exporting using weird version, which still works.
release
neoforge 2.0.37
2.0.3724 сент. 2024 г.6 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.37
- Adjust cache for BB exporting using weird version, which still works.
release
azurelib-forge-1.19.4 1.0.46
1.0.4624 сент. 2024 г.56Minecraft: 1.19.4forge
Что нового
v1.0.46
- Adjust cache for BB exporting using weird version, which still works.
- Ports Config system to Forge as well so 1.19.4 has parity with Fabric.
release
azurelib-fabric-1.19.4 1.0.46
1.0.4624 сент. 2024 г.77Minecraft: 1.19.4fabric
Что нового
v1.0.46
- Adjust cache for BB exporting using weird version, which still works.
release
azurelib-forge-1.19.2 1.0.52
1.0.5224 сент. 2024 г.269Minecraft: 1.19.2forge
Что нового
v1.0.52
- Adjust cache for BB exporting using weird version, which still works.
- Ports Config system to 1.19.2.
release
azurelib-fabric-1.19.2 1.0.52
1.0.5224 сент. 2024 г.206Minecraft: 1.19.2fabric
Что нового
v1.0.52
- Adjust cache for BB exporting using weird version, which still works.
- Ports Config system to 1.19.2.
release
azurelib-fabric-1.18.2 1.0.43
1.0.4324 сент. 2024 г.53Minecraft: 1.18.2fabric
Что нового
v1.0.43
- Adjust cache for BB exporting using weird version, which still works.
- Ports Config system to 1.18.2.
release
azurelib-forge-1.18.2 1.0.43
1.0.4324 сент. 2024 г.83Minecraft: 1.18.2forge
Что нового
v1.0.43
- Adjust cache for BB exporting using weird version, which still works.
- Ports Config system to 1.18.2.
release
azurelib-fabric-1.17.1 1.0.24
1.0.2424 сент. 2024 г.50Minecraft: 1.17.1fabric
Что нового
v1.0.24
- Adjust cache for BB exporting using weird version, which still works.
- Ports Config system to 1.17.1.
release
azurelib-forge-1.17.1 1.0.24
1.0.2424 сент. 2024 г.55Minecraft: 1.17.1forge
Что нового
v1.0.24
- Adjust cache for BB exporting using weird version, which still works.
- Ports Config system to 1.17.1.
release
azurelib-fabric-1.16.5 1.0.48
1.0.4824 сент. 2024 г.52Minecraft: 1.16.5fabric
Что нового
v1.0.48
- Adjust cache for BB exporting using weird version, which still works.
- Ports Config system to 1.16.5.
release
azurelib-forge-1.16.5 1.0.48
1.0.4824 сент. 2024 г.57Minecraft: 1.16.5forge
Что нового
v1.0.48
- Adjust cache for BB exporting using weird version, which still works.
- Ports Config system to 1.16.5.
release
azurelib-forge-1.15.2 1.0.7
1.0.724 сент. 2024 г.44Minecraft: 1.15.2forge
Что нового
v1.0.7
- Adjust cache for BB exporting using weird version, which still works.
release
neo 2.3.23
2.3.2323 сент. 2024 г.104Minecraft: 1.21.1neoforge
Что нового
v2.3.23
- Use root locale when converting strings - PlanetTeamSpeak
- Add missing client packet registartion on Fabric
release
fabric 2.3.23
2.3.2323 сент. 2024 г.358Minecraft: 1.21.1fabric, quilt
Что нового
v2.3.23
- Use root locale when converting strings - PlanetTeamSpeak
- Add missing client packet registartion on Fabric
release
neo 2.2.19
2.2.1923 сент. 2024 г.60Minecraft: 1.20.6neoforge
Что нового
v2.2.19
- Use root locale when converting strings - PlanetTeamSpeak
- Fixes Neo packets not properly triggering
- Add missing client packet registartion on Fabric
release
fabric 2.2.19
2.2.1923 сент. 2024 г.54Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.19
- Use root locale when converting strings - PlanetTeamSpeak
- Fixes Neo packets not properly triggering
- Add missing client packet registartion on Fabric
release
fabric 2.1.21
2.1.2123 сент. 2024 г.86Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.21
- Use root locale when converting strings - PlanetTeamSpeak
release
neoforge 2.1.21
2.1.2123 сент. 2024 г.139Minecraft: 1.20.4neoforge
Что нового
v2.1.21
- Use root locale when converting strings - PlanetTeamSpeak
release
fabric 2.0.36
2.0.3623 сент. 2024 г.4 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.36
- Use root locale when converting strings - PlanetTeamSpeak
release
neoforge 2.0.36
2.0.3623 сент. 2024 г.941Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.36
- Use root locale when converting strings - PlanetTeamSpeak
release
fabric 2.0.36
2.0.3623 сент. 2024 г.101Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.36
- Use root locale when converting strings - PlanetTeamSpeak
release
neoforge 2.0.36
2.0.3623 сент. 2024 г.110Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.36
- Use root locale when converting strings - PlanetTeamSpeak
release
azurelib-forge-1.19.4 1.0.45
1.0.4523 сент. 2024 г.37Minecraft: 1.19.4forge
Что нового
v1.0.45
- Use root locale when converting strings - PlanetTeamSpeak
release
azurelib-fabric-1.19.4 1.0.45
1.0.4523 сент. 2024 г.43Minecraft: 1.19.4fabric
Что нового
v1.0.45
- Use root locale when converting strings - PlanetTeamSpeak
release
azurelib-forge-1.19.2 1.0.51
1.0.5123 сент. 2024 г.84Minecraft: 1.19.2forge
Что нового
v1.0.51
- Use root locale when converting strings - PlanetTeamSpeak
release
azurelib-fabric-1.19.2 1.0.51
1.0.5123 сент. 2024 г.62Minecraft: 1.19.2fabric
Что нового
v1.0.51
- Use root locale when converting strings - PlanetTeamSpeak
release
azurelib-forge-1.18.2 1.0.42
1.0.4223 сент. 2024 г.54Minecraft: 1.18.2forge
Что нового
v1.0.42
- Use root locale when converting strings - PlanetTeamSpeak
release
azurelib-fabric-1.18.2 1.0.42
1.0.4223 сент. 2024 г.41Minecraft: 1.18.2fabric
Что нового
v1.0.42
- Use root locale when converting strings - PlanetTeamSpeak
release
azurelib-forge-1.17.1 1.0.23
1.0.2323 сент. 2024 г.58Minecraft: 1.17.1forge
Что нового
v1.0.23
- Use root locale when converting strings - PlanetTeamSpeak
release
azurelib-fabric-1.17.1 1.0.23
1.0.2323 сент. 2024 г.41Minecraft: 1.17.1fabric
Что нового
v1.0.23
- Use root locale when converting strings - PlanetTeamSpeak
release
azurelib-fabric-1.16.5 1.0.47
1.0.4723 сент. 2024 г.40Minecraft: 1.16.5fabric
Что нового
v1.0.47
- Use root locale when converting strings - PlanetTeamSpeak
release
azurelib-forge-1.16.5 1.0.47
1.0.4723 сент. 2024 г.39Minecraft: 1.16.5forge
Что нового
v1.0.47
- Use root locale when converting strings - PlanetTeamSpeak
release
azurelib-forge-1.15.2 1.0.6
1.0.623 сент. 2024 г.36Minecraft: 1.15.2forge
Что нового
v1.0.6
- Use root locale when converting strings - PlanetTeamSpeak
release
fabric 2.3.22
2.3.2216 сент. 2024 г.6,7 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v2.3.22
- Fixes packets not firing properly on NeoForge.
- Tweaked CommonUtils#spawnLightSource
release
neo 2.3.22
2.3.2216 сент. 2024 г.767Minecraft: 1.21.1neoforge
Что нового
v2.3.22
- Fixes packets not firing properly on NeoForge.
- Tweaked CommonUtils#spawnLightSource
release
neo 2.3.21
2.3.2116 сент. 2024 г.70Minecraft: 1.21.1neoforge
Что нового
v2.3.21
- Fixes missing faceRotation from RenderUtils
release
fabric 2.3.21
2.3.2116 сент. 2024 г.304Minecraft: 1.21.1fabric, quilt
Что нового
v2.3.21
- Fixes missing faceRotation from RenderUtils
release
neo 2.2.17
2.2.1716 сент. 2024 г.51Minecraft: 1.20.6neoforge
Что нового
v2.2.17
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
fabric 2.3.20
2.3.2016 сент. 2024 г.87Minecraft: 1.21.1fabric, quilt
Что нового
v2.3.20
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
neo 2.3.20
2.3.2016 сент. 2024 г.70Minecraft: 1.21.1neoforge
Что нового
v2.3.20
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
fabric 2.2.17
2.2.1716 сент. 2024 г.109Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.17
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
neoforge 2.1.20
2.1.2016 сент. 2024 г.40Minecraft: 1.20.4neoforge
Что нового
v2.1.20
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
fabric 2.1.20
2.1.2016 сент. 2024 г.291Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.20
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
fabric 2.0.35
2.0.3516 сент. 2024 г.10,6 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.35
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
neoforge 2.0.35
2.0.3516 сент. 2024 г.12,5 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.35
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
azurelib-forge-1.19.4 1.0.44
1.0.4416 сент. 2024 г.41Minecraft: 1.19.4forge
Что нового
v1.0.44
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
azurelib-fabric-1.19.4 1.0.44
1.0.4416 сент. 2024 г.56Minecraft: 1.19.4fabric
Что нового
v1.0.44
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
azurelib-forge-1.19.2 1.0.50
1.0.5016 сент. 2024 г.226Minecraft: 1.19.2forge
Что нового
v1.0.50
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
azurelib-fabric-1.19.2 1.0.50
1.0.5016 сент. 2024 г.191Minecraft: 1.19.2fabric
Что нового
v1.0.50
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
azurelib-forge-1.18.2 1.0.41
1.0.4116 сент. 2024 г.55Minecraft: 1.18.2forge
Что нового
v1.0.41
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
azurelib-fabric-1.18.2 1.0.41
1.0.4116 сент. 2024 г.40Minecraft: 1.18.2fabric
Что нового
v1.0.41
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
azurelib-fabric-1.17.1 1.0.22
1.0.2216 сент. 2024 г.35Minecraft: 1.17.1fabric
Что нового
v1.0.22
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
azurelib-forge-1.17.1 1.0.22
1.0.2216 сент. 2024 г.39Minecraft: 1.17.1forge
Что нового
v1.0.22
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
azurelib-forge-1.16.5 1.0.46
1.0.4616 сент. 2024 г.45Minecraft: 1.16.5forge
Что нового
v1.0.46
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
azurelib-fabric-1.16.5 1.0.46
1.0.4616 сент. 2024 г.43Minecraft: 1.16.5fabric
Что нового
v1.0.46
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
azurelib-forge-1.15.2 1.0.5
1.0.516 сент. 2024 г.31Minecraft: 1.15.2forge
Что нового
v1.0.5
- Tweaked DyeableGeoArmorRender to match on all MC versions.
- Added DynamicGeoRenders for Armor, Blocks, Items, Objects and ReplacedEntities
release
fabric 2.3.19
2.3.198 сент. 2024 г.1,2 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v2.3.19
- Blacklist neoforge name due to NeoForge#1525
- Fixes issues layers/render.
release
neo 2.3.19
2.3.198 сент. 2024 г.664Minecraft: 1.21.1neoforge
Что нового
v2.3.19
- Blacklist neoforge name due to NeoForge#1525
- Fixes issues layers/render.
release
neo 2.3.18
2.3.187 сент. 2024 г.99Minecraft: 1.21.1neoforge
Что нового
v2.3.18
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Fixes crash due to null context on getPathType in AzureNavigation.
- Deprecated DyeableGeoArmorRenderer for 1.21+
- Update everything to properly use the colour value, this is a required breaking change.
- Tweak AutoGlowingTexture
release
fabric 2.3.18
2.3.187 сент. 2024 г.340Minecraft: 1.21.1fabric, quilt
Что нового
v2.3.18
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Fixes crash due to null context on getPathType in AzureNavigation.
- Deprecated DyeableGeoArmorRenderer for 1.21+
- Update everything to properly use the colour value, this is a required breaking change.
- Tweak AutoGlowingTexture
release
neo 2.2.16
2.2.167 сент. 2024 г.48Minecraft: 1.20.6neoforge
Что нового
v2.2.16
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Fixes crash due to null context on getPathType in AzureNavigation.
release
fabric 2.2.16
2.2.167 сент. 2024 г.102Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.16
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
- Fixes crash due to null context on getPathType in AzureNavigation.
release
fabric 2.1.19
2.1.197 сент. 2024 г.373Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.19
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
release
neoforge 2.1.19
2.1.197 сент. 2024 г.50Minecraft: 1.20.4neoforge
Что нового
v2.1.19
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
release
fabric 2.0.34
2.0.347 сент. 2024 г.9,5 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.34
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
release
neoforge 2.0.34
2.0.347 сент. 2024 г.8,6 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.34
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
release
azurelib-forge-1.19.4 1.0.43
1.0.437 сент. 2024 г.43Minecraft: 1.19.4forge
Что нового
v1.0.43
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
release
azurelib-fabric-1.19.4 1.0.43
1.0.437 сент. 2024 г.84Minecraft: 1.19.4fabric
Что нового
v1.0.43
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
release
azurelib-forge-1.19.2 1.0.49
1.0.497 сент. 2024 г.195Minecraft: 1.19.2forge
Что нового
v1.0.49
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
release
azurelib-fabric-1.19.2 1.0.49
1.0.497 сент. 2024 г.174Minecraft: 1.19.2fabric
Что нового
v1.0.49
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
release
azurelib-forge-1.18.2 1.0.40
1.0.407 сент. 2024 г.78Minecraft: 1.18.2forge
Что нового
v1.0.40
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
release
azurelib-fabric-1.18.2 1.0.40
1.0.407 сент. 2024 г.37Minecraft: 1.18.2fabric
Что нового
v1.0.40
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
release
azurelib-fabric-1.17.1 1.0.21
1.0.217 сент. 2024 г.35Minecraft: 1.17.1fabric
Что нового
v1.0.21
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
release
azurelib-forge-1.17.1 1.0.21
1.0.217 сент. 2024 г.45Minecraft: 1.17.1forge
Что нового
v1.0.21
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
release
azurelib-forge-1.16.5 1.0.45
1.0.457 сент. 2024 г.60Minecraft: 1.16.5forge
Что нового
v1.0.45
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
release
azurelib-fabric-1.16.5 1.0.45
1.0.457 сент. 2024 г.41Minecraft: 1.16.5fabric
Что нового
v1.0.45
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
release
azurelib-forge-1.15.2 1.0.4
1.0.47 сент. 2024 г.33Minecraft: 1.15.2forge
Что нового
v1.0.4
- Adds hardStop() for nulling path and pathToPosition if you need it to stop before reaching end node in path in AzureNavigation.
- Made pathToPosition protected instead of private in AzureNavigation.
- Adds error for new bedrock format number.
release
neo 2.3.17
2.3.176 сент. 2024 г.63Minecraft: 1.21.1neoforge
Что нового
v2.3.17
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
fabric 2.3.17
2.3.176 сент. 2024 г.255Minecraft: 1.21.1fabric, quilt
Что нового
v2.3.17
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
neo 2.2.15
2.2.156 сент. 2024 г.42Minecraft: 1.20.6neoforge
Что нового
v2.2.15
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
fabric 2.2.15
2.2.156 сент. 2024 г.51Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.15
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
neoforge 2.1.18
2.1.186 сент. 2024 г.38Minecraft: 1.20.4neoforge
Что нового
v2.1.18
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
fabric 2.1.18
2.1.186 сент. 2024 г.73Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.18
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
fabric 2.0.33
2.0.336 сент. 2024 г.1,1 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.33
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
neoforge 2.0.33
2.0.336 сент. 2024 г.889Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.33
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
azurelib-forge-1.19.4 1.0.42
1.0.426 сент. 2024 г.36Minecraft: 1.19.4forge
Что нового
v1.0.42
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
azurelib-fabric-1.19.4 1.0.42
1.0.426 сент. 2024 г.37Minecraft: 1.19.4fabric
Что нового
v1.0.42
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
azurelib-forge-1.19.2 1.0.48
1.0.486 сент. 2024 г.77Minecraft: 1.19.2forge
Что нового
v1.0.48
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
azurelib-fabric-1.19.2 1.0.48
1.0.486 сент. 2024 г.69Minecraft: 1.19.2fabric
Что нового
v1.0.48
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
azurelib-forge-1.18.2 1.0.39
1.0.396 сент. 2024 г.43Minecraft: 1.18.2forge
Что нового
v1.0.39
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
azurelib-fabric-1.18.2 1.0.39
1.0.396 сент. 2024 г.51Minecraft: 1.18.2fabric
Что нового
v1.0.39
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
azurelib-forge-1.17.1 1.0.20
1.0.206 сент. 2024 г.35Minecraft: 1.17.1forge
Что нового
v1.0.20
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
azurelib-fabric-1.17.1 1.0.20
1.0.206 сент. 2024 г.41Minecraft: 1.17.1fabric
Что нового
v1.0.20
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
azurelib-fabric-1.16.5 1.0.44
1.0.446 сент. 2024 г.31Minecraft: 1.16.5fabric
Что нового
v1.0.44
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
azurelib-forge-1.16.5 1.0.44
1.0.446 сент. 2024 г.48Minecraft: 1.16.5forge
Что нового
v1.0.43
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
azurelib-forge-1.15.2 1.0.3
1.0.36 сент. 2024 г.43Minecraft: 1.15.2forge
Что нового
v1.0.3
- Port fix for shader issue with reflection and emissive texutes.
- Fixes quad lighting being flipped.
- Fixes crash when loaded with Born in Chaos.
- Port fix for Molang Queries IS_IN_WATER_OR_RAIN, IS_ON_FIRE and YAW_SPEED.
release
neo 2.3.16
2.3.168 авг. 2024 г.1,5 тыс.Minecraft: 1.21.1neoforge
Что нового
v2.3.16
- Built against 1.21.1
release
fabric 2.3.16
2.3.168 авг. 2024 г.4,2 тыс.Minecraft: 1.21.1fabric, quilt
Что нового
v2.3.16
- Built against 1.21.1
release
neo 2.3.15
2.3.154 авг. 2024 г.4,2 тыс.Minecraft: 1.21neoforge
Что нового
v2.3.15
- few Java doc fixes.
- Fixes NeoForge Config crash.
- hopefully fixes AzureNav crash
release
fabric 2.3.15
2.3.154 авг. 2024 г.53,2 тыс.Minecraft: 1.21fabric, quilt
Что нового
v2.3.15
- few Java doc fixes.
- Fixes NeoForge Config crash.
- hopefully fixes AzureNav crash
release
fabric 2.3.14
2.3.1419 июл. 2024 г.4 тыс.Minecraft: 1.21fabric, quilt
Что нового
v2.3.14
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
- Fixes configuration thread not closing on datagen for Fabric.
- Fixes error if config folder is missing on first run only.
- Closes configuration thread in a safer way.
release
neo 2.3.14
2.3.1419 июл. 2024 г.675Minecraft: 1.21neoforge
Что нового
v2.3.14
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
- Fixes configuration thread not closing on datagen for Fabric.
- Fixes error if config folder is missing on first run only.
- Closes configuration thread in a safer way.
release
neo 2.2.14
2.2.1419 июл. 2024 г.127Minecraft: 1.20.6neoforge
Что нового
v2.2.14
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
- Fixes configuration thread not closing on datagen for Fabric.
- Fixes error if config folder is missing on first run only.
- Closes configuration thread in a safer way.
release
fabric 2.2.14
2.2.1419 июл. 2024 г.836Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.14
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
- Fixes configuration thread not closing on datagen for Fabric.
- Fixes error if config folder is missing on first run only.
- Closes configuration thread in a safer way.
release
neoforge 2.1.17
2.1.1719 июл. 2024 г.144Minecraft: 1.20.4neoforge
Что нового
v2.1.17
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
- Fixes configuration thread not closing on datagen for Fabric.
- Fixes error if config folder is missing on first run only.
- Closes configuration thread in a safer way.
release
fabric 2.1.17
2.1.1719 июл. 2024 г.2,4 тыс.Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.17
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
- Fixes configuration thread not closing on datagen for Fabric.
- Fixes error if config folder is missing on first run only.
- Closes configuration thread in a safer way.
release
fabric 2.0.30
2.0.3019 июл. 2024 г.295 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.31
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
- Fixes configuration thread not closing on datagen for Fabric.
- Fixes error if config folder is missing on first run only.
- Closes configuration thread in a safer way.
release
neoforge 2.0.30
2.0.3019 июл. 2024 г.118,3 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.31
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
- Fixes configuration thread not closing on datagen for Fabric.
- Fixes error if config folder is missing on first run only.
- Closes configuration thread in a safer way.
release
azurelib-fabric-1.19.4 1.0.41
1.0.4119 июл. 2024 г.321Minecraft: 1.19.4fabric
Что нового
v1.0.41
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
- Fixes configuration thread not closing on datagen for Fabric.
- Fixes error if config folder is missing on first run only.
- Closes configuration thread in a safer way.
release
azurelib-forge-1.19.4 1.0.41
1.0.4119 июл. 2024 г.169Minecraft: 1.19.4forge
Что нового
v1.0.41
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
release
azurelib-forge-1.19.2 1.0.47
1.0.4719 июл. 2024 г.3,5 тыс.Minecraft: 1.19.2forge
Что нового
v1.0.47
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
release
azurelib-fabric-1.19.2 1.0.47
1.0.4719 июл. 2024 г.3,1 тыс.Minecraft: 1.19.2fabric
Что нового
v1.0.47
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
release
azurelib-forge-1.18.2 1.0.38
1.0.3819 июл. 2024 г.299Minecraft: 1.18.2forge
Что нового
v1.0.38
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
release
azurelib-fabric-1.18.2 1.0.38
1.0.3819 июл. 2024 г.97Minecraft: 1.18.2fabric
Что нового
v1.0.38
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
release
azurelib-forge-1.17.1 1.0.19
1.0.1919 июл. 2024 г.75Minecraft: 1.17.1forge
Что нового
v1.0.19
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
release
azurelib-fabric-1.17.1 1.0.19
1.0.1919 июл. 2024 г.70Minecraft: 1.17.1fabric
Что нового
v1.0.19
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
release
azurelib-fabric-1.16.5 1.0.43
1.0.4319 июл. 2024 г.107Minecraft: 1.16.5fabric
Что нового
v1.0.43
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
release
azurelib-forge-1.16.5 1.0.43
1.0.4319 июл. 2024 г.135Minecraft: 1.16.5forge
Что нового
v1.0.43
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
release
azurelib-forge-1.16.5 1.0.43
1.0.4319 июл. 2024 г.64Minecraft: 1.16.5forge
Что нового
v1.0.43
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
release
azurelib-forge-1.15.2 1.0.2
1.0.219 июл. 2024 г.79Minecraft: 1.15.2forge
Что нового
v1.0.2
- Move the buffer rebuilding to earlier to avoid using buffers that aren't building.
release
fabric 2.3.13
2.3.138 июл. 2024 г.1,7 тыс.Minecraft: 1.21fabric, quilt
Что нового
v2.3.13
- Fixes Fabric version requring ModMenu in dev.
- Moves all private fields/methods to protected in AnimationController.
release
neo 2.3.13
2.3.138 июл. 2024 г.441Minecraft: 1.21neoforge
Что нового
v2.3.13
- Fixes Fabric version requring ModMenu in dev.
- Moves all private fields/methods to protected in AnimationController.
release
neo 2.2.13
2.2.138 июл. 2024 г.117Minecraft: 1.20.6neoforge
Что нового
v2.2.13
- Fixes Fabric version requring ModMenu in dev.
- Moves all private fields/methods to protected in AnimationController.
release
fabric 2.2.13
2.2.138 июл. 2024 г.353Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.13
- Fixes Fabric version requring ModMenu in dev.
- Moves all private fields/methods to protected in AnimationController.
release
neoforge 2.1.16
2.1.168 июл. 2024 г.81Minecraft: 1.20.4neoforge
Что нового
v2.1.16
- Fixes Fabric version requring ModMenu in dev.
- Moves all private fields/methods to protected in AnimationController.
release
fabric 2.1.16
2.1.168 июл. 2024 г.920Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.16
- Fixes Fabric version requring ModMenu in dev.
- Moves all private fields/methods to protected in AnimationController.
release
fabric 2.0.30
2.0.308 июл. 2024 г.37,4 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.30
- Fixes Fabric version requring ModMenu in dev.
- Moves all private fields/methods to protected in AnimationController.
release
neoforge 2.0.30
2.0.308 июл. 2024 г.9,5 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.30
- Fixes Fabric version requring ModMenu in dev.
- Moves all private fields/methods to protected in AnimationController.
release
azurelib-forge-1.19.4 1.0.40
1.0.408 июл. 2024 г.82Minecraft: 1.19.4forge
Что нового
v1.0.40
- Fixes publishing issues for maven artifacts.
- Moves all private fields/methods to protected in AnimationController.
release
azurelib-fabric-1.19.4 1.0.40
1.0.408 июл. 2024 г.126Minecraft: 1.19.4fabric
Что нового
v1.0.40
- Fixes Fabric not using remap.
- Fixes Fabric version requring ModMenu in dev.
- Moves all private fields/methods to protected in AnimationController.
release
azurelib-forge-1.19.2 1.0.46
1.0.468 июл. 2024 г.370Minecraft: 1.19.2forge
Что нового
v1.0.46
- Fixes publishing issues for maven artifacts.
- Moves all private fields/methods to protected in AnimationController.
release
azurelib-fabric-1.19.2 1.0.46
1.0.468 июл. 2024 г.342Minecraft: 1.19.2fabric
Что нового
v1.0.46
- Fixes Fabric not using remap.
- Moves all private fields/methods to protected in AnimationController.
release
azurelib-forge-1.18.2 1.0.37
1.0.378 июл. 2024 г.130Minecraft: 1.18.2forge
Что нового
v1.0.37
- Fixes publishing issues for maven artifacts.
- Moves all private fields/methods to protected in AnimationController.
release
azurelib-fabric-1.18.2 1.0.37
1.0.378 июл. 2024 г.65Minecraft: 1.18.2fabric
Что нового
v1.0.37
- Fixes Fabric not using remap.
- Moves all private fields/methods to protected in AnimationController.
release
azurelib-forge-1.17.1 1.0.18
1.0.188 июл. 2024 г.54Minecraft: 1.17.1forge
Что нового
v1.0.18
- Fixes publishing issues for maven artifacts.
- Moves all private fields/methods to protected in AnimationController.
release
azurelib-fabric-1.17.1 1.0.18
1.0.188 июл. 2024 г.59Minecraft: 1.17.1fabric
Что нового
v1.0.18
- Fixes publishing issues for maven artifacts.
- Moves all private fields/methods to protected in AnimationController.
release
azurelib-fabric-1.16.5 1.0.42
1.0.428 июл. 2024 г.71Minecraft: 1.16.5fabric
Что нового
v1.0.42
- Fixes Fabric not using remap.
- Moves all private fields/methods to protected in AnimationController.
release
azurelib-forge-1.16.5 1.0.42
1.0.428 июл. 2024 г.60Minecraft: 1.16.5forge
Что нового
v1.0.42
- Fixes publishing issues for maven artifacts.
- Moves all private fields/methods to protected in AnimationController.
release
azurelib-forge-1.15.2 1.0.1
1.0.18 июл. 2024 г.60Minecraft: 1.15.2forge
Что нового
v1.0.1
- Fixes publishing issues for maven artifacts.
- Moves all private fields/methods to protected in AnimationController.
release
fabric 2.3.12
2.3.127 июл. 2024 г.117Minecraft: 1.21fabric, quilt
Что нового
v2.3.12
- Fixes packets network crash.
release
neo 2.3.12
2.3.127 июл. 2024 г.58Minecraft: 1.21neoforge
Что нового
v2.3.12
- Fixes packets network crash.
release
neo 2.2.12
2.2.127 июл. 2024 г.50Minecraft: 1.20.6neoforge
Что нового
v2.2.12
- Fixes packets network crash.
release
fabric 2.2.12
2.2.127 июл. 2024 г.44Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.12
- Fixes packets network crash.
release
neo 2.3.11
2.3.115 июл. 2024 г.154Minecraft: 1.21neoforge
Что нового
v2.3.11
- Fixes crash with creeperoverhual, just blacklist the mods resources as that mod has been broken since like 1.19.2
release
fabric 2.3.11
2.3.115 июл. 2024 г.341Minecraft: 1.21fabric, quilt
Что нового
v2.3.11
- Fixes crash with creeperoverhual, just blacklist the mods resources as that mod has been broken since like 1.19.2
release
neo 2.3.10
2.3.104 июл. 2024 г.79Minecraft: 1.21neoforge
Что нового
v2.3.10
- Adds headers to Geckolib forked classes
- Adds headers to Configuration forked classes
- Forks SBL into AzureLib for 1.21+
release
fabric 2.3.10
2.3.104 июл. 2024 г.292Minecraft: 1.21fabric, quilt
Что нового
v2.3.10
- Adds headers to Geckolib forked classes
- Adds headers to Configuration forked classes
- Forks SBL into AzureLib for 1.21+
release
neo 2.2.11
2.2.114 июл. 2024 г.59Minecraft: 1.20.6neoforge
Что нового
v2.2.11
- Adds headers to Geckolib forked classes
- Adds headers to Configuration forked classes
release
fabric 2.2.11
2.2.114 июл. 2024 г.161Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.11
- Adds headers to Geckolib forked classes
- Adds headers to Configuration forked classes
release
fabric 2.1.15
2.1.154 июл. 2024 г.331Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.15
- Adds headers to Geckolib forked classes
- Adds headers to Configuration forked classes
release
neoforge 2.1.15
2.1.154 июл. 2024 г.63Minecraft: 1.20.4neoforge
Что нового
v2.1.15
- Adds headers to Geckolib forked classes
- Adds headers to Configuration forked classes
release
fabric 2.0.29
2.0.294 июл. 2024 г.8,7 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.29
- Adds headers to Geckolib forked classes
- Adds headers to Configuration forked classes
- Fixes a broken JavaDoc
release
neoforge 2.0.29
2.0.294 июл. 2024 г.3,1 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.29
- Adds headers to Geckolib forked classes
- Adds headers to Configuration forked classes
- Fixes a broken JavaDoc
release
azurelib-forge-1.19.4 1.0.39
1.0.394 июл. 2024 г.56Minecraft: 1.19.4forge
Что нового
v1.0.39
- Adds headers to Geckolib forked classes
release
azurelib-fabric-1.19.4 1.0.39
1.0.394 июл. 2024 г.78Minecraft: 1.19.4fabric
Что нового
v1.0.39
- Adds headers to Geckolib forked classes
release
azurelib-forge-1.19.2 1.0.45
1.0.454 июл. 2024 г.170Minecraft: 1.19.2forge
Что нового
v1.0.45
- Adds headers to Geckolib forked classes
release
azurelib-fabric-1.19.2 1.0.45
1.0.454 июл. 2024 г.201Minecraft: 1.19.2fabric
Что нового
v1.0.45
- Adds headers to Geckolib forked classes
release
azurelib-forge-1.18.2 1.0.36
1.0.364 июл. 2024 г.67Minecraft: 1.18.2forge
Что нового
v1.0.36
- Adds headers to Geckolib forked classes
release
azurelib-fabric-1.18.2 1.0.36
1.0.364 июл. 2024 г.67Minecraft: 1.18.2fabric
Что нового
v1.0.36
- Adds headers to Geckolib forked classes
release
azurelib-forge-1.17.1 1.0.16
1.0.164 июл. 2024 г.67Minecraft: 1.17.1forge
Что нового
v1.0.16
- Adds headers to Geckolib forked classes
- Make handleAnimations no longer final
- Set up lighting before getting VertexConsumer in GeoItemRender
- Fixes metadata log spam
- Port additional handling for weirdly formatted bedrock animation jsons
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable in GeoItem
- Add support for scale attribute/missing shaking for GeoReplaced
- Fix stale buffer on Entities/Layers
- Changed reload default to insert key
release
azurelib-fabric-1.17.1 1.0.16
1.0.164 июл. 2024 г.58Minecraft: 1.17.1fabric
Что нового
v1.0.16
- Adds headers to Geckolib forked classes
- Make handleAnimations no longer final
- Set up lighting before getting VertexConsumer in GeoItemRender
- Fixes metadata log spam
- Port additional handling for weirdly formatted bedrock animation jsons
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable in GeoItem
- Add support for scale attribute/missing shaking for GeoReplaced
- Fix stale buffer on Entities/Layers
- Changed reload default to insert key
release
azurelib-fabric-1.16.5 1.0.40
1.0.404 июл. 2024 г.67Minecraft: 1.16.5fabric
Что нового
v1.0.40
- Adds headers to classes, because some people are cry babies regarding forks.
- Fixes a few JavaDocs.
- Changed reload keybind default to insert key.
release
azurelib-forge-1.16.5 1.0.40
1.0.404 июл. 2024 г.59Minecraft: 1.16.5forge
Что нового
v1.0.40
- Adds headers to classes, because some people are cry babies regarding forks.
- Fixes a few JavaDocs.
- Changed reload keybind default to insert key.
release
azurelib-forge-1.15.2 1.0.0
1.0.03 июл. 2024 г.66Minecraft: 1.15.2forge
Что нового
v1.0.39
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
release
neo 2.3.9
2.3.92 июл. 2024 г.116Minecraft: 1.21neoforge
Что нового
v2.3.9
- Remove unneeded 0.01f translate in GeoEntityRenderer
- Rewrite events using Services
release
fabric 2.3.9
2.3.92 июл. 2024 г.328Minecraft: 1.21fabric, quilt
Что нового
v2.3.9
- Remove unneeded 0.01f translate in GeoEntityRenderer
- Rewrite events using Services
release
neo 2.2.10
2.2.102 июл. 2024 г.50Minecraft: 1.20.6neoforge
Что нового
v2.2.10
- Remove unneeded 0.01f translate in GeoEntityRenderer
- Rewrite events using Services
release
fabric 2.2.10
2.2.102 июл. 2024 г.94Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.10
- Remove unneeded 0.01f translate in GeoEntityRenderer
- Rewrite events using Services
release
neoforge 2.1.14
2.1.142 июл. 2024 г.47Minecraft: 1.20.4neoforge
Что нового
v2.1.14
- Remove unneeded 0.01f translate in GeoEntityRenderer
- Rewrite events using Services
release
fabric 2.1.14
2.1.142 июл. 2024 г.190Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.14
- Remove unneeded 0.01f translate in GeoEntityRenderer
- Rewrite events using Services
release
fabric 2.0.28
2.0.282 июл. 2024 г.3,3 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.28
- Remove unneeded 0.01f translate in GeoEntityRenderer
- Rewrite events using Services
release
neoforge 2.0.28
2.0.282 июл. 2024 г.1,5 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.28
- Remove unneeded 0.01f translate in GeoEntityRenderer
- Rewrite events using Services
release
fabric 2.3.8
2.3.827 июн. 2024 г.2 тыс.Minecraft: 1.21fabric, quilt
Что нового
v2.3.8
- Fixes registerEntity defaulting to Mob instead of Entity.
- Fixes Structure registerStructure not using the proper setup.
release
neo 2.3.8
2.3.827 июн. 2024 г.114Minecraft: 1.21neoforge
Что нового
v2.3.8
- Fixes registerEntity defaulting to Mob instead of Entity.
- Fixes Structure registerStructure not using the proper setup.
release
fabric 2.3.7
2.3.727 июн. 2024 г.102Minecraft: 1.21fabric, quilt
Что нового
v2.3.7
- Fixes Fluid/Effect Common Registry being classes not interfaces.
release
neo 2.3.7
2.3.727 июн. 2024 г.61Minecraft: 1.21neoforge
Что нового
v2.3.7
- Fixes Fluid/Effect Common Registry being classes not interfaces.
release
neo 2.3.6
2.3.627 июн. 2024 г.51Minecraft: 1.21neoforge
Что нового
v2.3.6
- Adds Fluid/Effect Common Registry.
release
fabric 2.3.6
2.3.627 июн. 2024 г.67Minecraft: 1.21fabric, quilt
Что нового
v2.3.6
- Adds Fluid/Effect Common Registry.
release
fabric 2.3.5
2.3.527 июн. 2024 г.111Minecraft: 1.21fabric, quilt
Что нового
v2.3.5
- Implemented helpers for making Common Registries easier for my mods.
- Removed AzureSpawnEgg/NeoForgeAzureSpawnEgg in favor of above system.
- Moved Light Block/Entity to new system.
release
neo 2.3.5
2.3.527 июн. 2024 г.82Minecraft: 1.21neoforge
Что нового
v2.3.5
- Implemented helpers for making Common Registries easier for my mods.
- Removed AzureSpawnEgg/NeoForgeAzureSpawnEgg in favor of above system.
- Moved Light Block/Entity to new system.
release
fabric 2.3.4
2.3.425 июн. 2024 г.802Minecraft: 1.21fabric, quilt
Что нового
v2.3.4
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
release
neo 2.3.4
2.3.425 июн. 2024 г.207Minecraft: 1.21neoforge
Что нового
v2.3.4
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
release
neo 2.2.9
2.2.925 июн. 2024 г.72Minecraft: 1.20.6neoforge
Что нового
v2.2.9
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
release
fabric 2.2.9
2.2.925 июн. 2024 г.256Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.9
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
release
fabric 2.1.13
2.1.1325 июн. 2024 г.524Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.13
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
release
neoforge 2.1.13
2.1.1325 июн. 2024 г.56Minecraft: 1.20.4neoforge
Что нового
v2.1.13
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
release
fabric 2.0.27
2.0.2725 июн. 2024 г.11,4 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.27
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
release
neoforge 2.0.27
2.0.2725 июн. 2024 г.4,7 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.27
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
release
1.0.38
1.0.3825 июн. 2024 г.196Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.38
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
release
1.0.38
1.0.3825 июн. 2024 г.72Minecraft: 1.19.4forge
Что нового
v1.0.38
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
release
1.0.44
1.0.4425 июн. 2024 г.894Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.44
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
release
1.0.44
1.0.4425 июн. 2024 г.219Minecraft: 1.19.2forge
Что нового
v1.0.44
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
release
1.0.35
1.0.3525 июн. 2024 г.89Minecraft: 1.18.2forge
Что нового
v1.0.35
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
release
1.0.35
1.0.3525 июн. 2024 г.118Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.35
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
release
1.0.39
1.0.3925 июн. 2024 г.67Minecraft: 1.16.5fabric
Что нового
v1.0.39
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
release
1.0.39
1.0.3925 июн. 2024 г.51Minecraft: 1.16.5forge
Что нового
v1.0.39
- Port Easing Fix
- Add a helper SingleteonGeoAnimatable#registerSyncedAnimatable
- Fixes isPerspectiveAware JavaDoc
- Fix stale buffer on Entities/Layers
- Add support for scale attribute/missing shaking for GeoReplaced
release
fabric 2.3.3
2.3.325 июн. 2024 г.88Minecraft: 1.21fabric, quilt
Что нового
v2.3.3
- Fixes Config packet breaking server connections.
release
neo 2.3.3
2.3.325 июн. 2024 г.48Minecraft: 1.21neoforge
Что нового
v2.3.3
- Fixes Config packet breaking server connections.
release
neo 2.2.8
2.2.825 июн. 2024 г.45Minecraft: 1.20.6neoforge
Что нового
v2.2.8
- Fixes Config packet breaking server connections.
release
fabric 2.2.8
2.2.825 июн. 2024 г.68Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.8
- Fixes Config packet breaking server connections.
release
neo 2.3.2
2.3.220 июн. 2024 г.116Minecraft: 1.21neoforge
Что нового
v2.3.2
- Fixes Config Screen Scrollbar not rendering correctly/not scolling.
release
fabric 2.3.2
2.3.220 июн. 2024 г.489Minecraft: 1.21fabric, quilt
Что нового
v2.3.2
- Fixes Config Screen Scrollbar not rendering correctly/not scolling.
release
neoforge 2.0.26
2.0.2619 июн. 2024 г.5,7 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.26
- Revert Keybinding changes
release
fabric 2.0.26
2.0.2619 июн. 2024 г.18,7 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.26
- Revert Keybinding changes
release
fabric 2.3.1
2.3.118 июн. 2024 г.255Minecraft: 1.21fabric, quilt
Что нового
v2.3.1
- Move Keybind system to needing AzureLib.hasKeyBindsInitialized = true called to enable them.
- Update pack.mcmeta version
release
neo 2.3.1
2.3.118 июн. 2024 г.94Minecraft: 1.21neoforge
Что нового
v2.3.1
- Move Keybind system to needing AzureLib.hasKeyBindsInitialized = true called to enable them.
- Update pack.mcmeta version
release
neoforge 2.1.12
2.1.1218 июн. 2024 г.59Minecraft: 1.20.4neoforge
Что нового
v2.1.12
- Revert Keybinding changes
release
fabric 2.1.12
2.1.1218 июн. 2024 г.1,6 тыс.Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.12
- Revert Keybinding changes
release
neo 2.2.7
2.2.718 июн. 2024 г.60Minecraft: 1.20.6neoforge
Что нового
v2.2.7
- Revert Keybinding changes
release
fabric 2.2.7
2.2.718 июн. 2024 г.331Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.7
- Revert Keybinding changes
release
neo 2.3.0
2.3.013 июн. 2024 г.123Minecraft: 1.21neoforge
Что нового
v2.3.0
- Ported to 1.21
release
fabric 2.3.0
2.3.013 июн. 2024 г.420Minecraft: 1.21fabric, quilt
Что нового
v2.3.0
- Ported to 1.21
release
neo 2.2.6
2.2.610 июн. 2024 г.110Minecraft: 1.20.6neoforge
Что нового
v2.2.6
- Fixes inverted firePreRenderEvent on NeoForge.
- Port additional handling for weirdly formatted bedrock animation jsons.
release
fabric 2.2.6
2.2.610 июн. 2024 г.600Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.6
- Fixes inverted firePreRenderEvent on NeoForge.
- Port additional handling for weirdly formatted bedrock animation jsons.
release
fabric 2.1.11
2.1.1110 июн. 2024 г.738Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.11
- Fixes inverted firePreRenderEvent on NeoForge.
- Port additional handling for weirdly formatted bedrock animation jsons.
release
neoforge 2.1.11
2.1.1110 июн. 2024 г.75Minecraft: 1.20.4neoforge
Что нового
v2.1.11
- Fixes inverted firePreRenderEvent on NeoForge.
- Port additional handling for weirdly formatted bedrock animation jsons.
release
fabric 2.0.25
2.0.2510 июн. 2024 г.35,2 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.25
- Fixes inverted firePreRenderEvent on NeoForge.
- Port additional handling for weirdly formatted bedrock animation jsons.
release
neoforge 2.0.25
2.0.2510 июн. 2024 г.63,8 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.25
- Fixes inverted firePreRenderEvent on NeoForge.
- Port additional handling for weirdly formatted bedrock animation jsons.
release
1.0.37
1.0.3710 июн. 2024 г.88Minecraft: 1.19.4forge
Что нового
v1.0.37
- Port additional handling for weirdly formatted bedrock animation jsons
release
1.0.37
1.0.3710 июн. 2024 г.148Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.37
- Port additional handling for weirdly formatted bedrock animation jsons
release
1.0.43
1.0.4310 июн. 2024 г.426Minecraft: 1.19.2forge
Что нового
v1.0.43
- Port additional handling for weirdly formatted bedrock animation jsons
release
1.0.43
1.0.4310 июн. 2024 г.494Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.43
- Port additional handling for weirdly formatted bedrock animation jsons
release
1.0.34
1.0.3410 июн. 2024 г.192Minecraft: 1.18.2forge
Что нового
v1.0.34
- Port additional handling for weirdly formatted bedrock animation jsons
release
1.0.34
1.0.3410 июн. 2024 г.84Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.34
- Port additional handling for weirdly formatted bedrock animation jsons
release
1.0.38
1.0.3810 июн. 2024 г.81Minecraft: 1.16.5forge
Что нового
v1.0.38
- Port additional handling for weirdly formatted bedrock animation jsons.
release
1.0.38
1.0.3810 июн. 2024 г.85Minecraft: 1.16.5fabric
Что нового
v1.0.38
- Port additional handling for weirdly formatted bedrock animation jsons.
release
1.0.37
1.0.374 июн. 2024 г.74Minecraft: 1.16.5fabric
Что нового
v1.0.37
- Fixes Animatable texture issues, restoring it's use again.
release
1.0.37
1.0.374 июн. 2024 г.70Minecraft: 1.16.5forge
Что нового
v1.0.37
- Fixes Animatable texture issues, restoring it's use again.
release
1.0.36
1.0.364 июн. 2024 г.52Minecraft: 1.16.5forge
Что нового
v1.0.36
- Make handleAnimations no longer final in GeoModel
- Set up lighting before getting VertexConsumer on GeoItems
release
neo 2.2.5
2.2.54 июн. 2024 г.76Minecraft: 1.20.6neoforge
Что нового
v2.2.5
- Make handleAnimations no longer final in GeoModel
- Set up lighting before getting VertexConsumer on GeoItems
release
fabric 2.2.5
2.2.54 июн. 2024 г.160Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.5
- Make handleAnimations no longer final in GeoModel
- Set up lighting before getting VertexConsumer on GeoItems
release
fabric 2.1.10
2.1.104 июн. 2024 г.638Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.10
- Make handleAnimations no longer final in GeoModel
- Set up lighting before getting VertexConsumer on GeoItems
release
neoforge 2.1.10
2.1.104 июн. 2024 г.56Minecraft: 1.20.4neoforge
Что нового
v2.1.10
- Make handleAnimations no longer final in GeoModel
- Set up lighting before getting VertexConsumer on GeoItems
release
fabric 2.0.24
2.0.244 июн. 2024 г.10,3 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.24
- Make handleAnimations no longer final in GeoModel
- Set up lighting before getting VertexConsumer on GeoItems
release
neoforge 2.0.24
2.0.244 июн. 2024 г.10,6 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.24
- Make handleAnimations no longer final in GeoModel
- Set up lighting before getting VertexConsumer on GeoItems
release
1.0.36
1.0.364 июн. 2024 г.110Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.36
- Make handleAnimations no longer final in GeoModel
- Set up lighting before getting VertexConsumer on GeoItems
release
1.0.36
1.0.364 июн. 2024 г.53Minecraft: 1.19.4forge
Что нового
v1.0.36
- Make handleAnimations no longer final in GeoModel
- Set up lighting before getting VertexConsumer on GeoItems
release
1.0.42
1.0.424 июн. 2024 г.278Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.42
- Make handleAnimations no longer final in GeoModel
- Set up lighting before getting VertexConsumer on GeoItems
release
1.0.42
1.0.424 июн. 2024 г.172Minecraft: 1.19.2forge
Что нового
v1.0.42
- Make handleAnimations no longer final in GeoModel
- Set up lighting before getting VertexConsumer on GeoItems
release
1.0.33
1.0.334 июн. 2024 г.55Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.33
- Make handleAnimations no longer final in GeoModel
- Set up lighting before getting VertexConsumer on GeoItems
- Fixes metadata log spam
release
1.0.33
1.0.334 июн. 2024 г.79Minecraft: 1.18.2forge
Что нового
v1.0.33
- Make handleAnimations no longer final in GeoModel
- Set up lighting before getting VertexConsumer on GeoItems
- Fixes metadata log spam
release
1.0.36
1.0.364 июн. 2024 г.48Minecraft: 1.16.5fabric
Что нового
v1.0.36
- Make handleAnimations no longer final in GeoModel
- Set up lighting before getting VertexConsumer on GeoItems
release
neo 2.2.4
2.2.428 мая 2024 г.71Minecraft: 1.20.6neoforge
Что нового
v2.2.4
- Only register AzureLib keybinds if my mods are installed.
- Makes NeoForge event public.
release
fabric 2.2.4
2.2.428 мая 2024 г.155Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.4
- Only register AzureLib keybinds if my mods are installed.
- Makes NeoForge event public.
release
neoforge 2.1.9
2.1.928 мая 2024 г.62Minecraft: 1.20.4neoforge
Что нового
v2.1.9
- Only register AzureLib keybinds if my mods are installed.
- Makes NeoForge event public.
release
fabric 2.1.9
2.1.928 мая 2024 г.2,3 тыс.Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.9
- Only register AzureLib keybinds if my mods are installed.
- Makes NeoForge event public.
release
fabric 2.0.222
2.0.22228 мая 2024 г.9,9 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.23
- Only register AzureLib keybinds if my mods are installed.
- Makes NeoForge event public.
release
neoforge 2.0.222
2.0.22228 мая 2024 г.6,9 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.23
- Only register AzureLib keybinds if my mods are installed.
- Makes NeoForge event public.
release
1.0.35
1.0.3515 мая 2024 г.100Minecraft: 1.16.5fabric
Что нового
v1.0.35
- Disables Animated Texture support due to resource bug causing player skins to break.
release
1.0.35
1.0.3515 мая 2024 г.86Minecraft: 1.16.5forge
Что нового
v1.0.35
- Disables Animated Texture support due to resource bug causing player skins to break.
release
1.0.34
1.0.3415 мая 2024 г.50Minecraft: 1.16.5fabric
Что нового
v1.0.34
- Fixes models not rendering, curse you MatrixStack!
- Fixes Item/Armor rendering.
release
1.0.34
1.0.3415 мая 2024 г.57Minecraft: 1.16.5forge
Что нового
v1.0.34
- Fixes Item/Armor rendering.
release
1.0.33
1.0.3315 мая 2024 г.36Minecraft: 1.16.5forge
Что нового
v1.0.33
- Fixes models not rendering, curse you MatrixStack!
- Rebackported a ton of core stuff, only affects the mods core code.
release
neo 2.2.3
2.2.39 мая 2024 г.85Minecraft: 1.20.6neoforge
Что нового
v2.2.3
- Fixes enchants applying to random items.
release
fabric 2.2.3
2.2.39 мая 2024 г.274Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.3
- Fixes enchants applying to random items.
release
fabric 2.1.8
2.1.89 мая 2024 г.1,5 тыс.Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.8
- Fixes enchants applying to random items.
release
neoforge 2.1.8
2.1.89 мая 2024 г.77Minecraft: 1.20.4neoforge
Что нового
v2.1.8
- Fixes enchants applying to random items.
release
fabric 2.0.22
2.0.229 мая 2024 г.53,6 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.22
- Fixes enchants applying to random items.
release
neoforge 2.0.22
2.0.229 мая 2024 г.39,5 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.22
- Fixes enchants applying to random items.
release
neo 2.2.2
2.2.230 апр. 2024 г.91Minecraft: 1.20.6neoforge
Что нового
v2.2.2
- Updated for 1.20.6
release
fabric 2.2.2
2.2.230 апр. 2024 г.203Minecraft: 1.20.6fabric, quilt
Что нового
v2.2.2
- Updated for 1.20.6
release
neo 2.2.1
2.2.128 апр. 2024 г.144Minecraft: 1.20.5neoforge
Что нового
v2.2.1
- Update getRenderProvider to no longer use Object but instead RenderProvider
- getRenderProvider no longer needs called by modders.
- Moved more plain Execptions to AzureLibExpections instead.
- General clean up of code.
release
fabric 2.2.1
2.2.128 апр. 2024 г.381Minecraft: 1.20.5fabric, quilt
Что нового
v2.2.1
- Update getRenderProvider to no longer use Object but instead RenderProvider
- getRenderProvider no longer needs called by modders.
- Moved more plain Execptions to AzureLibExpections instead.
- General clean up of code.
release
neo 2.2.0
2.2.026 апр. 2024 г.69Minecraft: 1.20.5neoforge
Что нового
v2.2.0
- Fix createRenderer to RenderProvider instead of Object
- Updated to 1.20.5!
release
fabric 2.2.0
2.2.026 апр. 2024 г.110Minecraft: 1.20.5fabric, quilt
Что нового
v2.2.0
- Fix createRenderer to RenderProvider instead of Object
- Updated to 1.20.5!
release
fabric 2.1.7
2.1.722 апр. 2024 г.1,1 тыс.Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.7
- Fixes error message about armor missing textures.
- Started releasing common source for Mulitloader setups.
release
neoforge 2.1.7
2.1.722 апр. 2024 г.95Minecraft: 1.20.4neoforge
Что нового
v2.1.7
- Fixes error message about armor missing textures.
- Started releasing common source for Mulitloader setups.
release
neoforge 2.0.21
2.0.2122 апр. 2024 г.9,2 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.21
- Fixes error message about armor missing textures.
- Started releasing common source for Mulitloader setups.
release
fabric 2.0.21
2.0.2122 апр. 2024 г.38,5 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.21
- Fixes error message about armor missing textures.
- Started releasing common source for Mulitloader setups.
release
neoforge 2.1.6
2.1.627 февр. 2024 г.382Minecraft: 1.20.4neoforge
Что нового
v2.1.6
- Fixes missing Fabric packet registration
release
fabric 2.1.6
2.1.627 февр. 2024 г.7,5 тыс.Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.6
- Fixes missing Fabric packet registration
release
neoforge 2.1.5
2.1.530 янв. 2024 г.220Minecraft: 1.20.4neoforge
Что нового
v2.1.5
- Fixes name rendering on non-living entities, such as projectiles.
release
fabric 2.1.5
2.1.530 янв. 2024 г.919Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.5
- Fixes name rendering on non-living entities, such as projectiles.
release
fabric 2.0.20
2.0.2030 янв. 2024 г.116,6 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.20
- Fixes name rendering on non-living entities such as projectiles
release
neoforge 2.0.20
2.0.2030 янв. 2024 г.172,8 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.20
- Fixes name rendering on non-living entities such as projectiles
release
1.0.35
1.0.3530 янв. 2024 г.780Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.35
- Fixes name rendering on non-living entities such as projectiles
release
1.0.35
1.0.3530 янв. 2024 г.330Minecraft: 1.19.4forge
Что нового
v1.0.35
- Fixes name rendering on non-living entities such as projectiles
release
1.0.41
1.0.4130 янв. 2024 г.2,9 тыс.Minecraft: 1.19.2forge
Что нового
v1.0.41
- Fixes name rendering on non-living entities such as projectiles
release
1.0.41
1.0.4130 янв. 2024 г.23,4 тыс.Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.41
- Fixes name rendering on non-living entities such as projectiles
release
1.0.32
1.0.3230 янв. 2024 г.188Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.32
- Fixes name rendering on non-living entities such as projectiles
release
1.0.32
1.0.3230 янв. 2024 г.350Minecraft: 1.18.2forge
Что нового
v1.0.32
- Fixes name rendering on non-living entities such as projectiles
release
1.0.15
1.0.1530 янв. 2024 г.477Minecraft: 1.17.1forge
Что нового
v1.0.15
- Fixes name rendering on non-living entities such as projectiles
release
1.0.15
1.0.1530 янв. 2024 г.157Minecraft: 1.17.1fabric
Что нового
v1.0.15
- Fixes name rendering on non-living entities such as projectiles
release
1.0.32
1.0.3230 янв. 2024 г.130Minecraft: 1.16.5fabric
Что нового
v1.0.32
- Fixes name rendering on non-living entities such as projectiles
- Fixes model file loading.
release
1.0.32
1.0.3230 янв. 2024 г.208Minecraft: 1.16.5forge
Что нового
v1.0.32
- Fixes name rendering on non-living entities such as projectiles
- Fixes model file loading.
release
fabric 2.1.4
2.1.418 янв. 2024 г.392Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.4
- Fixes isReRender not being passed correctly.
- Port support for Teams for nametag rendering.
release
neoforge 2.1.4
2.1.418 янв. 2024 г.63Minecraft: 1.20.4neoforge
Что нового
v2.1.4
- Fixes isReRender not being passed correctly.
- Port support for Teams for nametag rendering.
release
fabric 2.0.19
2.0.1918 янв. 2024 г.40,5 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.19
- Fixes isReRender not being passed correctly.
- Port support for Teams for nametag rendering.
release
neoforge 2.0.19
2.0.1918 янв. 2024 г.38,3 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.19
- Fixes isReRender not being passed correctly.
- Port support for Teams for nametag rendering.
release
1.0.34
1.0.3418 янв. 2024 г.193Minecraft: 1.19.4fabric
Что нового
v1.0.34
- Fixes isReRender not being passed correctly.
- Port support for Teams for nametag rendering.
release
1.0.40
1.0.4018 янв. 2024 г.471Minecraft: 1.19.2fabric
Что нового
v1.0.40
- Blacklist Geckolib3 asset namespace.
- Fixes isReRender not being passed correctly.
- Port support for Teams for nametag rendering.
release
1.0.34
1.0.3418 янв. 2024 г.76Minecraft: 1.19.4forge
Что нового
v1.0.34
- Fixes isReRender not being passed correctly.
- Port support for Teams for nametag rendering.
release
1.0.40
1.0.4018 янв. 2024 г.329Minecraft: 1.19.2forge
Что нового
v1.0.40
- Blacklist Geckolib3 asset namespace.
- Fixes isReRender not being passed correctly.
- Port support for Teams for nametag rendering.
release
1.0.31
1.0.3118 янв. 2024 г.50Minecraft: 1.18.2fabric
Что нового
v1.0.31
- Blacklist Geckolib3 asset namespace.
- Fixes isReRender not being passed correctly.
- Port support for Teams for nametag rendering.
release
1.0.14
1.0.1418 янв. 2024 г.48Minecraft: 1.17.1fabric
Что нового
v1.0.14
- Blacklist Geckolib3 asset namespace.
- Fixes isReRender not being passed correctly.
- Port support for Teams for nametag rendering.
release
1.0.31
1.0.3118 янв. 2024 г.53Minecraft: 1.16.5fabric
Что нового
v1.0.31
- Blacklist Geckolib3 asset namespace.
- Fixes isReRender not being passed correctly.
- Port support for Teams for nametag rendering.
release
1.0.31
1.0.3118 янв. 2024 г.69Minecraft: 1.18.2forge
Что нового
v1.0.31
- Blacklist Geckolib3 asset namespace.
- Fixes isReRender not being passed correctly.
- Port support for Teams for nametag rendering.
release
1.0.14
1.0.1418 янв. 2024 г.39Minecraft: 1.17.1forge
Что нового
v1.0.14
- Blacklist Geckolib3 asset namespace.
- Fixes isReRender not being passed correctly.
- Port support for Teams for nametag rendering.
release
1.0.31
1.0.3118 янв. 2024 г.57Minecraft: 1.16.5forge
Что нового
v1.0.31
- Blacklist Geckolib3 asset namespace.
- Fixes isReRender not being passed correctly.
- Port support for Teams for nametag rendering.
release
fabric 2.1.3
2.1.38 янв. 2024 г.331Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.3
- Updated for change with NeoForge networking update. Some Fabric changes were done as well with this.
release
neoforge 2.1.3
2.1.38 янв. 2024 г.47Minecraft: 1.20.4neoforge
Что нового
v2.1.3
- Updated for change with NeoForge networking update. Some Fabric changes were done as well with this.
release
fabric 2.1.2
2.1.223 дек. 2023 г.218Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.2
- Updated for change with NeoForge requires in TOMl
- Removed BaseGunItem in favor of AzureBaseGunItem
release
neoforge 2.1.2
2.1.223 дек. 2023 г.56Minecraft: 1.20.4neoforge
Что нового
v2.1.2
- Updated for change with NeoForge requires in TOMl
- Removed BaseGunItem in favor of AzureBaseGunItem
release
fabric 2.0.18
2.0.1823 дек. 2023 г.205 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.18
- Backported AzureBaseGunItem
release
neoforge 2.0.18
2.0.1823 дек. 2023 г.6,2 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.18
- Backported AzureBaseGunItem
release
neoforge 2.1.1
2.1.119 дек. 2023 г.81Minecraft: 1.20.4neoforge
Что нового
v2.1.1
- Fixes GeoEntityRenderer not applying the shaking rotations when frozen.
release
fabric 2.1.1
2.1.119 дек. 2023 г.111Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.1
- Fixes GeoEntityRenderer not applying the shaking rotations when frozen.
release
fabric 2.0.13
2.0.1319 дек. 2023 г.11,2 тыс.Minecraft: 1.20.2fabric, quilt
Что нового
v2.0.13
- Fixes GeoEntityRenderer not applying the shaking rotations when frozen.
release
neoforge 2.0.13
2.0.1319 дек. 2023 г.372Minecraft: 1.20.2neoforge
Что нового
v2.0.13
- Fixes GeoEntityRenderer not applying the shaking rotations when frozen.
release
fabric 2.0.17
2.0.1719 дек. 2023 г.2,6 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.17
- Fixes GeoEntityRenderer not applying the shaking rotations when frozen.
release
neoforge 2.0.17
2.0.1719 дек. 2023 г.1,2 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.17
- Fixes GeoEntityRenderer not applying the shaking rotations when frozen.
release
1.0.33
1.0.3319 дек. 2023 г.139Minecraft: 1.19.4forge
Что нового
v1.0.33
- Fixes GeoEntityRender missing the shaking effect from the mob being frozen.
release
1.0.33
1.0.3319 дек. 2023 г.183Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.33
- Fixes GeoEntityRender missing the shaking effect from the mob being frozen.
release
1.0.39
1.0.3919 дек. 2023 г.1,3 тыс.Minecraft: 1.19.2forge
Что нового
v1.0.39
- Fixes GeoEntityRender missing the shaking effect from the mob being frozen.
- Filters yet another mcraptor mods broken animations.
release
1.0.39
1.0.3919 дек. 2023 г.1,7 тыс.Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.39
- Fixes GeoEntityRender missing the shaking effect from the mob being frozen.
- Filters yet another mcraptor mods broken animations.
release
1.0.30
1.0.3019 дек. 2023 г.60Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.30
- Fixes GeoEntityRender missing the shaking effect from the mob being frozen.
- Filters yet another mcraptor mods broken animations.
release
1.0.30
1.0.3019 дек. 2023 г.89Minecraft: 1.18.2forge
Что нового
v1.0.30
- Fixes GeoEntityRender missing the shaking effect from the mob being frozen.
- Filters yet another mcraptor mods broken animations.
release
1.0.13
1.0.1319 дек. 2023 г.68Minecraft: 1.17.1forge
Что нового
v1.0.13
- Fixes GeoEntityRender missing the shaking effect from the mob being frozen.
- Filters yet another mcraptor mods broken animations.
release
1.0.13
1.0.1319 дек. 2023 г.56Minecraft: 1.17.1fabric
Что нового
v1.0.13
- Fixes GeoEntityRender missing the shaking effect from the mob being frozen.
- Filters yet another mcraptor mods broken animations.
release
1.0.30
1.0.3019 дек. 2023 г.53Minecraft: 1.16.5fabric
Что нового
v1.0.30
- Backup port the shaking effect, allowing the modder to override isShaking to define it since frozen wasn't added until 1.17
- Filters yet another mcraptor mods broken animations.
release
1.0.30
1.0.3019 дек. 2023 г.67Minecraft: 1.16.5forge
Что нового
v1.0.30
- Backup port the shaking effect, allowing the modder to override isShaking to define it since frozen wasn't added until 1.17
- Filters yet another mcraptor mods broken animations.
release
neoforge 2.1.0
2.1.07 дек. 2023 г.95Minecraft: 1.20.4neoforge
Что нового
v2.1.0
- Updated to 1.20.3
release
fabric 2.1.0
2.1.07 дек. 2023 г.605Minecraft: 1.20.4fabric, quilt
Что нового
v2.1.0
- Updated to 1.20.3
release
fabric 2.1.0
2.1.06 дек. 2023 г.400Minecraft: 1.20.3fabric, quilt
Что нового
v2.1.0
- Updated to 1.20.3
release
neoforge 2.1.0
2.1.05 дек. 2023 г.91Minecraft: 1.20.3neoforge
Что нового
v2.1.0
- Updated to 1.20.3
release
fabric 2.0.12
2.0.125 дек. 2023 г.303Minecraft: 1.20.2fabric, quilt
Что нового
v2.0.12
- Port ItemArmorGeoLayer tweak
- Port DyeableGeoArmorRenderer
- Port getPackedOverlay change
release
neoforge 2.0.12
2.0.125 дек. 2023 г.47Minecraft: 1.20.2neoforge
Что нового
v2.0.12
- Port ItemArmorGeoLayer tweak
- Port DyeableGeoArmorRenderer
- Port getPackedOverlay change
release
fabric 2.0.16
2.0.165 дек. 2023 г.42,4 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.16
- Port ItemArmorGeoLayer tweak
- Port DyeableGeoArmorRenderer
- Port getPackedOverlay change
release
neoforge 2.0.16
2.0.165 дек. 2023 г.31,5 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.16
- Port ItemArmorGeoLayer tweak
- Port DyeableGeoArmorRenderer
- Port getPackedOverlay change
release
1.0.32
1.0.325 дек. 2023 г.69Minecraft: 1.19.4forge
Что нового
v1.0.32
- Port ItemArmorGeoLayer tweak
- Port DyeableGeoArmorRenderer
- Port getPackedOverlay change
release
1.0.32
1.0.325 дек. 2023 г.109Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.32
- Port ItemArmorGeoLayer tweak
- Port DyeableGeoArmorRenderer
- Port getPackedOverlay change
release
1.0.38
1.0.385 дек. 2023 г.314Minecraft: 1.19.2forge
Что нового
v1.0.38
- Port ItemArmorGeoLayer tweak
- Port DyeableGeoArmorRenderer
- Port getPackedOverlay change
release
1.0.38
1.0.385 дек. 2023 г.3,2 тыс.Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.38
- Use generic type instead of BlockEntity when overriding BlockEntityRenderer#render
release
1.0.29
1.0.295 дек. 2023 г.144Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.29
- Port ItemArmorGeoLayer tweak
- Port DyeableGeoArmorRenderer
- Port getPackedOverlay change
release
1.0.29
1.0.295 дек. 2023 г.105Minecraft: 1.18.2forge
Что нового
v1.0.29
- Port ItemArmorGeoLayer tweak
- Port DyeableGeoArmorRenderer
- Port getPackedOverlay change
release
1.0.12
1.0.125 дек. 2023 г.58Minecraft: 1.17.1forge
Что нового
v1.0.12
- Port ItemArmorGeoLayer tweak
- Port DyeableGeoArmorRenderer
- Port getPackedOverlay change
release
1.0.12
1.0.125 дек. 2023 г.38Minecraft: 1.17.1fabric
Что нового
v1.0.12
- Port ItemArmorGeoLayer tweak
- Port DyeableGeoArmorRenderer
- Port getPackedOverlay change
release
1.0.29
1.0.295 дек. 2023 г.196Minecraft: 1.16.5fabric
Что нового
v1.0.29
- Port ItemArmorGeoLayer tweak
- Port DyeableGeoArmorRenderer
- Port getPackedOverlay change
release
1.0.29
1.0.295 дек. 2023 г.76Minecraft: 1.16.5forge
Что нового
v1.0.29
- Port ItemArmorGeoLayer tweak
- Port DyeableGeoArmorRenderer
- Port getPackedOverlay change
release
neoforge 2.0.11
2.0.115 дек. 2023 г.41Minecraft: 1.20.2neoforge
Что нового
v2.0.11
- Mixin into ClientHooks to apply AzureLib Armor armor model to entities.
release
neoforge 2.0.15
2.0.155 дек. 2023 г.138Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.15
- Mixin into ClientHooks to apply AzureLib Armor armor model to entities.
release
fabric 2.0.10
2.0.105 дек. 2023 г.83Minecraft: 1.20.2fabric, quilt
Что нового
v2.0.10
- Registers KeyBind always, just unbound. Closes #35
- Adds missing lang file for keybind.
release
neoforge 2.0.10
2.0.105 дек. 2023 г.50Minecraft: 1.20.2neoforge
Что нового
v2.0.10
- Registers KeyBind always, just unbound. Closes #35
- Adds missing lang file for keybind.
release
fabric 2.0.14
2.0.145 дек. 2023 г.475Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.14
- Registers KeyBind always, just unbound. Closes #35
- Adds missing lang file for keybind.
release
neoforge 2.0.14
2.0.145 дек. 2023 г.147Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.14
- Registers KeyBind always, just unbound. Closes #35
- Adds missing lang file for keybind.
release
fabric 2.0.9
2.0.94 дек. 2023 г.122Minecraft: 1.20.2fabric, quilt
Что нового
v2.0.9
- Adds new Optifine screen if Optifine is installed. This can be disabled via the AzureLib config.
- Adds new KeyBind for my gun weapons.
release
neoforge 2.0.9
2.0.94 дек. 2023 г.40Minecraft: 1.20.2neoforge
Что нового
v2.0.9
- Adds new Optifine screen if Optifine is installed. This can be disabled via the AzureLib config.
- Adds new KeyBind for my gun weapons.
release
fabric 2.0.13
2.0.134 дек. 2023 г.4,9 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.13
- Adds new Optifine screen if Optifine is installed. This can be disabled via the AzureLib config.
- Adds new KeyBind for my gun weapons.
release
neoforge 2.0.13
2.0.134 дек. 2023 г.318Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.13
- Adds new Optifine screen if Optifine is installed. This can be disabled via the AzureLib config.
- Adds new KeyBind for my gun weapons.
release
fabric 2.0.8
2.0.827 нояб. 2023 г.355Minecraft: 1.20.2fabric, quilt
Что нового
v2.0.8
- Fixes the HumanoidArmorLayer fix reverting. Stupid git.
release
neoforge 2.0.8
2.0.827 нояб. 2023 г.66Minecraft: 1.20.2neoforge
Что нового
v2.0.8
- Fixes the HumanoidArmorLayer fix reverting. Stupid git.
release
fabric 2.0.12
2.0.1227 нояб. 2023 г.8,4 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.12
- Fixes the HumanoidArmorLayer fix reverting. Stupid git.
release
neoforge 2.0.12
2.0.1227 нояб. 2023 г.53,9 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.12
- Fixes the HumanoidArmorLayer fix reverting. Stupid git.
release
fabric 2.0.7
2.0.725 нояб. 2023 г.199Minecraft: 1.20.2fabric, quilt
Что нового
v2.0.7
- Adds Incendiary Enchantment to Consecration Holy tag
release
neoforge 2.0.7
2.0.725 нояб. 2023 г.39Minecraft: 1.20.2neoforge
Что нового
v2.0.7
- Adds Incendiary Enchantment to Consecration Holy tag
release
fabric 2.0.11
2.0.1125 нояб. 2023 г.1,4 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.11
- Adds Incendiary Enchantment to Consecration Holy tag
release
neoforge 2.0.11
2.0.1125 нояб. 2023 г.3,1 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.11
- Adds Incendiary Enchantment to Consecration Holy tag
release
fabric 2.0.6
2.0.624 нояб. 2023 г.73Minecraft: 1.20.2fabric, quilt
Что нового
v2.0.6
- Fixes crash on startup.
- Fixes missing enchantment lang.
release
neoforge 2.0.6
2.0.624 нояб. 2023 г.44Minecraft: 1.20.2neoforge
Что нового
v2.0.6
- Fixes crash on startup.
- Fixes missing enchantment lang.
release
fabric 2.0.10
2.0.1024 нояб. 2023 г.340Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.10
- Fixes crash on startup.
- Fixes missing enchantment lang.
release
neoforge 2.0.10
2.0.1024 нояб. 2023 г.161Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.10
- Fixes crash on startup.
- Fixes missing enchantment lang.
release
fabric 2.0.5
2.0.524 нояб. 2023 г.62Minecraft: 1.20.2fabric, quilt
Что нового
v2.0.5
- Create getter needed Incendairy Echantment
release
neoforge 2.0.5
2.0.524 нояб. 2023 г.36Minecraft: 1.20.2neoforge
Что нового
v2.0.5
- Create getter needed Incendairy Echantment
release
fabric 2.0.9
2.0.924 нояб. 2023 г.235Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.9
- Create getter needed Incendairy Echantment
release
neoforge 2.0.9
2.0.924 нояб. 2023 г.127Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.9
- Create getter needed Incendairy Echantment
release
fabric 2.0.3
2.0.324 нояб. 2023 г.62Minecraft: 1.20.2fabric, quilt
Что нового
v2.0.4
- Move MixinHumanoidArmorLayer to common, loading a Fabric version or Neo/Forge version depending on loader being used.
- Added new Enchantment for various gun mods, Incendiary.
- Added a new tag for the echantment to add my guns to the tags for easy configuration.
release
neoforge 2.0.3
2.0.324 нояб. 2023 г.61Minecraft: 1.20.2neoforge
Что нового
v2.0.4
- Move MixinHumanoidArmorLayer to common, loading a Fabric version or Neo/Forge version depending on loader being used.
- Added new Enchantment for various gun mods, Incendiary.
- Added a new tag for the echantment to add my guns to the tags for easy configuration.
release
fabric 2.0.8
2.0.824 нояб. 2023 г.103Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.8
- Move MixinHumanoidArmorLayer to common, loading a Fabric version or Neo/Forge version depending on loader being used.
- Added new Enchantment for various gun mods, Incendiary.
- Added a new tag for the echantment to add my guns to the tags for easy configuration.
release
neoforge 2.0.8
2.0.824 нояб. 2023 г.90Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.8
- Move MixinHumanoidArmorLayer to common, loading a Fabric version or Neo/Forge version depending on loader being used.
- Added new Enchantment for various gun mods, Incendiary.
- Added a new tag for the echantment to add my guns to the tags for easy configuration.
release
fabric 2.0.3
2.0.320 нояб. 2023 г.210Minecraft: 1.20.2fabric, quilt
Что нового
v2.0.3
- Updated NeoForge mixins to new format.
- Updated NeoForge to new Registry update.
- Adds missing langs to example config.
- Remove NeoForge refmap line from it's mixin, no longer needed.
release
neoforge 2.0.3
2.0.320 нояб. 2023 г.47Minecraft: 1.20.2neoforge
Что нового
v2.0.3
- Updated NeoForge mixins to new format.
- Updated NeoForge to new Registry update.
- Adds missing langs to example config.
- Remove NeoForge refmap line from it's mixin, no longer needed.
release
fabric 2.0.2
2.0.215 нояб. 2023 г.288Minecraft: 1.20.2fabric, quilt
Что нового
v2.0.2
- Adds Scope keybind for use in my other mods.
- Backport AzureGunProperties builder system.
- Cleanup source.
release
neoforge 2.0.2
2.0.215 нояб. 2023 г.54Minecraft: 1.20.2neoforge
Что нового
v2.0.2
- Adds Scope keybind for use in my other mods.
- Backport AzureGunProperties builder system.
- Cleanup source.
release
fabric 2.0.6
2.0.615 нояб. 2023 г.428,8 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.6
- Adds Scope keybind for use in my other mods.
- Backport AzureGunProperties builder system.
- Cleanup source.
release
neoforge 2.0.6
2.0.615 нояб. 2023 г.1,2 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.6
- Adds Scope keybind for use in my other mods.
- Backport AzureGunProperties builder system.
- Cleanup source.
release
fabric 2.0.1
2.0.114 нояб. 2023 г.68Minecraft: 1.20.2fabric, quilt
Что нового
v2.0.1
- Fixes Forge reload button.
release
neoforge 2.0.1
2.0.114 нояб. 2023 г.54Minecraft: 1.20.2neoforge
Что нового
v2.0.1
- Fixes Forge reload button.
release
fabric 2.0.5
2.0.511 нояб. 2023 г.2,9 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.5
- Fixes Forge reload button.
release
neoforge 2.0.5
2.0.511 нояб. 2023 г.632Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.5
- Fixes Forge reload button.
release
1.0.37
1.0.378 нояб. 2023 г.205Minecraft: 1.19.2forge
Что нового
v1.0.37
- Blacklist fear_the_dark for animation file checking.
release
fabric 2.0.0
2.0.031 окт. 2023 г.1,2 тыс.Minecraft: 1.20.2fabric, quilt
Что нового
v2.0.0
- Updated to 1.20.2
- RuntimeException -> AzureLibException
- Fixes server crash due to configuration screen.
- Fixes Forge crashing when registering config.
- Unifies en_us.json between Forge/Fabric.
release
neoforge 2.0.0
2.0.031 окт. 2023 г.86Minecraft: 1.20.2neoforge
Что нового
v2.0.0
- Updated to 1.20.2
- RuntimeException -> AzureLibException
- Fixes server crash due to configuration screen.
- Fixes Forge crashing when registering config.
- Unifies en_us.json between Forge/Fabric.
release
fabric 2.0.4
2.0.431 окт. 2023 г.17,5 тыс.Minecraft: 1.20.1fabric
Что нового
v2.0.4
- Fixes crash with other modded armors suchs Mek Tools Glow Armor.
release
neoforge 2.0.4
2.0.431 окт. 2023 г.1,7 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.4
- Fixes crash with other modded armors suchs Mek Tools Glow Armor.
release
neoforge 2.0.3
2.0.331 окт. 2023 г.351Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.3
- RuntimeException -> AzureLibException
- Fixes server crash due to configuration screen.
- Fixes Forge crashing when registering config.
- Unifies en_us.json between Forge/Fabric.
release
fabric 2.0.3
2.0.331 окт. 2023 г.1,3 тыс.Minecraft: 1.20.1fabric
Что нового
v2.0.3
- RuntimeException -> AzureLibException
- Fixes server crash due to configuration screen.
- Fixes Forge crashing when registering config.
- Unifies en_us.json between Forge/Fabric.
release
fabric 2.0.1
2.0.130 окт. 2023 г.195Minecraft: 1.20.1fabric
Что нового
v2.0.1
- Fixes common mixin config.
release
neoforge 2.0.1
2.0.130 окт. 2023 г.257Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.1 (Neo/Forge Only)
- Fixes common mixin config.
release
fabric 2.0.0
2.0.030 окт. 2023 г.359Minecraft: 1.20.1fabric, quilt
Что нового
v2.0.0
- Moved to Multiloader source (Special thanks to Boston!)
- Bumped to 2.x.x.
release
neoforge 2.0.0
2.0.030 окт. 2023 г.1,3 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
v2.0.0
- Moved to Multiloader source (Special thanks to Boston!)
- Bumped to 2.x.x.
release
1.0.34
1.0.3423 окт. 2023 г.181Minecraft: 1.20.1neoforge
Что нового
v1.0.34
- Adds Missing EntityPacket
release
1.0.34
1.0.3423 окт. 2023 г.5,3 тыс.Minecraft: 1.20.1forge
Что нового
v1.0.34
- Adds Missing EntityPacket
release
1.0.33
1.0.337 окт. 2023 г.39 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v1.0.33
- Updated Fabric name
- Add Modmenu badge
- Tweak MixinHumanoidArmorLayer
release
1.0.33
1.0.337 окт. 2023 г.91Minecraft: 1.20.1neoforge
Что нового
v1.0.33
- Update mixin to not cause conflicts.
release
1.0.33
1.0.337 окт. 2023 г.7,3 тыс.Minecraft: 1.20.1forge
Что нового
v1.0.33
- Update mixin to not cause conflicts.
release
1.0.32
1.0.327 окт. 2023 г.278Minecraft: 1.20.1forge
Что нового
v1.0.32
- Rewrite Item/Armor Render Registration to bw 1 to 1 the Fabric version.
- Devs please see:
Items: https://wiki.azuredoom.com/how-to-create-an-animated-item#fabric-neoforge-forge-1.20.1+
Armor: https://wiki.azuredoom.com/how-to-create-animated-armor#fabric-neoforge-forge-1.20.1+
release
1.0.32
1.0.327 окт. 2023 г.53Minecraft: 1.20.1neoforge
Что нового
v1.0.32
- Rewrite Item/Armor Render Registration to bw 1 to 1 the Fabric version.
- Devs please see:
Items: https://wiki.azuredoom.com/how-to-create-an-animated-item#fabric-neoforge-forge-1.20.1+
Armor: https://wiki.azuredoom.com/how-to-create-animated-armor#fabric-neoforge-forge-1.20.1+
release
1.0.32
1.0.327 окт. 2023 г.712Minecraft: 1.20.1fabric, quilt
Что нового
v1.0.32
- Update HumanoidArmorLayer mixin.
release
1.0.31
1.0.313 окт. 2023 г.68Minecraft: 1.20.1neoforge
Что нового
v1.0.31
- Use generic type instead of BlockEntity when overriding BlockEntityRenderer#render
release
1.0.31
1.0.313 окт. 2023 г.150Minecraft: 1.20.1forge
Что нового
v1.0.31
- Use generic type instead of BlockEntity when overriding BlockEntityRenderer#render
release
1.0.31
1.0.313 окт. 2023 г.1,2 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v1.0.31
- Use generic type instead of BlockEntity when overriding BlockEntityRenderer#render
- Fixes Auto-Sync Thread from not stopping at server stop.
release
1.0.31
1.0.313 окт. 2023 г.189Minecraft: 1.19.4forge
Что нового
v1.0.31
- Use generic type instead of BlockEntity when overriding BlockEntityRenderer#render
release
1.0.31
1.0.313 окт. 2023 г.480Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.31
- Use generic type instead of BlockEntity when overriding BlockEntityRenderer#render
- Fixes Auto-Sync Thread from not stopping at server stop.
release
1.0.36
1.0.363 окт. 2023 г.55,4 тыс.Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.36
- Use generic type instead of BlockEntity when overriding BlockEntityRenderer#render
release
1.0.36
1.0.363 окт. 2023 г.208Minecraft: 1.19.2forge
Что нового
v1.0.36
- Use generic type instead of BlockEntity when overriding BlockEntityRenderer#render
release
1.0.28
1.0.283 окт. 2023 г.165Minecraft: 1.18.2forge
Что нового
v1.0.28
- Use generic type instead of BlockEntity when overriding BlockEntityRenderer#render
release
1.0.28
1.0.283 окт. 2023 г.137Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.28
- Use generic type instead of BlockEntity when overriding BlockEntityRenderer#render
release
1.0.11
1.0.113 окт. 2023 г.83Minecraft: 1.17.1fabric
Что нового
v1.0.11
- Use generic type instead of BlockEntity when overriding BlockEntityRenderer#render
release
1.0.11
1.0.113 окт. 2023 г.73Minecraft: 1.17.1forge
Что нового
v1.0.11
- Use generic type instead of BlockEntity when overriding BlockEntityRenderer#render
release
1.0.28
1.0.283 окт. 2023 г.95Minecraft: 1.16.5forge
Что нового
v1.0.28
- Use generic type instead of BlockEntity when overriding BlockEntityRenderer#render
release
1.0.30
1.0.3026 сент. 2023 г.122Minecraft: 1.20.1neoforge
Что нового
v1.0.30
- Port Config library.
release
1.0.30
1.0.3026 сент. 2023 г.181Minecraft: 1.20.1forge
Что нового
v1.0.30
- Port Config library.
release
1.0.30
1.0.3021 сент. 2023 г.1 тыс.Minecraft: 1.20.2fabric, quilt
Что нового
v1.0.30
- Forgot to rename Mod Menu support for configs
release
1.0.29
1.0.2921 сент. 2023 г.81Minecraft: 1.20.2fabric, quilt
Что нового
v1.0.29
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
release
1.0.29
1.0.2918 сент. 2023 г.133Minecraft: 1.20.2-rc1fabric, quilt
Что нового
v1.0.29
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
release
1.0.29
1.0.2918 сент. 2023 г.86Minecraft: 1.20.1neoforge
Что нового
v1.0.29
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
release
1.0.29
1.0.2918 сент. 2023 г.202Minecraft: 1.20.1forge
Что нового
v1.0.29
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
release
1.0.29
1.0.2918 сент. 2023 г.5,5 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v1.0.29
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
release
1.0.30
1.0.3018 сент. 2023 г.119Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.30
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
release
1.0.30
1.0.3018 сент. 2023 г.56Minecraft: 1.19.4forge
Что нового
v1.0.30
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
release
1.0.35
1.0.3518 сент. 2023 г.180,8 тыс.Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.35
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
release
1.0.35
1.0.3518 сент. 2023 г.158Minecraft: 1.19.2forge
Что нового
v1.0.35
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
release
1.0.27
1.0.2718 сент. 2023 г.67Minecraft: 1.18.2forge
Что нового
v1.0.27
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
release
1.0.27
1.0.2718 сент. 2023 г.51Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.27
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
release
1.0.10
1.0.1018 сент. 2023 г.70Minecraft: 1.17.1forge
Что нового
v1.0.10
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
release
1.0.10
1.0.1018 сент. 2023 г.42Minecraft: 1.17.1fabric
Что нового
v1.0.10
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
release
1.0.27
1.0.2718 сент. 2023 г.94Minecraft: 1.16.5fabric
Что нового
v1.0.27
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
release
1.0.27
1.0.2718 сент. 2023 г.45Minecraft: 1.16.5forge
Что нового
v1.0.27
- Port nested json array format for bedrock animations parsing
- Port disable pre-render translation for GeoItems if doing re-render
- Port prevent animated texture mixin from early-cancelling method call
release
1.0.28
1.0.288 сент. 2023 г.859Minecraft: 1.20.2-pre1fabric, quilt
Что нового
v1.0.28
- Updated to 1.20.2-Prerelease 2
release
1.0.28
1.0.288 сент. 2023 г.133Minecraft: 1.20.1neoforge
Что нового
v1.0.28
- Moves Item and OBJ GeoRender renderBuffers to LevelRender
release
1.0.28
1.0.288 сент. 2023 г.176Minecraft: 1.20.1forge
Что нового
v1.0.28
- Moves Item and OBJ GeoRender renderBuffers to LevelRender
release
1.0.28
1.0.288 сент. 2023 г.3,1 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v1.0.28
- Fixes Config screen not focusing.
- Fixes Config button textures.
- Moves Item and OBJ GeoRender renderBuffers to LevelRender
release
1.0.29
1.0.298 сент. 2023 г.44Minecraft: 1.19.4forge
Что нового
v1.0.29
- Moves Item and OBJ GeoRender renderBuffers to LevelRender
release
1.0.29
1.0.298 сент. 2023 г.77Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.29
- Fixes Armor render bug with Iris
release
1.0.34
1.0.348 сент. 2023 г.186Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.34
- Moves Item and OBJ GeoRender renderBuffers to LevelRender
release
1.0.34
1.0.348 сент. 2023 г.136Minecraft: 1.19.2forge
Что нового
v1.0.34
- Moves Item and OBJ GeoRender renderBuffers to LevelRender
release
1.0.26
1.0.268 сент. 2023 г.52Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.26
- Moves Item and OBJ GeoRender renderBuffers to LevelRender
release
1.0.26
1.0.268 сент. 2023 г.32Minecraft: 1.18.2forge
Что нового
v1.0.26
- Moves Item and OBJ GeoRender renderBuffers to LevelRender
release
1.0.9
1.0.98 сент. 2023 г.51Minecraft: 1.17.1forge
Что нового
v1.0.9
- Moves Item and OBJ GeoRender renderBuffers to LevelRender
release
1.0.9
1.0.98 сент. 2023 г.102Minecraft: 1.17.1fabric
Что нового
v1.0.9
- Moves Item and OBJ GeoRender renderBuffers to LevelRender
release
1.0.26
1.0.268 сент. 2023 г.40Minecraft: 1.16.5fabric
Что нового
v1.0.26
- Moves Item and OBJ GeoRender renderBuffers to LevelRender
release
1.0.26
1.0.268 сент. 2023 г.41Minecraft: 1.16.5forge
Что нового
v1.0.26
- Moves Item and OBJ GeoRender renderBuffers to LevelRender
release
1.0.27
1.0.276 сент. 2023 г.60Minecraft: 1.20.1neoforge
Что нового
v1.0.27
- Fixes Armor render bug with shaders
release
1.0.27
1.0.276 сент. 2023 г.70Minecraft: 1.20.1forge
Что нового
v1.0.27
- Fixes Armor render bug with shaders
release
1.0.27
1.0.276 сент. 2023 г.292Minecraft: 1.20.1fabric, quilt
Что нового
v1.0.27
- Fixes Armor render bug with Iris
release
1.0.28
1.0.286 сент. 2023 г.35Minecraft: 1.19.4forge
Что нового
v1.0.28
- Fixes Armor render bug with shaders
release
1.0.28
1.0.286 сент. 2023 г.56Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.28
- Fixes Armor render bug with Iris
release
1.0.33
1.0.336 сент. 2023 г.51Minecraft: 1.19.2forge
Что нового
v1.0.33
- Fixes Armor render bug with shaders
release
1.0.33
1.0.336 сент. 2023 г.167Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.33
- Fixes Armor render bug with Iris
release
1.0.25
1.0.256 сент. 2023 г.40Minecraft: 1.18.2forge
Что нового
v1.0.25
- Fixes Armor render bug with shaders
release
1.0.8
1.0.86 сент. 2023 г.45Minecraft: 1.17.1forge
Что нового
v1.0.8
- Fixes Armor render bug with shaders
release
1.0.25
1.0.256 сент. 2023 г.43Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.25
- Fixes Armor render bug with Iris
release
1.0.8
1.0.86 сент. 2023 г.43Minecraft: 1.17.1fabric
Что нового
v1.0.8
- Fixes Armor render bug with Iris
release
1.0.25
1.0.256 сент. 2023 г.37Minecraft: 1.16.5fabric
Что нового
v1.0.25
- Fixes Armor render bug with Iris
release
1.0.25
1.0.256 сент. 2023 г.44Minecraft: 1.16.5forge
Что нового
v1.0.25
- Fixes Armor render bug with shaders
release
1.0.26
1.0.266 сент. 2023 г.44Minecraft: 1.20.1neoforge
Что нового
v1.0.26
- Fixes AzureLibUtil#summonAoE not being static
release
1.0.26
1.0.266 сент. 2023 г.71Minecraft: 1.20.1forge
Что нового
v1.0.26
- Fixes AzureLibUtil#summonAoE not being static
release
1.0.26
1.0.266 сент. 2023 г.102Minecraft: 1.20.1fabric, quilt
Что нового
v1.0.26
- Fixes AzureLibUtil#summonAoE not being static
- Makes ModMenu not required
release
1.0.27
1.0.276 сент. 2023 г.38Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.27
- Fixes AzureLibUtil#summonAoE not being static
- Makes ModMenu not required
release
1.0.27
1.0.276 сент. 2023 г.52Minecraft: 1.19.4forge
Что нового
v1.0.27
- Fixes AzureLibUtil#summonAoE not being static
release
1.0.32
1.0.326 сент. 2023 г.47Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.32
- Fixes AzureLibUtil#summonAoE not being static
release
1.0.32
1.0.326 сент. 2023 г.77Minecraft: 1.19.2forge
Что нового
v1.0.32
- Fixes AzureLibUtil#summonAoE not being static
release
1.0.24
1.0.246 сент. 2023 г.55Minecraft: 1.18.2forge
Что нового
v1.0.24
- Fixes AzureLibUtil#summonAoE not being static
release
1.0.24
1.0.246 сент. 2023 г.30Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.24
- Fixes AzureLibUtil#summonAoE not being static
release
1.0.7
1.0.76 сент. 2023 г.35Minecraft: 1.17.1forge
Что нового
v1.0.7
- Fixes AzureLibUtil#summonAoE not being static
release
1.0.7
1.0.76 сент. 2023 г.70Minecraft: 1.17.1fabric
Что нового
v1.0.7
- Fixes AzureLibUtil#summonAoE not being static
release
1.0.24
1.0.246 сент. 2023 г.39Minecraft: 1.16.5fabric
Что нового
v1.0.24
- Fixes AzureLibUtil#summonAoE not being static
release
1.0.24
1.0.246 сент. 2023 г.38Minecraft: 1.16.5forge
Что нового
v1.0.24
- Fixes AzureLibUtil#summonAoE not being static
release
1.0.31
1.0.312 сент. 2023 г.116Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.31
- Fixes duplicate cache entry
release
1.0.30
1.0.3031 авг. 2023 г.45Minecraft: 1.19.2forge
Что нового
v1.0.30
- Fixes compat issues with mods with broken animation files
release
1.0.30
1.0.3031 авг. 2023 г.132Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.30
- Fixes compat issues with mods with broken animation files
release
1.0.23
1.0.2331 авг. 2023 г.40Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.23
- Fixes compat issues with mods with broken animation files
release
1.0.23
1.0.2331 авг. 2023 г.50Minecraft: 1.18.2forge
Что нового
v1.0.23
- Fixes compat issues with mods with broken animation files
release
1.0.6
1.0.631 авг. 2023 г.42Minecraft: 1.17.1fabric
Что нового
v1.0.6
- Fixes compat issues with mods with broken animation files
release
1.0.6
1.0.631 авг. 2023 г.42Minecraft: 1.17.1forge
Что нового
v1.0.6
- Fixes compat issues with mods with broken animation files
release
1.0.23
1.0.2331 авг. 2023 г.41Minecraft: 1.16.5forge
Что нового
v1.0.23
- Fixes compat issues with mods with broken animation files
release
1.0.23
1.0.2331 авг. 2023 г.46Minecraft: 1.16.5fabric
Что нового
v1.0.23
- Fixes compat issues with mods with broken animation files
release
1.0.25
1.0.2524 авг. 2023 г.348Minecraft: 1.20.1neoforge
Что нового
v1.0.25
- Moves reload keybind to AzureLib instead of each mod having it's own.
release
1.0.25
1.0.2524 авг. 2023 г.2,3 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v1.0.25
- Moves reload keybind to AzureLib instead of each mod having it's own.
release
1.0.25
1.0.2524 авг. 2023 г.117Minecraft: 1.20.1forge
Что нового
v1.0.25
- Moves reload keybind to AzureLib instead of each mod having it's own.
release
1.0.26
1.0.2624 авг. 2023 г.128Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.26
- Moves reload keybind to AzureLib instead of each mod having it's own.
release
1.0.26
1.0.2624 авг. 2023 г.57Minecraft: 1.19.4forge
Что нового
v1.0.26
- Moves reload keybind to AzureLib instead of each mod having it's own.
release
1.0.29
1.0.2924 авг. 2023 г.221Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.29
- Moves reload keybind to AzureLib instead of each mod having it's own.
release
1.0.29
1.0.2924 авг. 2023 г.203Minecraft: 1.19.2forge
Что нового
v1.0.29
- Moves reload keybind to AzureLib instead of each mod having it's own.
release
1.0.22
1.0.2224 авг. 2023 г.54Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.22
- Moves reload keybind to AzureLib instead of each mod having it's own.
release
1.0.22
1.0.2224 авг. 2023 г.42Minecraft: 1.18.2forge
Что нового
v1.0.22
- Moves reload keybind to AzureLib instead of each mod having it's own.
release
1.0.5
1.0.524 авг. 2023 г.33Minecraft: 1.17.1fabric
Что нового
v1.0.5
- Moves reload keybind to AzureLib instead of each mod having it's own.
release
1.0.5
1.0.524 авг. 2023 г.45Minecraft: 1.17.1forge
Что нового
v1.0.5
- Moves reload keybind to AzureLib instead of each mod having it's own.
release
1.0.22
1.0.2224 авг. 2023 г.54Minecraft: 1.16.5fabric
Что нового
v1.0.22
- Moves reload keybind to AzureLib instead of each mod having it's own.
release
1.0.22
1.0.2224 авг. 2023 г.51Minecraft: 1.16.5forge
Что нового
v1.0.22
- Moves reload keybind to AzureLib instead of each mod having it's own.
release
1.0.24
1.0.2423 авг. 2023 г.45Minecraft: 1.20.1neoforge
Что нового
v1.0.24
- Fix mod not working correctly.
- No longer shade mclib, code move to core.
release
1.0.24
1.0.2423 авг. 2023 г.87Minecraft: 1.20.1forge
Что нового
v1.0.24
- No longer shade mclib, code move to core.
release
1.0.24
1.0.2423 авг. 2023 г.471Minecraft: 1.20.1fabric, quilt
Что нового
v1.0.24
- No longer shade mclib, code move to core.
release
1.0.25
1.0.2523 авг. 2023 г.44Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.25
- No longer shade mclib, code move to core.
release
1.0.25
1.0.2523 авг. 2023 г.47Minecraft: 1.19.4forge
Что нового
v1.0.25
- No longer shade mclib, code move to core.
release
1.0.22
1.0.2223 авг. 2023 г.320Minecraft: 1.19.3forge
Что нового
v1.0.22
- No longer shade mclib, code move to core.
release
1.0.22
1.0.2223 авг. 2023 г.786Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.22
- No longer shade mclib, code move to core.
release
1.0.28
1.0.2823 авг. 2023 г.52Minecraft: 1.19.2forge
Что нового
v1.0.28
- No longer shade mclib, code move to core.
release
1.0.28
1.0.2823 авг. 2023 г.214Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.28
- No longer shade mclib, code move to core.
release
1.0.21
1.0.2123 авг. 2023 г.40Minecraft: 1.18.2forge
Что нового
v1.0.21
- No longer shade mclib, code move to core.
release
1.0.21
1.0.2123 авг. 2023 г.49Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.21
- No longer shade mclib, code move to core.
release
1.0.4
1.0.423 авг. 2023 г.52Minecraft: 1.17.1fabric
Что нового
v1.0.4
- No longer shade mclib, code move to core.
release
1.0.4
1.0.423 авг. 2023 г.34Minecraft: 1.17.1forge
Что нового
v1.0.4
- No longer shade mclib, code move to core.
release
1.0.21
1.0.2123 авг. 2023 г.43Minecraft: 1.16.5forge
Что нового
v1.0.21
- No longer shade mclib, code move to core.
release
AzureLib 1.0.21
1.0.2123 авг. 2023 г.44Minecraft: 1.16.5fabric
Что нового
v1.0.21
- No longer shade mclib, code move to core.
release
1.0.22
1.0.2219 авг. 2023 г.83Minecraft: 1.20.1neoforge
Что нового
v1.0.22
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
release
1.0.21
1.0.2119 авг. 2023 г.356Minecraft: 1.20.1fabric, quilt
Что нового
v1.0.21
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
release
1.0.21
1.0.2119 авг. 2023 г.123Minecraft: 1.20.1forge
Что нового
v1.0.21
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
release
1.0.24
1.0.2419 авг. 2023 г.72Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.24
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
release
1.0.24
1.0.2419 авг. 2023 г.56Minecraft: 1.19.4forge
Что нового
v1.0.24
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
release
1.0.21
1.0.2119 авг. 2023 г.56Minecraft: 1.19.3forge
Что нового
v1.0.21
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
release
1.0.21
1.0.2119 авг. 2023 г.68Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.21
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
release
1.0.27
1.0.2719 авг. 2023 г.129Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.27
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
release
1.0.27
1.0.2719 авг. 2023 г.71Minecraft: 1.19.2forge
Что нового
v1.0.27
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
release
1.0.20
1.0.2019 авг. 2023 г.52Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.20
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
release
1.0.20
1.0.2019 авг. 2023 г.54Minecraft: 1.18.2forge
Что нового
v1.0.20
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
release
1.0.3
1.0.319 авг. 2023 г.42Minecraft: 1.17.1forge
Что нового
v1.0.3
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
release
1.0.3
1.0.319 авг. 2023 г.37Minecraft: 1.17.1fabric
Что нового
v1.0.3
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
release
1.0.20
1.0.2019 авг. 2023 г.41Minecraft: 1.16.5forge
Что нового
v1.0.20
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
release
AzureLib 1.0.20
1.0.2019 авг. 2023 г.48Minecraft: 1.16.5fabric
Что нового
v1.0.20
- Fix incorrectly popping posestack after inner-render of GeoBlockRenderer and GeoItemRenderer
- Fix javadoc mistakes in DefaultedGeoModel and ItemArmorGeoLayer
- Fix renderRecursively passing a hardcoded false for isReRender in GeoEntityRenderer
- Fix re-rendering already rendered geo models in GeoModel
- Fix GeoArmor defaulting to young
- Remove redundant method call in ItemArmorGeoLayer
release
1.0.21
1.0.2114 авг. 2023 г.112Minecraft: 1.20.1neoforge
Что нового
v1.0.21
- Fix it not loading from maven
release
1.0.20
1.0.201 авг. 2023 г.156Minecraft: 1.20.1neoforge
Что нового
v1.0.19
- Revert Item Lighting Tweak
release
1.0.20
1.0.201 авг. 2023 г.468Minecraft: 1.20.1forge
Что нового
v1.0.20
- Revert Item Lighting Tweak
release
1.0.20
1.0.201 авг. 2023 г.6,9 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v1.0.20
- Revert Item Lighting Tweak
release
1.0.23
1.0.231 авг. 2023 г.1,1 тыс.Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.23
- Revert Item Lighting Tweak
release
1.0.23
1.0.231 авг. 2023 г.302Minecraft: 1.19.4forge
Что нового
v1.0.23
- Revert Item Lighting Tweak
release
1.0.20
1.0.201 авг. 2023 г.81Minecraft: 1.19.3forge
Что нового
v1.0.20
- Revert Item Lighting Tweak
release
1.0.20
1.0.201 авг. 2023 г.1,1 тыс.Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.20
- Revert Item Lighting Tweak
release
1.0.26
1.0.261 авг. 2023 г.12,6 тыс.Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.26
- Revert Item Lighting Tweak
release
1.0.26
1.0.261 авг. 2023 г.586Minecraft: 1.19.2forge
Что нового
v1.0.26
- Revert Item Lighting Tweak
release
1.0.19
1.0.191 авг. 2023 г.58Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.19
- Revert Item Lighting Tweak
release
1.0.19
1.0.191 авг. 2023 г.49Minecraft: 1.18.2forge
Что нового
v1.0.19
- Revert Item Lighting Tweak
release
1.0.2
1.0.21 авг. 2023 г.45Minecraft: 1.17.1forge
Что нового
v1.0.2
- Revert Item Lighting Tweak
release
1.0.2
1.0.21 авг. 2023 г.55Minecraft: 1.17.1fabric
Что нового
v1.0.2
- Revert Item Lighting Tweak
release
1.0.19
1.0.1925 июл. 2023 г.149Minecraft: 1.20.1neoforge
Что нового
v1.0.19
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
- Move to NeoForge instead of Forge
release
1.0.19
1.0.1915 июл. 2023 г.3,6 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v1.0.19
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
release
1.0.19
1.0.1915 июл. 2023 г.175Minecraft: 1.20.1forge
Что нового
v1.0.19
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
release
1.0.22
1.0.2215 июл. 2023 г.252Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.22
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
release
1.0.22
1.0.2215 июл. 2023 г.71Minecraft: 1.19.4forge
Что нового
v1.0.22
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
release
1.0.19
1.0.1915 июл. 2023 г.79Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.19
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
release
1.0.19
1.0.1915 июл. 2023 г.61Minecraft: 1.19.3forge
Что нового
v1.0.19
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
release
1.0.25
1.0.2515 июл. 2023 г.107Minecraft: 1.19.2forge
Что нового
v1.0.25
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
release
1.0.25
1.0.2515 июл. 2023 г.509Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.25
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
release
AzureLib 1.0.19
1.0.1915 июл. 2023 г.54Minecraft: 1.16.5fabric
Что нового
v1.0.19
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
- Backports Animated Textures support.
release
1.0.18
1.0.1815 июл. 2023 г.57Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.18
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
release
1.0.18
1.0.1815 июл. 2023 г.51Minecraft: 1.18.2forge
Что нового
v1.0.18
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
release
1.0.1
1.0.115 июл. 2023 г.54Minecraft: 1.17.1forge
Что нового
v1.0.1
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
release
1.0.19
1.0.1915 июл. 2023 г.48Minecraft: 1.16.5forge
Что нового
v1.0.19
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
- Backports Animated Textures support.
release
1.0.1
1.0.115 июл. 2023 г.59Minecraft: 1.17.1fabric
Что нового
v1.0.1
- Tweaks Item Lighting.
- Fixes null animation crash if called a weird time.
- Move AutoGlowingTexture#getEmissiveResource to protected instead of private.
release
1.0.18
1.0.1826 июн. 2023 г.59Minecraft: 1.16.5fabric
Что нового
v1.0.18
- Adds AzureLibUtil#summonAoE helper for summon Area of Effect Clouds
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
- Remove wiki calls
- Backup port Headed crash fix
- Update pack.mcmeta
- Fixes Mixin
- Lowers required loader version
release
1.0.0
1.0.026 июн. 2023 г.48Minecraft: 1.17.1forge
Что нового
v1.0.0
- Ported to 1.17.1 because why the fuck not
release
1.0.0
1.0.026 июн. 2023 г.45Minecraft: 1.17.1fabric
Что нового
v1.0.0
- Ported to 1.17.1 because why the fuck not
release
1.0.18
1.0.1824 июн. 2023 г.230Minecraft: 1.20.1forge
Что нового
v1.0.18
- Fixes animation jittering
- Adds AzureLibUtil#summonAoE helper for summon Area of Effect Clouds
release
1.0.18
1.0.1824 июн. 2023 г.1,2 тыс.Minecraft: 1.20.1fabric, quilt
Что нового
v1.0.18
- Fixes animation jittering
- Adds AzureLibUtil#summonAoE helper for summon Area of Effect Clouds
release
1.0.21
1.0.2124 июн. 2023 г.303Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.21
- Fixes animation jittering
- Adds AzureLibUtil#summonAoE helper for summon Area of Effect Clouds
release
1.0.21
1.0.2124 июн. 2023 г.68Minecraft: 1.19.4forge
Что нового
v1.0.21
- Fixes animation jittering
- Adds AzureLibUtil#summonAoE helper for summon Area of Effect Clouds
release
1.0.18
1.0.1824 июн. 2023 г.93Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.18
- Fixes animation jittering
- Adds AzureLibUtil#summonAoE helper for summon Area of Effect Clouds
release
1.0.18
1.0.1824 июн. 2023 г.47Minecraft: 1.19.3forge
Что нового
v1.0.18
- Fixes animation jittering
- Adds AzureLibUtil#summonAoE helper for summon Area of Effect Clouds
release
1.0.24
1.0.2424 июн. 2023 г.1,3 тыс.Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.23
- Fixes animation jittering
- Adds AzureLibUtil#summonAoE helper for summon Area of Effect Clouds
release
1.0.24
1.0.2424 июн. 2023 г.193Minecraft: 1.19.2forge
Что нового
v1.0.24
- Fixes animation jittering
- Adds AzureLibUtil#summonAoE helper for summon Area of Effect Clouds
release
1.0.17
1.0.1724 июн. 2023 г.86Minecraft: 1.18.2forge
Что нового
v1.0.17
- Fixes animation jittering
- Adds AzureLibUtil#summonAoE helper for summon Area of Effect Clouds
release
1.0.17
1.0.1724 июн. 2023 г.60Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.17
- Fixes animation jittering
- Adds AzureLibUtil#summonAoE helper for summon Area of Effect Clouds
release
1.0.18
1.0.1824 июн. 2023 г.46Minecraft: 1.16.5forge
Что нового
v1.0.18
- Fixes animation jittering
- Adds AzureLibUtil#summonAoE helper for summon Area of Effect Clouds
release
Forge 1.20.1
1.0.1717 июн. 2023 г.2,9 тыс.Minecraft: 1.20.1forge
Что нового
v1.0.17
- Port Headed crash fix
release
Fabric 1.20.1
1.0.1717 июн. 2023 г.955Minecraft: 1.20.1fabric, quilt
Что нового
v1.0.17
- Port Headed crash fix
- Fixes pack.mcmeta version
release
Forge 1.19.4
1.0.2017 июн. 2023 г.85Minecraft: 1.19.4forge
Что нового
v1.0.20
- Backup port Headed crash fix
- Fixes pack.mcmeta version
release
Fabric/Quilt 1.19.4
1.0.2017 июн. 2023 г.138Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.20
- Fixes crash causing Pedro270707/headed#4
- Fixes pack.mcmeta version
release
Forge 1.19.3
1.0.1717 июн. 2023 г.49Minecraft: 1.19.3forge
Что нового
v1.0.17
- Backup port Headed crash fix
- Fixes pack.mcmeta version
release
Fabric/Quilt 1.19.3
1.0.1717 июн. 2023 г.62Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.17
- Backup port Headed crash fix
- Fixes pack.mcmeta version
release
Forge 1.19.2
1.0.2317 июн. 2023 г.93Minecraft: 1.19.2forge
Что нового
v1.0.23
- Backup port Headed crash fix
- Fixes pack.mcmeta version
release
Fabric/Quilt 1.19.2
1.0.2317 июн. 2023 г.399Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.23
- Backup port Headed crash fix
- Fixes pack.mcmeta version
release
Forge 1.18.2
1.0.1617 июн. 2023 г.58Minecraft: 1.18.2forge
Что нового
v1.0.16
- Backup port Headed crash fix
- Fixes pack.mcmeta version
release
Fabric/Quilt 1.18.2
1.0.1617 июн. 2023 г.60Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.16
- Backup port Headed crash fix
- Fixes pack.mcmeta version
release
Forge 1.16.5
1.0.1717 июн. 2023 г.52Minecraft: 1.16.5forge
Что нового
v1.0.17
- Backup port Headed crash fix
- Fixes pack.mcmeta version
release
Forge 1.20.1
1.0.1616 июн. 2023 г.222Minecraft: 1.20.1forge
Что нового
v1.0.16
- Fixes mobs sharing animations when using shaders.
release
Fabric 1.20.1
1.0.1616 июн. 2023 г.120Minecraft: 1.20.1fabric, quilt
Что нового
v1.0.16
- Create fr_fr.json - Calvineries
- Fixes mobs sharing animations when using shaders.
release
Fabric/Quilt 1.19.4
1.0.1916 июн. 2023 г.62Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.19
- Create fr_fr.json - Calvineries
- Fixes mobs sharing animations when using shaders.
release
Forge 1.19.4
1.0.1916 июн. 2023 г.53Minecraft: 1.19.4forge
Что нового
v1.0.19
- Fixes mobs sharing animations when using shaders.
release
Forge 1.19.3
1.0.1616 июн. 2023 г.50Minecraft: 1.19.3forge
Что нового
v1.0.16
- Fixes mobs sharing animations when using shaders.
release
Forge 1.19.2
1.0.2216 июн. 2023 г.52Minecraft: 1.19.2forge
Что нового
v1.0.22
- Fixes mobs sharing animations when using shaders.
release
Fabric/Quilt 1.19.2
1.0.2216 июн. 2023 г.79Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.22
- Fixes mobs sharing animations when using shaders.
release
Forge 1.18.2
1.0.1516 июн. 2023 г.44Minecraft: 1.18.2forge
Что нового
v1.0.15
- Fixes mobs sharing animations when using shaders.
release
Fabric/Quilt 1.18.2
1.0.1516 июн. 2023 г.45Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.15
- Fixes mobs sharing animations when using shaders.
release
Forge 1.16.5
1.0.1616 июн. 2023 г.53Minecraft: 1.16.5forge
Что нового
v1.0.16
- Fixes mobs sharing animations when using shaders.
release
Forge 1.20.1
1.0.1512 июн. 2023 г.2,8 тыс.Minecraft: 1.20.1forge
Что нового
v1.0.15
- 1.20.1
release
Fabric 1.20.1
1.0.1512 июн. 2023 г.801Minecraft: 1.20.1fabric, quilt
Что нового
v1.0.15
- Updated to 1.20.1
release
1.0.14
1.0.1412 июн. 2023 г.4,2 тыс.Minecraft: 1.20forge
Что нового
v1.0.14
- Fixes brain crash
release
1.0.14
1.0.1412 июн. 2023 г.5,3 тыс.Minecraft: 1.20fabric, quilt
Что нового
v1.0.14
- Fixes brain crash
release
Forge 1.20
1.0.1312 июн. 2023 г.182Minecraft: 1.20forge
Что нового
v1.0.13
- Moves AzureVibrationUser privates to protected
release
Fabric 1.20
1.0.1312 июн. 2023 г.102Minecraft: 1.20fabric, quilt
Что нового
v1.0.13
- Moves AzureVibrationUser privates to protected
release
Fabric 1.20
1.0.1212 июн. 2023 г.50Minecraft: 1.20fabric, quilt
Что нового
v1.0.12
- Moves from getCommandSenderWorld() to level()
- Redo Vibration system
release
Forge 1.20
1.0.1212 июн. 2023 г.52Minecraft: 1.20forge
Что нового
v1.0.12
- Moves from getCommandSenderWorld() to level()
- Redo Vibration system
release
Forge 1.20
1.0.118 июн. 2023 г.106Minecraft: 1.20forge
Что нового
v1.0.11
- Fixed Forge by downgrading FG and Gradle
release
Forge 1.20
1.0.108 июн. 2023 г.56Minecraft: 1.20forge
Что нового
v1.0.9
- Updated to 1.20
release
Forge 1.20
1.0.98 июн. 2023 г.86Minecraft: 1.20forge
Что нового
v1.0.9
- Updated to 1.20
release
Fabric 1.20
1.0.97 июн. 2023 г.278Minecraft: 1.20fabric, quilt
Что нового
v1.0.9
- Fixes Armor mixin crash.
release
Fabric 1.20
1.0.87 июн. 2023 г.47Minecraft: 1.20fabric, quilt
Что нового
v1.0.9
- Fixes Armor mixin crash.
release
Fabric 1.20
1.0.87 июн. 2023 г.60Minecraft: 1.20fabric, quilt
Что нового
v1.0.8
- Fixes version number
release
Fabric 1.20
0.0.87 июн. 2023 г.58Minecraft: 1.20fabric, quilt
Что нового
v0.0.8
- Updated for 1.20 and marked as Release!
release
Forge 1.19.3
1.0.156 июн. 2023 г.55Minecraft: 1.19.3forge
Что нового
v1.0.15
- Port Animated texture support via .mcmeta for all geo types.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
release
Fabric/Quilt 1.19.3
1.0.156 июн. 2023 г.88Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.15
- Port Animated texture support via .mcmeta for all geo types.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
release
Forge 1.19.4
1.0.166 июн. 2023 г.75Minecraft: 1.19.4forge
Что нового
v1.0.16
- Fixes Mixin issue.
release
Forge 1.19.2
1.0.216 июн. 2023 г.110Minecraft: 1.19.2forge
Что нового
v1.0.21
- Fixes Mixin issue.
release
Forge 1.18.2
1.0.146 июн. 2023 г.48Minecraft: 1.18.2forge
Что нового
v1.0.14
- Fixes Mixin issue.
release
Forge 1.16.5
1.0.156 июн. 2023 г.47Minecraft: 1.16.5forge
Что нового
v1.0.15
- Fixes Mixin issue.
beta
Fabric 1.20-rc1
0.0.76 июн. 2023 г.72Minecraft: 1.20-rc1fabric, quilt
Что нового
v0.0.7
- Port Animated texture support via .mcmeta for all geo types.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
release
Fabric/Quilt 1.19.4
1.0.186 июн. 2023 г.228Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.18
- Port Animated texture support via .mcmeta for all geo types.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
release
Forge 1.19.4
1.0.156 июн. 2023 г.43Minecraft: 1.19.4forge
Что нового
v1.0.15
- Port Animated texture support via .mcmeta for all geo types.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
release
Forge 1.19.2
1.0.206 июн. 2023 г.48Minecraft: 1.19.2forge
Что нового
v1.0.20
- Port Animated texture support via .mcmeta for all geo types.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
release
Fabric/Quilt 1.19.2
1.0.206 июн. 2023 г.1,1 тыс.Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.20
- Port Animated texture support via .mcmeta for all geo types.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
release
Forge 1.18.2
1.0.136 июн. 2023 г.134Minecraft: 1.18.2forge
Что нового
v1.0.13
- Port Animated texture support via .mcmeta for all geo types.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
release
Fabric/Quilt 1.18.2
1.0.136 июн. 2023 г.53Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.13
- Port Animated texture support via .mcmeta for all geo types.
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
release
Forge 1.16.5
1.0.146 июн. 2023 г.42Minecraft: 1.16.5forge
Что нового
v1.0.14
- Port Display Context/Settings for Item animations (EX: Doing an animation only in first person but not 3rd person or not in the GUI).
- Port Fixed animation ticking system on anything using a non-0 transition value for shader support.
- Port Helper Methods in AnimationState.
beta
Fabric 1.20-rc1
0.0.62 июн. 2023 г.74Minecraft: 1.20-rc1fabric, quilt
Что нового
v0.0.6
- Updated for rc1 of 1.20!
- Updated Branding
release
Fabric/Quilt 1.19.4
1.0.172 июн. 2023 г.115Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.17
- Updated Branding
release
Forge 1.19.4
1.0.142 июн. 2023 г.47Minecraft: 1.19.4forge
Что нового
v1.0.14
- Updated Branding
release
Forge 1.19.3
1.0.142 июн. 2023 г.46Minecraft: 1.19.3forge
Что нового
v1.0.14
- Updated Branding
release
Fabric/Quilt 1.19.3
1.0.142 июн. 2023 г.62Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.14
- Updated Branding
release
Fabric/Quilt 1.19.2
1.0.192 июн. 2023 г.110Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.19
- Updated branding
release
Forge 1.19.2
1.0.192 июн. 2023 г.214Minecraft: 1.19.2forge
Что нового
v1.0.19
- Updated Branding
release
Forge 1.18.2
1.0.122 июн. 2023 г.72Minecraft: 1.18.2forge
Что нового
v1.0.12
- Updated Branding
release
Fabric/Quilt 1.18.2
1.0.122 июн. 2023 г.49Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.12
- Updated Branding
release
Forge 1.16.5
1.0.132 июн. 2023 г.53Minecraft: 1.16.5forge
Что нового
v1.0.13
- Updated Branding
release
Forge 1.16.5
1.0.1218 мая 2023 г.56Minecraft: 1.16.5forge
Что нового
v1.0.12
- Adds reload trigger to base GunItem
release
Fabric/Quilt 1.18.2
1.0.1118 мая 2023 г.50Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.11
- Adds reload trigger to base GunItem
release
Forge 1.18.2
1.0.1118 мая 2023 г.56Minecraft: 1.18.2forge
Что нового
v1.0.11
- Adds reload trigger to base GunItem
beta
Fabric 1.20-pre1
0.0.518 мая 2023 г.74Minecraft: 1.20-pre1fabric
Что нового
v0.0.5
- Adds reload trigger to base GunItem
release
Forge 1.19.2
1.0.1818 мая 2023 г.87Minecraft: 1.19.2forge
Что нового
v1.0.18
- Adds reload trigger to base GunItem
release
Fabric/Quilt 1.19.2
1.0.1818 мая 2023 г.1,6 тыс.Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.18
- Adds reload trigger to base GunItem
release
Forge 1.19.4
1.0.1318 мая 2023 г.93Minecraft: 1.19.4forge
Что нового
v1.0.13
- Adds reload trigger to base GunItem
release
Fabric/Quilt 1.19.4
1.0.1618 мая 2023 г.325Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.16
- Adds reload trigger to base GunItem
release
Fabric/Quilt 1.19.4
1.0.1518 мая 2023 г.54Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.15
- Fixes broken lang entries on config screens
beta
Fabric 1.20-pre1
0.0.418 мая 2023 г.47Minecraft: 1.20-pre1fabric
Что нового
v0.0.4
- Fixes broken lang entries on config screens
beta
Fabric 1.20-pre1
0.0.315 мая 2023 г.48Minecraft: 1.20-pre1fabric
Что нового
v0.0.3
- Fixes missing lang entries on config screens
release
Fabric/Quilt 1.19.4
1.0.1415 мая 2023 г.96Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.14
- Fixes missing lang entries on config screens
beta
Fabric 1.20-pre1
0.0.214 мая 2023 г.53Minecraft: 1.20-pre1fabric
Что нового
v0.0.2
- Ported new Config system
release
Fabric/Quilt 1.19.4
1.0.1314 мая 2023 г.76Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.13
- Adds config system.
beta
Fabric 1.20-pre1
0.0.110 мая 2023 г.78Minecraft: 1.20-pre1fabric
Что нового
v0.0.1
- Updated for Pre-Release 1 of 1.20!
release
Forge 1.19.4
1.0.1227 апр. 2023 г.85Minecraft: 1.19.4forge
Что нового
v1.0.12
- Add climber features to AzureNavigation
release
Forge 1.18.2
1.0.1027 апр. 2023 г.61Minecraft: 1.18.2forge
Что нового
v1.0.10
- Add climber features to AzureNavigation
release
Forge 1.19.2
1.0.1727 апр. 2023 г.80Minecraft: 1.19.2forge
Что нового
v1.0.17
- Add climber features to AzureNavigation
release
Forge 1.19.3
1.0.1327 апр. 2023 г.55Minecraft: 1.19.3forge
Что нового
v1.0.13
- Add climber features to AzureNavigation
release
Fabric/Quilt 1.19.4
1.0.1227 апр. 2023 г.1,1 тыс.Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.12
- Add climber features to AzureNavigation
release
Fabric/Quilt 1.19.3
1.0.1327 апр. 2023 г.145Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.13
- Add climber features to AzureNavigation
release
Fabric/Quilt 1.19.2
1.0.1727 апр. 2023 г.323Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.17
- Add climber features to AzureNavigation
release
Fabric/Quilt 1.18.2
1.0.1027 апр. 2023 г.52Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.10
- Add climber features to AzureNavigation
release
Forge 1.16.5
1.0.1127 апр. 2023 г.50Minecraft: 1.16.5forge
Что нового
v1.0.11
- Add climber features to AzureNavigation
release
Fabric 1.16.5
1.0.1127 апр. 2023 г.62Minecraft: 1.16.5fabric
Что нового
v1.0.11
- Add climber features to AzureNavigation
release
Forge 1.19.4
1.0.116 апр. 2023 г.87Minecraft: 1.19.4forge
Что нового
v1.0.11
- Tweaked versions the library will run on to ensure the proper version.
release
Fabric/Quilt 1.19.4
1.0.116 апр. 2023 г.228Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.11
- Tweaked versions the library will run on to ensure the proper version.
release
Forge 1.19.3
1.0.126 апр. 2023 г.67Minecraft: 1.19.3forge
Что нового
v1.0.12
- Tweaked versions the library will run on to ensure the proper version.
release
Fabric/Quilt 1.19.3
1.0.126 апр. 2023 г.121Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.12
- Tweaked versions the library will run on to ensure the proper version.
release
Forge 1.19.2
1.0.166 апр. 2023 г.99Minecraft: 1.19.2forge
Что нового
v1.0.16
- Tweaked versions the library will run on to ensure the proper version.
release
Fabric/Quilt 1.19.2
1.0.166 апр. 2023 г.355Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.16
- Tweaked versions the library will run on to ensure the proper version.
release
Forge 1.19.4
1.0.106 апр. 2023 г.60Minecraft: 1.19.4forge
Что нового
v1.0.10
- Port latest changes from Geckolib that weren't already fixed.
release
Forge 1.19.3
1.0.116 апр. 2023 г.62Minecraft: 1.19.3forge
Что нового
v1.0.11
- Port latest changes from Geckolib that weren't already fixed.
release
Fabric/Quilt 1.19.4
1.0.106 апр. 2023 г.51Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.10
- Port latest changes from Geckolib that weren't already fixed.
release
Forge 1.19.2
1.0.106 апр. 2023 г.60Minecraft: 1.19.2forge
Что нового
v1.0.15
- Port latest changes from Geckolib that weren't already fixed.
release
Fabric/Quilt 1.19.3
1.0.116 апр. 2023 г.83Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.11
- Port latest changes from Geckolib that weren't already fixed.
release
Fabric/Quilt 1.19.2
1.0.156 апр. 2023 г.327Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.15
- Port latest changes from Geckolib that weren't already fixed.
release
Forge 1.18.2
1.0.96 апр. 2023 г.59Minecraft: 1.18.2forge
Что нового
v1.0.9
- Port latest changes from Geckolib that weren't already fixed.
release
Forge 1.16.5
1.0.106 апр. 2023 г.77Minecraft: 1.16.5forge
Что нового
v1.0.10
- Port latest changes from Geckolib that weren't already fixed.
release
Fabric/Quilt 1.18.2
1.0.96 апр. 2023 г.70Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.9
- Port latest changes from Geckolib that weren't already fixed.
release
Fabric 1.16.5
1.0.106 апр. 2023 г.60Minecraft: 1.16.5fabric
Что нового
v1.0.10
- Port latest changes from Geckolib that weren't already fixed.
release
Fabric 1.16.5
1.0.95 апр. 2023 г.53Minecraft: 1.16.5fabric
Что нового
v1.0.9
- Glow Layer ported now, thanks DerToaster for using the CQR shader.
release
Forge 1.16.5
1.0.95 апр. 2023 г.61Minecraft: 1.16.5forge
Что нового
v1.0.9
- Glow Layer ported now, thanks DerToaster for using the CQR shader.
release
Fabric/Quilt 1.18.2
1.0.84 апр. 2023 г.62Minecraft: 1.18.2fabric, quilt
Что нового
v1.0.8
- Addes BaseGunItem#hitscanTrace
release
Fabric/Quilt 1.19.2
1.0.144 апр. 2023 г.196Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.14
- Updates for full move to AzureMods repo of all dependencies.
release
Fabric/Quilt 1.19.4
1.0.94 апр. 2023 г.158Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.9
- Updates for full move to AzureMods repo of all dependencies.
release
Forge 1.19.4
1.0.94 апр. 2023 г.58Minecraft: 1.19.4forge
Что нового
v1.0.9
- Updates for full move to AzureMods repo of all dependencies.
release
Fabric/Quilt 1.19.3
1.0.104 апр. 2023 г.72Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.10
- Updates for full move to AzureMods repo of all dependencies.
release
Forge 1.19.3
1.0.104 апр. 2023 г.48Minecraft: 1.19.3forge
Что нового
v1.0.10
- Updates for full move to AzureMods repo of all dependencies.
release
Forge 1.19.2
1.0.94 апр. 2023 г.136Minecraft: 1.19.2forge
Что нового
v1.0.9
- Updates for full move to AzureMods repo of all dependencies.
release
Fabric 1.16.5
1.0.84 апр. 2023 г.52Minecraft: 1.16.5fabric
Что нового
v1.0.8
- Ported to 1.16.5, though GlowLayers not yet supported.
release
Forge 1.16.5
1.0.83 апр. 2023 г.72Minecraft: 1.16.5forge
Что нового
v1.0.8
- Ported to 1.16.5, though GlowLayers not yet supported.
release
Forge 1.18.2
1.0.83 апр. 2023 г.76Minecraft: 1.18.2forge
Что нового
v1.0.8
- Addes BaseGunItem#hitscanTrace
release
Forge 1.18.2
1.0.83 апр. 2023 г.100Minecraft: 1.18.2forge
Что нового
v1.0.8
- Addes BaseGunItem#hitscanTrace
release
Fabric/Quilt 1.19.4
1.0.83 апр. 2023 г.67Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.8
- Addes BaseGunItem#hitscanTrace
release
Forge 1.19.4
1.0.83 апр. 2023 г.75Minecraft: 1.19.4forge
Что нового
v1.0.8
- Addes BaseGunItem#hitscanTrace
release
Forge 1.19.2
1.0.83 апр. 2023 г.42Minecraft: 1.19.2forge
Что нового
v1.0.8
- Addes BaseGunItem#hitscanTrace
release
Fabric/Quilt 1.19.2
1.0.133 апр. 2023 г.63Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.13
- Addes BaseGunItem#hitscanTrace
release
Forge 1.19.4
1.0.726 мар. 2023 г.118Minecraft: 1.19.4forge
Что нового
v1.0.7
- Fixes crash with BlockandItemGeoLayer
release
Fabric/Quilt 1.19.4
1.0.726 мар. 2023 г.113Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.7
- Fixes crash with BlockandItemGeoLayer
release
Fabric/Quilt 1.19.4
1.0.622 мар. 2023 г.63Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.6
- Fixes leads not rendering correctly.
- Ports scaleModelForRender from Geckolib.
release
Forge 1.19.4
1.0.522 мар. 2023 г.56Minecraft: 1.19.4forge
Что нового
v1.0.5
- Fixes leads not rendering correctly.
- Ports scaleModelForRender from Geckolib.
release
Fabric/Quilt 1.19.3
1.0.922 мар. 2023 г.122Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.9
- Fixes leads not rendering correctly.
- Ports scaleModelForRender from Geckolib.
release
Forge 1.19.3
1.0.922 мар. 2023 г.61Minecraft: 1.19.3forge
Что нового
v1.0.9
- Fixes leads not rendering correctly.
- Ports scaleModelForRender from Geckolib.
release
Forge 1.19.2
1.0.722 мар. 2023 г.56Minecraft: 1.19.2forge
Что нового
v1.0.7
- Fixes leads not rendering correctly.
- Ports scaleModelForRender from Geckolib.
release
Fabric/Quilt 1.19.2
1.0.1222 мар. 2023 г.199Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.12
- Fixes leads not rendering correctly.
- Ports scaleModelForRender from Geckolib.
release
Fabric/Quilt 1.19.4
1.0.520 мар. 2023 г.59Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.5
- Fixes item render mixin.
release
Fabric/Quilt 1.19.4
1.0.420 мар. 2023 г.54Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.4
- Fixes buffer not being reset for leash rendering.
release
Forge 1.19.4
1.0.420 мар. 2023 г.42Minecraft: 1.19.4forge
Что нового
v1.0.4
- Fixes buffer not being reset for leash rendering.
release
Forge 1.19.3
1.0.820 мар. 2023 г.47Minecraft: 1.19.3forge
Что нового
v1.0.8
- Fixes buffer not being reset for leash rendering.
release
Fabric/Quilt 1.19.3
1.0.820 мар. 2023 г.58Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.8
- Fixes buffer not being reset for leash rendering.
release
Fabric/Quilt 1.19.2
1.0.1120 мар. 2023 г.79Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.11
- Fixes buffer not being reset for leash rendering.
release
Forge 1.19.2
1.0.620 мар. 2023 г.53Minecraft: 1.19.2forge
Что нового
v1.0.6
- Fixes buffer not being reset for leash rendering.
release
Forge 1.19.4
1.0.316 мар. 2023 г.46Minecraft: 1.19.4forge
Что нового
v1.0.3
- Updated to 1.19.4
release
Fabric/Quilt 1.19.4
1.0.014 мар. 2023 г.64Minecraft: 1.19.4fabric, quilt
Что нового
v1.0.3
- Locks checked namespaces for animations to only my mods.
release
Forge 1.19.3
1.0.713 мар. 2023 г.90Minecraft: 1.19.3forge
Что нового
v1.0.7
- Adds include animation support, allow you to have default animations files you can link to your other animation files, saving on duplication of animations.
release
Forge 1.19.2
1.0.513 мар. 2023 г.57Minecraft: 1.19.2forge
Что нового
v1.0.5
- Adds include animation support, allow you to have default animations files you can link to your other animation files, saving on duplication of animations.
release
Fabric/Quilt 1.19.3
1.0.713 мар. 2023 г.133Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.7
- Adds include animation support, allow you to have default animations files you can link to your other animation files, saving on duplication of animations.
release
Fabric/Quilt 1.19.2
1.0.1013 мар. 2023 г.123Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.10
- Adds include animation support, allow you to have default animations files you can link to your other animation files, saving on duplication of animations.
release
Forge 1.19.3
1.0.67 мар. 2023 г.56Minecraft: 1.19.3forge
Что нового
v1.0.6
- Adds my own custom Vibration system, that doesn't have a particle.
- Adds a Growable system for having mobs grow over time and turn into other mobs.
release
Fabric/Quilt 1.19.3
1.0.67 мар. 2023 г.215Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.6
- Adds my own custom Vibration system, that doesn't have a particle.
- Adds a Growable system for having mobs grow over time and turn into other mobs.
release
Forge 1.19.2
1.0.47 мар. 2023 г.62Minecraft: 1.19.2forge
Что нового
v1.0.4
- Adds my own custom Vibration system, that doesn't have a particle.
- Adds a Growable system for having mobs grow over time and turn into other mobs.
release
Fabric/Quilt 1.19.2
1.0.97 мар. 2023 г.196Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.9
- Adds my own custom Vibration system, that doesn't have a particle.
- Adds a Growable system for having mobs grow over time and turn into other mobs.
release
Forge 1.19.3
1.0.54 мар. 2023 г.55Minecraft: 1.19.3forge
Что нового
v1.0.5
- Fixes #2 allowing stacking spawn eggs.
release
Fabric/Quilt 1.19.3
1.0.54 мар. 2023 г.100Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.5
- Fixes #2 allowing stacking spawn eggs.
release
Forge 1.19.2
1.0.34 мар. 2023 г.67Minecraft: 1.19.2forge
Что нового
v1.0.3
- Fixes #2 allowing stacking spawn eggs.
release
Forge 1.19.3
1.0.43 мар. 2023 г.64Minecraft: 1.19.3forge
Что нового
v1.0.4
- Reverses 1.0.3 namespace lock, allows any mod to use this mod.
release
Fabric/Quilt 1.19.3
1.0.43 мар. 2023 г.82Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.4
- Reverses 1.0.3 namespace lock, allows any mod to use this mod.
release
Forge 1.19.2
1.0.22 мар. 2023 г.94Minecraft: 1.19.2forge
Что нового
v1.0.2
- Backport of AzureLib 1.19.3 to 1.19.2 Forge!
release
Forge 1.19.3
1.0.327 февр. 2023 г.60Minecraft: 1.19.3forge
Что нового
v1.0.3
- Locks checked namespaces for animations to only my mods.
release
Fabric/Quilt 1.19.3
1.0.327 февр. 2023 г.98Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.3
- Locks checked namespaces for animations to only my mods.
release
Fabric/Quilt 1.19.2
1.0.727 февр. 2023 г.96Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.7
- Locks checked namespaces for animations to only my mods.
release
Fabric/Quilt 1.19.2
1.0.626 февр. 2023 г.93Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.6
- Version locks to 1.19.2 only.
release
Fabric/Quilt 1.19.2
1.0.320 февр. 2023 г.100Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.3
- Fixes crash with all Geckolib 3.1.x mods
release
Fabric/Quilt 1.19.2
1.0.214 февр. 2023 г.124Minecraft: 1.19.2fabric, quilt
Что нового
v1.0.2
- Adds custom Navigation based off Mowzie Mobs.
- Adds my custom light block.
- Adds a core spawn egg for my mods.
- Adds a core base gun item.
release
Forge 1.19.3
1.0.228 янв. 2023 г.161Minecraft: 1.19.3forge
Что нового
v1.0.2
- Adds custom Navigation based off Mowzie Mobs.
- Adds my custom light block.
- Adds a core spawn egg for my mods.
- Adds a core base gun item.
release
Fabric/Quilt 1.19.3
1.0.228 янв. 2023 г.544Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.2
- Adds custom Navigation based off Mowzie Mobs.
- Adds my custom light block.
- Adds a core spawn egg for my mods.
- Adds a core base gun item.
release
Forge 1.19.3
1.0.125 янв. 2023 г.68Minecraft: 1.19.3forge
Что нового
v1.0.1
- Fixes game crash #1
release
Fabric/Quilt 1.19.3
1.0.125 янв. 2023 г.139Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.1
- Fixes entity packets.
release
Forge 1.19.3
1.0.024 янв. 2023 г.83Minecraft: 1.19.3forge
Что нового
v1.0.0
- First Release
release
Fabric/Quilt 1.19.3
1.0.024 янв. 2023 г.245Minecraft: 1.19.3fabric, quilt
Что нового
v1.0.0
- First Release