Note: Many of the features here were written for my recent update of
ResurrectionChest, so you can check that out to see some of the new models and features!
FreeMinecraftModels 2.3.0:
- [New] Massive rewrites! This improves and adds a ton of features - the following changelog may not cover everything, but it tries to. This also brings a couple of API changes, which should be for the better in the long run as they seek to simplify how the API can be used while also making it far more powerful.
- [New] Added PlayerDisguiseEntity, basically allowing players to be used as dynamic entities for disguises
- [New] Added command /fmm disguise <modelName> which allows players to disguise themselves as specific models
- [New] Added command /fmm undisguise to remove disguises
- [New] Models can now use tag_ in bone names as meta indicators for name tags, displaying any set display name there
- This works with empty bones, where the pivot point will be used
- This also works with bones that contain cubes
- Models can have multiple name tags, or no name tags
- Name tags currently only use armor stands for maximum compatibility, text displays coming soon
- [New] Added new interpolation types for animations
- SMOOTH
- BEZIER
- STEP
- [New] Vastly improved the props system, which now uses callbacks via API to define behavior and can create packet-based blocks which respect prop rotation.
- This is key for making models 'solid' - for example, ResurrectionChest places packet-based barrier blocks where the chest should be, making the model solid
- [New - Internal] Centralized all behavior in ModeledEntity, and broke it up into components for better readability and usability.
- All FMM entities can now have underlying entities, and those entities can be of any Minecraft entity type
- All FMM entities now share the same core components, standardizing behavior and clearing out the previous unnecessary complexity
- Core interaction behavior (left-clicking, right-clicking and entering entity hitboxes) is now purely callback-based
- Since this is shared by all entity types, all entity types can now have fully custom callbacks
- Since this system is used internally, behavior can automatically be overriden by other plugins without requiring turning other features off
- Since this system uses callbacks, any interaction can do virtually anything, or nothing at all. This is showcased by ResurrectionChest opening death chests in that plugin.
- [New] Moved common math operations to MagmaCore