Releases: Tschipcraft/deathanimations_test
Releases · Tschipcraft/deathanimations_test
Release v0.3
Changelog since v0.2:
- Added more factors for applied motion
Body parts will now take the following factors for their motion/momentum into account:- Motion from the dead mob [!NEW in this release]
- Motion from the killer entity [!NEW in this release]
- Motion from the new swing momentum entity [Players only] [!NEW in this release]
- Custom motion parameters depending on the situation
- Added different blood particles for parts inside water
- Added turtle animation
- Fixed broken inherited rotation
- Fixed incorrect angled body parts in low_p_mode
- Fixed choppy rotation reset
- Fixed incorrect loot tables
- Fixed vanilla heads not being decoded and encoded correctly
- Fixed incompatibility with Minecraft 1.19.3 due to resource pack loading changes
- Renamed y_lag function to troubleshoot
✔️ Implemented:
- Rewrite of body part system
- Unique id assigning now counts upwards
- Id finding now uses predicates instead of functions making it faster
- Functions are now more documented than in any other data pack made by me
- Generate models with a custom script, making it easier to add new mobs and avoiding errors like unintentional offsets to the ground
- Take the pushers motion data into account for body part push calculations
- Evaluate tracked projectiles where they hit the entity, making more powerful Head-, Arm-, Leg- and Torsoshots possible (knockback)
- New animations for frogs, turtles, fish, tadpoles and snow golems
- Updated tag lists for 1.19
- Offset adjustments
- Different blood particles for body parts inside water
- More factors for applied motion:
Body parts will now take the following factors for their motion/momentum into account:- Motion from the dead mob [!NEW]
- Motion from the killer entity [!NEW]
- Motion from the new swing momentum entity [Players only] [!NEW]
- Custom motion parameters depending on the situation
- Fixed bugs:
- #1 Fixed incompatibility with Minecraft 1.19.3 due to resource pack loading changes
- Fixed incorrect loot table
- Fixed vanilla heads not being decoded and encoded correctly
- Fixed incorrect angled body parts in low_p_mode
- Fixed choppy rotation reset
- Fixed broken inherited rotation
📜 Planned (not yet implemented):
- Core adjustments
- Calculated or randomized body part rotations
- Making body parts spin on the z axis, making them have 3dof
- Ragdolls
- Player Death Animations
- Custom body part hit sound
- Replace hardcoded materials
- Option for using player heads only?
- Goat Horn
- Material mixing for head items (no use)/skeleton body (bonemeal)
- Special NBT heritage for mob variants/saddles
- Axis lock system for special body part forms
- Special animations for Blaze + Enderman
- Bug fixing
- Performance
- New icon
A not so frequently updated roadmap can also be viewed on my website
Release v0.2
Changelog since v0.1:
- Position fine tuning
- Removed debug names
- Changed to actual mob heads (looks weird; may revert)
- Fixed enderman
- Fixed cave spider size
- Added snow golem
- Fixed some generator booboos
- Changed to carrot on a stick base model instead of structure block
- Fixed obsidian particle
- Fixed ender pearl particle
- Fixed scute particle
- Fixed cave spider, rabbit and cat size
Offset adjustments are now implemented!
✔️ Implemented:
- Rewrite of body part system
-> Unique id assigning now counts upwards
-> Id finding now uses predicates instead of functions making it faster
-> Functions are now more documented than in any other data pack made by me - Generate models with a custom script, making it easier to add new mobs and avoiding errors like unintentional offsets to the ground
- Take the pushers motion data into account for body part push calculations
- Evaluate tracked projectiles where they hit the entity, making more powerful Head-, Arm-, Leg- and Torsoshots possible (knockback)
- New animations for frogs, tadpoles and snow golems
- Updated tag lists for 1.19
- Offset adjustments
📜 Planned (not yet implemented):
- Core adjustments
- Randomized body part rotations
- Making body parts spin on the z axis, making them have 3dof
- Ragdolls
- Custom body part hit sound
- Replace hardcoded materials
-> Option for using player heads only?
-> Goat Horn
-> Material mixing for head items (no use)/skeleton body (bonemeal) - Special nbt heritage for mob variants/saddles
- Axis lock system for special body part forms
- Special animations for Blaze + Enderman
- Bug fixing
- Performance
- New icon
The roadmap can also be viewed on my website
Release v0.1
This is the first development version of Death Animations v2.0 for Minecraft 1.19
✔️ Implemented:
- Rewrite of body part system
-> Unique id assigning now counts upwards
-> Id finding now uses predicates instead of functions making it faster
-> Functions are now more documented than in any other data pack made by me - Generate models with a custom script, making it easier to add new mobs and avoiding errors like unintentional offsets to the ground
- Take the pushers motion data into account for body part push calculations
- Evaluate tracked projectiles where they hit the entity, making more powerful Head-, Arm-, Leg- and Torsoshots possible (knockback)
- New animations for frogs, tadpoles and snow golems
- Updated tag lists for 1.19
📜 Planned (not yet implemented):
- Core adjustments
- Randomized body part rotations
- Offset adjustments
- Making body parts spin on the z axis, making them have 3dof
- Ragdolls
- Custom body part hit sound
- Replace hardcoded materials
-> Option for using player heads only?
-> Goat Horn
-> Material mixing for head items (no use)/skeleton body (bonemeal) - Special nbt heritage for mob variants/saddles
- Axis lock system for special body part forms
- Special animations for Blaze + Enderman
- Bug fixing
- Performance
The roadmap can also be viewed on my website