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feat: Added rendering of armor when using the custom first person #134
base: 1.21
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…armors when using the first person custom
…r finishing the tests.
I think this would work better as a boolean in the FirstPersonConfiguration class rather than it's own first person mode, since I also plan to add my own first person mode and this would complicate things. (assuming my PR gets merged) |
It's not a bad option when I free up a little I do it now I have too much work :") |
Welp, I gave up on what I was trying to do... too hard :( |
I wanted to make a good way to have vanilla-style first person anims, rather than just rendering the third person model in first person. |
/** | ||
* Use the 3rd person player model (only arms/items/shoulder armor) to render accurate first-person perspective | ||
*/ | ||
THIRD_PERSON_MODEL_SP(true), |
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Is this new enum entry really necessary?
Wouldn't it be better to have the old entry (with updated comment) and use firstPersonConfig to optionally enable armor/shoulder rendering.
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It is not strictly necessary as I had already arranged with zigby to modify it and do it through a boolean in FirstPersonConfiguration but I have not had time to implement it.
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I just realized that you already did. I have been disconnected from this project too much work : “V
i'll just push directly to your repo |
You should probably add a constructor to the first person configuration class with the original 4 booleans so mods don't break |
Hope this gets merged soon, I am almost done updating my API just waiting on these changes |
Maybe change the target branch to 1.21.4 and we can backport from there? |
Yes, I don't see any problem to merge this |
@RazorPlay01 I need you to add this constructor to the FirstPersonConfiguration class:
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Without it a lot of mods will break |
If I had already done it, I think I hadn't updated my fork here. |
I made a build of this and sent it to a friend to test it to see if it works with stuff like GeckoLib armor |
Alright it's all good now, thanks :) |
With geckolib it should not render anything, I already tried it at the time because this one uses another FeatureRenderer adapted to its models, I had planned to see how it worked well in the future to make it work but I have not had time for them |
Well that sucks. |
A new FirstPersonMode has been added which allows the rendering of armors when using the first person custom
I have preferred to do it this way and not add each shoulder separately to FirstPersonConfiguration because I doubt that anyone would be interested in handling the rendering of the shoulder pads separately, this way it will only be visible according to the arms if both are visible their respective armor parts will be shown instead when only one is visible only that one will show its armor.