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Fix review findings in player animations - #5
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SnailPerson merged 1 commit intoNov 4, 2026
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tornqvistaa
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Nov 4, 2026
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- Apply limb poses to players only, so humanoid mobs and armor stands near a vehicle no longer reach for its targets.
- Evaluate entries and one-shot/linger triggers once per client vehicle tick instead of per render call; render only interpolates. Exterior lookups use a registry of vehicles with exterior entries instead of scanning every entity, skip vehicles out of reach by distance, and the hot render paths no longer allocate. Turning playerTweaks off drops trigger state, so turning it back on fires no stale one-shots.
- Add getActiveLimbs: the vanilla first-person hand is hidden only for animated arms, so other hands keep their held items, and the first-person body pass draws only animated limbs, and is skipped while the camera is on another entity.
- Replace the RenderLayer @reDIrect with an accessor that swaps the renderer's layer list during the first-person body pass.
- 1.12.2: show exterior poses while standing, cache the layer field, remove the dead first-person limb pass, and install the shared custom player model once while any player needs it instead of nesting it.
- Validate playerAnimations at load: vehicles only, exactly one of seatSlot or range, applyAfter must name an animated object. Invalid entries are logged and dropped. Seat entries match only seats mounted directly on the vehicle.
- Revert the global parser changes (case-insensitive enums, bare numbers for integer lists) and the never-released root playerAnimations migration.
- Drop vehicle state on removal; sync descriptions and PLAYER_ANIMATIONS.md.
- Apply limb poses to players only, so humanoid mobs and armor stands near a vehicle no longer reach for its targets. - Evaluate entries and one-shot/linger triggers once per client vehicle tick instead of per render call; render only interpolates. Exterior lookups use a registry of vehicles with exterior entries instead of scanning every entity, skip vehicles out of reach by distance, and the hot render paths no longer allocate. Turning playerTweaks off drops trigger state, so turning it back on fires no stale one-shots. - Add getActiveLimbs: the vanilla first-person hand is hidden only for animated arms, so other hands keep their held items, and the first-person body pass draws only animated limbs, and is skipped while the camera is on another entity. - Replace the RenderLayer @reDIrect with an accessor that swaps the renderer's layer list during the first-person body pass. - 1.12.2: show exterior poses while standing, cache the layer field, remove the dead first-person limb pass, and install the shared custom player model once while any player needs it instead of nesting it. - Validate playerAnimations at load: vehicles only, exactly one of seatSlot or range, applyAfter must name an animated object. Invalid entries are logged and dropped. Seat entries match only seats mounted directly on the vehicle. - Revert the global parser changes (case-insensitive enums, bare numbers for integer lists) and the never-released root playerAnimations migration. - Drop vehicle state on removal; sync descriptions and PLAYER_ANIMATIONS.md. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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