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MCHeli Rework 1.1.0-beta.4

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@github-actions github-actions released this 30 Oct 06:54
· 350 commits to main since this release
v1.1.0-beta.4
8bffb69

Phase 8 of the road to 1.1.0: fuel, the first equipment carried over from phase 4, hit boxes that
cover the whole vehicle, and crash spins. Betas are not uploaded to CurseForge. From this beta on,
betas ship one jar, Forge for Minecraft 26.3; the other loaders and 1.21.1 come back for 1.1.0.
Worlds from 1.1.0-beta.3 load as before. Players and servers need the same version, since the
network protocol changed.

Added

  • Fuel. Vehicles with a MaxFuel burn their FuelConsumption while the throttle is open, and the
    engine winds down when the tank runs dry. The HUD's fuel and low_fuel values are live, so the
    original fuel gauges and low fuel warnings work. Fuel trucks top up every vehicle within their
    FuelSupplyRange. Server config vehicles.infiniteFuel turns fuel use off.
  • The fuel can (mcheli:fuel): right-click a vehicle to pour in up to 100 units, right-click in
    the air with coal or charcoal in the inventory to fill it again. The original poured it through
    the vehicle's inventory screen, which is not ported yet.
  • The wrench (mcheli:wrench): right-click a vehicle to repair 10 hit points, once a second; with
    Shift it switches the vehicle to its next paint scheme.
  • The parachute (mcheli:parachute): use it in mid-air to float down, hold W to glide forward.
  • An Equipment creative tab for the three, and the original's crafting recipes for them. Their
    icons and names come from the imported content, like the vehicles'.
  • Zoom: through a camera, a gunner sight, gunner mode or a UAV, Z doubles the zoom up to the
    vehicle's CameraZoom and then goes back to 1x. Elsewhere Z still folds wings and hatches, as in
    the original. The HUD's cam_zoom follows it.
  • Night vision on K for vehicles with EnableNightVision. The HUD's cam_mode follows it.
  • Vehicles collide with each other by their whole hull (the BoundingBox lines), not just the
    small box at their feet: a vehicle cannot drive or fly into another one, a helicopter can set
    down on top of a parked truck, and ramming uses the same boxes for crash damage. Vehicles that
    can be loaded onto each other's racks still pass through, so they can drive onto the rack.
  • Hit boxes for the parts a vehicle's BoundingBox lines leave out, such as the MD-90's tail fin,
    made from its model when the content loads: every one-block cell of the model's surface that no
    listed box covers becomes part of the hull. Rotor blades and propellers are left out. Vehicles
    without any BoundingBox line (the MH-6, the R44 and others) get a hull this way too.
  • With F3+B on, the hull boxes are outlined next to the main box: the definition's in cyan, the
    generated ones in amber.
  • Heavy aircraft (MaxFuel of 3000 or more: the MD-90, C-5, E-767, B-29, B-2A, AC-130, US-2 and
    H8K) go up in three blasts like a destroyed boat, when wrecked on the ground or when their wreck
    crashes. Only a hull in the water sinks afterwards.
  • Crash spin: a shot down plane or jet rolls into a nose-down spiral, and a helicopter spins up
    faster than before with some wobble, until it is close to the ground. The direction comes from
    the entity, so everyone sees the same spin.

Changed

  • Ejection seats come down on a parachute instead of with slow falling.
  • Vehicles are placed with a full tank (the original placed them empty, to be filled from the
    inventory screen), and vehicles saved by earlier versions load with a full tank.
  • The Z key is called "Zoom / Fold Wings / Hatch" in the controls.

Fixed

  • Rounds no longer seem to fly through a vehicle they hit. The server always counted the hit on
    the hull, but the client kept drawing the round until the server removed it; it now stops and
    disappears where it struck. Clients also learn who fired, so a round never stops on its own
    vehicle.
  • With an Iris shader pack, tracers, rocket motors, flares and explosion glows no longer turn into
    long purple and teal lines running to the horizon. The glow pipelines are now handed to Iris,
    which draws them with its emissive entity and translucent particle programs.