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I have been using BipedEntityModels to attach Objs to the player model under certain conditions. I do this by creating custom ModelParts that render the Myron Objs instead of cuboids. This means that these ModelParts have no cuboids.
When a mod using BendyLib calls ModelPartAccessor.getCuboid(...), ModelPartAccessor assumes that cuboid actually exists. It might make sense for ModelPartAccessor.getCuboid(...) to return an Optional<MutableCuboid>?
The text was updated successfully, but these errors were encountered:
I think, yes, I can do that.
Now, I don't have access to my PC (I'm currently upgrading it) but I'll check, what can I do.
I won't change getCuboid, but I can make it deprecated and add a new method. (changing that will make the lib completely incompatible with any mods what are using an older version)
I am the author of the mod Magical Mahou.
I have been using
BipedEntityModel
s to attach Objs to the player model under certain conditions. I do this by creating customModelPart
s that render the Myron Objs instead of cuboids. This means that theseModelPart
s have no cuboids.When a mod using BendyLib calls
ModelPartAccessor.getCuboid(...)
,ModelPartAccessor
assumes that cuboid actually exists. It might make sense forModelPartAccessor.getCuboid(...)
to return anOptional<MutableCuboid>
?The text was updated successfully, but these errors were encountered: