Model animation system#2331
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RainWarrior merged 1 commit intoMinecraftForge:masterfrom Jan 24, 2016
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This confused me when I saw it in context. I honestly thought it was a Null Parameter from it's name.
Can I suggest this be PassthroughParameter or something to that effect.
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In order to support advanced use cases, as we have in SteamNSteel, it would be idea if the animation system could support the following: Triggers Specifying Timeframes in terms of FPS Start an animation, pretending that the world time is offset to 0 Upon finishing a non-looping clip, auto-transition to another. |
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Main things of interest:
* IAnimationStateMachine - state machine for animations; can load
from json.
* AnimationTESR - automatic TESR for animated models.
* AnimationModelBase - same for entities.
* ITimeValue - time-varying value, used to control animation
parameters from code.
* TESRs can now be batched - look at TESR.renderTileEntityFast +
TE.hasFastRenderer.
* RegionRenderCache is not accessible to TESRs and other client-side
logic - MinecraftForgeClient.getRegionRenderCache.
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Continuation of #2308. Creating a new PR due to 1.8.X moving to the master branch.

WIP, making a PR for much needed feedback.
neither API nor actual json formats are finalized.
Related: #2163