v0.8.8
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29081 |
May 20th at 4:26 PM |
Show |
animationmanagerlib_0.8.8.zip |
Install now |
v0.8.7
v0.8.7
Fixes, fixes, fixes... I hate vanilla animation system
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1183 |
May 16th at 12:41 PM |
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animationmanagerlib_0.8.7.zip |
Install now |
v0.8.5
v0.8.5
Some fixes, should fix problems with villages mod
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850 |
May 12th at 6:53 AM |
Show |
animationmanagerlib_0.8.5.zip |
Install now |
v0.8.3
v0.8.3
Fixed bug with traders
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521 |
May 10th at 12:00 PM |
Show |
animationmanagerlib_0.8.3.zip |
Install now |
v0.8.2
v0.8.2
fixed collison bug
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105 |
May 10th at 7:53 AM |
Show |
animationmanagerlib_0.8.2.zip |
Install now |
v0.8.1
v0.8.1
fixed character screen lag
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243 |
May 9th at 6:40 PM |
Show |
animationmanagerlib_0.8.1.zip |
Install now |
v0.7.14
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6641 |
Apr 10th at 4:14 AM |
Show |
animationmanagerlib_0.7.14.zip |
Install now |
v0.7.13
v0.7.13
Fixed animations bug in multiplayer
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561 |
Apr 8th at 1:58 PM |
Show |
animationmanagerlib_0.7.13.zip |
Install now |
v0.7.12
v0.7.12
Fixed animations not stopping on players death
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701 |
Apr 6th at 2:14 PM |
Show |
animationmanagerlib_0.7.12.zip |
Install now |
v0.7.11
v0.7.11
Fixed SSAO rendering on top of items ("transparent items" effect)
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729 |
Apr 3rd at 5:46 PM |
Show |
animationmanagerlib_0.7.11.zip |
Install now |
v0.7.10
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233 |
Apr 3rd at 6:50 AM |
Show |
animationmanagerlib_0.7.10.zip |
Install now |
v0.7.9
v0.7.9
Fixed animations speed bug
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572 |
Apr 1st at 12:24 PM |
Show |
animationmanagerlib_0.7.9.zip |
Install now |
v0.7.8
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707 |
Mar 30th at 12:37 PM |
Show |
animationmanagerlib_0.7.8.zip |
Install now |
v0.7.7
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120 |
Mar 30th at 9:00 AM |
Show |
animationmanagerlib_0.7.7.zip |
Install now |
v0.7.5
v0.7.5
Unstable Changed the way animations are integrated into the game to reduce performance impact.
Incompatible with Rustbound Magic
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190 |
Mar 29th at 9:48 PM |
Show |
animationmanagerlib_0.7.5.zip |
Install now |
v0.7.5-dev.1
v0.7.5-dev.1
Added some optimizations and turned off some of the camera control features to improve performance
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271 |
Mar 29th at 10:28 AM |
Show |
animationmanagerlib_0.7.5-dev.1.zip |
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v0.7.4
v0.7.4
Fp shadows fix (now shadow pass uses tp animations)
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1961 |
Mar 20th at 1:22 PM |
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animationmanagerlib_0.7.4.zip |
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v0.7.3
v0.7.3
Fixed some bug in animations generation for a one specific edge case
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2073 |
Mar 8th at 6:22 AM |
Show |
animationmanagerlib_0.7.3.zip |
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v0.7.2
v0.7.2
Added support for overriding textures from itemtype
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3662 |
Mar 3rd at 9:33 AM |
Show |
animationmanagerlib_0.7.2.zip |
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v0.7.1
v0.7.1
Fixed immersive first-person mode issue with animations not being played
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1523 |
Feb 27th at 4:22 PM |
Show |
animationmanagerlib_0.7.1.zip |
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v0.7.0
v0.7.0
Reworked item animations system and fixed synchronizing issues in multiplayer
Fixed resource leakages in multiplayer
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2589 |
Feb 27th at 6:14 AM |
Show |
animationmanagerlib_0.7.0.zip |
Install now |
v0.6.3
v0.6.3
Fixed some bugs in animations, fixed bug with rendering items in immersive first person
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4778 |
Feb 22nd at 7:27 PM |
Show |
animationmanagerlib_0.6.3.zip |
Install now |
v0.6.1
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848 |
Feb 15th at 8:52 AM |
Show |
animationmanagerlib_0.6.1.zip |
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v0.6.0
v0.6.0
Can be unstable due to added attachments rendering
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1510 |
Feb 10th at 7:44 PM |
Show |
animationmanagerlib_0.6.0.zip |
Install now |
v0.5.3
v0.5.3
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1100 |
Feb 4th at 8:59 AM |
Show |
animationmanagerlib_0.5.3.zip |
Install now |
v0.5.2
v0.5.2
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291 |
Feb 3rd at 7:40 AM |
Show |
animationmanagerlib_0.5.2.zip |
Install now |
v0.6.2
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171 |
Feb 20th at 1:01 PM |
Show |
animationmanagerlib_0.6.2.zip |
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v0.5.1
v0.5.1
Fixed categories composing
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670 |
Jan 28th at 12:34 PM |
Show |
animationmanagerlib_0.5.1.zip |
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v0.5.0
v0.5.0
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787 |
Jan 24th at 2:35 PM |
Show |
animationmanagerlib_0.5.0.zip |
Install now |
v0.4.1
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624 |
Jan 11th at 10:13 AM |
Show |
animationmanagerlib_0.4.1.zip |
Install now |
v0.4.0
v0.4.0
Better integration of procedural animations into vanilla animations (now animations weight and blending works properly with vanilla weights and blending modes)
Added suppression of vanilla animations (call Suppress(animationCode) to suppress, and Unsuppress to allow ti back)
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255 |
Jan 10th at 1:48 PM |
Show |
animationmanagerlib_0.4.0.zip |
Install now |
v0.3.1
v0.3.1
Added new animations targets (not there is entity tp, fp, ifp targets similar to vanilla).
AnimatableProcedural uses "-fp" and "-ifp" like vanilla (but unlike vanilla, requires them)
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290 |
Jan 4th at 10:20 PM |
Show |
animationmanagerlib_0.3.1.zip |
Install now |
v0.3.0
v0.3.0
Updated to 0.3.0. Item animation work in both fp and tp view
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435 |
Dec 24th 2023 at 2:35 PM |
Show |
animationmanagerlib_0.3.0.zip |
Install now |
v0.2.1
v0.2.1
Some minor changes
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2602 |
Dec 12th 2023 at 4:40 AM |
Show |
animationmanagerlib_0.2.1.zip |
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v0.2.0
v0.2.0
Reworked api for entities
Fixed bug with entity animation
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538 |
Dec 6th 2023 at 12:02 PM |
Show |
animationmanagerlib_0.2.0.zip |
Install now |
v0.1.1
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137 |
Dec 6th 2023 at 9:57 AM |
Show |
animationmanagerlib_0.1.1.zip |
Install now |
v0.1.0
v0.1.0
Refactored a lot of code, probably fixed some bug
Removed some redundant methods from api
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130 |
Dec 5th 2023 at 8:48 PM |
Show |
animationmanagerlib_0.1.0.zip |
Install now |
v0.0.7
v0.0.7
Fixed some bugs, changed utils, improved API.
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155 |
Dec 5th 2023 at 2:29 AM |
Show |
animationmanagerlib_0.0.7.zip |
Install now |
v0.0.6
v0.0.6
Shortest distance mode fix
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162 |
Dec 2nd 2023 at 9:52 PM |
Show |
animationmanagerlib_0.0.6.zip |
Install now |
v0.0.5
v0.0.5
A lot of changes in API
Added support for RotShortestDistance
Added cyclic animations support
Added AnimatableProcedural behavior that simplifies work with items animations
Removed ItemAnimationBehavior behavior
Fixed a lot of bugs
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134 |
Dec 2nd 2023 at 4:51 PM |
Show |
animationmanagerlib_0.0.5.zip |
Install now |
v0.0.4
v0.0.4
Refactored interfaces and classes.
Added incode xml documentation.
Renamed Start action into Play.
Added convenience-methods to generate run parameters
Added ability to register custom progress modifiers
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160 |
Nov 29th 2023 at 10:04 AM |
Show |
animationmanagerlib_0.0.4.zip |
Install now |
v0.0.3
v0.0.3
Added items animatins for fp view
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139 |
Nov 28th 2023 at 5:50 PM |
Show |
animationmanagerlib_0.0.3.zip |
Install now |
v0.0.2
v0.0.2
Fully refactored from ground up (kept a lot of intermediate code and api intact)
Changed animationId to include categoryId, so now you should register animation for each category you want it to use
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153 |
Nov 27th 2023 at 2:47 PM |
Show |
animationmanagerlib_0.0.1.zip |
Install now |
v0.0.1
v0.0.1
|
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168 |
Nov 25th 2023 at 1:59 PM |
Show |
animationmanagerlib_0.0.1.zip |
Install now |
AlebenTod
Yeah I'm having the exact same issue with the Profound One texture, even when reverting back to 0.8.7
There is a compatibility issue with the Rust & Rot mod. I quote my comment
"Hi! The problem is that only the head of a deep-sea drifter is visible . Games Version 1.19.8 mod Version 1.0.5
https://imgur.com/a/m3WjjzG
updating is a problem turned out to be in fashion Animation Manager
https://mods.vintagestory.at/amlib
Alas, we will have to abandon your wonderful mod for this version. I need crossbows and muskets more in the assembly. :)"
Hi got this error, sorry if its dumb i'm new to vintage story modding.
Game Version: v1.20.0-pre.6 (Unstable)
10/18/2024 8:26:36 PM: Critical error occurred in the following mod: animationmanagerlib@0.7.2
Loaded Mods: game@1.20.0-pre.6, zoombuttonreborn@2.0.0, alchemy@1.6.36, animationmanagerlib@0.7.2, betterfirepit@1.1.4, betterruins@0.3.7, carryon@1.8.0-pre.1, combatoverhaul@0.0.32, commonlib@2.5.0-rc.2, pelaguswinds@1.0.0, rivers@3.2.0, creative@1.20.0-pre.6, vsimgui@1.1.6, survival@1.20.0-pre.6, configlib@1.3.16, fsmlib@0.4.5, playercorpse@1.10.1-rc.1
System.MissingFieldException: Field not found: 'Vintagestory.Client.NoObf.ShaderProgram.AssetDomain'.
at AnimationManagerLib.AnimationManagerLibSystem.LoadAnimatedItemShaders()
at Vintagestory.Client.NoObf.ClientEventManager.TriggerReloadShaders() in VintagestoryLib\Client\Util\ClientEventManager.cs:line 432
at Vintagestory.Client.NoObf.ShaderAPI.ReloadShaders() in VintagestoryLib\Client\API\ShaderAPI.cs:line 53
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerReady(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 886
at Vintagestory.Client.NoObf.ProcessPacketTask.ProcessPacket(Packet_Server packet) in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 16
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 10
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 786
at Vintagestory.Client.GuiScreenConnectingToServer.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenConnectingToServer.cs:line 316
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 328
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Posted in the Discord server: 0.8.8 breaks (meteoric) iron anvil forging. No matter how much you hammer it, it won't weld. 0.8.7 works fine though
Any updates on compatibility with VS Village? Hopefully I'll be able to protect my villagers with a musket soon.
same here
This mod is also causing issues with VS Village after 0.8.1 update, including the most recent version (0.8.3)
Null Ref on villager initialize · Issue #33 · G3rste/vsvillage (github.com)
Traders crash the game after 0.8.x
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.EntityTrader.Initialize(EntityProperties properties, ICoreAPI api, Int64 InChunkIndex3d) in VSSurvivalMod\Systems\Trading\EntityTrader.cs:line 129
at Vintagestory.Client.NoObf.ClientSystemEntities.entityFromPacket(Packet_Entity entitypacket, ClientMain game) in VintagestoryLib\Client\Systems\Entities.cs:line 553
at Vintagestory.Client.NoObf.ClientSystemEntities.createOrUpdateEntityFromPacket(Packet_Entity entitypacket, ClientMain game, Boolean addToLoadQueue) in VintagestoryLib\Client\Systems\Entities.cs:line 515
at Vintagestory.Client.NoObf.ClientSystemEntities.<>c__DisplayClass8_0.<HandleEntityLoadedPacket>b__0() in VintagestoryLib\Client\Systems\Entities.cs:line 218
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 776
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 163
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
I'm getting two bugs in 0.8.1.
First one is lighting on the character in both first person and third person breaks, the character model is fulled blacked out as if no light is shining on you, even in sunlight.
Second one is when smithing, adding material to a work item will stop the hammer from playing the hammer hit noise when striking the metal.
Reverting back to version 0.7.14 fixes these issues.
Thank you.
DiZek
Thanks, should be fixed in 0.7.9
It seems that with both versions v0.7.7 and v0.7.8 that the animations such as Sprinting are slowed down/sluggish and swapping Tools while using them gets the animation stuck (Axe, Shovel).
v0.7.5 does not have this issue.
I disabled every single mod to figure out what was doing this and it turned out to be this one and I narrowed it down to those versions.
Hope this helps :)
Shinji170981
I chose the wrong game version for this release, apparently. It requires 1.19.4 game version, and error is about stuff from 1.19.4 being missing
Got this error with the 0.7.2 version but the 0.7.1 version works apparently. Thanks in advance for investigating :)
05.03.2024 22:10:37: Critical error occurred in the following mod: animationmanagerlib@0.7.2
Loaded Mods: aculinaryartillery@1.1.3, bettertraders@0.0.5, chiseltools@1.10.4, samsdungeonsremastered@1.0.0, healthiertrees@1.0.0, hudrealtimeclock@1.0.0, immersivecorpsedrop@1.0.2, justmoreruins@0.9.8, largercrock@1.0.2, millwright@1.1.4, moreclay@1.0.2, nailsmold@1.0.1, quicklimepk@1.0.0, salmonfix@1.0.0, sortablestorage@2.2.2, spyglass@0.5.1, thetailmod@1.0.0, temporal_gears_stack@1.0.0, thecritterpack@0.8.8, game@1.19.3, abcsreborn@0.1.9, animalcages@3.0.2, animationmanagerlib@0.7.2, egocaribautomapmarkers@3.1.0, BedRespawning@1.0.1, betterfirepit@1.1.4, betterruins@0.3.3, carryon@1.7.4, commonlib@2.3.2, creaturekilledby@1.0.0, cuniculture@1.0.2, expandedfoods@1.6.8, extrainfo@1.7.0, flowerfarming@1.0.0, glowingprojectiles@1.1.3, herbarium@1.1.0, hudclock@3.4.0, sailboat@1.2.8, lessannoyingdrifters@1.0.1, medievalexpansion@3.13.1, meteoricexpansion@1.2.5, moreanimals@1.3.3, natsachievements@1.0.1, paxel@1.4.3, prospecttogether@1.3.0-rc.3, simplestep@1.1.6, spawnhighlight@1.2.0, spearsplus@1.0.0, steelanvil@1.0.0, stickemup@1.1.0, stonerailings@1.2.1, strspawnchances@0.1.6, terrapretatrade@1.0.0, th3dungeon@0.2.1-rc.1, trailmod@1.0.7, tstools@2.0.4, vhfp@1.1.0, vmetp@1.1.1, creative@1.19.3, vsimgui@0.3.4, vsinstruments@1.2.7, survival@1.19.3, vsvillage@0.9.2, workbenchexpansion@1.8.0, metalrecovery@0.1.19-pre.1, awearablelight@1.1.1, betterruinslootchanges@0.0.3, bullseye-continued@2.5.8, tradercamps@1.1.2, configlib@0.4.3, extraoverlays@1.4.0, fsmlib@0.2.9, playercorpse@1.9.0, simplewinddirection@1.0.2, slanted_display_cases@1.3.2, wildcraftfruit@1.1.0, wildcraftherb@0.0.0, wildcrafttree@1.1.0, itemmagnet@1.0.3
System.MissingMethodException: Method not found: 'Void Vintagestory.GameContent.EntityPlayerShapeRenderer.set_HeldItemPitchFollowOverride(System.Nullable`1<Single>)'.
at AnimationManagerLib.Patches.PlayerModelMatrixController.LoadModelMatrixForPlayer(EntityPlayerShapeRenderer __instance, Entity entity, Boolean isSelf, Single dt, Boolean isShadowPass)
at Vintagestory.GameContent.EntityPlayerShapeRenderer.loadModelMatrixForPlayer_Patch1(EntityPlayerShapeRenderer this, Entity entity, Boolean isSelf, Single dt, Boolean isShadowPass)
at Vintagestory.GameContent.EntityPlayerShapeRenderer.DoRender3DOpaque(Single dt, Boolean isShadowPass) in VSEssentials\EntityRenderer\EntityPlayerShapeRenderer.cs:line 248
at Vintagestory.Client.NoObf.SystemRenderEntities.OnRenderOpaque3D_Patch0(SystemRenderEntities this, Single deltaTime)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 808
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 724
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
mj_outlaw
It is not loaded according to logs
newest crashes my game:
Running on 64 bit Windows 10.0.22631.0 with 32679 MB RAM
Game Version: v1.19.4 (Stable)
03.03.2024 20:47:15: Critical error occurred
Loaded Mods: detonateredux@1.1.1, degrees1499@1.0.0, armordurabilityiix@1.0.2, aculinaryartillery@1.1.3, tonwexp@1.1.0, cheaperarmor@2.0.2, auxiliarymod@2.0.2, backpackpack@1.0.3, bettercompost@1.0.1, blacksmithname@1.1.6, Bluesky@1.0.0, Ceramos@0.4.3, hqzlights@1.1.1, capreolinae@1.0.5, HangingOilLamps@1.0.1, haybales@1.1.2, millwright@1.1.4, moreicons_cs@1.1.0, morenails@1.1.0, pieontheshelf@1.0.0, pipeleaf@1.5.0, primitivesurvival@3.4.7, rackablefirestarter@1.0.0, ragnamans-seeds-from-crops-recipes@1.0.0, salmonfix@1.0.0, smokychimneys@1.0.0, spyglass@0.5.1, game@1.19.4, additionalmolds@1.0.1, alloycalculator@1.0.0, animalcages@3.0.2, betterfirepit@1.1.4, betterjonasdevices@1.1.0, blocksoverlay@2.5.0, brutalstory@1.0.0, carryon@1.7.4, commonlib@2.3.5, composter@1.1.0, coolinbarrel@0.5.3, debarkedlogintofirewood@1.0.0, expandedfoods@1.6.8, fancyplanters@1.2.0, icecold@0.5.1, sailboat@1.2.8, lavoisier@1.3.0, maltiezbows@1.0.3, metaltongs@1.1.3, meteoricexpansion@1.2.5, moreanimals@1.3.3, petai@2.2.3, prospecttogether@1.3.0, scythemold@1.0.0, simplestep@1.1.7, snowballs@1.0.1, stonebakeoven@1.1.3, storageoptions@1.0.2, translocatorlocator@1.0.2, creative@1.19.4, vsimgui@1.1.1, vsinstruments@1.2.7, survival@1.19.4, waypointtogether@1.0.1, woodenfortifications@0.0.4, workbenchexpansion@1.8.0, metalrecovery@0.1.19-pre.1, bullseye-continued@2.5.8, cats@2.0.1, chemistrylib@1.1.5, configlib@1.0.2, fsmlib@0.2.15, playercorpse@1.9.0, simplewinddirection@1.0.2, stonequarry@3.2.1, wolftaming@2.1.0, kosfire@1.1.3, kos-goldamalgam@1.0.0, maltiezfirearms@0.4.3
System.Exception: Don't know how to instantiate collectible behavior of class 'AnimatableProcedural' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateCollectibleBehavior(CollectibleObject collectible, String code) in VintagestoryLib\Common\ClassRegistry.cs:line 221
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 195
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 570
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 388
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 341
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
Snowfall94
Fixed, thanks
Latest update made animations not work in immersive camera mode for Firearms mod
The gun stays at your side you can reload/shoot but no animation, if you toggle immersive off it goes to fully animated. Just figured I'd let you know
Thanks. I don't mind using the old animations as long as I can still use the mod. I didn't expect you to try and make any changes on your end for such a small mod, anyway, if it was more than a small change. You're the best Maltiez
CharlieSoulfire
It is incompatibility of Bullseye with Kobold Player Model cause animations are patched in into only seraph's model... I'll try to make a compatibility patch in an hour or so.
Upd.: no, sorry, this `Kobold Player Model Port` mod is such a mess, that I can't add proper compatibility. I'll try to make it not crash, at least.
Upd.2: fixed crashes, but aiming animations wont work with this mod (will be similar to 2.5.3 version)
Upd.3: now Kobolds Model mod has proper support from its side too
The game crashes when attempting to use a bow in the newest version of Bullseye and the crashes reference Animation Manager and Bullseye. pastebin.com/ufkXdK6B
NukoSan
No, this error is about vanilla animation manager
After getting some mods updated alongside yours I am getting this:
[Error] Exception: Field not found: 'Vintagestory.API.Common.Entities.Entity.AnimManager'.
at fantasycreatures.src.common.entity.EntityDragonFC.OnGameTick(Single dt)
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 329
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 168
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
Could be animation library?
Samino2
Not exactly, I made this a standalone library cause ppl asked to. Desync problems of fsm lib animations is solved in dev build, but I dont want to released it cause it will probably cause networking problems. But I will use this lib to remake animations for Croccbows and Firearms, it just will take some time.
yay is this to patch the animation problem in your mods?
I'll be playing around with this at some point