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pets-and-pals
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[READ-ONLY] Mirror of https://github.com/aaronateataco/pets-and-pals. Pets & Pals — client-side companion pets with real presence. Fork/redesign of downloadableduck's Pets Mod.
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pets-and-pals
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src
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client
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java
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io
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github
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aaronateataco
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petsandpals
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rendering
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26.2
2 folders
3 files
aaronateataco
0.34.0: fix witch's missing texture and rabbit's broken skin selection
6w ago
b9a4795b
custom
0.17.0: remove non-vanilla pets (duck, racoon, penguin, koi, stingray, dumbo octopus, head, all April Fools mobs) Deleted the entity classes, renderers, skin enums, registrations, and command wiring for every species that isn't backed by a vanilla mob type - the original petsmod additions (duck/racoon/penguin/koi/stingray/dumbo octopus/floating head) and every April Fools joke mob (ray tracing, smiling creeper, nerd creeper, mega spud, moon cow, batato, diamond chicken, love golem, pink wither, plaguewhale slab, poisonous potato zombie, potato husk, redstone bug, toxifin slab, traitor, angry ghast). Also cleaned up the now-orphaned textures, sounds, and lang entries, and fixed the default-pet fallback (was hardcoded to the now-gone duck). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
1 month ago
vanilla
0.34.0: fix witch's missing texture and rabbit's broken skin selection Cross-checked every hardcoded vanilla texture path across all renderers against what's actually shipped in the game jar: - Witch had no valid texture at all - pointing at "textures/entity/witch.png", which doesn't exist (vanilla moved it into textures/entity/witch/witch.png and this was never updated) - Rabbit skin selection did nothing: the switch checked CONFIG.activePet (always literally "rabbit") instead of CONFIG.rabbitSkin, so no case ever matched and every rabbit rendered as the same brown fallback no matter what skin you picked - The "brown" rabbit skin's own path was also wrong (missing the "rabbit_" prefix every other file has), and horse's "dark brown" skin was silently reusing plain "brown" instead of its own texture - Cat's "ocelot" skin pointed at a file with an extra "cat_" prefix that doesn't exist Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
1 month ago
PetOrbRenderer.java
0.34.0: fix witch's missing texture and rabbit's broken skin selection Cross-checked every hardcoded vanilla texture path across all renderers against what's actually shipped in the game jar: - Witch had no valid texture at all - pointing at "textures/entity/witch.png", which doesn't exist (vanilla moved it into textures/entity/witch/witch.png and this was never updated) - Rabbit skin selection did nothing: the switch checked CONFIG.activePet (always literally "rabbit") instead of CONFIG.rabbitSkin, so no case ever matched and every rabbit rendered as the same brown fallback no matter what skin you picked - The "brown" rabbit skin's own path was also wrong (missing the "rabbit_" prefix every other file has), and horse's "dark brown" skin was silently reusing plain "brown" instead of its own texture - Cat's "ocelot" skin pointed at a file with an extra "cat_" prefix that doesn't exist Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
1 month ago
PetRaftRenderer.java
0.27.0: lead anchors at boat stern/raft bow, fix ferry swim-raft loop The tow rope drew straight through both hull centers before; now it reads the real-time boat/raft positions and pins the endpoints to the back of the boat and the front of the raft. The ferry raft used to release the moment its own next step found any dry ground, which could be a mid-lake island rather than where the owner actually was - dropping the pet mid-crossing, which then swam into the next body of water and got re-rafted immediately. It now only lets go once the owner themself is on dry land. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
1 month ago
PetRenderer.java
Remove pet shadow; smooth sprint-alongside lead to fix first-person twitch Shadows snapped visibly around under the pet whenever the catch-up logic repositioned/teleported it, which looked worse than no shadow. The sprint-alongside steering lead used the owner's raw per-tick velocity multiplied by up to 5x - small natural velocity noise while sprinting (bobbing, edge collisions) got amplified into a visible first-person twitch. Smoothed with the same lerp pattern already used for the anchor point and speed boost. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
1 month ago