
- Fixed an issue where the RemotePlayer model was not rendering
- Fixed an issue where the first-person arms were not rendering
YSM 2.6.5 Changelog
Performance & Stability
- Fixed an issue where the game would freeze after long runtime on Linux and Android;
- Improved renderer scheduling for slight performance gains, reducing load and power consumption on Android;
- Optimized rendering of opaque models; improved model memory management;
- Note: Once a model uses semi-transparent textures, rendering efficiency will drop significantly. It is recommended to minimize the use of transparency;
Compatibility
- Added support for Minecraft 26.1.2 NeoForge;
- Automatically disables linked mod features when the linked mod version is too low (instead of crashing with an error);
Features
- Added configuration options to disable certain high-risk linked mod features;
- For example, mods like Sophisticated Backpacks and Parkour that frequently change their core code;
- Improved stability of the radial menu configuration UI;
- Added support for lance animations; the animation category name is
lance;
Bug Fixes
- Fixed an issue where some Molang events were not firing correctly;
- Fixed incorrect pitch rotation not being applied to custom minecart models;
- Fixed rotation anomalies in preview models and paper doll rendering in certain situations;
- Fixed katana group positioning and TaCZ pistol animation issues for some models;
- Fixed the issue where maids using YSM models would clip through entertainment blocks;
Model Updates
- Updated models: Mini Wine Fox, Holy Wine Fox, Elf Wine Fox, Survivor Wine Fox, K Snail;
YSM 2.6.5 Changelog
Performance & Stability
- Fixed an issue where the game would freeze after long runtime on Linux and Android;
- Improved renderer scheduling for slight performance gains, reducing load and power consumption on Android;
- Optimized rendering of opaque models; improved model memory management;
- Note: Once a model uses semi-transparent textures, rendering efficiency will drop significantly. It is recommended to minimize the use of transparency;
Compatibility
- Added support for Minecraft 26.1.2 NeoForge;
- Automatically disables linked mod features when the linked mod version is too low (instead of crashing with an error);
Features
- Added configuration options to disable certain high-risk linked mod features;
- For example, mods like Sophisticated Backpacks and Parkour that frequently change their core code;
- Improved stability of the radial menu configuration UI;
- Added support for lance animations; the animation category name is
lance;
Bug Fixes
- Fixed an issue where some Molang events were not firing correctly;
- Fixed incorrect pitch rotation not being applied to custom minecart models;
- Fixed rotation anomalies in preview models and paper doll rendering in certain situations;
- Fixed katana group positioning and TaCZ pistol animation issues for some models;
- Fixed the issue where maids using YSM models would clip through entertainment blocks;
Model Updates
- Updated models: Mini Wine Fox, Holy Wine Fox, Elf Wine Fox, Survivor Wine Fox, K Snail;
YSM 2.6.5 Changelog
Performance & Stability
- Fixed an issue where the game would freeze after long runtime on Linux and Android;
- Improved renderer scheduling for slight performance gains, reducing load and power consumption on Android;
- Optimized rendering of opaque models; improved model memory management;
- Note: Once a model uses semi-transparent textures, rendering efficiency will drop significantly. It is recommended to minimize the use of transparency;
Compatibility
- Added support for Minecraft 26.1.2 NeoForge;
- Automatically disables linked mod features when the linked mod version is too low (instead of crashing with an error);
Features
- Added configuration options to disable certain high-risk linked mod features;
- For example, mods like Sophisticated Backpacks and Parkour that frequently change their core code;
- Improved stability of the radial menu configuration UI;
- Added support for lance animations; the animation category name is
lance;
Bug Fixes
- Fixed an issue where some Molang events were not firing correctly;
- Fixed incorrect pitch rotation not being applied to custom minecart models;
- Fixed rotation anomalies in preview models and paper doll rendering in certain situations;
- Fixed katana group positioning and TaCZ pistol animation issues for some models;
- Fixed the issue where maids using YSM models would clip through entertainment blocks;
Model Updates
- Updated models: Mini Wine Fox, Holy Wine Fox, Elf Wine Fox, Survivor Wine Fox, K Snail;
YSM 2.6.5 Changelog
Performance & Stability
- Fixed an issue where the game would freeze after long runtime on Linux and Android;
- Improved renderer scheduling for slight performance gains, reducing load and power consumption on Android;
- Optimized rendering of opaque models; improved model memory management;
- Note: Once a model uses semi-transparent textures, rendering efficiency will drop significantly. It is recommended to minimize the use of transparency;
Compatibility
- Added support for Minecraft 26.1.2 NeoForge;
- Automatically disables linked mod features when the linked mod version is too low (instead of crashing with an error);
Features
- Added configuration options to disable certain high-risk linked mod features;
- For example, mods like Sophisticated Backpacks and Parkour that frequently change their core code;
- Improved stability of the radial menu configuration UI;
- Added support for lance animations; the animation category name is
lance;
Bug Fixes
- Fixed an issue where some Molang events were not firing correctly;
- Fixed incorrect pitch rotation not being applied to custom minecart models;
- Fixed rotation anomalies in preview models and paper doll rendering in certain situations;
- Fixed katana group positioning and TaCZ pistol animation issues for some models;
- Fixed the issue where maids using YSM models would clip through entertainment blocks;
Model Updates
- Updated models: Mini Wine Fox, Holy Wine Fox, Elf Wine Fox, Survivor Wine Fox, K Snail;
YSM 2.6.5 Changelog
Performance & Stability
- Fixed an issue where the game would freeze after long runtime on Linux and Android;
- Improved renderer scheduling for slight performance gains, reducing load and power consumption on Android;
- Optimized rendering of opaque models; improved model memory management;
- Note: Once a model uses semi-transparent textures, rendering efficiency will drop significantly. It is recommended to minimize the use of transparency;
Compatibility
- Added support for Minecraft 26.1.2 NeoForge;
- Automatically disables linked mod features when the linked mod version is too low (instead of crashing with an error);
Features
- Added configuration options to disable certain high-risk linked mod features;
- For example, mods like Sophisticated Backpacks and Parkour that frequently change their core code;
- Improved stability of the radial menu configuration UI;
- Added support for lance animations; the animation category name is
lance;
Bug Fixes
- Fixed an issue where some Molang events were not firing correctly;
- Fixed incorrect pitch rotation not being applied to custom minecart models;
- Fixed rotation anomalies in preview models and paper doll rendering in certain situations;
- Fixed katana group positioning and TaCZ pistol animation issues for some models;
- Fixed the issue where maids using YSM models would clip through entertainment blocks;
Model Updates
- Updated models: Mini Wine Fox, Holy Wine Fox, Elf Wine Fox, Survivor Wine Fox, K Snail;
YSM 2.6.4 Changelog
-
Improved model object loading.
- Fixed a crash caused by switching YSM models when installed alongside Touhou Little Maid.
-
Fixed incorrect Y-axis offset when riding boats, minecarts, and other vehicles while using a YSM model with Touhou Little Maid.
-
Improved molang struct creation logic.
-
Added a new configuration option
merge_multiline_expr(see default model), which merges multi-line expressions within command keyframes.- This option is a fix for a BlockBench export issue.
-
Fixed abnormal rotation when replacing vehicle models from
Immersive AircraftandSimple Planes.
-
YSM 2.6.4 Changelog
-
Improved model object loading.
- Fixed a crash caused by switching YSM models when installed alongside Touhou Little Maid.
-
Fixed incorrect Y-axis offset when riding boats, minecarts, and other vehicles while using a YSM model with Touhou Little Maid.
-
Improved molang struct creation logic.
-
Added a new configuration option
merge_multiline_expr(see default model), which merges multi-line expressions within command keyframes.- This option is a fix for a BlockBench export issue.
-
Fixed abnormal rotation when replacing vehicle models from
Immersive AircraftandSimple Planes.
-
YSM 2.6.4 Changelog
-
Improved model object loading.
- Fixed a crash caused by switching YSM models when installed alongside Touhou Little Maid.
-
Fixed incorrect Y-axis offset when riding boats, minecarts, and other vehicles while using a YSM model with Touhou Little Maid.
-
Improved molang struct creation logic.
-
Added a new configuration option
merge_multiline_expr(see default model), which merges multi-line expressions within command keyframes.- This option is a fix for a BlockBench export issue.
-
Fixed abnormal rotation when replacing vehicle models from
Immersive AircraftandSimple Planes.
-
YSM 2.6.4 Changelog
-
Improved model object loading.
- Fixed a crash caused by switching YSM models when installed alongside Touhou Little Maid.
-
Fixed incorrect Y-axis offset when riding boats, minecarts, and other vehicles while using a YSM model with Touhou Little Maid.
-
Improved molang struct creation logic.
-
Added a new configuration option
merge_multiline_expr(see default model), which merges multi-line expressions within command keyframes.- This option is a fix for a BlockBench export issue.
-
Fixed abnormal rotation when replacing vehicle models from
Immersive AircraftandSimple Planes.
-
2.6.3 Changelog
Bug Fixes
- Fixed an issue where a client-side model build failure could cause model synchronization to hang
- Fixed an issue with the configuration interface displaying incorrectly
- Fixed compatibility issues with the latest version of Sophisticated Backpacks
- Removed the 32-layer nesting limit for model bones
Feature Improvements
- Added the ability for Bedrock animation controllers to invoke hardcoded control logic
- Added sub-animation controllers
- Allowed loading empty models
- Improved renderer scheduling
Animation & Model Updates
- Added Mini Wine Fox model (Thanks: 白色北熊)
- Added Wedding Wine Fox model (Thanks: 羊毛Official)
- Added Nine-Tail Wine Fox model (Thanks: 星海境)
- Added Tactical Wine Fox model (Thanks: 汽水弹珠Pixel)
- Modified Wine Fox Car model (Thanks: 辣辣火鸡面)
Animation Controller Updates
Dynamic Controllers
By creating Bedrock controllers with specific name prefixes, you can add custom controllers to designated slots in YSM's animation pipeline. Controllers within the same group are sorted alphabetically by name and loaded in order; the later a controller appears, the higher its priority.
Prefix Example Insertion Point (priority low → high) player.pre_parallelplayer.pre_parallel_meowBefore all controllers player.pre_main_player.pre_main_meowBefore player.main(main animation)player.post_main_player.post_main_meowAfter player.main(main animation)player.pre_hold_player.pre_hold_meowBefore player.hold_offhand/player.hold_mainhand(hold)player.post_hold_player.post_hold_meowAfter player.hold_offhand/player.hold_mainhand(hold)player.pre_swing_player.pre_swing_meowBefore player.swing(swing animation)player.post_swing_player.post_swing_meowAfter player.swing(swing animation)player.pre_use_player.pre_use_meowBefore player.use(use animation)player.post_use_player.post_use_meowAfter player.use(use animation)player.parallelplayer.parallel_meowEnd of the controller pipeline Hardcoded State
A new built-in state named
ysm-builtinhas been added (must be added manually). When the animation controller enters this state, it invokes YSM's built-in hardcoded control logic (i.e., the behavior used when no Bedrock controller is present).Example
In the main animation controller
player.main, whenv.idle_typeequals 1, the idle animation is replaced with the flying animation.Notes
- The transition time of this state affects the hardcoded controller.
- Particles, sound effects, and "on entry / on exit" expressions function normally in this state.
- This state is treated as an empty state — animations within it will not play.
- Molang script controllers function normally in this state.
Empty State Chained Transitions
When the animation controller transitions to an empty state (a state with no animations), it will immediately re-evaluate transitions.
Example
Within a single frame, if the animation controller is in state A and the conditions for both
A -> B -> Ctransitions are met, and B is an empty state:- Old behavior: Only the
A -> Btransition is executed. On the next frame, conditions are re-evaluated, andB -> Cis executed only if conditions are still met. - New behavior: The
A -> B -> Cchained transition is executed within the same frame.
Notes
- If a cyclic transition such as
A -> B -> C -> A -> ...is detected, the controller will stop at the last state before the cycle begins (i.e., C). - During chained transitions, particles, sound effects, and "on entry / on exit" expressions of intermediate states function normally.
Sub-Controllers
When a controller named
{parent}transitions to a state namedysm-entry-{child}, it invokes the controller logic of{parent}.{child}. The state that triggers the sub-controller is called the "entry state".Example
The
player.maincontroller uses aplayer.main.idlesub-controller, which in turn nests aplayer.main.idle.type1sub-controller.Notes
- The transition time of the entry state is ignored, but particles, sound effects, and "on entry / on exit" expressions function normally.
- The entry state is treated as an empty state — animations within it will not play.
- Each frame, the parent controller's transition conditions are checked first. If the entry state transitions to another state, the corresponding sub-controller is immediately invalidated and reset.
- When a sub-controller is invalidated, the "on exit" expression of its current state functions normally.
- Sub-controllers cannot use the
ysm-builtinbuilt-in state. - Sub-controllers can be nested up to 5 levels deep.
2.6.3 Changelog
Bug Fixes
- Fixed an issue where a client-side model build failure could cause model synchronization to hang
- Fixed an issue with the configuration interface displaying incorrectly
- Fixed compatibility issues with the latest version of Sophisticated Backpacks
- Removed the 32-layer nesting limit for model bones
Feature Improvements
- Added the ability for Bedrock animation controllers to invoke hardcoded control logic
- Added sub-animation controllers
- Allowed loading empty models
- Improved renderer scheduling
Animation & Model Updates
- Added Mini Wine Fox model (Thanks: 白色北熊)
- Added Wedding Wine Fox model (Thanks: 羊毛Official)
- Added Nine-Tail Wine Fox model (Thanks: 星海境)
- Added Tactical Wine Fox model (Thanks: 汽水弹珠Pixel)
- Modified Wine Fox Car model (Thanks: 辣辣火鸡面)
Animation Controller Updates
Dynamic Controllers
By creating Bedrock controllers with specific name prefixes, you can add custom controllers to designated slots in YSM's animation pipeline. Controllers within the same group are sorted alphabetically by name and loaded in order; the later a controller appears, the higher its priority.
Prefix Example Insertion Point (priority low → high) player.pre_parallelplayer.pre_parallel_meowBefore all controllers player.pre_main_player.pre_main_meowBefore player.main(main animation)player.post_main_player.post_main_meowAfter player.main(main animation)player.pre_hold_player.pre_hold_meowBefore player.hold_offhand/player.hold_mainhand(hold)player.post_hold_player.post_hold_meowAfter player.hold_offhand/player.hold_mainhand(hold)player.pre_swing_player.pre_swing_meowBefore player.swing(swing animation)player.post_swing_player.post_swing_meowAfter player.swing(swing animation)player.pre_use_player.pre_use_meowBefore player.use(use animation)player.post_use_player.post_use_meowAfter player.use(use animation)player.parallelplayer.parallel_meowEnd of the controller pipeline Hardcoded State
A new built-in state named
ysm-builtinhas been added (must be added manually). When the animation controller enters this state, it invokes YSM's built-in hardcoded control logic (i.e., the behavior used when no Bedrock controller is present).Example
In the main animation controller
player.main, whenv.idle_typeequals 1, the idle animation is replaced with the flying animation.Notes
- The transition time of this state affects the hardcoded controller.
- Particles, sound effects, and "on entry / on exit" expressions function normally in this state.
- This state is treated as an empty state — animations within it will not play.
- Molang script controllers function normally in this state.
Empty State Chained Transitions
When the animation controller transitions to an empty state (a state with no animations), it will immediately re-evaluate transitions.
Example
Within a single frame, if the animation controller is in state A and the conditions for both
A -> B -> Ctransitions are met, and B is an empty state:- Old behavior: Only the
A -> Btransition is executed. On the next frame, conditions are re-evaluated, andB -> Cis executed only if conditions are still met. - New behavior: The
A -> B -> Cchained transition is executed within the same frame.
Notes
- If a cyclic transition such as
A -> B -> C -> A -> ...is detected, the controller will stop at the last state before the cycle begins (i.e., C). - During chained transitions, particles, sound effects, and "on entry / on exit" expressions of intermediate states function normally.
Sub-Controllers
When a controller named
{parent}transitions to a state namedysm-entry-{child}, it invokes the controller logic of{parent}.{child}. The state that triggers the sub-controller is called the "entry state".Example
The
player.maincontroller uses aplayer.main.idlesub-controller, which in turn nests aplayer.main.idle.type1sub-controller.Notes
- The transition time of the entry state is ignored, but particles, sound effects, and "on entry / on exit" expressions function normally.
- The entry state is treated as an empty state — animations within it will not play.
- Each frame, the parent controller's transition conditions are checked first. If the entry state transitions to another state, the corresponding sub-controller is immediately invalidated and reset.
- When a sub-controller is invalidated, the "on exit" expression of its current state functions normally.
- Sub-controllers cannot use the
ysm-builtinbuilt-in state. - Sub-controllers can be nested up to 5 levels deep.
2.6.3 Changelog
Bug Fixes
- Fixed an issue where a client-side model build failure could cause model synchronization to hang
- Fixed an issue with the configuration interface displaying incorrectly
- Fixed compatibility issues with the latest version of Sophisticated Backpacks
- Removed the 32-layer nesting limit for model bones
Feature Improvements
- Added the ability for Bedrock animation controllers to invoke hardcoded control logic
- Added sub-animation controllers
- Allowed loading empty models
- Improved renderer scheduling
Animation & Model Updates
- Added Mini Wine Fox model (Thanks: 白色北熊)
- Added Wedding Wine Fox model (Thanks: 羊毛Official)
- Added Nine-Tail Wine Fox model (Thanks: 星海境)
- Added Tactical Wine Fox model (Thanks: 汽水弹珠Pixel)
- Modified Wine Fox Car model (Thanks: 辣辣火鸡面)
Animation Controller Updates
Dynamic Controllers
By creating Bedrock controllers with specific name prefixes, you can add custom controllers to designated slots in YSM's animation pipeline. Controllers within the same group are sorted alphabetically by name and loaded in order; the later a controller appears, the higher its priority.
Prefix Example Insertion Point (priority low → high) player.pre_parallelplayer.pre_parallel_meowBefore all controllers player.pre_main_player.pre_main_meowBefore player.main(main animation)player.post_main_player.post_main_meowAfter player.main(main animation)player.pre_hold_player.pre_hold_meowBefore player.hold_offhand/player.hold_mainhand(hold)player.post_hold_player.post_hold_meowAfter player.hold_offhand/player.hold_mainhand(hold)player.pre_swing_player.pre_swing_meowBefore player.swing(swing animation)player.post_swing_player.post_swing_meowAfter player.swing(swing animation)player.pre_use_player.pre_use_meowBefore player.use(use animation)player.post_use_player.post_use_meowAfter player.use(use animation)player.parallelplayer.parallel_meowEnd of the controller pipeline Hardcoded State
A new built-in state named
ysm-builtinhas been added (must be added manually). When the animation controller enters this state, it invokes YSM's built-in hardcoded control logic (i.e., the behavior used when no Bedrock controller is present).Example
In the main animation controller
player.main, whenv.idle_typeequals 1, the idle animation is replaced with the flying animation.Notes
- The transition time of this state affects the hardcoded controller.
- Particles, sound effects, and "on entry / on exit" expressions function normally in this state.
- This state is treated as an empty state — animations within it will not play.
- Molang script controllers function normally in this state.
Empty State Chained Transitions
When the animation controller transitions to an empty state (a state with no animations), it will immediately re-evaluate transitions.
Example
Within a single frame, if the animation controller is in state A and the conditions for both
A -> B -> Ctransitions are met, and B is an empty state:- Old behavior: Only the
A -> Btransition is executed. On the next frame, conditions are re-evaluated, andB -> Cis executed only if conditions are still met. - New behavior: The
A -> B -> Cchained transition is executed within the same frame.
Notes
- If a cyclic transition such as
A -> B -> C -> A -> ...is detected, the controller will stop at the last state before the cycle begins (i.e., C). - During chained transitions, particles, sound effects, and "on entry / on exit" expressions of intermediate states function normally.
Sub-Controllers
When a controller named
{parent}transitions to a state namedysm-entry-{child}, it invokes the controller logic of{parent}.{child}. The state that triggers the sub-controller is called the "entry state".Example
The
player.maincontroller uses aplayer.main.idlesub-controller, which in turn nests aplayer.main.idle.type1sub-controller.Notes
- The transition time of the entry state is ignored, but particles, sound effects, and "on entry / on exit" expressions function normally.
- The entry state is treated as an empty state — animations within it will not play.
- Each frame, the parent controller's transition conditions are checked first. If the entry state transitions to another state, the corresponding sub-controller is immediately invalidated and reset.
- When a sub-controller is invalidated, the "on exit" expression of its current state functions normally.
- Sub-controllers cannot use the
ysm-builtinbuilt-in state. - Sub-controllers can be nested up to 5 levels deep.
2.6.3 Changelog
Bug Fixes
- Fixed an issue where a client-side model build failure could cause model synchronization to hang
- Fixed an issue with the configuration interface displaying incorrectly
- Fixed compatibility issues with the latest version of Sophisticated Backpacks
- Removed the 32-layer nesting limit for model bones
Feature Improvements
- Added the ability for Bedrock animation controllers to invoke hardcoded control logic
- Added sub-animation controllers
- Allowed loading empty models
- Improved renderer scheduling
Animation & Model Updates
- Added Mini Wine Fox model (Thanks: 白色北熊)
- Added Wedding Wine Fox model (Thanks: 羊毛Official)
- Added Nine-Tail Wine Fox model (Thanks: 星海境)
- Added Tactical Wine Fox model (Thanks: 汽水弹珠Pixel)
- Modified Wine Fox Car model (Thanks: 辣辣火鸡面)
Animation Controller Updates
Dynamic Controllers
By creating Bedrock controllers with specific name prefixes, you can add custom controllers to designated slots in YSM's animation pipeline. Controllers within the same group are sorted alphabetically by name and loaded in order; the later a controller appears, the higher its priority.
Prefix Example Insertion Point (priority low → high) player.pre_parallelplayer.pre_parallel_meowBefore all controllers player.pre_main_player.pre_main_meowBefore player.main(main animation)player.post_main_player.post_main_meowAfter player.main(main animation)player.pre_hold_player.pre_hold_meowBefore player.hold_offhand/player.hold_mainhand(hold)player.post_hold_player.post_hold_meowAfter player.hold_offhand/player.hold_mainhand(hold)player.pre_swing_player.pre_swing_meowBefore player.swing(swing animation)player.post_swing_player.post_swing_meowAfter player.swing(swing animation)player.pre_use_player.pre_use_meowBefore player.use(use animation)player.post_use_player.post_use_meowAfter player.use(use animation)player.parallelplayer.parallel_meowEnd of the controller pipeline Hardcoded State
A new built-in state named
ysm-builtinhas been added (must be added manually). When the animation controller enters this state, it invokes YSM's built-in hardcoded control logic (i.e., the behavior used when no Bedrock controller is present).Example
In the main animation controller
player.main, whenv.idle_typeequals 1, the idle animation is replaced with the flying animation.Notes
- The transition time of this state affects the hardcoded controller.
- Particles, sound effects, and "on entry / on exit" expressions function normally in this state.
- This state is treated as an empty state — animations within it will not play.
- Molang script controllers function normally in this state.
Empty State Chained Transitions
When the animation controller transitions to an empty state (a state with no animations), it will immediately re-evaluate transitions.
Example
Within a single frame, if the animation controller is in state A and the conditions for both
A -> B -> Ctransitions are met, and B is an empty state:- Old behavior: Only the
A -> Btransition is executed. On the next frame, conditions are re-evaluated, andB -> Cis executed only if conditions are still met. - New behavior: The
A -> B -> Cchained transition is executed within the same frame.
Notes
- If a cyclic transition such as
A -> B -> C -> A -> ...is detected, the controller will stop at the last state before the cycle begins (i.e., C). - During chained transitions, particles, sound effects, and "on entry / on exit" expressions of intermediate states function normally.
Sub-Controllers
When a controller named
{parent}transitions to a state namedysm-entry-{child}, it invokes the controller logic of{parent}.{child}. The state that triggers the sub-controller is called the "entry state".Example
The
player.maincontroller uses aplayer.main.idlesub-controller, which in turn nests aplayer.main.idle.type1sub-controller.Notes
- The transition time of the entry state is ignored, but particles, sound effects, and "on entry / on exit" expressions function normally.
- The entry state is treated as an empty state — animations within it will not play.
- Each frame, the parent controller's transition conditions are checked first. If the entry state transitions to another state, the corresponding sub-controller is immediately invalidated and reset.
- When a sub-controller is invalidated, the "on exit" expression of its current state functions normally.
- Sub-controllers cannot use the
ysm-builtinbuilt-in state. - Sub-controllers can be nested up to 5 levels deep.
2.6.2 Update Log
- Fixed the issue where the ground could not be hidden in the animation preview interface
- Fixed some issues with Accelerated Rendering and Iris rendering
- Fixed model rendering loss issues
- Model rendering loss when sleeping
- Model rendering loss when switching to spectator mode after installing Free Cam mod
- Added configuration option:
Disable first-person animations from other mods
2.6.2 Update Log
- Fixed the issue where the ground could not be hidden in the animation preview interface
- Fixed some issues with Accelerated Rendering and Iris rendering
- Fixed model rendering loss issues
- Model rendering loss when sleeping
- Model rendering loss when switching to spectator mode after installing Free Cam mod
- Added configuration option:
Disable first-person animations from other mods
2.6.2 Update Log
- Fixed the issue where the ground could not be hidden in the animation preview interface
- Fixed some issues with Accelerated Rendering and Iris rendering
- Fixed model rendering loss issues
- Model rendering loss when sleeping
- Model rendering loss when switching to spectator mode after installing Free Cam mod
- Added configuration option:
Disable first-person animations from other mods
2.6.2 Update Log
- Fixed the issue where the ground could not be hidden in the animation preview interface
- Fixed some issues with Accelerated Rendering and Iris rendering
- Fixed model rendering loss issues
- Model rendering loss when sleeping
- Model rendering loss when switching to spectator mode after installing Free Cam mod
- Added configuration option:
Disable first-person animations from other mods
YSM 2.6.1 Changelog
- Temporarily fixed first-person rendering issues with Better Combat and other mods
- Fixed incorrect pose when holding an unplayed trumpet
YSM 2.6.1 Changelog
- Temporarily fixed first-person rendering issues with Better Combat and other mods
- Fixed incorrect pose when holding an unplayed trumpet

