Emote
Server-side emote platform for Minecraft
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Список изменений
1.1.0 Update
This update adds emote sequences, client-side wheel shortcut editing, and per-emote player behavior controls. It also improves player skin support for GeckoLib conversions, server load management, playback stability, and the web converter.
Emote Sequences
- Added a new sequence format that allows multiple existing animations to be played in order as a single emote.
- Individual sequence steps can repeat animations a specified number of times.
- Player visibility and playback stop conditions can be configured for the entire sequence.
- Animations used only as sequence steps can set
standalone: falseto hide them from the regular emote menu, wheel, search, and command suggestions. - Animations referenced by a sequence can use different player behavior settings when played independently.
- Animation files can now be organized into subdirectories under
config/emote/animations, which are loaded recursively.
Emote Wheel Shortcuts
- Added client-side management of emote wheel shortcuts.
- The new Order screen allows emotes to be added, removed, and reordered.
- The first six configured shortcuts appear on the first wheel page.
- Wheel shortcut settings are stored separately for each server.
- Newly discovered emotes are automatically appended without changing the existing shortcut order.
Player Behavior Controls
- Added per-emote player visibility and playback stop conditions.
- Emotes can be configured to stop when the player:
- moves beyond a configured distance;
- jumps;
- becomes submerged;
- starts riding;
- takes damage;
- attacks; or
- changes game mode.
- These settings are supported by both regular animations and sequences.
GeckoLib Converter Improvements
- Improved GeckoLib conversion to support applying the playing player's skin.
- Player body parts in GeckoLib models are converted to use the corresponding player skin regions.
- Parts that are not assigned to the player skin keep their original GeckoLib textures.
- Fixed an issue where stale animator bone references could remain during GeckoLib animation conversion.
Server Load Management
- Replaced several fixed animation complexity limits with a server-wide active Display Entity limit.
- Added the
max_active_display_entitiessetting toconfig.json. - Playback is rejected before entities are spawned if starting an emote would exceed the configured server-wide limit.
- The default limit is
512Display Entities, and0disables the limit. - The 8 MiB animation JSON file size limit and 10-minute animation duration limit remain in place.
Admin and Server Changes
- Renamed
/emote load-testto/emote stress-test. - Improved
/emote listto show more detailed source and registration information. - Sequence-only animations remain visible to administrators and can still be enabled or disabled.
/emote reloadnow stops active playback before applying the newly loaded animation state.
Web Converter Improvements
- Added a loading screen while conversions are being processed.
- Prevented multiple conversions from running at the same time and conflicting with each other.
- Added a control for resetting the preview view.
- Improved preservation of additional Emote metadata during conversion.
- Exported animations are now limited to a maximum duration of 10 minutes to match the server runtime limit.
- Improved resource pack export and merging behavior.
Bug Fixes and Stability Improvements
- Improved restoration of player visibility and equipment when an emote ends.
- Improved handling of playback lifecycle events when they trigger additional playback state changes.
- Fixed MineSkin notifications appearing after their associated task had already been cancelled.
- Improved cleanup of active emotes and related resources during server shutdown.
Файлы
emote-1.1.0+26.2.jar(584.64 KiB)
ОсновнойМетаданные
Канал релиза
Release
Номер версии
1.1.0+26.2
Загрузчики
Fabric
Версии игры
26.2
Загрузок
58
Дата публикации
12.08.2026