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Scale fixes, ghost arms for everyone, and hands that reach

This is Apoli 1.113.0, on Fabric 1.20.1, Fabric 1.21.1 and NeoForge 1.21.1, with Origins 1.47.4 built against it.

Scale

A few things drawn around a scaled entity were scaled twice. They now line up with the body:

  • Name tags float just above the head at their usual size. With apoli:height they used to drift far above a tall entity, stretched.
  • Sleeping while scaled puts the head on the pillow. A big sleeper was pushed most of the way off the bed and sank into the floor, and a tall, thin one lay short and thick.
  • Leads on a scaled mob or boat reach whatever holds them, instead of stretching off into the sky.
  • Crouching keeps a scaled entity's feet on the ground.

The model now scales along its own body, so lying down, swimming or gliding keeps its proportions. See How the model is drawn.

The inventory doll is always drawn at normal size, so a giant or a speck can still see themselves. To size it on purpose, there's a new scale type, apoli:doll:

{
    "type": "apoli:scale",
    "scale_types": "apoli:doll",
    "scale": 2
}

Ghost arms in third person

apoli:show_both_arms ghost arms now trail the swinging arms on the body itself, so other players see them, and so do you in third person, in previews and through camera powers. When apoli:swing_hand swings both hands at once, both arms leave a trail. The new ghost_perspectives field picks the views, and defaults to both.

Held items and reaching

Model part transformations can now aim at the items in an entity's hands, with main_hand_item, off_hand_item, right_item, left_item or items, to turn, grow, move or hide them.

The new reach type points a limb at a target point and stretches or shortens it so the hand or foot lands right on it. On arms, both hands meet at the point:

{
    "model_part": "arms",
    "type": "reach",
    "target": [0, 8, -8]
}

Moving status effects

apoli:transfer_effects is a bi-entity action that steals, gives or copies status effects, custom ones included. It can filter by effect or category, change the duration and amplifier on the way, and split an effect so both entities keep half.

fire_projectile

The apoli:fire_projectile pages (power and action) listed speed, divergence and count as plain numbers. All three take an Expression too, and the pages now say so. speed and divergence are worked out for every projectile, so a volley can spread each shot differently.