Humans
humans's Introduction
humans's People
humans's Issues
Party Management
Features
- Heart-Shaped Locket: Item
- Heart-Shaped Locket: Set or Unset Best Friend of Human
- Flute: Item
- Flute: Better sprite
- Flute: LibGui Menu for Party Management
- Party Menu: Teleport Party Button
- Party Menu: List of Humans in Party
- Party Menu: Whole Party Stay button
- Party Menu: Whole Party Follow button
- Flute: LibGui Menu for Managing a Human
- Human Menu: State Management (Following, Sentry, Waiting)
- Human Menu: Set Legacy Sound, Legacy Animation, and Slim Model
- Human Menu: Set skin to an internal skin (separated to its own issue for a future release, will not be in 1.0.0: #3)
- Human Menu: Set skin lock
- Human: State tracking for Following, Sentry, and Waiting
- Human: Home position data
- Human: Skin Lock
Polishing
- Fix sizing of Flute menus
- Remove Humans from party after being set to Sentry mode, and add them back in any other mode except None.
- Make sure Humans are removed from party when player is removed as best friend
Refactor & Documentation
Tasks
- Neaten code, especially in long files
- HumanEntity: Move around functions to be more logical
- FlutePartyGui: Move around the widgets to be more logical
- Add comments to code:
- HumanEntity: Functions
- HumanEntity: Variables and constants
- HumansConfig: Config Values
- FlutePartyGui: Widgets
- FollowBestFriendGoal: Everything
- BipedEntityModelMixin: Explain Purpose
- EntityRenderDispatcherMixin: Explain Purpose
- EntityRenderDispatcherMixin: Functions
- MobEntityAccessor: Explain Purpose
- SkullBlockEntityAccessor: Explain Purpose (is this used?)
- WorldInvoker: Explain Purpose
- ZombieEntityMixin: Explain Purpose
- HumansServerPlay: Packets
Flute Human Menu: Set skin to a builtin skin
I want a way to set a Human to an internal skin (minecraft:entity/steve, minecraft:entity/alex, minecraft:entity/zombie, humans:entity/human/legasteve, humans:entity/human/thinsteve) without having to add a data tag for a skin override. May not be possible right now.
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