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feat(bedrock): render custom entities and player skins natively - #9
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AlexProgrammerDE wants to merge 4 commits into
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AlexProgrammerDE wants to merge 4 commits into
AlexProgrammerDE wants to merge 4 commits into
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Use ViaBedrock resource pack definitions and entity state to render Bedrock geometry in the Fabric client. Apply Bedrock player skins, capes, and custom geometry without a separate utility mod. Keep the protocol translation and pack conversion in ViaBedrock, and retain normal interaction rendering for non-Bedrock entities.
Minecraft 26.3 derives a resource file path from the one-argument ResourceTexture constructor. Dynamic Bedrock skin and cape textures are registered under their direct IDs, so use those IDs as the render paths to avoid the missing-texture model.
CubeConverter box UV face labels do not line up with Minecraft model face placement. Map them to the corresponding player faces and retain the cube vertices built with inflation, so skins and clothing layers render without misplaced pixels or overlap.
Publish model snapshots only when ViaBedrock reports a render controller change. Cache geometry and texture resolution by evaluated model set so render-state extraction no longer repeats that work each frame. Clear the cache when resource pack storage changes or the connection is unavailable.
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Summary
ModelParttransforms so nested rotations use their Bedrock pivots.This stays in
viafabricplus-bedrock. It does not require ViaBedrock changes or the separate ViaBedrockUtility mod.Validation
./gradlew buildpassed../gradlew runClientreached resource loading and a local world without a mixin or render startup error. The development client was stopped after 75 seconds.In-game testing requested
Scope of this draft
This ports the utility's custom entity rendering and player appearance features. Persona skins remain unsupported, as in the utility. Bedrock animation controllers, animation trigger packets, and material variants are separate work and need in-game examples before this is ready to merge.