GeckoLib

GeckoLib

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shader's break animations.

netcore10 opened this issue ยท 8 comments

commented

Is there any kind of workaround for this, or is shaders just incompatible with any mod using geckolib? Most mobs using this, tend to just become frozen when using shaders.

commented

This is an issue with Iris/Optifine on how they are messing with the game time which is required for the ticks we use for transitions.

commented

I am not aware of how Iris messes with the game time at all? Could you please provide more detail?

commented

The only thing that I can think of that would be related would be the fact that Iris has to render things like entities twice if the shader pack has shadows... but if GeckoLib breaks with that, the issue would have to be fixed in GeckoLib.

commented

That feeling when you find a related issue and it's closed, but not fixed... sadly shaderpacks are more important than new creatures, and Naturalist is the only reason my modpack has GeckoLib.

commented

That feeling when you find a related issue and it's closed, but not fixed... sadly shaderpacks are more important than new creatures, and Naturalist is the only reason my modpack has GeckoLib.

it's fixed on 1.19.4 geckolib. It's not a shader issue.

commented

That feeling when you find a related issue and it's closed, but not fixed... sadly shaderpacks are more important than new creatures, and Naturalist is the only reason my modpack has GeckoLib.

What?

commented

Well, I'm on 1.19.2 and it works when I disable shaders in Iris, and breaks again when enabled again.
Can't really move to .4, I hope there will be an update for the .2 version eventually

commented

Well, I'm on 1.19.2 and it works when I disable shaders in Iris, and breaks again when enabled again. Can't really move to .4, I hope there will be an update for the .2 version eventually

most mods don't backport, especially api's, it's probably only fixed to .4 onwards