Java Minecraft mod using Bedrock models to create custom models and animations for items, blocks, entities
AzureLib represents a branch derived from Geckolib 4.x, serving as an animation engine tailored for Minecraft Mods. It boasts various features, including support for intricate 3D keyframe-driven animations, over 30 different easing functions, concurrent animation capabilities, sound and particle keyframes, event-based keyframes, and numerous other functionalities. Currently, I'll focus on maintaining and supporting AzureLib; no help will be given to Geckolib.
Are you a developer and want to use this library in your mod? Add the following to your build.gradle
Follow the steps here.
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30.08.2026 · Modrinth
v4.0.0
Скриншоты и изображения из оригинальной страницы Modrinth.




Опубликованные версии и оригинальные файлы Modrinth.
30.08.2026 · 104 загрузки
v4.0.0
30.08.2026 · 32 загрузки
v4.0.0
04.07.2026 · 70 273 загрузки
v3.1.11
q.x queries were not working correctly.04.07.2026 · 39 909 загрузки
v3.1.11
q.x queries were not working correctly.04.07.2026 · 113 479 загрузки
v3.1.12
q.x queries were not working correctly.04.07.2026 · 49 711 загрузки
v3.1.12
q.x queries were not working correctly.04.07.2026 · 1 603 загрузки
v3.2.11
q.x queries were not working correctly.04.07.2026 · 468 загрузки
v3.2.11
q.x queries were not working correctly.04.07.2026 · 956 загрузки
v3.2.11
q.x queries were not working correctly.04.07.2026 · 70 загрузки
v3.2.11
q.x queries were not working correctly.17.06.2026 · 6 066 загрузки
v3.1.10
This release is a focused performance pass targeting the client-side rendering pipeline. The goal was to bring per-entity CPU and GC cost for complex animated models in line with vanilla mob rendering. All changes are backwards-compatible — no model files, animator classes, or existing renderer configurations require modification.
RenderUtils.translateMatrix. The previous implementation used Matrix4f.add() to apply a translation vector, which is mathematically incorrect and produced wrong world-space matrix results for bone tracking. Now uses Matrix4f.translate() as intended.boneTextureOverrideProvider call per bone. The provider lambda was invoked three times per bone per frame in getOrRefreshRenderBuffer. Now called once, result cached locally.pushPose/popPose with save/restore in renderCubesOfBone. The pose stack entry is now captured once per bone and restored after each cube transform, eliminating N matrix stack copies per multi-cube bone.renderRecursively. Hidden bones now skip all matrix work (pushPose, translate, rotate, scale) entirely. Children are still iterated unless isHidingChildren() is also true, matching Bedrock's bone visibility spec.renderCube. fixInvertedFlatCube is only relevant for 2D plane cubes (one dimension = 0). The check is now computed once per cube before the quad loop and skipped entirely for standard 3D cubes.createVerticesOfQuad. getTextureOverride(), packedOverlay(), packedLight(), and normal vector components are now all hoisted outside the vertex loop. UV scale factors for the texture override path are pre-computed as floats, replacing two integer divisions per vertex with a single multiply.invertAndMultiplyMatrices allocation. Previously allocated a new Matrix4f on every call (called twice per tracked bone per frame). Now uses a static INVERT_SCRATCH buffer; one allocation per call for the returned result only.Matrix4f heap allocations in renderRecursively. The two new Matrix4f(...) calls in the bone matrix tracking path are replaced with reusable scratchPoseState and scratchLocalMatrix instance fields.getAdjustedTick() call. Was called once before the bone loop, once inside the loop per bone, and once for the callback. Now called once; currentAdjustedTick field reused throughout.CubicBezierCurve.getPoints(200) on every bezier keyframe every frame, allocating an ArrayList and 201 Vector2d objects per call. Additionally findClosestPoints allocated two more Vector2d instances and a Vector2d[] return on every call, and buildBezierCurve allocated four Vector2d control points per call. For a model with multiple bezier-eased bones this produced 240+ allocations per frame contributing significantly to GC pressure.ArrayDeque<AzAnimationPoint> queues with a flat object pool. Nine pre-allocated AzAnimationPoint instances are reused every frame via set(). A boolean[9] presence array replaces queue state. This eliminates the dominant source of per-frame heap allocation in the animation pipeline — previously ~180 record allocations per animated bone per frame.LinkedList usage. Previously used for all nine queues before the ArrayDeque interim; now eliminated entirely.record to mutable final class. All record accessor names preserved for API compatibility. New set(...) method enables in-place reuse by the pool in AzBoneAnimationQueue.record to mutable final class. New set(T, double) method allows the single scratch instance on AzAbstractKeyframeExecutor to be truly reused end-to-end with zero allocation.getCurrentKeyframeLocation previously walked all keyframes from the start (O(n)). Now builds a cumulative end-time array and binary searches it (O(log n)). Meaningful for animations with many keyframes per bone.DoubleSupplier lambda allocation for ANIM_TIME. A stable animTimeSupplier field closes over currentAdjustedTick; setMemoizedValue receives the same object reference every frame.DoubleSupplier lambda allocation for ANIM_TIME, matching the fix in AzKeyframeExecutor.DoubleSupplier lambda/method-reference allocations in applyMolangQueries. LIFE_TIME, ACTOR_COUNT, TIME_OF_DAY, and MOON_PHASE now use stable supplier fields that read mutable double fields set before each call.pollRotX/Y/Z, pollPosX/Y/Z, pollSclX/Y/Z accessors from the new AzBoneAnimationQueue pool design.t. Rather than sampling the curve at 200 evenly-spaced points and scanning for the nearest two, the curve is now evaluated via binary search on t (20 iterations), exploiting the monotonically increasing x-coordinate of well-formed animation curves. Converges to the same result with zero heap allocation.translateMatrixInPlace(Matrix4f, Vector3f). Mutates the matrix directly, for call sites that already own the matrix and don't need the original preserved.getPoints(int). No longer needed now that evaluateAtTime handles all call sites.AzModelRenderer, before pushPose and all transform calls.AzKeyframeLocation field. The single instance is reused across all getAnimationPointAtTick calls via .set(), eliminating one record allocation per axis per bone per frame.prepareFrame() method. Clears all pool presence flags before the keyframe executor writes new values each frame, preventing stale values from partially-animated prior frames bleeding through.boneAnimationQueueCache.prepareFrame() call before stateMachine.update() in the per-frame update order.Vector2d fields replace the per-call control point allocations in buildBezierCurve, and two scratch Vector2d fields are passed into CubicBezierCurve.evaluateAtTime for the binary search iterations.evaluateAtTime(double, Vector2d, Vector2d). Zero-allocation curve evaluation using binary search on t, accepting caller-provided scratch vectors. Replaces the allocation-heavy getPoints(int) approach.AzLodConfig.DISABLED — no LOD applied.AzLodConfig.DEFAULT — automatically applied to all entity renderers unless overridden: bone LOD at 20 blocks (depth ≤ 3), animation LOD at 28 blocks (every 2 ticks).setHidden(true) on bones exceeding the depth budget. Tracks a lodHidden flag so LOD-hidden bones can be restored when the entity returns to close range without affecting model-authored hidden bones.shouldAnimate boolean to gate the full animation pipeline update, implementing tick-rate reduction for distant entities.withLodConfig(AzLodConfig) builder method. Defaults to AzLodConfig.DEFAULT when not specified.AzLodManager into the render loop. LOD manager is instantiated per entity UUID and updated each frame before the pipeline runs. When shouldAnimate is false the model renders at its last computed pose, skipping all animation controller work.lodHidden field with getLodHidden() / setLodHidden(boolean) accessors. Distinguishes LOD-driven visibility from model-authored dontRender flags. Propagated through deepCopy().17.06.2026 · 23 802 загрузки
v3.1.10
This release is a focused performance pass targeting the client-side rendering pipeline. The goal was to bring per-entity CPU and GC cost for complex animated models in line with vanilla mob rendering. All changes are backwards-compatible — no model files, animator classes, or existing renderer configurations require modification.
RenderUtils.translateMatrix. The previous implementation used Matrix4f.add() to apply a translation vector, which is mathematically incorrect and produced wrong world-space matrix results for bone tracking. Now uses Matrix4f.translate() as intended.boneTextureOverrideProvider call per bone. The provider lambda was invoked three times per bone per frame in getOrRefreshRenderBuffer. Now called once, result cached locally.pushPose/popPose with save/restore in renderCubesOfBone. The pose stack entry is now captured once per bone and restored after each cube transform, eliminating N matrix stack copies per multi-cube bone.renderRecursively. Hidden bones now skip all matrix work (pushPose, translate, rotate, scale) entirely. Children are still iterated unless isHidingChildren() is also true, matching Bedrock's bone visibility spec.renderCube. fixInvertedFlatCube is only relevant for 2D plane cubes (one dimension = 0). The check is now computed once per cube before the quad loop and skipped entirely for standard 3D cubes.createVerticesOfQuad. getTextureOverride(), packedOverlay(), packedLight(), and normal vector components are now all hoisted outside the vertex loop. UV scale factors for the texture override path are pre-computed as floats, replacing two integer divisions per vertex with a single multiply.invertAndMultiplyMatrices allocation. Previously allocated a new Matrix4f on every call (called twice per tracked bone per frame). Now uses a static INVERT_SCRATCH buffer; one allocation per call for the returned result only.Matrix4f heap allocations in renderRecursively. The two new Matrix4f(...) calls in the bone matrix tracking path are replaced with reusable scratchPoseState and scratchLocalMatrix instance fields.getAdjustedTick() call. Was called once before the bone loop, once inside the loop per bone, and once for the callback. Now called once; currentAdjustedTick field reused throughout.CubicBezierCurve.getPoints(200) on every bezier keyframe every frame, allocating an ArrayList and 201 Vector2d objects per call. Additionally findClosestPoints allocated two more Vector2d instances and a Vector2d[] return on every call, and buildBezierCurve allocated four Vector2d control points per call. For a model with multiple bezier-eased bones this produced 240+ allocations per frame contributing significantly to GC pressure.ArrayDeque<AzAnimationPoint> queues with a flat object pool. Nine pre-allocated AzAnimationPoint instances are reused every frame via set(). A boolean[9] presence array replaces queue state. This eliminates the dominant source of per-frame heap allocation in the animation pipeline — previously ~180 record allocations per animated bone per frame.LinkedList usage. Previously used for all nine queues before the ArrayDeque interim; now eliminated entirely.record to mutable final class. All record accessor names preserved for API compatibility. New set(...) method enables in-place reuse by the pool in AzBoneAnimationQueue.record to mutable final class. New set(T, double) method allows the single scratch instance on AzAbstractKeyframeExecutor to be truly reused end-to-end with zero allocation.getCurrentKeyframeLocation previously walked all keyframes from the start (O(n)). Now builds a cumulative end-time array and binary searches it (O(log n)). Meaningful for animations with many keyframes per bone.DoubleSupplier lambda allocation for ANIM_TIME. A stable animTimeSupplier field closes over currentAdjustedTick; setMemoizedValue receives the same object reference every frame.DoubleSupplier lambda allocation for ANIM_TIME, matching the fix in AzKeyframeExecutor.DoubleSupplier lambda/method-reference allocations in applyMolangQueries. LIFE_TIME, ACTOR_COUNT, TIME_OF_DAY, and MOON_PHASE now use stable supplier fields that read mutable double fields set before each call.pollRotX/Y/Z, pollPosX/Y/Z, pollSclX/Y/Z accessors from the new AzBoneAnimationQueue pool design.t. Rather than sampling the curve at 200 evenly-spaced points and scanning for the nearest two, the curve is now evaluated via binary search on t (20 iterations), exploiting the monotonically increasing x-coordinate of well-formed animation curves. Converges to the same result with zero heap allocation.translateMatrixInPlace(Matrix4f, Vector3f). Mutates the matrix directly, for call sites that already own the matrix and don't need the original preserved.getPoints(int). No longer needed now that evaluateAtTime handles all call sites.AzModelRenderer, before pushPose and all transform calls.AzKeyframeLocation field. The single instance is reused across all getAnimationPointAtTick calls via .set(), eliminating one record allocation per axis per bone per frame.prepareFrame() method. Clears all pool presence flags before the keyframe executor writes new values each frame, preventing stale values from partially-animated prior frames bleeding through.boneAnimationQueueCache.prepareFrame() call before stateMachine.update() in the per-frame update order.Vector2d fields replace the per-call control point allocations in buildBezierCurve, and two scratch Vector2d fields are passed into CubicBezierCurve.evaluateAtTime for the binary search iterations.evaluateAtTime(double, Vector2d, Vector2d). Zero-allocation curve evaluation using binary search on t, accepting caller-provided scratch vectors. Replaces the allocation-heavy getPoints(int) approach.AzLodConfig.DISABLED — no LOD applied.AzLodConfig.DEFAULT — automatically applied to all entity renderers unless overridden: bone LOD at 20 blocks (depth ≤ 3), animation LOD at 28 blocks (every 2 ticks).setHidden(true) on bones exceeding the depth budget. Tracks a lodHidden flag so LOD-hidden bones can be restored when the entity returns to close range without affecting model-authored hidden bones.shouldAnimate boolean to gate the full animation pipeline update, implementing tick-rate reduction for distant entities.withLodConfig(AzLodConfig) builder method. Defaults to AzLodConfig.DEFAULT when not specified.AzLodManager into the render loop. LOD manager is instantiated per entity UUID and updated each frame before the pipeline runs. When shouldAnimate is false the model renders at its last computed pose, skipping all animation controller work.lodHidden field with getLodHidden() / setLodHidden(boolean) accessors. Distinguishes LOD-driven visibility from model-authored dontRender flags. Propagated through deepCopy().17.06.2026 · 20 396 загрузки
v3.1.11
This release is a focused performance pass targeting the client-side rendering pipeline. The goal was to bring per-entity CPU and GC cost for complex animated models in line with vanilla mob rendering. All changes are backwards-compatible — no model files, animator classes, or existing renderer configurations require modification.
RenderUtils.translateMatrix. The previous implementation used Matrix4f.add() to apply a translation vector, which is mathematically incorrect and produced wrong world-space matrix results for bone tracking. Now uses Matrix4f.translate() as intended.boneTextureOverrideProvider call per bone. The provider lambda was invoked three times per bone per frame in getOrRefreshRenderBuffer. Now called once, result cached locally.pushPose/popPose with save/restore in renderCubesOfBone. The pose stack entry is now captured once per bone and restored after each cube transform, eliminating N matrix stack copies per multi-cube bone.renderRecursively. Hidden bones now skip all matrix work (pushPose, translate, rotate, scale) entirely. Children are still iterated unless isHidingChildren() is also true, matching Bedrock's bone visibility spec.renderCube. fixInvertedFlatCube is only relevant for 2D plane cubes (one dimension = 0). The check is now computed once per cube before the quad loop and skipped entirely for standard 3D cubes.createVerticesOfQuad. getTextureOverride(), packedOverlay(), packedLight(), and normal vector components are now all hoisted outside the vertex loop. UV scale factors for the texture override path are pre-computed as floats, replacing two integer divisions per vertex with a single multiply.invertAndMultiplyMatrices allocation. Previously allocated a new Matrix4f on every call (called twice per tracked bone per frame). Now uses a static INVERT_SCRATCH buffer; one allocation per call for the returned result only.Matrix4f heap allocations in renderRecursively. The two new Matrix4f(...) calls in the bone matrix tracking path are replaced with reusable scratchPoseState and scratchLocalMatrix instance fields.getAdjustedTick() call. Was called once before the bone loop, once inside the loop per bone, and once for the callback. Now called once; currentAdjustedTick field reused throughout.CubicBezierCurve.getPoints(200) on every bezier keyframe every frame, allocating an ArrayList and 201 Vector2d objects per call. Additionally findClosestPoints allocated two more Vector2d instances and a Vector2d[] return on every call, and buildBezierCurve allocated four Vector2d control points per call. For a model with multiple bezier-eased bones this produced 240+ allocations per frame contributing significantly to GC pressure.ArrayDeque<AzAnimationPoint> queues with a flat object pool. Nine pre-allocated AzAnimationPoint instances are reused every frame via set(). A boolean[9] presence array replaces queue state. This eliminates the dominant source of per-frame heap allocation in the animation pipeline — previously ~180 record allocations per animated bone per frame.LinkedList usage. Previously used for all nine queues before the ArrayDeque interim; now eliminated entirely.record to mutable final class. All record accessor names preserved for API compatibility. New set(...) method enables in-place reuse by the pool in AzBoneAnimationQueue.record to mutable final class. New set(T, double) method allows the single scratch instance on AzAbstractKeyframeExecutor to be truly reused end-to-end with zero allocation.getCurrentKeyframeLocation previously walked all keyframes from the start (O(n)). Now builds a cumulative end-time array and binary searches it (O(log n)). Meaningful for animations with many keyframes per bone.DoubleSupplier lambda allocation for ANIM_TIME. A stable animTimeSupplier field closes over currentAdjustedTick; setMemoizedValue receives the same object reference every frame.DoubleSupplier lambda allocation for ANIM_TIME, matching the fix in AzKeyframeExecutor.DoubleSupplier lambda/method-reference allocations in applyMolangQueries. LIFE_TIME, ACTOR_COUNT, TIME_OF_DAY, and MOON_PHASE now use stable supplier fields that read mutable double fields set before each call.pollRotX/Y/Z, pollPosX/Y/Z, pollSclX/Y/Z accessors from the new AzBoneAnimationQueue pool design.t. Rather than sampling the curve at 200 evenly-spaced points and scanning for the nearest two, the curve is now evaluated via binary search on t (20 iterations), exploiting the monotonically increasing x-coordinate of well-formed animation curves. Converges to the same result with zero heap allocation.translateMatrixInPlace(Matrix4f, Vector3f). Mutates the matrix directly, for call sites that already own the matrix and don't need the original preserved.getPoints(int). No longer needed now that evaluateAtTime handles all call sites.AzModelRenderer, before pushPose and all transform calls.AzKeyframeLocation field. The single instance is reused across all getAnimationPointAtTick calls via .set(), eliminating one record allocation per axis per bone per frame.prepareFrame() method. Clears all pool presence flags before the keyframe executor writes new values each frame, preventing stale values from partially-animated prior frames bleeding through.boneAnimationQueueCache.prepareFrame() call before stateMachine.update() in the per-frame update order.Vector2d fields replace the per-call control point allocations in buildBezierCurve, and two scratch Vector2d fields are passed into CubicBezierCurve.evaluateAtTime for the binary search iterations.evaluateAtTime(double, Vector2d, Vector2d). Zero-allocation curve evaluation using binary search on t, accepting caller-provided scratch vectors. Replaces the allocation-heavy getPoints(int) approach.AzLodConfig.DISABLED — no LOD applied.AzLodConfig.DEFAULT — automatically applied to all entity renderers unless overridden: bone LOD at 20 blocks (depth ≤ 3), animation LOD at 28 blocks (every 2 ticks).setHidden(true) on bones exceeding the depth budget. Tracks a lodHidden flag so LOD-hidden bones can be restored when the entity returns to close range without affecting model-authored hidden bones.shouldAnimate boolean to gate the full animation pipeline update, implementing tick-rate reduction for distant entities.withLodConfig(AzLodConfig) builder method. Defaults to AzLodConfig.DEFAULT when not specified.AzLodManager into the render loop. LOD manager is instantiated per entity UUID and updated each frame before the pipeline runs. When shouldAnimate is false the model renders at its last computed pose, skipping all animation controller work.lodHidden field with getLodHidden() / setLodHidden(boolean) accessors. Distinguishes LOD-driven visibility from model-authored dontRender flags. Propagated through deepCopy().17.06.2026 · 179 057 загрузки
v3.1.11
This release is a focused performance pass targeting the client-side rendering pipeline. The goal was to bring per-entity CPU and GC cost for complex animated models in line with vanilla mob rendering. All changes are backwards-compatible — no model files, animator classes, or existing renderer configurations require modification.
RenderUtils.translateMatrix. The previous implementation used Matrix4f.add() to apply a translation vector, which is mathematically incorrect and produced wrong world-space matrix results for bone tracking. Now uses Matrix4f.translate() as intended.boneTextureOverrideProvider call per bone. The provider lambda was invoked three times per bone per frame in getOrRefreshRenderBuffer. Now called once, result cached locally.pushPose/popPose with save/restore in renderCubesOfBone. The pose stack entry is now captured once per bone and restored after each cube transform, eliminating N matrix stack copies per multi-cube bone.renderRecursively. Hidden bones now skip all matrix work (pushPose, translate, rotate, scale) entirely. Children are still iterated unless isHidingChildren() is also true, matching Bedrock's bone visibility spec.renderCube. fixInvertedFlatCube is only relevant for 2D plane cubes (one dimension = 0). The check is now computed once per cube before the quad loop and skipped entirely for standard 3D cubes.createVerticesOfQuad. getTextureOverride(), packedOverlay(), packedLight(), and normal vector components are now all hoisted outside the vertex loop. UV scale factors for the texture override path are pre-computed as floats, replacing two integer divisions per vertex with a single multiply.invertAndMultiplyMatrices allocation. Previously allocated a new Matrix4f on every call (called twice per tracked bone per frame). Now uses a static INVERT_SCRATCH buffer; one allocation per call for the returned result only.Matrix4f heap allocations in renderRecursively. The two new Matrix4f(...) calls in the bone matrix tracking path are replaced with reusable scratchPoseState and scratchLocalMatrix instance fields.getAdjustedTick() call. Was called once before the bone loop, once inside the loop per bone, and once for the callback. Now called once; currentAdjustedTick field reused throughout.CubicBezierCurve.getPoints(200) on every bezier keyframe every frame, allocating an ArrayList and 201 Vector2d objects per call. Additionally findClosestPoints allocated two more Vector2d instances and a Vector2d[] return on every call, and buildBezierCurve allocated four Vector2d control points per call. For a model with multiple bezier-eased bones this produced 240+ allocations per frame contributing significantly to GC pressure.ArrayDeque<AzAnimationPoint> queues with a flat object pool. Nine pre-allocated AzAnimationPoint instances are reused every frame via set(). A boolean[9] presence array replaces queue state. This eliminates the dominant source of per-frame heap allocation in the animation pipeline — previously ~180 record allocations per animated bone per frame.LinkedList usage. Previously used for all nine queues before the ArrayDeque interim; now eliminated entirely.record to mutable final class. All record accessor names preserved for API compatibility. New set(...) method enables in-place reuse by the pool in AzBoneAnimationQueue.record to mutable final class. New set(T, double) method allows the single scratch instance on AzAbstractKeyframeExecutor to be truly reused end-to-end with zero allocation.getCurrentKeyframeLocation previously walked all keyframes from the start (O(n)). Now builds a cumulative end-time array and binary searches it (O(log n)). Meaningful for animations with many keyframes per bone.DoubleSupplier lambda allocation for ANIM_TIME. A stable animTimeSupplier field closes over currentAdjustedTick; setMemoizedValue receives the same object reference every frame.DoubleSupplier lambda allocation for ANIM_TIME, matching the fix in AzKeyframeExecutor.DoubleSupplier lambda/method-reference allocations in applyMolangQueries. LIFE_TIME, ACTOR_COUNT, TIME_OF_DAY, and MOON_PHASE now use stable supplier fields that read mutable double fields set before each call.pollRotX/Y/Z, pollPosX/Y/Z, pollSclX/Y/Z accessors from the new AzBoneAnimationQueue pool design.t. Rather than sampling the curve at 200 evenly-spaced points and scanning for the nearest two, the curve is now evaluated via binary search on t (20 iterations), exploiting the monotonically increasing x-coordinate of well-formed animation curves. Converges to the same result with zero heap allocation.translateMatrixInPlace(Matrix4f, Vector3f). Mutates the matrix directly, for call sites that already own the matrix and don't need the original preserved.getPoints(int). No longer needed now that evaluateAtTime handles all call sites.AzModelRenderer, before pushPose and all transform calls.AzKeyframeLocation field. The single instance is reused across all getAnimationPointAtTick calls via .set(), eliminating one record allocation per axis per bone per frame.prepareFrame() method. Clears all pool presence flags before the keyframe executor writes new values each frame, preventing stale values from partially-animated prior frames bleeding through.boneAnimationQueueCache.prepareFrame() call before stateMachine.update() in the per-frame update order.Vector2d fields replace the per-call control point allocations in buildBezierCurve, and two scratch Vector2d fields are passed into CubicBezierCurve.evaluateAtTime for the binary search iterations.evaluateAtTime(double, Vector2d, Vector2d). Zero-allocation curve evaluation using binary search on t, accepting caller-provided scratch vectors. Replaces the allocation-heavy getPoints(int) approach.AzLodConfig.DISABLED — no LOD applied.AzLodConfig.DEFAULT — automatically applied to all entity renderers unless overridden: bone LOD at 20 blocks (depth ≤ 3), animation LOD at 28 blocks (every 2 ticks).setHidden(true) on bones exceeding the depth budget. Tracks a lodHidden flag so LOD-hidden bones can be restored when the entity returns to close range without affecting model-authored hidden bones.shouldAnimate boolean to gate the full animation pipeline update, implementing tick-rate reduction for distant entities.withLodConfig(AzLodConfig) builder method. Defaults to AzLodConfig.DEFAULT when not specified.AzLodManager into the render loop. LOD manager is instantiated per entity UUID and updated each frame before the pipeline runs. When shouldAnimate is false the model renders at its last computed pose, skipping all animation controller work.lodHidden field with getLodHidden() / setLodHidden(boolean) accessors. Distinguishes LOD-driven visibility from model-authored dontRender flags. Propagated through deepCopy().17.06.2026 · 419 загрузки
v3.2.10
This release is a focused performance pass targeting the client-side rendering pipeline. The goal was to bring per-entity CPU and GC cost for complex animated models in line with vanilla mob rendering. All changes are backwards-compatible — no model files, animator classes, or existing renderer configurations require modification.
RenderUtils.translateMatrix. The previous implementation used Matrix4f.add() to apply a translation vector, which is mathematically incorrect and produced wrong world-space matrix results for bone tracking. Now uses Matrix4f.translate() as intended.boneTextureOverrideProvider call per bone. The provider lambda was invoked three times per bone per frame in getOrRefreshRenderBuffer. Now called once, result cached locally.pushPose/popPose with save/restore in renderCubesOfBone. The pose stack entry is now captured once per bone and restored after each cube transform, eliminating N matrix stack copies per multi-cube bone.renderRecursively. Hidden bones now skip all matrix work (pushPose, translate, rotate, scale) entirely. Children are still iterated unless isHidingChildren() is also true, matching Bedrock's bone visibility spec.renderCube. fixInvertedFlatCube is only relevant for 2D plane cubes (one dimension = 0). The check is now computed once per cube before the quad loop and skipped entirely for standard 3D cubes.createVerticesOfQuad. getTextureOverride(), packedOverlay(), packedLight(), and normal vector components are now all hoisted outside the vertex loop. UV scale factors for the texture override path are pre-computed as floats, replacing two integer divisions per vertex with a single multiply.invertAndMultiplyMatrices allocation. Previously allocated a new Matrix4f on every call (called twice per tracked bone per frame). Now uses a static INVERT_SCRATCH buffer; one allocation per call for the returned result only.Matrix4f heap allocations in renderRecursively. The two new Matrix4f(...) calls in the bone matrix tracking path are replaced with reusable scratchPoseState and scratchLocalMatrix instance fields.getAdjustedTick() call. Was called once before the bone loop, once inside the loop per bone, and once for the callback. Now called once; currentAdjustedTick field reused throughout.CubicBezierCurve.getPoints(200) on every bezier keyframe every frame, allocating an ArrayList and 201 Vector2d objects per call. Additionally findClosestPoints allocated two more Vector2d instances and a Vector2d[] return on every call, and buildBezierCurve allocated four Vector2d control points per call. For a model with multiple bezier-eased bones this produced 240+ allocations per frame contributing significantly to GC pressure.ArrayDeque<AzAnimationPoint> queues with a flat object pool. Nine pre-allocated AzAnimationPoint instances are reused every frame via set(). A boolean[9] presence array replaces queue state. This eliminates the dominant source of per-frame heap allocation in the animation pipeline — previously ~180 record allocations per animated bone per frame.LinkedList usage. Previously used for all nine queues before the ArrayDeque interim; now eliminated entirely.record to mutable final class. All record accessor names preserved for API compatibility. New set(...) method enables in-place reuse by the pool in AzBoneAnimationQueue.record to mutable final class. New set(T, double) method allows the single scratch instance on AzAbstractKeyframeExecutor to be truly reused end-to-end with zero allocation.getCurrentKeyframeLocation previously walked all keyframes from the start (O(n)). Now builds a cumulative end-time array and binary searches it (O(log n)). Meaningful for animations with many keyframes per bone.DoubleSupplier lambda allocation for ANIM_TIME. A stable animTimeSupplier field closes over currentAdjustedTick; setMemoizedValue receives the same object reference every frame.DoubleSupplier lambda allocation for ANIM_TIME, matching the fix in AzKeyframeExecutor.DoubleSupplier lambda/method-reference allocations in applyMolangQueries. LIFE_TIME, ACTOR_COUNT, TIME_OF_DAY, and MOON_PHASE now use stable supplier fields that read mutable double fields set before each call.pollRotX/Y/Z, pollPosX/Y/Z, pollSclX/Y/Z accessors from the new AzBoneAnimationQueue pool design.t. Rather than sampling the curve at 200 evenly-spaced points and scanning for the nearest two, the curve is now evaluated via binary search on t (20 iterations), exploiting the monotonically increasing x-coordinate of well-formed animation curves. Converges to the same result with zero heap allocation.translateMatrixInPlace(Matrix4f, Vector3f). Mutates the matrix directly, for call sites that already own the matrix and don't need the original preserved.getPoints(int). No longer needed now that evaluateAtTime handles all call sites.AzModelRenderer, before pushPose and all transform calls.AzKeyframeLocation field. The single instance is reused across all getAnimationPointAtTick calls via .set(), eliminating one record allocation per axis per bone per frame.prepareFrame() method. Clears all pool presence flags before the keyframe executor writes new values each frame, preventing stale values from partially-animated prior frames bleeding through.boneAnimationQueueCache.prepareFrame() call before stateMachine.update() in the per-frame update order.Vector2d fields replace the per-call control point allocations in buildBezierCurve, and two scratch Vector2d fields are passed into CubicBezierCurve.evaluateAtTime for the binary search iterations.evaluateAtTime(double, Vector2d, Vector2d). Zero-allocation curve evaluation using binary search on t, accepting caller-provided scratch vectors. Replaces the allocation-heavy getPoints(int) approach.AzLodConfig.DISABLED — no LOD applied.AzLodConfig.DEFAULT — automatically applied to all entity renderers unless overridden: bone LOD at 20 blocks (depth ≤ 3), animation LOD at 28 blocks (every 2 ticks).setHidden(true) on bones exceeding the depth budget. Tracks a lodHidden flag so LOD-hidden bones can be restored when the entity returns to close range without affecting model-authored hidden bones.shouldAnimate boolean to gate the full animation pipeline update, implementing tick-rate reduction for distant entities.withLodConfig(AzLodConfig) builder method. Defaults to AzLodConfig.DEFAULT when not specified.AzLodManager into the render loop. LOD manager is instantiated per entity UUID and updated each frame before the pipeline runs. When shouldAnimate is false the model renders at its last computed pose, skipping all animation controller work.lodHidden field with getLodHidden() / setLodHidden(boolean) accessors. Distinguishes LOD-driven visibility from model-authored dontRender flags. Propagated through deepCopy().17.06.2026 · 163 загрузки
v3.2.10
This release is a focused performance pass targeting the client-side rendering pipeline. The goal was to bring per-entity CPU and GC cost for complex animated models in line with vanilla mob rendering. All changes are backwards-compatible — no model files, animator classes, or existing renderer configurations require modification.
RenderUtils.translateMatrix. The previous implementation used Matrix4f.add() to apply a translation vector, which is mathematically incorrect and produced wrong world-space matrix results for bone tracking. Now uses Matrix4f.translate() as intended.boneTextureOverrideProvider call per bone. The provider lambda was invoked three times per bone per frame in getOrRefreshRenderBuffer. Now called once, result cached locally.pushPose/popPose with save/restore in renderCubesOfBone. The pose stack entry is now captured once per bone and restored after each cube transform, eliminating N matrix stack copies per multi-cube bone.renderRecursively. Hidden bones now skip all matrix work (pushPose, translate, rotate, scale) entirely. Children are still iterated unless isHidingChildren() is also true, matching Bedrock's bone visibility spec.renderCube. fixInvertedFlatCube is only relevant for 2D plane cubes (one dimension = 0). The check is now computed once per cube before the quad loop and skipped entirely for standard 3D cubes.createVerticesOfQuad. getTextureOverride(), packedOverlay(), packedLight(), and normal vector components are now all hoisted outside the vertex loop. UV scale factors for the texture override path are pre-computed as floats, replacing two integer divisions per vertex with a single multiply.invertAndMultiplyMatrices allocation. Previously allocated a new Matrix4f on every call (called twice per tracked bone per frame). Now uses a static INVERT_SCRATCH buffer; one allocation per call for the returned result only.Matrix4f heap allocations in renderRecursively. The two new Matrix4f(...) calls in the bone matrix tracking path are replaced with reusable scratchPoseState and scratchLocalMatrix instance fields.getAdjustedTick() call. Was called once before the bone loop, once inside the loop per bone, and once for the callback. Now called once; currentAdjustedTick field reused throughout.CubicBezierCurve.getPoints(200) on every bezier keyframe every frame, allocating an ArrayList and 201 Vector2d objects per call. Additionally findClosestPoints allocated two more Vector2d instances and a Vector2d[] return on every call, and buildBezierCurve allocated four Vector2d control points per call. For a model with multiple bezier-eased bones this produced 240+ allocations per frame contributing significantly to GC pressure.ArrayDeque<AzAnimationPoint> queues with a flat object pool. Nine pre-allocated AzAnimationPoint instances are reused every frame via set(). A boolean[9] presence array replaces queue state. This eliminates the dominant source of per-frame heap allocation in the animation pipeline — previously ~180 record allocations per animated bone per frame.LinkedList usage. Previously used for all nine queues before the ArrayDeque interim; now eliminated entirely.record to mutable final class. All record accessor names preserved for API compatibility. New set(...) method enables in-place reuse by the pool in AzBoneAnimationQueue.record to mutable final class. New set(T, double) method allows the single scratch instance on AzAbstractKeyframeExecutor to be truly reused end-to-end with zero allocation.getCurrentKeyframeLocation previously walked all keyframes from the start (O(n)). Now builds a cumulative end-time array and binary searches it (O(log n)). Meaningful for animations with many keyframes per bone.DoubleSupplier lambda allocation for ANIM_TIME. A stable animTimeSupplier field closes over currentAdjustedTick; setMemoizedValue receives the same object reference every frame.DoubleSupplier lambda allocation for ANIM_TIME, matching the fix in AzKeyframeExecutor.DoubleSupplier lambda/method-reference allocations in applyMolangQueries. LIFE_TIME, ACTOR_COUNT, TIME_OF_DAY, and MOON_PHASE now use stable supplier fields that read mutable double fields set before each call.pollRotX/Y/Z, pollPosX/Y/Z, pollSclX/Y/Z accessors from the new AzBoneAnimationQueue pool design.t. Rather than sampling the curve at 200 evenly-spaced points and scanning for the nearest two, the curve is now evaluated via binary search on t (20 iterations), exploiting the monotonically increasing x-coordinate of well-formed animation curves. Converges to the same result with zero heap allocation.translateMatrixInPlace(Matrix4f, Vector3f). Mutates the matrix directly, for call sites that already own the matrix and don't need the original preserved.getPoints(int). No longer needed now that evaluateAtTime handles all call sites.AzModelRenderer, before pushPose and all transform calls.AzKeyframeLocation field. The single instance is reused across all getAnimationPointAtTick calls via .set(), eliminating one record allocation per axis per bone per frame.prepareFrame() method. Clears all pool presence flags before the keyframe executor writes new values each frame, preventing stale values from partially-animated prior frames bleeding through.boneAnimationQueueCache.prepareFrame() call before stateMachine.update() in the per-frame update order.Vector2d fields replace the per-call control point allocations in buildBezierCurve, and two scratch Vector2d fields are passed into CubicBezierCurve.evaluateAtTime for the binary search iterations.evaluateAtTime(double, Vector2d, Vector2d). Zero-allocation curve evaluation using binary search on t, accepting caller-provided scratch vectors. Replaces the allocation-heavy getPoints(int) approach.AzLodConfig.DISABLED — no LOD applied.AzLodConfig.DEFAULT — automatically applied to all entity renderers unless overridden: bone LOD at 20 blocks (depth ≤ 3), animation LOD at 28 blocks (every 2 ticks).setHidden(true) on bones exceeding the depth budget. Tracks a lodHidden flag so LOD-hidden bones can be restored when the entity returns to close range without affecting model-authored hidden bones.shouldAnimate boolean to gate the full animation pipeline update, implementing tick-rate reduction for distant entities.withLodConfig(AzLodConfig) builder method. Defaults to AzLodConfig.DEFAULT when not specified.AzLodManager into the render loop. LOD manager is instantiated per entity UUID and updated each frame before the pipeline runs. When shouldAnimate is false the model renders at its last computed pose, skipping all animation controller work.lodHidden field with getLodHidden() / setLodHidden(boolean) accessors. Distinguishes LOD-driven visibility from model-authored dontRender flags. Propagated through deepCopy().17.06.2026 · 52 загрузки
v3.2.10
This release is a focused performance pass targeting the client-side rendering pipeline. The goal was to bring per-entity CPU and GC cost for complex animated models in line with vanilla mob rendering. All changes are backwards-compatible — no model files, animator classes, or existing renderer configurations require modification.
RenderUtils.translateMatrix. The previous implementation used Matrix4f.add() to apply a translation vector, which is mathematically incorrect and produced wrong world-space matrix results for bone tracking. Now uses Matrix4f.translate() as intended.boneTextureOverrideProvider call per bone. The provider lambda was invoked three times per bone per frame in getOrRefreshRenderBuffer. Now called once, result cached locally.pushPose/popPose with save/restore in renderCubesOfBone. The pose stack entry is now captured once per bone and restored after each cube transform, eliminating N matrix stack copies per multi-cube bone.renderRecursively. Hidden bones now skip all matrix work (pushPose, translate, rotate, scale) entirely. Children are still iterated unless isHidingChildren() is also true, matching Bedrock's bone visibility spec.renderCube. fixInvertedFlatCube is only relevant for 2D plane cubes (one dimension = 0). The check is now computed once per cube before the quad loop and skipped entirely for standard 3D cubes.createVerticesOfQuad. getTextureOverride(), packedOverlay(), packedLight(), and normal vector components are now all hoisted outside the vertex loop. UV scale factors for the texture override path are pre-computed as floats, replacing two integer divisions per vertex with a single multiply.invertAndMultiplyMatrices allocation. Previously allocated a new Matrix4f on every call (called twice per tracked bone per frame). Now uses a static INVERT_SCRATCH buffer; one allocation per call for the returned result only.Matrix4f heap allocations in renderRecursively. The two new Matrix4f(...) calls in the bone matrix tracking path are replaced with reusable scratchPoseState and scratchLocalMatrix instance fields.getAdjustedTick() call. Was called once before the bone loop, once inside the loop per bone, and once for the callback. Now called once; currentAdjustedTick field reused throughout.CubicBezierCurve.getPoints(200) on every bezier keyframe every frame, allocating an ArrayList and 201 Vector2d objects per call. Additionally findClosestPoints allocated two more Vector2d instances and a Vector2d[] return on every call, and buildBezierCurve allocated four Vector2d control points per call. For a model with multiple bezier-eased bones this produced 240+ allocations per frame contributing significantly to GC pressure.ArrayDeque<AzAnimationPoint> queues with a flat object pool. Nine pre-allocated AzAnimationPoint instances are reused every frame via set(). A boolean[9] presence array replaces queue state. This eliminates the dominant source of per-frame heap allocation in the animation pipeline — previously ~180 record allocations per animated bone per frame.LinkedList usage. Previously used for all nine queues before the ArrayDeque interim; now eliminated entirely.record to mutable final class. All record accessor names preserved for API compatibility. New set(...) method enables in-place reuse by the pool in AzBoneAnimationQueue.record to mutable final class. New set(T, double) method allows the single scratch instance on AzAbstractKeyframeExecutor to be truly reused end-to-end with zero allocation.getCurrentKeyframeLocation previously walked all keyframes from the start (O(n)). Now builds a cumulative end-time array and binary searches it (O(log n)). Meaningful for animations with many keyframes per bone.DoubleSupplier lambda allocation for ANIM_TIME. A stable animTimeSupplier field closes over currentAdjustedTick; setMemoizedValue receives the same object reference every frame.DoubleSupplier lambda allocation for ANIM_TIME, matching the fix in AzKeyframeExecutor.DoubleSupplier lambda/method-reference allocations in applyMolangQueries. LIFE_TIME, ACTOR_COUNT, TIME_OF_DAY, and MOON_PHASE now use stable supplier fields that read mutable double fields set before each call.pollRotX/Y/Z, pollPosX/Y/Z, pollSclX/Y/Z accessors from the new AzBoneAnimationQueue pool design.t. Rather than sampling the curve at 200 evenly-spaced points and scanning for the nearest two, the curve is now evaluated via binary search on t (20 iterations), exploiting the monotonically increasing x-coordinate of well-formed animation curves. Converges to the same result with zero heap allocation.translateMatrixInPlace(Matrix4f, Vector3f). Mutates the matrix directly, for call sites that already own the matrix and don't need the original preserved.getPoints(int). No longer needed now that evaluateAtTime handles all call sites.AzModelRenderer, before pushPose and all transform calls.AzKeyframeLocation field. The single instance is reused across all getAnimationPointAtTick calls via .set(), eliminating one record allocation per axis per bone per frame.prepareFrame() method. Clears all pool presence flags before the keyframe executor writes new values each frame, preventing stale values from partially-animated prior frames bleeding through.boneAnimationQueueCache.prepareFrame() call before stateMachine.update() in the per-frame update order.Vector2d fields replace the per-call control point allocations in buildBezierCurve, and two scratch Vector2d fields are passed into CubicBezierCurve.evaluateAtTime for the binary search iterations.evaluateAtTime(double, Vector2d, Vector2d). Zero-allocation curve evaluation using binary search on t, accepting caller-provided scratch vectors. Replaces the allocation-heavy getPoints(int) approach.AzLodConfig.DISABLED — no LOD applied.AzLodConfig.DEFAULT — automatically applied to all entity renderers unless overridden: bone LOD at 20 blocks (depth ≤ 3), animation LOD at 28 blocks (every 2 ticks).setHidden(true) on bones exceeding the depth budget. Tracks a lodHidden flag so LOD-hidden bones can be restored when the entity returns to close range without affecting model-authored hidden bones.shouldAnimate boolean to gate the full animation pipeline update, implementing tick-rate reduction for distant entities.withLodConfig(AzLodConfig) builder method. Defaults to AzLodConfig.DEFAULT when not specified.AzLodManager into the render loop. LOD manager is instantiated per entity UUID and updated each frame before the pipeline runs. When shouldAnimate is false the model renders at its last computed pose, skipping all animation controller work.lodHidden field with getLodHidden() / setLodHidden(boolean) accessors. Distinguishes LOD-driven visibility from model-authored dontRender flags. Propagated through deepCopy().17.06.2026 · 405 загрузки
v3.2.10
This release is a focused performance pass targeting the client-side rendering pipeline. The goal was to bring per-entity CPU and GC cost for complex animated models in line with vanilla mob rendering. All changes are backwards-compatible — no model files, animator classes, or existing renderer configurations require modification.
RenderUtils.translateMatrix. The previous implementation used Matrix4f.add() to apply a translation vector, which is mathematically incorrect and produced wrong world-space matrix results for bone tracking. Now uses Matrix4f.translate() as intended.boneTextureOverrideProvider call per bone. The provider lambda was invoked three times per bone per frame in getOrRefreshRenderBuffer. Now called once, result cached locally.pushPose/popPose with save/restore in renderCubesOfBone. The pose stack entry is now captured once per bone and restored after each cube transform, eliminating N matrix stack copies per multi-cube bone.renderRecursively. Hidden bones now skip all matrix work (pushPose, translate, rotate, scale) entirely. Children are still iterated unless isHidingChildren() is also true, matching Bedrock's bone visibility spec.renderCube. fixInvertedFlatCube is only relevant for 2D plane cubes (one dimension = 0). The check is now computed once per cube before the quad loop and skipped entirely for standard 3D cubes.createVerticesOfQuad. getTextureOverride(), packedOverlay(), packedLight(), and normal vector components are now all hoisted outside the vertex loop. UV scale factors for the texture override path are pre-computed as floats, replacing two integer divisions per vertex with a single multiply.invertAndMultiplyMatrices allocation. Previously allocated a new Matrix4f on every call (called twice per tracked bone per frame). Now uses a static INVERT_SCRATCH buffer; one allocation per call for the returned result only.Matrix4f heap allocations in renderRecursively. The two new Matrix4f(...) calls in the bone matrix tracking path are replaced with reusable scratchPoseState and scratchLocalMatrix instance fields.getAdjustedTick() call. Was called once before the bone loop, once inside the loop per bone, and once for the callback. Now called once; currentAdjustedTick field reused throughout.CubicBezierCurve.getPoints(200) on every bezier keyframe every frame, allocating an ArrayList and 201 Vector2d objects per call. Additionally findClosestPoints allocated two more Vector2d instances and a Vector2d[] return on every call, and buildBezierCurve allocated four Vector2d control points per call. For a model with multiple bezier-eased bones this produced 240+ allocations per frame contributing significantly to GC pressure.ArrayDeque<AzAnimationPoint> queues with a flat object pool. Nine pre-allocated AzAnimationPoint instances are reused every frame via set(). A boolean[9] presence array replaces queue state. This eliminates the dominant source of per-frame heap allocation in the animation pipeline — previously ~180 record allocations per animated bone per frame.LinkedList usage. Previously used for all nine queues before the ArrayDeque interim; now eliminated entirely.record to mutable final class. All record accessor names preserved for API compatibility. New set(...) method enables in-place reuse by the pool in AzBoneAnimationQueue.record to mutable final class. New set(T, double) method allows the single scratch instance on AzAbstractKeyframeExecutor to be truly reused end-to-end with zero allocation.getCurrentKeyframeLocation previously walked all keyframes from the start (O(n)). Now builds a cumulative end-time array and binary searches it (O(log n)). Meaningful for animations with many keyframes per bone.DoubleSupplier lambda allocation for ANIM_TIME. A stable animTimeSupplier field closes over currentAdjustedTick; setMemoizedValue receives the same object reference every frame.DoubleSupplier lambda allocation for ANIM_TIME, matching the fix in AzKeyframeExecutor.DoubleSupplier lambda/method-reference allocations in applyMolangQueries. LIFE_TIME, ACTOR_COUNT, TIME_OF_DAY, and MOON_PHASE now use stable supplier fields that read mutable double fields set before each call.pollRotX/Y/Z, pollPosX/Y/Z, pollSclX/Y/Z accessors from the new AzBoneAnimationQueue pool design.t. Rather than sampling the curve at 200 evenly-spaced points and scanning for the nearest two, the curve is now evaluated via binary search on t (20 iterations), exploiting the monotonically increasing x-coordinate of well-formed animation curves. Converges to the same result with zero heap allocation.translateMatrixInPlace(Matrix4f, Vector3f). Mutates the matrix directly, for call sites that already own the matrix and don't need the original preserved.getPoints(int). No longer needed now that evaluateAtTime handles all call sites.AzModelRenderer, before pushPose and all transform calls.AzKeyframeLocation field. The single instance is reused across all getAnimationPointAtTick calls via .set(), eliminating one record allocation per axis per bone per frame.prepareFrame() method. Clears all pool presence flags before the keyframe executor writes new values each frame, preventing stale values from partially-animated prior frames bleeding through.boneAnimationQueueCache.prepareFrame() call before stateMachine.update() in the per-frame update order.Vector2d fields replace the per-call control point allocations in buildBezierCurve, and two scratch Vector2d fields are passed into CubicBezierCurve.evaluateAtTime for the binary search iterations.evaluateAtTime(double, Vector2d, Vector2d). Zero-allocation curve evaluation using binary search on t, accepting caller-provided scratch vectors. Replaces the allocation-heavy getPoints(int) approach.AzLodConfig.DISABLED — no LOD applied.AzLodConfig.DEFAULT — automatically applied to all entity renderers unless overridden: bone LOD at 20 blocks (depth ≤ 3), animation LOD at 28 blocks (every 2 ticks).setHidden(true) on bones exceeding the depth budget. Tracks a lodHidden flag so LOD-hidden bones can be restored when the entity returns to close range without affecting model-authored hidden bones.shouldAnimate boolean to gate the full animation pipeline update, implementing tick-rate reduction for distant entities.withLodConfig(AzLodConfig) builder method. Defaults to AzLodConfig.DEFAULT when not specified.AzLodManager into the render loop. LOD manager is instantiated per entity UUID and updated each frame before the pipeline runs. When shouldAnimate is false the model renders at its last computed pose, skipping all animation controller work.lodHidden field with getLodHidden() / setLodHidden(boolean) accessors. Distinguishes LOD-driven visibility from model-authored dontRender flags. Propagated through deepCopy().18.05.2026 · 57 266 загрузки
v3.1.10
18.05.2026 · 35 307 загрузки
v3.1.10
18.05.2026 · 770 загрузки
v3.2.9
18.05.2026 · 238 загрузки
v3.2.9
18.05.2026 · 799 загрузки
v3.2.9
18.05.2026 · 47 загрузки
v3.2.9
21.04.2026 · 46 893 загрузки
v3.1.8
21.04.2026 · 68 270 загрузки
v3.1.8
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v3.1.9
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v3.1.9
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v3.2.8
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v3.2.8
21.04.2026 · 619 загрузки
v3.2.8
21.04.2026 · 27 загрузки
v3.2.8
16.04.2026 · 7 653 загрузки
v3.1.7
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v3.1.7
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v3.1.8
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v3.1.8
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v3.2.7
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v3.2.7
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v3.2.7
16.04.2026 · 18 загрузки
v3.2.7
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v3.1.6
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v3.1.6
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v3.1.7
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v3.1.7
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v3.2.6
13.04.2026 · 24 загрузки
v3.2.6
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v3.2.6
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v3.2.6
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v3.1.5
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v3.1.5
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v3.1.6
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v3.1.6
10.04.2026 · 4 677 загрузки
v3.1.5
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v3.1.5
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v3.2.5
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v3.2.5
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v3.2.5
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v3.2.5
23.03.2026 · 18 539 загрузки
v3.1.4
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v3.1.4
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v3.1.4
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v3.1.4
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v3.2.4
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v3.2.4
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v3.2.4
23.03.2026 · 34 загрузки
v3.2.4
24.12.2025 · 67 873 загрузки
v3.1.3
WARNING THIS IS A BREAKING CHANGE FROM 3.0.X, PLEASE ALLOW MOD DEVS TIME TO UPDATE THEIR MOD TO THIS VERSION
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v3.1.3
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v3.1.3
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v3.1.3
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24.12.2025 · 2 647 загрузки
v3.2.3
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24.12.2025 · 720 загрузки
v3.2.3
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v3.2.3
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v3.2.3
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28.11.2025 · 13 466 загрузки
v3.1.2
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v3.1.2
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v3.1.2
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v3.1.2
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v3.2.2
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28.11.2025 · 275 загрузки
v3.2.2
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28.11.2025 · 203 загрузки
v3.2.2
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28.11.2025 · 58 загрузки
v3.2.2
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20.10.2025 · 76 237 загрузки
v3.1.1
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v3.1.1
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v3.1.1
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v3.1.1
20.10.2025 · 2 235 загрузки
v3.2.1
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v3.2.1
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v3.2.1
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v3.2.1
18.10.2025 · 2 361 загрузки
v3.1.0
THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE
18.10.2025 · 3 026 загрузки
v3.1.0
THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE
18.10.2025 · 8 977 загрузки
v3.1.0
THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE
18.10.2025 · 3 756 загрузки
v3.1.0
THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE
18.10.2025 · 193 загрузки
v3.2.0
THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE
18.10.2025 · 115 загрузки
v3.2.0
THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE
18.10.2025 · 111 загрузки
v3.2.0
THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE
18.10.2025 · 52 загрузки
v3.2.0
THIS IS A BREAKING CHANGE, PLEASE ENSURE THE MODS THAT USE AZURELIB ARE UPDATED FIRST TO THIS VERSION, PLEASE GIVE THEM TIME TO UPDATE
08.10.2025 · 21 861 загрузки
v3.0.39
AzArmorTrimLayer for rendering armor trims (Credit to ZsoltMolnarrr)08.10.2025 · 19 647 загрузки
v3.0.39
AzArmorTrimLayer for rendering armor trims (Credit to ZsoltMolnarrr)08.10.2025 · 42 795 загрузки
v3.0.27
08.10.2025 · 836 078 загрузки
v3.0.27
08.10.2025 · 1 278 загрузки
v3.1.12
08.10.2025 · 175 загрузки
v3.1.12
08.10.2025 · 141 загрузки
v3.1.12
08.10.2025 · 53 загрузки
v3.1.12
06.10.2025 · 6 246 загрузки
v3.0.38
06.10.2025 · 1 115 загрузки
v3.0.38
06.10.2025 · 28 607 загрузки
v3.0.26
06.10.2025 · 12 567 загрузки
v3.0.26
06.10.2025 · 155 загрузки
v3.1.11
06.10.2025 · 95 загрузки
v3.1.11
06.10.2025 · 80 загрузки
v3.1.11
06.10.2025 · 41 загрузки
v3.1.11
05.10.2025 · 1 476 загрузки
v3.0.37
05.10.2025 · 1 257 загрузки
v3.0.37
05.10.2025 · 9 490 загрузки
v3.0.25
05.10.2025 · 1 555 загрузки
v3.0.25
05.10.2025 · 112 загрузки
v3.1.10
05.10.2025 · 68 загрузки
v3.1.10
05.10.2025 · 47 загрузки
v3.1.10
05.10.2025 · 32 загрузки
v3.1.10
04.10.2025 · 1 208 загрузки
v3.0.36
04.10.2025 · 593 загрузки
v3.0.36
04.10.2025 · 7 872 загрузки
v3.0.24
04.10.2025 · 1 834 загрузки
v3.0.24
04.10.2025 · 84 загрузки
v3.1.9
04.10.2025 · 60 загрузки
v3.1.9
04.10.2025 · 32 загрузки
v3.1.9
04.10.2025 · 27 загрузки
v3.1.9
02.10.2025 · 2 106 загрузки
v3.0.35
02.10.2025 · 2 073 загрузки
v3.0.35
02.10.2025 · 8 547 загрузки
v3.0.23
02.10.2025 · 2 971 загрузки
v3.0.23
02.10.2025 · 120 загрузки
v3.1.8
02.10.2025 · 61 загрузки
v3.1.8
02.10.2025 · 60 загрузки
v3.1.8
02.10.2025 · 27 загрузки
v3.1.8
01.10.2025 · 909 загрузки
v3.0.22
01.10.2025 · 339 загрузки
v3.0.22
01.10.2025 · 49 загрузки
v3.1.7
01.10.2025 · 39 загрузки
v3.1.7
01.10.2025 · 49 загрузки
v3.1.7
01.10.2025 · 21 загрузки
v3.1.7
01.10.2025 · 1 450 загрузки
v3.0.34
01.10.2025 · 486 загрузки
v3.0.34
01.10.2025 · 650 загрузки
v3.0.21
01.10.2025 · 366 загрузки
v3.0.21
01.10.2025 · 56 загрузки
v3.1.6
01.10.2025 · 39 загрузки
v3.1.6
01.10.2025 · 25 загрузки
v3.1.6
01.10.2025 · 12 загрузки
v3.1.6
01.10.2025 · 590 загрузки
v3.0.33
01.10.2025 · 257 загрузки
v3.0.33
01.10.2025 · 1 737 загрузки
v3.0.20
01.10.2025 · 711 загрузки
v3.0.20
01.10.2025 · 52 загрузки
v3.1.5
01.10.2025 · 51 загрузки
v3.1.5
01.10.2025 · 17 загрузки
v3.1.5
01.10.2025 · 47 загрузки
v3.1.5
29.09.2025 · 909 загрузки
v3.0.32
v3.0.31
29.09.2025 · 1 126 загрузки
v3.0.32
v3.0.31
29.09.2025 · 19 загрузки
v3.1.4
29.09.2025 · 55 загрузки
v3.1.4
29.09.2025 · 37 загрузки
v3.1.3
29.09.2025 · 67 загрузки
v3.1.3
29.09.2025 · 4 945 загрузки
v3.0.19
29.09.2025 · 20 092 загрузки
v3.0.19
29.09.2025 · 131 загрузки
v3.0.31
29.09.2025 · 100 загрузки
v3.0.31
24.09.2025 · 70 загрузки
v3.1.3
v3.1.2
24.09.2025 · 90 загрузки
v3.1.3
v3.1.2
24.09.2025 · 2 017 загрузки
v3.0.30
24.09.2025 · 4 214 загрузки
v3.0.30
24.09.2025 · 137 загрузки
v3.1.2
24.09.2025 · 70 загрузки
v3.1.2
24.09.2025 · 29 загрузки
v3.1.2
24.09.2025 · 25 загрузки
v3.1.2
22.09.2025 · 1 588 загрузки
v3.0.29
setRenderEntry in AzRendererConfig.Builder to allow custom rendering logic during the render stage.22.09.2025 · 828 загрузки
v3.0.29
setRenderEntry in AzRendererConfig.Builder to allow custom rendering logic during the render stage.22.09.2025 · 20 390 загрузки
v3.0.17
setRenderEntry in AzRendererConfig.Builder to allow custom rendering logic during the render stage.22.09.2025 · 10 530 загрузки
v3.0.17
setRenderEntry in AzRendererConfig.Builder to allow custom rendering logic during the render stage.22.09.2025 · 73 загрузки
v3.1.1
setRenderEntry in AzRendererConfig.Builder to allow custom rendering logic during the render stage.22.09.2025 · 30 загрузки
v3.1.1
setRenderEntry in AzRendererConfig.Builder to allow custom rendering logic during the render stage.22.09.2025 · 39 загрузки
v3.1.1
setRenderEntry in AzRendererConfig.Builder to allow custom rendering logic during the render stage.22.09.2025 · 45 загрузки
v3.1.1
setRenderEntry in AzRendererConfig.Builder to allow custom rendering logic during the render stage.18.09.2025 · 83 загрузки
v3.1.0
18.09.2025 · 30 загрузки
v3.1.0
18.09.2025 · 198 загрузки
v3.1.0
18.09.2025 · 61 загрузки
v3.1.0
17.09.2025 · 2 365 загрузки
v3.0.28
17.09.2025 · 2 951 загрузки
v3.0.28
17.09.2025 · 204 568 загрузки
v3.0.16
17.09.2025 · 24 388 загрузки
v3.0.16
05.08.2025 · 18 534 загрузки
v3.0.27
v3.0.26
05.08.2025 · 32 959 загрузки
v3.0.27
v3.0.26
05.08.2025 · 212 554 загрузки
v3.0.15
05.08.2025 · 1 016 982 загрузки
v3.0.15
05.08.2025 · 679 загрузки
v3.0.14
05.08.2025 · 1 393 загрузки
v3.0.14
05.08.2025 · 2 141 загрузки
v3.0.14
05.08.2025 · 508 загрузки
v3.0.14
05.08.2025 · 5 673 загрузки
v3.0.14
05.08.2025 · 90 загрузки
v3.0.14
05.08.2025 · 143 загрузки
v3.0.14
05.08.2025 · 130 загрузки
v3.0.14
05.08.2025 · 414 загрузки
v3.0.14
05.08.2025 · 737 загрузки
v3.0.14
05.08.2025 · 75 загрузки
v3.0.14
05.08.2025 · 83 загрузки
v3.0.14
04.08.2025 · 2 266 загрузки
v3.0.14
04.08.2025 · 925 загрузки
v3.0.14
04.08.2025 · 24 загрузки
v3.0.13
04.08.2025 · 27 загрузки
v3.0.13
04.08.2025 · 48 загрузки
v3.0.13
04.08.2025 · 23 загрузки
v3.0.13
04.08.2025 · 49 загрузки
v3.0.13
04.08.2025 · 18 загрузки
v3.0.13
04.08.2025 · 19 загрузки
v3.0.13
04.08.2025 · 17 загрузки
v3.0.13
04.08.2025 · 27 загрузки
v3.0.13
04.08.2025 · 23 загрузки
v3.0.13
04.08.2025 · 14 загрузки
v3.0.13
04.08.2025 · 19 загрузки
v3.0.13
31.07.2025 · 2 295 загрузки
v3.0.25
LIGHT_LEVEL block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.31.07.2025 · 3 730 загрузки
v3.0.25
LIGHT_LEVEL block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.31.07.2025 · 14 758 загрузки
v3.0.13
LIGHT_LEVEL block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.31.07.2025 · 5 503 загрузки
v3.0.13
LIGHT_LEVEL block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.31.07.2025 · 36 загрузки
v3.0.12
LIGHT_LEVEL block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.31.07.2025 · 34 загрузки
v3.0.12
LIGHT_LEVEL block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.31.07.2025 · 170 загрузки
v3.0.12
LIGHT_LEVEL block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.31.07.2025 · 82 загрузки
v3.0.12
LIGHT_LEVEL block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.31.07.2025 · 56 загрузки
v3.0.12
LIGHT_LEVEL block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.31.07.2025 · 21 загрузки
v3.0.12
LIGHT_LEVEL block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.31.07.2025 · 21 загрузки
v3.0.12
LIGHT_LEVEL block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.31.07.2025 · 19 загрузки
v3.0.12
LIGHT_LEVEL block state property, allowing the block to emit dynamic levels of light ranging from 0–15 depending on its state.31.07.2025 · 30 загрузки
v3.0.12
31.07.2025 · 20 загрузки
v3.0.12
31.07.2025 · 25 загрузки
v3.0.12
31.07.2025 · 18 загрузки
v3.0.12
28.07.2025 · 2 236 загрузки
v3.0.24
28.07.2025 · 1 198 загрузки
v3.0.24
28.07.2025 · 6 931 загрузки
v3.0.12
28.07.2025 · 3 814 загрузки
v3.0.12
28.07.2025 · 24 загрузки
v3.0.11
28.07.2025 · 29 загрузки
v3.0.11
28.07.2025 · 244 загрузки
v3.0.11
28.07.2025 · 43 загрузки
v3.0.11
28.07.2025 · 50 загрузки
v3.0.11
28.07.2025 · 17 загрузки
v3.0.11
28.07.2025 · 17 загрузки
v3.0.11
28.07.2025 · 22 загрузки
v3.0.11
28.07.2025 · 28 загрузки
v3.0.11
28.07.2025 · 29 загрузки
v3.0.11
28.07.2025 · 19 загрузки
v3.0.11
28.07.2025 · 23 загрузки
v3.0.11
23.07.2025 · 6 971 загрузки
v3.0.23
Linear easing when the setEasingType method was not explicitly overridden at the controller level. null, ensuring that easing types defined in the JSON are used as intended.23.07.2025 · 3 002 загрузки
v3.0.23
Linear easing when the setEasingType method was not explicitly overridden at the controller level. null, ensuring that easing types defined in the JSON are used as intended.23.07.2025 · 38 загрузки
v3.0.10
Linear easing when the setEasingType method was not explicitly overridden at the controller level.null, ensuring that easing types defined in the JSON are used as intended.23.07.2025 · 93 440 загрузки
v3.0.11
Linear easing when the setEasingType method was not explicitly overridden at the controller level.null, ensuring that easing types defined in the JSON are used as intended.23.07.2025 · 66 280 загрузки
v3.0.11
Linear easing when the setEasingType method was not explicitly overridden at the controller level.null, ensuring that easing types defined in the JSON are used as intended.23.07.2025 · 23 загрузки
v3.0.10
Linear easing when the setEasingType method was not explicitly overridden at the controller level.null, ensuring that easing types defined in the JSON are used as intended.23.07.2025 · 211 загрузки
v3.0.10
Linear easing when the setEasingType method was not explicitly overridden at the controller level.null, ensuring that easing types defined in the JSON are used as intended.23.07.2025 · 84 загрузки
v3.0.10
Linear easing when the setEasingType method was not explicitly overridden at the controller level.null, ensuring that easing types defined in the JSON are used as intended.23.07.2025 · 77 загрузки
v3.0.10
Linear easing when the setEasingType method was not explicitly overridden at the controller level.null, ensuring that easing types defined in the JSON are used as intended.23.07.2025 · 24 загрузки
v3.0.10
Linear easing when the setEasingType method was not explicitly overridden at the controller level.null, ensuring that easing types defined in the JSON are used as intended.23.07.2025 · 19 загрузки
v3.0.10
Linear easing when the setEasingType method was not explicitly overridden at the controller level.null, ensuring that easing types defined in the JSON are used as intended.23.07.2025 · 20 загрузки
v3.0.10
Linear easing when the setEasingType method was not explicitly overridden at the controller level.null, ensuring that easing types defined in the JSON are used as intended.23.07.2025 · 29 загрузки
v3.0.10
Linear easing when the setEasingType method was not explicitly overridden at the controller level.null, ensuring that easing types defined in the JSON are used as intended.23.07.2025 · 36 загрузки
v3.0.10
Linear easing when the setEasingType method was not explicitly overridden at the controller level.null, ensuring that easing types defined in the JSON are used as intended.23.07.2025 · 23 загрузки
v3.0.9
Linear easing when the setEasingType method was not explicitly overridden at the controller level.null, ensuring that easing types defined in the JSON are used as intended.23.07.2025 · 23 загрузки
v3.0.10
Linear easing when the setEasingType method was not explicitly overridden at the controller level.null, ensuring that easing types defined in the JSON are used as intended.23.07.2025 · 638 загрузки
v3.0.22
applyMolangQueries method. The old version of applyMolangQueries has been made private and is marked for future removal to ensure streamlined functionality.The following queries have been added:
query.head_pitchquery.head_yawquery.hurt_timequery.is_babytrue or false).query.is_blockingquery.is_using_itemquery.limb_swingquery.limb_swing_amountquery.in_airquery.item_current_durabilityquery.item_is_enchanted23.07.2025 · 389 загрузки
v3.0.22
applyMolangQueries method. The old version of applyMolangQueries has been made private and is marked for future removal to ensure streamlined functionality.The following queries have been added:
query.head_pitchquery.head_yawquery.hurt_timequery.is_babytrue or false).query.is_blockingquery.is_using_itemquery.limb_swingquery.limb_swing_amountquery.in_airquery.item_current_durabilityquery.item_is_enchanted23.07.2025 · 2 620 загрузки
v3.0.10
applyMolangQueries method. The old version of applyMolangQueries has been made private and is marked for future removal to ensure streamlined functionality.The following queries have been added:
query.head_pitchquery.head_yawquery.hurt_timequery.is_babytrue or false).query.is_blockingquery.is_using_itemquery.limb_swingquery.limb_swing_amountquery.in_airquery.item_current_durabilityquery.item_is_enchanted23.07.2025 · 1 764 загрузки
v3.0.10
applyMolangQueries method. The old version of applyMolangQueries has been made private and is marked for future removal to ensure streamlined functionality.The following queries have been added:
query.head_pitchquery.head_yawquery.hurt_timequery.is_babytrue or false).query.is_blockingquery.is_using_itemquery.limb_swingquery.limb_swing_amountquery.in_airquery.item_current_durabilityquery.item_is_enchanted23.07.2025 · 20 загрузки
v3.0.9
applyMolangQueries method. The old version of applyMolangQueries has been made private and is marked for future removal to ensure streamlined functionality.The following queries have been added:
query.head_pitchquery.head_yawquery.hurt_timequery.is_babytrue or false).query.is_blockingquery.is_using_itemquery.limb_swingquery.limb_swing_amountquery.in_airquery.item_current_durabilityquery.item_is_enchanted23.07.2025 · 19 загрузки
v3.0.9
applyMolangQueries method. The old version of applyMolangQueries has been made private and is marked for future removal to ensure streamlined functionality.The following queries have been added:
query.head_pitchquery.head_yawquery.hurt_timequery.is_babytrue or false).query.is_blockingquery.is_using_itemquery.limb_swingquery.limb_swing_amountquery.in_airquery.item_current_durabilityquery.item_is_enchanted23.07.2025 · 3 259 загрузки
v3.0.9
applyMolangQueries method. The old version of applyMolangQueries has been made private and is marked for future removal to ensure streamlined functionality.The following queries have been added:
query.head_pitchquery.head_yawquery.hurt_timequery.is_babytrue or false).query.is_blockingquery.is_using_itemquery.limb_swingquery.limb_swing_amountquery.in_airquery.item_current_durabilityquery.item_is_enchanted23.07.2025 · 27 загрузки
v3.0.9
applyMolangQueries method. The old version of applyMolangQueries has been made private and is marked for future removal to ensure streamlined functionality.The following queries have been added:
query.head_pitchquery.head_yawquery.hurt_timequery.is_babytrue or false).query.is_blockingquery.is_using_itemquery.limb_swingquery.limb_swing_amountquery.in_airquery.item_current_durabilityquery.item_is_enchanted23.07.2025 · 45 загрузки
v3.0.9
applyMolangQueries method. The old version of applyMolangQueries has been made private and is marked for future removal to ensure streamlined functionality.The following queries have been added:
query.head_pitchquery.head_yawquery.hurt_timequery.is_babytrue or false).query.is_blockingquery.is_using_itemquery.limb_swingquery.limb_swing_amountquery.in_airquery.item_current_durabilityquery.item_is_enchanted23.07.2025 · 21 загрузки
v3.0.9
applyMolangQueries method. The old version of applyMolangQueries has been made private and is marked for future removal to ensure streamlined functionality.The following queries have been added:
query.head_pitchquery.head_yawquery.hurt_timequery.is_babytrue or false).query.is_blockingquery.is_using_itemquery.limb_swingquery.limb_swing_amountquery.in_airquery.item_current_durabilityquery.item_is_enchanted23.07.2025 · 22 загрузки
v3.0.9
applyMolangQueries method. The old version of applyMolangQueries has been made private and is marked for future removal to ensure streamlined functionality.The following queries have been added:
query.head_pitchquery.head_yawquery.hurt_timequery.is_babytrue or false).query.is_blockingquery.is_using_itemquery.limb_swingquery.limb_swing_amountquery.in_airquery.item_current_durabilityquery.item_is_enchanted23.07.2025 · 16 загрузки
v3.0.9
applyMolangQueries method. The old version of applyMolangQueries has been made private and is marked for future removal to ensure streamlined functionality.The following queries have been added:
query.head_pitchquery.head_yawquery.hurt_timequery.is_babytrue or false).query.is_blockingquery.is_using_itemquery.limb_swingquery.limb_swing_amountquery.in_airquery.item_current_durabilityquery.item_is_enchanted23.07.2025 · 28 загрузки
v3.0.9
applyMolangQueries method. The old version of applyMolangQueries has been made private and is marked for future removal to ensure streamlined functionality.The following queries have been added:
query.head_pitchquery.head_yawquery.hurt_timequery.is_babytrue or false).query.is_blockingquery.is_using_itemquery.limb_swingquery.limb_swing_amountquery.in_airquery.item_current_durabilityquery.item_is_enchanted23.07.2025 · 31 загрузки
v3.0.9
applyMolangQueries method. The old version of applyMolangQueries has been made private and is marked for future removal to ensure streamlined functionality.The following queries have been added:
query.head_pitchquery.head_yawquery.hurt_timequery.is_babytrue or false).query.is_blockingquery.is_using_itemquery.limb_swingquery.limb_swing_amountquery.in_airquery.item_current_durabilityquery.item_is_enchanted23.07.2025 · 17 загрузки
v3.0.9
applyMolangQueries method. The old version of applyMolangQueries has been made private and is marked for future removal to ensure streamlined functionality.The following queries have been added:
query.head_pitchquery.head_yawquery.hurt_timequery.is_babytrue or false).query.is_blockingquery.is_using_itemquery.limb_swingquery.limb_swing_amountquery.in_airquery.item_current_durabilityquery.item_is_enchanted23.07.2025 · 17 загрузки
v3.0.9
applyMolangQueries method. The old version of applyMolangQueries has been made private and is marked for future removal to ensure streamlined functionality.The following queries have been added:
query.head_pitchquery.head_yawquery.hurt_timequery.is_babytrue or false).query.is_blockingquery.is_using_itemquery.limb_swingquery.limb_swing_amountquery.in_airquery.item_current_durabilityquery.item_is_enchanted09.07.2025 · 8 086 загрузки
v3.0.21
09.07.2025 · 13 670 загрузки
v3.0.21
09.07.2025 · 117 134 загрузки
v3.0.9
09.07.2025 · 85 878 загрузки
v3.0.9
14.06.2025 · 60 082 загрузки
v3.0.8
14.06.2025 · 76 268 загрузки
v3.0.8
14.06.2025 · 86 загрузки
v3.0.8
14.06.2025 · 115 загрузки
v3.0.8
14.06.2025 · 1 638 загрузки
v3.0.8
14.06.2025 · 466 загрузки
v3.0.8
14.06.2025 · 217 загрузки
v3.0.8
14.06.2025 · 38 загрузки
v3.0.8
14.06.2025 · 24 загрузки
v3.0.8
14.06.2025 · 20 загрузки
v3.0.8
14.06.2025 · 62 загрузки
v3.0.8
14.06.2025 · 65 загрузки
v3.0.8
14.06.2025 · 22 загрузки
v3.0.8
14.06.2025 · 21 загрузки
v3.0.8
10.06.2025 · 8 635 загрузки
v3.0.7
10.06.2025 · 16 965 загрузки
v3.0.7
10.06.2025 · 23 загрузки
v3.0.7
10.06.2025 · 34 загрузки
v3.0.7
10.06.2025 · 227 загрузки
v3.0.7
10.06.2025 · 68 загрузки
v3.0.7
10.06.2025 · 41 загрузки
v3.0.7
10.06.2025 · 19 загрузки
v3.0.7
10.06.2025 · 15 загрузки
v3.0.7
10.06.2025 · 23 загрузки
v3.0.7
10.06.2025 · 18 загрузки
v3.0.7
10.06.2025 · 21 загрузки
v3.0.7
10.06.2025 · 19 загрузки
v3.0.7
10.06.2025 · 19 загрузки
v3.0.7
21.05.2025 · 735 849 загрузки
v3.0.6
21.05.2025 · 59 092 загрузки
v3.0.6
21.05.2025 · 81 загрузки
v3.0.6
21.05.2025 · 68 загрузки
v3.0.6
21.05.2025 · 942 загрузки
v3.0.6
21.05.2025 · 299 загрузки
v3.0.6
20.05.2025 · 132 загрузки
v3.0.6
20.05.2025 · 27 загрузки
v3.0.6
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v3.0.6
20.05.2025 · 21 загрузки
v3.0.6
20.05.2025 · 37 загрузки
v3.0.6
20.05.2025 · 49 загрузки
v3.0.6
20.05.2025 · 25 загрузки
v3.0.6
20.05.2025 · 21 загрузки
v3.0.6
19.05.2025 · 40 загрузки
v3.0.5
19.05.2025 · 25 загрузки
v3.0.5
19.05.2025 · 22 загрузки
v3.0.5
19.05.2025 · 25 загрузки
v3.0.5
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v3.0.5
19.05.2025 · 22 загрузки
v3.0.5
19.05.2025 · 62 загрузки
v3.0.5
19.05.2025 · 16 загрузки
v3.0.5
19.05.2025 · 82 загрузки
v3.0.5
19.05.2025 · 29 загрузки
v3.0.5
19.05.2025 · 21 загрузки
v3.0.5
19.05.2025 · 18 загрузки
v3.0.5
19.05.2025 · 1 821 загрузки
v3.0.5
19.05.2025 · 3 571 загрузки
v3.0.5
18.05.2025 · 1 207 загрузки
v3.0.4
18.05.2025 · 517 загрузки
v3.0.4
18.05.2025 · 20 загрузки
v3.0.4
18.05.2025 · 16 загрузки
v3.0.4
18.05.2025 · 35 загрузки
v3.0.4
18.05.2025 · 32 загрузки
v3.0.4
18.05.2025 · 20 загрузки
v3.0.4
18.05.2025 · 30 загрузки
v3.0.4
18.05.2025 · 22 загрузки
v3.0.4
18.05.2025 · 23 загрузки
v3.0.4
18.05.2025 · 14 загрузки
v3.0.4
18.05.2025 · 15 загрузки
v3.0.4
18.05.2025 · 15 загрузки
v3.0.4
18.05.2025 · 17 загрузки
v3.0.1
18.05.2025 · 37 926 загрузки
v3.0.20
18.05.2025 · 222 352 загрузки
v3.0.20
17.05.2025 · 35 загрузки
v3.0.0
17.05.2025 · 15 615 загрузки
v3.0.3
17.05.2025 · 85 загрузки
v3.0.3
17.05.2025 · 128 загрузки
v3.0.3
17.05.2025 · 82 загрузки
v3.0.3
17.05.2025 · 34 загрузки
v3.0.3
17.05.2025 · 754 загрузки
v3.0.19
17.05.2025 · 899 загрузки
v3.0.19
17.05.2025 · 3 041 загрузки
v3.0.3
17.05.2025 · 28 загрузки
v3.0.3
17.05.2025 · 56 загрузки
v3.0.3
17.05.2025 · 18 загрузки
v3.0.3
17.05.2025 · 21 загрузки
v3.0.3
17.05.2025 · 19 загрузки
v3.0.3
17.05.2025 · 17 загрузки
v3.0.3
17.05.2025 · 26 загрузки
v3.0.3
17.05.2025 · 25 загрузки
v3.0.3
16.05.2025 · 1 270 загрузки
v3.0.1
16.05.2025 · 547 загрузки
v3.0.1
16.05.2025 · 24 загрузки
v3.0.1
16.05.2025 · 37 загрузки
v3.0.1
16.05.2025 · 45 загрузки
v3.0.1
16.05.2025 · 22 загрузки
v3.0.1
16.05.2025 · 58 загрузки
v3.0.1
16.05.2025 · 15 загрузки
v3.0.1
16.05.2025 · 14 загрузки
v3.0.1
16.05.2025 · 26 загрузки
v3.0.1
16.05.2025 · 12 загрузки
v3.0.1
16.05.2025 · 22 загрузки
v3.0.1
16.05.2025 · 21 загрузки
v3.0.1
16.05.2025 · 1 608 загрузки
v3.0.0
16.05.2025 · 23 загрузки
v3.0.0
16.05.2025 · 34 загрузки
v3.0.0
16.05.2025 · 18 загрузки
v3.0.0
16.05.2025 · 22 загрузки
v3.0.0
16.05.2025 · 87 загрузки
v3.0.0
16.05.2025 · 19 загрузки
v3.0.0
16.05.2025 · 28 загрузки
v3.0.0
16.05.2025 · 47 загрузки
v3.0.0
14.05.2025 · 1 007 загрузки
v3.0.18
14.05.2025 · 4 035 загрузки
v3.0.18
14.05.2025 · 396 загрузки
v3.0.17
14.05.2025 · 550 загрузки
v3.0.17
13.05.2025 · 280 загрузки
v3.0.16
13.05.2025 · 396 загрузки
v3.0.16
09.05.2025 · 16 036 загрузки
v3.0.15
09.05.2025 · 2 202 загрузки
v3.0.15
07.05.2025 · 1 704 загрузки
v3.0.14
07.05.2025 · 959 загрузки
v3.0.14
23.04.2025 · 16 802 загрузки
v3.0.13
23.04.2025 · 32 285 загрузки
v3.0.13
02.04.2025 · 6 781 загрузки
v3.0.11
v3.0.10
v3.0.9
v3.0.8
v3.0.7
v3.0.6
v3.0.5
v3.0.4
v3.0.3
v3.0.2
v3.0.1
v3.0.0
02.04.2025 · 21 388 загрузки
v3.0.11
v3.0.10
v3.0.9
v3.0.8
v3.0.7
v3.0.6
v3.0.5
v3.0.4
v3.0.3
v3.0.2
v3.0.1
v3.0.0
01.04.2025 · 668 загрузки
v3.0.10
v3.0.9
v3.0.8
v3.0.7
v3.0.6
v3.0.5
v3.0.4
v3.0.3
v3.0.2
v3.0.1
v3.0.0
01.04.2025 · 643 загрузки
v3.0.10
v3.0.9
v3.0.8
v3.0.7
v3.0.6
v3.0.5
v3.0.4
v3.0.3
v3.0.2
v3.0.1
v3.0.0
14.03.2025 · 6 586 загрузки
v3.0.9
v3.0.8
v3.0.7
v3.0.6
v3.0.5
v3.0.4
v3.0.3
v3.0.2
v3.0.1
v3.0.0
14.03.2025 · 12 565 загрузки
v3.0.9
v3.0.8
v3.0.7
v3.0.6
v3.0.5
v3.0.4
v3.0.3
v3.0.2
v3.0.1
v3.0.0
05.02.2025 · 27 880 загрузки
v3.0.8
v3.0.7
v3.0.6
v3.0.5
v3.0.4
v3.0.3
v3.0.2
v3.0.1
v3.0.0
05.02.2025 · 25 108 загрузки
v3.0.8
v3.0.7
v3.0.6
v3.0.5
v3.0.4
v3.0.3
v3.0.2
v3.0.1
v3.0.0
04.02.2025 · 915 загрузки
v3.0.7
v3.0.6
v3.0.5
v3.0.4
v3.0.3
v3.0.2
v3.0.1
v3.0.0
04.02.2025 · 401 загрузки
v3.0.7
v3.0.6
v3.0.5
v3.0.4
v3.0.3
v3.0.2
v3.0.1
v3.0.0
01.02.2025 · 8 052 загрузки
v3.0.6
v3.0.5
v3.0.4
v3.0.3
v3.0.2
v3.0.1
v3.0.0
01.02.2025 · 740 загрузки
v3.0.6
v3.0.5
v3.0.4
v3.0.3
v3.0.2
v3.0.1
v3.0.0
01.02.2025 · 225 загрузки
v3.0.5
v3.0.4
v3.0.3
v3.0.2
v3.0.1
v3.0.0
01.02.2025 · 118 загрузки
v3.0.5
v3.0.4
v3.0.3
v3.0.2
v3.0.1
v3.0.0
31.01.2025 · 18 932 загрузки
v3.0.4
v3.0.3
v3.0.2
v3.0.1
v3.0.0
31.01.2025 · 405 загрузки
v3.0.4
v3.0.3
v3.0.2
v3.0.1
v3.0.0
29.01.2025 · 995 загрузки
v3.0.3
v3.0.2
v3.0.1
v3.0.0
29.01.2025 · 226 загрузки
v3.0.3
v3.0.2
v3.0.1
v3.0.0
28.01.2025 · 573 загрузки
v3.0.2
v3.0.1
v3.0.0
28.01.2025 · 176 загрузки
v3.0.2
v3.0.1
v3.0.0
26.01.2025 · 1 013 загрузки
v3.0.1
v3.0.0
26.01.2025 · 619 загрузки
v3.0.1
v3.0.0
17.01.2025 · 7 731 загрузки
v3.0.0
17.01.2025 · 2 477 загрузки
v3.0.0
19.12.2024 · 9 615 загрузки
v2.3.29
WARNING 1.21.1 IS CURRENTLY UNDERGOING A HEAVY REWRITE THAT WILL BE RELEASED AS ALPHA FOR TESTING, DO NOT UPDATE TO THAT ALPHA UNLESS THE MODS USING AZURELIB REQUIRE IT
19.12.2024 · 4 549 загрузки
v2.3.29
WARNING 1.21.1 IS CURRENTLY UNDERGOING A HEAVY REWRITE THAT WILL BE RELEASED AS ALPHA FOR TESTING, DO NOT UPDATE TO THAT ALPHA UNLESS THE MODS USING AZURELIB REQUIRE IT
19.12.2024 · 411 039 загрузки
v2.0.41
19.12.2024 · 425 166 загрузки
v2.0.41
19.12.2024 · 282 загрузки
v1.0.50
19.12.2024 · 519 загрузки
v1.0.50
19.12.2024 · 14 089 загрузки
v1.0.56
19.12.2024 · 2 314 загрузки
v1.0.56
19.12.2024 · 802 загрузки
v1.0.47
19.12.2024 · 137 загрузки
v1.0.47
19.12.2024 · 89 загрузки
v1.0.28
19.12.2024 · 66 загрузки
v1.0.28
19.12.2024 · 147 загрузки
v1.0.52
19.12.2024 · 244 загрузки
v1.0.52
19.12.2024 · 54 загрузки
v1.0.11
16.12.2024 · 1 713 загрузки
v2.3.28
WARNING 1.21.1 IS CURRENTLY UNDERGOING A HEAVY REWRITE THAT WILL BE RELEASED AS ALPHA FOR TESTING, DO NOT UPDATE TO THAT ALPHA UNLESS THE MODS USING AZURELIB REQUIRE IT
16.12.2024 · 2 289 загрузки
v2.3.28
WARNING 1.21.1 IS CURRENTLY UNDERGOING A HEAVY REWRITE THAT WILL BE RELEASED AS ALPHA FOR TESTING, DO NOT UPDATE TO THAT ALPHA UNLESS THE MODS USING AZURELIB REQUIRE IT
16.12.2024 · 7 515 загрузки
v2.0.40
16.12.2024 · 24 430 загрузки
v2.0.40
16.12.2024 · 41 загрузки
v1.0.49
16.12.2024 · 37 загрузки
v1.0.49
16.12.2024 · 98 загрузки
v1.0.55
16.12.2024 · 105 загрузки
v1.0.55
16.12.2024 · 34 загрузки
v1.0.46
16.12.2024 · 26 загрузки
v1.0.46
16.12.2024 · 29 загрузки
v1.0.27
16.12.2024 · 24 загрузки
v1.0.27
16.12.2024 · 29 загрузки
v1.0.51
16.12.2024 · 29 загрузки
v1.0.51
16.12.2024 · 29 загрузки
v1.0.10
04.10.2024 · 17 861 загрузки
v2.3.27
04.10.2024 · 7 905 загрузки
v2.3.27
04.10.2024 · 595 загрузки
v2.2.22
04.10.2024 · 2 219 загрузки
v2.2.22
04.10.2024 · 25 564 загрузки
v2.1.24
04.10.2024 · 395 загрузки
v2.1.24
04.10.2024 · 202 026 загрузки
v2.0.39
04.10.2024 · 323 486 загрузки
v2.0.39
04.10.2024 · 135 загрузки
v1.0.48
04.10.2024 · 48 загрузки
v1.0.48
04.10.2024 · 256 загрузки
v1.0.48
04.10.2024 · 4 498 загрузки
v1.0.54
04.10.2024 · 2 127 загрузки
v1.0.54
04.10.2024 · 219 загрузки
v1.0.45
04.10.2024 · 98 загрузки
v1.0.45
04.10.2024 · 57 загрузки
v1.0.26
04.10.2024 · 46 загрузки
v1.0.26
04.10.2024 · 86 загрузки
v1.0.50
04.10.2024 · 160 загрузки
v1.0.50
04.10.2024 · 63 загрузки
v1.0.9
03.10.2024 · 124 загрузки
v2.3.26
03.10.2024 · 323 загрузки
v2.3.26
03.10.2024 · 91 загрузки
v2.2.21
03.10.2024 · 60 загрузки
v2.2.21
03.10.2024 · 65 загрузки
v2.1.23
03.10.2024 · 36 загрузки
v2.1.23
03.10.2024 · 987 загрузки
v2.0.38
03.10.2024 · 1 160 загрузки
v2.0.38
03.10.2024 · 38 загрузки
v1.0.47
03.10.2024 · 37 загрузки
v1.0.47
03.10.2024 · 66 загрузки
v1.0.53
03.10.2024 · 42 загрузки
v1.0.53
03.10.2024 · 36 загрузки
v1.0.44
03.10.2024 · 30 загрузки
v1.0.44
03.10.2024 · 36 загрузки
v1.0.25
03.10.2024 · 32 загрузки
v1.0.25
03.10.2024 · 33 загрузки
v1.0.49
03.10.2024 · 35 загрузки
v1.0.49
03.10.2024 · 36 загрузки
v1.0.8
27.09.2024 · 1 359 загрузки
v2.3.25
27.09.2024 · 1 144 загрузки
v2.3.25
24.09.2024 · 496 загрузки
v2.3.24
24.09.2024 · 650 загрузки
v2.3.24
24.09.2024 · 52 загрузки
v2.2.20
24.09.2024 · 121 загрузки
v2.2.20
24.09.2024 · 346 загрузки
v2.1.22
24.09.2024 · 60 загрузки
v2.1.22
24.09.2024 · 18 899 загрузки
v2.0.37
24.09.2024 · 5 948 загрузки
v2.0.37
24.09.2024 · 55 загрузки
v1.0.46
24.09.2024 · 76 загрузки
v1.0.46
24.09.2024 · 267 загрузки
v1.0.52
24.09.2024 · 205 загрузки
v1.0.52
24.09.2024 · 52 загрузки
v1.0.43
24.09.2024 · 81 загрузки
v1.0.43
24.09.2024 · 49 загрузки
v1.0.24
24.09.2024 · 54 загрузки
v1.0.24
24.09.2024 · 51 загрузки
v1.0.48
24.09.2024 · 56 загрузки
v1.0.48
24.09.2024 · 43 загрузки
v1.0.7
23.09.2024 · 98 загрузки
v2.3.23
23.09.2024 · 356 загрузки
v2.3.23
23.09.2024 · 58 загрузки
v2.2.19
23.09.2024 · 54 загрузки
v2.2.19
23.09.2024 · 84 загрузки
v2.1.21
23.09.2024 · 133 загрузки
v2.1.21
23.09.2024 · 3 975 загрузки
v2.0.36
23.09.2024 · 932 загрузки
v2.0.36
23.09.2024 · 88 загрузки
v2.0.36
23.09.2024 · 97 загрузки
v2.0.36
23.09.2024 · 36 загрузки
v1.0.45
23.09.2024 · 42 загрузки
v1.0.45
23.09.2024 · 82 загрузки
v1.0.51
23.09.2024 · 60 загрузки
v1.0.51
23.09.2024 · 50 загрузки
v1.0.42
23.09.2024 · 40 загрузки
v1.0.42
23.09.2024 · 56 загрузки
v1.0.23
23.09.2024 · 38 загрузки
v1.0.23
23.09.2024 · 39 загрузки
v1.0.47
23.09.2024 · 37 загрузки
v1.0.47
23.09.2024 · 35 загрузки
v1.0.6
16.09.2024 · 6 622 загрузки
v2.3.22
16.09.2024 · 759 загрузки
v2.3.22
16.09.2024 · 65 загрузки
v2.3.21
16.09.2024 · 285 загрузки
v2.3.21
16.09.2024 · 49 загрузки
v2.2.17
16.09.2024 · 84 загрузки
v2.3.20
16.09.2024 · 66 загрузки
v2.3.20
16.09.2024 · 107 загрузки
v2.2.17
16.09.2024 · 38 загрузки
v2.1.20
16.09.2024 · 290 загрузки
v2.1.20
16.09.2024 · 10 257 загрузки
v2.0.35
16.09.2024 · 11 737 загрузки
v2.0.35
16.09.2024 · 40 загрузки
v1.0.44
16.09.2024 · 54 загрузки
v1.0.44
16.09.2024 · 226 загрузки
v1.0.50
16.09.2024 · 189 загрузки
v1.0.50
16.09.2024 · 53 загрузки
v1.0.41
16.09.2024 · 39 загрузки
v1.0.41
16.09.2024 · 33 загрузки
v1.0.22
16.09.2024 · 37 загрузки
v1.0.22
16.09.2024 · 43 загрузки
v1.0.46
16.09.2024 · 41 загрузки
v1.0.46
16.09.2024 · 30 загрузки
v1.0.5
08.09.2024 · 1 212 загрузки
v2.3.19
08.09.2024 · 656 загрузки
v2.3.19
07.09.2024 · 94 загрузки
v2.3.18
07.09.2024 · 337 загрузки
v2.3.18
07.09.2024 · 47 загрузки
v2.2.16
07.09.2024 · 99 загрузки
v2.2.16
07.09.2024 · 371 загрузки
v2.1.19
07.09.2024 · 48 загрузки
v2.1.19
07.09.2024 · 9 267 загрузки
v2.0.34
07.09.2024 · 8 527 загрузки
v2.0.34
07.09.2024 · 41 загрузки
v1.0.43
07.09.2024 · 84 загрузки
v1.0.43
07.09.2024 · 192 загрузки
v1.0.49
07.09.2024 · 173 загрузки
v1.0.49
07.09.2024 · 76 загрузки
v1.0.40
07.09.2024 · 34 загрузки
v1.0.40
07.09.2024 · 33 загрузки
v1.0.21
07.09.2024 · 42 загрузки
v1.0.21
07.09.2024 · 57 загрузки
v1.0.45
07.09.2024 · 40 загрузки
v1.0.45
07.09.2024 · 30 загрузки
v1.0.4
06.09.2024 · 62 загрузки
v2.3.17
06.09.2024 · 241 загрузки
v2.3.17
06.09.2024 · 40 загрузки
v2.2.15
06.09.2024 · 50 загрузки
v2.2.15
06.09.2024 · 35 загрузки
v2.1.18
06.09.2024 · 71 загрузки
v2.1.18
06.09.2024 · 1 040 загрузки
v2.0.33
06.09.2024 · 869 загрузки
v2.0.33
06.09.2024 · 34 загрузки
v1.0.42
06.09.2024 · 35 загрузки
v1.0.42
06.09.2024 · 75 загрузки
v1.0.48
06.09.2024 · 67 загрузки
v1.0.48
06.09.2024 · 42 загрузки
v1.0.39
06.09.2024 · 50 загрузки
v1.0.39
06.09.2024 · 34 загрузки
v1.0.20
06.09.2024 · 40 загрузки
v1.0.20
06.09.2024 · 29 загрузки
v1.0.44
06.09.2024 · 45 загрузки
v1.0.43
06.09.2024 · 42 загрузки
v1.0.3
08.08.2024 · 1 505 загрузки
v2.3.16
08.08.2024 · 4 145 загрузки
v2.3.16
04.08.2024 · 3 948 загрузки
v2.3.15
04.08.2024 · 51 835 загрузки
v2.3.15
19.07.2024 · 3 946 загрузки
v2.3.14
19.07.2024 · 672 загрузки
v2.3.14
19.07.2024 · 122 загрузки
v2.2.14
19.07.2024 · 832 загрузки
v2.2.14
19.07.2024 · 138 загрузки
v2.1.17
19.07.2024 · 2 436 загрузки
v2.1.17
19.07.2024 · 267 490 загрузки
v2.0.31
19.07.2024 · 115 318 загрузки
v2.0.31
19.07.2024 · 318 загрузки
v1.0.41
19.07.2024 · 165 загрузки
v1.0.41
19.07.2024 · 3 414 загрузки
v1.0.47
19.07.2024 · 2 948 загрузки
v1.0.47
19.07.2024 · 296 загрузки
v1.0.38
19.07.2024 · 92 загрузки
v1.0.38
19.07.2024 · 73 загрузки
v1.0.19
19.07.2024 · 67 загрузки
v1.0.19
19.07.2024 · 103 загрузки
v1.0.43
19.07.2024 · 131 загрузки
v1.0.43
19.07.2024 · 56 загрузки
v1.0.43
19.07.2024 · 75 загрузки
v1.0.2
08.07.2024 · 1 645 загрузки
v2.3.13
08.07.2024 · 438 загрузки
v2.3.13
08.07.2024 · 114 загрузки
v2.2.13
08.07.2024 · 350 загрузки
v2.2.13
08.07.2024 · 78 загрузки
v2.1.16
08.07.2024 · 918 загрузки
v2.1.16
08.07.2024 · 36 545 загрузки
v2.0.30
08.07.2024 · 9 351 загрузки
v2.0.30
08.07.2024 · 78 загрузки
v1.0.40
08.07.2024 · 120 загрузки
v1.0.40
08.07.2024 · 364 загрузки
v1.0.46
08.07.2024 · 341 загрузки
v1.0.46
08.07.2024 · 126 загрузки
v1.0.37
08.07.2024 · 61 загрузки
v1.0.37
08.07.2024 · 51 загрузки
v1.0.18
08.07.2024 · 55 загрузки
v1.0.18
08.07.2024 · 68 загрузки
v1.0.42
08.07.2024 · 56 загрузки
v1.0.42
08.07.2024 · 56 загрузки
v1.0.1
07.07.2024 · 111 загрузки
v2.3.12
07.07.2024 · 55 загрузки
v2.3.12
07.07.2024 · 46 загрузки
v2.2.12
07.07.2024 · 43 загрузки
v2.2.12
05.07.2024 · 148 загрузки
v2.3.11
05.07.2024 · 335 загрузки
v2.3.11
04.07.2024 · 72 загрузки
v2.3.10
04.07.2024 · 288 загрузки
v2.3.10
04.07.2024 · 55 загрузки
v2.2.11
04.07.2024 · 156 загрузки
v2.2.11
04.07.2024 · 324 загрузки
v2.1.15
04.07.2024 · 58 загрузки
v2.1.15
04.07.2024 · 8 610 загрузки
v2.0.29
04.07.2024 · 3 012 загрузки
v2.0.29
04.07.2024 · 53 загрузки
v1.0.39
04.07.2024 · 76 загрузки
v1.0.39
04.07.2024 · 165 загрузки
v1.0.45
04.07.2024 · 197 загрузки
v1.0.45
04.07.2024 · 63 загрузки
v1.0.36
04.07.2024 · 63 загрузки
v1.0.36
04.07.2024 · 61 загрузки
v1.0.16
04.07.2024 · 55 загрузки
v1.0.16
04.07.2024 · 56 загрузки
v1.0.40
04.07.2024 · 57 загрузки
v1.0.40
03.07.2024 · 55 загрузки
v1.0.39
02.07.2024 · 113 загрузки
v2.3.9
02.07.2024 · 325 загрузки
v2.3.9
02.07.2024 · 47 загрузки
v2.2.10
02.07.2024 · 90 загрузки
v2.2.10
02.07.2024 · 42 загрузки
v2.1.14
02.07.2024 · 189 загрузки
v2.1.14
02.07.2024 · 3 203 загрузки
v2.0.28
02.07.2024 · 1 453 загрузки
v2.0.28
27.06.2024 · 1 940 загрузки
v2.3.8
27.06.2024 · 109 загрузки
v2.3.8
27.06.2024 · 101 загрузки
v2.3.7
27.06.2024 · 60 загрузки
v2.3.7
27.06.2024 · 51 загрузки
v2.3.6
27.06.2024 · 61 загрузки
v2.3.6
27.06.2024 · 105 загрузки
v2.3.5
27.06.2024 · 77 загрузки
v2.3.5
25.06.2024 · 791 загрузки
v2.3.4
25.06.2024 · 198 загрузки
v2.3.4
25.06.2024 · 71 загрузки
v2.2.9
25.06.2024 · 253 загрузки
v2.2.9
25.06.2024 · 519 загрузки
v2.1.13
25.06.2024 · 54 загрузки
v2.1.13
25.06.2024 · 11 099 загрузки
v2.0.27
25.06.2024 · 4 617 загрузки
v2.0.27
25.06.2024 · 186 загрузки
v1.0.38
25.06.2024 · 69 загрузки
v1.0.38
25.06.2024 · 888 загрузки
v1.0.44
25.06.2024 · 217 загрузки
v1.0.44
25.06.2024 · 86 загрузки
v1.0.35
25.06.2024 · 112 загрузки
v1.0.35
25.06.2024 · 62 загрузки
v1.0.39
25.06.2024 · 49 загрузки
v1.0.39
25.06.2024 · 85 загрузки
v2.3.3
25.06.2024 · 47 загрузки
v2.3.3
25.06.2024 · 41 загрузки
v2.2.8
25.06.2024 · 64 загрузки
v2.2.8
20.06.2024 · 111 загрузки
v2.3.2
20.06.2024 · 483 загрузки
v2.3.2
19.06.2024 · 5 661 загрузки
v2.0.26
19.06.2024 · 18 124 загрузки
v2.0.26
18.06.2024 · 252 загрузки
v2.3.1
18.06.2024 · 92 загрузки
v2.3.1
18.06.2024 · 56 загрузки
v2.1.12
18.06.2024 · 1 567 загрузки
v2.1.12
18.06.2024 · 56 загрузки
v2.2.7
18.06.2024 · 330 загрузки
v2.2.7
13.06.2024 · 118 загрузки
v2.3.0
13.06.2024 · 405 загрузки
v2.3.0
10.06.2024 · 97 загрузки
v2.2.6
10.06.2024 · 596 загрузки
v2.2.6
10.06.2024 · 735 загрузки
v2.1.11
10.06.2024 · 71 загрузки
v2.1.11
10.06.2024 · 34 598 загрузки
v2.0.25
10.06.2024 · 63 519 загрузки
v2.0.25
10.06.2024 · 85 загрузки
v1.0.37
10.06.2024 · 143 загрузки
v1.0.37
10.06.2024 · 423 загрузки
v1.0.43
10.06.2024 · 491 загрузки
v1.0.43
10.06.2024 · 186 загрузки
v1.0.34
10.06.2024 · 80 загрузки
v1.0.34
10.06.2024 · 75 загрузки
v1.0.38
10.06.2024 · 83 загрузки
v1.0.38
04.06.2024 · 69 загрузки
v1.0.37
04.06.2024 · 65 загрузки
v1.0.37
04.06.2024 · 47 загрузки
v1.0.36
04.06.2024 · 71 загрузки
v2.2.5
04.06.2024 · 158 загрузки
v2.2.5
04.06.2024 · 636 загрузки
v2.1.10
04.06.2024 · 56 загрузки
v2.1.10
04.06.2024 · 10 208 загрузки
v2.0.24
04.06.2024 · 9 923 загрузки
v2.0.24
04.06.2024 · 103 загрузки
v1.0.36
04.06.2024 · 48 загрузки
v1.0.36
04.06.2024 · 273 загрузки
v1.0.42
04.06.2024 · 168 загрузки
v1.0.42
04.06.2024 · 52 загрузки
v1.0.33
04.06.2024 · 77 загрузки
v1.0.33
04.06.2024 · 43 загрузки
v1.0.36
28.05.2024 · 68 загрузки
v2.2.4
28.05.2024 · 153 загрузки
v2.2.4
28.05.2024 · 60 загрузки
v2.1.9
28.05.2024 · 2 091 загрузки
v2.1.9
28.05.2024 · 9 829 загрузки
v2.0.23
28.05.2024 · 6 840 загрузки
v2.0.23
15.05.2024 · 94 загрузки
v1.0.35
15.05.2024 · 83 загрузки
v1.0.35
15.05.2024 · 48 загрузки
v1.0.34
15.05.2024 · 51 загрузки
v1.0.34
15.05.2024 · 34 загрузки
v1.0.33
09.05.2024 · 80 загрузки
v2.2.3
09.05.2024 · 271 загрузки
v2.2.3
09.05.2024 · 1 482 загрузки
v2.1.8
09.05.2024 · 73 загрузки
v2.1.8
09.05.2024 · 52 858 загрузки
v2.0.22
09.05.2024 · 38 245 загрузки
v2.0.22
30.04.2024 · 86 загрузки
v2.2.2
30.04.2024 · 198 загрузки
v2.2.2
28.04.2024 · 135 загрузки
v2.2.1
28.04.2024 · 364 загрузки
v2.2.1
26.04.2024 · 62 загрузки
v2.2.0
26.04.2024 · 104 загрузки
v2.2.0
22.04.2024 · 1 141 загрузки
v2.1.7
22.04.2024 · 90 загрузки
v2.1.7
22.04.2024 · 9 138 загрузки
v2.0.21
22.04.2024 · 36 402 загрузки
v2.0.21
27.02.2024 · 382 загрузки
v2.1.6
27.02.2024 · 7 356 загрузки
v2.1.6
30.01.2024 · 220 загрузки
v2.1.5
30.01.2024 · 916 загрузки
v2.1.5
30.01.2024 · 113 935 загрузки
v2.0.20
30.01.2024 · 165 638 загрузки
v2.0.20
30.01.2024 · 764 загрузки
v1.0.35
30.01.2024 · 328 загрузки
v1.0.35
30.01.2024 · 2 921 загрузки
v1.0.41
30.01.2024 · 22 869 загрузки
v1.0.41
30.01.2024 · 185 загрузки
v1.0.32
30.01.2024 · 350 загрузки
v1.0.32
30.01.2024 · 474 загрузки
v1.0.15
30.01.2024 · 154 загрузки
v1.0.15
30.01.2024 · 127 загрузки
v1.0.32
30.01.2024 · 207 загрузки
v1.0.32
18.01.2024 · 388 загрузки
v2.1.4
18.01.2024 · 61 загрузки
v2.1.4
18.01.2024 · 38 923 загрузки
v2.0.19
18.01.2024 · 36 511 загрузки
v2.0.19
18.01.2024 · 190 загрузки
v1.0.34
18.01.2024 · 467 загрузки
v1.0.40
18.01.2024 · 73 загрузки
v1.0.34
18.01.2024 · 328 загрузки
v1.0.40
18.01.2024 · 48 загрузки
v1.0.31
18.01.2024 · 45 загрузки
v1.0.14
18.01.2024 · 50 загрузки
v1.0.31
18.01.2024 · 64 загрузки
v1.0.31
18.01.2024 · 36 загрузки
v1.0.14
18.01.2024 · 54 загрузки
v1.0.31
08.01.2024 · 321 загрузки
v2.1.3
08.01.2024 · 46 загрузки
v2.1.3
23.12.2023 · 217 загрузки
v2.1.2
23.12.2023 · 51 загрузки
v2.1.2
23.12.2023 · 202 376 загрузки
v2.0.18
23.12.2023 · 6 213 загрузки
v2.0.18
19.12.2023 · 75 загрузки
v2.1.1
19.12.2023 · 107 загрузки
v2.1.1
19.12.2023 · 11 020 загрузки
v2.0.13
19.12.2023 · 361 загрузки
v2.0.13
19.12.2023 · 2 537 загрузки
v2.0.17
19.12.2023 · 1 229 загрузки
v2.0.17
19.12.2023 · 133 загрузки
v1.0.33
19.12.2023 · 178 загрузки
v1.0.33
19.12.2023 · 1 293 загрузки
v1.0.39
19.12.2023 · 1 685 загрузки
v1.0.39
19.12.2023 · 54 загрузки
v1.0.30
19.12.2023 · 84 загрузки
v1.0.30
19.12.2023 · 65 загрузки
v1.0.13
19.12.2023 · 51 загрузки
v1.0.13
19.12.2023 · 49 загрузки
v1.0.30
19.12.2023 · 65 загрузки
v1.0.30
07.12.2023 · 91 загрузки
v2.1.0
07.12.2023 · 298 загрузки
v2.1.0
06.12.2023 · 380 загрузки
v2.1.0
05.12.2023 · 83 загрузки
v2.1.0
05.12.2023 · 300 загрузки
v2.0.12
05.12.2023 · 44 загрузки
v2.0.12
05.12.2023 · 41 259 загрузки
v2.0.16
05.12.2023 · 31 294 загрузки
v2.0.16
05.12.2023 · 66 загрузки
v1.0.32
05.12.2023 · 107 загрузки
v1.0.32
05.12.2023 · 302 загрузки
v1.0.38
05.12.2023 · 3 146 загрузки
v1.0.38
05.12.2023 · 142 загрузки
v1.0.29
05.12.2023 · 100 загрузки
v1.0.29
05.12.2023 · 55 загрузки
v1.0.12
05.12.2023 · 34 загрузки
v1.0.12
05.12.2023 · 193 загрузки
v1.0.29
05.12.2023 · 73 загрузки
v1.0.29
05.12.2023 · 37 загрузки
v2.0.11
05.12.2023 · 132 загрузки
v2.0.15
05.12.2023 · 76 загрузки
v2.0.10
05.12.2023 · 45 загрузки
v2.0.10
05.12.2023 · 458 загрузки
v2.0.14
05.12.2023 · 134 загрузки
v2.0.14
04.12.2023 · 118 загрузки
v2.0.9
04.12.2023 · 38 загрузки
v2.0.9
04.12.2023 · 4 814 загрузки
v2.0.13
04.12.2023 · 310 загрузки
v2.0.13
27.11.2023 · 352 загрузки
v2.0.8
27.11.2023 · 64 загрузки
v2.0.8
27.11.2023 · 8 297 загрузки
v2.0.12
27.11.2023 · 52 971 загрузки
v2.0.12
25.11.2023 · 192 загрузки
v2.0.7
25.11.2023 · 35 загрузки
v2.0.7
25.11.2023 · 1 423 загрузки
v2.0.11
25.11.2023 · 2 983 загрузки
v2.0.11
24.11.2023 · 70 загрузки
v2.0.6
24.11.2023 · 41 загрузки
v2.0.6
24.11.2023 · 336 загрузки
v2.0.10
24.11.2023 · 152 загрузки
v2.0.10
24.11.2023 · 56 загрузки
v2.0.5
24.11.2023 · 35 загрузки
v2.0.5
24.11.2023 · 229 загрузки
v2.0.9
24.11.2023 · 124 загрузки
v2.0.9
24.11.2023 · 59 загрузки
v2.0.4
24.11.2023 · 59 загрузки
v2.0.4
24.11.2023 · 100 загрузки
v2.0.8
24.11.2023 · 86 загрузки
v2.0.8
20.11.2023 · 207 загрузки
v2.0.3
20.11.2023 · 44 загрузки
v2.0.3
15.11.2023 · 285 загрузки
v2.0.2
15.11.2023 · 51 загрузки
v2.0.2
15.11.2023 · 428 145 загрузки
v2.0.6
15.11.2023 · 1 226 загрузки
v2.0.6
14.11.2023 · 66 загрузки
v2.0.1
14.11.2023 · 52 загрузки
v2.0.1
11.11.2023 · 2 845 загрузки
v2.0.5
11.11.2023 · 622 загрузки
v2.0.5
08.11.2023 · 203 загрузки
v1.0.37
31.10.2023 · 1 165 загрузки
v2.0.0
31.10.2023 · 81 загрузки
v2.0.0
31.10.2023 · 17 104 загрузки
v2.0.4
31.10.2023 · 1 679 загрузки
v2.0.4
31.10.2023 · 301 загрузки
v2.0.3
31.10.2023 · 1 173 загрузки
v2.0.3
30.10.2023 · 186 загрузки
v2.0.1
30.10.2023 · 251 загрузки
v2.0.1 (Neo/Forge Only)
30.10.2023 · 334 загрузки
v2.0.0
30.10.2023 · 1 292 загрузки
v2.0.0
23.10.2023 · 180 загрузки
v1.0.34
23.10.2023 · 5 117 загрузки
v1.0.34
07.10.2023 · 38 148 загрузки
v1.0.33
07.10.2023 · 88 загрузки
v1.0.33
07.10.2023 · 7 135 загрузки
v1.0.33
07.10.2023 · 249 загрузки
v1.0.32
07.10.2023 · 48 загрузки
v1.0.32
07.10.2023 · 574 загрузки
v1.0.32
03.10.2023 · 65 загрузки
v1.0.31
03.10.2023 · 137 загрузки
v1.0.31
03.10.2023 · 1 205 загрузки
v1.0.31
03.10.2023 · 188 загрузки
v1.0.31
03.10.2023 · 477 загрузки
v1.0.31
03.10.2023 · 53 892 загрузки
v1.0.36
03.10.2023 · 203 загрузки
v1.0.36
03.10.2023 · 157 загрузки
v1.0.28
03.10.2023 · 134 загрузки
v1.0.28
03.10.2023 · 80 загрузки
v1.0.11
03.10.2023 · 65 загрузки
v1.0.11
03.10.2023 · 93 загрузки
v1.0.28
26.09.2023 · 119 загрузки
v1.0.30
26.09.2023 · 176 загрузки
v1.0.30
21.09.2023 · 1 018 загрузки
v1.0.30
21.09.2023 · 76 загрузки
v1.0.29
18.09.2023 · 128 загрузки
v1.0.29
18.09.2023 · 84 загрузки
v1.0.29
18.09.2023 · 196 загрузки
v1.0.29
18.09.2023 · 5 349 загрузки
v1.0.29
18.09.2023 · 115 загрузки
v1.0.30
18.09.2023 · 54 загрузки
v1.0.30
18.09.2023 · 175 743 загрузки
v1.0.35
18.09.2023 · 148 загрузки
v1.0.35
18.09.2023 · 63 загрузки
v1.0.27
18.09.2023 · 44 загрузки
v1.0.27
18.09.2023 · 65 загрузки
v1.0.10
18.09.2023 · 39 загрузки
v1.0.10
18.09.2023 · 92 загрузки
v1.0.27
18.09.2023 · 33 загрузки
v1.0.27
08.09.2023 · 838 загрузки
v1.0.28
08.09.2023 · 126 загрузки
v1.0.28
08.09.2023 · 171 загрузки
v1.0.28
08.09.2023 · 2 999 загрузки
v1.0.28
08.09.2023 · 41 загрузки
v1.0.29
08.09.2023 · 74 загрузки
v1.0.29
08.09.2023 · 182 загрузки
v1.0.34
08.09.2023 · 134 загрузки
v1.0.34
08.09.2023 · 46 загрузки
v1.0.26
08.09.2023 · 30 загрузки
v1.0.26
08.09.2023 · 46 загрузки
v1.0.9
08.09.2023 · 97 загрузки
v1.0.9
08.09.2023 · 36 загрузки
v1.0.26
08.09.2023 · 36 загрузки
v1.0.26
06.09.2023 · 59 загрузки
v1.0.27
06.09.2023 · 64 загрузки
v1.0.27
06.09.2023 · 288 загрузки
v1.0.27
06.09.2023 · 33 загрузки
v1.0.28
06.09.2023 · 55 загрузки
v1.0.28
06.09.2023 · 48 загрузки
v1.0.33
06.09.2023 · 164 загрузки
v1.0.33
06.09.2023 · 37 загрузки
v1.0.25
06.09.2023 · 43 загрузки
v1.0.8
06.09.2023 · 39 загрузки
v1.0.25
06.09.2023 · 39 загрузки
v1.0.8
06.09.2023 · 36 загрузки
v1.0.25
06.09.2023 · 42 загрузки
v1.0.25
06.09.2023 · 40 загрузки
v1.0.26
06.09.2023 · 65 загрузки
v1.0.26
06.09.2023 · 101 загрузки
v1.0.26
06.09.2023 · 32 загрузки
v1.0.27
06.09.2023 · 46 загрузки
v1.0.27
06.09.2023 · 43 загрузки
v1.0.32
06.09.2023 · 72 загрузки
v1.0.32
06.09.2023 · 51 загрузки
v1.0.24
06.09.2023 · 28 загрузки
v1.0.24
06.09.2023 · 33 загрузки
v1.0.7
06.09.2023 · 66 загрузки
v1.0.7
06.09.2023 · 35 загрузки
v1.0.24
06.09.2023 · 34 загрузки
v1.0.24
02.09.2023 · 114 загрузки
v1.0.31
31.08.2023 · 41 загрузки
v1.0.30
31.08.2023 · 124 загрузки
v1.0.30
31.08.2023 · 36 загрузки
v1.0.23
31.08.2023 · 47 загрузки
v1.0.23
31.08.2023 · 37 загрузки
v1.0.6
31.08.2023 · 40 загрузки
v1.0.6
31.08.2023 · 40 загрузки
v1.0.23
31.08.2023 · 45 загрузки
v1.0.23
24.08.2023 · 344 загрузки
v1.0.25
24.08.2023 · 2 287 загрузки
v1.0.25
24.08.2023 · 109 загрузки
v1.0.25
24.08.2023 · 124 загрузки
v1.0.26
24.08.2023 · 54 загрузки
v1.0.26
24.08.2023 · 219 загрузки
v1.0.29
24.08.2023 · 194 загрузки
v1.0.29
24.08.2023 · 49 загрузки
v1.0.22
24.08.2023 · 39 загрузки
v1.0.22
24.08.2023 · 29 загрузки
v1.0.5
24.08.2023 · 42 загрузки
v1.0.5
24.08.2023 · 50 загрузки
v1.0.22
24.08.2023 · 49 загрузки
v1.0.22
23.08.2023 · 41 загрузки
v1.0.24
23.08.2023 · 81 загрузки
v1.0.24
23.08.2023 · 467 загрузки
v1.0.24
23.08.2023 · 37 загрузки
v1.0.25
23.08.2023 · 44 загрузки
v1.0.25
23.08.2023 · 303 загрузки
v1.0.22
23.08.2023 · 763 загрузки
v1.0.22
23.08.2023 · 46 загрузки
v1.0.28
23.08.2023 · 202 загрузки
v1.0.28
23.08.2023 · 37 загрузки
v1.0.21
23.08.2023 · 45 загрузки
v1.0.21
23.08.2023 · 48 загрузки
v1.0.4
23.08.2023 · 32 загрузки
v1.0.4
23.08.2023 · 40 загрузки
v1.0.21
23.08.2023 · 42 загрузки
v1.0.21
19.08.2023 · 79 загрузки
v1.0.22
19.08.2023 · 350 загрузки
v1.0.21
19.08.2023 · 117 загрузки
v1.0.21
19.08.2023 · 70 загрузки
v1.0.24
19.08.2023 · 51 загрузки
v1.0.24
19.08.2023 · 48 загрузки
v1.0.21
19.08.2023 · 66 загрузки
v1.0.21
19.08.2023 · 119 загрузки
v1.0.27
19.08.2023 · 67 загрузки
v1.0.27
19.08.2023 · 48 загрузки
v1.0.20
19.08.2023 · 51 загрузки
v1.0.20
19.08.2023 · 39 загрузки
v1.0.3
19.08.2023 · 35 загрузки
v1.0.3
19.08.2023 · 38 загрузки
v1.0.20
19.08.2023 · 43 загрузки
v1.0.20
14.08.2023 · 110 загрузки
v1.0.21
01.08.2023 · 151 загрузки
v1.0.19
01.08.2023 · 453 загрузки
v1.0.20
01.08.2023 · 6 753 загрузки
v1.0.20
01.08.2023 · 969 загрузки
v1.0.23
01.08.2023 · 288 загрузки
v1.0.23
01.08.2023 · 71 загрузки
v1.0.20
01.08.2023 · 1 065 загрузки
v1.0.20
01.08.2023 · 11 887 загрузки
v1.0.26
01.08.2023 · 583 загрузки
v1.0.26
01.08.2023 · 56 загрузки
v1.0.19
01.08.2023 · 42 загрузки
v1.0.19
01.08.2023 · 41 загрузки
v1.0.2
01.08.2023 · 52 загрузки
v1.0.2
25.07.2023 · 143 загрузки
v1.0.19
15.07.2023 · 3 526 загрузки
v1.0.19
15.07.2023 · 168 загрузки
v1.0.19
15.07.2023 · 245 загрузки
v1.0.22
15.07.2023 · 67 загрузки
v1.0.22
15.07.2023 · 73 загрузки
v1.0.19
15.07.2023 · 57 загрузки
v1.0.19
15.07.2023 · 101 загрузки
v1.0.25
15.07.2023 · 498 загрузки
v1.0.25
15.07.2023 · 47 загрузки
v1.0.19
15.07.2023 · 54 загрузки
v1.0.18
15.07.2023 · 46 загрузки
v1.0.18
15.07.2023 · 49 загрузки
v1.0.1
15.07.2023 · 44 загрузки
v1.0.19
15.07.2023 · 56 загрузки
v1.0.1
26.06.2023 · 56 загрузки
v1.0.18
26.06.2023 · 43 загрузки
v1.0.0
26.06.2023 · 44 загрузки
v1.0.0
24.06.2023 · 224 загрузки
v1.0.18
24.06.2023 · 1 193 загрузки
v1.0.18
24.06.2023 · 298 загрузки
v1.0.21
24.06.2023 · 66 загрузки
v1.0.21
24.06.2023 · 88 загрузки
v1.0.18
24.06.2023 · 44 загрузки
v1.0.18
24.06.2023 · 1 307 загрузки
v1.0.23
24.06.2023 · 192 загрузки
v1.0.24
24.06.2023 · 82 загрузки
v1.0.17
24.06.2023 · 55 загрузки
v1.0.17
24.06.2023 · 45 загрузки
v1.0.18
17.06.2023 · 2 836 загрузки
v1.0.17
17.06.2023 · 941 загрузки
v1.0.17
17.06.2023 · 82 загрузки
v1.0.20
17.06.2023 · 136 загрузки
v1.0.20
17.06.2023 · 46 загрузки
v1.0.17
17.06.2023 · 59 загрузки
v1.0.17
17.06.2023 · 88 загрузки
v1.0.23
17.06.2023 · 397 загрузки
v1.0.23
17.06.2023 · 56 загрузки
v1.0.16
17.06.2023 · 57 загрузки
v1.0.16
17.06.2023 · 49 загрузки
v1.0.17
16.06.2023 · 209 загрузки
v1.0.16
16.06.2023 · 109 загрузки
v1.0.16
16.06.2023 · 54 загрузки
v1.0.19
16.06.2023 · 49 загрузки
v1.0.19
16.06.2023 · 47 загрузки
v1.0.16
16.06.2023 · 48 загрузки
v1.0.22
16.06.2023 · 78 загрузки
v1.0.22
16.06.2023 · 42 загрузки
v1.0.15
16.06.2023 · 42 загрузки
v1.0.15
16.06.2023 · 51 загрузки
v1.0.16
12.06.2023 · 2 735 загрузки
v1.0.15
12.06.2023 · 758 загрузки
v1.0.15
12.06.2023 · 4 111 загрузки
v1.0.14
12.06.2023 · 5 060 загрузки
v1.0.14
12.06.2023 · 180 загрузки
v1.0.13
12.06.2023 · 101 загрузки
v1.0.13
12.06.2023 · 49 загрузки
v1.0.12
12.06.2023 · 51 загрузки
v1.0.12
08.06.2023 · 102 загрузки
v1.0.11
08.06.2023 · 54 загрузки
v1.0.9
08.06.2023 · 82 загрузки
v1.0.9
07.06.2023 · 270 загрузки
v1.0.9
07.06.2023 · 44 загрузки
v1.0.9
07.06.2023 · 55 загрузки
v1.0.8
07.06.2023 · 55 загрузки
v0.0.8
06.06.2023 · 53 загрузки
v1.0.15
06.06.2023 · 86 загрузки
v1.0.15
06.06.2023 · 72 загрузки
v1.0.16
06.06.2023 · 106 загрузки
v1.0.21
06.06.2023 · 44 загрузки
v1.0.14
06.06.2023 · 42 загрузки
v1.0.15
06.06.2023 · 69 загрузки
v0.0.7
06.06.2023 · 226 загрузки
v1.0.18
06.06.2023 · 39 загрузки
v1.0.15
06.06.2023 · 46 загрузки
v1.0.20
06.06.2023 · 1 079 загрузки
v1.0.20
06.06.2023 · 132 загрузки
v1.0.13
06.06.2023 · 51 загрузки
v1.0.13
06.06.2023 · 39 загрузки
v1.0.14
02.06.2023 · 70 загрузки
v0.0.6
02.06.2023 · 112 загрузки
v1.0.17
02.06.2023 · 45 загрузки
v1.0.14
02.06.2023 · 44 загрузки
v1.0.14
02.06.2023 · 58 загрузки
v1.0.14
02.06.2023 · 105 загрузки
v1.0.19
02.06.2023 · 208 загрузки
v1.0.19
02.06.2023 · 68 загрузки
v1.0.12
02.06.2023 · 46 загрузки
v1.0.12
02.06.2023 · 51 загрузки
v1.0.13
18.05.2023 · 55 загрузки
v1.0.12
18.05.2023 · 47 загрузки
v1.0.11
18.05.2023 · 56 загрузки
v1.0.11
18.05.2023 · 72 загрузки
v0.0.5
18.05.2023 · 83 загрузки
v1.0.18
18.05.2023 · 1 589 загрузки
v1.0.18
18.05.2023 · 87 загрузки
v1.0.13
18.05.2023 · 322 загрузки
v1.0.16
18.05.2023 · 50 загрузки
v1.0.15
18.05.2023 · 44 загрузки
v0.0.4
15.05.2023 · 46 загрузки
v0.0.3
15.05.2023 · 93 загрузки
v1.0.14
14.05.2023 · 51 загрузки
v0.0.2
14.05.2023 · 74 загрузки
v1.0.13
10.05.2023 · 76 загрузки
v0.0.1
27.04.2023 · 82 загрузки
v1.0.12
27.04.2023 · 58 загрузки
v1.0.10
27.04.2023 · 75 загрузки
v1.0.17
27.04.2023 · 50 загрузки
v1.0.13
27.04.2023 · 1 059 загрузки
v1.0.12
27.04.2023 · 141 загрузки
v1.0.13
27.04.2023 · 318 загрузки
v1.0.17
27.04.2023 · 47 загрузки
v1.0.10
27.04.2023 · 49 загрузки
v1.0.11
27.04.2023 · 61 загрузки
v1.0.11
06.04.2023 · 83 загрузки
v1.0.11
06.04.2023 · 223 загрузки
v1.0.11
06.04.2023 · 65 загрузки
v1.0.12
06.04.2023 · 116 загрузки
v1.0.12
06.04.2023 · 98 загрузки
v1.0.16
06.04.2023 · 354 загрузки
v1.0.16
06.04.2023 · 53 загрузки
v1.0.10
06.04.2023 · 59 загрузки
v1.0.11
06.04.2023 · 46 загрузки
v1.0.10
06.04.2023 · 57 загрузки
v1.0.15
06.04.2023 · 82 загрузки
v1.0.11
06.04.2023 · 315 загрузки
v1.0.15
06.04.2023 · 56 загрузки
v1.0.9
06.04.2023 · 74 загрузки
v1.0.10
06.04.2023 · 67 загрузки
v1.0.9
06.04.2023 · 55 загрузки
v1.0.10
05.04.2023 · 50 загрузки
v1.0.9
05.04.2023 · 57 загрузки
v1.0.9
04.04.2023 · 60 загрузки
v1.0.8
04.04.2023 · 195 загрузки
v1.0.14
04.04.2023 · 155 загрузки
v1.0.9
04.04.2023 · 52 загрузки
v1.0.9
04.04.2023 · 68 загрузки
v1.0.10
04.04.2023 · 47 загрузки
v1.0.10
04.04.2023 · 134 загрузки
v1.0.9
04.04.2023 · 50 загрузки
v1.0.8
03.04.2023 · 70 загрузки
v1.0.8
03.04.2023 · 74 загрузки
v1.0.8
03.04.2023 · 95 загрузки
v1.0.8
03.04.2023 · 62 загрузки
v1.0.8
03.04.2023 · 68 загрузки
v1.0.8
03.04.2023 · 41 загрузки
v1.0.8
03.04.2023 · 57 загрузки
v1.0.13
26.03.2023 · 116 загрузки
v1.0.7
26.03.2023 · 112 загрузки
v1.0.7
22.03.2023 · 61 загрузки
v1.0.6
22.03.2023 · 53 загрузки
v1.0.5
22.03.2023 · 118 загрузки
v1.0.9
22.03.2023 · 57 загрузки
v1.0.9
22.03.2023 · 54 загрузки
v1.0.7
22.03.2023 · 199 загрузки
v1.0.12
20.03.2023 · 57 загрузки
v1.0.5
20.03.2023 · 50 загрузки
v1.0.4
20.03.2023 · 38 загрузки
v1.0.4
20.03.2023 · 44 загрузки
v1.0.8
20.03.2023 · 55 загрузки
v1.0.8
20.03.2023 · 72 загрузки
v1.0.11
20.03.2023 · 49 загрузки
v1.0.6
16.03.2023 · 43 загрузки
v1.0.3
14.03.2023 · 63 загрузки
v1.0.3
13.03.2023 · 88 загрузки
v1.0.7
13.03.2023 · 51 загрузки
v1.0.5
13.03.2023 · 127 загрузки
v1.0.7
13.03.2023 · 121 загрузки
v1.0.10
07.03.2023 · 55 загрузки
v1.0.6
07.03.2023 · 210 загрузки
v1.0.6
07.03.2023 · 60 загрузки
v1.0.4
07.03.2023 · 191 загрузки
v1.0.9
04.03.2023 · 51 загрузки
v1.0.5
04.03.2023 · 96 загрузки
v1.0.5
04.03.2023 · 62 загрузки
v1.0.3
03.03.2023 · 61 загрузки
v1.0.4
03.03.2023 · 78 загрузки
v1.0.4
02.03.2023 · 90 загрузки
v1.0.2
27.02.2023 · 55 загрузки
v1.0.3
27.02.2023 · 95 загрузки
v1.0.3
27.02.2023 · 93 загрузки
v1.0.7
26.02.2023 · 86 загрузки
v1.0.6
20.02.2023 · 94 загрузки
v1.0.3
14.02.2023 · 121 загрузки
v1.0.2
28.01.2023 · 159 загрузки
v1.0.2
28.01.2023 · 538 загрузки
v1.0.2
25.01.2023 · 66 загрузки
v1.0.1
25.01.2023 · 135 загрузки
v1.0.1
24.01.2023 · 80 загрузки
v1.0.0
24.01.2023 · 236 загрузки
v1.0.0