* - Added VV

* - Updated block culling

* - Added remove_in_peaceful

* - Added leashable_to

* - Updated leashable

* - Added body_rotation_always_follows_head

* - Added particle count to destruction_particles

* - Added uv_lock

* - Added liquid_settings to jigsaws

* - Added missing jigsaw fields

* - Added random_offset

* - Updated color grading description for one field

* - Added damaged_by_entity loot table condition

* - Added y offset to interact > spawn_items

* - Added is_riding_self filter

* - Added hides_player_location to wearable

* - Added henyey_greenstein_g to fog

* - Added block component movable

* - Removed internal markers for VV client biome components

* - Removed experimental marker for air controlled
This commit is contained in:
Xterionix
2025-06-02 17:48:10 +05:00
committed by GitHub
parent 6c6420b96f
commit caef874bf8
44 changed files with 1779 additions and 254 deletions

View File

@@ -25,6 +25,12 @@
}
},
"properties": {
"can_be_cut": {
"title": "Can Be Cut",
"description": "If true, players can cut both incoming and outgoing leashes by using shears on the entity.",
"type": "boolean",
"default": true
},
"can_be_stolen": {
"type": "boolean",
"default": false,
@@ -76,6 +82,19 @@
},
"soft_distance": {
"$ref": "#/definitions/soft_distance"
},
"rotation_adjustment": {
"title": "Rotation Adjustment",
"description": "Adjusts the rotation at which the entity reaches equilibrium, when \"spring_type\" is set to \"dampened\" or \"quad_dampened\"",
"type": "number",
"default": 0
},
"spring_type": {
"title": "Spring Type",
"description": "Defines the type of spring-like force that pulls the entity towards its leash holder:\n- \"bouncy\": Simulates a highly elastic spring that never reaches an equilibrium if the leashed entity is suspended mid-air.\n- \"dampened\": Simulates a dampened spring attached to the front of the leashed entity's collision. It reaches an equilibrium if the entity is suspended mid-air and aligns with the movement direction.\n- \"quad_dampened\": Simulates four dampened springs connected to the center of each side of the entities' collisions. It reaches an equilibrium if the entity is suspended mid-air and gradually aligns with the leash holder over time.",
"default": "dampened",
"type": "string",
"enum": ["bouncy", "dampened", "quad_dampened"]
}
}
}