Broad consolidation of the V2 bondage-item, furniture-entity, and
client-side GLTF pipeline.
Parsing and rendering
- Shared GLB parsing helpers consolidated into GlbParserUtils
(accessor reads, weight normalization, joint-index clamping,
coordinate-space conversion, animation parse, primitive loop).
- Grow-on-demand Matrix4f[] scratch pool in GltfSkinningEngine and
GltfLiveBoneReader — removes per-frame joint-matrix allocation
from the render hot path.
- emitVertex helper dedups three parallel loops in GltfMeshRenderer.
- TintColorResolver.resolve has a zero-alloc path when the item
declares no tint channels.
- itemAnimCache bounded to 256 entries (access-order LRU) with
atomic get-or-compute under the map's monitor.
Animation correctness
- First-in-joint-order wins when body and torso both map to the
same PlayerAnimator slot; duplicate writes log a single WARN.
- Multi-item composites honor the FullX / FullHeadX opt-in that
the single-item path already recognized.
- Seat transforms converted to Minecraft model-def space so
asymmetric furniture renders passengers at the correct offset.
- GlbValidator: IBM count / type / presence, JOINTS_0 presence,
animation channel target validation, multi-skin support.
Furniture correctness and anti-exploit
- Seat assignment synced via SynchedEntityData (server is
authoritative; eliminates client-server divergence on multi-seat).
- Force-mount authorization requires same dimension and a free
seat; cross-dimension distance checks rejected.
- Reconnection on login checks for seat takeover before re-mount
and force-loads the target chunk for cross-dimension cases.
- tiedup_furniture_lockpick_ctx carries a session UUID nonce so
stale context can't misroute a body-item lockpick.
- tiedup_locked_furniture survives death without keepInventory
(Forge 1.20.1 does not auto-copy persistent data on respawn).
Lifecycle and memory
- EntityCleanupHandler fans EntityLeaveLevelEvent out to every
per-entity state map on the client.
- DogPoseRenderHandler re-keyed by UUID (stable across dimension
change; entity int ids are recycled).
- PetBedRenderHandler, PlayerArmHideEventHandler, and
HeldItemHideHandler use receiveCanceled + sentinel sets so
Pre-time mutations are restored even when a downstream handler
cancels the render.
Tests
- JUnit harness with 76+ tests across GlbParserUtils, GltfPoseConverter,
FurnitureSeatGeometry, and FurnitureAuthPredicate.
Two fixes from the animation audit:
1. Variant cache key now includes the resolved animation name (e.g., Struggle.2).
Previously, the cache key only used context+parts, so the first random variant
pick was reused forever. Now each variant gets its own cache entry, and a fresh
random pick happens each time the context changes.
2. FullHead check changed from contains("Head") to startsWith("gltf_FullHead")
to prevent false positives on names like FullOverhead or FullAhead.
Q1: Remove F9 debug toggle from GltfAnimationApplier + delete dead
GltfRenderLayer + remove keybind registration
Q2: Move HumanChairHelper from state/ to util/ — pure utility with
no state dependency. 7 import updates.
Q3: Wire NECK collar equip flow in DataDrivenBondageItem:
- Target must be tied up (V1 rule preserved)
- Distance + line-of-sight validation
- Owner added to NBT before equip via CollarHelper.addOwner()
- V2EquipmentHelper handles conflict resolution
- ModSounds.COLLAR_PUT played on success
- OwnershipComponent.onEquipped registers in CollarRegistry
Strip all Phase references, TODO/FUTURE roadmap notes, and internal
planning comments from the codebase. Run Prettier for consistent
formatting across all Java files.