NotEvil 355e2936c9 Refactor V2 animation, furniture, and GLTF rendering
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.
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TiedUp! - Minecraft 1.20.1 Forge Mod

Community remake of the TiedUp! mod for Minecraft 1.20.1 (Forge). Adds restraint and roleplay mechanics to the game.

Original mod by Yuti & Marl Velius (1.12.2). This is an independent remake, not affiliated with the original developers.

Features

  • Restraint items (binds, gags, blindfolds, collars, straps, and more)
  • NPC entities with AI and personality-driven dialogue (Kidnapper, Damsel, Guard, Trader, Maid, Master)
  • Kidnapper camp world generation
  • Captivity and prison mechanics
  • Player animation system with 3D item rendering
  • Multiplayer synchronization
  • Mod compatibility (Minecraft Comes Alive, Wildfire's Female Gender Mod)
  • In-game guide book (Patchouli)

Requirements

Building

# First time setup
make setup

# Build the mod
make build

# Clean and rebuild
make rebuild

# See all available commands
make help

Or directly with Gradle:

export JAVA_HOME=/usr/lib/jvm/java-17-openjdk
./gradlew build

The built JAR will be in build/libs/.

Development

# Run Minecraft client
make run

# Run dedicated server
make server

# Multiplayer testing (server + 2 clients)
make mptest

# Generate IDE configurations
make idea     # IntelliJ IDEA
make eclipse  # Eclipse

Project Structure

src/main/java/com/tiedup/remake/
├── blocks/        # Custom blocks and block entities
├── cells/         # Captive cell management
├── client/        # Rendering, GUI, animations
├── commands/      # /tiedup command
├── compat/        # Mod compatibility (MCA, Wildfire)
├── core/          # Main mod class, config, sounds
├── dialogue/      # NPC conversation system
├── entities/      # Custom NPCs and AI
├── events/        # Event handlers
├── items/         # All mod items
├── mixin/         # Minecraft bytecode modifications
├── network/       # Multiplayer packet system
├── personality/   # NPC personality system
├── state/         # Player state tracking
├── v2/            # Next-gen items and blocks
└── worldgen/      # Structure generation

Dependencies

Some dependencies are included as local JARs in libs/ because they are not available on Maven Central:

Library Version Usage
PlayerAnimator 1.0.2-rc1+1.20 Player pose animations
bendy-lib 4.0.0 Model part bending
Architectury 9.2.14 Required by MCA
Minecraft Comes Alive 7.6.13 Optional compatibility
Wildfire Gender Mod 3.1 Optional compatibility

License

GPL-3.0 with Commons Clause - see LICENSE for details.

TL;DR: Free to use, modify, and distribute. Cannot be sold or put behind a paywall. The 3D models are the property of their creators; if their names are listed, please ask them for permission otherwise me.

Status

This mod is under heavy rework. Things will break, APIs will change, features will come and go. If you want to build and use it as-is, that's on you.

Contributing

Contributions are welcome. Rules:

  • Pull requests only - no direct pushes
  • Clear commit messages - describe what and why, not how
  • Test your changes before submitting - at minimum, make sure it compiles and runs
  • Bug fixes, new features, improvements - all welcome
  • Areas where help is especially needed: textures, 3D models, multiplayer testing
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