Package com.viaversion.viafabricplus.bedrock.appearance
package com.viaversion.viafabricplus.bedrock.appearance
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ClassDescriptionA resource-defined actor graph with shared variables and independent playback clocks.Immutable live actor inputs shared by animation frames and attached particle contexts.Particle declarations in stable timeline or controller entry order.Alias and locator declarations in timeline or controller entry order.Stores the selected classic appearance separately for each Bedrock account.Authored binding expressions use the equipped slot and the owner's native skeleton.A declared expression suppresses implicit same-name binding even when it produces no owner name.Evaluate item-to-attachable bindings with the wearer's current query and equipment context.Immutable animation tracks with a separate Molang environment for each playback.Compiles visibility rules once, with a separate match for normalized humanoid bone names.Resolves accepted server overrides first, with bundled native images underneath.Native cat variables advance on actor ticks, independently of render sampling.Reads the five Character Creator recipes saved to a Bedrock account.Resolves classic pack dependencies from the licensed game package when needed.Selected custom geometry from a Classic Skin pack, normalized for persistence and transport.Classic skin animation aliases and render flags carried in SkinResourcePatch.Reads local or account-downloaded Classic Skin packs through the same bounded format reader.Pack-local emote translations and the target client's announcement repeat rules.Minecraft-thread emote state.GUI sampling observes the current announcement without changing world playback or origin.Loads native emote previews using the selected account's catalog and receipt.The world's selected licensed vanilla texture, below accepted server overrides.Resolves one actor's native dependencies below accepted server overrides, off the render thread.Actor-local geometry storage paired with the complete shared animation and effect library.Native equipment inherits the bundled target library below accepted server overrides.An independent GUI actor perspective over the licensed library and accepted pack overrides.Bundle operation sounds share the selected native level-event resources and captions.The target player's item queries use remaining ticks and distinguish equipped and rendered hands.The native player keeps the active use stack separate from its equipped hands.Decodes immutable native item components once, independently of live item use state.Native recipe side flags for owned, free, and built-in arms and legs.Acquires persona offers and synchronizes Microsoft Store purchases through native transactions.Local destruction retains particles; reconciled native server events own its sound.Read-only RGBA query structure with native float32 channels.Client lifecycle adapter for the core's authoritative block mirror.Downloads account-owned classic packs through the native Store and receipt flow.An actor and its optional world locator sampled together for an emitter update.Bounded Bedrock emitters and rectangular billboards in the world's particle render pass.Particle evaluation keeps actor bindings separate from emitter variables and animation clocks.Native particle materials with matching forward state and Java transparency passes.Repeats whole PCM frames without duplicating the sample, and tracks queued OpenAL frames.Stores animation strips as PNGs while supplying the native RGBA client claims.Converts the account's assembled GLTF preview into a static Bedrock player geometry and atlas.Resolves account recipes into the persona handles and tints sent by Bedrock 1.26.51.Loads the native player graph for every Bedrock skin, including ordinary classic skins.Evaluates the server's player controller graph using one actor-local variable scope.Server effects use accepted native resources, with their complete Java translation as a fallback.Uses the same negotiated Java transport for direct translation and ViaProxy.Client pose, asynchronous caption metadata lookup, and native caption HUD presentation.Bedrock PCM channels in the client's existing audio device and listener.Native classic skin assets, independent of the local protocol's mapping lifecycle.A native world appearance replaces Java only when its entire sampled draw is supported.The same negotiated local controls apply to direct Bedrock and ViaProxy connections.The core's existing versioned emote transport, including bounded available-emote lists.Supplies bundled native visual and actor resources on ViaBedrock's resource-pack worker.