1.21/1.22: The Animation and Combat V2 Updates

The Animation Update and Combat V2 Update are both relatively small updates, with the Combat V2 (or CV2) adding very few items and no blocks, and the Animation Update (AU) adding none of either.
==== The Animation Update ====
The AU adds no items or blocks, but instead adds and alters animations.
All animations can be disabled in the settings menu.
===== Altered Animations =====
Almost all of the action animations have been changed, barring the running and walking animations.
Each tool/weapon now has its own animation:
* Pickaxes are much the same, but with deeper swings and a small step forward at the start of the swing and a step back of the same size at the end. (Note that deeper swings mean slower swings, but mining speed is not changed.) The same animation is used for attacks.
* Axes have different animations based on the orientation of the player and whether the player is attacking an entity or chopping wood. If the player is looking parallel to the ground and chopping wood, the player swings the axe to the side, like someone chopping down a tree in real life. If the player is facing up or down when chopping wood or attacking an entity, the axe is swung from above.
* Swords have a swing pattern, starting with a basic swing, moving to a side swing, and finishing with a stab.
* Shields are brought up when active, swing outwards when are used to attack, and get knocked to the side when attacked, with the player looking slightly out of balance, before the shield comes back up.
* Shovels are thrust forward at the block they are mining. They stab when used to attack.
* Hoes go over the player's shoulder and into the block that is being tilled, pulling back towards the player in the dirt before coming up. Has a basic swing animation when attacking.
* Bows have the player's arms moving as if they were actually pulling back the string and releasing. The bowstring vibrates slightly after a shot is fired.
* Tridents have the same throwing animation, but are stabbed at enemies when used in melee.
* There is no change to crossbows.
Potion and enchantment effects have been altered as well. When the player has a potion effect, they give off three-dimensional plumes of semi-transparent, colored mist. They remain the same color. 
Enchanted items have inventory sprites that reflect the enchantments on them. For example, a sword with Fire Aspect on it might have flames climbing up the blade. The sprite gets more intense as the enchantments get stronger. A sword with Sharpness I has sparkles on the edge of the blade, while Sharpness V gives a blue sheen to the sword.
Enchantments also effect the in-game entity of the item, with the same idea as the inventory sprites.
===== Added Animations =====
More coming.
Category:Fan Made Updates