Could we get the equipped item's enchantments somehow? It'd be nice not to have to open the inventory to check whether I'm holding the silk pick or fortune pick, for example.
Wonder what part of Optifine is doing that. I'm using the vanilla block renderer again so it might thing that it's trying to render a normal block instead of a schematic block.
I suspected something like the "fast render" option, but even with that stuff turned off, it still had the overlapping textures. So it seems to be a core part of Optifine. If you changed the renderer between 125 and 126, that's probably part of it.
Bug report for OptiFine 1.8.0 HD U D3: using any of the "Super Secret Settings" built-in shaders results in a completely black screen. No messages appear in the console related to this.
It turns out that the problem is an incompatibility with Optifine (silly me, should have checked that earlier).
In 125, I occasionally get some texture fighting due to schematic blocks rendering where they shouldn't (particularly noticeable in lower light levels), but placing blocks or updating light levels fixes it, just as you suggested.
In 126, the changes that apparently fixed that in vanilla make the issue crop up everywhere with Optifine, and nothing at all fixes it. Changing worlds, re-loading the schematic, placing blocks etc. has no effect at all. The schematic blocks render everywhere, and any difference in light levels makes it unusable.
I've personally dropped back to 125, as I need Optifine and Schematica works well enough on 125 (since I can make the texture fighting go away by updating the area).
No effect from placing or breaking blocks, or even changing the light level (since I can't get 100% sunlight, which seems to be what the schematic assumes when it renders).
EDIT: I just used a non-standard lightmap to test, I'm guessing the brightness and light-color of the schematic blocks is hardcoded? It certainly wasn't using the lightmap I loaded.
126 seems to have greatly increased visual artifacts when working in dark areas. The dark patches flicker like mad with the slightest movement of the camera. Adjusting delta does nothing.
I can't find anything that would allow me that, may have to dig deeper. Even vanilla's F3 shows the skylight value as a constant 15 during the night if you have no blocks above you.
Huh. After poking around F3, yeah, they've removed quite a few light values that were available a few major versions back. I'd point out where I've seen it before, but it was way back in a 1.6 class-mod, so that's probably of zero value at this point. At the very worst, if you can find where Minecraft gets the light levels that it uses to mix the lightmap palette colors, that would give you the raw values.
Not sure if this is a bug, a completely different variable that isn't queried, I missed the right variable in the list, etc:
The lightsun/lightsunfeet value currently detects the maximum potential skylight a block can be exposed to after obstructions are taken into account. Is there a way to get the actual current skylight on the block? For example, even directly under open sky, it should drop to 4 at midnight, 12 during rain/snow, 10 during thunder, etc.
-new tags are missing their descriptions in the taglist
-localtemperature's default integer rounding turns out to be inaccurate for the purposes of predicting snowman and ice behavior, producing an error of several blocks in the y direction. Can we please have at least one decimal place?
I'm not sure if you're accepting printer bug reports yet, but the printer currently doesn't care about data values for some new blocks, including: stone types, both block IDs for leaf types, prismarine block types. It also doesn't understand how to place switches and buttons on the top and bottom of blocks.
Very nice! I already edited a lightmap to make the dark areas darker, and now this shader lets me have the bright areas brighter. The range between the two makes the default lighting look like an overcast day by comparison.
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An IGI feature request:
Could we get the equipped item's enchantments somehow? It'd be nice not to have to open the inventory to check whether I'm holding the silk pick or fortune pick, for example.
1
No dice. After using the build 44 installer with Forge 1419, I fail to launch (pastebin console output).
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I suspected something like the "fast render" option, but even with that stuff turned off, it still had the overlapping textures. So it seems to be a core part of Optifine. If you changed the renderer between 125 and 126, that's probably part of it.
0
Bug report for OptiFine 1.8.0 HD U D3: using any of the "Super Secret Settings" built-in shaders results in a completely black screen. No messages appear in the console related to this.
0
It turns out that the problem is an incompatibility with Optifine (silly me, should have checked that earlier).
In 125, I occasionally get some texture fighting due to schematic blocks rendering where they shouldn't (particularly noticeable in lower light levels), but placing blocks or updating light levels fixes it, just as you suggested.
In 126, the changes that apparently fixed that in vanilla make the issue crop up everywhere with Optifine, and nothing at all fixes it. Changing worlds, re-loading the schematic, placing blocks etc. has no effect at all. The schematic blocks render everywhere, and any difference in light levels makes it unusable.
I've personally dropped back to 125, as I need Optifine and Schematica works well enough on 125 (since I can make the texture fighting go away by updating the area).
0
No effect from placing or breaking blocks, or even changing the light level (since I can't get 100% sunlight, which seems to be what the schematic assumes when it renders).
EDIT: I just used a non-standard lightmap to test, I'm guessing the brightness and light-color of the schematic blocks is hardcoded? It certainly wasn't using the lightmap I loaded.
0
126 seems to have greatly increased visual artifacts when working in dark areas. The dark patches flicker like mad with the slightest movement of the camera. Adjusting delta does nothing.
Alpha on:
Alpha off:
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Thank you!
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Huh. After poking around F3, yeah, they've removed quite a few light values that were available a few major versions back. I'd point out where I've seen it before, but it was way back in a 1.6 class-mod, so that's probably of zero value at this point. At the very worst, if you can find where Minecraft gets the light levels that it uses to mix the lightmap palette colors, that would give you the raw values.
0
Not sure if this is a bug, a completely different variable that isn't queried, I missed the right variable in the list, etc:
The lightsun/lightsunfeet value currently detects the maximum potential skylight a block can be exposed to after obstructions are taken into account. Is there a way to get the actual current skylight on the block? For example, even directly under open sky, it should drop to 4 at midnight, 12 during rain/snow, 10 during thunder, etc.
0
Minor bugs for IGI 76:
-new tags are missing their descriptions in the taglist
-localtemperature's default integer rounding turns out to be inaccurate for the purposes of predicting snowman and ice behavior, producing an error of several blocks in the y direction. Can we please have at least one decimal place?
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I loaded a small schematic, clicked the rotate button, and immediately crashed.