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Bugs #14

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40 of 44 tasks
SinTh0r4s opened this issue Mar 4, 2021 · 0 comments
Open
40 of 44 tasks

Bugs #14

SinTh0r4s opened this issue Mar 4, 2021 · 0 comments

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@SinTh0r4s
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SinTh0r4s commented Mar 4, 2021

  • F1/F5 are broken
  • When slightly below water surface rendering for unter water stops
  • Cannot get out of water
  • When water is rendered onto a surface like eg. Glass it starts clipping badly
  • Check if most client use camera distance fog or rasterizer distance fog. Just crappy old laptop used projected depth
  • Get fog color and density from event
  • HEWaterQueue: waterIds are not checked and blocks are replaced if there is one
  • Talk with experience modders: Where can a chunk load missmatch cause problems? For what do i need sanity checks?
  • Clean up global instances on exiting world
  • Depth buffer issue with water level identical to top of block in water
  • Remove bottom surface under water to match vanilla behaviour
  • Refactor naming of global object. Especiall renderMode
  • HEClient: when server has more waterIds it will get array out of range or something like that
  • Light updates do not affect block that are next to water but in a different chunk
  • @SideOnly to gui classes
  • Fix GUI values
  • Chunks around player are relighted. Patch them afterwards or better fix relight
  • Dams are not correctly stored or loaded
  • Opening the GUI with block in hand places it briefly
  • RAM indicator is always shown (MP only?)
  • If a subChunk is void of blocks it is not reset in HETessalator. Somehow get the infopossible?
  • Blocks around the player are still hit with some kind of light update
  • Reset HETesselator on logout
  • Water does not flow into foiliage
  • Water spreads into lava
  • Other dimensions???
  • GUI: limits are zero on server. Probably limit checking
  • Lighting artifacts on spreading and remove
  • waterBlocksPerY does not really work
  • Fix missing IDE dependencies (forge, lwjgl)
  • waterBlocksPerY do not clean up perfectly. Does not really matter too much though...
  • Water color does not match with vanilla water at night
  • Fog color does not work correctly in GTNH (probably other mods w/ EntityViewRenderEvent.FogColors)
  • Fix multiblock ticks
  • Fix multiblock energy usage
  • Running and jumping produces particles with missing texture
  • TecTech addOutput(fluid) does not work as expected
  • Controller changes waterId unintended
  • HEBlockQueue quickly kills RAM!
  • If Dam is more filled then a Tier the bar bugs out. Cap it to 100% and add hint to change config (found by GlodBlock)
  • Register concrete as casing to trigger block updates or switch to a casing block
  • Tooltip on Mode Buttons is behind NEI
  • Disable receipts when tiers are disabled to fix crash!
  • Cannot add value with keyboard in limit gui
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