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Fix bug with variant-rotation not beeing applied correctly for lowres coloring
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@ -322,9 +322,8 @@ private void createElementFace(Element element, Direction faceDir, VectorM3f c0,
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faceDirVector.getY(),
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faceDirVector.getY(),
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faceDirVector.getZ()
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faceDirVector.getZ()
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);
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);
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makeRotationRelative(faceRotationVector);
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faceRotationVector.rotateAndScale(element.getRotation().getMatrix());
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faceRotationVector.rotateAndScale(element.getRotation().getMatrix());
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if (variant.isRotated()) faceRotationVector.transform(variant.getRotationMatrix());
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makeRotationRelative(faceRotationVector);
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float a = faceRotationVector.y;
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float a = faceRotationVector.y;
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if (a > 0 && texturePath != null){
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if (a > 0 && texturePath != null){
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@ -375,7 +374,8 @@ private ExtendedBlock<?> getRotationRelativeBlock(int dx, int dy, int dz){
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}
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}
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private void makeRotationRelative(VectorM3f direction){
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private void makeRotationRelative(VectorM3f direction){
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direction.transform(variant.getRotationMatrix());
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if (variant.isRotated())
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direction.transform(variant.getRotationMatrix());
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}
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}
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private float testAo(VectorM3f vertex, Direction dir){
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private float testAo(VectorM3f vertex, Direction dir){
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