McJtyMods / XNet

Advanced item/liquid/energy/... networking
MIT License
91 stars 49 forks source link

Cables won't be highlighed when a cable/facade is held #513

Open Simon1511 opened 2 years ago

Simon1511 commented 2 years ago

Issue description: Not sure if this is really a bug or if the feature was removed, if that's the case feel free to tell me. So, last time I used Xnet (a few months ago in 1.16.5) cables would be highlighted when a cable or facade was held in hand. But I just noticed that in 1.18.1, with Xnet beta 4.0.3 this feature doesn't seem to exist anymore (or is bugged?). When you hold a cable or facade other cables won't be highlighted anymore, making it hard to find cables I buried ages ago.

Steps to reproduce:

Versions:

Possibly incompatible mods and versions: Optifine, betterfpsdist and various other mods, but the same bug occurs when running only Forge + Xnet. Therefore I'm pretty sure no other mod causes incompatibility.

Relevant logs, if any: None

Thanks in advance!

McJty commented 2 years ago

Hmm works for me. You have to sneak though (hold shift)

Simon1511 commented 2 years ago

Hmm works for me. You have to sneak though (hold shift)

Yeah tried that too, doesn't work either. In the meantime I also tested it with the latest versions of McJtyLib, RFToolsBase and Xnet, but that didn't help either.

Could it possibly be an issue with newer Forge versions or something like that?

Simon1511 commented 2 years ago

Update on that issue: I just randomly found out that if you select "internal" as Shader in video settings (with Optifine installed) the cables will successfully be highlighted. However, when enabling any "real" Shader or setting Shaders to "Off" the cables will not be highlighted anymore.

McJty commented 2 years ago

Ah well. Optifine is always a bad sign. Don't report render errors with optifine present. There is nothing I can do about those

Simon1511 commented 2 years ago

Well, as said earlier, without Optifine they won't be highlighted. So I have to use Optifine to set Shaders to internal which fixes the issue.