Despite the fact that Armor Stands got Marker:1
, they are rendering black because part of their hitbox (the top) is inside a solid block.
Steps to reproduce
1. Place a commandblock
2. Stack 3 solid blocks on top of the CommandBlock, e.g. smoothstone
3. Insert the following command into the CommandBlock and trigger it:
/summon armor_stand ~ ~2 ~ {CustomNameVisible:1b,Glowing:1b,ShowArms:1b,Marker:1b,Invisible:0b,NoBasePlate:0b,HandItems:[{id:"minecraft:lapis_block",Count:1b},{id:"minecraft:lapis_ore",Count:1b}],ArmorItems:[{id:"minecraft:iron_boots",Count:1b},{id:"minecraft:iron_leggings",Count:1b},{id:"minecraft:chainmail_chestplate",Count:1b},{id:"minecraft:player_head",Count:1b,tag:{SkullOwner:{Id:"994924dc-8404-4af4-a58b-678426ee0095",Properties:{textures:[{Value:"eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYzBmZmE0OWIxYWQ3ZmNmZDJhNWUxYTU4YzMxZjFkM2I5OTYwMDZjMTAzODBhNTQ0MTlkZmFmM2ZiNzc4MzdjZiJ9fX0="}]}}}}],CustomName:"{\"text\":\"Meri\",\"color\":\"dark_blue\",\"bold\":\"true\",\"italic\":\"true\"}"}
4. teleport the Armor Stand gradually down, e.g. with:
/execute as @e[type=armor_stand] at @s run tp @s ~ ~-0.1 ~
At some point you'll see that the Armor Stand including its equipment goes dark.
As AS are used a lot not only outside, but also inside of blocks, and using transparent blocks instead to circumvent the AS incl. their rendered equipment going dark is not always a possible option, it'd be desirable for mapmakers to have Marker:1-AS rendering themself and their equipment "dark" fixed, while keeping the other needed fixes for AS that already were made or that are currently in the making.
But, as already pointed out, it'd be very good for mapmakers if Marker:1
would not render AS/their equipment dark if stuck inside a solid block, as more options would then be possible for us.
Linked issues
is cloned by 1
Attachments
Comments 38
The hitbox got changed back to the 1.10 behavior. This means, that once again the lightning of the armor stand's base is the relevant one and my suggested fix would not work for marker AS anymore, but it still would make it better for everything but marker-AS. I think however the link in the description to my fix should be removed since it is not relevant for this issue any longer.
In 1.11, this also affects marker:1 armor stands, so creations using makers holding blocks for "micro blocks" are pretty much useless.
This is a HUGE Issue for map makers.
It is not fixed.
It goes dark or light depending of where it's placed.
What I am riding in the picutres is made of moving armorstands so it is a good way to test it, you can notice the problem in the wheels.
It should always look like the first picture.
[media][media][media]Ā
This seems to be somewhat broken in 1.18.1. Iām trying to make use of armor stands for map detailing but they go dark when the head space is in a block even if they have {Marker:1}. It seem marker armor stands can have a block in their feet and be fine, but not their head. This also applies to small armor stands. I would really like markers to not go dark please.
(MCP v9.30 names)
Hello,
first of all this does not only apply for ArmorStands, but also for pretty much every other entity. The reason why this is the case, is because net.minecraft.entity.Entity.getBrightnessForRender(float) only looks for the brightness level of the block at the entity's eye height.
A possible fix would be to actually look at every block the Entity is (partially) in. In this example it is going to set the entity's brightness to the light level of the brightest block the entity is touching. This means, if the entity is partially inside of a block (brightness 0), it is still going to find other blocks that are brighter and will choose the brightest one.
net.minecraft.entity.Entity.getBrightnessForRender(float)
NOTE: In 1.10, this is NOT going to fix marker-AS as they have no hitbox in this version. But since they actually do have a hitbox in 1.11 snapshots, it is very likely that this fix will also work for marker-AS in the snapshots, but I do not have any way of testing that.
This might cause some lag, especially if many big mobs like giants or enderdragons are around but with my quick and limited testing, it seems to be okay.
Also, even for none-marker-ArmorStands the hitbox is not quite big enough to cover the entire armor stand + equipment and it is still the case that it goes black at some point. But it is a lot better than it was before.
Edit:
If it is considered too laggy, especially for giants/enderdragons, you could stop searching as soon as you find a block with a light level bigger than 0.
net.minecraft.entity.Entity.getBrightnessForRender(float)
To make it behave more like current behavior, I start in this case with the highest y value of the bounding box. to be closer to the eye height at the beginning.