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MC-266877

(Trap-)Doors never occlude light (event if opaque)

The following block states do not occlude light event though, they are fully opaque (which is contrary to the expectation):

[media]

Trapdoors:

spruce, birch, dark oak

 

Doors:

spruce, birch, dark oak, mangrove, warped, crimson

as well as all lower halves except acacia and cherry (cherry only due to two texels)

 

Resolution:

According to my own untested analysis (off mojang+yarn-spigot deobfuscated server code), this issue should be resolved, by not calling .noOcclusion() on the specified trapdoors and doors in the Blocks class,
as well as adding:

```
public boolean useShapeForLightOcclusion(BlockState state)

{ return true; }

```

to the DoorBlock and TrapDoorBlock classes.

 

Additionally (at least for the doors that need only one half corrected)

```
public VoxelShape getOcclusionShape(BlockState state, BlockGetter world, BlockPos pos);
```

has to be overwritten to return Shapes.empty() if the half includes transparency.

 

Linked issues

Attachments

Comments

migrated

Duplicate of MC-139435, WAI.

migrated

As for this being a duplicate of Duplicate of MC-139435, WAI.

It technically is, but I would still like this to be re accessed, since I do not understand, why a closed door (like in the screenshot) should not allow me to darken my room. I mean do I seriously have to use a piston door, just so that my dark room can have a door? Does not that harm creativity?

Why Hopper (Top) and Cauldron (Top) as specified in MC-139435 should not block light is also a mystery to me. I guess for the hopper you could argue, that it has a hole, but what about the cauldron?

Brain81505

Or Dupe of MC-82773?

migrated

Reassessment is not done via a new report, you leave a comment on the original requesting review.
And the reason for this is simple: consistency among same-type blocks. As for hopper and cauldron, no idea.

Brain, technically that's a wrongfully closed report (mod action based on wiki article), while the report I linked is a mojang WAI.

migrated

I am sorry for not following proper procedure then. Also I failed to check for closed tickets involving this issue, which was, because I cloud not image this (in my humble opinion) obvious mismatch of designers intent and the lighting behaviour to be intentional.

I agree that the door part of this duplicates MC-82773 WAI and the Trapdors and Doors are included in MC-139435 WAI and therefore this ticket should be closed as a duplicate,

but why is this behaviour intentional? I mean the (Trap-)Doors are intentionally opaque! There are multiple other transparent (Trap-)Doors, so it clearly was a design decision to include opaque options in the game. That however means, that these (since they are opaque) should also block light. That seems only natural.

 

migrated

(Unassigned)

Unconfirmed

(Unassigned)

1.20.2, 23w46a

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