The glowing outline of a falling block is drawn grey and shaded by face direction and ambient occlusion, instead of as a flat full color outline. Other glowing entities such as armor stands and items, still have a full white outline, so only falling blocks are affected. This is a regression introduced in 26.4 snapshot 8 since QuadInstance was changed to store a single tint color plus separate per vertex brightness values.
Steps to reproduce
Create a superflat world in creative mode.
Run
/summon minecraft:falling_block ~ ~2 ~3 {NoGravity:1b,Glowing:1b,Time:-2000000000}Run
/summon minecraft:armor_stand ~3 ~1 ~3 {NoGravity:1b,Glowing:1b}Compare the two outlines. The armor stand's outline is white, but the falling block's outline is grey and gets darker on its side faces.
Root cause:
public void setColor(final int color) {
this.color = color;
}VertexConsumer.putBakedQuad:
short brightness = instance.getBrightness(vertex);
int tint = instance.getColor();
int vertexColor = ARGB.scaleRGB(tint, brightness);By this point the block renderer has already set the brightness to the face shading and ambient occlusion, so the outline color gets darkened because of it. Bit of a nitpick and I am unsure whether this is intended or not, but nothing else in this snapshot does this.
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