@Travis
I tried your little patch and its works fine as far as I can tell, is there something preventing that fix from being viable? If not why doesn't mojang fix it.
That makes sense, thanks!
Why was it being blurred? Just curious.
I'm having trouble getting torches to respond to one-tick pulse.
This bug is still present in 1.5 on my computer, try making a one tick pulse generator with comparators, or use a redstone torch to made a one tick pulse and the comparator will not pick it up.
Can u add some more labels to this issue? When I searched it a couple times I got no results, and created that duplicate. here are some labels:
card
coil
fps
gpu
graphics
high
menu
menus
noise,
pitched
v-sync
whine
PS coil whine is a sound created by some gpus when outputting very high FPS
I did use the search function _, the other issue has hardly any labels.
Here's a few screenshots showing why they break piston doors.
Demonstrates trapped chest connectivity.
When a hopper tries to take items from a chest or place items in a chest, I first checks for adjacent chests of the same chest and tries to place/take items into chest in this order, North, East, then the chest the hopper is connected to, West, then South.
The bug is trapped chests think of normal chests as their own type and will thus try to place/take items from those adjacent chests.
A large chest is still two smaller chests but they interact when they are opened two allow one two view both inventories at once. The arrangement shown in the screenshot demonstrates this. Note that normal chests do not interact with trapped chests like the trapped chests interact with chests.
This video demonstrates the problem well: http://www.youtube.com/watch?v=NOPSs3hat68
Biggest rendering error I've ever encountered, This is in the new 13w49a snapshot.