Confirmed in 1.14.3 Pre-Release 2.
It's probably due to perfect perspective that the game renders. There's no lens distortion at all and it seems unnatural for our eye.
No, this is not the packs issue at all. it successfully imports on another Windows 10 PC. I just attached a new screenshot to show how just simple removing of "version" strings made the game read the info about the pack.
I know there's a new version 1.0.4 is out, but is not available for me at the moment.
Oh, I forgot to reply, sorry. Yes, this happens in 1.11 too.
Attached screenshot with default resource pack. Seems like it is the same stretched. Looking carefully it seems like it is exactly 2x thicker that it should be.
Yes, I do realize.
Sorry for the delay. Yes, it affects 1.10.2.
What do you offer to fix this issue, FVbico? I don't see this to be resolved because of the elytra boxy model. The only solution I see is to remove those side pixels except ones where head is.
Check if Auto-Jump option is on. If it is, turn it off.
It depends on render distance. But lightning bolt render distance is smaller than set in video settings.
Strange, but this bug happened only in 16w44a for me, and never happened before in all my 4 years of playing Minecraft.
Just reproduced the bug more accurately, yeah, looks like MC-109566 describes it better. While reproducing I found another bug: in creative inventory you can't stack same scattered items by double-clicking one of them, but it works fine in survival.
No, it's off.
Partially solved. Fishing line still shows for a half-second after switching.
And no. Don't blame my mouse. It works perfectly. Pressing force doesn't change the situation.
Same while using HD fonts.
I guess we need separate JSON files for each position of column to make it work perfect.
If sides are intended, I made a fix. In cube_column.json I made this:
{
"parent": "block/cube",
"textures": {
"particle": "#side",
"down": "#end",
"up": "#end",
"north": "#side",
"east": "#side",
"south": "#side",
"west": "#side"
},
"elements": [
{ "from": [ 0, 0, 0 ],
"to": [ 16, 16, 16 ],
"faces": {
"down": { "texture": "#end", "cullface": "down" },
"up": { "rotation": 180, "texture": "#end", "cullface": "up" },
"north": { "texture": "#side", "cullface": "north" },
"south": { "texture": "#side", "cullface": "south" },
"west": { "texture": "#side", "cullface": "west" },
"east": { "texture": "#side", "cullface": "east" }
}
}
]
}
I've noticed this in my resource pack for a while, I just ported the logo from Minecraft Bedrock and it already has a thick outline, and now looks extreme. So i have to somehow reduce the outline on the raster image to compensate, just to get ugly rounded pixelated corners anyway. If you wanted to make the outline thicker, make it in the graphic file itself, why force this one specific-purpose change that no one is able to disable, seems like a bad practice.