Your GTNH Discord Username
danyadev
Your Pack Version
Daily 379
Your Server
SP
Java Version
Java 17
Type of Server
None
Your Expectation
Place animated Voidstone blocks. They should look like this (pre-angelica 2 behavior):

The Reality
They look like this:

Animated voidstone blocks have always been tricky to render because they have 2 layers: animated base and CTM overlays. I've fixed their z-fighting issue some time ago: GTNewHorizons/Chisel/pull/71. But the solution is not quite right, so the Angelica update just revealed it
I've tracked down what exactly lead to the change of behavior: it's in GTNewHorizons/Angelica/pull/1221 pr, AngelicaChunkBuildContext file, under the useRenderPassOptimization option. So disabling "Render Pass Optimization" in Angelica settings resolves the issue
Essentially what's going on is Angelica now reorganizes rendering passes depending on transparency of the texture. The base texture of Voidstone blocks is always animated so it keeps using the original pass, but the overlay can be not animated and fully opaque in some quarters of the texture, so it gets downgraded to the SOLID pass. So initially we were rendering two textures one on top of another, but now angelica separated them to different passes without guaranteeing they'll be rendered in the same order. What we see in reality is that the downgraded SOLID overlay texture is rendered first and an animated base texture in whatever-not-solid-pass-it-was rendered next, thus completely overriding the overlay texture
Your Proposal
find someone smart and make them fix it by rewriting SubmapManagerVoidstone and reverting my changes in RenderBlocksCTM
Final Checklist
Your GTNH Discord Username
danyadev
Your Pack Version
Daily 379
Your Server
SP
Java Version
Java 17
Type of Server
None
Your Expectation
Place animated Voidstone blocks. They should look like this (pre-angelica 2 behavior):

The Reality
They look like this:

Animated voidstone blocks have always been tricky to render because they have 2 layers: animated base and CTM overlays. I've fixed their z-fighting issue some time ago: GTNewHorizons/Chisel/pull/71. But the solution is not quite right, so the Angelica update just revealed it
I've tracked down what exactly lead to the change of behavior: it's in GTNewHorizons/Angelica/pull/1221 pr, AngelicaChunkBuildContext file, under the
useRenderPassOptimizationoption. So disabling "Render Pass Optimization" in Angelica settings resolves the issueEssentially what's going on is Angelica now reorganizes rendering passes depending on transparency of the texture. The base texture of Voidstone blocks is always animated so it keeps using the original pass, but the overlay can be not animated and fully opaque in some quarters of the texture, so it gets downgraded to the SOLID pass. So initially we were rendering two textures one on top of another, but now angelica separated them to different passes without guaranteeing they'll be rendered in the same order. What we see in reality is that the downgraded SOLID overlay texture is rendered first and an animated base texture in whatever-not-solid-pass-it-was rendered next, thus completely overriding the overlay texture
Your Proposal
find someone smart and make them fix it by rewriting SubmapManagerVoidstone and reverting my changes in RenderBlocksCTM
Final Checklist