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Not a huge update this week, since I'm also working on a mobs at the moment, and they're not quite ready yet. We do have some more cool shader stuff though! Particularly cast iron blocks like cauldrons and anvils. Both have had their models edited to improve texture mapping and to add new shader features that fix some shortcomings that cauldrons definitely had (hardcoded water color, bugged models). Farmland has also received structural normals and spec maps. Wet farmland will now actually look wet! Wood is still in process of also being restructured and getting shader maps, but it's a slow process, given their complexity combined with a need for consistency.

On "structural" shader maps: You may have seen me use this term in the past couple changelogs. Essentially what this means is that when I create shader maps, there are some blocks which have multiple components to the shaders that get combined in the end. Wood for instance requires normals and specs for both: The structure of the wood product (IE: planks, gaps between the planks, beams for door structures, beveling, etc.), and the texture of the wood itself (woodgrain, how it reflects light, how it absorbs light, etc.). As I add new shaders, it's important that the texture shaders match blocks made of the same material. This requires generally a lot of work to all be done at once. Structures on the other hand, less so. So when you see mention of these in changelogs, just know that these textures are not the final product, just part of it.

Changelog
[1.18f](Tentative)
-Added new textures and texture mapping to anvils to allow for better shader maps.
-Added new models and textures to all 8 cauldron states, including some animated textures.
-Added new model structure and unique textures for note blocks to indicate the selected note and octave.
-Large restructuring and optimization of CTM for all 9 processed forms of quartz blocks.
-Restructuring and optimization of CTM for oak, spruce, dark oak, acacia, warped and birch planks.
-Restructuring and optimization of CTM for jungle, spruce and dark oak logs.
-Restructuring and optimization of CTM for dried kelp blocks.
-Altered mossy cobblestone to have a more moss-like texture. (CTM support coming later)
-Altered enchantment table model to remove redundant obsidian texture.
-Altered carved pumpkin and jack-o-lantern textures to account for new shader effects.
-Attempted partial fix for the infamous glowing azalea bug (let me know if anvils glow!).
-Fixed a model bug with filled cauldrons.
-Fixed tiling bug with birch blanks.

---Shader Support---
-Added full shader support for all 3 anvils.
-Added full and animated shader support for all 8 cauldrons.
-Added full and animated shader support for the keyboard element of new note blocks.
-Added full shader support for all 9 processed forms of quartz blocks and their CTM.
-Added full shader support for grass block tops and its CTM.
-Added full shader support for all 17 candles in both states, including animations item icons.
-Added full shader support for all 3 forms of pumpkin block.
-Added full shader support for melon blocks.
-Added full shader support for dried kelp blocks.
-Added full shader support for dark oak doors, trapdoors, planks, slabs and stairs.
-Added normals to elytra model and item icon.
-Added structural normals and specular maps for both states of farmland.
-Added structural normals and specular maps for new note blocks.
-Added structural normals and specular maps for spruce, birch and oak planks.
-Added structural normals and spec maps for birch doors and trapdoors.

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