37fa1d8f561f00fe3f45cd72cc4e8b9ec6ec3196
- face UV orientation now follows vanilla BlockElement.uvsByFace: north/ east/down faces were sampled mirrored. Default UVs adjusted to match. Block and entity faces share one mapping (ElementIntersector.faceUv), so the separate blockUv mode of the entity intersector is gone. - x/y blockstate rotations without uvlock: elements keep their model-space copy and are intersected with the inverse-rotated ray, so textures turn with the model exactly like vanilla (pistons facing down showed their side textures in different directions per face). Replaces the earlier up/down-only UV rotation. Display entities use the same model-space path. Edge-case test plugin: piston/observer/dispenser scenes.
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