a0b7ec3a90d2e98be1f3c53f71a4b27e2ed48abd
x rotations without uvlock already sampled the model-space element like vanilla (lying logs/pillars, vertical observers/dispensers verified against FaceBakery for every blockstate variant). The remaining divergence was uvlock: faces kept model-extent UVs and were sampled in world orientation, so top stairs, ceiling buttons, fences/walls and ceiling vines showed shifted or rotated textures. Rotated uvlocked elements now also go through the model-space path, with each face's final UVs mapped by vanilla's BlockMath face transformation (inverted, as in FaceBakery). Zero-thickness elements (vine, lichen) always reported their low face; pick the face turned towards the ray instead. Edge-case test plugin: xrot/xrot2 scenes (lying pillars, vertical observers/dispensers/droppers, top stairs, ceiling buttons).
apply vanilla uvlock under blockstate x/y rotations and face zero-thickness elements towards the ray
apply vanilla uvlock under blockstate x/y rotations and face zero-thickness elements towards the ray
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