Fixed some keyhole texture case sensitivity thing- also let's not use the
build output resources folder as a dumping ground for textures, thanks.
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@@ -49,8 +49,8 @@ public class RenderDimDoor extends TileEntitySpecialRenderer
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{
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private FloatBuffer buffer = GLAllocation.createDirectFloatBuffer(16);
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private ResourceLocation warpPath= new ResourceLocation(mod_pocketDim.modid + ":textures/other/WARP.png");
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private ResourceLocation keyPath= new ResourceLocation(mod_pocketDim.modid + ":textures/other/Keyhole.png");
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private ResourceLocation KeyholeLight= new ResourceLocation(mod_pocketDim.modid + ":textures/other/KeyholeLight.png");
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private ResourceLocation keyPath= new ResourceLocation(mod_pocketDim.modid + ":textures/other/keyhole.png");
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private ResourceLocation KeyholeLight= new ResourceLocation(mod_pocketDim.modid + ":textures/other/keyholeLight.png");
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private ResourceLocation keyOutline= new ResourceLocation(mod_pocketDim.modid + ":textures/other/keyOutline.png");
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private ResourceLocation keyOutlineLight= new ResourceLocation(mod_pocketDim.modid + ":textures/other/keyOutlineLight.png");
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@@ -2,7 +2,7 @@ itemGroup.dimDoorsCreativeTab=Dimensional Doors Items
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tile.doorGold.name=Golden Door
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tile.transientDoor.name=Transient Door
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tile.dimDoorGold.name=Golden Dimensional Door
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tile.quartzDoor.name=Quartz Door
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tile.doorQuartz.name=Quartz Door
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tile.dimDoorPersonal.name=Personal Dimensional Door
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tile.blockDimWall.name=Fabric of Reality
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tile.blockAlteredWall.name=Altered Fabric
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