by VanessaE » Sat May 18, 2013 12:12
Chances are, the facedir was never being set properly to begin with, but you couldn't actually see it. I had this same problem with the waterlilies in my flowers(_plus) mod.
What was happening was that the facedir range was being used wrongly: the rotation values being set were being stored more or less directly in the map, but when the client went to display the nodes that used them, it overflowed the rotation values into a smaller range than what is supported today. So even though an object looked like it was rotated correctly, it actually wasn't. The client was just hiding this fact via that overflow.
When the 6d facedir code went in, the overflow in the client was removed and the value range for display was increased, so those "wrong" values now cause wrongly-rotated nodes, because as far as the engine and client are concerned, they're valid now.
The solution is to fix the mod so that it's not setting the wrong values, and in the meantime use a screwdriver to rotate the misplaced nodes back to the right orientation.