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I suspect you might have a pair of debugging glasses on, The DebugLayerTileRenderer doesn't do anything unless the following conditions are met:
There has to be a player; if not there's no render pipeline right now that's worth debugging
The player instance has to have an armorInventory; if it doesn't, wearing is impossible
The glasses stack is fetched from the runtime.items() container, is compared against whatever is in any of the player's armor slots (the glasses need not be on the head). It should be noted that even if the container returns null at this stage, the comparison checks the stack itself isn't null first.
From a quick source check DebugLayerTileRenderer (which is generating the artefacts you're probably seeing; see batchRenderAxis, batchRenderClipBox and batchRenderGBox in DebugLayerTileRenderer) is likely responsible but I can't see any reason it could break.
(fwiw, I don't control the compile pipeline, but if you really think this a compile issue then I'd suggest the working environment be purged entirely; a clean fetch of the latest revision is strongly recommended.)
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Submission checklist
Expected behavior
No graphical errors.
Actual behavior
Graphical error that either shows either the direction around the block (with doors and DHDs) or highlights an entire area (with Stargate bases).
Steps to reproduce
Open up world and place down either DHD, Stargate base, LanteaCraft door, etc.
System information
Solution
Just recompile it. I did not have this issue when I compiled it myself.
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