User:User-12316399/Simple asset fixes

A work in progress list of block and item asset related fixes that could easily be made to. Most are reported by me.

Unused pixels

 * Total: 11 tickets (11 open)

All of these are incredibly easy fixes, as the fixed versions of the textures are attached to the tickets and therefore can simply replace Java Edition's existing texture files.

Unexpected

 * Total: 1

Optimisations

 * Total: 9 tickets (9 open)

Model optimizations are changes to (or rewrites of) model files which achieve an outwardly identical appearance to how the block in question looks in vanilla (disregarding any differences caused by non-asset-related issues such as ), but using fewer texture planes. This results in a noticeable decrease in rendering lag when these blocks are present, especially in large quantities.

Any visual differences that may arise from optimised models are either due to bugs such as MC-73186 either being present in vanilla but not the optimised model or vice versa (which should not be a reason for not optimising the model - there exists a simple Fabric mod that completely gets rid of this issue anyway), or can only be seen via clipping inside of the block in question, usually in Spectator mode.

Planes that can't be seen

 * Total: 9 tickets (5 open)

These can be considered a very specific case of optimisation. In some models, faces are defined that cannot be seen without clipping inside of the block, usually by means of the Spectator game mode. As these faces can never be seen from the outside (and these blocks aren't designed for the player to go inside of), there is no need for them to be actually rendered by the game, and so rendering them is pointless, can cause extra lag in high quantities, and also bloat the size of the model file increasing the size of Java Edition as a whole.

Note that only block and item models are counted here. Entity models, such as those used by chests, cannot be customised by resource packs.

Missing cullface arguments

 * Total: 6 tickets (5 open)

Another close relative of model optimisation, certain blocks contain faces that can become situationally impossible to see. This most often happens when a full block is next to it, fully occluding the face. Minecraft offers the ability to specify a cullface parameter for each face of a model, which stops said face from rendering if certain blocks such as full cubes are adjacent to the block in that direction.

The vast majority of blocks in the game apply this where possible, however there are still some which do not, even though they should.

NOTE: This section only lists cases where:
 * the model in question is used by a block that renders as a block. Blocks that render as entities (e.g. chests) and entities that use block models (i.e. item frames) cannot use face culling.
 * applying cullface does not cause other visual problems with the model.

Incorrect element sizes

 * Total: 2 tickets (2 open)

For some models, the sizes of certain constituent cuboids aren't specified correctly.

Incorrect texture mapping

 * Total: x tickets (y open)