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L1[00:00:17] *** mrkirby153 is now known as kirby|gone
L2[00:00:42] <shadekiller666> also, for .obj models, as long as one of the "map_Kx" keys is set to "cristallum:green.png", you won't need anything in the "textures":{} block
L3[00:00:46] <MrGrouch> http://puu.sh/l0nHV/116017ed08.png ?
L4[00:01:02] <shadekiller666> thats there so that resourcepack makers can replace the texture if they want to
L5[00:01:09] <MrGrouch> Ahh okay
L6[00:01:20] <shadekiller666> oops
L7[00:01:23] <shadekiller666> no .png on that
L8[00:01:33] <shadekiller666> and ya, that should be fine
L9[00:02:07] <MrGrouch> So make the value for the key "all" under textures "" ?
L10[00:02:27] <shadekiller666> no, just remove "all" completely
L11[00:02:35] <MrGrouch> Done
L12[00:02:39] <shadekiller666> leave the "textures":{} block blank
L13[00:03:12] <shadekiller666> wait
L14[00:03:26] <shadekiller666> is this model just pure green?
L15[00:03:53] <MrGrouch> It will be
L16[00:04:04] <shadekiller666> then you don't even need a texture :P
L17[00:05:20] <shadekiller666> in riparius.mtl, make Ka, Kd, or Ks "0 1 0"
L18[00:05:27] <shadekiller666> also, wtf is Ke...
L19[00:05:31] <shadekiller666> damn it blender
L20[00:06:14] <shadekiller666> MrGrouch, also, remove Ns, Ni, and illum 2, they aren't supported by the loader
L21[00:06:26] <shadekiller666> and Ke,
L22[00:06:55] <killjoy> fg2.0.2 allows me to do this http://pastebin.com/SbmHM7Ba
L23[00:07:07] <killjoy> jar uses notch names
L24[00:07:08] <Gil> shadekiller666, are you sure that I need to write a packet handler just to update an item's durability?
L25[00:07:11] <shadekiller666> i'll have to look into applying multiple color values with Ka/d/s, but in the mean time you can get rid of Ka/s and just use Kd
L26[00:07:15] <Gil> that seems very... roundabout
L27[00:07:30] <shadekiller666> Gil, no, fire the one that vanilla uses to sync the player inventory
L28[00:07:39] <shadekiller666> theres a packet for that
L29[00:07:50] <Gil> hmm
L30[00:08:14] <Gil> I'm looking, just not finding
L31[00:09:22] <MrGrouch> Okay done that
L32[00:09:44] <shadekiller666> should be good to go now
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L34[00:11:53] <MrGrouch> Yep :D
L35[00:12:05] <MrGrouch> Model is offset but that should be an easy fix
L36[00:12:17] <MrGrouch> ty vm
L37[00:12:52] <shadekiller666> thats just a matter of adding "transforms": "forge:default-block" to the "inventory" block in the blockstate json
L38[00:12:56] <shadekiller666> np
L39[00:13:07] <MrGrouch> Also https://gist.github.com/disconsented/8d44c9628857d94f6d5d showed up, not sure if it matters
L40[00:13:39] <shadekiller666> those are printed when the loader encounters a key that it doesn't know what to do with
L41[00:14:03] <shadekiller666> it won't break anything, its there to let you know as a model maker that those things aren't supported
L42[00:14:18] <shadekiller666> so that you aren't confused if something isn't rendering as expected
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L45[00:20:30] <MrGrouch> shadekiller666: Are you sure about needing to add transforms? http://puu.sh/l0oyo/2d5a4ea937.jpg
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L47[00:21:02] <tterrag> your model's origin must be wrong
L48[00:21:04] <shadekiller666> thats not a standard block, you'll have to set the transforms yourself
L49[00:21:13] <shadekiller666> that too ^^
L50[00:21:20] <MrGrouch> Thought so
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L63[00:43:10] <Stygander> hmm, does anyone what mod would create a constant bouncing effect, i know this isnt the best channel
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L71[00:52:41] <tterrag> is there seriously no nbt method for BlockPos
L72[00:52:43] <tterrag> what a useless class
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L74[00:57:16] <TehNut> tterrag: Yup. That's why I'm still using Way's Int3 in BM
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L78[01:01:37] <kashike> TehNut: BM?
L79[01:02:07] <TehNut> BloodMagic
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L83[01:08:57] <shadekiller666> tterrag, thats why thers the "toLong()" and "fromLong()" methods
L84[01:09:07] <tterrag> yeah I found those
L85[01:09:09] <tterrag> still would be nice
L86[01:11:07] <blood_> net.minecraft.client.gui.FontRenderer.drawString()13.72% 6200ms
L87[01:11:26] <blood_> hrmm that perf :P
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L89[01:12:17] <tterrag> fontrenderer is horribad
L90[01:12:19] <tterrag> that's well known :p
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L93[01:20:13] <killjoy> Just never try to split the string on a small int
L94[01:20:16] <killjoy> like 2
L95[01:20:33] <killjoy> instant oom
L96[01:20:56] <tterrag> wut
L97[01:20:57] <tterrag> really?
L98[01:20:58] <tterrag> lol
L99[01:21:27] <killjoy> it can't cut off a single character, so it gets stuck in an infinite loop trying to trim it
L100[01:21:48] <SonarBeserk> hmm anyone else noticed that due to how the guis work, opening a world flashes the mainmenu?
L101[01:22:09] <killjoy> You mean setting the screen to null when the world isn't loaded?
L102[01:22:15] <SonarBeserk> yeah
L103[01:22:27] <SonarBeserk> it means the gui open event gets called an extra time
L104[01:22:29] <killjoy> It usually isn't noticable in vanilla
L105[01:22:42] <killjoy> wanna fix it :p
L106[01:22:44] <killjoy> ?
L107[01:22:56] <SonarBeserk> im not sure how one would really go about it
L108[01:23:04] <SonarBeserk> I understand why it is done that way but still
L109[01:24:36] <SonarBeserk> But it is wreaking havok on my logic
L110[01:25:22] <killjoy> Try not checking for main menu
L111[01:25:44] <killjoy> Maybe you want a disconnect event
L112[01:25:54] <SonarBeserk> Well I need to replace the main menu under normal circumstances. But im using an additional rendering to do so
L113[01:25:54] <killjoy> Or are you trying to replace the main menu?
L114[01:26:24] <SonarBeserk> issue comes down to the fact that everything is hidden correctly up until the nulling that makes the main menu come back up.
L115[01:26:42] <killjoy> Try hooking init instead
L116[01:26:58] <SonarBeserk> init for what?
L117[01:27:01] <killjoy> initGUI
L118[01:27:23] <killjoy> if the gui is what you want, cancel it and set it to your own
L119[01:27:23] <SonarBeserk> well it works fine in any other case
L120[01:27:42] <SonarBeserk> its the extra call that I need to work around
L121[01:28:43] <SonarBeserk> hmm are mixins considered taboo to mention here?
L122[01:29:12] <killjoy> No.
L123[01:29:28] <killjoy> They are far superior to base edits (which is technically what forge uses)
L124[01:29:36] <killjoy> they're just hidden as binary patches
L125[01:30:15] <SonarBeserk> Im trying to figure out if a mixin would be smart
L126[01:30:33] <killjoy> They're not technically supported right now
L127[01:30:43] <killjoy> but if you can figure out how to use them, go for it
L128[01:30:53] <SonarBeserk> fml calls a tryLoadExistingWorld() method that I may can hook into
L129[01:31:09] <killjoy> it's best to do a forge pr, though
L130[01:31:16] <SonarBeserk> dont worry, I can and have already got some mixins
L131[01:31:29] <SonarBeserk> well it is not really a forge fix
L132[01:31:39] <SonarBeserk> its corner case and unsupported at best anyways
L133[01:31:40] <killjoy> Isn't it?
L134[01:32:10] <killjoy> I think the error is in the loading screen.
L135[01:32:12] <SonarBeserk> its an issue you only get when using additional rendering the way I am
L136[01:32:17] <killjoy> Probably thinks the world is loaded, but it's not.
L137[01:33:23] <SonarBeserk> flow goes: main menu --> replace, click singleplayer --> hide elements --> choose world --> pop main menu back up. so the issue is actually I need to rehide things
L138[01:37:23] <tterrag> what are you changing with the main menu?
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L140[01:37:47] <MrGrouch> shadekiller666: How would I make somthing transparant?
L141[01:38:04] <tterrag> MrGrouch: the color probably has an alpha value no?
L142[01:38:12] <tterrag> you'd need to tell the game your block needs pass 1
L143[01:38:16] <shadekiller666> uhh
L144[01:39:22] <shadekiller666> atm you can't i don't think, but within the next couple of days i should have the next patch ready for the OBJ loader, which will support transparency for models
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L146[01:39:34] <shadekiller666> hmmm
L147[01:39:51] <MrGrouch> Okay then
L148[01:40:05] <MrGrouch> Ill just work on somthing else in the meantime then
L149[01:40:23] <tterrag> shadekiller666: you didn't consider alpha initially? :l
L150[01:40:42] <shadekiller666> i couldn't
L151[01:40:47] <tterrag> ...?
L152[01:41:21] <tterrag> is the render pass stuff gone?
L153[01:41:24] <shadekiller666> over the last few days, asside from pulling the obj loader in, fry also rewrote part of the lighting system
L154[01:41:56] <shadekiller666> prior to said rewriting, transparency wasn't properly supported
L155[01:42:45] <shadekiller666> the reason the obj loader doesn't yet have support for it is because those lighting changes were made between my last commit to the obj pr and it getting pulled
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L162[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151028 mappings to Forge Maven.
L163[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151028-1.8.zip (mappings = "snapshot_20151028" in build.gradle).
L164[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
L165[02:00:59] <SonarBeserk> tterrag: total replacement actually, swapping out the rendering system
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L177[02:49:38] <fry> transparency is still there, there are layers instead of passes now though
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L200[04:08:50] <MrGrouch> How would I cause the generate event for world gen be called once in a chunk?
L201[04:09:23] <MrGrouch> I could just keep tweaking the RNG but I feel like there is a better way
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L241[06:18:30] <Wuppy> o/
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L243[06:22:04] <Wuppy> welp... this was one of the craziest nights ever
L244[06:22:14] <Wuppy> which is impressive considering some of my previous nights :P
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L246[06:32:12] <Ivorius> Fuck you I still have at least one day to go before something happens in this city :P
L247[06:32:35] <Wuppy> tonight so much random shit happened, there are things I won't even mention here :P
L248[06:33:11] <Ivorius> Also on Sunday from 2:00 to 24:00 there is a ban on dancing
L249[06:33:18] <Ivorius> like
L250[06:33:19] <Ivorius> wat
L251[06:33:26] <Wuppy> da hell?
L252[06:33:52] <Ivorius> All Saints Day
L253[06:34:06] <Ivorius> It's what they call a 'Quiet Day' here and there is to be no fun
L254[06:34:51] <sham1> :P
L255[06:35:04] <sham1> Gotta honor them saints
L256[06:35:54] <Ivorius> No dancing, no gambling, no flea markets, and most of all no public entertainment
L257[06:36:27] <Ivorius> No public sports, no car washing
L258[06:36:47] <Ivorius> Hey guys let's have a day where we all sit at home bored as shit, how's that sound
L259[06:37:02] <fry> amazing
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L261[06:38:40] <sham1> Stop having fun guys
L262[06:38:51] <Wuppy> \o/ at least I'm not the only one who can't install PhyreEngine
L263[06:39:02] <Ivorius> No sham1, just on Sunday
L264[06:39:11] <Wuppy> one of my teachers who left last year happened to reply to the same thread at Sony support and he can't do it either :P
L265[06:40:15] <unascribed> is there a way to prevent the item's use time and such from resetting every time the NBT changes?
L266[06:40:22] <Ivorius> iirc, no
L267[06:40:25] <unascribed> -.-
L268[06:40:38] <unascribed> any good workarounds
L269[06:40:52] <sham1> what do you exactly try to do
L270[06:41:01] <sham1> Because I don't get it
L271[06:41:01] <Ivorius> Store NBT temporarily in player data, on stop use put it into the item
L272[06:41:05] <fry> http://www.youtube.com/watch?v=wFWDGTVYqE8
L273[06:41:27] <sham1> Umn, what video is that
L274[06:41:56] <fry> an internet type of video
L275[06:42:02] <fry> what are you asking? :P
L276[06:42:33] <Ivorius> https://www.youtube.com/watch?v=tkplPbd2f60
L277[06:44:07] <unascribed> I guess I'll just consume ammo when the gun fires rather than as it starts charging
L278[06:45:03] <Ivorius> Well, that was fun
L279[06:45:35] <fry> damn that guy can sing
L280[06:45:35] <Ivorius> But now I need some great music to cleanse myself again, lol
L281[06:46:55] <Ordinastie> unascribed, 1.8 ?
L282[06:46:59] <unascribed> 1.7
L283[06:47:00] <unascribed> sadly
L284[06:47:14] <Ordinastie> https://github.com/Ordinastie/MalisisDoors/blob/master/source/net/malisis/doors/door/item/ForcefieldItem.java#L299-L302
L285[06:47:41] <unascribed> except that won't work for my gun since it needs to charge up
L286[06:47:49] <Wuppy> Ivorius, http://radio.q-dance.com/
L287[06:48:01] <Ordinastie> what do you mean ?
L288[06:48:05] <unascribed> when the nbt update happens, the client resets it's local use time
L289[06:48:07] <unascribed> but the server doesn't
L290[06:48:18] <unascribed> so I end up getting hurt for overheating it when all I see is the gun glitching on and off
L291[06:48:22] <unascribed> and it consuming ammo like mad
L292[06:48:31] <Ivorius> Wuppy, maybe when I'm done with https://www.youtube.com/watch?v=lPVBrRd9wCo :P
L293[06:48:49] <Ordinastie> just handle the useTime manually
L294[06:48:53] <Wuppy> too slow
L295[06:48:57] <unascribed> ._.
L296[06:49:13] <unascribed> oh, you mean pass a specific use time to setItemInUse
L297[06:49:16] <unascribed> I don't think that will do anything
L298[06:49:21] <Ordinastie> Worakls are great
L299[06:49:27] <Wuppy> anyway, yesterday we got a reason to start our "list"
L300[06:49:34] <Wuppy> you earn points every time you do something stupid
L301[06:49:43] <Wuppy> I'm getting a pretty big head start :<
L302[06:49:47] <Ordinastie> unascribed, use custome handling via NBT directly
L303[06:49:52] <Ivorius> I'm not exactly a bundle of Energy
L304[06:49:56] <Ivorius> Only slightly :P
L305[06:49:59] <unascribed> I'd much rather just consume the ammo after it's shot
L306[06:50:19] <unascribed> I was hoping for an easy workaround, not a "switch to doing everything manually" 'workaround' :P
L307[06:53:11] <Ordinastie> Ivorius, https://www.youtube.com/watch?v=g3nwFd0qT3M
L308[06:54:02] <Ivorius> Yeah, that one's on my list too :P
L309[06:54:52] *** kroeser|away is now known as kroeser
L310[06:56:15] <Ordinastie> damn VS studio is annoying when you're used to Eclipse s:
L311[06:57:30] <IoP> damn VS studio is annoying <= fixed it
L312[06:57:36] <Wuppy> VS > Eclipse
L313[06:57:44] <Wuppy> Eclipe > IDEA
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L315[06:58:57] <fry> vim > everything, except perhaps emacs :P
L316[06:59:29] <Ivorius> I'm just gonna enclose these messages as the pit of lies
L317[06:59:46] <diesieben07> throwing vim into the mix is not fair, it's not an IDE
L318[06:59:49] <Ivorius> Take your chance to repent by downloading IDEA
L319[07:00:04] <Ordinastie> ^ exactly my thought
L320[07:00:13] <Ordinastie> downloading IDEA IS a punishment
L321[07:00:58] <Ivorius> If you voluntarily indulge in masochism, then yes
L322[07:02:35] <Ivorius> Wuppy: That one's pretty dope too though
L323[07:03:37] <Ivorius> But I can't dance in the library
L324[07:04:15] <fry> you can dance if you want to
L325[07:04:42] <fry> you can leave your friends behind
L326[07:05:03] <Ivorius> but what if they don't dance
L327[07:05:22] <fry> well, if they don't dance
L328[07:05:30] <diesieben07> WAT
L329[07:05:34] <diesieben07> whats with the idea hate :(
L330[07:05:44] <fry> then they're no friends of mine :P
L331[07:05:51] <Ivorius> well yes
L332[07:05:55] <Ivorius> They're my friends, not yours
L333[07:05:59] <unascribed> as an Eclipse user who is constantly shouted at by IDEA users who constantly tell me I'm dumb for using Eclipse
L334[07:06:03] <unascribed> It's nice to see a change of pace
L335[07:06:35] <unascribed> IDEs are a matter of preference and as such far too many people take it far too seriously :P
L336[07:06:44] <sham1> IDEA > Eclipse
L337[07:07:04] <Ivorius> There are right preferences, and there are wrong preferences
L338[07:07:08] <unascribed> ~ in your opinion ~
L339[07:07:11] <Ivorius> You'll learn that when you're older
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L341[07:07:21] <sham1> Yeah, right and wrong preferences
L342[07:07:24] <barteks2x> It's not that I don't like eclipse. It's that everytime I use it it's horribly broken.
L343[07:07:28] <unascribed> ¯\_('.')_/¯
L344[07:07:36] <fry> like, being young is a wrong preference :P
L345[07:08:13] <sham1> Diesieb, there is no hate against IDEA
L346[07:08:21] <sham1> People just for some reason use Eclipse more
L347[07:08:48] <fry> "some reason"
L348[07:08:54] <sham1> Some reason
L349[07:10:06] <Ivorius> 1) It's free
L350[07:10:14] <sham1> So is IDEA
L351[07:10:22] <unascribed> free as in freedom :P
L352[07:10:35] <sham1> It is free as in libre and gratis
L353[07:10:44] <unascribed> free as in beer is the wrong kind of free
L354[07:11:06] <sham1> Free as in both
L355[07:11:10] <unascribed> unless your fancy words are supposed to mean "it's open source too"
L356[07:11:22] <Ivorius> I honestly don't know
L357[07:11:36] <Ivorius> The only arguments I've heard were they didn't 'like the visual design'
L358[07:11:47] <Ivorius> Which I absolutely cannot understand, but eh
L359[07:12:55] <fry> "The original members were Borland, IBM, Merant, QNX Software Systems, Rational Software, Red Hat, SuSE, TogetherSoft and WebGain.[6] The number of stewards increased to over 80 by the end of 2003. In January 2004, the Eclipse Foundation was created."
L360[07:13:50] <fry> the amount of big players in that list probably contributed a lot to it's success :P
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L372[07:20:22] <gigaherz> the most comon argument against idea is "it's made by JetBrains"
L373[07:20:33] <gigaherz> but that has never seemed a bad thing to me ;P
L374[07:20:45] <unascribed> but they attached jets to their brains
L375[07:20:52] <unascribed> that's obviously unhealthy and therefore they cannot be trusted
L376[07:20:56] <gigaherz> anything made by the people who make ReSharper must be good!
L377[07:20:57] <gigaherz> ;p
L378[07:21:32] <BatZorn> if I add information client side to the NBT of TE's or items, will they change what is server side as well?
L379[07:22:04] <gigaherz> nope
L380[07:22:26] <gigaherz> the client doesn't normally send data back automatically
L381[07:22:32] <gigaherz> you should be changing things always in the server
L382[07:22:51] <BatZorn> fffff, then I need some way of keeping track of something client side only x.x
L383[07:22:52] <gigaherz> otherwise
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L385[07:23:03] <gigaherz> people would be able to hack that and send wrong data
L386[07:23:14] <gigaherz> so what you do is
L387[07:23:19] <gigaherz> when something happens in the client
L388[07:23:22] <gigaherz> you notify the server
L389[07:23:27] <gigaherz> and the server decides if the action is legit
L390[07:23:29] <gigaherz> and performs it
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L395[07:38:22] <sham1> May I just say that Atom is probably the best non-Emacs text editor I've used
L396[07:39:10] <gigaherz> notepad++ for me ;P
L397[07:39:27] <BatZorn> notepad++
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L399[07:39:45] <Wuppy> atom is pretty nice but notepad++ is the way to go
L400[07:40:30] <BatZorn> I love the compare addon
L401[07:40:37] <BatZorn> diff <3
L402[07:40:43] <gigaherz> I use TortoiseUDiff for that
L403[07:41:01] <gigaherz> or WinMerge for whole-folder comparisons outside of source control
L404[07:41:24] <Wuppy> p4v also has a very nice diff editor
L405[07:43:13] <Stygander> hmm, my friend showed my this site that would be useful for people who have to help family over the phone with basic techy issues
L406[07:44:03] <Stygander> http://www.chasms.com
L407[07:44:39] <Cypher121> dunno, I prefer this one: http://lmgtfy.com
L408[07:45:18] <Wuppy> lmgtfy is amazing
L409[07:45:30] <Stygander> Cypher121: yea, but that can be hard to give over the phone
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L415[07:52:23] <sham1> Not really
L416[07:52:41] <Wuppy> hype, new nucl.ai lesosn :D
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L419[08:05:20] <BatZorn> is it possible to get the mod that added an item? .-.
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L421[08:07:02] <unascribed> if you get the ID from the registry, it'll be a ResourceLocation
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L423[08:07:07] <unascribed> you could use the resource domain
L424[08:07:15] <unascribed> which is almost always the modid
L425[08:08:04] <BatZorn> man, this is going to break so hard on people that don't code their stuff properly x3x
L426[08:09:20] <unascribed> well, Forge sets the resource domain
L427[08:09:27] <BatZorn> lesse, I get the itemstack of the plank block through the oredictionary
L428[08:09:31] <unascribed> you may have noticed you don't have to specify your modid when you register your items
L429[08:09:44] <unascribed> there's an alternate register overload that takes a modid argument, but it's ignored
L430[08:10:02] <BatZorn> then I need to get the namespaced name of that block so getBlockFromName will work
L431[08:10:10] <unascribed> ??
L432[08:10:36] <BatZorn> so that I use that string as the key to keep track of the color of the block on the client side
L433[08:11:19] <BatZorn> I can't go through the resourcelocation, because that's client side only
L434[08:11:46] <BatZorn> well, I COULD, but I would still need a server side way of doing it
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L436[08:11:55] <unascribed> ResourceLocations are in .util
L437[08:11:58] <unascribed> they exist on both sides...
L438[08:12:05] <BatZorn> really?
L439[08:12:12] <BatZorn> hmm
L440[08:12:12] <unascribed> the blockregistry uses them for all block names
L441[08:12:15] <unascribed> so does the item registry
L442[08:12:23] <BatZorn> riiight, ok
L443[08:12:29] <unascribed> at least in 1.8
L444[08:12:31] <unascribed> in 1.7 it uses strings
L445[08:12:46] <BatZorn> this is 1.7.10
L446[08:13:10] <unascribed> well, then it's something to the effect of Block.blockRegistry.getNameForObject(myBlock).split(":")[0]
L447[08:13:29] <unascribed> I'd suggest using indexOf and substring rather than a split
L448[08:13:34] <unascribed> but it's easier to illustrate a split :P
L449[08:13:48] <BatZorn> actually I don't have to do the split
L450[08:13:54] <BatZorn> I need the full string anyways
L451[08:16:00] <BatZorn> so I could do Block.blockRegistry.getNameForObject(Block.getBlockFromItem(itemStack.getItem())); and that should work, right?
L452[08:16:11] <unascribed> if the item is a block, it should
L453[08:16:43] <BatZorn> well I HOPE that noone has registered a plank as just an item
L454[08:16:56] <BatZorn> the only one that comes to mind is terrafirma craft
L455[08:17:03] <unascribed> I know of a few mods that do
L456[08:17:09] <unascribed> to be safe, check if it's an ItemBlock
L457[08:17:18] <BatZorn> fek, alright
L458[08:17:21] <BatZorn> uh
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L460[08:17:43] <unascribed> itemStack.getItem() instanceof ItemBlock
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L463[08:21:57] <BatZorn> do you happen to know of any mods that seperate planks by NBT?
L464[08:22:13] <BatZorn> I really hope not...
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L469[08:31:24] <Cypher121> TE planks?
L470[08:31:31] <woggy> i'm getting a 503 error when trtying to connect to the wiki. is this a known issue, or just me?
L471[08:32:49] <BatZorn> Cypher121: I'm looking for all plank blocks using the oredict for woodPlank
L472[08:33:03] <Cypher121> yeah, that's corrent
L473[08:33:06] <Cypher121> correct
L474[08:33:28] <BatZorn> but there are mods that have just items that are added to that list
L475[08:33:42] <Cypher121> but if there's a mod that uses nbt for plank blocks, it means it add tile entity planks
L476[08:33:50] <Cypher121> oh, for items
L477[08:34:28] <Cypher121> still, nothing comes to mind
L478[08:34:39] <BatZorn> like terrafirmacraft(I think) and whatever mod adds the items in regrowth for planks
L479[08:34:46] <BatZorn> plank replacement*
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L481[08:35:53] <Cypher121> if planks are not recognizable with oreDict, it's fault of the mod that adds it
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L484[08:41:14] <BatZorn> I might just throw out all planks that have no blocks
L485[08:46:53] <Cypher121> what are you using them for?
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L487[08:49:15] <BatZorn> bed frame color
L488[08:49:34] <BatZorn> let the player make a bed with each type of available frame
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L490[08:51:49] <aaa801> I added a entity spawn with this, EntityRegistry.addSpawn(EntityChocobo.class, 2, 1, 5, EnumCreatureType.AMBIENT, BiomeGenBase.forest, BiomeGenBase.plains);
L491[08:51:54] *** Gaz|Away is now known as Gaz
L492[08:51:58] <aaa801> and now i have 1000's of entitys spawning in small areas =/
L493[08:52:19] <aaa801> http://i.imgur.com/ikmRZ3F.png
L494[08:52:28] <BatZorn> \o/
L495[08:52:42] <BatZorn> wat, are you the mod author of chococraft? :O
L496[08:52:45] <BatZorn> wait*
L497[08:53:35] <aaa801> aye
L498[08:53:52] <aaa801> working on the rewrite
L499[08:55:32] <BatZorn> would I be able to use your rider state packets for a mech I'm working on so that I can get when the player jumps while riding the mech entity?
L500[08:56:12] <aaa801> sure
L501[08:56:20] <aaa801> we fixed the jump stuff recently
L502[08:56:57] <aaa801> next issue is the impending chocapocalypse
L503[08:57:06] <BatZorn> you could look at what I did with it, it took me a while but I figured out how to make the mech jump reliably, AND catch when it starts the jump and when it lands
L504[08:57:25] <aaa801> any idea why so many are spawning/
L505[08:57:39] <BatZorn> I, uh, took that snippet of code from your mod a while ago, just never got around to actually asking for it x3x;
L506[08:57:49] <BatZorn> aaaand there should be something about spawn rules somewhere
L507[08:57:50] <BatZorn> uh
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L510[09:00:32] <BatZorn> 1.8?
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L514[09:01:46] <aaa801> ye
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L516[09:05:50] <BatZorn> how fast did those entities appear?
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L518[09:07:41] <aaa801> instantly
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L520[09:08:58] <BatZorn> what does your getCanSpawnHere look like
L521[09:09:05] <aaa801> i don't have one
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L524[09:11:19] <woggy> Okay, something odd has happened - I nuked and reinstalled my development folder (after slightly messing it up trying to get Git working) and now the Minecraft-specific stuff that used to be in a library is now all appearing in the top-level view. There was an error message that I (perhaps foolishly) clicked through and now can't get to reappear.
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L526[09:11:45] <Cypher121> nuke it again and read the message
L527[09:11:47] <Cypher121> duh
L528[09:11:57] <woggy> I can't get the message to reappear.
L529[09:12:09] <woggy> even with nuking again.
L530[09:12:22] <Cypher121> no idea then
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L532[09:12:58] <BatZorn> aaa801: what are you extending for the chocobo entity?
L533[09:13:15] <aaa801> BatZorn, EntityTameable
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L536[09:30:10] <BatZorn> hmm, try changing the 2 to a 10 in your add spawn. the only other thing I can suggest to limit the spawning would be to do something with getCanSpawnHere and make sure that method fires
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L541[09:57:13] <aaa801> =/
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L551[10:13:10] <BatZorn> aaa801: try making it something other than ambient
L552[10:13:28] <BatZorn> it's technically just a passive mob like a cow, so...
L553[10:13:37] <aaa801> ye i got it figured now
L554[10:13:38] <aaa801> ;)
L555[10:13:41] <BatZorn> \o/
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L557[10:21:30] <aaa801> now to fix the speed when flying
L558[10:22:57] <BatZorn> woo
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L569[10:49:36] <gigaherz> haha
L570[10:49:43] <gigaherz> https://twitter.com/Dinnerbone/status/659396115062767616
L571[10:50:45] <Wuppy> heh, I love how joining a student association is saving me money xD
L572[10:52:21] <sham1> end crystal
L573[10:52:31] <sham1> AFAIK those are not mineable
L574[10:54:47] <alex_6611> ppl are saying they drop from skeleton horses, but that seems a little silly to me if it's true :D
L575[10:55:01] <gigaherz> yeah
L576[10:55:11] <gigaherz> should be something to do with nether stars and ender pearls
L577[10:55:31] <gigaherz> like 4 pearls and 4 glass around a nether star
L578[10:55:36] <alex_6611> yea
L579[10:55:43] <gigaherz> or maybe 4 nether stars around an eye
L580[10:55:50] <gigaherz> or 8 nether stars around an eye
L581[10:56:09] <alex_6611> 4 nether stars and 4 eyes around a diamond? :D
L582[10:56:11] <gigaherz> or nether stars around the dragon egg, andgives 4 in return
L583[10:56:26] <gigaherz> although that'd suck
L584[10:56:37] <alex_6611> @Dinnerbone said that he didn't want to use the dragon egg for this because of MP
L585[10:56:44] <gigaherz> yeah
L586[10:56:47] <gigaherz> that's why it would suck
L587[10:57:11] <alex_6611> otherwise he'd just made it so you spawn the dragon using the egg
L588[10:57:27] <gigaherz> bth best thing IMO would be like
L589[10:57:45] <gigaherz> the end buildings having a chance to spawn another different portal
L590[10:57:54] <gigaherz> that sends you to another end island further away
L591[10:58:08] <alex_6611> hah
L592[10:58:10] <gigaherz> like at 10k-ish blocks from the center, like the chaos guardians from draconic evolution
L593[10:58:11] <alex_6611> yea maybe
L594[10:58:48] <gigaherz> and better yet: those other islands could spawn harder dragons too :D
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L596[10:59:32] <gigaherz> dragon difficulty level = <distance from 0,0> / 10000
L597[11:02:51] <tterrag> wow it's been so long since I did tooltips manually
L598[11:02:57] <tterrag> do I need a custom itemblock for block tooltips?
L599[11:03:28] <gigaherz> either that or the tooltip event handler
L600[11:04:28] <tterrag> bleh
L601[11:04:31] <tterrag> dumb
L602[11:04:32] <tterrag> but ok
L603[11:12:03] <tterrag> fry: does new forge have better item rendering?
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L606[11:16:49] <aaa801> tterrag, aparantly
L607[11:17:07] <tterrag> in what way?
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L616[11:32:11] <smbarbour> So... with 1.8 Forge, how does it relate to the Minecraft version? Is it forward compatible to the later incremental versions (1.8.8), does it patch in the bug fixes of those later releases, or is it simply at 1.8 until further notice?
L617[11:32:35] <sham1> 1.8 forge is not forward compatible
L618[11:32:45] <sham1> You need 1.8.8 version whenever that comes out
L619[11:33:11] <gigaherz> forge is never forward-compatible
L620[11:33:18] <gigaherz> each version of forge maps to one and only one version of mc
L621[11:33:23] <sham1> Also this
L622[11:33:30] <gigaherz> mods however, can be forward-compatible
L623[11:33:39] <blood|wrk> 1.8.8 clients can connect to forge servers though if no mods required
L624[11:33:41] <sham1> If you want to mod for other versions
L625[11:33:42] <fry> tterrag: yes, what do you expect to improve though?
L626[11:33:44] <sham1> You could be insane and mcp, but that is not supported
L627[11:33:53] <sham1> By anyone
L628[11:33:55] <gigaherz> if and only if, the forge versions use the same mappings format
L629[11:34:05] <gigaherz> as in, the SRG names stay the same
L630[11:34:33] <gigaherz> which is mostly never true between major versions of mc
L631[11:34:50] <gigaherz> and often true between minor patches
L632[11:35:04] <gigaherz> (mostly because MC's methods themselves change)
L633[11:35:30] <smbarbour> I know all of that. I was just wondering if something had changed from the MCP perspective with a few of the MCP guys being Mojang employees now.
L634[11:35:48] <gigaherz> nah
L635[11:35:53] <gigaherz> mcp is a community effort
L636[11:35:56] <sham1> Propably it just is that they get mapping early as MCP is not related to Forge
L637[11:36:14] <sham1> At least they could get the mappings early
L638[11:36:33] <aaa801> mcp has some tool that compares methods between versions, that gets a lot of the grunt work done
L639[11:36:45] <smbarbour> sham1: According to MCP's website - "We recommend Minecraft Forge API to create compatible mods. Forge is built on top of MCP."
L640[11:36:49] <gigaherz> yeah and the rest is done by whoever happens to be active at the time, often lex himself
L641[11:36:50] <gigaherz> ;P
L642[11:37:01] <aaa801> i wish they would make it more public tbh
L643[11:37:08] <sham1> smbarbour, but that does not mean they are related
L644[11:37:14] <aaa801> like they dont release the newer mcp until all the base mappings are done
L645[11:37:15] <sham1> It just means that forge is built ontop of it
L646[11:37:52] <gigaherz> smbarbour: the mcp mapping could be used without mcp
L647[11:37:54] <gigaherz> eh
L648[11:37:56] <gigaherz> without forge
L649[11:38:02] <sham1> Yeah
L650[11:38:03] <gigaherz> by re-ofbuscating the names afterward
L651[11:38:08] <gigaherz> and dumping the changed files in the jar
L652[11:38:17] <sham1> But again, no one will support that
L653[11:38:17] <gigaherz> like we used to do back in the 1.2.5 days
L654[11:38:20] <sham1> Yeh
L655[11:38:21] <smbarbour> But the inverse doesn't hold true... using Forge without MCP.
L656[11:38:23] <gigaherz> but that's clunky at best
L657[11:38:31] <gigaherz> forge without mcp doesn't make sense
L658[11:38:39] <gigaherz> or more accurately
L659[11:38:48] <gigaherz> mcp are tools used to generate srg mappings
L660[11:38:55] <gigaherz> and forge without srg mappings doesn't make sense
L661[11:39:04] <sham1> MCP is forge's dependency
L662[11:39:05] <gigaherz> because it's built on top of the translation provided by the srg files
L663[11:39:08] <gigaherz> so
L664[11:39:17] <gigaherz> forge requires srg mappings which rely on mcp to get generated
L665[11:39:38] <gigaherz> if mcp didn't exist
L666[11:39:42] <gigaherz> forge would still need mappings
L667[11:39:49] <gigaherz> so something akin to mcp would exist within forge
L668[11:39:55] <smbarbour> That's all I really meant. If something fundamentally different happened with MCP such that it became forward compatible, it would possibly extend that to Forge as well.
L669[11:39:55] <gigaherz> but since mcp exists, it just makes use of it.
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L671[11:40:07] <gigaherz> ...
L672[11:40:08] <gigaherz> well
L673[11:40:11] <gigaherz> there's no fundamental changes
L674[11:40:14] <sham1> It's complicated
L675[11:40:15] <gigaherz> mostly because one simple reason:
L676[11:40:18] <gigaherz> the codechanges.
L677[11:40:26] <sham1> Because MC's API changes between changes
L678[11:40:27] <gigaherz> code changes*
L679[11:40:28] <tterrag> fry: the ability to rebind texture is what I'm looking for
L680[11:40:37] <gigaherz> the only way mcp would become obsolete
L681[11:40:45] <gigaherz> would be if Mojang themselves created a stable modding api
L682[11:41:11] <gigaherz> if/until that happens
L683[11:41:30] <sham1> Yeah
L684[11:41:36] <gigaherz> we are stuck with deobfuscated names, and community-contributed pretty names
L685[11:41:39] <sham1> And then Forge would just depend on that rather than MCP
L686[11:42:02] <smbarbour> I'm well aware. I'm not a newbie to modding. I've been around for a long time. I just hadn't really looked at 1.8 yet.
L687[11:42:14] <gigaherz> well then
L688[11:42:15] <gigaherz> tere you go
L689[11:42:35] <gigaherz> as far as mcp/srg is concerned, 1.8 changed nothing
L690[11:42:37] <gigaherz> 1.8.2 did.
L691[11:42:49] <sham1> except for blockstates and stuff
L692[11:42:50] <gigaherz> 1.8.2 marked the first release to contain extra metadata in the class information
L693[11:42:53] <sham1> The API changed
L694[11:42:58] <smbarbour> I was the crazy guy that would port mods to MCPC from source, by hand.
L695[11:42:59] <sham1> But that is more substantial
L696[11:43:22] <gigaherz> and so 1.8.2 was the first release to require substantial changes to the mcp toolkit
L697[11:43:28] <blood|wrk> smbarbour: I've solved a ton of issues that MCPC/Cauldron had to do in the past =)
L698[11:43:32] <gigaherz> including the deobfuscator
L699[11:43:33] <sham1> And it would allow stuff like generics
L700[11:43:38] <blood|wrk> Sponge now fires block break events, no need for a mod to do it anymore
L701[11:43:42] <blood|wrk> i know what causes what
L702[11:43:47] <gigaherz> and lex is actively working on upgrading forge to 1.8.8
L703[11:43:51] <blood|wrk> same with place/modify etc
L704[11:43:52] <smbarbour> I know blood... I was one of the MCPC moderators.
L705[11:44:02] <blood|wrk> right but you dont know about sponge
L706[11:44:15] <blood|wrk> redstone tracking? sure =)
L707[11:44:17] <blood|wrk> all done
L708[11:44:32] <blood|wrk> fakeplayers are pretty much useless now
L709[11:44:33] <sham1> And he should be thanked for all the work he does for us. Sometimes it feels like we just keep demanding from Lex while he works like crazy to enable us this thing
L710[11:44:54] <sham1> And I can raise my hat for that effort
L711[11:45:00] <blood|wrk> lex is a machine :P
L712[11:45:34] <blood|wrk> going to be nice once the next update comes out that includes generics
L713[11:45:43] <sham1> ye
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L716[11:45:54] <tterrag|away> fry: ping me with whatever, I'll get it
L717[11:47:43] <gigaherz> woah, just booted ARK, and it made my whole machine crawl
L718[11:47:46] <gigaherz> I'll do a reboot
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L720[11:48:00] <smbarbour> ARK does that
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L725[11:50:59] <blood|wrk> yup i have Sli 980's and ARK runs like complete shit
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L728[11:51:56] <Wuppy> turn off lighting and it'll fun perfectly
L729[11:51:59] <Wuppy> or so I've heard
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L731[11:53:00] <Pennyw95> Is 1.8-11.14.3.1532 a valid forge build?
L732[11:53:18] <shadekiller666> is it still on the website?
L733[11:53:46] <Pennyw95> well, yes, it's the latest one...but I get a build failed in the prompt
L734[11:54:02] <Pennyw95> saying the file does not exist
L735[11:54:10] <shadekiller666> AbrarSyed, ^
L736[11:54:23] <Wuppy> I should really finish this: http://www.jimmykoene.me/wp-content/uploads/2015/07/Bomb-Voyage-in-game-1024x576.jpg
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L738[11:57:40] <AbrarSyed> hmmm'
L739[11:58:38] <AbrarSyed> working fine for me...
L740[11:58:43] <AbrarSyed> shadekiller666, Pennyw95 ^
L741[11:59:01] <Pennyw95> weird
L742[11:59:04] <AbrarSyed> https://www.abrarsyed.com/screenshots/2015-10-28_11-58-55.png
L743[11:59:04] <shadekiller666> you're the gradle expert :P
L744[11:59:27] <AbrarSyed> I blame your internet, a firewall, antivirus.. something like that
L745[11:59:41] <AbrarSyed> try with --refresh-depednencies
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L747[11:59:47] <Pennyw95> who knows... genSrgs is where it fails
L748[11:59:48] <AbrarSyed> also, FG 2.0.2 is out, use it.
L749[11:59:58] <shadekiller666> penny, make sure your jre is allowed to use the internet
L750[12:00:20] <AbrarSyed> ooohhhh... Pennyw95, your issue is thatyou are trying to use FG 1.2 for a 1.8+ version of forge...
L751[12:00:28] * AbrarSyed thaught he added yelling for that
L752[12:00:34] <AbrarSyed> hmm.. gues I didnt..
L753[12:00:34] <Pennyw95> oh shit I forgot about that
L754[12:01:07] <Pennyw95> is this ok? 'net.minecraftforge.gradle:ForgeGradle:2.0.2-SNAPSHOT'
L755[12:01:13] <AbrarSyed> https://github.com/MinecraftForge/ForgeGradle/blob/FG_1.2/src/main/java/net/minecraftforge/gradle/user/patch/ForgeUserPlugin.java#L36-L44 << someone find the mistake
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L757[12:01:39] <AbrarSyed> Pennyw95, read: https://github.com/AbrarSyed/MinecraftForge/blob/patch-1/mdk/build.gradle#L1-L21
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L759[12:05:19] <Pennyw95> here is my gradle.build: http://pastebin.com/AnJyfJMT . What I should do then is change 1.2 to 2.0 and then apply the 2.0.2 plugin?
L760[12:06:47] <Pennyw95> just kidding
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L762[12:08:52] <aaa801> o/ blood|wrk
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L768[12:28:06] <Wuppy> this game looks amazing :o http://40.media.tumblr.com/6733490a62a32519369bc45faadb9c43/tumblr_inline_nufmf8aSAP1si3zx7_1280.jpg
L769[12:31:04] <shadekiller666> abrar, to update a dev env to using FG2.0.2, what needs to be done?
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L771[12:32:33] <Pennyw95> Now the build fails because "ForgeGradle 2.0 requires Gradle 2.3 or above". Is it some more gradlew.build stuff to tweak?
L772[12:32:55] <sham1> es
L773[12:33:06] <sham1> Get a local gradle thing for yourself
L774[12:33:11] <sham1> Install it
L775[12:33:29] <sham1> And enjoy using gradle without relying on wrappers so much
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L778[12:37:12] <diesieben07> no! bad sham1, no cookie.
L779[12:37:21] <sham1> Why
L780[12:37:36] <sham1> Wrappers are bad, mkay
L781[12:37:39] <diesieben07> no
L782[12:37:42] <diesieben07> local gradle install is not encouraged
L783[12:37:50] <diesieben07> because you can't have more than one side by side
L784[12:38:58] <sham1> Wellit would be easier if Windows actually had packet management so you would not have to worry about which gradle it hits as it would always hit the most recently installed one, unless you are explicit
L785[12:39:23] <diesieben07> and then you try to build some project that requires an older version of gradle.
L786[12:39:51] <sham1> You can just not have it in PATH and then refer to the older version that way
L787[12:40:16] <sham1> (And by that I mean not have the old version in PATH)
L788[12:40:19] <diesieben07> and that is less ugly than using the wrapper how? :D
L789[12:40:38] <diesieben07> and how do you tell your IDE with gradle integration abotu that?
L790[12:40:39] <Pennyw95> so what do you suggest diesieben?
L791[12:40:41] <diesieben07> its just all ugly
L792[12:40:57] <sham1> IDEA can specify the gradle install foldier at least in windows
L793[12:41:08] <diesieben07> task wrapper(type: Wrapper) {gradleVersion = '2.X'}
L794[12:41:08] <sham1> In Linux it just looks it up from PATH
L795[12:41:10] <diesieben07> gradlew wrapper
L796[12:41:11] <diesieben07> done.
L797[12:41:18] <tterrag|away> nooo
L798[12:41:31] <tterrag|away> Just change the gradle-wrapper.peoperties...
L799[12:41:41] <diesieben07> or that but meh
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L801[12:41:59] <Pennyw95> where??
L802[12:42:06] <sham1> https://gyazo.com/2e848b485f7255a7a99257f1339928ba
L803[12:42:19] <sham1> Like here are all my local gradle installs, and there is no conflict
L804[12:42:27] <diesieben07> good for you
L805[12:42:38] <diesieben07> I have never had to bother with installing it...
L806[12:43:06] <sham1> How do you use ForgeGradle with IDEA then if you do not install
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L808[12:43:14] <diesieben07> it just uses the wrapper
L809[12:43:32] <sham1> Oh the bat-file inside the main folder?
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L811[12:43:41] <sham1> Meh
L812[12:43:45] <mikebald> Why are there conflicts in the first place between minor versions of gradle? You'd think there would only be issues between major versions.
L813[12:43:47] <diesieben07> idk WHAT it does, but you can tell it to use the specified wrapper
L814[12:44:10] <diesieben07> usually there aren't.
L815[12:44:30] <AbrarSyed> shadekiller666, the 2.0.X releases do not break APi between them, only addition of new API.
L816[12:44:34] <sham1> Lets just agree to disagree, as we both seem to have conflicting opinions about this stuff
L817[12:44:40] <Pennyw95> so what I should do?
L818[12:44:48] <AbrarSyed> see changelog.. https://github.com/MinecraftForge/ForgeGradle/blob/master/versionCheck/ForgeGradleVersion.json#L21-L65
L819[12:44:57] <shadekiller666> ok
L820[12:45:06] <tterrag|away> sham1 there is no opinion but yours. gradle docs say to use the wrapper
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L822[12:45:21] <tterrag|away> That's what we are going off of
L823[12:45:30] <sham1> Source?
L824[12:46:24] <tterrag|away> https://docs.gradle.org/current/userguide/gradle_wrapper.html
L825[12:46:31] <tterrag|away> Did I really have to do that for you?
L826[12:46:45] <sham1> yes
L827[12:46:54] <sham1> Thank you BTW
L828[12:46:55] <AbrarSyed> sham1, FYI, the gradle wrapper downloads its version of gradle to the ~/.gradle/wrapper folder. having multiple local install is pointless and redundant. I just keep the latest gradle as my local, and if I need an older one, that project had better have the corresponding wrapper for said old version.
L829[12:47:01] <tterrag|away> I literally Google "gradle wrapper"
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L871[13:44:15] <shadekiller666> fry, you around?
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L891[14:17:02] <blood|wrk> any method to determine if an ItemFrame is on a side of a block?
L892[14:17:19] <blood|wrk> besides checking entities within area
L893[14:18:43] <diesieben07> see BlockRedstoneComparator#findItemFrame, you have to just search entities
L894[14:19:06] <blood|wrk> k thanks
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L925[15:15:32] <sham1> Hugging
L926[15:15:40] <sham1> Meh
L927[15:15:49] <Wuppy> hugging is good
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L931[15:20:28] <sham1> >>=
L932[15:20:46] <Wuppy> ?
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L935[15:26:20] <sham1> A bind operator :P
L936[15:26:50] <Pennyw95> Hi, need a little help...I was trying to update my forge version to match 1.8, but I needed to update forgegradle as well...did that (in the build.gradle file) and now the build fails once more telling me that in order to update ForgeGradle I must update Gradle first. How do I do that, using the wrapper? Here's my build.gradle: http://pastebin.com/8bEryyKp
L937[15:27:28] <sham1> You use the wrapper
L938[15:27:47] <tterrag|away> go to /gradle/wrapper/
L939[15:27:56] <tterrag|away> edit gradle-wrapper.properties
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L942[15:28:54] <Pennyw95> should I edit the distribution url?
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L944[15:29:51] <Pennyw95> And what version would you advice?
L945[15:30:56] <tterrag|away> whatever version it needs
L946[15:30:59] <tterrag|away> 2.3 should work
L947[15:35:44] <Pennyw95> then the build.gradle should be fine, right?
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L949[15:37:57] <tterrag|away> yes
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L951[15:41:08] <Cypher121> what fields should I include in matching for a search bar (like AE2 or creative ones)?
L952[15:41:53] <Pennyw95> uhm... setupDecompWorkspace --refresh-dependencies fails...says "file not found merged_at.cfg"...did I miss something?
L953[15:42:06] <Cypher121> Localized name, oreDict, ID, what else could be useful?
L954[15:42:26] <tterrag|away> shadekiller666: you around?
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L956[15:43:43] <tterrag> nvm
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L958[15:44:22] <tterrag> err no wait
L959[15:44:25] <tterrag> what is going on
L960[15:44:31] <tterrag> I have "model": "ctbmod:blocks/painting"
L961[15:44:44] <tterrag> oh it's model/block/ -.-
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L963[15:47:08] <tterrag> ok, it's still not working and I have no idea why
L964[15:47:19] <tterrag> doesn't help that FML's logging is useless
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L966[15:49:55] <tterrag> ahh I see the problem, vanilla doesn't actually deserialize the blockstate, it just checks for that EXACT STRINGS
L967[15:50:00] <tterrag> so you better have them in whatever order it wants
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L969[15:50:43] <alex_6611> man, being on this channel all the time is very useful :D
L970[15:51:11] <alex_6611> once i get around to starting a 1.8 mod i'll know *everythong* about its weird gimmicks :D
L971[15:51:20] <alex_6611> also i still can't type
L972[15:51:23] <Cypher121> wa-wa-wait
L973[15:51:33] <Cypher121> so you're saying that vanilla uses JSON
L974[15:51:46] <MattDahEpic> it does
L975[15:51:48] <alex_6611> didn't it always?
L976[15:52:01] <MattDahEpic> it has since 1.8
L977[15:52:01] <Cypher121> but sometimes just goes checking it directly, instead of using it as intended?
L978[15:52:19] <Cypher121> and you people can't wait till I'm done typing
L979[15:52:26] <tterrag> Cypher121: I'm saying that I had the definition as facing=east,dummy=true
L980[15:52:30] <tterrag> but it wanted dummy=true,facing=east
L981[15:53:00] <tterrag> Cypher121: it would help if you didn't pointlessly line break your thoughts :p
L982[15:53:05] <MattDahEpic> the yuse gson so it shouldnt matter?
L983[15:53:13] <Cypher121> yeah, my bad
L984[15:53:20] <tterrag> MattDahEpic: it DOES matter
L985[15:53:24] <tterrag> I just changed it and it works
L986[15:53:45] <Cypher121> if used *properly* it shouldn't matter, I think
L987[15:53:53] <tterrag> -.-
L988[15:54:19] <MattDahEpic> the order of fields shouldnt matter unless its like block= then facing=
L989[15:54:25] <tterrag> IT DOES MATTER
L990[15:54:37] <tterrag> I can change it back and it fails to find the model for the state
L991[15:54:44] <Cypher121> that's what we're saying. mojang fucked up
L992[15:54:59] <MattDahEpic> im not saying it DOES NOT just that it SHOULD NOT
L993[15:57:40] <MattDahEpic> i cant seem to figure out what happens when the client is set to 12 chunks and the server is only set to 10, anyone worked with that before?
L994[15:58:41] <Cypher121> I think it forces client to 10, but I don't remember where I got that
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L996[16:03:20] *** fry|afk is now known as fry
L997[16:03:38] <shadekiller666> tterrag, do you need something?
L998[16:03:49] <tterrag> shadekiller666: I got it sorted
L999[16:03:56] <tterrag> vanilla is being stupid as usual
L1000[16:04:02] <tterrag> why can't I leave out properties in my model mappings?
L1001[16:04:04] * fry is here now
L1002[16:04:06] <tterrag> I don't care about the "dummy" state
L1003[16:04:14] <tterrag> I just want to map 4 models for the "facing" state
L1004[16:04:18] <fry> tterrag: register with custom state mapper
L1005[16:04:18] <shadekiller666> because of vanilla
L1006[16:04:24] <tterrag> shadekiller666: precisely
L1007[16:04:27] <tterrag> but I can get over that
L1008[16:04:30] <fry> and remove properties you don't want
L1009[16:04:40] <shadekiller666> omg
L1010[16:04:40] <fry> there are examples in vanilla
L1011[16:04:42] <tterrag> what is MORE annoying is that vanilla matches the property string exactly
L1012[16:04:47] <shadekiller666> wtf...
L1013[16:04:54] <tterrag> so b=x,a=y
L1014[16:04:55] <tterrag> will fail
L1015[16:05:00] <tterrag> because it's going to look for a=y,b=x
L1016[16:05:03] <shadekiller666> WHY IS INTERNET EXPLORER STILL A THING?!
L1017[16:05:28] <tterrag> fry: ^^
L1018[16:05:28] <fry> tterrag: the flip side of that is that you can have arbitrary variant strings
L1019[16:05:38] <fry> not tied to the properties at all
L1020[16:06:02] <tterrag> in the vanilla blockstate?
L1021[16:06:02] <MattDahEpic> shadekiller666, it wont be a thing in windows 10 when its been by the same if not worse edge
L1022[16:06:13] <tterrag> but then you'd need a custom statemapper
L1023[16:06:21] <tterrag> without one, it should match in any order....that seems like basic functionality
L1024[16:06:37] <fry> tterrag: BlockModelShapes, look for pumpkin_stem
L1025[16:07:04] <shadekiller666> matt, it is a thing in windows 10...
L1026[16:07:06] <tterrag> uhh huh?
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L1028[16:07:10] <tterrag> yeah it registers a state mapper
L1029[16:07:20] <fry> it compares strings, not magical key-value sequences
L1030[16:07:27] <shadekiller666> fry, what kinds of stuff does your new lighting code handle?
L1031[16:07:27] <MattDahEpic> shadekiller666, not as much of a thing though
L1032[16:07:31] <tterrag> great
L1033[16:07:34] <tterrag> but the DEFAULT should
L1034[16:07:38] <fry> how?
L1035[16:07:55] <tterrag> deserialize it?
L1036[16:07:59] <fry> at the point of resource locations there are no properties left
L1037[16:08:04] <tterrag> by the time models are loading the block already has its states loaded
L1038[16:08:07] <fry> deserialize using what?
L1039[16:08:14] <tterrag> the block's properties....
L1040[16:08:25] <fry> model loader doesn't know about the blocks
L1041[16:08:32] <fry> it only knows resource locations
L1042[16:08:51] <tterrag> the heck
L1043[16:08:53] <tterrag> it's a BLOCKSTATE json
L1044[16:08:54] <fry> shadekiller666: can you be even more vague? :P
L1045[16:08:57] <tterrag> how does it not know about the BLOCK
L1046[16:09:37] <fry> tterrag: it's this thing called abstraction
L1047[16:10:33] <fry> shadekiller666: how is fixing the obj going btw? any more progress? :P
L1048[16:11:01] <shadekiller666> i'm working on disabling the UV normalization to see if that is actually a viable option
L1049[16:11:08] <fry> it is
L1050[16:11:20] <shadekiller666> the reason i asked is because i'm not sure how to handle diffuse/transparency
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L1052[16:11:34] <fry> what does that have to do with uvs?
L1053[16:11:54] <fry> ah, lighting
L1054[16:12:12] <shadekiller666> and i also don't know if its possible to say, use a diffuse map to make different locations on a face different transparencies
L1055[16:12:15] <fry> well, diffuse lighting is added to the model itself, since that's what vanilla does
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L1057[16:12:44] <MattDahEpic> with my 1.8 blockstates i keep getting https://paste.ee/p/nLehi and im not sure how to fix it
L1058[16:12:49] <shadekiller666> theres a .mtl key called "Tf", for Texture filter
L1059[16:13:29] <shadekiller666> it says "only <r> <g> <b> light can pass through this block"
L1060[16:13:47] <shadekiller666> or "only <r> <g> <b> light can bounce off of it"
L1061[16:13:49] <fry> MattDahEpic: you're accessing some property for the air block, which it obviously doesn't have
L1062[16:14:14] <fry> check that the block is the one you expect before getting the property value
L1063[16:14:22] <Drullkus> ty for the hug MattDahEpic :)
L1064[16:14:24] <Drullkus> They help
L1065[16:14:33] <MattDahEpic> why is it accessing it in canSilkHarvest though? all i have in there is return state.getValue(MOB) != EnumMob.WITHER;
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L1067[16:14:49] <fry> that state is airs state
L1068[16:14:53] <fry> not youus
L1069[16:14:56] <fry> *yours
L1070[16:15:14] <shadekiller666> blockstates are EXTREMELY picky as to what properties they have
L1071[16:15:15] * fry is reasing the mtl specs
L1072[16:15:27] <MattDahEpic> but myys block is not air
L1073[16:15:29] <shadekiller666> fry, which one? link?
L1074[16:15:41] <fry> the one from the wikipedia: http://paulbourke.net/dataformats/mtl/
L1075[16:15:49] <fry> MattDahEpic: where does that state come from?
L1076[16:16:40] <fry> the method argument?
L1077[16:16:40] <MattDahEpic> fry, canSilkHarvest (World, BlockPos, IBlockState, EntityPlayer) im using the IBlockState
L1078[16:16:51] <fry> check state.getBlock()
L1079[16:16:58] <fry> it probably will be air
L1080[16:17:20] <fry> not sure why that would happen, but apparently that's a possibility
L1081[16:17:22] <MattDahEpic> it is, the real question is why it is giving me air
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L1083[16:18:12] <shadekiller666> the ones i'm interested in are the "Kx" keys, the "map_Kx" keys, as well as like "map_d" and "d", "Tf"
L1084[16:18:43] <fry> shadekiller666: I don't think Tf is applicable to MC lighting
L1085[16:18:49] <shadekiller666> whoa.... map_Kx has options for uv manipulations...
L1086[16:18:55] <shadekiller666> ok
L1087[16:19:08] <shadekiller666> seriously... its a DynamicTexture...
L1088[16:19:14] <fry> and let's focus on fixing the issues first, before adding new features :P
L1089[16:19:24] <shadekiller666> color can't be that much of a problem
L1090[16:19:26] <fry> would be nice to fix it all in a couple of days
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L1092[16:21:02] <MattDahEpic> fry, the state.getBlock is air AND my block
L1093[16:21:17] <fry> what?
L1094[16:21:59] <shadekiller666> have you gotten a chance to look into ways to fix the item-coloring issue?
L1095[16:22:24] <MattDahEpic> sout'ing state.getBlock() prints my block: com.mattdahepic.mobdropores.block.BlockMobOre@1bdbfdcd and air: net.minecraft.block.BlockAir@716e431d on a new line
L1096[16:22:56] <fry> would need to add another config option, and look into a good place for a patch
L1097[16:23:20] <fry> I've tried one in-dev, didn't catch all the cased
L1098[16:23:22] <fry> *cases
L1099[16:23:51] <shadekiller666> ok
L1100[16:24:06] <shadekiller666> so, with uv normalization disabled
L1101[16:24:39] <shadekiller666> the eye has a bunch of item icons as well as the actual eye image as would be expected
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L1103[16:25:48] <shadekiller666> the biggest issue i have with forcing 0-1 is that it makes it harder to create the desired uv map and align the texture in your modeling software
L1104[16:26:16] <LexManos> Aparently I have to say Shade Fix yo shit.
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L1106[16:26:33] <LexManos> I wanted to do a RB today with OBJ stuff in but cant cuz of ya.
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L1109[16:26:43] <MattDahEpic> how can my block state be my block AND air?!?!
L1110[16:26:47] <AbrarSyed> oy LexManos, pull FG 2.0.2 PR will ya
L1111[16:26:50] <Ivorius> obj is still not done??
L1112[16:26:53] <Ivorius> Holy fuck
L1113[16:26:59] <LexManos> 2.0.2?
L1114[16:27:13] <AbrarSyed> https://github.com/MinecraftForge/MinecraftForge/pull/2151
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L1117[16:27:28] <LexManos> What does it fix?
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L1120[16:27:44] <LexManos> Also why didnt you update the FG that forgedev uses?
L1121[16:27:56] <shadekiller666> fry, you mentioned that normalizing the uvs would cause problems if the model didn't "use the whole texture", could you explain what you mean?
L1122[16:27:58] <AbrarSyed> IIRX fgdev uses the snapshot.. always up to date...
L1123[16:28:04] <AbrarSyed> https://github.com/MinecraftForge/ForgeGradle/blob/master/versionCheck/ForgeGradleVersion.json#L20-L65 << see FG changelog
L1124[16:28:30] * AbrarSyed is rally sad a remnant bug has caused his magic version checker not to work and tell people to update while spamming the changelog
L1125[16:29:00] <AbrarSyed> it was SUPPOSED to tell people to update, and giv ehtme the changelog.. but its not working :(
L1126[16:29:25] <LexManos> i saw that
L1127[16:29:33] <LexManos> could always just push a static .txt file ;)
L1128[16:29:42] <shadekiller666> fry, from doing some math by hand with the normalization equation, i found that the concept works
L1129[16:30:08] <fry|sleep> shadekiller666: so: imagine I have a big fancy texture, but my block only uses a little part of it in the middle
L1130[16:30:14] <AbrarSyed> LexManos, its hosted online here: https://www.abrarsyed.com/ForgeGradleVersion.json I just keep a copy in the github for sanity...
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L1133[16:30:25] <shadekiller666> k
L1134[16:30:28] <AbrarSyed> right.. I should really stop pinging you :P
L1135[16:30:39] <fry> so, all my uvs will be from, say, .4 to .6
L1136[16:30:53] <LexManos> also abrar
L1137[16:30:55] <fry> normalization would see that, and scale them to be 0-1
L1138[16:30:56] <LexManos> stop pinging me
L1139[16:30:59] <AbrarSyed> lol
L1140[16:31:04] <fry> and would therefore break the model
L1141[16:31:23] <shadekiller666> it would scale them relative to the max/min
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L1143[16:31:43] <fry> which is what I've said
L1144[16:31:49] <shadekiller666> and only if it found uvs <0 and >1
L1145[16:31:52] <fry> max will be .6, min will be .4
L1146[16:32:05] <fry> well, you didn't say that before
L1147[16:32:08] <shadekiller666> right, but that particular case wouldn't get normalized :P
L1148[16:32:38] <fry> so, another issue: do you know of any model that would actually need normalization?
L1149[16:33:05] <shadekiller666> now, about your question on normalizing the uvs and having the texture stay the same size, i think thats where the sprite.getInterpolatedU/V() comes in
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L1151[16:33:18] <shadekiller666> well, the eye needs it
L1152[16:33:27] <fry> normalization doesn't fix the eye
L1153[16:33:33] <shadekiller666> it did
L1154[16:33:41] <shadekiller666> before yesterday
L1155[16:33:44] <fry> only because it was coded wrong
L1156[16:34:01] <fry> and didn't alter the uvs inside in any way
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L1158[16:34:19] <MattDahEpic> can someone confirm im not insane, this does put out my block *and* air: https://github.com/MattDahEpic/MobDropOres1.9/blob/master/src/main/java/com/mattdahepic/mobdropores/block/BlockMobOre.java#L34
L1159[16:34:33] <Zaggy1024> huh, so if getActualState breaks a chunk just doesn't render 0.o
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L1161[16:35:03] <shadekiller666> hmmm
L1162[16:35:27] <shadekiller666> ok, another question, would wrapping be an option?
L1163[16:35:39] <fry> that won't fix the eye either
L1164[16:35:41] <shadekiller666> if so what would be a good means to do so
L1165[16:35:48] <fry> the pupil will appear on both sides
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L1167[16:36:45] <Zaggy1024> I feel like the game should catch when the chunk renderer gets stuck in a loop :P
L1168[16:36:56] <Zaggy1024> maybe have a timeout on it
L1169[16:37:49] <MattDahEpic> maybe put something like the server watchdog\
L1170[16:38:33] <fry> shadekiller666: what you need to make the eye work is either: 1) clamp the uvs (everything >1 becomes 1, everything <0 becomes 0, which is what incidentally happens right now), or 2) modify the model
L1171[16:39:18] <fry> as for what should happen by default - if something outside 0-1 is encountered, it should show an error, telling the user about that
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L1173[16:39:40] <fry> and listing all the options he can use to deal with that
L1174[16:40:13] <fry> like, specifying "clamp": "true" or "normalize": "true" in the json
L1175[16:40:20] <fry> but that second part can wait
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L1179[16:40:59] <fry> so: normals, uvs and whitespace handling need to be fixed asap, so that Lex can make a recommended build
L1180[16:41:50] <fry> everything else can wait, nobody is saying the loader is in it's final form and will never improve :P
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L1182[16:43:56] <MattDahEpic> on the docs page we need a list of where things go in the resources folder such as textures and jay sahns
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L1187[16:44:51] <fry> shadekiller666: so, can you do that? or should I fix those issues, and you'll continue future feature improvements? :P
L1188[16:45:23] ⇦ Quits: Lex_ (~Lex@172.76.2.58) (Ping timeout: 378 seconds)
L1189[16:45:42] <LexManos> Fry: http://www.minecraftforge.net/forum/index.php/topic,34668.msg182836.html#msg182836
L1190[16:45:48] <fry> MattDahEpic: http://www.youtube.com/watch?v=0cgOti7gLus
L1191[16:46:24] <MattDahEpic> -_-
L1192[16:47:17] <AbrarSyed> im pretty sure hea meant not to say jay sahns...
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L1194[16:47:28] <shadekiller666> ok
L1195[16:47:39] <AbrarSyed> but I actually agree.. having that documented would be nice
L1196[16:47:51] <shadekiller666> whitespace has been fixed
L1197[16:48:01] <shadekiller666> as have the normals as far as i can tell
L1198[16:48:32] <GraphicH> wtf am I watching?
L1199[16:48:39] <fry> good, only 1 thing left :P
L1200[16:48:44] <shadekiller666> fry, about the specifying things in the blockstate json, we'll have to talk about putting process() in a more convenient spot...
L1201[16:48:56] <shadekiller666> inside the IModel is not that useful
L1202[16:49:02] <fry> why not?
L1203[16:49:07] <fry> where would you put it?
L1204[16:49:21] <shadekiller666> given the whole "only one IModel instance exists ever" thing
L1205[16:50:00] <shadekiller666> makes it difficult to pass those values from the IModel to the IBakedModel
L1206[16:50:14] <Zaggy1024> I'm very confused
L1207[16:50:30] <Zaggy1024> where did this "only one IModel" thing come from?
L1208[16:50:43] <GraphicH> There can be only one Zaggy
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L1210[16:51:01] <fry> shadekiller666: and, looking at your process(), I see another issue: it modifies the current IModel; what should happen is that the new IModel is returned, with the changed state
L1211[16:51:07] <MattDahEpic> fry, https://youtu.be/hQVTIJBZook?t=40m10s
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L1214[16:51:14] <fry> that's why it returns IModel, and not void
L1215[16:51:22] <Zaggy1024> exactly
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L1217[16:51:32] <Zaggy1024> didn't you see what the blockstates loader does with it
L1218[16:51:33] <Zaggy1024> ?
L1219[16:52:02] <Zaggy1024> it would do really screwy things if it didn't copy it :P
L1220[16:52:02] <MattDahEpic> oh and also in the docs, dependency format
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L1222[16:52:33] <shadekiller666> what level of logging should i use for the "uvs too big!!!" message?
L1223[16:52:39] <fry> error
L1224[16:52:43] <MattDahEpic> tterrag, how do you add to the docs?
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L1226[16:52:57] <tterrag> Make a PRm
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L1228[16:53:03] <tterrag> PR?*
L1229[16:53:12] <MattDahEpic> tterrag, what repo?
L1230[16:53:25] <Gorzoid> Is there any way to stop Forge from disabling my items when I join a server without my mod?
L1231[16:53:33] <tterrag> MinecraftForge/Documentation
L1232[16:54:12] <gigaherz> Gorzoid: that makes no sense?
L1233[16:54:33] <LexManos> No, and why would you?
L1234[16:54:43] <Gorzoid> gigaherz, when I join a server, the items I made in my mod are disabled and no longer available in creative menu
L1235[16:54:50] <gigaherz> of course
L1236[16:54:54] <gigaherz> because the server doesn't know about it
L1237[16:54:59] <MattDahEpic> the server has to have the mod
L1238[16:55:05] <gigaherz> the server is the master
L1239[16:55:08] <gigaherz> the client is just a slave
L1240[16:55:17] <Gorzoid> the items I made actually just redirect to vanilla items
L1241[16:55:23] <gigaherz> that doesn't matter
L1242[16:55:24] <MattDahEpic> all hail the almighty desync
L1243[16:55:30] <LexManos> Then just use the fkin vanilla items!
L1244[16:55:34] <Gorzoid> they work fine on servers without minecrat forge
L1245[16:55:46] <Gorzoid> I can't use vanilla items if they have nbt on them
L1246[16:55:57] <LexManos> why not?
L1247[16:56:00] <gigaherz> uh?
L1248[16:56:06] <Gorzoid> It's basicly a copy of BetterCreative mod by CrushedPixel
L1249[16:56:14] <gigaherz> also, that NBT you mention, would be exclusive to the clients
L1250[16:56:19] <LexManos> And
L1251[16:56:21] <Gorzoid> im using void getSubItems(Item itemIn, CreativeTabs tab, List subItems)
L1252[16:56:39] <gigaherz> you are basically causing a purposeful desync by assigning NBT client-side
L1253[16:56:45] <MattDahEpic> crushed pixels mod add command blocks to the creative menu fyi
L1254[16:56:59] <gigaherz> the NBT was never there to begin with, unless you tell the server to spawn that item with that nbt
L1255[16:57:06] <MattDahEpic> and spawners with mobs already set
L1256[16:57:06] <Gorzoid> it can also add mob spawners (using nbt)
L1257[16:57:30] <gigaherz> the NBT wouldn't really work though, if the server doesn't know that it's there?
L1258[16:57:31] <Gorzoid> when a creative player picks an item it send the itemstack which includes the nbt
L1259[16:57:47] <Zaggy1024> is hte creative menu a client sided container?
L1260[16:57:58] <gigaherz> you don't need custom items for that, though?
L1261[16:58:07] <Zaggy1024> if it doesn't send a message to the server telling it what NBT the item has, then it's not going to work
L1262[16:58:15] <Gorzoid> Well, it is how the mod did it, and im shit at java
L1263[16:58:23] <gigaherz> well I guess I don't know if the creative menu has any hooks
L1264[16:58:39] <LexManos> Why duplicate someone elses work then?
L1265[16:58:51] <LexManos> If you dont know what you're doing i advise learning.
L1266[16:59:08] <Gorzoid> I'm not releasing it, just doing it for myself, i dont release anything
L1267[17:00:24] <GraphicH> hax toolz
L1268[17:00:42] <gigaherz> well he did say creative menu
L1269[17:00:57] <Gorzoid> This would only work on creative mode, so not really hax
L1270[17:00:59] <gigaherz> so it would just be a shorthand for using the command block syntax
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L1272[17:01:48] <Gorzoid> So, i already tested on vanilla and it works, its just when forge is on a server it says nope.
L1273[17:02:11] <GraphicH> Oh
L1274[17:02:13] <Zaggy1024> find hte code that says nope then
L1275[17:02:18] <MattDahEpic> the mod you're making is using a glitch that allowed people to gain OP rights on server that they didnt own
L1276[17:02:26] <MattDahEpic> so it was patched
L1277[17:02:46] <MattDahEpic> its the reaso n1.8.8 exists
L1278[17:02:50] <GraphicH> "but I want to hax"
L1279[17:02:51] <Gorzoid> no, the signs were patched, creative mod nbt was not, cus its not a bug
L1280[17:03:03] <MattDahEpic> twas in deh forges
L1281[17:03:50] <Gorzoid> lol the only way to hack a server with this is to use social engineering and tell an admin to click this text on a book
L1282[17:04:04] <GraphicH> That's actually hacking
L1283[17:04:33] <GraphicH> Although the not cool "movie" kind
L1284[17:04:33] <Gorzoid> meh
L1285[17:04:51] <Gorzoid> reroute the mainframe?
L1286[17:04:58] <GraphicH> HACK ALL THE IPS
L1287[17:05:29] <GraphicH> https://www.youtube.com/watch?v=msX4oAXpvUE
L1288[17:06:39] <GraphicH> When getting hacked, always aske the next closest person to double fist your keyboard
L1289[17:06:39] <shadekiller666> fry, testing error message printing, should have push up in a few minutes
L1290[17:06:44] <shadekiller666> i'll make a new PR
L1291[17:07:21] <fry> thankyou :P
L1292[17:07:40] <illyohs> GraphicH this is how you realy hack https://www.youtube.com/watch?v=Js02m-7qHyE
L1293[17:08:06] <shadekiller666> ends up spamming the fuck out of the console, but i supose thats the point :P
L1294[17:08:18] <fry> only print it once per model :P
L1295[17:08:26] <LexManos> Oh god.. I dont remember that episode.
L1296[17:08:31] <shadekiller666> lol
L1297[17:08:37] <Zaggy1024> that was so bad lol
L1298[17:08:38] <LexManos> 'Hacking' in tv is so retarded...
L1299[17:09:01] <Zaggy1024> "let's both type on the same keyboard, that'll get things done faster!"
L1300[17:09:02] <shadekiller666> fry, should it print all on one line?
L1301[17:09:15] <GraphicH> illyohs: I forgot how important the blank trench coat is
L1302[17:09:20] <Ivorius> s/in tv //
L1303[17:09:20] <LexManos> Always find it funny when its like 'Lets popup everything on screen to blatantly show were being hacked!' Except thats fkin useless...
L1304[17:09:22] <GraphicH> black*
L1305[17:09:25] <Ivorius> There is no hacking
L1306[17:09:31] <Ivorius> Just like there is no magic+
L1307[17:09:42] <Zaggy1024> but...don't hackers spam your screen with crap when you're getting hacked?
L1308[17:09:47] <Zaggy1024> isn't that how the world works?
L1309[17:10:00] <Zaggy1024> how else will I know I'm being hacked? :'(
L1310[17:10:29] <fry> shadekiller666: "model %modelname% has UVs outside 0-1 range, they will be clamped! this is probably not what you want"
L1311[17:10:57] <GraphicH> Zaggy1024 Ill sell you some software to tell you
L1312[17:11:07] <GraphicH> make sure you install with admin priveldges
L1313[17:11:21] <GraphicH> you buy a lot of things on amazon right? Im just curious
L1314[17:11:36] <Zaggy1024> dude ya, how did you know??
L1315[17:11:44] <shadekiller666> you said list ways to fix the problem :P
L1316[17:12:09] <shadekiller666> and you do want it to not clamp by default correct
L1317[17:12:11] <GraphicH> Make sure to use the credit cards with the highest limits after installing my softwarez
L1318[17:15:17] <fry> shadekiller666: wrapping is probably the best default option; and list of ways to fix it right now is empty
L1319[17:15:45] <fry> when you do get the uv handling property from the json, then this message can be modified
L1320[17:16:56] <Zaggy1024> how do you get wrapping to work on an atlas?
L1321[17:16:59] <shadekiller666> ok, rephrasing the question, for the purpose of pushing a commit asap, do you want me to just leave them be with no processing and just the error?
L1322[17:17:12] <shadekiller666> zaggy, we haven't thought that far ahead yet
L1323[17:17:26] <Zaggy1024> haha all right
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L1326[17:17:43] <Zaggy1024> I'm just wondering if there's a way to do that without separating hte texture from the atlas
L1327[17:18:48] <shadekiller666> i was thinking of slicing the uvs that overlap off, and offsetting them to the opposite side
L1328[17:19:05] <shadekiller666> but i also haven't thought much further into that idea either
L1329[17:19:16] <Zaggy1024> I wonder how well that would work
L1330[17:19:47] <fry> shadekiller666: wrap: u - Math.floor(u)
L1331[17:19:56] <Zaggy1024> might end up with some nearly slight aliased seams
L1332[17:19:58] <fry> *u -= Math.floor(u)
L1333[17:20:13] <shadekiller666> ok
L1334[17:20:13] <fry> for now it'll do
L1335[17:20:37] <Zaggy1024> for wrapping?
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L1337[17:20:48] <Zaggy1024> on the UVs it wraps it'll look really weird :P
L1338[17:21:19] <shadekiller666> ya
L1339[17:21:24] <shadekiller666> but this is a bandaid
L1340[17:21:28] <Zaggy1024> yeah
L1341[17:21:29] <fry> it's either that or returning the missing model for this default case
L1342[17:21:47] <fry> wrap/clamp/normalize can be added later
L1343[17:22:03] <Zaggy1024> I'd say if it's out of bounds it should by default error, like you said
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L1347[17:22:20] <Zaggy1024> either htat or just let it go and show the texture that was stitched next to it, but that's a bit less clear
L1348[17:22:56] <fry> shadekiller666: if you can return the missing model instead, it would be great
L1349[17:23:00] <shadekiller666> fry, and do i apply that u -= Math.floor(u) to every uv on its own?
L1350[17:23:07] <fry> yup
L1351[17:23:14] <shadekiller666> ok
L1352[17:23:28] <shadekiller666> returning the missing model shouldn't be a problem
L1353[17:23:29] <fry> you can throw the exception at this point, and catch it inside your ICustomModelLoader
L1354[17:23:42] <shadekiller666> i'll try the wrapping first though
L1355[17:23:57] <shadekiller666> or i can throw a boolean into Parser :P
L1356[17:24:20] <shadekiller666> then print the error right before the return OBJModel is initialized
L1357[17:24:29] <Zaggy1024> btw fry, it would be kinda nice if a the forge blockstates loader could differentiate between a variant having no base model and it having a missing base model
L1358[17:24:30] <fry> missing model is the better default option, since it'll be much more obvious that there's a error
L1359[17:24:43] <MattDahEpic> what should i put in the locations documentation im pushing besides mcmod.info, blockstates, and textures
L1360[17:25:02] <Zaggy1024> at the time wrote the loader I didn't want to spend the time to add a new built-in model to differentiate them, but maybe you could when you feel like it
L1361[17:25:39] <shadekiller666> fry, ok missing model it is
L1362[17:26:07] <fry> Zaggy1024: you can use builtin/generated now
L1363[17:26:32] <fry> added that yesterday for items, and it's coincedentally an empty model if you don't add any textures
L1364[17:26:36] <shadekiller666> how does one throw an error without crashing the game?
L1365[17:26:40] <Zaggy1024> ah, nice
L1366[17:26:45] <Zaggy1024> maybe I'll make a PR
L1367[17:26:52] <fry> shadekiller666: by catching it further up the stack :P
L1368[17:26:57] <GraphicH> lol
L1369[17:26:59] <GraphicH> ^
L1370[17:27:00] <shadekiller666> loll
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L1372[17:27:19] <Zaggy1024> stack of pancakes plz
L1373[17:27:52] <fry> aaaaanyway, it's very late, and I need to keep a sane schedule for the next couple of days
L1374[17:27:54] <shadekiller666> hmmm
L1375[17:28:04] <shadekiller666> what exception to throw
L1376[17:28:04] <fry> I'll be back in ~9 hours :P
L1377[17:28:09] <GraphicH> try {
L1378[17:28:09] <GraphicH> throw Exception("Your dumb");
L1379[17:28:09] <GraphicH> } catch(Exception e) {
L1380[17:28:09] <GraphicH> //No crash!
L1381[17:28:09] <GraphicH> }
L1382[17:28:42] <fry> shadekiller666: either make a custom one, or smth like IOException
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L1384[17:28:56] <shadekiller666> ok
L1385[17:30:21] <fry|sleep> shadekiller666: also, looking at ModelLoaderRegistry, it'll catch an exception for you
L1386[17:30:26] <fry|sleep> and return the missing model
L1387[17:30:38] <shadekiller666> ok
L1388[17:30:40] <fry|sleep> but make sure it's not an IOException for that :P
L1389[17:30:44] <shadekiller666> lol
L1390[17:30:54] <fry|sleep> make something like UVOutOfRangeException
L1391[17:30:59] <shadekiller666> k
L1392[17:30:59] <fry|sleep> and put the message there
L1393[17:31:16] <fry|sleep> should handle everything nicely, I think
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L1397[17:37:05] <MattDahEpic> tterrag, this look good?: https://github.com/MattDahEpic/MCForgeDocumentation/blob/master/docs/conventions/locations.md
L1398[17:38:08] <Zaggy1024> time to make a thing do a thing
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L1403[17:53:15] <Pennyw95> Hi guys, a quick question...I'm learning about the new metadata and I for now don't really see a difference between PropertyEnum and PropertyInt..I mean, could the Int one be used as the old metadatas?
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L1406[17:55:08] <MattDahEpic> properties are mapped to a metadata by the game so you may not get the int you put in
L1407[17:55:45] <Pennyw95> Oh..I see
L1408[17:55:58] <MattDahEpic> the enums give you a way to make your states be more descriptive
L1409[17:56:05] <Pennyw95> used to be so simple :\
L1410[17:56:10] <MattDahEpic> like my mob blocks, i can refer to them by mob now
L1411[17:56:16] <MattDahEpic> rather than by number
L1412[17:57:36] <MattDahEpic> theres more things to go wrong now like currently i wrestling state.GetValue() getting the state for my block AND air
L1413[17:57:48] <MattDahEpic> i can type
L1414[17:59:10] <Gorzoid> Ugh, so im guessing something is removing all invalid items from itemregistry, but that could be any of the hundreds of class files ;-;
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L1416[17:59:40] <Gorzoid> any1 know path for forge handling joinserver?
L1417[18:00:12] <MattDahEpic> gorzoid are they ouside the mc namespace?
L1418[18:00:23] <MattDahEpic> do the items begin with minecraft:
L1419[18:00:47] <Gorzoid> yes, and 1 is a computercraft item
L1420[18:01:38] <MattDahEpic> if they are not inside the "minecraft:" namespace and they are not on a server, they get removed to prevent desync, no way to prevent
L1421[18:03:07] <Gorzoid> but it won't desync, cus there is actually no invalid items, forge just thinks it is cus i registered it as a new item
L1422[18:04:08] <MattDahEpic> just use the vanilla items if you dont want them to be removed
L1423[18:04:42] <Gorzoid> ye but I have no idea how to manually add an item to creative otherwise
L1424[18:04:50] <Gorzoid> creative menu*
L1425[18:05:47] <MattDahEpic> wel lyou cant do it if you dont know how to do that
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L1428[18:08:29] <shadekiller666> ....
L1429[18:08:31] <shadekiller666> damn it java
L1430[18:08:43] <shadekiller666> fine, i'll handle the exception myself..
L1431[18:09:13] <Zaggy1024> yay I can activate my portal now
L1432[18:14:19] <Gorzoid> welp i just found it displayAllReleventItems(List p_78018_1_) hopefully this will works
L1433[18:15:02] <shadowfacts> oooh, pretty: http://puu.sh/l1hXS.png
L1434[18:15:41] <MattDahEpic> shadowfacts, when'd that start existing
L1435[18:16:00] <shadowfacts> not sure when, but it's in the latest community EAP
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L1437[18:16:15] <MattDahEpic> its not yelling at me to update yet doe
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L1452[19:09:00] <PrinceCat> o/
L1453[19:09:19] <gigaherz> o\
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L1457[19:48:00] <gigaherz> MY GAME'S LIVE :D https://play.google.com/store/apps/details?id=com.dogforcegames.RollingLight.Throw
L1458[19:48:08] <gigaherz> first game I publish
L1459[19:50:32] <PrinceCat> The real question is.. where's my iPhone port?
L1460[19:51:02] <PrinceCat> ;)
L1461[19:51:27] <gigaherz> I'd gladly port it
L1462[19:51:37] <gigaherz> but apple REQUIRES a mac to compile iOS apps
L1463[19:51:54] <gigaherz> and I can't afford one atm
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L1465[19:52:19] <MattDahEpic> fry, http://i.imgur.com/RtAIKPD.png
L1466[19:52:23] <gigaherz> as soon as I can get hold of an OSX
L1467[19:52:38] <gigaherz> I'll build&test an iOS version
L1468[19:52:42] <gigaherz> it shouldn't take long
L1469[19:52:46] <gigaherz> I just can't do it.
L1470[19:53:14] <MattDahEpic> gigaherz, my jenkins unity can compile for mac if you want to try it
L1471[19:53:50] <MattDahEpic> first question, are you using unity?
L1472[20:02:31] <shadowfacts> MattDahEpic, EAP = Early Access Preview
L1473[20:02:43] <shadowfacts> IDEA won't bug you to update b/c it's a pre-release
L1474[20:02:58] <MattDahEpic> ah
L1475[20:04:12] <gigaherz> MattDahEpic: yeah it's Unity
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L1479[20:12:20] <tterrag> cpw: got a second to talk about objectholder?
L1480[20:12:45] <tterrag> reports like this are starting to bug me https://github.com/Chisel-2/Chisel-2/issues/424
L1481[20:12:55] <tterrag> "is there something wrong with the registry?" is a very scary phrase
L1482[20:13:16] <tterrag> and since it happens alongside corruption messages people point to us
L1483[20:16:27] <cpw> those are gone in later versions?
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L1485[20:16:46] <cpw> so not sure what you want me to do
L1486[20:16:51] <cpw> i can't rewind time. sorry
L1487[20:17:44] <cpw> i'm thinking that an RB for last 1.7.10 version should be incoming soon
L1488[20:17:52] <cpw> i'm working on a couple of registry derps atm
L1489[20:17:56] <tterrag> cpw: they are?
L1490[20:18:01] <tterrag> news to me, if so that's great
L1491[20:18:03] <tterrag> in 1.7 though?
L1492[20:18:04] <cpw> should be
L1493[20:18:06] <cpw> test latest
L1494[20:18:13] <tterrag> latest 1.7? ok, I will
L1495[20:18:19] <tterrag> good to hear
L1496[20:18:20] <cpw> i downgraded all of those to debug or finer
L1497[20:18:25] <tterrag> awesome
L1498[20:18:38] <cpw> i believe i done so LAST time you complained to me about the same issue
L1499[20:19:20] <tterrag> maybe, I have a lot of things on my plate, sorry if I've now brought this up twice :P
L1500[20:20:11] <cpw> lol
L1501[20:20:21] <cpw> test later versions than RB ;)
L1502[20:20:41] <tterrag> I'll be honest I didn't test it at all, I had never heard of any changes so I didn't bother
L1503[20:20:43] <tterrag> but I will now :)
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L1505[20:24:05] <tterrag> ok, this is a bit of a unique issue
L1506[20:24:22] <tterrag> I have a block/TESR combo, which renders a frame and then a TESR image overtop of it, obviously a bit offset to avoid z-fighting
L1507[20:24:29] <tterrag> but I want the breaking animation to be overtop of the TESR part
L1508[20:24:33] <tterrag> any way to make that happen?
L1509[20:25:12] <MattDahEpic> tterrag, i made a documentation. does this look good before i PR it? https://github.com/MattDahEpic/MCForgeDocumentation/blob/master/docs/conventions/locations.md
L1510[20:26:16] <tterrag> first line, has->as
L1511[20:26:32] <tterrag> /src/resources -> /src/main/resources
L1512[20:27:18] <tterrag> other than that, seems fine
L1513[20:27:26] <shadekiller666> will a "catch(Exception e)" catch an error that is a subclass of RuntimeException?
L1514[20:27:33] <tterrag> you need to add the page to the listings though
L1515[20:27:42] <tterrag> shadekiller666: RuntimeException extends Exception...
L1516[20:28:11] <killjoy> shadekiller666, if you're skeptical, Throwable catches everything
L1517[20:28:16] <killjoy> try not to use it
L1518[20:28:47] <shadekiller666> hmm
L1519[20:29:32] <tterrag> catch Throwable is naughty
L1520[20:29:37] <tterrag> because you catch things that are JVM errprs
L1521[20:29:49] <killjoy> NoClassDefError
L1522[20:29:49] <MattDahEpic> oh no not errps
L1523[20:29:58] <tterrag> errprs*
L1524[20:30:16] <MattDahEpic> ...
L1525[20:31:05] <shadekiller666> i'm trying to patch in a bandaid for uvs, and fry wants me to check when uvs are out of the 0.0-1.0 range, and then throw an error up to the ModelLoaderRegistry to make it substitute the missing model, but if i do so, it then crashes because theres "No base model or submodel provided for this MultiModel.Baked"
L1526[20:31:17] <shadekiller666> which i'm assuming is triggering on the missing model
L1527[20:31:19] <tterrag> any ideas for my zfighting issue?
L1528[20:31:31] <shadekiller666> zfighting issue?
L1529[20:31:41] <tterrag> read up
L1530[20:31:48] <tterrag> right after ferdz left
L1531[20:32:15] <shadekiller666> you want to make the breaking animation play above your TESR plane?
L1532[20:32:16] <tterrag> shadekiller666: does the modelloaderregistry already have a trycatch?
L1533[20:32:31] <MattDahEpic> tterrag, pr'd https://github.com/MinecraftForge/Documentation/pull/26
L1534[20:32:31] <tterrag> essentially yes
L1535[20:32:44] <tterrag> MattDahEpic: could you make that one commit?
L1536[20:33:07] <MattDahEpic> im bad at git, how?
L1537[20:33:19] <tterrag> git rebase -i origin/master~3
L1538[20:33:26] <tterrag> change second two commits from pick to squash
L1539[20:33:32] <tterrag> save, exit, git push -f
L1540[20:33:55] <shadekiller666> ya, its "try{ model = accepted.loadModel(location); } catch (IOException e) { throw e; } catch (Exception e) { FMLLog.log(...); model = getMissingModel(); }"
L1541[20:34:05] <tterrag> you can change the name while you're in there, so it says "add location docs"
L1542[20:34:35] <tterrag> shadekiller666: so throw an IOException?
L1543[20:35:18] <shadekiller666> i don't want the game to crash when this exception occurs
L1544[20:35:32] <tterrag> ...
L1545[20:35:34] <tterrag> it should
L1546[20:35:37] <tterrag> it's an invalid model
L1547[20:35:53] <tterrag> is that not what fry said?
L1548[20:36:07] <shadekiller666> i don't think he wants it to crash either
L1549[20:36:23] <tterrag> why shouldn't it?
L1550[20:36:55] <shadekiller666> the point of throwing the exception is to 1. print the stack trace, and 2. substitute in the missing model
L1551[20:37:14] <tterrag> ok then you need a more complex patch
L1552[20:37:18] <shadekiller666> because this is an exception that doesn't "corrupt" the model
L1553[20:37:23] <tterrag> there should be something like CustomModelLoadingException
L1554[20:37:26] <tterrag> which is explicitly caught
L1555[20:37:40] <shadekiller666> its intended as a quick bandage so that Lex can make a new recommended build
L1556[20:37:50] <tterrag> and loadModel should throw that type of exception
L1557[20:37:53] <tterrag> it's the PROPER way to do it
L1558[20:37:57] <tterrag> don't put more bandaid crap in...
L1559[20:38:03] <tterrag> it won't take long
L1560[20:38:55] <tterrag> shadekiller666: the heck is going on here http://puu.sh/l1rgi.jpg
L1561[20:38:58] <tterrag> how does it cut through halfway?
L1562[20:39:25] <shadekiller666> uh
L1563[20:40:10] <shadekiller666> my guess is: A. maybe its trying to face you, and you aren't looking straight-on, or B. something to do with fry's new normal-handling
L1564[20:40:22] <tterrag> I'm not on new forge
L1565[20:40:39] <shadekiller666> 1.7?
L1566[20:41:03] <shadekiller666> my guess is that its trying to face you somehow, it doesn't look parallel to the image behind it
L1567[20:41:19] <tterrag> no this is 1.8
L1568[20:41:29] <tterrag> I could hack around this easy in 1.78
L1569[20:41:31] <tterrag> 1.7*
L1570[20:41:43] <tterrag> why would the break anim try to face me?
L1571[20:42:07] <shadekiller666> improper GL transforms?
L1572[20:42:28] <shadekiller666> idk
L1573[20:42:43] <MattDahEpic> y u take so long rebase
L1574[20:43:03] <tterrag> for vanilla?
L1575[20:43:23] <tterrag> it just renders the block with the break anim texture....there is no GL here
L1576[20:43:26] <tterrag> it's normal world rendering
L1577[20:43:38] <tterrag> I mean, yes there's GL somewhere deep down, but it uses the same code that block models do
L1578[20:46:25] <MattDahEpic> its not normal to rebase this long
L1579[20:46:39] <tterrag> breaking anim seems broken in general...it looks completely different on the X axis than it does on the Z axis
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L1581[20:50:21] <shadekiller666> what version of forge are you on
L1582[20:50:33] <tterrag> good question
L1583[20:50:37] <tterrag> 1532
L1584[20:50:39] <shadekiller666> ...
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L1586[20:50:41] <shadekiller666> oh ok
L1587[20:50:44] <shadekiller666> hmm
L1588[20:50:45] <tterrag> no no
L1589[20:50:45] <tterrag> sorry
L1590[20:50:48] <tterrag> 1502
L1591[20:50:51] <shadekiller666> oh
L1592[20:50:57] * tterrag was totally not reading the "new forge version available" line
L1593[20:51:09] <shadekiller666> ya, thats before fry's lighting/normal changes
L1594[20:51:10] <shadekiller666> hmm
L1595[20:51:15] <tterrag> I know :P
L1596[20:51:26] <tterrag> I'm not ready to into FG2 yet
L1597[20:51:37] <tterrag> when I tried a while back it was still busted
L1598[20:51:47] <tterrag> haven't had the motivation to try again
L1599[20:52:59] <Soni> so why are all the NoteBlockEvent.Note/Octave/Instrument.fromId package-private?
L1600[20:53:21] <tterrag> they aren't?
L1601[20:55:19] <Soni> they are tho?
L1602[20:56:08] <cpw> hmmm
L1603[20:56:19] <cpw> i wonder how badly mods will crash with this fix in place
L1604[20:56:50] <MattDahEpic> tterrag, fixed it https://github.com/MinecraftForge/Documentation/pull/26
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L1606[20:57:36] <tterrag> Soni: no they aren't, I'm looking right now
L1607[20:57:53] <MattDahEpic> version mismatch?
L1608[20:58:02] <Soni> tterrag, https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/event/world/NoteBlockEvent.java#L116-L119
L1609[20:58:08] <Soni> I think you have an AT?
L1610[20:58:17] <tterrag> uhh
L1611[20:58:21] <tterrag> oh sorry
L1612[20:58:30] <tterrag> well why do you need those methods?
L1613[20:58:37] <tterrag> you are given the enum instance in the event
L1614[20:58:48] <tterrag> and not the ID
L1615[20:58:50] <Soni> they're useful when making custom note blocks and custom events for your note blocks
L1616[20:59:05] <tterrag> how so? the NoteBlockEvent does the conversion for you
L1617[20:59:28] <Soni> not NoteBlockEvent-compatible
L1618[20:59:39] <Soni> even NoteBlockEvent is package-private
L1619[21:00:35] <tterrag> the constructor is because it's a base class
L1620[21:00:39] <shadekiller666> man... for being the default error block when model loading goes wrong, the code for defining/handling the missing model is all over the place
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L1623[21:01:32] <Soni> tterrag, but that means I can't do much noteblock-related
L1624[21:01:56] <tterrag> why?
L1625[21:02:04] <blood_> diesieben07: I don't see why this CME fix was needed
L1626[21:02:05] <tterrag> you should be posting the existing events
L1627[21:02:13] <tterrag> otherwise you break mods responding to those events...
L1628[21:02:15] <Soni> this is my mod: http://minecraft.curseforge.com/projects/notebetter
L1629[21:02:27] <Soni> I need a NoteBetter play event
L1630[21:02:34] <Soni> it needs to take a ResourceLocation
L1631[21:03:12] <tterrag> ok actually that's a pretty major problem
L1632[21:03:18] <tterrag> it should be protected...not default
L1633[21:03:34] <tterrag> cpw: might want to change that ^
L1634[21:03:45] <tterrag> currently the noteblock event is inextensible and this is contrary to almost all other events
L1635[21:03:54] <blood_> if you want to spawn entities during the event, then the event should of been changed to accept it.
L1636[21:05:11] <Soni> also the way NoteBlockEvent handles noteIds... yeah no it should be %25-ing them but it isn't .-.
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L1638[21:05:37] <MattDahEpic> tterrag, i fixed the docs pull request
L1639[21:05:39] <Soni> (or at least clamping it)
L1640[21:05:42] <tterrag> %25?
L1641[21:06:10] <Soni> tterrag, this.noteId = note % 25; instead of this.noteId = note;
L1642[21:06:12] <MattDahEpic> thx
L1643[21:06:18] <tterrag> why?
L1644[21:06:43] <Soni> because of the way vanilla handles it, and you don't want to break the event
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L1646[21:07:47] <tterrag> setNote() takes Note and Octave
L1647[21:07:49] <tterrag> not a raw ID
L1648[21:07:53] <Soni> if you accidentally pass in any noteId not between 0 and 24 (inclusive), it just won't work properly
L1649[21:08:00] <Soni> tterrag, when constructing the event
L1650[21:08:10] <tterrag> so? if you are constructing the event you should be careful to use valid values
L1651[21:08:17] <tterrag> that's on you
L1652[21:08:17] <LexManos> Except for the fact that people may ADD MORE IDS *GASP*!
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L1655[21:08:43] <Soni> but getNote and getOctave won't handle it
L1656[21:08:44] <tterrag> ^ right there is no actual limitation there
L1657[21:09:09] <Soni> and you'll get very strange behaviour?
L1658[21:09:14] <tterrag> he's also right there lex, look at Octave.fromId
L1659[21:09:22] <tterrag> if the id is >24 it will return MID
L1660[21:09:38] <Soni> according to diesieben07, the author of the events from what I recall, they were designed for vanilla note blocks mainly
L1661[21:10:10] <LexManos> either way
L1662[21:10:33] <BatZorn> I remember a loooong time ago that I added more sounds to noteblocks by extending the number of block materials that could be under the noteblock
L1663[21:10:41] <BatZorn> like, 1.2 beta
L1664[21:10:44] <LexManos> you have untill i get back to my computer to state something beyond a bitch just to bitch or face ban
L1665[21:11:05] <cpw> fuck me this is so screwy
L1666[21:11:12] <tterrag> MattDahEpic: live http://mcforge.readthedocs.org/en/latest/conventions/locations/
L1667[21:11:12] <shadekiller666> tterrag, think i figured out why this is throwing the "no base model or submodel provided for this MultiModel.Baked" error
L1668[21:11:14] <cpw> i want the id of the original object
L1669[21:11:21] <cpw> except when i Don't want the id of the original object
L1670[21:11:31] <cpw> and it's never clear which is which
L1671[21:11:32] <MattDahEpic> tterrag, YAY
L1672[21:11:52] <Soni> I already did, a few screens up
L1673[21:12:10] <shadekiller666> the missing model is an IFlexibleBakedModel that doesn't have any of its variables given values
L1674[21:12:14] <Soni> NoteBlockEvents are a bit broken right now
L1675[21:12:24] <tterrag> Soni: so then make a PR
L1676[21:13:07] <MattDahEpic> i still cant, for the life of me, figure out why my block states are bing checked aignst air AND my block
L1677[21:13:15] <shadekiller666> so when MultiModel.Baked is constructed with what is essentially an empty IFlexibleBakedModel, it tries to get the base of the model first, which fails because its null, then it tries to iterate over the list of "parts" in the model
L1678[21:13:21] <cpw> yueah lex
L1679[21:13:24] <cpw> looking at this again
L1680[21:13:28] <cpw> this is a gap problem
L1681[21:13:38] <shadekiller666> which ends up returning false from iterator.hasNext(), which throws the error
L1682[21:13:41] <cpw> the substituted objects don't have an ID during recipe creation time
L1683[21:13:49] <cpw> they will receive one later
L1684[21:13:53] <tterrag> shadekiller666: you've lost me, as I know nothing about this system
L1685[21:13:58] <cpw> when the world activates the substitution properly
L1686[21:14:03] <tterrag> it still seems to me that the solution is an exception class that you catch explicitly
L1687[21:14:22] <cpw> so really, the oredict should use an alternative way of getting a unique identifier for the ore
L1688[21:14:24] <Soni> tterrag, actually I tried to a few times
L1689[21:14:31] <Soni> but diesieben07 makes better PRs :/
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L1691[21:15:47] <LexManos> If there is a issue present it right
L1692[21:16:01] <LexManos> cpw, Should be able to just kick the rebake after IDs are remapped...?
L1693[21:16:16] <MattDahEpic> were time ban expirations on minebot ever fixed, fro the record?
L1694[21:16:50] <tterrag> they work fine
L1695[21:16:51] <tterrag> I should know
L1696[21:17:10] <tterrag> lex: he does have a point though, but a PR to fix that is a few line patch -.-
L1697[21:17:17] <tterrag> I could do it but I don't care about noteblocks :P
L1698[21:17:22] <MattDahEpic> they didnt when lex banned me for an hour for saying json wrong
L1699[21:17:33] <tterrag> services probably went down
L1700[21:17:36] <tterrag> esper is stupid
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L1703[21:19:30] <cpw> you lose the info in register tho
L1704[21:19:57] <cpw> stackToId : hash -> an idlist
L1705[21:20:00] <cpw> hash is the problem
L1706[21:20:01] <cpw> it's -1
L1707[21:23:10] <LexManos> i know
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L1709[21:23:18] <LexManos> stackToId is a transient map
L1710[21:23:30] <LexManos> which is rebuilt after the registry is remapped
L1711[21:23:40] <LexManos> so those temporary hashes are not used
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L1713[21:39:08] <shadekiller666> why is it that the missing model handling code is so spread out, and why is it an empty instance of MultiModel...
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L1716[21:48:33] <shadekiller666> gotta love when little bandages uncover a bug thats existed for a long time that no one ever noticed
L1717[21:50:46] <tterrag> sounds like you're trying to put a bandaid on a missing limb
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L1719[21:51:39] <shadekiller666> all i'm trying to do is get the ModelLoaderRegistry to subbstitute in the missing model
L1720[21:52:01] <shadekiller666> but its now having trouble building the missing model
L1721[21:56:36] <Cypher121> I'm clearly going mad
L1722[21:57:50] <Cypher121> I'm passing a Container to GUI constructor and then it is somehow null in initComponents
L1723[21:58:45] <Cypher121> oh, wait, makes sense
L1724[21:59:26] <PrinceCat> Make sure you're checking side, GUI classes are client.
L1725[21:59:52] <Cypher121> yeah, I called stuff in wrong order
L1726[22:00:08] <Cypher121> so called container before assigning it. derp
L1727[22:00:16] <PrinceCat> Haha, good one.
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L1729[22:03:28] <tterrag> that's new, youtube videos don't start playing if the tab is not active
L1730[22:03:43] <shadekiller666> interesting
L1731[22:03:51] <Cypher121> chrome?
L1732[22:03:53] <PrinceCat> It's probably for the best..
L1733[22:04:17] <shadekiller666> i wish youtube had a setting that would tell videos to always play at a certain resolution instead of Auto
L1734[22:04:29] <tterrag> chrome yeah
L1735[22:04:38] <tterrag> I like it because I typically ctrl+click from subscriptions
L1736[22:05:03] <Cypher121> I think Chrome no longer loads tabs until you switch to them
L1737[22:05:06] <tterrag> shadekiller666: magic actions for youtube
L1738[22:05:11] <Cypher121> which includes youtube
L1739[22:05:11] <tterrag> plugin
L1740[22:05:18] <tterrag> maybe
L1741[22:05:21] <Kobata> Chrome loads them, but won't autoplay things
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L1743[22:06:45] <shadekiller666> is there any reason why the missing model can't have its own IModel class?
L1744[22:06:48] <PrinceCat> It's not just a Chrome feature.
L1745[22:07:04] <PrinceCat> I'm using Safari and it's not loading until I switch tab as well.
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L1747[22:15:31] <Mimiru> So, I'm having a bit of an issue... I have an Item with a container, the GUI has a text box that I'd like to sync to the server, I know I need a packet but all the examples I can find are TE based.
L1748[22:16:58] <tterrag> why does it matter?
L1749[22:17:04] <tterrag> packets aren't any different
L1750[22:17:20] <tterrag> http://mcforge.readthedocs.org/en/latest/networking/simpleimpl/
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L1753[22:21:53] <Mimiru> Well, I think part of my issue is, I commented out the section of code that registers my packet.
L1754[22:21:55] <Mimiru> ¬_¬
L1755[22:23:52] <tterrag> that wouldn't help, no
L1756[22:24:56] <Mimiru> yay new set of exceptions to debug
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L1758[22:26:00] <tterrag> I suggest you at least skim through that docs page
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L1760[22:26:07] <tterrag> if this is your first time doing packets
L1761[22:26:34] <Mimiru> I've played with packets a bit
L1762[22:31:07] <tterrag> lex is there any reason you don't have forge commits/builds post in here?
L1763[22:31:13] <tterrag> and maybe docs too? :P
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L1765[22:36:13] <TehNut> Okay, bot has nothing. What are getField and setField for in IInventory? (1.8)
L1766[22:37:19] <tterrag> stupid methods that don't belong in that interface
L1767[22:37:24] <tterrag> you can ignore them
L1768[22:37:28] <TehNut> Alrighty
L1769[22:37:32] <tterrag> vanilla only uses it for its own TEs I believe
L1770[22:37:45] <tterrag> yeah
L1771[22:37:47] <tterrag> it's stupid -.-
L1772[22:38:01] <tterrag> magic numbers via a method which doesn't even belong in that interface
L1773[22:38:03] <tterrag> great design
L1774[22:41:35] <Cypher121> GuiTextField has an annoying tendency to draw itself over everything on the screen, even things that are outside of the field
L1775[22:42:32] <tterrag> huh?
L1776[22:43:40] <Cypher121> 1 sec
L1777[22:43:47] <tterrag> it uses the zLevel set in its instance
L1778[22:43:49] <tterrag> for everything
L1779[22:44:16] <Cypher121> http://prntscr.com/8wjchm
L1780[22:44:47] <tterrag> Cypher121: it's not clearing its color set, you should be explicitly setting color to 0xFFFFFFFF before drawing your stuff
L1781[22:44:51] <tterrag> MC is horrible about leaking state
L1782[22:45:10] <Cypher121> so, glColor4f(1,1,1,1)?
L1783[22:45:30] <tterrag> 1.8?
L1784[22:45:31] <tterrag> or 1.7
L1785[22:45:48] <Cypher121> 1.7
L1786[22:45:54] <tterrag> yeah
L1787[22:46:01] <tterrag> alpha might be unnecessary but meh, it doesn't matter
L1788[22:46:10] <Cypher121> thanks, that fixed it
L1789[22:46:16] <Cypher121> love that hot swap
L1790[22:46:27] <Cypher121> wish I learned about it earlier
L1791[22:47:18] <blood_> is there a reason why Item Frames delay to drop?
L1792[22:47:22] <blood_> vanilla thing?
L1793[22:47:34] <blood_> after you break a block i mean
L1794[22:48:29] <tterrag> they probably check via polling
L1795[22:48:40] <tterrag> since vanilla doesn't have block break events and entities don't get notified about adjacent breaks
L1796[22:48:45] <blood_> i see they have a onValidSurface event
L1797[22:48:47] <tterrag> so it's only checking every X ticks
L1798[22:48:47] <blood_> err
L1799[22:48:48] <blood_> method
L1800[22:48:53] <blood_> so ill just make it drop myself instantly
L1801[22:48:56] <blood_> as i handle it
L1802[22:49:28] <Cypher121> why didn't they make frames actual blocks?
L1803[22:49:30] <tterrag> but the onValidSurface call is wrapped by if (this.tickCounter1++ == 100 && !this.worldObj.isRemote)
L1804[22:49:35] <tterrag> so it checks every 5 seconds
L1805[22:49:48] <tterrag> Cypher121: because they already had the logic for paintings probably
L1806[22:50:09] <Cypher121> same question stands for paintings, actually
L1807[22:50:17] <tterrag> paintings are pretty old
L1808[22:50:26] <tterrag> blocks might not have been able to do what paintings do when they were added
L1809[22:50:31] <MattDahEpic> why do i get https://paste.ee/p/UfDOO when i https://github.com/MattDahEpic/MobDropOres1.9/blob/master/src/main/java/com/mattdahepic/mobdropores/block/BlockMobOre.java#L35
L1810[22:50:33] <Cypher121> =\
L1811[22:50:33] <tterrag> it's definitely possible now
L1812[22:50:53] <tterrag> Cypher121: http://gfycat.com/TotalSerpentineAtlanticsharpnosepuffer
L1813[22:50:56] <tterrag> that's a block(s)
L1814[22:51:15] <Cypher121> cool
L1815[22:51:33] <tterrag> even supports dynamic size
L1816[22:51:55] <TehNut> Probably a stupid question, but where did update() go in TileEntities...?
L1817[22:52:06] <TehNut> oh wait, you need that IUpdatePlayerList whatever thing right?
L1818[22:52:08] <tterrag> TehNut: IUpdateListBox or whatever
L1819[22:52:14] <TehNut> yeah
L1820[22:52:25] <TehNut> IUpdatePlayerListBox
L1821[22:52:29] <tterrag> because mojang thought "hey let's swap out a method call with an instanceof check, that's better for sure!"
L1822[22:52:33] <TehNut> worst name NA and EU
L1823[22:52:54] <MattDahEpic> because mojang (tm)
L1824[22:52:58] <Cypher121> I'm done with this shit, text boxes lose their contents on window resize
L1825[22:53:15] <tterrag> Cypher121: no...you are clearing it in initGui
L1826[22:53:32] <tterrag> ehh I take that back, mojang isn't that stupid
L1827[22:53:36] <tterrag> they cache the tickable ones in a list
L1828[22:54:03] <tterrag> the real sin here is the name, the interface is a decent idea
L1829[22:54:15] <tterrag> !ch IUpdatePlayerListBox
L1830[22:54:18] <tterrag> no?
L1831[22:54:20] <TehNut> My only issue is with the name >.>
L1832[22:54:22] <tterrag> !gc IUpdatePlayerListBox
L1833[22:54:27] <Cypher121> so initGui is called on resize too?
L1834[22:54:28] <Cypher121> cool
L1835[22:54:46] <tterrag> guess that was set by MCP guys
L1836[22:54:47] <Mimiru> Hey.. that's good to know, it explains a bug I've been trying to track down for a while :P
L1837[22:54:50] <tterrag> Cypher121: of course
L1838[22:54:52] *** mrkirby153 is now known as kirby|gone
L1839[22:54:53] <tterrag> it needs to recalc all positions
L1840[22:55:12] <Cypher121> yeah, makes sense
L1841[22:55:19] <tterrag> !mh onResize
L1842[22:55:24] <tterrag> huh
L1843[22:55:27] <tterrag> there's a method like that in 1.7
L1844[22:55:31] <tterrag> updateWorldAndResolution I think
L1845[22:55:46] <tterrag> no
L1846[22:55:49] <tterrag> setWorldAndResolution
L1847[22:56:08] <tterrag> whcih is a lie of a name, because it sets the Minecraft instance and the resolution
L1848[22:56:11] <tterrag> :p
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L1851[22:57:44] <Mimiru> Ok, so I get my packet on the server, it has my data.. now to figure out how to apply that data to the Item's NBT that it came from.
L1852[22:58:50] <MattDahEpic> tterrag, do you have any idea why my canSilkHarvest method blockstate is being tested aignst air and my block?
L1853[22:58:58] <tterrag> I have no clue
L1854[22:59:09] <tterrag> don't ask me about 1.8 stuff I'll probably just be as lost as you are
L1855[22:59:28] <MattDahEpic> who knows 1.8 here then?
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L1857[23:15:37] <MattDahEpic> dang i cant figure this shit out
L1858[23:16:25] <Mimiru> heh... context has the server handler, which has the player, and I can get the currently held item...
L1859[23:16:28] <Mimiru> couldn't be simpler.
L1860[23:17:33] <tterrag> you know the docs page tells you that :p
L1861[23:19:57] <Mimiru> Which is where I got that from. :P
L1862[23:24:13] <Cypher121> isn't there a way to get all oreDict names for a stack?
L1863[23:24:50] ⇨ Joins: Giraffestock (uid90791@id-90791.highgate.irccloud.com)
L1864[23:25:37] <tterrag> Cypher121: in 1.7 not directly
L1865[23:25:42] <tterrag> getIDs then turn them into names
L1866[23:26:54] <MattDahEpic> almighty diesieben07, when you can, tell me if you know anything about why https://github.com/MattDahEpic/MobDropOres1.9/blob/master/src/main/java/com/mattdahepic/mobdropores/block/BlockMobOre.java#L35 causes https://paste.ee/p/UfDOO
L1867[23:29:01] <tterrag> MattDahEpic: omg
L1868[23:29:07] <tterrag> you are passed the state to the method...
L1869[23:29:26] <MattDahEpic> it results in the same thing
L1870[23:29:32] <tterrag> shouldn't
L1871[23:29:41] <tterrag> the block has already been broken in the world when that method is called
L1872[23:29:46] <tterrag> that's WHY you are given the state
L1873[23:29:56] <MattDahEpic> lets change it and test
L1874[23:30:40] <MattDahEpic> nope, litterally the exact same thing
L1875[23:31:56] <MattDahEpic> committed the changes
L1876[23:33:15] <tterrag> MattDahEpic: what's all this futuretask stuff in the log?
L1877[23:33:29] <MattDahEpic> no idea
L1878[23:35:09] <tterrag> found it
L1879[23:35:10] <tterrag> this is a bug yes
L1880[23:35:22] <MattDahEpic> yay its nto my fault
L1881[23:35:37] <tterrag> if (this.canSilkHarvest(worldIn, pos, worldIn.getBlockState(pos), player) && EnchantmentHelper.getSilkTouchModifier(player))
L1882[23:35:45] <tterrag> that should passthrough the state
L1883[23:35:49] <tterrag> not grab it from the world
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L1885[23:36:22] <tterrag> !gm harvestBlock
L1886[23:36:48] <tterrag> yeah that's a vanilla bug...wow
L1887[23:36:59] <tterrag> MattDahEpic: I'd go ahead and report that
L1888[23:37:11] <tterrag> line 984 of Block is the bug
L1889[23:37:28] <tterrag> better description, 3rd line of harvestBlock
L1890[23:38:27] <tterrag> in fact the bug trickles down to the HarvestDropsEvent
L1891[23:38:34] <tterrag> that's going to get the post-set state as well
L1892[23:39:05] <tterrag> !gm func_180653_a
L1893[23:39:22] <tterrag> MattDahEpic: wait no
L1894[23:39:24] <tterrag> it's a forge bug
L1895[23:39:29] <tterrag> https://github.com/MinecraftForge/MinecraftForge/blob/master/patches/minecraft/net/minecraft/block/Block.java.patch#L152
L1896[23:39:33] <tterrag> and https://github.com/MinecraftForge/MinecraftForge/blob/master/patches/minecraft/net/minecraft/block/Block.java.patch#L163
L1897[23:39:36] <tterrag> both use the world state
L1898[23:39:50] <MattDahEpic> then how fix
L1899[23:40:34] <tterrag> make a PR?
L1900[23:40:37] <tterrag> and explain the issue?
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L1902[23:40:59] <tterrag> and provide a test case?
L1903[23:41:31] <tterrag> yeah looks like lex committed the error in his initial 1.8 pass, probably just an oversight, don't blame him
L1904[23:41:52] <MattDahEpic> ill make an issue, i dont know how to make forge PRs
L1905[23:42:06] <tterrag> time to learn
L1906[23:42:16] <tterrag> an issue will not get far, no one else will do work for a bug that doesn't affect them
L1907[23:42:19] <tterrag> sucks but that's the way it is
L1908[23:42:38] <tterrag> if you're lucky lex might do it for you, but a PR for such an obvious problem would get pulled faster
L1909[23:42:47] <MattDahEpic> thing is i dont know what to replace it with
L1910[23:42:52] <tterrag> just pass the state
L1911[23:43:06] <tterrag> harvestBlock has an IBlockState param
L1912[23:43:13] <tterrag> pass that instead of getting it again from the world (which will always be air)
L1913[23:43:21] <Zaggy1024> making iterators is confusing
L1914[23:44:31] <Cypher121> streams are oddly satisfying
L1915[23:44:47] <Cypher121> if (IntStream.of(OreDictionary.getOreIDs(stack)).mapToObj(OreDictionary::getOreName).anyMatch(s -> s.matches(pattern))) {
L1916[23:45:04] ⇦ Parts: Giraffestock (uid90791@id-90791.highgate.irccloud.com) ())
L1917[23:45:16] <MattDahEpic> my question is why lambda notation has no lambdas
L1918[23:46:20] <Cypher121> from wiki: "The name derives from the Greek letter lambda (λ) used to denote binding a variable in a function. The letter itself is arbitrary and has no special meaning."
L1919[23:46:46] <MattDahEpic> i want to have hlaf-life in my code
L1920[23:47:33] <Cypher121> doesn't java support utf encoded variable names?
L1921[23:47:40] <tterrag> Cypher121: that line should be the poster child for readability vs compactness
L1922[23:47:45] <tterrag> I have no idea what that does at first glance
L1923[23:48:19] <AbrarSyed> string literals are in utf16 IIRC
L1924[23:48:33] <Cypher121> after a tiny bit of practice it's really simple
L1925[23:48:35] <AbrarSyed> not that thats relevant at all
L1926[23:48:44] <Cypher121> just read it from left to right
L1927[23:49:10] <tterrag> also possible without java 8 thanks to guava :P
L1928[23:49:19] <Cypher121> "possible"
L1929[23:49:26] <tterrag> why quotes?
L1930[23:49:26] <tterrag> it is
L1931[23:49:42] <Cypher121> syntactic overhead
L1932[23:50:09] <Cypher121> guava doesn't alter syntax, so you still have to explicitly implement all functional interfaces
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L1934[23:50:43] * AbrarSyed chants groovy
L1935[23:51:56] <Cypher121> so OreDictionary::getOreName would be new Function<Integer, String> { @Override public String apply(Integer input) { return OreDictionary.getOreName(input); } }
L1936[23:52:14] <Cypher121> which is so long it's sort of against channel rules to type that directly
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L1938[23:54:02] <unascribed> which event are you supposed to register IEEPs in, again?
L1939[23:54:15] <unascribed> I put it in EntityJoinWorld but I get duplicate key errors when entities get loaded
L1940[23:55:04] <MattDahEpic> tterrag, im assuming i just edit the minecraft classes in this forge project?
L1941[23:55:45] <tterrag> Cypher121: http://puu.sh/l1C6x.txt
L1942[23:55:48] <tterrag> SEE IT WORKS FINE
L1943[23:55:49] <tterrag> *sobs*
L1944[23:56:15] <tterrag> MattDahEpic: yeah then gradle genPatches
L1945[23:56:19] <tterrag> assuming that hasn't changed
L1946[23:56:27] <Cypher121> lol
L1947[23:56:30] <tterrag> unascribed: EntityConstructingEvent or some such
L1948[23:56:35] <unascribed> that sounds right
L1949[23:56:37] <unascribed> thanks
L1950[23:56:39] <Cypher121> did you just say my code wasn't readable?
L1951[23:56:47] <tterrag> it was an example :p
L1952[23:57:00] <tterrag> more feasible if I had pre-implemented versions of those functional interfaces
L1953[23:57:03] ⇨ Joins: Lathanael|Away (~Lathanael@p54960F3A.dip0.t-ipconnect.de)
L1954[23:57:06] <tterrag> or used line breaks
L1955[23:57:07] <tterrag> lol
L1956[23:57:07] <unascribed> looks like you need some lambdas in your life :P
L1957[23:57:19] <tterrag> unascribed: I'm not ready to make my mods annoy 50% of users
L1958[23:57:24] <unascribed> you don't have to
L1959[23:57:27] <unascribed> just use Retrolambda
L1960[23:57:34] <MattDahEpic> is lambda like pipe (|) on linux?
L1961[23:57:36] <unascribed> all you need to do is add the Gradle plugin, no configuration
L1962[23:57:37] <Cypher121> actually mine would be better if getOreIDs returned List<Integer> and not int[]
L1963[23:57:44] <unascribed> I use it in a bunch of Forge mods and it's amazing
L1964[23:57:47] <tterrag> how does retrolambda work when people need to use your compiled code as a lib?
L1965[23:57:51] <unascribed> https://github.com/evant/gradle-retrolambda
L1966[23:57:52] <tterrag> if they extend a "default" method it won't work
L1967[23:57:55] <Cypher121> MattDahEpic: sort of but you can explicitly say where it goes
L1968[23:57:56] <tterrag> it has to exist at compile time
L1969[23:58:05] <unascribed> if you need to use it as a lib, you give them the non-retrolambda'd jar
L1970[23:58:13] <unascribed> and you need Retrolambda and JDK8 to compile it
L1971[23:58:15] <tterrag> sooo devs need j8
L1972[23:58:16] <unascribed> but it compiles to JDK5-7
L1973[23:58:20] <tterrag> fair
L1974[23:58:23] <tterrag> will consider
L1975[23:58:27] <tterrag> I've looked at it before
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L1977[23:58:46] <tterrag> how well does it do with reobf?
L1978[23:59:02] <unascribed> it does it's work before reobf, as an extra step in compileJava
L1979[23:59:05] <unascribed> so it's seamless
L1980[23:59:15] <tterrag> mhm
L1981[23:59:16] <MattDahEpic> tterrag, Task 'genPatches' not found in project ':Forge'.
L1982[23:59:21] <unascribed> I tested a couple mods using it in JRE6 and it worked fine in an obfuscated environment
L1983[23:59:22] <tterrag> idk ask AbrarSyed
L1984[23:59:32] <unascribed> yeah, this is becoming a #ForgeGradle problem
L1985[23:59:43] <AbrarSyed> gradle tasks
L1986[23:59:55] <AbrarSyed> ^ @MattDahEpic
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