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L2[00:02:42] <Zaggy1024> gaaaaaaaaaaah
L3[00:03:04] <Zaggy1024> somehow the tile
entity is getting invalidated, but my breakpoint in invalidate
isn't being hit for the TEs with the data in them
L4[00:03:09] <Zaggy1024> so I have no idea
why this is happening
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L6[00:06:08] <Zaggy1024>
wait...what...
L7[00:06:16] <Zaggy1024> stupid piece of
crap
L8[00:06:33] <Zaggy1024> it's removing the
valid TE because the world is trying to remove the invalid
one
L9[00:06:41] <Zaggy1024> how on earth do I
fix that?
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L11[00:09:24] <Zaggy1024> (when the world
tries to remove the invalid one, it calls the chunk's
removeTileEntity on the valid one's location, so it removes the
valid one instead of the invalid one, which doesn't exist in the
chunk data)
L12[00:10:25] <Zaggy1024> ah there we
go
L13[00:10:49] <Zaggy1024> called
removeTileEntity to remove it before setting it, now it's not being
stupid
L14[00:12:02] <Zaggy1024> is this worth
making a PR for?
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L16[00:12:30] <Zaggy1024> it wouldn't be a
very simple PR, but it would probably save a headache or two
L17[00:12:56] <Zaggy1024> not a simple
patch, I mean
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L27[01:03:01] <tterrag> would it not be a
simple PR?
L28[01:03:06] <tterrag> seems you could
just call removeTileEntity() from setTileEntity()
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L39[01:50:13] <Zaggy1024> tterrag, yeah, I
thought of that a bit later
L40[01:50:36] <Zaggy1024> but I was
thinking more a fix for the fact that the world's TE cleanup code
doesn't check if the TE in the chunk data is the same one
L41[01:51:10] <Zaggy1024> although come to
think of it that could just be a
chunk.getTileEntity(tileentity.getPos()) == tileentity, I
guess
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L43[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151102 mappings to Forge Maven.
L44[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151102-1.8.zip (mappings
= "snapshot_20151102" in build.gradle).
L45[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/
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L53[02:36:39] <Darkevilmac> I've had an
issue for quite a while with my mod where movement of vehicles
becomes extremely choppy at what seems to be inconsistant times.
And I know it's not due to my entity code because I made a quick
test simply rendering a boat instead of my entity and animation
still seems to get choppy when the entity speeds up a bit.
L55[02:38:35] <Subaraki> I was wondering
how forge handles loading all mod classes trough annotations
L56[02:38:45] <Subaraki> i'm new to it and
i seem to need it myself quit right now
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L66[02:59:17] <Subaraki> thx, i'll take a
look
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L68[03:00:43] <xaero> I'd start with
ModDiscoverer then follow the classes down into the asm/
package
L69[03:01:44] <xaero> FYI FML Is also
LGPL
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L76[03:22:49] <Zaggy1024> Made a PR to fix
that bug I ran into with setTileEntity
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L82[03:33:06] <Cazzar> Well, i just spent
most of my day working on my linux dotfiles.
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L85[03:35:23] <sham1> Heh
L86[03:35:27] <sham1> .stuff
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L96[04:28:15] <Mossyblog> So, I've created
a basic texture overlay but i'm struggling to figure out why the
xyz keeps being set at the base of my feet and not the xyz i give
it (no matter what i type, it seems to just always follow me) -
https://gist.github.com/mossyblog/cfb69f55c9b1a3d7e190
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L104[04:51:02] <sham1> glTranslate x, y, z
and then have the x, y and z you render with be [0..1]
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L107[04:59:28] <Mossyblog> do i still keep
the wr.setTranslation(-xPos, -yPos, -zPos); ?
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L129[06:15:15] <Ordinastie> does anyone
have a direct link to java 6 download ?
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L133[06:30:45] <Ordinastie> diesieben07,
how would I test the java compat stuff in dev ?
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L145[07:35:27] <Mossyblog> doh... forgot
to make it so that the xyz cords subtrac the player
coords..lol
L146[07:38:26] <Poppy> anyone familiar
with scala string interpolation?
L147[07:39:14] <Poppy> how do I end a
variable name so that more text can imediatelly follow without
having to use a whitespace?
L148[07:43:11] <fry> ${name}text
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L150[07:51:08] <Poppy> thank you
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L152[08:01:01] <Poppy> so, getSubBlocks.
It hands you a list, I'm supposed to simply append my subblocks to
this list correct?
L154[08:02:36] <Poppy> lmao, fancy
L155[08:10:39] <Cypher121> is he tap
dancing?
L156[08:11:49] <Wuppy> how long do you
guys think it takes to build an Android .apk the first time for a
game in Unreal?
L157[08:12:03] <Cypher121> 2 hours?
L158[08:12:13] <Wuppy> 2-3 hours....
L159[08:12:22] <Wuppy> if you do it in
Unity it takes like 15 minutes max
L160[08:13:59] <Wuppy> also, how big do
you think the apk of our game is? :P
L161[08:14:27] <Poppy> where's sham1 when
you need im
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L166[08:39:24] <Poppy> ah scala
L167[08:39:27] <Poppy> I love you so
much
L168[08:40:03] <Poppy>
"List[ItemStack] does not conform to the expected type
List[ItemStack]"
L169[08:40:07] <Poppy> :D
L170[08:40:19] <fry> java list vs scala
list
L171[08:40:37] <Poppy> I know, how do I
convert them though?
L172[08:41:01] <fry> import
collection.JavaConversions._, for example
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L174[08:43:13] <Poppy> and then?
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L177[08:54:14] <sham1> Come on fry
L178[08:54:19] <sham1> At least
JavaConverters
L179[08:54:35] <Poppy> a short while on
google made me expect this
L180[08:54:37] <Poppy> :D
L181[08:55:11] <Poppy> really though,
getSubBlocks hands me a java list, how am I supposed to stick
anything in there in scala
L182[08:55:31] <sham1> import
scala.collection.JavaConverters._
L183[08:55:37] <sham1> And then
list.asScala
L184[08:55:43] <sham1> There, now you have
a java list
L185[08:56:02] <sham1> Without generic
info (as that is not present, you need to manually cast so the
scala list works correctly)
L186[08:56:29] <sham1> So getSubBlocks
hands you a list of Itemstacks, correct?
L187[08:56:33] <Poppy> yes
L188[08:57:04] <sham1> Do it like this:
val scalaList =
theList.asInstanceOf[java.utils.List[ItemStack]].asScala
L189[08:57:07] <sham1> There
L190[08:57:20] <sham1> Now you use the
scalaList like any other scala collection
L191[08:57:38] <Poppy> .tabulate?
L192[08:57:48] <sham1> what do you
mean
L193[08:58:29] <Poppy> val scalaList =
theList.asInstanceOf[java.utils.List[ItemStack]].asScala.tabulate(12)(n
=> new ItemStack(item, 1, n))
L194[08:59:17] <sham1> You might want to
just do it "scalaList.tabulate(12)(n => new ItemStack(item,
1, n))" as the line I posted gives you a mutable list
L195[08:59:36] <sham1> the asScala-line
that is
L196[08:59:47] <Poppy> ah, neat
L197[08:59:56] <sham1> Because as we all
know
L198[09:00:05] <Wuppy> ugh pc has been at
99% cpu for over half an hour now
L199[09:00:14] <sham1> Java standard
library does not really have immutable stufs
L200[09:00:28] <Wuppy> is that bad for
your cpu to run it at full for so long?
L201[09:01:30] <Poppy> shouldn't, unless
it's overheating
L202[09:01:38] <Poppy> or any of the
bridge chips
L203[09:01:52] <Wuppy> what's the program
called which checks your temperaturs
L204[09:01:53] <Wuppy> speccy?
L205[09:01:59] <Poppy> which wouldn't be
exactly bad for your cpu, but...
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L207[09:02:42] <Poppy> honestly, anything
can go if your cpu is that high for that long, depending on what
other thing is being used
L208[09:03:38] <Wuppy> heh, it's only at
56 C
L209[09:03:56] <Wuppy> my laptop runs
aroudn that in idle I think
L210[09:04:03] <Poppy> sham1: "can't
resolve symbol tabulate"
L211[09:04:28] <sham1> to be honest, I've
never heard of such a thing
L212[09:04:30] <sham1> I'd do it like
this
L213[09:05:10] <Wuppy> hmm chrome seems to
have troubles when your cpu is at 99% :P
L214[09:05:22] <Poppy> top kek
L215[09:06:46] <Keridos> is there
someplace where is described what was changed in mc forge for 1.8
compared to 1.7.10?
L216[09:07:00] <Keridos> I find it rather
difficult to patch my mod since I do not fully understand all the
changes yet
L217[09:07:09] <sham1> You know what
L218[09:07:15] <sham1> I'd actually do
this recursivly
L219[09:07:19] <sham1> Or with
for-comprehension
L220[09:08:14] <Poppy> funny you should
say that, while I'm rewriting my registerBlockIcons function with
tabulation instead of the old recursion
L221[09:08:16] <sham1> for (i <- 0 to
3) scalaList ++ new ItemStack(item, 1, n)
L222[09:08:55] <Poppy> *i
L223[09:09:02] <sham1> Yeah
L224[09:09:05] <sham1> replace n with
i
L225[09:09:13] <Wuppy> that's valid scala
code?
L226[09:09:16] <sham1> Yes
L227[09:09:30] <Wuppy> that's one ugly
line of code :c
L228[09:09:35] <sham1> :P
L229[09:09:44] <Poppy> h-uh, I think it's
gorgeous
L230[09:09:55] <fry> sham1: ++=
L231[09:10:03] <sham1> Thank you fry
L232[09:10:13] <sham1> I seriously
forgot
L233[09:10:22] <Cypher121> this is
basically my main gripe with scala
L234[09:10:33] <Cypher121> it's powerful,
widely used, etc.
L235[09:10:35] <sham1> Damn you Haskell
making me forget
L236[09:10:42] <Cypher121> but java looks
SO much cleaner
L237[09:10:47] <sham1> Well to be
fair
L238[09:10:50] <Wuppy> C++ is even
prettier though
L239[09:11:00] <Poppy> are you guys
completelly mad
L240[09:11:08] <sham1> Scala tries to mesh
two different paradigms in together
L241[09:11:12] <sham1> In some very weird
ways
L242[09:11:15] <Poppy> yeah
L243[09:11:26] <Wuppy> having a cpp and a
h in a different file is a bit annoying, but other than that it's
really great
L244[09:11:28] <sham1> It supports both
full imperativity and "pure" functionality
L245[09:11:54] <Poppy> Type mismatch,
expected TraversaleOnce[ItemStack], actual ItemStack
L246[09:12:00] <Poppy> *traversable
L247[09:12:09] <sham1> +=
L248[09:12:12] <sham1> Maybe that is
it
L249[09:12:16] <sham1> In fact, it is
it
L250[09:12:26] <Poppy> method GetSubBlocks
overrides nothing
L251[09:12:29] <Poppy> :D
L252[09:12:37] <sham1> override def
...
L253[09:12:46] <Poppy> that's what I'm
doing
L255[09:13:44]
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L256[09:13:54] <Cypher121> I have a
feeling that you're returning scala list
L257[09:13:57]
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L258[09:14:07] <Poppy> yeah
L259[09:14:11]
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L260[09:14:17] <sham1> Yeh
L261[09:14:20] <Cypher121> original
returns jList, so you don't override it, maybe
L262[09:14:23] <Poppy> I think it'd be
easier to generate a scala list and then convert that into a
jlist
L263[09:14:25] <Cypher121> not sure
here
L264[09:14:32] <sham1> Try to add :Unit as
the return value
L265[09:14:39] <sham1> As having it as
scala list works
L266[09:15:04] <Poppy> same thing
L267[09:15:21] <sham1> !gm
getSubBlocks
L268[09:15:29] <Cypher121> !gm
getSubBlocks
L269[09:16:02] <sham1> Please show the
entire block cclass
L270[09:16:09] <sham1> Or object or
whatever you use
L271[09:16:39] <Cypher121> wow, some
people still can't let BTW die
L272[09:16:55] <sham1> Umn
L273[09:16:56] <sham1> what
L275[09:17:35] <sham1> Ah
L277[09:18:01] <Wuppy> Cypher121, the
creator of it was an ass :c
L278[09:18:07] <Keridos> hm how do I save
blockpos manually per nbt?
L279[09:18:09] <Cypher121> yeah, I
know
L280[09:18:36] <sham1> This is really
weird problem indeed
L281[09:19:26] <Poppy> xD
L282[09:22:34]
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L283[09:25:25] <Poppy> honestly, this is
an issue I'm having with overriding java classes regularly
L284[09:25:42] <Poppy> it just goes
"overrides nothing" when I as much as sneeze on the
keyboard
L285[09:26:34] <Cypher121> I have a
feeling that it's trying to be smart and replace List with
List<ItemStack> or something
L286[09:27:30] ⇦
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L287[09:27:36] ***
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L288[09:29:15] <karlthepagan> well now,
thanks optifine... I need to bisect on the forge version to figure
out where you broke :P
L289[09:38:50] <karlthepagan> it's 1523
:P
L290[09:39:26] <sham1> You expect optifine
to not break stuff?
L291[09:40:29] <karlthepagan> I was so
pleased when 1521 worked... I lived in that bliss for quite a
while
L293[09:42:04] ⇦
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L294[09:51:53]
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L296[09:54:58]
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L300[10:18:39] <Wuppy> ugh I'm so fucking
done with one of the designers in our team....
L301[10:18:42] <Wuppy> can I kill him
please
L302[10:19:05]
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L303[10:19:43] ⇦
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L304[10:21:13] <Ivorius> Why not ask the
voices in your head
L305[10:21:32] <Ivorius> Oh wait, this is
#minecraftforge
L306[10:21:35] <Ivorius> Well go on
then
L307[10:22:50] <shadekiller666> we are the
voices in his head
L308[10:25:37] <Wuppy> haha exactly
:P
L309[10:29:58]
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L311[10:39:16] <Poppy> designer? Like
graphic, or gameplay?
L312[10:39:40] <Poppy> cause if you need
textures/models, then I'll gladly whip a few out for ya
L313[10:40:32]
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L314[10:41:07] ***
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L315[10:41:41] <sham1> Poppy, he really
whips the llama's ass
L316[10:41:49] <Poppy> lol
L317[10:42:00] <Poppy>
ba-dum-dum-dum-dum
L318[10:48:24] <Poppy> sham1: crud, what a
flipping thorny problem, do you have any other idea how to get
around it?
L319[10:50:36]
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L321[10:53:34] <Poppy> why isn't the
flipping function public List[ItemStack] getSubBlocks(Item item,
CreativeTabs tab) anyway?
L322[10:53:55] <sham1> Because it gives
you the reference to the subBlock list
L323[10:54:41] <Poppy> so? It's not like
you couldn't append the new list to the subBlock list =\
L324[10:55:21] <Poppy> is it even safe to
let outside classes operate on your list like that?
L325[15:52:17]
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L326[15:52:17] *** Server sets mode: +CQcnrtf
#RegisterYourNameMoron
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L329[15:54:09] <thecodewarrior> Anybody
here a vector wizard? I want to do some rope-like swing physics,
and I'm kinda lost. I have the player position, the player motion,
and one or more latch points for the rope(s).
L330[15:54:22] ⇦
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L331[15:54:23] <thecodewarrior> Right now
I calculate the player's position relative to the latch point after
moving, clip that to the length of the rope, and calculate the
required motion to get there. It works, but it isn't very
physically accurate, especially when swinging.
L332[15:54:36] <thecodewarrior> (I asked
about this here a day or so ago and decided to go the quick 'n
dirty route, but it didn't work out quite so well)
L333[15:55:16] ***
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L334[15:55:27] <TehNut> shadekiller666:
available for OBJ help?
L335[15:55:42] <shadekiller666> ya
L336[15:55:44] <TehNut> wee
L337[15:55:45] <shadekiller666> whats
up
L338[15:55:52] <TehNut> I have no clue
what I'm doing :p
L339[15:56:01] <shadekiller666> lol
L340[15:56:03]
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L341[15:56:07] <Drullkus> ty gaz x3
L342[15:56:16] <Drullkus> Friggin'
bots
L343[15:56:20] <TehNut> Trying to do the
model for the BM altar
L344[15:56:26] <Drullkus> TehNut:
o.o?
L345[15:56:33] <TehNut> ?
L346[15:56:36] <Drullkus> idk
L347[15:56:39] <Drullkus> ¯\_(ツ)_/¯
L348[15:56:50] <TehNut> I'm the
"head" BM 1.8 guy
L349[15:57:07] <TehNut> Anyways, I
registered my domain with the loader
L350[15:57:09] <TehNut> what now
L351[15:57:58] <shadekiller666> bm
altar
L352[15:58:00] <shadekiller666> ok
L353[15:58:17] <shadekiller666> can i see
what you have?
L354[15:58:34] <TehNut> I have
OBJLoader.instance.addDomain(BloodMagic.MODID) :p
L355[15:58:50]
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L356[15:59:11] <shadekiller666> ok
L357[16:01:44] <shadekiller666> the next
thing you want to do is
"ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(<bm
altar>), 0, new ModelResourceLocation(MODID.toLowerCase() +
":" + <name of blockstate json file>,
"inventory"));
L358[16:02:22] <shadekiller666> and do
make sure your MODID is lowercase when registering the domain, just
to make sure :P
L359[16:02:26] ⇦
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L360[16:02:28] <shadekiller666> then after
you've done that
L361[16:02:32] <TehNut> This is in preinit
on the client only, correct?
L362[16:03:01] <shadekiller666> make a
forge-blockstate json with the name you passed into the
ModelResourceLocation
L363[16:03:01] <shadekiller666> yes
L364[16:03:10] <shadekiller666> after
blocks/items have been registered
L365[16:04:00] <shadekiller666> once you
have the forge-blockstate json written, you should be good to
go
L366[16:04:37] <shadekiller666> TehNut,
have a look at ModelLoaderRegistryDebug.java on the forge github
for examples
L367[16:07:38] ⇦
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L368[16:08:19] ⇦
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L369[16:10:46] <TehNut> welp
L370[16:10:47] <TehNut> it's a start
L372[16:11:26] <Mimiru> lol
L373[16:11:28] <Mimiru> niice :P
L374[16:11:32] <shadekiller666> you need
to set the "transforms": {} key in the blockstate
json
L375[16:11:41] <shadekiller666>
actually,
L376[16:11:59] <shadekiller666> thats also
your model being larger than 1x1x1 in the obj
L377[16:12:17] <TehNut> i blame way
L378[16:13:01]
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L382[16:13:38] <shadekiller666> only way
to fix the in-world model being too large is to scale it relative
to a 1x1x1 cube in the modelling software
L383[16:13:41] <Zaggy1024> I just turned
around my CPU fan and my temperatures while stress testing went
down to about 70 from 80
L384[16:14:02] <Zaggy1024> (80 being
abnormally high after setting it to use an XMP profile today)
L385[16:14:13] <fry> shadekiller666:
scaling in the json should work too
L386[16:14:31] <shadekiller666> fry, that
only works for the camera transforms
L387[16:14:37] <fry> nope
L388[16:14:39] <shadekiller666> won't do
anything to the in-world block model
L389[16:14:46] <fry> it should
L390[16:15:00] ⇦
Quits: RedEnergy (webchat@88.200.214.168) (Ping timeout: 204
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L391[16:15:09] <shadekiller666> hasn't in
the past
L392[16:15:24] <fry> you did something
wrong then :P
L393[16:15:26] <Zaggy1024> are TRSRs not
working on obj?
L394[16:15:32] <fry> or I did, or
Zaggy1024 :P
L395[16:16:36] <Zaggy1024> haha but I
didn't mess with the model state stuff
L396[16:16:36] *
shadekiller666 tests
L397[16:18:19]
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L398[16:20:27] <shadekiller666> whats the
proper syntax for "transform": when not using the
"forge:default-block" value?
L399[16:20:27] <shadekiller666>
"transform": {"scale": [x, y, z]}?
L400[16:20:27] <fry> that should work,
yes
L401[16:20:31] ⇦
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L403[16:21:52] <thecodewarrior> Does
anybody know how I would implement rope swing physics?
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L405[16:25:02] <shadekiller666> fry, would
putting "transform":{} in the "defaults":{}
block be overriden by anything in the "variants"?
L406[16:25:17] <fry> I think so
L407[16:25:55] <shadekiller666> hmm
L408[16:26:17] <Zaggy1024> thecodewarrior,
depends on what you want
L409[16:26:40] ⇦
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L410[16:26:43] <shadekiller666> is there a
way to use the default values for "forge:default-block"
without having to define them by hand in the json, whilst being
able to change the scale?
L411[16:27:31] <Zaggy1024> if you simply
want to keep the player from leaving a certain range from a target
point (with physics collision on the ropes) then you do some math
to determine the strength of the pull according to the distance the
player is from the target
L412[16:27:48] <fry> shadekiller666: not
right now
L413[16:27:48] <shadekiller666> thats lame
:P
L414[16:27:52] <Zaggy1024> for rope
collision physics...you'd have to have a way to pass the world to a
physics simulation
L415[16:27:52] <TehNut> Annnd texture is
mis-aligned...
L416[16:27:54] <TehNut> ugh
L417[16:28:06] <Zaggy1024> on what,
tehnut?
L418[16:28:13] <shadekiller666> tehnut,
make sure the uvs are between 0 and 1
L420[16:28:27] <shadekiller666> otherwise
they should be applied correctly
L421[16:28:55] <shadekiller666> can i see
your .obj and .mtl files for that tehnut?
L422[16:28:59] <Zaggy1024> isn't that
probably because of the normalization thing?
L423[16:29:17] <shadekiller666> tehnut,
also, are you on the latest version of forge
L424[16:29:30] <shadekiller666> zaggy,
current latest version doesn't normalize
L425[16:29:34] <Zaggy1024> yeah
L426[16:29:35] <TehNut> 1543 atm
L427[16:29:44] <Zaggy1024> I was thinking
he was probably on an old one
L428[16:30:14] <thecodewarrior> I don't
want the the rope to collide with blocks, I just want realistic
swing physics. Right now I can limit the length, its just that
momentum isn't preserved correctly.
L429[16:30:14] <shadekiller666> its
bandaged to substitute the missing model for uvs out of the 0-1
range
L430[16:30:14]
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L433[16:30:48] <shadekiller666> those
links are broken
L434[16:30:54] <TehNut> Yeah, fucking
Hastebin...
L435[16:31:13] ⇦
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L436[16:31:16] <shadekiller666> throw them
up on gist then
L437[16:31:17]
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L440[16:33:19] <shadekiller666> yep,
normalization is broken on your forge version
L441[16:33:35] <shadekiller666> wait
no
L442[16:33:44] <shadekiller666> that
shouldn't have normalized to begin with
L443[16:33:47] <shadekiller666> o.o
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L445[16:34:21] ***
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L446[16:34:24] <shadekiller666> though
that is likely the cause of the wonky texturing
L447[16:35:44] <shadekiller666> oh, fry,
btw, your fixes for color on items/blocks seems to have broken the
VertexColoring blocks in ModelLoaderRegistryDebug
L448[16:36:04] ⇦
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L450[16:36:12] <shadekiller666> tehnut, i
suggest you try updating forge to the latest version
L451[16:36:25] <fry> TehNut:
files.minecraftforge.net/maven/net/minecraftforge/forge/1.8-11.14.3.1545/forge-1.8-11.14.3.1545-universal.jar
L452[16:36:37] <fry> jenkins is buggy, but
that build exists
L453[16:36:47] ***
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L454[16:37:01] <fry> shadekiller666: they
look fine to me
L455[16:37:16] <shadekiller666> they're
completely pink
L456[16:38:22] <TehNut> Texture is still
all wonky
L457[16:38:30] <shadekiller666> i haven't
done anything to the color inputs, and i made sure that my env was
updated
L458[16:38:53] <fry> Hmm, indeed they
are
L459[16:38:58] <fry> wander what
happened
L460[16:39:48]
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L461[16:40:35] <fry> TehNut: in the same
way, or differently? :P
L462[16:40:40] <shadekiller666> and i put
"transform":{"scale": [2, 2, 2]} in the
"normal" variant in the tesseract json, with
"transform": "forge:default-block" in the
"inventory" variant, and notthing changed
L463[16:40:42] <TehNut> Exactly the same
:p
L464[16:40:57] <fry> are you sure you're
updated? :P
L465[16:41:04] <shadekiller666> and you're
sure they're applied properlly in blender?
L466[16:41:19] <TehNut> *sigh*
L467[16:41:21] <shadekiller666> the latest
version doesn't do any processing to uvs whatsoever
L468[16:41:24]
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L469[16:41:34] <TehNut> You even said it
was being stupid...
L470[16:42:14] ⇦
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L472[16:42:44] <shadekiller666> yes, the
latest version bandaged it to make it not be stupid, until i can
get a better solution in place
L473[16:42:52] <TehNut> No I meant
Jenkins
L474[16:42:58] <TehNut> Gradle doesn't
pickup 1545
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L477[16:48:27] <MattDahEpic> latest there
is 1543
L478[16:48:57] <shadekiller666> fry, i put
"transform": {"scale": [2, 2, 2]} in the
"normal" variant of the tesseract, with
"transform": "forge:default-block" in the
"inventory" variant, and nothing changed
L479[16:49:43] <TehNut> now it's different
broken :p
L481[16:50:23] <fry> show your
texture
L483[16:51:29] <TehNut> It works just fine
in Blender
L484[16:52:20] <fry> add
"custom": { "flip-v": true } in the
blockstate
L485[16:52:36] <fry> somewhere near the
"model"
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L487[16:54:17] <fry> shadekiller666: fixed
the color issue
L488[16:54:37] <shadekiller666> ok
L489[16:55:09] <TehNut> Yeah that
worked
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L491[16:55:13] <TehNut> Just need to scale
it, now...
L492[16:56:09] <shadekiller666> fry, i'm
trying to figure out what the best way of structuring CustomData
would be, you said that it should be an enum in a comment, but i'm
not exactly sure how to make it an enum if the
"processUVs" key won't be a boolean like the rest of them
will :P
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L494[16:56:42] <shadekiller666> also,
"flip-v" will probably change
L495[16:57:12] <MattDahEpic> maybe try
flip-abcdefg...xyz
L496[16:57:21] <MattDahEpic> jus tto cover
ALL the bases
L497[16:57:30] <shadekiller666> prob
"flipDX11"
L498[16:57:39] <fry> why should it?
L499[16:57:43] <MattDahEpic>
flip-table
L500[16:57:53] <shadekiller666> well
L501[16:59:14] <shadekiller666> what i
want to have for the uv processing would have
"processUVs": {"flip": { "u":
<boolean>, "v": boolean}}
L502[16:59:24] <shadekiller666> or
something along those lines
L503[16:59:39] <fry> there should be no
need to flip the u
L504[17:00:18] <MattDahEpic> but if you
did it'd be an n
L505[17:00:18] <shadekiller666> can't hurt
though :P
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L508[17:01:51] <shadekiller666> either
way, i'm not sure what to do with CustomData if
"processUVs" won't be a boolean, whilst others will
L509[17:02:22] <TehNut> Is there a way to
offset the model?
L510[17:03:13] <shadekiller666> in-world
or as an item?
L511[17:03:21] <TehNut> World
L512[17:03:53] <shadekiller666> i'm
assuming you're trying to center it right?
L513[17:03:58] <TehNut> Yup
L514[17:04:11] <shadekiller666> you want
it centered on 0.5 0.5 in blender
L515[17:04:37] <TehNut> And I do that...
how...
L516[17:05:10] <shadekiller666> open the
model in blender, move it from x:0.0, z:0.0 to x:0.5, z:0.5
L517[17:05:22] <shadekiller666> then
reexport
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L522[17:07:48] <shadekiller666> fry, i
really hope that you didn't break the vertex and material counter
by making new Vertex instances in the parsing code for
"f"
L523[17:08:59] <shadekiller666> it was set
up the way it was so that negative vertex addresses would grab
vertices relative to the end of the list
L524[17:09:11] <shadekiller666> and
something tells me that you just broke that
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L526[17:13:07] <shadekiller666> hmmm
L528[17:14:44] <TehNut> Thank you
L529[17:15:06] <shadekiller666> nice
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L531[17:16:50] <TehNut> Now, is it
possible to move it down in the hotbar, but not in the hand?
L532[17:17:03] <shadekiller666> yep
L533[17:18:17] <shadekiller666> put
"transform": {"gui": {"translate":
[x, y, z]}} in the "inventory" variant in the json
L534[17:18:49] <shadekiller666> x and z
should be 0, then play with the y value to get it where you
want
L535[17:21:00] <TehNut> Awesome
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L546[17:40:13] <shadekiller666> tehnut,
any other blocks that need setting up?
L547[17:43:10] <TehNut> Not for the moment
no
L548[17:43:13] <TehNut> Thanks for your
help
L549[17:44:00] <shadekiller666> no
problem
L550[17:45:53] <MattDahEpic> if you have
time can you help me figure out why my blocks wont render in the
inventory shadekiller666
L551[17:46:09] <shadekiller666> sure
L552[17:46:23] <shadekiller666> need code
and stuff :P
L554[17:47:06] <MattDahEpic> blocks placed
in the world have textures while in the inventory they have the
missing texture texture
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L557[17:48:58] <shadekiller666> ok
L558[17:49:01] <shadekiller666> hmm
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L560[17:51:40] <shadekiller666> good
lord
L561[17:51:42] <shadekiller666> :P
L562[17:51:49] <MattDahEpic> ?
L563[17:52:02] <shadekiller666>
interesting way of doing that
L564[17:53:52] <shadekiller666> your
mob_ore.json file doesn't have an "inventory"
variant
L565[17:54:03] <shadekiller666> though i'm
not sure how you would add one with how you have this set up
L566[17:54:16] <MattDahEpic> how would
recommend setting it up?
L567[17:54:39] <shadekiller666> also, if
all of the mob_ore blocks are the same size, you should be able to
put "transform": "forge:default-block" in your
"defaults": {} block in mob_ore.json
L568[17:54:40] <shadekiller666> not
sure
L569[17:54:56] <MattDahEpic> doesnt work,
ive tried that
L570[17:55:20] <MattDahEpic> ive also
tried uvlock true just to try all the documented options
L571[17:55:27] <shadekiller666> hmm
L572[17:55:54] <shadekiller666> have you
tried adding an "inventory" variant with that
"transform" in it?
L573[17:56:06] <MattDahEpic> let me try
tha treal quick
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L575[17:58:20] <MattDahEpic> that doesnt
fix it, but now i get 7 "Unable to resolve texture due to
upward reference: #all in minecraft:models/block/cube_all"
lines
L576[17:58:29] <TehNut> In
"variants" can you define an inventory thing for each
state?
L577[17:59:00] <shadekiller666> tehnut,
you should be able to define a "transform" for each
variant
L578[17:59:18] <shadekiller666> zaggy, you
in here?
L579[17:59:27] <MattDahEpic> ive github'd
my current mob_ore.json
L581[18:01:36] <shadekiller666> matt, have
you tried taking a look at how vanilla does the wool jsons?
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L583[18:02:23] <MattDahEpic>
shadekiller666, i had my jsons like that in the past, let me grab
the commit where they were
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L586[18:06:10] <shadekiller666> that new
error came after adding "inventory" right?
L587[18:06:16] <MattDahEpic> yep\
L588[18:08:22] <shadekiller666> you might
need a custom state mapper for thisssssss
L589[18:08:48] <shadekiller666> but it
shouuldd be doable without one... i just don't knknow how
L590[18:09:02] <MattDahEpic> i dont know
how to do a custom statewrapper
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L593[18:15:26] <shadekiller666> matt, i
have no idea sorry
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L597[18:27:29] <shadekiller666> is there a
way to use an enum class like a map?
L598[18:27:40] <killjoy> what do you
mean?
L599[18:27:46] <killjoy> like as map
keys?
L600[18:28:25] <Cypher121> EnumMap?
L601[18:30:10] <shadekiller666> :/
L602[18:30:51] <LexLap> fuck yall Linus
has a valid point and has probably been harassed about that PR
hundreds of times, combined with the millions of other PRs that are
nowhere near acceptible.
L603[18:31:09] <killjoy> What's this
about?
L604[18:31:10] <LexLap> I do it, it's
better to just be honest and not care about being a dick.
L605[18:31:15] <shadekiller666> i saw that
lex, i felt his anger was justified
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L607[18:31:21] *
LexLap mutters about the link luacs posted
L608[18:31:43] <shadekiller666> killjoy,
the father of the linux kernal went off on someone who submitted a
stupid PR
L609[18:31:52] <killjoy> Yeah, I got that
much.
L610[18:31:55] <killjoy> I just didn't see
the link
L612[18:32:35] <killjoy> Do people keep
making idiotic PRs?
L613[18:32:55] <shadekiller666> people
rarely ever make non-idiotic prs...
L615[18:33:18] <killjoy> I remember this
one pr to forge
L616[18:33:24] <killjoy> "made
special case for my mod"
L617[18:33:26] <LexLap> the xray
one?
L618[18:33:28] <LexLap> ya...
L619[18:33:56] <killjoy> The only mod
specific code is for optifine
L620[18:35:58] <killjoy> I'm suddenly
reminded. Is there a way to change the texture of a mod
armor?
L621[18:36:07] <killjoy> *texture
location
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L632[19:06:45] <Darva> re lex's comment on
Linus: I'm just gonna have fun with irritating everyone at work
tomorrow about the fact that Linus reccomended a goto.
L633[19:07:24] <luacs1998> lol
L634[19:07:48] *
Darva thinks the vehemence of the anti-goto crowd is a bit...
silly.
L635[19:10:27] <Cypher121> everyone who is
anti-goto either uses it in place of cycles or can't name labels
properly
L636[19:10:56] <killjoy> Would it be wise
to put an @Optional ontop of @Mod?
L637[19:12:14] <Darva> I generally think
about 80% who are anti, are anti because they were told it was bad
in school, or on a forum somewhere.
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L639[19:12:48] <Cypher121> killjoy: what
are you trying to achieve?
L640[19:13:42] <killjoy> I use a forge mod
for compatibility purposes and I don't want it to load when
[liteloader] isn't loaded
L641[19:13:51] <killjoy> Just to be safe,
you know?
L642[19:15:06] <killjoy> I think it's
better than just using lots of reflection
L643[19:16:44] <Cypher121> so you don't
want mod to load if liteloader isn't present?
L644[19:16:57] <killjoy> Just in case
forge picks it up, yes
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L646[19:17:55] <Cypher121> just use
Loader.isModLoaded, I guess
L647[19:18:06] <killjoy> liteloader isn't
a forge mod
L648[19:18:07] <Cypher121> not sure if
@Optional would even work like that
L649[19:18:18] <killjoy> I think it
supports class names
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L675[20:20:07] <MattDahEpic> is anyone
good at making/has an example of custom statewrappers for
1.8?
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L710[21:24:02] <shadekiller666> matt, i
have a statemapper for 1.8, i'm not sure how useful it would be for
you though
L711[21:24:23] <MattDahEpic> its worth a
shot
L713[21:25:27] <shadekiller666> lines
166-193 incase the link doesn't work
L715[21:27:47] <shadekiller666> ignore the
stuff specific to my mod of course
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L717[21:30:06] <shadekiller666> and you
can probably ignore ItemTrackMeshDefinition, a lot of the stuff in
these classes is custom code to handle a block that has an item and
is placeable only in a dev env :P
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L725[22:08:37] <Zaggy1024> shadekiller666,
you should've pinged me to get my attention :P
L726[22:08:43] <Zaggy1024> still need
something?
L727[22:08:58] <shadekiller666> i tried
pinging you a while ago :P
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L735[22:26:32] <Zaggy1024> oh
L736[22:26:46] <Zaggy1024> that's probably
because he's not setting the state properly in code
L737[22:27:06] <Zaggy1024> MattDahEpic,
you should use the debug display to see what the state is
L738[22:27:20] <MattDahEpic> its the
correct state
L739[22:27:48] <MattDahEpic> unless theres
a getMetadata in ItemBlock for items
L740[22:28:13] <Zaggy1024> oh, er
L741[22:28:18] <Zaggy1024> I thought this
was about the block
L742[22:28:30] <MattDahEpic> the blocks
render correctly
L743[22:28:38] <MattDahEpic> just not the
item
L744[22:29:07] <Zaggy1024> for the items
you can't really use the forge blockstates json (AFAIK) if you have
multiple variants for an item
L745[22:29:14] <Zaggy1024> (except if you
do some special crap)
L746[22:30:09] <MattDahEpic> i have the
vanilla type jsons there too though
L747[22:30:23] <MattDahEpic> in
models/item
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L749[22:31:00] <Zaggy1024> so you have no
warnings about missing anything?
L750[22:32:21] <MattDahEpic> only stuff
about cube #all in the forgestate json inventory section, but i
already have the #alls specified in there
L751[22:32:43] <Zaggy1024> what's cube
#all?
L752[22:33:09] <Zaggy1024> oh, the texture
map for the cube parent?
L753[22:33:11] <MattDahEpic> the model
that has the same texture on all sides
L754[22:33:14] <MattDahEpic> yup
L755[22:33:16] <Zaggy1024> ah
L756[22:33:19] <gigaherz> cube_all only
has one texture shared by all faces
L757[22:33:27] <gigaherz> channel
"all"
L758[22:33:34] <Zaggy1024> yup
L759[22:33:56] <Zaggy1024> have you set a
breakpoint in ItemModelMesher.getItemModel(ItemStack)?
L760[22:34:17] <Zaggy1024> use that to
find out whether your item is being mapped to the model location
properly
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L762[22:34:43] <MattDahEpic> will do in a
moment, just finishing a rick/morty episode
L763[22:35:07] <Zaggy1024> lol ok
L764[22:35:52] <Zaggy1024> hm, when
debugging, is there an easy way to find out the value for a key in
a map?
L765[22:36:01] <Zaggy1024> (for those
gigantic registry maps)
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L770[22:42:29] <MattDahEpic> what should i
be looking for in the debug, just nulls or what?
L771[22:43:03] <Zaggy1024> I would look at
the baked model it gets
L772[22:43:19] <Zaggy1024> if it doesn't
mention the correct textures, then you can assume it's not your
model
L773[22:43:36] <Zaggy1024> it's likely
not, but once you know that, you can look at what item and metadata
it's looking for
L774[22:43:50] <MattDahEpic> ive got me a
missingno
L775[22:44:01] <MattDahEpic> but its
looking for my item
L776[22:45:31] <Zaggy1024> what about the
metadata?
L778[22:49:06] <Zaggy1024> I mean the
metadata it's using to look in the cache map
L779[22:49:25] <Zaggy1024> it's not
necessarily the same as the stack's metadata/damage value you see
in the toString
L780[22:50:00] <MattDahEpic> im not seeing
anything that would give me it though
L781[22:51:02] <Zaggy1024> step into
getItemModel and look at the parameter
L782[22:51:17] <Zaggy1024>
*getItemModel(Item, int)
L783[22:51:31] <MattDahEpic> oh the forge
one
L784[22:51:40] <MattDahEpic> im looking at
the vanilla one
L785[22:52:55] <Zaggy1024> er
L786[22:52:58] <Zaggy1024> both have that
parameter
L787[22:53:17] <MattDahEpic> you said the
itemstack one
L788[22:54:56] <Zaggy1024> I said to step
into the overload with Item, int parameters
L789[22:55:05] <Zaggy1024> from the one
with an ItemStack parameter
L790[22:55:21] <Zaggy1024> on line 43 of
ItemModelMesher
L791[22:56:40] <MattDahEpic> its throwing
the correct meta in
L792[22:58:05] <Zaggy1024> okay...set a
breakpoint when you register the model locations, and see what the
index is that it puts the location in the map at for each metadata
value
L793[22:58:10] <Zaggy1024> compare that to
what it uses in getItemModel
L794[22:58:18] <MattDahEpic> all the
models are null
L795[22:58:26] <Zaggy1024> er, what?
L796[22:58:34] <MattDahEpic> the
ibakedmodel returns null
L797[22:58:43] <Zaggy1024> oh
L798[22:58:47] <Zaggy1024> yeah
L799[23:01:43] <Zaggy1024> are you doing
what I said?
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L801[23:03:49] <MattDahEpic> which thing
you said to do? the debug the method one?
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L803[23:04:45] <Zaggy1024> find out what
the index is for when you're registering your model locations
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L806[23:05:12] <Zaggy1024> and make sure
you're registering the same item that you have in the stack you're
trying to get it to render
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L819[23:41:20] <MattDahEpic> Zaggy1024,
its registering them just fine. im using breakpoints in
ModelLoader.setCustomModelResourceLocation
L820[23:42:08] <MattDahEpic> each meta is
registering their correct modelresourcelocation, but im not sure it
theres something between then and rendering that ruins it
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L822[23:44:45] <Zaggy1024> but is the item
that you register the same one it tries to render?
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L825[23:49:49] <MattDahEpic> the item
thats passed to ItemModelMesher is the same one thats
registered
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L828[23:56:39] <ZaggyMobile2> Er...
dang
L829[23:56:51] <ZaggyMobile2> Should've
noticed that before
L830[23:57:04] <ZaggyMobile2> You're
registering your item models in init
L831[23:57:21] <ZaggyMobile2> Should be
preInit, I believe
L832[23:58:06] <MattDahEpic> ya know what
needs to happen? documentation on this
L833[23:58:33] <ZaggyMobile2> I just
assumed you were registering your models right after your blocks
and items like I do
L834[23:59:21] <ZaggyMobile2> Yeah,
probably
L835[23:59:53] <MattDahEpic> aaaaaand it
works
L836[23:59:56] <MattDahEpic> god
damnit