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L15[00:57:41] <Wuppy> ugh I hate my alarm clock
L16[00:58:01] <shadekiller666> why?
L17[00:58:05] <shadekiller666> did it wake you up?
L18[00:58:16] <Wuppy> yes :V
L19[00:58:42] <shadekiller666> then its working as intended :D
L20[00:58:50] <xaero> so maybe you should hate what set up the alarm clock :P
L21[00:58:50] <Wuppy> and that's why I hate it
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L25[01:02:56] <Wuppy> dammit... life
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L48[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160105 mappings to Forge Maven.
L49[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160105-1.8.9.zip (mappings = "snapshot_20160105" in build.gradle).
L50[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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L58[02:25:01] <killjoy> !gc GuiContainer 1.8
L59[02:25:59] <killjoy> !gc GuiScreen 1.8
L60[02:26:32] <killjoy> !gm GuiScreen.mouseClicked
L61[02:26:52] <killjoy> !gm GuiScreen.mouseClicked 1.8
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L63[02:41:35] <killjoy> !gm GuiScreen.keyTyped
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L70[02:54:05] <FourFire> Hello, does forge does anything with the IPv6 network implimentation for servers?
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L72[02:56:04] <killjoy> FourFire, netty does that
L73[02:56:17] <killjoy> aka it's vanilla
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L97[03:54:48] <Nitrodev> Hi all
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L103[04:19:37] <sham1> morning to all the peoples who are 'ere
L104[04:23:35] <sham1> Oh
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L106[04:23:57] <sham1> In Tarvis you can add hosts as known for SSH purposes
L107[04:23:59] <sham1> Yay
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L109[04:29:39] ⇨ Joins: OrionOnline (~OrionOnli@ip-62-235-46-63.dial.scarlet.be)
L110[04:31:18] <OrionOnline> I have a question regarding inventories. I still need to snychronize them myself in 1.8.9 right?
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L113[04:35:57] <masa> I don't think anything major changed with them in 1.8, just the couple of new methods in IInventory
L114[04:36:16] <masa> why do you even need the inventory on the client?
L115[04:36:23] <Nitrodev> Hiya all!
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L117[04:36:40] <OrionOnline> I mean the inventory of my own block
L118[04:36:54] <masa> yes but still
L119[04:37:02] <OrionOnline> For some reason, sometimes ghost items stay in the inventory
L120[04:37:09] <masa> do you use the items for rendring or something?
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L122[04:37:27] <OrionOnline> No i mean in the slots of my TE
L123[04:37:39] <masa> ghost items often appear if you try to do inventory stuff on the client side
L124[04:37:48] <OrionOnline> Yet i don not
L125[04:37:53] <OrionOnline> do not*
L126[04:37:59] <masa> ie- if your TE tries to edit it on both sides
L127[04:38:00] <OrionOnline> The code worked fine in 1.7.109
L128[04:38:16] <OrionOnline> So i justed wanted to verify if something had chagned
L129[04:38:25] <OrionOnline> it did not, so i have to go on bug hunting then#
L130[04:38:46] <masa> well the point is, if you only need the items when a player open the GUI, then the container handles the syncing automaticaly
L131[04:39:16] <OrionOnline> Yeah but the container puts seomthing there that should not be there, and is not there on the server side
L132[04:39:23] <masa> what?
L133[04:39:27] <OrionOnline> So i need to figure out why it thinks the stacks are there
L134[04:40:02] <masa> the container only puts stuff in the slots that it gets from the server
L135[04:40:12] <OrionOnline> i know
L136[04:40:16] <OrionOnline> and that is my problem
L137[04:40:36] <OrionOnline> It is like the client pulls the data in the mids of the server processing the next cycle of the stacks
L138[04:40:36] <masa> so you have some custom syncing code then?
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L140[04:40:41] <OrionOnline> Yes
L141[04:41:08] <masa> meaning that you send custom packets and put the stuff to the slots on the client yourself?
L142[04:41:15] <OrionOnline> I have custom inventory syncing code on all my Inventories
L143[04:41:46] <masa> well did you then also disable/override the detectAndSendChanges() so that vanilal doesn't try to sync it too?
L144[04:42:04] <OrionOnline> Nope i did not.....
L145[04:42:08] <OrionOnline> That might actually be it
L146[04:42:28] <masa> well then stuff gets all kinds of fucked up if you try to sync it multiple times via different code paths
L147[04:43:10] <OrionOnline> Would overriding that not also override the functiónality to send changes from the client to server, (aka placing an ItemStack into the container) and not only the changes made by the server that are send to the client?
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L149[04:43:56] <masa> check it on Container, but I'm pretty sure client -> server changes oly happen via Container.slotClick()
L150[04:44:54] <OrionOnline> masa, you are right
L151[04:44:55] <masa> and then detectAndSendCHanges() just scans the inventory for changes on the server and then sends those slots/itemstacks to the client, where the container puts them into the client side inventory via the IInventory methods
L152[04:46:01] <masa> is there something special you are doing or why do you even use custom syncing though?
L153[04:46:24] <OrionOnline> Yeah it is part of a multiblock
L154[04:46:36] <OrionOnline> In which each block has its own Inventory with different items
L155[04:46:45] <OrionOnline> And 1 gui displays all of it
L156[04:46:54] <OrionOnline> So i need to send changes from the server to the client
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L158[04:47:55] <masa> oh ok
L159[04:48:14] <OrionOnline> I will finik around with it a bit
L160[04:48:47] <OrionOnline> It may be a bug in the packet reading, not really sure have to figure it out, but debugging this is pretty hard
L161[04:48:50] <masa> even so you could just let the TE on the server combine the inventories into one virtual inventory
L162[04:49:11] <OrionOnline> I know
L163[04:49:22] <OrionOnline> But i choose not to when i implemented this
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L165[04:49:36] <OrionOnline> As the structure can be split into two, by breaking blocks
L166[04:49:44] <OrionOnline> Making two inventories
L167[04:49:51] <OrionOnline> How would i split those etc
L168[04:50:10] <OrionOnline> So i just choose to keep them all in there original and grab the itemstacks when needed
L169[04:50:13] <masa> well you do have your network packet handling running in the main thread right? otherwise you would get weird things happening...
L170[04:52:07] <OrionOnline> Yeah i que them using a runnable on the Minecraft class (as only the client side can receive them<9
L171[04:52:36] <OrionOnline> I have a central packet system in place which handles that luckily
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L173[05:00:17] <Nitrodev> Damn you school
L174[05:01:32] <Darkhax> Hello, I am currently looking into manipulating an existing LayerRenderer to create some different effects. Has a way of doing this been established yet? I basically want to change some of the private fields before they are accessed in the renderLayer call.
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L176[05:02:32] <sham1> you could always reflect upon the private fields
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L180[05:03:23] <Darkhax> Reflection would be a bit messy, as I don't have direct access to the specific LayerRenderer instance.
L181[05:03:42] <sham1> Where do you get that
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L185[05:05:21] <Darkhax> I am not sure, that's why I am asking :p
L186[05:06:02] <sham1> So you do not know how you get your LayerRenderer :P
L187[05:06:22] <sham1> It must be accessible somehow
L188[05:06:52] <sham1> Anyway, gonna set up Tarvis for my mod and dump drone.io as it does not have enough nice things
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L190[05:10:06] <Darkhax> You can get it from the RendererLivingEntity instance, however that would require something like RenderLivingEvent or RenderPlayerEvent, and both of those have been deprecated.
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L192[05:15:05] <sham1> Anyway, later
L193[05:18:58] <masa> deprecated? is there something that replaces them?
L194[05:23:41] <Darkhax> I don't know, that's why I am asking :p
L195[05:24:05] <Darkhax> They seem to be fully functional now, however they initially were not. They still have the deprecated annotation though.
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L208[06:03:36] <Nitrodev> I wonder how much of an hassle it would be to change my mods name.
L209[06:03:47] <Nitrodev> Not published yet btw.
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L216[06:14:31] <masa> if you used constants and didn't hardcode it everywhere, then it would be a couple of seconds...
L217[06:21:58] <FourFire> SO, does 1.8 with forge server support IPv6, beause I've read that it's been purposely broken in vanilla
L218[06:22:07] <FourFire> and it doesn't work on 1.7.10...
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L220[06:23:14] <Nitrodev> Back
L221[06:23:41] <Nitrodev> And sorry this is my first time using an android irc client
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L227[06:46:33] <sham1> Time to look up just how the hell does travis ci word
L228[06:46:36] <sham1> Work*
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L253[08:02:25] <PaleoCrafter> uhm, gigaherz, is it your mod that allows me to right click a block and increase the stacksize of the held item? :P
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L257[08:06:22] <masa> imma gonna steal that idea and add a "Top-up Station" to my TODO list :p
L258[08:06:57] <masa> which fills all stacks in the player's inventory
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L265[08:16:42] <Nitrodev> i wonder if there is already a mod called ConstructIO
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L275[08:54:13] <Cazzar> sham1: I assume you have found this: https://docs.travis-ci.com/user/for-beginners ? hell, even https://github.com/Cazzar/CazzarCoreLib/blob/master/.travis.yml could be useful if you haven't started :P
L276[08:54:36] <sham1> managed to get it working
L277[08:54:57] <sham1> Now to make it to scp my artifacts into my server
L278[08:54:58] *** K-4U is now known as K-4U|Off
L279[08:55:33] <Cazzar> Though do note, that travis.yml leverages the caching travis can do :P
L280[08:56:10] <sham1> do you know anything about maven-wagon
L281[08:56:16] <sham1> and ssh
L282[08:56:47] <Cazzar> What env?
L283[08:57:01] <sham1> What do you mean
L284[08:57:29] <sham1> like at this point I am just testing it localy if this is what you mean (I imagine this is not what you mean)
L285[08:57:36] <Cazzar> Is it running in maven or gradle?
L286[08:57:47] <sham1> grdle
L287[08:58:02] <sham1> I am using it for my uploadArchives
L288[08:58:06] <Cazzar> https://gist.github.com/chilicat/6486392
L289[08:58:17] <Cazzar> is a custom upload task :P
L290[08:58:33] <sham1> :P
L291[08:58:39] <sham1> Looks fun
L292[08:59:03] <Cazzar> Though
L293[08:59:04] <Cazzar> https://docs.gradle.org/current/userguide/maven_plugin.html#uploading_to_maven_repositories
L294[08:59:25] <sham1> yeah
L295[08:59:34] <Cazzar> using wagon-ssh is shown to you in the gradle docs, looks straightforward.
L296[08:59:48] <sham1> My uploadArchives is basically what is presented there, except that all the auth and stuff are env variables
L297[08:59:50] <sham1> but
L298[08:59:56] <sham1> I get an error
L299[08:59:56] <Cazzar> Have no time to test myself.
L300[09:00:04] <Cazzar> oh?
L301[09:00:46] <sham1> The error description: The host was not known and was not accepted by the configuration
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L303[09:01:25] <Cazzar> http://stackoverflow.com/a/4227142/1031950
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L305[09:01:35] <Cazzar> Maven specific, general gist would be the same.
L306[09:02:26] <Cazzar> Anyway, off to bed for me.
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L308[09:03:41] <sham1> And my connection died so I do not know if you said anything
L309[09:04:16] <sham1> Oh the awesomeness of the bouncers sometimes
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L343[10:08:23] <gigaherz> [15:02] (+PaleoCrafter): uhm, gigaherz, is it your mod that allows me to right click a block and increase the stacksize of the held item? :P
L344[10:08:25] <gigaherz> hopefully not!
L345[10:08:26] <gigaherz> O_O
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L347[10:09:38] <gigaherz> although regardless of that
L348[10:09:43] <gigaherz> you gave me an idea ;P
L349[10:10:20] <gigaherz> click the rift -> spits out a random item
L350[10:10:31] <gigaherz> click with an item in hand -> spits out more of the same item
L351[10:11:24] <Nitrodev> sounds cool
L352[10:11:28] <gigaherz> hmm then it could be made to allow storing stuff with the opposite button
L353[10:11:36] <gigaherz> a bit like the jabba barrels
L354[10:11:43] <gigaherz> and shift-click for stacks
L355[10:12:06] <gigaherz> I HAVE to implement that ;P
L356[10:12:37] <PaleoCrafter> hm... must be another mod
L357[10:12:37] <gigaherz> or maybe Q-ing the items into the rift to store
L358[10:12:56] <gigaherz> PaleoCrafter: does it happen on any blick or item?
L359[10:13:00] <PaleoCrafter> yep
L360[10:13:20] <gigaherz> because mine does have a system where clicking the right with an unbound rift orb will bind one of the orb into a boundorb of that rift
L361[10:13:21] <PaleoCrafter> oh, lol, it's my own mod :D
L362[10:13:36] <gigaherz> andi t will duplicate items in creative mode, but it shouldn't affect anything else
L363[10:13:36] <VapourDrive> LOL, nice
L364[10:13:36] <gigaherz> ah
L365[10:13:52] <gigaherz> what he F
L366[10:14:04] <gigaherz> "clicking the right"
L367[10:14:10] <gigaherz> rift**
L368[10:15:37] <gigaherz> so...
L369[10:15:48] <gigaherz> what were the methods to detect my block being left/right clicked?
L370[10:15:48] <gigaherz> XD
L371[10:15:52] * gigaherz just woke up
L372[10:16:24] *** K-4U|Off is now known as K-4U
L373[10:16:46] <VapourDrive> un onBlockActivated :P
L374[10:18:08] <Nitrodev> i just realised how complex my mod wmight become
L375[10:18:19] * Nitrodev is thinking WAY ahead
L376[10:20:10] <gigaherz> yeah don't do that too much
L377[10:20:17] <gigaherz> at least for me
L378[10:20:27] <gigaherz> thinking too much ahead makes me think of al lthe work I'll have to do
L379[10:20:30] <gigaherz> and then I get lazy
L380[10:20:31] <gigaherz> ;P
L381[10:21:06] <Nitrodev> lol
L382[10:21:18] <Nitrodev> well atleast i'll write down the ideas i have
L383[10:21:25] <Nitrodev> just incase i forget them
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L387[10:26:30] <Pennyw95> is there a simple way to check if a block has a TE while iterating over an area?
L388[10:27:24] <VapourDrive> as in world.getTileEntity?
L389[10:28:58] <Pennyw95> yes, I'm using 3 loops to check in a cube and I need to avoid NPEs...I'm trying blockstate checks since I only need them to be from my mod but I'm wondering if Forge added its own way
L390[10:29:20] <Tim020> world.getTileEntity() != null then? :P
L391[10:29:36] <VapourDrive> yeah ^
L392[10:29:52] <Pennyw95> okay much simpleer than my solution....sometimes the most obvious things are the hardest to grasp
L393[10:29:54] <Pennyw95> thansk :)
L394[10:29:56] <Tim020> Then check if it's an instacce
L395[10:30:02] <Tim020> of one of yours :)
L396[10:30:05] <VapourDrive> which you should check before instanceof anyways
L397[10:30:05] <Pennyw95> sure
L398[10:31:32] <VapourDrive> getting in the habit of doing null checks and then checking for instanceof is good, you'd be surprised that can return null without you expecting it, itemstacks, items, entities, tileentities etc
L399[10:32:02] <Nitrodev> are there such things as wooden nails?
L400[10:32:22] <gigaherz> in real life, sortof
L401[10:32:32] <Nitrodev> okay
L402[10:32:41] <VapourDrive> yes, used to be used on barn construction and stuff
L403[10:32:42] <Nitrodev> i'm just wondering if i should add them to my mod
L404[10:32:47] <Tim020> Wooden tent pegs for example ;)
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L406[10:33:04] <Nitrodev> Oh yeah those
L407[10:33:28] <gigaherz> there's also those wood things they have in like IKEA furniture
L408[10:33:33] <gigaherz> that you glue on each side
L409[10:33:38] <gigaherz> or just hammer in
L410[10:33:45] <gigaherz> it's not exactly nails
L411[10:33:49] <Nitrodev> i was just thinking about those
L412[10:33:58] <Tim020> ooh yes, those things, which are too easy to misplace :D
L413[10:34:02] <gigaherz> and then
L414[10:34:11] <Nitrodev> can't remember the name though
L415[10:34:16] <Nitrodev> not even the finnish ame
L416[10:34:18] <Quetzi> dowels
L417[10:34:37] <gigaherz> in older times, wooden construction would use that sort of wooden bits to join together two pieces
L418[10:34:42] <gigaherz> sorry that I have no names for them
L419[10:34:44] <gigaherz> ;P
L420[10:34:47] <Tim020> yea, small wooden dowel :P Q hit the nail on the head ;;)
L421[10:34:56] <Nitrodev> that's it thanks Quetzi
L422[10:35:42] <gigaherz> think "I really have to go grocery shopping today" -> it starts raining
L423[10:35:43] <gigaherz> ¬¬
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L425[10:36:10] <Tim020> only just started raining? count yourself lucky :D
L426[10:36:31] <gigaherz> heh
L427[10:36:50] <williewillus> VapourDrive: wait what do you have to check null before instanceof?
L428[10:37:14] <williewillus> *why
L429[10:37:21] <VapourDrive> more things than not in general, something like ItemStack.getItem() can return null :P
L430[10:37:39] <williewillus> oh I thought you meant in the context of TE's, since <null> instanceof MyTileType will just evaluate to false
L431[10:37:42] <gigaherz> aha the storage drawers mod handles onBlockClicked
L432[10:37:48] <gigaherz> along with onBlockActivated
L433[10:37:54] <williewillus> onblockclicked for left click, onblockactivated for right
L434[10:38:06] <VapourDrive> yeah, onBlockClicked is funky though
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L437[10:38:54] <williewillus> left click functionality is a little..limited :p
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L439[10:39:10] <gigaherz> well I just want to detect click, and sneak-click
L440[10:39:45] <Flashfire> I'm trying to store nbt data in a piston tile entity but it's erased by NetHandlerPlayClient.handleMultiBlockChange -> WorldClient.invalidateRegionAndSetBlock
L441[10:39:48] <Nitrodev> okay now i have atleast some goals written down that are not really that hard
L442[10:39:53] <Flashfire> Is there a way I can get around this?
L443[10:40:08] <gigaherz> Flashfire: what
L444[10:40:22] <gigaherz> you shouldn't be editinganother block's TileEntity
L445[10:40:27] <Flashfire> It's the same block
L446[10:40:36] <Flashfire> I made a custom piston
L447[10:40:43] <gigaherz> oh
L448[10:40:43] <Flashfire> And a custom tile entity to go in the piston's base
L449[10:40:48] <gigaherz> did the blockstate change?
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L451[10:40:56] <gigaherz> you'll need to override shouldRefresh
L452[10:40:57] <Flashfire> Yes that method I mentioned sets it
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L454[10:41:06] <gigaherz> and return oldState.getBlock() != newState.getBlock()
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L457[10:41:20] <Flashfire> Wow, thanks! I'll try that
L458[10:41:57] *** manmaed|AFK is now known as manmaed
L459[10:42:08] <gigaherz> by default it assumes that different blockstates require different TileEntities
L460[10:42:57] <gigaherz> many mods packed together different machines into the same block ID, so it was decided to make that assumption the default
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L462[10:43:33] <gigaherz> (those machines often need different TEs, so the machine can change without the block ID changing)
L463[10:44:57] <geratheon> Hey! Is there any good resource for the usage of the Tessellator class in 1.8.9? The most pages I found aren't really up to date D:
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L465[10:46:10] <gigaherz> geratheon: it's simple enough
L466[10:46:13] <gigaherz> basically:
L467[10:46:17] <williewillus> I was about to write that section of my primer.. :p guess I'll do that now
L468[10:46:18] <williewillus> https://docs.google.com/document/d/1c8uipS3BOe0BQKH6-kVFCQh8BaXOdRn8SFaAa7HmgWU/edit
L469[10:46:18] <Nitrodev> Oh god
L470[10:46:22] <williewillus> at the bottom
L471[10:46:27] <Nitrodev> i have made a goal i shouldn't have
L472[10:46:37] <Nitrodev> to make a custom 6x6 crafting table
L473[10:46:45] <heldplayer> What are all the prerequisites for creating a block in 1.8.9?
L474[10:46:54] <Nitrodev> same as 1.7.10
L475[10:46:55] <gigaherz> heldplayer: same as 1.8 ;P
L476[10:46:57] <Nitrodev> pretty much
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L478[10:47:16] <heldplayer> So just make a class that extends Block, and do GameRegistry.registerBlock?
L479[10:47:18] <Flashfire> It seems to be retained now, thanks!
L480[10:47:22] <gigaherz> heldplayer: no
L481[10:47:23] <Nitrodev> yup
L482[10:47:30] <geratheon> Cool, I'll watch you writing it! Thanks :)
L483[10:47:30] <Flashfire> (@gigaherz)
L484[10:47:31] <PaleoCrafter> -: New
L485[10:47:31] <gigaherz> well that creates the block
L486[10:47:32] <PaleoCrafter> lol
L487[10:47:35] <Nitrodev> yeah
L488[10:47:42] <gigaherz> but it won't have a model
L489[10:47:44] <gigaherz> to register the model
L490[10:47:47] <gigaherz> you need a client proxy
L491[10:47:47] <Nitrodev> he didn't ask about textures and models
L492[10:47:52] <gigaherz> and in the preinit phase
L493[10:47:58] <heldplayer> Just trying to do a block first
L494[10:48:09] <gigaherz> call the client proxy AFTER registering the blocks
L495[10:48:12] <gigaherz> then from the proxy
L496[10:48:18] <heldplayer> So uh
L497[10:48:28] <heldplayer> My block isn't getting added :P
L498[10:48:40] <gigaherz> call ModelLoader.setCustomModelResourceLocation
L499[10:49:29] <heldplayer> The code calling GameRegistry is being called, and it's being added to the registry because trying to add it a second time fails. However I can't spawn it in at all
L500[10:49:54] <heldplayer> Code: https://github.com/heldplayer/MahMeat/blob/master/src/main/java/blue/heldplayer/mods/mahmeat/ModMahMeat.java#L21
L501[10:51:28] <heldplayer> So yeah, I've got no clue why it's not working :/
L502[10:52:59] <VapourDrive> don't register it with a null itemstack, if you don't have one leave it empty
L503[10:53:15] <VapourDrive> sorry itemblock woops
L504[10:53:48] <heldplayer> Whoops
L505[10:54:09] <heldplayer> Source I looked at was not a good source then :P
L506[10:54:31] <williewillus> ? null itemblocks are allowed
L507[10:54:37] <williewillus> they just remove the item form of your block
L508[10:54:41] <Flashfire> @gigaherz I got my piston working, thanks again
L509[10:54:42] <williewillus> a la vanilla technical blocks
L510[10:54:42] <heldplayer> Yay, thanks VapourDrive ^^
L511[10:55:14] <VapourDrive> yeah it's allowed, but it means he's not going to have an item version of his block williewillus :P which was the problem
L512[10:55:20] <williewillus> oh lol
L513[10:56:48] <williewillus> new tessellator/wr question, are you required to call your vertex building chain in order of the format?
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L515[10:57:05] <williewillus> i.e. if I use POSITION_TEX_COLOR_NORMAL, do my calls have to be pos().tex().color().normal() in that order?
L516[10:57:08] <gigaherz> yes williewillus
L517[10:57:16] <gigaherz> I believe so
L518[10:57:25] <gigaherz> the calls just add to a buffer
L519[10:57:37] <gigaherz> in the order of the vertex elements
L520[10:57:51] <PaleoCrafter> yep, the order has to match
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L522[10:58:12] <PaleoCrafter> weird stuff happens if you forget to remove a single call after changing the format xD
L523[10:59:38] <heldplayer> gigaherz: do I need to use ModelLoader.setCustomModelResourceLocation? Can't I let vanilla figure it out as I'm using its JSON system?
L524[11:00:18] <gigaherz> if you want an Item form, yes
L525[11:00:27] <gigaherz> if the block only exists in the world, no
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L527[11:00:34] <Ordinastie> is there an artist available to make some textures ?
L528[11:00:36] <williewillus> it's a side effect of the model system not having great item support yet
L529[11:00:43] <williewillus> it's coming though
L530[11:00:50] <heldplayer> So that means I'd have to do it for every meta variant?
L531[11:01:04] <williewillus> yes. if it gets too unwieldy use a custom mesher
L532[11:01:12] ⇨ Joins: Maxetime (~Thunderbi@modemcable086.219-70-69.static.videotron.ca)
L533[11:01:19] <williewillus> refer to my primer :D
L534[11:01:33] <gigaherz> hmm I'm not actually sure how to do multi-blocks using item metadata XD
L535[11:01:43] <gigaherz> can you even do it without an ISmartItemModel?
L536[11:01:56] <williewillus> what do you mean multi-blocks?
L537[11:02:00] <gigaherz> sub-blocks
L538[11:02:02] <PaleoCrafter> http://pastebin.com/KMyx56Dw :3
L539[11:02:05] <williewillus> I just point all of mine to their block model
L540[11:02:06] <gigaherz> where each meta has a different model
L541[11:02:23] <gigaherz> last time I tried
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L543[11:02:37] <gigaherz> I wasu nableto make setCustomMRL of an ItemBlock accept anything but the block's registration name
L544[11:02:40] <williewillus> thanks to fry we can use the blockstate json variants as inventory model so I just do setCustomMRL(item, meta, new MRL(<BLOCKStATE JSON>, "variant=<x>")
L545[11:02:47] <williewillus> yeah this was a recent addition
L546[11:03:03] <williewillus> and that steals the block model directly as the item model
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L548[11:03:09] <gigaherz> H you bind them to blockstate variants?
L549[11:03:11] <gigaherz> Ah*
L550[11:03:11] <Nitrodev> time to see if i'm satisfied witht eh textures
L551[11:03:19] <gigaherz> I tried to bind them to separate model json files
L552[11:03:20] <Nitrodev> i highly doubt it though
L553[11:03:33] <williewillus> a ModelResourceLocation is always a variant inside a blockstate json
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L555[11:03:39] <williewillus> items are just special cased
L556[11:03:42] <gigaherz> not for items ;P
L557[11:03:45] <williewillus> (see my primer for info on that ;p)
L558[11:03:51] <williewillus> the inventory variant
L559[11:04:00] <gigaherz> yeah
L560[11:04:05] <williewillus> is specia cased by mojang to check models/item instead of blockstates, but forge removes that restriction
L561[11:04:07] <gigaherz> given that items can be bound to separate models per meta
L562[11:04:15] <gigaherz> it surprised me that ItemBlocks did not work that way
L563[11:04:29] <williewillus> meta just needs to go asap
L564[11:04:39] <williewillus> according to asie metas are not transferred over the network anymore in 1.9
L565[11:04:42] <williewillus> blockstates rae
L566[11:04:43] <williewillus> are
L567[11:04:49] <gigaherz> nice
L568[11:04:55] <Nitrodev> 1.9?
L569[11:05:01] <gigaherz> snapshots
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L571[11:05:32] <PaleoCrafter> well, this sort of already is there in 1.8 :P
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L573[11:05:55] <williewillus> the network sending of chunks didn't change in 1.8 did it?
L574[11:06:08] <gigaherz> yeah all they had to do is transfer the blockstate "index" instead of the blockid+meta pair
L575[11:06:10] <williewillus> it's stil that giant array of block id's then another giant array of metas if I'm not mistaken
L576[11:06:13] <williewillus> ^
L577[11:06:23] <PaleoCrafter> nah, but there already is the continuous list of blockstates
L578[11:07:07] <gigaherz> knowing mojang, they probably chose to transfer the blockstate index as a 16bit number
L579[11:07:32] <williewillus> well they're not changing the save format yet so it's still restricted to the same range
L580[11:07:34] <gigaherz> and it will annoy modpack makers trying to make packs with > 32768 variants ;P
L581[11:07:53] <williewillus> but they hopefully will get rid of meta in saves in future releases
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L583[11:08:09] <gigaherz> williewillus: even if you only store 16 variants per block, you can still have extra blockstate combinations
L584[11:08:10] <gigaherz> ;P
L585[11:08:40] <williewillus> well idk, is the state index only representative of meta-saved properties?
L586[11:08:42] <sham1> I hope my maven stuff works
L587[11:08:44] <williewillus> or is it all listed properties?
L588[11:09:18] <gigaherz> no it includes ALL permutations of listed properties
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L592[11:10:54] <Nitrodev> i'm starting to think that renaming my mod wasn't a good idea
L593[11:11:12] <Nitrodev> oh wait nvm
L594[11:11:19] <Nitrodev> i realized the issue iwth models
L595[11:11:42] <Nitrodev> okay let's try again
L596[11:12:05] <williewillus> welp hope you didn't release yet or else you just broke everyone's saves
L597[11:12:10] <williewillus> assuming you mean switching modid
L598[11:12:53] *** Vazkii is now known as Vazkii|Streaming
L599[11:13:10] <PaleoCrafter> eh, you can add aliases, I think :P
L600[11:13:35] <diesieben07> there is an event for remapping
L601[11:13:41] <Nitrodev> williewillus, nah i haven't released yet
L602[11:14:35] <Nitrodev> atm i'm just fiddling around with model rotations (again)
L603[11:16:37] <Nitrodev> yeah -1800 that's what i meant...
L604[11:16:47] <Nitrodev> i wonder what would happen if i left that there
L605[11:18:00] ⇨ Joins: agowa338 (~Thunderbi@p54918C43.dip0.t-ipconnect.de)
L606[11:18:38] <sham1> Welp
L607[11:18:48] <sham1> I managed to up my maven stuff to the server manually
L608[11:18:58] <sham1> Now to figure out a way to allow travis to do so as well
L609[11:19:22] <sham1> (Because running a build on my home computer would be tedious as heck
L610[11:19:22] <geratheon> Okay, I'm a bit stuck. D: This *should* render some lines in the hardcoded coordinates, right? (Jep, it's registered and called, tried logging) http://hastebin.com/uxohubugoz.java
L611[11:19:23] <sham1> )
L612[11:20:04] <sham1> You need to translate your stuff so they get rendered on their own places
L613[11:20:44] <geratheon> Like renderer.translate(1219, 5, 115) and then use renderer.pos(1, 1, 1) and so on?
L614[11:21:03] <sham1> do you have those 1219 and so on be absolute world coords
L615[11:21:07] <geratheon> I did this prior and everything was rekt™
L616[11:21:12] <sham1> Like that you find the lines on that world coords
L617[11:21:26] <sham1> is that what you wish
L618[11:21:27] <geratheon> No, just for a proof of concept that I can draw stuff at a given position
L619[11:21:35] <sham1> "given position"
L620[11:21:45] <sham1> But where in the screen
L621[11:22:02] <williewillus> um how do I get an IRecipe out of the CraftingManager?
L622[11:22:15] <williewillus> if I specifically want the vanilla furnace recipe for example how do I get it?
L623[11:22:16] <geratheon> Eh, I thought those are block coordinates in the world. *That* may be the case.
L624[11:22:24] <sham1> Yeah
L625[11:22:29] <sham1> If you want them to be block coords
L626[11:22:36] <sham1> for future's case
L627[11:22:54] <sham1> you translate with -player.getX() -player.getY() and -player.getZ()
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L629[11:23:27] <Nitrodev> where could i see the model files for mc items?
L630[11:23:30] <Nitrodev> any idea
L631[11:23:37] <Nitrodev> or are those unavailable
L632[11:23:40] <sham1> in the mc jar
L633[11:23:41] <sham1> :D
L634[11:24:01] <williewillus> in your libraries list there should be a jar called forgeSrc
L635[11:24:15] <williewillus> under that assets/minecraft/models/<have at it>
L636[11:24:32] <williewillus> though, you can usually do a lot better than vanilla by using forge jsons
L637[11:24:32] <Nitrodev> thanks
L638[11:24:49] <Nitrodev> i just want to see the rotation of mc items
L639[11:25:22] <williewillus> oh if this is for blocks there's a forge shortcut for that
L640[11:25:34] *** Abrar|gone is now known as AbrarSyed
L641[11:25:36] <williewillus> there's also a forge shortcut for items but only if it's in the blockstate json :p
L642[11:25:50] <Nitrodev> oh
L643[11:26:32] <geratheon> Heh, now everything is light blue. At least I'm drawing _something_..
L644[11:30:02] <PaleoCrafter> williewillus, a PropertyString doesn't *have* to be unlisted :P
L645[11:30:29] <williewillus> It's the simplest case, you're welcome to suggest alternative wording :p
L646[11:30:36] <PaleoCrafter> you can create your own listed properties for all sorts of types
L647[11:31:08] <Nitrodev> yeah i need to rotate these items more
L648[11:31:52] ⇨ Joins: sejsel (~sejsel@10.174.broadband5.iol.cz)
L649[11:33:29] <Nitrodev> nearly there
L650[11:34:03] ⇨ Joins: Glitch_Byte (~ROOT@195.174.169.208)
L651[11:34:59] <sejsel> how would I go about finding which mod in a big modpack calls a function too often so that I can (if it is open source) try to fix that? the function iterates over all furnace recipes and gets called over and over again, which should not be necessary.
L652[11:36:10] <gigaherz> well you could try to use a profiler
L653[11:36:18] <gigaherz> something that lets you see the callers of the function
L654[11:36:24] <diesieben07> sejsel, do you have programming knowledge?
L655[11:36:35] <sejsel> diesieben07: yes, I do
L656[11:36:37] <gigaherz> alternatively, you could use a bisection search in a test world
L657[11:36:50] <diesieben07> you can attach an IDE debugger to the normal Minecraft runtime
L658[11:36:50] <gigaherz> by removing mods from the pack until you find the one that does it
L659[11:36:54] <diesieben07> and then set a breakpoint
L660[11:36:57] <diesieben07> and see the call stack
L661[11:38:06] <sejsel> gigaherz: while that would be nice, the modpack is too big and it would take a long time to go through them all. and if it is more of them together... well, I don't really want to try all combinations :)
L662[11:38:45] <williewillus> are the new 1.8 stones registered to the OD?
L663[11:39:06] <sejsel> diesieben07: that seems like a good idea, I will try that. I will also try playing with VisualVM a bit more (is there any better profiling tool?)
L664[11:39:44] <sham1> Well using Travis was a waste of time
L665[11:39:56] <sham1> I just noticed I have a spare computer lying around
L666[11:40:29] *** zz_SnowShock35 is now known as SnowShock35
L667[11:48:25] <gigaherz> geh
L668[11:48:33] <gigaherz> what was the way to get the current item in the hand of the player?
L669[11:48:43] <gigaherz> or the slot number that is active in the hotbar
L670[11:48:48] <gigaherz> since I'll have to modify it XD
L671[11:48:52] <williewillus> EntityLivingBase.getHeldItem()
L672[11:49:23] <gigaherz> yeah found that
L673[11:49:28] <gigaherz> can I know which slot that is?
L674[11:49:28] <williewillus> InventoryPlayer.currentItem for hotbar
L675[11:49:32] <gigaherz> aha
L676[11:49:32] <McJty> You can access the InventoryPlayer
L677[11:53:14] ⇨ Joins: thor12022 (thor12022@205.175.226.97)
L678[11:57:43] <Nitrodev> is InventoryPlayer the payers inventory?
L679[11:57:51] <Nitrodev> just asking to learn some more
L680[11:58:47] <gigaherz> yup
L681[11:58:53] <Nitrodev> okay
L682[11:59:02] <gigaherz> it's an IInventory that wraps the player inventory slots
L683[11:59:04] <sham1> Well they can be payers if they want to be
L684[11:59:13] <gigaherz> XD
L685[11:59:20] <gigaherz> well they SHOULD be
L686[11:59:23] <Nitrodev> btw can IIventory be used to make custom crafting tables?
L687[11:59:26] <gigaherz> if they didn't pay for minecraft
L688[11:59:30] <gigaherz> they don't deserve to be mentioned
L689[11:59:31] <gigaherz> ;P
L690[11:59:48] <gigaherz> Nitrodev: the creation of the crafting table would involve IInventories but no it's not for that
L691[11:59:59] <gigaherz> IInventory is a general-purpose interface used for any inventory
L692[12:00:04] <sham1> Just do what vanilla does
L693[12:00:09] <gigaherz> including the player, chests, crafting tables, and basically anything with slots
L694[12:00:10] <sham1> (dont actually do that)
L695[12:00:24] <sham1> (It is a hack that you should avoid)
L696[12:00:33] <sham1> For the crafting bench that is
L697[12:00:34] <Nitrodev> what you said?
L698[12:00:54] <Nitrodev> like i shouldn't do what the vanilla does
L699[12:01:04] <gigaherz> not for crafting tables ;P
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L701[12:01:21] <sham1> Because what vanilla does with crating tables...
L702[12:01:26] <sham1> Just eww
L703[12:02:07] <LatvianModder> What does it do?
L704[12:02:32] <sham1> it for one does not use an IInventory
L705[12:02:47] <sham1> when you open a crafting table GUI
L706[12:03:00] <sham1> Just look
L707[12:03:17] <Nitrodev> look at what?
L708[12:03:27] <williewillus> the crafting table is not tied to the block
L709[12:03:31] <sham1> The vanilla crafting table's ccode to see what not to do
L710[12:03:37] <williewillus> that's what let you use pistons on them
L711[12:04:18] <sham1> Because they have no TileEntities
L712[12:04:25] <Nitrodev> okay
L713[12:04:48] <gigaherz> that's why items and such can show crafting tables without an actual crafting table
L714[12:04:49] <gigaherz> ;P
L715[12:05:01] <sham1> Sure
L716[12:05:18] <sham1> That
L717[12:05:23] <sham1> is nice and all, but..
L718[12:05:37] <gigaherz> wel lthat's why we have tinker's tables ;P
L719[12:05:46] <sham1> True
L720[12:05:54] <Glitch_Byte> can somebody push a issue to my github about the error
L721[12:05:55] <Glitch_Byte> https://github.com/Glitch-Byte/AuraMod
L722[12:05:56] <sham1> All hail tinkerer's
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L724[12:06:23] <sham1> What's all that shite on your repo
L725[12:07:24] <williewillus> what's that readme :p
L726[12:07:29] ⇨ Joins: RedBullWasTaken (~red@2-107-192-82-static.dk.customer.tdc.net)
L727[12:07:32] <williewillus> that's like the old MinecraftForge src folder readme
L728[12:07:38] <Glitch_Byte> forgot to delete
L729[12:07:42] <Glitch_Byte> the default
L730[12:07:44] <Glitch_Byte> forge
L731[12:07:46] <Glitch_Byte> files
L732[12:07:46] <williewillus> haha
L733[12:07:53] <Glitch_Byte> i needed to be fast
L734[12:07:54] <Glitch_Byte> :D
L735[12:07:56] <sham1> Mistakeshappen to all
L736[12:08:04] <williewillus> I'm so glad gradle happened
L737[12:08:05] <sham1> And I demonstrated that :P
L738[12:08:14] <williewillus> fuck all the different maven and ant scripts everyone had before
L739[12:08:15] <gigaherz> Glitch_Byte: you can type more words in one line too, no need to be THAT fast ;p
L740[12:08:35] <sham1> fuck maven
L741[12:08:38] <sham1> Seriously
L742[12:08:40] <gigaherz> otherwise it sounds like you have breathing issues and you have to take a breath every couple words
L743[12:08:50] <Pennyw95> 1 second = 40 ticks, correct?
L744[12:08:54] <gigaherz> 20
L745[12:08:57] <sham1> 20 ticks is sec
L746[12:08:57] <Pennyw95> oh
L747[12:08:59] <sham1> Damn ninjas
L748[12:09:01] <Pennyw95> Thanks
L749[12:09:21] ⇦ Parts: geratheon (~geratheon@ip4d16f19a.dynamic.kabel-deutschland.de) ())
L750[12:09:25] <Nitrodev> so what should i use to make a custom crafting table
L751[12:09:30] <sham1> Or they are 20 assuming your TPS is hit too hard
L752[12:09:37] <Nitrodev> or is there an example
L753[12:09:43] <sham1> A TileEntity like any block inventory thing
L754[12:10:16] <gigaherz> Nitrodev: depends
L755[12:10:20] <gigaherz> do you want to make a proper custom table
L756[12:10:30] <gigaherz> or just something like the vanilla table in different wood variants?
L757[12:10:40] <Nitrodev> proper custom
L758[12:10:44] <gigaherz> okay then
L759[12:10:50] <gigaherz> you'll need your block, with a TileEntity
L760[12:10:59] <gigaherz> do you want the table to keep the items when closed?
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L763[12:11:26] <Pennyw95> Do you think having a te calculate the blocks of a 2x2x2 cube around it every minute a small enough performance hit?
L764[12:11:45] <gigaherz> I'd consider that once a tick a small hit also
L765[12:11:46] <gigaherz> ;P
L766[12:11:55] <gigaherz> once a minute is negligible
L767[12:12:05] <gigaherz> every second would still be negligible
L768[12:12:17] <sham1> but not every tick
L769[12:12:24] <gigaherz> every tick is not a negligible hit
L770[12:12:28] <gigaherz> a small one. but non-negligible
L771[12:12:31] <Pennyw95> I wish I could have it do only once during its life but it causes an NPE crash so yeah
L772[12:12:36] <sham1> Like I myself run my multiblock check once only
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L775[12:12:49] <gigaherz> my multiblock structure uses special blocks
L776[12:12:53] <sham1> But that is because they can pretty much be arbitraty sized ;)
L777[12:12:53] <gigaherz> if any of them is broken
L778[12:12:57] <gigaherz> they notify the master
L779[12:13:00] <Pennyw95> check once only? and when the player breaks one? mine checks every second
L780[12:13:02] <sham1> and call check
L781[12:13:04] <gigaherz> and the master undoes the structure
L782[12:13:11] <sham1> Or that
L783[12:13:12] <Pennyw95> I have master and slave too
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L785[12:13:18] <gigaherz> Pennyw95: I rely on the structure blocks to notify the master
L786[12:13:31] <Pennyw95> like breakBlock or something?
L787[12:13:33] <sham1> if (know_master()) master.checkMultiBlock
L788[12:13:35] <gigaherz> yup
L789[12:13:48] <Pennyw95> may I take a look?
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L791[12:14:07] <Nitrodev> gigaherz, yeah it shoul dkeep the items
L792[12:14:32] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockStructure.java#L156
L793[12:14:47] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockEnderRift.java#L242
L794[12:14:50] <gigaherz> it's ugly code
L795[12:15:04] <Pennyw95> fascinating nonetheless...mine is more bruteforce
L796[12:15:14] <Pennyw95> just a 3x3x3 iteration
L797[12:15:20] <Nitrodev> uhh
L798[12:15:26] <gigaherz> Nitrodev: hmm
L799[12:15:31] <gigaherz> well
L800[12:15:41] <Nitrodev> does that really help me with the custom crafting table thing?
L801[12:15:43] <gigaherz> you'll need your TileEntity to have a 3x3x3 + 1 grid
L802[12:15:45] <gigaherz> no
L803[12:15:48] <gigaherz> I was talking to Pennyw95
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L805[12:15:52] <gigaherz> now i'm talking to you
L806[12:15:52] <gigaherz> XD
L807[12:15:55] <Nitrodev> oh
L808[12:16:01] <gigaherz> so
L809[12:16:14] <gigaherz> you'll need 9 slots of input storage
L810[12:16:19] <gigaherz> do you want auto-crafting?
L811[12:16:26] <gigaherz> or just something like the tinker table?
L812[12:16:34] <Nitrodev> like the tinker table
L813[12:16:38] <gigaherz> okay then
L814[12:16:43] <gigaherz> 9 slots will do
L815[12:16:50] <Nitrodev> but wait what if i want more than 9 slots
L816[12:16:58] <gigaherz> then you have more than 9 slots.
L817[12:17:01] <Nitrodev> okay
L818[12:17:06] <Nitrodev> now i feel dumb
L819[12:17:16] <gigaherz> I'm guiding you through a standard-sized crafting grid
L820[12:17:17] <gigaherz> ;P
L821[12:17:22] <Nitrodev> got it
L822[12:17:27] <gigaherz> you can look at like TileEntityDispenser
L823[12:17:36] <gigaherz> for how to implement the 3x3 grid
L824[12:17:52] <gigaherz> as for storage, that's all you need.
L825[12:18:03] <gigaherz> then there's the Gui
L826[12:18:07] <Pennyw95> Have you switched to 1.8.8 already?
L827[12:18:11] <gigaherz> you'll need a Container
L828[12:18:19] <gigaherz> Pennyw95: yes that's 1.8.9 code I linked to
L829[12:18:28] <gigaherz> Nitrodev: and a GuiContainer
L830[12:18:44] <Pennyw95> Do you think 1.8.9 will be more used in the end than 1.8? Like 1.7.10 almost totally replace 1.7.2?
L831[12:18:50] <gigaherz> yes.
L832[12:18:52] <williewillus> yes
L833[12:19:06] <williewillus> the update from 1.8.0 to 1.8.8 is marginal at most (just the tessellator changes)
L834[12:19:16] <gigaherz> I predict all proper 1.8 modpacks to be released using 1.8.9
L835[12:19:27] <Pennyw95> Only tessellator?
L836[12:19:27] <williewillus> and 1.8.8 to 1.8.9 is negligible at most (worst case you have to recompile)
L837[12:19:30] <williewillus> yes
L838[12:19:33] <Temportalist> How big is the leap from 1.8.8 to 1.8.9?
L839[12:19:34] <gigaherz> and a few name changes
L840[12:19:36] <gigaherz> but that's all that matters
L841[12:19:41] <gigaherz> Temportalist: there's no leap
L842[12:19:44] <williewillus> none
L843[12:19:46] <gigaherz> mods are SRG-compatible
L844[12:19:48] <williewillus> thanks to SRG names
L845[12:19:54] <gigaherz> xcept for one or two names
L846[12:19:56] <Temportalist> cool, Ill finish my current work and recompile with 1.8.9 :P
L847[12:20:02] <gigaherz> basically you don't need to worry about it
L848[12:20:09] <gigaherz> just compile using a 1.8.9 MDK
L849[12:20:16] <Temportalist> ?
L850[12:20:20] <williewillus> they added a sparkly realms diamond that renders on the mods button and fixed the christmas chest textures :p
L851[12:20:22] <gigaherz> and add an acceptable versions thing to your @Mod
L852[12:20:23] <sham1> 1.8.9 was changes to realms
L853[12:20:29] <williewillus> they fixed the diamond rendering on Mods though
L854[12:20:31] <sham1> So nothing to worry about
L855[12:20:34] <gigaherz> sham1: yes but mods are not meant to interact with Realms ;P
L856[12:20:37] <williewillus> which made me sad, bc that was a funny bug
L857[12:20:41] <gigaherz> williewillus: no they moved Mods to the left
L858[12:20:42] <gigaherz> XD
L859[12:20:52] <sham1> How would mods interracting with Realms even work
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L861[12:20:56] <williewillus> they wouldn't
L862[12:20:59] <sham1> Yeah
L863[12:21:01] <gigaherz> sham1: hacking tools.
L864[12:21:02] <williewillus> or fml would treat it like a vanilla server
L865[12:21:08] <williewillus> which it is
L866[12:21:11] <gigaherz> that's the only use I can imagine
L867[12:21:11] <gigaherz> XD
L868[12:21:16] <sham1> Minimap?
L869[12:21:22] <williewillus> if it's clientside
L870[12:21:30] <gigaherz> yeah clinent-only ones may work
L871[12:21:35] <gigaherz> maybe also inventorytweaks
L872[12:21:39] <gigaherz> client*
L873[12:21:57] <sham1> Well isnt invtweaks client side
L874[12:21:58] <gigaherz> but actually interacting with realms code
L875[12:21:59] <Pennyw95> So the only change I'll have to make is to replace the old WR functions with the new ones, and that's all?
L876[12:22:14] <gigaherz> Pennyw95: yup
L877[12:22:24] <PaleoCrafter> has anybody got a nice example of baking and rendering an OBJ model in a TESR?
L878[12:22:25] <Pennyw95> phew
L879[12:22:35] <williewillus> PaleoCrafter: Botania pylons :D
L880[12:22:36] <sham1> Someone has
L881[12:22:38] <sham1> :P
L882[12:22:38] <gigaherz> wr.begin(GL11.GL_QUADS, VertexFormat)
L883[12:22:39] <PaleoCrafter> ah, right
L884[12:22:41] <williewillus> except the group visibility is broken
L885[12:22:46] <williewillus> but otherwise they bake and render
L886[12:22:47] <PaleoCrafter> meh, I don't need that :D
L887[12:22:55] <gigaherz> wr.position(x,y,z).uv(u,v).endVertex()
L888[12:22:57] <gigaherz> tess.draw()
L889[12:23:00] <Temportalist> PaleoCrafter: I do it in a blockstate
L890[12:23:04] <Pennyw95> speaking of TESR, has anyone used a .java model with it in 1.8?
L891[12:23:05] <PaleoCrafter> *tex, gigaherz :P
L892[12:23:12] <Wuppy> well that was a depressing meeting :(
L893[12:23:13] <gigaherz> right
L894[12:23:14] <gigaherz> XD
L895[12:23:19] <PaleoCrafter> u nub
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L897[12:23:31] <gigaherz> Pennyw95: we strongly suggest against that
L898[12:23:40] <Pennyw95> obj?
L899[12:23:44] <gigaherz> .obj file
L900[12:23:49] <gigaherz> and a tiny bit of code
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L902[12:24:01] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/RenderingStuffs.java
L903[12:24:04] <gigaherz> this is an utility class
L904[12:24:07] <Pennyw95> I'll have to because it does not work at all for some reason :\
L905[12:24:11] <williewillus> Pennyw95: ModelBases work just as before, but if able should convert to OBJ
L906[12:24:12] <gigaherz> that I use to manage (re)loading
L907[12:24:17] <williewillus> gigaherz: is there a modelbase to OBJ converter?
L908[12:24:22] <gigaherz> not that I'm aware of
L909[12:24:34] <williewillus> meh someone needs to make a ModelBase-> <something actually sane>
L910[12:24:44] <williewillus> or a ModelBase ModelLoader xD
L911[12:24:46] <gigaherz> I did suggest a method for it
L912[12:25:07] <williewillus> not sure how a ModelBase ICustomModelLoader would even work or even at all
L913[12:25:18] <gigaherz> but I don't have a need for it so unless I receive some paypal donations, I have no interest in writing it myself
L914[12:25:19] <gigaherz> ;P
L915[12:25:51] <gigaherz> nah my idea was to write a standalone program, with a dummy implementation of the tesellator and Model*
L916[12:26:01] <gigaherz> that would load the java classes on the fly
L917[12:26:07] <gigaherz> plug them to the dummy tesellator
L918[12:26:10] <gigaherz> and tell them to render
L919[12:26:21] <gigaherz> then the calls to the tesellator/worldrenderer, would emit .obj commands
L920[12:26:28] <gigaherz> instead of drawing on screen
L921[12:26:32] <shadekiller666> I want to make a video about how to use the obj loader and such, but I don't know what/how I would organize it
L922[12:26:40] <Nitrodev> so Iinventory, tileentitydispenser, container and guicontainer are all i need for a custom crafting table?
L923[12:27:08] <gigaherz> Nitrodev: + a GuiHandler
L924[12:27:12] <Nitrodev> ah
L925[12:27:14] <gigaherz> sorry I got sidetracked
L926[12:27:15] <gigaherz> ;P
L927[12:27:26] <gigaherz> also
L928[12:27:31] <Nitrodev> no problem
L929[12:27:31] <gigaherz> you'll need one or two Slot classes
L930[12:27:36] <gigaherz> specially the most important one
L931[12:27:38] <gigaherz> is the output slot
L932[12:27:43] <gigaherz> which is a "fake" itemstack
L933[12:27:43] <shadekiller666> if I started a script, could you guys help me to organize it and profread it
L934[12:27:51] <gigaherz> that gets calculated from the recipes
L935[12:28:07] <gigaherz> so overall
L936[12:28:10] <gigaherz> for the block itself
L937[12:28:23] <gigaherz> Block, TileEntity implements IInventory
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L939[12:28:29] <gigaherz> for the gui screen
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L941[12:28:45] <gigaherz> GuiContainer, Container, SlotCraftingOutput, GuiHandler
L942[12:29:08] <Nitrodev> in their individual classes?
L943[12:29:12] <gigaherz> yup
L944[12:29:13] <Nitrodev> the gui parts
L945[12:29:33] <gigaherz> https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/enderRift/gui
L946[12:29:40] <gigaherz> if you want examples of how to write Gui screens
L947[12:29:49] <gigaherz> https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/enderRift/blocks
L948[12:30:34] <gigaherz> then on top of the classes, you'll have to manage the crafting itself
L949[12:30:39] <gigaherz> which means
L950[12:30:49] <gigaherz> you'll have to compute the crafting output when the items change
L951[12:30:53] <gigaherz> but not actually consume the items
L952[12:31:10] <gigaherz> and then you'll have to handle the pick up from slot and shift-clicking
L953[12:31:20] <gigaherz> so that you can do the actual crafting process
L954[12:31:31] <gigaherz> and if you look at 1.7.10 crafting tables
L955[12:31:38] <gigaherz> note that the crafting process changed a bit in 1.8
L956[12:31:47] <gigaherz> with the addition of a method to keep items in the table after crafting
L957[12:32:13] <gigaherz> I can't help with the exact process since I never looked at the details myself
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L959[12:32:48] <Nitrodev> okay
L960[12:32:57] <Temportalist> gigaherz: What forge version to use with 1.8.9?
L961[12:33:03] <gigaherz> latest?
L962[12:33:09] <gigaherz> when in doubt, use latest.
L963[12:33:38] <Nitrodev> i can already see that this is really advanced
L964[12:33:54] <gigaherz> yes a custom crafting table is a non-trivial task
L965[12:34:08] <shadekiller666> gigaherz, i was looking into the behavior of the DefaultVertexFormats VertexFormat and your custom one
L966[12:34:24] <shadekiller666> i mapped out the element sizes
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L968[12:35:31] <PaleoCrafter> shadekiller666, is the UVsOutOfBoundsException supposed to crash the game? :P
L969[12:35:59] <shadekiller666> the UV element is a FLOAT, which reserves space for 4 bytes per number, and there are 2 floats, so it reserves a total of 8 bytes
L970[12:36:10] <sham1> Hmm
L971[12:36:21] <shadekiller666> PaleoCrafter, no, its just supposed to substitute the missing model in for your model
L972[12:36:42] <PaleoCrafter> well, crashed the game for me :P
L973[12:36:43] <shadekiller666> when i get the stuff i'm working on finished UVsOutOfBoundsException won't even exist
L974[12:36:56] <gigaherz> shadekiller666: yeah, the element sizes are right there in the element list XD
L975[12:37:00] <gigaherz> well sorta
L976[12:37:18] <PaleoCrafter> you should have it extend RuntimeException
L977[12:37:26] <shadekiller666> the element for color is BYTE and reserves enough space for 4 of them
L978[12:37:27] <gigaherz> position, float, 4 --> 4 * 32 bytes
L979[12:37:36] <gigaherz> eh *3
L980[12:37:52] <gigaherz> and bits*
L981[12:37:54] <gigaherz> XD
L982[12:37:57] <gigaherz> yeah
L983[12:38:13] <gigaherz> 12 bytes + 4 bytes = 16 bytes for position+color
L984[12:38:20] <gigaherz> uv is 8 more, so 24 bytes
L985[12:38:28] <shadekiller666> PaleoCrafter, tried that, it didn't work for some reason, the idea is to have the obj loader throw an exception, which is then caught by ModelLoaderRegistry, which then substitutes the missing model automatically
L986[12:38:35] <shadekiller666> right
L987[12:39:00] <shadekiller666> the problem is (i think), that when the array of data is read, its read assuming that the uvs come first
L988[12:39:10] <shadekiller666> sorry, that the color comes first*
L989[12:39:13] <PaleoCrafter> well... doesn't seem to be catched :P
L990[12:39:27] <gigaherz> who assumes that?
L991[12:39:27] <Nitrodev> i know it doesn't have anything but to make sure i'm doing this right https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/blocks/Constructor.java
L992[12:39:34] <PaleoCrafter> I'm calling loadModel directly, btw :P
L993[12:40:12] <shadekiller666> PaleoCrafter, on what? ModelLoaderRegistry?
L994[12:40:21] <PaleoCrafter> OBJLoader
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L996[12:40:39] <shadekiller666> use ModelLoaderRegistry.getModel() instead
L997[12:40:56] <shadekiller666> that will return the missing model if the loader throws an error
L998[12:41:09] <shadekiller666> this won't be a problem when i finish this stuff
L999[12:41:20] <shadekiller666> it won't throw that exception ever
L1000[12:41:26] <shadekiller666> it will just yell at you
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L1002[12:41:56] <shadekiller666> and there will (hopefully) be ways of telling the loader how to handle said out-of-bounds uvs
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L1005[12:43:59] <PaleoCrafter> I wonder why my UVs were out of the bounds the in the first place xD
L1006[12:45:25] <shadekiller666> you didn't map them in your modeling program to be within the 0..1 ranges
L1007[12:45:29] <shadekiller666> range*
L1008[12:46:12] <shadekiller666> which, when used to map the texture to the model, will end up showing portions of the texturemap that are outside of your texture
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L1010[12:46:23] <shadekiller666> its a stupid bandage that i've come to hate
L1011[12:47:30] <PaleoCrafter> well, I didn't map any UVs at all, I just wanted to try the model :P
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L1014[12:48:32] <Pennyw95> I'm feeling so guilty, having my multiblock spawn 12 TEs although they perform a computation once every 5 minutes...
L1015[12:49:09] <shadekiller666> so have one check every so often :P
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L1017[12:50:14] <Pennyw95> well 5 minutes is a long time isn't it? Shouldn't affect performance so bad..unfortunately I need all of them if I want pipes to connect to the structure
L1018[12:51:02] <Pennyw95> maybe I could randomize a little the intervals so that all the TEs don't work in the same tick
L1019[12:51:27] <williewillus> wait arne't most multblocks implemented by having one master block that holds the TE, and all the other blocks are just dummies?
L1020[12:51:30] <gigaherz> Pennyw95: TEs aren't THAT expensive
L1021[12:51:47] <williewillus> or at least just dummy TE's that forward to the master
L1022[12:51:51] <gigaherz> yes
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L1024[12:52:00] <gigaherz> they are just small TEs
L1025[12:52:06] <gigaherz> they don't even need to be tickable
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L1027[12:52:13] <Pennyw95> but I need more TEs to implement IFluidHandler to have pipes attach to the multiblock...then those TEs pass the input to the master that holds the tank
L1028[12:52:23] <sham1> Praise gods above for SSH
L1029[12:52:25] <gigaherz> all they need is to know where the parent is
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L1031[12:52:42] <gigaherz> which shoudl be a relative offset
L1032[12:52:42] <sham1> Pennyw95, if you need mods with pipes ;)
L1033[12:52:49] <Pennyw95> So you suggest having one iteration happen, outside update()?
L1034[12:52:51] <sham1> I'm yer man
L1035[12:53:07] <gigaherz> Pennyw95: I suggest that each block in the multiblock has an "xOff, yOff, zOff"
L1036[12:53:12] <Pennyw95> ahah, well I'm just doing this for mod compatibility
L1037[12:53:16] <gigaherz> and just knows where the parent is ;P
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L1039[12:53:25] <Nitrodev> gigaherz, does this look okay atm https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/blocks/Constructor.java
L1040[12:53:38] <Nitrodev> and yes i just implemented that and did nothing else
L1041[12:53:43] <gigaherz> yes
L1042[12:53:51] <Pennyw95> are pipes hard to make with the new model system?
L1043[12:53:52] <gigaherz> now look at the dispenser or dropper
L1044[12:53:53] <gigaherz> ;P
L1045[12:53:57] <gigaherz> Pennyw95: nope
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L1047[12:54:09] <gigaherz> there's the vanilla way
L1048[12:54:12] <gigaherz> and the forge way
L1049[12:54:16] <gigaherz> the vanilla way
L1050[12:54:23] <gigaherz> woudl require having a model file for each combination of sides
L1051[12:54:29] <Pennyw95> and then, submodels
L1052[12:54:34] <Pennyw95> :P
L1053[12:54:39] <gigaherz> the forge way would use submodels
L1054[12:55:04] <gigaherz> "defaults": { "model": "pipe_core" }
L1055[12:55:21] <sham1> mc has no such model ;)
L1056[12:55:37] <williewillus> making the connecting component is easy though :p
L1057[12:55:46] <gigaherz> "variants": { "east": { "false": {}, "true": { "submodels": { "east_connector": { "model": { "pipe_east" } }...
L1058[12:55:51] <sham1> https://github.com/sham1/FluidCraft/blob/master/src/main/resources/assets/fluidcraft/blockstates/fcraft_basic_pipe_block.json
L1059[12:55:52] <Nitrodev> gigaherz, but either the dispenser or the dropper don't use IInventory
L1060[12:55:58] <gigaherz> Nitrodev: do they not?
L1061[12:56:03] <sham1> Just look through my thing to get an example
L1062[12:56:11] <Nitrodev> nope
L1063[12:56:17] <sham1> wat
L1064[12:56:20] <Soni> GAH ok I figured out the bug... looks like I need to coremod/AT WorldServer...
L1065[12:56:24] <Pennyw95> @sham1 But now that I tnink of it, I'll actually need a mod with pipes to test if my code works, have you released one?
L1066[12:56:30] <gigaherz> Nitrodev: are you SURE?
L1067[12:56:31] <gigaherz> public class TileEntityDispenser extends TileEntityLockable implements IInventory
L1068[12:56:31] <Nitrodev> sham1, i was talking to gigaherz
L1069[12:56:32] <gigaherz> ;P
L1070[12:56:32] <Soni> how do I use AT?
L1071[12:56:34] <sham1> Wait
L1072[12:56:40] <Nitrodev> oh THAT dispenser
L1073[12:56:43] <Nitrodev> lol
L1074[12:56:54] <Soni> (I could go with reflection but AT is better)
L1075[12:56:55] <williewillus> what dispensers are there? lol
L1076[12:56:55] <sham1> Pennyw95, 1.8.9?
L1077[12:57:04] <Pennyw95> 1.8
L1078[12:57:07] <sham1> (or 1.8.8 but meh)
L1079[12:57:10] <Nitrodev> williewillus, i looked at the blokc class
L1080[12:57:11] <sham1> Oh, just 1.8
L1081[12:57:24] <williewillus> isn't there TC5 beta 1.8.9?
L1082[12:57:29] <williewillus> addon devs get access to the beta dropbox
L1083[12:57:38] <sham1> Anyway
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L1085[12:57:40] <Pennyw95> haven't checked in a while
L1086[12:57:43] <Pennyw95> might be
L1087[12:57:44] <sham1> MAVEN HOST!!!!
L1088[12:57:45] <sham1> http://sham1.sinervo.fi/maven/sham1/fluidcraft/fluidcraft/1.8.9-0.0.0.0/
L1089[12:57:56] <sham1> and yes
L1090[12:57:58] <Pennyw95> but I'd like to release a 1. first, then port
L1091[12:58:09] <sham1> My naming for stuff is not great, shut up
L1092[12:58:13] <gigaherz> sham1: btw I ended up making my own RF generator ;P
L1093[12:58:17] <sham1> :P
L1094[12:58:17] <Pennyw95> thanks :)
L1095[12:58:24] <sham1> Not the version pennyw
L1096[12:58:28] <sham1> note*
L1097[12:58:32] <williewillus> Soni: put your AT in resources/META-INF, then declare it in your build.gradle
L1098[12:58:36] <Pennyw95> I know but I'll eventually need it
L1099[12:58:49] <sham1> gigaherz, well my creative RF gen is for testing
L1100[12:58:55] <Nitrodev> i'm guessing i need a variable for the getStackInSlot method?
L1101[12:58:56] <gigaherz> sham1: I know
L1102[12:59:06] <gigaherz> but i needed a real one to use in the release mod
L1103[12:59:07] <gigaherz> ;P
L1104[12:59:19] <sham1> :D:D
L1105[12:59:42] <sham1> And yay, I am installing Jenkins to a server next to me (literally)
L1106[12:59:47] <williewillus> and in your AT just have separate lines declaring what you need to be public in the form <access modifier> <fully qualified MCP class name> <fully qualified SRG member name>
L1107[13:00:17] <sham1> the server really does reside next to me
L1108[13:00:23] <williewillus> e.g. public net.minecraft.entity.monster.EntitySlime func_blahblha(I)V
L1109[13:00:32] <gigaherz> sham1: https://dl.dropboxusercontent.com/u/743491/2016-01-03_22.13.30.png
L1110[13:00:44] <sham1> That a OBJ?
L1111[13:00:49] <sham1> Because that looks amaging
L1112[13:00:49] <gigaherz> yup
L1113[13:00:50] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-03_23.50.03.png
L1114[13:00:56] <Soni> williewillus, fields?
L1115[13:01:03] <williewillus> same idea
L1116[13:01:09] <williewillus> field_blah_b
L1117[13:01:12] <sham1> Stop making my inability to art worse for me ;_;
L1118[13:01:12] <gigaherz> .obj model with 4 different textures
L1119[13:01:12] <gigaherz> ;P
L1120[13:01:30] <Pennyw95> Yes, there's the 1.8.9 beta
L1121[13:01:55] <Soni> !gf blockEventCacheIndex
L1122[13:02:06] <shadekiller666> Pennyw95, i am working on "group visibility configurations" -- a better way to show/hide groups in an obj model
L1123[13:02:17] <Pennyw95> sounds nice
L1124[13:02:42] <Soni> -MCPBot_Reborn- AT : public net.minecraft.world.WorldServer field_147489_T # blockEventCacheIndex
L1125[13:02:45] <Soni> well that's new
L1126[13:03:18] <PaleoCrafter> Soni, why exactly is an AT better?
L1127[13:03:39] <Soni> PaleoCrafter, because I'm gonna be running this on every tick for all worlds
L1128[13:03:48] <PaleoCrafter> MethodHandles
L1129[13:03:54] <Soni> what's that?
L1130[13:03:57] <gigaherz> only once per world?
L1131[13:04:00] <gigaherz> that's nothing.,
L1132[13:04:03] <gigaherz> -,
L1133[13:04:03] <PaleoCrafter> also ^
L1134[13:04:04] <williewillus> PaleoCrafter: those aren't proven to be faster, I don't think
L1135[13:04:07] <Nitrodev> i need an example for the IIventory thing again
L1136[13:04:13] <gigaherz> Reflection is something like 100 times a direct call
L1137[13:04:15] <PaleoCrafter> they are faster than reflection, afaik
L1138[13:04:18] <williewillus> the IKVM developer actually shows that they regress in performance
L1139[13:04:29] <gigaherz> you'd need to do like 10000 per tick for it to be a noticeable slowdown
L1140[13:04:30] <williewillus> between java patches
L1141[13:04:41] <gigaherz> assuming you cache the Method class
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L1143[13:04:48] <williewillus> also, wouldn't reflection be faster if you just hold on to the Method?
L1144[13:04:48] <PaleoCrafter> I've never used MethodHandles myself, diesieben07 is the expert :P
L1145[13:04:49] <williewillus> yeah
L1146[13:04:49] <gigaherz> and MethodHandles are an optimized way to achieve that
L1147[13:04:58] <gigaherz> williewillus: yeah, the lookup is MUCH slower
L1148[13:05:01] <gigaherz> but you only need it once
L1149[13:05:09] <gigaherz> unless the instance changes and you need to lookup the override handle
L1150[13:05:11] <PaleoCrafter> but yeah, reflection isn't slow per se, it's the lookup
L1151[13:05:11] <diesieben07> if your methodhandle instance is static final (both important) then they get inlined and are just as fast as a direct access
L1152[13:05:16] <Nitrodev> gigaherz, for a custom crafting table do i actually need every method of the IIventory?
L1153[13:05:16] <Soni> hmm
L1154[13:05:23] <Soni> actually this bug is harder than I thought...
L1155[13:05:27] <Soni> ugh
L1156[13:05:33] <gigaherz> Nitrodev: not "need"
L1157[13:05:36] <gigaherz> but you can't compile without them
L1158[13:05:47] <Nitrodev> oh yeah sorry i said it wrong
L1159[13:05:49] <gigaherz> you need the ones that get and set itemstacks
L1160[13:05:57] <Nitrodev> okay
L1161[13:06:00] <gigaherz> the getFieldshit ones can be ignored
L1162[13:06:03] <gigaherz> and the name ones can be ignored
L1163[13:06:19] <gigaherz> that said
L1164[13:06:29] <gigaherz> I made use of the Field system in IInventory for my generator :D
L1165[13:06:50] <williewillus> ew :p
L1166[13:06:51] <Soni> meh that won't work
L1167[13:06:52] <Soni> ASM time
L1168[13:06:56] <williewillus> ...
L1169[13:07:07] <gigaherz> getField(0) -> burn time remaining, getField(1) -> total time for current item, getField(2) -> energy stored, getField(3) -> generator heat
L1170[13:07:08] <PaleoCrafter> how about explaining what you want to achieve?
L1171[13:07:15] <williewillus> have fun maintaining that shit
L1172[13:07:24] <williewillus> my first mod was ASM, 0/10 would not recommend
L1173[13:07:30] <PaleoCrafter> so, for some reason my OBJ model apparently has 0 quads oO
L1174[13:07:32] <Soni> PaleoCrafter, I need to simulate sendQueuedBlockEvents
L1175[13:07:42] <Soni> but I need it to interleave with WorldServer's sendQueuedBlockEvents
L1176[13:07:48] <williewillus> why exactly will reflection not achieve your purposes?
L1177[13:07:49] <Nitrodev> gigaherz, can you tell me in what methods do i need to write code in
L1178[13:08:07] <Nitrodev> so i can just comment to them that "no code here"
L1179[13:08:18] <Soni> williewillus, I need to run my code in the middle of sendQueuedBlockEvents
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L1181[13:10:19] <SkySom> Why?
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L1183[13:10:47] <gigaherz> Nitrodev: just... copypaste the ones from the dispenser
L1184[13:11:04] <SkySom> Woo copypasta :D
L1185[13:11:07] <Nitrodev> like every sinlge one?
L1186[13:11:17] <Soni> it's such a subtle bug with the way pistons work, the way they run code that queues block events in the middle of sendQueuedBlockEvents...
L1187[13:11:19] <gigaherz> well you don't need the update snd such
L1188[13:11:27] <gigaherz> but the ones that belong to IInventory, sure why not
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L1190[13:11:43] <Soni> and the while (!blockEventQueue[currentQueue].isEmpty) in that method
L1191[13:12:11] <Soni> and how it does currentQueue ^= 1;
L1192[13:12:19] <gigaherz> Nitrodev: also copypaste readFromNBT and writeToNBT ;P
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L1194[13:13:10] <gigaherz> basically everything in it but getDispenseSlot
L1195[13:13:11] <gigaherz> ;P
L1196[13:13:17] <shadekiller666> fry, how does the b3d loader get told what TRSRTransformation to apply to the model for handling EnumFacing? the obj loader needs it passed in via OBJState
L1197[13:13:30] <gigaherz> and add @Override to the methods
L1198[13:13:34] <shadekiller666> does the B3DLoader do it through handleBlockState()?
L1199[13:13:35] <fry> handling EnumFacing?
L1200[13:13:39] <shadekiller666> ya
L1201[13:13:47] <shadekiller666> for blocks that face different directions
L1202[13:13:49] <shadekiller666> like the check
L1203[13:13:52] <shadekiller666> chest*
L1204[13:14:00] <gigaherz> chest is a bad example, it's a TESR
L1205[13:14:01] <gigaherz> ;P
L1206[13:14:05] <fry> that comes from the json
L1207[13:14:07] <gigaherz> dispenser, dropper, piston
L1208[13:14:07] <gigaherz> ;P
L1209[13:14:13] <fry> based on the blockstate
L1210[13:14:27] <Nitrodev> okay done
L1211[13:14:37] <gigaherz> Nitrodev: congratulations, you have a 9-slot inventory ;P
L1212[13:14:41] <Nitrodev> woo
L1213[13:14:45] *** tterrag|ZZZzzz is now known as tterrag
L1214[13:14:49] <gigaherz> no gui yet, but the hopper should be able to put item into it
L1215[13:14:53] <gigaherz> and extract items from it
L1216[13:14:58] <Nitrodev> ill try
L1217[13:15:04] <gigaherz> in the Block
L1218[13:15:08] <gigaherz> make sure you override
L1219[13:15:10] <gigaherz> hasTileEntity
L1220[13:15:13] <gigaherz> and createTileEntity
L1221[13:15:17] <shadekiller666> right, but does the b3d loader apply the TRSRTransformation? in order for the obj models to rotate to face the player it currently needs to have a TRSRTransformation passed in via OBJState
L1222[13:15:33] <shadekiller666> but the B3D loader doesn't seem to have that problem
L1223[13:15:33] <gigaherz> if you were using ITileEntityProvider,
L1224[13:15:35] <gigaherz> get rid of that
L1225[13:15:36] <gigaherz> ;P
L1226[13:15:58] <shadekiller666> is there something i'm missing?
L1227[13:16:07] <gigaherz> shadekiller666: ?
L1228[13:16:13] <gigaherz> the obj models already rotate just fine?
L1229[13:16:24] <gigaherz> I use blockstates rotation in my mod
L1230[13:16:24] <gigaherz> ;P
L1231[13:16:40] <Nitrodev> there are no methods of those gigaherz
L1232[13:16:51] <gigaherz> my generator and structure blocks use { "model" : "", "y": 90 } and such
L1233[13:17:18] <PaleoCrafter> shadekiller666, do I always have to pass a full list of the visible groups to ObjModel.OBJState or can I leave it empty when I want it to always show everything?
L1234[13:17:39] <shadekiller666> PaleoCrafter, it defaults to having everything visible
L1235[13:17:50] <Nitrodev> wait a minute
L1236[13:17:51] <PaleoCrafter> what do I have to pass for that, then?
L1237[13:17:57] <shadekiller666> uhh
L1238[13:18:03] <shadekiller666> either null or an empty list
L1239[13:18:11] <Nitrodev> i still need to make the block itself
L1240[13:18:17] <Nitrodev> like the class
L1241[13:18:28] <PaleoCrafter> empty list didn'T work, so I guess null it is :D
L1242[13:18:30] <Nitrodev> for it to even showup ingame
L1243[13:19:04] <shadekiller666> if neither of those works for some reason then pass a list with OBJModel.Group.ALL in it
L1244[13:19:20] <shadekiller666> thats a wildcard to prevent having to list them all :P
L1245[13:19:33] <shadekiller666> gigaherz, really?
L1246[13:19:41] <gigaherz> Nitrodev: of course
L1247[13:19:44] <gigaherz> shadekiller666: yep.
L1248[13:20:01] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockGenerator.json
L1249[13:20:04] <gigaherz> that works as is XD
L1250[13:20:15] <shadekiller666> all of the directional blocks in ModelLoaderRegistryDebug don't rotate the models unless i pass in a TRSRTransformation into OBJState from getExtendedState()...
L1251[13:20:48] <Nitrodev> but i don't know how to add the Constructor class to the block
L1252[13:21:16] <gigaherz> ?
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L1255[13:21:45] <gigaherz> Nitrodev: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockGenerator.java
L1256[13:21:54] <shadekiller666> fry, would there be a way to have like "#modid:..." as an acceptable resourcelocation for "model"? like just "substitute the modid for whatever mod this belongs to"
L1257[13:22:05] <PaleoCrafter> http://s.mineformers.de/Minecraft_1.8.9_2016-01-05_20-21-59.png yay :D
L1258[13:22:10] <gigaherz> well that's even morecomplex than you need
L1259[13:22:32] <gigaherz> PaleoCrafter: that looks like a rather large gravestone
L1260[13:22:32] <gigaherz> ;P
L1261[13:22:45] <gigaherz> unless the perspective is a lie
L1262[13:22:46] <gigaherz> XD
L1263[13:23:03] <PaleoCrafter> well, it has depth :P
L1264[13:23:15] <Nitrodev> gigaherz: https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/blocks/Constructor.java
L1265[13:23:22] <PaleoCrafter> and that white panel in the middle would be glass, normally
L1266[13:23:34] <gigaherz> Nitrodev: I'd recommend using prefixes
L1267[13:23:35] <gigaherz> ;p
L1268[13:23:42] <gigaherz> TileEntityContrsuctor
L1269[13:23:45] <gigaherz> BlockConstructor
L1270[13:23:48] <gigaherz> GuiConstructor
L1271[13:23:52] <gigaherz> ContainerConstructor
L1272[13:23:53] <PaleoCrafter> the irony of Constructor not having a constructor
L1273[13:24:00] <PaleoCrafter> (at least not an explicit one)
L1274[13:24:08] <Nitrodev> ah
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L1276[13:24:28] <gigaherz> then
L1277[13:24:30] <gigaherz> from the Block
L1278[13:24:30] <gigaherz> you have
L1279[13:24:39] <gigaherz> hasTileEntity () return true;
L1280[13:24:39] <gigaherz> and
L1281[13:24:47] <gigaherz> createTileEntity() return new TileEntityConstructor();
L1282[13:24:57] <gigaherz> both are overridable functions in Block
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L1286[13:26:13] <williewillus> if I need to draw a sprite from the sheet using POSITION_TEX suffices right?
L1287[13:26:22] <williewillus> I'm getting a blank white texture rn
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L1289[13:27:41] <tterrag> williewillus: should do
L1290[13:27:44] <gigaherz> it should
L1291[13:27:46] <tterrag> make sure to enable GL_TEXTURE_2D
L1292[13:29:34] <Nitrodev> gigaherz, the compiler says that the hasTIleEntity method is deprecated
L1293[13:29:52] <gigaherz> use the other one
L1294[13:29:55] <gigaherz> with IBlockState
L1295[13:30:24] <Nitrodev> got it
L1296[13:34:21] <Nitrodev> okay it works as a inventory now
L1297[13:34:28] <Nitrodev> an*
L1298[13:38:07] <Nitrodev> what vanilla classes implement the IGuiHandler?
L1299[13:38:20] <Nitrodev> or are those examples i shouldn't look at
L1300[13:38:51] <PaleoCrafter> vanilla doesn't have IGuiHandler
L1301[13:38:56] <Nitrodev> oh
L1302[13:39:07] <Nitrodev> welp looks like this just got a bit harder
L1303[13:40:34] <PaleoCrafter> gigaherz, Unknown recipe class! gigaherz.enderRift.recipe.RecipesRiftDuplication Modder please refer to net.minecraftforge.oredict.RecipeSorter
L1304[13:40:55] <gigaherz> ah oops I never actually fixed that
L1305[13:40:55] <gigaherz> XD
L1306[13:41:12] <LatvianModder> Lol
L1307[13:43:19] <sham1> JENKINS!
L1308[13:43:29] <gigaherz> woudl this do?
L1309[13:43:30] <gigaherz> RecipeSorter.register(MODID + ":rift_duplication", RecipesRiftDuplication.class, RecipeSorter.Category.SHAPELESS, "after:minecraft:shapeless");
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L1311[13:43:38] <gigaherz> do I even need a dependency string at all? or would "" work?
L1312[13:43:45] <PaleoCrafter> no clue
L1313[13:43:51] <sham1> try
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L1315[13:45:18] <LatvianModder> Gigaherz: I think you need to have vanilla mc there. Check RecipeSorter itself, it registers vanilla handlers
L1316[13:45:30] <gigaherz> yeah I copied that from the vanilla recipes
L1317[13:45:35] <gigaherz> but I don't even know what the purpose is
L1318[13:45:42] <gigaherz> I don't care the order in the recipe list
L1319[13:45:54] <gigaherz> I'm not replacing vanilla recipes
L1320[13:46:07] <gigaherz> and my recipes are unlikely to conflict
L1321[13:47:40] <PaleoCrafter> I'm not sure, but maybe it's for stuff like NEI?
L1322[13:47:52] <LatvianModder> Still, better to load after vanilla. You never know, better to follow vanilla example
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L1324[13:48:30] <Nitrodev> gigaherz, i need help witht he GUIhandler
L1325[13:48:58] <gigaherz> look at mine ;P
L1326[13:49:12] <Nitrodev> and straigup copy paste it?
L1327[13:49:12] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/gui/GuiHandler.java
L1328[13:49:25] <gigaherz> well you'll have a different set of TileEntities
L1329[13:49:26] <gigaherz> ;P
L1330[13:49:31] <gigaherz> but yeh you can copypaste
L1331[13:49:34] <Nitrodev> okay
L1332[13:49:51] <Nitrodev> but it seems like i need to do containers first
L1333[13:50:03] <gigaherz> you will need thisl ine
L1334[13:50:04] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/EnderRiftMod.java#L133
L1335[13:50:04] <Nitrodev> and the guis htmeselves
L1336[13:50:07] <gigaherz> yes
L1337[13:50:21] <gigaherz> in order to program the GuiHandler you need the Container and gui first
L1338[13:50:24] <gigaherz> that's why I told you last
L1339[13:50:25] <gigaherz> ;P
L1340[13:50:31] <gigaherz> they can be empty
L1341[13:50:35] <gigaherz> just... create the classes
L1342[13:50:59] <Nitrodev> okay
L1343[13:51:36] <gigaherz> for the Gui class
L1344[13:51:40] <gigaherz> I like to do this:
L1345[13:51:40] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/gui/GuiGenerator.java#L28
L1346[13:51:52] <gigaherz> andcreate the client-side contained in the constructor like this
L1347[13:52:00] <gigaherz> so that the constructor params are similar in the GuiHandler
L1348[13:52:03] <gigaherz> makes it easier to read
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L1351[14:01:21] <PaleoCrafter> hm, shadekiller666, I get the missing texture ingame when using OBJModel.retexture, although the selected textures clearly exist and are stitched
L1352[14:01:48] <shadekiller666> let me see your blockstate json, .obj, and .mtl
L1353[14:02:00] <PaleoCrafter> there ain't no blockstate json :P
L1354[14:02:21] <PaleoCrafter> I stepped through makeLibWithReplacements and it seems to replace everything correctly
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L1356[14:02:54] <shadekiller666> ok
L1357[14:03:07] <shadekiller666> can i see your .obj/.mtl please
L1358[14:03:23] <shadekiller666> and what texture are you trying to replace?
L1359[14:03:29] <PaleoCrafter> yeah, one moment, just checking whether it's my texture getter
L1360[14:05:41] <PaleoCrafter> weird... seems like Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(resource.toString()) returns the missing texture Oo
L1361[14:07:13] <Nitrodev> gigaherz, what is the pålayer.inventory on line 28 of the Guihandler class
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L1363[14:07:55] <Nitrodev> should it be entityPlayer.inventory?
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L1365[14:09:16] <gigaherz> what?
L1366[14:09:20] <Nitrodev> yeah that is the only error i'm getting in the GuiHandler class
L1367[14:09:23] <gigaherz> uhh
L1368[14:09:30] <gigaherz> you copypasted without looking at the code
L1369[14:09:35] <gigaherz> you'll notice my function param is "player"
L1370[14:09:43] <gigaherz> it just has a different name
L1371[14:09:44] <gigaherz> XD
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L1373[14:10:00] <Nitrodev> oh
L1374[14:10:04] <gigaherz> so yes
L1375[14:10:05] <Nitrodev> i fell like an idiot
L1376[14:10:14] <gigaherz> it would be entityPlayer in your case ;p
L1377[14:10:30] <Nitrodev> okay
L1378[14:12:36] <Nitrodev> alright now i added the networkregistry aswell
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L1380[14:14:46] <gigaherz> you can copypaste from the dispenser Gui and Container
L1381[14:14:57] <gigaherz> they should be called GuiDispenser, and ContainerDispenser
L1382[14:15:17] <gigaherz> you can change it to be more like the crafting table gui later
L1383[14:16:16] <gigaherz> okay! pushing intems into the rift, by hand, works :D
L1384[14:16:19] <gigaherz> only in survival though ;P
L1385[14:18:04] <Xilef11> is there a way for a command to work (save a file) on the client only?
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L1387[14:19:29] <diesieben07> ClientCommandHandler
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L1389[14:21:31] <gigaherz> :3
L1390[14:21:33] <gigaherz> unless I made a mistake
L1391[14:21:47] <gigaherz> any item that gets thrown inside the rift block will also get sucked in
L1392[14:22:33] <PaleoCrafter> does the rift attract nearby items? :P
L1393[14:22:40] <gigaherz> nope
L1394[14:22:55] <gigaherz> purely onEntityCollidedWithBlock
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L1399[14:23:40] <MGR> Hi
L1400[14:23:52] <MGR> My friend has this error: http://pastebin.com/8JVTHqdw
L1401[14:23:58] <MGR> I have no clue what's going on
L1402[14:24:03] <diesieben07> lower the view distance
L1403[14:24:09] <Xilef11> diesieben07, do I have to create one or register a command with it?
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L1405[14:24:12] <MGR> That's seriously the error?
L1406[14:24:14] <diesieben07> yes
L1407[14:24:19] <MGR> Um
L1408[14:24:20] <MGR> Ok
L1409[14:24:22] <diesieben07> Xilef11, you register the command with it.
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L1411[14:25:16] <Xilef11> thanks! in init?
L1412[14:25:20] <Nitrodev> gigaherz, i can see IInventory in the containerDispenser class but should i till just copy the whole thing
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L1414[14:25:41] <diesieben07> yes
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L1417[14:26:06] <Nitrodev> okay
L1418[14:26:27] <diesieben07> that was for xilef
L1419[14:27:03] <Nitrodev> oh
L1420[14:28:05] <MGR> It worked!
L1421[14:28:07] <MGR> Thanks!
L1422[14:29:21] <sham1> I has maven
L1423[14:29:55] <Nitrodev> gigaherz
L1424[14:30:50] <shadekiller666> i cannot seem to get this block to cooperate for the life of me...
L1425[14:30:53] ⇦ Parts: MGR (~MajGenRel@c-73-186-66-242.hsd1.ma.comcast.net) (I could be back, maybe))
L1426[14:32:26] <gigaherz> Nitrodev: you should try to understand that the code does, not just copy
L1427[14:32:26] <gigaherz> ;P
L1428[14:32:47] <Nitrodev> try is just the word
L1429[14:33:24] <Nitrodev> but my question was that is it okay to use IInventory in the Container class
L1430[14:33:49] <Nitrodev> because when i copied the code from the dispenser class the IInventory came aswell
L1431[14:33:57] <sham1> And now that I am under a domain, I should change my package naming and groupID
L1432[14:35:00] <Nitrodev> so i'm not sre if my classes lookgood now or not
L1433[14:35:07] <Nitrodev> and by good i mean functional
L1434[14:35:54] <sham1> Show it and we may judge
L1435[14:36:48] <Nitrodev> https://github.com/Nitrodev/ConstructIO/tree/master/src/main/java/com/nitrodev/constructio/gui
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L1437[14:38:54] <sham1> I look at the names in your container class' constructor and oh god
L1438[14:39:09] <Nitrodev> no kidding
L1439[14:39:31] <Nitrodev> that is the one gigaherz said to copy from the COntainerDispenser
L1440[14:39:55] <Nitrodev> and i got no idea what the code does so i can't change the ames to be "logical"
L1441[14:40:02] * sham1 strangles gigaherz
L1442[14:41:05] <Nitrodev> i'm starting to understand the code
L1443[14:41:11] <Nitrodev> possibly
L1444[14:42:01] <sham1> You could have the constructor parameters types be your TE and Inventory player repsectivly
L1445[14:42:46] <Nitrodev> but the question remains is the IInventory okay to be there
L1446[14:43:03] <Nitrodev> since i can't see any IInventory in gigas code
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L1448[14:47:50] <sham1> Yes...
L1449[14:48:18] <sham1> But you could replace it with your TE and inventoryPlayer seeing as both of them inherit IInventory
L1450[14:48:28] <sham1> And that container is specific
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L1452[14:49:50] <Nitrodev> okay
L1453[14:49:59] <Nitrodev> what do you mean by specific?
L1454[14:50:56] <sham1> If I read your code right, it should only work with your "constructor"
L1455[14:51:08] <Nitrodev> yeah that's the point
L1456[14:51:22] <Rseding91|W> Obfuscating your own code as you write it seems a little extreme.
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L1459[14:52:08] <Nitrodev> Rseding91|W, i'm a Finn so i don't speak english as my native language so explain the first word please?
L1460[14:52:31] <sham1> Obfuscation
L1461[14:52:44] <sham1> You try to make something harder to read in this context
L1462[14:53:31] <Rseding91|W> Minecraft is Obfuscated which means when you de-compile it all of the variable names, method names, class names are all "gibrish".
L1463[14:54:08] <sham1> Or rather in this context it means "you write something and that something is harder to read", in this case because of the parameter and variable names
L1464[14:54:57] <sham1> Also they look more like SRG names than anything else
L1465[14:55:09] <heldplayer> When you decompile Minecraft all you get is snowmen
L1466[14:55:52] * sham1 grumbles about snow and almost -20 degrees Celsius of temperature
L1467[14:55:54] <Nitrodev> well i changed the variables and parameters to something else than those lvt and p things
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L1469[14:56:44] * heldplayer grumbles about lack of snow and hottest december of recorded history
L1470[14:56:52] <Xilef11> What is the second argument of WrongUsageException(String message, Object ... replacements) ? it seems to be mostly new Object[0]...
L1471[14:57:00] <sham1> Seriously, waiting for a bus to arrive while standing in that kind of temperature with a crappy winter jacket is not fun
L1472[14:57:12] <PaleoCrafter> it's called varargs, Xilef11
L1473[14:57:28] <Xilef11> I mean what is it for...
L1474[14:57:55] <sham1> You propably pass the objects who were touched the wrong way
L1475[14:58:02] <PaleoCrafter> well, the new Object[0] is just a decompilation artifact
L1476[14:58:19] <PaleoCrafter> get a better jacket, sham1
L1477[14:58:28] <sham1> I did
L1478[14:58:40] <Nitrodev> okay i'm pushing the changes to the git repo now
L1479[14:58:59] <Nitrodev> how's that https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/gui/ContainerConstructor.java
L1480[14:58:59] <sham1> It's like: December = no snow nor winter
L1481[14:59:11] <sham1> New year's = Snow and cold
L1482[14:59:20] <PaleoCrafter> haha, same here
L1483[14:59:30] <PaleoCrafter> although we had snow in November, I think
L1484[14:59:50] <sham1> I think here also
L1485[14:59:56] <sham1> I don't remember
L1486[15:00:09] <Nitrodev> i don't think there was
L1487[15:00:14] <Nitrodev> or maybe a little
L1488[15:00:47] <gigaherz> when I saidcopy, I assuemd he had recent mappings ;P
L1489[15:01:15] <sham1> You...
L1490[15:01:36] <Nitrodev> shouldn't assume those kind of things from me
L1491[15:01:54] <sham1> ^
L1492[15:02:06] <sham1> I'm sorry for that
L1493[15:02:20] <Nitrodev> Which one you talking to?
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L1495[15:02:53] <gigaherz> Nitrodev: for the transferStackInSlot
L1496[15:02:58] <gigaherz> you may want to see mine ;P
L1497[15:03:16] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/gui/ContainerInterface.java#L89
L1498[15:03:20] <Nitrodev> do you have the most recent class of mine
L1499[15:03:20] <sham1> translateStackInSlot is annoying
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L1501[15:03:25] <gigaherz> the part you'd have to customize
L1502[15:03:27] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/gui/ContainerInterface.java#L108,L121
L1503[15:03:33] <gigaherz> are those lines
L1504[15:03:44] <gigaherz> the slot numbers are based on how you added them in the constructor
L1505[15:03:55] <sham1> Those magic numbers :P
L1506[15:04:04] <gigaherz> they aren't magic
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L1509[15:04:24] <gigaherz> the mergeItemStack function basically does
L1510[15:04:32] <gigaherz> for(int slot=startIndex; slot < endIndex; i++)
L1511[15:04:36] <gigaherz> so
L1512[15:04:54] <gigaherz> endIndex is +1 of the last valid slot you want to transfer into
L1513[15:06:20] <Ashlee> hmm just noticed one interseting thing. Some events (like TickEvent.WorldTickEvent) have got .phase (which is Phase.START/END) AND .getPhase() which returns EventPriority
L1514[15:06:23] <Ashlee> 1.8.9 at least
L1515[15:06:25] <gigaherz> and the indices are like,
L1516[15:06:30] <gigaherz> 0..N, your container slots
L1517[15:06:50] <PaleoCrafter> Ashlee, amazin
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L1519[15:06:58] <gigaherz> N+1 to N+27, the player inventory, and N+28 to N+36, the hotbar
L1520[15:07:07] <Ashlee> PaleoCrafter, more surprised as there is an overlap :P plus getPhase returns Priority, not phase...
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L1522[15:07:25] <PaleoCrafter> well, TickEvents were only added in 1.7.10
L1523[15:07:29] <Ashlee> yeah
L1524[15:07:36] <Rseding91|W> gigaherz: are those defined anywhere or do you just reference them by pure number?
L1525[15:07:40] <Ashlee> so why getPhase returns EnumPriority?
L1526[15:07:41] <Nitrodev> Okay let me try to understand this for a sec giga
L1527[15:07:46] <gigaherz> Rseding91|W: hardcoded
L1528[15:07:48] <Ashlee> shouldn't it be, by logic, .getPriority() then?
L1529[15:07:49] <gigaherz> but you can do your own maths
L1530[15:07:54] <PaleoCrafter> should, yes
L1531[15:08:06] <gigaherz> the numbers depend on the order in which you added the slots in the constructor, Rseding91|W
L1532[15:08:14] <gigaherz> so you "know" which order you added them into
L1533[15:08:23] <PaleoCrafter> but either nobody could be arsed to change it yet or people want to keep compatibility
L1534[15:08:25] <gigaherz> so you are responsible for managing the target for each slot
L1535[15:08:29] <Ashlee> heh
L1536[15:08:39] <Ashlee> this would be the least of the changes for compatibility xD
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L1538[15:09:09] <gigaherz> Rseding91|W: i have seen fancier implementations
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L1540[15:09:14] <gigaherz> but they seem LESS readable
L1541[15:09:23] <PaleoCrafter> it's most likely the first reason anyway, Ashlee :P
L1542[15:09:38] <gigaherz> for me it's easier to manage it this way
L1543[15:09:43] <Ashlee> haha PaleoCrafter possibly
L1544[15:09:49] <Rseding91|W> Hmm, I would have thought the main inventory would be one instance of an inventory and the hotbar another instance of an inventory each with their own number of slots :) guess I was wrong.
L1545[15:09:52] <gigaherz> if source range 1 -> target range 1
L1546[15:09:56] <gigaherz> if source range 2 -> target range 2
L1547[15:09:58] <Nitrodev> gigaherz, first of all what is the slotIndex
L1548[15:10:02] <gigaherz> otherwise, return null
L1549[15:10:09] <gigaherz> Nitrodev: the slot that the player shift-clicked from
L1550[15:10:14] <Nitrodev> ah
L1551[15:10:24] <gigaherz> transferStackInSlot is for handling shift-click
L1552[15:10:36] <Nitrodev> okay let me make a comment to remind me of that
L1553[15:10:47] <gigaherz> Rseding91|W: that doesn't matter
L1554[15:10:50] <gigaherz> what matters in a Container
L1555[15:10:53] <gigaherz> is that there's a list of Slot instances
L1556[15:10:59] <gigaherz> each Slot handles its own contents
L1557[15:11:07] <gigaherz> by referencing an IInventory+number
L1558[15:11:16] <gigaherz> so for the purposes of the gui
L1559[15:11:24] <gigaherz> all the slots visible on screen are in one single list
L1560[15:12:14] <Nitrodev> So what really does the first if statement mean then
L1561[15:12:17] <Rseding91|W> Interesting.
L1562[15:12:24] <Nitrodev> since slotindex is the slotnumber
L1563[15:12:44] <gigaherz> Nitrodev: in my code
L1564[15:12:51] <gigaherz> slots 0..8 are the "filter slots"
L1565[15:12:54] <gigaherz> they don't shift-click
L1566[15:12:57] <Nitrodev> oh okay
L1567[15:13:00] <gigaherz> so return null
L1568[15:13:06] <gigaherz> slots 9..17 are the input/output slots
L1569[15:13:10] <gigaherz> which DO shift-click
L1570[15:13:17] <gigaherz> and 18+ are the actual inventory and hotbar slots
L1571[15:13:44] <Nitrodev> so those should stay as they are
L1572[15:13:57] <gigaherz> no
L1573[15:14:00] <gigaherz> becuase you only have 9 slots
L1574[15:14:01] <gigaherz> not 18
L1575[15:14:02] <gigaherz> so
L1576[15:14:07] <gigaherz> your numbers will all be 9 less
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L1578[15:14:29] <gigaherz> you'd have something like
L1579[15:14:31] <sham1> And this is why I do not support magic numbers
L1580[15:14:37] <gigaherz> if (slotIndex < 9) {
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L1582[15:14:49] <gigaherz> startIndex = 9; endIndex = 9 + 9*4;
L1583[15:14:51] <gigaherz> } else {
L1584[15:14:57] <gigaherz> startIndex = 0; endIndex = 9;
L1585[15:14:58] <gigaherz> }
L1586[15:15:19] <gigaherz> 9*4 because the player inventory has 9 rows of 4
L1587[15:15:22] <gigaherz> eh
L1588[15:15:24] <gigaherz> 4 rows of 9**
L1589[15:16:55] <sham1> You hardcoding shite makes me a sad panda
L1590[15:17:20] <Nitrodev> so startindex is the hot bar
L1591[15:17:31] <Nitrodev> no wait
L1592[15:17:49] <gigaherz> Nitrodev: look
L1593[15:17:50] <Nitrodev> yeah no it's the inventory of the block
L1594[15:17:55] <gigaherz> to go the top of the file
L1595[15:17:58] <gigaherz> do this
L1596[15:18:24] <gigaherz> static final int MachineSlots = 9;
L1597[15:18:33] <gigaherz> static final int PlayerSlots = 9*4;
L1598[15:18:36] <gigaherz> then in the code
L1599[15:18:45] <gigaherz> if (slotIndex < MachineSlots) {
L1600[15:19:05] <gigaherz> startIndex = MachineSlots; endIndex = startIndex + PlayerSlots;
L1601[15:19:09] <gigaherz> } else {
L1602[15:19:19] <gigaherz> startIndex = 0; endIndex = MachineSlots;
L1603[15:19:21] <gigaherz> }
L1604[15:19:26] <gigaherz> better? ;P
L1605[15:19:32] <Nitrodev> sure
L1606[15:19:51] <Nitrodev> but i got it before you started explaining
L1607[15:19:55] <sham1> Technically better
L1608[15:19:58] <shadekiller666> with FG2 can i just run "gradlew setup" to have it setup a mod workspace for intellij?
L1609[15:20:00] <Nitrodev> <Nitrodev> yeah no it's the inventory of the block
L1610[15:20:14] <gigaherz> Nitrodev: yeah but that way you'll still know next time you read the code
L1611[15:20:15] <gigaherz> XD
L1612[15:20:22] <Nitrodev> oh yeah
L1613[15:20:33] <sham1> Ignoring the fact that the inventory is not stored inside the block but the te
L1614[15:20:42] <gigaherz> ?
L1615[15:20:57] <sham1> ¿
L1616[15:21:01] <gigaherz> ¿
L1617[15:21:08] <gigaherz> sham1: how does that matter?
L1618[15:21:10] <sham1> !
L1619[15:21:17] <gigaherz> ¡¿?!
L1620[15:21:21] <sham1> I just felt like being a smartass
L1621[15:21:36] <gigaherz> I have a spanish keyboard, we have a ¡¿ hey ;P
L1622[15:21:41] <Nitrodev> that's my job
L1623[15:21:53] <Nitrodev> and that's in RL not here
L1624[15:22:11] <sham1> Oh I forgot that you can make those inverted question marks naturally
L1625[15:22:45] <Nitrodev> how?
L1626[15:23:08] <sham1> I never understood why those flipped question and explanation marks are needed
L1627[15:23:26] <Nitrodev> also where would i need the first if statement in the transferstackinslot function if i want the player to be able to shiftclick from the blocks inv
L1628[15:23:58] *** TehNut|Sleep is now known as TehNut
L1629[15:25:24] <diesieben07> sham, my understanding is that it makes it easier for reading because you know at the start of the sentence that you need to pronounce it differently because it's a question/exclamation.
L1630[15:27:06] <sham1> Well from what I googled
L1631[15:27:29] <sham1> It is there so that you can turn a simple statement to a question by adding ¿ and ?
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L1634[15:28:40] <gigaherz> sham1: questions in spanish have a ¿ at the beginning and a ? at the end
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L1636[15:28:56] <Drullkus> ¿Por que?
L1637[15:29:09] <gigaherz> and exclamations have a ¡ at the beginning and a ! at the end
L1638[15:29:29] <gigaherz> but I tend to skip them
L1639[15:29:47] <gigaherz> I'm natively bilingual, and I have english as third language
L1640[15:29:54] <gigaherz> so that's 2 out of 3 that don't make use of ¡¿
L1641[15:30:02] <gigaherz> muscle memory wins that way ;P
L1642[15:30:54] <Nitrodev> gigaherz, did you read what i said
L1643[15:30:59] <shadekiller666> is there any way to get the console to stop complaining about Realms authentication
L1644[15:31:04] <Nitrodev> like 3 min ago
L1645[15:31:19] <Nitrodev> no wait 10 min
L1646[15:31:26] <gigaherz> no idea what you asked
L1647[15:31:27] <gigaherz> XD
L1648[15:31:28] <gigaherz> [22:23] (Nitrodev): also where would i need the first if statement in the transferstackinslot function if i want the player to be able to shiftclick from the blocks inv
L1649[15:31:33] <gigaherz> what do you mean "where"?
L1650[15:31:43] <gigaherz> I gave you a link marking EXACTLY the code you need to change
L1651[15:31:44] <gigaherz> ;P
L1652[15:31:47] <Nitrodev> why*
L1653[15:32:09] <gigaherz> which "first statement" are you referring to?
L1654[15:32:18] <gigaherz> the one in my code?
L1655[15:32:22] <gigaherz> you don't need that
L1656[15:32:25] <gigaherz> I though that was clear
L1657[15:32:43] <Nitrodev> the one starting from 91?
L1658[15:32:49] <gigaherz> look
L1659[15:32:49] <gigaherz> [22:03] (gigaherz): https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/gui/ContainerInterface.java#L108,L121
L1660[15:32:54] <gigaherz> make use of this whole function
L1661[15:32:56] <gigaherz> but the linkes I marked
L1662[15:33:11] <gigaherz> replace them with the ones I gave you that use the constants ;P
L1663[15:33:13] <Nitrodev> those are changed now
L1664[15:33:17] *** kroeser is now known as kroeser|away
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L1666[15:33:42] <gigaherz> ah wait I see
L1667[15:33:44] <gigaherz> yes
L1668[15:33:54] <gigaherz> line 91..94
L1669[15:33:56] <gigaherz> I forgot about those!
L1670[15:33:59] <gigaherz> yup those need to go
L1671[15:34:00] <gigaherz> XD
L1672[15:34:09] <Nitrodev> yeah i kinda thought so
L1673[15:34:29] <gigaherz> oops ;P
L1674[15:34:37] <Nitrodev> now the next if statement (Lines 97 to 100 is one i haven't seen
L1675[15:34:50] <Nitrodev> the lines in the condition what are they
L1676[15:35:23] <williewillus> how do I solve the "TE stops rendering on edge of screen" bug again?
L1677[15:35:54] <gigaherz> williewillus: on edge of screen? give the TE a bounding box
L1678[15:36:12] <gigaherz> and if 1.8.8+
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L1680[15:36:31] <gigaherz> override the force render something whatever method in the TESR
L1681[15:37:08] <gigaherz> func_181055_a or the named equivalent
L1682[15:37:44] <gigaherz> if you override that to return true, you'll skip the frustum checks
L1683[15:37:58] <gigaherz> it will still not draw while outside the bounding box though
L1684[15:38:06] <gigaherz> so give it a reasonably large bounding box
L1685[15:38:07] <gigaherz> ;p
L1686[15:39:10] <Nitrodev> my question was pretty simple
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L1688[15:40:31] <gigaherz> Nitrodev: if you see that I don't answer, assume I didn't read ;P
L1689[15:40:37] <Nitrodev> okay
L1690[15:40:41] <gigaherz> I have stuff to do too
L1691[15:40:46] <Nitrodev> i just assumed that you were busy
L1692[15:40:47] <gigaherz> I can't just be reading every single line that appears in the chat ;P
L1693[15:40:56] <Nitrodev> why not?
L1694[15:41:05] <Nitrodev> DO you have other life?!?!
L1695[15:41:10] <gigaherz> of course
L1696[15:41:17] <gigaherz> modding doesn't yet pay me enough ;P
L1697[15:41:24] <Nitrodev> lol
L1698[15:41:41] <TehNut> "yet"
L1699[15:41:42] <TehNut> ha
L1700[15:41:51] <gigaherz> TehNut: one can wish ;P
L1701[15:42:22] <Nitrodev> now the question if you're not busy
L1702[15:43:00] <gigaherz> I got 5 points in 3 days! I just need 995 more to get my first $50 ;P or 9995 more to pay my rent ;P
L1703[15:43:06] <Nitrodev> what are the lines between slot == null and !slot.getHasStack() on line 97
L1704[15:43:20] <gigaherz> .................................
L1705[15:43:25] <gigaherz> that's an OR operator
L1706[15:43:27] <gigaherz> o_O
L1707[15:43:34] <Nitrodev> i didnt know that
L1708[15:43:36] <gigaherz> you had never seen an OR operator?!
L1709[15:43:41] <Nitrodev> and google couldn't provide
L1710[15:43:44] <PaleoCrafter> Nitrodev, stop modding Minecraft
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L1712[15:43:45] <Nitrodev> nope
L1713[15:43:50] <PaleoCrafter> and try reading some Java books
L1714[15:44:01] <Nitrodev> librarys aren't open yet
L1715[15:44:27] <Nitrodev> besides i don't even know how to make that sort of a symbol
L1716[15:44:42] <Nitrodev> i'm just gonna let that sink in
L1717[15:44:42] <diesieben07> lol
L1718[15:44:44] <gigaherz> for me it's altgr-1
L1719[15:44:46] <gigaherz> XD
L1720[15:45:02] <diesieben07> alt-gr < for me, which is left of y which is left of x
L1721[15:45:02] <sham1> For me altgr+1 is nothing
L1722[15:45:05] <Nitrodev> not for me
L1723[15:45:09] <Nitrodev> yeah
L1724[15:45:16] <sham1> You mean pipe?
L1725[15:45:28] <Nitrodev> got it
L1726[15:45:32] <gigaherz> alt+numpad124
L1727[15:45:37] <diesieben07> lol
L1728[15:45:39] <gigaherz> ;P
L1729[15:45:44] <Nitrodev> it's altgr + <
L1730[15:45:46] <gigaherz> ah
L1731[15:45:49] <sham1> I don't have numpad for some reason
L1732[15:45:59] <Nitrodev> you on laptop sham?
L1733[15:46:05] <diesieben07> but seriously how the fuck have you not used an or
L1734[15:46:09] <sham1> My laptop has one
L1735[15:46:15] <sham1> My desktop does not
L1736[15:46:22] <Nitrodev> no idea
L1737[15:46:22] <gigaherz> get a new keyboard. seriously.
L1738[15:46:23] <gigaherz> XD
L1739[15:46:26] <PaleoCrafter> I'd guess lots of code duplication, diesieben07 :P
L1740[15:46:33] <diesieben07> haha
L1741[15:46:36] <Nitrodev> no too much really
L1742[15:46:43] <Nitrodev> i just haven't seen that
L1743[15:46:50] <Nitrodev> like EVER
L1744[15:46:53] <gigaherz> I havea Cherry G80-3000, mechanical, Cherry MX Black keys
L1745[15:47:02] <gigaherz> simple but effective.
L1746[15:47:10] <diesieben07> cherry keyboards are da best
L1747[15:47:28] <gigaherz> no fancy multimedia keys though
L1748[15:47:40] <diesieben07> i have the mx board 3.0
L1749[15:47:42] <PaleoCrafter> funny that I've just ordered a keyboard :D
L1750[15:48:03] <Nitrodev> okay i'm guessing the ! beofre slot.gethasstack means no right
L1751[15:48:07] <Nitrodev> or not
L1752[15:48:11] <diesieben07> it means invert
L1753[15:48:12] <sham1> Ye
L1754[15:48:18] <sham1> Logical invert
L1755[15:48:26] <Nitrodev> okay
L1756[15:48:40] <gigaherz> reads as "not"
L1757[15:49:04] <sham1> And it's truth table is the simplest
L1758[15:49:05] <Nitrodev> okay i'm starting to understand the code
L1759[15:49:20] <Nitrodev> all i need is time and i will learn
L1760[15:49:29] <sham1> Fucking phone inserting \' everywhere
L1761[15:50:06] <diesieben07> uhm, excuse me sir but what exactly is a "fucking phone" and why do you have intercourse with electronics?
L1762[15:50:12] <diesieben07> we do not tolerate sexism in this channel.
L1763[15:50:24] <Nitrodev> and as i go to the if statement with mergeitemstack i get confused
L1764[15:50:27] ⇨ Joins: Corosus (~Corosus@135-23-126-120.cpe.pppoe.ca)
L1765[15:50:58] <PaleoCrafter> and we especially don't want to know where said "fucking phone" is "inserting" things
L1766[15:51:20] <Nitrodev> Stop it i'm trying to focus damn you XD
L1767[15:51:34] <sham1> Diesieb pls
L1768[15:51:53] <diesieben07> Oh now it's me how is the pervent? I SEE HOW IT IS!
L1769[15:51:57] <Nitrodev> does mergeItemStack literally mean if the player is trying to merge two items
L1770[15:52:17] <diesieben07> read the javadocs.
L1771[15:52:43] <Nitrodev> i thought mergeItemStack is related to mc
L1772[15:52:51] <Nitrodev> but okay
L1773[15:52:52] <diesieben07> ... and?
L1774[15:53:02] <Nitrodev> and what?
L1775[15:53:05] <gigaherz> Nitrodev: javadocs is a way to add documentations to java code
L1776[15:53:13] <gigaherz> not just the docs for the java libraries ;p
L1777[15:53:28] <Nitrodev> oh
L1778[15:54:09] <Nitrodev> but i still don't understand
L1779[15:54:14] <sham1> I never bother documenting code unless it is api
L1780[15:54:35] * diesieben07 stabs sham1
L1781[15:54:41] <diesieben07> what do you not understand nitro?
L1782[15:54:56] <Nitrodev> agh nothing
L1783[15:55:02] <diesieben07> lol
L1784[15:55:05] <sham1> Ouch, that hurt
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L1786[15:56:02] <PaleoCrafter> you should try documenting your code, sham1, makes it look way more professional all the sudden
L1787[15:56:09] <PaleoCrafter> even if the actual comments etc. are just gibberish
L1788[15:56:11] ⇨ Joins: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L1789[15:56:15] <Nitrodev> pfft who needs pro code
L1790[15:57:10] <shadekiller666> what the fuck... this block just will not rotate...
L1791[15:57:11] <Nitrodev> i really don't understand what the mergeItemStack means
L1792[15:57:15] <shadekiller666> i have no idea why
L1793[15:57:20] <diesieben07> like this for example: https://goo.gl/08zJ1N
L1794[15:57:45] <diesieben07> Nitrodev, from the javadocs: "Merges provided ItemStack with the first avaliable one in the container/player inventory [...]"
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L1796[15:58:30] <PaleoCrafter> how exactly are you calling that sc method on IIcon? Oo
L1797[15:58:42] <Nitrodev> okay where can i find the javadocs
L1798[15:58:48] <Nitrodev> oh god wait
L1799[15:58:50] <PaleoCrafter> oh, whoops
L1800[15:58:52] ⇨ Joins: MattDahEpic (~MattDahEp@75-166-140-155.hlrn.qwest.net)
L1801[15:58:59] <diesieben07> don't ask :D
L1802[15:59:17] <Nitrodev> yeah where did you find that diesieben07
L1803[15:59:21] <PaleoCrafter> I was actually looking at the wrong method :D
L1804[15:59:24] <Nitrodev> that javadocs
L1805[15:59:42] <diesieben07> Nitrodev, http://i.imgur.com/KUcFE7y.png
L1806[15:59:45] <Nitrodev> i don't think you mean the actual docs for java you find while googling
L1807[16:00:05] <PaleoCrafter> gotta love typos
L1808[16:00:06] <Nitrodev> where are those
L1809[16:00:16] <PaleoCrafter> shadekiller666, maybe provide us with a tad bit of code? :P
L1810[16:00:56] <gigaherz> Nitrodev: javadocs are comments in the code
L1811[16:01:00] <gigaherz> with a specific format
L1812[16:01:06] <gigaherz> like the @param and @return
L1813[16:01:14] <gigaherz> a javadocs page
L1814[16:01:14] <Nitrodev> oh
L1815[16:01:20] <gigaherz> is an html page generated from those comments
L1816[16:01:28] <gigaherz> but the original javadocs are the comments
L1817[16:02:32] <Nitrodev> okay but i still you LOVE to know where those can be found
L1818[16:02:44] <Nitrodev> or am i just an idiot and you have already told me that
L1819[16:02:52] <sham1> In the IInventory's file
L1820[16:03:05] <sham1> Wait no
L1821[16:03:07] <diesieben07> Nitrodev, look at the damn image i posted. you go to the method you wnat to know something about. and then its there...
L1822[16:03:14] <sham1> In the container class' file
L1823[16:03:22] <gigaherz> Nitrodev: the javadocs for the function, is in the function itself
L1824[16:03:25] <gigaherz> so right-click
L1825[16:03:33] <gigaherz> then choose "go to definition"
L1826[16:03:42] <gigaherz> or "go to"->"definition"
L1827[16:03:48] <gigaherz> and you'll see them there ;P
L1828[16:03:52] <diesieben07> or just ctrl-click on the method name
L1829[16:04:05] <shadekiller666> PaleoCrafter, the TESR is currently not registered so it isn't doing anything, the block itself is supposed to be partially rendered normally and partially by the TESR https://gist.github.com/shadekiller666/f8f1b494df74e46993f8
L1830[16:04:39] <shadekiller666> whenever i place the block in-world it always faces EAST, regardless of what EnumFacing values i pass in
L1831[16:04:52] <Nitrodev> i can't find a go to definition
L1832[16:05:19] <diesieben07> just ctrl-click on the name
L1833[16:05:36] <Nitrodev> i know that
L1834[16:05:41] <Nitrodev> but the comments
L1835[16:05:50] <Nitrodev> not there
L1836[16:05:51] <diesieben07> they are right above the method
L1837[16:05:53] <PaleoCrafter> you're doing an and in getMetaFromState, shadekiller666
L1838[16:05:57] <Nitrodev> not there
L1839[16:05:58] <diesieben07> like you can see in my screenshot.
L1840[16:06:04] <diesieben07> what MC version are you on?
L1841[16:06:04] <Nitrodev> do you want me to screenshot it
L1842[16:06:07] <PaleoCrafter> i.e. the FACING value will never get written
L1843[16:06:08] <Nitrodev> 1.8.9
L1844[16:06:11] <PaleoCrafter> you should do an OR :P
L1845[16:06:20] <Nitrodev> no wait 1.8.8
L1846[16:06:25] <diesieben07> did you run setupDecompWorkspace?
L1847[16:06:43] <Nitrodev> i don't think i would be able to code without that
L1848[16:06:45] <diesieben07> because you *should* have them.
L1849[16:06:53] <diesieben07> you could have done setupDevWorkspacde
L1850[16:07:07] <diesieben07> ok just make a screenshot for the sake of completeness
L1851[16:08:17] <shadekiller666> PaleoCrafter, ok so should they just be |= ?
L1852[16:08:22] <PaleoCrafter> yep
L1853[16:08:47] <Nitrodev> http://imgur.com/Oy5XAK7
L1854[16:09:20] <diesieben07> yeah you did not run setupDecompWorkspace
L1855[16:09:26] <Nitrodev> alright
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L1857[16:09:36] <Nitrodev> running it now
L1858[16:09:41] <Pennyw95> do try/catch statements influence performance?
L1859[16:09:42] <diesieben07> run it, then click the blue refresh arrow in the gradle sidebar
L1860[16:09:56] <Pennyw95> I mean, alot?
L1861[16:10:07] <diesieben07> Pennyw95, basically not at all, only once the exception is thrown it checks where the correct catch it
L1862[16:10:09] <diesieben07> *is
L1863[16:10:21] <Pennyw95> still ugly to see though
L1864[16:10:27] <diesieben07> ?
L1865[16:10:40] <shadekiller666> paleo, the |= is bitwise OR right?
L1866[16:10:45] <PaleoCrafter> yep
L1867[16:10:56] <Pennyw95> nothing, I'm just trying to find the cause of the exception instead on relying on try/catch
L1868[16:11:04] <Nitrodev> build failed
L1869[16:11:06] <Pennyw95> just wondering if it was so much worth it
L1870[16:11:18] <diesieben07> what is the error
L1871[16:11:19] <Nitrodev> GC overhead limit exceeded
L1872[16:11:30] <Nitrodev> on decompileMc
L1873[16:11:48] <shadekiller666> yay! thanks PaleoCrafter
L1874[16:11:53] <PaleoCrafter> no problem
L1875[16:12:03] <diesieben07> Nitrodev, run it like this: gradlew -Dorg.gradle.jvmargs=-Xmx2G setupDecompWorkspace
L1876[16:12:11] <Nitrodev> okay
L1877[16:12:51] <shadekiller666> oh... it wasn't getting written because meta was initialized to 0 so & was never writting bits
L1878[16:12:59] <shadekiller666> derp
L1879[16:14:12] <Nitrodev> well it got past the decompileMc
L1880[16:14:47] <Nitrodev> damn 10 more minutes and i gotta go
L1881[16:14:58] <Nitrodev> let's hope this doesnt take that long anymore
L1882[16:15:33] <sham1> Qhw
L1883[16:15:39] <Nitrodev> what?
L1884[16:15:48] <sham1> Where do you have to go in the dead of the night
L1885[16:16:04] <Nitrodev> a movie starts
L1886[16:16:07] <Nitrodev> tv
L1887[16:16:09] <sham1> In the dead of night*
L1888[16:16:15] <sham1> Ah
L1889[16:16:25] <diesieben07> who cares abotu shitty movies on TV when you can watch your computer decompiling minecraft?!
L1890[16:16:27] <sham1> What movie and which channel
L1891[16:16:39] <Nitrodev> and i don't wan to fatten my electricity bill
L1892[16:16:43] <Nitrodev> hold on
L1893[16:16:55] <diesieben07> lol
L1894[16:17:02] <shadekiller666> !gf field_181083_K
L1895[16:18:06] <Nitrodev> eve of destruction (Tuhon aatto) channel Fox
L1896[16:18:20] <Nitrodev> starts at 00:25
L1897[16:18:21] <sham1> Ah
L1898[16:18:32] <Nitrodev> and diesieben07 i can see the comments now
L1899[16:18:37] <Nitrodev> thanks
L1900[16:18:49] <Nitrodev> i bet this will help.
L1901[16:19:24] <sham1> A catastrophe movie eh
L1902[16:19:35] <Nitrodev> yeah
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L1909[16:31:01] <Flashfire> Is it possible to create custom fire (color changed) that can coexist with normal fire?
L1910[16:31:37] <Flashfire> I want to use it when a custom entity is set on fire
L1911[16:32:31] <sham1> Sure
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L1913[16:34:20] <shadekiller666> AxisAlignedBB doesn't like collision boxes larger than 1 block right?
L1914[16:35:03] <sham1> More like MC does not
L1915[16:35:49] <VapourDrive> and for good reason
L1916[16:35:58] <diesieben07> only for blocks.
L1917[16:36:00] <diesieben07> afaik
L1918[16:39:19] <tterrag> yeah, it has nothign to do with AABB
L1919[16:39:29] <tterrag> block bounds can't be bigger than 1x1x1
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L1921[16:40:12] <diesieben07> it is reasonable to assume dimension IDs will not be bigger than 1.048.575? :D
L1922[16:41:52] <gigaherz> can MC even have that many?
L1923[16:42:16] <diesieben07> forge's DimensionManager supports any integer
L1924[16:42:53] <Lumien> I now use the hashcode of the dimension as id xD
L1925[16:42:57] <gigaherz> ah nice
L1926[16:43:06] <gigaherz> Lumien: wat
L1927[16:43:07] <diesieben07> hashcode of hte dimension?!
L1928[16:43:15] <gigaherz> you know hashcodes can repeat right?
L1929[16:43:33] <gigaherz> the idea of a hashcode is that if the hashcode is different, the objects must be different
L1930[16:43:37] <diesieben07> because if i can make that assumption i can pack chunkX, chunkZ and dimension into a long and i don't need an object
L1931[16:43:44] <gigaherz> but two objectswith same hashcode are not necessarily the same
L1932[16:44:06] <Lumien> I just did it because i needed an id :P
L1933[16:44:11] <gigaherz> diesieben07: well, there's a method to pack any vector into a single number in a stable way
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L1936[16:44:20] <diesieben07> ?
L1937[16:44:34] <gigaherz> like for a pair of ints
L1938[16:44:36] <gigaherz> you can do
L1939[16:44:41] <diesieben07> well, yeah
L1940[16:44:42] <gigaherz> first all the pairs that add up to 0
L1941[16:44:48] <gigaherz> then all the pairs that add up to 1
L1942[16:44:54] <gigaherz> and so on
L1943[16:44:58] <diesieben07> ehm. what? :D
L1944[16:45:06] <gigaherz> if you enumerate the pairs in like
L1945[16:45:18] <gigaherz> (0,0), (1,0), (0,1), (2,0), (1,1), (0,2), ...
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L1947[16:45:24] <Lumien> the id is -343800852
L1948[16:45:25] <gigaherz> and use the index of the pair
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L1950[16:45:27] <Lumien> Should probably change that
L1951[16:45:29] <gigaherz> as the number
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L1953[16:45:34] <gigaherz> you can transform any pair of integers
L1954[16:45:36] <diesieben07> Lumien, DimensionManager.nextFreeDimensionId
L1955[16:45:36] <gigaherz> into a single integer
L1956[16:45:47] <diesieben07> yes
L1957[16:45:49] <gigaherz> then
L1958[16:45:52] <gigaherz> this resulting integer
L1959[16:45:53] <diesieben07> but here i have 3 ints
L1960[16:45:56] <diesieben07> into one number
L1961[16:45:56] <gigaherz> can be paired with a third int
L1962[16:46:01] <gigaherz> and you can repeat the process a second time
L1963[16:46:06] <gigaherz> to make a triplet into a single int :D
L1964[16:46:17] <diesieben07> where as the first two ints need 22 bits each. which leaves 20 bits for hte last
L1965[16:46:26] <diesieben07> 20 bits means max 1.048.575
L1966[16:46:28] <Lumien> diesieben that won'T really work if new mods are added though
L1967[16:46:30] <diesieben07> hence my question
L1968[16:46:51] <diesieben07> Lumien, if value in config -> use that. otherwise use nextFree and put in config
L1969[16:46:59] <diesieben07> if everyone uses that it just works :D
L1970[16:47:01] <gigaherz> hmm 22 bits for chunk X/Y?
L1971[16:47:04] <gigaherz> why that many?
L1972[16:47:04] <diesieben07> yes
L1973[16:47:11] <gigaherz> aren't worlds limitedto 60 million?
L1974[16:47:24] <gigaherz> wait nevermind
L1975[16:47:34] <Lumien> diesieben i get my id using that and write it to my config, then the user adds a mod that loads before mine which snatches that id
L1976[16:47:52] <diesieben07> hmm true.
L1977[16:47:56] <diesieben07> -30000000 is max x/z block coord. that >> 4 leaves 22 bits
L1978[16:48:08] <gigaherz> wait is it -30m to 30m
L1979[16:48:11] <gigaherz> or -60m to 60m?
L1980[16:48:19] <diesieben07> 30
L1981[16:48:21] <gigaherz> ah
L1982[16:48:23] <gigaherz> then yes
L1983[16:48:24] <gigaherz> 22 bits
L1984[16:48:32] <gigaherz> nono
L1985[16:48:35] <diesieben07> the question is just if 20 bits is enough for dimension
L1986[16:48:37] <gigaherz> 24 bits = 16777216
L1987[16:48:42] <gigaherz> ;P
L1988[16:48:47] <diesieben07> this is about chunk coords
L1989[16:48:48] <diesieben07> not block
L1990[16:48:52] <gigaherz> yeah
L1991[16:48:52] *** Jared is now known as Jared|Away
L1992[16:48:53] <diesieben07> so you have to divide by 16
L1993[16:48:55] <gigaherz> gah
L1994[16:48:57] <gigaherz> I'm agreeing
L1995[16:48:59] <gigaherz> yes
L1996[16:49:01] <diesieben07> haha
L1997[16:49:02] <gigaherz> that leaves 3.7m
L1998[16:49:08] <gigaherz> which is 16m/4
L1999[16:49:10] <gigaherz> so 22 bits
L2000[16:49:10] <gigaherz> XD
L2001[16:49:11] <diesieben07> again, the question is just about dimension ID
L2002[16:49:14] <gigaherz> yep
L2003[16:50:27] <diesieben07> i'm just gonna assume and hope :D
L2004[16:50:53] <gigaherz> hmm at least make it signed ;p
L2005[16:50:59] <gigaherz> -512k to 512k
L2006[16:51:08] <diesieben07> well yeah
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L2008[16:52:30] <Flashfire> Is there a way I can override the private method renderEntityOnFire in the Render class from a custom entity renderer class?
L2009[16:52:56] <tterrag> AT is prety much the only way
L2010[16:53:02] <Flashfire> What is AT?
L2011[16:53:10] <tterrag> access transformer
L2012[16:53:34] <Flashfire> I've never even heard of that
L2013[16:53:40] <Flashfire> But thanks
L2014[16:53:57] <diesieben07> just override doRenderShadowAndFire which calls the method and replace the call with a call to your own method
L2015[16:53:58] <tterrag> it's pretty simple
L2016[16:54:02] <tterrag> or that ^^
L2017[16:54:07] <Flashfire> Oh
L2018[16:54:25] <diesieben07> honestly my way is the easier one :D
L2019[16:54:25] <Flashfire> @diesieben07 Thanks, you just saved me a lot of trouble
L2020[16:54:31] <diesieben07> np
L2021[16:54:38] <tterrag> avoid ATs at all costs
L2022[16:54:41] <gigaherz> woudl be nicer if the fire was done using an entity render layer ;P
L2023[16:54:45] <tterrag> they are pretty much only useful for overriding methods
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L2036[17:25:39] <gigaherz> :3
L2037[17:26:00] <gigaherz> so i implemented the rift interaction stuff
L2038[17:26:11] <gigaherz> the only thing that doesn't really work is shift-rightclick
L2039[17:26:18] <gigaherz> which bypasses it and uses the item ;P
L2040[17:26:31] <gigaherz> so I wonder
L2041[17:26:43] <gigaherz> how jabba/storage drawers do it XD
L2042[17:27:47] <williewillus> i think there's a call to override that....somewhere
L2043[17:27:57] <williewillus> doesShiftBypassUse in block or something of that sort
L2044[17:29:00] <williewillus> still have yet to find out what tessellator.setBrightness(0x0000f0); means in 1.8.8 xP
L2045[17:29:12] <williewillus> .lightmap(0xF0, 0xF0) just makes the vertex disappear
L2046[17:29:34] <gigaherz> that's in item, williewillus
L2047[17:29:35] <gigaherz> XD
L2048[17:30:00] <gigaherz> "Should this item, when held, allow sneak-clicks to pass through to the underlying block?"
L2049[17:30:14] <williewillus> blargh lightmap how do you even use
L2050[17:30:34] <gigaherz> no idea.
L2051[17:31:31] <williewillus> literally everything I'm trying just disappears my vertices
L2052[17:31:38] <williewillus> and my calls are in the right order pos tex lmap color
L2053[17:31:52] <diesieben07> gigaherz, PlayerInteractEvent
L2054[17:32:21] <gigaherz> so I'd have to handle that and.. cancel? Xd
L2055[17:32:25] <gigaherz> or allow? XD
L2056[17:32:43] <diesieben07> depends on what you want to achieve :D
L2057[17:33:03] <williewillus> huh there's a DefaultVertexFormat for particles, which is what is broken for me rn
L2058[17:33:06] <williewillus> I should try that
L2059[17:33:15] <gigaherz> actually I'm not sure what I want to do
L2060[17:33:16] <gigaherz> XD
L2061[17:33:33] <gigaherz> initially, I wanted shift-rightclick to still place items into the rift
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L2063[17:33:42] <gigaherz> instead of into the world
L2064[17:33:43] <gigaherz> but
L2065[17:34:04] <gigaherz> that would prevent placing pipes or interfaces or similar, too
L2066[17:34:19] <williewillus> lol nope still doesn't work
L2067[17:34:22] <williewillus> not sure what I expected
L2068[17:34:25] <gigaherz> and the way I designed the Rift Interface, it's meant to be placed on the side of the block you want to interface with
L2069[17:34:29] <gigaherz> and it orients itself that way
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L2075[17:45:15] <sham1> YES
L2076[17:45:49] <gigaherz> ?
L2077[17:46:04] <sham1> my jenkins uploads to my maven server
L2078[17:46:19] <diesieben07> eww jenkins
L2079[17:46:32] <sham1> It works
L2080[17:46:47] * diesieben07 points at travis
L2081[17:47:02] <tterrag> >having your maven on a separate server
L2082[17:47:04] <tterrag> why :P
L2083[17:47:14] <sham1> Because
L2084[17:47:28] <sham1> It just happens to be that way
L2085[17:51:15] *** SnowShock35 is now known as zz_SnowShock35
L2086[17:52:04] <sham1> Anyway
L2087[17:52:08] <sham1> T'was a mess
L2088[17:52:52] <tterrag> sham1: actually, I know someone who has been trying to figure that out
L2089[17:52:57] <tterrag> mind if I send them your way?
L2090[17:53:11] <sham1> Now?
L2091[17:53:29] <williewillus> fry: what are the differences between the different layers of EntityFX.getFXLayer?
L2092[17:54:48] <tterrag> sham1: yes?
L2093[17:54:51] <tterrag> is now a bad time?
L2094[17:55:04] <sham1> Well
L2095[17:55:08] <sham1> I try to make it quick
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L2098[17:59:21] <gigaherz> AHA I know how JABBA did it :D
L2099[17:59:25] <gigaherz> design-wise
L2100[17:59:34] * gigaherz hadn't used JABBA in WAY too long ;P
L2101[17:59:46] <gigaherz> so in JABBA, normal clicks are whole-stack
L2102[17:59:56] <gigaherz> and the way to extract a single item, is a shift-leftclick
L2103[18:00:01] <gigaherz> shift-rightclick does nothing
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L2105[18:00:11] <gigaherz> I think I'll copy that behaviour
L2106[18:00:36] * gigaherz closes the laggy 1.7.10 mc instance
L2107[18:01:01] <gigaherz> if you want to insert a single item, you'll have to Q it into the rift ;P
L2108[18:02:46] <shadekiller666> hmmm
L2109[18:03:59] <sham1> I think I will go to sleep
L2110[18:04:05] <sham1> Kinda late
L2111[18:05:20] <shadekiller666> trying to decide on what would be the best way for someone to be able to specify whether the obj loader should show/hide all configurations instead of only showing what is in a list
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L2113[18:06:00] <shadekiller666> should i have custom "keys" that would go into the list and check for them, should i have booleans for showing/hiding all
L2114[18:06:09] <gigaherz> shadekiller666: "custom": { "hideAllParts": true }
L2115[18:06:12] <gigaherz> ;P
L2116[18:06:40] <shadekiller666> gigaherz, what if theres no blockstate json to get "custom" from
L2117[18:06:40] <gigaherz> if true, it doesn't add the parts by default, otherwise, the initial state is "all in"?
L2118[18:06:47] <shadekiller666> ie. in the case of a TESR
L2119[18:07:04] <gigaherz> then the TESR can pass over the OBJState on baking?
L2120[18:07:42] <shadekiller666> thats what i'm asking, how should OBJState handle hiding all vs using its list of strings
L2121[18:07:53] <PaleoCrafter> IModelCustomData.process can be called when using a TESR :P
L2122[18:08:16] <gigaherz> uh whitelist empty but not null?
L2123[18:08:20] <shadekiller666> PaleoCrafter, i know, but you'd need a properlly structured map for that :P
L2124[18:09:16] <shadekiller666> gigaherz, ok so if there are things in the list, only show them, if list is null hide everything, if empty then show?
L2125[18:09:28] <gigaherz> no the other way around
L2126[18:09:34] <gigaherz> if whitelist is null, then allow everything
L2127[18:09:39] <gigaherz> if whitelist exists but it's empty
L2128[18:09:41] <gigaherz> then NOTHING is whitelisted
L2129[18:09:44] <shadekiller666> ok
L2130[18:09:45] <gigaherz> so hide everything
L2131[18:09:58] <gigaherz> or you know
L2132[18:10:04] <gigaherz> you could have a Predicate<String>
L2133[18:10:10] <gigaherz> and let the OBJState handle thefiltering manually
L2134[18:10:10] <gigaherz> XD
L2135[18:10:22] <gigaherz> let the user*
L2136[18:11:47] <diesieben07> anyone have a better naming for a method "getOrCreateXXX"?
L2137[18:12:33] <PaleoCrafter> "checkXXXFactoryManagerHandlerForExistenceAndMaybeCreateXXX"
L2138[18:12:49] <PaleoCrafter> oh, + AndReturnThat
L2139[18:12:59] * diesieben07 dies
L2140[18:13:42] <gigaherz> not really. the only thing I can think of would be "getXXXOrCreateIfNotFound" so yeah ;P
L2141[18:14:08] <diesieben07> i think I'll do just getXXX that creates if missing and getXXXMaybe that gives null if missing :D
L2142[18:14:16] <gigaherz> hmmm
L2143[18:14:22] <gigaherz> maybe call the other one "find" instead of get?
L2144[18:14:34] <diesieben07> meh
L2145[18:14:41] <diesieben07> this is just internal anyways
L2146[18:21:28] <killjoy> !gm drawScreen 1.8
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L2148[18:25:39] <VapourDrive> Why are stone slabs not registered in the oredictionary by forge?
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L2159[18:36:20] <masa> diesieben07: I seem to be using exactly that getOrCreateXXX() naming in my NBT helpers
L2160[18:36:39] <diesieben07> i just call it get there :D
L2161[18:37:23] <diesieben07> actually i don't so nvm
L2162[18:40:11] <tterrag> sham1: sorry, try #TheProgrammingTurkey
L2163[18:40:14] <tterrag> he's in there (Turkey) :P
L2164[18:41:11] <williewillus> anyone know how to use tessellator and lightmaps in 1.8.8? 0.o
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L2168[18:57:07] <McRafty> ItemStack has `itemDamage`, accessed by both Item.getDamage() and Item.getMetadata() Is there a preference for using `itemDamage` or `metadata` when naming variables and params, or is it context dependent? Is there a nuance I'm missing?
L2169[18:57:31] <gigaherz> metadata is the preferred name
L2170[18:58:01] <tterrag> yes, I'd use metadata everywhere
L2171[18:58:06] <tterrag> as it is essentially the same concept
L2172[18:58:12] <tterrag> damage is a specialized case of metadata
L2173[18:58:22] <McRafty> beause itemDamage was the original, and it started to be used for 'other metadata' later, I assume?
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L2175[18:59:06] <tterrag> it was always really metadata
L2176[18:59:11] <tterrag> but yes, originally that's all it was used for
L2177[18:59:20] <tterrag> remember, our names are (likely) not the same as what mojang uses
L2178[18:59:32] <McRafty> heh, indeed
L2179[18:59:36] <McRafty> thanks for the color
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L2183[19:14:20] <williewillus> wat
L2184[19:14:26] <williewillus> my EntityFX's onUpdate isn't being called at all
L2185[19:14:45] <williewillus> nvm it is but wtf
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L2188[19:35:03] <Flashfire> Does anyone know how to tint a custom entity's texture in its render class?
L2189[19:35:32] <Flashfire> I want to tint because I'm using the same model as a vanilla entity and I want it to be compatible with all resource packs
L2190[19:38:36] <williewillus> this is techne models right? ModelBase, ModelBiped, etc.
L2191[19:40:03] <Flashfire> It's a custom Blaze
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L2193[19:40:14] <williewillus> just use direct openGL then
L2194[19:40:20] <williewillus> GlStateManager.color(r, g, b, a)
L2195[19:40:42] <Flashfire> I tried doing that but I saw no effect
L2196[19:40:56] <Flashfire> I overrided the doRender method and had just that line
L2197[19:41:10] <Flashfire> Does it need anything else?
L2198[19:41:20] <Flashfire> Oh and I used super of course
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L2202[19:47:04] <williewillus> in typical mojang fashion their attempts to simplify and refactor have in fact impacted performance -.-
L2203[19:47:23] <killjoy> Anyone know how the client arranges names in the tab list? ltr or ttb?
L2204[19:47:32] <williewillus> 1.7 getEntitiesWithinAABB: loops through each chunk and simply checks clazz.isAssignableFrom
L2205[19:47:44] <williewillus> 1.8: super fancy ClassInheritanceMultimap structure that is godawful slow
L2206[19:48:05] <diesieben07> it is actually intended to be faster because it stores entities by class
L2207[19:48:14] <diesieben07> so if you query "give me all livings" it jsut gives you a precomputed set
L2208[19:48:21] <diesieben07> not sure if that actually works though
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L2210[19:50:58] <williewillus> i just noticed a ton of stuttering in my botania dev env and did several profiling runs and it ends up all the hot spots were within LivingSpawnEvent.checkSpawn eventhandlers, which all call getEntitiesWithinAABB. I'm curious now though, might generate some test cases for both 1.7 and 1.8 and compare
L2211[19:54:58] <Flashfire> @williewillius Do I need more than just "GlStateManager.color(r, g, b, a)" because it doesn't seem to do anything
L2212[19:55:04] <gigaherz> hmm
L2213[19:55:04] <gigaherz> https://github.com/gigaherz/Ender-Rift/wiki/Automation-API
L2214[19:55:18] <gigaherz> I wonder if I should change the api so that pullItems also tries to gather as many partial stacks as necessary
L2215[19:55:22] <gigaherz> instead of just pulling from one slot
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L2217[20:00:13] <williewillus> probably
L2218[20:00:20] <williewillus> no idea how though
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L2220[20:05:11] <shadekiller666> is the EnumFacing argument in onBlockPlaced the side of the block that was clicked?
L2221[20:05:38] <tterrag> yes
L2222[20:05:40] <PaleoCrafter> Why can't you use 'this' in a constructor, gigaherz? :P
L2223[20:05:41] <tterrag> as opposed to what?
L2224[20:05:59] <tterrag> PaleoCrafter: it's just bad form, to pass around unconstructed this references
L2225[20:06:08] <shadekiller666> well, it could be like direction of placer, but they give you that too so idk :P
L2226[20:06:12] <shadekiller666> just wanted to make sure
L2227[20:06:22] <PaleoCrafter> Yeah, but it's not impossible :D
L2228[20:06:51] <PaleoCrafter> And if everything is initialised, there's no problem with passing it around
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L2234[20:10:16] <tterrag> PaleoCrafter: yes there is
L2235[20:10:44] <tterrag> scenario: subclass calls super(), you call a nonfinal method with a 'this' reference from the super constructor, sublcass doesn't expect this, crash
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L2237[20:11:18] <Flashfire> Does anyone know a mod that tints an entity texture?
L2238[20:15:26] <masa> well the color() call doesn't do anything if the entity renderer also calls color() before it renders it, right?
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L2240[20:17:08] <Flashfire> So do I have to re-render it?
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L2244[20:23:25] <shadekiller666> this is a stupid question but the metadata of an itemblock matches that of the block it will place right?
L2245[20:23:50] <williewillus> not unless you say so
L2246[20:24:17] <shadekiller666> so the itemstack meta is usually different than that of its block?
L2247[20:24:25] <williewillus> there's a method in ItemBlock called getDamage or getMetadata or something like that that will be passed into getStateFromMeta
L2248[20:24:32] <williewillus> it returns 0 by default
L2249[20:24:41] <shadekiller666> ahh
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L2252[20:24:59] <shadekiller666> ok
L2253[20:25:00] <williewillus> is ic2 exp dead?
L2254[20:26:12] <williewillus> !gm Item.func_174872_o
L2255[20:26:17] <williewillus> 0.o
L2256[20:27:12] <williewillus> wtf is this error: https://gist.github.com/GirafiStudios/88bf7114a1ab4122ba66
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L2259[20:27:26] <williewillus> it says Item.getAge isn't found
L2260[20:27:32] <williewillus> but it clearly exists
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L2262[20:29:04] <williewillus> *EntityItem.getAge
L2263[20:31:14] <gigaherz> [03:05] (+PaleoCrafter): Why can't you use 'this' in a constructor, gigaherz? :P
L2264[20:31:15] <williewillus> ahh it's sideonly client dammit
L2265[20:31:17] <gigaherz> ther was a reason
L2266[20:31:18] <gigaherz> XD
L2267[20:31:32] <gigaherz> I think it may have been that you can't use "this" in the call to super()
L2268[20:31:38] <gigaherz> but yeah I'll change that
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L2271[20:32:17] <diesieben07> that is just one restriction that java gives you but really you shouldn't let this escape in a constructor, better use a factory method for that
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L2275[20:35:12] <gigaherz> oh yeah I forgot to say, I released 0.70 earlier ;P
L2276[20:35:41] <gigaherz> http://minecraft.curseforge.com/projects/ender-rift/files
L2277[20:38:15] <Flashfire> I managed to get color(r, g, b, a) to work with my render class but the result makes the texture fade. Is there a way to get a hue rotation effect?
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L2279[20:56:39] <williewillus> make an HSB color based on time and then convert it to rgb
L2280[20:57:55] <Flashfire> But I probably need to use a different method than color(r, g, b, a) because it's not rotating the colors very well
L2281[20:58:48] <shadekiller666> is there a way to make the game not render a block's model based on its blockstate? like something in the blockstate json that can be set
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L2284[21:00:25] <williewillus> Girafi: do you have a server running your 1.8.9 pack I could join? playtesting might get easier and funner that way ;p
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L2286[21:03:28] <shadekiller666> Pro Tip: don't pass null into ImmutableList.copyOf()
L2287[21:03:45] <Flashfire> Crash?
L2288[21:03:57] <shadekiller666> NPE to be precise
L2289[21:04:05] <Flashfire> Ah
L2290[21:04:06] <shadekiller666> lol
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L2292[21:05:14] <williewillus> shadekiller666: smartmodel or tesr :p
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L2294[21:06:15] <shadekiller666> uhh
L2295[21:06:36] <shadekiller666> both in this case, was calling copyOf() in OBJState
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L2297[21:06:54] <Flashfire> @williewillius Are there any other color methods with different algorithms that I can use to change an entity's hue?
L2298[21:07:18] <Flashfire> I'm looking for the equivalent of GIMP's hue blend mode
L2299[21:07:55] <williewillus> Flashfire: botania does something like Color.getHSBColor(<some time> * <some constant>, 0.6, 1) to get a Color object, then you can get an RGB back out
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L2301[21:08:44] <williewillus> for the fabulous mana pool which fades between different colors it's something like this http://pastebin.com/Pd4WQXei
L2302[21:08:49] <williewillus> ignore the if statement
L2303[21:09:25] <Flashfire> Hmm, I will try it
L2304[21:09:42] <williewillus> and yes use the GL11 call not GlStateManager since it's the ub version which GLSM doesn't have
L2305[21:10:11] <Flashfire> Same result unfortunately :/
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L2307[21:10:36] <Flashfire> Since the actual texture doesn't have any blue, when most of the color is blue I can hardly see the texture through the color and it still looks red
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L2309[21:11:21] <Flashfire> The only color it really works well with is green
L2310[21:11:44] <Flashfire> And green is the opposite of red
L2311[21:11:54] <williewillus> try playing with the other two constants (saturation and brightness)
L2312[21:12:07] <Flashfire> Hmm, hadn't thought of that
L2313[21:12:12] <Flashfire> It'd be nice to have hue along with those
L2314[21:14:45] <Flashfire> Which class has saturation and brightness?
L2315[21:14:51] <williewillus> ?
L2316[21:15:02] <williewillus> I mean pass different things into getHSBColor instead of 0.6 and 1
L2317[21:15:07] <williewillus> for saturation and brightness
L2318[21:15:30] <Flashfire> Ah I see
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L2320[21:18:14] <Flashfire> Yeah it really only works to make red and green because of the texture :/
L2321[21:19:19] <williewillus> !gf EntityItem.age
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L2333[21:55:34] <shadekiller666> is the BlockPos passed into canPlaceBlockOnSide() the position of the block that was clicked on, or the position of the block that the side is pointing to?
L2334[21:57:07] <williewillus> probably clicked on
L2335[21:57:39] <williewillus> it's how all the other block callbacks work, and you can just do .offset(side) to get the pointed to pos
L2336[21:58:24] <shadekiller666> i'm trying to do a check to see if the block to the left or right of the one clicked on is solid, as this is 2 blocks wide
L2337[21:59:17] <shadekiller666> hmm
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L2343[22:24:16] <shadekiller666> williewillus, the BlockPos passed in is the position of the block that "side" is facing
L2344[22:24:22] <ntzrmtthihu777> Wuppy: you here?
L2345[22:24:26] <williewillus> strange
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L2348[22:28:34] <McJty> How can you have an ISBM get access to the tile entity easily?
L2349[22:28:43] <McJty> handleBlockState only gets a blockstate parameter
L2350[22:29:52] <diesieben07> McJty, you don't, since it's called on a differnet thread potentially. you have to encode the data you want in getActualState / getExtendedState and then access it from the model.
L2351[22:30:13] <McJty> hmm that's going to be a pain...
L2352[22:31:06] <williewillus> yeah you use getactualstate/extendedstate to enhance your blockstate with info needed for rendering
L2353[22:31:48] <diesieben07> you can use unlisted properties to put literally any object into an IBlockState
L2354[22:31:49] <McJty> I *could* cheat and put the x,y,z pos in my extendedstate and get the TE like that but let's do it the proper way :-)
L2355[22:32:08] <diesieben07> just copy the data you want into an immutable object and put that in an unlisted propert
L2356[22:33:20] <williewillus> yeah you shouldn't be using the smartmodel to access the world, you make the info you need from the world, available through the blockstate and pass it to the smartmodel
L2357[22:33:56] <McJty> In my case the data I need to transfer is a list of something
L2358[22:34:03] <McJty> Do I have to make a copy of that list or is a reference ok?
L2359[22:34:11] <williewillus> so stick an ImmutableList into an unlisted prop :p
L2360[22:34:14] <diesieben07> yep
L2361[22:34:24] <McJty> So a copy then
L2362[22:34:32] <diesieben07> you CAN pass mutable data, but then you have to deal with thread safety
L2363[22:34:33] <williewillus> well threading is involved so mutability might cause problems, so yeah copy for safety
L2364[22:34:41] <diesieben07> better to just copy and be happy
L2365[22:35:10] <shadekiller666> be carefull with IExtendedBlockStates, if you return one from any method in Block that isn't getExtendedState() your block won't be placable
L2366[22:35:24] <williewillus> ^ why would you even do that? :p
L2367[22:35:29] <shadekiller666> and of course you can return an ExtendedBlockState from createBlockState()
L2368[22:36:08] <shadekiller666> if you don't know how IEBS work
L2369[22:36:20] <shadekiller666> or how IBS in general work
L2370[22:36:23] <williewillus> yeah everything else should just use withProperty with what you're already given
L2371[22:37:03] <McJty> What exactly is the purpose of valueToString in IUnlistedProperty?
L2372[22:39:19] <McJty> Also how to solve this: public Class<List<CableSection>> getType() {
L2373[22:39:19] <McJty> return List.class;
L2374[22:39:19] <McJty> }
L2375[22:39:36] <McJty> That doesn't compile since List.class is not the right type
L2376[22:40:00] <williewillus> yeah I think there's a PR or issue ticket for that, just do a raw cast for now
L2377[22:40:22] <McJty> It complains about incompatible type then
L2378[22:40:23] <diesieben07> return (Class<List<CableSelection>>) (Class) List.class
L2379[22:40:34] <McJty> ah
L2380[22:40:46] <McJty> yes that works
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L2384[22:46:18] <shadekiller666> you can't get the class of a generic type
L2385[22:46:32] <shadekiller666> you could use gson's Type
L2386[22:46:41] <shadekiller666> and TypeToken classes
L2387[22:46:49] <williewillus> well the problem is just the type signature of that method is silly
L2388[22:46:52] <williewillus> and needs to be fixed
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L2392[23:00:52] <TehNut> IUpdatePlayerListBox -> ITickable was just a mapping change right?
L2393[23:01:05] <TehNut> If that was the only difference between my 1.8 and 1.8.8 version, it'll run on both, correct?
L2394[23:01:19] <williewillus> it was an actual class change iirc
L2395[23:01:26] <williewillus> idk
L2396[23:01:38] <TehNut> I guess there's only one way to find out
L2397[23:01:42] <williewillus> the deobf name changed packages so it might not work
L2398[23:02:00] <williewillus> nms.gui.IUPLB -> nm.util.ITickable
L2399[23:02:17] <williewillus> heh NMS havent heard that term in a year or two rip Bukkit
L2400[23:03:00] <gigaherz> TehNut: nope
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L2402[23:03:05] <gigaherz> the name change is Forge, not srg
L2403[23:03:11] <TehNut> Alright
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L2406[23:03:31] <gigaherz> if you have any TE with ITickable, you can't have it on both 1.8 and 1.8.8 sadly
L2407[23:03:51] <gigaherz> hmm wait
L2408[23:03:55] <gigaherz> is that right?
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L2410[23:04:55] <gigaherz> okay ignore what I said
L2411[23:04:57] <gigaherz> it won't work
L2412[23:05:00] <McJty> Bah, why isn't Vec3f final...
L2413[23:05:00] <gigaherz> just for a different reason
L2414[23:05:07] <TehNut> hehe
L2415[23:05:11] <williewillus> why aren't a lot of things in java final :p
L2416[23:05:12] <McJty> I mean immutable
L2417[23:05:18] <williewillus> *immutable
L2418[23:05:49] <TehNut> er, What's the fix for gradle not being able to copy the mcmod.info?
L2419[23:06:14] <TehNut> I see that issue come up all the time
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L2432[23:32:31] <killjoy> !gf GuiContainer.guiLeft 1.8
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L2435[23:35:12] <masa> TehNut: not being able to copy it, how?
L2436[23:35:20] <TehNut> That's just all it says in console
L2437[23:35:33] <TehNut> Unable to copy <path> to <path>
L2438[23:35:44] <masa> hm, no idea...
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L2440[23:35:55] <masa> here is my current gradlew script though https://github.com/maruohon/enderutilities/blob/master/build.gradle#L79
L2441[23:38:28] <shadekiller666> gigaherz, when rendering with a TESR, where does the model render by default if you don't glTranslate()?
L2442[23:42:42] <Matthew> TehNut, try closing your ide
L2443[23:42:47] <Matthew> it might have a lock on the file or something
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