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L1[00:01:01] <xaero> so uh, got cable internet && checked modem signal levels?
L2[00:01:33] <shadekiller666> can't get cable internet
L3[00:01:54] ⇨ Joins: Isi (~Isi@94.5.105.120)
L4[00:02:05] <shadekiller666> live in a mobile home park that is wired with cables from the 1990s :P
L5[00:02:17] <shadekiller666> how does one check modem signal levels
L6[00:02:26] <killjoy> are you sure that's your capacity and not usage?
L7[00:02:38] ⇨ Joins: Brokkoli (~Brokkoli@x55b03dbe.dyn.telefonica.de)
L8[00:02:49] <shadekiller666> ?
L9[00:03:10] <shadekiller666> i'm quite sure that i get more than 8 Kbps down
L10[00:03:15] <killjoy> task manager hows usage
L11[00:03:17] <killjoy> shows
L12[00:04:50] <shadekiller666> then how does one check *speed* sheesh
L13[00:05:11] <killjoy> go to your network and sharing center
L14[00:05:22] ⇦ Quits: H1N1theI (~h1n1thei@2601:5c2:8100:5898:daeb:97ff:fee9:f781) (Ping timeout: 186 seconds)
L15[00:05:33] <shadekiller666> k
L16[00:05:45] ⇦ Quits: Gaelan (~Gaelan@98.125.181.158) (Quit: Gaelan)
L17[00:05:45] <killjoy> then click your network name
L18[00:06:26] <shadekiller666> Speed: 144.0Mbps
L19[00:06:44] <shadekiller666> signal quality: 3 bars
L20[00:06:46] ⇨ Joins: Gaelan (~Gaelan@98.125.181.158)
L21[00:07:16] ⇨ Joins: Poppy (~Poppy@chello085216146055.chello.sk)
L22[00:08:26] ⇨ Joins: alex_6611_ (~alex_6611@p54936CCA.dip0.t-ipconnect.de)
L23[00:09:18] <xaero> sorry, I'm not sure how to check if you're not on cable... if you were on cable, you'd go to http://192.168.100.1/
L24[00:09:47] <killjoy> oh cool
L25[00:10:09] <killjoy> my mmodem'ss been up for 2 days 5h:29m:39s
L26[00:10:25] <shadekiller666> i'm on DSL
L27[00:10:40] <killjoy> my modem uses open source technologies
L28[00:11:30] <killjoy> I found a button to restart cable modem
L29[00:11:36] <killjoy> I've always wanted one of those
L30[00:12:57] <shadekiller666> is it just me or has Twitch gotten progressively worse with the smooth playback of video?
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L33[00:21:17] MineBot sets mode: +v on CovertJaguar
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L36[00:29:27] <Sandra> so... wait. for blocks, I have to also register their item model?
L37[00:30:27] ⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping timeout: 198 seconds)
L38[00:32:18] <sham1> yes
L39[00:32:35] <Sandra> ...
L40[00:32:38] <Sandra> that's dumb.
L41[00:32:48] <sham1> no it is not
L42[00:32:51] *** Illy is now known as Illy[Zzz]
L43[00:33:00] <Sandra> I'll define the item model as the inventory variant.
L44[00:33:12] <sham1> it is useful if you for instance want a custom model for your block
L45[00:33:36] <sham1> That only works if your blockstate json uses the forge marker thing
L46[00:33:44] <Sandra> which it does.
L47[00:33:52] <Sandra> because why wouldn't it.
L48[00:34:16] <sham1> if you were for instance to make a simple block you do not need all that stuff
L49[00:34:18] <Sandra> does that mean I still have to register it?
L50[00:34:18] <sham1> That's why
L51[00:34:24] <sham1> Umn, yes
L52[00:34:36] <sham1> remember to register your models in preinit
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L55[00:36:10] <Sandra> sham1, why wouldn't I use the forge marker?
L56[00:36:26] <sham1> if you were doing a very simple block you may not always need it
L57[00:36:37] <sham1> But this is talking very siple
L58[00:37:00] <sham1> with just about 2 or 3 states at most
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L60[00:39:35] <Sandra> sham1, it's still way simpler to use the forge marker.
L61[00:39:44] <Sandra> since then you don't need 3 files.
L62[00:39:49] <sham1> it gives it one extra file
L63[00:39:51] <sham1> line*
L64[00:40:03] <sham1> Also there is nothing wrong with 3 files...
L65[00:40:08] <Sandra> and takes away like 10.
L66[00:40:30] <sham1> Lazy
L67[00:40:49] <Sandra> you yourself said "it gives it one extra line."
L68[00:41:07] <Sandra> and simultaneously takes away 10.
L69[00:41:11] <sham1> t'was not serious complaint
L70[00:41:50] <Sandra> ok... so I actually have to.... register an item model for every block I have... in a client proxy.
L71[00:41:53] <Sandra> seriously....
L72[00:42:10] ⇨ Joins: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
L73[00:42:19] <sham1> Yes
L74[00:42:25] <sham1> Stop complaining and JUST DO IT
L75[00:43:07] <Sandra> i'm gonna complain, because this is dumb as hell.
L76[00:43:17] <Sandra> if there was more than one meta?
L77[00:43:20] <Sandra> sure.
L78[00:43:31] <Sandra> but forge could easily do a sane default here.
L79[00:43:38] <Sandra> and let you replace it later.
L80[00:44:03] <sham1> The reason they made this whole system of models and stuff was so that resourcepack makers would have easier time modifying stuff
L81[00:44:10] <Sandra> I know that.
L82[00:44:15] <Sandra> I know all of this.
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L84[00:44:32] <sham1> So how didnt you know that then
L85[00:44:38] <Sandra> the ONLY THING I'M COMPLAINING ABOUT IS:
L86[00:44:39] <Sandra> ModelLoader.setCustomModelResourceLocation(i, meta, new ModelResourceLocation(loc, "inventory"));
L87[00:44:59] <sham1> mmm
L88[00:45:02] <Sandra> for literally everything you ever add.
L89[00:45:46] <Sandra> I'm sure it's not that hard to add that to GameRegistry.registerBlock or something.
L90[00:45:54] <tterrag> Sandra: I'm with you
L91[00:46:05] <tterrag> but you could be helpful and not just angry
L92[00:46:41] <Sandra> hmm?
L93[00:46:51] <tterrag> you yelling about it isn't solving the problem
L94[00:47:25] ⇨ Joins: LatvianModder (uid50299@id-50299.charlton.irccloud.com)
L95[00:47:54] <Sandra> yeah.
L96[00:48:03] <Sandra> I guess I'm just gonna have to make a helper for it.
L97[00:48:13] <Sandra> the rest is all sane.
L98[00:48:18] <Sandra> but that.... just no.
L99[00:49:59] <Sandra> I can call the ModelLoader on the serverside right?
L100[00:50:08] <shadekiller666> no?
L101[00:50:10] <tterrag> probably not
L102[00:50:16] <shadekiller666> why would you need to
L103[00:50:31] <Sandra> so I don't have to make a clientproxy?
L104[00:50:43] <tterrag> why wouldn't you have a clientproxy
L105[00:50:47] <sham1> why wouldn't you make a client proxy anyway
L106[00:50:49] <sham1> ^
L107[00:51:10] <sham1> it has enough benefits
L108[00:51:14] <sham1> To justify it
L109[00:52:05] <Sandra> I have never seen a need for one.
L110[00:52:07] <Sandra> until now.
L111[00:52:13] <tterrag> ahahaha ok
L112[00:52:20] <tterrag> how many mods have you written exactly?
L113[00:52:26] <Sandra> many.
L114[00:52:26] <tterrag> because look around...everyone uses proxies
L115[00:52:31] <Sandra> I know.
L116[00:52:39] <Sandra> but I've not had a need for one.
L117[00:52:43] <tterrag> what do you do instead? spam @SIdeOnly everywhere?
L118[00:52:48] <Sandra> no.
L119[00:52:52] <Drullkus> "Good luck catching me, I'm behind 7 proxies"
L120[00:52:57] <ThePsionic> Heh
L121[00:53:01] <Sandra> I've never needed sidedness at all.
L122[00:53:43] <shadekiller666> do none of your mods have textures or guis
L123[00:54:20] <Sandra> shadekiller666, no guis, and textures aren't sideonly.
L124[00:54:43] <shadekiller666> yes they are?
L125[00:54:48] <Sandra> no?
L126[00:54:51] <sham1> Yes they are
L127[00:55:06] <Sandra> I've always been able to setTextureName on either side.
L128[00:55:19] <shadekiller666> why would the server ever need to know about textures
L129[00:55:36] <Sandra> it doesn't. but that doesn't mean that it doesn't know about it.
L130[00:55:39] <shadekiller666> just because setTextureName works on both sides doesn't mean that textures are on both sides
L131[00:55:44] <Sandra> yes.
L132[00:55:55] <Sandra> but that's all I've needed in the past.
L133[00:56:15] <Sandra> and the only reason I need a sided proxy now is because items require registering their models for some dumb reason.
L134[00:56:39] <shadekiller666> well
L135[00:56:44] <shadekiller666> blocks require it
L136[00:56:52] <shadekiller666> and because the entire game is built around items
L137[00:57:17] <shadekiller666> and that "dumb" reason is because of BlockStates
L138[00:58:36] <Sandra> shadekiller666, blocks do it automatically.
L139[00:58:41] <Sandra> why can't items?
L140[00:58:46] <shadekiller666> no they don't
L141[00:58:56] <shadekiller666> blocks do not do it automatically
L142[00:58:56] <Sandra> yes they do?
L143[00:58:57] <TehNut> blocks do what automatically...?
L144[00:59:04] <Sandra> register their models.
L145[00:59:10] <shadekiller666> no they don't
L146[00:59:11] <TehNut> no... :I
L147[00:59:20] <Sandra> maybe forge does it or something.
L148[00:59:21] <shadekiller666> the blockstate jsons "register" them
L149[00:59:22] <Sandra> but I don't.
L150[00:59:25] <Sandra> and they work.
L151[00:59:30] <Sandra> shadekiller666, exactly.
L152[00:59:47] <shadekiller666> the setCustomModelResourceLocation() takes a ModelResourceLocation that points to the blockstate json
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L154[00:59:58] <ThePsionic> You still need to register the json
L155[01:00:11] <Sandra> ...
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L157[01:00:16] <Sandra> no i don't?
L158[01:00:21] <shadekiller666> ...
L159[01:00:26] <Sandra> it's automatic.
L160[01:00:35] <ThePsionic> It really isn't
L161[01:00:43] <Sandra> maybe it isn't internally.
L162[01:00:47] <Sandra> but it is to me.
L163[01:00:53] <Sandra> so should items.
L164[01:00:58] <shadekiller666> what
L165[01:01:00] <tterrag> ugh
L166[01:01:06] <tterrag> why does PropertyInteger not allow min and max to be the same
L167[01:01:14] <Ordinastie> !gf useAnisotropicFiltering
L168[01:01:17] <tterrag> I can't generalize my code easily with that arbitrary restriction
L169[01:01:35] <Sandra> tterrag, why are you making a property that only stores one value?
L170[01:01:36] <Ordinastie> make your own ? :)
L171[01:01:38] <TehNut> Make your own PropertyInteger. They're super simple
L172[01:01:43] <tterrag> yeah, I probably will
L173[01:01:54] <tterrag> Sandra: I register all blocks through the same pipeline
L174[01:01:55] *** Drullkus is now known as Drull|zzz
L175[01:01:59] <tterrag> some have multiple variants, some have 1
L176[01:02:02] <tterrag> it would be nice to use the same code
L177[01:02:10] <Ordinastie> tterrag, branch it
L178[01:02:16] <Ordinastie> if no variant, no need for the property
L179[01:02:17] <tterrag> I have
L180[01:02:24] <tterrag> yep, that's what I did
L181[01:02:33] <tterrag> but now my model registrations don't stick because they look for variation=0
L182[01:02:36] <tterrag> not #normal
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L184[01:02:46] <Ordinastie> fuck models :p
L185[01:02:53] <tterrag> heh, whatever
L186[01:02:54] <Ordinastie> dump that shit, use my core!
L187[01:03:03] <tterrag> no thanks
L188[01:03:06] <ThePsionic> YAD
L189[01:03:07] <Ordinastie> pfff
L190[01:03:17] <tterrag> we have too much code backing this to give up
L191[01:03:24] <tterrag> also, I like resource pack support
L192[01:04:06] *** Keridos is now known as Keridos|away
L193[01:04:16] <Sandra> a proxy works like this right: @SidedProxy(serverSide = "tk.sandradev.oareborn.CommonProxy",clientSide = "tk.sandradev.oareborn.ClientProxy")
L194[01:04:17] <Sandra> public static CommonProxy proxy;
L195[01:04:53] <ThePsionic> Yep
L196[01:05:15] <Sandra> as I said, I've never needed to use one so I forgot how they worked.
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L199[01:08:26] <shadekiller666> and for the record you don't NEED a ClientProxy, you can do an if (event.side == Side.CLIENT) check inside one of the launch events to call a method to register models but if you're doing other stuff then might as well abstract it i suppose
L200[01:09:11] <tterrag> it's cleaner to simply call one method than sticking ifs everywhere
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L202[01:09:22] ⇨ Joins: McJty (~McJty@bluecoat2.uzleuven.be)
L203[01:09:23] <tterrag> explicit side checking is usually a sign of poorly separated code
L204[01:09:38] <shadekiller666> unless you're in the forge example mods :P
L205[01:10:26] *** AbrarSyed is now known as Abrar|gone
L206[01:11:26] <Sandra> so I have now wrapped GameRegistry.registerBlock with proxy.registerBlock()
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L210[01:12:25] <SatanicSanta> Is there any particular reason PlayerInteractEvents with a certain item would have 0, 0, 0 coordinates and always be considered a (when right clicking) RIGHT_CLICK_AIR?
L211[01:12:46] <shadekiller666> buckets
L212[01:12:52] <shadekiller666> water buckets
L213[01:12:59] <Wuppy> mornin
L214[01:13:02] <shadekiller666> fire PlayerInteractEvent twice
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L216[01:13:05] <shadekiller666> no idea why
L217[01:13:07] <SatanicSanta> shadekiller666: Well, the item isn't buckets. It's an item added by my mod.
L218[01:13:32] <shadekiller666> what does the item do?
L219[01:13:48] <SatanicSanta> It's a somewhat complicated mining tool, or in the case I'm currently testing, digging tool.
L220[01:14:11] <shadekiller666> is it firing the event twice
L221[01:14:15] <shadekiller666> once per side?
L222[01:14:25] <tterrag> hm
L223[01:14:29] <SatanicSanta> shadekiller666: (https://github.com/Esteemed-Innovation/Flaxbeards-Steam-Power/blob/features-steamtools/src/main/java/flaxbeard/steamcraft/item/tool/steam/ItemSteamShovel.java)
L224[01:14:32] <tterrag> why would an item render be completely blank?
L225[01:14:34] <killjoy> see with world.isremote
L226[01:14:38] <tterrag> I am registering to the #inventory location
L227[01:14:57] <tterrag> http://puu.sh/msIw3.jpg
L228[01:14:57] <tterrag> :/
L229[01:15:05] <SatanicSanta> shadekiller666: It's not. And even if it was, it's ALWAYS RIGHT_CLICK_AIR and 0, 0, 0.
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L231[01:16:34] <shadekiller666> hmm
L232[01:16:53] <SatanicSanta> shadekiller666: Only notable local changes are a new interface ISteamTool. But that shouldn't really change anything.
L233[01:17:00] <shadekiller666> set a breakpoint when you receive the event and work backwards up the stack
L234[01:17:14] <shadekiller666> something isn't syncing correctly is my guess
L235[01:17:24] *** AEnterpriseAFK is now known as AEnterprise
L236[01:17:24] <shadekiller666> sounds like a default constructor or something
L237[01:18:20] <SatanicSanta> lol. I've yet to make breakpoints /actually work/ on this new computer and dev environment. I guess I'll try again though now that I have Intellij Ultimate.
L238[01:18:30] <shadekiller666> ?
L239[01:18:40] <shadekiller666> uhh
L240[01:18:41] <shadekiller666> ok
L241[01:18:51] <shadekiller666> not sure why breakpoints wouldn't work...
L242[01:18:56] <SatanicSanta> Neither am I.
L243[01:19:05] <shadekiller666> you sure you're setting the breakpoint on the proper threads
L244[01:19:09] <tterrag> shadekiller666: any ideas on my item rendering? :P
L245[01:19:39] <shadekiller666> tterrag, can i see the json?
L246[01:19:43] <tterrag> no
L247[01:19:48] <tterrag> there isn't any :P
L248[01:19:55] <shadekiller666> ok?
L249[01:20:06] <tterrag> inventoryLocation = new ModelResourceLocation(block.getRegistryName(), "inventory");
L250[01:20:14] <tterrag> register(inventoryLocation, new ModelChiselBlock());
L251[01:20:18] <tterrag> then that's added to a ModelBakeEvent
L252[01:20:30] <shadekiller666> ok
L253[01:21:11] <shadekiller666> i would guess that none of the quads in your model are actually getting baked and shoved into GL...
L254[01:21:26] <tterrag> breakpoint on handleItemState shows it's not being called
L255[01:21:57] <shadekiller666> if there was a missing registration somewhere then it would be the missing model more likely than it would just be missing
L256[01:22:09] <tterrag> I agree
L257[01:22:11] <tterrag> that's why it's weird
L258[01:22:14] <shadekiller666> the model loader system LOVES to replace things with the missing model
L259[01:22:17] <SatanicSanta> shadekiller666: Do you think it could possibly be something relating to onItemRightClick?
L260[01:22:24] <SatanicSanta> I could always fire the event myself :P
L261[01:22:37] <Sandra> tterrag, i don't suppose it has the render type -1?
L262[01:22:42] <shadekiller666> santanicsanta ya, most likely
L263[01:22:48] <tterrag> Sandra: no
L264[01:22:53] <tterrag> the block works fine
L265[01:22:54] <tterrag> btw
L266[01:23:00] <Sandra> right.
L267[01:23:04] ⇨ Joins: M4thG33k (~M4thG33k@173-29-128-244.client.mchsi.com)
L268[01:23:10] <tterrag> http://puu.sh/msIPo.jpg
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L270[01:23:18] <Sandra> tterrag, what's ModelChiselBlock?
L271[01:23:25] <shadekiller666> tterrag, is either getGeneralQuads() or getFaceQuads() getting called?
L272[01:23:41] <tterrag> checking
L273[01:23:47] <shadekiller666> oh
L274[01:23:50] <shadekiller666> hmmm
L275[01:24:10] <shadekiller666> so this is a TESR-rendered block with a custom ISmartItemModel?
L276[01:24:15] <tterrag> no TESR
L277[01:24:19] *** kroeser|away is now known as kroeser
L278[01:24:22] <tterrag> ISBM/ISIM
L279[01:24:28] <shadekiller666> ok
L280[01:24:36] <shadekiller666> interesting choice
L281[01:24:40] <Sandra> so what's the ISIM of it?
L282[01:25:00] <tterrag> wait what
L283[01:25:20] <tterrag> maybe I wasn't in debug mode...god I wish there was big red text saying HEY DUMMY YOU AREN'T IN DEBUG MODE
L284[01:25:28] <shadekiller666> tterrag, another possiblity: your GL transforms are so out of whack that the model is rendering as it should, just not where you can see it :P
L285[01:25:28] <tterrag> handleItemState is being called now
L286[01:25:38] <tterrag> aaaand I found the issue
L287[01:25:39] <shadekiller666> lol
L288[01:25:46] <tterrag> if (stack.getItem() instanceof ItemChiselBlock){
L289[01:25:50] <tterrag> it's not anymore
L290[01:25:53] <tterrag> that would do it
L291[01:26:00] <shadekiller666> lol
L292[01:26:14] <shadekiller666> stupid debug mode...
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L294[01:29:56] <tterrag> interesting
L295[01:29:57] <McJty> Ok, I need help with multi-layer modles. Trying to get this to work: https://bpaste.net/show/9b30a2d6d8b5
L296[01:30:04] <McJty> I can make it work with a single layer. But I need two layers
L297[01:30:05] <tterrag> I just did a /fill command with a few thousand chisel blocks
L298[01:30:10] <tterrag> and it NPEd...in a place that it should never NPE
L299[01:30:19] <shadekiller666> oh goody
L300[01:30:30] <shadekiller666> those are the best types of NPEs
L301[01:30:41] <tterrag> I think it may have been OOM though
L302[01:30:44] <tterrag> but there's no OOM error
L303[01:31:09] <shadekiller666> did the region overlap unloaded chunks
L304[01:31:28] <tterrag> maybe?
L305[01:31:34] <tterrag> some of the chunks may have been outside the frustum
L306[01:31:45] <tterrag> all I know is I had 1fps for about 5 seconds
L307[01:31:48] <tterrag> then white screen
L308[01:31:49] <tterrag> then crash :P
L309[01:31:53] <shadekiller666> ahh
L310[01:32:02] <tterrag> latest forge 1.8.9
L311[01:32:36] <shadekiller666> i would imagine its related to chunk loading, minecraft is very picky about when trying to access a block thats not loaded :P
L312[01:32:46] ⇦ Quits: Gaelan (~Gaelan@98.125.181.158) (Quit: Gaelan)
L313[01:33:18] <Sandra> anyone know a json modeller program?
L314[01:33:40] <shadekiller666> don't think one exists
L315[01:33:44] <shadekiller666> json isn't a model formet
L316[01:33:53] <shadekiller666> but, there is an obj loader in forge now
L317[01:33:59] <McJty> Sandra, I generally use a text editor :-)
L318[01:34:15] <Sandra> McJty, yeah. I'll probably do that.
L319[01:34:18] <shadekiller666> which is a lot nicer of a model format, and requires that you use the forge-blockstate jsons
L320[01:34:19] <tterrag> shadekiller666: the odd bit is the crash is in my code
L321[01:34:26] <tterrag> but somewhere that...crashes...shouldn't really happen
L322[01:34:27] <Sandra> I only have one quad to do.
L323[01:34:30] <ThePsionic> shadekiller666: MrCrayfish's thing?
L324[01:34:41] <shadekiller666> ?
L325[01:34:50] <ThePsionic> The JSON modeller
L326[01:34:51] <tterrag> return FluentIterable.from(quads).filter(quad -> quad.getFace() == facing).toList();
L327[01:35:01] ⇨ Joins: Gaelan (~Gaelan@98.125.181.158)
L328[01:35:03] <tterrag> no quad should ever be null
L329[01:35:07] <tterrag> but that appears to be the case
L330[01:35:11] <shadekiller666> O.o
L331[01:35:12] <ThePsionic> I forget the exact name
L332[01:35:33] <shadekiller666> and that happened because you set a few thousand blocks to chisel blocks...
L333[01:35:52] ⇦ Quits: LexManos (~LexManos@172.76.2.58) (Read error: Connection reset by peer)
L334[01:36:12] <shadekiller666> was quads null?
L335[01:36:29] <shadekiller666> i'm assuming quad.getFace() returns an EnumFacing right?
L336[01:36:33] ⇨ Joins: LexManos (~LexManos@172.76.2.58)
L337[01:36:33] MineBot sets mode: +o on LexManos
L338[01:37:02] <tterrag> it's a BakedQuad method
L339[01:37:03] <tterrag> yes it does
L340[01:37:04] <shadekiller666> you know, it could be that the filter didn't find any thing that met the condition and then tried calling .asList() on null?
L341[01:37:17] <tterrag> it wouldn't be null, it would be empty
L342[01:37:36] <Sandra> I can use .obj... but that requires learning some modelling program that's not designed for MC.
L343[01:37:36] <shadekiller666> what is a FluentIterable btw
L344[01:37:41] <tterrag> at team.chisel.client.render.ModelChiselBlock.lambda$0(ModelChiselBlock.java:53)
L345[01:37:41] <tterrag> at com.google.common.collect.Iterators$7.computeNext(Iterators.java:647)
L346[01:37:46] <tterrag> it's crashing during the filter() call
L347[01:38:02] <Sandra> I literally just want to display a quad along the diagonals of a block.
L348[01:38:03] <tterrag> wait, no it isn't
L349[01:38:12] <tterrag> it's crashing during toList
L350[01:38:25] <McJty> Note that streams are lazy
L351[01:38:27] <tterrag> I don't...wha...huh
L352[01:38:30] <shadekiller666> sandra, ok
L353[01:38:33] <McJty> It is only toList() that actually starts evaluating stuff
L354[01:38:39] <tterrag> oh right
L355[01:38:48] <tterrag> well it's not a stream, but FluentIterable is the same idea
L356[01:38:55] <shadekiller666> sandra you mean like a sapling?
L357[01:39:05] <tterrag> shadekiller666: FluentIterable is streams for <=j7 :P
L358[01:39:12] <tterrag> more or less
L359[01:39:17] <shadekiller666> oh
L360[01:39:18] <Sandra> shadekiller666, half of a sapling, and a bit thicker, but yes.
L361[01:39:29] <tterrag> so yes, the crash is during the lambda, which means that quad must be null
L362[01:39:31] <tterrag> whcih is impossible
L363[01:39:32] <shadekiller666> bit thicker?
L364[01:39:41] <shadekiller666> like a glass pane but in an x?
L365[01:40:07] <shadekiller666> tterrag, uhh depends on the source :P
L366[01:40:08] <Sandra> yeah, but in a /.
L367[01:40:20] <shadekiller666> sandra so a single /
L368[01:40:26] <Sandra> yes.
L369[01:40:35] <tterrag> shadekiller666: I know my code, nothing returns a null quad
L370[01:40:38] <shadekiller666> how wide?
L371[01:40:53] <shadekiller666> and how tall
L372[01:40:53] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 198 seconds)
L373[01:41:00] <shadekiller666> and how long :P
L374[01:41:07] <tterrag> shadekiller666: it all boils down to calls to FaceBakery anyways
L375[01:41:16] <shadekiller666> tterrag, is 'quads' null?
L376[01:42:00] <tterrag> couldn't be, else it would crash on .from()
L377[01:42:03] <shadekiller666> Sandra, dimensions?
L378[01:43:01] <tterrag> also, couldn't be because we always set it to at least an empty list
L379[01:43:19] <shadekiller666> is it still empty?
L380[01:43:34] <Sandra> actually... I just modelled it using mrcrayfish's creator.
L381[01:43:35] ⇨ Joins: ghz|afk_h (~gigaherz@80.30.37.219)
L382[01:43:41] <shadekiller666> ok
L383[01:43:46] ⇦ Quits: ghz|afk (gigaherz@80.30.37.219) (Ping timeout: 190 seconds)
L384[01:43:59] <tterrag> shadekiller666: no...because it crashed on a null quads reference
L385[01:44:04] <tterrag> it would never get that far if the list was empty
L386[01:44:14] <shadekiller666> well, it crashed on a null reference
L387[01:44:20] <tterrag> there is only one reference at that line
L388[01:44:34] <shadekiller666> did you step through the computeNext to see what happened?
L389[01:44:36] <Sandra> shadekiller666, I just finished modelling it don't worry.
L390[01:44:43] <shadekiller666> ok
L391[01:44:47] <tterrag> evidently it crashes again when loading the world
L392[01:44:49] <tterrag> going to debug it now
L393[01:45:20] <SatanicSanta> shadekiller666: I think I may have found the source: https://github.com/Esteemed-Innovation/Flaxbeards-Steam-Power/blob/master/src/main/java/flaxbeard/steamcraft/handler/SteamcraftEventHandler.java#L1011-L1021
L394[01:45:42] <tterrag> ...that would do it
L395[01:45:44] <tterrag> lol...
L396[01:45:58] <SatanicSanta> Like many of the bits of shitty code in this mod: I take no credit :P
L397[01:46:06] <shadekiller666> sometimes i wonder if somewhere hidden inside the cpu is just a little piece of hardware just being like "you idiot why did you give me that null you dingus" :P and is facepalming
L398[01:46:18] ⇦ Parts: VapourDrive (~vapourdri@64.229.123.125) ())
L399[01:46:18] <tterrag> shadekiller666: now I get a CME
L400[01:46:26] <tterrag> ¯\_(ツ)_/¯
L401[01:46:37] <shadekiller666> CME?
L402[01:46:44] <tterrag> ConcurrentModificationException
L403[01:46:50] <shadekiller666> oh
L404[01:47:15] <shadekiller666> so first the filter crashes on NPE, then crashes cuz two things are trying to modify the same collection at once
L405[01:47:21] <tterrag> question
L406[01:47:30] <shadekiller666> moral of the story: don't set several thousand blocks to chisel blocks :P
L407[01:47:32] <tterrag> for handleBlockState, if I change the quads, am I meant to return a new instance of the model?
L408[01:47:40] <shadekiller666> you should
L409[01:47:43] <tterrag> right
L410[01:47:45] <tterrag> that's probably it then
L411[01:47:49] <tterrag> since one instance is handling several chunks
L412[01:47:53] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L413[01:47:53] <tterrag> their is a race condition
L414[01:47:59] <tterrag> and rendering thousands at once triggers it without fail
L415[01:48:01] <shadekiller666> yep
L416[01:48:11] <shadekiller666> that would definitely do it xD
L417[01:48:23] <shadekiller666> thats a lot of rebaking in a very short amount of time...
L418[01:48:31] <SatanicSanta> tterrag: Question completely unrelated to anything: Should I refer to you as "tterrag" or "Tterrag" on the wiki. On a page it automatically refers to you as the latter thanks to FTB Confluence and table generators.
L419[01:48:34] ⇨ Joins: ghz|afk_h_z (gigaherz@80.30.37.219)
L420[01:48:44] <shadekiller666> and also, you should cache recently baked models should you need them later
L421[01:48:45] ⇦ Quits: ghz|afk_h (~gigaherz@80.30.37.219) (Ping timeout: 198 seconds)
L422[01:48:47] <shadekiller666> its faster
L423[01:48:59] <tterrag> SatanicSanta: don't really mind lol
L424[01:49:03] <tterrag> but I never really capitalize it
L425[01:49:09] <SatanicSanta> it looks really weird. I'll change it then.
L426[01:49:12] <tterrag> shadekiller666: based on pos?
L427[01:49:13] <shadekiller666> how about "garrett"?
L428[01:49:25] <shadekiller666> tterrag, no
L429[01:49:28] <SatanicSanta> and when someone eventually writes an article about you, I'll be sure it gets a {{Lowercase title}} like iChun
L430[01:49:30] <shadekiller666> based on state
L431[01:49:38] <tterrag> hm...right
L432[01:49:45] <tterrag> but that could still trigger race conditions, no?
L433[01:50:05] <tterrag> I shouldn't be using the same model instance for any two blocks that may be rendering in different threads
L434[01:50:09] <shadekiller666> no, cuz if the model is already made, all you're doing is looking it up in a collection
L435[01:50:21] <tterrag> the CME comes *from the model code*
L436[01:50:27] <shadekiller666> you're not modifying a massive list of BakedQuads and throwing data around
L437[01:50:34] *** AEnterprise is now known as AEnterpriseAFK
L438[01:50:39] <tterrag> what I should do is cache the face quads
L439[01:50:44] <tterrag> on construction
L440[01:50:57] <shadekiller666> uhhh ok
L441[01:51:05] <tterrag> the problem is that quads is being edited while I'm creating the faceQuads list
L442[01:51:12] <shadekiller666> mhmm
L443[01:51:15] <SatanicSanta> tterrag: New question: tterrag or tterrag1908?
L444[01:51:21] <McJty> Edit on a copy?
L445[01:51:25] <tterrag> SatanicSanta: former
L446[01:51:26] <shadekiller666> by multiple things trying to bake the same model at the same time
L447[01:51:32] <tterrag> not bake, render
L448[01:51:35] <tterrag> the CME comes from getFaceQuads
L449[01:51:44] <shadekiller666> thats baking...
L450[01:52:12] <tterrag> I'm confused about your caching idea
L451[01:52:25] <tterrag> hwo could I do it in any way that guarantees threadsafe behavior
L452[01:53:08] <shadekiller666> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/client/model/obj/OBJModel.java#L1575-L1581
L453[01:54:08] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 189 seconds)
L454[01:54:15] <tterrag> the hell is that
L455[01:54:28] <shadekiller666> in handleBlockState(), a call is made to getCachedModel() which then calls into the LoadingCache, if the model is already in the cache for that IModelState, its returned, otherwise a new baked model is returned
L456[01:54:46] <tterrag> and that protects against CMEs how?
L457[01:55:35] <shadekiller666> that is basically an IModelState->IBakedModel map
L458[01:55:52] <tterrag> right
L459[01:55:56] <shadekiller666> every IBM in that map has already baked its quads
L460[01:56:08] <tterrag> right
L461[01:56:08] <shadekiller666> its already made
L462[01:56:15] <tterrag> so I need to cache my faceQuads
L463[01:56:22] <tterrag> not calculate them on demand
L464[01:56:28] <tterrag> or, hm
L465[01:56:29] <tterrag> I guess not
L466[01:56:47] <shadekiller666> what you don't want is to calculate the same result more than once
L467[01:56:57] <tterrag> yeah
L468[01:57:19] <shadekiller666> ie. if two things try and load the exact same model, you only want to load it once, then just return it to anyone else that wants it
L469[01:57:51] <shadekiller666> also, returning a fresh IBM to everything means that each thing gets its own IBM, even though they don't change
L470[01:57:56] <shadekiller666> they aren't singletons
L471[01:58:09] <shadekiller666> they just *shouldn't* change
L472[01:58:10] <tterrag> where do I get an IModelState from?
L473[01:58:24] <shadekiller666> TRSRTransformation is an IModelState
L474[01:58:28] <shadekiller666> OBJState is one
L475[01:58:30] ⇨ Joins: Lunatrius (~Lunatrius@cpe-77.38.103.182.cable.t-1.si)
L476[01:58:33] <shadekiller666> B3DState is one
L477[01:58:40] <shadekiller666> its an interface, you can implement it
L478[01:59:01] <shadekiller666> TRSRTransformation is generally the one that gets used though
L479[01:59:13] <shadekiller666> as it is what controls item camera transforms and such now
L480[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160112 mappings to Forge Maven.
L481[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160112-1.8.9.zip (mappings = "snapshot_20160112" in build.gradle).
L482[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/
L483[02:00:56] <shadekiller666> what happens if that fails?
L484[02:01:10] <shadekiller666> the pushing of the mappings i mean
L485[02:01:22] <tterrag> ok, so I'll need my own IModelState impl
L486[02:02:02] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 198 seconds)
L487[02:02:59] <tterrag> except I have no idea how to do that
L488[02:03:45] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L489[02:04:06] <tterrag> screw it, I'll ask fry later
L490[02:04:09] * tterrag slaps a //TODO on it
L491[02:04:30] <Cazzar> /TODO: Annoy fry about this
L492[02:04:33] <Cazzar> //TODO: Annoy fry about this
L493[02:04:47] <tterrag> I wouldn't have to annoy him if this was decently documented anywhere *cough*
L494[02:05:17] <tterrag> shadekiller666: why does your cache have a max size of 20?
L495[02:05:20] <tterrag> what's the importance of that limit?
L496[02:05:51] <shadekiller666> no idea, was copying the b3d loader when i wrote that :P
L497[02:06:24] <tterrag> lies
L498[02:06:25] <tterrag> https://github.com/MinecraftForge/MinecraftForge/commit/10658f682e5c962ff029e2ba1e29468cf9048dca
L499[02:06:27] <tterrag> fry did it >.>
L500[02:06:29] <tterrag> trick question
L501[02:06:56] <tterrag> the probably was probably that you held a reference to every model ever
L502[02:07:00] <tterrag> instead of letting unused models die
L503[02:07:07] <tterrag> memory leak city
L504[02:07:13] <shadekiller666> ya
L505[02:07:29] <shadekiller666> its not that much work to rebake a model every now and again
L506[02:07:55] <tterrag> seems to me though that it becomes less effective the more OBJ models that exist
L507[02:08:01] <shadekiller666> just don't want rebake to happen every time something changes :P
L508[02:08:09] <shadekiller666> probably
L509[02:09:08] <DrDisconsented> Animating/changing textures with an .obj = change a blockstate property /?
L510[02:09:16] <shadekiller666> uhhh
L511[02:09:27] <shadekiller666> no
L512[02:09:31] <DrDisconsented> Just a guess havnt looked into it
L513[02:10:21] <shadekiller666> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelLoaderRegistryDebug.java#L483-L579
L514[02:10:26] <shadekiller666> thats how it works currently
L515[02:10:27] <McJty> Who knows something about nesting blockstates? I'm struggling very hard to get a multi-layer model going without success...
L516[02:11:02] <tterrag> shadekiller666: ok, here's another question, what the heck am I supposed to do with getParticleTexture if it's based on a property?
L517[02:11:16] <McJty> Specifically if you have nested blockstates, how can you pass parameters (texture name) to those in variants
L518[02:11:31] <tterrag> ...nested blockstates?
L519[02:11:57] <McJty> It is something fry explained to me. I use it for the forge:multi-layer model
L520[02:12:05] <McJty> Where the different models are specified in another blockstate
L521[02:12:11] <McJty> It works for one extra layer
L522[02:12:17] <shadekiller666> based on a property?
L523[02:12:19] <McJty> But I'm now trying to get multiple layers
L524[02:12:21] <McJty> yes
L525[02:12:29] <McJty> Here is my attempt so far: https://bpaste.net/show/9b30a2d6d8b5
L526[02:12:37] <shadekiller666> IBakedModel.getParticleTexture() doesn't take a state
L527[02:12:56] <McJty> Which means?
L528[02:13:06] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L529[02:13:17] <tterrag> shadekiller666: ...exactly
L530[02:13:20] <tterrag> so what do I do
L531[02:13:24] <tterrag> I have particles based on a property
L532[02:13:29] <McJty> ah, that was not for me :-)
L533[02:14:01] <tterrag> the source of the issue is that the model that gets getParticleTexture called on it is not what I returned from handleBlockState
L534[02:14:02] <tterrag> why is that?
L535[02:14:02] <shadekiller666> tterrag, add a field to your IModelState, store the IModelState in the IBM
L536[02:14:12] <tterrag> ^^
L537[02:14:14] <tterrag> that would do nothing
L538[02:14:16] <shadekiller666> reference it when getParticleTexture is called
L539[02:14:45] <killjoy> Watching the simpsons. I just heard bart say "tat", but his mouth said tattoo
L540[02:14:47] <shadekiller666> ?
L541[02:14:53] <tterrag> EntityDiggingFX uses this.setParticleIcon(Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelShapes().getTexture(state));
L542[02:15:04] <shadekiller666> oh
L543[02:15:30] <tterrag> which doesn't care about world context
L544[02:15:32] <tterrag> it's useless
L545[02:15:45] <shadekiller666> i think the game only stores one instance of an IModel/IBakedModel... which is really annoying
L546[02:15:50] <tterrag> exactly
L547[02:16:00] <shadekiller666> erm
L548[02:16:04] <tterrag> this is a bug, imo
L549[02:16:23] <shadekiller666> particle textures from the custom loaders have been a pain from day 2
L550[02:16:26] <shadekiller666> day 1*
L551[02:16:56] <shadekiller666> i've been wanting to have a way to color the texture returned from getParticleTexture() for blocks that use the white one
L552[02:17:18] <tterrag> this seems a trivial fix, EDFX gets the IBlockState
L553[02:17:48] <shadekiller666> lol
L554[02:18:11] <shadekiller666> iirc particles have always been a pain in the ass haven't they?
L555[02:18:50] <tterrag> the only thing missing would be the extended state
L556[02:18:54] <tterrag> which a small patch could fix
L557[02:18:58] <shadekiller666> well
L558[02:19:08] <Sandra> to load a model I say "model": "oareborn:mirror" if the model is assets/oareborn/models/mirror?
L559[02:19:10] <shadekiller666> not so sure how "small" a patch it would be
L560[02:19:19] <Sandra> *mirror.json
L561[02:19:21] <tterrag> one line, in two places
L562[02:19:26] ⇦ Quits: SatanicSanta (~SatanicSa@c-76-115-175-15.hsd1.or.comcast.net) (Ping timeout: 189 seconds)
L563[02:19:32] <tterrag> line 365 of EffectRenderer
L564[02:19:55] <shadekiller666> Sandra, i think so
L565[02:20:01] <shadekiller666> actually
L566[02:20:11] <shadekiller666> that would look in models/block/ i think
L567[02:20:17] <tterrag> *sigh*
L568[02:20:20] <tterrag> do you want me to work on a PR?
L569[02:20:22] <shadekiller666> try it and find out
L570[02:20:31] <Sandra> I'm doing so.
L571[02:20:58] <shadekiller666> tterrag, as long as you keep ExtendedBlockStates far far away from anything related to block placement, you should be fine :P
L572[02:21:09] <tterrag> only spawning particles
L573[02:21:31] <shadekiller666> that includes the IBlockState->IModel map that is stored in ModelBakery(?)
L574[02:21:42] <shadekiller666> you should be fine :P
L575[02:21:44] <Sandra> btw, in the model.json file, I can reference textures like "oareborn:laserMirror" if it's assets/oareborn/textures/laserMirror.png
L576[02:22:03] <Sandra> correct?
L577[02:22:11] <tterrag> I should use BlockRendererDispatcher.getModelFromBlockState correct?
L578[02:22:12] <shadekiller666> yep
L579[02:22:18] <shadekiller666> uhh
L580[02:22:20] <tterrag> yep to who :P
L581[02:22:25] <shadekiller666> yep to sandra
L582[02:23:15] <shadekiller666> i think BRD.getModelFromBlockState() will only return a blockstate if it was loaded from json, and it will only ever return IBlockStates
L583[02:23:25] <shadekiller666> thats what World checks when placing blocks
L584[02:23:30] <tterrag> wat
L585[02:23:35] <tterrag> that's the only caller of handleBlockState in ISBM
L586[02:23:47] <Sandra> shadekiller666, it's models/block/*.json, ok.
L587[02:24:15] <shadekiller666> tterrag, oh, i'm likely getting my blockstate/model classes mixed up
L588[02:24:19] <shadekiller666> theres 12 of them...
L589[02:24:27] <shadekiller666> yep sandra
L590[02:24:51] <tterrag> how does one setup a forge workspace nowadays
L591[02:24:59] <tterrag> there's no eclipse task
L592[02:25:10] * McJty uses the idea task. Works fine :-)
L593[02:25:14] <Sandra> tterrag, no eclipse task?
L594[02:25:15] <shadekiller666> gradlew setupForge
L595[02:25:18] <Sandra> there's an idea task.
L596[02:25:21] <tterrag> that's all?
L597[02:25:28] <Sandra> and wait.... setupForge?
L598[02:25:30] <tterrag> will you all...shh...I'm talking about forge dev...not mod dev
L599[02:25:35] <shadekiller666> then point eclipse to the projects/ folder
L600[02:25:38] <tterrag> oh, inside /mdk
L601[02:25:41] <Sandra> ohh right.
L602[02:25:55] <shadekiller666> then import Clean and Forge if you need to
L603[02:25:57] <tterrag> ok wait, nvm
L604[02:26:09] <tterrag> running setupForge now, I had run setupForge eclipse and I guess it fails fast
L605[02:28:54] <shadekiller666> and just so you know, i have no say as to what PRs get pulled into forge so don't expect me to be able to pull it in :P
L606[02:29:10] <tterrag> I know that
L607[02:30:27] <Sandra> tfw the json parser fails because you included an extra comma.
L608[02:30:56] <shadekiller666> get a json ide plugin
L609[02:31:11] <shadekiller666> the syntax highlighting will yell at you before the parser does :P
L610[02:31:46] <Sandra> shadekiller666, it already has that.
L611[02:31:53] <Sandra> I just didn't notice the yelling.
L612[02:31:56] <Sandra> heh.
L613[02:32:03] <shadekiller666> lol
L614[02:32:14] <Sandra> that was how I figured out what the error was.
L615[02:32:44] <Sandra> but I didn't know there was an error til the game printed an error.
L616[02:34:11] <Sandra> Good, it works.
L617[02:34:52] <Sandra> how do I tell minecraft this block isn't supposed to be opague again?
L618[02:37:29] <killjoy> I wish npp had a better json highlighting
L619[02:37:38] <killjoy> it doesn't highlight errors
L620[02:37:44] <tterrag> shadekiller666: ok, the problem is that I need a fallback icon in case func_174846_a isn't called
L621[02:37:53] <tterrag> but if I pass the extended state, that lookup is going to fail in the blockshapes crap
L622[02:38:20] <tterrag> I could patch in an instanceof check but that seems bad
L623[02:41:44] <tterrag> fry|sleep: wake up
L624[02:41:46] <tterrag> D:
L625[02:41:58] <Kaiyouka> rip fry
L626[02:43:06] <Kaiyouka> Man... how long has it been since I've touched MC code now? Months?
L627[02:43:49] <ThePsionic> Welcome to the club Kaiyouka
L628[02:44:25] <Kaiyouka> Do I get a free shirt?
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L630[02:44:35] <ThePsionic> Nope
L631[02:44:42] <Kaiyouka> Shitty club, then.
L632[02:44:47] <tterrag> actually, this may be a non-issue
L633[02:44:52] <Kaiyouka> lol
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L636[02:51:19] <shadekiller666> tterrag what
L637[02:51:34] <shadekiller666> fallback icon?
L638[02:51:40] <shadekiller666> theres ModelLoader.White
L639[02:51:46] <shadekiller666> or the missing texture
L640[02:52:11] <tterrag> not what I mean
L641[02:52:34] <tterrag> I need to support the case in which someone constructs an EDFX but doesn't call func_174846_a
L642[02:52:44] <tterrag> however, I think I can just not support IExtendedBlockStates in that case
L643[02:52:51] <shadekiller666> !gm func_174846_a
L644[02:53:07] <tterrag> I'm very confused though
L645[02:53:12] <shadekiller666> gg mcpbot...
L646[02:53:20] <tterrag> why does BlockRendererDispatcher.getModelFromBlockState not use the passed in state?
L647[02:53:29] <shadekiller666> idk
L648[02:53:35] <ThePsionic> no shadekiller666, not gg
L649[02:53:35] <ThePsionic> gm
L650[02:53:47] <Sandra> to rotate a block you give degrees of rotation in the variants like "state1": {"y":90}
L651[02:53:49] <shadekiller666> ha! ba dum tish
L652[02:53:53] <Sandra> yes?
L653[02:53:57] <shadekiller666> yes
L654[02:53:57] <tterrag> it seems to be using some
L655[02:53:58] <tterrag> net.minecraftforge.client.model.ModelLoader$VanillaModelWrapper$1@3252daf2
L656[02:54:05] <tterrag> which doesn't call MY handleBlockState
L657[02:54:06] <Sandra> ok cool.
L658[02:54:27] <Sandra> I just have to figure out exactly which rotations show the correct result.
L659[02:54:32] <shadekiller666> or you can give it "transform": {"rotation": {"x": <some angle>, ...} }
L660[02:55:01] <shadekiller666> or "rotation": [i, j, k, l] for quaternions
L661[02:55:22] <tterrag> oh, stupid me
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L663[02:55:26] <tterrag> that method calls getExtendedState for me
L664[02:55:41] <shadekiller666> lol
L665[02:56:08] <tterrag> there, bug fixed
L666[02:56:11] <tterrag> tiny patch
L667[02:56:12] <tterrag> easy
L668[02:56:17] <shadekiller666> lol
L669[02:56:26] <tterrag> question, should I add a //FORGE comment for the fix?
L670[02:56:43] <tterrag> all I do is this inside func_174846_a
L671[02:56:46] <tterrag> this.setParticleIcon(Minecraft.getMinecraft().getBlockRendererDispatcher().getModelFromBlockState(field_174847_a, getEntityWorld(), pos).getParticleTexture());
L672[02:56:58] <shadekiller666> meh
L673[02:57:05] <shadekiller666> wouldn't hurt either way
L674[02:57:22] <tterrag> // FORGE: This fixes models not getting proper context for particle texture
L675[02:57:25] <tterrag> eh?>
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L677[02:58:22] <tterrag> ok, generating patches
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L679[03:07:16] <tterrag> shadekiller666: https://github.com/tterrag1098/MinecraftForge/commit/d0f9332d33e702cb55d73cb82846d3f85beae0ae
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L681[03:08:07] <shadekiller666> nice
L682[03:08:25] <tterrag> shadekiller666: 1.8.9 is master now right?
L683[03:08:28] <tterrag> hope so :P
L684[03:08:38] <shadekiller666> indeed it is
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L688[03:11:00] <tterrag> https://github.com/MinecraftForge/MinecraftForge/pull/2366
L689[03:11:01] <tterrag> doneso
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L691[03:13:34] <masa> uh what.. right clicking a crafting slot is somewhere in vanilla code defined to loop the click until you fill the stack in the cursor
L692[03:13:40] <masa> but shift + left clicking is not
L693[03:13:58] <masa> or is it
L694[03:14:13] <masa> at least it doesn't work in my custom container, but the right click works
L695[03:14:18] <killjoy> nei?
L696[03:15:15] <killjoy> shift clicking is vanilla. right clicking is a feature of nei
L697[03:15:22] <killjoy> and tmi
L698[03:16:13] <masa> oh
L699[03:16:28] <masa> well then
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L702[03:27:21] <shadekiller666> omg...
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L704[03:27:50] <shadekiller666> ever punctured an eardrum? it itches like a mofo...
L705[03:29:25] <Sandra> the rotating thingy i.e. wrench is rotateBlock, yeah?
L706[03:30:17] <shadekiller666> ?
L707[03:30:47] <Sandra> the forge rotation API is Block.rotateBlock?
L708[03:30:53] <shadekiller666> rotateBlock is generally used for rotating vanilla blocks
L709[03:31:08] <shadekiller666> you can use it for mod blocks
L710[03:31:22] <shadekiller666> but some mods might rotate their blocks differently than others
L711[03:32:18] <Sandra> I'm saying to expose my own blocks as being rotatable.
L712[03:32:41] <shadekiller666> you could use it that way i guess, ya
L713[03:33:07] <shadekiller666> anyway, i'm going to bed, goodnight
L714[03:33:35] <tterrag> Sandra: idk what he's on about, most wrenches will respect rotateBlock :p
L715[03:33:38] <tterrag> if they don't they are dumb
L716[03:33:57] <Sandra> ok, good.
L717[03:34:52] <shadekiller666> i've still never seen an IRL wrench that can rotate a 1x1x1 meter cube...
L718[03:35:29] <tterrag> you've been buying the wrong wrenches
L719[03:35:57] <shadekiller666> where does one purchase a 1x1x1 meter wrench?
L720[03:36:33] <killjoy> I think I saw one online
L721[03:36:38] * McJty has also never seen a backpack IRL that can hold a 1x1x1 meter block of stone
L722[03:36:44] <tterrag> or a person
L723[03:36:46] <tterrag> for that matter
L724[03:36:53] <shadekiller666> ?
L725[03:36:54] <McJty> Indeed
L726[03:37:13] <shadekiller666> backpacks can hold people... mind you tiny people
L727[03:37:38] <Sandra> so how would I go about changing the state of my block?
L728[03:37:44] <McJty> I think tterrag means a person holding a 1x1x1 meter block :-)
L729[03:37:46] <Sandra> i mean blockstate.
L730[03:37:53] <tterrag> Sandra: world.setBlockState ?
L731[03:38:02] <Sandra> oh ok cool.
L732[03:38:14] <shadekiller666> i just want to find a pair of pants that can hold 36 stacks of 64 1x1x1 meter cubes...
L733[03:38:21] <tterrag> that's the *only* way to set blocks nowadays
L734[03:38:31] <Sandra> also, IBlockState.cycleProperty will just give you the next property in the thingy correct?
L735[03:38:37] <shadekiller666> yes lol
L736[03:38:43] <Sandra> *value for the property.
L737[03:38:44] <tterrag> that's a thing?
L738[03:38:47] <tterrag> cool
L739[03:38:48] <shadekiller666> the next valid value
L740[03:38:55] <tterrag> probably used for the debug world I suppose
L741[03:39:26] <shadekiller666> so if its a PropertyDirection, cycleProperty will cycle through the entries in EnumFacing
L742[03:39:37] <Sandra> mmm.
L743[03:39:47] <shadekiller666> anyway, goodnight
L744[03:39:48] <Sandra> or a PropertyEnum will cycle through the entries in the enum.
L745[03:39:54] <shadekiller666> yep
L746[03:39:58] <Sandra> (i.e. what I'm using it for.)
L747[03:40:09] <shadekiller666> PropertyDirection is a PropertyEnum<EnumFacing> i believe
L748[03:40:17] <Sandra> mmm.
L749[03:40:55] <tterrag> indeed, with a bit more logic for axes etc
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L751[03:41:38] <tterrag> oh that's interesting, it uses a predicate, but they implemented Predicate on Axis
L752[03:41:42] <tterrag> smart
L753[03:42:29] <Sandra> I didn't know PropertyDirection was a thing before.
L754[03:42:33] <Sandra> but cool.
L755[03:42:57] <Sandra> not usable in my current thing but maybe in a later thing.
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L759[03:46:44] <fuj1n> Is there a way to get an instance of the default language other than just referring to en_US by default?
L760[03:47:39] <tterrag> mojang hardcodes it
L761[03:47:42] <tterrag> so probably the latter
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L763[03:48:00] <fuj1n> Alright, thanks!
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L765[03:48:21] <killjoy> could always do classloader.getResource("/assets/minecraft/lang/en_US.lang")
L766[03:48:31] * tterrag barfs
L767[03:48:34] <tterrag> y
L768[03:49:02] <killjoy> Never said it was a preferred idea.
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L770[03:49:21] <killjoy> I don't know your reasons
L771[03:49:46] <fuj1n> :3
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L774[03:50:22] <killjoy> fuj1n, why do you want the default language?
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L779[03:50:59] <fuj1n> I want the default language instance so I can get it's language code, so I can use it as a folder
L780[03:51:10] <killjoy> I do a similar thing
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L782[03:51:49] <killjoy> https://git.io/vzYLS
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L784[03:52:28] <killjoy> you can use mc.gameSettings.language. It saves the code
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L786[03:53:12] <fuj1n> So I guess the best way is to hardcode en_US as default anyway
L787[03:53:20] <killjoy> yes
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L794[04:02:49] <killjoy> Looks like that's what vanilla does.
L795[04:03:11] <killjoy> it makes a list containing "en_US" and if it's not the current language, adds that too
L796[04:03:18] <killjoy> then sends that list to be populated
L797[04:03:22] <killjoy> er, to populate
L798[04:04:45] <killjoy> From LanguageManager http://pastebin.com/pUfDRppZ
L799[04:11:32] <Sandra> getActualState() can be used to get a value from a TE correct?
L800[04:11:40] <McJty> yes
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L802[04:11:49] <asie> go capabilities! :D
L803[04:12:10] <Sandra> which can then be used as a rendering property, yes?
L804[04:12:25] <Sandra> how?
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L806[04:14:31] <killjoy> Youtube comments... http://i.imgur.com/Gu2PeRc.png
L807[04:14:55] <ThePsionic> Well that's something else
L808[04:15:22] <McJty> Sandra, I use it for variants in my blocksate json
L809[04:15:39] <Sandra> McJty, would you link me to your block class?
L810[04:16:54] <McJty> hold on
L811[04:17:57] <McJty> Trying to find an example that I'm not working on and actually works fine :-)
L812[04:18:58] <McJty> Sandra, https://github.com/McJty/RFTools/blob/1.8.8/src/main/java/mcjty/rftools/blocks/generator/CoalGeneratorBlock.java
L813[04:19:13] <McJty> This has a WORKING property that it gets from the tile entity
L814[04:19:18] <McJty> And it is used to change the front face of the block
L815[04:20:07] <McJty> brb
L816[04:21:21] <Sandra> so you still specify the property in createBlockState, but you only return it in getActualState?
L817[04:21:25] <Sandra> ok, cool.
L818[04:26:26] <McJty> yes
L819[04:27:15] <Sandra> now the next question is: how do I make my block have a TE.
L820[04:27:42] <McJty> That's easy. Just implement ITileEntityProvider
L821[04:28:37] <Sandra> and return something from createTileEntity?
L822[04:28:39] <Sandra> that's it?
L823[04:28:48] <McJty> yes and also don't forget to register the tile entity
L824[04:28:53] <McJty> In GameRegistry
L825[04:28:57] <Sandra> mmm.
L826[04:32:29] <Sandra> am I supposed to pass the world parameter to the TE in that method?
L827[04:32:32] <Sandra> or?
L828[04:33:17] <McJty> What method?
L829[04:34:07] <Sandra> createTileEntity.
L830[04:34:20] <Sandra> also, do I grab the RF API out of RFTools?
L831[04:34:25] <Sandra> *can I?
L832[04:34:30] <McJty> Sandra, you don't call that method. You make it
L833[04:34:33] <McJty> Sandra, MC will call it
L834[04:34:48] <McJty> Sandra, I actually put the RF API in McJtyLib
L835[04:34:50] <Sandra> yes, but it has World world as a parameter.
L836[04:35:31] <McJty> Sandra, you can use that if you want but I never do
L837[04:35:53] <Sandra> MC will fill up the TE's worldObj with a world anyway?
L838[04:35:59] <McJty> yep
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L840[04:39:04] <Sandra> so I override getCapability with a function that returns the capabilities I support yes?
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L842[04:45:54] <Sandra> oh, I'll do that later.
L843[04:46:08] <tterrag> anyone familiar with NIO?
L844[04:46:26] <tterrag> I am doing Files.write with StandardOpenOption.CREATE but it still crashes with a NoSuchFileException
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L847[04:50:20] <Sandra> ok, final thing for now, how do I mark a block to be rerendered?
L848[04:53:43] <McJty> this.worldObj.markBlockForUpdate(this.getPos());
L849[04:53:53] <McJty> I do this server side in the TE
L850[04:55:29] <Sandra> ok!
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L858[05:11:56] <Sandra> McJty, wrt getActualState....
L859[05:11:56] <Sandra> net.minecraftforge.fml.common.LoaderException: java.lang.IllegalArgumentException: Don't know how to convert oareborn:laserPlayer[powered=true] back into data...
L860[05:12:08] <Sandra> it's trying to convert it as so.
L861[05:12:09] <McJty> Can you show your code?
L862[05:12:20] <Sandra> I
L863[05:14:16] <Sandra> McJty, http://paste.asie.pl/asEM
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L865[05:15:08] <McJty> You didn't implement getMetaFromState and getStateFromMeta
L866[05:15:31] <Sandra> oh ok, so I do still have to implement those.
L867[05:15:40] <Sandra> and what, just return a blank state?
L868[05:16:35] <McJty> return this.getDefaultState()
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L877[05:47:39] <Lumien> If i want to generate something in the world after it's "decorated" do i have to use DecorateBiomeEvent or is there another way?
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L887[06:07:14] <covers1624> So, this 1.8.9 train. Is there documentation on how to do these .json files sensibly?
L888[06:09:06] <Sandra> covers1624, https://docs.google.com/document/d/1c8uipS3BOe0BQKH6-kVFCQh8BaXOdRn8SFaAa7HmgWU/edit
L889[06:09:53] <Sandra> also... do 1.8 TEs not tick?
L890[06:10:15] <McJty> Not automatically
L891[06:10:20] <McJty> Implement ITickable
L892[06:10:28] <covers1624> ^^
L893[06:10:45] <covers1624> Thanks, ill sing out if i have any troubles
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L896[06:12:29] <Sandra> don't suppose there's any way to get waila into a 1.8 dev environment?
L897[06:14:19] <McJty> Question, what do you have to implement so that a player does not get damage when he is in my block?
L898[06:14:25] <McJty> Or override
L899[06:14:30] <McJty> Sandra, sure there is
L900[06:14:35] <Sandra> oh good it has a dev build.
L901[06:14:43] <McJty> Sandra, deobfCompile "mcp.mobius.waila:Waila:1.6.0-B3_1.8.8"
L902[06:14:47] <Sandra> wait... does it still have the RF reader handler?
L903[06:14:49] <McJty> Sandra, in your build.gradle
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L907[06:44:18] <covers1624> So, VertexFormat BLOCK... it has 2 UV elements, one float and one short, what is the second one all about?
L908[06:45:31] <covers1624> Or am i being retarted as usual?
L909[06:47:47] <asie> what?
L910[06:48:14] <covers1624> DefaultVertexFormats
L911[06:49:26] <fry> lightmap
L912[06:49:31] <covers1624> OHHHHHHH
L913[06:49:47] <covers1624> i was just about to try that, thanks fry!
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L931[07:29:36] <Lordmau5> \o
L932[07:29:50] <Lordmau5> I forgot that I can't connect to this with the esper webchat
L933[07:30:01] <Lordmau5> so I went for KiwiIRC to connect to my BNC and all's good - how's things, people? :P
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L939[07:32:33] <gigaherz> [13:14] (McJty): Question, what do you have to implement so that a player does not get damage when he is in my block?
L940[07:32:38] <gigaherz> isVisuallyOpaque
L941[07:32:44] <gigaherz> poor name choice ;P
L942[07:32:46] <McJty> ok thanks
L943[07:32:57] <McJty> I apparently solved it differently but it got solved too :-)
L944[07:33:40] <gigaherz> isVisuallyOpaque() controls both the code that draws the black overlay when you are inside it, and the code that suffocates you
L945[07:33:41] <Lordmau5> So when I'm home in ~2h, I need to check on my code again >_> It appears that my implementation on the "calculateInside" method of the tank valve doesn't work the way it's supposed to with the new BlockPos.offset() method
L946[07:34:10] <Lordmau5> As well, it seemed like the frames didn't have the "camo" texture they were supposed to have - but that's low priority
L947[07:34:21] <Lordmau5> functionality > visual
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L949[07:35:03] <Quetzi> so the camo works as long as everything else is purple and black?
L950[07:35:15] <Lordmau5> eeeh, kinda
L951[07:35:24] <Lordmau5> let's just say it didn't calculate the actual inside of the tank properly
L952[07:35:59] <Lordmau5> but the frame blocks of the tank that it *did* calculate correctly (it was basically one line on the X axis, iirc), were showing actual things in Waila
L953[07:36:21] <Lordmau5> I'm basically just here to chat right now though, since I'm at work, haha :P
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L970[08:18:20] <_habnabit> http://i.imgur.com/G2naTMw.png trying to do `gradle runClient`, but it looks like my textures are hosed or something? i already tried deleting ~/.gradle/caches/minecraft to force that to redownload, but that didn't solve
L971[08:18:22] <_habnabit> it
L972[08:20:00] <diesieben07> _habnabit, read the EAQ on the forums
L973[08:20:11] <diesieben07> you have to disable the loading screen
L974[08:24:53] <McJty> fry, in the future I foresee some problems with this blockstate though
L975[08:25:11] <McJty> fry, the idea is that other mods (including addons of my own) can add modules
L976[08:25:12] <Lordmau5> this sounds like an interesting topic - *starts listening*
L977[08:25:16] <McJty> And so they would have to add overlays
L978[08:25:21] <McJty> Not sure if that's even thinkable with this
L979[08:25:40] <Lordmau5> add a sub-blockstate to a existing blockstate you mean?
L980[08:26:05] <McJty> It is not that easy
L981[08:26:19] <McJty> Look at my current blockstate: https://bpaste.net/show/5c6dd9165861
L982[08:26:36] <McJty> See the three 'overlay_generic'/'overlay_ore'/... lines
L983[08:26:45] <McJty> Other mods need to be able to add 'lines' to that as it were
L984[08:26:49] <McJty> Extra overlays
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L986[08:27:11] <fry> well, there are a couple of ways to implement that
L987[08:27:23] <fry> first of all, you can expose your state mapper to addons
L988[08:27:37] <fry> so that they'll be able to add custom model locations there
L989[08:27:49] <fry> but you ahve a bigger problem - blockstate itself
L990[08:27:51] <fry> *have
L991[08:28:24] <fry> your "type" property would have to know about those mods
L992[08:28:33] <McJty> yes indeed
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L994[08:28:33] <fry> before you create the block
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L996[08:29:08] <McJty> For my own addons I can of course hardcode it into the base mod. Not clean but it would be the easiest way
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L1000[08:37:11] <_habnabit> diesieben07, ok, thanks. why is the documentation scattered all over the place like this :(
L1001[08:37:20] <diesieben07> ?
L1002[08:37:22] <_habnabit> i didn't see this on the readthedocs page at all
L1003[08:37:34] <diesieben07> because you are using an outdated version
L1004[08:37:41] <_habnabit> of what?
L1005[08:37:42] <diesieben07> modern forge versions do this automatically on mac
L1006[08:37:49] <_habnabit> i see
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L1008[08:39:27] <_habnabit> well, i'll try using recommended; i just was using whatever version was already specified by the mod i was building
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L1010[08:39:46] <_habnabit> 10.13.4.1448, i think
L1011[08:40:40] <diesieben07> if you are building a different mod you have to use their version of course
L1012[08:41:14] <_habnabit> well that seems to have fixed it at least
L1013[08:42:03] <_habnabit> or not
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L1015[08:42:32] <_habnabit> diesieben07, http://i.imgur.com/1xmTJeM.png is this the same problem? this is on 10.13.4.1558
L1016[08:43:04] <diesieben07> Yes, did you disable the loading screen?
L1017[08:43:20] <_habnabit> no; i just updated forge
L1018[08:43:22] <_habnabit> i'll try that now
L1019[08:44:27] <diesieben07> you are still using 1.7.10
L1020[08:44:34] <_habnabit> yes
L1021[08:44:36] <diesieben07> onyl recent versinos of forge disable it automatically
L1022[08:44:47] <_habnabit> 'recent' as in 'for 1.8'?
L1023[08:45:57] <diesieben07> yes
L1024[08:46:02] <diesieben07> or rather 1.8.9
L1025[08:46:10] <diesieben07> there is no point in using old minor versions
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L1050[09:13:11] <shadekiller666> who is the most well-known useless Marvel superhero?
L1051[09:13:35] <shadekiller666> Aquaman would be my choice for most well-known useless DC superhero
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L1053[09:15:11] <Lordmau5> The Damage Control heroes?
L1054[09:15:16] <Lordmau5> https://en.wikipedia.org/wiki/Damage_Control_%28comics%29
L1055[09:15:21] <sham1> he's not useless against people in sea :/
L1056[09:15:39] <Lordmau5> okay, those aren't useless either then, damn...
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L1059[09:24:23] <Wuppy> o/
L1060[09:26:00] <Wuppy> ugh I hate feeling like you're forgetting something but not knowing what it is :V
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L1062[09:28:29] <shadekiller666> thats like a Remembrall fromm Harry Potter, and to quote Nevil, "i can't remember what i've forgotten"
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L1064[09:29:28] <Wuppy> knowing that you have to do something but not knowing what
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L1069[09:33:09] <shadekiller666> i hate that feeling :P
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L1080[09:56:25] <Wuppy> oh man dis gun be gud http://i.imgur.com/803Idjk.png
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L1083[10:01:52] <sham1> did that poster really say "3 arena's"
L1084[10:01:55] <sham1> FAIL
L1085[10:02:26] <Wuppy> it's Area's
L1086[10:02:54] <sham1> It still can be seen as fail
L1087[10:03:02] <Wuppy> why?
L1088[10:03:08] <sham1> Because that is not how you do plural
L1089[10:03:28] <Wuppy> meh who'll notice
L1090[10:03:34] <sham1> I did
L1091[10:03:37] <Wuppy> everybody will be reading the dj names, not the description
L1092[10:03:52] <sham1> That propably is something that will happen
L1093[10:03:54] <Wuppy> and I don't think anyone would skip a festival because of a spelling mistake :P
L1094[10:04:02] <sham1> I just like to nitpick on some stuff
L1095[10:04:04] <shadekiller666> if its in 3 different places they need to know where each dj is...
L1096[10:04:27] <Wuppy> shadekiller666, it's all in 1 place, but they're like 100 meters from each other
L1097[10:04:39] <Wuppy> 1 location, several areas
L1098[10:07:38] <shadekiller666> still need to know which area
L1099[10:08:10] <Wuppy> it's 5 months from now, at the moment I'm not interested in the exact position I'll be standing then
L1100[10:09:51] <shadekiller666> lol
L1101[10:10:55] <Wuppy> as long as I know the general location of the festival, I'm more than satisfied
L1102[10:11:29] <Wuppy> and the djs which are coming, of cours,e because that's what you're actually paying for :P
L1103[10:12:10] <gigaherz> shadekiller666: nahg the general location is enough, the rest can be done from ear -- you approach the music you like the most ;P
L1104[10:12:15] <gigaherz> -g
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L1107[10:16:18] <shadekiller666> lol
L1108[10:16:58] <Wuppy> yep, it's either slow music, too fast music and glorious music
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L1120[10:31:44] <MalkContent> this multipart thingi that is going into forge now (?)
L1121[10:31:45] <gigaherz> fry / shadekiller666
L1122[10:31:51] <MalkContent> is this chiselmod based on that?
L1123[10:31:58] <gigaherz> is there a way to specify the color applied to a .obj model from the blockstates json?
L1124[10:31:58] <fry> what?
L1125[10:32:05] <fry> nope
L1126[10:32:18] <gigaherz> oww :(
L1127[10:32:28] <fry> MalkContent: what? :P
L1128[10:32:30] <gigaherz> I'll have to make color-coded textures then
L1129[10:32:43] <shadekiller666> i've been thinking about that
L1130[10:32:45] <shadekiller666> actually
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L1132[10:33:20] <gigaherz> shadekiller666: how about "custom": { "materialname:Kd": colorvalue } ;P
L1133[10:33:26] <shadekiller666> might look into something with the custom data
L1134[10:33:35] <MalkContent> idk. some bloke called Amadornes on twitter is making a thing called MCMultiPart that somehow more or less goes into forge now
L1135[10:33:46] <MalkContent> and i was curious if the chisel n bits mod uses that
L1136[10:34:00] <gigaherz> MalkContent: current public versions, no
L1137[10:34:08] <gigaherz> but C&B will use mcmultipart
L1138[10:34:22] <gigaherz> or at least it was like that last time I asked about it
L1139[10:34:28] <gigaherz> maybe they released a new version since then ;p
L1140[10:34:34] <MalkContent> neat. i was mostly curious about wether or not mcmultipart was capable of supporting it
L1141[10:34:44] <gigaherz> yes it was designed with that in mind ;P
L1142[10:35:55] <MalkContent> :)
L1143[10:36:22] <williewillus> #MCMultipart and #JEI are where all the 1.8 people hang ;)
L1144[10:37:09] <AEnterprise> lol, seems i forgot to rejoin there with my new bouncer, thanks for reminder williewillus :P
L1145[10:37:17] <MalkContent> cause, know. any old microblocks i knew didnt really seem to support placing singlepixel blocks anywhere in the big 16³ pixel cube
L1146[10:37:25] <AEnterprise> knew i was missing some channels
L1147[10:37:26] <MalkContent> you know*
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L1149[10:40:26] <MalkContent> is jei new btw?
L1150[10:40:44] <MalkContent> or just unnoticed so far because nei was the big one
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L1152[10:41:24] <AEnterprise> it's 1.8.x only
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L1155[10:42:26] <MalkContent> alright then
L1156[10:43:47] <undeadparrot> Hi
L1157[10:45:15] ⇨ Joins: agowa338 (~Thunderbi@p549193D2.dip0.t-ipconnect.de)
L1158[10:48:02] <undeadparrot> I have a container block with a TileEntitySpecialRenderer. It works fine with bindTexturePublic(new ResourceLocation("minecraft", "textures/blocks/planks_spruce.png")); for the texture. If the container's slot contains an item for which there is a block, I would like to bind to that block's texture instead.
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L1160[10:48:30] <undeadparrot> I am able to get the container's item's Icon and iconname, but I'm not sure how to get a resourcelocation from that
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L1162[10:49:29] <undeadparrot> Can I simply bind to an icon instead of a resource location? or is there a way to extrapolate a resourcelocation from an icon?
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L1164[10:50:04] <undeadparrot> also, thanks a lot to everyone for the excellent framework ^_^
L1165[10:50:18] <diesieben07> IIcon is just a *location* on the big texture sheet (TextureMap.locationBlocksTexture)
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L1167[10:50:27] <diesieben07> so bind that and then you get the UV coords from the IICon
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L1169[10:52:22] <undeadparrot> ohh I see.
L1170[10:52:36] <undeadparrot> TextureMap.locationBlocksTexture is a resourcelocation itself. so all registered blocks appear in the atlas?
L1171[10:53:12] <diesieben07> blocks and items
L1172[10:53:24] <diesieben07> it used to be two textures one for each, but it's just the one now
L1173[10:54:00] <undeadparrot> I assume you mean in 1.8? I'm using 1.7.10 still
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L1175[10:54:28] <undeadparrot> Thanks so much, I hadn't even noticed the TextureMap class
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L1177[10:54:58] <diesieben07> uhh yeah i guess
L1178[10:55:02] <diesieben07> why not 1.8? :D
L1179[10:55:57] <undeadparrot> Still waiting for some things. Our server is 1.7.10
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L1181[10:56:54] <Lordmau5> yoo I'm home, hi people \o
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L1183[10:59:40] <undeadparrot> Hmm. I see I'm going to have to do some more work then. I'm using a forge obj model for my block, to be textured, so I suppose I'll have to manipulate the UV's before telling AdvancedModelLoader to load the model.
L1184[10:59:43] <MalkContent> hmm. any RP replacement going 1.8 already?
L1185[11:00:16] <undeadparrot> I've not noticed any way to modify the model after loading it.
L1186[11:00:57] <diesieben07> undeadparrot, this is why you should update to 1.8. :D
L1187[11:04:24] <undeadparrot> >_< eventually. There must be an easier way now, though. Do you know how chickenbones' model stuff differs from the forge models? I think I saw mention of him having some utils for it.
L1188[11:04:30] <undeadparrot> I'll go check them out.
L1189[11:04:39] <undeadparrot> does 1.8 include ways to modify models after loading? ;o
L1190[11:04:42] <Lordmau5> lmfao and this is why you don't copy&paste your own code
L1191[11:04:42] <Lordmau5> https://i.lordmau5.com/1452618272-529
L1192[11:04:51] <Lordmau5> I apply getFrontOffsetX to X, Y and Z in there *facedesk*
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L1194[11:05:23] <Lordmau5> THIS looks more like it worked!
L1195[11:05:24] <Lordmau5> https://i.lordmau5.com/1452618316-530
L1196[11:05:53] <undeadparrot> hah that's a common slip for me
L1197[11:05:57] <Temportalist> So many missing textures...
L1198[11:06:19] <Lordmau5> ye, but textures are low-priority on those "camo-esque" blocks right now
L1199[11:06:31] <Lordmau5> functionality should be there before
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L1202[11:08:07] <gigaherz> MalkContent: I believe there was someone trying to recreate RP2 in a faithful way
L1203[11:08:20] <gigaherz> can't remember who, though XD
L1204[11:08:20] <MalkContent> srsly?
L1205[11:08:24] <MalkContent> damn you :P
L1206[11:09:01] <gigaherz> hmf dunno if I like
L1207[11:09:02] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-12_18.07.47.png
L1208[11:09:09] <gigaherz> I switched the orb icons to 3D models
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L1219[11:09:26] <MalkContent> haha, srsly
L1220[11:09:34] <gigaherz> comparison
L1221[11:09:34] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-10_23.59.59.png
L1222[11:09:37] <MalkContent> i thought you were asking about that dick wand
L1223[11:09:47] <gigaherz> nah that I like ;P
L1224[11:09:51] <MalkContent> :D
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L1227[11:10:47] <gigaherz> MalkContent: it's not just a wand though: https://dl.dropboxusercontent.com/u/743491/2016-01-12_18.10.24.png
L1228[11:10:49] <gigaherz> that's a staff XD
L1229[11:10:54] *** manmaed|AFK is now known as manmaed
L1230[11:10:54] <gigaherz> you only see the top in first person
L1231[11:11:15] <MalkContent> :D
L1232[11:11:16] <gigaherz> and seriously, if that makes you think of a dick, you have a really bad issue XD
L1233[11:11:37] <MalkContent> okay, anyone currently reading the chat
L1234[11:11:49] <heldplayer> Alex has turned evil!
L1235[11:11:55] <MalkContent> does that staffs first person display make you think of a dick? say "aye" pls
L1236[11:12:01] <MalkContent> i doubt i am alone here :P
L1237[11:12:07] <gigaherz> you already mentioned it
L1238[11:12:15] <shadekiller666> thats making the assumption that Alex wasn't evil at one point?
L1239[11:12:33] <gigaherz> that means people will looks at the screen while trying to see a dick
L1240[11:12:36] <gigaherz> makes it easier ;P
L1241[11:12:45] <gigaherz> I have been developing this mod since around 1.4.7
L1242[11:12:47] <MalkContent> true
L1243[11:12:49] <gigaherz> and in 1.8 for a year
L1244[11:12:50] <heldplayer> I'm more curious what's going on on the right of that last screenshot gigaherz
L1245[11:12:53] <gigaherz> no one ever mentioned dicks
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L1247[11:13:10] <gigaherz> heldplayer: the essentializer?
L1248[11:13:15] <MalkContent> people are just too polite :P
L1249[11:13:16] <heldplayer> Probably?
L1250[11:13:21] <heldplayer> I don't know your mod :P
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L1252[11:13:39] <heldplayer> MalkContent: or you have a dirty mind ( ͡° ͜ʖ ͡°)
L1253[11:14:11] <Lordmau5> urgh
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L1255[11:14:16] <Lordmau5> gigaherz, the tank is semi-working now \o/
L1256[11:14:16] <MalkContent> i will admit to that, but i doubt that's the sole driving force here
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L1258[11:14:35] <Lordmau5> but the frames are not getting the proper IBlockState of the block that was there before - I have a feeling it's not getting synced properly or something?
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L1260[11:14:50] <MalkContent> giga, you weren't talking about blutricity or pred, were you?
L1261[11:15:03] <gigaherz> no
L1262[11:15:07] <gigaherz> heldplayer: https://dl.dropboxusercontent.com/u/743491/2016-01-12-1813-43.mp4
L1263[11:15:08] <MalkContent> rp2 is long overdue for a real remake
L1264[11:15:11] <gigaherz> that's the machine
L1265[11:15:18] <gigaherz> MalkContent: let me look at the log file
L1266[11:15:23] <gigaherz> see if I find it
L1267[11:15:43] <MalkContent> willing to help that guy if it looks promising. gonna throw ALL the textures at him
L1268[11:15:54] <shadekiller666> eloraam has been working on a standalone RP2 for a while... but i don't think thats ever going to come out lol
L1269[11:16:19] <MalkContent> actually wouldn't be surprised when it does :P
L1270[11:16:26] <MalkContent> but i can't play thaumcraft in there
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L1273[11:16:48] <MalkContent> giga, that the machine that turns things round?
L1274[11:16:49] *** Drull|zzz is now known as Drullkus
L1275[11:16:49] <heldplayer> gigaherz: Magicka fan? :P
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L1277[11:17:11] <Temportalist> MalkContent: do you do textures? 0_0
L1278[11:17:43] <MalkContent> sure
L1279[11:17:51] <gigaherz> [00:05] (Unh0ly_Tigg): first block of this new mod, is now complete... after almost 2 weeks... ugh.
L1280[11:17:51] <gigaherz> [00:05] (gigaherz): XD
L1281[11:17:51] <gigaherz> [00:05] (gigaherz): what's it about?
L1282[11:17:52] <gigaherz> [00:07] (Unh0ly_Tigg): rp2 clone for 1.8.9
L1283[11:17:53] <MalkContent> mostly when I'm bored, though
L1284[11:18:02] <Temportalist> Interested in doing some for a magic mod called EsoTeriCraft?
L1285[11:18:06] <gigaherz> dunno if he's still working on it
L1286[11:18:06] <gigaherz> XD
L1287[11:18:44] <MalkContent> now i'm trying to recall if Unh0ly_Tigg was someone i was pleasently surprised with or no
L1288[11:18:48] <gigaherz> heldplayer: I do openly admit to have been inspired by the magicka magic system
L1289[11:18:55] <heldplayer> ;)
L1290[11:18:56] <heldplayer> Good
L1291[11:18:57] <gigaherz> although I am not a fan of the game
L1292[11:18:59] <MalkContent> Temportalist: are you actually doing it? :P
L1293[11:19:00] <heldplayer> I like that system
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L1295[11:19:17] <gigaherz> and it's not EXACTLY like magicka
L1296[11:19:27] <Temportalist> I am the modder, yes. Do you have a Twitter? (Gotta get back to work soon)
L1297[11:19:33] <gigaherz> magicka has "shield" "healing" and other non-elemental magic options
L1298[11:19:52] <LatvianModder> No, I am The Modder! *epic battle area initiates*
L1299[11:19:55] <Lordmau5> sooo
L1300[11:20:00] <Lordmau5> Waila get's the "fake" information properly
L1301[11:20:03] <MalkContent> and it depends. just hit me up whenever you see me in here and give me a cue
L1302[11:20:04] <Temportalist> Lat: haha
L1303[11:20:07] <Lordmau5> but the tank frame in "camo" mode isn't being rendered properly
L1304[11:20:17] <MalkContent> I'll probably do the thing you say if I'm bored
L1305[11:20:26] <LatvianModder> (I get pinged with "modder" few times a day :P)
L1306[11:20:33] <Temportalist> MalkContent okay. I'm planning on hoping on after work, so in a few hours.
L1307[11:20:50] <Temportalist> Modder
L1308[11:20:52] <Temportalist> Modder
L1309[11:20:53] <Temportalist> Modder
L1310[11:20:55] <MalkContent> don't count on me for everything, though :P
L1311[11:20:57] <Temportalist> XP
L1312[11:20:57] <LatvianModder> Augh!
L1313[11:21:05] <Temportalist> Malk, okay
L1314[11:21:38] <MalkContent> lemme see if I can find something I did that's already uploaded
L1315[11:21:38] ⇦ Parts: Temportalist (uid37180@id-37180.charlton.irccloud.com) ())
L1316[11:21:44] <MalkContent> nvm then
L1317[11:21:48] <Lordmau5> so apparently the IBlockState property inside my IBlockState is broken
L1318[11:21:50] <LatvianModder> But.. he uses IRCCloud...
L1319[11:21:56] <Lordmau5> IExtendedBlockState, whatever, ...
L1320[11:22:25] <shadekiller666> what
L1321[11:22:49] <shadekiller666> IExtendedBlockState isn't part of IBlockState... its an extension of it
L1322[11:22:53] <Lordmau5> I knoow
L1323[11:23:01] <Lordmau5> but I put a custom IBlockState for block-camo inside the IBlockState of my block
L1324[11:23:08] <Lordmau5> (IBlockState-ception)
L1325[11:23:51] <gigaherz> hmmm recording that little video made me notice an issue in the Essentializer machine
L1326[11:23:56] <shadekiller666> O.o
L1327[11:24:00] <gigaherz> I need a third slot
L1328[11:24:21] <gigaherz> can't have "adding contained magic" and "burning the item" in the same slot
L1329[11:24:22] <shadekiller666> gigaherz, this is why we test things :P
L1330[11:24:30] <shadekiller666> lol
L1331[11:24:55] <gigaherz> the way it works now, it will burn the item once it's done removing the contained magic in it XD
L1332[11:25:04] <shadekiller666> oops
L1333[11:25:05] <shadekiller666> lol
L1334[11:25:18] *** MrKickkiller is now known as MrKick|Away
L1335[11:25:45] <gigaherz> oh well
L1336[11:25:52] <gigaherz> a redesign of the UI was due ;P
L1337[11:26:09] <shadekiller666> lol
L1338[11:26:16] <MalkContent> o look at that. the multipart guy also works on bluepower
L1339[11:27:36] <shadekiller666> chickenbones?
L1340[11:28:11] <Lordmau5> williewillus, are you there perhaps?
L1341[11:29:01] <MalkContent> no
L1342[11:29:05] <MalkContent> the MCMultiPart guy
L1343[11:29:14] <Lordmau5> amadornes?
L1344[11:29:16] <MalkContent> yea
L1345[11:29:37] <MalkContent> was just looking it up cause i wasn't sure if he was spelled with or w/o n
L1346[11:29:38] ⇦ Quits: LexLap2 (~LexManos@172.76.2.58) (Read error: Connection reset by peer)
L1347[11:29:50] <Lordmau5> dores?
L1348[11:29:51] <Lordmau5> :p
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L1350[11:30:02] MineBot sets mode: +o on LexLap2
L1351[11:30:12] <LatvianModder> we call him ama, because noone knows how to spell that
L1352[11:30:14] <MalkContent> no, the other n :P
L1353[11:30:14] <LatvianModder> :P
L1354[11:30:33] <Wuppy> I am ama, AMA
L1355[11:30:40] <Wuppy> that wouldn't make sense, would it? :P
L1356[11:30:48] <LatvianModder> Wuppy \o/
L1357[11:30:53] <MalkContent> AAMAA
L1358[11:31:02] <Wuppy> hello latvian guy
L1359[11:31:15] <LatvianModder> hello.. er.. dutch guy? am I close?
L1360[11:31:19] <Wuppy> perfect :D
L1361[11:31:31] <LatvianModder> \o/
L1362[11:31:47] <LatvianModder> Do you happen to have tutorials for 1.8.9
L1363[11:31:48] <LatvianModder> ?
L1364[11:31:53] <Wuppy> time to buy me some festival tickets today in an hour and a half :)
L1365[11:31:59] <Wuppy> nope, don't have time for tutorials anymore :V
L1366[11:32:06] <Lordmau5> awww
L1367[11:32:08] <LatvianModder> alright
L1368[11:32:10] <Lordmau5> I liked your Tuts
L1369[11:32:11] <Wuppy> are there actually (m)any differences betwwen 1.8 and 1.8.9?
L1370[11:32:23] <LatvianModder> any 1.8*
L1371[11:32:29] <MalkContent> yea. they finally added blackjack and hookers
L1372[11:32:33] <Wuppy> Lordmau5, thnaks :), I've been spending most of my time on game development and some on my book
L1373[11:32:37] <shadekiller666> i wish the push functionality in SourceTree would allow you to force push... it currently doesn't because Atlassian feels like it would encourage "bad practices"
L1374[11:32:38] <Lordmau5> oh boi
L1375[11:32:48] <Wuppy> LatvianModder, there are a few tutorials on 1.8
L1376[11:32:51] <Lordmau5> scratch MC modding tutorials, game dev beats that by miles
L1377[11:33:04] <LatvianModder> yeah, one of the 3 earliest subs ive had are Monstercat, direwolf and Wuppy :P
L1378[11:33:07] <Wuppy> and I wrote a book on 1.8 modding :)
L1379[11:33:08] <williewillus> Lordmau5: I am now
L1380[11:33:15] <Lordmau5> hi there o/
L1381[11:33:22] <shadekiller666> i want to be in game development... i just don't have any fucking ideas for games...
L1382[11:33:25] <williewillus> Wuppy: when did you write it?
L1383[11:33:26] <Lordmau5> I'm kinda struggling with the camo rendering haha
L1384[11:33:27] <Wuppy> anyone want to play one of my games? :P
L1385[11:33:35] <LatvianModder> Jigsaw?
L1386[11:33:39] <williewillus> Lordmau5: what's wrong with it?
L1387[11:33:44] <Wuppy> williewillus, around summer of 2015
L1388[11:33:53] <shadekiller666> i find thats my biggest problem, coming up with a goal, but once i have a goal, i can figure out how to reach it
L1389[11:33:54] <Lordmau5> it doesn't want to set the IBlockState in the block apparently
L1390[11:33:58] <williewillus> okay, so it's pretty up to date, haha
L1391[11:34:11] <williewillus> Lordmau5: so the state you get paseed to the smartmodel doesn't have the mimic state inside it?
L1392[11:34:18] <Lordmau5> so it seems
L1393[11:34:32] <Wuppy> shadekiller666, I've got desingers to come up with game ideas, I just do progrmaming :)
L1394[11:34:35] <williewillus> can i see your block class?
L1395[11:34:35] <Lordmau5> BlockTankFrame is adding it in getActualState and getExtendedState though
L1396[11:34:41] <Lordmau5> sure
L1397[11:34:42] <Wuppy> although I often give a lot of input on the game once there is an idea
L1398[11:34:44] <Lordmau5> https://i.lordmau5.com/1452620076-531.txt
L1399[11:34:52] <shadekiller666> wuppy, where do you find those people?
L1400[11:34:57] *** tterrag|ZZZzzz is now known as tterrag
L1401[11:35:00] <Wuppy> shadekiller666, my school
L1402[11:35:08] <shadekiller666> also, if you need an animator/modeller, i might be able to help :P
L1403[11:35:16] <Wuppy> I'm on a game dev school with artists, programmers and designers :D
L1404[11:35:24] <Wuppy> here's my most recent game (done alone in 48 hours) https://dl.dropboxusercontent.com/u/59067404/Downloads/Ludum%20Dare%20December%202015/Durples%20Christmas%20Adventure.zip
L1405[11:35:26] <Lordmau5> the getActualState and other function are in the middle of the code
L1406[11:35:37] <shadekiller666> true, i haven't had any animation classes at my new college yet so that might be some help when the semester starts
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L1408[11:35:58] <williewillus> take out the stuff in getactualstate
L1409[11:36:05] <williewillus> only touch your unlisted props in extended state
L1410[11:36:09] <Lordmau5> okay
L1411[11:36:17] <Lordmau5> so I can actually completely remove getActualState
L1412[11:36:20] <williewillus> yeah
L1413[11:36:31] <williewillus> and maybe put some printlns in your te to make sure it's actualy setting on your te
L1414[11:36:32] <Lordmau5> I had it like that before - I was unsure though and tried to do it with that
L1415[11:36:38] <Wuppy> and if anyone's interested, here's my coolest project (IMO) https://dl.dropboxusercontent.com/u/59067404/Portfolio/Bomb%20Voyage.zip
L1416[11:36:49] <Lordmau5> it is setting it, otherwise Waila would have issues
L1417[11:36:55] <Wuppy> 14 weeks, 1 day a week with about 11 people :D
L1418[11:36:58] <Lordmau5> as in, tile.getBlockState() is returning it properly
L1419[11:37:06] <williewillus> hm, maybe you just need to trigger a render update
L1420[11:37:11] <shadekiller666> Lordmau5, the rule with ExtendedBlockStates: only return an EBS or IEBS from getExtendedState()
L1421[11:37:22] <Lordmau5> which I am doing?
L1422[11:37:30] <Lordmau5> let me check regarding the render update, williewillus
L1423[11:37:33] <williewillus> after it mimics, does it render correctly once you place/break a block nearby?
L1424[11:37:36] <shadekiller666> returning one from anywhere else will prevent your block from being placable
L1425[11:37:40] <Lordmau5> nope it doesn't
L1426[11:37:55] <Lordmau5> my block should not be placeable anyway, I set it via. setBlockState where it needs to be
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L1428[11:38:05] <williewillus> can I see the smartmodel then?
L1429[11:38:09] <Lordmau5> iirc, getPickBlock was also having issues before
L1430[11:38:12] ⇦ Quits: sciguyryan (~sciguyrya@31.3.154.25) (Remote host closed the connection)
L1431[11:38:21] <tterrag> hey fry
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L1433[11:39:33] ⇨ Joins: sciguyryan (~sciguyrya@85.17.172.97)
L1434[11:39:42] <shadekiller666> wow... 26 commits ahead of the master branch on my local OBJLoader repo... might be time for a squashing
L1435[11:40:15] <Lordmau5> pickBlock is returning an interesting error though
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L1437[11:40:40] <williewillus> what error?
L1438[11:40:48] <Lordmau5> https://i.lordmau5.com/1452620440-532.txt
L1439[11:41:14] <williewillus> yeah idk how safe that is
L1440[11:41:20] <williewillus> because the mimicked block's getpickblock
L1441[11:41:24] <williewillus> might check the TE, etc.
L1442[11:41:29] <Lordmau5> I am doing that already though
L1443[11:41:36] <Lordmau5> oh oooh that'S what you mean
L1444[11:41:45] <williewillus> and in this case it's mimicing wood, and apparently's wood's pickblock calls getblockstate and checks the variants
L1445[11:41:53] <williewillus> which don't exist on your camo block, so it errors
L1446[11:42:02] <Lordmau5> hmm
L1447[11:42:08] <Lordmau5> well, let's skip this for a sec
L1448[11:42:12] <heldplayer> Lordmau5: override createBlockState or however it's called
L1449[11:42:13] <Lordmau5> https://i.lordmau5.com/1452620528-533.txt
L1450[11:42:26] <williewillus> heldplayer: he's done that already
L1451[11:42:28] <Lordmau5> I am overriding that
L1452[11:42:37] <Lordmau5> with an ExtendedBlockState
L1453[11:42:51] <williewillus> hm idk what the prblem is then. where is the camo set in the TE?
L1454[11:42:56] <heldplayer> Ah
L1455[11:43:03] <Lordmau5> upon building the tank via. the TankValve
L1456[11:43:25] <Lordmau5> it's weird that it works through Waila though
L1457[11:43:30] <Lordmau5> as in, that Waila can fetch the info properly
L1458[11:43:47] <Lordmau5> i have an idea
L1459[11:43:55] <williewillus> it's probably not updating
L1460[11:43:57] <Lordmau5> let me put a sout inside the "frameState != null"
L1461[11:44:08] <williewillus> are you sure you trigger a render update?
L1462[11:44:15] <williewillus> world.markBlockRangeForRenderUpdate(pos, pos)
L1463[11:44:18] <williewillus> on the clientside
L1464[11:44:34] <williewillus> your smartmodel might not even be getting called because the world doesn't know it needs to redraw your block
L1465[11:46:05] <williewillus> world.markBlockForUpdate on serverside *might* work, but I've always used the latter
L1466[11:46:21] <Lordmau5> doesn'T really do anything
L1467[11:46:39] <williewillus> what do you mean?
L1468[11:46:48] <williewillus> what do your souts in your smartmodel say?
L1469[11:46:53] <Lordmau5> nothing
L1470[11:46:57] <Lordmau5> frameState == null
L1471[11:47:03] <williewillus> move it outside the if
L1472[11:47:06] <Lordmau5> as in, the getValue returns null
L1473[11:47:08] <williewillus> and see if it gets called at all
L1474[11:47:17] <Lordmau5> k one sec
L1475[11:47:21] <williewillus> if not then the world doesn't know to rerender the block
L1476[11:47:34] <Lordmau5> doesn't get called
L1477[11:47:39] <williewillus> yup
L1478[11:47:41] <williewillus> trigger a render update
L1479[11:48:02] <Lordmau5> is there a method that get's called on the clientside in a tile when it updates through markBlockForUpdate?
L1480[11:48:14] <williewillus> not reall
L1481[11:48:16] <Lordmau5> hmm
L1482[11:48:25] <williewillus> what for?
L1483[11:48:30] <Lordmau5> to.. update it?
L1484[11:48:40] <williewillus> you just need to call markBlockRangeForRenderUpdate clientside
L1485[11:48:51] <tterrag> !gm func_174846_a
L1486[11:48:59] <Lordmau5> which is useless if I set all the stuff on the serverside, eh?
L1487[11:49:03] <Lordmau5> :P
L1488[11:49:11] <Lordmau5> why would I *set* tiles on the clientside, for example
L1489[11:49:22] <Lordmau5> that's made via the serverside calls, no? e.g. the setBlockState
L1490[11:49:30] <williewillus> try world.markBlockForUpdate on server
L1491[11:49:36] <Lordmau5> doing that
L1492[11:49:58] <Lordmau5> I have a feeling the client doesn't even know what IBlockState it is on that specific block
L1493[11:50:02] <williewillus> it does
L1494[11:50:07] <Lordmau5> how
L1495[11:50:10] <williewillus> your model is just not getting called
L1496[11:50:15] <williewillus> because the world doesn't know it needs to redraw
L1497[11:50:24] <williewillus> because your extended state queries the TE and the TE is correct
L1498[11:50:25] <tterrag> !sm func_174846_a setBlockPos Sets the position of the block that this particle came from. Used for calculating texture and color multiplier.
L1499[11:50:28] <Lordmau5> but in the end it might not know about the stuff either
L1500[11:50:31] <williewillus> so the extended state must be correct
L1501[11:50:38] <williewillus> this stuff works, you just need a render update :p
L1502[11:51:05] <tterrag> !sf field_174847_a sourceState
L1503[11:51:11] <williewillus> idk why markBlockForUpdate doesn't work since I just looked at it and it should, but maybe just send a packet to client to update the range
L1504[11:51:12] <tterrag> !sf field_181019_az sourcePos
L1505[11:51:17] <Lordmau5> so I just put the markBlockRangeForRenderUpdate into the ITickable update() method
L1506[11:51:19] <tterrag> ok, done :P
L1507[11:51:20] <Lordmau5> and the texture is still the same
L1508[11:51:28] <Lordmau5> I know, I shouldn't do it, but this shows that stuff isn't working the way it should
L1509[11:51:44] <williewillus> println the extended state every TE tick :p
L1510[11:51:49] <williewillus> it's going to be right
L1511[11:52:16] <williewillus> block.getExtendedState(world.getBlockState(pos), world, pos)
L1512[11:52:25] *** MrKick|Away is now known as MrKickkiller
L1513[11:53:27] <williewillus> or, another possibility. don't rely on waila to tell you your TE is correct because WAILA does it's own syncing. Have your own clientside TE println's to make sure the state is actually set correctly clientside
L1514[11:53:28] <Lordmau5> it is actually right, interesting
L1515[11:53:32] <Lordmau5> welp
L1516[11:53:32] <williewillus> okay
L1517[11:53:38] <Lordmau5> the model is just not being rendered properly then
L1518[11:53:57] <shadekiller666> are there any Iterators that can take two enums as an input and spit out combinations of their keys?
L1519[11:54:11] <Lordmau5> oh wait
L1520[11:54:24] <Wuppy> yas, time to listen to some really bad music xD
L1521[11:54:42] <shadekiller666> like the first time you call iterator.next(), you get the first key in each enum, then next time you call it you get the fisrt key in one enum and the second in another
L1522[11:54:43] <Lordmau5> "block.getExtendedState"
L1523[11:54:45] <Lordmau5> so I have to do
L1524[11:54:57] <Lordmau5> worldObj.getBlockState(getPos()).getBlock().getExtendedBlockState(...)?
L1525[11:55:02] <williewillus> wat
L1526[11:55:06] <Lordmau5> inside the tile
L1527[11:55:17] <williewillus> well you know what your tile's block is, no? :p
L1528[11:55:34] <williewillus> ModBlocks.myTankWall.getExtendedState(world.getBlockState(pos), world, pos)
L1529[11:55:46] <williewillus> getExtendedState doesn't get anything, it "enhances" the state it's passed
L1530[11:56:07] <Lordmau5> so I return state.toString
L1531[11:56:11] <Lordmau5> which just returns "ffs:blockTankFrame"
L1532[11:57:25] <Lordmau5> getExtendedState DOES return it properly though
L1533[11:57:44] <Lordmau5> IBlockState state = FancyFluidStorage.blockTankFrame.getExtendedState(worldObj.getBlockState(getPos()), worldObj, getPos());
L1534[11:57:46] <Lordmau5> that's what I have
L1535[11:58:02] <williewillus> lemme see what botania does to make a render update happen
L1536[11:58:09] <Lordmau5> casting it to IExtendedBlockState doesn't do jackshit
L1537[11:58:49] <williewillus> of course not
L1538[11:58:55] <Lordmau5> *shrugs*
L1539[11:58:58] <williewillus> it's an IEB whether it's in an IBlockState reference or not
L1540[11:59:43] <Lordmau5> I should grab some food before we continue though...
L1541[12:00:05] <Lordmau5> mention me in the message if you have something that looks interesting
L1542[12:00:08] <Lordmau5> I'll be back in like 20mins
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L1544[12:04:51] <williewillus> okay botania platform just calls world.markBlockForUpdate serverside and it happens
L1545[12:04:59] <williewillus> not sure why yours isn't
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L1548[12:05:58] <shadekiller666> if i wanted to get a list/iterator that combines the entries in two enums with each other in all possible ways (like how the forge blockstate system combines values of properties together) would i use a CartesianList?
L1549[12:06:23] ⇨ Joins: ShadowWolf (~ShadowChi@host86-185-68-127.range86-185.btcentralplus.com)
L1550[12:06:31] <shadekiller666> like ENUM1.A, ENUM2.A ... ENUM1.A, ENUM2.B ... etc
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L1552[12:07:18] <undeadparrot> Hi guys
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L1554[12:09:07] <williewillus> shadekiller666: yeah I think
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L1556[12:09:50] ⇨ Joins: Noppes (~Noppes@82-168-99-26.ip.telfort.nl)
L1557[12:09:51] <undeadparrot> In 1.7.x I'm using Forge advancedmodelloader to load objs and then draw them. It works fine in TESRs but I suspect not in ISimpleBlockBlahBlahs because those can't have gl11.start/end calls
L1558[12:09:58] *** manmaed|AFK is now known as manmaed
L1559[12:10:37] <undeadparrot> Is there a way to prevent those, or must I write my own obj renderer?
L1560[12:11:05] <williewillus> not sure
L1561[12:11:12] <williewillus> but if you use the 1.8 OBJLoader you can ;D
L1562[12:11:33] <undeadparrot> GROAN ;D
L1563[12:11:53] <undeadparrot> I will 1.8 when my server does, but for now it kind of needs 1.7.10
L1564[12:12:03] <undeadparrot> so I guess that means dabbling
L1565[12:12:27] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 198 seconds)
L1566[12:12:52] <undeadparrot> also, on an unrelated note, is there a way to find out what mod something comes from? get the modid from an item or block?
L1567[12:13:04] <undeadparrot> besides using the iconname
L1568[12:14:04] <williewillus> yes
L1569[12:14:07] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl)
L1570[12:14:08] <williewillus> the item/block registry
L1571[12:14:17] <williewillus> GameRegistry.findUniqueIdentifierFor(item/block).modid
L1572[12:14:25] <undeadparrot> ahh thank you
L1573[12:14:33] <undeadparrot> that'll help
L1574[12:14:55] *** AbrarSyed is now known as Abrar|gone
L1575[12:15:33] <undeadparrot> I think I might be better off just turning my obj's into hardcoded tesselator calls then, instead of writing a different obj thing
L1576[12:15:52] <undeadparrot> considering that I will eventually just move to 1.8
L1577[12:17:11] <Lordmau5> williewillus, does this look right?
L1578[12:17:12] <Lordmau5> event.modelRegistry.putObject(new ModelResourceLocation("ffs:blockFrame", "normal"), new TankFrameModel());
L1579[12:17:21] <Lordmau5> ffs the mod id, blockFrame the unlocalized name of the block
L1580[12:17:27] <williewillus> not unlocalized name
L1581[12:17:28] <williewillus> registry name
L1582[12:17:33] <Lordmau5> well yea, it has that
L1583[12:17:39] <Lordmau5> same one
L1584[12:17:45] <shadekiller666> ok what the hell
L1585[12:17:53] <williewillus> if your model doesn't look like the missing model that whole part is fine
L1586[12:18:10] <shadekiller666> Lists.cartesianProduct() is private... but Sets.cartesianProduct() isn't
L1587[12:19:02] <williewillus> lol
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L1590[12:19:48] <Lordmau5> brb
L1591[12:20:23] ⇨ Joins: Gaelan (~Gaelan@98.125.177.129)
L1592[12:20:25] <Wuppy> and yet again an example of why you should always have a proper portfolio website and linkedin account, someone who's working at a company which gets students into great companies which is supported by microsoft, autodesk and unreal just contacted me :D
L1593[12:20:54] <undeadparrot> Congratulations!
L1594[12:22:47] <williewillus> fry: back to the pool thing from yesterday, this crashes :/ https://i.gyazo.com/630ad7fc44a88f80c9de1895935cf586.png
L1595[12:23:23] <williewillus> log http://pastebin.com/30NYAiFY
L1596[12:23:29] <Wuppy> thanks :)
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L1599[12:26:30] <Lordmau5> alright back
L1600[12:26:39] <Lordmau5> I am still wondering what else could be wrong that it's not applying the ISBM
L1601[12:26:50] <Lordmau5> all the other things seem fine, no?
L1602[12:26:57] <williewillus> yeah
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L1604[12:27:04] <williewillus> botania just calls markBlockForUpdate serverside and it updates
L1605[12:27:19] <Lordmau5> okay, so no clientside update needed
L1606[12:27:19] <Lordmau5> btw
L1607[12:27:35] <Lordmau5> this is pretty much how I set the tile + block
L1608[12:27:35] <tterrag> fry: you can ignore him
L1609[12:27:35] <Lordmau5> https://i.lordmau5.com/1452623245-534
L1610[12:27:37] <tterrag> we can talk in here
L1611[12:28:11] <williewillus> Lordmau5: why do you make a new TE every time? 0.o
L1612[12:28:24] <Lordmau5> for every single frame block?
L1613[12:28:29] <Lordmau5> upon building the tank?
L1614[12:28:37] <williewillus> ohh that's the valve
L1615[12:28:44] <Lordmau5> the valve is creating the tiles, yes
L1616[12:29:00] <williewillus> where is the part where it actually receives the camo state?
L1617[12:29:13] <Lordmau5> at the beginning pretty much
L1618[12:29:21] <Lordmau5> new TileEntityTankFrame(this, setTiles.getValue());
L1619[12:29:26] <Lordmau5> setTiles.getValue is the BlockState
L1620[12:30:33] <williewillus> hm, not sure how setTE behaves
L1621[12:31:31] <Lordmau5> I can't use addTileEntity, can I
L1622[12:31:37] <Lordmau5> cause that won'T set it on the actual block
L1623[12:31:50] <Lordmau5> ye, that won'T have a BlockPos then, damn
L1624[12:32:02] <Lordmau5> I hate when I write a ' and uppercase right after haha
L1625[12:32:18] <williewillus> why can't you have your frame block return a tile entity the normal way?
L1626[12:32:30] <williewillus> i.e. from createTileEntity
L1627[12:32:34] <Lordmau5> because I need to set the IBlockState somehow?
L1628[12:32:41] <williewillus> and the TE is made for you when you setBlockState
L1629[12:32:49] <williewillus> then you do world.getTileEntity(pos) and set it there
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L1631[12:34:17] <Lordmau5> might have something now
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L1633[12:34:25] <Lordmau5> I got a method to initialize it with the variables
L1634[12:34:35] <Lordmau5> which is being called right after setBlockState in the Valve
L1635[12:35:55] <Lordmau5> \o/ still not doing jackshit
L1636[12:35:57] <Lordmau5> ...
L1637[12:36:17] <Lordmau5> I have a feeling "getDefaultState" is being the cause for this here
L1638[12:36:24] <Lordmau5> worldObj.setBlockState(pos, FancyFluidStorage.blockTankFrame.getDefaultState());
L1639[12:36:52] <williewillus> no, it shouldn't be
L1640[12:37:46] <Lordmau5> hmm
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L1642[12:41:07] <Lordmau5> so the only thing not being called properly is the damn TankFrameModel
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L1644[12:41:38] <Lordmau5> AT LEAST when I break the tank now, it's not setting the blocks to air anymore
L1645[12:41:45] <Lordmau5> but to their original blocks \o/
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L1648[12:48:28] <shadekiller666> williewillus, i understand that the PylonVariant is a property in the BlockPylon's IBS, what determines when the crystal, ring, and gems are shown?
L1649[12:48:56] <shadekiller666> does the natura one only ever show the crystal, and the other two always show everything?
L1650[12:49:30] <williewillus> pylonvariant is just the meta, and each meta has a different grouping. And yes, natura only is the crystal, the others show everything
L1651[12:49:43] <williewillus> the groups are just rendered in separate steps in the tesr for animation
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L1653[12:52:00] <Lordmau5> why
L1654[12:52:02] <Lordmau5> am I so stupid
L1655[12:52:02] <Lordmau5> why
L1656[12:52:15] <williewillus> what is it?
L1657[12:52:19] <Lordmau5> BlockStateMapper?
L1658[12:53:18] <Lordmau5> I mean, it *kinda* works! https://i.lordmau5.com/1452624788-536
L1659[12:53:47] <williewillus> what's wrong with it?
L1660[12:53:56] <williewillus> other than the fact that it says it's both valid and invalid in waila
L1661[12:54:08] <Lordmau5> nothing anymore
L1662[12:54:10] <williewillus> so the camo works?
L1663[12:54:11] <williewillus> awesome
L1664[12:54:11] <Lordmau5> I forgot the blockstatemapper
L1665[12:54:12] <Lordmau5> apparently
L1666[12:54:21] <Lordmau5> well, lighting is something that doesn't really work yet, but it's fine so far
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L1668[12:54:59] <williewillus> oh hm, I didn't really consider that for mine, not sure how returning an empty model for some render passes affects the lighting
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L1670[12:56:36] <Wuppy> aw shiet
L1671[12:56:49] <Wuppy> 3 minutes before getting tickets to one of the best festivals this year
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L1673[12:58:43] MineBot sets mode: +v on RichardG
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L1679[13:03:50] <Wuppy> FFS website isn't working
L1680[13:04:01] <Wuppy> so high demand shit's not loading
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L1691[13:27:18] <Mowmaster> So can I still use codechickencore to load mods in my dev instance?
L1692[13:32:35] <Lordmau5> what about cloudflare Wuppy
L1693[13:32:45] <Wuppy> already got them :)
L1694[13:33:32] <Wuppy> although I'd doubt cloudfalre would work
L1695[13:33:42] <Wuppy> considering it came on 30 minutes ago
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L1700[13:46:20] <Lordmau5> urgh
L1701[13:46:32] <williewillus> things not working? :p
L1702[13:46:33] <Lordmau5> so why the hell do does my stuff invalidate after a few seconds
L1703[13:46:35] <Lordmau5> ye, kinda, idk why
L1704[13:46:41] <Lordmau5> renders things fine
L1705[13:46:48] <Lordmau5> but has issues with the tank in general at some parts
L1706[13:46:49] <williewillus> like the TE invalidates?
L1707[13:46:55] <Lordmau5> kind of? idk
L1708[13:46:59] <williewillus> probably because you set it manually :p
L1709[13:47:06] <Lordmau5> I am not ~~
L1710[13:47:15] <Lordmau5> I told you before, that I went for a custom method to set the variables
L1711[13:48:00] <williewillus> what's wrong with doing the TE the normal way, the using normal accessor and setter methods?
L1712[13:48:04] <williewillus> *then
L1713[13:48:22] <Lordmau5> what should be wrong with it?
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L1715[13:48:57] <williewillus> generally, blocks are close to their TE's and manually setting and removing TE's usually results in leaks or errors or strange issues like yours
L1716[13:49:02] <williewillus> mainly leaks
L1717[13:49:05] <Lordmau5> I am not setting tiles, I told you
L1718[13:49:14] <williewillus> then what is world.setTileEntity()?
L1719[13:49:22] <Lordmau5> Should I meme horribly now?
L1720[13:49:35] <williewillus> in that code you pasted a while ago
L1721[13:49:35] <Lordmau5> *What if I told you, that I actually removed that function? - Would you go for the red or the blue pill?*
L1722[13:49:39] <Lordmau5> ye, things update, you know? :p
L1723[13:50:05] <Lordmau5> semi-working code is even on my github now, and it does *not* contain the setTileEntity bullsh1t anymore https://github.com/Lordmau5/FFS/tree/1.8_-_I_hate_myself
L1724[13:50:19] <Lordmau5> but I pretty much have this issue now https://i.lordmau5.com/1452628130-538
L1725[13:51:03] <williewillus> so is the valve not rendering right?
L1726[13:51:15] <Lordmau5> tank is not built properly
L1727[13:51:21] <Lordmau5> so basically different types of issues
L1728[13:51:26] <williewillus> ah wait, does the valve have meta values?
L1729[13:51:31] <Lordmau5> no it does not
L1730[13:51:35] <williewillus> hm nvm then
L1731[13:51:36] <Lordmau5> why would it have meta values?
L1732[13:51:41] <Lordmau5> nothing render related
L1733[13:51:50] <williewillus> no idea then :p
L1734[13:51:52] <Lordmau5> it's logic-code in the tank that errors, but I doubt you can assist on that
L1735[13:51:56] <williewillus> yeah
L1736[13:51:59] <Lordmau5> ye, guessed that much... fucking hell, why is this bullshit happening
L1737[13:52:11] <Lordmau5> I should've stayed on 1.7.10 where things actually worked
L1738[13:52:42] <williewillus> calm down :p
L1739[13:52:57] <Lordmau5> NOW THE TANK BUILT ITSELF
L1740[13:52:59] <williewillus> the actual hard part of 1.8 (rendering) you already got over with
L1741[13:53:05] <Lordmau5> just randomly it's like "okay, sure, let me just work now"
L1742[13:53:07] <williewillus> these kinds of logic bugs happen every mc version
L1743[13:53:39] <Lordmau5> and it doesn't work anymore
L1744[13:54:08] <Lordmau5> fml
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L1746[13:54:17] <Lordmau5> I remember why I went on a hiatus
L1747[13:55:11] <williewillus> go take a break :p
L1748[13:55:30] <Lordmau5> it's not getting in my head
L1749[13:55:35] <Lordmau5> why would it now, all of the sudden, just not work anymore?
L1750[13:56:26] <williewillus> use debug mode and breakpoints, trace and step through the whole tank construction logic starting from when you right click the valve
L1751[13:56:45] <williewillus> !gm func_176203_a
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L1753[13:59:02] <Flashfire> I'm having trouble modifying this ISmartBlockModel example for a non-cube block https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelBakeEventDebug.java
L1754[13:59:12] <Lordmau5> kinda broke down the issue
L1755[13:59:18] <Lordmau5> it seems to work fine on 3x3x3 and 4x4x4 tanks
L1756[13:59:31] <Lordmau5> 5x5x5 and shit goes wild -> tank builds for a split second, but then goes invalid again
L1757[13:59:56] <williewillus> kk, so what kind of code in there would only run if the tank is that big
L1758[14:00:09] <Lordmau5> nothing really
L1759[14:00:17] <Lordmau5> the same code that would run if it's 3x3x3 or even 32x32x32
L1760[14:00:23] <Flashfire> I have changed the size in createSidedBakedQuad to the size of my block but the faces are still on the edges
L1761[14:01:44] <williewillus> Flashfire: what kind of thing are you generating?
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L1763[14:01:52] <Flashfire> I'm generating a button
L1764[14:02:00] <williewillus> ...
L1765[14:02:06] <williewillus> and why is the vanilla button model not sufficient?
L1766[14:02:08] <Flashfire> The faces are now the right size, but the coordinates of them are on the edges
L1767[14:02:28] <Flashfire> Because, as I mentioned yesterday, I need to use ISBM because this button adopts the texture of the connected block
L1768[14:02:39] <williewillus> yeah but I thought you got it to retexture right
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L1770[14:02:43] <williewillus> the only thing left was rotating
L1771[14:02:48] <Flashfire> That's right
L1772[14:02:56] <williewillus> this sounds like a way too overcomplicated fix for a simple issue
L1773[14:02:59] <Flashfire> I know
L1774[14:03:03] <williewillus> so why :p
L1775[14:03:08] <Lordmau5> also getting a NPE on some method call that I never ever had stuff on before
L1776[14:03:11] <Flashfire> But it's the only way I can think of other than making a model for every EnumFacing
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L1778[14:03:22] <williewillus> just rotate the model 0.o
L1779[14:03:45] <Flashfire> If it was that easy I would have figured it out :(
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L1781[14:04:02] <williewillus> it's literally wrapping into a perspective model
L1782[14:04:06] <williewillus> with a trsr that rotates it
L1783[14:04:15] <Flashfire> The trsr is the part I don't understand
L1784[14:04:24] <williewillus> a TRSR is just what the name is
L1785[14:04:27] <Flashfire> I can't find any examples by searching
L1786[14:04:34] <williewillus> a Translate, Rotate, Scale, and Rotate
L1787[14:04:38] <williewillus> lemme send you one hold on
L1788[14:04:51] <williewillus> it's the botania floating flowers, they have to grab an item model, translate it, then attach it to another model
L1789[14:04:58] <Flashfire> Thanks a lot
L1790[14:06:14] <williewillus> this won't match your usecase exactly, but should give you an idea what to do
L1791[14:06:15] <williewillus> https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/model/FloatingFlowerModel.java#L121-L175
L1792[14:06:37] <williewillus> the flower quads are transformed using method transform()
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L1794[14:07:25] <Flashfire> Thanks! I will try this
L1795[14:07:31] <williewillus> you just want to switch out my TRSR (which is a translate and scale) with one that rotates
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L1797[14:17:36] <Lordmau5> so it appears that on world-load the IBlockState of things I gather is null
L1798[14:17:39] <Lordmau5> which causes a NPE
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L1803[14:26:55] <shadekiller666> TESRs work better if you bind them with the ClientRegistry first
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L1807[14:34:26] <Flashfire> How do they work better? Do you mean they're easier to implement?
L1808[14:34:57] <McJty> The actually do something then
L1809[14:35:09] <McJty> They
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L1811[14:35:56] <McJty> What is the recommended way to check if an itemstack is coal/charcoal
L1812[14:35:57] <McJty> ?
L1813[14:36:29] <McJty> I see Items.coal but there doesn't appear to be an equivalent for charcoal
L1814[14:36:45] <Lordmau5> if a IBlockState is null - can I automatically assume it's an air block?
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L1817[14:37:52] <Lordmau5> oh wait, derp
L1818[14:38:00] <Lordmau5> world.isAirBlock doesn't require the blocksate
L1819[14:38:04] <Lordmau5> blockstate*
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L1822[14:40:37] <Lordmau5> https://i.lordmau5.com/1452631218-541 what the actual ...
L1823[14:40:51] <undeadparrot> I'm tempted to write a Tesselator code export for Blender
L1824[14:41:16] <tterrag> ...dont do that
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L1826[14:41:47] <undeadparrot> There's already one? I know it's kind of hideous to hardcode models
L1827[14:41:56] <tterrag> no...just use the OBJ loader
L1828[14:42:09] <undeadparrot> OBJ loader doesn't play well with ISimpleRenderBlah
L1829[14:42:27] <undeadparrot> well
L1830[14:42:27] <tterrag> ...what?
L1831[14:42:30] <tterrag> are you in 1.7.10?
L1832[14:42:31] <undeadparrot> this is 1.7.10
L1833[14:42:32] <undeadparrot> yes
L1834[14:42:33] <undeadparrot> lol
L1835[14:42:34] <undeadparrot> sorry
L1836[14:42:38] <undeadparrot> I keep getting this!
L1837[14:42:57] <tterrag> https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/client/render/SimpleModelRenderer.java
L1838[14:42:57] <undeadparrot> I will use obj loader when I upgrade to 1.8 ;)
L1839[14:43:41] <tterrag> wait, let me find a simpler example
L1840[14:43:49] <undeadparrot> techneutil
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L1842[14:44:10] <tterrag> https://gist.github.com/RainWarrior/9573985
L1843[14:44:19] <tterrag> that's what I based my code on
L1844[14:45:03] <undeadparrot> Util.renderWithIcon
L1845[14:45:04] <undeadparrot> Util?
L1846[14:45:09] <tterrag> it's in the gist
L1847[14:45:10] <tterrag> read
L1848[14:45:20] <undeadparrot> ahh
L1849[14:45:22] <tterrag> and yes, I generalized my code to render by single GroupObjects
L1850[14:45:24] <undeadparrot> I see
L1851[14:45:28] <tterrag> which is what I parse techne models in to
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L1853[14:45:55] <undeadparrot> hmm
L1854[14:46:02] <tterrag> also added code for custom vertex transforms
L1855[14:46:08] <tterrag> and diffuse lighting
L1856[14:46:14] <tterrag> you can use my code if you want, but a lot of it is probably overkill
L1857[14:46:19] <undeadparrot> I'll try and do something with this
L1858[14:46:25] <undeadparrot> well
L1859[14:46:26] <undeadparrot> tomorrow
L1860[14:46:42] <undeadparrot> for now, I've spent a whole half an hour or so with my bastard obj converter
L1861[14:47:01] <undeadparrot> so I'm going to just leave it at that until tomorrow ;p.
L1862[14:47:10] <tterrag> well, that's why you ask first instead of assuming it's impossible :P
L1863[14:47:15] <undeadparrot> but thanks. this is a refreshing piece of code
L1864[14:47:50] <undeadparrot> well I knew it was POSSIBLE but it seemed much more work than this, and I didn't want to exert much energy on it if I was going to ditch it for 1.8 models in a few months anyway
L1865[14:48:07] <tterrag> parsed obj models are just a list of vertices
L1866[14:48:21] <tterrag> it's obviously pretty easy to translate that to ISBRH code
L1867[14:48:38] <undeadparrot> yes
L1868[14:48:42] <undeadparrot> I got confused with all the IModel interface things and ran away
L1869[14:48:48] <undeadparrot> I am a Java sissy
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L1871[14:49:48] <HassanS6000> !gm func_181662_b
L1872[14:49:56] <HassanS6000> !gm func_181662_b 1.8
L1873[14:49:59] <HassanS6000> !gm func_181662_b 1.8.8
L1874[14:50:16] <HassanS6000> !gm func_181675_d 1.8.8
L1875[14:50:29] <HassanS6000> !gm func_181673_a 1.8.8
L1876[14:50:47] <undeadparrot> this is what I'm working on.
L1877[14:50:47] <undeadparrot> http://i.imgur.com/8tsUrcD.jpg
L1878[14:50:47] <undeadparrot> http://i.imgur.com/jrRzihz.jpg
L1879[14:50:47] <undeadparrot> http://i.imgur.com/JyjYSaI.jpg
L1880[14:50:47] <undeadparrot> http://i.imgur.com/QHgaeHG.jpg
L1881[14:50:52] <HassanS6000> !gm func_181668_a 1.8.8
L1882[14:51:05] <killjoy> looks like an easil
L1883[14:51:08] <HassanS6000> !gf field_181707_g
L1884[14:51:11] <undeadparrot> indeed 'tis
L1885[14:51:17] <killjoy> HassanS6000, !dc
L1886[14:51:21] <HassanS6000> !dc
L1887[14:51:30] <HassanS6000> !gm func_181673_a
L1888[14:51:35] <undeadparrot> https://images.discordapp.net/.eJwNyG0OgyAMANC7cABK-Zp4mwaXuWwUY2tINN59ez_fZY79a2azqm4yAyxvqX1frARLjc7ONMTW3oBUqa7tySqAAQv6XMKE6eFSdvivjCVi8slN0UcsHg7-cB9sN36Z-wf1GSAj.vW0clN58m1mfMiTsvoaQSRilvaQ.png?width=400&height=239
L1889[14:51:35] <killjoy> or #mcpbot
L1890[14:51:43] ⇨ Joins: AresWg (~quassel@ipv6.madjake45.me)
L1891[14:51:47] <undeadparrot> decided to start modding so I could make my own painting s
L1892[14:52:01] <HassanS6000> !gm func_181662_b
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L1894[14:52:21] <AresWg> When im trying to do gradlew setupDecompWorkspace does anyone know why it fails when it says java heap space?
L1895[14:52:23] <HassanS6000> !gm func_181668_a
L1896[14:52:38] <undeadparrot> sounds like it ran out of memory
L1897[14:52:43] <undeadparrot> ;s
L1898[14:52:43] <HassanS6000> !gf field_181707_g
L1899[14:52:55] <AresWg> but i have 12 gb >.>
L1900[14:52:59] <HassanS6000> !gm func_181673_a
L1901[14:53:13] <killjoy> HassanS6000, /join #mcpbot
L1902[14:53:18] <killjoy> do that there
L1903[14:53:20] <HassanS6000> killjoy, kk
L1904[14:53:26] <heldplayer> HassanS6000: or just message the bot
L1905[14:55:07] <tterrag> AresWg: http://mcforge.readthedocs.org/en/latest/gettingstarted/#from-zero-to-modding
L1906[14:55:08] <tterrag> read the note
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L1909[14:59:22] <AresWg> I did what it said and created the file, and added the information but it sill did the same error
L1910[14:59:27] <Flashfire> I can't seem to figure out rotation with TRSRTransformation
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L1913[15:02:22] <AresWg> tterrag: this is what i keep getting http://puu.sh/mtn1i/2c1f1ac94f.png
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L1915[15:03:25] <tterrag|away> weird
L1916[15:03:28] <tterrag|away> not sure
L1917[15:03:33] <tterrag|away> try with --stacktrace then ask #ForgeGradle
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L1919[15:11:53] <shadekiller666> well, i got williewillus' Botania pylon models to render their groups properly, but the textures are missing...
L1920[15:12:31] <Flashfire> I'm trying to use that as an example for TRSR
L1921[15:12:40] <Flashfire> But the rotation never turns out right
L1922[15:13:07] <Flashfire> It's always rotated wrong on one access or translated
L1923[15:13:11] <Flashfire> axis*
L1924[15:14:28] <killjoy> How good are you at making blaster noises? https://www.youtube.com/watch?v=w2QkUoP96LE
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L1927[15:17:58] <shadekiller666> flashfire, after passing the rotation into the TRSRTransformation, set the variable to TRSRTransformation.blockCornerToCenter(<variable>)
L1928[15:18:18] <shadekiller666> that will make it rotate on the center of the block, instead of the corner closest to 0,0,0
L1929[15:19:10] <AresWg> I still get the same error http://puu.sh/mtnha/36aa60852d.txt
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L1931[15:19:46] <Flashfire> @shadekiller666 I was already using that actually
L1932[15:20:03] <Flashfire> I found a couple value combinations that work
L1933[15:20:04] <shadekiller666> ok
L1934[15:20:11] <Flashfire> But only a couple
L1935[15:20:31] <Flashfire> It's a button so sometimes it rotates and it's vertical instead of horizontal
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L1940[15:25:15] <minecreatr> is it safe to reference the class of an object that contains client side code on the server?
L1941[15:25:41] <diesieben07> Not always
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L1943[15:26:59] <Flashfire> Is there a different between leftRot and rightRot in TRSR?
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L1945[15:27:08] <Flashfire> They're both giving me the same results
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L1947[15:27:23] <minecreatr> well, lets say I have the class SomeClass { List<BakedQuad> quadList }, could I safely use SomeClass.class on the server side?
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L1949[15:27:48] <Flashfire> I don't believe so
L1950[15:27:56] <Flashfire> I think you would get a class not found exception
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L1952[15:28:27] <diesieben07> in this special cause you would not because of erasure
L1953[15:28:28] <minecreatr> wouldn't that only be if I annotated the class with @SideOnly?
L1954[15:28:42] <diesieben07> but if the class realyl referenced BakedQuad it would crash
L1955[15:28:52] <minecreatr> hmm, ok
L1956[15:29:07] <minecreatr> what if I were to have a @SideOnly annotation on the field?
L1957[15:29:34] <diesieben07> you could do that, but you really need to know what you are doing if you use the annotation
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L1961[15:34:27] <shadekiller666> @SideOnly doesn't make a custom method only exist on a side, its used for vanilla methods, and should be used when overriding methods that are defined as SideOnly
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L1963[15:34:34] <Shuetox> Can someone explain what the two parameters in GlStateManager.alphaFunc is?
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L1965[15:34:48] <Shuetox> is it correct in that it have to do with how accurate it supposed to be?
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L1971[15:37:46] <Flashfire> Is there an example of a TRSR rotation anywhere? I'm using trial and error to find the right combinations and it's not going very well
L1972[15:37:47] <AresWg> I got it to work tterrag|away had to go to 1.8.8
L1973[15:38:23] <Shuetox> TRSR?
L1974[15:38:59] <Flashfire> TRSRTransformation
L1975[15:39:14] <Flashfire> It takes Quat4f parameters for rotation
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L1977[15:40:20] <diesieben07> do you jsut wnat to rotate?
L1978[15:40:36] <Flashfire> I want to rotate a button model depending on facing
L1979[15:41:07] <diesieben07> TRSRTransformation has a constructor that takes just EnumFacing
L1980[15:41:14] <Flashfire> ...
L1981[15:41:19] <Flashfire> Wow
L1982[15:41:30] <Flashfire> Thanks for that
L1983[15:41:59] <diesieben07> and since the API probably expects a ITransformation you can use the constants in ModelRotation as well
L1984[15:42:10] <Flashfire> Alright
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L1987[15:44:00] <Flashfire> It's not working properly using the enumfacing argument
L1988[15:44:14] <Temportalist> MalkContent you around?
L1989[15:44:21] <Flashfire> It's translating a block away and the facing is different
L1990[15:44:28] <diesieben07> well, what facing argument are you giving it?
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L1993[15:44:31] <Flashfire> That may be because the default button state is down
L1994[15:44:33] <diesieben07> it's the acis
L1995[15:44:36] <diesieben07> *axis
L1996[15:44:39] <Flashfire> I tried a few different ones
L1997[15:44:51] <diesieben07> if you give it down, it will rotate rotate 90° on the x axis
L1998[15:45:02] <Flashfire> I see
L1999[15:45:16] <Flashfire> So if I am starting with a down facing, how would I alter it?
L2000[15:45:29] <diesieben07> you mean you want your block to face down?
L2001[15:45:45] <Flashfire> I meant up but the button is on the floor
L2002[15:46:15] <diesieben07> well, think about it, which axis do you need to rotate around then?
L2003[15:46:38] <shadekiller666> i would suggest using the ModelRotation like diesieben07 said
L2004[15:46:52] <diesieben07> yes, but that leaves the same thing
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L2007[15:46:58] <diesieben07> you still have to know which axis you wnat to rotate around
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L2009[15:47:59] <Flashfire> Well when I make it down, a button facing up is rendered south and offset z - 1
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L2011[15:48:20] <diesieben07> diesieben07> if you give it down, it will rotate rotate 90° on the x axis
L2012[15:48:21] <Flashfire> Not sure how to deal with the offset
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L2014[15:48:39] <diesieben07> how do you apply this transformation anyways?
L2015[15:48:51] <Flashfire> https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/model/FloatingFlowerModel.java#L121-L175
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L2017[15:49:05] <Flashfire> Using this method but without the translation and scale
L2018[15:49:12] <Flashfire> And adding rotation instead
L2019[15:49:52] <MalkContent> Temporalist: yep
L2020[15:50:27] <diesieben07> is there nothing in forge already? ;O
L2021[15:50:42] <MalkContent> Temportalist *
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L2023[15:50:59] <Temportalist> if you are still interested, can you join #Temportalist?
L2024[15:51:26] *** tterrag|away is now known as tterrag
L2025[15:51:27] <Flashfire> Well I tried to use the debug class as a start but that was even more difficult to figure out and I gave up because the existing code only works with full cubes
L2026[15:51:32] <MalkContent> xD i joined #Temportalist? . fantastic
L2027[15:52:49] <diesieben07> Flashfire, really, you should be able to give forge a transformation when generating your quads. or how are you generating your model?
L2028[15:52:57] * diesieben07 is really not experienced here.
L2029[15:53:00] <tterrag> can anyone think of a cleaner solution than this? https://github.com/Chisel-Team/Chisel/blob/1.8/dev/src/main/java/team/chisel/api/block/ChiselBlockBuilder.java#L70
L2030[15:53:00] <tterrag> trying to use the new registryname stuff in Block
L2031[15:53:00] <tterrag> but still having to do some ugly string operations
L2032[15:53:46] <Flashfire> I start with the button model, apply the texture from the block it's connected to, make a new custom model and in the constructor apply this transformation
L2033[15:54:34] <Flashfire> It's got some redundant code from me trying to do this in so many different ways and I plan to remove it after I finally get this working
L2034[15:55:10] <shadekiller666> lex, tterrag is having trouble using the new registry name stuff
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L2036[15:55:32] <tterrag> not trouble...just trying to figure out the best way TO use it :P
L2037[15:57:44] <Flashfire> Are rotations supposed to translate the render of my block or does that mean I did something wrong in my model?
L2038[15:58:04] <Flashfire> A lot of the rotations move the render to the block beside it
L2039[15:59:25] <Flashfire> Most*
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L2042[16:06:45] <gigaherz> tterrag: my assumption was to use it more like
L2043[16:06:52] <gigaherz> String name = modid+".blockname";
L2044[16:06:58] <gigaherz> setUnlocalizedName(name);
L2045[16:07:09] <gigaherz> setRegistryName(blockname);
L2046[16:07:28] <tterrag> but setRegistryName requires two strings
L2047[16:07:40] <gigaherz> hmm?
L2048[16:07:42] <diesieben07> no it doesn't.-
L2049[16:07:44] <diesieben07> there are 2 versions
L2050[16:07:58] <diesieben07> one prefixes the modID if not there
L2051[16:08:19] <gigaherz> oops I meant to type: String name = modid+"."+blockname;
L2052[16:09:20] <diesieben07> yeah thats correct
L2053[16:09:29] <diesieben07> then you can just do registerBlock(block) and it will get the nam efrom that.
L2054[16:09:43] <diesieben07> GameRegistry.registerBlokc that is
L2055[16:09:49] <gigaherz> with a constructor looking like "public BlockWhatever(String blockname)"
L2056[16:09:56] <gigaherz> so that you can reuse the same class/inherit
L2057[16:10:07] <tterrag> diesieben07: yes, but I support a custom domain, so I need to respect that
L2058[16:11:09] <diesieben07> custom domain?
L2059[16:12:06] <tterrag> yeees?
L2060[16:12:43] <diesieben07> you mean your blocks are not registered under your ModID?
L2061[16:13:27] <tterrag> they are, because I give it my modid as the domain
L2062[16:14:15] <diesieben07> then i don't know wtf you are talking about.
L2063[16:14:40] <tterrag> besides, even if I used that method it doesn't solve my problem
L2064[16:15:03] <diesieben07> how so?
L2065[16:15:38] <tterrag> because I still need to get an unloc name from the regsitry name
L2066[16:15:47] <diesieben07> no
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L2068[16:16:33] <diesieben07> public BlockWhatever(String blockname) { setUnlocalizedName(MyMod.ID + blockname); setRegistryName(blockname); } later: GameRegistry.registerBlock(new BlockWhatever("nameHere"))
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L2080[16:27:40] <gr8pefish> So without going into specifics, unless y'all want them, the FMLCommonHandler.instance().bus() says it is deprecated, and MinecraftForge.EventBus is the same thing now. But when I register one of my handlers on Forge I get an error and with FML I don't. 2 things: 1) Is it fine to leave it like that for 1.8.9 and just fix it for 1.9? 2) Is that more likely on my end or forge's? Just so I know to post an issue if it is forge.
L2081[16:28:40] <diesieben07> what error do you get? you shouldn't get one.
L2082[16:29:56] <gr8pefish> It's a super odd one, let me grab it for you. It could definitely be on my end so you are aware, I know I'm doing ugly things with the relevant code.
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L2085[16:32:13] <btreptow1> Has anyone used / seen a service/program that could be used to manage dependencies for a modpack? e.g. requires latest forge, needs some core plugin, doesn't work with such plugin, and uses 'x','y','z' keys?
L2086[16:33:53] <diesieben07> ATLauncher / FTB Launcher does stuff like that
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L2088[16:35:11] <gr8pefish> diesieben07, Its a NPE with [Netty Local Client IO #1/ERROR]: SimpleChannelHandlerWrapper exception. The specific line of code it references is mine, and the NPE doesn't exist with FML bus and it shouldn't exist.
L2089[16:35:25] <diesieben07> show your code and the actual crash...
L2090[16:37:04] <btreptow1> @diesieben07 like they tell you say, Thermal Foundation requires CoFH Core?
L2091[16:37:19] <diesieben07> Forge does that already.
L2092[16:37:21] <gr8pefish> Mid-refactor so I apoligize for messiness: Well the crash is NPE pointing to this on log-in: https://github.com/gr8pefish/IronBackpacks/blob/master-1.8.9/src/main/java/main/ironbackpacks/proxies/CommonProxy.java#L181
L2093[16:37:48] <diesieben07> don't use getEntityData.
L2094[16:38:01] <diesieben07> where do you call updateEquippedBackpack from?#
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L2096[16:38:15] <gr8pefish> https://github.com/gr8pefish/IronBackpacks/blob/master-1.8.9/src/main/java/main/ironbackpacks/events/IronBackpacksEventHandler.java#L684
L2097[16:38:22] <gr8pefish> Why not getEntityData?
L2098[16:38:32] <diesieben07> it's ugly, IExtendedEntityProperties is a much nicer API
L2099[16:38:41] <gigaherz> easy to use too
L2100[16:38:44] <gr8pefish> Kay, I'll switch over
L2101[16:39:07] <diesieben07> adn... that should not cause an NPE...
L2102[16:39:32] <gr8pefish> Yeah, it's puzzling me too :P
L2103[16:39:59] <diesieben07> use a debugger to find out
L2104[16:40:09] <gigaherz> gr8pefish: for reference
L2105[16:40:09] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/entitydata/DiscoveryEntityData.java
L2106[16:40:18] <gigaherz> this is a little IEEP example I made yesterday
L2107[16:40:29] <gigaherz> that I don't actually use in my mod yet XD
L2108[16:40:29] <gr8pefish> Coolio, thank you!
L2109[16:40:54] <gigaherz> all you have to do is call YourEntityData.init() from your initialization code (pre-init works)
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L2111[16:41:13] <gigaherz> and then whenever you have to access the entity data
L2112[16:41:22] <gigaherz> you just do YourEntityData.get(entity)
L2113[16:41:26] <gigaherz> and it returns the IEEP instance
L2114[16:41:30] <OrionOnline> For some reason my TextureAtlasSprite is drawn as a grey square...
L2115[16:41:33] <OrionOnline> Not so nice
L2116[16:41:37] <gigaherz> eh .register()
L2117[16:41:46] <gr8pefish> right on
L2118[16:42:43] <gigaherz> ifit's not obvious, you can get rid of the "discoveries" map and the getKnowledgeKeys() method
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L2120[16:42:50] <gigaherz> I decided to use achievements instead of that
L2121[16:42:51] <gigaherz> ;P
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L2123[16:43:17] <TehNut> gr8pefish: If you look at my branch, I actually used that
L2124[16:43:33] <TehNut> I never got around to syncing it to the client though
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L2126[16:43:41] <gigaherz> oops the playerTickEvent at the bottom is a copypasta
L2127[16:43:49] <gr8pefish> TehNut, Ah so you did, that makes things even easier :)
L2128[16:44:12] <TehNut> But yeah, IEEP's are handy
L2129[16:44:21] <gigaherz> also for reference: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/entitydata/SpellcastEntityData.java
L2130[16:44:24] <gigaherz> much messier one
L2131[16:44:29] <gigaherz> full with sync packets
L2132[16:44:42] <gigaherz> I use that one to keep track of the spells the players are casting
L2133[16:44:49] <gigaherz> so that I can do the client-side rendering for other players
L2134[16:44:59] <gr8pefish> good reference still as a more complex one
L2135[16:45:25] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/network/SpellcastSync.java
L2136[16:45:28] <gigaherz> and the corresponding packet
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L2138[16:46:06] <gigaherz> yeah it's just not what I'd use to show off my programming skills ;p
L2139[16:46:23] <Flashfire> Does anyone know why applying TRSR rotations to a custom button model would translate it to a block beside it?
L2140[16:46:42] <OrionOnline> Boeh yeah got the texture rendering properly
L2141[16:46:43] <OrionOnline> :P
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L2149[17:00:38] <shadekiller666> O.O Amazon is now selling all video games at like 20% off to Prime members in the US up until two weeks after the game's release
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L2151[17:04:31] <Shuetox> is it possible to have conditional durability bars on items?
L2152[17:04:39] <TehNut> yes
L2153[17:04:53] <Shuetox> and pointers on how?
L2154[17:04:56] <Shuetox> any*
L2155[17:05:03] <TehNut> showDurabilityBar(ItemStack stack) {}
L2156[17:05:18] <TehNut> then getDurabilityForDisplay(ItemStack stack)
L2157[17:05:35] <Shuetox> oooh
L2158[17:05:37] <Shuetox> thanks alot
L2159[17:05:49] <Shuetox> that was easier than i expected :P
L2160[17:05:54] <TehNut> :p
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L2166[17:18:48] <Darva> I'm having trouble with getting an access transformer to apply to a method. I got all of the field ones to work, but none of the permutations i've tried have gotten the method one to work. I'm using: "public net.minecraft.world.gen.ChunkProviderGenerate func_147423_a (int, int, int)"
L2167[17:19:54] *** mumfrey is now known as Mumfrey
L2168[17:20:29] <xaero> !gm func_147423_a
L2169[17:20:49] <Darva> That the actual name of the function, it doesn't get deobfuscated. heh.
L2170[17:20:52] <xaero> use the AT line that mcpbot gives
L2171[17:21:11] <Darva> It'll give 1.8.9 stuff tho won't it? This is actually 1.7.10
L2172[17:21:26] <xaero> oh, well do !gm <func> 1.7.10
L2173[17:21:54] <Darva> !gm func_147423_a 1.7.10
L2174[17:22:13] <xaero> signatures are written compactly with single letter type signifiers, not 3 letter words
L2175[17:22:14] <Darva> ok, thats aweseome. How did i not know about that before.
L2176[17:22:34] <Darva> Ahh, i couldn't find any reference that explained that, and i spent 2-3 hours searching.
L2177[17:23:24] <Darva> I'm guessing that's something that's been that way for a long time, and i would have had to look for information on older versions to find it out explicitly?
L2178[17:24:10] <bspkrs> those are the bytecode type identifiers
L2179[17:24:55] <Darva> Ahh, makes sense.
L2180[17:25:18] <bspkrs> primitives all use single letter codes, objects use longer Jqualified.path.to.Object;
L2181[17:25:18] <bspkrs> er
L2182[17:25:20] <bspkrs> L
L2183[17:25:22] <bspkrs> not J
L2184[17:25:27] <bspkrs> J is boolean
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L2186[17:27:27] <Darva> yay, it works! Back to writing actual code! Thanks.
L2187[17:28:19] <Flashfire> Does anyone know how I can apply TRSR rotations to a custom button block without translating the render to a different blockpos?
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L2190[17:40:30] <shadekiller666> flashfire, got a link to your code?
L2191[17:40:52] <Flashfire> Hold on
L2192[17:42:27] <Flashfire> It has a lot of unnecessary stuff because I tried to get this to work in different ways
L2193[17:42:30] <Flashfire> https://gist.github.com/Samuel-Harbord/e4a771cdf878d7a25355
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L2195[17:43:08] <Flashfire> 191 - 193 is where the TRSR transformation is
L2196[17:45:43] <Flashfire> The button itself is fine but rotations are only right for the default facing and otherwise it goes to another side and usually gets translated to an adjacent block
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L2199[17:46:24] <shadekiller666> Flashfire, you said that that TRSR starts as pointing DOWN right?
L2200[17:46:43] <shadekiller666> or, BlockHiddenButton.FACING does
L2201[17:46:47] <Flashfire> I meant up but I have since changed it to north like most blocks to see if it worked and it didn't
L2202[17:46:56] <shadekiller666> ok
L2203[17:47:01] <Flashfire> So north is fine but any other facing is wrong
L2204[17:47:15] <Flashfire> Actually north is only fine if I use getOpposite
L2205[17:48:20] <shadekiller666> do me a favor, set a breakpoint on line 195, when it hits, copy and paste the output of transform.toString() (you should be able to just select it in your debug mode and have it print for you)
L2206[17:48:33] <Flashfire> What facing do you want me to place the button on?
L2207[17:48:33] <shadekiller666> paste it into a gist or something
L2208[17:49:03] <shadekiller666> do it for all of them, i have a suspicion that i ran into yesterday and i'm wondering if this is related
L2209[17:49:08] <Flashfire> Ok
L2210[17:49:12] <Flashfire> Hold on
L2211[17:54:06] <Flashfire> Here https://gist.github.com/Samuel-Harbord/95436c32dfdabfe1cd03
L2212[18:02:40] <OrionOnline> Finally a working ledger port to 1.8
L2213[18:02:43] <OrionOnline> Now i can go to bed
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L2218[18:06:40] <shadekiller666> Flashfire, hmmm
L2219[18:06:47] <shadekiller666> what exactly is the issue?
L2220[18:06:54] <undeadparrot> registry
L2221[18:06:56] <shadekiller666> how is it rotating currently?
L2222[18:07:01] <undeadparrot> woops
L2223[18:07:35] <Flashfire> I described it earlier
L2224[18:08:18] <Flashfire> North goes to south and translates x - 1
L2225[18:08:38] <Flashfire> East goes to west and translates z - 1
L2226[18:08:44] <shadekiller666> and this is supposed to mimick a standard button right?
L2227[18:08:56] <shadekiller666> and be placed in the same way?
L2228[18:08:59] <Flashfire> Yes but have a texture that changes to the block it's connected to
L2229[18:09:04] <shadekiller666> ok
L2230[18:09:05] <Flashfire> Yes, but I changed it to north from up
L2231[18:09:15] <Flashfire> Where up is on the floor pointing up
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L2233[18:09:47] <mrkirby153> How do I draw a button when the chat window is displayed?
L2234[18:10:33] <Flashfire> Look at GuiMainMenu
L2235[18:10:38] <tterrag> hook GuiOpenEvent
L2236[18:11:24] <Flashfire> ^ trust him over me, I'm not that experienced
L2237[18:12:43] <shadekiller666> Flashfire, this is the point where i usually erase things and start over, the point at which theres left over code from multiple different failed attempts and nothing makes sense
L2238[18:12:57] <Flashfire> I can make sense of it fine
L2239[18:13:40] <Flashfire> If I can't do it this way I'll have to make a separate model for each blockstate with both powered values
L2240[18:13:43] <shadekiller666> ok, i recommend tidying up the code a bit anyway, remove things that you are certain don't work/aren't needed
L2241[18:13:59] <shadekiller666> it will help you understand as well as anyone that tries to help you :P
L2242[18:14:17] <Flashfire> All I really need is an example of a working TRSR rotation
L2243[18:14:25] <Flashfire> It's just that I can't find that anywhere
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L2245[18:16:45] <shadekiller666> here is an example of a TESR that rotates a model: https://github.com/shadekiller666/MinecraftForge/blob/OBJ_Loader/src/test/java/net/minecraftforge/debug/ModelLoaderRegistryDebug.java#L615-L771
L2246[18:17:33] <shadekiller666> line 721 is where the EnumFacing->Gl rotation takes place (i cheated and just hardcoded the values :P)
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L2248[18:18:47] <Flashfire> The highlighted part doesn't seem relevant since I'm using an ISmartBlockModel
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L2250[18:18:57] <shadekiller666> the suspicion i was talking about earlier was something with TRSRTransformation.blockCornerToCenter() causing an exception for specific EnumFacing values... but i don't think it is anything to do with your issue
L2251[18:18:58] <Flashfire> The TRSR part seems the same as what I'm doing though
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L2253[18:19:13] <shadekiller666> you're trying to apply the TESR to the vertices before baking?
L2254[18:19:19] <Flashfire> What I notice is blockCornerToCenter and blockCenterToCorner give me the same result
L2255[18:19:40] <shadekiller666> for all EnumFacing?
L2256[18:20:00] <shadekiller666> makes sense it would do that for NORTH, as that is the pseudo "default" EnumFacing
L2257[18:20:04] <Flashfire> Well I've done it multiple times so I would assume so
L2258[18:20:09] <shadekiller666> hmmm
L2259[18:21:45] <shadekiller666> this is how the OBJ loader applies TRSRTransformations to vertex coordinates: https://github.com/shadekiller666/MinecraftForge/blob/OBJ_Loader/src/main/java/net/minecraftforge/client/model/obj/OBJModel.java#L955-L1024
L2260[18:21:50] <shadekiller666> thats per-face
L2261[18:22:12] <shadekiller666> that might be a bit more useful
L2262[18:22:31] <Flashfire> I'm not sure I would know how to apply that
L2263[18:22:32] <shadekiller666> the ISmartBlockModel stuff is at the bottom of that page
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L2265[18:23:41] <Darva> Are there any decent tutorials on 1.8.9 modeling stuff anywhere? I've got a small mod I kinda want to update to 1.8.9, since there isn't a skyblock resource mod for it yet i don't think.
L2266[18:24:29] <Flashfire> This is turning out to be really complicated for something I can just do by making different models
L2267[18:25:01] <gigaherz> Darva: https://docs.google.com/document/d/1c8uipS3BOe0BQKH6-kVFCQh8BaXOdRn8SFaAa7HmgWU/edit
L2268[18:25:08] <gigaherz> someone from the channel is working on this
L2269[18:25:29] <gigaherz> starts wit hthe basics of 1.8+ blockstates
L2270[18:25:36] <Darva> Very nice. Bookmarked for reading while i wait on compiles at work tomorrow.
L2271[18:25:51] <gigaherz> and goes on to explain fancy stuff such as how to implement camo blocks
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L2276[18:46:50] <Zaggy1024> why is the old addVariantName deprecated when the underlying sets are Strings rather than ResourceLocations?
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L2285[19:03:34] <Temportalist> PaleoCrafter: you around?
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L2288[19:05:07] <GeoDoX> Is there any decent tutorials on build.gradle setups?
L2289[19:08:14] <AbrarSyed> the MDK is a pretty good starting point
L2290[19:10:56] <gigaherz> yeah, what do you need that isn't in the standard setup?
L2291[19:14:16] <Sandra> #FuckGradle
L2292[19:14:22] <Sandra> but I digress.
L2293[19:15:58] <AbrarSyed> Sandra, oy oy, you cant just say that and leave.. now you have to explain
L2294[19:16:23] <AbrarSyed> GeoDoX, gradle has a massive userguide.. I can point you to relevant docs if you tell me what you rlooking to do
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L2296[19:16:37] <Sandra> it's slow mostly.
L2297[19:16:43] <Sandra> that's my main complaint.
L2298[19:16:50] <Sandra> that it takes like 5 minutes to do anything.
L2299[19:16:54] <tterrag> gradle isn't slow
L2300[19:16:55] <tterrag> FG is slow
L2301[19:17:04] <AbrarSyed> agreed, it sslow. reason for that is dependency resolution.. because we have a crapton.
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L2303[19:17:19] <AbrarSyed> FG is probably also slow.. havent had time to go arround optimizing
L2304[19:17:32] <gigaherz> it's not THAT slow, only setupDecomp is slow
L2305[19:17:33] <AbrarSyed> but I cant really measure how much FG adds to the load time of gradle..
L2306[19:17:44] <gigaherz> and that's mostly because it has to decompile and patch mc ;P
L2307[19:17:56] <GeoDoX> AbrarSyed, looking to replace the version and etc with some from stuff in java classes
L2308[19:17:56] <AbrarSyed> fernflower.. that be slow as hell..
L2309[19:17:57] <Sandra> if there's already all the dependencies resolved and nothing's changed... do you have to re-resolve them every time?
L2310[19:18:19] <gigaherz> GeoDoX: can't replace the java class stuff with gradle variables instead? ;P
L2311[19:18:21] <AbrarSyed> GeoDoX, https://github.com/AbrarSyed/SecretRoomsMod-forge/blob/master/build.gradle#L28-L32
L2312[19:18:54] <gigaherz> patching java code is easy, while I don't know if reading java code and assigning the value into a variable would even be possible
L2313[19:19:23] <GeoDoX> gigaherz, more familiar with java classes so I tend to like to use them more
L2314[19:19:29] <AbrarSyed> GeoDoX, the solution to that is to invert control. Give gradle the the variables, and replace the java sources with it.
L2315[19:19:55] <gigaherz> GeoDoX: https://github.com/gigaherz/Ender-Rift/blob/master/build.gradle#L40,L41
L2316[19:19:57] <AbrarSyed> Sandra, if you specify --refresh-dependencies it will re-resolve all the time.. if you really wanna know whats taking gradle so long, run it with --profile, it will tell you.
L2317[19:19:58] <GeoDoX> To get used to the gradle stuff? AbrarSyed
L2318[19:19:58] <gigaherz> it's really just 2 lines ;P
L2319[19:20:10] <gigaherz> no need to get used to gradle or learn it
L2320[19:20:12] <gigaherz> XD
L2321[19:20:27] <GeoDoX> okay :P
L2322[19:20:34] <AbrarSyed> see my link, thats how you replace stuff in java sources (FG feature, not a gradle feature)
L2323[19:21:15] <Sandra> AbrarSyed, it tends to take about a minute to configure projects and stuff.
L2324[19:21:54] <AbrarSyed> the more complex the project.. the longer it will take to configure. useing the gradle daemon helps a bit..
L2325[19:21:59] <AbrarSyed> every update to gradle shortens that time as well
L2326[19:22:27] <Sandra> ok so I just ran it with --profile. where do the results get stored?
L2327[19:22:30] <AbrarSyed> and yeah.. its a side effect of gradles design. It has to read, parse, compile, and execute the buildscript.. something ant and maven didnt have to do.. all they had to do was parse XML.
L2328[19:22:45] <AbrarSyed> build/reposrts somewhere, it generates html
L2329[19:23:30] <Sandra> expectedly, reobfCompile takes the longest.
L2330[19:23:55] <AbrarSyed> not surprising
L2331[19:24:22] <Sandra> what is extractRangemapReplacedMain?
L2332[19:24:32] <Sandra> it's the task that takes the longest to run.
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L2335[19:24:49] <AbrarSyed> its used to retromap your sources to build an SRG named sourcejar
L2336[19:24:53] <AbrarSyed> can disable it if you want..
L2337[19:25:32] <AbrarSyed> retromapping is probably the slowest action out of everything FG can do.. maybe even more so than decompiling
L2338[19:25:45] <Sandra> also apparently a bunch of skipped things took ages?
L2339[19:25:53] <Sandra> if they're skipped why do they take so long.
L2340[19:26:32] <AbrarSyed> I verify hash signatures to see if it should be skipped.. some people say that redoing the tasks instead of checking hashes is actually faster.. I dont know if they are right
L2341[19:26:52] <Sandra> configuring my very simple project takes 20 seconds...
L2342[19:27:02] <Sandra> sure.
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L2345[19:32:44] <Sandra> I mean, it took 1 1/2 minutes to build a thing that hadn't changed at all.
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L2347[19:33:06] <gigaherz> :3
L2348[19:33:11] <gigaherz> love the new essentializer gui
L2349[19:33:17] <gigaherz> finding that flaw was worth it
L2350[19:33:17] <gigaherz> XD
L2351[19:33:30] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-13-0232-37.mp4
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L2354[19:34:35] <Temportalist> gigaherz: wtf?
L2355[19:34:43] <TehNut> I don't know what I'm looking at, but it seems fancy
L2356[19:34:43] <gigaherz> ?
L2357[19:34:58] <gigaherz> the slot in the middle "burns" items (breaks them apart)
L2358[19:35:13] <Temportalist> ohhhhhhh
L2359[19:35:16] <gigaherz> the slots around the circle
L2360[19:35:16] <Temportalist> gotcha
L2361[19:35:18] <gigaherz> are the elemental essences
L2362[19:35:22] <gigaherz> that are being transferred
L2363[19:35:32] <Temportalist> are your essenses items?
L2364[19:35:34] <gigaherz> the colored lines are how much essence is buffered
L2365[19:35:37] <Temportalist> essences*
L2366[19:35:37] <gigaherz> yes
L2367[19:35:40] <gigaherz> but unobtainable
L2368[19:35:42] <Temportalist> interesting....
L2369[19:35:54] <gigaherz> they are only items for GUI purposes ;P
L2370[19:36:08] <gigaherz> I plan on getting rid of that feature eventually
L2371[19:36:11] <Temportalist> ohhh
L2372[19:36:12] <Temportalist> goooood
L2373[19:36:13] <Temportalist> haha
L2374[19:36:14] <gigaherz> make them just models
L2375[19:36:27] <gigaherz> but then I'll have to basically replace them with equivalent code
L2376[19:36:31] <gigaherz> since I still want tooltips and such
L2377[19:36:31] <gigaherz> XD
L2378[19:36:43] <Temportalist> CUSTOM TOOL TIPS
L2379[19:36:45] <Temportalist> :P
L2380[19:36:52] <gigaherz> yeah I know how to do them already
L2381[19:37:03] <gigaherz> did an RF generator a week ago or so
L2382[19:37:13] <gigaherz> used a custom tooltip for the internal RF buffer level
L2383[19:37:13] <gigaherz> ;P
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L2389[19:47:19] <luacs1998> !gm 147104 1.8
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L2391[19:52:38] <luacs1998> !gm 150699 1.8
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L2393[19:57:08] <williewillus> stupid bouncer
L2394[20:00:59] <wlhlm> williewillus: well, it says that it is free right in the host name, maybe you should look for a better service... ;)
L2395[20:01:09] <Temportalist> what is the proper way to account for ScaledResolution when drawing via a RenderGuiOverlayEvent?
L2396[20:01:25] <williewillus> I don't have money to waste on something that keeps me logged in on IRC :p
L2397[20:01:36] <gigaherz> Temportalist: what do you mean?
L2398[20:01:48] <williewillus> this time's the first time it's really totally crapped out on me
L2399[20:01:53] <gigaherz> you shouldn't need to take it into account
L2400[20:01:55] <gigaherz> it just happens
L2401[20:01:58] <Temportalist> oh okay
L2402[20:02:00] <Temportalist> haha
L2403[20:02:02] <Temportalist> good
L2404[20:02:18] <gigaherz> unless you do GL11.glLoadIdentity() and fuck up the existing matrix ;P
L2405[20:02:19] <Temportalist> I need to draw slots in the center of the screen
L2406[20:02:27] <Temportalist> Nope, this will be pretty simple
L2407[20:03:00] <gigaherz> event.resolution.getScaledWidth()/2
L2408[20:03:06] <Temportalist> yup
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L2412[20:15:38] <shadekiller666> williewillus, i got the pylon models to load, but they're textures are upside-down :P
L2413[20:15:54] <shadekiller666> discovered i derped with the uv flipping checking... again
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L2417[20:25:02] <Temportalist> Render people
L2418[20:25:08] <Temportalist> does this look right, position wise?
L2419[20:25:14] <Temportalist> https://www.irccloud.com/pastebin/CnO6G9KV/
L2420[20:26:21] <shadekiller666> uhh
L2421[20:26:31] <shadekiller666> i think that will render backwards
L2422[20:26:31] <Temportalist> And with tex
L2423[20:26:37] <Temportalist> https://www.irccloud.com/pastebin/Rh3uSlSy/
L2424[20:26:39] <shadekiller666> the draw order is clockwise i think
L2425[20:27:06] <Temportalist> clockwise from bottom left?
L2426[20:27:13] <Sandra> what on earth is that?
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L2428[20:27:21] <shadekiller666> you want the draw order to be counter-clockwise
L2429[20:27:23] <Temportalist> 1.8.9 texture rendering?
L2430[20:27:30] <shadekiller666> 0,0 is bottom left yes
L2431[20:27:48] <Sandra> but.... what's that doing in java?
L2432[20:28:03] <Temportalist> Sandra: *scala
L2433[20:28:04] <shadekiller666> "u" is left-right, "v" is up-down
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L2435[20:28:17] <Temportalist> so start at pos(0, 0, 0).tex(0, 0)
L2436[20:28:18] <Sandra> same difference, I'm meaning java-side.
L2437[20:28:53] <shadekiller666> you can start anywhere, but 0,0 is a good place to start ya
L2438[20:29:21] <shadekiller666> 0,0 1,0 1,1 0,1 should render correctly
L2439[20:29:48] <williewillus> shadekiller666, I have to flip-v the original model :p
L2440[20:30:18] <shadekiller666> williewillus, i know, i found a bug with the processing code for custom data :P
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L2442[20:30:35] <Sandra> so what /is/ a UV anyway?
L2443[20:30:39] <shadekiller666> it was ignoring that key
L2444[20:30:44] <Sandra> I see everything talking about it but nothing explains it.
L2445[20:30:48] <Temportalist> shadekiller666:
L2446[20:31:02] <Temportalist> https://www.irccloud.com/pastebin/zsKsIitN/
L2447[20:31:05] <shadekiller666> "UV" refers to coordinates on the texture sheet
L2448[20:31:29] <williewillus> in MC all block and item textures are combined into one big texture on startup
L2449[20:31:40] <Sandra> ah right.
L2450[20:31:41] <Sandra> yeah.
L2451[20:31:45] <williewillus> UV's refer to the four corners of one icon
L2452[20:31:48] <Sandra> mmm.
L2453[20:31:54] <williewillus> (in the case of a textureatlassprite)
L2454[20:32:10] <shadekiller666> Temportalist, ya that looks right i think
L2455[20:33:01] <Temportalist> shadekiller666: that wonderful render func there: https://gist.github.com/anonymous/95cfce24da5e45dad663
L2456[20:34:32] <shadekiller666> thats pretty straight-forward actually
L2457[20:35:09] <Temportalist> better than 1.7.10 rendering
L2458[20:35:16] <shadekiller666> true
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L2460[20:46:57] <williewillus> https://www.reddit.com/r/feedthebeast/comments/40mzmk/new_mod_everything_blocks/ :p
L2461[20:47:02] <williewillus> rendering full cubes in a tesr wat
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L2464[20:52:45] <shadekiller666> so one of the things fry did was add the "flip-v" key to the "custom" data in the blockstate jsons, and this was before i started working on uv processing
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L2467[20:53:48] <shadekiller666> when i started work on processing, i developed a custom data syntax that worked better for clearity in the json and made more sense code-wise
L2468[20:54:54] <williewillus> developed? so It's in the current loader?
L2469[20:55:16] <shadekiller666> ever since i've been trying to keep support for "custom": {"flipDX11": true} being the same thing as "custom": {"processUVs": {"flip": "v"}}
L2470[20:55:18] <shadekiller666> no
L2471[20:56:01] <shadekiller666> and i'm starting to wonder if there is any point in having two different keys in custom data that both flip the uvs on the v axis...
L2472[20:58:20] <shadekiller666> and every time i try and make the processing code or the parsing code for the custom data, having both keys modifying the same thing always ends up getting in the way
L2473[21:02:17] <shadekiller666> as far as i can tell there is no point in having more than one key per-axis
L2474[21:05:47] <mrkirby153> !gm Gui.drawCenteredString
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L2483[21:29:59] <killjoy> Don't think I'm a fan of moac
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L2487[21:37:50] <GhostfromTexas> yay.. working on porting our mod from 1.7.10 to 1.8.9 to continue development on it
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L2489[21:39:01] <gigaherz> \o/
L2490[21:39:10] <gigaherz> the more the merrier ;p
L2491[21:41:44] <Darkevilmac> I've just started updating to 1.8.9, I've fixed the method changes in my code and stuff but I'm running into a really annoying bug. When I boot minecraft up I get this instead of the full start menu.... http://i.imgur.com/tFjdU5D.png
L2492[21:42:00] <gr8pefish> Ah I had that one
L2493[21:42:15] <Darkevilmac> gr8pefish, did you manage to fix it?
L2494[21:42:59] <gr8pefish> Yeah, run clean and gradew setupDecompWorkSpace --refresh-dependencies
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L2497[21:43:40] <Darkevilmac> done that :/ must be an issue with my gradle setup for sponge mixins, will probably go look for help there.
L2498[21:44:03] <gr8pefish> make sure your ide has the gradle project cyned too (if you are using idea click the refresh circle arrow in the gradle drawer)
L2499[21:44:10] <gr8pefish> *synced
L2500[21:44:32] <Darkevilmac> I've tried running the gradle runClient command and the same thing happens to I'd imagine that's not the problem.
L2501[21:44:47] <Darkevilmac> *so
L2502[21:45:24] <gr8pefish> hmm you could try deleting gradle_home, that fixed it for me, but it is annoying
L2503[21:45:33] <Darkevilmac> done that as well.
L2504[21:45:35] <Darkevilmac> :P
L2505[21:45:46] <gr8pefish> well then, I'm not sure
L2506[21:46:22] <Darkevilmac> I'd imagine it's something messed up in my build.gradle for mixins so I'm gonna try the spongedev channel.
L2507[21:46:40] <gr8pefish> yeah could be, good luck
L2508[21:49:38] <Darkevilmac> changed some variables in my coremod and now I'm at least getting some errors to work with so that's nice.
L2509[21:50:23] <gr8pefish> Well it's a start :)
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L2517[22:18:53] <williewillus> did that guy that was working on a way to dump the atlas finish?
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L2519[22:19:02] <williewillus> if not, is there an easy way for me to do that?
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L2521[22:21:41] <gigaherz> williewillus: https://www.opengl.org/discussion_boards/showthread.php/169301-How-do-I-get-the-width-and-height-of-a-texture
L2522[22:22:07] <williewillus> wait what does getting the w/h have to do with dumping a texture to file from mem :p
L2523[22:22:16] <gigaherz> that's the first step
L2524[22:22:33] <gigaherz> second step is glReadPixels or wahtever the name was
L2525[22:22:45] <gigaherz> third step is to put those pixels in an image container
L2526[22:23:16] <gigaherz> for steps 2/3, you could check how mc does the screenshots
L2527[22:23:19] <gigaherz> ;P
L2528[22:25:54] <williewillus> McJty: that whole screen gray bug in rftools, what was it? the Terra Shatterer in Botania causses same thing to happen
L2529[22:27:19] <McJty> williewillus, well my screen uses ForgeHooksClient.registerTESRItemStack to render the inventory item with the TESR
L2530[22:27:28] <McJty> And the TESR forgot to re-enable lighting afterwards
L2531[22:27:48] <McJty> GlStateManager.enableLighting();
L2532[22:27:49] <williewillus> kk, so probably the custom tooltip in the shatterer
L2533[22:27:55] <williewillus> forgot to reenable lighting there
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L2535[22:30:36] <GhostfromTexas> oi... now the joys of figuring out the changes between 1.7.10 and 1.8.9
L2536[22:30:37] <GhostfromTexas> haha
L2537[22:31:13] <williewillus> have fun :D
L2538[22:31:22] <williewillus> if you have any rendering questions I'll be glad to help :p
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L2540[22:37:38] <GhostfromTexas> BlockStates could be interesting
L2541[22:38:07] <gigaherz> williewillus: made a new gui for one of my mods: https://dl.dropboxusercontent.com/u/743491/2016-01-13-0536-29.mp4
L2542[22:38:08] <gigaherz> ;P
L2543[22:38:35] <williewillus> ooh cool
L2544[22:39:33] <williewillus> GhostfromTexas: this may help https://docs.google.com/document/d/1c8uipS3BOe0BQKH6-kVFCQh8BaXOdRn8SFaAa7HmgWU/edit#heading=h.u876vxd0orrv
L2545[22:39:39] <gigaherz> this is how it was before I added the custom rendering of the magic "slots"
L2546[22:39:39] <williewillus> ugh why is the latest firefox slow as hell
L2547[22:39:39] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-13-0232-37.mp4
L2548[22:39:49] <gigaherz> shows the animation effect better
L2549[22:39:52] <gigaherz> since it was slower XD
L2550[22:40:15] <gigaherz> (and the animation length was 1s instead of 3)
L2551[22:40:31] <GhostfromTexas> whoa williewillus thanks!
L2552[22:40:42] <GhostfromTexas> gonna fav that and show it to the other dev doing the rendering stuffs
L2553[22:40:57] <williewillus> yup, threw it together really quick from experience doing other ports and people seemed to like it :p
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L2561[23:04:29] <masa> gigaherz: cool looking gui :p
L2562[23:04:48] <masa> how did you do the stackSIze rendering btw? is this in 1.8.9?
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L2564[23:05:55] <gigaherz> masa: it's not actually a stack ;p
L2565[23:06:04] <gigaherz> I did the rendering manually
L2566[23:06:16] <gigaherz> by ripping out some of the item rendering code, and butchering it into submission
L2567[23:06:17] <gigaherz> ;P
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L2569[23:06:31] <masa> oh ok
L2570[23:07:09] <masa> I was just interested because I have custom stacks which needs a 0.5x scale stackSize text on them, currently I use NEI for that
L2571[23:07:39] <masa> but that doesn't exist in 1.8.9, and I'll probbaly rip out that dependency (not hard dep though) anyway
L2572[23:07:59] <gigaherz> you can steal my code ;P
L2573[23:08:06] <gigaherz> it doesn't do the actual stack stuff though
L2574[23:08:08] <gigaherz> it's just rendering
L2575[23:08:16] <masa> I'll have to look if JEI can do it, or if I can just override drawScreen() without JEI breaking
L2576[23:08:45] <gigaherz> drawScreen?
L2577[23:09:19] <gigaherz> isnt' that sorta hardcore? XD
L2578[23:09:31] <masa> yea the stack rendering happens in GuiCOntainer via drawScreen(), but I can't completely override drawScreen(), otherwise NEI doesn't work in that GUI
L2579[23:09:45] <gigaherz> ah does NEI ASM it?
L2580[23:09:49] <masa> is there another way to override stack rendering?
L2581[23:10:09] <gigaherz> AT the renderSlot into protected
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L2583[23:10:12] <gigaherz> and override that
L2584[23:10:13] <gigaherz> ;P
L2585[23:10:19] <masa> yeah, from what I understand, haven't looked into it myself, but was told to not override drawScreen() or NEI will break
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L2587[23:10:46] <masa> well, I'll have to look into it again
L2588[23:11:12] <masa> I have to go now though, bbl...
L2589[23:11:25] <gigaherz> cya
L2590[23:11:28] <masa> cya
L2591[23:11:51] <mezz> masa, I use whatever font renderer you have for your itemstack, in JEI
L2592[23:12:51] <masa> oh wait, can you override the font renderer so that it renders in 0.5x scale, without doing the scaling in the "GUI phase of rendering"?
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L2594[23:13:22] <masa> well then again, my rendered stacks are not mine
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L2596[23:13:33] <masa> only the GEU and container are mine
L2597[23:13:37] <masa> *GUI
L2598[23:14:27] <masa> basically it's for this: http://i.imgur.com/xoPyGGz.png
L2599[23:15:58] <mezz> check whatever AE2 does probably
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L2601[23:17:13] <mezz> JEI doesn't have any crazy render hacks, part of the goal is to have it just to items and recipes and that's all
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L2603[23:17:36] <mezz> I'm sure the smaller text is possible somehow though
L2604[23:18:33] <masa> does JEI use a rendergameoverlay event or something similar? from what I understand it doesn't use any ASM hacks, so if I override drawScreen() it doesn't care, right?
L2605[23:19:19] <killjoy> :( http://imgur.com/ffMULWl
L2606[23:19:20] <mezz> I use GuiScreenEvents so you can probably do whatever you want
L2607[23:19:45] <mrkirby153> Quick question in regards to Forge and modding in general: Is 10% CPU a normal amount of CPU for an idling server w/ about 99 mods?
L2608[23:19:52] <mrkirby153> Or does it depend on the mods installed?
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L2610[23:20:04] <gigaherz> anything related to resource usage depends
L2611[23:20:12] <gigaherz> depends on the terrain and the blocks in it
L2612[23:20:14] <williewillus> that sounds pretty normal actually
L2613[23:20:16] <gigaherz> depends on the viewing range settings
L2614[23:20:20] <williewillus> and what's chunkloaded, etc.
L2615[23:20:25] <gigaherz> depends on the number of active machines
L2616[23:20:34] <gigaherz> depends on the number of entities
L2617[23:21:03] <gigaherz> (also depends on the hardware ;P)
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L2619[23:22:35] <mrkirby153> gigaherz, fresh start server, mostly default settings
L2620[23:23:28] <williewillus> what the hell... botania has "solid vines" that don't need backing to climb up, and uses this for the collision box. however, if the vine faces south or east, the collision bb is instead a full block
L2621[23:23:29] <williewillus> wat
L2622[23:23:47] <williewillus> https://i.gyazo.com/59fa8786cbda56f6e75a1c70fb4168ea.png
L2623[23:23:57] <williewillus> (too lazy to go get it on gh :p)
L2624[23:25:53] <Cazzar> williewillus: you're too lazy to put it on github, yet you're using IDEA
L2625[23:26:05] <Cazzar> Which has intergrated gist capabilities.
L2626[23:26:17] <williewillus> where :p
L2627[23:26:22] <williewillus> ctrl shift a "gist" has nothing
L2628[23:26:25] <killjoy> So does eclipse
L2629[23:26:47] <gigaherz> mrkirby153: I just started an oldish "FTB Infinity" (not evolved) server I had around, it's sitting idle on this core i7-3770k, takes 3-5% and I have a bunch of areas chunkloaded
L2630[23:26:48] <Cazzar> williewillus: highlight the code, right click, create github gist.
L2631[23:27:08] <mrkirby153> gigaherz, thats what my modpack used to do. It would idle at 3-5%
L2632[23:27:09] <mrkirby153> not 10%
L2633[23:27:10] <killjoy> one of my co-worker's name is gist.
L2634[23:27:10] <williewillus> whoah nice :p
L2635[23:27:22] <Cazzar> http://upload.cazzar.net/u/1452662840
L2636[23:27:33] <gigaherz> Cazzar: thne it asks to login, and I cancel and paste it directly on gist
L2637[23:27:34] <gigaherz> XD
L2638[23:28:11] <Cazzar> 963504
L2639[23:28:27] <Cazzar> Thank fuck that's only a TOTP
L2640[23:28:38] <gigaherz> XD
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L2642[23:29:37] <Cazzar> Or, I can just use ShareX to do the upload :3
L2643[23:29:55] <TehNut> sharex master race
L2644[23:30:18] <Cazzar> https://gist.github.com/a8e87b4c6d32c666fb75 for example
L2645[23:30:28] <Cazzar> Though, it mangles the code for that.
L2646[23:30:32] <TehNut> CTRL+C -> CTRL+SHIFT+C -> CTRL+V :P
L2647[23:30:37] <Cazzar> Well not code, filename
L2648[23:33:42] <Cazzar> Ok then Windows, you have made it so Cortana cannot speak in US english: http://upload.cazzar.net/u/1452663204
L2649[23:34:06] <killjoy> Ok, what do I tell someone when they ask why there's no item for a block?
L2650[23:35:20] <masa> heh, setBlockBoundsBasedOnState() doesn't actually take the state as a parameter? makes sense... not
L2651[23:35:27] <TehNut> show them this https://github.com/MinecraftForge/MinecraftForge/issues/2323
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L2653[23:42:05] <williewillus> there just...isn't :p
L2654[23:42:11] <williewillus> not every block needs an item form
L2655[23:42:30] <williewillus> and in the case 1.8 I think they allowed that to happen bc that means no need to make models for the inventory variant of the block
L2656[23:42:46] <williewillus> plus less stuff in the registry.
L2657[23:42:53] <williewillus> anyways, trying to dump the atlas and it's crashing the jvm :p
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L2661[23:45:22] <gigaherz> ah there we go
L2662[23:45:23] <gigaherz> http://www.curse.com/mc-mods/minecraft/240687-elements-of-power
L2663[23:45:28] <gigaherz> 0.3alpha approved :3
L2664[23:45:49] <gigaherz> eh it's not linked on the front page http://minecraft.curseforge.com/projects/elements-of-power
L2665[23:45:54] <gigaherz> sleep time
L2666[23:45:58] <williewillus> lol it dumps the mojang logo upside down
L2667[23:46:00] <williewillus> that's a start
L2668[23:48:04] <gigaherz> night ppl
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L2671[23:51:32] <williewillus> hrm it always just dumps a screenshot :p
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L2675[23:56:54] <williewillus> yay managed to dump it
L2676[23:57:10] <williewillus> nonyay: techne model texturemaps are taking so much space on the atlas it hurts
L2677[23:57:14] <williewillus> I'm gonna destitch them
L2678[23:57:21] <williewillus> it'll be annoying but worth
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