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L14[00:37:23] <Lordmau5> I knew something was off... what happened, lol
L15[00:37:34] <Lordmau5> did I accidentally close this tab? lmao
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L23[00:51:10] <killjoy> [spoilers] http://i.imgur.com/pC5Hpvi.png
L24[00:53:27] <killjoy> Justice League: Metropolis is experiencing a hurricane. Isn't it in Kansas?
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L27[00:55:33] <Fendirain> Any improvments anyone can recommend? https://github.com/Fendirain/Fendirain/blob/1.8/src/main/java/fendirain/fendirain/utility/tools/TreeChopper.java
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L29[00:56:32] <killjoy> lol http://i.imgur.com/avb9pfg.png
L30[00:56:48] <killjoy> Fendirain, anything specific?
L31[00:57:33] <Fendirain> Well, It gives StackOverflowError, But I know why. Not sure exactly how to fix.
L32[00:57:41] <Fendirain> Otherwise, Anything that could be cleaned up.
L33[00:57:53] <killjoy> bad loops
L34[00:57:59] <killjoy> or recursive functions
L35[00:58:23] <Fendirain> I should claify, It only throws it for Huge trees, Like the BOP one.
L36[00:59:30] <sham1> Sounds like recursion
L37[00:59:50] <Fendirain> Well, It does search a lot of blocks, But nothing should be able to loop.
L38[01:00:22] <killjoy> how about a stacktrace?
L39[01:00:43] <Fendirain> The sacred oak tree is huge. Vanilla trees have no issues.
L40[01:01:09] <killjoy> ?stacktrace
L41[01:01:28] <Fendirain> One sec, I was surpressing them currently, Will get it.
L42[01:01:41] <killjoy> http://s.mlkshk-cdn.com/r/D00U
L43[01:02:27] <Fendirain> Well, Like I said, I know exactly what is causing the issue, Just unsure how to fix it as my code currently is.,
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L45[01:02:42] <killjoy> we don't know where it's happening
L46[01:02:46] <killjoy> help us to help you
L47[01:02:48] <Fendirain> I'm getting it
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L49[01:02:57] <Fendirain> Just need a sec
L50[01:03:03] <killjoy> at least tell us the method it's erroring at
L51[01:04:17] <Lordmau5> ^
L52[01:04:22] <sham1> ^^
L53[01:04:23] <Lordmau5> we could've looked into it by now :D
L54[01:04:55] <Fendirain> http://pastebin.com/r4uSymcc
L55[01:05:08] <Fendirain> Didn't bother cutting it.
L56[01:05:25] <killjoy> Why did you say it was java?
L57[01:05:28] <Lordmau5> so this line https://github.com/Fendirain/Fendirain/blob/1.8/src/main/java/fendirain/fendirain/utility/tools/TreeChopper.java#L162
L58[01:05:42] <Fendirain> Where did I say that?
L59[01:05:51] <Lordmau5> or one above
L60[01:05:54] <killjoy> in the pastebin
L61[01:05:57] <Lordmau5> [23:03:17] [Server thread/INFO]: [fendirain.fendirain.utility.tools.TreeChopper:<init>:52]: at fendirain.fendirain.utility.tools.TreeChopper.lambda$getAllConnectingTreeBlocks$0(TreeChopper.java:162)
L62[01:06:00] <killjoy> log != java
L63[01:06:11] <Lordmau5> one above it says this "[23:03:17] [Server thread/INFO]: [fendirain.fendirain.utility.tools.TreeChopper:<init>:52]: at net.minecraft.block.Block.getDamageValue(Block.java:1164)"
L64[01:06:17] <Lordmau5> so I assume it's #161 in the file
L65[01:06:17] <Fendirain> My bad, Habit.
L66[01:06:54] <Lordmau5> technically, you are being in an infinite loop at #167?
L67[01:07:15] <Fendirain> It shouldn't be, Did I screw up?
L68[01:08:00] <sham1> Well you ARE recursivly calling yourself
L69[01:08:17] <Fendirain> It shouldn't ever call the same block twice.
L70[01:08:38] <Lordmau5> you use lambdas, can you filter it out somehow?
L71[01:08:51] <Lordmau5> https://github.com/Fendirain/Fendirain/blob/1.8/src/main/java/fendirain/fendirain/utility/tools/TreeChopper.java#L164
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L73[01:09:12] <Lordmau5> technically, couldn't you check here if the blockPos == the current blockPos in the method and not add it if it's the case?
L74[01:11:12] <sham1> That would make sense
L75[01:12:04] <Fendirain> searched blocks contains every block that was searched, and it shouldn't recheck any of them.
L76[01:12:51] <Fendirain> Let me try something.
L77[01:13:28] <Lordmau5> you have to keep in mind that when you have e.g. Blocks A B C and D
L78[01:13:37] <Lordmau5> then let A search for neighbor blocks, it get's B C and D
L79[01:13:45] <Lordmau5> which then search for neighbor blocks as well
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L81[01:13:55] <sham1> ANd B would get A and C as well as D
L82[01:13:56] <Lordmau5> as in, B will find A C and D, and that loops back to A searching for B C and D, ...
L83[01:14:00] <sham1> etc.
L84[01:14:16] <Lordmau5> so you'd need one "global" (or temporary) map that contains all the found blocks
L85[01:14:23] <Lordmau5> and if one of these blocks is already in the list, don't add it again
L86[01:14:25] <sham1> "If this pos is already present, don't include"
L87[01:14:38] <Lordmau5> ^
L88[01:14:42] <Fendirain> Thats what I have.
L89[01:14:47] <killjoy> use a set?
L90[01:14:52] <killjoy> yeah, you are
L91[01:14:56] <sham1> Hmm
L92[01:15:10] <sham1> Do BlockPos respect hashing?
L93[01:15:22] <Lordmau5> blockPos need to be equals
L94[01:15:24] <Lordmau5> not "A == B"
L95[01:15:29] <Lordmau5> I figured that out as well
L96[01:15:37] <killjoy> Is there a hashset/map that supports custom hashing?
L97[01:15:38] <Lordmau5> so if there's checking with ==, it won't work
L98[01:16:07] <Fendirain> I use blockPos.toLong()
L99[01:16:08] <sham1> More like have a custom BlockPos that implements the equals/hashCode contract
L100[01:16:25] <Fendirain> Can't screw up checking a long against itself.
L101[01:16:31] <Fendirain> Another*
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L103[01:16:50] <Lordmau5> just go for equals, lol
L104[01:16:53] <Lordmau5> check if that perhaps fixes it
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L106[01:17:08] <Lordmau5> I mean, it's worth a try... and if you can reproduce the error, a quick check wouldn't hurt :p
L107[01:17:12] <killjoy> I see trove has one
L108[01:17:21] <Fendirain> Well, I use .contained(blockPos.toLong())
L109[01:17:42] <Fendirain> To check if it is added, If true, Then it isn't checked.
L110[01:17:55] <Fendirain> If false, It is checked & added to the list.
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L112[01:20:47] <sham1> That sounds kinda backwards
L113[01:21:14] <sham1> Shouldn't it be like "if false, it is not checked and thus has been added"
L114[01:21:26] <sham1> "if true, it has been checked and we may proceed"
L115[01:21:26] <Fendirain> https://github.com/Fendirain/Fendirain/blob/1.8/src/main/java/fendirain/fendirain/utility/tools/TreeChopper.java#L158
L116[01:21:51] <sham1> Your wording was confusing
L117[01:21:53] <sham1> That's all
L118[01:21:57] <Fendirain> I figured.
L119[01:22:06] <Fendirain> Why I just showed you.
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L121[01:22:30] <sham1> Let me turing complete this code in my head
L122[01:23:41] <unascribed> have you thought of maybe not trying to do everything at once and instead queueing actions to be done across multiple ticks?
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L124[01:24:19] <unascribed> I'm getting ready to log off for the night and just watched a bunch of Zero Punctuation so I apologize in advance for any laziness and/or bluntness
L125[01:24:27] <Fendirain> How would I do that, But still make it hardly noticable by the player?
L126[01:24:36] <unascribed> firstly you don't :P
L127[01:24:38] <Fendirain> I mean, For most tree's its fine.
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L129[01:24:40] <sham1> Unless it is one of those super trees
L130[01:24:44] <unascribed> I have an axe that just scans outward
L131[01:24:45] <Fendirain> I may just have to add a tree limit.
L132[01:24:51] <unascribed> so it breaks blocks from the bottom up
L133[01:24:59] <unascribed> players love it and it works flawlessly with no lag on even the largest of TF trees
L134[01:25:36] <sham1> "Check out how you can chop up this tree with only this crazy trick. Players love it"
L135[01:26:14] <unascribed> my code basically consists of "add blockpos to queue, iterate queue every tick, add surrounding blocks to queue"
L136[01:26:14] <Fendirain> I mean, It has no issue with Vanilla trees.
L137[01:26:37] <unascribed> surrounding blocks get dropped from the queue if they aren't the same block as the original one broken
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L139[01:28:41] <Fendirain> The tree I am having an issue with is (8000+?) blocks.
L140[01:29:30] <Fendirain> So, I expect some lag for this tree. Just the error is the issue.
L141[01:29:42] <Fendirain> It sometime works / sometimes doesn't.
L142[01:31:07] <Fendirain> (Its not even that the axe has the durability for this size, But if the player wants to try....)
L143[01:31:21] <unascribed> https://unascribed.com/v/4d5e42f9.mp4
L144[01:31:24] <unascribed> the axe in question
L145[01:31:45] <unascribed> lagspike is driver GC lag because I run the opensource driver
L146[01:32:14] <sham1> Yeah, blame the GC
L147[01:32:36] <sham1> Wait, what are the chunks raising from the ground for
L148[01:32:40] <unascribed> ChunkAnimator
L149[01:32:42] <unascribed> not java GC
L150[01:32:46] <unascribed> it's my driver cleaning up display lists
L151[01:32:50] <sham1> Oh hah
L152[01:32:59] <sham1> That axe
L153[01:33:01] <sham1> Jesus
L154[01:33:14] <sham1> That's a lot of wood
L155[01:33:19] <unascribed> yep
L156[01:33:20] <unascribed> still cleaning itu p
L157[01:33:20] <Wuppy> hehe
L158[01:33:21] <unascribed> it up*
L159[01:33:22] <Wuppy> :P
L160[01:33:30] <Wuppy> (sorry)
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L162[01:33:46] <sham1> Damn it wuppy
L163[01:33:50] <unascribed> https://unascribed.com/i/271b10d3.png
L164[01:33:50] <Fendirain> I have no issue with that size tree as well.
L165[01:33:52] <sham1> You made my throw my headphones
L166[01:33:56] <Fendirain> :p
L167[01:33:57] <sham1> From my head
L168[01:33:57] <Wuppy> sham1, I said sorry xD
L169[01:34:26] <sham1> That achievement name though
L170[01:34:31] <Fendirain> Though yours shouldn't have an issue with Sacred Tree as well.
L171[01:34:43] <unascribed> yeah, a member of my modpack team is referred to as "anti-fun"
L172[01:34:47] <unascribed> and he relocalized the achievement
L173[01:35:02] <sham1> Well it is accurate
L174[01:35:36] <Fendirain> The sacred tree is x3 that in blocks. :/
L175[01:35:50] <unascribed> well, as I said
L176[01:35:53] <unascribed> my method doesn't scan ahead of time
L177[01:35:59] <Fendirain> I know.
L178[01:36:02] <unascribed> so it would take an insane amount of Glyphs and a long time to chop it down
L179[01:36:04] <unascribed> but it wouldn't crash
L180[01:36:22] <Fendirain> To be fair, Mine doesn't crash, It just throws the error and doesn't work. :p
L181[01:36:29] <unascribed> well that's slightly better
L182[01:37:49] <unascribed> finally finished cleaning up all the wood and putting it in a barrel
L183[01:37:58] <unascribed> I now doubly have more wood than I know what to do with
L184[01:38:03] <unascribed> and I haven't even shipped it back to the overworld yet
L185[01:38:25] <Fendirain> I'm still not sure if I want to keep it the way I am (Drop it all in one stack when its done) or drop them seperate.
L186[01:38:40] <unascribed> well dropping them separately has the satisfying effect of making it rain wood
L187[01:38:50] <unascribed> especially if your modpack has a mod to remove item combining
L188[01:38:58] <Fendirain> Hence why I'm not sure. :p
L189[01:39:09] <unascribed> you could make it a config option
L190[01:39:14] <unascribed> B:awesomeWoodRain=true
L191[01:39:21] <Fendirain> True, I will do that.
L192[01:40:46] <Fendirain> Looks like I may have fixed the issue by moving searchedBlocks into the class itself instead of passing it.
L193[01:40:57] <sham1> Something akin to the matter ball in EE2/EE3/maybe ProjectE
L194[01:41:00] <Fendirain> or I haven't gotten one big enough to cause it.
L195[01:41:14] <sham1> In consept that is
L196[01:41:21] <unascribed> if it's a StackOverflowError
L197[01:41:30] <unascribed> the solution is to switch from a stack-based search to a queue-based search
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L199[01:41:45] <unascribed> Java doesn't have proper recursion
L200[01:41:52] <unascribed> so stack-based is only useful for small datasets
L201[01:42:22] <Fendirain> I'm trying to get bigger trees to see if it still happens. 2898 blocks seems fine.
L202[01:42:26] <sham1> Yeah
L203[01:42:31] <sham1> You want it to use loops
L204[01:42:42] <unascribed> yeah, essentially rather than calling a method recursively
L205[01:42:49] <unascribed> you add tasks to a list and iterate over the list until it's empty
L206[01:42:59] <sham1> Rather Java has a proper recursion, it just does not have a recursion optimization
L207[01:43:01] <unascribed> beware CMEs
L208[01:44:34] <unascribed> '"average person bakes 45,108 cookies a year" factoid actually just statistical error; El Kitten, who has produced 329.287 trillion cookies in their lifetime, is an outlier and should not have been counted.'
L209[01:45:42] <sham1> Oh I would like some cookies now
L210[01:45:58] * unascribed hands you 33.207 trillion cookies
L211[01:46:12] <unascribed> https://unascribed.com/i/eef8205b.png
L212[01:46:24] <sham1> How does one hand that many cookies
L213[01:46:35] <unascribed> with dimensional portals, obviously
L214[01:46:43] <unascribed> I have ten of them
L215[01:46:53] * killjoy steals 40 keks
L216[01:47:00] *** AEnterpriseAFK is now known as AEnterprise
L217[01:47:05] <unascribed> https://unascribed.com/i/c87180d4.png
L218[01:47:59] <unascribed> killjoy, https://unascribed.com/i/2a283c8f.png
L219[01:48:04] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 198 seconds)
L220[01:48:10] <killjoy> It's so tiny
L221[01:48:15] <unascribed> ¯\_(ツ)_/¯
L222[01:48:42] <unascribed> https://unascribed.com/i/81deb62b.png
L223[01:48:43] <unascribed> better?
L224[01:48:50] <killjoy> yes
L225[01:48:56] <killjoy> ?enhance
L226[01:49:16] <killjoy> http://i.imgur.com/BHp7Cj8.jpg
L227[01:49:26] <unascribed> no
L228[01:49:29] <unascribed> I draw the line at one-punch man
L229[01:49:35] <unascribed> I'm going to bed
L230[01:49:56] <Lordmau5> OPM is great
L231[01:49:59] <Lordmau5> in that case, night o/
L232[01:50:08] <unascribed> I said I was going to bed like 30 minutes ago
L233[01:50:12] <unascribed> so it's overdue
L234[01:50:30] <unascribed> though I still feel like #memecraftforge is a good idea
L235[01:50:33] <Fendirain> Goodnight.
L236[01:50:48] <unascribed> we could turn the really dark image of a door at midnight into a beaten-to-death joke
L237[01:50:50] <Fendirain> Thanks for the help.
L238[01:51:40] <killjoy> I want someone to make a joke about direwolf20 auto-crafting 40 cakes and it being terrible
L239[01:51:54] <sham1> why is it terrible
L240[01:52:00] <killjoy> because
L241[01:52:04] <killjoy> It's as many as 4 tens
L242[01:52:14] <sham1> And?
L243[01:52:24] <killjoy> http://static.tvtropes.org/pmwiki/pub/images/40cakes_4996.jpg
L244[01:52:42] <sham1> Oh
L245[01:52:58] <killjoy> is there a hqm for that?
L246[01:53:13] <Fendirain> 2800 Blocks? Sure, I will work! 2064? Screw you!
L247[01:53:30] <killjoy> http://tvtropes.org/pmwiki/pmwiki.php/Main/AndThatsTerrible
L248[01:53:45] <sham1> Time to update Unstable again
L249[01:53:56] <sham1> Lets see how big of a world reset I have to do this time
L250[01:54:00] *** AEnterprise is now known as AEnterpriseAFK
L251[01:54:16] <Fendirain> I hate that Thaumcraft is easymode by default in unstable.
L252[01:54:42] <Fendirain> I didn't realize until I tried to purposly make taint.
L253[01:54:58] <sham1> What does the easymode do
L254[01:55:04] <Fendirain> No taint at all.
L255[01:55:13] *** AbrarSyed is now known as Abrar|gone
L256[01:55:22] <Fendirain> Flux it all up, Your safe no matter what.
L257[01:55:24] <sham1> OH
L258[01:55:30] <sham1> Yay
L259[01:55:39] <sham1> No purple shit to clean
L260[01:56:04] <Fendirain> Didn't he removing that?
L261[01:56:23] <Fendirain> I meant the taint that actually takes over blocks & spreads.
L262[01:56:25] <sham1> Dunno LoL
L263[01:56:39] <Fendirain> Plus the flux can spawn wisps + other stuff.
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L265[01:56:55] <Fendirain> Can't finish Thaumcraft without it. :p
L266[01:57:08] <sham1> Oh wow
L267[01:58:24] <Fendirain> When I realized it was off, I already added enough flux to the (luckly far way) area to spread far.
L268[01:58:37] <Fendirain> Turning it on was not fun.
L269[01:58:47] <sham1> I can imagine
L270[02:00:02] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160226 mappings to Forge Maven.
L271[02:00:05] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160226-1.8.9.zip (mappings = "snapshot_20160226" in build.gradle).
L272[02:00:15] <sham1> Finally I found coal
L273[02:00:16] <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/
L274[02:00:21] <sham1> No more burning wood
L275[02:01:08] <Lordmau5> but but but
L276[02:01:11] <Lordmau5> wood => charcoal
L277[02:01:16] <sham1> Yes
L278[02:01:29] <sham1> I don't want to waste wood
L279[02:01:51] <Lordmau5> wood grows back
L280[02:01:56] <Lordmau5> coal... not, as far as I know
L281[02:02:02] <sham1> Too lazy to chop stuff
L282[02:02:07] <Lordmau5> automate it?
L283[02:02:11] <Fendirain> Not sure why this keeps msissing blocks as well. :/
L284[02:02:17] <Fendirain> missing*
L285[02:02:30] <Lordmau5> how are you checking the surroundings?
L286[02:02:33] <Lordmau5> only the EnumFacings?
L287[02:02:57] ⇦ Quits: killjoy (~killjoy@71.65.255.183) (Ping timeout: 186 seconds)
L288[02:03:08] <Lordmau5> as in, up down north south east west?
L289[02:03:20] <Fendirain> All 26 around it.
L290[02:03:30] <Lordmau5> ok, so the 3x3x3 -1
L291[02:03:42] <Lordmau5> then the trees are faulty
L292[02:03:48] <sham1> :D
L293[02:04:01] <Fendirain> In this case, It has to be my code.
L294[02:04:06] <sham1> Manuefacture error
L295[02:04:15] <Fendirain> But one issue at a time, Maybe if I fix the other one, it will fix this as well.
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L297[02:05:25] <McJty> Hmm, when I examine shaped recipes in MC all ItemStacks containing blocks seem to have an itemdamage equal to 32767 (-1)
L298[02:05:35] <McJty> What exactly does that signify?
L299[02:06:03] <Lordmau5> any item damage is valid for that recipe
L300[02:06:04] <Lordmau5> iirc
L301[02:06:19] <McJty> ah I see
L302[02:06:25] <Lordmau5> there should be a constant for that though, instead of the "-1" or 32767
L303[02:06:42] <McJty> Probably
L304[02:06:43] <sham1> Well a string would not fit either way so...
L305[02:07:00] <Lordmau5> I wanted to quote both o them, but ech
L306[02:07:02] <Lordmau5> lazyness
L307[02:08:44] <sham1> Time to hunt for a wolves
L308[02:09:06] <Fendirain> http://imgur.com/gcQqmpt
L309[02:09:18] <Fendirain> Why are those blocks not checked? :/
L310[02:09:18] <sham1> And I suck at grammar
L311[02:09:23] <Lymia> My parents have a old external HDD with a 20 GB IDE hard drive inside.
L312[02:09:27] <Lymia> What year would this even be from
L313[02:09:47] <sham1> NetBeans
L314[02:10:01] <Fendirain> Eh, Maybe I should just attemp to rewrite this.
L315[02:10:02] * McJty still remembers his first 20 MB HD (megabytes, not giga)
L316[02:10:14] <Lordmau5> they should all be within the 3x3x3 surrounding check though...
L317[02:10:20] <Fendirain> attempt*
L318[02:10:29] <Fendirain> Ya, That's why I'm confused.
L319[02:10:40] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L320[02:10:41] <Lymia> 20 MB HD sounds like "My god, I'll just stick with floppies"
L321[02:10:59] <sham1> I remember when my father was able to make me TWO partitions
L322[02:11:00] <McJty> I started with casette tape for storage actually
L323[02:11:04] <McJty> Now *that* was annoying
L324[02:11:15] <sham1> c64?
L325[02:11:15] <McJty> But at least I could copy software with my stereo
L326[02:11:17] <McJty> MSX
L327[02:11:23] <Lordmau5> 118GB Floppy http://i.imgur.com/hR9olSV.gifv
L328[02:11:23] <sham1> Oh
L329[02:11:24] <Fendirain> If my father was able to make 1 partition I was still be amazed. :P
L330[02:11:34] <McJty> Just had to remember to disable dolby (noise suppression) :-)
L331[02:11:44] <Fendirain> would still*
L332[02:11:58] <Fendirain> I really should go to bed, But I want to fix this.
L333[02:12:08] <sham1> "118GiB floppy"
L334[02:12:09] <sham1> Wat
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L336[02:12:50] <Lymia> I think he just named the partition on the SD card and set up an icon with AutoRun.ini or whatever?
L337[02:13:27] <Lordmau5> we never know
L338[02:13:28] <sham1> Well it looked like a legit floppy and went into the floppy drive
L339[02:13:35] ⇨ Joins: Ekho (~Ekho@2602:304:b01b:3c90:e5be:a825:e4b3:aa21)
L340[02:13:43] <Lordmau5> hidden autorun.ini then, however
L341[02:13:49] <Fendirain> Might have moded it all.
L342[02:13:59] <sham1> Sounds reasonable
L343[02:14:38] <Lordmau5> http://www.popularmechanics.com/technology/gadgets/a19616/modified-floppy-disk-and-drive-uses-sd-cards/
L344[02:14:47] <Lordmau5> Instead of the little pancake of magnetic tape that most floppy disks have inside, thess disks are actually just mostly empty pieces of plastic that have been modified to fit normal SD cards—which can sport capacities in the hundreds of GB instead of the paltry 1 MB an actual floppy can hold.
L345[02:14:48] <Lymia> My research on this IDE drive makes it look like 2003ish?
L346[02:15:14] <Lymia> Can't we make actual floppy disks that have wtf capacity nowadays too
L347[02:15:29] <Lymia> Just, like, put a BD+RW disk in a floppy case
L348[02:15:34] <Fendirain> So basically, I was correct.
L349[02:15:37] <Lymia> It's impractical, but...
L350[02:15:57] <sham1> "Profession: Zombie" Thanks WAILA
L351[02:16:11] <Lymia> ... maybe not impractical. It's scratch-proof and you can probably put in a double-sided disk.
L352[02:16:18] <Lordmau5> Why bother with disks anyway
L353[02:16:25] <Lordmau5> SSDs sure will surpass everything in the coming years
L354[02:17:01] <Fendirain> Hey, a 2TB ssd is *only* $600...
L355[02:17:18] <Lordmau5> they will go down immensely
L356[02:17:21] <Lordmau5> immens... whatever it's typed
L357[02:17:33] <Fendirain> Yep, I remember 1TB being $1000 not that long ago.
L358[02:17:51] <Lordmau5> even the 500GB was shit-expensive
L359[02:17:54] <Lymia> At the same time, HDDs will get bigger and cheaper too though.
L360[02:17:58] <Lordmau5> and now? It's like what, ~150€
L361[02:18:07] <Lordmau5> no
L362[02:18:13] <Lordmau5> HDDs have their limits with ~10TB :D
L363[02:18:23] <Fendirain> Heck, The 128GB one I have was expensive compared to harddrives when i got it.
L364[02:18:43] <Lordmau5> they said they were at the limits with 6TB already - then they found out "Oh hey, why not put Helium inside the HDD to get more space in?" -> 8 / 10TB
L365[02:19:08] <sham1> Hmm, neotech looks a lot like TE
L366[02:19:13] <Lordmau5> for SSDs they can utilize some new 3d-technology to fit more than 16TB onto that damn thing
L367[02:19:46] <Lymia> That technology won't be in mass production for a while, if it even can do what it promises.
L368[02:19:57] <Lordmau5> yes, but we're at the limit for HDDs
L369[02:20:06] <Lymia> And there'll be progress on HDDs too at the same time. Which might not be so radical.
L370[02:20:18] <Cazzar> https://sociorocketnewsen.files.wordpress.com/2016/02/lifegivesyourcurtains.gif
L371[02:20:52] <Fendirain> Well then...
L372[02:24:15] <Fendirain> I'm going to leave this issue for the morning. Anyone care to help me fix my entities axe swinging?
L373[02:25:58] <Fendirain> Mainly, The fact that the axe is quite a bit above the arm when it's swining.
L374[02:26:08] <Fendirain> swinging*
L375[02:26:22] <Fendirain> https://github.com/Fendirain/Fendirain/blob/1.8/src/main/java/fendirain/fendirain/client/render/mobs/layers/LayerHeldItem.java#L45
L376[02:26:26] <Fendirain> https://github.com/Fendirain/Fendirain/blob/1.8/src/main/java/fendirain/fendirain/client/models/mobs/ModelFenderiumMob.java#L92
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L380[02:36:18] <Fendirain> That cat sure shut everyone up, didn't it? :p
L381[02:36:28] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 190 seconds)
L382[02:36:39] <Lordmau5> huh?
L383[02:36:44] <sham1> What
L384[02:36:50] <Lordmau5> Rather the "I have to work and pretend I'm not here"-thing
L385[02:37:22] <Fendirain> There was a nice converstion going on, Then cat, Then nothing. :p
L386[02:39:09] <PrinceCat> Did someone mention cats? I missed it.
L387[02:39:15] <Lordmau5> Yoooooooo
L388[02:39:15] <Lordmau5> http://files.explosm.net/comics/Dave/painting1.png
L389[02:39:58] <PrinceCat> Replace painting with any mod I've attempted to create and it's accurate.
L390[02:40:08] <Fendirain> lol
L391[02:40:24] ⇨ Joins: bilde2910|away (bilde2910@51.174.170.178)
L392[02:40:30] <Lordmau5> wow
L393[02:40:38] <PrinceCat> I kinda want to work on my mod, but I also want to wait until 1.9..
L394[02:41:14] *** bilde2910|away is now known as bilde2910
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L396[02:41:37] <sham1> Why not both
L397[02:41:42] <Fendirain> I woudln't think 1.9 will be ready for modding any time soon, So I'm not waiting.
L398[02:41:46] <Lordmau5> http://files.explosm.net/comics/Dave/stickitin.png
L399[02:41:57] <sham1> It is prepaired for
L400[02:42:19] <PrinceCat> It looks like they're making pretty good progress though?
L401[02:42:32] <Fendirain> Ah, So it won't be like 1.8?
L402[02:42:58] <sham1> The problem with 1.8 was that for a long time the big mods refused to come up here
L403[02:43:01] <Lordmau5> 1.8 -> 1.9 doesn't contain as huge changes as 1.7 to 1.8, as far as I've heard
L404[02:43:04] <Lordmau5> also, that
L405[02:43:11] <PrinceCat> I don't think so, no - there's no major like, rendering rewrite.
L406[02:43:19] <Lordmau5> itemstates are one thing
L407[02:43:24] <Lordmau5> but that shouldn't be too hard to adept to?
L408[02:43:31] <PrinceCat> I think a lot of modders are going to jump on the 1.9 train.
L409[02:43:37] <McJty> Not sure but I had the impression that in worldgen/chunkgen there are also changes
L410[02:43:41] <McJty> Which might affect my dimension mod
L411[02:43:43] <Fendirain> Ah, I wasn't into modding (or coding actually) at that point, So I have no idea.
L412[02:43:44] <PrinceCat> At least I'd be incredibly disappointed if they didn't.
L413[02:43:46] <McJty> But I didn't actually check
L414[02:44:01] <Lordmau5> I've heard something about file-name changes for biome stuff, iirc
L415[02:45:52] ⇨ Joins: Noppes (~Noppes@82-168-99-26.ip.telfort.nl)
L416[02:46:01] <Lordmau5> http://files.explosm.net/comics/Rob/frame.png
L417[02:46:05] <Lordmau5> reminds me of mods
L418[02:47:12] <Fendirain> Why does the axe float so high up? Rendering is the thing I seem to have the most trouble understanding.
L419[02:48:20] <PrinceCat> Gotta reach those top branches, right Fendirain?
L420[02:48:30] <PrinceCat> ;
L421[02:48:32] <PrinceCat> ;)*
L422[02:48:41] <Fendirain> Apperently.
L423[02:49:41] <Fendirain> I'm sure I am just doing this all wrong is why.
L424[02:50:23] <Fendirain> http://imgur.com/eapKKAI
L425[02:51:59] <Fendirain> If only Mojang didn't cast it the Biped Model would this be so much easier.
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L427[02:53:16] <Fendirain> (It, as in the model in LayerHeldItem)
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L433[03:03:37] <Fendirain> Its about time I go to bed, I will work on this in the morning. Night everyone, Thanks for the help.
L434[03:04:11] <Lordmau5> o/
L435[03:04:35] <McJty> Prismarine crystals are more rare then prismarine shards right?
L436[03:05:15] ⇦ Quits: Fendirain (~Fendirain@2602:30a:c0e7:11a0:1955:fd40:9bb9:44f7) (Quit: Leaving)
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L439[03:28:34] <Lordmau5> rip ping timeouts
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L441[03:32:48] <Lymia> welp
L442[03:32:55] <Lymia> Now I know why my parents partitioned this drive so strangely
L443[03:33:00] <Lymia> Damaged sectors. :D
L444[03:33:38] <auenf> i had to partition a drive one time to avoid using 1 of the platters
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L446[03:36:13] MineBot sets mode: +o on cpw|out
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L448[03:38:09] <Lymia> Also seems like some effort was made to wipe the thing
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L450[03:39:24] ⇨ Joins: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
L451[03:40:37] <Lymia> by which i mean "delete everything" not "wipe"
L452[03:41:07] <Lymia> I feel bad for whomever this drive originally belonged to.
L453[03:41:12] <Lymia> Two partitions with bad sector chunks
L454[03:41:25] <Lymia> And apparently didn't want to get a new HD
L455[03:42:40] <Lymia> I wonder if they booted off this.
L456[03:42:50] <Lymia> I'm seeing cache files from a browser.
L457[03:42:51] <McJty> What's the best way to control the itemdamage from a dropped block? i.e. I have a block which when harvested with a pickaxe should spawn an item with a specific damage
L458[03:42:51] ⇨ Joins: Naiten (~Naiten@82.162.0.13)
L459[03:43:53] <Lordmau5> harvestBlockByPlayer
L460[03:44:18] <McJty> Well actually not only by player but in general
L461[03:44:39] <McJty> Where is harvestBlockByPlayer actually?
L462[03:44:52] <TehNut> damageDropped combined with getItemDropped
L463[03:45:17] <TehNut> Both pass the state
L464[03:45:30] <McJty> ok thanks. That seems to be what I need
L465[03:45:40] <Lordmau5> or that, works too
L466[03:45:49] <McJty> Lordmau5, I couldn't find your method
L467[03:45:53] <Lordmau5> which state is being passed?
L468[03:45:58] <Lordmau5> the block state?
L469[03:46:10] <Lordmau5> also Jty, it's *soething* with "player" and "harvest":D
L470[03:46:14] <Lordmau5> something*
L471[03:46:36] <Lordmau5> if only the block state is passed, you can't determine if it has been harvested with a pickaxe or other certain tool by the player, can you?
L472[03:46:53] <McJty> That's ok
L473[03:47:00] <Lordmau5> unless you just want to drop another block / item whenever it's being destroyed
L474[03:47:02] <McJty> Just need to pass a property in my blockstate to the damage for the dropped item
L475[03:47:04] <Lordmau5> than the 2 methods of Nut are ok
L476[03:47:55] <McJty> Now I have to figure out how to render the item differently depending on the damage
L477[03:48:06] <Lordmau5> item json?
L478[03:48:27] <Lordmau5> I have no idea, to be perfectly honest. Never touched special item-rendering
L479[03:48:36] <McJty> I'll experiment
L480[04:01:34] <McJty> Hmm, what else should I do to make the item remember the damage? I have damageDropped() return some value but if I enable F3-H I can see the item still has damage 0
L481[04:01:41] <McJty> Actually it doesn't even show the damage
L482[04:01:44] <McJty> Just the ID
L483[04:01:52] <McJty> Which seems to mean that damage is not supported or something
L484[04:02:26] <Lordmau5> don't you still have to set setMaxItemDamage or something similar in the constructor of said Item?
L485[04:02:39] <McJty> But this is a block
L486[04:02:42] <McJty> The drop of a block
L487[04:02:45] <McJty> How can I do that then?
L488[04:02:55] <McJty> Or do I do that in my custom ItemBlock implementation?
L489[04:02:58] <TehNut> ItemBlock
L490[04:03:02] <Lordmau5> ye, in the ItemBlock
L491[04:03:07] <McJty> ok
L492[04:04:02] <McJty> setMaxDamage(0)?
L493[04:04:29] <Lordmau5> thing is... do you need the setMaxDamage if you just want special rendering?
L494[04:04:46] <McJty> Well for now I just want the thing to remember my metadata :-)
L495[04:04:48] <Lordmau5> I assume you can give every item a "metadata" / damage value, even if they don't have that... like, pork or so
L496[04:04:53] <McJty> I'll worry about rendering after that
L497[04:05:18] <Lordmau5> check the Item class, perhaps there's something in there? :3
L498[04:05:21] <Lordmau5> or ItemBlock super methods
L499[04:06:17] <TehNut> If you're strictly wondering why it's not showing the damage value in the tooltip, you need setHasSubtypes(true)
L500[04:06:29] <TehNut> It *does* know the meta, it just needs that to be "correct"
L501[04:06:32] <McJty> The thing that is throwing me off is that blocks that I know support meta show #ID/<damage> in the tooltip (with F3-H(
L502[04:06:35] <McJty> But my block doesn't
L503[04:06:45] <McJty> ah
L504[04:06:55] <Lordmau5> oh, subtypes, that was the thing
L505[04:07:00] <Lordmau5> reminds me of something
L506[04:07:32] <Lordmau5> One day I found out how RP2 did the "5 million blocks on one ID" handling, whilst in theory you could only have up to 16 "blocks" on it
L507[04:07:51] <Lordmau5> letting you know, this was like 2-3 years ago xD
L508[04:08:00] <Lordmau5> I was pretty hyped when I found out how it worked, haha
L509[04:08:42] <McJty> Ok, now it correctly shows the /0 in the tooltip
L510[04:08:46] <McJty> But it shouldn't be 0
L511[04:08:52] <McJty> The damage is still not copied to my itemblock
L512[04:09:17] <TehNut> there's one other thing to override, hold on
L513[04:09:40] <TehNut> getMetadata
L514[04:09:45] <TehNut> In your ItemBlock
L515[04:09:54] <McJty> yes that one I alrady have
L516[04:09:56] <McJty> But that's for placing
L517[04:09:59] <TehNut> Ah
L518[04:10:01] <McJty> I'm not at that stage yet :-)
L519[04:10:07] <McJty> The item doesn't have the meta
L520[04:10:09] <McJty> That's my problem
L521[04:10:26] <McJty> My block does damageDropped() and I checked that it is returning the correct thing there
L522[04:10:46] <TehNut> Pastebin the code?
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L524[04:11:10] <McJty> I'll submit it to github
L525[04:12:00] <McJty> This is the relevant package: https://github.com/McJty/DeepResonance/tree/master/src/main/java/mcjty/deepresonance/blocks/crystals
L526[04:12:07] <McJty> With the block and itemblock
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L529[04:17:05] <TehNut> Hm, I'm not sure...
L530[04:18:00] <Lordmau5> http://www.minecraftforge.net/wiki/Metadata_Based_Subblocks ?
L531[04:18:22] <Lordmau5> Might not be up2date but perhaps some methods in there are still relevant?
L532[04:18:23] <McJty> Let me try to load that
L533[04:18:57] <McJty> Hmm it does getSubBlocks too...
L534[04:19:12] <McJty> But nm. i'm going to rewrite this
L535[04:19:13] <TehNut> getSubBlocks is just for the creative tab IIRC
L536[04:19:16] <sham1> Well this is odd
L537[04:19:22] <sham1> My blockstates don't seem to work
L538[04:19:31] <Lordmau5> I'm waiting for mcforge.stackexchange.com haha
L539[04:19:39] <Lordmau5> seeing that there are modding questions on stackoverflow xD
L540[04:19:43] ⇨ Joins: VikeStep (~VikeStep@120.156.54.17)
L541[04:20:23] <sham1> Even though we have a completely good forum
L542[04:20:34] <Lordmau5> true
L543[04:20:43] <Lordmau5> oh btw, still haven't gotten a response from the minecraftdata dude.
L544[04:20:46] <sham1> This is really bothering me
L545[04:20:47] <TehNut> who uses official forums anyways
L546[04:21:11] <sham1> My code is correct at a glance yet these blockstates seem to indicate othervice
L547[04:21:55] <Lordmau5> so I'm gonna write a nice message to CyrusOne regarding a takedown for either my mod on the website or a whole website takedown due to the person not cooperating with me
L548[04:22:18] <sham1> And I figured out my stupidity yet again
L549[04:22:44] <sham1> Rememeber kids, getActualState =/= getExtendedState
L550[04:22:52] <Lordmau5> obviously :D
L551[04:23:03] <sham1> meh
L552[04:23:09] <Lordmau5> wasn't getExtendedState only on the client for certain data?
L553[04:23:22] <Lordmau5> or rather, said certain data only available on the client?
L554[04:23:22] <sham1> getActualState is also client-only
L555[04:23:33] <Lordmau5> oh wait, is it?
L556[04:23:38] <sham1> But for stuff without unlisted properties
L557[04:24:17] <sham1> Wait no
L558[04:24:18] <sham1> I lied
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L560[04:25:47] <McJty> I must say I don't fully comprehend the distinction between both
L561[04:25:54] <sham1> Neither do I
L562[04:25:55] <McJty> I use getExtended for ISBM's and getActual for simple json
L563[04:25:57] <sham1> But it exists so meh
L564[04:26:14] <sham1> The debug was hell
L565[04:26:32] <sham1> "Why won't you work. You've worked before..."
L566[04:27:34] <sham1> "Fuck it, I'll check fence... oh, it uses getActualState"
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L570[04:55:09] <McJty> Ok, I can't get this to work: https://bpaste.net/show/720c55b1d859
L571[04:55:11] <McJty> The block is fine
L572[04:55:22] <McJty> When it is empty it renders differently then when it is not
L573[04:55:28] <McJty> But I want the same rendering difference for the item
L574[04:55:43] <McJty> For the item it cannot use of blockstate of course so I use the setCustomMeshDefinition
L575[04:55:49] <McJty> But it always renders the full model
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L577[04:57:17] <Lordmau5> what happens if you try to render the empty model regardless of what the power value is?
L578[04:57:30] <Lordmau5> as in, just return the emptymodel every time?
L579[04:58:00] <McJty> Let me try that
L580[04:58:35] <Lordmau5> that was we know if it's actually being rendered properly but the variants are not correct or another issue is there
L581[04:58:38] <Lordmau5> way*
L582[04:58:58] <McJty> Ok, it renders as full. So it appears the setCustomMeshDefinition is ignored or something
L583[04:59:28] *** fry|sleep is now known as fry
L584[04:59:33] <Lordmau5> uncomment what you just commented (or rather, put the old version back with the different model returning) and do souts?
L585[05:00:14] <Lordmau5> perhaps the CustomMeshDef. is not ignored but, as I said, something's not right in the blockstate file
L586[05:00:28] <McJty> Yes that's also possible. Trying now
L587[05:01:13] <McJty> Nope, the code is never called
L588[05:01:19] <McJty> None of the two branches
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L590[05:01:43] <McJty> fry, you know why my setCustomMeshDefinition seems to be ignored here: https://bpaste.net/show/720c55b1d859
L591[05:01:51] <McJty> The block renders fine in the world (with two states)
L592[05:01:57] <McJty> But I can't get the item to render correctly
L593[05:02:26] <fry> "inventory,empty=true" is wrong
L594[05:02:37] <fry> it won't map to anything in that blockstate file
L595[05:03:02] <McJty> Ah I forgot facing. But still
L596[05:03:08] <sham1> I presume it has to be a dor
L597[05:03:09] <McJty> It will not even try to use the modesl
L598[05:03:10] <sham1> dot*
L599[05:03:16] <McJty> dot?
L600[05:03:20] <sham1> dot
L601[05:03:21] <sham1> .
L602[05:03:25] <McJty> explain?
L603[05:03:28] <sham1> Instead of a comma
L604[05:03:38] <fry> what
L605[05:03:42] <fry> no
L606[05:03:48] <sham1> I think I am being slightly confused
L607[05:03:53] <fry> "inventory" is a full variant
L608[05:03:56] <sham1> Hmm
L609[05:04:01] <fry> it's not a property-value pair
L610[05:04:28] <McJty> fry, so exactly what value should I use there? And also how do I get setCustomMeshDefinition to actually work? The code never gets to returning either model
L611[05:05:18] <fry> "empty=true,facing=north"
L612[05:05:27] <fry> just like the block
L613[05:05:39] <fry> as for why it's not called - I don't know
L614[05:05:49] <fry> make sure initModel is called
L615[05:05:57] <fry> (and in preInit)
L616[05:06:05] <McJty> yes it is. Otherwise the block and TESR wouldn't render
L617[05:06:07] <McJty> And those render fine
L618[05:06:24] <fry> preInit?
L619[05:06:40] <McJty> yep
L620[05:07:06] <McJty> The item just renders as the full block
L621[05:07:54] <McJty> https://bpaste.net/show/ff483e835722
L622[05:08:02] <McJty> Neither of the System.out.println are called
L623[05:08:39] <fry> ah
L624[05:08:44] <fry> setCustomModelResourceLocation is for the item
L625[05:08:46] <fry> too
L626[05:08:58] <McJty> Hmm but if I remove that will my block keep on rendering fine?
L627[05:09:01] <fry> and it takes precedence over the ItemMeshDefinition
L628[05:09:13] <fry> yes, it's for the item, it has nothing to do at all with the block
L629[05:10:27] <McJty> Thanks it works now
L630[05:10:37] <McJty> (waila keeps on showing the wrong/full item but I will not worry about that)
L631[05:11:14] <sham1> Damn there collision boxes are frusturating
L632[05:11:31] <fry> waila's fault :P
L633[05:11:44] <sham1> What?
L634[05:12:05] <McJty> sham1, that was probably meant for me :-)
L635[05:12:09] <sham1> Ah
L636[05:12:15] <sham1> never mind then
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L638[05:15:32] <sham1> It still is kinda weird
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L641[05:23:29] <sham1> ... Is there a vanilla debug command I can use to inspect block collision boxes
L642[05:25:01] <sham1> I can obviously see the boxes of entities but can I do so with blocks
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L644[05:27:44] <McJty> Hmm.... Adding 'fire' to the world in a ServerTickEvent crashes minecraft
L645[05:27:50] <McJty> That worked in 1.7.10
L646[05:27:57] <McJty> Caused by: java.lang.IllegalStateException: TickNextTick list out of synch
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L649[05:40:57] *** Jared|Away is now known as Jared
L650[05:41:44] <sham1> It's official. I hate collision bounding boxes
L651[05:43:13] <Wuppy> for some reason, if you type "dead baby jokes" in slack, slackbot will reply "FUCK YOU!"
L652[05:43:15] <Wuppy> I don't konw why
L653[05:43:23] <Wuppy> but it's something pretty interesting :P:
L654[05:43:45] <sham1> Probably because you are a sick bastard for looking stuff like that up
L655[05:45:18] <Wuppy> you know the saying in game development "dont be afraid to kill your baby" right?
L656[05:45:46] <sham1> "Don't feel sad if you have to scrap a consept"
L657[05:46:45] *** K-4U is now known as K-4U|Fitness
L658[05:47:03] <McJty> Is it perhaps not legal to modify the world (setBlockState) in a ServerTickEvent?
L659[05:47:14] ⇨ Joins: kimfy (~kimfy___@89.10.163.17)
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L661[05:57:44] <kimfy> What is the preferred way of reading a file from the assets folder?
L662[05:57:54] <sham1> InputStream
L663[05:58:06] <sham1> https://github.com/sham1/FluidCraft/blob/master/src/main/java/sham1/fluidcraft/transport/block/BasicPressurePipeBlock.java#L86-L115
L664[05:58:08] <fry> what type of file are you reading?
L665[05:58:12] <sham1> This should be correct I presume
L666[05:58:22] <kimfy> json file
L667[05:58:35] <sham1> A miscalanious JSON I presume
L668[05:58:39] <fry> what's in that json file?
L669[05:59:23] <kimfy> data?
L670[05:59:34] <fry> what data? :p
L671[05:59:35] <sham1> For what usage
L672[05:59:53] <kimfy> blockstate templates
L673[06:00:25] <fry> and why do you need blockstate templates
L674[06:00:27] <fry> ?
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L676[06:02:23] <kimfy> To generate blockstate files for dynamically created blocks
L677[06:02:50] <kimfy> if there's a better way, please enlighten me
L678[06:02:54] <fry> "dynamically created blocks"?
L679[06:03:12] <kimfy> blocks made from json files
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L681[06:03:51] <fry> so, you have the json files already, but for some reason you don't want to make more json files?
L682[06:04:03] <kimfy> What?
L683[06:04:12] <sham1> I think he wants to define his entire blocks in JSON
L684[06:04:18] <kimfy> ^
L685[06:04:24] <sham1> Not just the model
L686[06:04:32] <sham1> In which case why
L687[06:04:40] <fry> why can't you have normal blockstate jsons in additional to whatever metadata jsons you have already?
L688[06:04:56] <kimfy> Let me rephrase
L689[06:05:38] <kimfy> I create my blocks through json, mod parses information, i then need to generate a blockstate.json for that block
L690[06:05:55] <fry> I understand that
L691[06:07:07] <fry> why not put the model information for that generated block in it's normal place though? in the blockstate json?
L692[06:08:28] <fry> that way you don't have to create a new syntax for specifying model/texture data in your json, and you don't need to go through a roundtrip of creating virtual json for the model system
L693[06:11:29] <kimfy> That's what I'm trying to do, based on data - through code
L694[06:11:54] <fry> what data would you use to create the blockstate?
L695[06:12:11] <fry> can you give a concrete example?
L696[06:12:30] <sham1> Again, I must ask why
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L698[06:14:39] <kimfy> Okay, here goes. What I'm doing is - put resource pack in config/modid/resourcepacks, mod extract resourcepack to resources/modid/textures/blocks, using ResourceLoader those resources are loaded. Mod creates a JSON file for each resource pack based on the textures found/available in that resourcepack
L699[06:15:36] <kimfy> parse the json, generate blocks from parsed info, now - generate the blockstate file for the generated blocks
L700[06:15:51] <kimfy> Basically, converts resource packs into their own "mods"
L701[06:16:15] <fry> why not put the resourcepack in the resourcepacks folder?
L702[06:16:25] <fry> that way models will ... just load :P
L703[06:17:14] <fry> also, you're missing a vital part of the information - mapping from blocks to models, which is done in code
L704[06:17:22] <fry> and can't always be recreated
L705[06:19:03] <kimfy> ?
L706[06:19:17] <fry> (it may work if you simply want to make a debug thingy to look at all the models in the resourcepack, but it won't give you 1-to-1 representation of mod items)
L707[06:19:30] <fry> multiple blocks can map to the same blockstate file
L708[06:19:39] <fry> and 1 block can map to multiple blockstate files
L709[06:19:51] <fry> there's no predetermined algorithm
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L712[06:24:29] <fry> let me clarify - you only want to put plain textures in that resourcepack?
L713[06:25:44] <kimfy> I'm not putting anything into a resource pack?
L714[06:26:08] <fry> so, the resourcepack is 3rd party? normal 1.8 resourcepack?
L715[06:26:57] <kimfy> Wait, I'm not following, what resource pack are you talking about?
L716[06:27:13] <fry> "put resource pack in config/modid/resourcepacks, mod extract resourcepack to resources/modid/textures/blocks"
L717[06:28:23] <kimfy> I'm still not sure what you mean by "you only want to put plain textures in that resourcepack?"
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L719[06:29:17] <kimfy> I'm extracting the resource pack to minecraft/resources/modid/textures/blocks - all files are prefixed with the name of the resource pack
L720[06:29:47] <fry> where does the resource pack come from? do you create it?
L721[06:29:55] <kimfy> No you download it from wherever
L722[06:30:19] <fry> so, that resourcepack will already have blockstate jsons in it, correct?
L723[06:30:43] <kimfy> Not for pre 1.8 resource packs
L724[06:30:57] <fry> ah, so you want to load pre-1.8 packs in 1.8
L725[06:31:25] * gigaherz yawns
L726[06:31:31] <fry> in pre-1.8 you could still assign random icons to random blocks
L727[06:31:48] <fry> and mods with ISBRHs could render arbitrary shapes
L728[06:31:53] <kimfy> The problem I'm trying to cover with my mod here
L729[06:31:59] <gigaherz> kimfy: if you reference the same texture path from your json, as you did from the 1.7 block/texture, there's no reason it should stop working
L730[06:32:22] <fry> gigaherz: he doesn't use blockstate jsons
L731[06:32:28] <kimfy> I do
L732[06:32:39] <fry> not directly :P
L733[06:32:50] <kimfy> How is it not directly?
L734[06:33:13] <sham1> gigaherz, seeing as you may be bored (I can see from yawning), can you help me with these god forsaken collision bounding boxes
L735[06:33:21] <gigaherz> sham1: nah that's from waking up
L736[06:33:25] <sham1> Hmm
L737[06:33:26] <gigaherz> i forgot to set myself afk last night
L738[06:33:31] <sham1> You can still help me :P
L739[06:33:40] <fry> please, go on and tell what is the problem you want to cover, kimfy :P
L740[06:33:42] <gigaherz> I can try, but I never really got them right in my mod
L741[06:33:45] <sham1> https://github.com/sham1/FluidCraft/blob/master/src/main/java/sham1/fluidcraft/transport/block/BasicPressurePipeBlock.java#L86-L115
L742[06:33:53] <kimfy> Okay let me do that lol
L743[06:33:55] <sham1> I don't understand why those do not work
L744[06:34:29] <gigaherz> you only add the boxes when they intersect?
L745[06:34:36] <gigaherz> isn't that duplicating work?
L746[06:35:00] <sham1> Yes
L747[06:35:30] <sham1> That's what Vanilla does so I presume it is what I should do as well
L748[06:35:45] <kimfy> Say you and your friend cannot decide which texture pack to play with, right? You decide you want Conquest and your friend wants John Smith - with my mod, You could put one of them in config/modid/resorucepacks/, my mod would generate a complete set of blocks from that texture pack, now you'd just set Conquest as your resource pack and you could play with conquest and john smith at the same time
L749[06:35:50] <sham1> And it works in Vanilla so they must be doing something right
L750[06:35:50] <gigaherz> ah you are right
L751[06:35:51] <gigaherz> interesting
L752[06:36:07] <kimfy> Does it make any sense
L753[06:36:19] <kimfy> I'm sorry if I'm not clear enough
L754[06:36:36] <sham1> Like the core collition works
L755[06:36:45] <sham1> But then the "connections" dont
L756[06:36:46] <gigaherz> kimfy: wait you want to generate extra blocks based on each resoruce pack?
L757[06:36:59] <kimfy> Basically yes that's what I'm doing
L758[06:37:02] <gigaherz> ewh
L759[06:37:06] <gigaherz> the whole pointof resource packs
L760[06:37:12] <sham1> I concure with giga here
L761[06:37:16] <gigaherz> is that if you really like HyperRealist
L762[06:37:18] <gigaherz> but I hate it
L763[06:37:26] <gigaherz> I'm not forced to see your textures
L764[06:37:27] <gigaherz> XD
L765[06:37:39] <kimfy> It's meant for a build server
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L767[06:38:32] <sham1> Because they should work seeing as I add the AABBs into the list
L768[06:38:38] <Ordinastie> kimfy, so you're doing that ? http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2222071
L769[06:38:43] <gigaherz> yeah back to the AABBs
L770[06:39:07] <gigaherz> sham1: aren't the block coords on a corner?
L771[06:39:15] <sham1> yes
L772[06:39:20] <sham1> That is why I am offsetting
L773[06:39:24] <gigaherz> wait nevermind
L774[06:39:25] <kimfy> Kinda, but I'm generating the JSON file your users would have to make based on the textures that exist
L775[06:39:50] <kimfy> So all they'd have to do is supply textures, and I'd do everything else
L776[06:39:54] <fry> what if your friend wants to use models? or at least not blocks that have the same texture for all 6 sides?
L777[06:39:57] <gigaherz> yeah all your offsets are centered around 0.5
L778[06:40:17] <sham1> yeah
L779[06:40:26] <sham1> Because my core is around there
L780[06:40:38] <Ordinastie> kimfy, that was my plan at first, but that means no survival, at all, no way to have anything but full blocks, not different materials etc
L781[06:40:44] <gigaherz> sham1: no idea then, however I'll say that I never managed to make pipe-like collisions work for my ender-rift multiblock
L782[06:40:54] <kimfy> I have it working, I'm porting it to 1.8...
L783[06:41:03] <gigaherz> the collisions did work, but you could "walk into" other parts of the model and get stuck inside
L784[06:41:15] <kimfy> All I'm asking is, what is the preferred way of reading a file from the assets folder?
L785[06:41:22] <fry> sigh
L786[06:41:52] <kimfy> xD
L787[06:42:12] <sham1> Frusturation is a-go for a lot of people here
L788[06:42:15] <kimfy> I'm currently doing it in a rather fucked up way
L789[06:42:19] <kimfy> Iknow
L790[06:42:21] <kimfy> I'm sorry
L791[06:42:34] <fry> IResourceManager.getResource(file),getInputStream()
L792[06:42:46] <kimfy> Ok so what I was originally doing then xD
L793[06:43:10] <fry> good way of getting IResourceManager is implementing IResourceManagerReloadListener
L794[06:43:12] <kimfy> I'll post an example of what I've got atm
L795[06:43:34] <kimfy> http://i.imgur.com/ALOn87l.png
L796[06:43:59] <fry> also, how are you creating the corresponding blocks on the server?
L797[06:44:25] <kimfy> The generated json is read on both sides, blockstate generation is on the client only
L798[06:44:46] <fry> so, you read the resourcepack on the server too?
L799[06:44:56] <fry> or do you have to copy the json?
L800[06:45:21] <kimfy> I still have to find a cleaner way of doing that atm, that's a problem I know I have
L801[06:45:33] <kimfy> Currently yes it has to be on both sides -.-
L802[06:45:45] <fry> there's no cleaner way
L803[06:45:46] <kimfy> after one run you can delete it though
L804[06:47:42] <Ordinastie> is there a vanilla or forge method to convert string into itemStack ?
L805[06:47:58] <Ordinastie> something like modid:item@damage
L806[06:48:36] <fry> string - probably not, but you can read ItemStack from NBT
L807[06:49:02] <Ordinastie> no NBT involved here
L808[06:49:52] <fry> http://minecraft.gamepedia.com/Commands#give
L809[06:50:11] <sham1> Hmm, apparently pathfinding things they are solid yet they are not solid to the player
L810[06:50:14] <fry> that's probably the closest thing
L811[06:50:19] <Ordinastie> ah right the command
L812[06:50:57] <fry> Item item = getItemByText(sender, args[1]); int i = args.length >= 3 ? parseInt(args[2], 1, 64) : 1; int j = args.length >= 4 ? parseInt(args[3]) : 0; ItemStack itemstack = new ItemStack(item, i, j);
L813[06:51:27] <Ordinastie> not really helpful though, I'll keep my parsing then
L814[06:51:36] <fry> getItemByText simply creates ResourceLocation and calls itemRegistry.getObject
L815[06:51:48] <Ordinastie> I wonder if I should regex it
L816[06:51:55] <fry> yup, there's no complete string representation for the whole stack
L817[06:51:58] <fry> that I know of :p
L818[06:52:46] <Ordinastie> also, is handle the stacksize directly a good idea
L819[06:52:54] <Ordinastie> *handling
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L821[06:53:09] <fry> depends on what you're doing with the stack :P
L822[06:53:38] <Ordinastie> currently, it's recipe definition, so I don't need the stack size, but I'm moving the parse method to the core, so I may make it more generic
L823[06:54:11] <fry> make sizeless definition return size = 1 :P
L824[06:54:25] <Ordinastie> the issue is parsing the size
L825[06:55:08] <Ordinastie> easier if I use a regex but still, you can't rule out weird mod names starting with \d+x
L826[06:55:23] <Ordinastie> 15xmoarblox mod!
L827[06:55:33] <fry> parse from the end :P
L828[06:55:58] <fry> or add escaping to the modid :p
L829[06:55:58] <Ordinastie> so modid:item@damagextimes ?
L830[06:56:25] <Ordinastie> or maybe modid:item@damage#times ?
L831[06:56:52] <fry> I don't think there are any invalid characters for modid now
L832[06:57:07] <fry> so, any optional things in the end will create ambiguity
L833[06:57:36] <Ordinastie> anything before the last : is the mod id
L834[06:58:25] <Ordinastie> I'll make a regex, that'll help
L835[06:58:29] <fry> see, vanilla will often use anything before the first : :P
L836[06:58:35] <Ordinastie> and spend 10min remembering hwo to use them in java :(
L837[06:58:41] <fry> and not the last :P
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L839[06:59:12] <Ordinastie> but I don't really care for vanilla
L840[06:59:32] <fry> -_-
L841[06:59:36] <Ordinastie> if item can't have : inside, it has to be everything before :
L842[07:00:15] <Ordinastie> vanilla don't have : inside minecraft, or the items, to parsing them is a non factor, also vanilla won't parse the strings I get, so, no vanilla doesn't matter here
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L844[07:05:36] <boni> but the real question is
L845[07:05:38] <boni> vanilla or chocolate
L846[07:06:30] <fry> http://i.imgur.com/c7NJRa2.gifv
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L850[07:15:53] <sham1> No such thing as compromise
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L852[07:28:26] <Ordinastie> humpf, for some reason, item is empty with this : ((?<modid>.*?):)?(?<item>.*?)(@(?<damage>\\d+(x(?<size>\\d+))?))?
L853[07:28:47] <Ordinastie> am I missing something obvious?
L854[07:29:04] <sham1> I had a problem and I decided to use regex, now I have two problems
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L856[07:29:50] <Ordinastie> fixed it that way :
L857[07:29:51] <Ordinastie> ((?<modid>.*?):)?(?<item>[^@]*)(@(?<damage>\\d+)(x(?<size>\\d+))?)?
L858[07:30:24] <sham1> All the meh
L859[07:30:40] <Ordinastie> only restriction, if you want stack size, you have to specify damage :/
L860[07:30:54] * gigaherz would have just used a bunch of indexOf and substring
L861[07:31:14] <gigaherz> actually, I did use a bunch of indexof and substring
L862[07:31:31] <gigaherz> when I helped whoeveritwas with the creative menu favorites tab mod
L863[07:32:20] <sham1> Fuck it, just gonna make these MCMultiPart compatible and let that handle the collisions
L864[07:32:32] <Ordinastie> sham1, what's your issue ?
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L866[07:33:19] <sham1> Collision boxes
L867[07:33:26] <sham1> Or rather the fact that they don't work
L868[07:33:40] <sham1> Even when I do what Vanilla does
L869[07:33:51] <sham1> I also tried to look at BC but they did the same thing as Vanilla
L870[07:34:11] <Ordinastie> that's what I do, but thats just me :p http://puu.sh/nm5Xj.png
L871[07:34:21] <Ordinastie> what are you trying to do though ?
L872[07:34:38] <sham1> Add collisions based on the Blockstate
L873[07:34:50] <sham1> So the connections would actually be solid
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L875[07:35:05] <Ordinastie> I assume getActualState rather that getBlockState ?
L876[07:35:20] <sham1> getActualState sets the state yes
L877[07:35:35] <sham1> And then I use the "addCollisionBoxesToList"-method
L878[07:35:40] <Ordinastie> show code
L879[07:35:43] <sham1> Yes
L880[07:35:59] <sham1> https://github.com/sham1/FluidCraft/blob/master/src/main/java/sham1/fluidcraft/transport/block/BasicPressurePipeBlock.java#L81-L116
L881[07:36:44] <sham1> I've tried a lot of stuff from adding the AABBs manually to doing this
L882[07:36:51] <gigaherz> funny
L883[07:36:53] <gigaherz> after you said that
L884[07:37:06] <gigaherz> I tried to re-add all the different collision stuff to my rift structure block
L885[07:37:15] <gigaherz> and I can't reproduce the "falling into the block" issue anymore
L886[07:37:46] <sham1> SHARE YOUR SECRETS MASTER
L887[07:37:56] <Ordinastie> sham1, and what do you observe that makes you think it doesn't work ?
L888[07:38:21] <sham1> I fall through the places where the connections are
L889[07:38:25] <gigaherz> I do have a problem, though. if I walk int othe block from the SIDES my head goes black and I get pushed back XD
L890[07:38:42] <gigaherz> and mc cancels thirdperson camera
L891[07:38:46] <sham1> It acts as if the collision boxes are not there at all
L892[07:38:53] <gigaherz> wait
L893[07:38:54] <Ordinastie> first, double check you have the right blockState
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L895[07:38:57] <Ordinastie> just in case
L896[07:39:00] <gigaherz> sham1: addCollisionBoxes require the local pos
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L898[07:39:07] <gigaherz> do you add pos.x?
L899[07:39:37] <gigaherz> setBlockBoundsBasedOnState is in "local" coordinates (0..1)
L900[07:39:38] <Ordinastie> also, look at that : http://puu.sh/nm6d3.png
L901[07:39:47] <gigaherz> while all the other AABB methods use world coords
L902[07:39:49] <Ordinastie> notice the AABBUtils.offset(pos, aabbs)
L903[07:39:53] <gigaherz> (pos.getX() + 0..1)
L904[07:40:07] <sham1> That is done by the super implmenetations
L905[07:40:26] <sham1> Wait
L906[07:40:36] <Ordinastie> right
L907[07:40:41] <sham1> It only happens on the intersection
L908[07:40:50] <sham1> I think I know what is happening and I don't like it
L909[07:41:00] <Ordinastie> (that's why I have my methods)
L910[07:41:08] <Ordinastie> 1 method to handle them all
L911[07:41:19] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockStructure.java#L108,L189
L912[07:41:21] <gigaherz> this is how i'm doing it now
L913[07:42:40] <sham1> As I said, it only happens on the intersection
L914[07:42:42] <gigaherz> although looking at it again, I can just pass new BlockPos(0,0,0) from the setBlockBoundsBasedOnState
L915[07:42:55] <gigaherz> you have intersecting AABBs? that may mess it up
L916[07:43:13] <gigaherz> you probably want to have separate boxes for the "core" and each "extension"
L917[07:43:17] <sham1> Rather at the space where one blockspace ends and one begins
L918[07:43:21] <sham1> I do that
L919[07:43:24] <gigaherz> ah
L920[07:43:50] <sham1> The boxes are not used at the edges of blockspaces
L921[07:43:57] <sham1> Thus I am able to walk through them
L922[07:45:11] <sham1> Although going MCMultiPart compatible also gives me other perks such as getting a nice cover system
L923[07:45:54] <gigaherz> OH I think I know why I'm not having that issue
L924[07:45:58] <gigaherz> or in other words
L925[07:46:03] <sham1> Why I do
L926[07:46:09] <gigaherz> why I think I have the pushback
L927[07:46:17] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockStructure.java#L38
L928[07:46:28] <gigaherz> I tell mc the global bounds are a full block
L929[07:46:49] <gigaherz> so I think it may be that MC checks the "generic" bounds when you are still outside the block
L930[07:46:59] <gigaherz> and only calls the other methods when you are already in it
L931[07:47:03] <gigaherz> which, for you, may be too late
L932[07:47:32] <sham1> Let me try that
L933[07:48:42] <sham1> Nope, the in-between part is still as unsolid as before
L934[07:49:20] <kimfy> Thanks for the help anyways fry, sorry for being so unclear :P
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L950[08:28:53] <kimfy> Is there a way to "blacklist" a blockstate property from having to be specified in a blockstate?
L951[08:29:08] <kimfy> in a blockstate.json*
L952[08:29:26] <gigaherz> you'd have to have a custom state mapper that just doesn't reference it, I think
L953[08:29:46] <gigaherz> basically the idea is
L954[08:29:59] <gigaherz> the blockstates are computed on one side
L955[08:30:04] <gigaherz> while the blockstate is loading independently
L956[08:30:08] <gigaherz> without knowledge of eachother
L957[08:30:13] <williewillus> ModelLoader.setCustomStateMapper(BLOCK, new StateMap.Builder().ignore(PROPERTY).ignore(ANOTHREPROPERTY).build())
L958[08:30:33] <gigaherz> then mc goes "I need a variant "asdf""
L959[08:30:36] <williewillus> blockstate json will act like those properties don't exist
L960[08:30:43] <kimfy> Ah great
L961[08:30:59] <gigaherz> and it's looked up on the variant map
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L965[08:36:26] <kimfy> Thanks guys that worked perfectly
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L969[08:39:28] <Ordinastie> I have items = String[][]
L970[08:39:41] <Ordinastie> does that look correct ? Stream.of(items).max((a, b) -> Math.max(a.length, b.length)).get().length
L971[08:39:47] <Ordinastie> for max row length
L972[08:41:23] <tterrag|ZZZzzz> er...isn't it Arrays.stream() ?
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L974[08:42:26] <Ordinastie> didn't work either way ><
L975[08:42:45] <Ordinastie> fuck, don't I have JDK sources :/
L976[08:43:30] <tterrag> I would do .map(arr -> Arrays.stream(arr).mapToInt(String::getLength)) :P
L977[08:43:36] <tterrag> or whatever
L978[08:43:54] <Ordinastie> I need the longest row, not string lenght
L979[08:44:01] <tterrag> longest row?
L980[08:44:02] <tterrag> ohh
L981[08:44:16] <tterrag> use mapToInt(arr -> arr.length).max()
L982[08:44:29] <tterrag> err
L983[08:44:33] <tterrag> wait you need the index right?
L984[08:45:09] <fry> https://docs.oracle.com/javase/8/docs/api/java/util/stream/Collectors.html#maxBy-java.util.Comparator-
L985[08:45:25] <Ordinastie> tterrag, that worked :)
L986[08:45:44] <tterrag> remember that .max() is a final operation
L987[08:45:52] <tterrag> if you want more details use .summaryStatistics
L988[08:47:43] <Ordinastie> and then again, fry linked something too cryptic to be useable
L989[08:47:51] <fry> -_-
L990[08:47:54] <fry> it's jdk
L991[08:48:06] <fry> how thick are you?
L992[08:48:11] <tterrag> that's what you'd use if your objects didn't easily convert to int
L993[08:48:16] <tterrag> I wouldn't really call it cryptic
L994[08:48:30] <fry> or if you want the actual object
L995[08:48:33] <fry> and not the int resuly
L996[08:48:35] <fry> *result
L997[08:48:55] <tterrag> ^
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L999[08:54:49] <Ordinastie> trying to convert my String[][] items into an actual recipe, not sure if streams are useable here :s
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L1017[09:37:00] <sham1> Hmm, I noticed something weird about addCollisionBoxesToList
L1018[09:37:19] <sham1> It does not seem to be called while the game is going
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L1020[09:43:44] <gigaherz> it's called only when an entity is about to collide (inside the block)
L1021[09:43:46] <gigaherz> IIRC
L1022[09:44:15] <sham1> Well it never got called
L1023[09:44:20] <sham1> Under any event
L1024[09:44:32] <sham1> This is so fruturating :P
L1025[09:44:38] <sham1> I've been doing this for hours
L1026[09:45:44] <gigaherz> it's called from World.getCollidingBoundingBoxes and World.getCollisionBoxes
L1027[09:46:11] <sham1> Mmm
L1028[09:46:12] <gigaherz> which in turn are called from 23 places
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L1030[09:46:35] <gigaherz> and 2 places, respectively
L1031[09:46:48] <gigaherz> the latter is "pushOutOfBlocks"
L1032[09:47:12] <sham1> I'll take a look at the vanilla fence and try to figure it out before I just go fuck it
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L1034[09:47:28] <gigaherz> maybe look at the hopper or cauldron
L1035[09:47:38] <gigaherz> you know howw you can get inside them?
L1036[09:47:44] <sham1> Yeah?
L1037[09:48:25] <gigaherz> there was no continuation to that, I mean that since you can get inside them, they may be a place to look
L1038[09:48:25] <gigaherz> XD
L1039[09:48:40] <sham1> Oh :P
L1040[09:49:12] <sham1> I think I got a terrible horrible idea
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L1042[09:53:59] <sham1> Wait no
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L1044[09:59:30] <sham1> Fuck this, I'll do something else now
L1045[10:02:43] <gigaherz> \o/ fixed the getting pushed back issue
L1046[10:03:00] <gigaherz> I wasn't overriding isFullCube() to false
L1047[10:03:40] <sham1> That could be it...
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L1050[10:09:35] * gigaherz shrugs hard
L1051[10:09:43] <gigaherz> seems all the issues I had last time I tried to do this are gone
L1052[10:10:01] <sham1> Now it is just me trying to do whatever it takes
L1053[10:10:04] <gigaherz> next version of ender-rift, whenever it may be, will have this fixed I guess XD
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L1123[12:57:58] <sham1> I think I figured out my problem with the collision stuff
L1124[12:59:17] <gigaherz> oh?
L1125[12:59:48] <sham1> Apparently the state you get from the addCollisionBoxesToList does not use the getActualState
L1126[13:00:11] <sham1> Seeing as all the values in there were false ven though there are connections
L1127[13:00:41] <sham1> I kinda did think it was weird that fence used seperate method to get the connections values
L1128[13:00:58] <sham1> But now that I know why, I can only cry "MOJANG" while shaking my fist
L1129[13:02:38] <sham1> Time to test that hypotesis
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L1131[13:04:05] <sham1> Wait nope
L1132[13:04:11] <sham1> God damn it
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L1136[13:14:40] <sham1> The jimmy level = rusteled
L1137[13:15:52] <sham1> I'm temped to just pull the code from the fence and tweak it until it works
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L1141[13:19:11] <Ordinastie> sham1, just use MalisisCore and be done with it :p
L1142[13:19:25] <sham1> I refuse
L1143[13:19:45] <sham1> I shall not tether myself to another dependancy
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L1145[13:21:45] * mikebald has a dependency on spell checker =).
L1146[13:22:14] <sham1> Meh
L1147[13:23:18] <sham1> The word "dependency" can be spelled in so many ways it is not even funny
L1148[13:23:42] <sham1> In speech that is
L1149[13:25:05] <gigaherz> lol
L1150[13:25:07] <gigaherz> apparently
L1151[13:25:29] <sham1> But yeah, I don't like dependencies that tie me down to a specific versions for a long time
L1152[13:25:33] <gigaherz> there was a competition meant to help girls get into tech
L1153[13:25:35] <gigaherz> and a boy won it
L1154[13:25:40] <gigaherz> and people are facepalming all over theplace
L1155[13:25:41] <sham1> Wat
L1156[13:25:57] <gigaherz> the people who organized allowed both genders to join
L1157[13:26:02] <sham1> First of all, why such competition
L1158[13:26:16] <gigaherz> because there's an obvious bias that "tech is for boys"
L1159[13:26:20] <gigaherz> and people are trying to fix it
L1160[13:26:45] <gigaherz> so these people made this competition
L1161[13:26:54] <sham1> That cultural attitude is not fixed with shit like this
L1162[13:26:54] <sham1> And even if it is
L1163[13:27:01] <gigaherz> and in order to help girls not feel like they were given the prize too easily
L1164[13:27:03] <sham1> Why allow both genders to get in
L1165[13:27:05] <gigaherz> they allowed boys to join too
L1166[13:27:13] <sham1> Hmrm
L1167[13:27:27] <gigaherz> and there were girl judges
L1168[13:27:30] <gigaherz> and such
L1169[13:27:32] <Ordinastie> what was the prize?
L1170[13:27:34] <mikebald> It's kind of poor taste to try and show that there's no gender bias by showing gender bias...
L1171[13:27:37] <gigaherz> so it was not unfairly judged or anything
L1172[13:27:51] <gigaherz> they were shown the entries
L1173[13:27:55] <gigaherz> and told to choose the best one
L1174[13:27:59] <gigaherz> which happened to be this boy's entry
L1175[13:28:09] <mikebald> I meant that as a reason for why they allowed both genders to join =)
L1176[13:28:12] <gigaherz> so there was no bias on it, so far as anyone can tell
L1177[13:28:24] <gigaherz> it simply happened that the best one was a boy
L1178[13:28:39] <gigaherz> which defeats the point they were trying to advertise
L1179[13:28:43] <sham1> this..
L1180[13:29:09] <gigaherz> mikebald: if you make girls-only competitions, you incentivise people to think boys and girls should be treated separately
L1181[13:29:31] <gigaherz> but at the same time, if you treat the minority in exactly equal terms, you allow the existing bias to be maintained
L1182[13:29:43] <mikebald> gigaherz, yup that was my point I was attempting to make, albeit poorly
L1183[13:29:51] <gigaherz> which iswhy solving sexism and racism is so hard
L1184[13:30:33] <sham1> People are bias against other people
L1185[13:30:41] <gigaherz> "well of course a girl won, there were only girls" vs "well of course the girls lost, the boys were taught better because they are boys"
L1186[13:30:44] <sham1> sadly it is hardwired in out specis
L1187[13:31:03] <gigaherz> we categorize and generalize
L1188[13:31:04] <mikebald> sham1 yeah... it just depends on what is the popular attribute of the month / year
L1189[13:31:08] <gigaherz> it's how we make sense ofthings
L1190[13:31:19] <gigaherz> our brain can't cope with pure individuality
L1191[13:31:22] <gigaherz> we put things in patterns
L1192[13:31:34] <gigaherz> it's more efficient
L1193[13:31:46] <mikebald> gigaherz don't tell me what my brain does! I'm an individual! =)
L1194[13:31:52] <gigaherz> yes
L1195[13:32:06] <sham1> But you still are under the effect of group-thinking
L1196[13:32:07] <gigaherz> but I'm sure if you see a table with 5 legs, you'd be "wtf?"
L1197[13:32:33] <gigaherz> the brain categorizes and generalizes, and when something is outside the established pattern, the pattern-matching fails
L1198[13:32:33] <sham1> I'd probably be like "who made this abomination"
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L1200[13:32:41] <gigaherz> and it takes extra effort to "think" about it
L1201[13:32:51] <gigaherz> hence why the bias is reinforced
L1202[13:33:13] <sham1> But five-legged tables are more stable so that's a thing
L1203[13:33:16] <sham1> If done correctly
L1204[13:33:19] <gigaherz> of course
L1205[13:33:26] <gigaherz> and in fact, if you design a table for a group of 5
L1206[13:33:30] <gigaherz> 5 legs makes sense
L1207[13:33:44] <gigaherz> you give everyone a space between two legs
L1208[13:33:51] <gigaherz> but still
L1209[13:33:54] <gigaherz> most tables have 4 legs
L1210[13:34:04] <gigaherz> so if you see it in a store, you'd initially feel annoyed
L1211[13:34:05] <sham1> Yes
L1212[13:34:24] <gigaherz> simply because the brain has to say "table -- but with 5 legs" instead of just "table"
L1213[13:34:52] <sham1> The hell is this 5 legs madness - my brain
L1214[13:35:41] <gigaherz> and yet we all are ok with having office chairs with 5 wheels
L1215[13:35:42] <gigaherz> ;P
L1216[13:35:46] <mikebald> Meh, if it's structural... w/e =)
L1217[13:35:53] <gigaherz> why? because they aren't chair-like enough
L1218[13:36:04] <gigaherz> it's morel ike 5 feet than 5 legs ;P
L1219[13:36:09] <mikebald> *structurally-sound
L1220[13:36:19] <gigaherz> so they become a different category "office chair"
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L1222[13:36:52] <gigaherz> anyhow this was just to say that the brain categorizes and generalizes, so bias is intrinsic
L1223[13:37:27] <gigaherz> the only way to solve sexism, is to make mixed groups so common, that people simply stop associating those concepts with gender
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L1225[13:38:17] <sham1> Make everyone genderless
L1226[13:38:20] <gigaherz> which is the whole reason those groups ask everyone to try to have 50/50 distribution of genders
L1227[13:38:46] <gigaherz> (in like, jobs and such)
L1228[13:39:36] <sham1> I'd like to see some of these languages around the world drop the gender pronoun
L1229[13:39:36] <sham1> It creates unneeded polarity
L1230[13:40:28] <mikebald> sham1 well, if you have enough of an education your title does become genderless.. e.g. Dr.
L1231[13:40:45] <sham1> Mmmmm
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L1234[13:41:40] <sham1> Doctoress
L1235[13:41:45] <sham1> ;P
L1236[13:41:51] <gigaherz> spanish has "Doctor" vs "Doctora"
L1237[13:42:01] <mikebald> gigaherz huh, didn't know that =)
L1238[13:42:19] <gigaherz> I'm not sure right now if both abbreviate to "Dr." I have a feeling I have seen "Dra. Something"
L1239[13:43:50] <sham1> In Finnish there is only one noun for that
L1240[13:43:56] <sham1> So that's nice
L1241[13:45:10] <sham1> And in Esperanto there are doktoro and doktorino
L1242[13:45:54] <gigaherz> doktorino sounds like how you'd say "little doctor" in portuguese
L1243[13:46:24] <sham1> :P
L1244[13:46:40] <sham1> I assure to you that it means doctress
L1245[13:46:44] <gigaherz> heh
L1246[13:46:53] <gigaherz> weird choice for femenine suffix
L1247[13:47:10] <sham1> You can tell from the -in ending at the word root "in this case doktor
L1248[13:47:41] <sham1> Because the -o is there just to mark the noun :P
L1249[13:49:38] <sham1> Yes, that is one of those things I am doing with my life, learning a constructed language because I don't know, boredom
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L1251[14:12:28] <LexManos> Cutting class renames at midnight tonight and then going to work on MCP/Forge this weekend Get your suggestions/comments in.
L1252[14:18:03] <sham1> Would an annotation rename suffice
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L1254[14:18:39] <LexManos> MC doesnt have annotations
L1255[14:18:49] <sham1> I figure
L1256[14:18:53] <OrionOnline> Hi guys.
L1257[14:19:13] <sham1> Well,I got none I can complain about as far as names go
L1258[14:19:17] <OrionOnline> I am trying to get my model to rotate using the rotation stuff from the JSON Model system.
L1259[14:19:33] <OrionOnline> But for some reason this JSON: https://gist.github.com/OrionDevelopment/e546a6d024ef2d6e41e0 Throws an exception when loading
L1260[14:19:35] <sham1> Okay?
L1261[14:19:37] <OrionOnline> What am i doing wrong?
L1262[14:21:50] <OrionOnline> I added the facing definitions just like the ones on the Furnace
L1263[14:22:04] <OrionOnline> But that seems to confuse the ForgeBlockState Loader
L1264[14:22:47] <sham1> If your variants are fully qualified, they need to be outside the variants-block
L1265[14:23:21] ⇨ Joins: Celtic (~Celtic@203.152.196.48.static.zoot.jp)
L1266[14:23:50] <OrionOnline> Ah okey let me try that then
L1267[14:24:26] <sham1> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6#file-forge-blockstate-v1-specs-L8
L1268[14:24:30] <sham1> As per this spec
L1269[14:25:03] <sham1> You should also have the block with the rotation inside an array
L1270[14:25:04] <OrionOnline> thank you sham, new PC so i lost all my bookmarks
L1271[14:25:11] <OrionOnline> Storing that one now again
L1272[14:25:16] <sham1> :P
L1273[14:25:25] <sham1> No problem
L1274[14:25:29] <OrionOnline> Let see if it works :d
L1275[14:25:59] <OrionOnline> For some reason is it not working though.....
L1276[14:26:09] <OrionOnline> Can the model system rotate OBJ Models?
L1277[14:28:36] <Celtic> Hoping someone can answer this, or help direct to somewhere that might. Having a bizarre latency issue. Playing a Minecraft Forge mod-pack, and my upload to the server seems more or less instantaneous (or close enough), but download from it seems to be blocked, or filtered by something, because it can take dozens of seconds, or at it's worst, multiple minutes for any kind of response from the server.
L1278[14:28:57] <Celtic> I'm happy to do any necessary footwork, etc. But I don't even know where to begin looking to fix this problem.
L1279[14:30:11] <OrionOnline> Hmm....
L1280[14:30:17] <OrionOnline> sham1 you there?
L1281[14:30:21] <sham1> Yes
L1282[14:31:31] <sham1> Try having it "facing=south": [{ *your rotation here*}] etc
L1283[14:31:43] <OrionOnline> Nah i know why it is not working
L1284[14:32:54] <OrionOnline> I need to know how to convert the state retrieved as parameter (which holds the facing direction) to a ExtendedState: https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/smithsmodding/armory/common/block/BlockBlackSmithsAnvil.java#L173
L1285[14:32:58] <OrionOnline> Any idea how?
L1286[14:32:59] <sham1> Well it is still good to do
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L1288[14:35:48] <gigaherz> OrionOnline: first, you need to use new ExtendedBlockState on your createBlockState
L1289[14:36:00] <gigaherz> and provide both the array of listed properties, and the array of unlisted properties
L1290[14:36:18] <gigaherz> then, on getExtendedState, you return state.withProperty(unlisted property, value)
L1291[14:36:51] <OrionOnline> Ah
L1292[14:36:55] <OrionOnline> Okey let me try that
L1293[14:39:33] <gigaherz> Celtic: that doesn't really sound like a forge issue? :/
L1294[14:39:45] <gigaherz> but no idea, really
L1295[14:39:51] <OrionOnline> gigaherz, still not turning.
L1296[14:40:19] <OrionOnline> Do i have to specify a model for the variants of the facing?
L1297[14:40:26] <Celtic> I know, but at this point, I'm grasping for straws, and I was hoping because it's a Forge mod, that I might possibly be able to ask if anyone here knows of some kind of log that Forge keeps that might help me sniff out the problem.
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L1299[14:40:44] <gigaherz> OrionOnline: what kind of rotation are you tryingto achieve?
L1300[14:40:59] <OrionOnline> Basically like a furnace
L1301[14:41:03] <Celtic> I'm not asking for handouts, and I'll move along if I must. I just thought I might try, because I'm really at quite a loss at this point.
L1302[14:41:08] <gigaherz> you don't need extended states at all, for that
L1303[14:41:18] <OrionOnline> I am using an OBJ to render the Model
L1304[14:41:35] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockGenerator.json
L1305[14:41:37] <gigaherz> me too
L1306[14:41:40] <gigaherz> look at this blockstates file
L1307[14:41:58] <gigaherz> that's for a furnace-like block that can only rotate horizontal
L1308[14:42:02] <OrionOnline> Yes?
L1309[14:42:08] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockInterface.json
L1310[14:42:11] <OrionOnline> Exactly what i am looking for
L1311[14:42:21] <gigaherz> this for one that can rotate all 6 facings like a dispenser
L1312[14:42:30] <OrionOnline> Yeah But that is not what i want
L1313[14:42:45] <OrionOnline> I am not using the ExtendedState for the Rotation or anythign
L1314[14:42:54] <gigaherz> ?
L1315[14:43:10] <OrionOnline> It holds the MaterialType, which in turns determines the model that is actually rendered
L1316[14:43:11] <gigaherz> the '"y":angle' part is what causes the model to rotate
L1317[14:43:15] <OrionOnline> I know
L1318[14:43:18] <OrionOnline> I have that
L1319[14:43:26] <Ordinastie> !gm func_175810_a
L1320[14:43:56] <gigaherz> ah you have a smart model or such?
L1321[14:44:25] <mikebald> Celtic you may get more assistance elsewhere; it can be confusing as you're mixing up some terms. For example, there's a good chance that they are forge mods that you're dealing with, it's not a forge modpack. The modpack isn't managed or maintained by forge; chances are you're thinking FTB.
L1322[14:44:35] <gigaherz> if so, you'd have to either apply the rotation manually
L1323[14:45:01] <gigaherz> or hmm
L1324[14:45:19] <gigaherz> OrionOnline: do yo uahve a fixed set of "materials" that you could translate into a fixed set of models? or is it somehow dynamic?
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L1326[14:45:37] <Ordinastie> !gm func_176204_a
L1327[14:45:38] <OrionOnline> It is Fixed after init
L1328[14:45:43] <Celtic> I apologize Mike. I realize it wasn't a Forge-made mod-pack. That was poor wording, I agree. But I have no intention of being a nuisance. I think it might just be time to give up, to be honest. I've spent more hours than it might be worth at this point.
L1329[14:45:47] <mikebald> Celtic there is a #FTB channel that may help.
L1330[14:45:49] <OrionOnline> The model loader bakes them all after post init
L1331[14:45:50] <Celtic> I appreciate your time anyway.
L1332[14:46:05] <Celtic> I'll check in there as well, but it's not an FTB modpack.
L1333[14:46:24] <OrionOnline> gigaherz, https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/smithsmodding/armory/client/model/loaders/AnvilModelLoader.java loads the custom retextured OBJ Models
L1334[14:48:09] <OrionOnline> Then the BakedModel selects one of the OBJModels based of the MATERIAL properties
L1335[14:48:29] <gigaherz> yeah
L1336[14:48:32] <OrionOnline> But i want the ModelSystem to rotate the AnvilModel regardless of which OBJ is selected in the end
L1337[14:48:34] <gigaherz> but then you lose the blockstates rotation
L1338[14:48:38] <gigaherz> hmf
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L1340[14:48:42] <OrionOnline> But why
L1341[14:48:50] <OrionOnline> It makes no sens that it looses the rotation
L1342[14:49:00] <gigaherz> do you actually load the models from the blockstates variants?
L1343[14:49:07] <OrionOnline> Yes
L1344[14:49:40] <OrionOnline> As you can see in the block state json uploaded on the gist
L1345[14:49:45] <OrionOnline> https://gist.github.com/OrionDevelopment/e546a6d024ef2d6e41e0
L1346[14:50:25] <OrionOnline> It loads this special model definition with my model loader: https://github.com/SmithsModding/Armory/blob/Development-1.8/resources/assets/armory/models/block/anvil/BlockModel.Anvil-armory.json
L1347[14:51:53] <OrionOnline> Which is nothing more then a passthrough reference to the OBJ Loader for the actual model, and the custom bottom and texture overrides for the materials, if they are not specified the default (iron looking metal) is used
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L1349[14:53:15] <sham1> Abrar is like the Schrödinger's cat. He is indeterminatibly present
L1350[14:53:26] <OrionOnline> sham1 lol
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L1352[14:54:15] <Ordinastie> damn, I got a crash report that doesn't make sense again :/
L1353[14:54:22] <gigaherz> heh
L1354[14:54:42] <gigaherz> https://github.com/gigaherz/ElementsOfPower/issues/8
L1355[14:54:47] <OrionOnline> gigaherz, even when i use your blockstate (with the facing in the variant) it does not rotate...
L1356[14:54:48] <gigaherz> i'm still completely stumped by this one
L1357[14:54:55] <gigaherz> OrionOnline: no idea then
L1358[14:55:04] <gigaherz> you'd have to speak with fry or shadekiller666
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L1377[15:16:12] <OrionOnline> shadekiller666, you there?
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L1381[15:25:04] <OrionOnline> gigaherz, i have been testing this..... weirdly enough the State is kept through the ExtendedState call
L1382[15:25:14] <OrionOnline> But for some reason ti is not rotated.
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L1384[15:26:17] <OrionOnline> Which is really weird
L1385[15:29:56] <OrionOnline> gigaherz, uh wow i figured out why it is not rotating
L1386[15:31:24] <OrionOnline> Why would it not load the model if i removed the normal variant: https://github.com/SmithsModding/Armory/blob/Development-1.8/resources/assets/armory/blockstates/Armory.Blocks.Anvil.json#L11-L13
L1387[15:32:24] <williewillus> what kind of model is this?
L1388[15:32:30] <williewillus> like logic wise
L1389[15:32:58] <OrionOnline> It is a OBJ Model
L1390[15:33:35] <OrionOnline> Or sort of, my custom model loader loads the model but it is an OBJ at the end, it just bakes variants with different textures is need be
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L1392[15:34:26] <OrionOnline> Even though the ExtendedState holds the correct facing it does not care about it
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L1395[15:35:18] <OrionOnline> any idea williewillus ?
L1396[15:35:29] <unascribed> gigaherz, they may want to try "-XX:-OmitStackTraceInFastThrow"
L1397[15:35:47] <williewillus> wait is your facing a listed or unlisted proeprty
L1398[15:36:09] <Ordinastie> williewillus, are you the one coding AuraCascade ?
L1399[15:36:24] <williewillus> not "coding" it per se, but yes I'm taking care of it right now :P
L1400[15:36:46] <Ordinastie> I couldn't find a 1.8.9 branch on github
L1401[15:36:55] <OrionOnline> listed, it is the standard FacingProperty, that for example the vanilla furnace uses asswell
L1402[15:37:09] <williewillus> github.com/williewillus/Aura-Cascade/tree/MC188 ?
L1403[15:37:40] <Ordinastie> humpf, yeah, the link on curseforge doesn't point to your repo
L1404[15:37:54] <williewillus> yeah since I got access to the official curse project
L1405[15:38:27] <williewillus> the changelog on each build points to my repo though
L1406[15:38:33] <Ordinastie> because I have a crash report, but it doesn't really make sense on it's own
L1407[15:38:40] <williewillus> what is it?
L1408[15:38:53] <Ordinastie> let me copy it
L1409[15:39:32] <Ordinastie> https://gist.github.com/Ordinastie/4dc76fc829868e582e7a
L1410[15:40:13] <Ordinastie> as your AuraTile.update() is the starting point, I was wondering if you did something weird with the worlds
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L1412[15:40:40] <MalkContent> is sand oredicted?
L1413[15:40:46] <unascribed> your TE doesn't have a world and isPowered is being called
L1414[15:40:50] <unascribed> check hasWorldObj
L1415[15:41:20] <Ordinastie> unascribed, yes, I figured that much ><
L1416[15:41:30] <williewillus> !gm func_175625_s
L1417[15:41:34] <Ordinastie> question is, how is it possible for the TE to not have a world ?
L1418[15:41:41] <MalkContent> nope, it's not :|
L1419[15:41:42] <unascribed> during loading TEs don't have a world obj
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L1421[15:42:07] <Ordinastie> except it's not during loading, it's called from ItemDoor.placeDoor()
L1422[15:42:21] <unascribed> pretty close to "during loading"
L1423[15:42:22] <Ordinastie> when id does setBlockState() that set the world in the TE too
L1424[15:42:24] <unascribed> the block has just been placed
L1425[15:42:40] <williewillus> i think i know what the issue is
L1426[15:42:42] <Ordinastie> and THEN does neighbordStateChange() that calls isPower
L1427[15:42:46] <williewillus> its asking for tes in non generated chunks
L1428[15:42:52] <MalkContent> spoke too soon
L1429[15:42:53] <williewillus> dump it on my issue tracker
L1430[15:43:17] <Ordinastie> still shouldn't affect it
L1431[15:44:02] <Ordinastie> tbh, I don't think your mod has anything to do with it, but since it's in the stacktrace, I ought to ask
L1432[15:44:20] <Ordinastie> just to me, I don't really understand how the world can be null at that point
L1433[15:44:31] <Ordinastie> and unless I can replicate it...
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L1436[15:47:11] <OrionOnline> Anyone know when and if shadekiller666 is coming back?
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L1439[15:54:20] <shadekiller666> what about me
L1440[15:54:51] <shadekiller666> OrionOnline, what about me?
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L1447[16:08:10] <gigaherz> [22:35] (unascribed): gigaherz, they may want to try "-XX:-OmitStackTraceInFastThrow"
L1448[16:08:13] <gigaherz> thx for the suggestion
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L1456[16:19:46] <Arctic_Wolfy> Any one know how to get the closest entity of a type to another entity of the same type?
L1457[16:21:01] <tterrag> world.getEntitiesWithinAABB
L1458[16:21:06] <tterrag> pass a Class object
L1459[16:21:14] <tterrag> use getClass() :P
L1460[16:21:42] <Arctic_Wolfy> Okay. And I know what class it will be.
L1461[16:22:15] <tterrag> I'm saying
L1462[16:22:19] <tterrag> if you are IN the entity you care about
L1463[16:22:22] <tterrag> just call getClass()
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L1465[16:24:14] <Arctic_Wolfy> I'm in an Item class working with onEntityItemUpdate(EntityItem).
L1466[16:24:28] <tterrag> ok
L1467[16:25:18] <Arctic_Wolfy> And how do I get an AxisAlignedBB?
L1468[16:25:46] <Ordinastie> you make one ?
L1469[16:26:03] <Arctic_Wolfy> The constructor is protected.
L1470[16:26:08] <gigaherz> wat? no
L1471[16:26:16] <Arctic_Wolfy> Yes.
L1472[16:26:28] <Arctic_Wolfy> It said so..
L1473[16:26:31] <gigaherz> then i'm a magician, because I use it
L1474[16:26:32] <gigaherz> XD
L1475[16:26:50] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockStructure.java#L161
L1476[16:26:53] <gigaherz> look around there
L1477[16:26:53] <gigaherz> ;P
L1478[16:27:08] <tterrag> he's probably on 1.7...
L1479[16:27:14] <tterrag> there is a static constructor
L1480[16:27:23] <tterrag> getBoundingBox
L1481[16:27:24] <Arctic_Wolfy> o.o
L1482[16:27:29] <gigaherz> ah, that was different in 1.7?
L1483[16:27:32] <tterrag> yes
L1484[16:27:35] <Arctic_Wolfy> Hmm?
L1485[16:27:37] <tterrag> because they used to pool the AABBs
L1486[16:27:40] <gigaherz> aah
L1487[16:27:47] <Arctic_Wolfy> So how do I get one now?
L1488[16:27:49] <tterrag> then removed it in 1.7.7-10 (can't remember exactly)
L1489[16:27:52] <tterrag> but left the factory method
L1490[16:27:55] <tterrag> Arctic_Wolfy: I just told you
L1491[16:28:44] <Arctic_Wolfy> Ah, sorry, I the screen scrolled when I was reading that.
L1492[16:29:53] <Arctic_Wolfy> And are the points I give relitive or absolute?
L1493[16:30:03] <tterrag> depends on the context, but in this case, absolute
L1494[16:31:01] <Arctic_Wolfy> Even thou it asks for the entity in the method?
L1495[16:31:19] <tterrag> what?
L1496[16:32:13] <tterrag> ah
L1497[16:32:15] <tterrag> you're using findNearestEntityWithinAABB
L1498[16:32:16] <tterrag> ?
L1499[16:32:24] <Arctic_Wolfy> World.findNearestEntityWithinAABB(Class,AxisAlignedBB,Entity)
L1500[16:32:44] <Arctic_Wolfy> Yes.
L1501[16:33:13] <Arctic_Wolfy> Would it be reletive then?
L1502[16:33:21] <tterrag> no
L1503[16:33:26] <tterrag> the entity passed is just the one to ignore
L1504[16:33:32] <williewillus> it would be absolute, in the box
L1505[16:33:38] <Arctic_Wolfy> Okay.
L1506[16:33:46] <williewillus> you can get a box relative to some entity though, just get their bounding box and expand it
L1507[16:34:03] <Arctic_Wolfy> Okay.
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L1509[16:35:52] <Arctic_Wolfy> Will expand set it to that size? Or add that amount?
L1510[16:36:04] <gigaherz> add
L1511[16:36:18] <gigaherz> ...I think XD
L1512[16:36:28] <Arctic_Wolfy> Okay then... >.<
L1513[16:36:45] <gigaherz> but really making an AABB of a concrete size is easy
L1514[16:36:46] <gigaherz> just do
L1515[16:37:01] <williewillus> new AABB(blockpos, blockpos.add(1, 1, 1)) :P
L1516[16:37:02] <Arctic_Wolfy> Kay.
L1517[16:37:49] <gigaherz> I was gonna say (x-width/2, y-height/2, z-length/2, x+width/2, y+height/2, z+length/2)
L1518[16:37:50] <gigaherz> ;P
L1519[16:38:01] <tterrag> williewillus: 1.7...
L1520[16:38:08] <williewillus> i missed that part
L1521[16:38:09] <williewillus> lol
L1522[16:38:53] <Arctic_Wolfy> Maybe I just do that, and possibly make a helper method to do that.
L1523[16:39:17] <Arctic_Wolfy> What gigaherz said, not williewillus.
L1524[16:43:05] <OrionOnline> shadekiller666, sorry was afk watching a series, a question does the OBJ Model loader work with the facing anotation (for rotation) of models?
L1525[16:43:25] <shadekiller666> facing annotation?
L1526[16:43:44] <williewillus> probably means in the blockstate file
L1527[16:43:55] <OrionOnline> williewillus, shadekiller666 correct
L1528[16:44:02] <williewillus> and thats a no iirc
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L1530[16:44:33] <shadekiller666> in the released version of the objloader, in order for the loader to apply an EnumFacing rotation, you have to pass the TRSRTransformation for said EnumFacing into the OBJState constructor
L1531[16:45:02] <OrionOnline> When it grabs the ExtendedState?=
L1532[16:45:08] <shadekiller666> yep
L1533[16:45:33] <shadekiller666> you'd then pass the OBJState as the value of the OBJProperty in the IEBS
L1534[16:45:49] <shadekiller666> this is fixed in the pr updates that are awaiting review
L1535[16:46:01] <shadekiller666> (i think)
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L1537[16:46:34] <OrionOnline> hmm i can only pass a list of groups, visibility and an IModelState to the OBJState constructor
L1538[16:47:03] <williewillus> IModelState
L1539[16:47:07] <williewillus> TRSRTransform implements that
L1540[16:47:24] <OrionOnline> Ah
L1541[16:47:38] <OrionOnline> Now to figure out how to transform EnumFacing to TRSR then
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L1543[16:48:18] <tterrag> pretty sure there's a constructor for that
L1544[16:48:27] <shadekiller666> TRSR has an EnumFacing constructor
L1545[16:49:28] <tterrag> public TRSRTransformation(EnumFacing facing)
L1546[16:49:29] <tterrag> yep
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L1550[16:51:57] <OrionOnline> Does passing an Empty Parts list to the constructor something?
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L1552[16:55:24] <shadekiller666> uhhh
L1553[16:55:46] <shadekiller666> shouldn't affect anything i don't think
L1554[16:56:12] <shadekiller666> the way that groups are handled is changed in the pr so things work differently :P
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L1557[16:57:28] <OrionOnline> shadekiller666, for some reason it is not rotating it .....
L1558[16:57:56] <shadekiller666> gimme the block class
L1559[16:58:03] <OrionOnline> https://gist.github.com/OrionDevelopment/c730ce31afcafc331f72
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L1563[17:02:43] <OrionOnline> And the block class
L1564[17:02:45] <OrionOnline> : https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/smithsmodding/armory/common/block/BlockBlackSmithsAnvil.java
L1565[17:04:16] <OrionOnline> shadekiller666 am i doing anythign wrong?
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L1567[17:06:28] <shadekiller666> that layout for getExtendedState is a bit strange
L1568[17:06:41] <Arctic_Wolfy> If I set "ItemStack stack = entityItem.getEntityItem()" then modify "stack" w/o seting it to something else, I should be able to edit the stack in the entity throught my stack, right?
L1569[17:08:00] <williewillus> i think so, but I'd say prefer to defensively copy it
L1570[17:08:03] <williewillus> modify then set it back
L1571[17:08:06] <williewillus> it's more reliable
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L1573[17:08:23] <Arctic_Wolfy> How so?
L1574[17:08:45] <shadekiller666> i would just do "EnumFacing facing = (EnumFacing) state.getValue(FACING); TRSRTransformation transform = new TRSRTransformation(facing); OBJModel.OBJState objState = new OBJState(Lists.newArrayList(OBJModel.Group.ALL), true, transform); <pass objState into withProperty()>"
L1575[17:08:50] <gigaherz> Arctic_Wolfy: you can't rely on that
L1576[17:08:54] <williewillus> yeah
L1577[17:08:59] <williewillus> what if mojang decifdes to start returning a copy?
L1578[17:09:00] <gigaherz> anyone could modify that stack at any moment
L1579[17:09:02] <williewillus> your code starts breaking
L1580[17:09:07] <williewillus> but it still compiles and runs
L1581[17:09:09] <williewillus> so you don't notice
L1582[17:09:16] <gigaherz> no need for that: other mods could set it to a different start
L1583[17:09:18] <gigaherz> stack*
L1584[17:09:29] <Arctic_Wolfy> Okay, I see.
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L1587[17:13:30] <OrionOnline> shadekiller666, i updated that, no help though: https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/smithsmodding/armory/common/block/BlockBlackSmithsAnvil.java , http://i.imgur.com/yFICIi1.png
L1588[17:13:58] <Arctic_Wolfy> And to kill an item properly I do entityItem.setDead()?
L1589[17:14:32] <gigaherz> yes
L1590[17:14:47] <Arctic_Wolfy> Okay.
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L1593[17:18:12] <shadekiller666> OrionOnline, are the tile entities null?
L1594[17:18:16] <OrionOnline> Nope
L1595[17:18:19] <OrionOnline> They are not
L1596[17:18:42] <shadekiller666> iirc getExtendedState gets called before the tile entities get initialized
L1597[17:18:53] <OrionOnline> That might be trhough
L1598[17:19:04] <shadekiller666> or before a newly-placed TE gets initialized
L1599[17:19:06] <OrionOnline> But that would also mean that if i update the Chunk it would fix the problem
L1600[17:19:13] <OrionOnline> And it does not do it
L1601[17:19:30] <OrionOnline> It would also mean that it would not be able to render the correct material but it would take the default one
L1602[17:19:50] <shadekiller666> if you look at the anvils in f3, does the value for "facing" change?
L1603[17:20:17] <OrionOnline> yes
L1604[17:20:21] <OrionOnline> they show the correct value
L1605[17:21:23] <shadekiller666> ...
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L1607[17:21:55] <shadekiller666> why does your anvil blockstate json have "facing": {} and "facing=..."?
L1608[17:22:39] <OrionOnline> No clue
L1609[17:22:42] <shadekiller666> the forge blockstate format will handle the latter for you...
L1610[17:22:51] <OrionOnline> I had to merch the file
L1611[17:22:57] <OrionOnline> Something messed up there
L1612[17:22:58] <shadekiller666> ?
L1613[17:23:06] <OrionOnline> Let me check if removing that fixes it
L1614[17:23:12] <shadekiller666> merch?
L1615[17:23:18] <OrionOnline> Merge*
L1616[17:23:25] <OrionOnline> On git i had to merge it
L1617[17:23:29] <shadekiller666> oh
L1618[17:23:38] <shadekiller666> use proper grammars plz
L1619[17:23:43] <OrionOnline> I will try
L1620[17:23:53] <OrionOnline> But even with a fixed one, the problem stays
L1621[17:24:19] <shadekiller666> did you remove the "facing=<direction" lines?
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L1623[17:24:47] <OrionOnline> yep
L1624[17:24:51] <OrionOnline> no improvement
L1625[17:24:57] <shadekiller666> try adding "up" and "down" to the "facing": {} block
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L1628[17:25:29] <OrionOnline> this is what i am currently using: https://github.com/SmithsModding/Armory/blob/Development-1.8/resources/assets/armory/blockstates/Armory.Blocks.Anvil.json
L1629[17:25:36] <OrionOnline> Will add the up and down ones now
L1630[17:26:09] <shadekiller666> and put the "inventory" block above the "facing" block
L1631[17:26:14] <OrionOnline> okey
L1632[17:26:19] <OrionOnline> When i remove the normal block
L1633[17:26:22] <shadekiller666> if only for consistancy with examples :P
L1634[17:26:23] <OrionOnline> The model does not want to load
L1635[17:26:38] <shadekiller666> duh
L1636[17:26:40] <shadekiller666> lol
L1637[17:26:52] <shadekiller666> the "normal" block is what the game uses by default
L1638[17:26:56] <OrionOnline> Ah oke
L1639[17:27:14] <shadekiller666> i don't think theres ever a time when it can be omitted
L1640[17:27:18] <OrionOnline> I understand the code part of the model system for a good aprt, but the json is still a mirable
L1641[17:27:21] <OrionOnline> miracle*
L1642[17:27:46] <OrionOnline> And nope, no improvements when adding the up, down and moving the inventory part
L1643[17:27:50] <shadekiller666> the forge blockstate jsons are just a shorthand for the vanilla blockstate jsons
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L1645[17:28:06] <gigaherz> + model jsons
L1646[17:28:23] <shadekiller666> where in this monstrocity of a repo do you register your blocks?
L1647[17:28:25] <gigaherz> a forge blockstates json combines vanilla blockstates AND vanilla models into one
L1648[17:29:13] <OrionOnline> shadekiller666, https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/smithsmodding/armory/common/logic/ArmoryInitializer.java#L380-L384
L1649[17:29:22] <shadekiller666> the directions you list in "facing": {} get turned into the "facing=<direction>" format by the game (kind of)
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L1651[17:30:32] <shadekiller666> where do you register the block with the ModelLoaderRegistry?
L1652[17:30:48] <OrionOnline> What do you mean register the block with the model loader registry?
L1653[17:30:53] <shadekiller666> MLR.setCustomModelResourceLocation()
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L1655[17:31:56] <shadekiller666> might be ModelLoader.setCustomModelResourceLocation()
L1656[17:32:24] <OrionOnline> https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/smithsmodding/armory/client/logic/ArmoryClientInitializer.java#L117
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L1658[17:33:24] <shadekiller666> and that gets called in which phase of the launch sequence?
L1659[17:34:04] <OrionOnline> pre init
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L1662[17:35:24] <shadekiller666> :/
L1663[17:35:47] <OrionOnline> shadekiller666, would it cause problems if i have a state mapper in their?
L1664[17:35:57] <shadekiller666> uhhh
L1665[17:36:13] <OrionOnline> Let me test something
L1666[17:36:16] <shadekiller666> only if you didn't implement the state mapper correctly
L1667[17:36:32] <MattDahEpic> would a pr oredicting all slabs as 'slab' and their their specific type such as cobblestone slabs as 'slabCobblestone' and stone slabs as 'slabStone' be accepted
L1668[17:36:47] <williewillus> not without reason probably
L1669[17:37:08] <OrionOnline> I think this is wrong: https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/smithsmodding/armory/client/ArmoryClientProxy.java#L55-L60
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L1671[17:38:01] <shadekiller666> why are you mapping to the "normal" variant
L1672[17:38:09] <OrionOnline> I am not quite sure
L1673[17:38:13] <shadekiller666> that would be the issue
L1674[17:38:19] <OrionOnline> I needed that to make it even load the model
L1675[17:38:28] <shadekiller666> ...
L1676[17:38:33] <OrionOnline> Actually
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L1678[17:38:36] <OrionOnline> I am talking bullshit
L1679[17:38:42] <OrionOnline> It works just fine without
L1680[17:38:48] <OrionOnline> And their was actually my problem
L1681[17:39:00] <shadekiller666> then you've royally borked the entire launch process with regards to how to load obj models
L1682[17:39:09] <shadekiller666> ok
L1683[17:39:14] <Arctic_Wolfy> If I make a recipe, and specify one NBT tag for an ingredient, it will only use it if the values match, right? And ignore any other tags?
L1684[17:39:28] <OrionOnline> shadekiller666, http://i.imgur.com/b4hqbbs.png
L1685[17:39:29] <OrionOnline> :P
L1686[17:39:37] <gigaherz> Arctic_Wolfy: I don't think recipes check NBT?
L1687[17:39:40] <shadekiller666> gg
L1688[17:39:41] <OrionOnline> I am not sure why that actually is there XD
L1689[17:39:46] <OrionOnline> I am going to remove that
L1690[17:39:50] <gigaherz> but I don't really remember
L1691[17:40:28] <Arctic_Wolfy> gigaherz, then I need to check if another recipe will work then.
L1692[17:40:37] <shadekiller666> a lot of this code could be consolidated
L1693[17:40:45] <Arctic_Wolfy> Or works corectly.
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L1695[17:42:01] <OrionOnline> shadekiller666, I know currently in the process of porting, cleaning up, and revamping the progression tree of the mod
L1696[17:42:04] <Arctic_Wolfy> And it ignores NBT...
L1697[17:42:07] <OrionOnline> So that it feels more complete
L1698[17:42:33] <Arctic_Wolfy> I need help writing my own Crafting handler then...
L1699[17:42:34] <shadekiller666> i mean all of the code in general
L1700[17:42:34] <gigaherz> Arctic_Wolfy: do you need the NBT to match on input? or just work with it to specify the exact output?
L1701[17:42:50] <shadekiller666> you have duplicate methods everywhere
L1702[17:42:52] <Arctic_Wolfy> Work on the input.
L1703[17:42:59] <OrionOnline> I know
L1704[17:43:23] <gigaherz> Arctic_Wolfy: then, you may need your own IRecipe
L1705[17:43:45] <Arctic_Wolfy> And how do I do this?
L1706[17:43:54] <OrionOnline> I have a lot of code duplicates that got created when porting to 1.8, a lot of stuff that is in their is one either already their cause i need for something i have been testing and know i need in the future, or can get removed
L1707[17:44:01] <gigaherz> depends
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L1709[17:44:05] <gigaherz> is it shaped, or shapeless?
L1710[17:44:16] <OrionOnline> Once i am ready for release, i am going to take a day and get rit of all the useless duplicate methods
L1711[17:44:23] <shadekiller666> no
L1712[17:44:28] <shadekiller666> i would say do that asap
L1713[17:44:31] <gigaherz> this is an example for how you could make a shapeless recipe:
L1714[17:44:31] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/gemstones/GemstoneChangeRecipe.java
L1715[17:44:55] <Arctic_Wolfy> I need a few shaped, but one shapless, which could really be shaped since it's one input.
L1716[17:44:59] <shadekiller666> if i was a dev for this mod, i would have nuked all of this on the first day i saw it :P
L1717[17:45:14] <OrionOnline> Actually that might not be a bad idea
L1718[17:45:25] <OrionOnline> I have a bit less time on my hands to implement port new stuff
L1719[17:45:35] <OrionOnline> I could just clean everything i donnot need up
L1720[17:45:43] <gigaherz> Arctic_Wolfy: then open ShapedRecipes (vanilla class)
L1721[17:45:46] <gigaherz> and look at how it's implemented
L1722[17:46:07] <Arctic_Wolfy> Okay.
L1723[17:46:08] <gigaherz> maybe even extend ShapedRecipes, but override matches() and getCraftingResult()
L1724[17:46:25] <Arctic_Wolfy> Okay.
L1725[17:46:37] <OrionOnline> But not now, i am going to bed
L1726[17:46:42] <OrionOnline> And have a good night of sleep
L1727[17:46:45] <OrionOnline> See ya all
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L1732[18:00:47] <tterrag> gigaherz: can you make sense of this? lol error: passing 'const std::vector<Box*>' as 'this' argument of 'void std::vector<_Tp, _Alloc>::push_back(const value_type&) [with _Tp = Box*; _Alloc = std::allocator<Box*>; std::vector<_Tp, _Alloc>::value_type = Box*]' discards qualifiers [-fpermissive]|
L1733[18:01:38] <fry> why are you storing pointers in a vector?
L1734[18:01:54] <tterrag> because when I didn't it was destructing them
L1735[18:01:59] <tterrag> which nuked my GL allocations
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L1737[18:02:08] <fry> wat
L1738[18:02:19] <tterrag> wat wat
L1739[18:02:26] <tterrag> man I don't know what I'm doing >.>
L1740[18:02:35] <tterrag> all I know is the destructor was getting called
L1741[18:03:08] <fry> why are you using C++ at all? :P
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L1743[18:03:41] <tterrag> fry: this code without pointers was doing that http://puu.sh/nmIh7.txt
L1744[18:03:45] <gigaherz> tterrag: so far as I can tell, it's compalining that you are trying to push_back a "const vector"·
L1745[18:03:48] <tterrag> erm...because the class requires it?
L1746[18:03:55] <fry> lol
L1747[18:04:06] <fry> that's a bad class then
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L1749[18:04:16] <tterrag> -_-
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L1751[18:04:25] <gigaherz> in my uni they taught java as a beginner's langauge
L1752[18:04:28] <gigaherz> and then the rest was C++
L1753[18:04:28] <tterrag> gigaherz: and..how do i solve that
L1754[18:04:35] <gigaherz> tterrag: don't make the class const
L1755[18:04:41] <tterrag> it's...not?
L1756[18:04:49] <gigaherz> how are you calling that?
L1757[18:04:51] <fry> const shouldn't be the issue
L1758[18:05:03] <tterrag> this is probably really bad, but
L1759[18:05:11] <tterrag> ge->forEachBox([sc, toRemove](Box* b){if (b->contains(sc)) toRemove.push_back(b);});
L1760[18:05:12] <tterrag> heck if I know
L1761[18:06:09] <gigaherz> ugh too many things I never used XD
L1762[18:06:22] <tterrag> yeah
L1763[18:06:25] <tterrag> I should probably stop this
L1764[18:06:33] <tterrag> but I can't find a good way to do this
L1765[18:06:39] <gigaherz> so far as I can tell, this is complaing that toRemove is a const reference
L1766[18:06:40] <tterrag> I'd like to figure out why the destructor was being called in the first place
L1767[18:06:50] <gigaherz> which sortof makes the toRemove vector immutable
L1768[18:07:03] <fry> ah, yes, makes some sense
L1769[18:07:21] <gigaherz> but lambdas are outside what I have used in C++
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L1771[18:07:41] <gigaherz> wait
L1772[18:07:45] <tterrag> apparently changing the capture to &toRemote fixes it
L1773[18:07:46] <gigaherz> the [] are the closure variables right?
L1774[18:07:47] * tterrag quits
L1775[18:07:52] <gigaherz> yeah I was about to say
L1776[18:08:01] <fry> try forEachBox([sc, &toRemove]
L1777[18:08:14] <gigaherz> I faintly recall reading something about the captures being const by default
L1778[18:08:24] <tterrag> fry: yes that fixes it
L1779[18:08:31] <gigaherz> just like how java requires "final" ;P
L1780[18:08:41] <tterrag> error: 'void GraphicsEngine::forEachBox(Func) [with Func = UI::processMouseMoved(sf::Event::MouseMoveEvent)::<lambda(Box*)>]', declared using local type 'UI::processMouseMoved(sf::Event::MouseMoveEvent)::<lambda(Box*)>', is used but never defined [-fpermissive]|
L1781[18:08:43] <tterrag> now I get that -_-
L1782[18:08:51] <tterrag> so this SO post lied to me http://stackoverflow.com/questions/2938571/how-to-declare-a-function-that-accepts-a-lambda
L1783[18:10:32] <fry> do you have multiple files?
L1784[18:10:39] <tterrag> header and .cpp
L1785[18:10:40] <tterrag> yes
L1786[18:10:43] <fry> where did you define the template?
L1787[18:10:47] <tterrag> in the header
L1788[18:10:50] <tterrag> and the cpp
L1789[18:10:57] <fry> ...what
L1790[18:11:00] <fry> in both?
L1791[18:11:06] <tterrag> is there a better way?
L1792[18:11:15] <fry> what are you even doing
L1793[18:11:22] <gigaherz> declare the whole body in the header is the "better way" ;P
L1794[18:11:24] <tterrag> read the SO post
L1795[18:11:26] <tterrag> that
L1796[18:11:27] <fry> you don't define same things twice
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L1798[18:12:11] <fry> let me clarify: do you just have 2 prototypes, or 2 full implementations?
L1799[18:12:13] <gigaherz> tterrag: there's multiple answers
L1800[18:12:16] <gigaherz> which one did you use?
L1801[18:12:25] <tterrag> fry: 1 declaration, 1 implementation
L1802[18:12:36] <fry> phew
L1803[18:12:50] <fry> and the implementation is in the cpp?
L1804[18:13:12] <gigaherz> keep in mind what I told you about separate declaration and implementation when dealing with templates
L1805[18:13:37] <fry> yes, templates go in the header
L1806[18:13:47] <fry> actual implementations
L1807[18:14:09] <gigaherz> they can be separate, but thenm you need explicit specializations
L1808[18:14:30] <gigaherz> the compiler will happily assume all the specializations it needs exist, and it will be up to the linker to discover that's not the case
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L1810[18:15:40] <tterrag> yeah
L1811[18:15:41] <gigaherz> there was an attempt at making compilers able to specialize tempaltes defined externally, but it never caught on, becuase it required unreasonable complexity on the compilers
L1812[18:15:43] <tterrag> I just put the impl in the header
L1813[18:15:49] <tterrag> ._.
L1814[18:16:03] <tterrag> it's literally for(Box *b : boxes) f(b)
L1815[18:16:07] <gigaherz> but don't despair, C++ modules are coming
L1816[18:16:18] <gigaherz> (in the same sense that Java valuetypes are coming)
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L1818[18:16:48] <fry> hey, C++ got lambdas before java did :P
L1819[18:16:50] <shadekiller666> Coming(TM)
L1820[18:17:08] <gigaherz> Microsoft has an experimental (draft) implementation in VS2015
L1821[18:17:21] <gigaherz> https://blogs.msdn.microsoft.com/vcblog/2015/12/03/c-modules-in-vs-2015-update-1/
L1822[18:17:25] <gigaherz> it's actually quite nice for C++ standards
L1823[18:17:44] <gigaherz> which makes me worry the C++ community will reject it for making too much sense
L1824[18:18:13] <shadekiller666> how much of it is going to be bloated because they have to work around other language features?
L1825[18:18:41] <gigaherz> none, so far as I can tell
L1826[18:18:43] <gigaherz> what the feature does
L1827[18:18:57] <gigaherz> is declare certain implemented functions/classes/methods as module exports
L1828[18:19:07] <gigaherz> which then get compiled into "module information files" (metadata)
L1829[18:19:19] <gigaherz> which can be used to import modules from other files
L1830[18:19:33] <gigaherz> it doesn't change the lagnuage semantics much, at all
L1831[18:19:36] <shadekiller666> and a "module" in this case is what?
L1832[18:19:41] <gigaherz> it just replaces explicit prototypes in includefiles
L1833[18:19:52] <gigaherz> a module is something you can "import" java-style
L1834[18:20:20] <gigaherz> anything exported from a module is a symbol that gets imported
L1835[18:20:24] <gigaherz> when you import said module
L1836[18:20:33] <shadekiller666> uhhh ok
L1837[18:20:38] <shadekiller666> and this is different from include?
L1838[18:20:42] <gigaherz> yes
L1839[18:20:48] <gigaherz> you may not realize it
L1840[18:21:01] <gigaherz> but #include statements actually "paste" the text into the parser stream
L1841[18:21:06] <gigaherz> every time you #include a header file
L1842[18:21:23] <gigaherz> the preprocessor switches the input stream to the included file
L1843[18:21:24] <shadekiller666> ya, the file gets fucking massive the more #include lines there are
L1844[18:21:27] <gigaherz> reads the whole thing
L1845[18:21:29] <gigaherz> and then when it's over
L1846[18:21:33] <gigaherz> returns to the previous file
L1847[18:21:40] <gigaherz> with modules
L1848[18:21:42] <gigaherz> this all goes away
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L1850[18:22:00] <gigaherz> the modules get imported straight intot he compiler's "symbol map"
L1851[18:22:06] <gigaherz> and type map
L1852[18:22:11] <shadekiller666> ok
L1853[18:22:14] <gigaherz> no parsing needed
L1854[18:22:24] <gigaherz> compile times reduced by up to 90% and so on
L1855[18:22:34] <shadekiller666> hahaha
L1856[18:22:40] <shadekiller666> they've been saying that forever
L1857[18:22:52] <gigaherz> (random number, I don't remember if they gave a number for it ;P)
L1858[18:23:57] <gigaherz> yes xcept this is actually done, and works
L1859[18:23:57] <gigaherz> XD
L1860[18:24:06] <gigaherz> VS2015 update 1 has this experimental feature implemented
L1861[18:24:18] <shadekiller666> ok
L1862[18:24:43] <shadekiller666> but c++ is notorious for stupid compilers and incredibly long compile times
L1863[18:24:54] <gigaherz> and don't think it's a microsoft-only extension
L1864[18:24:55] <gigaherz> https://github.com/GabrielDosReis/ipr
L1865[18:25:11] <gigaherz> the IPR mechanism is designed in part by the creator of C++ ;P
L1866[18:25:38] <acidjazz> you cant blame c++
L1867[18:25:42] <acidjazz> thats way too broad
L1868[18:25:49] <acidjazz> c++ is a major reason we're here today
L1869[18:25:54] <tterrag> I feel bad
L1870[18:25:58] <tterrag> I've turned c++ into java
L1871[18:25:59] <tterrag> ge->forEachBox([this, sc](Box* b) {if (b->contains(sc)) capturedBoxes.push_back({b, b->getCenter()});});
L1872[18:26:13] <tterrag> the sad part is it works
L1873[18:26:14] <acidjazz> the oracle JVM is all C++
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L1875[18:26:41] <gigaherz> tterrag: isn't there some std::foreach? ;P
L1876[18:26:50] <shadekiller666> acidjazz, yes, c++ is a major reason for almost every program today, but that doesn't mean we can't criticize it for its shitty layout
L1877[18:26:56] <tterrag> gigaherz: *shrug* no idea
L1878[18:27:02] <shadekiller666> and bloated, confusing syntax
L1879[18:27:03] <tterrag> I just wanted to avoid passing around my vector instance
L1880[18:27:05] <gigaherz> wait nevermind
L1881[18:27:08] <tterrag> as it was getting copied and I don't understand it :P
L1882[18:27:12] <gigaherz> std::for_each wascreated *before* the for_each feture
L1883[18:27:16] <gigaherz> of the for loop
L1884[18:27:17] <gigaherz> http://en.cppreference.com/w/cpp/algorithm/for_each
L1885[18:27:22] <gigaherz> it works directly with iterators
L1886[18:27:33] <tterrag> c++ iterators are weird
L1887[18:27:36] <tterrag> they are basically just **
L1888[18:27:41] <tterrag> http://puu.sh/nmJI2.gif
L1889[18:27:46] <tterrag> ^ my crazy code actually functioning
L1890[18:28:06] <gigaherz> heh
L1891[18:28:38] <gigaherz> also
L1892[18:28:39] <gigaherz> http://jscheiny.github.io/Streams/
L1893[18:28:40] <Kolatra> tterrag, fancy
L1894[18:28:41] <gigaherz> someone beat you to it
L1895[18:28:42] <gigaherz> XD
L1896[18:28:51] <gigaherz> lazy evaluation and functional-style programming for C++
L1897[18:29:24] <gigaherz> best and worst thing of C++: crazy operator overloading
L1898[18:29:25] <tterrag> no libs otherwise I'd be tempted :D
L1899[18:29:26] <gigaherz> XD
L1900[18:29:29] <tterrag> vanilla C++11 here
L1901[18:29:55] <gigaherz> even if it's just headers? :(
L1902[18:29:57] <gigaherz> XD
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L1904[18:30:18] <tterrag> yeah because we turn in homeworks as source projects
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L1906[18:30:48] <shadekiller666> i do prefer c# over java
L1907[18:31:00] <shadekiller666> but c++ is terrible
L1908[18:42:11] <Lymia> Eh.
L1909[18:42:29] <Lymia> With Java 8, I don't really prefer C# over Java that much anymore.
L1910[18:43:04] <gigaherz> I do
L1911[18:43:06] <gigaherz> main reason: var
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L1913[18:43:29] <Lymia> <tterrag> I've turned c++ into java
L1914[18:43:30] <Lymia> <tterrag> ge->forEachBox([this, sc](Box* b) {if (b->contains(sc)) capturedBoxes.push_back({b, b->getCenter()});});
L1915[18:43:36] <Lymia> That is definitely not Java.
L1916[18:43:38] <gigaherz> (same as auto in C++)
L1917[18:43:43] <gigaherz> Lymia: that's C++
L1918[18:43:43] <gigaherz> XD
L1919[18:43:48] <Lymia> As in.
L1920[18:43:55] <Lymia> Nobody writes Java like that. I don't think.
L1921[18:43:57] <gigaherz> but C++ using steam-like foreach, and lambdas
L1922[18:44:12] <Lymia> It's more of a Ruby or Scala style, I think.
L1923[18:44:48] <gigaherz> ge.forEach(b -> {if (b.contains(sc)) capturedBoxes.add(Pair.of(b, b->getCenter())); });
L1924[18:44:51] <gigaherz> more Java-like now? ;P
L1925[18:45:20] <Lymia> Do Java programmers write code like that now?
L1926[18:45:24] <gigaherz> yes.
L1927[18:45:30] <gigaherz> java8 ;p
L1928[18:45:54] <shadekiller666> forge devs don't (yet)
L1929[18:45:57] <shadekiller666> :(
L1930[18:45:59] <shadekiller666> lol
L1931[18:46:02] <Lymia> In Scala, I'd probably write "val capturedBoxes = ge.filter(_.contains(sc)).map(b => (b, b.getCenter))"
L1932[18:46:17] <gigaherz> in C# I'd have something like
L1933[18:46:50] <Lymia> Or "for (b <- ge if b.contains(sc)) capturedBoxes += (b, b.getCenter)"
L1934[18:47:09] <gigaherz> capturedBoxes.addRange(ge.where(b => b.contains(sc)).select(Tuple.Create(b, b.getCenter())));
L1935[18:47:19] <gigaherz> oops
L1936[18:47:24] <gigaherz> capturedBoxes.addRange(ge.where(b => b.contains(sc)).select(b => Tuple.Create(b, b.getCenter())));
L1937[18:47:35] <Lymia> I guess it depends on if capturedBoxes is mutable state, or not.
L1938[18:47:41] <Lymia> (Is this making a new list or modifying an existing one)
L1939[18:48:06] <gigaherz> well
L1940[18:48:08] <gigaherz> if you make a new list
L1941[18:48:09] <gigaherz> then
L1942[18:48:21] <gigaherz> var capturedBoxes = ge.where(b => b.contains(sc)).select(b => Tuple.Create(b, b.getCenter()).ToList();
L1943[18:48:34] <Lymia> No for notation?
L1944[18:48:38] <gigaherz> var capturedBoxes = ge.Where(b => b.Contains(sc)).Select(b => Tuple.Create(b, b.getCenter()).ToList();
L1945[18:48:47] <gigaherz> sortof
L1946[18:48:48] <Lymia> "val capturedBoxes = for(b <- ge if b.contains(sc)) yield (b, b.getCenter)"
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L1948[18:49:12] <gigaherz> but I can't remember linq syntax right now
L1949[18:49:13] <gigaherz> ;P
L1950[18:49:16] <Lymia> It's a lot cleaner in the case where you iterate twice.
L1951[18:49:22] <gigaherz> sec let me start VS and remind myself
L1952[18:50:54] <fry> linq syntax should be very comparable to the for notation
L1953[18:51:01] <fry> from what I've heard :P
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L1955[18:51:51] <Lymia> Isn't for notation basically identical to Haskell's do notation?
L1956[18:51:54] <Lymia> Is LINQ too?
L1957[18:51:58] <gigaherz> var result = from b in ge where b.Contains(sc) select Tuple.Create(b, b.Count);
L1958[18:52:10] <gigaherz> that's linw
L1959[18:52:12] <gigaherz> linq*
L1960[18:52:21] <fry> yup, for in scala is pretty much do in haskell
L1961[18:52:21] <gigaherz> it's lazy enumerated
L1962[18:52:29] <gigaherz> so "result" is just an object waiting to be executed
L1963[18:52:50] <gigaherz> var result = (from b in ge where b.Contains(sc) select Tuple.Create(b, b.Count)).ToList();
L1964[18:53:04] <gigaherz> or I could use anonymous structs
L1965[18:53:35] <gigaherz> var result = (from b in ge where b.Contains(sc) select new { B= b, C= b.Count}).ToList();
L1966[18:53:39] <gigaherz> eh anonymous classes*
L1967[18:54:00] <gigaherz> tis wouldcreate an anonymous class with properties B and C
L1968[18:54:34] <gigaherz> you can work wit hit, enumerate it in a for loop and such, pass itto function taking generics
L1969[18:54:47] <gigaherz> but it woulderror anywhere you require an actual type name
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L1971[18:54:50] <gigaherz> (obviously)
L1972[18:55:08] <tterrag> Lymia: well I only really know java, so if I wrote it, it's probably at least similar to java :P
L1973[18:55:25] <tterrag> one of these days forcing C++ to work like java will bite me, but it hasn't happened yet :D
L1974[18:56:24] <gigaherz> thing I miss the most from IDEA: type information tooltips
L1975[18:56:34] <Lymia> Manual memory management is nasty.
L1976[18:56:36] <gigaherz> I miss the most when using idea*
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L1978[18:56:51] <Lymia> That will probably be the root cause of any screw-ups.
L1979[18:56:53] <tterrag> IDEA doesn't have debug tooltips? O.o
L1980[18:57:07] <Me4502> Well that's a name I haven't seen in years. Hey Lymia
L1981[18:57:13] <Lymia> Hi~
L1982[18:57:13] <gigaherz> tterrag: I mean this: https://dl.dropboxusercontent.com/u/743491/tooltip.png
L1983[18:57:32] <tterrag> oh
L1984[18:57:34] <gigaherz> I can't just hover a name, and get information about the type/args/javadocs
L1985[18:57:49] <Lymia> It'd be even more useful in Scala code.
L1986[18:57:51] <gigaherz> the closest thing it has, is clunky and annoys me more than it helps
L1987[18:58:06] <Lymia> Because you have all sorts of weird types flying around in the middle of expressions.
L1988[18:58:50] <gigaherz> https://dl.dropboxusercontent.com/u/743491/tooltip2.png
L1989[18:58:51] <gigaherz> and this
L1990[18:58:52] <tterrag> ah yeah
L1991[18:59:01] <tterrag> definitely missing that with C++ stuff
L1992[18:59:01] <gigaherz> the tooltip docs :3
L1993[18:59:07] <tterrag> there's tooltips in codeblocks, but they aren't that useful
L1994[18:59:33] <tterrag> get stuff like this http://puu.sh/nmLxQ.png
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L1996[18:59:42] <tterrag> real useful
L1997[18:59:45] <tterrag> I get *why* that's the tooltip
L1998[18:59:47] <tterrag> well, kinda
L1999[18:59:50] <tterrag> but still annoying :P
L2000[18:59:52] <Lymia> That's
L2001[18:59:55] <Lymia> actually useful
L2002[19:00:11] <Lymia> It's the most useful information you can give about a macro.
L2003[19:00:21] <Lymia> Since they're untyped
L2004[19:01:00] <tterrag> it's sad that std::vector has no remove-by-instance method
L2005[19:01:08] <tterrag> is there any good reason for that?
L2006[19:01:16] <Lymia> I wish I had that in scala.
L2007[19:01:22] <Lymia> Where I could highlight an expression and get its type
L2008[19:01:28] <Lymia> Would help me debug type errors a lot.
L2009[19:01:28] <tterrag> er
L2010[19:01:29] <tterrag> you don't?
L2011[19:01:32] <tterrag> eclipse definitely does that
L2012[19:01:49] <Lymia> I don't think so.
L2013[19:01:55] <tterrag> hmph
L2014[19:01:59] <tterrag> I stick with java anyways
L2015[19:02:00] <Lymia> It might be unobvious how to trigger it
L2016[19:02:02] <Lymia> I use IntelliJ, so.
L2017[19:02:43] <fry> you can save expression in a val
L2018[19:02:54] <fry> and make idea infer the type
L2019[19:02:56] <fry> :P
L2020[19:03:02] <Lymia> not so useful
L2021[19:04:34] <fry> ah
L2022[19:04:37] <fry> alt + =
L2023[19:04:40] <fry> :P
L2024[19:05:57] <gigaherz> alt+= wouldn't be a thing for me, = is not a direct key in the kb, it's shift+0
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L2026[19:10:35] <Lymia> Alt + =
L2027[19:10:39] <Lymia> What an obvious key combination
L2028[19:11:37] <fry> I wouldn't call it obvious
L2029[19:11:57] <fry> I wouldn't call any shortcuts obvious though :P
L2030[19:13:02] <gigaherz> Ctrl-C for copy makes sense
L2031[19:13:07] <gigaherz> but then Ctrl-V and Ctrl-X do not
L2032[19:13:08] <gigaherz> XD
L2033[19:13:19] <gigaherz> Ctrl-Vaste, Ctrl-Xut
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L2035[19:15:01] <Lymia> Alt+= has two problems.
L2036[19:15:03] <Lymia> it involves Alt
L2037[19:15:05] <Lymia> And it involves two hands
L2038[19:15:12] <Lymia> When it requires you freaking highlight text to use.
L2039[19:15:43] <fry> majority of people don't use right alt for special purposes :P
L2040[19:15:55] <fry> and they use mouse for highlighting :P
L2041[19:15:55] <gigaherz> right alt is altgr
L2042[19:16:05] <gigaherz> doesn't work like alt for me
L2043[19:16:16] <Lymia> most people are also right handed
L2044[19:16:57] <gigaherz> I'm left handed ;P
L2045[19:17:26] <Lymia> Ctrl-C/X/V must suck for you then
L2046[19:18:10] <gigaherz> no, I do them with the left hand
L2047[19:18:13] <gigaherz> two fingers
L2048[19:18:24] <gigaherz> it's actually quite practical for me
L2049[19:18:31] <williewillus> people do those shortcuts with their right hand?
L2050[19:18:32] <williewillus> 0.o
L2051[19:18:33] <gigaherz> little finger + index finger
L2052[19:19:06] <williewillus> i'm right handed and I use left ctrl and left alt for everything
L2053[19:19:12] <Lymia> I generally use mouse (or graphics tablet) + shortcuts around the left alt+ctrl for programs like GIMP
L2054[19:21:46] <acidjazz> i mainly use my penis
L2055[19:22:21] <Lymia> I didn't know we had 12 year olds here.
L2056[19:22:35] <fry> oh, most of people here are 12 year olds :P
L2057[19:22:54] * gigaherz is 32 ;P
L2058[19:23:29] <gigaherz> but I'm still 12 in my heart :D
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L2063[19:29:43] <williewillus> 18 is close enough to 12 right
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L2067[19:34:46] <masa> 31 but not accomplished anything since being 18... or something... and also not really fit for this society
L2068[19:35:02] <masa> all I want to do is sit home and play and mod minecraft
L2069[19:35:16] <masa> that doesn't really pay the bills though..
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L2074[19:58:30] <Arctic_Wolfy> Is there any way to cancel a crafting event? Or see the crafting player in the recipe?
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L2077[20:08:08] <williewillus> ItemCraftedEvent - isn't cancelable but you get the player
L2078[20:09:38] <Rogue_> any reason Gui#drawRect requires negative params for the y values
L2079[20:09:56] <tterrag> it doesn't
L2080[20:10:00] <Arctic_Wolfy> Hmm... And I think I've tried to reverse it once. I think that was a pain.
L2081[20:10:15] <Rogue_> anything positive is well below the drawn area
L2082[20:10:35] <tterrag> you've probably got some prior transformation affecting your drawing
L2083[20:10:39] <tterrag> drawRect just draws what you give it
L2084[20:10:46] <Rogue_> except it doesn't
L2085[20:10:50] <Rogue_> it isn't prior, sec
L2086[20:13:56] <Rogue_> code is literally `Gui.drawRect(left, top, right, bottom, 2130706432);` where `bottom` is hardset right before being passed in for debug
L2087[20:14:08] <Rogue_> waiting for render so I can show you
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L2090[20:15:24] <Rogue_> tterrag, note the "General" tab moving as a result of this: http://i.imgur.com/uoIDB3Q.webm
L2091[20:15:35] <Rogue_> it is -absolutely- negative
L2092[20:15:44] <Rogue_> and anything positive renders below the screen
L2093[20:15:46] <williewillus> lol
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L2096[20:16:31] <Rogue_> my thought has been that I have some weird context from GlStateManager
L2097[20:16:51] <Rogue_> but everyone here just rejects it and says it's not possible so I'm posting yet again to hope and find an answer
L2098[20:16:53] <tterrag> Rogue_: when are you drawing this?
L2099[20:17:01] <Rogue_> during the chat drawing phase
L2100[20:17:08] <tterrag> *sigh*
L2101[20:17:08] <tterrag> sec
L2102[20:17:09] <Rogue_> GuiNewChat#drawChat
L2103[20:17:13] <Rogue_> so it is a context?
L2104[20:17:32] <tterrag> GlStateManager.translate((float)event.posX, (float)event.posY, 0.0F);
L2105[20:17:38] <tterrag> see GuiIngameForge#renderChat
L2106[20:17:41] <Rogue_> alright, so need to reverse that
L2107[20:17:44] <Rogue_> yeah
L2108[20:17:48] <tterrag> or just render with it
L2109[20:17:56] <Rogue_> I've been looking all over for a translate but didn't find anything accurate enough
L2110[20:18:07] <tterrag> you have no reference back to those translation params
L2111[20:18:12] <tterrag> it's best to just use the context as given
L2112[20:18:16] ⇦ Quits: AforAnonymous (bitch2k@dyn-042-184.vix1.mmc.at) (Quit: Try not to think not.)
L2113[20:18:28] <Rogue_> problem is then associating a mouse click
L2114[20:18:32] <Rogue_> from a diff context
L2115[20:18:36] <Rogue_> unless I reapply the translates
L2116[20:18:57] <tterrag> why not use RenderGameOverlayEvent.Chat ?
L2117[20:19:02] <tterrag> that is pre-translate
L2118[20:19:43] <Rogue_> well there's numerous ways to do it once I get the translation params, they shouldn't change throughout the duration of the drawing
L2119[20:19:51] <Rogue_> unless `event` is something I'm not expecting
L2120[20:19:57] <Rogue_> haven't gotten to the method yet, intellij is being slow
L2121[20:20:33] <tterrag> use the event
L2122[20:20:44] <tterrag> don't try to replcae the chat GUI or whatever
L2123[20:20:58] <Rogue_> I already did replace it completely
L2124[20:21:09] <Rogue_> the only thing was associating the mouse events
L2125[20:21:16] <tterrag> why
L2126[20:21:18] <Rogue_> rest of it works
L2127[20:21:20] <tterrag> ...why replace it
L2128[20:21:32] <Rogue_> 'cause it was easier
L2129[20:21:33] <tterrag> this is *why* the event exists
L2130[20:21:34] <Rogue_> and it's a chat mod
L2131[20:21:35] <tterrag> -_-
L2132[20:21:48] <tterrag> good luck with compatibility
L2133[20:22:05] <Rogue_> on a diff note
L2134[20:22:12] <Rogue_> anywhere I can see forge's src for these things
L2135[20:22:24] <tterrag> in your IDE?
L2136[20:22:34] <tterrag> http://puu.sh/nmQ0H.png
L2137[20:22:57] <Arctic_Wolfy> Is there a way to prevent an ItemEntity from taking damage from lighting?
L2138[20:23:11] <tterrag> Arctic_Wolfy: isn't that just burn damage?
L2139[20:23:36] <Rogue_> it's different for me than you described
L2140[20:23:39] <tterrag> https://github.com/tterrag1098/SuperMassiveTech/blob/master/src/main/java/tterrag/supermassivetech/common/entity/item/EntityItemIndestructible.java
L2141[20:23:49] <tterrag> Rogue_: I'm looking at 1.8 code, potentially an old version of forge
L2142[20:23:55] <tterrag> that's not important though
L2143[20:23:57] <Rogue_> unless I'm in the wrong package
L2144[20:24:08] <Rogue_> nmc/gui
L2145[20:24:21] <Rogue_> no GuiIngameForge, just GuiIngame
L2146[20:24:34] <tterrag> then your setup is broken
L2147[20:24:36] <Arctic_Wolfy> I set fire immunity to 30 secs when I spawned a bolt.
L2148[20:24:40] <tterrag> GuiIngameForge must be there
L2149[20:24:47] <Rogue_> it's not
L2150[20:25:03] <tterrag> it is. or the game would not work.
L2151[20:25:13] <tterrag> just because you can't see it doesn't mean it's not there. how did you set up your workspace?
L2152[20:25:27] <Rogue_> well I did two, I'm in the gradle one at the moment
L2153[20:25:31] <Rogue_> it's not in the gradle workspace
L2154[20:25:49] <tterrag> that's not a full answer
L2155[20:26:29] <Rogue_> ?
L2156[20:26:34] <Rogue_> I used forgegradle
L2157[20:26:40] <Rogue_> http://i.imgur.com/PJ85Quq.png
L2158[20:26:52] <Rogue_> everything does run, and it loads the mods as expected
L2159[20:27:02] <tterrag> it's net.minecraftforge.client
L2160[20:27:13] <Rogue_> okay so -not- nmc then
L2161[20:27:15] <tterrag> there must be a function to open a class
L2162[20:27:16] <Rogue_> sec
L2163[20:27:20] <Rogue_> yeah
L2164[20:27:21] <tterrag> eclipse has ctrl+shift+T
L2165[20:27:41] <Rogue_> intellij has it too, I'm there now
L2166[20:27:43] <Rogue_> just digging around
L2167[20:28:01] <Rogue_> I don't replace the GuiIngame at all but I do replace the GuiNewChat
L2168[20:28:37] <Rogue_> thanks for the tip on GuiIngameForge#renderChat
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L2171[20:35:35] <williewillus> lol anyone good at opengl immediate mode
L2172[20:35:45] <williewillus> finally got back to trying to make the floating flowers spin right
L2173[20:36:34] <gigaherz> dependso n what you need to do
L2174[20:37:27] <gigaherz> glRotate(ticksExisted * rotateSpeed, 0, 1, 0); ?
L2175[20:37:32] <tterrag> err
L2176[20:37:38] <tterrag> + (rotateSpeed * partialTicks)
L2177[20:37:38] <tterrag> :P
L2178[20:37:45] <gigaherz> oops
L2179[20:37:48] <williewillus> currently: orbits around block corner and with a way too big orbit radius
L2180[20:37:53] <gigaherz> glRotate((ticksExisted + partialTicks) * rotateSpeed, 0, 1, 0); ?
L2181[20:37:59] <williewillus> need it to spin in place in the blokc center
L2182[20:38:01] <gigaherz> ah
L2183[20:38:02] <gigaherz> then
L2184[20:38:06] <tterrag> render -> translate to center -> rotate
L2185[20:38:14] <gigaherz> glTranslate(-0.5,0,-0.5)
L2186[20:38:17] <gigaherz> glRotate((ticksExisted + partialTicks) * rotateSpeed, 0, 1, 0); ?
L2187[20:38:22] <gigaherz> glTranslate(0.5,0,0.5)
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L2189[20:38:28] <gigaherz> ... or the other way around
L2190[20:38:54] <williewillus> radius gets screwed
L2191[20:39:06] <gigaherz> wat?
L2192[20:39:16] <tterrag> it shouldn't affect the radius at all
L2193[20:39:19] <gigaherz> did you try with the signs swapped around?
L2194[20:39:26] <gigaherz> (negative last)?
L2195[20:40:24] <williewillus> currently: orbits the block center, but I want it to spin there in place not orbit
L2196[20:40:26] <williewillus> code: https://github.com/williewillus/Botania/blob/50420c3b4b0dad03a388e840a54b703144371770/src/main/java/vazkii/botania/client/render/tile/RenderTileFloatingFlower.java
L2197[20:40:57] <tterrag> yes, what gigaherz said will fix that
L2198[20:41:17] <williewillus> yeah thats fine it's centered right now
L2199[20:41:23] <williewillus> but it's rotating with an enormous radius
L2200[20:41:27] <williewillus> *spinning
L2201[20:41:33] <tterrag> ok...
L2202[20:41:51] <tterrag> you should do the orbit rotation BEFORE the spin rotation
L2203[20:41:59] <tterrag> otherwise you're working on the rotated matrix
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L2205[20:42:03] <tterrag> which will ruin it
L2206[20:42:18] <williewillus> wat
L2207[20:42:24] <williewillus> i don't want it to orbit the blockspace
L2208[20:42:28] <williewillus> i want it spin inside the blockspace
L2209[20:42:35] <tterrag> ...
L2210[20:42:39] <tterrag> then why do you have two rotations
L2211[20:43:00] <williewillus> one tilts the island
L2212[20:43:03] <williewillus> it's a subtle effect
L2213[20:43:14] <tterrag> ok
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L2215[20:43:48] <tterrag> try inverting your translations
L2216[20:43:51] <tterrag> -0.5 then 0.5
L2217[20:43:55] <williewillus> already tried that
L2218[20:44:00] <tterrag> and what's the difference
L2219[20:44:00] <gigaherz> i have no idea what you mean with radius
L2220[20:44:36] <tterrag> what do you want -> what is happening -> what have you tried
L2221[20:44:37] <tterrag> pls
L2222[20:45:12] <gigaherz> a video capture would help ;P
L2223[20:45:17] <tterrag> yes
L2224[20:45:18] <gigaherz> or some gif ;P
L2225[20:45:39] <williewillus> i want: how it is in botania 1.7. the flower spins around inside its blockspace, bobs up and down, and the island tilts back and forth for a subtle effect. What is happening with the current github code: the entire island orbits around the blockspace. tilt and bob is fine
L2226[20:46:05] <gigaherz> is the model itself centered on 0,0,0?
L2227[20:46:12] <williewillus> rendering bakedmodels is not centered
L2228[20:46:15] <williewillus> it's the corner
L2229[20:46:32] <tterrag> right
L2230[20:46:37] <gigaherz> so if you don't do any transform, it's within the block space?
L2231[20:47:00] <gigaherz> that's what i'm asking
L2232[20:47:12] <gigaherz> if the MODEL is (0,0,0)-(1,1,1) or centered around 0
L2233[20:47:16] <gigaherz> not the block space
L2234[20:47:33] <williewillus> no; if I take everything out except for the initial translate(x, y, z) the model appears one block north of the actual blockspace.
L2235[20:47:36] <williewillus> and yes the model is well formed
L2236[20:47:39] <williewillus> it's just a json
L2237[20:47:43] <gigaherz> aha
L2238[20:47:47] <gigaherz> then you have to correct that FIRST
L2239[20:47:49] <gigaherz> before anything else
L2240[20:48:14] <gigaherz> start with translate(0,0,-1)
L2241[20:48:24] <gigaherz> (or 0,0,1, whichever the case)
L2242[20:48:53] <tterrag> ^^
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L2244[20:52:19] <williewillus> doesn't work (still "orbits" instead of spinning, and now appears to be at the wrong blockspace). I think it's because the rotations are centered on the bakedmodels corner but nothing I do to try to correct that works
L2245[20:52:28] <williewillus> tried flipping the translations again but nothing
L2246[20:52:55] <williewillus> *appears to be centered on the wrong blockspace
L2247[20:53:09] <tterrag> remove everything
L2248[20:53:11] <tterrag> render a static model
L2249[20:53:17] <tterrag> THEN, get it centered on the block you want
L2250[20:53:21] <tterrag> THEN, try to get it spinning
L2251[20:53:23] <tterrag> then do the rest
L2252[20:53:56] <gigaherz> williewillus: can you edit the original model so it's centered around 0?
L2253[20:54:00] <gigaherz> it will make everything 1000x easier
L2254[20:54:01] <gigaherz> XD
L2255[20:54:07] <tterrag> heh, yeah
L2256[20:54:39] <gigaherz> for static obj/b3d, you make them (0,0,0)..(0,0,-1) in blender
L2257[20:54:46] <gigaherz> fordynamic, it's best to center around 0
L2258[20:54:52] <gigaherz> then transform manually in the TESR ;P
L2259[20:54:56] <williewillus> this is json + an item model mashed together
L2260[20:55:04] <gigaherz> ah json file?
L2261[20:55:10] <gigaherz> json model*
L2262[20:55:22] <williewillus> yes combined in-code with an item model
L2263[20:55:24] <Rogue_> so it turns out I've just been looking at the wrong GuiIngame class, thanks for assisting in fixing a 3 day bug tterrag lololol
L2264[20:55:31] <tterrag> np
L2265[20:55:38] <tterrag> williewillus: so do what I said then :P
L2266[20:55:43] <Rogue_> jfc I was near hair-pulling levels there
L2267[20:55:59] <williewillus> yeah. this is such a pita -.-
L2268[20:56:01] <gigaherz> williewillus: well, start by getting it centered around the corner
L2269[20:56:17] <gigaherz> once you have the initial transform that gets it centered around the corner
L2270[20:56:22] <gigaherz> add the spinning rotation
L2271[20:56:35] <gigaherz> (after the translation)
L2272[20:56:37] <williewillus> uh corner?
L2273[20:56:40] <gigaherz> yes
L2274[20:56:42] <gigaherz> bear with me
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L2276[20:57:00] <gigaherz> start by translating so it's centered around a corner
L2277[20:57:04] <williewillus> any corner?
L2278[20:57:10] <gigaherz> the one that's smallest
L2279[20:57:15] <gigaherz> the one that would be 0,0,0 of the block
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L2281[20:57:23] <tterrag> god botania is huge
L2282[20:57:28] <tterrag> 12% cloning...
L2283[20:57:33] <tterrag> ok now it's speeding up
L2284[20:57:47] <gigaherz> if you got the right corner
L2285[20:57:52] <williewillus> okay
L2286[20:57:55] <gigaherz> doing a rotation around the Y axis will spin correctly
L2287[20:58:15] <williewillus> it doesn't
L2288[20:58:34] <gigaherz> (-0.5,0,-1.5)?
L2289[20:58:43] ⇦ Quits: agowa338 (~Thunderbi@p54918F94.dip0.t-ipconnect.de) (Ping timeout: 198 seconds)
L2290[20:58:45] <gigaherz> you said it appears one block north?
L2291[20:59:07] <tterrag> williewillus: your gradle setup is broken for cloners
L2292[20:59:09] <tterrag> -_-
L2293[20:59:20] ⇨ Joins: agowa338 (~Thunderbi@p549184CD.dip0.t-ipconnect.de)
L2294[20:59:24] <williewillus> this is translate(x, y, z) + translate( -0.5, 0, 0.5) + the old rotate
L2295[20:59:29] <williewillus> tterrag: what part of it?
L2296[20:59:37] <tterrag> private.properties
L2297[20:59:42] <williewillus> vaz made it that way
L2298[20:59:46] <tterrag> if it doesn't exist you should copy the example to it
L2299[20:59:50] <tterrag> NEVER ship a broken workspace...
L2300[21:00:02] <williewillus> ?shrug
L2301[21:00:08] <tterrag> I should be able to clone and run tasks
L2302[21:00:10] <tterrag> period
L2303[21:00:37] <williewillus> gigaherz: translate(x, y, z) + translate(-0.5, 0, 0.5) brings it to northwest corner, doing rotate around y axis does not spin in place
L2304[21:00:55] <gigaherz> then it's not the right corner XD
L2305[21:01:14] <williewillus> it is on the northwest corner I'm looking at it right now
L2306[21:01:15] <williewillus> :P
L2307[21:01:35] <gigaherz> can you try with like
L2308[21:01:41] <williewillus> all the corners
L2309[21:01:41] <gigaherz> + translate(-0.5, 0, -0.5)
L2310[21:01:42] <gigaherz> or
L2311[21:01:47] <gigaherz> + translate(-0.5, 0, -1.5)
L2312[21:01:52] <gigaherz> or other such variations?
L2313[21:01:53] <gigaherz> XD
L2314[21:02:33] <gigaherz> there should be one combination of values that makes it spin around itself around the corner, instead of looping around another corner
L2315[21:02:48] <gigaherz> wherever it spins around, that's where the "center" is now
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L2317[21:03:23] <williewillus> none of the corners work lol
L2318[21:04:28] * gigaherz sighs
L2319[21:04:33] <gigaherz> I could jsut be dense right now
L2320[21:04:41] <gigaherz> maybe you are supposed to rotate before doing that translate
L2321[21:04:44] <gigaherz> I'm startingto doubt myself
L2322[21:04:48] <gigaherz> that's not good XD
L2323[21:05:04] <williewillus> well none of them spin in place at least, they orbita point thats not the corner
L2324[21:05:18] <gigaherz> and if you do the rotation BEFORe the translatE(0.5)?
L2325[21:05:25] <gigaherz> BEFORE* translate*
L2326[21:06:12] <williewillus> okay that works
L2327[21:06:43] <tterrag> williewillus: *sigh* you don't download baubles either
L2328[21:07:14] <williewillus> you're talking like I wrote the buildscript lol
L2329[21:07:21] <williewillus> i didn't bother to touch it when I started
L2330[21:07:22] <williewillus> and just haven't
L2331[21:07:48] <gigaherz> williewillus: okay now if you add another translate before, that's translate(0.5, <bobing>, 0.5)
L2332[21:08:07] <gigaherz> it should keep the spinning, but apply it around the center of the block?
L2333[21:08:29] <gigaherz> (before the rotation)
L2334[21:09:04] <williewillus> it's bobbing and spinning in place at the nw corner right now
L2335[21:09:34] <gigaherz> then translate again, by 0.5, to center it on the block
L2336[21:09:40] <gigaherz> do this translation before the spinning rotation
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L2338[21:10:10] <gudenau> Hello!
L2339[21:10:12] <gudenau> Ok, why can I not resize MC in a forge dev enviroment?
L2340[21:10:17] <williewillus> yup that did it
L2341[21:10:19] <williewillus> thanks so much lol
L2342[21:10:26] <gigaherz> gudenau: yes you can?
L2343[21:10:28] <gigaherz> what do you mean?
L2344[21:10:34] <gudenau> And, I can not seem to rotate my model; give me a sec to grab the code and toss it in a pastebin.
L2345[21:10:42] <williewillus> so correcting the north offset after rotating was the solution
L2346[21:10:42] ⇨ Joins: Naiten (Naiten@86-102-27-146.xdsl.primorye.ru)
L2347[21:10:50] <gudenau> I am using Windows 10, and I can not change the size of the MC window.
L2348[21:10:51] <gigaherz> yeah
L2349[21:10:56] <gigaherz> this confuses me somewhat
L2350[21:11:06] <gigaherz> because in direct opengl
L2351[21:11:13] <gigaherz> the transforms are applied "backwards"
L2352[21:11:23] <gigaherz> you aren't rotating the model
L2353[21:11:25] <gigaherz> you are rotating the CAMERA
L2354[21:11:31] ⇨ Joins: MattBDev (~MattBDev@pool-96-230-14-66.bstnma.fios.verizon.net)
L2355[21:11:37] <gigaherz> you first translate the camera TO the location of the block
L2356[21:11:38] <williewillus> til
L2357[21:11:40] <williewillus> lol
L2358[21:11:46] <gigaherz> then translate the camera TO the center of the block
L2359[21:12:03] <gigaherz> then rotate the camera around the spinning direction
L2360[21:12:08] <gudenau> So, this is how I am attempting to translate my item model: http://pastebin.com/UDZX2WAE
L2361[21:12:11] <gigaherz> then translate the camera TO the center of the model
L2362[21:12:29] <gigaherz> which results in the model being drawn where it should
L2363[21:12:35] <tterrag> fixed it
L2364[21:12:51] <tterrag> http://puu.sh/nmSCV.txt
L2365[21:12:53] <tterrag> there you go
L2366[21:12:55] <gigaherz> [04:10] (williewillus): so correcting the north offset after rotating was the solution
L2367[21:12:57] <gigaherz> ninja'd
L2368[21:12:57] <gigaherz> ;p
L2369[21:13:15] <williewillus> gudenau: TRSR's are 1/16x the amount of normal vanilla translate [] tags
L2370[21:13:28] <tterrag> rawtyped TESRs btw
L2371[21:13:29] <tterrag> you madman
L2372[21:13:31] <gudenau> So, it is changing a small amount?
L2373[21:13:39] <williewillus> just an fyi, since not many people know that and I don't know why that is :P
L2374[21:13:40] <gudenau> Explains a lot I suppose.
L2375[21:13:41] <gigaherz> gudenau: I have had no issues resizing windows in win10
L2376[21:14:18] <williewillus> well the opposite
L2377[21:14:28] <williewillus> 1 in TRSR is 16x more than 1 in vanilla json
L2378[21:14:39] <gudenau> Look at the maximize button. :-/ https://imgur.com/YF3FEtg
L2379[21:14:53] <gigaherz> gudenau: yep that's not how it looks for me ;P
L2380[21:15:09] <tterrag> also if you want the animatino smoother http://puu.sh/nmSJJ.txt
L2381[21:15:33] <tterrag> actually I'm not sure if ithat's right
L2382[21:15:33] <tterrag> hrm
L2383[21:15:35] <gudenau> Interesting, guess I am special.
L2384[21:15:47] <gigaherz> tterrag: you knwo you can do (worldtime+t)*factor and do just one multiplication, right?
L2385[21:15:47] <gigaherz> XD
L2386[21:15:54] <tterrag> eh right
L2387[21:15:54] <tterrag> true
L2388[21:16:06] <williewillus> the worldTime var already includes partialticks though
L2389[21:16:07] <williewillus> :P
L2390[21:16:46] <tterrag> oh does it
L2391[21:16:49] <tterrag> that would explain it
L2392[21:16:51] <tterrag> whoops :P
L2393[21:17:06] <tterrag> anyways it's fixed now
L2394[21:17:19] <tterrag> now go fix your buildscript and type your TESRs >.>
L2395[21:17:30] <williewillus> all of them are typed except that one
L2396[21:17:34] <gudenau> So, making all three translation values 16 does not move my model at all.
L2397[21:17:44] <williewillus> because it's used with two different TE's
L2398[21:17:59] <gudenau> Now, does it get called......
L2399[21:18:15] <tterrag> williewillus: make it generic
L2400[21:18:31] <tterrag> actually uh
L2401[21:18:32] <tterrag> sec
L2402[21:18:41] <gudenau> Hrm, file not found. Think I might know why. :-P
L2403[21:18:42] <tterrag> yeah
L2404[21:18:43] <williewillus> TileFloatingFlower and TileFloatingSpecialFlower aren't related by inheritance
L2405[21:18:47] <tterrag> what
L2406[21:18:48] <tterrag> why
L2407[21:18:56] <williewillus> the latter extends TileSpecialFlower
L2408[21:19:01] <williewillus> the former is just a TE
L2409[21:19:27] <williewillus> the former TE has no purpose except to house the tesr (and emit glimmery particles) :P
L2410[21:19:28] <tterrag> so just type it with TileMod or something
L2411[21:19:41] <tterrag> rawtypes are ugly and make warnings
L2412[21:19:53] <tterrag> at LEAST @SuppressWarnings
L2413[21:20:24] <williewillus> lol I'm glad I cleaned up all the warnings before you saw it then ;p. (the mod was on java 6 and vaz didn't feel like type args everywhere so ALL the raw types were used)
L2414[21:20:26] <tterrag> so many unused variables ;_;
L2415[21:20:28] <williewillus> literally everything
L2416[21:20:30] <williewillus> where?
L2417[21:20:33] <tterrag> like
L2418[21:20:35] <tterrag> most of the TESRs
L2419[21:20:43] <tterrag> my code is obsessively warning free
L2420[21:20:49] <williewillus> do you have your ide on pedantic or what lol
L2421[21:21:00] <gudenau> wat: java.lang.IllegalArgumentException: can't bake vanilla models to the format that doesn't fit into the default one: format: 0 elements:
L2422[21:21:02] <williewillus> and yeah the result of things to json :P
L2423[21:21:02] <tterrag> unused variable warnings are pretty common...
L2424[21:21:08] <williewillus> *moving things
L2425[21:22:02] <gudenau> Uhm, any help?
L2426[21:23:05] <williewillus> gudenau: `new VertexFormat()`
L2427[21:23:06] <williewillus> wat
L2428[21:23:17] <williewillus> you're specifying "bake this model to a vertexformat that has nothing in it"
L2429[21:23:22] <gudenau> Is that the problem then?
L2430[21:23:25] <williewillus> yes
L2431[21:23:38] <williewillus> try Attributes.DEFAULT_BAKED_FORMAT or DefaultVertexFormats.ITEM
L2432[21:24:04] <gigaherz> "new VertexFormat()" basically tells the gpu the vertex has no position, no color, no texture, no normals, ...
L2433[21:24:09] <gigaherz> XD
L2434[21:24:32] *** williewillus is now known as willieaway
L2435[21:25:06] <gudenau> Thanks, such a noob.
L2436[21:26:14] <gudenau> Would anyone want some security in the form of pollicies in forge?
L2437[21:26:35] <gudenau> To help prevent malware in the form of mods.
L2438[21:27:57] <gudenau> Now I can not see my model at all...
L2439[21:27:59] <gudenau> INTERESTING
L2440[21:28:32] <gudenau> Do I need to set my scale to 16?
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L2442[21:29:30] <gudenau> HRM
L2443[21:29:51] <gudenau> Any ideas?
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L2445[21:33:39] <gudenau> gigaherz?
L2446[21:34:25] <gigaherz> I enver used TRSR ;P
L2447[21:34:29] <gigaherz> never*
L2448[21:34:55] <gudenau> willieaway, dobt you would respond though.
L2449[21:35:00] <gigaherz> but willie said the TRSR is scaled by 16
L2450[21:35:17] <gigaherz> so you should divide by 16 whatever numbers you would normally use
L2451[21:35:25] <gudenau> Should I try to scale 1/16?
L2452[21:35:31] <gigaherz> maybe?
L2453[21:35:45] <gudenau> Because, with eveything but the scale at 0, it is not rendering that I can see.
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L2455[21:36:35] <gudenau> Still nowhere to be found. ;-/
L2456[21:36:37] <gudenau> :-/*
L2457[21:39:12] <Arctic_Wolfy> How do I register entities?
L2458[21:39:21] <gudenau> EntityRegistery I think.
L2459[21:39:22] <masa> just to make sure, you are reloading the resources in mc after the code changes?
L2460[21:39:34] <gudenau> Restarting the game each time.
L2461[21:39:38] <masa> ok
L2462[21:40:01] <gudenau> Now it is a missing model. YAY
L2463[21:40:23] <masa> Arctic_Wolfy: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/proxy/CommonProxy.java#L42
L2464[21:40:37] <gudenau> If someone has an example, please speak up.
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L2466[21:42:31] <masa> I haven't used OBJ models, but I have some other model fiddling stuff
L2467[21:42:45] <gudenau> Item models?
L2468[21:43:03] <masa> yes
L2469[21:43:08] <masa> http://masa.dy.fi/temp/minecraft/enderutilities/2016-02-05_16.03.59.png
L2470[21:43:27] <masa> I made some hacky shit to position and scale those little "module" parts in the tool
L2471[21:43:35] <gudenau> Do you use the TRSRTransformation class at all?
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L2473[21:44:46] <masa> yeah, but only minimally
L2474[21:44:53] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/client/renderer/model/ModelEnderTools.java
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L2476[21:44:54] <gudenau> Could I see some code?
L2477[21:45:17] <masa> and I can't remember how it works anymore... :D
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L2480[21:46:12] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/resources/assets/enderutilities/blockstates/item_endertool.json
L2481[21:46:30] <masa> that is the nasty crap that defines the module rtanslations and scales o nthe tools
L2482[21:46:54] <gudenau> Hrm, might make a little util mod for this. Sheesh.
L2483[21:48:12] <masa> did you try it with a basic json based model too, or do you know the OBJ model is good?
L2484[21:48:30] <gudenau> It is good, it renders in the wrong location though.
L2485[21:48:37] <gudenau> Might just mess with the model though.
L2486[21:50:32] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/client/renderer/model/ModelEnderBucket.java#L214
L2487[21:50:41] <masa> there is some other TRSR stuff
L2488[21:51:02] <masa> other than those I haven't really had to touch the transforms manually
L2489[21:51:21] <gudenau> Yeah, just going to pop it into blender.
L2490[21:52:28] <masa> anyway, I'll head to sleep now...
L2491[21:53:31] <gudenau> Have a good night!
L2492[21:55:38] <gudenau> Does f3+t reload obj models?
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L2494[21:56:51] <gudenau> It broke the model, interesting.....
L2495[21:59:37] <gigaherz> woah, since when can you make diorite with cobble+quartz? XD
L2496[21:59:50] <gudenau> Never?
L2497[22:00:24] <gigaherz> 2 cobble + 2 quartz = 2 diorite
L2498[22:00:26] <gigaherz> 1 diorite + 1 quarts = 1 granite
L2499[22:00:34] <gudenau> What a waste of quartzz.
L2500[22:00:47] <gigaherz> 1 diorite + 1 cobble = 2 andesite
L2501[22:01:40] <gigaherz> my question is, why is granite so expensive? XD
L2502[22:01:44] <gigaherz> it's the ugliest XD
L2503[22:01:46] <gudenau> Wow, there sneaky with some of these things; I know most recipies.
L2504[22:02:28] <gigaherz> how long has 1.8 existed? never heardo f anyone turning diorite into andesite that way XD
L2505[22:02:41] <gudenau> Check the wiki I guess.
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L2510[22:10:04] <Mogul> Hey guys
L2511[22:10:42] <Mogul> Awfully quiet around here... oO
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L2520[22:17:01] <Mogul> I'm looking for some general advice. I am thinking about making a mod that adds a few biomes to the game. The idea would be to not have to reinvent the wheel but just have a handfull of biomes to add to a modpack that e.g. already features ExtraBiomesXL or some other biomes mod. The problem is that I would love love love to have the ability do directly change the basic terraingeneration for those new biomes. And
L2521[22:17:01] <Mogul> as I see it this has to be done in the chunk provider, meaning that I would need a custom world type for that and could not easily add those biomes to a world generated buy another biome mod or it's chunk provider respectively.
L2522[22:18:16] <Mogul> So - do I understand that right and, if yes, is there any way to make basic terrain generation interact with another mod's terrain generation without an API by that mod that offers that feature?
L2523[22:18:18] <gigaherz> hey you just joined at a quiet moment ;p
L2524[22:18:28] <Mogul> Ye, normally it's all talk here =D
L2525[22:19:23] <gigaherz> ah no idea about worldgen stuffs sorry ;p
L2526[22:19:40] <gigaherz> most i have done is spawn random items on a decorator ;P
L2527[22:20:12] <Mogul> Well, I see that I can use the decorator to do pretty much whatever I want to, even overwrite the whole terrain.
L2528[22:20:30] <Mogul> It's just that it's not supposed to be like that and would cause tons of problems.
L2529[22:20:35] <gigaherz> yeah
L2530[22:20:45] <gigaherz> that'd probably be a bad idea xD
L2531[22:22:37] <Mogul> Hm, I've already thought about using a noise field to "decorate" the biome, like determining the position of trees by the maxima of the noise field. Haven't tried it out yet though.
L2532[22:24:33] <karyonix> How is that different from simple random position ?
L2533[22:24:53] <Mogul> I would be cooler =D
L2534[22:25:09] <Mogul> And it might be more consistent.
L2535[22:26:18] <karyonix> Maxima would be everywhere in noise field.
L2536[22:27:32] <Mogul> Perhaps I am using the wrong terminology, but yeah, I guess one would need further more or less complex algorithms to actually position the objects to generate.
L2537[22:28:13] <Mogul> And honestly I am still not even sure if I wanna do that mod or if I should rather leave it be.
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L2539[22:29:41] <karyonix> You can try. I don't know anythong about terrain generation.
L2540[22:31:44] <karyonix> Does tree have any structure that remember it is a tree after it is generate ?
L2541[22:31:59] <Mogul> Not that I know of.
L2542[22:32:10] <Mogul> Well, there is a tree gen event I think.
L2543[22:39:21] <gigaherz> nope after generation a tree is just blocks
L2544[22:39:50] <gigaherz> leaves will "wake up" on random ticks
L2545[22:39:59] <gigaherz> check if they should check for a nearby log
L2546[22:40:03] <gigaherz> and go back to sleep if not
L2547[22:40:32] <gigaherz> if they are marked as needing to check (due to nearby block updates), they will look for a log, and if not found, they will despawn
L2548[22:40:56] <gigaherz> while placed leaves are marked as placed, and never do the checking
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L2552[22:50:37] <gigaherz> what do you ppl think of this as a drying rack block? https://dl.dropboxusercontent.com/u/743491/rack.png
L2553[22:51:26] <tterrag> BlayTheNinth: your screenshot uploading goes to imgur right? how does their API work? is there a limit?
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L2555[22:52:03] <BlayTheNinth> tterrag, there is a limit and it'll error if its reached
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L2557[22:52:18] <tterrag> hm
L2558[22:52:34] <tterrag> that kinda stinks, since it's not a central service
L2559[22:52:45] <BlayTheNinth> if it is reached you can apply to be whitelisted though
L2560[22:54:29] <BlayTheNinth> or that used to be the case at least
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L2574[23:02:15] <gigaherz> o_O did 8 people just quit exactly at 6am?
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L2577[23:02:53] <killjoy> they were on abrar's znc
L2578[23:02:57] <killjoy> he restarted it
L2579[23:02:57] <gigaherz> ah
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L2581[23:03:26] <gigaherz> right most of them use the same domain
L2582[23:03:30] <gigaherz> XD
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L2599[23:49:13] <Arctic_Wolfy> What do I do to make a block so the player can walk through it and not take damage?
L2600[23:52:25] <Fendirain> That seems to easy, Just waiting for something to break...
L2601[23:52:37] <Arctic_Wolfy> ...
L2602[23:52:48] <Fendirain> (For my thing)
L2603[23:52:49] <TehNut> Material.air
L2604[23:53:05] <shadekiller666> material.air won't render anything
L2605[23:53:13] <TehNut> Or any material that returns false for isSolid() and blocksMovement()
L2606[23:53:13] <Arctic_Wolfy> What about besides materials?
L2607[23:53:29] <shadekiller666> material.circuit would likely work
L2608[23:53:36] <shadekiller666> look at fence gates
L2609[23:53:49] <TehNut> Oh I didn't know that Circuit did that
L2610[23:53:51] <TehNut> Neat
L2611[23:53:55] <Arctic_Wolfy> I already return false on those for the block.
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