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L27[01:59:57] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160502 mappings to Forge Maven.
L28[02:00:01] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160502-1.9.zip (mappings = "snapshot_20160502" in build.gradle).
L29[02:00:12] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L35[02:20:11] <Cypher121> !stable
L36[02:20:18] <Cypher121> !latest
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L43[02:55:22] <ghz|lappy> https://twitter.com/jeb_/status/727043609552367616
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L50[03:15:43] <Cypher121> anyone seen this crash before? https://gist.github.com/Cypher121/11c761e6a04d1ecd37434049c91f2b56
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L54[03:32:19] <ghz|lappy> Hmm is there an existing way to get a player name from UUID, in the client?
L55[03:37:55] <Cypher121> poll mojang servers for data?
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L57[03:39:11] <tterrag> ghz|lappy: UsernameCache
L58[03:39:22] <tterrag> but note that this doesn't exist if the player has *only* joined a server
L59[03:39:31] <tterrag> so...it's best not to do lookups on the client period :p
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L62[03:44:08] <ghz|lappy> tterrag: it's for showing the player name bound to an item, since the item nbt only contains th eUUID
L63[03:44:33] <tterrag> cache it yourself I guess
L64[03:44:36] <tterrag> idk, the UUID system is a mess
L65[03:45:50] <Cypher121> duplicate mcmod.info from a shaded lib causes AbstractMethodError in log4j
L66[03:45:58] <Cypher121> fuck my life
L67[03:46:04] <ghz|lappy> wat
L68[03:46:12] <ghz|lappy> why are you shading a whole mod ;P
L69[03:46:28] <Cypher121> more like why kotlin language adapter has mcmod
L70[03:46:35] <Cypher121> trying this thing out
L71[03:46:37] <ghz|lappy> ah
L72[03:47:58] <Cypher121> and apparently gradle throws exception because it tries to move 2 infos to same spot in archive, but if you use run config and not build config it doesn't happen, so log4j breaks instead
L73[03:48:08] <Cypher121> ._.'
L74[03:49:22] <tterrag> are you using forgelin?
L75[03:50:15] <Cypher121> yeah
L76[03:50:23] <Cypher121> is there another one?
L77[03:50:49] <Cazzar> Write your own
L78[03:51:02] <Cazzar> It's blatantly simple for a kotlin adapter.
L79[03:51:32] <tterrag> don't know of any others
L80[03:51:35] <Cazzar> https://gist.github.com/Cazzar/173c6745b3dffd523c85
L81[03:51:36] <tterrag> maybe read its use instructions?
L82[03:52:29] <Cypher121> I did, didn't really help
L83[03:52:42] <Hunterz> is there any modelbase to json converter works with modelbase from tabula mod? Tried https://gist.github.com/ljfa-ag/cd137f5c741a0cfb0ead, but not works for me :(
L84[03:54:07] <tterrag> Cypher121: how exactly are you shading?
L85[03:54:55] <Cypher121> tterrag: https://gist.github.com/Cypher121/583dfd3ef5a370aade228d6dd7be872f
L86[03:55:18] <tterrag> ewww
L87[03:55:21] <tterrag> that's the old way
L88[03:55:24] <tterrag> just use the shadow plugin
L89[03:55:33] <tterrag> I don't think that way even works with FG2
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L92[03:56:46] <Cypher121> https://forgegradle.readthedocs.io/en/latest/user-guide/shading/ so it's outdated?
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L94[03:58:04] <tterrag> those are for 1.2
L95[03:58:08] <tterrag> so, yes
L96[03:58:40] <Cypher121> neat
L97[03:58:46] <Cypher121> so how do I use the plugin?
L98[03:59:39] <tterrag> it has an extensive guide
L99[04:01:07] <Cypher121> ah, so it's a gradle plugin, not fg
L100[04:01:36] <Cazzar> That's what tterrag said..
L101[04:01:43] <Cazzar> "Use the shadow PLUGIN"
L102[04:02:18] <Cypher121> it didn't necessarily imply it's unrelated to fg
L103[04:02:50] <Cazzar> Nor does it imply it is
L104[04:03:40] <Cypher121> this thing? https://github.com/johnrengelman/shadow
L105[04:04:02] <tterrag> yes
L106[04:04:32] <Cypher121> thx
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L116[04:23:41] <Cypher121> woo, it works
L117[04:23:45] <Cypher121> thanks guys
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L119[04:31:36] <Cypher121> Cazzar: i'm not quite sure that supportsStatics() should be true. apparently the only use-case is @SidedProxy injection and if it's true, proxy can only be a static field
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L122[04:32:35] <Cypher121> https://github.com/MinecraftForge/MinecraftForge/blob/ba80ead00560cba6df0d36b64289ce046f5361fe/src/main/java/net/minecraftforge/fml/common/ProxyInjector.java#L66-L70
L123[04:33:05] <Cazzar> Cypher121: look at the date of it
L124[04:33:12] <Cazzar> It was only a proof of concept
L125[04:39:00] <ghz|lappy> yay, my name resolver works for querying mojang api
L126[04:39:31] <ghz|lappy> now I need an actual cache of "last known" names, so I can support remembering names while offline
L127[04:44:19] <Cypher121> ghz|lappy: what was your case again? displaying owner name on items?
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L129[04:45:55] <ghz|lappy> yes
L130[04:46:02] <ghz|lappy> hmm "The changedToAt field is a Java timestamp in milliseconds."
L131[04:46:18] <ghz|lappy> how do I get the current time in that format, or decode that number into an object
L132[04:46:19] <ghz|lappy> XD
L133[04:47:04] <Cypher121> System.currentTimeMillis() or something
L134[04:47:05] <ghz|lappy> meh nevermind, I'll store the "last query date" instead, which is better
L135[04:47:39] <Cypher121> and why not store this on server and send it to clients?
L136[04:47:46] <ghz|lappy> Singleplayer.
L137[04:48:13] <ghz|lappy> although I guess I could send a packet to theserver
L138[04:48:15] <ghz|lappy> and reply with the name
L139[04:48:24] <ghz|lappy> instead of sending a packet to mojang
L140[04:48:37] <ghz|lappy> but that doesn't solve the "player is offline" case
L141[04:48:44] <ghz|lappy> so I'll probably do both
L142[04:48:49] <Cypher121> yeah
L143[04:48:52] <ghz|lappy> 1. check current cache
L144[04:48:55] <ghz|lappy> 2. ask server
L145[04:48:57] <ghz|lappy> 3. ask mojang
L146[04:49:48] <Cypher121> server should have the cache, imo, not clients
L147[04:51:25] <ghz|lappy> nah I don't want to query the server every frame
L148[04:51:32] <ghz|lappy> ;P
L149[04:51:42] <Cypher121> also why won't you store name on item and update it periodically in case player renames?
L150[04:51:54] <ghz|lappy> I thought of that
L151[04:51:56] <ghz|lappy> but it's ugly
L152[04:52:06] <Cypher121> but no external calls
L153[04:52:08] <ghz|lappy> means the item has to change randomly while it's being held
L154[04:53:00] <Cypher121> i prefer "item always reflects correct information"
L155[04:54:06] <ghz|lappy> yeah xcept it would be "item always contains inaccurate information that has to be re-checked"
L156[04:55:46] <Cypher121> and if you don't re-check it, you can end up with info that's few days outdated if player hasn't closed the game for a while
L157[04:56:13] <Cypher121> you'll have to check it once in a while any way
L158[04:56:34] <ghz|lappy> yeah so I chose to not keep the name in the item.
L159[04:57:27] <Cypher121> and keep it somewhere else, where you'll still have to update it
L160[04:58:36] <ghz|lappy> sure
L161[04:58:44] <ghz|lappy> butthe item isn't getting its NBT data randomly changed
L162[04:58:46] <ghz|lappy> ;P
L163[04:59:21] <Cypher121> whichever it is, there's no guarantee you can get this player's info at all
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L165[05:00:24] <Cypher121> unless you actually store UUID <-> name on server, renew it on each login and have it persist between reboots
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L168[05:01:38] <Cypher121> also, if you resort to checking mojang servers and player has changed his name since last login, you'll get a bunch of people wondering who the fuck this guy is and why is he suddenly the owner
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L183[06:08:18] <ghz|lappy> Cypher121: ended up caching the name
L184[06:08:26] <ghz|lappy> I'm not happy about it, but it's far less effort
L185[06:08:26] <ghz|lappy> XD
L186[06:08:34] <ghz|lappy> (in the item, that is)
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L188[06:18:56] <kimfy> Does anyone have a complex Forge blockstate using Multipart(?) or Predicates or whatever I couuld take a look at
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L190[06:19:35] <ghz|lappy> I have some stuff for my WIP spelldust stuff
L191[06:19:43] <ghz|lappy> but it's just basically copied from the redstone
L192[06:20:17] <kimfy> Hmm, I'll look at the redstone blockstate
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L194[06:22:13] <Cypher121> ghz|lappy: ^_^
L195[06:24:55] <Cypher121> it's 4am, I have class at 10, and I'm writing extension functions for bounding boxes. pls send help
L196[06:25:07] <ghz|lappy> my way to throttle the number of times it's queried: if (!worldIn.isRemote && (stack.hashCode() % 120) == (worldIn.getTotalWorldTime() % 120))
L197[06:25:24] <ghz|lappy> why? so that in a big server, there aren't a whole bunch of cards all checking their names at once
L198[06:26:04] <Cypher121> lol
L199[06:26:27] <tterrag> that's legitimately clever :P
L200[06:26:52] <Cypher121> stack hashcode will be same for unstackable items though
L201[06:26:58] <Cypher121> unless it checks nbt
L202[06:26:58] <tterrag> huh?
L203[06:27:04] <tterrag> stack doesn't even implement hashcode
L204[06:27:13] <ghz|lappy> so?
L205[06:27:30] <tterrag> which means it'll be based on identity
L206[06:27:32] <tterrag> which is not bad
L207[06:27:39] <ghz|lappy> oh I missed Cypher121's line
L208[06:27:43] <ghz|lappy> yeah
L209[06:28:14] <Cypher121> yeah, if it doesn't overload, it's identity, so probably will be somewhat unique
L210[06:30:14] <ghz|lappy> and Cypher121: IF stack did override hashCode, i'd expect it to check NBT ;P
L211[06:34:08] <masa> yay finally the last bug in MCP related to GuiContainer methods was fixed
L212[06:34:21] <ghz|lappy> yay, I guess
L213[06:34:22] <masa> now I got my scaled stack size text rendering back \o/
L214[06:34:34] <ghz|lappy> what bug?
L215[06:35:16] <masa> GuiContainer#updateDragSplitting() and InventoryEffectRenderer#updateActivePotionEffects() searge names were all messed up
L216[06:35:35] <masa> initially both those were named the same
L217[06:35:43] <ghz|lappy> ah
L218[06:36:07] <masa> and then when they first fixed it, they just changed but were still wrong, and this happened two times before it was finally properly fixed today
L219[06:36:41] <masa> so basically I was unable to use my ATs for drawSlot etc until now in 1.9
L220[06:36:56] <kimfy> Can I use multipart + variants in a forge blockstate? Say "variants": { 0: { "multipart": etc etc }}?
L221[06:36:58] <masa> because the methods would override wrong things/be named the wrong thing
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L223[06:39:33] <ghz|lappy> kimfy: I don't think so
L224[06:39:44] <ghz|lappy> forge blockstates don't support multipart, I believe
L225[06:40:19] <ghz|lappy> someone wanted to make a "forge blockstates v2" that woudlbe built around predicates, but I don't believe it has been done yet
L226[06:40:20] <kimfy> Ah ok, yeah that's what I thought. Looking through the forge blockstate loader it never mentions multipart at all
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L232[06:56:56] <masa> huh, what the... I'm trying to build my mod and it complains that can't find symbol Items.ENDER_EYE etc.
L233[06:57:12] <ghz|lappy> hm?
L234[06:57:28] <masa> it should be the same mappings that I have in the IDE, ie. the one from today
L235[06:57:29] <ghz|lappy> what mappings?
L236[06:57:37] <ghz|lappy> !!latest 1.8.9
L237[06:57:38] <MCPBot_Reborn> === Latest Mappings ===
L238[06:57:39] <MCPBot_Reborn> MC Version Forge Gradle Channel
L239[06:57:39] <MCPBot_Reborn> 1.8.9 snapshot_20160301
L240[06:57:40] <MCPBot_Reborn> 1.8.9 stable_22
L241[06:57:42] <masa> and that change is quite old already
L242[06:57:44] <ghz|lappy> oops
L243[06:57:47] <ghz|lappy> !!latest 1.9
L244[06:57:47] <MCPBot_Reborn> === Latest Mappings ===
L245[06:57:48] <MCPBot_Reborn> MC Version Forge Gradle Channel
L246[06:57:49] <MCPBot_Reborn> 1.9 snapshot_20160502
L247[06:59:54] <masa> I tried with ./gradlew build --refresh-dependencies but that din't work either
L248[07:03:47] <ghz|lappy> bb in a bit from home
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L251[07:10:21] <vox> You using IDEA?
L252[07:16:17] ⇨ Joins: gigaherz (gigaherz@198.red-88-9-10.dynamicip.rima-tde.net)
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L254[07:16:26] <masa> eclipse
L255[07:19:52] <masa> and the problem is just trying to build from the command line
L256[07:25:41] <LatvianModder> do you have your mod in <mcp_folder>/src/
L257[07:26:21] <masa> mcp_folders?
L258[07:26:39] <masa> I haven't changed anything about the dir structure in like over a year
L259[07:27:03] <masa> it just doesn't find some of the fields that have been renamed somewhat recently in MCP
L260[07:27:26] <masa> so it's like it fails to apply the new mappings somehow
L261[07:27:30] <LatvianModder> what? Items.ENDER_EYE? its lowercase..
L262[07:27:33] <masa> it does download the correct version though
L263[07:27:46] <masa> no it isn't anymore
L264[07:27:53] <masa> or did they rename it back?
L265[07:28:00] <LatvianModder> hm. I should update forge then... weird
L266[07:28:10] <LatvianModder> ill check out. I need to update anyway
L267[07:28:49] <LatvianModder> I usually make sure and download whole -mdk then just copy-paste forge-specific build.gradle lines to my script
L268[07:29:17] <masa> well the MDK barely has anything except the build.gradle and the wrappers anyway
L269[07:29:48] <LatvianModder> I was on 12.16.0.1865 and I had lowercase items
L270[07:30:00] <masa> mappings?
L271[07:30:18] <LatvianModder> I already replaced the script.. will build with xx68 script now
L272[07:30:39] <LatvianModder> wait, I have the old build.gradle...
L273[07:31:00] <LatvianModder> version = "1.9-12.16.0.1865-1.9"
L274[07:31:00] <LatvianModder> mappings = "snapshot_20160312"
L275[07:31:12] <gigaherz> Achievement unlocked: reached home
L276[07:31:23] <gigaherz> Next quest: take ibuprofen
L277[07:31:24] <Ordinastie_> your mappings are 2 months old
L278[07:31:26] <LatvianModder> Real life or mc? :P
L279[07:31:31] <gigaherz> RL
L280[07:31:36] <gigaherz> I got an ear infection still
L281[07:31:40] <LatvianModder> Pfft. I use /home IRL all the time
L282[07:32:19] <gigaherz> I can't afford fast-travel between home and work
L283[07:32:23] <gigaherz> not until I get paid
L284[07:32:24] <gigaherz> XD
L285[07:32:37] <gigaherz> so till then, it's a 25min walk
L286[07:32:51] <LatvianModder> Just yell Gigaherz awaaay! And jump out of the window
L287[07:33:08] <gigaherz> n ocan do
L288[07:33:18] <gigaherz> the office window is protected
L289[07:33:44] <gigaherz> and I live on a first floor (second by US standards), so thebest I could hope for, is a broken leg or something
L290[07:34:01] <LatvianModder> I dont belive in broken legs!
L291[07:34:17] <gigaherz> well I suppose I could jump face-first
L292[07:34:24] <gigaherz> but that wouldn't really help me reach work
L293[07:34:25] <Ordinastie_> LatvianModder, it's a convenient way to convey a message though
L294[07:35:33] <gigaherz> it's quite silly that the fastest way to reach your mods from the front page of curseforge, is to go to the reward store
L295[07:35:35] <gigaherz> check your history
L296[07:35:41] <gigaherz> and click on the mod on the latest
L297[07:36:15] <masa> better question is, why are you on the curseforge front page?
L298[07:36:30] <masa> I only go there when creating a new mod project
L299[07:36:36] <gigaherz> I typed curseforge on the addressbar
L300[07:36:39] <masa> which isn't that often
L301[07:36:39] <LatvianModder> Man, learning guitar is hard.. I am not used to not succeeding at everything from the first try...
L302[07:36:54] <gigaherz> XD
L303[07:36:55] <tterrag> gigaherz: get your browser to default to minecraft.curseforge.com/mc-mods
L304[07:37:00] <tterrag> then just hit "my projects"
L305[07:37:01] <tterrag> ezpz
L306[07:37:02] <masa> bleh do I have to give up on modding now... can't build the mod anymore...
L307[07:37:09] <gigaherz> I gaveup on the guit
L308[07:37:25] <gigaherz> masa: just cleanCache, reimport the project, and rerun setupDecomp from scratch?
L309[07:37:25] <LatvianModder> Nah, I will learn it
L310[07:37:34] <LatvianModder> Its just.. im not used to failing xD
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L312[07:37:52] <masa> why is it working fine in eclipse if the build from commandline fails...?
L313[07:38:00] <gigaherz> I gave up on the guitar* I can't do multiple fingers
L314[07:38:22] <gigaherz> eclipse's cache stuff must remember the old stuff
L315[07:38:35] <gigaherz> I considered getting an harp
L316[07:38:36] <masa> huh?
L317[07:38:44] <LatvianModder> if you refresh it with gradlew setupDecompWorkspace eclipes
L318[07:38:52] <LatvianModder> it will probably show the real errors
L319[07:38:52] <masa> it's more like the commandline gradle thinks stuff should be old
L320[07:38:59] <gigaherz> dunno I use idea for all my modding
L321[07:39:07] <gigaherz> and if something fails
L322[07:39:18] <gigaherz> I jsut rerun setupDecomp, and refresh the gradle project in idea
L323[07:39:25] <gigaherz> and if that doens't work, then I cleanCache and start over
L324[07:39:29] <masa> and I just did setupDecomp --refres-dependencies to get the new MCP fixes
L325[07:39:30] <LatvianModder> yeah, I cant do that
L326[07:39:39] <LatvianModder> I have one buildscript for all mods :P
L327[07:40:03] <gigaherz> ewh
L328[07:40:09] <masa> cleanCache nukes all versions right?
L329[07:40:20] <gigaherz> yes
L330[07:40:22] <masa> so then I need to re-setup 1.8.9 and 1.7.10 too
L331[07:40:25] <gigaherz> wipes theforgegradle cache
L332[07:40:31] <gigaherz> it's the price to pay
L333[07:40:56] <masa> well hopefully I never have to touch 1.7.10 again... except yesterday I did a quick NPE fix release for it
L334[07:41:49] <masa> so what's the command, like "./gradlew clean --cleanCache" ?
L335[07:41:57] <gigaherz> no "gradlew cleanCache"
L336[07:42:03] <masa> oh
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L338[07:48:13] <LatvianModder> what major mods that are out for 1.9 use Java 8?
L339[07:48:32] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L340[07:48:43] <Ordinastie_> not sure if considered major, but I MalisisDoors use java 8
L341[07:48:55] <vox> mezz or another forgecrafter, could you tell Dire or Way or whoever that I found a way to lower the shield and that I'm going to post it to CurseForge later today?
L342[07:49:09] <vox> He asked for it in his ForgeCraft2 video :P
L343[07:49:20] <gigaherz> I'm far from major, but I believe all my 1.9 mods use java8
L344[07:49:26] <LatvianModder> what? what would you post on curseforge?
L345[07:49:31] <vox> (I like listening in to you guys while I'm programming)
L346[07:49:57] <LatvianModder> you made a mod that does that? please say you did :D
L347[07:50:13] <vox> Yep
L348[07:50:37] <vox> Working on making it not as hacky and stupid, but I'll be posting it later today
L349[07:50:40] <LatvianModder> ha, too bad. To lower shield you can just modify shields model with a simple resource pack :P
L350[07:51:08] <gigaherz> but then it's also lower when you raise it
L351[07:51:08] <gigaherz> ;P
L352[07:51:10] <vox> That's true, you basically do the smae thing
L353[07:51:28] <vox> There's some model trickyness you can do to fix that
L354[07:51:43] <vox> Give me a few hours and I'll post it
L355[07:51:53] <LatvianModder> dont make the mod.. better make a resourcepack and figure out how to do it with that :P
L356[07:52:13] <masa> ok now it managed to build the mod
L357[07:52:16] <LatvianModder> + I dont even know how can you do it without dark hacks witha mod :P
L358[07:52:21] <masa> I guess I can't stop modding then after all...
L359[07:52:41] <masa> so the lesson of the day is once again: if it ain't working, nuke it from orbit
L360[07:52:43] <LatvianModder> so what was wrong? was it because of old versions?
L361[07:52:53] <masa> no idea
L362[07:53:04] <masa> gradlew cleanCcahe and re-setup and now it works
L363[07:53:06] <LatvianModder> masa: Be a man. Nuke from surface. DROP THE NUKE WITH YOUR HANDS
L364[07:53:39] <masa> somehow somewhere gradlew was trying to be clever and it cached the old mappings
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L367[07:57:38] <Gavle> masa, are you there?
L368[07:58:35] <masa> yes
L369[07:58:57] <Gavle> I'm using TellMe now
L370[07:58:59] <masa> oh crap I found an item loss bug in my mod ;_;
L371[07:59:05] <gigaherz> oops
L372[07:59:17] <Gavle> TAG_String (8) ('FluidName'): "heavyoil" means that the registered name of said fluid is "heavyoil"?
L373[07:59:26] <masa> yes
L374[07:59:30] <Gavle> excellent!
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L376[07:59:38] <Gavle> thank you for your help masa
L377[07:59:42] <masa> np :)
L378[08:00:38] <Gavle> wait
L379[08:00:46] <Gavle> for the fluid name, should I include the ""
L380[08:01:16] <masa> so the item pickup event handler for the Handy Bag creates a new inventory instance from a bag ItemStack in the player's inventory... but if the player has a bag open while the bag is trying to suck in items, then any changes made i nthe open GUI will overwrite the NBT where the bag put its stuff...
L381[08:01:21] <masa> Gavle: nope
L382[08:01:30] <Gavle> thx
L383[08:01:32] <masa> it's just in the NBT printing to indicate the start and end
L384[08:01:39] <Gavle> ah, ok
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L386[08:02:04] <masa> so where ever you use it, it depends if that formatting needs quotes
L387[08:02:17] <Gavle> I:fuel=1500000
L388[08:02:21] <masa> but usually in a config file you don't use them, at least not in the Forge's config system
L389[08:02:36] <Gavle> Since all the other fuels don't have "" except for one from RotaryCraft, I assume it doesn't need the ""
L390[08:03:09] <gigaherz> the quotes just delimit the string
L391[08:03:31] <gigaherz> by whcih I mean, yes
L392[08:03:40] <gigaherz> if strings are not delimited in that format, then yours shouldn't be, either
L393[08:03:49] <Gavle> eggsellent
L394[08:04:40] <masa> is that someone who sells eggs or something that improves the selling of eggs? :p
L395[08:05:29] <masa> aww crap, so I now have to fix this bug for the 1.7.10 version too... ;_;
L396[08:05:45] <masa> just when I nuked all the gradle caches
L397[08:05:47] <Gavle> masa, I improve the very eggs them selves
L398[08:06:05] <masa> alright
L399[08:12:32] <Gavle> masa, I also assist in the maintenance of an eggsellent minecraft server :P
L400[08:14:17] <vox> Any good resources on how to publish a mod?
L401[08:14:52] <masa> "upload it to CurseForge"? :p
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L403[08:17:19] <LatvianModder> Why did you have different mappings? I just downloaded latest forge, and its mappings = "snapshot_20160312"
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L405[08:18:17] <masa> well I like to use actually recent mappings where stuff has actually been named for a lot of stuff... ;p
L406[08:18:41] <masa> and they renamed most constants to upper case a little while ago
L407[08:19:51] <masa> but that wasn't the only type of error anyway, it also didn't find ICrafting#listeners for example
L408[08:20:00] <masa> eh sorry
L409[08:20:10] <masa> Container#listeners
L410[08:20:29] <LatvianModder> So, should I use snapshot_20160502?
L411[08:20:39] <LatvianModder> that only means I wont have to rename stuff later, right?
L412[08:21:02] <LatvianModder> exported mod will still be the same?
L413[08:21:05] *** DRedhorse is now known as DonAway
L414[08:21:12] <masa> well it's your choice, but I like to use somewhat recen tmappings, they have quite some things named compared to older versions
L415[08:21:21] <masa> yeah it won't matter for the built mods
L416[08:21:32] <masa> they use searge names anyway I believe?
L417[08:21:45] <williewillus> runtime deobf so it doesnt matter :P
L418[08:21:58] <LatvianModder> ok, cool. Then ill use 20160502
L419[08:22:07] <LatvianModder> which is.. todays mappings?
L420[08:22:27] <masa> yes
L421[08:22:54] <LatvianModder> lol, typo... // Use non-default mappings at your own risk. they may not allways work.
L422[08:23:00] <LatvianModder> allways :P
L423[08:24:27] <vox> masa: just compile it and upload the jar? That's all?
L424[08:24:59] <LatvianModder> well, obviously test it first in a standalone modpack or smth
L425[08:25:53] <vox> Good point, thanks
L426[08:26:10] <vox> Is there an easy way to do source replacement pre-compile in the build script?
L427[08:26:35] <masa> in addition to the usual dev environment testing, I usually do a separate round of testing with the built mod first in single player, and then on a server
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L429[08:27:02] <masa> for something like version numbers you mean? yes
L430[08:27:43] <masa> https://github.com/maruohon/minihud/blob/master/build.gradle#L45-L47
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L432[08:28:24] <baegmon> hi everyone, is there a way to set nbttagcompound to something like a blockpos instead of a string
L433[08:28:34] <AKTheKnight> 100% what masa said about testing. The number of times i've had a bug report that I would have spotted if I'd run it outside of my IDE
L434[08:29:05] <williewillus> baegmon: just write the three coordinates?
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L436[08:29:50] <AKTheKnight> pos.getX() pos.getY() pox.getZ()
L437[08:30:03] <AKTheKnight> Then new Blockpos(X,Y,Z
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L440[08:32:34] <baegmon> ah cheers for that AKTheknight did not think of doing that
L441[08:33:02] <AKTheKnight> It's fine. I got stuck on that problem a few weeks back too :)
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L444[08:35:03] <williewillus> lol after 4 years
L445[08:35:09] <williewillus> we're finally getting a real BUD
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L448[08:37:20] <AKTheKnight> ?
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L450[08:37:33] <williewillus> block update detectors
L451[08:37:38] <williewillus> we're getting a real one in 1.10
L452[08:38:51] <AKTheKnight> Ooh awesome
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L463[08:48:46] <barteks2x> What... my system froze (out of memory, again) and I restarted - the whole IDEA configuration is gone.
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L467[09:08:42] <vox> My mcmod.info file isn't copying :/
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L471[09:14:07] <williewillus> does IDEA have a "delete to end of line"?
L472[09:14:11] <williewillus> like d$ in vim
L473[09:15:29] <tterrag> shift+end backspace? :D
L474[09:16:14] <Zidane> I was gonna say what tterrag did but I thought It'd sound a little...judgmental.
L475[09:16:18] <vox> ctrl-y
L476[09:16:26] <williewillus> ctrly deletes the whole line
L477[09:16:31] <williewillus> I'm looking for cursor -> end
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L479[09:16:37] <williewillus> like d$ in vim :P
L480[09:16:42] <tterrag> Since when is ctrl y not redo
L481[09:16:46] <tterrag> Who's idea was rhat
L482[09:16:50] <williewillus> IDEA's
L483[09:16:52] <Ivorius> shift end backspace is short enough
L484[09:16:58] <tterrag> -_-
L485[09:17:04] <williewillus> Y for yank
L486[09:17:07] <williewillus> probably
L487[09:17:13] <williewillus> redo is ctrl shift z
L488[09:17:25] <Ivorius> (which makes more sense imo)
L489[09:17:35] <tterrag> Maybe but it's nonstandard
L490[09:17:53] <tterrag> and if you accidentally hit ctrl y you lose your redo buffer
L491[09:17:58] <Ivorius> jetbrains is almost big enough to make its own standards
L492[09:18:02] <tterrag> Which is ultra annoying
L493[09:18:11] <Ivorius> You still have change history
L494[09:18:38] <Ivorius> (should at least)
L495[09:22:33] <williewillus> welp ctrl+delete is close enough
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L500[09:33:19] <gigaherz> I use IDEA in VS mode
L501[09:33:26] <gigaherz> (keybinds)
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L503[09:33:31] <gigaherz> their defaults are annoying
L504[09:34:44] *** kroeser is now known as kroeser|away
L505[09:34:45] <gigaherz> new minecraft.net site
L506[09:35:01] <williewillus> they didnt change it at all from the beta -.-
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L508[09:35:11] <williewillus> hardly better than the original
L509[09:35:23] <gigaherz> lets lament the loss of another semi-useful website to the hordes of the new crap design
L510[09:35:25] <williewillus> looks like a <number>minecraft.com :P
L511[09:35:47] <gigaherz> the one good thing form it: easy to accessdownload button
L512[09:36:32] <masa> minecraft.net/stats is gone... R.I.P. ;_;
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L516[09:38:47] <b0bst3r> Anyone know if wither boss breaking bedrock is a vanilla or Forge thing?
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L518[09:39:27] <williewillus> its been a vanilla thing in the past
L519[09:39:33] <williewillus> so i wouldn't be surprised if it was :P
L520[09:39:35] <williewillus> what version?
L521[09:39:47] <b0bst3r> 1.9 in the past the wither boss couldn't break bedrock
L522[09:43:24] <AKTheKnight> I thought it could break bedrock
L523[09:43:59] <b0bst3r> not in the past as people used to suffocate it in the ceiling bedrock in th nether
L524[09:44:07] <AKTheKnight> Huh. Wiki is saying it doesn't. Not sure if it needs updating or if a forge bug then
L525[09:44:23] <AKTheKnight> Can it break bedrock if you don't have forge installed?
L526[09:44:23] <williewillus> test in vanilla
L527[09:44:48] <b0bst3r> dunno will test was hoping someone may have answer to save me testing :)
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L549[10:23:31] <Delenas> o/ Day two of debugging a thing. Found out that a block update causes a bed to disappear (custom bed, 1x2). Any idea why that might be happening, anyone? The blocks are saved- reloading the world, they're still there.
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L551[10:24:36] <masa> do you have logic in the block update methods?
L552[10:24:48] <masa> world load doesn't cause a block update
L553[10:25:39] <Delenas> I have no logic for blocks updating.
L554[10:25:56] <Ordinastie_> onNeighborChange?
L555[10:27:07] <Delenas> Nope.
L556[10:27:34] <Delenas> The bed in question is two layers deep. BlockBed -> BlockBedBase -> BlockColoredBed.
L557[10:27:43] <gigaherz> that doesn't matter
L558[10:27:49] <gigaherz> unless any of them DO have block change
L559[10:28:12] <Delenas> Nope. Figured it may matter, but nothing
L560[10:28:40] <gigaherz> is the bed still there if you exit the save and open it again?
L561[10:29:01] <gigaherz> it could be a ghost block on the client, if you did something very wrong
L562[10:29:11] <Delenas> Yup. Reloading, it's there. It only disappears when I update the HEAD part.
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L564[10:29:38] <Delenas> Which has a tile, but. I don't see how that could affect the block itself?
L565[10:29:51] <Ordinastie_> what do you mean exactly by "update" ?
L566[10:29:53] <gigaherz> it shouldn't :/
L567[10:30:05] <gigaherz> hmmm
L568[10:30:09] <Delenas> Place block, bed is now Houdini
L569[10:30:24] <Ordinastie_> place block where ? next to it ?
L570[10:30:41] <Delenas> My tile logic states only the head block creates a tile, and get checks for the same. And yes, Ordinastie_
L571[10:31:15] <Ordinastie_> and you have don't have onNeighborChange overriden ?
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L573[10:31:37] <Delenas> I do not.
L574[10:31:41] <Ordinastie_> show you block code
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L576[10:31:58] <Delenas> More interestingly, if I break the block, I have logic that states nothing should drop from the foot. A ghost item drops.
L577[10:32:23] <gigaherz> show code, lol
L578[10:32:26] <gigaherz> this is way too weird
L579[10:32:42] <Delenas> One sec
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L582[10:33:21] <Delenas> https://github.com/ZornTaov/BedcraftAndBeyond/commit/70adebc0b5b5baabbfe3fecf7649dd16176e4581 Here's a commit with the relevant files
L583[10:34:14] <Ordinastie_> you're on 1.7.10? ôO
L584[10:34:16] <Delenas> ItemColoredBed and BlockColoredBed. Also, BedUtils has a method, but I've tested that to work perfectly, so it's no matter.
L585[10:34:23] <Delenas> No?
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L587[10:34:49] <Ordinastie_> ah, master is the default branch :x
L588[10:34:54] <gigaherz> there's IBlockState in there
L589[10:35:10] <Delenas> Yuh. I'm working on 1.9
L590[10:35:51] <Delenas> Trying to slim this method down from a vanilla copy-paste. There was a ton of extra crap in there..
L591[10:38:56] <masa> hmm, does the forge update checker show or do nothing in 1.8.9?
L592[10:39:24] <masa> oh wait derp
L593[10:39:47] <masa> hmm but now how do I test this...
L594[10:41:17] <Ordinastie_> Delenas, you know, when I ask if you have onNeighborBlockChange, maybe look the base case you extend from...
L595[10:42:42] <gigaherz> I did ask
L596[10:42:42] <gigaherz> [17:27] (Delenas): The bed in question is two layers deep. BlockBed -> BlockBedBase -> BlockColoredBed.
L597[10:42:42] <gigaherz> [17:27] (gigaherz): that doesn't matter
L598[10:42:42] <gigaherz> [17:27] (gigaherz): unless any of them DO have block change
L599[10:42:44] <gigaherz> sortof
L600[10:43:24] <Ordinastie_> to me it was kinda obvious it was needed, for the removal of the other part when one is broken
L601[10:43:39] <Ordinastie_> I didn't really pay attention that it was extending vanilla one
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L603[10:43:54] <gigaherz> me neither
L604[10:43:57] <Delenas> Ah. I somehow missed that, was looking for it.
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L607[10:48:52] <Delenas> onNeighborBlockChange- does state refer to the neighbor's state, or the block the neighbor was changed next to?
L608[10:50:30] <Ordinastie_> you receive the state for your block, and simply the block for the neighbor
L609[10:50:41] <Ordinastie_> which is utterly stupid and broken, but hey, mojang
L610[10:54:43] <gigaherz> they used the args they needed
L611[10:56:24] <Delenas> They couldn't just pass the state of the neighbor too? Or at least, the position?
L612[10:56:38] <Delenas> You can get the block from either or those. x.x
L613[10:56:40] <Ordinastie_> they could have, and they should have
L614[10:57:22] <Ordinastie_> but like always, they half-assed their refactoring
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L624[11:22:03] <madcrazydrumma> I have a list of itemstacks from a recipe that I have implemented myself. How would I check the player's inventory to see if they have all the items to make up this list of itemstacks
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L626[11:24:26] <gigaherz> uh
L627[11:24:27] <gigaherz> well
L628[11:24:36] <gigaherz> get an array of booleans
L629[11:24:40] <gigaherz> of the same size as the list
L630[11:24:45] <gigaherz> and then scan the inventory
L631[11:24:54] <diesieben07> eww Array of booleans
L632[11:24:55] <diesieben07> BitSet
L633[11:24:57] <gigaherz> and mark the corresponding element as true
L634[11:25:06] <gigaherz> if it has been found in the inventory
L635[11:25:14] <gigaherz> or alternatively
L636[11:25:33] <gigaherz> put all the itemstacks in a parallel list/set/map/whatever
L637[11:25:44] <gigaherz> and for each slot, if the stack matches any
L638[11:25:47] <gigaherz> you remove it from that list
L639[11:26:04] <gigaherz> or...
L640[11:26:07] <gigaherz> well there's many options
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L644[11:27:34] <wiresegal> Is there any way to completely greyscale the screen in 1.9? The old MC shader system now doesn't quite work.
L645[11:28:42] <madcrazydrumma> I'm trying to find the easiest and best way :P
L646[11:29:32] <wiresegal> by "doesn't quite work", by the way, I mean 'everything flashes rapidly and you see every face on every block that isn't culled'
L647[11:30:37] <masa> madcrazydrumma: I have something very similar:
L648[11:30:38] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/util/InventoryUtils.java#L1000
L649[11:30:53] <madcrazydrumma> How is it used masa/
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L651[11:31:02] <diesieben07> wiresegal, EntityRenderer#loadShader("shaders/post/foobar.json")
L652[11:31:09] <diesieben07> replace "foobar" with the shader you want
L653[11:31:23] <wiresegal> diesieben07: that's what had the problem
L654[11:31:31] <diesieben07> show your codew.
L655[11:31:46] <wiresegal> oh wait
L656[11:31:54] <wiresegal> It might be seomthing else, let me try that...
L657[11:32:05] <wiresegal> when should I call that?
L658[11:32:13] <masa> madcrazydrumma: well I use it in my Creation Station to re-stock the crafying grid when the recipe load buttons are clicked
L659[11:32:37] <patrick96> o/ everyone, haven't been on here in forever, how's it goin?
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L661[11:32:53] <masa> so you could just replace the invTemplate with your ItemStack array
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L663[11:33:04] <diesieben07> wiresegal, when you want the shader to activate
L664[11:33:35] <wiresegal> ok, so i don't need to activate it at specific times, cool
L665[11:34:21] <madcrazydrumma> masa, so i have this method: http://pastebin.com/dcRePq0D
L666[11:34:31] <madcrazydrumma> What would I replace?
L667[11:38:37] <masa> first of al why are you using the lient Minecraft class to get the player?
L668[11:38:43] <masa> *client
L669[11:38:50] <madcrazydrumma> How should I be?
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L671[11:38:58] <masa> well that will crash on a server
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L673[11:39:07] <masa> since teh server doesn't have that class
L674[11:39:20] <wiresegal> might not even load the mod on a server
L675[11:39:22] <madcrazydrumma> Its for a gui
L676[11:39:26] <masa> where does this crafting happen? can't you get the player from somewhere?
L677[11:39:45] <madcrazydrumma> Oh yeah okay I can
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L679[11:40:00] <masa> or at least their inventory
L680[11:40:14] <masa> in a GuiContainer you usually have at least one of those
L681[11:40:27] <masa> if not, then add/store it
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L683[11:40:37] <madcrazydrumma> Not a container :P I've got it from a block activate
L684[11:40:57] <masa> does it not have inventory slots then?
L685[11:41:08] <masa> the gui that is
L686[11:41:52] <madcrazydrumma> No
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L688[11:49:44] <madcrazydrumma> How would I get the IItemHandler
L689[11:51:58] <masa> well you could change to IInventory and use player.inventory, or you can use it as IItemHandler by doing new PlayerMainInvWrapper(player.inventory)
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L691[11:54:56] <diesieben07> player.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY, null);
L692[11:55:02] <masa> assuming you meant that in relation to the code I posted and your question
L693[11:56:01] <madcrazydrumma> Yeah i just want to check if the player has the items in the inventory that are in the recipe itemstack array
L694[11:56:26] <masa> diesieben07: are there any cases where that would fail and return null?
L695[11:57:13] <diesieben07> for players? no.
L696[11:57:16] <diesieben07> null is the full inv
L697[11:57:21] <diesieben07> null as facing i mean
L698[11:58:02] <diesieben07> UP and DOWN are main inv (no armor, no offhand)
L699[11:58:10] <vox> Ugh why is this source replacement for my mod version not working
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L702[11:58:35] <diesieben07> NORTH, SOUTH, EAST, WEST are equipment (armor + offhand)
L703[11:58:36] <vox> How am I supposed to do this?
L704[11:58:54] <vox> At the moment, I'm trying:
L705[11:58:55] <vox> replaceIn "Constants.java"
L706[11:58:55] <vox> replace "VERSION", someProperty
L707[11:58:55] <vox> replace "OTHER_PLACEHOLDER", otherProperty
L708[11:59:01] <vox> but it's not working
L709[12:00:58] <thor12022> replace "thing", thingProperty *then* replacein "file.ext"
L710[12:01:10] <thor12022> (at least that's how I do it and it works)
L711[12:01:34] <thor12022> https://gitlab.com/thor12022/CobblePopper/blob/1.9.x/build.gradle#L41
L712[12:02:54] <patrick96> I'm using replacein first too and it works
L713[12:02:57] <patrick96> https://bitbucket.org/patrick96/high-pressure-tanks/src/b5527efaa2805fd2e81883b90072c2602b6de790/build.gradle?at=master&fileviewer=file-view-default
L714[12:03:29] <patrick96> line 200
L715[12:06:02] <unascribed> vox, I'm pretty sure it needs to be a full path
L716[12:06:08] <unascribed> like src/main/java/my/cool/mod/Constants.java
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L718[12:06:36] <madcrazydrumma> masa, any idea?
L719[12:07:19] <vox> Alright, I'll try that, unascribed
L720[12:08:07] <unascribed> in case you don't have enough examples, https://github.com/unascribed/Backlytra/blob/1.8.9/build.gradle#L101-L102
L721[12:08:15] <unascribed> now we have people with repos on GitLab, GitHub, and BitBucket
L722[12:08:33] <Ordinastie_> I don't use full path
L723[12:09:32] <vox> I *think* it just looks for the first path ending with what you input
L724[12:09:45] <vox> But I have no idea why it wouldn't work as-is
L725[12:10:03] <unascribed> is there a public git repo of your mod?
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L727[12:12:30] <vox> Yep, https://github.com/VoxMods/LessIntrusiveShields
L728[12:12:44] <vox> mcmod.info replacement isn't working either
L729[12:12:55] <vox> Or, it's doing something screwy
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L731[12:13:31] <thor12022> you've not pushed the replacement the the repo yet?
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L734[12:15:18] <vox> Yeah, committing and pushing right now
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L737[12:16:09] <vox> pushed to dev branch
L738[12:16:35] <masa> madcrazydrumma: about what?
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L740[12:17:30] <unascribed> I see no replaceIn/replace statements in the dev branch
L741[12:17:54] <vox> oh really
L742[12:17:55] <vox> uuuh
L743[12:18:18] <unascribed> https://github.com/VoxMods/LessIntrusiveShields/commit/df8be9482c464554a557c159e05a4d47ce777f33?w=1
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L746[12:18:26] <unascribed> (whitespace-ignoring diff)
L747[12:18:32] <unascribed> all you did was add "eliopower" to the build.gradle
L748[12:18:34] <vox> yeah huh trying to figure out what I messed up doing
L749[12:18:37] <unascribed> which is broken and makes no sense
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L752[12:19:16] <vox> Yeah I agree
L753[12:19:24] <thor12022> oh good, I thought I was going crazy trying to search and find the changes
L754[12:19:25] <madcrazydrumma> masa: Is there a simpler way of doing it?
L755[12:19:32] <vox> One second while I figure out what the heck I effed up
L756[12:19:41] <masa> vox: you need to have it as replaceIn "util/Constants.java" in your case
L757[12:20:16] <masa> and also replace "@VERSION@", something
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L759[12:20:22] <masa> not just "VERSION"
L760[12:20:27] <unascribed> yeah, just "VERSION" will result in @0.0.1@
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L762[12:21:04] <vox> Alright, fixed
L763[12:21:06] <vox> I'll try that
L764[12:21:26] <masa> madcrazydrumma: well think of the problem, how you want it to work and how to check for it
L765[12:21:58] <masa> you can read my code and think what it does and why to see if it works for you or if you can simplify it
L766[12:22:19] <Ordinastie_> omg, so much useless shit in there :x
L767[12:22:36] <masa> where?
L768[12:22:46] <Ordinastie_> his mod
L769[12:23:05] <vox> mine?
L770[12:23:18] <Ordinastie_> yes
L771[12:23:25] <vox> a iittle bit I guess
L772[12:23:27] <masa> I was just thinkin what the hell do you even need the mod for?
L773[12:23:29] <Ordinastie_> you should have 1 java file
L774[12:23:33] <Ordinastie_> also
L775[12:23:37] <unascribed> doesn't Quark already do this?
L776[12:23:38] <masa> just use a resource pack and override the model transformations
L777[12:23:43] <Ordinastie_> why are you even making a mod if you just replace a model
L778[12:23:49] <vox> It'll have more stuff later
L779[12:24:33] <unascribed> yeah, Quark already does this
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L781[12:24:39] <unascribed> and it's literally called "LessIntrusiveShields"
L782[12:25:04] <vox> actually?
L783[12:25:17] <vox> wow
L784[12:26:02] <vox> The reason there's so much extra code is that I'm going to be adding more stuff later, so I just left the structure the same as the other mod I'm working on
L785[12:26:27] <unascribed> well "LessIntrusiveShields" is a rather limiting mod name in that case
L786[12:26:33] <vox> True
L787[12:26:45] <vox> And the reason I'm not using a resource pack is that it messes up the translation when you're actually "shielding"
L788[12:26:58] <vox> uh, I have no better word for that other than "using the shield" ikd
L789[12:27:04] <vox> *idk
L790[12:27:10] <vox> Let me go fix some of this now
L791[12:27:29] <unascribed> it's called blocking :P
L792[12:27:56] <thecodewarrior> How do I cause a block update in 1.9? The markBlockForUpdate method is gone.
L793[12:28:25] <madcrazydrumma> If i created a shield model and got a json from it, could I extend ItemShield and just use that model?
L794[12:28:40] <diesieben07> thecodewarrior, notifyBlockUpdate
L795[12:28:51] <Temportalist> diesieben07: how do fix? https://gist.github.com/anonymous/36de828359bc1a95e75cd57b1e0d814e
L796[12:29:32] <diesieben07> not use a variant that does not exist.
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L798[12:29:48] <Temportalist> but I dont even specify variants
L799[12:29:55] <Temportalist> https://www.irccloud.com/pastebin/mPe8gDYS/
L800[12:30:01] <thecodewarrior> Ok, that looked like it just fired @SubscribeEvents or something.
L801[12:30:03] <vox> madcrazydrumma: That is certainly possible, I think
L802[12:30:06] <diesieben07> "normal" is the default variant if you dont specify
L803[12:30:15] <Temportalist> it exists though
L804[12:30:19] <diesieben07> nope.
L805[12:30:26] <Temportalist> it seems to be complaining that the file doesnt exist
L806[12:30:30] <diesieben07> no
L807[12:30:34] <diesieben07> it complains that the variant does not exist.
L808[12:31:38] <diesieben07> show your blockstate json
L809[12:32:20] <Temportalist> Error: https://gist.github.com/TheTemportalist/bef216efcf331e0f0312b2577f241066
L810[12:32:27] <Temportalist> BlockState: https://gist.github.com/TheTemportalist/c13d36b4cebf3e655c0eea3036a0df4b
L811[12:32:32] <Temportalist> Item Model: https://gist.github.com/TheTemportalist/7ad3662060a35777c125b239321bd60d
L812[12:32:48] <madcrazydrumma> Temportalist, why not put them all in the same gist?
L813[12:32:56] <diesieben07> oh you wnat to use an Item model?
L814[12:33:00] <Temportalist> diesieben07: yes
L815[12:33:01] <diesieben07> then youc annot use a blockstate json
L816[12:33:09] <Temportalist> thats what I am trying
L817[12:33:12] <diesieben07> and you must use the variant "inventory".
L818[12:33:13] <Temportalist> Thats what I thought
L819[12:33:20] * Temportalist facepalms
L820[12:34:03] <Temportalist> madcrazydrumma: because IDEA
L821[12:34:34] <Temportalist> diesieben07: it still didnt like that
L822[12:34:37] <madcrazydrumma> rip idea
L823[12:34:44] <diesieben07> new log plz
L824[12:35:19] <Temportalist> https://gist.github.com/TheTemportalist/c5053a26cba42484d2173f6c7e4c8596
L825[12:35:22] <Temportalist> https://gist.github.com/TheTemportalist/fae6c4ef1697194efa8307c7c3a93f32
L826[12:36:14] <diesieben07> and the file is assets/esotericutils/models/item/ItemSpindle.json
L827[12:36:15] <diesieben07> yes?
L828[12:36:29] <Temportalist> yes
L829[12:36:58] <Temportalist> https://gyazo.com/4128c1cadd836344f952d004c8c55147
L830[12:37:23] <diesieben07> src/utils/resources? :o
L831[12:37:48] <Temportalist> that shouldnt be an issue
L832[12:37:54] <Temportalist> its just a different module
L833[12:38:27] <diesieben07> wait... also
L834[12:38:31] <Temportalist> https://gyazo.com/ce70e8ff49b17fecfc06b383100b0832
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L836[12:38:36] <diesieben07> why does your model json have variants in it?
L837[12:39:04] <Temportalist> cause i was trying to get SOMETHING to work
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L839[12:39:08] <diesieben07> lol
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L841[12:39:36] <Temportalist> https://gist.github.com/TheTemportalist/0d4717811b2ecb31d688fce0e379de7b
L842[12:39:46] <Temportalist> models/item/ItemSpindle.json
L843[12:39:59] <Temportalist> same error
L844[12:40:07] <Temportalist> no blockstate folder
L845[12:40:10] <diesieben07> yeah that should work™
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L847[12:40:18] <diesieben07> only thing is your module stuff
L848[12:41:34] <masa> hard to keep track of what is what with dozens of gists compared to an actual repo...
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L850[12:42:08] <masa> but, why did you have the model as builtin/generated in your blockstate file, and not esotericutils:ItemSpindle ?
L851[12:42:15] <Temportalist> masa: well Im not really fond of commiting every single little thing atm
L852[12:42:25] * Temportalist shrugs
L853[12:42:27] <diesieben07> branches are a GREAT THING! :D
L854[12:42:41] <Temportalist> https://github.com/TheTemportalist/EsoTeriCraft/tree/1.9
L855[12:42:48] <Biochemic> branches are best :D
L856[12:42:48] <Temportalist> I know how branches work
L857[12:42:58] <Temportalist> I just dont want to commit this shit right now
L858[12:43:00] <diesieben07> git checkout -b temp
L859[12:43:02] <diesieben07> COMMIT ALL THE THINGS
L860[12:43:05] <Temportalist> nope
L861[12:43:06] <Temportalist> haha
L862[12:43:09] <diesieben07> yes
L863[12:43:11] <diesieben07> thats how git works.
L864[12:43:29] <thor12022> trust not the harddrive. commit everything
L865[12:43:38] <Biochemic> agreed
L866[12:43:56] <Biochemic> saved my life actually once ^^
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L868[12:44:18] <thor12022> use dev branches and commit squashing if you like to keep it pretty
L869[12:45:48] <Temportalist> did nothing: https://gist.github.com/TheTemportalist/bce942e79e02a7122524fddf1ff30ccb masa
L870[12:46:51] * Temportalist is sick and doesn't want to deal with branches atm
L871[12:47:46] <masa> how are you registering the ite mmodels?
L872[12:49:27] <Temportalist> setCMRL(itemObj, 0, new MRL("modid:itemName", "inventory))
L873[12:49:42] * Temportalist is away from keyboard on phone
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L875[12:51:45] <masa> hm, you did refresh the IDE assets in between, right?
L876[12:52:28] <vox> You can check out the dev branch again if you'd like to see the changes I've made
L877[12:54:15] <vox> Source replacement still isn't working. Any ideas?
L878[12:54:40] <thor12022> <12:20 masa> vox: you need to have it as replaceIn "util/Constants.java" in your case
L879[12:54:42] <Temportalist> masa: hmmm?
L880[12:56:04] <vox> Nope, still didn't work
L881[12:56:20] <vox> (I did push that change, I think)
L882[12:58:07] <thor12022> there was also some comments about using "@VERSION@" but that'd only partially fix the problem
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L884[12:58:47] <madcrazydrumma> Do you think this code will work for checking my recipe items against the player's inventory? http://pastebin.com/d4e3r6E7
L885[13:00:07] <vox> oh wow that could be part of the issue
L886[13:00:09] <thor12022> actually, without the "@" characters, you should be replacing the field name "VERSION" as well as it's contents
L887[13:00:31] <diesieben07> madcrazydrumma arrays do not support .equals
L888[13:00:39] <madcrazydrumma> == then?
L889[13:00:44] <diesieben07> even less :P
L890[13:00:47] <diesieben07> also there are much better way to go about this
L891[13:00:59] <diesieben07> Arrays.equals would be it but as i said, there are better ways
L892[13:01:01] <madcrazydrumma> Yeah my way doesn't seem efficient heh
L893[13:01:31] <vox> Adding those @ signs isn't working either still
L894[13:01:48] <vox> I think it's not doing it at all but I have no idea why, since it's not affecting the mcmod.info file either'
L895[13:02:26] <madcrazydrumma> diesieben07, like?
L896[13:02:53] <thor12022> well, if it was replacing, before you added the "@"s it shouldn't have compiled
L897[13:03:06] <vox> I'm going to safely assume it wasn't, then
L898[13:03:12] <diesieben07> madcrazydrumma, https://gist.github.com/diesieben07/ec415655adf98de752165a4a6d1fea26
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L900[13:04:04] <thor12022> would've been: String 1.9-12.16.0.1865-1.9 = "@1.9-12.16.0.1865-1.9@" + "-MC" + "1.9";
L901[13:04:19] <vox> yeah
L902[13:04:53] <vox> that is a lot of "1.9"... maybe I'll remove that last one
L903[13:05:00] <thor12022> so. . . try #forgegradle ?
L904[13:05:15] <vox> Yeah that's a good idea. Thanks!
L905[13:05:48] <masa> frickin java8 and lambdas and shit :D I have no idea what is happening in that bit of code :p
L906[13:06:06] <diesieben07> but it reads like english :P
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L908[13:06:22] <masa> not
L909[13:06:24] <diesieben07> check if all recipe items match the condition: any item in the players inventory is the same
L910[13:07:20] <masa> that still doesn't then check if there is a sufficient amount of each item, mostly when there are multiples of the same recipe input?
L911[13:07:38] <diesieben07> hrm yeah that is true
L912[13:08:11] <madcrazydrumma> Hmm
L913[13:08:20] <madcrazydrumma> is it possible to do that in java 8?
L914[13:08:24] <madcrazydrumma> i mean..
L915[13:08:29] <madcrazydrumma> "that way"
L916[13:08:39] <Wuppy> o/
L917[13:10:09] <diesieben07> madcrazydrumma, give me a sec ;)(
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L922[13:11:08] <masa> well, at least my "oh no it's more than one line!" version checks for that too ;D
L923[13:11:08] <jw28> test
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L927[13:13:43] <Temportalist> masa: diesieben07: anyideas on the json issue?
L928[13:14:35] <masa> 20:54:48 < Temportalist> masa: hmmm?
L929[13:14:49] <masa> does that mean that you did not refresh the assets while testing stuff?
L930[13:14:52] <Temportalist> masa: I dont know what you meant by refresh assets
L931[13:14:55] <Temportalist> correct
L932[13:15:17] <masa> well the new jsons won't magically appear in your IDE's copy of assets on their own
L933[13:15:31] * Temportalist thinks they should
L934[13:15:38] <masa> in eclipse you need to hit F5 to refresh the project, don't know how IDEA does it
L935[13:16:09] <diesieben07> madcrazydrumma, masa: better? https://gist.github.com/diesieben07/8e97c9bc4f1b2724b5181b1d728ccab5
L936[13:16:26] <Temportalist> masa: I think IDEA just does it
L937[13:17:45] <masa> diesieben07: well that is starting to look more like my code now :p
L938[13:17:58] <capitalthree> idea uses inotify, yes
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L940[13:18:07] <capitalthree> does eclipse not?
L941[13:19:36] <masa> I guess not...?
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L943[13:20:15] <vox> IDEA usually does auto-refresh
L944[13:20:37] <vox> Sometimes you have to force it if it doesn't pick it up on it's own, I haven't noticed it do that very often though
L945[13:20:41] <vox> It might have been fixed
L946[13:21:05] <Temportalist> so I decided to kill the json files and start over
L947[13:21:06] <thor12022> eclipse doesn't, may or may not have spent a couple hours trying to figure out what I was doing wrong once
L948[13:22:05] <McJty> What would a good way to be do replace this with: MinecraftServer.getServer().isSinglePlayer();
L949[13:22:42] <madcrazydrumma> diesieben07, that looks like it should work ^
L950[13:22:45] <Temportalist> masa:
L951[13:22:51] <Temportalist> error: https://gist.github.com/TheTemportalist/e6a5c17325d6dc361ba31efa2b2367f6
L952[13:23:00] <Temportalist> blockstates json: https://github.com/TheTemportalist/EsoTeriCraft/blob/1.9/src/utils/resources/assets/esotericutils/blockstates/ItemSpindle.json
L953[13:23:17] <Temportalist> registration: https://github.com/TheTemportalist/EsoTeriCraft/blob/1.9/src/utils/scala/temportalist/esotericutils/client/ProxyClient.scala#L24
L954[13:23:46] <Temportalist> diesieben07: &&
L955[13:23:48] <Temportalist> ^^
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L958[13:28:55] <diesieben07> wait wait wiat
L959[13:28:56] <masa> is your localization working in-game?
L960[13:29:02] <diesieben07> you use the CLASS NAME to determine the model name?
L961[13:29:06] <diesieben07> get the fuck out :P
L962[13:30:03] <masa> and why do you have resources/ in two places
L963[13:30:04] <Temportalist> diesieben07: at the moment, yes. But I have automation in the background for things
L964[13:30:15] <Temportalist> masa, what do you mean?
L965[13:30:25] <Temportalist> masa: yes
L966[13:30:30] <Temportalist> localization does work
L967[13:30:43] <masa> the item name?
L968[13:30:48] <Temportalist> yes]
L969[13:31:06] <masa> you have src/main/resources/ and src/utils/resources/
L970[13:31:10] <Temportalist> yup
L971[13:31:31] <tterrag> The hell is src/utils
L972[13:31:41] <tterrag> That's not a standard
L973[13:31:51] <masa> and then you have src/sorcery/scala/temportalist/esotericsorcery
L974[13:31:59] <Temportalist> ohp
L975[13:32:00] <Temportalist> wait
L976[13:32:05] <Temportalist> i just checked again
L977[13:32:06] <masa> and src/utils/scala/temportalist/esotericutils
L978[13:32:12] <Temportalist> localaization is not present
L979[13:32:19] <masa> and src/main/scala/temportalist/esotericraft/main
L980[13:32:24] <masa> like wtf is going on
L981[13:32:29] <Temportalist> hahahaha
L982[13:32:40] <masa> clean up your frickin project structure :D
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L984[13:33:04] * Temportalist is avoiding creating more sub-mod things
L985[13:33:07] <masa> you have stuff in three places, how are you supposed to know what is being used and is working
L986[13:33:17] * Temportalist uses magic
L987[13:33:30] <tterrag> You also seem to have fundamentally misunderstood the gradle folder structure
L988[13:33:42] <madcrazydrumma> diesieben07, what does 'outer:' do?
L989[13:33:43] * Temportalist shrugs
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L992[13:34:09] <tterrag> All packaged code and assets go in src/main
L993[13:34:16] <tterrag> period
L994[13:35:22] <diesieben07> madcrazydrumma, that's a label, you can use it to mark a loop so you can point break and continue at which loop you wnat to target
L995[13:35:46] <tterrag> and its generally considered an anti pattern :p
L996[13:35:49] <diesieben07> shush
L997[13:35:50] <madcrazydrumma> so it doesn't have any effect on the code?
L998[13:35:53] <masa> basically goto :p
L999[13:35:54] <diesieben07> it does.
L1000[13:35:58] <madcrazydrumma> ohhh
L1001[13:36:00] <diesieben07> no its NOT goto.
L1002[13:36:03] <madcrazydrumma> its not?
L1003[13:36:06] <madcrazydrumma> then i dont understand haha
L1004[13:36:10] <diesieben07> see how below i do continue outer; that says continue the outer loop
L1005[13:36:17] <diesieben07> the loop marked with outer:
L1006[13:36:25] <madcrazydrumma> yea
L1007[13:36:45] <diesieben07> if i just said "continue;" it would continue the inner loop
L1008[13:36:48] <madcrazydrumma> so if you create a new label with the same identifier; itll replace the other one?
L1009[13:37:02] <Biochemic> i'ts like a multi-continue
L1010[13:37:08] <diesieben07> multi continue?! :D
L1011[13:37:14] <AndersBillLind> Are resource directories added to the class path?
L1012[13:37:34] <madcrazydrumma> I get it now :P
L1013[13:37:40] <Biochemic> something like that, because the usage as raw goto is not good :D
L1014[13:37:41] <AndersBillLind> oops
L1015[13:38:02] <Biochemic> or more something like a break continue...
L1016[13:38:07] <Biochemic> some combination of those ^^
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L1019[13:40:41] <thecodewarrior> Which I18n class should I use?
L1020[13:40:52] <diesieben07> the client one
L1021[13:40:55] <diesieben07> and only translate on the client :D
L1022[13:41:11] <thecodewarrior> Ok.
L1023[13:41:24] <tterrag> That's bad advice
L1024[13:41:29] <diesieben07> no it's not.
L1025[13:41:34] <diesieben07> tell me why :P
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L1027[13:42:31] <tterrag> There is a difference between codr that only runs on the client and code that only loads on the client
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L1029[13:42:42] <diesieben07> of course
L1030[13:42:47] <diesieben07> that has nothing to do with my advice
L1031[13:43:02] <diesieben07> if you do not understand this fundamental modding concept, that has nothing to do wiht my advice being good or bad
L1032[13:43:05] <tterrag> And the client i18n is @sideonly
L1033[13:43:23] <diesieben07> yes
L1034[13:43:47] <diesieben07> and?
L1035[13:44:32] <tterrag> What good reason is there to not use the server safe one?
L1036[13:44:55] <diesieben07> because it encourages bad code that translates on the server
L1037[13:44:58] <diesieben07> it won't fail-fast
L1038[13:45:36] <tterrag> So a lurking missing class error is better?
L1039[13:45:41] <diesieben07> why lurking?
L1040[13:45:50] <diesieben07> if you don't test your mod on a server you have bigger problems.
L1041[13:46:41] <thecodewarrior> The server one is certainly more fleshed out.
L1042[13:46:49] <diesieben07> fleshed out?!
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L1044[13:47:02] <vox> unascribed or masa, do either one of you have source replacement working for when you run the MinecraftClient config within the IDE?
L1045[13:47:10] <unascribed> no
L1046[13:47:19] <unascribed> to my knowledge it's not supposed to work there
L1047[13:47:23] <unascribed> just when compiling a release build
L1048[13:47:30] <diesieben07> yep
L1049[13:47:43] <vox> Okay, thanks
L1050[13:47:56] <tterrag> You could have code that never calls the client i18n but still loads the class
L1051[13:48:05] <vox> I wonder why my mcmod.info file still isn't working correctly :/
L1052[13:48:12] <diesieben07> tterrag, ... and?
L1053[13:48:25] <diesieben07> that would be an error then.
L1054[13:48:28] <thecodewarrior> But in addInformation I should use the server one, correct? at least that's what vanilla does.
L1055[13:48:32] <vox> That one *should* work in the MinecraftClient configuration, but it's not. Ideas?
L1056[13:48:36] <diesieben07> No.
L1057[13:48:38] <tterrag> That is NOT "fail fast"
L1058[13:48:40] <diesieben07> addinformation is client
L1059[13:48:51] <diesieben07> uh yes it is, it would crash if the code is executed.
L1060[13:48:51] <thecodewarrior> Ok. :/
L1061[13:49:04] <diesieben07> the server one (imho) should never be used.
L1062[13:49:07] <diesieben07> it's old legacy code.
L1063[13:49:37] <thecodewarrior> Ok.
L1064[13:50:18] <tterrag> You really don't see the difference?
L1065[13:50:47] <diesieben07> what differnece?
L1066[13:50:57] <diesieben07> (so no, i do not)
L1067[13:51:37] <diesieben07> you mean "it crashes so the error is obvious" vs "it does not crash but jsut silently uses english which 90% of people never notice"?
L1068[13:51:41] <tterrag> It can fail without ever calling the codr on the server
L1069[13:51:57] <diesieben07> yes because you are using a client only class
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L1073[13:55:52] <tterrag> ok
L1074[13:56:15] <diesieben07> (not sure if defeat or preparation for death-hit)
L1075[13:56:25] <tterrag> If it was really "fail fast" that would mean that the code itself checks if it is serverside and fails. it doesn't mean that it just happens to crash because it's completely missing
L1076[13:56:26] <madcrazydrumma> diesieben07, getting a npe with the code you did haha
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L1078[13:56:49] <diesieben07> it's fail-faster than "silently ignore".
L1079[13:57:00] <tterrag> There may be cases where I want to reference i18n in a common method but only invoke it on the client
L1080[13:57:15] <diesieben07> that's what proxies are for.
L1081[13:57:26] <diesieben07> madcrazydrumma, that was quick-and-dirty-style thing, i did not test it or anything
L1082[13:57:31] <madcrazydrumma> ^^
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L1085[13:58:54] <tterrag> The proper solution here is for forge to block access to serverside translation
L1086[13:59:01] <tterrag> problem is vanilla abuses it
L1087[13:59:07] <tterrag> EVERYWHERE
L1088[13:59:25] <diesieben07> the problem with that is that you cannot check at compile time
L1089[13:59:27] <diesieben07> because threads.
L1090[13:59:36] <diesieben07> so you'd have to pass a world which is just.... no
L1091[14:00:10] <unascribed> couldn't there be an AP that looks for things calling @SideOnly methods, and throws an error if you don't add @ClientSafe/@ServerSafe onto the method?
L1092[14:01:58] <tterrag> Tema did that
L1093[14:01:59] <tterrag> and yes I know diesieben07 that's why true fail fast us unfeasible
L1094[14:02:01] <tterrag> However fixing vanilla is not
L1095[14:02:21] <tterrag> First step is https://github.com/MinecraftForge/MinecraftForge/issues/2688
L1096[14:03:06] <tterrag> Give command is currently 100% broken with translations
L1097[14:03:22] <tterrag> As is anything else that used itemstack.getChatComponent
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L1104[14:09:59] <tterrag> diesieben07: I agree wholeheartedly that modders shoudl NOT translate on the server
L1105[14:10:13] <tterrag> but sending them away with a solution that will only bring them back 2 days later wondering why their mod crashes servers isn't helping
L1106[14:10:25] <tterrag> best to explain it and say to use the common class with care
L1107[14:11:13] <Delenas> Quick question. Forge enables IBlockColor to color different parts of a model separately, yes?
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L1109[14:14:10] <LatvianModder> tintindex, Delenas, if thats what you mean
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L1111[14:15:08] <Delenas> Yes. How would I go about assigning which parts of the model use which index?
L1112[14:15:34] <Delenas> For example, I have a blanket, sheet, and plank area on a bed. What would I add to color just the blankets?
L1113[14:15:39] <LatvianModder> I think "tintindex": 1 or smth like that. Check out Enderthing source
L1114[14:15:55] <LatvianModder> https://github.com/gigaherz/Enderthing/tree/master/src/main
L1115[14:16:32] <LatvianModder> https://github.com/gigaherz/Enderthing/blob/master/src/main/resources/assets/enderthing/models/block/blockEnderKeyChest.json#L78
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L1118[14:20:35] <LexManos> CALLING ALL MODDERS
L1119[14:20:49] <LexManos> IF YOU HAVE CRUCIAL SHIT PENDING FOR 1.9 FORGE NOW IS THE TIME TO SPEAK
L1120[14:21:58] <LatvianModder> UniverseIDs :P
L1121[14:22:02] <heldplayer> Yes!
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L1124[14:22:31] <heldplayer> What was it again? A universe is a collection of worlds or dimensions?
L1125[14:22:36] <LatvianModder> yeah
L1126[14:22:43] <LatvianModder> basically what I called Server Folder
L1127[14:22:54] <heldplayer> Also, a magic "do it all" button
L1128[14:22:58] <LatvianModder> more like.. server/world/ folder.. but you get the point
L1129[14:23:27] <LexManos> its not pred so idgaf
L1130[14:23:45] <LatvianModder> Also, whats up, Lex? Why caps lock yelling at modders? :P
L1131[14:24:32] <killjoy> It means 1.9.3 is soon
L1132[14:25:01] <madcrazydrumma> ^^
L1133[14:25:06] <LatvianModder> I hope so.. or do I?
L1134[14:25:48] <LexManos> dont know
L1135[14:25:55] <LexManos> just tired of not haivng a 1.9 RB
L1136[14:26:10] <LexManos> Once 1.9.3 drops we'll RB it fairly quickly
L1137[14:26:18] <LexManos> Its not a big change
L1138[14:26:46] <LexManos> also all yall fuckers look through the Issues and flag them as needed
L1139[14:26:47] <LatvianModder> What changes does it bring?
L1140[14:26:58] <LexManos> Annotations, and a few bug fixes nothing really important
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L1144[14:29:13] <LatvianModder> default mappings will be the latest ones? The ones where everything was uppercased?
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L1146[14:31:06] <LexManos> IDGAF
L1147[14:31:15] <LatvianModder> lol
L1148[14:31:47] <madcrazydrumma> diesieben07, you at a PC?
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L1154[14:39:17] <Zaggy1024> aight, time for me to put in my PR for the scrolling
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L1156[14:40:46] <kashike> LatvianModder: hope so, otherwise people will groan about it changing later
L1157[14:41:11] <LatvianModder> I already updated my mappings in 1.9 to today's
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L1163[14:44:26] <vox> o/ Drull
L1164[14:45:17] <Dru11kus> \o
L1165[14:45:44] <vox> How goes the artsing?
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L1171[14:58:38] <madcrazydrumma> rip vox
L1172[14:58:47] <vox> ikr
L1173[14:58:52] <madcrazydrumma> haha
L1174[14:59:00] <madcrazydrumma> feels bad man
L1175[14:59:13] <Zaggy1024> scrolling list PR is done https://github.com/MinecraftForge/MinecraftForge/pull/2802
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L1177[15:02:08] <masa> if (false && i2 != 0)
L1178[15:02:09] <masa> wut
L1179[15:02:31] <Zaggy1024> because it makes for a simpler patch than commenting or removign that code :)
L1180[15:02:52] <masa> k
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L1184[15:12:23] <LexManos> ZAGGY
L1185[15:12:30] <Zaggy1024> mmh
L1186[15:12:35] <LexManos> what is the point?
L1187[15:12:51] <LexManos> your first line says its a bug fix
L1188[15:12:56] <LexManos> but also 50 other things after it
L1189[15:13:06] <LexManos> codestyle changes are not for prs
L1190[15:13:18] <Zaggy1024> I'll remove those then
L1191[15:13:54] <LexManos> your noop of a vanilla function needs comments as well
L1192[15:14:00] <LexManos> I dont see why it's useful.
L1193[15:14:15] <Zaggy1024> aight
L1194[15:14:15] <LexManos> Also the clamping is in there for a reason, no real reason to remove it.
L1195[15:15:01] <Zaggy1024> what reason? I genuinely don't know
L1196[15:15:08] <LexManos> Also its standard practice to have shorter constructors above longer ones
L1197[15:15:13] <LexManos> makes it more clear you're adding params
L1198[15:15:28] <LexManos> Cant remember off hand but it was important when I was testing
L1199[15:15:40] <Zaggy1024> I think it was copied from vanilla wasn't it?
L1200[15:15:49] <Zaggy1024> it's the same code that GuiSlot has
L1201[15:16:17] <Zaggy1024> the point of that change was to make it so that scroll events that are combined are treated as their actual scroll distance
L1202[15:16:25] <LexManos> it was coipied, and then re-written when I did the in-game mod list
L1203[15:16:43] <LexManos> What major bug does this fix?
L1204[15:16:45] <Zaggy1024> if I scroll fast enough (doesn't take much) the the scroll amount goes up to 100 or 150 from 50
L1205[15:16:49] <LexManos> pages not scrolling fast enough?
L1206[15:16:52] <Zaggy1024> which makes it not scroll as far
L1207[15:17:08] <Zaggy1024> which is part of what makes the scrolling feel so inconsistent
L1208[15:17:54] <LexManos> not sure what you mean by that
L1209[15:18:21] <Zaggy1024> if a mouse event captures two scroll inputs (like two up scrolls) it will pass 240 instead of 120
L1210[15:18:28] <Zaggy1024> and then that gets clamped to 1
L1211[15:18:36] <Zaggy1024> making it treat it as one scroll instead of two
L1212[15:18:55] <LexManos> when would that happen...
L1213[15:19:06] <Zaggy1024> don't know why it happens, but it does
L1214[15:19:15] <Zaggy1024> I was printing out the scroll values and it was happening
L1215[15:19:33] <Zaggy1024> guess it's probably up to the mouse's polling rate or something
L1216[15:20:37] <vox> Alright, ShieldRework has been released on CurseForge. Waiting for mod approval, though
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L1218[15:21:26] <Zaggy1024> so I should remove the border field?
L1219[15:21:29] <vox> Anyone have an idea how long it will take to review?
L1220[15:22:19] <Zaggy1024> I could make border and scroll bar width into constants if you want
L1221[15:22:46] <Zaggy1024> they're referenced outside of drawScreen now so without a field of some sort they'll be magic numbers
L1222[15:23:39] <Zaggy1024> adding those functions was part of fixing the scroll bars btw
L1223[15:23:45] <Zaggy1024> it wasn't for no reason
L1224[15:24:16] <Zaggy1024> the overflow and scroll bar height are referenced in two places so it made sense to fix it to be consistent
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L1226[15:25:43] <LexManos> what are you talking about?
L1227[15:25:58] <LexManos> again what are you fixing? I tested it vigiously it works/renders just fine
L1228[15:27:09] <Zaggy1024> hang on, I'll make a recording
L1229[15:29:32] <Zaggy1024> first there's this https://dl.dropboxusercontent.com/u/30868783/ShareX/2016/05/2016-05-02_15-29-21.mp4
L1230[15:29:39] <Zaggy1024> scroll bar doesn't show when it should
L1231[15:30:16] <Zaggy1024> https://dl.dropboxusercontent.com/u/30868783/ShareX/2016/05/2016-05-02_15-30-08.mp4
L1232[15:30:40] <Zaggy1024> the scroll bar also exceeds its bounds (I think this is something to do with the header being used)
L1233[15:30:59] <LexManos> so some math problems
L1234[15:31:05] <LexManos> not seeing when it needs to be re-written
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L1237[15:33:18] <Zaggy1024> it wasn't rewritten, all I did was made two separate calculations of the same thing be put into one set of functions
L1238[15:33:40] <Zaggy1024> if they're separate that just makes it that much easier for this to happen again
L1239[15:34:00] <masa> crap... how would I test the changes in a Forge PR with an existing mod? I can't throw the mod in mods/ if it has a version dependency on Forge
L1240[15:34:13] <LexManos> vid 1 is fixed by changing a - to a +
L1241[15:35:26] <Zaggy1024> hm, indeed
L1242[15:36:04] <Zaggy1024> eh I guess I'll just revert those functions then
L1243[15:36:16] <vox> How often is ItemMeshDefinition.getModelLocation(ItemStack stack) called? Every render?
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L1245[15:36:40] <Zaggy1024> yeah
L1246[15:36:43] <LexManos> actually changed the math around a little bit to make it more clear what its doing
L1247[15:36:48] <LexManos> int extraHeight = (this.getContentHeight() + (border*2)) - viewHeight;
L1248[15:36:49] <vox> Thanks
L1249[15:37:22] <LexManos> and the second one, let me see if I can contort the screen to let me reproduce it
L1250[15:37:38] <Zaggy1024> I believe it's also solved by that change
L1251[15:37:56] <Zaggy1024> I still hate the copy pasting the overflow height calculation into two places :\
L1252[15:38:27] <LexManos> dont care
L1253[15:38:44] <LexManos> humm that math seems to of fixed the scroll going over as well
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L1255[15:38:51] <LexManos> cept now it has a small border on the bottom
L1256[15:39:10] <Zaggy1024> ah I think that's because you did border * 2
L1257[15:39:17] <Zaggy1024> the border is only for the top
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L1259[15:40:46] <LexManos> its for all sides
L1260[15:41:05] <Zaggy1024> the contents aren't clipped using it..
L1261[15:41:36] <LexManos> humm right
L1262[15:41:37] <LexManos> anyways
L1263[15:41:49] <LexManos> both of your problems are fixed by fixing that one line of math
L1264[15:41:50] <LexManos> what else?
L1265[15:42:09] <Zaggy1024> the scrolling input
L1266[15:42:22] <LexManos> which line is that?
L1267[15:42:51] <Zaggy1024> er
L1268[15:43:05] <Zaggy1024> originally it was in drawScreen
L1269[15:43:15] <Zaggy1024> in the else block of if (Mouse.isButtonDown(0))
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L1271[15:43:28] <Zaggy1024> had to be moved to a new function, handleMouseInput
L1272[15:43:45] <Zaggy1024> and called from GuiModList
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L1274[15:46:41] <LexManos> humm
L1275[15:46:46] <LexManos> where is the delta defined?
L1276[15:46:52] <LexManos> whats the standard 'tick'?
L1277[15:47:04] <ghz|afk> mouse delta is 120, at least on windows
L1278[15:47:20] <ghz|afk> high precision wheelscan do more/less, but the standard is 120 units per delta
L1279[15:47:26] <ghz|afk> per tick*
L1280[15:47:56] <ghz|afk> common system is to do like
L1281[15:48:21] <LexManos> give me some documentation
L1282[15:48:24] <ghz|afk> deltaAccum += delta; while(abs(deltaAccum) >= 120) { do stuff; deltaAccum -= 120; }
L1283[15:48:24] <LexManos> not some random guy on irc
L1284[15:48:37] <ghz|afk> https://msdn.microsoft.com/en-us/library/windows/desktop/ms645617(v=vs.85).aspx
L1285[15:48:50] <ghz|afk> docs for wParam
L1286[15:49:04] <Zaggy1024> hm why limit it to moving when the accumulated delta gets above 120?
L1287[15:49:10] <ghz|afk> also remarks at the bottom
L1288[15:50:15] <Zaggy1024> scrolling partial lines seems more useful for touchpads
L1289[15:50:34] <Zaggy1024> which is why I did delta / 120 * [insert scroll speed here]
L1290[15:50:39] <LexManos> got any links to the linux documentation?
L1291[15:51:15] <Zaggy1024> (I clamped it to 25 pixels, equivalent to 50 in an unscaled environment, as that seems a pretty common number)
L1292[15:51:42] <unascribed> pulling up xev, it looks like scrolling is just release/press events for mouse buttons 4/5
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L1294[15:51:53] <unascribed> so it'd probably be up to LWJGL to decide how far one scroll notch is
L1295[15:52:02] <ghz|afk> "X11 decided to assign mouse scroll wheel events as mouse button 4 and 5. Receiving scrollwheel events is the same as receiving mouse button press events"
L1296[15:52:03] <Zaggy1024> how does it handle partial scrolls?
L1297[15:52:12] <Zaggy1024> I know ubuntu has some way of doing partial scrolling with touchpads
L1298[15:52:22] <ghz|afk> "Thankfully, higher level APIs (like GDK) explicitly provide scrollwheel support by name."
L1299[15:53:05] <ghz|afk> GTK seems to have buttons also,
L1300[15:53:11] <ghz|afk> "SCROLL_UP" and such
L1301[15:53:14] <ghz|afk> but still button events
L1302[15:53:43] <ghz|afk> someone who knows actual linux dev would be more useful, my experience is exclusively win32
L1303[15:53:54] <williewillus> ooh my trackpoint works in linux now
L1304[15:53:55] <unascribed> https://github.com/LWJGL/lwjgl/blob/master/src/java/org/lwjgl/opengl/LinuxMouse.java#L48
L1305[15:53:56] <williewillus> with libinput
L1306[15:54:01] <unascribed> LWJGL seems to use the same value as Windows
L1307[15:54:03] <LexManos> this.scrollDistance += (float)((-1 * scroll / 120.0F) * this.slotHeight / 2);
L1308[15:54:05] <LexManos> Fixed
L1309[15:54:09] <williewillus> not surprising given how new libinput is
L1310[15:54:34] <Zaggy1024> is that in the handleMouseInput function?
L1311[15:54:43] <unascribed> https://github.com/LWJGL/lwjgl/blob/master/src/java/org/lwjgl/opengl/LinuxMouse.java#L259-L268
L1312[15:54:45] <LatvianModder> I always wondered what that 120 was...
L1313[15:54:53] <Zaggy1024> a magic number :P
L1314[15:54:57] <LexManos> no
L1315[15:55:01] <LexManos> its in draw screen
L1316[15:55:08] <Zaggy1024> then it'll miss the inputs
L1317[15:55:19] <Zaggy1024> because they're being handled already by GuiScreen.drawScreen
L1318[15:55:22] <Zaggy1024> er not drawScreen
L1319[15:55:24] <Zaggy1024> handleInput
L1320[15:55:35] <LexManos> doesnt seem to be missing them
L1321[15:55:43] <Zaggy1024> it doesn't miss all of them
L1322[15:55:52] <Zaggy1024> but it does like to skip a lot of them
L1323[15:56:28] <Zaggy1024> this is what it's like for me
L1324[15:56:28] <Zaggy1024> https://dl.dropboxusercontent.com/u/30868783/ShareX/2016/05/2016-05-02_15-32-01.mp4
L1325[15:56:47] <Zaggy1024> that's when scrolling the wheel from top to bottom as fast as I can
L1326[15:57:35] <heldplayer> I've noticed that scrolling panels generally behave sluggish like that
L1327[15:57:47] <Zaggy1024> vanilla ones or the mod list one?
L1328[15:57:51] <heldplayer> Not sure
L1329[15:57:57] <heldplayer> Been too long :P
L1330[15:58:04] <heldplayer> Scrolling like I'm about to die and it only moves slowly
L1331[15:58:23] <Zaggy1024> the clamping does cause it to be a little slower but nothing like that
L1332[15:58:45] <heldplayer> But your video shows what I've experienced before
L1333[15:58:46] <Zaggy1024> so vanilla ones are responsive enough although if you scroll fast enough it doesn't scroll as far
L1334[15:59:46] <heldplayer> I'd try out vanilla but the launcher just froze >.>
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L1337[16:00:51] <Zaggy1024> vanilla 1.9 is all right
L1338[16:00:57] <Zaggy1024> could be better but it works
L1339[16:01:09] <Zaggy1024> not sure about older version, maybe they had the input in drawScreen
L1340[16:01:43] <heldplayer> Apparently I have an expired realm, but I never used realms
L1341[16:02:07] <heldplayer> Oh right, the controls tab scrolls slow
L1342[16:02:14] <Zaggy1024> in 1.9?
L1343[16:02:18] <heldplayer> Yep
L1344[16:02:20] <heldplayer> 1.9.2
L1345[16:02:34] <Zaggy1024> hm
L1346[16:02:38] <heldplayer> Vanilla
L1347[16:02:45] <Zaggy1024> shouldn't, at least not unless your mouse has a really low polling rate :P
L1348[16:02:49] <heldplayer> It's literally faster to click and drag instead
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L1350[16:03:10] <Zaggy1024> speaking of clicking and dragging, I think forge doesn't respect that game setting
L1351[16:03:44] <heldplayer> http://puu.sh/oE2kL.mp4
L1352[16:04:00] <Zaggy1024> heh
L1353[16:04:04] <heldplayer> Not as slow as your video, but still slow
L1354[16:04:07] <Zaggy1024> any idea what your mouse's polling rate is?
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L1356[16:04:24] <heldplayer> No idea, how do I check? I'm on Windows
L1357[16:04:49] <Zaggy1024> heh I don't actually know
L1358[16:04:58] <ghz|afk> does your wheel havea "free-fly" mode?
L1359[16:05:04] <ghz|afk> or it's always fixed "ticks"
L1360[16:05:08] <Zaggy1024> mine doesn't
L1361[16:05:26] <ghz|afk> if it's fixed ticks, 99% chance it's 120 at a time
L1362[16:05:31] <Zaggy1024> diesieben said he had one that let him switch it on and off
L1363[16:05:36] <heldplayer> It's with ticks
L1364[16:05:36] <ghz|afk> if it has free-flight
L1365[16:05:38] <Zaggy1024> would be handy for testing these changes
L1366[16:05:41] <ghz|afk> then it's more like 90%
L1367[16:05:56] <ghz|afk> my logitech G500 can disable the ticking, but it's still fixed increments
L1368[16:06:02] <Zaggy1024> heh
L1369[16:06:04] <ghz|afk> I can scroll as slow as I want
L1370[16:06:07] <Zaggy1024> well
L1371[16:06:07] <ghz|afk> it will do nothing
L1372[16:06:10] <ghz|afk> then tick, do 120 at once
L1373[16:06:13] <Zaggy1024> in Chrome?
L1374[16:06:17] <ghz|afk> Firefox
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L1376[16:06:27] <Zaggy1024> Firefox limits the scrolling increments I think
L1377[16:06:35] <ghz|afk> chrome too
L1378[16:06:39] <ghz|afk> nah
L1379[16:06:41] <Zaggy1024> tried it on a random laptop and Chrome scrolled partial and Firefox didnt'
L1380[16:06:50] <ghz|afk> i can scroll smaller if I use the trackpad in my laptop
L1381[16:06:52] <Vigaro> http://smoothwheel.mozdev.org/
L1382[16:06:57] <Vigaro> Firefox feels so bad without it
L1383[16:07:18] <ghz|afk> that's just a smoothscroll tweaker
L1384[16:07:25] <ghz|afk> not what we are talking about
L1385[16:07:30] <Zaggy1024> yeah...Firefox has smooth scrolling
L1386[16:07:34] <Zaggy1024> it's still in increments
L1387[16:07:42] <ghz|afk> what we are talking about
L1388[16:07:48] <Vigaro> I know, just saw the conversation and wanted to talk about that
L1389[16:08:16] <ghz|afk> there was a smoothscroll addon for firefox
L1390[16:08:21] <Zaggy1024> hahaha...
L1391[16:08:22] <ghz|afk> I know the dev who wrote it
L1392[16:08:29] <ghz|afk> then one day mozilla contacted him
L1393[16:08:31] <Zaggy1024> 1.7.10 has the drawScreen input, I can feel it
L1394[16:08:35] <ghz|afk> about integrating the addon's algorithm into firefox
L1395[16:08:41] <ghz|afk> the current smoothscroll is that one, tweaked
L1396[16:09:59] <Zaggy1024> change was made to fix the wheel input probably in 1.8, but of course it still feels slow due to the clamping
L1397[16:10:30] *** Mine|away is now known as minecreatr
L1398[16:10:35] <heldplayer> Alright, time to change my Minecraft password
L1399[16:10:53] <heldplayer> Sigh
L1400[16:11:46] <LexManos> fine fixed it up properly
L1401[16:11:57] <Zaggy1024> thanks
L1402[16:11:58] <LexManos> wihtout the major fucking rewrites as those STILL arnt nessasary
L1403[16:12:05] <Zaggy1024> I know
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L1405[16:13:58] <LexManos> Yours: https://github.com/MinecraftForge/MinecraftForge/pull/2802/files
L1406[16:14:16] <LexManos> Mine: https://github.com/MinecraftForge/MinecraftForge/commit/26b5059396c0a39afd6fc4667c6d51a1dea855f9
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L1411[16:16:20] <Zaggy1024> mhm..
L1412[16:17:04] <gigaherz> ^_^ https://youtu.be/viIZDiUMJiw?list=WL&t=1505
L1413[16:18:19] <Zaggy1024> I'll admit I have a bit of a tendency to get a bit into refactoring when I start something
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L1415[16:18:36] <Zaggy1024> works on my projects, but not others' of course :P
L1416[16:19:48] <gigaherz> I really need to thank jiraiya -- never had so much attention to one of my mods as this one ;P
L1417[16:20:26] <masa> ?
L1418[16:20:41] <gigaherz> Enderthing
L1419[16:20:45] <masa> oh, missed the link
L1420[16:21:00] <Zaggy1024> I shouldn't get so worked up about the contents of a class I don't even need to use
L1421[16:21:04] <Zaggy1024> so thanks for fixing that Lex
L1422[16:22:17] <synthetica> Anyone have any idea why GameRegistry.registerBlock is deprecated and if there's a better way?
L1423[16:22:25] <LexManos> ya
L1424[16:22:34] <LexManos> my first instiunct was to just close the pr for being trash
L1425[16:22:38] <LexManos> so be careful next time
L1426[16:22:52] *** synthetica was kicked by LexManos (read the comment))
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L1430[16:23:48] <Delenas> Your IDE is your friend in this community.
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L1432[16:24:00] <synthetica> Dang... uhh thanks.
L1433[16:24:18] <vox> What's the proper way to check what item a player is holding, clientside?
L1434[16:24:20] <gigaherz> synthetica: when forge deprecates something, there's usually an explanation of why it was deprecated, and what to use instead ;P
L1435[16:24:34] <gigaherz> vox: player.inventory.getHeldItem?
L1436[16:24:38] <gigaherz> or something like that
L1437[16:24:48] <Delenas> Once you understand the new register, you'll wonder why nobody did this like 4 versions ago
L1438[16:24:56] <synthetica> Thanks, I feel like there wasn't when I checked, but probably just being stupid. Sorry, Lex.
L1439[16:25:20] <vox> Is that safe to get in ItemMeshDefinition.getModelLocation? My guess is yes but I have no idea, actually
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L1441[16:25:47] <gigaherz> hmm not sure
L1442[16:26:16] <vox> I'm trying to change a model based on the player's held item
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L1444[16:26:52] <vox> But all I'm checking on that item is if it's a block (aka the ItemStack has an ItemBlock in it)
L1445[16:27:14] <vox> So that means I can't just call this check within a mod item of mine
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L1449[16:27:44] <Tazz> could anyone point me in the direction of a good plant example for 1.8.9?
L1450[16:28:02] <vox> Oh yeah, one sec
L1451[16:28:07] <vox> Video work?
L1452[16:28:10] <Tazz> sure
L1453[16:28:14] <Tazz> long as its for 1.8.9
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L1455[16:28:56] <vox> Here ya go: https://www.youtube.com/watch?v=-TYa986l1iQ
L1456[16:29:19] <vox> It does use techne models, but you can do whatever and it should work fine
L1457[16:29:24] <Tazz> tiles != plants do they? o_O
L1458[16:29:37] <vox> Plants are tile entities to my knowledge, because growth stages
L1459[16:29:51] <Tazz> interesting
L1460[16:29:53] <Tazz> thanks
L1461[16:30:23] <masa> depends on the plants, vanilla crops are not TEs
L1462[16:30:26] <vox> no problem. There's a source download in the description and he walks through every bit of code and logic. It's very good
L1463[16:30:28] <vox> Yeah, that's true
L1464[16:30:32] <masa> they use the meta for the growth stage
L1465[16:30:51] <Tazz> oh I didnt want a crop
L1466[16:30:54] <Tazz> just a plant
L1467[16:31:07] <vox> That example is for a "plant"
L1468[16:31:16] <vox> What do you mean, though?
L1469[16:31:22] <Tazz> like grass
L1470[16:31:23] <Delenas> So.. rewrite for 1.9 and better blockstates... "BedCraft And Beyond 1.9: Showing 165 changed files with 3,348 additions and 4,490 deletions." o.o
L1471[16:31:23] <masa> well a plant is just a block with a "funny" model... right? ;D
L1472[16:32:05] <vox> tall grass or a grass block?
L1473[16:32:18] <Tazz> tall grass
L1474[16:32:23] <vox> If it's just tall grass or something it's the same as a normal block, with a custom model
L1475[16:32:35] <vox> And you have to override a few methods to make it render correctly
L1476[16:32:40] <Tazz> what methods?
L1477[16:32:43] <masa> just take a look at vanilla's models for tall gass or flowers etc
L1478[16:33:04] <vox> Yeah I would do that
L1479[16:33:43] <vox> It's isOpaqueCube(IBlockState), isNormalCube(IBlockState, IBlockAccess, BlockPos) and getBlockLayer iirc
L1480[16:34:03] <Tazz> hmmm
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L1483[16:37:02] <LexManos> seriously guys
L1484[16:37:07] <Tazz> gracais
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L1486[16:37:13] <LexManos> go through the issues on github
L1487[16:37:28] <LexManos> and use Actuarius to clean them up and point me to the ones tha are needed
L1488[16:37:39] <LexManos> i'll be doing a RB tomarrow night at midnight
L1489[16:37:47] <LexManos> so get what you can by now
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L1491[16:39:40] *** kroeser|away is now known as kroeser
L1492[16:40:32] <Wuppy> heh, you know you've got a good bar when, on a monday at 11PM, the bar is filled, the terrace in front is full and people fill the entire street in front of it except for when cars drive by :P
L1493[16:41:36] <williewillus> lex: I have two superseded issues with pr's pending for both: https://github.com/MinecraftForge/MinecraftForge/issues?q=is%3Aissue+is%3Aopen+label%3ASuperseded
L1494[16:43:08] <LexManos> binary compat changes need to wait till mc update to break shit
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L1498[16:44:50] <vox> Lex or willie, is it safe to check the player's held item in ItemMeshDefinition.getModelLocation? My guess is yes but I don't actually know for sure
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L1501[16:45:29] <williewillus> yes
L1502[16:45:42] <williewillus> it's safe
L1503[16:45:44] <vox> Awesome, thanks. Any recommendations on how to get the player in there?
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L1505[16:45:55] <williewillus> if you need player sensitivity
L1506[16:46:00] <williewillus> you should be using Item.getModel in 1.8
L1507[16:46:03] <williewillus> or overrides in 1.9
L1508[16:46:39] <vox> Right now I'm doing this: https://gist.github.com/WardBenjamin/db9906a9058de5da366a1d2499cac141
L1509[16:46:57] <williewillus> you can't get the player there
L1510[16:47:05] <williewillus> that's for stuff like NBT sensitivity
L1511[16:47:10] <vox> Inside of IMD.getML?
L1512[16:47:15] <williewillus> if you need player sensitivity you need to do one of the two things I mentioned
L1513[16:47:49] <vox> Any documentation for this? I'm going to go check the primer you wrote atm
L1514[16:48:11] <williewillus> see vanilla bow constructor in 1.9 or for 1.8: https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/common/item/equipment/tool/bow/ItemLivingwoodBow.java#L170
L1515[16:48:24] <williewillus> primer has info on it yes
L1516[16:48:29] <williewillus> search for "Item.getModel"
L1517[16:48:50] <vox> The interesting thing here is that since it's not my item, I can't do that. I'm just checking if the player is holding any block
L1518[16:49:04] <vox> (aka an ItemStack that contains an ItemBlock)
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L1520[16:49:13] <williewillus> what are you aiming to achieve?
L1521[16:49:25] <vox> I'm lowering the shield if a block is held
L1522[16:49:34] <vox> I already have accomplished lowering the shield all of the time
L1523[16:50:22] <williewillus> I can't think of a good way to do it without some hacking
L1524[16:50:51] <vox> I mean, I could use that old ITickHandler class if it existed
L1525[16:51:02] <williewillus> wait is Item.addPropertyOverride public?
L1526[16:51:14] <vox> I have no idea
L1527[16:51:19] <williewillus> how did you achieve the lowering all the time
L1528[16:51:31] <vox> I'm overriding the model's transforms
L1529[16:51:41] <vox> Copied the original model and changed it
L1530[16:51:52] <vox> github.com/VoxMods/ShieldRework
L1531[16:51:58] <williewillus> okay, get the shield item
L1532[16:52:04] <williewillus> and call Item.addPropertyOverride
L1533[16:52:16] <williewillus> this will add a item model override
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L1535[16:52:34] <williewillus> IItemPropertyGetter is player sensitive
L1536[16:52:44] <williewillus> lemme whip up an example
L1537[16:52:57] <vox> That'd be great, thanks
L1538[16:53:09] <vox> I wish MC had some better documentation tbh
L1539[16:53:20] <williewillus> ?shrug
L1540[16:53:29] <vox> Even keeping up with the changelogs for Forge hasn't helped me too too much to learn new things
L1541[16:53:32] <williewillus> analyzing it myself is fun, up to an extent
L1542[16:53:46] <williewillus> but i get it so i write primers for people xD
L1543[16:53:50] <vox> :D
L1544[16:53:51] <vox> You experienced guys are a great resource xD
L1545[16:54:39] <gigaherz> yeh
L1546[16:54:51] <gigaherz> but thign is
L1547[16:55:02] <gigaherz> we haven't really got THAT much experience
L1548[16:55:12] <williewillus> ^ we just trudged through it without help
L1549[16:55:15] <gigaherz> we simply chose to learn for ourselves ;P
L1550[16:55:18] <williewillus> which I guess gives quite a bit of xp
L1551[16:55:19] <williewillus> xD
L1552[16:55:31] <vox> Pretty much :D
L1553[16:55:31] <unascribed> level up
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L1555[16:56:09] <vox> I've done this with frameworks and new languages before, but there's always been (very good, or very bad but still existent) docs to help me out
L1556[16:56:23] <vox> And Minecraft plus Forge are *huge*
L1557[16:56:46] <unascribed> there's a documentation project
L1558[16:56:49] <Wuppy> monday is a good party day, right?
L1559[16:57:34] <vox> Sure
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L1561[16:57:44] <unascribed> it seems like all you ever do is party
L1562[16:57:45] <unascribed> so sure?
L1563[16:57:49] <vox> I mean, it's no Friday or Saturday but it works
L1564[16:58:00] <vox> Oh, and write mod tutorials :P
L1565[16:58:11] <Wuppy> unascribed, I only go out like 3 days a week :P
L1566[16:58:25] <unascribed> :L
L1567[16:58:48] <Wuppy> but I actually went home early, there were tons of people tehre still :P
L1568[16:59:19] <williewillus> vox: *something* along the lines of this: http://pastebin.com/xaiqYxtw
L1569[16:59:30] <williewillus> you might need to handle the intersection case with blocking as well
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L1571[17:00:41] <vox> I'm just going to leave the model alone if blocking (that's what I do atm and I like it)
L1572[17:00:52] <williewillus> yes but you need to specify it
L1573[17:00:59] <vox> True
L1574[17:01:10] <Wuppy> and vox, I don't have time for modding tutorials anymore :V
L1575[17:01:23] <vox> Wuppy: make time :P
L1576[17:01:42] <vox> You publish any mods btw?
L1577[17:01:51] <Wuppy> once I learn the 4 engines I'm planning to learn, I'll try :P
L1578[17:01:53] <vox> willie: what's this bit for? if stack == entity's main hand
L1579[17:01:53] <vox> checkhand = offhand
L1580[17:02:03] <Wuppy> sadly I haven't even updated most of my mods to 1.8
L1581[17:02:11] <Wuppy> I've switched to game dev from Mc dev :P
L1582[17:02:16] <williewillus> vox: you want the cases to be symmetric right?
L1583[17:02:23] <williewillus> that's just some logic, you can leave it out or replace it with your own
L1584[17:02:35] <williewillus> i'm saying find the hand that doesn't have the shield in it
L1585[17:02:41] <vox> ooh interesting
L1586[17:02:52] <vox> I didn't realize that you could put blocks in your offhand
L1587[17:02:57] <williewillus> blocks are items :P
L1588[17:03:01] <vox> Yep, true
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L1590[17:03:50] <Wuppy> vox, game dev is more fun than Mc dev :)
L1591[17:04:06] <Wuppy> which says a lot about game dev, because Mc dev is incredibly awesome
L1592[17:04:15] <williewillus> any ways for the intersection case I mean something like this: https://gyazo.com/d3f8a4174e42e275846ac462c345c2a5
L1593[17:04:26] <Wuppy> for example I'll be at a motion capture set on Wednesday ^___^
L1594[17:04:27] <vox> Lol I've actually just switched from game dev to MC dev because I got bored with my project there and wanted to make something people would actually use with a smaller timeframe
L1595[17:04:40] <williewillus> oops got the model path on that second one wrong
L1596[17:04:44] <williewillus> but you get the idea
L1597[17:04:49] <Wuppy> hmm makes sense
L1598[17:05:09] <Wuppy> but, working with motion capture suits is great
L1599[17:05:19] <Wuppy> we even have facial capture stuff now :O
L1600[17:05:34] <Wuppy> and in a month or so a virtual reality jam sponsored by Samsung :)
L1601[17:05:46] <vox> Yeah. I love game dev and fully intend to go back, but I've spent a ton of time on my robotics team recently and don't have time anymore
L1602[17:06:05] <vox> MC dev is interesting because I can work on bits anywhere, since MC works everywhere and doesn't require special tools
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L1604[17:06:30] <vox> At school I've been running it off of a flash drive, building things using Cloud9, and downloading the jars
L1605[17:06:40] <vox> It's working out surprisingly well
L1606[17:07:01] <Wuppy> cool :)
L1607[17:07:18] <vox> A bit harder to test, but I still get to work on the school PCs in a way, at times when teachers aren't allowing me to use my laptop
L1608[17:07:20] <vox> yeah :)
L1609[17:07:41] <vox> Very rarely does that happen anymore, but still, it's nice to have the ability
L1610[17:08:23] <Wuppy> jesus quad beers make you wasted quickly
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L1612[17:08:25] <vox> williewillus: so if I do that predicate thing, I have to override the default model still like I am?
L1613[17:08:37] <Wuppy> 12% beer ftw \o/
L1614[17:08:45] <williewillus> vox: yes
L1615[17:08:53] <williewillus> since the default vanilla jsons doesn't check the predicate you added
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L1617[17:09:17] <vox> Got it, thanks
L1618[17:09:27] <williewillus> but it's a surprisingly cleaner solution than imagined, and i did not know that transforms work for builtin/entity :P
L1619[17:10:17] <vox> Yep, it's quite some magic
L1620[17:10:22] <vox> I think it's new for 1.8 or 1.9
L1621[17:10:55] <vox> I also thing it has some magic as part of the shield logic, but I'm too lazy to go look :P
L1622[17:11:03] <williewillus> i thought tesr items were forced to be big and ugly in inv xD but if it really does work
L1623[17:11:07] <williewillus> that'd be awesome
L1624[17:11:23] <vox> Yep! If you're interested I'm sure the shield source has something about it
L1625[17:11:40] <williewillus> wait so only works for shields?
L1626[17:11:55] <vox> I don't know, but I haven't seen it anywhere else
L1627[17:12:54] <vox> Oh, possibly not. Looking at the shield source there's nothing special
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L1629[17:13:08] <vox> So it could work for everything? I'd have to try it
L1630[17:13:08] <williewillus> it seems transforms do work for all of them
L1631[17:13:10] <williewillus> interesting
L1632[17:13:11] <vox> Awesome
L1633[17:13:22] <williewillus> because the transforms are applied way up in RenderItem
L1634[17:13:41] <williewillus> before any tesr-specific hackery happens
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L1636[17:15:29] <williewillus> it does work
L1637[17:15:34] <williewillus> and probably did in 1.8
L1638[17:15:39] <williewillus> not sure why i thought it wouldn't work :P
L1639[17:16:56] <masa> https://www.youtube.com/watch?v=PjQIiQSdEXI that start clip :DD
L1640[17:18:29] <vox> As far as project structure goes, where would you suggest putting an enum?
L1641[17:19:06] <gigaherz> depends
L1642[17:19:14] <gigaherz> I wouldn't organize it based on the fact that it's an enum
L1643[17:19:18] <gigaherz> but based on what it represents
L1644[17:20:34] <vox> It represents a config option (ShieldBehavior, directly translates to an int)
L1645[17:21:02] <vox> right now the only options are LOWERED_ALWAYS and LOWERED_WHEN_HOLDING_BLOCK
L1646[17:21:09] <gigaherz> then .config?
L1647[17:22:02] <vox> Okay, that works. Thanks
L1648[17:22:16] <williewillus> $ labels add 2799 Bug
L1649[17:22:17] <Actuarius> Added labels [Bug] for issue 2799; new labels: [Bug].
L1650[17:22:20] <kashike> false instead of removing those lines
L1651[17:22:32] <kashike> wow, I was scrolled up a bit
L1652[17:22:37] <kashike> ignore that :3
L1653[17:22:44] <gigaherz> XD
L1654[17:22:46] <gigaherz> happens
L1655[17:22:49] <gigaherz> so, meh
L1656[17:22:57] <gigaherz> i'll go to bed
L1657[17:23:02] <gigaherz> ear doesn't feel too great
L1658[17:23:08] *** Flenix is now known as FleepySlenix
L1659[17:23:10] <gigaherz> going to watch a movie didn't help XD
L1660[17:23:13] <vox> Later ghz
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L1662[17:23:25] <kashike> i understand how you feel, i'm sick
L1663[17:23:28] <kashike> cold :{
L1664[17:23:32] <ghz|afk> ear infection.
L1665[17:23:53] <ghz|afk> started feeling a slight itch 2 weeks ago
L1666[17:24:13] <ghz|afk> been taking antibiotic pills 3 days ago -- after 8 days of ear drops
L1667[17:24:20] <ghz|afk> still doesn't feel like it's getting any better
L1668[17:24:20] <kashike> ouch!
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L1671[17:25:00] <ghz|afk> yeah I'll give it a couple days more, and if it shows no signs of improvement, i'll visit the doctor once again
L1672[17:25:16] <kashike> feeel better :)
L1673[17:25:20] <ghz|afk> thx
L1674[17:25:25] * ghz|afk poofs
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L1676[17:26:30] <Cypher121> so I'm writing a library with various extension methods for modding. anything I should add? https://github.com/Cypher121/MC-ExtLib/tree/master/src/main/kotlin/coffee/cypher/mcextlib
L1677[17:27:35] <williewillus> "coffee"?
L1678[17:27:49] <kashike> it's a domain extension
L1679[17:28:03] <williewillus> oh
L1680[17:28:08] <MoxieGrrl> And a tasty hot beverage.
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L1682[17:31:10] <Cypher121> williewillus, look at my hostname lol
L1683[17:31:44] <williewillus> weird tld
L1684[17:31:48] <williewillus> there've been weirder
L1685[17:31:49] <williewillus> :P
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L1687[17:32:35] <Cypher121> i like it
L1688[17:33:23] <Cypher121> there's something in having 2nd level and tld of same length that makes me believe world is a better place :P
L1689[17:34:09] <kashike> Cypher121: heh, nice - seen mine?
L1690[17:34:48] <Cypher121> truly a miserable ninja
L1691[17:34:56] <kashike> :P
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L1696[17:46:00] <vox> williewillus: Will my other predicates work if the resourcelocation for one of them doesn't exist?
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L1701[17:48:22] <williewillus> no idea
L1702[17:48:47] <williewillus> you might wanna just add the predicate either way
L1703[17:48:52] <williewillus> but have it always return 0
L1704[17:48:54] <williewillus> if the feature is off
L1705[17:49:03] <vox> okay, thanks
L1706[17:49:35] <williewillus> also, pray that no resource packs change how shields are held since this feature relies on json support xD
L1707[17:49:48] <vox> True :D
L1708[17:50:28] <vox> For that picture that you posted, where would I add the default model?
L1709[17:51:33] <vox> Just set the parent to "shieldrework:shield_default"?
L1710[17:51:43] <vox> Instead of builtin/entity?
L1711[17:52:05] <vox> Oh wait nvm got it
L1712[17:52:42] <williewillus> you have the default transforms in that json
L1713[17:52:51] <williewillus> the overrides are the "special cases"
L1714[17:53:14] <vox> Yep, that's what I did
L1715[17:53:21] <MrSlick> Is there any tutorials for modding in 1.9?
L1716[17:53:25] <vox> Cool, good to know I figured that out correctly
L1717[17:53:34] <vox> MrSlick, if there are, not a ton of them
L1718[17:53:53] <vox> It's basically the same as 1.8.9, plus some changes that williewillus can show you
L1719[17:54:06] <williewillus> https://gist.github.com/williewillus/e37edde85dc78d2e138c
L1720[17:54:09] <MrSlick> ah
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L1722[17:56:44] <vox> Does Java have partial classes like C# does?
L1723[17:57:59] <williewillus> no
L1724[17:58:16] <williewillus> idk how they're useful besides for XAML/databinding stuff
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L1729[18:01:10] <vox> williewillus, "Cannot resolve symbol IItemPropertyOverride"?
L1730[18:01:32] <vox> IItemPropertyGetter
L1731[18:01:44] <williewillus> i dont remember the exact name check the ItemBow constructor
L1732[18:01:47] <williewillus> yeah
L1733[18:01:48] <williewillus> :P
L1734[18:02:07] <vox> I figured it out eventually (yay autocomplete :P)
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L1736[18:19:23] <Delenas> Is it possible to use IBlockColor until a property value is met, then switch to a TESR?
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L1738[18:20:52] <Delenas> Like. PropertyEnum (BlanketStyle=solid_blue) would use IBlockColor, but BlanketStyle=rainbow would use a tesr?
L1739[18:20:54] <vox> Do you like the logo that I made btw, williewillis
L1740[18:21:44] <MattDahEpic> can i get a logic check? clock is supposed to run from 9-5. the clock stops at 9:09, testing with a start time of 10 stops at 10:10. code: https://gist.github.com/MattDahEpic/84a5930b2b930afc52220f9969ee8725
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L1742[18:23:16] <williewillus> Delenas: getRenderType takes a blockstate
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L1744[18:25:15] <williewillus> return the force tesr one if it has the property you want
L1745[18:25:47] <williewillus> and interesting that mojang added that - now my mana pools can render mostly in the static model except if its the fabulous pool :P
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L1747[18:27:11] <Delenas> But does that work as intended?
L1748[18:29:04] <killjoy1> !gm 146195 1.8.9
L1749[18:29:40] <Gil> IceDragon: you don't happen to be here? I want to do some pull requests on GrowthCraftCE I think
L1750[18:29:57] <IceDragon> Yo
L1751[18:30:10] <Gil> you're the main dev for GrowthcraftCE, right?
L1752[18:30:13] <IceDragon> Sure man, go right ahead, I'll review and merge
L1753[18:30:21] <IceDragon> Something like that
L1754[18:30:27] <vox> williewillus, this look good? https://gist.github.com/WardBenjamin/05bc8f52b8d99f266e38ea3bb13e6650
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L1756[18:30:48] <Gil> I noticed that running GC + Forestry is a clusterfuck of sorts, ran into some bugs trying to fix it in configs
L1757[18:31:14] <Gil> so I think I'm going to work on the bugs in the bees module and maybe add the extra integration in the code, so it runs better by default
L1758[18:31:28] <IceDragon> Gil: o_e clusterfuck is when you have 3 million records to deliver to client in under 5 seconds
L1759[18:31:34] <Gil> heeh
L1760[18:31:36] <Gil> true
L1761[18:32:04] <Gil> I'll try to do clean PRs of some of the issues
L1762[18:32:10] <IceDragon> Our bees module needs a good slap on the back
L1763[18:32:45] <IceDragon> good luck, poke me if you need some help finding out how the code base works together
L1764[18:32:56] <Gil> from what I can tell, with a little itty bitty work, it can actually integrate quite nicely with forestry, even leaving the GC stuff in there
L1765[18:33:19] <Gil> code base looks quite clean, I'll manage :)
L1766[18:33:53] <Gil> any other bees stuff that you've wanted to fix for a while?
L1767[18:34:12] <Gil> while I'm in there, might give it a look (in separate PRs obviously)
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L1769[18:37:46] <IceDragon> Gil: not fix, more like rewrite, you'd need to talk with the rest of the team
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L1772[18:38:39] <vox> Horary for broken code!
L1773[18:38:46] <vox> *Hooray
L1774[18:38:49] <vox> wow, I can spell
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L1777[18:44:17] <killjoy1> hooray for broken english!
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L1780[18:45:39] <Delenas> Engrish
L1781[18:46:27] <williewillus> did vox leave? :P
L1782[18:46:49] <williewillus> Delenas: it probably does
L1783[18:46:55] <williewillus> lemme try
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L1785[18:47:58] <killjoy1> In the models, did the arm poses replace aimedBow?
L1786[18:48:09] <thecodewarrior> Is there something that stores the horizontal part of an entities look vector? If they look down it becomes 0,-1,0 and the horizontal parts are lost.
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L1788[18:48:52] <williewillus> uhh it should have full look vec information
L1789[18:49:17] <williewillus> killjoy1: yes
L1790[18:49:38] <killjoy1> I have a lot of work to do for left arms
L1791[18:50:09] <thecodewarrior> Never mind. I found it.
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L1799[19:05:01] <williewillus> Delenas: i just converted botania's mana pools to only use tesr to render the pool for the rainbow variant. seems to work
L1800[19:05:06] <williewillus> yay even more performance improvements :D
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L1803[19:05:30] <minecreatr> for some reason I am getting the error Caused by: java.lang.NoSuchMethodError: net.minecraft.block.Block.setStepSound(Lnet/minecraft/block/SoundType;)Lnet/minecraft/block/Block; when I try to set my blocks step sound in its cosntructor.....
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L1806[19:08:55] <wire|away> try updating mappings, minecreatr
L1807[19:09:14] <williewillus> lol the breaking overlay appears huge on these
L1808[19:09:16] <williewillus> for some reason
L1809[19:10:19] <Delenas> williewillus, are you rendering just the effect, or the entire model?
L1810[19:10:37] <williewillus> ?
L1811[19:10:59] <williewillus> right now after my changes: pool itself is static model, tesr renders the water, particles, and extra effects
L1812[19:11:08] <Delenas> Oh sweet
L1813[19:11:09] <williewillus> except if it's the rainbow pool in which case tesr does all of it
L1814[19:11:36] <Delenas> Oh. Including the pool frame itself, then?
L1815[19:11:56] <williewillus> yes because you can't do rapidly changing effects like rainbow in a static render
L1816[19:12:45] <Delenas> Hmm. So in theory, I have a model that can render parts (frame, blanket, and sheet).. if I have a blanket property of rainbow, I could ignore the static renderer and render the blanket with a TESR? The rest with the model?
L1817[19:13:04] <williewillus> yes
L1818[19:13:31] <Delenas> Awesome.
L1819[19:13:45] <williewillus> for example in my Block.getRenderType I have "if rainbow return ENTITYBLOCK (force tesr), else return MODEL (combined static + tesr)
L1820[19:19:10] <MrSlick> I'm kinda having trouble wrapping my head around these "implements", "extends", and "abstract" key words I find in Java. Anyone have something that I could quickly read to help my understanding?
L1821[19:20:25] <capitalthree> extends is inheritence, and implements is just a contract to adhere to an api
L1822[19:20:43] <MrSlick> what about abstract :o
L1823[19:20:47] <capitalthree> and abstract means, left up to subclasses to define
L1824[19:21:12] <MrSlick> thanks <2
L1825[19:21:14] <MrSlick> woops
L1826[19:21:47] <capitalthree> welcome!
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L1834[19:35:13] <MrSlick> Anyone recommend an open source mod that is good to learn from?
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L1837[19:38:06] <MrSlick> Well, I guess what I am looking for is a mod that is well rounded and is easy to follow.
L1838[19:41:50] <masa> MrSlick: I'd first read through the oracle java docs at least
L1839[19:41:55] <vox> Sooo, I just lost power for about 2 minutes
L1840[19:42:01] <masa> so that you don't have problems with java itself
L1841[19:42:06] <MrSlick> I know java
L1842[19:42:09] <vox> Turns out IDEA really doesn't like power-loss
L1843[19:42:32] <vox> It not only killed all of the projects, but also did things like resetting the IDE color
L1844[19:42:37] <masa> well you just asked about extends/implements/abstract though...?
L1845[19:42:45] <williewillus> ^? :P
L1846[19:42:56] <MrSlick> I mostly know Java :P
L1847[19:42:59] <MrSlick> Ok, maybe I dont
L1848[19:43:14] <masa> so what kind of things do you want to see from an open source mod?
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L1850[19:43:38] <masa> I don't know how crap my code actually is, but everything in the mod works at least :p
L1851[19:43:45] <MrSlick> blocks that do something, items that do something
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L1853[19:43:50] <MrSlick> mostly stuff that does stuff
L1854[19:43:50] <masa> https://github.com/maruohon/enderutilities
L1855[19:44:25] <williewillus> for what mc version?
L1856[19:44:28] <masa> I have lots of "bound location" and "teleport things" and "inventory things" type of stuff
L1857[19:45:25] <MrSlick> I am working with 1.9 atm
L1858[19:45:31] <MrSlick> neat
L1859[19:45:45] <williewillus> https://github.com/williewillus/Botania
L1860[19:45:50] <williewillus> there's some questionable stuff
L1861[19:45:55] <williewillus> but most of it should be fine to learn from :P
L1862[19:46:02] <masa> oh right, hmm, I should udpate the things in 0.5.x to the curseforge project page... I always forget to do that
L1863[19:47:03] <masa> http://minecraft.curseforge.com/projects/ender-utilities/files
L1864[19:47:04] <MrSlick> ok
L1865[19:47:19] <masa> that's sort of interesting download counts stats for different mc versions
L1866[19:47:33] <masa> for the new releases today for 1.7.10, 1.8.9 and 1.9
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L1868[19:49:42] <Delenas> ..why, Mojang. Why would you add TextFormatting colors to EnumDyeColor, but make it private.
L1869[19:50:00] <Delenas> Also, enumDyeColor is no longer just dyes. x.x
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L1871[19:52:17] <Stiforr> How do you make your mod trigger the little update gem on the main menu? For 1.9 I assume
L1872[19:55:34] <masa> by using the forge update checker
L1873[19:55:57] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/EnderUtilities.java#L39
L1874[19:56:14] <masa> that plus you need to have the json that defines the versions
L1875[19:56:33] <TehNut> The gist looks like this https://gist.github.com/TehNut/e8db2be209d32d1ebbc3
L1876[19:56:36] <TehNut> er
L1877[19:56:38] <TehNut> s/gist/json
L1878[19:57:24] <masa> wait is it recomended or recommended? lex's example had both...
L1879[19:58:02] <Stiforr> Very cool thanks masa and TehNut
L1880[19:58:41] <TehNut> I think it's supposed to be 2 m's. I just copypasted the example and edited it originally
L1881[19:59:02] <masa> so I get kicked if I link the example gist because the url has lex's name in it? :p
L1882[19:59:34] <Stiforr> lol
L1883[19:59:47] <masa> https://gist.github.com/LexKICKSHIELDManos/7aacb9aa991330523884
L1884[19:59:49] <williewillus> just use a shortener lol
L1885[19:59:57] <Stiforr> lmao
L1886[20:00:07] <Kodos> gitio-creator :3
L1887[20:00:11] <Kodos> Or however it's typed
L1888[20:00:45] <vox> masa: oh wow, those are interesting
L1889[20:00:53] <masa> hmm which shorteners are people using?
L1890[20:00:55] <vox> Good to see 1.9 with traction!
L1891[20:01:02] <vox> I use google's
L1892[20:01:02] <masa> those?
L1893[20:01:20] <unascribed> for anything github or gist
L1894[20:01:27] <unascribed> http://git.io/
L1895[20:01:43] <vox> (the statistics from Ender Utilities)
L1896[20:02:00] <vox> That's awesome!
L1897[20:03:00] <masa> hmm, I need to make two more mods so I get to double digits :p
L1898[20:03:11] <masa> I have plans for at least one already
L1899[20:03:21] <unascribed> someone just asked me to backport my mod to 1.8.0
L1900[20:03:22] <unascribed> wat
L1901[20:03:26] <unascribed> people still play that version?
L1902[20:03:27] <masa> and kind of another one to, except there are simolar alternatves already
L1903[20:03:32] <williewillus> thats like 1.7.2 :P
L1904[20:03:41] <masa> hehe
L1905[20:04:11] <masa> yep I fairly recently have gotten like 10k donloads for the initial version of ender utilities that was made during modjam
L1906[20:04:20] <masa> which is complete and utter shit
L1907[20:04:30] <unascribed> I need to release my content mod one of these days
L1908[20:04:47] <masa> and I've also seen new "mod spotlights" for the 1.7.2 version in somewhat recent months
L1909[20:04:52] <masa> like what the hell people
L1910[20:05:07] <unascribed> 172/10
L1911[20:05:21] <TehNut> I think I saw one for 1.6 in the last few weeks
L1912[20:05:25] <unascribed> wtf
L1913[20:05:36] <williewillus> you shouldn't be surprised
L1914[20:05:39] <unascribed> next thing you know we're going to get a spotlight for some 1.4.7 mod
L1915[20:05:54] <williewillus> a small fraction of people stay behind on every version :P
L1916[20:06:01] <williewillus> just look at all the tekkit servers around
L1917[20:06:02] <masa> well there was that one hilarious youtube channel like a year ago
L1918[20:06:10] <williewillus> but that doesn't really count since 1.2.5 was such a monumental version
L1919[20:06:40] <masa> that had some text-to-speech bot reading mod descriptions and showing a shitty screenshtos as picture, and I think they made "spotlights" for even like 1.2 mods
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L1921[20:07:07] <masa> and then they had two-layers adf.ly links to the mods
L1922[20:07:22] <Delenas> unascribed: New mod, EE2. Man, I hope someone updates that. /s
L1923[20:07:27] <williewillus> oh wait
L1924[20:07:35] <unascribed> they did, didn't they?
L1925[20:07:36] <unascribed> ProjectE?
L1926[20:07:51] <williewillus> oh wait I do that
L1927[20:07:52] <williewillus> :D
L1928[20:07:54] <Delenas> Whoosh.
L1929[20:07:57] <masa> :D
L1930[20:08:09] <unascribed> well I hate the entire concept of EE with the force of a thousand suns
L1931[20:08:11] <unascribed> so I don't keep track
L1932[20:08:22] <Delenas> I was firing shots.
L1933[20:08:46] <unascribed> every mod worth using in 1.4.7 and 1.2.5 has been either rewritten as an opensource "Project" clone mod, or never died to begin with
L1934[20:08:51] <masa> yep I also dislike the concept and I would never player with any such mod in a "real survival world"
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L1936[20:09:23] * williewillus cries
L1937[20:09:30] <williewillus> tbh I don't use it exploity really
L1938[20:09:36] <williewillus> just lazily
L1939[20:09:39] <TehNut> Oh, does that mean I should rename SSTOW to ProjectShard/ProjectShard?
L1940[20:09:44] <unascribed> yes
L1941[20:09:44] <TehNut> er
L1942[20:09:45] <williewillus> lol
L1943[20:09:49] <TehNut> one of those was supposed to be Soul
L1944[20:09:54] <unascribed> ProjectSoul
L1945[20:09:56] <TehNut> i'm tired
L1946[20:10:16] <masa> I mean that's a nice concept for things like the early FTB maps, but I just don't like the fact that you can turn like ender pealrs into diamonds
L1947[20:10:25] <masa> that just feels like cheating to me
L1948[20:10:28] <unascribed> yeah, it's a fundamentally flawed concept
L1949[20:10:39] <masa> thus I wouldn't use such mods in a regular survival world
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L1951[20:10:41] <unascribed> it's like people who delete X stacks of items as payment for spawning things in
L1952[20:10:44] <Delenas> Well maybe people like assigning dragon hearts 10 billion EMC and abusing it.
L1953[20:10:57] <unascribed> chickenator
L1954[20:10:58] <unascribed> 'nuff said
L1955[20:11:01] <Delenas> Their play style, not yours.
L1956[20:11:16] <unascribed> well that's sort of my problem
L1957[20:11:18] <masa> it would instantly eat all my mtoivation to do anything long-term in the world when you can get everything by feeding billions of cobble to some machine
L1958[20:11:21] <unascribed> is I am absolutely crazy about balance
L1959[20:11:27] <Delenas> I think the condensers gave everyone a bad image of EE.
L1960[20:11:40] <unascribed> for example, the modpack I maintain has solar blanket disabled
L1961[20:11:42] <unascribed> and the nether has no lava
L1962[20:11:50] <Delenas> There was no balance. Once you were set, you were set.
L1963[20:15:31] <Nosirrom> What do partialticks actually do in raytrace? I've just been putting in 1
L1964[20:15:39] <williewillus> interpolation between ticks
L1965[20:16:12] <williewillus> value between 0 and 1
L1966[20:16:33] <unascribed> 0 means "previous tick", 1 means "this tick", effectively
L1967[20:16:39] <unascribed> 0.5 means halfway between
L1968[20:16:56] <unascribed> if you're on the server the value is basically meaningless
L1969[20:17:00] <williewillus> ^
L1970[20:17:04] <unascribed> on the client it gets passed to every render method
L1971[20:17:17] <williewillus> partialticks exists because you want to render faster than the tickrate
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L1973[20:17:27] <Nosirrom> ah
L1974[20:17:32] <unascribed> yeah
L1975[20:17:36] <unascribed> so for example if you're rendering at 40FPS
L1976[20:17:46] <unascribed> partialTicks is 0, 0.5, 0, 0.5, 0
L1977[20:17:50] <unascribed> since the tickrate is always 20TPS
L1978[20:18:03] <williewillus> if you ever see mod animations look super choppy they're probably not using partialticks correctly
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L1980[20:18:17] <williewillus> / at all
L1981[20:18:20] <unascribed> yep
L1982[20:18:48] <williewillus> so you're seeing that animation as fast as the world ticks (20 fps at best)
L1983[20:19:39] <Nosirrom> ah, probably doesn't explain why my raytrace hits blocks but not entities though
L1984[20:19:47] <unascribed> rayTraceBlocks only does blocks
L1985[20:19:54] <unascribed> I don't think there's any utility method for both
L1986[20:20:00] <unascribed> but EntityThrowable is a good starting point
L1987[20:20:04] <williewillus> and Minecraft
L1988[20:20:06] <unascribed> (I last checked this in 1.7, could be wrong)
L1989[20:20:08] <williewillus> .objectMouseOver
L1990[20:20:11] <williewillus> or whatever its called
L1991[20:20:21] <Nosirrom> oh, the player's raytrace is just raytraceblocks
L1992[20:20:54] <unascribed> if he's calling rayTrace directly though he's probably on the server
L1993[20:21:08] <williewillus> i mean that you can probably refit the client's stuff
L1994[20:21:13] <williewillus> look at Minecraft.getMouseOver
L1995[20:22:35] <vox> So my LOWER_ALWAYS code works, that's good
L1996[20:22:48] <vox> Now I have to figure out what's not working on my LOWER_WHEN_BLOCK_HELD code
L1997[20:23:17] <williewillus> probably your property getter then
L1998[20:23:19] <vox> Actually, I'll push first
L1999[20:23:28] <vox> Almost definitely something in there
L2000[20:24:18] <williewillus> link after you push?
L2001[20:24:49] <vox> sure
L2002[20:25:50] <vox> https://github.com/VoxMods/ShieldRework/blob/master/src/main/java/com/voxmods/shieldrework/override/client/ShieldClientOverride.java
L2003[20:26:51] <williewillus> your hand switching is swapped
L2004[20:27:05] <williewillus> line 69 you're saying "if the shield is in the offhand, check the offhand for a block"
L2005[20:27:12] <vox> Oh derp
L2006[20:27:15] <vox> That's probably it
L2007[20:28:15] <vox> I changed the getItemOffhand to getItemMainhand, hopefully it works
L2008[20:28:35] <vox> w00t it works
L2009[20:28:43] <williewillus> shields don't keep their banner pattern when repaired?!
L2010[20:28:51] <vox> Nope
L2011[20:28:56] <williewillus> -.-
L2012[20:28:59] <unascribed> crafting repair nukes all NBT
L2013[20:29:02] <unascribed> you need to use an anvil
L2014[20:29:10] <vox> Yep, and you can't do that for shields
L2015[20:29:15] <unascribed> oh?
L2016[20:29:17] <unascribed> you can't even combine them?
L2017[20:29:26] <unascribed> sounds like Mojang code
L2018[20:29:32] <vox> I was under the impression you could not, would have to verify
L2019[20:29:34] <vox> lemme do that now
L2020[20:30:00] <vox> Nope, you can't
L2021[20:30:18] <vox> They go into the Anvil inventory but don't do anything, there's an X over the recipe arrow
L2022[20:30:24] <unascribed> nice
L2023[20:30:30] <vox> I
L2024[20:30:41] <vox> I've got a long list of changes that I want to make to these
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L2028[20:42:22] <Zaggy1024> beware when calling player.rayTrace on the server, that won't be in sync with what the client is aiming at
L2029[20:43:29] <vox> Am I being dumb? I can't find the CurseForge finish button uploading a new version of my mod
L2030[20:44:16] <vox> Huh, whatever caused that is fixed after I reloaded
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L2034[20:44:55] <vox> Can you edit the front page overview on CurseForge?
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L2036[20:45:28] <TehNut> Settings > Description
L2037[20:45:39] <vox> Thanks
L2038[20:45:47] <TehNut> Gives a really nice WYSIWYG editor
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L2041[20:46:21] <vox> When I uploaded earlier today I found out that it parses Markdown (It took my entire README.md with no editing)
L2042[20:46:30] <TehNut> Yeah, it's really nice
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L2044[20:47:57] <williewillus> Zaggy1024: yeah it will? :P (mostly)
L2045[20:48:23] <williewillus> if you're talking about the 1.7 eye glitch it got fixed, and so was the sneak glitch
L2046[20:48:33] <Zaggy1024> I'm not talking about glitches
L2047[20:48:51] <Zaggy1024> I'm just talking about the fact that at the moment you ray trace on the server, if the client is moving their aim, the server won't know about it
L2048[20:49:13] <Zaggy1024> which causes stuff like the lily pad bug which I was talking about before, remember? :P
L2049[20:49:20] <williewillus> yeah
L2050[20:49:47] <williewillus> but how fast can you move for that? it comes up almost never in normal play
L2051[20:50:39] <Zaggy1024> it can come up quite easily if you're trying to place multiple quickly
L2052[20:50:39] <williewillus> i guess my point is callign raytrace on the server is completely fine and will match the client in most all cases
L2053[20:50:42] <vox> Alright, here's the new version: http://minecraft.curseforge.com/projects/shield-rework
L2054[20:50:46] <Zaggy1024> and any sync problems are bad
L2055[20:51:12] <Zaggy1024> calling raytrace to modify the world like in the case of lily pads is not completely fine :P
L2056[20:51:13] <williewillus> some pics would be nice, wanna see how the shields look lowered :D
L2057[20:51:24] <williewillus> yes but what are you proposing instead lol
L2058[20:51:29] <Zaggy1024> send a packet
L2059[20:51:33] <Zaggy1024> otherwise you're going to desync
L2060[20:51:43] <williewillus> and by the time th packet makes it to the client and back then what :P
L2061[20:51:49] <vox> Oh, true. I'll add some
L2062[20:51:57] <Zaggy1024> I don't think you understand how it would work willie
L2063[20:52:09] <williewillus> where are you saying "send a packet" from?
L2064[20:52:10] <Zaggy1024> player tries to place lily pad at a position in the world
L2065[20:52:15] <williewillus> what if what he wants to do is server initiated?
L2066[20:52:15] <Zaggy1024> a packet is sent with that position in it
L2067[20:52:20] <Zaggy1024> server places lily pad at taht position
L2068[20:52:21] <Zaggy1024> no desync
L2069[20:52:23] <williewillus> I'm nto talking about the lily pad thing
L2070[20:52:28] <williewillus> his specific case :P
L2071[20:52:44] <Zaggy1024> what would be server initiated?
L2072[20:52:51] <williewillus> also make a pr to fix it if it's so broken :D
L2073[20:53:05] <Zaggy1024> that would be a bit of a complicated fix I believe
L2074[20:53:13] <williewillus> but you said just send a packet? :P
L2075[20:53:28] <Zaggy1024> indeed, but it's a vanilla use handler that would have to be changed
L2076[20:53:35] <Zaggy1024> and that would be a new packet
L2077[20:53:42] <williewillus> why would it be a new packet?
L2078[20:53:52] <williewillus> can't you just send the norma vanilla pos packet?
L2079[20:53:55] <Zaggy1024> or modifying the existing one if itw as to be a universal fix for the use callback (which would probably be inefficient on data)
L2080[20:53:58] <williewillus> +1 line patch
L2081[20:54:13] <Zaggy1024> are packets guaranteed to be processed in the order they're sent?
L2082[20:54:47] <williewillus> yes
L2083[20:54:52] <williewillus> in mc at least
L2084[20:55:10] <Zaggy1024> hm
L2085[20:55:46] <Zaggy1024> I'll try that as a fix, but it may confuse the server since the tracking packets are probably not meant to be send by random stuff
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L2087[20:56:32] <williewillus> i don't think it would
L2088[20:56:39] <williewillus> client already sends move packets very often
L2089[20:56:42] <vox> Willie: images posted
L2090[20:57:00] <williewillus> awesome
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L2092[20:57:48] <Zaggy1024> huh.
L2093[20:57:58] <Zaggy1024> mouse input in GUIs is handled each tick rather than each render
L2094[20:58:43] <Zaggy1024> which can cause some input lag in the scrolling
L2095[20:58:44] <williewillus> what was the call to move players serverside again?
L2096[20:58:51] <TehNut> guy just came into my channel to ask me for help with MCreator
L2097[20:58:56] <williewillus> lol
L2098[20:59:06] <TehNut> He doesn't speak english so he is using Google translate to talk and read
L2099[20:59:13] <williewillus> xD
L2100[20:59:15] <williewillus> what channel?
L2101[20:59:19] <TehNut> No, I have no clue why he's in there
L2102[20:59:36] <masa> what's mcreator?
L2103[20:59:47] <TehNut> Good answer :P
L2104[21:00:03] <TehNut> #TehNut
L2105[21:00:04] <masa> 42
L2106[21:00:29] <TehNut> Mcreator (Mod Creator) is a program that people use to generate mods
L2107[21:00:45] <williewillus> code generation for mc mods
L2108[21:00:48] <williewillus> terrible thing :P
L2109[21:00:54] <masa> geenrate mods... eww. I better go to sleep before I get nightmares
L2110[21:00:59] <williewillus> last time someone checked it does import net.minecraft.*
L2111[21:01:01] <williewillus> or something stupid
L2112[21:01:02] <williewillus> like that
L2113[21:01:33] <williewillus> anyways no one remembers the call to move players serverside? .-.
L2114[21:01:36] <williewillus> was it addVelocity?
L2115[21:02:20] <masa> don't know, but I would also like to know
L2116[21:02:31] <masa> what do slimeblocks do?
L2117[21:02:38] <williewillus> those are probably clientside
L2118[21:02:44] <masa> or do they do it client side?
L2119[21:03:02] <masa> right..
L2120[21:03:15] <masa> well anyway, good... err, morning, I'lle go to sleep
L2121[21:03:28] <masa> it's only 5 AM
L2122[21:05:39] <killjoy1> I just fixed all the compile errors for 1.9. I deserve a break
L2123[21:05:56] <williewillus> how many did you have?
L2124[21:06:13] <killjoy1> I don't remember
L2125[21:07:18] <killjoy1> I started with 90
L2126[21:07:31] <killjoy1> i did like 13 today
L2127[21:08:48] <FusionLord> anyone know what is wrong with this? Exception parsing line #1227: `f 562/184/120 563/185/120 564/186/120`
L2128[21:08:55] <killjoy1> I think it was 13 after I fixed the names
L2129[21:09:13] <killjoy1> mostly itemHeldRight
L2130[21:09:23] <FusionLord> full error https://gist.github.com/FusionLord/96a9a1e0e55ebf6a66a80ce3918b5048
L2131[21:11:55] <FusionLord> thought it was a bad export so I rexported it but same error
L2132[21:13:31] <vox> williewillus: can you return something other than 0 or 1 in a predicate?
L2133[21:13:41] <williewillus> any float value
L2134[21:13:46] <vox> awesome, thanks
L2135[21:13:51] <williewillus> the jsons match based on a >= relationship
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L2137[21:17:13] <williewillus> okay yeah im confused how I can't find how to knockback a player from the serverside
L2138[21:17:23] <williewillus> servers already newed to do that for like pvp right?
L2139[21:18:01] <Nosirrom> thanks for the help on raytracing earlier, everything is working.
L2140[21:20:42] <williewillus> https://gyazo.com/8e8278391af42ce4873280c7795c5648
L2141[21:20:44] <williewillus> looll
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L2143[21:21:29] <vox> lol
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L2157[21:41:11] <vox> Aaaand there's a third version for the night
L2158[21:41:14] <vox> I'm on a roll
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L2160[21:42:58] <killjoy1> I released 2 versions tonight
L2161[21:43:12] <killjoy1> not an hour after release, someone found a bug
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L2181[22:26:46] <SirWill> canHarvestBlock does only check if the tool can break the block and not if something prevenst the block break or?
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L2183[22:34:17] <killjoy1> It sounds like its if the block drops itself
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L2186[22:37:25] <SirWill> hm, I'm trying to figure out how I can check if the player is able to break the block or if an event blocks it but I can't find any way
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L2188[22:39:35] <Dustine> would canHarvestBlock work?
L2189[22:40:03] <Dustine> it's on EntityPlayer
L2190[22:40:15] <TehNut> "canHarvestBlock does only check if the tool can break the block and not if something prevenst the block break or?"
L2191[22:40:22] <TehNut> From about 10 minutes ago
L2192[22:40:31] <Dustine> i wasn't online at that time, my apologies
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L2194[22:42:06] <Dustine> i have a question of my own regarding network code: i read online that the max packet size, in bytes, from client to server is Short.MAX_VALUE (32,767). is that value also hardcoded or referenced anywhere on Forge side, so i can make a reference to it and forget it?
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L2198[22:48:04] <Gil> is there a standard way in Forge to have a recipe with a bucket of custom liquid?
L2199[22:48:23] <Gil> when two mods add buckets for the same liquid, the buckets don't tend to be oredicted
L2200[22:48:31] <Gil> do I write a custom handler for that?
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L2205[23:03:11] <Gil> found it, FluidStack
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L2207[23:08:54] <unascribed> Dustine, Short.MAX_VALUE. :P
L2208[23:09:05] <unascribed> It's limited like that because it's saved to a short
L2209[23:09:33] <unascribed> though I seem to remember Forge having a special varshort type that can go a little higher
L2210[23:10:52] <Dustine> hehe, fair enough, i'll have to not be lazy and check the changelogs from now on :P
L2211[23:10:56] <Dustine> thank you!
L2212[23:11:12] <unascribed> welcome
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L2223[23:22:17] <Gil> how do I use a FluidStack in a recipe?
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L2233[23:41:51] <rebecca> I'm looking to commission a few custom blocks. PM me if you have experience coding blocks that transport/process items and want some paid work.
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L2236[23:56:02] <Jdembo> its been done before but
L2237[23:56:03] <Jdembo> https://sr.ht/26pO.png
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