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L11[00:32:40] <LexManos> ya they do about
1% of the work I do.
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L32[01:59:59] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160609 mappings to Forge Maven.
L33[02:00:03] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160609-1.9.4.zip
(mappings = "snapshot_20160609" in build.gradle).
L34[02:00:13] <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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L40[02:27:28] <kashike> decompile issue?
o_O
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L42[02:31:29] <tterrag> they must have
changed their obfuscation settings
L43[02:31:31] <tterrag> or something
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L45[02:31:37] <tterrag> stripped the enum
marker or whatever off it
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L56[03:32:37] <Keridos> jeez dev work in
windows is total shit
L57[03:32:48] <Keridos> damn fs not case
sensitive
L58[03:35:16] <Genuine> What does mcp and
forge use to deobf to srg names?
L59[03:35:28] <Genuine> I can't for the
life of me remember.
L60[03:38:45] <Genuine> Or does FF handle
that?
L61[03:38:58] <Genuine> I thought it was
something that ran before decomp.
L62[03:39:11] <tterrag> MCP uses python
scripts
L63[03:39:20] <tterrag> afaik, FG still
uses those as well, just deep down the rabbit hole :P
L64[03:39:37] <tterrag> or do you mean
deobfuscating the actual MC source?
L65[03:40:33] <Genuine> Yeah, when mojang
obfuscation is removed to the srg names: field_923a or
whatever.
L66[03:40:55] <Genuine> I guess you could
really call it re-obfuscation though.
L67[03:41:35] <tterrag> download MCP and
find out? :P
L68[03:41:46] <Genuine> Yeah I'm looking
through it now.
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L71[03:43:41] <Genuine> I know it used to
go: downgrade to Java 6 or 5 compat -> re-obfuscate to srg names
-> fernflower -> srg2source -> Now I think you do a lot of
editing like adding static constants back in and adding
comments
L72[03:44:12] <tterrag> FF handles the
actual decompilation stage
L73[03:44:24] <tterrag> which includes
fixing constants
L74[03:46:57] <Genuine> Yep.
L75[03:50:16] <Genuine> So I know patches
and exceptor is executed after srg2source.
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L79[04:01:17] <Genuine> Hmm, okay so I
guess it's SpecialSource that does it.
L80[04:02:58] <Genuine> No that doesn't
make sense.
L81[04:04:01] <Genuine> This python is a
maze of scattered mess.
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L83[04:26:37] <Genuine> Does Forge use
SpecialSource or retroguard?
L84[04:27:04] <Genuine> Or does it just use
whatever is default with MCP.
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L86[04:28:14] <Genuine> I think it's time I
made a sandbox vm.
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L91[04:43:25] <Cazzar> Genuine: it uses
SpecialSource for deobf/reobf
L93[04:48:24] <Genuine> But it also uses
RetroGuard... Hmm
L94[04:48:34] <Genuine> I thought it would
only use one of them.
L95[04:54:21] <LexManos> FF doesnt fix
constants
L96[04:54:26] <LexManos> well it does
some
L97[04:54:39] <LexManos> RetroGuard is only
used interally for updating
L98[04:54:55] <LexManos> SS is used for
normal runs.
L99[04:55:02] <LexManos> Why does it
matter?
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L103[05:11:02] <Genuine> It doesn't
"matter" per se I just wanted to know how the rules are
laid out, it seems like no matter what happens to mojang's
obfuscation whatever does the srg obfuscation is really good at
keeping them the same between versions.
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L106[05:19:27] <sham1> This should be
correct usage of MethodHandles
L107[05:19:29] <sham1> I think
L108[05:19:51] <sham1> Yet IDEA tells me
that "Variable may not be initialized"
L109[05:20:30] <Genuine> Method handles
are the way JVM 7+ does dynamic linkage correct?
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L111[05:23:42] <LexManos> !fm
func_180642_a
L112[05:23:45] <LexManos> !gm
func_180642_a
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L114[05:26:12] <Cazzar> "srg
obfuscation is really good at keeping them the same between
versions." That's the intention of SRG mappings Genuine
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L116[05:27:33] <Genuine> Of course.
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L118[05:40:05] <LexManos> "srg
obfuscation is really good at keeping them the same between
versions."
L119[05:40:40] <LexManos> Thats because of
the tools we have to help us make the mappings, and the fact that I
spend several hours every update going through minecraft line by
line making sure mappings match up perfectly.
L120[05:40:57] <LexManos> Speaking of,
finished pre1, time for bed.
L121[05:51:36] <Genuine> sham1, Btw, that
is the way you do it. Are you running that code in the wrong thread
or instance?
L122[05:51:43] <sham1> No
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L124[05:53:29] <Genuine> Try lookup()
instead of publicLookup() if the field is private.
L125[05:54:14] <Genuine> As you'd expect
publicLookup wont work for private access.
L126[05:54:24] <sham1> It changes
nothing
L127[05:54:33] <sham1> I get the private
lookups with the Field
L128[05:55:31] <sham1> That is not the
problem
L129[05:55:54] <sham1> The problem is that
IDEA is saying "variable 'blah' not initialized in the default
constructor'
L130[05:55:57] <sham1> Even though it
is
L131[05:56:15] <sham1> It gets initialized
right there
L132[05:56:49] <Genuine> Oh you're tlaking
about the fact that you're doing static final on that field.
L133[05:56:58] <sham1> Indeed
L134[05:57:04] <sham1> I have the static
initialization code there
L135[05:57:11] <sham1> That does all the
neccessary lookups and stuff
L136[05:57:33] <Genuine> It's because it's
in a try
L137[05:57:50] <sham1> And what happens
when I take it out of the try block?
L138[05:57:57] <Genuine> In your catch I
think if you set that field to null it will compile
L139[05:57:58] <sham1> It talks about
unhandled exceptions
L140[05:58:06] <sham1> No, it won't
L141[05:58:18] <sham1> Also, it is not a
good thing to do
L142[05:59:49] <sham1> Because I need that
field to be populated
L144[06:00:11] <Genuine> Do that.
L145[06:00:36] <Genuine> Gotta play the
tmp variable placeholder bullshit game.
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L154[07:20:20] <LatvianModder> na,
wrong
L155[07:20:38] <LatvianModder> Genuine:
TileEntityFurnace.class.getDeclaredField("totalCookTime");
must be replaced with.. uno momento
L156[07:20:49] <LatvianModder> !gf
TileEntityFurnace.totalCookTime
L157[07:21:00] <Genuine> Not my code, but
yes.
L158[07:21:23] <LatvianModder>
ReflectionHelper.getDeclaredField(TileEntityFurnace.class,
"field_174905_l", "totalCookTime");
L159[07:21:24] <LatvianModder> smth like
that
L160[07:21:43] <LatvianModder>
findField*
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L166[07:46:35] <sham1> Well, that is of
concern when we I have to obfuscate
L167[07:46:51] <sham1> And deal with
obfuscated fields
L168[07:51:44] <Cazzar> "when we
I"
L169[07:51:56] <sham1> Yes
L170[07:52:08] <sham1> I am good at
speaking as you can see
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L175[08:08:40] <Wuppy> a virtual reality
chair for with the gear vr
L176[08:08:54] <Kodos> Too bad it can't
simulate no gravity
L177[08:09:00] <Kodos> It'd be perfect for
space ship flying
L178[08:09:00] <sham1> I'd rather not ride
one
L179[08:09:03] <sham1> TBH
L180[08:09:12] <sham1> It looks
dangerous
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L182[08:10:29] <gigaherz|work> I can see
the appeal
L183[08:10:51] <Wuppy> I'll be able to try
it next week :D
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L191[08:45:27] <BaronNox> trying to add
player inventory to my GuiContainer (trying to use Capabilities):
addSlotToContainer(new
SlotItemHandler(player.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY,
<help>), id, x, y)); What should I use for <help>?
Would need EnumFacing.getAxis().isVertical() to get the
playerMainHandler.
L192[08:45:53] <AKTheKnight> Uhh
L194[08:49:41] <BaronNox> Well it found my
old Username :C
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L202[09:07:47] <ecx> lmao
leakedsource
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L216[09:39:23] *
mezz slaps fry with an offline Actuarius
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L222[09:52:15] ***
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L223[09:54:11] <mezz> <mezz> $
assign 2961 mezz
L224[09:54:12] <mezz> <Actuarius>
Something bad happened, consult the log
L226[09:54:18] <mezz> fry ^
L228[09:54:56] ***
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L229[09:55:02] <fry> try again? :P
L230[09:55:06] <mezz> poor sleepy
actuarius just woke up
L231[09:55:14] <mezz> $ assign 2961
mezz
L232[09:55:15] <Actuarius> Something bad
happened, consult the log
L233[09:55:43] <fry> "Validation
Failed"
L234[09:57:37] <mezz> hmm
L235[09:57:50] <mezz> can you run that
command?
L236[09:58:03] <mezz> or any
command?
L237[09:58:28] <fry> $ labels
L238[09:58:28] <Actuarius> Labels:
[Regression, Needs Update, Cleanup, Superseded, Fluids, Vanilla
Bug, RFC, Bug, BreakingChange, Feature, Confirmed,
Performance]
L239[09:58:31] <mezz> $ labels add 2961
Fluids
L240[09:58:32] <Actuarius> Added labels
[Fluids] for issue 2961; new labels: [Fluids].
L241[09:58:36] <mezz> that worked
L242[09:59:06] <fry> $ assign 2961
mezz
L243[09:59:07] <Actuarius> Something bad
happened, consult the log
L244[10:00:44]
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L245[10:02:19] <flappy> barteks2x: btw, i
hope there'll be some way to gen mod ores sub-y0
L246[10:02:31] <fry> github be updating
the assignees api
L247[10:02:35] <MoxieGrrl> ...Okay, that's
a neat bot function.
L249[10:02:59] <barteks2x> flappy, with
the vanilla generator it should work in 0-255 height range
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L251[10:04:39] <flappy> moreso meant how
y-levels under 0 seem to be just stone currently
L252[10:07:13] <barteks2x> you have just
stone below y=0 because the the VanillaCubic generator is quite
literally vanilla generator. Nothing more, nothing less. Everything
below filled with stone, everything above filled with air
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L255[10:08:04] ***
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L256[10:08:57] <barteks2x> also, I will
probably need to break world save compatibility again soon to fix
venilla generator lighting
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L270[10:17:17] <fry> $ assign 2961
mezz
L271[10:17:18] <Actuarius> Something bad
happened, consult the log
L272[10:17:29] <ghz|afk> lol
L273[10:17:39] <mezz> that poor issue is
starting to look like shit haha
L274[10:17:46] <ghz|afk> oh I see,
"github be updating the assignees api"
L275[10:17:54] ***
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L276[10:18:13] <fry> $ assign 2961
RainWarrior
L277[10:18:15] <Actuarius> Assigned
RainWarrior to issue 2961.
L278[10:18:19] <mezz> LOL
L279[10:18:25] <fry> ¯\_(ツ)_/¯
L280[10:18:32] <mezz> $ assign 2961
mezz
L281[10:18:33] <Actuarius> Something bad
happened, consult the log
L282[10:18:39] <fry> I'm gonna go ahead
and say github is broken :P
L283[10:18:43] <mezz> yes
L284[10:18:44] <gigaherz> lol
L285[10:18:55] <gigaherz> "mezz"
is the github username?
L286[10:18:58] <mezz> yes
L288[10:19:15] <fry> ah, I think I
know
L289[10:19:20] <fry> you can only assign
collaborators
L290[10:19:38] <mezz> I am a
collaborator
L291[10:19:49] <mezz> well
L293[10:19:57] <mezz> I am a minecraft
forge member, not the same
L294[10:20:20] <fry> you need push access
to the repo
L295[10:20:31] <mezz> dumb
L296[10:20:57] <gigaherz> is it possible
to assign mezz from the site?
L297[10:20:58] *
mezz adds label mezz
L298[10:21:05] <fry> hehe
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L318[11:02:55] <raoulvdberge> Is it
possible to make an item look like another item using
ItemMeshDefinition?
L319[11:03:12] <raoulvdberge> If it is, is
there a way to get a ModelResourceLocation from an ItemStack?
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L321[11:03:56] <OrionOnline> Good
Evening
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L323[11:05:10] <MattDahEpic> i hate that
blocks can only have 15 metas
L324[11:05:17] <LatvianModder> 16
L325[11:05:29] <LatvianModder> 4 whole
bits! :P
L326[11:05:30] <MattDahEpic> -_-
L327[11:05:56] <MattDahEpic> but still,
items can have a short while blocks get a nibble
L328[11:06:07] <MattDahEpic> which does
the suck
L329[11:06:08] <LatvianModder> because
thats just how they are stored
L330[11:06:32] <LatvianModder> 4096 block
IDs + 16 meta data + light + smth else probably
L331[11:06:53] <LatvianModder> also, iirc
block ID + meta = short, ill check that
L332[11:06:57] <raoulvdberge> Or is there
way to have a custom itemstack -> IBakedModel mapper?
L333[11:07:23] <LatvianModder>
itemRender.getItemModelMesher().getItemModel(is)
L334[11:07:29] <Ordinastie_> actually,
there is nothing preventing mojang to use more than 4 bits
L335[11:07:43] <LatvianModder> you can get
itemRender from Minecraft.getMinecraft().getRenderItem()
L336[11:07:57] <LatvianModder> there isnt.
they just dont need it
L337[11:08:10] <raoulvdberge>
LatvianModder: true, but I can't return that from
ItemMeshDefinition :/
L338[11:08:15] <sham1> We modders do need,
but Mojang does not care about us
L339[11:08:30] <LatvianModder> yes
L340[11:08:38] ⇦
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L341[11:08:40] <LatvianModder> theres way
too many things mojang couldve done to help modders
L342[11:08:49] <LatvianModder> and they do
in fact
L343[11:08:56] ⇦
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L344[11:09:12] <LatvianModder> like string
block / item registry
L345[11:09:30]
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L346[11:09:31] <LatvianModder> I doubt it
was really needed on their end
L347[11:10:53] <sham1> Probably made stuff
easier on their hpart
L348[11:14:05] <LatvianModder> they still
use integer registry for new blocks though
L349[11:15:48] ⇦
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L350[11:16:12] <Lordmau5> o/
L351[11:17:05] <raoulvdberge> anyone know
how I can make an itemstack render like another itemstack?
L352[11:17:08] <raoulvdberge>
dynamically?
L353[11:17:32] <sham1> You need to render
the other item's model in place of your item's model
L354[11:17:48] <raoulvdberge> where do I
do that?
L355[11:17:54] <Lordmau5> I'm pretty much
curious as to how a "basic" ISidedInventory Capability
looks like. Does anyone have some code available that I could look
through?
L356[11:17:55] <sham1> In your
IBakedModel
L357[11:18:06] <Lordmau5> or is
ISidedInventory still being used in terms of an interface / is
there an alternative way that I should use?
L358[11:18:28] <MattDahEpic> has anyone
made an itemblock that can place down different blocks (since i
have to split my block into 2 blocks for metas)?
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L362[11:19:03] <raoulvdberge> sham1:
probably a stupid question, but how do I register a
ibakedmodel?
L363[11:19:06] <sham1> In the "I
clicked on a block"-method, you just add the extra block above
or below'
L364[11:19:09] <sham1> Using an
event
L365[11:19:46] <sham1> Well
L366[11:19:52] <sham1> It is not
registering per say
L367[11:19:52] <raoulvdberge> are
ISmartItemModels still a thing?
L368[11:19:57] <sham1> No
L369[11:20:01] <sham1> You just use
IBakedModels
L370[11:20:08] <gigaherz> nope, you have
ItemOverrides
L371[11:20:13] <gigaherz> which are a
vanilla feature
L372[11:20:44] <raoulvdberge> you have any
code sample of intercepting the event, sham1 ?
L373[11:21:00] <sham1> No
L374[11:21:13] <gigaherz> raoulvdberge:
there's two ways
L375[11:21:26]
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L376[11:21:32] <gigaherz> the quick method
is to handle ModelBakeEvent, and inject the baked model there
L377[11:21:35] <gigaherz> but this has
limitations
L378[11:21:44] <gigaherz> the better
method is to register an ICustomModelLoader
L379[11:21:51] <gigaherz> and in it,
handle a special resourcelocation
L380[11:21:57] <LordSaad> any guides on
multiblocks? I need a way to check if an area matches my
schematic'
L381[11:22:02] <gigaherz> some path like
"yourmod:special/bakedmodel1"
L382[11:22:16] <gigaherz> then, on the
load method, you'll have to return an IModel instance
L383[11:22:19] <sham1> LordSaad: you
iterate over blocks around yourself
L384[11:22:22] <gigaherz> which has the
ability to request other models
L385[11:22:26] <gigaherz> and textures to
be loaded for you
L386[11:22:31] <sham1> And check if they
are the right blocks on the right positions
L387[11:22:33] <gigaherz> then later, on
the IModel's bake method
L388[11:22:35] <sham1> That is the simple
way
L389[11:22:42] *
Lordmau5 meeps
L390[11:22:50] <gigaherz> or whenever you
need those models/textures, you will have them accessible
L391[11:22:58] <Lordmau5> *Turret voice*
is anyone there? :3
L392[11:23:02] <gigaherz> the
ModelBakeEvent doesn't have that
L393[11:23:08] <LordSaad> sham1, how do i
read schematics is the thing. I know it's possible but I have no
idea how. I need to check at a specific BlockPos
L394[11:23:30] <sham1> You can check at
certain offsets from your "master" block
L395[11:23:37] <Lordmau5> ISidedInventory
- implementing that on my tile entity, yay or nay?
L396[11:23:38] <gigaherz> Lordmau5: Are
You sTill thEre?
L397[11:23:44] <Lordmau5> :p
L398[11:23:53] <LordSaad> sham1, its too
complicated to check by offsetting manually in the codde
L399[11:23:55] <LordSaad> code*
L400[11:23:58] <OrionOnline> Quick
Question: (I know it is BAD BAD BAD but i am testing something and
i just need a quick qay to test it) Is there a way to remove a
final from a Forge class using an Acces Transformer?
L401[11:23:59] <gigaherz> Lordmau5:
nope.
L402[11:24:05] <Lordmau5> Capabilities I
assume?
L403[11:24:07] <OrionOnline> way*
L404[11:24:08] <gigaherz> fuck
non-IItemHandler machines
L405[11:24:13] <gigaherz> just do the
capability.
L406[11:24:16] <Lordmau5> okay
L407[11:24:32] <gigaherz> OrionOnline: I
think so, but I have never used ATs
L408[11:24:42] <gigaherz> or wait, maybe
only for methods
L409[11:24:47] *
gigaherz shrugs
L410[11:24:48] <gigaherz> no idea
L411[11:24:54] <OrionOnline> Okey long way
then
L412[11:25:04] <OrionOnline> Anyway thanks
gigaherz
L413[11:25:09] <Lordmau5> it seems that
IItemHandler is only doing internal work - nothing regarding
"is slot accesible from side"
L414[11:25:14] <Lordmau5> which one would
I go for in that case?
L415[11:25:40] <sham1> Well the sided-ness
comes from the whole "hasCapability & getCapability"
taking sides
L416[11:26:06] <sham1> So you can return
different sides as different implementations of the capability for
instance
L417[11:26:15] <barteks2x> there is a way
to remove "final" from classes using AT
L418[11:26:15] <Lordmau5> does that mean I
need to do my own "if side X then slot X, if side Y then slot
Y" implementation then?
L419[11:26:38] <barteks2x> at least mc
classes
L420[11:27:08] <OrionOnline> barteks2x, i
thought so too, as Forge uses the public-f flag to remove
L421[11:27:20] <OrionOnline> But i donnot
think an AT can transform Forge classes
L422[11:27:38] <OrionOnline> As the AT
applying phase is done before the MC and the Forge code are
merged
L423[11:27:44] <OrionOnline> Would make
sense....
L424[11:27:45] <sham1> Lordmau5: that is
indeed one way
L425[11:27:54] <Lordmau5> :( Things were
easier in the past
L426[11:28:04] <raoulvdberge> gigaherz:
going for the ModelBakeEvent anyway. it takes a IBlockState... I
need an ItemStack
L427[11:28:06] <Lordmau5> I found some
SidedInvWrapper in the forge code though
L428[11:28:11] ***
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L429[11:28:13] <sham1> It is for
Vanilla
L430[11:28:38] <Lordmau5> means I can't
use it for myself?
L431[11:29:08] <sham1> You can, but it is
not recommended
L432[11:29:27] <Lordmau5> okay
L433[11:30:33] <raoulvdberge> oh i have to
use ItemOverrideList
L434[11:30:53] <LordSaad> sham1, could you
explain schematic coding please?
L435[11:31:39] <Lordmau5> sham1, do you
have some example code for that that I can look at?
L436[11:31:42] <Lordmau5> or some mod that
uses it?
L437[11:31:54] <sham1> My thing has a
quasi-sided thing going on
L438[11:31:56] <sham1> Hold on
L440[11:33:49] <sham1> Look at the
WorldHoleItemHandler and the [get|has]Capability
L441[11:34:12] <Lordmau5>
aaaaaaaaaaaaaaah
L442[11:34:15] <Lordmau5> that's
neat
L443[11:34:28] <Lordmau5> thanks :D
L444[11:34:29] ⇦
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L445[11:34:30] <Lordmau5> will definitely
help me out
L446[11:34:43] <sham1> What my code does
is that it allows hoppers to interract with chests across my
"world holes"
L447[11:34:56] <Lordmau5> oh nice
L448[11:36:21] <LordSaad> anyone know
anything about checking an area through a schematic?
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L450[11:40:21] <LordSaad> no one?
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L453[11:40:38] <sham1> no
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L455[11:40:57] <barteks2x> do tall grass
blocks have nonzero opacity?
L456[11:40:59] <LordSaad> alrighty
then...
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L465[11:53:22] <barteks2x> and then it
turned out it was a vanilla bug...
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L470[11:55:42] <OrionOnline> LordSaad, you
will need an anchor point
L471[11:55:52] <OrionOnline> And a
rotation
L472[11:56:27] <OrionOnline> From there on
out use a rekursive search (something like a binary tree that you
build from the schematic) to check if all the blocks are in the
right place
L473[11:56:35] <OrionOnline> Keep in mind
to compare for the right values
L474[11:56:58] <OrionOnline> for example
on some blocks only the block type on others BlockState and or
TE/NBT
L475[11:59:36] <Rushmead> updateEntity in
1.9.4? Cant find it in the tile
L476[12:01:14] <LatvianModder> first,
implement ITickable
L477[12:01:21] <LatvianModder> then I
think its update()
L478[12:02:01] <LordSaad> OrdionOnline,
any gists or example code please?
L479[12:11:20]
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L482[12:30:15] ***
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L483[12:30:32] <BaronNox> Do all
GuiContainers get cast to GuiScreen somewhere?
L484[12:30:35]
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L486[12:31:15] <LatvianModder> what?
L487[12:31:26] <LatvianModder>
GuiContainer is GuiScreen, it doesnt need to be cast
L488[12:32:16] <BaronNox> Ok coz I ran
into a strange problem
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L490[12:33:51] <BaronNox> My Container
apperently gets casted to GuiScreen and I have no idea why
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L492[12:35:37] <LatvianModder> wait,
Container is something else
L493[12:35:43] <LatvianModder> there is
Container and GuiContainer
L494[12:36:00] <BaronNox> i know
L495[12:36:11] <LatvianModder> where would
it be cast then?
L496[12:36:15] <LatvianModder> got a crash
report?
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L500[12:37:14] <BaronNox> it doesnt crash
it just throws an exception
L501[12:37:28] <BaronNox> oh wait
L502[12:37:39] <BaronNox> now its a
different error
L503[12:37:44] <BaronNox> I might have
solved it
L504[12:37:57] <LatvianModder> lol
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L507[12:42:23] <BaronNox> It doesn’t tell
me where the cast is actually happening, does it?
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L509[12:43:27] <diesieben07> you are
returning a COntainer from getClientGuiElement
L510[12:43:57] <BaronNox> OH im stupid
af
L511[12:44:34] ***
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L512[12:45:07] <BaronNox> Thank you
diesieben! You saved my day.
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L518[13:01:19] <Rushmead> What does this
mean?
L519[13:01:19] <Rushmead>
java.lang.RuntimeException: class
me.rushmead.log.tiles.TileCoalGenerator is missing a mapping! This
is a bug!
L520[13:01:28] ⇦
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L521[13:01:36] <Ordinastie_> you forgot to
register your TE
L522[13:01:40] <Rushmead> OOOH
L523[13:01:44] <Rushmead> Where and
how?
L524[13:02:10] <Rushmead> Found it
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L530[13:10:11] <Rushmead> Huh, now my
items wont save..
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L536[13:24:20] <BaronNox> Each Slot ID has
to be unique, right?
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L538[13:25:40] <gigaherz> slot ID?
L539[13:25:42] <gigaherz> for a GUI?
L540[13:25:55] <gigaherz> I'm not sure
what you mean by slot id
L541[13:26:28] <gigaherz> the only
situation where you specify a number related to slots... is the
slot index
L542[13:26:29] <flappy> looks like
container
L543[13:26:32] <gigaherz>
situations*
L544[13:26:37] <BaronNox> yep
L545[13:26:39] <BaronNox> Slot index
L546[13:26:42] <gigaherz> new
slot(inventory, number of slot within that inventory, ...)
L547[13:27:01] ***
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L548[13:27:05] <gigaherz> they don't HAVE
to be unique
L549[13:27:12] <gigaherz> it just makes no
sense to have a GUI with duplicated slots
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L551[13:27:52] <BaronNox> my hotbar get’s
index [0-9), inventory of player is [9-45)
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L554[13:28:28] <gigaherz> yes
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L556[13:28:48] <gigaherz> thast's because
in the player inventory, hotbar is 0..8
L557[13:28:52] <BaronNox> Slots for e.g. a
machine cannot be >45 since their invenory is only 3 slots and
SlotItemHandler always indecies to be only as big as the slot
counter in ItemStackHandler
L558[13:29:22] <BaronNox> wants
L559[13:30:25] <gigaherz> as I said
L560[13:30:32] <gigaherz> they are the
slot number WITHIN THE INVENTORY
L561[13:30:57] <gigaherz> so you don't
have to continue from 45
L562[13:32:36] <BaronNox> I’m kinda lost
here’s an example: I have a container which has the hotbar (0-9),
player inventory (9-45) and 9 additional slot for the machine
(indecies: 0-9). When I shift click them around everything works
fine.
L563[13:33:17] <BaronNox> I made another
container which only has 1 slot instead of 9 (and again has hotbar
and player inv) and on shift clicking it crashes complaining about
OutOfBounds
L564[13:33:24] <gigaherz> wat?
L565[13:33:28] <BaronNox> both have the
EXACT same implementation
L566[13:33:29] <gigaherz> this has nothing
to do with clicking
L567[13:33:40] <gigaherz> if oyu have a
container with 9 slots and one with 1
L568[13:33:42] <gigaherz> and you want to
show both
L569[13:33:50] <gigaherz> you'd have a set
of Slot isntances with indices 0..9
L570[13:33:59] <BaronNox> I dont want to
show both containers
L571[13:34:00] <gigaherz> and a set of
Slot instances with indices 0..0
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L573[13:34:32] <gigaherz> I know
L574[13:34:44] <gigaherz> in your case
instead of 0..8, you'd have the player inventory with 0..44
L575[13:34:46] <gigaherz> but the point
is
L576[13:35:08] <gigaherz> each Slot class
simply references a specific slot in a specific inventory
L577[13:35:10] <gigaherz> so it's
simply
L578[13:35:13] <gigaherz> inventory,slot,
...
L579[13:35:38] <gigaherz> my point was, it
doesn't matter if you want to show 1, 2 or 50 inventories
L580[13:35:50] <gigaherz> and whatever
numbers each Slot object gets don't matter
L581[13:36:00] <gigaherz> they simply
refer to the slot index of the inventory, that the Slot class has
to manage
L582[13:37:20] <McJty> To be honest. I
found containers pretty confusing at first too
L583[13:37:27] ***
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L594[14:05:58] <Wuppy> ugh I'm so
disaspointed in Total war Rome 2
L595[14:06:02] <Wuppy> even now, it hardly
works
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L600[14:13:50] <AnarchySage> Is there any
good hosting companys anymore, my old one stopped doing the good
priced vps
L601[14:15:44] <AKTheKnight> creeperhost
is pretty good
L602[14:16:31] <AKTheKnight> (They're who
I would recommend. Not the cheapest, but amazing support and
hardware)
L603[14:17:16] <AnarchySage> I rather a
legit vps entirely, not a cpanel bs
L604[14:20:42] <Rushmead> Wow.
L605[14:20:49] <Rushmead> Have you
actually seen them?
L606[14:20:57] <Rushmead> They give you a
VPS
L607[14:21:19] <Rushmead> You choose what
todo with it, want to install games/ use their panel. Feel free.
want to just ssh and whatever, feel free.
L608[14:21:48] <AKTheKnight> ^^ Yup it's a
vps with a panel you can use
L609[14:21:57] <AKTheKnight> We just use
ssh for all the stuff Rush and I do on ours
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L611[14:22:34] <AnarchySage> oh ok
L612[14:22:50] <AnarchySage> never messed
with creeperhost, always used chicagovps vps
L613[14:28:58] <SkySom> hehe YEP
CVPS
L614[14:29:04] <SkySom> Best pricing
ever
L615[14:29:10] <SkySom> $48 for a year
lol
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L617[14:30:03] <masa> does anyone know
about IDs getting messed up after you remove a mod? apparently they
get shifted and the world breaks bad
L618[14:30:28] <sokratis12GR> minecraft
ids changed if a mod is added/removed
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L620[14:31:37] <masa> but removing a mod
shouldn't cause any existing IDs to shift surely?
L621[14:32:03] <diesieben07> why do you
care about IDs?
L622[14:32:08] <masa> and adding a new mod
after removing one, would that use those old freed IDs or
not?
L623[14:32:38] <masa> well I'm on a
server, it is currently having a crash with one mod, but we can't
take that mod out because it will break the world
apparently...
L624[14:32:51] <diesieben07> it shouldn't
break the world
L625[14:32:54] <masa> no idea what is
going on really
L626[14:33:04] <masa> yeah that's what I
would have thought
L627[14:33:34] <diesieben07> can you get
us an FML log?
L628[14:33:45] <masa> I'll ask
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L632[14:45:21] <masa> that's from server
after starting it with actually additions mod removed
L634[14:45:38] <masa> and that's a client
crashing when trying to join
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L636[14:48:01] <diesieben07> hrmmm
L637[14:48:09] <diesieben07> i'm wondering
what jei is doing there
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L652[15:27:21] <Elucent> is it possible to
prevent the hunger bar from rendering?
L653[15:29:07] <diesieben07> of
course.
L654[15:29:35] <killjoy1> you can always
change the texture
L655[15:29:43] <killjoy1> no mods
required
L656[15:29:44] <diesieben07>
RenderGameOverlayEvent.Pre is cancelable
L657[15:29:53] <diesieben07> check for the
correct EventType
L658[15:30:11] <killjoy1> Do you also want
the health/armor?
L659[15:30:26] <Elucent> i'm just looking
to remove the hunger bar
L660[15:32:03] <Elucent> this should work,
thank you
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L677[16:16:35] <Xilef11> what do I do
about "Unknown recipe class!
com.zpig333.runesofwizardry.recipe.RecipeDustPouch Modder please
refer to net.minecraftforge.oredict.RecipeSorter"
L678[16:16:47]
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L679[16:16:59] <diesieben07> read the
message.
L680[16:17:16] <Xilef11> ... i did look at
that class ...
L681[16:17:22] <diesieben07> and...?
L682[16:17:44] <barteks2x> and people
thought cubic chunks would be faster... so far after optimizing
everything as much as I could worldgen is still 3 times slower than
normal. And people complain about 20% performance drop when mojang
changes one function...
L683[16:18:01] <Xilef11> my recipe is
missing something (category/priority?)
L684[16:18:12] <diesieben07> it's missing
registration.
L685[16:18:27] <Xilef11> uh?
L686[16:18:37] <diesieben07> RecipeSorter
has a very helpful "register" method...
L687[16:18:54] <Xilef11> oh
L688[16:19:05] <Xilef11> I just did
GameRegistry.addRecipe
L689[16:19:11] <diesieben07> whose usage
is demonstrated in the constructor
L690[16:19:18] <diesieben07> how is that
relevant?!"
L691[16:19:25] <capitalthree> oh shnap
1.10 is out officially :D
L692[16:21:54] ***
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L694[16:28:17] <sham1> wat
L695[16:28:24] <masa> anyone happen to
know why journeymap would be constantly spamming about
"[BlockMD] Can't get BlockMD for modid:block : NPE" for
blocks from a mod that was removed from the pack? where does it
store some cached data or how would it even try to get that?
L696[16:29:05] <techbrew> Talk to me on
#journeymap, including version info
L697[16:29:16] <masa> I didn't see any
cached world data inside minecraft/journeymap/, just png images and
configs etc but nothing that mentions the missing mod in
question
L698[16:29:24] <masa> okay..
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L718[17:28:12] <Korhaka> anyone managed to
get optifine (for shaders) and better foilage working? in
1.8.9
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L721[17:33:24] <Korhaka> hmm.. using H5
works, H6 does not
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L724[17:40:01] <bloxgate> Hi. I'm having a
bit of an odd issue with a TileEntitySpecialRenderer. The texture I
have bound to it only shows up on the most recently placed tile
entity and disappears from all the others when a new one is placed.
And if any of the tile entities are broken they all loose their
texture, and new ones don't have a texture until I restart the
client.
L725[17:42:27] <gigaherz> can you show
your code?
L726[17:42:46] <bloxgate> yeah, 1
moment
L728[17:44:20] <bloxgate> its in kotlin,
but I tried a java version too and had the same problem
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L730[17:46:12] <diesieben07> why in gods
name are you loading the OBJ model *every* *frame*?!
L731[17:46:38] <williewillus> wat did i
walk in on :D
L732[17:46:48] <TehNut> super happy fun
rendering time
L733[17:47:32] <gigaherz> bloxgate: wait
what
L734[17:47:35] <gigaherz> there'sn
otextures there
L735[17:47:36] <williewillus> hitting the
disk every frame yipee? (actually i think ModelLoaderRegistry
caches it but still)
L736[17:47:45] <gigaherz> you use
begin(POSITION)
L737[17:47:48] <gigaherz> which doesn't
even have normals
L738[17:47:55] <diesieben07> he's not even
on 1.8+ so nope willie :D
L739[17:48:03] <gigaherz> and you assing
.normal before pos
L740[17:48:04] <bloxgate> I'm on
1.8.9
L741[17:48:19] <diesieben07> uh
L742[17:48:20] <gigaherz> and oyu are
using*
L743[17:48:22] <diesieben07> why are you
using a TESR then?
L744[17:48:24] <gigaherz> wtf brain
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L746[17:48:37] <bloxgate> after much
googling, this was the solution that came up at the time
L747[17:48:40] <gigaherz> he's using tesr
to rotate, apparently
L748[17:48:40] <williewillus> ^ if it
doesn't move don't use a TESR
L749[17:48:43] <williewillus> oh
okay
L750[17:48:49] <gigaherz>
GlStateManager.rotate(teSA.getNextAngularPosition(0.03333).toFloat(),
0f, 1f, 0f)
L751[17:49:00] <williewillus> either way
cache your baked models
L752[17:49:00] <gigaherz> in a weird
way
L753[17:49:01] <gigaherz> XD
L754[17:49:03] <williewillus> pls
L755[17:49:09] <diesieben07> animation
API?
L756[17:49:16] <williewillus> not out for
OBJ
L757[17:49:33] <diesieben07>
really...
L758[17:49:34] <diesieben07>
goddamnt
L759[17:49:34] <williewillus> shade
disappeared and fry is taking his time :P
L761[17:50:05] <gigaherz> it handles
loading (with caching), drawing
L762[17:50:19] <gigaherz> your code is
just.... wrong
L763[17:50:29] <gigaherz> it may work with
some fixes
L764[17:50:33] <gigaherz> but it would
still be conceptually wrong
L765[17:50:59] <bloxgate> right
L766[17:52:20] <gigaherz> the way to use
that class is, on your constructor or something, you use
ModelHandle.of(resloc),
L767[17:52:30] <gigaherz> then when you
need it, you use instance.get()
L768[17:52:44] <gigaherz> and when you
want to draw, you can do ModelHandle.renderModel(instance) -- I
didn't add a .draw() method yet ;P
L769[17:53:18] <bloxgate> So, besides the
caching issue, there's just something wrong with how I'm drawing
it
L770[17:54:30] <bloxgate> I'll take a look
at that class then
L771[17:54:31] <bloxgate> thanks
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L773[18:04:28] <gigaherz> night
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L777[18:08:54] <bloxgate> ok... even with
that ModelHandle class the issue still happens
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L780[18:29:48] <barteks2x> How the hell
IDEA runs my mod when I have compile errors?
L781[18:30:14] <barteks2x> and it diesn't
crash
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L783[18:31:06] <harmony> last working
version probably
L784[18:31:19] <harmony> gradle magic or
something
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L786[18:31:25] <KnightMiner> Most likely
because the code that has compile issues is never run
L787[18:31:36] <KnightMiner> Such as a
missing optional API or something similar
L788[18:31:36] <barteks2x> it did
run
L789[18:31:47] <williewillus> if I want to
overwrite a file i can just FileOutputStream over it right?
L790[18:31:49] <barteks2x> it was in
instance initializer in LightingManager
L791[18:31:50] <williewillus> no need to
delete it beforehand?
L792[18:32:17] <barteks2x> and I ran it
using IDEA run configuration
L793[18:32:26] <barteks2x> so it doesn't
really use gradle for compiation
L794[18:32:35] <KnightMiner> Not really
sure about that, I use eclipse most of the time
L795[18:33:03] <barteks2x> but instead of
crashing, it ran and did counterintuitive things
L796[18:33:13] <barteks2x> for example
everything was fully lit
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L812[20:13:33] <Elucent> how can i access
simple OpenGL functions in a GuiScreen?
L813[20:13:45] <Elucent> like glBegin,
glVertex*, etc
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L816[20:20:43] <barteks2x> at depth of
around -100000 and deeper rendering of some weird... thing is
messed up. And At that point I start thinking "why am I even
testing it"
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L821[20:28:38] <thecodewarrior> It took me
all day, but I got a shader pack to correctly emulate vanilla's
entity lighting!
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L823[20:29:27] <williewillus> Elucent:
like you do everywhere else
L824[20:29:34] <williewillus>
GlStateManager.blah
L825[20:29:54] <Elucent> that's what i
thought
L826[20:30:16] <Elucent> but i have some
standard GlStateManager quad-drawing code and nothing seems to
appear
L827[20:30:31] <williewillus> post the
class
L828[20:30:43] <williewillus> also if
you're quad drawing you should be using the tessellator
L829[20:31:23] <Elucent> tessellator works
for guis? i thought it was just supposed to be in-world
L830[20:31:34] <williewillus> it doesn't
care :P
L831[20:31:38] <williewillus> it's just a
faster wrapper around gl
L832[20:31:40] <wiresegal> I think it's
just a generic tesselator :P
L833[20:31:46] <Elucent> i'll just use
that then
L834[20:32:07] <wiresegal> yeah just looks
like a vertex buffer
L835[20:34:57] <wiresegal> Using the
IntelliJ terminal to run irssi is actually really nice
L836[20:35:05] <williewillus> y
L837[20:35:25] <wiresegal> wynaut
L838[20:35:51] <williewillus> wtf why are
my property overrides not being called >_<
L839[20:36:02] <wiresegal> idk, that was
happening with one of mine
L840[20:36:05] <wiresegal> is it a complex
model?
L841[20:36:09] <williewillus> yes
L842[20:36:12] <williewillus> it's wiiv's
new blaster model
L843[20:36:22] <wiresegal> happened with
my Thunder Fists
L844[20:36:27] <wiresegal> they're also a
complex model... huh
L845[20:36:51] <wiresegal> I wonder if
something's conflicting? I'll try something
L846[20:39:52] <wiresegal> nope, didn't
fix it
L847[20:40:23] <wiresegal> but yeah, I put
in breakpoints, the override list just doesn't get built at
all
L848[20:40:44] <williewillus> oh i
see
L849[20:40:45] <williewillus> dammit
fry
L850[20:40:49] <wiresegal> ?
L851[20:41:30] <williewillus> he wraps
everything with an AnimationItemOverrideList that checks for the
animation capability
L852[20:41:33] <williewillus> but it
doesn't fall back to super
L853[20:41:37] <williewillus> it just
returns the original model
L854[20:42:21] <wiresegal> and if it's not
a child of builtin/generated it breaks or something?
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L860[20:48:09] <wiresegal> default was a
j8 thing?
L861[20:48:15] <mezz> yeah
L862[20:48:25] <williewillus> whatd you
think it was? :P
L863[20:48:33] <wiresegal> ¯\_(ツ)_/¯ in
kotlin it's been around forever
L864[20:48:35] <wiresegal> *forever
L865[20:48:59] <mezz> why doesn't everyone
just use kotlin ¯\_(ツ)_/¯
L866[20:49:29] <williewillus> not worth
the effort imo :P (aka I'm lazy)
L867[20:49:31] <wiresegal> because people
will always prefer java, or anything really
L869[20:51:40] <williewillus> $ labels add
2977 Bug
L870[20:51:41] <Actuarius> Added labels
[Bug] for issue 2977; new labels: [Bug].
L871[20:52:52] <wiresegal> what exactly is
Actuarius? I know it can do labels, etc, but what is it for
L872[20:53:00] <williewillus> github
bot
L873[20:53:05] <williewillus> that's all
its for :P
L874[20:53:19] <williewillus> i guess it's
fry's pet
L875[20:53:21] <williewillus> ;p
L876[20:53:26] <wiresegal> what decides
who has access to it?
L877[20:53:42] <williewillus> forge
maintainers know+trust your judgment
L878[20:53:50] <wiresegal> fair enough
:P
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L880[20:56:48] <wiresegal> by the way,
williewillus, I discovered true hell for someone who hates working
with rendering
L881[20:56:54] <williewillus> what
:P
L882[20:57:02] <wiresegal> debugging
something that involves trigonometric constants in rendering
L883[20:57:11] <wiresegal> srsly, what was
up with baubles
L884[20:57:24] <williewillus> not sure how
useful a debugger is when what you're working with is visual
L885[20:57:32] <wiresegal> i mean manually
debugging
L886[20:57:39] <williewillus> oh lol
L887[20:57:42] <wiresegal> refresh code,
move head, refresh code, etc
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L889[20:57:59] <wiresegal> at least I did
it :P
L890[20:58:15] <wiresegal> you'll still
have to fix the individual rotations, but that's the really huge
part
L891[20:58:35] <wiresegal> also, i've been
having trouble building botania, which if I could do it I could fix
all the rotations maybe
L892[20:58:49] <williewillus> what
trouble?
L893[20:58:56] <wiresegal> keeps crashing
saying that InventoryBaubles has no functions
L894[20:59:00] <wiresegal> on
compile
L895[20:59:06] <wiresegal> the IDE is fine
with it :/
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L897[20:59:39] <wiresegal> no other
errors, ofc a metric shitload of deprecations
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L900[21:01:06] <wiresegal> i've tried
deleting the .gradle, build, out, and idea files and remaking them,
but no luck
L901[21:01:51] <williewillus> ?shrug
L903[21:02:32] <wiresegal> trying it
again, see if anything changes?
L904[21:02:41] <williewillus> me?
L905[21:02:59] <wiresegal> me
L906[21:03:03] <wiresegal> that was worded
badly :P
L908[21:06:59] <williewillus> did you
setupDecomp with baubles?
L909[21:07:08] <wiresegal> yes
L910[21:07:15] <williewillus> it doesn't
have a maven the build.gradlejust looks for it in the root
dir
L911[21:07:19] <wiresegal> it works with
ALL OTHER baubles stuff
L912[21:07:21] <wiresegal> wait,
ROOT?
L913[21:07:25] <wiresegal> not libs?
L914[21:07:46] <williewillus> build.gradle
is set to look for it in root
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L916[21:07:53] <williewillus> i think
that's what it says at least
L917[21:08:07] <elucent> hmmm, i've been
trying to use the tessellator, and it's having the same issue as
before: nothing draws
L918[21:08:08] <wiresegal> let me try
that?
L919[21:08:16] <williewillus>
"Interpreted relative to the project directory"
L920[21:08:18] <williewillus> so yes
root
L921[21:08:21] <williewillus> elucent:
post code
L923[21:08:49] <bloxgate> Ok... so I did
what I was told earlier and added caching and such. Even tried the
model handler I was told to try, but I'm still having the issue
where only the last one placed renders
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L925[21:10:08] <wiresegal> OH i think i
know
L926[21:10:17] <wiresegal> it's using a
compiled version
L927[21:10:27] <wiresegal> so it can't
find the OBFUSCATED iinventory methods
L928[21:10:37] <williewillus> you need a
deobf baubles :P
L929[21:10:42] <wiresegal> ah
L930[21:11:04] <wiresegal> that'd do it
>.<
L931[21:11:13] <williewillus> elucent: why
aren't you binding your texture? :P
L932[21:11:20] <wiresegal> where to
get?
L933[21:11:28] <williewillus> wiresegal:
MCF post
L934[21:11:43] <elucent> i commented it
out in case that was what was causing the problem, it does the same
thing with it enabled
L935[21:12:31] <wiresegal> 0 errors!
L936[21:12:32] <williewillus> play with
your winding/other stuff. That format is correct.
L937[21:12:37] <wiresegal> thanks, that
was silly ._.
L938[21:12:48] <wiresegal> ok, time to
fuck with bauble positioning until things work!
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L943[21:19:19] <wiresegal> uh, willie,
crashing on the version checker
L944[21:19:47] <wiresegal> specifically
line 53
L945[21:19:56] <wiresegal> it's not liking
the json given
L946[21:20:19] <williewillus> log
L947[21:20:28] <williewillus> I set that
to min value in dev so it's tested every time I start
L948[21:20:30] <williewillus> and it's
been fine
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L956[21:48:56] <gabizou> how do mods add
custom ITradeList in 1.8.9?
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L1036[23:08:05] <killjoy1> I found
something fun to do in mc
L1037[23:08:34] <killjoy1> I made a
simple speed mod the other day, and I'm using it to give myself a
boost with the elytra
L1038[23:08:55] <killjoy1> if going fast
enough, I can reach all the way up to y600, then slowly fall back
down
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