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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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L39[02:16:11] <LexManos> http://puu.sh/pmesg/e2638c68da.png wat....
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
L92[04:43:54] <Cazzar> https://github.com/MinecraftForge/ForgeGradle/blob/master/build.gradle#L78
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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L105[05:19:18] <sham1> http://pastebin.com/fW1EUqgV
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
L143[06:00:08] <Genuine> http://pastebin.com/Crzs14LJ
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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L174[08:08:30] <Wuppy> holy shit this looks awesome: https://scontent-amt2-1.xx.fbcdn.net/v/t1.0-9/13344806_1143758202351103_1150712003827257983_n.jpg?oh=9149643e247fab89da87be6a301e4366&oe=57D23E8B
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
L193[08:46:13] <AKTheKnight> According to https://www.leakedsource.com/ minecraftforge.net was "hacked" in january?
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
L217[09:40:11] <fry> <3
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L219[09:40:15] MineBot sets mode: +v on Actuarius
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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
L225[09:54:14] <mezz> https://github.com/MinecraftForge/MinecraftForge/issues/2961
L226[09:54:18] <mezz> fry ^
L227[09:54:47] <fry> hmm
L228[09:54:56] *** kroeser|away is now known as kroeser
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
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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.
L248[10:02:38] <mezz> ah
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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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] *** ghz|afk is now known as gigaherz
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
L287[10:19:10] <mezz> https://github.com/mezz
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
L292[10:19:51] <mezz> oh
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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L303[10:24:21] <gigaherz> lol http://cheezburger.com/8803086336
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L314[10:58:13] <LatvianModder> http://i.imgur.com/OWmcOCD.jpg
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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
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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
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L344[11:09:12] <LatvianModder> like string block / item registry
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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
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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] ⇨ Joins: LordSaad (~LordSaad@213.204.90.138)
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
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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
L439[11:33:33] <sham1> http://pastebin.com/dJ20Hv4t
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
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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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L464[11:53:10] <barteks2x> I was just going to try to fix this in my code: https://dl.dropboxusercontent.com/u/54602353/2016-06-09_18.45.29.png
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?
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L483[12:30:32] <BaronNox> Do all GuiContainers get cast to GuiScreen somewhere?
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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
L489[12:33:25] ⇦ Quits: tterrag (~tterrag@tterrag.com) (Ping timeout: 190 seconds)
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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L498[12:37:01] <BaronNox> here’s the stacktrace: http://pastebin.com/FMj9sCF2
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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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L506[12:41:29] <BaronNox> Ok, it just was another error… Here is the stracktrace where it tries to cast a Container to GuiScreen: http://pastebin.com/e30B4Qzc
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
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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!
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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, ...)
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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
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L584[13:40:16] <BaronNox> This works: http://paste.ubuntu.com/17151746/ this crashes: http://paste.ubuntu.com/17151845/ Here is thetransfereItemStack method: http://paste.ubuntu.com/17151888/ and this is the crash report: http://paste.ubuntu.com/17151921/
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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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L631[14:44:56] <masa> https://cdn.discordapp.com/attachments/108689805646249984/190550509348716545/fml-server-latest.log
L632[14:45:21] <masa> that's from server after starting it with actually additions mod removed
L633[14:45:28] <masa> https://cdn.discordapp.com/attachments/108689805646249984/190550031265300481/crash-2016-06-09_15.37.05-client.txt
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"
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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
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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
L727[17:43:48] <bloxgate> http://pastebin.com/vnpSNrwH
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
L760[17:49:37] <gigaherz> bloxgate: this is what I use for TESR models: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/ModelHandle.java
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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L859[20:45:15] <mezz> I Love Java 8. https://github.com/ForestryMC/ForestryMC/commit/92eab8d47a03eec9aa3f439fa68d4902d08656c6
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
L868[20:49:46] <wiresegal> https://xkcd.com/1172/
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
L902[21:01:52] <williewillus> https://i.gyazo.com/cdb46855576bc3ed587cf8ffca345948.png
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
L907[21:06:30] <wiresegal> 3 examples of 30 similar ones http://imgur.com/AkWYT9g
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
L922[21:08:36] <elucent> source here: http://pastebin.com/V3pcWeVK
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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L1011[22:08:09] MineBot sets mode: +v on mezz
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L1026[22:43:00] *** covers1624_ is now known as covers1624
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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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