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L1[00:05:02] ⇦ Quits: abab9579 (~abab9579@112.166.128.227) (Ping timeout: 192 seconds)
L2[00:12:03] <Abastro> Splash.properties will be on Your run directory
L3[00:12:08] <Abastro> Like options.txt
L4[00:12:22] <Hink> I'm using the Technic Launcher.
L5[00:12:33] <Hink> Not sure where that would be...
L6[00:13:02] <Tazz> ~/.technic/modpacks/<modpack name>
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L11[00:19:26] <Hink> Nothing
L12[00:19:42] <Hink> http://www.minecraftforum.net/forums/support/modded-client-support/2441080-crash-infinity-pack-ftblauncher
L13[00:19:47] <Hink> I have the latest drivers.
L14[00:19:56] <Hink> The properties file does not exist.
L15[00:20:00] <Hink> I don't know what to do.
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L18[00:28:30] <killjoy> I could use some help in fixing a rendering bug.
L19[00:28:33] <killjoy> The code: https://git.io/vKOqP
L20[00:28:46] <killjoy> the issue: the glow doesn't move with shields in use
L21[00:29:04] <Tazz> https://gist.github.com/s0cks/63cf698e5190fd7b4f892add8f883aed totally compilable :D
L22[00:33:17] <killjoy> fry?
L23[00:33:43] <Tazz> what do you mean doesnt move with the shield? XD
L24[00:34:01] <killjoy> I give items a glow when they're being held
L25[00:34:08] <killjoy> gives the illusion of magic
L26[00:34:25] <killjoy> when shields are in use (blocking), the aura stays put
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L28[00:37:47] <killjoy> How it looks http://i.imgur.com/F4jTewS.png
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L30[00:38:05] <killjoy> not blocking http://i.imgur.com/xlDW1BS.png
L31[00:40:27] <codahq> killjoy, is there a GL11.popAttrib?
L32[00:40:37] <killjoy> eys
L33[00:40:40] <killjoy> yes
L34[00:40:48] <codahq> whenever i pushed and popped i always called the matching instead of push on G11 and pop
L35[00:40:52] <codahq> from the object
L36[00:41:06] <killjoy> it's GlStateMAnager
L37[00:41:06] <codahq> i don't see anything wrong otherwise
L38[00:41:15] <codahq> i'm no rendering guru tho
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L40[00:45:48] <tterrag> don't EVER use the attrib stuff
L41[00:45:51] <tterrag> it absolutely ruins the GL state
L42[00:46:17] <tterrag> it looks like your problem is missing transformations. looks like whatever moves the sheild for blocking isn't applied before that event is fired
L43[00:46:19] <tterrag> sounds like a bug
L44[00:49:16] <killjoy> yes. it does sound like a bug
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L46[00:49:37] <killjoy> I've been picking at code from RenderItem#renderItemModel
L47[00:50:19] <killjoy> ...
L48[00:50:30] <killjoy> it was because I was copying the itemstack
L49[00:50:37] <killjoy> Why does that break it?
L50[00:53:33] <Hink> I don't have a splash.properties file
L51[00:53:36] <Hink> What do I do?
L52[00:53:40] <Hink> I tired creating it.
L53[00:53:44] <Hink> It didn't work.
L54[00:53:53] <killjoy> what splash.properties?
L55[00:53:56] <killjoy> there's a splash.txt
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L64[01:37:04] <codahq> hmm... in 1.8 all of the enchantments used to be static class variables on Enchantment e.g. Enchantment.fortune. this was handy for comparisons etc. where are they now or do i have to get them from the registry using a resourcelocation?
L65[01:46:37] <killjoy> I think there's a registry for it now
L66[01:46:41] <killjoy> try Enchantments
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L68[01:48:17] <codahq> huh, i tried it again and this time it worked. first time i changed it and hit ctrl+shift+o and eclipse didn't find an import for it
L69[01:48:27] <codahq> maybe i typoed. thx, killjoy
L70[01:48:55] <killjoy> You know, similar to Blocks and Items
L71[01:49:05] <killjoy> I think they're in net.minecraft.init
L72[01:49:05] <codahq> yeah, that was my guess too
L73[01:49:12] <killjoy> There's also Biomes
L74[01:49:22] <killjoy> Potions probably too
L75[01:49:43] <Tazz> because having 100s of static fields makes everything better
L76[01:51:05] <codahq> mo good mo better. the alternative would be to have to get it from the registry via a resource location and that really isn't great either. :P
L77[01:53:13] <codahq> modders would just have their own classes full of static fields. at least when forge holds them for us we don't have them declared in all the mods
L78[01:53:19] * codahq shrugs
L79[01:53:49] <killjoy> as long as they're all in their own class
L80[01:54:03] <Tazz> technically with constant propagation and static final fields they should just be redefinitions of eachother so their intrinsic value should occupy the same memory space
L81[01:55:07] <Tazz> at least I assume thats what the JVM would do XD
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L84[01:55:52] <Tazz> s/occupy/be the same
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L86[02:00:00] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160708 mappings to Forge Maven.
L87[02:00:04] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160708-1.10.2.zip (mappings = "snapshot_20160708" in build.gradle).
L88[02:00:14] <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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L93[02:19:53] <LexManos> What are people complaining about the jvm and finals?
L94[02:20:33] <LexManos> Oh ya, anything that is a vanilla registry has a class holding all the instances
L95[02:20:41] <killjoy> something about static fields holding a value that's in a registry
L96[02:21:05] <LexManos> As for the performance of holding on to your own static reference, technically doing it local to the class is faster, but slightly more memory, but its only 4 bytes so who cares.
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L100[02:36:05] <Hink> killjoy, what splash.properties? This splash.properties: http://www.minecraftforge.net/forum/index.php?topic=31017.0 "So, we have added the option to disable it. Simply go into .minecraft/config/splash.properties and set enabled=false."
L101[02:36:25] <Hink> Which does not exist for me.
L102[02:36:33] <killjoy> oh, the config
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L113[03:41:19] <workshopcraft> morning
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L117[03:54:48] <Hink> night
L118[03:55:19] <Hink> The fact they make 23 oz canned beverages. Ridiculous.
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L120[03:56:05] <Hink> So does anyone understand why it is Forge never creates a splash.properties file?
L121[03:56:16] <Hink> (for me at least)
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L123[04:09:03] <ghz|afk> Hink: what version of forge?
L124[04:13:10] <Hink> Any version 1.7.10 - 1.10.2
L125[04:13:28] <Hink> @ghz|afk
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L137[05:02:22] <LexManos> because you touch yourself at night.
L138[05:02:35] <LexManos> Or more probably because you're looking in the wrong spot.
L139[05:03:58] <heldplayer> What! How do you know what I do at night?
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L172[07:15:54] <xEviLSpaWnx> <---- Stupid... How do i add a channel to the mod thump?
L173[07:16:35] <sham1> What do you mean
L174[07:17:44] <xEviLSpaWnx> Add a channel in the config
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L176[07:26:23] <sham1> Any example of that?
L177[07:27:24] <xEviLSpaWnx> I want the thump client to connect to my irc channel
L178[07:27:35] <xEviLSpaWnx> this is what it saids in the config....
L179[07:27:37] <xEviLSpaWnx> # [default: ]
L180[07:27:37] <xEviLSpaWnx> S:Channels <
L181[07:27:37] <xEviLSpaWnx> >
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L191[07:55:12] <xEviLSpaWnx> Anyone?
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L193[08:03:39] <PaleoCrafter> have you just tried adding "#channel", xEviLSpaWnx? :P
L194[08:04:02] <xEviLSpaWnx> Where though?
L195[08:04:12] <PaleoCrafter> between those chevrons?
L196[08:04:14] <xEviLSpaWnx> inbetween the brackets
L197[08:04:17] <xEviLSpaWnx> Yeah
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L202[08:11:50] <raoulvdberge> are there any examples on the new animation system?
L203[08:13:00] <PaleoCrafter> the forge repo has some
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L233[09:26:44] <Inari> ohi again~
L234[09:26:48] <Inari> !gm func_150911_c
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L242[09:43:30] <Wuppy> is it at this point still newsworthy when america is being stupid as hell?
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L246[09:47:07] <xEviLSpaWnx> Im stuck on getting the thump mod to join a irc channel.... Anyone?
L247[09:50:43] <sham1> What is the "thump mod"
L248[09:51:05] <xEviLSpaWnx> chat relay for irc
L249[09:51:51] <sham1> https://github.com/carrotcodes/Thump/wiki/Getting-Started
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L251[09:52:22] <xEviLSpaWnx> i read that...
L252[09:52:30] <xEviLSpaWnx> Doesnt help
L253[09:52:55] <xEviLSpaWnx> I got everything setup it connects to the network just doesnt join the channel i want it too....
L254[09:53:10] <sham1> Show your config
L255[09:53:22] <Inari> !gm func_150306_c
L256[09:53:30] * Caitlyn pokes Inari
L257[09:53:35] <Inari> ohi
L258[09:53:47] <Caitlyn> Hai
L259[09:54:08] <xEviLSpaWnx> # [default: ]
L260[09:54:08] <xEviLSpaWnx> S:Channels <
L261[09:54:08] <xEviLSpaWnx> #Testing
L262[09:54:08] <xEviLSpaWnx> >
L263[09:54:19] <Inari> Caitlyn: whats up? :D
L264[09:54:27] <sham1> WHat server is that
L265[09:54:33] <PaleoCrafter> try putting quotes around that, xEviLSpaWnx
L266[09:54:40] <xEviLSpaWnx> This one
L267[09:56:00] <sham1> Is that [default: ] supposed to be a comment
L268[09:58:24] <sham1> Because that bothers me
L269[09:58:37] <xEviLSpaWnx> I think so, dunno
L270[09:58:47] <sham1> Try to uncomment it
L271[09:59:02] <sham1> If for nothing else than having it uncommented makes sense
L272[09:59:50] <xEviLSpaWnx> i think its suppose to be an example as some of the other config options are like it
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L274[10:07:15] <xEviLSpaWnx> ipo.esper.net 403 Patchykins "#testing" :No such channel
L275[10:07:18] <xEviLSpaWnx> O.o
L276[10:07:31] <xEviLSpaWnx> Im in it lol
L277[10:07:42] <PaleoCrafter> maybe it's case-sensitive?
L278[10:08:15] <xEviLSpaWnx> It is a capital in the config
L279[10:08:27] <sham1> According to the spec, IRC channel names are case-insensitive
L280[10:09:58] <xEviLSpaWnx> Hmm... i dont know what the hell i done but i got it working now, its just joined the channel....
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L284[10:20:03] *** kroeser|away is now known as kroeser
L285[10:21:17] <Inari> how do i get a tesselator for UIs in 1.9.4+?
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L287[10:21:38] <PaleoCrafter> same as always
L288[10:23:28] <Inari> oh derp
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L290[10:23:33] <Inari> it just changed from .instance to getInstance
L291[10:23:33] <Inari> :D
L292[10:25:14] <LatvianModder> and WorldRenderer to VertexBuffer
L293[10:25:24] <Inari> seems its methods changed a lot though :s
L294[10:26:11] * ghz|afk shrugs hard
L295[10:26:11] <ghz|afk> https://github.com/gigaherz/Enderthing/issues/12
L296[10:38:21] <Inari> hm, what if i want to change the vertex format? I suppose I can't just call begin again? xD
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L298[10:39:03] <Inari> !gm func_146110_a
L299[10:40:02] <PaleoCrafter> what mappings are you on, Inari? oO
L300[10:40:17] <Inari> old 1.7.10 ones i guess
L301[10:41:01] <xEviLSpaWnx> Im off for abit guys thanks for the help :)
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L308[11:03:30] <Inari> hm guess the easiest is if i write a renderhelper that keeps track of the colour..
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L311[11:07:01] <ghz|afk> so, heh
L312[11:07:09] <ghz|afk> in my proof of concept thingy
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L315[11:07:40] <ghz|afk> I implemented a re-sortable prioritized thread pool
L316[11:07:56] <ghz|afk> it's not preemtive ( new tasks can't interrupt running tasks)
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L318[11:08:10] <ghz|afk> but just using a custom thread pool made the whole thing faster o_O
L319[11:08:16] <ghz|afk> and so far as I can tell, it's thread-safe ;P
L320[11:10:01] <ghz|afk> at least it FEELS faster ;P
L321[11:10:04] <Inari> thread pool for what? just everything?
L322[11:10:13] <ghz|afk> worldgen
L323[11:10:17] <Inari> ah
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L325[11:10:22] <ghz|afk> I'm implementing a pseudo-clone of mc
L326[11:10:22] <Inari> well, run some test for proper data :D
L327[11:10:32] <Inari> ah ^^ thought you meant in MC
L328[11:10:36] <ghz|afk> nah
L329[11:10:44] <ghz|afk> but some people here know what I mean ;p
L330[11:11:15] <sham1> yes
L331[11:11:30] <ghz|afk> for reference, this is how it looks: https://dl.dropboxusercontent.com/u/743491/2016-07-04-2125-58.mp4
L332[11:11:46] <ghz|afk> I'm tweaking the worldgen logic
L333[11:11:53] <ghz|afk> for better parallelism
L334[11:11:53] <Wuppy> ghz|afk, why?
L335[11:11:55] <Wuppy> also, which language?
L336[11:12:15] <ghz|afk> Wuppy: it's a playground, where I can take all the things that I feel are "lacking" in mc, and test them out on my own terms
L337[11:12:31] <ghz|afk> it's done in C#, MonoGame
L338[11:12:35] <PaleoCrafter> ghz|afk, have you "fixed" the AO yet? :P
L339[11:12:39] <ghz|afk> nope
L340[11:12:43] <Wuppy> C#, good stuff
L341[11:12:43] <sham1> oh god
L342[11:12:47] <ghz|afk> it still doesn't handle corners
L343[11:12:47] <Wuppy> second best programming language
L344[11:12:51] * Wuppy runs and hides
L345[11:13:02] * sham1 runs after Wuppy with a battle axe
L346[11:13:09] <Wuppy> hahaha :P
L347[11:13:14] <ghz|afk> Wuppy: you are right, though -- first one is BASIC
L348[11:13:15] <ghz|afk> ;P
L349[11:13:21] <Wuppy> C++ :V
L350[11:13:24] <sham1> VS6 :P
L351[11:13:33] <sham1> VBA?
L352[11:13:39] <ghz|afk> I used to love VB6
L353[11:13:43] <ghz|afk> until I learned C#
L354[11:13:45] <ghz|afk> then it took over
L355[11:14:05] <ghz|afk> so yeah
L356[11:14:16] <ghz|afk> threaded worldgen
L357[11:14:31] <ghz|afk> I generate in 3 phases right now
L358[11:14:39] <ghz|afk> phase 0 is generation of the density grid
L359[11:15:03] <ghz|afk> where there's like 0 .. 0.5 air, 0.5 .. 0.75 soft stone, 0.75 .. 1 hard stone
L360[11:15:21] <ghz|afk> then phase 1 generates the surface materials
L361[11:15:27] <sham1> have you ever made a GUI interface with VisualBASIC
L362[11:15:30] <ghz|afk> replacing the top N layers with grass/dirt/sand
L363[11:15:39] <ghz|afk> then phase 2 is the meshes
L364[11:15:51] <ghz|afk> and I have a rudimentary dependency thing
L365[11:16:02] <PaleoCrafter> sham1, the redundancy :<
L366[11:16:03] <ghz|afk> so that I can do vertical chunks
L367[11:16:07] <ghz|afk> sham1: ofc
L368[11:16:34] <sham1> https://www.youtube.com/watch?v=hkDD03yeLnU
L369[11:16:39] <ghz|afk> once upon a time I wrote a little app called FMVTool
L370[11:16:40] <sham1> That explains what I just said
L371[11:16:48] <ghz|afk> which was usedto extract videos from certain ps2 games
L372[11:16:59] <ghz|afk> it used pcsx2 cdvd plugins for reading
L373[11:17:05] <PaleoCrafter> ah, lol
L374[11:19:29] <sham1> yeah
L375[11:19:39] <sham1> a GUI interface
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L383[11:44:26] <PaleoCrafter> huh, I was banned from Twitch Oo
L384[11:45:45] <ghz|afk> so I just had an idea of how to allow truly "endless" terrain:
L385[11:45:55] <ghz|afk> entity coords would be relative to their chunk
L386[11:46:46] <ghz|afk> thne if you have to like, calculate distance between A and B
L387[11:46:54] <ghz|afk> B's position would be adjusted first
L388[11:47:24] <ghz|afk> so you get full accuracy no matter how big the "BlockPos" gets
L389[11:47:50] <ghz|afk> or well, chunk pos ;P
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L398[12:13:39] <Abastro> Adjust..?
L399[12:21:27] <PaleoCrafter> u wat, Abastro
L400[12:22:11] <Abastro> ? I was just wondering about what ghz said.
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L403[12:32:10] <Mraof> Well that's still not truly endless
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L405[12:33:15] <Mraof> I guess maybe it is truly "endless"
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L408[12:33:51] <Mraof> You're still limited by how far out chunks can go
L409[12:34:02] <raoulvdberge> How do I stop my model from disabling rendering of sides from the block next to it?
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L416[12:46:47] <ghz|afk> raoulvdberge: isOpaqueCube, return false from it
L417[12:46:50] <ghz|afk> or maybe isFullCube
L418[12:46:52] <raoulvdberge> thx
L419[12:46:54] <raoulvdberge> both!
L420[12:46:55] <ghz|afk> one of those two
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L430[13:26:00] <yopu> Hey guys, any mods in 1.8.9 or higher that add alternate player inventories akin to Baubles?
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L447[14:17:43] <Inari> !gm func_146110_a
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L449[14:19:11] <ghz|afk> yopu: you mean for using? or as reference?
L450[14:20:38] <yopu> ghz|afk, because I use my own gravestone mod and was looking at other mods I need to integrate with
L451[14:20:38] <ghz|afk> because I don't know any myself, but if you want to work on something like that
L452[14:20:44] <ghz|afk> we could help you with that regardless
L453[14:20:50] <ghz|afk> oh
L454[14:20:53] <ghz|afk> so you want integration
L455[14:20:57] <ghz|afk> nevermind then
L456[14:21:01] <yopu> np
L457[14:22:55] <ghz|afk> hmmm I can't remember if the newer tinker's still has the inventory tab
L458[14:24:04] <Inari> what do i do instead of MinecraftServer.getServer() now again?
L459[14:24:38] <McJty> You usually try to get the server from input you have, i.e from WorldServer or EntityPlayerMP
L460[14:24:46] <McJty> Depends on context
L461[14:25:07] <Inari> getPlayerByUUID/Username
L462[14:25:47] <Inari> they're never used apparently so i migth just comment them out for now
L463[14:27:49] <diesieben07> if you really dont have the server, FMLCommonHandler#getMinecraftServerInstance
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L469[14:40:49] <Inari> diesieben07: ah, thats what it was ^^ thanks
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L471[14:41:56] <Mogul> Hey guys
L472[14:45:00] <Mogul> Can anybody give me a link to comprehensive information regarding the creation of blocks for MC 1.10.x? I've found some tutorials and some posts and of course the Forge documentation, but there's always some parts that are either missing or outdated and I'd love to have some more concrete reference, especially when it comes to more complicated BlockState stuff.
L473[14:48:08] <diesieben07> Mogul, what do you need help with exactly? the documentation is pretty good on blockstates
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L475[14:49:05] <Mogul> Well, for one I just read that I should override the "createBlockstate" method of the block though I don't see a method of that or similar name that I could overwrite.
L476[14:49:15] <Mogul> @diesieben07
L477[14:49:45] <diesieben07> not sure where you are looking then. the method exists.
L478[14:50:05] <Mogul> Let me have a look at Eclipse again...
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L480[14:53:39] <Inari> !gm func_150306_c
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L484[14:56:27] <OrionOnline> Good evening
L485[14:56:38] <Mogul> diesieben07: Right, my first question already leads to embarassement... I already had that method in my class without realizing it... had just picked up the mess that I left yesterday....
L486[14:56:49] <Mogul> Good evening OrionOnline.
L487[14:56:53] <diesieben07> lol no worries
L488[14:56:55] <OrionOnline> Is there anybody in the channel that has TConstructu as a dependency for their mod in the chat?
L489[14:57:39] <thor12022> I did in 1.7.10
L490[14:58:07] <OrionOnline> I cannot seem to get it to work in gradle
L491[14:58:18] <OrionOnline> It tells me that some of the Accestransformer files are broken
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L493[14:58:24] <thor12022> ah, I didn't need it as a compile time dependency
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L495[15:00:27] <diesieben07> this is why you don't use ATs people: it makes people's life hell :D
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L498[15:02:28] <OrionOnline> diesieben07, i am not using it
L499[15:02:35] <OrionOnline> TCon is
L500[15:02:38] <diesieben07> i know.
L501[15:03:54] <ghz|afk> he wasn't blaming you for it
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L503[15:05:21] <OrionOnline> doing deopfCompile on a deobf artifact seems to have been the problem....... Weird it only seems to be the problem on the AT in the deobfed artifact
L504[15:05:44] <OrionOnline> if i run it on my own api which is in deobf state it works without a problem...
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L513[15:30:01] <OrionOnline> boni you around?
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L607[15:44:17] <theFlaxbeard> oops, forgot the /
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L665[16:32:01] <raoulvdberge> What is up with my models not reloading when I press F3+T?
L666[16:32:31] <masa> did you refresh the IDE cache first?
L667[16:32:46] <raoulvdberge> IDE cache?
L668[16:32:50] <gigaherz> You have to "Make project" on idea ;P
L669[16:32:53] <raoulvdberge> I just save the model file
L670[16:33:02] <raoulvdberge> Oh
L671[16:33:02] <raoulvdberge> Makes sense
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L673[16:33:04] <gigaherz> otherwise it won't copy the assets to the output folder
L674[16:33:04] <masa> and hit F5 in eclipse
L675[16:33:39] <diesieben07> ok does this make sense to anyone: 50FPS videos load significantly slower in youtube than 60fps videos. is that a h264 thing?
L676[16:33:49] <masa> what is an "item hiding feature" in JEI, and how does it work?
L677[16:34:10] <masa> where does one find 50fps videos?
L678[16:34:30] <diesieben07> here for example: https://www.youtube.com/watch?v=HZzdXR0bV8o
L679[16:36:21] <masa> and what do you mean by "load"?
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L681[16:36:49] <mezz> maybe 50 fps is hosted in europe where 50hz is more standard, vs 60 in USA?
L682[16:36:50] <masa> I don't notice any slowdowns
L683[16:36:57] <diesieben07> my connection can keep up with 1080@60 just fine, but with that video it had to buffer quite a lot and i have notced that on other 50fps videos as well
L684[16:36:58] <mezz> heh
L685[16:36:59] <diesieben07> i might be imagining things
L686[16:37:14] <diesieben07> well, i AM in europe so that does not make sense :P
L687[16:37:48] <masa> well at least that video is completely fine and normal for me (also in europe)
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L690[16:38:37] <masa> so, item hiding in JEI? hwat does it do and how does one use it?
L691[16:38:53] <mezz> turn it on, hover over an item in the itemlist and get a big tooltip explaining it
L692[16:39:05] <mezz> when you're done hiding, turn it off
L693[16:39:06] <masa> (I got a bug report that item scroller breaks it, so I need to know what I'm actually looking for...)
L694[16:39:22] <masa> hmm
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L696[16:39:53] <masa> hiding = show tooltips? wut
L697[16:40:18] <masa> I thought it would... hide items? :D
L698[16:40:51] <mezz> it does hide items
L699[16:40:58] <masa> okay
L700[16:41:13] <mezz> what I'm saying is it's super self-explanatory, please check for yourself because I have no idea how item scroller could break it
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L702[16:41:33] <mezz> it doesn't involved scrolling so ...?
L703[16:41:37] <gigaherz> [23:36] (diesieben07): my connection can keep up with 1080@60 just fine, but with that video it had to buffer quite a lot and i have notced that on other 50fps videos as well
L704[16:41:39] <masa> yep I will, don't have my dev machine or minecraft at hand on this machine
L705[16:41:45] <gigaherz> maybe you are receiving them from different servers?
L706[16:41:55] <diesieben07> maybe? not sure how that would make sens though
L707[16:42:30] <gigaherz> well youtube has whole datacenters
L708[16:42:47] <gigaherz> they distribute videos to different regional "caches"
L709[16:42:48] <gigaherz> and such
L710[16:43:05] <gigaherz> there has been cases where I was ableto play 480p just fine
L711[16:43:06] <diesieben07> yes, but why would they do that based on the fps of the video?
L712[16:43:07] <masa> no way?! I thought they were still in someone's basement with their billions of hours of uplaoded video every millisecond ;D
L713[16:43:11] <gigaherz> but 360p and 720p wouldn't even connect
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L715[16:43:22] <gigaherz> meaning the 480p video was on a different server
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L717[16:43:29] <gigaherz> probably due to them expecting more load in that format
L718[16:43:35] <gigaherz> than in 720p or even 360p
L719[16:43:43] <gigaherz> so yes
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L721[16:44:13] <gigaherz> I can imagine 720p60 being on "high priority" distribution channels
L722[16:44:27] <gigaherz> while the less common 50fps video may be on a less reliable network
L723[16:45:00] <bartman> pretty sure its just 30/60fps for youtube
L724[16:45:15] <bartman> your computer/videocard has to take care of the conversion
L725[16:45:37] <gigaherz> well I haven't seen anything BUT 30 and 60 myself, but maybe it supports other rates ;p
L726[16:45:51] <Inari> 24 cinematic frames per minute
L727[16:45:57] <gigaherz> ommon frame rates include: 24, 25, 30, 48, 50, 60 frames per second (other frame rates are also acceptable).
L728[16:45:59] <gigaherz> +C
L729[16:46:04] <diesieben07> it does for a fact support 50fps
L730[16:46:15] <gigaherz> Interlaced content should be deinterlaced before uploading.
L731[16:46:23] <gigaherz> yeah this page implies that ANY frame rate is supported
L732[16:46:33] <gigaherz> https://support.google.com/youtube/answer/1722171?hl=en
L733[16:46:39] <bartman> if anyone has interlaced content still they should be banned from the internet
L734[16:46:50] <gigaherz> uhh
L735[16:47:00] <diesieben07> many cameras give you interlaced crap
L736[16:47:06] <gigaherz> there'sp lenty of interlaced content
L737[16:47:14] <bartman> old content sure
L738[16:47:17] <diesieben07> it sucks, yes, but nothing you can do about it
L739[16:47:23] <gigaherz> or new content recorded with an old camera?
L740[16:47:31] <gigaherz> youtube isn't just professionals
L741[16:47:36] <gigaherz> there's plenty of home videos in there
L742[16:47:41] <bartman> pretty sure 99% of youtube videos are from smartphones
L743[16:47:47] <gigaherz> and there's plenty of still-working DV cameras that record interlaced
L744[16:48:00] <diesieben07> i have over a terabyte of raw homevideo that is interlaved
L745[16:48:03] <diesieben07> yep, DV :P
L746[16:48:12] <diesieben07> interlaved? Wtf is that.
L747[16:48:35] <gigaherz> a mix between interleaved and interlaced?
L748[16:48:44] <diesieben07> no its my monkey brain being stupid
L749[16:49:05] <bartman> I do that often when talking
L750[16:49:14] <bartman> mash two words together
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L752[16:50:20] <raoulvdberge> Why are model rotations only between -45 and 45? :(
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L763[17:21:00] <Lemmmy_> hey, would anybody know how to get a library with a native binding working in forge
L764[17:21:10] <Lemmmy_> currently getting an unsatisfied link error
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L770[17:31:25] <diesieben07> Lemmmy, where did you put the natives? :D
L771[17:33:26] * gigaherz facepalms
L772[17:33:43] <gigaherz> I was getting weird lag on my proof of concept thingy
L773[17:33:59] <gigaherz> turns out I wasn't clearing the mesh builders between refreshes
L774[17:34:12] <gigaherz> each rerun would add more and more geometry to the mesh
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L778[17:36:18] <Lemmmy> love it when my pc completely hangs
L779[17:36:25] <Lemmmy> diesieben07: where _should_ they go?
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L782[17:38:39] <diesieben07> Lemmmy, a folder where java.library.path points to
L783[17:38:46] <diesieben07> or you can manually load natives using System.load
L784[17:39:01] <Lemmmy> alright, does forge or the launcher set that at all?
L785[17:39:18] <Lemmmy> and do relative paths work? if so, where are they relative to?
L786[17:40:12] <diesieben07> i think it is set for lwjgl to work
L787[17:40:19] <diesieben07> no, it needs to be absolute
L788[17:40:51] <Lemmmy> alright
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L805[18:31:45] <gigaherz> So... I made my terrain grid allocate memory on demand, and now I can set the max view range to rather large numbers :3
L806[18:32:39] <gigaherz> I do have a problem wit hit, though: my priority queue was not designed for having over 25k queued tasks XD
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L808[18:33:36] <gigaherz> I'd probably need to setup a separate list/queue of pending chunks, so that generation happens progressively, rather than queuing every single chunk at once
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L812[18:38:10] <infinitefoxes_> is there a reason why Minecraft doesn't allow JSON model rotations other than -45/-22.5/0/22.5/45?
L813[18:38:26] <infinitefoxes_> I can't find a reason why it can't handle that other than Mojang just not allowing it
L814[18:38:29] <gigaherz> my guess is
L815[18:38:36] <gigaherz> the blockstates file can rotate 90 degrees already
L816[18:39:02] <gigaherz> and they only need rotations for signs
L817[18:39:16] <gigaherz> or banners, or such
L818[18:39:24] <gigaherz> so they didn't bother to implement any other rotations
L819[18:39:43] <infinitefoxes_> the rotation being passed though is just a float anyways
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L821[18:39:48] <infinitefoxes_> surely the deserializer could just pass that?
L822[18:39:57] <Lemmmy> maybe its something to do with the style
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L824[18:41:21] <williewillus> according to fyberoptic on reddit its an optimization
L825[18:41:37] <williewillus> but forge bypasses the limitation ( and the optimization as well ) by allowing arbitrary rotation from blockstate json
L826[18:41:45] <williewillus> anyhow
L827[18:42:02] <williewillus> I get this error when setting up a forge proper env anyone know what's up?
L828[18:42:03] <williewillus> > Failed to apply plugin [id 'net.minecraftforge.gradle.patcher']
L829[18:42:03] <williewillus> > Value is null
L830[18:42:29] <kenzierocks> what gradle version are you on?
L831[18:42:53] <williewillus> my computer's gradle version is 2.14
L832[18:43:10] <williewillus> the folder is just a straight clone of the current 1.10.x branch
L833[18:44:36] <kenzierocks> run with --stacktrace and gist output?
L834[18:45:45] <williewillus> http://pastebin.com/hm0RWnXm
L835[18:47:58] <infinitefoxes_> very annoying how Minecraft limits rotations
L836[18:48:11] <infinitefoxes_> would really like to use rotations of 10 in my item model but it seems that won't be happening
L837[18:48:17] <Lemmmy> rip
L838[18:48:58] <infinitefoxes_> is it possible for me to render my item without JSON?
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L840[18:49:39] <williewillus> use another model format
L841[18:49:44] <williewillus> or use a blockstate json to transform it
L842[18:50:11] <gigaherz> infinitefoxes_: yes, but why would you need to do that?
L843[18:50:20] <gigaherz> oh I see
L844[18:50:22] <gigaherz> the rotations
L845[18:50:44] <gigaherz> what are the rotations for?
L846[18:51:11] <gigaherz> I mean
L847[18:51:20] <gigaherz> are they for like, different "facings" of a static block?
L848[18:51:24] <gigaherz> or is it some rotating animation?
L849[18:51:35] <infinitefoxes_> I'm not creating a block
L850[18:51:38] <infinitefoxes_> this is just an item model
L851[18:51:50] <kenzierocks> williewillus: what's in build/localCache/packaging/
L852[18:51:53] <gigaherz> so those "rotations" are just for plagin different boxes on the model?
L853[18:51:58] <gigaherz> placing*
L854[18:52:02] <williewillus> it doesnt matter you can use blockstate jsons for items
L855[18:52:12] <infinitefoxes_> a blockstate would rotate the entire model
L856[18:52:12] <williewillus> where you do have access to arbitrary transform
L857[18:52:14] <infinitefoxes_> wouldn't it?
L858[18:52:17] <gigaherz> yes
L859[18:52:19] <williewillus> then compose it of submodels
L860[18:52:20] <gigaherz> that's why I'm asking
L861[18:52:21] <williewillus> adn rotate those
L862[18:52:25] <gigaherz> to clarify exactly what your needs are
L863[18:52:35] <infinitefoxes_> https://i.imgur.com/gtFvNVE.png https://i.imgur.com/GVBYwIl.png
L864[18:52:38] <gigaherz> if it's just a couple boxes that have to be rotated independently
L865[18:52:40] <infinitefoxes_> this is the item model I'm trying to get into Minecraft
L866[18:52:42] <gigaherz> or it's some complex models
L867[18:52:44] <gigaherz> or some animated model
L868[18:52:50] <williewillus> yeah submodel that :P
L869[18:52:55] <gigaherz> yeah
L870[18:52:57] <gigaherz> have two splits
L871[18:53:11] <williewillus> and apply the submodel twice with arbitrary transform from a forge blockstate json
L872[18:53:15] <gigaherz> or you could even use the same half-texture
L873[18:53:18] <gigaherz> just mirrored
L874[18:53:26] <williewillus> kenzierocks: no such dir
L875[18:53:28] <Lemmmy> nice model btw
L876[18:53:37] <kenzierocks> hmmm.
L877[18:53:45] <infinitefoxes_> how exactly would I use a blockstate to transform my item if isn't a block?
L878[18:53:51] <kenzierocks> i forget where Constants.REPLACE_BUILD_DIR actually points
L879[18:53:56] <gigaherz> infinitefoxes_:
L880[18:53:57] <gigaherz> when you do
L881[18:54:01] <gigaherz> ModelLoader.setCustomMRL
L882[18:54:01] <williewillus> forge jsons are not just for blocks
L883[18:54:06] <gigaherz> you refer to a certain resource location
L884[18:54:08] <gigaherz> this location
L885[18:54:11] <gigaherz> can be a blockstates file
L886[18:54:19] <williewillus> in fact it almost always is :P
L887[18:54:34] <williewillus> an MRL is a variant in a blockstate json period items are just a hugeass special case
L888[18:54:59] <gigaherz> this blockstates file can then be a forge blockstates formatted file
L889[18:55:01] <gigaherz> in which case
L890[18:55:03] <gigaherz> you'd have like
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L892[18:55:07] <gigaherz> "inventory": [{
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L894[18:55:26] <gigaherz> "submodels": { "left": { ... }, "right": { ... } }
L895[18:55:33] <gigaherz> and for each of left and right
L896[18:55:40] <gigaherz> you could reference the model itself
L897[18:55:44] <gigaherz> along with "transforms"
L898[18:56:13] <gigaherz> you can then specify arbitrary rotations, translations and scales
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L900[18:56:54] <williewillus> tldr http://pastebin.com/SvNAvSwF
L901[18:57:57] <kenzierocks> wow
L902[18:58:05] <williewillus> ?
L903[18:58:07] <kenzierocks> williewillus: i seriously don't know how no one has hit this before
L904[18:58:10] <williewillus> lol
L905[18:58:37] <kenzierocks> i would expect it to happen since the closure has no owner...maybe that particular logic changed recently
L906[18:58:37] <williewillus> what is it?
L907[18:58:52] <kenzierocks> https://github.com/gradle/gradle/blob/master/subprojects/core/src/main/java/org/gradle/internal/metaobject/ConfigureDelegate.java#L35
L908[18:59:04] <kenzierocks> it tries to grab the owner of the closure
L909[18:59:07] <kenzierocks> but FG does this: https://github.com/MinecraftForge/ForgeGradle/blob/FG_2.2/src/main/java/net/minecraftforge/gradle/util/CopyInto.java#L40
L910[18:59:12] <kenzierocks> which gives it a `null` owner
L911[18:59:27] <williewillus> so what do I do xD
L912[18:59:34] <kenzierocks> try using ./gradlew
L913[18:59:48] <kenzierocks> and/or reverting to an earlier gradle version
L914[18:59:56] <kenzierocks> i'm trying to see when this changed
L915[19:00:00] <infinitefoxes_> williewillus: thanks for the tl;dr
L916[19:00:02] <infinitefoxes_> I'll see what I can do
L917[19:00:04] <williewillus> yeah gradlew works
L918[19:00:11] <williewillus> thanks
L919[19:01:07] <kenzierocks> yep, this was introduced in 2.14
L920[19:01:28] <kenzierocks> i'll determine where the issue resides and create a ticket
L921[19:01:53] <williewillus> thanks!
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L925[19:06:00] <infinitefoxes_> think it might just be easier to make my model flat
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L927[19:09:55] <Mogul> Please tell me, guys, that I am not completely alone with this - often when learning something new about coding, I am hopelessly lost as to what I have to do to make a thing work. Only to, later, find out that I just confused myself because I missed something obvious; like looking at the BlockNewLog or OldLog class for inspiration instead of just looking at the BlockLog class and totally not getting how this could possibly wo
L928[19:10:12] <williewillus> wat
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L930[19:11:33] <Mogul> Well, e.g. I was confused as BlockLog doesn't have a getStateFromMeta method and so I didn't really get why or how that was supposedly needed.
L931[19:11:49] <Mogul> Just saying I'm a noob. ;-)
L932[19:11:53] <williewillus> ah
L933[19:11:54] <williewillus> well
L934[19:11:54] <kenzierocks> williewillus: https://github.com/MinecraftForge/ForgeGradle/issues/375
L935[19:11:58] <williewillus> that's just learning to use your tooling
L936[19:12:01] <kenzierocks> track if you want
L937[19:12:02] <RANKSHANK> text block story in irc == ADD overload
L938[19:12:03] <williewillus> always check subclasses
L939[19:12:33] <Mogul> Perhaps I learned to much Python in the last weeks. ;-)
L940[19:12:45] <williewillus> i mean its all the same
L941[19:12:46] <kenzierocks> two*
L942[19:12:48] <williewillus> lang is a tool
L943[19:13:20] <Mogul> Yeah, but only when you have reached the point to realize it.
L944[19:13:54] <Mogul> Usually you (or rather I) start off just looking at a wall of more or less meaningless text. ;-)
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L946[19:14:10] <williewillus> also I'd say ask q's more if you were confused why it didnt have a getStateFromMeta ask here and someone probably would've enlightened you within minutes :P
L947[19:14:49] <raoulvdberge> OOf, this was fun: http://imgur.com/a/AxmLa
L948[19:15:01] <Mogul> Yeah, and I was just about to ask that when I got the idea to look at that other effing classes that I, on top of that, already knew about in the first place. ;-)
L949[19:15:19] <williewillus> raoulvdberge: WAILA? your own primitive pipe impl? :D
L950[19:15:37] <raoulvdberge> i had those cables before
L951[19:15:40] <raoulvdberge> but those extensions
L952[19:15:43] <raoulvdberge> (the black stuff)
L953[19:15:45] <williewillus> ah
L954[19:15:47] <Mogul> Look solid.
L955[19:15:47] <raoulvdberge> thats new :P
L956[19:16:00] <raoulvdberge> the submodel system made it really easy for me that that
L957[19:16:08] <williewillus> woohoo
L958[19:16:09] <raoulvdberge> just use submodels for the already existing pipes
L959[19:16:21] <raoulvdberge> and the black extension is also a submodel
L960[19:16:56] <Mogul> Oh, by the way.
L961[19:17:12] <Mogul> I read about a multipart system built into Forge.
L962[19:17:21] <williewillus> its not in forge yet
L963[19:17:59] <Mogul> Hm, there seem to be a few classes (like "Multipart" IIRC); are they not connected to that project?
L964[19:18:09] <williewillus> which classes?
L965[19:19:05] <Mogul> Oh, wait, I meant the "Multipart" class, but now I see that it's a Minecraft thing.
L966[19:19:16] <Mogul> net.minecraft.client.renderer.block.model.multipart
L967[19:19:23] <KnightMiner> Yep, basically the vanilla version of Forge submodels
L968[19:20:41] <williewillus> how do I lift a single commit from an unrelated branch and apply it to my current branch in git?
L969[19:20:55] <KnightMiner> Still hoping Forge blockstates support vanilla multipart in the future, its a lot more verbose in what you check for than the Forge version (as you can match multiple things)
L970[19:21:01] <kenzierocks> williewillus: git cherry-pick
L971[19:22:00] <Mogul> Oh, another thing - a lot of methods in the Block class are deprecated but I couldn't find a hint to what else to use. Is there some documentation for it that I have missed?
L972[19:22:25] <kenzierocks> internal mojang deprecation
L973[19:22:27] <kenzierocks> implement them
L974[19:22:30] <kenzierocks> don't call them
L975[19:22:36] <kenzierocks> call the ones on IBlockState
L976[19:22:38] <kenzierocks> same name
L977[19:25:31] <Mogul> Huh. I guess I will have to look into BlockStates a hell of a lot more.
L978[19:26:14] <williewillus> did you read the rtd on them yet?
L979[19:26:20] <williewillus> thats basically all you need :P
L980[19:27:48] <gigaherz> there's a few things to keep in mind when you use blockstates
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L982[19:28:11] <gigaherz> first, that ALL the possible values are pre-computed and stored in memory, so you can't have big properties with millions of permutations
L983[19:29:01] <williewillus> unless you use a special magic trick but don't worry about that ;p
L984[19:29:04] <gigaherz> second, that even though blockstates appear to be really flexible, only the 4bit metadata is persisted on the world grid, and you have to use TileEntities and/or neighbour data to be able to display more variants
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L986[19:29:57] <gigaherz> third, that unless you have a custom statemapper, each distinct variant will need to be represented in the blockstates file
L987[19:30:51] <gigaherz> and here comes the thing that makes a lot of people trip:
L988[19:31:03] <gigaherz> minecraft builds the blockstates and the models *separately*
L989[19:31:10] <gigaherz> and then afterward, tries to match them up
L990[19:31:47] <gigaherz> so the blockstates file *must* include each and every combination, because after forge processes it
L991[19:32:05] <gigaherz> the list of variant strings has to contain all the strings the block has told MC it will use
L992[19:33:09] <gigaherz> side-note: variant strings are sorted alphabetically: "a=1,b=east,c=false" is a valid variant string, but "c=false,a=2,b=west" is not
L993[19:33:15] <Mogul> Well, I have played around a bit with the json files; some things are easy now that were rather hard back in 1.7.10. I still lack a true understanding of the whole system yet though..
L994[19:33:38] <Mogul> And I'm not sure what RTD means, so I'm not sure if I read it. =D
L995[19:33:47] <gigaherz> readthedocs
L996[19:33:53] <gigaherz> the official forge documentation effort
L997[19:33:57] <Mogul> Ah, yeah, have it open.
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L999[19:34:08] <gigaherz> http://mcforge.readthedocs.io/en/latest/blockstates/states/
L1000[19:34:13] <Mogul> I was surprised when I first saw that it existed a few days ago.
L1001[19:34:35] <gigaherz> yeah
L1002[19:34:50] <gigaherz> sadly, we are all guilty of not contributing enough
L1003[19:35:05] <gigaherz> williewillus has "meant to" write some rtd pages for like, 6 months? ;P
L1004[19:35:15] <Mogul> Heh =D
L1005[19:35:26] <gigaherz> and I wrote a few, but there's some mistakes in them that I have to someday fix ;P
L1006[19:35:27] <williewillus> hey i crank out a good one every once in a while
L1007[19:35:42] <gigaherz> the idea is
L1008[19:35:48] <gigaherz> if you see something that's missing
L1009[19:35:50] <williewillus> latest one i was doing is (slowly) rewriting rendering
L1010[19:35:51] <gigaherz> and you learned how it works
L1011[19:35:54] <williewillus> and one for loot tables
L1012[19:35:55] <gigaherz> try to help, too
L1013[19:35:58] <gigaherz> it will be best for everyone
L1014[19:36:08] <williewillus> worldgen/structure ones are sorely needed lol
L1015[19:36:21] <gigaherz> in fact
L1016[19:36:22] <williewillus> and AI
L1017[19:36:36] <gigaherz> writing documentation is an awesome way to discover things you never understood
L1018[19:36:54] <gigaherz> because you won't be able to explain them
L1019[19:37:05] <gigaherz> which will force you to structure the knowledge and see the gaps
L1020[19:37:07] <williewillus> or you write bad docs and people yell at you :D
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L1022[19:37:22] <williewillus> that forge blockstaet json rtd is flaky :P
L1023[19:37:23] <gigaherz> well that's what the pull requests are for
L1024[19:37:23] <gigaherz> ;P
L1025[19:37:35] <williewillus> always wanted to redo it but it would just be redundant w my rendering one
L1026[19:37:39] <Mogul> Well, I actually thought about capturing my experiences for those that come after me. ;-)
L1027[19:37:44] <gigaherz> there's a bias, too
L1028[19:37:53] <gigaherz> I wrote the IEEP/Capabilities/WorldSavedData pages
L1029[19:38:00] <Mogul> After all it's easier to see what was hard to grasp when the memory of it is still fresh.
L1030[19:38:03] <gigaherz> and people were ok with the explanation
L1031[19:38:18] <gigaherz> but it's an explanation that only really makes sense to people who already know how they work
L1032[19:38:19] <gigaherz> XD
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L1034[19:38:32] <Mogul> Well, the document is lacking a bit of detail e.g. regarding block and item models and how they are connected to the blockstates.
L1035[19:38:44] <Mogul> But I am rather pleased with how generally clean and orderly it is.
L1036[19:38:51] <gigaherz> https://gist.github.com/williewillus/57d7093efa80163e96e0
L1037[19:38:54] <gigaherz> this helps with that
L1038[19:38:54] <gigaherz> ;P
L1039[19:39:12] <williewillus> the more i reread that the worse its organized to me lol
L1040[19:39:24] <williewillus> its literally a braindump for 1.7 modders :P
L1041[19:39:30] <gigaherz> it's just a knowledge dump
L1042[19:39:31] <gigaherz> ;P
L1043[19:39:32] <williewillus> but hey people liked it
L1044[19:39:38] <Mogul> I guess the problem with writing documentation is that you either am not well versed enough that you are sure you will get it right - or you are already that experienced that you don't see what to explain more plainly.
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L1046[19:41:43] <Mogul> And regarding the brain dump - it's not that bad as all the stuff seems more or less ordered by links, instead of just being some shady-looking wiki page where you have to go to one page to be shown other pages you can go to. It's more readily discernible what the contents of the documentation are in the state that the docs are right now as opposed to how they were.
L1047[19:42:06] <gigaherz> there's also the issue that the official documentation has an expectation of people being reasonably proficent with Java and programming concepts in general
L1048[19:42:09] <williewillus> yeah thats why I always version my docs :P
L1049[19:42:20] <gigaherz> but a lot of modders are neither
L1050[19:42:27] <williewillus> "Current as of forge 130blah yell at me if its wrong"
L1051[19:42:41] <williewillus> i don't know where I got 130x from that's ancient
L1052[19:42:53] <Mogul> Well, both things are a problem, yeah.
L1053[19:43:04] <Mogul> I'm more of a dabbler in programming myself.
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L1055[19:47:07] <Mogul> Oh, but back to blockstates - do I get that right that I basically don't e.g. have to state that a block is not an opaque cube but that instead I pull the block's blockstate and look up the "isOpaqueCube" and the blockstate determines if it is an opaque cube by analyzing the json files?
L1056[19:47:32] <diesieben07> No, you still have to specify that method.
L1057[19:47:58] <gigaherz> sadly those values are still hardcoded on the Block
L1058[19:48:20] <gigaherz> although it's a necessity, otherwise the server wouldn't be able to perform the lighting calculations to decide if stuff is spawnable
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L1060[19:50:26] <Mogul> Hmmm...
L1061[19:52:58] <Mogul> So the BlockState object of a block just gives me access to the accessible members of the block's class and the specific block instance properties, be they saved in the 4 bits of metadata or specified to be calculated on-the-fly?
L1062[19:53:47] <diesieben07> you mean IBlockState? yes in that case.
L1063[19:54:54] <williewillus> read my rtd :D
L1064[19:55:27] <Mogul> Ah, yes, I meant that "defaultBlockState" of type "IBlockState"; by coincidence, not by really knowing what's going on. ;-)
L1065[19:57:13] <Mogul> And I'm reading, I'm reading... but I see that I really got an attention deficit; I read the first few words and already start scanning the text in a cursory manner, looking for something that stands out. xD
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L1067[19:57:29] <williewillus> yeah that doc is meant for a top down thorough read :P
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L1076[20:26:21] <RANKSHANK> hey williewillus how's your loot doc going ;)
L1077[20:26:32] <williewillus> not going lol
L1078[20:26:45] <RANKSHANK> haha fair enough :P
L1079[20:26:45] <williewillus> last time i tried starting i ended up writing a doc on the update json system instead lol
L1080[20:27:00] <williewillus> and the other last time i tried starting i started rewriting the rendering one lol
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L1082[20:28:15] <RANKSHANK> I feel ya man- ADD and programming go hand in hand haha- just thought I'd check before digging through it since you write some damn fine docs :P
L1083[20:28:43] <williewillus> good to hear haha
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L1086[20:35:14] <williewillus> all i have for loot tables is this grammar atm https://gist.github.com/williewillus/b9cce53cb68d576dc780
L1087[20:35:31] <williewillus> the vanilla wiki actually does a good job of loot table explaining
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L1089[20:43:15] <RANKSHANK> Thanks! reading through the wiki now :P
L1090[20:44:44] <williewillus> anyone know where activator rails get their signal in the coed 0.o
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L1092[20:48:48] <diesieben07> williewillus, what did you expect, hardcoded in EntityMinecart :P
L1093[20:48:58] <williewillus> .-.
L1094[20:49:00] <williewillus> i was hoping
L1095[20:49:29] <SkySom> The Minecart system is not fun to deal with lol
L1096[20:49:40] <williewillus> well there isnt much to deal with period lol
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L1098[20:50:05] <williewillus> i also misspoke I want to add custom detector rail comparator behaviour which is hardcoded in BlockRailDetector :P
L1099[20:50:07] <williewillus> time to pr an event
L1100[20:50:21] <SkySom> Oh. Hehe for the Mana Cart?
L1101[20:50:25] <williewillus> yes
L1102[20:50:32] <SkySom> Cool probably means I could get rid of my comparator rail completely
L1103[20:51:22] <SkySom> Realized the Vanilla only does Inventories.
L1104[20:51:37] <diesieben07> god that is some awful code :D
L1105[20:51:38] <SkySom> So I added my own to do fluids/RF/mana
L1106[20:52:04] <williewillus> i would add a case there to support caps but noooo my cap slot limit PR is still waiting :P
L1107[20:53:16] <SkySom> But yeah having rail handle that shit natively would be way nicer
L1108[20:53:22] <SkySom> Than having to do my own rail/evenets
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L1119[21:24:49] <Darkevilmac> I've been sitting on the same problem for a bit when I've been updating my mod from 1.8.9 to 1.10. For whatever reason my code to render a model in my TESR doesn't seem to be working, from what I've worked out for whatever reason the baked models I create don't have any BakedQuads/VertexData.
L1120[21:24:56] <Darkevilmac> https://github.com/elytra/archimedes-ships-plus/blob/1.10/src/main/java/darkevilmac/archimedes/client/render/TileEntityHelmRenderer.java
L1121[21:25:24] <kenzierocks> why are you rebaking the model
L1122[21:25:50] <williewillus> he's not it's lazy loading
L1123[21:25:53] <kenzierocks> oh
L1124[21:25:56] <kenzierocks> i...see
L1125[21:26:01] <kenzierocks> still looks kinda weird imo
L1126[21:26:17] <Darkevilmac> Essentially I must not be baking the model correctly, because it doesn't throw an exception to get the model from the registry.
L1127[21:26:25] <williewillus> i don't think VertexFormats.BLOCK is used anywhere in vanilla
L1128[21:26:29] <Darkevilmac> but the baked models don't have any quads.
L1129[21:26:34] <williewillus> i doubt that mcp name is even correct
L1130[21:26:43] <williewillus> try ITEM
L1131[21:27:22] <kenzierocks> is it an enum williewillus?
L1132[21:27:26] <williewillus> no
L1133[21:27:30] <kenzierocks> mm, ok
L1134[21:27:32] <williewillus> also why the 40+ lines to render a bakedmodel?
L1135[21:27:37] <williewillus> functions exist in vanilla/forge to do that
L1136[21:27:37] <kenzierocks> 'cause enum names are always right :P
L1137[21:27:46] <Darkevilmac> williewillus, I've tried both BLOCK, and Attributes.DEFAULT_BAKED_FORMAT I'll give item a shot now.
L1138[21:28:47] <williewillus> that https://github.com/elytra/archimedes-ships-plus/blob/1.10/src/main/java/darkevilmac/archimedes/client/render/TileEntityHelmRenderer.java#L118-L145
L1139[21:29:10] <williewillus> can all be replaced with calls to Minecraft.getMinecraft().getBlockRenderDispatcher().getBlockModelRenderer().renderModelColor/renderModelBrightness
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L1141[21:29:18] <williewillus> with yoru gl transforms ofc
L1142[21:30:01] <williewillus> i bet its because your doing the tessellator manually
L1143[21:30:11] <williewillus> yeah the forge/vanilla stuff renders with the tess set to ITEM
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L1145[21:30:53] <williewillus> also enummap that hashmap :D
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L1155[21:56:23] <Darkevilmac> http://i.imgur.com/ETiBXiC.png progress.... I think
L1156[21:56:32] <Darkevilmac> Not sure if this a step forward or back tbh.
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L1160[22:16:30] <RANKSHANK> Loot table related registry is intended for the init phase right?
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L1165[22:22:50] <electrolitic> Is charcoal not in minecraft's Items class?
L1166[22:23:05] <KnightMiner> Charcoal is just coal
L1167[22:23:10] <KnightMiner> Metadata 1
L1168[22:23:17] <electrolitic> Oh
L1169[22:24:12] <electrolitic> How do you do that in a recipe then? Items.COAL.getMetadata()?
L1170[22:24:20] <electrolitic> I want to use it in my recipe.
L1171[22:24:29] <SkySom> new ItemStack(Items.COAL, 1, 1);
L1172[22:24:37] <electrolitic> Ah
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L1174[22:29:04] <KnightMiner> Note that the first 1 is stack size, second is meta
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L1177[22:34:15] <electrolitic> Is it possible to require certain stack sizes in recipes?
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L1180[22:44:12] <Abastro> By checking stack size on IRecipe?
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L1190[23:27:31] <Darkevilmac> So I did what you suggested williewillus and now I've essentially got 2 issues I'm stuck with, my model is really dark, and it doesn't move at all even with my calls to GlStateManager. Go easy on me, I barely understand anything about rendering... https://gist.github.com/darkevilmac/21c537ad6b0528fb060b569edeae888e
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L1192[23:27:56] <williewillus> remove your tessellator calls
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L1194[23:28:49] <williewillus> lines 15, 16, 38, 39, 53, 54
L1195[23:29:01] <williewillus> I'm surprised that didn't crash
L1196[23:29:16] <williewillus> also use renderModelBrightness/renderModelBrightnessColor not renderModel
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L1202[23:39:05] <Darkevilmac> williewillus, only last issue is the lack of smooth lighting, would I want to use renderModelSmooth or is there something else I should do?
L1203[23:39:24] <williewillus> it's not smooth? hmm
L1204[23:39:54] <Darkevilmac> this is what I currently have http://i.imgur.com/5GEp2wk.png
L1205[23:40:08] <Darkevilmac> I need to fix the rotation and whatnot but that's not really hard to do.
L1206[23:40:57] <williewillus> yeah give rendermodelsmooth a shot
L1207[23:48:20] <Darkevilmac> williewillus, looks like that makes me go back to using the tesselator on my end and doesn't solve the issue either.
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L1209[23:48:42] <williewillus> no it doesn't
L1210[23:48:46] <williewillus> you just need to pass it in
L1211[23:48:47] <williewillus> thats it
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L1214[23:57:57] <Darkevilmac> williewillus, I'm assuming I still need to call tesselator draw and vertexbuffer begin right? Without those methods it just doesn't draw anything
L1215[23:58:50] <williewillus> shouldn't need to
L1216[23:59:10] <williewillus> see RenderFallingBlock - it use srenderModel (which just calls renderModelSmooth depending on usersettings)
L1217[23:59:24] <williewillus> oh heh I got it wrong
L1218[23:59:28] <williewillus> yes you do, I'm sorry
L1219[23:59:39] <williewillus> RenderFallingBlock is probably a better example than my words
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