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L28[01:59:32] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160717 mappings to Forge Maven.
L29[01:59:36] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160717-1.10.2.zip
(mappings = "snapshot_20160717" in build.gradle).
L30[01:59:46] <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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L42[02:14:10] <Cykrix> Question for
someone, is there a way to get the contents of a inventory
container if it is opened by the server and not a chest?
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L49[02:26:04] <Ordinastie_> it doesn't need
to be opened on the server to get the content, and being a chest is
irrelevant because the system should be the same
L50[02:33:57] <Keridos> is there another
maven repository for waila btw?
L51[02:34:08] <Keridos> it seems
mobiusstrip.eu is down since a few days
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L58[02:39:46] <Cykrix> I'm trying to link
with getting the contents to possibly automatically grab a item
from it for a personal mod on a server I play. They have
autorestart and I usually afk farm so it'd be fairly easier to have
a form of thing to do that automatically
L59[02:39:54] <Cykrix> But im fairly new to
forge
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L87[03:58:41] <Ordinastie_> the block dummy
air was introduced in what version ?
L88[03:59:36] <PaleoCrafter> 1.7 I
think?
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L100[04:34:22] <Ordinastie_> can't I have
an inner class be SideOnly client ?
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L102[04:36:35] <Ordinastie_> never, it's
the call that fails
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L111[05:03:18] <DarkS_> o/
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L119[05:20:31] <SparkVGX> \o
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L126[05:36:06] <DarkS_> know why
Minecraft.getMinecraft.thePlayer.getEntityWorld().isRemote is true
on server and client?
L127[05:36:24] <Ordinastie_> it's
not
L128[05:36:29] <SparkVGX> on both ? O.o it
can't be
L129[05:36:38] <DarkS_> it is...dont know
why...
L130[05:37:04] <Ordinastie_> your check is
wrong
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L132[05:37:19] <DarkS_> yeah?
L133[05:37:36] <Ordinastie_> what's the
class of the world where you think it's the server ?
L134[05:38:23] <DarkS_> on a custom
ICapabilitySerializable
L135[05:39:16] <Ordinastie_> that's not
what I asked
L136[05:39:16] <DarkS_> I need to send a
packet to client
L137[05:39:38] <SparkVGX> Can I disable
slimes in a super flat world?
L138[05:40:02] <DarkS_> difficulty 0
L139[05:40:20] <DarkS_> or /kill
@e[type=Slime]
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L141[05:41:26] <SparkVGX> ah. I tried the
slime one but they auto repspawn. I'll just go peaceful and enable
again when i want the other hostile mobs
L142[05:41:58] <DarkS_> make a repeating
commandblock with Always active
L143[05:42:02] <linuxdaemon> I know there
was a mod for it a while back, not sure if updated
L144[05:42:31] <SparkVGX> It spams the
chat and the logs DarkS_. Not quite what I wanted.
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L146[05:42:44] <DarkS_> yeeeeah
L147[05:43:43] <DarkS_> Ordinastie, I
understand your qstion
L148[05:44:01] <DarkS_> dont****
L149[05:44:26] <Ordinastie_> the world
object, what class it is ?
L150[05:44:38] *
gigaherz yawns
L151[05:44:44] <gigaherz> morning
people
L152[05:44:47] <DarkS_>
Minecraft.getMinecraft.theWorld?
L153[05:44:51] <DarkS_> hi!
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L155[05:45:12] <gigaherz> [12:40]
(SparkVGX): Can I disable slimes in a super flat world?
L156[05:45:26] <gigaherz> there's a
gamerule that can disable spawns, iirc
L157[05:45:27] <Ordinastie_> lol, I
misread, Minecraft on always client anyways
L158[05:45:37] <Ordinastie_> *is
L159[05:45:51] <gigaherz> yep
L160[05:45:52] <gigaherz> doMobSpawning -
Whether mobs should naturally spawn.
L161[05:45:59] <gigaherz> do a /gamerule
doMobSpawning false
L162[05:46:05] <gigaherz> and you won't
have natural spawns on the world.
L163[05:46:17] <DarkS_> then, how do I get
a EntityPlayerMP?
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L165[05:46:43] <z0ttel> mh
L166[05:46:58] <z0ttel> anybody have a
clue on how I force a chunk at world coordinates to populate?
L167[05:47:08] <gigaherz> DarkS_: if you
have a capability attached
L168[05:47:09] <SparkVGX> <gigaherz>
I still wanted other spawns :P Just didn't want slimes
L169[05:47:17] <DarkS_> I do
L170[05:47:20] <gigaherz> you must have
attached it on an AttachCapabilityEvent
L171[05:47:24] <DarkS_> it is
L172[05:47:25] <OrionOnline> Good
morning
L173[05:47:26] <gigaherz> so
L174[05:47:34] <gigaherz> give the
ICapabilityProvider a field
L175[05:47:40] <gigaherz> which stores the
instance of the entity
L176[05:47:50] <DarkS_> hrmm ok
L177[05:47:57] <gigaherz> each
ICapabilityProvider will be uniquely attached to one and only one
entity
L178[05:48:09] <DarkS_> ok
L179[05:48:16] <gigaherz> and then you can
have the world from there.
L180[05:48:23] <DarkS_> thanks
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L182[05:49:20] <gigaherz> [12:42]
(SparkVGX): It spams the chat and the logs DarkS_. Not quite what I
wanted.
L183[05:49:27] <gigaherz> you can make
commandblocks silent, iirc?
L184[05:49:42] <DarkS_> on chat, yes, on
log I dont think so
L185[05:50:48] <DarkS_> use /gamerule
commandBlockOutput false
L186[05:52:35] <SparkVGX> will try, uno
momento
L187[05:54:07] <SparkVGX> yeah, still
spams the logs, unfortunately.
L188[05:54:21] <DarkS_> :/
L189[05:54:36] <SparkVGX> Meh. Peaceful is
fine for now.
L190[05:55:56] <DarkS_>
world.getLoadedEntityList().stream().filter(ent -> ent
instanceof EntitySlime).forEach(ent -> ent.setDead());
L191[05:57:50] <DarkS_> call that on a
tile or an event
L192[05:58:23] <linuxdaemon> or you could
just cancel the spawn event
L193[05:58:29] <DarkS_> or that
L194[05:59:22] <SparkVGX> lol all that
just to stop slimes smh
L195[06:00:03] <gigaherz> btw
L197[06:00:11] <gigaherz> Logs: The output
message is written to multiplayer server logs unless it has been
suppressed with /gamerule logAdminCommands false.
L198[06:00:35] <DarkS_> lol
L199[06:01:16] <SparkVGX> that works too
haha
L200[06:01:37] <SparkVGX> What's everyone
else up to? (tries to deflect attention away from my
stupidity)
L201[06:01:46] <gigaherz> I just woke
up
L202[06:02:04] <DarkS_> xD
L203[06:02:13] <DarkS_> same here
giga
L204[06:02:57] <linuxdaemon> I.. should be
sleeping
L205[06:03:03] <linuxdaemon> I did
sleep
L206[06:03:07] <linuxdaemon> for like 1
hour
L207[06:03:13] <DarkS_> wow
L208[06:03:17] <SparkVGX> Sleep is for the
sleepy
L209[06:03:26] *
linuxdaemon is very sleepy
L210[06:03:33] <DarkS_> sleeping is for
Not developers
L211[06:03:46] <gigaherz> Sleep is for the
living
L212[06:03:52] <DarkS_> meh
L213[06:03:58] <linuxdaemon> I did enough
work on my bots yesterday, i deserve sleep
L214[06:04:09] <gigaherz> then why are you
awake?
L215[06:04:16] <SparkVGX> ^
L216[06:04:20] <linuxdaemon> idk
L217[06:04:24] <linuxdaemon> ask my
brain
L218[06:04:44] <linuxdaemon> I've taken
both of my sleep meds, still can't sleep
L219[06:04:51] <SparkVGX> LD's brain, why
are you awake
L220[06:04:59] <DarkS_> can you ask a
brain? is that new in 1.10.2?
L221[06:05:06] <linuxdaemon> because fuck
him that's why
L222[06:05:09] <gigaherz> no it's new in
IRC v3
L223[06:05:14] <DarkS_> oh cool
L224[06:05:16] <gigaherz> doa
/msgbrain
L225[06:05:24] <SparkVGX> haha
L226[06:05:27] <DarkS_> nice
L227[06:05:28] <linuxdaemon> lol
L228[06:06:15] <SparkVGX> I want to grant
players the flight capability under certain circumstances, but I
still want them to die if they deactivate it from a stupid
height
L229[06:06:51] <SparkVGX> but players with
capabilities.allowFlying set to true do not trigger the
LivingFallEvent
L230[06:07:12] <gigaherz> set allowFlying
to false when off?
L231[06:07:24] <DarkS_> .isFlying =
false
L232[06:07:32]
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L233[06:07:49] <SparkVGX> but it allows
the nice double tap space to activate and deactivate >,< when
set to true
L234[06:08:12] <gigaherz> set isFlying to
true yourself on double-tap ;P
L235[06:08:24] <DarkS_> yeah
L236[06:09:27]
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L237[06:10:14]
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L238[06:10:51] ⇦
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L239[06:13:31] ***
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L240[06:13:50] <SparkVGX> what event helps
me detect the double tap :P I'm lazy and don't want to have to
implement countdowns and things
L241[06:14:31] <gigaherz> hmm you may need
to do like
L242[06:14:45] <DarkS_> hey ama
L243[06:14:49] <gigaherz> check if space
has been pressed, while already jumping?
L244[06:14:52] <amadornes> \o
L245[06:15:19] <SparkVGX> ... that would
be way simpler <gigaherz>
L246[06:15:26] <SparkVGX> o/ ama
L247[06:15:34] <amadornes> heyo :P
L248[06:16:05] <z0ttel> mh - I see my
chunk population fail now >.<, vanilla only populates when
surrounding chunks are at least generated
L249[06:16:43] <SparkVGX> can jump be
triggered when you're already flying though? to turn it back
off
L250[06:21:18] <gigaherz> hmm no, that
requires detecting a double-tap
L251[06:21:38] <gigaherz> maybe you should
check how mc tests it?
L252[06:21:53] <SparkVGX> Just trying to
find it now :3
L253[06:23:35] <SparkVGX> they use a timer
>.>
L254[06:25:16] <SparkVGX> flyToggleTimer -
Used to tell if the player pressed jump twice. If this is at 0 and
it's pressed (And they are allowed to fly, as
L255[06:25:16] <SparkVGX> defined in the
player's movementInput) it sets this to 7. If it's pressed and it's
greater than 0 enable fly.
L256[06:28:43] <gigaherz> XD
L257[06:28:49] <Naiten> Why is
isBlockNormalCube() deprecated in 1.10.2?
L258[06:28:58]
⇨ Joins: cpup (~cpup@32.218.119.150)
L259[06:29:20] <Ordinastie_> because
you're supposed to use the IBlockState version
L260[06:29:25] *
linuxdaemon resists making sarcastic response
L261[06:29:34] <gigaherz> Naiten: you'll
find all the methods from Block are marked as deprecated
L262[06:29:42] <gigaherz> all those
methods*
L263[06:29:51] <gigaherz> it's Mojang's
way to say "internal, don't call directly"
L264[06:29:59] <gigaherz> just put
@Deprecated on your overrides
L265[06:30:07] <gigaherz> and use the
IBlockState method if you call it from outside
L266[06:34:16] <Naiten> Got that,
thanks.
L267[06:34:33] ⇦
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L268[06:35:22] <Naiten> I'm not using it
from outside, just want to describe my blocks in java, not in json.
Because still can't think in json
L269[06:37:20] <SparkVGX> Why are you
trying to think in json? O.o
L270[06:37:49] *
linuxdaemon organizes my dreams in to javascript datatypes
:p
L271[06:39:21] <Naiten> SparkVGX, I'm not
trying that -.- I'm trying to hardcode every single feature in my
mod like I did before, but Mojang won't allow me to do that with
these stupid updates -.-
L272[06:39:24] *
gigaherz visualizes the world as abstract syntax trees
L273[06:40:00]
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L274[06:40:02] <gigaherz> Naiten: JSON is
the easiest possible thing ever created
L275[06:40:07] <gigaherz> it has literally
4 syntax elements
L276[06:40:09] <SparkVGX> o/ Dimi
L277[06:40:31] <gigaherz> an element can
be a literal
L278[06:40:33] <gigaherz> an array
L279[06:40:37] <gigaherz> or an
object
L280[06:40:51] <gigaherz> and if it's an
object, it has key-value pairs in it
L281[06:40:59] <gigaherz> that's *all* the
json syntax does
L282[06:41:56] <gigaherz> yo uare just
giving yourself extra work
L283[06:42:06] <gigaherz> and removing
people's ability to customize things with resourcepacks
L284[06:42:12] <gigaherz> jsut because you
are in denial
L285[06:42:21] <z0ttel> not mentioning the
tool support
L286[06:42:50]
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L287[06:43:10] <Naiten> gigaherz, show me
on
http://mcforge.readthedocs.io where is the full list
of properties and their possible values, implemented in base
Minecraft/Forge
L288[06:43:43] ⇦
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L289[06:44:10] <gigaherz> Naiten:
what
L291[06:44:19] <gigaherz> why do you need
"the full list of properties"?
L292[06:44:39] <gigaherz> YOU declare the
blockstate properties you will be using
L293[06:44:46] <gigaherz> and YOU declare
which values you will have in them
L294[06:44:56] <gigaherz> and then mc
iterates over all possible values
L295[06:45:03] <gigaherz> and creates
their respective IBlockState instance
L296[06:48:02] <SparkVGX> Gig, motivate me
to implement a timer for checking double tapped space
L297[06:49:33]
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L298[06:50:12] <Naiten> You don't get me.
E.g. i want to mark my block as non-solid. In code i just override
isBlockNormalCube() with false. How do I make that with JSON? I
don't know. I have to either use a list of vanilla properties
(which does not exist), or search it on google every single time.
Browsing Forge classes inside my IDE is much less time-consuming.
Also considering that when i browse classes and functions, I can
get TOTAL understanding of how
L299[06:50:12] <Naiten> things work. With
google and articles, that is not always possible.
L300[06:50:28] <gigaherz> uh
L301[06:50:39] <gigaherz> "mark the
block non-solid" isn't something that goes on the json at
all
L302[06:50:52] <gigaherz> the jsons is
only for defining the models
L303[06:50:58] <gigaherz> they don't touch
physical properties of the blocks
L304[06:51:04] <gigaherz> since those are
needed by the dedicated server
L305[06:51:11] <gigaherz> and the
dedicated server does NOT load resource files
L306[06:51:13] <gigaherz> also
L307[06:51:16] <gigaherz> if it was on a
resourcefile
L308[06:51:21] <gigaherz> the resourcpacks
would be able to change them
L309[06:51:25] ⇦
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L310[06:51:34] <gigaherz> which would
cause different people to have different physical properties on a
block
L311[06:52:08] <Naiten> i just dont get
all this stuff right -.-
L312[06:52:16] <gigaherz> so no,
"making your block non-solid" is not something you can do
with json -- but it's just common sense, not something you have to
memorize
L313[06:53:06] <gigaherz> the same applies
to things like which render type a model is
L314[06:53:16] <Naiten> well, is there
other method of doing that rather than overriding
isBlockNormalCube()
L315[06:53:18] <gigaherz> although it
would be nice to be able to say "this block should be
transparent" on the model json
L316[06:53:24] <gigaherz> this would allow
people to magically make blocks transparent
L317[06:53:30] <gigaherz> which could be
abused for x-raying
L318[06:53:36] <gigaherz> make stone
transparent, poof all the ores
L319[06:53:50] <gigaherz> Naiten: you want
to be able to pass through the block as if it wasn't there?
L320[06:54:34] <gigaherz> override
isPassable, return true from it
L321[06:54:38] <gigaherz> that's what
BlockSign does
L322[06:56:44] <Naiten> i read an article
on obj rendering, and it stated to override isBlockNormalCube with
false -.-
L323[06:57:06] <SparkVGX> How old was the
article?
L324[06:57:07] <Naiten> also, isOpaqueCube
and shouldSideBeRendered -.-
L326[06:57:28] <Naiten> not that old, i
guess
L327[06:57:31] <gigaherz> that may also
work
L328[06:57:38] <gigaherz> but it doesn't
mean it's the "proper" way
L329[06:57:42] <gigaherz> in many
cases
L330[06:57:48] <gigaherz> checking what
vanilla is doing is the best way
L331[06:59:54] <Naiten> gigaherz, that's
what i said, 'when i browse classes and functions, I can get TOTAL
understanding of how
L332[06:59:54] <Naiten> things work.'
-.-
L333[07:00:03] ⇦
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L334[07:00:20] <linuxdaemon> except for
the 'rare' occasion when vanilla fucks up :p
L335[07:00:34] <z0ttel> wow dimensional
travel is ennervating -.-
L336[07:00:36] <Naiten> case with
minecarts
L337[07:01:25] <Naiten> idk minecarts are
working now, but back in 2011-2013 things were pretty messy
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L342[07:12:43] <Naiten> Also, gigaherz, i
have features involving both visualisations and coding. E.g.
animations. E.g. I have a 'pointer' block, which represents
mechanism used to switch tracks (it moves the track blades). I have
detailed a set of models, one for every of moving parts (yes, i
know i could use obj and obj groups, but i'm describing my old
system), and a rendering code which loads parts, rotates them and
shifts into their places via gl.
L343[07:13:15] <Naiten> This works fine.
And if i will allow people to customize those models, that will
work fine.
L344[07:14:27] <Naiten> Until the moment
they want to change the type of a mechanism or displace one of
rotation axes. Or change extreme angles in rotation. Or do
something with translations.
L345[07:14:28]
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L346[07:14:45] <SparkVGX> any way of
accessing the player's keystate from the subscribed event?
L347[07:16:14] <diesieben07> wat.
L348[07:20:26] <SparkVGX> from the player
tick event, I want to know if that specific player has a key
pushed
L349[07:20:47] <diesieben07> You
cannot.
L350[07:21:03] <diesieben07> Keys are
entirely client-side. you have to send a packet to the server and
keep track of the state there as well
L351[07:24:20] ⇦
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L353[07:26:14] <PaleoCrafter> Naiten, make
use of the animation system :P
L354[07:26:50] <Naiten> PaleoCrafter, do
you suggest b3d?
L355[07:27:02] <PaleoCrafter> it's one
option, yes
L356[07:28:55] <Naiten> in the times i was
around, b3d was only being implemented, iirc
L357[07:29:17] <PaleoCrafter> so last time
you checked shit was 1.5 years ago? :P
L358[07:29:25] <Naiten> yes
L359[07:31:03] <Naiten> Well, almost
exactly 1.5 years ago. I had last update on 18-th january,
2015
L360[07:31:47] <Naiten> was working on the
mod periodically, but hadnt much time for that
L361[07:33:11] <Naiten> PaleoCrafter, do
you have precision chronometer built-in? -.-
L362[07:33:34] <PaleoCrafter> I just know
when stuff happened :P
L363[07:39:12] <Naiten> Maybe you also
know where info on new animation system locates?
L364[07:39:24] <PaleoCrafter> fry's mind,
mostly
L365[07:39:29] <Naiten>
#gglisnothelpful
L366[07:39:34] <PaleoCrafter> that's the
problem with the system :P
L367[07:39:43] ⇦
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L369[07:40:04] <Naiten> if it incorporates
b3d, i assume it only has preset animations
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L374[07:43:56] <Naiten> i guess i'll just
continue using my old system -.-
L375[07:44:03] <Naiten> *old way
L376[07:45:09] <PaleoCrafter> I thought
you liked being able to search Forge classes? :P
L377[07:46:28] <Naiten> Not when i have
something working and benefits of new systems aren't clear
L378[07:46:57] <OrionOnline> Anyone in
chat experience with hiding OBJParts or B3DParts from a model using
the getExtendedState Method?
L379[07:50:35] ⇦
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L381[07:57:45] <Naiten> OrionOnline, i
remember 1.7.10 WavefrontObject had renderAll(), renderOnly() and
renderPart()
L382[07:58:03] <OrionOnline> Naiten nah i
am looking for someone with experience in 1.10.2
L383[07:58:14] <OrionOnline> Fry changed
it and i think he actually broke it for OBJ
L384[07:58:25] <OrionOnline> I am pretty
sure somebody has to take a look at it
L385[07:58:57] <Naiten> if it's true, i'll
face it in a close future D:
L386[08:01:15] *
Naiten will poke Fry until they fix it
L387[08:01:51] ⇦
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L388[08:05:30] <SparkVGX> am I meant to be
having an error in my dev environment for game profile?
L389[08:05:37] ⇦
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L392[08:08:03] <TechnicianLP> looks like
mojang does not want you to log in?
L393[08:09:18] <PaleoCrafter> OrionOnline,
shade has submitted a PR with updates to the OBJ stuff a long time
ago
L394[08:09:30] <PaleoCrafter> he hasn't
been around for a long time, either xD
L395[08:09:34] <OrionOnline> PaleoCrafter,
I know
L396[08:09:34] ***
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L397[08:09:36] <SparkVGX> Well I haven't
logged in since it's just launching from the dev environment?
L398[08:09:46] <OrionOnline> I actually
wanted that one for a long time to be pulled
L399[08:09:53] <OrionOnline> But it never
happened
L400[08:09:59] <PaleoCrafter> we basically
have to wait for fry and bug him to accept it/implement it
himself
L401[08:10:06] ⇦
Parts: Aroma1997 (~Aroma1997@104.131.97.244) ())
L402[08:10:06] <OrionOnline> Yeah
L403[08:10:21] <OrionOnline> Which will
take a couple of months as has a lot of stuff on his plate
L404[08:10:52]
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L405[08:10:55] <OrionOnline> I figured out
what is wrong
L406[08:11:15] <OrionOnline> But i am not
sure how to fix it, as i donnot know where he wants to go with the
OBJModel stuff
L408[08:14:19] <TechnicianLP> do you set a
username in the arguments?
L409[08:14:32] <SparkVGX> I do not,
no
L410[08:14:54] <SparkVGX> --username
<username> --password <password> right?
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L413[08:18:01] <Naiten> OrionOnline, had
you lots of animations in your mod?
L414[08:18:08] <OrionOnline> Nah
L415[08:18:23] <OrionOnline> I just need
to hide around 30 Parts of the model under several conditions
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L420[08:21:02] <Naiten> welp, then it
looks like i'm the only bass using animations every here and there,
and have to poke fry most often
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L422[08:22:03] <Naiten> oh wait
L423[08:22:07] <SparkVGX>
<TechnicianLP> it didn't go away after I logged in so I
dunno.
L424[08:23:27] <Naiten> OrionOnline, can
you actually render obj from TESR and/or entity Render? at least
full model
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L429[08:37:21] <SparkVGX> o/ willie
L430[08:37:30] <williewillus> heyo
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L433[08:43:13] <Naiten> \o hi will
L434[08:43:56] <williewillus> hello
L435[08:45:27] ⇦
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L436[08:45:47] <williewillus> anyone know
what the alternative to `this.getNavigator().setAvoidsWater(true);`
is in 1.9+?
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L438[08:47:28] <williewillus> ah nvm found
it `this.setPathPriority(PathNodeType.WATER, -1.0F);`
L439[08:48:00]
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L440[08:49:21] <SparkVGX> night all
:)
L441[08:49:30] <williewillus> night
L442[08:49:43] ⇦
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was sponsored by Pepsi. Just as good as coke, we
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L445[08:54:03] <williewillus> !gm
func_85033_bc
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L452[09:04:20] <DarkS_> hello
L454[09:06:24] <z0ttel> is it common
practice to just call private methods in vanilla code or considered
bad form?
L455[09:06:37] <williewillus> what do you
mean
L456[09:07:21] <z0ttel> the entity.copy is
private but (probably) required for safe(-ish) dimensional
transport
L457[09:07:55] <williewillus> yeah just
call it with a methodhandle or something
L458[09:08:18] <z0ttel> k
L459[09:08:20] <z0ttel> thx
L460[09:09:56] <williewillus> is there a
way to get idea's UML generator to show subclasses?]
L461[09:09:59] <williewillus> and
siblings?
L462[09:11:04] <williewillus> ah nvm ctrl
H works better
L463[09:18:40]
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L464[09:28:22]
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L465[09:29:09] ⇦
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L466[09:30:13] ⇦
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L467[09:37:26] <FusionLord> What is the
best event to use (client side) for when the client joins the
world?
L468[09:37:50] <DarkS_> it depends
L469[09:37:55] <DarkS_> do you need the
player?
L470[09:38:06] <williewillus> well theres
only one
L471[09:38:09] <williewillus> :P
L472[09:38:16] <williewillus> even if you
didnt have it you can get it
L473[09:38:25] <DarkS_> oh lol
L474[09:38:59] <williewillus> FusionLord:
probably entityjoinworld with a check for the client player
L475[09:39:15] <williewillus> what are you
needing to accomplish?
L476[09:39:16] <FusionLord> I want to
display a GuiScreen when the player joins if they have never seen
the screen... I have the capability already
L477[09:41:25] <FusionLord> EntityPlayerSP
is me right?
L478[09:41:34] <DarkS_>
<williewillus> can use PlayerJoinEvnet, no?
L479[09:42:18] <FusionLord> thats what I
was thinking as well just wan't sure if there was a more speciffic
event
L480[09:42:52] ⇦
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L481[09:44:18] <DarkS_> hey FusionLord, I
saw you on fb streams!
L482[09:44:26] <FusionLord> yeah?
L483[09:44:32] <FusionLord> I'm always
there :P
L484[09:49:35] <FusionLord> well heres to
hoping it works :P
L485[09:50:53] ***
mezz_ is now known as mezz
L486[09:51:24] <FusionLord> whoops had my
bool check backwards tried to cast EntityItem to EntityPlayer
:P
L487[09:54:37] ⇦
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L488[09:55:33] <FusionLord> hmmm... the
event is firing before the player has been given the Capability
:/
L489[09:56:06]
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L490[10:00:08] <FusionLord> nope I lied..
works as intended Gui is just not opening
L491[10:00:29] <DarkS_> then open the gui
on the capabilityattach event
L492[10:01:18] <LexMobile> .......
L493[10:01:25] <FusionLord> the capability
is already attached... like i said working as intended the Gui is
just not opening
L494[10:02:22] ***
manmaed|AFK is now known as manmaed
L495[10:07:56] <gigaherz> DarkS_: that
sentence makes no sense lol
L496[10:08:58] <gigaherz> FusionLord: how
about EntityJoinWorldEvent?
L497[10:09:06] <gigaherz> sending a packet
to the client from there may be enough
L498[10:10:07] <FusionLord> Thats where
I'm doing it, and I have an IGuiHandler so player.openUI works...
running through the process 1 step at at time with breaking
points.
L499[10:10:25] <gigaherz> nono
L500[10:10:28] <gigaherz> not
openGui
L501[10:10:30] <FusionLord> the Gui is
loading but is closing
L502[10:10:35] <gigaherz> send your own
packet to the client and use displayGuiScreen
L503[10:10:42] <gigaherz> openGui is only
for Containers
L504[10:11:02] <gigaherz> and if you do
have a container, then you should have a guicontainer on the
client, not a guiScreen
L505[10:11:07] <FusionLord> can be used
for both
L506[10:11:16] <FusionLord> just return
null on server
L507[10:11:18] <gigaherz> not really, if
the server returns null, it does nothing
L508[10:11:22] <gigaherz> and the server
has to return a Container
L509[10:11:46] <FusionLord> since when?
I've had it work returning null on the server
L510[10:12:27] <gigaherz> see
FMLNetworkHandler.openGui
L511[10:12:33] <gigaherz> which is called
by EntityPlayer#openGui
L512[10:13:03] <gigaherz> if it's called
on the server, and you return null, it does nothing
L513[10:14:06] <FusionLord> so what
mc.displayGuiScreen?
L514[10:14:10] <gigaherz> if it evet
worked before
L515[10:14:16] <gigaherz> it means you
were calling it on both server and client
L516[10:14:21] <gigaherz> and it just
happens that if you call it on the client
L517[10:14:30] <gigaherz> it will accept a
GuiScreen
L518[10:14:39] <gigaherz> because it just
calls displayGuiScreen
L519[10:15:22] <gigaherz> so my suggestion
is: call displayGuiScreen directly on the client
L520[10:15:30] <gigaherz> however
L521[10:15:33] <gigaherz> if that closes
immediately
L522[10:15:41] <gigaherz> I know why that
would be
L523[10:15:53] ⇦
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L524[10:16:00] <gigaherz> if the event is
happening... GAH!
L525[10:16:18] <gigaherz> I'll say it
either way, for the benefit of anyone who may have been
reading:
L526[10:16:29] <gigaherz> if the even
fires BEFORE the "loading" screen has been closed
L527[10:16:41] <gigaherz> mc may be
calling displayGuiScreen(null) to close the loading process
L528[10:17:01] <gigaherz> hence my
suggestion to handle it on the server, and send a packet -- the
network delay may be enough to fix the order of operations ;p
L529[10:17:22] <gigaherz> or maybe not, in
which case a different event may be needed
L530[10:17:35]
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L531[10:19:02]
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L532[10:19:26] <gigaherz> FusionLord: how
far did you see my messages?
L533[10:19:35] <FusionLord> gigaherz, the
last thing I saw before getting disconnected was "I know what
that would be"
L534[10:19:43] <gigaherz> ah so all of
them
L535[10:19:57] <gigaherz> [17:16]
(gigaherz): if the even fires BEFORE the "loading" screen
has been closed
L536[10:19:57] <gigaherz> [17:17]
(gigaherz): mc may be calling displayGuiScreen(null) to close the
loading process
L537[10:19:58] <gigaherz> [17:17]
(gigaherz): hence my suggestion to handle it on the server, and
send a packet -- the network delay may be enough to fix the order
of operations ;p
L538[10:19:58] <gigaherz> [17:17]
(gigaherz): or maybe not, in which case a different event may be
needed
L539[10:20:05] ⇦
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L540[10:20:12] <gigaherz> this is all I
said after you errored out
L541[10:20:25] <Naiten> Is wavefront obj
loading&rendering even possible in 1.10.2 for TESR and entity
Render?
L542[10:20:36]
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L543[10:20:40] <FusionLord> ok... yeah
Minecraft started and graphics drivers died and wouldn't
recover
L544[10:20:50]
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L545[10:21:25] ⇦
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L546[10:21:32] <gigaherz> Naiten:
ofc
L547[10:21:35] <FusionLord> Naiten,
ofc
L548[10:21:38] <FusionLord> lol
L549[10:21:53] <gigaherz> I have this
helper class
L551[10:21:58] <gigaherz> that I have used
since like 1.8.9
L552[10:22:03] <gigaherz> updating it with
each version
L553[10:22:13] <gigaherz> works fine on
1.9.4, 1.10 and 1.10.2
L554[10:22:14] <gigaherz> without
changes
L555[10:22:23] <DarkS_> wow nice
L557[10:22:31] <gigaherz> this is how I
use it
L559[10:22:47] <gigaherz> and this is the
one method I didn't convert into an instance method yet
L560[10:22:47] <gigaherz> ;P
L562[10:23:30] <gigaherz> it also supports
performing texture replacements
L563[10:23:43] <z0ttel> wow, it took me
over an hour to realize why teleporting riding entities is
nontrivial
L565[10:24:01] <gigaherz> and specifying
custom vertex formats
L566[10:24:13] <FusionLord> gigaherz, nice
share... bookmarked
L567[10:24:14] <Naiten> welp, i had stuff
working in 1.7.10 and when Orion said loading parts is not possible
in 1.10.2 and then it turned out fry was inactive for a long and
all the stuff is waiting in the PR, i got a little nervous
L568[10:24:33] <gigaherz> Naiten:
"loading parts" is a whole different story, lol
L569[10:24:42] <gigaherz> I mean
L570[10:24:44] <gigaherz> if you have one
.obj
L571[10:24:50] <gigaherz> and you want to
draw each sub-model separately
L572[10:24:50] <FusionLord>
s/parts/groups
L573[10:24:53] <gigaherz> that's not so
easy
L574[10:24:57] <gigaherz> can be
done
L575[10:25:03] <gigaherz> but requires
messing with model states and stuff
L576[10:25:12] <gigaherz> I haven't
implemented visibility yet.
L577[10:25:22] <gigaherz> on my
ModelHandle
L578[10:25:29] <gigaherz> I just keep each
model as a separate .obj file
L579[10:25:33] <gigaherz> and merge them
afterward
L580[10:25:58] <gigaherz> using separate
.obj files and submodels is way easier than using one .obj and
visibility groups
L581[10:26:01] <Naiten> welp, i did that
in 1.7.10, guess will just continue that way
L582[10:26:15] <Naiten> meaning separate
models
L583[10:26:25] <gigaherz> btw note:
L584[10:26:30] <gigaherz> that ModelHandle
class
L585[10:26:40] <gigaherz> works for any
model that has an ICustomModelLoader
L586[10:26:47] <gigaherz> that's .json
models, .b3d and ofc, .obj
L587[10:27:19] <gigaherz> but if some mod
wants to load .dae or .fbx -- so long as it works with an
ICustomModelLoader, the class would still work.
L588[10:28:03] <Naiten> also, are gl
translate/rotate/push/pop still working in TESR and/or entity
Render?
L589[10:28:12] <gigaherz> yes but you
shouldn't use GL11 directly
L590[10:28:18] <gigaherz> always do
everything through GlStateManager
L591[10:28:22] <Naiten> erm?
L592[10:28:26] <Naiten> what is that
L593[10:28:30] <gigaherz> a wrapper
class
L594[10:28:33] <gigaherz> for tracking
states
L595[10:28:36] <gigaherz> and avoiding
duplicate state changes
L596[10:28:44] <gigaherz>
GlStateManager.pushMatrix
L597[10:28:47] <gigaherz>
GlStateManager.translate
L598[10:28:52] <gigaherz>
GlStateManager.rotate
L599[10:28:54] <gigaherz> etc
L600[10:28:59] ***
Kolatra|away is now known as Kolatra
L601[10:29:06] <gigaherz> just switch all
the GLxx calls to GlStateManager
L602[10:29:12] <gigaherz> and if you did
something that isn't exposed on GlStateManager
L603[10:29:28] <gigaherz> you probably
were doing something unorthodox and should ask here to see if
there's a better choice
L604[10:29:47] <FusionLord> scissors
:P
L605[10:30:13] <Naiten> erm, i dont get
it
L606[10:30:22] <FusionLord> get
what?
L607[10:31:00] <Naiten> is it like a
prevention system for one who can forget to pop matrix after he
pushes it?
L608[10:31:05] <Naiten> or what
L609[10:31:19] <gigaherz> no
L610[10:31:21] <gigaherz> it's just
L611[10:31:32] <gigaherz> if you do
bindTexture
L612[10:31:37] <gigaherz> and the same
texture is already set
L613[10:31:41] <gigaherz> it won't bother
setting it again
L614[10:31:50] <gigaherz> because setting
opengl states can be rather costly
L615[10:31:52] <williewillus> my thing is
1. use glsm whenever possible 2. always match GL11 and GLSM calls.
If you start something with one end with the same
L616[10:32:09] <gigaherz> problem is
L617[10:32:17] <gigaherz> it remembers
what was called last
L618[10:32:19]
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L619[10:32:21] <gigaherz> so if you call
it with GL11
L620[10:32:27]
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L621[10:32:28] <gigaherz> it may think the
texture is already set
L622[10:32:31] <gigaherz> so it will
discard calls
L623[10:32:37] <williewillus> thats what
#1 is for
L624[10:32:39] <gigaherz> when the texture
may not be set
L625[10:32:41] <gigaherz> so
L626[10:32:48] <gigaherz> try to do
everything with it
L627[10:32:51] <gigaherz> if it has the
functions
L628[10:32:53] <gigaherz> it's just
better.
L629[10:32:56] <williewillus> the only
thing I've neefded GL11 for is color3ub
L630[10:33:01] <gigaherz> really
L631[10:33:05] <gigaherz> it's mostly just
to avoid JNI calls
L632[10:33:06] <DarkS_> know the coda
called when drawing the enchanted armor effect?
L633[10:33:59] <DarkS_> code*
L634[10:34:43] <Naiten> well, i hope ggl
will be helpful this time. though i only need
translate/rotate/push/pop for animations, so i can use glsm
L635[10:44:35] <FusionLord> well gigaherz
seems that the network delay is enough... didn't see the screen as
NPE in drawscreen.
L636[10:44:58] <gigaherz> :)
L637[10:45:54] <FusionLord> forgot to
register my IRMRL to load the baked models and such
L638[10:46:38] ⇦
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seconds)
L639[10:46:52] <Naiten> back to modding
after 1.5 years
L640[10:46:53] <Naiten> @
L641[10:46:53] <Naiten> added TE and
forgot to map it
L642[10:48:18] <Naiten> when facepalm is
not enough )m
L643[10:51:36] ⇦
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L644[10:53:02] ⇦
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L645[10:56:26] <FusionLord> gigaherz,
nevermind, network delay is still to fast, for singleplayer
L646[10:56:58] <williewillus> what are you
trying to do again?
L647[10:57:31] <FusionLord> GUI on world
join
L648[11:01:57]
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L649[11:02:33] <gigaherz> FusionLord:
hmmm
L650[11:02:41] <gigaherz> can you schedule
a task on the world
L651[11:03:05] <FusionLord> didn't know
that was a thing... I'll try
L652[11:03:12] <gigaherz> well that's hwo
you work with network
L653[11:03:13] <gigaherz> you do
like
L654[11:03:35] <gigaherz>
world.scheduleTask(task here); in order to make the task run on the
right thread
L655[11:03:51] <williewillus> runs at the
start of next tick
L656[11:04:00] <gigaherz> yeah that MAY be
enough, or maybe not.
L657[11:04:12] <gigaherz> if not, you may
need to repeatedly schedule tasks with a counter
L658[11:04:17] <gigaherz> XD
L659[11:04:23] <gigaherz> until it reaches
0, then stop scheduling
L660[11:04:33] <gigaherz> if you cna
schedule from a task... :/
L661[11:04:56] <williewillus> yuo
can't
L662[11:05:08] <williewillus> if you
schedule from the main thread it executes the runnable
immediately
L664[11:06:38] <diesieben07> :D
L665[11:16:45]
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L666[11:18:21] <FusionLord> how about a
tick event... that will unregister its self.. or is that...
L667[11:18:37] <FusionLord> no nevermind
that wouldn't workd
L668[11:18:50] <FusionLord> if I
unregister then they make a new world
L669[11:19:04] <FusionLord> it won't show
up
L670[11:21:04] <gigaherz> that's why I
didn't suggest a tick event
L671[11:21:21] <gigaherz> having a player
tick event would work, but it would be pointless load
L672[11:21:39]
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L674[11:23:46] <gigaherz> FusionLord: oaky
this is crazy but, there IS one way, if nothing else works ;P
L675[11:24:04] <FusionLord> I do already
have a ticker for animation
L676[11:24:10] <gigaherz> when a new
player joins, you can spawn an entity
L677[11:24:27] <gigaherz> that knows to
kill itself after a few ticks, and then cause the right client to
show the GUI
L678[11:24:28] <gigaherz> XD
L679[11:24:37] <gigaherz> ofc this is a
last resort
L680[11:24:38] <gigaherz> ;P
L681[11:24:53] <FusionLord> think I'm
gonna just add it to my existing ticker
L682[11:24:58]
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L683[11:25:05] <gigaherz> give yourself a
task queue on the ticker
L684[11:25:11] <gigaherz> and schedule it
on there ;P
L686[11:27:50] <DarkS_> why? I see a very
'creative' skin
L687[11:27:53] <DarkS_> xD
L688[11:28:36] <FusionLord> xD
L690[11:30:24] <DarkS_> mc changed the
skin template a lot of times
L691[11:30:50] <FusionLord> well thats not
the issue
L692[11:31:00] <DarkS_> I see a offset
sking
L693[11:31:03] <DarkS_> I see a offset
skin
L695[11:31:46] <DarkS_> now.. I dont
know
L696[11:32:43] <diesieben07> the two
things are rendered differently though, right?
L697[11:32:57] <FusionLord> yeah...
L698[11:33:02] <diesieben07> one is a
block, one is... floating
L699[11:33:08] <diesieben07> is that a
TESR?
L700[11:33:12] <FusionLord> yeah
L701[11:33:19] <FusionLord> and I'm
rendering the TESR on gui
L702[11:33:22] <diesieben07> and the other
thing?
L703[11:33:27] <diesieben07> GUI?!
L704[11:34:04] <williewillus> thats not
such a surprising case lol
L705[11:34:15] <williewillus> your
inventory is a gui that renders tesrs everywhere
L706[11:34:45] <diesieben07> i am
confuzzled, i don't see any GUI in your screenshot
L707[11:35:06] <FusionLord> diesieben07,
did you miss the close button?
L708[11:35:09] <FusionLord> its kinda
big
L709[11:35:14] <FusionLord> easy to
miss
L710[11:35:22] <diesieben07> oh
L711[11:35:24] <diesieben07> i saw
it
L712[11:35:27] <FusionLord> :P
L713[11:35:28] <diesieben07> but ...
completely ignored it
L714[11:36:12] <williewillus> i think itd
look better with some border though
L715[11:36:23] <FusionLord> early stages
:P
L716[11:36:54]
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L717[11:37:28] <FusionLord> anyway, why
would the playerskull texture uvs not be set?
L718[11:37:49] <diesieben07> because of
your code :D
L719[11:37:52] <diesieben07> which we
cannot see.
L721[11:38:50] <diesieben07> and the
TESR?
L722[11:39:21] <FusionLord> what would
make a difference there the code is identical
L723[11:39:29] <diesieben07> identical to
what?
L725[11:39:49] <FusionLord> the world call
the same method as the gui
L726[11:41:02] <FusionLord>
s/call/calls
L728[11:42:15] ⇦
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L729[11:42:18] <FusionLord> hmmm... that
was actually rmoved at one point >.>
L730[11:42:52] <Naiten> erm. i'm
overriding onBlockActivated(), should i check for client/server
side if i want to do things with tileentity from here? because test
shows that client has null field while server has data in it
L731[11:43:24] <Naiten> also, looks like
onBlockActivated() is called twice .-.
L732[11:43:42] <shadowfacts> Naiten, yes
you should
L733[11:43:42] <diesieben07> yes, client
and server :P
L734[11:43:46] <shadowfacts>
onBlockActivated is called on both sides
L735[11:43:56] <Naiten> oh
L736[11:44:12] <Naiten> i mean, it's
called twice on each side, four times in total
L737[11:44:16] <FusionLord> normally i
call if(world.isRemote) return true;
L738[11:44:18] <diesieben07> FusionLord,
not sure though to be honest... this should work...
L739[11:44:32] <diesieben07> that would be
a bug then, it should be once for each side
L740[11:44:37] <FusionLord> and just let
the server tell theh client what to do
L741[11:46:09] <FusionLord> diesieben07,
could it be a missing GL call?
L742[11:46:42] <diesieben07> no idea
:D
L743[11:46:44] <FusionLord> I also notice
there is no transparency on the gui render of the TESR
L745[11:47:45] ***
Keridos|away is now known as Keridos
L746[11:48:04] <FusionLord> my just drop
the tesr on the gui as it isn't 100% nessisary
L747[11:48:11] <diesieben07> >
worldIn.isRemote == true .. why.....
L748[11:48:24] <DarkS_> lol
L749[11:48:34] <diesieben07> you should
return true if you did something...
L750[11:51:07] <Naiten> welp, i'm already
tired after ~16 hours of work, but i want to finish this direction
thing today
L751[11:51:29] <TechnicianLP> is there a
way to send the minecraft-instance a few bytes of data? (preferably
without having to host a socket)
L752[11:51:38] <diesieben07> uh, what?
:D
L753[11:51:59] <DarkS_> ???
L754[11:52:00] <diesieben07> you can send
a packet, yes.
L755[11:52:23] <Naiten> also, wanted to
clarify, what this 'did something' means. does that mean 'write a
value'?
L756[11:52:59] <diesieben07> it means
didn't ignore you were right-clicked
L757[11:53:10] <diesieben07> if you return
false, the item gets the right click to e.g. place a block
L758[11:53:14] <diesieben07> if you return
true, it does not
L759[11:53:29] <Naiten> wat
L760[11:53:39] <diesieben07> you right
click a door with dirt in your hand
L761[11:53:43] <diesieben07> it opens the
door
L762[11:53:45] <diesieben07> doesn't place
dirt
L763[11:53:56] <diesieben07> if the door
were to return false, it woudl open the door AND palce dirt
L764[11:54:09] <Naiten> okay, got
that
L765[11:54:50] <Naiten> also, even with if
(worldIn.isRemote) return false; i get two chat entries per one
click, both with same string
L766[11:55:04] <Naiten> my guess is that
aint normal
L767[11:55:37] <diesieben07> it
isn't...
L768[11:55:47] <Naiten> welp
L769[11:55:53] ⇦
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L770[11:56:32] <Naiten> looks like it was
my pc lagging the whole time, now i suddenly have started getting
one line per click O_o
L771[11:56:45] <diesieben07> fun
times.
L772[11:56:51] <williewillus> !gm
func_82164_bB
L773[11:57:10] <Naiten> wait wut
L774[11:58:53] <Naiten> rmb with emty hand
gives two lines, rmb with block/blockItem gives one line, rmb with
item gives two lines O_O
L775[11:59:12] <Naiten> *empty hand
L776[11:59:37] <diesieben07>
"block/blockItem" means yours? or any?
L777[12:00:02] <Naiten> any
L778[12:00:17] <williewillus> ?
L779[12:00:24] <williewillus> one line of
what?
L780[12:00:48] <FusionLord> after you set
a player capability do you need to mark it to be saved.. doesn't
seem to save...
L781[12:01:08] <williewillus> is your
provider ICapabilitySerializable?
L783[12:01:52] <williewillus> Naiten:
because you have two hands now
L784[12:02:09] <Naiten> erm what
L785[12:02:14] <williewillus> whenever you
see two that means your offhand is triggering
onBlockActivatefd
L786[12:02:33] <williewillus> print out
EnumHand argument and see :P
L787[12:02:39]
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L788[12:02:54] <diesieben07> oh goddamn i
forgot that :D
L789[12:03:15] <DarkS_> know how to make a
blocpos into a int?
L790[12:03:35] <diesieben07> what kind of
int?
L791[12:03:51]
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L793[12:03:52] <diesieben07> a BlockPos
contains more information than can be represented by an int.
L794[12:04:09] <FusionLord> williewillus,
sorry yes it is
L795[12:04:11] <DarkS_> a int that
represents the x y z
L796[12:04:29] <diesieben07> impossible
:D
L797[12:04:35] <diesieben07> x and z need
at least 26 bits each
L798[12:04:38] <diesieben07> y needs 8
bits
L799[12:04:45] <diesieben07> makes 60, int
has 32
L800[12:04:53] <DarkS_> long?
L801[12:04:54] <Naiten> arent hand
controls separated
L802[12:04:57] <diesieben07> you can have
a long, yes.
L803[12:05:02] <diesieben07>
BlockPos.toLong
L804[12:05:05] <FusionLord> DarkS_,
^
L805[12:05:16] <DarkS_> ok
L806[12:07:17] ⇦
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L807[12:09:13] <Naiten> welp
L808[12:09:24] <Naiten> that was the hand
thing, thanks
L809[12:09:57] ⇦
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L810[12:09:59] <Naiten> Mojang, Y U NO
separate controls...
L811[12:10:04]
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L813[12:17:25] <sham1> Because minecraft
was made by an amateur
L814[12:18:59] <williewillus> because
thats how the interaction system works
L815[12:19:11] <williewillus> if the main
hand interaction does nothing the offhand triggers the exact same
sequence
L816[12:21:49] <Naiten> welp, that's
acceptably actually
L817[12:22:38]
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L818[12:23:32] <Naiten> another question
is, i used ISmartBlockModel and a handler for ModelBakeEvent to
hardcode block rendering without TESR (for the sake of parametric
railway tracks)
L819[12:24:03] <FusionLord> whats the
question? ^
L820[12:24:05] <Naiten> that was on
1.7.10, but what do i use in 1.10.2>
L821[12:24:15] <FusionLord> ahh :P
L822[12:24:16] <Naiten> ISmartBlockModel
is gone
L823[12:24:21] <gigaherz> no that wasn't
on 1.7.10
L824[12:24:28] <gigaherz> ISmartBlockModel
is 1.8/1.8.9
L825[12:24:30] <Naiten> oh
L826[12:24:43] <Naiten> my bad, should
take a sleep -.-
L827[12:24:50] <gigaherz> 1.9 has it
directly on IBakedModel
L828[12:24:53] <gigaherz> the getQuads
method
L829[12:24:54] <Naiten> yes, it was on
1.8.9
L830[12:24:57] <gigaherz> has an
IBlockState parameter
L831[12:25:07] <gigaherz> you can check
the blockstate info there
L832[12:25:11] <gigaherz> and return the
right list of quads
L833[12:25:33] <gigaherz> (which youcould
obtain from a nested IBakedModel
L834[12:25:36] <williewillus>
ismartblockmodel is gone because vanilla ibakedmodel does
everything isbm needed to do
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L836[12:26:18] <williewillus> also
getFaceQuads and getGeneralQuads just became getQuads with a
nullable EnumFacing param
L837[12:31:10] <Naiten> so, in total, i'll
have almost same class for model but it will be implementing
IBakedModel and same kind of handler (
http://pastebin.com/ApbQNeCk), right?
L838[12:31:35] <williewillus> yeah
L839[12:31:45] <Naiten> welp, that's
something
L840[12:34:14] <Naiten> erm, what do i use
instead of ModelResourceLocation?
L841[12:34:43] <williewillus> for
what
L842[12:39:28] <Naiten> ... erm, i was
looking through my 1.8.9 rendering code (made with the help of Fry)
http://pastebin.com/AKqg0Ui2 and it has
ModelResourceLocation field which is never used inside the class
-.-
L843[12:40:05] <williewillus> then its
easy get rid of it xD
L844[12:46:29] <Naiten> MultiModel is
deprecated with // TODO: Switch to vanilla class, or to something
similar
L845[12:46:36] <Naiten> -.-
L846[12:47:38] <sham1> Don't you -.-
L847[12:47:51] <Naiten> also, can somebody
explain me in easy words, what that assert thing does?
L848[12:48:04] <gigaherz> assert crashes
if it's false
L849[12:48:25] <Naiten> oh
L850[12:49:01] <sham1> Google could have
answered that
L851[12:49:06] <Naiten> just a fast way to
drop stuff, right?
L852[12:49:30] ***
williewillus is now known as willieaway
L853[12:49:33] <Naiten> sham1, this
channel could have not being created
L854[12:49:42] <Naiten> been*
L855[12:50:23] <sham1> That is a general
java question
L856[12:50:29] <sham1> Hell
L857[12:50:33] ⇦
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L858[12:50:42] <gigaherz> Naiten:
"assert" is a general programming concept
L860[12:51:01] <sham1> It's not even
exclusive to java
L861[12:51:04] <sham1> Fucking C has
it
L862[12:51:07] <gigaherz> in C programs,
there's often things like "assert(condition,
"message")"
L863[12:51:16] <gigaherz> in java, it's a
keyword
L864[12:51:18] <gigaherz> that's all
L865[12:51:40] <sham1> And C is like the
most primitive non-assembly language
L866[12:52:01] <Naiten> i havent heard of
it before, even through 5 years of learning java for mc modding
purpose
L867[12:52:31] <Naiten> -.-
L868[12:52:49] <gigaherz> "for mc
purposes" probably biased you against those general
concepts
L869[12:53:14] <gigaherz> that's why
people here always say that you should learn programming and java
BEFORE you start modding
L870[12:56:42] <Naiten> well, i only
learned programming through Algodoo scripts before 2011. actually,
through pascal, delphi and msvs basic too, but that was a very
minor part
L871[12:57:00] <Naiten> my bad, i decided
to learn java by modding back then
L872[12:57:09]
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L873[12:57:21] <Naiten> but now i'm where
i'm
L874[12:59:09] <Naiten> actually, idk how
one can learn something without actually doing a project in that
sphere
L875[12:59:49] <sham1> The problem with
learning Java while modding is that the MC codebase is full of
stuff like nasty antipatterns and stuff like that
L876[13:00:00] <Naiten> all those
meter-thick books with their stupid examples are as boring as all
those web courses with their stupid tasks and rewards
L877[13:00:01] <sham1> It can teach bad
habits
L878[13:00:35] <sham1> Those tasks may be
boring, but they get their job done
L879[13:00:40] <sham1> They teach you
important stuff
L880[13:06:37] <electrolitic> I don't
understand all the x and y values for Guis. What do they represent,
and is there some way I can figure out where that location is
without running code?
L881[13:07:01] <sham1> A screen
location
L882[13:07:25] <electrolitic> How do I
determine where that screen location is?
L883[13:08:19] <sham1> What do you
mean
L884[13:08:28] ⇦
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L885[13:08:29] <electrolitic> Like if x is
90 and y is 120, where on my screen is that?
L886[13:08:40] <sham1> At (90, 120)
L887[13:08:44] <Naiten> sham1, I can't
tell if it's me a fault, or if those tasks don't get their job
done. But I used to learn Matlab at uni, and though I made all the
tasks, I forgot everything after half a year. Now I'm making a
research effort (started 1-st July), and it mostly involves Matlab,
and you know, in ~two weeks I reacquainted and even learned several
times more than the semester of study gave me.
L888[13:08:45] <electrolitic>
pixels?
L889[13:09:10] <sham1> Well, that's
Matlab
L890[13:09:19] <Naiten> -.-
L891[13:09:21]
⇨ Joins: IceDragon (~ThatGuy@63.143.101.231)
L892[13:09:31] <electrolitic> And is it at
(90, 120) on my monitor, on minecraft, or on the gui itself?
L893[13:09:46] <sham1> On the
monitor
L894[13:09:48] <sham1> Where else
L895[13:09:55] <sham1> In your
viewport
L896[13:10:28] <electrolitic> where else?
the gui.
L897[13:10:58] <shadowfacts> x/y represent
a given position on the screen
L898[13:10:59] <sham1> Well, it's
not
L899[13:11:03] <electrolitic> If I had
minecraft restored down, and it used my monitor, wouldn't it
miss?
L900[13:11:04] <shadowfacts> MC is a bit
wierd because of the GUI scale system
L901[13:11:06] <sham1> It's the screen
position
L902[13:11:23] <shadowfacts> so (90, 120)
in MC might not be (90, 120) on your monitor
L903[13:11:39] <electrolitic> That's what
I was suggesting.
L904[13:11:45] <electrolitic> Oh
L905[13:11:46] <electrolitic> Wait.
L906[13:11:58] <electrolitic> God, this is
confusing. Makes me want to throw something.
L907[13:12:47] <shadowfacts> you've got
the real resolution, and the ScaledResolution
L908[13:12:48]
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L909[13:13:05] <shadowfacts> realX = mcX *
ScaledResolution#getScaleFactor
L910[13:13:13] <shadowfacts> and same for
the y coordinate
L911[13:14:07] <electrolitic> I only need
to worry about mcX though, correct?
L912[13:14:46] <electrolitic> I wish I had
compilable code to test it :/
L913[13:14:49] <shadowfacts> yes
L914[13:15:05] <shadowfacts> when you're
making GUIs you only care about MC coordinate*
L915[13:15:34] <shadowfacts> (*: unless
you're doing stuff like implementing a custom scrolling list from
scratch, in which case converting back and forth is a PITA)
L916[13:16:03] ⇦
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L917[13:16:41] <sham1> Well, could they
not look at the creative tab code
L919[13:20:10] <sham1> Ah
L920[13:20:20] <shadowfacts> in order to
use GL scissoring properly, you need to convert the MC coords into
real coords and then flip those along the Y axis
L921[13:20:44] <sham1> Sounds fun
L922[13:21:13] <shadowfacts> making it
work wasn't, using it is
L924[13:22:50] <tterrag> flipping along
the Y axis *is* converting into window coords :p
L925[13:22:57] <tterrag> it's not
"and then"
L926[13:23:27] <sham1> noclip
L927[13:24:10] <shadowfacts> I mean
convert MC coords into real coords relative to MC's origin and then
convert those to be relative to OpenGL's origin
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L932[13:39:01] ***
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L933[13:39:10] ⇦
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L934[13:45:54] <gigaherz> [20:20]
(shadowfacts): in order to use GL scissoring properly, you need to
convert the MC coords into real coords and then flip those along
the Y axis
L935[13:46:02] <gigaherz> that would be
quite easy if mc used modern opengl
L936[13:46:06] <gigaherz> and didn't rely
on the opengl matrix stuff
L937[13:46:07] <gigaherz> ;P
L938[13:46:32] <gigaherz> you'd just have
to get the combined transform matrix using whatever math
library
L939[13:46:38] <gigaherz> and then use
like matrix.transformPoint
L940[13:46:45] <shadowfacts>
"mc" and "moddern"
L941[13:46:49] <shadowfacts> throw new
DoesNotComputeException()
L942[13:47:46]
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L944[13:48:37] <sham1> MC was made to work
on potatoes
L945[13:49:02] <mort> OpenGL 2.1 FTW
L946[13:49:31] <sham1> OpenGL 3.2+
FTW
L947[13:52:11] <mort> Did they move to
that? Last time I heard anything it was 2.1
L948[13:52:45]
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L949[13:53:06] <sham1> Not MC
L950[13:53:09] ⇦
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L952[13:54:52] <OrionOnline> For some god
damn reason Treavis-CI gets stuck downloading files.......
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L954[13:56:26] <mort> so, I need to just
display an item in the world above a TileEntity. Anyone got any
hints to how I can accomplish that?
L955[13:57:16] <mort> I've tried extending
EntityItem and make it not move, but couldn't seem to find a way to
do that
L956[13:57:39] <Ordinastie_> just render
the itemStack
L957[13:58:04] <mort> that sounds nice,
but how?
L959[13:58:49]
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L960[13:59:02] <mort> that's perfect, I'll
try to make that work. Thanks
L961[14:00:40] <diesieben07> if you don't
want it to move or anything you don't even need a TESR, but I won't
go into that :D
L962[14:00:43] <AndersBillLind> I am
trying to find the logic in the code on how zombies move, where can
I find it?
L963[14:00:59] <AndersBillLind> I need
some clues about why my mob spawner does not work
L964[14:02:01] <AndersBillLind> Hm, there
is a net.minecraft.entity.ai package, I see now
L965[14:02:20] <mort> ya, was just gonna
recommend looking there
L966[14:02:26] ***
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L967[14:03:13] <gigaherz> [20:49] (mort):
OpenGL 2.1 FTW
L968[14:03:13] <gigaherz> [20:49] (sham1):
OpenGL 3.2+ FTW
L969[14:03:13] <gigaherz> [20:52] (mort):
Did they move to that? Last time I heard anything it was 2.1
L970[14:03:20] <gigaherz> mc only requires
ogl 1.4 or so
L971[14:03:28] <gigaherz> it has optional
support for VBOs and some other feature
L972[14:03:37] <gigaherz> but it's coded
to work with just the basics
L973[14:03:54] <mort> TIL
L974[14:04:29] ⇦
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L976[14:10:54] <OrionOnline> Anyone
currently using Travis-CI?
L977[14:11:04] <AndersBillLind> I expected
the zombies that my farm spawns to try to minimize the deltas of X
and Z to the player so they will try to come to a place directly
below the player, that was not the actual outcome
L978[14:11:29] <AndersBillLind> They would
cross a deep water channel btw
L979[14:13:21] <diesieben07> thats not how
pathfinding works, if they have a path, they will go as far as they
can on that path
L980[14:13:34] <AndersBillLind> Ah
L981[14:14:09] <AndersBillLind> The end of
the path needs to be the player, I assume
L982[14:14:19] <AndersBillLind> Or a
villager etc
L983[14:14:22] <diesieben07> that's
usually waht happens, yes
L984[14:14:31] <Naiten> Question regarding
IBakedModel and TileEntity in 1.10.2. To pass data from the latter
to the first, do i have to set up properties and blockstates stuff
just like i did in 1.8.9?
L985[14:14:38] <diesieben07> there are
differnet competing target tasks ("the zombie should walk
here")
L986[14:14:43] <AndersBillLind> Zombies
tends to go to a place below villagers, thats why I thought this
should work
L987[14:14:45] <diesieben07> they have
priorities
L988[14:15:02] <AndersBillLind> Yeah,
mutex bits?
L989[14:15:11] <AndersBillLind> Or maybe
thats something lock related
L990[14:15:18] <diesieben07> no, those
just determine if two tasks can run at the same time
L991[14:15:30] <AndersBillLind> yeah
L992[14:15:37] <diesieben07> the priority
means that if a higher priority task is running then it wins over
lower priority tasks
L993[14:15:46] <diesieben07> UNLESS the
mutex bits determine they can run at the same time
L994[14:15:57] <diesieben07> at least i
think that's how it works :P
L995[14:16:29] <AndersBillLind> But
zombies really try to just minimze the distance to a villager, even
if there is no path to one
L996[14:16:46] <AndersBillLind> To go back
to the path finding discussion
L997[14:17:06] <diesieben07> yes
L998[14:17:09] <diesieben07> and they
should do the same for players
L999[14:17:15] <diesieben07> it's the same
pathfinding algorithm
L1000[14:17:50] <AndersBillLind> Then I
should not even need water channels to transport them
L1001[14:20:22] <diesieben07> ah one
difference...
L1002[14:20:31] <diesieben07> zombies
will pathfind to villagers even if they cannot see them
L1003[14:20:39] <AndersBillLind>
yeah
L1004[14:20:39] <diesieben07> but they
need to see the player for them to pathfind to them
L1005[14:20:51] <AndersBillLind> Doh, how
did I miss that...
L1006[14:21:10] <AndersBillLind> I have
some villagers not far away, but maybe I will need one closer
then
L1007[14:21:18] <AndersBillLind> Just to
attract zombies
L1008[14:21:24] <diesieben07> 32 blocks
is the default tracking range
L1009[14:21:32] <Rallias> Hallo.
L1010[14:21:35] <AndersBillLind> I saw
something about 42, but ok
L1011[14:22:04] <diesieben07> actually
its 35 for zombies
L1012[14:22:05] <diesieben07> hunh
L1013[14:22:08] <diesieben07> hi
Rallias
L1015[14:22:50] <Rallias> It's been too
long.
L1016[14:23:00] <diesieben07> wat.
L1017[14:23:52] <Rallias> I've not been
here for a while... I think it's time for me to get back into
modding.
L1018[14:24:33] <diesieben07> that was
for anders :P
L1019[14:24:46] <AndersBillLind> :)
L1020[14:24:47] <diesieben07> not sure
how they got to 42 as a number...
L1021[14:24:53] <AndersBillLind> Old
information?
L1022[14:24:58] <diesieben07>
maybe?
L1023[14:25:08] <PaleoCrafter> 3 and 4
are next to each other on most keyboards? :P
L1024[14:25:14] <diesieben07> but its 35
:P
L1025[14:25:17] <diesieben07> not
32
L1026[14:25:20] <AndersBillLind>
heh
L1027[14:25:22] <diesieben07> 32 is the
default, but zombies increase it
L1028[14:25:24] <PaleoCrafter> oh
L1029[14:25:28] <PaleoCrafter> welp
L1030[14:25:29] <AndersBillLind> 42 was
the claim
L1031[14:25:40] <PaleoCrafter> maybe
somebody just wanted to slip a 42 in there :3
L1032[14:25:49] <mort> Ordinastie_: so..
how do I tell Minecraft where I want an ItemStack to be
rendered?
L1033[14:25:52] <AndersBillLind> eh,
claimed distance
L1034[14:26:12] <AndersBillLind> :)
L1035[14:26:15] <Ordinastie_>
GlStateManager.translate
L1036[14:26:26] <mort> I see
L1037[14:26:32] <AndersBillLind> I will
have an attraction villager then and skip the water, but then how
long is a path then?
L1038[14:27:07] <AndersBillLind> Maybe
the zombies will only gather below the villager instead of trying
to take a somewhat longer route which I want them to take
L1039[14:27:16] <diesieben07> hrm no its
not the diagonal either
L1040[14:27:20] <diesieben07> the
diagonal is 49
L1041[14:28:17] <AndersBillLind> Will a
path be taken even if the zombie walks out of the attack range
taking the path?
L1042[14:28:29] <diesieben07> i don't
know
L1043[14:28:33] <AndersBillLind> ok
L1044[14:28:44] <diesieben07> it seems
like it though
L1045[14:29:00] <diesieben07> the range
is only used for the getEntitiesWithinAABB call that's used to
determine the target
L1046[14:29:10]
⇨ Joins: quadraxis
(~quadraxis@cpc77293-basf12-2-0-cust699.12-3.cable.virginm.net)
L1047[14:29:24] <AndersBillLind> Maybe I
need to find the code for path finding, if I knew how to search for
"35" in eclipse (searching the class files)
L1048[14:29:33] <AndersBillLind> inside
the jar
L1049[14:30:15] <kenzierocks> you can
search for a constant value I believe
L1050[14:30:17] <diesieben07> afaik
eclipse doesn't search in libraries properly last i checked
L1051[14:30:38] <AndersBillLind> It had
one task... ;)
L1052[14:30:51] <AndersBillLind> I am
coming closer to intellij now
L1053[14:31:49] <sham1> Good
L1054[14:31:55] <sham1> COme to the light
side
L1055[14:32:08] <PaleoCrafter> ... with a
proper dark theme xD
L1056[14:32:18] <sham1> Yes
L1057[14:32:21] <diesieben07>
-proper
L1058[14:32:26] <diesieben07> eclipse
does nto have a dark theme :P
L1059[14:32:29] ***
AEnterprise is now known as AEnterpriseAFK
L1060[14:32:30] <PaleoCrafter> it does
:P
L1061[14:32:34] <diesieben07> No.
L1062[14:32:38] <diesieben07> It has a
sad excuse for one.
L1063[14:32:47] <Rallias> Grrr... I
somehow got ideavim installed.
L1064[14:32:47] <sham1> It still
counyd
L1065[14:32:52] <AndersBillLind> I can
set the theme of the editor, but not the package explorer
L1066[14:33:01] <diesieben07> No, it does
NOT count if you can change the editor colors :P
L1067[14:33:08] <capitalthree> white ui
must die
L1068[14:33:16] <sham1> That's right
Hexchat
L1069[14:33:35] <AndersBillLind> Is the
community version of intellij crippled?
L1071[14:33:43] <capitalthree>
AndersBillLind: no it's fine
L1072[14:33:48] <AndersBillLind>
cool
L1073[14:33:49] <diesieben07>
AndersBillLind, only thing you will miss (maybe) is json
support
L1074[14:33:53] <diesieben07> other than
that... no :P
L1075[14:34:02] <PaleoCrafter> that's GWT
for you, diesieben07 :P
L1076[14:34:04] <AndersBillLind> Oh, json
is not my problem at the moment
L1077[14:34:08] <capitalthree> not sure
why you'd need ide json support anyways xD
L1078[14:34:09] <PaleoCrafter> or
SWT
L1079[14:34:11] <mort> the forge wiki's
markup is kinda broken isn't it
L1080[14:34:14] <PaleoCrafter> or
whatever their thing was called
L1081[14:34:18] <mort>
<syntaxhighlight lang="java"> private static
RenderItem renderItem = new RenderItem();
</syntaxhighlight>
L1082[14:34:19] <capitalthree> the
commercial version of intellij has a lot of features that are
mostly only needed in a corporate environment anyways
L1083[14:34:23] <diesieben07> the forge
wiki is archival only
L1084[14:34:26] <sham1> I have a JSON
plugin and I use the community version
L1085[14:34:31] <diesieben07>
really?
L1086[14:34:38] <sham1> Yes
L1087[14:34:41] <Rallias> AndersBillLind,
Not... really? It works just fine, just, I pay for the ultimate
version because it comes with the full pack.
L1088[14:34:47] <diesieben07> oh and if
oyu are a student you get ultimate for free anyways :P
L1089[14:34:58] <Rallias> If you have
Ultimate, you get a lot of enterprisey bullshit.
L1090[14:35:02] <capitalthree> I just pay
for the ultimate version because my employers pay for it xD
L1091[14:35:03] <PaleoCrafter> sham1,
compiled it yourself?
L1092[14:35:10] <AndersBillLind> I like
that jetbrains are the owners of that project
L1093[14:35:18] <AndersBillLind> But I
really hoped for github
L1094[14:35:24] <sham1> Apparently I am
not enough of a student to get Ultimate of neither IDEA nor
Clion
L1095[14:35:31] <Rallias> The enterprisey
bullshit that is worthless to mod developers, unless you're an
asshole and linking Tomcat to Minecraft.
L1096[14:35:37] <sham1> No, I just
downloaded the newest version from jetbrains
L1097[14:35:54] ***
KJ4IPS is now known as KJ4IPS|Gone
L1098[14:35:55] <sham1> Minimap mods love
that kind of stuff
L1099[14:35:59] <sham1> Probably not with
Tomcat
L1100[14:36:16] <sham1> And, one might
want to use IDEA for something other than modding one day
L1101[14:36:16] <Rallias> What does
JourneyMap use for it's HTTP service?
L1102[14:36:18] <Naiten> I'm trying ro
pass data from TE to IBakedModel, but EnumTrackDirectionBase dir =
((IExtendedBlockState) oldState).getValue(BlockTrackBase.inlet);
gives me NPoE, though i've replicated my old code which worked on
1.8.9
L1103[14:36:23] <Rallias> Does it use
Jetty or Tomcat or something else?
L1104[14:36:24] <Naiten> Could anybody
help, please?
L1105[14:36:25] <AndersBillLind> It seems
like intellij is picky about java version
L1106[14:36:38] <AndersBillLind> Got an
error message as welcome screen
L1107[14:36:40] <sham1> If you are not
already, use java8
L1108[14:36:46] <AndersBillLind> I am
actually
L1109[14:36:56] <AndersBillLind> It
should have found the wrong jre
L1110[14:36:58] <diesieben07> intellij
comes with it's own jvm though
L1111[14:37:00] <diesieben07> jre*
L1112[14:37:04] <PaleoCrafter> IDEA wants
JAVA_HOME to be set, iirc
L1113[14:37:56] <AndersBillLind> Wonder
why environment variables could not be set in a desktop shortcut
(lnk file)
L1114[14:38:06] <sham1> >lnk
file
L1115[14:38:09] <kenzierocks> because
windows is bad
L1116[14:38:11] <kenzierocks>
probably
L1117[14:38:15] <sham1> .desktop files or
bust
L1118[14:38:26] <kenzierocks> sham1: no
such file on windows :D
L1119[14:38:39] <sham1> Well that is a
problem with Windows then
L1120[14:38:47] <diesieben07> lol
L1121[14:40:32] <Naiten> somebody
halp
L1122[14:40:34] <Naiten> pls
L1123[14:41:12] <diesieben07> Naiten,
can't say anything without your code.
L1124[14:41:14] <Ordinastie_> you have a
NPE, so something is null
L1125[14:41:19] <Ordinastie_> end of
story
L1126[14:41:47] <Ordinastie_> imo, people
who can't solve NPEs by themselves should not be coding
L1127[14:41:53] <Ordinastie_> but that's
just me maybe
L1128[14:41:56] <LatvianModder> tterrag:
is that redstone conduit bug fixed in latest version?
L1129[14:42:35] ***
Kolatra is now known as Kolatra|away
L1130[14:42:49] <Rallias> Wait... holy
shit... idea can update itself now?
L1131[14:42:55] <sham1> Ya
L1132[14:43:00] <Rallias> It doesn't
require me go to jetbrains website to download the whole
package?
L1133[14:43:25] <PaleoCrafter> still have
to do that for major updates, iirc :P
L1134[14:43:26] <diesieben07> it has been
able to do that for a long time, hasn't it?
L1135[14:43:44] <Rallias> diesieben07,
It's been extremely unreliable.
L1137[14:43:53] <diesieben07> not for me
:D
L1138[14:44:07] <OrionOnline> The
tostring in the exception print clearly states that that Property
is in the BlockState.
L1139[14:44:42] <Ordinastie_>
OrionOnline, maybe the name matches, doesn't mean it's THAT
property
L1140[14:45:01] <OrionOnline> How is that
possible?, That is my own block
L1141[14:45:05] <OrionOnline> I set the
property myself
L1142[14:45:11] <Ordinastie_> core
L1143[14:45:13] <Ordinastie_> *code
L1144[14:45:30] <Javaschreiber> Got a
question about Capabilities: Can you cache a capability? Is it
bad?
L1145[14:45:31] <OrionOnline> Okey i am
going to blame that on the shader this guy is using...
L1146[14:45:42] <OrionOnline> But i am
going to rename that property just to make sure
L1147[14:46:07]
⇨ Joins: Dimitriye98
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L1149[14:47:07] <Naiten> Ordinastie_, YOU
DONT SAY
L1150[14:47:27] <sham1> Hey, no need to
get worked up
L1151[14:48:12]
⇨ Joins: Drullkus
(~Dru11kus@c-67-180-188-243.hsd1.ca.comcast.net)
L1152[14:48:21] <Ordinastie_> Naiten,
well, only ONE thing can be null (if the NPE happens on the line
you copied)
L1153[14:48:48] <Rallias> Yeah, I've
never gotten an automatic update to work.
L1154[14:48:57] <Ordinastie_> or
actually, not "can be null", but rather "can trigger
a NPE"
L1155[14:49:02] <diesieben07> yep, you
will get a null IBlockState if the model is rendered in the
inventory
L1156[14:49:10] <diesieben07> you need to
check for that.
L1157[14:49:17] <Naiten> "people who
can't X by themselves should not Y" is the most working up
phrase one can say tell to someone who tries to do something
L1158[14:49:40] <Naiten> *one can tell
someone
L1159[14:50:25] <shadowfacts> if you
can't understand an NPE, then you don't know Java
L1160[14:50:31] <shadowfacts> if you
don't know Java you shouldn't be modding
L1161[14:50:40] <diesieben07> you are so
mean to the train man
L1162[14:50:50] <sham1> W0t
L1163[14:51:10] <Ordinastie_> please
someone reboots diesieben07, he's bugged
L1164[14:52:12] *
Javaschreiber tries turning him off and on again.
L1165[14:52:35] <Naiten> I understand the
damn NPE, i don't understand how should i guess why getValue()
returns null, and go tell me it's basic java once again
L1166[14:52:51] <sham1> It's basic
java
L1167[14:52:57] <Javaschreiber> Naiten:
Debug it? With the eclipse Debugger?
L1168[14:53:05] <tterrag> LatvianModder:
??
L1169[14:53:20] <shadowfacts> 1) it's
basic java
L1170[14:53:31] <shadowfacts> 2) have you
actually set the value?
L1171[14:53:35] <Ordinastie_> Naiten, you
just proved you don't understand, it's not getValue that returns
null
L1172[14:54:09] <Ordinastie_> getValue
returning null doesn't trigger a NPE
L1174[14:54:32] <LatvianModder> been
happening for few times. Server side crash
L1175[14:54:38] <tterrag> that doesn't
seem caused by us
L1176[14:54:49] <tterrag> in any
way
L1177[14:55:10] <LatvianModder> wait, not
this one. There was one that wasnt refined storage :P
L1178[14:56:17] <kenzierocks> Naiten: you
asked how I was doing factorio trains, yea?
L1179[14:56:23] <Naiten> shadowfacts, i'm
doing it via getExtendedState(); it's SOUTH by default, and if tile
entity is accessible, i read value from TE and put it in via return
extendedBlockState.withProperty(BlockTrackBase.inlet, d1);
L1180[14:56:37]
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L1181[14:56:56] <diesieben07> Naiten, the
IBlockState is null
L1182[14:56:56] <sham1> Does your code
crash when your block's item is in your inventory
L1183[14:56:58] <diesieben07> thats
why.
L1184[14:57:01] <shadowfacts> ^
L1185[14:57:10] <LatvianModder> Huh.
Apparently I can't read. Seems like it indeed is always caused by
RefinedStorage
L1186[14:57:15] <diesieben07> its null
because the model is being rendered in the inventory, where there
is no IBLockState
L1187[14:57:19] <sham1> Because, what
diesieb said would be the reason
L1188[14:57:42] <sham1> if (blockstate ==
null) /* do something and assume the facing is SOUTH */
L1189[14:57:51] <Ordinastie_>
diesieben07, noooo, that can't be! he just said he understands
NPEs!
L1190[14:58:23] <sham1> Well, now it
can
L1191[15:00:19] <Naiten> diesieben07,
sham1, shadowfacts, thats what i was expecting (info that
IBlockState can be null in inventory, i assumed it never could be
null). Thanks, gonna try that now
L1192[15:00:35] <diesieben07> > i
assumed it never could be null
L1193[15:00:38] <Naiten> Ordinastie_, i
wish i could stab you via TCP/IP
L1194[15:00:41] <diesieben07> it
literally has @Nullable on the parameter...
L1195[15:01:03]
⇦ Parts: Aroma1997 (~Aroma1997@104.131.97.244)
())
L1196[15:01:03] <Naiten> being coding for
7 hours already :(
L1197[15:01:06] <sham1> Like anyone would
pay attention to @Nullable
L1198[15:01:17] <tterrag> why wouldn't
you?
L1199[15:01:25] <tterrag> that's
literally the only annotation mojang uses properly
L1200[15:01:49] <sham1> I think they also
use @Override correctly
L1201[15:01:56] <tterrag> @Override is
stripped
L1202[15:01:56] <Javaschreiber> tterag:
and @ParametersAreNonNullByDefault
L1203[15:02:00] <tterrag> it's source
only
L1204[15:02:14] <tterrag> Javaschreiber:
except not really because they also assume that applies to
methods
L1205[15:02:21] <Naiten> well, i'm tired
and should go to sleep instead of working
L1206[15:02:27] <Naiten> sorry for dumb
questions
L1207[15:02:30] <tterrag> and also not
really because there are TONS of methods which are nonnull "by
default" but return null all the time
L1208[15:02:46] <tterrag> see:
ItemStack.getItem
L1209[15:03:10] <Javaschreiber> Naiten:
Questions aren't dumb. But if people think they are, you should do
some research yourself.
L1210[15:03:30] <Javaschreiber> tterag:
Ok, you got me.
L1211[15:04:14]
⇦ Quits: Javaschreiber
(~Thunderbi@p4ff8bbd9.dip0.t-ipconnect.de) (Quit:
Javaschreiber)
L1212[15:04:32] <Ordinastie_> lol
L1213[15:04:53] <tterrag> ....O.o
L1214[15:05:31] <Ordinastie_> ^ see
Naiten that's how you stab someone via TCP/IP
L1215[15:05:55] <Rallias> Ok then... now
that I've done horrible things to Git that it'll probably never
forgive me for... lets make a mod.
L1216[15:05:58]
⇦ Quits: Drullkus
(~Dru11kus@c-67-180-188-243.hsd1.ca.comcast.net) (Read error:
Connection reset by peer)
L1217[15:06:06] <sham1> And UDP assuming
the datagram gets to the right place
L1219[15:06:17]
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L1220[15:06:46] <Rallias> TCP = stabbing
someone with a sword over and over. UDP = throwing knives at
them.
L1221[15:07:28]
⇦ Quits: Dimitriye98
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closed the connection)
L1222[15:07:42]
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L1223[15:07:51] <sham1> Without any care
about if the knife hits the person or not
L1224[15:08:12] <shadowfacts> lol
L1225[15:08:27] <Rallias> UDP the way
that is implemented by so many game developers = Throwing knives at
someone to kill them, expecting them to shout back at you that
they're dead.
L1226[15:09:06] <sham1> Well, using UDP
like that does have advantages
L1227[15:09:15]
⇦ Quits: candybar
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L1228[15:09:24] <diesieben07> isn't that
basically re-inventing TCP though?
L1229[15:09:34]
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L1230[15:09:36] <sham1> Without the stuff
not needed by games
L1231[15:09:38] <Rallias> diesieben07,
With double the bandwidth usage.
L1232[15:09:48] *
diesieben07 shuts up.
L1233[15:09:52] <Rallias> What stuff in
TCP is not needed by games?
L1234[15:10:03] <sham1> Let's see
L1236[15:10:25] <diesieben07> probably
the ordering stuff
L1237[15:10:44] <kenzierocks> UDP lets
programmers control when TCP like features are enabled, i
presume
L1238[15:11:08] <sham1> Well, some of the
TCP features like slowness are not necessarily the best things for
games
L1239[15:11:09] <kenzierocks> perhaps you
don't need it for every game update, but it might be nice in a
login handshake
L1240[15:11:14] <sham1> At least fully
real time ones
L1241[15:11:57] <LatvianModder> I think
Minecraft would be really bad with UDP. Shooter games are mostly
using UDP, iirc
L1242[15:12:22] <Rallias> I mean... as
long as there's a checksum and retransmit mechanism... it can't be
that bad.
L1243[15:12:56] <PaleoCrafter>
LatvianModder, if done properly, MC would work just fine (probably
"better") with UDP
L1244[15:13:07] <sham1> Keyword being
properly
L1245[15:13:16] <sham1> Mojang and
properly have a complicated relationship
L1246[15:13:19] <LatvianModder> cmon.
properly. how is that even possible
L1247[15:13:30] <PaleoCrafter> for
distant chunks getting updated you might not care that much about
the packet arriving
L1248[15:15:40] <Naiten> Is TE created
after onBlockPlaced but after onBlockPlacedBy, right?
http://pastebin.com/ZM0uqHwZ line 64 always gives
tile==null, i guess i should that code to onBlockPlacedBy
L1249[15:15:57] <Naiten> but before
onBlockPlacedBy*
L1250[15:16:13] <Naiten> should move that
code*
L1251[15:17:48] <tterrag> yes
L1252[15:17:49] <tterrag> and yes
L1253[15:18:41] <AndersBillLind> Heh,
seems like rectangular distance is called "distance
Manhattan" in the pathfinder code
L1254[15:18:45] <Naiten> line 79
actually, should got sleep
L1255[15:19:18] <Naiten> tterrag,
thanks
L1256[15:19:22] <PaleoCrafter> well,
that's what it is, AndersBillLind? :P
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L1274[15:31:21] <SparkVGX> \o
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L1280[15:37:10] <gerhard> What's the
correct way to properly check if two itemstacks are functionally
identical? Like, item, metadata, nbt, just pretty much the same
thing
L1281[15:37:32] <diesieben07>
ItemStack.areItemStacksEqual(a, b)
L1282[15:37:53] <gerhard> That's what I
was using but for some reason it's returning false. I'll have to
see what I'm doing wrong
L1283[15:38:58] <TehNut> gerhard: that
also compares stack size
L1284[15:39:54] <tterrag> yeah, without
stack size use areItemsEqual
L1285[15:39:59] <TehNut> You probably
want areItemsEqual(a, b) && areItemStackTagsEqual(a,
b)
L1286[15:40:05] <tterrag> ^
L1287[15:40:40] <gerhard> I will try
that
L1288[15:43:47] <Rallias> Do I need to
check if I'm a remote world in the Item classes?
L1289[15:43:56] <SparkVGX> neat, when you
bring up the help menu in chat, you can just click on the command
you want
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L1291[15:52:23] <AndersBillLind> Ah, of
course it is called manhattan distance, now I get it
L1292[15:52:56] <AndersBillLind> PaleOff:
:)
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L1305[16:31:59] <MalkContent> are NBT
ordered?
L1306[16:32:05] <LatvianModder> no
L1307[16:32:15] <MalkContent>
excellent
L1308[16:32:16] <LatvianModder> if you
mean NBTTagCompount
L1309[16:32:17] <LatvianModder> d
L1310[16:32:21] <LatvianModder>
NBTTagList is
L1311[16:32:40] <MalkContent> hm
L1312[16:33:03] <LatvianModder> too bad
there isnt NBTTagSet, unordered set
L1313[16:33:18] <MalkContent> bottom
line: if i got 2 itemstacks with the same tags, is it possible that
they can't stack because their tags are in different order?
L1314[16:33:28] <diesieben07> there is no
point for NBTTagSet...
L1315[16:33:28] <LatvianModder> I dont
think so
L1316[16:33:41] <diesieben07> it is not
possible
L1317[16:33:47] <LatvianModder> order
doesnt matter when comparing maps, iirc
L1318[16:33:51] <diesieben07> yep
L1319[16:33:58] <MalkContent> k
L1320[16:34:07] <gigaherz> NBT is for
storage
L1321[16:34:16] <gigaherz> the whole
point of a Set is fast lookups
L1322[16:34:27] <gigaherz> so it serves
no purpose
L1323[16:34:58] <gigaherz> mostly because
in order to lookup an element in a Set, you have to know a
reference to the element already
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L1329[16:56:59] <SparkVGX> does
LivingHurtEvent happen on both server and the client?
L1330[16:58:06] <gigaherz> no idea.
L1331[16:58:39] <SparkVGX> Never mind, I
think I was having a desync issue.
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L1334[17:03:44] <SparkVGX> o/
willie
L1335[17:03:51] <williewillus>
hello
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L1339[17:06:41] <williewillus> necro a
dead repo and then flame the producers
L1340[17:06:47] <williewillus> *inactive
repo
L1341[17:07:01] <SparkVGX> wow, these
people are actual douchebags
L1342[17:07:25]
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L1344[17:08:25] <diesieben07> "the
customer is always right" - "you are not a customer,
bitch. give me money, then we can talk".
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L1347[17:08:49] <TehNut> Same guy
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L1349[17:09:17] <diesieben07> lol
L1350[17:09:34] <diesieben07> and then
has a HashMap<String, tileEntity> 10 lines down hahaha
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L1352[17:09:57] <williewillus> with
shitty formatting
L1354[17:11:52] <diesieben07> OMG LEET
HAXOR COPYPROTEXXION
L1355[17:12:58] <shadowfacts> lol
L1356[17:13:05] <manmaed> well thats not
going to work!
L1357[17:13:07] <manmaed> lol
L1358[17:13:32] <williewillus> i hope one
day he changes his version scheme and pushes a release
L1359[17:13:38] <williewillus> and
absolutely everything blows up
L1360[17:13:40] <shadowfacts> hehe
L1361[17:13:51] <gigaherz> there had to
comment.
L1363[17:18:40] <gigaherz> ;P
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L1371[17:29:04] <gerhard> Wow this DrZed
guy on that github thread is atool
L1372[17:30:56] <gigaherz> sense of
entitlement is a common human bias
L1373[17:31:22] <gigaherz> "I
deserve as much as i see others have" no matter if you really
put as much effort as they did
L1374[17:31:34] <gigaherz> which
indirectly also causes you to feel like you put in as much effort,
but receive less
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L1376[17:32:05] <gigaherz> "I have
this, so I demand to continue having it" even though you got
it for free and there was no warranty associated
L1377[17:32:06] <gigaherz> etc
L1378[17:32:14] <SparkVGX> ^
L1379[17:33:07] <SparkVGX> That's the
biggest part that annoys me. People who mod are doing it because
they want to. Not for gain, they aren't paid or obligated to do
it.
L1380[17:33:28] <gigaherz> well many of
us get a "tip" from curse
L1381[17:33:47] <gerhard> Right, like
some of the best mods are people just filling a hole that they see
in Minecraft so that they themselves can enjoy a better game
L1382[17:33:50] <SparkVGX> that is paid
'for' it. not paid to 'do' it.
L1383[17:33:54] <gigaherz> I have made
around $60 (unclaimed) since I opted in to the rewards
program
L1384[17:34:05] <gigaherz> but yeah
L1385[17:34:08] <gigaherz> that tip
L1386[17:34:12] <gigaherz> is as a thanks
from curse
L1387[17:34:14] <SparkVGX> ^
L1388[17:34:15] <gigaherz> for the views
we caused
L1389[17:34:25] <gerhard> It's probably a
small chunk of the ad revenue you make them, yeah
L1390[17:34:34] <gigaherz> it has nothing
to do with people using the mod
L1391[17:34:38] <gigaherz> iirc
L1392[17:34:45] <gigaherz> they set apart
a "pool" of money
L1393[17:34:48] <gigaherz> based on the
earnings
L1394[17:34:55] <gerhard> Not even
Patreon lets people boss you around, because you tell them exactly
what they get before they choose to give you money
L1395[17:34:58] <gigaherz> and give this
pool a point value
L1396[17:35:03] <gigaherz> and distribute
those points among people
L1397[17:35:13] <gigaherz> based on their
relative contributions
L1398[17:35:25] <gigaherz> (mod page
views, forum post views, etc)
L1399[17:35:59] <gigaherz> not just
downloads (or not the downloads themselves maybe)
L1400[17:37:30] <manmaed> i got 867
points atm
L1401[17:38:04] <gigaherz> oooh 2076
here
L1402[17:38:06] <gigaherz> so $100
L1403[17:38:07] <gigaherz> ;P
L1404[17:38:18] <gigaherz> oh wow
L1405[17:38:25] <gigaherz> my points per
day has almost doubled from last time I looked
L1406[17:38:25] <gigaherz> wtf
L1407[17:38:40] <SparkVGX> noice
L1408[17:38:45] <gigaherz> enderthing,
packing tape, and ender-rift
L1409[17:38:51] <gigaherz> are all 3 up
there with around 8 points per day each
L1410[17:38:55] <williewillus> i have 351
rn, and I spent 1k of it a month ago onamazon
L1411[17:39:24] <kenzierocks> i wish i
actually had mods to release lol
L1412[17:39:34] <williewillus> i didnt
even think of checking until one day I open it and oh I have points
nice
L1413[17:39:38] <kenzierocks> all of my
ideas are a bit complex...so they take a while
L1414[17:39:46] <gigaherz> kenzierocks:
that's not so hard, just get a clear idea, and develop it
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L1416[17:39:51] <gigaherz> rather t han
something abstract
L1417[17:39:55] <kenzierocks> i do keep
getting curse prenium randomly
L1418[17:39:56] <gigaherz> think of an
useful tool
L1419[17:40:06] <kenzierocks> gigaherz:
i've got plenty of clear ideas
L1420[17:40:14] <kenzierocks> just
interfacing with minecraft is hard
L1421[17:40:25] <gigaherz> heh
L1422[17:40:30] <gigaherz> well two of my
top mods
L1423[17:40:35] <manmaed> i would like
the $500 so i can buy a htc vive
L1424[17:40:47] <gigaherz> Packing Tape:
a mod that has a tape roll item, and lets you pack blocks and move
them around
L1425[17:40:54] <gigaherz> it does
nothing else
L1426[17:40:59] <gerhard> are you
gigaherz on curse too
L1427[17:41:13] <gigaherz> it fills the
hole from whatever mod had the cardboard boxes
L1428[17:41:31] <gigaherz> gerhard: ofc,
it would be silly not to publish on curse
L1429[17:41:41] <gigaherz> it much more
user-friendly than browsing the mc forums
L1430[17:41:49] <gigaherz> and you get
tips from it
L1431[17:41:55] <gerhard> Oh I was asking
if thats your username
L1432[17:41:56] <gigaherz> without those
horrible adfly pages
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L1434[17:42:00] <gigaherz> Oh
L1435[17:42:01] <gigaherz> yes
L1436[17:42:22] <kenzierocks> where do
you find your points anyways?
L1438[17:42:33] <gigaherz> kenzierocks:
on the curseforge page
L1439[17:42:33] <gerhard> Huh. I haven't
heard of your mods and you have 80k downloads each? damn
L1440[17:42:36] <gigaherz> "Reward
store"
L1441[17:42:48] <gerhard> Then again I
usually don't see many of the mods that aren't in packs or showed
off on the subreddit
L1442[17:42:48] <gigaherz> gerhard:
happens ;p
L1443[17:42:55] <kenzierocks> right,
curse != curseforge
L1444[17:42:57] <gerhard> Are yours new
with 1.8/1.9?
L1445[17:42:58] <kenzierocks> well
L1446[17:43:01] <kenzierocks> that's not
true
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L1448[17:43:18] <gigaherz> curse is a
frontend for curseforge
L1449[17:43:24] <kenzierocks> gigaherz: i
have a whole 16 points :D
L1450[17:43:29] <shadowfacts> is it sad
that my most popular mod is A) simple AF B) a simple port of a
1.7.10 mod's feature?
L1451[17:43:30] <gigaherz> heh
L1452[17:43:39] <gigaherz> shadowfacts:
not really
L1453[17:43:41] <williewillus> not really
if its popular its popular
L1454[17:43:42] <williewillus> :P
L1455[17:43:43] <gerhard> Oh okay the
reason I don't recognize your mods is that the last pack I played
was IE:E :P
L1456[17:43:48] <gigaherz> there's a
trend with modern mc
L1457[17:44:00] <gigaherz> to make small
mods that serve one purpose well
L1458[17:44:02] <williewillus> towards
unix-y utilities
L1459[17:44:08] <williewillus> knew you
were gonna say that hehe
L1460[17:44:36] <gigaherz> completely
opposite to the 1.7 mods
L1461[17:44:38] <gerhard> Yeah not many
big content mods in 1.9 yet it seems. I think Roots is the only
'big flashy new' mod I've seen.
L1462[17:44:41] <shadowfacts> I'm all for
unix philosophy but it's a port of an OpenBlocks feature
L1463[17:44:48] <kenzierocks> gigaherz: i
feel like I would have a lot more points if worldedit was
recognized as written partially by me
L1465[17:44:51] <gigaherz> which were
massive monolithic self-contained "megamods"
L1466[17:44:52] <williewillus> idk what
roots is
L1467[17:44:54] <shadowfacts> 4 classes
and almost 100k downloads
L1468[17:44:56] <williewillus> did it pop
up in the last month or two?
L1469[17:45:06] <williewillus> I haven't
been playing much this summer
L1470[17:45:08] <gigaherz> kenzierocks:
well
L1471[17:45:13] <gigaherz> when you setup
a project
L1472[17:45:17] <gerhard> Yeah, it's been
all over the subreddit :P It's like a druidic magic mod by
elucent
L1473[17:45:17] <gigaherz> you can add
people as contributors
L1474[17:45:20] <kenzierocks> yea
L1475[17:45:22] <gigaherz> and they
receive a fraction of the points
L1476[17:45:31] <kenzierocks> except sk
has not been on irc for ages
L1477[17:45:31] <gigaherz> so blame
whoever "owns" worldedit ;P
L1478[17:45:33] <kenzierocks> so
lol
L1479[17:45:48] <williewillus>
elucent...what other mods have they made it sounds familiar\
L1480[17:45:53] <kenzierocks> thanks for
mentioning points
L1481[17:46:02] <kenzierocks> i feel
inspired to go finish a mod now
L1482[17:46:03] <shadowfacts> I've got
three other 1.10 mods that are interesting and relatively unique
but the biggest one of those only has 7k downloads :V
L1483[17:46:08] <gigaherz> heh
L1484[17:46:14] <gerhard> Only 4
repositories on github but I think elucent contributes or
contributed to Botania
L1485[17:46:15] <shadowfacts> and the one
of those three that's my favorite has the least downloads of the
three
L1486[17:46:16] <gigaherz> shadowfacts:
link? ;P
L1490[17:46:37] <shadowfacts> I can't be
arsed to link them all
L1491[17:46:45] <gigaherz> I thought that
one was an interesting idea
L1492[17:46:48] <gigaherz> to make
earlygame different
L1493[17:46:52] <gigaherz> but no one
likes it XD
L1494[17:47:14] <gigaherz> "no
one" ;P
L1495[17:47:14] <shadowfacts> people
don't like it because it's difficult :P
L1496[17:47:21] <gigaherz> it's not
really difficult
L1497[17:47:36] <shadowfacts> (which is
wierd because people love IE(S))
L1498[17:47:40] <gigaherz> it make
cobblestone a real material rather than disposable garbage
L1499[17:47:50] <gigaherz> and it makes
sticks be something you worry about
L1500[17:47:52] <gerhard> Survivalist
looks like something that would show up in one of jaded's
packs
L1501[17:47:53] <shadowfacts> apparently
people prefer microcrafting to actually interesting mechanics
L1502[17:48:45] <gigaherz> the mod does
lack some machine to make sticks from planks later in the game, but
it's not something that is that BAD
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L1507[17:51:36] ***
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L1510[17:52:40] <SparkVGX> So
confused
L1511[17:52:51] <SparkVGX> the below if
statement doesn't evaluate to true
L1512[17:53:13] <SparkVGX> but the
elements im comparing are equal O.o
L1513[17:53:15] <gigaherz> there's a
warning mark on ==
L1514[17:53:19] <SatanicSanta> SparkVGX:
Use equals()
L1515[17:53:20] <gigaherz> what does it
say?
L1516[17:53:30] <SatanicSanta> SparkVGX:
assuming those are strings
L1517[17:53:35] <gigaherz> chances are it
will warn you that comparing strings with ==
L1518[17:53:36] <gigaherz> won't
work
L1519[17:53:40] <gigaherz> since
"A" != "A"
L1520[17:53:44] <gigaherz> they are
different instances of A
L1521[17:53:53] <gerhard>
.equals()?
L1522[17:53:54] <diesieben07> well, if
you have two literals they are not
L1523[17:54:01] <gigaherz> well string
pooling and all
L1524[17:54:01] <gigaherz> but
L1525[17:54:02] <williewillus> yeah
constant pool
L1526[17:54:05] <williewillus> but thats
beside the point
L1527[17:54:09] <gigaherz> "AB"
!= ("A"+"B")
L1528[17:54:14] <SatanicSanta> gerhard:
String#equals(otherstring)
L1529[17:54:20] <gerhard> Yeah
L1530[17:54:44] <gerhard> Isn't ==
usually like 'same object' while .equals compares the data
L1531[17:54:50] <gigaherz> in
Java,yes
L1532[17:55:02] <gigaherz> but it's
confusing for anyone who comes from C#,
L1533[17:55:07] <SatanicSanta> or
Ruby
L1534[17:55:09] <gigaherz> because in C#,
== compiles into .Equals
L1535[17:55:14] <gigaherz> and you have
to use Object.ReferenceEquals
L1536[17:55:16] <SatanicSanta> Ruby is
particularly confusing in this respect
L1537[17:55:18] <gigaherz> for the
java-style comparison
L1538[17:55:25] <kenzierocks> gigaherz:
actually, "AB" == ("A"+"B")
L1539[17:55:30] <SatanicSanta> since in
most objects, ==, eql?, and equal? are aliases for each other
L1540[17:55:36] <kenzierocks> compiler
inlines addition of constants
L1541[17:55:38] <gigaherz> kenzierocks:
pretend they aren't compile-time constants
L1542[17:55:48] <gerhard> Oh hey no
wonder I mess that up sometimes :P My internships have been C# /
ASP.NET web development
L1543[17:56:00] <kenzierocks> gigaherz:
or you could type "AB" !=
"A".concat("B") :P
L1544[17:56:06] <SparkVGX> Oh right. It
works sometimes, which confused me, but if this is a java thing, im
happy to change if it makes it work haha
L1545[17:56:15] <SatanicSanta> I mess it
up a lot because of the Ruby thing I just mentioned :P Thankfully
my IDE yells at me when I do it wrong, so I can immediately fix
it.
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L1547[17:57:05] <gigaherz> SparkVGX: when
the compiler gives you a warning
L1548[17:57:07] <gigaherz> read it.
L1549[17:57:12] <gigaherz>
compiler/IDE
L1550[17:57:19] <SatanicSanta> SparkVGX:
== determines reference equality (same object), and equals()
compares value equality
L1552[17:58:29] <williewillus> yeah thats
an unfortunate thing with caps + mojang's annotations
L1553[17:58:30] <gerhard> i love when the
minecraft source has useful variable names like "double
d0" and "double d1"
L1554[17:58:39] <williewillus> thats a
decompiler for you
L1555[17:58:40] <williewillus> :P
L1556[17:58:44] <gerhard> Yeah I know
:P
L1557[17:58:52] <SparkVGX> flag3 is a
particular favorite of mine :)
L1558[17:59:08] <williewillus> whats rage
inducing is when mods copy vanilla and don't make note of it
L1559[17:59:13] <gerhard> Who could
forget _stuff_13412341
L1560[17:59:16] <SatanicSanta>
williewillus: Yes.
L1561[17:59:16] <williewillus> TF has so
many instances of this
L1562[17:59:24] <williewillus> and I have
to dig in 1.7 to see what it copied and what they changed
L1563[17:59:38] <SatanicSanta>
williewillus: The main mod I maintian now has a shit ton as
well
L1564[17:59:51] <williewillus> then I
stick a huge "[VANILLACOPY] OF ENTITYBAT#WHATEVER. CHANGES
NOTED" on it
L1565[17:59:53] *
gigaherz goes back to reading
L1566[17:59:59] <williewillus> and
comment every single change from vanilla
L1567[18:00:07] <williewillus>
SatanicSanta: which mod?
L1568[18:00:19] <SatanicSanta>
williewillus: Flaxbeards Steam Power
L1569[18:00:35] <williewillus> oh? I
thought he's stil active
L1570[18:00:42] <SatanicSanta> nope
L1571[18:00:50] <SatanicSanta> not for
around 2 years now
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L1573[18:00:56] <williewillus> 0.o
L1574[18:01:08] <williewillus> oh another
pet peeve is commented code in the source
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L1576[18:01:14] <williewillus> just
remove it git exists for a reaosn
L1577[18:01:23] <SatanicSanta> heh
L1578[18:01:53] <kenzierocks>
williewillus: personally, for some large classes i know I might
want to re-enable later, i comment them out
L1579[18:02:02] <williewillus> or at
least put a comment on it
L1580[18:02:04] <kenzierocks> just so
that i don't have to trawl git to find it
L1581[18:02:18] <williewillus> theres
comemented stuff everywhere in TF :P
L1582[18:02:23] <williewillus> I evefn
found a line referencing modloader
L1583[18:02:38] <SatanicSanta>
williewillus: It's especially bad when it doesn't even use block
comments
L1584[18:02:44] <SatanicSanta> that just
makes my eyes burn
L1585[18:02:50] <williewillus> well at
least there are comments
L1586[18:03:05] <williewillus> pet peeve
3 - overcommenting
L1587[18:03:20] <SatanicSanta> I mean the
"commented code in the source" -> when that doesnt use
block comments
L1588[18:03:25] <williewillus> / Now
break the block!
L1589[18:03:26] <williewillus>
world.setBlockToAir(pos);
L1590[18:03:28] <RANKSHANK>
overcommenting only belongs in an API :P
L1591[18:03:29] <williewillus> oh
lol
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L1593[18:03:41] <williewillus> *//
L1595[18:05:32] <RANKSHANK> eww
L1596[18:05:38] <williewillus> how did
you find an exact line lol;
L1597[18:05:48] <SatanicSanta> I just
searched the repo for "setblocktoair"
L1598[18:05:51]
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L1599[18:05:58] <SatanicSanta> because I
knew I had seen something exactly like what you complained about in
that repo
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L1601[18:06:07] <SatanicSanta> first I
searched for literally "now break the block" but didnt
find it
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L1603[18:09:19] <kenzierocks>
williewillus: i have a question
L1604[18:09:23] <williewillus> ?
L1605[18:09:31] <kenzierocks> if i have
an entity, can i render it as if it were a block in the
world?
L1606[18:09:43] <kenzierocks> i.e. full
shadows, lighting, etc.
L1607[18:09:57] <SatanicSanta> Vanilla
does it IIRC
L1608[18:10:00] <SatanicSanta> that new
ender mob
L1609[18:10:03] <williewillus> thats not
specific to blocks is it?
L1610[18:10:03] <kenzierocks>
fallingblock entity doesnt do lighting
L1611[18:10:10] <williewillus> it
doesnt?
L1612[18:10:18] <kenzierocks> not in
1.8.9 it didn't
L1613[18:10:21] <williewillus> if i drop
sand at night it's fullbright?
L1614[18:10:23] <kenzierocks> don't think
it's changed
L1616[18:10:44] <williewillus> i doubt it
doesnt do lighting people would notice very prominently if falling
sand was fullbright esp at night
L1617[18:10:57] <kenzierocks> hmm
L1618[18:10:58] <williewillus> but either
way falling sand just calls the block render methods so
L1619[18:11:01] <kenzierocks> yea you're
right
L1620[18:11:17] <kenzierocks> maybe i was
just a screwup
L1621[18:11:22] <kenzierocks> i remember
that being a problem
L1622[18:11:28] <williewillus> probably
was
L1623[18:11:29] <williewillus> in the
past
L1624[18:14:32] <kenzierocks> i /really/
need to work on that boilerplate mod library
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L1626[18:14:57] <kenzierocks> passing
back updates to utility classes between mods is not sustainable
:(
L1627[18:15:42] <williewillus> just
extract it all :P
L1628[18:15:43] <williewillus> then
shade
L1629[18:16:47] <SatanicSanta> Is it
actually possible to modify the rotation of a block that uses a
block model JSON and not a ModelBase class? I've looked in Vanilla
and some other mods that are completely ported to 1.9, and they all
seem to use ModelBase for the blocks that are rendered with a
TESR
L1630[18:17:03] <williewillus> rotation
how so
L1631[18:17:15] <williewillus> most of
botania's TESR
L1632[18:17:20] <williewillus> 's can be
made into json
L1633[18:17:25] <williewillus> but
they're just modelbase because that's how its been
L1635[18:17:48] <williewillus> I mean the
shapes can be made into json the actual rendering has animation
that needs tesr
L1636[18:18:06] <SatanicSanta>
williewillus: Yeah, I have the JSON working perfectly
L1637[18:18:21] <williewillus> well you
can render model system models from a tesr easily
L1638[18:18:25] <williewillus> and you
still have direct gl access
L1639[18:18:36] <williewillus> so
modelbase and new system are equivalent in this case
L1641[18:18:58] <SatanicSanta>
williewillus: I've so far been unsuccessful in finding how to do
that correctly
L1642[18:19:06] <williewillus> do
what
L1643[18:19:15] <SatanicSanta> [16:18:52]
<williewillus> well you can render model system models from a
tesr easily
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L1645[18:19:29] <williewillus> what you
have right there should work
L1646[18:19:47] <williewillus>
actually
L1647[18:19:50] <SatanicSanta> That code
is being executed at the correct times, specifically those if
statements, and its rotation doesn't change at all
L1648[18:19:52] <williewillus> change
that to renderModelBrightness
L1649[18:20:00] <williewillus> the one
that just takes state + float
L1650[18:20:26] <SatanicSanta> erm
L1651[18:20:53] <williewillus> that
renderModel is kinda internal and expects you to setup the tess
iirc
L1652[18:20:59] <SatanicSanta>
BlockModelRenderer#renderModelBrightness?
L1653[18:21:02] <williewillus> yes
L1654[18:21:39] <SatanicSanta> I shall
try that
L1655[18:21:41] <williewillus> oh it
takes some more params
L1656[18:21:47] <SatanicSanta> yeah,
thats why I was confused :P
L1657[18:21:58] <williewillus> ohh taht
one I'm thinking of is in anther class
L1658[18:22:10] <williewillus> the one
endermen/tnt/fallingsand use is in BlockRenderDispatcher
L1659[18:22:16] <williewillus>
renderBlockBrightness
L1660[18:22:29] <williewillus>
*BlockRendererDispatcher
L1661[18:23:03] <SatanicSanta> should I
pass just a hardcoded float with a value of 1? or should i get the
float value form somewhere
L1662[18:23:56] <williewillus> enderman
render just passes 1 but it changes the lightmap beforehand. try 1
first and see if it looks right at low light
L1663[18:24:08] <williewillus> (I'm
looking at LayerHeldBlock class)
L1664[18:24:56] <kenzierocks>
williewillus: do you know if it's possible to make an entity block
lava flow?
L1665[18:25:25] <williewillus> probably
not
L1666[18:25:39] <kenzierocks>
hmmm....
L1667[18:26:00] <kenzierocks> whatever,
i'll let it slide
L1668[18:26:11] <kenzierocks> time to rip
out this block<->entity conversion code
L1669[18:26:21] <kenzierocks> piece of
sync trash
L1670[18:28:41] <williewillus> !gm
func_145903_a
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L1675[18:36:44] <SparkVGX> what event
does an item entity on the ground tick on?
L1676[18:37:28] <williewillus> none it
has a callback to Item
L1677[18:37:41] <williewillus>
Item.onEntityItemUpdate calls every time a entityitem with that
item inside ticks
L1678[18:37:43] <williewillus> otherwise
nothing
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L1680[18:38:12] <KnightMiner> Entities
have an on ground field if you need to check against that in your
item class
L1682[18:39:14] <SatanicSanta> also no
rotation
L1683[18:39:27] <williewillus> did you
disable the old renders?
L1684[18:39:32] <SatanicSanta> old
renders?
L1685[18:39:52] <williewillus> youre
obviously rendering it twice right? (or is that supposed to be the
single block's model :P)
L1686[18:40:45] <SatanicSanta> its
supposed to be a single block's model
L1687[18:41:49] <williewillus>
code?
L1688[18:42:18] <SatanicSanta> what
specifically? I don't really like pushing to git if the thing I'm
working on doesn't work
L1689[18:42:24] <SatanicSanta> but im
fine with posting it on gist/pastee
L1690[18:42:42] <williewillus> the render
code :P
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L1694[18:45:08] <SatanicSanta>
(renderLiquid is pretty irrelevant because until #3092 gets merged,
or I do reflection stuff, the crucible cant get filled)
L1695[18:45:09] <williewillus> oh heh did
you disable the static model from rendering?
L1696[18:45:20] <williewillus> youre
probably seeing two because the json is rendering + the tesr is
too
L1697[18:45:59] <SatanicSanta> I figured
that was the case, but why wouldnt they be in the same place?
L1698[18:46:14] <williewillus> you rotate
your TESR version before rendering right? :P
L1699[18:47:14] <williewillus> either way
override Block.getRenderType(IBlockState state) to return
ENTITYBLOCK
L1700[18:47:25] <williewillus> which
forces TESR and disables static render
L1701[18:47:35] <williewillus> the
default is MODEL which allows both
L1702[18:47:40] <SatanicSanta>
ENTITYBLOCK_ANIMATED?
L1703[18:47:45] <williewillus> yeah
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L1705[18:53:18] <SatanicSanta> hrm
L1706[18:53:36] <SatanicSanta> well,
moved the renderBlockBrightness call to after the rotation stuff,
changed the rendertype, aaand it's invisible :|
L1707[18:54:41] <kenzierocks> uh,
williewillus?
L1708[18:54:45] <williewillus> wat
L1709[18:54:57] <kenzierocks> do you know
if i can send a new NBT tag for an entity?
L1710[18:55:23] <williewillus> what do
you mean
L1711[18:55:40] <kenzierocks> on the
server, i have entity A
L1712[18:55:47] <kenzierocks> A's NBT tag
changes
L1713[18:55:55] <kenzierocks> how do I
send that change to the client
L1714[18:56:04] <williewillus> entities
don't exist as NBT in memory
L1715[18:56:05] <kenzierocks> there used
to be a packet i could use
L1716[18:56:11] <kenzierocks> i know
that
L1717[18:56:30] <williewillus> thus its
"NBT tag changes" isn't a possible thing :P
L1718[18:56:42] <kenzierocks> well
L1719[18:56:46] <williewillus> entity
syncing is either through datawatcher or you're on your own
L1720[18:56:49] <kenzierocks> the data
used to write it
L1721[18:56:51] <kenzierocks> oh
L1722[18:56:52] <kenzierocks> ok..
L1723[18:56:57] <kenzierocks> guess i'll
try datawatcher
L1724[18:57:30] <williewillus>
datawatcher auto syncs stuff from server to client, but it's not
perissted to NBT by default if you want it to last between sessions
you have to save it yourself
L1725[18:58:18] <kenzierocks> is there
datawatcher docs?
L1726[18:58:31] <SatanicSanta>
williewillus: by "you rotate your TESR version before
rendering right? :P" you mean that I should call
renderBlockBrightness after modifying the rotation, correct?
L1727[18:58:32] <williewillus> vanilla
entities
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L1729[18:58:47] <williewillus> its not
super complex so the vanilla entities should be good enough
examples
L1730[18:59:06] <williewillus>
SatanicSanta: i meant that as a question, now that you have gl
access just do whatever transforms you need so it looks right
:P
L1731[19:00:05] <SatanicSanta> ah
L1732[19:01:07] <williewillus> whoah
wat
L1733[19:01:13] <williewillus> i did not
know this
L1734[19:01:22] <williewillus> sheep use
crafting recipes to determine color mixing for breeding
L1735[19:01:25] <williewillus> that seems
a bit....flaky
L1736[19:02:07] <williewillus> red +
yellow sheep breed. MC just sticks red dye and yellow dye in a
crafting inventory and grabs the result's color :P
L1737[19:02:32] <kenzierocks> uh
yes
L1738[19:02:38] <kenzierocks> that's how
it's worked for a long time
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L1740[19:02:41] <SatanicSanta> so
uh
L1741[19:02:41] <kenzierocks> kinda
terrible
L1742[19:02:49] <williewillus> TIL
L1743[19:02:57] <SatanicSanta> hrm
L1744[19:03:00] <kenzierocks> not only
that williewillus
L1745[19:03:09] <kenzierocks> but it
creates a new crafting helper to do it
L1746[19:03:11] <kenzierocks> for each
sheep
L1747[19:03:15] <kenzierocks> or it used
to at least
L1748[19:03:24] <williewillus> still
does
L1749[19:03:29] <kenzierocks> yep
:D
L1750[19:03:43] <williewillus> its either
genius or terrible
L1751[19:04:59] <SatanicSanta> lmao
L1752[19:08:12] <RANKSHANK> I may just
put my money on terrible
L1753[19:08:17] <RANKSHANK> I'm a risk
taker ;D
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L1757[19:15:15] <kenzierocks>
williewillus: what's the best way to store a blockstate in
NBT?
L1758[19:15:21] <kenzierocks> block name
+ meta?
L1759[19:15:35] <williewillus> yeah
L1760[19:15:44] <kenzierocks> state ID
would not be better?
L1761[19:16:03] <williewillus> that's
storing number block id's
L1762[19:16:11] <williewillus> registry
name would be safer
L1763[19:16:16] <kenzierocks> yea, but
those are tied to the world right?
L1764[19:16:27] <williewillus> number
block ID's are
L1765[19:16:30] <williewillus> registry
names aren't
L1766[19:16:36] <kenzierocks> yea
exactly
L1767[19:16:43] <williewillus> so use
registry names :P
L1768[19:16:45] <kenzierocks> so in an
entity, I can store a state ID
L1769[19:16:49] <kenzierocks> and it
would be fine
L1770[19:17:11] <williewillus> i still
wouldn't recommend it for example mojang's projectiles now store it
as a string
L1771[19:17:25] <kenzierocks> ok
L1772[19:18:07] <williewillus> in memory
store it as IBlockState, in NBT just write
state.getBlock().getRegistryName().toString() and
state.getBlock().getMetaFromState(state)
L1773[19:18:23] <SatanicSanta>
williewillus: Alright, so it has nothing to do with when I call
renderBlockBrightness. Setting the render type from MODEL to
ENTITYBLOCK_ANIMATED causes the block to be invisible :'(
L1774[19:18:51] <williewillus> idk
:P
L1775[19:19:06] <williewillus> it works
for me and vanilla and lots of people, idk exactly what could be
going wrong
L1776[19:19:31] <williewillus> is it
rendering and your gl transforms are just off so its
invisible?
L1777[19:20:04] <SatanicSanta> The only
transforms I changed from the 1.7 code were some redundant scale
calls
L1778[19:20:17] <williewillus> it
probably needs to be different
L1779[19:20:30] <williewillus> modelbases
and baked models have different origin points
L1780[19:20:53] <williewillus> first of
all breakpoint in there and see if its getting called
L1781[19:21:07] <SatanicSanta> it
is
L1782[19:21:30] <williewillus> show code
if youve changed it since i last tsaw
L1784[19:23:01] <williewillus> what
happens if you take all the rotates out (leave the translate at the
top)
L1785[19:23:19] <SatanicSanta> including
the first one?
L1786[19:23:25] <SatanicSanta>
GlStateManager.rotate(90F * (facingOrdinal + (facingOrdinal % 2 *
2)), 0F, 1F, 0F);?
L1787[19:23:43] <williewillus> yes
L1788[19:24:01] <SatanicSanta> lets
see...
L1789[19:26:23] <SatanicSanta> no
difference, invisible
L1790[19:26:32] <williewillus>
?shrug
L1791[19:26:42] <williewillus> it should
work I use it in botania so idk whats wrong :/
L1792[19:26:47] <williewillus>
actually
L1793[19:26:54] <williewillus> comment
out renderLiquid I'm curious
L1794[19:27:08] <williewillus>
renderLiquid looks sketchy so it might be interfering with
something
L1795[19:27:09] <williewillus> idk
L1796[19:27:18] <SatanicSanta> i dont
think that should get called
L1797[19:27:30] <SatanicSanta> but i
guess ill try
L1798[19:28:28] <SatanicSanta> iirc I
commented out the code that actually "inserts" liquids
into the crucibleliquid, because it has to do with EntityItem
pickup delay which we don't have access to anymore
L1799[19:29:31] <SatanicSanta>
williewillus: no difference :|
L1800[19:31:14] <SparkVGX> would I use
onPlayerStoppedUsing for an item that I want having a right click
effect?
L1801[19:31:37] <williewillus> right
click effect when
L1802[19:31:53] <williewillus>
onPlayerStoppedUsing is called when you have a long term right
click effect but don't hold until it finishes
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L1805[19:32:15] <williewillus> its useed
mainly for bows in vanilla since you never "finish"
holding it
L1806[19:32:24] <williewillus> and
stopping partially firesd a partially charged arrow
L1807[19:34:55] <SparkVGX> ah okay. I
just want simple right click, shift right click function
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L1809[19:36:24] <williewillus>
onItemRightClick for that
L1810[19:36:46] <SparkVGX> O.O how did I
not see that!
L1811[19:36:50] <SatanicSanta>
HAHA!
L1812[19:36:54] <SatanicSanta> it looks
fucking strange
L1813[19:36:59] <SatanicSanta> but it
tilts!
L1814[19:37:08] <SparkVGX> I will blame
the accidental match case setting when I was searching for it
L1815[19:37:09] <SatanicSanta> (and that
duplicate crucible thing is still a thing)
L1816[19:37:53] <williewillus> oh
h,
L1817[19:38:06] <williewillus> i think i
know the issue lol
L1818[19:38:11] <williewillus> my
fault
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L1821[19:38:40] <williewillus> that
renderBlockBrightness takes full consideration of render type. If
you give it a tesr block it uses the tesr. I'm surprisesd you
didn't stackoverflow when doing that 0.o
L1822[19:38:57] <SatanicSanta> huh?
L1823[19:39:14] <RANKSHANK> lol
L1824[19:39:25] <williewillus>
renderBlockBrightness uses tesrs when the block is marked
ENITYBLOCK
L1825[19:39:34] <williewillus> which
means it should've stack overflowed when you did it
L1826[19:39:42] <SatanicSanta> ah
L1827[19:39:55] <williewillus> actually
no it doesnt it uses the TEISR >_<
L1828[19:39:59] <williewillus> that
explains the invisibility
L1829[19:40:10] <williewillus> youll have
to grab the ibakedmodel and render it manually sorry
L1830[19:40:27] <SatanicSanta> yep, doing
that now
L1831[19:40:32] <SatanicSanta> took a
look at the botania cocoon
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L1835[19:41:56] <williewillus> yeah
bakedmodel rotate from the corner
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L1837[19:42:09] <williewillus> *i mean
their origin is at the corner
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L1840[19:44:10] <killjoy> I should
probably reset my router
L1841[19:44:40] <SparkVGX> perhaps
L1842[19:45:18] <williewillus> how can I
profile what methods/calsses are allocating memory the most?
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L1849[19:51:39] <kenzierocks>
williewillus: visualvm?
L1850[19:51:52] <williewillus> it doesnt
tell you that
L1851[19:52:06] <williewillus> it just
tells you what classes occupy how much percent of the heap
L1852[19:52:29] <williewillus> I want a
profiler that says "this method from class X is allocating the
most memory every Y ms"
L1853[19:52:30] <kenzierocks> ah
L1854[19:52:33] <kenzierocks> i see
L1855[19:52:47] <kenzierocks> unrelated,
do you know what happened to StatCollector?
L1856[19:53:08] <williewillus> turned
into I18n then got deprecated
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L1858[19:53:17] <kenzierocks> i see
L1859[19:53:17] <williewillus> don't use
it usethe clientside I18n wheenver possible
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L1861[19:58:53] <kenzierocks>
williewillus: is there a way to get back on the MC thread from an
IMessageHandler?
L1862[19:59:06] <kenzierocks> i somehow
have code to do that
L1863[19:59:14] <kenzierocks> not sure if
it is required anymore?
L1864[19:59:15] <williewillus> you can
add a task that executes at the start of the next tick
L1865[19:59:18] <williewillus> it
is
L1866[19:59:28] <kenzierocks> except this
is really hard to do on the server
L1867[19:59:32] <kenzierocks> b/c no
static server instance
L1868[19:59:59] <kenzierocks> suppose
i'll get it from FMLServerHandler
L1869[20:00:01] <williewillus> on client
side Minecraft.getMinecraft().addScheduledTask on server side
ctx.getServerHandler().playerEntity.mcServer.addScheduledTask()
L1870[20:00:02] <kenzierocks> kinda
ugly
L1871[20:00:07] <williewillus> dont need
it
L1872[20:00:08] <williewillus> ^
L1873[20:00:27] <kenzierocks> oh
L1874[20:00:36] <kenzierocks> whoops i
totally missed that
L1875[20:01:45] <williewillus> when you
pass a string to class.forname
L1876[20:01:55] <williewillus> for a
static iner enum is it Outer$Inner
L1877[20:01:59] <williewillus> or
Outer.Inner
L1878[20:03:05] <williewillus> !gm
PlayerInteractionManager.getGameType
L1879[20:03:12] <williewillus> !gm
PlayerInteractionManager.getGameType 1.9.4
L1880[20:03:36] <kenzierocks> pretty sure
it's $
L1881[20:04:22] <kenzierocks>
williewillus: whatever Class#getName returns
L1882[20:04:27] <kenzierocks> they're
opposities
L1883[20:04:37] <williewillus> that
doesnt really help lol
L1884[20:05:00] <williewillus> !gm
GameType.isSurvivalOrAdventure
L1885[20:05:06] <williewillus> !gm
GameType.isSurvivalOrAdventure 1.9.4
L1886[20:05:17] <williewillus> !gm
WorldSettings$GameType.isSurvivalOrAdventure 1.9.4
L1887[20:06:26] <kenzierocks> > Each
member class, member interface, and array type may have a fully
qualified name:
L1888[20:06:42] <kenzierocks> > the
fully qualified name of M consists of the fully qualified name of
C, followed by ".", followed by the simple name of
M.
L1889[20:06:57] <kenzierocks> (C is
containing class, M is member/inner class)
L1890[20:07:01] <kenzierocks> so it's a
.
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L1893[20:08:55] <IdleGandalf> does
something similar to markBlockForUpdate still exists in 1.10?
L1894[20:09:51] <williewillus>
notifyBlockUpdate
L1895[20:10:42] <IdleGandalf> ah okay,
ty
L1896[20:14:29] <RANKSHANK> I swear my
IRecipes always end up being massive garblefucks of things... I'd
almost swear I was riding the balmers peak for each
implementation
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L1898[20:17:45] <killjoy1> when designing
a server bridge mod/plugin, would it be better to have a single
server controller or use p2p
L1899[20:20:20] <williewillus> so it was
$1
L1900[20:20:22] <williewillus> not
.
L1901[20:20:54] <killjoy1> maybe I should
have the option for both?
L1902[20:23:13] <SparkVGX> yes
L1903[20:23:28] <SparkVGX> lol
L1904[20:24:27] <killjoy1> My idea is
that several servers can share certain things without needing a
proxy like bungeecord
L1905[20:24:44] <williewillus> !gm
func_190200_a
L1906[20:24:53] <killjoy1> chat, bans,
etc
L1907[20:25:58] <killjoy1> How would a
p2p irc work?
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L1910[20:31:46] <illy> killjoy1: I had
and Idea for that using JGroups or akka
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L1916[20:37:57] <SparkVGX> willie, does
onItemRightClick happen server side only?
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L1918[20:39:20] <williewillus> no
L1919[20:39:26] <williewillus> both
L1920[20:39:37] <SparkVGX> ty
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L1938[22:24:30] <kenzierocks> what would
be the best way to map an entity->pos?
L1939[22:24:47] <kenzierocks> essentially
i'm trying to "link" a bunch of entities together
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L1948[22:47:44] <RANKSHANK> kenzierocks
what sort of link? and what sort of entites? are they static?
L1949[22:47:56] <kenzierocks> i have this
concept of a "machine"
L1950[22:48:01] <kenzierocks> it's
controlled by a central CPU
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L1952[22:48:27] <kenzierocks> all
entities need to ensure that if they are connected (via blockfaces)
to something that either is a CPU or is connected to a CPU
L1953[22:48:32] <kenzierocks> they
connect to the same machine
L1954[22:48:39] <kenzierocks> these
entities look like blocks
L1955[22:48:53] <kenzierocks> except, of
course, that they're not, they have custom entity-related
code
L1956[22:48:56] <kenzierocks> they can
move
L1957[22:49:15] <kenzierocks> so the link
is not anything tangible in the world
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L1959[22:49:20] <kenzierocks> except that
it's a block face
L1960[22:49:33] <RANKSHANK> well if their
positions aren't static it's going to be a pita
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L1962[22:49:54] <kenzierocks> well,
placement is the only thing that needs to make links
L1963[22:50:12] <kenzierocks> since
placement/destruction is not allowed when on non-block-coord
positions
L1964[22:50:19] <kenzierocks> or at least
that's what i'd like
L1965[22:50:49] <RANKSHANK> well I guess
each entity can have an initial blockpos saved then and you can use
that to map
L1966[22:51:16] <kenzierocks> yea, just
going to be hard because i need to get all entities within
such-and-such a range
L1967[22:51:27] <kenzierocks> i was
thinking maybe doing tileentity<->entity conversions
L1968[22:51:42] <kenzierocks> that way
the links are made in tileentity mode, and then movement is handled
by entities
L1969[22:52:01] <kenzierocks> and the
tiles can hold a UUID reference to the entity they convert to (all
the entities stay spawned)
L1970[22:52:49] <RANKSHANK> so the tiles
are constants then?
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L1972[22:54:47] <kenzierocks> not
constants
L1973[22:54:56] <kenzierocks> just
there
L1974[22:55:01] <kenzierocks> for the
build phase
L1975[22:55:05] <kenzierocks> then they
get destroyed
L1976[22:56:23] <RANKSHANK> so then the
entities are staticly bound to the same distances as the tiles
were?
L1977[22:56:29] <RANKSHANK> kinda like a
vehicle?
L1978[22:57:31] <kenzierocks> i guess,
yea
L1979[22:58:57] <RANKSHANK> do you have a
master tile then?
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L1981[23:02:48] <kenzierocks> the
CPU
L1982[23:03:34] <RANKSHANK> that's where
you'll create your master entity that'll hold the references to and
update all the slave entities
L1983[23:04:04] <RANKSHANK> you'll only
need UUID for saving/loading really since you can keep a reference
to the slaves during runtime
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L1985[23:05:24] <RANKSHANK> translate the
positions to offsets and it'll make your life easier. the only
painful bit will be rotation transforms but you can use some radian
plotting for that
L1986[23:07:04] <kenzierocks> have to
store UUID to sync to client
L1987[23:09:11] <RANKSHANK> just for the
initial load though, once the client has the master constructed the
master can update through its references
L1988[23:10:49] <SparkVGX> is there a
setting or nbt i have to make for the shiny enchantment look for
items?
L1989[23:11:07] <RANKSHANK>
Item.hasEffect
L1990[23:11:20] <RANKSHANK> or are you
talking about custom enchantment looks?
L1991[23:11:39] <SparkVGX> like when you
normally enchant an item, it gets that sheen afterwards
L1992[23:11:50] <SparkVGX> I want to
apply that
L1993[23:12:01] <RANKSHANK> custom object
or custom item?
L1994[23:12:16] <SparkVGX> custom
item
L1995[23:12:27] <SparkVGX> not actually
enchanted
L1996[23:12:54] <RANKSHANK> override
Item.hasEffect(ItemStack) to return true
L1997[23:13:43] <SparkVGX> thank you
kindly
L1998[23:14:24] <RANKSHANK> no problemo
brojito
L1999[23:23:49]
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L2003[23:31:20] <SparkVGX> anyone here
familiar with the stormlight archive?
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L2007[23:40:56] <techbrew> Rallias:
JourneyMap uses a tiny embedded webserver called Rupy, a holdover
from the pre-Netty days of Minecraft. I've got a pure Netty impl on
my todo list, but it's never been a top priority.
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L2009[23:42:31] <theFlaxbeard> Is there
any way to get a block's textures (or just particle texture) as a
ResourceLocation?
L2010[23:42:55] <theFlaxbeard> Closest
thing I can find is
BlockRendererDispatcher.getModelForState().getParticleTexture()
which returns a TextureAtlasSprite
L2011[23:43:26] <kenzierocks> you mean
get the raw png file?
L2012[23:43:30] <kenzierocks> as a
resource location?
L2013[23:43:32] <theFlaxbeard> Yes
L2014[23:43:39] <kenzierocks> make it
up?
L2015[23:43:52] <kenzierocks> what are
you doing with the texture
L2016[23:44:14] <theFlaxbeard> Returning
it from a function that returns a ResourceLocation
L2017[23:44:18] <theFlaxbeard> I'm
overriding the function
L2018[23:44:20] <Rallias> techbrew, Cool
beans.
L2019[23:44:36] <kenzierocks> what
function?
L2020[23:44:51] <theFlaxbeard> Subclass
of RenderPlayer, function is getEntityTexture
L2021[23:45:00] <Rallias> So yeah, my
argument stands, that for minecraft modding Idea Ultimate's
enterprise bullshit doesn't benefit any modders.
L2022[23:45:18] <Rallias> There's
probably a couple other things in ultimate that do, but that item
probably not.
L2023[23:45:35] <theFlaxbeard> Wait,
looks like I might be able to make a resource location from the
atlas sprite's iconName property
L2024[23:46:25] <techbrew> I use IDEA for
modding and at work, Rallias, and I only need Ultimate for JEE
stuff.
L2025[23:46:44] <Rallias> Heh.
L2026[23:47:04] <Rallias> I'm too damn
tired to go more specific, but ya know what I mean.
L2027[23:47:25] <SatanicSanta> Rallias:
Why?
L2028[23:47:42] <SatanicSanta> I use IDEA
Ultimate and it's actually benefited me quite a lot since when I
used the community edition
L2029[23:48:25]
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L2030[23:48:29] <Rallias> SatanicSanta,
There's a fair bit of context, but like I said, the enterprise
stuff (JEE, kotlyn, et cetera) isn't too useful.
L2031[23:48:50] <gerhard> Anyone familiar
with the world.SpawnParticle method? It has "int...
parameters" as its last parameter and I don't really know what
these int parameters do
L2032[23:48:59] <techbrew> I haven't read
back on that topic, I'm just saying as somebody who uses both
Ultimate and Community: I agree you don't really need Ultimate for
modding.
L2033[23:49:10] <theFlaxbeard> gerhard:
They determine things like color or item id for the item breaking
particle
L2034[23:49:15] <theFlaxbeard> different
things for different particles
L2035[23:49:16] <Rallias> techbrew,
Honestly, probably not worth it.
L2036[23:49:35] <gerhard> Are these
properties listed anywhere
L2037[23:49:48] <theFlaxbeard> gerhard:
You'll probably have to dig for vanilla usage or look in the
code
L2038[23:51:31] <Rallias> Question. Is
there a quality text-based 1.10.2 tutorial?
L2040[23:52:36] <SparkVGX> nevermind,
just realised I don't use it haha
L2041[23:52:54] <gerhard> hah :P I'm
trying to just use vanilla particles anyway
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L2043[23:53:38] <SparkVGX> I only use
vanilla particles?
L2044[23:54:06] <SparkVGX>
EnumParticleTypes is in the minecraft.util package
L2045[23:54:14] <gerhard> I mean I don't
have like a class and packet, I'm just using worldObj.spawnParticle
with stuff in EnumParticleTypes
L2046[23:54:41] <SatanicSanta> Rallias:
The most useful features that I've used in Ultimate so far for
modding mostly relate to code analysis, like duplicate code
search
L2047[23:54:55] <SatanicSanta> and I've
improved A LOT of code with just those features
L2048[23:55:03] <gerhard> it was working
with WATER_BUBBLE but the bubbles were like flickering at different
sizes
L2049[23:55:14] <SatanicSanta> and you
get it for free as a student along with a ton of other IDEs and
stuff so I dont really mind :P
L2050[23:55:37] <SatanicSanta> and I use
the other ones that dont have free versions a lot more than just
IDEA
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L2052[23:58:54] <SparkVGX> how does one
acquire the free one?
L2053[23:59:16] <TehNut> The free
IDEA?
L2054[23:59:28] <gerhard> its on
intellij's website
L2055[23:59:43] <gerhard> they have like
a student program where you just provide a .edu email address