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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
L196[06:00:04] <gigaherz> http://minecraft.gamepedia.com/Command_Block#Output
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
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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
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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?
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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] ⇦ Quits: CoderPuppy (~cpup@32.218.119.41) (Ping timeout: 384 seconds)
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
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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
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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
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L289[06:44:10] <gigaherz> Naiten: what
L290[06:44:13] <SparkVGX> http://mcforge.readthedocs.io/en/latest/blockstates/introduction/
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
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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
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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 -.-
L325[06:57:12] <Naiten> http://modwiki.temporal-reality.com/mw/index.php/Render_Block_OBJ-1.9
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.' -.-
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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.
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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
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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
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L369[07:40:04] <Naiten> if it incorporates b3d, i assume it only has preset animations
L370[07:40:07] <PaleoCrafter> https://gist.github.com/RainWarrior/964ed4692f4da1fd4964 there's this and the examples in the Forge repo
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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?
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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
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L388[08:05:30] <SparkVGX> am I meant to be having an error in my dev environment for game profile?
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L391[08:06:00] <SparkVGX> https://gist.github.com/SparkVGX/7b6bd52c8b07b30f53359da2fcc11fc5
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
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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
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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
L407[08:13:45] <SparkVGX> So was this error anything to be worried about? https://gist.github.com/SparkVGX/7b6bd52c8b07b30f53359da2fcc11fc5
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
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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);`
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L440[08:49:21] <SparkVGX> night all :)
L441[08:49:30] <williewillus> night
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L445[08:54:03] <williewillus> !gm func_85033_bc
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L452[09:04:20] <DarkS_> hello
L453[09:04:52] <Naiten> Mojang, you wut http://pastebin.com/vLM3NS5h
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
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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
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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
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L486[09:51:24] <FusionLord> whoops had my bool check backwards tried to cast EntityItem to EntityPlayer :P
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L488[09:55:33] <FusionLord> hmmm... the event is firing before the player has been given the Capability :/
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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
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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
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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
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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?
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L543[10:20:40] <FusionLord> ok... yeah Minecraft started and graphics drivers died and wouldn't recover
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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
L550[10:21:54] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/ModelHandle.java
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
L556[10:22:28] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/RenderBall.java#L18
L557[10:22:31] <gigaherz> this is how I use it
L558[10:22:37] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/RenderBall.java#L48
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
L561[10:23:24] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/spellrender/RenderSpell.java#L40
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
L564[10:23:57] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/guidebook/GuiGuidebook.java#L75
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
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L619[10:32:21] <gigaherz> so if you call it with GL11
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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
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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
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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
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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
L663[11:06:38] <diesieben07> or use this: https://git.io/vaZKM
L664[11:06:38] <diesieben07> :D
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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
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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
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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
L685[11:27:23] <FusionLord> hmm.... something isn't right with the playerSkull http://puu.sh/q4Mwb/29a6cbd111.png
L686[11:27:50] <DarkS_> why? I see a very 'creative' skin
L687[11:27:53] <DarkS_> xD
L688[11:28:36] <FusionLord> xD
L689[11:29:37] <FusionLord> the are using the same code >.> different GamerProfiles http://puu.sh/q4MCV/f5657ffa78.png
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
L694[11:31:19] <FusionLord> same profile http://puu.sh/q4MIZ/2ae73e906e.png
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
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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.
L720[11:38:34] <FusionLord> https://gist.github.com/FusionLord/0fa74bd708f3ef256e97fe5bde492e8b#file-guistartup-java-L59
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?
L724[11:39:41] <FusionLord> https://gist.github.com/FusionLord/0431df0cf2d1480c5342851146ea7c89
L725[11:39:49] <FusionLord> the world call the same method as the gui
L726[11:41:02] <FusionLord> s/call/calls
L727[11:41:35] <diesieben07> well this will not work in a GUI for a start: https://gist.github.com/FusionLord/0431df0cf2d1480c5342851146ea7c89#file-tegravesr-java-L69-L70
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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
L744[11:47:36] <Naiten> http://pastebin.com/ZEWM63LF this code creates two lines of 'name' string when i right-click my block once
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
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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?
L782[12:01:20] <Naiten> williewillus, http://pastebin.com/ZEWM63LF one or two lines of "south"
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
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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?
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L792[12:03:51] <FusionLord> williewillus, no https://github.com/FireBall1725/Graves/tree/53f4ce4c61f1a5de2c44dfb52472cf2047b0e1cb/src/main/java/com/fireball1725/graves/common/entity/capabilities
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
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L807[12:09:13] <Naiten> welp
L808[12:09:24] <Naiten> that was the hand thing, thanks
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L810[12:09:59] <Naiten> Mojang, Y U NO separate controls...
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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
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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?
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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
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L858[12:50:42] <gigaherz> Naiten: "assert" is a general programming concept
L859[12:50:52] <sham1> ^
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
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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
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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> -.-
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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
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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)
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L917[13:16:41] <sham1> Well, could they not look at the creative tab code
L918[13:19:48] <shadowfacts> sham1, not really, this isn't a scrolling container it's a scrolling list that can contain any other UI elements: https://github.com/shadowfacts/ShadowMC/blob/1.10.2/src/main/java/net/shadowfacts/shadowmc/ui/element/view/UIListView.java#L82-L91
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
L923[13:22:43] <Ordinastie_> same thing : https://github.com/Ordinastie/MalisisCore/blob/1.9.4/src/main/java/net/malisis/core/client/gui/GuiRenderer.java#L604-L633
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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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()
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L943[13:48:26] <sham1> ^
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
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L949[13:53:06] <sham1> Not MC
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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?
L958[13:58:19] <Ordinastie_> something like that : https://github.com/Ordinastie/MalisisBlocks/blob/1.9.4/src/main/java/net/malisis/blocks/renderer/VanishingCopierRenderer.java#L128
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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
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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
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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
L1014[14:22:22] <AndersBillLind> http://minecraft.gamepedia.com/Zombie Zombies will attack villagers within 42 blocks
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
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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?
L1070[14:33:39] <diesieben07> like... wtf is this: https://marketplace.eclipse.org/sites/default/files/screenshot-windows_v0.8.2.png
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
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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?
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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.
L1136[14:43:45] <OrionOnline> Can somebody tell me what is wrong here: http://pastebin.com/gqSpejBb
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
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L1148[14:46:36] <Naiten> IUnlistedProperty http://pastebin.com/mnmJbwBu BlockTrackBase http://pastebin.com/ZM0uqHwZ ModelTrack http://pastebin.com/1G005JVP
L1149[14:47:07] <Naiten> Ordinastie_, YOU DONT SAY
L1150[14:47:27] <sham1> Hey, no need to get worked up
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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
L1173[14:54:19] <LatvianModder> tterrag: http://pastebin.com/gwNS8DMv
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);
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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.
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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.
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L1217[15:06:06] <sham1> And UDP assuming the datagram gets to the right place
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L1220[15:06:46] <Rallias> TCP = stabbing someone with a sword over and over. UDP = throwing knives at them.
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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
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L1228[15:09:24] <diesieben07> isn't that basically re-inventing TCP though?
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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
L1235[15:10:25] <sham1> http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/
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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L1337[17:06:22] <williewillus> https://github.com/Vazkii/Botania/issues/1101#issuecomment-233205684 screw these people
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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
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L1343[17:08:13] <TehNut> williewillus: https://github.com/HxCKDMS/HxCShards/blob/master/src/main/java/HxCKDMS/HxCShards/HxCShards.java#L32-L35
L1344[17:08:25] <diesieben07> "the customer is always right" - "you are not a customer, bitch. give me money, then we can talk".
L1345[17:08:32] <TehNut> Because I didn't do anything here https://github.com/TehNut/Soul-Shards-The-Old-Ways/issues/18
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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
L1353[17:11:20] <williewillus> diesieben07: oh and screw anyone who renames your mod's file https://github.com/HxCKDMS/HxCCore/commit/14e7351f612909449676caae2edb06edc361fb16#diff-6e880bcf9fa34201a7eeab3f08a00bb4R79
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.
L1362[17:18:39] <gigaherz> I mean on [00:06] (williewillus): https://github.com/Vazkii/Botania/issues/1101#issuecomment-233205684 screw these people
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?
L1437[17:42:28] <gigaherz> http://minecraft.curseforge.com/members/gigaherz/projects
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
L1464[17:44:49] <shadowfacts> http://minecraft.curseforge.com/projects/sleeping-bag
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
L1487[17:46:29] <shadowfacts> http://minecraft.curseforge.com/members/shadowfactsmc/projects
L1488[17:46:31] <gerhard> https://github.com/elucent?tab=repositories
L1489[17:46:36] <gigaherz> shadowfacts: heh see http://minecraft.curseforge.com/projects/survivalist
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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L1509[17:52:37] <SparkVGX> http://puu.sh/q59jH/fcb382cf69.png
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
L1551[17:57:59] <SparkVGX> http://puu.sh/q59Bo/02934862e4.png
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
L1572[18:00:55] ⇦ Parts: RANKSHANK (~Michael@ppp121-44-25-211.lns20.syd4.internode.on.net) ())
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> *//
L1594[18:05:08] <SatanicSanta> williewillus: https://github.com/SlimeKnights/TinkersConstruct/blob/0076db29be2ad1c8ec84989e86866d1b738a1542/src/main/java/slimeknights/tconstruct/world/block/BlockSlimeSapling.java#L122-L123 :P
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"
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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
L1615[18:10:27] <SatanicSanta> this thing https://minecraft.gamepedia.com/Shulker
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
L1634[18:17:42] <SatanicSanta> The 1.7 code is here https://github.com/Esteemed-Innovation/Flaxbeards-Steam-Power/blob/master/src/main/java/flaxbeard/steamcraft/client/render/TileEntityCrucibleRenderer.java
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
L1640[18:18:44] <SatanicSanta> Here's what I currently have https://gist.github.com/elifoster/6f63da0082744297b5580f97a44da2f9 if it is at all relevant :P
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
L1681[18:39:12] <SatanicSanta> williewillus: Well, that had quite a strange result... http://puu.sh/q5bWV/a7c70cd8c8.png This is a single crucible block
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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L1692[18:44:29] <SatanicSanta> williewillus: This should be all the relevant stuff https://gist.github.com/elifoster/6f63da0082744297b5580f97a44da2f9
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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
L1783[19:21:58] <SatanicSanta> I did change it, but it didn't make a difference so I restored it to https://gist.github.com/elifoster/6f63da0082744297b5580f97a44da2f9
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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L1834[19:41:30] <SatanicSanta> williewillus: so, aside from placement and very strange rotation, it actually renders now https://gfycat.com/DistantTatteredChanticleer :D
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
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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
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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?
L2039[23:51:41] <SparkVGX> gerhard https://gist.github.com/SparkVGX/c1a8e6850763f222bd02efdb22dde034
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
L2042[23:53:21] ⇦ Quits: theFlaxbeard (~theFlaxbe@184.97.183.252) (Killed (NickServ (GHOST command used by theFlaxbeard2)))
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
L2051[23:57:52] ⇨ Joins: Brokkoli (~Brokkoli@p5B23CF56.dip0.t-ipconnect.de)
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
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