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L10[00:30:46] <lbpfan950> hai
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L12[00:32:41] <lbpfan950> willieaway: which github would i report it to?
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L35[01:59:30] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160723 mappings to Forge Maven.
L36[01:59:34] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160723-1.10.2.zip (mappings = "snapshot_20160723" in build.gradle).
L37[01:59:44] <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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L52[03:17:46] <ghz|afk> meh, i wanted to have a thumbsup icon on a reply in curseforge, but their smiley list doesn't seem to work, so I had to use the unicode one instead
L53[03:17:59] <ghz|afk> ? (that's a thumbs up emoji in case you can't see it)
L54[03:18:17] <sham1> Damn it monospace
L55[03:18:25] <sham1> Can't even show the emoji
L56[03:18:42] <ghz|afk> heh, mirc can
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L58[03:18:57] <sham1> it's most likely the font
L59[03:18:58] <kashike> ?
L60[03:18:59] <ghz|afk> or more accurately, windows can
L61[03:19:26] <ghz|afk> the windows text rendering system handles font substitutions for you
L62[03:19:48] <sham1> Well, hexchat does not seem to benefit
L63[03:19:51] <ghz|afk> so it will happily find the missing char in one of its fallback fonts, then adjust the dimensions
L64[03:20:16] <ghz|afk> kashike: yours does not show.
L65[03:21:04] <kashike> Rosy cheeks with hands near cheeks with a smile and closed eyes
L66[03:21:06] <kashike> :P
L67[03:26:50] <ghz|afk> ah one of the bs ones
L68[03:26:56] <ghz|afk> that caused all the "racism" drama
L69[03:27:23] <ghz|afk> the whole thing is funny
L70[03:27:31] <ghz|afk> most smileys were yellow, and featureless
L71[03:27:32] <ghz|afk> as in
L72[03:27:37] <ghz|afk> no hair
L73[03:27:39] <ghz|afk> all round
L74[03:27:50] <ghz|afk> just the eyes and mouth to show the feeling
L75[03:29:11] <ghz|afk> then someone decided to add icons for more specific things, and for some stupid reason, they chose to draw them with white skin and black hair, while others would draw them with blonde hair, or looking in different directions
L76[03:29:15] <ghz|afk> hence all the shit about the modifiers
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L90[04:02:45] <MalkContent> if something uses just the existing ItemStackHandler, does it autosave/load the inventory using (de)serializeNBT, or does one have to do that manually?
L91[04:03:39] <ghz|afk> I do it like this
L92[04:03:39] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/chopblock/TileChopping.java#L137
L93[04:03:46] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/chopblock/TileChopping.java#L144
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L95[04:04:02] <ghz|afk> this way if someone decided that ItemStackHandler isn't INBTSerializable anymore, my code would still work ;P
L96[04:04:24] <ghz|afk> and that same pattern applies to any capability that implements IStorage properly
L97[04:05:06] <MalkContent> kay. thanks :)
L98[04:06:15] <MalkContent> you don't have to implement iinventory at all anymore?
L99[04:07:48] <ghz|afk> no
L100[04:07:54] <ghz|afk> fuck anyone expecting it
L101[04:07:58] <ghz|afk> they don't deserve access to my blocks
L102[04:08:06] <ghz|afk> that's the official forge stance, btw
L103[04:08:15] <ghz|afk> IInventory is deprecated for modding
L104[04:08:24] <ghz|afk> Forge takes care of all the vanilla blocks, so there's no reason to use it
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L106[04:08:43] <MalkContent> good to know
L107[04:08:54] <ghz|afk> if some mod doesn't support IItemHandler, then tell them to switch of be left behind.
L108[04:08:57] <Ordinastie_> can capabilites handle multiple inventories ?
L109[04:09:10] <ghz|afk> in which sense?
L110[04:09:26] <ghz|afk> you can return a different inventory depending on the value of the EnumFacing
L111[04:09:26] <Ordinastie_> not only one object
L112[04:09:29] <ghz|afk> passed into getCapability
L113[04:09:37] <ghz|afk> and there's wrappers that combine multiple IItemHandlers into one
L114[04:09:49] <ghz|afk> andwrappers that expose a subset of the slots of one bigger IItemHandler
L115[04:10:18] <ghz|afk> but if you want to support multiple alternative inventories on one single block, that are NOT side-specific, you'd need some special API for that
L116[04:10:25] <MalkContent> also ghz, your itemhandler's called slot. and then you got int slot a lot as argument inside it. i didnt have my second coffee yet
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L118[04:10:40] <ghz|afk> MalkContent: it's an inventory with only one slot
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L120[04:10:46] <ghz|afk> I can't change the api
L121[04:10:55] <ghz|afk> getStackInSlot will only work for int slot=0
L122[04:11:07] <ghz|afk> but the api still has the concept of slots in it so /shrug
L123[04:11:55] <MalkContent> so like. I'd call the handler singleSlotIH or something to keep stuff apart
L124[04:12:29] <ghz|afk> apart from what?
L125[04:13:03] <ghz|afk> oh you mean that a local variable/parameter has the same name as a field?
L126[04:13:07] <ghz|afk> that's not an issue
L127[04:13:08] <ghz|afk> XD
L128[04:13:10] <MalkContent> yea
L129[04:13:19] <MalkContent> ik, it works. i just had to double take
L130[04:13:26] <MalkContent> personally i find that ugly
L131[04:13:40] <MalkContent> but rly thats none of my business
L132[04:13:41] <MalkContent> ^^
L133[04:13:44] <MalkContent> thx for the help
L134[04:14:13] <ghz|afk> yeah I could change it to like, slotInventory or whatever
L135[04:14:18] <MalkContent> ive been slowly creeping towards using that thing for like a week now
L136[04:14:25] <MalkContent> because it's too fucking hot
L137[04:14:34] <MalkContent> and today is a cool day
L138[04:14:51] <MalkContent> game time
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L143[04:42:23] <Ordinastie_> so, if I want onNeihgborChanged on client, I have to send the packet myself ?
L144[04:52:24] <Ordinastie_> or I wonder if I should go allin on it ><
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L147[04:53:23] <shredder8910> Anyone have any idea why the recipe for lapis_block, coal_block, and hay_block return 9 ItemStack each with count of 9 for the recipe?
L148[04:53:46] <ghz|afk> wat?
L149[04:53:54] <DarkS_> ??
L150[04:54:07] <shredder8910> Gonna guess it's my code then. I'll do some more debugging haha
L151[04:54:12] <shredder8910> Just was seeing if anyone had heard of it before
L152[04:54:17] <shredder8910> because it doesn't do it for other recipes
L153[04:54:37] <Ordinastie_> I don't even understand what you said...
L154[04:54:56] <sham1> ditto
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L156[04:55:13] <shredder8910> The inputs for the recipe are an array of 9 ItemStack each with a size of 9,
L157[04:55:20] <shredder8910> of their respective inputs
L158[04:55:32] <shredder8910> so instead of 9 lapis for the block, its 81
L159[04:55:40] <sham1> Wouldn't that be their metadata
L160[04:56:04] <shredder8910> I thought that was the damage?
L161[04:56:06] <ghz|afk> hmm I'll put a breakpoint on my recipe scanner for my magic mod and tell you what I see ;P
L162[04:56:19] <sham1> damage, metadata
L163[04:56:22] <sham1> Same difference
L164[04:56:31] <shredder8910> yeah but it's showing the stackSize as 9
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L166[04:56:35] <ghz|afk> damage is a specific use for the metadata number ;p
L167[04:56:48] <sham1> ^
L168[04:57:22] <DarkS_> ItemStack(item/block, COUNT, META)
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L170[04:58:11] <Ordinastie_> (I think I'll go all in ><)
L171[04:58:21] <shredder8910> Yeah but the input is an array of 9 ItemStacks each with size 9, instead of what i'm expecting 9 ItemStacks each with Size 1
L172[04:58:36] <Ordinastie_> shredder8910, what class is it again ?
L173[04:59:15] <ghz|afk> shredder8910: you said the one for lapis->block?
L174[04:59:27] <shredder8910> yeah
L175[04:59:36] <shredder8910> I thought ShapelessRecipe
L176[04:59:37] <ghz|afk> I must have hit that issue
L177[04:59:38] <ghz|afk> because
L178[04:59:39] <ghz|afk> ItemStack stack = input.copy();
L179[04:59:39] <ghz|afk> stack.stackSize = 1;
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L181[04:59:47] <ghz|afk> I ignore the stackSize when reading recipes ;P
L182[04:59:51] <shredder8910> Ahh
L183[04:59:52] <shredder8910> cool
L184[05:00:04] <shredder8910> I've been debugging this for too long
L185[05:00:09] <shredder8910> And decided to post on here just to see
L186[05:00:13] <shredder8910> All recipes?
L187[05:00:32] <ghz|afk> for crafting recipes
L188[05:00:37] <shredder8910> okay cool
L189[05:00:42] <ghz|afk> I assume that each crafting iteration only takes one of each input
L190[05:01:01] <shredder8910> yeah it makes more sense that way anyhow
L191[05:01:08] <ghz|afk> for furnace recipes, I take the input, and output
L192[05:01:21] <ghz|afk> and consider 8*input + 1*coal = 8*output
L193[05:01:54] <ghz|afk> since I don't care about the shape, only the total number
L194[05:02:43] <shredder8910> Okay cool, yeah I'm doing a similar thing
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L196[05:04:08] <shredder8910> And by set breakpoint, how did you do that exactly?
L197[05:06:00] <ghz|afk> if (recipeOutput.getItem() == Item.getItemFromBlock(Blocks.LAPIS_BLOCK))
L198[05:06:08] <ghz|afk> recipeOutput = recipeOtuput;
L199[05:06:13] <ghz|afk> and put the breakpoint on the useless line
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L220[05:54:48] <Ordinastie_> does someone have an example of annotation discovery over methods without the class being annotated ?
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L222[05:59:44] <mezz> I'm not sure that exists
L223[06:00:38] <mezz> forge either uses the @Mod annotation or registries in order to find classes that have annotated methods
L224[06:01:38] <fuj1n> Can't seem to get item textures for my blocks working whatsoever (whilst they are working as blocks, and there are no errors in the console).
L225[06:01:41] <fuj1n> https://github.com/SlimeKnights/TinkersMechworks/tree/rework/resources/assets/tmechworks
L226[06:03:54] <Ordinastie_> mezz, actually, it does
L227[06:04:13] <Ordinastie_> ASMDataTable does have the data for methods too
L228[06:04:22] <Ordinastie_> so getAll() will return them
L229[06:04:47] <OrionOnline> fuj1n, you are missing the inventory variant.
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L231[06:05:03] <OrionOnline> It allows you to set the model for the Inventory when it is an item
L232[06:05:39] <fuj1n> The basic variant without the direction is the inventory variant, such as type=advanced
L233[06:05:55] <fuj1n> Otherwise, I'd get an error in the console
L234[06:06:06] <fuj1n> Also, firestarter has the inventory variant
L235[06:06:49] <OrionOnline> hmm does it rhow any exceptions?
L236[06:07:08] <fuj1n> None
L237[06:08:17] <OrionOnline> Weird... So no missing variants and no missing models exceptions....
L238[06:09:26] <fuj1n> I even went through code step by step to ensure it correctly loads a model, nothing seems off in there
L239[06:10:30] <OrionOnline> So it works when you place the block?
L240[06:10:38] <mezz> Ordinastie_, ok I checked and that seems to be true. did you answer your own question then?
L241[06:10:46] <fuj1n> Yeah, it works in world
L242[06:11:21] <Ordinastie_> mezz, yeah, I tested it
L243[06:11:35] <OrionOnline> Hmm that is weird.....
L244[06:11:38] <Ordinastie_> however, now I'm not sure if it's the right way of doing it :p
L245[06:11:46] <OrionOnline> that cube_all model where is that defined, in mc?
L246[06:11:53] <fuj1n> Yeah
L247[06:11:59] <mezz> what are you doing exactly Ordinastie_?
L248[06:12:10] ⇨ Joins: Woodstone (~quassel@2a03:b0c0:2:d0::2c8:d001)
L249[06:12:30] <Ordinastie_> for blocks : http://puu.sh/qbxQC.png
L250[06:13:08] <OrionOnline> fu
L251[06:13:32] <mezz> I don't understand the purpose of the annotation there
L252[06:13:44] <Ordinastie_> neighborChanged is not called on the client
L253[06:13:53] <OrionOnline> fuj1n, no clue....... Try debugging the ItemRenderer when you have only one itemstack with your block in your hotbar
L254[06:13:56] <OrionOnline> And see what it does
L255[06:14:09] <OrionOnline> Maybe you have something setup wrong and it goes haywire there
L256[06:14:18] <fuj1n> Okies, thanks for the help :p
L257[06:14:36] <mezz> ok, so?
L258[06:15:06] <mezz> normally I handle the change on the server and then send a state update to the client
L259[06:15:14] <mezz> if you do logic on the client you may get desync
L260[06:15:37] <Ordinastie_> in my case, it's pure visual change based on neighbors, data is stored in TE
L261[06:15:59] <Ordinastie_> so yes, I could send a packet to tell the TE to recalculate stuff
L262[06:16:20] <Ordinastie_> or I can add that annotation so that the method is called client side too
L263[06:16:30] <mezz> ok
L264[06:17:08] <Ordinastie_> the question is whether I should find the annotation when registering the block or use ASMDataTable
L265[06:18:34] <mezz> FML is doing all the work of scanning annotations no matter what. however it's passed to you in preinit so your blocks are unlikely to be registered at that point anyway so...
L266[06:18:44] <Ordinastie_> yes
L267[06:19:04] <Ordinastie_> it's a matter of what I want to check for when the neighborChanged is called
L268[06:19:07] <ghz|afk> Ordinastie_: hmmm can't you just do a notifyBlockUpdate
L269[06:19:14] <mezz> depends on if you're doing it as part of a magic library or part of one mod I think
L270[06:19:20] <ghz|afk> if you call notifyBlockUpdate on the client when you receive onDataPacket
L271[06:19:26] <Ordinastie_> it goes in my core yes
L272[06:19:43] <ghz|afk> it will mark the block for re-rendering, which causes getExtendedState to call getActualState, to obtain the correct state data
L273[06:20:05] <Ordinastie_> ghz|afk, yes, but then it requires your to have getUpdatePacket, and onDataPacket and does send a packet
L274[06:20:22] <ghz|afk> no I mean
L275[06:20:42] <mezz> you generally want to send a packet anyway though, or else players nearby will not have their client updated
L276[06:21:04] <ghz|afk> server neighborchange -> calls notifyBlockUpdate on the server -> server calls getUpdatePacket and sends result to the client -> client receives onDataPacket -> client calls notifyBlockUpdate to ask for re-rendering
L277[06:21:20] <ghz|afk> that's the usual flow
L278[06:21:37] <Ordinastie_> ghz|afk, yes I get that, but I don't really want to implement getUpdatePacket and onDataPacket
L279[06:21:42] * ghz|afk shrugs
L280[06:21:47] <Ordinastie_> also, what if you don't have a TE
L281[06:21:58] <ghz|afk> then you make a network packet for it
L282[06:22:05] <ghz|afk> with just the BlockPos coords in it
L283[06:22:13] <mezz> if you don't have a TE you just send a block update
L284[06:22:18] <ghz|afk> anmd on the handler, call notifyBlockUpdate
L285[06:22:47] <ghz|afk> or yeah, I guess you could just send a block update packet, although I don't like sending block updates when the block didn't really change
L286[06:23:36] <Ordinastie_> I have just one question that might force the answer anyway :
L287[06:23:41] <mezz> see how BlockFence handles things maybe?
L288[06:23:47] <Ordinastie_> can world.notifyBlockOfStateChange() can be called only on the server ?
L289[06:24:34] <Ordinastie_> BlockFence use getActualState
L290[06:24:45] <mezz> yeah
L291[06:25:05] <Ordinastie_> the point was to cache the result
L292[06:25:19] <mezz> for what benefit?
L293[06:26:13] <Ordinastie_> that's what's calculated : https://github.com/Ordinastie/MalisisDoors/blob/1.9.4/src/main/java/net/malisis/doors/tileentity/FenceGateTileEntity.java#L88-L143
L294[06:27:24] <Ordinastie_> so yeah, I'd rather not do that everyframe :)
L295[06:28:45] <mezz> getActualState isn't called every frame is it?
L296[06:29:47] <Ordinastie_> I have a TESR
L297[06:30:11] <mezz> that's one fancy fence gate. alright
L298[06:30:20] <Ordinastie_> :p
L299[06:30:43] <mezz> what does it do to need a TESR?
L300[06:30:48] <Ordinastie_> it moves
L301[06:31:29] <mezz> so do vanilla fence gates :p
L302[06:31:56] <Ordinastie_> mines are animated if you prefer
L303[06:33:21] <mezz> I see you are not a fan of keeping things simple heh
L304[06:33:31] <mezz> seems like you're doing the right thing for your case though
L305[06:34:02] <Ordinastie_> only thing is, if world.notifyBlockOfStateChange() is sometimes only called on the server
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L307[06:36:08] <Ordinastie_> but to know if I should call the method on the client, I think checking against a block or use the class somehow
L308[06:36:20] ⇨ Joins: Intektor (~Intektor4@p5B275B11.dip0.t-ipconnect.de)
L309[06:36:55] <Intektor> I'd like to save some information in my block, what should I use, tileEntity or is there something better?
L310[06:37:04] <Rushmead> When i change the render view entity, it doesnt render my player. Is there i way i can fix this?
L311[06:37:19] <Ordinastie_> Intektor, depends on what information you need
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L314[06:37:42] <mezz> Intektor, blockstate holds up to 16 different states, beyond that you normally lneed a tile entity
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L317[06:40:30] <Ordinastie_> !gm neighborChanged
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L319[06:42:56] <Intektor> I need to save a string
L320[06:44:14] <Rushmead> How do i get the partialTicks?
L321[06:44:55] ⇨ Joins: Gil (uid147942@id-147942.brockwell.irccloud.com)
L322[06:45:22] <Intektor> Minecraft.getMinecraft().renderPartialTicks
L323[06:45:27] <Intektor> or something like that
L324[06:45:58] <Intektor> Minecraft.getMinecraft().getRenderPartialTicks()
L325[06:47:17] ⇨ Joins: Abastro (~Abastro@39.7.19.39)
L326[06:48:33] <RANKSHANK> Intektor, save it where?
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L328[06:48:54] <Intektor> in my tileEntity, how do I update data from CLIENT to SERVER and the other way? Do I have to send Packets or is there a kind of dataWatcher
L329[06:49:38] <Ordinastie_> Rushmead, if you need it, you should already have it
L330[06:49:59] <Rushmead> Well, its related to: When i change the render view entity, it doesnt render my player. Is there i way i can fix this?
L331[06:50:58] <Intektor> sure
L332[06:51:14] <RANKSHANK> Intektor iirc you'll beed to send pocket
L333[06:51:34] <RANKSHANK> *packet. Autocorrect ftw
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L335[06:52:32] <Ordinastie_> well, that was a fail, notifyBlockOfStateChange is not called on the client when placing a block :x
L336[06:52:54] <Intektor> take a look at how minecraft handles the different rendering states, I mean first person, third person, and that stuff, you might find your answer there
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L340[06:57:06] <Rushmead> Wait, you talking to me Intektor?
L341[06:57:19] <Intektor> yes
L342[06:57:46] <Rushmead> oh
L343[07:01:29] *** Vigaro is now known as V
L344[07:03:45] <MalkContent> hmm
L345[07:04:12] *** V is now known as Vigaro
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L347[07:06:07] <Ordinastie_> a bit demoralized now :/
L348[07:07:20] <RANKSHANK> ?
L349[07:07:36] <MalkContent> itemstack nbt is saved in stackTagCompound, yes?
L350[07:07:54] <RANKSHANK> Extra data yeah
L351[07:08:15] <MalkContent> okay
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L353[07:09:43] <RANKSHANK> Extra being non cap, caps are in their own tag
L354[07:10:28] <MalkContent> yea i saw that caps got attached, too
L355[07:10:33] <MalkContent> whatever the hell that means
L356[07:11:42] <MalkContent> I am contemplating weither or not i have to implement INBTSerializable in my item
L357[07:11:47] <RANKSHANK> Means there's a seperats NBTTagCompound that capabilities write to so there aren't misshaps in the stackTagCompound
L358[07:12:08] <MalkContent> but saving/loading should all just be handled by itemstack, right?
L359[07:12:13] <RANKSHANK> Why? It should all be sent as a part of shareTag ()
L360[07:12:54] <RANKSHANK> Yeah the ItemStack handles all of its data
L361[07:13:17] <MalkContent> uh...
L362[07:13:46] <MalkContent> so would ItemHandler save the inventory in the compound tag?
L363[07:14:09] <fuj1n> So apparently, for whatever reason, the model is just not added to the list of item models, which is weird, and should actually happen
L364[07:15:14] <RANKSHANK> MalkContent In the cap section it'll be saved
L365[07:15:52] <RANKSHANK> fuj1n what list? What are you doing?
L366[07:16:21] <fuj1n> I've been trying to get my textures to work, they work as blocks, but not as items
L367[07:16:25] <MalkContent> thats a strangely constructed sentece :x
L368[07:16:41] <MalkContent> so, "yes, the inventory will e saved in the cap section"?
L369[07:16:58] <MalkContent> be*
L370[07:21:09] ⇨ Joins: abab9579 (~Abastro@175.117.182.109)
L371[07:25:22] <RANKSHANK> Wait sorry phrased that oddly
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L373[07:27:26] <DarkS_> fuj1n more info?
L374[07:28:20] <ghz|afk> fuj1n: areyou calling ModelLoader.setCustomModelResourceLocation for the ItemBlock corresponding to the block?
L375[07:28:51] <hch12907> :/ I am unable to update my modding environment to 1.9
L376[07:29:00] <RANKSHANK> MalkContent how is your cap set up?
L377[07:29:00] <ghz|afk> hch12907: how so?
L378[07:29:09] <hch12907> says NullPointerException when doing decompileMc
L379[07:29:18] <ghz|afk> change forgegradle to 2.2-SNAPSHOT
L380[07:29:25] <MalkContent> it's not set up
L381[07:29:43] <fuj1n> Okay, so I have blocks the textures of which work when placed in world, but show missing textures as items, the loading process seems to go flawlessly with no errors whatsoever. Mantle is handling all of the loading stuffs.
L382[07:29:47] <MalkContent> atm trying to figure out how to use the itemhandler with items
L383[07:30:13] <MalkContent> i keep second guessing myself
L384[07:30:20] <ghz|afk> fuj1n: are you calling ML.setCustomMRL or not
L385[07:30:38] <hch12907> welp, here goes another 15 minutes
L386[07:30:39] <MalkContent> and so far i didnt find an example on github on someone actually using the itemhandler for a bag item
L387[07:30:56] <DarkS_> you have to register it as Item.getItemFromBlock, not as blocks
L388[07:31:29] <fuj1n> ghz|afk: It is called by mantle
L389[07:31:50] <ghz|afk> fuj1n: my point is, is it really?, can you breakpoint to the call to make sure it IS happening?
L390[07:32:01] <ghz|afk> and if so
L391[07:32:08] <ghz|afk> can you make sure it's happening during preinit, and not during init?
L392[07:32:19] <ghz|afk> if not
L393[07:32:20] <ghz|afk> if you can't
L394[07:32:22] <ghz|afk> then we can't help
L395[07:32:26] <ghz|afk> you'll have to ask the author of mantle
L396[07:32:45] <fuj1n> Happens during postinit, but it does the exact same with Tinkers, and those textures work
L397[07:33:17] <ghz|afk> well all I know is
L398[07:33:19] <ghz|afk> I do not use mantle
L399[07:33:28] <ghz|afk> I call ModelLoader.setCustomModelResourceLocation during preinit
L400[07:33:31] <ghz|afk> and everything works for me
L401[07:33:33] <ghz|afk> so yeah
L402[07:33:34] <ghz|afk> ;p
L403[07:33:50] <MalkContent> I've reached the point where I am asking myself what the point of using the ItemHandler for a bagpack item is
L404[07:34:27] <ghz|afk> MalkContent: I'm tempted to make my own backpack item
L405[07:34:35] <ghz|afk> just to see if it's really that hard
L406[07:34:35] <ghz|afk> XD
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L408[07:35:11] <RANKSHANK> MalkContent I'd upload my stuff to git but 90% of it's just skeleton work -_-
L409[07:35:49] <MalkContent> I don't know ghz, I'm just sweating and still somewhat confused by caps and i finally got the damn gui
L410[07:36:27] <MalkContent> I think "I don't know" sums it up right now
L411[07:36:58] <ghz|afk> just to know what you did
L412[07:37:01] <ghz|afk> you have an item
L413[07:37:10] <ghz|afk> in this item, you implemented initCapabilities?
L414[07:37:22] <MalkContent> no, i just freshly kicked all the caps out
L415[07:37:26] <ghz|afk> and from there, you added an ICapabilitySerializable<NBTTagCompound>?
L416[07:38:04] <ghz|afk> and in that provider, you implemented hasCapability, getCapability, serializeNBT and deserializeNBT?
L417[07:38:18] <MalkContent> i did have that yes
L418[07:38:23] <MalkContent> in the item
L419[07:38:47] <ghz|afk> and onItemUse, you'd openGui(thismod, whatever, don'tcare, don'tcare, don'tcare, ..)
L420[07:39:07] <ghz|afk> and on the GuiHandler you'd have a Container, and a GuiContainer
L421[07:39:31] <ghz|afk> actually you would care
L422[07:39:44] <ghz|afk> one of the args would have to be the entity id for the player, and the other the slot for which you are loading the gui
L423[07:39:46] <MalkContent> yea
L424[07:39:46] <ghz|afk> then you'd do like
L425[07:40:01] <ghz|afk> getEntitybyid(x).get item in slot(y)
L426[07:40:16] <ghz|afk> then from that item, getCapability(item handler)
L427[07:40:40] <ghz|afk> and then you'd use new SlotItemHandler(the inventory from tyhe capability, slot number, x,y)
L428[07:40:50] <ghz|afk> and also the corresponding player inventory that goes in all the guis
L429[07:41:01] <ghz|afk> and the GuiContainer would simply draw the background
L430[07:41:03] <ghz|afk> and that's all
L431[07:41:16] <DarkS_> bye
L432[07:41:30] <MalkContent> except the part where I use the getCapability to get the ItemHandler and thus the inventory
L433[07:41:31] <MalkContent> yea
L434[07:41:41] <ghz|afk> how did you get the IItemHandler, then?
L435[07:41:43] <ghz|afk> o_O
L436[07:41:44] <MalkContent> that i did
L437[07:41:47] <MalkContent> no i stopped there
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L439[07:41:53] <ghz|afk> Oh
L440[07:41:56] <MalkContent> i guess ill redo that then
L441[07:42:07] <MalkContent> o right
L442[07:42:09] <ghz|afk> well if there's anything else to do, I don't yet know about it ;P
L443[07:42:22] <MalkContent> i was asking myself weither or not I should add the itemhandler to the item
L444[07:42:36] <MalkContent> i forgot
L445[07:42:52] <MalkContent> anyways, I'm gonna eat now. damn pizza arrived after 1h30m
L446[07:42:58] <MalkContent> and not sliced, as requested
L447[07:43:17] <MalkContent> i was already dumb, now im hungry dumb and angry
L448[07:44:08] <hch12907> using 1.8 latest, setHarvestLevel("axe", 0) doesnt work it seems (I still can use hands to break the block)
L449[07:44:58] <MalkContent> i don't know how that works, hch
L450[07:45:07] <MalkContent> did you try setting the level to 1?
L451[07:45:43] <MalkContent> cause i assume "axe", 0 just means that axes break it faster
L452[07:45:48] <MalkContent> with their tool speed
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L454[07:46:31] <hch12907> setting it to 1 allows only >stone tools
L455[07:46:48] <hch12907> not exactly what i wanted
L456[07:50:30] <ghz|afk> hch12907: what material is the block?
L457[07:50:49] <hch12907> ground
L458[07:50:56] <ghz|afk> if state.getMaterial().isToolNotRequired() returns true
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L460[07:51:02] <ghz|afk> it will skip the harvest levels stuff
L461[07:51:11] <ghz|afk> and I believe dirt does not require a tool
L462[07:51:13] <hch12907> oh..
L463[07:51:15] <ghz|afk> so that would explain why
L464[07:51:35] <hch12907> so this is why
L465[07:51:39] <ghz|afk> try setting it to like, stone
L466[07:51:42] <ghz|afk> and see if that fixes it
L467[07:51:59] <ghz|afk> if so, you'll need your own custom block material
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L470[07:58:17] <hch12907> changing block material did fix it
L471[07:58:35] <hch12907> never figured out block material would have such an impact
L472[08:00:07] <ghz|afk> it has less impact than it should, IMO
L473[08:00:20] <ghz|afk> IMO, the block material should be the one to dictate things like opaqueness and such
L474[08:00:25] <ghz|afk> rather than them being all ont he Block
L475[08:00:29] <hch12907> yeah
L476[08:00:32] <ghz|afk> it should just have a getMaterial(state)
L477[08:01:10] <hch12907> what are the usage of MapColor though?
L478[08:01:42] <ghz|afk> map colors.
L479[08:01:43] <Ordinastie_> exactly what the name tells you
L480[08:01:48] <ghz|afk> whatever color is there is what shows up on the maps.
L481[08:01:54] <ghz|afk> the Map objects, that you can craft ingame
L482[08:02:04] <ghz|afk> and I presume, the minimap mods also use those colors for drawing.
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L486[08:08:53] <hch12907> uhm... oh god.
L487[08:09:17] <hch12907> I used rock material for all the supposed-to-be-wooden blocks
L488[08:09:35] <ghz|afk> heh
L489[08:09:46] <Magik6k> I can //replace if you want
L490[08:09:47] <ghz|afk> well it's never too late to fix? ;P
L491[08:11:29] <hch12907> well, time to create custom block materials
L492[08:17:18] <Intektor> I need to project a world coordinate to the screen coordinatze
L493[08:17:40] <Intektor> ghz|afk, I already asked this, but I still haven't found a solutionj
L494[08:18:54] <Magik6k> Intektor, you may want to look at OpenGlasses code: https://github.com/StarChasers/OCGlasses
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L496[08:19:58] <hch12907> great, "Execution failed for task ':recompileMc'."
L497[08:20:12] <ghz|afk> hm?
L498[08:20:16] <ghz|afk> I thought you already got it working?
L499[08:20:19] <Intektor> nah
L500[08:20:33] <ghz|afk> I meant to hch12907 ;P
L501[08:20:47] <ghz|afk> Intektor: I could try to help with the maths for that, but I'm way too tired XD
L502[08:20:50] <hch12907> well that was for decompileMc
L503[08:21:05] <Intektor> maybe deactivate you antivirus program
L504[08:21:18] <hch12907> I don't have any av
L505[08:21:19] <Intektor> ghz|afk, you have to try please
L506[08:21:43] <ghz|afk> Intektor: hmmm at the point you need the number
L507[08:21:51] <ghz|afk> do you have the world transform matrix setup on opengl=
L508[08:21:57] <ghz|afk> or is it on like, a gui?
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L510[08:22:48] <Intektor> no
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L512[08:23:15] <ghz|afk> so that'd be the first step -- to obtain the world matrix. XD
L513[08:23:43] <hch12907> why most of the codes on forge wiki are broken
L514[08:23:55] <Intektor> http://i.imgur.com/ySqRdnm.png I want to get the position of the blue cubes on the screen
L515[08:23:58] <ghz|afk> becuase the wiki is ancient and hasn't been updated recently
L516[08:23:59] <hch12907> with something like "<syntaxhighlight lang="java">code_here();</syntaxhighlight>"
L517[08:24:57] <ghz|afk> yeah sorry Intektor, way too tired
L518[08:25:01] <ghz|afk> I'll go back to afking ;P
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L520[08:25:07] <Intektor> ok
L521[08:33:35] <Intektor> http://i.imgur.com/ZZuEVRZ.png I think I found somthing very interesting in the JourneyMap Code
L522[08:33:54] <sham1> label
L523[08:34:39] <Intektor> no, it is not highlighted on purpose :D
L524[08:35:14] <sham1> is it the waypoint texture
L525[08:36:31] <Intektor> yeah but I think this on the image is the code to get the screen coordinates
L526[08:37:11] <Ordinastie_> why is obfuscated ?
L527[08:37:19] <Ordinastie_> or rather, not mapped
L528[08:38:11] <Intektor> Because I decompiled this code in JDGui
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L541[09:02:28] <Inari> ohi!
L542[09:03:38] <Inari> has anyone been using obj models? curious how that works exactly, like does it still use the textures assigned in the block state some way? or do i have to assign them in the.obj file? anyone used magicavoxel to make them?
L543[09:04:05] <williewillus> you need to have an mtl file then assign it in the blockstate json (that's what I did at least :P)
L544[09:05:12] <Inari> hmm okay, will look into that ^^
L545[09:05:19] <Inari> got an example of that lying around maybe? :)
L546[09:05:35] <williewillus> this mod uses a bunch of objs :P https://github.com/gigaherz/ElementsOfPower/tree/master/src/main/resources/assets/elementsofpower
L547[09:06:09] <williewillus> warning to ppl: gonna be spamming actuarius on some issues rn :P
L548[09:06:35] <Ordinastie_> PM doesn't work ?
L549[09:06:43] <Inari> no it doesnt
L550[09:06:48] <Inari> cause im no curiouso on those issues
L551[09:06:48] <Inari> :P
L552[09:09:03] <williewillus> Ordinastie_: i meant spam on github
L553[09:09:44] <Inari> links :3
L554[09:15:27] <williewillus> indexing on the latest intellij is super slow :/
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L556[09:18:11] <williewillus> does an entity track itself implicitly?
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L564[09:31:46] <hch12907> can I replace a block with another block (wanting to change the mod ID)
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L566[09:32:29] <williewillus> technically yes
L567[09:32:29] <PaleoCrafter> you technically can
L568[09:32:34] <williewillus> but that system is broken >_<
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L572[09:35:29] <Asus> hi, how can i build a mod.
L573[09:35:39] <williewillus> 1. setupDecompWorkspace
L574[09:35:42] <williewillus> 2. make the mod
L575[09:35:45] <williewillus> 3. ???
L576[09:35:46] <williewillus> 4. profit
L577[09:36:03] <ghz|afk> Asus: what do you mean by "build"?
L578[09:36:05] <ghz|afk> make the jar?
L579[09:36:09] <ghz|afk> then gradlew build
L580[09:36:13] <Asus> no just make a mod
L581[09:36:15] <ghz|afk> if you mean create it
L582[09:36:30] <ghz|afk> then http://mcforge.readthedocs.io/en/latest/gettingstarted/
L583[09:36:31] <williewillus> dammit i need to find the tweet from vaz when someone asked him that lol
L584[09:36:33] <Asus> I made workspace
L585[09:36:36] <ghz|afk> do you know Java?
L586[09:36:40] <Asus> yeah
L587[09:37:01] <Asus> but not know what is proxy in forge
L588[09:37:07] <ghz|afk> then take a look at this one
L589[09:37:07] <ghz|afk> https://github.com/gigaherz/PackingTape
L590[09:37:16] <ghz|afk> I think it has all the basics
L591[09:37:26] <ghz|afk> (and some advanced stuff for the packing itself)
L592[09:37:45] <Asus> packing?
L593[09:37:54] <ghz|afk> the mod implements a tape
L594[09:38:01] <ghz|afk> that you can use to pack chests and such
L595[09:38:07] <ghz|afk> anyhow
L596[09:38:10] <ghz|afk> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/ModPackingTape.java#L41,L42
L597[09:38:14] <ghz|afk> these two lines are the proxy system
L598[09:38:19] <ghz|afk> there's two instances of the proxy
L599[09:38:21] <ghz|afk> one for the client jar
L600[09:38:24] <ghz|afk> and one for the server jar
L601[09:38:29] <Asus> what does proxies do?
L602[09:38:31] <ghz|afk> so that the stuff that doesn't exist on a dedicated server
L603[09:38:36] <ghz|afk> won't be referenced directly
L604[09:38:39] <ghz|afk> so the mod won't fail to load
L605[09:38:53] <ghz|afk> and likewise for stuff that doesn't exist on the client (although that's quite rare)
L606[09:39:01] <ghz|afk> HOW you setup the proxies is up to you
L607[09:39:07] <ghz|afk> but the most common structures are either
L608[09:39:12] <ghz|afk> one interface with two implementations
L609[09:39:25] <ghz|afk> or one common class with two extensions
L610[09:39:54] <ghz|afk> I favor the former
L611[09:39:59] <Asus> ok now I understand
L612[09:41:04] <ghz|afk> note also, we assume that you will be working on the newest version
L613[09:41:15] <ghz|afk> if you plan on modding anything older than 1.9.4, please reconsider ;P
L614[09:41:31] <hch12907> what are the things that are only for server, though?
L615[09:41:43] <ghz|afk> hch12907: a few details but mostly just the server gui
L616[09:41:47] <Asus> I'm trying to create a 1.10.2 mod
L617[09:41:54] <ghz|afk> Asus: good good :)
L618[09:42:08] <ghz|afk> 1.9.4 and 1.10.2 are almost identical
L619[09:42:17] <ghz|afk> so any information that applies to 1.9.4 will work for 1.10.2 too
L620[09:43:56] <ghz|afk> but yeah, I think taking a look at that mod is a good way to see how things are done (at least how I do them ;P)
L621[09:44:11] <ghz|afk> I don't have any crazy organization or anything, so it should be relatively easy to follow
L622[09:45:51] <RANKSHANK> Q.Q when you have to pull from a decompiler and it garblefucks the places that dragons dwell
L623[09:46:20] <ghz|afk> wat
L624[09:46:26] <williewillus> did you link the sides rtd?
L625[09:46:31] <williewillus> RANKSHANK: what decompiler?
L626[09:46:36] <ghz|afk> nope
L627[09:46:48] <ghz|afk> I liked to the rtd page
L628[09:47:01] <ghz|afk> hopefully Asus will look at the TOC, and see the sides link there
L629[09:47:03] <williewillus> hope youre using FF or Procyon not something like jad or jdgui :P
L630[09:47:10] <ghz|afk> I believe he mentioned jdgui
L631[09:47:15] <williewillus> gross
L632[09:47:30] <ghz|afk> unless it was someone else
L633[09:47:36] <williewillus> use this you can switch between different decompilers at least https://www.bytecodeviewer.com/
L634[09:47:52] <williewillus> procyon gives me the best results, FF is my fallback
L635[09:47:57] <RANKSHANK> Nar procyon. Jd even fucks up simple for()s :P
L636[09:48:04] <Asus> cfr is best
L637[09:48:10] <williewillus> cfr is pretty good
L638[09:49:50] <Intektor> ghz|afk, you still tired?
L639[09:50:20] <Asus> while(true) {System.out.println("Spam :D");} Just another spam program :D
L640[09:50:30] <williewillus> wat
L641[09:50:39] <Asus> just a java spam program
L642[09:50:49] <ghz|afk> Intektor: annoyingly, otherwise I'd be busy coding ;P
L643[09:50:59] <Intektor> is that how much you know java?
L644[09:51:07] <Intektor> you copied a spam program?
L645[09:51:13] <Asus> no
L646[09:51:18] <Asus> just made it now :D
L647[09:51:43] <Intektor> nice, I have never been able to program something that well :(
L648[09:51:56] <Ordinastie_> god I'm an idiot -_-
L649[09:51:58] <Asus> XD
L650[09:52:06] <Intektor> this is so next level programing
L651[09:52:11] <Ordinastie_> I'm wondering why my stuff doesn't work, I'm not even testing the block I made the feature for :x
L652[09:52:49] <hch12907> installing forge is always annoying for me
L653[09:52:57] <Asus> Intektor that spam program can crash fbi's computers XD (just a little joke)
L654[09:53:05] <hch12907> failing to download some libraries are always guaranteed
L655[09:53:19] <hch12907> developing country problems
L656[09:53:22] <Intektor> this program can't crash someones computer
L657[09:53:25] <Intektor> lol
L658[09:53:34] <Asus> I know just kidding
L659[09:54:02] <williewillus> if you wanted to exploit someone you wouldnt use a simple loop in a hosted vm that someone could just xkill :P
L660[09:54:08] <williewillus> *ctrl+c
L661[09:54:10] <Cazzar> Why use decompilers, decompile by hand
L662[09:54:16] <williewillus> lol
L663[09:54:20] <ghz|afk> forkbomb!
L664[09:54:25] <Asus> Why everyone thinks jokes as real :(
L665[09:54:33] <williewillus> because they're bad jokes
L666[09:54:34] <williewillus> :P
L667[09:54:42] <ghz|afk> Asus: it's sarcasm
L668[09:54:51] <ghz|afk> it's hard to convey sarcasm on irc, but it's there
L669[09:54:51] <ghz|afk> ;P
L670[09:55:03] <sham1> no it is not
L671[09:55:09] <sham1> you can use "/s"
L672[09:55:15] <ghz|afk> that makes it obvious
L673[09:55:19] <ghz|afk> you don't explain the joke
L674[09:55:23] <hch12907> decompilers? why, just check the code of minecraft
L675[09:55:29] <Asus> I said it was joke
L676[09:55:32] <sham1> Yes I do
L677[09:55:38] <ghz|afk> Asus: yes I mean their answers
L678[09:55:39] <Intektor> ok ghz|afk, if you are too tired maybe someone else can help me. How do you project world coorinates to screen coordinates in minecraft?
L679[09:55:40] <ghz|afk> are sarcastic
L680[09:55:41] <ghz|afk> ;P
L681[09:56:18] <Asus> If you wanna exploit a real pc just use metasploit ;)
L682[09:56:24] <williewillus> xy, what do you need to "project coordinates" for?
L683[09:56:34] <ghz|afk> Intektor: I know exactly how to do it outside minecraft -- just take the transform matrix and do like matrix.transform(point), problem is ifguring out how to achieve that with mc's way of doing things
L684[09:56:41] <hch12907> the download of org.scala-lang:scala-library:2.11.1 failed, 3 times in a row
L685[09:56:56] <Intektor> http://i.imgur.com/ySqRdnm.png I need the screen coorinates of those blue boxes
L686[09:57:02] <hch12907> it is nearly impossible to install forge for me now
L687[09:57:03] <sham1> opengl 1.1 can give tu the translation matrix
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L689[09:57:34] <Intektor> huh?
L690[09:57:50] <sham1> yes
L691[09:58:04] <Intektor> and this works with minecraft?
L692[09:58:31] <sham1> Well, minecraft uses opengl 1.1 for a lot of the matrix stuff it provides
L693[09:58:43] <Intektor> uh, ehm, what do I have to do?
L694[09:58:47] <ghz|afk> hmm ewh.
L695[09:58:54] <ghz|afk> I know reading back the matrix from opengl is possible
L696[09:58:55] <ghz|afk> but ewh.
L697[09:59:09] <ghz|afk> also you'd have to do it when the matrix is already setup, in some render event somewhere
L698[09:59:32] <Intektor> I need in in renderGameOverlkay
L699[09:59:56] <sham1> Fuck my life
L700[10:00:09] <sham1> I have not set the clocks on this laptop
L701[10:00:21] <sham1> It's all UTC...
L702[10:00:22] <Intektor> nah, first tell me how to do it pls :P
L703[10:00:54] <sham1> Well, there is a method glGet
L704[10:01:08] <sham1> That takes the type of a matrix you want to extract from the state machine
L705[10:02:07] <ghz|afk> Intektor: google "opengl get matrix"
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L707[10:06:33] <Intektor> http://i.imgur.com/yOPBMPZ.png is that correct?
L708[10:07:02] <sham1> Seems correct
L709[10:07:21] <Intektor> ok
L710[10:07:24] <Intektor> next step?
L711[10:07:32] <sham1> Matrix maths
L712[10:07:40] <Intektor> no idea
L713[10:07:57] <Ordinastie_> then maybe reconsider your feature
L714[10:08:03] <Ordinastie_> seems a bit out of reach for you
L715[10:08:18] <sham1> No harm in trying
L716[10:08:31] <Intektor> well, I have never done somthing like that before, but maybe I can learn something
L717[10:08:42] <Ordinastie_> as long as it's trying and not just "asking for every single line of code"
L718[10:09:38] <ghz|afk> Intektor: you may want to read up on matrix maths and also look at the matrix classes available in the libs mc uses
L719[10:09:43] <ghz|afk> maybe one of them can do it for you
L720[10:09:44] <Intektor> no, I don't want to ask for every line of code, but if you have never done swimming, you also have to ask, just trying it without a teacher, won't help you
L721[10:10:05] <Rushmead> How can i tell the client to render the player?
L722[10:10:18] <Rushmead> I've switched renderViewEntity, and it isnt rendering the player
L723[10:10:23] <sham1> Humans have a genetic thing that allows us to swim, somewhat
L724[10:10:37] <Ordinastie_> sham1, wut ?
L725[10:10:45] <ghz|afk> only active on babies, though
L726[10:10:49] <sham1> ^
L727[10:10:52] <sham1> It still is a thing
L728[10:10:53] <ghz|afk> we lose that instinct when we grow up
L729[10:11:22] <ghz|afk> babies of a few months (up to maybe a year or 2 not sure)
L730[10:11:34] <Ordinastie_> human are pretty much the only species that can't swim naturally
L731[10:11:35] <ghz|afk> have an instinct for swimming and not breathing underwater
L732[10:12:05] <ghz|afk> they'll open the throat so that the water goes to the stomach, as if on a constant swallowing
L733[10:12:12] <ghz|afk> which prevents it from entering the lungs
L734[10:12:47] <Ordinastie_> until they need to breathe
L735[10:12:47] <ghz|afk> https://en.wikipedia.org/wiki/Infant_swimming
L736[10:13:37] <ghz|afk> ah up to 6 months
L737[10:14:03] <sham1> Humans alongside with other extant apes are the only land animals who lack swimming instincts when not babies
L738[10:14:08] <Intektor> http://i.imgur.com/VH8mTWi.png something like that?
L739[10:14:10] <ghz|afk> but yeah
L740[10:14:14] <sham1> No swimming instinct
L741[10:14:17] <ghz|afk> we aren't born knowing how to swim
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L744[10:24:29] <williewillus> ugh shit
L745[10:24:49] <williewillus> the substitution system wont work for what I want because the substituted object needs to be type compatible with the original
L746[10:24:51] <williewillus> dammit
L747[10:25:12] <Rushmead> I'm having an issue where, when i change the renderViewEntity, it wont render the player. Do you know anything about this?
L748[10:25:14] <williewillus> AND you can't substitute something thats been registered
L749[10:25:24] <williewillus> grah I just want a RL -> RL mapping D:
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L751[10:27:50] <MattDahEpic> uuugh now my blocks all place down as the 0 meta value. any help? https://github.com/MattDahEpic/MobDropOres/blob/1.10.X/src/main/java/com/mattdahepic/mobdropores/block/ItemBlockMobOre.java
L752[10:28:29] <williewillus> post your block
L753[10:28:37] <williewillus> or i guess i can look
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L755[10:28:51] <williewillus> hmm idk
L756[10:28:54] <williewillus> everything looks good
L757[10:31:09] <Intektor> Rushmead, take a look at ehm, SevenCommons or LookingGlass
L758[10:31:26] <williewillus> lookingglass doesnt do playes
L759[10:31:30] <williewillus> *players I thought
L760[10:33:39] <Rushmead> What in SevenCommons?
L761[10:33:46] <williewillus> diesieben07's lib :P
L762[10:34:14] <Rushmead> i dont see much...
L763[10:36:21] <MattDahEpic> super spy diesieben007
L764[10:36:36] <sham1> More like 707
L765[10:39:56] <Rushmead> Ahhh, heres the culprit... "if (!entity.isUser() || this.renderManager.renderViewEntity == entity)"
L766[10:40:08] <Rushmead> right in the doRender method of RenderPlayer
L767[10:40:34] <Rushmead> do i need to use AT or ASM to get rid of that?
L768[10:40:38] * Rushmead is not used to this.
L769[10:41:30] <williewillus> what enitty are you trying to make the camera?
L770[10:41:31] <williewillus> your own?
L771[10:41:45] <Rushmead> Yeah
L772[10:41:48] <Rushmead> but i wanna see the player still
L773[10:41:59] <ghz|afk> Rushmead:
L774[10:42:02] <ghz|afk> RenderPlayerEvent
L775[10:42:03] <ghz|afk> right ther
L776[10:42:08] <ghz|afk> you can replicate the code in doRender
L777[10:42:13] <ghz|afk> and cancel RenderPlayerEvent.Pre
L778[10:42:31] <ghz|afk> hmm although it calls super
L779[10:42:33] <ghz|afk> that'd be more annoying
L780[10:42:35] <williewillus> or cleverer yet, replace renderViewEntity in the pre and put it back in post
L781[10:43:10] <ghz|afk> ?
L782[10:43:16] <williewillus> in more detail, catch the pre event. save the entity in renderViewEntity
L783[10:43:20] <williewillus> stick the original player back in
L784[10:43:21] <ghz|afk> his issue is that he can see himself from the outside
L785[10:43:29] <Rushmead> He cant*
L786[10:43:33] <ghz|afk> can't**
L787[10:43:38] <ghz|afk> dunno why I do that mistake so often
L788[10:43:42] <williewillus> so the bool check passes so the render runs
L789[10:43:46] <ghz|afk> my hands just don't type the netagion
L790[10:43:51] <williewillus> then in the post event restore the old renderViewEntity
L791[10:43:54] <MiniDigger> maybe someone can help me here. I am trying to read and handle a server ping. I am stuck after reading the handshake. I expect a request packet with the id 0x00 but it gives me a 0x01
L792[10:43:55] <MiniDigger> does anyone notice something odd here? http://hastebin.com/ejirijeraf.avrasm
L793[10:44:02] <ghz|afk> oh I see what you mean
L794[10:44:10] <ghz|afk> it's "|| renderViewEntity == entity
L795[10:44:10] <williewillus> problem is that RenderPlayer checks renderViewEntity == player being rendered
L796[10:44:18] <williewillus> so just fake it using the events
L797[10:44:32] <ghz|afk> yeh
L798[10:45:04] <williewillus> idk how that would handle with other players
L799[10:45:33] <ghz|afk> well you just have to set it to the client's entity, so it shouldn't affect other players
L800[10:45:50] <williewillus> thats strange though
L801[10:45:59] <williewillus> that means when you're spectating through another mob's eyes you can't see players?
L802[10:46:05] <ghz|afk> yup
L803[10:46:10] <ghz|afk> nono
L804[10:46:13] <ghz|afk> only not the user
L805[10:46:16] <ghz|afk> in the client
L806[10:46:21] <ghz|afk> the player itself is EntityPlayerSP
L807[10:46:22] <williewillus> oh i see
L808[10:46:26] <ghz|afk> all the others are EntityPlayerMP
L809[10:46:29] <ghz|afk> iirc
L810[10:46:38] <williewillus> the !isUser lets EntityOtheyPlayerMP's through
L811[10:46:46] <ghz|afk> yup
L812[10:46:52] <ghz|afk> only EntityPlayerSP gets to return true
L813[10:46:55] <williewillus> so yeah the event trick should work
L814[10:47:07] <ghz|afk> in Pre:
L815[10:47:20] <ghz|afk> if entity == thePlayer, renderViewEntity = entity
L816[10:47:22] <ghz|afk> in Post
L817[10:47:25] <ghz|afk> renderViewEntity = whatever
L818[10:47:37] <williewillus> save it somewhere :P
L819[10:47:45] <ghz|afk> that's "whatever" ;P
L820[10:47:46] <ghz|afk> ;P
L821[10:47:59] <ghz|afk> eh double-smilied
L822[10:49:50] <Rushmead> https://gist.github.com/anonymous/5d618e3ea3cf3c96b95c777a987ddedd
L823[10:50:45] <ghz|afk> nono
L824[10:50:51] <ghz|afk> you have to set the player as the render view entity
L825[10:50:56] <ghz|afk> so that it will enter the if()
L826[10:51:07] <ghz|afk> in Pre
L827[10:51:16] <ghz|afk> then set back the active camera in post
L828[10:51:32] <Rushmead> :(
L829[10:51:34] <williewillus> you need to save the one that was there
L830[10:51:34] <Rushmead> Doesnt work
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L832[10:51:39] <williewillus> yeah because its done wrong :P
L833[10:51:47] <ghz|afk> eh unless I misunderstood what you are doing
L834[10:51:48] <ghz|afk> XD
L835[10:51:56] <williewillus> do you understand what we're trying to do? we are "faking" renderViewEntity so the if statement passes
L836[10:52:14] <williewillus> in Pre we are going to take out the renderViewEntity taht is there and stick something in there that the if statement likes
L837[10:52:16] <Rushmead> So, we trick it into thinking its the player, render the player and then change it back
L838[10:52:19] <williewillus> yes
L839[10:52:29] <williewillus> in Post we clean up after ourselves and put the old one back
L840[10:53:08] <williewillus> you might want to check that the rendered entity is the client player, and that the active view is your entity
L841[10:53:16] <williewillus> might interfere with other mods otherwise
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L846[10:55:17] <Rushmead> What...
L847[10:55:22] <Rushmead> Just a tad confused now.
L848[10:55:26] <Rushmead> What do i need to change?
L849[10:55:36] <williewillus> i thought you just got it xD
L850[10:56:39] <williewillus> the concept is simple, we want the if statement to pass if the entity that is BEING RENDERED is the client player, AND the ACTIVE VIEW is the camera. so in the Pre event, check those conditions, then fake-swap the active view into the client player so the if statement passes
L851[10:56:45] <williewillus> in post clean up and put things back where they were
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L853[10:58:09] <Rushmead> By, put stuff back you mean, put the active view back to my camera?
L854[10:58:15] <williewillus> yes
L855[10:58:45] <Rushmead> Ok, i've done that. Still doesnt work :(
L856[10:58:48] <williewillus> post code
L857[10:59:03] <Rushmead> https://gist.github.com/anonymous/c4be21f05ecd91724fb463bd88b1efda
L858[10:59:37] <williewillus> not sure what your logic is in getActive/getActiveCamera
L859[10:59:40] <williewillus> but that is whats breaking it
L860[10:59:45] <williewillus> just stuff it into a field
L861[11:01:03] <Rushmead> it just checks to see if the camera is null
L862[11:02:49] <williewillus> not sure why you have singleton-like global camera instances but just do something like https://gist.github.com/williewillus/e606087493828e5942e4b39bd69876ed
L863[11:03:04] <Rushmead> TBH its a fork of MineCamera by dmillerw
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L865[11:06:34] <Rushmead> Using your code, Nopes.
L866[11:07:00] <ghz|afk> is it runnign?
L867[11:07:03] <ghz|afk> is it entering the if?
L868[11:07:09] <ghz|afk> the one in Pre
L869[11:08:32] <Rushmead> its not entering the if
L870[11:08:52] <ghz|afk> why?
L871[11:09:00] <ghz|afk> which condition fails?
L872[11:10:19] <Rushmead> Got it.
L873[11:10:39] <Rushmead> It was checking a different value.
L874[11:10:47] <Rushmead> Not the one we were setting
L875[11:10:57] <Rushmead> it was renderManager.viewRenderEntity
L876[11:10:59] <Rushmead> or whatever
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L878[11:12:51] <Rushmead> Right, now can i make it so that i can control the player?
L879[11:12:53] <Rushmead> :P
L880[11:13:06] <williewillus> what does that even mean
L881[11:13:15] <Rushmead> Like move it. Using the keys.
L882[11:13:40] <williewillus> look at how vanilla does it? :P
L883[11:13:48] <Rushmead> Thats what im trying todo
L884[11:13:56] <Rushmead> but i dont know where that happens
L885[11:14:28] <williewillus> search for it :P
L886[11:14:53] <williewillus> want to use the keys to move things, wondering where vanilla does it
L887[11:15:06] <williewillus> so go to the w/a/s/d keybindings in the settings and see how those are used and where
L888[11:16:18] <OrionOnline> I have a question: I am implementing a fluid conduit system to transport liquid metals
L889[11:16:30] <hch12907> fascinating. <10TPS in a newly created world(1.8.9 recommended)
L890[11:16:43] <hch12907> no mods are istalled
L891[11:16:56] <OrionOnline> And i want to implement it using the submodel system of Forges BlockState system
L892[11:17:03] <hch12907> i dont see a reason for avg. 5TPS
L893[11:19:15] <Rushmead> Great.
L894[11:19:25] <Rushmead> It checks the view aswell.
L895[11:19:40] <Rushmead> Not sure if i can event this one...
L896[11:19:58] <williewillus> remapping still broken for my use case :(
L897[11:20:09] <williewillus> hch12907: why are you using 1.8? :P
L898[11:21:07] <hch12907> am trying to update to 1.9
L899[11:21:16] <hch12907> gradle doesnt let me, though
L900[11:21:16] <OrionOnline> Is there a way to have multiple SubModels visible in the SubModel of a variant in the BlockState?
L901[11:21:17] <Rushmead> So, ASM or AT's?
L902[11:21:24] <williewillus> Rushmead: where in the code?
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L904[11:21:31] <williewillus> and don't just say those things without knowing what they mean or do :P
L905[11:21:41] <williewillus> OrionOnline: what do you mean?
L906[11:21:43] <Rushmead> EntityPlayerSP public void onUpdateWalkingPlayer()
L907[11:21:46] <williewillus> like nest submodels in submodels?
L908[11:21:52] <OrionOnline> Not not really
L909[11:21:53] <ghz|afk> OrionOnline: yo ucna have as many submodels as you want
L910[11:21:58] <ghz|afk> "submodels": {
L911[11:22:02] <ghz|afk> "name1": {"model": ... }
L912[11:22:04] <ghz|afk> "name2": {"model": ... }
L913[11:22:06] <ghz|afk> "name3": {"model": ... }
L914[11:22:12] <OrionOnline> What i mean is that it combines a bunch of submodels to gether
L915[11:22:24] <ghz|afk> all the submodels get combined togehter?
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L917[11:22:33] <OrionOnline> Yes
L918[11:22:38] <ghz|afk> no I mean
L919[11:22:41] <ghz|afk> that's exactly how it works
L920[11:22:53] <ghz|afk> you dont' ahve to do anything special for that to work
L921[11:23:04] <OrionOnline> Okey just an JSONArray of all the models i want and there rotations and stuffs does the trick then
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L923[11:23:25] <OrionOnline> Good then i just need two OBJ Models, and combine them in the block state
L924[11:23:53] <OrionOnline> Is there a way to define a model variable and change that based on the variant
L925[11:24:36] <hch12907> fascinating. 20TPS on superflat, but it goes to <10TPS on default
L926[11:28:59] <ghz|afk> OrionOnline: I JUST showed you how
L927[11:29:03] <ghz|afk> [18:22] (ghz|afk): "submodels": {
L928[11:29:03] <ghz|afk> [18:22] (ghz|afk): "name1": {"model": ... }
L929[11:29:03] <ghz|afk> [18:22] (ghz|afk): "name2": {"model": ... }
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L931[11:29:18] <ghz|afk> you can then use "name1" again to replace what it contains
L932[11:29:24] <OrionOnline> So something like this woudl work: https://gist.github.com/OrionDevelopment/5da1c8b39511f49adbd795b7ab819a13
L933[11:29:40] <Rushmead> Did you figure out anything williewillus
L934[11:29:42] <OrionOnline> (sorry ghz|afk i was typing that example to make sure i understood your example properly)
L935[11:29:55] <williewillus> no, i'm investigating something else
L936[11:30:07] <Rushmead> Oh ok
L937[11:30:49] <ghz|afk> OrionOnline: the part in "inventory" looks right
L938[11:30:53] <ghz|afk> but thep art on the other properties doesn't
L939[11:30:54] <Rushmead> Just realised, it doesnt matter
L940[11:31:02] <Rushmead> Thanks for the help williewillus + ghz
L941[11:31:23] <OrionOnline> I need to add models donnot i?
L942[11:31:35] <OrionOnline> One sec i will fix that
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L944[11:33:47] <OrionOnline> ghz|afk, does this look better: https://gist.github.com/OrionDevelopment/5da1c8b39511f49adbd795b7ab819a13
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L949[11:38:35] <ghz|afk> OrionOnline: no not "model"
L950[11:38:41] <ghz|afk> you are working with SUBMODELS
L951[11:38:42] <ghz|afk> that means
L952[11:38:45] <ghz|afk> "submodels": {
L953[11:38:50] <ghz|afk> "north": {
L954[11:38:57] <ghz|afk> "model": "name", ...
L955[11:38:57] <ghz|afk> }
L956[11:39:00] <ghz|afk> }
L957[11:39:08] <ghz|afk> the important bit is the "submodels" group
L958[11:39:13] <ghz|afk> you can then shorten it to
L959[11:39:18] <ghz|afk> "north": "modelname"
L960[11:39:19] <ghz|afk> rather than
L961[11:39:26] <ghz|afk> "north": { "model": "modelname" }
L962[11:39:34] <ghz|afk> but the outer group is "submodels"
L963[11:39:35] <OrionOnline> Ah
L964[11:39:44] <OrionOnline> Wait let me change that
L965[11:39:55] <OrionOnline> So something like this:
L966[11:39:59] <OrionOnline> variants: {
L967[11:40:04] <OrionOnline> "north" {
L968[11:40:13] <OrionOnline> submodels {
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L970[11:40:31] <OrionOnline> "north" {
L971[11:40:53] <OrionOnline> "model" : "armory":"connected.obj"
L972[11:41:02] <OrionOnline> }
L973[11:41:06] <OrionOnline> }
L974[11:41:10] <OrionOnline> }
L975[11:41:12] <ghz|afk> sorry "submodel" not "submodels"
L976[11:41:19] <ghz|afk> and json requires that it's a string
L977[11:41:19] <OrionOnline> }
L978[11:41:20] <ghz|afk> so
L979[11:41:22] <ghz|afk> "submodel": {
L980[11:41:29] <ghz|afk> don't forget the : either
L981[11:41:34] <OrionOnline> Ha okey
L982[11:41:36] <OrionOnline> Let me fix that
L983[11:44:51] <OrionOnline> ghz|afk, So somehting like this: https://gist.github.com/OrionDevelopment/5da1c8b39511f49adbd795b7ab819a13
L984[11:45:30] <ghz|afk> look at line 5
L985[11:45:55] <ghz|afk> 5 to 10, that is
L986[11:46:07] <OrionOnline> Yeah the model section in the default
L987[11:46:14] <ghz|afk> yes but it's not "submodel"
L988[11:46:14] <ghz|afk> ;p
L989[11:46:28] <ghz|afk> and the first strings don't have a key
L990[11:46:29] <ghz|afk> only a value
L991[11:46:32] <ghz|afk> so it's invalid json
L992[11:46:38] <OrionOnline> so that should also be a submodel
L993[11:47:01] <ghz|afk> you can only have ONE main model
L994[11:47:14] <ghz|afk> and the model is a string
L995[11:47:18] <ghz|afk> so that's doubly wrong
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L997[11:50:29] <OrionOnline> So this: https://gist.github.com/OrionDevelopment/5da1c8b39511f49adbd795b7ab819a13
L998[11:50:53] <hch12907> http://pastebin.com/dtnRQtSh
L999[11:51:04] <hch12907> i am unable to finish setupDecompWorkspace
L1000[11:51:14] <hch12907> due to this error during recompileMc
L1001[11:51:27] <OrionOnline> hch12907, go the #ForgeGradle
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L1003[11:52:33] <hch12907> i dont even know this channel existed
L1004[11:52:42] <OrionOnline> no problem :P
L1005[11:52:47] <hch12907> thanks
L1006[11:52:54] <OrionOnline> ghz|afk, this better: https://gist.github.com/OrionDevelopment/5da1c8b39511f49adbd795b7ab819a13
L1007[12:04:35] <Ordinastie_> ah those little features so useful that makes your life a little easier : ModMessageManager.message("mdt", "renderAABB", aabb, 0x339900, 0); :D
L1008[12:08:13] <ghz|afk> OrionOnline: looks like correct json, at least
L1009[12:08:20] <ghz|afk> ;P
L1010[12:08:39] <OrionOnline> Okey i will try that when the models are done
L1011[12:09:20] <Inari> Ordinastie_: whats that o.o
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L1015[12:14:41] <Ordinastie_> Inari, it's my version of IMC
L1016[12:15:30] <Ordinastie_> as for this specific example, it tells another mod to render the AABB passed
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L1022[12:41:42] <Intektor> ghz|afk, what is with GLU.project
L1023[12:41:58] <Intektor> GLU.gluProject
L1024[12:42:36] <ghz|afk> ignore glu
L1025[12:43:03] <Intektor> why?
L1026[12:43:08] <ghz|afk> glu was a library designed to make crappy demos
L1027[12:43:15] <ghz|afk> it's not useful for any big opengl application
L1028[12:43:23] <Intektor> but would it qork?
L1029[12:43:26] <Intektor> work
L1030[12:43:30] <ghz|afk> no idea
L1031[12:43:30] <ghz|afk> maybe
L1032[12:43:37] <ghz|afk> but I never used it
L1033[12:43:40] <ghz|afk> so I can't help you with that
L1034[12:43:40] <Intektor> I want to at least try
L1035[12:46:21] <Intektor> what is win_pos?
L1036[12:46:33] <Intektor> or how do I get the Float buffer for win_pos?
L1037[12:47:22] <MalkContent> would the server ever try to execute getClientGuiElement? :x
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L1040[12:51:38] <Tahg> anyone want to attempt to update a 1.7.10 mod (of mine) to 1.10?
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L1042[12:52:22] <xEviLSpaWnx> Which mod?
L1043[12:53:03] <Tahg> LCA, overly ambitious in the title, but it adds the projectors FTB uses in many of its maps
L1044[12:53:35] <Tahg> the title was "Lights, Camera, Action", but lol never got around to camera and actiony bits
L1045[12:54:15] <PaleoCrafter> projectors?
L1046[12:54:50] <Tahg> ya, it displays scalable ItemEntitys and flat images
L1047[12:54:56] <Tahg> controllable with CC
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L1050[12:56:44] <electrolitic> There isn't anything else I need to do in order for my items to be in my TileEntity when I save and quit and come back besides write to nbt and read from nbt, right?
L1051[12:56:54] <williewillus> yes*
L1052[12:57:01] <williewillus> with asterisk
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L1054[12:59:47] <electrolitic> There are exceptions?
L1055[13:00:11] <Tahg> well, if anyone wants to give it a shot, I'd give you credit: https://dl.dropboxusercontent.com/u/11334557/LCA.zip
L1056[13:01:01] <Tahg> one of these things that isn't really closed source, but I've never bothered to put it on a repo
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L1059[13:10:44] <electrolitic> Is there a method for making an item drop onto the ground?
L1060[13:10:52] <williewillus> from where
L1061[13:10:58] <electrolitic> Like, after you break a TileEntity holding them
L1062[13:13:03] <shadowfacts> I don't think there's a preexisting helper method
L1063[13:13:12] <williewillus> InventoryHelper.spawnItemStack? :P
L1064[13:13:18] <shadowfacts> or not
L1065[13:13:19] <shadowfacts> ok
L1066[13:13:35] <williewillus> theres helpers in that class but for iinventory which no modder should be using
L1067[13:13:58] <electrolitic> So don't use that?
L1068[13:14:07] <williewillus> i don't know what youre looking for
L1069[13:14:19] <williewillus> do you want (inv) -> drop in world or (stack) -> drop in world
L1070[13:14:26] <electrolitic> I want the items in the TileEntity to spew onto the ground when the block is destroyed by the player
L1071[13:14:31] <williewillus> you have to do that yourself
L1072[13:14:35] <williewillus> in breakblock
L1073[13:14:41] <Intektor> http://www.programcreek.com/java-api-examples/index.php?class=org.lwjgl.util.glu.GLU&method=gluProject no damn way
L1074[13:14:43] <shadowfacts> iterate over the items yourself and call InventoryHelper.spawnItemStack
L1075[13:14:59] <ghz|afk> you can copy InventoryHelper.dropInventoryContents
L1076[13:14:59] <williewillus> well at that point might as well just spawn the entity items yourself
L1077[13:15:03] <ghz|afk> and adapt it to work on IItemHandler
L1078[13:15:03] <ghz|afk> ;P
L1079[13:15:04] <Intektor> I found an actual code example with minecraft in it
L1080[13:15:16] <electrolitic> Oh
L1081[13:15:28] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/automation/iface/BlockInterface.java#L109
L1082[13:15:32] <ghz|afk> I did exacly that ;P
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L1084[13:16:46] <iso2013> Anyone able to update TerrainControl to 1.10? Willing to pay
L1085[13:17:15] <shadowfacts> you asked this several days ago and my answer is still no :P
L1086[13:17:24] <iso2013> ok
L1087[13:17:34] <iso2013> but there is 291 people here
L1088[13:17:38] <Inari> haha
L1089[13:17:45] <iso2013> *are
L1090[13:17:50] <Inari> didnt it turn out it would basically need to be rewritten
L1091[13:18:09] <electrolitic> Looking through the list it doesn't look like 291. Where are all the others? O.o
L1092[13:19:02] <iso2013> idk :p my irc client says 291 total
L1093[13:19:09] <electrolitic> Same with mine.
L1094[13:19:44] <iso2013> yeah it kindof did Inari but i'm fairly sure that's not necessary
L1095[13:19:46] <williewillus> the number of people actievly chatting is really no more than 10
L1096[13:19:58] <iso2013> yeah that's true
L1097[13:20:10] <RANKSHANK> ^ most of us lurk/idle :P
L1098[13:20:18] <IoP> damn lurkers!
L1099[13:20:40] <Inari> list is about 300 though
L1100[13:20:40] <DemonWav> So I added a @SideOnly inspection in my intellij plugin, if anyone wants to help me out and give it a test https://github.com/DemonWav/MinecraftDevIntelliJ/issues/28
L1101[13:22:29] <masa> is terrain control a bukkit plugin?
L1102[13:22:49] <electrolitic> Wow, Block has a spawnAsEntity method, I think I'll use that one.
L1103[13:24:46] <shadowfacts> DemonWav, that's awesome, installing your plugin right now! :D
L1104[13:24:55] <shadowfacts> looks really handy
L1105[13:25:13] <DemonWav> thanks! I'm really proud of it
L1106[13:25:49] <DemonWav> You'll probably need to refresh your gradle project for it to detect your forge projects
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L1109[13:32:16] <RANKSHANK> Yeah that is actually quite handy looking
L1110[13:34:27] <DemonWav> just noticed it doesn't work for net.minecraft.client.* classes, due to a bad assumption in one of my checks
L1111[13:34:42] <DemonWav> easy fix, just not sure if I want to push out another update so quickly
L1112[13:35:25] <RANKSHANK> Just do it :D
L1113[13:36:50] <DemonWav> sure why not
L1114[13:37:01] <williewillus> !gm field_72769_h
L1115[13:37:06] <williewillus> !gf field_72769_h
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L1117[13:41:43] <DemonWav> welp RANKSHANK, new build uploaded lol
L1118[13:42:24] <RANKSHANK> Alrighty grabbing it as soon as I'm home :P thanks man!
L1119[13:43:21] <DemonWav> be sure to let me know on the issues page if you find any bugs or have any ideas for features. and I also have a video showing how you can setup new forge projects with it https://www.youtube.com/watch?v=PsNdB1N-PwA
L1120[13:47:23] <Rallias> How would I go about grabbing a file that I stuck in resources/modname runtime?
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L1122[13:57:29] <shadowfacts> Rallias, Minecraft.getMinecraft().getResourceManager().getResource(YOUR_RESOURCE_LOCATION).getInputStream()
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L1124[13:58:28] <Rallias> Aight, thanks.
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L1133[14:13:29] <pWn3d> hi
L1134[14:19:10] <DemonWav> should the classes named in @SidedProxy be treated the same way as if they were annotated with their respective sides in @SideOnly?
L1135[14:19:21] <williewillus> yes
L1136[14:19:29] <williewillus> well
L1137[14:19:54] <williewillus> only for the lots of people have the one they specify in "serverProxy" serve as a base class that they derive their client one off of
L1138[14:20:06] <williewillus> which is a pattern I personally on't like but it happens
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L1140[14:20:25] <DemonWav> hmm
L1141[14:20:36] <williewillus> so it's really the clientSide definitely should be treated as SideOnly CLIENT but the other one could be either
L1142[14:21:23] <DemonWav> I'm perfectly happy to have the plugin throw errors as if it were SideOnly CLIENT or SERVER, maybe that would push people to use a "center" interface
L1143[14:21:28] <DemonWav> ..or disable the inspection
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L1145[14:21:47] <williewillus> i don't think any of tehse should be errors
L1146[14:21:53] <williewillus> just warnings
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L1148[14:22:00] <williewillus> anything that's not a compile error should be a warning
L1149[14:22:03] <DemonWav> well they don't stop you from building or running the program
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L1151[14:22:15] <DemonWav> but it will cause runtime crashes, no?
L1152[14:22:37] <williewillus> yes but they should still be warnings :P
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L1154[14:23:05] <williewillus> if I put String s = null; s.substring(5); idea warns me but it won't error it
L1155[14:23:08] <williewillus> same idea
L1156[14:23:27] <DemonWav> good point
L1157[14:23:51] <Inari> Error: "null" forbidden
L1158[14:24:25] <HassanS6000> how can I cancel the crafting event?
L1159[14:24:41] <HassanS6000> PlayerEvent.ItemCraftedEvent is not cancellable, but I want to cancel the crafting
L1160[14:24:45] <HassanS6000> Or at least change the result
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L1162[14:28:20] <HassanS6000> Also why is PlayerOpenContainerEvent fired so many times?
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L1166[14:28:35] <HassanS6000> oh when they view one.
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L1170[14:29:53] <pWn3d> What is the best way to get 3D Item model rendering? (updating from 1.7 with IItemRender)
L1171[14:29:54] <DemonWav> williewillus just for you, all changed to warnings :)
L1172[14:30:05] <williewillus> pWn3d: remake them in json or obj
L1173[14:30:14] <pWn3d> In 1.10
L1174[14:30:18] <williewillus> yes
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L1176[14:30:30] <pWn3d> :-/
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L1183[14:30:36] <williewillus> what kind of model
L1184[14:30:37] <williewillus> show a picture
L1185[14:31:09] <pWn3d> http://minecraft.curseforge.com/projects/techguns/images
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L1187[14:31:16] <pWn3d> that kind of models
L1188[14:31:26] <williewillus> yeah use json for that
L1189[14:31:37] <pWn3d> isn't that too limited?
L1190[14:31:39] <williewillus> maybe OBJ
L1191[14:31:45] <williewillus> probably OBJ for the round ones
L1192[14:31:53] <pWn3d> they are all made with techne
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L1194[14:32:00] <pWn3d> and use ModelBase
L1195[14:32:06] <williewillus> yes, port them to OBJ
L1196[14:32:15] <williewillus> there was a tool to make tabula export OBJ a while back
L1197[14:32:24] <pWn3d> hm, that would help
L1198[14:32:47] <williewillus> https://www.dropbox.com/sh/upsblc381noi8fb/AAC9-SaNLt5KLlQqifc-9dcOa?dl=0
L1199[14:32:55] <williewillus> requires tabula and ichunutil for 1.8.0 :P
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L1201[14:33:35] <williewillus> i dont know whose that mod is but its just sitting in my doprbox so I show people whoever needs it, lol
L1202[14:33:42] <DemonWav> I think I'll make classes referenced by SidedProxy infer the given SideOnly annotation, like how intellij infers nullability contracts
L1203[14:34:29] <pWn3d> Thanks, I will try, now I just need to get obj loaded, also seems not so easy :-/
L1204[14:35:17] <ghz|afk> it's easy
L1205[14:35:36] <ghz|afk> you just need a plain old blockstates file (plain old for us who have been using 1.8 since forge 1.8 started tobe a thing ;P)
L1206[14:35:51] <williewillus> id not worry about the loading part
L1207[14:35:54] <ghz|afk> just in the file you refer to "whatever:model.obj"
L1208[14:35:56] <williewillus> till you get them converted lol
L1209[14:36:39] <pWn3d> I just totally hat json
L1210[14:36:44] <pWn3d> *hate
L1211[14:38:03] <williewillus> tell me if you've actually *used* ity
L1212[14:38:09] <williewillus> or are just repeating what others have said
L1213[14:38:15] <ghz|afk> pWn3d: do you actually hate it
L1214[14:38:19] <williewillus> and yes the json format is limited
L1215[14:38:19] <ghz|afk> or have you just been told it's bad
L1216[14:38:22] <ghz|afk> so you believe its bad?
L1217[14:38:24] <williewillus> that's why OBJ loader exists
L1218[14:38:26] <Inari> I'm gonna use malisiscore to get rid of json cause the author of the mod i port hates it :D
L1219[14:38:38] <williewillus> Inari: >_<
L1220[14:38:46] <williewillus> what mod
L1221[14:38:48] <ghz|afk> I'd just fork the port and fuck the original author lol
L1222[14:38:56] <Inari> integrated circuits :P
L1223[14:38:56] <williewillus> in that order? ;p
L1224[14:40:14] <williewillus> that mod could probably get by with a generating smartmodel
L1225[14:40:19] <williewillus> its an exception :P
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L1227[14:40:27] <PaleoCrafter> williewillus, for future reference, it's Kihira's :P
L1228[14:40:27] <williewillus> but for the vast majority of usecases the system is fine
L1229[14:40:43] <williewillus> idk who that is :P
L1230[14:40:59] <PaleoCrafter> Tails?
L1231[14:41:04] <williewillus> I kind of skipped playing 1.7
L1232[14:41:07] <williewillus> lol
L1233[14:41:26] <pWn3d> I don't really hate the json format, I hate that I have to create a text file for each item block, I just think this is stupid
L1234[14:41:27] <williewillus> last pack I played seriously was TPPI1 (back when it was good *coughhack*)
L1235[14:41:37] <williewillus> pWn3d: you autogenerate them and never look at it again
L1236[14:41:45] <williewillus> idk why people think that's hard
L1237[14:41:58] <williewillus> and it gives people theability to customize the model
L1238[14:42:21] <williewillus> and with the forge format itemblocks can share a json with their block's blockstate
L1239[14:42:43] <williewillus> so you don't actually need one for every itemblock :P
L1240[14:43:12] <williewillus> I still prefer to have it split out for my own reasons but its saved modders many text files :P
L1241[14:43:20] <pWn3d> are there any good tutorials/documentation on 1.9/1.10? I can only find very basic ones
L1242[14:43:42] <williewillus> i wrote this for 1.8 and am rewriting it currently https://gist.github.com/williewillus/57d7093efa80163e96e0
L1243[14:43:47] <williewillus> it should get the basics across
L1244[14:44:01] <pWn3d> For 1.7 has so much more information
L1245[14:44:08] <pWn3d> thanks, I will look at it
L1246[14:44:09] <Inari> well to a certain degree i agree, like you shoudlnt need a file for just a simple block
L1247[14:44:15] <Inari> but i dont care so much i'd us ea whole other system
L1248[14:44:16] <Inari> :P
L1249[14:44:41] <williewillus> Inari: if a asset customizer wants to change that one block they care that's its a single atomic file
L1250[14:44:42] <williewillus> :P
L1251[14:45:34] <pWn3d> How often do people actually change the model of a mod?
L1252[14:46:24] <williewillus> seeing as it was impossible until recently, not much yet
L1253[14:46:32] <williewillus> well impossible outside of hacking an addon on
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L1256[14:52:51] <Zidane> When putting in values to a UnpackedBakedQuad.Builder for the UV element, what is the format?
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L1258[14:53:52] <mort> anyone in forgegradle atm?
L1259[14:53:56] <williewillus> as in the VertexFormat?
L1260[14:54:18] <Zidane> williewillus, Yes...is it minU, minV, maxU, maxV or?
L1261[14:56:20] <ghz|afk> nono
L1262[14:56:27] <williewillus> each vertex has its own UV data
L1263[14:56:31] <Zidane> I'm aware..
L1264[14:56:32] <ghz|afk> it follows the same order as the vertex format
L1265[14:56:46] <ghz|afk> and it shoudl be counter-clockwise when looked from the front
L1266[14:56:58] <ghz|afk> as in, the face that spins CCW, is the visible face
L1267[14:57:15] <Zidane> My vertices are fine
L1268[14:57:28] <Zidane> I just need to know what values it expects when providing the UVs
L1269[14:57:35] <ghz|afk> it doesn't expect anything
L1270[14:57:38] <ghz|afk> you choose
L1271[14:57:45] <ghz|afk> all the gpu cares aboput
L1272[14:57:45] <PaleoCrafter> a vertex is a point, it may only have U and V :P
L1273[14:57:49] <ghz|afk> is the winding order
L1274[14:57:58] <ghz|afk> if you do
L1275[14:58:11] <ghz|afk> BL,BR,TR,TL
L1276[14:58:15] <ghz|afk> and you want the texture upright
L1277[14:58:17] <ghz|afk> then you'd do
L1278[14:58:45] <ghz|afk> (minU,minV), (maxU,minV), (maxU,maxV), (minU,maxV)
L1279[14:58:49] <Zidane> The UVs I have go from TL -> TR
L1280[14:58:57] <ghz|afk> I'm not talking the UVs
L1281[14:59:03] <Zidane> ......
L1282[14:59:04] <ghz|afk> I'm talking the actual POSITION coords
L1283[14:59:11] <Zidane> Those are fine as I just said
L1284[14:59:15] <ghz|afk> but THEY MATTER
L1285[14:59:21] <ghz|afk> depending on which ORDER you put thep ositions
L1286[14:59:26] <ghz|afk> the UVs will go in a different order
L1287[14:59:52] <PaleoCrafter> that wasn't even what the question was about though :P
L1288[15:00:27] <ghz|afk> hm?
L1289[15:00:31] <williewillus> well the question was about builder unpacked quads, which is relevant to ^ as you have to put the right uv data (2 shorts by the way) with the right pos data
L1290[15:00:41] <williewillus> in the right order
L1291[15:00:43] <PaleoCrafter> 2 shorts? Oo
L1292[15:00:46] <ghz|afk> hm?
L1293[15:00:53] <ghz|afk> the unpacked stuff works with like double[] doesn't it?
L1294[15:00:58] <ghz|afk> it's just all numbers until it's packed?
L1295[15:01:02] <williewillus> *floats
L1296[15:01:05] <williewillus> ;p;
L1297[15:01:07] <williewillus> *lol
L1298[15:01:10] <ghz|afk> eh or floats, same thing
L1299[15:01:24] <williewillus> I was remembering lightmap had 2 shorts, UV is 2 floats
L1300[15:01:55] <PaleoCrafter> the question was about the format the UVs go in, and that's just two floats for the corresponding point on the texture :P
L1301[15:02:01] <Zidane> Perhaps an example would help...line 1445 in ObjModel, what do those values mean?
L1302[15:02:19] <Zidane> E is obvious, the next 4 not so much
L1303[15:02:28] <ghz|afk> different version?
L1304[15:02:32] <ghz|afk> 1445 for me is isAmbientOcclusion
L1305[15:02:53] <ghz|afk> ah sorry that env was 1.9.4
L1306[15:02:59] <Zidane> 1.10.2
L1307[15:03:03] <ghz|afk> yeah
L1308[15:03:07] <williewillus> its putting the uv's from the OBJ model in, scaled to 16
L1309[15:03:10] <PaleoCrafter> ^
L1310[15:03:10] <ghz|afk> those values are in 0..1 range
L1311[15:03:19] <PaleoCrafter> and it optionally flips the v
L1312[15:03:19] <williewillus> if the blockstate json had a flipV then it flips the V coord upside down
L1313[15:03:30] <PaleoCrafter> because OBJ doesn't standardise that
L1314[15:03:31] <ghz|afk> in atlas coords
L1315[15:03:37] <Zidane> Yes but again WHAT are they...are the first two min values and the last two max values?
L1316[15:03:44] <Zidane> is it min, max, min max?
L1317[15:03:50] <PaleoCrafter> no...
L1318[15:03:52] <ghz|afk> there's only 2 tex coord values!
L1319[15:03:52] <ghz|afk> two per vertex
L1320[15:03:57] <PaleoCrafter> it's just what corresponds to the vertex
L1321[15:04:00] <williewillus> a single vertex only has one U and one V
L1322[15:04:04] <PaleoCrafter> a vertex directly maps to a point on the texture
L1323[15:04:04] <ghz|afk> each of the 4 vertices
L1324[15:04:06] <ghz|afk> takes one pair
L1325[15:04:08] <williewillus> a quad is made of four of them
L1326[15:04:26] <ghz|afk> BL,BR,TR,TL --> (minU,minV), (maxU,minV), (maxU,maxV), (minU,maxV)
L1327[15:05:22] <ghz|afk> basically
L1328[15:05:25] <ghz|afk> if this is an item/block model
L1329[15:05:28] <ghz|afk> using the standard format
L1330[15:05:30] <ghz|afk> you'd have
L1331[15:05:31] <PaleoCrafter> think about it this way, Zidane: imagine your quad is a trapezoid, you can't describe that with min/max UVs
L1332[15:05:56] <PaleoCrafter> or anything not rectangular, for that matter :P
L1333[15:06:03] <ghz|afk> x,y,z,r,g,b,a,u,v,nx,ny,nz
L1334[15:06:26] <Ordinastie_> ghz|afk, nope
L1335[15:06:27] <Zidane> PaleoCrafter, unfortunately this custom format that I'm bringing forward to a 1.8 world gives me the verts for the model and the texture for the face...the face has multiple verts.
L1336[15:06:35] <Zidane> I am not sure how to get the uv for the vert
L1337[15:06:35] <ghz|afk> Ordinastie_: wat?
L1338[15:06:43] <Ordinastie_> that's item only
L1339[15:06:47] <ghz|afk> well sure
L1340[15:06:49] <Ordinastie_> blocks don't have nx...
L1341[15:06:53] <PaleoCrafter> what is the format?
L1342[15:06:55] <ghz|afk> but the packed data is the same
L1343[15:06:57] <williewillus> forge bakes to ITEM
L1344[15:06:59] <ghz|afk> mc overwrites
L1345[15:07:01] <williewillus> regardless
L1346[15:07:04] <ghz|afk> the nx,ny,nz with lightmap
L1347[15:07:11] <williewillus> ^
L1348[15:07:24] <ghz|afk> brb kitchen
L1349[15:07:26] <Ordinastie_> ah yes, one reason I don't use them :p
L1350[15:07:30] <Zidane> PaleoCrafter, some assinine format from old Spoutcraft days...which was "invented" for it. Instead of using something that actually makes sense like objs
L1351[15:08:08] <PaleoCrafter> it has min and max UVs built in, though?
L1352[15:09:01] <ghz|afk> Zidane: it must have the vertices in a specific order
L1353[15:09:04] <PaleoCrafter> if so, I suppose it'd just make the top left of every quad the (minU, minV) vertex
L1354[15:09:06] <ghz|afk> you'll just have to figure it out
L1355[15:09:20] <ghz|afk> if using
L1356[15:09:21] <ghz|afk> (minU,minV), (maxU,minV), (maxU,maxV), (minU,maxV)
L1357[15:09:22] <ghz|afk> doesn't work
L1358[15:09:30] <ghz|afk> then they invertiny the minV/maxV
L1359[15:09:33] <Zidane> I have the verts that make up the entire face and I have the minU, maxU, length, width of the texture for the face
L1360[15:09:35] <ghz|afk> swapping I mean
L1361[15:09:39] <Zidane> I don't know the uvs for the vert
L1362[15:09:49] <ghz|afk> have you read me?
L1363[15:10:01] <Zidane> Yeah I have...never did this part before
L1364[15:10:06] <ghz|afk> you will have to use one pair for each vertex
L1365[15:10:06] <Zidane> So unsure how to do it
L1366[15:10:14] <ghz|afk> take the texture
L1367[15:10:19] <Ordinastie_> that's enough information by itself
L1368[15:10:20] <ghz|afk> compile the interpolated U/V
L1369[15:10:26] <ghz|afk> compute**
L1370[15:10:32] <ghz|afk> using the atlas sprite
L1371[15:10:33] <Ordinastie_> unless the UVs are deterministic based on vertex position
L1372[15:10:46] <PaleoCrafter> Ordinastie_, only if they accidentally wrote maxU instead of minV :P
L1373[15:10:46] <ghz|afk> and then, assign each vertex one of (minU,minV), (maxU,minV), (maxU,maxV), (minU,maxV)
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L1419[15:35:36] <shadowfacts> is there any way to combine the forge:default-block transform with another rotation/translation?
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L1421[15:35:56] <williewillus> iirc no theres no support for "merging" transformas in the forge format
L1422[15:36:02] <williewillus> yet at least
L1423[15:36:58] <shadowfacts> hmm
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L1425[15:37:32] <shadowfacts> how would I convert the default block transformation to the JSON format?
L1426[15:37:55] <shadowfacts> (from the code that's used internally to the JSON format, I mean)
L1427[15:38:18] <williewillus> ctrl f "default-block in ForgeBlockStateV1
L1428[15:38:51] <williewillus> they're also just equal to the vanilla ones in models/block/block.json
L1429[15:39:07] <shadowfacts> ah, I'll just copy the vanilla one and add my own stuff in
L1430[15:39:21] <williewillus> though keep in mind that translations in forge json and in that code are 16x or 1/16 x that of vanilla model jsons (I can't remember which)
L1431[15:39:26] <williewillus> no idea why but that bit me
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L1435[15:42:49] <gigaherz> and you have to convert the way to represent rotations
L1436[15:42:50] <gigaherz> XD
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L1438[15:44:04] <williewillus> really?
L1439[15:44:14] <williewillus> well actually it mightve changed
L1440[15:44:21] <williewillus> but back in 1.8 it mapped directly besides the translations
L1441[15:44:43] <gigaherz> vanilla rotations are in euler angles
L1442[15:45:02] <gigaherz> while forge uses a quaternion, with an option to use [{x:angle},...]
L1443[15:45:13] <gigaherz> in order to convert vanilla rotations to forge blockstates rotations
L1444[15:45:15] <gigaherz> you have to do
L1445[15:45:37] <gigaherz> [{"y":y rotation},{"x":x rotation},{"z": z rotation}]
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L1455[15:59:29] <shadowfacts> "vanilla model '...' can't have non-vanilla parent"
L1456[15:59:50] <shadowfacts> so how can I apply the vanilla rotations + my own to a model
L1457[16:00:14] <shadowfacts> because using the vanilla transformations (the ones in models/block/block.json) in the blockstate doesn't work
L1458[16:03:52] <gigaherz> then you are doing it wrong.
L1459[16:03:53] <gigaherz> ;P
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L1461[16:04:14] <gigaherz> the "display" values from block.json won't work as-is
L1462[16:04:18] <gigaherz> you have to *convert* them
L1463[16:04:22] <williewillus> i have a copy of the fvanilla ones forgified
L1464[16:04:27] <williewillus> i'll try to find them
L1465[16:04:40] <gigaherz> the translations have to be divided by 16
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L1467[16:04:51] <gigaherz> the rotations, become [{"y":y rotation},{"x":x rotation},{"z": z rotation}]
L1468[16:05:00] <masa> what in the world is a quaternion?
L1469[16:05:24] <williewillus> math
L1470[16:05:29] <williewillus> that i dont know :D
L1471[16:05:30] <gigaherz> it's a math thing
L1472[16:05:33] <SatanicSanta> https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation
L1473[16:05:40] <gigaherz> which uses multi-complex numbers
L1474[16:05:41] <sham1> A mathematical object that can do better rotations than euler angles
L1475[16:05:44] <gigaherz> in a way that can represent rotations
L1476[16:05:50] <williewillus> its a 4d thingything that lets you define 3d rotations
L1477[16:05:58] <SatanicSanta> also https://en.wikipedia.org/wiki/Quaternion
L1478[16:06:04] <sham1> An extention of complex numbers
L1479[16:06:51] <gigaherz> it can describe any 3d rotation, without ambiguities
L1480[16:07:04] <gigaherz> and it has only a fraction of the space as a 3x3 matrix
L1481[16:07:10] <gigaherz> (4 numbers vs 9)
L1482[16:07:18] <sham1> And it is annoying to write
L1483[16:07:35] <gigaherz> you shouldn't worry about the maths behind it
L1484[16:07:37] <sham1> the name that is
L1485[16:07:41] <gigaherz> Quaternion?
L1486[16:07:45] <sham1> yes
L1487[16:07:52] <gigaherz> doesn't feel hard to me
L1488[16:08:04] <gigaherz> maybe due to spanish phonetics
L1489[16:08:48] <sham1> r followed by n
L1490[16:09:01] <sham1> it makes it hard for me to pronounce
L1491[16:09:03] <SatanicSanta> I don't know how to pronounce it so I never spell it right
L1492[16:09:12] <gigaherz> in spanish it's "cuaternión"
L1493[16:09:19] <gigaherz> cua-ter-nion
L1494[16:09:25] <SatanicSanta> gigaherz: Yeah that's how I pronounce it in my head :P
L1495[16:10:23] <sham1> In finnish it is written as kvaternio
L1496[16:10:35] <sham1> Which fits the phonology much better
L1497[16:12:11] <sham1> It probably also has some interesting spelling provided by KoTus, but the less we talk about that, the better
L1498[16:12:13] <SatanicSanta> It is possible to render a model JSON without registering it to a specific block state right? I've got a model that I'd prefer be a JSON, but it doesn't actually have anything to do with the blockstates, and the block is already using another block's blockstate JSON
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L1500[16:13:27] <SatanicSanta> The block is basically an extension to a different block that just adds a little model on the side of it
L1501[16:13:56] <gigaherz> SatanicSanta: then how its it not related to the block state?
L1502[16:14:08] <gigaherz> you can load models whenever you want
L1503[16:14:12] <gigaherz> but textures are a different thing
L1504[16:14:26] <gigaherz> if they aren't referenced by any loaded model, they won't be stitched
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L1506[16:14:51] <SatanicSanta> gigaherz: Because they are different blocks entirely
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L1508[16:15:10] <williewillus> can stitch it yourself
L1509[16:15:15] <gigaherz> Oh, well then it's part of the other block?
L1510[16:15:15] <gigaherz> XD
L1511[16:16:07] <SatanicSanta> williewillus: how so?
L1512[16:16:17] <gigaherz> the stitch event
L1513[16:16:26] <gigaherz> you can tell mc toi stitch extra things to the atlas
L1514[16:16:29] <gigaherz> to*
L1515[16:16:33] <williewillus> its like registering icons
L1516[16:16:36] <williewillus> except in an event now
L1517[16:16:54] <SatanicSanta> oh, textures
L1518[16:16:58] <williewillus> (all mc does is register icons for you now in the background when it loads your models the icon stuff is still there :P)
L1519[16:16:59] <SatanicSanta> i thought you were talking about models so I was confused
L1520[16:17:06] <gigaherz> no, as I said
L1521[16:17:11] <gigaherz> models you can load whenever you need
L1522[16:17:20] <SatanicSanta> without an IBlockState?
L1523[16:17:33] <SatanicSanta> because the model associated with the blockstate is not this model
L1524[16:17:36] <gigaherz> sure, how else would you use models in like, a TESR?
L1525[16:17:40] <SatanicSanta> its the "parent pipe"'s model
L1526[16:17:55] <gigaherz> but one thing is loading the model
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L1528[16:18:03] <gigaherz> a whole different thing is getting it to draw
L1529[16:18:05] <williewillus> models and IBlockState are unrelated. once an IBLockState goes through the statemapper its not relevant anymore
L1530[16:18:13] <williewillus> (statemapper spits out an MRL)
L1531[16:18:18] <SatanicSanta> right
L1532[16:18:27] <gigaherz> I have a feeling you want this model drawn
L1533[16:18:31] <gigaherz> which means
L1534[16:18:32] <SatanicSanta> yes
L1535[16:18:39] <gigaherz> either you draw it as part of a block
L1536[16:18:42] <gigaherz> or TESR
L1537[16:18:43] <gigaherz> or entity
L1538[16:18:59] <SatanicSanta> TESR
L1539[16:19:11] <SatanicSanta> which is already happening, I am just attempting to translate it from ModelBase into JSON
L1540[16:19:21] <gigaherz> the first one, means either it's directly linked to a blockstate, or merged with other models in a custom IBakedModel
L1541[16:19:37] <gigaherz> for a TESR, I have this
L1542[16:19:37] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/ModelHandle.java
L1543[16:19:40] <gigaherz> I use it with .obj models
L1544[16:19:43] <williewillus> i wish the model json format had actual inheritance
L1545[16:19:51] <gigaherz> but it supports anything that can load through the model loading system
L1546[16:19:51] <williewillus> as in the elements fromthe parent are merged with the child's
L1547[16:19:54] <gigaherz> including json models
L1548[16:20:14] <gigaherz> this is how I use that class
L1549[16:20:14] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/RenderBall.java#L18
L1550[16:20:17] <williewillus> currently specifying elements is a full override
L1551[16:20:21] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/RenderBall.java#L48
L1552[16:20:33] <gigaherz> I need to turn the render into an instance method, rather than a static one
L1553[16:21:42] <shadowfacts> williewillus, do you know which mod you had the converted transformations in?
L1554[16:21:57] <williewillus> i mightve removed them, i swore i had it in botania but Icouldn't find them
L1555[16:22:02] <SatanicSanta> aha
L1556[16:22:04] <SatanicSanta> I think I understand
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L1562[16:32:12] <shadowfacts> williewillus, I found it: https://github.com/williewillus/Botania/blob/master/src/main/resources/assets/botania/blockstates/pylon.json#L5-L48
L1563[16:32:27] <williewillus> those arent precisely the original oens
L1564[16:32:34] <williewillus> I've tweaked them but I guess you can start with them
L1565[16:32:51] <shadowfacts> closer than nothing at all :P
L1566[16:33:50] <shadowfacts> now that I have the format, getting the vanilla values is easier
L1567[16:34:52] <williewillus> can we not do vanilla style blockstate rotations in the defaults block?
L1568[16:34:55] <williewillus> as in "x": 90
L1569[16:35:12] <gigaherz> I don't see why not
L1570[16:35:19] <gigaherz> IIRC it's treated like any other variant block
L1571[16:35:33] <williewillus> not working for some reason >_<
L1572[16:36:56] <williewillus> works when i do it in variants{}
L1573[16:36:57] <williewillus> whatevs
L1574[16:37:41] <shadowfacts> FUCK ME SIDEWAYS IT DOESN'T WORK
L1575[16:37:53] <williewillus> lmao
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L1580[16:39:20] <shadowfacts> what the actual fuck
L1581[16:39:54] <williewillus> does it show up anywhere?
L1582[16:39:55] <williewillus> lol
L1583[16:40:38] <shadowfacts> it breaks the entire blockstate
L1584[16:40:53] <williewillus> welp
L1585[16:40:53] <shadowfacts> all it prints out is this: https://gist.github.com/shadowfacts/a688f8bf9d39894b5f719e79049bfa0d
L1586[16:41:01] <shadowfacts> which is utterly unhelpful
L1587[16:43:36] <gigaherz> shadowfacts:
L1588[16:43:40] <gigaherz> show your json file?
L1589[16:43:53] <gigaherz> I suspect what the issue is, but I'd have to see the file to confirm
L1590[16:44:01] <shadowfacts> https://gist.github.com/shadowfacts/9cff4c80524d69d417a9ce1f03241f17
L1591[16:47:35] <williewillus> add[] around your inventory variant
L1592[16:47:44] <williewillus> "inventory": [ { ... } ]
L1593[16:48:00] <williewillus> right now the forge json thinks that "inventory" is the name of a blockstate property
L1594[16:48:04] <williewillus> and "transform" is a value
L1595[16:48:31] <SatanicSanta> hm
L1596[16:48:35] <shadowfacts> oh fuck me
L1597[16:48:35] <williewillus> anything that doesn't have [] around it is part of the property-value generator
L1598[16:48:37] <shadowfacts> it works now
L1599[16:48:40] <shadowfacts> thank you willie
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L1601[16:49:12] <SatanicSanta> gigaherz: Using similar code to your renderModel stuff, it appears to not render stuff :| https://gist.github.com/elifoster/6d3bf413805fa6f9d9e943e97a136bb8
L1602[16:49:34] <SatanicSanta> Oh, forgot a thing
L1603[16:50:00] <SatanicSanta> there, now it includes the bakeModel method :D
L1604[16:50:09] <williewillus> mildly bothers me that breaking/digging particles aren't consistent
L1605[16:50:19] <williewillus> breaking particles regard actual state and digging particles don't
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L1607[16:57:58] <RANKSHANK> I smells a pr ;)
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L1627[18:41:34] <Zidane> gigaherz, I got it :), it renders like it used to now :)
L1628[18:42:03] <Zidane> Quick question though, how do I turn on alpha testing
L1629[18:42:37] <gigaherz> hmm what context?
L1630[18:42:47] <Zidane> Uh, not sure I follow
L1631[18:42:53] <Zidane> I can show you a pic of what I mean
L1632[18:42:54] <gigaherz> I don't remember what were you doing
L1633[18:42:56] <gigaherz> if it was a TESR or what
L1634[18:42:57] <gigaherz> XD
L1635[18:43:25] <Zidane> Not a TESR
L1636[18:43:27] <Zidane> http://imgur.com/a/A9nno
L1637[18:43:27] <gigaherz> ah wait you were the one with the u/v ocnfusion
L1638[18:43:31] <Zidane> Right
L1639[18:43:40] <gigaherz> your block
L1640[18:43:42] <gigaherz> hmm
L1641[18:44:02] <gigaherz> override getBlockLayer
L1642[18:44:06] <gigaherz> return CUTOUT from it
L1643[18:45:14] <Zidane> Thanks, testing
L1644[18:47:24] <Zidane> Thanks gigaherz :)
L1645[18:47:25] <Zidane> http://imgur.com/a/aepSF
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L1654[19:38:06] <P3pp3rF1y> what would be the proper way to migrate item with subitems from using meta for these to using nbt?
L1655[19:38:20] <gigaherz> well
L1656[19:38:25] <P3pp3rF1y> I want to make these damageable and thus can't use both meta and damage
L1657[19:38:39] <gigaherz> for most cases, it's just that: switch from using meta to reading NBT
L1658[19:38:53] <gigaherz> sure you can, you can override getItemDamage to read NBT ;P
L1659[19:39:07] <P3pp3rF1y> I mean those items already exist in the worlds out there
L1660[19:39:20] <P3pp3rF1y> and I want to migrate them when the mod updates
L1661[19:39:26] <gigaherz> oh I see
L1662[19:39:39] <P3pp3rF1y> was looking at datafixer/walker
L1663[19:39:47] <P3pp3rF1y> but that doesn't seem to have meta context
L1664[19:39:56] <gigaherz> also not mod-friendly
L1665[19:39:58] <P3pp3rF1y> or it's possible I am just blind
L1666[19:40:12] <gigaherz> it works based on mc version, doesn't know about mod version
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L1668[19:41:02] <gigaherz> someone was messing around with datafixers recently
L1669[19:41:04] <gigaherz> dunno who it was
L1670[19:41:06] <gigaherz> anyhow
L1671[19:41:16] <gigaherz> ther's an easy but less than ideal way:
L1672[19:41:23] <gigaherz> add a tag on the items' NBT
L1673[19:41:42] <gigaherz> if the tag is missing, assume it's an old item
L1674[19:41:53] <P3pp3rF1y> in onUpdate I guess
L1675[19:42:10] <gigaherz> another option
L1676[19:42:13] <gigaherz> leave the old items as-is
L1677[19:42:17] <gigaherz> make them useless
L1678[19:42:22] <gigaherz> but provide recipes that upgrade them to the new items
L1679[19:42:35] <P3pp3rF1y> that sounds like a better option to me actually
L1680[19:42:55] <gigaherz> you'll have to change the registry name, but meh.
L1681[19:43:25] <P3pp3rF1y> don't mind, the old one is very different from item name anyway
L1682[19:43:32] <P3pp3rF1y> so at least I will standardize it a bit
L1683[19:43:39] <gigaherz> heh
L1684[19:43:52] <P3pp3rF1y> thanks for the idea
L1685[19:45:25] <gigaherz> np
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L1687[19:47:58] <Zidane> gigaherz, ONE more question...for my inventory, I register the ItemBlock and have a json file that mimics how Stone does (where it just delegates to the Stone block json file) yet it does not use my model.
L1688[19:48:51] <gigaherz> do you call ModelLoader.setCustomModelResourceLocation?
L1689[19:49:14] <Zidane> No, what would be the syntax?
L1690[19:49:15] <gigaherz> vanilla blocks-as-item are hardcoded, but mod ones have to be registered manually
L1691[19:49:20] <gigaherz> in your clientproxy
L1692[19:49:23] <gigaherz> during preinit phase
L1693[19:49:45] <gigaherz> ModelLoader.setCustomModelResourceLocation(theItem, meta, new ModelResourceLocation(theItem.getRegistryName(), "inventory"));
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L1695[19:49:59] <gigaherz> where theItem can be Item.getItemFromBlock(theBlock)
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L1697[19:50:09] <gigaherz> and "inventory" can be any variant string present on the blockstates file
L1698[19:50:50] <gigaherz> (if it's "inventory", then only the item model is needed)
L1699[19:51:05] <Zidane> for my item model file I simply have: "parent": "almura:block/white_0"
L1700[19:51:16] <Zidane> Dunno if that is correct
L1701[19:51:27] <gigaherz> yeah that works
L1702[19:52:01] <gigaherz> as a reference:
L1703[19:52:01] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/models/item/chopping_block.json
L1704[19:52:10] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/models/block/chopping_block.json
L1705[19:52:19] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/blockstates/chopping_block.json
L1706[19:52:38] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/client/ClientProxy.java#L95
L1707[19:52:54] <Zidane> Ahhh I see
L1708[19:52:58] <gigaherz> the last link indirectly runs: https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/client/ClientProxy.java#L132
L1709[19:52:58] <Zidane> Let me give that a short
L1710[19:53:01] <Zidane> * shot
L1711[19:53:29] <gigaherz> it's important that you run the ML.setCustomMRL call from the PREinit phase
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L1713[19:59:52] <gigaherz> night ppl
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L1717[20:06:40] <SatanicSanta> Weird issue. My TESR has some rotation stuff that is dependent on the block's facing property. For some reason, the code in the WEST case is only effecting blocks that have a facing value of EAST. I checked the meta (and state -> meta -> state conversions), and it all looks fine, and the blocks show the proper direction with f3. Relevant TESR: https://gist.github.com/elifoster/6d3bf413805fa6f9d9e9
L1718[20:06:57] <williewillus> 404
L1719[20:07:06] <SatanicSanta> oh oops, irc cut off the link
L1720[20:07:06] <SatanicSanta> https://gist.github.com/elifoster/6d3bf413805fa6f9d9e943e97a136bb8
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L1722[20:08:17] <williewillus> is it intended you have two 'case EAST'
L1723[20:08:22] <williewillus> but no case WEST?
L1724[20:08:38] <SatanicSanta> the first one was experimental stuff
L1725[20:08:47] <SatanicSanta> case WEST never gets executed
L1726[20:10:07] <williewillus> as in you don't want it to execute or its not executing as it should?
L1727[20:10:12] <SatanicSanta> it is not executing as it should
L1728[20:10:24] <williewillus> post your block class
L1729[20:10:35] <williewillus> if case west is never appearing then the problem isnt the tesr
L1730[20:11:03] <SatanicSanta> added to that gist
L1731[20:11:06] <williewillus> is it also intended that you get the facing
L1732[20:11:10] <williewillus> before you acquire actualState
L1733[20:11:13] <SatanicSanta> yes
L1734[20:11:29] <SatanicSanta> the actual state contains what sides have things connected to it
L1735[20:11:57] <SatanicSanta> while facing is your typical facing value
L1736[20:12:14] <williewillus> idk then, looks fine to me
L1737[20:12:18] <williewillus> dig in with a debugger
L1738[20:12:56] <SatanicSanta> As I said before I checked the getMetaFromState and getStateFromMeta values (in onBlockActivated for convenience) and they were never the same; west was west, and east was east
L1739[20:13:20] <SatanicSanta> and furthermore, that println statement about the switch statement showed that facing was west at some point
L1740[20:14:10] <williewillus> well that implies that switching is broken, which is assuredly not the case :P
L1741[20:14:15] <williewillus> so no idea
L1742[20:14:25] <SatanicSanta> :P
L1743[20:14:49] <SatanicSanta> perhaps intellij fucked something up with live code reloading
L1744[20:16:53] <SatanicSanta> lmao, it did. No clue what the hell that couldve been
L1745[20:16:58] <SatanicSanta> gg idea
L1746[20:17:14] <Zidane> [20:15:07] [Client thread/ERROR] [FML]: Exception loading model for variant almura:alfalfa_barrel#inventory for item "almura:alfalfa_barrel", normal location exception:
L1747[20:17:14] <Zidane> java.lang.IllegalStateException: vanilla model 'net.minecraft.client.renderer.block.model.ModelBlock@640e252a' can't have non-vanilla parent
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L1749[20:17:32] <Zidane> Can the ItemBlock not do custom models or?
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L1754[20:44:20] <williewillus> !gm func_189508_F
L1755[20:44:33] <williewillus> !gm func_175625_s
L1756[20:51:48] <SatanicSanta> What exactly should I be passing as LightUtil.renderQuadColor's auxColor argument? I tried simply 0xFFFFFF but it was either invisible or off in some fairytale land. Which is strange because just doing addVertexData directly works fine, aside from lighting
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L1764[21:08:59] <electrolitic> God making textures work is frustrating
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L1775[21:36:18] <SatanicSanta> hm, they render when I pass -1 as the auxColor, though it still appears as fullbright like addVertexData.
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L1784[21:58:40] <shredder8910> I can't get breakpoints to work in Idea, anyone know why?
L1785[22:00:08] <shredder8910> !gm func_175625_s
L1786[22:00:45] <electrolitic> Dang it, every time my TileEntity finishes processing an item, it crashes the game. Suggestions? http://pastebin.com/9WDcrFk7
L1787[22:01:42] <electrolitic> No idea what really caused it.
L1788[22:03:48] <electrolitic> Oh
L1789[22:04:17] <electrolitic> I bet it had something to do with not telling the Container about updates
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L1794[22:20:29] <SatanicSanta> Huh. Apparently, when I drop an item on the ground, the model with the lighting problems appears completely black...
L1795[22:20:34] <MattDahEpic> i cnat figure out why my block is only placing the 0 meta-value type of my block, any help? https://github.com/MattDahEpic/MobDropOres/blob/1.10.X/src/main/java/com/mattdahepic/mobdropores/block/ItemBlockMobOre.java
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L1799[22:23:23] <SatanicSanta> Mata: this may have something to do with it https://github.com/MattDahEpic/MobDropOres/blob/1.10.X/src/main/java/com/mattdahepic/mobdropores/block/EnumMob.java#L56
L1800[22:24:32] <SatanicSanta> oh no, nevermind
L1801[22:24:38] <MattDahEpic> i have more than 1 block
L1802[22:24:38] <SatanicSanta> took a look at your registration code
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L1804[22:26:03] <SatanicSanta> MattDahEpic: What exactly do you mean by "block is only placing the 0 meta value type of [your] block"?
L1805[22:26:30] <MattDahEpic> whenever i place any of the items, be they zombie ore or otherwise, they place zombie ore
L1806[22:26:36] <SatanicSanta> MattDahEpic: Not really related but this makes no sense https://github.com/MattDahEpic/MobDropOres/blob/1.10.X/src/main/java/com/mattdahepic/mobdropores/block/BlockMobOre.java#L40
L1807[22:26:45] <MattDahEpic> zombie is the 0 meta value
L1808[22:27:06] *** tterrag|ZZZzzz is now known as tterrag
L1809[22:27:10] <SatanicSanta> MattDahEpic: Should be `state.getValue(MOB) != EnumMob.WITHER)`
L1810[22:31:16] <tterrag> has anyone used the remapping events on 1.10?
L1811[22:32:43] <SatanicSanta> I'm going to shower and hope that when I get out I have magical powers that will allow me to finish this damn renderer.
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L1813[22:34:17] <tterrag> I'm fairly sure they are broken
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L1815[22:42:17] <KnightMiner> So, with ISidedInventory is there an easy way to tell it to simply allow all slots without listing them out? I have an inventory with a dynamic amount of slots so that would be a bit annoying to implement
L1816[22:43:44] <MattDahEpic> KnightMiner, get the inventory size and iterate an array for all the slots?
L1817[22:44:07] <KnightMiner> Yeah, thats possible, but a little inefficient to recreate everytime someone asks
L1818[22:44:27] <KnightMiner> Like, I could always recreate it when the size changes, but I was hoping for a cleaner solution
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L1821[22:52:29] <MattDahEpic> i made a video of the problem im having: https://dl.dropboxusercontent.com/u/146233520/ShareX/2016/07/2016-07-23_21-49-38.mp4
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L1825[23:03:53] <electrolitic> When might getItem() in the ItemStack class be null? I'm getting a NullPointerException from it :/
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L1831[23:18:13] <shredder8910> electrolitic Yeah I get these errors too. I just cehck if it's null always
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