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L13[01:26:34] <raoulvdberge> !gm func_82833_r
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L16[01:59:28] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160730 mappings to Forge Maven.
L17[01:59:32] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160730-1.10.2.zip (mappings = "snapshot_20160730" in build.gradle).
L18[01:59:42] <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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L50[04:05:12] <sham1> o/
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L63[04:58:43] <Lumien> Does someone know how exactly mipmaps are stored in the texture map?
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L68[05:12:13] <MalkContent> is there perchance already a Slot that takes itemstack as an argument instead of IInventory
L69[05:12:55] <MalkContent> forgot questionmark
L70[05:14:08] <Lumien> There is SlotItemHandler (I assume that's what you mean)
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L72[05:17:10] <MalkContent> mm nop. though that would be useful if id use the damn thing ^^
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L75[05:23:10] <gigaherz> MalkContent: nope, you'll haveto create a temporary inventory for tyhat one itemstack
L76[05:23:36] <MalkContent> a. derp. itemstack[] is what i got. but then i shall create an inventory :/
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L78[05:26:18] <gigaherz> or a Slot that takes an ItemStack[]
L79[05:26:20] <gigaherz> that would also work
L80[05:26:21] <gigaherz> ;P
L81[05:28:35] <MalkContent> or that. but i am lazy and inventorybasic is a thing. (i hope)
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L83[05:33:18] <DarkS_> o/
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L91[05:42:52] <StormyMode> o/
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L101[06:07:44] <Intektor> http://i.imgur.com/t8LRKFJ.png has someone a idea what this error means? I know it is not minecraft, but I have really no idea. I am using libgdx and it only crashes on my phone, not on my desktop
L102[06:08:35] <Intektor> http://i.imgur.com/swPM9bp.png it is crashing at new BasicNode. http://i.imgur.com/aXr7vkc.png maybe it doesn't know the class IndexedNode, but he compiles just fine
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L105[06:10:42] <gigaherz> Intektor: sopmeone's trying to reference a non-existant class
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L107[06:12:05] <Intektor> hm, but this class exists just fine in my packages
L108[06:12:15] <gigaherz> that means the runtime classpath is broken
L109[06:13:48] <Intektor> hm, I moved the class into another package, now it works just fine
L110[06:13:50] <Intektor> lol
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L113[06:21:01] <gigaherz> hmmmm instanceof in java
L114[06:21:09] <gigaherz> returns false if the left hand expression is null?
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L117[06:26:47] <gigaherz> nevermind that, the issue is with a broken mod having an itemstack with null item
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L124[06:50:22] <MalkContent> i just wrote the word tool so often that it seriously started to look strange
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L130[07:01:58] <MalkContent> yay it works! *shift clicks item into inventory* *crashes*
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L132[07:04:06] <MalkContent> is there a way to prevent the "itemrefresh" animation when updating an items nbt?
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L134[07:05:23] <AEnterprise> Item.shouldCauseReequipAnimation
L135[07:05:28] <AEnterprise> MalkContent ^^
L136[07:06:55] <MalkContent> ty :)
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L143[07:33:11] <primetoxinz> what would be the best way to change the walking speed of an entity depending on what block it's on? any block, not just custom blocks
L144[07:33:22] <primetoxinz> guessing not event
L145[07:33:42] <primetoxinz> definitely not
L146[07:34:27] <diesieben07> primetoxinz, not really an easy way, soulsand for example just modifies the motion forcefully
L147[07:34:33] <primetoxinz> yeah
L148[07:35:08] <diesieben07> well, you could make a fake entity and pass it in and check if the motion gets changed
L149[07:35:12] <diesieben07> but that can cause... problems
L150[07:35:14] <primetoxinz> living entities do have MOVEMENT_SPEED attribute, can that be changed?
L151[07:35:36] <gigaherz> you can add an attribute modifier, yes
L152[07:35:41] <diesieben07> Yes
L153[07:35:44] <diesieben07> potions do that
L154[07:35:50] <gigaherz> just remember that it's your responsibility to remove it
L155[07:36:04] <primetoxinz> huh?
L156[07:36:34] <diesieben07> if you add a "you are slower" modifier, you have to remove it at some point
L157[07:36:38] <diesieben07> it doesn't get cleaned up fro you
L158[07:36:48] <primetoxinz> oh, ok
L159[07:38:18] <primetoxinz> now... the best way to get the block under EVERY mob and do this...
L160[07:38:20] <primetoxinz> ew
L161[07:39:15] <diesieben07> the modifiers don't help you with detecting blocks that slow you down though
L162[07:39:24] <primetoxinz> nope
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L164[07:40:06] <diesieben07> question is, why do you want this?
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L167[07:41:04] <primetoxinz> some blocks are better for roads and such because you walk faster on them
L168[07:41:14] <primetoxinz> other are slow
L169[07:41:33] <diesieben07> true
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L171[07:43:30] <primetoxinz> well, I guess the "best" way would be onLivingUpdate event....
L172[07:43:49] <gigaherz> you may want to attach a capability to the entities
L173[07:43:55] <gigaherz> so you can track what the last value was
L174[07:43:58] <gigaherz> and adjust accordingly
L175[07:44:01] <primetoxinz> doesn't matter
L176[07:44:18] <gigaherz> you'll need a way to know if you already added the modifier or not
L177[07:44:18] <gigaherz> ;P
L178[07:44:28] <primetoxinz> if != default
L179[07:44:35] <gigaherz> that won't work
L180[07:44:39] <primetoxinz> why not?
L181[07:44:40] <gigaherz> other mods may also modify it
L182[07:44:44] <primetoxinz> hmm
L183[07:44:48] <gigaherz> you have to track YOUR changes
L184[07:44:51] <diesieben07> potions, just as ONE thing
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L186[07:44:58] <primetoxinz> damn
L187[07:45:10] <gigaherz> yep someone throws a slowness potion and your code would break ;P
L188[07:45:59] <primetoxinz> guess this would suck more before capabilities
L189[07:46:21] <diesieben07> well, before caps you would use IEEP
L190[07:46:33] <primetoxinz> IEEP?
L191[07:46:50] <gigaherz> IExtendedEntityProperties
L192[07:46:56] <gigaherz> a predecessor of capabilities
L193[07:46:58] <primetoxinz> lol totally guessed that
L194[07:47:00] <gigaherz> that worked only for entities
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L196[07:47:40] <diesieben07> IEEP is far less than caps
L197[07:47:45] <diesieben07> it was just "attach this data"
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L199[07:48:11] <diesieben07> without inter-mod compat
L200[07:48:31] <gigaherz> yeah and no standarized interface for querying them
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L202[07:49:23] <primetoxinz> eh, this can wait for another day... too much work
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L206[08:03:19] <Ordinastie_> do 1.9.4 mods also work in dev env if launched for 1.10.2
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L208[08:04:33] <diesieben07> should be... maybe?
L209[08:04:39] <diesieben07> if you deobf them to the correct names
L210[08:04:51] <Ordinastie_> I don't mean deobf mods, I mean my code
L211[08:05:17] <diesieben07> are you asking if code will compile without changes?
L212[08:05:28] <Ordinastie_> yeah
L213[08:05:40] <Ordinastie_> I'm afraid about mapping issues
L214[08:05:49] <diesieben07> uh yeah mappings might have changed
L215[08:07:00] <gigaherz> Ordinastie_: yes they work
L216[08:07:09] <gigaherz> non-dev mods get deobf with the new mappings
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L218[08:07:15] <gigaherz> dev mods may fail
L219[08:07:18] <gigaherz> but that was true in the past also
L220[08:07:25] <gigaherz> dev mods for wrong mappings could fail
L221[08:07:25] <Ordinastie_> that's what I ask
L222[08:07:28] <Ordinastie_> in dev
L223[08:07:34] <gigaherz> I have used nondev mods in dev
L224[08:07:41] <gigaherz> non-dev 1.9.4 mods in 1.10 dev
L225[08:07:46] <gigaherz> without issues
L226[08:08:58] <Ordinastie_> I know, my 1.9.4 mods are used for 1.10 too, but there are some crashes and bugs apparently, and they happen only in 1.10.2, so I need to be able to debug in 1.10 too
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L228[08:12:29] <gigaherz> wait I see, you mean your 1.9.4 CODE working directly on 1.10.2?
L229[08:12:34] <Ordinastie_> yes
L230[08:12:40] <gigaherz> the mappings have barely changed at all
L231[08:12:50] <gigaherz> 99.9% of the code should work as-is
L232[08:13:06] <Ordinastie_> with my luck...
L233[08:13:15] <gigaherz> yeah
L234[08:13:20] <gigaherz> in my 5 mods
L235[08:13:25] <gigaherz> none of them used anything that has had a name change
L236[08:13:30] <gigaherz> also
L237[08:13:37] <gigaherz> you MAY be able to use the latest 1.9.4 mappings on 1.10.2
L238[08:14:15] <Ordinastie_> like my mod used one of the things that changed in 1.10 already ><
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L254[08:50:37] <Ordinastie_> ok, this is weird
L255[08:50:54] <Ordinastie_> why the itemStack in the hotbar isn't the same as the one in hand ?
L256[08:51:48] <diesieben07> i.e. player.inventory vs player.getHeldItemMainhand ?
L257[08:52:51] <Ordinastie_> you mean getHeldItem doesn't redirect to the inventory? :/
L258[08:53:13] <gigaherz> yes it does
L259[08:53:22] <gigaherz> public ItemStack getHeldItemMainhand() { return this.getItemStackFromSlot(EntityEquipmentSlot.MAINHAND); }
L260[08:53:45] <diesieben07> i was asking what you meant.
L261[08:53:47] <gigaherz> which does -- slotIn == EntityEquipmentSlot.MAINHAND ? this.inventory.getCurrentItem() : ...
L262[08:55:31] <Ordinastie_> oh, it's because shouldCauseReequipAnimation
L263[08:57:19] <Ordinastie_> but that shouldn't affect it though
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L266[08:58:03] <diesieben07> so what exactly are you talking now?
L267[08:58:51] <Ordinastie_> I change NBT of the itemStack in onUpdate after 5s
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L269[08:58:57] <Ordinastie_> that affect the icon used
L270[08:59:09] <Ordinastie_> it changes the icon in the hotbar, but not the model in hand
L271[08:59:33] <Ordinastie_> if I use default shouldCauseReequipAnimation, it does update the model in hand too
L272[09:00:15] <gigaherz> maybe it isn't refreshing the model
L273[09:01:21] <diesieben07> ah
L274[09:01:22] <Ordinastie_> yeah, it's not using the inventory one, it's passing ItemRenderer.itemStackMainHand
L275[09:01:26] <diesieben07> ItemRender caches them
L276[09:01:31] <primetoxinz> anyone know what these magic operation ints in AttributeModifier are?
L277[09:01:39] <diesieben07> and only refreshes them when the reequip animation happens
L278[09:01:46] <diesieben07> why it does so? idk...
L279[09:01:49] <Ordinastie_> that's fucking stupid :x
L280[09:02:09] <diesieben07> primetoxinz, http://minecraft.gamepedia.com/Attribute#Modifiers
L281[09:02:37] <primetoxinz> that's disgusting
L282[09:02:44] <diesieben07> actually it is needed though ordi
L283[09:02:52] <diesieben07> because when you switch stacks, it has to remember the old stack for the animation
L284[09:02:57] <diesieben07> while the inventory is already updated.
L285[09:04:04] <diesieben07> ForgeHooks.shouldCauseReequipAnimation has //FIXME onit
L286[09:04:05] <Ordinastie_> I don't say it shouldn't be cached, I say it's stupid it's updated only when there is an animation
L287[09:04:10] <diesieben07> it needs a 3-way return
L288[09:04:30] <diesieben07> 1) nothing changed 2) update stack but dont animate 3) update stack and animate
L289[09:04:57] <diesieben07> if shouldCauseReequipAnimation on your Item is false it's 2)
L290[09:05:11] ⇨ Joins: Naiten (Naiten@5.143.54.50)
L291[09:05:12] <diesieben07> and it's 3 if it's true
L292[09:05:20] <diesieben07> and 1 is for when nothing happened :D
L293[09:05:28] <diesieben07> gonna make a PR for that i think
L294[09:05:29] <Ordinastie_> I think I'll just always use the inventory item instead of the one passed
L295[09:05:35] <gigaherz> diesieben07: make an enum, then?
L296[09:05:42] <gigaherz> ;P
L297[09:05:50] <diesieben07> meh, this is in patches nad stuff, I'll just use a Boolean with null :D
L298[09:06:03] <gigaherz> .....
L299[09:06:06] <diesieben07> last time i fixed something like this and made a pseudo-enum with 3 ints
L300[09:06:10] <diesieben07> and lex yelled at me :P
L301[09:06:15] <gigaherz> why pseudo?
L302[09:06:21] <diesieben07> because.
L303[09:06:41] <diesieben07> well, because performance, i don't remember where it was but i wanted it to be fast
L304[09:06:58] <gigaherz> enum ReequipAction { None, RefreshModel, Animate; }
L305[09:07:32] <Ordinastie_> wouldn't it be simpler to decouple the two ?
L306[09:07:46] <Ordinastie_> like always update the model when itemStack are different ?
L307[09:07:54] <diesieben07> that won't wokr
L308[09:07:55] <Ordinastie_> no wait
L309[09:08:01] <diesieben07> it needs to NOT update for a bit while it animateys
L310[09:08:04] <Ordinastie_> update the cache I mean
L311[09:08:10] <diesieben07> the cache is what it draws
L312[09:08:12] <Ordinastie_> ah yes
L313[09:08:17] <diesieben07> it needs to purposefully need to be the old value
L314[09:12:30] <Ordinastie_> yeah, my fix fixes it
L315[09:12:38] <Naiten> hi everybody \o
L316[09:12:39] <Ordinastie_> and breaks everything else -_-
L317[09:13:21] <RANKSHANK> o/
L318[09:15:21] <Ordinastie_> and I fixed my fix :)
L319[09:15:29] <Naiten> can somebody help me out with texturing custom IBakedModel? it appears to be totally black. the code http://pastebin.com/JCr2NmnY
L320[09:15:29] <diesieben07> reflectively setting the stack? :D
L321[09:15:47] <Ordinastie_> no, I already have full control of what's rendered, remember ? :)
L322[09:16:22] <diesieben07> oh god...
L323[09:16:27] <Ordinastie_> http://puu.sh/qjKzJ.png
L324[09:16:29] <diesieben07> i don't even want to know
L325[09:16:29] <Ordinastie_> shush
L326[09:16:38] <diesieben07> synchronized?!
L327[09:16:54] ⇨ Joins: cpup (~cpup@32.218.118.77)
L328[09:17:21] <Ordinastie_> hum, probably not needed for items
L329[09:17:30] <diesieben07> should not be needed at all :D
L330[09:17:54] <Ordinastie_> for blocks at least it is
L331[09:17:55] *** Vigaro is now known as V
L332[09:18:02] <Ordinastie_> can be called from different thread
L333[09:18:24] <diesieben07> yes... and?
L334[09:18:38] <diesieben07> synchronized != "i am called from a different thread"-marker
L335[09:19:03] <Ordinastie_> I had concurency issues
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L337[09:19:23] <diesieben07> heh the infamous "it's buggy with threads, just add locks until it works".
L338[09:20:28] *** TTFT|Away is now known as TTFTCUTS
L339[09:21:02] <Naiten> diesieben07, crazy train dude broke his tracks rendering and needs help making it to texture again :c
L340[09:21:18] <diesieben07> diesieben07 is not rendering dude :D
L341[09:21:46] <Naiten> but who is? fry's offline D:
L342[09:21:50] <diesieben07> although i see you are telling it to set the "#None" texture
L343[09:21:52] <diesieben07> where is that defined?
L344[09:22:02] <diesieben07> like, where is the model you are retexturing?
L345[09:24:23] <Naiten> #None is the name of the material. Here's the model http://pastebin.com/hAMmUvx9 and here's the mtl file http://pastebin.com/QJBn17gr
L346[09:26:36] <diesieben07> god just looking at this OBJLoader code...
L347[09:26:52] <diesieben07> it's so broken
L348[09:28:16] <Naiten> it somehow worked on 1.8
L349[09:28:35] <Subaraki> coming back to forge after a long time of not coding : runs decompworkspace, and shit fails after 14 minutes x_x
L350[09:28:44] <Naiten> and somehow it worked on 1.10.2, but i had no repo at the moment it worked and haven't commited it DX
L351[09:28:45] <Subaraki> help ? <_< decompileMc was the cause
L352[09:28:58] <RANKSHANK> Subaraki how much ram have you allocated?
L353[09:29:02] <RANKSHANK> first issue typically
L354[09:29:12] <Subaraki> my computer has 4 gb of ram
L355[09:29:16] <RANKSHANK> yeah
L356[09:29:19] <Subaraki> and allocated to what ?
L357[09:29:22] <RANKSHANK> but how much did you assign?
L358[09:29:24] <RANKSHANK> VM args
L359[09:29:26] <diesieben07> well i cant see why this won't work
L360[09:29:44] <Subaraki> i'm decompiling forge source 'mdk' to get myself going again
L361[09:29:50] <diesieben07> actually, Naiten have you stitched the texture you're retexturing to?
L362[09:29:51] <Subaraki> i dont see where i should enter vm arguments
L363[09:30:00] <Naiten> diesieben07, where should i?
L364[09:30:22] <diesieben07> TextureStitchEvent.Pre
L365[09:30:26] <Naiten> erm
L366[09:30:35] <diesieben07> if you are baking models on the fly, their textures don't get resolved automatically
L367[09:30:40] <diesieben07> so you have to stitch them yourself
L368[09:30:48] <Naiten> i've set it up in the blockstate of the actual block like "#None": "row:block/blockTrack"
L369[09:31:11] <RANKSHANK> Subaraki plain gradlew calls from terminal or are you using the intellij install?
L370[09:31:13] <diesieben07> uhhhh what?
L371[09:31:14] <Naiten> and i don't remember stitching anything on 1.8 or when my 1.10.2 code worked
L372[09:31:18] <Subaraki> eclipse
L373[09:31:31] <Subaraki> and i'm only but trying to decompWorkspace really
L374[09:31:35] <Subaraki> nothing has been done yet
L375[09:31:36] <diesieben07> Naiten, show your blockstate file
L376[09:31:42] <Subaraki> apart from extracting mdk offcourse
L377[09:32:14] <Subaraki> does it not detect my minecraft install ?
L378[09:32:16] <diesieben07> Subaraki, http://mcforge.readthedocs.io/en/latest/gettingstarted/
L379[09:32:17] <diesieben07> read the note
L380[09:32:32] <Naiten> diesieben07, http://pastebin.com/RDtCxfJu
L381[09:32:35] * Subaraki reads
L382[09:32:56] <RANKSHANK> check the crashlog, my money's on heap space
L383[09:33:08] <diesieben07> Naiten, so... you are already retexturing there? Why, if you are only gonna do it at runtime?
L384[09:33:26] *** V is now known as Vigaro
L385[09:34:48] <diesieben07> and how is that blcokstate file related? it points directly to your obj file, not your runtime model...
L386[09:34:56] <diesieben07> AND i gotta go unfortunately.
L387[09:35:13] <Naiten> diesieben07, because, say pass default model (which is actually not befault but set my IStateMapper hack in the client proxy) to IBakedModel and return it's quads, it renders as white model
L388[09:35:17] <Naiten> with no texture
L389[09:35:36] <diesieben07> i have no idea what you just said.
L390[09:35:48] *** MrKickkiller is now known as MrKick|Away
L391[09:35:58] <Naiten> i guess i just have to wait till 18th of august
L392[09:36:17] ⇨ Joins: CoderPuppy (~cpup@32.218.118.113)
L393[09:36:28] <diesieben07> fry is not the only person who knows this stuf...
L394[09:36:42] <Naiten> but nobody replies when i ask for help Dx
L395[09:36:48] <Subaraki> k thanks guys, i'll see of this works
L396[09:37:05] <williewillus> whats the problem?
L397[09:37:07] <diesieben07> well, i suggest you go in with a debugger and see why the texture is not found...
L398[09:37:16] <diesieben07> and listen to willie, he knows what he's doing more than I dol
L399[09:37:19] <diesieben07> with regards to models :P
L400[09:37:34] <williewillus> barely :P
L401[09:37:44] * diesieben07 goes to mow the lawn
L402[09:37:45] <williewillus> i don't know much about dynamic generation, but idk if that's the issue right now
L403[09:38:12] <Naiten> have luck with your mower
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L405[09:38:19] <Naiten> hi, will
L406[09:38:33] <Zidane> So looking at my custom model implementation, I need to set it up to do parent-child. Anyone ever did this before? Not sure how to set it fully up.
L407[09:39:15] <Zidane> So I have my parent custom model impl and then a child one would adjust things like texture and coordinates.
L408[09:39:33] <Naiten> williewillus, custom IBakedModel renders as black shape http://pastebin.com/JCr2NmnY http://i.imgur.com/ey1M7ug.png
L409[09:40:14] <williewillus> so this model is loaded at render time not preinit time correct?
L410[09:41:01] <Naiten> i wrote a preinit loader initially, but eventually simplified everything because it wasn't texturing correctly
L411[09:41:08] <Naiten> it wasnt at all, actually
L412[09:41:19] <williewillus> okay so is that texture being stitched by you or some other model?
L413[09:41:32] <williewillus> textures/block/blockTrack.png
L414[09:41:35] <Naiten> erm, wut?
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L416[09:41:54] <williewillus> so at preinit/starutp
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L418[09:42:06] <williewillus> the model loader gathers all textures that each model has said that they want
L419[09:42:09] <williewillus> and stitches it all into a big atlas
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L421[09:42:28] <williewillus> if you load a model afterward the texture isn't present because the atlas has already been built
L422[09:42:33] ⇨ Joins: auenf (David@DC-24-199.bpb.bigpond.com)
L423[09:42:50] <williewillus> and it doesn't know that you want that texture in the atlas
L424[09:42:57] <Naiten> i set the texture in the blockstate http://pastebin.com/RDtCxfJu and when i brake my block, particles had my texture
L425[09:43:14] <williewillus> interesting
L426[09:43:18] <Naiten> not in this implementation, but when i passed the default model to IBakedModel
L427[09:43:21] <gigaherz> Naiten: is the material in the .mtl file called None?
L428[09:43:47] <Naiten> gigaherz, yes. It's the convention Fry taught me -.-
L429[09:43:56] <williewillus> try retrieving the sprite from the atlas at runtime and see if the texture is actually there
L430[09:44:30] <Naiten> williewillus, how could i have it working in 1.8 and even 1.10.2 without manually stitching textures?
L431[09:44:37] <williewillus> it changed in 1.9
L432[09:44:39] <williewillus> or something
L433[09:44:49] <williewillus> dependency resolution or something or other
L434[09:45:21] <williewillus> anyways print out Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite("row:block/blockTrack")
L435[09:45:26] <williewillus> see if its actually being stitched
L436[09:45:44] * Naiten should have set a repository several days earlier. Before breaking his stuff
L437[09:45:45] <Naiten> welp
L438[09:45:52] <williewillus> you can go back
L439[09:46:01] <williewillus> if you used vc properly :P
L440[09:46:41] <Naiten> i had no repo at the moment everything worked. then everything broke, and only then i set up a repo
L441[09:46:52] <Naiten> ^ typical lazycoder
L442[09:47:07] <williewillus> 0.o
L443[09:47:21] <williewillus> vcs should be a given nowadays :P
L444[09:47:55] <williewillus> anyways do the printout and see what it is
L445[09:49:46] <Naiten> yes, a sec
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L448[09:53:00] <Naiten> welp, i assume the texture is loaded as it outputs TextureAtlasSprite{name='row:block/blockTrack', frameCount=1, rotated=false, x=0, y=0, height=128, width=128, u0=0.0, u1=0.125, v0=0.0, v1=0.25}
L449[09:53:23] <Naiten> williewillus, right?
L450[09:53:43] <williewillus> yes
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L453[09:56:16] <OrionOnline> Goog evening (or what ever it is for you)
L454[09:56:39] <Naiten> i guess i'll try to make it work from clear page
L455[09:56:55] <Naiten> like, set up empty mod and try to port my 1.8 code
L456[09:57:02] <Naiten> hello, Orion
L457[09:58:09] ⇨ Joins: VikeStep (~VikeStep@101.184.243.180)
L458[09:58:56] <OrionOnline> Is there a way to make sure that my ResourceManagerReloadListener is reloaded after the vanilla translation handler?
L459[09:59:00] <williewillus> i hope this teaches you to use vcs on everything from the start from now on heh
L460[09:59:21] <williewillus> OrionOnline: i mean, it probably is already
L461[09:59:27] <williewillus> they run in the order registered
L462[09:59:34] <OrionOnline> Okey
L463[09:59:40] <OrionOnline> That should be sufficient then
L464[09:59:59] <OrionOnline> Okey, lets start working on loading of my booksystem
L465[10:00:27] <gigaherz> the resourcepack stack has vanilla at the bottom, then mods, then the configured resource packs at the top
L466[10:00:50] <gigaherz> the last resourcepack is the one that ends up "taking priority" because it's the one that has the last chance to replace things
L467[10:01:02] <Ordinastie_> of course, I have mapping failing from 1.9.4 to 1.10.2
L468[10:01:05] <OrionOnline> gigaherz, that is not what i mean
L469[10:01:23] <gigaherz> wait nevermind
L470[10:01:27] <gigaherz> ReloadListener
L471[10:01:41] <gigaherz> I guess so long as you don't register it before init ;P
L472[10:01:47] <OrionOnline> What i mean is that i need to the TranslationSystem needs to reload before my book system so that i can get the proper translations for the book entries
L473[10:02:05] <gigaherz> why not build the book entries on demand?
L474[10:02:11] <gigaherz> and just clear thecache
L475[10:02:12] <williewillus> ?
L476[10:02:24] <Ordinastie_> even funnier, 1.9.4 > http://puu.sh/qjMAz.png , 1.10.2 > http://puu.sh/qjMAk.png (look at the values field)
L477[10:03:13] <Naiten> williewillus, i have similar situation a year ago, so you can tell i'm not learning fast :L
L478[10:03:34] <OrionOnline> gigaherz, that is also possible
L479[10:03:37] <Ordinastie_> is there a quick way to get current MC version ?
L480[10:03:41] <williewillus> the payoff is huge :P
L481[10:03:44] <OrionOnline> I am trying to figure out what the best way is
L482[10:03:57] <williewillus> arbitrary access to any point in history, merging ,branching, all that fun stuff
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L484[10:04:05] <MalkContent> markDirty means that it should be resynched?
L485[10:04:12] <williewillus> on what?
L486[10:04:14] <MalkContent> for items/tes etc
L487[10:04:22] <williewillus> items have markDirty?
L488[10:04:25] <williewillus> :P
L489[10:04:27] <MalkContent> err
L490[10:04:31] <williewillus> markDirty on a TE means a chunk shuold resave
L491[10:04:35] <MalkContent> well i got a container
L492[10:04:44] ⇨ Joins: McJty (~jorrit@94-225-203-206.access.telenet.be)
L493[10:04:47] <MalkContent> nope. playerinventory
L494[10:04:57] <williewillus> markDirty on non-TE iinventories
L495[10:04:59] <williewillus> usually does nothing
L496[10:05:09] <MalkContent> mkay
L497[10:05:10] <MalkContent> welp
L498[10:05:18] <williewillus> you want detectAndSendChanges from the container
L499[10:05:58] ⇨ Joins: Fye (~Fye@dynamic-adsl-78-13-98-6.clienti.tiscali.it)
L500[10:06:28] <MalkContent> what does that do?
L501[10:06:36] <williewillus> exactly waht the name says :P
L502[10:06:41] <MalkContent> i mean i don't care too much about the container
L503[10:06:47] <williewillus> i mean this is xy
L504[10:06:51] <williewillus> what are you trying to achieve
L505[10:07:12] <MalkContent> nothing. i was just wondering what /exactly/ markDirty does :D
L506[10:07:40] <williewillus> on TE's, tells the chunk to resave
L507[10:07:50] <MalkContent> now you told me about detectAndSendChanges. on a container. which I imagine does not necessarily update the inventory
L508[10:07:51] <williewillus> or else the chunk will skip saving thinking nothing has changed
L509[10:08:07] <williewillus> detectandSendChanges detects changes and sends it to the client
L510[10:08:29] <raoulvdberge> it checks if the cached ItemStack is equal to the real itemstack in slot, if not, it'll update the cached value and send a slot update
L511[10:09:06] <MalkContent> so unless someone else than the player manipulates the contents of the inventory opened by the container, i don't need it, right?
L512[10:09:30] <williewillus> need it for what?
L513[10:09:31] <williewillus> :P
L514[10:09:42] <williewillus> and what "needing" it entail
L515[10:09:46] <Subaraki> 2gigs doesnt do it
L516[10:09:48] <MalkContent> correct displaying of the items
L517[10:09:55] <Subaraki> you need a 16 gb computer to code for forge these days ?
L518[10:09:57] <MalkContent> i assumed thats what that is needed for
L519[10:10:01] <williewillus> Subaraki: no?
L520[10:10:03] <gigaherz> Subaraki: no
L521[10:10:07] <gigaherz> a 8gb computer is plenty
L522[10:10:10] <gigaherz> ;P
L523[10:10:11] <MalkContent> ^
L524[10:10:23] <MalkContent> who still has only 2 gigs
L525[10:10:26] *** Vigaro is now known as V
L526[10:10:42] <gigaherz> you need -Xmx3G to ensure that the decompile step completes always
L527[10:10:52] <gigaherz> which means even 4gb may not be enough
L528[10:10:55] <williewillus> ehh
L529[10:11:01] <williewillus> ive never had to increase ram for decompile
L530[10:11:02] <williewillus> for some reason
L531[10:11:08] * gigaherz shrugs
L532[10:11:09] <Subaraki> I do
L533[10:11:12] <Subaraki> now trying with 3
L534[10:11:14] <gigaherz> I didn't have to, on console
L535[10:11:18] <gigaherz> but I had, with IDEA
L536[10:11:24] <gigaherz> so I just made it global
L537[10:11:24] <Subaraki> only have 4
L538[10:11:34] <Subaraki> if it doesnt work, I call bs :(
L539[10:11:44] <MalkContent> 4 is okay
L540[10:11:59] <gigaherz> maybe -Xmx2G works
L541[10:12:06] <RANKSHANK> MalkContent my chromebook only has 2gigs ;) no forge dev in crouton wrapped linux for me
L542[10:12:07] <gigaherz> but I wasn't sure so I just gave it 3
L543[10:12:16] <gigaherz> I do have 16gb and planning to upgrade to 32 or 64
L544[10:12:19] <MalkContent> huh
L545[10:12:29] <MalkContent> didnt think of those tabletoids
L546[10:12:42] <williewillus> i give idea 1G of ram
L547[10:12:47] <MalkContent> jesus what are you doing that requires that much ram
L548[10:12:47] <gigaherz> RANKSHANK: you program mods in a netbook?
L549[10:12:53] <williewillus> and I develop all my mods with 1G allocated to mc
L550[10:13:04] <gigaherz> MalkContent: ARK: Survival Evolved takes around 6-7gb with mods and such
L551[10:13:06] <williewillus> to keep my memory in check
L552[10:13:07] <MalkContent> i can see that one would want to move beyond 8
L553[10:13:24] <RANKSHANK> gigaherz was trying at one point since I'm on the move, but it was nightmare fuel :P
L554[10:13:29] <MalkContent> but 16 probably should suffice for the next 10 years or something
L555[10:13:35] <williewillus> mc is very churny but compared to other games it actually doesn'tuse that much
L556[10:14:01] <williewillus> the churn is from blockpos mostly (and forge events firing)
L557[10:14:01] <Subaraki> i wish i had the money to buy a good gaming computer :(
L558[10:14:08] <Subaraki> been gaming on my lappie for years
L559[10:14:13] <williewillus> also bad modders not releasing their cached models >.<
L560[10:14:15] <MalkContent> so you still got like half your ram free giga :D
L561[10:14:25] <Subaraki> and dang, do I not want to put all options to 'low' anymore !
L562[10:14:26] <MalkContent> subaraki: you can upgrade your ram in your laptop yknow :x
L563[10:14:32] <MalkContent> i did that way back
L564[10:14:33] <williewillus> i have a laptop thatruns mc just fine
L565[10:14:41] <williewillus> and is *okay* on other games on low settings :P
L566[10:14:41] <MalkContent> and ram's cheap
L567[10:14:58] <williewillus> powerful cpu, weak gpu, 8G ram
L568[10:15:08] <MalkContent> and from 4 to 8 is a pretty serious jump
L569[10:15:42] <MalkContent> rams about the only thing aside from hdd you can always upgrade in a laptop :D
L570[10:16:15] <RANKSHANK> unless you're brave that is ;)
L571[10:16:47] <MalkContent> yea i don't even think bravery will help much, special cases aside ^^
L572[10:17:24] <MalkContent> i mean you could turn it into an "open casket"
L573[10:17:28] <williewillus> just shaved off 2000 something baked models from botania by removing all the redundant stones and cleaning up some jsons :P
L574[10:17:29] <MalkContent> then change whatever you want
L575[10:17:35] <MalkContent> and still manage to cool it somehow
L576[10:17:39] <Subaraki> yeah i know, but can i afford 2 new ram bars for more then 4 gigs ? x)
L577[10:17:56] *** kroeser|away is now known as kroeser
L578[10:18:11] <Subaraki> btw, 3gb set in the properties file and still cannot compile
L579[10:18:12] <MalkContent> rams about the cheapest thing in a computer
L580[10:18:16] ⇨ Joins: BordListian (~BordListi@chello213047142014.32.11.vie.surfer.at)
L581[10:18:32] <Subaraki> yay for poor people :(
L582[10:18:47] <Subaraki> what's 4gb of ram for laptop worth ?
L583[10:18:56] <Subaraki> 4gb/bar ?
L584[10:18:59] <RANKSHANK> depends on the country really
L585[10:19:29] <MalkContent> i see regular 4gb bars for 15€
L586[10:19:34] <MalkContent> so even when you aim high
L587[10:19:36] <VikeStep> so apparently somehow, my internet provider is having routing issues to a small number of websites. one of them being github :(
L588[10:19:39] <VikeStep> thanks telstra
L589[10:19:40] <MalkContent> you look at a 50€ kit
L590[10:19:41] <gigaherz> 20eur +- 5
L591[10:19:44] <MalkContent> to get to 8gb
L592[10:20:36] <gigaherz> http://www.pccomponentes.com/g_skill_ripjaws_x_ddr3_1600_pc3_12800_16gb_4x4gb_cl9.html
L593[10:20:50] <gigaherz> average spanish prices ;P
L594[10:21:08] <MalkContent> 4 bars?
L595[10:21:15] <gigaherz> yeah on kit, with heatsink
L596[10:21:32] <MalkContent> i thought having many bars would limit them somehow
L597[10:21:35] <gigaherz> nah
L598[10:21:41] <gigaherz> you want at least pairs
L599[10:21:44] <MalkContent> yea
L600[10:21:47] <gigaherz> to make use of dual channel
L601[10:21:52] <gigaherz> the only limitation of getting 2 vs 4
L602[10:21:54] <gigaherz> is expansion
L603[10:21:56] <gigaherz> if you get 2x8
L604[10:22:00] <gigaherz> you can then get 2x8 extra
L605[10:22:08] <MalkContent> 15 years ago my mainboard manual said past 2 bars the mhz would go down ;_;
L606[10:22:15] <gigaherz> and upgrade to 32gb without getting all 4 sticks
L607[10:22:22] <gigaherz> then your mainboard sucked.
L608[10:22:23] <gigaherz> XD
L609[10:22:26] <MalkContent> ^^
L610[10:22:48] <sham1> Merf
L611[10:23:00] <MalkContent> i guess i could contemplate getting more ram then
L612[10:23:10] <gigaherz> also 2016 isn't 2000
L613[10:23:10] <gigaherz> ;P
L614[10:23:11] <sham1> Download it
L615[10:23:14] <MalkContent> ik
L616[10:23:15] <gigaherz> tech has advanced
L617[10:23:22] <MalkContent> which is what i was aiming at
L618[10:23:26] <sham1> Well 2016 is part of the 2000
L619[10:23:28] <MalkContent> when i said 15 year ago :P
L620[10:23:31] <sham1> It's a subset
L621[10:23:54] <gigaherz> either way
L622[10:23:59] <gigaherz> ram isn't expensive
L623[10:24:03] <gigaherz> and DDR3 these days
L624[10:24:10] ⇨ Joins: Drullkus (~Dru11kus@c-67-180-188-243.hsd1.ca.comcast.net)
L625[10:24:10] ⇦ Quits: Subaraki (~Artix@mf763-h01-176-150-102-154.dsl.sta.abo.bbox.fr) (Ping timeout: 186 seconds)
L626[10:24:11] <gigaherz> there's plenty of people replacing their old ddr3 computers
L627[10:24:15] <MalkContent> before i add more ram
L628[10:24:16] <gigaherz> with fancy new ddr4 ones
L629[10:24:20] ⇨ Joins: cpup (~cpup@32.218.118.188)
L630[10:24:25] <gigaherz> so you may be able to find very cheap ram sticks on ebay or such
L631[10:24:25] <MalkContent> i should get a new mainboard/cpu anyways
L632[10:24:31] <gigaherz> then go ddr4 ;P
L633[10:24:37] <MalkContent> yea
L634[10:25:00] <MalkContent> im amazed how long this one is holding on
L635[10:25:03] ⇦ Quits: DraconianBeryl (~Draconian@ip70-178-251-24.ks.ks.cox.net) (Ping timeout: 192 seconds)
L636[10:25:10] <MalkContent> i mean i feel like i /could/ upgrade
L637[10:25:17] <MalkContent> but by no means do i feel like i have to
L638[10:25:21] ⇨ Joins: DraconianBeryl (~Draconian@ip70-178-251-24.ks.ks.cox.net)
L639[10:25:25] <MalkContent> and its like 6 years old by now
L640[10:25:52] <MalkContent> only thing i changed was the graphics card because one died on me
L641[10:25:54] *** V is now known as Vigaro
L642[10:26:09] <MalkContent> and thus I was able to enjoy witcher 3 in all its glory ^^
L643[10:27:21] <MalkContent> the only things where i notice the cpu is getting old is minecraft and space engineers and the likes
L644[10:27:34] <MalkContent> well and ns2 :D
L645[10:27:43] <sham1> Well Minecraft is also not the best in therms of optimisation
L646[10:27:52] <MalkContent> yea
L647[10:27:52] <sham1> s/therms/terms/
L648[10:27:55] ⇦ Quits: VikeStep (~VikeStep@101.184.243.180) (Read error: Connection reset by peer)
L649[10:28:18] <MalkContent> still you got a good explanation of why the cpu usage is high
L650[10:28:23] <jackmcbarn> what are the general guidelines for when we mark a build as recommended?
L651[10:28:39] <RANKSHANK> sham1 man if you take half of the recent games on the market and show it to developers from 20 years ago they'd shudder :P
L652[10:28:40] <sham1> When Lex feels like it
L653[10:28:55] ⇦ Quits: OrionOnline (~OrionOnli@xdsl-213-196-251-217.netcologne.de) (Read error: Connection reset by peer)
L654[10:29:14] <sham1> There really is no guidelines for what is recommended
L655[10:29:17] <sham1> Just use latest
L656[10:29:34] <jackmcbarn> yeah, i know that; i'm just not sure that players know that
L657[10:29:40] <jackmcbarn> what's the point of recommended anyway?
L658[10:29:50] <BordListian> "don't use anything below this" ?
L659[10:29:53] <sham1> ^
L660[10:29:55] <MalkContent> ^
L661[10:29:59] <RANKSHANK> ^
L662[10:30:05] <BordListian> ^
L663[10:30:13] <jackmcbarn> lol
L664[10:30:14] <sham1> ^^
L665[10:30:16] <MalkContent> sweet selfreference bro
L666[10:30:19] <gigaherz> yep. pretty much "recommended" means if you are using anything olde,r you are doing it wrong
L667[10:30:22] <BordListian> :^)
L668[10:30:37] ⇦ Quits: CoderPuppy (~cpup@32.218.118.113) (Ping timeout: 384 seconds)
L669[10:30:44] <sham1> Well RANKSHANK, devs 20 years ago had very strict specification limits as the tech was not quite as powerful as it is nowadays
L670[10:30:46] <BordListian> it's like "I'm with stupid" but the arrow points at yourself
L671[10:30:51] <sham1> Back then devs needed to actually try
L672[10:31:09] <sham1> To make something look decent and have it run well
L673[10:31:32] <BordListian> videogames are a mistake nowadays
L674[10:31:44] <sham1> Also, 20 years ago is going to 2000 in 4 years
L675[10:31:46] <sham1> Argh
L676[10:32:06] <MalkContent> there should be a golden "carmack slap" award. where people get a golden miniature of carmacks backhand for writing shitty engines
L677[10:32:16] <Ordinastie_> !gm func_72863_F
L678[10:32:39] <RANKSHANK> I'd actually take the time to watch those award ceremonies
L679[10:32:41] <MalkContent> also carmack slaps them when they get it ofc
L680[10:32:46] <MalkContent> ikr :D
L681[10:32:54] <BordListian> who is carmack
L682[10:32:59] <MalkContent> it'd be a fun event
L683[10:33:04] <RANKSHANK> quake
L684[10:33:23] <BordListian> ah
L685[10:33:32] <MalkContent> only people to show up and get their trophy would be good sports anyways :)
L686[10:33:33] <sham1> Also known as the best FPS ever
L687[10:33:36] <sham1> And what will ever be
L688[10:33:47] <Ordinastie_> Lunatrius, around ?
L689[10:33:51] <BordListian> tfw i'm a 21y youngin and have never played Quake
L690[10:33:56] <RANKSHANK> Team unreal over here sham ;)
L691[10:34:04] <sham1> Oh
L692[10:34:09] <sham1> This just got heated
L693[10:34:14] <MalkContent> :D
L694[10:34:47] <MalkContent> bordlistian: its not about quake being a game, its about it having a sweet engine
L695[10:34:52] <sham1> I really hope they don't fuck up Quake Champions with a bunch of Overwatch gimmicks
L696[10:35:00] <MalkContent> without that engine the whole game wouldn't have been feasable
L697[10:35:14] <sham1> The Quake 1 engine also gave rise to Valve, so...
L698[10:35:14] <RANKSHANK> It'll be interesting to say the least :P
L699[10:35:18] <MalkContent> quake 2 engine had been used as a base for yeeeeears to come after it hit
L700[10:35:23] <MalkContent> 1*
L701[10:35:41] <sham1> Even today in Source 1, there is still code from GoldSrc and Quake 1's engine
L702[10:35:50] <sham1> It's crazy
L703[10:35:56] <MalkContent> quake 1 engine is basically the birth of 3d games on computers
L704[10:36:04] ⇨ Joins: Subaraki (~Artix@mf763-h01-176-150-102-154.dsl.sta.abo.bbox.fr)
L705[10:36:08] <sham1> Actual 3d that is
L706[10:36:11] <RANKSHANK> why reinvent the wheel?> they made a masterpiece
L707[10:36:31] <BordListian> i feel like you'd be able to find something to disprove that
L708[10:36:35] <sham1> Because I'd still call Wolfenstine and DOOM pseudo-3d
L709[10:36:40] <MalkContent> because you can have shite netcode and use frostbyte :D
L710[10:36:44] <MalkContent> who wouldnt want that
L711[10:36:49] <BordListian> >DOOM is pseudo-3d
L712[10:36:51] <BordListian> ????
L713[10:37:00] <MalkContent> 2d enemies
L714[10:37:13] <MalkContent> and decals
L715[10:37:14] <BordListian> then paper mario is pseudo-3d
L716[10:37:15] <RANKSHANK> aka billboards
L717[10:37:16] <sham1> 3D environments with 2d sprites
L718[10:37:21] <MalkContent> yes. yet it is bord
L719[10:37:35] <BordListian> ding dong but you're wrong
L720[10:38:25] <sham1> Well, I'd call Paper Mario pseudo-2d
L721[10:38:37] <sham1> Because the sprites are 3d models made to look like sprites
L722[10:38:49] <Subaraki> doom was actually a 2d map, projected upwards in first person ,giving the illusion of 3d, also called raytracing
L723[10:38:54] <Subaraki> BordListian ^
L724[10:38:58] <BordListian> this is starting to get really dumb
L725[10:39:03] <sham1> You think?
L726[10:39:13] <BordListian> >illusion of 3d
L727[10:39:26] <RANKSHANK> that's why doors wouldn't open vertically no?
L728[10:39:32] <Subaraki> there's no y component from the xyz axis'
L729[10:39:46] <Subaraki> no up nor down
L730[10:39:50] <MalkContent> well you can call it hologram if you want to bord ^^
L731[10:39:54] <Subaraki> that's also why the maps where flat, and had no stairs
L732[10:39:56] <sham1> Well, all 3d games technically use the illusion of 3d, but not with raycasting
L733[10:40:01] <sham1> Err, raytracing
L734[10:40:03] <BordListian> that's not at all what a hologram is
L735[10:40:05] <Subaraki> doom had them, but no room apssed under another
L736[10:40:09] <Subaraki> because it's a 2d map
L737[10:40:14] <gigaherz> the word "hologram" has been twisted
L738[10:40:20] <MalkContent> ^
L739[10:40:27] <Subaraki> ^
L740[10:40:30] <sham1> ^
L741[10:40:33] <gigaherz> it originally meant to capture systems that would capture ALL of the light properties
L742[10:40:50] <gigaherz> frequency, amplitude, direction AND polarization
L743[10:40:51] <BordListian> nowadays, it means light-field projection
L744[10:40:55] <gigaherz> no
L745[10:40:56] <gigaherz> these days
L746[10:41:12] <gigaherz> people use "hologram" to mean "something that appears to be rendering in thin air"
L747[10:41:18] <sham1> It means that thing that leia sent to Obi-wan in Star Wars ep. 4
L748[10:41:25] <Subaraki> BordListian https://www.youtube.com/watch?v=zb6Eo1D6VW8
L749[10:41:26] <gigaherz> things like gas screens, rotating mirrors
L750[10:41:29] <gigaherz> and other crap like that
L751[10:41:34] <MalkContent> you might have heard about "our universe could be a hologram"
L752[10:41:39] <gigaherz> light-field is the closest to a real hologram
L753[10:41:53] <sham1> EWW, a game theorist channel
L754[10:41:53] <BordListian> how to check if something is 3D
L755[10:42:04] <sham1> Get it away, get it away, get it away...
L756[10:42:13] <RANKSHANK> lol
L757[10:42:17] <BordListian> does it have 3 dimensions? Congratulations. It's 3D.
L758[10:42:31] <RANKSHANK> 4D
L759[10:42:36] <RANKSHANK> can't forget time ;)
L760[10:42:37] *** MrKick|Away is now known as MrKickkiller
L761[10:42:37] <BordListian> If it's a 2D map projected into 3D space, it obviously has a third dimension.
L762[10:42:39] ⇦ Quits: Cooler (~CoolerExt@61.3.246.207) (Quit: Leaving)
L763[10:42:43] <gigaherz> sham1: why?
L764[10:42:46] <gigaherz> game theorists is fun
L765[10:42:53] <sham1> Ehh...
L766[10:42:53] ⇨ Joins: Cooler (~CoolerExt@61.3.246.207)
L767[10:43:05] <MalkContent> semantics, bord
L768[10:43:06] <Subaraki> it doesnt. there's no y (up/down factor)
L769[10:43:12] <sham1> For one, Matpat is just annoying
L770[10:43:13] <BordListian> semantics are very important.
L771[10:43:16] <MalkContent> the point is there is noticable technical differences and limitations
L772[10:43:18] <sham1> Gaijin is meh
L773[10:43:19] <gigaherz> I'm entertained by people trying very hard to find meaning in noise
L774[10:43:20] <MalkContent> yea
L775[10:43:25] <Subaraki> its just lines drawn longer or shorter given distance to the wall
L776[10:43:31] <Subaraki> no y axis
L777[10:43:37] <MalkContent> but you could argue "fuck it, it's on a flat screen, it's all 2d"
L778[10:43:38] <Subaraki> sham1, that's not matpat
L779[10:43:44] <sham1> Well, that is not
L780[10:43:48] <sham1> But I hate the channel of the principle
L781[10:43:59] <sham1> That he was the one to start the thing
L782[10:44:10] <Subaraki> yeah, well, it's the closest i could find on a good explenation with pictures
L783[10:44:11] <sham1> The association is too damn strong
L784[10:44:11] <BordListian> If it didn't have a third axis, you would be incapable of seeing walls
L785[10:44:12] <MalkContent> unless you want to go ahead and superdefine everything, don't be so hung up on semantics
L786[10:44:27] <BordListian> even if it's just a mode7 plane it would still be a 3D projection
L787[10:44:36] <MalkContent> i can show you a photo of a wall
L788[10:44:53] <RANKSHANK> O.o
L789[10:44:59] <Subaraki> tha's why it is an illusion BordListian, they fake the y axis
L790[10:45:13] <gigaherz> BordListian: as the video explains
L791[10:45:14] <Subaraki> you think there's height, but there's actually not
L792[10:45:24] <gigaherz> it's actually all the code for a top-down 2D game
L793[10:45:28] <Subaraki> they're drawing like it's 3d, but it is actually 2d
L794[10:45:39] <gigaherz> projected onto the XZ plane
L795[10:45:49] <gigaherz> with the Y dimension extracted exclusively from distance
L796[10:46:04] <gigaherz> so it's a 2D game, projected onto a 2D screen
L797[10:46:16] <gigaherz> there's a 3D in it
L798[10:46:19] <sham1> Made to look 3d
L799[10:46:21] <gigaherz> due to being 2d->3d->2d
L800[10:46:32] <gigaherz> since technically the simple act of considering "y=depth" makes it 3D
L801[10:46:36] <shadowfacts> Why would Forge be trying to cast TiCon's capability to MO's capability when I try to retrieve MO's?
L802[10:46:46] <gigaherz> shadowfacts: forge won't
L803[10:46:48] <shadowfacts> Crash report: https://gist.github.com/shadowfacts/f1fa56a8918f51c304f620e361ad8a95 and code: https://github.com/simeonradivoev/MatterOverdrive/
L804[10:46:58] <gigaherz> someone messed up their getCapability
L805[10:47:21] <gigaherz> shadowfacts: when someone calls getCapability
L806[10:47:36] <gigaherz> ...
L807[10:47:39] <gigaherz> when you call getCapability
L808[10:47:47] <gigaherz> it first runs the entity's getCapability code
L809[10:47:52] <gigaherz> and eventually calls super.getCapability
L810[10:47:57] <williewillus> getCapability is not type safe, there is a unchecked cast waiting to explode if someone screws up
L811[10:47:59] <gigaherz> (or directly to super if not overriden)
L812[10:48:01] <gigaherz> and
L813[10:48:09] <gigaherz> when the top Entity implementation runs
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L815[10:48:15] <shadowfacts> oh wait
L816[10:48:16] <sham1> Unsafe, and a painful cast
L817[10:48:17] <gigaherz> forge will iterate through the ICapabilityProviders
L818[10:48:18] <gigaherz> attached
L819[10:48:29] <gigaherz> the FIRST ONE to return true from hasCapability
L820[10:48:33] <gigaherz> will get getCapability called on it
L821[10:48:38] <shadowfacts> the cap being passed into Entity#getCapabilty is null
L822[10:48:44] <gigaherz> that's broken.
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L824[10:48:46] <shadowfacts> so TiCon is returning true for a null capability
L825[10:48:52] <gigaherz> that's also broken
L826[10:48:57] <gigaherz> ;P
L827[10:49:01] <shadowfacts> yeah, they're both borked
L828[10:49:08] <gigaherz> you sohuld ONLY return true if cap==yourcap
L829[10:49:11] <gigaherz> hmmm
L830[10:49:13] <gigaherz> I see
L831[10:49:18] <gigaherz> someone may be depending on ticon's cap
L832[10:49:18] <gigaherz> but
L833[10:49:21] <gigaherz> not handling != null
L834[10:49:35] <gigaherz> if you have a soft dependency on a capability
L835[10:49:36] <gigaherz> you have to do
L836[10:49:46] <gigaherz> if( THE_CAP != null && capability == THE_CAP
L837[10:49:53] <gigaherz> otherwise null==null
L838[10:49:54] <gigaherz> ;P
L839[10:49:59] <gigaherz> but still
L840[10:50:03] <gigaherz> passing null is BAD
L841[10:50:20] <sham1> Null, the 10^6 dollar mistake
L842[10:50:25] <shadowfacts> If I have the registration call for the capability and the @CapabilityInject annotation in the same class, it should work fine, right?
L843[10:50:48] <shadowfacts> Because the cap is registered in preInit, before that crash occurs but somehow the field with @CapabilityInject is still null
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L845[10:53:46] <gigaherz> shadowfacts: that doesn't matter at all
L846[10:53:56] <gigaherz> ANY class with @CapabilityInject will receive the reference
L847[10:54:04] <gigaherz> all that matters
L848[10:54:08] <gigaherz> is that @CapabilityInject
L849[10:54:11] <gigaherz> has the right class in it
L850[10:54:13] <gigaherz> and is public static
L851[10:54:32] <gigaherz> @CapabilityInject(MyInterface.class)
L852[10:54:39] <gigaherz> public static Capability<MyInterface> INSTANCE;
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L857[11:06:00] <Ordinastie_> <Ordinastie_> even funnier, 1.9.4 > http://puu.sh/qjMAz.png , 1.10.2 > http://puu.sh/qjMAk.png (look at the values field)
L858[11:06:08] <Ordinastie_> missed
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L861[11:07:20] MineBot sets mode: +o on cpw
L862[11:11:05] <Subaraki> so i made a file called gradle.properties (extension is properties, not txt or so) and pasted this in org.gradle.jvmargs=-Xmx3G
L863[11:11:18] <Subaraki> i still get the decompileMc crash
L864[11:11:44] <Subaraki> 'GC overhead limit exceeded'
L865[11:12:18] <gigaherz> where did you put it?
L866[11:12:54] <Subaraki> folderWithExtractedMDK/.gradle/gradle.properties
L867[11:13:18] <gigaherz> that's not where it goes
L868[11:13:25] <Subaraki> (as adviced by the site)
L869[11:13:25] <gigaherz> either next to the build.gradle file
L870[11:13:26] <Subaraki> oh ?
L871[11:13:28] <gigaherz> or un your user
L872[11:13:53] <gigaherz> I have it on ~/.gradle/gradle.properties
L873[11:13:55] <gigaherz> or more accurately
L874[11:14:03] <gigaherz> on %userprofile%\.gradle\gradle.properties
L875[11:14:05] <gigaherz> (windows)
L876[11:14:14] <Subaraki> ooh
L877[11:14:29] <gigaherz> either way
L878[11:14:30] <Subaraki> well heck to confuse someone ._. there's a .gradle folder in the mdk
L879[11:14:32] <gigaherz> if it's derected
L880[11:14:38] <gigaherz> detected
L881[11:14:41] <gigaherz> it would show like
L882[11:14:52] <gigaherz> spawning something something due to jvm args something something
L883[11:14:57] <gigaherz> at the beginning
L884[11:15:05] <Subaraki> to honour the jvm arguments blablabla ?
L885[11:15:15] <gigaherz> yup
L886[11:15:18] <Subaraki> great
L887[11:15:22] <Subaraki> maybe now it'll work
L888[11:18:47] <RANKSHANK> Subaraki if you used intellij there's a plugin you can get that'll run through the startup for you and also has some useful highlighting, like when @SideOnly is accessed in non @SideOnly areas
L889[11:18:48] <Subaraki> yay it worked !
L890[11:19:02] <Subaraki> nah, i'm fine with eclipse ._. but thanks x)
L891[11:20:20] <gigaherz> being fine doesn't mean you couldn't be better ;P
L892[11:20:36] <RANKSHANK> ^
L893[11:20:46] <RANKSHANK> take it from a recent convert. Amazeballs.
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L900[11:31:04] <gigaherz> hmmmm
L901[11:31:19] <gigaherz> is there some mod that lets you grab a block and move it as if it was a piston pushing it?
L902[11:31:53] <gigaherz> I was thinking it would be an interesting idea
L903[11:32:07] <gigaherz> a "grab" button that lets you drag blocks sideways
L904[11:32:16] <gigaherz> for like, adventure mode
L905[11:32:24] <gigaherz> puzzles and such
L906[11:33:11] <MalkContent> opencomputers allows you to piston
L907[11:33:14] <MalkContent> not drag though
L908[11:33:16] <MalkContent> afaik
L909[11:33:21] <gigaherz> yeah I meant like
L910[11:33:31] <Subaraki> i dont think it exists
L911[11:33:33] <Subaraki> you should :)
L912[11:33:38] <gigaherz> "hold g when looking at a block, then move in a direction to drag it that way"
L913[11:33:58] <MalkContent> you can upgrade tablets with piston mechanic
L914[11:34:02] <Subaraki> allows for only one spacemovement ?
L915[11:34:21] <Subaraki> or also up and down ? just dragging blocks arround
L916[11:34:25] <williewillus> botania force lens
L917[11:34:28] <MalkContent> boulder dash crate puzzles ^^
L918[11:34:29] <williewillus> not quite dragging
L919[11:34:37] <williewillus> but similar idea
L920[11:35:39] <gigaherz> Subaraki: I was thinking the blocks would have gravity while being dragged
L921[11:35:46] <gigaherz> also
L922[11:35:51] <gigaherz> only certain blocks would be whitelisted
L923[11:35:58] <gigaherz> so you can't just drag a stone block or such
L924[11:36:05] <Subaraki> ah yeah true
L925[11:36:12] <BordListian> Cyclic has a piston wand thingy
L926[11:36:14] <Subaraki> only blocks prone to be placed by the player ?
L927[11:36:19] <gigaherz> also, they'd probably drag as a column
L928[11:36:22] <gigaherz> up to X blocks tall
L929[11:36:44] <gigaherz> and yeah only horizontal
L930[11:36:51] <gigaherz> or at least
L931[11:36:56] <gigaherz> vertical would have a penalty
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L933[11:37:01] <gigaherz> maybeyou can only drag one block up
L934[11:37:04] <gigaherz> but not a column od 2+
L935[11:37:09] <gigaherz> problem is
L936[11:37:12] <gigaherz> I don't have the time right now
L937[11:37:23] <gigaherz> so if anyone wants to take the idea ;P
L938[11:37:40] <BordListian> factorization had this thing where you could roll barrels if you hit them with a knockback sword while under the effects of a strength potion
L939[11:37:42] <gigaherz> IIRC there were a few people here who said they are bad at ideas even though they are good at coding them
L940[11:37:53] <BordListian> and you could roll them uphill if you rolled them into stairs or slabs
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L942[11:45:45] <Subaraki> how does one set a playername in the forge environement again ?
L943[11:45:56] <Subaraki> the program arguments doesn't take name:MyName anymore :/
L944[11:46:09] <diesieben07> --username
L945[11:46:16] <diesieben07> and --password if you want to log in as well
L946[11:46:46] <Subaraki> nah, just a name is good
L947[11:47:00] <Subaraki> still doesnt launch, with neither --username:name nor --username name
L948[11:47:20] <Subaraki> Variable references empty selection: ${project_loc}
L949[11:48:09] <Subaraki> oh haha
L950[11:48:11] <Subaraki> found the error
L951[11:48:13] <Subaraki> durp
L952[11:48:22] <Subaraki> wasnt giving the correct project location
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L954[11:55:50] <Subaraki> found a tutorial on how to add commands. anything that changed in commands ? or is this old version still satisfactory ?
L955[12:02:35] <Subaraki> why is getHeldEquipement iteratable ? can entities hold more then one item ?
L956[12:02:43] <Subaraki> oh yeah... second hand slot, right ?
L957[12:02:44] <williewillus> yes
L958[12:02:49] <williewillus> correct
L959[12:02:53] <Subaraki> so basicly 2 max ?
L960[12:02:56] <Subaraki> 0 and 1 ?
L961[12:03:16] <Subaraki> does it switch around with lefties ? or do i have to check for that ?
L962[12:03:47] <williewillus> being a lefty doesn't matter to anything except rendering
L963[12:03:52] <williewillus> it's always in terms of MAIN and OFF
L964[12:04:19] <williewillus> if you're a lefty the renderer just flips everything around before rendering, that's it
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L968[12:14:29] <Subaraki> ah okay, thanks :)
L969[12:14:41] <Subaraki> I need to get my mind set back to minecraft code and logic
L970[12:14:44] <Subaraki> been a while ...
L971[12:15:38] <Subaraki> and how on earth do i get the stack out of the armor inventory without having to iterate over this list ?? is there not a method that takes the entityEquipementSlot in account ?
L972[12:16:02] <diesieben07> EntityLivingBase#getItemStackFromSlot
L973[12:16:04] <williewillus> wat
L974[12:16:07] <williewillus> and ^
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L976[12:17:01] <Subaraki> ah yes... I'm using the crude Entity class
L977[12:17:09] <Subaraki> jeez, I should have know this o.o
L978[12:17:20] <williewillus> well its new in 1.9
L979[12:18:52] <Subaraki> elb has been around for a while
L980[12:19:25] <Lunatrius> Ordinastie_: I am now for 5 seconds, just ask the thing, I'll reply in an hour or so
L981[12:19:52] <sham1> Fuck my life with C++
L982[12:20:55] <sham1> Apparently, I cannot go from const char** to char* const*
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L985[12:34:32] <williewillus> because those are not the same :DD
L986[12:35:05] <sham1> Yeah
L987[12:35:11] <sham1> I realise that now
L988[12:35:23] <williewillus> http://www.cdecl.org/
L989[12:35:36] <sham1> I just cast it
L990[12:35:42] <sham1> I think it works for exec
L991[12:35:48] <williewillus> casting consts away :o
L992[12:35:54] <sham1> No
L993[12:36:07] <sham1> Wait
L994[12:36:43] <sham1> The stuff I want to give for exec is in std::vector<const char*>
L995[12:37:23] <sham1> And then when I call exec, I call std::vector#data which gives me const char**, which execv does not like
L996[12:37:43] <sham1> I cast the thing I get from the vector into char* const*
L997[12:37:49] <sham1> I hope it does not break too badly
L998[12:38:26] <williewillus> you're casting the const off the original char*
L999[12:38:36] <williewillus> which could be problematic if it resides in read-only memory
L1000[12:38:49] <sham1> Well...
L1001[12:38:53] <sham1> This might be a problem
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L1003[12:40:02] <sham1> Welp, I'll test this
L1004[12:40:12] <sham1> I'll say if I get any segfaults or anything
L1005[12:40:24] <Subaraki> how does one force an error with commands ?
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L1007[12:40:32] <williewillus> Subaraki: what kind of error? :P
L1008[12:40:34] <Subaraki> i only get 'an unknown error occured'
L1009[12:40:35] <sham1> What kind of error
L1010[12:40:46] <Subaraki> well, if the stack is null, or the inventory is full
L1011[12:40:53] <williewillus> if you mean like minecraft console commands?
L1012[12:40:54] <Subaraki> i'd like it to print like, not possible to do that action
L1013[12:40:57] <Subaraki> yeah
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L1015[12:40:58] <williewillus> throw a CommandException with detailed message
L1016[12:41:17] <Subaraki> hmkay, i need a try and a throw for each if() then ?
L1017[12:41:24] <williewillus> wat
L1018[12:41:42] <Subaraki> because i got more then one case of things that might go wrong ?
L1019[12:41:55] <williewillus> why would you need a try
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L1021[12:42:08] <williewillus> this is your command, the try is above your level of abstraction
L1022[12:42:15] <williewillus> you just check for errors and throw exceptions as needed
L1023[12:43:34] <Subaraki> so just throw new exception
L1024[12:43:36] <Subaraki> didnt know
L1025[12:43:41] <williewillus> new CommandException
L1026[12:43:47] <Subaraki> i could do that. sorry for unintented return
L1027[12:59:30] <Subaraki> what is cake ? an itemblock ?
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L1029[12:59:47] <Ordinastie_> a lie
L1030[13:00:29] <Subaraki> very appropriate ^^
L1031[13:00:34] <Subaraki> it is a lie indeed
L1032[13:00:42] <Subaraki> its a block, but actually, it is not !
L1033[13:00:55] <gigaherz> I believe the cake block doesn't have an itemblock
L1034[13:00:58] <gigaherz> and the cake item is just a cakeitem
L1035[13:01:05] <gigaherz> vanilla doors work that way too
L1036[13:01:31] <BordListian> unless you're running dragonapi
L1037[13:02:04] <gigaherz> funny
L1038[13:02:05] <gigaherz> registerItem(354, "cake", (new ItemBlockSpecial(Blocks.CAKE)).setMaxStackSize(1).setUnlocalizedName("cake").setCreativeTab(CreativeTabs.FOOD));
L1039[13:02:12] <gigaherz> it IS an itemblock
L1040[13:02:27] <gigaherz> xcept, it isn't
L1041[13:02:29] <Subaraki> aah, itemblockspecial doesnt extend itemblock
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L1043[13:02:32] <gigaherz> because it doesn't extend ItemBlock
L1044[13:02:32] <gigaherz> ;P
L1045[13:02:35] <Subaraki> x)
L1046[13:02:51] <Subaraki> now i only need to get the block from the ItemBlockSpecial, and we're goot to go !
L1047[13:03:18] <Subaraki> goddangit it's private
L1048[13:03:31] <gigaherz> reflection ;P
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L1050[13:06:07] <Subaraki> blegh
L1051[13:06:09] <Subaraki> reflection
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L1053[13:12:54] <williewillus> methodhandles
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L1055[13:17:49] <gigaherz> MethodHandles are bound to one specific instance
L1056[13:17:56] <gigaherz> while a Field can be invoked for any object ;P
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L1060[13:26:42] <williewillus> wat
L1061[13:26:45] <williewillus> that's false
L1062[13:27:57] <williewillus> its the same as reflection, you pass the receiver obj in
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L1064[13:30:04] <diesieben07> well, no not really
L1065[13:30:06] <diesieben07> you pass in objects
L1066[13:30:15] <diesieben07> there are methodhandles that interpret the first object as the receiver
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L1068[13:30:29] <diesieben07> there are also methodhandles that don't because they point to something static
L1069[13:30:36] <williewillus> im not talking about static ones but yeah
L1070[13:30:38] <diesieben07> or they can be bound to a target
L1071[13:30:56] <diesieben07> you could even have a methodhandle that encompasses a whole if-then-else
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L1078[13:43:18] <Subaraki> tell me more about these methodhandles williewillus
L1079[13:43:46] <diesieben07> i can do that :P what do you wanna know?
L1080[13:43:57] <williewillus> ^you do it you can explain it better lol
L1081[13:44:04] <Ordinastie_> how to spell methodhandles in google?
L1082[13:44:17] <Subaraki> yeah, i must admit, diesieben is de sh*t
L1083[13:44:22] <diesieben07> lol
L1084[13:44:38] <Subaraki> i'm doing that as well :P but diesieben is even better then google :o
L1085[13:44:55] <Subaraki> i'm trying to acces a private Block field in ItemBlockSpecial
L1086[13:45:08] <Subaraki> and would not want to use the regular reflection
L1087[13:45:14] <diesieben07> why not?
L1088[13:45:39] <Subaraki> heard it's slow and most people say they want to evade it because it's like unpure and not neat and stuff
L1089[13:45:50] <Subaraki> it's hacky
L1090[13:46:07] <Ordinastie_> so are methodhandles then
L1091[13:46:07] <diesieben07> methodhandles are not any more "neat" or "pure" than reflection if used as an alternative
L1092[13:46:07] <williewillus> i mean
L1093[13:46:11] <diesieben07> they are just fast :D
L1094[13:46:11] <williewillus> when are you doing this?
L1095[13:46:19] <williewillus> if it's just a one time thing justuse reflection
L1096[13:46:27] <Subaraki> runtime, once, when invoked after a command
L1097[13:46:31] <diesieben07> lol
L1098[13:46:33] <diesieben07> use refleciton
L1099[13:46:35] <diesieben07> nobody will care
L1100[13:46:39] <Subaraki> well, methodhandles are fast :D that's what we're going for ^^
L1101[13:46:45] <williewillus> but it doesn't matter
L1102[13:46:46] <diesieben07> reflection is also fast.
L1103[13:46:48] <williewillus> if it's not in a tight loop
L1104[13:46:55] <diesieben07> the "get me the field value" part is at least
L1105[13:47:00] <diesieben07> it's not AS fast as direct field access
L1106[13:47:05] <diesieben07> but it's fast *enough*
L1107[13:47:22] <williewillus> i use methodhandles in rendering loops/tick loops, reflection elsewhere
L1108[13:47:39] <Subaraki> ha yes, not a bad idea :o
L1109[13:47:44] <diesieben07> if you insist though: look up the Field instance like normal, call setAccessible on it
L1110[13:48:02] <Subaraki> well, i'll resort to reflection. given the circumstances
L1111[13:48:04] <diesieben07> then turn it into a MethodHandle using MethodHandles.publicLookup().unreflect[Getter|Setter]()
L1112[13:48:11] <diesieben07> store that in a static final (!) field
L1113[13:48:17] <diesieben07> and invoke it using invokeExact (not invoke!)
L1114[13:48:24] <diesieben07> then it's just as fast as accessing the field directly.
L1115[13:48:35] <LexManos> ...
L1116[13:48:37] <williewillus> but if its one shot I would just use reflection it's simpler
L1117[13:48:45] <diesieben07> yep ^
L1118[13:49:06] <diesieben07> lex' struggle is real :D
L1119[13:49:40] <Subaraki> he probably want's to smack someone reading all this ._.
L1120[13:49:56] <williewillus> idk whats wrong :P
L1121[13:50:16] <diesieben07> buzzwordyness is :D
L1122[13:50:28] <diesieben07> "omg i heard methodhandles are da shit, i must use them even if it's not appropriate here" :D
L1123[13:51:09] <williewillus> bleh getting things to render on both hands properly is annoying
L1124[13:51:24] <Subaraki> well, i didnt know what it was, was mostly curious
L1125[13:51:34] <diesieben07> minecraft really does not handle that properly?
L1126[13:51:50] <williewillus> no I have extra rendering stuff in render hand event
L1127[13:52:04] <williewillus> and figuring out how to map it cleanly to the other side is annoying because I suck at gl
L1128[13:52:16] <diesieben07> ah
L1129[13:52:21] <diesieben07> welcome to the club
L1130[13:54:48] <Subaraki> map cleanely ?
L1131[13:54:52] <Subaraki> gl offset ? no ? :s
L1132[13:55:03] <williewillus> not that easy :P
L1133[14:08:24] <Subaraki> how so williewillus ? tell me more about it
L1134[14:08:58] <Subaraki> ive done minecraft opengl since 1.2.5 in entities, tesr's and items
L1135[14:09:27] <williewillus> i got it good enough
L1136[14:09:38] <Subaraki> :)
L1137[14:17:46] <RANKSHANK_mob1> Subaraki I think beta 1.2.5 was the last time I actually released something :P
L1138[14:17:57] <Subaraki> beta ?
L1139[14:18:01] <Subaraki> wauw :o
L1140[14:18:03] <Lunatrius> Ordinastie_: the crash was caused by a rather weird part of vanilla, fixed it now on my end
L1141[14:18:38] <RANKSHANK_mob1> Risugami days man :P I released some binary based aids ;)
L1142[14:18:39] <Subaraki> i was talking about 1.2.5 official release
L1143[14:18:41] <Subaraki> like 4 years ago
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L1147[14:33:27] <RANKSHANK_mob1> Lol @ the comment in the most recent commit to forgemodcontainer
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L1158[14:58:41] <Subaraki> I'm comming to the slow realization that one might not be able to put a cakeblock on ones head ?
L1159[14:59:20] <gabizou> can't really
L1160[14:59:42] <gabizou> and not because of sponge, but because of vanilla
L1161[14:59:56] <Subaraki> :/
L1162[15:00:10] <Subaraki> so only blocks that have items that are blocks can be put on your head
L1163[15:00:12] <Subaraki> right
L1164[15:00:15] <Subaraki> ?
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L1166[15:04:56] <Rushmead> Anyone got any documentation on smartmodels?
L1167[15:07:54] <Subaraki> I can't render cake on my head :(
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L1169[15:10:07] <MalkContent> does one have to cause RenderGameOverlayEvents or do they just happen regularly?
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L1171[15:11:59] <Subaraki> how do you mean ?
L1172[15:12:19] <MalkContent> trying to understand thaumcrafts focus dial
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L1174[15:12:38] <MalkContent> and it gets called in RenderGameOverlayEvents
L1175[15:12:56] <MalkContent> and now I'm stuck because I don't find anything in tc code causing it
L1176[15:14:50] <Subaraki> i have no idea what the focus dial is
L1177[15:14:53] <Subaraki> but given the name
L1178[15:15:25] <Subaraki> it might be triggered in the gui overlay or something ?
L1179[15:15:36] <Subaraki> I think it might use the same principle
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L1194[15:48:57] <Subaraki> k mod done
L1195[15:49:02] <Subaraki> now how do i compile again ?
L1196[15:49:05] <Subaraki> *googles*
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L1199[15:52:46] <electrolitic> I think you just gradlew build, right?
L1200[15:52:56] <electrolitic> Maybe not, I'm kinda new to this stuff.
L1201[15:54:02] <williewillus> yes just that
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L1204[15:59:14] <electrolitic> Kinda strange, every time I do it, it fails at compileJava or something
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L1212[16:19:05] <Subaraki> why is my game telling me to restart the game because the session is invalid ?
L1213[16:19:36] <Subaraki> trying to connect to localhost
L1214[16:19:52] <williewillus> turn off online mode
L1215[16:20:10] <gigaherz> server.properties
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L1220[16:36:54] <howtonotwin> Why is it that using a named model in the default variant of a forge blockstate causes the loader to barf, even though it isn't a simple submodel? I mean doing this: "defaults": { "submodel": { "error": { "model": "blah" } } }
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L1222[16:37:18] <Subaraki> thanks for having helped me today guys o/
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L1224[16:38:55] <williewillus> whats the error?
L1225[16:40:01] <howtonotwin> It says that the default variant cannot contain a simple submodel declaration
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L1227[16:40:18] <williewillus> post the full json
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L1229[16:40:59] <howtonotwin> Alright, give me a moment
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L1234[16:46:34] <howtonotwin> Here: http://pastebin.com/tzayDHKP
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L1236[16:50:34] <williewillus> wat is blah
L1237[16:51:24] <howtonotwin> I actually found this issue a month ago, just never told anyone. I wrote that model from scratch just now.
L1238[16:51:47] <howtonotwin> But you can use the vanilla slab models and textures and it will break the same way.
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L1240[16:54:35] <howtonotwin> Well I found the issue: ForgeBSV1.Deserializer deserializes the defaults as a variant, then screams if default.simpleSubmodels.size() > 0, which is fine. In Variant.Deserializer, when it desers a named submodel, it desers the model, and puts it into a map (name -> submodel), which is ok.
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L1242[16:55:23] <howtonotwin> BUUUT, it also puts null into the simpleSubmodels, which takes up space and makes the test later fail
L1243[16:56:22] <williewillus> solution: use the 1.9 vanilla submodel definitions ;)
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L1246[16:58:36] <howtonotwin> What's different in 1.9 blockstates from forge?
L1247[16:59:00] <williewillus> weaker than the forge format, different format. but still pretty powerful compared to 1.8 states
L1248[16:59:14] <williewillus> see the redstone dust blockstate json
L1249[16:59:21] <williewillus> for an example, or the fence ones
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L1252[17:01:31] <howtonotwin> Is there a definition of the format somewhere, because I think my brain just exploded
L1253[17:02:00] <williewillus> i mean its predtty simple :P
L1254[17:02:07] <williewillus> but no formal def, no
L1255[17:02:14] <williewillus> theres one on the vanilla wiki but I think it's incomplete
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L1257[17:02:56] <MalkContent> nvm, render events just fire all day :x
L1258[17:03:39] <RANKSHANK> ?
L1259[17:03:43] <howtonotwin> Ok, thank you
L1260[17:04:41] <MalkContent> i was wondering if you'd have to fire them yourself
L1261[17:04:53] <MalkContent> like an hour ago x)
L1262[17:04:59] <MalkContent> then i got sidetracked
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L1264[17:06:12] <williewillus> howtonotwin: its straightforward. for example redstone_wire blockstate json. first object in the arrays says "when any of the following conditions are true, add the submodel "redstone_dot""
L1265[17:06:16] <williewillus> and it gives a list of conditions
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L1267[17:06:28] <williewillus> the first one is if every side is not connected
L1268[17:06:35] <williewillus> the second if north is side or up AND east is side or up
L1269[17:06:37] <williewillus> and so forth
L1270[17:06:54] <williewillus> each object of the multipart array building the model up by applying submodels
L1271[17:07:22] <williewillus> also, can also put AND instead of OR and it'll work respectively
L1272[17:07:29] <howtonotwin> Yes, I'm on the wiki rn. But here's a real question: why is the wiki so laggy?
L1273[17:07:36] <williewillus> because ads
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L1275[17:08:34] <howtonotwin> I've never installed adblocker as they just don't bother me, but there's a first for everything...
L1276[17:11:15] <williewillus> ublock origin is my recommendation
L1277[17:11:23] <williewillus> adblock/adblock plus have sold out to advertisers
L1278[17:11:44] <howtonotwin> thanks again
L1279[17:12:41] <williewillus> np
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L1286[17:36:49] <williewillus> why does the vanilla vine model not usethe new multiparts?? 0.o
L1287[17:37:28] <williewillus> 37 line blockstate json and 4 different models -> 13 line blockstate json and 1 model from my experiemtns (not totally sure it works yet)
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L1289[17:39:49] <gigaherz> williewillus: they were probably too lazy to change it?
L1290[17:39:53] <gigaherz> maybe no one remembered to do so
L1291[17:40:02] <williewillus> i mean they changed all the other ones that convert well
L1292[17:40:07] <williewillus> like fences and even redstone dust
L1293[17:40:10] <williewillus> which is pretty complicated
L1294[17:40:12] <williewillus> probably just forgot
L1295[17:40:15] <williewillus> or thought it was impossible
L1296[17:40:19] <williewillus> or it is and i haven't found out
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L1298[17:41:19] <howtonotwin> The complicated part of redstone dust is what makes it a good candidate for moving, no?
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L1301[17:44:25] <williewillus> oh, huh
L1302[17:44:27] <williewillus> it might be impossible
L1303[17:44:47] <williewillus> because of how the up face on vines works
L1304[17:45:05] <williewillus> welp that was a fun exercise
L1305[17:45:24] <howtonotwin> what do vines do on the up face that makes it impossible?
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L1307[17:45:36] <williewillus> when the vine only has one side face
L1308[17:45:42] <williewillus> the up face follows the facing of the side face
L1309[17:45:52] <williewillus> but as soon as you have 2 side faces at the same time things get complicated
L1310[17:46:08] <williewillus> or 3 or 4
L1311[17:46:33] <williewillus> i had something like https://i.gyazo.com/634dfa170e8a9a489e5762c641f48526.png
L1312[17:46:43] <williewillus> but got duplicate up faces because each of those passed
L1313[17:48:42] <howtonotwin> you can require a side to be false or true
L1314[17:49:08] <howtonotwin> so you can spell out the logic for the up face more verbosely, can't you?
L1315[17:49:21] <williewillus> yeah but at that point
L1316[17:49:26] <williewillus> youre basically at the old json
L1317[17:50:41] <howtonotwin> But it would make the logic more clear, wouldn't it?
L1318[17:50:46] <williewillus> not really?
L1319[17:51:48] <howtonotwin> Eh, don't know what I was going for there.
L1320[17:52:29] <williewillus> by the time yuo have to spell out 3, 4, 5 of the properties in one selector youre probably better off enumerating like the old json
L1321[17:52:35] <williewillus> so i think mojang decided not to on purpose
L1322[17:53:21] <williewillus> lol the idea scala plugin has a right click option "explain scala code"
L1323[17:53:27] <howtonotwin> :P
L1324[17:53:41] <howtonotwin> what are you doing with scala then?
L1325[17:53:46] <williewillus> nothing
L1326[17:53:50] <williewillus> i just saw it in my right click menu
L1327[17:54:07] <williewillus> imo if a language needs something like that its meh
L1328[17:54:11] <williewillus> too much fluff
L1329[17:54:34] <howtonotwin> Honestly scala is a pretty minimal language
L1330[17:55:03] <gigaherz> if a language requires an "explain this to me" option
L1331[17:55:04] <gigaherz> it's a bad language.
L1332[17:55:06] <howtonotwin> <strikethrough>All</strikethrough> most of it is actually library code
L1333[17:55:18] <RANKSHANK_mob1> Meh compiler poops about the same thing in the end anyways
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L1335[17:55:47] <gigaherz> better use a more explicit language and have the IDE help you write the code
L1336[17:55:53] <gigaherz> ;P
L1337[17:56:12] <howtonotwin> Well I'm writing a mod in Scala right now, and oh my mixins yes please
L1338[17:56:18] <diesieben07> uhhh for you guys that know dimensions... if i have a server-only dimension, how do i make the client not freak out because of the unknown dimension IDs?
L1339[17:56:24] <quadraxis> where's the "explain minecraft code" menu option?
L1340[17:57:00] <RANKSHANK_mob1> I don't think mojang even has that pluggin quadraxis
L1341[17:57:04] <howtonotwin> There is no explain mc code option, sorry. You'll have to slog through that decompiled mess yourself.
L1342[17:57:37] <williewillus> scaka is not a "pretty minimal" language lol
L1343[17:57:37] <gigaherz> diesieben07: uh?
L1344[17:57:39] <williewillus> quite the opposite
L1345[17:57:52] <gigaherz> I don't know much about dimensions, though
L1346[17:57:56] <diesieben07> a server that has multiple dimensinos for running several minigames at once
L1347[17:57:59] <gigaherz> so maybe that would make sense to someone who does
L1348[17:58:00] <gigaherz> XD
L1349[17:58:03] <diesieben07> they all of course hav differnet IDs
L1350[17:58:04] <gigaherz> yep
L1351[17:58:10] <diesieben07> then the client freaks out because it does not know dimensino ID 3
L1352[17:58:16] <gigaherz> hmmm
L1353[17:58:31] <gigaherz> how do vanilla servers do it?
L1354[17:58:46] <williewillus> they probably spoof overworld
L1355[17:58:50] <gigaherz> hmm
L1356[17:58:57] <gigaherz> and how does forge handle dimensions?
L1357[17:59:02] <gigaherz> I didn't think the client needed to know about them
L1358[17:59:06] <williewillus> no idea, and it chagned in 1.9
L1359[17:59:10] <williewillus> because of the DimensionType enum
L1360[17:59:14] <gigaherz> hmm
L1361[17:59:20] <howtonotwin> williewillus: Really, most of it is actually library. It has a good bit of sugar on it, but you can pretty much see the scaladoc for every method.
L1362[17:59:23] <diesieben07> forge has DimensinoManager
L1363[17:59:37] <williewillus> howtonotwin: having a "good bit of sugar" means it isn't minimal
L1364[17:59:38] <diesieben07> which just assumes your dimensino is like a whole different thing that the client knows about
L1365[18:00:02] <diesieben07> i can probably copy transferPlayerToDimension and just make it sent a different respawn packet
L1366[18:00:04] <gigaherz> how does rftools dimensions do it?
L1367[18:00:08] <diesieben07> ugly but it'll do
L1368[18:00:09] <diesieben07> no idea
L1369[18:00:19] <gigaherz> since it creates dimensions dynamically
L1370[18:00:27] <gigaherz> it can't possibly have them enumerated in advance
L1371[18:00:58] <diesieben07> it has a PacketSyncDimensionInfo :P
L1372[18:01:23] <howtonotwin> The one part that is really difficult are implicits, but meh, the point of an implicit is that the user doesn't know them.
L1373[18:01:24] <williewillus> ah yeah it sends them to the client
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L1375[18:01:31] <williewillus> which is bad
L1376[18:01:37] <williewillus> imo but whatever
L1377[18:01:48] <williewillus> someone's going to lynch me soon for not liking scala, happens every time I talk about it :P
L1378[18:02:05] <Lumien> Why is that bad? I do that as well
L1379[18:02:33] <howtonotwin> willie, I've already taken that job. And now I've quit that job :P
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L1381[18:03:07] <williewillus> Lumien: i was speaking to the scala talk, not syncing dims :P
L1382[18:03:14] <Lumien> Oh, sorry^^
L1383[18:03:25] <gigaherz> woah
L1384[18:03:30] <gigaherz> power went out for a fraction of a second
L1385[18:03:33] <gigaherz> my fan turned off
L1386[18:03:36] <gigaherz> but my computer survived
L1387[18:04:26] <Ordinastie_> Lunatrius, thx :)
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L1389[18:04:56] <williewillus> speaking of languages
L1390[18:04:56] <howtonotwin> Though yes, the language spec is denser than Sagittarius A* and the only way to do anything in Scala is to actually do it.
L1391[18:04:57] <williewillus> http://www.atnnn.com/p/operator-larrow/
L1392[18:05:01] <williewillus> heheheh
L1393[18:05:43] <williewillus> as per the top reddit comment for that page, "That is both beautiful and horrifying"
L1394[18:06:27] <howtonotwin> implicit def larrow[T](a:T) = new { def <-(f: T => Unit) = f(this) }
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L1396[18:06:46] <howtonotwin> terrible style but it should work
L1397[18:06:48] <RANKSHANK> stahp
L1398[18:06:54] <RANKSHANK> take your dark arts elsewhere
L1399[18:07:01] <williewillus> being able to do that is not a good thing you know :P
L1400[18:07:33] <williewillus> unless you're in a lang centered around building dsls (groovy) and modifying syntax (lisp), even there it would get you yelled at :P
L1401[18:08:12] <howtonotwin> actually this lenient syntax is almost exclusively for DSLs
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L1403[18:08:47] <williewillus> i also have the unpopular opinion that not everything under the sun needs its own dsl, but that's a rant for another day :P
L1404[18:11:54] <Ordinastie_> Someone posted a crash report where the server was stopped because the tick lasted more than 60s. Is it possible that the server thread was locked by another one ?
L1405[18:12:47] <williewillus> what do you mean locked by another one?
L1406[18:12:56] <howtonotwin> deadlock i think
L1407[18:12:58] <williewillus> could be a modder being dumb and blocking main thread if that's what you mean
L1408[18:13:04] <Ordinastie_> yeah
L1409[18:13:20] <Ordinastie_> server log was provided : http://pastebin.com/raw/mM43MYje
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L1413[18:15:48] <Ordinastie_> the method where it crashed : https://github.com/Ordinastie/MalisisCore/blob/1.9.4/src/main/java/net/malisis/core/util/chunkblock/ChunkBlockHandler.java#L327-L344
L1414[18:16:15] <Ordinastie_> I unless the AABB passed was the wrong way but I don't think you can do that
L1415[18:17:29] <Ordinastie_> nop, not possible, the ctor fixes that itself
L1416[18:18:26] <gigaherz> [01:05] (williewillus): http://www.atnnn.com/p/operator-larrow/
L1417[18:18:26] <gigaherz> [01:05] (williewillus): heheheh
L1418[18:18:26] <gigaherz> [01:06] (williewillus): as per the top reddit comment for that page, "That is both beautiful and horrifying"
L1419[18:18:34] <gigaherz> that is just.... wrong.
L1420[18:18:38] <gigaherz> beautifully wrong.
L1421[18:18:41] <howtonotwin> someone might have fiddled with the values themselves
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L1423[18:19:18] <Ordinastie_> the AABB passed is one I make myself
L1424[18:20:02] <Ordinastie_> however, the stacktrace mentions SourceFile instead of the proper .java files, does someone know what that means ?
L1425[18:21:04] <howtonotwin> In that case, it must be related to the whatever the chunkprovider is.
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L1429[18:23:41] <howtonotwin> Well, the threads say that Chunk I/O is waiting on something.
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L1450[19:10:32] <raoulvdberge> Probably a dumb question, but how do I get a World by dimension ID?
L1451[19:10:46] <diesieben07> DimensionManager.getWorld
L1452[19:11:31] <raoulvdberge> thanks
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L1456[19:28:08] <raoulvdberge> Is there a BlockPosWithDimension?
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L1458[19:35:41] <howtonotwin> No, you use a IBlockAccess (normally a World) to work with blockposes across dims.
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L1460[19:40:39] <TehNut> howtonotwin: I believe he meant something that stores coords and dim ID at the same time
L1461[19:41:08] <TehNut> In which case, could just use a Pair<Integer, BlockPos>
L1462[19:47:51] <RANKSHANK> has anyone else noticed that when you replace any of the bases of the double tall plants it flashes the sunflower texture for the top block?
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L1465[19:49:32] <TehNut> Vanilla bug IIRC
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L1467[19:50:06] <RANKSHANK> no doubt :P
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L1470[20:02:19] <Mimiru> I got a report from a 1.10.2 user with this in their log: [16:50:30] [Client thread/ERROR]: Exception loading model for variant openprinter:fileCabinet#inventory, blockstate location exception:
L1471[20:02:19] <Mimiru> net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException: Exception loading model openprinter:fileCabinet#inventory with loader VariantLoader.INSTANCE, skipping
L1472[20:02:31] <Mimiru> http://pastebin.com/8rbqxdG6
L1473[20:02:43] <Mimiru> inventory is in my block state
L1474[20:03:26] <Mimiru> It works fine in 1.9.4
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L1506[21:44:15] <BordListian> Do I have to be careful about which slots an entity has or does every EntityLiving have headslots?
L1507[21:44:30] <BordListian> *a headslot
L1508[21:44:46] <BordListian> i should honestly just try it
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L1523[22:12:05] <theFlaxbeard> Is there any easy way to mark my TE dirty when the ItemStackHandler is modified?
L1524[22:12:13] <theFlaxbeard> So that the changes are saved
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L1530[22:32:22] <PrinceCat> theFlaxbeard, if it's defined in your TileEntity you could create a reference to the TE and call markDirty() whenever your ItemStackHandler is initialised or in any setter fields?
L1531[22:32:42] <theFlaxbeard> Realized that external TEs must call it themselves
L1532[22:32:48] <theFlaxbeard> since when a hopper inserts into the block it calls it
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L1534[22:33:25] <PrinceCat> setter methods*, whoops.
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L1547[22:56:08] *** Lunatrius` is now known as Lunatrius
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L1557[23:12:05] <BordListian> getEntitiesWithinAABB is an intersect, not a contains, right?
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