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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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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
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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
L217[08:07:15] ⇦
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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
L227[08:09:46] ⇦
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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 ><
L239[08:14:44] ***
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L253[08:49:11] ***
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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
L264[08:57:27]
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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
L268[08:58:56]
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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
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 :)
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...
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]
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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
L336[09:19:09] ⇦
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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] ***
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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?
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 ?
L379[09:32:17] <diesieben07> read the
note
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
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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] ***
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L391[09:35:58] <Naiten> i guess i just
have to wait till 18th of august
L392[09:36:17]
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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.
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?
L415[09:41:36] ⇦
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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
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L423[09:42:50] <williewillus> and it
doesn't know that you want that texture in the atlas
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
L446[09:51:03] ⇦
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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
L451[09:55:59]
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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]
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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> ?
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
L483[10:04:03] ⇦
Quits: Intektor (~Intektor4@p5B275290.dip0.t-ipconnect.de) (Quit:
Leaving)
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
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" ?
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> ^
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
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]
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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
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
L814[10:48:09] ⇦
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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.
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
L844[10:53:01]
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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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L858[11:06:08] <Ordinastie_> missed
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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
L953[11:50:27]
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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
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
L1052[13:10:06]
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L1053[13:12:54] <williewillus>
methodhandles
L1054[13:14:21]
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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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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
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
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.
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
L1402[18:08:35]
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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
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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
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
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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L1557[23:12:05] <BordListian>
getEntitiesWithinAABB is an intersect, not a contains, right?
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