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L26[02:00:02] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161110 mappings to Forge Maven.
L27[02:00:05] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161110-1.10.2.zip (mappings = "snapshot_20161110" in build.gradle).
L28[02:00:16] <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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L33[02:22:20] <killjoy> How do I write things? With a BAOS!
L34[02:22:25] <killjoy> er
L35[02:22:34] <killjoy> that doesn't sound as good as it did before I typed it out
L36[02:22:49] <AshIndigo> Byte array output stream?
L37[02:22:52] <killjoy> yes
L38[02:22:57] <killjoy> like a baos
L39[02:23:12] <AshIndigo> .
L40[02:23:19] <AshIndigo> ... Wow
L41[02:25:34] <Sub|zzz> lol
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L45[02:28:35] <killjoy> Looks like I'm not very original
L46[02:29:03] <killjoy> https://git.io/vXa2t
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L48[02:30:59] <Jezza> That's not even funny...
L49[02:31:16] <Jezza> You've got to do something with it, like a boss.
L50[02:31:21] <Jezza> Otherwise you're just using it.
L51[02:31:36] <killjoy> that's not my code
L52[02:31:40] <killjoy> I found it on google
L53[02:31:42] <Jezza> Yeah, I know
L54[02:32:07] <killjoy> I'm using baos to read a multipart httpentity
L55[02:32:22] <killjoy> it's hell
L56[02:32:26] <Jezza> "Looks like I'm not very original"
L57[02:32:34] <Jezza> And then linked some code
L58[02:32:40] <Jezza> I had assumed it was someone else's
L59[02:32:45] <killjoy> I was refering to the joke I made
L60[02:32:50] <Jezza> Yes.
L61[02:32:51] <Jezza> I know.
L62[02:32:56] <killjoy> w/e
L63[02:34:17] <killjoy> Anyone know an easy way to parse a multipart-form using httpcore?
L64[02:34:40] <killjoy> The way I found was to use commons-fileupload
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L69[02:39:26] <Koward> I'm looking for help on a problem : how to best simulate editing the vanilla tool materials ? the maxUses can be changed for items but efficiency and enchantability seem fixed. Efficiency could be edited by reflection, but still stuck on enchantability which is a direct call to toolMaterial.getEnchan..()
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L79[03:03:53] <killjoy> Mojang's api doesn't like me
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L89[04:06:31] <AtomicStryker> yo, is there a good example mod / tutorial for 1.10.2 entity models? i've found the test3 mod which was awesome in answering most of my porting problems
L90[04:08:52] <fry> 1.10.2 entity models?
L91[04:09:17] <killjoy> entities haven't changed
L92[04:09:26] <killjoy> probably not until 1.12
L93[04:09:44] <killjoy> Should I be excited or worried about json entity models?
L94[04:09:48] <AtomicStryker> oh you mean they will change again? joy. but i am talking about a mod i never ported past ... i think 1.8
L95[04:09:57] <killjoy> hasn't changed
L96[04:10:05] <AtomicStryker> basically it works but i get a solid grey block
L97[04:10:06] <killjoy> just some stuff in the renderer
L98[04:10:09] <fry> test3 mod?
L99[04:10:15] <AtomicStryker> testmod3, is the name
L100[04:10:34] <killjoy> You'll need to update your renderer since it's generic now
L101[04:10:35] <fry> https://github.com/Choonster/TestMod3/blob/1.10.2/src/main/java/choonster/testmod3/client/renderer/entity/RenderModArrow.java ?
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L103[04:10:57] <AtomicStryker> i saw that. i am doing basically the same. the question is, what am i missing :D
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L106[04:19:30] <AtomicStryker> ok i found my problem
L107[04:19:51] <AtomicStryker> was using extends RenderBiped<EntityLiving> instead of my actual entity class
L108[04:19:56] <AtomicStryker> apparently mc does not like that
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L113[04:55:57] <Koward> Anyone ever tried item substitution system ?
L114[04:56:45] <Ordinastie> afaik, it doesn't work
L115[04:56:56] <Ordinastie> feel free to test it yourself
L116[04:58:59] <Koward> *sigh*
L117[04:59:32] <killjoy> *sigh* I think that bug died inside my monitor
L118[04:59:44] <killjoy> I'm gonna have to take it apart to get it out
L119[04:59:52] <killjoy> It's right between the lcd and backlight
L120[05:05:20] <Lordmau5> \o
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L123[05:09:37] <Lordmau5> I'll just pop the question again... I am using the BlockRendererDispatcher#renderBlockDamage method to draw an overlay over blocks in the RenderWorldLastEvent. Works good, no problems there.
L124[05:09:48] <Lordmau5> However: I can't manage to get transparency done for the texture.
L125[05:10:33] <Lordmau5> The MC code for the actual block damage rendering had a `vb.noColor();` call before calling the actual renderBlockDamage method. I removed that and tried with GL again - but that didn't work
L126[05:11:02] <Lordmau5> Do I need to enable some GL state so I can "colorize" it?
L127[05:11:04] <pig> Lordmau5: GL blend?
L128[05:11:16] <pig> wait, colorizing or transparency here?
L129[05:11:19] <Lordmau5> well
L130[05:11:20] <pig> I'm confused
L131[05:11:22] <pig> also GL alpha test
L132[05:11:24] <Lordmau5> Transparency mainly
L133[05:11:28] <pig> alpha test
L134[05:11:31] <Lordmau5> http://pastebin.com/V1Pi0Sve This is the current code in case it helps a bit
L135[05:11:33] <Lordmau5> okay
L136[05:11:34] <pig> it's probably disabled
L137[05:11:38] <pig> so enable it
L138[05:11:54] <Lordmau5> There's no easy method for it in GlStateManager, is there? :P
L139[05:12:06] <pig> you mean GlStateManager.enableAlpha()?
L140[05:12:16] <Lordmau5> well if that's the one I'll try it, one sec
L141[05:12:30] <pig> remember to disable it after the end of your code if that fixes it
L142[05:13:04] <Lordmau5> By transparency I mean something along the lines of "show it with 30% transparency for 3 seconds, then slowly bring it over to 100% transparency"
L143[05:13:24] <Lordmau5> That's why I also brought up colorizing - because iirc there was an alpha parameter for it
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L145[05:15:53] <pig> if your texture already has transparency anyways then the alpha levels don't matter but I think blend or alpha gl state does
L146[05:16:00] <pig> I can't remember which
L147[05:16:03] <pig> probably alpha
L148[05:16:14] <Lordmau5> my blendFunc is SRC_ALPHA and ONE_MINUS_SRC_ALPHA right now, if you mean that
L149[05:18:28] <pig> I meant the states being disabled/enabled
L150[05:18:30] <pig> anyways gotta run
L151[05:18:31] <pig> o/
L152[05:18:33] <Lordmau5> ah
L153[05:18:38] <Lordmau5> alright thanks for the help so far though \o
L154[05:18:50] <Lordmau5> Alright who's the next... *ahem* ... victim >:)
L155[05:29:30] <barteks2x> A few hours ago I thought I was testing my lighting code ingame... it turned out that the line that called method that propagates light wasn't there. But it somehow still kind of worked...
L156[05:30:28] <barteks2x> but that would explain why so many things didn't work...
L157[05:33:19] <barteks2x> Every time I look at it, minecraft block/skylight code is more weird than I remember it...
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L166[06:52:17] <Subaraki> (when ar pr's merged ?)
L167[06:54:59] <AshIndigo> Once in a blue moon
L168[06:57:15] <luacs1998> kek
L169[07:01:43] <barteks2x> http://i.imgur.com/eqMfm2N.png I think I need to double check the code...
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L171[07:08:49] <Subaraki> darn :/
L172[07:09:04] <Subaraki> i wish the tab pr would be merged
L173[07:09:12] <Subaraki> i'm waiting for it to update my mods >_<
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L177[07:19:24] <Subaraki> wauw barteks2x x)
L178[07:19:34] <Subaraki> that's like, inverted light x)
L179[07:19:44] <Subaraki> actually, that looks like the day doesn't affect lighting
L180[07:19:53] <barteks2x> I still don't know what causes it but it appears only clientside
L181[07:20:08] <barteks2x> and not always
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L183[07:20:43] <Ordinastie> Subaraki, are you confident enough about the quality of the code of your PR ?
L184[07:20:55] <Subaraki> I am
L185[07:21:00] <Subaraki> everyone else might not
L186[07:21:46] <Subaraki> that's why its out there, for people to tell me what's wrong, so I can fix stuff
L187[07:22:45] <Subaraki> i was compact and tried to tie to the idea
L188[07:23:01] <Subaraki> implemented some stuff for easier registry like people asked
L189[07:23:13] <Subaraki> i'm not confident about the createContinuity method though
L190[07:23:21] <Subaraki> could have another name
L191[07:23:27] <Ordinastie> wait what ?
L192[07:23:32] <Ordinastie> createContinuity ?
L193[07:23:39] <Subaraki> yeah
L194[07:23:47] <Ordinastie> what is that even supposed to do ?*
L195[07:23:47] <Subaraki> ikr
L196[07:24:11] <Subaraki> create a continuity between gui's without having to explicetly copy over the list of tabs of one gui manually
L197[07:24:40] <Ordinastie> oh god, what did you do *_*
L198[07:24:50] <Subaraki> ?
L199[07:24:55] <Subaraki> that has always been there
L200[07:25:15] <Subaraki> imagine, you switch to another gui, right ?
L201[07:25:21] <Subaraki> like from the player inventory to yours
L202[07:25:31] <Subaraki> you need to be able to get back as well right ?
L203[07:25:34] <Ordinastie> yeah, the GUI was supposed to provide the key for the list of tabs
L204[07:25:48] <Subaraki> it does
L205[07:26:10] <Subaraki> but that doesn't mean your gui knows what the next or previous gui's list will be
L206[07:26:30] <Ordinastie> "the next or previous gui's list" ?
L207[07:27:06] <Subaraki> okay, recap
L208[07:27:12] <Subaraki> gui's do provide a list of tabs to show
L209[07:27:20] <Ordinastie> no they don't
L210[07:27:25] <Ordinastie> or at least they shouldn't
L211[07:27:52] <Ordinastie> you register tabs to display for a specific key (I advised original vanilla class)
L212[07:27:55] <Subaraki> so you mean that the tabs should be global and every guicontainer needs to show all tabs ?
L213[07:28:12] <Ordinastie> your list rendering queries the current gui for the key to get the actual tabs
L214[07:28:36] <Subaraki> ah yes
L215[07:29:23] <Subaraki> so you're saying a guiTab should be registered to all gui's it wants to, and then only draw those
L216[07:29:34] <Subaraki> (that didnt make sense)
L217[07:30:08] <Ordinastie> so guiscreen.getTabsKey() returns this.getClass() or something
L218[07:30:39] <Ordinastie> and if you want your gui to show the same tabs as PlayerInventoryGui or whatever is called, you return PlayerInventoryGui.class
L219[07:32:51] <Subaraki> would that allow for people to add tabs to vanilla gui containers though ?
L220[07:33:42] <Ordinastie> like I said, I don't think you should not limit to containers
L221[07:34:36] <Subaraki> i know, yes. but if a gui needs a return on a method to draw tabs from a certain gui, wouldn't that mean you can't add tabs to vanilla gui's ?
L222[07:34:41] <Subaraki> or am i being dense again ?
L223[07:35:07] <Ordinastie> GuiScreen implements the method
L224[07:36:03] <Subaraki> but that would mean you can't add tabs to like, a chest ?
L225[07:36:10] <Subaraki> because you have no acces to the method
L226[07:36:20] <Ordinastie> what?
L227[07:36:37] <Ordinastie> does chest have a gui ?
L228[07:36:47] <Subaraki> chests have gui's yes o.O
L229[07:36:54] <Ordinastie> does it extend GuiScreen ?
L230[07:37:02] <Subaraki> trough guiContainer, yes
L231[07:37:17] <Ordinastie> does GuiScreen have the getTabsKey method ?
L232[07:37:25] <Subaraki> yes
L233[07:37:31] <Ordinastie> so...
L234[07:37:41] <Subaraki> but as a dev you can't edit it ?
L235[07:37:52] <Subaraki> i'd have to patch it in
L236[07:37:53] <Ordinastie> why would you?
L237[07:38:26] <Subaraki> the getTabsKey method would just return its own class ?
L238[07:38:31] <Subaraki> thats it ?
L239[07:38:33] <Subaraki> right ?
L240[07:38:34] <Ordinastie> public Class<? extends GuiScreen> getTabsKey() { return this.getClass(); } ?
L241[07:38:40] <Ordinastie> what do you think that would return ?
L242[07:39:04] <Subaraki> (trying to figure the logic out)
L243[07:41:01] * Subaraki is there
L244[07:41:29] <Subaraki> okay
L245[07:41:42] <Subaraki> so, a method that returns its class
L246[07:42:25] <Subaraki> and if you'd want to hook into the player inventory, it would add to the list of the current guitabs the player guitabs when opening the gui
L247[07:42:44] <Ordinastie> you don't "hook" into the player inventory
L248[07:42:56] <Subaraki> yeah indeed. wrong wording on ym end
L249[07:42:57] <Ordinastie> you just register your tabs for whatever the class of the GUI is
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L251[07:47:34] <Subaraki> you think we could like call that method getParentGui or something ?
L252[07:47:57] <Ordinastie> getTabsKey is still a better name
L253[07:49:18] <Subaraki> would that also mean i have to patch all gui's to return their own class ? (thinks) ne because you return this.getclass
L254[07:49:35] <Ordinastie> <Ordinastie> public Class<? extends GuiScreen> getTabsKey() { return this.getClass(); } ?
L255[07:49:35] <Ordinastie> <Ordinastie> what do you think that would return ?
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L257[07:52:14] <Subaraki> SHould i put the methods i added after the "forge start" comment?
L258[07:53:10] <Ordinastie> probably
L259[07:53:56] <Subaraki> okay
L260[07:54:43] <Subaraki> so, because we now have the getTabsKey method, we need to check if its an instance of the class, and if it's not, get a list of both the gui, and the getTabsKey gui
L261[07:54:44] <Subaraki> right
L262[07:54:45] <Subaraki> ?
L263[07:56:46] <Ordinastie> <Ordinastie> your list rendering queries the current gui for the key to get the actual tabs
L264[07:59:30] <Subaraki> i suppose that means yes o.O
L265[07:59:57] <Subaraki> oh wait
L266[07:59:59] <Subaraki> i get it
L267[08:00:34] <Subaraki> if you return another class then the gui's class, you just register your tab to the given key class, instead of your own
L268[08:00:44] <Subaraki> gui class
L269[08:00:45] <Subaraki> .
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L272[08:03:49] <TangentDelta> How's it going?
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L274[08:05:47] <Subaraki> o/
L275[08:08:05] *** diesieben|away is now known as diesieben07
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L277[08:16:45] MineBot sets mode: +v on RichardG
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L279[08:21:16] <Lordmau5> Yo
L280[08:21:22] <Lordmau5> Is there any tutorial on how to allow ingame GUI stuff?
L281[08:21:25] <Lordmau5> err
L282[08:21:27] <Lordmau5> ingame config* wow
L283[08:23:33] <Subaraki> i found one a while ago
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L285[08:29:15] <TangentDelta> I think you use the FML registerer to register a config handler object?
L286[08:29:30] * TangentDelta is an idiot though, could be wrong.
L287[08:30:06] <Ordinastie> what disables backface culling for TESR again ?
L288[08:30:17] <Ordinastie> or rather enable
L289[08:31:57] <Ordinastie> ah fuck, I remember, it's because it's enabled for the batchedBuffer...
L290[08:32:01] <Ordinastie> fryyyyyy!
L291[08:34:33] <Ordinastie> fry, remind me again why you disable culling for FastTESR ?
L292[08:35:06] <fry> because it's disabled for the solid block layer?
L293[08:36:26] ⇨ Joins: edr (~edr@d-65-175-180-73.cpe.metrocast.net)
L294[08:36:30] <Ordinastie> where ?
L295[08:37:11] <Ordinastie> also, why ?
L296[08:38:07] <fry> basically, fastTESR renders with the same state as the solid block layer, at least it should
L297[08:38:09] <Ordinastie> pretty sure solid block layer disables blending too, you didn't disable it for the TESR (thankfully)
L298[08:38:26] <Ordinastie> so, no cutout either
L299[08:38:45] <Ordinastie> http://puu.sh/sdzJJ.jpg
L300[08:43:46] <Ordinastie> that also means render pass 1 is unusable
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L307[08:59:30] <Ordinastie> you thought people pasting crash log without spoiler tags on MCF were bad
L308[08:59:45] <Ordinastie> try the idiot that pasted it twice in his post -_-
L309[09:02:12] <Lordmau5> lmao
L310[09:02:59] *** TTFT|Away is now known as TTFTCUTS
L311[09:03:07] <Ordinastie> and you know what, that's the space available between the two... http://puu.sh/sdAKV.png
L312[09:03:55] <AshIndigo> O.o
L313[09:04:26] <Ordinastie> first post of the guy
L314[09:04:31] <Ordinastie> good start
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L316[09:07:48] <Lordmau5> "Hey I got issue with mod kthnxbai"
L317[09:08:01] <Lordmau5> "Bad mod ! ! ! it crash my game ! ! ! dont use ! ! !"
L318[09:08:02] <Lordmau5> :P
L319[09:08:18] <AshIndigo> That's reikas experience with dragonapi
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L321[09:08:24] <Ordinastie> at least that doesn't take 14 pages of space
L322[09:08:47] <Ordinastie> AshIndigo, in that case it was deserved :p
L323[09:13:16] <AshIndigo> Deserved?
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L330[09:44:10] <LatvianModder> AshIndigo: That's everyone's experience with dragonapi :P
L331[09:44:47] <Lordmau5> ^
L332[09:45:26] <diesieben07> just look at the code and you will know why.
L333[09:45:54] <AshIndigo> For the average user thougg its just a library
L334[09:45:57] <AshIndigo> *though
L335[09:46:17] <diesieben07> yes, which makes it even worse.
L336[09:47:15] <Ordinastie> there was a method somewhere to strip formatting tags from a string, does someone remember where ?
L337[09:47:31] <diesieben07> StringUtils.stripControlCodes
L338[09:47:36] <Ordinastie> ah thx
L339[09:47:42] <AshIndigo> Which part diesbien?
L340[09:48:00] <diesieben07> the part that it does horrible things and users not knowing that.
L341[09:48:04] <Lordmau5> I have never seen his name being butchered like that before, congrats haha
L342[09:48:23] <AshIndigo> Wait
L343[09:48:41] <AshIndigo> WAIT
L344[09:48:47] <Lordmau5> We are waiting?
L345[09:49:45] <AshIndigo> Holy fucj
L346[09:49:47] <AshIndigo> *fuck
L347[09:49:57] ⇨ Joins: ThePsionic (~ThePsioni@ip5457f909.direct-adsl.nl)
L348[09:50:06] <AshIndigo> Ive been reading it wrong for this entire time
L349[09:50:28] <AshIndigo> My life is a lie
L350[09:50:34] <Lordmau5> :D
L351[09:50:43] <Lordmau5> gave me a good chuckle though, that's why I said congratz :P
L352[09:50:43] <diesieben07> lol
L353[09:51:09] <Ordinastie> who doesn't use tab completion on irc...
L354[09:51:25] *** Lordmau5 is now known as diesbien07
L355[09:51:28] <diesbien07> Hey it's me your brother
L356[09:51:35] *** diesbien07 is now known as Lordmau5
L357[09:51:36] <Lordmau5> :P
L358[09:51:44] <diesieben07> that was creepy. :D
L359[09:51:51] <Lordmau5> I mean
L360[09:51:54] <Ordinastie> you should rename to Lordmau6
L361[09:52:11] <Lordmau5> if only you had uppercase i s
L362[09:52:17] <Lordmau5> then I could swap out the I with an L :D
L363[09:52:32] * AshIndigo shuffles away namr
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L365[09:54:49] <Ordinastie> erf, stripControlCodes removes all of them
L366[09:55:42] <Lordmau5> Thought that's what the name already indicated :P
L367[09:55:43] <AshIndigo> Well what did you expect?
L368[09:56:27] <Ordinastie> I want $osome.lang.key to work properly
L369[09:56:53] <diesieben07> what is that even supposed to be?
L370[09:56:58] <Ordinastie> italic
L371[09:57:05] <diesieben07> you mean §o?
L372[09:57:09] <Ordinastie> yes
L373[09:57:25] <diesieben07> then what do you want stripped?
L374[09:57:34] <Ordinastie> for the translation
L375[09:57:36] <diesieben07> and why are you not using the TextComponent stuff?
L376[09:57:46] <diesieben07> right...
L377[09:57:48] <PaleoCrafter> stupid inferior keyboards not having the paragraph symbol
L378[09:57:49] <Ordinastie> TextFormatting.ITALIC + "some.lang.key"
L379[09:57:51] <diesieben07> yeah, use TextComponentTranslation
L380[09:58:26] <diesieben07> and if i may, a questino about your GUI stuff in malisisCore
L381[09:58:48] <Ordinastie> will I regret that question? :p
L382[09:59:00] <diesieben07> i don't think so
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L384[09:59:15] <diesieben07> Question, is, you don't use events for "mouse over" and "key pressed" and stuff like that, right?
L385[09:59:18] <diesieben07> Like, i am not missing that?
L386[09:59:48] <Ordinastie> depends on components
L387[10:00:12] <diesieben07> because i see stuff like onKeyTyped in UIComponent
L388[10:00:12] <Ordinastie> there is a hover events for components
L389[10:00:24] <diesieben07> it's all methods for all the stuff, not dispatched via events
L390[10:00:54] <Ordinastie> its components that choose to post events
L391[10:01:03] <diesieben07> ok
L392[10:01:11] <diesieben07> and the events don't bubble or anything liek that either, right?
L393[10:01:15] <diesieben07> it's just all within one component
L394[10:01:49] <Ordinastie> if the component is a container, it forward to the children
L395[10:02:17] <diesieben07> but not the events
L396[10:02:35] <Ordinastie> no
L397[10:02:41] <Ordinastie> but it's a bit messy
L398[10:02:49] <diesieben07> heh
L399[10:02:50] <Ordinastie> I want to change the system
L400[10:03:12] <diesieben07> javascript style events that bubble through the whole chain?
L401[10:03:15] <Ordinastie> not use events, just Functions
L402[10:03:42] <diesieben07> Oh
L403[10:03:43] <Ordinastie> been a long time since I used JS
L404[10:03:55] <diesieben07> so you cannot attach external listeners to components then?
L405[10:04:18] <diesieben07> in Js events first travel downwards from root to the actual component
L406[10:04:18] <Ordinastie> you can, each component has its own bus
L407[10:04:21] <diesieben07> then bubble back up
L408[10:04:26] <Ordinastie> bubble ?
L409[10:04:46] <diesieben07> say you have root->div->div->input
L410[10:04:53] <diesieben07> and input is focused and you type a key
L411[10:05:02] <diesieben07> then that key event fires on root, div, div, input in that order
L412[10:05:09] <diesieben07> and then input, div, div, root
L413[10:05:14] <diesieben07> two different phases
L414[10:05:20] <Ordinastie> I don't remember that
L415[10:05:32] <diesieben07> you barely ever need it
L416[10:05:35] <diesieben07> but that's how it works
L417[10:05:47] <diesieben07> if you just register i think you get registered for the first phase...
L418[10:05:50] <diesieben07> but i don't remember
L419[10:06:25] <Ordinastie> actually, I was wrong, container don't dispatch to children, it's children that notifies parents
L420[10:06:37] <diesieben07> so events only "bubble up"
L421[10:06:56] <diesieben07> and the children trigger the events however they like, right?
L422[10:07:47] <fry> back in the day order was browser-specific, that was fun :P
L423[10:07:48] <Ordinastie> the GUI keeps track of the focused/hovered components and call direct method on it
L424[10:07:59] <diesieben07> haha yeah
L425[10:08:03] <Ordinastie> then components decide whether to post events
L426[10:08:04] <diesieben07> yeah ok
L427[10:08:14] <diesieben07> i will do that, but not call methods but fire events
L428[10:08:15] <diesieben07> yay
L429[10:08:24] <gigaherz> hit testing is scanneddownward, but the event is sent first to the innermost
L430[10:08:31] <Ordinastie> yes
L431[10:08:52] <Ordinastie> however, I want to move out of the guava event buss
L432[10:09:15] <diesieben07> yeah i have to something custom for mine
L433[10:09:21] <diesieben07> because i need explicit order
L434[10:09:25] <Ordinastie> and have components have a list of Fnctions for eacht "event" type
L435[10:09:47] <PaleoCrafter> so back to the good old days of swing? :P
L436[10:09:49] <Ordinastie> I want to lambda the shit out of it :p
L437[10:10:10] <fry> look at CompletableFuture :P
L438[10:11:02] <Ordinastie> not sure how it's related
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L440[10:15:36] <fry> won't help with events exactly, but it stores the "list of functions" internally
L441[10:17:52] <Ordinastie> probably a little more advanced than I need
L442[10:18:04] <diesieben07> it's really just a linked list
L443[10:18:10] <diesieben07> with some concurrency fancyness
L444[10:23:35] <gigaherz> this reminds me, what's the point of using "event buses"?
L445[10:24:11] <fry> oh, but see, I have this nice magical annotation, instead of passing in some "function"
L446[10:24:13] <gigaherz> vs having like, EventTaget#invocationList/#invokeAllRegisteredHandlers
L447[10:24:20] <fry> what is even this "function" all the kids are talking about
L448[10:24:31] <Koward> LivingEntityUseItemEvent.Finish is not triggered when I use my pickaxe to break a block. What the hell.
L449[10:24:42] <Koward> It's only right click use ?
L450[10:24:50] <gigaherz> Koward: item use trackers are only for eating
L451[10:25:15] <gigaherz> usefinish = the use timer expired, usestop = the use was stopped before thetimer ran out
L452[10:25:16] <Koward> Okay.
L453[10:25:33] <gigaherz> well eating or similar
L454[10:25:44] <gigaherz> break tracking is separate
L455[10:25:57] <Koward> The doc had sword&bows in example, but it was for their right click usage.
L456[10:26:10] <gigaherz> yes, which counts as "using"
L457[10:26:13] <Koward> Now I need to find something similar but for tools.
L458[10:26:26] <gigaherz> when you leftclick, it's not using
L459[10:26:27] <gigaherz> it's breaking
L460[10:26:33] <gigaherz> the tool is just a modifier for the breaking system
L461[10:26:37] <gigaherz> it's not "being used"
L462[10:27:38] <gigaherz> I do wish there was a "beginHarvest"/"harvestProgress"/"harvestStop" on top of the harvestBlock method -- they woudl be useful for my chopping block ;P
L463[10:28:11] <Koward> I can catch breaking with a.. BreakingEvent but I don't think it'll catch the usage of my pickaxe in fight.
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L465[10:29:43] <gigaherz> no, that'd be the attack event, I guess
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L468[10:51:54] <Ordinastie> gigaherz, btw, the door you showed yesterday, what was it for ?
L469[10:56:45] <Ordinastie> (also, I need textures for different kind of switches :s)
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L479[11:18:29] <Ordinastie> what was the way to have interface methods that match vanilla ones ?
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L481[11:19:20] <Ordinastie> so that it doesn't blow up in obf env
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L487[11:34:01] <diesieben07> Ordinastie, i think you need an exc file? i don't quite remember
L488[11:34:06] <diesieben07> or you might hack something together with default methods
L489[11:35:29] <Ordinastie> hum, if I have a default srg method that points to the mcp one, that should work I think
L490[11:35:52] <Ordinastie> never heard anything about exc files though, no idea what that is
L491[11:36:14] <diesieben07> exc files let you specify additional things to obfuscate iirc
L492[11:36:36] <diesieben07> and no, the default approach is more subtle
L493[11:37:06] <diesieben07> you want the interface method to be implemented by a vanilla method, right?
L494[11:37:14] <Ordinastie> yeah
L495[11:37:34] <diesieben07> then you need to make the mcp version default and point to the srg version
L496[11:37:37] <diesieben07> but only when obfuscated
L497[11:38:24] <Ordinastie> if not obfuscated, it won't be called anyway
L498[11:38:46] <diesieben07> question is, what calls this method *on the interface*?
L499[11:38:59] <diesieben07> because that will use the mcp version
L500[11:39:04] <diesieben07> everything else will be reobfuscated
L501[11:39:35] <Ordinastie> ah right
L502[11:39:57] <Ordinastie> the default methods in the interface call it
L503[11:40:09] <Ordinastie> it's getWorld()
L504[11:40:19] <Ordinastie> interface applied to TileEntity
L505[11:40:26] <diesieben07> will anything that's not vanilla implement this?
L506[11:40:36] <diesieben07> will only TileEntity implement it?
L507[11:40:47] <Ordinastie> dunno, usually that's the point on an interface ^^
L508[11:40:51] <gr8pefish> given a player, what's the best way to check the chest armor slot? I see there is getArmorInventoryList, but can I just get the chest directly?
L509[11:40:52] <Ordinastie> probably not
L510[11:41:03] <diesieben07> why not use TE directly then? :D
L511[11:41:23] <Ordinastie> because I don't know yet for sure
L512[11:41:48] <diesieben07> gr8pefish, getItemStackFromSlot
L513[11:41:59] <Ordinastie> I'll just avoid name clash I think
L514[11:42:17] <diesieben07> yeah i think the way to do it is have the SRG methods as empty defaults
L515[11:42:27] <diesieben07> and make the mcp version call the SRG ones by default
L516[11:42:32] <diesieben07> then when you implement it on vanilla it will work
L517[11:42:41] <diesieben07> and if you implement it elsewhere you'll have to overide the MCP default
L518[11:43:57] <Ordinastie> better not forget to implement them though
L519[11:44:34] <diesieben07> http://pastebin.com/GD1qE8CS
L520[11:44:37] <diesieben07> like taht
L521[11:44:50] <diesieben07> could split the interface into two
L522[11:44:58] <diesieben07> one base one and one for implementation on vanilla
L523[11:45:06] <diesieben07> where the latter has the defaults and the SRG method
L524[11:45:57] <Ordinastie> !gm TileEntity.getWorld
L525[11:46:03] <gr8pefish> thanks diesieben07 , forgot about that one :)
L526[11:47:06] <Ordinastie> if I was to implement that for different vanilla classes, that'd be fun :p
L527[11:47:19] <diesieben07> you'd need a sub-interface for every type of vanilla class :D
L528[11:47:27] <diesieben07> or make an if-else chain with instanceof checks
L529[11:47:56] <Ordinastie> wait, why can't it be the other way around ? srg pointing to mcp ?
L530[11:48:13] <diesieben07> because what happens if someone calls the mcp method?
L531[11:48:26] <Ordinastie> true
L532[11:48:35] <diesieben07> i.e. HasWorld w = someTE; w.getWorld();
L533[11:48:41] <diesieben07> that won't obfuscate
L534[11:49:03] <diesieben07> but nobody will ever do HasWorld w = someTE; w.func_1234_a();
L535[11:49:14] <diesieben07> or rather you better make sure nobody ever does.
L536[11:49:21] <Ordinastie> !gm TileEntity.getBlockType
L537[11:49:36] <diesieben07> bridges are fun.
L538[11:50:07] <Ordinastie> I'm tempted to just make a world() method :p
L539[11:50:20] <diesieben07> lol
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L541[11:59:00] <TangentDelta> It feels so weird making a Container GUI with no inventory slots.
L542[11:59:18] <TechnicianLP> what for?
L543[12:07:35] <TangentDelta> Numhers. I want the UI to display some numbers in real-time. I can't track what GUI the player currently has open with guiScreen.
L544[12:08:26] <TangentDelta> I can get an instance of a container GUI, not a screen GUI.
L545[12:08:53] <Ordinastie> hum what ?
L546[12:09:54] * gigaherz facepalms
L547[12:09:54] <TangentDelta> Within the client's packet handler.
L548[12:10:02] <gigaherz> it wouldn't sound so weird if you explained the wholething
L549[12:10:11] <TangentDelta> Oh hi gigaherz!
L550[12:10:12] <gigaherz> and not just a random bit of information that doesn't say the real reason
L551[12:11:14] ⇨ Joins: Jezza (~Jezza@92.206.4.86)
L552[12:12:01] <TangentDelta> Well, my client's packet handler need to get the currently open GUI so that I can call a method in the currsnt GUI instance to update the currently displayed information with what was in the packet.
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L554[12:12:23] <Ordinastie> mc.currentGuiScreen ?
L555[12:12:49] <gigaherz> TangentDelta: you are doing the computer thing, right?
L556[12:12:52] <TangentDelta> Oh? That returns an instance of the GUI open? Let me check...
L557[12:12:54] <TangentDelta> Yep!
L558[12:13:12] <gigaherz> okay so your situation is that you havea tileentity on the server
L559[12:13:18] <gigaherz> that holds the cpu emulation object
L560[12:13:26] <TangentDelta> I could probably look at OC's code for the screen.
L561[12:13:30] <TangentDelta> Yes.
L562[12:13:34] <gigaherz> and you want the people using the gui to receive the output from that
L563[12:13:39] <TangentDelta> Yep
L564[12:14:05] <gigaherz> so the reason we decided it may be easierto usea Container-based GUI, is that it already tracks the clients that have that gui open
L565[12:14:16] <gr8pefish> Anyone know why a layer wouldn't appear in first person, even though it appears just fine in 3rd person perspective (or for other players looking at it)?
L566[12:14:16] <TangentDelta> You told me to try a container with no slots.
L567[12:14:18] <TangentDelta> Yes.
L568[12:14:20] <gigaherz> so you wouldn't have to implementthis retracking on the server
L569[12:14:34] <gigaherz> so when people ask you why you need a container with no slots
L570[12:14:39] <gigaherz> the answer isn't "becauseI need it for the packet
L571[12:14:51] <gigaherz> it's "because I was using it to track the players server-side"
L572[12:14:54] <gigaherz> ;P
L573[12:14:59] <barteks2x> I was trying to find out why USB ports stop working after resuming from suspend, ended up installing mcelog, and right after that checking HDD smart, which forced me to also install pdf viewer for something, while all I wanted was to connect my USB mouse and join a server...
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L575[12:15:25] <gigaherz> gr8pefish: layers are only for the third person rendering
L576[12:15:29] <TangentDelta> Ah, okay.
L577[12:15:40] <gigaherz> they are applied to the player model itself
L578[12:15:51] <gigaherz> in first person, it uses a completely separate code path
L579[12:16:17] <gr8pefish> hmm, that's not ideal. Okay, guess I'll try and figure out how vanilla does it for fpp
L580[12:16:25] <gigaherz> fpp?
L581[12:16:31] <gr8pefish> first person perspective
L582[12:16:34] <gr8pefish> sorry xD
L583[12:16:36] <gigaherz> does what, then?
L584[12:16:49] <gigaherz> draw the hand/item?
L585[12:17:00] <gigaherz> because that's all that happens in first person
L586[12:17:17] <gigaherz> it draws either a hand (main hand with no item), or and item, or nothing at all
L587[12:17:19] ⇦ Parts: BrainStone|Away (BrainStone@the.feds.just.stole-your.pw) ())
L588[12:17:23] <gigaherz> or an*^
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L590[12:17:38] <gr8pefish> I guess in my case it would just be drawing extra info at the top of the screen (an image specifically)
L591[12:17:41] <TangentDelta> I can't find an mc.currentGuiScreen method. There's an mc.ingameGuiScreen() (or something) that returns an ingameGui object.
L592[12:17:56] <gigaherz> yes
L593[12:18:16] <gigaherz> so for that, you either use RenderWorldLastEvent(3D), or RenderGameOverlayEvent(Gui stuff)
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L595[12:18:52] <Ordinastie> currentScreen
L596[12:19:13] <gr8pefish> giga, were you talking to me or tangent there? I can't quite tell
L597[12:19:53] <gigaherz> you
L598[12:20:11] <BrainStone> Hi
L599[12:20:15] <BrainStone> Maybe you guys can help me. Is there an easy way to reload JEI?
L600[12:20:28] <gr8pefish> alright, thanks, I'll check out those events, ty! :)
L601[12:20:29] <McJty> Reload JEI?
L602[12:20:31] <gigaherz> reloadhow?
L603[12:20:33] <McJty> To do what exactly?
L604[12:20:39] <TangentDelta> Oh. I think that's exactly what I need.
L605[12:20:41] <gigaherz> as in, force it to recalculate the item list?
L606[12:21:06] <TangentDelta> Ordinastie: Thanks! I have no idea why I never saw that.
L607[12:22:17] <BrainStone> @giga yes
L608[12:22:30] <TangentDelta> I think I was going in the direction of "gui" rather than "screen". I'm dumb :P
L609[12:22:47] <BrainStone> When the user changes certain settings via the config GUI I need to reload the item list since the items will change
L610[12:22:56] <gigaherz> BrainStone: why would you need that?
L611[12:23:03] <gigaherz> uhm
L612[12:23:07] <gigaherz> how does the item list change, exactly?
L613[12:23:25] <gigaherz> your item gets more subitems or something like that?
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L616[12:24:52] <BrainStone> No. I have an item with energy. And when a config changes the energy levels change too. So if I increase the energy level then the fully charged item is no longer fully charged etc
L617[12:25:28] <AshIndigo> So just use nbt for energy
L618[12:25:37] <BrainStone> I do
L619[12:25:41] <BrainStone> That's the problem
L620[12:25:54] <BrainStone> The items get their nbt set during startup
L621[12:26:07] <gigaherz> unless you have a "full" tag
L622[12:26:12] <gigaherz> and if present, the item ignores the current value
L623[12:26:32] <gigaherz> until some energy is used up, then the tag is removed, and the real value is computed
L624[12:30:08] <BrainStone> I really don't like this as it is a dirty hack. And I don't like adding tags just for display purposes. I know that it is possible however. JER does it. I sadly couldn't find that part in the code
L625[12:30:27] <gigaherz> then ask in #JEI
L626[12:30:36] <gigaherz> that's the best I can offer ;P
L627[12:31:04] <BrainStone> Lol. people really need to state that they have an IRC channel...
L628[12:31:05] <BrainStone> xD
L629[12:31:06] ⇨ Joins: Hgreb (~Hgrebnedn@d8d872a6e.access.telenet.be)
L630[12:31:12] <BrainStone> Thank you anyways
L631[12:31:22] <BrainStone> join #JEI
L632[12:31:27] <BrainStone> gg
L633[12:31:40] <gr8pefish> giga, do you know how to draw an overlay on the screen using RenderLastWorldEvent? I tried just a simple glpush, draw a string, glpop, but it doesn't seem to do anything.
L634[12:32:41] <gigaherz> RenderWorldLast draws in world coordinates
L635[12:32:50] <gigaherz> I have used it to draw spell effects
L636[12:32:54] <gigaherz> but not for text
L637[12:33:03] <gigaherz> you'd have to transform a gui-like enviornment
L638[12:33:11] <gigaherz> for the text to draw in the right place
L639[12:33:29] <gigaherz> it may be easier if you do it on the gui event, which will be set up for Gui use
L640[12:33:38] <gigaherz> rather than drawing stuff in the world
L641[12:33:38] <gr8pefish> The text was just for testing purposes. I basically want to draw a triangle at the top of the screen.
L642[12:33:46] <gigaherz> yeah GUI.
L643[12:33:52] <gigaherz> use RenderGameOverlayEvent
L644[12:34:04] <BrainStone> Maybe try looking for code for a HUD?
L645[12:34:11] <BrainStone> Or that
L646[12:34:14] <gr8pefish> even if I want it to render when not in a GUI?
L647[12:34:18] <gigaherz> yes
L648[12:34:28] <gr8pefish> okay thanks, I'll try that one
L649[12:34:30] <gigaherz> RenderGameOverlayEvent isn't for drawing things into guis
L650[12:34:37] <gigaherz> it's for drawing gameoverlays
L651[12:35:00] <gigaherz> so you have event.getType with different "phases" of the vanilla drwaing process
L652[12:35:03] <gr8pefish> Ah yeah I see that now, seems to be just what I need
L653[12:35:22] <gigaherz> use RenderGameOverlay.Pre or .Post, depending on what you need
L654[12:35:31] <gigaherz> .Pre lets you cancel the current phase
L655[12:35:41] <gigaherz> while .Post ensures that you draw after the phase you choose
L656[12:36:06] <gigaherz> ALL is special: the .Pre for ALL happens *before* the game overlay transforms are done
L657[12:36:33] <gr8pefish> what do you mean by "phase"?
L658[12:36:36] <gigaherz> but it lets youcancel the entire thing, like F1 mode would do
L659[12:36:44] <gigaherz> event.getType
L660[12:36:47] <gigaherz> you can compare it to
L661[12:36:48] <gr8pefish> gotcha
L662[12:36:58] <gigaherz> ALL, HELMET, PORTAL, CROSSHAIRS, ...
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L665[12:37:28] <gigaherz> so like, if you want things to be occluded by the pumpkin overlay
L666[12:37:41] <gigaherz> you'd use .Pre, with getType==HELMET
L667[12:37:58] <gr8pefish> If I want it to always render in world, but have it be "on top" of everything, would it be post. ALL ?
L668[12:38:17] <gr8pefish> by on-top I mean in the forefront
L669[12:38:24] <gigaherz> no, .Post/ALL would be after it has removed the transforms and stuff
L670[12:38:36] <gigaherz> you'd have to re-setup everything
L671[12:38:47] <gigaherz> and you don't want it to show in front of the chat either way
L672[12:39:07] <gigaherz> so I wouldn't recommend drawing any later than .Post/JUMPBAR or .Pre/CHAT
L673[12:39:30] <gigaherz> unless you are drawing on the debug screen
L674[12:39:34] <gigaherz> then you want .Post/DEBUG
L675[12:39:35] <gigaherz> ;P
L676[12:39:42] <gr8pefish> oh, they go in order
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L678[12:39:45] <gr8pefish> that makes more sense
L679[12:40:04] <gigaherz> yes but not all phases are executed
L680[12:40:22] <gigaherz> so if you use .Post/DEBUG, but F3 mode isn't enabled
L681[12:40:25] <gigaherz> it will never trigger
L682[12:40:29] <gigaherz> so you have to be careful
L683[12:40:31] <gr8pefish> i.e. bossbar only gets executed if there is a boss?
L684[12:40:36] <gigaherz> yup
L685[12:40:55] <Ordinastie> Post ALL works fine
L686[12:41:07] <gigaherz> it does
L687[12:41:19] <Ordinastie> you don't have to resetup anyhting
L688[12:41:28] <gr8pefish> okay yeah, I;ll use that I think, but it's good to learn about the details
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L690[12:42:01] <BrainStone> So for a simple HUD you'd recommend .Post/ALL?
L691[12:42:15] <gigaherz> .Post/ALL will draw in front of the debug screen
L692[12:42:18] <gigaherz> so i'd never recommend that
L693[12:43:02] <gr8pefish> what would you recommend for it then?
L694[12:43:09] <gigaherz> depends on the use
L695[12:43:12] <gigaherz> what is this triangle for?
L696[12:43:28] <gr8pefish> Basically I want to (if a player has my item and they right click, draw this picture at the top to show them they are using it)
L697[12:43:40] <gr8pefish> then when they right click again, disable that
L698[12:43:49] <gigaherz> so it's akin to the potion icons?
L699[12:43:50] <gr8pefish> so a visual indicator of use essentially
L700[12:44:17] <gr8pefish> Yeah semi-similar to that
L701[12:44:31] <gigaherz> hmm oh hey, potion icons and subtitles draw in front of thedebug screen? I never noticed that
L702[12:44:34] <gigaherz> well
L703[12:44:47] <gr8pefish> but not just an icon so it feels more immersive
L704[12:44:55] <gr8pefish> hehe so post ALL then still?
L705[12:45:01] <gigaherz> it sounds to me like Post/POTION_ICONS would fit, then ;P
L706[12:45:04] <gigaherz> your choice, really
L707[12:45:18] <gigaherz> I draw my magic overlays on Post/EXPERIENCE
L708[12:45:43] <gigaherz> although now that I look at it
L709[12:45:50] <gigaherz> experiencerendering can be off
L710[12:45:54] <gigaherz> so I have to reconsider my choice
L711[12:45:54] <gigaherz> ;P
L712[12:45:57] <gr8pefish> does post potion icons fire still if the player has no potions effects?
L713[12:46:19] <gr8pefish> i.e. is that *just* the order
L714[12:46:39] <gigaherz> in this case, yes
L715[12:46:45] <gigaherz> but in other cases, no
L716[12:46:51] <gigaherz> so it's not just the order
L717[12:47:17] <gigaherz> as I was just saying, I chose Post/EXPERIENCE, but I just read the code in GuiIngameForge#renderGameOverlay
L718[12:47:27] <gigaherz> and experience can be turned off
L719[12:47:34] <gigaherz> which would turn off my item's overlays
L720[12:48:15] <gr8pefish> hmm I'll dive into the details later. For now, would this snippet of code if (event.getType() == RenderGameOverlayEvent.ElementType.POTION_ICONS) {//do stuff } (in RenderGameOverlayEvent.Post event) work for rendering extra info on the screen whenever my player uses the item (regardless of potion effects)?
L721[12:48:32] <gigaherz> yes
L722[12:48:32] <gr8pefish> ah they can be turned off, that's true
L723[12:48:40] <gr8pefish> okay, thanks!
L724[12:48:55] <gigaherz> ... uynless another mod cancels it in its .Pre
L725[12:49:08] <gigaherz> it's complicated XD
L726[12:49:22] <gr8pefish> how would you deal with that besides telling the other mod to "stahp that"?
L727[12:49:33] <gigaherz> using .Pre for your stuff instead of .Post
L728[12:49:58] <gr8pefish> ah, but then wouldn't you screw over the other mod? or would they both cooperate then?
L729[12:50:08] <gigaherz> no forcancellable events
L730[12:50:19] <gigaherz> hmm actually I have no idea
L731[12:50:27] <gigaherz> if cancellable events continue if a handler says cancel
L732[12:51:02] <gigaherz> okay they continue
L733[12:51:12] <gigaherz> isCanceled is only tested once at the end
L734[12:51:17] <gr8pefish> interesting... Well thanks a ton for the help anyway, I can work on the intricacies later!
L735[12:51:18] <gigaherz> so the solution is to only use Pre
L736[12:52:04] <TangentDelta> So if I have my TE send out a packet it sends it out to all clients, right?
L737[12:52:20] <gigaherz> depends on what function you call
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L739[12:53:18] <TangentDelta> I'm assuming you check the WindowID of your container GUIs to prevent the packets getting mixed up?
L740[12:54:41] <TangentDelta> It's really hard trying to put into words what I'm trying to ask.
L741[12:54:43] <TangentDelta> Ugh.
L742[12:55:10] <TangentDelta> So, let's get to the point. What is the window ID?
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L744[12:56:19] <TangentDelta> Is that the ID of the GUI as defined by the mod, or is it a unique identifier assigned to the GUI when a new instance is created?
L745[12:58:52] <gigaherz> unique id to tell the open container apart
L746[12:59:00] <gigaherz> it will match between server and client
L747[12:59:10] <gigaherz> and is used so that packets don't get mixed up and reach thewrong gui
L748[12:59:30] <Lordmau5> Woo
L749[12:59:34] <Lordmau5> finally got rid of IFluidHandler \o/
L750[12:59:45] <TangentDelta> Okay, that's what I thought.
L751[12:59:53] <gigaherz> Lordmau5: the capability? ;P
L752[13:00:03] <Lordmau5> Na, the old interface system :D
L753[13:00:12] <Lordmau5> I've took the 10 minutes to properly implement the capabilities now lmfao
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L762[13:28:19] <gigaherz> WHY, jsut WHY is fall damage in mc computed based on the number of blocks fallen, and not the speed of the entity?
L763[13:28:25] <gigaherz> just... WHY?
L764[13:30:33] <ScottehBoeh> As everyone knows, Optifine has capes. Does this not go against the Mojang EULA, seeing as they state no distribution of capes?
L765[13:30:40] <ScottehBoeh> or am I reading this wrong.
L766[13:31:02] <ScottehBoeh> I know that Optifine isn't the only bottle on the wall. Alongside CustomNPCs mod
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L768[13:31:51] <gigaherz> well
L769[13:32:09] <gigaherz> we know that letting peple have the special mojang capes IS something mojang doesn't want
L770[13:32:31] <gigaherz> optifine-style "VIP cape" is different, because it doesn't reduce thevalue of the cames mojang hands out to special people
L771[13:32:35] <gigaherz> capes*
L772[13:32:48] <gigaherz> it's still gray area though
L773[13:33:50] <ScottehBoeh> Ah
L774[13:34:05] <ScottehBoeh> My guess was that it's fine as long as you're not distributing them as a purchasable cosmetic
L775[13:34:19] <ScottehBoeh> But anyways. I'll look more into it.
L776[13:34:49] <gigaherz> yeah that's the primary reason
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L779[13:55:27] <TechnicianLP> since when does css have animations? epic!
L780[13:56:20] <gigaherz> sdince like 10 years ago?
L781[13:56:50] <gigaherz> well animations may be newer
L782[13:56:56] <gigaherz> css transition have been around for a long time
L783[13:56:56] <gigaherz> ;P
L784[13:57:52] <gigaherz> IE10, Chrome 43, Firefox 16, Opera 30
L785[13:57:56] <gigaherz> well not THAT new ;P
L786[13:58:15] <gigaherz> (that's for the version without the prefix)ç
L787[13:58:54] <TechnicianLP> well i THOUGHT css3 was new ... as everything seemed to require the browser-prefixes ... but it seems those site just dont get updated
L788[14:00:35] <gigaherz> it has been picked up piecewise
L789[14:00:37] <gigaherz> a bit at a time
L790[14:09:06] <ScottehBoeh> xD
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L792[14:09:32] <ScottehBoeh> Yep. css has some sexy animation skils
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L797[14:16:00] <tterrag> ScottehBoeh: the way I read the EULA says that you can't *sell* capes, though as giga said it's fuzzy
L798[14:16:11] <tterrag> there has yet to be a case of mojang bothering any mod that distributes capes
L799[14:16:26] <tterrag> likely because mojang likes to sweep mods under the carpet and doing so would validate their existence :P
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L803[14:29:17] <ScottehBoeh> Is there an event for F3+B?
L804[14:29:21] <ScottehBoeh> (aswell as F3+A)
L805[14:29:33] <ScottehBoeh> F3+B gives Entities, etc a Wireframe. F3+A refreshes chunks
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L808[14:53:38] <Mathe172> which task do I have to run to apply the patch files?
L809[14:53:59] <Mathe172> setup doesn't seem to do the trick
L810[14:54:25] <IoP> Where did you got patches?
L811[14:54:29] <gigaherz> in the forge sources?
L812[14:54:44] <gigaherz> if you are setting up forge proper
L813[14:54:49] <gigaherz> just do "gradlew setup"
L814[14:55:03] <gigaherz> and it should create the project folders with "Clean" and "Forge"
L815[14:55:31] <Mathe172> we had some patches, then we pulled the latest commits and merged the patch files
L816[14:55:37] <gigaherz> once you aredone editing, you do "gradlew genPatches" to get the patch files updated
L817[14:55:57] <Mathe172> there was a merge conflict in one of the patch files, which we resolved
L818[14:56:07] <gigaherz> how did you resolve them?
L819[14:56:18] <gigaherz> because if you just mixed the lines randomly within the file
L820[14:56:23] <gigaherz> you broke the patch
L821[14:57:16] <Mathe172> we merged the diff blocks in the right order
L822[14:57:44] <Mathe172> in a second attempt we even adjusted the lines in case forgeGradle can't cope with line numbers that are off by one or two
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L824[14:58:20] <Mathe172> shouldn't there be an error if patching fails?
L825[14:59:38] <gigaherz> dunno
L826[14:59:46] <gigaherz> the recommended approach is to apply the patches separately
L827[14:59:59] <gigaherz> save the conflicting thunks elsewhere
L828[15:02:43] <tterrag> ScottehBoeh: sadly no
L829[15:02:54] <tterrag> all those keybinds are handled manually in the game loop
L830[15:03:14] <gigaherz> back, sorry I got called away ;P
L831[15:03:30] <tterrag> Mathe172: why bother merging patch files?
L832[15:03:31] <tterrag> just regen
L833[15:03:52] <tterrag> never manually edit patch files as you'll probably do it different than the generator
L834[15:06:07] <gigaherz> so as I was saying
L835[15:06:11] <gigaherz> [22:00] (gigaherz): save the conflicting thunks elsewhere
L836[15:06:17] <gigaherz> and apply them after regenerating the patches
L837[15:08:37] <LexManos> there is a error
L838[15:08:42] <LexManos> and why the fuck are you manually editing it?
L839[15:09:26] <Mathe172> seemed faster to just copy the patches together than to do it manually afterwards
L840[15:09:35] <Mathe172> no we know betetr
L841[15:09:45] <Mathe172> thanks for the help
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L843[15:29:07] <diesieben07> should I make the "double click" event fire for all mouse buttons? or does it really only make sense for left click?
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L847[15:35:55] <gigaherz> diesieben07: how generic are you being? ;P
L848[15:36:35] <gigaherz> for reference, win32 only has WM_LBUTTONDBLCLICK
L849[15:36:41] <gigaherz> no R requivalent
L850[15:37:13] <diesieben07> well, idk :D
L851[15:37:30] <diesieben07> i just have MouseButtonEvent and made DoubleClick a subclass
L852[15:37:35] <diesieben07> but that does not really make sense does it
L853[15:37:41] <gigaherz> no wait
L854[15:37:41] <gigaherz> 0206 518 WM_RBUTTONDBLCLK
L855[15:37:47] <gigaherz> 0209 521 WM_MBUTTONDBLCLK
L856[15:37:48] <gigaherz> it does ;P
L857[15:37:53] <diesieben07> heh
L858[15:37:56] <gigaherz> 020d 525 WM_XBUTTONDBLCLK
L859[15:38:25] <diesieben07> lol
L860[15:38:30] <Ordinastie> now to determines if that's a sign that YOU shouldn't do it
L861[15:38:33] <diesieben07> wtf is X
L862[15:38:40] <gigaherz> Extra1/Extra2
L863[15:38:44] <gigaherz> windows supports 5 mouse buttons
L864[15:38:45] <diesieben07> lol
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L866[15:39:33] <gigaherz> one of the parameters in that message, specifies wether it was x1 or x2 that was clicked
L867[15:41:27] <gigaherz> you could make it generic and have like DblClick(int whichButton, int totalNumberOfClicks)
L868[15:41:27] <gigaherz> ;p
L869[15:41:43] <diesieben07> lol
L870[15:41:49] <diesieben07> yeah i am not counting clicks
L871[15:42:11] <Ordinastie> gigaherz, if the method is "Dbl", shouldn't totalNumberOfClicks always be 2 ? :p
L872[15:42:20] <diesieben07> yeah
L873[15:43:00] <gigaherz> MultiClick, then ;P
L874[15:43:28] <diesieben07> if you need triple clicks i think it's time to consult a UI designer
L875[15:43:49] <Ordinastie> hey, I love my triple click
L876[15:43:58] <diesieben07> where? :O
L877[15:44:01] <gigaherz> mc? ;P
L878[15:44:09] <Ordinastie> in eclipse to select a whole line
L879[15:44:22] <diesieben07> oh wow that even works in hexchat
L880[15:44:26] <diesieben07> who knew.
L881[15:44:33] <diesieben07> and intellij
L882[15:44:34] <gigaherz> in most UI systems, tripleclick means select entire line/sentence
L883[15:44:37] <Ordinastie> that works everywhere
L884[15:44:39] <gigaherz> I have used it for like 15 years?
L885[15:44:39] <gigaherz> XD
L886[15:44:48] <tterrag> yep
L887[15:44:50] <diesieben07> oh my
L888[15:44:51] <tterrag> works everywhere I've tried it
L889[15:44:57] <tterrag> and the places it doesn't, I despise :P
L890[15:45:21] <tterrag> what annoys me is the inconsistency of ctrl+arrowkey in moving through text
L891[15:45:23] <Ordinastie> and it's not really whole line, it's whole paragraph
L892[15:45:42] <tterrag> Ordinastie: in a browser those are the same thing, more or less
L893[15:45:55] <tterrag> wrapped lines = one line
L894[15:45:56] <gigaherz> ah yes in msword, triple is paragraph
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L927[18:08:55] <xcube> I am having problems with AttachCapabilitiesEvent... AttachCapabilitiesEvent<EntityPlayerMP> should work right? Or do I need to use AttachCapabilitiesEvent<Entity> and do the instanceof check my self?
L928[18:09:39] <xcube> I have debugged it a while and came to that conclusion :/
L929[18:09:54] <diesieben07> yes, i don't think the generic events do subtype checking
L930[18:09:59] <diesieben07> due to performance concerns
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L932[18:12:22] <xcube> diesieben07: I think I understand... checking for sub classes might be a problem if it was done automatically
L933[18:12:35] <diesieben07> yes
L934[18:12:47] <diesieben07> with normal events it's easy, you just add the listeners to every parent class's list
L935[18:12:51] <diesieben07> but with generics this is not that easy.
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