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L27[01:02:11] <quadraxis> 1.11 forge came out pretty quick
L28[01:02:45] <LexManos> It was ready two days ago just had to wait on a few things
L29[01:04:08] <quadraxis> yeah saw the dev stream
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L31[01:04:43] <quadraxis> there's some comments on https://github.com/MinecraftForge/MinecraftForge/commit/4e6a7740750f4ef98b4f24e2b51da340b3d32b37
L32[01:04:48] <quadraxis> mind taking a look?
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L34[01:11:57] <AshIndigo_> Dev stream?
L35[01:15:43] <quadraxis> the one a couple of days ago: https://twitter.com/voxcpw/status/797874491858644994
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L43[01:35:01] <hasunwoo> Is there any helper class for srg name?
L44[01:35:17] <hasunwoo> I want to make my mod work in non-dev enviornment
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L46[01:40:29] <LexManos> ?
L47[01:42:29] <ghz|afk> oooh 1.11 forge is out? now I'll be distracted all day at work thinking about it >_<
L48[01:43:05] <hasunwoo> Reflection would break in non-dev enviorment because non-dev enviorment uses srg name not deobf name
L49[01:43:16] <hasunwoo> How do i get around that problem?
L50[01:43:36] <ghz|afk> you use ReflectionHelper.findField/findMethod(....., "srg name", "pretty name")
L51[01:43:56] <ghz|afk> make sure to pur the srg name first, so that in non-dev, it's the one tested on the first iteration
L52[01:43:59] <ghz|afk> put*
L53[01:44:29] <ghz|afk> (and cache it, as usual=
L54[01:45:10] <hasunwoo> Okay
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L57[01:52:03] <barteks2x> I'm almost halfway through all changes in 1.11 and still don't see anything that affects me (other than mapping changes) :D
L58[01:52:39] <barteks2x> if this is where changes stopped I most likely wouldn't need to change a single line of code
L59[01:53:04] <ghz|afk> I don't know how it ended up
L60[01:53:28] <ghz|afk> the biggest changes were the TE/Entity registries (which could have the same forge API, just the vanilla changes are hidden inside)
L61[01:53:37] <ghz|afk> the immutable item in ItemStacks
L62[01:54:00] <ghz|afk> the non-nullability of ItemStacks
L63[01:54:06] <ghz|afk> and the fluid API changes that would be needed to adapt to the itemstack changes
L64[01:54:30] <ghz|afk> so if you ever use null-comparisons on itemstacks, or pass null to functions accepting an itemstack
L65[01:54:40] <ghz|afk> you'd have to change them to ItemStack.EMPTY or whatever name ended up being used
L66[01:55:16] <ghz|afk> I haven't USED the 1.11, this is what I learned from watching the stream ;P
L67[01:55:33] <barteks2x> none of these affect me
L68[01:55:44] <ghz|afk> good for you ;p
L69[01:55:48] <barteks2x> maybe tile entity changes, ins some weird way
L70[01:56:21] <ghz|afk> well the registry is just a Class<->ResourceLocation table
L71[01:56:31] <ghz|afk> as oppositeto a String<->Class map that was used by forge
L72[01:56:41] <ghz|afk> so it's minimal
L73[01:57:04] <ghz|afk> at worst, it will be changing a field somewhere, for you
L74[01:57:09] <ghz|afk> either way
L75[01:57:13] <ghz|afk> gotta be at work
L76[01:57:30] <barteks2x> since I'm working on cubic chunks, I need to know what changes at chunk-level when handling TEs
L77[02:00:00] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161116 mappings to Forge Maven.
L78[02:00:03] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161116-1.10.2.zip (mappings = "snapshot_20161116" in build.gradle).
L79[02:00:14] <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/
L80[02:06:37] <barteks2x> wait, did shulkers exist in 1.10 or am I somehow comparing wrong versions?
L81[02:07:06] <kashike> shulkers are 1.11+
L82[02:07:32] <barteks2x> I have EntityShulker in 1.10 code
L83[02:09:13] <barteks2x> Either they are in 1.10 or something really weird happened in my dev workspace
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L85[02:10:10] <barteks2x> I can see diff between supposedely 1.10 and 1.11 ModelShulker
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L88[02:11:26] <barteks2x> And it's forge 1.10.2-12.18.1.2092 decompiled code
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L90[02:13:31] <barteks2x> Can someone check it? I can't belive that shulkers are there in 1.10 code but also have no idea what would cause it to be visible in my 1.10 code
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L92[02:16:20] <AshIndigo> I'll poke around
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L94[02:17:10] <AshIndigo> EntityShulker exists
L95[02:18:06] <barteks2x> Why I didn't know about it O.o
L96[02:18:08] <AshIndigo> I found the sound events too
L97[02:18:42] <AshIndigo> I didn't even know what a shulker was until today
L98[02:21:07] <TehNut> Shulkers were added in 1.9
L99[02:21:13] <TehNut> Shulker Boxes were added in 1.11
L100[02:21:19] <AshIndigo> :|
L101[02:21:28] <TehNut> Source http://minecraft.gamepedia.com/Shulker#History
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L106[02:36:51] <masa> hmm, there is still that one deprecated method in IModGuiFactory that was supposed to be removed in 1.11
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L109[02:37:50] <masa> but @Override is a compile time thing right? so even if I release mdos that still implement that method, if they are later removed, it doesn't break?
L110[02:50:07] <TehNut> Just remove @Override
L111[02:50:16] <TehNut> It'll be a "soft override"
L112[02:50:40] <masa> if I leave it in, will it crash if the method gets removed?
L113[02:50:57] <masa> even in a built built mod?
L114[02:51:02] <TehNut> @Retention(RetentionPolicy.SOURCE)
L115[02:51:11] <TehNut> It's not even kept in your compiled mod
L116[02:51:35] <masa> hmm?
L117[02:51:58] <TehNut> The @Override annotation is only retained in source
L118[02:52:07] <TehNut> It is removed during compilation
L119[02:52:30] <TehNut> It's literally just there to error out if a method doesn't override something from it's super
L120[02:52:41] <masa> right, so even if I leave the annotation in and Forge removes the method, the mod won't ever crash?
L121[02:52:55] <TehNut> No, because it doesn't exist in your compiled mod
L122[02:53:00] <masa> right
L123[02:53:03] <masa> ok, thanks
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L127[03:02:41] <LexManos> What...
L128[03:02:48] <LexManos> thats not what @Override does at all..
L129[03:03:18] <LexManos> Oh wait, I should go to bed
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L132[03:27:31] <masa> how do I get the 1.11 mappings in my dev env?
L133[03:27:49] <masa> 20161116 is still for 1.10.2?
L134[03:28:07] <kashike> there are no 1.11 mappings around uyet
L135[03:31:05] <masa> hm
L136[03:31:09] <masa> okay then
L137[03:40:06] <gigaherz|work> you'll haveto live with the srg names for the new stuff
L138[03:40:32] <Ordinastie> forge's already out ?
L139[03:40:46] <gigaherz|work> \o/ build successful
L140[03:40:48] <gigaherz|work> yes
L141[03:40:51] <gigaherz|work> since earlier this morning
L142[03:41:04] <gigaherz|work> well technically since 2 days ago, but the branch 1.11.x was created this morning
L143[03:41:25] <gigaherz|work> (it was noci until the mcp master mappings for 1.11 were published)
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L145[03:46:47] <copygirl> AttachCapabilityEvent<Entity> is deprecated?
L146[03:46:55] <barteks2x> And I'm still fighting with lighting code on 1.10 :( Now I really see why vanilla lighting code is so weird
L147[03:47:14] <copygirl> Have the forge docs not been updated, then?
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L149[03:50:34] <gigaherz|work> copygirl: is it?=
L150[03:51:00] <copygirl> Apparently in my dev environment. Everything but Item is deprecated..?
L151[03:51:02] <gigaherz|work> Idon't see <Entity> being deprecated
L152[03:51:40] <copygirl> AttachCapabilitiesEvent.Entity, to be correct.
L153[03:53:23] <gigaherz|work> yes that's deprecated
L154[03:53:24] <copygirl> And it also says "Please note that as this is fired for ALL object creations efficient code is recommended. And if possible use one of the sub-classes to filter your intended objects." so I doubt they're removing the generic ones in favor of having just the generalized one..?
L155[03:53:31] <gigaherz|work> in favor of AttachCapabilitiesEvent<Entity>
L156[03:53:52] <gigaherz|work> so if you have AttachCapabilitiesEvent.Entity in your code
L157[03:53:55] <gigaherz|work> change it to <Entity>
L158[03:53:58] <gigaherz|work> otherwise, you are good
L159[03:54:05] <copygirl> Aaand ... that works?
L160[03:54:10] <gigaherz|work> yup, new to 1.10.2
L161[03:54:31] <copygirl> I mean, that's functioning Java? How does the runtime know the generic type?
L162[03:55:00] <gigaherz|work> the generic information is stored in the metadata
L163[03:55:01] <copygirl> Or does it keep some type information in Java 8 now?
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L165[03:55:21] <gigaherz|work> it's not used by the runtime jvm, but it's there
L166[03:55:27] <gigaherz|work> so you can make use of it through reflection
L167[03:55:49] <gigaherz|work> in this case, it ues the generic argument as a way to allow modders to add new things that can attach capabilities
L168[03:55:52] <gigaherz|work> uses*
L169[03:55:57] <barteks2x> it's stored in method signatures and similar things, but not in object values
L170[03:55:58] <copygirl> I see. Well that's /something/ at least.
L171[03:56:13] <gigaherz|work> yep
L172[03:56:14] <gigaherz|work> that's why
L173[03:56:23] <gigaherz|work> RegistryEvent.Register<Item> is a thing, too
L174[03:56:34] <copygirl> I don't like Java's weird concept of generics. I was thinking it got rid of all the type information when compiling.
L175[03:56:47] <gigaherz|work> it's erased
L176[03:56:48] <gigaherz|work> that means
L177[03:57:05] <gigaherz|work> the function itself is just fn(AttachCapabilitiesEvent ev)
L178[03:57:21] <gigaherz|work> but in the metadata there's a thing saying "this parameter there, is actually <Entity>"
L179[03:57:34] <gigaherz|work> so that, when you use this class as a lib
L180[03:57:45] <gigaherz|work> it will show up in your IDE as being <Entity>
L181[03:57:50] <gigaherz|work> and not the generic one
L182[03:58:05] <gigaherz|work> however, this has the side-effect of also making this information available to forge
L183[03:58:07] <barteks2x> that's also why it's possible to decompile minecraft's use of generics
L184[03:58:41] <copygirl> The obfuscator they use doesn't get rid of that metadata?
L185[03:59:03] <Ordinastie> it used to
L186[03:59:28] <kashike> they intentionally don't remove generics now
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L189[04:15:03] <copygirl> > "In all cases, the event has a method addCapability, which can be used to attach capabilities to the target object. Instead of adding capabilities themselves to the list, you add capability providers, [...]"
L190[04:15:19] <copygirl> I only seem to be able to add a capability provider.
L191[04:16:26] <gigaherz|work> yes
L192[04:16:30] <gigaherz|work> you ahve to attach providers
L193[04:16:40] <gigaherz|work> and those providers will have their own hasCapability/getCapability
L194[04:17:00] <copygirl> Aaand ... how would I go about "extending" the entity like you used to with extended properties?
L195[04:17:06] <gigaherz|work> and if they are INBTSerializable (ICapabilitySerializable), you have serializeNBT and deserializeNBT
L196[04:17:09] <gigaherz|work> same thing
L197[04:17:15] <gigaherz|work> check the rtd page
L198[04:17:24] <gigaherz|work> theres a small section on how to adapt an IEEP to capabilities
L199[04:17:43] <gigaherz|work> the idea is instead of injecting the instance directly
L200[04:17:48] <gigaherz|work> you injectthe provider
L201[04:18:00] <gigaherz|work> and the provider knows what to return from getCapability
L202[04:19:01] <copygirl> Mhh.. I suppose I can't wrap my head around the reasoning behind this just yet.
L203[04:19:11] <copygirl> Thank you.
L204[04:21:09] <copygirl> There's one provider instance per entity, then?
L205[04:21:41] <copygirl> (Yeah, makes more sense now.)
L206[04:24:12] <barteks2x> I have one test that fails for unknown reasons, and one that succeeds and I can't explain how... both of these situations happen ingame. The fact that it crashes only after 10 seconds of execution also doesn't help... and crash log is useless because I don't know how it got there
L207[04:25:03] <barteks2x> I give up for today, I will update finish that and update to 1.11 tomorrow
L208[04:31:26] <TechnicianLP> can we build 1.11 already? i though the mcp was missing
L209[04:31:52] <gigaherz|work> it was published earlier this morning
L210[04:32:04] <gigaherz|work> so the branch was moved from noci-1.11.x to 1.11.x
L211[04:32:10] <gigaherz|work> and is now available for initial testing
L212[04:32:16] <TechnicianLP> nice
L213[04:32:22] <gigaherz|work> it is NOT READY for general use, of course
L214[04:32:38] <gigaherz|work> but it is ready for testing ports and detecting issues and required improvements
L215[04:33:04] * TechnicianLP start updating to 1.11
L216[04:33:04] <gigaherz|work> I want 1.11 mappings
L217[04:33:11] <gigaherz|work> all those SRG names in ItemStack are annoying XD
L218[04:33:53] <gigaherz|work> if (extracted.func_190916_E() > 0)
L219[04:34:10] <gigaherz|work> should be .getStackSize() ;P
L220[04:34:13] <TechnicianLP> !latest
L221[04:34:36] <TechnicianLP> bot?
L222[04:34:55] <gigaherz|work> there's no 1.11 mappings
L223[04:35:00] <gigaherz|work> the latest are still 1.10.2
L224[04:35:04] <TechnicianLP> well he didnt answer me
L225[04:35:12] <gigaherz|work> bspkrs must be busy.
L226[04:35:18] <gigaherz|work> patience ;P
L227[04:35:26] <gigaherz|work> 20161116 are out, either way
L228[04:36:29] <TechnicianLP> why do my taskartifacts corrupt every time i try to update -.-
L229[04:36:37] <gigaherz|work> I wish ItemStack#func_190917_f would return a boolean with stackSize <= 0
L230[04:36:38] <gigaherz|work> XD
L231[04:36:52] <masa> 7 mods updated out of 11
L232[04:37:03] <masa> although I haven't tested/ran any of them yet...
L233[04:37:48] <barteks2x> I'm wondering if I could run cubic chunks on 1.11 even without recompile...
L234[04:38:09] <masa> what does it touch?
L235[04:38:19] <masa> there have been some small changes all over the place
L236[04:39:03] <barteks2x> Chunks, chunkloaders, a bit of chunk rendering code, terrain generators, lighting code (not rendering), chunk saving and PlayerChunkMap and entity spawning
L237[04:39:12] <gigaherz|work> hmmm slot.onPickupFromSlot has been "lost"
L238[04:39:16] <gigaherz|work> it now has srg name func_190901_a
L239[04:42:32] <gigaherz|work> \o/ one mod compiles
L240[04:42:49] <gigaherz|work> I didn't start fromthe easiest, though
L241[04:42:54] <gigaherz|work> PackingTape would have taken less time
L242[04:43:19] <TechnicianLP> what do i need to put as version? "1.11-13.19.0.2130" doesnt seem to work ...
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L244[04:43:25] <gigaherz|work> it does for me
L245[04:43:39] <gigaherz|work> just get the MDK
L246[04:43:45] <gigaherz|work> and compare the build.gradle
L247[04:43:49] <gigaherz|work> also update the gradle wrapper
L248[04:43:52] <gigaherz|work> since 1.11 uses gradle 2.14
L249[04:44:11] <gigaherz|work> version = "1.11-13.19.0.2130"
L250[04:44:11] <gigaherz|work> mappings = "snapshot_20161116"
L251[04:44:18] <gigaherz|work> this is working for me ;P
L252[04:44:36] <TechnicianLP> well updating the gradle would be good .... (2.2-snapshot)
L253[04:44:58] <masa> that FG
L254[04:45:01] <masa> *that's
L255[04:45:24] <gigaherz|work> FG 2.2 is still FG 2.2
L256[04:45:24] <barteks2x> adding a breakpoint in a test that can time out isn't a good idea...
L257[04:45:31] <masa> gradle is defined in gradle/wrapper/gradle-wrapper.properties
L258[04:45:53] * TechnicianLP has no clue on gradle
L259[04:46:01] <gigaherz|work> the gradle folder
L260[04:46:07] <gigaherz|work> just copy over the new gradle folder from the MDK
L261[04:47:28] <masa> hmm, updating all the ItemStack related code will be somewhat painful... >_>
L262[04:48:03] <gigaherz|work> slightly
L263[04:48:15] <masa> would also be nice to have 1.11 mappings before I do that, so I don't have to rename all the methods later
L264[04:48:30] <gigaherz|work> all .stackSize reads to func_190916_E()
L265[04:48:38] <masa> the ItemStack#isValid() or whatever
L266[04:48:49] <gigaherz|work> all stackSize += X or -= X, to func_190917_f(+-X)
L267[04:49:07] <gigaherz|work> all stackSize=X, to func_190920_e(X)
L268[04:49:30] <gigaherz|work> there's no .isValid
L269[04:49:32] <gigaherz|work> it's a private field
L270[04:49:44] <gigaherz|work> you can just use getStackSize (func_190916_E) <= 0
L271[04:49:47] <gigaherz|work> for validity
L272[04:49:51] <gigaherz|work> since all invalid stacks are size 0
L273[04:50:48] <masa> well there is func_190926_b() and it is isInvalid() instead of isValid() like I said
L274[04:51:54] <masa> but that's rather a lot of checking for validity if I were to always call that, hm...
L275[04:52:03] <masa> I mean what it does
L276[04:52:15] <gigaherz|work> yeah don't call that unnecessarily
L277[04:52:20] <gigaherz|work> just rely on stackSize <= 0
L278[04:52:23] <gigaherz|work> which caches it
L279[04:52:33] <gigaherz|work> that one isn't isInvalid
L280[04:52:36] <gigaherz|work> it's computeValidity
L281[04:52:51] <gigaherz|work> or refreshValidity
L282[04:52:56] <gigaherz|work> or something along those lines
L283[04:53:00] <gigaherz|work> not meant to be called often
L284[04:53:33] <masa> well vanilla calls that in a bazillion places
L285[04:54:00] <masa> to check validity
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L287[04:57:25] <gigaherz|work> ewh.
L288[04:57:38] <gigaherz|work> they have a field to cache the result of that... but they don't use it?
L289[04:58:04] <masa> yep
L290[04:58:12] * gigaherz|work shrugs
L291[04:58:44] <masa> but also, it checks the damage and stackSize which can be changed and thus the stack become invalid
L292[04:59:00] <gigaherz|work> I'll continue using getSize <= 0 until there's an actual caching-validity-getter
L293[04:59:09] <gigaherz|work> or until someone shows me why that's wrong
L294[04:59:20] <masa> oh wait no, the stackSize change does get recomputed
L295[04:59:26] <gigaherz|work> the setter for stackSize calls that, yup
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L297[05:00:35] <masa> setItemDamage() should also recompute it, and then we should get a getter for that cached value
L298[05:01:41] <gigaherz|work> it's ALIVE!
L299[05:01:54] <gigaherz|work> Survivalist loads in 1.11 :3
L300[05:02:08] <covers1624> \o/
L301[05:02:54] <gigaherz|work> okay enough slacking, I have to get some work done XD
L302[05:04:09] <gigaherz|work> https://github.com/gigaherz/Survivalist/commit/d1f4b909a66807f91e83ba2848e26971ed2c38cf
L303[05:04:23] <gigaherz|work> if anyone's curious about what it took
L304[05:04:32] <barteks2x> I finally got my own lighting function working :D http://imgur.com/a/Ljhhl
L305[05:05:09] <covers1624> ChickenChunks had basically no changes in 1.11, CCL on the other hand, besides itemstack stuff it was painless https://puu.sh/sk1eF/5ea5def7f0.png
L306[05:07:16] <TechnicianLP> i got gradle to work (somewhat) no it tells me it has no copy of forge for 1.11 availiable for offline mode
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L310[05:32:31] <TechnicianLP> can we suggest names for 1.11 mcp already?
L311[05:34:53] <AshIndigo> #mcp ?
L312[05:36:25] <gigaherz|work> #mcpbot, but if the bot is offline, Iguess not
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L316[05:59:19] <barteks2x> Anyone tried to use this? http://files.minecraftforge.net/maven/net/minecraftforge/remapper/ it tells me that I don't have gradle wrapper but I have it
L317[06:00:38] <gigaherz|work> nope
L318[06:00:45] <gigaherz|work> i plan on using it when 1.11 mappings exist
L319[06:01:00] <TechnicianLP> what does it do?
L320[06:01:02] <gigaherz|work> since I'm basically using 1.10.2 mappings now
L321[06:01:10] <barteks2x> automatically converts between mapping versions
L322[06:01:12] <gigaherz|work> TechnicianLP: you tell it original mappings version, target mappings version
L323[06:01:17] <gigaherz|work> and it renamizes your codebase
L324[06:01:29] * TechnicianLP gives a like
L325[06:01:31] <gigaherz|work> to fix the mappings changes
L326[06:01:38] * AshIndigo likes it
L327[06:01:40] <barteks2x> but it can't find gradle wrapper in my project :(
L328[06:01:57] <barteks2x> when I clearly can run ./gradlew setupDecompWorkspace
L329[06:02:22] <gigaherz|work> and oyu put the remapper program in the right place?
L330[06:02:36] <barteks2x> I need to tell it where is my project
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L332[06:03:19] <barteks2x> Maybe log will tell me something... currently runnign ut using the dumb doubleclick method
L333[06:03:27] <gigaherz|work> heh
L334[06:03:32] <gigaherz|work> yeah try java on a terminal
L335[06:04:03] <barteks2x> nope, no output
L336[06:04:43] <barteks2x> I have both, gradlew.bat and gradlew
L337[06:06:17] <TechnicianLP> how do i use it? it crashes with missing classes
L338[06:06:33] <barteks2x> if (!(new File(dir, RemapperGUI.IS_WINDOWS ? "gradlew.bat" : "gradlew.sh").exists())) {
L339[06:06:42] <barteks2x> it's outdated!
L340[06:07:05] <gigaherz|work> heh
L341[06:07:31] * AshIndigo joins the party of playing around with it
L342[06:07:59] <barteks2x> ln -s gradlew gradlew.sh fixed it
L343[06:08:13] <gigaherz|work> make a PR to the project?
L344[06:08:25] <barteks2x> I don't know where is the source
L345[06:08:31] <barteks2x> I only got jar file with source
L346[06:08:46] <gigaherz|work> https://github.com/MinecraftForge/Remapper
L347[06:10:06] <TechnicianLP> ok so fatjar is packaged with its dependencies
L348[06:11:05] <barteks2x> trying to get it orking
L349[06:11:08] <barteks2x> *working
L350[06:13:47] <barteks2x> it gives no output at all
L351[06:16:50] <gigaherz|work> OH this explains things, LOL
L352[06:16:56] <gigaherz|work> registerTileEntity does nothing atm
L353[06:16:56] <gigaherz|work> XD
L354[06:17:13] <TechnicianLP> works like a charm: http://i.imgur.com/NomGXUL.png
L355[06:17:17] <barteks2x> ... it won't work if you have compile errors
L356[06:17:40] <Ordinastie> gigaherz|work, ?
L357[06:17:55] <gigaherz|work> 1.11 added a TileEntity registry
L358[06:17:59] <gigaherz|work> forge still doesn't handle it
L359[06:18:05] <Ordinastie> ah
L360[06:18:07] <gigaherz|work> GameRegistry.registerTileEntity is commented out
L361[06:18:11] <gigaherz|work> it's a noop
L362[06:18:11] <barteks2x> TechnicianLP, make a copy of gradlew named gradlew.sh
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L364[06:23:05] <barteks2x> Why ./gradlew test runs test classes that no longer exist unless I run ./gradlew clean...
L365[06:23:08] <barteks2x> it's stupid
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L368[06:28:16] <gigaherz|work> I'm NOT proud of this:
L369[06:28:29] <gigaherz|work> @Deprecated
L370[06:28:29] <gigaherz|work> private static RegistryNamespaced<ResourceLocation, Class <? extends TileEntity >> field_190562_f = ReflectionHelper.getPrivateValue(TileEntity.class, null, "field_190562_f");
L371[06:28:29] <gigaherz|work> private static void tempRegisterTileEntity(ResourceLocation name, Class<? extends TileEntity> clazz) { field_190562_f.putObject(name, clazz); }
L372[06:28:44] <gigaherz|work> ;P
L373[06:29:04] <barteks2x> Missing resource : org/eclipse/jdt/internal/compiler/batch/messages.properties for locale en_US :(
L374[06:31:39] <gigaherz|work> okay it works
L375[06:31:53] <gigaherz|work> the ugly hack is to be removed as soon as forge implements TE registration
L376[06:32:00] <gigaherz|work> so I won't be releasing PackingTape just yet
L377[06:35:40] <barteks2x> Looks like I will need to convert to new mappings manually :(
L378[06:39:30] <barteks2x> IDEA does weird things again...
L379[06:39:59] <barteks2x> it doesn't highlight any errors in editor, but compiler complains that it can't find classes from my own project
L380[06:41:38] <barteks2x> full porject rebuild and it works...
L381[06:42:04] <barteks2x> and in the end I didn't change mappings...
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L383[06:48:01] <gigaherz|work> did you press the blue refresh icon after updating?
L384[06:48:05] <gigaherz|work> on the gradle panel ;P
L385[06:49:12] <barteks2x> I simply forgot to change amppings version in build.gradle
L386[06:49:42] <barteks2x> I changed it back and forth 5 timesand in the end changed it back to old instead of new ones
L387[06:59:10] <barteks2x> and it compiles with new mappings, now update to 1.11
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L394[07:26:05] <barteks2x> O.o why is func_190903_i client only?
L395[07:26:54] <Ordinastie> because it's never used on the server
L396[07:26:57] <TechnicianLP> !gf 190903
L397[07:27:18] <TechnicianLP> somehow mcpbot doesnt like this channel anymore
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L399[07:30:15] <gigaherz|work> barteks2x: one of the primary uses for the obfuscation software, is to optimize code size by eliminating unused code
L400[07:31:01] <barteks2x> Even my stupid debug items have issues...
L401[07:31:35] <TechnicianLP> i like how there are raise/lower stacksize methods in itemstack no
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L404[07:34:04] <wundrweapon> ghz I prefer eclipse to every other Java IDE out there. I've never had it break, though, sooo
L405[07:34:20] <gigaherz|work> hm?
L406[07:34:41] <barteks2x> So I have some magical powers because I break it in a few different ways every time I try
L407[07:34:49] <wundrweapon> You said updating Java breaks eclipse
L408[07:34:56] <Ordinastie> no it doesn't
L409[07:34:56] <gigaherz|work> someone said
L410[07:35:02] <Ordinastie> stupid breaks eclipse
L411[07:35:12] <wundrweapon> Oh
L412[07:35:15] <gigaherz|work> they java sucks because updating java broke eclipse
L413[07:35:15] <wundrweapon> Ok, nvm then
L414[07:35:22] <gigaherz|work> I said
L415[07:35:24] <gigaherz|work> if that's true
L416[07:35:30] <gigaherz|work> then eclipse sucks because updating java breaks eclipse
L417[07:35:33] <gigaherz|work> as in
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L419[07:35:41] <gigaherz|work> it's eclipse's fault that it stoppedworking, not java's fault
L420[07:35:42] <gigaherz|work> ;p
L421[07:35:54] <wundrweapon> Ok
L422[07:36:14] <gigaherz|work> it was just a joke
L423[07:36:29] <gigaherz|work> anyone can use whatever IDE they wish to
L424[07:36:34] <gigaherz|work> IDEA is still the better one, but you are free
L425[07:36:35] <gigaherz|work> ;P
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L427[07:37:19] <wundrweapon> So, in 1.7.10 I could grab an EntityPlayer's armor slot's ItemStack, but in 1.10.2 all I see is the method to return Iterable<ItemStack> but I don't know what to do with it from there
L428[07:37:32] <wundrweapon> I need to check if the armor in the slot in question is a specific item
L429[07:38:00] <hasunwoo> Is this safe to yse linenumber instruction as anchor for asm injection?
L430[07:38:07] <gigaherz|work> getStackFromSlot(EntityEquipmentSlot.WHATEVER)
L431[07:38:19] <Ordinastie> hasunwoo, no
L432[07:38:33] <wundrweapon> gigaherz|work, thanks
L433[07:38:55] <hasunwoo> what should i use for injection?
L434[07:39:06] <wundrweapon> A needle
L435[07:39:07] <Ordinastie> your brain
L436[07:39:20] <Ordinastie> you'll get no help with ASM here
L437[07:39:26] <gigaherz|work> the general consensus is: if you can't figure it out, you shouldn't be ASMing
L438[07:39:30] <gigaherz|work> make a PR instead
L439[07:40:43] <gigaherz|work> thisi s a good time for PRs
L440[07:40:47] <gigaherz|work> 1.11 is out
L441[07:40:57] <gigaherz|work> so it's the perfect time to sell your API changes
L442[07:41:15] <gigaherz|work> breaking changes will be ok for a few days
L443[07:41:23] <gigaherz|work> since forge NEEDS breaking changes before it's ready for public use
L444[07:41:58] <barteks2x> I have an idea for a breaking change, but taht would benefit only me *but would still be logical from vanilla/forge point of view)
L445[07:42:15] <barteks2x> I would like to know if there is any chance somethign like that could ever be accepted
L446[07:43:06] <barteks2x> ForgeChunkManager allows to keep some chunks loaded. In CubicChunks it's impossible to make that work, so my idea is to allow mods to request block regions to keep loaded instead
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L448[07:43:40] <barteks2x> but as I said, it's bigger change that would benefit only me
L449[07:44:33] <barteks2x> And I would like to know if it's even worth trying before I write PR
L450[07:45:32] <TechnicianLP> depends on how the block regions are implemented
L451[07:45:52] <barteks2x> forge would keep whatever chunks are necessary to keep these blocks loaded
L452[07:46:11] <gigaherz|work> how does chunkloading work right now?
L453[07:46:49] <gigaherz|work> because I have always felt like it should have been based on a sphere, chunkloading entry = Pair<ChunkCoords,Radius>
L454[07:47:08] <gigaherz|work> but chunk coords are 2d in mc, right?
L455[07:47:33] <barteks2x> Yes, it's based on requesting tickets for Chunks
L456[07:47:57] <barteks2x> there are also entity tickets that work a bit differently
L457[07:48:23] <barteks2x> you first request a ticket of specific type and then force a chunk using that ticket
L458[07:48:26] <barteks2x> as I understand it
L459[07:49:32] <gigaherz|work> yep very different from how I planned it for my engine
L460[07:50:02] <barteks2x> using spheres seems like a good idea until you want to have very predictable chunk loader
L461[07:50:29] <masa> spheres a good idea in minecraft? what?
L462[07:50:55] <gigaherz|work> for me, each chunk gets a proprity based on the distance from the center, so if there are multiple chunkloaders, it would be max(distances from each chunkloading source)
L463[07:50:59] <barteks2x> masa: note that caves are made of thousands of spherical air bubbles
L464[07:51:34] <masa> well that's a bit different
L465[07:51:51] <masa> but loading spherical areas would just be super weird
L466[07:52:09] <gigaherz|work> why?
L467[07:52:20] <masa> almost every time the areas I need are rectangular
L468[07:52:22] <barteks2x> that's why my idea included a block region - start position and end position
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L470[07:52:34] <masa> yeah that would be ok
L471[07:52:37] <gigaherz|work> if the center of the chunk is inside the chunkloaded radius, load/generate
L472[07:52:46] <gigaherz|work> with the load priority based on the distance from the center
L473[07:52:55] <gigaherz|work> that's how I did it in my WIP engine thingy
L474[07:53:18] <masa> that measn it would be impossible to load a rectagular area though, right?
L475[07:53:26] <barteks2x> Should I try to submit PR with it? Or is it unlikely to be accepted?
L476[07:53:30] <TechnicianLP> barteks2x will thos positions contain y coordinates?
L477[07:53:35] <barteks2x> yes
L478[07:53:42] <barteks2x> it would contain Y coordinate
L479[07:53:43] <masa> to accomodate the corner chunks needed, you would load lots of extra in the middle of the side
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L481[07:54:10] <gigaherz|work> masa: hmmm why would you need a box?
L482[07:54:46] <masa> well I always try to minimize the laoded area, so all my farms are built based on chunk edges
L483[07:54:50] <gigaherz|work> if you have like... a quarry, you only need to chunkload the block where the quarry is, and the block the "digging tip" is
L484[07:55:28] <masa> well I just see no benefit to spehiracl areas compared to rectangular
L485[07:55:32] <gigaherz|work> I guess
L486[07:55:50] <gigaherz|work> I always think of it in terms of entities moving inside, not the blocks placed
L487[07:56:14] <masa> it's just weird thinking of spheres in a game made of blocks and chunks
L488[07:57:34] <barteks2x> I will try to write PR for that, in worst case it won't be accepted (using rectangular regions)
L489[07:58:05] <masa> try to make it backwards compatible
L490[07:58:23] <masa> so that the old methods just go through the new area version
L491[07:58:24] <TangentDelta> How's it going?
L492[07:58:41] <barteks2x> and deprecate old methods?
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L495[07:59:37] <masa> hmm, not sure? they would still work just as well though, right?
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L498[07:59:55] <barteks2x> yes, they would just give compile-time warning
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L501[08:00:54] <masa> no Imean, is there any point in deprecating them, if you just make them request the chunks via the new system
L502[08:01:11] <masa> because as you said, the new one is mainly useful to you
L503[08:01:21] <masa> so why should all the other mods change to the new system
L504[08:01:30] <gigaherz|work> because if they don't specify the Y coordinates
L505[08:01:33] <masa> if they can as well keep using the old methods
L506[08:01:34] <barteks2x> that's why I said it's kind of big change that only benefits me. I want to mixin-replace that implementation in cubic chunks
L507[08:01:34] <gigaherz|work> it's not useful to cubic chunks
L508[08:01:58] <barteks2x> (yes I know it's bad to asm forge stuff)
L509[08:02:15] <masa> well it would default to 0-255 area if they don't specify it, ie. are not cubic-chunk aware?
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L511[08:02:25] <masa> wait what
L512[08:02:47] <masa> oh you eman you are currently asming forge stuff?
L513[08:02:53] <barteks2x> I'm not
L514[08:03:01] <barteks2x> I'mm just completely ignoring ForgeChunkManager
L515[08:03:18] <barteks2x> Because there is no sane way to implement it for cubic chunks
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L517[08:04:18] <ScottehBoeh> So I'm adding a "Humanity Level" feature to my Mod, and I want to detect if the player kills a Zombie or a Player (to add/remove humanity)
L518[08:04:22] <ScottehBoeh> Should I use the livingDeathEvent?
L519[08:04:38] <ScottehBoeh> Then check if its a player killing a player or zombie? If so, add/remove humanity to/from their commonPlayerData?
L520[08:05:27] <barteks2x> I can't implement it the way it is, so that's why I want to change it. I don't think most mods would want ot even should replace something like that so exposing option to replace it is bad. Not sure if worse than hacking it with mixin in my mod or less bad
L521[08:06:18] <barteks2x> (because I will almost certainly need to replace the new implementation with mixin)
L522[08:07:47] <masa> what is the purpose of the PR if you need to override it anyway for your use?
L523[08:08:07] <barteks2x> to make it possible to overwrite it in this case
L524[08:08:21] <barteks2x> right now I can't even iiverwrite it no matter how much asm magic I use
L525[08:09:17] <barteks2x> unless there is a reasonable way to make it possible for cubic chunks to integrate into it without making it slow or simply assuming cubic chunks implementation from the beginning
L526[08:10:40] <barteks2x> Given such explanation, lex will probably instantly reject it...
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L529[08:13:14] MineBot sets mode: +v on Actuarius
L530[08:14:53] <TechnicianLP> why cant you integrate with it normally?
L531[08:15:19] <barteks2x> because ForgeChunkManager doesn't take Y coordinate anywhere
L532[08:15:30] <barteks2x> I just can't make up the missing data
L533[08:15:41] <TechnicianLP> why would you need a y coordinate?
L534[08:15:50] <gigaherz|work> he's working on cubic chunks
L535[08:15:53] <barteks2x> imagine trying to implement a chunkloader if the mod doesn't give you X coordinate
L536[08:15:57] <gigaherz|work> the whole point of the mod is that it expands the world vertically
L537[08:15:59] <TechnicianLP> can you stack multiple chunks on top of each other?
L538[08:16:21] <barteks2x> they basically stack up infinitely high
L539[08:16:28] <barteks2x> and infinitely deep
L540[08:16:55] <barteks2x> but with ForgeChunkManager I simply can't have information about the Y coordinate
L541[08:17:39] <AshIndigo> Subaraki: do you plan on resubmitting your PR for 1.11 forge?
L542[08:18:41] <Ordinastie> barteks2x, just make your own implementation
L543[08:18:55] <barteks2x> that mods will specifically have to write for?
L544[08:19:23] <Ordinastie> because in any case, any mod that makes use of chunkloading will have to manually implement it if they want to be compatible with you
L545[08:19:43] <barteks2x> not if they can simply request the block region they want to keep loaded
L546[08:20:01] <gigaherz|work> that still requires rewriting the chunkloading code
L547[08:20:09] <gigaherz|work> to use the region API instead of the older one
L548[08:20:21] <barteks2x> but that would be one API for everything
L549[08:20:51] <barteks2x> not 2 completely separate APIs that need to be maintained in paralel
L550[08:21:21] <gigaherz|work> mods have been supporting multiple of things for years, thogh
L551[08:21:26] <gigaherz|work> though*
L552[08:21:33] <gigaherz|work> see: energy APIs
L553[08:21:59] <barteks2x> I don't think anyone will want to support cubic chunks before it gets popular... and it won't get popular until mods work with it
L554[08:22:30] <TechnicianLP> i guess you could make the force-methods use the two BlockPos instances: it would make loading chunks easier as one does not need to figure out the chunkpositions for each chunk individually
L555[08:22:31] <gigaherz|work> you yourself said: it will probably be rejected if you make a PR exclusively to force people to implement the cubic chunks semantics
L556[08:22:58] <barteks2x> I could write an API that once used, will fall back to vanilla when cubic chunks mod isn't iinstalled. Is that better idea?
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L558[08:23:10] <gigaherz|work> ofc
L559[08:24:20] <barteks2x> Worst part would be worldgen, which probably won't be able to work that way
L560[08:24:39] *** Vigaro is now known as V
L561[08:25:15] <Ordinastie> I still believe that keeping chunk impl the same, and simply having chunks stacked on top of each other would have been really more simple and straightforward to implement
L562[08:25:29] <barteks2x> it wouldn't change a single thing
L563[08:25:39] <barteks2x> I still wouldn't have Y coordinate anywhere
L564[08:25:50] <barteks2x> And where would I store heightmap?
L565[08:26:03] <barteks2x> it's basically equivalent of making my Cubes 16x256x16
L566[08:27:28] <Ordinastie> except you have to rewrite everything
L567[08:28:06] <Ordinastie> aren't you struggling with lighting since like forever?
L568[08:28:13] <barteks2x> it wouldn't change anything. I would still need to rewrite worldgen, mob spawner, chunk IO, PlayerChunkMap and lighting
L569[08:28:36] <barteks2x> and for lighting: I just keep rewriting it over and over again =, each time slightly better
L570[08:29:50] <Ordinastie> pretty sure IO and lighting wouldn't need any changes at all
L571[08:30:00] <barteks2x> they would
L572[08:30:09] <Ordinastie> PlayerChunkMap, not really, just atler how it's fed
L573[08:30:27] <Ordinastie> mob spawner, I don't see where it would impact it
L574[08:30:32] <barteks2x> stacking vanilla-sized chunks would be equivalent of using 16x256x16 "cubes"
L575[08:30:35] <Ordinastie> worldgen, well, obviously
L576[08:30:57] <Ordinastie> you're wrong, it's totally not equivalent
L577[08:31:08] <barteks2x> if I wanted to go thie way, I would either end up with what I have now with just bigger 3d chunks, or with stacked dimensions mod
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L579[08:31:34] <Ordinastie> everything that takes chunks wouldnt' see the difference
L580[08:31:57] <barteks2x> but anythig that wants to *get* chunks by coords would
L581[08:32:05] <barteks2x> because it still wouldn't provide Y coordinate
L582[08:32:23] <Ordinastie> most of them start from block pos
L583[08:32:34] <Ordinastie> but yes, you'd need to find a way to handle the one that don't
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L585[08:32:51] <barteks2x> and then manually extract x and z coorinates from it
L586[08:33:08] <barteks2x> PlayerChunkMap has only x and z coordinate
L587[08:33:18] <barteks2x> it simply doesn't have the idea of Y coordinate at all
L588[08:34:02] <TechnicianLP> i guess quarrys ould have a long way down as well ...
L589[08:34:02] <barteks2x> Mob spawner - would need changes because with many vertical sections loaded mobs would become more and more rare
L590[08:34:16] <barteks2x> quarrys... depends on how the mod is written
L591[08:34:24] <Ordinastie> do as you want, but I'm convinced it would be way easier and simpler
L592[08:34:35] <Ordinastie> but anyways, I won't code it to prove it
L593[08:34:49] <barteks2x> Only if you have each layer as separate dimension which would have its own set if issues
L594[08:35:13] <barteks2x> otherwise you just don't have the Y coordinate, and nothing can be done
L595[08:35:23] <barteks2x> right now I already have compatibility interface for chunks
L596[08:35:30] <barteks2x> that world with global Y coordinates
L597[08:35:37] <Ordinastie> yeah, you rewrote everything, I know
L598[08:35:40] <barteks2x> instead of some hybrid local-global coords
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L600[08:36:28] <Ordinastie> what ?
L601[08:36:58] <TechnicianLP> barteks: as to chunkloading: most of the mods will use the BlockPos constructor for Chunkpos anyways ...
L602[08:37:06] <barteks2x> with stacked chunks, say you have entity at y=1000. It wants to do something with chunk at that position. Should it use y=1000 or y=1000%256?
L603[08:37:41] <Ordinastie> getChunk at that pos would get the chunk encompassing that pos
L604[08:38:14] <Ordinastie> exactly the same way it currently does
L605[08:38:23] <barteks2x> right, and say it wants to get a tile entity at that position because for some reason modder wanted to go directly to chunk level to do it. Should it use y=1000 or y=1000%256?
L606[08:39:17] <barteks2x> in vanilla it would expect Y=1000 to work, and with stacked chunks it would probably need to use y=1000%256
L607[08:39:29] <Ordinastie> no you wouldn't -_-
L608[08:39:51] <barteks2x> right, in vanilla you would hardcode y=0-256 check
L609[08:40:19] <Ordinastie> you'd need to call getChunk(pos); o
L610[08:40:34] <barteks2x> yes, but then what you would *do* with that chunk?
L611[08:40:57] <Ordinastie> whatever you want, it's a chunk like any other
L612[08:41:21] <barteks2x> and what is the difference between using that weird big 3d chunk and a 16x16x16 Cube?
L613[08:41:23] <Ordinastie> except somewhere it has an internal Y component in addition to the X and Z
L614[08:41:57] <Ordinastie> everything that works with vanilla chunk would work with yours
L615[08:42:14] <barteks2x> I would save some lines of code I have in Cube and Column, and complicate almost everything else
L616[08:42:27] <barteks2x> and no, things that work with vanilla chunks wouldn't work with such system
L617[08:42:37] <Ordinastie> yes it would
L618[08:42:41] <barteks2x> what would an example mod want to do with a chunk?
L619[08:42:50] <Ordinastie> what ?
L620[08:43:00] <barteks2x> why would a mod want to get a chunk?
L621[08:43:29] <Ordinastie> same reasons as vanilla
L622[08:43:33] <ScottehBoeh> Someone tell me if I'm doing this Event Handler wrong? http://pastebin.com/nvn6rn8B
L623[08:44:28] <TechnicianLP> does it not get called?
L624[08:44:37] <Ordinastie> did you register it ?
L625[08:44:45] <ScottehBoeh> I've definitely registered it yes. Let me get the error
L626[08:45:20] <barteks2x> Ordinastie, which are? The only reasons for getting chunks I;ve seen are always connected with directly using hardcoded 0-256 Y check
L627[08:45:23] <ScottehBoeh> Should I register with:
L628[08:45:24] <ScottehBoeh> MinecraftForge.EVENT_BUS.register
L629[08:45:27] <ScottehBoeh> or
L630[08:45:30] <ScottehBoeh> FMLCommonHandler.instance().bus().register
L631[08:45:42] <Ordinastie> the FML bus doesn't exist anymore
L632[08:45:47] <ScottehBoeh> Ah ok
L633[08:46:23] <barteks2x> And even right now I could implement the illusion of ctasked dimension by returning a special offset ColumnView when gettinc chunk from block coords
L634[08:46:52] <Ordinastie> like I said, do as you want
L635[08:47:14] <barteks2x> but it would be totally pointless because almost anything that could benefit from that already has y=0-256 height check
L636[08:47:16] <ScottehBoeh> What if I changed EntityPlayerMP to EntityPlayer
L637[08:47:28] <ScottehBoeh> ah. I'll wait til you guys are finished :D Otherwise I'll jumble the irc
L638[08:47:38] <Ordinastie> nah, I'm already done
L639[08:47:42] <Ordinastie> and you didn't post your error
L640[08:50:59] <ScottehBoeh> http://pastebin.com/jmj3zgKu
L641[08:51:25] <TechnicianLP> remove "static" from descriptor
L642[08:51:38] <Ordinastie> java.lang.IncompatibleClassChangeError: Expecting non-static method
L643[08:51:48] <Ordinastie> ...
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L645[08:51:50] <ScottehBoeh> omg, shoot me
L646[08:52:01] <ScottehBoeh> Well thanks :D I'll check if it works now
L647[08:55:17] <barteks2x> I still don't get how using stacked vanilla chunks could be simpler. I remember that discussion 2 or 3 times already, I just don't have a clear picture of how some details would work
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L654[09:06:06] <TechnicianLP> !gf isMouseOverSlot
L655[09:10:12] <Chunkr> barteks2x just being curious here, what in gods name are you doing with chunks and stacking them.
L656[09:10:39] <barteks2x> Chunkr, cubic chunks mod (infinite heigth and depth)
L657[09:10:53] <Chunkr> That sounds like a lot of fun.
L658[09:12:15] <barteks2x> and it is, the fun is here: https://github.com/Barteks2x/CubicChunks
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L661[09:20:54] <AshIndigo> I wish curse didn't make you pick an icon
L662[09:29:57] * TechnicianLP needs to fix container code ...
L663[09:30:50] * AshIndigo needs an icon so he upload his mod
L664[09:31:19] <TechnicianLP> use black/purple ;)
L665[09:31:56] * AshIndigo is tempted to do.that
L666[09:32:05] <gigaherz|work> what does the mod do?
L667[09:32:09] <gigaherz|work> do you not have any item?
L668[09:32:11] <gigaherz|work> or block?
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L671[09:32:24] <AshIndigo> Nope only commands
L672[09:32:33] <gigaherz|work> aha so you can make a screenshot of the command help?
L673[09:32:34] <gigaherz|work> ;P
L674[09:32:40] <gigaherz|work> crop it a bit
L675[09:32:44] <gigaherz|work> and bam, logo ;P
L676[09:33:09] <gigaherz|work> you can also blur it a bit
L677[09:33:12] <gigaherz|work> and then put the mod name on top
L678[09:33:28] <TechnicianLP> or some fancy display of a commandblock
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L680[09:33:45] <gigaherz|work> oooh, the mod name written using commandblocks as pixels
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L682[09:40:05] <TechnicianLP> does a stack in 1.11 get automatically removed if stacksize <= 0? it gets the empty flag set ...
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L688[09:54:36] <gigaherz|work> TechnicianLP: sortof
L689[09:54:40] <gigaherz|work> it doesn't technically get removed
L690[09:54:45] <gigaherz|work> but it will evaluate to empty
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L692[09:55:03] <gigaherz|work> if you use .equals(ItemStack.field_whatever which is slated to be named EMPTY)
L693[09:55:11] <gigaherz|work> IIRC
L694[09:55:38] <gigaherz|work> that said, I don't know if you have to manually set the slot to .EMPTY when destroying things
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L698[09:57:10] <gigaherz|work> okay yet another one of my mods "done" but not done
L699[09:57:30] <gigaherz|work> Packing Tape, Survivalist, and now Enderthing
L700[09:57:55] <gigaherz|work> are waiting for forge to get actual tileentity registration back before they can actually work
L701[09:58:36] <AshIndigo> I'm hoping sub's guitabs PR gets into 1.11 then I will update
L702[10:01:02] <Subaraki> me too :o
L703[10:01:17] <Subaraki> packing tape ? gigaherz|work
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L712[10:12:59] <tterrag> LexManos: can you clear up whether it's intended for lang files to be required to be lowercase or not? in the first forge for 1.11 they had to be lower case, in current they have to be lower_UPPER
L713[10:13:14] <tterrag> the latter is inconsistent with vanilla, so I'm confused on what is intended and what is a bug
L714[10:13:52] <Ordinastie> I think it should stay lower_UPPER
L715[10:13:59] <Ordinastie> it's the proper lang format
L716[10:14:08] <tterrag> that's why I'm asking
L717[10:14:20] <tterrag> vanilla does lower_lower
L718[10:14:28] <Ordinastie> they changed it? -_-
L719[10:14:32] <tterrag> yes
L720[10:14:38] <tterrag> again, that's why I'm asking
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L726[10:33:45] <TechnicianLP> what is transferStackInSlot supposed to return? i dont seem to get it
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L728[10:37:57] <tterrag> TechnicianLP: it returns the stack left in the slot
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L730[10:40:41] <TechnicianLP> but conainerchest return empty if the stack could not be merged and the previous stack if something got merged
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L733[10:50:47] <Subaraki> any stack that should be transfered then ?
L734[10:50:51] <Subaraki> a stack if the slot is empty
L735[10:50:56] <Subaraki> nothing if it can't be merged
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L737[10:54:29] <gr8pefish> whats the method name for getStackSize() in 1.11?
L738[10:54:56] <TechnicianLP> 190916_E
L739[10:55:05] <gr8pefish> thanks
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L744[11:05:17] <gr8pefish> Anyone know where ItemStack.loadItemStackFromNBT(tag) moved to in 1.11? And what happened to onPickupFromSlot?
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L746[11:10:39] <TechnicianLP> i guess: dont ask why you have to return something ... just do it like vanilla
L747[11:11:47] <Ivorius> Holy what, 1.11 has builds already?
L748[11:11:54] <gr8pefish> kinda
L749[11:12:05] <gr8pefish> buggy, but it exists for forge as of last night
L750[11:12:38] <tterrag> gr8pefish, just a constructor now
L751[11:12:51] <gr8pefish> yeah I saw that, thanks :)
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L753[11:14:06] <TechnicianLP> looks like mergeItemstack checks for isItemValid now
L754[11:15:44] <tterrag> nice
L755[11:15:46] <tterrag> about time
L756[11:15:50] <tterrag> now forge can get rid of that patch
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L759[11:16:57] <TechnicianLP> patch? if you wanted that functionality you had to override as far as i know
L760[11:17:24] <TechnicianLP> if it is a patch it probably checks because of it
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L764[11:25:10] <tterrag> TechnicianLP, https://github.com/MinecraftForge/MinecraftForge/issues/1630
L765[11:25:12] <tterrag> forge patched it ages ago
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L772[11:54:04] <kashike> Ordinastie: Resource pack format 3, as of 1.11, requires all resources to have lowercase names
L773[11:54:39] <Ordinastie> yes, but there probably should be an exception for lang files
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L775[11:59:28] <ScottehBoeh> ok this is kinda hard to explain but:
L776[11:59:49] <ScottehBoeh> I've got a "HumanityLevel" in my CommonPlayerData for each player. (It goes up and down depending on if they kill Zombies or Players)
L777[12:00:17] <ScottehBoeh> I've got a custom nametag renderer above the players heads that SHOULD be displaying THAT players Humanity, instead it displays the default humanity (50)
L778[12:00:41] <ScottehBoeh> how can I check the player data of the specific entity (in RenderLivingEvent.Specials.Pre)
L779[12:01:54] <BlueMonster> is anyone else having trouble with registering tiles in 1.11
L780[12:02:09] <Ordinastie> look at the code
L781[12:03:10] <tterrag> ScottehBoeh: isn't that something better suited to capabilities?
L782[12:03:18] <tterrag> BlueMonster: it's currently bugged
L783[12:03:34] <tterrag> or rather, fml is missing code
L784[12:03:37] <ScottehBoeh> I'm much more used to PlayerData which is why I used it (Not learnt capabilities yet)
L785[12:04:06] <tterrag> You should switch, IEEP is deprecated
L786[12:04:11] <BlueMonster> ok, i thought i was doing something wrong there :D
L787[12:04:18] <tterrag> see topic for docs
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L790[12:14:12] <gr8pefish> Anyone know what the actual name/class of PickupItemSound is? For code like: event.getEntityPlayer().playSound(PickupItemSound, 1, 1);
L791[12:14:54] <tterrag> SoundEvent iirc
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L793[12:16:44] <gr8pefish> Ah yeah, I was in the forge "event" sound event, not the MC one. thanks
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L797[12:40:41] <CsokiCraft> Is TESR still a thing?
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L800[12:48:56] <gr8pefish> hmm, having only this code in onItemPickupEvent: if (!event.isCanceled()) event.setResult(Event.Result.ALLOW); causes the item to not be picked up and odd stuff to occur (the stack visually disappears, but the sound plays, and the stack is still there (but won't move from, e.g. a hopper)).
L801[12:49:20] <gr8pefish> Am I misunderstanding what allow does in that instance?
L802[12:50:11] <TechnicianLP> try a different Result
L803[12:50:37] <TechnicianLP> or look at how the result gets handled
L804[12:57:55] <gr8pefish> Okay, new question then :P Is there an inbuilt vanilla method to send a packet to a client player to play a specific sound, or do I need to make one myself?
L805[12:58:22] <TechnicianLP> you could look at how /playsound does it
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L807[12:59:36] <gr8pefish> playsound? is that a package name (doesn't seem to be a class)
L808[12:59:45] <TechnicianLP> command
L809[13:01:57] <gr8pefish> sweet thanks, I found it (SPacketCustomSound)
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L814[13:06:23] <CsokiCraft> How do I use the TESR in 1.10.2 Forge 2125?
L815[13:06:45] <Ordinastie> it hasn't changed
L816[13:06:51] <Ordinastie> like since 1.6.4
L817[13:07:23] <CsokiCraft> I don't see Tessellator.getInstance().getWorldRenderer()
L818[13:07:34] <TechnicianLP> what?
L819[13:08:02] <McJty> CsokiCraft, getVertexBuffer() I believe it is called now
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L821[13:09:21] <CsokiCraft> McJty and how does it work? There's no addVertexWithUV() in it, nor startDrawingQuads()
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L823[13:10:16] <CsokiCraft> Ok I think I found replacement of addVertexWithUV(). How about startDrawingQuads()?
L824[13:11:30] <McJty> CsokiCraft, all is still there but it has changed a bit. Just examine the new functions and adapt to them
L825[13:11:47] <McJty> You have to do buffer.tex(...).position(...).endVertex() for example
L826[13:11:47] <CsokiCraft> I'll try
L827[13:12:05] <CsokiCraft> Oh gosh
L828[13:12:20] <CsokiCraft> I'd have never figured that one by myself
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L844[14:03:02] <Subaraki> o/
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L861[15:27:32] <TechnicianLP> ItemArmor#onItemRightClick needs a signature uppdate ... (World intemStackin, EntityPlayer worldIn, EnumHand playIn) is just wrong
L862[15:28:11] <tterrag> nothing to do with signature
L863[15:28:17] <tterrag> the params match to the old srg names
L864[15:28:41] <tterrag> they just need to be renamed by MCP, make an issue if no one has: https://github.com/ModCoderPack/MCPBot-Issues/issues
L865[15:28:48] <Ordinastie> btw, can you remove the "In" parts of param yet ?
L866[15:28:52] <Ordinastie> *can we
L867[15:29:07] <tterrag> Ordinastie: I don't think so
L868[15:29:16] <TechnicianLP> mcpbot cant do 1.11 yet
L869[15:29:18] <Ordinastie> I hate it
L870[15:29:19] <tterrag> it confuses the deobf when a param name matches a class name
L871[15:29:23] <tterrag> TechnicianLP: you didn't read my message
L872[15:29:51] <TechnicianLP> if the bot were up i could do it without creating an issue
L873[15:30:00] <tterrag> no, you couldn't
L874[15:30:04] <tterrag> you can't rename already named params
L875[15:30:19] <TechnicianLP> didnt know tat
L876[15:30:55] <tterrag> that would be abused
L877[15:30:59] <tterrag> if you want a rename, make an issue
L878[15:31:30] <Ordinastie> maybe there should be perms were trustees can rename directly
L879[15:31:46] <TechnicianLP> !gm onItemRightClick
L880[15:32:11] <tterrag> there are :P
L881[15:32:21] <tterrag> but like he said, no 1.11 mappings in MCPBot yet
L882[15:34:39] <Ordinastie> there are ? who are they ?
L883[15:35:21] <tterrag> people
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L885[15:35:28] <tterrag> matthewprenger is one of them
L886[15:35:33] <tterrag> there are others
L887[15:37:54] <LexManos> tterrag, you're a moron
L888[15:38:03] <tterrag> hello to you too
L889[15:38:04] <LexManos> Look at what the code does and you will understand
L890[15:38:11] <tterrag> yes, I read through it
L891[15:38:15] <LexManos> The NEW format is lower
L892[15:38:20] <LexManos> as with everything
L893[15:38:21] <tterrag> http://pastebin.com/aqAGiQEM
L894[15:38:38] <LexManos> but Vanilla adds backwards compatibility to version 2 formated resource packs
L895[15:38:42] <tterrag> yes
L896[15:38:46] <LexManos> so, we do as well
L897[15:38:49] <tterrag> which forces uppercase lang files. it doesn't allow either or
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L899[15:39:09] <LexManos> yes because thats how zips work there is only one casing allowed and casing matters
L900[15:39:17] <LexManos> wanna know how to fix it on your end?
L901[15:39:22] <tterrag> add a mcmeta file
L902[15:39:22] <LexManos> ADD A FUCKING PACK.META
L903[15:39:29] <tterrag> guessing you didn't read my paste then
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L905[15:39:39] <tterrag> point is, there's never been a change like this before that flat out breaks if you use the new format
L906[15:39:57] <tterrag> this is going to lead to most modders just leaving their lang files in uppercase
L907[15:40:02] <tterrag> then when format 4 comes along, everything breaks
L908[15:40:11] <LexManos> I could just nuke the meta from everything and have the packs error out
L909[15:40:27] <tterrag> if they don't have a mcmeta file?
L910[15:40:31] <LexManos> but I figured this would be better as its least amount of work for modders
L911[15:40:47] <tterrag> you're just delaying the work though, no? mojang will eventually release yet another new format
L912[15:40:47] <LexManos> yes the game errors if they dont have one and we dont supply a default
L913[15:41:04] <LexManos> and if they remove support for old ones then fuck the old ones
L914[15:41:22] <tterrag> I'm saying there's currently no warning/message to tell modders that the lower_UPPER format is wrong
L915[15:41:24] <LexManos> this is a mechanic that vanilla explicitly states
L916[15:41:31] <tterrag> it "just works"
L917[15:41:43] <LexManos> except for the fact that EVERYTHING ABOUT THIS UPDATE is that shit gets lowercased
L918[15:41:47] <LexManos> either way im not changing it
L919[15:42:06] <LexManos> because it would just be bitched at the other direction from a shitload of other people
L920[15:42:58] <tterrag> I think enforcing needing a mcmeta file would be a good idea
L921[15:43:04] <tterrag> if only in just a warning
L922[15:44:15] <LexManos> that we could probably do
L923[15:44:32] <LexManos> not that anyone ever reads the warnings but meh
L924[15:44:42] <kashike> bigWarning? ;p
L925[15:44:45] <tterrag> at least then you can say "but there was a warning" when it eventually breaks
L926[15:45:21] <tterrag> I bet half of modders don't even know they can have a pack.mcmeta
L927[15:45:31] <tterrag> I didn't at the beginning
L928[15:45:55] <Drullkus> I never got the point of it though?
L929[15:45:58] * AshIndigo slowly raises hand
L930[15:46:01] <Drullkus> Seen it myself
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L932[15:47:09] <tterrag> Drullkus: early on there was no point
L933[15:47:19] <tterrag> but now resource packs have versions, so you can use it to force the version of your mod resources
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L935[15:47:27] <tterrag> and also set a description that no one will ever read :P
L936[15:47:28] <Drullkus> Ah
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L944[16:00:48] <LexManos> FMLLog.log(container.getName(), Level.DEBUG, "Mod %s is missing a pack.mcmeta file, substituting a dummy one", container.getName());
L945[16:01:00] <LexManos> Oh look there has been a log this entire time...
L946[16:01:41] <tterrag> but it's DEBUG level
L947[16:01:45] <tterrag> i.e. barely anyone sees it
L948[16:01:59] <LexManos> but it exists
L949[16:02:15] <tterrag> yes, but it doesn't print to stdout
L950[16:02:44] <tterrag> if you want to avoid log spam, check the srg/deobf flag and only put it to stdout in dev
L951[16:02:51] <tterrag> up to you, I've already fixed mine :P
L952[16:03:07] <offbeatwitch> i'm just gonna interrupt this small discussion to ask: is there a nice way I can handle incoming packets in their raw form (like handled in NetHandlerPlayClient) from my mod?
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L954[16:05:06] <diesieben07> offbeatwitch, yes, there is. you can poke about on vanilla's netty pipeline however you see fit, if you really want to.
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L956[16:05:29] <offbeatwitch> forge offers no abstraction over it?
L957[16:05:40] <tterrag> it does, SimpleIMpl
L958[16:05:45] <offbeatwitch> well yea we have simpleimpl
L959[16:05:48] <tterrag> http://mcforge.readthedocs.io/en/latest/networking/simpleimpl/
L960[16:05:56] <offbeatwitch> I did read the docs before asking :P
L961[16:06:01] <diesieben07> actually yeah, whihc packets are we talking about?
L962[16:06:07] <diesieben07> custom payload packets on your channel?
L963[16:06:09] <offbeatwitch> I would rather just deal with SPacketCustomPayload
L964[16:06:15] <offbeatwitch> yea pretty much
L965[16:06:32] <diesieben07> NetworkRegistry::newEventDrivenChannel
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L967[16:07:02] <diesieben07> or you can even write raw netty code and use newChannel
L968[16:07:21] <LexManos> modders should NOT be adding to the pipeline directly
L969[16:07:26] <diesieben07> of course not.
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L971[16:07:45] <LexManos> handeling SPacketCustomPayload manually is not endorsed/supported
L972[16:08:02] <diesieben07> is there a reason for that btw?
L973[16:08:16] <diesieben07> that we don't get the packet directly?
L974[16:08:28] <offbeatwitch> in my opinion the SimpleImpl is, well, too simple/abstracted
L975[16:08:35] <offbeatwitch> it would be nice to be able to go slightly lower level
L976[16:08:44] <LexManos> becuase modders fuck things up and could screw up the entire network stack without us knowing who to blame if they did that.
L977[16:09:00] <diesieben07> you can, that's why the options i listed above exist
L978[16:09:07] <diesieben07> uh... ok then.
L979[16:09:07] <LexManos> we dont want the days where everyone had their own custom packets and we were redefining the network protocol every other day
L980[16:09:19] <diesieben07> of course not.
L981[16:09:43] <diesieben07> not sure what that has to do with having an entirely separate netty pipeline for every mod instead of just firing an event when a custom payload packet comes in
L982[16:10:01] <offbeatwitch> that's more what I was thinking
L983[16:10:11] <offbeatwitch> just letting us handle incoming packets on client/server in raw form
L984[16:11:02] <LexManos> no
L985[16:11:15] <LexManos> You can handle YOUR packets in raw byte[] form
L986[16:11:30] <LexManos> but from your perspective, no other packets exist.
L987[16:11:46] <LexManos> And Forge wont support you meddeling in packets that arnt yours
L988[16:11:49] <diesieben07> you can only do so after FML has munched around on them a whole bunch :P
L989[16:12:06] <diesieben07> and passed them through (what it feels like sometimes) two dozen queues and pipelines
L990[16:12:08] <LexManos> No, FML hasnt muched around your data at all
L991[16:12:16] <offbeatwitch> lel
L992[16:12:22] <offbeatwitch> that's fair lex
L993[16:12:24] <LexManos> your data is fully intact, FML's data was removed
L994[16:12:25] <diesieben07> i didn't say that
L995[16:12:33] <diesieben07> i didn't say the data was not intact.
L996[16:12:42] <diesieben07> anyways.
L997[16:12:47] <LexManos> If the data is intact what does it matter?
L998[16:13:02] <LexManos> Personally I fucking HATE netty on prinicipal for being complciated crap
L999[16:13:04] <LexManos> but thats me
L1000[16:13:15] <diesieben07> i am simply curious what the reason for this (in my opionion) overengineering is
L1001[16:13:30] <diesieben07> why does every mod channel HAVE to have an EmbeddedChannel from netty?
L1002[16:14:37] <offbeatwitch> diesieben07: NetworkRegistry seems to be what I'm looking for thanks
L1003[16:14:48] <offbeatwitch> oh and this is registered in PostInit?
L1004[16:15:00] <diesieben07> preInit
L1005[16:15:14] <offbeatwitch> thanks
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L1007[16:17:38] <LexManos> because thats how it was designed
L1008[16:17:48] <LexManos> #blameCpw
L1009[16:17:57] <offbeatwitch> lel
L1010[16:18:10] <offbeatwitch> preinit is better for me actually because of how my framework is designed
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L1016[16:36:46] <copygirl> Would it be smart to extend LayerRenderer to render attitional things on living entities?
L1017[16:37:21] <ghz|afk> that's the intended use
L1018[16:37:27] <ghz|afk> so... yes?
L1019[16:38:42] <copygirl> Gonna check how Botania renders its baubles.
L1020[16:38:53] <copygirl> Is there a good way to register these renderers?
L1021[16:39:08] <ghz|afk> if by good you mean elegant, no
L1022[16:39:21] <copygirl> Not quite sure how I'd get the render instance.
L1023[16:39:27] <ghz|afk> in your client proxy, during init, you have to obtain the renderer object linked to the entity
L1024[16:39:32] <ghz|afk> from the render manager
L1025[16:39:39] * copygirl nods.
L1026[16:39:47] <ghz|afk> and then use addLayer or hwatever it's called
L1027[16:40:17] *** ghz|afk is now known as gigaherz
L1028[16:40:55] <copygirl> Thank you.
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L1031[16:49:08] <copygirl> ((RenderLivingBase<?>)mc.getRenderManager().getEntityClassRenderObject(AbstractClientPlayer.class)).addLayer(new RendererBackpack.Layer());
L1032[16:49:19] <copygirl> > java.lang.ClassCastException: net.minecraft.client.renderer.entity.RenderEntity cannot be cast to net.minecraft.client.renderer.entity.
L1033[16:49:52] <copygirl> ...RenderLivingBase - I'm.. not quite sure what the problem with that is.
L1034[16:50:19] <gigaherz> the returned value isn't what you expect
L1035[16:50:35] <gigaherz> the renderer for AbstractClientPlayer isn't a RenderLivingBase
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L1037[16:52:40] <copygirl> Well, unfortunately I'm struggling around with vscode, so I don't have the usual hierarchy exploring options. Or at least I haven't found them yet.
L1038[16:55:08] <gigaherz> why vscode?
L1039[16:55:17] <gigaherz> can't use intellij?
L1040[16:55:40] <copygirl> I.. just like it.
L1041[16:55:59] <gigaherz> sure, but it's not a full IDE
L1042[16:56:10] <gigaherz> it's just a code editor
L1043[16:59:13] <copygirl> It's extensible. Unfortunately the language support plugin by Red Hat has some issues that requires me to reload files.
L1044[16:59:33] <copygirl> And I haven't yet set up debugging through it.
L1045[17:07:06] <copygirl> https://github.com/Vazkii/Botania/blob/master/src/main/java/vazkii/botania/client/core/proxy/ClientProxy.java#L288
L1046[17:07:51] <copygirl> Soo... register it for both skin models separately?
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L1049[17:09:08] <MattDahEpic> i remember there was some way to get a minecraftserver instance from forge. where was that?
L1050[17:09:47] <diesieben07> FMLCommonHandler::getMinecraftServerInstance
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L1055[17:22:12] <hasunwoo> Is there any way to check my transformed class easily?
L1056[17:22:54] <kenzierocks> check it for what
L1057[17:23:05] <diesieben07> don't transform classes...
L1058[17:23:40] <Ordinastie> we already told you you won't get help about ASM here, so stop asking
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L1060[17:25:37] <hasunwoo> What is the reason?
L1061[17:25:51] <TechnicianLP> asm breaks compatibility with others
L1062[17:25:58] <LexManos> Quit making coremods -.-
L1063[17:26:03] <MattDahEpic> there's usually a way to do things without ASM and its usually simpler
L1064[17:26:42] <TechnicianLP> if would have to do it with asm: make a PR to forge
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L1067[17:31:50] <ScottehBoeh> I'll give someone $100 if they help me
L1068[17:32:00] <ScottehBoeh> Minecraft Credits
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L1070[17:32:26] <LexManos> ... What?
L1071[17:33:14] <ScottehBoeh> Salutations Lex :)
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L1073[17:33:37] <ScottehBoeh> I'm just working on 3d models, fallen inlove with making them
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L1077[17:49:35] <LexManos> !gm func_77952_i
L1078[17:49:42] <LexManos> !gm
L1079[17:49:44] <LexManos> !gm func_77958_k
L1080[17:50:38] <LexManos> !gm func_181758_c
L1081[17:59:18] *** Abrar|gone is now known as AbrarSyed
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L1083[18:08:54] <Lordmau5> What's gonna happen to the "broken" Tile registration btw?
L1084[18:09:02] <Lordmau5> Is Forge gonna be patching it so it's accessible again?
L1085[18:09:31] <Lordmau5> Currently I use some reflection in my mod to get it working. It's not beautiful, but it works
L1086[18:10:43] <LexManos> no mods are no longer allowed to create tile entities
L1087[18:10:51] <TehNut> I think it's going to be moved to a Forge registry
L1088[18:10:55] <Lordmau5> Oh?
L1089[18:11:03] <TehNut> I mean yeah no more tile entities
L1090[18:11:25] <Lordmau5> How come? Are tiles gonna be deprecated soon or what? :P
L1091[18:11:32] <modmuss50> I think he was joking?
L1092[18:11:40] <TehNut> lex doesn't tell jokes
L1093[18:11:42] <Lordmau5> ^
L1094[18:12:01] <modmuss50> Guess not then
L1095[18:12:04] <LexManos> Waiting for jenkins to build is annoying
L1096[18:12:12] <Lordmau5> Especially on bigger projects :P
L1097[18:12:22] <LexManos> Like Forge, ~15min builds
L1098[18:12:38] <Lordmau5> comparibly still faster than I expected it tbh
L1099[18:12:43] <Lordmau5> my mod takes like 3-5min
L1100[18:12:49] <Lordmau5> and Forge is so much bigger than a simple mod haha
L1101[18:13:59] <modmuss50> A while back I made a quick thing that could build buildcraft in 7 seconds, it wasn't great though
L1102[18:18:18] <LexManos> I'll be setting up a temporary TE/E register functions, to make it work. We need to work on re-doing the registry.
L1103[18:18:33] <LexManos> We dont need to have it as complicated as the normal block/items because we never use the integer.
L1104[18:19:06] <LexManos> Problem is, The Entity Registry field is public, which means we have to keep compatiblity with them.
L1105[18:20:12] <gigaherz> I have been using reflection to inject my TEs into the vanilla registry
L1106[18:20:22] <gigaherz> until forge gets the ability back
L1107[18:20:29] <gigaherz> for testing only -- I won't be releasing anything 1.11 yet
L1108[18:21:00] <gigaherz> I'd paste the code but I don't want to encourage anyone to reuse my hacks ;P
L1109[18:21:59] <LexManos> ya dont, its a dirty hack
L1110[18:22:27] <LexManos> Its not as bad as some things but its not what people should be doing and this will be officially addressed by forge in a little.
L1111[18:22:51] <Lordmau5> I did the same as gigaherz . Not gonna release it either
L1112[18:22:54] <LexManos> I'm still rushing through the inital surge of bug reports, speaking of which, if you ahve any let me know.
L1113[18:23:04] <Lordmau5> Also I noticed vanilla buckets don't seem to have a Fluid Handler Cap. anymore?
L1114[18:23:10] <LexManos> Take the current 1.11 builds are in-dev early beta.
L1115[18:23:14] <LexManos> Its in flux
L1116[18:23:30] <Lordmau5> "in-dev early beta" - what not? in-dev or early beta? ;D
L1117[18:23:33] <Lordmau5> what now*
L1118[18:24:02] <LexManos> I just pulled in mezz's rework of Fluid items. So any complaints are to be addressed at him
L1119[18:24:13] * LexManos SERIOUSLY fucking hates fluids u.u
L1120[18:24:25] <Lordmau5> hehe
L1121[18:24:34] <Lordmau5> So 2301 should have the fluid stuff fixed?
L1122[18:24:41] <Lordmau5> and if it doesn't, I'll just poke mezz over and over? ;D
L1123[18:24:55] <LexManos> 2135 is the current one building
L1124[18:24:58] <Lordmau5> oh
L1125[18:25:04] <quadraxis> left a bunch of comments on https://github.com/MinecraftForge/MinecraftForge/commit/4e6a7740750f4ef98b4f24e2b51da340b3d32b37
L1126[18:25:10] <LexManos> ya i saw that
L1127[18:25:10] <Lordmau5> does that mean that 4 builds have been done over the past 2 hours?
L1128[18:25:13] <LexManos> kinda wanna strangel you
L1129[18:25:23] <Lordmau5> files.mcf still has 2133
L1130[18:25:23] <LexManos> because that page makes my browser freeze for 5 mins
L1131[18:25:25] <quadraxis> >_>
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L1133[18:25:30] <quadraxis> blame github
L1134[18:25:34] <gigaherz> quadraxis: actual issues are more effective, and help with tracking what you did ;P
L1135[18:25:44] <LexManos> yup
L1136[18:25:59] <LexManos> Or better yet, for the petty stuff like null checks, PR is better
L1137[18:26:14] <quadraxis> not really able to do a pr atm
L1138[18:26:53] <LexManos> so ya probably gunna spend the next hour or so doing bug fixes and get TE working
L1139[18:27:04] <LexManos> Then try pushing out a Mercurius patchup.
L1140[18:27:10] <LexManos> And then say fuck it dinner time
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L1142[18:29:47] <Lordmau5> Dude
L1143[18:29:48] <Lordmau5> food is good
L1144[18:29:50] <Lordmau5> you better enjoy it
L1145[18:30:26] <gigaherz> sleep time for me
L1146[18:30:28] <gigaherz> night
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L1148[18:30:51] <Lordmau5> gnight
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L1150[18:38:33] <Lordmau5> I see 2135!
L1151[18:38:40] <Lordmau5> But the fluid thing is not in yet is it?
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L1153[18:46:05] <LexManos> 2136
L1154[18:46:16] <LexManos> aparently there were a few builds pending
L1155[18:46:48] <killjoy> Did mojang decide to get rid of entity types? (zombies, villagers, skeletons)?
L1156[18:46:56] <LexManos> yes
L1157[18:47:04] <LexManos> They are now full entities
L1158[18:47:14] <killjoy> That will change things for me
L1159[18:47:35] <Lordmau5> ah
L1160[18:47:42] <LexManos> fuck a duck...
L1161[18:47:51] <Lordmau5> wh...why?
L1162[18:47:55] <LexManos> Entity types use ids
L1163[18:48:05] <LexManos> Why? because subtypes are fucking annoying to expand
L1164[18:48:18] <Lordmau5> oh yea true
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L1166[18:48:36] <killjoy> have spawning them changed? {ZombieType:1}
L1167[18:48:45] <LexManos> yes
L1168[18:49:00] <killjoy> I should pay more attention to the snapshots
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L1171[18:54:51] <LexManos> TE registration is added in now
L1172[18:55:10] <LexManos> Entities will take a bit of work because they are full blown ID using/persistant registries
L1173[18:55:24] <LexManos> so we'll need to add serialization and syncornization.
L1174[18:55:51] <diesieben07> does that mean forge will use the vanilla spawn packet in the future?
L1175[18:56:06] <LexManos> possibly, not sure we have to decide on all that.
L1176[18:56:21] <LexManos> there doesnt seem to be a reason not to anymore
L1177[18:56:21] <diesieben07> it's using varint in the packet now which is a good start
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L1179[18:59:06] <primetoxinz> why was AttachCapabilitiesEvent deprecate?
L1180[18:59:44] <LexManos> generic types now
L1181[18:59:50] <LexManos> so we dont have to add a shitload of subclasses
L1182[19:00:06] <primetoxinz> oh, ok
L1183[19:10:30] <Lordmau5> Yoooo Lex you're a based god
L1184[19:10:36] <Lordmau5> are you enjoying your dinner yet?
L1185[19:11:06] <LexManos> not yet
L1186[19:11:11] <Lordmau5> It can't be said enough - thank you guys for all your hard work on Forge. It makes both MC modding *AND* playing so much better
L1187[19:15:23] <Lordmau5> Wait, were TileEntity registrations fixed now or is that in the upcoming build?
L1188[19:15:26] <Lordmau5> as in 2137?
L1189[19:15:27] <primetoxinz> hmm, having an issue with my capability loading on world join on the client side
L1190[19:15:53] <primetoxinz> it loads fine server but it doesn't change the render of the entity like it should until updated
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L1192[19:17:10] <LexManos> ugh someone needs to make a nonshit non complicated pr to sync cap data in itemstacks
L1193[19:17:22] <LexManos> thats like the #1 fucking issue people are having with caps
L1194[19:17:41] <primetoxinz> this is with a cow though lol
L1195[19:17:56] <Lordmau5> wow nice
L1196[19:18:01] <LexManos> well then use data watchers
L1197[19:18:02] <primetoxinz> trying to save to the armor slot
L1198[19:18:06] <LexManos> caps are not synced between server and client
L1199[19:18:08] <Lordmau5> just as I update my dev-env to 2136 because it was the newest 5 mins ago
L1200[19:18:10] <primetoxinz> oh
L1201[19:18:11] <Lordmau5> 2137 pops up...
L1202[19:18:11] <primetoxinz> ok
L1203[19:18:24] <primetoxinz> capabilities are so much cleaner though :(
L1204[19:18:26] <Lordmau5> Go and enjoy your god damn dinner now, you've deserved! :<
L1205[19:18:42] <LexManos> cant yet...
L1206[19:18:46] <LexManos> I wanna roll out Mercurius
L1207[19:19:11] <Lordmau5> ah
L1208[19:21:33] <shadowfacts> Lex, is the AttachCapabilitiesEvent.Item ItemStack field supposed to be deprecated or is the Item field?
L1209[19:21:50] <shadowfacts> Because the ItemStack field is marked as @Deprecated but the Item getter method is marked as @Deprecated
L1210[19:22:14] <LexManos> .Item is deprecated
L1211[19:22:23] <TehNut> Use AttachCapabilitiesEvent<Item>
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L1213[19:22:37] <LexManos> whatever is deprecated is meant to be deprecated
L1214[19:23:05] <shadowfacts> http://imgur.com/swMxJOg
L1215[19:23:14] <shadowfacts> the stack field is deprecated and the item method is deprecated
L1216[19:23:23] <TehNut> read
L1217[19:23:24] <shadowfacts> one of those has to be wrong
L1218[19:23:27] <LexManos> meh
L1219[19:23:32] <diesieben07> the class is deprecated...
L1220[19:23:36] <TehNut> ^
L1221[19:23:38] <diesieben07> anything inside it doesnt really matter.
L1222[19:23:48] <LexManos> actually this one isnt
L1223[19:23:52] <shadowfacts> ^
L1224[19:23:54] <LexManos> hes right
L1225[19:23:56] <diesieben07> huh
L1226[19:24:01] <diesieben07> strange.
L1227[19:24:02] <LexManos> cuz this one needs the extra field
L1228[19:24:06] <diesieben07> oh
L1229[19:24:18] <LexManos> either way does it matter?
L1230[19:24:24] <LexManos> you don't see the internal fields
L1231[19:24:55] <shadowfacts> I'm going through and adding Nonnull annotations to everything applicable and figured I'd fix this while I'm at it
L1232[19:25:30] <Lordmau5> mezz, !
L1233[19:28:21] <Lordmau5> nvm
L1234[19:28:22] *** diesieben07 is now known as diesieben|away
L1235[19:28:29] <Lordmau5> using FluidUtil fixes bucket interaction /o/
L1236[19:30:42] <shadowfacts> #3390 should be closed
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L1238[19:31:45] <shadowfacts> as should #3391
L1239[19:46:03] <illy> >
L1240[19:46:16] <illy> damn it
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L1242[19:46:47] <killjoy> what's this? They backtracked on zombievillagers
L1243[19:46:53] <killjoy> they're back to using an id
L1244[19:47:31] <LexManos> they have always used an id
L1245[19:47:37] <LexManos> Forge added the String
L1246[19:47:40] <killjoy> that's villagers
L1247[19:47:53] <killjoy> in 1.10, they used an enum for the zombie types
L1248[19:47:55] <LexManos> No, Zombies as well
L1249[19:48:08] <killjoy> villagers were in the ZombieType enum
L1250[19:48:12] <LexManos> No that enum was ALL zombie types
L1251[19:48:16] <LexManos> including non-villagers
L1252[19:48:20] <LexManos> make it a PITA to use
L1253[19:48:21] <killjoy> yes
L1254[19:48:33] <killjoy> and in 1.10, zombievillagers didn't have their own class
L1255[19:48:36] <LexManos> now it uses ID which isnt muddled by non villager type4s
L1256[19:48:39] <LexManos> so its good now
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L1258[19:49:47] MineBot sets mode: +v on mezz
L1259[19:49:53] <killjoy> anyway...
L1260[19:50:13] <killjoy> !version
L1261[19:50:35] <killjoy> I guess this'll have to wait
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L1264[19:53:43] <tterrag> lex: have you considered moving away from class based TE registry?
L1265[19:53:52] <tterrag> maybe to a factory based one, like particles?
L1266[19:54:20] <LexManos> yes I have
L1267[19:54:23] <LexManos> Not going to happen
L1268[19:54:48] <tterrag> why not?
L1269[19:54:59] <LexManos> Out of scope
L1270[19:55:07] <tterrag> I despise all class based APIs
L1271[19:55:10] <tterrag> simpleimpl comes to mind...
L1272[19:55:24] <LexManos> Not my fault
L1273[19:55:51] <tterrag> forge already rewrites the registries. how is modifying TE registration out of scope?
L1274[19:56:40] <LexManos> We dont rewrite the contents of the registry
L1275[19:57:11] <LexManos> Anyways yes i've thught about it. There really isnt a need for it.
L1276[19:58:12] <tterrag> it would get rid of the need for a "magic" constructor. but meh. figured I'd ask
L1277[19:59:05] <killjoy> I too do not like magic constructors
L1278[19:59:41] <LexManos> Neither do I but hey thats what Mojang wanted
L1279[19:59:55] <LexManos> also, the 'magic' constructor would still be needed in some form.
L1280[20:00:17] <LexManos> I can see the benifits, I just dont think they are worth it.
L1281[20:00:27] <tterrag> no? TE would have a string->factory instance map, on NBT load it would lookup in that map and call factory methods
L1282[20:00:28] <tterrag> no magic
L1283[20:00:38] <LexManos> 'magic' not magic
L1284[20:00:59] <tterrag> way I see it there would be two factory methods. one for "create with block/pos context" and one for "create with NBT context"
L1285[20:01:09] <LexManos> possible
L1286[20:01:15] <LexManos> but its still more work for the modders
L1287[20:01:37] <tterrag> everything is more work. but it's less headaches in the end :P
L1288[20:01:55] <LexManos> as stated, I know exactly what you're talking about I know exactly how I would implement it, I have even done bench tests on the performance of the factory method over the existing system.
L1289[20:02:23] <tterrag> ok
L1290[20:02:28] <LexManos> This isnt a functional debate, you have to do SOMETHING to convince me that its worth it. All my test and designs say it isnt
L1291[20:02:47] <tterrag> was performance worse, better, or same?
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L1293[20:02:59] <LexManos> relativly the same
L1294[20:03:18] <tterrag> well the benefit is in API, so I'd say if there is no perf hit, then it's worth it, imo :P
L1295[20:03:30] <LexManos> no
L1296[20:03:39] <LexManos> The api we have right now is fine
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L1298[20:09:13] <primetoxinz> anyone know a good opis like mod for 1.10?
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L1301[20:15:20] <killjoy> !gc ImageBufferDownload 1.11
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L1305[20:25:12] <quadraxis> ok as there's a code cleanup pr by shadowfacts, I made a gist of things I found: https://gist.github.com/bs2609/4944620fa0b74d3f207469a58a870999
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L1308[20:30:05] <LexManos> http://www.minecraftforge.net/forum/index.php?topic=43335.0
L1309[20:30:10] <LexManos> ... how are people this fucking stupid?
L1310[20:32:52] <kashike> don't forget https://github.com/MinecraftForge/MinecraftForge/issues/3390
L1311[20:36:55] <Redfoxmoon> ... wow
L1312[20:37:31] <Lordmau5> Never underestimate the stupidity of people
L1313[20:44:29] <TehNut> I've had to explain why you can't use ++ or -- on the getter more than I'd like
L1314[20:44:45] <tterrag> ++ -> incrStackSize(1) :P
L1315[20:44:50] <tterrag> whatever the srg is
L1316[20:45:06] <TehNut> yeah but people don't get it even after explaining that they need to use that
L1317[20:45:19] <tterrag> it would be nice if java had pbr
L1318[20:45:23] <tterrag> but oh well
L1319[20:46:30] <LexManos> pbr?
L1320[20:46:58] <tterrag> pass-by-reference
L1321[20:47:07] <tterrag> public int& getStackSize() :P
L1322[20:48:20] <quadraxis> thrsaefaetdy?
L1323[20:48:32] <tterrag> then getStackSize()++ would actually be valid, if a bit silly :D
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L1325[20:53:26] <Lordmau5> "thrsaefaetdy" => When you try to write "thread safety" but have a spasm
L1326[20:55:11] <quadraxis> when you have one thread writing "thread" and another writing "safety"
L1327[20:55:45] <Lordmau5> ah
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L1333[21:06:54] <hasunwoo> Can i ask some question about submitting pull request in forge?
L1334[21:09:48] <hasunwoo> gradlew setupForge does not download minecraft source code so how to download minecraft source code manually?
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L1336[21:13:39] <tterrag> what?
L1337[21:13:42] <tterrag> yes it does
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L1339[21:18:46] <LexManos> nothing downloads minecraft's source code...
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L1341[21:20:10] <tterrag> well, yeah
L1342[21:20:22] <tterrag> I mean, setupForge works fine. doesn't matter what he thinks it does >.>
L1343[21:22:20] <LexManos> https://github.com/MinecraftForge/MinecraftForge/commit/5fd5f78bb9f5f143e4c6a34353c06904aa95c07a
L1344[21:22:28] <LexManos> Once thats pushed, let me know if it works out for yall
L1345[21:22:32] <LexManos> client/server/whatever
L1346[21:23:45] <tterrag> interesting
L1347[21:23:54] <tterrag> how does it work and what does it collect?
L1348[21:23:59] <tterrag> and is it disabled by the snooper config?
L1349[21:24:39] <LexManos> magic, lots of non-personally identifiable information, yes
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L1351[21:24:59] <LexManos> Its also an example of how to paralel dev for multiple MC versions, currently its published for 4
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L1356[21:42:49] <gr8pefish> [1.10] I want an image sprite to be normal.png usually, but when it is clicked it turns into alternate.png? How would this be done, is it a json variant?
L1357[21:43:37] <RANKSHANK> image sprite for what? clicked where?
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L1359[21:44:26] <gr8pefish> essentially, when you right click the item it changes texture (I've got the right click part, it's the texture stuff I need to figure out)
L1360[21:45:12] <RANKSHANK> you'll have to return a diff model based on some data you set when you click with the item
L1361[21:45:31] <RANKSHANK> eg if you change the meta then diff model per item
L1362[21:45:50] <RANKSHANK> typically you would determine the model's texture from a json
L1363[21:47:39] <gr8pefish> specifically: it's actually a capability the player has. when they right click my item they get myCap, and then when they click it again (or some other stuff happens) they lose the cap. I just want that item to visually reflect that capability posession or not (i.e. the texture change).
L1364[21:48:39] <RANKSHANK> I hope your cap just uses a boolean in the cap for that haha.
L1365[21:49:15] <gr8pefish> yeah it does
L1366[21:49:42] <TehNut> gr8pefish: IItemPropertyGetter
L1367[21:50:12] <TehNut> You return a float (0.0 - 1.0 IIRC)
L1368[21:50:54] <gr8pefish> Thanks nut. I'm assuming I extend that interface for the Item?
L1369[21:51:10] <TehNut> Then in your model json, you would have the overrides block (see bow.json)
L1370[21:51:15] <RANKSHANK> you bind it to the item on construction iirc
L1371[21:51:36] <RANKSHANK> so extend interface and bind to the item
L1372[21:51:43] <TehNut> In your constructor: addPropertyOverride(ResourceLocation, IItemPropertyGetter)
L1373[21:51:56] <TehNut> See ItemBow.java
L1374[21:52:20] <gr8pefish> Sweet, yeah I'll look at the bow
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L1376[21:54:25] <TehNut> I don't think it has docs anywhere, but it's pretty simple to figure out from looking at those two
L1377[21:54:58] <gr8pefish> Yeah I'll work on it and if I really get stuck I'll ask again. Starting point is key :)
L1378[21:57:52] <Keridos> Gigabit101: small question, on quantum storage mod, why do you use syncwithall in the update method?
L1379[21:58:08] <Keridos> the client should not need that information unless he is looking at the GUI
L1380[21:58:23] <Keridos> and I think I have fixed all desyncs in my 1.9.4 commits.
L1381[21:58:44] <Keridos> its lagging for me in my base when I use a lot of DSU
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L1385[22:05:44] <gr8pefish> sweet, got it to work. Thanks TehNut!
L1386[22:05:48] <TehNut> Np
L1387[22:15:30] <jgile2> quick question do using the Update() function in a tile call every tick?
L1388[22:16:32] <Naiten> Looking up 'Execution failed on task :reobf' error and https://github.com/MinecraftForge/ForgeGradle/issues/38#issuecomment-31271722 ...
L1389[22:16:36] <tterrag> jgile2: that's the idea
L1390[22:16:43] <Naiten> "soon"
L1391[22:16:53] <jgile2> ok thanks
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L1393[22:28:03] <killjoy> heh, func_191228_a()
L1394[22:28:07] <killjoy> => 23
L1395[22:29:40] <killjoy> if that method ever returns something else, the vex model is reset
L1396[22:29:45] <killjoy> (reinitialized)
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L1398[22:34:55] <gr8pefish> Is there a good way to get the Gui from RenderOverlayEvent? (to do drawTexturedModalRectangle) or if anyone knows how to draw a triangle (i.e. square rotated 45 degrees to a diamond and cut in half to be a triangle) with a defined texture some other way that works as well.
L1399[22:36:08] <tterrag> gr8pefish: just extend Gui yourself
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L1401[22:41:59] <killjoy> ^
L1402[22:42:05] <killjoy> It takes no effort to extend Gui
L1403[22:42:46] <hasunwoo> After i run setupForge, there are 2 modules called Clean and Forge and both does not contains minecraftforge package. What is the problem?
L1404[22:43:21] <killjoy> open it in your ide
L1405[22:43:41] <killjoy> the forge package is in src/main/java
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L1407[22:47:13] <gr8pefish> huh, yeah that works too, not sure why I didn't think of it. Would I have to instantiate the class every time though? That seems a bit inefficient. e.g. onEvent(RenderOverlayEvent e) { GuiCustom gc = new GuiCustom(Minecraft.getMC); gc.renderMyStuff() }
L1408[22:47:25] <gr8pefish> tterrag ^
L1409[22:48:16] <killjoy> If you want, you can have it a singleton
L1410[22:49:12] <tterrag> I meant extend Gui on the actual event handler itself
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L1412[22:51:12] <gr8pefish> lol, huh I never thought about that. Good tip, that's simple; I'll use that.
L1413[22:51:19] <gr8pefish> o/ night
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L1417[23:21:53] <baegmon> hi everyone, just updated my forge 1.10.2 version to the latest one and noticed that it was missing a method called "getBiomeGenForCoords". What did this get changed to?
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L1419[23:25:22] <killjoy> Why does the vex sound like a horse?
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