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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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L32[01:04:48] <quadraxis> mind taking a
look?
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L34[01:11:57] <AshIndigo_> Dev
stream?
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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> :|
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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
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
L303[05:04:23] <gigaherz|work> if anyone's
curious about what it took
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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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
L331[06:02:54]
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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
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
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
L363[06:22:07]
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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
L366[06:23:55] ⇦
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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...
L382[06:44:35]
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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
L418[07:35:41] ⇦
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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
L426[07:37:11]
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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?
L493[07:58:50] ⇦
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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
L516[08:04:00]
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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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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?
L557[08:23:08]
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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] ***
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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
L599[08:35:48] ⇦
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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
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
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.
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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
L721[10:17:36]
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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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L765[11:25:12] <tterrag> forge patched it
ages ago
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Hexeption!*@*
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
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
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?
L953[16:03:20] ***
Subaraki is now known as Sub|zzz
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.
L955[16:05:28]
⇨ Joins: AshIndigo_
(~AshIndigo@188.29.164.187.threembb.co.uk)
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
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
L966[16:06:42] ⇦
Quits: Hunterz (~hunterz@62.182.234.189) (Remote host closed the
connection)
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.
L970[16:07:29] ⇦
Quits: AshIndigo (~AshIndigo@178.62.84.243) (Ping timeout: 198
seconds)
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
L1006[16:16:42] ***
AshIndigo_ is now known as AshIndigo-Asleep
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
L1011[16:26:16]
⇦ Quits: gr8pefish
(~gr8pefish@24-121-241-166.flagcmtk01.res.dyn.suddenlink.net)
(Quit: I'm gone)
L1012[16:29:08]
⇦ Quits: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: You
think you are above consequences.)
L1013[16:30:23]
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error: Connection reset by peer)
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seconds)
L1015[16:33:40]
⇨ Joins: MalkContent
(~MalkConte@p4FDCF18F.dip0.t-ipconnect.de)
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.
L1029[16:41:05]
⇦ Quits: AshIndigo-Asleep
(~AshIndigo@188.29.164.187.threembb.co.uk) (Ping timeout: 198
seconds)
L1030[16:41:31]
⇨ Joins: AshIndigo
(~AshIndigo@188.29.164.187.threembb.co.uk)
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
L1036[16:52:25] ***
Mine|away is now known as minecreatr
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.
L1046[17:07:51] <copygirl> Soo...
register it for both skin models separately?
L1047[17:08:33]
⇨ Joins: MattDahEpic
(~MattDahEp@71-212-158-237.hlrn.qwest.net)
L1048[17:08:47]
⇦ Quits: Keridos|away (~Keridos@ironhide.stw-bonn.de) (Quit:
ZNC - http://znc.in)
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
L1051[17:12:20]
⇨ Joins: Keridos|away
(~Keridos@ironhide.stw-bonn.de)
L1052[17:14:39]
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timeout: 192 seconds)
L1053[17:19:16]
⇨ Joins: jackmcbarn
(jackmcbarn@gateway.insomnia247.nl)
L1054[17:21:52]
⇨ Joins: hasunwoo (~hasunwoo@14.50.209.200)
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
L1059[17:24:19]
⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
()
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
L1065[17:28:48]
⇨ Joins: sinkillerj
(~sinkiller@nc-67-232-8-209.dhcp.embarqhsd.net)
L1066[17:31:14] ***
amadornes is now known as amadornes[OFF]
L1067[17:31:50] <ScottehBoeh> I'll give
someone $100 if they help me
L1068[17:32:00] <ScottehBoeh> Minecraft
Credits
L1069[17:32:07]
⇦ Quits: BlueMonster (uid82864@id-82864.tooting.irccloud.com)
(Quit: Connection closed for inactivity)
L1070[17:32:26] <LexManos> ...
What?
L1071[17:33:14] <ScottehBoeh> Salutations
Lex :)
L1072[17:33:15]
⇦ Quits: TechnicianLP
(~Technicia@p4FE1C298.dip0.t-ipconnect.de) (Ping timeout: 384
seconds)
L1073[17:33:37] <ScottehBoeh> I'm just
working on 3d models, fallen inlove with making them
L1075[17:44:19]
⇨ Joins: Everseeking
(~Everseeki@pool-100-6-80-90.pitbpa.fios.verizon.net)
L1076[17:48:30]
⇨ Joins: Umbraco
(~Umbraco@p81084-ipbffx02marunouchi.tokyo.ocn.ne.jp)
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
L1082[18:00:35] ***
minecreatr is now known as Mine|away
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
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>
>_>
L1132[18:25:26]
⇨ Joins: DeGariless
(~DeGariles@97-93-2-51.dhcp.snlo.ca.charter.com)
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
L1141[18:29:13]
⇦ Quits: untamemadman
(~untamemad@cpc87177-aztw31-2-0-cust196.18-1.cable.virginm.net)
(Quit: Leaving)
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
L1147[18:30:31] ***
gigaherz is now known as ghz|afk
L1148[18:30:51] <Lordmau5> gnight
L1149[18:37:16] ***
AbrarSyed is now known as Abrar|gone
L1150[18:38:33] <Lordmau5> I see
2135!
L1151[18:38:40] <Lordmau5> But the fluid
thing is not in yet is it?
L1152[18:41:30]
⇨ Joins: killjoy
(~killjoy@cpe-2606-A000-1118-C1BE-D45E-B7C7-457F-289B.dyn6.twc.com)
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
L1165[18:48:27]
⇦ Parts: DeGariless
(~DeGariles@97-93-2-51.dhcp.snlo.ca.charter.com)
(Leaving))
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
L1169[18:49:47] ***
Keridos|away is now known as Keridos
L1170[18:49:51]
⇦ Quits: MalkContent
(~MalkConte@p4FDCF18F.dip0.t-ipconnect.de) (Quit:
Leaving)
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
L1178[18:57:10]
⇦ Quits: hasunwoo (~hasunwoo@14.50.209.200) (Quit:
Bye)
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
L1191[19:16:48] ***
Darkhax_AFK is now known as Darkhax
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>
L1212[19:22:34]
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L1213[19:22:37] <LexManos> whatever is
deprecated is meant to be deprecated
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
L1237[19:31:36]
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L1238[19:31:45] <shadowfacts> as should
#3391
L1240[19:46:16] <illy> damn it
L1241[19:46:23]
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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
L1257[19:49:47]
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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
L1262[19:51:29] ***
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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?
L1292[20:02:49] ***
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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
L1297[20:07:22]
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L1298[20:09:13] <primetoxinz> anyone know
a good opis like mod for 1.10?
L1299[20:11:13] ***
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L1301[20:15:20] <killjoy> !gc
ImageBufferDownload 1.11
L1302[20:16:31]
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L1309[20:30:10] <LexManos> ... how are
people this fucking stupid?
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
L1328[21:00:57] ***
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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?
L1335[21:12:04]
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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...
L1340[21:19:49]
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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
>.>
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
L1375[21:53:51]
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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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L1384[22:05:40] ***
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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?
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
L1411[22:51:08] ***
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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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