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L5[00:28:48] <LexManos> <killjoy>
Would #3532 also fix using notch jars with forge?
L6[00:28:49] <LexManos> ?
L7[00:29:03] <killjoy> mods that use notch
names
L8[00:29:10] <LexManos> <Aaron1011>
since I don't think forge actually loads notch -> srg
mappings
L9[00:29:11] <LexManos> We do
L10[00:29:18] <LexManos> <Aaron1011>
it uses the binary patches to convert the notch-named mc soruces to
srg-named sources
L11[00:29:25] <LexManos> Those are only for
adding in our code changes
L12[00:30:27] <LexManos> Mods don't use
notch names
L13[00:30:34] <LexManos> unless some twat
breaks Gradle
L14[00:32:16] <killjoy> forge mods don't,
yes.
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L16[00:32:59] <LexManos> meh, don't really
care about liteloader mods, they SHOULD be using SRG names but
thats a different thing
L17[00:33:17] <killjoy> we're not because
forge is the only thing allowed to use the mappings.
L18[00:33:19] <LexManos> but yes, Forge
fully deobfusicates those mods to SRG as well at runtime.
L19[00:33:48] *
LexManos still doesn't understand why liteloader is used but hey
whatever
L20[00:37:25] <LexManos> btw dont quote me
on this.
L21[00:37:48] <LexManos> But there may come
a day where we drop support for any non-srg named mods in
Forge.
L22[00:38:06] ⇨
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L23[00:38:08] <LexManos> Only doing a
onetime deobf to srg names of the MC jar on the client, to do speed
ups.
L24[00:38:20] <killjoy> on install?
L25[00:38:40] <LexManos> First run
probably, could get away with install but i'd prefer doing
both.
L26[00:39:22] <LexManos> Besides
liteloader, are there any other serious loaders that we should care
to be compatible with?
L27[00:39:32] <killjoy> optifine?
L28[00:39:35] <LexManos> And note, I don't
take things that are created 'cuz fuck forge' seriously.
L29[00:39:55] <LexManos> Optifine, We'll
have to talk to him, but it literally just 1 command line argument
for him to release as srg
L30[00:40:08] <LexManos> MCP has supported
that seince before Forge did
L31[00:40:57] *
LexManos would still prefer him to open/slectivly open source so we
can work on making his stuff cleaner base edit wise.
L32[00:41:26] <killjoy> I have a feeling he
uses the patcher plugin though.
L33[00:41:57] <LexManos> if he uses FG then
its even better its just a build.gradle line to release a srg
jar
L34[00:42:26] <killjoy> he *does* use
xdelta for class diffs
L35[00:45:08] <LexManos> does he? Last i
remember he was doing full class replaces but then agian i havent
looked in forever
L36[00:46:26] <killjoy> if you use the
installer, it generates full classes which are replaced on the
classloader.
L37[00:46:35] <killjoy> At least that's
what I gather from simply looking at it
L38[00:47:15] <LexManos> got a link to the
thread? i should look at it again
L39[00:50:41] <killjoy> No thread.
L40[00:50:54] <killjoy> I mess around with
the jar.
L41[00:59:40] <tterrag> yeah I had a poke
in the jar to see if I could read the patches once
L42[00:59:44] <tterrag> they are definitely
deltas, not full replaces
L44[01:01:33] <McJty> As it is now the
translucent layer only shows if 'contents' property is equal to
empty
L45[01:01:36] <McJty> i.e. if there is no
submodel
L46[01:03:01] <LexManos> ah nice ya he has
switched to deltas
L47[01:03:28] <LexManos> it isn't the
patcher plugin I dont think as we bundle them all into a
binpatches.lzma
L48[01:03:45] <killjoy> maybe he's still
using ant/maven
L49[01:04:04] <LexManos> possibly, if it
was open source i'd go look ;)
L50[01:04:17] <LexManos> either way he
should be able to push our srg names easily
L51[01:04:43] <LexManos> out*
L52[01:09:44] <killjoy> >if it was open
source
L53[01:09:51] <killjoy> I've seen people
post code with no build script
L54[01:10:10] <LexManos> Optifine is one
that i'd build the buildscripts for him.
L55[01:10:37] <killjoy> Would've thought
abrar would do that
L56[01:10:49] <mezz> heh hell will freeze
over twice when optifine goes open source and lex PRs them a
buildscript
L57[01:10:52] <killjoy> but I guess you can
too
L58[01:12:43] <LexManos> abrar might but
hes busy becomding a doctor or something
L59[01:13:09] <killjoy> good for him
L60[01:13:11] <LexManos> As for optifine,
it does do some good for some people.
L61[01:13:26] <LexManos> But it doesn't do
nearly as much good as it/the community claims.
L62[01:14:11] <McJty> I use it and I get
marginal benefits. i.e. perhaps 5% or so
L63[01:14:25] <killjoy> I'd use it for the
ctm
L64[01:14:31] <LexManos> I jsut have
personal differences of philosophies then he does, I like open
source things unless there is major reason not to. Such as a 3rd
party owns the source.
L65[01:14:34] <killjoy> imo, it needs to be
a separate mod
L66[01:14:48] <Ashindigo> Ive found that
optifine breaks more than it helps
L67[01:14:54] <LexManos> ya, modulrized
would be good. So that the feature can be seperated from the
performance enchancements.
L68[01:15:02] <McJty> Is what Optifine does
that hard that nobody could try to make an Open Source version that
does similar things?
L69[01:15:02] <killjoy> well...
L70[01:15:05] <killjoy> there's lite
L71[01:15:11] <McJty> Or at least parts of
it
L72[01:15:18] <killjoy> but nothing that's
just "pretty"
L73[01:15:19] <LexManos> Ash: That is myt
findings as well. For those with 1/2 way decent computers it harms,
for those with shit computers tho.. it helps a lot.
L74[01:15:30] <McJty> Ashindigo, recent
versions of optifine for recent versions of MC are actually pretty
good
L75[01:15:38] <McJty> I use it all the time
in combination with various mods with no issues
L76[01:15:53] <LexManos> Its not hard, its
just that nobody wants to do it. And I dont have the rendeirng
chops to do it myself
L77[01:16:25] <LexManos> I'd basically just
have to resort to decompiling Optifine and remaking it from that.
Which is legally dubious, and morally wrong.
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L80[01:16:45] <killjoy> mcpatcher is
opensource
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L82[01:16:58] <killjoy> but I don't
understand the javasist
L83[01:17:13] <mezz> in a lot of cases it's
not clear what Optifine does exactly without decompiling
L84[01:17:29] <killjoy> Most of the issues
I've ran into with optifine has to do with capes
L85[01:17:30] <LexManos> mm problem with
that IIRC is its ease of use for the end user. It does a static
patch job in the installer vs jut being a drop in mods folder
thing.
L86[01:17:51] <LexManos> mezz: Exactly,
which is why I think every coremod should be open source!
L87[01:18:22] <McJty> Except for work I've
never made anything that isn't Open Source
L88[01:19:18] <LexManos> Except for things
that were in projects with others, or contract work. Every
non-trivial thing ive done is open source.
L89[01:19:28] <killjoy> I only close source
code I'm not proud of
L90[01:19:51] <LexManos> that the thing, I
think that's why a lot of mods/coremods are closed.
L91[01:19:59] <mezz> a lot of closed source
coremods seem to be out of dislike of forge and getting yelled
at
L92[01:20:06] <McJty> Plenty of code that
I'm not proud of is still available for everyone to laugh at
:-)
L93[01:20:14] <LexManos> Because they are
afrade to open it due to ridicule. The 'people will steal it' is
just an excuse
L94[01:20:31] <LexManos> well mezz, thats
your job to fix.
L95[01:20:36] <mezz> I realize
L96[01:20:51] <LexManos> Like I said, i
don't get why people find "Why?" such a incindeary
question.
L97[01:21:45] <LexManos> holy shit,
Optifine edits 203 vanilla class files?!?!
L98[01:22:06] <killjoy> insane
L99[01:22:48] <LexManos> Im guessing a lot
of them are 1 line edits to...
L100[01:23:04] <mezz> you've been nicer
too but there are people who will not PR even with me handling it
because they are super incredibly upset from past experience. it's
a kid's game and a lot of modders are going to be younger and very
sensitive to criticism
L101[01:23:17] <mezz> yeah I took one look
at decompiled Optifine and realized I had no idea what I was
getting into
L102[01:23:21] <LexManos> meh cant help
that
L103[01:23:32] <LexManos> if they are that
way we don't want their input
L104[01:23:43] <killjoy> decompiled
optifine still uses notch names
L105[01:23:46] <killjoy> so... yeah
L106[01:23:59] <LexManos> half tempted to
decompile optifine... just to see what he changed in 203
classes...
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L108[01:24:09] <killjoy> I did it last
week.
L109[01:24:18] <killjoy> I'll never get
that time back
L110[01:25:38] <mezz> it's a relic of
ancient times... kept alive by an evil magician
L111[01:25:54] <killjoy> who won't tell
you his secrets?
L112[01:26:00] <mezz> mhm
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L115[01:27:43] <LexManos> so
L116[01:28:06] <LexManos> thinking about
it.. it wouldnt be hard to make a script to decompile optifine and
check the diffs...
L117[01:28:10] <LexManos> in srg
names...
L118[01:28:25] <mezz> have fun? lol
L119[01:28:25] <LexManos> I should stop
this is going down a bad rabbit hole...
L120[01:28:30] <mezz> what are you doing
anyway?
L121[01:28:30] <killjoy> whenever I
deobfuscate something manually, it always misses things
L122[01:28:44] <killjoy> last time, nearly
none of the BlockPos methods got renamed
L123[01:28:50] <LexManos> smooth
L124[01:29:03] <killjoy> That's where my
weekend went
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L126[01:33:56] <killjoy> I think for a lot
of things, he's just wrapping some code inside if
(Config.someSEtting)
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L131[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161218 mappings to Forge Maven.
L132[02:00:11] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161218-1.11.zip
(mappings = "snapshot_20161218" in build.gradle).
L133[02:00:13] <LexManos> a bit yes, how
much a steady screen can change based on how you focus
L134[02:00:23] <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/
L135[02:00:32] <mezz> that really hurt my
eyes
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L145[02:53:45] <TvL2386> good morning
guys
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L147[02:54:13] <TvL2386> I'm looking for
examples on how to create some kind of indicator on the screen
which shows the remaining power in an armor piece
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L152[03:09:27] <TvL2386> thx!
L153[03:09:54] <Hunterz> np
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L172[04:15:40] <ghz|afk> TvL2386: you
don't need capabilities for that
L173[04:15:55] <ghz|afk> just handle the
game overlay event
L175[04:17:35] <ghz|afk> I do it in the
"post-EXPERIENCE" phase (Post event, EXPERIENCE phase),
so that it will draw after the main elements, but only if the main
gui is drawing
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L182[04:24:33] <LexManos> !gm
func_190962_b
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L186[04:46:39] <Toluene> So I have a
branch that I made a while ago and then just copied over the new
stuff from the updated master instead of doing it the right way, is
there a way to save the differences from current master and the
branch then roll the branch back and do it the right way and then
just take those differences and make them a single commit after all
that?
L187[04:46:45] <Toluene> Any git experts
out there.
L188[04:49:10] <gigaherz> hmm dunno if git
will wantto do th at
L189[04:49:18] <gigaherz> but you could
have two copies of the folder
L190[04:49:23] <gigaherz> andcreate a diff
externally
L191[04:49:47] <gigaherz> afterward
L192[04:50:07] <gigaherz> "rolling
back" and applying the patch should become possible
L193[04:50:20] <gigaherz> or
actually
L194[04:50:23] <gigaherz> you don't need
to
L195[04:51:01] <gigaherz> Toluene:
checkout the "bad" branch
L196[04:51:04] <gigaherz> then do
L197[04:51:22] <gigaherz> "git reset
--mixed <master>"
L198[04:51:30] <gigaherz> where
<master> is the branch name
L199[04:51:35] <gigaherz> like master if
it's local
L200[04:51:39] <gigaherz> or
"origin/master" if it's a remote
L201[04:51:41] <gigaherz> or
whatever
L202[04:51:57] <gigaherz> the --mixed flag
tells git to change the underlying commit
L203[04:52:02] <gigaherz> but leave the
checkout data lone
L204[04:52:05] <gigaherz> alone*
L205[04:52:10] <gigaherz> meaning
afterward you can do
L206[04:52:26] <gigaherz> "git
add" and "git commit" and such to commit those
changes again
L207[04:52:35] <gigaherz> on top of the
new history
L208[04:53:02] <gigaherz> and once you are
done, you can push with "git push --force" to force
overwrite history
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L210[04:53:11] <gigaherz> just make sure
you are really pushing the right thing ;P
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L212[04:55:46] <Toluene> Okay thanks. I'll
see if I can do that.
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L215[05:00:11] <Toluene> gigaherz, Looks
like it's going to work but can I do something like 'git reset
--mixed master' but have it do master but one commit less?
L216[05:02:19] <gigaherz> yo ucan
L217[05:02:22] <gigaherz> use the exact
hash id
L218[05:02:26] <gigaherz> of the previous
one
L219[05:02:33] <gigaherz> instead of
"master"
L220[05:02:45] <Toluene> Ah okay.
L221[05:02:49] <gigaherz> you can shorten
the hash id, btw
L222[05:02:56] <gigaherz> just somed 10-15
digits do
L223[05:02:58] <gigaherz> usually
L224[05:03:26] <gigaherz> so like,
"git reset --mixed 1b65121a1"
L225[05:04:50] <Toluene> Awesome looks
like that one is perfect. That's exactly what I needed.
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L227[05:05:01] <Toluene> And the history
will be the same as master now?
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L229[05:05:26] <Toluene> Should be one
commit behind and one commit ahead after the change.
L230[05:06:08] <gigaherz> it should,
yes
L231[05:07:55] <Toluene> Interesting I
think I need to roll back completely before all the bad stuff and
push that first. Then do that thing.
L232[05:08:29] <Toluene> "Updates
were rejected because the tip of your current branch is behind its
remote counterpart."
L233[05:08:38] <Toluene> Whatever that
means.
L234[05:11:51] <gigaherz> that means you
ahve to force-push
L235[05:11:54] <gigaherz> a normal push
won't be allowed
L236[05:12:38] <gigaherz> git only lets
you rewrite history if you use the "--force" flag on the
push
L237[05:12:52] ⇦
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L238[05:13:07] <gigaherz> or
"--force-with-lease" which will only let you force-push
if the remote matches your local version
L239[05:13:15] <gigaherz> (prevents
force-pushing on top of other people's new commits)
L240[05:13:35] <gigaherz> by local version
I mean, the local cache of the remote
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L242[05:14:02] <Toluene> "This branch
is 1 commit ahead, 1 commit behind master." Woot woot.
L243[05:15:16] <Toluene> Now I need to do
that to my other backported branches. Should be even easier now
though. Thanks so much.
L244[05:15:33] <gigaherz> :)
L245[05:18:24] <Toluene> git checkout
<broken_branch>, git reset --mixed 511d5e0, git add --all,
git commit -m "BACKPORT from 1.11-1.2.3", git push
--force
L246[05:18:30] <Toluene> rinse and
repeat.
L247[05:22:00] ***
PaleoCrafter is now known as PaleOff
L248[05:22:34] <Toluene> Here's a
logistical problem: Is there any reason I should reset into the
version (minecraft) ahead of the version in the branch or just do
it from master for all the versions?
L249[05:22:59] <gigaherz> your choice,
really
L250[05:23:24] <gigaherz> I have come to
believe frontporting works better than backporting, though
L251[05:23:36] ***
PaleOff is now known as PaleoCrafter
L252[05:23:44] <gigaherz> that means
L253[05:23:53] <gigaherz> work on the
latest if you want
L254[05:24:09] <gigaherz> but then do the
merging from the oldest into the newest
L255[05:24:13] <gigaherz> doing the
approriate updates along the way
L256[05:24:15] <gigaherz> however
L257[05:24:21] <gigaherz> that may not be
the case for minecraft mods
L258[05:24:28] <gigaherz> since the system
has changed so much
L259[05:25:01] <Necro> Is there any
particular guide to Gradle that any of you would recommend or
should I just use the Gradle's own one?
L260[05:25:47] <gigaherz> I never read any
kind of guide
L261[05:25:48] <gigaherz> ;P
L262[05:25:58] <gigaherz> I just went with
examples from other mods XD
L263[05:26:06] <gigaherz> I guess I still
don't really know gradle
L264[05:26:17] <LatvianModder> What do you
want to do, Necro ?
L265[05:27:03] <Necro> I want to automate
bigger parts of my build process so I want to get to know
Gradle.
L266[05:27:55] <Necro> I tried just
looking up other modder's files for reference but it didn't work
out all that well.
L267[05:29:08] <PaleoCrafter> Gradle's own
guide is pretty good
L268[05:29:09] <LatvianModder> Well, what
do you want to automate? You can generate -api, -deobf jars, have
dependencies, upload archives to maven (though I dont know the
latter one, you can still do it)
L269[05:30:35] <Toluene> gigaherz, It's
just that I had a mod I updated from 1.7.10 all the way to 1.11, It
was extremely trivial to backport from the 1.11 -> 1.10.2 ->
1.9.4, 1.8.9 was a little more involved and I don't think I'll keep
maintaining the 1.7.10 unless the features are going to merge
automatically anyway.
L270[05:31:43] <Toluene> I'm sure I could
refactor in such a way that most of the common code was easily
mergeable and all the 1.7.10 garbage I'd leave alone.
L271[05:33:35] <Necro> I want to
understand Gradle's fundamentals to begin with. I know that I can
do a lot of stuff using Gradle and there are also plugins like
CurseGradle to stretch it's possibilities even further. But for now
I just look at my build file and think: "What a mess, I wonder
I didn't break it long ago."
L272[05:34:40] <Necro> I just look at my
build file and think: "How does this even work at
all?"
L273[05:35:10] <LatvianModder> Toluene:
please dont support 1.7.10, we *really* gotta move on now :P
L274[05:37:20] <Toluene> I don't really
support it, I just figured I'd update it one last time for a
material energy pack that uses the mod. Just in case.
L275[05:38:15] <Toluene> I wont be doing
the same for my other mods as I update them.
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L277[05:41:24] <Toluene> If I merge commit
changes from master will the commit itself stay in the history or
just the commits within the merge?
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L279[05:42:42] <LatvianModder> I think
merge creates a new commit
L280[05:43:03] <Toluene> Ah darn I wanted
something that wouldn't funk up the history.
L281[05:45:05] <Toluene> I guess it
shouldn't matter how many commits the old branch is ahead of master
by anyway since I shouldn't be touching them other than to merge
from master.
L283[05:45:47] <Toluene> Heh, pretty
much.
L284[05:46:04] *
LatvianModder has never merged commits
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L293[06:20:19] <Toluene> How do I tell it
to ignore what's on those other lines.
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L296[06:22:27] <Xalcon> not sure, I use
TortoiseGit for merge conflicts. Have you tried "git
mergetool"?
L297[06:22:54] <gigaherz> anyone here has
experience with the The One Probe api?
L298[06:23:21] <Xalcon> i think the
general idea on conflicts is to fix the file and re-commit it
L299[06:23:22] <gigaherz> Toluene: sorry
never done conflict resolution on cmdline
L300[06:23:41] <gigaherz> I can do it with
TortoiseGit, or with SourceTree -- well DiffMerge
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L304[06:32:28] <Toluene> Oh I see now, you
just manually edit the files and remove the crusty bits and commit
it like normal and git is smart enough to just accept it.
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L309[06:58:51] <hasunwoo> Why do i have to
translate to -x, -y, -z to draw world overlay?
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L313[07:12:31] <gigaherz> hasunwoo:
because it's the offset between the player eyes position and the
camera position
L314[07:12:34] <gigaherz> for third-person
mode
L315[07:15:16] <Toluene> What the heck is
going on. Every time I merge a commit from master into a branch it
merges the branch into master then merges commit into the
branch.
L316[07:15:42] <LatvianModder> See, this
is why you always follow XKCD example
L317[07:28:27] <gigaherz> hmf, I need
someone who has used the one probe
L318[07:28:31] <gigaherz> as in, for
modding
L319[07:28:43] <gigaherz> mcjty, where are
youuuuu
L320[07:29:02] <Toluene> Just use
Waila/HWYLA like an adult.
L321[07:29:09] <gigaherz> I do ahve WAILA
support
L322[07:29:16] <gigaherz> I'm adding
theoneprobe support
L323[07:29:20] <Toluene> Oh you adding
plugins
L324[07:29:33] <Ashindigo> Hwyla?
L325[07:29:43] <gigaherz> problem is, I
need the "item model" to be different than the pick
block
L326[07:29:44] <Xalcon> is WAILA still
maintained? last release was in may :(
L327[07:29:47] <gigaherz> and I don't know
if it's even supported
L328[07:29:51] <gigaherz> Xalcon:
barely
L329[07:29:56] <Toluene> What Waila is
called when it's not officially released to a minecraft
version
L330[07:30:02] <Toluene> Ashindigo,
^
L331[07:30:23] <Ashindigo> Oh
L332[07:30:32] <Toluene> The code is Waila
though
L333[07:31:58] <Toluene> gigaherz, Sounds
like one of those features many wouldn't have even thought to add
support for.
L334[07:32:18] <gigaherz> Toluene: well if
it's not supported
L335[07:32:34] <gigaherz> my structure
blocks will show upas "Block of Iron" and "Redstone
Block" respectively
L336[07:32:43] <gigaherz> instead of
"Rift Structure" ;P
L337[07:32:55] <gigaherz> because that's
what they return from getpickblock
L338[07:33:25] <Toluene> Your mod doesn't
replace the blocks?
L339[07:33:36] <Toluene> post
structure
L340[07:34:05] <gigaherz> ?
L341[07:34:11] <Toluene>
post-structure*
L342[07:34:17] <gigaherz> when the
structure is assembled
L343[07:34:20] <gigaherz> the block is a
structure block
L344[07:34:27] <gigaherz> but WAYLA/etc
show an item model
L345[07:34:28] <gigaherz> not a block
model
L346[07:34:37] <gigaherz> so they have to
get the item from the world in order to draw the
"icon"
L347[07:34:40] <gigaherz> in wayla
L348[07:34:43] <gigaherz> there's an
itemstack provider
L349[07:34:50] <gigaherz> but I can't find
anything like that for the one probe
L350[07:34:56] <Toluene> It doesn't
replace the blocks of Iron and Redstone with a custom block? is
what I'm asking.
L351[07:36:09] <Toluene> Then again I
assume this is why people use custom blocks in the first place for
structure blocks to avoid the nonsense.
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L353[07:44:49] <gigaherz> Toluene: yes it
does, that's what I meant by "the block is a structure
block"
L354[07:44:51] <gigaherz> I do replace
them
L355[07:45:08] <gigaherz> but the
structure block returns its original block when dropped and when
middle-clicked
L356[07:45:55] <gigaherz> the structure
block never exists as an item, xcept for the purpose of showing the
icon on WAILA
L357[07:46:01] <Toluene> So The One Probe
is using what block is dropped instead of the block it is.
L358[07:46:08] <gigaherz> yes
L359[07:46:08] <Toluene>
Interesting.
L360[07:46:13] <gigaherz> by
necessity
L361[07:46:32] <gigaherz> you can't just
draw in-world models on GUI easily
L362[07:46:51] <gigaherz> problem is
L363[07:46:58] <gigaherz> the dropped item
is NOT the one I want for an icon
L364[07:47:04] <gigaherz> hence the
mismatch
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L433[08:04:24] <Xalcon> o__o
L434[08:04:31] <Toluene> Dat split
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L436[08:05:06] <Lunatrius> Logging has
changed a bit apparently, is there a way to set the logging level
to trace more easily (instead of having to override the log4j2
config)?
L437[08:05:59] <Toluene> Is there any way
forge gradle plugin can turn off the gradle daemon when
setupDecompWorkspace is passed in or is it too late by the time the
plugin is loaded?
L438[08:06:45] <Toluene> Can't use Logger
anymore Lunatrius?
L439[08:07:12] <Lunatrius> It doesn't show
debug or lower by default
L440[08:07:27] <Lunatrius> It used to log
them into the log file but even that seems to be gone now
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L457[08:09:52] <gigaherz> Lunatrius: that
has never worked for me, I always use "warn" to force the
logs to show in my dev env ;p
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L460[08:10:24] <gigaherz> Toluene: why
would you need to turn *off* the gradle daemon?
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L466[08:11:31] <Toluene> Because people
are still not putting the jvm args for xmx > 1g in their
projects.
L467[08:11:46] <Toluene> And it will fail
if you don't set it manually.
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L469[08:14:24] <Toluene> The daemons I
believe are set to something like -Xmx=1g. Which is a good thing
but setupDecompWorkspace really breaks with only a gig.
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L471[08:16:40] <Toluene> I guess I could
just stop being lazy and type --no-daemon after it on first
runs
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L481[08:42:04] <Toluene> Any way to add
arguments to the eclipse launch configs from build.gradle?
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L484[08:47:04] <Toluene> Looks like
ForgeGradle is doing it already just need to track down how
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L486[09:02:28] <gigaherz> Toluene: just
havea global gradle.properties?
L487[09:02:34] <gigaherz> or include a
project one in your mods?
L488[09:02:45] <gigaherz> I have a global
one for -Xmx3G
L489[09:02:49] <gigaherz> affects anything
I do with gradle
L490[09:02:54] <gigaherz> which is just
mods.
L491[09:03:07] <Toluene> But will that be
added to the launch xml generated by running gradle eclipse?
L492[09:03:12] <Toluene> I don't believe
so
L493[09:03:19] <Toluene> That's what I
want it for.
L494[09:03:19] <gigaherz> why would the
launch xml matter?
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L496[09:03:57] <Toluene> Because I want to
put some arguments in there like window width and height for
convenience.
L497[09:04:10] <gigaherz> how does that
relate to the gradle daemon?
L498[09:04:18] <gigaherz> you are talking
about two separate things here
L499[09:04:40] <Toluene> I wasn't talking
about the daemon.
L500[09:04:48] <gigaherz> oh wait
L501[09:04:51] <gigaherz> you asked
something else inb etween
L502[09:04:55] <gigaherz> we were talking
about different things
L503[09:05:09] <gigaherz> my answe was
to
L504[09:05:09] <gigaherz> [15:11]
(Toluene): Because people are still not putting the jvm args for
xmx > 1g in their projects.
L505[09:05:09] <gigaherz> [15:11]
(Toluene): And it will fail if you don't set it manually.
L506[09:06:08] <Toluene> I do add the
properties file for gradle myself but I don't want to have to do
that every time I want to work with a mod if they are dumb.
L507[09:06:30] <gigaherz> then use a
global one
L508[09:06:33] <gigaherz> in your user
profile ;p
L509[09:07:12] <gigaherz> -Xmx doesn't
automatically use more ram, it just increases the limit
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L512[09:12:54] <Toluene> I wasn't for that
very specific solution because I don't already fix it. I just
wanted to know if it was fixable in ways where I don't have to
manually do sooo much stuff.
L513[09:14:19] <gigaherz> so yeah
regarding customizing the configs from gradle, no idea sorry
;p
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L516[09:24:45] <Toluene> I could edit the
xml file afterwards I think.
L517[09:25:47] <Toluene> I found where
ForgeGradle does it but I don't know how it's applicable to from
within the gradle config itself.
L519[09:26:21] <Subaraki> sasl ?
L520[09:26:26] <Subaraki> wrong channel
._.
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L528[09:46:42] <drownzz> Oh hello
all
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L530[09:49:59] <drownzz> I have a lil
problem, I am making custom bow + arrows, everything is working
fine except that the vanilla bow can also shoot my custom arrows
which I don't want to, have to prevent the vanilla bow from
shooting my custom arrow ?
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L534[10:04:21] <TvL2386>
weeeeeeeeeeeeeeeeee
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L542[11:05:37] <ScottehBoeh> iChun is live
on twitter
L543[11:05:51] <ScottehBoeh> Oh.. it WAS
live
L544[11:07:05] <LatvianModder> on
twitter?
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L547[11:18:02] <williewillus> !gm
func_190962_b
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L576[12:37:34] <PaleoCrafter> ugh, either
the MS VisualStudio JavaScript Project System is a really big thing
or the VS installer is just broken q.q
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L579[12:43:17] <Lunatrius> The VS
installer can take a reaaaaaaally long time under some
circumstances
L580[12:43:28] <Lunatrius> Took 2 hours to
install once
L581[12:43:55] <Lunatrius> It should pick
up the pace eventually
L582[12:44:03] <PaleoCrafter> I had it
running even longer earlier, then cancelled it and that took almost
as long xD
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L590[13:05:58] <williewillus> does the jvm
optimize boolean arrays into bitfields or does it keep them all in
their byte-size expanded form?
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L596[13:12:25] <Xalcon> bit sure about the
jvm, but neither .net nor native c++ compilers do that so I doubt
jvm will do it... you would neither save memory nor would you save
cpu cycles since you need to save the bit offset too if you want to
access it
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L599[13:14:09] <heldplayer> williewillus:
Depends on JVM but Oracle's doesn't
L600[13:14:10] <Xalcon> ah, you were
talking about arrays, lol :P sorry - but still, i doubt the JVM
does that - cpus only address memory byte-wise, which means you
have to do some bitshifting just to get your boolean
L602[13:15:16] <heldplayer> Page 11 at the
top
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L605[13:16:46] <heldplayer> If you need a
big array of booleans, consider using a BitSet
L606[13:16:48] <Xalcon> they use and int
to store a boolean? o_o
L607[13:16:56] <Xalcon> an*
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L609[13:17:57] <heldplayer> They use a
byte to store a boolean
L610[13:18:05] <Xalcon> not sure if their
wording is just off but an integer is normally a 2 byte (or 4 byte,
depending on the language) value...
L611[13:18:09] <Shambling> couldn't you
store like... alot of booleans in a byte?
L612[13:18:20] <williewillus> that was my
question :P
L613[13:18:32] <Shambling> so a byte is
simply an 8 place array of booleans :P
L614[13:18:58] <Shambling> can java even
do bit shifting? I know >> and << were some of my
favorite math functions back in the day
L615[13:19:03] <williewillus> wat
L616[13:19:06] <Xalcon> yes, but you need
more cpu cycles to get your boolean from an 8 byte integer
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L618[13:19:18] <williewillus> of course
you can bit shift
L619[13:19:28] <williewillus> that's a
fundamental operation
L620[13:19:56] <Shambling> I'd assume it
was, but some languages are a little too high level
L621[13:20:09] <Xalcon> *cough* lua
*cough*
L622[13:20:14] <williewillus> lua doesnt
have bitshift?
L623[13:20:17] <Xalcon> nope
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L625[13:20:21] <Shambling> why use fast
code, when you can call a 50 layered class that is so abstract even
an artist wouldn't understand it
L626[13:20:24] <williewillus> anyways it
would be cool if you could AND or OR 256-long boolean arrays with 3
instructions ;p
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L640[13:59:03] <ScottehBoeh> Is there a
command parameter that allows me to select a specific java version
when executing a .jar
L641[13:59:19] <ghz|afk> uhm
L642[13:59:23] <ghz|afk> when you
"execute" a jar
L643[13:59:34] <ghz|afk> it actually runs
"java.exe -jar <filename>"
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L645[13:59:40] <ghz|afk> so you can just
make sure to run the right java.exe
L646[14:00:01] <ghz|afk> you can do this
by making sure the right java folder is in the PATH environment
variable
L647[14:06:09] <heldplayer> It's faster to
pack booleans in arrays and have a little more CPU instructions to
unpack them than to have them all occupy a byte because if your
array is really big you'll need to do more memory accesses
L648[14:07:13] <ghz|afk> uhm
L649[14:07:21] <ghz|afk> sortof
L650[14:07:36] <ghz|afk> depends on how
localized your accesses are
L651[14:07:41] <ScottehBoeh> When we're
talking Ubuntu/Linux based systems, I'm clueless on where the java
directory is container
L652[14:07:44] <ScottehBoeh>
contained*
L653[14:07:51] <ghz|afk> whereis
java
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L655[14:08:34] <ghz|afk> probably
something like /usr/share/jdk-xxx-x with symlinks on /usr/bin/ and
/usr/lib/
L656[14:09:27] <ghz|afk> heldplayer: if
you have very random-acces
L657[14:09:34] <ghz|afk> very random
access patterns*
L658[14:09:54] <heldplayer> Well
yeah
L659[14:09:55] <ghz|afk> then the cost of
random memory access (cache misses) will be big on both
L660[14:10:00] <ghz|afk> at which
point
L661[14:10:23] <ghz|afk> the cost of
packing/unpacking may become more relevant
L662[14:11:02] <ghz|afk> but yes
L663[14:13:54] <ghz|afk> set(int n,
boolean v) { array[n/32] = array[n/32] & ~(1<<(n%32)) |
((int)v)<<(n%32); } get(n) { return
((array[n/32]>>(n%32))&1) == 1; }
L664[14:13:55] <ghz|afk> can be
faster
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L676[14:48:25] <Tencao> This may sound
like a weird question, but why is getSlotFor on player inventory
client side only?
L677[14:49:01] <ghz|afk> because mojang's
obfuscator removed it on the server
L678[14:49:04] <ghz|afk> due to it not
being used there
L679[14:49:12] <ghz|afk> they share
code
L680[14:49:35] <ghz|afk> anything that's
@SideOnly was simply removed for not being used in the other
side
L681[14:50:03] <Tencao> So is there a more
simple way to decrease stack size without iterating through every
slot
L682[14:50:33] <ghz|afk> getSlotFor does
iterate through the itemstacks
L683[14:50:35] <ghz|afk> so no
L684[14:50:42] <ghz|afk> just replicate
what it does in your own code
L685[14:51:13] <Tencao> Damn, was hoping
to not make my code more messy but as long as it works that's
fine
L686[14:51:32] <ghz|afk> but wait
L687[14:51:42] <ghz|afk> if you are just
shrinking the stack
L688[14:51:49] <ghz|afk> just call
.shrink(1) (.stackSize--) on it
L689[14:52:08] <ghz|afk> well
L690[14:52:11] <ghz|afk> in 1.10 and
earlier
L691[14:52:18] <ghz|afk> you'll have to
find the slot to set it to NULL
L692[14:52:25] <Tencao> I'm on
1.10.2
L693[14:57:00] <Tencao> Infact, I'll just
make a new method that combines the check for item, slot, and
decrease rather than calling 3 identical methods
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L695[15:05:51] <TvL2386> hey guys
L696[15:14:55]
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L699[15:27:07] <TvL2386> hey guys, I read
that spawned particles on the server are sent to the client. Using
vanilla particles here (EnumParticleTypes.VILLAGER_HAPPY). I'm now
seeing [Server thread/INFO] [STDOUT]:
[tvl2386.jetpacksng.item.ItemJetpack:onArmorTick:117]: Particle
spawned
L700[15:27:15] <TvL2386> every tick
L701[15:27:19] <TvL2386> but on the client
I see nothing
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L703[15:29:56] <Ordinastie> because you
made the critical mistake of thinking that sysout is
debugging
L704[15:30:55] <TvL2386> well, I used it
to tell me wether the code is executed and if it's on the server or
the client
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L706[15:32:12] <TvL2386> Ordinastie: why
is it not debugging then?
L707[15:32:34] <Ordinastie> google
debugging then :)
L708[15:33:35] <TvL2386> Debugging is the
process of finding and resolving of defects that prevent correct
operation of computer software or a system
L709[15:33:45] <TvL2386> which is what I'm
doing! :D
L710[15:33:48] <TvL2386>
weeeeeeeeeeeee
L711[15:33:52] <Ordinastie> -_-
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L714[15:36:31] <TvL2386> but seriously:
how could I do it better / more efficient?
L715[15:36:35] <TvL2386>
breakpoints?
L716[15:36:51] <Ordinastie> breakpoint,
going step by step
L717[15:37:03] <Ordinastie> and reading
the actual code inside the methods you call
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L729[16:14:24] <Baughn> Isn't 1.10
supposed to have a progrss-bar thing when loading?
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L731[16:14:29] <LordSkittles_> o/
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L734[16:17:23] <LordSkittles_> hey all, I
am having some trouble with 1.10 blockstates, I was wondering if
someone could help me out?
L735[16:18:18] <ghz|afk> just ask
L736[16:18:31] <ghz|afk> by first asking
if someone can help
L737[16:18:37] <ghz|afk> you make people
waste time answering ;p
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L740[16:23:02] <Xalcon> ^ this.... i love
people who come into my office "may I ask you a
question?".... "you already did."
L741[16:26:16] <heldplayer> Xalcon: Can I
ask you a question?
L742[16:26:29] <heldplayer> Well guess I
know the answer now
L743[16:26:36] <heldplayer> Thanks
L744[16:26:55] <Xalcon> :P
L745[16:27:16] <LordSkittles_> Well my
issue is that I have an ore block that has 4 variants, the item
block works fine, it renders and localises as all the correct
values in inventories, as entities etc... but when I try to place
any of them.... they all place the default state... no matter what
I try
L746[16:28:20] <Xalcon> can you show us
some code? block class and blockstate json would be helpful
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L748[16:29:27] <LordSkittles_> Sure thing.
Give me a sec Xalcon :)
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L755[16:35:39] <Xalcon> please try setting
your block using /setblock
L756[16:35:53] <Xalcon> i think its an
issue with your itemblock code
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L762[16:37:57] <Xalcon> @LordSkittles
/setblock ~ ~ ~ modid:block_registry_name meta
L763[16:38:44] <LordSkittles_> Xalcon, I
can set it correctly using setblock
L764[16:38:49] <LordSkittles_> I have
tested this
L765[16:39:04] <Xalcon> than its an issue
with your itemblock, im looking into it right now
L766[16:39:27] <Xalcon> ah, you dont
override getMetadata
L767[16:39:33] <Xalcon> by default this
returns 0
L768[16:40:26] <Xalcon> ah wait, whats
that ArcaneModItemBlock class >_>
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L770[16:41:10] <ghz|afk> yep you just get
a custom ItemBlock and in it just override getMetadata(int) to
return the block meta corresponding to the given item meta
L771[16:41:28] <ghz|afk> you don't
normally need to override anything else in the ItemBlock
L772[16:41:33] <LordSkittles_> wow...
can't believe I forgot something as simple as that XD
L773[16:41:37] <Xalcon> :P
L774[16:41:44] <Xalcon> i did that error
myself
L775[16:41:53] <LordSkittles_> It's been a
while since I have modded XD I haven't modded since 1.7.10
L776[16:41:53] <ghz|afk> it's silly that
it comes hardcoded to 0 by default
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L779[16:52:27] <dwinget> I have a 1.10.2
question on armor models
L780[16:52:49] <ghz|afk> k
L781[16:52:56] <dwinget> Has anyone been
able to figure out how to use blender .obj file for the armor
models
L782[16:53:07] <dwinget> I have seen this
done for 1.7.10 but not 1.10.2
L783[16:53:42] <ghz|afk> well, you'd have
to load the model using the model manager
(ModelLoaderRegistry.getModel)
L784[16:53:52] <ghz|afk> then, you'd need
a highly customized ModelBiped
L785[16:54:10] <ghz|afk> that can take the
baked quads from that model, and draw them
L786[16:54:20] <ghz|afk> instead of
drawing the standard cubes
L787[16:54:56] <Xalcon> is there a way to
get a texture onto the block texture atlas in code? or do i really
need to load my own texture?
L788[16:55:24] <ghz|afk> Xalcon: you can
add its resourcelocation in the TextureStitchEvent
L789[16:55:32] <ghz|afk> and mc will do
the job
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L791[16:55:38] <Xalcon> ah, i'll try
that
L792[16:55:58] <dwinget> baked
quads>
L793[16:55:59] <dwinget> ?
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L795[16:56:28] <Xalcon> i was playing
around with baked quads, but i just want dynamic overlays - baked
quads would require a ton of models
L796[16:56:29] <ghz|afk> in 1.8, mc
introduced a whole new system for tracking item and block
models
L797[16:56:33] <ghz|afk> in this
system
L798[16:56:41] <ghz|afk> the shapes are
loaded from disk and then "baked"
L799[16:56:46] <ghz|afk> into a more
efficient representation
L800[16:57:02] <ghz|afk> this is the
IBakedModel, which returns BakedQuad instances
L801[16:57:04] <LatvianModder> Is there a
forge tutorial for custom block models?
L802[16:57:11] <LatvianModder> I cant find
one
L803[16:57:37] <ghz|afk> those BakedQuads,
have the data stored in packed arrays
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L805[16:57:51] <Xalcon> yeah, i was
playing around with IPerspectiveModel and ModelLoader, but I
couldnt get it right without creating a ton of model jsons
L806[16:57:52] <dwinget> It is sounding
like I would almost have to rewrite or override a lot to be able to
use the .obj files
L807[16:57:53] <ghz|afk> with all the
bytes neatly placed out in the format the gpu prefers
L808[16:58:02] <ghz|afk> on top of that
system
L809[16:58:07] <ghz|afk> forge added the
custom model loader
L810[16:58:17] <ghz|afk> which on top of
the vanilla json models
L811[16:58:21] <ghz|afk> can load .OBJ and
.B3D
L812[16:58:32] <ghz|afk> so when you want
to load a .OBJ model
L813[16:58:39] <ghz|afk> you would use
this custom model loader system
L814[16:58:45] <ghz|afk> which will give
you an IModel instance
L815[16:58:53] <ghz|afk> from which you
can .bake your own IBakedModels
L816[16:59:01] <ghz|afk> from which you
can request the quads
L817[16:59:02] <dwinget> I have seen that
and played with that for items and blocks, but I couldn't get the
armors to work
L818[16:59:02] <ghz|afk> and those
quads
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L820[16:59:07] <ghz|afk> can be rendered
using the tesellator
L821[16:59:40] <ghz|afk> if you look at
Item#getArmorModel or whatever the name is
L822[16:59:47] <ghz|afk> you'll see it
returns a ModelBiped
L823[17:00:03] <dwinget> Ya I have seen
that
L824[17:00:03] <ghz|afk> this ModelBiped
comes with its own set of ModelRenderer instances
L825[17:00:08] <ghz|afk> which have some
cubes and such
L826[17:00:17] <ghz|afk> you can't get rid
of that completely
L827[17:00:28] <ghz|afk> but you can use
your own custom ModelRenderers
L828[17:00:34] <ghz|afk> that ignore all
the cubes mess
L829[17:00:44] <ghz|afk> and just override
the draw method with something that calls the tesellator
L830[17:00:50] <ghz|afk> and draws your
IBakedModel quads
L831[17:01:18] <ghz|afk> it's not
trivial
L832[17:01:22] <ghz|afk> but it can be
done
L833[17:01:23] <ghz|afk> ;P
L834[17:01:30] <dwinget> I am seeing
that.
L835[17:01:57] <ghz|afk> I have this
helper library
L836[17:02:03] <ghz|afk> which has this
class
L838[17:02:08] <ghz|afk> that I use for
managing models
L839[17:02:08] <dwinget> I am a ASP.net
developer that is used to C# and the MVC famework so trying to wrap
my head around this is kinda hard
L840[17:02:28] <ghz|afk> I don't have code
specifically for armor models
L841[17:02:37] <ghz|afk> but it could be
used for the task if so
L842[17:02:50] <ghz|afk> anyhow, I show
this to you so you can see how to load and process the models
L843[17:02:54] <ghz|afk> so you get the
quads
L844[17:02:57] <ghz|afk> and how to draw
them
L845[17:03:17] <ghz|afk> the key functions
are loadModel and renderModel near the bottom
L846[17:03:38] <dwinget> Thanks. I am
going to look at this and see what I can come up with
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L856[17:30:27] <dwinget> The draw method
that you were talking about is that they render Method that is
inside the ModelRenderer class?
L857[17:35:22] <ghz|afk> i guess
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L859[17:48:14] <dwinget> Thanks ghz you
have given me a good direction to look into.
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L882[19:45:15] <Disconsented> Don't
surpose there is a post RightClickBlock event is there?
L883[19:45:55] <killjoy>
ItemUseEvent?
L884[19:47:13] <Disconsented> Cheers
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L888[19:54:31] <DarkZek> Hello?
L889[19:55:39] <DarkZek> Could anybody
help me with this, I ran gradlew build and looked in the build
folder and found no jar. Do I need to make the whole build folder a
jar or what?
L890[19:55:47] <killjoy> it's in
build/libs
L891[19:57:23] <DarkZek> Oh my gosh,
thanks!
L892[19:57:26] <DarkZek> Lol
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L916[22:36:58] <killjoy> I just found
javadocs on microsoft msdn
L917[22:39:04] <killjoy> quote from
microsoft: "Both C# and Java have built-in garbage collection.
What does this mean? Forgetaboutit!"
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L924[23:17:01] <blood_> anyone know how I
add a simple AT for a forge mod? I added attributes 'FMLAT':
'mod_at.cfg' to build.gradle within the jar section under manifest
and it didnt seem to work.
L925[23:17:15] <blood_> is this only
supported for coremods?
L926[23:17:29] <mezz> it is supported for
any mod, one sec and I'll find a commit that adds one
L927[23:17:41] <killjoy> dev time?
L928[23:17:42] <blood_> k thanks, i need
to add an AT to get TerrainControl working
L929[23:17:45] <blood_> yes this is
dev
L930[23:17:53] <blood_> so i can test it
properly
L931[23:18:02] <killjoy> You have your cfg
in src/main/resources/META-INF?
L932[23:18:09] <blood_> i named it
.at
L933[23:18:14] <blood_> err.cfg
L934[23:18:18] <blood_>
terraincontrol_at.cfg
L935[23:18:33] <killjoy> did you
re-setupDecompWorkspace?
L936[23:18:37] <blood_> yup
L937[23:18:56] <killjoy> Can I see your
build script?
L939[23:18:59] <blood_> public-f
net.minecraft.util.registry.RegistrySimple field_82596_a #
registryObjects
L940[23:19:03] <blood_> i need that
public
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L942[23:19:48] <blood_> yea i have same
thing
L943[23:19:51] <blood_> let me paste build
script
L946[23:21:26] <blood_> nope i didnt add
that
L947[23:21:27] <blood_> required?
L948[23:21:43] <mezz> it has to be there
in the jar if you distribute it
L949[23:21:51] <blood_> oh im just testing
dev atm
L950[23:21:54] <blood_> but sure let me
add it
L951[23:21:56] <mezz> if you're just
having dev-time issue then it's not relevant
L952[23:22:21] <blood_> k added it
L953[23:23:08] <mezz> after that's all
set, I do setupdecompworkspace and it should see it. there are bugs
in FG so you might have to run it twice or something if you don't
see anything about the AT in the gradle log
L954[23:23:49] <mezz> if the gradle log
looks good, then you can refresh the project in your IDE and it
should work
L955[23:23:53] <blood_> ok let me add it
again
L956[23:23:55] <blood_> err
L957[23:23:56] <blood_> run it again
L958[23:32:50] <blood_> mezz: thanks that
worked
L959[23:32:59] <blood_> i wiped build
folder entirely and ran it again
L960[23:33:03] <blood_> seems like a bug
in FG as you said
L961[23:33:06] <mezz> cool
L962[23:33:38] <mezz> yeah there's a few
open bugs but nobody really has time to work on it
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L964[23:40:18] <McJty> Wasn't there a way
to use blockstates for items too?
L966[23:43:06] <McJty> ok thanks
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L968[23:51:19] <McJty> I can't get it to
work:
L970[23:52:11] <McJty> But he
left...
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