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L21[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170102 mappings to Forge Maven.
L22[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170102-1.11.zip (mappings = "snapshot_20170102" in build.gradle).
L23[02:00:18] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L45[03:46:53] <gigaherz|work> hmm seems they have disconnected the youtube notifications from google+?
L46[03:47:02] <gigaherz|work> the notification popup has changed a lot, at least
L47[03:50:12] <killjoy> good
L48[03:50:37] <killjoy> people were already telling me to allow notifications so "I don't miss out"
L49[03:50:54] <gigaherz|work> yeah there's this trend on youtube channels
L50[03:50:59] <gigaherz|work> to ask people to enable noficiations
L51[03:51:01] <gigaherz|work> but fuck that
L52[03:51:06] <gigaherz|work> the problem isn't the notifications breaking
L53[03:51:17] <gigaherz|work> the problem is that people have noticed a reduction in views
L54[03:51:38] <gigaherz|work> and are spewing more videos, making the subscription box harder to browse
L55[03:52:20] <gigaherz|work> so far as I can tell, I the subscription page works just fine
L56[03:52:40] <gigaherz|work> it's just easier to "miss" the good content in it due to more overall videos in the list
L57[03:53:01] <killjoy> At that point, I would purge my sub list
L58[03:53:07] <killjoy> I do that sometimes
L59[03:53:12] <gigaherz|work> yeah same
L60[03:53:15] <killjoy> I once purged my facebook
L61[03:53:26] <killjoy> I still don't look at my wall sometimes
L62[03:53:27] <gigaherz|work> but I watch content from all the channels i'm subscribed to
L63[03:53:30] <gigaherz|work> just not ALL the content
L64[03:53:40] <gigaherz|work> i'd like if youtube allowed me to subscribe to playlists instead of channels ;P
L65[03:53:58] <killjoy> hint hint, google
L66[03:54:04] <killjoy> I know you're watching us!
L67[03:54:06] <gigaherz|work> or have some kind of automatic "add the videos from this playlist to my watch later"
L68[03:54:51] <killjoy> like a dynamic playlist?
L69[03:54:55] <killjoy> even itunes has that
L70[03:55:14] <gigaherz|work> yep, autogenerated from my favorite "series"
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L92[05:39:15] <hormoz> hello everyone
L93[05:40:05] <g> hello hormoz
L94[05:40:36] <hormoz> anyone knows a good modpack server for a modpack that has draconic evolution?
L95[05:40:56] <g> you probably want to look in the direction of a modpack distributor
L96[05:40:56] <gigaherz|work> isn't that mod stuck in 1.7.10?
L97[05:41:04] <g> eg, look around curse or ftb's stuff on curse
L98[05:41:05] <g> yeah, it is
L99[05:41:21] <hormoz> gigaherz|work, but it is a fun mod
L100[05:41:23] <gigaherz|work> this is not really the best place to look for that kind of server ;P
L101[05:41:30] <hormoz> XD
L102[05:41:35] <hormoz> i searched alot Xd
L103[05:41:37] <g> yeah, this channel is more about writing mods anyway
L104[05:41:37] <g> lol
L105[05:41:39] <g> try #FTB
L106[05:41:46] <hormoz> i tried there too lol
L107[05:41:50] <g> well try again
L108[05:41:53] <g> people talk about that mod a lot
L109[05:41:56] <hormoz> tnx :D
L110[05:41:59] <gigaherz|work> yeah but this is about developing mods for newer versions, and helping people port their old mods and such
L111[05:42:09] <hormoz> tnx
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L118[06:07:17] <Glennox> Anyone knows what i am doing wrong? http://pastebin.com/iykP04dK
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L121[06:08:30] MineBot sets mode: +v on RichardG
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L125[06:13:39] <Tencao> http://paste.ee/r/xg5Al
L126[06:13:44] <Tencao> Any clue what would cause this?
L127[06:14:16] <Ordinastie> do you have full log ?
L128[06:14:33] <Tencao> I can grab the full log at the time of error if you want
L129[06:15:59] <PaleoCrafter> there actually is a Draconic Evolution version for 1.10 :P
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L131[06:26:42] <OrionOnline> Hello
L132[06:26:43] <OrionOnline> How is everybody
L133[06:27:51] <Tencao> Checking the log, this is the only part that may be linked http://paste.ee/r/Bxpjd
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L148[08:13:56] <gigaherz|work> https://twitter.com/pewdiepie/status/815917788393050112
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L151[08:43:04] <parzivail> is there a workaround for entities getting [entity.<whatever>.name moved wrongly!] and [entity.<whatever>.name (vehicle of <whatever>) moved too quickly!] warnings in log?
L152[08:53:41] <gigaherz|work> move t hem right?
L153[09:05:21] <parzivail> yeah, I'm adding back in starships and mc refuses to believe they move as fast as they do
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L160[09:34:33] <parzivail> man 1.11 is really ripping me a new one
L161[09:35:51] <xalcon> its not that bad, is it? The itemstack changes took me a few hours, is there anything else that changed?
L162[09:37:22] <parzivail> a lot of nitpicky entity stuff changed
L163[09:37:52] <parzivail> things (non-hacky ones, i swear!) that worked before are now totally broken
L164[09:38:04] <xalcon> :D
L165[09:38:47] <parzivail> currently trying to deal with passengers not updating on fast-moving vehicles currently
L166[09:39:00] <parzivail> aaaaaand I said currently twice. nice/
L167[09:39:05] <xalcon> ^^
L168[09:39:52] <xalcon> is there an easy way to check if an entity was spawned from a vanilla mobspawner or naturally? (low light level)
L169[09:40:15] <xalcon> i'm using CheckSpawn to prevent spawning of mobs but i dont want to prevent spawning from spawners
L170[09:40:27] <xalcon> (CheckSpawn event)
L171[09:41:09] <parzivail> maybe check light level at the block beneath them and have a cutoff?
L172[09:42:13] <xalcon> well, that wouldnt really work, since my mod is a magnum torch clone (torch master)
L173[09:42:15] <gigaherz|work> both normal spawning and mob spawners require light
L174[09:42:30] <gigaherz|work> require low light*
L175[09:42:33] <xalcon> yeah
L176[09:42:50] <xalcon> and they both use the same event :(
L177[09:42:52] <parzivail> oh I misread that, my bad
L178[09:43:08] <parzivail> I thought you wanted to keep mobspawner and naturally?
L179[09:43:16] <parzivail> *no "?"
L180[09:43:35] <gigaherz|work> he wants to disable natural spawns without disabling mob spawners
L181[09:43:41] <xalcon> this ^
L182[09:43:47] <parzivail> gotcha
L183[09:43:48] <gigaherz|work> i'm currently at work so I can't check that myself
L184[09:44:03] <gigaherz|work> but you could try to follow the natural-spawn code to see if there's anything else
L185[09:44:33] <xalcon> there is nothing tbh :( they both call CheckSpawn first - and thats where I allow or prevent the spawn
L186[09:44:44] <xalcon> there is no other event i could really use afaik
L187[09:44:49] <parzivail> maybe see if it's within <n> blocks of a spawner? probably not very efficient though
L188[09:45:01] <xalcon> yeah, i was thinking about scanning for spawners
L189[09:45:22] <xalcon> but thats quiet a bit of overhead
L190[09:45:54] <parzivail> have you checked out the SpecialSpawn event?
L191[09:46:21] <xalcon> isnt specialspawn called by both systems? ill check
L192[09:46:36] <parzivail> that's what I'm looking at
L193[09:47:04] <parzivail> rats. it is
L194[09:48:00] <xalcon> could I modify the nbt of the spawner? like have the entities spawn with an additional nbt entry?
L195[09:48:43] <parzivail> you'd have to change MobSpawnerBaseLogic#updateSpawner around line 137
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L197[09:49:03] <xalcon> yeah, I was hoping i dont have to do any asm stuff tho
L198[09:49:31] <gigaherz|work> if you are on 1.11.2, you could make a PR to add which spawning source caused the spawn event?
L199[09:51:23] <parzivail> there's a call to ForgeEventFactory#canEntitySpawnSpawner but it just defers it to the CheckSpawn event
L200[09:51:31] <parzivail> imo it should be it's own event
L201[09:52:13] <xalcon> having a spawn source in the CheckSpawn event would be sufficient
L202[09:52:36] <gigaherz|work> welp, time to go home
L203[09:52:37] <gigaherz|work> later ppl
L204[09:52:41] <parzivail> you'd have to wait for a PR though
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L206[09:52:47] <parzivail> \o ghz
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L221[10:38:52] <barteks2x> I hate IDEs sometimes... IDEA removes spaces at the end of entries in my lang files
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L225[10:39:56] <ghz|afk> barteks2x: why F do you have spaces at the end of lang entries?
L226[10:39:56] <ghz|afk> XD
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L228[10:40:09] <ghz|afk> if you want to compose them
L229[10:40:13] <ghz|afk> use format strings
L230[10:40:16] <ghz|afk> "Blah blah %s"
L231[10:40:20] <barteks2x> because malisiscore
L232[10:40:29] <ghz|afk> and use I18n.format(key, rest of the string)
L233[10:40:34] <ghz|afk> oh blame Ordinastie then
L234[10:40:35] <ghz|afk> XD
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L252[11:39:28] <williewillus> !latest
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L269[11:54:47] * Akkarin starts wobbling
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L275[11:55:52] <Intektor> did anyone here ever worked with RandomXS128?
L276[11:56:06] <Intektor> *work
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L281[12:00:26] <ghz|afk> "This class implements the xorshift128+ algorithm that is a very fast, top-quality 64-bit pseudo-random number generator. The quality of this PRNG is much higher than Random's, and its cycle length is 2128 − 1, which is more than enough for any single-thread application. "
L282[12:00:54] <ghz|afk> Intektor: no but it seems like it's meant tobe used exactly like you would Random
L283[12:01:15] <williewillus> !gf field_189963_J
L284[12:03:49] * fry thought RandomXS128 was a nick of a person :D
L285[12:04:13] <ghz|afk> could be
L286[12:04:22] <Intektor> no it seems like it is a better RNG than javas one
L287[12:04:23] <ghz|afk> wouldn't be the first time someone gets a nickname based on a clas name
L288[12:04:53] <fry> question is, why doesn't java's Random work for you? :P
L289[12:05:42] <Intektor> its not like it doesn't work, but I was wondering if anyone has experience with that thing :P
L290[12:05:56] <fry> but how did you even come across RandomXS128?
L291[12:06:06] <fry> and what prompted you to try it out? :P
L292[12:06:15] <ghz|afk> java's default Random is an LCG I presume?
L293[12:07:01] <Intektor> I was implementing a RNG and IntelliJ showed me this class and then I was curious
L294[12:07:44] <Intektor> because it is hard to believe that there is a thing way more efficient than javas implementation
L295[12:08:05] <ghz|afk> the efficiency is simply due to it using shift+xor
L296[12:08:08] <ghz|afk> instead of mul+add
L297[12:08:41] <Intektor> why doesn't oracle use this then?
L298[12:08:50] <Intektor> is there a good reason for that?
L299[12:08:55] <ghz|afk> because an LCG is good enough for most uses
L300[12:08:57] <fry> is there a good reason to change?
L301[12:09:01] <ghz|afk> and no one cares to program extra logic
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L304[12:10:32] <ghz|afk> the java lcg is literally: nextseed = (oldseed * multiplier + addend) & mask;
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L306[12:16:19] <williewillus> is there a way to "deobf" compile a local jar? >.<
L307[12:16:34] <williewillus> like deobfCompile for maven deps
L308[12:16:57] <ghz|afk> BON2 beforehand
L309[12:17:05] <williewillus> blargh
L310[12:17:13] <williewillus> baubles is not on maven so I have to use a deobf jar, but it's compiled against too old mappings
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L312[12:19:09] <williewillus> is there a technical limitation in FG against that or it just wasn't done?
L313[12:19:12] <williewillus> deobfcompile for files
L314[12:19:40] <ghz|afk> just use BON2
L315[12:19:46] <mezz> FG just can't do it for ivy deps, bug
L316[12:19:50] <ghz|afk> from a non-dev jar
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L318[12:20:07] <ghz|afk> it takes 2 seconds to deobf with your preferred mappings
L319[12:20:08] <ghz|afk> XD
L320[12:20:58] <williewillus> yes but not my mod
L321[12:21:04] <williewillus> this is for botania
L322[12:21:13] <williewillus> so I don't want to add build steps
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L324[12:22:43] <ghz|afk> williewillus: well then use that site
L325[12:22:55] <ghz|afk> where you give it a jar, and it provides a "maven" for it
L326[12:22:56] <ghz|afk> XD
L327[12:23:07] <ghz|afk> (and no I don't remember the name or URL)
L328[12:23:42] <williewillus> i guess this affects PE as well because we also depend on silly baubles
L329[12:23:58] <williewillus> but I'm updating botania's mappings rn because I somehow left it using 1.9.4 mappings on 1.10 :P
L330[12:24:01] <williewillus> which makes me nervous
L331[12:24:03] <mezz> I have bothered az about hosting a maven so many times x_x
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L333[12:28:01] <williewillus> im tempted to just add a custom deobf version of it to the repo but that could cause `issues`
L334[12:28:46] <ghz|afk> lol it would probably be better to just put that file in some random maven
L335[12:40:34] <gr8pefish> I'm trying to make my model (on the player) work with lighting, and I've got it fine in 3rd person via a layer, but the GL state for RenderWorldLastEvent (for first person rendering) seems to be different, as it is not respecting lighting. Any idea what calls I need to make to change that? I can definitely link code if desired.
L336[12:41:32] <ghz|afk> LOL
L337[12:41:32] <ghz|afk> https://beta.companieshouse.gov.uk/company/10542519
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L339[12:42:58] <williewillus> darn
L340[12:42:59] <williewillus> lol
L341[12:50:39] <Akkarin> Better check whether they protected themselves against SQL injection :P
L342[12:50:54] <Akkarin> not to confuse with https://xkcd.com/327/
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L352[13:28:18] <blood> forge website blow up?
L353[13:29:50] <williewillus> i can get to it
L354[13:29:52] <williewillus> it's a bit slow though
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L363[13:48:08] <ltp> Would anyone happen to know what might be the cause of a Block failing to update in the world when it is placed?
L364[13:51:05] <williewillus> update in what way
L365[13:51:19] <williewillus> there's at least 4 different meanings of "update" in mc lol
L366[13:51:24] <ltp> I'm expecting my test block to have the missingno texture when it renders, but when the state is updated in the world, the block isn't rendered, and I can move through it
L367[13:52:06] <williewillus> have you confirmed it's actually there? (getblockstate returns your block)
L368[13:52:29] <ltp> I can check
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L370[13:57:50] <ltp> it would appear onBlockAdded isn't even called
L371[14:03:11] <Intektor> when minecraft is running on 20 fps, are the partial ticks then 0 or 1?
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L374[14:04:12] <howtonotwin> That's an XY if I ever saw one...
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L376[14:04:41] <howtonotwin> the answer being: a 50% you're right, and for god's sake don't depend on it
L377[14:04:46] <howtonotwin> *50% chance
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L379[14:06:12] <howtonotwin> and ltp: The only way that can happen is if the block is never placed, or the state being placed is the same as the one that exists already (which will cause the former).
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L381[14:07:06] <ltp> howtonotwin: I'm trying to make a test block with no textures on vanilla minecraft, and unfortunately it could be a lot of things going wrong
L382[14:07:28] <howtonotwin> hastebin/gist the code
L383[14:07:46] <ltp> Well that's the tricky part…
L384[14:07:52] <howtonotwin> (Is it safe to say pastebin is being obsoleted at this point? :P)
L385[14:08:16] <ltp> It's actually in an API I'm building.
L386[14:09:21] <howtonotwin> I don't see why that would make showing the code any harder...
L387[14:09:22] <ltp> howtonotwin: If you know a quick example code snippet of how to fully integrate a custom block with just vanilla code on 1.8 that would be great though
L388[14:09:36] <ltp> One moment...
L389[14:10:31] <howtonotwin> 1.8?
L390[14:10:45] <ltp> Yes
L391[14:10:49] <howtonotwin> there's not much reason to be on 1.8 anymore
L392[14:11:00] <ltp> I'll be updating once I at least get this version working
L393[14:11:12] <howtonotwin> fair enough
L394[14:11:23] <howtonotwin> the simplest way to get a block up at that point would just be
L395[14:11:57] <howtonotwin> GameRegistry.register(new Block(material).setRegistryName("name").setUnlocalizedName("modid.name"));
L396[14:12:17] <ltp> But that requires forge
L397[14:12:34] <howtonotwin> see how Forge hacks the game to register blocks then :P
L398[14:13:12] <ltp> Alright :p but I'll send you where my API initialized blocks really quick
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L400[14:15:27] <howtonotwin> Most likely you have to add to Block.BLOCK_STATE_IDS somehow
L401[14:15:52] <ltp> Well I tried but then it wouldn't even place the block
L402[14:16:05] <ltp> Here: https://github.com/QuantumTheoryMC/Quantum-API/blob/master/src/quantum/Quantum.java#L189
L403[14:16:07] <howtonotwin> why not debug setBlockState then?
L404[14:16:22] <ltp> I would but now I'm in the car
L405[14:17:13] <howtonotwin> Your best bet at getting any of this to work is really just to debug everything step by step
L406[14:17:24] <howtonotwin> and add hacks at the appropriate points
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L413[14:38:49] <Yuri6037> Hey all I'm back, I'm now facing a lighting bug with my battery recharger model
L414[14:39:13] <Yuri6037> The model appears dark (like if it was a plain full block
L415[14:39:33] <Yuri6037> But the block is composed of several smaller blocks
L416[14:41:02] <Randysdoom> override isBlockNormalCube to false
L417[14:42:22] <Yuri6037> Thank you
L418[14:42:35] <Randysdoom> No Problem
L419[14:44:07] <Yuri6037> Looks much better now
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L421[14:44:35] <Yuri6037> Now I need my special gui system (I want a frame system like GMod for inventory guis)
L422[14:45:05] <Randysdoom> Oh Nice
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L424[14:48:28] <ltp> howtonotwin: I think you're right
L425[14:48:52] <Randysdoom> For anyone that is good with models. Is there a way to implement this? https://gyazo.com/215270140bfe112b82816aac7d488a42 It is an item model that's parent is a block model that has a variable texture assignment and I need to assign that texture otherwise it just shows a missing texture.
L426[14:49:09] <Randysdoom> The texture changes based on the ItemBlock's metadata.
L427[14:49:54] <howtonotwin> don't do it with a property
L428[14:49:56] <ltp> Oh and shame on notch, jeb, and dinnerbone for making Block initialization extremely coupled and confusing
L429[14:50:07] <williewillus> ltp: what are you trying to do?
L430[14:50:12] <howtonotwin> just send each meta value to a different MRL
L431[14:50:14] <williewillus> in vanilla it's 1 line to register a block
L432[14:50:21] <howtonotwin> use ModelLoader.setCustomMRL
L433[14:50:33] <Randysdoom> Alright, I will try that.
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L435[14:50:59] <howtonotwin> has anyone made a mod that cleans up all the rough edges of the model system?
L436[14:51:08] <ltp> williewillus: it's one thing to just register a block. It's many more lines to get it rendering with a blockstate
L437[14:51:13] <williewillus> not really?
L438[14:51:47] <ltp> then why have I not figured out the "simplicity" of defining blocks with just vanilla minecraft yet?
L439[14:52:12] <williewillus> i don't know what your problem is, but the ModelBakery in vanilla iterates through the whole registry
L440[14:52:12] <howtonotwin> If it's in the block registry it should just work
L441[14:52:15] <williewillus> ^
L442[14:52:29] <williewillus> so your jsons are wrong or it's not registered properly
L443[14:53:13] <ltp> I'm trying to define the Block and it's BlockStates programmatically without jsons
L444[14:53:20] <howtonotwin> D:
L445[14:53:27] <howtonotwin> don't do that
L446[14:53:33] <howtonotwin> there's a reason the system was created
L447[14:53:35] <williewillus> don't blame vanilla for "complexity" when you're aiming to circumvent everything
L448[14:53:39] <ltp> Well I'll figure it out eventually
L449[14:53:58] <williewillus> it's 1 line to add a block in vanilla, and 2 jsons to get it to render in simplest form
L450[14:54:08] <williewillus> it appears complicated if you hack around it obviously
L451[14:54:10] <Ordinastie> lol
L452[14:54:17] <howtonotwin> it was to let resource packs have more control everything; don't just dump that and reinvent the wheel
L453[14:54:35] <howtonotwin> *over everything
L454[14:56:24] <masa> hmm I appear to have a sub-par regex for my hilights
L455[14:56:43] <masa> got pinged by that because I have a hilight for my "ore control" mod :p
L456[14:57:09] <howtonotwin> how...
L457[14:57:28] <ghz|afk> [m]ore control
L458[14:57:31] <howtonotwin> oh
L459[14:57:32] <Yuri6037> ltp: That is possible you can use TESR to get back OpenGL rendering and render using glVertex directly (ok it's slow and bad for performance but it will work) maybe there's a way to hack the model baking
L460[14:57:32] <ghz|afk> yo uneed some \b
L461[14:57:36] <masa> "more control" matched because I don't have the ore limited to world boundaries on the left
L462[14:57:46] <masa> -l
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L465[14:58:52] <Yuri6037> But model system is not bad (of course vanilla without forge additions is just near complete s***) but with forge additions it's MUCH better
L466[14:59:36] <Yuri6037> You can do pretty much everything you could in 1.7.10 with forge additions
L467[15:00:21] <Yuri6037> Use TechneToJson to auto generate models
L468[15:00:24] <williewillus> 1.9 blockstates aren't bad
L469[15:00:58] <Yuri6037> Yes with forge additions (without I can't define item model and block translation)
L470[15:01:06] <howtonotwin> they have some weird parts, still
L471[15:01:07] <ghz|afk> no he means the 1.9 multiparts
L472[15:01:19] <ghz|afk> which use predicates for property matching
L473[15:01:42] <ghz|afk> not fit for your needs, maybe
L474[15:01:55] <ghz|afk> but they are quite nice in comparison with normal blockstates jsons
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L476[15:02:05] <Yuri6037> You mean I can reference and render two models as normal ?
L477[15:02:26] <Yuri6037> with one having a defined translation or rotation ?
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L479[15:03:57] <williewillus> no, I mean the 1.9 multipart jsons defs. look at the 1.9+ fence json
L480[15:03:59] <williewillus> or redstone dust
L481[15:05:10] <howtonotwin> they don't actually work with variant strings and that makes me sad :P
L482[15:05:23] <ghz|afk> they have predicates
L483[15:05:26] <ghz|afk> who needs variant strings ;P
L484[15:05:29] <howtonotwin> trust Mojang to specialcase something when they are specifically trying to avoid specialcases
L485[15:06:07] <howtonotwin> you can't deal with them unless you have an IBlockState
L486[15:06:13] <ghz|afk> before I spend any time writing code for this:
L487[15:06:27] <ghz|afk> does anyone know of some mod that can expose the capabilities of items inside a chest
L488[15:06:30] <ghz|afk> to the outside?
L489[15:06:33] <howtonotwin> which makes working with them without one a pain/impossible
L490[15:06:49] <howtonotwin> what does that even mean?
L491[15:06:51] <ghz|afk> I mean
L492[15:06:57] <Yuri6037> Can you make a multipart model like enderdragon using block model ?
L493[15:06:58] <ghz|afk> suppose you have a bunch of fluid-containing items inside a chest
L494[15:07:12] <ghz|afk> and you could place a "fluid accessor"
L495[15:07:17] <ghz|afk> that lets you pipe in/out the fluids
L496[15:07:28] <ghz|afk> directly into the items
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L498[15:07:41] <williewillus> Yuri6037: no, multipart as in multiple baked models combined together
L499[15:07:46] <ghz|afk> or an energy accessor that can charge/discharge battery items
L500[15:07:50] <williewillus> howtonotwin: i mean, they only needed it for blocks :P
L501[15:08:01] <howtonotwin> true...
L502[15:08:05] <williewillus> i'm not sure how they would've made it flexible to both without significant extra code
L503[15:08:32] <howtonotwin> parse varstr to k=v map then pass into predicates?
L504[15:08:44] <howtonotwin> wouldn't have been much more code to do that
L505[15:09:11] <howtonotwin> I think regex could even do it :P
L506[15:10:16] <Yuri6037> That's a problem if you can not make a block composed of two json models (one animated one not)
L507[15:10:20] <ghz|afk> regex-based predicates would have been nice
L508[15:11:07] <howtonotwin> My urge to duplicate to create v2 of the model formats is intensifying :P
L509[15:11:10] <ghz|afk> "facing=[^,]+,powered=true": {
L510[15:11:13] <ghz|afk> },
L511[15:11:16] <howtonotwin> *~to duplicate~
L512[15:11:17] <ghz|afk> "facing=[^,]+,powered=false": {
L513[15:11:18] <ghz|afk> }
L514[15:11:43] <howtonotwin> but that would be pain
L515[15:11:45] <williewillus> why the heck does getTileEntity try to create the TE if it's missing
L516[15:11:46] <ghz|afk> Yuri6037: it's a problem to your specific case
L517[15:11:55] <howtonotwin> because if you have a lot of properties
L518[15:12:00] <howtonotwin> you need to deal with them
L519[15:12:56] <PaleoCrafter> arguably, ghz|afk, the right way to go about that is a custom state mapper :P
L520[15:13:19] <ghz|afk> PaleoCrafter: but, but, the idea is for it to NOt require code!
L521[15:13:20] <ghz|afk> ;P
L522[15:13:43] <Yuri6037> And you never found a way to do it
L523[15:13:55] <PaleoCrafter> but there's a lot of redundancy without code :P
L524[15:13:57] <williewillus> do what?
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L527[15:14:53] <Yuri6037> Have a block with two JSON models one static with translation and another rotating constantly over a local axe and translated like first one
L528[15:15:16] <PaleoCrafter> you can't do that kind of animation with JSON models :P
L529[15:15:24] <williewillus> uh that's possible
L530[15:15:32] <williewillus> animation API?
L531[15:15:41] <williewillus> (that no one knows how to use but it's possible)
L532[15:15:47] <PaleoCrafter> well, pure JSON models I mean :P
L533[15:15:53] <ghz|afk> yeah the demo has an item, block and entity
L534[15:16:00] <Yuri6037> Well I don't know how to use it so...
L535[15:16:00] <ghz|afk> all using the same animated json model
L536[15:16:16] <Yuri6037> It's not applying in my case
L537[15:16:30] <williewillus> wat
L538[15:16:32] <ghz|afk> you have to do things in code too
L539[15:16:40] <ghz|afk> it doesn't "just work"
L540[15:16:44] <williewillus> "I don't know how to use it" does not mean "it doesn't work for my use case"
L541[15:16:49] <williewillus> it means "I don't know how to use it"
L542[15:17:20] * Ordinastie mumbles something about his animation API that does "just work"
L543[15:17:29] <Yuri6037> I mean the cases exposed in tests does not apply to what I want
L544[15:17:40] <williewillus> how so?
L545[15:17:43] <PaleoCrafter> no, it means "Imma blame Forge for it not working magically straight out of the box how I want it" :P
L546[15:17:53] <ghz|afk> the specific example in the tests is just that: an example
L547[15:17:55] <williewillus> also the test ones don't show you everything the api can do
L548[15:17:58] <PaleoCrafter> Ordinastie, your API is also all in code :P
L549[15:18:06] <ghz|afk> you can use it in other ways
L550[15:18:10] <Ordinastie> not really
L551[15:18:16] <Yuri6037> No you don't understand exactly what I mean I'm not affraid of doing code
L552[15:18:20] <PaleoCrafter> oh, it's changed?
L553[15:18:26] <Ordinastie> OBj + json for the animation
L554[15:18:39] <Yuri6037> Well I don't use OBJ I use JSON for models
L555[15:18:54] <Yuri6037> OBJ does not work with textures in my case
L556[15:19:07] <Yuri6037> only JSON accepts my textures
L557[15:19:16] <PaleoCrafter> wat
L558[15:19:53] * williewillus should *try* to write an RTD for fry's animAPI
L559[15:20:13] <williewillus> since i'm convinced i'm the only one who has any inkling how it works besides fry lol
L560[15:20:14] <Yuri6037> And I could just hack the rendering using my TESR but now that I understand better how MC JSON model system works I'd like to use and avoid as possible glVertex directly or backbuffer manipulation
L561[15:20:18] <ghz|afk> uhhhh
L562[15:20:20] <williewillus> because he doesn't document >.<
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L564[15:20:30] <ghz|afk> OBJ isperfectly able to do ANYTHING you can do with json
L565[15:20:42] <williewillus> well the animation api doesnt support it for 1
L566[15:20:50] <howtonotwin> say, where DOES IAnimatedModel get used?
L567[15:20:52] <ghz|afk> xcept the animation api
L568[15:21:04] <howtonotwin> I've searched for a bit and I simply don't see any trace of it
L569[15:21:06] <ghz|afk> and the IItemColor/IBlockColor thing
L570[15:21:19] <ghz|afk> since you can't specify different color indices per material or face
L571[15:21:55] <PaleoCrafter> hey, fry, I know a bit about how it works, too :P
L572[15:22:03] <PaleoCrafter> eh, williewillus I mean xD
L573[15:22:09] <PaleoCrafter> I just tend to forgot about its existence :P
L574[15:22:18] <ghz|afk> I know "a bit" too
L575[15:22:26] <ghz|afk> but far from enough to even attempt to use it myself
L576[15:22:30] <Yuri6037> If anyone knows how to work with forge animation API i'd use that...
L577[15:22:36] <williewillus> i mean that no one really knows how it actually works, so I should sit down and make an example mod + accompanying RTD for it
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L579[15:22:49] <williewillus> *fully knows
L580[15:23:01] <williewillus> and try to understand it fully lol
L581[15:24:12] <Yuri6037> I need it for one item and one block but the animation is forcely in both cases in loop when a code function returns true
L582[15:24:47] <Yuri6037> The code function takes ItemStack for the item and the block needs world and x y z
L583[15:25:15] <Yuri6037> In the hope world has still methods to getTileEntity
L584[15:25:49] <Yuri6037> That's my specific case which I can't see how to make working with animation API
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L586[15:30:28] <williewillus> you can control the IAnimationStateMachine for the item from code
L587[15:30:33] <williewillus> since it's just a capability
L588[15:30:50] <williewillus> same for the TE
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L597[15:42:37] <Randysdoom> howtonotwin, Got this far, but it is still not rendering correctly, https://gyazo.com/baf515237e581673400f562b3703f412
L598[15:42:44] <Randysdoom> textures are completely temporary
L599[15:43:04] <howtonotwin> code?
L600[15:44:35] <ltp> Right, now that I'm back— there's nothing to circumvent by programmatically initializing BlockStates. howtonotwin: I understand it was for resource packs to have more control; I'm trying to only get around _only_ using json file formats for persisting BlockStates and Block models to allow quantum's mods to use alternate formats. As far as I know, JSONs are just parameters for BlockStates and mapp
L601[15:44:35] <ltp> ing BlockModels; why can't I just instantiate my own BlockStates and map my block models myself just as easily?
L602[15:46:08] <Randysdoom> howtonotwin, Whispered you
L603[15:46:11] <williewillus> the entry point into model loading is right in ModelBakery so start there and look. I don't think it's that complicated either. Blockstate json is just a mapping from MRL -> IBakedModel
L604[15:46:22] <williewillus> statemapper is mapping from IBlockState -> MRL
L605[15:46:36] <williewillus> in vanilla that chain of flow only has 3-4 links
L606[15:47:31] <ltp> That's probably why my block defining process isn't working. I must have an inconsistency in those links— either because a link is missing entirely or because I improperly linked resources
L607[15:47:52] <Yuri6037> I just found registerTESRItemStack
L608[15:48:04] <Yuri6037> This can maybe fix animation problem
L609[15:48:05] <williewillus> congrats :P
L610[15:48:19] <ghz|afk> no it won't
L611[15:48:26] <ltp> I also noticed some cases where the HashMaps are IdentityHashMaps—doesn't make things any simpler
L612[15:48:26] <ghz|afk> there's no ItemStack parameter in it
L613[15:48:39] <williewillus> ltp: where?
L614[15:49:05] <ghz|afk> you just get a call to a TESR, with null tileentity, and 0,0,0 as the xyz
L615[15:49:10] <Yuri6037> Seriously I prefer working with GL directly as it's sure it will work the animation system is just too complicated and not sure it will work in my case
L616[15:49:22] <williewillus> i'm pretty sure it will
L617[15:49:28] <ltp> williewillus: well I could be mistaken, but I think I saw somewhere that certain RLs are identity mapped
L618[15:49:42] <Yuri6037> So no ways to get player ?
L619[15:49:48] <williewillus> ltp: are you sure you didn't see IBlockState as the key?
L620[15:49:51] <williewillus> those are identity comparable
L621[15:49:55] <williewillus> (mostly)
L622[15:49:59] <williewillus> in vanilla they are
L623[15:50:00] <Yuri6037> Well Minecraft.getMinecraft has been removed too ?
L624[15:50:05] <williewillus> no it hasn't..
L625[15:50:17] <Yuri6037> So there is a way to get local player
L626[15:50:21] <ltp> It might have been that williewillus
L627[15:50:37] <williewillus> Yuri6037: describe again why the animationa api doesn't fit your neds
L628[15:50:39] <williewillus> *needs
L629[15:50:43] <williewillus> besdies you not knowing how to use it\
L630[15:52:40] <Yuri6037> So if you are able to provide me the docs for JSON and how to use it on an item without spending 4 hours (I just need 1 hour for direct GL)
L631[15:52:53] <williewillus> i'm on that
L632[15:53:03] <williewillus> but you didn't answer the question
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L634[15:54:21] <Yuri6037> The only thing that ghz|afk gave me is the test forge file, ok that's a little bit helpfull as I know now that it's similar to some 3D engines but the JSON is not similar usualy in 3D engines I have all in .blend
L635[15:54:26] <howtonotwin> (1 hr for DirectGL, and aleph-omega hrs for warding off resource pack makers :P)
L636[15:54:39] <williewillus> howtonotwin: and performance :P
L637[15:56:28] <Yuri6037> If I could make a .blend or a .tcn with all animation directly in it and let forge import it like other 3D engines I worked with it would be so much easier for me
L638[15:56:40] <ghz|afk> you can do it in blender
L639[15:56:46] <ghz|afk> and export the skeleton animation to .b3d
L640[15:56:48] <howtonotwin> doesn't the B3D format support that?
L641[15:56:57] <williewillus> support what?
L642[15:57:02] <howtonotwin> animation
L643[15:57:04] <williewillus> yes
L644[15:57:05] <ghz|afk> then you can use the B3D loader for playing animations
L645[15:57:16] <williewillus> no one knows how to use the b3d loader either though lol
L646[15:57:23] <Yuri6037> But does forge supports B3D animation ?
L647[15:57:25] <ghz|afk> williewillus: actually,
L648[15:57:25] <williewillus> yes
L649[15:57:25] <howtonotwin> yes
L650[15:57:35] <williewillus> fry adds new things to b3d first usually :P
L651[15:57:38] <williewillus> then json
L652[15:57:40] <ghz|afk> b3d animations are just a B3dState type thing
L653[15:57:45] <ghz|afk> that you pass to .bake
L654[15:58:00] <williewillus> well on some convoluted level that's how everything that transforms the model works
L655[15:58:01] <ghz|afk> and you get the interpolated vertices based on the input frame number/time
L656[15:58:09] <williewillus> it gets stuffed into some IModelState and passed to bake
L657[15:58:14] <ghz|afk> yes but I mean it's just frame number + partial ticks ;p
L658[15:58:38] <williewillus> it looks a lot cleaner than the json animations that's for sure...
L659[15:58:51] <ghz|afk> B3DState { Animation; frame; nextFrame, progress; parent; }
L660[15:59:06] <ghz|afk> you just pass an instance of that to the bake method and you get the interpolated IBakedModel in return
L661[15:59:46] <Yuri6037> But I have not access to GL so no access to the current IBakedModel
L662[15:59:54] <ghz|afk> not true
L663[16:00:12] <Yuri6037> So there is access to rendering loop ?
L664[16:00:14] <ghz|afk> you can register an ICustomModelLoader
L665[16:00:26] <williewillus> anyone else slightly familiar with the modelblockanimation json format?
L666[16:00:27] <ghz|afk> through which you can get the item linked to an instance of IBakedModel
L667[16:00:29] <ghz|afk> then
L668[16:00:34] <williewillus> trying to understand some stuff and it'd be nice to bounce off people
L669[16:00:40] <ghz|afk> for items
L670[16:00:45] <ghz|afk> you get called getOverrides()
L671[16:00:51] <ghz|afk> which you can use to return a different model
L672[16:01:01] <ghz|afk> based on animation frame data in the ItemStack
L673[16:01:10] <ghz|afk> for blocks with tileEntities
L674[16:01:20] <Yuri6037> Yeah but can I return a secondary model
L675[16:01:31] <Yuri6037> A submodel
L676[16:01:36] <ghz|afk> you can use extended blockstates, with an IUnlistedProperty
L677[16:01:42] <ghz|afk> so
L678[16:01:44] <ghz|afk> here is the thing
L679[16:01:47] <ghz|afk> the bake method
L680[16:01:51] <ghz|afk> takes an IModelState
L681[16:01:55] <ghz|afk> this system
L682[16:02:01] <ghz|afk> lets you specify a model state only for a submodel
L683[16:02:13] <ghz|afk> I don't know from memory how to use it
L684[16:02:15] <ghz|afk> only that you can ;P
L685[16:02:32] <howtonotwin> williewillus: From the looks of it it's just the fields serialized verbatim, no?
L686[16:02:49] <williewillus> howtonotwin: yeah but I don't remember what the arrays here mean https://github.com/Vazkii/Botania/blob/master/src/main/resources/assets/botania/armatures/block/pump_head.json#L3
L687[16:02:55] <williewillus> sorry ping
L688[16:03:09] <williewillus> "0" "1" and "2" are the element indices in the model
L689[16:03:14] <williewillus> but I forget what [ 1.0 ] means
L690[16:03:20] <Yuri6037> If I can return a new IBakedModel then maybe I can use the current IBakedModel and regenerate vertex array to add rotation and return it as submodel
L691[16:03:32] <williewillus> that's what the animation api does basically^
L692[16:03:35] <ghz|afk> Yuri6037: yes you can
L693[16:03:45] <ghz|afk> you can build a TRSRTransformation for a submodel
L694[16:03:58] <ghz|afk> which will change the transform for it
L695[16:04:01] <Yuri6037> Yes and where do I return this submodel
L696[16:04:10] <howtonotwin> weights?
L697[16:04:11] <ghz|afk> you don't work with the submodel directly
L698[16:04:13] <ghz|afk> when you bake
L699[16:04:15] <howtonotwin> idk just guessing
L700[16:04:17] <ghz|afk> it will combine all the vertices
L701[16:04:22] <ghz|afk> into one IBakedModel
L702[16:04:25] <howtonotwin> they seem to be related to MBJointWeight
L703[16:05:06] <Yuri6037> So what can I do to have a submodel with own dynamic transform ?
L704[16:05:16] <Yuri6037> changeable by Java
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L706[16:05:53] <howtonotwin> ya, those floats go straight to MBJointWeight::getWieghts
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L708[16:06:14] * howtonotwin can misspell and correctly spell a word in the same sentence
L709[16:08:10] <williewillus> howtonotwin: it seems like only the first one is used though 0.o
L710[16:08:17] <williewillus> so why is it an array?
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L712[16:08:54] <howtonotwin> I've never even touched those parts of the system lol :P
L713[16:08:57] <williewillus> i also don't get what they're used for
L714[16:09:08] <howtonotwin> every time I got near them when I was exploring the rest I just noped out
L715[16:09:11] <williewillus> it's using it to multiple by a trsr or something
L716[16:09:20] <williewillus> i should just experiment with it
L717[16:09:26] <Yuri6037> I understand why using a model system the idea is good just not the way it's done...
L718[16:09:40] <williewillus> in general or the animation thing?
L719[16:09:49] <williewillus> i can half agree on the animation just because fry doesn't document anything he makes :P
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L721[16:11:01] <Yuri6037> I'd 70% is badly done forge fixes a LOT of things for me compared to vanilla actualy vanilla I say it's 1/10 With forge I'd say 7/10
L722[16:11:47] <Yuri6037> Forge is missing a program to design 3D jsons, missing removal of vanilla useless -16->32 limits
L723[16:12:32] <howtonotwin> forge is a modding framework...
L724[16:12:43] <howtonotwin> no way in hell is it gonna have a modeller lol
L725[16:12:57] <Yuri6037> And a proper animation system easy to integrate the IAnimationStateMachine is good but forge should provide as well render loop access with that interface
L726[16:13:11] <williewillus> "render loop access" defeats the point of all these abstractions
L727[16:13:22] <LexMobile> -16->32 limit?
L728[16:13:38] <howtonotwin> for size of models
L729[16:13:52] <LexMobile> and not only no, but fuck no, we are not going to expose more gl shit for you guys to fuck up.
L730[16:13:54] <Yuri6037> Yes if I try a JSON model with -17 coordinates it just basically refuses loading
L731[16:14:01] <LexMobile> thats the model format
L732[16:14:06] <LexMobile> has nothing to do with internal shit
L733[16:14:09] <LexMobile> use a better model
L734[16:14:42] <Yuri6037> And if we need to change animation state in loop the we are screwed
L735[16:15:23] <williewillus> what does "in loop" even mean
L736[16:15:35] <LexMobile> No idea, but meh just btiching.
L737[16:16:03] <Yuri6037> in render loop maybe we can need to change states or apply an override color
L738[16:16:16] <williewillus> what is "change states"
L739[16:16:17] <howtonotwin> custom IModel
L740[16:16:18] <LexMobile> why would you need to do that?
L741[16:16:21] <howtonotwin> boom: full control
L742[16:16:31] <LexMobile> rendering is not a logic system
L743[16:16:42] <LexMobile> it should be 'here is the model for this state, render it'
L744[16:17:54] <Yuri6037> Yeah for you you it should be static for the dev ok 99% of things corresponds to that model but 1% of things are not covered
L745[16:18:01] <ghz|afk> Yuri6037: the animation api already support an "animation state machine" which lets you change from one animation to another
L746[16:18:19] <LexMobile> we dont deal in theoretical 1%s
L747[16:18:22] <Yuri6037> Yeah I said it's good but it's a pain to use
L748[16:18:34] <ghz|afk> yes but you talk as if it didn't exist
L749[16:18:38] <williewillus> it's only a pain because it's not documented (/me glares at fry again). I'm working on it
L750[16:18:48] <HassanS6000> Is a pressure plate a tile entity or entity
L751[16:18:48] <ghz|afk> "it's hard so it doesn't exist" does not compute ;p
L752[16:18:55] <Yuri6037> I never said it didn't exist
L753[16:18:57] <ghz|afk> HassanS6000: it's a block
L754[16:19:03] <HassanS6000> whaa
L755[16:19:03] <ghz|afk> it doesn't have a tileentity
L756[16:19:05] <LexMobile> pressure plate is a normal block...
L757[16:19:13] <howtonotwin> it uses onEntityCollidedWithBlock iirc
L758[16:19:20] <HassanS6000> rip
L759[16:19:30] <howtonotwin> lolwut
L760[16:19:33] <ghz|afk> normal pressure plates emit redstone as long as there's an entity in their block space
L761[16:19:34] <williewillus> why the rip
L762[16:19:43] <ghz|afk> and weighted pressure plates emit redstone based on how many entities
L763[16:19:48] <Yuri6037> And we still have GL for GUI
L764[16:19:51] <howtonotwin> *lower 1/4 of their block space
L765[16:19:52] <howtonotwin> :P
L766[16:19:57] <LexMobile> But ya, Yuri, we don't care about the figments of your imagination. Unless you have something that you can give us that doesn't work. Then shush.
L767[16:20:05] <HassanS6000> I was trying to use events to figure out when a player steps on a pressure plate
L768[16:20:10] <LexMobile> The system is designed to make it hard for modders to fuck the rendering state
L769[16:20:20] <howtonotwin> well it's not as if there's much use in having models in GUIs..
L770[16:20:21] <ghz|afk> Yuri6037: yes, but only because Mojang hasn't created a GUI library without GL
L771[16:20:23] <LexMobile> and this is 100% intentional and we will be developing to make it even harder
L772[16:20:38] <howtonotwin> in world you can bork everything if you have full control
L773[16:20:39] <williewillus> HassanS6000: it uses onEntityCollide to turn on
L774[16:20:45] <williewillus> and then schwedules updates every second to turn it off
L775[16:20:50] <ghz|afk> howtonotwin: I beg to differ: https://minecraft.curseforge.com/projects/guidebook
L776[16:20:53] <HassanS6000> ok, thanks
L777[16:20:53] <ghz|afk> ;P
L778[16:21:29] <LexMobile> GUIs dont have a real standard framework, that is being addressed
L779[16:21:42] <LexMobile> It'll eventually be revamped into basic json IIRC
L780[16:21:55] <Yuri6037> LexMobile: I understand the idea I said that before so please don't try to repeat the same thing, I know it's intentional I could even see this by just reading parts of the code
L781[16:22:06] <ghz|afk> don't ping lex ;P
L782[16:22:10] <ghz|afk> he's here reading
L783[16:22:31] *** Yuri6037 was kicked by LexMobile (Stop bitching about theoreticals then?))
L784[16:22:47] <howtonotwin> ghz|afk, do you need to use <p></p> for paragraphs in that thing btw?
L785[16:22:52] ⇨ Joins: Yuri6037 (kiwiirc@80.12.37.236)
L786[16:23:07] <ghz|afk> howtonotwin: yes, and <page> for pages
L787[16:23:12] <ghz|afk> it doesn't do automatic layout
L788[16:23:21] <ghz|afk> besides measuring the height of text
L789[16:23:34] <Yuri6037> Why kick, I'm just trying to expose things and maybe find solutions and you just kick me ?
L790[16:24:14] <williewillus> you haven't expressed your problem clearly
L791[16:24:24] <williewillus> besides "the animation api isn't documented" which is a legit problem
L792[16:24:24] <howtonotwin> stop, you may end up inheriting my name...
L793[16:24:26] <williewillus> which I'm working on
L794[16:24:49] <howtonotwin> ghz|afk, may I suggest allowing for <p>Paragraph1<p>Paragraph2?
L795[16:24:51] <LexMobile> 1) The rules, its rude to ping someone who is right here 2) YOu're not exposing anything you're bitching about things that don't exist. 3) There is nothing to fix as you haven't said anything real that doesn't exist.
L796[16:24:58] <howtonotwin> Like how javadocs work?
L797[16:25:08] <ghz|afk> howtonotwin: yo ucan suggest as much as you want, butmy file will remain XML ;P
L798[16:25:16] <ghz|afk> and that means closing tags ;P
L799[16:25:30] <Yuri6037> My problem is only animation, I could workarround the JSON model limit with a scale
L800[16:25:41] <williewillus> okay, what about animation?
L801[16:25:49] * howtonotwin PRs support for HOCON
L802[16:25:54] <LexMobile> no
L803[16:25:58] <williewillus> lol
L804[16:26:07] <howtonotwin> wait no that's a horrible idea
L805[16:26:22] <williewillus> next we need javascripted models
L806[16:26:23] <LexMobile> is anyone actually using the new config system? ive gotten 0 feedbacks
L807[16:26:32] <williewillus> which new config system 0.o
L808[16:26:35] <williewillus> the gui?
L809[16:26:37] <howtonotwin> xD
L810[16:26:40] *** diesieben|away is now known as diesieben07
L811[16:26:40] <LexMobile> so im gunna assume its the first thing i've ever written that was perfect in the first draft
L812[16:26:42] <ghz|afk> no
L813[16:26:46] <ghz|afk> the @Config annotation and such
L814[16:26:52] <ghz|afk> I tried for one of my mods, but it wasn't fit for my use case
L815[16:26:56] <ghz|afk> and then I forgot about it
L816[16:27:02] <Yuri6037> I need one model static with translation and one model dynamic rotation arround Y axis only when item decides it's recharging
L817[16:27:06] <LexMobile> if it wasnt fit, then let me know, so we can fit it
L818[16:27:34] <williewillus> Yuri6037: that's totally doable with animation API
L819[16:27:38] <ghz|afk> I needed a way to map classes into categories, iirc
L820[16:27:58] <Yuri6037> and I add dynamic color generated by code ?
L821[16:28:03] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/ConfigManager.java
L822[16:28:04] <howtonotwin> can we get annotations like @ObjectHolder and @Config working with ILanguageAdapter btw?
L823[16:28:09] <LexMobile> why into categories?
L824[16:28:11] <williewillus> no, you use the tint indices in the json
L825[16:28:11] <ghz|afk> this is my existing config
L826[16:28:26] <parzivail> for the love of god please don't make GUIs JSON
L827[16:28:30] <ghz|afk> I have some properties for configuring the ore rocks feature
L828[16:28:33] <howtonotwin> it's kinda a pain that only a few annotations listen to ILanguageAdapter
L829[16:28:34] <williewillus> parzivail: why not?
L830[16:28:39] <williewillus> do you have a valid argument against it? :P
L831[16:28:41] <ghz|afk> some properties for the scraping enchantment, etc
L832[16:28:45] <ghz|afk> each one neatly into its own category
L833[16:28:45] *** parzivail was kicked by LexMobile (stop random bitching))
L834[16:28:47] <Yuri6037> yes but can tint use code for color (ex color is from server)
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L836[16:28:56] <ghz|afk> my hope then was to have like
L837[16:29:01] <williewillus> Yuri6037: it has stack access
L838[16:29:06] <williewillus> tinting
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L840[16:29:17] <LexMobile> Without reading all that logic, it looks like a normal config, what is it missing?
L841[16:29:17] <williewillus> parzivail: fyi: PE already uses jsons for gui
L842[16:29:38] <LexMobile> if the color is from the server
L843[16:29:43] <LexMobile> then the code wouldnt be providing the color
L844[16:29:43] <ghz|afk> I believe at the time -- dunno if it has changed
L845[16:29:46] <LexMobile> its a data value
L846[16:29:53] <parzivail> would there still be a way to make GUIs that don't conform to the "minecraft standard" for looks?
L847[16:29:54] ⇦ Quits: KnightMiner (~KnightMin@adsl-75-5-75-217.dsl.emhril.sbcglobal.net) (Ping timeout: 194 seconds)
L848[16:30:00] <ghz|afk> there was no way to say that a class was meant for a config category
L849[16:30:06] <Yuri6037> but data generated by server and sent through packet
L850[16:30:10] <williewillus> that's purely a skinning/View thing is it not?
L851[16:30:21] <LexMobile> What do you mean config category?
L852[16:30:28] <williewillus> Yuri6037: you have access the ItemStack -> ItemStack can be edited by the server -> profit
L853[16:30:35] <ghz|afk> configuration.addCustomCategoryComment("Rocks", "Settings for rock and ore rock drops");
L854[16:30:35] <ghz|afk> Property p_enableRocks = configuration.get("Rocks", "Enables", true);
L855[16:30:49] <parzivail> well our GUIs are pure GL so even layouting is different. skinning wouldn't be of use per se
L856[16:30:52] <LexMobile> yes
L857[16:31:01] <Yuri6037> And can tint read tag compound ?
L858[16:31:04] ⇦ Quits: Xalcon (~Xalcon@ip4d171ded.dynamic.kabel-deutschland.de) (Read error: Connection reset by peer)
L859[16:31:05] <williewillus> of course
L860[16:31:07] <ghz|afk> the config becomes
L861[16:31:08] <williewillus> i said it has Stack access
L862[16:31:11] <ghz|afk> rocks {
L863[16:31:11] <ghz|afk> B:Enables=true
L864[16:31:12] <ghz|afk> ...
L865[16:31:12] <williewillus> meaning everything on the stack included :P
L866[16:31:12] <ghz|afk> }
L867[16:31:18] <LexMobile> public class Config { public RocksInfo Rocks = new RocksInfo(); }
L868[16:31:21] <LexMobile> category!
L869[16:31:27] <williewillus> parzivail: it would be nice to have unified Models/Controllers though
L870[16:31:31] <ghz|afk> hmmm?
L871[16:31:35] <ghz|afk> is that how it works?
L872[16:31:36] <williewillus> the view can be customized by modders and RP's
L873[16:31:38] <LexMobile> yes...
L874[16:31:44] <LexMobile> the system fully supports nesting
L875[16:31:48] <LexMobile> as well as lists/maps
L876[16:31:55] <ghz|afk> well that wasn't clear to me at all ;P
L877[16:32:06] <LexMobile> theny ou didnt look because its clearly in my test cases
L878[16:32:13] <Yuri6037> By the way if LexMobile if you make a JSON system for GUIs please keep something for procedural texture (in case we need advanced stuff)
L879[16:32:26] <LexMobile> https://gist.github.com/LexManos/ca57c1f29365bf492f207e4aa1a7865c
L880[16:32:28] <parzivail> williewillus, i agree, but sometimes whatever you're working on can't be done with simple JSON or a standard format
L881[16:32:31] *** Yuri6037 was kicked by LexMobile (Seriously?))
L882[16:32:44] <ghz|afk> my conclusion at the time was "it must be unimplemented" and I gave up on it
L883[16:32:50] ⇦ Quits: RandomX45 (~random@2601:44:8802:2060:fc39:d746:eae5:5bcb) (Ping timeout: 206 seconds)
L884[16:32:51] ⇨ Joins: Yuri6037 (kiwiirc@80.12.37.236)
L885[16:33:02] <LexMobile> I aint gunna make shit for guis, it'll either be fry, or mojang.
L886[16:33:13] <LexMobile> However, im sick of this theoretical bitching.
L887[16:33:18] <Yuri6037> Why again ? I was just saying something not meaning to be rude in any way
L888[16:33:29] <williewillus> Yuri6037: https://gist.github.com/LexManos/0c43f8a9875d9ef6a8c0132e27d9f4bc#file-gistfile1-txt-L3
L889[16:33:35] <LexMobile> What part of DO NOT PING THE OPS DO YOU NOT GET!?!?!
L890[16:33:42] <parzivail> well I'm not dealing in theoreticals
L891[16:33:55] <LexMobile> yes you are
L892[16:34:08] <LexMobile> provide an example or stfu, this goes for both you.
L893[16:34:14] <LexMobile> Json is purely data.
L894[16:34:15] <ghz|afk> parzivail: you panicked just by hearing of a possible future gui json system
L895[16:34:18] <LexMobile> Rendeirng is purely data
L896[16:34:37] <LexMobile> ergo json can do everything you want, if it cant we can make it.
L897[16:34:52] <parzivail> https://github.com/parzivail/StarWarsMod/blob/master/src/main/java/com/parzivail/pswm/gui/GuiScreenHyperdrive.java
L898[16:35:00] <williewillus> broken link
L899[16:35:02] <ghz|afk> if it can't we can always use yaml isntead [/joke]
L900[16:35:04] <parzivail> oh right
L901[16:35:06] <parzivail> one second
L902[16:35:11] <Yuri6037> williewillus: thanks for that I din't see those rules...
L903[16:35:24] <williewillus> it says "Rules:" in the topic but sure lol
L904[16:35:26] <ghz|afk> rule #1 of IRC: read the topic
L905[16:35:36] <ghz|afk> rule #2: don't be rude to ops
L906[16:35:38] <parzivail> https://gist.github.com/parzivail/e8c0b7ac84114743a67f642e05b90ff0
L907[16:35:45] <ghz|afk> rule #3: don't be rude to anyone else
L908[16:35:47] <parzivail> forgot that repo was private
L909[16:36:07] <Yuri6037> I wasn't rude or not intentionally
L910[16:36:19] <LexMobile> you render textures at positions with scale and rotation
L911[16:36:27] <LexMobile> there is nothing in there that cant be described as data
L912[16:37:12] <ghz|afk> parzivail: if you think you can't do a GUI with just a text file, look at tutorials for XAML(WPF/Silverlight) ;P
L913[16:37:17] <Yuri6037> In my case I was speaking about ingame HUD addition
L914[16:37:26] <Yuri6037> not GuiScreen
L915[16:37:40] <LexMobile> again
L916[16:37:43] <howtonotwin> well I mean XAML has data bindings, but meh
L917[16:37:46] <LexMobile> its literally all data
L918[16:37:57] <Yuri6037> GuiScreen can be JSON no issue to that can even be anything you want
L919[16:37:59] <LexMobile> however, this again is theoretical bitching
L920[16:38:03] <LexMobile> as the json system doesnt exist
L921[16:38:07] <LexMobile> and wont for quite a while
L922[16:38:12] <williewillus> howtonotwin: does JFx/fxml have data binding?
L923[16:38:12] <parzivail> ghz|afk, yeah I'm familiar with XAML but some of the stuff I'm doing I'd be worried about moving to a new system
L924[16:38:16] <Yuri6037> But you can already code that
L925[16:38:18] <LexMobile> and thus we dont know the limitations or implementation details
L926[16:38:20] <ghz|afk> parzivail: and ther ewe go
L927[16:38:21] <LexMobile> but we dont care
L928[16:38:23] <ghz|afk> your issue isn't json
L929[16:38:25] <ghz|afk> or the gui system
L930[16:38:29] <ghz|afk> it's "I'll have to rewrite my code"
L931[16:38:30] <ghz|afk> ;P
L932[16:38:49] <parzivail> ghz|afk, I'm worried about flexibility
L933[16:38:54] <ghz|afk> so are we all
L934[16:39:03] <Yuri6037> I never used GuiScreen myself did never need to deal with that
L935[16:39:10] <ghz|afk> that's why no one is just removing the ability to make GUIs yet
L936[16:39:11] <parzivail> the new JSON block etc. model format was pain enough to try and work with
L937[16:39:16] <ghz|afk> it's a thing that will be designed
L938[16:39:21] <ghz|afk> will be put up in public for discussion
L939[16:39:27] <ghz|afk> and you'll have your chance to provide input
L940[16:39:42] <diesieben07> why does everyone always focus on JSON? -_-
L941[16:39:48] <diesieben07> forge makes it a general purpose model system
L942[16:39:48] <howtonotwin> ^
L943[16:39:49] <ghz|afk> however, it wouldn't be the first time they have put a design up fordiscussion
L944[16:39:52] <ghz|afk> people have ignored it
L945[16:39:57] <ghz|afk> and then everyonecomplained when it was enforced
L946[16:40:00] <diesieben07> if you don't like the supproted models you can even write your own damn loader
L947[16:40:04] <Yuri6037> as long as we can render a procedural texture in a GuiScreen everything is possible
L948[16:40:07] <diesieben07> which parses your models from brainfuck if you like
L949[16:40:37] <ghz|afk> diesieben07: in this case lex said there's plans to make GUIs use JSON
L950[16:40:42] <Yuri6037> That's what I used on UE4 to render some own Gui system
L951[16:40:46] <ghz|afk> which triggered people into panic mode
L952[16:40:47] <LexMobile> i prefer my models in victoria format thank you very much!
L953[16:40:53] <williewillus> lol
L954[16:41:05] <parzivail> diesieben07, which we are but sometimes well enough should be left alone
L955[16:41:21] <diesieben07> i read it all ghz
L956[16:41:39] <diesieben07> i have no idea what you are saying parz
L957[16:41:44] <Yuri6037> What we should do is a designer for JSON
L958[16:41:58] <parzivail> like, why move to a new system when the old system still works fine and well?
L959[16:42:01] <howtonotwin> we have one
L960[16:42:03] <ghz|afk> ah lex, does the config system support parsing ItemStacks automatically?
L961[16:42:07] <howtonotwin> parzivail, because the old one was bad
L962[16:42:19] <LexMobile> no, its fairly limited
L963[16:42:22] <diesieben07> because the old one doess NOT work "fine and well" :D
L964[16:42:26] <LexMobile> i put in everything that it should be.
L965[16:42:29] <howtonotwin> there's at least one JSON model creator
L966[16:42:36] <ghz|afk> is there a "config loaded" event/method that I can use to post-process the settings?
L967[16:42:54] <Yuri6037> 3D designer
L968[16:43:23] <Yuri6037> I was gonna do one Linux with C
L969[16:43:34] <diesieben07> why? there are plenty modelers out there that produce obj
L970[16:43:40] <diesieben07> which you can load into MC just fine
L971[16:43:44] <diesieben07> why do you want json so badly?
L972[16:43:48] <LexMobile> https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/common/config/ConfigManager.java#L59
L973[16:43:49] <diesieben07> it's a terrible format for models...
L974[16:44:06] <LexMobile> right now, thats what we support, plus maps of any of that, and enums
L975[16:44:37] <LexMobile> and as for an event... i think there is one, i know i was planning on making them dunno if i actually got around to it
L976[16:44:39] <tterrag> I do wish that stuff wasn't static
L977[16:44:51] <Yuri6037> OBJ doesn't work with texture on my side so...
L978[16:44:52] ⇦ Quits: Naiten (Naiten@86-102-37-6.xdsl.primorye.ru) (Read error: Connection reset by peer)
L979[16:45:06] <LexMobile> It was explicitly designed so that modder COULDNT fucking add extra shit
L980[16:45:08] <diesieben07> well it obviously works for others, so we should focus on fixing that...
L981[16:45:18] <Yuri6037> and I find the JSON better as it defines boxes
L982[16:45:19] <diesieben07> instead of you being here and complaining that json sucks...
L983[16:45:21] <tterrag> but why does it have to be static at all?
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L985[16:45:27] <tterrag> couldn't each mod have its own ConfigProcessor isntance?
L986[16:45:29] <Yuri6037> It's easier to imagine
L987[16:45:30] <tterrag> to avoid interference?
L988[16:45:33] <LexMobile> cuz why not?
L989[16:45:37] <LexMobile> why would they interfear?
L990[16:45:38] <tterrag> because it would be more usable?
L991[16:45:45] <tterrag> what if two mods added a type adapter for ItemStack
L992[16:45:52] <ghz|afk> Yuri6037: obj can have textures just fine
L993[16:45:52] <tterrag> I don't see why it has to be locked down
L994[16:45:58] <diesieben07> Yuri6037, why do you even look at the produced model file if you are using a modeler? what?!?
L995[16:45:59] <Yuri6037> but can a mod give it's own model file format ?
L996[16:46:01] <ghz|afk> just because you couldn't figure out how to make it work
L997[16:46:03] <ghz|afk> doesn't mean it doesn't work
L998[16:46:04] <diesieben07> yes it can
L999[16:46:04] <williewillus> Yuri6037: yes
L1000[16:46:05] <LexMobile> no
L1001[16:46:08] <LexMobile> the entire point
L1002[16:46:12] <diesieben07> you can implement ICustomModelLoader or however its called
L1003[16:46:12] <LexMobile> as I JUST FUCKING STATED
L1004[16:46:20] <LexMobile> is to NOT ALLOW modders to add custom type adaptors
L1005[16:46:34] <LexMobile> if they want custom shit, PR it to Forge.
L1006[16:46:53] <tterrag> what if I want to load an object type specific to my mod?
L1007[16:46:53] <Yuri6037> So the ICustomModelLoader is a mistake ?
L1008[16:47:00] <williewillus> Yuri6037: ??
L1009[16:47:01] <howtonotwin> no...
L1010[16:47:04] <diesieben07> there are two conversations
L1011[16:47:04] <tterrag> some kind of machine recipe perhaps?
L1012[16:47:05] <LexMobile> thats fine we support that
L1013[16:47:05] <diesieben07> lex and tt
L1014[16:47:11] <diesieben07> and us and yuou yuri
L1015[16:47:15] <williewillus> lol
L1016[16:47:19] <LexMobile> as long as it drills down to the basic primitives
L1017[16:47:44] <tterrag> does the reader reflectively parse fields or something?
L1018[16:47:49] <LexMobile> yes...
L1019[16:47:55] <LexMobile> seriously dude
L1020[16:47:55] <tterrag> so you've remade gson :P
L1021[16:47:59] <LexMobile> go look before bitching
L1022[16:48:05] <howtonotwin> what useful deserializer doesn't?
L1023[16:48:12] <tterrag> meh, my point is still valid. not everything can boil down to java primitives
L1024[16:48:20] <LexMobile> yes it can
L1025[16:48:24] <Yuri6037> I though OP was speaking to me when he said no for the ICustomModelLoader
L1026[16:48:27] <ltp> ^^
L1027[16:48:36] <LexMobile> as evidenced by Forge's config system working for the last 5 years
L1028[16:48:42] <parzivail> how... can't something be a primitive?
L1029[16:49:21] <ltp> If you think about it... All we see are primitives... The objects are just arrays of them
L1030[16:49:22] <tterrag> obviously, at the root, everything is primitives. but there are complications, like cyclical references
L1031[16:49:24] <LexMobile> wait who let you back in...
L1032[16:49:30] <diesieben07> lol
L1033[16:49:35] <LexMobile> ltp, who are you?
L1034[16:49:42] <ltp> I'm ltp
L1035[16:49:43] <williewillus> deep questions
L1036[16:49:47] * howtonotwin is running low on popcorn
L1037[16:49:48] <LexMobile> liketheprogrammer?
L1038[16:49:52] <LexMobile> link*
L1039[16:49:52] <ltp> I guess it was a server reset
L1040[16:49:53] <ltp> Yes
L1041[16:50:01] *** ltp was kicked by LexMobile (ltp))
L1042[16:50:04] <williewillus> lol
L1043[16:50:09] <parzivail> did I miss something?
L1044[16:50:14] <LexMobile> Hes a annoying little shit
L1045[16:50:18] <parzivail> ah
L1046[16:50:30] <williewillus> he's trying to make an alternate mod api but doesn't really know what's going on
L1047[16:50:33] <diesieben07> But Ifs are slooow, everyone!
L1048[16:50:43] <LexMobile> LONG history, with a lot of bullshit, not going into it.
L1049[16:51:10] <parzivail> why make a new API when there's been one for years
L1050[16:51:20] <williewillus> because forge sucks of course /s
L1051[16:51:27] <diesieben07> because his is better, obivously.
L1052[16:51:33] <parzivail> obviously
L1053[16:51:39] <diesieben07> forge has too many ifs, it has to be slow and terrible.
L1054[16:51:41] <howtonotwin> well, branch prediction can make or break optimiations, so in a sense ifs ARE slow (sometimes)
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L1056[16:52:00] <Yuri6037> No we can't say forge sucks forge made Minecraft better
L1057[16:52:39] <Yuri6037> Even if I'm no longer playing that much MC I have to admit Forge still does a great work especialy on deobfuscating code
L1058[16:52:41] <parzivail> ok, coming out of the crap tornado, is there a way to disable automatic entity updates? (i.e. when you register entities not have the updateFrequency param)
L1059[16:53:20] <williewillus> why do you need to disable them?
L1060[16:53:20] <diesieben07> apart from the fact that that sounds like a terrible idea... Integer.MAX_VALUE maybe?
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L1062[16:53:30] <ghz|afk> parzivail: there's a method without the param
L1063[16:53:33] <ghz|afk> iirc
L1064[16:53:54] <LexMobile> UpdateFreq is the server->client sync IIRC...
L1065[16:53:58] <LexMobile> so does the entity never move?
L1066[16:54:02] <ghz|afk> ah no it's the egg
L1067[16:54:22] <parzivail> no, it always moves is the thing
L1068[16:54:28] <parzivail> and it's being choppy
L1069[16:54:37] <parzivail> so (so help me god) I found another way
L1070[16:54:41] <LexMobile> its beeing choppy because the client and server arnt agreeing
L1071[16:54:48] <LexMobile> the server always wins tho
L1072[16:54:52] <ghz|afk> uhm
L1073[16:55:01] <ghz|afk> parz, sounds like you are trying to cover up the bug
L1074[16:55:03] <ghz|afk> rather than fix it
L1075[16:55:13] <williewillus> i mean the bug in question is "network latency" :P
L1076[16:55:17] <ghz|afk> are you updating the entity position in the client?
L1077[16:55:19] <parzivail> i guess let me rephrase, one second
L1078[16:55:23] <ghz|afk> if you are
L1079[16:55:26] <ghz|afk> that'd explain your issue
L1080[16:55:28] <LexMobile> Ya, needs more details
L1081[16:55:38] <howtonotwin> You can just pull a me and make the bug a feature :P
L1082[16:56:11] <howtonotwin> (See: me making items desyncing through blocks a feature by making a block that makes it real)
L1083[16:56:20] <williewillus> lol
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L1085[16:56:49] <howtonotwin> It's not as if I can fix it anyway :P Moving at 5 chunks/second will do that to anything
L1086[16:57:34] <parzivail> I have a ship (x-wing, to be exact) and the player sits in it and whatnot and controls throttle pitch roll etc. and some quaternion math is done and the ship moves. That's all fine and dandy but the log threw a lot of "player/vehicle moving too fast" stuff to I I set it up such that the player isn't technically in control
L1087[16:58:02] <parzivail> now, if there was a better way to make it not throw those "too fast" errors that'd fix the issue from the getgo
L1088[16:58:28] <williewillus> is there a technical reason for those warns from vanilla or was it just a pure antihack for elytra?
L1089[16:58:29] <Yuri6037> williewillus: Did you get anything with animation API ?
L1090[16:58:39] <parzivail> williewillus, antihack
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L1093[16:58:53] <williewillus> maybe we can just raise that ceiling
L1094[16:59:11] <parzivail> and every time it would throw a log message it would to and rubber band the ship back and it would kill the ship rotation
L1095[17:00:38] <parzivail> it's 100 blocks per second or 0.0625 blocks per tick max
L1096[17:00:44] <parzivail> as best I can tell
L1097[17:00:59] <ghz|afk> that seems fast enough to kill any server from disk usage
L1098[17:01:00] <ghz|afk> ;p
L1099[17:01:07] <parzivail> 0.0625 blocks per tick??
L1100[17:01:20] <ghz|afk> uhh no
L1101[17:01:29] <howtonotwin> math.exe has failed
L1102[17:01:31] <parzivail> i'm nowhere near 100 blocks/s but i'm well over 0.0625 blocks per tick
L1103[17:01:32] <ghz|afk> 100 blocks per second == 5 blocks per tick
L1104[17:02:01] <ghz|afk> 0.06 blocks per tick is like, walking speed
L1105[17:02:02] <parzivail> well it does 2 seperate checks in NetHandlerPlayServer (like 340ish)
L1106[17:02:11] <parzivail> I don't know which one is right
L1107[17:02:21] <parzivail> line* not like
L1108[17:02:56] <parzivail> I could be reading it wrong, but breakpoints are telling me that's the spot my log messages are coming from
L1109[17:03:56] <howtonotwin> I'd say one checks for ridden entities and the other is for the player itself
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L1111[17:04:26] <parzivail> if (d10 > 0.0625D) is my issue
L1112[17:04:27] <ghz|afk> you can definitely move faster than 0.0625 blocks/tick on a boat on ice ;P
L1113[17:05:24] <howtonotwin> oh that just gave me an idea
L1114[17:05:28] <howtonotwin> thanks
L1115[17:05:40] <parzivail> more looking reveals that maybe you can be no more than 0.0625 blocks away from whatever you're riding?
L1116[17:06:03] <Yuri6037> is there a way to use triangles for models ?
L1117[17:06:34] <parzivail> Yuri6037, if you use OBJs
L1118[17:07:08] <Yuri6037> The weird part is that IFlexibleBakedModel only uses quads
L1119[17:07:18] <howtonotwin> triangles get expanded to quads
L1120[17:08:02] <tterrag> the entire model pipeline only uses quads
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L1124[17:12:37] <parzivail> so I guess I just need to find a better way to get NetHandlerPlayServer to stop telling me "<whatever> moved wrongly!"?
L1125[17:14:31] <Yuri6037> By the way I have a question related to my old futuristic armor : can I make Minecraft not kicking me from server when I use integrated Jetpack in survival ?
L1126[17:15:37] <LexMobile> Why I don't like contractors: "$10 in gas is more then I want to spend for potentially a $1500 contract" ...
L1127[17:17:00] <Yuri6037> Ok I can change the server's config but I meant without changing server's config
L1128[17:18:11] <williewillus> see NetHandlerPlayerServer lines 535-536
L1129[17:18:28] <parzivail> williewillus, me or Yuri6037
L1130[17:18:31] <parzivail> ?
L1131[17:18:39] <williewillus> yuri
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L1133[17:23:12] <Yuri6037> On 1.7.10 I tried setting allowFying but it didn't fix problem, I read it was because I use motion change
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L1135[17:32:10] <williewillus> fry|sleep: what is the purpose of this being an array? afaict only the first value in it is used, searching through the forge codebase
L1136[17:32:11] <williewillus> https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/main/java/net/minecraftforge/client/model/animation/ModelBlockAnimation.java#L72
L1137[17:32:23] <williewillus> and even then I don't quite get what the floats do lol
L1138[17:32:23] <tterrag> yo lex https://github.com/MinecraftForge/Documentation/pull/81
L1139[17:32:47] <tterrag> I'd consider this a "vanilla bug" tbh.
L1140[17:33:18] <tterrag> or perhaps, a bad MCP name, at the least
L1141[17:33:36] <TechnicianLP> !gc IUpdatePlayerListBox
L1142[17:33:44] <williewillus> ITickable now
L1143[17:33:45] <williewillus> :P
L1144[17:34:45] <TechnicianLP> thanks
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L1146[17:37:11] <ghz|afk> ah crap
L1147[17:37:54] <williewillus> blargh
L1148[17:37:54] <ghz|afk> yeah i have found two issues in converting the config
L1149[17:37:55] <ghz|afk> https://gist.github.com/gigaherz/a810333e1cec43fb1dafec19d7bf1cc4
L1150[17:38:08] <williewillus> i feel like the more I understand the animation system the less I'm capable of explaining it to others
L1151[17:38:11] <ghz|afk> first, comments don't seem to be applied to categories (nested classes)
L1152[17:38:30] <ghz|afk> second, everything is nested inside "general"
L1153[17:38:31] <howtonotwin> So the animation system is actually a monad?
L1154[17:38:33] <howtonotwin> :P
L1155[17:39:11] <ghz|afk> not necessarily issues with the system, I just don't know how to do it the way I had it before, or if it's possible ;P
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L1157[17:40:39] <ghz|afk> the "nested inside general" is a problem of importing the old configs
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L1159[17:41:29] <ghz|afk> (since the hierarchy changed, nothing will import at all from existing configs)
L1160[17:41:40] <ghz|afk> the comments are just aesthetic
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L1162[17:42:35] <LexMobile> yes everything being nested inside general is just how its gunna go
L1163[17:42:48] <ghz|afk> yeah
L1164[17:42:59] <LexMobile> as for comments, meh, make a issue. I havent test everything and have been waiting for feedback
L1165[17:43:10] <LexMobile> dunno if i even wrote a comment annotation...
L1166[17:43:17] <LexMobile> hvent looked in a long time
L1167[17:43:23] <ghz|afk> @Config.Comment("Settings for stick crafting")
L1168[17:43:40] <ghz|afk> works for direct keys
L1169[17:43:43] <ghz|afk> but not for nesting
L1170[17:43:48] <ghz|afk> (doesn't apply into categories)
L1171[17:43:51] <LexMobile> will look into it
L1172[17:44:43] <ghz|afk> should I make the issue, then?
L1173[17:45:33] <PaleoCrafter> howtonotwin, at least monads are still easier than arrows
L1174[17:45:34] * PaleoCrafter shivers
L1175[17:45:49] <LexMobile> yes
L1176[17:45:58] <LexMobile> make a pr if you can ;)
L1177[17:46:09] <ghz|afk> no time -- I should have been sleeping an hour ago ;p
L1178[17:46:20] <ghz|afk> christmas vacations are sadly over
L1179[17:46:46] <howtonotwin> arrows aren't that bad :P
L1180[17:46:52] <ghz|afk> that said
L1181[17:46:54] <ghz|afk> night ppl
L1182[17:46:56] * ghz|afk poods
L1183[17:46:59] * ghz|afk poofs
L1184[17:47:05] <Yuri6037> good night
L1185[17:49:23] <williewillus> fry|sleep: also, how does loop work for MBA? it doesn't seem to actually "loop" anything since it doesn't mod the world time, it just caps it then sets the next to 0
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L1187[17:50:35] <illy> boop o/
L1188[17:50:39] <williewillus> heyo
L1189[17:50:44] <howtonotwin> <illy> boop o/
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L1192[18:00:24] <Yuri6037> the problem with allowflying is that it toggles fly mode like creative i don't want that i only want server to not kick when flying using my armor
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L1195[18:02:32] <Yuri6037> i need gtg now bye
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L1198[18:04:51] <williewillus> bleh
L1199[18:05:02] <williewillus> the best I could do rn is annotate the ASM grammar and make a grammar for the armatures
L1200[18:05:17] <williewillus> probably still incomprehensible if you don't already know a bit of the system https://gist.github.com/williewillus/2f02eb0fe2849657623111706bedebb6
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L1202[18:13:12] <shadowfacts> So I've got a block with an extended blockstate and several IUnlistedProperties determined from a tile entity which control a custom IBakedModel
L1203[18:13:43] <shadowfacts> it works as expected, except when it's reloaded from the disk, then the model reverts to the missing model because the IUnlistedProperties aren't present
L1204[18:14:19] <williewillus> show your block's code
L1205[18:14:26] <shadowfacts> I tried adding a method to my TE's onLoad method surrounded by an if (world.isRemote) check that sends a packet to the server requesting that the client-side be updated
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L1207[18:14:39] <shadowfacts> All the code's here: https://github.com/shadowfacts/FacadeEverything
L1208[18:15:07] <williewillus> don't do this: https://github.com/shadowfacts/FacadeEverything/blob/master/src/main/kotlin/net/shadowfacts/facadeeverything/block/facade/BlockFacade.kt#L40
L1209[18:15:11] <williewillus> i ran into that issue with botania once
L1210[18:15:21] <williewillus> where if i set a default value for unlisted props it messed up on relog
L1211[18:15:25] <williewillus> so it might be the same issue
L1212[18:15:37] <shadowfacts> alright, I'll try removing that line
L1213[18:16:51] <shadowfacts> o_O
L1214[18:16:54] <shadowfacts> that fixed it perfectly
L1215[18:16:58] <shadowfacts> thanks williewillus
L1216[18:16:58] <williewillus> lol
L1217[18:17:00] <williewillus> np
L1218[18:17:15] <williewillus> as for your lines below lol, just use a custom IBakedModel with a custom ItemOverrideList
L1219[18:17:20] <williewillus> the initItemModel
L1220[18:17:35] <shadowfacts> the commented stuff in initItemModel, you mean?
L1221[18:17:38] <williewillus> yeah
L1222[18:17:49] <shadowfacts> yeah, I worked that out from looking at asie's code, just haven't had time to implement it yet
L1223[18:17:55] <williewillus> cool
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L1242[19:21:57] <williewillus> hm
L1243[19:22:04] <williewillus> the anim api seems more ram hungry than I remember it being
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L1255[20:32:25] <illy> wget http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.11.2-13.20.0.2201/forge-1.11.2-13.20.0.2201-installer.jar
L1256[20:32:27] <illy> opps
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L1267[21:08:56] <williewillus> !mh Block.getSilkTouchDrop
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L1269[21:10:36] <illy> http://sprunge.us/hGTN woo it works... mostly just have to un-special case some things and get another beer
L1270[21:13:11] <illy> LexMobile: ^ the installer from the zip appended to the binary that you wanted once thats finished ill work on making only releasing 3 binaries
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L1274[21:18:08] <LexMobile> you do know
L1275[21:18:20] <LexMobile> you dont need to unzip the fikle right?
L1276[21:18:51] <LexMobile> java -jar some_file_with_a_zip_at_the_end.exe works
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L1278[21:19:10] <LexMobile> java's smart enough to read till it finds the zip header
L1279[21:20:18] <Akkarin> :o
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L1282[21:26:56] <illy> hmm let me try somthing if thats the case
L1283[21:28:44] <kinggoesgaming> LexManos is that you hiding behind the cellphone? xD
L1284[21:28:57] <kinggoesgaming> oh and see illy here too o/
L1285[21:29:07] <illy> o/
L1286[21:30:04] <kinggoesgaming> been a while since i saw you.. maybe cuz i am on, bouncing bout most of the time :P
L1287[21:31:11] <illy> I lost my bouncer an i keep forgetting to log into irc :P that and the holiday :P
L1288[21:31:48] <kinggoesgaming> i am feel bad for myself...i passed out around 11:30 on new years eve :(
L1289[21:32:43] <LexMobile> techinically on my laptop but wifi is spotty waiting for new routers on back order
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L1291[21:33:28] <illy> kinggoesgaming: i did the same... only it was because my brother kept on saying "here have another shot"
L1292[21:33:42] <kinggoesgaming> ha
L1293[21:35:14] <kinggoesgaming> i was on a walking dead marathon that day... apparently my brother knew i was out and he didnt bother and finished season 4 and headed upstairs and left me on the couch in the awkward position i passed out in
L1294[21:35:54] <kinggoesgaming> woke up next morning with a sore body :/
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L1296[21:40:29] <illy> go build
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L1311[21:53:12] <illy> LexMobile: I didn't know java could do that but it works http://storage2.static.itmages.com/i/17/0103/h_1483415464_1822700_1838426370.png
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L1314[21:54:34] <illy> I have to rebuild the binary checker but after that we should be good
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L1316[21:56:19] <RandomX45> What ide is that?
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L1321[21:58:58] <LexMobile> ya there shouldnt be any need for a temp directoty
L1322[21:59:24] <LexMobile> if there is a proper jvm found, the wrapper shouldnt write anything should just be a quick passthrough
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L1332[22:12:57] <Th3Fanbus> Hello, world!
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L1334[22:13:46] *** pig is now known as Minecraft
L1335[22:14:02] <Minecraft> am cow, please milk
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L1337[22:14:20] <Th3Fanbus> Can you read me?
L1338[22:14:35] <illy> How would one milk minecraft
L1339[22:15:12] <hipsterpig> you sell as much content and merch of the game as possible and reap the profits.
L1340[22:15:48] <illy> so what mojang is doing right now? :P
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L1342[22:15:56] <hipsterpig> somewhat
L1343[22:16:22] <illy> rm JavaWrapper
L1344[22:16:24] <illy> oops
L1345[22:26:30] <killjoy> that's not milking
L1346[22:26:53] <killjoy> milking is doing that past the point where the thrill of the game has been lost
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L1348[22:31:44] <killjoy> I think I need to make a flight controls mod
L1349[22:32:16] <killjoy> just a basic HUD for the elytra. Displays speed, altitude, stall
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