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L1[00:01:25] ⇨ Joins: Ashindigo_ (uid202308@id-202308.hathersage.irccloud.com)
L2[00:09:46] <shadekiller666> !gf riddenByEntities
L3[00:11:46] <shadekiller666> !gf riddenByEntities 1.10.2
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L6[00:15:47] <shadekiller666> if i wanted to add an entry to a private list via the ReflectionHelper, how would i do that
L7[00:16:22] <mezz> it's better to use an AT to access private fields
L8[00:18:26] <shadekiller666> is it?
L9[00:18:56] <mezz> if it's a minecraft class, yeah. then if they change something your code will break in an obvious way at compile-time
L10[00:18:59] ⇨ Joins: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
L11[00:23:02] <Barteks2x> um... I remember everyone usually saying the opposite. Or do I remember it wrong?
L12[00:23:09] <tterrag> mezz: um...no
L13[00:23:27] <tterrag> ATs are ASM
L14[00:23:55] <mezz> if you're being pedantic sure
L15[00:24:32] <mezz> you don't need a coremod to use ATs
L16[00:25:09] <shadekiller666> you don't need a coremod to use the ReflectionHelper...
L17[00:26:06] <shadekiller666> ok let me refine my question, i'm trying to add an entry to a list declared as private final
L18[00:26:52] <mezz> set it to public using an access transformer, add your entry
L19[00:27:13] <TechnicianLP> ((Map)ReflectionHelper.findField(YourClass.class, srgname, mcpname).get(your instance)).add()
L20[00:27:18] <Barteks2x> and compile-time checks and less ugliness was the single thing that convinced me to use AT even when almost everyone says they are bad because it's asm
L21[00:28:02] <shadekiller666> i know how to obtain the Field from the ReflectionHelper, but would the fact that its final prevent me from using the setPrivateValue to change the list?
L22[00:28:41] <mezz> final prevents you from changing the field to another value, it does not prevent you from changing entries in a list (it does not mean the list is immutable)
L23[00:29:03] <shadekiller666> i'm asking in the context of the ReflectionHelper
L24[00:29:23] <shadekiller666> i know that final lists can be edited via normal means
L25[00:29:23] <Barteks2x> it's possible to use more reflection to remove final modifier from Field instance
L26[00:29:23] <mezz> I Think Technician gave you the answer
L27[00:30:08] <Barteks2x> and there probably is helper for that somewhere
L28[00:30:20] <mezz> removing final is a bad idea, stuff tends to be final for a reason
L29[00:30:59] <TechnicianLP> there couel be a getprivatevalue in reflectionhelper; but that does not cache the Field instance
L30[00:31:49] ⇨ Joins: TechnicianLP2 (~Technicia@p4FE1C352.dip0.t-ipconnect.de)
L31[00:33:42] <shadekiller666> can i call ReflectionHelper.getPrivateValue(...) as a List and have it update the actual list?
L32[00:34:29] ⇨ Joins: CoolerExtreme (~CoolerExt@45.249.156.30)
L33[00:34:31] <Barteks2x> objects are not passed by value in java
L34[00:34:42] <Barteks2x> so adding value to the list you get will work
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L36[00:35:01] <mezz> yeah, the value you get is the actual list
L37[00:36:02] <TechnicianLP2> but you should typically cache the Field instance static in your class ... fetching that taxes a lot of time while just using it is only minimal slower
L38[00:36:21] <Barteks2x> unless you only do it once, then it makes no difference
L39[00:36:46] <TechnicianLP2> iirc its riddenentities; a instance var
L40[00:37:11] <shadekiller666> riddenByEntities*
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L42[00:38:13] <mezz> can't just addPassenger?
L43[00:38:26] <shadekiller666> i'm trying to override addPassenger
L44[00:38:36] <shadekiller666> otherwise i would be :p
L45[00:39:09] <mezz> this is a perfect case for making an AT to set riddenByEntities to protected
L46[00:40:32] <shadekiller666> i presume caching the Field in a static class variable and then casting it to the list would be less overhead than calling getPrivateValue every time i need the list right?
L47[00:40:43] <shadekiller666> wait... i could just cache the list couldn't i?
L48[00:41:00] <shadekiller666> if its passed by reference
L49[00:41:02] <Barteks2x> field != value of that field
L50[00:41:26] <TechnicianLP2> for the entity yes; but you probably want multiple entites ...
L51[00:41:45] <shadekiller666> riddenByEntities is not static
L52[00:42:02] <Barteks2x> Field represents a field in a class, not in specific object
L53[00:42:15] <mezz> you would have exactly none of these problems if you'd stop ignoring me :P
L54[00:43:19] <shadekiller666> right, but i'd have to deal with gradle and such to maintain the AT
L55[00:43:31] <mezz> yes adding one line
L56[00:43:38] <mezz> heh
L57[00:43:44] <Barteks2x> you would just create a single file that has all ATs and then re-run setupDecompWorkspace
L58[00:43:51] <Barteks2x> and that's all you would need to do
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L61[00:51:11] <shadekiller666> how does one set up an AT...
L62[00:51:21] ⇨ Joins: Naiten (Naiten@5.143.83.87)
L63[00:51:38] <killjoy> shadekiller666, there's 2 ways
L64[00:51:45] <killjoy> first and original way is via a coremod
L65[00:51:59] <Naiten> which is a sin
L66[00:52:05] <killjoy> second, and added in 1.7, is via FMLAT attribute in the meta-inf
L67[00:52:56] <shadekiller666> ok
L68[00:54:18] <shadekiller666> not doing a coremod
L69[00:55:31] <killjoy> shadekiller666, http://tutorials.darkhax.net/tutorials/access_transformers/
L70[00:57:21] <shadekiller666> are all fields and methods marked as public when compiled?
L71[00:57:33] <killjoy> no
L72[00:57:35] <Naiten> Hey, this is an amazing feature. I've noticed vanilla fields are private way too often when I need them
L73[00:57:38] <killjoy> just the ones you mark public
L74[00:57:55] <shadekiller666> and that is why ATs aren't recommended right?
L75[00:57:56] <mezz> you can also choose to make them protected
L76[00:58:12] <killjoy> I don't recommend them because they dirty the jar
L77[00:58:46] <mezz> dirty the jar?
L78[00:58:56] <shadekiller666> the third alternative is to make my own List<Entity> in my custom entity and bypass the vanilla entity list all together
L79[00:59:04] <killjoy> think the clean project with the forge dev
L80[00:59:37] <mezz> that only matters if you're maintaining a lot of projects and want to have cached forge jars in gradle
L81[01:00:08] <mezz> I have a lot of projects open but I think using ATs is still worth it
L82[01:00:14] <killjoy> I like to test several mods at once. ATs aren't very reliable in that regard
L83[01:00:28] <mezz> ah
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L85[01:00:39] <killjoy> lots of classpath issues
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L87[01:01:50] <killjoy> imo, if you have access to mixins, that's a much better alternative (unless it's static)
L88[01:01:50] <shadekiller666> ok, here is the usecase for this
L89[01:04:04] <killjoy> yeah?
L90[01:05:42] <shadekiller666> the entity in question is a Bus, it can have 26 riders, and i want to override addPassenger() because i want additional checks for determining when to make a player the controlling passenger and such
L91[01:05:57] <shadekiller666> and i can't do that unless i have access to riddenByEntities
L92[01:06:30] <killjoy> them make an AT
L93[01:06:41] <shadekiller666> ok
L94[01:06:48] <killjoy> or just make a new field for the driver
L95[01:06:53] <killjoy> check if that's null or something
L96[01:08:45] <shadekiller666> the other option is to have my own List<Entity> in this Bus class, but i have a feeling that that would cause more problems than it would solve
L97[01:09:09] <killjoy> question. How would you determine if someone was the driver?
L98[01:09:45] <shadekiller666> haven't thought that far ahead yet
L99[01:10:03] <killjoy> you should probably think of that before deciding you need access to some field
L100[01:10:11] <shadekiller666> you said ATs "dirty up the jar"
L101[01:10:23] <shadekiller666> how exactly do they do that
L102[01:10:37] <killjoy> changes some classes, puts them in a new jar
L103[01:10:39] <shadekiller666> what happens if more than one mod tries to AT the same field
L104[01:10:47] <killjoy> nothing
L105[01:10:54] <killjoy> ATs don't conflict
L106[01:12:06] <shadekiller666> so the pros and cons of ATs are that they allow for accessing private fields as if they were protected/public (because they are), at the cost of slightly more messy jar files?
L107[01:12:35] <killjoy> Mainly just the pain they bring when mixing mods with ATs during dev.
L108[01:12:41] <killjoy> classpath issues
L109[01:12:58] <killjoy> ATs don't get applied when running in dev-time
L110[01:13:01] <killjoy> Don't know about coremods
L111[01:13:10] <shadekiller666> i don't care about coremods
L112[01:13:19] <killjoy> yeah
L113[01:13:22] <shadekiller666> i'm not doing this with coremods
L114[01:13:36] <shadekiller666> theres no point in going that route for access to one list
L115[01:13:45] <killjoy> I meant they might act differently when in a coremod
L116[01:13:52] <shadekiller666> oh
L117[01:14:21] <shadekiller666> does having an AT make the updating of forge versions any more complicated?
L118[01:14:26] <killjoy> no
L119[01:14:37] <killjoy> but every time you add a new AT, you need to re-setup the workspace
L120[01:18:39] ⇨ Joins: Ferdz (~Ferdz_The@24.225.201.205)
L121[01:20:27] <Ferdz> How can I link the resources folder from one project to another? I have two versions that should use the same resources. I can make it work when inside eclipse, but when exporting using 'gradlew build', the generated lib does not include the resources.
L122[01:20:50] <killjoy> Let me get this right.
L123[01:20:57] <killjoy> You have a mod already which has some resources
L124[01:21:03] <killjoy> Will that mod always be loaded?
L125[01:21:35] <Ferdz> No, I'm basically making a 1.11 version of my already-existing 1.9 version. But I want them to both use the same folder of resources to avoid copy-pasting everywhere
L126[01:22:03] <killjoy> so a different project?
L127[01:22:08] <Ferdz> Yep
L128[01:22:58] <Ferdz> I'd upload a pic to imgur but it seems down
L129[01:23:01] <killjoy> make it depend on the resources project
L130[01:23:18] <killjoy> include the resources in the jar
L131[01:23:42] <killjoy> or create a common sourceset and put the resources in that
L132[01:23:48] <Ferdz> http://pasteboard.co/n4gwwCESP.png this is basically what I want to do
L133[01:24:02] <killjoy> ok, yeah. make a resources project
L134[01:24:10] <Ferdz> I was able to link it 'internally' with Eclipse, but it never exported with gradle
L135[01:24:34] <killjoy> is this on a github repo? (don't need to see it)
L136[01:24:43] <killjoy> I ask so I can make this simpler later
L137[01:25:11] <Ferdz> Yes it is, I'm actually redoing the repo structure which is why I want this
L138[01:25:22] <Ferdz> instead of having the source in 2 different branches you see
L139[01:25:24] <killjoy> why maintain 2 versions at once?
L140[01:25:41] <Ferdz> So users can use 1.9.4, 1.10.2 and 1.11.2
L141[01:25:52] <killjoy> but maintain
L142[01:25:57] <killjoy> nothing stops them from using outdated versions
L143[01:26:31] <killjoy> ok, here's what you do.
L144[01:26:35] <Ferdz> Both codes are really similar, and I want it as widely available as possible
L145[01:26:44] <killjoy> keep all your resources and code that doesn't change in the rootPorject
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L147[01:27:20] <killjoy> put your version-specific code in separate subprojects
L148[01:27:41] <killjoy> read up here https://docs.gradle.org/current/userguide/intro_multi_project_builds.html
L149[01:27:54] <killjoy> this is kind of advanced.
L150[01:28:02] <Ferdz> Yeah :P
L151[01:28:06] <killjoy> If you're not too familiar with gradle, it would be easier to only support 1 version
L152[01:28:12] <Ferdz> But is the way I'm doing fundamentaly wrong?
L153[01:28:31] <killjoy> There's many mods which target many versions
L154[01:29:20] <killjoy> https://github.com/OpenMods/OpenData/tree/old_master
L155[01:29:30] <killjoy> openeye did it like that before they switched to branches
L156[01:29:53] <Ferdz> I see
L157[01:29:57] *** fry|sleep is now known as fry
L158[01:30:16] <Ferdz> But what bothers me is having to switch branches, and also they don't count towards Github stats like total commits
L159[01:30:28] <Ferdz> https://github.com/Ferdzz/PlaceableItems this is the current project
L160[01:30:32] <killjoy> why would that bother you?
L161[01:31:19] <shadekiller666> !gf riddenByEntities 1.10.2
L162[01:32:17] <Ferdz> Because for me it's rather time-consuming and I'd rather have it all grouped in the same place so it's easy to go around
L163[01:32:27] <Ferdz> And if I can have linked resources it would be perfect
L164[01:32:51] <killjoy> you could change the resources directory
L165[01:33:32] <Ferdz> What do you mean by that?
L166[01:33:38] <killjoy> sourceSets.main.resources.srcDirs += ['path/to/resources']
L167[01:34:01] <killjoy> that goes in build.gradle
L168[01:34:18] <Ferdz> Yeah
L169[01:34:24] <Ferdz> In processResources I assume?
L170[01:34:29] <killjoy> no.
L171[01:34:44] <killjoy> you're literally adding that file to the resources dir
L172[01:34:49] <killjoy> *as a resources dir
L173[01:35:12] <Ferdz> Okay makes sense, let me try that real quick
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L175[01:35:22] <killjoy> use = instead of += if you don't want to keep the default resources
L176[01:35:39] <killjoy> (src/main/resources)
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L178[01:37:08] <shadekiller666> woo gotta love when sDecW takes 10 minutes recompilingMC
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L180[01:37:25] <killjoy> bad cpu?
L181[01:37:31] <Ferdz> Oops accidently closed the window :p
L182[01:37:39] <killjoy> or just slow hdd?
L183[01:37:44] <shadekiller666> AMD FX 6350 hex core
L184[01:37:48] <shadekiller666> cpu is just fine
L185[01:37:58] <killjoy> better than my old FX 8150
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L187[01:38:31] <shadekiller666> 6350 is better than 8150?
L188[01:38:34] <Ferdz> If there is two conflicting files, if I was using 2 different directories, what will happen?
L189[01:38:45] <killjoy> both will be added to the jar
L190[01:38:54] <killjoy> just set a resolution strategy
L191[01:39:07] <killjoy> https://docs.gradle.org/current/dsl/org.gradle.api.artifacts.ResolutionStrategy.html
L192[01:39:24] <killjoy> wait...
L193[01:39:48] <Ferdz> So it exported the jar correctly with the resources, going to test it real quick
L194[01:40:08] <Ferdz> And I'll check that out, could be cool to have version-specific resources as well as the commons
L195[01:40:15] <killjoy> I meant duplicates strategy https://docs.gradle.org/current/dsl/org.gradle.api.tasks.bundling.Jar.html#org.gradle.api.tasks.bundling.Jar:duplicatesStrategy
L196[01:40:42] <shadekiller666> wait, when a mod has ATs, is it given its own version of the forge and mc jars?
L197[01:40:49] <killjoy> yes
L198[01:40:59] <killjoy> that's the "dirty" jar I was talking about
L199[01:41:41] <shadekiller666> how does that work when the mod has been built and is running along side other mods in a modpack for instance?
L200[01:41:46] <Ferdz> Hell yeah, setting the srcDirs in build.gradle worked wonderfully, thanks a lot killjoy !
L201[01:42:05] <shadekiller666> don't the mods have to be running on the same jar to see each other?
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L203[01:42:19] <killjoy> shadekiller666, depends on the classpath order
L204[01:42:43] <killjoy> if a clean jar is added after the dirty jar is, your AT will not be applied
L205[01:43:06] <shadekiller666> which would mean that the mod would crash
L206[01:43:12] <killjoy> yes
L207[01:43:17] <shadekiller666> great...
L208[01:43:21] <killjoy> with a IllegalAccessError
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L210[01:43:51] <killjoy> https://docs.oracle.com/javase/7/docs/api/java/lang/IllegalAccessError.html
L211[01:44:57] <killjoy> and because of the way AT files are, it can't apply them at runtime because it's not using srg names
L212[01:45:01] <shadekiller666> so that means this mod would need to be loaded last
L213[01:45:14] <killjoy> as well as be the only mod with ATs
L214[01:45:29] <killjoy> most people would use a "core mod" to hold all these
L215[01:45:38] <shadekiller666> :/
L216[01:45:39] <killjoy> core in this context being a common mod which does things
L217[01:45:50] <shadekiller666> a "base" mod
L218[01:46:06] <killjoy> base implies jar edits
L219[01:46:10] <shadekiller666> ...
L220[01:46:19] <killjoy> util?
L221[01:46:24] <killjoy> lib
L222[01:46:25] <shadekiller666> buildcraft main for example
L223[01:46:37] <killjoy> or TiC's Mantle
L224[01:46:58] <shadekiller666> or TE's utils mod
L225[01:47:08] <killjoy> or Forge itself
L226[01:47:13] <killjoy> we could go on
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L228[01:50:19] <shadekiller666> how does one force a mod to be loaded last in the classpath
L229[01:50:31] <killjoy> add it last as a dependency
L230[01:50:36] <LexManos> Sadly, people need to distinguis between coremods and libraries
L231[01:54:24] <killjoy> shadekiller666, making something like this? https://gfycat.com/FlimsyOilyBrahmancow
L232[01:54:58] <shadekiller666> ya
L233[01:55:06] <killjoy> That's vanilla there
L234[01:55:11] <killjoy> amazing
L235[01:55:22] <fry> what a nice conceniently flat piece of land
L236[01:55:56] <killjoy> video of it https://www.youtube.com/watch?v=vQSEYOLKlTs
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L238[01:57:40] <shadekiller666> would the List from ReflectionHelper.getPrivateValue() be a reference of riddenByEntities?
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L240[01:57:59] <killjoy> I would assume
L241[01:58:23] <shadekiller666> so i could add stuff to that list and have the changes apply to riddenByEntities?
L242[01:58:42] <killjoy> yes
L243[01:59:19] <killjoy> I'm off.
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L245[02:01:49] <shadekiller666> i'm assuming ATs can be "undone" by deleting the _at.cfg and the appropriate lines in the build.gradle?
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L247[02:02:17] <shadekiller666> then rerunning sDecW again?
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L256[02:30:47] <LordSkittles_> Sorry to be a broken record, but is anyone here an artist who would help me with my mod please? :)
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L261[02:57:09] <ghz|afk> LordSkittles_: artists don't lurk here that often, the forums andsuch would be a better place
L262[02:58:02] <LordSkittles_> thanks for that. Will do
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L268[03:35:41] <Waterpicker> Hello. Does anyone know a simple way of teleporting an entity between worlds and position?
L269[03:36:06] <ghz|afk> check the nether portal.
L270[03:36:24] <ghz|afk> that's the proper way to do it
L271[03:36:49] <ghz|afk> if you jsut want it within the same dimension, just different position, check the ender pearl instead
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L274[03:52:44] <Waterpicker> ghz|afk, unrestricted teleporting
L275[03:57:11] <ghz|afk> Waterpicker: thing is
L276[03:57:17] <ghz|afk> changing dimensions is a whole separate task
L277[03:57:23] <ghz|afk> even if you do it with the same item/mechanic
L278[03:57:53] <ghz|afk> you will need like, "if targetDimension != thisDimension then doDimensionchange else doTeleport
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L281[04:00:05] <Koward> I want to render an overlay on my block, but it has transparency (to blend with the texture beneath). Translucent works but produce glitchy effects (like clouds displaying over the block). What are my alternatives ?
L282[04:08:05] <ghz|afk> dopes it have to be semi-transparent, or can you make it just cutout?
L283[04:08:07] <ghz|afk> does*
L284[04:16:45] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L285[04:20:12] <Koward> The overlay has to be semi transparent, that's the difficulty
L286[04:20:39] <Koward> It has pixels with 0<alpha<255
L287[04:21:34] <Subaraki> is the list of dimension id's available client side ?
L288[04:21:35] <Koward> If there's no simple trick I'll just make individual, non transparent texture overlays for all variants but that's a bit stupid and more work for texture pack creators.
L289[04:21:50] <ghz|afk> well then, thebest you can hope for
L290[04:22:10] <ghz|afk> is to have the base block texture as solid, and the overlay as translucent
L291[04:22:14] <ghz|afk> using multilayer
L292[04:22:21] <Subaraki> Waterpicker, its harder then you think
L293[04:22:32] <ghz|afk> Subaraki: I don't believe so
L294[04:22:34] <Subaraki> how about gl koward ?
L295[04:22:44] <ghz|afk> TESRs don't draw sorted
L296[04:22:45] <Subaraki> ghz|afk, as a person working on a telepad mod
L297[04:22:58] <Subaraki> i opt to say its 'hard'
L298[04:22:58] <ghz|afk> not that
L299[04:23:03] <ghz|afk> [11:21] (Subaraki): is the list of dimension id's available client side ?
L300[04:23:08] <Subaraki> ah sorry
L301[04:23:09] <ghz|afk> it was an answer to this
L302[04:23:09] <ghz|afk> XD
L303[04:23:31] <Subaraki> okay, that would explain why the game crashes when opening a gui and trying to get the dimension id
L304[04:24:09] <Subaraki> Waterpicker, if masa is around, you can ask him
L305[04:24:38] <Subaraki> masa showed me code he put together for teleporting entities between dimensions
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L307[04:24:54] <Subaraki> however i must say that minecraft has a few problems with it
L308[04:25:11] <Subaraki> well, it had in 1.10.2 havent checked 1.11 yet
L309[04:27:12] <Koward> I'm not aware of the multilayer solution. About GL, I believe that would be overkill for such a simple thing
L310[04:30:52] * Subaraki shrugs
L311[04:31:02] <masa> Subaraki & Waterpicker I have actually different teleport code in use these days in the Just Enough Dimension mod
L312[04:31:08] <masa> it is much closer to vanilla
L313[04:31:14] <Subaraki> :o
L314[04:31:15] <Subaraki> gimme :D
L315[04:31:48] <masa> I'm actually going to make a bugfix to it within the hour... well just the logic used in JED really, but anyway
L316[04:32:25] <Waterpicker> masa is this teleport code flexible to enough to say replicate how dimensional doors were able to teleport entities between places.
L317[04:32:26] <masa> I'm also going to switch the TP code in ender utilities use mostly this same new tp code
L318[04:32:48] <masa> Waterpicker: I have never used that mod... but this does work between dimensions
L319[04:33:01] <Waterpicker> Me and two other people arre working on rewrite of dimensional doors.
L320[04:33:08] <masa> that's kinda the entire point because JED is about adding custom dimensions :P
L321[04:33:12] <Waterpicker> Right now. I'm trying to get the doors teleportion working again.
L322[04:33:52] <masa> https://github.com/maruohon/justenoughdimensions/blob/master/src/main/java/fi/dy/masa/justenoughdimensions/command/CommandTeleportJED.java#L379-L427
L323[04:33:56] <masa> more or less that
L324[04:34:47] <Subaraki> masa, ill wait on the hotfix :P i'm currently updating to 1.11, so i have some time to spare
L325[04:35:41] <Waterpicker> Thank you masa.
L326[04:36:24] <masa> Subaraki: the bug is just on this line: https://github.com/maruohon/justenoughdimensions/blob/master/src/main/java/fi/dy/masa/justenoughdimensions/command/CommandTeleportJED.java#L306
L327[04:36:51] <masa> basically I'm getting the wrong world spawnpoint if teleporting to the world spawn inside the same dimension
L328[04:37:52] <Subaraki> hmm, okay
L329[04:37:55] <Subaraki> i probably dont need that
L330[04:37:58] <Subaraki> thanks masa ^^
L331[04:37:59] <masa> so I'll do some refactoring within that class to change around the position code
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L333[04:41:02] <masa> but yeah, if you are not in a hurry, than maybe wait for a few hours until I get the chance to clean up that code a bit
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L339[04:48:40] <Naiten> What is the _proper_ way for entity rendering in 1.10.2? .obj model and how to cast texture?..
L340[04:51:16] <Naiten> so that it doesn't get messed up
L341[04:51:39] <ghz|afk> you may need v-flip enabled
L342[04:52:31] <ghz|afk> "custom": { "flip-v": true }
L343[04:52:34] <Naiten> I do that while loading model,is that not enough?
L344[04:52:53] <Naiten> what json are you telling me
L345[04:52:59] <Naiten> i'm making obj
L346[04:53:07] <ghz|afk> oh, MAKING a .obj
L347[04:53:17] <ghz|afk> wait you said entity
L348[04:53:19] <ghz|afk> nevermind
L349[04:53:52] <ghz|afk> https://github.com/gigaherz/Commons/blob/master/src/main/java/gigaherz/common/client/ModelHandle.java
L350[04:53:57] <ghz|afk> this is how I load obj files for model rendering
L351[04:54:05] <ghz|afk> the "loadModel" in there
L352[04:55:03] <Naiten> I do flip-v too
L353[04:55:10] <Naiten> it works fine
L354[04:55:20] <Naiten> except it picks textures of nearby entities
L355[04:55:50] <Naiten> ^ if i don't bind texture
L356[04:57:01] <ghz|afk> you HAVE to bind texture.
L357[04:57:08] <ghz|afk> there's no way around it
L358[04:57:29] <Naiten> if i bind texture, it gets messed up...
L359[04:57:38] <ghz|afk> then you are binding the wrong texture
L360[04:57:51] <Naiten> http://i.imgur.com/Bi6N9cW.png
L361[04:58:04] <Naiten> No, i'm binding the correct one
L362[04:58:20] <ghz|afk> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/RenderBall.java#L34
L363[04:58:35] <ghz|afk> then it's the wrong UVs
L364[04:58:48] <ghz|afk> it's NOT bindTexture "messing up"
L365[04:58:51] <Naiten> well okay
L366[04:58:51] <ghz|afk> it's just not.
L367[04:59:05] <ghz|afk> tried removing flip-v?
L368[04:59:19] <Naiten> strike out my previous msg, i was binding my own texture
L369[04:59:23] <Naiten> not the block map
L370[04:59:46] <Naiten> which has absolutely no logics...
L371[05:00:00] <ghz|afk> well
L372[05:00:05] <ghz|afk> if you want to use your own texture
L373[05:00:09] <ghz|afk> the loading is slightly different
L374[05:00:12] <ghz|afk> than if you want to use the atlas
L375[05:00:17] <ghz|afk> I chose to use the atlas
L376[05:00:39] <ghz|afk> basically
L377[05:00:39] <ghz|afk> in here
L378[05:00:40] <ghz|afk> https://github.com/gigaherz/Commons/blob/master/src/main/java/gigaherz/common/client/ModelHandle.java#L271
L379[05:00:47] <Naiten> i did the stiching thing to load texture
L380[05:00:54] <ghz|afk> defaultTextureGetter
L381[05:00:56] <ghz|afk> works with the atlas
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L383[05:01:10] <ghz|afk> so texturestitchevent + defaultTextuireGetter + bindTexture(BLOCKS)
L384[05:01:16] <ghz|afk> the alternative is
L385[05:01:33] <ghz|afk> don't stitch + use a custom texture getter th at always returns null + bindTexture(your own texture)
L386[05:02:10] <Naiten> well, i tried bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); and it finally worked
L387[05:02:17] <Naiten> thanks laws of nature
L388[05:02:29] <Naiten> and you, ghz|afk c:
L389[05:03:26] <ghz|afk> I find left-facing smileys silly
L390[05:03:31] <ghz|afk> smileys point to the right, always.
L391[05:03:40] <ghz|afk> (and emoji point down ;P)
L392[05:04:41] <ghz|afk> to me "c:" is a pair of eyes, with a round thing on top
L393[05:05:07] <Naiten> how do you put a smiley more cute that simple :) then?
L394[05:05:52] <Subaraki> =)
L395[05:05:57] <Subaraki> =D
L396[05:05:59] <Subaraki> ^^
L397[05:06:01] <Naiten> nope
L398[05:06:03] <Subaraki> or ŵ^
L399[05:06:08] <Subaraki> ^w^ *
L400[05:06:26] <ghz|afk> :) :3 :D :S :( :/ :| :P XD ;P
L401[05:06:39] <ghz|afk> ^_^ ¬_¬
L402[05:06:46] <Naiten> only :3 of those is cute, but it's a cat
L403[05:06:47] <ghz|afk> that's my set
L404[05:07:04] <Subaraki> ¯\_(ツ)_/¯
L405[05:07:47] <Naiten> okay, i'll do :É” for you
L406[05:11:04] <Naiten> if only i could find the way to stop my blocks from being culled, my life would be complete
L407[05:11:06] <Naiten> well
L408[05:11:09] <Naiten> mostly
L409[05:14:52] <Naiten> Subaraki, i remember you like trains
L410[05:15:10] <Subaraki> ?
L411[05:15:18] <Subaraki> oooh
L412[05:15:33] <Subaraki> i read that as ' i remember you as trains
L413[05:15:46] <Subaraki> but it's 'i remember you are fond of trains
L414[05:15:47] <Subaraki> x)
L415[05:15:55] <Subaraki> yeah, i really liked the models you made for trains
L416[05:16:02] <Subaraki> they were nicely done
L417[05:18:32] <Subaraki> why would the end portal need side rendering ?
L418[05:18:35] <Naiten> http://i.imgur.com/55mzqc1.png
L419[05:18:41] <Naiten> http://i.imgur.com/RNFBK9B.jpg
L420[05:18:45] <Subaraki> or is that for the end island portals that's implemented ?
L421[05:19:57] <Subaraki> nice :o
L422[05:20:09] <Naiten> murti turaku rifting
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L424[05:24:09] <Subaraki> drifting ? :
L425[05:24:11] <Subaraki> :o
L426[05:26:52] <Naiten> http://i0.kym-cdn.com/entries/icons/original/000/000/727/DenshaDeD_ch01p16-17.png
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L428[05:35:58] <Subaraki> aaah xD
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L431[05:45:09] <ghz|afk> interesting: https://www.kickstarter.com/projects/thunderlotus/sundered-a-horrifying-fight-for-survival-and-sanit?token=26e71699
L432[05:45:25] <ghz|afk> looks quite nice already, and it doesn't even have a story in it yet: https://www.youtube.com/watch?v=XsBU1MuiYno
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L435[05:55:18] <Denyol> Hey could someone please point me to a guide or tutorial or writeup about animating parts of my json model?
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L441[05:59:13] MineBot sets mode: +o on cpw
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L445[05:59:56] <Subaraki> how do you get the minecraftserver masa ?
L446[06:08:03] <Naiten> argh
L447[06:08:11] <Naiten> setPositionAndRotation absoletes interpolation
L448[06:11:27] <Subaraki> obsoletes ?
L449[06:12:31] ⇨ Joins: zml (~zml@45.62.243.197)
L450[06:12:38] <ghz|afk> that's why you see the other players "fly" to the new position when mc teleports people around ;P
L451[06:12:42] <Naiten> it does pos = input and prevPos = pos
L452[06:12:58] <ghz|afk> oh does it now?
L453[06:13:03] <ghz|afk> they must have fixed the bug, then
L454[06:13:10] <Naiten> ghz|afk, i was just trying my locomotive not to jerk when i ride it in turns
L455[06:13:20] <Naiten> it doesnt when i dont ride it
L456[06:13:27] <Naiten> and when i ride it in straight
L457[06:13:46] <ghz|afk> you'll have to assign the values some other way, then, not with setPositionAndRotation
L458[06:14:51] <Naiten> i guess
L459[06:15:50] <Naiten> oh, setPosition doesn't to that
L460[06:15:52] <Naiten> weird
L461[06:15:54] <Naiten> no logic
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L463[06:17:21] <masa> Subaraki: normally world.getMinecraftServer(), or FMLCommonHandler.instance().getMinecraftServer() or something similar
L464[06:18:07] <Subaraki> yeah, figured it out thanks :D
L465[06:18:08] <Naiten> and setRotation is private while setPosition is public D:<
L466[06:18:11] <Subaraki> now i have a bigger problem
L467[06:18:20] <Subaraki> i need to be able to get dimension id's client side ._.
L468[06:18:25] <Subaraki> in a gui
L469[06:19:34] <masa> dimension id of what?
L470[06:19:54] <masa> world.provider.getDimension()
L471[06:20:12] <ghz|afk> Subaraki: send a packet?
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L473[06:23:56] <Subaraki> im wondering how
L474[06:23:59] <Subaraki> been a moment
L475[06:24:09] <Subaraki> like a packet whenever i need it in the gui ?
L476[06:24:35] <ghz|afk> yes, make a "get dimension list" packet, that gets sent when opening the gui
L477[06:25:06] <ghz|afk> and a "send dimension list" reply packet that gives back the answer
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L480[06:41:04] <Naiten> heyo, i've made a simple code passenger.rotationYaw += MathHelper.wrapDegrees(rotationYaw - prevRotationYaw) so that passenger rotates together with the train
L481[06:41:16] <Naiten> but then this happens https://youtu.be/0_tjC54FNcw
L482[06:41:31] <Naiten> the body rotates
L483[06:41:44] <Naiten> which var is responsible for that?
L484[06:42:17] <Subaraki> rotationyaw ?
L485[06:42:26] <Subaraki> body turns as you turn your head
L486[06:42:32] <Subaraki> though the head isnt there
L487[06:42:36] <Subaraki> so i dont really know
L488[06:42:40] <ghz|afk> the body is handled automatically in the client, by the rendering
L489[06:42:49] <ghz|afk> you can only rotate the head I think
L490[06:43:26] <ghz|afk> there0s a rotationYawHead or something like that
L491[06:44:25] <Naiten> it's not quite working
L492[06:47:44] <Naiten> well, that's not a big deal
L493[06:50:25] <Subaraki> hmm... when people register a new dimension, are they obliged to use the reflectionhelper to register a new enum in the DimensionType ?
L494[06:50:40] <Subaraki> or do they not have to and is that my actual problem ?
L495[06:51:47] <Naiten> rotationYawHead for player directs exactly where player head looks, and for me head is fine
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L497[07:02:10] <Subaraki> seems like they have to
L498[07:02:15] <Subaraki> so that cant be the problem
L499[07:02:20] <Ashindigo_> Wow .gitignore's are nice
L500[07:02:28] <Subaraki> hi ash o/
L501[07:02:30] <Subaraki> hows the pr ?
L502[07:02:35] <Ashindigo_> Good
L503[07:08:19] <Ashindigo_> Why is the CustomSpriteTest test not disabled on servers?
L504[07:12:45] <Subaraki> no clue o.O
L505[07:13:19] <Subaraki> other question : what's the best way to wait until packet have finished communicating so i dont bump on empty variables after sending packets ?
L506[07:13:54] <Subaraki> ive put in a boolean and a while loop after i send the packet, so when the boolean is set at the end of the packet handling, the loop stops and the code continues running
L507[07:14:01] <Subaraki> dont think that's any good ...
L508[07:14:06] <Ordinastie> god no ><
L509[07:14:15] <Ordinastie> that would freeze the client
L510[07:14:56] <Subaraki> yeah indeed
L511[07:15:19] <Ordinastie> you can either wait for the response to open the GUI
L512[07:15:41] <Subaraki> so, send the packet before opening gui. not a bad idea either
L513[07:15:41] <Ordinastie> or open it and update the GUI when response comes back
L514[07:15:59] <Subaraki> so in the gui, and use the update method to check if variables != null
L515[07:16:04] <Subaraki> might be the best thing to do
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L518[07:19:18] <Subaraki> okay, this is more fucked up then i think it was :/
L519[07:19:35] <Subaraki> the dimension id and name arent the same troughout the gui
L520[07:19:37] <Subaraki> they can change
L521[07:19:43] <Subaraki> so i have to resend a packet everytime it changes
L522[07:19:54] <Ordinastie> wut ?
L523[07:20:04] <Subaraki> lets start at the beginning
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L525[07:20:24] <Subaraki> where people come to me with a crash report
L526[07:20:34] <Subaraki> saying that dimension id's are out of bounds
L527[07:20:54] <Subaraki> conclusion, DimensionType isn't available client side
L528[07:21:09] <Subaraki> String dimension_name = DimensionType.getById(dimension_ID).getName();
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L530[07:21:40] <Subaraki> am i correct ? (ive asked before, ghz said it was server side only indeed)
L531[07:22:00] <Subaraki> so i need to send packets to and fro to get the dimension name
L532[07:22:11] <Subaraki> which is done by packet to server, and then packet to client
L533[07:22:50] <Ordinastie> you get Invalid dimension id ?
L534[07:23:06] <Subaraki> yeah
L535[07:23:08] <Subaraki> java.lang.IllegalArgumentException: Invalid dimension id -2
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L537[07:23:41] <Subaraki> (space station from advanced rocketry)
L538[07:23:50] <Ordinastie> only for that one ?
L539[07:24:13] <Subaraki> void and quartz dimension as well
L540[07:24:18] <Subaraki> so i guess all the dimensions
L541[07:24:40] <Ordinastie> does it work for any dimension at all ?
L542[07:24:43] <Ordinastie> (non vanilla I mean)
L543[07:24:55] <Subaraki> not that i know
L544[07:25:01] <Subaraki> i only tested my own
L545[07:25:06] <Subaraki> and people come back with those results
L546[07:25:24] <Ordinastie> and why does yours work then ?
L547[07:25:48] <Subaraki> sorry, i formulated that wrong
L548[07:26:04] <Subaraki> i only tested on my own world / minecraft game, which has no other dimensions
L549[07:26:34] <Subaraki> then people came back reporting with crashes from invalid dimensions
L550[07:27:09] <Ordinastie> did you debug with one of the crashing mods ?
L551[07:27:13] <Subaraki> and given dimensions are registered at the DImensionManager and the register needs a DImensionType, i suppose people use reflectionhelper to add one to the enum or the enumhelper
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L553[07:27:39] <Subaraki> no, i actually just started and because i'm lazy i wanted to throw a hotfix to see if that works before starting the big work if it doest
L554[07:27:49] <Subaraki> doesn't. lazy people amirite
L555[07:27:55] <Ordinastie> DimensionType has a register method
L556[07:28:01] <Subaraki> ah, even better
L557[07:29:03] <Subaraki> so because those exist, i'm thinking its me. i should check the code to those mods maybe, to make sure its me
L558[07:29:46] <Ordinastie> you should have put one of the mods inside your mods/ folder and looked at the actual values() of DimensionType
L559[07:29:49] <Ashindigo_> Hotspots are not good for downloading files
L560[07:29:59] <Ordinastie> at least, that's what smart lazy should do
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L563[07:41:26] <TechnicianLP> stupid old version stuff -.-
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L567[07:59:05] <Subaraki> dude doesnt have any reference to DimensionType in his mod :/
L568[08:00:31] <Denyol> can a tile entity stop a TESR from re-rendering every frame if it doesn't need to?
L569[08:00:54] <Ashindigo_> Subaraki imgur.com/a/5UjvK
L570[08:01:16] <Subaraki> sweet ash ! :D
L571[08:01:42] <Ashindigo_> ;)
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L573[08:09:53] <Baughn> Do you want to see something terrifying?
L574[08:10:26] <ghz|afk> Denyol: that's not how computer graphics work
L575[08:10:31] <ghz|afk> *everything* draws every frame
L576[08:10:50] <ghz|afk> you can save the result from the previous frame, and just update the changed bits
L577[08:10:54] <ghz|afk> but that's not done in games
L578[08:11:17] <ghz|afk> you can however try to cache the geometry
L579[08:11:19] <Baughn> There are many different ways to render, though. Some are more efficient than others.
L580[08:11:24] <ghz|afk> so that you can push the same geometry over and over
L581[08:11:27] <ghz|afk> without recomputing it
L582[08:11:28] <Baughn> You can use immediate-mode opengl, for example.
L583[08:11:29] <Baughn> But don't.
L584[08:11:44] <ghz|afk> everything is immediate mode these days
L585[08:11:46] <ghz|afk> the difference is
L586[08:11:57] <ghz|afk> the world chunks
L587[08:12:00] <ghz|afk> have a geometry cache
L588[08:12:06] <Baughn> Everything is definitely not immediate mode. That's vastly misleading.
L589[08:12:08] <ghz|afk> that will reuse the same quads every frame
L590[08:12:17] <ghz|afk> Baughn: so far as the gpu is concerned, it is
L591[08:12:57] <ghz|afk> oh I see
L592[08:13:00] <Baughn> ghz|afk: That's not what "immediate mode" means. Immediate mode is a particular use of OpenGL, or if you want to go more abstract, it means passing the geometry, UVs and colors to the GPU on every frame.
L593[08:13:11] <ghz|afk> opengl calls "immediate mode" when you aren't using displaylists/VBOs
L594[08:13:14] <Baughn> As opposed to uploading them and leaving them there.
L595[08:13:18] <Baughn> Right.
L596[08:13:21] <ghz|afk> yeah
L597[08:13:24] <ghz|afk> in dx, that has a different meaning
L598[08:13:32] <Denyol> ghz|afk: I meant instead of using the TESR that updates every frame seperate from the chunk
L599[08:13:34] <ghz|afk> there used to be "retained mode" direct3d
L600[08:13:36] <Baughn> There's also glDrawArrays, which is technically not immediate-mode but..
L601[08:13:42] <ghz|afk> back in the dx1/dx2 days
L602[08:13:42] <Baughn> It effectively is. Just a bit more efficient.
L603[08:13:46] <Denyol> so making the tile entity stop using the TESR
L604[08:13:58] <ghz|afk> Denyol: no you can not cache the TESR as a block
L605[08:14:01] <Baughn> Denyol: You don't have to use a TESR.
L606[08:14:05] <ghz|afk> you can use block models for that
L607[08:14:26] <Denyol> Baughn: but I want to render a EntityItem
L608[08:14:28] <Baughn> Anyway. I promised you something terrifying.
L609[08:14:32] <Denyol> only sometimes
L610[08:14:41] <ghz|afk> Denyol: you can obtain the model of the item
L611[08:14:46] <Baughn> Electrical Age has an x-ray ore scanner.
L612[08:14:55] <ghz|afk> and include the item quads in your custom IBakedModel
L613[08:15:13] <Baughn> It's an item. You hold it, and it provides a 2D screen.
L614[08:15:16] <Denyol> but I also at one point want to animate the TE
L615[08:15:18] <Baughn> Using software rendering.
L616[08:15:21] <Baughn> https://github.com/Electrical-Age/ElectricalAge/blob/develop/src/main/java/mods/eln/item/electricalitem/PortableOreScannerItem.java#L486 <- Like this.
L617[08:15:29] <ghz|afk> Denyol: well yo ucan't have everything.
L618[08:15:37] <Baughn> https://github.com/Electrical-Age/ElectricalAge/blob/develop/src/main/java/mods/eln/item/electricalitem/PortableOreScannerItem.java#L552 <- I would particularly like to point out this little horror.
L619[08:15:40] <ghz|afk> either you draw every frame using a TESR
L620[08:15:52] <Denyol> Im just interested in reducing lag, while still making the TE look good
L621[08:15:54] <ghz|afk> or you cache the result in the chunk rendering
L622[08:16:05] <ghz|afk> you can't have both
L623[08:16:18] <ghz|afk> notethat
L624[08:16:21] <ghz|afk> there's a FastTESR
L625[08:16:39] <Denyol> what is FastTESR?
L626[08:16:42] <ghz|afk> which is a concept that lets you "batch" the TESR data and reduce the number of draw calls
L627[08:16:50] <ghz|afk> it still draws every frame
L628[08:16:56] <ghz|afk> but all the FastTESRs can be drawn at once
L629[08:16:59] <ghz|afk> because unlike a normal TESR
L630[08:17:09] <ghz|afk> you can't use opengl commands in it
L631[08:17:16] <Baughn> Non-TESRs are vastly faster to draw than TESRs, *but* TESRs have much lower overhead on updates.
L632[08:17:19] <ghz|afk> you are given a vertexbuffer to put data into
L633[08:17:20] <Baughn> If you want a rule of thumb...
L634[08:17:37] <ghz|afk> so a FastTESR is halfway
L635[08:17:40] <ghz|afk> it won't be cached
L636[08:17:46] <Baughn> If your block changes more often than every 4-5 seconds, then use a FastTESR (if you can) or TESR.
L637[08:17:48] <ghz|afk> but it also won't have its own draw calls
L638[08:17:55] <ghz|afk> the biggest limitations are that
L639[08:17:58] <Baughn> If it doesn't, then you should be able to use a normal block.
L640[08:18:04] <ghz|afk> 1. you have to use the atlas for texturing, you can't bindTexture
L641[08:18:09] <Denyol> most of the time the block wont be animating
L642[08:18:11] <ghz|afk> 2. you can't glRotate or anything like that
L643[08:18:31] <Baughn> You can *rotate*, mind you. You just have to do your own rotation.
L644[08:18:32] <ghz|afk> Denyol: does ALL of the block animate?
L645[08:18:35] <ghz|afk> or only part of it?
L646[08:18:41] <Denyol> only part
L647[08:18:44] <ghz|afk> okay then
L648[08:18:48] <ghz|afk> you can have two parts
L649[08:18:52] <ghz|afk> the static part can be a normal model
L650[08:18:59] <Denyol> two seperate TEs?
L651[08:19:02] <ghz|afk> that is drawn normally using the chunk cache
L652[08:19:03] <ghz|afk> no
L653[08:19:08] <Baughn> And if your object is symmetric, then maybe you can change the texture coords instead of rotating the geometry.
L654[08:19:09] <ghz|afk> one TE
L655[08:19:14] <ghz|afk> with both static model + TESR
L656[08:19:33] <ghz|afk> this way you avoid having unnecessary geometry in the TESRT
L657[08:19:35] <ghz|afk> -T
L658[08:19:51] <Baughn> ghz|afk: I'm not convinced you'd buy much from that. IME it's more the number of draw calls that matter, not the amount of geometry.
L659[08:20:14] <ghz|afk> yeah but if you have two parts
L660[08:20:17] <ghz|afk> that move independently
L661[08:20:22] <ghz|afk> then you'd have two draw calls
L662[08:20:29] <Denyol> But how do you have two parts?...
L663[08:20:30] <ghz|afk> and if you have the static part cached in the chunk rendering cache
L664[08:20:35] <Baughn> That, or you'd do the translation cpu-side
L665[08:20:44] <ghz|afk> yeah and that's usually slower ;P
L666[08:20:46] <Baughn> Yeah, in that case it's a good idea.
L667[08:20:56] <Baughn> I'm not sure I really understand what Denyol wants to do.
L668[08:21:20] <Denyol> Baughn have you used AE2?
L669[08:21:36] <Baughn> Yes
L670[08:21:37] <Denyol> the mod
L671[08:21:54] <Denyol> ok the Inscriber press has a part in the inside that animates when In use
L672[08:21:59] <Denyol> I want something like that
L673[08:22:03] <Baughn> http://i.imgur.com/2NaKExF.jpg <- A fair bit. :P
L674[08:22:28] <Baughn> Ok.
L675[08:22:33] <Denyol> But have only the moving part be a TESR
L676[08:22:59] <Baughn> Then ghz' idea is a good one.
L677[08:23:09] <Baughn> I've never used 1.10 myself, so I can't comment on exactly how you'd do it.
L678[08:23:53] <Baughn> And you'd want to shut down the TESR entirely when your device isn't in use. Depending on how it looks, that may require having a separate block-state that draws the otherwise moving part as part of the block.
L679[08:24:25] <Denyol> Can block states use different rendering options?
L680[08:31:21] <Denyol> My EntityItem is being rendered at an angle to my TE and I have no Idea why: http://prntscr.com/dws2fi
L681[08:33:33] <Denyol> oh nvm fixed it
L682[08:35:15] <TechnicianLP> Baughn: what is that texxt written on? the texture looks awesome
L683[08:40:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170117 mappings to Forge Maven.
L684[08:40:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170117-1.11.zip (mappings = "snapshot_20170117" in build.gradle).
L685[08:40:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~9:40 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
L686[08:51:41] <ghz|afk> mcpbot running a snapshot at this time? o_O
L687[08:52:15] <unascribed> "have you used ae2" "my entire base is ae2"
L688[08:52:43] <Denyol> My TESR is rendering things at a 60 degree angle for some reason....
L689[08:53:07] <Denyol> well actualy a 260 degree angle
L690[08:58:09] <MCPBot_Reborn> I do what I want
L691[08:59:12] <ghz|afk> xd
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L695[09:06:12] <Ashindigo_> It's sentient!
L696[09:10:34] <Ashindigo_> test
L697[09:10:59] <Ashindigo_> cool ircloud has a webchat
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L703[09:25:50] <Baughn> TechnicianLP: Matter Overdrive holographic signs.
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L718[11:07:46] <Barteks2x> WTF!? IDEA can't find class Override
L719[11:08:58] <Barteks2x> it also can't find classes like RuntimeException
L720[11:09:16] <Ashindigo_> Reboot?
L721[11:09:36] <Ordinastie> switch to Eclipse ?
L722[11:09:38] <Barteks2x> oh... the JDK that was set didn't actually exist
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L724[11:10:25] <Barteks2x> no idea why it even let me compile the project without JDK
L725[11:10:51] <Ashindigo_> :|
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L744[12:48:35] <ScottehBoeh> Woohoo :D
L745[12:48:43] <ScottehBoeh> added new Tools/Materials to my mod
L746[12:49:03] <ScottehBoeh> http://imgur.com/a/gcvia
L747[12:49:11] <ScottehBoeh> Going to add in a skill level once I have the time
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L751[13:09:14] <Barteks2x> why there is no place where I can ask questions related to JMH and expect someone to answer in reasonable time :(
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L753[13:18:27] <TechnicianLP> jmh?
L754[13:19:53] <TechnicianLP> oh benchmarking
L755[13:20:23] <IoP> Barteks2x: SO?
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L757[13:20:34] <Akkarin> and I thought somebody was finally asking about the Jamaican Monster Hamburgers :(
L758[13:20:59] <Barteks2x> I rarely ever get any answers there, or at least useful answers to any more specific question
L759[13:21:23] <Barteks2x> (on SO)
L760[13:22:21] <Barteks2x> and I already found what I wanted, but it looks like my code just may be impossible to benchmark properly
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L762[13:22:44] <Barteks2x> and I can't get perfasm running again for some weird reason
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L765[13:33:50] <Barteks2x> ... PrintAssembly option works just fine, but JMH doesn't see it. WHY!?
L766[13:34:07] * killjoy googles printassembly
L767[13:34:24] <Barteks2x> you need hsdis plugin for that
L768[13:35:35] <Barteks2x> as mush as I don't like mailing lists, I will have to use it
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L784[14:17:26] <Barteks2x> When I google my problem, I get 5 results (not 5 pages). None of them mentions my issue
L785[14:20:04] <killjoy> Barteks2x, try asking on stackexchange
L786[14:20:20] <Barteks2x> I asked on JMH mailing list, much more likely I will actually get an answer
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L788[14:21:48] <Barteks2x> but it will probably take a few days. And I wanted to get it working now :(
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L790[14:23:07] <killjoy> So what's your issue? I think I joined after you talked about it
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L792[14:26:00] <killjoy> Gaben is doing an AMA in a few hours
L793[14:26:09] <killjoy> 3 PST
L794[14:26:52] <Barteks2x> The issue is that perfasm doesn't work even when I have hsdis plugin installed
L795[14:27:20] <killjoy> maybe you can ask in the mailing list you mentioned
L796[14:27:34] <Barteks2x> it just unhelpfully says ERROR: No address lines detected in assembly capture, make sure your JDK is PrintAssembly-enabled
L797[14:27:44] <Barteks2x> and PrintAssembly works on my JVM
L798[14:27:49] * Ashindigo_ wonders how many hl3 questions are going to be asked
L799[14:28:02] <Barteks2x> so yes, I already asked on the mailing list but it mak take a few days to get reply
L800[14:28:15] <Barteks2x> and I wanted to use it today
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L802[14:31:19] <Barteks2x> O.o I don't remember deleting files from one directory, but they disappeared
L803[14:32:50] <Barteks2x> it's not possible to undelete files deleted with rm, right?
L804[14:36:25] <Ordinastie> Barteks2x, files from your project ?
L805[14:37:29] <Barteks2x> from my JMH project, modified flow-noise library
L806[14:37:51] <Barteks2x> and this one has no backup
L807[14:38:02] <Ordinastie> eclipse has a "Restore from Local History", I would assume IDEA has the same kind of feature somewhere
L808[14:38:10] <Barteks2x> It just disappeared
L809[14:38:13] <Barteks2x> even IDEA didn't notice
L810[14:38:22] <Barteks2x> I had to tell IDEA to refresh file list
L811[14:38:45] <Ordinastie> it still should have a local history
L812[14:38:47] <Barteks2x> I had copies of the whole directory
L813[14:38:52] <Barteks2x> that I deleted a while ago
L814[14:38:58] <Barteks2x> with rm- rf
L815[14:40:01] <Barteks2x> looks like I had git repository there O.o I didn't even know that
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L823[15:05:09] <Barteks2x> This is the first time I see logs in format that looks like xml (or it is xml)
L824[15:11:35] <killjoy> with the new minecraft launcher, some xml is sneaking into the messages
L825[15:12:34] <Ashindigo_> There's a new launcher?
L826[15:14:02] <killjoy> it's being developed
L827[15:14:15] <killjoy> it looks like the website and supports changing skins
L828[15:14:31] <Ashindigo_> ... There's a new website?
L829[15:14:43] * Ashindigo_ questions why he doesn't know this
L830[15:14:44] <killjoy> https://minecraft.net
L831[15:15:05] <IoP> well the new launcher is god damn web page...
L832[15:15:15] <killjoy> new launcher https://www.reddit.com/r/Minecraft/comments/59b7m0/help_us_test_the_new_minecraft_launcher_check_the/
L833[15:15:24] <Ashindigo_> It looks nice
L834[15:15:41] <IoP> Not sure if joking or not
L835[15:15:47] <killjoy> I think it's entirely native
L836[15:15:53] <killjoy> no java used in the launcher at all
L837[15:19:58] <IoP> Well it uses Chromium Embedded Framework so it would be weird if it still has java for other things than starting the game process
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L843[15:33:35] <Barteks2x> the reason things didn't work for me: JMH started java executable from JRE instead of JDK
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L845[15:38:54] <ScottehBoeh> SO it's my frst time making a block that stores data locally (within the TE)
L846[15:39:15] <ScottehBoeh> I have an ElectricLight that I want to store a power level and run on that power when right clicked with a battery
L847[15:39:24] <ScottehBoeh> Best method to go around adding this feature?
L848[15:44:42] <LexManos> kenzierocks, you there?
L849[15:50:10] <ghz|afk> ScottehBoeh: make an energy buffer object, that implements the forge energy capability (or RF, or Tesla, or whatever)
L850[15:50:40] <ghz|afk> and then use blockstates (a "POWERED" boolean state) to turn it on/off
L851[15:50:53] <ghz|afk> andm ake the TE tickable, and make it turn itself off when no power left
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L853[15:51:55] <ghz|afk> I use this
L854[15:51:56] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/common/EnergyBuffer.java
L855[15:52:06] <ghz|afk> which is just a forge energy object, with an added setter
L856[15:52:38] <ghz|afk> (for internal use)
L857[15:53:42] <LexManos> damn 1.10.2's factory method for entities isn't as simple...
L858[15:53:56] <LexManos> wrong channel..
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L860[15:57:09] <Barteks2x> I'm benchmarking foamfix lighting code "improvements" (as part of benchmarking my own lighting code) and it turns out that the optimized version is slightly slower than vanilla. And the optimized version has BlockPos changed to MutableBlockPos. That's interesting
L861[16:06:34] <LexManos> i wouldnt trust anything from foamfix, or any 'performance' mod unless it comes prebuilt with real metrics that can run.
L862[16:06:45] <LexManos> However, lighting is.. odd.. there are a lot of things that factor in
L863[16:08:28] <IoP> What are real metrics?
L864[16:09:20] <LexManos> Using trusted/tested counting code, {not 'I think we save this much so add it to the counter!'} and include test code that can be run to verify results ourselves.
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L866[16:09:55] <illy> boop o/
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L868[16:12:42] <LexManos> yo speaking of tests
L869[16:12:45] <LexManos> have you got people testing?
L870[16:15:03] <illy> I would love more tests from people who arnt me before I do a 1.0 release but it should be ready
L871[16:16:39] <ghz|afk> something I can help test?
L872[16:16:51] <ghz|afk> I'm not doing anything atm
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L874[16:21:05] <illy> Sure the Java Wrapper needs some more testing https://github.com/MinecraftForge/JavaWrapper/releases/tag/v0.1.4 especially from people who are on macs
L875[16:21:34] <ghz|afk> i have a macbook pro next to me ;P
L876[16:21:52] <illy> gets even better and better :D
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L878[16:22:28] <gigaherz|work> can you paste the link again? ;P
L879[16:22:44] <illy> https://github.com/MinecraftForge/JavaWrapper/releases/tag/v0.1.4
L880[16:22:49] <gigaherz|work> thx
L881[16:22:51] <Maxwell> How do you add tooltips to an item?
L882[16:23:02] <gigaherz|work> override addInformation
L883[16:23:12] <gigaherz|work> or use the tooltip event if 3rdparty item
L884[16:23:19] <illy> if you could change your JRE away from java 8 to 7 that would also be nice
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L886[16:23:40] <gigaherz|work> I don't have JRE7 in here
L887[16:23:41] <Maxwell> Do I need to create an item class for it if it's a block?
L888[16:23:51] <gigaherz|work> no, override addInformation on the block
L889[16:24:31] <IoP> What is JavaWrapper?
L890[16:24:41] *** fry is now known as fry|sleep
L891[16:25:43] <illy> a wrapper for java that forces java 8
L892[16:26:08] <gigaherz|work> illy: the wrapper worked fine, so far as I can tell
L893[16:26:12] <gigaherz|work> it opened the launcher ;P
L894[16:26:39] <IoP> Do I want to hear use cases for that?
L895[16:27:35] <illy> gigaherz|work: can you try this one to https://github.com/MinecraftForge/JavaWrapper/releases/download/v0.0.4/ForgeInstaller-0.0.4-darwin-amd64
L896[16:29:20] <illy> that one you might have to activate trough a terminal i didn't make a app package for that
L897[16:29:36] <illy> s/activate/run
L898[16:29:41] <gigaherz|work> $ ./ForgeInstaller-0.0.4-darwin-amd64
L899[16:29:41] <gigaherz|work> Platfrom: darwin
L900[16:29:41] <gigaherz|work> Arch: 64
L901[16:29:43] <gigaherz|work> Now running from System JRE
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L903[16:30:17] <illy> did it open a forge installer?
L904[16:30:19] <gigaherz|work> yup
L905[16:30:24] <illy> cool it works
L906[16:30:59] <gigaherz|work> yupii'd test with jre7 but it's archived and I can't be bothered to register ;P
L907[16:31:14] <gigaherz|work> s/yupii/I/
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L909[16:31:44] <IoP> Too bad there is not java 8 for my mac. Otherwise I would test
L910[16:32:04] <illy> it should work without java 8
L911[16:32:27] <ghz|afk> IoP: o_O how OLD is your mac?
L912[16:32:39] <illy> is this power pc mac?
L913[16:32:42] <IoP> 1st gen intel
L914[16:33:25] <ghz|afk> this one is a 2015 model
L915[16:33:42] <ghz|afk> 16gb ram, 240gb SSD, some i5 cpu
L916[16:34:08] <ghz|afk> the company bought it for me
L917[16:34:22] <ghz|afk> well for my work, that is
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L919[16:45:23] <Ivorius> Man, something can't be right here
L920[16:45:43] <Ivorius> I more or less tripled my downloads since October last year
L921[16:45:52] <Ivorius> But get the exact same amount of curse points
L922[16:46:17] <illy> Ya it's not right here. it's over there
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L924[16:51:34] <ghz|afk> Ivorius: more overall downloads maybe?
L925[16:51:40] <ghz|afk> or different sharing formula?
L926[16:52:05] <Ivorius> It literally hasn't changed more than the span of about 2 points a day
L927[16:52:06] <Ivorius> Up and down
L928[16:52:18] <Ivorius> No matter what happens to my downloads
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L930[16:52:29] <RandomX45> Anyone here have an idea what is going to be the next major modded minecraft version?
L931[16:52:39] <Ivorius> So either they gradually change the formula at exactly the same speed that my downloads increase by
L932[16:52:49] <Ivorius> Or it's black magic fuckery
L933[16:53:03] <ghz|afk> weird
L934[16:53:09] <ghz|afk> I generally have big bumps randomly
L935[16:53:21] <ghz|afk> probably when some new modpack adds one of my mods
L936[16:53:56] <ghz|afk> although
L937[16:54:02] <ghz|afk> it has been extremely consistent in january
L938[16:54:24] <Ivorius> > January
L939[16:54:35] <Ivorius> My points haven't changed in like 2 years
L940[16:54:50] <ghz|afk> I was getting 33/day in mid december, 43/day late december, and since january 1, 28/day almost constant
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L942[16:56:14] <Ivorius> What's your total download count ghz
L943[16:56:54] <Ivorius> As in, monthly total
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L945[16:58:35] <ghz|afk> can I see that somewhere?
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L947[16:59:48] <ghz|afk> my Enderthing mod shows 54k monthly, and gives me 14 points/day
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L949[17:00:15] <Ivorius> Interesting
L950[17:00:29] <Ivorius> Recurrent Complex is on 50k monthly and gives me 7 points a day
L951[17:00:36] <ghz|afk> my Packing Tape shows 161k monthly, but gives me only 8
L952[17:00:56] <Ivorius> That's so weird
L953[17:00:57] <ghz|afk> so it's not the monthly download counts that matter
L954[17:01:13] <Ivorius> They say it's based on 'popularity'
L955[17:01:18] <ghz|afk> or at least, not all downloads count the same
L956[17:01:49] <IoP> or packs which includes mods has some influence for points
L957[17:01:58] <ghz|afk> also, i don't think modpack downloads count in the curse page number
L958[17:02:14] <ghz|afk> or if they do, they may be valued lower
L959[17:02:16] <IoP> Like packs with huge amount of mods gives less points
L960[17:02:19] <Akkarin> I do remember them referring to it to be based on your "contribution to subscriptions"
L961[17:02:41] <Akkarin> so who knows what the real conversion rate ends up being
L962[17:02:53] <ghz|afk> my guess is something like
L963[17:03:00] <ghz|afk> "how much this mod has helped us earn"
L964[17:03:11] <Akkarin> that is what that phrase means. yes.
L965[17:03:19] <ghz|afk> does curse have ads on the site? XD
L966[17:03:26] <Akkarin> yes
L967[17:03:30] <ghz|afk> okay then
L968[17:03:31] <Akkarin> at least some parts do
L969[17:03:53] <Akkarin> not sure about CurseForge ... I still have that premium account from the bukkit days
L970[17:03:53] <Ivorius> I mean, odd payout rates I understand and all
L971[17:04:10] <ghz|afk> i'd assume like, visits from non-premium users would count using a factor based on ad earnings
L972[17:04:15] <Ivorius> But really, is it really that unrealistic to expect some kind of change with 3 times the downloads?
L973[17:04:21] <ghz|afk> visits from premium users would count using a factor based on premium price
L974[17:04:22] <Ivorius> Surely that also means more popularity, page views etc
L975[17:04:39] <ghz|afk> Ivorius: yeah it's weird
L976[17:04:44] <ghz|afk> do you update that mod often?
L977[17:04:55] <Ivorius> About once a week currently
L978[17:05:02] <ghz|afk> ah
L979[17:05:14] <ghz|afk> I find that when i release, there's a small bump in points
L980[17:05:17] <ghz|afk> but then it goes down
L981[17:05:18] <Ivorius> The smaller mods I update super rarely currently and they make about twice as much per download
L982[17:05:26] <ghz|afk> but if you release "in a schedule"
L983[17:05:43] <ghz|afk> those visits may happen too often, or the load is distributed more evently
L984[17:05:46] <Ivorius> Nah man, half a year ago I didn't make a single update in a year
L985[17:05:48] <ghz|afk> -t
L986[17:05:52] <Ivorius> Then I released a version
L987[17:05:54] <Ivorius> Literally no change
L988[17:05:56] <Ivorius> Nothing
L989[17:05:57] <ghz|afk> weird
L990[17:07:44] <Ivorius> Oh right, there was a change
L991[17:07:53] <Ivorius> In early 2016 I got 35 points a day consistently
L992[17:08:00] <Ivorius> Which gradually went down .-.
L993[17:09:55] <IoP> better than my 50 points in 6 months ;)
L994[17:10:01] <TechnicianLP> ~4.5 Points :(
L995[17:11:25] <Subaraki> i get 16 a day :s
L996[17:11:31] <Subaraki> its fluctuating
L997[17:17:00] <Barteks2x> looks like it actually the foamfix version of lighting is faster, it was mistake in my benchmark
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L999[17:21:50] <LexManos> if thats the case, then have him talk to fry
L1000[17:22:06] <LexManos> as hes the lighting guy and ours should be super fast/acurate
L1001[17:22:44] <illy> lex does mojang have a new jre json for the linux build?
L1002[17:24:24] <Barteks2x> this is the blocklight update, not rendering-related
L1003[17:24:41] <Barteks2x> (world.checkLightFor)
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L1006[17:28:41] <LexManos> no idea, check the launcher?
L1007[17:30:28] <illy> yea nope
L1008[17:31:18] <illy> version v1.0.0 is ready :D
L1009[17:33:24] <ghz|afk> :)
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L1015[18:03:01] <LexManos> hey someone who is bored...
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L1017[18:03:22] <LexManos> Our Fernflower fork needs to be synced with mainline.. would be nice if someone could work on that ;)
L1018[18:05:04] <illy> make BUILD=LOCAL all
L1019[18:05:36] <ghz|afk> that's https://github.com/fesh0r/fernflower ==> https://github.com/MinecraftForge/FernFlower right?
L1020[18:05:42] <LexManos> no
L1021[18:06:01] <ghz|afk> no wait that link is an unofficial mirror
L1022[18:06:02] <ghz|afk> nevermind
L1023[18:06:06] <ghz|afk> it was #1 result on google
L1024[18:06:23] <ghz|afk> https://github.com/JetBrains/intellij-community/tree/master/plugins/java-decompiler/engine
L1025[18:06:45] <LexManos> humm could of sworn i made a comment about that in the desc, buut yes, its a sub-split of that repo
L1026[18:07:00] <illy> isn't it a git subtree
L1027[18:07:25] <LexManos> whatever the git thing is yes
L1028[18:09:39] <illy> lets try turning this makefile into a build.gradle again
L1029[18:10:11] <LexManos> what REALLY needs to be done
L1030[18:10:26] <LexManos> is for someone to go through and squash all of our commits into a simple .patch to main line
L1031[18:10:42] <LexManos> that way we can pull in the mainline, and then re-apply our patches, kinda like how we patch MC ;)
L1032[18:10:48] <ghz|afk> I could do that, I guess
L1033[18:11:26] <illy> oh for a second I thought you were about to say then send the patch to a mailing list
L1034[18:11:35] <ghz|afk> ugh why did I clone the entire intellij tree...
L1035[18:11:36] <LexManos> hehe
L1036[18:11:49] <LexManos> ideally, we could pull out all our 'features'
L1037[18:12:05] <Barteks2x> jvm inlining and loop unrolling makes the amount of assembly output explode...
L1038[18:12:20] <LexManos> and make PRs to intellij. But god the code is ugly and we attacked it as a 'fix problems as we find them' not really a PR facing changeset
L1039[18:14:05] <ghz|afk> gah just a simple git checkout is taking ages XD
L1040[18:14:40] <ghz|afk> AH
L1041[18:14:44] <illy> git shallow clones are nice :P
L1042[18:14:46] <ghz|afk> I ran out of space on my build SSD
L1043[18:14:58] <ghz|afk> I'll just DL the zip ;P
L1044[18:17:12] <ScottehBoeh> Say I wanted the 3rd-person render of the player to render in 1-st person, which Event should I use?
L1045[18:18:45] <ScottehBoeh> Basically I'm wanting to have the players whole body visible in 1st person
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L1047[18:23:48] <ghz|afk> ScottehBoeh: you'd have to draw it in RenderWorldLast, I guess
L1048[18:23:59] <ghz|afk> however, you'd have to draw a custom model
L1049[18:24:00] <ghz|afk> without head
L1050[18:24:14] <ghz|afk> rather than the full model
L1051[18:24:18] <ScottehBoeh> ah ok
L1052[18:24:21] <ghz|afk> also you'd want to do something with the arms
L1053[18:24:38] <ghz|afk> since if you don't handle them, they'd be hanging on your sides and carrying another copy of the item
L1054[18:24:52] <ghz|afk> and no, the pose does NOT correspond with firstperson, at all.
L1055[18:25:16] <ghz|afk> there have been games done that try to show you the game as the player would see it
L1056[18:25:30] <ghz|afk> with body and all
L1057[18:25:34] <ghz|afk> minecraft is not one of them. XD
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L1061[18:37:44] <ghz|afk> hmf, 43 files conflicted. this will take a bit ;p
L1062[18:40:12] <ghz|afk> so far so good -- most of the conflicts for now are due to the upstream code getting diamonds
L1063[18:40:33] <ghz|afk> (while the fork has changes in the same declarations)
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L1065[18:44:36] <LexManos> can you do a quick diff
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L1067[18:44:47] <LexManos> im legit curious to see all our changes vs the base of our branch
L1068[18:45:28] <ghz|afk> hmm dunno if git will let me do that while in the middle of resolving conflicts, but I'll try
L1069[18:48:54] <ghz|afk> actually
L1070[18:48:55] <ghz|afk> here
L1071[18:48:55] <ghz|afk> https://github.com/MinecraftForge/FernFlower/compare/6a802a6fc971f37b1cde2db35c97d9984c877626...master
L1072[18:49:10] <LexManos> right thyats a thing...
L1073[18:51:38] <LexManos> wow.. we changed a lot of shit..
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L1077[18:56:59] <LexManos> !gf BROWN_MUSHROOM
L1078[19:07:28] <ghz|afk> 23 conflicted files remaining (and I guess there will be quite a bit of work afterward making it compile. I refuse to believe the result will "just work")
L1079[19:08:46] <LexManos> if not, it wont work 'right'
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L1085[19:33:55] <Shambling> silly question, but has anyone implemented a key modifier mod for 1.10.2? Ex. I press c, it does *x*, I press shift-c, it does *y*
L1086[19:34:04] <Shambling> or at least 1.10+
L1087[19:37:14] <Tencao> There was one been worked on, but I believe the dev cancelled it
L1088[19:41:48] <TehNut> Isn't that a default Forge feature?
L1089[19:42:52] <TehNut> Yes, yes it is. http://tehnut.info/share/rSKNsXOIJW.png
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L1093[19:51:01] <Shambling> oh really? that works now? holy crud
L1094[19:51:18] <Shambling> wonder why I still keep running out of keys, :P
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L1096[19:51:54] <Shambling> maybe that is why the dev cancelled working on it :D
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L1102[20:11:15] <ghz|afk> meh, gotta slee, will continue with this tomorrow
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L1110[20:59:37] <Denyol> Forge doesn't want to let me load mods from the mod folder
L1111[20:59:57] <Denyol> It keeps getting crash reports like this, http://pastebin.com/FDfwxTz7
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L1113[21:00:17] <Denyol> tried updating forge, and it still wont run mods from the mods folder
L1114[21:00:58] <tterrag> hm, seems like forge doesn't even work with the ingame mod options
L1115[21:01:01] <tterrag> i.e. the config change is not saved
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L1120[21:06:43] <Barteks2x> wat
L1121[21:06:48] <Barteks2x> my code segfaulted the JVM
L1122[21:07:20] <Barteks2x> outside of minecraft
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L1124[21:10:49] <Barteks2x> with "problematic frame": C [libpthread.so.0+0xd043] pthread_cond_wait+0xd3
L1125[21:20:38] <Barteks2x> I'm getting some weird randomly reproducible crashes O.o
L1126[21:20:53] <Barteks2x> this time: *** longjmp causes uninitialized stack frame ***: /opt/oracle-jdk-bin-1.8.0.112/jre/bin/java terminated
L1127[21:21:38] <Barteks2x> any idea what to do with that?
L1128[21:22:04] <Brokkoli> either hardware error or something like this - or some native library is destroying the heap
L1129[21:22:42] <Barteks2x> when it crashes, it crashes early after JVM start
L1130[21:24:56] <Barteks2x> and it runs with perf profiler, so that may also cause issues
L1131[21:25:09] <Barteks2x> (perf is name of that profiler)
L1132[21:25:20] <Brokkoli> try without that
L1133[21:25:44] <Brokkoli> just try to undo what you changed since it worked...
L1134[21:26:03] <Barteks2x> it crashes once in several runs
L1135[21:26:47] <Barteks2x> so if I remove perfasm and it stops crashing, I will never know if I'm just (un)lucky and it crashes more rarely, it it was perfasm causing it
L1136[21:26:56] <Brokkoli> i know
L1137[21:27:23] <Brokkoli> but how should you debug the profiler?
L1138[21:27:30] <Brokkoli> so it think its the only option...
L1139[21:27:33] <Brokkoli> *i
L1140[21:28:03] <Barteks2x> well, it's actually JMH starting the profiler, and there is also hsdid jvm plugin involved
L1141[21:28:09] <Barteks2x> *hsdis
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L1143[21:45:29] <Barteks2x> I can't make it crash without persasm, and I can't make it crash using perf+java+test program
L1144[21:52:50] <Denyol> I have a class "ModItems" with a "public static Item item;" but I can't acces that 'ModItems.item' from my TileEntity's class, maybe there is something im mis understanding with java?
L1145[21:53:32] <Barteks2x> does it show any error?
L1146[21:53:38] <Denyol> yes
L1147[21:53:57] <Barteks2x> and what does it say?
L1148[21:54:05] <Denyol> "ModItems.item cannot be resolved to a type"
L1149[21:54:19] <Denyol> trying to check if an ItemStack is that item
L1150[21:54:25] <Denyol> via instanceof
L1151[21:54:39] <Barteks2x> are you sure ModItems class is public and it's imported?
L1152[21:54:45] <Denyol> yes
L1153[21:55:04] <Barteks2x> if only IDE shows the error, try clean recompile
L1154[21:55:26] <Barteks2x> or rebuild project, whatever it's called
L1155[21:55:49] <Barteks2x> oh...
L1156[21:55:51] <Barteks2x> I see
L1157[21:55:59] <Denyol> ?
L1158[21:56:04] <Barteks2x> you are checking if(something instanceof ModItems.item)?
L1159[21:56:09] <Denyol> yes
L1160[21:56:32] <Barteks2x> ModItems.item is not a type, and you can only directly check for type that way
L1161[21:56:48] <Denyol> oh, yeh
L1162[21:56:48] <Barteks2x> and why do you need to check if it's the same class anyway?
L1163[21:57:02] <Denyol> for "isItemValidForSlot"
L1164[21:57:09] <Denyol> I only want certain items valid
L1165[21:57:14] <Denyol> in a TE's inventory
L1166[21:57:29] <Denyol> should I compare the items with "stack.getItem() == item"
L1167[21:57:39] <Barteks2x> if you want to allow that item exactly, yes
L1168[21:57:58] <Denyol> or should it be "stack.getItem() == new ItemStack(item)"
L1169[21:58:09] <Barteks2x> that would be always false
L1170[21:58:17] <Denyol> why?
L1171[21:58:23] <Barteks2x> stack.getItem() == item. Item is more like ItemType
L1172[21:58:44] <Barteks2x> stack.getItem returns instance of Item, and you would compare it to ItemStack.
L1173[21:59:42] <Denyol> ok
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L1175[22:08:50] <tterrag> stack.getItem() == new ItemStack(...) wouldn't even compile
L1176[22:09:09] <killjoy> wut
L1177[22:09:22] <killjoy> someone doesn't understand typs
L1178[22:09:24] <killjoy> types
L1179[22:10:38] <Denyol> apparently not
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L1186[22:43:16] <Barteks2x> Now I got JMH itself to throw an exception...
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