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L22[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170304 mappings to Forge Maven.
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L24[02:00:29] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170304-1.11.zip (mappings = "snapshot_20170304" in build.gradle).
L25[02:00:40] <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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L51[04:41:28] <Admiral_Damage> Are there any easier ways to distribute debugged code to executables of those acting as testers without sending them a compiled jar or without giving them access to the src repo directly? open to ideas/workarounds if there are any
L52[04:42:15] <Admiral_Damage> Currently using bitbucket if thats any help
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L54[04:59:03] <ghz|afk> Admiral_Damage: not really
L55[04:59:12] <ghz|afk> I mean, there may be some obscure program
L56[05:00:45] <ghz|afk> but really, just send them a new jar.
L57[05:01:12] <ghz|afk> (or make your mod opensource, as it should be ;P)
L58[05:12:50] <PaleoCrafter> well, this is kinda cool: http://i.imgur.com/zMMvwNF.jpg
L59[05:14:11] <ghz|afk> I remember those from FTB Infinity
L60[05:14:17] <ghz|afk> they were a really nice source of draconium
L61[05:15:17] <PaleoCrafter> they are indeed
L62[05:15:51] <PaleoCrafter> never saw one myself before, was a little surprised to find one when I was randomly flying around in the End xD
L63[05:15:58] <ghz|afk> heh
L64[05:16:01] <ghz|afk> they used to be everywhere
L65[05:16:09] <ghz|afk> like, every few chunks
L66[05:16:27] <Ashindigo_> It was way to easy to just go decimate them and get a bunch
L67[05:16:38] <Ashindigo_> Especially if the end was reset every 2 weeks
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L69[05:36:53] <LatvianModder> What happens when you use 1.11 mappings on 1.10 mc? Will it work, and will I have less to port? :P
L70[05:37:49] <ghz|afk> nah the stable_29 for 1.10 are using most of the "new names"
L71[05:38:02] <ghz|afk> and the 1.11 mappings may be missing a few "old" names
L72[05:38:29] <LatvianModder> So stable_29 == what 1.11 has?
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L74[05:39:28] <Ashindigo_> !latest
L75[05:39:30] <LatvianModder> On sidenote.. Im pretty sure World in mojang code is Level
L76[05:40:02] <LatvianModder> level-name in server properties, and many other places
L77[05:40:21] <ghz|afk> could be
L78[05:40:24] <LatvianModder> Actually it would make the most sense if it was Dimension
L79[05:40:30] <ghz|afk> make an issue in mcpbot's github issue tracker
L80[05:40:46] <LatvianModder> Yeah right, like thats gonna change
L81[05:40:46] <ghz|afk> but chances are people like "world" too much ;P
L82[05:41:00] <LatvianModder> Just like isRemote
L83[05:41:09] <LatvianModder> Will never be isClientSide
L84[05:41:14] <LatvianModder> Or smth like that
L85[05:41:27] <ghz|afk> yeah but not because of habit, lex said it's never ever going to have "client" in the name
L86[05:41:32] <ghz|afk> ;P
L87[05:41:48] <LatvianModder> I didnt know lex controls mcp names
L88[05:41:50] <LatvianModder> :P
L89[05:42:30] <ghz|afk> well he can give b-spkrs a death stare if he ever attempts to change it or something
L90[05:43:01] <ghz|afk> and tbh, I sortof agree
L91[05:43:11] <ghz|afk> we have too many confusing client/server words around
L92[05:43:15] <LatvianModder> Oh briefcase speakers... I didnt know he does mcp names
L93[05:43:23] <ghz|afk> he controls the bots
L94[05:43:42] <ghz|afk> so technically he decides what the exported mappings contain
L95[05:45:06] <LatvianModder> So much power :D I once had power to control if all FTB packs work or not. That means I controlled ftb? :D
L96[05:45:18] <PaleoCrafter> World is very unlikely to get changed, just like TileEntity
L97[05:45:26] <ghz|afk> you hada "controlling stake" I guess ;P
L98[05:45:55] <LatvianModder> PaleoCrafter: oh dont worry, we wont need BlockEntities soon anyway Kappa
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L100[05:57:28] <ghz|afk> hmf
L101[05:57:28] <ghz|afk> so
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L103[05:57:37] <ghz|afk> what's the best way to transfer energy wirelessly?
L104[05:57:55] <ghz|afk> I currently have an RF Entangler, with 30 rf exciters on theo ther side, but it's highly inefficient space-wise
L105[05:57:56] <ghz|afk> XD
L106[05:58:36] <ghz|afk> hmmm energy laser, from actually additions
L107[05:58:38] * ghz|afk reads info
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L111[06:06:25] <Ashindigo_> -_-
L112[06:06:32] <Ashindigo_> Gotta love forum spam
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L119[06:38:28] <ScottehBoeh> What would be the best data type to store a players race? (Elves, orcs etc) currently I'm using just an integer (0 = Human, 1 = Elves etc)
L120[06:40:19] <TechnicianLP> capability with an enum (nbt probably with an id)
L121[06:47:13] <TechnicianLP> ItemStackHolder anotations in clientside classes dont work
L122[06:51:56] <ghz|afk> for best compatibility, I'd store as string in the NBT
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L124[06:52:10] <ghz|afk> but yes
L125[06:52:11] <ghz|afk> a capability
L126[06:52:14] <ghz|afk> storing the player data
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L134[07:21:54] <PaleoCrafter> it may be a little late, but depending on your wishes, an enum might not be the best solution, or at least it shouldn't be the type you store in the capability
L135[07:22:16] <PaleoCrafter> what if somebody else wants to add another race? you're out of luck with an enum there
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L139[07:32:17] <ghz|afk> hmf
L140[07:32:24] <ghz|afk> what mods are there that prevent endermen from teleporting?
L141[07:32:29] <ghz|afk> the environmental controller doesn't work
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L143[07:34:48] <Aroma1997> Hmm, the ender tether doesn't prevent them from teleporting, but it teleports them to itself, when they try to teleport
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L145[07:45:33] <TechnicianLP> ok SOMEHOW the latest idea breaks my computer - windows constantly blinking white; mouse getting invisible/click-ignoring
L146[07:45:39] <TechnicianLP> anyone else having issues?
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L176[10:13:39] <Shambling> are there plans in place to account for if mojang ever changes their block count in some weird, random way? or is it just going to basically be a huge period of time between 1.11.2 and the release of a stable 1.12 forge
L177[10:14:14] <Shambling> not sure how it could be accounted for, unless somehow the programmers minds are already known, so it can be guessed as to how they will change the base code
L178[10:15:04] <TechnicianLP> they should be able to add blocks without problems ...
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L180[10:15:47] <TechnicianLP> otherwise mods would probably not be ale to do that either
L181[10:18:27] <Shambling> I suppose forge could just keep doing it the way they do it regardless of how vanilla changes
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L190[10:47:18] <ghz|afk> uhm
L191[10:47:20] <ghz|afk> he left
L192[10:47:32] <ghz|afk> the minecraft save format already has supportfor extra block id bits
L193[10:47:38] <ghz|afk> it's exactly what forge uses
L194[10:48:01] <ghz|afk> although forge currently enables this feature manually
L195[10:48:23] <ghz|afk> it should be a safe bet that mojang will do something similar enough that forge can just drop patches or tweak them
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L199[11:03:26] <Necro> is there a way I can increase the highest allowed speed for server movement validation for a specific player?
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L275[16:02:04] <CsokiCraft> Why doesn't Item.onItemUseFirst() execute on the integrated server thread?
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L277[16:06:32] <CsokiCraft> Is there any other way to make my item not activate the blocks on right-click?
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L288[16:57:52] <CsokiCraft> Weird. In NotEnoughWands' code it seems to run on server side too
L289[16:58:25] <Baughn> https://www.reddit.com/r/feedthebeast/comments/5xj467/kinglemming_plans_on_switching_to_closed_source/deik7oi/ <- Christ. God save me from amateur lawyers.
L290[16:58:45] <Baughn> And this is why you don't write your own licenses! It WILL go wrong, SOMEHOW!
L291[17:08:01] <Javaschreiber> Wow. That's bad.
L292[17:09:02] <Baughn> Nightmarish, really.
L293[17:09:06] <Baughn> It could easily lose someone their job.
L294[17:09:35] <Baughn> Sure, the 'license' is almost certainly unenforcable, but lawyers are not impressed by this shit.
L295[17:10:04] <Javaschreiber> Has someone told him this? That he might need to reconsider this?
L296[17:11:05] <Baughn> I have.
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L298[17:11:14] <Baughn> He's not looking very responsive.
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L303[17:22:18] <h5h77> it's better than not being open source but it does annoy me a little when people do that, even though i know ultimately it's their choice
L304[17:22:38] <h5h77> like you're so close to having this be much more useful to the community
L305[17:22:43] <h5h77> you literally just have to take out this joke
L306[17:23:36] <h5h77> but yeah obviously this is an overreaction
L307[17:23:45] <h5h77> not trying to defend that
L308[17:23:56] <Baughn> Well anyway, he's adjusting the license.
L309[17:23:59] <Baughn> So that's fine then.
L310[17:24:03] <h5h77> oh really? that's cool
L311[17:24:16] <Baughn> To, y'know, not potentially losing anyone their job.
L312[17:24:20] <Baughn> It's still closed-source.
L313[17:24:36] <h5h77> ah well
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L338[19:39:43] <Ashindigo_> so to add a new GuiButton to my GuiScreen i would just call addButton() in initGui() right?
L339[19:41:06] <Ashindigo_> and then override actionPerformed to run whatever is needed when the button is pressed
L340[19:49:46] <tterrag> yes
L341[19:53:34] <Ashindigo_> so then if GuiButton#mousePressed() returns false despite me clicking on the enabled and visible button did something go wrong?
L342[20:07:06] <Corosus> what is the max size of nbt tags? working on some stuff that writes some fairly dynamic json data to players nbt and figured i should know that....
L343[20:09:35] <tterrag> Corosus: no max size I don't think
L344[20:09:42] <tterrag> there is a max packet size though, so you might hit that
L345[20:09:55] <Corosus> yeah, i recal that
L346[20:10:01] <Corosus> different depending on the direction its going
L347[20:10:25] <tterrag> how dynamic? could it be on the order of KB? MB?
L348[20:10:27] <Corosus> and i guess the getEntityData() nbt is automatically synched to client, maybe i should look into another way to store this
L349[20:10:44] <Corosus> probably only KB
L350[20:11:00] <Corosus> but the modpack maker could go batshit crazy adding stuff so technically could go bigger
L351[20:12:50] <tterrag> what is this feature, exactly?
L352[20:12:56] <tterrag> sounds like it would be better as a capability
L353[20:15:01] <Corosus> been working on a system that maintains a set of modifications to an entity, using a condition/action structure for json to define it, i am working on the part of the code that keeps track of the set of modifications done to an entity that will be spawned during an invasion event for a specific player
L354[20:15:47] <Corosus> the rules are defined entirely by json so i need to store a snapshot of what the conditions concluded the set of modifications should be for this paticular invasion instance
L355[20:16:13] <tterrag> I see. might be best as a serverside-only capability
L356[20:16:16] <tterrag> which I believe is possible
L357[20:16:21] <tterrag> that way it's never even sent across the network
L358[20:17:11] <Corosus> cool cool, yeah i could have sworn that nbt was server synced but i dont see the code that does that, maybe im just thinking of itemstack nbt, which definitely is
L359[20:17:31] <Corosus> but if caps enable me to bind this data to the player, worth looking into as well
L360[20:17:39] <Corosus> bonus points if i can store class instances with it
L361[20:18:24] <tterrag> caps are the way to do it nowadays
L362[20:18:28] <tterrag> using raw entity NBT is clunky
L363[20:18:46] <tterrag> http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/#migrating-from-iextendedentityproperties
L364[20:18:46] <Corosus> yeah it is, i try to keep my reading and writing to it at a minimum
L365[20:19:16] <Corosus> seeing Entity.getCapability take an enumfacing param always weirded me out
L366[20:20:12] <tterrag> yeah, a consequence of the generality of the system
L367[20:22:49] <Corosus> ty for link, heh forgot about IExtendedEntityProperties, but i guess that one has come and gone now anyways
L368[20:31:23] <Corosus> know of any open source mods that add a custom capability to an entity?
L369[20:35:25] <tterrag> hmm not off the top of my head
L370[20:35:32] <tterrag> maybe blood magic? cc TehNut ?
L371[20:37:32] <Corosus> hmm kk, found a pile of ones that implement and do nothing with it, but looks like lycanites mobs actually uses the system
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L373[20:40:53] <Corosus> looks like bloodmagic does for 1 thing
L374[20:45:04] <TehNut> hi
L375[20:45:15] <TehNut> tldr of what's going on?
L376[20:45:24] <TehNut> oh
L377[20:45:26] <TehNut> capabilities
L378[20:45:30] <TehNut> No we don't use entity caps
L379[20:45:38] <TehNut> LP networks are stored in world storage
L380[20:45:47] <TehNut> One big UUID -> Network map
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L382[20:50:17] <Corosus> coo
L383[20:51:17] <Corosus> interesting, uses the proper methods server side for getting capability, but for client side they maintain their own map of player to capability
L384[20:51:43] <Corosus> server side code for this looks like a good example to base what i need on, good good
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L397[22:18:33] <mezz> uhoh it's "get github notifications 20 minutes later" time
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L399[22:22:54] <killjoy> There's either something wrong with travis or forge maven
L400[22:23:01] <killjoy> it's taking 6 minutes now to build
L401[22:23:03] <killjoy> average is 2
L402[22:24:39] <mezz> I think 6 minutes is correct, where did you see that average?
L403[22:25:06] <killjoy> builds keep saying 2 min 30 sec
L404[22:25:45] <mezz> where?
L405[22:25:57] <killjoy> travis
L406[22:26:24] <killjoy> It's been trying to download commons-compress for a while now
L407[22:26:36] <mezz> I'm looking at travis history for Forge PRs and it's almost all 6 and a half minutes
L408[22:27:03] <mezz> https://travis-ci.org/MinecraftForge/MinecraftForge/pull_requests
L409[22:27:15] <killjoy> that's for forge.
L410[22:27:36] <killjoy> I set up travis on one of my repos for some reason. https://travis-ci.org/killjoy1221/TabbyChat-2/builds
L411[22:27:57] <mezz> I thought you were talking about forge travis
L412[22:28:44] <killjoy> it's at 11 min now
L413[22:29:15] <mezz> commons-compress is from mavan.org, not forge related
L414[22:29:23] <mezz> maven*
L415[22:29:39] <killjoy> I get that
L416[22:29:48] <killjoy> that was before I looked at the log
L417[22:30:12] <killjoy> hopefully restarting the build fixes it
L418[22:30:14] <mezz> ok. you're communicating unclearly and I thought I had to look into it to fix something or help
L419[22:31:14] <mezz> wonder what's wrong with it
L420[22:31:45] <killjoy> now it's stuck at extractMcpMappings
L421[22:32:47] <killjoy> oh look, an error
L422[22:33:02] <killjoy> connection timed out to forge maven
L423[22:33:03] <killjoy> of course
L424[22:33:29] <h5h77> that happens to me a lot as well
L425[22:33:42] <killjoy> luckily travis has 3 attempts
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L427[22:34:08] <h5h77> hey in this PR - https://github.com/MinecraftForge/MinecraftForge/pull/3762
L428[22:34:24] <h5h77> I'm using a ResourceLocation, but it doesn't work if you omit textures/ or .png, what gives?
L429[22:34:45] <killjoy> that's intended behavior probably
L430[22:35:02] <killjoy> In fact, that's how resource locations work
L431[22:35:11] <killjoy> it doesn't have to be a texture OR a png
L432[22:35:19] <h5h77> right
L433[22:35:20] <mezz> yeah all my resourcelocations have textures/ and .png
L434[22:35:29] <h5h77> hm
L435[22:35:30] <killjoy> could have sounds/ and .ogg
L436[22:35:35] <h5h77> the shadowfacts tutorials omit them
L437[22:35:42] <killjoy> how old are they?
L438[22:35:44] <h5h77> which works fine, but not in this instance
L439[22:35:49] <h5h77> they're for 1.11
L440[22:35:51] <h5h77> one sec
L441[22:35:59] <killjoy> does he put his textures in the textures folder?
L442[22:36:20] <mezz> jsons and some other stuff don't need them, depends on what system using the resource location and how it mangles it
L443[22:36:20] <killjoy> anyway, specify the FULL path to the resource
L444[22:36:51] <h5h77> alright, so in other words, i do not have to worry about that for my PR
L445[22:38:25] <mezz> see net.minecraft.client.renderer.ItemRenderer#RES_UNDERWATER_OVERLAY
L446[22:38:31] <mezz> new ResourceLocation("textures/misc/underwater.png");
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L448[22:40:33] <h5h77> yeah i was just concerned because for the other two resourcelocations that are in the fluid constructor, this behaviour works
L449[22:42:40] <mezz> hm interesting
L450[22:43:24] <h5h77> i mean the other two get used by forge not vanilla though, so i guess that's why
L451[22:43:26] <killjoy> !gm 185344
L452[22:44:21] <mezz> one more question for you, can you use the existing ForgeEventFactory.renderWaterOverlay ? seems odd to have two ways to do this
L453[22:47:15] *** Abrar|gone is now known as AbrarSyed
L454[22:49:58] <h5h77> as I see it the problem is that it's not possible to have this on by default that way, or at least not in a clean way
L455[22:50:33] <h5h77> and the default texture for water is quite blue so each fluid really does need it's own overlay texture, unless you do what enderio did and just have one texture that you change based on color values
L456[22:51:02] <h5h77> but that'd be more intrusive
L457[22:51:13] <h5h77> 1 sec
L458[22:51:14] <mezz> can you add a forge handler for the render overlay event that checks the new property in IFluidBlock, so you can avoid editing ItemRenderer?
L459[22:51:42] <h5h77> no, itemrenderer has to be edited
L460[22:51:47] <h5h77> because it has the water texture hardcoded
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L462[22:52:01] <h5h77> it checks for Material.WATER as well
L463[22:52:04] <mezz> oh ok I see
L464[22:52:30] <mezz> for some reason I assumed that RenderBlockOverlayEvent had a way to change the overlay texture
L465[22:52:48] <h5h77> nope, i patched that in
L466[22:52:50] <h5h77> https://github.com/SleepyTrousers/EnderCore/blob/1.11/src/main/java/com/enderio/core/client/handlers/FluidVisualsHandler.java
L467[22:53:02] <h5h77> this is everything that enderio does to get fluids to feel like fluids
L468[22:53:12] <mezz> ok
L469[22:53:47] <h5h77> a lot of this is just vanilla code copied, like the fog code is quite a large chunk of decompiled vanilla code, because the forge event hooks in after the calculations that modify fog color
L470[22:54:00] <mezz> yeah
L471[22:54:15] <mezz> I'm mainly trying to brainstorm ways to minimize changes and copying
L472[22:54:19] <h5h77> i plan to submit a PR for that in the future as well
L473[22:54:32] <h5h77> yeah that makes sense, i don't mean to come off as argumentative
L474[22:54:54] <h5h77> you did already catch putting it in IFluidBlock which is a much better solution than mine
L475[22:54:59] <h5h77> i'm pretty new to forge
L476[22:55:10] <Corosus> yeah im getting a lot of forge maven timeouts these days
L477[22:55:48] <Corosus> as a person from southern ontario and doing a tracert, i blame quebec, i just resort to --offline for most of my builds and hope the tasks i run that actually require a maven connection work
L478[22:55:51] <mezz> no worries
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L480[22:56:25] <mezz> Corosus, if you get timeout from Forge you should ping Flame.goat I think
L481[22:56:41] * Corosus rubs hands together menacingly
L482[22:56:45] <Corosus> good to know 8D
L483[22:56:57] <mezz> he's manning the servers
L484[22:58:12] <Corosus> yeah its from 'http://files.minecraftforge.net/maven/' according to the log i have from 8 days ago
L485[22:58:26] <mezz> okay yeah
L486[22:58:39] <mezz> next time it happens you know who to poke heh
L487[22:58:49] <Corosus> i think again today as i went to build some 1.7.10 stuff and it sat for minutes before i remembered to use --offline
L488[22:58:52] <Corosus> roger
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L493[23:31:11] <mezz> h5h77, I see a few things. 1. if material is water, it's going to render the water overlay before it even gets to your logic. 2. now that you cleaned it up I notice renderWaterOverlayTexture only adds one line, it should probably call the one line and then the original function, which should remain unchanged
L494[23:32:51] <h5h77> mezz, yes i addressed the water thing in my opening post. you really shouldn't make your fluids be material.water because it does a bunch of things, one of which is showing that blue overlay
L495[23:33:19] <h5h77> i don't really know how i would fix that problem without nixing the existing event
L496[23:33:30] <mezz> I've found it to be unavoidable for some things, minecraft hard-codes materials all over the place
L497[23:34:01] <h5h77> yes that is true, however i am looking into the future here because i plan to also address the other functionality fluids currently lack without being material.WATER
L498[23:34:34] <mezz> that may be too optimistic, if the patches required are too invasive then it may not be accepted
L499[23:34:40] <h5h77> e.g. the enderio dev told me that they made their molten metals Material.WATER because it solves so many of their problems, but as a side effect it now can't put you on fire anymore
L500[23:34:50] <h5h77> well
L501[23:35:02] <h5h77> you can manually disable the texture on your fluid block
L502[23:35:05] <h5h77> by setting it to null
L503[23:35:12] <h5h77> if you really must use material.water
L504[23:35:30] <h5h77> that would make it no worse than it is now
L505[23:35:35] <h5h77> in fact exactly the same
L506[23:36:02] <mezz> I think that is the majority case though
L507[23:36:44] <h5h77> Well, there is a way to avoid this, which is to just not set a default texture in Fluid in the deprecated constructor, the reason I didn't is that the texture is a final in that class
L508[23:37:15] <h5h77> but I guess people can just use the new constructor. Actually yeah that'd make this a completely backwards compatible change, that makes much more sense
L509[23:39:12] <mezz> hm
L510[23:39:24] <h5h77> in that case we may not want to deprecate the other constructor at all
L511[23:39:59] <h5h77> It's all a little messy but what this comes down to is just that people really shouldn't use Material.WATER, even as it stands
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L513[23:43:42] <mezz> I think I would be more persuaded if you tackled the Material.WATER issues first
L514[23:43:58] <h5h77> well the overlay IMO is the biggest one of them
L515[23:44:01] <h5h77> that's why i did that one first
L516[23:44:09] <mezz> ok
L517[23:44:53] <h5h77> what i originally did
L518[23:45:10] <h5h77> was i had the overlay texture in Material
L519[23:45:17] <h5h77> and then just used water as the default texture
L520[23:45:36] <h5h77> that would avoid the potential double overlay, but i was told material is on the kill list
L521[23:45:39] <h5h77> so i moved it to block
L522[23:46:02] <mezz> the material issues that come to mind for me are entity pathing and movement, fov change, and ray tracing for blocks you're looking at
L523[23:46:27] <h5h77> right
L524[23:46:37] <mezz> that's really a lot of changes
L525[23:47:14] <h5h77> well i mean ray tracing works now doesn't it?
L526[23:47:16] <mezz> until most or all of them are fixed I can't really use your PR for my fluids I think
L527[23:47:38] <h5h77> i remember being frustrated at not being able to measure my liquids with the one creative probe
L528[23:47:55] <mezz> if you're in liquid that's water, it's handled differently from any other material since you can see through it. any other material is treated like lava iirc
L529[23:48:18] <h5h77> right but you can see through forge fluids now
L530[23:48:25] <h5h77> like block interaction and stuff, it works
L531[23:48:31] <h5h77> unless I am misunderstanding you
L532[23:49:10] <h5h77> would you rather have one big PR that addresses a bunch of issues at once? I figured small incremental changes was easier to review
L533[23:51:01] <mezz> ah I misremembered the issue, looking at the code, block target outlines are not drawn when you're underwater and it checks for material.water
L534[23:51:30] <mezz> I think it would be better as a large PR because we need to see the full extent of what's necessary to fix these issues
L535[23:51:54] <mezz> if it turns out that you have to do something horrifying to make it work then we don't want to have half the implementation accepted already
L536[23:52:16] <h5h77> i really think each step is an improvement on it's own worth having, even if you can't fix all the mess
L537[23:52:35] <h5h77> the more parts of Material.WATER that are independent, the more fluids that are successfully able to do everything they need without relying on it
L538[23:52:54] <h5h77> but fair enough
L539[23:52:57] <h5h77> should I close my PR?
L540[23:53:25] <mezz> I think all I see is material.water or not material.water, and if I'm going to make the switch for my fluids it needs to be a complete fix
L541[23:54:34] <h5h77> very well
L542[23:54:41] <mezz> yeah I guess close it for now
L543[23:56:20] <mezz> either that or fix it so that fluids with material.water can use it
L544[23:56:30] <h5h77> oh i already did that
L545[23:56:41] <h5h77> oh wait no nevermind
L546[23:56:56] <h5h77> well actually
L547[23:56:58] <h5h77> i mean you can
L548[23:57:05] <h5h77> if you just cancel the fog using forge events
L549[23:57:11] <mezz> if you want intermediate steps, I think you have to support material.water
L550[23:57:33] <mezz> hm seems clunky though
L551[23:57:38] <h5h77> well
L552[23:57:56] <h5h77> i can also make the current forge event fire for any forge liquid as well as material.water
L553[23:58:19] <mezz> how about you do something like if (forgeOverlayMethod()) before the line "if (this.mc.player.isInsideOfMaterial(Material.WATER))"
L554[23:58:20] <h5h77> then i could avoid the situation with the double overlay
L555[23:58:36] *** TTFTCUTS is now known as TTFT|Away
L556[23:58:37] <h5h77> oh yeah you're right, it just needs to be an else if
L557[23:58:38] <mezz> so that you can bypass the water stuff and yours takes control when some overlay is defined
L558[23:58:39] <h5h77> super simple actually
L559[23:59:05] <mezz> that'll keep your patch simple as well
L560[23:59:10] <h5h77> great
L561[23:59:40] <h5h77> I guess I could do all changes like that, that way I can do incremental changes and people can keep using Material.WATER in the meantime
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