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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)
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
L196[10:55:05] ⇦
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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
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
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
L409[22:27:15] <killjoy> that's for
forge.
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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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
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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
L467[22:53:02] <h5h77> this is everything
that enderio does to get fluids to feel like fluids
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
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
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
L512[23:42:49] ⇦
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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
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] ***
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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