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L22[01:27:22] <killjoy> Been thinking...
Would Deadpool have such a crush on Spider-Man if he knew he was a
high schooler?
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L25[01:44:25] ***
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L30[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170323 mappings to Forge Maven.
L31[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170323-1.11.zip
(mappings = "snapshot_20170323" in build.gradle).
L32[02:00:17] <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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L34[02:46:05] ⇦
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L35[02:49:43] <Naiten> Hi there. It's first
time I'm about to request a feature / create PR for Forge and I'm
not sure if it was already suggested or not
L36[02:50:14] <Naiten> Tried searching on
Froge github, but looks like it wasn't suggested before
L37[02:51:01] <Naiten> May one help me out
to check that for sure?
L38[02:51:16] <ghz|afk> what is it?
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L40[02:55:49] <Naiten> Currently, swords
can't destroy blocks in creative mode, but it's a hardcode in
PlayerControllerMP.onPlayerDestroyBlock(): if
(this.currentGameType.isCreative() &&
this.mc.player.getHeldItemMainhand() != null &&
this.mc.player.getHeldItemMainhand().getItem() instanceof
ItemSword)
L41[02:56:13] <Naiten> I want boolean
canDestroyBlocksInCreative() in Item
L42[02:57:06] <mezz> makes sense, go for
it. you will need to provide an example for why you need it, and an
example mod showing that it works
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L44[02:58:01] ⇨
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L45[02:58:18] <mezz> I'm signing off for
tonight but feel free to ask about anything
L46[02:59:55] <ghz|afk> I have to leave for
work but I'll have IRC open ;P
L47[03:00:55] <Naiten> Welp, i may rtfm for
some while now
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L51[03:04:09] <Ashindigo_> Naiten
L52[03:04:31] <Naiten> Yeah, thanks,
Ash
L53[03:04:40] <Ashindigo_> Your
welcome
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L77[04:39:06] <Naiten> I'm back with
questions... Wanna make that PR for 1.10.2, but not sure about
branches
L78[04:39:49] <Naiten> 1.10.x is still
being developed, yea? And what is noci-1.10.2-mezz for?
L79[04:42:50] <gigaherz|work> ignore
that
L80[04:42:59] <gigaherz|work> only the main
branches matter
L81[04:43:11] <gigaherz|work> however, I'm
not sure that making the PR for 1.10.2 is a good idea
L82[04:43:19] <gigaherz|work> you should
probably make it for 1.11.x first
L83[04:43:28] <gigaherz|work> and then if
it's accepted, backport to 1.10.2
L84[04:43:45] <gigaherz|work> (which,
chances are, won't be accepted)
L85[04:43:52] <gigaherz|work> (but
maybe.)
L86[04:45:24] <Naiten> well, okay
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L90[05:07:07] <Ashindigo_> now put a
project in a project in a project
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L92[05:18:25] <Naiten> i'm not that high
(stroke out) skilled yet
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L96[05:45:03] <Purebe> ls
L97[05:45:13] <Purebe> er sorry, ignore
that
L98[05:48:17] <gigaherz|work> dir
L99[05:50:53] <Ashindigo_> cd ..
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L103[06:10:37] <Ashindigo_> i swear
world#getEntitiesWithinAABB doesnt make any sense
L104[06:14:06] <Naiten> Erm, i've set
workspace up, how do i proceed to making a java patches?
L105[06:14:55] <Corosus> the readme on the
repo says how, once youve made forge edits run genPatches
L106[06:16:10] <Corosus> itll update that
patches folder in the forge folder
L107[06:23:06] <Naiten> i know about
genPatches, i wondered how to make patches, like i just go to
..\patches\...\PlayerControllerMP.java.patch and edit it or
what?
L108[06:23:25] <Naiten> And what's the
syntax for patch?
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L110[06:24:05] <quadraxis> edit the code
under the Forge project
L111[06:24:08]
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L112[06:24:10] <Corosus> basically you
setup a forge development workspace, it has that Clean and Forge
folder, you edit mc source files from the Forge folder, then you
run genPatches, it automatically updates the patches
L113[06:24:40] <Corosus> if you run a git
status on the folder after you can see itll have changed/made a
patch file for the source file you edited
L114[06:25:04] <Corosus> you dont have to
manually tinker with .patch files
L115[06:25:11] <Corosus> you could be this
is easier
L116[06:26:48] <Naiten> And what's the
Clean project for?
L117[06:27:08] <Corosus> i assume its
something to compare against so it knows whats changed in the Forge
folder
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L119[06:49:38] <masa> does someone have a
simple example of using custom baked block models?
L120[06:49:59] <masa> all I really need is
to retexture the sides based on boolean flags
L121[06:50:53] <masa> and I'd rather not
bake all the 256 models, when most likely only 4 of them are used
most of the time
L122[06:51:41] <masa> so I assume I need a
custom model loader, and them my custom model class?
L123[06:52:05] <masa> but can I get the
TileEntity when baking, or do I have to add the flags to the
blockstate?
L124[06:52:52] <masa> and what is the
proper way to simply re-texture full cubes?
L125[07:02:12] <Naiten> masa, i guess that
can be made with .json variants, can't it?
L126[07:02:45] <masa> it can, but like I
said, I'd like to avoid baking large numbers of models when only a
handful are used in most cases
L127[07:04:37] <Naiten> well, i have some
ideas but i have to get clear with these forge PR stuff first
L128[07:05:02] <Naiten> first time using
IDEA VCS and it kinda confuses me
L129[07:13:28] <masa> you mean git?
L130[07:18:01] <Naiten> well, i know git
from bitbucket and sourcetree, but intellij interface kinda
confuses me
L131[07:19:06] <Naiten> i've made changes
to 3 MC classes and 1 forge class, generated all 3 patches but
intellij vcs won't show me the state of other mc files i
edited
L133[07:20:27] <Naiten> like, i expect it
to show PlayerControllerMP and ItemSword as well in that list
L134[07:20:32] <Naiten> but it
doesn't
L135[07:23:37] <Naiten> and now even the
Item disappeared from the list
L136[07:23:50] <Naiten> like, waidw?
L137[07:30:21] <Naiten> And how do i go
about the test mod? Just go to
../src/test/java/net/minecraftforge/test/ and create my test mod
there?
L138[07:30:51] <Naiten> Is there any
convention on properly naming test mod?
L139[07:38:45] <gigaherz|work> masa: yo
ucan pass the data to the model through an IUNlistedProperty using
ExtendedBlockStates
L140[07:38:59] <gigaherz|work> ideally you
want to make an immutable copy of the values
L141[07:39:03] <gigaherz|work> never pass
the TE directly
L142[07:39:18] <gigaherz|work> because it
could change in between retrieving the data and rendering it
L143[07:39:29] <gigaherz|work> that
said
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L145[07:39:37] <gigaherz|work> if it's a
small enough number of values
L146[07:39:40] <gigaherz|work> you can use
blockstate properties
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L148[07:39:49] <gigaherz|work> and then
you don't have to mess with extended states
L149[07:39:52] <gigaherz|work> and the
whole thing is cleaner
L150[07:41:04] <masa> right...
L151[07:41:26] <masa> yeah well basically
what this block has, is a horizontal facing, and then a booelan
flag for each side
L152[07:41:49] <gigaherz|work> yep that's
fine
L153[07:42:10] <masa> so I'd just like the
simplest way that I can do model on-demand for this
L154[07:42:16] <gigaherz|work> use
blockstates
L155[07:42:22] <gigaherz|work> read the
values from the TE on getActualState
L156[07:42:26] <gigaherz|work> to return
the state for rendering purposes
L157[07:42:27] <masa> and that flag will
just change the texture of each side where it's true
L158[07:42:31] <gigaherz|work> then,
L159[07:42:37] <gigaherz|work> get
yourself a custom model loader
L160[07:42:43] <gigaherz|work> that
handles a custom MRL
L161[07:43:02] <gigaherz|work> like
"yourmod:models/block/custom/myblock"
L162[07:43:16] <gigaherz|work> and
reference it from the blockstates json as
"yourmod:custom/myblock"
L163[07:43:29] <gigaherz|work> then, from
the loader's loadModel, you return a custom IModel
L164[07:43:36] <gigaherz|work> that
enumerates the base model in getDependencies
L165[07:43:41] <gigaherz|work> and the
extra textures in getTextures
L166[07:43:52] <gigaherz|work> and on
bake, you return a custom IBakedModel
L167[07:44:18] <gigaherz|work> and in the
constructor, you give it the base model loadedthrough
ModelLoaderRegistry.getModel
L168[07:44:37] <gigaherz|work> and then in
the IBakedModel you can handle getQuads
L169[07:44:44] <gigaherz|work> check the
given IBlockState against the cache
L170[07:45:07] <gigaherz|work> and if
missing, use the base model's IRetexturableModel#retexture
L171[07:45:12] <gigaherz|work> to obtain a
modified base model
L172[07:45:16] <gigaherz|work> and then
call .bake on it
L173[07:45:22] <gigaherz|work> and then
call getQuads on it
L174[07:45:43] <gigaherz|work> (and put it
on the cache)
L175[07:45:56] <masa> okay, thanks
L176[07:46:08] <gigaherz|work> you'll also
want a resource manager reload listener
L177[07:46:10] <gigaherz|work> to wipe the
cache
L178[07:46:21] <gigaherz|work> oh and,
you'll want a custom statemapper
L179[07:46:32] <gigaherz|work> that always
references like... #normal
L180[07:46:43] <gigaherz|work> so that all
the blockstates use your custom model
L181[07:46:49] <masa> what did you mean by
"enumerates the base model in getDependencies" exactly?
what is the base model? the full cube model that I'm using as the
base?
L182[07:47:09] <gigaherz|work> yes
L183[07:47:20] <gigaherz|work> a model
json with like "parent": "cube_all"
L184[07:47:21] <gigaherz|work> or
whatever
L186[07:47:59] <masa> and then "and
in the constructor, you give it the base model loadedthrough
ModelLoaderRegistry.getModel", which constructor is
this?
L187[07:48:05] <gigaherz|work> this is not
the same exact use case as you, but it may help
L189[07:48:17] <gigaherz|work> I mean
either inside your IModel#bake
L190[07:48:24] <gigaherz|work> or inside
your IBakedModel#constructor
L191[07:48:32] <masa> okay
L192[07:48:57] <gigaherz|work> you'll want
to call
ModelLoaderRegistry.getModel("yourmod:models/block/basemodel")
or similar
L193[07:49:11] <gigaherz|work> (probably
without models/
L194[07:49:15] <masa> can I have this
block as part of a block class that has other, "normal"
models, or should this become a separate block class?
L195[07:49:37] <gigaherz|work> hmm well
you'll have to override getActualState
L196[07:49:45] <gigaherz|work> in order to
query the TE and build the full state
L197[07:49:52] <gigaherz|work> other than
that
L198[07:49:57] <gigaherz|work> it's a
normal block implementation
L199[07:49:59] <masa> as in I have
different variants based on the metadata, this would be one
variant, and only this metadata/variant would have this custom
model stuff
L200[07:50:11] <gigaherz|work> ah
L201[07:50:13] <gigaherz|work> hm
L202[07:50:20] <gigaherz|work> that seems
to make things unnecessarily complicated, no?
L203[07:50:27] <masa> yeah probably
L204[07:50:34] <masa> I'll just make this
a separate block then
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L206[07:51:37] <masa> thanks a bunch! I'll
now go and try to figure this out :p
L207[07:52:01] <gigaherz|work> np!
L208[07:52:04] <gigaherz|work> have
fun
L209[07:52:18] <gigaherz|work> you saw my
link, right?
L210[07:53:39] <masa> yes
L211[07:53:51] <masa> looking through it
atm
L212[07:54:28] <masa> this is quite
similar to some of the custom item models I have, but it has been
so lng since I touched them that I had no idea how any of them
worked anymore, hehe
L213[07:58:04] <quadraxis> naiten, the
other files don't show up as changes because they're local to your
machine
L214[07:58:18] <quadraxis> they aren't
part of the forge repo
L215[07:58:29] <Naiten> welp, i got
it
L216[07:58:59] <quadraxis> you should
generally only have files under patches, src/main and
src/test
L217[07:59:57] <Naiten> how do i set up
and run a test though? i've made a simple mod file in
src/test/java/net/minecraftforge/test/
L218[08:00:17] <Naiten> oh wait
L220[08:00:44] <Naiten> well, i can't see
it im mod list
L221[08:01:03] <quadraxis> it's a follow
up to the "how to forge dev" video
L222[08:01:17] <Naiten> video tutorials
>_<
L223[08:01:27] <quadraxis> that includes
how to include the forge tests
L224[08:01:29]
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L225[08:02:57] <quadraxis> skip to 3:10 if
you're bored
L226[08:04:58] <Naiten> it's not about
being bored, it's just that reading is faster and way more handy if
you want to scroll back or forth
L227[08:05:42] <Corosus> someone should
really textify his 2 videos, i had to use the video to figure it
out too
L228[08:10:31] <fry> it's 11 minutes
:P
L229[08:11:19] <fry> just watch it
:P
L230[08:14:33] <Naiten> You don't get the
concept, fry...
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L240[09:14:15] <Naiten> fry, mind taking a
look at the code i want to PR? i'm not sure if all the patches were
generated right
L241[09:14:35] <Naiten> a bit confused
about doing this for the first time
L242[09:15:44] <gigaherz|work> Naiten: you
wrote the code, though
L243[09:15:48] <gigaherz|work> so you
should know what you added?
L244[09:15:56] <Naiten> yep, i know
L245[09:15:58] <gigaherz|work> so you
should see those changes represented int he appropriate patch
file
L246[09:16:25] <Naiten> i'm just confused
how those patch annotations capture nearby lines of code
L247[09:16:28] <gigaherz|work> the old
lines you removed should have appeared to the patch file with a
"-" in front, and the new linesyou added with a
"+" (changing a line counts as removing and adding)
L248[09:16:42] <gigaherz|work> the
surrounding code is just for context
L249[09:16:57] <gigaherz|work> to make it
possible for the patch program to see if it's looking at the right
lines
L251[09:17:04] <Naiten> welp
L252[09:17:53] <gigaherz|work> that view
is confusing ;P
L253[09:17:57] <gigaherz|work> you can't
trust the colors
L254[09:18:31] <gigaherz|work> switch to
unifiedview for this
L255[09:18:39] <Naiten> unified is even
more confusing
L256[09:19:41] <masa> hmm I'm badly
confused how this model stuff is supposed to work... from
where/when and with what kind of string map does the retexture()
method get called?
L257[09:20:05] <gigaherz|work> it's
equivalent to the "textures" block in the json
L258[09:20:06] <gigaherz|work> so
like
L259[09:20:09] <gigaherz|work>
"textures": {
L260[09:20:16] <gigaherz|work>
"east": "blahblah:blahblah",
L261[09:20:17] <gigaherz|work> ...
L262[09:20:17] <gigaherz|work> }
L263[09:20:30] <gigaherz|work> -->
immutablemap of those pairs
L264[09:20:40] <masa> oh, hmm
L266[09:24:24] <quadraxis> naiten: In
PlayerControllerMP, use the 'stack' variable already declared. Also
make the method take an ItemStack, and don't patch ItemSword, just
have the Item method do the vanilla instanceof check
L267[09:25:45] <Naiten> quadraxis, welp,
why not patch itemSword?
L268[09:25:57] <Naiten> it's better to
patch as little as possible?
L269[09:26:01] <quadraxis> yes
L270[09:27:30] <quadraxis> also move the
code you're adding to Item inside the big /*
======================================== FORGE START
=====================================*/
L271[09:27:37] <quadraxis> block further
down
L272[09:28:24] <quadraxis> and maybe
javadoc it, it's fairly self explanatory, but you could mention
where it's called perhaps?
L273[09:29:56] <Naiten> oh, okay
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L276[09:46:53] <masa> gigaherz|work: I'm
still confused, lol
L277[09:47:00] <gigaherz|work> by what
XD
L278[09:47:10] ⇦
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L279[09:47:11] <masa> I'm thinking I don't
even need the IRexturableModel stuff, do I?
L280[09:47:20] <gigaherz|work> yo uwant to
change the texture, though?
L281[09:47:31] <quadraxis> also,
"test_item" for the test item name
L282[09:47:58] <masa> I mean if I have
just a base model for a separate texture for each side, where I
currently just say "north": "#front" etc
L283[09:48:10] <masa> those are never
going to change
L284[09:48:35] <masa> aren't I just going
to return a different quad in the getQuads() method in the
end?
L285[09:49:02] <masa> or wait, so the
textures entries change based on the model rotation?
L286[09:49:14] <masa> hmmm
L287[09:49:41] ***
amadornes[OFF] is now known as amadornes
L288[09:49:58] <gigaherz|work> well, you
have two choices
L289[09:50:13] <gigaherz|work> I mean,
when creating the models/blockstates
L290[09:50:13] <masa> I have al lthe extra
fluff in place more or less, I'm just staring at the retexture(),
bake() and getQuads() methods
L291[09:50:26] <gigaherz|work> you can
apply the rotation with "y":90 and such
L292[09:50:41] <gigaherz|work> or you can
change whichtexture shows on each face, while accounting for
rotations
L293[09:51:02] <gigaherz|work> those two
ways apply to your custom baked model too
L294[09:51:14] <masa> ok so if I have
those in the blockstate json, then the texture mappings will change
based on those?
L295[09:52:05] <gigaherz|work> ?
L296[09:52:17] <gigaherz|work> I'm talking
about two separate things here ;P
L297[09:52:33] <gigaherz|work> the way
you'd do the rotation in your custom model
L298[09:52:46] <gigaherz|work> would be by
passing a TRSRTransformation to the bake call of the base
model
L299[09:54:02] <Naiten> quadraxis, what's
about it?
L300[09:54:30] <quadraxis> the name you
are using in your test mod should be "test_item"
L301[09:54:39] <quadraxis> has to be
lowercased
L302[09:54:54] <quadraxis> and snake_case
is the usual style
L303[09:55:13] <masa> whwre would such a
call to the bake of the base model even be?
L304[09:55:28] <masa> but I'd rather keep
the rotations in the blockstate
L305[09:55:34] <masa> json
L306[09:58:38]
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L307[09:59:22] <gigaherz|work> masa: I
have no idea what you are picturing
L308[09:59:23] <gigaherz|work> ;P
L309[09:59:47] <gigaherz|work> if you want
to put the rotations in the blockstates json file, that's
possible
L310[09:59:52] <Naiten> ah, the 1.11
stuff
L311[10:00:13] <gigaherz|work> but it
means you'll receive a TRSRTransformation as IModelState passed to
you in the bake call of your IModel
L312[10:00:42] <gigaherz|work> which
you'll have to give the IBakedModel for later use
L313[10:00:47] <gigaherz|work> either
way
L314[10:01:04] <gigaherz|work> you'll
haveto pass the TRSRTransformation to the base model
L315[10:01:43] <gigaherz|work> remember
the base model is obtained from ModelLoaderRegsitry.getModel
L316[10:01:43] <masa> how and where?
:D
L317[10:01:46] <gigaherz|work> as an
instance of IModel
L318[10:01:51] <masa> yes
L319[10:02:01] <gigaherz|work> so
L320[10:02:15] <gigaherz|work> regardless
if you end up needing to call IRetexturableModel#retexture or you
do it some other way
L321[10:02:25] <gigaherz|work> you'll
still haveto call the base IModel's bake method
L322[10:02:35] <gigaherz|work> in order to
get the IBakedModel from it
L323[10:02:54] <gigaherz|work> and that
bake method, has the IModelState parameter
L324[10:03:05] <gigaherz|work> and that's
where you would pass in the TRSRTransformation
L325[10:04:35] <masa> hmm okay
L326[10:09:51]
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L327[10:13:18] <gigaherz|work> it seems
dinnerbone's "secret" are json-based custom recipes
L328[10:14:05] <gigaherz|work> based on
the crazy people in the replies who have supposedly figured out the
secret
L330[10:16:22] <PolarizedIons> looks
neat
L331[10:16:45] <quadraxis> also
parrots
L332[10:19:12] <tzh> huh, does anybody
here have some non-vanilla code that uses a custom block state
mapper (like pumpkin/melon stems)? i'm trying to figure out how
that all works
L333[10:19:26] <gigaherz|work> depends on
the customizing you need
L334[10:19:34] <gigaherz|work> what are
you trying to achieve?
L335[10:22:28] ⇦
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L336[10:22:48] <tzh> well, in this
specific case, a block class that potentially has a whole bunch of
different properties with different values (e.g., an 'age' property
that could be 0..4 or 0..6 or whatever else). i'm currently doing
this via a gross reflection hack on blockState, but it seems like
using a custom state mapper would be, uh, less gross.
L337[10:25:49] <tzh> so basically the
amount of customizing is "making an entire new block
properties map", which is fine, it's just i don't really know
if... uh i guess my question is "does a custom state mapper
fire every time the block's state properties are checked, or just
sometimes?" since if it's just sometimes i could see there
being a problem with just making the class have no default
properties and then making them all in the state mapper
L338[10:28:22] <masa> what exactly are you
trying to do though?
L339[10:28:54] <masa> isn't the
StateMapper usually used to ignore certain properties from the
models, so that those properties are not included in the
permutations that get baked
L340[10:29:01] <tzh> right
L341[10:29:39] <tzh> i'm basically trying
to allow something like `MutableBush somePlant = new
MutableBush.addGrowthStages(6); MutableBush someOtherPlant = new
MutableBush.addGrowthStages(12);`
L342[10:29:54] <tzh> where those would end
up in game as two separate blocks that have different
properties
L343[10:31:14] <tzh> and it seems like 1.
it's impossible to just set blockproperties after-the-fact, since
it's initialized in the default Block constructor 2. the state
mapper sits between the block properties and them actually being
used for anything, so that might be an entry point that doesn't
depend on weird hacks.
L344[10:31:37] <tzh> i mean not that this
wouldn't be a weird hack, just that it seems a little less gross to
me than doing a bunch of reflection hacks
L345[10:31:48] <tzh> to override the value
of a final
L346[10:32:50] <gigaherz|work> youcan't
define states after init, no
L347[10:32:57] <masa> is it that bad just
having separate block classes for different variations
though?
L348[10:32:57] <gigaherz|work> they are
*precomputed* during init
L349[10:33:09] <gigaherz|work> all the
possible combinations end up with a precomputed instance of
IBlockState
L350[10:33:47] <gigaherz|work> the
statemapper is exclusively for deciding which ModelResourceLocation
corresponds to each IBlockState
L351[10:34:16] <tzh> masa: well in this
case i have the potential for any possible combination of: age
values, yield values, a 'withered' bool, and maybe top/bottom
variants. and i reallyyyy don't want to have to actually make an
entire new class for every single permutation of those
L352[10:34:24] <gigaherz|work> all other
uses (storing in world grid, getting colliders, etc) do NOT make
use of the state mapper
L353[10:34:43] <tzh> hmmm
L354[10:35:19] <Curle> why hello there
denizens of the relay
L355[10:35:21] <gigaherz|work> tzh: I
think what you want can't be done with states
L356[10:35:28] <gigaherz|work> you'd need
a TileEntity
L357[10:35:33] <gigaherz|work> that stores
the "genome"
L358[10:36:29] <tzh> gigaherz|work: i
mean, it's working! i have written code that does this. it just
uses reflection to override the precomputed blockproperties in the
new constructor, which... seems like it's not a great long-term
solution
L359[10:36:38] <gigaherz|work> and then
you can use getActualState to decide stuff like
"variant", "growth progress" (from like, 3-4
states), ...
L360[10:36:49] <gigaherz|work> tzh: it's a
bad solution
L361[10:36:51] <gigaherz|work> REALLY
REALLY BAD
L362[10:36:59] <gigaherz|work> I urgeyou
to discard it.
L364[10:37:54] <tzh> hmm i haven't done
anything with tileentities yet; do you have links to any kind of
reference to, like, what they are / how they differ from just
blocks?
L365[10:38:19] <gigaherz|work> a
tileentity is simply "extra data/logic" attached to a
certain position of the world grid
L366[10:38:46] <gigaherz|work> the way to
"use" them is simply to create a TileEntity class
L367[10:38:52] <gigaherz|work> register it
using GameRegistry.registerTileEntity
L368[10:38:56] <gigaherz|work> and then
override in your block
L369[10:39:16] <gigaherz|work>
hasTileEntity + createTileEntity (do NOT use the
ITileEntityProvider system nor the BlockContainer crap)
L370[10:39:21] <masa> Naiten: why didn't
you add an ItemStack argument to the method?
L371[10:39:44] <gigaherz|work> then the
tileentity can have a tick update method (if it implements
ITickable)
L372[10:40:04] <gigaherz|work> but in your
case you only want to store the info -- you'll be growing it in
random ticks I guess
L373[10:40:12] <gigaherz|work> so you
shouldn't need ITickable, maybe
L374[10:40:16] <gigaherz|work> either
way
L375[10:40:20] <quadraxis> I think that
the method should have an ItemStack parameter
L376[10:40:26] <gigaherz|work> you can
then later
L377[10:40:31] <gigaherz|work> use
world.getTileEntity(pos)
L378[10:40:33] <gigaherz|work> to obtain
the TE
L379[10:40:34] <tzh> right. i remember
reading something that ticking tile entities run on _every_ tick,
right? as opposed to using growth ticks or scheduled ticks or
whatever
L380[10:40:40] <gigaherz|work> yup
L381[10:41:09] <Naiten> masa, welp,
haven't thought about that.
L382[10:41:31] <quadraxis> also there's a
stray tab in the first line of your Item method javadoc, and the
test mod could do with formatting Forge style
L383[10:41:49] <masa> now you are
basically trying to avoid vanilla hard coding, but you end up hard
coding it to item classes anyway, without the ability to tuse
metadata or NBT to decide whether it should break blocks
L384[10:42:07] <tzh> i mean... idk, it
just seems kind of unnecessary? like each individual block is gonna
have less than 16 permutations, so there's no data that can't
actually be stored solely in the metadata, it's just it doesn't
seem like there's a good way to actually set it up. but i guess
that's modding
L385[10:42:29] <gigaherz|work> tzh:
wait
L386[10:42:31] <gigaherz|work> each
block?
L387[10:42:41] <gigaherz|work> have I been
misunderstanding your situation?
L388[10:42:54] <gigaherz|work> hmm
L389[10:42:57] <tzh> gigaherz|work: i'm
making a class that will be instanced multiple times with different
settings to make many different blocks
L390[10:43:01] <tzh> each one fairly
simple
L391[10:43:06] <gigaherz|work> ah
L392[10:43:11] <gigaherz|work> nevermind
then
L393[10:43:17] <gigaherz|work> I see why
you would use reflection, I guess
L394[10:43:26] <gigaherz|work> but it's
not necessary
L395[10:43:51] <gigaherz|work> or
hmmm
L396[10:43:53] <gigaherz|work> maybe it
is
L397[10:44:10] <Naiten> masa, if i just
pass an itemstack to method, would it be fine?
L398[10:44:51] <Naiten> or, like, pass a
block and a player as well, huh
L399[10:44:56] ⇦
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L400[10:44:59] <masa> can you pass the
player too, is it available everywhere that is called from?
L401[10:45:12] <tzh> like it's just that
there doesn't seem to be any entry point for making
`createBlockState` actually vary based on block settings, since
it's initialized before any of that can happen and set final, since
presumably the assumption was nobody would ever make a block class
with instances that had different properties available
L402[10:45:25] <gigaherz|work> tzh: you
could work around it by using reflection to replace the final
blockState field in your own instance
L403[10:45:34] <masa> yeah if you can,
also bass the IBlockState, world and the BlockPos it's trying to
break
L404[10:45:42] <gigaherz|work> and make
sure to call setDefaultState afterward
L405[10:45:47] <tzh> gigaherz|work: yeah,
that's what i'm currently doing.
L406[10:46:01] <gigaherz|work> okay so you
just reflect your own this.blockState?
L407[10:46:01] <tzh> it's just... well,
basically, i asked all this because i was hoping there was a better
way of doing it
L408[10:46:24] <gigaherz|work> I thought
you meant you were reflecting the *contents* of the existing
blockstate instance
L409[10:46:53] <gigaherz|work> well the
only alternative is to actually have all the variants explicit in
separate classes extending your base one
L410[10:47:03] <Naiten> masa, won't it be
overcomplicating?
L411[10:47:12] <Naiten> like, nobody even
requested this before
L412[10:47:15] <gigaherz|work> all I said
was on the misunderstanding that you wanted those variants to be
declared dynamically at runtime
L413[10:47:26] <gigaherz|work> based on
unknown factors
L414[10:48:00] <tzh> oh nah, like, all the
variants will be declared during init, before the blocks are
registered. potentially loaded from a config file if i can figure
that out, but probably not
L416[10:48:10] <gigaherz|work> no don't do
that
L417[10:48:11] <gigaherz|work> not from
config
L418[10:48:13] <gigaherz|work> ;P
L419[10:48:22] <gigaherz|work> you should
never create blocks/items based on config
L420[10:48:32] <tzh> oh? what goes wrong
then
L421[10:48:38] <gigaherz|work> imagine
someone changes the config
L422[10:48:40] <gigaherz|work> on an
existing save
L423[10:48:53] <gigaherz|work> or a client
gets corrupted config
L424[10:49:00] <gigaherz|work> and then it
mismatches the server
L425[10:49:08] <tzh> well sure. but i mean
there's that quadrum mod, and i think minetweaker might let people
make blocks also?
L426[10:49:09] <gigaherz|work> things
would explode
L427[10:49:16] <masa> gigaherz|work: so
I'm still confused by this model stuff... :D Should I be adding the
properties in the blockstate json? then the retexture method would
get called based on the properties changing? But how does the
baking work, would it then end up baking all the variants at load
anyway?
L428[10:49:22] <gigaherz|work> just
because others do it doesn't mean it's ok
L429[10:49:47] <gigaherz|work> masa: okay
let me explain the idea
L430[10:49:53] <gigaherz|work> this is the
most extreme case possible:
L431[10:50:03] <gigaherz|work> (can vary
depending on design)
L432[10:50:12] <gigaherz|work> suppose you
have ONE variant in blockstates.json
L433[10:50:34] <gigaherz|work>
"normal": [{ "model":
"blahblah:custom/mymodel" }]
L434[10:50:45] <gigaherz|work> which you
have selected using a fully custom statemapper
L435[10:50:56] <gigaherz|work> in order
for ALL the blockstate variants to point to
"normal"
L436[10:51:00] <gigaherz|work> in that
situation
L437[10:51:06] <gigaherz|work> you'd have
ONE instance of your IBakedModel
L438[10:51:22] <gigaherz|work> and mc
would call getQuads(IBlockState, ...)
L439[10:51:29] <gigaherz|work> for each
block in the world that uses this IModel
L440[10:51:33] <gigaherz|work> (regardless
of state)
L441[10:51:44] <Naiten> masa, idk, maybe
ItemStack stack, IBlockState state, EntityPlayer player would be
enough? without world
L442[10:51:45] <gigaherz|work> then in
this IBakedModel
L443[10:51:52] <gigaherz|work> you'd have
a Map<IBlockState, IBakedModel>
L444[10:52:30] <gigaherz|work> to cache
the model
L445[10:52:36] <gigaherz|work> when
getQuads is called
L446[10:52:45] <gigaherz|work> if you see
it in the cache, you can just call .getQuads on that cached
model
L447[10:52:47] <gigaherz|work> and return
them as-is
L448[10:52:50] <gigaherz|work> ifyou
don't
L449[10:52:55] <gigaherz|work> then you
would do like
L450[10:53:21] <gigaherz|work>
textureReplacements = getTexturesToUse(state properties)
L451[10:53:49] <gigaherz|work> IBakedModel
model =
((IRetexturableModel)basemodel).retexture(textureReplacements)
L452[10:54:15] <gigaherz|work>
model.bake(getTRSRTransformationToUse(state properties), default
texture getter)
L453[10:54:57] <gigaherz|work> I mean,
bakedModel = model.bake(...
L454[10:55:00] <gigaherz|work> and
then
L455[10:55:06] <gigaherz|work>
cache.put(state, bakedModel)
L456[10:55:12] <gigaherz|work> and thn you
return the getQuads ;P
L457[10:55:33] <gigaherz|work> I haveto
leave work now
L458[10:55:39] <gigaherz|work> bb in a bit
from home
L459[10:56:17] <masa> right okay so the
caching does happen inside the getQuads, I was confused because
that's the only place where I have the IBlockState, but that will
be using another IBakedModel instead of the one where the getQuads
is called from
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L469[12:35:54] <Philderbeast> I have just
got the mod im updating to 1.10.2 compiling, but when i try to run
it in minecraft im getting an error saying a field does not exsist
(i can see it in the mc source where it should be) any suggestions
on what to look at first for this?
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L471[12:41:06] <LexManos> What is the
firled name in the error?
L472[12:41:08] <LexManos> field*
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L474[12:44:25] <Philderbeast> it was
textureWidth
L475[12:44:36] <Philderbeast> i just
rebuit the jar and its working now :S
L476[12:44:40] <Philderbeast> so no idea
what was going on there
L477[12:44:57] <LexManos> ya you need to
make sure you use the build command in gradle. Not exporting jars
or anything.
L478[12:45:25] <Philderbeast> yea thats
what i was doing
L479[12:46:09] <Philderbeast> I am having
another small issue, im using codechickenlib and i cant use the
runClient task, is that normal?
L480[12:46:24] <LexManos> Stop using
codechickenlib
L481[12:46:59] <Philderbeast> im planning
to, im not the original author, so just trying to get it loading
first before i make to many hugh changes
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L498[14:19:14] <tterrag> Philderbeast, why
are you using runClient ?
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L502[14:48:04] <Ashindigo_> Using note pad
as an ide?
L503[14:48:56] <ghz|afk> or vim or some
crazy thing like that
L504[14:50:01] <killjoy> gotta use
bluefish
L505[14:50:23] <Ashindigo_> What about
nano?
L506[14:50:29] <killjoy> ha'
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L545[17:20:10] <ghz|afk> diesieben07:
XD
L546[17:20:14] <ghz|afk> saw that while at
work
L547[17:20:26] <ghz|afk> i'm disliking the
new search ui though
L548[17:20:32] <ghz|afk> and that blue
line on the active tab is so poinless
L549[17:20:53] <diesieben07> never mind
the new debugger amazingness. we need piles of poop in our
comments!
L550[17:21:35] <diesieben07> i am still
downloading at absolute lightspeed (not).
L551[17:21:56] <ghz|afk> I upgraded
yesterday night
L552[17:22:03] <ghz|afk> and earlier today
the work one
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L554[17:23:01] <diesieben07> weirdly
enough phpstorm doesn't have the update yet
L555[17:23:09] <diesieben07> i wonder what
crazyness they have to go through to get php stuff working
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L560[17:28:41] <diesieben07> oh my god
fucking finally they fixed the weird code style presets.
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L565[17:31:12] <kashike> diesieben07:
?
L567[17:38:02] <kashike> okay?
L568[17:38:13] <kashike> what was broken
with the presets?
L569[17:38:28] <diesieben07> that dialog
was a complete mess before. you had no idea what was a project
preset and what was global
L570[17:38:38] <diesieben07> and
per-project settings never worked
L571[17:39:06] <kashike> what version did
you upgrade to, and what from?
L572[17:39:15] <kashike> per-project
worked in 2016.3
L573[17:39:15] <diesieben07> 2016.3 =>
2017.1
L574[17:39:19] <diesieben07> not for me
:D
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L576[17:39:32] <kashike> strange
L577[17:39:39] <diesieben07> i always have
to switch the code style when i do a forge PR, even though it's
always the same damn project
L578[17:39:59] <diesieben07> and when i
switch it, it switches it in all of my projects.
L579[17:40:14] <diesieben07> or rather,
switched
L580[17:40:16] <kashike> could it be that
you ran some sort of intellij task that rm'd .idea/ from the
project? that would revert your settings
L581[17:40:18] <diesieben07> i hope it is
not true anymore.
L582[17:40:26] <diesieben07> no.
L583[17:40:40] <kashike> no idea, then -
definitely worked for me :D
L584[17:40:51] <kashike> only thing I
don't like about 2017.1 is the new find window
L585[17:41:01] <Purebe> Ah, the one thing
that is sure to make comments easier to understand, emojis!
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L587[17:41:31] <diesieben07> what! the
find window is amazing! :D
L588[17:43:38] <Akkarin> What? Spuds are
amazing!
L589[17:43:48] <Akkarin> oh ... this is
not a war? oops *sneaks away*
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(Quit: Poof)
L643[22:54:01] ⇦
Quits: psxlover (psxlover@ppp-94-65-32-181.home.otenet.gr) (Read
error: Connection reset by peer)
L644[22:54:08] ⇦
Quits: LexManos (~LexManos@50-39-184-236.bvtn.or.frontiernet.net)
(Read error: Connection reset by peer)
L645[22:54:35]
⇨ Joins: LexManos
(~LexManos@50-39-184-236.bvtn.or.frontiernet.net)
L646[22:54:35]
MineBot sets mode: +o on LexManos
L647[23:03:30]
⇨ Joins: psxlover
(psxlover@ppp-94-65-32-181.home.otenet.gr)
L648[23:07:01] ⇦
Quits: p455w0rd (~p455w0rd@50.102.75.235) (Ping timeout: 200
seconds)
L649[23:07:41]
⇨ Joins: p455w0rd (~p455w0rd@172.77.90.87)
L650[23:10:56] ⇦
Quits: RoboSky (~robotbrai@2604:a880:800:10::94a:d001) (Ping
timeout: 180 seconds)
L651[23:11:31]
⇨ Joins: RoboSky
(~robotbrai@2604:a880:800:10::94a:d001)
L652[23:11:48] ***
Mine|away is now known as minecreatr
L653[23:12:11] ⇦
Quits: Ivorius (~Ivorius@2604:a880:800:10::55b:8001) (Ping timeout:
206 seconds)
L654[23:28:02]
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(~jorrit@94-224-152-129.access.telenet.be)
L655[23:30:05] ⇦
Quits: sinkillerj (~sinkiller@nc-67-232-11-89.dhcp.embarqhsd.net)
(Quit: またね)
L656[23:33:18] ***
AbrarSyed is now known as Abrar|gone
L657[23:49:45]
⇨ Joins: immibis
(~chatzilla@125-237-216-38.jetstream.xtra.co.nz)