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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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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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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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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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L50[03:04:01] <Ashindigo_> https://github.com/MinecraftForge/MinecraftForge/wiki/If-you-want-to-contribute-to-Forge
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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L89[05:04:38] <Naiten> MFW i follow the tutorial on forge dev install and find out i now have project inside project http://i.imgur.com/9GShJ5o.jpg
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
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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
L132[07:19:42] <Naiten> http://i.imgur.com/jlgoFV3.png
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
L185[07:47:23] <masa> ok
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
L188[07:48:05] <gigaherz|work> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java
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
L219[08:00:42] <quadraxis> watch this: https://www.youtube.com/watch?v=pLWQk6ed56Q
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
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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
L250[09:17:03] <Naiten> https://github.com/Naiten/MinecraftForge/commit/6f64de545f1c9dbe7116fb789108d64454140864?diff=split
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
L265[09:23:50] <Naiten> masa, may be helpful a bit http://pastebin.com/V6X4usXh
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
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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
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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
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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
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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
L329[10:16:10] <PolarizedIons> gigaherz|work: http://pastebin.com/ZAK9S7N5
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?
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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.
L363[10:37:40] <Naiten> https://github.com/MinecraftForge/MinecraftForge/pull/3805 oh ye, checks passed. Let's see how it will go
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
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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
L415[10:48:08] <tzh> the actual code in question is uhhh https://github.com/xaphiriron/plantgrowth/blob/master/src/main/java/com/xax/plantgrowth/MutableBush.java#L436 (tho i'm not using the forge reflection helper so i understand it's gonna break in an obfuscated environment) (also sorry for the general code mess there but hopefully it should be clear enough)
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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L543[17:15:46] <diesieben07> http://i.imgur.com/qSnfJcJ.png my life is complete now.
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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: ?
L566[17:37:00] <diesieben07> kashike, http://i.imgur.com/uv3md9T.png http://i.imgur.com/3UeZFMH.png
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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