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L12[02:00:07] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170603 mappings to Forge Maven.
L13[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170603-1.11.zip (mappings = "snapshot_20170603" in build.gradle).
L14[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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L18[02:28:55] <Ferrettomato> Sorry if this is a silly question, but where should I add layers to entities? I'm using RenderLivingEvent currently, but that's causing a lot of lag.
L19[02:30:58] <Ferrettomato> I think it might be adding an extra layer every tick, but, if it is, I can't figure out how to stop it if it's already added one (from RenderLivingEvent, anyway).
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L21[02:41:16] <ghz|afk> Ferrettomato: layers are added once
L22[02:41:19] <ghz|afk> during init
L23[02:42:05] <ghz|afk> example, for player entities: https://github.com/gigaherz/ToolBelt/blob/master/src/main/java/gigaherz/toolbelt/client/ClientProxy.java#L63,L69
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L27[02:59:54] <Ferrettomato> Alright, I think I did it! Thanks a bunch!
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L92[10:16:33] <barteks2x> I'm curious if proguard optimizer can actually optimize anything in my code...
L93[10:20:43] <TechnicianLP> try it ;)
L94[10:23:26] <barteks2x> I'm sure it will break my mixins if I don't tell it about them
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L105[12:08:42] <Lymia> barteks2x, reflection mixins?
L106[12:08:59] <Lymia> Or "I'm using Scala" mixins
L107[12:09:04] <barteks2x> I use the spnge mixin library
L108[12:09:08] <barteks2x> *sponge
L109[12:09:12] <Lymia> Scala stuff is 100% static and proguard handles it fine. ... uh.
L110[12:09:15] <Lymia> That, probably not.
L111[12:09:28] <Lymia> IDK, it might work if it uses a compiler plugin
L112[12:10:03] <barteks2x> it won't, it's entirely annotation based, and the actual mixins are handled at rungine (my patching the bytecode)
L113[12:10:52] <barteks2x> so i would need to figure out how to exclude that whole package
L114[12:14:17] <Lymia> At that level of complexity
L115[12:14:26] <Lymia> I'm pretty sure the best answer is "just use Scala". :c
L116[12:15:47] <barteks2x> scala won't do it, I use mixins pretty much as replacement of asm (here it really is needed to make cubic chunks work)
L117[12:16:34] <barteks2x> I just wanted to test if proguard could optimize anything but apparently I won't be able to test it
L118[12:18:57] <Lymia> aah
L119[12:19:09] <Lymia> Wait
L120[12:19:19] <Lymia> Sponge mixins can dynamically patch existing classes.
L121[12:19:20] <Lymia> e.e
L122[12:19:24] <Lymia> ok
L123[12:19:50] <barteks2x> yes but if proguard optimizes out "unused" mixin methods it won't work
L124[12:21:13] <barteks2x> anyway, I would also need to include the ton of MC libraries in there
L125[12:21:49] <Lymia> You can configure proguard to ignore classes annotated by specific methods IIRC
L126[12:21:56] <Lymia> specific annotations*
L127[12:22:28] <barteks2x> so there it is, mixin uses @Mixin annotation
L128[12:22:49] <Lymia> You can also ignore methods annotated by a specific annotation
L129[12:23:00] <Lymia> So, you need to tell it about the mixin system, but not the individual miins
L130[12:23:02] <Lymia> mixins*
L131[12:23:33] <barteks2x> currently I use the gui to configure it, and the gui seems very confusing
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L133[12:28:30] <barteks2x> so I don't even know how I would ignore things with specific annotations
L134[12:41:29] <Meronat> Well doesn't Proguard have a Gradle plugin in which you can simply exclude your mixin package
L135[12:42:22] <barteks2x> I didn't think of makint it work with gradle...
L136[12:42:34] <barteks2x> but I'm nearly done doing it with gui now...
L137[12:44:35] <barteks2x> I give up on that, it can't find things in java.lang package
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L148[13:57:12] <Judy> Hello
L149[13:57:32] <Judy> Did anyone make a tool for unloading dimensions in Minecraft, yet? Or is there a tool that you guys know?
L150[13:58:02] <Judy> I would need it, because I am using a dimension mod (https://github.com/kegare/Caveworld) That doesn't unload when everyone leaves the dimension.
L151[13:58:22] <Judy> And that causes massive lag in every other dimension, including the Overworld :\
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L155[14:23:46] <LexMobile> Unless there is a chunkloader it should auto unload...
L156[14:24:11] <Judy> It doesn't for some reason :\
L157[14:24:42] <Judy> All I did was: Enter the dimension, wait 5-10 seconds, leave the dimension
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L159[14:25:16] <Judy> But 'Opis' (Server tool) showed that it was loaded still
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L165[15:00:08] <LexMobile> interesting you'd have to dig into that mod...
L166[15:00:30] <Judy> Yeah, i guees
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L175[15:38:12] <KissOfFate> Hey Gigaherz with your texture replacements in your ModelHandle.java, does that allow me to dynamically/randomly assign textures to one single model, so I could have 4 different say fish textures and it will just randomly choose them? ghz|afk
L176[15:49:58] <Cojo> anybody here made a hanging entity?
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L179[15:54:22] <diesieben07> a long time ago, yes
L180[15:55:20] <Cojo> mm. for some reason, i can't figure out how to get mine to spawn
L181[15:55:54] <diesieben07> ŵhat a pity.
L182[15:57:30] <Cojo> it seems to be something with the bounding box
L183[15:57:40] <Cojo> i do the same thing as paintings/item frames so i'm not sure what's going on
L184[15:58:49] <diesieben07> paintings and item frames have a special spawn packet that sends extra data
L185[15:58:56] <diesieben07> you have to emulate that with IEntityAdditionalSpawnData
L186[15:59:20] <Cojo> yeah I implement that
L187[16:00:06] <Cojo> maybe i'm not using the right fields? but it did work in 1.7.10 this way
L188[16:00:34] <diesieben07> sorry, but my magic code viewing device is broken today, you are going to have to show your code.
L189[16:00:40] <Cojo> lol
L190[16:01:16] <Cojo> https://gist.github.com/Cojomax99/42aa2c3923eca51d350184071b6856da
L191[16:03:55] <diesieben07> hm, yeah no idea
L192[16:03:59] <diesieben07> how are you regisreing it?
L193[16:04:50] <Cojo> same way as most others. EntityRegistry.registerModEntity. traacking range 160 update frequenecy Integer.MAX_VALUE, doesn't send velocity updates
L194[16:06:17] <diesieben07> yup, no idea
L195[16:07:24] <Cojo> ¯\(°_o)/¯
L196[16:07:27] <Cojo> thanks for looking
L197[16:22:32] <diesieben07> Cojo, what are the exact symptoms?
L198[16:23:09] <Cojo> the entity never gets spawned in many cases. it seems to fail on if (!this.worldObj.getCollisionBoxes(this, this.getEntityBoundingBox()).isEmpty())
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L204[16:34:16] <Cojo> even if it gets 'spawned' it still doesn't show up
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L211[17:00:01] <ScottehBoeh> Ohey :)
L212[17:00:12] <SatanicSanta> What happened to Entity/EntityThrowable#getShadowSize() in 1.8+? I'm on 1.11 but idk when it was removed or renamed
L213[17:03:42] <ScottehBoeh> Isn't it in the render class?
L214[17:03:55] <ScottehBoeh> I noticed something a while back.. shadowSize variable?
L215[17:04:00] <ScottehBoeh> It's definitely in the Render class
L216[17:04:39] <ScottehBoeh> yeah Render.java, line 309 is an example
L217[17:05:17] <SatanicSanta> huh, RenderSnowball doesn't do anything with it
L218[17:05:45] <ScottehBoeh> Actually... huh..
L219[17:06:09] <ScottehBoeh> I'm curious now too
L220[17:07:12] <SatanicSanta> do RenderSnowball'd entities not have shadows anymore? that'd be weird af but i don't think many people would actually notice what is weird
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L230[18:10:09] <draz> Could anybody recommend a good place to learn how to code an API? I'm basically rewriting my mod, need to add some structure. I understand the principle, just need some concrete info/examples and my google fu isn't turning anything up
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L234[18:13:10] <kashike> draz: https://github.com/ForestryMC/ForestryAPI https://github.com/Railcraft/Railcraft-API
L235[18:13:11] <kashike> two examples
L236[18:13:41] <draz> Thanks!
L237[18:14:30] <draz> So in an api do you just provide a bunch of interfaces that are handled by your mod?
L238[18:14:57] <draz> I'm sort of confused as to how that translates when others would be building their mod on your API
L239[18:15:21] <draz> or is that all just handled in the package-info.java class?
L240[18:15:33] <draz> with forge linking everything around and making it work?
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L246[18:29:27] <Twisted_Code> Were I to delete a dimension's region files, terrain and nothing else would be 'reset', right? Because I want to regenerate the overworld without anyone losing items.
L247[18:29:33] <Twisted_Code> Apparently I added one of the mods I am using to my mod pack but forgot to install it on the server, so it's worldgen is absent in existing chunks
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L259[20:39:37] <Twisted_Code> Oh well, no matter. It looks like I need to regen the world regardless of cost, so I might as well try doing it this way.
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L267[21:31:09] <draz> I'm getting something a little weird when I try to export a jar...
L268[21:31:42] <draz> My mod works perfectly when I'm just running it from intellij, but I get a crash on pre-init when I package the jar
L269[21:31:50] <draz> it throws this: java.lang.NoSuchMethodError: net.minecraft.item.Item.setUnlocalizedName(
L270[21:32:08] <draz> but I'm confused, since that's a method...
L271[21:32:16] <draz> Am I doing something really silly?
L272[21:32:21] <LexMobile> Gradlew build
L273[21:32:33] <draz> to reobf?
L274[21:33:27] <LexMobile> Yes
L275[21:34:07] <draz> that makes sense. duh
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L277[21:34:12] <draz> thanks
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L287[22:50:03] <killjoy> I feel like making a volume not-slier
L288[22:50:07] <killjoy> *not-slider
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