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L14[01:34:52] <ghz|afk> killjoy1: I have never liked their choice of settings
L15[01:35:04] <ghz|afk> in general, I mean
L16[01:35:21] <killjoy1> It's not made for the graphics savvy
L17[01:35:26] <ghz|afk> these days I don't even use gfex
L18[01:35:45] <ghz|afk> (I'm NOT creating an account and logging in just to dl driver updates)
L19[01:36:06] <ghz|afk> but back when I did have it installed, I'd never use their settings
L20[01:36:16] <ghz|afk> because most often, they would choose frame rate over quality
L21[01:36:21] <killjoy1> I used their settings once for skyrim
L22[01:36:29] <killjoy1> My drawing distance was tiny
L23[01:36:39] <killjoy1> long story short, I got killed by a bear
L24[01:36:43] <killjoy1> (suddenly bear)
L25[01:36:58] <killjoy1> He killed my horse and companion
L26[01:37:38] <killjoy1> https://www.youtube.com/watch?v=e41FvxM1H6Q
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L28[01:54:25] <TechnicianLP> !latest 1.12
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L32[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170630 mappings to Forge Maven.
L33[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170630-1.12.zip (mappings = "snapshot_20170630" in build.gradle).
L34[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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L38[02:42:41] <TechnicianLP> is there a chance for CriteriaTrigger.register(ICreteriaTrigger) to be made public (from private) in order to allow mods to register custom advancementtriggers? (without reflection)
L39[02:47:21] <gigaherz|work> if it's a static method, then it wouldn't be a breaking change
L40[02:47:26] <gigaherz|work> so the chances would be > 0
L41[02:47:30] <gigaherz|work> however
L42[02:47:34] <gigaherz|work> lex really wants data-driven
L43[02:47:49] <gigaherz|work> so it would have more chances if you can register the triggers in a thing similar to _factories.json
L44[02:50:25] <TechnicianLP> which makes almost no sense in this case as the CriterionTriggers have calls to them all over the place ... (which means you cant make them datadriven easily (except if you do a "create an instance of this class and put it into that map" ...))
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L47[03:03:02] <tterrag> gigaherz|work: I don't think triggers make much sense to be json
L48[03:03:14] <tterrag> They are almost all going to have unique implementations
L49[03:03:28] <tterrag> However, the triggers would be *used* in json
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L52[03:17:26] <gigaherz|work> tterrag: yeah tath's what factories.json is
L53[03:17:44] <gigaherz|work> "triggers" { "name1": "fully.qualified.Name", "name2": ... }
L54[03:17:56] <gigaherz|work> that's how it works for recipe conditions, recipe ingredients, etc
L55[03:30:17] <tterrag> I still despise the idea of providing class names in json
L56[03:37:59] <gigaherz|work> yeah not a fan either -- those registrations really belong in code
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L59[04:30:30] <gigaherz|work> https://twitter.com/Dinnerbone/status/880716381154676736
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L75[06:50:42] <c64cosmin> how do I register my custom renderer I'm currently doing this in the init() step of the mod : ClientRegistry.bindTileEntitySpecialRenderer(EntityRealmIgniter.class, new EntityRealmIgniterRenderer());
L76[06:51:17] <c64cosmin> also my Block has this render type EnumBlockRenderType.ENTITYBLOCK_ANIMATED;
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L78[06:52:03] <c64cosmin> debugging and stepping through the Minecraft code I see that my registry is executed after all the renderers were taken in consideration
L79[06:52:09] <c64cosmin> one last mention I use 1.12
L80[06:52:42] <gigaherz|work> do it in the ModelRegsitryEvent
L81[06:52:48] <gigaherz|work> and then it should be ok regardless of version
L82[06:53:08] <gigaherz|work> I haven't ported this to 1.12 yet, but it should work fine: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/ClientProxy.java
L83[06:53:19] <gigaherz|work> line 45 is where I register the tesr
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L85[06:53:53] <gigaherz|work> notice that the handler is static, and there's a @Mod.EventbusSubscriber(Side.CLIENT)
L86[06:54:22] <c64cosmin> outstanding, thank you, let's see
L87[06:54:47] <c64cosmin> I though it might be related to the new registration paradigm, was not sure and couldn't find docs either
L88[06:55:04] <gigaherz|work> it's funny that people still think of it as new
L89[06:55:08] <gigaherz|work> it has been in place since 1.10.2
L90[06:55:10] <gigaherz|work> ;P
L91[06:55:16] <gigaherz|work> in terms of registration
L92[06:55:24] <gigaherz|work> the same 1.10.2 code using the regsitry events would work on 1.12
L93[06:55:37] <gigaherz|work> but people kept doing things in the wrong place
L94[06:55:48] <gigaherz|work> so they now get the slap in the face
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L96[06:55:57] <c64cosmin> pre 1.10.2 were deprecated but not forbidden
L97[06:56:06] <gigaherz|work> yes
L98[06:56:08] <gigaherz|work> that means
L99[06:56:14] <gigaherz|work> "begin updating now"
L100[06:56:18] <c64cosmin> last time I modded was I think 1.8 so it's been a while
L101[06:56:29] <gigaherz|work> but people really like to keep using deprecated features
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L104[07:03:40] <c64cosmin> indeed my registration function was called before TileEntityRendererDispatcher yet the render function from the renderer is not called
L105[07:04:46] <c64cosmin> I might not override the propper function :3
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L107[07:07:59] <c64cosmin> works now!
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L109[07:16:45] <c64cosmin> where can I find any example/documentation on the BufferBuilder
L110[07:17:10] <c64cosmin> I want to draw a custom mesh, but cannot obtain it by utilizing the models
L111[07:17:14] <Dark> when baking models, is there a way I can check if a texture is missing?
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L118[07:50:15] <c64cosmin> how do you bind a texture when using a custom renderer?
L119[07:50:51] <ghz|afk> bindTexture(resloc)
L120[07:50:58] <ghz|afk> assuming you extend Renderer<T>
L121[07:51:12] <c64cosmin> TileEntitySpecialRenderer<MyTileEntity> yes
L122[07:51:27] <ghz|afk> if you want the texture to be on the atlas, like for normal blocks
L123[07:51:42] <ghz|afk> then you would have to bind the atlas texture instead
L124[07:51:58] <c64cosmin> it will be a texture made by me, I was just strugling to find how to bind
L125[07:52:08] <c64cosmin> this will also load the texture if not loaded?
L126[07:52:19] <ghz|afk> yes
L127[07:52:24] <c64cosmin> superb!
L128[07:52:36] <ghz|afk> if you did want to get it stitched into the atlas:
L129[07:52:38] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/RenderRift.java
L130[07:52:42] <ghz|afk> you can use it like that
L131[07:52:54] <ghz|afk> if you also use the block/item model loader
L132[07:53:23] <ghz|afk> (ModelHandle is a thing I made to help me with loading .obj models, but it works for any model that uses the model pipeline)
L133[07:54:35] <c64cosmin> when should create the ResourceLocation, in the same event for the registration of the renderer?
L134[07:55:52] <ghz|afk> the ResourceLocation is just a name
L135[07:56:00] <ghz|afk> an object that holds a domain and a path
L136[07:56:06] <ghz|afk> so you can instantiate it whenever you need it
L137[07:56:08] <ghz|afk> but since it's an object
L138[07:56:17] <ghz|afk> you can use a static final field so that you reuse the same instance
L139[07:56:29] <c64cosmin> don't spread it all over the heap you meant ^^
L140[07:56:59] <ghz|afk> it's really up to you
L141[07:57:16] <c64cosmin> hahaha xD
L142[07:57:22] <ghz|afk> like, if you work with an URL object, where do you call "new URL("http://blah.com/&quot;)"
L143[07:57:39] <ghz|afk> or "new File("c:/something")"
L144[07:57:48] <ghz|afk> you can use it whenever, or cache it
L145[07:57:49] <c64cosmin> once in a constructor, or when needed
L146[07:58:14] <ghz|afk> consider the ResourceLocation in the same category as URL or File
L147[07:58:50] <c64cosmin> oh.. so it can be anything from within the built .jar
L148[07:59:48] <fry> fun fact: url stands for universal resource locator :P
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L150[08:06:36] <c64cosmin> ummm....when the world starts my block does not instanciate a new TileEntity...why is that?
L151[08:16:21] <ghz|afk> when you reload from disk, minecraft won't call createTileEntity
L152[08:16:24] <ghz|afk> it restores the existing one
L153[08:16:32] <ghz|afk> based on the tileentity registry
L154[08:16:47] <ghz|afk> so like, it saves the name of the TE to disk, alongside the data
L155[08:16:58] <ghz|afk> and it looks up the class name and instantiates it
L156[08:17:16] <ghz|afk> if you didn't register it correctly, or you don't have the right constructor, it will fail to load
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L159[08:23:57] <Raycoms> o/
L160[08:24:51] <Dark> when using custom model loaders should I manually load information from model json files? or is that done automaticly?
L161[08:25:07] <fry> automatically
L162[08:25:40] <Dark> hmm then how do I test if its loading or rather not loading information, as I'm not getting any transformations on my models
L163[08:25:48] <TechnicianLP> iirc the model-transforms werent loaded
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L169[08:31:59] <Dark> when using a block state json for an item, does the json file have to be in the blockstates folder?
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L172[08:39:42] <ghz|afk> Dark: yes, all blockstates files have to be in the blockstates folder
L173[08:39:57] <ghz|afk> and the models referenced from the blockstates files will be in models/block
L174[08:40:02] <ghz|afk> rather than models/item
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L177[08:44:47] <Dark> if I'm using a custom model do I still need a model json as well as block state json?
L178[08:44:58] <ghz|afk> no
L179[08:45:19] <ghz|afk> but your ICustomModelLoader will receive a resourcelocation which has models/block in the path
L180[08:45:29] <ghz|afk> I was just making you aware of that
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L182[08:50:14] <Dark> ok
L183[08:50:46] <Dark> then what is my best bet for figuring out why my model is getting no transformations? As I'm lost at this point :/
L184[08:51:47] <Dark> though the only thing I am defining in the block state is "transform": "forge:default-item"
L185[08:51:58] <Dark> not sure if I should be doing something else
L186[08:52:24] <ghz|afk> hmmm
L187[08:52:32] <ghz|afk> are you using the IModelState value on bake() ?
L188[08:52:41] <ghz|afk> because I believe the transformations are provided through the IModelState
L189[08:53:40] <Dark> https://github.com/VoltzEngine-Project/Fluids/blob/1.9/src/main/java/com/builtbroken/mc/fluids/client/ModelFluidBucket.java
L190[08:53:48] <Dark> its basicly a modified version of the forge bucket model
L191[08:55:49] <ghz|afk> that may be a bit beyond my knowledge ;P
L192[08:56:01] <ghz|afk> hmm
L193[08:56:10] <ghz|afk> the map in line 101
L194[08:56:16] <ghz|afk> does it get data?
L195[08:56:22] <ghz|afk> I mean, do you see the transform values in it?
L196[08:56:26] <Dark> nope, always empty
L197[08:56:31] <ghz|afk> aha
L198[08:56:39] <ghz|afk> no idea then, sorry
L199[08:56:57] <Dark> ty for the help anyways, might just write some hacky code in a second
L200[08:57:13] <Dark> as I think IPerspectiveAwareModel I can manually provide transforms
L201[08:57:52] <Dark> or on line 101 as well, getting confused by this code lol
L202[09:03:13] <Dark> hacky code solution worked
L203[09:03:51] <Dark> https://github.com/VoltzEngine-Project/Fluids/blob/1.9/src/main/java/com/builtbroken/mc/fluids/client/ModelFluidBucket.java#L106
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L205[09:06:04] <Dark> now that I got that fixed, any idea why one side of the item would render with a darker color?
L206[09:06:39] <fry> "fixed"
L207[09:06:53] <Dark> ?
L208[09:07:05] <fry> that's not a fix
L209[09:07:22] <Dark> of course not, hince why I called it a hacky solution
L210[09:08:14] <Dark> I would rather do it the correct way but not making much progress on that
L211[09:09:09] <ghz|afk> !latest 1.11
L212[09:10:02] <Dark> https://twitter.com/DarkGuardsman/status/880790388721819650
L213[09:10:07] <Dark> ^ that is the new problem I'm having
L214[09:10:15] <Dark> if anyone has an idea how to fix
L215[09:10:29] <ghz|afk> don't item models have a fake light?
L216[09:10:37] <Dark> no clue
L217[09:10:37] <ghz|afk> or is that only in the inventory?
L218[09:10:53] <ghz|afk> if you drop the model to the ground
L219[09:10:58] <ghz|afk> and look it from one place
L220[09:11:06] <ghz|afk> does the color change from one side to the other?
L221[09:11:11] <Dark> it seems to render fine on the ground
L222[09:11:11] <ghz|afk> or only if you look from the other end?
L223[09:11:22] <Dark> only notice the problem in 3rd person
L224[09:11:24] <ghz|afk> andi s the vanilla bucket different?
L225[09:11:35] <Dark> but it uses the darker color on everything, and it doesn't effect vanilla buckets
L226[09:12:02] <Dark> but that most likely is due to it use simple item render code
L227[09:12:04] <ghz|afk> hmm
L228[09:12:05] <Dark> where I'm using custom code
L229[09:12:15] <ghz|afk> does it happen to forge's bucket?
L230[09:12:21] <Dark> not sure how to test that
L231[09:12:28] <ghz|afk> enble the dynamic bucket
L232[09:12:31] <ghz|afk> during preinit
L233[09:12:36] <Dark> ah, one sec let me check then
L234[09:13:16] <Dark> actually what class do I call for that
L235[09:13:34] <ghz|afk> https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/test/java/net/minecraftforge/debug/DynBucketTest.java#L80
L236[09:14:01] <Dark> ty :)
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L239[09:14:49] <ghz|afk> I'm wondering if it's just that forge's bucket model has the 3d flag on, while vanilla's bucket model has the 3d flag off
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L243[09:20:15] <Dark> hmm I've enabled it and even requested buckets to be created with it. Not seeing any forge buckets in the creative tab
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L245[09:30:16] <Dark> figured it out, can't call it in pre-init as forge creates it before any mod's preInit is called
L246[09:30:35] <Dark> yep, forge's model has the same problem
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L248[09:33:13] <Dark> well its not that big of a problem to worry about :), ty for the ghz
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L250[09:40:13] <c64cosmin> what is the event and procedure to register TileEntity, and also what name should I put, the name of the block?
L251[09:43:22] <Lumien> There is no event, just use GameRegistry.registerTileEntity in preInit
L252[09:43:32] <Lumien> Same name as the block is fine
L253[09:43:37] <ghz|afk> c64cosmin: "good practice"
L254[09:43:43] <ghz|afk> is to do it in the registry<Block> event
L255[09:43:47] <ghz|afk> right alongside its block
L256[09:44:02] <ghz|afk> and to use a name corresponding to what it is, which includes the modid to avoid conflicts
L257[09:44:13] <ghz|afk> I use block.getRegistryName().toString() for my TEs
L258[09:44:39] <ghz|afk> so there was a short hailstorm jst a moment ago
L259[09:44:42] <c64cosmin> I also use block.getRegistryName() too
L260[09:44:44] <ghz|afk> it lasted 5 minutes
L261[09:44:52] <ghz|afk> but the hail-balls were quite large
L262[09:45:17] <c64cosmin> @ghz that's insane, had one here too a week ago, the whole vision was cut to something like 10m for about 5 minutes
L263[09:48:37] <c64cosmin> it's quite bad for the crops :(
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L265[09:50:05] <ghz|afk> yup
L266[09:50:12] <ghz|afk> the rain now is melting away all the proof
L267[09:50:21] <ghz|afk> but many crop fields will be ruined regardless
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L275[10:04:44] <ghz|afk> WTF happend with my Guidebook repository >_<
L276[10:05:02] <ghz|afk> (no I didn't lose code, but wtf regardless)
L277[10:05:08] <ghz|afk> trying to fix the mess
L278[10:05:22] <ghz|afk> git messed up majorly here, thankfully I know how to tread this mess XD
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L285[10:14:44] <c64cosmin> why is my block not working in active=true state? https://pastebin.com/Hjf6dFy2
L286[10:15:02] <c64cosmin> the default model&textures cannot be replaced by other states?
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L296[10:47:20] <ghz|afk> c64cosmin: that blockstates file is highly redundant XD
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L298[10:49:34] <ghz|afk> c64cosmin: Hmm... the way cube_all works
L299[10:49:39] <ghz|afk> is that it has "cube"
L300[10:49:41] <ghz|afk> but then does
L301[10:49:44] <ghz|afk> "textures":{
L302[10:49:48] <ghz|afk> "east": "#all",
L303[10:49:49] <ghz|afk> ...
L304[10:49:49] <ghz|afk> }
L305[10:49:51] <ghz|afk> so
L306[10:49:57] <ghz|afk> since you are overwriting "east" etc
L307[10:50:02] <ghz|afk> it will never use "all" at all
L308[10:50:09] <ghz|afk> so I think your solution is this ...
L309[10:50:39] <ghz|afk> https://gist.github.com/gigaherz/ce1d06f6ea13f9559a237ef2837996b2
L310[10:51:08] <ghz|afk> and it's much simpler since you would be making use of the true power of forge blockstates format
L311[10:51:31] <ghz|afk> (it will combine property-value pairs into full variant strings for you)
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L315[11:05:45] <c64cosmin> @gigahertz indeed I've done something like that, and did not use the default, it was just a bit counter intuitive
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L324[11:57:12] <c64cosmin> How can I render using the BufferBuilder and not take count of the lightning, seems that it will always render in a rather dark shade
L325[12:09:31] <ghz|afk> disable lighting before rendering?
L326[12:16:28] <ghz|afk> :3 rainstorm
L327[12:16:54] <ghz|afk> with a hint of hail
L328[12:17:25] <ghz|afk> and quite strong winds
L329[12:17:38] <ghz|afk> hadn't seen a proper storm in many months
L330[12:18:29] <ghz|afk> wow this isn't jsut frosty balls, this is proper solid ice orbs
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L361[13:44:04] <risux> Have particles changed a lot between 1.7 and 1.10? I know the limit went up, but the particles themselves.. anything significant?
L362[13:44:17] <ghz|afk> well
L363[13:44:21] <Corosus> they have their own base class now
L364[13:44:23] <ghz|afk> they used to extend Entity
L365[13:44:26] <Corosus> and a lot of missing getters
L366[13:44:29] <ghz|afk> they now have a Particle base class
L367[13:44:32] <ghz|afk> which is more lightweight
L368[13:44:44] <ghz|afk> they were optimized for more bulk use
L369[13:44:51] <ghz|afk> in the lingering potions and dragon breath
L370[13:44:58] <ghz|afk> before that
L371[13:45:03] <ghz|afk> partciles were used no more than 8 at a time
L372[13:45:08] <ghz|afk> due to the heavy load
L373[13:45:30] <risux> Any functionality changes? Like something odd that I might come across during updating particles?
L374[13:45:30] <ghz|afk> they are still very inefficient
L375[13:45:47] <ghz|afk> not really ...?
L376[13:45:52] <ghz|afk> but dunno
L377[13:45:56] <ghz|afk> I never used particles in 1.7
L378[13:46:02] <risux> Ah
L379[13:47:00] <risux> Just asking, because I'm updating one, and it appears to be.. invisible, but no errors. I might be missing something obvious
L380[13:47:19] <ghz|afk> how "custom" it is?
L381[13:47:23] <ghz|afk> do you have custom rendering code in it?
L382[13:47:30] <risux> Yep
L383[13:47:46] <ghz|afk> did you compare it with vanilla particles?
L384[13:47:54] <ghz|afk> maybe there's some old state change that shouldn't be done anymore
L385[13:47:59] <ghz|afk> or something that should be done but you don't do
L386[13:48:08] <risux> Attempting to compare it with bubbles
L387[13:48:10] <ghz|afk> also make sure you updated the code to use GlStateManager instead of direct GL11 calls
L388[13:48:43] <risux> Still have some GL11 calls left, will update them
L389[13:49:05] <ghz|afk> (and GL14 GL20 etc)
L390[13:49:36] <Corosus> should really only be doing direct buffer writes otherwise you are screwing with vanilla particles performance and might as well just use your own renderer system
L391[13:50:16] <risux> My extra gl11 calls were just for blending and coloring
L392[13:50:59] <ghz|afk> those are the most important to fix
L393[13:51:07] <ghz|afk> because they screw with glstatemanager's internal cache
L394[13:51:10] <Corosus> ah cool shouldnt mess with performance, might effect all of vanilla particles though depending on how the draw call works
L395[13:51:36] <risux> Fixing em now, maybe that'll fix it.
L396[13:57:41] <ghz|afk> !mh moveEntityWithHeading
L397[13:58:10] <ghz|afk> anyone knows what that became? ;P
L398[13:58:43] <ghz|afk> travel, apparently
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L403[14:20:34] <c64cosmin> Finally setup IRC on Android, gosh these clients suck :(
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L405[14:29:48] <tterrag> c64cosmin: what are you using?
L406[14:29:50] <tterrag> I find andchat to be pretty good
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L408[14:30:13] <c64cosmin> Exacly that xD
L409[14:30:19] <tterrag> *shrug*
L410[14:30:24] <tterrag> I don't have any issues with it
L411[14:31:22] <KnightMiner> I have found AndroIRC to be particularly annoying
L412[14:31:45] <KnightMiner> AndChat has been better
L413[14:31:56] <ghz|afk> COM ON BAUBLES! BE ON 1.12 ALREADY!
L414[14:31:58] <ghz|afk> come*
L415[14:33:11] <KnightMiner> Just port it yourself :P
L416[14:36:08] <ghz|afk> if I do that, I'm 100% sure the official 1.12 port won't be compatible
L417[14:37:18] <ghz|afk> also
L418[14:37:18] <ghz|afk> https://github.com/Azanor/Baubles/pull/214
L419[14:37:20] <ghz|afk> it's already done
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L441[16:45:09] <risux> Is it just me or is custom particle rendering a pain in the ass? I figured "OK, before renderParticle() is called, ParticleManager begins tessellating, so I'll cancel that by calling tessellator.draw() and not call the superclass renderParticle() method." .. but nope. All that does is cause all sorts of fuckery and graphcial glitches
L442[16:46:03] <risux> Is there a better way to cancel it?
L443[16:48:02] <Corosus> after calling draw then doing your stuff, did you call the .begin again?
L444[16:48:37] <risux> I didn't even start drawing my own particle, it caused glitches just by cancelling tessellation
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L446[16:49:53] <risux> Wait, maybe I'm confused
L447[16:49:54] <Corosus> if you dont call .begin(etc...) again if you stop it with draw, everything else will stop rendering
L448[16:50:11] <risux> Oh
L449[16:50:39] <risux> Yeah, you're right, ParticleManager also calls tessellator.draw()
L450[16:50:56] <Corosus> thing im referring to for example is vertexbuffer.begin(7, DefaultVertexFormats.PARTICLE_POSITION_TEX_COLOR_LMAP);
L451[16:51:04] <risux> Yeah
L452[16:51:38] <Corosus> id still recommend your own custom render so you can setup your own gl modes in a cleaner way though ;>
L453[16:51:44] <risux> Ah crap, when I tried it, I tried it using DefaultVertexFormats.POSITION_TEX instead
L454[16:53:10] <risux> If I can't get this to work, perhaps I will create my own custom particle renderer
L455[16:53:40] <Corosus> its fairly easy enough to copypasta the vanilla one and use in world render event
L456[16:54:26] <JDLogic_> if you return 3 for getFXLayer() then it will leave all the rendering up to you
L457[16:54:42] <risux> It will? o.o
L458[16:57:32] <Corosus> hmm might work, there is 0-3 for that
L459[16:57:57] <risux> I don't see where it checks for layer 3 in ParticleManager
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L462[16:58:20] <Corosus> renderParticles seems to only iterate up to 0-2 though
L463[16:58:36] <Corosus> so i guess it has a list but yeah, do your own render on them as it doesnt for that layer
L464[16:59:14] <Corosus> in the constructor it prepares the lists from 0-4, then in addParticle it just adds to list depending on getFXLayer()
L465[16:59:28] <Corosus> err updateEffects()
L466[16:59:58] <Corosus> yeah you could just use that layer for getting them ticked, then render it yourself, in theory
L467[17:00:13] <risux> Huh, that's interesting
L468[17:00:49] <Corosus> for example, MobAppearance uses that layer
L469[17:01:04] <Corosus> immediate rendering code
L470[17:01:07] <Corosus> good catch JDLogic_
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L472[17:01:52] <JDLogic_> np! ran into that probem before
L473[17:02:28] <Corosus> ahhhhh, renderLitParticles specifically renders for layer 3
L474[17:02:39] <Corosus> dont even need your own manager for rendering \o/
L475[17:02:46] <risux> Nice
L476[17:05:00] <Corosus> i feel like renderLitParticles should be renamed, not descriptive enough
L477[17:05:10] <risux> Agreed
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L483[17:29:00] <ScottehBoeh> You mess with my fanny pack, you mess with me
L484[17:29:01] <ScottehBoeh> http://i.imgur.com/OOcgqOb.png
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L487[17:35:34] <kashike> lol ScottehBoeh
L488[17:35:43] <ScottehBoeh> xD
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L495[17:50:29] <c64cosmin> o/ hello all, I've tried to make my TESR render the texture with it's raw color, yet it's darker, tried doing all these with no success GL11.glDisable(GL11.GL_LIGHTING); GlStateManager.disableLighting(); GlStateManager.disableLight(0..7);
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L499[17:57:01] <ScottehBoeh> so you don't want ANY light at all?
L500[17:57:07] <ScottehBoeh> Just solid color. no brightness adjustment?
L501[17:57:32] <c64cosmin> exactly
L502[17:57:47] <ScottehBoeh> Which version of Minecraft
L503[17:57:52] <c64cosmin> tried using raw GL11 calls too no success
L504[17:57:55] <c64cosmin> 1.12
L505[17:58:02] <ghz|afk> never use raw gl calls, ever ;P
L506[17:58:09] <ghz|afk> (if you feel you need, ask here ;P)
L507[17:58:28] <ghz|afk> (maybe the only solution is to use raw calls, buy you should ask first ;P)
L508[17:58:34] <infinitefoxes_> c64cosmin: you can try GlStateManager.disableLightmap()
L509[17:58:48] <ScottehBoeh> OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240F, 240F);
L510[17:58:52] <ScottehBoeh> That line helped me
L511[17:58:55] <c64cosmin> I'm quite experienced with OpenGL (especially modern versions) but that still beats the purpose
L512[17:59:18] <infinitefoxes_> er sorry I butchered that search in IntelliJ
L513[17:59:47] <c64cosmin> @infinitefoxes_ it's not defined :(
L514[18:00:29] <infinitefoxes_> https://git.gildedgames.com/GildedGames/Aether-II/blob/dev/src/main/java/com/gildedgames/aether/client/renderer/entities/living/layers/LayerGlowing.java#L55
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L516[18:00:38] <infinitefoxes_> this is what I'm using to render entities at full brightness
L517[18:00:44] <infinitefoxes_> I believe it should work for TESRs as well
L518[18:02:49] <c64cosmin> I suppose that sets a sampling point on a lightmap texture for x, y where the limit is... 65536...
L519[18:05:49] <infinitefoxes_> the x/z coords are normalized floats from 0 to 1
L520[18:07:12] <infinitefoxes_> (don't quote me on that)
L521[18:08:09] <c64cosmin> I'm experimenting with the values now...
L522[18:09:56] <infinitefoxes_> the coordinate range seems to be from 0 to 256 for the lightmap texture
L523[18:11:05] <infinitefoxes_> mc uses an integer index into the lightmap texture for methods like Entity#getBrightnessForRender(float)
L524[18:12:22] <c64cosmin> that gets the local brightness to adjust to the env...
L525[18:17:46] <c64cosmin> @infinitefoxes_ I validate that the range is [0,256)
L526[18:18:46] <c64cosmin> @ScottehBoeh I suspect that 255F, 255F might be even brighter
L527[18:19:09] <ScottehBoeh> I tried higher and it messed up.. But you can try
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L529[18:20:04] <c64cosmin> yup so it is, now I'm trying to determine what the values do
L530[18:20:17] <c64cosmin> you cannot go higher than 255
L531[18:22:44] <c64cosmin> https://www.google.ro/search?q=minecraft+light+map&source=lnms&tbm=isch&sa=X&ved=0ahUKEwj5j8bh2ubUAhXJtBQKHaSzDSUQ_AUICigB&biw=1920&bih=974#imgrc=ud43f6zPsA2TYM:
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L533[18:23:15] <c64cosmin> we're playing with coordinates on this texture, it is switched when drinking a nightvision potion for example
L534[18:23:27] <c64cosmin> thanks @infinitefoxes_ now it's clear for me :D
L535[18:27:42] <c64cosmin> curiously enought 255 wraps back to dark, so @ScottehBoeh your solution is working :D
L536[18:27:50] <c64cosmin> just wanted to understand what I'm doing here...
L537[18:28:04] <ScottehBoeh> nice :)
L538[18:28:09] <ScottehBoeh> I can send my whole section of code if you want xD
L539[18:28:15] <ScottehBoeh> its a quick snippet
L540[18:28:26] <c64cosmin> sure, might help
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L543[18:34:37] <c64cosmin> for pure texture color one must use 2.0f,2.0f,2.0f color
L544[18:35:08] <c64cosmin> I think the color space is clamped to [0,2] and then scaled with 0.5 for the final color
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L547[18:36:32] <LexMobile> PaleOff: You around?
L548[18:39:22] <c64cosmin> DefaultVertexFormats.POSITION_TEX_LMAP_COLOR can be used for specifying the Lightmap coordinates
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L557[19:02:10] <copygirl> Is it possibly to replace Vanilla blocks?
L558[19:04:40] <copygirl> In 1.12, that is.
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L572[20:23:52] <LexMobile> yes
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L575[20:38:40] <c64cosmin> my TileEntity stops being drawn if exists that screen space, the rendered result is quite large, is there a way to mitigate this?
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L577[20:39:50] <Ordinastie> there is a rendering AABB method in TE
L578[20:40:31] <c64cosmin> this won't affect the game AABB right?
L579[20:40:37] <Ordinastie> no
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L581[20:51:05] <c64cosmin> is there any reason why my TE is rendered twice?
L582[20:51:26] <Ordinastie> yeah, you fucked up
L583[20:51:47] <c64cosmin> it depends on the orientation of the mouse...
L584[20:53:24] <c64cosmin> also rendering with EnumBlockRenderType.ENTITYBLOCK_ANIMATED will always render twice, redering with EnumBlockRenderType.MODEL will sometimes render just once...
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L587[20:55:53] <c64cosmin> how to I revert the GlStateHandler?
L588[21:03:42] <c64cosmin> the render precedure is called twice, once for each TE instance, where one is for the client and one for the server :/
L589[21:04:09] <Ordinastie> yeah, think again about what you just said
L590[21:04:49] <Ordinastie> "render" "server"
L591[21:05:31] <c64cosmin> but I'm using the @SideOnly(Side.CLIENT) where I'm executing code that should work only on client side
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L594[21:06:13] <Ordinastie> first, @SideOnly is about physical side, not logical
L595[21:06:28] <fry> c64cosmin: read this: http://documentation-tterrag.readthedocs.io/en/latest/concepts/sides/
L596[21:06:29] <Ordinastie> second, your analisys is just wrong, the server doesn't render anything
L597[21:06:41] <tterrag> fry: you just linked to mine >.>
L598[21:07:05] <fry> that's what google suggsted ¯\_(ツ)_/¯
L599[21:07:41] <fry> https://mcforge.readthedocs.io/en/latest/concepts/sides/
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L602[21:20:20] <c64cosmin> came to the realisation that the rendering is done only for one TE though sometimes the TESR is rendered twice...
L603[21:20:42] <Ordinastie> how do you determine it's rendered twice ?
L604[21:20:57] <c64cosmin> I can show you two print screens
L605[21:22:43] <c64cosmin> https://pasteboard.co/3C273w0a5.png https://pasteboard.co/3C2t9RLXU.png
L606[21:22:59] <c64cosmin> GL_FUNC_ADD is used for blending
L607[21:23:32] <Ordinastie> again, what tells you it's rendered twice ?
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L609[21:24:14] <c64cosmin> it's the only explanation why there are two intensities depending on viewing angle
L610[21:24:27] <Ordinastie> pretty sure it's not the only one
L611[21:24:29] <Ordinastie> show your code
L612[21:24:38] <c64cosmin> drawing with blending and GL_FUNC_ADD twice
L613[21:25:17] <c64cosmin> https://pastebin.com/9Rv1ZsHC
L614[21:26:27] <Ordinastie> and drawTunnel() ?
L615[21:26:39] <c64cosmin> drawTunnel is just the effect
L616[21:26:45] <c64cosmin> it populates the Buffer
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L622[21:48:51] <c64cosmin> that was pequliar, it was due to the fact that I didn't execute GlStateManager.disableLighting();
L623[21:48:57] <c64cosmin> now it works perfectly...
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L633[22:42:16] <Lach_01298> is there anyway to change the font size of a string drawn in a gui?
L634[22:45:39] <SatanicSanta> What MC version are the current MCP mappings for?
L635[22:45:44] <kashike> SatanicSanta: 1.12
L636[22:45:45] <SatanicSanta> like the snapshots
L637[22:46:06] <SatanicSanta> kashike: Is there a final version for 1.11.2?
L638[22:46:06] <kashike> see !latest
L639[22:46:10] <kashike> SatanicSanta: yes
L640[22:46:16] <kashike> see !latest
L641[22:46:16] <SatanicSanta> !latest
L642[22:46:20] <SatanicSanta> thanks
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L648[23:19:28] <SatanicSanta> Do I need to update ForgeGradle from 2.2 for MC 1.11.2?
L649[23:21:16] <SatanicSanta> Oh no, that was for 1.12, right.
L650[23:21:37] <SatanicSanta> MCForge docs could really use with updating guides tbh
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L657[23:33:16] <SatanicSanta> so for some reason, this project https://github.com/esteemed-innovation/esteemed-innovation with these gradle files https://gist.github.com/elifoster/e4b008670bfedb1aea2e124106917b02 is only showing these libs in intellij https://puu.sh/wyG6K/663718ee62.png really not sure what the issue is here :|
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