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L16[01:09:06] <MWisBest> just had to share this Mojang-fail https://pastebin.com/i0e9JpFM
L17[01:09:24] <MWisBest> yes that's right, 2MB per second of allocations just for rendering torch particles
L18[01:09:34] <MWisBest> before: https://i.imgur.com/vWDkNwR.png
L19[01:09:35] <MWisBest> after: https://i.imgur.com/Qgg4Y0l.png
L20[01:10:38] <MWisBest> it's even worse for falling sand/dust particles
L21[01:10:41] <MWisBest> lol
L22[01:26:25] <mezz> nice, please make a PR
L23[01:26:39] <mezz> actually that patch is crazy
L24[01:26:46] <mezz> report to mojang :)
L25[01:30:51] <kashike> yikes
L26[01:35:17] <fry> hmm, that code should be scalar replaceable
L27[01:35:34] <fry> might not trigger due to vec3ds being shoved into an array
L28[01:36:56] <fry> then again, might not trigger due to JMC
L29[01:41:01] <MWisBest> mezz: that patch could be simplified a lot. Vec3dM doesn't need to reimplement all of Vec3d, the change to the floats at the start of renderParticle could be removed as it's just a small micro-optimization
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L33[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170703 mappings to Forge Maven.
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L35[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170703-1.12.zip (mappings = "snapshot_20170703" in build.gradle).
L36[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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L53[03:25:35] <jamzam> So can anyone help me out with fluid stuff?
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L55[03:29:46] <kashike> what's your question?
L56[03:31:29] <jamzam> Im trying to add a fluid and I cant seem to find anything on it, it's a case of how to register what all is needed to register (like blocks and item blocks both needing to be registerd to work)
L57[03:31:52] <gigaherz|work> well yes of course you'd need to register the fluid ;P
L58[03:32:16] <gigaherz|work> I believe fluids have their own separate registry still?
L59[03:33:30] <jamzam> Looks like it has its own registry, im just not sure if i need to register a block and item for it and what ever else is needed to get it into the game.
L60[03:33:34] <gigaherz|work> I'd suggest looking at the examples here:
L61[03:33:35] <gigaherz|work> https://github.com/MinecraftForge/MinecraftForge/tree/1.12.x/src/test/java/net/minecraftforge/debug
L62[03:36:14] <gigaherz|work> (I'm at work so no idea if any of them are actually registering a fluid XD)
L63[03:37:06] <jamzam> None of them are
L64[03:37:57] <gigaherz|work> oh well
L65[03:38:44] <gigaherz|work> take a look at FluidRegisterEvent, FluidRegistry.registerFluid, and search github for mods using those ;p
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L67[03:44:53] <jamzam> looks like ellpecks code is far more clear then tinkers
L68[03:45:19] <gigaherz|work> I need to make a fluid someday
L69[03:45:28] <gigaherz|work> that way I could link to my own code for fluids too
L70[03:45:29] <gigaherz|work> XD
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L72[03:46:04] <gigaherz|work> (half the mods I have written were like "I want to make a mod that uses this feature, what would be fun?"
L73[03:47:29] <jamzam> Im more or less creating the fluid because railcraft doesnt have steam boilers right now and thermal expansion doesnt have it's own way to generate it but it has a augment for the steam engines to use external steam
L74[03:48:06] <gigaherz|work> heh
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L100[06:33:29] <TechnicianLP> btw: is there some kind of fluid-dictionary system? (2 steam-liquids from different mods usable interchangibly (without explicit integration))
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L132[08:31:29] <capitalthree> should I try to break blocks by firing a BreakEvent?
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L135[08:34:02] <raoulvdberge> how do I clean/reload gradle? MC is trying to load caches resources that I've changed.. gradle clean doesn't work
L136[08:34:08] <raoulvdberge> * cached resources
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L155[10:33:16] <ghz|afk> !gf Container.listeners
L156[10:51:03] <malte0811> Model rendering is multithreaded, right? Is there a way to force MC to render a chunk in something other than the main client thread?
L157[10:52:44] <PaleoCrafter> "multithreaded" is a bit much, maybe. rendering runs on a single separate thread, iirc
L158[10:53:25] <quadraxis> it depends what you mean by 'rendering'
L159[10:53:31] <malte0811> I'm debugging this CME https://gist.github.com/MrGraphic/ff3ce42d7a30ee348043c60c62622023 right now, but rendering seems to be in the main client thread
L160[10:53:37] <malte0811> bakedmodel.getQuads
L161[10:54:58] <malte0811> I'm confused. Are there multiple threads called client thread?
L162[10:55:13] <quadraxis> no
L163[10:55:31] <quadraxis> this is builing the 16^3 chunk sections
L164[10:55:45] <quadraxis> there are the render worker threads
L165[10:56:09] <quadraxis> but this task can also be done on the client thread
L166[10:56:29] <malte0811> can I force it to be done in a worker thread?
L167[10:56:35] <quadraxis> depends
L168[10:56:43] <malte0811> For testing
L169[10:56:45] <quadraxis> there is now a forge option to do this
L170[10:56:59] <quadraxis> but you should not rely on that for code correctness
L171[10:57:01] <malte0811> "now"? 1.11 or 1.12?
L172[10:57:12] <quadraxis> during 1.11 I think
L173[10:57:16] <malte0811> I'm not relying on it, I am trying to debug a CME
L174[10:57:32] <Akkarin> post code. Going by the exception I wouldn't be surprised if you're removing things from a list while iterating it
L175[10:57:46] <malte0811> Yes, but from a different thread
L176[10:57:47] <quadraxis> "alwaysSetupTerrainOffThread"
L177[10:57:52] <quadraxis> in forge.gfg
L178[10:57:55] <quadraxis> cfg
L179[10:58:03] <malte0811> Thanks, I'll try that
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L181[10:58:29] <Akkarin> To cause a CME you do not actually need to be on a different thread ;-)
L182[10:58:38] <malte0811> I know
L183[10:58:45] <malte0811> but I am not editing the list in that method
L184[10:58:53] <ghz|afk> Reentrancy and Concurrency -- the two sources of CME
L185[10:58:53] <ghz|afk> ;p
L186[10:59:00] <malte0811> also, the crash is random, which points to multithreading
L187[11:01:02] <Akkarin> Well without code it's guessing. No more. No less.
L188[11:02:35] <malte0811> I already knew/suspected what bit of code was causing it, but one can't test fixes without being able to get the bug
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L227[14:01:30] <Aroma1997> sooooooo
L228[14:01:44] <Aroma1997> does anyone know more about the advancement system?
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L230[14:01:59] <Aroma1997> (how I can add custom triffers in particular)
L231[14:02:04] <Aroma1997> *triggers
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L233[14:02:53] <mezz> I don't think we support custom triggers yet but you can make advancements with vanilla triggers
L234[14:05:39] <Aroma1997> I know that
L235[14:05:45] <ghz|afk> CriteriaTriggers.register is private, but it should work if you sneak your way into it?
L236[14:05:59] <Aroma1997> but if custom triggers aren't supported yet, I guess, we'll have to wait
L237[14:06:15] <Aroma1997> I'll try that
L238[14:06:17] <Aroma1997> thanks guys
L239[14:06:19] <ghz|afk> or you can be first and make a PR for it
L240[14:06:20] <ghz|afk> ;p
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L264[15:17:00] <manmaed> whats the right way of adding a shaped Recipe to minecraft 1.12 now as i get an error the old way
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L273[15:31:01] <primetoxinz> wth isn't this entity saving it's capabilities D:<
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L285[16:24:09] <ghz|afk> [22:17] (manmaed): whats the right way of adding a shaped Recipe to minecraft 1.12 now as i get an error the old way
L286[16:24:20] <manmaed> yes
L287[16:24:29] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/recipes/andesite.json
L288[16:24:36] <manmaed> i still world like to do it in code
L289[16:24:45] <manmaed> so i can disable them
L290[16:24:52] <ghz|afk> recipes can have conditions
L291[16:25:18] <ghz|afk> in a _factories.json
L292[16:25:18] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/recipes/_factories.json#L3
L293[16:25:20] <ghz|afk> like so
L294[16:25:53] <ghz|afk> then when you reference the name (left side), it will instantiate the class (fully qualified name on the right)
L295[16:25:54] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/ConfigurationCondition.java
L296[16:25:57] <ghz|afk> in that link
L297[16:26:09] <ghz|afk> it points to this class, which parses the json to check a config property
L298[16:26:20] <manmaed> ok thanks
L299[16:26:54] <ghz|afk> if you need to register a fully custom recipe that can't be represented in json, then, RegistryEvent.Register<IRecipe>
L300[16:27:02] <manmaed> dose it need to be called _factories
L301[16:27:09] <ghz|afk> the factories json, yes
L302[16:27:10] <manmaed> .json?
L303[16:27:28] <ghz|afk> forge will look for a file called "_factories.json" specifically
L304[16:27:47] <ghz|afk> in it you can declare recipe types, ingredient types, and condition types
L305[16:34:14] <LexMobile> all recipes can be specified via json
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L307[16:41:10] <primetoxinz> how can I get the World in FMLServerStartedEvent?
L308[16:43:40] <primetoxinz> or more specifically, where should I register an IWorldEventHandler
L309[16:43:50] <primetoxinz> ?
L310[16:44:26] <tterrag> maybe just whenever you first use it?
L311[16:45:19] <primetoxinz> but I need it for onEntityAdded, which could be right after the server starts
L312[16:45:56] <primetoxinz> I guess I could register it on the first EntityJoinedWorld for my entity
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L316[17:02:24] <quadraxis> use the world load event?
L317[17:08:30] <primetoxinz> quadraxis, ah didn't know about that one!
L318[17:12:14] <halvors> Anyone knows how i can render an itemblock for a block rendered with TESR in inventory?
L319[17:12:30] <halvors> Or how to render OBJ files in inventory, in 3d.
L320[17:13:01] <ghz|afk> the latter is easy
L321[17:13:09] <ghz|afk> just reference the obj file from a blockstates json
L322[17:13:45] <TechnicianLP> (as model)
L323[17:13:50] <ghz|afk> example:
L324[17:13:51] <ghz|afk> https://github.com/gigaherz/Enderthing/blob/master/src/main/resources/assets/enderthing/blockstates/ender_key_chest.json
L325[17:14:01] <ghz|afk> that chest usea a TESR for rendering as a blcok
L326[17:14:07] <ghz|afk> but is a static model as an item
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L328[17:14:24] <ghz|afk> although not specifically .obj
L329[17:15:14] <halvors> ghz|afk: Btw I figured out what the problem with the texture was. I had to do set the "flip-v" attribute in code when loading the .obj model :)
L330[17:15:35] <ghz|afk> ah
L331[17:15:38] <ghz|afk> anyhow
L332[17:15:45] <ghz|afk> just give your block a blockstates json
L333[17:16:03] <ghz|afk> and put an "inventory": [{ "model": "whatever.obj" }] in it
L334[17:16:06] <ghz|afk> (in the variant list)
L335[17:16:14] <halvors> I did that, but when it shows up as a 2d texture...
L336[17:16:46] <ghz|afk> "tranform": "forge:default-block"
L337[17:16:51] <ghz|afk> it's not really 2d
L338[17:16:56] <ghz|afk> it's just seen from the front
L339[17:16:58] <ghz|afk> very different
L340[17:16:59] <ghz|afk> ;P
L341[17:17:07] <ghz|afk> in fact
L342[17:17:15] <ghz|afk> since 1.8, even the "flat" items are 3d
L343[17:17:26] <ghz|afk> (they have the same depth edge as when you hold them)
L344[17:18:02] <halvors> Ah. That explains. I get that using a TESR for static .obj rendering would be stupid as its called every frame :)
L345[17:18:21] <ghz|afk> it's not so much it being called every frame
L346[17:18:35] <ghz|afk> it's more about not being batched into the world meshes
L347[17:18:56] <ghz|afk> static models all get put together into large meshes (16x16x16 subchunks)
L348[17:19:03] <ghz|afk> (or something like that)
L349[17:19:20] <halvors> Oh.
L350[17:19:21] <ghz|afk> so many blocks get sent to the gpu in one draw call
L351[17:19:28] <ghz|afk> while TESRs draw independently
L352[17:19:42] <ghz|afk> meaning each TESR block in the world, is one extra draw call (or more)
L353[17:20:03] <halvors> What does transform: forge-default-block actually do?
L354[17:20:16] <ghz|afk> it's a stock provided set of transforms
L355[17:20:20] <halvors> Should i call that on every block?
L356[17:20:21] <ghz|afk> that matches the ones in block/block.json
L357[17:20:39] <halvors> Also can i rotate the item directly in blockstates json?
L358[17:20:41] <ghz|afk> which is the base model for all block models
L359[17:20:57] <ghz|afk> yes you can use custom transforms instead of "forge:default-block"
L360[17:21:26] <ghz|afk> example: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/analyzer.json#L8
L361[17:21:29] <ghz|afk> this is an analyzer item
L362[17:21:49] <ghz|afk> the transforms are done manually because I want the item to appear as if the player is looking into it
L363[17:21:56] <ghz|afk> both in first person and third person
L364[17:23:32] <halvors> I just need to transelate the model 0.5 in each direction, as i'm doing with the model in OpenGL in the TESR :) Default block is doing the trick except the translation :)
L365[17:23:55] <ghz|afk> uhm
L366[17:24:01] <ghz|afk> then translate the original obj? ;P
L367[17:24:21] <halvors> Yeah could do that, but then i have to redo all the animations :(
L368[17:24:26] <ghz|afk> ah I see
L369[17:24:30] <ghz|afk> well
L370[17:24:32] <ghz|afk> yo ucan do it
L371[17:24:36] <halvors> Hoping to avoid that, might do that a later time :)
L372[17:24:41] <ghz|afk> but you'll need the full set of transforms
L373[17:24:52] <ghz|afk> and have a "translate" line on each
L374[17:25:04] <halvors> But can i apply the default forge block and then do the tranlation on top of that?
L375[17:25:14] <ghz|afk> note that the translate coords are scaled, you have to divide by 16 or soemthing like that
L376[17:25:17] <ghz|afk> nope
L377[17:25:26] <ghz|afk> if you have a transform block
L378[17:25:31] <ghz|afk> it completely replaces the defaults one
L379[17:25:38] <halvors> Ok, is it easy to find the default-forge-block transforms and just copy them?
L380[17:25:46] <ghz|afk> sortof-ish
L381[17:26:20] <halvors> Do you know of any json files from a mod that does exctly that?
L382[17:26:24] <ghz|afk> if you look for forge:default-block in the code
L383[17:26:30] <ghz|afk> the transforms are declared there
L384[17:26:33] <ghz|afk> but in a more compact format
L385[17:26:42] <ghz|afk> I don't know any from memory, no
L386[17:27:11] <halvors> Ok thanks :)
L387[17:27:38] <ghz|afk> wlep, time for me to jump into bed
L388[17:27:46] <ghz|afk> night
L389[17:27:48] * ghz|afk poofs
L390[17:28:17] <halvors> Good night :) Thanks for help, again :)
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L394[18:06:25] <manmaed> ok this is strange my recipe is giveing me my block with a missing texture
L395[18:06:28] <manmaed> ??
L396[18:07:53] <manmaed> anyone know why? http://screenshots.manmaed.exofire.net/manmaed-1499123261.gif
L397[18:09:15] <howtonotwin> Maybe the meta value is blorked
L398[18:09:26] <manmaed> im not give a meta
L399[18:09:43] <manmaed> o wait yes i am
L400[18:10:16] <manmaed> can i reload recipes without rebooting mc?
L401[18:10:43] <howtonotwin> I'm not sure, but I think not
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L403[18:23:30] <TechnicianLP> what metadata does the output have? (f3+h)
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L407[18:29:07] <Raycoms> Hey
L408[18:29:32] <Raycoms> What is the easiest way to update the server side of a tileEntity after a clientSide event, onNeighborChanged unfortunately is only client side
L409[18:33:23] <manmaed> how do i make 1x + 1y = 2c ?
L410[18:33:29] <manmaed> in the json
L411[18:34:08] <manmaed> amount dosnt seem to work
L412[18:39:53] <Raycoms> Is there a way to mark a tileEntity dirt (let him send the data packages and writeToNBT) without reloading the whole chunk?
L413[18:40:46] <manmaed> nvm ill find out as im logging off
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L415[18:52:45] <Raycoms> is there a serverside event for onNeighborChanged for a block?
L416[18:57:08] <howtonotwin> Raycoms, my memory might be a bit fuzzy but I think you call markDirty and let it handle the packets
L417[18:57:11] <cjm721> It is fired for both. check world.isremote
L418[18:57:45] <Raycoms> No onNeighborChanged only receives IBlockAccess I think that's only client side, no?
L419[18:57:46] <cjm721> or are you asking if there is an event handler that you can attach to?
L420[18:58:02] <Raycoms> howtonotwin the problem is if I call markDirty() in onNeighborchanged I have an infinite loop
L421[18:58:08] <cjm721> IBlockAccess is just the parent of world
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L423[18:58:52] <Raycoms> I debugged it, only called once with remote world
L424[19:01:18] <cjm721> its only called on the server
L425[19:01:28] <cjm721> isRemote is always false for onNeighborChange
L426[19:02:09] <Raycoms> ah okay, still I can't do markDirty unfortunately, and I need the result of it
L427[19:03:20] <howtonotwin> Oh, looks like my memory was off. Call world.markBlockForUpdate
L428[19:03:46] <howtonotwin> This uses getDescriptionPacket and onDataPacket to transfer it
L429[19:03:59] <cjm721> markDirty really needs to be split into two methods
L430[19:04:21] <cjm721> state change / needs to be saved
L431[19:06:04] <Raycoms> you mean worldObj.scheduleBlockUpdate();
L432[19:06:05] <Raycoms> ?
L433[19:08:35] <cjm721> Ray what are you trying to do? If you just want to update a particular block do it in a scheduled task
L434[19:09:22] <Raycoms> I have a "chestlike" block and tileEntity
L435[19:09:33] <Raycoms> when I place a block next to it, the onNeighborChanged should be called
L436[19:09:46] <Raycoms> and should set that the tileEntity has a neighbor
L437[19:10:03] <cjm721> when any block is set next to it or only tileentities?
L438[19:10:22] <cjm721> Also none of that sounds like something you should let the client tell you
L439[19:13:09] <cjm721> Clients ALWAYS lie
L440[19:16:18] <Raycoms> a tileEntity would be even better
L441[19:30:56] <howtonotwin> it appears we had a collective brain fart
L442[19:31:26] <howtonotwin> Override Block::neighborChanged (no "on") and do what you will in it
L443[19:31:31] <howtonotwin> Raycoms, ^
L444[19:32:59] <Raycoms> Is that one deprecated for a reason?
L445[19:33:36] <howtonotwin> It's the normal Mojang Block/IBlockState deprecation stupidity
L446[19:33:47] <Raycoms> okay
L447[19:34:16] <Raycoms> final IBlockState state, final World worldIn, final BlockPos pos, final Block blockIn
L448[19:34:29] <Raycoms> State and blockIn are the block that changed?
L449[19:34:42] <Raycoms> How do I get the position of the currentBlock?
L450[19:35:18] <howtonotwin> Pos is the current block
L451[19:35:22] <howtonotwin> State is the current state
L452[19:35:28] <howtonotwin> blockIn is the other block
L453[19:37:46] <Raycoms> and how do I get the position of the updated block?
L454[19:38:01] <howtonotwin> I don't think you do
L455[19:38:15] <howtonotwin> But I think you may as well do it another way
L456[19:38:25] <Raycoms> Yeah but the other way is clientOnly
L457[19:38:37] <Raycoms> I checked the world, it said "worldClient"
L458[19:38:58] <howtonotwin> Have a getActualState that finds the other chest if it exists and then have the TE do that
L459[19:40:16] <howtonotwin> Because, after all, such a connection is part of the block state.
L460[19:40:45] *** MrKickkiller is now known as MrKick|Away
L461[19:41:04] <Raycoms> Damn, then I have to scan everything in 1 block range to find the other block
L462[19:41:06] <Raycoms> what a pity
L463[19:41:06] <Raycoms> =D
L464[19:44:17] <tterrag> that's what getActualState is for
L465[19:44:21] <tterrag> scanning the world context for state changes
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L468[20:08:34] <Raycoms> Is there a way to have an "empty model" for a block? Like stop rendering it?
L469[20:11:28] <darkevilmac> Raycoms, public EnumBlockRenderType getRenderType
L470[20:12:47] <Raycoms> Thanks
L471[20:13:21] <darkevilmac> Raycoms, you may need isFullCube as well depending on your use case.
L472[20:13:43] <Raycoms> Uhm the problem is that I only want to stop rendering it in a certain state
L473[20:13:50] <Raycoms> like with minecraft double chest
L474[20:14:15] <darkevilmac> then you will want to make isFullCube return false as well.
L475[20:14:26] <darkevilmac> so the game still renders the adjacent blocks.
L476[20:16:33] <howtonotwin> there's an empty model somewhere in the game, so you can write a blockstate file that maps some state to that model
L477[20:16:59] <Raycoms> Thanks
L478[20:17:04] <howtonotwin> I don't remember the model's name, but just open mnecraft:block/block and keep going up until you find it
L479[20:18:03] <darkevilmac> howtonotwin, the block render type method has a state as a param so it should work fine.
L480[20:22:20] <halvors> How can i in 1.10 render an itemstack at a specific location? I need to do that in a custom TESR :)
L481[20:25:22] <halvors> Figured it out :) Render<EntityItem> instead of RenderItem :)
L482[20:26:57] <primetoxinz> is there a way to make container slots based on the screen resolution? not sure since containers are used on the server as well
L483[20:28:16] <Raycoms> Yeah mean the slot position or the slot amount?
L484[20:29:02] <halvors> primetoxinz: Hmm, you could send packets from the client to the server when player opens the gui.
L485[20:29:17] <primetoxinz> ah, true
L486[20:29:41] <halvors> primetoxinz: But then you'll get some delay when players is opening the gui.
L487[20:30:17] <primetoxinz> yeah... might just not worry about it
L488[20:30:51] <halvors> Another approach may be to send the screen resolution from client to server when a player joins. And keep a Hashmap<EntityPlayerMP, int scaleFactor> on the server.
L489[20:31:08] <halvors> And calculate the scaleFactor based on the resolution of course :)
L490[20:31:23] <Raycoms> java.util.concurrent.ExecutionException: java.lang.IndexOutOfBoundsException: Index: 88, Size: 63 I get this from my container
L491[20:31:26] <Raycoms> and no origin =/
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L493[20:35:29] <halvors> primetoxinz: Doing a sync when client joins will fix the delay :) That you're not worrying about :P
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L495[20:36:33] <Raycoms> primetoxinz I would be interested to know why players with bigger screen resolutions should have more slots =D
L496[20:36:37] <primetoxinz> I'm going to try not going it first and see what happens
L497[20:37:03] <primetoxinz> well, it's a trading menu. So if you have more gui you can see more trades at once
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L499[20:37:55] <darkevilmac> primetoxinz, why use slots for that? Sounds like you need to sync data yourself and have the gui render it...
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L502[20:41:15] <Raycoms> I think you're going the most complicated way
L503[20:41:25] <Raycoms> just add a scrollbar
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L506[20:59:08] <halvors> How i selection boxes modified? In code or in json?
L507[21:02:06] <howtonotwin> There's some method in Block that returns a List<AABB>. Not clear on the name
L508[21:02:22] <halvors> Are you sure it's not done in json?
L509[21:02:26] <howtonotwin> yes
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L511[21:02:53] <halvors> Because getSelectedBoundingBox() doesn't work and is deprecated.
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L513[21:03:31] <howtonotwin> @Deprecated means nothing in Block
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L515[21:03:47] <howtonotwin> It's just because of IBlockState
L516[21:04:01] <howtonotwin> It's stupid and you just have to filter it out
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L518[21:06:58] <howtonotwin> Also getSelectedBoundingBox is in world coords. getBoundingBox is not and is used to implement getSBB
L519[21:07:21] <howtonotwin> (And it isn't a List, oops. That's collision boxes)
L520[21:08:44] <halvors> howtonotwin: Ah ok, getBoundingBox seems to work fine :)
L521[21:09:27] <halvors> Have to use json for rendering right? i'm just adding a simple block similar to a fence pillar.
L522[21:12:54] <darkevilmac> I've run into an issue in the process of updating from 1.11 to 1.12, my custom baked model seems to have run into an issue. Previously in 1.11 everything was working fine, in 1.12 though I'm getting missing textures on most of the model. Here's the relevant code if anyone would be able to help https://hastebin.com/ibikatuman.java as well as a picture to demonstrate whats going on http://i.imgur.com/zt8h8Pg.png
L523[21:13:24] <darkevilmac> The code listed is called in a handler for the model bake event.
L524[21:13:37] <darkevilmac> the loadModels method that is.
L525[21:14:46] <howtonotwin> halvors: JSON is for rendering, yes
L526[21:15:17] <halvors> Goit it working, thanks :)
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L528[21:17:35] <howtonotwin> darkevilmac: logs?
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L530[21:20:00] <howtonotwin> Wait, I'm fairly sure you should very definitely NOT be doing that static stuff
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L533[21:24:02] <howtonotwin> What does the IModel for that look like?
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L535[21:24:38] <darkevilmac> howtonotwin, if I had logs I would've fixed this already. No errors from anything.
L536[21:26:19] <howtonotwin> Could you post the IModel, and then try again with Forge > ede05a25f11ff0723c1103650e6ac4b7d9e77582? That merges a PR that stops swallowing model errors.
L537[21:26:48] <howtonotwin> eh, nvm
L538[21:27:11] <howtonotwin> Forget everything I said and post the IModel :P
L539[21:30:15] <halvors> I have some OpenGL code and calles the bindTexture() with a resource location to the image i'm trying to load. But it doesn't get loaded, is this changed in 1.10? I've even tryed registering the texture on onTextureStitchEvent()
L540[21:31:01] <Ordinastie> are you trying to bind a texture for a regular block ?
L541[21:36:28] <darkevilmac> howtonotwin, There's no IModel, the code in loadModels loads json models and caches them in different rotations for later use.
L542[21:37:39] <howtonotwin> Do not do that.
L543[21:37:54] <howtonotwin> Down that path lies madness.
L544[21:38:38] <howtonotwin> The canonical way to do what you're doing is (dummy ICustomModelLoader) -> (some static IModel) <-> (IBakedModels)
L545[21:39:33] <howtonotwin> I guess what exploded here is that the dependencies for your model never loaded
L546[21:40:11] <howtonotwin> See the forge ModelDynBucket
L547[21:42:05] <howtonotwin> How did you manage to get an IBakedModel assigned to a block without going past Model first, anyway? I've been trying to document the model system and I have never come across a method for that.
L548[21:44:38] <halvors> Ordinastie: I'm trying to render a box inside another model.
L549[21:45:15] <Ordinastie> with a TESR ?
L550[21:45:43] <halvors> Yeah.
L551[21:45:55] <Ordinastie> is it animated ?
L552[21:46:16] <halvors> Um, not animated, but very complex.
L553[21:46:24] <Ordinastie> then don't use a TESR
L554[21:46:35] <Ordinastie> use regular models
L555[21:46:40] <halvors> Renders differently based on blocks over and under.
L556[21:46:47] <halvors> Not seeing how i can do that otherwise.
L557[21:48:23] <darkevilmac> howtonotwin, ugh, pc crashed. Know of any good examples of ICustomModelWrapper I could take a look at?
L558[21:48:24] <darkevilmac> *ModelLoader
L559[21:48:25] <darkevilmac> der
L560[21:48:46] <howtonotwin> The ModelDynBucket has a bunch of nested classes for every part of the chain
L561[21:48:54] <howtonotwin> It's a wonderful example
L562[21:49:20] <howtonotwin> Also, shameless plug: https://gist.github.com/howtonotwin/88fd07f419ae5c9560e9ae2615514018
L563[21:49:55] <howtonotwin> You'll want to stick to the advanced-models dir for what you want to do
L564[21:50:48] <halvors> Ok, so i have to use baked models?
L565[21:50:56] <halvors> But how is the texture then registered?
L566[21:53:34] <Ordinastie> texture stich event if you can't referenced it in JSON
L567[22:03:03] <halvors> Ok, but how to call the texture in TESR?
L568[22:03:22] <Ordinastie> if it's not moving, don't use a TESR
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L575[22:48:19] <Lach_01298> is there a method called after all the tile entities in a chuck have loaded there nbt?
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L580[23:02:22] <mezz> Lach_01298, you can start looking from AnvilChunkLoader#loadEntities, that's where a chunk loads tile entities from nbt
L581[23:03:42] <mezz> it looks like ChunkDataEvent.Load is posted just after in ChunkIOProvider.syncCallback, but not in AnvilChunkLoader.loadChunk
L582[23:03:47] <mezz> needs some investigation
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