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L17[01:09:24] <MWisBest> yes that's right,
2MB per second of allocations just for rendering torch
particles
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:
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'
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
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
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)
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:
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"
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 :)
L391[17:30:33] ***
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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> ??
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
L414[18:41:19] ***
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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
L422[18:58:39]
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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] ***
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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
L466[19:52:10]
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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
=/
L492[20:35:19] ***
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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
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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