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L11[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170714 mappings to Forge Maven.
L12[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170714-1.12.zip
(mappings = "snapshot_20170714" in build.gradle).
L13[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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L27[03:39:43] <Ordinastie> so, how does one
make custom recipes with the new system ?
L28[03:39:49] <gigaherz|work> what kind of
custom
L29[03:40:08] <gigaherz|work> if you want a
custom recipe json parser
L30[03:40:14] <gigaherz|work> you register
the factory class in _factories.json
L31[03:40:18] <Ordinastie> in my case, 1
door and 5 of the same block
L32[03:40:38] <gigaherz|work>
"recipes": { "typename":
"your.fully.qualified.FactoryName" , ... }
L33[03:41:01] <gigaherz|work> where
FactoryName would implement IRecipeFactory
L34[03:41:09] <gigaherz|work> ah
L35[03:41:23] <gigaherz|work> so you want a
recipe specifically to transfer the "wood type" from the
input to the output
L36[03:41:58] <Ordinastie> the block is use
for the texture, so kinda
L37[03:42:09] <gigaherz|work> right
L38[03:42:11] <Ordinastie> I'm debating
whether using JSON
L39[03:42:15] <gigaherz|work> well you can
still use the factory
L40[03:42:20] <gigaherz|work> and have a
custom recipe json like
L41[03:43:04] <gigaherz|work> {
"type": "yourmod:door_wood",
"wood_item": { ingredient data }, "result": {
"item": which door } }
L42[03:44:06] <Ordinastie> any example
somewhere of that factory json ?
L43[03:44:36] <Ordinastie> (damn thos jets
are loud :x)
L44[03:44:42] <gigaherz|work> I don't have
a factory for recipe types
L45[03:44:46] <gigaherz|work> but the idea
is the same as this:
L48[03:44:57] <gigaherz|work> xcept instead
of "conditions" it's "recipes"
L49[03:45:04] <gigaherz|work> and instead
of IConditionFactory it's IRecipeFactory
L50[03:45:23] <Ordinastie> and the key is
the type in recipe json ?
L51[03:45:34] <gigaherz|work> the key is
the thing you use in "type" in the json
L52[03:45:42] <gigaherz|work> xcept it gets
your modid
L53[03:45:52] <gigaherz|work> so
"key" -> "type": "modid:key"
L55[03:48:46] <Ordinastie> mmk,I think I
got it
L56[03:49:41] <Ordinastie> need to remember
how to parse JSON now *_*
L57[03:50:50] <Ordinastie> do you know
where is the vanilla parser ?
L58[03:52:20] <Ordinastie> I think I got
it
L59[03:53:54] <gigaherz|work> i just did it
by hand, using json.getAs*
L60[03:54:21] <TechnicianLP> vanilla uses
JsonUtils a lot
L62[04:13:43] <TechnicianLP> its missing
signing ... (and the default forge-gradle task does not support a
tsa ...)
L63[04:14:58] <PaleoCrafter> it's only
about the extraction, not the rest of the guidelines :P
L64[04:15:04] <PaleoCrafter> although I
might add that
L65[04:15:11] <Ordinastie> PaleoCrafter,
you know what would be really useful ?
L66[04:15:15] <PaleoCrafter> hm?
L67[04:15:19] <Ordinastie> comments for
each line in the build.gradle
L68[04:15:43] <PaleoCrafter> I guess
:P
L69[04:16:02] <PaleoCrafter> Quickly hacked
it together yesterday because somebody on Discord wasn't able to do
it on their own
L70[04:16:06] <PaleoCrafter> TechnicianLP,
TSA?
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L72[04:19:54] <TechnicianLP>
TimeStampingAuthority
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L76[04:27:07] <Ordinastie> so, moment of
truth
L77[04:27:34] <PaleoCrafter> wat... you
can't send ZIPs via Gmail? Oo
L78[04:27:56] <fry> .tar.gz ftw :P
L79[04:30:34] <gigaherz|work> you can
L80[04:30:40] <gigaherz|work> but not if
they have an executable file inside
L81[04:30:44] <gigaherz|work> google
considers them unsafe
L82[04:31:03] <gigaherz|work> I sent a lot
of .rer and .zep over the years
L83[04:31:19] <PaleoCrafter> So PHP counts
as executable? :D
L84[04:31:30] <fry> lol who sends php
L86[04:31:33] <PaleoCrafter> fry, you wish
:P
L87[04:31:42] <PaleoCrafter> It's a Drupal
module for my school >.>
L88[04:31:43] <gigaherz|work> no one sane
sends php, so it must be a virus
L89[04:37:04] <immibis> just rename the
.zip to .zap
L90[04:37:34] <PaleoCrafter> I sent a link
to my files server, works just as well
L91[04:37:45] <Ordinastie> it works
\o/
L92[04:38:26] <gigaherz|work> put it in a
floppy and leave the floppy at your teacher's locker
L93[04:38:43] <gigaherz|work> Ordinastie:
\o/
L94[04:43:48] <PaleoCrafter> I won't enter
the school building ever again, that's the thing :P
L95[04:44:04] <gigaherz|work> XD
L96[04:52:58] <Ordinastie> does a recipe
need to have a group to appear in the book ?
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L99[04:54:55] <PaleoCrafter> added
comments, Ordinastie :P
L100[04:55:28] <Ordinastie> wow, didn't
expected that much :p
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L102[04:55:45] <PaleoCrafter> You asked
for comments for each line, you get comments for each line :P
L103[04:56:45] <Ordinastie> I expected
one-liners :p
L104[04:56:47] <Ordinastie> but that's
good
L105[04:56:54] <Ordinastie> can you make
comments for my mods too? :p
L106[04:57:27] <Ordinastie> PaleoCrafter,
the "containedJar" is the coremod right ?
L107[04:57:41] <PaleoCrafter>
unfortunately not, no
L108[04:58:00] <Ordinastie> so main mod is
inside the coremod ?
L109[04:58:01] <PaleoCrafter> the way
Forge's extraction works right now, you have to extract the normal
mod out of the coremod
L110[04:58:08] <Ordinastie> wow
L111[04:58:08] <PaleoCrafter> otherwise it
won't load the coremod on first launch
L112[04:58:20] <gigaherz|work> that seems
backward
L113[04:58:24] <Ordinastie>
definitely
L114[04:58:33] <PaleoCrafter> my PR fixes
that :P
L115[04:59:14] <PaleoCrafter> the problem
was that FML did one pass over the directory searching for coremods
and it looked for the dependencies in that very same pass
L116[05:03:17] <gigaherz|work> ah
L117[05:03:25] <gigaherz|work> so it
should just look for dependencies first, in a separate pass
L118[05:03:30] <PaleoCrafter>
exactly
L119[05:03:33] <gigaherz|work> OR check
the subdirectories afterward
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L121[05:04:11] <PaleoCrafter> with my PR,
it'll do one pass searching for dependencies, then it loads stuff
from the modlist.json and then it does the second pass looking for
coremods
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L125[05:27:56] <masa> which GL state would
cause my TESR-renderer ItemStacks to render completely black
whenever there is an item on the ground being rendered?
L126[05:31:02] <gigaherz|work> hmmm
L127[05:31:23] <gigaherz|work> color?
texture bind? lighting?
L128[05:31:36] <Ordinastie> your item is
black when on ground ?
L129[05:31:46] <Ordinastie> or your item
is black when some other item is on the ground ?
L130[05:32:15] <masa> my tiem is black
when any item is on the ground
L131[05:32:40] <masa> to clarify these are
stacks rendered in a pipe
L132[05:33:03] <masa> and they turn
completely black when I drop an item on the ground
L133[05:34:02] <Ordinastie> i'd go to the
method that renders in on the ground and check all the GL state
modifications there
L134[05:34:20] <masa> okay it was the
texture, thanks :)
L135[05:34:32] <Ordinastie> or that
L136[05:35:12] <masa> yeah, I'm just
completely useless at rendering... :p
L137[05:35:30] <masa> I just copy paste
and comment/uncomment stuff and ask stupid questions until it works
;D
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L141[05:42:51] <TechnicianLP> did you
convert the vertex-format of the quads? (Normals vs Lightmap)
L142[05:45:05] <masa> hmm?
L143[05:46:53] <TechnicianLP> Item vs
Block format (in DefaultVertexFormats)
L144[05:47:26] <masa> where/why would I
needto do that?
L145[05:47:35] <masa> it seems to be
working now...
L146[05:48:40] <TechnicianLP> if it works
...
L147[05:55:37] <gigaherz|work>
TechnicianLP: ITEM and BLOCK are compatible
L148[05:55:58] <gigaherz|work> the last 4
bytes on ITEM are "NORMAL+PADDING", on BLOCK are the
lightmap coords
L149[05:56:03] <gigaherz|work> the idea is
that you can bake once
L150[05:56:07] <gigaherz|work> and without
converting
L151[05:56:14] <gigaherz|work> send the
ITEM vertices to the block drawing code
L152[05:56:18] <gigaherz|work> which
overwrites the lightmap coords
L153[05:56:24] <TechnicianLP> lengthwise
yes - (but it should result in wierd lighting if you dont
convert)
L154[05:57:06] <TechnicianLP> which
method? (the ones i used didnt do it)
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L170[08:43:52] <Ordinastie> if I want to
check the validity of a multiblock when it's loaded, where is the
best place to do it ?
L171[08:45:26] <TechnicianLP> probably
some onFirstTick in the master-te (never actually made a multiblock
until now)
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L173[08:45:51] <Ordinastie> TE doesn't
necessarily tick
L174[08:45:58] <Ordinastie> isn't
necessarily a TE even
L175[08:57:57] <Ordinastie> TechnicianLP,
FYI, there is a TE.onLoad method now, to prevent the firstTick
shenanigans
L176[09:10:30] <TechnicianLP> well .. my
environment where i have TEs in use was not ready to compile since
before 1.12 came out ... (major redesign of a feature ... (and not
much time))
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L179[09:33:00] <Ordinastie> I think onLoad
is quite old now
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L185[09:48:25] <ghz|afk> onload is
old
L186[09:48:29] <ghz|afk> but until very
recently
L187[09:48:37] <ghz|afk> it was called
before te.world was valid
L188[09:48:47] <ghz|afk> meaning it was
almost useless
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L195[10:25:17] <tterrag> Ordinastie:
wut
L196[10:25:56] <Ordinastie> it's not the
whole rendering
L197[10:26:03] <Ordinastie> it's just the
model that is wrong
L198[10:26:20] <Ordinastie> I use a
setCustomMesher for the item
L199[10:26:46] <Ordinastie> but as mc
checks for model for item-meta first, I have to overwrite that
too
L200[10:26:59] <Ordinastie> for some
reason, it works for the oak door, but not the others
L201[10:27:54] <Ordinastie> I'm trying to
debug why, but so far, no luck
L202[10:29:35] <malte0811> It isn't
possible to add quads to a chunk like a block model would without
having a block in that chunk, right?
L203[10:30:14] <Ordinastie> not
natively
L204[10:30:38] <Ordinastie> what are you
trying to do ?
L205[10:30:53] <malte0811> I'm thinking
about improving IE's wire render
L206[10:30:56] <fry> when would those
quads update?
L207[10:31:07] <malte0811> Not very
often
L208[10:31:16] <fry> I mean, exactly
when?
L209[10:31:27] <fry> what would trigger
it?
L210[10:31:32] <malte0811> When an IE wire
is connected through that chunk
L211[10:31:48] <malte0811> triggering the
chunk updates for it wouldn't be an issue
L212[10:31:56] <fry> does it go through
blocks?
L213[10:32:26] <malte0811> What exactly do
you mean? the wire isn't made of blocks, but it has blocks at the
ends
L214[10:32:35] <malte0811> which may be up
to 32 blocks away
L215[10:32:43] <fry> does the wire go
through walls?
L216[10:32:51] <malte0811> It can
L217[10:33:03] <malte0811> Why would that
be relevant? for lighting?
L218[10:33:45] <fry> then
RenderWorldLastEvent is probably the best choice
L219[10:33:53] <fry> or adding it to the
end blocks
L220[10:34:28] <malte0811> End blocks is
what we are using right now, but that causes issues when you see
the wire but not the ends
L221[10:34:41] <malte0811>
RenderWorldLastEvent is like TESR or like models?
L222[10:34:52] <fry> neither
L223[10:35:07] <fry> it's simply an event
at the end of the world renderer
L224[10:35:39] <malte0811> So every
frame?
L225[10:35:42] <Ordinastie> yes
L226[10:36:21] <fry> everything is every
frame
L227[10:36:25] <ghz|afk> note that blocks
DO draw every frame
L228[10:36:31] <ghz|afk> the gpu doesn't
have model permanence
L229[10:36:37] <ghz|afk> only vertex
buffers, which mc barely uses
L230[10:36:53] <fry> not barely
L231[10:36:59] <malte0811> Only barely? I
thought the whole chunk was in a VBO?
L232[10:37:03] <fry> it is
L233[10:37:06] <ghz|afk> yes
L234[10:37:10] <fry> you'd notice if it
wasn't :P
L235[10:37:18] <ghz|afk> that's what I
meant by barely ;P
L236[10:37:32] <ghz|afk> it doesn't use
VBOs for entities and such
L237[10:37:39] <ghz|afk> only world
meshes
L238[10:37:40] <fry> it's a sizeable load,
and probably the majority
L239[10:37:54] <malte0811> So I should put
the wires in a VBO and render that in the
RenderWorldLastEvent?
L240[10:37:58] <fry> especially with the
lighting recalculation
L241[10:38:08] <ghz|afk> you could do
that, yes
L242[10:38:11] <fry> start with just
rendering them there
L243[10:38:20] <fry> ocache later if
needed
L244[10:38:22] <fry> *cache
L245[10:38:24] <ghz|afk> you could cache
all the "wire segments" for each chunk
L246[10:38:30] <ghz|afk> and keep a list
for eahc loaded chunk and such
L247[10:38:33] <ghz|afk> but that's
optimizations
L248[10:38:36] <ghz|afk> make it work
first ;P
L249[10:38:55] <malte0811> We had them as
TESR's some time ago with noticable performance issues, so caching
would be needed
L250[10:39:02] <Ordinastie> so, any idea
why I can replace oak door model but not the others ?
L251[10:39:05] <fry> TESR is 1 per
wire
L252[10:39:13] <ghz|afk> yes but you can
cache on cpu
L253[10:39:13] <fry> you need 1 render
call for all wires
L254[10:39:18] <ghz|afk> no need to cache
on a VBO yet
L255[10:39:30] <ghz|afk> even just
buffering all the wires that are visible into one tesellator
call
L256[10:39:34] <ghz|afk> would be a
dramatic improvement
L257[10:39:49] <malte0811> Right, I forgot
about TESR's using a draw call each
L258[10:39:57] <ghz|afk> that's what
FastTESRs solve, in fact
L259[10:40:10] <ghz|afk> they are buffered
into a single tesellator begin/draw block
L260[10:40:14] <malte0811> I know
L261[10:40:58] <fry> that might actually
be the simplest
L262[10:41:34] <malte0811> Do TESR's
render when the chunk isn't being rendered asumeing I set the
renderBoundingBox correclty?
L263[10:42:37] <Ordinastie> no
L264[10:42:46] <Ordinastie> if the chunk
is culled, the TEs are culled too
L265[10:42:58] <malte0811> Then TESR
wouldn't help at all
L266[10:43:01] <Ordinastie> unless you set
global renderer I think
L267[10:43:25] <Ordinastie> in the
TESR
L268[10:43:33] <fry> look at what beacons
do
L269[10:43:46] <malte0811> I'll try it,
the code for TESR wires is probably still somewhere
L270[10:44:12] <fry> look at AnimationTESR
for how to render a model in a FastTESR
L271[10:44:57] <malte0811> I know how to
do that, I just thought most of the lag came from transfering the
quads to the GPU
L272[10:45:57] <ghz|afk> wait, if wires
aren't TESR now
L273[10:45:58] <ghz|afk> what are
they?
L274[10:46:09] <malte0811> Block
models
L276[10:55:05] <Ordinastie> damn, I can't
even debug with conditional breakpoints, it keeps throwing
exceptions for some reason -_-
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L278[11:06:59] <mcmaur> I saw a pathfinder
somewhere, right?
L279[11:07:17] <ghz|afk> well mobs
pathfind
L280[11:11:32] <Ordinastie> god, I give up
:x
L281[11:11:42] <Ordinastie> it's so much a
clusterfuck
L282[11:13:41] <Ordinastie> I have no idea
why ModelLoader.setCustomModelResourceLocation(item, 0, mrl); works
for oak doors and not the others :x
L283[11:21:23] <ghz|afk> hm? :/
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L291[11:56:50] <Renari> Did something
change with registering events?
L293[11:57:08] <Renari> The above code,
doesn't appear to ever call the event.
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L296[12:01:26] <ghz|afk> Renari: as part
of the registry rewrite, the events were moved from before preinit,
to right after preinit
L297[12:01:44] <ghz|afk> that would have
never worked
L298[12:01:54] <ghz|afk> since by the time
you register, it's too late
L299[12:02:03] <ghz|afk> you should use
@Mod.EventBusSubscriber on the class
L300[12:02:22] <ghz|afk> well since this
is cient proxy, you should use
EventbusSubscriber(Side.CLIENT)
L301[12:02:27] <ghz|afk> and make your
event handler static
L302[12:02:40] <Renari> Alright,
thanks.
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L304[12:08:05] <PaleoCrafter> actually,
this doesn't have anything to do with the registry rewrite but with
the fact that resource loading doesn't happen twice at startup
anymore :P
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L306[12:08:18] <PaleoCrafter> still a good
idea to use EventBusSubscriber though
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L308[12:11:27] <ghz|afk> ah
L309[12:11:32] <ghz|afk> actually
L310[12:11:37] <ghz|afk> that explains why
Guidebook broke, too
L311[12:12:16] <PaleoCrafter> anyways,
let's finally get that darn Forge contribution docs article done
xD
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L330[13:49:49] <killjoy> Help!
L331[13:49:55] <killjoy> My mechanical
keyboard is too loud!
L332[13:50:26] <fry> earplugs!
L333[13:50:49] <howtonotwin> echo 0 >
/sys/class/kbd/xxx/sound
L334[13:51:12] <killjoy> No, you want to
pipe the sound into /dev/null
L335[13:51:55] <howtonotwin> That would be
racy
L336[13:51:56] <killjoy> I do like the
LEDs though
L337[13:52:42] <killjoy> Why don't most
mechanical keyboards have a numpad?
L338[13:52:54] <fry> a lot of them
do
L339[13:53:00] <fry> including mine
L340[13:53:04] <fry> but it takes a lot of
space
L341[13:53:10] <killjoy> I can never find
them
L342[13:53:11] <fry> and nobody needs it
:P
L343[13:53:30] <killjoy> There are some
games that make heavy use of the numpad
L344[13:53:32] <killjoy> i.e. gmod
L345[13:53:43] <fry> name one more
:P
L346[13:53:50] <killjoy> some minecraft
mods
L347[13:54:01] <fry> that doesn't count
:P
L348[13:54:04] <howtonotwin> Blender,
while not a game
L349[13:54:05] <killjoy> ksp I think
L350[13:54:55] <killjoy> Well, I find the
numpad useful when typing in longg hex codes
L351[13:55:01] <killjoy> since a-f are
entirely on the left hand
L352[13:55:44] <killjoy> Also I think any
serious rts uses the numpad
L353[13:55:51] <killjoy> but I'm not
sur
L354[13:56:27] <killjoy> FFVII
L355[13:57:00] <howtonotwin> FFVII has the
same number of letters as seven
L356[13:57:04] <howtonotwin> So there's
that
L357[14:03:55]
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L359[14:07:55] <ghz|afk> just finished
watching the netflix castlevania
L360[14:07:59] <ghz|afk> nice
introduction
L361[14:08:06] <ghz|afk> looking forward
to season 2 ;P
L362[14:08:51] <ghz|afk> [20:52]
(killjoy): Why don't most mechanical keyboards have a numpad?
L363[14:08:59] <ghz|afk> there are
mechanical keyboard without numpad? who'd buy that?
L364[14:09:11] <fry> people with small
desks? :P
L365[14:09:19] <ghz|afk> one would think
mechanical keyboard users have some taste
L366[14:09:27] <fry> or people who don't
play gmod/ksp/excel :P
L367[14:09:36] <ghz|afk> don't get me
wrong
L368[14:09:42] <ghz|afk> I have no use for
the numpad
L369[14:09:51] <ghz|afk> well, with
sporadic exceptions
L370[14:09:56] <ghz|afk> but I would still
never buy a keyboard without one
L371[14:09:57] <ghz|afk> ;P
L372[14:10:05] <fry> sporadic exceptions?
we have java for those.
L373[14:10:24] <ghz|afk> XD
L374[14:10:29] <ghz|afk> I'm a proud owner
of one of these
L376[14:10:37] <ghz|afk> cherry mx black
switches
L377[14:10:45] <ghz|afk> no multimedia
keys, no colors
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L379[14:10:49] <ghz|afk> a true
keyboard.
L380[14:11:11] <ghz|afk> the only feature
it lacks, is NKRO
L382[14:11:49] <ghz|afk> ewh so many keys
in the wrong place
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L384[14:11:56] <fry> silly old, still
works great :P
L385[14:12:23] <fry> also, nothing you
can't get used to :P
L386[14:12:47] <fry> (hipster points for
the lack of the windows key)
L387[14:13:54] <ghz|afk> the g80-3000 has
a vista-style windows key
L388[14:13:56] <ghz|afk> it's an orb
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L390[14:14:14]
MineBot sets mode: +v on RichardG
L391[14:24:44] <Relkofizz> Hey,I'm trying
to move my mod from 1.10.2 to 1.12, trying to get the new registry
event subscription working, can someone lend me a hand? Here's a
pastebin
https://pastebin.com/mREvWDt1
L392[14:25:06] <howtonotwin> That's
correct
L393[14:25:10] <howtonotwin> You just have
to register the handler
L394[14:25:34] <Relkofizz> Where do I do
that?
L395[14:25:37] <howtonotwin> Just stick a
@EventBusSubscriber at the top of the class
L396[14:26:29] <howtonotwin> That's
equivalent to a EVENT_BUS.register(YourClass.class) after mod
construction, btw
L397[14:27:01] <howtonotwin> And you may
want to use registerAll to avoid being redundant
L398[14:28:18] <Relkofizz> Yeah, I intend
to later, just the examples I found didn't use it, so I figured I'd
do this way till I got it working
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L400[14:29:01] <howtonotwin> d(^.^)
L401[14:34:46] <Relkofizz> Got it working
now, thanks for the help
L402[14:34:56] <howtonotwin> No
problem
L403[14:57:49] <PaleoCrafter> so fry's
counting Excel as a game? Wouldn't have expected anything else
tbh
L404[14:58:10] <howtonotwin> Excel in
Space is a game, at least
L405[14:58:15] <howtonotwin> It's called
EVE :P
L406[14:59:13] <PaleoCrafter> also no
surprise at that keyboard, especially what appears to be a
trackball xD
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L416[15:29:18] <howtonotwin> Is there an
event for registering TEs?
L417[15:30:07] <TechnicianLP> according to
lex one should do it together with the blocks (which means
Register<Blocks>)
L418[15:30:14] <howtonotwin> Ok
thanks
L419[15:30:37] <TechnicianLP> (but dont
make me search where he discussed that (somewhere on github
...))
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L427[16:19:41] <LexMobile> What part of DO
NOT CONSTRUCT YOUR BLOCKS UNTIL THE REGISTER even don't you guys
get?
L428[16:20:02] <LexMobile> Static
constructors are bad mmkey
L429[16:20:12] <LexMobile> its literally
the definition of not being able to be run multiple times
L431[16:24:18] <killjoy> I'm going to say
that's where I got my name from now
L432[16:27:06] <illy> I spent an way
longer than I would like trying to get textures working only to
find out I spelled my modid is wrong in my assets folder
>.>
L433[16:27:54] <PaleoCrafter> heh
L434[16:28:23]
⇨ Joins: c64cosmin (kiwiirc@79.114.70.53)
L435[16:29:38] <c64cosmin> o/ hello ppl, I
wonder what is the most efficient way for testing ChunkGenerators,
right now what I'm doing is running the code in debug mode and
after changing the generation formula, I exit and save, delete the
dimension folder and then reload
L436[16:29:42] <c64cosmin> is there any
faster way?
L437[16:30:07] <illy> Now to figure out
particles :D
L438[16:32:42] ⇦
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L439[16:33:05] <PaleoCrafter> illy, just
ASM in some hooks and globally enable additive blending
L440[16:34:11] *
illy stabs PaleoCrafter in place of lex
L441[16:34:52] <PaleoCrafter> alright, PR
the hooks to Forge ( ͡° ͜ʖ ͡°)
L442[16:35:03] <illy> ...
L443[16:35:20] ***
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L446[16:37:13]
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L447[16:37:21] <PaleoCrafter> :3
L449[16:40:57] <ghz|afk> why are you doing
this in code?
L450[16:40:59] ***
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L451[16:41:08] <ghz|afk> that's like,
perfect for a json file
L452[16:41:19] <ghz|afk> and you didn't
show WHERE you run this
L453[16:41:21] <ghz|afk> so it's
useless
L454[16:41:32] <ghz|afk> well you are
missing .setRegistryName
L455[16:41:32] <Renari> Because it's
generating items based on other items.
L456[16:41:38] <ghz|afk> so it wouldn't
work anywhere
L457[16:41:49] <Renari> setRegistryName is
beign called
L458[16:42:13] <ghz|afk> also
L459[16:42:23] <ghz|afk> you didn't really
describe in what way this is unexpected
L460[16:42:26] <ghz|afk> what
happens?
L461[16:42:48] <Renari> It was in a
comment on the linked page.
L462[16:42:55] <Renari> sec
L465[16:43:49] <Renari> the second one is
the entire class
L466[16:44:39] <Renari> The recipes for
everything except the boots end up showing up as nothing in-game
and boots show up as shown in the first file.
L467[16:45:27] <ghz|afk> what are the
squares and crosses supposed to mean?
L468[16:45:36] <ghz|afk> just A and B
item? empt and something?
L470[16:45:59] <Renari> The other 3 items
end up with no recipe.
L471[16:46:09] <ghz|afk> OH right
L472[16:46:10] <ghz|afk> this is
armor
L473[16:46:15] <ghz|afk> so it's meant to
look like any armor recipe
L474[16:46:17] <ghz|afk> but with random
blocks
L475[16:46:19] <ghz|afk> I see
L476[16:46:45] <ghz|afk> don't use
Ingredient.fromStacks(EMPTY)
L477[16:46:48] <ghz|afk> use
Ingredient.EMPTY
L478[16:46:55] <Renari> Alright
L479[16:48:33] <LexMobile> Use the
registry events not PostInit -.-
L480[16:52:43] <Renari> The way this is
working is it's generating a list of recipes for each block and
then later checking the config if any of them are disabled, and if
they aren't it registers them.
L481[16:53:38] <c64cosmin> Minecraft's
Chunk Generators are lightining fast compared to my own
implementation :(
L482[16:53:52] <Renari> The recipes aren't
registering the way I'm expecting though, previously it was passing
an itemstack array into ShapedRecipes.
L483[16:54:34] <LexMobile> you dont need
to generate recipes per block
L484[16:54:40] <LexMobile> and you dont
need to make it 'configurable'
L485[16:54:56] <LexMobile> just register
all your shit and disable the recipes if it is disabled
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L487[16:58:55] <Renari> That's what's
being done, with the exception of registering recipes per
block.
L488[17:01:12] <ghz|afk> couldn't you
like
L489[17:01:36] <ghz|afk> ... register ONE
recipe (well, one per armor type or something), that dynamically
checks if the items form a valid armor piece?
L490[17:01:59] <ghz|afk> although I
suppose that wouldn't show up nicely in JEI, but you fix that with
JEI integrations
L491[17:02:39] <ghz|afk> c64cosmin:
yup
L492[17:02:56] <ghz|afk> I started working
on my own toy engine for 3d voxel worlds, some time ago
L493[17:03:07] <ghz|afk> I expected my
code to be a lot faster than MC's
L494[17:03:22] <ghz|afk> but I struggled
to not be more than one order of magnitude slower
L495[17:03:44] <ghz|afk> funny thing is,
mcpe (windows 10 edition and such) are WAY faster
L496[17:03:45] <ghz|afk> ;P
L497[17:04:45]
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L498[17:05:37] <Renari> I see what Lex was
talking about, so currently what is happening is when the config is
loaded it's calling enable or disable which registers the recipe
based on the config. Rather everything could be registered and then
only call disable on those that aren't valid.
L499[17:12:15] <c64cosmin> @ghz I expect
that MCPE spawns more threads, but the noise generators are crazy
optimized, afterall what I'm doing looks like this
http://glslsandbox.com/e#41473.0 , it's clear why
they are so slow :)
L500[17:14:20] ***
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L501[17:14:27] <ghz|afk> c64cosmin:
heh
L502[17:14:37] <ghz|afk> mine... well, my
code is in C# and it's quite long ;P
L503[17:15:05] <ghz|afk> but the code is
the same logic as the original by Ken Perlin
L504[17:15:18] <ghz|afk> I also have a
simplex noise generator
L505[17:15:45] <c64cosmin> fancy sharing,
do you have some clips or something? :D
L506[17:16:11] <ghz|afk> I had some stuff
on dropbox, but I deleted my dropbox account when they removed the
public folder feature
L507[17:16:13] <ghz|afk> sec...
L508[17:17:24] <ghz|afk> ah no wait, I
can't run atm
L509[17:17:33] <ghz|afk> I was in the
middle of implementing SSAO, and nothing works
L510[17:18:38] <c64cosmin> haha, noisy
screen xD, no problem, I'm curious though what you've been fiddling
with :D
L511[17:18:58] ⇦
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L512[17:20:17] <ghz|afk> these are some
videos from last year
L514[17:20:54] <ghz|afk> the engine is
fully multithreaded
L515[17:21:19] <ghz|afk> and fully 3D as
in, there are vertical chunks
L516[17:22:09] <ghz|afk> the chunks exist
in a custom octree implementation, using the chunk coord bits as
the index
L517[17:22:34] <ghz|afk> the generation is
split into multiple phases, each of which has different
dependencies on previous phases and neighbours
L518[17:22:54] <Renari> Hm, that wont
work, since it seems the register event is called somewhere around
preInit, meaning other mods may not have registered their blocks
yet.
L519[17:23:53] <ghz|afk> like: basic
terrain calculation -> surface detection and water flooding
-> decoration (not yet done) -> mesh generation &
lighting
L520[17:24:16] <ghz|afk> each of those
phases can depend on the previous phase of its own chunk, and the
previous phase of the neighbour chunks
L521[17:24:41] <ghz|afk> like, (0,0,1)
phase 1 can request (0,0,0) phase 0, but not phase 1
L522[17:25:16] <ghz|afk> that ensures
there's never cyclic dependencies or runaway generation
L523[17:26:07] <c64cosmin> some nice
terrain engineer I can see, look promising
L524[17:26:45] <ghz|afk> I tried to do
voxed-based ambient occlusion
L525[17:26:56] <ghz|afk> but it made
things HORRIBLY slow
L526[17:27:04] <ghz|afk> so I wanted to
try SSAO instead
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L528[17:28:26] <c64cosmin> engineering,
the octree idea is very good, also the AO can be calculated per
voxel, with an arbitrary set of samples, though I think some ray
tracing functionality might be useful
L529[17:28:53] <ghz|afk> I tried to
compute a lightness value on each corner
L530[17:29:09] <ghz|afk> (a grid offset by
half a block so that each cell woud lie on a corner)
L531[17:29:15] <fry> octree is not
cache-friendly
L532[17:29:35] <ghz|afk> it is if you
switch around the key
L533[17:29:47] <ghz|afk> also not using
one bit per level
L534[17:29:56] <fry> corner AO should be
stupidly fast too
L535[17:30:04] <ghz|afk> yeah but it's not
enough
L536[17:30:10] <fry> yes, >1 bit per
level is the key
L537[17:30:24] <ghz|afk> since two
separately-lit meshes can share the corner
L538[17:30:36] <fry> why are they
separately lit? :P
L539[17:30:48] <ghz|afk> XX
L540[17:30:51] <ghz|afk> __X
L541[17:30:52] <ghz|afk> __X
L542[17:30:59] <fry> ah, yes
L543[17:31:00] <ghz|afk> the "_"
is dark inside of a room
L544[17:31:03] <ghz|afk> the space is
outside
L545[17:31:05] <fry> which is why you do
it per pixel :P
L546[17:32:21] <ghz|afk> yeah so when I
realized I couldn't do corner AO without bleeding lights, I tried
to make each voxel have 8 AO samples independent of
neighbours
L547[17:32:26] <ghz|afk> but that
multiplied the AO load by 8
L548[17:32:36] <ghz|afk> making it too
slow
L549[17:32:42] <ghz|afk> at least for
computing it the way I was
L550[17:33:02] <ghz|afk> so I went
"eh, i'll try to implement SSAO"
L551[17:33:04] <fry> that is the way to
go, if you still do it per vertex
L552[17:33:18] <fry> with SS you lose
transparency
L553[17:33:22] <ghz|afk> which lead me to
reworking the graphics pipeline to support deferred rendering
L554[17:33:52] <ghz|afk> which introduced
a shitton of issues and took me ages to even get it to draw
anything
L555[17:33:56] <c64cosmin> that will push
your graphical posibilities quite fast
L556[17:34:15] <fry> simply using fragment
shader with adequate culling is not much slower :P
L557[17:34:31] <fry> SS is all the rage,
but it's not the only way :P
L558[17:35:27] <c64cosmin> I was thinking
right now, how fast would be to isolate all the maximum size faces,
and apply AO on those
L559[17:35:43] <fry> "maximum size
faces"?
L560[17:35:46] <c64cosmin> after that
you'd apply lighting
L561[17:36:07] <c64cosmin> you have a wall
of 4x4 blocks, you don't have 16 faces, rather just one
L562[17:36:24] <c64cosmin> something like
poly reduction technique
L563[17:36:36] <fry> doesn't help with AO,
since it's not linear
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L566[17:37:46] <ghz|afk> one thing I
wanted to try with my toy engine
L567[17:37:50] <ghz|afk> was to support
baked entities
L568[17:38:09] <ghz|afk> and I wanted to
implement entity-based trees
L569[17:38:13] <ghz|afk> rather than
block-based
L570[17:38:42] <c64cosmin> you mean baking
all the entities to a single VBO?
L571[17:38:46] <ghz|afk> no I mean
L572[17:38:51] <ghz|afk> an entity that is
declared static
L573[17:39:01] <ghz|afk> gets bakedto the
VBO for the chunk mesh
L574[17:39:04] <ghz|afk> as if it was a
block
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L577[17:39:26] <c64cosmin> afterwards you
update by doing glSub....?
L578[17:39:34] <ghz|afk> well this is
directx
L579[17:39:49] <c64cosmin> I suppose the
alternative...
L580[17:39:49] <ghz|afk> so dunno what the
equivalent would be ;P
L581[17:40:01] <ghz|afk> anyhow what I
meant is
L582[17:40:03] <fry> directx, boooo
L583[17:40:06] <c64cosmin> xD
L584[17:40:11] <ghz|afk> okay okay
L585[17:40:13] <ghz|afk> it's
monogame
L586[17:40:20] <ghz|afk> which has a
directx backend, and an opengl backend
L587[17:40:29] <ghz|afk> but I'm
developing on dx, because I prefer dx ;P
L588[17:40:37] <c64cosmin> has it's
feats
L589[17:40:39] *
ghz|afk thinks it's a superior API, even if less
crossplatform
L590[17:41:06] <c64cosmin> never did more
than a colored triangle, so cannot really talk about dx xD
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L597[17:41:22] <tterrag> rip abrar's
bouncer
L598[17:41:25] <ghz|afk> so yeah... what I
was saying... a tree, while attacked to the ground, would be
static, it's geometry baked with the world grid, etc. but once
broken by an axe, the detached piece would become dynamic, gain
physics, and be able to roll around
L599[17:41:46] <ghz|afk> so trees owuld
actually FALL once cut from the bottom ;P`
L600[17:42:07] <tterrag> revolutionary!
:P
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L606[17:43:36] <c64cosmin> something like
that is done also in VoxelFarm with amazing results
L607[17:43:41] <ghz|afk> c64cosmin:
funnything about dx
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L609[17:43:56] <ghz|afk> if you learn
enough to actually draw ONLY a colored triangly
L610[17:44:05] <ghz|afk> you sortof
learned more than the average person learns of opengl ;P
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L613[17:44:30] <ghz|afk> in many ways, the
learning curve is a lot steeper
L614[17:44:38] <c64cosmin> unless you use
ogl 4.0+ you go through the same difficulties
L615[17:44:42] <fry> copypasting MC code
!= learning :P
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L617[17:45:06] <fry> also, you should be
using vulkan for new things, it's 2017 :P
L618[17:45:12] <c64cosmin> xD
L619[17:45:41] <ghz|afk> lol, nah, dx12!
;P
L621[17:47:11] <ghz|afk> incidently, I
heard from someone that some of vulkan's data structures look quite
a lot like dx11's, which lead them to believe that vulkan was
probably based on AMD's dx11 driver backend
L622[17:47:54] <fry> vulkan is based on
amd's mantle
L623[17:48:00] <fry> it's fairly well
known
L624[17:48:04] <ghz|afk> yeah
L625[17:48:31] <ghz|afk> well you can
replace vulkan with mantle there ;P
L626[17:50:36] <fry> dx11 came many years
before mantle
L627[17:50:53] <ghz|afk> yes
L628[17:50:58] <fry> it's reasonable to
assume that there was a large code reuse between drivers
L629[17:51:04] <ghz|afk> exactly
L630[17:51:08] <fry> they do the same
thing after all
L631[17:51:21] <fry> so I don't see how it
is relevant in any way :P
L632[17:51:48] <ghz|afk> the
"joke" (or rather, curiosity) was just that given
dx<->gl rivality, vulkan would share things with DX
L633[17:52:16] <fry> surprize, there's
tons of GL extensions that were originally DX features
L634[17:52:31] <fry> cause, you know, they
are implemented by the same hardware
L635[17:53:00] <ghz|afk> you know, you
could have said "heh" and I'd be going to sleep happy
;P
L636[17:53:25] <fry> there's nothing 'heh'
about it :P
L637[17:53:50] <ghz|afk> that's the whole
poitn about "heh" -- you say it when it wasn't really
funny but you don't want to hurt other people's feelings ;p
L638[17:54:21] <fry> I'm sorry if I hurt
your feelings
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L640[17:55:10] <ghz|afk> don't worry, it
just annoys me very slightly when I think something is funny, but
others don't agree
L641[17:56:13] <fry> I can see how one
would find it funny :)
L642[17:56:32] <fry> also, DX uses
left-handed coordinate system for the world, so it's clearly
inferior :)
L643[17:56:45] <ghz|afk> as a left-handed
person, that's offensive! ;P
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L645[17:58:56] <ghz|afk> but really,
right-handed people should prefer left-handed coordinate systems,
because they can make silly gestures with their left hand, and
still have the right hand free to write down the numbers!
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L647[17:59:29] <ghz|afk> which means I
should prefer right-handed coordinate systems... I'm a disgrace for
my people.
L648[17:59:41] <fry> pfft, everyone types
with the right hand, even left-handed people :D
L649[18:00:04] <c64cosmin> "silly
gestures" xD
L650[18:00:14] <c64cosmin> I leave for
like 10 minutes, that happens
L651[18:00:46] <ghz|afk> ah back in time,
you can entertain fry for me
L652[18:00:48] <ghz|afk> i'm going to
sleep
L653[18:00:51] <ghz|afk> night ppl
L654[18:00:57] *
ghz|afk poofs
L655[18:01:18] <fry> same here :P
L656[18:01:23] <c64cosmin> o/
L657[18:01:23] <fry> zzzz
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L662[18:04:24] <tterrag> !gm 73660
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L664[18:06:34] <c64cosmin> !gm
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L666[18:09:35] <Inqy> what's the
equivalent of IExtendedEntityProperties saveNBTData/loadNBTData in
Capabilities?
L667[18:10:10] <Inqy> I'm lost.
ItemStackHandler uses INBTSerializable<NBTTagCompound>, forge
site mentions ICapabilitySerializable<T extends
NBTBase>
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L671[18:37:22] <LexMobile>
ICapabilitySerializeable really isnt meant for modders
L672[18:37:38] <LexMobile> its just a
shorthand for patches of INBTSerializeable and
ICapabilityProvider
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L678[19:48:42] <c64cosmin> I'm generating
a 16x200x16 chunk using the generateNoiseOctaves , yet this slicing
appears
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L684[20:27:36] <Inqy> erm, so I am
probably missing something obvious, but my capability implements
INBTSerializable, now what? The methods never get called. How do I
make them get called when world is saved/read as it was with
IEEP?
L685[20:27:51] <Inqy> in other words: is
there a system for that in place or do I have to implement
everything myself?
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L689[21:14:32] <Elec0> @Inqy, you should
have a CapabilityProvider that implements
ICapabilitySerilizable<NBTBase>, then has the serializeNBT
and deserializeNBT methods that call your capability's writeNBT and
readNBT
L690[21:14:34] <Elec0> at least that's how
I did it
L691[21:14:44] <Elec0> albeit that was in
1.10, so it might have changed but I don't think so
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L696[21:17:25] <Inqy> looking at that now,
thank you
L697[21:22:08] <Inqy> ok, I don'
L698[21:22:22] <Inqy> ok I don't* see the
methods called anywhere else, I assume that means forge magically
takes over from that point on
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L700[21:36:20] <Inqy> @Elec0: works great
now, thanks
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L713[23:33:02] <tterrag> is there a TE
method which is reliably called after readFromNBT and after
world/pos has been set?
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L715[23:33:17] <tterrag> validate() is
called clientside without readFromNBT (and before desc packet I
think)
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(Remote host closed the connection)