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L1[00:01:37] ⇦
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L2[00:21:08] <killjoy> Darn. It's about to
rain, my car windows are up and my battery is disconnected
L3[00:21:26] <killjoy> Dry seats are
overrated
L4[00:23:28] ***
TTFTCUTS is now known as TTFT|Away
L5[00:24:19] <killjoy> *my windows are
down
L6[00:26:36] <xaero> /weather clear
L7[00:26:38] <xaero> fixed :P
L8[00:27:04] <killjoy> Would be better if
you installed my alternator for me
L9[00:27:16] <killjoy> and changed my
oil
L10[00:27:50] <killjoy> and pay my
insurance
L11[00:28:10] <killjoy> and bought me
lunch
L12[00:31:55] <xaero> sorry don't think
there's a mod for that..
L13[00:32:02] <xaero> but dang that's a bad
predicament you're in
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L30[01:49:25] *** Upth
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L31[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170715 mappings to Forge Maven.
L32[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170715-1.12.zip
(mappings = "snapshot_20170715" in build.gradle).
L33[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L38[02:14:04] <killjoy> xaero, I have a
serious case of the lazies
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L40[02:18:17] <Ordinastie> oh no! the
lazies got him!
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L49[04:04:35] <ghz|afk> [07:21] (killjoy):
Darn. It's about to rain, my car windows are up and my battery is
disconnected
L50[04:04:52] <ghz|afk> I hope you had some
plastic bags and tape lying around ;P
L52[04:05:14] <Ordinastie> * killjoy has
quit (Ping timeout: 186 seconds)
L53[04:05:28] <ghz|afk> ah crap
L54[04:05:31] <ghz|afk> and I looked
L55[04:05:36] <ghz|afk> but didn't see
it
L56[04:05:37] <ghz|afk> XD
L57[04:05:42] *
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L58[04:05:48] ***
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L59[04:05:58] <Ordinastie> I just try to
autocomplete
L60[04:06:12] <gigaherz> yeah I try many
things, when i'm awake
L61[04:06:39] <gigaherz> so
L62[04:06:43] <gigaherz> it has been a few
days
L63[04:06:52] <gigaherz> since I upgraded
my main SSD from SATA3 to NVMe
L64[04:07:09] <gigaherz> I haven't felt the
difference :P
L65[04:08:03] <Ordinastie> (and I'm still
trying to debug that fucking model mess :x)
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L76[05:01:25] <Ordinastie> and I finally
fucking found it -_-
L77[05:03:16] <gigaherz> yay, what was
it?
L78[05:05:01] <Ordinastie> I used new
ModelResourceLocation(item.getRegistryName(),
"inventory");
L79[05:05:40] <Ordinastie> which works for
the oak door becaus its registry name is
"wooden_door"
L80[05:06:36] <Ordinastie> so when it tries
to load wooden_door#inventory from file (items/wooden_door), it
can't, it falls back to the mrl provided
L81[05:06:54] <Ordinastie> for the other,
the registry name matches the file name
L82[05:07:01] <gigaherz> Ah
L83[05:07:48] <Ordinastie> I should have
found that like in 10 min
L84[05:08:04] <Ordinastie> but the model
stuff is so infuriating
L85[05:08:15] <Ordinastie> like what the
fuck were they thinking
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L87[05:08:44] <gigaherz> well, it works
just fine for their use case ;P
L88[05:09:08] <Ordinastie> forge really
didn't help simplify either
L89[05:09:33] <fry> you're welcome to try
making anything better.
L90[05:10:04] <gigaherz> forge had to work
with mojang's design, which meant if an item model exists, it's
used and only when it doesn't exist, the blockstates json is
queried
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L94[05:19:20] <gigaherz> that looks
slightly sideways
L95[05:20:11] <fry> doorzooka
L96[05:22:59] <Ordinastie> because it's
still not using my model
L97[05:23:13] <Ordinastie> it's the
"FancyMissingModel" *_*
L98[05:23:28] <fry> doesn't look like it
:P
L99[05:26:03] <Ordinastie> I do the
rendering, but the model decide for transforms, 3D etc
L100[05:26:16] <fry> why do you do the
rendering?
L101[05:28:07] <Ordinastie> because
L103[05:28:54] <gigaherz> doors animating
open/close does seem like the perfect use case for the animation
system
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L110[05:40:39] <Ordinastie> fence gates
are still fucked though :(
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L112[05:46:10] ***
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L119[06:07:53] <Ordinastie> I have a
wrapper for vanilla TextureAtlasSprite that I get using static
from(IBlockState) or from(Item)
L120[06:08:07] <Ordinastie> to avoid
duplicate, I want to put them in a Set
L121[06:08:30] <Ordinastie> is it safe for
my wrapper to defere equals and hashcode to the stored
blockState/item ?
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L126[06:36:19] <c64cosmin> o/ hello
L128[06:36:47] <c64cosmin> I'm generating
a 16x200x16 chunk using the generateNoiseOctaves , yet this slicing
appears
L129[06:42:28] <c64cosmin> !gm
L131[06:52:36] <TechnicianLP> how high are
those?
L132[06:52:48] <TechnicianLP> (and without
code we probably cant debug much)
L133[06:55:19] <c64cosmin> one second, let
me commit
L135[06:57:51] <c64cosmin> in this case
they are 16x100x16 with 0.1 scaling
L136[07:02:11] <TechnicianLP> did you try
with a different scale?
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L139[07:24:07] <c64cosmin> yes, look
L141[07:25:42] <TechnicianLP> scale?
L142[07:25:52] <c64cosmin> 0.05 for y this
time
L143[07:26:15] <c64cosmin> doing a 0.01
will increase the distance between the slices and so forth
L144[07:27:30] <TechnicianLP> well vanilla
uses 0 4 and 678.? (which could mean you just need some higher
scale)
L145[07:33:34] <c64cosmin> curiously
enough seems to be inversely proportional, smaller values mean
larger features
L146[07:33:50] <c64cosmin> trying higher
values will result in random noise
L147[07:41:03] <gigaherz> wow using google
with edge is horrible, google, gmail, etc keep asking if I want to
switch to chrome
L148[07:41:38] <gigaherz> Iguess it's just
the first time I open each site but yeah, annoying
L149[07:45:48] <TechnicianLP> chrome is
stupid ... (it synchronized my things without my consent once ...
never again)
L150[07:50:43] <gigaherz> so migrating my
OS from SATA to NVMe
L151[07:50:53] <gigaherz> apparently
"lost" the visual studio instlalation somehow
L152[07:50:58] <gigaherz> I mean, it's
there on the vs installer
L153[07:51:02] <gigaherz> but the start
menu icons are missing
L154[07:51:03] <gigaherz> XD
L155[07:51:23] <gigaherz> wait I found
it!
L156[07:51:40] <gigaherz> ah it's just
start10 that seems unable to find it
L157[07:52:15] *
gigaherz rebuilds search index
L158[07:55:03] <gigaherz> \o/
L159[07:55:08] <gigaherz> my voxel engine
works again
L160[07:55:15] <gigaherz> I apparently had
updated monogame
L161[07:55:22] <gigaherz> and the new
version had limits on graphics features
L162[07:55:35] <gigaherz> unless you set
GraphicsProfile = HiDef during construction
L163[07:55:43] <c64cosmin> sweet :D
L164[07:55:58] <gigaherz> my mouse input
isn't working :/
L165[07:56:29] <gigaherz> and the SSAO
isn't doing anything either
L166[07:56:34] <gigaherz> the deferred
lighting does work
L167[07:56:50] <gigaherz> the directional
light darkening is applied
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L170[08:12:39] *
TechnicianLP wants primitive generics ... Map<int, int>
...
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L172[08:14:32] <gigaherz> this is...
annoying. XD
L173[08:14:59] <gigaherz> the values for
the player orientation (effectively the camera look direction) are
zero always
L174[08:15:30] <gigaherz> and there's only
one line of code writing to it
L175[08:15:34] <gigaherz> and it's a +=
value
L176[08:15:45] <gigaherz> meaning it's
practically impossible for it to get back to 0 on its own
L177[08:16:18] <gigaherz> unless I get
exactly a negative angle for each positive one
L178[08:16:20] <gigaherz> and vice
versa
L179[08:18:51] <gigaherz> unless VS
changed the semantics of valuetype accesses
L180[08:19:07] <gigaherz> hmmm
L181[08:20:13] <gigaherz> or maybe it was
my fault
L182[08:20:17] <gigaherz> for converting a
field into a property
L183[08:23:57] <Ordinastie> I vote for
it's your fault
L184[08:24:21] <gigaherz> me too
L185[08:24:38] <gigaherz> but it's hard
not to attempt to shift the blamde to the compiler
L186[08:24:43] <gigaherz> even if it is
almost never the case
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L194[09:05:16] <gigaherz> aren't there int
maps in some library?
L195[09:06:48] <gigaherz> I guess they
just have int as a key, not also as value
L197[09:08:24] <kashike> TechnicianLP:
^
L198[09:08:29] <kashike> please use
fastutil instead
L199[09:11:22] <TechnicianLP> yay
L200[09:11:25] <TechnicianLP> thanks
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L203[09:26:17] <Ivorius> PaleoCrafter:
Fastutil is better than trove?
L204[09:26:28] <PaleoCrafter> Yep
L205[09:26:35] <Ivorius> Why?
L206[09:26:39] <PaleoCrafter> Performs
better, iirc
L207[09:26:49] <gigaherz> wouldbe funny if
it didn't, with that name
L208[09:26:50] <gigaherz> ;p
L209[09:27:07] <PaleoCrafter> And has more
combinations, I think
L211[09:30:13] <gigaherz> don't mind the
commit names
L212[09:30:19] <gigaherz> they were never
meant for public consumption ;P
L214[09:40:10] ***
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L215[09:45:22] <c64cosmin> @gigaherz I
have weird commit names too, lots of <:3 )~~ because stupidrat
the domain I have
L216[09:45:34] <gigaherz> XD
L217[09:45:47] <gigaherz> btw if you were
to run that monogame code
L218[09:45:49] <gigaherz> tab is
pause
L219[09:45:57] <gigaherz> middleclick is
walk/fly toggle
L220[09:46:12] <gigaherz> pause ==
un-capture mouse
L221[09:50:30] <c64cosmin> never touched
C#, it's amazing how much framework is behind there, I giving a
look at the code and it's only game logic\
L222[09:51:15] <gigaherz> yeah that's
MonoGame
L223[09:51:24] <gigaherz> it's a clone and
improvement over XNA4
L224[09:51:35] <gigaherz> which was a
framework designed to make game code easier
L225[09:51:58] <gigaherz> it abstracts
input, graphics, etc
L226[09:52:25] <c64cosmin> heard of XNA
for a while, MonoGame I suppose is a cross platform implementation
for all the platforms Microsoft supports
L227[09:52:33] <gigaherz> and more
L228[09:52:47] <gigaherz> MonoGame has
opengl backends that can supposedly run on linux and phones
L229[09:53:02] <c64cosmin> for personal
projects I use SDL and OpenGL and for web stuff home brewed
WebGL
L230[09:53:22] <gigaherz> I use monogame
for lower-level things
L231[09:53:26] <gigaherz> and Unity for
higher-level things
L232[09:53:30] <c64cosmin> I should tap on
C# though
L233[09:53:41] <gigaherz> do, it's
awesome, specially now with C# 7.0
L234[09:53:58] <gigaherz> although C# 7.0
requires .NET 4.7 which requires Windows 10 Creators Update or
newer
L235[09:54:20] <diesieben07> yeah things
like that is why i don't even start with c#.
L236[09:54:23] <gigaherz> but I suppose
Mono will implement those features sooner or later
L237[09:54:30] <gigaherz> they are at .NET
4.6 (C# 6.0) right now
L238[09:54:34] <c64cosmin> being a game I
don't think you can skip the Creators Update, couldn't install
nVidia drivers without it...
L239[09:54:42] <TechnicianLP> on the
fastutil Int2IntMap - which implementation shouldi use?
Int2IntArrayMap or Int2IntOpenHashMap? (but in general is much
better than mine was ...)
L240[09:55:40] <gigaherz> TechnicianLP:
depends on the use
L241[09:55:43] <gigaherz> based on the
names
L242[09:55:51] <gigaherz> I presume the
array map uses array indexing to access the data
L243[09:55:59] <gigaherz> so it would be
best for dense keys
L244[09:56:08] <gigaherz> while the other
one uses hashes which would be best for sparse keys
L245[09:56:41] <gigaherz> so, are you
going to have many values close together, or spread out
wildly?
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L247[09:58:56] <c64cosmin> @diesieben07
sometimes the same happens with C++ too (when you use the MS
runtime) it can go wacky
L248[09:58:56] <diesieben07>
s/values/keywse
L249[09:59:06] <diesieben07> -w -e
L250[09:59:32] <diesieben07> do i look
like i use c++? :D
L251[10:00:33] <TechnicianLP> array one is
similiar to how an arraylist works (but as i know the size
beforehand and dont have to go search keys (entryset only) the
array one is probably better?)
L252[10:02:03] <gigaherz> nah
L253[10:02:07] <gigaherz> if you look at
the documentation
L254[10:02:15] <gigaherz> A simple,
brute-force implementation of a map based on two parallel backing
arrays.
L255[10:02:16] <gigaherz> The main purpose
of this implementation is that of wrapping cleanly the brute-force
approach to the storage of a very small number of pairs: just put
them into two parallel arrays and scan linearly to find an
item.
L256[10:02:30] <gigaherz> it uses one
array of values, and one array of keys
L257[10:02:33] <gigaherz> and when you
look things up
L258[10:02:35] <gigaherz> it
iterates
L259[10:02:36] <c64cosmin> @diesieben07
understood :D
L260[10:02:41] <gigaherz> meaning it's
O(n) access
L261[10:02:49] <gigaherz> instead of O(log
n) or O(1)
L262[10:02:54] <gigaherz> so it's crappy
and slow
L263[10:02:58] <PaleoCrafter> If C# moved
to type ascriptions in the name: Type style, I might actually
consider using it more
L264[10:03:01] <gigaherz> and only good
for a tiny amount of pairs
L265[10:05:02] <PaleoCrafter> Then again,
from what I can see in the C# 7.0 article, it also has these weird
asymmetries that don't make any sense from a Scala perspective
q.q
L266[10:06:32] <TechnicianLP> well
technically it could be faster on the put method if i use the
hash-based one (access i dont care about (entryset iteration
only....))
L267[10:06:41] <gigaherz> yeah if you look
at it from the perpsective of a more complete functional
language
L268[10:06:44] <gigaherz> it will feel
half-baked
L269[10:07:04] <gigaherz> but from the
point of view of like, java or old C#
L270[10:07:15] <gigaherz> they are awesome
additions ;P
L271[10:07:48] <PaleoCrafter> Take that
deconstruction stuff for instance. Why is it separate from pattern
matching?
L272[10:08:06] <gigaherz> because it is
two separate concepts in the language
L273[10:08:16] <gigaherz> deconstruction
works with tuples and only tuples
L274[10:08:35] <gigaherz> pattern matching
is syntax sugar for is/as (instanceof)
L275[10:08:35] <PaleoCrafter> Nah, with
any type that has a Deconstruct method :P
L276[10:09:13] <PaleoCrafter> Calling that
pattern matching us pathetic
L277[10:09:44] <gigaherz> case Type t:
<code>
L278[10:09:47] <gigaherz> is
basically
L279[10:10:05] <gigaherz> if (obj is Type)
{ Type t = obj as Type; <code> }
L280[10:11:48] <PaleoCrafter> I know, I
just don't understand why they have to stop there :P
L281[10:13:06] <gigaherz> time
allocation
L282[10:13:18] <gigaherz> they wanted the
feature
L283[10:13:26] <gigaherz> they could only
get so far within a reasonable timeframe
L284[10:13:32] <gigaherz> so they chose to
do that
L285[10:13:34] <gigaherz> rather than
nothing at all
L286[10:13:51] <PaleoCrafter> Similar for
the usage of 'when' for additional conditions, why not just reuse
if? q.q
L287[10:14:16] <gigaherz> when?
L288[10:14:27] <PaleoCrafter> The article
I read mentioned it
L289[10:14:57] <PaleoCrafter> Like: case
Type x when x.Something == whatever
L290[10:15:05] <gigaherz> hmmm
L291[10:16:00] <gigaherz> (yes I'm
checking if that made it into the C# 7.0 final version)
L292[10:16:39] <c64cosmin> how can you add
a third party .jar into the project? Will that library be included
in the result mod .jar
L293[10:16:40] <gigaherz> yep it did
L294[10:16:48] <gigaherz> it's weird that
I didn't read about it
L295[10:17:10] <gigaherz> I guess it must
have been a matter of readability, or maybe it would have
complicated the parser
L296[10:19:58] <raoulvdberge> !gm
func_150898_a
L297[10:20:29] <TechnicianLP> does someone
know how to make intellij show transient variables in its debugger?
(google is being stupid again)
L298[10:21:15] <PaleoCrafter> If it's just
a single field, could always add a watch
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L327[11:42:30] <Ordinastie> does the
curseforge plugin for gradle works for you ?
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L330[11:53:38] <c64cosmin> how you add a
third party library in the project?
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L332[11:54:12] <TechnicianLP> depends on
the lib - maven?
L333[11:55:01] <c64cosmin> there is a
maven repository entry yes
L334[11:55:39] <diesieben07> just declare
it as a dependency in your build.gradle then.
L335[11:56:19] <c64cosmin> just this
followed by the version? "com.flowpowered.noise" ?
L336[11:56:29] <diesieben07> Read the
gradle docs...
L337[11:56:38] <c64cosmin> ^ that :)
L338[12:01:31] <Ordinastie> hum, what
should I return for getRegistryType() for my impl of IRecipe
?
L339[12:01:45] <gigaherz> you don't
L340[12:01:46] <Ordinastie> return
(Class<IRecipe>) this.getClass(); makes gradle complain
:x
L341[12:01:55] <gigaherz> you extend
IForgeRegistryEntry.Impl<IRecipe>
L342[12:02:09] <diesieben07>
alternatively, you return IRecipe.class
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L344[12:02:27] <Ordinastie> oh, duh
L345[12:02:46] <gigaherz> all other
registry types extend IforgeRegistryEntry.Impl<Thing>, but
Irecipe is an interface, so all custom classes have to do that
instead
L346[12:03:02] <Ordinastie> no I
don't
L347[12:03:17] <diesieben07> ?
L348[12:03:29] <Ordinastie> I don't
"have to"
L349[12:03:37] <diesieben07> true.
L350[12:03:45] <diesieben07> Ordi,
stubborn as ever.
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L352[12:06:02] <c64cosmin> now I need to
execute the gradle commands again to download the dependency?
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L354[12:06:17] <gigaherz> in theory,
no
L355[12:06:24] <gigaherz> if the lib
doesn't need to be deobfuscated
L356[12:06:33] <gigaherz> yo ucan just
click the gradle refresh icon, or rerun gradlw eclipse
L357[12:06:48] <gigaherz> if the lib needs
to be deobfuscated, you may need to run setupDecompWorkspace
also
L358[12:07:51] <c64cosmin> it's just a
dependency, I think "gradlew --refresh-dependencies"
might be enough
L359[12:08:47] <diesieben07> that's now
what that flag does.
L360[12:08:48] <gigaherz> that won't
update the deps on your IDE's "referenced libraries"
though
L361[12:08:58] <gigaherz> that just forces
gradle to reevaluate the cache
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L363[12:09:22] <diesieben07> You should
never need it, unless you depend on snapshot versions
L364[12:09:29] <gigaherz> in intellij, you
use the blue refresh icon on the gradle panel
L365[12:09:39] <gigaherz> in eclipse, you
run gradlew eclipse (or something like that)
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L367[12:13:21] <c64cosmin> oh, okay, makes
sense now, thank you guys
L368[12:18:21] <Ordinastie> MalisisDoors
1
L370[12:18:34] <Ordinastie> (sorry, fat
fingered ><)
L371[12:20:01] <Hubry> Ordinastie: please
tone down the youtube videos, thread is laggy
L372[12:22:18] <c64cosmin> slight tip for
the curtains, flip the mesh on the horizontal axis, to be
symmetric
L373[12:25:17] <Ordinastie> Hubry, I don't
thing the videos are loaded until you open the spoiler
L374[12:25:38] <Hubry> I haven't opened
the spoiler and uBO log shows YT frames
L375[12:26:05] <Ordinastie> someone posted
a video in the thread
L376[12:26:12] <Ordinastie> and someone
else quoted it
L377[12:26:14] <Hubry> I see 7, your
spoiler has 6
L378[12:26:26] <Hubry> or 5
L379[12:26:32] <Hubry> let me check
again
L380[12:26:47] <Ordinastie> oh, right,
they are loaded
L381[12:28:07] <Hubry> and I see more when
I filter just frames
L382[12:28:15] <Hubry> I think you can
ditch most of the archive
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L394[14:06:40] <LexMobile> !gm
updateComparatorOutputLevel(BlockPos, Block)
L395[14:06:45] <LexMobile> !gm
updateComparatorOutputLevel
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L400[14:34:36] <tterrag> fry: how do item
models work with multipart blockstates?
L401[14:34:45] <tterrag> I tried
setCustomMRL as well as putting a model in item/[name]
L402[14:34:47] <tterrag> neither
works
L403[14:34:53] <tterrag> setCustomMRL just
makes it invisible
L404[14:35:09] <gigaherz> do multipart
work at all for items?
L405[14:35:30] <gigaherz> I believe the
conditions are interpreted on the fly, at runtime
L406[14:35:39] <gigaherz>
predicates*
L407[14:35:48] <gigaherz> which would make
them only usable for blocks
L408[14:35:53] <gigaherz> but I could be
wrong
L409[14:36:14] <gigaherz> yeah if you look
at multipartbakedmodel
L410[14:36:22] <tterrag> I mean, vanilla
does it
L411[14:36:30] <gigaherz> it only fills in
the bake list when there's an IBlockState passed in
L412[14:36:31] <tterrag> it just uses an
item model which parents one of the block submodels
L413[14:36:36] <tterrag> I'm aware of how
it works
L414[14:36:42] <tterrag> painfully
so
L415[14:36:52] <tterrag> but I'm not even
getting a missing model error for the item
L416[14:36:58] <tterrag> so idk where to
start even
L417[14:37:07] <gigaherz> wait, vanilla
uses it? where?
L418[14:38:43] <tterrag> fences?
L419[14:38:45] <gigaherz> that would make
no sense, multipart is declared in the blockstates json
L420[14:38:50] <tterrag> I'm aware of
that
L421[14:39:04] <gigaherz> yeah so, the
item model
L422[14:39:07] <gigaherz> references
models/block
L423[14:39:11] <gigaherz> NOT
blockstate
L424[14:39:12] <tterrag> I'm doing the
same thing vanilla is...I have an item model which sets its parent
to one of the block submodels
L425[14:39:13] <tterrag> as I said
L426[14:39:15] <tterrag> and it doesn't
work
L427[14:39:25] <gigaherz> okay so
L428[14:39:30] <gigaherz> let me see if I
understand
L429[14:39:34] <gigaherz> you have
L430[14:39:45] <gigaherz>
models/item/something.json -> "parent":
"block/sub1"
L431[14:40:02] <gigaherz>
models/block/sub1.json, sub2.json, ... -> standard models with
"elements"
L432[14:40:14] <gigaherz>
blockstates/something.json -> "multipart" which
references sub1, sub2, ...
L433[14:40:43] <gigaherz> is that
right?
L434[14:40:46] <tterrag> yes
L435[14:40:50] <tterrag> item is still
pink&black
L436[14:41:10] <gigaherz> and the item is
named the same as the block, I suppose
L437[14:41:11] <gigaherz> hmmm
L438[14:41:17] <gigaherz> that's not QUITE
the same thing that I did in the past
L439[14:41:24] <tterrag> afaict the item
model isn't even being loaded
L440[14:41:26] <gigaherz> I had an
equivalent of redstone dust
L441[14:41:44] <gigaherz> with my item
being "spelldust" and my block being
"spellwire"
L442[14:42:05] <fry> well, start by
checking the setMRL/setItemModelMesher call
L443[14:42:24] <tterrag> fry: I'm not even
sure what it would be. inventory? normal? what does it even point
to
L444[14:42:33] <gigaherz> inventory
L445[14:42:36] <tterrag> why do I have to
use setCUstomMRL if I'm using an explicit item model?
L446[14:42:50] <gigaherz>
setCustomMRL(item, 0, new MRL(item.getRegistryName(),
"inventory"))
L447[14:43:04] <gigaherz> will ask
minecraft to load models/item/registryname.json
L448[14:43:15] <gigaherz> and if not
present, blockstate/registryname.json variant
"inventory"
L449[14:43:23] <tterrag> because magic
nonsense, of course
L450[14:43:25] <gigaherz> and THAT won't
work with multipart
L451[14:43:32] <gigaherz> no because
mojang decided to HARDCODE item models
L452[14:43:35] <tterrag> ok yes, that
works
L453[14:44:17] <tterrag> I didn't say the
magic nonsense was forge's fault
L454[14:44:24] <fry> by default there's no
model for the item
L455[14:44:30] <fry> because TESRs
L456[14:44:44] <fry> also, because there's
no way to enumerate all possible itemstacks at load time
L457[14:47:31] <tterrag> I understand why
setCustoMRL exists
L458[14:47:32] <gigaherz> I was going to
say that the items should be the ones enumerating themselves
L459[14:47:41] <tterrag> I don't get why
inventory -> models/item/name.json
L460[14:47:43] <gigaherz> but that won't
make sense until they get rid of subblocks/subitems
L461[14:47:53] <gigaherz> tterrag:
mojang.
L462[14:49:07] <gigaherz> or rather
L463[14:49:27] <gigaherz> I believe,
vanilla doesn't really use the variant string for items at all, and
it's only forge that discriminates?
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L465[14:53:43] <gigaherz> I can't actually
find the code for that anywhere... have I been wrongly assuming all
this time that only "inventory" variants would load from
a items/whatever.json ?
L467[14:55:34] <gigaherz> hm?
L468[14:56:25] <PaleoCrafter> see those
slightly greyed out strings? :P
L469[14:56:30] <gigaherz> wait
L470[14:56:33] <gigaherz> those are lang
strings
L471[14:56:44] <gigaherz> you wrote an
extensions that looks up localizations?
L472[14:56:46] <PaleoCrafter> that's what
it looks like expanded
L474[14:57:16] <PaleoCrafter> yep, going
to PR this to the mcdev plugin ^^
L475[14:57:24] <PaleoCrafter> I've written
this ages ago
L476[14:57:29] <gigaherz> so it looks up
localizations AND shows the parameters interleaved, cool
L477[14:57:44] <gigaherz> does mcdev allow
disabling all the other crap? I pretty much want just that ;P
L478[14:57:56] <PaleoCrafter> heh, you can
disable a lot, yeah :P
L479[14:58:17] <gigaherz> does it detect
when the args mismatch and warn about it? ;P
L480[14:58:43] <PaleoCrafter> I haven't
ported that over from my old stuff yet :P
L481[14:59:06] <PaleoCrafter> unless I
misremember and it didn't have that capability
L482[15:01:22] <PaleoCrafter> ah, there it
is, for some reason not in the same package
L483[15:01:52] <PaleoCrafter> mind you
that this might not be the form it'll exist as in mcdev,
considering I've basically had to write a full AST interpreter for
this :P
L484[15:02:58]
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L485[15:03:18] <Flashfire> Is there a way
I can make a hack to avoid the bug where onEntityAttack gets called
twice on players
L486[15:04:00] <Flashfire> I'm adding a
damage potion effect on that event and it's doing 2x the damage it
should
L487[15:04:13]
⇨ Joins: Davnit__ (~Davnit@72.189.115.20)
L488[15:05:29] <Ordinastie> twice? is it
client/server ?
L489[15:05:49] <Flashfire> No
L490[15:05:54] <Flashfire> It's a legit
forge bug, I posted it
L491[15:06:20] <Flashfire> Hook is called
in EntityPlayer but also EntityLivingBase and the method in
EntityPlayer calls the super
L492[15:06:31] ⇦
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L493[15:08:00] <Flashfire> But it makes my
mod gameplay too hard
L494[15:08:07] <Flashfire> I need to get
around it for now
L495[15:08:47] <diesieben07> only way I
can think of would be to walk the call stack, but that's
terrible
L496[15:09:00] <Flashfire> Hm
L497[15:09:15] <diesieben07> or maybe some
kind of counter
L498[15:09:30] <diesieben07> but then you
have to us receieveCanacled=true
L499[15:09:30] <Flashfire> Yeah
maybe
L500[15:09:32] <diesieben07> to not get
confused
L501[15:09:56] <Flashfire> Like if it's on
the same player in the same tick I'd ignore it kind of thing?
L502[15:11:00] <diesieben07> just ignore
every other event per player
L503[15:11:03] ⇦
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L504[15:11:12] <Flashfire> huh
L505[15:11:13] <diesieben07> just have a
boolean on the player (capability) that you toggle
L506[15:11:16] <Flashfire> I suppose that
might work
L507[15:12:58] <Flashfire> I wonder if I
could just find another event to do the same thing
L508[15:13:09] <Flashfire> Actually
probably not
L509[15:20:34]
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L512[15:24:58] <gigaherz> there,
"trying to use edge instead of firefox" experiment
over
L513[15:25:04] <gigaherz> I still prefer
firefox.
L514[15:25:05] <gigaherz> XD
L515[15:25:11] <Flashfire> Obviously
L516[15:25:20] <Flashfire> I recall edge's
dev tools being awful
L517[15:25:21] <gigaherz> however, I had
to remove Classic Theme Restorer
L518[15:25:34] <gigaherz> because it seems
to have been the cause for the stupid silly slowness I was getting
lately
L519[15:25:42] *
howtonotwin typo'd on #mcpbot
L520[15:25:45] <Flashfire> Chrome is my
fav dev tools
L521[15:25:53] *
howtonotwin is now responsible for a slightly less than perfect
mapping
L522[15:25:53] <gigaherz> I don't use dev
tools here
L523[15:26:00] <gigaherz> thisi s my home
pc
L524[15:26:07] <gigaherz> at work, on the
macbook pro, we use chrome
L525[15:26:16] <gigaherz> which is
funny
L526[15:26:39] <diesieben07> howtonotwin,
you can !undo
L527[15:26:47] <howtonotwin> Oh ok
L528[15:26:49] <howtonotwin> thanks
L529[15:26:49] <gigaherz> neither macOS
nor Chrome, are things I'd choose to use normally
L530[15:26:51] <gigaherz> they are
OK
L531[15:26:57] <gigaherz> but I don't
agree with their design choices
L532[15:27:04] <gigaherz> but since it's
what they use at my job
L533[15:27:06] <gigaherz> I just play
along
L534[15:27:31] <howtonotwin> Is there room
for the Opera masterrace? ?
L535[15:27:57] <IoP> no, it's ded
L536[15:27:59] <diesieben07> before they
became a chrome clone, yes
L537[15:28:02] <diesieben07> nowadays?
nope.
L538[15:30:45]
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L539[15:32:06] <quadraxis> mezz I am
confuse
L540[15:32:14] <quadraxis> what's your pc
specs like?
L541[15:33:47] ⇦
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L542[15:33:53] <mezz> GeForce GTX 680,
intel i7-2600K
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L544[15:34:36] <quadraxis> hmm, I wonder
if it's an amd/nvidia thing
L545[15:35:01] <quadraxis> radeon rx480
here
L546[15:35:18] <gigaherz> what's the
issue?
L548[15:35:42] <quadraxis> I see lag, but
mezz doesn't
L549[15:35:54] <gigaherz> what kind of
"lag"?
L550[15:36:10] <gigaherz> frame slowdown,
or the server taking a long time to respond when trying to break
blocks and open chests?
L551[15:36:23] <quadraxis> ui lag
L552[15:36:34] <quadraxis> from changing
the render distance
L553[15:36:43] <gigaherz> so it freezes
for a bit?
L554[15:36:49] <gigaherz> I really hate
the word "lag"
L555[15:36:50] <quadraxis> yeah
L556[15:36:55] <gigaherz> people use it
for many different things that aren't lag at all
L557[15:37:03] <gigaherz> okay so freezing
when changing render distance
L558[15:37:05] <gigaherz> trying
that
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L560[15:37:17] <mezz> considering my cpu
was purchased in 2012 and gpu in 2013 I'm definitely guessing it's
something else going on
L561[15:37:22] <quadraxis> yeah, i
(ab)used the term as it was used for the mipmapping fixes
L562[15:38:21] <gigaherz> okay nvidia
1070, i7-6770k here
L563[15:38:28] <gigaherz> 0 delay when
changing distance
L564[15:38:54] <gigaherz> by 0 I mean
really 0, I can't even feel the framerate stuttering
L565[15:39:18] <quadraxis> in game or at
the main menu? (just to be sure)
L566[15:39:24] <gigaherz> ingame
L567[15:39:34] <gigaherz> MDK env, forge
2387
L568[15:39:56] <quadraxis> does anyone
here have an amd card?
L569[15:40:26] <quadraxis> if someone with
similar hardware also has no issues, I'll go ponder my
misfortune
L570[15:41:06] <gigaherz> you could grab a
profiler
L571[15:41:11] <gigaherz> and see which
method is taking up the time
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L573[15:41:21] <gigaherz> if it's external
driver code, then youcan blame it
L574[15:41:34] <gigaherz> maybe your
driver is very slow at deleting VBOs
L575[15:42:18] <gigaherz> does it happen
if you turn VBOs off? ;P
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L578[15:45:15] <quadraxis>
interesting
L579[15:45:26] <quadraxis> it is a lot
better with vbos off
L580[15:46:02] <quadraxis> rendering
chunks performs much worse tho >_>
L581[15:46:09] <mezz> is there a vanilla
bug open?
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L583[15:50:21] <quadraxis> i don't think
so
L584[15:50:25] <quadraxis> I can open
one
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L587[16:03:53] <Flashfire> diesieben07 the
hack seems to work, thanks
L588[16:04:38] <Flashfire> I don't think
it'll ever call the first event twice in a row for 2 dif
players
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L590[16:07:45] <Flashfire> I'm not using
setCancelled though
L591[16:07:50] <Flashfire> Doesn't seem to
work in that case
L592[16:09:12] <Flashfire> Ok maybe it
isn't quite working properly, just did another test...
L593[16:11:04] <diesieben07> you must
specify receiveCanceled=true
L594[16:11:11] <Flashfire> I did
that
L595[16:11:14] <diesieben07> otherwise
some other mod canceling the event will get oyur counter out of
sync
L596[16:11:24] <Flashfire> Oh, thanks for
explaining
L597[16:12:12] <Flashfire> It is at least
working partially though and I'll take that til forge gets it
fixed
L598[16:12:24] <diesieben07> what is not
working?
L599[16:12:27] <Flashfire> I would make a
PR but I don't want to screw with that stuff
L601[16:12:54] <diesieben07> no you said
"working partially"
L602[16:12:57] <diesieben07> i know the
bug in forge
L603[16:13:21] <Flashfire> Ohh, I mean
when I get hit by an entity in my mod it doesn't (at least always)
damage me when my shield breaks from an attack
L604[16:13:35] <Flashfire> Before it would
damage me when the shield broke since it's doing it twice
L605[16:14:02] <diesieben07> huh
L606[16:14:04] <diesieben07> strange
L607[16:14:07] <diesieben07> can you show
your code?
L608[16:14:11] <Flashfire> Sure
thing
L610[16:14:57] <Flashfire> It's
onLivingAttack
L611[16:15:38] <Flashfire> Without the
hack it would always do the shieldDamage since the hook is getting
called twice
L612[16:16:00] <Flashfire>
ModPotions.SPECTRITE_DAMAGE.affectEntity is doing that breaking
damage, it has code to damage my custom shield
L613[16:18:31] <diesieben07> uhm
L614[16:18:35] <diesieben07> yeah.
id,k
L615[16:18:36] <diesieben07> lol
L616[16:23:43] <Flashfire> Anyone else
think there should be a sword sweep event hook
L617[16:23:54] <howtonotwin> Aye
L618[16:24:40] *
howtonotwin scuttles back to aggressively Javadoc
stuff
L619[16:24:58] <Flashfire> *considers
doing in*
L620[16:25:00] <Flashfire> it*
L621[16:25:24] <howtonotwin> You do that
like /me does stuff
L622[16:25:37] <Flashfire> Thanks, this is
the only irc I use
L623[16:25:38] <Flashfire> lol
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L641[18:28:12] <howtonotwin> TFW you Scala
so hard you manage to crash the compiler >>.<<
L642[18:28:23] <Flashfire> Didn't you say
that the other day
L643[18:28:24] <Flashfire> lol
L644[18:28:38] <howtonotwin> That time I
only made it IntelliJ confused
L645[18:28:46] <Flashfire> Oh I see :
P
L646[18:28:48] <howtonotwin> This time I
got a NoSuchElementException
L647[18:28:58] <howtonotwin> Idek
anymore
L648[18:30:13] <Flashfire> Also thanks for
approving
L649[18:30:43] <howtonotwin> I just
noticed that little "x" and was like "ew" :P
And then I made it a check
L650[18:30:54] <Flashfire> xD
L651[18:31:58] <howtonotwin> Also FYI: git
commit messages: Write them in the imperative mood, like this
sentence. Make them sound like commands.
L652[18:32:12] <Flashfire> Ok
L654[18:32:44] <Flashfire> Also, event to
use for the soonest event that fires after a chunk's biome is read
from NBT?
L655[18:33:29] <howtonotwin> Probably
ChunkLoadEvent.Post or something
L656[18:33:37] <howtonotwin> I don't think
it's that granular
L657[18:33:53] <diesieben07> question is,
what do you want to achieve.
L658[18:34:21] <Flashfire> I want to do a
getBlockState to determine whether my biome is populated
L659[18:34:28] <Flashfire> And in turn
whether my structure has been spawned
L660[18:34:43] <Flashfire> But I had a bug
where the biome didn't work, so it will update old versions by
checking the biome
L661[18:34:54] <diesieben07> Uh#
L662[18:35:03] <diesieben07> Not sure what
that has to do with NBT.
L663[18:35:10] <Flashfire> I'm not doing
anything with it
L664[18:35:41] <Flashfire> Every event
I've tried either doesn't fire every time or the biome isn't set
yet
L665[18:35:44] <diesieben07> Now that I
think about it, you probably should be doing this on the NBT
level...
L666[18:35:55] <Flashfire> You mean
WorldSavedData?
L667[18:36:01] <diesieben07> No.
DataFixer
L668[18:36:12] <Flashfire> Oh, never used
that
L669[18:36:28] <diesieben07> it's for
exactly your use case, update old world data
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L672[18:37:15] <Flashfire> Know of an open
source mod that uses it?
L673[18:38:04] <diesieben07> no,
sorry
L674[18:38:09] <Flashfire> Ok
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L676[18:41:31] <howtonotwin> ^ that's the
first time I've seen one of those lol
L677[18:41:55] <Flashfire> Seen what
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L679[18:42:05] <howtonotwin> [19:40] *
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L680[18:42:08] <Flashfire> The quit
message? I think that's a joke
L681[18:42:14] <howtonotwin> It can't
be
L682[18:42:23] <howtonotwin> It'd be
prefixed with "Quit: "
L683[18:42:28] <Flashfire> Oh, true
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L716[20:29:57] <cjm721> So I get NoClip
working survival but rendering does not seem to work as intended.
Is there a way to force blocks to render like how it does in
spectator mode?
L717[20:30:56] <cjm721>
RenderGlobal::setupTerrain has a parameter that I think is the one
doing the extra rendering but it is hardcoded to GameType ==
Spectator
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L727[21:17:51] <ScottehBoeh> Is there an
event in which I can use to prevent items from stacking together
into groups?
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L735[21:48:42] ***
Mumfrey is now known as mumfrey
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L753[23:04:02] <killjoy> It's like a
github summary page
L754[23:06:02] <kashike> that's neat
L755[23:06:14] <killjoy> I find his
pinewood-derby project neat
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L760[23:35:20] *
xaero 's brain is chunked >.<
L761[23:35:45] <xaero> it'd be quite
exiting if huge-scale redstone no longer breaks because of random
chunk unloading
L762[23:36:38] <xaero> I recall back in
1.7.10 Botania had to deal with that as a special case
L763[23:37:37] <McJty> Hmm. In one of my
mods I have a weird issue that hoppers are placed at the opposite
place of my block
L764[23:37:49] <McJty> i.e. if a hopper is
placed on the north side of my block it will appear on the south
side instead
L765[23:37:54] <McJty> But I cannot find
what is causing it
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L768[23:51:40] <mezz> that's extremely
strange
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L770[23:52:06] <mezz> is the raytrace
collision failing, and passing through your block?
L771[23:52:25] <mezz> I have a hard time
thinking of possible causes
L772[23:52:47] <immibis> is your raytrace
returning the opposite side to what it should be returning?
L773[23:52:53] <McJty> yes, it is probably
that
L774[23:53:01] <McJty> I'm investigating
my block's custom raytrace method now
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