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L1[00:05:49] ⇨ Joins: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
L2[00:05:50] <joazlazer> For something that will be rendered fairly rarely and will usually only render once at any given time, is it bad to use a voxel .obj model with a resolution of 16x16x16 resulting in ~2.3k polys?
L3[00:08:18] <joazlazer> I made this in MagicaVoxel http://imgur.com/a/GgGGy which would be used for a projectile attack
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L7[00:56:19] <mezz> joazlazer, you should really do some basic optimization on that, 2k polys for one object is pretty nuts
L8[00:57:13] <joazlazer> it's a voxel model, so unless I can use quads it is the best I have unless I want to go in a texturemap the whole thing
L9[00:58:51] <mezz> I mean it's not like the mod police are gonna come get you but...
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L13[01:21:14] <capitalthree> joazlazer: why can't that just be a few hundred quads?
L14[01:21:29] <capitalthree> it's not really that many faces
L15[01:22:04] <capitalthree> you could make the shape in chisels and bits and export json, and then texture it
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L17[01:22:39] <joazlazer> MagicaVoxel's export only optimizes the same material and triangulates the model
L18[01:23:34] <joazlazer> chisel and bits sounds like an interesting option
L19[01:23:41] <joazlazer> but I don't think it would be any more efficient
L20[01:24:08] <capitalthree> chisels and bits is really well made
L21[01:24:13] <joazlazer> http://imgur.com/a/yf0KU
L22[01:24:14] <capitalthree> and it sounds like MagicaVoxel is doing a crap job at optimizing anything
L23[01:24:22] <capitalthree> so I have no doubt C&B's optimizations will do way better
L24[01:24:36] <capitalthree> when you say "same material" do you mean color?
L25[01:24:45] <capitalthree> can you export it uncolored from MagicaVoxel and then make a texture?
L26[01:25:04] <Ordinastie> please use proper modeling tool *_*
L27[01:25:14] <joazlazer> I would have to unwrap a voxel sphere
L28[01:25:20] <joazlazer> do.you.know.how.hard.that.would.be
L29[01:25:31] <Ordinastie> no that hard
L30[01:25:42] <capitalthree> do you want me to go actually count the faces?
L31[01:25:43] <Ordinastie> better than 2.3k polys
L32[01:26:03] <Ordinastie> besides, if it's triangulated, you can't really use it
L33[01:26:53] <capitalthree> why would you *ever* use tris instead of quads for stuff made out of cubes anyways?
L34[01:27:21] <joazlazer> Magica Voxel's .obj exporter
L35[01:27:46] <capitalthree> is that just a random noun phrase or are you answering some question?
L36[01:27:56] <joazlazer> I have no control over the triangulation
L37[01:28:03] <joazlazer> I could un-triangulate the mesh
L38[01:28:08] <joazlazer> but I fail to see how that would help
L39[01:28:08] <capitalthree> then clearly magica voxel is a bad tool for making things for any actual voxel engine?
L40[01:28:13] <Ordinastie> use a better software then
L41[01:28:14] <capitalthree> I mean honestly it just sounds like a bad tool
L42[01:28:31] <capitalthree> the problem isn't tris vs quads. 1.2k quads would still suck
L43[01:28:50] <capitalthree> the problem is that you are making your model more complex instead of using a texture
L44[01:28:53] <capitalthree> that is wrong and you should feel bad
L45[01:29:17] <capitalthree> you don't make more quads in your model just to make colored squares on it, that's insane
L46[01:29:25] <joazlazer> I could make it spherical and texture map it but I wanted to use a voxel model
L47[01:29:36] <capitalthree> you should use a voxel model and texture map it
L48[01:29:46] <capitalthree> your model *looks* great
L49[01:29:50] <capitalthree> make it look just like that, just do it right
L50[01:30:15] <joazlazer> It would still consist of over 500 quad's at least
L51[01:30:29] <Ordinastie> pretty sure it will be less
L52[01:31:01] <joazlazer> ok thanks looks like I have quite a bit of work to do
L53[01:31:22] <Ordinastie> tbh, you should just spend a couple of hours learning Blender
L54[01:32:33] <capitalthree> yeah 500 seems high
L55[01:32:52] <joazlazer> I know how to use 3ds max, I'll be fine
L56[01:32:56] <capitalthree> most of the faces are rectangles
L57[01:33:04] <capitalthree> the ones that aren't already rectangles could just be 4 rectangles each
L58[01:33:10] <capitalthree> it's gonna be a handful of quads
L59[01:35:16] <joazlazer> yeah just looks like a bunch of target welds
L60[01:35:41] <Ordinastie> mind sending me the model ? wann take a shot at it ?
L61[01:36:36] <joazlazer> https://gist.github.com/joazlazer/9388ea3383550821185f0cf2be0c0972
L62[01:36:46] <joazlazer> might be the worst way of sending a .obj file
L63[01:36:51] <joazlazer> but i think you can download it
L64[01:36:59] <Ordinastie> that'll be fine :)
L65[01:39:16] <Ordinastie> 355 vertexes, 186 faces
L66[01:39:42] <Ordinastie> maybe not
L67[01:39:53] <Ordinastie> they're not quads, that's polys
L68[01:51:54] <joazlazer> I can optimize it, it just takes time http://imgur.com/a/hQpSp
L69[01:53:20] <Ordinastie> can be more optimized when you consider it like that : https://puu.sh/wZq73.png
L70[01:54:23] <joazlazer> I was keeping it a solid shell but yeah that would probably be better
L71[01:54:36] <joazlazer> are backfaces deleted?
L72[01:54:46] <joazlazer> as in hidden faces
L73[01:54:59] <Ordinastie> there were never there in the first place :)
L74[01:55:05] <Ordinastie> I started from your model
L75[01:55:58] <joazlazer> I see some non-quads
L76[01:56:08] <joazlazer> I think they should be manually sliced
L77[01:56:20] <Ordinastie> I just started :p
L78[01:56:35] <Ordinastie> I converted to quads, and limited dissolve
L79[01:56:40] <Ordinastie> but then it makes ngons
L80[01:57:13] <Ordinastie> at this point optimizations have to be done manually
L81[01:58:39] <joazlazer> ok ill make some textures
L82[01:59:12] <Ordinastie> I don't know about 3DS Max, but in blender you can paint the model and export the texture map from it
L83[01:59:46] <joazlazer> that doesn't sound terribly efficient with texture space
L84[02:00:00] <joazlazer> I can just make a 16x32 sheet and sample randomly from it for UV unwrap
L85[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170802 mappings to Forge Maven.
L86[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170802-1.12.zip (mappings = "snapshot_20170802" in build.gradle).
L87[02:00:09] <joazlazer> since it's not as if a lightmap needs to be made
L88[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/
L89[02:01:14] <joazlazer> though wouldn't be able to make the cracks with that :/
L90[02:02:01] <joazlazer> Idk are you unwrapping it or should I do that?
L91[02:02:28] <Ordinastie> do you thing, I'm just testing stuff to train
L92[02:02:49] <Ordinastie> I've 30min to lose
L93[02:04:27] <joazlazer> I'll use your optimized model, can you send it to me
L94[02:07:16] <Ordinastie> I'm not done yet
L95[02:07:52] <joazlazer> Ok, whenever you are
L96[02:08:07] <joazlazer> I'll work on diagramming my spell casting API in the meantime
L97[02:09:15] <Ordinastie> not sure I'll have time to finish before I have to go
L98[02:09:25] <Ordinastie> I'll send you whatever I have
L99[02:10:48] <joazlazer> Ok that's fine
L100[02:31:54] <Ordinastie> joazlazer, I don't have time to do more, but that should be a start : https://puu.sh/wZrfS.obj
L101[02:32:16] <joazlazer> ok, thanks
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L104[03:22:26] <ghz|afk> oh they REALLY want to get the update out asap ;P
L105[03:22:26] <ghz|afk> https://twitter.com/Dinnerbone/status/892659933820452865
L106[03:22:33] <ghz|afk> 1.12.1-pre1 today
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L112[03:59:35] <Abastro> !help
L113[03:59:54] <Abastro> !findf skyVBO
L114[04:01:09] <joazlazer> It looks bad in the viewport preview, but thanks to <Ordinastie>, my mesh is now 182 faces http://imgur.com/gallery/bPsm7
L115[04:01:36] <Ordinastie> double check vertexes
L116[04:01:45] <Ordinastie> there might be faces with lingering vertexes on some edges
L117[04:02:22] <Abastro> !findf skyVBO2
L118[04:03:00] <Abastro> !findf sky2VBO
L119[04:03:17] <Abastro> !findf glSkyList
L120[04:03:33] <Abastro> !findf glSkyList2
L121[04:03:45] <joazlazer> I did a Weld with a low threshold to merge overlapping verts, there was only 1
L122[04:04:06] <joazlazer> Thanks :)
L123[04:04:19] <Ordinastie> that wouldn't count stray vertexes on edges I think
L124[04:04:39] <joazlazer> I checked for those too, it's good
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L127[04:17:17] <SquareWheel> Is it possible to edit the buttonList in a GUI, and refresh the screen from the ActionPerformedEvent (eg. clicking a button)?
L128[04:17:37] <SquareWheel> Trying to edit my button on the player inventory when the recipe book is clicked, but editing the buttons seems to have no effect.
L129[04:18:45] <ghz|afk> can't you just keep an instance of your GuiButton class?
L130[04:18:54] <ghz|afk> a reference to your GuiButton instance* ?
L131[04:19:33] <SquareWheel> I have that, and I can remove it from the button list. Though it's not updated on screen.
L132[04:19:44] <SquareWheel> Works from the Gui open event, but not button clicked.
L133[04:20:23] <ghz|afk> hmm waht's the name of the gui class for the player inventory?
L134[04:20:34] <ghz|afk> GuiInventory?
L135[04:20:41] <SquareWheel> Yep
L136[04:21:05] <SquareWheel> It's the same if the recipe book is opened or closed, as well.
L137[04:21:55] <SquareWheel> event.getGui().updateScreen() doesn't seem to have any effect, unfortunately.
L138[04:22:13] <ghz|afk> there's no reason for it not to work
L139[04:22:31] <SquareWheel> Might be PEBKAC then.
L140[04:22:51] <ghz|afk> the buttonList passed into ActionPerformedEvent is the raw instance
L141[04:22:58] <ghz|afk> so you should be able to edit that buttonList just fine
L142[04:23:31] <SquareWheel> Yeah, I've tested using event.getButtonList, and it is being manipulated correctly.
L143[04:23:35] <SquareWheel> It just doesn't seem to redraw.
L144[04:23:41] <ghz|afk> that makes no sense
L145[04:23:44] <SquareWheel> It must be possible though, because the recipe book button itself does it.
L146[04:23:46] <ghz|afk> graphics redraw every frame
L147[04:23:47] <ghz|afk> changed or not
L148[04:24:16] <ghz|afk> xcept
L149[04:24:47] <ghz|afk> ... it could be that toggling the recipe book opens a NEW instance of the gui?
L150[04:25:26] <ghz|afk> nah
L151[04:25:31] <SquareWheel> Pretty sure it doesn't call init GUI again, so I doubt that.
L152[04:25:39] <ghz|afk> actionPerformed on GuiInventory does toggleVisibility + updateScreenPosition
L153[04:25:54] <ghz|afk> so wait
L154[04:25:58] <ghz|afk> do you want to just move the button
L155[04:26:02] <ghz|afk> or remove it?
L156[04:26:16] <SquareWheel> Move it. But I was just using remove for my tests.
L157[04:26:22] <SquareWheel> Easier than recreating with new coords.
L158[04:27:47] <SquareWheel> The nice thing is, at least the potion offset seems to have been removed. Simplifies things.
L159[04:27:54] <ghz|afk> try calling setPosition on your button? ;P
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L161[04:28:14] <SquareWheel> Hokay.
L162[04:28:16] <ghz|afk> the way the inventory does it for recipeButton ;P
L163[04:28:43] <SquareWheel> Jesus christ that works
L164[04:28:52] <SquareWheel> What magic does setPosition contain?
L165[04:28:59] <ghz|afk> none ;P
L166[04:29:04] <ghz|afk> literally just changes x,y fields
L167[04:29:12] <SquareWheel> Coding is hard... let's go shopping!
L168[04:29:14] <ghz|afk> I don't know WHY removing a button from the list doesn't work
L169[04:29:34] <SquareWheel> Okay well that's weird, but at least there's a solution.
L170[04:30:00] <ghz|afk> since drawing buttons just does
L171[04:30:02] <ghz|afk> for i... ((GuiButton)this.buttonList.get(i)).drawButton(this.mc, mouseX, mouseY, partialTicks);
L172[04:30:21] <ghz|afk> (yep useless cast there)
L173[04:30:33] <SquareWheel> Hey, side question - what's partialTicks do?
L174[04:30:43] <ghz|afk> you know how ticks are 20 per second?
L175[04:30:46] <SquareWheel> Yep
L176[04:30:58] <ghz|afk> so you know how a frame can draw at any speed, at any point in time?
L177[04:31:02] <SquareWheel> Yep
L178[04:31:15] <ghz|afk> so a frame may be drawing 10% of the way between tick 1 and tick 2
L179[04:31:15] <SquareWheel> Decouples rendering from game ticks then?
L180[04:31:20] <ghz|afk> partial ticks will be 0.1
L181[04:31:33] <ghz|afk> if the frame is 90% along the way, partialTicks will be 0.9
L182[04:31:40] <ghz|afk> it lets you do smooth animations
L183[04:31:50] <SquareWheel> Huh, interesting.
L184[04:32:19] <SquareWheel> The only time I would need to update is this specific case, if the recipe book button is clicked. So nothing too performance intensive.
L185[04:32:29] <ghz|afk> yup in your case partialTicks is meaningless
L186[04:32:35] <ghz|afk> you have a static button
L187[04:32:47] <SquareWheel> So set a higher value for better performance?
L188[04:32:52] <ghz|afk> no
L189[04:33:02] <ghz|afk> the partialTicks is given to you
L190[04:33:04] <ghz|afk> you don't set it
L191[04:33:13] <ghz|afk> it simply contains the current state of time
L192[04:33:19] <SquareWheel> Ooh, one of those dealies.
L193[04:33:37] <ghz|afk> if you receive partialTicks=0.1
L194[04:34:01] <ghz|afk> it means the frame is 10% between the old tick and the next tick
L195[04:34:08] <SquareWheel> I thought I remembered needing to set partialTicks somewhere, but I was probably supposed to pass along a value from the game instead.
L196[04:34:20] <ghz|afk> probably
L197[04:34:36] <ghz|afk> there's a few cases in which a function that takes partialTicks is called in the server
L198[04:34:48] <ghz|afk> in those cases, you are supposed to use 1, to pretend you are always in the future
L199[04:35:16] <ghz|afk> but if you are in the client, in rendering code
L200[04:35:19] <ghz|afk> you should receive partialTicks
L201[04:35:29] <ghz|afk> so you should be able to pass them along
L202[04:36:21] <SquareWheel> Okay, I'll keep that in mind. Most of the time I do just that, but it didn't occur to me this time for whatever reason.
L203[04:36:40] <SquareWheel> Always takes me a day or two to warm up to Java after taking a break. Very different from most other programming I do.
L204[04:37:05] <SquareWheel> eg. overriding get functions to set values. Feels very strange.
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L206[04:40:16] <SquareWheel> I do lose guiLeft in the button click event unfortunately. Looks like GuiInventory calculates a new position for it.
L207[04:40:45] <SquareWheel> Ah well I can work this stuff out. Thanks for your insight into the magic of "setPosition".
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L209[04:50:50] <SquareWheel> Got it working. :)
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L218[05:51:53] <Abastro> !findf worldRenderer
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L223[06:42:05] <ghz|afk> https://twitter.com/Dinnerbone/status/892709309108408320
L224[06:42:07] <ghz|afk> 1.12.1 pre
L225[06:44:06] <heldplayer> Wat https://bugs.mojang.com/browse/MC-119840
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L235[07:53:26] <Intektor> !gm createWorldIcon
L236[08:02:12] <Intektor> !gf useShader
L237[08:07:56] <Intektor> !gm renderItemActivation
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L241[09:00:12] <ghz|afk> hahaha
L242[09:00:13] <ghz|afk> https://twitter.com/Dinnerbone/status/892743827328573440
L243[09:00:20] <ghz|afk> https://twitter.com/Dinnerbone/status/892745400154828800
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L245[09:03:57] <Intektor> is there a field somewhere that tells my thread that minecraft got closed or something
L246[09:04:01] <Intektor> so my thread can shutdown
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L250[09:32:48] <ghz|afk> hmm
L251[09:33:01] <ghz|afk> is it possible to run optifine in dev?
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L253[09:34:30] <Ordinastie> I don't think so
L254[09:34:49] <ghz|afk> welp debugging this is gonna be annoying, then
L255[09:34:49] <ghz|afk> https://github.com/gigaherz/Guidebook/issues/20
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L262[10:30:10] <ghz|afk> !gm func_192389_a
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L272[11:15:24] <killjoy> I would like to know how this happens. https://bugs.mojang.com/browse/MC-119840
L273[11:16:13] <Ordinastie> wit gud cod
L274[11:16:35] <killjoy> or wit bad cod
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L276[11:17:19] <ghz|afk> killjoy: they changed the network protocol
L277[11:17:22] <ghz|afk> so my guess is
L278[11:17:26] <ghz|afk> conflict on message ID
L279[11:17:37] <ghz|afk> that may make no sense
L280[11:17:41] <ghz|afk> it's just my guess ;P
L281[11:17:57] <killjoy> I'm just hoping the mappings don't change
L282[11:18:33] <ghz|afk> some will, inevitably
L283[11:18:37] <ghz|afk> but I doubt it's anything major
L284[11:18:50] <killjoy> I'm talking about the obfuscated mappings
L285[11:21:41] <ghz|afk> those will most certainly change
L286[11:21:49] <ghz|afk> they change every single time they compile
L287[11:21:51] <ghz|afk> iirc
L288[11:22:19] <killjoy> Well some classes are always the same.
L289[11:22:34] <killjoy> e.g. EnumTextFormatting is always a
L290[11:22:48] <ghz|afk> hmm coincidence?
L291[11:22:58] <killjoy> and the members always go in order of declaration
L292[11:24:37] <ghz|afk> ah so the order the class names are chosen is deterministic?
L293[11:24:48] <ghz|afk> so if they changed one class near the beginning of the list
L294[11:24:50] <ghz|afk> everything changes
L295[11:24:56] <ghz|afk> if it's near the end of the list, almost nothing does
L296[11:25:12] <killjoy> pretty much
L297[11:25:44] <killjoy> I think commands are processed early.
L298[11:25:54] <killjoy> So if a new command is added, all the mappings change
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L300[11:27:45] <quadraxis> it's interesting as it gives a hint what the 'real' names of things are
L301[11:27:57] <quadraxis> due to the relative ordering of the obf names
L302[11:27:58] <killjoy> or at least packages
L303[11:28:40] <killjoy> For all we know, they could be making all their classes into the same source file
L304[11:28:45] <killjoy> a bunch of them at least
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L306[12:08:01] <SquareWheel> Is there a clean way to loop through all items (specifically ItemFood's) registered with Forge? I know registry things have changed in 1.12.
L307[12:08:31] <SquareWheel> Just reading data. Speed isn't a big concern as it's an opt-in debug feature.
L308[12:08:53] <killjoy> If you're just reading, you can either do Item.REGISTRY or GameData.getItems()
L309[12:08:56] <killjoy> I think
L310[12:09:00] <killjoy> I know the first one is correct
L311[12:09:44] <SquareWheel> Cool, I'll play with that. Thanks!
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L314[12:22:43] <killjoy> https://cdn.discordapp.com/attachments/181868890320666633/342356449789476865/1iruch.jpg
L315[12:23:32] <kashike> I don't get it
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L317[12:27:41] <killjoy> my friend doesn't like mods
L318[12:27:45] <killjoy> he posted that
L319[12:27:50] <HassanS6000> Can I despawn an entity client-side?
L320[12:28:00] <killjoy> Why?
L321[12:28:02] <Ordinastie> killjoy, why is he your friend ?
L322[12:28:14] <killjoy> He's more like a guy on a discord server I'm on
L323[12:43:10] <kashike> killjoy: I still don't understand it
L324[12:43:21] <killjoy> same
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L330[12:52:35] <Hawaii_Beach> So.. I'm updating my mod to 1.12, GameRegistry.register is no longer a thing?
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L332[12:52:48] <Hawaii_Beach> https://mcforge.readthedocs.io/en/latest/concepts/registries/#registering-things now?=
L333[12:53:33] <ghz|afk> use the registry events
L334[12:53:57] <ghz|afk> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/ElementsOfPower.java#L140
L335[12:54:16] <ghz|afk> and yeah, that docs page explains it
L336[12:54:31] <Hawaii_Beach> oh ok, in the base file
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L338[12:55:42] <ghz|afk> well they can go anywhere
L339[12:55:56] <ghz|afk> the only thing is you should have @Mod.EventBusSubscriber in the class
L340[12:56:00] <ghz|afk> @SubscribeEvent on the method
L341[12:56:03] <ghz|afk> and the method has to be static
L342[12:56:39] <Hawaii_Beach> oh i didn't see that it was a seperate method
L343[12:56:44] <HassanS6000> Are packets in net.minecraft.network.play.server meant to be sent to the server or to a client?
L344[12:57:29] <Hawaii_Beach> btw why was it changed?
L345[12:58:30] <ghz|afk> well
L346[12:58:36] <ghz|afk> the events were introduced in 1.10.2
L347[12:58:43] <ghz|afk> to make it easier for new modders to figure out where to do things
L348[12:58:53] <ghz|afk> "where do I register a block?" -> "in the block registry event"
L349[12:58:56] <ghz|afk> it's unambiguous
L350[12:58:59] <Hawaii_Beach> yea it makes sence
L351[12:59:16] <ghz|afk> and it is enforced in 1.12 to allow more flexibility in the future
L352[12:59:39] <Hawaii_Beach> why wasn't GameRegistry.register deceprated in 1.11 or whatever?
L353[12:59:48] <ghz|afk> so if you were lazy and hadn't changed before
L354[12:59:51] <ghz|afk> you have to do it now
L355[12:59:52] <ghz|afk> ;P
L356[13:00:05] <Hawaii_Beach> lol that's one answer
L357[13:00:23] <ghz|afk> because it wasn't predicted that 1.12 would have a registry rewrite
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L359[13:00:37] <ghz|afk> it just happened due to the changes 1.12 introduced
L360[13:00:50] <ghz|afk> it went from "nice to have" to "sorely needed"
L361[13:00:53] <Hawaii_Beach> oh that's explains it
L362[13:00:56] <Hawaii_Beach> haha
L363[13:01:06] <ghz|afk> so lex put in the hours and made it happen
L364[13:03:06] <Hawaii_Beach> ok.. and what happened with IWorldGenerator; and what should I use instead?
L365[13:03:40] <ghz|afk> still here
L366[13:03:42] <ghz|afk> different package
L367[13:03:56] <Hawaii_Beach> oh
L368[13:03:57] <ghz|afk> just remove the old import and let your IDE suggest the new one
L369[13:04:31] <Hawaii_Beach> yep that did the trick :D
L370[13:06:15] <Hawaii_Beach> .... aaaand what happened to registering crafting recepies?
L371[13:08:30] <h5h77> is there any documentation on how to deal with registry changes? or really changes in general. I'm doing my first port.
L372[13:09:11] <tterrag> Hawaii_Beach: recipes use json now
L373[13:09:19] <ghz|afk> like any change in life
L374[13:09:23] <ghz|afk> find a solution, apply it
L375[13:09:24] <ghz|afk> ;P
L376[13:09:25] <tterrag> h5h77: http://mcforge.readthedocs.io/en/latest/concepts/registries/
L377[13:09:27] <Hawaii_Beach> haha ok, thanks
L378[13:09:40] <ghz|afk> like with 1.12
L379[13:09:47] <ghz|afk> recipes are now json
L380[13:09:49] <ghz|afk> you can cry about it
L381[13:09:54] <ghz|afk> or spend the same time converting your recipes
L382[13:10:07] <h5h77> thanks tterrag
L383[13:10:22] <Hawaii_Beach> seems easy to convert
L384[13:10:24] <ghz|afk> same thought about anything else -> adapt or be left behind ;P
L385[13:10:29] <ghz|afk> Hawaii_Beach: yup
L386[13:10:36] <h5h77> what's the best strategy for conditional recipes?
L387[13:10:43] <ghz|afk> h5h77: based on config?
L388[13:10:47] <h5h77> specifically I'm checking for other mods to exist
L389[13:10:52] <h5h77> i'm porting simplyjetpacks
L390[13:10:53] <Hawaii_Beach> what was the motivation this time, to move recepies to JSON?
L391[13:11:01] <ghz|afk> ah
L392[13:11:05] <ghz|afk> there's a condition for it
L393[13:11:06] <tterrag> mojang did it
L394[13:11:08] <ghz|afk> in forge
L395[13:11:15] <tterrag> and yes, forge:mod_exists iirc
L396[13:11:24] <ghz|afk> Hawaii_Beach: 1.13 will allow recipes to load from datapacks
L397[13:11:32] <Hawaii_Beach> oh god
L398[13:11:33] <h5h77> awesome, thanks
L399[13:11:34] <Hawaii_Beach> not more updates
L400[13:11:42] <ghz|afk> ?
L401[13:11:59] <ghz|afk> 1.13 is gonna be a BIG update for mods, I feel
L402[13:12:06] <Hawaii_Beach> updates requires us devs to update our code
L403[13:12:08] <ghz|afk> they got rid of block ids and metadata
L404[13:12:15] <Hawaii_Beach> really?
L405[13:12:21] <ghz|afk> and they now assign a unique ID to each IBlockState
L406[13:12:34] <ghz|afk> and store the IBlockState IDs in a palette, per chunk
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L408[13:13:13] <ghz|afk> meaning the whole sub-blocks concept to conserve IDs, goes away
L409[13:13:31] <ghz|afk> it will take as many IDs to have sub-blocks sharing one registry name
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L411[13:13:42] <ghz|afk> as having each be its own registry name
L412[13:14:02] <ghz|afk> or that's the theory at least
L413[13:14:08] <ghz|afk> we haven't seen the 1.13 code yet!
L414[13:14:27] <Hawaii_Beach> oh ok
L415[13:14:28] <h5h77> is it still predicted to take quite a while to finish?
L416[13:14:34] <ghz|afk> a bit
L417[13:14:38] <ghz|afk> 1.12.1 tomorrow
L418[13:14:44] <ghz|afk> first 1.13 snapshot next week MAYBE
L419[13:14:46] <h5h77> yeah i wonder what the security issue is
L420[13:14:51] <h5h77> or if it's just that dupe glitch
L421[13:14:53] <ghz|afk> some recipe book hack
L422[13:14:59] <Hawaii_Beach> why a 1.12.1?
L423[13:15:05] <ghz|afk> security issue
L424[13:15:07] <ghz|afk> major
L425[13:15:10] <ghz|afk> related to the recipe book
L426[13:15:18] <ghz|afk> the details are kept private to avoid spreading the exploit
L427[13:15:31] <Hawaii_Beach> oh you can dupe items n stuff?
L428[13:15:35] <ghz|afk> probably
L429[13:15:41] <ghz|afk> I don't know the details myself
L430[13:15:41] <Hawaii_Beach> TELL US MORE
L431[13:15:42] <h5h77> there is one known method
L432[13:15:47] <ghz|afk> either way
L433[13:15:49] <ghz|afk> fix tomorrow
L434[13:15:50] <h5h77> that only works in multiplayer
L435[13:16:09] <ghz|afk> they had to change the network protocol
L436[13:16:19] <h5h77> and it does involve the recipe book, and crafting something at the same time as picking up an item i think
L437[13:16:21] <ghz|afk> so 1.12.1 will NOT work with 1.12 client, or 1.12 server
L438[13:16:29] <Hawaii_Beach> oh god
L439[13:16:41] <ghz|afk> the hope is that this won't affect mods
L440[13:16:48] <ghz|afk> since it's only that one change
L441[13:17:03] <ghz|afk> a new forghe will be needed, but mods MIGHT be binary-compatible
L442[13:17:22] <ghz|afk> all my mods are built with
L443[13:17:23] <ghz|afk> acceptedMinecraftVersions = "[1.12.0,1.13.0)"
L444[13:17:40] <ghz|afk> so if I'm right, I won't have to re-release anything ;P
L445[13:19:55] <Hawaii_Beach> lol what makes you think will be compatiable with 1.13?
L446[13:21:07] <Hawaii_Beach> HOLD each craftable item must be in its own json file?
L447[13:21:45] <ghz|afk> it wouldn't
L448[13:21:48] <ghz|afk> not the paren
L449[13:21:51] <ghz|afk> [ means inclusive
L450[13:21:54] <ghz|afk> ( means exclusive
L451[13:22:12] <ghz|afk> so [1.12.0,1.13.0) means "1.12.0 <= version < 1.13.0"
L452[13:22:34] <ghz|afk> Hawaii_Beach: each RECIPE has its own json file
L453[13:22:35] <Hawaii_Beach> ok, so you can stuff multiple recepies in one json file
L454[13:22:38] <HassanS6000> Can I get the mcmod.info of a client-side mod server side
L455[13:22:40] <Hawaii_Beach> lol nevermind then
L456[13:22:43] <Hawaii_Beach> ah ok
L457[13:22:55] <ghz|afk> HassanS6000: uh no
L458[13:22:58] <ghz|afk> maybe you can ask some info
L459[13:23:02] <ghz|afk> but you can't just read a file
L460[13:23:03] <ghz|afk> ;P
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L462[13:23:07] <HassanS6000> I mean the info
L463[13:23:14] <HassanS6000> ie the modid in mcmod.info
L464[13:23:29] <ghz|afk> uhm what
L465[13:23:41] <ghz|afk> you want to know if a mod is present?
L466[13:24:09] <ghz|afk> it makes no sense otherwise
L467[13:24:13] <ghz|afk> in order to ask things about the mod
L468[13:24:17] <ghz|afk> you need to know the modid in advance
L469[13:24:23] <ghz|afk> so if it's like
L470[13:24:30] <ghz|afk> checking the list of mods present in the client
L471[13:24:41] <ghz|afk> that's one thing
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L476[13:38:07] <Hawaii_Beach> welp how do I specify a dye in the json recipe files?
L477[13:38:31] <Hawaii_Beach> will e.g "dyeLime" still work?
L478[13:39:21] <tterrag> use forge:ore ingredient
L479[13:40:02] <tterrag> or something like that
L480[13:40:04] <Hawaii_Beach> so "item": "forge:dyeLime" works, ait
L481[13:40:08] <tterrag> no
L482[13:40:15] <tterrag> that's...not even close to what I said
L483[13:40:43] <Hawaii_Beach> well it wasn't explained well enough for me to understand :/
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L485[13:42:36] <tterrag> "type": "forge:ore_dict", "ore": xxx
L486[13:43:59] <Hawaii_Beach> oh ok, and you can also use "item": "minecraft:dye", "data": 4 right?
L487[13:44:23] <tterrag> yes, but don't
L488[13:44:39] <Hawaii_Beach> oh, why not?
L489[13:44:53] <tterrag> because then it won't work with any other dyes
L490[13:45:17] <Hawaii_Beach> ok, thanks for the help
L491[13:48:53] <ghz|afk> reminds me how much I hate that lapis is minecraft:dye
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L495[14:08:10] <masa> oh btw ghz|afk I have to give you a thumbs up - you are one of the few that names their mod files with 1.12.0-x.y.z instead of 1.12-x.y.z :D
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L497[14:08:34] <masa> which means that I don't have to rename them when I download them
L498[14:09:27] <masa> although it seems that I also only started doing that in 1.10
L499[14:12:12] <ghz|afk> ^_^
L500[14:12:18] <ghz|afk> I don't know when I started
L501[14:12:23] <ghz|afk> but yeah I got that habit
L502[14:12:44] <ghz|afk> based on this:
L503[14:12:45] <ghz|afk> https://minecraft.curseforge.com/projects/ender-rift/files
L504[14:12:49] <ghz|afk> I didn't do it in 1.9
L505[14:13:13] <ghz|afk> but I did in 1.11.0
L506[14:14:22] <ghz|afk> (1.10.0 didn't happen for me, since it was the 1.9.4 files)
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L510[15:10:48] <joazlazer> Is it worth using Mantle for guide books and is there any documentation for that (or should I just surf through TCon's impl)?
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L513[15:13:15] <jamieswhite> Mantle would probably be a bit heavy as a dependency for guide books. have you looked at GuideAPI?
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L516[15:27:17] <ghz|afk> anyone here messed with removing vanilla recipes?
L517[15:28:11] <ghz|afk> joazlazer: take a look at my Guidebook mod
L518[15:28:14] <ghz|afk> you might like it :D
L519[15:28:38] <ghz|afk> so
L520[15:28:39] <ghz|afk> https://gist.github.com/gigaherz/7978d303e090f08e6760347d363f5058
L521[15:29:04] <ghz|afk> I can't remove a vanilla recipe because advancements REALLY don't like that
L522[15:29:13] <joazlazer> Did you get around to adding recipe displays in the guidebooks?
L523[15:29:15] <ghz|afk> I'm thinking of overwriting those vanilla recipes with dummy recipes instead
L524[15:29:26] <ghz|afk> joazlazer: nope, but it's next on my list
L525[15:29:44] <joazlazer> (╯°□°)╯︵ ┻━┻
L526[15:29:54] <ghz|afk> after I get around to writing the custom text renderer and <span> tag support
L527[15:30:35] <ghz|afk> I'm off work till the 16th
L528[15:30:37] <ghz|afk> so I have some days
L529[15:30:46] <ghz|afk> I hope to get it done after I finish porting Survivalist
L530[15:30:49] <ghz|afk> technically it's ported
L531[15:30:58] <ghz|afk> I just can't remove the vanilla recipes withoutcrashing the recipebook
L532[15:31:14] <ghz|afk> so I'm thinking I'll change the way it works
L533[15:31:16] <ghz|afk> instead of removing the recipe
L534[15:31:29] <ghz|afk> i'll replace it with a dummy recipe
L535[15:32:04] <ghz|afk> this way it will be there, but it will never actually letyou craft anything
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L539[15:47:11] <ghz|afk> crap, I wish there was a RegistryEvent.PostRegister<T>
L540[15:47:23] <ghz|afk> the Register event for IRecipes lets me remove vanilla recipes
L541[15:47:30] <ghz|afk> but if a mod loads after me, I wouldn't catch those
L542[15:47:35] <ghz|afk> and postinit is too late
L543[15:47:38] <ghz|afk> the recipes don't work
L544[15:47:41] <ghz|afk> but they ARE in the book
L545[15:47:44] <ghz|afk> >_<
L546[15:48:15] <ghz|afk> welp, I could create a second @Mod class, with after:*
L547[15:48:28] <ghz|afk> hmm
L548[15:48:48] <ghz|afk> not even sure that would cause the registry event ot get called last...
L549[15:49:25] <ghz|afk> and chances are forge wouldn't accept a PostRegister event because removing stuff is not officially endorsed
L550[15:49:46] <ghz|afk> welp I may try to add it later...
L551[15:50:11] <ghz|afk> for now I guess I'll release without support for mod recipes registered after my event runs
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L554[15:54:21] <ghz|afk> ....
L555[15:54:25] <ghz|afk> crap I have a silly problem
L556[15:54:34] <ghz|afk> I don't remember everything my mod is supposed to do XD
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L560[16:04:44] <ghz|afk> anyone know a 1.12 mod that adds copper or such?
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L562[16:04:57] <ghz|afk> ah
L563[16:05:04] <ghz|afk> tinkers ofc
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L565[16:08:07] <ghz|afk> waiut
L566[16:08:12] <ghz|afk> tinkers doesn't add ingots?
L567[16:08:20] <ghz|afk> nope
L568[16:08:25] <ghz|afk> not for copper and such, at least
L569[16:15:24] <LexMobile> 1.12.1 tomorrow it seems, I should be able to roll out a MCP/Forge for it tomorrow. From the looks of it things will be able to keep compatibility with 1.12 mods. So it shouldn't be hard to update for anyone. Until then, meh.
L570[16:15:48] <LexMobile> also ghz|afk you're dumb. You *SHOULDNT* be registering shit in the event use a fucking json.
L571[16:15:52] <LexMobile> The Event IS the post event
L572[16:17:53] <jamieswhite> you can remove recipes through json?
L573[16:17:56] <ghz|afk> All my recipes ARE json, but one of the mechanics of my mod requires removing recipes
L574[16:18:12] <ghz|afk> and replacing them with recipes for my custom machine
L575[16:18:41] <ghz|afk> like, instead of crafting planks in the grid, you use a chopping block that you have to hit with an axe
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L577[16:19:14] <ghz|afk> and instead of crafting sticks from planks, you get them from saplings and by chopping planks in the chopblock
L578[16:19:26] <ghz|afk> so I need to remove those recipes that output planks, or sticks
L579[16:20:37] <ghz|afk> or I'd like to, because if I just remove them, the advancements fail to load and the game crashes
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L582[16:23:47] <ghz|afk> but well
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L584[16:24:13] <ghz|afk> I can assume that any mod adding recipes in the event is "doing it wrong" and live with that
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L587[16:37:20] <LexMobile> That's the idea.
L588[16:38:06] <LexMobile> The removal of recipes is t quite fleshed out, as you said advancements have issues. Which could probably be fixed I just haven't had the time or cared to look into it
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L615[18:39:56] <joazlazer> If a custom capability is loaded from file via its IStorage implementation, is it correct that it will only be attached to an EntityPlayer on the server and must be serialized and attached to an EntityPlayer on the client manually?
L616[18:43:14] <Katrix> Anyone know what's the proper way to spawn a fake player (not the FakePlayer player, what servers use for NPCs)?
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L618[18:43:28] <Katrix> One that actually renders
L619[18:44:28] <kashike> spawn an actual player using fake information (unique id, name, etc)
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L621[18:45:53] <Katrix> It complains that it can't find the UUID on the client
L622[19:16:09] <Katrix> Ok got it working, had to log in the player first
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L626[19:45:12] <joazlazer> If you wanted to attach a custom capability to a player, which already implements ICapabilityProvider, you have to attach your own implementation of ICapabilityProvider?
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L633[20:23:25] <howtonotwin> joazlazer, yes
L634[20:23:54] <howtonotwin> An ICapabilityProvider is just the interface for "something that has capabilities"
L635[20:24:21] <howtonotwin> So, players have capabilities, and therefore they are ICapabilityProviders
L636[20:24:50] <howtonotwin> And you are attaching some extra capabilities to the player, so you attach a new ICapabilityProvider
L637[20:27:07] <howtonotwin> And then the player checks its internal CapabilityDispatcher when it is asked for a capability, which is where it stores the attached ICapabilityProviders
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L639[20:32:56] <halvors> Is it possible to render a block with multiplie textures? I mean by that layers. I have one texture and i have on "edge" texture i want to render over it (the middle of it being transparent).
L640[20:33:19] <halvors> How to do that with json? Custom block renderers in 1.7 did the trick.
L641[20:33:26] <halvors> But i'm on 1.10 now...
L642[20:34:09] <howtonotwin> I think there's a multilayer model somewhere in Forge
L643[20:34:38] <howtonotwin> Total hunch based on the fact that there's a (@Deprecated!) MultiLayerModel class
L644[20:34:40] <howtonotwin> Let me check
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L646[20:38:47] <howtonotwin> Yep, it's the "forge:multi-layer" model. But I don't think it's really what you want, because I'm pretty sure it'll z-fight horribly
L647[20:38:50] <howtonotwin> Do-oh
L648[20:38:58] * howtonotwin forgets vanilla has this sorted
L649[20:39:12] <howtonotwin> When you have a model json models/block
L650[20:39:23] <howtonotwin> You can have two elements with the same coordinates and size
L651[20:39:34] <howtonotwin> If they match up exactly, then you get the effect that you want
L652[20:39:57] <howtonotwin> The textures of the one that appears later in the list overlay the one on top
L653[20:42:15] <howtonotwin> So you'd have a model like { elements: [ { from: [00, 00, 00], to: [16, 16, 16], faces: { up: { texture: base } } }, { from: [00, 00, 00], to: [16, 16, 16], faces: { up: { texture: overlay } } } ] }
L654[20:43:36] <howtonotwin> (There isn't any z-fighting because this is a deliberate feature)
L655[20:49:39] <howtonotwin> What happens if you have a "@param" line in the javadoc when you use !gm on mcpbot?
L656[20:50:41] <bspkrs> don't
L657[20:50:48] <bspkrs> set the param names
L658[20:50:51] <bspkrs> er
L659[20:50:54] <bspkrs> param comments
L660[20:51:07] <bspkrs> they turn into javadocs in the export
L661[20:52:13] <howtonotwin> Aw, thanks anyway
L662[20:59:24] <halvors> howtonotwin: Ah thanks, but no way to dynamically rotate it?
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L665[21:17:22] <halvors> howtonotwin: Think i just have to create a texture for every possible connected state, love the 1.7 code that actually rotates dynamicalle and just overrides the edge texture of the base.
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L678[23:05:20] <Unh0ly_Tigg> So, I'm working on a minecraft related project, which has this class: https://gist.github.com/Unh0lyTigg/6217f6b211e2548d0f1a80b3547a9c8e for some reason, when I call put(String,T) on line 53, I get an NPE on line 60 when local variable 'child' is not null, and local variable 'current' also isn't null (hence the sysout prints). Does anyone know why this might be happening? I can't seem to figure it out.
L679[23:06:51] <Unh0ly_Tigg> I get things like "path:bhs child:b true" which is fine, then "path:bhs child:h true" and then NPE...
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L681[23:14:32] <kashike> stack?
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L686[23:35:07] <Unh0ly_Tigg> kashike, sorry, was afk. The only relevant part of the stacktrace, is that the NPE occurs on line 60. When I call put in other places with the same logic, there's no null pointers.
L687[23:37:17] <Unh0ly_Tigg> ok, something is screwing with this. I changed the sysout print to be 'current == null', and put a null check before where the NPE happens.
L688[23:37:43] <kashike> Unh0ly_Tigg: heh
L689[23:37:45] <kashike> it's probably doing
L690[23:37:55] <kashike> ("current: " + current) != null
L691[23:38:02] <kashike> which is true since there's a string
L692[23:38:29] <Unh0ly_Tigg> oh my goodness...
L693[23:38:33] <Unh0ly_Tigg> it is
L694[23:39:02] <Unh0ly_Tigg> because I'm not seeing 'current: true or false' I'm just seeing true or false...
L695[23:39:07] <kashike> :)
L696[23:39:34] <kashike> should also move those path.matches to a Pattern and use a matcher
L697[23:39:54] <Unh0ly_Tigg> path.matches uses a pattern/matcher internally.
L698[23:40:21] <Unh0ly_Tigg> it delegates to Pattern.matches(String,CharSequence)Z
L699[23:40:25] <kashike> and recompiles it each time :)
L700[23:40:34] <Unh0ly_Tigg> ugh.
L701[23:40:48] <Unh0ly_Tigg> I'm not worried about performance right now.
L702[23:40:55] <Unh0ly_Tigg> I'll fix that later.
L703[23:41:41] <joazlazer> Should I be concerned about my capability being serialized twice?
L704[23:41:47] <joazlazer> Here are callstacks for each time https://gist.github.com/joazlazer/ad57adc1ce95c3f41a2d5c5e32b69290
L705[23:41:50] <Unh0ly_Tigg> but I'm starting with a non-null current, checking to see if it has a child for a given part of the path, if it doesn't, add one, then make the current the child.
L706[23:46:13] <Unh0ly_Tigg> ok, so altered the logic, so that it gets the child, if the result is null, make a new node, add it as the child, and then regardless of if it needed to be created, set the current node to it.
L707[23:46:18] <Unh0ly_Tigg> and that fixed my issue.
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