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L14[01:30:10] <kenzierocks> is forge
compatible with Visual VM? seems like it messes up class loading
somehow
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L16[01:33:17] <killjoy1> I know it works
with mission control
L17[01:37:47] <kenzierocks> it looks like
it works if I do startup profiling
L18[01:37:48] <kenzierocks> weird
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L23[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170808 mappings to Forge Maven.
L24[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170808-1.12.zip
(mappings = "snapshot_20170808" in build.gradle).
L25[02:00:18] <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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L56[09:50:40] <ghz|afk> well given that
BlueMonster also had issues with forge's ore recipes
L57[09:50:45] <ghz|afk> maybe they are
broken somehow?
L58[09:50:50] <malte0811> Might be
L59[09:51:04] <BlueMonster> polly are
L60[09:52:48] <BlueMonster> seeing
"this." in a constructor makes me feel warm and fuzzy...
anyone else?
L61[09:53:12] <ghz|afk> I have grown used
to it
L62[09:53:16] <ghz|afk> but I generally
dislike it
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L64[10:02:40] <malte0811> I know why it
wasn't working, areItemStacksEqualUsingNBTShareTag checks stack
size. And my input stack was 64 conveyor belts
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L66[10:03:14] <BlueMonster> seems to me
like this is inconvenient
L67[10:20:58] <malte0811> Is there any good
reason for the ItemStack parameter to Ingredient.apply to be
@Nullable?
L68[10:22:37] <ghz|afk> Mojang.
L69[10:23:20] <quadraxis> guava
predicates
L70[10:23:47] <malte0811> They have an
explicit null-check in there as well
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L78[11:17:05] <PaleoCrafter> Corosus, I
don't know when you asked that, but the B3D stuff is just commented
out because fry recycled the test mod for a different example
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L82[11:33:40] <ghz|afk> that's pretty much
just using forge's rendering
L83[11:33:41] <ghz|afk> XD
L84[11:33:51] <Corosus> and thats what i
like so much about it
L85[11:34:23] <howtonotwin> That chunk of
code is in desperate need of a helper function :P
L86[11:35:27] *
howtonotwin remembers that he's the one trying to figure out what
"bicontrafmap" looks like
L87[11:35:49] <howtonotwin> Maybe *I*
should tone it down with the helper functions
L88[11:35:50] <ghz|afk> I offered a helper
class :P
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L92[12:18:28] <howtonotwin> What is type
inference .-.
L93[12:19:14] <howtonotwin> It works with
*one* type hint, but not with none, and yet if I put in *both* type
hints, either one of them can be elided
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L98[12:58:43] <PaleoCrafter> What language,
howtonotwin? :P
L99[12:58:51] <howtonotwin> Java :P
L100[12:59:04] <howtonotwin> I did some
testing in the Scala repl and I think I know what happened
L101[12:59:05] <PaleoCrafter> Ah, well,
"type inference"
L102[12:59:17] <PaleoCrafter> It's just
really good at guessing xD
L103[12:59:46] <howtonotwin> The
existentials were combining in a hellish manner, such that the
result type could not be represented by Java's wildcards, so
everything broke.
L104[13:04:12] <PaleoCrafter> What were
you implementing, if I may ask?
L105[13:04:38] <howtonotwin> Just some
combinators on BiFunction<J, J, J>
L106[13:05:44] <howtonotwin> Like
joinOptionally: (j -> j -> j) -> ((Optional j) ->
(Optional j) -> (Optional j))
L107[13:07:46] <PaleoCrafter> Ah
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L111[13:33:57] <Xilef11> I have a special
type of item (potentially created by submods) that my mod needs to
keep in a separate list.
L112[13:33:59] <Xilef11> Would it be
possible/sensible to create a registry that extends the item
registry so they would be automatically registered as Items when
they're registered with my mod?
L113[13:34:51] <Xilef11> because my
current implementation is a mess with the enforced events in
1.12
L114[13:35:14] <ghz|afk> wat
L115[13:35:22] <howtonotwin> You can walk
the item registry in the init phase
L116[13:35:48] <Ordinastie> and there are
callbacks for regsitries too
L117[13:35:59] <ghz|afk> yeah just let
them register them as standard items
L118[13:36:02] <howtonotwin> I don't think
you can add custom callbacks unless you MADE the registry
L119[13:36:05] <ghz|afk> and iterate
through them afterward
L120[13:36:08] <howtonotwin> And he's
using the item registry
L121[13:36:34] <ghz|afk> or have your item
superclass add itself to your special registry
L122[13:36:37] <Ordinastie> sponge uses
those callbacks, I don't know if they do something special
L123[13:40:17] <Corosus> how can you make
an entity you are riding controllable like a horse? ive combed
through the horse code and some references and the answer is
weirdly eluding me
L124[13:40:29] <Corosus> starting to get
concerned its hardcoded somewhere...
L125[13:44:28] <Xilef11> thing is, I need
to know about them *before* RegistryEvent.Register<Item>
since I automatically create+register the block (and therefore
ItemBlock) for them...
L126[13:46:01] <Zidane> Ordinastie, we do
something special but only because we need to make sure to come
last, always
L127[13:46:13] <Xilef11> I think I need a
redesign >.<
L128[13:46:43] <Ordinastie> aww, such a
gentleman
L129[13:46:56] <Zidane> Tsk
L130[13:47:04] <ghz|afk> Xilef11: why not
send your own event to the "submods" from within the item
registry one?
L131[13:47:10] <Zidane> ^
L132[13:47:14] <ghz|afk> although I
wouldn't auto-register items or blocks either way
L133[13:47:15] <howtonotwin> Oh god
no
L134[13:47:24] <howtonotwin> Send it in
preinit if you have to
L135[13:47:37] <howtonotwin> But don't go
sending events in the registry event
L136[13:50:25] <Xilef11> so I guess I
can't really get away from looping through my "special
registry" in the item registry event?
L137[13:50:40] <Zidane> Why do you need a
special registry?
L138[13:50:47] <howtonotwin> What exactly
are you doing? This sounds rather XY-ish
L139[13:50:59] <Zidane> ^ I agree with
that sentiment
L140[13:51:36] <Xilef11> I need to keep
some items in a separate list, just tought taking advantage of
Forge's registry system could be cleaner than my current
setup
L141[13:51:59] <howtonotwin> Yes, how are
you using that list?
L142[13:55:34] <Xilef11> mostly to create
automatic models/blocks for them, I think most of the other things
I do work with just an instanceof check
L143[13:57:18] <howtonotwin> I think you
may want to stick to the preinit event, then
L144[14:00:09] <Xilef11> alright, I guess
I'll just move things around a bit so my code is less of a mess
:p
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L156[16:46:47] <LexMobile> Xilef11>
thing is, ... I automatically create+register the block (and
therefore ItemBlock) for them...
L157[16:46:53] <LexMobile> Xilef11> I
think I need a redesign >.<
L158[16:46:55] <LexMobile> Yes yes you
do
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L160[16:53:35] <halvors1> Is it just me or
is the order items is registered completly random? Of course it's
between mods, but it seems like the order items appear in the
creative tab is changing every time i restart minecraft.
L161[16:55:35] <ghz|afk> hmm it should
never be random
L162[16:55:55] <ghz|afk> even the mod
order should be relatively deterministic
L163[16:56:03] <ghz|afk> but after the
first time you load a save
L164[16:56:16] <halvors1> Can it change
between saves?
L165[16:56:22] <ghz|afk> yes
L166[16:56:27] <ghz|afk> but there's no
reason why it should
L167[16:56:38] <ghz|afk> unless your
filesystem enumerates files in a random way
L168[16:56:40] <halvors1> Might be that is
what happends then.
L169[16:56:51] <ghz|afk> but once you have
loaded a save once
L170[16:56:52] <halvors1> It doesn't
L171[16:56:54] <ghz|afk> the order should
be fixed
L172[16:58:26] <halvors1> And where should
i use "forge-default-item"? Isn't the default values in
minecraft ok?
L173[16:58:51] <tterrag> in MC you have to
inherit a model to get its transforms
L174[16:58:58] <tterrag> vanilla doesn't
let you change transforms in the blockstate
L175[16:59:06] <tterrag> so forge adds
forge:default-item which is the same as what's in
item/generated
L176[16:59:26] <halvors1> So if i don't
have a blockstate for the item i don't need it?
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L178[16:59:51] <tterrag> if your item has
an explicit model not really
L179[16:59:57] <ghz|afk> if your item has
"parent":"item/generated"
L180[17:00:18] <halvors1> Ok, and the
"default-block" where do i need that?
L181[17:00:45] <ghz|afk> for block models
that don't have "parent":"block/block" or one
of the models that inherit from it
L182[17:01:04] <ghz|afk> the most common
use case for forge:x transforms
L183[17:01:05] <halvors1> Thanks, makes
sense as i am using it for obj models :)
L184[17:01:11] <ghz|afk> is for .obj
models in blockstates
L185[17:01:18] <halvors1> Exactly :)
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L210[18:09:28] <halvors1> When rendering
my obj model with json there the inside is not transparent but
solid black.
L211[18:11:21] <halvors1> Any idea
why?
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L218[18:48:16] <halvors1> Why is my model
working when rendering with TESR but not when rendering thru
json.
L219[18:48:18] <halvors1> ?
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L237[20:24:36] <howtonotwin> MC recommends
>3, but it only requires 2.1, so you better put in a check for
it
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L240[20:28:59] <abab9579> So I should
support it...
L241[20:29:43] <abab9579> Any opengl
person here? I want to know if two shared context will share render
target or not, on opengl 2.1
L242[20:30:56] <abab9579> What I want to
do is 'render to texture' on another thread.
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L256[20:55:38] <Abastro> Hi, anyone know
how to render to texture in opengl 2.1?
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L258[20:59:02] <halvors1> What is the
greatest way return a smaller number the greater the input argument
number is? Math.pow(0.1, bignumer) ?
L259[20:59:35] <halvors1> Need to spawn
particle more often based on how high an int is.
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L262[21:05:15] <Abastro> For floating
point numbers there's getExponent
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L264[21:05:21] <Abastro> Or similar.
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L267[21:07:44] <Abastro> And afaik there's
the opposite of it.
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L269[21:09:43] <howtonotwin> Abastro,
maybe check the Looking Glass mod
L270[21:10:14] <howtonotwin> Renders views
of worlds onto textures
L271[21:10:20] <Abastro> I found the way
thanks to google
L272[21:10:36] <howtonotwin> Google-Fu
suffices too ;P
L273[21:10:40] <Abastro> Which involves
copying pixels
L274[21:10:44] <Abastro> :P
L275[21:11:13] <Abastro> Now what I'm
concerned about is
L276[21:11:19] <Abastro> Threading
it.
L277[21:11:56] <Abastro> Idk if the render
target(framebuffer) is shared among threads.
L278[21:12:20] <Abastro> I mean backbuffer
by this
L279[21:12:54] <Abastro> If they are
shared, I need to synchronize and keep the old image in a
texture.
L280[21:13:19] <Abastro> Otherwise, just
render there and don't care about it.
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L284[21:33:09] <Jaffa> Is there any events
to hook into post-login but pre-join? I'm wanting to basically do
some custom whitelisting
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L287[22:02:05] <darkevilmac> What would be
the best way to exit the game when it's starting up? I want to quit
the game if certain ores aren't present.
L288[22:04:13] <darkevilmac> I'm assuming
FMLCommonHandler.exitJava
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