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L10[01:40:38] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170906 mappings to Forge Maven.
L11[01:40:42] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170906-1.12.zip
(mappings = "snapshot_20170906" in build.gradle).
L12[01:40:52] <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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L16[02:28:23] <cjm721> So I am trying to do
spectator like block rendering (like when in noclip inside of
blocks you can actually see everything). I found the exact method I
need to change but it is being hardcoded passed if the player is in
spectator mode. This is inside of RenderGlobal. I can just
overwrite the current RenderGlobal but that seems like a change
very likly to break with other people's code. Is there any better
way to do this.
L17[02:31:42] <gigaherz|work> there's no
good way to approach that, I don't think
L18[02:31:57] <gigaherz|work> there is
always "the other way", but that is never a good
way
L19[02:32:02] <gigaherz|work> sometimes
necessary, but never good
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L38[06:00:09] <halvors> How can i un a TESR
simple render fluid inside a tank?
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L41[06:24:49] <ben_mkiv> is there some way
to figure out where something actually rendered after several
translations and rotations have been applied?
L42[06:28:02] <ben_mkiv> or do i have to
calc it on my own?
L43[06:28:14] <gigaherz|work> what do you
need it for?
L44[06:29:00] <ben_mkiv> the mod im working
on allows rendering of virtual objects in the minecraft world, and
the player can add as many translate/scale transformations
L45[06:29:25] <ben_mkiv> but somehow i want
to implement some render distance and stuff, so i would need to
know where in the world it actually renders
L46[06:29:37] <gigaherz|work> you'll have
to calculate it
L47[06:29:52] <gigaherz|work> you could
extract the current matrix from opengl and apply it in cpu
L48[06:30:23] <ben_mkiv> do i really have
to calc with a matrix? shouldnt working with one vertex work?
L49[06:30:42] <ben_mkiv> as long as my
calcfunction follows it with each "transform"
L50[06:30:51] <gigaherz|work> what?
L51[06:31:07] <ben_mkiv>
matrix/object
L52[06:31:17] <gigaherz|work> the matrix IS
the transform
L53[06:31:36] <gigaherz|work> original
vertex -> [ transform matrix ] -> transformed vertex
L54[06:32:06] <gigaherz|work> so if you get
the matrix from opengl, and apply it to a vertex, you'll get the
same result that the gpu would get, when applied to the same vertex
position
L55[06:32:48] <gigaherz|work> you can
replicate the transform on cpu and then apply it separately
L56[06:32:58] <gigaherz|work> if done right
it would get the same result
L57[06:33:56] <ben_mkiv> well basicly i
want the matrix for cpu calc push in a vertex at 0,0,0 and get the
end position of the vertex
L58[06:34:05] <ben_mkiv> i guess thats what
you are talking about?
L59[06:34:11] <gigaherz|work> yes
L60[06:34:24] <ben_mkiv> are there methods
for that?
L61[06:34:40] <gigaherz|work> yes, but
you'll haveto find them
L62[06:34:41] <gigaherz|work> ;P
L63[06:34:42] <ben_mkiv> or do you know of
some mod which does it, where i could take a look xD
L64[06:34:47] <gigaherz|work> nope
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L66[06:35:08] <ben_mkiv> ok, thanks
:)
L68[06:42:59] <ben_mkiv> so this is the
math behind
L69[06:43:06] <ben_mkiv> now to figure out
how to get the matrix from gl
L70[06:43:17] <gigaherz|work> I believe
there's a Matrix4x4 or similar class, that you can use
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L72[06:58:00] <ben_mkiv> downside of this
is, it looks like i have to render once to get the position
L73[06:59:01] <ben_mkiv> would prefer if
would only have to update when a transformation is added/removed
from the stack
L74[07:02:29] <ben_mkiv> nvm, the 4x4
matrix class can do the transforms on cpu :)
L76[07:03:35] <ben_mkiv> thanks much
PaleoCrafter
L77[07:03:59] <ben_mkiv> now i wonder how
much performance impact it is if the matrix and such is cached for
rendering :>
L78[07:04:10] <ben_mkiv> and only gets
updated when really necessary
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L87[09:00:08] <ben_mkiv> ok, looks like i
got it working \o/
L88[09:00:19] <ben_mkiv> anyone knows how
often onRenderGameOverlay event happens? every frame or every
gametick?
L89[09:00:40] <ben_mkiv> same question for
renderWorldLastEvent
L90[09:00:46] <PaleoCrafter> every
frame
L91[09:00:50] <ben_mkiv> thanks
L92[09:01:03] <PaleoCrafter> everything
with "Render" in its name generally happens every frame
:P
L93[09:01:21] <ben_mkiv> yea, would be
weird other way, but want to get sure
L94[09:02:11] <ben_mkiv> so decreasing some
polling with % divions seems to not be best bet
L95[09:02:32] <ben_mkiv> is the gametick an
increasing integer which i could use?
L96[09:02:52] <PaleoCrafter> you can use
the total world time for periodic stuff
L97[09:10:48] <ben_mkiv> thanks
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L99[09:23:27] <busti> What do we use
instead of ISidedInventory now?
L100[09:23:45] <PaleoCrafter> the
IItemHandler capability
L101[09:23:55] <busti> Thanks :3
L103[09:24:27] <PaleoCrafter> I need to
add heading permalinks to the docs
L104[09:31:14] <gigaherz|work> busti: note
that IInventory is also bad practice ;p
L105[09:31:22] <gigaherz|work> you should
use IItemHandler for non-sided inventories too
L106[09:34:38] <busti> Thanks. Bye bye
TileInventory.java
L107[09:35:00] <PaleoCrafter>
>TileInventory
L108[09:35:25] <PaleoCrafter> better purge
that from your Git history ( ͡° ͜ʖ ͡°)
L109[09:35:34] <gigaherz|work> git
filter-branch ;P
L110[09:43:24] <busti> Is it still
beneficial to abstract away item handling and other capabilities to
an abstract TileEntity when using those?
L111[09:44:19] <busti> *to an abstract
class that extends TileEntity
L112[09:45:12] <busti> (In case of
tileentitys, I do not plan to do entitys at the moment)
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L114[09:48:25] <PaleoCrafter> considering
you don't have full multiple inheritance in Java, nah :P
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L117[09:53:22] <busti> Oh I wish i could
use scala in this project
L118[09:53:44] <PaleoCrafter> ... why
don't you?
L119[09:53:48] <busti> But the people I am
working with are ignorant of scala :/
L120[09:53:59] <PaleoCrafter> oh,
heh
L121[09:54:04] <PaleoCrafter> I know that
feeling :P
L122[09:54:08] <busti> And I do not want
to scare them away from the project
L123[09:54:38] <busti> So I am stuck with
java.
L124[09:55:41] <PaleoCrafter> I had to
convert a project from Scala to Java, too. Thank goodness it wasn't
that advanced at that point
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L126[09:58:52] <busti> And since I am
scared of certain modding libraries going dead in the next version
I will write everything on my own.
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L130[10:09:15] <busti> IInventory
implemented IWorldNamable. That got me curious. Why would one want
to implement it?
L131[10:10:00] <killjoy> it's a bad
name
L132[10:11:05] <killjoy> It's just
something that has a name
L133[10:11:17] <killjoy> if you're
familiar with sponge, it's their Nameable
L134[10:11:25] <busti> Do I want to
implement it?
L135[10:11:44] <busti> If so what
for?
L136[10:11:58] <killjoy> shouldn't need
to
L137[10:12:46] <busti> Okay.
L138[10:14:09] <busti> There goes
TileNamable.class
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L142[11:12:51] <busti> Is there a common
practice method for passing the facing along to an IItemHandler? I
would like to use the same Inventory for all sides but the side is
relevant when inserting or extracting.
L143[11:14:08] <ghz|afk> busti:
wrappers
L144[11:14:33] <ghz|afk> make a
SidedExtractInsertWrapper that calls custom internal functions like
insert(stuff, side)
L145[11:14:34] <busti> Ah found it.
SidedInvWrapper I suppose.
L146[11:14:37] <ghz|afk> nono
L147[11:14:40] <ghz|afk> that's for
ISidedInventory
L148[11:14:46] <ghz|afk> for upgrading
vanilla blocks
L149[11:14:50] <ghz|afk> you have to make
your own
L150[11:15:04] <busti> Okay.
L151[11:20:02] <busti> Where would I get
the side from in my Wrapper when something like a hopper for
example inserts into a certain side? From the getCapability
method?
L152[11:21:07] <busti> No wait that does
not make that much sense.
L153[11:21:41] <busti> Is there an example
in some mod somewhere I can use?
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L155[11:23:59] <busti> Or do I have to
instantiate an IItemHandler for each side and pass around items
between them?
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L158[11:31:16] <ghz|afk> busti: if you
need custom treatment of insert and extract
L159[11:31:26] <ghz|afk> then you'll be
implementing a custom IItemHandler, right?
L160[11:31:35] <ghz|afk> either extending
ItemStackHandler, or your own custom implementation
L161[11:31:37] <ghz|afk> either way
L162[11:31:52] <ghz|afk> you can make your
internal version have custom implementations of insert and
extract
L163[11:32:02] <ghz|afk> and then have the
wrapper for each side know which side it is
L164[11:32:20] <ghz|afk> and can call the
shared "master" inventory appropriately
L165[11:39:22] <viveleroi> does anyone
have advice on how I debug block lag/connection delays between a
client and a localhost server? I have this issue with forge 1.12.1
but with ~70 mods I don't know where to begin. never had this issue
before. randomly, blocks re-appear and then break, don't break at
all, sometimes right-clicking an inventory delays, and sometimes
entities freeze for a few seconds and then
"fast-forward"
L166[11:40:10] <viveleroi> I know `.12.1
is "beta" but I don't see open issues that explain
that
L167[11:52:27] <ghz|afk> viveleroi: Lex
just has to release a recommended build for it, that's all
L168[11:52:51] <ghz|afk> I mean, beta vs
non-beta
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L170[11:53:28] <ghz|afk> that said, I have
had major issues in 1.12, even vanilla 1.12
L171[11:53:31] <viveleroi> sure, but my
point is that despite being "beta" no one else seems to
have problems that I can see. I'm not sure what could be causing
this. I have a 1.10 modpack with 80 mods and it works fine
L172[11:53:37] <ghz|afk> where even
integrated server sometimes lags a lot
L173[11:53:44] <ghz|afk> taking seconds to
open chests and such
L174[11:53:46] <viveleroi> huh
L175[11:54:07] <ghz|afk> I haven't been
able to pinpoint it, but so far as I recall, it did happen in
vanilla too
L176[11:54:13] <viveleroi> I have debated
downgrading to 1.11 or even 1.10
L177[11:54:25] <ghz|afk> if it's a major
issue for you, it may be a thing to consider, yes
L178[11:54:35] <ghz|afk> because chances
are it's a vanilla issue
L179[11:54:55] <ghz|afk> that said
L180[11:55:08] <viveleroi> I haven't
played vanilla 1.12 so it might be. I guess it's worth trying a
plain forge install, no mods, to see if it happens
L181[11:55:11] <ghz|afk> if you want to
troubleshoot this kind of issue, the first thing to check is to try
without mods, or even without forge
L182[11:55:20] <viveleroi> hehe, yup
L183[11:55:28] <ghz|afk> if that solves
it, then try with half the mods
L184[11:55:45] <ghz|afk> and depending on
what happens, you can try adding or removing half of the remaining
half
L185[11:55:49] <ghz|afk> and so on
(bisection)
L186[11:55:49] <viveleroi> ya, I've done
that a lot in the past and it works, but takes forever to really
narrow things
L187[11:56:16] <ghz|afk> but if it's the
same issue that I have experienced, it happens even in vanilla for
me
L188[11:57:42] <viveleroi> unrelated, but
is there a way to uninstall a version of forge?
L189[11:59:08] <ghz|afk> well...
L190[11:59:22] <ghz|afk> you can remove it
from appdata\.minecraft\versions
L191[11:59:30] <ghz|afk> but you'll also
have to remove the jar itself
L192[11:59:47] <ghz|afk> from
libraries\net\minecraftforge\
L193[12:00:03] <viveleroi> I just need to
clear out older builds, so I can do that
L194[12:00:50] ***
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L195[12:01:15] <killjoy> I tried to create
a library cleanup tool a while back, but never got it working
L196[12:03:00] <ghz|afk> may be easier to
wipe the versions and reinstall the ones you need ;P
L197[12:05:17] <killjoy> if forge did the
json properly, we could just delete the libraries folder and have
all the libs be redownloaded
L198[12:11:30] <halvors> Anyone knows
where to find a simple example on how to render a block with
IBakedModel?
L200[12:14:33] <ben_mkiv> the rendering
starts ~L81 with the tesselator instance and pushing the quads in
the for loop
L201[12:21:51] <killjoy> Look at
LayerHeldItem
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L210[13:59:24] <halvors> I have a
rendering problem when rendering in a TESR. I have an transparent
glass like model, glass somehow renders black instead of
transparent.
L211[13:59:44] <halvors> When rendering
with OpenGL, anyone knows why that might be?
L212[13:59:48] <malte0811> What GL states
are you enabling?
L213[14:00:02] <gigaherz> enableBlend,
disableAlpha
L214[14:00:18] <gigaherz> if you want
semi-transparency
L215[14:00:24] <gigaherz> or enableAlpha,
disableBlend if you want cutout
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L217[14:03:45] <halvors> Thanks, will try
that.
L218[14:03:59] <halvors> I'm not enabling
anyone at the moment.
L219[14:04:32] <halvors> I should invert
after rendering right? so enable blend and disable alpha first,
then render and so disable blend and enable alpha again?
L220[14:05:03] <tterrag> afaik the default
TESR state has blending enabled
L221[14:05:15] <tterrag> but if not, you
should put it back the way you found it, generally
L222[14:06:51] <halvors> Thanks, works
like a charm :)
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L249[17:08:53] <viveleroi> well, the
lag/block delay problem isn't happening with just forge, so now I
get to try the mods. uggh
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L254[17:35:28] <viveleroi> also I've
noticed that many times I never get a loading progress bar on mac
except with certain mods, but it almost always shows on windows.
any reason?
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L259[18:11:02] <halvors> I have an OBJ
model. It like a basic cube but an OBJ model instead.
L260[18:11:13] <halvors> Don't ask why,
its more than a cube as well.
L261[18:11:59] <halvors> But the cube is
the issue, the "walls" of the cube is only textured when
looking from specific sides, any idea why that might be? Something
with OpenGL that could fix that?
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L273[21:32:34] <Hink> Why is
getASMTransformerClass called twice from a IFMLLoadingPlugin?
L274[21:41:43] <viveleroi> has anyone
experienced tile entities getting "stuck" so they're
unusable? furnaces, tc smelteries, and other blocks just stop
randomly for me. re-placing them or rebooting is the only fix. I'll
use them fine for a few things then they stop. I can put coal into
a furnace with cobble, it'll just sit there
L275[21:42:18] <viveleroi> I'm on forge
for mc 1.12.1, not sure which mod could be the issue without trial
and error. hoping someone might have seen it before
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