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L15[01:42:40] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170916 mappings to Forge Maven.
L16[01:42:43] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170916-1.12.zip
(mappings = "snapshot_20170916" in build.gradle).
L17[01:42:54] <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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L62[04:13:16] <krecher1> is it possible to
make my block to disguise as other blocks? (just using their
texture, nothing more)
L63[04:13:42] <krecher1> without using
TESRs? i want to retain some performance..
L64[04:13:54] <ghz|afk> yes
L65[04:14:17] <ghz|afk> you will need a
custom model, that returns the quads from the other block's
model
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L67[04:15:00] <krecher1> is it
IBakedModel?
L68[04:15:25] <ghz|afk> you'll need an
ICustomModelLoader, IModel and IBakedModel
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L70[04:15:51] <ghz|afk> from the
blockstates json, you reference a custom model location
L71[04:15:58] <ghz|afk> that you accept
from the ICustomModelLoader
L72[04:16:06] <ghz|afk> than on loadModel,
you return a new instance of the IModel
L73[04:16:20] <ghz|afk> and on bake, you
return a new instance of your IBakedModel
L74[04:16:34] <ghz|afk> and the
IBakedModel's getQuads
L75[04:16:47] <ghz|afk> can read from the
IBlockState parameter, which block it has to pretend to be
L76[04:16:58] <ghz|afk> for that
L77[04:17:05] <ghz|afk> you will need to
use IExtendedBlockState
L78[04:17:15] <ghz|afk> which you can only
return from getExtendedState in your block
L79[04:17:31] <ghz|afk> which lets you
assign IUnlistedProperties to the IExtendedBlockState
L80[04:17:52] <ghz|afk> and for that you
have to return ExtendedBlockState instead of BlockStateContainer
from the createBlockState method
L81[04:18:40] <ghz|afk> but becak to
getExtendedState, you would want an
IUnlistedProperty<IBlockState> so that you can read the
target from your TileEntity, and give the IBlockState reference to
the model
L82[04:19:37] <krecher1> that's quite a lot
of work to do, but thanks
L83[04:19:41] <ghz|afk> then the model can
cast to IExtendedBlockState and getValue(YourBlock.TARGET_STATE) to
obtain the state, and then use
blockmodelshapes.getModelForState
L84[04:20:00] <ghz|afk> to obtain the
IBakedModel that it will return its quads for
L85[04:20:12] <ghz|afk> so TL;DR:
L86[04:20:27] <ghz|afk> custom model +
extended blockstate unlisted property
L87[04:20:50] <ghz|afk> it's a lot of work,
but 90% of it can be autogenerated by the IDE ;P
L88[04:21:14] <krecher1> :D thanks
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L127[08:18:36] <Hink> How do I get my
GuiScrollingList items to not overlap?
L129[08:19:33] <ghz|afk> give each item a
"top" value?
L130[08:25:17] <Hink> do I specify this in
GuiScrollingList#drawSlot where I do FontRenderer#drawString?
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L138[09:03:19] <Raycoms> Okay, I finally
got my object with the texture rendered, just got one problem now,
he does only show the texture in certain angles
L140[09:03:26] <Raycoms> That might be
caused by what?
L141[09:14:23] <ghz|afk> you mean they
disappear when seen from "behind"?
L142[09:14:34] <ghz|afk> what happens when
you walk around it?
L143[09:21:17] <Raycoms> from behind it
shows the "missing texture texture"
L144[09:21:37] <Raycoms> when I am in the
right angle from the sides I can see it
L145[09:21:49] <Raycoms> and when I am
slightly above it in front of it I can see it
L146[09:21:54] <Raycoms> but right in
front it doesn't
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L148[09:25:32] <Hink> What would be the
best way to add a bunch of GUI sliders to a GuiScrollingList?
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L180[12:13:23] <tterrag> the fix is super
straightforward, and it would fix a lot of rendering issues coming
to me
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L207[13:35:26] <Ordinastie> (slotIdx *
12)
L208[13:36:10] <Ordinastie> probably
should be dependant on scrolling
L209[13:36:29] <Hink> I'm just not
understanding how to do the calculation.
L210[13:36:52] <Hink> I looked at the
net.minecraftforge.fml.client.GuiSlotModList and the math doesn't
make sense to me.
L212[13:38:33] <Ordinastie> because you
copy paste without reading
L213[13:38:48] <Hink> I read it over and
over.
L215[13:39:17] <Ordinastie> what does
'top' represent ?
L216[13:39:45] <Hink> the top is the top
of where the GuiScrollingList inner element background
renders.
L217[13:40:05] <Ordinastie> not in the
second gist
L218[13:40:57] <Ordinastie> or rather,
what do you call "inner element" the slot ?
L219[13:41:14] <Ordinastie> or rather,
what do you call "inner element"? the slot?
L220[13:45:29] <Hink> This is how I see
it.
L222[13:45:53] <Ordinastie> well, read
better
L223[13:46:12] <Ordinastie>
<Ordinastie> not in the second gist
L224[13:46:33] <Ordinastie> in the second
gist, what does top represent ?
L225[13:46:37] <Ordinastie> where does it
come from ?
L227[13:50:35] <Hink> Am I thinking about
it wrong?
L228[13:51:05] <Ordinastie> in the second
list, where does 'top' comes from ?
L229[13:51:40] <Ordinastie> where is the
variable defined ?
L230[13:52:02] <Hink> in the constructor
of GuiScrollingList
L231[13:52:11] <Ordinastie> wrong
L232[13:56:57] <Hink> but i used the
super'
L233[13:57:11] <Hink> constructor
L235[13:57:24] <Ordinastie> why are you
not answering the question I ask?
L236[13:57:53] <Ordinastie> I don't ask
them at random you know
L237[13:58:43] <Hink> am i talking about
the wrong gist
L238[13:59:10] <Hink> top comes from a
parameter of drawSlot
L239[13:59:15] <Ordinastie> yes
L240[13:59:21] <Ordinastie> and in your
code ?
L241[13:59:44] <Hink> in mine im using the
wrong top
L242[13:59:49] <Ordinastie> right
L243[14:02:43] <Hink> how do i get the
correct entryHeight for my list's elements?
L244[14:03:18] <Hink> for text i
mean
L245[14:03:27] <Ordinastie> font height is
always 9
L246[14:03:49] <Hink> ah, okay, thanks you
a lot!
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L254[15:07:42] <killjoy> Ahh! bug in
1.12.2-pre
L255[15:08:00] <killjoy> I accidentally
resized the window and now I can't click anything
L256[15:08:35] <killjoy> No... I just
can't click things.. hm..
L257[15:08:38] <killjoy> It worked
before
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L260[15:16:08] <killjoy> I'm going to
blame discord
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L269[15:42:12] <blood> tterrag
around
L270[15:43:06] <blood> chisel seems to
break a ton of mods when i add it on client
L271[15:43:24] <tterrag> yes
L272[15:43:25] <tterrag> and what
L274[15:43:43] <blood> remove chisel, no
issue
L275[15:43:53] <blood> it also breaks
botania
L276[15:43:56] <blood> and
tconstruct
L277[15:44:41] <tterrag> the crash there
is in BoP...I remember something similar but I also remember it
being fixed
L278[15:44:51] <blood> right but with
chisel removed there is no crash
L279[15:45:01] <tterrag> oh you don't have
ctm
L280[15:45:07] <tterrag> and thanks to
forge being wonderful that error is swallowed
L281[15:45:21] <blood> sec i got more ,
maybe others help
L282[15:45:28] <ghz|afk> ctm isn't a hard
dependency?
L283[15:45:31] <tterrag> >you don't
have ctm
L284[15:45:37] <tterrag> ghz|afk: can't be
sadly, as it's client only
L285[15:45:43] <ghz|afk> ah I see
L286[15:45:54] <blood> so i need ctm? what
is ctm
L287[15:45:56] <tterrag> however chisel
should throw an error in preinit, but forge continues loading and
swallows that crash
L288[15:46:03] <ghz|afk> blood: connected
texture library
L289[15:46:06] <tterrag> blood: it's
listed as a dependency on curseforge and others
L290[15:46:10] <blood> ok let me grab
that
L291[15:46:51] <blood> i dont see it on
curse forge
L292[15:47:03] <blood> ok got it
L294[15:47:27] <ghz|afk> XD
L295[15:47:43] <blood> right but searching
for Connected Textures has 0 listing
L296[15:48:11] <ghz|afk> I guess because
the title is "ConnectedTexturesMod"
L297[15:48:13] <ghz|afk> without
spaces
L298[15:48:40] <blood> yea probably should
have spaces
L299[15:49:44] <tterrag> if only there was
a direct link .-.
L300[15:50:27] <blood> forge should
probably add support for client only deps
L301[15:50:46] <blood> so chisel cant load
without it
L302[15:50:59] <tterrag> I asked and was
denied
L303[15:51:01] <tterrag> soo
L304[15:51:08] <blood> shouldnt server be
able to just ignore it though
L305[15:51:14] <blood> like other client
mods
L306[15:51:28] <ghz|afk> if you specify
dependencies="required-after:ctm"
L307[15:51:32] <ghz|afk> it won't load,
server or client
L308[15:51:34] <ghz|afk> and there's
no
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L310[15:51:37] <blood> ah
L311[15:51:39] <blood> right
L312[15:51:46] <blood> mezz: fix this?
:P
L313[15:51:49] <ghz|afk>
"client-dependencies" or
"required-after-client:"
L314[15:51:57] <tterrag> I have code to
still pop the missing mods screen
L315[15:52:11] <tterrag> but apparently
certain mods don't have safe code on volatile models
L316[15:52:54] <blood> i see HarvestCraft
is registering all items with minecraft domain
L317[15:53:09] <blood> spams a ton of
errors too in 1.12.1
L318[15:53:46] <blood> ok that fixed it
tterrag, no errors. Thanks =)
L319[15:54:14] <tterrag> I also don't
understand how anything chisel does could cause BoP's own model to
be null
L320[15:54:14] <blood> would be nice if
Forge didnt mask all the errors, really confusing
L321[15:54:36] <blood> no clue, CTM fixed
it though
L322[15:54:43] <tterrag> oh wait, I
know
L323[15:54:55] <tterrag> it's because CTM
throws an error in its ModelBakeEvent but forge continues to pass
it down the line
L325[15:55:29] <blood> probably should be
fixed then
L326[15:55:34] <blood> so it stops its
tracks
L327[15:55:50] <tterrag> yes, I've
mentioned it many times
L328[15:56:00] <tterrag> it would require
a lot of refactoring of the event system
L329[15:56:22] <tterrag> step one would
just be logging all exceptions
L330[15:58:10] <blood> where is this error
thrown on your end?
L331[16:01:22] ***
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L333[16:01:56] <blood> it should be
showing the error if you throw it
L334[16:03:14] <tterrag> are there any
other errors in the log then?
L335[16:03:33] <tterrag> because there's
no other explanation for this...if BoP's own model doesn't exist
then something is erroring preventing it from existing
L336[16:04:56] <tterrag> it could be many
things
L337[16:05:07] <tterrag> it's probably the
registry events
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L340[16:09:16] <blood> i see what it is i
think
L341[16:09:39] <blood> does chisel have to
be last during the modelbakedevent?
L342[16:09:57] <blood> because it hits bop
before chisel
L344[16:11:25] <blood> your mod comes
after
L345[16:11:42] <blood> i dont even see
chisel , just chisel and bits
L346[16:12:18] <blood> tterag ^
L347[16:12:22] <blood> tterrag ^
L348[16:13:48] <tterrag> blood: like I
said, it's probably the registry events
L349[16:14:07] <tterrag> cut it down to
just chisel/bop and see what happens
L350[16:14:26] <blood> same crash, what if
you just listen to ModelBakedEvent with highest priority
L351[16:14:30] <blood> and check if CTM is
installed
L352[16:14:32] <blood> if not, throw
error
L353[16:14:55] <blood> or check on
startup
L354[16:14:58] <blood> either or will
work
L355[16:15:16] <tterrag> I check far
earlier than that
L356[16:17:24] <tterrag> and I can't throw
an error because all exeptions from events are wrapped and
stored
L357[16:17:39] <tterrag> I have to hack
into FML's storage for missing mod exception
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L359[16:20:55] <blood> it shows it
fine
L361[16:21:25] <tterrag> yes but that
doesn't trigger the missing mods screen
L362[16:21:31] <tterrag> because it's
wrapped into a RuntimeException
L363[16:21:39] <blood> yea that would be
better for sure
L364[16:21:50] <blood> but at least you
can crash it during chisel
L365[16:22:04] <tterrag> a crash is worse
than this current problem
L366[16:22:14] <tterrag> I get endless
reports about people missing CTM and it crashes
L367[16:22:16] <blood> true, perhaps need
to bug mezz =)
L368[16:22:21] <tterrag> because people
are accustomed to missing mods showing that screen
L369[16:22:33] <blood> all we would need
is client deps
L370[16:22:51] <tterrag> sure, but again,
I asked lex and he said it was a stupid idea. so I wouldn't count
on that
L371[16:23:27] <blood> well another
alternative could be depend on it and server would be smart enough
to know to ignore it
L372[16:23:40] <blood> where you can
specify client only somewhere so it knows
L373[16:23:53] <blood> that would probably
be much cleaner
L374[16:24:47] <tterrag> there's also an
entirely separate issue whereby a mod can throw an exception in
preinit, and dependant mods will still have their registry events
called, which when those event handlers depend on the parent having
run, they fail
L375[16:25:33] <blood> how would a
dependant mod register its handler if it doesnt load?
L376[16:26:15] <tterrag> most people use
statically loaded event handlers now
L377[16:27:08] <tterrag> I have an idea
for a hack that might fix this
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L379[16:28:49] <blood> public void
registrItems(RegistryEvent.Register<Item> event)
L380[16:28:51] <blood> typo hehe
L381[16:34:13] <tterrag> nvm my hack won't
work because there's yet another bug
L382[16:34:24] <tterrag> throwing
CustomModLoadingErrorDisplayException just straight up doesn't work
during preinit
L383[16:34:33] <tterrag> because it's
wrapped by LoaderException and then fails the instanceof
check
L384[16:36:08] <blood> try listening to
ModelBakedEvent with HIGHEST priority
L385[16:36:15] <blood> and just toss an
error there
L386[16:36:23] <tterrag> that's a horrible
place to do it
L387[16:36:25] <tterrag> it's much too
late
L388[16:36:33] <blood> the crashes always
happen during it
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L390[16:36:50] <blood> and other mods
listen to normal priority
L391[16:36:59] <blood> except
codechickenlib from what i saw
L392[16:37:41] <blood> but best solution
would be to talk to mezz or can just PR one for server side
L393[16:38:09] <blood> is there a setting
somewhere that says "this mod is client only"
L394[16:38:17] <blood> @ClientOnly or
something?
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L396[16:38:57] <busti> When I have an
ITickable tileentity it onl starts ipdating when I look at it.
Shouldn't an absolute amount of chunks around the player be loaded
at all times?
L398[16:39:42] <tterrag> that line
shouldn't happen if it's an IFMLHandledException
L399[16:39:47] <tterrag> otherwise what's
the point
L400[16:39:50] <tterrag> it can never
bubble up
L401[16:40:15] <tterrag> blood:
clientSideOnly=true
L403[16:40:31] <blood> ok set in
annotation for @Mod or something?
L404[16:40:51] <blood> ok this should be
easy to fix on server side
L405[16:41:00] <blood> i can work on a PR
soon
L406[16:42:37] <blood> strange
L408[16:43:10] <blood> Forge already does
this
L409[16:43:28] <blood> maybe it does this
too late? let me see
L410[16:44:04] <blood> im going to add the
dep on server side
L411[16:44:11] <blood> it should be
disabled according to what im seeing
L412[16:45:08] <tterrag> that disables the
mod...not the dep
L413[16:45:14] <tterrag> and when a mod is
disabled it does not exist
L414[16:45:28] <blood> ohhhhhh
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L416[16:49:40] <blood> ill talk to mezz
when hes around, we can figure something out
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L426[17:24:58] <busti> It kinda got
drowned so I'll just ask again
L427[17:25:00] <busti> When I have an
ITickable tileentity it onl starts ipdating when I look at it.
Shouldn't an absolute amount of chunks around the player be loaded
at all times?
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L458[18:43:49] <Raycoms> Can I render a
model somehow in a matter so that it renders the same thing on both
sides?
L459[18:44:14] <Raycoms> I am rendering it
twice (in the tileEntitySpecialRendrer) but that's not working out
nicely
L460[18:44:28] <Raycoms> I can see the
"missing texture problems" of the backside of the other
texture
L463[18:46:21] <Raycoms> In other angles
it does
L464[18:46:28] <blood> tterrag
around
L465[18:46:55] <blood> what was the issue
with just having CTM as a dep and server loads it which would do
nothing as its labeled as client only
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L467[18:50:26] <Raycoms> Interestingly it
stops rendering when another tileEntitySpecialRendered entity gets
closer to the player
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L472[19:17:08] <Raycoms> Anyone? =P
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L474[19:20:29] <abab9579> Face
culling?
L475[19:24:17] <tterrag> blood:
clientSideOnly *doesn't* load the mod
L476[19:24:18] <tterrag> that's the
problem
L477[19:24:23] <tterrag> it literally does
not exist, FML skips it
L478[19:32:18] <Raycoms> abab9579 face
culling?
L479[19:32:55] <abab9579> Yes when it's
off, it will be rendered on the other direction as well
L480[19:41:29] <Raycoms> abab9579
GlStateManager.disableCull()?
L481[19:41:48] <abab9579> Right.
L483[19:42:33] <Raycoms> That
happens
L484[19:42:47] <abab9579> Besides I don't
know why another TE close to player stops rendering
L485[19:43:25] <abab9579> How did you
specify your UV?
L487[19:44:52] <Raycoms> I don't have any
UV I think
L488[19:45:48] <abab9579> So you rendered
the model?
L489[19:46:27] <Raycoms> Yes, I have a
json model
L490[19:46:53] <abab9579> I think there is
a z-fighting with the correct one and untextured one.
L491[19:47:39] <Raycoms> Same thing
happens on x when I rotate it
L492[19:48:12] <abab9579> You want to show
the same thing on either side?
L493[19:48:16] <Raycoms> Yes
L494[19:48:53] <Raycoms> Nevertheless, if
I can show it only on one side It'b okay if the back side just
wouldn't be pink and black and if it didn't stop rendering
depending on the angle
L495[19:49:44] <abab9579> Like vanilla
sign?
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L497[19:50:29] <abab9579> I think you
should have quads at the back as well. Or do you already have
it?
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L499[19:50:52] <Raycoms> Yeah it should be
like a vanilla sign
L500[19:50:56] <Raycoms> Not sure about
that
L501[19:51:10] <abab9579> Well how's your
model?
L502[19:52:00] <tterrag> there's no way
that just enableCull() would cause those extra quads to draw
L504[19:56:08] <tterrag> also
"name" is not a field in an element
L505[19:56:24] <tterrag> and why are you
using missing textures?
L506[19:56:29] <tterrag> why not
just...not have those?
L507[19:56:37] <abab9579> Really,
#missing..?
L509[19:57:18] <tterrag> I understand what
culling is
L510[19:57:22] <abab9579> I mean, when
disables
L511[19:57:27] <tterrag> but it wouldn't
make quads that weren't there in the first place suddenly
rendered
L512[19:57:31] <abab9579> *disabled
L513[19:57:50] <abab9579> Yeah, right.
Does vanilla discard those quads depend on facing?
L514[19:58:16] <tterrag> there's no
cullface, so no
L515[19:59:02] <abab9579> Then I guess it
should render the front faces on the back as well.
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L517[20:00:36] <Raycoms> I didn't make
this, our guy responsible for texture made this =D
L518[20:00:52] <tterrag> well tell him he
did it wrong
L519[20:00:57] <tterrag> just remove those
#missing faces
L520[20:01:20] <Raycoms> completely remove
"texture": "#missing"
L521[20:01:23] <Raycoms> or only
#missing?
L522[20:01:29] <tterrag> remove the entire
faces
L523[20:04:17] <Raycoms> It now crashes on
rendering
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L525[20:07:24] <Raycoms> The Baked model
now loads null
L526[20:09:22] <Raycoms> I think I left in
the commas
L527[20:11:17] <Raycoms> Okay tterrag
thanks the texture now works
L528[20:11:25] <Raycoms> The only problem
is that depending on the angle it stops working
L529[20:11:33] <tterrag> post the TE
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L532[20:16:15] <Raycoms> Its a copy of the
tileEntitySign
L533[20:16:48] <Raycoms> Which also for
some reason doesn't allow editing
L534[20:16:54] <Raycoms> like normal signs
do...
L535[20:19:57] <tterrag> weird
L536[20:20:18] <tterrag> do you have a
video or a screenshot of before/after it disappears?
L537[20:20:21] <tterrag> does it entirely
vanish?
L538[20:20:26] <tterrag> does the
renderTileEntityAt method stop being called?
L539[20:22:06] <Raycoms> It gets black and
then disappears
L540[20:22:12] <Raycoms> and its still
being called
L541[20:22:19] <tterrag> gets black?
L542[20:22:42] <Raycoms> Hmm but only
sometimes
L543[20:23:26] <tterrag> guessing it's a
GL state issue
L544[20:23:51] <tterrag> not sure what the
point of lines 98/99 are
L545[20:24:00] <tterrag> and that
depthFunc is weird too
L546[20:24:09] <tterrag> did you copy all
this from the sign renderer?
L547[20:24:11] <Raycoms> I can send you
the jar if you want
L548[20:24:21] <Raycoms> quite a part of
it I copied
L549[20:25:44] <Raycoms> Building the jar
on teamcity right now
L550[20:25:56] <tterrag> I doubt I can
find out anything new
L551[20:26:02] <tterrag> GL state issues
are pretty much trial and error
L552[20:28:34] <Raycoms> what a pity
L553[20:29:03] <Raycoms> Any idea why I
can't edit the sign or why it isn't displaying the text?
L554[20:29:08] <Raycoms> I copied 100% of
that code
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L556[20:40:32] <tterrag> uhhh no not
really
L557[20:40:44] <tterrag> as a general rule
I'd avoid copying code you don't understand
L558[20:42:38] <Raycoms> Rendering is not
really my field =P
L559[20:43:04] <Raycoms> I work on it as
pure necessity
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L562[21:04:09] <Raycoms> tterrag, I
disabled everything but translate and rotate and
this.renderModel(world, model, pos, alpha);
L563[21:04:13] <Raycoms> and nothing at
all changed
L564[21:19:51] <Raycoms> The problem with
the editing seems to be that i can't get a click Event on the style
of the sign
L565[21:20:08] <Raycoms> Someone knows how
to fix that without creating a complete own GUI Class? I want to
use the default sign GUI
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L570[22:00:34] <blood> Corosus: Zombie
Awareness 1.12.1 =)
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L573[22:06:46] <Corosus> :>
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