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L7[01:48:24] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170918 mappings to Forge Maven.
L8[01:48:28] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170918-1.12.zip
(mappings = "snapshot_20170918" in build.gradle).
L9[01:48:39] <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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L28[03:36:37] <ben_mkiv> am i stupid? -
"bad operand types for binary operator"
L29[03:36:47] <ben_mkiv> if(1 & 1 ==
0)
L30[03:37:09] <ben_mkiv> i want an binary
and operation on two int values
L31[03:37:27] <ghz|afk> parens
L32[03:37:42] <ghz|afk> if ((1&1) ==
0)
L33[03:37:53] <ghz|afk> otherwise it may
group it as if (1 & (1==0))
L34[03:38:06] <ghz|afk> which would be
int&bool which is a type mismatch
L35[03:38:11] <ben_mkiv> nvm. thank you
=)
L36[03:38:28] <ben_mkiv> thought the
operator would get priority
L37[03:39:31] <ghz|afk> nah it's a weird
situation
L38[03:39:40] <kashike> gotta love
java
L39[03:39:46] <ghz|afk> since & can be
used with booleans as a non-shortcircuit
L40[03:39:52] <ghz|afk> so
L41[03:40:00] <ghz|afk> if (func1() &
func2()) will run both functions
L42[03:40:04] <ghz|afk> while
L43[03:40:14] <ghz|afk> if (func1()
&& func2()) may only run the first
L44[03:40:54] *
ben_mkiv needs more caffeine :D
L45[03:41:02] <ben_mkiv> thanks for
explaining in detail :)
L46[03:41:46] <ben_mkiv> but first example
only works when both functions are of type bool?
L47[03:42:01] <gigaherz|work> so does
second
L48[03:42:08] <ben_mkiv> ah, right
L49[03:42:31] <gigaherz|work> java doesn't
do automatic int<->bool conversions
L50[03:42:44] <kashike> thank goodness
:p
L51[03:43:20] <gigaherz|work> int-as-bool
can be useful in some cases
L52[03:43:48] <gigaherz|work> like in C,
many API functions use a pseudo-boolean value, where 0 means
"no error", but non-zero means error
L53[03:43:55] <gigaherz|work> while at the
same time non-zero tells you which error
L54[03:44:22] <gigaherz|work> so you end up
with stuff like if (func()) error;
L55[03:44:28] <gigaherz|work> instead of
if(func() != 0) error;
L56[03:45:05] <gigaherz|work> it does
however make it easier to have broken code and not know it
L57[03:45:21] <ben_mkiv> yea, thats the
downside of the non strict handling
L58[03:45:41] <ben_mkiv> c people are used
to it
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L60[03:49:53] <ben_mkiv> for nand i would
do "valA & ~valB" ?!
L61[03:50:08] <gigaherz|work> no
L62[03:50:12] <gigaherz|work> that'd just
be a and not b
L63[03:50:16] <gigaherz|work> nand is not(a
and b)
L64[03:50:34] <gigaherz|work> so
~(a&b)
L65[03:50:55] <ben_mkiv> oh, thanks again
:)
L66[03:52:04] <ben_mkiv> that also helps to
understand some code i couldnt twist my head around yet xD
L67[03:53:28] <ben_mkiv> does intellij or
eclipse have build in profilers?
L68[03:53:32] <ben_mkiv> never worked with
them yet
L69[03:56:00] <ben_mkiv> actually i want to
profile only some specific methods, to compare their cputime
L70[04:09:58] <gigaherz|work> I don't think
they have a built-in profiler
L71[04:10:21] <gigaherz|work> but you can
sortof integrate VisualVM on either
L72[04:10:56] <gigaherz|work> if all you
want is to profile a couple methods, you can do that using a
stopwatch?
L73[04:11:14] <gigaherz|work> start the
stopwatch at the beginning of the mthod, and pause it at the
end
L74[04:11:17] <ben_mkiv> nah it's stuff
which happens at rendertime, every ms counts
L75[04:12:20] <gigaherz|work> even more
reason to use a dedicated stopwatch instead of a profiler
L76[04:12:43] <ben_mkiv> ah you mean as
integrating the measurement to my methods
L77[04:12:49] <ben_mkiv> sorry for my weird
english xD
L78[04:13:15] <gigaherz|work> even more
reason to use a dedicated stopwatch instead of a profiler()
L79[04:13:22] <gigaherz|work> ehh
L80[04:13:26] <gigaherz|work> pressed up
before enter
L81[04:13:51] <gigaherz|work> I was typing:
i meant guava's stopwatch class or custom code using
System.nanoTime
L82[04:14:30] <gigaherz|work> and yeah I
meant a code one, not a physical one XD
L83[04:14:56] <ben_mkiv> yea, i was
thinking of a phsical one first :D
L84[04:15:00] <ben_mkiv> +y
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L86[04:34:38] <ben_mkiv> that moment you
realize that all the 60 places in code you changed to int must be
long -.-
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L92[05:03:16] <quadraxis> so 1.12.2 is
out
L93[05:03:22] <billy> how would I override
the vanilla diamond.json recipe? I simply need to add
"group": "diamond" to this recipe so my custom
recipes will group with it
L94[05:03:52] <ben_mkiv> quadraxis, did
they add more people to the credits?
L95[05:03:53] <ben_mkiv> :P
L96[05:04:33] <quadraxis> lol
L97[05:04:53] <ben_mkiv> oh they actually
fixed some stuff :>
L98[05:05:10] <quadraxis> bug fixes and the
"java edition" subtitle
L99[05:05:11] <ben_mkiv> the dirt/farmland
thing annoyed me often xD
L100[05:05:47] <ben_mkiv> 1.12.1 Splash
=> Removed "Better than Prey!"
L101[05:05:48] <ben_mkiv> xD
L102[05:06:01] <ben_mkiv> didnt notice
that before
L103[05:06:16] <quadraxis> guess they
liked the new version of Prey more
L104[05:12:13] <kashike> heh, MC-120567
was fixed
L105[05:12:14] <kashike> that's good
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L107[05:13:43] <ben_mkiv> serveradmins
might love the hopper dupe
L108[05:14:29] <kashike> that's a minor
issue compared to others really
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L110[05:15:12] <ghz|afk> it's out
already?
L111[05:15:17] <ghz|afk> I didn't expect
it till the afternoon
L112[05:19:13] <PaleoCrafter> Nobody
expects the early update
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L129[06:53:09] <Hink> should I use a
GuiScrollingList or GuiListExtended if I want a scroll list gui
with buttons and sliders in it?
L131[06:55:55] <gigaherz|work> doesn't the
mod config gui already do that?
L132[06:56:24] <Hink> i want this within a
gui outside the mod config gui
L133[06:57:05] <gigaherz|work> but you can
check how forge does it
L134[06:57:22] <Hink> forge uses a
GuiScrollingList
L135[06:57:42] <Hink> but they use it in a
simple way where all you do is click something in the list
L136[06:57:59] <Hink> im trying to have
parts that you can interact with within the list
L137[06:58:24] <Hink> things like the
controls menu use a GuiListExtended which is more of the type of
thing I'm trying to do
L138[07:00:17] <gigaherz|work> what?
L139[07:00:24] <gigaherz|work> mod config
guis can have sliders and input boxes
L140[07:01:09] <gigaherz|work> that said
the code is a bit complicated to understand
L141[07:01:16] <gigaherz|work> so probably
not the best reference
L142[07:03:13] <Hink> I looked at the mod
list gui as an example
L143[07:03:38] <Hink> i don't think the
configs with buttons and sliders are using a GuiScrollingList
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L147[08:05:03] <halvors> I'm using the new
ItemHandler capability, what to do with automation? Do i need to
map up what slot equals what side of the block or is that done
automatically?
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L153[08:39:20] <gigaherz|work> halvors:
uhm
L154[08:39:29] <gigaherz|work>
getCapability has a EnumFacing parameter
L155[08:39:39] <gigaherz|work> if you want
each side to have a different set of slots
L156[08:39:43] <gigaherz|work> you can use
a RangedWrapper
L157[08:39:57] <gigaherz|work> you can
have one RangedWrapper instance for each side
L158[08:39:59] <gigaherz|work> and return
the right one
L159[08:40:29] <gigaherz|work>
alternatively
L160[08:40:43] <gigaherz|work> you can
have multiple itemhandlers for each side
L161[08:40:47] <gigaherz|work> and combine
them for internal use
L162[08:40:51] <gigaherz|work> if you need
to
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L166[09:02:56] <halvors> gigaherz|work:
Yeah, but if i don't need any specific side configuration it seems
like forge is figuring out a matching slot by itself based on the
isItemValidForSlot() function.
L167[09:03:45] <ghz|afk> if that is enough
for your use case, sure
L168[09:03:57] <ghz|afk> note however that
extracting items won't be consistent though
L169[09:04:05] <ghz|afk> it will extract
from ANY slot
L170[09:26:54] <blood|wrk> what would
cause the same item to be duplicated in creative tabs when the item
is only registered once?
L171[09:31:08] <ghz|afk> you mean the item
shows up in all creative tabs
L172[09:31:12] <ghz|afk> or that the item
appears multiple times?
L173[09:31:20] <ghz|afk> (in one
tab)
L174[09:31:24] <blood|wrk> i meant same
creative tab
L175[09:31:38] <blood|wrk> few items show
up more than once, same meta and all
L176[09:31:53] <ghz|afk> your
getSubItems/getSubblocks may be enumerating them more than
once
L177[09:31:59] <ghz|afk> or you may be
calling super
L178[09:32:03] <ghz|afk> on top of
enumerating yourself
L179[09:33:01] <blood|wrk> getSubItems
goes through each meta i have which is 4 total
L180[09:33:17] <kashike> do you call
super?
L181[09:33:26] <blood|wrk> nope
L182[09:33:47] <blood|wrk> the list passed
will always be empty right?
L183[09:33:57] <blood|wrk> let me check to
see what it has
L184[09:33:57] <kashike> no
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L186[09:34:02] <kashike> it won't always
be empty
L187[09:34:09] <kashike> same list is used
for all items
L188[09:35:34] <blood|wrk> items.add(new
ItemStack(itemIn.getIconItemStack().getItem(), 1, i));
L189[09:35:38] <blood|wrk> for each
meta
L190[09:37:07] <kashike> can you gist the
whole method?
L191[09:37:29] <blood|wrk> for (int i = 0;
i < 4; i++) { items.add(new
ItemStack(itemIn.getIconItemStack().getItem(), 1, i)); }
L192[09:37:31] <blood|wrk> thats it
L193[09:38:17] <kashike> what version of
minecraft?
L194[09:38:21] <blood|wrk> latest
L195[09:38:33] <kashike> then that isn't
your whole method
L196[09:38:37] <kashike> itemIn isn't a
parameter
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L198[09:38:57] <blood|wrk> yes it is
L199[09:38:57] <kashike> public void
getSubItems(CreativeTabs tab, NonNullList<ItemStack>
items)
L200[09:38:57] <blood|wrk> public void
getSubItems(CreativeTabs itemIn, NonNullList<ItemStack>
items)
L201[09:39:20] <Ordinastie> ôO
L202[09:39:23] <kashike> why are you
adding the creative tab's item?
L203[09:39:27] <kashike> ._O
L204[09:39:42] <kashike> you should be
doing tab.add(new ItemStack(this, 1, i));
L205[09:39:49] <blood|wrk> ahhh
L206[09:39:50] <blood|wrk> thanks
L207[09:39:55] <kashike> this is why I
said full method, not just what's in it :P
L208[09:40:24] <blood|wrk> thats right, i
guess thats why they removed the passed stack
L209[09:41:00] <blood|wrk> still getting
used to this client nonsense =)
L210[09:41:11] <kashike> :p
L211[09:43:08] <blood|wrk> its all making
more sense now =)
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L219[10:24:17] <halvors> What is the
proper method for obtaining a blockstate with an extended
piston?
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L224[10:54:08] <ghz|afk> halvors: an
extended piston is 2 separate blocks
L225[10:54:21] <ghz|afk> the piston base
(extended) and the piston extension
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L246[12:43:06] <halvors> ghz|afk:
Thanks.
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L249[12:52:00] <halvors> What's the common
naming convension for fluids names that is more than 1 word?
L250[12:52:13] <halvors> toxic_waste?
toxicWaste?
L251[12:56:08] <PaleoCrafter> for anything
that's in some form a ResourceLocation, you want snake_case
L252[12:58:29] <quadraxis> this isn't a
resloc atm, I believe
L253[12:58:53] <quadraxis> snake_case
seems the future-proof option anyway
L254[12:59:04] <PaleoCrafter> hence
"in some form" ;) it isn't strictly one, but it should be
treated as such for future proofing reasons, yeah
L255[13:01:58] <Corosus> how do you make
mod recipes show up in the new recipe book stuff?
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L257[13:08:13] <halvors> Thanks :)
L258[13:09:47] <malte0811> Corosus: how
are you registering the recipes? JSON or code? And are you talking
about normal recipes or custom IRecipes?
L259[13:10:01] <Corosus> code via
GameRegistry.addShapedRecipe etc
L260[13:10:06] <malte0811> Also, try
/recipes give <Player name> *
L261[13:10:07] <Corosus> nothing
special
L262[13:10:17] <malte0811> It is special
in 1.12+
L263[13:10:24] <malte0811> you are meant
to use JSON
L264[13:10:31] <Corosus> my main goal is
to have them show up right from the start in the book, but maybe
that isnt supported
L265[13:10:33] <Corosus> ah kk
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L268[13:12:36] <halvors> Hmm. What to do
when i have an fluid tank storing a fluid from a mod (Call it
"steam" just as an example)
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L271[13:13:07] <halvors> Then i add
another mod that registeres the fluid with the name
"steam" before the mod that registered steam
before.
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L273[13:13:51] <halvors> Now the new
"steam" fluid is the one used, but the tank is still
storing the old "steam" fluid that now is untextured and
unusable since it's not registered anymore.
L274[13:13:58] <halvors> How do i solve
this issue?
L275[13:14:37] <Ordinastie> don't add mods
mid game
L276[13:15:18] <halvors> Ordinastie: Ok,
i'm the mod creator of the first mod.
L277[13:15:36] <halvors> Should i do
something to circumvent this?
L278[13:16:01] <halvors> Is this a well
known issue, or am i doing something wrong here?
L279[13:19:59] <halvors> Shouldn't fluid
capability store the fluid name and amount in NBT to avoid these
kind of issues?
L280[13:39:00] <ghz|afk> [20:25]
(Corosus): my main goal is to have them show up right from the
start in the book, but maybe that isnt supported
L281[13:39:04] <ghz|afk> vanilla uses
advancements for it
L282[13:39:10] <ghz|afk> but it can be
granted in code
L283[13:39:20] <ghz|afk> by default a
recipe only appears when you craft it
L284[13:39:49] <ghz|afk> note that only
recipes registered during the recipe event will ever show up in the
book, if you register them any later, the recipes won't be in the
list for the book at all
L285[13:40:07] <ghz|afk> or was it only
reciped loaded from json?
L286[13:40:15] <ghz|afk> anyhow, yeah
;P
L287[13:41:27] <Corosus> ahhhhhh right, i
noticed there were a lot of registry events for more than just
block and item now
L288[13:41:29] <Corosus> thats probably
it
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L292[13:41:48] <Corosus> as onslotcrafting
results has a whole lot of nulls going on for it when its trying to
see if it can unlock things
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L300[13:56:45] <Corosus> hmm i think it
does need json style recipes, using
RegistryEvent.Register<IRecipe> event not cutting it
L301[14:04:35] <ghz|afk> back
L302[14:04:37] <ghz|afk> and yeah
L303[14:04:39] <ghz|afk> I was thinking
about it
L304[14:04:43] <ghz|afk> as Lex said
L305[14:04:51] <ghz|afk> by the time the
event runs, you should have already reigstered all the
recipes
L306[14:05:04] <ghz|afk> it's there so
that mods can replace vanilla recipes and such
L307[14:05:22] <ghz|afk> even for custom
IRecipe implementations
L308[14:05:30] <ghz|afk> you should
register a factory in your factories.json
L309[14:05:42] <ghz|afk> and then havea
recipe json with "type":
"modid:yourfactoryname"
L310[14:05:59] <ghz|afk> which will invoke
the factory and give you the chance to return a new instance of hte
IRecipe
L313[14:09:52] <ghz|afk> ninja ;p
L314[14:10:06] <PaleoCrafter> that's two
distinct tweets :P
L315[14:10:09] <kashike> ^
L316[14:10:15] <ghz|afk> oh right
L317[14:10:18] <ghz|afk> oops
L318[14:10:34] <ghz|afk> I didn't realize
twitter uses serial IDs for tweets
L319[14:10:41] <ghz|afk> so I saw 9098 and
assumed it was the same XD
L320[14:10:45] <kashike> Vazkii's account
is verified? weird
L321[14:11:27] <ghz|afk> I don't think
verified means what it used to mean
L322[14:11:51] <kashike> "An account
may be verified if it is determined to be an account of public
interest. Typically this includes accounts maintained by users in
music, acting, fashion, government, politics, religion, journalism,
media, sports, business, and other key interest areas."
L323[14:12:33] <ghz|afk> yeah I mean that
includes youtubers, streamers and such
L324[14:12:36] <ghz|afk> these days
L325[14:15:12] <Corosus> ahh interesting,
json factories, wacky!
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L332[14:31:50] <Corosus> while i probably
wont use them for this thing, i think ill try to add that to
weather mod before i release it, know of a mod on github thats
using that system? also need to make sure i can still dynamically
disable some based on config file
L333[14:34:29] <halvors> Is there a method
for printing names of registered fluids?
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L337[14:49:04] <Hink> halvors— look at the
fluids register
L338[14:49:09] <Hink> or blocks or
whatever
L339[14:49:16] <Hink> should be a method
to get a collection of them
L340[14:59:29] <halvors> Thanks, found it
:)
L341[15:20:25] <Abastro> Is substitution
not allowed other than blocks/items?
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L343[15:33:22] <Hink> Is there any launch
parameter to change the initial window size of my game?
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L345[15:39:27] <Hink> Anyway to remove
GuiListExtended.IGuiListEntry entries from a GuiListExtended after
it's been created (trying to implement some sort of sorting
functionality to remove entries from the list)?
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L349[15:46:36] <darkevilmac> I'm working
on making some changes to architecturecraft so it uses more
standard rendering techniques. I've run into a bit of an issue with
lighting, would anyone have any idea as to what's causing these odd
shadows?
https://gfycat.com/MistyIllinformedIntermediateegret
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L362[16:16:06] <tterrag> darkevilmac:
looks like standard AO to me
L363[16:16:15] <tterrag> Look at the
planks below...they also have it
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L366[16:28:01] <darkevilmac> This image
shows it off a bit better, the blocks in the center are the custom
models, the ones on the sides are regular planks.
https://i.imgur.com/xPGlHRB.png
L367[16:29:47] <halvors> How can i add a
new material fluid and set the setNoPushMobility() to true?
L368[16:29:59] <halvors> It seems to be
protected, any way to workaround that?
L369[16:33:54] <halvors> How is player
slowed down by a fluid? Where is that actually done?
L371[16:37:00] <darkevilmac> Any way I can
load up a dev workspace with that PR to test with?
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L373[16:38:37] <quadraxis> it's
merged
L374[16:38:44] <darkevilmac> derp
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L376[16:39:59] <darkevilmac> looks like I
updated forge like an hour or two before it got merged.
L377[16:39:59] <darkevilmac> heh
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L389[17:20:22] <halvors> Is 1.12.2 mods
backwards compatible with 1.12.1?
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L391[17:20:42] <halvors> Or should they
run if i don't do some nasty ASM?
L392[17:21:53] <ghz|afk> exactly
L393[17:21:59] <ghz|afk> the changes are
very minimal
L394[17:22:05] <ghz|afk> so unless you are
extremely unlucky
L395[17:22:23] <ghz|afk> or you use
obfuscated ASM (notch named instead of SRG named)
L396[17:22:43] <ghz|afk> or you have very
invasive ASM
L397[17:22:55] <ghz|afk> it will
work
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L399[17:28:28] <halvors> Thanks :)
L400[17:36:59] <busti> Did hot swapping
stop working or am I stupid`
L402[17:39:22] <ghz|afk> hot swapping of?
code?
L403[17:39:29] <ghz|afk> if so, it should
work
L404[17:39:42] <ghz|afk> so long as you
aren't changing method or class signatures
L405[17:40:46] <busti> Especially in
intellij. I remember using DCEVM in the 1.6.4 days to hotswap
methods and classes. Somehow it never hot swaps for me. I wonder if
it does when I compile and run using the console.
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L407[17:41:44] <ghz|afk> uhm both normal
jvm and dcevm work fine for me
L408[17:41:50] <busti> At the moment I am
only trying to hotswap some render changes though. Like translating
something a little bit more upwards.
L409[17:42:03] <ghz|afk> if things are
working as they should
L410[17:42:22] <ghz|afk> after changing
things, you press the build icon or the build option on the
menu
L411[17:42:29] <ghz|afk> it compiles, and
asks if you want to reload the changed classes
L412[17:42:46] <ghz|afk> if you press yes,
it will show a little popup saying if it worked or not
L413[17:42:53] <ghz|afk> and if not, it
gives you the chance to restart the debug session
L414[17:43:15] <ghz|afk> but if you
ignored the red popup, then successive changes won't try to reload
anymore
L415[17:43:25] <ghz|afk> iirc
L416[17:43:39] <busti> I feel so dumb
now
L417[17:43:52] <busti> I forgot that you
have to use the debugger
L418[17:44:18] <ghz|afk> well.... if you
aren't debugging... it would be hard for it to send the changed
classes ;P
L419[17:45:14] <busti> I have been working
on a playframework project the past year, which is set up in a way
that it automatically recompiles everything that changed when you
reload the webpage or make any requests to the server.
L420[17:45:52] <busti> Well Time to set-up
dcevm
L421[17:46:01] <busti> Thank you very much
:3
L422[17:48:52] <ghz|afk> have fun
L423[17:48:56] *
ghz|afk jumps into bed
L424[17:49:40] <busti> good night
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L476[23:41:45] <blood> AbrarSyed: when you
updating SecretRooms
L477[23:41:53] <AbrarSyed> never?
L478[23:41:55] <blood> lol
L479[23:42:01] <blood> just update it
:P
L481[23:42:19] <AbrarSyed> new rendering
system as of 1.8 means I gotta rework everything... deemed it too
much effort at the time
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L483[23:42:44] <blood> maybe ill update it
for you when i get a chance
L484[23:42:48] <blood> then you can
maintain it again
L485[23:44:11] <AbrarSyed> if you really
want to
L486[23:44:21] <AbrarSyed> I hear forge
got permissions now.. would be nice to integrate
L487[23:44:49] <AbrarSyed> instead of
doing my current ownership tracking BS that is the #1 cause of
problems atm
L488[23:44:52] <blood> integrate
with?
L489[23:45:03] <blood> hehe
L490[23:45:24] <blood> i gave up on mods
tracking anything
L491[23:45:27] <blood> sponge tracks it
all now
L492[23:45:40] <AbrarSyed> I wrote that
tracking back in the days before sponge lol
L493[23:46:03] <blood> this tracks
everything in the game
L494[23:46:09] <blood> stores it with the
chunk
L495[23:46:19] <blood> including who
notifies a block
L496[23:46:26] <AbrarSyed> what version
that image from? an attempted port? or latest build from my old
code?
L497[23:46:50] <blood> no i mean in
general
L498[23:47:01] <blood> our events will
have proper tracking
L499[23:47:12] <blood> but there are
exceptions like commands/items that grant ownership
L500[23:47:25] <blood> no way we can track
custom stuff like that, however i do check owner uuid in
entity
L501[23:47:29] <blood> hoping a mod sets
it =)
L502[23:47:47] <blood> ill work on an
update for your mod soon, finishing up Grimoire of Gaia first
L503[23:47:52] <blood> just need to fix
this stupid model problem
L504[23:48:13] <blood> it seemed to break
when i moved old entity registration to EntityEntry
registration
L505[23:48:13] <AbrarSyed> got 2 options.
1) render code is broke.. which is weird and would only happen if
you tried porting and something went wrong. 2) TE is out of date
and a packet didnt get the copy block info.. but in that case it
should display the item texture
L506[23:48:32] <blood> oh you were talking
about my image, uh
L507[23:48:39] <blood> spawning an
entity
L508[23:48:42] <blood> not a block
L509[23:49:33] <AbrarSyed> a camo
entity?
L510[23:49:43] <blood> no
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L512[23:49:48] <blood> its just a
monster
L513[23:49:50] <AbrarSyed> yeah the image
just looks like a thing missing the model.. yeah.. with the correct
bounding boxes set atleast
L514[23:50:15] <AbrarSyed> lol and here I
was like "huh weird.. that looks like block sized.. is he
trying to port my mod atm or soenmthing?"
L515[23:50:38] <blood> lol
L516[23:50:39] <blood>
RenderingRegistry.registerEntityRenderingHandler(EntityGaiaAnubis.class,
r -> new RenderGaiaAnubis(small));
L517[23:50:44] <blood> that should
work
L518[23:50:51] <blood> and in my render i
just create the model and pass to super
L519[23:50:57] <AbrarSyed> fun fact, im
finally taking a graphics class this semester... line drawing
algorithms.. rasterization, Desigining algorithms with flops iun
mind.. fun stuff
L520[23:51:16] <blood> nice take that info
and update your mod
L521[23:51:17] <blood> =)
L522[23:51:20] <AbrarSyed> lol
L523[23:51:29] <blood> also whos updating
FG these days
L524[23:51:34] <AbrarSyed> lex
mostly
L525[23:51:42] <AbrarSyed> I just comment
on the odd MR
L526[23:52:14] <blood> how much vacation
do you need bro
L527[23:52:18] <blood> =)
L529[23:55:10] <AbrarSyed> lol, less
vacation more just got busy with life
L530[23:56:37] <blood> :P
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L532[23:57:31] <blood> lol
L533[23:57:32] <blood> so
L534[23:57:41] <blood>
RenderingRegistry.registerEntityRenderingHandler(EntityGaiaAnubis.class,
new RenderGaiaAnubis(small));
L535[23:57:46] <blood> this fixes
issue
L536[23:57:50] <blood> which is
deprecated
L537[23:57:59] <blood> if i use new
method, it breaks
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L539[23:58:45] <blood> ill just use old
for now
L540[23:59:09] <AbrarSyed> this is where I
use jump to decleration, read the docs, and find out why it doesnt
work
L541[23:59:30] <blood> ahhhh
L542[23:59:34] <blood> im not calling it
during preinit
L543[23:59:37] <blood> that would do
it