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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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L120[06:00:55] <billy> never mind. I figure it out.. https://paste.md-5.net/buqudujuco.coffee https://gyazo.com/e43bb8005ad421450a305e68a545ec31
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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?
L130[06:54:26] <Hink> I'm trying to aim for something like this https://i.imgur.com/vVdSlFn.png where I can interact with the buttons and sliders in the list.
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
L311[14:08:34] <ghz|afk> nice (1.12.2 related): https://twitter.com/LexManos/status/909860324865540098
L312[14:09:28] <kashike> https://twitter.com/LexManos/status/909860511935692800
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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L365[16:18:04] <darkevilmac> It only happens on one of the faces though, it's also a lot worse if I disable smooth lighting... https://i.imgur.com/z25dCWq.png
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?
L370[16:35:50] <ben_mkiv> darkevilmac, maybe thats related => https://github.com/MinecraftForge/MinecraftForge/pull/4387
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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L381[16:48:41] <darkevilmac> https://i.imgur.com/KoyN6Wx.png Still borked.
L382[16:57:29] <ghz|afk> it's here! http://files.minecraftforge.net/maven/net/minecraftforge/forge/index_1.12.2.html
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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`
L401[17:37:02] <busti> ?
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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L470[23:15:04] <blood> what would cause an entity to spawn as https://i.imgur.com/nSNUfzB.png
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L474[23:34:56] *** Abrar|gone is now known as AbrarSyed
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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
L480[23:42:12] <blood> btw https://i.imgur.com/nSNUfzB.png any idea?
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
L482[23:42:36] ⇨ Joins: bilde2910 (bilde2910@231.51-174-185.customer.lyse.net)
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> =)
L528[23:52:48] <blood> https://github.com/AbrarSyed/SecretRoomsMod-forge so sad
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
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