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L11[01:25:10] <billy> anyone know a sane way to add code to a vanilla block's updateTick method? specifically, I've added dirt and grass slabs to my mod, and I'd like grass to "grow over" the dirt slabs like it does dirt blocks
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L13[01:27:04] <Disconsented> define sane
L14[01:27:19] <billy> not asm would be a sane example
L15[01:27:26] <Disconsented> Then no
L16[01:38:52] <tterrag> billy: the only way to do that would be to replace grass or use ASM. why not just do it in your own random tick?
L17[01:38:57] <billy> nvm, found something on the forums that helped http://www.minecraftforge.net/forum/topic/44239-1102-client-side-block-update-events/
L18[01:38:58] <tterrag> check for grass around and update
L19[01:39:24] <tterrag> IWorldEventListener won't help you since grass still won't detect your dirt slab as "grassable"
L20[01:40:01] <billy> i just need to know when updateTick is run on grass, i can handle the rest myself.
L21[01:40:01] <billy> https://gyazo.com/3ea4f90204869d57a0efcdebd7daf5d6
L22[01:44:48] *** Upth is now known as Upthorn
L23[01:51:10] <billy> works like a charm https://gyazo.com/cf7f393ba49c2e738f8ef8eea18c1456
L24[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20171027 mappings to Forge Maven.
L25[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20171027-1.12.zip (mappings = "snapshot_20171027" in build.gradle).
L26[02:00:17] <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[02:17:24] <billy> nvm again. that only worked on actual block updates, not the updateTick. reverted back and took your advice, tterrag, and just added random tick to my dirt slab to look for grass blocks around it
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L57[05:42:34] <barteks2x> Is there ANY way to edit a resource in IDEA and have Minecraft reaload it without waiting for all resources to be reloaded?
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L59[05:44:13] <gigaherz|work> I don't believe so
L60[05:47:20] <barteks2x> restarting MC just to reload one stupid shader is annoying
L61[05:47:36] <barteks2x> we have code hotswap but can't reload a text file
L62[05:48:30] <barteks2x> 90% if my time is wasted waiting for MC to restart
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L64[05:55:11] <Andrio> Does F3+T do it?
L65[05:56:24] <barteks2x> not when you aren't in world
L66[05:56:33] <barteks2x> and it takes almost as long as restarting MC
L67[05:56:34] <Andrio> mm
L68[05:57:04] <barteks2x> I previously used "change language" option, but doesn't seem to work for shaders
L69[05:57:53] <barteks2x> ... I just realized that my shader almost has more uniforms than lines of actual code
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L115[10:18:02] <barteks2x> Is there some builtin matrix math utils builtin minecraft or forge?
L116[10:20:47] <PaleoCrafter> there's javax.vecmath with various matrix and vector classes
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L118[10:22:51] <barteks2x> I hope it will work the way I want...
L119[10:23:51] <barteks2x> actually, it doesn't have to. I can just use Minecraft's Matrix class
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L128[11:49:56] <tterrag> is there an easy way to look up a property string for a state? I want to automate mapping block items to their respective blockstate variants
L129[11:52:41] <PaleoCrafter> lookup how? like, which direction?
L130[11:53:23] <tterrag> state->propstring
L131[11:53:39] <PaleoCrafter> isn't that just sate.toString()? xd
L132[11:53:48] <tterrag> I don't think so?
L133[11:53:54] <tterrag> what about statemappers ?
L134[11:54:18] <PaleoCrafter> ah, rendering-relevant property string
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L136[11:55:07] <tterrag> yes, for models
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L138[11:57:32] <quadraxis> StateMapperBase has a method
L139[11:57:45] <quadraxis> won't help for statemappers that don't inherit tho
L140[11:58:20] <PaleoCrafter> well, putModelStateLocations should suffice
L141[11:58:42] <tterrag> right but then there's the problem of knowing the statemapper
L142[11:58:42] <ybden> there's DefaultStateMapper and getPropertyString IIRC
L143[11:58:49] <tterrag> e_e
L144[11:58:54] <tterrag> that doesn't help when the block has its own
L145[11:59:08] <ybden> see if you can get the statemapper of the block somehow
L146[11:59:11] <PaleoCrafter> yeah, unless you create the statemapper at that point, there's no way around reflection/AT, I think
L147[11:59:14] <ybden> 'got to be possible
L148[11:59:28] <PaleoCrafter> or a Forge PR with an AT, for that matter :P
L149[11:59:33] <PaleoCrafter> might be useful to others
L150[12:00:40] <quadraxis> getPropertyString is in StateMapperBase, so at least some custom state mappers will have it
L151[12:01:24] <quadraxis> and the most obvious ones that won't are "empty" statemappers which won't provide anything anyway
L152[12:04:05] <barteks2x> anyone good with math of scaling and translation? I'm stuck and confused
L153[12:04:14] <tterrag> or just BlockModelShapes.getBlockStateMapper().getVariants() :)
L154[12:04:33] <PaleoCrafter> ah, right, heh xD
L155[12:04:49] <PaleoCrafter> no need to get the state mapper if you can't invoke it for individual states anyways
L156[12:05:19] <barteks2x> I have scale and offset, and I want to scale it again by some factor around a given point. How would I need to modify my scale and offset?
L157[12:05:25] <ghz|afk> finally, back home from the dentist appointment, Mario Odyssey has been waiting for me! :3
L158[12:06:54] <quadraxis> translate point to origin, apply transform, translate back is the normal approach I believe
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L160[12:07:50] <ghz|afk> https://www.youtube.com/watch?v=0mhuh6ojc0I
L161[12:08:18] <PaleoCrafter> welp, I just noticed that you effectively don't even need # for comments in lang files unless your line contains an equals sign
L162[12:09:50] <barteks2x> quadraxis, except that all I have is the 3 values currently (unless I switch entirely to make it use matricies for all of it)
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L165[12:22:53] <Galaxtone> wait...
L166[12:22:58] <Galaxtone> there making a mvoie of papers please?
L167[12:23:36] <tterrag> PaleoCrafter: this doesn't work because it's not set up before preinit :/
L168[12:23:45] <PaleoCrafter> oh, wow
L169[12:23:48] <PaleoCrafter> well...
L170[12:23:51] <tterrag> I'll just use a default statemapper and provide something to let a block override it
L171[12:23:58] <tterrag> well it makes sense, since statemappers are also added in preinit
L172[12:24:04] <PaleoCrafter> are they?
L173[12:24:18] <barteks2x> I will just try with matricies...
L174[12:24:25] <Galaxtone> Well ghz had a trailer for it
L175[12:24:32] <Galaxtone> the link*
L176[12:24:35] <tterrag> yup, they are
L177[12:24:39] <Galaxtone> noice
L178[12:24:43] <tterrag> stored in ModelLoader#customStateMappers
L179[12:25:03] <PaleoCrafter> welp, good to know
L180[12:25:06] <Galaxtone> now... to add sound to my soundless buttons
L181[12:25:36] <PaleoCrafter> didn't notice that because I use a custom state mapper (allows specifying the domain) for everything anyways
L182[12:26:13] <Galaxtone> I just realized that levers and stone buttons use the same audio file
L183[12:29:35] <barteks2x> why zooming in is so hard to code properly...
L184[12:38:05] <LexMobile> PaleoCrafter: what’s your twitch app name?
L185[12:38:50] <PaleoCrafter> should be PaleoCrafter, I think xD
L186[12:43:59] <malte0811> Why would a TE be invalidated in getTileEntity directly after it was placed? Also, is it normal for stackoverflow crashes to be cut off (As in the important bit is missing)?
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L188[12:51:59] <barteks2x> my zoom in/out code finally works correctly: https://i.imgur.com/4FQU2QI.gifv
L189[12:53:59] <Galaxtone> strange...
L190[12:54:26] <Galaxtone> onBlockActivated doesnt seems to trigger when dual wielding items
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L197[13:11:13] <Galaxtone> sigh
L198[13:12:07] <Galaxtone> I think my setup is broken because I can't seem to find an existing class that can hold a Chat message
L199[13:13:24] <Galaxtone> Wait found it
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L241[18:57:01] <beschio> Heya peeps! Is there a way I can determine which Forge version a specific Minecraft jar is made from? Any file that contains the version that would be present
L242[18:57:04] <beschio> in the jar?
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L247[19:58:14] <LexMobile> What setup?
L248[19:59:18] <beschio> I'm not sure tbh. It's minecraft.jar 1.7.10 from a modpack wrapped in some weird launcher
L249[19:59:56] <LexMobile> Oh that’s horrible
L250[20:00:02] <beschio> Yup
L251[20:00:12] <LexMobile> There should never be Forge classes in a minecrwft.jar
L252[20:00:39] <beschio> Oh there sure is! :O
L253[20:04:18] <beschio> cpw/mods/fml/client/FMLClientHandler sounds like Forge atlest
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L255[20:06:16] <beschio> Now.. it's very possible that this weird launcher just renamed Forge to minecraft.jar and then wrap the real 1.7.10 jar
L256[20:07:09] <beschio> Judging by the fact that "minecraft.jar" contains the Forge credits/license in the jar root
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L265[21:17:58] <Swordstone> hello
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L267[21:25:35] <Galaxtone> You ever heard of the man with the 15 second memory? Well it seems I have recreated that in minecraft with my tile entity, Once my onBlockActivated finishes poof it reverts to 0. (I'm trying to implement a cooldown)
L268[21:26:26] <Swordstone> what reverts to 0?
L269[21:26:47] <Galaxtone> https://pastebin.com/raw/EYM4iczn
L270[21:49:27] <tterrag> uhm
L271[21:49:33] <tterrag> what possible reason could there be for a block rendering as its item?
L272[21:49:51] <tterrag> as in
L273[21:49:54] <tterrag> it looks like the item model
L274[22:03:29] <Galaxtone> *maybe you should give the model file*
L275[22:04:23] <tterrag> I nailed it down to this bit of code https://pastebin.com/SF9qr9sf
L276[22:04:32] <tterrag> moving away from that makes it stop happening. but I use that code for other blocks just fine
L277[22:04:39] <tterrag> it's what I was trying to solve just a few hours ago in here
L278[22:06:18] <Galaxtone> code*
L279[22:06:39] ⇦ Parts: Galaxtone (~IceChat9@cable-54-120.sssnet.com) ())
L280[22:08:03] <tterrag> and really the model is irrelevant. I see no possible way a block state could ever point to an item json. it wasn't even using the blockstate somehow
L281[22:08:08] <tterrag> it's like it was being statemapped directly to the item json
L282[22:08:11] <tterrag> even though I have no statemapper
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