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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?
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.
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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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L103[08:38:07] ***
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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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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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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?
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*
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*
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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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