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L25[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171212 mappings to Forge Maven.
L26[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171212-1.12.zip
(mappings = "snapshot_20171212" in build.gradle).
L27[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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L37[04:01:26] <Aroma1997> when using a TESR
to render an item, there's no way to access the item, is
there?
L38[04:07:25] <ben_mkiv> oO
L39[04:08:04] <ghz|afk> nope
L40[04:08:23] <ghz|afk> and forge will
never add one, since tesr on items is such an ugly hack
L43[04:10:22] <ghz|afk> some very nice
people here helped me with this :p
L44[04:18:40] ⇨
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L45[04:20:28] <Aroma1997> is there another
way to render Items manually?
L46[04:20:53] <Aroma1997> Or alternatively
what would also work: is there a way to rotate and translate
BakedQuads?
L47[04:21:02] <ghz|afk> yes
L48[04:21:22] <ghz|afk> the animation
system does that in order to apply the animation curves
L49[04:21:54] <ghz|afk> it keeps the
internal model and re-bakes the quads when it needs to update the
animation state
L50[04:22:29] <Aroma1997> hmm
L51[04:22:31] <tterrag> what event can I
use clientside for world join/load where Minecraft#player is
nonnull ?
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L53[04:22:41] <tterrag> WorldEvent.Load is
too early
L54[04:22:50] <ghz|afk> entityjoinworld too
late?
L55[04:22:56] <ghz|afk> or is that
server-only?
L56[04:23:13] <Aroma1997> any hint on where
I would find that animation thing?
L57[04:23:31] <ghz|afk> Aroma1997: look at
AnimationTESR#renderTileEntityFast, inside the if (capability !=
null) block
L58[04:24:34] <ghz|afk> wait rather
L59[04:24:39] <ghz|afk>
AnimationItemOverrideList
L60[04:24:47] <ghz|afk> which is what you
would use for your own item models
L61[04:25:18] <tterrag> ghz|afk: that's for
any entity though
L62[04:25:25] <Aroma1997> thanks
L63[04:25:26] <tterrag> I could filter for
player but that seems dumb
L64[04:25:29] <Aroma1997> I'll look into
it
L65[04:26:09] <ghz|afk> tterrag: dunno, I
can't recall any other event
L66[04:26:24] <ghz|afk> maybe there's
something I don't know about :P
L67[04:27:35] <tterrag> that would also be
unreliable if the player was teleporting back to the
overworld
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L69[04:28:42] <ghz|afk> I don't think
there's anything that ONLY triggers for the initial loading, and
not switching dimensions?
L70[04:46:22] <Aroma1997> is there any way
to get the unbaked model of an ItemStack?
L71[04:48:00] <ghz|afk> hmmm
L72[04:48:12] <Aroma1997> because to apply
the transformations, I need to re-bake it
L73[04:48:14] <ghz|afk> you can get the
ModelResourceLocation from the ItemStack
L74[04:48:22] <ghz|afk> then call
ModelLoaderREgistry.getModel
L75[04:48:26] <ghz|afk> but maybe there's a
method let me check
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L77[04:51:59] <Aroma1997> how would I go
about getting said ModelResourceLocation?
L78[04:54:52] <ghz|afk> hmmm best I can
find right now is the implementation of
ItemModelMesher#getItemModel -- but the "shapers" field
is private :/
L79[04:55:45] <ghz|afk> I'm probably
missing something
L80[04:56:51] <Aroma1997> ok thanks.
L81[04:57:05] <Aroma1997> It's not like a
private field ever stopped anyone from doing something :-)
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L89[06:13:37] <Aroma1997> hmm doesn't
work
L90[06:14:33] <Aroma1997> Not all Items are
contained in that map
L91[06:14:44] <Aroma1997> eh, I guess, I'll
have to figure out something else.
L92[06:17:25] <ghz|afk> hm right
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L99[06:57:53] <ben_mkiv> ghz you linked me
to a small mod which uses forge objloader for a custom entity a
while ago
L100[06:57:58] <ben_mkiv> do you remember
which mod that was?
L101[06:58:23] <ben_mkiv> or do i recall
wrong and it wasnt for entities?
L102[07:20:20] <ghz|afk> hmm I have
examples of entities using my ModelHandle class
L105[07:27:26] <ben_mkiv> thanks :)
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L107[08:04:57] <Ordinastie> !gm
72964
L108[08:05:14] <Ordinastie> !gm
186026
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L119[10:13:41] <Foghrye4> Hello. Can
someone tell me how Forge differ block states saved within Extended
block storage and those, which are retrieved by `getActualState`
function?
L120[10:14:04] <ghz|afk>
ExtendedBlockStates are EXCLUSIVELY for rendering
L121[10:14:21] <Foghrye4> Yes, I
know.
L122[10:14:29] <ghz|afk> the only thing
that should ever return a state value with unlisted properties, is
getExtendedState
L123[10:14:34] <ghz|afk> now with that out
of the way
L124[10:14:40] <ghz|afk> the rendering
code calls getExtendedState
L125[10:14:49] <ghz|afk> which in turn by
default calls getActualState
L126[10:14:57] <ghz|afk> but mods can
expand to return unlisted properties
L127[10:15:06] <ghz|afk> but other parts
of mc call getActualState
L128[10:15:11] <ghz|afk> most notably,
some of the collision functions
L129[10:15:18] <ghz|afk> (others you can
override to also call getActualState)
L130[10:15:42] <ghz|afk> butthe key is
that IUnlistedProperties should ONLY be assigned within
getExtendedState, and nowhere else.
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L132[10:17:04] <Foghrye4> For example
BlockStairs create `new BlockStateContainer(this, new IProperty[]
{FACING, HALF, SHAPE});`. All of them saved to block state
palette?
L133[10:17:28] <ghz|afk> yes, all the
standard properties are permutated during init
L134[10:17:41] <ghz|afk> but
L135[10:17:55] <ghz|afk> the low-level
save data only contains the 4-bit metadata value returned from
getMetaFromState
L136[10:19:05] <Foghrye4> So
`getMetaFromState` control what will be saved to disk. Got it,
thank you.
L137[10:19:28] <ghz|afk> until 1.12,
yes
L138[10:19:29] <ghz|afk> 1.13 changes
that
L139[10:19:38] <ghz|afk> but we don't have
1.13 yet
L140[10:19:47] <ghz|afk> we'll ahve to
wait until new year
L141[10:21:23] <Foghrye4> I'm asking
because `getActualState` slow down `getCollisionBoxes` a lot. And I
was wondering if I could somehow get rid of it at least for vanilla
blocks.
L142[10:21:55] <ghz|afk> well... it's
needed for things like fences and such, which show differently when
they connect to neighbours
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L151[11:07:52] <SuperTurk> Hi
everyone
L152[11:11:18]
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L153[11:11:45] <SuperTurk> How can I put
an item around a Player with a command ? I would like to show an
item around the player
L154[11:11:53] <SuperTurk> If anyone know
how can I do it
L155[11:11:59] <SuperTurk> Thank's
:)
L156[11:12:36] <Foghrye4> Render item
around Player? Spawn EntityItem which will fly around Player?
L157[11:13:25] <SuperTurk> Yes
L158[11:14:06] <Foghrye4> Ugh. I'm not
sure MinecraftForge have a console command to do that.
L159[11:14:43] <SuperTurk> I know, i need
to know how to code it ^^ The command will be by me
L160[11:15:12] <SuperTurk> Just need how
to show an item where I want, like around a player
L161[11:16:31] <Foghrye4> Hook in
`RenderPlayerEvent.Pre` event.
L164[11:20:09] <ghz|afk> but that draws
the items on the player model that other players see
L165[11:20:24] <ghz|afk> so that may not
be what you want :P
L166[11:20:48] <ghz|afk> SuperTurk: can
you explain with more detail, what you mean by "around a
player"?
L167[11:21:07] <ghz|afk> in first-person
UI? third-person? on other players that you see in theworld? all of
the above?
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L172[11:33:02] <SuperTurk> I mean, an item
like a pet, which will be around of your head, like a parrot
^^
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L174[11:33:26] <ghz|afk> well there's more
than one way to do it
L175[11:33:39] <ghz|afk> like, with
parrots
L176[11:33:45] <ghz|afk> there's two ways
for the parrot to exist
L177[11:33:53] <ghz|afk> when it's in the
world, it's an entity
L178[11:33:56] <ghz|afk> which moves
independently
L179[11:34:04] <ghz|afk> when it's in your
shoulders, it becomes part of the player
L180[11:34:08] <ghz|afk> if
"fuses" into the player
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L183[11:34:14] <ghz|afk> and the player
entity draws the parrots
L184[11:34:39] <ghz|afk> I think it might
be possible to have other non-parrot entities placed in
shoulders
L185[11:34:44] <ghz|afk> but I haven't
tried it myself
L186[11:35:07] <ghz|afk> so if you want to
have a block of obsidian on the shoulder, you may be able to assign
the EntityItem in there :P
L187[11:35:20] <SuperTurk> My needed, is
to be a part of the player, but it will not be a pet, I just use
the parrot to explain what I'm trying to do ^^
L188[11:35:48] <SuperTurk> Yes it can be a
block too x)
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L191[11:37:19] <SuperTurk> With the
entityitem ? How ?
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L194[11:39:02] <SuperTurk> Ok I think I
get it, I saw you can create an entity with an Item then place a
position thank's :)
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L245[17:09:08] <Tao> Hello Guys
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L248[17:10:23] <Tao> I have a question -
what is the correct way to detect the current minecraft version the
mod is running in? I tried "ForgeVersion.mcVersion",
"MinecraftForge.MC_VERSION","Minecraft.getMinecraft().getVersion()"
L249[17:10:49] <Tao> To be precise, my
issue is that I have a mod using compatlayer that can run in 1.10.x
and 1.11.x, but needs a different default config per version
L250[17:11:04] <Tao> All of the above
versions return 1.11.2 on a 1.10.2 installation though
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