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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
L41[04:09:33] <ghz|afk> in my enderthing mod, the items were static json models -- even the chests: https://minecraft.curseforge.com/projects/enderthing
L42[04:10:14] <ghz|afk> https://github.com/gigaherz/Enderthing/blob/master/src/main/resources/assets/enderthing/models/block/ender_key_chest.json
L43[04:10:22] <ghz|afk> some very nice people here helped me with this :p
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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
L103[07:20:43] <ghz|afk> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/RenderBall.java
L104[07:20:56] <ghz|afk> https://github.com/gigaherz/Commons/blob/master/src/main/java/gigaherz/common/client/ModelHandle.java
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] ⇨ Joins: Hunterz (~hunterz@62.182.234.189)
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.
L162[11:19:25] <ghz|afk> I have this mod, which among other things, draws the items in the belt on the player: https://minecraft.curseforge.com/projects/tool-belt
L163[11:19:47] <ghz|afk> to do that, I use this code: https://github.com/gigaherz/ToolBelt/blob/master/src/main/java/gigaherz/toolbelt/client/LayerToolBelt.java
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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