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L7[01:47:20] <ghz|afk> ben_mkiv: the gradle
dependency "id" is just
<groupId>:<artifactId>:<version>
L8[01:47:49] <ghz|afk> so you'd just use
"cz.advel.jbullet:jbullet:20101010-1"
L9[01:58:13] <ben_mkiv> thanks :)
L10[01:58:48] <ben_mkiv> but that probably
was the "easy" part on that project xD
L11[01:59:26] <ghz|afk> anything related
with adding physics to minecraft is "good luck, you'll need
it."
L12[01:59:43] <ben_mkiv> i just want to
figure out the rotation limits for my armature
L13[01:59:50] <ben_mkiv> but with mesh
shaped collision detection
L14[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171220 mappings to Forge Maven.
L15[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171220-1.12.zip
(mappings = "snapshot_20171220" in build.gradle).
L16[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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L19[02:05:32] <ben_mkiv> but there are some
ragdoll mods already
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L21[02:06:00] <ghz|afk> yeah, made with
great effort and lots of cursing :P
L22[02:06:05] <ben_mkiv> :D
L23[02:06:14] <ghz|afk> anyhow gotta get to
work
L24[02:06:16] *
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L26[02:06:25] <ben_mkiv> later :)
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L46[07:00:02] <barteks2x> are there any
open source minimap mods other than mapwriter?
L47[07:01:43] <gigaherz|work> not aware of
any
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L50[07:11:25] <barteks2x> well, then I will
fork mapwriter
L51[07:13:05] <gigaherz|work> everyone just
seems to use journeymap these days, opensoruce or not
L52[07:16:27] <barteks2x> but not open
source means I can't really make it work with cubic chunks
properly
L53[07:16:59] <barteks2x> at least not
without a lot of work trying to understand and modify decompiled
code witha coremod
L54[07:17:25] <barteks2x> I'm actually
surprised xareo's minimap works as well as it does
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L71[10:00:44] <MennoMax> Hello, I can't
find where exactly the horses modified movement speed is used when
being ridden by the player. I am trying to move the horse around
like it's being ridden by a player, but without actually
being.
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L73[10:15:15] <MennoMax> (modified movement
speed) + (default movement speed) with the sprint modificator
doesn't appear to be fast enough.
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L75[10:32:43] <barteks2x> is there any way
to get Forge Block registry entries in roughly the same order they
are registered in? (so that blocks that used to have low IDs, aree
first)\
L76[10:33:39] <barteks2x> or is the only
way to do that just sorting by ID?
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L78[10:58:32] <barteks2x> fun fact: you can
switch on null, but you can't have null case
L79[11:01:27] <tterrag> Because
non-primitive switch statements are a lie
L80[11:02:35] <tterrag> ben_mkiv: we
already have a working jbullet impl in MC :)
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L82[11:13:46] <ben_mkiv> tterrag,
where?
L83[11:17:25] ⇨
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L85[11:19:42] <tterrag> Look through his
Twitter and mine :)
L86[11:20:15] ⇨
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L87[11:20:59] <ben_mkiv> well, a github
repo would be useful
L88[11:21:31] <tterrag> It's private
atm
L89[11:21:35] <tterrag> Not finished
L90[11:21:47] <ben_mkiv> -.-
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L92[11:22:52] *
ben_mkiv got a pizza, but its not finished yet and private
:>
L93[11:24:13] <barteks2x> so any way to get
block registry entries in the block ID order?
L94[11:24:58] <barteks2x> (I know I
shou;dn't use IDs if not absolutely needed, but I know people will
expect blockstates to be listed in roughly the same order as on all
minecraft block ID lists ever
L95[11:26:37] <tterrag> Iterating the block
registry will be in registration (global ID) order
L96[11:26:55] <tterrag> ben_mkiv: it's not
my choice, sorry
L97[11:28:24] <kashike> tterrag: will it be
public?
L98[11:28:32] <barteks2x> tterrag, I know
for a fact that it doesn't
L99[11:28:48] <Corosus> i hope the repo
will become public at some point
L100[11:29:29] <barteks2x> wait... the
implementation says it should...
L101[11:30:32] <tterrag> I know, I wrote
that implementation
L102[11:30:40] <tterrag> kashike:
yes
L103[11:31:28] <barteks2x> Then why do I
remember seeing the blocks in a completely messed up order...
L104[11:31:38] <tterrag> barteks2x:
remember that IDs change when you enter/leave a world
L105[11:31:56] <barteks2x> what are they
*before* you enter a world?
L106[11:32:06] <tterrag> If you add an
item to an existing save it will always be after existing
items
L107[11:32:12] <tterrag> Regardless of
order
L108[11:32:24] <barteks2x> I'm using the
registry when the world doesn't exist yet
L109[11:32:26] <tterrag> Outside of a
world they are 100% registration order
L110[11:32:36] <tterrag> Should be
anyways
L111[11:32:53] <barteks2x> which is the
old IDs order for vanilla blocks, right?
L112[11:34:33] <tterrag> Yes?
L113[11:34:34] <barteks2x> oh because the
guy who implemented that part of GUI in my mod used a HashSet
L114[11:34:47] *
barteks2x slaps Foghrye4
L115[11:34:49] <tterrag> That would do
it
L116[11:35:00] <tterrag>
LinkedHashSet
L118[11:35:53] <tterrag> Literally just
change HashSet to LinkedHashSet
L119[11:35:56] <tterrag> And fixed
L120[11:36:20] <tterrag> Though that code
is flawed
L121[11:36:27] <barteks2x> I can just use
ArrayL:ist as the code further down just needs Collection
L122[11:36:30] <tterrag> What about
conditional TEs based on state
L123[11:36:49] <tterrag> It should iterate
the block's valid states too
L124[11:36:49] <barteks2x> this is for
blockstate selection GUI for worldgen
L125[11:36:56] <barteks2x> for superflat
world layers
L126[11:37:03] <tterrag> Ok?
L127[11:37:21] <tterrag> And people won't
ever want, say, andesite?
L128[11:37:23] <barteks2x> this is just so
that the obvious tileentities aren't on the list
L129[11:37:34] <barteks2x> if user wants a
tile entity there, it will break when generating
L130[11:37:40] <barteks2x> and the user
can directly edit the json anyway
L131[11:37:42] <tterrag> I understand
that
L132[11:37:50] <tterrag> But some blocks
have TEs on other states
L133[11:57:45] ***
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L135[12:00:53] <Raycoms> Hi
L136[12:01:00] <Raycoms> Is there a way to
get the sapling from the leave?
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L139[12:08:54] <TechnicianLP> break it and
hope (or use a forestry grafter)
L140[12:15:10] <Raycoms> In the code
=P
L142[12:16:01] <Raycoms> This seems a bit
too luck based still
L143[12:16:34] <barteks2x> there is no way
to do that because the leaves may have no sapling
L144[12:16:48] <barteks2x> I don't think
there is evena completely general way to recognize item as a
sapling
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L147[12:17:24] <barteks2x> there is no
real concept of tree type in the code
L148[12:17:52] <Raycoms> I think the way I
recognize sapling should be quite okay
L149[12:18:19] <Raycoms> And if the tree
doesn't drop the saplings from the leaves, our lumberjack shouldn't
worry because he won't replant it anyways
L150[12:19:34] <Raycoms> Is there a way to
get all drops from a block?
L151[12:19:36] <Raycoms> Without
luck?
L152[12:19:43] <Raycoms> Just like all
possible ones
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L155[12:22:54] <blackgem> Heyo
L156[12:23:24] <blackgem> I need some
opinions. I'm planning to try and make Portal 2 gels, as an
accompaniment mod for iChun's awesome Portal Gun until he adds the
gels, or unless he does.
L157[12:23:58] <blackgem> Any ideas? I was
thinking kinda mix vines and carpets, flat against the block like a
carpet but will change to cover different areas of the surrounding
blocks like vines.
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L161[12:59:45] <barteks2x> the only way
getting all drops from a block may be possible in the future is if
blocks ever get loot tables
L162[13:06:42] <Raycoms>
block.getDrops(list, world, pos, world.getBlockState(pos),
10000)
L163[13:06:44] <Raycoms> I tried
that
L164[13:06:49] <Raycoms> but I always get
an empty list
L165[13:10:52] <Raycoms> Oh sick, for
Chunkcache he only gets the empty list =/
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L169[14:05:39] ***
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L170[14:06:37] <blackgem> Hey guys, I need
a little help
L171[14:06:43]
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L172[14:06:47] <blackgem> For some reason
I can't get my entity to respond to any new AI
L173[14:07:00] <blackgem> Tried Google,
but it's amazingly hard to get modding support from Google.
L174[14:07:34] <blackgem> Basically I'm
trying to remake the old 1.6.4 spider taming mod for 1.10.2 or
1.12, newer version at least, but the spider doesn't accept any of
the new AI I add.
L175[14:08:46] <Commoble> I think you'd
have to transform the spider into a different entity with its own
set of AI
L176[14:08:56] <Commoble> like zombie
villagers
L177[14:13:37] <Raycoms> Is there a way to
get blockDrops from the pathfinder thread, I want to detect what
kind of tree it is
L178[14:13:52] <Raycoms> and for that I
need to get the sapling from the tree =P
L179[14:14:13] <Raycoms> It works in the
normal world but not with the chunkcache I have in the pathfinder
thread
L180[14:21:49] ***
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L181[14:22:06] <barteks2x> non-forge
question: is there any security reason a bank website wouldn't
allow using numpad?
L182[14:23:13] <Ordinastie> keylogger
?
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L184[14:24:06] <barteks2x> it's only
numpad not working... I can only type the numbers above normal
letters
L185[14:24:25] <barteks2x> oh wait
L186[14:24:31] <barteks2x> nvm, it's my OS
config being broken
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L190[15:04:57] <barteks2x> Is there any
way to get all Blockstates for a block, but exluding stuff that
doesn't directly correspond to meta, but it just calculated based
on surrounding blocks?
L191[15:06:57] <barteks2x>
block.getBlockState.getValidStates() returns way too many states
for blocks like redstone
L192[15:13:07] <barteks2x> I came up with
the idea to check this: state !=
block.getStateFromMeta(block.getMetaFromState(state))
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L194[15:35:22] <blackgem> Gah, my computer
sounds like a bee.
L195[15:35:28] <blackgem> With a
cold.
L196[15:35:55] <TechnicianLP> sounds
awesome
L197[15:37:20] *
blackgem sighs
L198[15:37:36] <blackgem> I forget again
guys, what's the variable called for the way a mob's head is
facing?
L199[15:38:21] <blackgem> Any time I dare
to have isMovementBlocked() return true, the mob's head gets
anchored in one spot.
L200[15:45:06] <barteks2x> is it ok to use
GlStateManager.translate while using tesselator?
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L202[15:56:16] <blackgem> Stupid question
I bet, but is AI executed on client or server? Or does it
vary?
L203[15:56:28] <blackgem> I mostly work
with items and blocks, this is some of my first work in mobs beyond
a few tweaks.
L204[15:57:57] <Zidane> It depends
L205[15:58:05] <Zidane> Mostly server, in
some stupid cases the client
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L207[16:03:26] <blackgem> Thanks
L208[16:08:53] *
blackgem sighs
L209[16:08:57] <blackgem> While I'm at
it
L210[16:09:04] <blackgem> Any ideas on how
to do propulsion gel from Portal 2?
L211[16:09:06]
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L212[16:09:39] <blackgem> Entities slide
on the gel, but at the same time, the player's speed and
acceleration are much higher then they should be for a reduced
friction.
L213[16:17:10] <blackgem> Is it, um, a
slow day?
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Few women admit their age. Few men act theirs.)
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