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L5[00:18:04] <LexMobile> Still dont understand why, caps are useless unless you know the type and why it's neededd
L6[00:18:40] <LexMobile> As for attaching post ctr it's possible, simplest way would be to attach a dummy/delayed provider to them at ctr
L7[00:21:14] <ben_mkiv> ctr?
L8[00:22:47] <ben_mkiv> and for using capabilities of other mods one must know they exist, a ingame list which is created on the fly would be handy
L9[00:23:18] <SparkVGX> is it possible to modify existing biomes beyond just their name? In 1.7 (very old i know) we had biomegenbase, which had functions for turning off rain and setting colors and stuff like that
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L13[01:00:08] <LexMobile> Honestly... I dont see the list being off use.
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L20[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20180117 mappings to Forge Maven.
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L22[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20180117-1.12.zip (mappings = "snapshot_20180117" in build.gradle).
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L24[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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L29[02:22:55] <RobotGryphon> This question might annoy someone, but.. failing the fact that Maven apparently hates browser visits, is there any way to check what Minecraft versions forge supports?
L30[02:23:56] <gigaherz|work> from a buildscript? not really
L31[02:24:10] <gigaherz|work> you go to http://files.minecraftforge.net/ and look it up on the menu
L32[02:25:49] <RobotGryphon> Not from a buildscript
L33[02:26:14] <RobotGryphon> I was writing a thing to see if a Minecraft version was supported by forge, given a user-entered string
L34[02:26:45] <RobotGryphon> So it'd see if "1.8.9" was a valid version, then see if Forge was a thing
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L45[03:32:39] <gigaherz|work> lol
L46[03:32:46] <gigaherz|work> https://twitter.com/Dinnerbone/status/953557390342926336
L47[03:32:52] <gigaherz|work> https://twitter.com/Dinnerbone/status/953559389520228353
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L60[05:47:00] <Abastro> Hello, is it possible for a gl 4.4 driver to not support FBO?
L61[05:48:21] <Abastro> I got a strange crash report which says OpenGlHelper.isFramebufferEnabled() is false.
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L63[05:48:46] <Abastro> But fboEnable is true and the gl driver seems to be GL4.4
L64[05:56:12] <Abastro> Hello? Anyone familiar with GL stuff?
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L68[06:50:58] <gigaherz|work> dude... patience
L69[06:50:59] <gigaherz|work> :P
L70[06:53:15] <gigaherz|work> FBOs were put into core in opengl 3.0, so a 4.4 gpu should have the extension, BUT if it's not in opengl3.0 mode, it might be as GL_EXT_framebuffer_object, rather than GL_ARB_framebuffer_object
L71[06:53:20] <gigaherz|work> I don't know how drivers implement that
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L77[07:05:50] <Abastro> Thanks. It seems that vanilla OpenGlHelper.isFramebufferEnabled() is not working properly
L78[07:05:58] <Abastro> Or there's a driver bug.
L79[07:06:25] <gigaherz|work> uhm
L80[07:06:37] <gigaherz|work> maybe that function returns true if a framebuffer is ASSIGNED currently?
L81[07:06:47] <gigaherz|work> (I don't have the code around to check)
L82[07:07:03] <Abastro> Yes and the bug reporter has fboEnable:true
L83[07:07:10] <Abastro> In options.txt
L84[07:07:57] <Abastro> https://github.com/Abastro/StellarSky/files/1636417/crash-2018-01-16_19.54.24-client.txt means GL 4.4, right?
L85[07:08:27] <Abastro> I mean, GL 4.5
L86[07:08:53] <gigaherz|work> yes
L87[07:09:03] <gigaherz|work> but it's running in a compatibility profile
L88[07:09:07] <gigaherz|work> so it's not USING 4.5
L89[07:09:32] <Abastro> What?!
L90[07:09:47] <Abastro> Then what would it be using?
L91[07:10:10] <Abastro> (I got so surprised)
L92[07:10:33] <gigaherz|work> when you initialize opengl
L93[07:10:42] <gigaherz|work> you can choose the "mode"
L94[07:10:56] <gigaherz|work> so like, "use an opengl 3.0 profile" or similar
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L96[07:11:05] <gigaherz|work> mc works in legacy mode
L97[07:11:16] <gigaherz|work> that means you have to do things as if it was opengl 2.x
L98[07:11:36] <Abastro> So that means I can't use FBOs?
L99[07:11:39] <gigaherz|work> you can
L100[07:11:43] <Abastro> How can I use it?
L101[07:12:07] <gigaherz|work> http://wiki.lwjgl.org/wiki/Using_Frame_Buffer_Objects_(FBO).html
L102[07:12:20] <gigaherz|work> try using EXTFramebufferObject as described in that page
L103[07:12:39] <gigaherz|work> instead of the GL30+ framebuffer functions
L104[07:13:05] <gigaherz|work> gotta go, later
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L106[07:13:09] <Abastro> The problem is, it's not working
L107[07:13:26] <Abastro> Ah bye
L108[07:13:34] <Abastro> =P
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L110[07:16:03] <Abastro> Hello.
L111[07:17:55] <Abastro> EXT is also not supported, if OpenGlHelper.isFramebufferEnabled is working right.
L112[07:18:43] <Abastro> I think it might be a driver issue with compatibility profile.
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L116[07:37:24] <z0ttel> `gradle runClient` reports no error but also starts no client o.o
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L127[08:36:39] <quadraxis> 18w03a snapshot soon
L128[08:39:03] <quadraxis> and... it's out
L129[08:39:14] <quadraxis> https://minecraft.net/en-us/article/minecraft-snapshot-18w03a
L130[08:45:39] <PaleoCrafter> Does the new horse look acceptable again?
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L134[09:26:50] <ghz|afk> snapshot b is out
L135[09:26:51] <ghz|afk> ;P
L136[09:27:25] <ghz|afk> I wish they made entity models replaceable
L137[09:27:36] <ghz|afk> so people who don't like the "more integrated" horse model can get over it ;P
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L157[11:09:51] <Ordinastie> I need someone proficient in netty's ByteBuf
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L159[11:11:26] <Ordinastie> in my message fromBytes, I do buf.readBytes into another ByteBuf to store what's left in it to be processed later (in the onMessage)
L160[11:11:52] <Ordinastie> the problem is that at the time of onMessage, the buffer is marked as freed (refCount = 0)
L161[11:12:20] <Ordinastie> I can avoid that by calling retain on it after readBytes but I'm not confident it's the proper way to handle that
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L165[11:36:42] <quadraxis> show code?
L166[11:49:29] <Ordinastie> not sure how code would help, but here : https://github.com/Ordinastie/MalisisCore/blob/1.12/src/main/java/net/malisis/core/util/blockdata/BlockDataMessage.java#L54
L167[11:50:04] <Ordinastie> data is create in fromByte below (L106)
L168[11:51:45] <Ordinastie> not sure if relevant, but process is called on client thread
L169[11:54:32] <quadraxis> data = buf.readBytes(buf);
L170[11:54:36] <quadraxis> this is a bit odd
L171[11:55:06] <quadraxis> reading a buffer from itself
L172[11:55:16] <Ordinastie> yes
L173[11:56:13] <quadraxis> you should probably either read into a new buffer
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L175[11:56:29] <quadraxis> or just do data = buf.retain();
L176[11:58:16] <Ordinastie> yeah, I did call retain to fix it, but I wasn't sure it was a proper fix
L177[11:58:42] <quadraxis> if you do retain the buffer, then call release() after you're done handling the message
L178[11:58:51] <Ordinastie> and I though readByte did create a separate ByteBuf object
L179[11:59:14] <quadraxis> readBytes(int) creates a new buffer
L180[12:00:09] <Ordinastie> oh
L181[12:00:14] <quadraxis> the other methods just return the original buffer
L182[12:00:42] <Ordinastie> so, what is preferable ? retain and release, or just copy ?
L183[12:01:46] <quadraxis> up to you
L184[12:02:01] <Ordinastie> guess I'll do data = buf.readBytes(buf.readableBytes());
L185[12:02:06] <quadraxis> but you might still need to release any new buffer
L186[12:02:42] <quadraxis> so I'd probably just retain/release
L187[12:04:32] <Ordinastie> unless they're unpooled I think
L188[12:05:34] <quadraxis> if you create the buffer yourself via something like Unpooled.buffer()
L189[12:05:45] <quadraxis> then it doesn't need releasing
L190[12:06:15] <quadraxis> the issue is that with something like readBytes(int)
L191[12:06:32] <quadraxis> it tries to allocate a buffer of the same type
L192[12:06:42] <quadraxis> so you may get a native buffer
L193[12:06:49] <quadraxis> that needs to be handled
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L199[12:50:42] <ben_mkiv> doesnt GuiButton have anything like a callback handler?
L200[12:51:33] <ben_mkiv> also wondering if classes are the only way to give a callback "function" to some other object like a button
L201[12:53:12] <TechnicianLP> there are events for GuiButtons
L202[12:53:26] <ben_mkiv> so they use the global event system?
L203[12:54:49] <ghz|afk> ActionPerformedEvent
L204[12:55:11] <ghz|afk> but
L205[12:55:15] <ghz|afk> if you are in your own Gui
L206[12:55:21] <ghz|afk> you want to override the actionPerformed method
L207[12:55:24] <ghz|afk> of the gui, not the button
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L209[12:55:50] <ben_mkiv> thanks, that sounds like its not crap at all xD
L210[12:56:33] <ben_mkiv> so each gui screen can has its own actionPerformed method
L211[12:56:52] <ghz|afk> yes, but if you are adding new buttons to a 3rdparty GUI, you have the event instead
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L214[13:04:59] <McJty> Anyone here who knows how I can get rid of the horizon effect for the overworld?
L215[13:05:08] <McJty> I already have getHorizon() return 0 in my WorldType
L216[13:05:11] <McJty> But it doesn't seem to help
L217[13:05:37] <ghz|afk> no idea, sorry :P
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L222[13:27:14] <ghz|afk> https://www.humblebundle.com/books/attack-on-titan-books
L223[13:27:18] <ghz|afk> hmmm to get or not to get...
L224[14:16:48] <kashike> ooh
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L242[16:30:40] <ben_mkiv> is there a way to clone a entity with new capabilities?
L243[16:31:02] <ben_mkiv> because i really dont want to stick my capabilities to any entityLiving on spawn :/
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L258[17:34:09] <Raycoms> Hi
L259[17:35:23] <Raycoms> I use: this.addButton(new GuiButton(0, this.width / 2 - BUTTON_X_OFFSET, BUTTON_Y_POS, BUTTON_WIDTH, BUTTON_HEIGHT, I18n.format("gui.done", new Object[0])));
L260[17:35:32] <Raycoms> In my GuiContainer, but this doesn't conform with the size
L261[17:35:48] <Ordinastie> you know you don't need the new Object[0], right ?
L262[17:36:00] <Raycoms> no
L263[17:36:26] <Raycoms> Ah yeah, it's the language formatter
L264[17:36:43] <Raycoms> Anyway, it doesn't change x and z depending on the window size
L265[17:37:02] <ghz|afk> uhm
L266[17:37:04] <ghz|afk> why would it?
L267[17:37:26] <ghz|afk> this.width is the screen
L268[17:37:37] <Raycoms> I mean it doesn't stand still
L269[17:37:43] <Raycoms> Haha it's too late
L270[17:37:44] <Raycoms> =P
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L272[17:38:12] <ghz|afk> the size of the Gui objects is xSize/ySize :P
L273[17:38:16] <ghz|afk> the gui object*
L274[17:40:16] <Raycoms> If I change the width/height ratio the button moves
L275[17:40:46] <Raycoms> of the screen
L276[17:40:59] <ghz|afk> use guiLeft/guiTop/xSize/ySize
L277[17:41:01] <ghz|afk> for positioning
L278[17:41:10] <ghz|afk> and it should work fine
L279[17:41:20] <Ordinastie> you might want to use a proper gui framework *wink, wink*
L280[17:41:31] <ghz|afk> if you want it aligned to the right: guiLeft+xSize-OFFSET
L281[17:41:40] <Raycoms> Our UI framework doesn't support inventory slot yet =(
L282[17:41:54] <Ordinastie> I was talking about mine...
L283[17:41:57] <ghz|afk> use Ordinastie's ;P
L284[17:42:05] <Raycoms> Ours is almost ready
L285[17:42:10] <Raycoms> Just missing the inventory slots tbh =D
L286[17:43:41] <Ordinastie> if your framework still uses GuiButton, what's the point of using a framework? ><
L287[17:44:09] <Raycoms> I'm not using the GuiButton in this class since we're missing inventories yet
L288[17:44:09] <Raycoms> =D
L289[17:45:05] <Raycoms> I mean not using our framework
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L291[17:46:09] <Raycoms> Okay thanks, the left and top worked perfectly
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L293[17:47:03] <Raycoms> But yeah we really need to finish ours to accept the inventory slots, we just didn't need them until now
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L295[17:48:04] <Ordinastie> still, you should have used mine
L296[17:48:07] * Ordinastie pouts
L297[17:48:16] <Raycoms> When did you finish yours?
L298[17:48:48] <Ordinastie> it's never really finished, but it's functional since 1.7.10 I would say
L299[17:49:10] <Raycoms> Yeah, we had ours functional 1.7.10 as well
L300[17:50:03] <Ordinastie> can you show what it looks like ?
L301[17:50:56] <Raycoms> https://github.com/Minecolonies/BlockOut
L302[17:51:31] <Raycoms> Or do you mean some example GUIs?
L303[17:51:52] <Ordinastie> code examples of GUIs using it
L304[17:52:23] <Raycoms> We write our GUIs in xml(soon json as well) and then we use it in the gui classes, for functionality, sec, I'll send you two links
L305[17:52:35] <Ordinastie> eww
L306[17:53:03] <Raycoms> https://github.com/Minecolonies/minecolonies/blob/version/1.12/src/main/java/com/minecolonies/coremod/client/gui/WindowClipBoard.java
L307[17:53:34] <Raycoms> https://github.com/Minecolonies/minecolonies/blob/version/1.12/src/main/resources/assets/minecolonies/gui/windowclipboard.xml
L308[17:54:24] <Raycoms> I like it, the usability and maintainability is really high since "functionality" is separate from "design"
L309[17:55:29] <Ordinastie> tbf, I could probably make gui factory from xml in an hour :p
L310[17:56:29] <Raycoms> But you didn't =D
L311[17:57:33] <Ordinastie> no because who would want to do xml ><
L312[17:58:29] <Raycoms> =D
L313[17:58:36] <Raycoms> That's why we're adding json support
L314[17:58:46] <Raycoms> Afaik it's ready and only needs to be merged
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L318[18:26:54] <Raycoms> Btw Ordinastie, performance seems to be well on the productive server as well
L319[18:27:05] <Ordinastie> ah cool
L320[18:27:26] <Raycoms> Doesn't show up in warmroast
L321[18:28:01] <Raycoms> Only shows up in the sponge nucleus profiler, but I think that one isn't as trustable
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L341[22:45:23] <Abastro> Hello, can I open a new issue replacing an old one?
L342[22:45:56] <Abastro> Since I think it's not getting notified
L343[22:46:20] <Abastro> And I'm going to add a few more suggestions.
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