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L11[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180118 mappings to Forge Maven.
L12[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180118-1.12.zip
(mappings = "snapshot_20180118" in build.gradle).
L13[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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L79[04:00:17] <Darkchaos> Hey, I hope
TileEntities don't fall under official API?
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L85[04:49:01] <Darkchaos> Because I'm
having a problem that even worldObj.notifyBlockUpdate(pos,
worldObj.getBlockState(pos), worldObj.getBlockState(pos), 3);
doesnt seem to send my client changes to the server
L87[04:49:59] <Darkchaos> and L328 should
trigger an update on the server
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L89[04:52:30] <gigaherz|work> i'm not sure
what you mean with "official API"
L90[04:52:36] <gigaherz|work> TileEntities
are something vanilla minecraft uses
L91[04:52:42] <gigaherz|work> and you are
free to use in your own mods
L92[04:53:33] <gigaherz|work> updates go
server->client
L93[04:53:38] <gigaherz|work> never
client->server
L94[04:54:29] <gigaherz|work> so that's
expected: it just doesn't work the way you think it works
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L97[05:04:08] <Abastro> Hello, can I open
an (forge github) issue replacing an old issue? I want the issue to
be easily accessible.
L98[05:05:01] <gigaherz|work> if your new
issue is the SAME as the old issue, then no it doens't make
sense
L99[05:05:06] <gigaherz|work> it's just
spam.
L100[05:06:43] <Abastro> Not the exact
one, but similar. (The issue to solve is the same, the suggestion
to fix the issue changed)
L101[05:07:01] <Abastro> So does it count
as 'same'?
L102[05:07:05] <gigaherz|work> yes.
L103[05:07:10] <gigaherz|work> just post
the new information in the old issue
L104[05:08:07] <Abastro> I hate the fact
that it's sorted in created order by default then.
L105[05:08:41] <gigaherz|work> think about
it
L106[05:08:45] <gigaherz|work> suppose you
DO replace this issue
L107[05:08:50] <gigaherz|work> which is
important TO YOU
L108[05:08:54] <gigaherz|work> now someone
else's issue
L109[05:09:01] <gigaherz|work> is lower
down in the list
L110[05:09:10] <gigaherz|work> taking the
place of the one that was closed
L111[05:09:18] <gigaherz|work> so that
other person
L112[05:09:24] <gigaherz|work> would be
just as annoyed as you are now
L113[05:09:34] <gigaherz|work> and think
"I want *my* issue to also be replaced and moved to the
top!"
L114[05:09:39] <gigaherz|work> and this
cycle woudl countinue
L115[05:09:45] <gigaherz|work> until the
NEWEST real issue
L116[05:09:57] <gigaherz|work> is taking
the place that the original issue had
L117[05:10:08] <gigaherz|work> and
EVERYTHING AFTER IT, are just meaningless "replacement
issues"
L118[05:10:15] <Abastro> I know, but it's
just one shift.
L119[05:10:22] <gigaherz|work> for YOU
it's one
L120[05:10:35] <Abastro> Oh wait, so
there's stale bot for that.
L121[05:10:52] <gigaherz|work> the stale
bot closes inactive issues, and PRs
L122[05:11:04] <Abastro> I thought there
is just too much issues with stale ones.
L123[05:11:31] <Abastro> I didn't realize
there was the stale bot to remove old issues.
L124[05:11:31] <gigaherz|work> actually
does it close issues also?
L125[05:11:37] <Abastro> Yes.
L126[05:11:43] <Abastro> I got some of my
issues closed
L127[05:11:48] <gigaherz|work> well
then
L128[05:11:50] <gigaherz|work> you have
your answer
L129[05:11:56] <gigaherz|work> just post
the new information into the original issue.
L130[05:12:02] <Abastro> Yeah =P
L131[05:17:16]
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L132[05:19:04] <Abastro> Besides. By
principle, Ext framebuffer on GL 4.5 & compatibility profile
should work, isn't It?
L133[05:19:31] <gigaherz|work> uhm, only
if the gpu advertises GL_EXT_framebuffer
L134[05:19:43] <gigaherz|work> if it
advertises GL_ARB_framebuffer
L135[05:19:50] <gigaherz|work> then you
would have to use the non-EXT functions
L136[05:20:43] <Abastro> Yeah, minecraft
checks both ext, arb and gl30
L137[05:21:24] <Abastro> Yet a computer
gives false on the check OpenGlHelper.isFrameBufferSupported
L138[05:26:29] <ghz|afk> don't use
that
L139[05:26:34] <ghz|afk> if you look at
how it's implemented
L140[05:26:35] <ghz|afk>
extBlendFuncSeparate =
contextcapabilities.GL_EXT_blend_func_separate &&
!contextcapabilities.OpenGL14;
L141[05:26:35] <ghz|afk> openGL14 =
contextcapabilities.OpenGL14 ||
contextcapabilities.GL_EXT_blend_func_separate;
L142[05:26:36] <ghz|afk>
framebufferSupported = openGL14 &&
(contextcapabilities.GL_ARB_framebuffer_object ||
contextcapabilities.GL_EXT_framebuffer_object ||
contextcapabilities.OpenGL30);
L143[05:26:40] <ghz|afk> it ONLY says
framebuffer supported
L144[05:26:49] <ghz|afk> if
BLEND_FUNC_SEPARATE is also supported
L145[05:27:09] <ghz|afk> if you don't NEED
blend_func_separate, then this value is incorrect for your use
case
L146[05:27:29] <ghz|afk> better to
calculate it yourself separately
L147[05:28:29] <Abastro> Oh woe
L148[05:28:30] <Abastro> woe
L149[05:28:33] <Abastro> *wow
L150[05:28:38] <Abastro> How could I
missed thar
L151[05:28:44] <Abastro> *that
L152[05:29:08] <Abastro> Thanks so
much!
L153[05:29:41] <Abastro> Those MCP
mappings... =P
L154[05:40:45] <Darkchaos> gigaherz|work:
Well the Rules say something that "official API" is a
forbidden topic, that's why I was asking so strangely
L155[05:40:56] <gigaherz|work> oh,
nono
L156[05:40:59] <Darkchaos> And yeah, but
the client can mark a block so that the server requests a new
version, isn't it so?
L157[05:41:07] <gigaherz|work> that means
the "modding API" that Mojang announced YEARS ago
L158[05:41:10] <gigaherz|work> but never
delivered
L159[05:41:18] <Darkchaos> ah okay then
:)
L160[05:41:19] <gigaherz|work> at the
beginning, a lot of people were asking things like
L161[05:41:23] <gigaherz|work>
"Where's the API?"
L162[05:41:29] <gigaherz|work> "Will
the official api mean forge will die?"
L163[05:42:17] <gigaherz|work> Mojang is
now using a different approach to make minecraft
"moddable"
L164[05:42:33] <gigaherz|work> instead of
a java API, they are slowly making things user-configurable with
JSON files
L165[05:42:55] <Darkchaos> How would I
pass on events the user does in the GUI then?
L166[05:43:03] <Darkchaos> Well the Model
Rendering saved me a lot of time compared to the old way
L167[05:43:12] <gigaherz|work> first they
did the textures (texture packs), then the models and sounds
(resource packs), then they added advancements server-side,
L168[05:43:33] <gigaherz|work> now they
are adding data packs, which will include advancements and
recipes
L169[05:43:51] <gigaherz|work> and it
won't surprise me if they add support for declaring blocks and
items in JSON datapacks "soon"
L170[05:46:10] <gigaherz|work> but yeah
your question:
L171[05:46:12] <gigaherz|work>
packets
L172[05:46:37] <gigaherz|work> you want to
get your own network channel, and an IMessage+IMessageHandler
L174[05:47:39] <Darkchaos> So there is no
common way? Because googleing always leads me to "you only
need to override stuff and then mark the block for
updates"
L175[05:47:55] <gigaherz|work> that's for
server->client updates
L176[05:48:04] <gigaherz|work>
client->server requests need to be separate packets
L177[05:48:12] <gigaherz|work> so
like
L178[05:48:18] <gigaherz|work> example: my
ToolBelt mod
L179[05:48:25] <gigaherz|work> when the
user opens the belt GUI and chooses a slot
L180[05:48:38] <gigaherz|work> the gui
sends a "SwapWithSlot" message
L181[05:48:50] <gigaherz|work> with the
number of the slot the user chose in the radial menu
L182[05:48:59] <gigaherz|work> then the
server checks if the data is correct and valid
L183[05:49:02] <gigaherz|work> and
performs the swap
L184[05:49:09] <Darkchaos> Okay, and would
it be sufficient to just implement a client->server packet which
triggers the server to do the sync again (just like it does when
you enter the world?), so all the NBT methods are called
again
L185[05:50:30] <gigaherz|work> yes
L186[05:50:52] <Darkchaos> perfect, and
the method to trigger that sync is markBlockForUpdate?
L187[05:50:54] <gigaherz|work> just make
sure you do not have "blind trust" of the client
L188[05:51:05] <gigaherz|work>
notifyBlockUpdate
L189[05:51:28] <Darkchaos> Well in that
case it's only about truthtables and inputs and outputs. in the
worst case you can have an invalid state, which I'll check
for
L190[05:51:32] <Darkchaos> Okay, thank you
:)
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L194[06:23:38] ***
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L196[06:39:03] <Raycoms> Morning
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L227[10:16:49] <Raycoms> BlueMonster what
isn't working with it?
L228[10:17:25] <Raycoms> Ahh the second
gist shows it
L229[10:17:26] <Raycoms> =D
L230[10:18:03] <Raycoms> The
dirty_dust.json is in this folder:
simplyrandom:models/item/dirty_dust.json ?
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L235[10:26:42] <Raycoms> Is there a way to
run a command from the code as "admin"? Like on button
click, not run the command as a player, but run it
differently?
L236[10:26:54] <Raycoms> new
ClickEvent(ClickEvent.Action.RUN_COMMAND, TELEPORT_COMMAND +
colony.getID()))); runs it as the player anyway
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L241[10:59:35] <BlueMonster> i had to add
a variant type to the item, and change the model to
builtin/generated and that fixed it
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L274[15:29:52] <Raycoms> Hey
L275[15:30:31] <Raycoms> Trying to find
out what's causing lag of my mod
L276[15:30:50] <Ordinastie> well, you
found it for mine...
L277[15:30:52] <Commoble> something's
doing more stuff per tick than it needs to be
L278[15:30:59] <Raycoms> But in the
profiler I only see that they are walking a lot, but doesn't seem
to be anything I can control
L279[15:31:01] <Raycoms> =D
L282[15:31:19] <Raycoms> Yeah, that's the
problem
L283[15:32:03] <Raycoms> There seems to be
a lot of entity action, there are certainly over 300 of our
entities active
L284[15:32:13] <Raycoms> But there doesn't
seem to be anything I can decrease
L285[15:32:16] <Commoble> One trick I like
doing
L286[15:32:29] <Commoble> Is taking
something that an entity's doing (or anything else that does stuff
every tick)
L287[15:32:36] <Commoble> and spread the
thing out over multiple ticks
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L289[15:32:49] <Raycoms> Yeah I do that
quite a lot as well
L290[15:32:51] <Commoble> like say the
entity's checking every blockpos in a particular cube for
something
L291[15:32:57] <Commoble> it doesn't need
to check the whole cube every tick
L292[15:33:14] <Commoble> hmm
L293[15:34:15] <Raycoms> In the warmroast
file I can't find anything very big, the biggest thing I can find
is 10% which is
pathfinding.WalkNodeProcessor.getPathNodeType()
L294[15:35:44] <Commoble> and you've got a
lot of entities doing pathfinding?
L295[15:36:06] <Raycoms> Yeah they are
citizens, so they walk quite a lot, principally the guards
L296[15:36:12] <Commoble> okay, 300
entities, all walking a lot
L297[15:36:30] <Commoble> Guards? Okay, so
they're not walking very far
L298[15:36:34] <Commoble> yeah 300
entities is a lot btw
L299[15:36:57] <Commoble> vanilla
minecraft typically doesn't have that many critters walking around
at once
L300[15:37:26] <Raycoms> Yeah, every
colony has between 4 and 50
L301[15:37:28] <Commoble> the idea being
that it spawns some near some players and the players kill some of
them so there's not a whole lot of them around and they don't last
very long
L302[15:38:08] <Raycoms> I already wrote a
custom pathfinder to make sure they don't have to calculate very
far paths
L303[15:38:09] <Commoble> So you're
putting way more critters in one area than vanilla does, so it uses
up more processing power than vanilla does
L304[15:38:23] <Commoble> smart, I made
something like that for my gnomes too
L305[15:38:39] <Raycoms> Since we have a
city, we use intermediate points
L306[15:38:43] <Commoble> yeah
L307[15:38:44] <Raycoms> so they always
path to the next intermediate
L308[15:38:55] <Commoble> that's a bit
like how I handled it
L309[15:39:19] <Commoble> but anyway
there's not much you can do beyond either cutting down on the
amount of critters or making them stand still more
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L311[15:40:25] <Raycoms> Shouldn't have
written the automatic guard patrol mode where they wander around
fairly randomly
L312[15:40:42] <Raycoms> players are too
lazy to tell them to guard a specific location or only patrol
between a certain number of points
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L319[16:09:55] <Darkchaos> Hey Guys, I'm
having trouble with my TileEntities. I've now added a network
channel so I can update the TileEntity Serverside, however it seems
that on every WorldServer Tick, a new instance is generated and
hence data is lost. Can you guide me, where I could do some
research about that?
L320[16:10:42] <Ordinastie> how do you
know it's a new instance ?
L321[16:11:12] <Darkchaos> I'm having a
breakpoint on a method and in the debugger the number behind the @
is increasing
L322[16:11:31] <Darkchaos> Plus I'm having
the symptom that the data simply is not persistent at all
L323[16:12:00] <Ordinastie> well, first,
to sync TEs, you don't need a channel or your own messages
L324[16:12:25] <Darkchaos> Well, I need to
sync them from the client to the server (GUI Input to
IInventory)
L325[16:12:31] <Ordinastie> ah
L326[16:12:34] <Ordinastie> nvm then
L327[16:12:47] <Ordinastie> what are you
syncing ?
L328[16:12:54] <Darkchaos> well I was
inprecise, but I've also only just learned that
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L330[16:13:31] <Darkchaos> It's basically
3 to 4 integer. I've used ByteBufUtils' NBT methods and I've
confirmed using a debugger, that the correct values get set to the
TileEntity
L331[16:14:06] <Darkchaos> So I'm
suspecting the Block class itself causing new instances (by
scheduling updates or something, like the RedstoneDiode does,
because it's a Redstone Logic Gate)
L332[16:14:22] <Ordinastie> do you change
the IBlockState of the block ?
L333[16:15:08] <Darkchaos> Partially, I
might be changing it to another block
(getPoweredState/getUnpoweredState)
L334[16:15:19] <Darkchaos> And since the
redstone starts to flicker, I guess it's oscillating
L335[16:15:33] <Ordinastie> TEs have a
should refresh method
L336[16:16:06] <Ordinastie> default
behavior is to recreate the TE when state changes
L337[16:16:11] <Ordinastie> override
that
L338[16:16:33] <Ordinastie> I've never
tested if it's possible to keep the TE when the block changes
though
L339[16:17:01] <Darkchaos> Well it's the
same class technically, but another registryName, so I guess it
could become a problem.
L340[16:17:18] <Ordinastie> does it need
to be different block ?
L341[16:17:28] <Darkchaos> btw just
noticed that on forge for 1.10.2, there's a little typo
"oldState, IBlockState newSate) {"
L342[16:17:43] <Darkchaos> Well that's
what RedstoneDiode does and I'm subclassing it
L343[16:18:01] <Darkchaos> because the
"on state" is no real block state but a regular boolean
there
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L345[16:21:46] <Darkchaos> Okay, so as
long as the redstone block is not powered on, the tile entity
persists (and the GUI shows the right things)
L346[16:22:21] <Ordinastie> like I said,
override shouldRefresh in your TE
L347[16:22:39] <Darkchaos> I'm having a
serious RedstoneDiode problem somewhere, because updateTick() is
only called when it's powered from south, and when it is, it
oscillates even if it shouldn't.
L348[16:22:41] <Darkchaos> I already
did
L350[16:24:12] <Darkchaos> I guess the
get(un)poweredstate create new blocks
L351[16:25:54] <Ordinastie> why are you
not doing all that shit in the TE ?
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L353[16:26:36] <Darkchaos> Actually
because I tried to port a mod, so I only deobfuscated/decompiled
it
L354[16:26:44] <Darkchaos> and that's what
it was doing
L355[16:30:27] <Ordinastie> yeah, first
thing I would do is rewrite
L356[16:34:31] <Darkchaos> Well I'd like
to do this when everything works^^ I've now found the reason for
the oscillation, now I see that as soon as the Diode is powered
(changing it's block to getPoweredState), the tile entity is
another one the next tick, mhh
L357[16:35:02] <Darkchaos> the problem is,
I suspect that if I wanted to change that behavior, I'd have to
rewrite BlockRedstoneDiode
L358[16:42:28] <Darkchaos> well,
BlockButton uses a blockstate "powered", but
BlockRedstoneDiode does not... I wonder what I loose when
subclassing that vs. a button (probably all the input
handling)
L359[16:43:33] <Ordinastie> Darkchaos, why
are you extending anything in the first place ?
L360[16:44:07] <Ordinastie> Vanilla uses
different blocks for on/off because the metadata range is already
occupied for comparator and repeater
L361[16:45:08] <Darkchaos> Because I
thought it would help me handle redstone, like the logic when the
block is powered and also other blocks might need to think my block
was a repeater
L362[16:45:44] <Ordinastie> but you don't
extend Repeater
L363[16:46:08] <Darkchaos> Well then think
I'm a RedstoneDiode rather
L364[16:46:28] <Darkchaos> (The Block is a
logic gate which you can program by setting up a truthtable)
L365[16:47:11] <Darkchaos> And things like
"isPoweredOnSide(EnumFacing.WEST)" is what I wanted to
avoid having to implement
L366[16:47:16] <Ordinastie> I would start
from scratch
L367[16:47:36] <Ordinastie> copy, refactor
and adapt the redstone impl I need from vanilla
L368[16:48:00] <Ordinastie> will save lots
of headache imo
L369[16:48:03] <Darkchaos> So you would
copy RedstoneDiode and change the different block thing?
L370[16:48:29] <Darkchaos> which however
means if something changes in RedstoneDiode, I won't have it auto
updated. But then it won't be changing much probably
L371[16:49:03] <Ordinastie> no, I mean,
don't start from Diod
L372[16:49:08] <Ordinastie> start from
scratch
L373[16:49:21] <Ordinastie> start with
just your states
L374[16:49:35] <Ordinastie> implement step
by step the interactions you need
L375[16:49:53] <Ordinastie> inspire from
vanilla code if needed, but refactor it
L376[16:50:06] <Ordinastie> it almost
always needs it
L377[16:51:55] <Darkchaos> Okay, and is
there maybe a good redstone documentation/tutorial? because those
vanilla classes are a bit confusing, so many methods^^
L378[16:52:14] <Ordinastie> not that I am
aware of
L379[16:52:24] <Ordinastie> but that's why
I advise to start from scratch
L380[16:52:44] <Ordinastie> you'll have to
find the methods you need to implement when you're missing
functionality
L381[16:52:55] <Darkchaos> okay :) I'll
give it a try then
L382[16:59:01] <Darkchaos>
getStateFromMeta and getMetaFromState is something I don't need if
I don't use metadata at all?
L383[16:59:21] <Ordinastie> you have
states, so you need it
L384[17:01:04] <Darkchaos> I thought if I
am using the states, I won't have the 4 bit metadata
problems?
L385[17:01:16] <Darkchaos> or in general
metadata, since it will be removed with 1.13? Or did I got that
wrong?
L386[17:01:22] <Ordinastie> states are
just abstraction of the metadata
L387[17:01:44] <Ordinastie> it's not 1.13
yet
L388[17:02:08] <Ordinastie> the metadata
restriction is why you have different on/off block for diodes
L389[17:02:55] <Darkchaos> But a boolean
and an EnumFacing hopefully fit there?
L390[17:03:09] <Darkchaos> Well, yes. 2³ =
8, so 6 directions should fit
L391[17:03:17] <Darkchaos> but Block
doesn't automatically handle the conversion?
L392[17:03:55] <Ordinastie> no, you have
to manually implement getStateFromMeta/metaFromState
L393[17:04:11] <Ordinastie> unless you
have some abstraction framework
L394[17:04:36] <Darkchaos> okay thanks
:)
L395[17:05:09] <Ordinastie> for example,
for my blocks, I just need to add a DirectionalComponent and
everything is taken care of
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L398[18:18:02] <Darkchaos> WoW. I spent 40
mins on "onNeighborChange" vs "neighborChanged"
:D thanks for your forum post diesieben07 ^^
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L431[20:04:59] <ben_mkiv> as soon as i add
a 2nd item to my mod, the first item gets model of the 2nd but the
2nd gets none
L432[20:05:12] <ben_mkiv> they both have
their own json blockstate file, texture and different names
L433[20:05:22] <ben_mkiv> anyone got a
idea whats causing this?
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L450[20:39:35] <ben_mkiv> well... had to
move my model registry calls
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L498[23:50:56] <mischief247> Hello?
L499[23:54:16] <xaero> you are no longer
using webchat and can talk! just ask your question (but mind the
rules)
L500[23:55:56] <mischief247> ah ok I'm
having some trouble getting forge/minecraft to read the json and
textre files for a mod i'm trying to deveolp
L501[23:58:20] <mischief247> as far as I
can tell everythings where its supposed to be and whats even
weirder is when I manualy run the client from comand line instead
of inside intelij it finds the json file but not the textures