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L5[02:00:04] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20180721 mappings to Forge Maven.
L6[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20180721-1.12.zip (mappings = "snapshot_20180721" in build.gradle).
L7[02:00:18] <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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L36[10:20:05] <MoreThanHidden> Hi all, Any best practice for Dynamic models in 1.12? like how many variables before using a TESR or Baked Model, just starting to make some overly complex blockstate files.
L37[10:20:09] <MoreThanHidden> https://imgur.com/a/hETHajd
L38[10:21:03] <gigaherz> if you have too many values for a standard IBlockState
L39[10:21:19] <gigaherz> you can use a custom IBakedModel, which receives data from an IExtendedBlockState's IUnlistedProperty
L40[10:21:39] <gigaherz> the IExtendedBlockState gets the property assigned in getExtendedState and **only** in getExtendedState
L41[10:21:55] <gigaherz> (any other calls to state-based things should NEVER contain unlisted property values)
L42[10:22:12] <gigaherz> ideally, the value you assign into the IUnlistedProperty, would be a copy of the data stored in the TE
L43[10:22:20] <gigaherz> so that you don't run into concurrency issues
L44[10:22:26] <gigaherz> then
L45[10:22:55] <gigaherz> that custom IBakedModel can choose which quads to return from getQuads, by casting the IBlockState to IExtendedBlockState, getting the value of the unlisted property
L46[10:23:03] <gigaherz> and deciding which sub-parts to show, based on it
L47[10:23:28] <gigaherz> finally, in order to get that custom baked model loaded, the best practice is to use a custom model loader
L48[10:23:31] <gigaherz> which returns a custom IModel
L49[10:23:39] <gigaherz> which declares dependant models and textures
L50[10:23:47] <gigaherz> and returns the custom IBakedModel from its bake method
L51[10:24:17] <gigaherz> if you prefer to see code: https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java
L52[10:24:25] <gigaherz> start from the bottom :P
L53[10:28:59] <MoreThanHidden> cool thanks for that, confirmed my fears, have looked into baked models previously and is a-lot of setup work compared to a TESR or basic blockstate, any performance benefit over a TESR?
L54[10:29:31] <gigaherz> yes.
L55[10:29:32] <gigaherz> many
L56[10:29:38] <gigaherz> TESR draw every frame
L57[10:29:42] <gigaherz> without caching
L58[10:29:49] <gigaherz> also, each TESR means one draw call
L59[10:29:53] <gigaherz> and draw calls slow down the gpu
L60[10:30:11] <gigaherz> meanwhile, baked models are cached into large meshes (a few per chunk only)
L61[10:30:31] <gigaherz> meaning the number of baked models doesn't affect the number of draw calls
L62[10:30:33] <gigaherz> only their size
L63[10:31:04] <gigaherz> the only performance drawback of using baked models
L64[10:31:13] <gigaherz> is if your model changes too fast
L65[10:31:44] <gigaherz> every time you request that mc rebuilds the mesh cache for your blcok
L66[10:31:59] <gigaherz> it has the same performance hit as if you placed or removed a block from the world
L67[10:32:02] <gigaherz> so in a way
L68[10:32:08] <gigaherz> having a block that changes back and forth quickly
L69[10:32:15] <gigaherz> is akin to having a piston moving back and forth
L70[10:32:56] <gigaherz> but even if that is the case
L71[10:33:08] <gigaherz> it's still faster than having many dozens of TESRs drawing all at once.
L72[10:33:52] <gigaherz> oh and I forgot to say
L73[10:33:57] <gigaherz> those model caches, are stored in the gpu
L74[10:34:13] <gigaherz> keeping the bus available for other tasks
L75[10:34:37] <gigaherz> which is not the case for your average "lazy" TESR
L76[10:35:09] <MoreThanHidden> So consistent rotation isn't really possible with a Baked Model then? better off still using a TESR for rotating parts
L77[10:36:04] <gigaherz> it IS possible, jsut laggy
L78[10:36:19] <gigaherz> if oyu have a rotating part, I'd draw THE rotating part in a TESR
L79[10:36:49] <gigaherz> and if you can, use the FastTESR mechanic (but that means performing the rotation in cpu, and I don't know anyone who has written a lib to do that easily)
L80[10:37:14] <Ordinastie> well hum
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L82[10:39:41] <feldim2425> I think Amadornes did model rotation in a FastTESR. At leased he told Fireball in a stream how to do it. I think it was for a Hand crank animation
L83[10:40:23] <gigaherz> oh it's perfectly possible
L84[10:40:54] <gigaherz> I just don't know of something that has a Helper.applyTransformToAllTheseQuads(quadList, trsrTransformation);
L85[10:42:59] <feldim2425> I found the code for that crank renderer on github: https://github.com/FlatStoneTech/AppliedLogistics/blob/develop/src/main/java/tech/flatstone/appliedlogistics/client/render/RenderCrank.java
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L101[13:25:46] <Necro> Does the SideTransformer allow method bodies to have references to SideOnly classes for the other side?
L102[13:25:59] <Necro> I mean if the method in question is not annotated with SideOnly of course
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L110[14:39:33] <ForgeDiscord> <TechnicianLP> if a class/method/field is annotated with sideonly that thing can only be loaded on the specified "physical" side (client/ dedicated server)
L111[14:40:01] <ForgeDiscord> <TechnicianLP> attempting to load it from the other will result in a subclass of LinkageError to be thrown
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L113[14:41:45] <ForgeDiscord> <TechnicianLP> if you are refering to a ICallThisMethodOnlyOnClient(){Minecraft.soupsoupsoup();} it wont crash until you call the method
L114[14:42:51] <ForgeDiscord> <vtester> already solved in another discord
L115[14:43:05] <ForgeDiscord> <TechnicianLP> TRAITOR!
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L117[14:43:36] <ForgeDiscord> <vtester> he was doing if(world.isRemote) { sideonly class }
L118[14:43:59] <ForgeDiscord> <TechnicianLP> ^ that is the one thing im not sure if it works
L119[14:57:00] <Necro> https://gist.github.com/Necr0/da7d95f90fc19c9f7485d17d6190068d so you can look at the code too. (btw. I know that's not how you open guis)
L120[14:58:40] <ForgeDiscord> <Wyn Price> your referencing the GuiClass in one of the items
L121[14:58:52] <Necro> It mainly wasn't even about help me fix this error, but about why does this cause an error.
L122[14:59:37] <Necro> I know but it was weird to me that it complained about it when the only reference was in a method body
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L149[20:57:40] <iso2014> How can I display the passenger 'stack' of an entity when I look at it
L150[21:08:08] <xaero> on the lcient, there is Mincraft.objectMouseOver which is a MovingObjectPosition
L151[21:08:16] <xaero> client* Minceraft*
L152[21:08:23] <xaero> Minecraft* >_>
L153[21:09:00] <xaero> or, I think that class has changed recently
L154[21:38:43] <iso2014> Hmm where should I look instead
L155[21:39:16] <xaero> Minecraft.objectMouseOver - I meant MovingObjectPostion changed, but idk what it is now
L156[21:40:04] <Ordinastie> the rayTracing doesn't hit entities
L157[21:40:23] <xaero> objectMouseOver did detect hit entities IIRC
L158[21:40:36] <xaero> the regular block raytracing doesn't I agree
L159[21:40:37] <Ordinastie> not the itemStack ones
L160[21:40:50] <xaero> ah
L161[21:41:14] <iso2014> I don't need item stack entities, just normal entities
L162[21:41:17] <xaero> so what does iso2014 mean by "passenger 'stack' of an entity"?
L163[21:41:18] <xaero> kk
L164[21:41:40] <iso2014> like, I have a Villager. It has a silverfish on its head, with an armor stand on that silverfish, with a slime on that armor stand, etc. etc.
L165[21:41:52] <xaero> recursion is your friend
L166[21:41:56] <iso2014> Yeah
L167[21:42:19] <iso2014> I need to debug a server-side plugin by getting the stack's IDs so I can tell where the packets I'm sending are messing up
L168[21:42:41] <xaero> rofl, what a mental image
L169[21:42:47] <xaero> sorry, been a while since I've played mc
L170[21:43:01] <iso2014> https://i.imgur.com/ftCIPKO.gifv
L171[21:44:27] <Ordinastie> is that supposed to be related to your question? ôO
L172[21:44:38] <iso2014> yep
L173[21:44:43] <iso2014> that's what the stack of entities produces
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L175[21:45:17] <Ordinastie> then I really don't understand your question
L176[21:45:22] <iso2014> just forget that
L177[21:45:25] <Ordinastie> or rather what you call "stack of entities"
L178[21:45:57] <iso2014> yeah, there's a villager, with a silverfish on its head, with an armor stand on its head, with a slime on its head, with a silverfish on its head, with a silverfish on its head, with a slime on its head... etc
L179[21:46:21] <iso2014> that's what's shown in the picture. All the armor stands are set to marker and the entities are invisible. The slimes are inverted.
L180[21:47:07] <Ordinastie> hum, ok?
L181[21:47:11] <Ordinastie> what's the point of all that ?
L182[21:47:23] <iso2014> to add multiple lines to nametags, without client modding
L183[21:47:29] <iso2014> I'm looking to mod the client just for debugging
L184[21:47:59] <iso2014> so the two main things I need to do is get the entity a player is looking at and display text on the screen
L185[21:48:56] <Ordinastie> well like he said, Minecraft#objectMouseOver can give your the entity aimed
L186[21:49:13] <iso2014> so would I listen to the on tick event or something like that
L187[21:49:51] <Ordinastie> or just get the infos when your render what you want to render
L188[21:50:02] <iso2014> how do I render that
L189[21:50:39] <Ordinastie> you have an event to render hud stuff
L190[21:50:50] <Ordinastie> and even a sub event to specifically render text
L191[21:51:14] <Ordinastie> RenderGameOverlayEvent
L192[21:52:37] <iso2014> sorry for being such a noob
L193[21:54:40] <Ordinastie> anyway, I'm going to bed
L194[21:54:57] <iso2014> good night
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