Closed TechnicianLP closed 6 years ago
if i understood you correctly - the 1.12 workspace works by just compiling against the outdated mods but not including them in the run-configuration?
Right. That way the code is never called. Then it just has to be updated whenever the other mod(s) update.
Finally managed to load a world in a dev-environemnt ... (5 hours of work yay - stupid intellij bugs) This is what the current build.gradle looks like now (including a workaround for intellij)
Could you provide an export of your formatter-settings? (and/or codestyle preferences) (its quite a bit different than what i use normally ...)
I mostly follow Google's style guide for Java: https://google.github.io/styleguide/javaguide.html. Here are my clean up and formatter exports from Eclipse: formatter.zip
I didn't write the armor rendering code, that's M4thG33k's work. Can't say I fully understand how it works. He follows a different style as well, and I never bothered to format it.
I'll take a look at your work when I get home, and thank you for your help.
On Sun, Jul 23, 2017, 4:52 PM TechnicianLP notifications@github.com wrote:
- Ok ModelGemArmor now is a bit cleaner now (and works on armorstands) (Changes on Fork https://github.com/SilentChaos512/SilentGems/compare/1.12...TechnicianLP:1.12 )
- Is the GemArmorModel-chestplate supposed to stick out by a pixel in the front?
- what is it with that newline at the start of each method? (some classes have it, some don't)
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Btw: if you still have uncolored images of your items/blocks lying around ... i could use those ... (without having to uncolor them myself by guessing colors)
I don't, I usually started with ruby and adjusted HSV to create the others. But you might check the "images" folder, there could be something you could use as a reference in there.
On Tue, Jul 25, 2017, 3:55 AM TechnicianLP notifications@github.com wrote:
Btw: if you still have uncolored images of your items/blocks lying around ... i could use those ... (without having to uncolor them myself by guessing colors)
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There are a couple of things I don't understand here:
forge has something called an 'AccessTtansformer' it reads a field called
On August 1, 2017 9:34:22 PM GMT+02:00, SilentChaos512 notifications@github.com wrote:
There are a couple of things I don't understand here:
- In ItemGemArmor, you removed a couple of fields, but left references to them.
- There are errors in ArmorModelRenderer. I did just update Forge to 2435, maybe that has something to do with it. But compileDisplayList, displayList, and compiled are not visible.
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Alright, I'll read up on that, thanks.
I just saw you already merged my changes - in the future please wait until i make a pr myself as the changes are not confirmed to be tested (or finished) otherwise ... I also saw you "fixed" the build.gradle again to increment the buildnuber again every time any gradle-task is run and to break intellij compatibility ... (did you have problems with it?)
Sorry, thought you had finished for some reason. I do remember having issues with the build.gradle, can't remember exactly what happened.
IForgeRegistry.register(thingy)
has been discouraged in favor of registry events (RegistryEvent.Register<? extends IForgeRegistryEntry>
which should be used for all registries inForgeRegistries.class
(this system was introduced in 1.10.2)(IRecipe should be added through json))