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L1[00:01:46] <karlthepagan> Zaggy1024, there are very limited circumstances that T is known at runtime. This provides one that binds this to the api which works smoothly with generics. see the "classmate" library for other oddities
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L3[00:02:22] <Zaggy1024> T doesn't need to be known at runtime
L4[00:02:35] <Zaggy1024> it's compiled so that the output of getValue is casted to whatever is needed
L5[00:03:13] <karlthepagan> i'll look at the surrounding code
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L7[00:05:07] <Zaggy1024> http://i.imgur.com/iPvmnK4.png
L8[00:05:48] <Saladoc> Zaggy1024: Which eclipse plugin are you using to get that view?
L9[00:05:56] <Zaggy1024> umm
L10[00:06:08] <__0x277F> ASM supplies one iirc
L11[00:06:22] <Zaggy1024> Bytecode Outline
L12[00:07:14] <karlthepagan> basically BlockState is using a checked-cast strategy, it's enforcing that you must know the type at runtime
L13[00:08:03] <karlthepagan> it also makes it easier to forget about getting the generics right and just do checked casting
L14[00:08:18] <karlthepagan> and making the interface simpler (arguable tho)
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L18[00:09:42] <Zaggy1024> I suppose
L19[00:09:57] <Zaggy1024> and the performance difference is probably negligible
L20[00:10:02] <karlthepagan> I could share some examples of how difficult putting generics into an API is, but I hope that's somewhat satisfying :/
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L22[00:10:51] <Zaggy1024> I just profiled it, and yeah, it's not going to make any difference at all :P
L23[00:11:31] <karlthepagan> many other opportunities for improving performance in MC
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L27[00:13:19] <Zaggy1024> haha definitely
L28[00:13:19] <Zaggy1024> I hadn't actually thought of using class instance for casting checks, so I guess that was helpful for my gigantic utility class
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L37[00:15:24] <karlthepagan> yeah Class.isAssignableFrom as well :)
L38[00:15:49] <karlthepagan> it's cheaper to check true/false than catch a thrown exception
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L40[00:16:18] <karlthepagan> s/catch a thrown/throw and catch/
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L65[00:24:48] <Zaggy1024> hm, seems like Minecraft wasn't releasing the save files when I quit the game, so I couldn't delete a save from the menu
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L68[00:25:51] <karlthepagan> crashed?
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L77[00:32:47] <karlthepagan> Zaggy1024, might be a feature I can submit a PR on
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L79[00:33:13] <Zaggy1024> it didn't crash, it just failed to delete the save
L80[00:33:23] <Zaggy1024> although the game removed the entry from the singleplayer menu
L81[00:33:49] <karlthepagan> yeah, looked up the impl, I could try calling RegionFileCache.clearRegionFileReferences() during the shutdown hook
L82[00:33:56] <karlthepagan> but a few complications
L83[00:35:35] <Zaggy1024> I guess I should get you the specific filenames it said it couldn't delete
L84[00:35:42] <Zaggy1024> if I can reproduce it
L85[00:35:46] <Zaggy1024> or have you reproduced it already?
L86[00:35:54] <karlthepagan> I see the theoretical cause
L87[00:36:08] <karlthepagan> I'm guessing you're on windows
L88[00:36:59] <karlthepagan> Zaggy1024, actually that would help, but I bet it's one of the region files
L89[00:37:36] <Zaggy1024> hang on, I'll try it again
L90[00:37:48] <Zaggy1024> hopefully it wasn't a one time thing
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L92[00:38:00] <karlthepagan> you'll need to load the world, exit and very quickly quit
L93[00:38:03] <karlthepagan> then restart and delete
L94[00:38:20] <karlthepagan> er load and quit, restart and delete
L95[00:38:21] <Zaggy1024> hm
L96[00:38:52] <karlthepagan> could corrupt world btw :/
L97[00:38:55] <Zaggy1024> when it happened last, I think it happened without closing the game between
L98[00:39:13] <karlthepagan> well, that makes sense too
L99[00:39:24] <Zaggy1024> ah there we go
L100[00:39:27] <Zaggy1024> it happened again
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L102[00:39:34] <Zaggy1024> http://pastebin.com/8Sm09XFV
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L104[00:39:54] <Zaggy1024> it was indeed a region file
L105[00:40:26] <karlthepagan> it's a minecraft bug
L106[00:40:55] <Zaggy1024> ah, so it's not new to 1.8.8 then?
L107[00:41:10] <karlthepagan> yeah
L108[00:41:19] <Zaggy1024> never mind then :P
L109[00:41:21] <karlthepagan> probably as old as the RegionFileCache
L110[00:41:45] <Zaggy1024> I hadn't encountered it before and noticed it in the log, so I thought it might be new
L111[00:42:44] <karlthepagan> https://bugs.mojang.com/browse/MC-526
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L113[00:45:23] <Zaggy1024> kind of silly that they haven't made it keep the save in the list if it fails as a half measure
L114[00:46:25] <karlthepagan> it's a complex callback from stopping the world server to killing the file cache
L115[00:46:45] <karlthepagan> so, not totally surprising it wasn't done
L116[00:47:23] <karlthepagan> honestly, I'd rather they focus on efficient chunk loading ;)
L117[00:47:52] <karlthepagan> i feel dirty, but it's the truth i'm such a performance snob
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L131[01:53:15] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151127 mappings to Forge Maven.
L132[01:53:19] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151127-1.8.zip (mappings = "snapshot_20151127" in build.gradle).
L133[01:53:29] <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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L159[03:30:11] <ThePsionic> Huh.
L160[03:30:18] <ThePsionic> Apparently I'm Curse Premium now.
L161[03:30:50] <TehNut> If you have been attached to any Curse project, then yes
L162[03:30:53] <TehNut> er
L163[03:30:56] <TehNut> Then that's why*
L164[03:31:00] <ThePsionic> Ah
L165[03:31:06] <ThePsionic> Modding DOES have its benefits ;)
L166[03:31:12] <TehNut> Yup
L167[03:31:29] <ThePsionic> Just fixed my first serious bug, too :D
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L170[03:32:24] <TehNut> I prefer my Curse Points benefit over Premium, but hey, that may just be me
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L172[03:36:05] <ThePsionic> I mean that's also good
L173[03:36:11] <ThePsionic> I get both :^)
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L175[03:38:04] <VikeStep> is there any recommended way of sending a list via a Packet?
L176[03:38:35] <VikeStep> a string array rather *
L177[03:41:15] <DrDisconsented> VikeStep> https://github.com/disconsented/ANSSRPG/blob/master/src/main/java/disconsented/anssrpg/network/ActivePerks.java#L36-L55
L178[03:41:53] <VikeStep> oh yeah, we can just write to the buffer multiple times
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L189[04:51:45] <boboch3> Hello guys. I have a custom crafting table. I would like to prevent player picking the item from the "result slot" before a condition to be true. I saw the slotClick method in Container class but it seems very hard to override. Have you any idea to solve my problem please? Thanks in advance
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L193[05:14:24] <boboch3> I found into the slot class "can take stack" method. I will do a custom slot and all will be good
L194[05:14:25] <boboch3> :)
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L196[05:27:01] <gabizou> karlthepagan you like working with generics?
L197[05:27:11] <gabizou> I can tell you a story about working with generics
L198[05:31:55] <ThePsionic> gabizou: you can tell me if you want :D
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L202[05:41:21] <gabizou> ThePsionic I designed a purely generic data api for sponge :P
L203[05:41:27] <gabizou> so generic, it's generic.
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L205[05:41:40] <gabizou> and uh... in a few places, the generics really do stack up
L206[05:42:09] <gabizou> (mostly because of the various types that are provided by the generics, but also because there are some classes that are designed to be extended)
L207[05:44:14] <gabizou> ThePsionic to put it plainly, to access "data" one would use a static generic key instance that defines the data type, so in itself it is generic.
L208[05:44:22] <gabizou> of course, with wildcards, this doesn't really bode well,
L209[05:44:57] <gabizou> tbh, I don't know where I was going with this, but I should likely go to sleep as it's way past sleep time (4am now)
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L213[06:01:52] <ThePsionic> gj gabizou
L214[06:02:01] <VikeStep> currently loving Java lambdas
L215[06:05:00] <ThePsionic> They are very good
L216[06:05:08] <VikeStep> modules.forEach(IModule::init) is so much better than a for loop
L217[06:06:02] <masa> ... why?
L218[06:06:18] <VikeStep> It is more readable imo
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L220[06:07:00] <VikeStep> than for (IModule module : modules) { module.init() }
L221[06:07:05] <masa> huh... how could anything be more readable for a loop than an actual, you know, LOOP
L222[06:07:30] <ThePsionic> You'd be surprised
L223[06:07:49] <VikeStep> On another note, can I safely unsubscribe an Event Handler in the middle of a world?
L224[06:09:05] <VikeStep> I plan on having parts of my mod enabled/disabled in the config and for when I implement the GUI Config to change configs in the middle of playing a world I'd like to be able to deactivate that part
L225[06:13:41] <Saladoc> can confirm, generics everywhere in that data api
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L284[08:46:43] <Cazzar> This is Microsoft for you: http://upload.cazzar.net/u/1448635960
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L287[08:48:55] <ThePsionic> Thanks Microsoft
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L297[09:06:09] <Ordinastie> !gm func_148833_a
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L307[09:33:27] <Ordinastie> what do you think look better ? http://puu.sh/lAB3W.jpg or http://puu.sh/lAB6y.jpg ?
L308[09:33:48] <karlthepagan> gabizou, generics ;) hope you wrote unit tests to get that right
L309[09:35:38] <Daecor42> i like the 1AB3w
L310[09:35:51] <karlthepagan> I will wait for the day we have where clauses for generics... like Rust or C# :P
L311[09:38:31] <fry> use Scala today! :P
L312[09:38:34] <gigaherz> Ordinastie: I prefer the 3D views
L313[09:38:45] <Ordinastie> gigaherz, they're both 3D :p
L314[09:38:57] <Ordinastie> I think you mean the oblique one?
L315[09:39:17] <Daecor42> the first link
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L317[09:43:30] <gigaherz> yes Ordinastie, I meant the one that has a visible perspective
L318[09:43:58] <gigaherz> I know t hat they are all 3D (I discovered that while messing with mc1.8 item models back in january ;P)
L319[09:45:07] <Ordinastie> by default, in the gui the doors are just a plain icon
L320[09:45:20] <gigaherz> plain icons are also 3d in 1.8
L321[09:45:26] <gigaherz> it uses the same model as the ground
L322[09:45:36] <gigaherz> with the edge polygons and back side
L323[09:46:02] <gigaherz> 1.8 doesn't bother having separate models for inventory and in-world
L324[09:46:15] <gigaherz> it just draws items with out a transform
L325[09:46:22] <gigaherz> so they are flat and aligned
L326[09:46:24] <Ordinastie> -_-
L327[09:50:03] <gigaherz> on the upside, I used to think mc would generate one little cube per pixel
L328[09:50:27] <gigaherz> turns out it just draws two flat planes for the front and back, and then generates little polygons only for the "outer" edges of pixels
L329[09:50:57] <gigaherz> so chances are an item seen from the front
L330[09:51:02] <gigaherz> gets everything else culled
L331[09:51:18] <gigaherz> not sure how culling handles perfectly-perpendicular faces
L332[09:51:26] <gigaherz> do they count as front, or back?
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L335[09:52:32] <gigaherz> I guess it just looks at the sign, since floats have bot +0 and -1
L336[09:52:39] <gigaherz> it would see +0 as front, and -0 as back
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L339[09:58:54] <gigaherz> both*
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L342[10:11:09] <sham1> \o
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L348[10:20:02] <Wuppy> o/
L349[10:20:26] <sham1> How has it been going
L350[10:21:42] <sham1> I've played with serial ports all day
L351[10:21:55] <sham1> In freestanding mode
L352[10:22:17] <diesieben07> sounds like fun
L353[10:22:23] <sham1> Very
L354[10:22:35] <sham1> But it is very interesting
L355[10:22:46] <diesieben07> back when i was at school we were controlling cars via the parallel port
L356[10:22:57] <diesieben07> many parallel port extension boards were fried
L357[10:23:16] <sham1> dont you mean fry'd ;p
L358[10:23:21] <diesieben07> ZING
L359[10:23:26] <fry> ZING
L360[10:24:12] <sham1> Indeed
L361[10:24:50] <sham1> that was way too good pun to pass on
L362[10:25:00] <Wuppy> puns are great :D
L363[10:25:07] <__0x277F> "great"
L364[10:25:22] <Wuppy> puns <3
L365[10:26:22] <sham1> who does not like the ocational pun
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L367[10:26:48] * dangranos slaps sham1
L368[10:26:50] <Wuppy> ocasional being every several hours or les
L369[10:27:11] <dangranos> do you serve some eye bleach here?
L370[10:27:14] <__0x277F> Is there restful api I can use to get a random pun?
L371[10:27:23] <__0x277F> Because this sounds like a job for a cron job!
L372[10:27:28] <dangranos> 0x277F..
L373[10:27:30] <dangranos> hm
L374[10:27:32] * __0x277F leaves before I get banned
L375[10:27:45] <dangranos> really
L376[10:28:09] <dangranos> new york?
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L378[10:29:00] <dangranos> or is it 23?
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L380[10:30:57] <sham1> I just noticed you slapped me
L381[10:31:05] <sham1> Bully
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L399[11:20:49] <williewillus> has anyone seen this sort of construct in 1.7 mod code? no idea what 1 - <side> does 0.o http://pastebin.com/gVKHyazZ
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L404[11:49:24] <anders> If I create a workspace and import both the projects Clean and Forge, can I add my own mod by adding yet another project and refer to those?
L405[11:49:56] <sham1> The hell are you doing
L406[11:50:53] <anders> I fetched MindCraftForge source from git and want to create a mod using that
L407[11:51:10] <sham1> Umn, you fetched the what now
L408[11:51:21] <Aaron1011> anders: You only want to use that workspace if you're contributing to Forge itself
L409[11:51:24] <Aaron1011> otherwise, use the MDK
L410[11:51:32] <anders> And?
L411[11:51:41] <Aaron1011> ?
L412[11:51:42] <anders> I can find more uses than you can
L413[11:51:52] <sham1> It does not make it correct
L414[11:51:52] <Aaron1011> um, what?
L415[11:51:53] <anders> And maybe I want to contribute
L416[11:52:03] <anders> Correct is overrated
L417[11:52:07] <gigaherz> what?
L418[11:52:08] <Aaron1011> You said "want to create a mod using that"
L419[11:52:13] <Drullkus> correction
L420[11:52:13] <sham1> You need a seperate workspace for contribiuting
L421[11:52:14] <Ordinastie> short answer, yes you can make your mod project depend on forge one
L422[11:52:14] <anders> Using those two projects
L423[11:52:16] <Aaron1011> If you're trying to make a mod, you should use the MDK
L424[11:52:16] <Drullkus> underrated
L425[11:52:17] <Drullkus> :P
L426[11:52:18] <gigaherz> cloning the forge repo does NOT WORK for creating mods
L427[11:52:26] <Drullkus> ^
L428[11:52:29] <sham1> ^
L429[11:52:31] <gigaherz> that simple
L430[11:52:34] <anders> Ordinastie: Nice answer
L431[11:52:36] <gigaherz> MDK -> creates mods
L432[11:52:40] <gigaherz> forge repo -> creates forge
L433[11:52:41] <Drullkus> ...lolwut
L434[11:52:45] <Drullkus> MDK?
L435[11:52:49] <Aaron1011> Mod Development Kit
L436[11:52:59] <sham1> They changed the name of the "src" option
L437[11:53:00] <gigaherz> Drullkus: they renamed the "src" package to "mdk" some weeks ago
L438[11:53:03] <Drullkus> ah
L439[11:53:06] <sham1> Because it did not contain any sources
L440[11:53:14] <Drullkus> lol
L441[11:53:22] <gigaherz> xceptthe "generic mod" skeleton
L442[11:53:23] <gigaherz> ;P
L443[11:53:26] <Drullkus> :P
L444[11:53:29] <sham1> :D
L445[11:54:01] <anders> gigaherz: Why do you think cloning the forge repo does not work for creating mods?
L446[11:54:09] <gigaherz> anders: because it's not designed for it
L447[11:54:10] <Ordinastie> anders, although, if you plan to build the mod at some point, you will need the MDK still
L448[11:54:12] <gigaherz> the build.gradle in it
L449[11:54:21] <gigaherz> is configured to work with the internal forge code
L450[11:54:22] <Aaron1011> It uses a different FG plugin
L451[11:54:22] <gigaherz> not mods
L452[11:54:26] <Aaron1011> ^
L453[11:54:29] <Drullkus> ^
L454[11:54:40] <sham1> ^
L455[11:54:49] <Aaron1011> You don't *have* to use the MDK - it just contains a build.gradle, .gitignore, and example code to get you started
L456[11:54:54] <sham1> I feel like this is such a circlejerk
L457[11:55:00] <Ordinastie> ^
L458[11:55:20] <anders> So I cannot use the mdk in source format then?
L459[11:55:53] <sham1> what?
L460[11:55:59] <anders> Please, ask something else than what
L461[11:56:04] <Aaron1011> You can either get it from the downloads page
L462[11:56:09] <Aaron1011> or just copy it from your MinecraftForge clone
L463[11:56:12] <Aaron1011> both work
L464[11:56:18] <sham1> I ask "what" because you make no sense
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L466[11:56:28] <anders> sham1: But someone else answered the question
L467[11:56:34] <gigaherz> so in short
L468[11:56:44] <gigaherz> if you want to improve Forge itself, feel free to clone the forge repo
L469[11:56:50] <gigaherz> but do not expect to develop mods using that
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L471[11:57:14] <anders> It woudl be so great if I had the possibility, the fact that it was not designed for it is only encouraging me
L472[11:57:23] <gigaherz> why?
L473[11:57:29] <gigaherz> the mdk already sets up decompiled sources
L474[11:57:33] <gigaherz> you HAVE the sources right there
L475[11:57:36] ⇦ Quits: airbreather (~airbreath@d149-67-99-43.nap.wideopenwest.com) (Read error: Connection reset by peer)
L476[11:57:52] <anders> Hm, you are maybe right then :)
L477[11:57:58] <gigaherz> setupDecompWorkspace gives you the source of minecraft and forge
L478[11:58:02] <gigaherz> browsable from the IDE
L479[11:58:08] <sham1> it takes fuck.
L480[11:58:10] <sham1> ton of time
L481[11:58:11] <Ordinastie> gigaherz, and what if you want to have editable sources for testing purposes ?
L482[11:58:20] <gigaherz> Ordinastie: then you have "special needs"
L483[11:58:23] <sham1> :D
L484[11:58:39] <gigaherz> and only if it comes to that situation
L485[11:58:44] <Ordinastie> so you just assumed his needs weren't without any info
L486[11:58:48] <gigaherz> I'd ever agree with suggesting the forge repo
L487[11:59:35] <sham1> but he sounded like a person who should not have any special needs like that
L488[11:59:36] <Ordinastie> then your answer should be more like "you should use the MDK instead but yes, you can have your project depend on forge cloned one"
L489[11:59:57] <sham1> coz he is just starting out it seems
L490[12:00:03] <Aaron1011> There's really no reason to depend on the MinecraftForge repo
L491[12:00:11] <Aaron1011> if you need to edit minecraft sources in your mod, then you need a coremod
L492[12:00:13] <Aaron1011> with all that entails
L493[12:00:26] <sham1> bytecode editing sucks though
L494[12:00:46] ⇨ Joins: airbreather (~airbreath@d149-67-99-43.nap.wideopenwest.com)
L495[12:00:51] <Ordinastie> Aaron1011, unless you need to test some vanilla stuff because it's stupidly designed
L496[12:00:56] <anders> How do you test the code if you are not creating a mod using it?
L497[12:01:02] <Ordinastie> unless you need to test your possible hooks into MC
L498[12:01:06] <Ordinastie> unless many reasons
L499[12:01:58] <sham1> what vanilla stuff is *not* designed stupidly
L500[12:02:46] <Ordinastie> lol
L501[12:04:41] <sham1> meanwhile building gcc in this craptop takes a crapton of time
L502[12:06:03] <Deamon> thats crappy
L503[12:06:14] <gigaherz> [19:06] (Aaron1011): if you need to edit minecraft sources in your mod, then you need a coremod
L504[12:06:14] <gigaherz> [19:06] (Aaron1011): with all that entails
L505[12:06:15] <gigaherz> no you don't
L506[12:06:21] <gigaherz> if you need to edit the minecraft sources
L507[12:06:35] <sham1> you edit them
L508[12:06:42] <gigaherz> you should consider doing a Forge PR
L509[12:06:42] <gigaherz> this has 2 benefits:
L510[12:06:47] <gigaherz> 1. everyone can have access to the extra hooks/fixes
L511[12:07:17] <sham1> Coremods are really only useful with some really special hooks which might not be useful at all to anyone else
L512[12:07:19] <Aaron1011> Right - that's better than making a coremod
L513[12:07:20] <gigaherz> and 2. you don't have to worry about incompatible patches and things like that
L514[12:07:51] <Aaron1011> I meant if you needed to make a special hook for your mod
L515[12:14:14] ⇨ Joins: McJty (~jorrit@d8d872e30.access.telenet.be)
L516[12:15:26] <anders> How do you test changes in MinecraftForge?
L517[12:17:38] <diesieben07> anders, as in, changes to forge itself?
L518[12:17:44] <anders> yes
L519[12:17:50] <diesieben07> launch GradleStart
L520[12:18:25] ⇨ Joins: An_Angry_Brit (~AngryBrit@90.194.218.188)
L521[12:21:22] <anders> Do you have some test mod to use then?
L522[12:21:32] <anders> That is perhaps a stupid question
L523[12:21:57] <gigaherz> uh you know the changes you need
L524[12:22:03] <gigaherz> so you should have the test mod that needs those changes
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L526[12:22:58] <gigaherz> also keep in mind only things thathasve a very good reason for existing ever make it into forge
L527[12:23:10] <anders> Like any software project
L528[12:23:21] <gigaherz> they won't accept things that are easily doable with existing features
L529[12:23:25] *** SnowShock35 is now known as zz_SnowShock35
L530[12:23:26] <gigaherz> no not like any software project
L531[12:23:37] <gigaherz> it's even more important for Forge to maintain a minimal set of changes
L532[12:23:46] <gigaherz> since every new difference from Minecraft
L533[12:23:58] <gigaherz> is extra work they have to do while porting Forge to new versions of mc
L534[12:24:01] <anders> Yes, well, that makes sense
L535[12:24:34] <anders> I understand some caution is needed or mushrooms will not get hats ;)
L536[12:24:40] <williewillus> how do I convert this kind of block into states lol
L537[12:25:13] <sham1> what kind
L538[12:25:26] <williewillus> in botania the extra quartz blocks are meta-ed like this 0 -> standard 1 -> chiseled quartz 2 -> pillar quartz axis Y 3 -> pillar quartz axis X 4 -> pillar quartz axis Z
L539[12:25:42] <sham1> Enums
L540[12:25:51] <gigaherz> PropertyEnum
L541[12:25:54] <sham1> Wait
L542[12:25:54] <sham1> You b
L543[12:25:55] <williewillus> I know but if I have two properties i get useless overlap
L544[12:25:56] <sham1> have 5 states
L545[12:26:12] <gigaherz> not two properties
L546[12:26:18] <williewillus> what happens if someone tries to set variant -> standard but the axis -> X
L547[12:26:20] <williewillus> oh?
L548[12:26:20] *** zz_SnowShock35 is now known as SnowShock35
L549[12:26:28] <williewillus> just throw it into one prop? :p
L550[12:26:29] <gigaherz> just a enum ExtraQuartzType
L551[12:26:35] <williewillus> kk
L552[12:26:38] <gigaherz> with PillarX/Y/Z as variants ;P
L553[12:26:41] <anders> Hehe, this is really funny, I am trying to use world.playSound, and nothing sounds, I now see the method is empty
L554[12:27:01] <sham1> Well it is not defined for anything but client
L555[12:27:03] ⇨ Joins: An_Angry_Brit (~AngryBrit@90.194.218.188)
L556[12:27:18] <anders> So it is not really empty then?
L557[12:27:28] <sham1> Depends on implementation
L558[12:28:21] <anders> The sound seems to be loaded judging from some debugging
L559[12:28:22] <sham1> and by implementation I mean what subclass of World gets passed to ye
L560[12:29:16] ⇨ Joins: Purebe (~Purebe@h44.46.31.71.dynamic.ip.windstream.net)
L561[12:29:27] <williewillus> oh playsound is all sorts of weird lol, here I made this for myself a while back http://pastebin.com/kkBX6amy
L562[12:30:16] <tterrag> williewillus: hm...if only there was some kind of central place to put helpful docs like that...
L563[12:30:40] <williewillus> I'll put it there sometime xP
L564[12:32:02] <sham1> Except that no one reads the docs on readthedocs.org
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L566[12:32:49] <williewillus> well we should be putting stuff there
L567[12:32:53] <williewillus> then people will read it :p
L568[12:33:00] <gigaherz> sham1: only because we don't mention mcforge.readthedocs.org often enough
L569[12:33:02] <tterrag> sham1: that's a helpful way of thinking
L570[12:33:08] <gigaherz> and why do we not link it?
L571[12:33:08] <williewillus> I'll get it on there and some of my other helper docs soon
L572[12:33:12] <gigaherz> becuase it doens't have enough info
L573[12:33:33] <gigaherz> so yeah, we the helpful modders, should take the initiative
L574[12:33:33] <gigaherz> ;P
L575[12:33:52] <tterrag> yes you should
L576[12:33:58] <tterrag> especially fry|sleep >.>
L577[12:34:03] <sham1> heh
L578[12:35:04] <sham1> And yes, my thinking is always helpful
L579[12:36:24] <gigaherz> lol best argument against gif being pronounced as "jif"
L580[12:36:39] ⇦ Quits: Brokkoli (~Brokkoli@f054019065.adsl.alicedsl.de) (Ping timeout: 206 seconds)
L581[12:36:42] <gigaherz> "stands for graphical interchange format, not Jaffical interchange format"
L582[12:37:51] <williewillus> screw what the creator says I'm pronouncing it hard g gif
L583[12:38:14] <gigaherz> I dont' care, the creator is wrong and no one can tell me otherwise ;P
L584[12:38:47] <sham1> I just pronounce it as "gif" because in Finnish we have the phonemes according to how it is written so GIF is always "GIF" to me damn it
L585[12:38:49] <gigaherz> thankfully, the format is becoming obsolete ;P
L586[12:38:59] <sham1> well yeah
L587[12:39:10] <gigaherz> funnily enough
L588[12:39:17] <gigaherz> becauseof the way we pronounse "giga" in spain
L589[12:39:23] <gigaherz> it's "jiga" for me
L590[12:39:33] <gigaherz> but never jif. ever.
L591[12:39:40] <tterrag> jif for life
L592[12:39:43] <tterrag> death to the gif heathens
L593[12:40:02] <diesieben07> lets just agree on death to both jif and gif.
L594[12:40:05] <gigaherz> yeah
L595[12:40:07] <sham1> I'd rather not go there
L596[12:40:09] <diesieben07> long life the apng.
L597[12:40:13] <sham1> png
L598[12:40:18] <gigaherz> long life mpng ¬¬
L599[12:40:20] <gigaherz> ;P
L600[12:40:27] <gigaherz> (not really)
L601[12:40:28] <diesieben07> .mov
L602[12:40:29] <diesieben07> :D
L603[12:40:38] <gigaherz> long life webm
L604[12:40:46] <gigaherz> long life looping mp4v
L605[12:40:55] <sham1> long life elf
L606[12:41:06] <tterrag> https://www.youtube.com/watch?v=oIcsk2ZoaTY
L607[12:41:45] ⇨ Joins: Brokkoli (~Brokkoli@x55b1638a.dyn.telefonica.de)
L608[12:41:46] <gigaherz> so yeah annoyingly enough, the only globally accepted animation format is still the one that should not be named
L609[12:42:11] <sham1> avi?
L610[12:42:58] <anders> The reason playSound is not playing a sound is not that the method is empty then?
L611[12:43:10] <anders> :)
L612[12:43:12] <sham1> show your code
L613[12:43:42] ⇨ Joins: KGS (~KGS@h-46-59-33-249.na.cust.bahnhof.se)
L614[12:43:52] <gigaherz> sham1: no, video containers don't autoplay in some browsers
L615[12:44:00] <gigaherz> specifically on mobile
L616[12:44:13] <gigaherz> in order to save bandwidth they prevent autoplay of video content
L617[12:44:22] <sham1> I'd love to be omniscient but you know... So yeah anders, pastebin your code or something
L618[12:44:24] <gigaherz> while a .gif file plays just fine
L619[12:45:06] <sham1> "image/gif"
L620[12:45:07] <anders> sham1: http://pastebin.com/w2B9yhU3
L621[12:45:09] <sham1> Yay for mime
L622[12:45:56] <sham1> Well you do call your world.playSound inside !world.isRemote so...
L623[12:46:16] <anders> sham1: I have a lot of rabbits in the world...
L624[12:46:17] <sham1> that wont work
L625[12:46:31] <diesieben07> anders, use playSoundEffect
L626[12:46:31] <sham1> Okay?
L627[12:46:35] <diesieben07> that works on the server
L628[12:46:44] *** williewillus is now known as willieaway
L629[12:46:45] <anders> diesieben07: oh, trying that then :)
L630[12:47:10] <sham1> do what diesieb says, he knows more than I do about _errything modding_
L631[12:47:25] *** willieaway is now known as williewillus
L632[12:47:30] <diesieben07> hehe
L633[12:47:54] * diesieben07 just looked it up in the code
L634[12:48:18] <anders> Yeah! Now I get that magic sound when I swing the magic wand
L635[12:48:30] <sham1> Well that still means you know it exists so...
L636[12:48:39] <diesieben07> that is true.
L637[12:48:52] <anders> But that will also mean that other players will not hear the sound?
L638[12:48:57] <diesieben07> sure
L639[12:49:02] <diesieben07> it means exactly the opposite
L640[12:49:06] <anders> hehe
L641[12:49:16] <diesieben07> this means that they will actually here it.
L642[12:49:18] <diesieben07> *hear
L643[12:49:54] <anders> If I wanted to use playSound, I had to check for isRemote = true then?
L644[12:50:01] <anders> ==
L645[12:50:10] <sham1> or use packets
L646[12:50:13] <diesieben07> yes and it would then only play for the player using the wand
L647[12:50:21] <diesieben07> playSoundEffect uses packets :D
L648[12:50:26] <diesieben07> so no need to make your own
L649[12:50:27] <anders> aha, nice to know
L650[12:50:36] <anders> Thanks for the help guys
L651[12:50:39] <anders> You rock
L652[12:51:02] <sham1> I propably would just use packets because I didnt know it was a thing
L653[12:51:22] <sham1> the packets would have really only been reduntant more than anything
L654[12:51:37] <diesieben07> yes they would be redundant
L655[12:53:58] <anders> I wish there was a fat throw in that playSound method instead of emptiness
L656[12:54:06] <diesieben07> no
L657[12:54:12] <diesieben07> well
L658[12:54:18] <diesieben07> the entire sound methods are all a bit weird
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L661[12:56:57] <williewillus> I just thought of this but haven't run into a problem yet (mainly because the port doesn't compile yet). But if I for example extend vanilla's blockwall, the BlockWall constructor as a call to setDefaultState, and that call specifies a variant that isn't present in my subclass. Since that ctor is called before mine, won't is crash?
L662[12:57:08] <williewillus> *has
L663[12:58:11] <sham1> Well you can call setDefaultState yourself
L664[13:00:07] <williewillus> no but it calls IBlockState.withProperty which will immediately crash if its given a property not present in your BlockState
L665[13:00:44] <sham1> it is present in the superclass correct?
L666[13:01:44] <diesieben07> why are you extending BlockWall if you are not using it's properties?
L667[13:01:52] <diesieben07> that sounds like a recipe for deasaster.
L668[13:01:57] <sham1> This
L669[13:02:14] <sham1> You can just make your own kind of wall
L670[13:02:37] <gigaherz> wait what
L671[13:02:42] <gigaherz> setBlockState?
L672[13:02:48] <gigaherz> setDefaultState*
L673[13:02:59] <williewillus> I'm porting something that used to extend BlockWall
L674[13:03:10] <gigaherz> hm oh yeah it does indeed have a setDefaultState
L675[13:03:32] <gigaherz> I forgot about that method XD
L676[13:03:46] <williewillus> everything I need is already in BlockWall is already there, except that it includes a variant property that you can't get rid of since it's in the ctor
L677[13:03:48] <sham1> Does anything non-vanilla even use it
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L679[13:04:01] <williewillus> wow redundancy in that first part lol
L680[13:04:02] <gigaherz> yes sham1, I use it in my own block
L681[13:06:47] <gigaherz> williewillus: cna java inherit enums?
L682[13:06:54] <gigaherz> (and add more values)
L683[13:07:00] <williewillus> you mean can enums extend other enums?
L684[13:07:03] <williewillus> don't think so
L685[13:07:04] <gigaherz> yes
L686[13:07:25] <williewillus> no bc all enum types implicitly extend java.lang.Enum<>
L687[13:07:30] <sham1> ^
L688[13:08:18] <gigaherz> in that case, I'd add a "variant2" property, with another enum
L689[13:08:28] <gigaherz> and make it so that variant2 is only read if variant=1
L690[13:08:48] <gigaherz> with variant2=0 being the value for the mossy variant
L691[13:09:03] <gigaherz> then you'd have
L692[13:09:10] <gigaherz> variant=0-> normal
L693[13:09:17] <gigaherz> variant=1,variant2=0 -> mossy
L694[13:09:36] <gigaherz> variant=1,variant2=1 -> first extra variant
L695[13:09:43] <williewillus> ew I might just not extend wall lol
L696[13:09:49] <sham1> ye
L697[13:09:59] <gigaherz> probably best.
L698[13:10:00] <gigaherz> ;P
L699[13:10:31] <sham1> time to upgrade arch
L700[13:10:35] <williewillus> it's weird because the slabs have mechanisms to handle this (abstract methods getVariantProperty():IProperty and getVariant:Object) but the walls don't
L701[13:10:39] <williewillus> you use arch? nice :D
L702[13:10:40] <sham1> See you in about an hour because craptop
L703[13:10:49] <williewillus> lol what WM do you use?
L704[13:10:55] <sham1> xfce
L705[13:11:02] <sham1> I like it and also again, craptop
L706[13:11:14] <diesieben07> willie, slabs do have that becuase vanilla needs it :D
L707[13:11:15] <gigaherz> williewillus: PR to forge? ;P
L708[13:11:23] <diesieben07> walls dont need it in vanilla, hecnce they dont have it
L709[13:11:28] <gigaherz> but it's not worth it
L710[13:11:38] <gigaherz> xcept
L711[13:11:49] <gigaherz> if you want walls to connect between variants
L712[13:12:00] <gigaherz> dunno if that would be an issue
L713[13:12:02] <sham1> time to pacman -Syu so I can be assured everything will be fine and about bleeding edge
L714[13:12:06] <gigaherz> if it is, you could consider a PR to forge
L715[13:12:07] <diesieben07> yeah is something that has been needed for a whiel
L716[13:12:12] <diesieben07> something like a canWallConnect
L717[13:12:17] <sham1> Cant be as bleeding edge as Gentoo but I can keep up
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L719[13:14:37] <williewillus> gigaherz: that's easy to do since I'd have control of getActualState so I can say when it conncets or not
L720[13:15:03] <gigaherz> not if you use a separate block
L721[13:15:10] <gigaherz> you'd still have to replace the vanilla wall
L722[13:15:24] *** mrkirby153 is now known as kirby|gone
L723[13:15:35] <gigaherz> so then you may as well add the new property and let them overlap ;P
L724[13:15:47] <williewillus> ? I mean if I have BlockManaQuartzWall I can tell it that it can connect to vanilla walls as well by just checking in getActualState :p
L725[13:16:02] <gigaherz> but wil lthe vanilla ones connect with yours?
L726[13:16:03] <sham1> Yes
L727[13:16:11] <sham1> No
L728[13:16:13] <sham1> Maybe
L729[13:16:13] <williewillus> lol
L730[13:16:14] <gigaherz> that was the question ;P
L731[13:16:16] <gigaherz> not you->vanilla
L732[13:16:19] <gigaherz> but vanilla->you
L733[13:16:51] <williewillus> goddammit mojang
L734[13:16:53] <sham1> As long as vanilla does not do anything stupid
L735[13:17:14] ⇨ Joins: Soni (SoniEx2@189.55.64.196)
L736[13:17:17] <sham1> Like hardcode it go only work with Block Wall or BlockFence
L737[13:17:22] <gigaherz> hence why it may be a good feature to consider for a forge PR
L738[13:17:57] <williewillus> what would the pr be, an extra method in Block or BlockWall connectToWall(world, pos, state, side)?
L739[13:18:00] <gigaherz> sham1: return block == Blocks.barrier ? false : (block != this && !(block instanceof BlockFenceGate) ? (block.blockMaterial.isOpaque() && block.isFullCube() ? block.blockMaterial != Material.gourd : false) : true);
L740[13:18:07] <williewillus> wat
L741[13:18:15] <gigaherz> that's BlockWall.canConnectTo
L742[13:18:29] <williewillus> lol
L743[13:18:46] <sham1> Okay, that's stupid
L744[13:18:56] <sham1> And it is a tertiary statement
L745[13:19:11] <gigaherz> nested! ;P
L746[13:19:21] <sham1> Eww
L747[13:19:27] <williewillus> speaking of confusing callbacks, I still haven't disambiguated what all of the stupid cube callbacks in block do. isFullCube, isNormalCube, isOpaqueCube, wtf
L748[13:19:34] <gigaherz> a PR may add a block.canWallConnectWith(world, pos)
L749[13:19:46] <sham1> My inner code grammar nazi is crying
L750[13:19:55] <williewillus> well its decompiled keep in mind
L751[13:19:57] <gigaherz> which defaults to the right check
L752[13:20:04] <sham1> True
L753[13:20:11] <gigaherz> yeah, decompiler tends to err in favour of ternary operator
L754[13:20:38] <sham1> But why does it decompile it to tertiary rather than if else
L755[13:20:42] <williewillus> oh also isBlockNormalCube and isVisuallyOpaque
L756[13:20:59] <williewillus> so 5 methods with essentially the same name and idk what each does
L757[13:21:03] <gigaherz> williewillus: the real names probably make more sense
L758[13:21:14] <williewillus> too bad we don't have those :p
L759[13:21:15] <gigaherz> those are decompiled
L760[13:21:28] <gigaherz> it may be that one of themm is really called
L761[13:21:52] <gigaherz> ... can't think of any better name ;P
L762[13:22:59] <williewillus> i tried figuring it out but there's too much overlap it's confusing http://pastebin.com/usjfTCNT
L763[13:23:03] <gigaherz> thingsl ike "allowsMobSpawns"
L764[13:23:07] <gigaherz> "allowsPlacingObjects"
L765[13:23:17] <gigaherz> but we can just guess
L766[13:24:07] <sham1> From the code
L767[13:24:26] <sham1> Code is the best documentation
L768[13:24:32] <sham1> Sometimes
L769[13:24:37] <gigaherz> yeah isVisuallyOpaque specifically has a really poor name
L770[13:24:46] <gigaherz> doesBlockSuffocate() would be better ;P
L771[13:25:57] <gigaherz> but yeah: guesswork
L772[13:26:09] <gigaherz> so no point breaking people's code just because someone has a "different guess"
L773[13:26:22] <gigaherz> unless you can prove that the name is really incorrect
L774[13:28:19] <williewillus> some of the 1.8 renames were confusing, scheduleBlockUpdate got renamed to scheduleUpdate, but there was another overload of scheduleBlockUpdate that was completely different
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L778[13:46:06] <gabizou> karlthepagan unit tests? hah, I only test in production!
L779[13:46:39] <gabizou> no but seriously, the generic handling is kinda wonky, some parts will work, some parts aren't unit testable at ALL
L780[13:46:45] <gabizou> because of how sponge is set up.
L781[13:50:31] <karlthepagan> unfortunate, I'll clone and have a look
L782[13:52:28] <karlthepagan> long weekend with inlaws, hope to escape somehow :P
L783[13:57:30] <karlthepagan> gabizou, is this based on lambdas? i love lambdas ;)
L784[13:57:42] <sham1> lambdas are great
L785[13:57:50] <gabizou> karlthepagan we encourage the use of lambdas
L786[13:58:08] <gabizou> i mean, hell, we return optionals instead of nulls for that matter.
L787[13:58:36] <sham1> Well, returning the Maybe monad is a better thing than null
L788[13:58:38] <karlthepagan> do you encourage pure functions and provide currying / calling context stuff or more basic?
L789[13:58:50] * gabizou shrugs,
L790[13:59:01] <karlthepagan> I'll try to keep my suggestions sane then
L791[13:59:21] <karlthepagan> possibly a good opportunity to put ideas into action
L792[13:59:39] <gabizou> Note that mixins are required to do most things, since at runtime, we can make minecraft classes implement our own interfaces as we see fit.
L793[13:59:53] <gabizou> (and a bunch of other crap we do)
L794[14:00:20] <karlthepagan> TL;DR - if you allow references to escape J8 lambdas are less efficient (eats memory), and I'm interested in exploring patterns to make that less of a problem
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L796[14:01:00] <gabizou> oh, uh...
L797[14:01:10] <gabizou> well, we kinda have to allow some references escape j8 lambdas
L798[14:01:24] <gabizou> (that's how I abuse them for calculating damage modifiers in the damage event)
L799[14:02:28] <gabizou> karlthepagan to be honest, I'm not sure how you could forcibly check that a function isn't leaking references
L800[14:02:31] <karlthepagan> I'll let you know if I see any improvements
L801[14:02:42] <gabizou> rather, prevent.
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L803[14:02:46] <gabizou> in many cases especially
L804[14:03:23] <karlthepagan> gabizou, if you instrument LambdaMetafactory you can count the invocations and tell if the JVM is generating a new object per call
L805[14:03:30] <karlthepagan> but that's where it gets crazy
L806[14:03:41] <gabizou> a little too crazy for my taste :P
L807[14:03:44] <karlthepagan> so I'll let you know if for all my talk I come up with anything
L808[14:04:27] <karlthepagan> preventing is definitely not practical in production runtime
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L836[15:17:54] <shadekiller666> welp... i think its time i clean out my Downloads folder... it only takes up 24.8 GB...
L837[15:18:44] <laci200270> how can I use Minecraft's i18n system for my texts?
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L839[15:20:01] <shadekiller666> texts?
L840[15:20:47] <shadekiller666> you mean how can you use it to apply localization to sentences in like a custom book or something?
L841[15:20:52] <laci200270> yes
L842[15:20:55] <shadekiller666> hmm
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L845[15:23:06] <MTM123> Hello. How do you make a simple minimap?
L846[15:23:43] <MTM123> I'm just asking for guidelines nothing else
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L848[15:25:59] <laci200270> do you know java?
L849[15:26:42] <MTM123> Well I code actively in java
L850[15:26:51] <shadekiller666> mtm123, one does not simply make a minimap
L851[15:27:35] <laci200270> MTM123, look at https://github.com/daveyliam/mapwriter
L852[15:27:49] <shadekiller666> i would imagine you could utilize the system that maps use to translate in-world blocks to pixels on a map, then render with a gui overlay
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L854[15:29:43] <MTM123> laci200270 thanks. I'll take a look at that
L855[15:30:09] <MTM123> and I tried looking at code that maps use but oh well its obfuscated
L856[15:35:36] <gigaherz> laci200270: sec, I ahve code doing that
L857[15:35:58] <laci200270> thx
L858[15:35:58] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/WailaProvider.java#L47
L859[15:36:10] <laci200270> thx
L860[15:36:36] <gigaherz> that' 1.7.10
L861[15:36:41] <gigaherz> but I assume it works on newer versions ;P
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L922[19:37:27] <gigaherz> ah
L923[19:37:28] <gigaherz> nice
L924[19:37:42] <gigaherz> I see the files page now defaults to 1.8
L925[19:39:24] <gigaherz> ah the 1.8.8 branch was bumped to .15.0.*
L926[19:40:44] <LexManos> Ya, its still there but i changed the main index to be the highest version, with a recomended build.
L927[19:41:12] <LexManos> Not that big of a deal, just more of a 'its a beta/dev so dont send EVERYONE there yet'
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L929[19:42:29] <gigaherz> yeah
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L931[19:47:23] <GhostfromTexas> sup lex
L932[19:47:51] <LexManos> yo
L933[19:51:56] <gigaherz> hmf has there been any change in 1.8.8 that could explain the horrible framerate drops I get when there's a lot of blockstate changes ocurring?
L934[19:56:50] * gigaherz is confirming that it doesn't happen in vanilla1.8.8
L935[19:58:12] <Zaggy1024> blockstate changes?
L936[19:58:19] <Zaggy1024> you mean World.setBlockState?
L937[19:58:19] <LexManos> blame fry|sleep
L938[19:58:26] <gigaherz> Zaggy1024: no I mean like
L939[19:58:32] <gigaherz> spawning a bunch of water blocks
L940[19:58:34] <gigaherz> and when they flow
L941[19:58:46] <gigaherz> I get little pauses every time the water changes
L942[19:59:04] <gigaherz> gets stuttery
L943[19:59:10] <Zaggy1024> hm
L944[19:59:11] <tterrag> Sounds like a problem with the new fluid rendering
L945[19:59:24] <Zaggy1024> vanilla water doesn't use fry's fluid rendering, does it?
L946[19:59:31] <gigaherz> it's not just water
L947[19:59:38] <Zaggy1024> that would explain some lag with lava from my mod in 1.8 though
L948[19:59:38] <Zaggy1024> maybe
L949[19:59:39] <gigaherz> when I use my mod's wand to spawn a dust ball
L950[19:59:50] <gigaherz> the bust changes states from 0 to 15 then disappears
L951[19:59:54] <gigaherz> (density)
L952[20:00:05] <gigaherz> the density cloud causes massive framerate drops that didn't happen in 1.8
L953[20:00:43] <gigaherz> hence why I said blockstate changes
L954[20:00:57] <tterrag> hm
L955[20:01:04] <tterrag> weird
L956[20:01:13] <gigaherz> it doesn't seem to be specific to mod blocks, or to fluids
L957[20:02:36] <tterrag> my pc is too good to test stuff like that :(
L958[20:02:42] <tterrag> I could use my laptop I guess :p
L959[20:02:52] <gigaherz> I have a GTX980
L960[20:02:53] <gigaherz> it's like
L961[20:03:00] <Zaggy1024> is there a reason ItemSeed and ItemSeedFood implement IPlantable?
L962[20:03:10] <gigaherz> it draws 20 frames, stalls for a while, draws a bit more
L963[20:03:23] <Zaggy1024> IPlantable doesn't have any methods involving ItemStacks, so it's kind of useless AFAICT
L964[20:03:42] <tterrag> It is useless yes, for me anywhere
L965[20:03:57] <tterrag> Same as IGrowable because there is no world context
L966[20:04:14] <tterrag> Wait maybe not
L967[20:04:30] <tterrag> No that was IPlantable, I need item stack access
L968[20:04:36] <gigaherz> IPlantable is used on BlockFarmland to see it the block can automatically turn to dirt
L969[20:05:36] <Zaggy1024> that's the block implementations of IPlantable
L970[20:05:51] <Zaggy1024> IPlantable only has methods with IBlockAccess and pos
L971[20:05:56] <gigaherz> I mean it's ONLY used for that, "instanceof IPlantable" doesn't exist anywhere else
L972[20:05:56] <gigaherz> XD
L973[20:06:03] <Zaggy1024> no it's not
L974[20:06:06] <tterrag> It does in mods
L975[20:06:14] <tterrag> eio uses it for the farmer
L976[20:06:16] <Zaggy1024> it's used by canSustainPlant
L977[20:06:30] <Zaggy1024> what do you mean, tterrag?
L978[20:06:36] <gigaherz> that receives an IPlantable, but doesn't test for it
L979[20:06:45] <gigaherz> I mean that minecraft doesn't make use of IPlantable
L980[20:06:53] <gigaherz> you have to implement onItemUse manually
L981[20:07:02] <tterrag> to check for seeds zaggy
L982[20:07:19] <Zaggy1024> to plant them?
L983[20:07:25] <tterrag> yes
L984[20:07:46] <Zaggy1024> what source file would that be in?
L985[20:08:04] <Zaggy1024> oh, is it not open source?
L986[20:08:09] <gigaherz> so IPlantable on items is used only as a "tag" that means it will turn into a plant when clicked on the ground
L987[20:08:12] <Zaggy1024> nvm there it is
L988[20:08:23] <tterrag> https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/machine/farm/farmers/PlantableFarmer.java
L989[20:08:41] <tterrag> Zaggy1024:
L990[20:09:02] <masa> yep I'm also using IPlantable to check which items my hoe can plant
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L992[20:10:08] <gigaherz> I guess it works
L993[20:10:17] <gigaherz> could have also been an annotation on the item, though
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L995[20:10:48] <tterrag> err wut
L996[20:11:34] <LexManos> http://puu.sh/lBcI7/a209f0c0db.jpg
L997[20:11:48] <LexManos> THIS, THIS IS WHY 1.8's RENDERING SYSTEM IS SO IMPORTANT!
L998[20:12:13] <Zaggy1024> ouch
L999[20:12:20] <tterrag> ?
L1000[20:12:25] <tterrag> What is causing the drop?
L1001[20:12:31] <gigaherz> what am I looking at?
L1002[20:12:34] <gigaherz> the framerate?
L1003[20:12:36] <LexManos> A titan X, and a i7-5960X getting 17 fuckiung fps.
L1004[20:12:40] <tterrag> It's necessary because lazy modders always use tesr for no reason?
L1005[20:12:42] <gigaherz> ah
L1006[20:12:45] <gigaherz> ouch 17fps
L1007[20:12:48] <tterrag> How does 1.8 change that
L1008[20:13:16] <LexManos> using the new model pipline and NOT using TESRs for all your shit == faster rendering
L1009[20:13:21] <tterrag> right
L1010[20:13:22] <Zaggy1024> there should really be an IItemPlantable or soemthing
L1011[20:13:31] <tterrag> But TESR still exists
L1012[20:13:35] <LexManos> yes they do
L1013[20:13:41] <Zaggy1024> there's no way for me to return the proper type for my seed subitems
L1014[20:13:43] <tterrag> So its likely any modder using it in 1.7 is going to stop
L1015[20:13:45] <LexManos> and modders will still be retarded
L1016[20:13:48] <tterrag> Is not*
L1017[20:13:56] <LexManos> however, point still stands
L1018[20:14:08] <LexManos> if they use TESRs with the new pipline
L1019[20:14:10] <gigaherz> Zaggy1024: is the type of crop queried at all for items?
L1020[20:14:12] <LexManos> then it'll still be faster
L1021[20:14:18] <tterrag> Not really? 1.8 block rendering isn't really faster is it?
L1022[20:14:23] <tterrag> How so?
L1023[20:14:24] <LexManos> Yes it is
L1024[20:14:26] <LexManos> quite a lot
L1025[20:14:43] <tterrag> How so? due to threaded chunk rendering?
L1026[20:14:59] <shadekiller666> 1.8 rendering shoves the vertex data straight into opengl
L1027[20:15:12] <tterrag> Did it not before?
L1028[20:15:26] <LexManos> Nope, it calcualted everything at every frame.
L1029[20:15:47] <tterrag> really? didn't it use call lists in 1.7?
L1030[20:16:01] <LexManos> Point is, if modders fucking update, shit will be faster. Yes they can still fuck things up but i man can wish.
L1031[20:16:09] <MattDahEpic> is that why VBOs?
L1032[20:16:21] <LexManos> It did, to an extent, it doesn't cache as much as 1.8 does
L1033[20:16:22] <gigaherz> VBOs are just a step more efficient than displaylists
L1034[20:16:30] <LexManos> and it does a lot of translations where it doesnt need to
L1035[20:16:42] <LexManos> anyways back to what i was doing
L1036[20:16:46] <tterrag> ah if they use vbos instead of call lists then that would help yes
L1037[20:16:52] <gigaherz> well
L1038[20:16:57] <gigaherz> VBOs are an improvement over glDrawArrays
L1039[20:17:04] <gigaherz> which are an improvement over glBegin/glEnd
L1040[20:17:45] <gigaherz> unless you could glMultiDrawArraysIndirect, which allows chained command buffers
L1041[20:17:50] <gigaherz> but you need very recent hardware to use them
L1042[20:17:52] <Zaggy1024> is there any way to make seed subitems work with IPlantable, or am I stuck wasting item IDs? :|
L1043[20:17:53] <gigaherz> count*
L1044[20:17:55] <shadekiller666> there are less steps from data parsing to render than there used to be
L1045[20:18:13] <tterrag> Zaggy1024: nope :)
L1046[20:18:15] <tterrag> sucks
L1047[20:18:20] <tterrag> I just dropped it
L1048[20:18:27] <Zaggy1024> I better too :(
L1049[20:18:32] <williewillus> shadekiller666: (also no hardcoded ugly mess in RenderBlocks lol)
L1050[20:18:34] <Zaggy1024> makes me sad
L1051[20:18:41] <shadekiller666> and that
L1052[20:18:41] <tterrag> It does
L1053[20:18:54] <tterrag> I would have made a PR but it was too late cycle
L1054[20:18:59] <williewillus> the first time I looked at RenderBlocks i was like 0.o
L1055[20:19:06] <LexManos> Oh ya.. another reason im getting shitty fps..
L1056[20:19:08] <shadekiller666> and the direct storage of metadata->block model
L1057[20:19:13] <LexManos> fastcraft is installed, *fixes that*
L1058[20:19:18] <tterrag> If you want to do it for 1.8.8 the timing is good now
L1059[20:19:24] <tterrag> lol fastcraft helps...
L1060[20:19:30] <Zaggy1024> hm, I suppose
L1061[20:19:37] <shadekiller666> if you're not on a Titan X
L1062[20:19:40] <LexManos> No, no it doesnt
L1063[20:19:45] <Zaggy1024> hey lex, what do you think about making a ItemStack aware IPlantable?
L1064[20:19:56] <LexManos> Why?
L1065[20:20:02] <Zaggy1024> because I can't make seed subitems
L1066[20:20:06] <gigaherz> Zaggy1024: you don't actually need the methods in IPlantable though
L1067[20:20:12] <tterrag> subitems? nbt?
L1068[20:20:13] <Zaggy1024> mods use it
L1069[20:20:17] <gigaherz> for your items, you implement your own onItemUse
L1070[20:20:20] <Zaggy1024> I'd rather not break those mods
L1071[20:20:20] <gigaherz> and that's what matters
L1072[20:20:29] <Zaggy1024> did you see the link tterrag posted?
L1073[20:20:31] <LexManos> What are you wanting to do?
L1074[20:20:41] <Zaggy1024> metadata for different seeds in my mod
L1075[20:20:46] <LexManos> yes i know
L1076[20:20:50] <Zaggy1024> hm?
L1077[20:20:52] <LexManos> but explain better
L1078[20:20:58] <shadekiller666> he wants to have 1 id for the item but make it able to plant multiple different things
L1079[20:21:04] <LexManos> who is checking your IPlantable?
L1080[20:21:12] <shadekiller666> so as to not eat up 1 id per seed
L1081[20:21:26] <Zaggy1024> ItemSeeds implements IPlantable, tterrag linked code that uses IPlantable, that code has no way to give my code an ItemStack
L1082[20:21:46] <Zaggy1024> so subitems will only ever place the single block state I return in getPlant
L1083[20:22:04] <Zaggy1024> I'm forced to have separate item instances or break mod compatibility
L1084[20:22:07] <shadekiller666> Lex, what is your fps without fastcraft?
L1085[20:23:02] <LexManos> wait
L1086[20:23:08] <Zaggy1024> this is the code tterag linked that uses IPlantable: https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/machine/farm/farmers/PlantableFarmer.java
L1087[20:23:10] <LexManos> why do Items implement IPlatable...
L1088[20:23:15] <Zaggy1024> don't ask me :P
L1089[20:23:17] <gigaherz> they do in forge
L1090[20:23:27] <LexManos> i know
L1091[20:23:28] <gigaherz> but it's not used by forge/mc
L1092[20:23:29] <Zaggy1024> some addition to Forge way back
L1093[20:23:37] <LexManos> im asking why.. i dont rememebr the logic being it...
L1094[20:23:50] <Zaggy1024> well, probably to allow things like what EnderIO apparently does
L1095[20:24:06] <Zaggy1024> but whoever did it apparently didn't see fit to make it ItemStack aware
L1096[20:24:12] <gigaherz> EnderIO shouldn't be using getPlant, though, it should be calling onItemUse and let the item plant itself
L1097[20:24:18] <shadekiller666> to allow mods to plant seeds from other mods?
L1098[20:24:28] <Zaggy1024> gigaherz, then it has no way to know if it's a plant
L1099[20:24:32] <Zaggy1024> unless there is a way
L1100[20:24:32] <gigaherz> yes it does
L1101[20:24:35] <Zaggy1024> how?
L1102[20:24:36] <shadekiller666> like automated planters
L1103[20:24:39] <gigaherz> getPlantType returns != null
L1104[20:24:41] <gigaherz> that's not "breaking"
L1105[20:24:56] <gigaherz> just so long as it doesn't care about the exact value being correct
L1106[20:25:00] <LexManos> Bouncing between 19 and 40 fps without fastcraft.
L1107[20:25:02] <Zaggy1024> true
L1108[20:25:15] <shadekiller666> ahh
L1109[20:25:20] <gigaherz> then it can do "if getPlantType != null, use item"
L1110[20:25:24] <shadekiller666> 1.8 has more stable fps too :P
L1111[20:25:38] <Zaggy1024> still, I'm sure there are reasons to have something like IPlantable
L1112[20:25:43] <LexManos> but ya... Should try and find out how people are using IPlantable on items...
L1113[20:25:43] <gigaherz> I thouht all fastcraft did was backport 1.8 changes to 1.7.10?
L1114[20:25:56] <williewillus> really, ive heard the opposite from people with toasters - that 1,8 has more microstutter
L1115[20:25:59] <LexManos> no it fucks everything up because player thiinks he knows better.
L1116[20:26:14] * gigaherz shrugs
L1117[20:26:26] <Zaggy1024> would also be nice to allow multiple EnumPlantTypes for an IPlantable block
L1118[20:26:27] <LexManos> hooks into like 500 fucking vanilla functions and mods to implement 'better' algorythems and shit
L1119[20:26:35] <shadekiller666> giga, "backport" in that case means "completely break all notions of models and lighting" :P
L1120[20:26:52] <gigaherz> heh
L1121[20:27:02] <LexManos> fastcraft also ads this really awesome new feature
L1122[20:27:08] <LexManos> where entire parts of the world wont render!
L1123[20:27:12] <LexManos> because its FASTER!
L1124[20:27:16] <gigaherz> XD
L1125[20:27:30] <shadekiller666> something that Optifine also does :P
L1126[20:27:32] <Zaggy1024> if we didn't render the world at all, we'd get way better performance
L1127[20:27:32] <LexManos> Oh but those parts that are behind you, and outside of what you're looking at?
L1128[20:27:33] <williewillus> we're back in 1.2 MP guys, world holes everywhere
L1129[20:27:37] <LexManos> RENDER ALL THE THINGS ALL THE THING!
L1130[20:27:42] <LexManos> because player is a fucking moron
L1131[20:28:25] <gigaherz> first time I saw a pack with fastcraft and saw the disclaimer on the pack description, I was like "well I know what NOT to enable, then!"
L1132[20:28:55] <Zaggy1024> gigaherz, there are other uses for item IPlantables though, other than just placing stuff, I'm sure
L1133[20:28:55] <shadekiller666> speaking of rendering the world... i still need to figure out why my forge dev env doesn't render the world... it only renders the wireframe of the selected block
L1134[20:29:04] <shadekiller666> and items and mobs, but no blocks :P
L1135[20:29:05] <LexManos> Anywho, gunna actually run around and play for a bit. Not sure why the hell items have IPlantable on them and how modders use it
L1136[20:29:13] <LexManos> So if you can find modders who use it then let me know
L1137[20:29:22] <Zaggy1024> there was that enderio link
L1138[20:29:28] <Zaggy1024> but then gigaherz had a good point
L1139[20:29:30] <LexManos> 0.o you fucked something up...
L1140[20:29:51] <Zaggy1024> masa, how do you use item IPlantable?
L1141[20:29:52] <kashike> and of course fastcraft is obfuscated
L1142[20:30:07] <LexManos> Yup one of the main reasons I dont like it
L1143[20:30:15] <LexManos> Its obfusicated and we jsut have to TRUST player
L1144[20:30:35] <gigaherz> you have to trust someone who is compelled to ask you to notify everyone that fastcraft is installed
L1145[20:30:40] <LexManos> because obviously hes a god and knows everything and we are jsut pleebs who should worship at his feet
L1146[20:30:46] <gigaherz> but doesn't show you what changes were actually done
L1147[20:30:54] <LexManos> no evidence or documentation is done
L1148[20:31:00] <LexManos> no tests are done
L1149[20:31:11] <LexManos> no verifications besides it 'feels' faster
L1150[20:32:51] <gigaherz> so you mentioned frustum culling, you meant fastcraft removes it from 1.7.10, or that it was never there and he didn't bother to implement the most obvious improvement?
L1151[20:32:55] <Matthew> wouldn't it be funny if it directly changed the fps number...
L1152[20:33:06] <gigaherz> XD
L1153[20:33:09] <MattDahEpic> is fastcraft opensource?
L1154[20:33:09] <gigaherz> placebocraft
L1155[20:33:13] <gigaherz> nope
L1156[20:33:20] <gigaherz> we wouldn't be complaining about obfuscation if it was
L1157[20:33:49] <Cazzar> Yeah, the "feels" faster, is probably placebo
L1158[20:33:54] <gigaherz> Matthew: you know
L1159[20:33:59] <gigaherz> that would make it even MORE sad
L1160[20:34:06] <gigaherz> because lex wasgetting 17fps with fastcraft
L1161[20:34:09] <gigaherz> and 19+ without
L1162[20:34:39] <Darva> I've never noticed a difference with fastcraft on a halfway decent computer, But it did make a difference on an old potato, that couldn't even load a skyblock pack with < 50 mods without it.
L1163[20:39:33] <MattDahEpic> so based on the fast that 1.8 took >month to be stable we should expect stable 1.8.8 in 2016? ;p
L1164[20:40:13] <Cazzar> assuming 1.7 -> 1.8 will take the same time as 1.8 -> 1.8.8
L1165[20:40:14] <gigaherz> I used to play mco n my laptop
L1166[20:40:23] <gigaherz> there was one thing that DID make a reasonable difference:
L1167[20:40:37] <gigaherz> setting java.exe to use the nvidia gpu in the nv control panel
L1168[20:40:38] <gigaherz> XD
L1169[20:40:46] <Matthew> 1.8 -> 1.8.8 was a minor change MC wise
L1170[20:40:56] <Matthew> just a big change to the forge/mcp toolchain
L1171[20:41:35] <Darva> heh, that poor laptop only had the built in intel card, no specialized graphics card at all.
L1172[20:41:38] <gigaherz> MattDahEpic: I'm sure 1.8.8 will be out LONG before the end of 2016
L1173[20:41:41] <gigaherz> XD
L1174[20:41:51] <gigaherz> I mean a recommended release
L1175[20:42:04] <MattDahEpic> 2016 or 15?
L1176[20:42:12] <gigaherz> you said 2016 ;P
L1177[20:42:26] <gigaherz> "we should expect stable 1.8.8 in 2016? ;p"
L1178[20:42:47] <MattDahEpic> im saying as opposed to 2015
L1179[20:42:49] <gigaherz> so yeah I'm sure there will be a recommended release available at some point during the 2016 year
L1180[20:42:59] <gigaherz> if it happens BEFORE then or not, no idea
L1181[20:42:59] <gigaherz> XD
L1182[20:43:07] <gigaherz> not much time in between, barely one month
L1183[20:44:26] <Cazzar> There is 1 month :P
L1184[20:44:55] <Cazzar> Though, given the cristmas times as well, I wouldn't be surprised for a drop of activity then
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L1187[20:51:17] <masa> Zaggy1024: basically just checking for the interface
L1188[20:51:20] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/item/tool/ItemEnderTool.java#L395-L398
L1189[20:52:27] <Zaggy1024> ah
L1190[20:52:39] <Zaggy1024> you have a player instance there, so no problem using onItemUse at all
L1191[20:53:03] <Zaggy1024> fake player would probably do in most other situations too, I suppose
L1192[21:00:38] <tterrag> gigaherz: we do call onItemUse
L1193[21:01:41] <Zaggy1024> in PlantableFarmer?
L1194[21:01:45] <LexManos> gig: He 'fixed' the frustrum culling that vanilla has, and his 'fix' borked it to shit.
L1195[21:01:49] <LexManos> hence why fastcraft is shit
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L1197[21:02:14] <gigaherz> >_<
L1198[21:06:51] <tterrag> Zaggy1024: superclass likely
L1199[21:06:52] <tterrag> but yes
L1200[21:07:18] <tterrag> err wait
L1201[21:07:32] <tterrag> hm, take that back
L1202[21:07:34] <tterrag> guess not
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L1204[21:09:29] <gigaherz> tterrag: ah I see, you call getblock to obtain the block it should be planted on?
L1205[21:09:51] <gigaherz> no wait
L1206[21:09:52] <gigaherz> wrong line
L1207[21:10:23] <gigaherz> ah it's just used in plantfromInventory
L1208[21:10:34] <tterrag> my problem with IPlantable is that it returns Block and meta
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L1210[21:10:50] <gigaherz> yeah
L1211[21:10:51] <tterrag> instead of letting me set the block myself (so I could do TE stuff)
L1212[21:10:53] <gigaherz> 1.8 IPlantable
L1213[21:10:57] <gigaherz> does getPlant
L1214[21:11:01] <gigaherz> which returns an IBlockState
L1215[21:11:11] <tterrag> I suppose with extended state that could work yes
L1216[21:11:14] <gigaherz> and then you do setBlock
L1217[21:11:17] <tterrag> not done 1.8 with kitchencraft yet
L1218[21:11:19] <tterrag> should do
L1219[21:11:26] <gigaherz> that's the bit that can't handle ItemStacks
L1220[21:11:42] <Zaggy1024> nothing about IPlantable handles ItemStacks :P
L1221[21:11:56] <Zaggy1024> at this point the only use it serves is to check if an item is plantable
L1222[21:12:05] <Zaggy1024> in a somewhat unreliable way
L1223[21:12:24] <Zaggy1024> (because people won't necessarily return usable values from a method that doesn't take usable parameters
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L1225[21:13:11] <gigaherz> IPlantable is a mess.
L1226[21:13:19] <tterrag> the whole thing is a mess
L1227[21:13:21] <gigaherz> it has different meanings based on if it's a block or an item.
L1228[21:13:24] <tterrag> growable/plantable
L1229[21:13:52] <tterrag> like I said, I wanted to do a PR to rework it all, but it was far too late in the 1.7.10 cycle to be ripping apart systems
L1230[21:13:57] <tterrag> the timing is right for 1.8.8, someone should do it
L1231[21:14:13] <gigaherz> Zaggy1024: your chance ;P
L1232[21:14:43] <gigaherz> you are doing plants, you know what you'd need from a better plantable/growable system
L1233[21:14:45] <Zaggy1024> yeah, I would, but it sounds like Lex wants to rethink it or something
L1234[21:14:56] <Zaggy1024> well, I know what my implementations of plants could provide...
L1235[21:15:04] <Zaggy1024> not so much about the usage
L1236[21:16:51] <tterrag> there needs to be IFarmland, IPlantable, and IPlant
L1237[21:16:52] <tterrag> imo
L1238[21:16:54] <tterrag> or some variant of that
L1239[21:17:00] <Zaggy1024> hm
L1240[21:17:05] <gigaherz> yeah
L1241[21:17:06] <Zaggy1024> or ISoil?
L1242[21:17:12] <tterrag> eh
L1243[21:17:16] <tterrag> it's called BLockFarmland
L1244[21:17:18] <tterrag> so :p
L1245[21:17:30] <Zaggy1024> well sure, but other things would implement that, or else it would be useless
L1246[21:17:39] <Zaggy1024> although I'm not sure there's any point to an IFarmland
L1247[21:17:47] <gigaherz> yeah IFarmland in this case meants "similar to farmland"
L1248[21:17:51] <gigaherz> means*
L1249[21:17:52] <Zaggy1024> there's more point to allowing a set or array of EnumPlantType soil types
L1250[21:17:55] <tterrag> IFarmland would have a canSupport(...) and perhaps a hydrate() and isHydrated()
L1251[21:18:07] <Zaggy1024> or just a method to find out whether a seed or plant block can be placed somewhere
L1252[21:18:11] <tterrag> which would solve the "hardcoded water source" problem
L1253[21:18:34] <Zaggy1024> sounds like you have a better idea of how to solve it than me :P
L1254[21:18:42] <tterrag> on 1.8? unlikely
L1255[21:18:45] <tterrag> I'm making this up as I go ;P
L1256[21:20:36] <LexManos> why the fuick would you have a IFarmland
L1257[21:20:47] <LexManos> why not justr use those exact functions that forge adds to block itself
L1258[21:20:55] <LexManos> unless you're saying a fucking itemstack can be farmland..
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L1260[21:26:08] <tterrag> lex since when does forge add hydrate and isHydrated?
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L1277[22:19:35] <LexManos> Dont know, check the patches
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L1283[22:36:08] <SomeGuyInATree> So, What would be the best way to draw a red box around the bounds of container slots?
L1284[22:36:26] <killjoy> solid or outline?
L1285[22:36:37] <SomeGuyInATree> outline pref. but either/or
L1286[22:36:40] <tterrag> grab slots
L1287[22:36:45] <tterrag> grab x/y pos from slots
L1288[22:36:46] <tterrag> draw box
L1289[22:36:50] <killjoy> See Gui.drawRect
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L1291[22:37:23] <SomeGuyInATree> I was just going to draw as they're added.. but thanks
L1292[22:37:52] <killjoy> args to drawRect is x1, y1, x2, y2, hex color
L1293[22:38:08] <killjoy> 0xaarrggbb
L1294[22:38:42] <SomeGuyInATree> Was trying to use Graphics2D but wasn't getting it to paint, didn't realise there was this. ty
L1295[22:39:08] <killjoy> You wouldn't use Graphics2D because that's awt
L1296[22:40:46] <killjoy> If you want to keep track of coordinates, I suggest using java.awt.Rectangle
L1297[22:43:18] <SomeGuyInATree> Just trying to add a debug feature to enable slot overlays, thought I'd find it helpful when changing a GUI slightly. Nothing overly fancy
L1298[22:45:23] <tterrag> SomeGuyInATree: what do you mean "draw as they're added"
L1299[22:45:35] <tterrag> also yes./..Graphics2D is awt, MC uses lwjgl (OpenGL)
L1300[22:46:14] <killjoy> You mean like slot ids?
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L1302[22:46:38] <SomeGuyInATree> http://pastebin.com/KyayFyRA
L1303[22:47:08] <killjoy> Are you drawing it during drawScreen or init?
L1304[22:48:19] <Cypher121> killjoy: I'm fairly sure it's RRGGBBAA
L1305[22:48:30] <killjoy> No, it alpha first
L1306[22:48:44] <killjoy> because if you do just 0xrrggbb, aa will be 0, so it won't show up
L1307[22:52:06] <SomeGuyInATree> So I realise that it's probably better to add the render method to the GUI class itself... lol
L1308[22:52:35] <gigaherz> 0xAABBGGRR usually
L1309[22:52:54] <gigaherz> it's RGBA in memory order, as seen from a little-endian machine ;P
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L1311[22:53:32] <killjoy> html hex does aarrggbb
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L1314[23:24:47] <MattDahEpic> pirate gb?
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L1319[23:42:52] <Cypher121> MattDahEpic: that would be yyaarrggbb
L1320[23:43:08] <MattDahEpic> aarr works
L1321[23:47:11] <killjoy> that won't fit in an int
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L1323[23:49:18] <Cypher121> how about the fact that "y" is not even close to hex?
L1324[23:49:30] <killjoy> neither is r or g
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L1326[23:52:38] <Zaggy1024> if we're going to do something about IPlantable, we need an idea of what people would want to use it for
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