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L1[00:00:04] <gigaherz> did you mistakingly shift-alt and changed keyboard layout?
L2[00:00:12] <gigaherz> I did that yesterday ;P
L3[00:00:50] <tterrag> no
L4[00:02:04] <gigaherz> no idea then ;P
L5[00:02:11] <gigaherz> and it's 7am so I really need to be in bed ;P
L6[00:02:15] <gigaherz> night
L7[00:02:21] <Zaggy1024> Dang it mojang
L8[00:02:22] <Zaggy1024> http://i.imgur.com/yLUqmWA.png
L9[00:02:42] <Zaggy1024> apparently their falling block code that gets called during gen uses getDefaultState
L10[00:02:49] <Zaggy1024> thought there was something wrong with our world gen
L11[00:02:53] <Zaggy1024> jalekajt
L12[00:03:26] <tterrag> works for them = works for all
L13[00:03:28] <tterrag> welcome to mojang
L14[00:04:08] <Zaggy1024> eeeyup
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L19[00:08:45] <killjoy> So is blockstate mutable or are new instances created?
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L21[00:09:09] <killjoy> Looks like it's new instances
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L23[00:11:33] <tterrag> killjoy: it's immutable
L24[00:11:47] <tterrag> and consistent
L25[00:11:52] <tterrag> you can compare with == (unless it's extended)
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L27[00:15:43] <Zaggy1024> killjoy, it's enumerated
L28[00:15:53] <killjoy> kay
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L31[00:17:42] <Zaggy1024> how does one stop the player getting stuck in the ground after teleporting? :|
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L34[00:21:51] <McJty> Zaggy1024, player.setPositionAndUpdate(c.getX()+0.5, c.getY()+1, c.getZ()+0.5);
L35[00:21:57] <McJty> That's how I do it in rftools
L36[00:27:22] <Zaggy1024> hm
L37[00:27:38] <Zaggy1024> I believe I'm using setPositionAndUpdate with a position several blocks above the ground
L38[00:27:41] <Zaggy1024> doesn't seem to work
L39[00:28:05] <Zaggy1024> it only really happens when the world first generates at the destination portal
L40[00:28:09] <Zaggy1024> IIRC
L41[00:30:00] <tterrag> diesieben07: lol, I am doing these advent challenges in the most ridiculous ways to use java8 as much as possible
L42[00:30:17] <tterrag> this is my day 2 http://puu.sh/m3h5N.txt
L43[00:30:46] <tterrag> except it's broken :P
L44[00:31:39] <voxelv> where would I go to see the fields and methods in the net.minecraft.tileentity class?
L45[00:32:03] <sdtr443w> Is there some way to get more verbose logging when running, say, player.travelToDimension()? Something is going wrong there but I don't get an Exception out of it.
L46[00:32:39] <tterrag> I plussed where I should have commad
L47[00:32:46] <tterrag> voxelv: your IDE?
L48[00:32:54] <tterrag> sdtr443w: use the debugger
L49[00:33:23] <voxelv> I can't seem to find it
L50[00:33:59] <tterrag> voxelv: eclipse? ctrl+shift+T is your friend
L51[00:34:14] <voxelv> Oh, maybe I need to try net.minecraft.tileentity.TileEntity
L52[00:34:21] <voxelv> Intellij actually
L53[00:35:16] <tterrag> well I'm sure there is an equivalent shortcut
L54[00:35:34] <voxelv> aha, ok. What is the functionality of ctrl+shift+T?
L55[00:36:11] <tterrag> open type
L56[00:36:22] <tterrag> http://puu.sh/m3hmv.png
L57[00:37:21] <voxelv> Ah thanks tterrag.
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L66[01:07:08] <Cypher121> tterrag: what's that push you posted supposed to do?
L67[01:07:31] <tterrag> open a type?
L68[01:08:22] <Cypher121> the one before that
L69[01:08:28] <Cypher121> Day2
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L71[01:18:25] <tterrag> Cypher121: http://adventofcode.com/
L72[01:18:28] <tterrag> diesieben07 showed me that :P
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L75[01:22:17] <Cypher121> Idea be like "can't resolve method 'println(?)
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L78[01:26:07] <McJty> fry|sleep, for when you return. With your latest fix it compiles but strangely enough the block+overlay only works in inventory (where it shouldn't actually have to work :-)
L79[01:26:16] <McJty> fry|sleep, in the world it is still checkerboard. No errors in the log at all
L80[01:26:26] <McJty> s/compiles/runs
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L84[01:31:21] <Cypher121> tterrag: lol, do you know why it's broken?
L85[01:31:50] <tterrag> yeah, like I said
L86[01:31:57] <tterrag> I plussed where I should have commad
L87[01:32:14] <Cypher121> yeah
L88[01:32:21] <tterrag> day 5 has resulted in the most ludicrous line of code I've ever written
L89[01:32:28] <tterrag> System.out.println(lines.stream().filter(s -> s.indexOf('a') + s.indexOf('e') + s.indexOf('i') + s.indexOf('o') + s.indexOf('u') >= 1).filter(s -> s.chars().filter(i -> Collections.frequency(Arrays.asList(s.toCharArray()), i) > 1).count() > 0).filter(s -> !(s.contains("aa") || s.contains("cd") || s.contains("pq") || s.contains("xy"))).count());
L90[01:32:32] <tterrag> and yes that's *a* line
L91[01:32:34] <Cypher121> lol
L92[01:32:35] * tterrag dies
L93[01:32:50] <Cypher121> func programming
L94[01:32:54] <Cypher121> you're doing it wrong
L95[01:32:59] <tterrag> .filter(s -> s.chars().filter(i -> Collections.frequency(Arrays.asList(s.toCharArray()), i) > 1).count() > 0)
L96[01:33:04] <tterrag> that part in particular, is precious
L97[01:33:12] <Cypher121> btw, I think this is a better way to read file: Files.readAllLines(Paths.get("day2.txt"));
L98[01:33:13] <tterrag> O(n^2) because lol
L99[01:34:53] <Cypher121> I don't even know what the fuck is happening in here
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L101[01:35:02] <tterrag> also, the first bit is broken, I wad dumb
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L103[01:36:18] <killjoy> 00100110
L104[01:36:18] <killjoy> ^
L105[01:36:18] <killjoy> Broken bit
L106[01:36:34] <Cypher121> that's the last one
L107[01:36:52] <Cypher121> 00100110
L108[01:36:52] <Cypher121> ^
L109[01:37:12] <killjoy> 00100110
L110[01:37:13] <killjoy> ^
L111[01:37:21] <killjoy> using tabs?
L112[01:37:26] <Cypher121> no
L113[01:37:27] <Cypher121> spaces
L114[01:37:35] <killjoy> 16 spaces?
L115[01:37:52] <Cypher121> 14
L116[01:38:18] <tterrag> yeah, there was no way I was going to one-line that one, sadly
L117[01:38:21] <tterrag> the first part just wasn't workable
L118[01:38:31] <Cypher121> fonts ¯\_(ツ)_/¯
L119[01:38:48] <Cypher121> I had my share of oneliners when working with perl
L120[01:39:17] <Cypher121> may still have few of them saved
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L129[01:58:16] <xaero> does advent of code require a particular language?
L130[01:58:53] <tterrag> xaero: not at all
L131[01:59:01] <tterrag> you could do it paper if you wanted
L132[01:59:06] <tterrag> just gotta get the answer :P
L133[01:59:15] <Cazzar> Someone do it in R
L134[01:59:30] <xaero> aha, so like project euler but for puzzles
L135[01:59:41] <tterrag> euler isn't puzzles? O.o
L136[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151221 mappings to Forge Maven.
L137[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151221-1.8.8.zip (mappings = "snapshot_20151221" in build.gradle).
L138[02:00:12] <xaero> right, I just meant the same format (doesn't matter how, just get the answer)
L139[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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L154[02:54:57] <tterrag> gigaherz: did you say day 4 makes you wait?
L155[02:55:04] <tterrag> how awful was your code? lol
L156[02:55:11] <tterrag> I did part 1 and 2 in about 5-ish seconds
L157[02:55:18] <tterrag> (execution time)
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L162[03:09:19] <Zaggy1024> heh, so sand won't fall into non-water/lava liquids? :)
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L167[03:32:10] <Nitrodev> should i first make a git repo or the gradle workspace when making a mod
L168[03:32:19] <sham1> git
L169[03:33:12] <Nitrodev> okay
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L171[03:41:37] <killjoy> doesn't matter.
L172[03:41:42] <killjoy> you can always git init later
L173[03:41:45] <sham1> Yeah
L174[03:41:56] <sham1> But better do it sooner than later
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L178[03:47:29] <xaero> yay one row of lights on the tree lit up
L179[03:47:32] <Nitrodev> i'll do it before the gradle
L180[03:47:42] <killjoy> why not both?
L181[03:47:51] <Nitrodev> bc last time i did it after and lost ALL of my code
L182[03:48:12] <killjoy> As in copy the gradle files, git init, git commit
L183[03:48:17] <Nitrodev> like they didn't go to trashcan they were just gone
L184[03:48:38] <killjoy> Do you understand git?
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L186[03:52:08] <Cazzar> Unless you git reset... including untracked that will never happen with git.
L187[04:03:06] <tterrag> Cazzar: and even if you reset...you still have the reflog
L188[04:03:11] <tterrag> but yeah that doesn't include unstaged changes
L189[04:03:12] <ThePsionic> Who wants to hear a fun little passage of my life
L190[04:03:21] <ThePsionic> about*, rather
L191[04:04:06] <tterrag> I'm off to bed, sorry :P
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L193[04:04:43] <ThePsionic> k
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L201[04:24:13] <Cypher121> I have no idea what is going on, but apparently I found a forge bug
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L203[04:26:39] <ThePsionic> gj Cypher121
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L205[04:29:23] <Cypher121> or not. apparently if something sets itemstack to null when item is used it just passes the stack on and then accesses its stacksize
L206[04:33:48] <Wuppy> am I the only one who feels like theyre "not getting" a game when you think a game sucks but it's 90% positive on steam>?
L207[04:34:14] <ThePsionic> Wuppy: Which game
L208[04:34:42] <Wuppy> megabyte punch
L209[04:34:57] <Wuppy> and hammerwatch
L210[04:35:00] <Wuppy> and uplink
L211[04:35:05] <ThePsionic> Hammerwatch is fun I think
L212[04:35:20] <ThePsionic> Can't talk about the other ones as I've not played them
L213[04:35:21] <Wuppy> it felt really pointless to me
L214[04:35:38] <ThePsionic> It kinda is
L215[04:36:27] <Wuppy> and IMO the controls weren't very responsive
L216[04:36:43] <Wuppy> and especially with those worms, you can only loose from fighthing those
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L220[05:06:20] <Zaggy1024> bah, you know how TNT and sand entities don't use correct random variant from the blockstates json?
L221[05:06:35] <Zaggy1024> I just fixed that bug in a few hours with minor changes and no packets -_-
L222[05:07:10] <Zaggy1024> their "fix" for the TNT was to fix the entity model being rotated by 90 and removing the random variants from the blockstates json
L223[05:09:28] <Zaggy1024> https://dl.dropboxusercontent.com/u/30868783/ShareX/2015/12/2015-12-21_05-08-35.mp4 :)
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L226[05:24:10] <Zaggy1024> just updated the bug on bugs.mojang.com, we'll see if they care :P
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L237[06:02:17] <flappy> Wuppy: uplink is the best of its kind, afaik
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L240[06:17:10] <Wuppy> hmm I learned something extremely interesting in C++ the other day
L241[06:17:39] <Wuppy> apperantly, the constructor is called before variables are initialized in the header
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L261[07:27:01] <Pennyw95> Hi...does it matter if onblockActivated returns true or false? Or is it only about the side effects?
L262[07:27:53] <diesieben07> Pennyw95, return false means it will now try to right-click the Item
L263[07:28:20] <Pennyw95> makes sense...thanks :D
L264[07:28:26] <diesieben07> on the client returning false also means the client will not send the "i activated this block" packet
L265[07:29:03] <Pennyw95> so typing if(!world.isRemote) {......;true;} else false makes sense too
L266[07:29:13] <diesieben07> not relly
L267[07:29:26] <diesieben07> the !isRemote part would never get called since the client will never tell the server
L268[07:29:57] <Pennyw95> hm
L269[07:30:13] <Pennyw95> no need for the "else" then
L270[07:30:54] <diesieben07> yes there is
L271[07:31:01] <diesieben07> it should be return true, not return false though
L272[07:31:16] <sham1> God damn it, why is video game swimming always so tedious
L273[07:31:16] <diesieben07> then the client does nothing except "hey server i activated this block"
L274[07:32:00] <FallingD> does anyone here have experience working with the API of the macro mod by mumfrey?
L275[07:32:05] <Pennyw95> ok then
L276[07:32:20] <sham1> The what mod_
L277[07:32:32] <sham1> And my keyboard changed to the US layout...
L278[07:33:12] <Pennyw95> my keyboard does this trick too sometimes...is there a fix without rebooting?
L279[07:33:23] <sham1> Just change it back
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L287[08:08:45] <Pennyw95> bounding boxes are quite weird, aren't they? I often clip through them whne I'm not supposed too
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L292[08:24:27] <Pennyw95> Hm...I'm making a tile entity hold an item when right clicked ny the player, and if it already has an item it gives it back when right clicked again ( think of thaumcraft's pedestal)...However, after I retrieve the item, the server knows it's not there anymore, but the client still believes it's there..i guess I need to force an update like markDirty()?
L293[08:25:48] <sham1> https://github.com/sham1/ManaCraft/blob/master/src/main/java/sham1/manacraft/manipulation/block/ManaItemPedistalBlock.java
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L295[08:29:43] <Pennyw95> I see...thanks :)
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L299[08:43:01] <sham1> THis is kinda sad
L300[08:43:13] <sham1> But what was the method called that is called on block after it is created
L301[08:43:24] <sham1> IDEA does not find onCreated so it is not that
L302[08:44:37] <gigaherz_r> ?
L303[08:44:45] <gigaherz_r> after it is created?
L304[08:44:50] <sham1> Yeah
L305[08:44:59] <sham1> Orafter placed rather
L306[08:45:08] <gigaherz_r> onBlockPlaced? ;P
L307[08:45:16] <sham1> And I feel like a dufus
L308[08:45:34] <sham1> I was thinking about Item where onCreate exists
L309[08:45:39] <gigaherz_r> there's also onblockPlacedBy
L310[08:45:54] <sham1> Yeah
L311[08:46:04] <sham1> But for this the placer does not actually matter
L312[08:46:09] <gigaherz_r> items have onCreate? never heard of it XD
L313[08:46:30] <sham1> Well onCreated
L314[08:46:36] <gigaherz_r> same
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L316[08:46:56] <gigaherz> I have never seen that method mentioned, or used in any mod, or came across it in any vanilla Item
L317[08:46:57] <gigaherz> XD
L318[08:47:07] <gigaherz> until now
L319[08:47:15] <sham1> It is called when the item gets taken out of crafting table
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L321[08:48:04] <gigaherz> ah
L322[08:48:58] <sham1> I need to get into testing my mana network code
L323[08:49:13] <sham1> I've written it so much yet it has not been testable until now
L324[08:50:46] <sham1> And it would propably be a good time to get a logger
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L326[08:53:22] <Pennyw95> renderTileEntityAt is called everytick, right?
L327[08:53:40] <Pennyw95> just want to be sure...
L328[08:54:06] <gigaherz> not exactly
L329[08:54:11] <gigaherz> it's called every FRAME
L330[08:54:20] <sham1> Frames =/= ticks
L331[08:54:33] <sham1> Every tick has 3 frames assuming you run 60 FPS
L332[08:54:35] <gigaherz> frames are not synchronous with ticks
L333[08:54:39] <sham1> yeh
L334[08:54:39] <Pennyw95> oh ok
L335[08:54:44] <gigaherz> so they can run at any moment in between ticks
L336[08:54:45] <Pennyw95> thanks
L337[08:54:54] <gigaherz> that's why there's a "partial ticks" parameter in the methodç
L338[08:54:56] <gigaherz> -ç
L339[08:55:05] <sham1> Ah that's what it is
L340[08:55:13] <Pennyw95> ohhh
L341[08:55:19] <gigaherz> if, as sham1 says, you were running at 60fps
L342[08:55:21] <gigaherz> you could have like
L343[08:55:35] <gigaherz> one frame drawn with partial=0.2, one with partial=0.6 and one with partial = 0.9
L344[08:55:37] <sham1> propably should make my item render TESR check if partial ticks are 0 before doing stuff
L345[08:55:45] <gigaherz> the numbers are not exact
L346[08:55:51] <sham1> yeh
L347[08:55:54] <gigaherz> the number of frames between ticks is not exact
L348[08:55:59] <gigaherz> you just rely on interpolating
L349[08:56:02] <sham1> Approx 3 frames on ticks
L350[08:56:06] <gigaherz> which is what all the entity methods do
L351[08:56:13] <gigaherz> like
L352[08:56:21] <gigaherz> entity.getLook(partialticks)
L353[08:56:37] <Pennyw95> cool, thanks :D
L354[08:56:38] <gigaherz> it interpolates the rotation beforecalculating the direction
L355[09:01:31] <Pennyw95> Uhm...I think my eclipse's debug mode is not working...it should be able to show chances to a TESR or a TE's code on the fly, right?
L356[09:02:21] <gigaherz> dunno how it works on eclipse
L357[09:02:27] <gigaherz> in IDEA, you ahveto manually hit "build"
L358[09:02:34] <gigaherz> and then it asks to replace code
L359[09:02:42] <Pennyw95> oh ok
L360[09:03:41] <sham1> in eclipse auto-hotswap is default
L361[09:04:31] <gigaherz> note that
L362[09:04:50] <gigaherz> it's not possible to hotswap if you added or removed methods, or changed the signature of a method
L363[09:05:19] <sham1> well that would require a big recompile
L364[09:05:25] <sham1> Which at runtime can be devestating
L365[09:06:32] <sham1> My code compiled
L366[09:06:36] <sham1> That's a good sign
L367[09:07:19] <sham1> Gah
L368[09:07:31] <sham1> I have to enable debug messages...
L369[09:08:25] <Pennyw95> yeah but I'm just messing with GLtranslate values
L370[09:08:52] <sham1> Where did I put the log4j config file...
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L382[09:30:54] <sham1> Meh, I cannot apparently get EnumFacing from Vec3 as Vec3 uses doubles and EnumFacing's method for getting facing from vec takes floats
L383[09:31:34] <Jezza> Casting from a float to a double isn't terrible.
L384[09:31:55] <Jezza> The accuracy you lose is negligible.
L385[09:32:18] <sham1> double -> float might be interesting to say the least
L386[09:32:20] <gigaherz> yeah
L387[09:32:26] <gigaherz> for most graphics purposes, float works just fine
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L389[09:32:52] <gigaherz> double->float is just rounding the value, and capping at the new infinity limits ;P
L390[09:33:01] <gigaherz> it's a quick operation for thecpu
L391[09:33:17] <Jezza> The only reason you shouldn't do it is because you have calculations that rely on very accurate numbers.
L392[09:33:29] <gigaherz> which is only really needed for physics simulations
L393[09:33:32] <Jezza> Such as a raytrace, or interpolation.
L394[09:33:33] <sham1> How much error would truncating it bring
L395[09:33:34] <Jezza> Yeah
L396[09:33:48] <gigaherz> sham1: a double has 12 digits of precision
L397[09:33:51] <Jezza> ^
L398[09:33:52] <sham1> Mm
L399[09:33:55] <gigaherz> a float has 6
L400[09:34:04] <Jezza> Double is double the precision.
L401[09:34:05] <gigaherz> overall, that is
L402[09:34:11] <gigaherz> "123.456"
L403[09:34:25] <Jezza> Floats tend to be very good at smallish decimal points.
L404[09:34:27] <gigaherz> you cna't trust that 123.4567 is fully precise
L405[09:34:42] <gigaherz> as in
L406[09:34:46] <Jezza> 2.35F
L407[09:34:52] <Jezza> That kind of range.
L408[09:35:03] <gigaherz> 100.0001 + 0.0001 may NOT return 100.0002
L409[09:35:08] <sham1> ye
L410[09:35:15] <sham1> Because the point floats
L411[09:35:28] <Jezza> So, it boils down to, you can easily cast down to a float.
L412[09:35:47] <sham1> without losing too much
L413[09:35:48] <sham1> Good
L414[09:35:52] <Jezza> Yep
L415[09:36:03] <gigaherz> for a facing vector
L416[09:36:05] <gigaherz> you lose nothing ;P
L417[09:36:13] <gigaherz> if you wanted to represent a world position
L418[09:36:17] <gigaherz> a float may not be enough
L419[09:36:20] <Jezza> Which would really probably just look at the angles
L420[09:36:27] <sham1> Yay for java 8
L421[09:36:28] <sham1> EnumFacing dir = Optional.ofNullable(placer).map(EntityLivingBase::getLookVec).map(vec -> EnumFacing.getFacingFromVector((float)vec.xCoord, (float)vec.yCoord, (float)vec.zCoord)).orElseGet(() -> EnumFacing.DOWN);
L422[09:36:29] <gigaherz> yeah
L423[09:36:47] <Jezza> That is unncessary...
L424[09:36:53] <gigaherz> ewh
L425[09:36:53] <gigaherz> XD
L426[09:37:03] <sham1> Come on, you like it
L427[09:37:03] <ThePsionic> nice
L428[09:37:04] <sham1> Dont lie
L429[09:37:14] <Jezza> I really don't.
L430[09:37:17] <gigaherz> I don't dislike that feature
L431[09:37:18] <gigaherz> but
L432[09:37:23] <Jezza> I work with java 8 on a daily basis
L433[09:37:24] <sham1> Yeah
L434[09:37:26] <Jezza> There are good uses.
L435[09:37:26] <gigaherz> this is beyond what I consider "acceptable use"
L436[09:37:26] <gigaherz> ;P
L437[09:37:29] <Jezza> ^
L438[09:37:38] <Jezza> This is really just not needed.
L439[09:37:45] <sham1> I felt like writing that
L440[09:37:57] <sham1> so I can collapse it down
L441[09:38:16] <Jezza> Also
L442[09:38:22] <Jezza> It really doesn't need to be a supplier.
L443[09:38:37] <Jezza> It doesn't cost much at all to calculate EnumFacing.DOWN.
L444[09:38:37] <sham1> IDEA didnt like it if it wasnt a supplier
L445[09:38:42] <Jezza> Really?
L446[09:38:44] <Jezza> That's weird.
L447[09:38:44] <sham1> ye
L448[09:38:49] <sham1> I knnow right
L449[09:38:58] <Jezza> orElse(EnumFacing.DOWN);
L450[09:39:02] <sham1> I tried that
L451[09:39:06] <Jezza> Shouldn't complain.
L452[09:39:31] <sham1> http://prntscr.com/9gtv60
L453[09:39:33] <sham1> Well it does
L454[09:39:46] <Jezza> orElse
L455[09:39:49] <Jezza> Not orElseGet
L456[09:39:52] <sham1> gah
L457[09:39:56] <Jezza> orElseGet is the supplier method.
L458[09:40:00] <sham1> Mmmm
L459[09:40:02] <sham1> I noticed
L460[09:40:18] <sham1> For calculating it from some other stuff
L461[09:40:27] <sham1> but anyway
L462[09:40:36] <sham1> Monadic composition
L463[09:40:47] <Jezza> :/
L464[09:41:29] <sham1> I propably should put some newlines there to make it clearer
L465[09:42:33] <Jezza> You could just pass it off to a helper method
L466[09:42:55] <sham1> Propably
L467[09:43:12] <Jezza> EnumFacing facing = HelperThing.facing(placer);
L468[09:43:19] <Jezza> You get the idea.
L469[09:43:23] <sham1> ye
L470[09:43:37] <sham1> I indeed get the IDEA
L471[09:43:42] <Jezza> ..
L472[09:44:28] <sham1> Come on
L473[09:44:35] <sham1> That pun was amazing and you know it
L474[09:44:46] <Jezza> Again, incorrect.
L475[09:44:48] <Lord_Ralex> he's dying of laughter
L476[09:45:09] <sham1> more like his laughter is dying because it was so terrible
L477[09:45:37] <diesieben07> it wasn't even a pun...
L478[09:46:12] <Jezza> It was word play.
L479[09:46:14] * gigaherz karate chops sham1 in the head
L480[09:47:43] <gigaherz> btw
L481[09:47:44] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2015-12-21-0533-48.mp4
L482[09:48:00] <gigaherz> got this working yesterday (technically earlier this morning) :3
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L484[09:48:27] <sham1> That beam
L485[09:48:27] <Jezza> That doesn't look right.
L486[09:48:32] <Jezza> You should go to the doctors.
L487[09:48:33] <sham1> Hot damn
L488[09:48:46] <Wuppy> is that magicka gigaherz ?
L489[09:49:38] <MattDahEpic> do lighting updates only update the client?
L490[09:49:39] <Ordinastie> gigaherz, shouldn't that beam come out of the wand ?
L491[09:49:53] <sham1> THey propably should
L492[09:49:57] <MattDahEpic> or rather do they only lag the client
L493[09:49:59] <sham1> It would look better IHMO
L494[09:50:06] <Ordinastie> MattDahEpic, is there lighting on the server ?
L495[09:50:32] <sham1> how can lightning be real if our eyes arent
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L498[09:52:48] <Pennyw95> hm...my TE implements ISidedInventory and I made it render the item if the player puts one with onBlockActivated..it works, but then if I use a hopper only the server thread knows the item it's there, and the client doesn't...what am I missing?
L499[09:53:27] <diesieben07> Pennyw95, you need to send packets to sync the item to the client.
L500[09:54:02] <Pennyw95> can I use receiveClientEvent?
L501[09:54:21] <diesieben07> no that can only send ints
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L505[09:57:29] <Pennyw95> so SimpleNetwork?
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L507[09:57:42] <diesieben07> yes
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L509[10:04:43] <Pennyw95> I get your point, but I'm looking at this class and here the client syncs without a PacketHandler...at least I can't see it http://pastebin.com/S90s7YQF
L510[10:05:29] <gigaherz> [16:48] (Wuppy): is that magicka gigaherz ?
L511[10:05:31] <gigaherz> sortof
L512[10:05:40] <diesieben07> there is no packet sending there Pennyw95.
L513[10:05:43] <gigaherz> it is a mod inspired by magicka, but I'm NOT trying to replicate magicka
L514[10:05:49] <gigaherz> [16:49] (Ordinastie): gigaherz, shouldn't that beam come out of the wand ?
L515[10:05:50] <gigaherz> yes
L516[10:06:00] <Wuppy> cool :)
L517[10:06:02] <Pennyw95> and yet it works?
L518[10:06:04] <gigaherz> but I haven't written the necessary code to calculate the location of the hand
L519[10:06:33] <gigaherz> well the location of the tip of the wand/staff
L520[10:07:05] <gigaherz> if MC used skeleton-based animations, I'd just query the location of the staff "bone", but yeah ;P
L521[10:07:12] <Soni> how do I make a coremod compatible with multiple MC versions? just remove the MCVersion?
L522[10:08:33] <diesieben07> Pennyw95, they are probably using the description packet.
L523[10:09:06] <sham1> I was wondering why my readFromNBT was never called
L524[10:09:14] <sham1> But it was because I never needed to access it :P
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L527[10:13:01] <raoulvdberge> !gm Block.isProvidingWeakPower 1.7.10
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L531[10:21:29] <Pennyw95> @diesieben07 like getPacketFrom?
L532[10:21:38] <diesieben07> No.
L533[10:21:48] <diesieben07> S35PacketUpdateTileEntity
L534[10:21:52] <sham1> "getPacketFrom"
L535[10:21:54] <sham1> :P
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L538[10:25:07] <Wuppy> what is a good, single word for experiences you learned something from?
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L540[10:25:45] <sham1> I dont think there is any one word for it
L541[10:25:49] <sham1> Why you ask
L542[10:25:49] <Wuppy> :c
L543[10:26:00] <Wuppy> I need a good short way to describe that
L544[10:26:03] <Wuppy> for school stuff
L545[10:26:11] <Wuppy> becauase our school is annoying
L546[10:26:30] <Wuppy> which results in us spending more time documenting what we learn than actually learning shit :|
L547[10:26:33] <Pennyw95> @diesieben07 like this? http://pastebin.com/RGBsWrua
L548[10:26:40] <Quetzi> 'TIL' :p
L549[10:26:44] <Wuppy> Progression is a good work for it I guess
L550[10:27:02] <diesieben07> yes penny
L551[10:27:03] <sham1> indeed Pennyw95
L552[10:27:07] <diesieben07> and then onDataPacket
L553[10:27:27] <Pennyw95> like this? http://pastebin.com/rrXDkg1z
L554[10:27:49] <Pennyw95> well place readfromnbt instead of that
L555[10:28:34] <sham1> ye
L556[10:28:43] <sham1> Why custom NBT methods
L557[10:28:46] <Jezza> I think it's better to separate readFromNBT and a custom method.
L558[10:29:09] <Jezza> Just makes more sense in my head.
L559[10:29:13] <Pennyw95> Well at the beginning it was just "monkey see moneky do" but in the end it's quite handy
L560[10:29:21] <sham1> We all have our preferences and all that but I disagree
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L566[10:30:18] <Jezza> Whoops.
L567[10:30:36] <Jezza> Anyways, I think my reasoning behind it is separation.
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L569[10:30:43] <Jezza> You might not need all the data sent to the client.
L570[10:30:59] <sham1> indeed
L571[10:31:09] <diesieben07> jesus FUCKING christ i am such a moron
L572[10:31:17] <sham1> what
L573[10:31:22] <heldplayer> I'm not sure jesus can fuck himself
L574[10:31:23] <Jezza> He's a moron
L575[10:31:29] <diesieben07> i just spent like a day on a problem and i had a broken regex
L576[10:31:30] <Jezza> Didn't you hear him?
L577[10:31:33] <sham1> Jesus is God
L578[10:31:36] <sham1> I think he can
L579[10:31:41] <diesieben07> ([0-9])+ instead of ([0-9]+)
L580[10:31:49] <Jezza> lol
L581[10:31:55] <diesieben07> and all my testing used < 10 numbers
L582[10:31:56] <sham1> Regex
L583[10:32:00] <diesieben07> so my test code all went fine
L584[10:32:06] <diesieben07> but the actual resuts then were wrong...
L585[10:32:10] <Jezza> http://www.regexplained.co.uk/
L586[10:32:33] <diesieben07> i know how regex works :D
L587[10:32:35] <Jezza> Always been a goto when I either have trouble with regex, or see a massive one in a legacy code base.
L588[10:32:36] <diesieben07> it was a typo
L589[10:32:49] <diesieben07> i like http://regexr.com/
L590[10:32:51] <sham1> And IDEA didnt catch that
L591[10:33:00] <sham1> well fudge
L592[10:33:01] <Jezza> It shows you the state machine.
L593[10:33:05] <Jezza> It doesn't explain it.
L594[10:33:15] <diesieben07> oh
L595[10:33:18] <diesieben07> that's nice
L596[10:33:19] <Jezza> Although, by extension, I guess it does.
L597[10:33:44] <Jezza> If I'm trying out a regex on a dataset, then regexr is the way to go
L598[10:33:55] <Jezza> But as I said, trying to debug it, that's where I head to.
L599[10:34:12] <diesieben07> the issue was i didn't even conside the regex as the problem D
L600[10:34:33] <Jezza> Regex is always the problem.
L601[10:34:37] <diesieben07> lol
L602[10:34:52] <sham1> ye
L603[10:35:09] <sham1> too closely related to PERL
L604[10:35:14] <sham1> So it inherited all the problems
L605[10:36:23] <Jezza> You try designing a 1-dimensional character stream that defines a flexible state machine.
L606[10:36:39] <Jezza> You'll end up with a whole bunch of nonsense either way.
L607[10:37:21] <diesieben07> for simple cases it is useful though
L608[10:37:37] <Jezza> Simple cases is all it should ever be used for... in my head..
L609[10:38:04] <Jezza> People go crazy with regex..
L610[10:38:23] <Jezza> Like email verification.
L611[10:38:49] <diesieben07> email verification is easy with regex :D
L612[10:38:54] <sham1> :P
L613[10:38:57] <Jezza> But not the best idea.
L614[10:39:11] <sham1> I've seen someone try to parse XML with regex
L615[10:39:17] <sham1> I cried that night a lot
L616[10:39:17] <diesieben07> <something thats not an @>@<something thats not an @>
L617[10:39:19] <diesieben07> done
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L619[10:39:26] <diesieben07> you can't do more
L620[10:39:39] <Jezza> Yeah, but that gives a ton of false negatives
L621[10:40:00] <Jezza> You can have an @ symbol in your email address.
L622[10:40:11] <diesieben07> really?
L623[10:40:26] <Jezza> It either has to be escaped: \@ or in quotes "asdasd@asdasd"
L624[10:40:27] <Jezza> Yep
L625[10:40:34] <diesieben07> see that already proves the point
L626[10:40:34] <Jezza> "asdasd@asdasd"@gmail.com
L627[10:40:37] <Jezza> is a valid email
L628[10:41:07] <sham1> why would you do that
L629[10:41:17] <diesieben07> anyways i once read an article about this, bascially the rfc rules cannot possibly be explained in regex
L630[10:41:18] <Jezza> Because it's a valid email address.
L631[10:41:25] <Jezza> You're right.
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L633[10:41:43] <Jezza> You can get very close, but at that point, you might as well just make a proper state machine to parse the email address.
L634[10:41:54] <Jezza> A specific and customised state machine.
L635[10:42:17] <Jezza> It'll be faster, cleaner, and in all likely hood, easier to maintain.
L636[10:42:34] <Jezza> But people don't have time for that, so they just google email regex.
L637[10:42:54] <Jezza> Took me about 3 days to create it the state machine.
L638[10:43:04] <Wuppy> Jezza, do you like top gear?
L639[10:43:07] <Jezza> create the state machine*
L640[10:43:14] <Jezza> Yep, but not that much.
L641[10:43:17] <Jezza> My name is just Jeremy.
L642[10:43:27] <Wuppy> haha
L643[10:44:01] <Wuppy> they'll soon restart on amazon \o/\o/\o/
L644[10:44:05] <Jezza> \o/
L645[10:44:12] <Jezza> With a massive budget. :D
L646[10:44:14] <Jezza> Well...
L647[10:44:18] <Jezza> Bigger budget...
L648[10:44:32] <Wuppy> really?
L649[10:44:41] <Jezza> Yeah
L650[10:44:46] <Wuppy> awesome :D
L651[10:44:53] <Jezza> With BBC they were given about 1.5 million per episode
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L653[10:44:59] <Wuppy> damn
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L655[10:45:02] <Jezza> With Amazon, they've gotten about 4.5
L656[10:45:09] <Wuppy> jesus christ
L657[10:45:12] <Wuppy> when will it air?
L658[10:45:13] <Jezza> Yep.
L659[10:45:16] <Jezza> 2016
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L661[10:46:00] <Wuppy> :V amazon prime only
L662[10:46:13] <Wuppy> well, thank god for pirate bay + living in a country which allows torrenting :P
L663[10:46:28] <Jezza> I've already amazon prime
L664[10:46:37] <Jezza> Free shipping. :D
L665[10:46:43] <ThePsionic> We don't even have Amazon
L666[10:46:47] <ThePsionic> Well
L667[10:46:49] <ThePsionic> Limited
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L669[10:47:08] <sham1> Wuppy, this might be interesting
L670[10:47:08] <Jezza> Must be Australian.
L671[10:47:08] <sham1> http://www.zdnet.com/article/downloading-pirate-material-finally-becomes-illegal-in-the-netherlands/
L672[10:47:20] <Wuppy> :(
L673[10:47:34] <Jezza> To be fair, it was going to happen.
L674[10:47:45] <sham1> ye
L675[10:48:04] <sham1> And that was from 2014
L676[10:48:15] <ThePsionic> sham1: But no one actually cares enough to do anything about it
L677[10:48:17] <raoulvdberge> what?!
L678[10:48:20] <Jezza> Keep in mind, those laws are basically in every country in some form, and people still download stuff...
L679[10:48:23] <sham1> well yeah
L680[10:48:27] <ThePsionic> The only reason they outlawed it is because Brussles said so
L681[10:48:28] <Jezza> So, it won't stop them...
L682[10:48:32] <Wuppy> sham1, there's also this law where people in NL cant drink under 18 :P
L683[10:48:38] <sham1> I'm just saying that it is not legal
L684[10:48:41] <raoulvdberge> I don't think downloading in the Netherlands is illegal
L685[10:48:46] <ThePsionic> And I'm just saying no one cares
L686[10:48:47] <Wuppy> several municipalties openly said: fuck that shit, we're not even going to pretend to check xD
L687[10:48:49] <raoulvdberge> I live in Belgium, and downloading is perfectly legal.
L688[10:48:55] <raoulvdberge> Uploading isn't though (I think)
L689[10:49:04] <sham1> No one caring != legal
L690[10:49:21] <raoulvdberge> I would have heard something about it, otherwise.
L691[10:49:32] <sham1> It technically is illegal but no one cares about it enough to do anything about it
L692[10:49:47] <Wuppy> sham1, illegal != getting in trouble
L693[10:50:02] <sham1> indeed
L694[10:50:37] <sham1> I'm just saying that your statement that NL is a nation where torrenting IS legal is incorrect
L695[10:51:05] <Lord_Ralex> torrenting itself is not exactly illegal, it's torrenting pirated stuff that matters
L696[10:51:05] <gigaherz> :3 miningbeam!
L697[10:51:11] <sham1> Ye
L698[10:51:21] <sham1> Torrent as a data transfer is legal
L699[10:51:38] <sham1> It just gets used so much illegaly that it has became an de facto synonyme
L700[10:52:04] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2015-12-21-1751-34.mp4
L701[10:52:05] <raoulvdberge> Oooh, the whole thuiskopie bullshit.
L702[10:52:07] <raoulvdberge> Yeah.
L703[10:52:12] <gigaherz> timings/intervals need a bit of adjusting still
L704[10:52:51] <sham1> raoulvdberge, mind translating what you just meant
L705[10:53:05] <sham1> I cannot find anything about that in a language I'd understand
L706[10:53:14] <raoulvdberge> https://www.rijksoverheid.nl/ministeries/ministerie-van-veiligheid-en-justitie/nieuws/2014/04/10/uitspraak-hof-van-justitie-vergt-aanpassing-thuiskopieheffingen
L707[10:53:26] <raoulvdberge> Thuiskopie == downloading effectively.
L708[10:53:33] <sham1> okay then
L709[10:53:56] <sham1> Time to Google Translate this page
L710[10:54:00] <raoulvdberge> yup!
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L712[10:55:18] <sham1> giga, is that a mining spell?
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L714[11:00:35] <gigaherz> sham1: yes
L715[11:00:45] <gigaherz> in creative mode it destroys blocks, in survival it gives the blocks back
L716[11:00:51] <sham1> mmm
L717[11:01:00] <gigaherz> higher tiers of the spell mine longer and higher hardness blocks
L718[11:01:34] <gigaherz> and I plan to have a version that adds "vacuum" to the spell so that dropped blocks move toward you
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L729[11:12:35] <gigaherz> better tiering :3 https://dl.dropboxusercontent.com/u/743491/2015-12-21-1811-40.mp4
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L735[11:27:37] <Pennyw95> HEy guys...is it possible to make automation tile entities like hoppers or other mods' fluid pipes to an itemstack inventory or tank which is stored in another block's TE? Like, picture a 3x1x3 space with the center block creating the TE with the tank
L736[11:28:07] <Pennyw95> I'm sure it can be done with onBlockActivated, but I'm not certain about automation...I'd hate to have to spawn more TEs
L737[11:28:08] <Jezza> Everything is possible.
L738[11:28:18] <sham1> JUST DO IT
L739[11:28:24] <Pennyw95> YES
L740[11:35:00] <gigaherz> directly, no, the block has to have a TE for others to be able to see that it's an IInventory
L741[11:35:03] <gigaherz> however
L742[11:35:20] <gigaherz> it can be a very simple TE that just knows the location of the real TE, and can forward the calls
L743[11:36:02] <Pennyw95> I'll probably do that...a TE that does nothing can't be a huge hog, right?
L744[11:36:08] <gigaherz> yeah
L745[11:36:11] <gigaherz> TEs are light on their own
L746[11:36:30] <gigaherz> the reason hoppers cause so much lag
L747[11:36:39] <gigaherz> is because they scan for item entities
L748[11:36:44] <shadekiller666> every tick
L749[11:37:04] <Pennyw95> aaand it's working! :D http://imgur.com/NUU1AeT
L750[11:37:04] <gigaherz> yo ucan see that by placing an inventory on top of the hopper
L751[11:37:14] <gigaherz> since it won't test for entities if there's an inventory to suck from
L752[11:37:22] <gigaherz> suddenly the lag is gone ;p
L753[11:37:25] <Pennyw95> a simple tick % 10 would make it much quicker, yeah?
L754[11:38:10] <gigaherz> well it's not really so much every tick, is it?
L755[11:38:16] <gigaherz> doesn't the hopper work on 8-tick intervals?
L756[11:39:40] <Pennyw95> yes there's a cooldown in the code
L757[11:40:13] <Pennyw95> might just be the cooldown for transfering items though.
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L760[11:42:52] <sham1> Wouldnt be surprised
L761[11:42:59] <sham1> Hopper code is so messy
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L764[11:45:26] <shadekiller666> a lot of vanilla code is so messy :P
L765[11:45:26] <shadekiller666> pistons probably being the most messy :P
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L771[11:53:39] <Pennyw95> If I want to draw horizontal planes with the tessellator, drawing it clockwise or in the opposite direction determines if it can be seen from top or bottom? If I recall correctly?
L772[11:54:01] <colossali> hey guys, I'm attempting to set a maximum spawn limit on an entity and I'm wondering if I'm doing this correctly, since it doesn't seem to be working well... http://pastebin.com/yZauPBdx
L773[11:57:15] <shadekiller666> penny, yes, counter clockwise is the "proper" winding order
L774[11:59:16] <gigaherz> xcept it's not the proper one, it's just the one the opengl designers chose
L775[12:00:16] <shadekiller666> if rendering the sides of a block, counter clockwise will make the face point out
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L777[12:00:24] <shadekiller666> clockwise would make it point in
L778[12:00:26] <sham1> well it is proper for OpenGL
L779[12:01:06] <shadekiller666> does DX11 wind clockwise or counterclockwise?
L780[12:01:12] <gigaherz> clockwise.
L781[12:01:21] <shadekiller666> of course it does..
L782[12:01:31] <gigaherz> so far as I'm concerned, opengl does it backwards
L783[12:01:32] <gigaherz> ;P
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L787[12:05:08] <sham1> god damn it windows devs
L788[12:06:46] <Pennyw95> what about tessellator.setNormal(0, 1, 0)?
L789[12:07:01] <Pennyw95> normal vector?
L790[12:07:41] <gigaherz> the normal vector is used for lighting only
L791[12:07:51] <gigaherz> the backface culling system works on winding
L792[12:08:10] <Pennyw95> oh
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L795[12:08:31] <gigaherz> if the vertices flow clockwise and opengl culling is set to BACK, the triangle is skipped.
L796[12:08:47] <gigaherz> due to vertex shading, you can't really know the final normal beforehand
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L798[12:09:05] <gigaherz> heck if you use per-pixel lighting, you can't even know the final normal until after the fragment shader!
L799[12:09:30] <gigaherz> becasue there could be a bump map
L800[12:09:36] <gigaherz> (or normal map)
L801[12:10:11] <Pennyw95> i just want to render a cuboid of a fluid...should I care about all this?
L802[12:11:01] <gigaherz> probably not
L803[12:11:14] <Pennyw95> ok then ahah
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L808[12:21:52] <masa> oh counter-clockwise... ffs I just "corrected" my quads to clockwise order last night
L809[12:23:46] <gigaherz> I'm still unconvinced about that
L810[12:24:00] <gigaherz> I make all my models clockwise, sofar as I know, and they seem to work ;P
L811[12:24:40] <gigaherz> oh look at that
L812[12:24:49] <gigaherz> glFaceMode(GL_CW) and glFaceMode(GL_CCW)
L813[12:24:59] <gigaherz> opengl does NOT have a "proper" order!
L814[12:25:16] <gigaherz> it jsut defaults to CCW unless you change it ;P
L815[12:27:51] <sham1> indeed
L816[12:32:12] <Pennyw95> hm...what about the lava_still and lava_flow textures? they're quite long...is it an animation?
L817[12:32:27] <sham1> yes
L818[12:32:41] <sham1> It will be handled for you
L819[12:33:28] <Pennyw95> so 0,16 are fine UV values?
L820[12:33:39] <sham1> no
L821[12:34:39] <sham1> You need to get the TextureAtlasSprite of the fluid in order to get its UV
L822[12:35:20] <Pennyw95> you're right it's all orange lol
L823[12:35:32] <Pennyw95> debug mode not working is really driving me insane here
L824[12:35:57] <Pennyw95> something like TextureMap.locationBlocksTexture?
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L826[12:36:40] <sham1> to get the TextureAtlasSprite from ResourceLocation that you get from Fluid
L827[12:37:39] <gigaherz> Pennyw95: you bind that,
L828[12:37:47] <gigaherz> but in order to find the UV range
L829[12:37:56] <sham1> I'm working on example giga
L830[12:37:58] <gigaherz> you have to ask the texturemap to give you the TextureAtlasSprite
L831[12:38:27] <sham1> Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(fluid.getFlowing().toString())
L832[12:38:35] <sham1> That is how you get the textureatlassprite
L833[12:38:40] <sham1> That you can use to get the UV range
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L835[12:41:19] <Pennyw95> so if I put your code inside bind texture as new ResourceLocation's argument, I get the texture. As for the UV, getInterpolatedUV?
L836[12:41:33] <williewillus> why can't glstatemanager take parameters for pushAttrib?
L837[12:41:43] <williewillus> will using GL11.glPushAttrib mess things up?
L838[12:41:47] <sham1> getMinU
L839[12:41:49] <sham1> getMinV
L840[12:41:52] <sham1> getMaxU
L841[12:41:54] <sham1> getMaxV
L842[12:42:04] <Jezza> Is there a client side disconnect event?
L843[12:42:13] <Pennyw95> ok
L844[12:42:28] <gigaherz> williewillus: you can use GLxx directly so long as you set things back after you are done
L845[12:42:39] <williewillus> okay
L846[12:42:41] <gigaherz> GlStateManager exists in order to help avoid unnecessary state changes
L847[12:43:20] <sham1> Messing with the GL stack :P
L848[12:43:37] <sham1> As long as you can get the state before you change you should be fine as you can just set it back
L849[12:45:57] <williewillus> I'll just go on the philosophy of if I use GL11 to change something use GL11 to set it back before leaving, and same for GlStateManager
L850[12:45:57] <williewillus> :p
L851[12:47:03] <gigaherz> yup
L852[12:47:04] <gigaherz> xcept
L853[12:47:11] <gigaherz> you do NOT have to set thigns back with glStateManager
L854[12:47:12] <gigaherz> ;p
L855[12:47:23] <Pennyw95> ugh...do you know if it's related to TESR or the jsons? java.lang.RuntimeException: No base model or submodel provided for this MultiModel.Baked.
L856[12:47:27] <gigaherz> they are sortof misusing the concept of a state manager by setting things back
L857[12:47:39] <gigaherz> since you remove the biggest feature which is to avoid state-settings calls
L858[12:47:40] <gigaherz> ;P
L859[12:48:09] <sham1> I just use the GLStateManager push/pullattrib things
L860[12:48:21] <sham1> So I can be assured in the end that I do not break anything
L861[12:48:22] <gigaherz> (the normal way of using them is that you tell it all the settings at the beginning, and it will manage to change the needed ones)
L862[12:48:36] <gigaherz> yeah I was thinking about blending and such
L863[12:49:02] <gigaherz> "the following code needs blending." "oh! it was disabled, so I'll enable it for you"
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L865[12:49:44] <Lunatrius> Who was poking me about the update a few days ago... uhh
L866[12:50:23] <Lunatrius> Ah, GeoDoX
L867[12:50:38] <gigaherz> someone XD
L868[12:51:11] <Lunatrius> Should be up in a few (hopefully), wanted to let him know
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L870[12:51:29] <gigaherz> heh
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L876[13:02:46] <williewillus> does the 1.8.8 tessellator retain color?
L877[13:02:58] <williewillus> like if i glcolor before I start drawing, but I draw with a non-color mode
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L879[13:04:54] <Lunatrius> It does, assuming you don't wr.color()
L880[13:05:18] <williewillus> awesome, thanks
L881[13:05:25] <Lunatrius> Gui#drawRect does it
L882[13:05:33] <Lunatrius> Or whatever the method is called
L883[13:06:28] <williewillus> also what's the alternative to tess.setBrightness? looking at the diffs in vanilla code, it does bitshifting and then calls lightMap() on the wr 0.o
L884[13:06:33] <williewillus> is there a shorter way :p
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L887[13:09:49] <Lunatrius> Didn't mess with that, fry should know tho
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L891[13:12:10] <sham1> Speak of the devil
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L895[13:15:12] <Lunatrius> :P
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L897[13:16:12] <McJty> fry, saw my comment from earlier? Your latest fix makes it work for the inventory (where I didn't really need it) but not in world
L898[13:16:20] <McJty> fry, the block is checkerboard in world. No errors in the log
L899[13:16:37] <McJty> But I can clearly see the overlay texture being applied in my inventory model
L900[13:16:38] <fry> yes, now it loads and doesn't crash?
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L902[13:16:47] <McJty> Yes. That part is fine at least
L903[13:17:04] <McJty> And in principle it appears to work. Just need to get it on my in-world model too
L904[13:17:08] <fry> make sure your canRenderInLayer is correct, since that's what was causing that error
L905[13:17:22] <fry> try limiting it to 1 layer at first
L906[13:17:29] <Jezza> Well, that was an afternoon well spent... http://i.imgur.com/1qsOchX.png
L907[13:17:29] <fry> and see if that layer is correct
L908[13:17:52] <sham1> "@ConfigSync"
L909[13:17:57] <sham1> What does thateven do
L910[13:18:04] <McJty> public boolean canRenderInLayer(EnumWorldBlockLayer layer) {
L911[13:18:04] <Jezza> Naming things is hard...
L912[13:18:04] <McJty> return getBlockLayer() == EnumWorldBlockLayer.SOLID || getBlockLayer() == EnumWorldBlockLayer.CUTOUT;
L913[13:18:04] <McJty> }
L914[13:18:07] <Jezza> Wow
L915[13:18:10] <McJty> That's the code
L916[13:18:29] <Jezza> Just sync's the field from the server to the client on connect.
L917[13:18:34] <McJty> oh, that's wrong!
L918[13:18:35] <sham1> Ah
L919[13:18:43] <Jezza> syncs*
L920[13:19:06] <williewillus> I approach annotation based things with skepticism, esp in MC :p usually a better idea to just do it the normal way, but whatevs :p
L921[13:19:26] <McJty> fry, it works!
L922[13:19:28] <sham1> Mmm
L923[13:19:33] <McJty> fry, that was a stupid error :-)
L924[13:19:38] <fry> heh
L925[13:19:38] <sham1> I'd rather not use Lombok for my mod
L926[13:19:43] <fry> all errors are stupid :P
L927[13:19:44] <Jezza> Annotations are greatly under-utilised
L928[13:19:50] <Jezza> There's a nice middle ground
L929[13:19:57] <fry> and the ones that are the most stupid are the hardest to catch :P
L930[13:19:57] <Jezza> Spring is obviously just crazy.
L931[13:20:05] <tterrag> Jezza: @ConfigString? do you have an annotation for each config type?
L932[13:20:08] <sham1> Spring is crazy with naming and annons
L933[13:20:35] <Jezza> Annotations can be used to convey simple concise data.
L934[13:20:37] <sham1> AnnotationFactoryBeanSingletonBeanFactoryBeanFactory
L935[13:20:38] <Jezza> It's quite nice.
L936[13:20:51] <Jezza> tterrag, yes and no.
L937[13:21:18] <McJty> fry, so what would the best strategy be to change this overlay texture depending on a property in the blockstate of my model?
L938[13:21:22] <Jezza> I have an annotation for each config type, and one generic one that has no specialised fields.
L939[13:21:40] <McJty> The texture is now specified in the modular_storage_aux.json
L940[13:21:43] <Jezza> Just has category, and comment, IIRC.
L941[13:21:59] <Jezza> category and comment*
L942[13:22:00] <fry> McJty: put "textures" inside the property in the json
L943[13:22:01] <Jezza> Damn comma...
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L946[13:22:15] <fry> just like you did with rotations and "facing"
L947[13:22:23] <McJty> Ok, in the aux json I suppose?
L948[13:22:45] <fry> hmm, main one, I think
L949[13:22:47] <tterrag> Jezza: if you have the generic one, what's the point of the others?
L950[13:22:57] <McJty> fry, how does it know which texture to modify then?
L951[13:22:57] <raoulvdberge> now I feel stupid. made a block that disables itself when a redstone signal is received, and here I am wondering why a block that should emit redstone doesn't tick anymore lol
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L953[13:23:11] <McJty> ah, the 'overlay' tag in the textures
L954[13:23:13] <Jezza> Because some have more specific stuff to more specific types.
L955[13:23:15] <fry> yup
L956[13:23:22] <McJty> ok, that works
L957[13:23:24] <Jezza> Strings, for example, can have a validation pattern.
L958[13:23:31] <McJty> (should work, haven't tried it yet :-)
L959[13:23:47] <tterrag> validation pattern?
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L961[13:24:46] <Jezza> https://github.com/MinecraftForge/MinecraftForge/blob/90829a316439efe7ddeb8f03b030e00366d8d03c/src/main/java/net/minecraftforge/common/config/Configuration.java#L662
L962[13:25:21] <Jezza> I linked the String list/array, but you get the idea, I hope.
L963[13:25:31] <Jezza> https://github.com/MinecraftForge/MinecraftForge/blob/90829a316439efe7ddeb8f03b030e00366d8d03c/src/main/java/net/minecraftforge/common/config/Configuration.java#L582
L964[13:25:32] <williewillus> wtf...did they really remove the "multiply" method from blockpos in 1.8.8?
L965[13:25:39] <Jezza> That's the one that I was looking for.
L966[13:25:50] <Jezza> tterrag, ^
L967[13:26:37] <tterrag> seems like it would be pretty simple to just allow a pattern for all configs
L968[13:26:58] <Jezza> Because patterns are needed with numbers...
L969[13:27:32] <shadowfacts> that makes a total of 3 annotation based config systems that I know of now xD
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L971[13:27:54] <Jezza> Mine has been around for the better half of 1 and a half years.
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L973[13:28:08] <Jezza> better half of 2 years*
L974[13:28:09] <Pennyw95> anyone knows why this crash is happening? It's drving me insane http://pastebin.com/ck6SA46v
L975[13:28:11] <Jezza> Sounds better. :/
L976[13:28:31] <tterrag> Jezza: it wouldn't be useful on numbers, but at least you wouldn't have useless annotations :P
L977[13:28:38] <tterrag> and heck, maybe someone wants to validate numbers
L978[13:28:51] <Jezza> Well, that just doesn't make sense...
L979[13:29:00] <Jezza> You'd compile it into a pattern
L980[13:29:04] <Jezza> And then check...
L981[13:29:06] <Jezza> what?
L982[13:29:21] <Jezza> The number would be a number...
L983[13:29:27] <Jezza> If it's a string you want, use a string...
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L986[13:29:48] <tterrag> every config is a string
L987[13:29:51] <Jezza> Point being, it doesn't stop at patterns...
L988[13:29:54] <tterrag> the number is just parsed at some point
L989[13:30:33] <Jezza> Also minValues and maxValues
L990[13:30:39] <Jezza> You'd have to take them as doubles
L991[13:30:46] <tterrag> and I'm not just talking https://github.com/SleepyTrousers/EnderCore/tree/master/src/main/java/com/enderio/core/common/config/annot
L992[13:30:47] <tterrag> btw
L993[13:30:52] <Jezza> Because you don't know if they'd actually be doubles you'd be checking against.
L994[13:31:14] <tterrag> that's exactly what I do
L995[13:31:21] <Jezza> I mean, yeah, I could smoosh everything into one annotatino.
L996[13:31:26] <Jezza> annotation*
L997[13:31:43] <Jezza> but, it just seems so....
L998[13:31:53] <Jezza> bulky...
L999[13:31:58] <tterrag> https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/config/annot/Config.java
L1000[13:31:59] <tterrag> bulky? :P
L1001[13:32:36] <Jezza> Yes, your's is neat, but that's not my issue.
L1002[13:32:49] <sham1> "Your is"
L1003[13:32:51] <sham1> Umn
L1004[13:33:05] <Jezza> yours is neat...
L1005[13:33:09] <Jezza> Just looks weird now...
L1006[13:33:11] <sham1> Thank you
L1007[13:33:26] <MattDahEpic> theyir're
L1008[13:33:33] <Jezza> I don't want to wrap forge's config, and reduce the level of access.
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L1010[13:33:56] <Jezza> I want to allow entire access to the config system.
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L1013[13:34:10] <tterrag> if you want everything annotation based, there's some things that just aren't feasible
L1014[13:34:19] <Jezza> Also, I can register custom annotations with this
L1015[13:34:22] <tterrag> there's no reason the user can't just not use the annotation
L1016[13:34:23] <Jezza> And sync them to the client.
L1017[13:34:31] <Jezza> Well, it is.
L1018[13:34:34] <tterrag> yes, same here, except not annotations
L1019[13:34:37] <Jezza> As I have proven.
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L1021[13:35:00] <Jezza> https://github.com/Jezza/OmnisCore/blob/Dev/src/main/java/me/jezza/oc/common/core/config/entries/CEString.java?ts=4
L1022[13:35:06] <tterrag> https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/config/ConfigProcessor.java#L181-L184
L1023[13:35:15] <Jezza> That handles string specific stuff.
L1024[13:35:38] <Jezza> That is neat.
L1025[13:35:43] <Jezza> Clean
L1026[13:35:45] <Jezza> Powerful.
L1027[13:35:54] <tterrag> https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/config/TypeAdapterBase.java#L74
L1028[13:35:59] <tterrag> I suppose I could add "string specific" stuff there
L1029[13:36:00] <tterrag> just havent
L1030[13:36:03] <tmtu> what wrong with just strings :<>
L1031[13:36:12] <tmtu> or String|double
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L1033[13:36:54] <tterrag> tmtu: convenience? sure you could use string/double for everything
L1034[13:36:56] <tterrag> but that's going to be ugly
L1035[13:37:00] <Jezza> You can send custom config objects to certain players as well.
L1036[13:37:06] <Jezza> Which is even cooler...
L1037[13:37:25] <Jezza> Yeah, using a String for a boolean wouldn't look pretty...
L1038[13:37:56] <Jezza> 64 bits put to perfect use.
L1039[13:38:04] <Jezza> I meant for a double...
L1040[13:38:04] <tmtu> why not? it'd only be parsed once
L1041[13:38:37] <Jezza> Because pretty.
L1042[13:39:35] <Jezza> tterrag, does the type adapter have access to the field it's attached to?
L1043[13:39:58] <tterrag> no, it's merely a way to convert between "primitive" config types and "real" config types
L1044[13:40:03] <Jezza> Ah
L1045[13:40:05] <tterrag> i.e. String[] -> List<String>
L1046[13:40:31] <Jezza> didn't think of that...
L1047[13:40:49] <Jezza> But Lists aren't really necessary when you think about it for a config.
L1048[13:41:01] <Jezza> Arrays are fast and static.
L1049[13:41:06] <tmtu> i like id's cvars :) https://github.com/id-Software/DOOM-3-BFG/blob/1caba1979589971b5ed44e315d9ead30b278d8b4/neo/framework/CVarSystem.h#L156-L167
L1050[13:41:40] <williewillus> what is wr.putColorXX used for?
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L1052[13:41:59] <Jezza> tterrag, also, you don't use Forge's config system, which was my biggest goal.
L1053[13:42:07] <tterrag> what?
L1054[13:42:09] <tterrag> I absolutely do
L1055[13:42:17] <Jezza> I didn't want to introduce ANOTHER system on top of Forge's.
L1056[13:42:32] <Jezza> Oh, I thought you used Gson.
L1057[13:42:33] <Jezza> :/
L1058[13:42:36] <Jezza> My bad.
L1059[13:42:44] <tterrag> https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/config/ConfigProcessor.java#L101
L1060[13:43:00] <tterrag> yes, I have a json config reader, but it's not related to the annotations
L1061[13:43:02] <Jezza> I stand corrected.
L1062[13:43:39] <Jezza> The TypeAdapters triggered something when I saw them having worked extensively with Gson in the past.
L1063[13:43:40] <williewillus> fry: what is the alternative to something like tessellator.setBrightness(0x0000F0) in 1.8.8?
L1064[13:44:08] <Jezza> Also, you have to manually scan for annotations... hehe
L1065[13:44:08] <williewillus> also tessellator.setColorRGBA_I() which only takes two int parameters while wr.color() takes four
L1066[13:45:44] <fry> setColorRGBA_I -> putColorMultiplier
L1067[13:46:11] <fry> but you should be using .color directly most of the time
L1068[13:46:53] <tterrag> Jezza: I wrote it before I was aware of asmdata
L1069[13:47:02] <Jezza> oh, that sucks.
L1070[13:47:02] <tterrag> I could probably switch over but the performance increase would be negligable
L1071[13:47:09] <williewillus> and to do that I just unpack the bits into rgba? also what about setBrightness?
L1072[13:47:20] <Jezza> It's not really the performance increase that's the reason I did it.
L1073[13:47:39] <Jezza> Wow, that sentence was weird...
L1074[13:47:43] <tterrag> is my code really so ugly?
L1075[13:47:47] <tterrag> it's the standard way of dealing with annotations
L1076[13:47:53] <tterrag> ASMData would require a preinit hook
L1077[13:47:54] <Jezza> Performance wasn't the only reason I did it.
L1078[13:47:55] <Jezza> Convenience
L1079[13:48:04] <Jezza> Not necessarily..
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L1081[13:48:13] <Jezza> I'm not saying it's ugly.
L1082[13:48:19] <Jezza> By any means
L1083[13:48:20] <fry> williewillus: only direct brightness method is putBrightness4, but again, use .lightmap
L1084[13:48:21] <Jezza> It's quite clean.
L1085[13:48:41] <fry> and yes, unpack bytes
L1086[13:48:50] <Jezza> tterrag, permission to pm/
L1087[13:48:52] <Jezza> ?*
L1088[13:49:03] <tterrag> sure, but I'm probably heading out for lunch soon
L1089[13:49:15] <shadowfacts> something in forge depends on Typesafe config, right?
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L1091[13:52:17] <raoulvdberge> I need something from my tile in Block.getDrops, but the tile is deleted BEFORE getDrops, so how can I reach that data? :P
L1092[13:54:08] <diesieben07> raoulvdberge, check the forge patches in BlockFlowerPot
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L1094[13:56:43] <raoulvdberge> diesieben07: I don't get it, they call the super getDrops(), and then after that still call a method that gets the TE O_O
L1095[13:56:54] <raoulvdberge> Why would the TE still be there at that point?!
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L1097[13:58:39] <diesieben07> raoulvdberge, *all* patches are important ;)
L1098[13:58:43] <diesieben07> not just the getDrops
L1099[13:58:55] <raoulvdberge> hmm okay
L1100[13:59:01] <diesieben07> it even has a comment :D
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L1103[14:00:01] <raoulvdberge> oh wow
L1104[14:00:02] <raoulvdberge> if (willHarvest) return true; //If it will harvest, delay deletion of the block until after getDrops
L1105[14:00:04] <raoulvdberge> :P
L1106[14:00:22] <diesieben07> yep
L1107[14:01:27] <diesieben07> then harvestBlock actually removes the block
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L1109[14:02:11] <raoulvdberge> I see. Wouldn't a patch that would just change the order of the getDrops() call be more effective?
L1110[14:02:15] <shadekiller666> gotta love when the rewrite of something to fix a bug completely breaks the example of how to use it...
L1111[14:02:41] <diesieben07> no, because that would break a lot of things and it would be a big patch.
L1112[14:02:52] <raoulvdberge> alright, thanks.
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L1115[14:05:24] <Zorn_Taov> if I want the server to send information about an entity that is outside the clients range, but is on the server SOMEWHERE, what information/packet would I send/use?
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L1117[14:07:03] <diesieben07> Zorn_Taov, what kind of information is it? in any case you probably have to use a custom packet. what is it you are trying to achieve?
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L1119[14:08:06] <sham1> Lets see how badly I can fuck up in this
L1120[14:08:15] <sham1> Lets hope I do not get an CME
L1121[14:09:30] <Zorn_Taov> I've got a player finder mod that points you in the direction of players around you, and so far I've been getting all my data from the current world's list of rendered entities. so everyone within render distance (around 200 blocks usually) the player is able to find and see their location. horrible for games of hide and seek I know. NOW what I want to do is have the server send a packet of data to the client of EVERYONE,
L1122[14:09:52] <Zorn_Taov> I figure I can hook into the PlayerTickEvent to get their information
L1123[14:10:27] <Zorn_Taov> and I'll probably have a config setting of how often this data is sent, like every 10 seconds or so
L1124[14:10:35] <williewillus> sham1: what are you doing? :p
L1125[14:10:36] <diesieben07> just have a Map<String, position> for all players
L1126[14:10:47] <Zorn_Taov> with the string being name?
L1127[14:10:48] <sham1> Something that may be disaster
L1128[14:10:50] <diesieben07> and then send an update packet for all players out of view
L1129[14:10:51] <diesieben07> yes
L1130[14:11:02] <williewillus> sham1: that doesn't sound very settling :p
L1131[14:11:09] <sham1> Indeed
L1132[14:11:32] <Zorn_Taov> guess I'll make a struct for the info
L1133[14:11:37] <williewillus> struct :p
L1134[14:11:45] <Zorn_Taov> :P
L1135[14:11:52] <diesieben07> Vec3 already exists ;9
L1136[14:11:54] <diesieben07> ;)
L1137[14:12:00] <sham1> Dont remind me
L1138[14:12:00] <diesieben07> that's 3 doubles
L1139[14:12:01] <Zorn_Taov> also need to send dimention
L1140[14:12:09] <diesieben07> ahhh, yeah
L1141[14:12:11] <sham1> It uses 3 doubles while EnumFacing uses 3 floats
L1142[14:12:12] <sham1> Why
L1143[14:12:26] <diesieben07> because everyone uses float and/or double as they please :D
L1144[14:12:37] <diesieben07> i have yet to determine any actual order between when someone uses what.
L1145[14:12:37] <Zorn_Taov> double is just a bigger float
L1146[14:12:40] <diesieben07> yes, i know
L1147[14:12:44] <sham1> ye
L1148[14:12:46] <diesieben07> bigger and more accurate
L1149[14:13:01] <sham1> I still feel betrayed when I have to cast a double to float
L1150[14:13:06] <diesieben07> lol
L1151[14:13:13] <Zorn_Taov> I'm surprized that enderIO decided to use Long for their capaciter bank max storage
L1152[14:13:23] <sham1> BigInteger would be better?
L1153[14:13:26] <asie> >BigInteger
L1154[14:13:44] <diesieben07> if you exceed a long ... you are insane :D
L1155[14:13:56] <sham1> Yeah
L1156[14:14:14] <williewillus> cough rf power creep cough
L1157[14:14:19] <sham1> Welp, I averted a ConcurrentModificationError
L1158[14:14:22] <sham1> Good me
L1159[14:14:30] <Zorn_Taov> even so, in order to get to a long you'd need a HUGE capbank
L1160[14:14:31] <williewillus> *Exception :p
L1161[14:14:46] <sham1> Ah
L1162[14:14:47] <sham1> THanks
L1163[14:14:47] <williewillus> sham1: are you trying to thread shit? :p
L1164[14:14:50] <sham1> No
L1165[14:14:59] <sham1> I am trying to modify a list while foreaching
L1166[14:15:15] <williewillus> iter.remove or don't use an iterator :p
L1167[14:15:19] <sham1> but I do return after that so maybe that has something to do with it
L1168[14:15:21] <diesieben07> you have to use an iterator :D
L1169[14:15:26] <sham1> Nah
L1170[14:15:30] <diesieben07> yep.
L1171[14:15:31] <sham1> If you break out of the loop
L1172[14:15:35] <Zorn_Taov> cuz a Long is 9223372036854775807, so that / 25mil is the number of blocks, and sqrt (that / 256)
L1173[14:15:36] <sham1> You dont
L1174[14:15:41] <diesieben07> yes then not
L1175[14:15:43] <Zorn_Taov> that big of an area of blocks
L1176[14:16:04] <masa> eh, if you have a cap bank that has anywhere near the energy of 2^63 any unit, then you are playing mincraft wrong... there is just no f*cking point to anything at that point
L1177[14:16:05] <Zorn_Taov> and I think that's like... 3700?
L1178[14:16:26] <sham1> masa, to see the number go up
L1179[14:16:28] <Zorn_Taov> 3700ish^2 * 256
L1180[14:16:50] <Zorn_Taov> yay, longs \o/
L1181[14:16:57] <sham1> lång indeed
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L1183[14:17:04] <Zorn_Taov> 9.2 * 10^18
L1184[14:17:27] <tmtu> lång cat
L1185[14:17:39] <sham1> But how long is it
L1186[14:18:27] <Pennyw95> Why is this happening?? http://pastebin.com/P9cgzQHp
L1187[14:18:43] <williewillus> Pennyw95: post the relevant blockstate/model jsons
L1188[14:18:57] <masa> Zorn_Taov: I got around 38kx38kx256 from that
L1189[14:19:21] <masa> but anyway
L1190[14:19:41] <Zorn_Taov> yeah
L1191[14:19:52] <Zorn_Taov> I was rounding, forgot to which number
L1192[14:20:03] <Zorn_Taov> still unnessasarily big
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L1194[14:25:48] <Pennyw95> @williewillus: I found it, it was a missing , inside a json model...thanks for pointing me there :D
L1195[14:27:13] <williewillus> who was it that I talked to about extending/inheriting from BlockDoublePlant in 1.8?
L1196[14:27:23] <williewillus> would it work if I just inherited it and ignored the properties it added?
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L1200[14:28:41] <diesieben07> you might get crashes then though if people try to actually use your block as a BlockDoublePlant
L1201[14:29:10] <diesieben07> you can't get around the fact that by doing that you are violating one of the core principles of OOP and it will cause problems.
L1202[14:29:21] <williewillus> how so use? like setting states on it? I could have the properties still be there
L1203[14:29:26] <williewillus> but just ignore them when statemapping to models
L1204[14:29:37] <Rockers> Is it possible to change the physical size of a slot.
L1205[14:29:38] <Rockers> ?
L1206[14:29:39] <diesieben07> i guess you could do tht, but that's useless...
L1207[14:29:46] <diesieben07> why do you have to extend BlockDoublePlant?
L1208[14:30:37] <williewillus> because it has a bunch of specialized harvesting behavior, and this mod extended it fine in 1.7
L1209[14:31:12] <diesieben07> that's too bad :D
L1210[14:31:50] <williewillus> why would doing what I'm thinking of be a bad thing?
L1211[14:31:51] <Rockers> Whenever I google, "Change slot size forge gui", it comes up with results for changing properties to do with the ItemStack.
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L1213[14:32:36] <diesieben07> extending BlockDoublePlant is a bad idea if your Block removes behavior from BlockDoublePlant
L1214[14:32:58] <diesieben07> Rockers, what exactly do you mean by slot size? the size of hte part that can be hovered? the actual item icon?
L1215[14:33:13] <williewillus> welp this sucks then. copy paste time
L1216[14:33:25] <Rockers> The size of the part that is hovered. It's part of a custom GuiContainer...
L1217[14:33:54] <Rockers> So that it would work like a furnace output. That sort of size.
L1218[14:34:48] <diesieben07> the furnace output does not have a larger slot
L1219[14:35:04] <williewillus> the texture is just bigger :p
L1220[14:35:04] <diesieben07> the hovered part that is
L1221[14:35:07] <diesieben07> ^
L1222[14:35:41] <tterrag|away> Yeah I've yet to find a way to increase the hover Square size
L1223[14:35:51] <Rockers> In the gui, it look's bigger...
L1224[14:35:55] <tterrag|away> if you figure it out let me know :p
L1225[14:36:04] <Rockers> *looks
L1226[14:36:10] <masa> Rockers: the slot has nothing to do with the GUI texture
L1227[14:36:19] <diesieben07> Rockers, the outline is bigger, yes. but the actual slot itself (the part that changes when you hover) is the same size.
L1228[14:36:29] <diesieben07> which is 16x16
L1229[14:36:35] <diesieben07> it is hardcoded to be that way in GuiContainer
L1230[14:36:45] <masa> the actual "functional" slot is the same sie as the other, just the furnace bacjground texture has a bigger "slot" for the output slot part of it
L1231[14:37:02] <MattDahEpic> i have a World and a BlockPos, is there a way to get the EnumFacings for that pos to iterate through the adjcent blocks?
L1232[14:37:05] <Rockers> Oh, ok :p. Even so, how would I go about changing the size of the outline of the slot then?
L1233[14:37:05] <masa> wow typos hit again
L1234[14:37:23] <Pennyw95> @diesienben07: is it normal to have the player clip through boundingx boxes if I change they're dimensions or am I doing something wrong?
L1235[14:37:37] <diesieben07> MattDahEpic, for (EnumFacing face : EnumFacing.values()) { BlockPos offset = pos.offset(face); }
L1236[14:37:41] <tterrag|away> definitely not normal
L1237[14:37:48] <masa> Rockers: there is no "slot outline", just make you gui background texture the way you want it
L1238[14:37:50] <tterrag|away> don't use the values method
L1239[14:37:56] <tterrag|away> there is a static array
L1240[14:38:02] <diesieben07> right
L1241[14:38:20] <diesieben07> although it probably doesn't matter, the JVM will inline values() and get rid of the clone :D
L1242[14:38:29] <Rockers> There is, it's the thing that darkens when you hover over it.
L1243[14:38:33] <tterrag|away> masa yes there is, it's the outline that shows when you hover
L1244[14:38:47] <tterrag|away> Don't think so diesieben07
L1245[14:38:54] <tterrag|away> values creates a new array each time
L1246[14:39:00] <masa> is that caled an outline? well okay then
L1247[14:39:13] <masa> I thought outline is the border
L1248[14:39:15] <tterrag|away> yea outline is probably the wrong word
L1249[14:39:21] <tterrag|away> more like highlight
L1250[14:39:26] <masa> yeah
L1251[14:39:49] <diesieben07> tterrag|away, values() is return $VALUES.clone()
L1252[14:39:58] <Rockers> Oh no, I just checked. masa is right.
L1253[14:40:03] <diesieben07> the jvm inlines that, notices that you don't modify the copy and gets rid of the copy :D
L1254[14:40:08] <Rockers> The hover background just has an offset.
L1255[14:40:16] <Pennyw95> Here's what's happening...can I fix this? http://imgur.com/a/gJvg2
L1256[14:40:19] <tterrag|away> I never knew that
L1257[14:40:32] <diesieben07> i would think so at least, I don't know everything that hotspot does
L1258[14:40:40] <sham1> How much have you dived to JVM internals diesieb
L1259[14:40:44] <sham1> Like jeez
L1260[14:41:02] <diesieben07> i have watched pretty much all JVMLS talks ever
L1261[14:41:16] <diesieben07> JVM Language Summit that is
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L1263[14:41:26] <Pennyw95> I've just used setBlockBoundsBasedOnState with a switch statement
L1264[14:42:34] <masa> Pennyw95: oh you mean when you increase the bb size the player who is standing on it falls through?
L1265[14:42:54] <Rockers> tterrag|away But are you truly away though? #LifesDeepestQuestions
L1266[14:43:02] <masa> yeah that is what happens unless you move the player/entities outside of the new bb before you change it
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L1268[14:43:07] <Pennyw95> Actually I've only decreased them for some pillars and a floor block, but yes the player falls through them
L1269[14:43:25] <Pennyw95> before I change it?
L1270[14:43:59] <masa> hmm wait, are you changing them on run-time or you mean that the player falls through your blocks that are smaller (and don't change sizes)
L1271[14:44:38] <Pennyw95> I have a multiblock composed of instances of a single block with different models based on metadata
L1272[14:44:52] <Pennyw95> each metadata has different bounding boxes...does that answer your question?
L1273[14:45:04] <Pennyw95> I think it's the second one you said
L1274[14:45:19] <masa> ie. "change the dimensions of the block", does that mean when you create a block with smaller dimensions in code, or that the block changes size when something happens in-game?
L1275[14:45:42] <Pennyw95> They don't change dimension dynamically, no
L1276[14:45:47] <masa> ah ok
L1277[14:45:50] <tterrag|away> Rockers: I was
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L1279[14:45:55] <Pennyw95> each property of the block has its own box
L1280[14:45:59] <tterrag> Pennyw95: try this https://github.com/creatubbles/ctb-mcmod/blob/1.8/src/main/java/com/creatubbles/ctbmod/common/painting/BlockPainting.java#L182-L186
L1281[14:46:44] <sham1> Hmm
L1282[14:46:56] <sham1> I encountered something strange in my algo
L1283[14:47:31] <sham1> And I think I found out why...
L1284[14:48:27] <masa> tterrag: hmm, does that mean that the block instance changes its bounds frequently whenever something accesses the getCollisionBoundingBox() method? isn't that exactly why vanilla had all those glitches related to bounding boxes?
L1285[14:48:37] <tterrag> maybe? idk
L1286[14:48:42] <tterrag> all I know is it fixed my glitchiness :p
L1287[14:48:44] <masa> which they supposedly fixed in 1.9
L1288[14:49:17] <tterrag> diesieben07: do you think a PR to delegate slot rendering to the slot object would be worthwhile?
L1289[14:49:25] <tterrag> although that might get tricky with server/client stuff
L1290[14:49:28] <masa> but up until 1.8 vanilla has all those funny litchess when you can change the bounding boxes by looking at certain things etc. :D
L1291[14:50:03] <tterrag> masa: it's a state problem, blocks having different bounds based on state but the state is stored in the block
L1292[14:50:10] <tterrag> so if you don't set the state before a query, it glitches out
L1293[14:50:14] <Pennyw95> @tterrag: wow, it fixed it! Thanks! :D
L1294[14:50:15] <masa> as in the rendering thread changes the bounds and then stuff starts to glitch thourgh or something
L1295[14:50:24] <tterrag> bingo
L1296[14:50:51] <diesieben07> idk tterrag. i am not sure if the server actually checks, i think the clinet just says which slot was clicked. and also idk, i never needed it.
L1297[14:50:52] <tterrag> actually
L1298[14:50:55] <williewillus> in 1.7, what was tessellator.setBrightness? four bits rgba?
L1299[14:50:57] <tterrag> the slot already has a ton of stuff that's client only
L1300[14:51:16] <masa> so couldn't you just return the correct bounds without setting it? or would that just get too slow of break something else somewhere?
L1301[14:51:26] <tterrag> masa: it woud, but that would result in a lot of duped code
L1302[14:51:33] <tterrag> it's much easier just to set the bounds and then use the vanilla code
L1303[14:52:14] <tterrag> williewillus: no, it was sky << 16 | combined << 8 | block
L1304[14:52:17] <tterrag> or something like that
L1305[14:52:23] <tterrag> typically max brightness was 0xF000F0
L1306[14:53:07] <williewillus> okay, because lightmap takes two params and I have no idea what they are
L1307[14:53:14] <tterrag> probably sky/block
L1308[14:53:23] <masa> tterrag: well I eman, are the bounds accessed through other means than that one (or few) methods? couldn't one just override those to return the correct bounds based o nthe state? do the bounds actually even need to be set? unless something accesses them directly that is...
L1309[14:53:30] <Rockers> My internet's so slow today. It took me 5 secs to download a half-megabyte file.. -____-
L1310[14:53:47] <tterrag> masa: some things might, they are public
L1311[14:53:54] <masa> dammit
L1312[14:54:27] <tterrag> diesieben07: it would certainly make more sense
L1313[14:54:35] <tterrag> and the GuiContainer methods would just be patched to be a passthrough to the slot methods
L1314[14:54:39] <tterrag> so mods wouldn't break
L1315[14:54:41] <tterrag> everyone is happy
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L1317[14:54:52] <diesieben07> :D
L1318[14:56:04] <williewillus> these generics are irritating at points...
L1319[14:56:11] <diesieben07> :D
L1320[14:56:30] <williewillus> ClientRegistry.bindTESR() doesn't take wildcards of course...
L1321[14:56:45] <sham1> Can someone look at my node removal code and tell me why the network does not get deleted if it was in a bigger network and gets deleted when it is the only one left
L1322[14:56:46] <sham1> https://github.com/sham1/ManaCraft/blob/master/src/main/java/sham1/manacraft/network/ManaNetworkManager.java#L150-L194
L1323[14:56:46] <Pennyw95> has any of you used Tabula models in 1.8?
L1324[14:56:56] <sham1> Also I think that the splitting of networks is not working
L1325[14:57:33] <xaero> FallingD: yes
L1326[14:58:48] <xaero> oy, didn't realize I scrolled that far up
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L1328[15:03:17] <Rockers> Are there any recipe book-type mods anybody is aware of for 1.8.8?
L1329[15:04:21] <tterrag> Rockers: uhh...what does that mean exactly?
L1330[15:04:40] <Rockers> Like when you press 'r' in NEI.
L1331[15:04:41] <williewillus> JEI? :p
L1332[15:05:02] <sham1> Using JEI means not depending on ChickenBones
L1333[15:05:06] <sham1> Which is good
L1334[15:05:16] <williewillus> JEI also doesn't coremod, to the extent of my knowledge
L1335[15:05:20] <williewillus> which is ++
L1336[15:05:38] <tterrag> then yes, JEI
L1337[15:05:59] <sham1> Just Enough Items
L1338[15:06:02] <Rockers> NEI kept crashing my game. But it has only been updated to 1.8.
L1339[15:06:04] <sham1> We must spread the word
L1340[15:06:27] <Rockers> (Even though 1.8.8 hasn't has any significant changes.)
L1341[15:08:27] <sham1> Well chickenguy takes his sweet ass time as he knows that too many people use NEI that they have to wait as not many people know any alternetives
L1342[15:08:46] <Rockers> net.minecraftforge.fml.common.LoaderException: java.lang.NoSuchMethodError: net.minecraft.util.StatCollector.func_94522_b(Ljava/lang/String;)Z
L1343[15:09:28] <Rockers> I think he used outdated mappings...
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L1346[15:10:03] <Rockers> Great...
L1347[15:10:15] <Rockers> Welp, can't use JEI
L1348[15:11:16] <sham1> why not
L1349[15:11:21] <fry> sham1: I know, it must be hard to believe, but some people have lives :P
L1350[15:11:36] <sham1> Nonsense
L1351[15:11:42] <sham1> What is this "life" you speak of
L1352[15:11:52] <masa> I've never seen it either
L1353[15:12:03] <Rockers> He used .func_94522_b in stat collector, which isn't there anymore.
L1354[15:12:10] <tterrag> Rockers: or you downloaded the obf version?
L1355[15:12:15] <shadekiller666> fry
L1356[15:12:18] <tterrag> run it over with BON2
L1357[15:12:30] <shadekiller666> what does the b3d loader do with regards to uv data?
L1358[15:12:32] <Rockers> Oh, yeah, that's what it'll be xd
L1359[15:12:39] <shadekiller666> does it do any sort of processing?
L1360[15:13:14] <Rockers> How would I run (deobfuscated) mods along side my development mod?
L1361[15:13:32] <sham1> Rockers, tterrag, or use FG2 for that because afaik it can deobfuscate mods even not on your gradle dependencies
L1362[15:13:43] <fry> shadekiller666: noithing at all, an I plan to fix that too
L1363[15:13:46] <tterrag> sham1: pretty sure that's only for libraries
L1364[15:13:52] <tterrag> Rockers: put them in /mods ?
L1365[15:13:56] <Rockers> I did
L1366[15:13:58] <sham1> And if it was it would suck
L1367[15:14:00] <masa> throw the dev/deobf version of the mods inside mods/
L1368[15:14:07] <Rockers> In /run/mods
L1369[15:14:11] <sham1> Indeed
L1370[15:15:03] <shadekiller666> fry, so it will do some processing? also, once again i have managed to hit the IModels being singletons thing... both with the new processing for Group visibilities, and for changing material colors...
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L1372[15:16:06] <Rockers> Wait. Whats FG2?
L1373[15:16:12] <Rockers> Forge Gradle 2?
L1374[15:16:22] <sham1> Indeed
L1375[15:16:32] <sham1> Abrar, help us out on this
L1376[15:17:10] <masa> with what?
L1377[15:17:10] <Rockers> https://github.com/MinecraftForge/Srg2Source ?
L1378[15:17:15] <tterrag> no
L1379[15:17:17] <diesieben07> Rockers, in build.gradle dependencies use "deobfCompile <...>" instead of "compile <...>"
L1380[15:17:32] <diesieben07> that will add the given maven artifact as a dependency and deobf it
L1381[15:17:43] <diesieben07> it says so in the default build.gradle in the comments
L1382[15:18:25] <masa> and did he even want that in the IDE, or just to be laoded when the game launches?
L1383[15:19:09] <shadekiller666> the interfacing between blocks/tile entities and the model loader is still a pain in the ass...
L1384[15:19:23] <Rockers> Thanks diesieben07
L1385[15:19:59] <AbrarSyed> sham1, ?
L1386[15:20:55] <sham1> Can you deobfuscate mods in the run/mods by using FG2 and if you can, how
L1387[15:21:49] <masa> why would you do it from there?
L1388[15:22:11] <masa> and shouldn't it be the exact same, just change the path?
L1389[15:22:14] <sham1> I'm asking because of the context of the above conversation
L1390[15:22:22] <sham1> Pay attention
L1391[15:22:34] <masa> to what?
L1392[15:23:07] <sham1> To the conversation at hand
L1393[15:23:17] <sham1> Speaking of things
L1394[15:23:20] <gigaherz> masa: some mods aren't available with devel names, and those names can be incompatible depending on mappings, so they were trying to make it so that you can load any mod and it will apply the mappings at runtime
L1395[15:23:32] <masa> sham1: and what do you think I missed?
L1396[15:23:37] <gigaherz> no idea if the feature is available or not
L1397[15:23:53] <sham1> The reason for my question
L1398[15:24:35] <masa> you can stick mods in libs/ before running gradlew eclipse, or you can give the compile '...' in build.gradle, so shouldn't you also be able to stick them in mdos/ and then give the full path in the compile '...', although then you would load them twice and it would break anyway
L1399[15:25:13] <Rallias> Quick question. Am I being pedantic about filing bugs against mods that do http requests in the minecraft thread during preinit?
L1400[15:25:38] <Rallias> (well... pedantic... an asshole... something negative)
L1401[15:26:07] <sham1> what mod does HTTP requests like that
L1402[15:26:09] <masa> well such mods are assholes in the first place :D
L1403[15:26:18] <Rallias> From what I've found so far?
L1404[15:26:22] <Rallias> BiomesOPlenty and DragonAPI
L1405[15:26:26] <AbrarSyed> sham1, no. use Bon2
L1406[15:26:30] <sham1> Ah
L1407[15:26:32] <Rallias> (haven't checked if DragonAPI is in present version)
L1408[15:26:34] <sham1> Thanks for clarity
L1409[15:26:35] <IoP> Rallias: DO IT
L1410[15:26:49] <IoP> Rallias: I can offer tools to make easier to find that kind of mods
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L1413[15:27:47] <sham1> And I stumbled upon my own little exception
L1414[15:28:12] <Rallias> IoP, Thanks, but I've already got something for that. < http://i.imgur.com/Dpg7zAg.png >
L1415[15:29:11] <tterrag> yeah, that's stupid
L1416[15:29:15] <tterrag> file a bug report because stupid
L1417[15:29:26] <tterrag> it's really not hard to just submit it to an executor or something
L1418[15:29:39] <tterrag> it's just laziness
L1419[15:29:47] <IoP> Rallias: https://github.com/jikuja/java-socket-logger
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L1423[15:41:29] <tterrag> where is getCoordinateRandom() ?
L1424[15:41:33] <tterrag> I know it's a method in 1.8.x
L1425[15:41:35] <tterrag> wait, derp
L1426[15:41:38] <tterrag> !gm getCoordinateRandom
L1427[15:41:43] <tterrag> MathHelper ;D
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L1430[15:43:16] <Rallias> I also find it fairly facinating that better barrels takes 10 seconds to register ores in postinit.
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L1433[15:48:51] <Pennyw95> Has someone here used Tabula for 1.8?
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L1441[16:03:35] <williewillus> what block layers do the old 1.7 getRenderBlockPass ints map to?
L1442[16:04:13] <williewillus> is it the same order as in EnumWorldBlockLayer?
L1443[16:04:14] <Pennyw95> How can I render a fluid with TESR? Can I get a ResourceLocation from the atlasSprite obtained from fluid.getStillIcon?
L1444[16:04:39] <williewillus> you have an icon so you can use the tessellator to render it
L1445[16:04:48] <williewillus> the resourcelocation for the sprite would just be the master texture sheet :p
L1446[16:05:08] <Pennyw95> which i texturemap.locationBlocksTexture?
L1447[16:05:14] <williewillus> yeah
L1448[16:05:35] <Pennyw95> so from that one, how do I get the fluid one? Can this work with other mods' fluids too?
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L1450[16:06:13] <williewillus> yes as long as you have the Fluid object you can get the icon, which will be part of the sprite sheet
L1451[16:06:19] <williewillus> and then render the icon using tessellator/world renderer
L1452[16:06:38] <Pennyw95> sure
L1453[16:06:58] <Pennyw95> but I don't get how to obtain the fluid's texture from the master sheet
L1454[16:08:06] <williewillus> you don't, the sheet *is* the texture, and the icon provides you the coordinates inside that sheet where the fluid texture is located
L1455[16:08:48] <Pennyw95> oh sure
L1456[16:08:52] <Pennyw95> the uv coords
L1457[16:09:25] <Pennyw95> So I'll bind the master sheet and then put the coords inside addVertexWithUV?
L1458[16:09:45] <williewillus> yup, the textureatlassprite will have the uv's that you pass to addVertexWithUV
L1459[16:09:54] <williewillus> (getMin/MaxU, getMin/MaxV)
L1460[16:12:33] <Pennyw95> is getStillIcon deprecated in 1.8?
L1461[16:13:19] <sham1> Yes
L1462[16:13:47] <Pennyw95> what should I use instead? to get UV coords for TextureMap.locationBlocksTexture
L1463[16:15:25] <Nitrodev> alright im gonna (finally) start modding again
L1464[16:15:25] <sham1> Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(fluid.getFlowing().toString())
L1465[16:15:33] <sham1> Pennyw95 ^
L1466[16:15:45] <sham1> That gets you the correct TextureAtlasSprite
L1467[16:17:06] <Pennyw95> wow that was long..thanks :D
L1468[16:17:32] <sham1> Meanwhile I think I resolved what was wrong with my node deletation code
L1469[16:18:08] <sham1> Not quite
L1470[16:18:12] <sham1> But getting there
L1471[16:18:18] <sham1> Now the networks get split correctly
L1472[16:19:34] <sham1> nvm
L1473[16:19:37] <sham1> Still bugs
L1474[16:20:00] <Pennyw95> sounds complicated
L1475[16:20:30] <sham1> I know right
L1476[16:20:46] <sham1> After I am done with it I propably will never look back to it ever again
L1477[16:24:24] <sham1> Although I am affraid I will have to
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L1479[16:28:18] <williewillus> sham1: are you making an energy net?
L1480[16:28:28] <sham1> Indeed I am
L1481[16:30:41] <Nitrodev> okay i made a folder to be a git repo with git init, do i make the gradle now ro is there somethign else i would need to do?
L1482[16:30:54] <Pennyw95> now that's funny...I used FluidRegistry.LAVA to get the UVs and now I have a water_flowing texture
L1483[16:31:07] <sham1> show your code
L1484[16:32:04] <Nitrodev> hello?
L1485[16:32:34] <sham1> What
L1486[16:32:42] <williewillus> Nitrodev: download the MDK
L1487[16:32:46] <williewillus> from the files.minecraftforge.net
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L1489[16:33:24] <Nitrodev> latest or recommended?
L1490[16:33:38] <Nitrodev> im thinking recommended
L1491[16:33:40] <tterrag|away> Nitrodev: http://mcforge.readthedocs.org/en/latest/gettingstarted/#from-zero-to-modding
L1492[16:33:43] <Pennyw95> http://pastebin.com/Ja9iSMq3
L1493[16:34:05] <sham1> I love debuggers BTW
L1494[16:34:15] <Nitrodev> thanks tterrag|away but that doesn't answer my question
L1495[16:34:26] <tterrag|away> it does though
L1496[16:34:28] <tterrag|away> git is irrelevant
L1497[16:34:34] <Nitrodev> latest or recommended?
L1498[16:34:36] <tterrag|away> follow those steps to make a mod environment, period
L1499[16:34:47] <tterrag|away> doesn't matter. if you're on 1.8.8 then latest, otherwise, probably rec
L1500[16:34:48] <sham1> Pennyw95, what language is this :P
L1501[16:35:14] <Pennyw95> uh?
L1502[16:35:26] <williewillus> your UV's are messed up
L1503[16:35:31] <williewillus> look, you're always querying U's
L1504[16:35:33] <williewillus> where are the V's :p
L1505[16:35:35] <sham1> :P
L1506[16:35:40] <Pennyw95> SHIT
L1507[16:35:53] <Pennyw95> sorry
L1508[16:36:37] <tterrag|away> don't worry, that's 90% of convos in here
L1509[16:36:42] <tterrag|away> "what is wrong with [code]?"
L1510[16:36:50] <tterrag|away> "[obvious thing] is wrong with [code]!"
L1511[16:37:00] <AbrarSyed> latest and agreatest
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L1513[16:37:20] <tterrag|away> sometimes you just need a second set of eyes
L1514[16:37:49] <Pennyw95> indeed..now it works beautifully :)
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L1516[16:39:08] <Nitrodev> hwo do i opena cmd prompt ina specific folder?
L1517[16:39:18] <Nitrodev> my god my typing
L1518[16:39:18] <diesieben07> shift-rightclick in the folder
L1519[16:39:23] <Pennyw95> shift right click
L1520[16:39:31] <Nitrodev> found it derp
L1521[16:40:10] <sham1> https://github.com/sham1/ManaCraft/blob/master/src/main/java/sham1/manacraft/network/ManaNetworkManager.java
L1522[16:40:22] <sham1> Can someone look and see just what the hell am I doing wrong
L1523[16:40:46] <sham1> my networks split but then they also siese to exist even though they shouldnt
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L1525[16:42:11] <Nitrodev> okay apperently i'm missing a piece of the puzzle here
L1526[16:42:15] <sham1> And time to see if I will have to facepalm or not
L1527[16:42:15] <Nitrodev> aka jdk
L1528[16:43:30] <sham1> *Facepalming intensifies*
L1529[16:43:42] <sham1> It works now
L1530[16:43:44] <sham1> Finally
L1531[16:43:45] <Pennyw95> There also another thing that I can't solve but it may not be completely minecraft-related...after picking back modding and starting to port to 1.8, I found out that my eclipse's Debug mode is not working...i mean it's not updating my TESR on the fly and making this tessellator stuff is really a pain...has this happened to you?
L1532[16:45:40] <williewillus> Nitrodev: yes, developing java might need the jdk ;p
L1533[16:45:47] <Nitrodev> yeah
L1534[16:45:48] <sham1> :P
L1535[16:46:00] <williewillus> Pennyw95: idk how eclipse does it, but make sure it reexports resources/recompiles on save
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L1539[16:48:32] <Pennyw95> Well there's a tick on "build automatically"
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L1541[16:49:08] <Pennyw95> but why are you all using IDEA? :P
L1542[16:49:21] <diesieben07> because it's better :D
L1543[16:49:37] <sham1> ^
L1544[16:49:48] <sham1> Some may disagree but they are wrong
L1545[16:49:50] <AbrarSyed> eclipse maste rrace
L1546[16:49:55] <Nitrodev> sigh still the setup decompworkspace is saying that the java_home is set to an invalid directory
L1547[16:50:12] <sham1> I only use eclipse if I want to test something
L1548[16:50:19] <sham1> real quick
L1549[16:50:20] <diesieben07> abrar, you make me sad. you are the one who introduced me to idea :D
L1550[16:50:43] <AbrarSyed> I gave it its 3 month trial.. and went back to idea
L1551[16:50:46] <AbrarSyed> err, went back to eclipse
L1552[16:51:19] <sham1> Aside from having to pay for some nicer things, what turned you off
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L1554[16:51:51] <Floppy012> Hello :D
L1555[16:51:55] <AbrarSyed> 1) single content root. Couldnt link external source folders
L1556[16:51:59] <Nitrodev> does environment mean my pc or the IDE in this case
L1557[16:52:02] <sham1> Like for me what won me over instantly with IDEA was the night mode
L1558[16:52:10] <AbrarSyed> 2) lack of control over the project it generates when importing a gradle build
L1559[16:52:20] <Floppy012> Does someone know how to change the point when a gui rescales (if the user resizes the game)
L1560[16:52:44] <sham1> define "the point"
L1561[16:52:47] <gigaherz> Floppy012: what?
L1562[16:52:50] <AbrarSyed> 3) it doesnt show errors in all files when you change something, only the ones you editted. makes it a pain when refactoring.
L1563[16:53:17] <Elexorien> I dunno, I tried Idea when pahi used it for his Let's Mod series, got so used to it I haven't gone back to eclipse.
L1564[16:53:39] <Elexorien> though you do have a valid arguemtn on point 3 Abrar
L1565[16:53:50] <diesieben07> you can turn on automatic compilation can you not?
L1566[16:54:06] <gigaherz> I actually dislike automatic compilation
L1567[16:54:13] <Cypher121> AbrarSyed: https://www.jetbrains.com/idea/help/configuring-content-roots.html#d1829483e128 you can do more than one content root
L1568[16:54:13] <gigaherz> what annoys me is not seeing ALL errors on build
L1569[16:54:16] <diesieben07> well, but if you want it, you can turn it on.
L1570[16:54:21] <gigaherz> IDEa shows them "one by one"
L1571[16:54:25] <diesieben07> huh?
L1572[16:54:29] <Cypher121> and it show errors when you try building
L1573[16:54:31] <gigaherz> build -> one file errors
L1574[16:54:31] <gigaherz> fix
L1575[16:54:35] <gigaherz> build -> another file errors
L1576[16:54:35] <gigaherz> fix
L1577[16:54:36] <gigaherz> ...
L1578[16:54:45] <gigaherz> it doesn't show ALL errored files, it just stops building
L1579[16:54:55] <AbrarSyed> points 1 and 2 are moot now.. for 1, they now allow multiple content roots. for 2, eclipse buildship is a near identical plugin.
L1580[16:55:05] <Cypher121> idunno, I must be using some different idea
L1581[16:55:11] <diesieben07> you can switc to eclipse compiler and turn on automatic compilation
L1582[16:55:18] <diesieben07> that should continue on errors
L1583[16:55:25] <raoulvdberge> that moment when you reformat your code so all braces are on a new line (1,795 additions and 888 deletions :P)
L1584[16:55:27] <diesieben07> but also what cypher said
L1585[16:56:01] <williewillus> raoulvdberge: stone the heathen! same line braces!
L1586[16:56:08] <raoulvdberge> haha!
L1587[16:56:18] <raoulvdberge> It's soo much more clear though!
L1588[16:56:19] <Cypher121> raoulvdberge: you mean when you make your code unreadable?
L1589[16:56:26] <raoulvdberge> no, the opposite!
L1590[16:56:26] <Kolatra> Same line braces. ew
L1591[16:56:33] <diesieben07> new line bracs. ew!
L1592[16:56:34] <diesieben07> :D
L1593[16:56:40] <raoulvdberge> haters..
L1594[16:56:43] <Floppy012> gigaherz if you rescale the Minecraft Window. There is a Point when Minecraft rescales the GUI to a smaller or bigger state (depends on if you scale the whole window bigger or smaller)
L1595[16:56:43] <Elexorien> rabble rabble.... <gets out the pitchfork>
L1596[16:56:44] <Kolatra> New line braces are much more readable.
L1597[16:56:46] <diesieben07> All the subjective arguments!
L1598[16:56:48] <Kolatra> Well imo.
L1599[16:56:51] <tmtu> i use new line braces for functions, true K&R ;)
L1600[16:56:52] <diesieben07> IDE preference, newline preference...
L1601[16:57:13] <gigaherz> Floppy012: Oh, I don't think that can be customized
L1602[16:57:34] <Floppy012> mh thats bad...
L1603[16:57:48] <gigaherz> what's he problem?
L1604[16:57:49] <gigaherz> the*
L1605[16:58:01] <raoulvdberge> I guess you guys hate tabs instead of spaces too?
L1606[16:58:02] <Cypher121> https://google.github.io/styleguide/javaguide.html#s4.1-braces
L1607[16:58:15] <gigaherz> raoulvdberge: yup, tabs are too vague as a concept
L1608[16:58:39] <raoulvdberge> they're not!!! tabs are easy to configure in an IDE or text editor
L1609[16:58:40] <williewillus> https://github.com/sinkillerj/ProjectE/pull/595 -1112 lines by going to sameline braces :p
L1610[16:58:41] <gigaherz> I like exact positioning of my code, I don't want someone else to see a different indentation than the one I wrote
L1611[16:58:47] <raoulvdberge> instead of a variable amount of spaces
L1612[16:59:12] <Elexorien> yeah but when I look at your code it must be indented the way I like it!
L1613[16:59:13] <Floppy012> gigaherz The new styled Main Menu I created is wider than the old main menu. And 25% of the Menu dissapear because it is not being rescaled early enough
L1614[16:59:21] <gigaherz> it's not variable, it's exactly 4 for indentation, and exactly 1 for in between syntax elements ;P
L1615[16:59:33] <gigaherz> Flop oh hmm
L1616[16:59:35] <Nitrodev> how is the JAVA_HOME variable still in the wrong place
L1617[16:59:35] <raoulvdberge> gigaherz: some people use 2 or even 8, so variable.
L1618[16:59:37] <Cypher121> also Oracle/Sun has a code convention
L1619[16:59:37] <gigaherz> Floppy012*
L1620[16:59:37] <Nitrodev> WTF
L1621[16:59:46] <raoulvdberge> and with tabs you're able to configure the size of the indentation! HAH!
L1622[16:59:49] <gigaherz> raoulvdberge: those people I dislike just as much as people who use tabs
L1623[16:59:49] <Cypher121> and it says right there: newline braces are WRONG
L1624[16:59:53] <gigaherz> but most of all
L1625[16:59:58] <gigaherz> I can't stand code written with 3-space indentation
L1626[16:59:59] <gigaherz> XD
L1627[17:00:19] <raoulvdberge> google and sun can go fuck themselves honestly, sorry!
L1628[17:00:25] <gigaherz> Cypher121: well they are wrong.
L1629[17:00:29] <sham1> official standards
L1630[17:00:35] * gigaherz hugs his left-aligned braces
L1631[17:00:56] <raoulvdberge> what will they do? fight me?
L1632[17:01:09] <sham1> If we do not follow official standards then what will we follow
L1633[17:01:12] <gigaherz> coding style is a personal choice
L1634[17:01:16] <sham1> mmm
L1635[17:01:19] <raoulvdberge> God.
L1636[17:01:21] <raoulvdberge> (lol)
L1637[17:01:22] <gigaherz> so no, but we can ignore ;P
L1638[17:01:35] <gigaherz> and really
L1639[17:01:44] <gigaherz> indentation choice, brace location, etc
L1640[17:01:47] <gigaherz> those are secondary
L1641[17:01:57] <raoulvdberge> Praise gigaherz !
L1642[17:02:00] <gigaherz> there is ONE thing above all else that must be maintained: consistency
L1643[17:02:09] <raoulvdberge> Praise him even more !
L1644[17:02:16] *** kroeser is now known as kroeser|away
L1645[17:02:26] <masa> speaking of indentaton, people who use eclipse: why does it not always respect my ident-using-spaces setting? seems that it wants to use whichever depending on if there are files open where there are both styles used
L1646[17:02:30] <Cypher121> or, ya know, names
L1647[17:02:31] <masa> or something...
L1648[17:02:59] <masa> gigaherz: one of the projects I'm working on atm has NO consistency! :D
L1649[17:03:07] <masa> it drives me insane
L1650[17:03:11] <gigaherz> masa: a file with both spaces and tabs is the worst
L1651[17:03:12] <gigaherz> XD
L1652[17:03:19] <masa> yep..
L1653[17:03:24] <gigaherz> specially the worst of all
L1654[17:03:29] <gigaherz> spaces for indentation, but tabs for alignment
L1655[17:03:37] <Nitrodev> okay it's setting up the workpace
L1656[17:03:39] <Nitrodev> i hope
L1657[17:03:45] <raoulvdberge> I would just reformat that piece of crap and be done with it.
L1658[17:03:51] <gigaherz> yeah
L1659[17:03:56] <masa> I started using spaces myself about a year ago, this project initially used tabs (except the copy-pasted code uses spaces...) so I tried to use tabs too
L1660[17:04:06] <masa> but then I went fuckit and started to use spaces on new files
L1661[17:04:17] <masa> maybe I should just convert it all to spaces finally
L1662[17:04:26] <Nitrodev> okay it didnt fin the setupDecompWorkspace task in my directory
L1663[17:04:55] <diesieben07> masa, that should just be one or two clicks, really :D
L1664[17:04:59] <tterrag|away> I've worked on so many mods that used different formatting rules
L1665[17:05:04] <tterrag|away> I've just stopped caring
L1666[17:05:05] <Nitrodev> my dir has 3 things in it
L1667[17:05:18] <masa> diesieben07: in eclipse?
L1668[17:05:25] <tterrag|away> I think I prefer same line braces atm...If I had to choose
L1669[17:05:35] <masa> the way it lieks to fuck up indentation while I'm coding i wouldn't use it for that :D
L1670[17:05:44] <Nitrodev> a folder named gradle, a file named gradlew, and a windows cmd somthing called gradlew
L1671[17:05:51] <Nitrodev> am i missing something
L1672[17:05:53] <diesieben07> masa, Source > Format
L1673[17:06:12] <AbrarSyed> Nitrodev, yeah.. the build.gradle
L1674[17:06:19] <masa> meh, I'll just go through it all with sublime text, it's not THAT many classes/files...
L1675[17:06:21] <tterrag|away> sigh
L1676[17:06:27] <Nitrodev> the text file named build?
L1677[17:06:38] <tterrag|away> Remember when I linked you that guide?
L1678[17:06:43] <tterrag|away> Maybe you should read it
L1679[17:06:47] <williewillus> (also turn on file extensions)
L1680[17:07:06] <Nitrodev> tterrag|away, i read the guide
L1681[17:07:19] <Nitrodev> it's 1am here
L1682[17:07:38] <Nitrodev> kk it's working now
L1683[17:08:05] <williewillus> dammit mojang
L1684[17:08:17] <williewillus> BlockSlab assumes you want to stuff multiple variants into a single block ID
L1685[17:08:29] <Hea3veN> anyone know why the b3d model loader does this: http://i.imgur.com/1CwGkZ7.png?, the obj export of the same model was working fine
L1686[17:08:36] <williewillus> if you want to have just one variant per block ID (porting) it's a pain
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L1688[17:09:42] <tterrag|away> Make your own slab then
L1689[17:10:52] <Unh0ly_Tigg> So, I'm making a 1.8.8 remake of RP2pr6, and I really wish I could get this done before christmas or new years... but that's really not happening unless I want to force myself to be awake and at my computer the *whole* time.
L1690[17:11:43] <Cypher121> williewillus: https://gist.github.com/Cypher121/09bdb1191ed4412cb6a9 + https://gist.github.com/Cypher121/2140ded4da888a431672 if this helps
L1691[17:12:01] <Cypher121> that's 1.7 so I have no idea if it works for 1.8
L1692[17:15:14] <williewillus> i don't think it does, 1.8 requires a getter for property and a getter for variant (the value for the property basically). Which means if your slab doesn't have properties - oops
L1693[17:15:24] <williewillus> I might have to make dummy properties for everything >.<
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L1695[17:17:14] <williewillus> can't return null either
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L1697[17:17:22] <shadekiller666> fry, want to help Hea3veN?
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L1700[17:27:09] <Zaggy1024> would sure be nice if ItemBlock.placeBlockAt was static
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L1703[17:28:45] <williewillus> Zaggy1024: couldn't you just get the item/block from the registry and do it? :p
L1704[17:29:51] <shadowfacts> anyone know why the StructureMineshaftPieces patch in 1.8.8 is failing?
L1705[17:30:04] <Zaggy1024> I'm talking about calling the Forge-added function that calls some callbacks and crap
L1706[17:30:16] <Zaggy1024> so that I can do what an ItemBlock does
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L1708[17:31:39] <Nitrodev> Error running Minecraft Client: No jdk for module 'WarehouseStorage'
L1709[17:31:46] <Nitrodev> that comes when i try to run
L1710[17:31:53] <Nitrodev> the mc client from IDEA
L1711[17:32:21] <Nitrodev> and yes tterrag|away i have read the ENTIRE guide you sent
L1712[17:32:23] <diesieben07> Nitrodev, File > Project Structure > Project > Choose a correct SDK
L1713[17:32:40] <diesieben07> might have to make a new one if IDEA doesn't know about your JDK yet
L1714[17:33:17] <Nitrodev> yeah im on it
L1715[17:34:17] <Nitrodev> and looks like it worked
L1716[17:34:33] <Nitrodev> yup
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L1718[17:38:18] <gigaherz> ugh I changed some values from int to float
L1719[17:38:25] <gigaherz> and I keep finding new places where I assumed them to be int
L1720[17:38:25] <Nitrodev> http://imgur.com/m75nZnD
L1721[17:38:35] <Nitrodev> does that project sructure look okay?
L1722[17:38:40] <Nitrodev> like is it correct
L1723[17:39:18] <Zaggy1024> I don't see any source folder, so I'm guessing not
L1724[17:39:34] <Nitrodev> okay so that went wrong
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L1726[17:39:55] <Zaggy1024> (I don't use IDEA so I don't know for sure, but that definitely doesn't look like an Eclipse project)
L1727[17:40:22] <AbrarSyed> you... shouldnt have to edit it yourself..
L1728[17:40:37] <gigaherz> Nitrodev: what process did you follow?
L1729[17:40:39] <Zaggy1024> hum
L1730[17:40:54] <Zaggy1024> apparently the registry doesn't like it when an ItemBlock isn't linked to a block :'(
L1731[17:41:01] <Nitrodev> http://mcforge.readthedocs.org/en/latest/gettingstarted/
L1732[17:41:05] <gigaherz> all you should need to do is grab files -> run setupDecompWorkspace -> import into gradle -> run genIntellijRuns
L1733[17:41:35] <tterrag|away> i.e. exactly what my guide says
L1734[17:41:49] <AbrarSyed> Nitrodev, loosk right.. what does that have to do with openning up your iml?
L1735[17:42:02] <gigaherz> Nitrodev: all you are missing is the "src" folder
L1736[17:42:07] <gigaherz> did you remove it from the MDK package?
L1737[17:42:32] <Nitrodev> i got the src folder now
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L1739[17:42:54] <Nitrodev> and the opening of the .iml fiel was a missclick
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L1743[17:52:34] <gigaherz> hmmm with java's String.format, is there some way to say "at most N decimals"?
L1744[17:52:51] <Dark> yes
L1745[17:52:58] <gigaherz> I got way too used to C#-style format strings
L1746[17:53:21] <gigaherz> Dark: how? ;P
L1747[17:53:32] <Dark> I don't recall off the top of my head, but I know you can do it
L1748[17:53:42] <Dark> try google if you have not already
L1749[17:54:00] <tterrag|away> %.3d I think...
L1750[17:54:04] <tterrag|away> or something like rhat
L1751[17:54:06] <Dark> sounds about right
L1752[17:54:10] <shadowfacts> wut
L1753[17:54:24] <gigaherz> doesn't like d with a float
L1754[17:54:25] <shadowfacts> the patch even fails in the latest mdk
L1755[17:54:25] <gigaherz> ;P
L1756[17:54:36] <gigaherz> %.1f means ALWAYS show one decimal
L1757[17:54:39] <gigaherz> not "at most"
L1758[17:55:01] <gigaherz> Iwant to see 1 or 1.1 but not 1.12
L1759[17:55:28] <tterrag|away> Google is your friend
L1760[17:55:37] <Dark> might need to create a bit more complex logic
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L1762[17:56:07] <Dark> as I thought you meant show always N, my bad
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L1764[17:57:10] * gigaherz thinks of C#'s "0.#" format string and cries
L1765[17:57:23] <Dark> still suggest google
L1766[17:57:28] <Dark> someone has thought of a solution to the problem
L1767[17:57:35] <Dark> especially if it can be done in C#
L1768[17:58:25] <gigaherz> apparently java has a class called DecimalFormat
L1769[17:58:31] <gigaherz> that accepts that type of formatting string
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L1771[17:58:52] <tterrag|away> yes
L1772[17:59:13] <Dark> https://github.com/DarkGuardsman/CodingLib/blob/master/src/main/java/com/builtbroken/jlib/lang/StringHelpers.java#L15
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L1776[18:01:37] <killjoy1> Facebook is like "Your friends are waiting for you to see their posts"
L1777[18:01:50] <killjoy1> I'm like "Today is my birthday. What they wrote is obvious"
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L1779[18:02:37] <gigaherz> killjoy1: those kinds of notifications make me glad that my facebook account only exists for managing my game's page
L1780[18:02:56] <gigaherz> I have no "friends" in it, and I don't plan to.
L1781[18:03:43] *** Darkhax is now known as Darkhax_AFK
L1782[18:03:44] <killjoy1> ha, you have no friends
L1783[18:04:09] <killjoy1> https://www.youtube.com/watch?v=8gOWzs5-uEA
L1784[18:04:25] <gigaherz> there we go
L1785[18:04:29] <gigaherz> DecimalFormatter :3
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L1791[18:16:50] <Dark> https://www.youtube.com/watch?v=Zy4uiiy0qgA
L1792[18:17:28] <killjoy1> star wars IMAX. Is it worth the extra dollar?
L1793[18:17:47] <tmtu> yes
L1794[18:17:59] <killjoy1> 11:40 showing?
L1795[18:18:03] <killjoy1> 8 is sold out
L1796[18:18:04] <tmtu> yes
L1797[18:18:14] <killjoy1> dad's an old fart and won't be able to stay up for it
L1798[18:20:05] <gigaherz> assuming IMAX has more vertical space and not less horizontal ;P
L1799[18:21:19] <killjoy1> He usually goes to bed at 10
L1800[18:21:21] <gigaherz> (which is only truefor shots done with proper IMAX cameras and then trimmed to fit standard film)
L1801[18:21:44] <gigaherz> (or for CG scenes)
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L1803[18:23:44] <killjoy1> We're talking Disney Star wars. I'd bet 100% is CGI
L1804[18:23:56] <gigaherz> not as much as you'd think
L1805[18:24:08] <gigaherz> this isn't the prequels
L1806[18:24:16] <shadekiller666> all i'm going to say is that JJAbrams didn't fuck it up
L1807[18:24:24] <killjoy1> any lens flares?
L1808[18:24:29] <shadekiller666> nope
L1809[18:24:33] <gigaherz> maybe
L1810[18:24:36] <killjoy1> good, it's not star trek
L1811[18:24:42] <gigaherz> but none that stood up enough for me to remember it
L1812[18:24:53] <shadowfacts> yeah, he did a wayyy better job rebooting it than he did with Star Wars
L1813[18:25:08] <shadekiller666> star trek*
L1814[18:25:10] <killjoy1> gtg, bye
L1815[18:25:14] <shadowfacts> ffs
L1816[18:25:20] <gigaherz> XD
L1817[18:25:24] <gigaherz> cya killjoy1
L1818[18:25:24] <shadowfacts> I can type
L1819[18:25:43] <gigaherz> Star Wars isn't a reboot though ;P
L1820[18:25:52] <gigaherz> it's just a sequel done right
L1821[18:26:58] <gigaherz> the only complaint I have heard so far that I can agree with, is that the main antagonist of the film is a weak character-wise
L1822[18:27:13] <gigaherz> and I hope that they continue developing the character in the next films
L1823[18:27:29] <gigaherz> is weak* (-a)
L1824[18:28:21] <shadekiller666> i think Daisy Ripley may be my new favorite actress :P
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L1826[18:28:42] <gigaherz> you mean ridley ;P
L1827[18:28:48] <shadekiller666> ya that
L1828[18:29:03] <shadekiller666> its one letter off close enough :P
L1829[18:29:59] <gigaherz> XD
L1830[18:32:55] <Girafi> Hmm. Is it possible to set an item / inventory texture for 1.8.8, without using .jsons ? ^^
L1831[18:35:41] <gigaherz> nope
L1832[18:35:52] <tterrag|away> Well yes
L1833[18:35:55] <gigaherz> well, technically yes
L1834[18:35:57] <gigaherz> but it's not nice
L1835[18:35:59] <tterrag|away> If you make your own model
L1836[18:36:05] <tterrag|away> But don't :p
L1837[18:36:22] <gigaherz> it removes the ability for resourcepack makers to override your model with a custom one
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L1840[18:36:35] <gigaherz> (not just changing the texture, but adding actual 3D shapes or such)
L1841[18:37:28] <Girafi> Ahh I see! Thanks ^^
L1842[18:37:28] <Elexorien> resource pack makers will just have to deal with the fact my blocks are blocks :)
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L1844[18:39:23] <shadowfacts> yea, she was really good
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L1847[18:59:43] <williewillus> just finished copying most of doubleplant into that class
L1848[18:59:45] <williewillus> I feel dirty
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L1857[19:20:42] <voxelv> I'm confused about the purpose of the nameToClassMap and classToNameMap in the TileEntity class. Can someone explain what they're for?
L1858[19:24:11] <williewillus> registers the name of the tile entity to the actual class
L1859[19:24:22] <williewillus> whenever you "register" a tile entitiy it's basically writing to this map
L1860[19:25:22] <AbrarSyed> thank god for the guava biMultimap
L1861[19:26:50] <williewillus> how would a bi multimap even work :p
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L1863[19:28:43] <AbrarSyed> idk.. but its there somewhere
L1864[19:29:13] <AbrarSyed> or..nvm its not.. its in a feature branch that never made it to release :(
L1865[19:29:24] * AbrarSyed really needs a bimultimap right now
L1866[19:30:07] <fry> what for?
L1867[19:31:19] <AbrarSyed> a way to store a root file, and al the relative files under it. and I need to query it both ways.
L1868[19:31:43] <AbrarSyed> given a relative path, i need to find its absolute path by finding the root dir its under.
L1869[19:31:45] <fry> "query it both ways" - elaborate
L1870[19:32:02] <AbrarSyed> and I need to find all the relative paths given the root path
L1871[19:32:10] <AbrarSyed> aka: both ways.
L1872[19:32:28] <AbrarSyed> basically.. a one-to-many reversable map...
L1873[19:32:37] <fry> what do you need this for?
L1874[19:32:47] <AbrarSyed> things
L1875[19:32:56] <fry> and what's the context? is this a normal real file system?
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L1877[19:33:16] <AbrarSyed> yeah
L1878[19:33:23] <AbrarSyed> well.. its a gradle SourceDirSet
L1879[19:33:29] <fry> then use the system calls and don't bother :P
L1880[19:33:54] <AbrarSyed> how so? you mean with .exists()?
L1881[19:34:26] <fry> http://stackoverflow.com/questions/3204955/converting-relative-paths-to-absolute-paths
L1882[19:34:46] <fry> http://stackoverflow.com/questions/5694385/getting-the-filenames-of-all-files-in-a-folder
L1883[19:34:53] <kashike> AbrarSyed: BiMultimap would be a disaster for a lot of cases, they'd get too many bug reports for it lol
L1884[19:35:15] <AbrarSyed> fry, thats.. not the issue
L1885[19:35:22] <fry> what is then?
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L1888[19:36:24] <AbrarSyed> I have a gradle SOurceSet, which can consists of an arbitrarily many sourceRoots. I need a way to abstract that away, and provide it as a list of relative paths where the absolute path can be requested on demand
L1889[19:37:38] <fry> so, is that list of relative paths a list of all files in SourceSets, or only the list of roots relative to the common root?
L1890[19:37:51] <AbrarSyed> there may or may not be a common root.
L1891[19:38:29] <fry> what are the paths relative to then?
L1892[19:38:41] <fry> and you didn't answer the question :P
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L1894[19:38:47] <AbrarSyed> their roots. there may be an arbitrarily many sourceRoots, but there is no global root that I care about.
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L1896[19:39:12] <AbrarSyed> so yes, a collection of relative pathsd and their roots, which may or may not be the same.
L1897[19:39:45] <fry> so, again, is "list of paths" a list of roots, or a list of all files?
L1898[19:39:55] <fry> heh
L1899[19:40:15] <AbrarSyed> list of paths and roots, I dont care if they are files or not.
L1900[19:40:32] <fry> what is SourceSets now?
L1901[19:40:55] <fry> and what is sourceRoot?
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L1905[19:54:53] <williewillus> is this appropriate bitmath to extract rgb bits? brain is not working >.> int r = (color & 31) >> 4; int g = (color & 15) >> 2; int b = (color & 3);
L1906[19:55:17] <FusionLord> Someone submitted this log to me... http://pastebin.com/BiB2A2tw, have any of you seen anything like it before?
L1907[19:55:45] <tterrag|away> Willie wut
L1908[19:55:56] <tterrag|away> It's 8 bits per color
L1909[19:55:59] <tterrag|away> Not 2...
L1910[19:56:20] <williewillus> wow I should go sleep
L1911[19:56:28] <tterrag|away> r = c >> 16 & 0xff
L1912[19:56:33] <tterrag|away> etc
L1913[19:56:36] <williewillus> FusionLord: looks like another language log :p
L1914[19:56:49] <FusionLord> that is what i thought
L1915[19:57:27] <tterrag|away> encoding problem?
L1916[19:57:39] <tterrag|away> download it and switch to ansi or something
L1917[19:57:41] <tterrag|away> idk
L1918[19:57:43] <tterrag|away> weird
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L1920[19:59:04] <FusionLord> ansi just made bigger whitespaces :P
L1921[20:00:34] <williewillus> tterrag|away: you said the old lightness param for tessellator was block combined sky packed in that order?
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L1923[20:01:03] <tterrag> I think so
L1924[20:01:06] <tterrag> might be wrong
L1925[20:01:06] <williewillus> kk
L1926[20:01:11] <williewillus> whatevs :p
L1927[20:01:35] <FusionLord> tterrag, how much work did you do on ender io? I was attempting to use the ComputerCraft setBundledOutput("back", colors.black) and it wouldn't work...
L1928[20:02:02] <tterrag> FusionLord: CC should work just fine with redstone conduits
L1929[20:02:03] <tterrag> I've used it myself
L1930[20:02:21] <FusionLord> working in the latest beta?
L1931[20:02:28] <tterrag> nothing much has changed
L1932[20:03:07] <FusionLord> come to thinkn of it i may be the issue cause even mfr rednet wouldn't work
L1933[20:03:19] <FusionLord> i was going off of the api page on cc
L1934[20:04:44] <tterrag> we implement the MFR API as well
L1935[20:05:09] <FusionLord> never used the mfr api
L1936[20:05:28] <FusionLord> wanted a big display with buttons anyway
L1937[20:06:23] <tterrag> just saying
L1938[20:07:35] <williewillus> why does bindTESR not take a wildcard tesr? >.< generics broke another part of code pretty badly :p
L1939[20:07:47] <tterrag> waht method is that?
L1940[20:08:00] <williewillus> ClientRegistry,bindTileEntitySpecialRenderer
L1941[20:08:45] <FusionLord> Intersting I talk to you and it starts working
L1942[20:08:50] <diesieben07> yeah that should be a TESR<? super T>
L1943[20:09:00] <williewillus> botania has a bindTESR(TileGaiaHead, RenderTileSkullOverride). the latter is a modified subclass of TESR<TileEntitySkull>, so it's rejected even though TileGaiaHead subclasses TileEntitySkull
L1944[20:09:22] <tterrag> FusionLord: I have an IT aura
L1945[20:09:27] <FusionLord> lol
L1946[20:09:29] <tterrag> it's nice :D
L1947[20:09:55] <diesieben07> willie, yes if the method would take a TESR<? super T> that would fix that.
L1948[20:10:09] <tterrag> I don't think generics broke that, so much as mojang just didn't plan for that case
L1949[20:10:14] <tterrag> it needs to be patched
L1950[20:10:20] <diesieben07> its an FML method.
L1951[20:10:24] <tterrag> ...right
L1952[20:10:29] <tterrag> well, still, needs to be patched :D
L1953[20:10:39] <diesieben07> changed :D
L1954[20:11:02] <tterrag> this is trippy http://puu.sh/m4hk8.jpg
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L1959[20:19:16] <tterrag> diesieben07: is there no way in an interface to say the generic type of a return type should match the class type? seems like there should be but I'm sure there's a good reason you can't
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L1962[20:19:43] <fry> T stuff()?
L1963[20:19:43] <tterrag> I have IChiselTexture<T extends IBlockRenderType>
L1964[20:19:47] <diesieben07> so you mean a "whatever the type of 'this' is type"?
L1965[20:19:52] <tterrag> and in IBlockRenderType
L1966[20:19:53] <diesieben07> here is no such thing in java
L1967[20:19:57] <tterrag> I want to return IChiselTexture<Me>
L1968[20:20:13] <AbrarSyed> cant return ICHicelTexture<T>?
L1969[20:20:18] <tterrag> AbrarSyed: what is T?
L1970[20:20:19] <tterrag> T is nothing
L1971[20:20:22] <tterrag> IBlockRenderType is not generic
L1972[20:20:26] <AbrarSyed> <T extends IBlockRenderType>
L1973[20:20:37] <tterrag> where is that defined?
L1974[20:20:42] <fry> 05:19 forge tterrag | I have IChiselTexture<T extends IBlockRenderType>
L1975[20:20:44] <AbrarSyed> that is.. unless ICHiselTexture itself extends IBlockRenderType
L1976[20:20:54] <tterrag> AbrarSyed: no
L1977[20:20:57] <AbrarSyed> <tterrag> I have IChiselTexture<T extends IBlockRenderType>
L1978[20:21:06] <tterrag> that's a different class....
L1979[20:21:10] <tterrag> that T has no meaning in this context
L1980[20:21:32] <AbrarSyed> ok. a <me> doesnt exist in java
L1981[20:21:37] <AbrarSyed> youl have to put in the classname everywhere
L1982[20:21:47] <fry> so, what's the type you want the return value to be?
L1983[20:22:10] <diesieben07> IChiselTexture<whatever *this* is>
L1984[20:22:13] <tterrag> ^
L1985[20:22:22] <tterrag> or whatever the declared type is
L1986[20:22:24] <fry> yup, can't do that in java
L1987[20:22:30] <tterrag> it seems like it should be possible
L1988[20:22:37] <fry> nope
L1989[20:22:37] <tterrag> is there a good reason it's not?
L1990[20:22:41] <fry> nope :P
L1991[20:22:56] <AbrarSyed> "this" is only known at runtime, there simply is no generic equivalent
L1992[20:22:57] <tterrag> because if you have "this" context, then you know the runtime type
L1993[20:23:07] <tterrag> AbrarSyed: if generic return can be inferred by params
L1994[20:23:10] <fry> Scala does it somehow :P
L1995[20:23:13] <tterrag> then it could certainly be inferred by declared type
L1996[20:23:45] * AbrarSyed shrugs
L1997[20:23:55] <AbrarSyed> I get arround it by forcing my classes to be something like this
L1998[20:24:04] <AbrarSyed> myClass<T extends MyClass>
L1999[20:24:17] <tterrag> that's horrible
L2000[20:24:20] <AbrarSyed> atleast if its abstract...
L2001[20:24:24] <tterrag> it's an interface
L2002[20:24:27] <AbrarSyed> yeah it gets ugly quickly.
L2003[20:24:37] <AbrarSyed> go learn scala :)
L2004[20:24:45] <tterrag> I'm not writing the chisel API in scala, lol
L2005[20:24:47] <tterrag> thanks but no thanks
L2006[20:24:49] * AbrarSyed wants to learn scala purely for the type system now
L2007[20:25:13] <tterrag> here's a proof of why this restriction is pointless
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L2009[20:25:26] <diesieben07> no need to proof it :D
L2010[20:25:26] <tterrag> I could simply add a parameter to the method of type T (which would always be the instance you are calling the method on)
L2011[20:25:31] <tterrag> and then it could be inferred
L2012[20:25:39] <tterrag> using the same information
L2013[20:25:43] <AbrarSyed> preeching to the choir my freind...
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L2015[20:27:04] <tterrag> I could make the interface method <T extends IBlockRenderType> IChiselTexture<T>
L2016[20:27:12] <tterrag> and then explicitly return the correct type in subclasses
L2017[20:27:16] <tterrag> but that creates compiler warnings
L2018[20:27:25] <tterrag> Type safety: The return type IChiselTexture<BlockRenderTypeCTM> for makeTexture(EnumWorldBlockLayer, TextureSpriteCallback...) from the type BlockRenderTypeCTM needs unchecked conversion to conform to IChiselTexture<IBlockRenderType> from the type IBlockRenderType
L2019[20:27:28] <tterrag> generics are SO FUN
L2020[20:27:43] <AbrarSyed> lol, if you onlu knew hopw far ive gotten into generics..
L2021[20:27:50] <AbrarSyed> triple genriced classes 3 deep.. oh the fun :D
L2022[20:27:58] <fry> tterrag: IChiselTexture<? extends T>
L2023[20:28:07] <tterrag> hm
L2024[20:28:11] <diesieben07> tterrag, you can make the method a static one instead and do what you said in your proof ;)
L2025[20:28:16] <AbrarSyed> by that I mean something like myClass<A, B, C>.setTHing(D<C>)...
L2026[20:28:22] <tterrag> diesieben07: ahahah
L2027[20:28:25] <tterrag> no, no no
L2028[20:28:27] <tterrag> and no
L2029[20:28:32] <AbrarSyed> lol fry, would that even compile?
L2030[20:28:46] <fry> yup
L2031[20:28:47] <AbrarSyed> ive had issues where T doesnt satisfy <? extends T>
L2032[20:28:54] <tterrag> yeah, that works fine
L2033[20:29:05] <tterrag> that might be what I go with
L2034[20:29:09] <tterrag> not the best, but decent
L2035[20:29:23] <tterrag> <T extends IBlockRenderType> IChiselTexture<? extends T> makeTexture(EnumWorldBlockLayer layer, TextureSpriteCallback... sprites);
L2036[20:29:29] <tterrag> that only makes me want to throw up a little bit
L2037[20:29:32] <fry> java generics are painful and clunky, but they do their job 90% of the time
L2038[20:29:33] <tterrag> as opposed to a lot
L2039[20:29:56] <fry> in general, you need to always use wildcards
L2040[20:30:27] <fry> because like 80% of simple classes are covariant, and 5% more are contravariant :P
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L2042[20:34:08] <mezz> is there a client event where minecraft.thePlayer has just become available?
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L2044[20:34:53] <diesieben07> ClientConnectedToServerEvent sounds like a way. depends on what exactly you want though
L2045[20:35:42] <mezz> hm ok
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L2047[20:36:26] <mezz> that event doesn't seem to exist in 1.8
L2048[20:36:41] <diesieben07> yeah it does
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L2050[20:37:08] <mezz> where?
L2051[20:37:23] <diesieben07> Ctrl-Shift-T in eclipse, Ctrl-N in IDEA. :D
L2052[20:37:27] <mezz> I did
L2053[20:37:44] <diesieben07> It's in FMLNetworkevent
L2054[20:37:48] <mezz> thanks
L2055[20:37:48] <diesieben07> but it should find it regardless
L2056[20:37:53] <mezz> It does not
L2057[20:38:07] <diesieben07> it does for me...weird
L2058[20:38:31] <mezz> I'm using Idea
L2059[20:38:40] <diesieben07> same
L2060[20:38:46] <mezz> I'll check my settings
L2061[20:39:33] <mezz> I was using Ctrl-Shift-N which is by file, not class
L2062[20:39:43] <diesieben07> ah :D
L2063[20:40:01] <mezz> thanks for the help!
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L2066[20:45:27] <tterrag> fry: http://git.io/vE32L
L2067[20:45:30] <tterrag> :/ it works
L2068[20:47:04] <fry> heh
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L2071[20:57:38] <mezz> looks like theWorld and thePlayer are still null at ClientConnectedToServerEvent
L2072[20:57:51] <diesieben07> ok so. what exactly are you trying to do?
L2073[20:58:18] <mezz> I am writing an NEI clone and I want to get every itemStack's tooltip as soon as I can in the game loading process
L2074[20:58:27] <diesieben07> postInit? :D
L2075[20:58:31] <tterrag> that's a bad idea
L2076[20:58:34] <tterrag> tooltips are not static
L2077[20:58:36] <diesieben07> also that
L2078[20:58:46] <tterrag> not even close
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L2080[20:58:53] <mezz> problem is, public List getTooltip(EntityPlayer playerIn, boolean advanced)
L2081[20:58:56] <mezz> I need a player
L2082[20:59:29] <diesieben07> yes, you should never cache the result of that method
L2083[20:59:33] <diesieben07> call it whenever you need the tooltip.
L2084[20:59:42] <mezz> this is just for searching, not for display
L2085[20:59:49] <diesieben07> same answer.
L2086[21:00:07] <mezz> searching uncached tooltips is painfully slow, see minecraft creative search
L2087[21:00:18] <diesieben07> there is no other way.
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L2090[21:00:48] <FusionLord> what are you trying to search for in the tooltip?
L2091[21:01:05] <mezz> I don't understand the problem. I would like to get the extra information that I can get. for instance, buildcraft robots have their type/info in the tooltip
L2092[21:01:14] <mezz> but their name is just "robot"
L2093[21:01:29] <diesieben07> you don't know what mods do in getTooltip.
L2094[21:01:43] <mezz> true
L2095[21:01:59] <FusionLord> yeah... that tooltip info is prob loaded from nbt...
L2096[21:02:31] <mezz> nbt can be encoded or unreadable
L2097[21:02:39] <mezz> tooltip is searchable
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L2099[21:02:42] <kashike> tterrag: https://github.com/Chisel-Team/Chisel/compare/b15923b11e48...48aba9c14e62#diff-007b9c644496df33308e0a730cd17fe9R7
L2100[21:02:45] <kashike> interesting change
L2101[21:03:20] <FusionLord> well if you don't care about the dynamics you can wrap in a try, and pass a null player
L2102[21:03:28] <diesieben07> that will crash many mods
L2103[21:03:30] <mezz> passing null player will often crash
L2104[21:03:41] <mezz> it would go very slowly to try/catch that
L2105[21:03:48] <mezz> and not as useful
L2106[21:03:57] <diesieben07> have you actually checked how slow it is with a dynamic tooltips?
L2107[21:03:59] <mezz> I guess I will just continue with only searching the item's name. it works for almost every case
L2108[21:04:04] <mezz> it's extremely slow, yes
L2109[21:04:18] <diesieben07> sounds like you have a weird search algorithm..
L2110[21:04:24] <mezz> I am testing with 1 million unique items
L2111[21:04:37] <mezz> using nbt on an item for lots of subitems
L2112[21:04:48] <diesieben07> i mean... the actual tooltip calculation shouldn't take THAT long compared to just reading a cached list...
L2113[21:05:07] <mezz> it does, take a look at getTooltip
L2114[21:05:46] <diesieben07> extremely slow being? several seconds?
L2115[21:05:46] <mezz> with caching the search is done in a barely perceptable amount of time, 20ms or so
L2116[21:05:52] <mezz> without it can take over a minute
L2117[21:05:57] <diesieben07> dafuq
L2118[21:06:06] <diesieben07> that ... does not sound right
L2119[21:06:12] <mezz> I have a million items dude :P
L2120[21:06:24] <diesieben07> yes, but i wouldnt expect it to be that bad...
L2121[21:06:26] <diesieben07> also
L2122[21:06:28] <diesieben07> a million items?!
L2123[21:06:38] <gigaherz> wat
L2124[21:06:41] <mezz> it's a good stress test. before tooltips -> runs fine
L2125[21:06:43] <gigaherz> I thought the item IDs weren't that large
L2126[21:06:44] <gigaherz> ;P
L2127[21:06:46] <diesieben07> here is an idea
L2128[21:06:48] <mezz> it's 1 ID
L2129[21:06:52] <mezz> with many subtypes
L2130[21:06:56] <gigaherz> I thought the metadata wasn't that large
L2131[21:06:59] <mezz> NBT
L2132[21:07:01] <diesieben07> search for the cached tooltips immediately
L2133[21:07:01] <tterrag> kashike: formatting?
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L2135[21:07:05] <gigaherz> oh right
L2136[21:07:07] <kashike> yeah :P
L2137[21:07:13] <diesieben07> then maybe search the live tooltips in the background?
L2138[21:07:43] <mezz> that's fine, but I still have the issue of getting the cached tooltips
L2139[21:07:53] <diesieben07> cache them on first access...
L2140[21:07:53] <gigaherz> caching tooltips is simply a bad idea
L2141[21:08:19] <mezz> I am just not going to deal with tooltips, the search is very fast without them, and this is becoming a mess
L2142[21:08:21] <gigaherz> just take like, the Q.E.D block -- never the same name in the tooltip
L2143[21:08:29] <mezz> it doesn't matter
L2144[21:08:40] <mezz> this isn't about the edge cases, this is about finding "most" of the data
L2145[21:08:56] <diesieben07> does NEI search tooltips?
L2146[21:09:03] <gigaherz> yes
L2147[21:09:04] <mezz> yes but it's terrible
L2148[21:09:10] <gigaherz> you can search like 2048
L2149[21:09:11] <diesieben07> how so?
L2150[21:09:16] <gigaherz> and it will show the items with EMC: 2048
L2151[21:09:56] <mezz> it can get slow
L2152[21:14:33] <mezz> oh well, not a terribly useful feature. at least not worth the slowdown
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L2164[22:01:31] <Cypher121> rotation angles in ModelRenderer are in radians, right?
L2165[22:02:19] <Rallias> IoP, Apparently, I'm "Frivolous/Unreasonable" for saying that 15 seconds of added load time (3 seconds each for 5 mods).
L2166[22:02:33] <Rallias> https://github.com/ReikaKalseki/Reika_Mods_Issues/issues/473
L2167[22:03:32] <gigaherz> lol
L2168[22:03:35] <gigaherz> well 3 seconds is a lot
L2169[22:03:48] <tterrag> especially when the solution is so dang simple
L2170[22:03:53] <gigaherz> but THEY are the unreasonable ones if they expect EVERYONE to have internet readily available with a fast DNS
L2171[22:04:02] <tterrag> what happens when there is no internet btw?
L2172[22:04:05] <tterrag> does it hang?
L2173[22:04:08] <tterrag> probably does
L2174[22:04:14] <gigaherz> I assume it freezes while waiting for a DNS to timeout
L2175[22:04:31] <gigaherz> unless they use some "has internet" method to ask the OS
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L2177[22:04:49] <Rallias> tterrag, It has a "canAccessInternet()" or somesuch check.
L2178[22:04:59] <Rallias> (which makes another http request)
L2179[22:05:00] <tterrag> https://github.com/ReikaKalseki/DragonAPI/blob/master/IO/ReikaFileReader.java#L113-L123
L2180[22:05:08] <diesieben07> reika is a moron
L2181[22:05:13] <diesieben07> there is no use argueing with him
L2182[22:05:47] <Cypher121> google accessible = has internet
L2183[22:05:50] <diesieben07> also "OS/Hardware-Specific" that is such a joke
L2184[22:05:57] <diesieben07> well, M$ uses the same logic :D
L2185[22:06:01] <gigaherz> Cypher121: wel lthat's how the usual OS-provided methods work
L2186[22:06:02] <tterrag> that method is completely pointless as well
L2187[22:06:03] <tterrag> http://docs.oracle.com/javase/6/docs/api/java/net/InetAddress.html#isReachable
L2188[22:06:06] <Cypher121> no wonder world traffic fell so hard when google went down
L2189[22:06:13] <gigaherz> xcept
L2190[22:06:17] <tterrag> and doubly stupid is that he tests google
L2191[22:06:18] <gigaherz> the OS does it in the background
L2192[22:06:20] <tterrag> why not his own dang site?
L2193[22:06:40] <gigaherz> that'd cost money!
L2194[22:06:40] <gigaherz> ;P
L2195[22:06:42] <diesieben07> because his own dang site probably goes down all the time
L2196[22:06:51] <tterrag> diesieben07: which would cause ANOTHER hang on the second request
L2197[22:07:30] <diesieben07> :D
L2198[22:07:44] <illy> so what would happen if google is blocked... welp no interwebz i guess
L2199[22:08:12] <tterrag> right
L2200[22:08:16] <tterrag> it's just stupidity all around
L2201[22:08:18] <tterrag> no surprises really
L2202[22:08:34] <diesieben07> I am sorry, i replied to the issue. i could not resist.
L2203[22:08:35] <Cypher121> what was the f3 key for removing pause on focus loss?
L2204[22:09:26] <Rallias> diesieben07, Except that... his website... is hosted by google.
L2205[22:09:37] <diesieben07> waa
L2206[22:09:53] <Rallias> https://sites.google.com/site/reikasminecraft/
L2207[22:09:59] <diesieben07> eh
L2208[22:10:00] <diesieben07> heh
L2209[22:10:21] <gigaherz> that thing still exists?
L2210[22:11:01] <Rallias> diesieben07, I don't blame you.
L2211[22:11:10] <Rallias> diesieben07, There's also an issue I filed in BiomesOPlenty about the same issue.
L2212[22:11:27] <diesieben07> yeah
L2213[22:11:48] <diesieben07> i made a bitch post about this issue on the forums a while back when i launched a large modpack
L2214[22:11:54] <Rallias> Which hasn't received a response.
L2215[22:11:59] <diesieben07> mods are taking seconds to pre-initialize...
L2216[22:12:06] <diesieben07> wtf are these people doing
L2217[22:12:19] <Rallias> On an unrelated note, jabba manages to take 11 seconds to create 4k ore dictionary entries.
L2218[22:12:24] <Rallias> When AE2 is installed
L2219[22:12:32] <diesieben07> o.O
L2220[22:12:38] <tterrag> go try the older chisel builds, it would take a good 10-30 seconds depending on your comp
L2221[22:12:48] <diesieben07> how the fuck do you even manage that...
L2222[22:12:53] <tterrag> because for EVERY block, and then EVERY texture type, it was iterating the entire resource manager
L2223[22:12:57] <diesieben07> hahaha
L2224[22:12:58] <tterrag> scratch that
L2225[22:12:59] <mezz> mfw I profiled gregtech
L2226[22:13:07] <tterrag> diesieben07: actually I take that back
L2227[22:13:17] <tterrag> I changed it to iterate the resource manager...it's pretty fast (still slow, but meh)
L2228[22:13:22] <tterrag> before it was doing class.getResource
L2229[22:13:29] <diesieben07> that's like the german train that failed final test because it took over 11 seconds (!) for the emergency break signal to travel trough the train
L2230[22:13:46] <diesieben07> how the fuck do you manage to engeneer something like that.
L2231[22:13:47] <Rallias> http://i.imgur.com/HrcTNzd.png
L2232[22:14:24] <mezz> emergency stop powered by screaming passengers decibel level
L2233[22:14:47] <diesieben07> haha
L2234[22:14:55] <tterrag> diesieben07: https://github.com/Chisel-2/Chisel-2/commit/6ac0c22d16388086fcf084c614668776d6f27907
L2235[22:15:04] <tterrag> in practice that seemed to improve loading time by an order of magnitude
L2236[22:15:15] <tterrag> as well as not being a massive hack
L2237[22:15:21] <gigaherz> I'll need to profile my mod's recipe scanner once some large 1.8 modpacks start coming out
L2238[22:15:28] <diesieben07> hmm
L2239[22:15:30] <unascribed> that seems like it's AE2's fault for rebaking all it's recipes whenever anything is registered to the oredict
L2240[22:15:33] <unascribed> not JABBA
L2241[22:15:34] <diesieben07> no idea what getResource actually does
L2242[22:15:45] <tterrag> diesieben07: whatever it is, it's ungodly slow
L2243[22:15:49] <diesieben07> yeah :D
L2244[22:15:50] <tterrag> but then again so is most IO
L2245[22:15:56] <tterrag> new way uses cached resources so there's no IO
L2246[22:16:18] <Rallias> unascribed, Yeah, in fairness, AE2 operates under the assumption nobody's stupid enough to do oredict entries in postinit.
L2247[22:16:23] <tterrag> thankfully we are nuking that idea in 1.8.x
L2248[22:16:28] <tterrag> no more resource searching period
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L2250[22:16:44] <tterrag> your block is defined in json and that will transitively reference all the textures it needs, each which have their own describing json file
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L2252[22:23:15] <unascribed> is it possible to have one jar that can run in 1.7.10, 1.8, and 1.8.8?
L2253[22:23:30] <Temportalist> Is there a way to check if a mod API is loaded, other than Class.forName? (Loader.isModLoaded would be for the full mod, I just want the API) (cc tterrag ?)
L2254[22:23:35] <unascribed> I'm pretty sure it is if you have abstraction, but the mcmod.info or something prevents it
L2255[22:23:44] <williewillus> unascribed: NOVA :p
L2256[22:23:49] <unascribed> no
L2257[22:24:00] <unascribed> It's a simple client-only mod that renders stuff
L2258[22:24:07] <unascribed> 99.9999% sure that can't be done in NOVA
L2259[22:24:08] <Cypher121> you have to explicitly set what mc versions you allow, I think
L2260[22:24:32] <williewillus> don't you at least need cpw.mods.fml vs net.minecraftforge.fml import?
L2261[22:24:35] <tterrag> Temportalist: ModAPIManager.INSTANCE.hasAPI(API_NAME);
L2262[22:24:39] <mezz> Temportalist, https://github.com/ForestryMC/ForestryMC/blob/dev/src/main/java/forestry/core/utils/ModUtil.java#L46-L77
L2263[22:24:41] <williewillus> that alone would be a difference between 1.7/8 right?
L2264[22:24:54] <tterrag> mezz: jesus christ why
L2265[22:25:00] <unascribed> williewillus, yes, but as I said, abstraction
L2266[22:25:02] <mezz> heh versioning
L2267[22:25:14] <williewillus> how do you abstract that :p
L2268[22:25:15] <tterrag> just use @Mod deps O.o
L2269[22:25:17] <unascribed> the entire mod is 150 lines long
L2270[22:25:31] <mezz> ¯\_(ツ)_/¯
L2271[22:25:45] <unascribed> hm
L2272[22:25:51] <diesieben07> wow seems like reika found a collaborator that's just as stupid as him.
L2273[22:26:17] <williewillus> lol i wanna see
L2274[22:26:19] <Cypher121> good, the closer they are, the easier it is to nuke them from orbit
L2275[22:26:28] <diesieben07> https://github.com/ReikaKalseki/Reika_Mods_Issues/issues/473
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L2277[22:27:17] <williewillus> lol
L2278[22:27:28] <williewillus> also, I don't even remember the PE issue they were talking about, probably before I joined :D
L2279[22:27:40] <diesieben07> neither do i
L2280[22:28:28] <williewillus> but wow I hate the "other mods have done worse so we have no need to do better" mentality
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L2282[22:29:43] <diesieben07> hehe i love how they are getting spammed now and still won't do shit about it.
L2283[22:29:56] <gigaherz> added my contribution
L2284[22:30:00] <diesieben07> yeah D
L2285[22:30:01] <gigaherz> I'm not even angry or anything
L2286[22:30:11] <Zaggy1024> is there a way to override the day and night presets for beds and /time set for a dimension?
L2287[22:30:27] <gigaherz> what do you mean presets?
L2288[22:30:39] <Zaggy1024> like /time set day
L2289[22:30:41] <williewillus> like "/time set day" always resetting to time 1800 or whatever
L2290[22:30:47] <Zaggy1024> AFAIK it doesn't adjust to the day length
L2291[22:30:48] <williewillus> or was it 0 lol
L2292[22:30:48] <gigaherz> oh
L2293[22:30:58] <Zaggy1024> no it's not 0
L2294[22:30:59] <williewillus> i think beds have events maybe
L2295[22:31:01] <Rallias> RIP my email inbox.
L2296[22:31:07] * gigaherz didn't even know that was a thing
L2297[22:31:07] <williewillus> but pretty sure time set is hardcoded
L2298[22:31:09] <diesieben07> there is also events for commands
L2299[22:31:18] <williewillus> that too :p
L2300[22:31:22] <Zaggy1024> nvm, found my answer
L2301[22:31:22] <Zaggy1024> http://i.imgur.com/SjoVsdw.png
L2302[22:31:24] <Zaggy1024> :|
L2303[22:31:28] <Zaggy1024> for time set anyways
L2304[22:31:31] <diesieben07> again, events
L2305[22:31:32] <gigaherz> Rallias: what's wrong?
L2306[22:31:32] <gigaherz> xD
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L2309[22:31:51] <Zaggy1024> hm
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L2311[22:32:03] <Zaggy1024> didn't expect events for commands
L2312[22:32:31] <Rallias> gigaherz, Oh, nothing. < http://i.imgur.com/9SaDliC.png >
L2313[22:32:51] <gigaherz> oh
L2314[22:32:55] <gigaherz> gmail groups those into a conversation
L2315[22:33:12] <gigaherz> I'm not used to having replies show up as "spam" that way anymore
L2316[22:33:14] <Rallias> Yeah, if I go tree-style mine does too.
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L2318[22:33:35] <Rallias> Although it's rare for me to be in tree-style for aught but work.
L2319[22:34:33] <Zaggy1024> wait, does the Forge version checking thing slow loading as well?
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L2321[22:34:45] <Zaggy1024> I would assume not, but I haven't had the chance to test it
L2322[22:35:01] <williewillus> i just turn off gh emails, they're irritating
L2323[22:35:08] <williewillus> just check it manually every day :D
L2324[22:35:21] <tterrag> Zaggy1024: no, it's done in a thread
L2325[22:35:26] <Rallias> Zaggy1024, I think it's threaded.
L2326[22:35:28] <tterrag> and it's not even done on load
L2327[22:35:32] <gigaherz> I just unsubscribe from issues I think will become spammy
L2328[22:35:32] <Zaggy1024> cool
L2329[22:35:52] <Zaggy1024> okay, another question, what's the bed event?
L2330[22:35:59] <Zaggy1024> need to change the time it wakes the player up
L2331[22:36:01] <diesieben07> hahahahahahah
L2332[22:36:14] <diesieben07> i LOVE how the issue they referenced earlier that took an hour to load was THEM.
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L2335[22:36:17] <tterrag> https://github.com/MinecraftForge/MinecraftForge/blob/d79000835348d76735b93a147d703549462c2334/src/main/java/net/minecraftforge/common/ForgeVersion.java#L113
L2336[22:36:27] <gigaherz> lol they locked the issue
L2337[22:36:39] <diesieben07> which was expected
L2338[22:36:42] <diesieben07> fucking morons
L2339[22:36:42] <MattDahEpic> well fuck you netflix, why do you need to ask me if im still watching in the MIDDLE of an episode in stead of like THE END????
L2340[22:36:58] <tterrag> aaaaand locked
L2341[22:37:10] <tterrag> reasonable discussion? WE CAN'T HAVE THAT AROUND HERE
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L2343[22:37:56] <Cypher121> tterrag: nonono, you don't understand how it works
L2344[22:37:58] <gigaherz> is the dragonAPI actually used by large mods?
L2345[22:38:03] <gigaherz> besides their own
L2346[22:38:04] <tterrag> gigaherz: other than reika's, no
L2347[22:38:11] <tterrag> because it's a bloated and mostly useless mess
L2348[22:38:12] <Cypher121> 1) you make discussion unreasonable
L2349[22:38:19] <tterrag> I'd estimate 50% of the code I've seen in it is already done by the MC libs
L2350[22:38:20] <williewillus> it bundles ALL the api's
L2351[22:38:22] <tterrag> and better as well
L2352[22:38:22] <Cypher121> 2) you lock it for being unreasonable
L2353[22:38:37] <gigaherz> Cypher121: nono
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L2355[22:38:38] <williewillus> also, that new collab? this is his/her sole project https://kotasc3.github.io/A-New-Dawn-Botania/ :p
L2356[22:38:43] <gigaherz> 1. you blame others for being unreasonable
L2357[22:38:43] <williewillus> a spiteful botania fork
L2358[22:38:47] <Zaggy1024> yo guys, what's the bed event?
L2359[22:38:50] <gigaherz> 2. you lock all attempts to explain why your decision was wrong
L2360[22:38:50] <gigaherz> XD
L2361[22:38:55] <Zaggy1024> I don't see it in the Event hierarchy
L2362[22:39:09] <williewillus> playersleepinbedevent
L2363[22:39:20] <Cypher121> williewillus: that's not his project btw
L2364[22:39:26] <gigaherz> Zaggy1024: in IDEA, type BedEvent, and you'll see the dropdown list show up with "PlayerSleepInBedEvent"
L2365[22:39:33] <williewillus> oh lol fork
L2366[22:39:56] * Zaggy1024 is in Eclipse, presses Ctrl+Shift+T
L2367[22:39:57] <Zaggy1024> :P
L2368[22:39:59] <gigaherz> it works even when the worlds are not consecutive!
L2369[22:40:00] <Zaggy1024> thanks
L2370[22:40:04] <Cypher121> the only thing he changed, was put his name in all logs/crash logs
L2371[22:40:06] <Cypher121> amazing
L2372[22:40:19] <Zaggy1024> what do you mean when worlds are non-consecutive?
L2373[22:40:20] <williewillus> wow
L2374[22:40:25] <gigaherz> words**
L2375[22:40:27] <gigaherz> I mean
L2376[22:40:32] <gigaherz> if I type
L2377[22:40:34] <gigaherz> PlayerEvent
L2378[22:40:39] <diesieben07> EnPl finds EntityPlayer :D
L2379[22:40:40] <Zaggy1024> ah yeah
L2380[22:40:44] * mezz grabs dragonAPI to see if people will finally stop bitching about forestry 4
L2381[22:40:50] <gigaherz> I get all events with "Player" and "event" in the name
L2382[22:40:51] <Rallias> Reika victim blaming? My end-game response. < http://i.imgur.com/zHeQhhV.png >
L2383[22:41:04] <Zaggy1024> yeah I can do that with Eclipse with a wildcard :)
L2384[22:41:12] <Zaggy1024> although I only just realized that because I'm smart
L2385[22:41:14] <gigaherz> XD
L2386[22:41:29] <Cypher121> Rallias: Frivolous/Unreasonable mod author
L2387[22:41:29] <Cypher121> FTFY
L2388[22:41:34] ⇨ Joins: CovertJaguar (~you@65.183.205.6)
L2389[22:41:34] MineBot sets mode: +v on CovertJaguar
L2390[22:41:41] <Rallias> You're right.
L2391[22:41:46] <Rallias> I'm Frivolous/Unreasonable.
L2392[22:41:59] <gigaherz> he meansyou should have written that in his terms
L2393[22:42:00] <gigaherz> ;P
L2394[22:42:04] <gigaherz> not just Unreasonable
L2395[22:42:08] <Cypher121> yeah
L2396[22:42:09] <gigaherz> but using the same exact words ;P
L2397[22:42:38] <Rallias> Ok.
L2398[22:42:45] <gigaherz> worst of all
L2399[22:42:55] <unascribed> woo gitlab
L2400[22:42:56] ⇨ Joins: mallrat208 (~mallrat20@184-88-183-179.res.bhn.net)
L2401[22:43:08] <gigaherz> it takes 10 seconds to create a class and implement the thread stuff (Runnable?)
L2402[22:43:31] <tterrag> create a class? wut?
L2403[22:43:35] <Cypher121> I have a feeling that I'm doing rotation wrong, but I have no idea where exactly
L2404[22:43:39] <Rallias> Ok, in all due fairness. It's inappropriate to speculate how long it takes another developer to accomplish a task.
L2405[22:43:40] <gigaherz> I mean like
L2406[22:43:41] <tterrag> new Thread(new Runnable() { /* old code */ }).start()
L2407[22:43:44] <gigaherz> new Runnable { ... }
L2408[22:43:51] <unascribed> I would time myself writing a threaded version checker, but it'd probably take me about an hour :P
L2409[22:43:57] <gigaherz> that's an unnamed class ;P
L2410[22:44:04] <tterrag> there's no reason anything he's doing should be thread unsafe
L2411[22:44:09] <tterrag> it should literally be that simple
L2412[22:44:13] <tterrag> but nah, better just ignore it
L2413[22:44:15] <unascribed> new Thread(() -> { /* old code */ }).start();
L2414[22:44:17] <unascribed> ftfy
L2415[22:44:20] <unascribed> :P
L2416[22:44:21] <tterrag> unascribed: get out
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L2418[22:44:30] <Cypher121> java 8 masterrace
L2419[22:44:35] <gigaherz> unascribed: does that not require java8 bytecode?
L2420[22:44:42] ⇨ Joins: mr208 (~mallrat20@184-88-183-179.res.bhn.net)
L2421[22:44:43] <williewillus> not if retrolambda
L2422[22:44:44] <unascribed> it does, but you can use retrolambda to backport it
L2423[22:44:45] <gigaherz> I'd be ok if lambdas got compiled into runnables
L2424[22:44:50] <williewillus> they do
L2425[22:44:53] <unascribed> if they did, they'd be inefficient
L2426[22:44:54] <williewillus> if they capture
L2427[22:45:02] <gigaherz> unascribed: when generating java7- bytecode
L2428[22:45:10] <williewillus> non-capturing lambdas don't use anon classes, but capturing ones do, and when in java7- mode
L2429[22:45:13] <tterrag> gigaherz: they can be with retrolambda
L2430[22:45:13] <unascribed> it doesn't compile un 7- at all
L2431[22:45:15] <unascribed> in*
L2432[22:45:20] <Rallias> Oh.
L2433[22:45:28] <killjoy1> just use new Thread(this::start).start()
L2434[22:45:34] <diesieben07> you do know that atm lambdas do nothing different than anon classes at runtime right?
L2435[22:45:35] <gigaherz> I'll have to look at retrolambda when I feel ready to release my mod
L2436[22:45:45] <Rallias> So apparantly, there's no way to fix it without removing the version checker.
L2437[22:45:45] <killjoy1> or just implement Runnable
L2438[22:45:48] <gigaherz> the one single feature I use from java8 are a couple lambdas
L2439[22:45:49] <williewillus> diesieben07: don't non-capturing ones get bound to static methods?
L2440[22:45:57] <unascribed> diesieben07, they're a more compact syntax and non-capturing ones are only instanticated once
L2441[22:45:59] <diesieben07> it still spits out a class and creates an instance
L2442[22:46:02] <gigaherz> diesieben07: didn't they add a new jvm thing in java8
L2443[22:46:09] <tterrag> invokespecial ?
L2444[22:46:11] <williewillus> no vm changes in 8
L2445[22:46:12] <gigaherz> that allowslambdas to get called without going through the whole thing?
L2446[22:46:15] <diesieben07> yes, which spits out a new class atm
L2447[22:46:24] <tterrag> invokespecial was java 7 though right?
L2448[22:46:28] <diesieben07> *dynamic
L2449[22:46:28] <williewillus> invokespecial is ollld
L2450[22:46:29] <diesieben07> yes
L2451[22:46:31] <unascribed> invokedynamic is for dynamic lanuages (like JS) on the jvm
L2452[22:46:37] <diesieben07> no :D
L2453[22:46:40] <diesieben07> lambdas use it
L2454[22:46:41] <unascribed> I don't think javac emits it
L2455[22:46:42] <unascribed> oh
L2456[22:46:45] <williewillus> heh
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L2458[22:46:48] <gigaherz> lambdas in j8 use invokedynamic
L2459[22:47:04] <williewillus> ctors and private methods use invokespecial
L2460[22:47:06] <killjoy1> unascribed, you mean like groovy
L2461[22:47:12] <diesieben07> and super calls ;)
L2462[22:47:16] <unascribed> groovy, sure
L2463[22:47:16] <williewillus> no idea why private methods use invokespecial though 0.o
L2464[22:47:19] <gigaherz> Oh
L2465[22:47:21] <unascribed> but I was referring to Nashorn
L2466[22:47:23] <diesieben07> because they dont need to check overloads
L2467[22:47:25] <gigaherz> invokedynamic creates a MEthodHandle
L2468[22:47:29] <gigaherz> it's not an actual invocation
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L2470[22:47:35] <gigaherz> they create the capture itself
L2471[22:47:40] <williewillus> oh so less "special" and more "not-virtual"
L2472[22:47:56] <diesieben07> yeah "special" is more like the "shove everything that doesn't fit"
L2473[22:48:00] <diesieben07> which is now dynamic
L2474[22:48:02] <gigaherz> "Lambdas are not invoked using invokedynamic, their object representation is created using invokedynamic, the actual invocation is a regular invokevirtual or invokeinterface."
L2475[22:48:11] <diesieben07> yup
L2476[22:48:25] <gigaherz> ah so invokedynamic is akin to the reifier in C#
L2477[22:48:31] <williewillus> why do interfaces need a special opcode if it's just a virtual lookup?
L2478[22:48:51] <diesieben07> a virtual method is always in the same spot in the method table
L2479[22:48:56] <diesieben07> an interface method is not
L2480[22:49:00] <gigaherz> williewillus: alternative virtual tables?
L2481[22:49:05] <williewillus> ah, yeah
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L2483[22:49:18] <gigaherz> I don't know how virtuals work in java
L2484[22:49:20] <gigaherz> but in a C++ class
L2485[22:49:24] <gigaherz> you get a structure like
L2486[22:49:28] <gigaherz> struct Class {
L2487[22:49:35] <williewillus> probably similar, except everything's managed and hidden away for you :p
L2488[22:49:42] <gigaherz> virtual table for Class + first superclass hiererchy
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L2490[22:49:47] <gigaherz> virtual table for second superclass
L2491[22:49:49] <gigaherz> etc
L2492[22:49:52] <gigaherz> }
L2493[22:49:59] <diesieben07> yeah it does similar
L2494[22:50:05] <diesieben07> except it also optimizes aggresively :D
L2495[22:50:12] <diesieben07> so most of the calls aren't actually virtual
L2496[22:50:32] <gigaherz> I sorta like that in C#, there's an explicit virtual keyword
L2497[22:50:43] <diesieben07> meh
L2498[22:51:00] <gigaherz> however
L2499[22:51:03] <gigaherz> if MC was written in C#
L2500[22:51:09] <Zaggy1024> :O
L2501[22:51:15] <gigaherz> we couldn't do the fancy replace-wrappers we can do in Java
L2502[22:51:24] <gigaherz> since those methods wouldn't be virtual, so no overrides.
L2503[22:51:37] <diesieben07> so c# has everything final by default basically
L2504[22:51:43] <gigaherz> yup
L2505[22:51:46] <diesieben07> heh
L2506[22:51:46] <gigaherz> well
L2507[22:51:48] <gigaherz> it's replaceable
L2508[22:51:52] <gigaherz> but not overridable
L2509[22:51:52] <diesieben07> java is just smart about it and does it where it works :D
L2510[22:52:05] <gigaherz> you CAN replace methods without overriding them
L2511[22:52:10] <diesieben07> huh
L2512[22:52:19] <gigaherz> public new void X() {}
L2513[22:52:26] <gigaherz> allowsyou to remove the compiler warning
L2514[22:52:33] <gigaherz> and create a method that replaces another in the subclass
L2515[22:52:33] <diesieben07> and does what at runtime? :D
L2516[22:52:37] <gigaherz> simple:
L2517[22:52:45] <gigaherz> if you cast to the superclass, that one is NOT there
L2518[22:52:54] <gigaherz> you'll call the original
L2519[22:52:59] <diesieben07> oh so it's a static binding
L2520[22:53:02] <gigaherz> yep
L2521[22:53:02] <diesieben07> nice and ugly.
L2522[22:53:27] <gigaherz> there's the sealed keyword
L2523[22:53:33] <gigaherz> which is used to strictly end an override chain
L2524[22:53:53] <gigaherz> (akin to java's final?)
L2525[22:53:59] <diesieben07> sounds like it
L2526[22:54:20] <gigaherz> sealed class X {} can't be used to inherit
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L2528[22:54:27] <diesieben07> yeah thats like final
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L2530[22:54:37] <gigaherz> and I think there's also: sealed override void X() {} can't be used to override
L2531[22:54:40] <gigaherz> but I have never used either
L2532[22:54:46] <gigaherz> they never fit my designs
L2533[22:55:50] <diesieben07> wat
L2534[22:55:53] <diesieben07> sealed override
L2535[22:56:01] <diesieben07> what does override do?
L2536[22:56:03] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl)
L2537[22:56:05] <Cypher121> can anyone give me a working example of rotating TESR based on ticks + partial ticks that doesn't spin around randomly?
L2538[22:56:24] <gigaherz> you must mark all methods that override a virtual as override
L2539[22:56:35] <gigaherz> virtual void X(); --> override void X();
L2540[22:56:37] <diesieben07> oh so like @Override but required
L2541[22:56:48] <gigaherz> unless you use new void X();
L2542[22:56:55] <gigaherz> yeap
L2543[22:57:47] <gigaherz> MEH
L2544[22:57:58] <gigaherz> gson can't deserialize the same json it serialized earlier :/
L2545[22:58:08] <williewillus> is there an NEI on 1.8.8 yet? :p
L2546[22:58:51] <gigaherz> nope
L2547[22:58:58] <gigaherz> CB didn't update his stuff yet
L2548[22:59:11] <tterrag> williewillus: JEI...JEI...
L2549[22:59:23] <williewillus> I know, but Botania has a NEI dep :p
L2550[22:59:29] <williewillus> probably just gonna comment it out
L2551[22:59:30] <tterrag> so port it over
L2552[22:59:47] <gigaherz> is JEI better than NEI?
L2553[22:59:57] <Cypher121> is there something wrong with that function? time is total world + part ticks and it sometimes stops, spins back and generally behaves awfully
L2554[22:59:57] <Cypher121> https://gist.github.com/Cypher121/069dc9e20e0e9bf55aa6
L2555[23:00:22] <williewillus> it's faster and doesn't coremod to my knowledge :p
L2556[23:00:27] <williewillus> which already makes it better
L2557[23:00:45] <IoP> Rallias: *rofl*
L2558[23:00:56] <gigaherz> Cypher121: I'm not even sure what you intend to do
L2559[23:00:57] <gigaherz> XD
L2560[23:01:35] <Cypher121> I want to get a rotation angle for ModelRenderer
L2561[23:01:35] <IoP> Rallias: btw did you check what kind of timeout they use? IS there sane timeout for connect() for does they assume that java or OS has sane default values
L2562[23:01:49] <killjoy1> I think nei has better graphics, but jei is very similar
L2563[23:02:10] <tterrag> better graphics? O.o
L2564[23:02:15] <killjoy1> textures
L2565[23:02:23] <killjoy1> though as far as I've seen, it's just 1
L2566[23:02:27] <Rallias> IoP, TBQH, IDK.
L2567[23:02:29] <mezz> http://minecraft.curseforge.com/projects/just-enough-items-jei
L2568[23:02:34] <killjoy1> byob
L2569[23:02:40] <gigaherz> does JEI have a safe-cheating mode?
L2570[23:02:45] <mezz> yes
L2571[23:02:49] <gigaherz> as in
L2572[23:02:54] <gigaherz> something that lets me watch recipes by default
L2573[23:03:01] <gigaherz> but let me ctrl-click to cheat if need arises
L2574[23:03:07] <gigaherz> (or similar)
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L2576[23:03:23] <mezz> no, click is /give by default. you can still press R and U over the items though
L2577[23:03:33] <gigaherz> can't switch?
L2578[23:03:41] <gigaherz> I like clicking more than pressing R/U
L2579[23:03:41] <gigaherz> ;P
L2580[23:04:00] <mezz> not sure why you want that?
L2581[23:04:10] <gigaherz> I dislike cheating
L2582[23:04:14] <gigaherz> even if I did it by accident
L2583[23:04:21] <mezz> so turn off cheating, it has in-game config
L2584[23:04:27] <mezz> two clicks
L2585[23:04:31] <gigaherz> so in NEI, I usually keep it in recipe mode
L2586[23:04:39] <gigaherz> but every time I see myself having to spawn in something
L2587[23:04:48] <gigaherz> I have to go through the long-winded process to switch
L2588[23:05:14] <mezz> you click the little wrench at the bottom right, click cheat mode, and do what you want
L2589[23:05:16] <gigaherz> (specially since NEI at some point started to defailt the settings to "Global" instead of "World")
L2590[23:05:25] <gigaherz> that seems ok, then
L2591[23:05:38] *** TTFTCUTS is now known as TTFT|Away
L2592[23:05:46] <gigaherz> I'd still prefer a mode where /give needs ctrl-clicking or simliar, but eh ;P
L2593[23:06:04] <mezz> cheating should be slightly out of reach imo
L2594[23:06:35] <mezz> either you're in cheat mode or you're in not-cheat mode, half cheating is just cheating
L2595[23:06:36] <Rallias> IoP, TBQH, I reported the issue to reika. It's up to him to decide whether or not to correct it.
L2596[23:06:39] <gigaherz> yeah
L2597[23:06:55] <Rallias> That being said, it is a sane example I can use when rejecting reika<wildcard> from addition to private server packs.
L2598[23:08:15] * gigaherz facepalms
L2599[23:08:18] <gigaherz> stupid copypasta
L2600[23:08:34] <gigaherz> I had
L2601[23:08:38] <gigaherz> Type type = new TypeToken<Map<String, Map<String, MagicAmounts>>>(){}.getType();
L2602[23:08:45] <gigaherz> it was meant to be
L2603[23:08:45] <gigaherz> Type type = new TypeToken<Map<String, MagicAmounts>>(){}.getType();
L2604[23:08:51] <gigaherz> no wonder it didn't work
L2605[23:08:51] <gigaherz> XD
L2606[23:09:11] <gigaherz> the TypeToken thing is funny
L2607[23:09:40] <tterrag> it makes sense if you think about it though
L2608[23:09:51] <tterrag> by making it an anon class the generic type is explicit and can be found at runtime
L2609[23:09:54] <tterrag> it's pretty clever
L2610[23:10:06] <gigaherz> yeah
L2611[23:10:17] <gigaherz> it's an interesting workaroundto the erasure issue
L2612[23:11:43] <Cypher121> I guess no one knows how to make a rotating model
L2613[23:12:00] <gigaherz> Cypher121: I do, I just never did it your way
L2614[23:12:06] <gigaherz> so dunno what exactly causes your issue
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L2616[23:12:50] <gigaherz> I use use (entity.ticksExisted + partialTicks) * rotationSpeed
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L2618[23:13:09] <gigaherz> or for the case ofa TESR, I just added a tick counter to the TESR itself
L2619[23:13:14] <gigaherz> which was already ticking for other reasons
L2620[23:13:24] <tterrag> blech, don't use a counter in the TESR
L2621[23:13:33] <gigaherz> how else?
L2622[23:13:33] <tterrag> that's going to go faster when you have multiple TEs rendering
L2623[23:13:37] <tterrag> somewhere else?
L2624[23:13:41] <diesieben07> the TE :D
L2625[23:13:43] <gigaherz> uh?
L2626[23:13:44] <tterrag> I have ClientUtils.getTicksElapsed()
L2627[23:13:49] <gigaherz> each block has its own TESR instance
L2628[23:13:53] <diesieben07> no
L2629[23:13:55] <diesieben07> TE
L2630[23:13:56] <diesieben07> not TESR
L2631[23:13:56] <tterrag> each TE class does
L2632[23:13:59] <tterrag> but not each TE instance
L2633[23:13:59] <gigaherz> oh wait
L2634[23:14:01] <gigaherz> TE sorry
L2635[23:14:02] <gigaherz> yes
L2636[23:14:05] <gigaherz> I put it on the TE
L2637[23:14:06] <gigaherz> not the TESR
L2638[23:14:07] <gigaherz> XD
L2639[23:14:11] <tterrag> that's also silly
L2640[23:14:14] <tterrag> just use a static tick counter
L2641[23:14:20] <gigaherz> Minecraft did it first ;P
L2642[23:14:24] <fry> world.getTotalWorldTime()
L2643[23:14:30] <gigaherz> last one won't work
L2644[23:14:45] <gigaherz> orwait hm
L2645[23:14:56] <gigaherz> does it keep counting the total if you have doDaylightCycle off?
L2646[23:15:27] <tterrag> fry's would also work :p
L2647[23:15:37] <tterrag> yes, total time != time
L2648[23:15:47] <tterrag> total time has nothing to do with time of day
L2649[23:16:00] <gigaherz> ahh yesit works
L2650[23:16:04] <gigaherz> okay I can remove the counter then
L2651[23:16:06] <mezz> total world time can be disturbing if you have 30 items all rotating in sync, be careful
L2652[23:16:09] <gigaherz> I must have used the other method
L2653[23:16:10] <gigaherz> XD
L2654[23:16:19] <gigaherz> mezz: that's going to happen anyhow
L2655[23:16:23] <gigaherz> as soon as you reload the chunk
L2656[23:16:26] <mezz> you can add an offset
L2657[23:16:33] <gigaherz> I could.
L2658[23:16:38] <diesieben07> so you can with the world time :D
L2659[23:16:41] <mezz> it makes things a lot nicer, try it out
L2660[23:16:43] <mezz> yes
L2661[23:16:51] <mezz> I'm just saying don't sync to world time directly
L2662[23:16:52] <tterrag> of course, you just offset by position
L2663[23:16:56] <tterrag> MathHelper.getCoordinateRandom
L2664[23:17:01] <diesieben07> was gonna suggest that :D
L2665[23:18:02] <diesieben07> also
L2666[23:18:05] <gigaherz> geh takes x,y,z
L2667[23:18:12] <diesieben07> world time only updates every 20 ticks on the client
L2668[23:18:27] <gigaherz> hm?
L2669[23:18:29] <tterrag> wat
L2670[23:18:31] <gigaherz> animation seems smooth here
L2671[23:18:36] <gigaherz> wouldn't be if that was true
L2672[23:18:49] <mezz> 20 ticks / second
L2673[23:18:58] <diesieben07> nvm
L2674[23:19:04] <diesieben07> i missed a method
L2675[23:19:10] <gigaherz> time = world.total + partialTicks
L2676[23:19:18] <fry> obviously
L2677[23:19:19] <gigaherz> that gives smooth values ;P
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L2679[23:20:51] ⇦ Quits: voxelv (~voxelv@104.235.195.183) (Ping timeout: 190 seconds)
L2680[23:24:17] <Cypher121> woo, made it work
L2681[23:25:19] <gigaherz> the getCoordinateRandom is too random ;P
L2682[23:25:21] <Cypher121> now to find exactly why 4/10 boxes stopped rendering all of a sudden -_-'
L2683[23:25:27] <gigaherz> I used a less random but nicer-looking veersion for this ;P
L2684[23:25:49] <diesieben07> wat
L2685[23:25:59] <diesieben07> how would you even notice that, its just the initial offset
L2686[23:26:15] <gigaherz> there were too many adjacent blocks with the same number after %360
L2687[23:26:18] <Zaggy1024> fry, have you seen my PR?
L2688[23:26:26] <Zaggy1024> https://github.com/MinecraftForge/MinecraftForge/pull/2286
L2689[23:26:41] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 190 seconds)
L2690[23:26:48] <Zaggy1024> I updated it, you may or may not like it after the change I made, so if you don't, lemme know so I can update it :)
L2691[23:27:00] <Cypher121> problem with my animation is that it's not constant speed, so I can't just disregard previous value of rotation
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L2693[23:28:28] <gigaherz> ah shit I made a long line now
L2694[23:28:31] <gigaherz> I can tell the pattern
L2695[23:28:40] <gigaherz> (with my code)
L2696[23:29:31] <diesieben07> and you can with the coordinateRandom, too?
L2697[23:29:59] <gigaherz> no, I just happened to hit a location that had two blocks with practically the same number
L2698[23:30:13] <diesieben07> that will always happen :D
L2699[23:30:27] <gigaherz> not if you don't make it random
L2700[23:30:31] <gigaherz> butthen you can see the "wave"
L2701[23:30:36] <diesieben07> :D
L2702[23:31:39] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2015-12-22-0631-06.mp4
L2703[23:31:46] <gigaherz> that's with
L2704[23:31:46] <gigaherz> float timeRandom = MathHelper.getPositionRandom(tePos) % 360;
L2705[23:31:48] <gigaherz> added to the mix
L2706[23:32:26] <diesieben07> looks fine to em
L2707[23:32:38] <gigaherz> yup just bad luck
L2708[23:33:13] <gigaherz> it's not REALLY ranom, but well, close enough for the human brain
L2709[23:33:13] <gigaherz> ;p
L2710[23:33:29] <diesieben07> there is no TRUE randomness in computers except /dev/random :D
L2711[23:33:35] <gigaherz> yeah
L2712[23:33:39] <gigaherz> well
L2713[23:33:48] <gigaherz> even then, it depends on your hardware
L2714[23:33:56] <diesieben07> wellll yeah
L2715[23:34:06] <diesieben07> if you go there then there is no randomness :D
L2716[23:34:23] <gigaherz> well it's quite random really
L2717[23:34:33] <gigaherz> they proved that the universe can not be deterministic
L2718[23:34:43] <diesieben07> shush
L2719[23:34:48] <diesieben07> you are breaking my beliefs :D
L2720[23:34:51] <gigaherz> because the total information is growing
L2721[23:34:57] <gigaherz> so it CAN be random
L2722[23:35:02] <gigaherz> if you use thermal noise
L2723[23:35:19] <diesieben07> i refuse :D
L2724[23:35:30] <gigaherz> XD
L2725[23:35:37] ⇦ Quits: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Quit: Leaving)
L2726[23:35:55] <gigaherz> I personally prefer it this way, I don't like the concept of fate/destiny
L2727[23:36:01] <gigaherz> it plays against my free will
L2728[23:36:12] <diesieben07> there is no such thing as free will :D
L2729[23:36:20] <Zaggy1024> https://dl.dropboxusercontent.com/u/30868783/ShareX/2015/12/2015-12-21_23-27-55.mp4 whee
L2730[23:36:41] <gigaherz> all praise the cosmic background radiation
L2731[23:36:47] <Zaggy1024> lol
L2732[23:42:13] <gigaherz> I remember some cheap method to get "true randomness" in a computer
L2733[23:42:20] <gigaherz> which basically was to take a random webcam
L2734[23:42:39] <gigaherz> tape the lens so that no light gets in
L2735[23:43:01] <gigaherz> and the random flickering in the CCD can be used as a source of entropy to feed random generators
L2736[23:43:36] <gigaherz> of course it's not the best
L2737[23:44:14] <gigaherz> https://twitter.com/neiltyson/status/679161464905555969
L2738[23:44:15] <gigaherz> XD
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L2741[23:49:54] ⇨ Joins: GeoDoX (~GeoDoX@65.93.58.174)
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L2743[23:50:13] <GeoDoX> Lunatrius, hey, are you around?
L2744[23:50:58] <Lunatrius> Not for long
L2745[23:51:18] <gigaherz> speaking about that
L2746[23:51:21] <gigaherz> night ppl
L2747[23:51:26] <gigaherz> "night" (it's nearly 7am)
L2748[23:51:35] <GeoDoX> night gigaherz
L2749[23:51:40] <Lunatrius> 7am, almost job time ;D
L2750[23:51:49] ⇦ Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt) (Quit: Nii-san is watching you.)
L2751[23:51:58] <gigaherz> yeah right now I wish I did have a job ;P
L2752[23:52:02] <GeoDoX> Lunatrius, just wondering why universal wasn't uploaded with the api and sources :P
L2753[23:52:11] <Lunatrius> Huh?
L2754[23:52:28] <GeoDoX> Lunatrius, http://minecraft.curseforge.com/projects/schematica/files/2271787
L2755[23:52:45] <Lunatrius> It is?
L2756[23:52:46] <GeoDoX> Only API and source jars are available
L2757[23:52:59] <GeoDoX> Oh shoot
L2758[23:53:10] <GeoDoX> It would help if I looked in the right place :P
L2759[23:53:21] <GeoDoX> Sorry about that
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