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L1[00:00:06] <killjoy> I've thought about creating a library cleanup tool.
L2[00:00:30] <williewillus> is it safe ot include my SpecialFlower model loader in the botania api without marking it sideonly client?
L3[00:00:47] <killjoy> checking libraries folder and comparing them to libraries used in installed versions
L4[00:00:52] <williewillus> *to
L5[00:01:52] <gigaherz> williewillus:
L6[00:02:13] <gigaherz> do you reference the model loader in the common/server?
L7[00:02:31] <gigaherz> or more accurately
L8[00:02:51] <williewillus> I know it's clientside only stuff, but was just wondering since all the forge model stuff like multilayermodel aren't marked sideonly
L9[00:03:07] <gigaherz> if you don't REFERENCE the code
L10[00:03:11] <gigaherz> there won't be any problem
L11[00:03:24] <gigaherz> I include my model loader even in dedicated servers, with no issues
L12[00:03:30] <gigaherz> you'd have issues if you like
L13[00:03:43] ⇨ Joins: Temportalist (uid37180@id-37180.charlton.irccloud.com)
L14[00:03:46] <gigaherz> referenced a client-only class from the blockstates
L15[00:04:16] <williewillus> okay so as long as the class never actually loads i'm fine
L16[00:04:20] <gigaherz> yup
L17[00:04:20] ⇨ Joins: killjoy1 (~killjoy@2606:a000:1118:c13d:1473:889c:332c:b983)
L18[00:05:15] <gigaherz> @SideOnly is ONLY needed if you reference classes that are side-only from code that runs in the other side
L19[00:05:25] <gigaherz> which is generally never the case for mod code
L20[00:05:40] <shadekiller666> giga, did you use Patterns for day 5 (nice vs naughty strings)
L21[00:05:49] <gigaherz> I wrote it in C#
L22[00:06:05] <gigaherz> and no
L23[00:06:16] <gigaherz> I used a bunch of IFs
L24[00:06:26] <shadekiller666> so you just straight up checked if the string contained each thing?
L25[00:06:35] <shadekiller666> fry, what did you do for day 5?
L26[00:06:48] <gigaherz> I looped through the string as a char array
L27[00:06:54] <tterrag> blech
L28[00:06:57] <gigaherz> and checked every char (and the previous one)
L29[00:06:59] <tterrag> it's possible with purely replace calls :P
L30[00:07:28] <gigaherz> although a couple regexes would have worked too
L31[00:07:29] ⇦ Quits: killjoy (~killjoy@2606:a000:1118:c13d:7cf8:91af:d957:e1d) (Ping timeout: 206 seconds)
L32[00:07:45] <tterrag> (replaceAll takes regex)
L33[00:08:26] <shadekiller666> i tried this: https://gist.github.com/shadekiller666/e35bcf6e056e4558ac07
L34[00:08:38] <shadekiller666> it spit out 67, which is too low
L35[00:09:03] <gigaherz> your "double" check seems broken?
L36[00:09:36] <tterrag> the heck is all that
L37[00:09:39] <tterrag> that's way too complicated
L38[00:09:47] <tterrag> you only need to worry about \\ \" and \x
L39[00:09:49] <shadekiller666> double check works fine i think, on its own it returns only strings with the same character repeated one after another
L40[00:10:06] <gigaherz> tterrag: wrong one
L41[00:10:07] <shadekiller666> i think it might be the patternPairs
L42[00:10:19] <gigaherz> this is day 5, not 76
L43[00:10:22] <gigaherz> 7*
L44[00:10:23] <tterrag> wait
L45[00:10:23] <tterrag> yes
L46[00:10:24] <tterrag> :P
L47[00:10:38] <tterrag> sorry
L48[00:11:02] <gigaherz> not 8*
L49[00:11:06] <shadekiller666> patternPairs on its own would print out all strings with ab, cd, pq, or xy, but the puzzle requires that those aren't valid
L50[00:11:08] <gigaherz> 7 is the logic gates one
L51[00:11:25] <tterrag> yeah I didn't do regex
L52[00:11:28] <shadekiller666> which i was hoping patternPairs.asPredicate().negate() would handle
L53[00:11:47] <tterrag> I wrote a few methods and then did some crazy lambda crap (my go-to solution for these) :P
L54[00:12:18] <gigaherz> http://pastebin.com/YxFSaVyG�
L55[00:12:21] <gigaherz> oops
L56[00:12:21] <gigaherz> http://pastebin.com/YxFSaVyG
L57[00:12:23] <gigaherz> for reference
L58[00:12:29] <gigaherz> this is my ugly code
L59[00:12:34] <gigaherz> Ididn't try to be clever
L60[00:14:05] ⇦ Quits: Matthew|Phone (uid27821@highgate.irccloud.com) (Quit: Connection closed for inactivity)
L61[00:15:05] <xaero> for day 5, I wrote a function for each property, then applied and collected booleans
L62[00:16:51] ⇦ Quits: sinkillerj (~sinkiller@nc-71-49-179-31.dhcp.embarqhsd.net) (Quit: Leaving)
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L65[00:20:42] ⇨ Joins: Zaggy1024 (~Zaggy1024@174-20-13-82.mpls.qwest.net)
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L67[00:22:36] ⇦ Quits: BrunoBronosky (~BrunoBron@c-73-54-178-63.hsd1.ga.comcast.net) (Quit: My MacBook Pro has gone to sleep. ZZZzzz…)
L68[00:25:23] <Zaggy1024> hm, is WorldTickEvent not called on the client?
L69[00:26:06] <Zaggy1024> guess so
L70[00:26:21] <tterrag> correct
L71[00:26:26] <tterrag> it's only called from MinecraftServer
L72[00:26:49] <Zaggy1024> is there a client side tick event that's called only when the world ticks?
L73[00:27:08] <Zaggy1024> to update some properties for the player's view render each tick
L74[00:27:33] <Zaggy1024> I may just go with PlayerTickEvent and player == getRenderViewEntity, but if there's an alternative, I'll take it
L75[00:29:19] <tterrag> ClientTickEvent should work
L76[00:29:33] <Zaggy1024> that seems to be called more than just every world tick
L77[00:29:42] <Zaggy1024> while in the menu for example
L78[00:29:42] <tterrag> called once per tick
L79[00:29:45] <tterrag> oh, true
L80[00:29:54] <tterrag> just null check Minecraft.getMinecraft().theWorld
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L82[00:30:08] <Zaggy1024> but it shouldn't be ticking when paused either :P
L83[00:30:46] ⇨ Joins: romibi (~quassel@cable-static-7-174.rsnweb.ch)
L84[00:32:11] <xaero> you could check if !(Minecraft.currentScreen == GuiForEscapeMenuHereDunnoWhatItIs)
L85[00:32:25] <Zaggy1024> urgh
L86[00:32:40] <Zaggy1024> that doesn't handle when you're in LAN though :P
L87[00:33:00] <xaero> Minecraft.isSinglePlayer() ;)
L88[00:33:31] <Zaggy1024> ah, isGamePaused apparently isn't solely private now
L89[00:33:38] <Zaggy1024> IIRC it was in 1.6, which annoyed me greatlky
L90[00:43:17] <shadekiller666> had to fuckin look up the damn Patterns...
L91[00:43:19] <shadekiller666> >:(
L92[00:43:40] <tterrag> >using patterns
L93[00:44:08] <shadekiller666> "ab|cd|pq|xy", "(.*[aeiou]){3}", and "(.)\\1"...
L94[00:45:38] <tterrag> shadekiller666: you'll love part 2
L95[00:46:05] <shadekiller666> lol
L96[00:46:29] <shadekiller666> "(..).*\\1", and "(.).\\1"
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L98[00:47:17] <fry> day25 better be good
L99[00:50:22] <fry> it's a shame when the input makes the problem easier than the actual text makes it out to be
L100[00:50:24] ⇨ Joins: tambre (~tambre@aca6-41b9-9b35-c0b7-4301-8a22-07d0-2001.dyn.estpak.ee)
L101[00:51:42] <tterrag> I saw on reddit that one guy just eyballed day 9
L102[00:52:42] <fry> solving by hand isn't as bad
L103[00:53:18] <fry> it's when the input has more information than the text you have the problem
L104[00:54:35] ⇦ Quits: GildedGames (~GildedGam@ec2-54-146-231-150.compute-1.amazonaws.com) (Remote host closed the connection)
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L106[00:54:49] <fry> I've been able to solve 24 without relying on that, but only after I got into the leaderboards
L107[00:55:00] <fry> and I still haven't solved 19.2 properly
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L110[00:59:58] <Wuppy> http://puu.sh/m6zeb/da3e908b14.jpg xD
L111[01:04:26] <shadekiller666> when the developer can't believe your stupidity...
L112[01:04:59] <mallrat208> I really really wish I could believe people weren't that stupid
L113[01:05:07] <mallrat208> but.. I'm a ruined shell of a person
L114[01:05:51] <fry> torrenting the game files + having the steam license is not that uncommon
L115[01:06:07] <fry> since torrents can be much faster than steam download
L116[01:06:16] ⇦ Quits: vsg1990 (~vsg1990@cpe-67-241-148-119.buffalo.res.rr.com) (Quit: Leaving)
L117[01:06:40] <fry> he didn't phrase the question in a way that made certain if he had or didn't have the license though :P
L118[01:08:10] ⇨ Joins: BrunoBronosky (~BrunoBron@c-73-54-178-63.hsd1.ga.comcast.net)
L119[01:09:02] <mallrat208> I'm willing to bet not
L120[01:09:34] <shadekiller666> you can't activate a game on steam unless you have a steam key for it
L121[01:10:01] <shadekiller666> so i'm guessing he did buy it
L122[01:10:19] <shadekiller666> or he found a leaked key somewhere...
L123[01:15:30] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 186 seconds)
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L125[01:16:43] <Wuppy> just a general heads up, in case you want to buy south park the stick of truth, it's on sale on steam for 7.50, but only for today
L126[01:17:20] <mallrat208> It's a solid game, plays well and it plays out like an actual south park episode. I'm looking forward to the next one
L127[01:17:43] <TehNut> I guess I should pick it up so I can finish it
L128[01:17:56] <TehNut> A nice game to lay in bed and play with a controller
L129[01:18:13] <Wuppy> yep, I'm certainly picking it up now that it's finally on a good discount
L130[01:18:16] <Wuppy> only today though!
L131[01:18:28] * TehNut goes to Curse to redeem a Steam card
L132[01:18:33] <Wuppy> it's one of the only daily deals during the steam sale :P
L133[01:19:56] ⇨ Joins: bilde2910|away (bilde2910@51.174.170.178)
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L136[01:22:48] <williewillus> where is "tintindex" processed in the model loading code?
L137[01:23:24] <shadekiller666> and of course ArrayList<> doesn't support remove()...
L138[01:23:51] ⇦ Quits: killjoy (~killjoy@2606:a000:1118:c13d:4de1:9d03:b5a5:840e) (Ping timeout: 206 seconds)
L139[01:24:26] <Zaggy1024> williewillus, you mean where is the color applied?
L140[01:24:37] <Zaggy1024> or where is it loaded from jsons?
L141[01:24:41] ⇨ Joins: killjoy (~killjoy@2606:a000:1118:c13d:493b:afbd:7372:8a17)
L142[01:24:44] <williewillus> where is it loadded, I didn't see it in ModelBlock
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L144[01:25:40] <Zaggy1024> BlockPartFace.Deserializer
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L146[01:27:21] <tterrag> shadekiller666: sure it does?
L147[01:27:43] <shadekiller666> not the one returned from Arrays.asList()...
L148[01:28:19] <tterrag> that's a different class
L149[01:28:29] <shadekiller666> it returns an ArrayList<>
L150[01:28:35] <tterrag> not quite
L151[01:28:46] <tterrag> it returns a java.util.Arrays.ArrayList
L152[01:28:55] <shadekiller666> of course it does...
L153[01:28:59] <Zaggy1024> wut
L154[01:29:02] <shadekiller666> because fuck everything
L155[01:29:14] <tterrag> it's to prevent unnecessary allocation
L156[01:29:14] <fry> why do you need it anyway? :P
L157[01:29:18] <tterrag> that class just wraps an array as a list
L158[01:29:37] <shadekiller666> i just did "list = list.subList(from, to)" instead
L159[01:29:54] <tterrag> I see no reason why it would not support remove though
L160[01:29:54] <Zaggy1024> i had no idea that wrapped an array
L161[01:29:57] <shadekiller666> i'm doing day 6
L162[01:30:06] <tterrag> I am reading the code
L163[01:30:08] <Zaggy1024> jeez, why would they call it and the general ArrayList the same thing -.-
L164[01:30:10] <shadekiller666> and i want to keep the whole thing in 1 method
L165[01:30:16] <tterrag> from what I can see that class behaves identically
L166[01:30:23] <tterrag> there is no real difference
L167[01:30:26] <shadekiller666> well, the JVM disagrees
L168[01:30:29] <tterrag> how so?
L169[01:30:41] <Zaggy1024> how could it?
L170[01:30:53] <shadekiller666> calling list.remove(index) throws an UnsupportedOperationException or whatever
L171[01:30:56] <Zaggy1024> well, I guess it could
L172[01:31:06] <Zaggy1024> but it looks to be a wrapper, not a proper ArrayList
L173[01:31:10] <fry> by the way: http://pastebin.com/wj4Sj9qL
L174[01:31:11] <shadekiller666> on the List returned by Arrays.asList()
L175[01:32:11] <tterrag> shadekiller666: it doesn't support add either
L176[01:32:14] <tterrag> it's merely a wrapper
L177[01:32:19] <tterrag> add/remove would destroy the array reference
L178[01:32:23] <tterrag> I see that now
L179[01:32:40] <killjoy> If anyone ever sees that guy who wanted a library cleaner, I made one. https://gist.github.com/killjoy1221/3dd7f82b4ef14f3ed469
L180[01:32:46] <Zaggy1024> fry, does flying the plane into the water gently count as crashing? :D
L181[01:33:01] <shadekiller666> because only the people that made guava understood that its usefull to have actual Collection<->Array conversions...
L182[01:33:06] ⇨ Joins: Mowmaster (~Mowmaster@2600:1014:b100:6969:680b:a6c8:4e4:f48d)
L183[01:33:15] <tterrag> sure, it is
L184[01:33:36] <tterrag> but that's not what Arrays.asList is for
L185[01:33:41] <tterrag> read literally the first sentence of the javadoc
L186[01:33:43] <tterrag> >Returns a fixed-size list backed by the specified array.
L187[01:33:50] <fry> Zaggy1024: yes
L188[01:33:56] <Zaggy1024> aw
L189[01:34:02] <shadekiller666> theres no other easy way to convert an array into a List in the standard java 1.8 library
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L191[01:34:10] <Zaggy1024> just need some life jackets and maybe a couple tugboats, man
L192[01:34:37] <Mowmaster> Maybe someone could make an array converter I suppose...
L193[01:34:38] <shadekiller666> though i suppose a lambda would do, though you'd still have to wrap the array to be able to use forEach()...
L194[01:34:43] <killjoy> List<?> list = new ArrayList<>(); list.addAll(Arrays.asList(array));
L195[01:35:02] <tterrag> or new ArrayList<>(Arrays.asList(array))
L196[01:35:06] <tterrag> no need for the second line
L197[01:35:11] <killjoy> I thought of that right after I hit enter
L198[01:35:11] <Zaggy1024> yeh
L199[01:35:46] <Zaggy1024> I wonder how much faster an arraycopy would be than that
L200[01:36:03] <Zaggy1024> arraycopy into the internal array of an ArrayList
L201[01:36:04] <Wuppy> I read array copter there and got very confused for a second xD
L202[01:36:17] <Mowmaster> XD
L203[01:36:35] <Zaggy1024> if that means choppers that can link up to lift heavy things, I wanna see that :)
L204[01:37:02] <Mowmaster> isnt there a crane item in some mod?
L205[01:37:13] <Wuppy> my mind is crazy....
L206[01:37:26] <Mowmaster> Well you code...
L207[01:37:30] <Wuppy> although that may be caused by all the christmas music in the last weeks
L208[01:37:35] <Mowmaster> Lol
L209[01:37:42] <Zaggy1024> I assume arraycopy does some operations on the memory rather than going through JVM code?
L210[01:37:57] <Zaggy1024> I mean Java-accessible JVM code
L211[01:39:11] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 190 seconds)
L212[01:40:08] <Mowmaster> I feel like my dispatch today is gonna be shitty...
L213[01:42:25] <Wuppy> dispatch?
L214[01:43:03] <Mowmaster> I work for UPS, I do bad on lighter then expected days...
L215[01:43:37] <Wuppy> why's that?
L216[01:44:21] <Mowmaster> I get so used to usual volume that it throws me out of my usual when we're lighter
L217[01:44:47] <Wuppy> ugh I can't seem to properly install the jdk :<
L218[01:44:55] <Mowmaster> Like if your used to see 250's and today im seeing 150's...
L219[01:45:14] <Wuppy> actually, I cant' get aptana to run, eclipse works just fine o___0
L220[01:45:20] <Mowmaster> Gg
L221[01:45:48] <Mowmaster> Time to format drive c it sounds like ;)
L222[01:46:04] <Wuppy> just did that when I updated to Win 10
L223[01:46:37] <Mowmaster> I probs should have. But os has its own ssd so meh
L224[01:46:51] <Wuppy> there we go, jdk works now
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L227[01:47:02] <Wuppy> aptana still borked
L228[01:47:48] <Wuppy> ugh damn aptana, I need jkd 32 bit
L229[01:48:29] <Mowmaster> Rip
L230[01:48:37] <Wuppy> Rip in pepperoni
L231[01:49:05] <Mowmaster> Yum!
L232[01:49:27] <Mowmaster> Wait...
L233[01:49:44] <Mowmaster> Ripping in pepperoni might be kinda shitty...
L234[01:50:02] <Wuppy> yeah letting one rip might become shitty
L235[01:50:05] <ThePsionic> Let it rip
L236[01:50:28] <Wuppy> hey Psionic whats up
L237[01:50:33] <Wuppy> vacation as well?
L238[01:50:36] ⇦ Quits: McJty (~jorrit@d8d872e30.access.telenet.be) (Quit: Leaving)
L239[01:50:37] <ThePsionic> Ye
L240[01:50:41] <Wuppy> \o/
L241[01:50:44] <Wuppy> so ossum isnt it
L242[01:50:59] <ThePsionic> I just woke up from the literal worst cold
L243[01:51:18] <Wuppy> :c
L244[01:51:22] <ThePsionic> But ye it's neat, getting a lot of hours in GTAO
L245[01:51:38] <Wuppy> I've been playing a lot of games in my steam library getting my backlog down a bit
L246[01:51:50] <Wuppy> also school shit and working on publishing my own game
L247[01:52:14] <ThePsionic> Wuppy: my steam library is worth ~€2400
L248[01:52:19] <ThePsionic> Come at me
L249[01:52:27] ⇨ Joins: alex_6611 (~alex_6611@p5DE7B9CC.dip0.t-ipconnect.de)
L250[01:52:32] <Wuppy> be careful now, I have 400 games
L251[01:52:38] <ThePsionic> Shit
L252[01:52:58] <Wuppy> yep, most of it is
L253[01:53:00] <Wuppy> :P
L254[01:53:01] <Mowmaster> My average on steam per game went up 4 bucks after gettin sony vegas pro edit...
L255[01:53:16] <Wuppy> shit :<
L256[01:53:24] <ThePsionic> Wuppy: https://steamdb.info/calculator/
L257[01:53:29] <Wuppy> https://steamdb.info/calculator/76561198017607906/?cc=be
L258[01:53:41] <Wuppy> wanna see yours
L259[01:54:09] <Mowmaster> Yeah I dun that last time we talked about this xD
L260[01:54:54] <ThePsionic> It says €855 now because of winter sales
L261[01:55:13] <Wuppy> winrar
L262[01:55:17] <ThePsionic> It's €2425 or so normally
L263[01:55:24] <Wuppy> well, depending on what you consider winning xD
L264[01:55:32] <Wuppy> I spend more on steam, FUCK YEAH
L265[01:55:32] <Wuppy> :P
L266[01:55:34] <TehNut> https://steamdb.info/calculator/76561198041871599/?cc=us i have poor account
L267[01:55:59] <Wuppy> TehNut, that's a metric shittonne of hours in CSGO
L268[01:56:08] <TehNut> not that many
L269[01:56:19] <Wuppy> like, you've played more in CSGO alone than me in my entire steam library
L270[01:56:29] <TehNut> Nowhere near my MC or Burnout Paradise (on PS3) time
L271[01:56:29] <Wuppy> that's _ALOT_
L272[01:56:32] <ThePsionic> My brother's account adda up to a whopping €16
L273[01:56:44] <ThePsionic> Adds*
L274[01:56:46] <TehNut> Want to see something stupid?
L275[01:56:55] <Wuppy> my most played game is 106 hours
L276[01:57:03] <Wuppy> it's an indie game and literally the best game ever <3
L277[01:57:19] <tterrag> TehNut: your RL play time saddens me
L278[01:57:25] <ThePsionic> I have like 1800h in TF2
L279[01:57:28] <Wuppy> I force all of you to buy this: http://store.steampowered.com/app/259680/
L280[01:57:30] <TehNut> I know I need to play it more :(
L281[01:57:44] <Wuppy> the dev is also an amazing guy!
L282[01:57:46] <TehNut> My girlfriend, ladies and gentlemen. http://i.imgur.com/Fhgv0ME.png
L283[01:57:51] <Wuppy> really friendly dude
L284[01:58:06] <Wuppy> :c
L285[01:58:12] <ThePsionic> Wuppy: >1395 achievements
L286[01:58:17] <Wuppy> yes
L287[01:58:19] <ThePsionic> Gl completiinists
L288[01:58:23] <Wuppy> yeah....
L289[01:58:26] <tterrag> interesting, portal still beats out RL for price/hour
L290[01:58:29] <tterrag> not for long though
L291[01:58:31] <Wuppy> you'll have to finish the game like 500 times for that
L292[01:58:38] <tterrag> portal 2, not portal
L293[01:58:41] <Wuppy> some runs of which are completely imopssibur
L294[01:58:44] <tterrag> https://steamdb.info/calculator/76561198018964225/?cc=us
L295[01:58:46] <Wuppy> for me at least
L296[01:58:51] <ThePsionic> TehNut: that's tragic
L297[01:58:57] <TehNut> HA
L298[01:58:59] <TehNut> U FUNNY
L299[01:59:04] <ThePsionic> Ty
L300[01:59:11] <Wuppy> tterrag, that's a lot of value for 95 games :O
L301[01:59:26] <tterrag> :D
L302[01:59:27] <Wuppy> \o/ rocket league #1
L303[01:59:37] <tterrag> I own a lot of old/cheap games
L304[01:59:46] <Mowmaster> Rust?
L305[01:59:51] <tterrag> sorty by price and see for yourself
L306[01:59:53] <Wuppy> I can't play any games more than 105 hours, because my #1 game must remain #1
L307[01:59:55] <Wuppy> because it's <3
L308[02:00:00] <shadekiller666> carball!!!
L309[02:00:05] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151224 mappings to Forge Maven.
L310[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151224-1.8.8.zip (mappings = "snapshot_20151224" in build.gradle).
L311[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/
L312[02:00:59] <ThePsionic> I have just over 2k hours in TF2 and Garry's Mod combined
L313[02:01:08] <Zaggy1024> what does gl fog density do?
L314[02:01:24] <Mowmaster> 2k hours...daym
L315[02:01:28] <Wuppy> I should really make sure that I've got this website of mine finished before the end of the vacation...
L316[02:01:34] <Mowmaster> Lok
L317[02:01:34] <TehNut> i like going on this site. I find games that I didn't even know I own
L318[02:01:34] <tterrag> shadekiller666: do you play?
L319[02:01:42] <TehNut> TIL I have Killing Floor
L320[02:01:49] <shadekiller666> do i play what? carball?
L321[02:01:49] <ThePsionic> Lol
L322[02:01:52] <TehNut> apparently i've played it, too
L323[02:02:03] <Wuppy> ThePsionic, buy it http://store.steampowered.com/app/259680/
L324[02:02:06] <Wuppy> tterrag, get it http://store.steampowered.com/app/259680/
L325[02:02:09] <Wuppy> :P
L326[02:02:11] <ThePsionic> No moni
L327[02:02:20] <Zaggy1024> making it change the fog density each frame to a random number doesn't seem to do anything :|
L328[02:02:23] <Wuppy> I'd almost buy it for you, it's that good
L329[02:02:26] <shadekiller666> no i don't play carball
L330[02:02:34] <tterrag> roguelike rpg...no thanks :P
L331[02:02:35] <ThePsionic> Sure Wuppy hmu
L332[02:02:56] <tterrag> shadekiller666: :(
L333[02:03:00] <Wuppy> already buying it for someone else & I dont have infinite money
L334[02:03:11] <shadekiller666> i might play Rocket League if i had it... but i'm a little short on cash atm
L335[02:03:11] <ThePsionic> motherlode
L336[02:03:13] <Wuppy> tterrag, that was my reaction but it was 17/10
L337[02:03:42] <tterrag> shadekiller666: it's on sale!
L338[02:03:48] <tterrag> 14 bucks
L339[02:04:07] * shadekiller666 has all of $7 in his bank account
L340[02:04:14] <tterrag> heck I'll get it for you at that price :P
L341[02:04:18] <ThePsionic> Same shadekiller666
L342[02:04:25] <TehNut> Ooo... Darkest Dungeon is $10 right now...
L343[02:04:38] <ThePsionic> Played thay
L344[02:04:43] <ThePsionic> Kinda meh
L345[02:04:44] <shadekiller666> tterrag, if you're serious, my steam id is the same as it is here
L346[02:04:57] <TehNut> Watched a friend play it, I really liked it
L347[02:05:01] <tterrag> you both have $7 in your bank account?
L348[02:05:07] <tterrag> that's an odd coincidence
L349[02:05:18] <TehNut> Neat art style, audio is great, looks fun
L350[02:05:20] <ThePsionic> Well more like €7
L351[02:05:22] *** williewillus is now known as willieaway
L352[02:05:23] <ThePsionic> But ok
L353[02:05:31] <TehNut> I'd buy it just to support the dev
L354[02:05:47] <Wuppy> TehNut, which game?
L355[02:05:55] <TehNut> http://store.steampowered.com/app/262060/
L356[02:06:06] <ThePsionic> I am so fucking bunmed I missed the Double Take sale tho
L357[02:06:09] <Wuppy> nope, never getting early access
L358[02:06:12] <TehNut> Only downside is that it's early access
L359[02:06:15] <TehNut> yeh
L360[02:06:25] <Wuppy> if I ever get it, I'll wait for it to rleease
L361[02:06:45] <tterrag> Darkest Dungeon seems like one of those "early access but kinda not really" games
L362[02:06:49] <tterrag> like KSP or don't starve
L363[02:06:57] <TehNut> It is
L364[02:07:03] <ThePsionic> Basically all Double Take games were €95 but on sale for €20
L365[02:07:11] <ThePsionic> I missed it :(
L366[02:07:18] <Wuppy> tterrag, could be, but you'd get more out of your money by just waiting a few months
L367[02:07:26] <Wuppy> and it's not like I'm short on games with my 200 games backlog
L368[02:07:32] <Wuppy> and there are absolute gems in there
L369[02:07:37] <Wuppy> not all shite
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L372[02:08:07] <tterrag> oh. infinifactory is on sale. yet to play that
L373[02:08:56] <TehNut> I'm trying to remember if Infinifactory was a game I pledged to on Kickstarter or not...
L374[02:09:04] <TehNut> Whatever game it was, it didn't go through
L375[02:09:07] <TehNut> Looked similar though
L376[02:09:16] <tterrag> infinifactory DEFINITELY went through lol
L377[02:09:19] <Mowmaster> Well f me...uploaded the wrong plan for today...
L378[02:09:22] <TehNut> okay then not that
L379[02:09:29] <tterrag> it's a zachtronics game
L380[02:10:03] <shadekiller666> tterrag, thats pretty good
L381[02:10:09] <Wuppy> anyone here with html & css experience?
L382[02:10:21] <shadekiller666> better than the one about chemicals...
L383[02:10:28] <tterrag> spacechem
L384[02:10:31] <shadekiller666> ya that
L385[02:11:05] <shadekiller666> might i also recommend Human Resource Machine
L386[02:11:08] <tterrag> anyways, I should be getting some sleep
L387[02:11:13] <tterrag> night
L388[02:11:15] *** tterrag is now known as tterrag|ZZZzzz
L389[02:11:15] <TehNut> Oh, no I was thinking of MaK https://www.kickstarter.com/projects/1125462381/mak
L390[02:11:47] <Wuppy> \o/ I did it!
L391[02:11:52] <Wuppy> finally managed to center a text thing
L392[02:11:53] <Wuppy> winrar
L393[02:12:04] <Wuppy> it's the little things :P
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L395[02:13:30] ⇨ Joins: killjoy1 (~killjoy@2606:a000:1118:c13d:9420:991d:33fb:a792)
L396[02:13:43] <ThePsionic> Lol
L397[02:13:57] <Wuppy> trust me, that's way harder then you'd expect
L398[02:14:01] <ThePsionic> Wuppy learns webdev part 1
L399[02:14:20] <Wuppy> ^ 100% true
L400[02:14:32] <Wuppy> it's going to stay a 1 parter though
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L402[02:14:37] <Wuppy> just want to learn the languages and be done with it
L403[02:15:36] <ThePsionic> How're you learning it Wuppy
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L405[02:15:56] <Wuppy> I followed the courses on html, css and javascript on Lynda.com and now I'm making a basic website
L406[02:16:01] <ThePsionic> Ah
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L408[02:16:32] <Mowmaster> I have a little html5 css xp wuppy
L409[02:16:41] <Wuppy> cool, question
L410[02:16:45] <ThePsionic> Maybe you want to check out the first block of FreeCodeCamo Wuppy
L411[02:16:56] <ThePsionic> FreeCodeCamp*
L412[02:17:00] <Wuppy> I've got these lines next to my boxes: http://i.imgur.com/6htWcLx.png
L413[02:17:01] <Wuppy> why
L414[02:17:31] <Mowmaster> The blue ones on the r side?
L415[02:17:39] <Wuppy> this shows it better: http://i.imgur.com/YBLItap.png
L416[02:17:46] <Wuppy> next to the NOT and OR
L417[02:18:01] <Wuppy> the code: http://i.imgur.com/UZNe4vG.png
L418[02:18:28] <ThePsionic> And the CSS?
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L420[02:19:01] <Mowmaster> Yeah html code looks sound
L421[02:19:11] <Mowmaster> Css please?
L422[02:19:12] <Wuppy> http://i.imgur.com/cFRyFMf.png
L423[02:20:06] <Mowmaster> Does changing your margin or padding get rid of it?
L424[02:20:45] <Mowmaster> As far as code goes idk why you would have those little blue lines. ..
L425[02:21:02] <Wuppy> nope, they're always there
L426[02:21:10] <Mowmaster> Huh
L427[02:21:32] <Mowmaster> Try another browser?
L428[02:21:47] <ThePsionic> I think the link aspect of it is overflowing somehow
L429[02:21:48] <Wuppy> same in chrome and firefox
L430[02:22:29] <Wuppy> ThePsionic, must be I guess, becuase there's no blue element anywhere in my css
L431[02:22:37] <Mowmaster> Yeah
L432[02:22:38] <Wuppy> and links are blue by default
L433[02:23:33] <Wuppy> If I add paragraphs inside the link elements the lines go away
L434[02:23:42] <Wuppy> but then they no longer show up besides each other
L435[02:24:13] <ThePsionic> I'd make an a class that *looks* like a button
L436[02:24:30] <ThePsionic> Instead of actually using a button
L437[02:24:38] <Wuppy> a class?
L438[02:24:45] <Mowmaster> Or edit link color
L439[02:24:56] <ThePsionic> A class in an a tag
L440[02:25:09] <Wuppy> Mowmaster, with thta I can no longer have links right?
L441[02:25:18] <Wuppy> or at least, they'll all be white/invisible
L442[02:25:40] <ThePsionic> Not if you would change it in your container only
L443[02:25:43] <Mowmaster> You can do that per link or group them
L444[02:25:54] <Wuppy> oh yeah, that works perfectly, thanks :)
L445[02:26:24] <Wuppy> what's the syntax for that again exactly? .bitOPButton > a ?
L446[02:26:51] <ThePsionic> .bitOPButton a {}
L447[02:26:58] <Wuppy> close enough :)
L448[02:27:00] <Wuppy> thanks :D
L449[02:30:27] <Mowmaster> Just remembered I need to redirect my domain to my new address... rip mowmasterlp.com
L450[02:31:49] <ThePsionic> thepsionic.com lives on
L451[02:32:12] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L452[02:33:39] <Wuppy> wuppy29.com is slowly dying
L453[02:34:34] <Mowmaster> Well as long as its still alive im gonna use your 1.8 tuts for reference
L454[02:34:45] <Wuppy> or get mah book \o/
L455[02:34:46] <Wuppy> :P
L456[02:34:54] <Mowmaster> True...
L457[02:35:20] <Wuppy> I've been focussing on my personal portfolio website lately... that one is much prettier
L458[02:35:25] <Wuppy> but a few months outdated atm
L459[02:35:52] <Mowmaster> Is the book all text or is it made up like a software users guide with examples and picts/diagrams?
L460[02:36:19] <Wuppy> it contains text, code, pictures etc.
L461[02:36:21] <Wuppy> no diagrams
L462[02:36:28] <ThePsionic> Wuppy: illegal download pls
L463[02:36:33] <Mowmaster> Lol
L464[02:36:34] <Wuppy> good joke m8
L465[02:36:35] *** MrKick|Away is now known as MrKickkiller
L466[02:36:56] <Wuppy> Mowmaster, http://www.amazon.com/gp/product/0672337630?gwSec=1&redirect=true&ref_=s9_simh_gw_p14_d0_i6#reader_0672337630
L467[02:37:05] <Wuppy> it has a preview :)
L468[02:37:31] <Mowmaster> So how much does amazon get as a cut?
L469[02:37:51] <Wuppy> I dont know exactly because of the discount, but usually 50%
L470[02:38:08] <Mowmaster> Do you have a pateron?
L471[02:38:34] <Wuppy> not really, I had one at one point
L472[02:38:35] <Wuppy> why?
L473[02:38:48] <Mowmaster> Jw
L474[02:40:06] <Mowmaster> I usually throw ppl a buck a month if I like something they have done
L475[02:40:43] <ThePsionic> Mowmaster: you can give me a buck a month regardless
L476[02:40:47] <Mowmaster> ...
L477[02:41:01] <Wuppy> Patreon is very annoying tbh
L478[02:41:09] <Mowmaster> I dont mind it
L479[02:41:24] <Wuppy> it takes a massive fee and doesnt work very wel
L480[02:41:51] <Wuppy> their UI isn't intuitive and I can't even get my money unless I sign anohter W8 form
L481[02:42:14] <Mowmaster> Meh w8 aint bad
L482[02:42:34] <Mowmaster> Well I kinda had to or leave like 250 in their hands...
L483[02:42:48] <Wuppy> yep, at that point it's worth it
L484[02:42:56] <Wuppy> I had to sign 2 for my book, not fun
L485[02:43:15] <Mowmaster> Ah, yeah cant disagree
L486[02:43:41] <ThePsionic> A whatnow form
L487[02:43:47] *** TehNut is now known as TehNut|Sleep
L488[02:44:06] <Mowmaster> So is it against your signing contract if I were to slip you like 25 bucks for a dl?
L489[02:44:27] <Wuppy> that would be very bad, yes
L490[02:44:42] <Mowmaster> Kk* goes back to amazon
L491[02:45:08] <Wuppy> I only have one dl copy which is the author version, if they see that anywhere I am dead :P
L492[02:45:25] <Mowmaster> Good for them :p
L493[02:48:06] <Mowmaster> So why is it "sams guide" but the author is jimmy?
L494[02:51:07] *** kroeser|away is now known as kroeser
L495[02:51:56] <Wuppy> sam's teach yourself is a big series in Murica
L496[02:52:28] <Mowmaster> Oh, I diddnt know that
L497[02:52:49] <Mowmaster> Maybe I should learn to read books...
L498[02:56:10] <Wuppy> same here :P
L499[02:56:17] <Wuppy> I didn't know either
L500[02:58:58] *** willieaway is now known as williewillus
L501[02:59:29] <williewillus> holy shit it works https://i.gyazo.com/1dc98f96b47abbf31d26f56914eb40bb.png
L502[03:01:10] *** Morphan1 is now known as MorphFK
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L504[03:03:41] <fry> \o/
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L506[03:04:11] *** kroeser is now known as kroeser|away
L507[03:04:21] <sham1> Is that the botania's solar mana generator flower
L508[03:04:53] <sham1> Daybloom I think it is called
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L510[03:07:20] <williewillus> fry: when I specify a MRL in process() it seems like it always has to be a blockstate json path (noticed it in the multimodel loader too), is it impossible to have it load from models/block/ or am I missing something?
L511[03:08:47] <williewillus> sham1: yeah, daybloom. but the system working means dynamic addon-registerable models for whatever magic flower :D
L512[03:09:01] <sham1> ah
L513[03:09:06] <sham1> Dynamic flowers eh
L514[03:10:05] <fry> williewillus: MRL is always a variant inside blockstate, RL is normal model
L515[03:10:14] <Wuppy> \o/ dutch study financing <3
L516[03:10:16] <williewillus> I see
L517[03:11:42] <williewillus> no big deal, was just curious. now sleep, it's 3AM 0.o
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L525[03:35:31] <xaero> day 6 part 1 is finally debugged \o/
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L528[04:03:06] <ThePsionic> willieaway: damnit you're away
L529[04:03:16] <ThePsionic> I wanted to ask how he do dat tiny screen
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L532[04:09:20] <xaero> the net.minecraft.client.Main class can take height and width command line arguments
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L538[04:22:34] <ThePsionic> It looks like an integrated IDEA thing though
L539[04:23:11] <sham1> my pipe connects work agai
L540[04:23:36] <sham1> It took some work in JSON but now it is good
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L543[04:29:34] <xaero> should be able to pass command line arguments through IDEA (don't use IDEA, can't help there)
L544[04:29:55] <xaero> somewhere in the run configs I reckon
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L546[04:30:28] <diesieben07> ThePsionic, that's just his WM
L547[04:30:35] <ThePsionic> ???
L548[04:33:01] <sham1> A virtual machine
L549[04:33:33] <ThePsionic> sham1: W, not V
L550[04:35:46] <Wuppy> ThePsionic, question, can you pass a number to javascript from html
L551[04:35:50] <Wuppy> or how, rather
L552[04:35:56] <ThePsionic> Uuuuuh
L553[04:35:59] <ThePsionic> How do you mean
L554[04:36:04] <sham1> You could read the DOM element :P
L555[04:36:15] <Wuppy> I'm using 1 script in 4 different html files and I need to know which
L556[04:36:35] <Wuppy> sham1, I was thinking about making an invisible DOM element but I assume there's a cleaner way to do that
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L558[04:37:03] <sham1> http://stackoverflow.com/questions/5315946/passing-html-values-into-javascript-functions
L559[04:37:11] ⇨ Joins: Szernex (~Szernex@91-113-116-34.adsl.highway.telekom.at)
L560[04:37:27] <Wuppy> that's an input
L561[04:37:42] <Wuppy> I don't have input for this
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L563[04:38:08] <sham1> the hell are you trying to do
L564[04:38:15] <Wuppy> I've got 4 html pages
L565[04:38:24] <Wuppy> and all of them have to run a script on window.onload
L566[04:38:37] <Wuppy> but they have 1 line of code which is different for each of the 4 pages
L567[04:38:49] <Wuppy> making 4 different js scripts for that would be a waste of time
L568[04:38:57] <ThePsionic> I would personally use some data- class on the body of the page then
L569[04:39:07] <Wuppy> so I need a way to let javascript know which of the 4 html files it's in
L570[04:39:56] <xaero> yea, though I'd use an id instead of class (only one of them)
L571[04:40:14] <Wuppy> there can only be 1 id on each page right?
L572[04:40:19] <sham1> you could have an invisible div for it somewhere
L573[04:40:28] <ThePsionic> Wuppy: http://www.sitepoint.com/use-html5-data-attributes/
L574[04:40:53] <Wuppy> perfect ThePsionic
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L576[04:41:04] <Wuppy> I was looking at a different page doing the same thing :)
L577[04:41:08] <ThePsionic> :P
L578[04:41:32] <Wuppy> sham1, ThePsionic's approach to just put it on the body is much cleaner, right?
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L580[04:41:42] <sham1> idunno
L581[04:42:20] <ThePsionic> I mean there's no reason to create some other new element for the sole purpose of page distinguishing
L582[04:42:27] <Wuppy> ^
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L584[04:43:03] <sham1> you can do what thepsionic said
L585[04:43:25] <sham1> I am not an expert of web developement so it is useless to ask me
L586[04:43:50] <ThePsionic> I wouldn't call myself an expert either :P
L587[04:43:56] <Wuppy> hmm it's telling me it's a proprietary attribute
L588[04:44:44] <ThePsionic> Strange
L589[04:44:55] <xaero> I'm not a web dev either, but html5 might not be universally standard on all browsers yet
L590[04:45:00] <ThePsionic> Well, technically from a pure HTML perspective it is
L591[04:45:09] <Wuppy> http://caniuse.com/#feat=dataset
L592[04:45:14] <ThePsionic> But once you put JS behind it it's not
L593[04:45:29] <Wuppy> it should be supported by all browsers which are still actually used
L594[04:46:06] <Wuppy> also it's not going to be a fully commercial website I think, just a thing to train my skills and show school that I did shit :P
L595[04:46:12] <tmtu> pls no webdev
L596[04:46:21] * tmtu scarred for life
L597[04:46:26] <ThePsionic> rip tmtu
L598[04:46:29] <ThePsionic> css killed him
L599[04:46:35] <Wuppy> hehe
L600[04:46:45] <Wuppy> I'm not a fan either, but learning & knowing it is useful
L601[04:47:06] <sham1> CSS kills in the house and the garden
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L604[04:50:25] <xaero> cs:s gave him multiple stab wounds
L605[04:50:44] <sham1> more like AWPs up the arse
L606[04:50:51] <ThePsionic> hue
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L608[04:53:37] <tmtu> "The Adobe Systems glyph bitmaps are typically distributed on magnetic tape. Each tape is 1600 BPI, nine track, un-labeled, and contains two or more files."
L609[04:53:50] <tmtu> this spec is from 93 x_x
L610[04:54:23] <sham1> I do not get why you cannot get a CompletableFuture from Callble
L611[04:54:28] <sham1> Maybe I want a fail state
L612[04:54:36] <sham1> that comes from exceptions
L613[04:55:10] <diesieben07> sham1, http://stackoverflow.com/questions/30559707/completablefuture-from-callable
L614[04:55:19] <diesieben07> not a solution, but anyways.
L615[04:55:27] <sham1> seen it already
L616[04:55:57] <sham1> it would have been somewhat good if the errors could propagate
L617[04:56:12] <diesieben07> what do you mean?
L618[04:56:39] <sham1> if one promise fails then no more of them are executed and you get the default value from if it fails
L619[04:56:51] <diesieben07> that is the default behavior.
L620[04:57:08] <diesieben07> if the first one fails, the dependent ones fail with that exception, too
L621[04:57:11] <sham1> ah good
L622[04:57:14] <diesieben07> unless you use e.g. handle() or exceptionally()
L623[05:01:30] <sham1> but is there a method that if you have daisy chained some promises together then it will either get the actual value from the futures or the default value if one of them has failed
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L625[05:01:40] <sham1> I guess getNow would be something like that
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L627[05:02:09] <diesieben07> no
L628[05:02:17] <sham1> bah
L629[05:02:17] <diesieben07> getNow doesn't block if they aren't done yet.
L630[05:02:21] <diesieben07> exceptionally is what you want
L631[05:03:39] <ThePsionic> guys it's christmas in new zealand
L632[05:04:06] <sham1> Yule has been here for 13 hours
L633[05:04:09] <sham1> What are you talking about
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L637[05:19:50] <sham1> Well with handle I suppose that CompletableFuture can infact be used with IO
L638[05:19:55] <sham1> I should really test that
L639[05:20:47] <diesieben07> yes it can
L640[05:20:48] <diesieben07> i do
L641[05:21:07] <sham1> I'll still test it so that I can be sure
L642[05:22:13] <diesieben07> you just have to wrap any IOExceptions into UncheckedIOException so that you can throw them inside the functional interfaces
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L644[05:35:39] <diesieben07> sham1, also, don't use the default ***Async method without the executor argument for IO as they use the ForkJoinPool, which is not particularly great for long blocking IO tasks
L645[05:35:57] <sham1> thanks for the hint
L646[05:36:04] <sham1> Time to get myself an Executor from somewhere
L647[05:37:19] <diesieben07> https://goo.gl/BWIySD
L648[05:47:13] <sham1> Now for a completely unrelated question
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L651[05:47:39] <sham1> How do I decide if my Item has x amount of bonus damage
L652[05:48:11] <diesieben07> bonus damage??
L653[05:48:19] <sham1> you know
L654[05:48:41] <sham1> How much damage you do with that item above from what you would do with your hand
L655[05:48:54] <diesieben07> oh
L656[05:48:57] <sham1> Like how diamond sword deals 5 points more damage than your hand
L657[05:48:59] <diesieben07> you get the Attribute modifier
L658[05:49:04] <sham1> Ah
L659[05:49:12] <diesieben07> ItemStack
L660[05:49:16] <diesieben07> ItemStack#getAttributeModifiers
L661[05:49:59] <sham1> Mmm
L662[05:50:07] <sham1> Which attribute it would be then
L663[05:51:52] <sham1> or rather, where can I look them up
L664[05:52:08] <sham1> NVM
L665[05:52:11] <sham1> I think I found them
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L669[05:56:25] <sham1> Man, this is sorta complicated
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L671[05:59:01] <diesieben07> sham1, stack.getAttributeModifiers().get(SharedMonsterAttributes.attackDamage.getAttributeUnlocalizedName())
L672[06:00:19] <sham1> yeah that gets me the collection of AttributeModifiers in the classic Multimap way
L673[06:00:31] <diesieben07> yep
L674[06:00:52] <sham1> And then rises the question
L675[06:00:55] <sham1> What's next
L676[06:04:17] <sham1> ...
L677[06:04:26] <diesieben07> what are you trying to achieve exactly?
L678[06:04:29] <sham1> Or I could just set the NBT tag
L679[06:04:40] <diesieben07> oh you are trying to *set*?
L680[06:04:46] <sham1> Yes
L681[06:04:49] <diesieben07> for your own item?
L682[06:04:53] <sham1> indeed
L683[06:05:32] <diesieben07> override getAttributeModifiers. then map = super.getAttributeModifiers; map.put(<attribute name as seen above>, modifier)
L684[06:05:40] <diesieben07> then return map;
L685[06:05:44] <sham1> k
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L688[06:07:57] <noninc> Hello! Do you know of any tutorial or documentation on the runtime deobfuscation?
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L690[06:08:29] <diesieben07> there is not much to document or know about it. FML just makes sure that classes have the right names at runtime and fields/methods have the SRG names (e.g. field_12345_a)
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L692[06:09:10] <sham1> I have a feeling that my wrench is now able to kill aything in one hit :D
L693[06:09:28] <diesieben07> haha
L694[06:10:07] <Samario> what type of damage does it do
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L696[06:10:44] <sham1> 1000% Attack damage
L697[06:12:47] <sham1> NVM
L698[06:12:52] <sham1> It does not instagib everything
L699[06:12:54] <sham1> Good
L700[06:14:38] <Samario> it would only do 10x attack damage if it's 1000%
L701[06:15:04] <diesieben07> hmmm. question. If I have a generic "Owner" interface for photos that abstracts over who took the photo (player or a machine), what information should I put in for the machine? player is name+UUID obviously.
L702[06:15:05] <sham1> ye
L703[06:15:28] <sham1> image size?
L704[06:15:44] <diesieben07> naah, that goes into the Photo itself.
L705[06:15:56] <diesieben07> the photo has properties like size, location of photo, and the owner
L706[06:16:12] <diesieben07> then the owner can be player (wich tells you username and UUID) or a machine
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L708[06:20:17] <diesieben07> i think I'll just include Block + metadata
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L711[06:21:54] <Wuppy> holy hell the narrator of the official unity tutorials talks slowly
L712[06:22:10] <Wuppy> with his voice + talk speed I'll fall asleep before the end of this 6 minute video
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L750[08:33:38] <sham1> now I have a problem with blockstates
L751[08:34:02] <sham1> why does this always cycle to SOUTH even though it would be north: https://github.com/sham1/FluidCraft/blob/master/src/main/java/sham1/fluidcraft/machines/block/FCraftSmeltingBayBlock.java#L48
L752[08:34:28] <Wuppy> https://www.youtube.com/watch?v=jTZyr6iaYIc \o/
L753[08:34:43] <sham1> umn
L754[08:34:44] <sham1> Wat
L755[08:34:58] <williewillus> sham1: because you always get the default state and rotate it once
L756[08:34:58] <Wuppy> the arbitrary game awards :D
L757[08:35:01] <williewillus> you need to get the world state
L758[08:35:11] <sham1> Ah
L759[08:35:15] <sham1> I C
L760[08:35:23] <sham1> And now I feel like a dumbass
L761[08:35:30] <Wuppy> with the "Stop preordering video games award for biggest launch disaster" as one of the categories
L762[08:35:45] <williewillus> also block.rotateBlock() is a forge added helper method that automatically attempts to cycle a property called "facing"
L763[08:36:03] <sham1> Yeah
L764[08:36:15] <sham1> But my IWrenchable can be for every generic action with the wrench
L765[08:36:29] <sham1> I just use it to rotate because reasons
L766[08:37:22] <ghz|afk> [15:35] (williewillus): also block.rotateBlock() is a forge added helper method that automatically attempts to cycle a property called "facing"
L767[08:37:24] <ghz|afk> that's a thing?
L768[08:37:30] <sham1> yes
L769[08:37:32] <ghz|afk> I wrote my own version of that just a few weeks ago!
L770[08:37:38] <sham1> :P
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L772[08:37:44] <williewillus> ghz|afk: that's been in at least since 1.6-7 :p
L773[08:37:50] <williewillus> if not older
L774[08:38:02] <Wuppy> wait? seriously? warner bros admitted to not even going to fix their broken piece of shit batman arkham night
L775[08:38:12] <Wuppy> I mean they did some stuff to it, but it's still far from great
L776[08:38:16] <Wuppy> unacceptable
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L778[08:38:47] <ghz|afk> Wuppy: it's probably unfixable
L779[08:38:52] <ghz|afk> as in
L780[08:38:55] <Wuppy> still unacceptable
L781[08:39:02] <sham1> Wuppy, no it is not
L782[08:39:14] <ghz|afk> it would cost them more to fix the game properly now
L783[08:39:36] <Wuppy> ghz|afk, then why haven't we gotten anything else in its place?
L784[08:39:40] <ghz|afk> they could have easily done nothing
L785[08:41:07] <ghz|afk> apparently, they outsourced the PC port while rocksteady focused on the main game for consoles
L786[08:41:08] <sham1> now my block actually rotates correctly
L787[08:41:21] <ghz|afk> they got a shitty port back
L788[08:41:39] <ghz|afk> they did some emergency fixups, but they can't really start over
L789[08:41:43] <ghz|afk> way too late for that
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L791[08:42:18] <Wuppy> that's true, but it's unacceptable for fans of the series, people who purchased the game and people who got the game with their graphics card
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L793[08:42:46] <ghz|afk> oh sure
L794[08:42:59] <ghz|afk> well xcept
L795[08:43:03] <ghz|afk> I got the game with a new graphics card
L796[08:43:06] <ghz|afk> and I was able to play
L797[08:43:19] <ghz|afk> the game did have slowdowns in my gtx970
L798[08:43:31] <ghz|afk> but it was mostly playable for a few hours before I had to restart thegame
L799[08:43:33] <ghz|afk> nothing major
L800[08:43:46] <ghz|afk> not like my flatmate's gtx770 which was a slideshow after just a few minutes
L801[08:44:27] <Wuppy> why did you have to restart the game?
L802[08:44:35] <ghz|afk> because the engine was bugged
L803[08:44:41] <ghz|afk> it would keep using more and more vram
L804[08:44:49] <Wuppy> ah... typical
L805[08:44:52] <ghz|afk> until it started using system ram
L806[08:45:00] <ghz|afk> that's why the game was so broken
L807[08:45:05] <ghz|afk> with9out a 4gb gpu
L808[08:45:10] <ghz|afk> it was unplayable
L809[08:45:15] <ghz|afk> with 4gb is was borderline playable
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L811[08:46:10] <ghz|afk> Isuspect it was playable for me
L812[08:46:15] <ghz|afk> because it wasn't actually using system ram yet
L813[08:46:31] <ghz|afk> the gtx970 has a "split" in the ram
L814[08:46:46] <ghz|afk> only 3.5gb are connected to the fast bus
L815[08:47:06] <ghz|afk> the other 0.5gb use a secondary memory bus which is much slower, but not as slow as accessing system ram from the gpu
L816[08:48:03] <williewillus> is it bad to render solid/cutout blocks on the translucent render layer?
L817[08:48:26] <williewillus> I kinda want to be able to support any kind of flower model, and someone will inevitably try translucency
L818[08:48:43] <williewillus> but if it's just a normal cross quad model nothing bad would come of rendering on translucent would it?
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L820[08:58:49] <ghz|afk> williewillus: "cutout" layer is meant for things that use alpha testing for the cutout
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L822[09:00:00] <ghz|afk> the cutout layer is slightly faster since it doesn't have to worry about blending
L823[09:00:06] <ghz|afk> it either draws, or does not
L824[09:00:26] <ghz|afk> but nothing prevents you from using alpha blending with 0 and 255 as the only values
L825[09:00:41] <ghz|afk> in fact
L826[09:00:49] <ghz|afk> I don't know what minecraft does
L827[09:00:57] <ghz|afk> but it's common to set the alpha test to be
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L829[09:01:10] <ghz|afk> (GREATER, 1/255.0f)
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L831[09:01:22] <ghz|afk> so that pixels with "0" get skipped regardless
L832[09:01:31] <ghz|afk> texels? fragments?
L833[09:03:29] <sham1> Am I getting the bitshifts right
L834[09:03:30] <sham1> https://gist.github.com/sham1/5c7470fc45aaa278fa4f
L835[09:03:54] <sham1> Is shifting to the left by 4 the correct number
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L837[09:04:56] <williewillus> ghz|afk: wait so what determines whether I should use translucent or not in the general case?
L838[09:06:15] <sham1> Coz I'd rather not have the bits overshoot
L839[09:07:38] <sham1> Or I could just AND and OR with 0x8..
L840[09:10:15] <williewillus> if i specify an item model inside forge blockstate json, am I allowed to use builtin/generated?
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L842[09:10:51] <masa> sham1: umm... meta is at most 4 bits, you are shifting by 4 bits so you are overshooting
L843[09:10:58] <sham1> Yeah
L844[09:11:08] <sham1> I just AND and OR with 0x8 now
L845[09:11:08] <masa> also, EnumFacing.getHorizontal((meta) & 0x4); what is this supposed to do?
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L847[09:11:27] <masa> you encode the facing in one bit at 0x4?
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L849[09:11:41] <sham1> 0x7 would propably do better...
L850[09:13:50] <masa> what is the index range of getHorizontalIndex() and getHorizontal()? is it 0..5 or 0..3? ie. are the up and down not included in that?
L851[09:13:56] <sham1> 0..3
L852[09:14:08] <sham1> yeah, up and down not included
L853[09:14:11] <masa> ok
L854[09:14:45] <masa> then you could also just use 0x3 as the mask, but if you are not using the 0x4 bit for anything else then it doesn't matter
L855[09:15:12] <masa> ie. 0x7 works too
L856[09:15:25] <masa> and then you have the active state in the 0x8 bit
L857[09:15:29] <sham1> Yes
L858[09:15:33] <sham1> That's what I do
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L861[09:24:52] <sham1> Also, anyone know how I actually get the inventory variant I have inside my forge blockstate JSON actually become active
L862[09:26:37] <williewillus> setCustomMRL
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L864[09:27:10] <sham1> and what do I put to the ModelResourceLocation
L865[09:27:28] <williewillus> new MRL("mymod:myblock", "inventory")
L866[09:27:34] <sham1> K, tnx
L867[09:32:03] <sham1> And nope
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L869[09:34:00] <williewillus> time to wait for fry to get here so I can bombard him with more questions about special flowers xP
L870[09:34:31] <sham1> :P
L871[09:35:16] <williewillus> trying to get the item models to work
L872[09:35:20] <williewillus> also not sure how to design it
L873[09:35:39] <sham1> It's sad when there is only one person to ask anything rendering
L874[09:35:43] <sham1> related
L875[09:37:50] <williewillus> welp we're learning too so hopefully we can help others when they need it
L876[09:39:42] <ghz|afk> [16:04] (williewillus): ghz|afk: wait so what determines whether I should use translucent or not in the general case?
L877[09:39:59] <ghz|afk> necessity?
L878[09:40:09] <ghz|afk> if you need translucency, you use it
L879[09:40:20] <ghz|afk> if you just need "boolean" transparency, you use cutout
L880[09:40:27] <ghz|afk> if you don't need either, you use opaque
L881[09:40:31] <williewillus> I mean should I enable transparency for special flowers
L882[09:40:37] <williewillus> since I don't know what kinds of models people will pass in
L883[09:41:07] <williewillus> also, how do you *actually* register a smart item model 0.o
L884[09:42:56] <ghz|afk> option 1: handle ModelBakeEvent and inject the model manually
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L886[09:43:14] <ghz|afk> option 2: create an ICustomModelLoader, and accept the resourcelocation of your item directly
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L888[09:43:29] <ghz|afk> option 3: create an ICustomModelLoader that handles a special filename,
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L890[09:43:42] <ghz|afk> and use a Blockstate file for your item, which uses this filename
L891[09:45:53] <williewillus> I'm using modelbakeevent, stealing the SpecialFlowerBakedModel from the block and passing it back in to modelRegistry.putObject(new MRL(botania:specialFlower, inventory))
L892[09:46:00] <williewillus> the SpecialFlowerBakedModel is a ISMartItemModel
L893[09:46:03] <williewillus> but the callback never calls
L894[09:46:33] <ghz|afk> wait you have an ItemBlock hmmm
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L896[09:46:48] <ghz|afk> not sure how the model system works for that
L897[09:47:00] <williewillus> oh yeah I do >.<
L898[09:47:54] <williewillus> it should be the same right? since the item has the same unlocal name
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L901[09:54:49] <Zaggy1024> unlocalized names shouldn't be your resource names :D
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L903[09:54:56] <williewillus> *registry
L904[09:54:57] <williewillus> :P
L905[09:55:43] <Zaggy1024> dunno if this'll help you at all, but I saw you said something about making your block optionally transparent
L906[09:55:44] <Zaggy1024> http://i.imgur.com/88KoI3M.png
L907[09:58:06] <williewillus> yeah, but I'm not sure what I should set the layer to for the botania special flower since I'm allowing others to register arbitrary models
L908[09:58:19] <williewillus> should I just say "everything's on cutout, make models accordingly"?
L909[09:58:29] <Zaggy1024> arbitrary models for arbitrary variants, you mean?
L910[09:58:35] <Zaggy1024> hm, perhaps
L911[09:58:43] <Zaggy1024> I mean, can't they instantiate and override the layer?
L912[09:59:03] <Zaggy1024> making a common block use alpha blending is costly anyway
L913[09:59:03] <williewillus> instantiate wat :p
L914[09:59:11] <Zaggy1024> er
L915[09:59:18] <Zaggy1024> extend the block, I mean
L916[09:59:45] <williewillus> that's not how the botania sys works, you have one block ID for all magical flowers. even addon registered ones just get added as sub-TE's
L917[10:00:06] <williewillus> woohoo got item models working
L918[10:00:25] <williewillus> ghz|afk: I just forgot ModelLoader.setCustomMRL, the most basic step xD
L919[10:00:59] <Zaggy1024> huh...why?
L920[10:01:17] <ghz|afk> XD
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L922[10:01:34] <Zaggy1024> why not just have people register block states for their extra flowers if they want/need to
L923[10:02:25] <williewillus> you're gonna run out of metas pretty fast :p
L924[10:02:33] <williewillus> and those will shift world to world
L925[10:02:53] <williewillus> the way it's done now is pretty neat, except for the having to render it part :p
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L927[10:09:33] <Zaggy1024> you could make registration set a layer
L928[10:09:46] <Zaggy1024> and then the block could return true for all layers that have been registered
L929[10:10:00] <Zaggy1024> then an ISmartModel could only return a model when the layer is correct for the variant
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L949[10:52:21] <williewillus> where can I get the "missing model" IBakedModel easily?
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L955[11:12:48] <Thutmose> are there any examples of using the 1.8.8 forge obj model loader for rendering entities?
L956[11:12:58] <gigaherz> sec
L957[11:13:18] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/RenderBall.java
L958[11:13:25] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/RenderingStuffs.java
L959[11:13:26] <Thutmose> thanks
L960[11:13:29] <gigaherz> I made a little utility class
L961[11:13:42] <gigaherz> the custom vertex format is not necessary
L962[11:13:50] <gigaherz> you can use Attributes.DEFAULT_BAKED_FORMAT
L963[11:13:51] <williewillus> https://i.gyazo.com/298561aea602ddb82e0777bee28cf86b.png resource pack override of special flowers is a go!
L964[11:14:08] <gigaherz> lol williewillus
L965[11:14:08] <gigaherz> XD
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L968[11:14:52] <williewillus> do you know if we can use "builtin/generated" in forge blockstate json?
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L971[11:16:51] <gigaherz> no idea
L972[11:16:56] <gigaherz> but I don't see why not
L973[11:17:27] <williewillus> okay bc that's the only piece of this left, I'm surprised it only tooke like 6 hours :p
L974[11:19:38] * ThePsionic opens up IDEA
L975[11:19:50] * ThePsionic lets it sit open for 6 hours while playing GTA Online
L976[11:21:23] * gigaherz has had idea open for weeks
L977[11:21:34] * gigaherz has not been constantly coding that long
L978[11:22:55] <ThePsionic> williewillus: how do that smol window thar
L979[11:23:06] <gigaherz> GAH I hate tweeter's stupid "while you were away" shit
L980[11:23:15] <ThePsionic> >tweeter
L981[11:23:16] <ThePsionic> k
L982[11:23:20] <gigaherz> yes
L983[11:23:26] <gigaherz> they don't deserve to be called properly
L984[11:23:26] <gigaherz> STOP ADDING SHIT IN THE MIDDLE OF THE NEATLY ORDERED STREAM
L985[11:23:31] <williewillus> ThePsionic: I resized? lol and also took a very limited region screenshot with gyazo
L986[11:24:18] <Rockers> IDEA?
L987[11:24:56] <Zaggy1024> I feel like I may be missing something, but shouldn't "(time / 24000L % 8L + 8L) % 8" be the same as "time / 24000 % 8"?
L988[11:25:15] <ThePsionic> williewillus: then how do you explain the completely buttonless monospace top bar
L989[11:26:43] <Rockers> Does anyone have any idea on how to set the light-level of a block based off of the current State?
L990[11:26:51] <Rockers> *its
L991[11:26:59] <Zaggy1024> getLightValue
L992[11:27:00] <williewillus> ThePsionic: i3wm :D
L993[11:27:10] <ThePsionic> whowhatwhenonw
L994[11:27:13] <Rockers> I'll try that
L995[11:27:16] <Zaggy1024> you have to force update the light at the block if the metadata doesn't change though
L996[11:27:27] <williewillus> ThePsionic: linux window manager http://i3wm.org/
L997[11:27:33] <ThePsionic> >linux
L998[11:27:35] <ThePsionic> nvm
L999[11:27:58] <williewillus> lol
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L1001[11:28:14] <Rockers> Will Flag 3 with worldIn.setBlockState work?
L1002[11:28:46] <Zaggy1024> so long as the client hears about the state change, it will work
L1003[11:28:47] <Rockers> (Flag 1 = Block Update, Flag 2 = Send To Clients.)
L1004[11:28:49] <Zaggy1024> ...I think
L1005[11:29:00] <Zaggy1024> I made a PR to fix it :D
L1006[11:29:01] <Rockers> Okay
L1007[11:29:19] <Zaggy1024> before it would only update it if the non-state-aware light value changed
L1008[11:29:30] <ThePsionic> I want a pretty-looking windows thingy thingy thingy
L1009[11:29:34] <Zaggy1024> so only if hte block changed
L1010[11:30:51] <Rockers> Isn't the light Value different from the light Level?
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L1012[11:33:19] <williewillus> ThePsionic: install linux :D
L1013[11:33:44] <ThePsionic> williewillus: i rly should but i'm afraid a lot of software that i need for school won't work
L1014[11:33:55] <williewillus> what kinds of stuff do you need?
L1015[11:34:04] <williewillus> could always try in a vm
L1016[11:34:10] <ThePsionic> then again, there's wine and vms
L1017[11:36:53] <Rockers> Zaggy1024 It changes the light level but doesn't change back again...
L1018[11:37:13] <Zaggy1024> hm
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L1020[11:37:40] <Rockers> I think I can't have it return 0 so I'm having it return a low number.
L1021[11:39:46] <Rockers> That's what it was
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L1023[11:40:14] <Rockers> Also, before, I was returning 1500 because I thought you had to multiply it. I was very wrong XD
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L1025[11:46:51] <williewillus> dammit fry i need you right now lol
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L1029[11:52:45] <ThePsionic> I'm a bit bummed that my external harddrive is dead
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L1031[11:58:48] <williewillus> anyone familiar with model loaders want to give my code a once-over?
L1032[11:58:52] <williewillus> I can't spot the issue
L1033[12:01:32] <ThePsionic> williewillus: quick thing, i'm gonna make the move to ubuntu but i have the feeling i am forgetting something that i should transfer
L1034[12:01:54] <ThePsionic> hit me with some important stuff :P
L1035[12:02:03] <williewillus> from what? :p
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L1037[12:02:17] <ThePsionic> williewillus: ?
L1038[12:02:26] <ThePsionic> I'm moving from Win10 if you're asking that
L1039[12:02:28] <williewillus> Minecraft worlds, modding environment, all non-cloud backupped documents, music, schoolwork, etc.,
L1040[12:02:32] <williewillus> why not just dualboot lol
L1041[12:02:45] <ThePsionic> i have 250gb in this computer that's not gonna happen
L1042[12:03:32] <ThePsionic> let's see, don't care about MC worlds, all my mods are in Git, as is my schoolwork
L1043[12:03:49] <gigaherz> most important stuff in order of priority:
L1044[12:03:56] <gigaherz> 1. legal documents
L1045[12:03:58] <gigaherz> 2. porn
L1046[12:04:02] <gigaherz> 3. work stuff
L1047[12:04:07] <gigaherz> 4. personal projects and hobby stuff
L1048[12:04:18] <gigaherz> 5. game saves
L1049[12:04:24] <gigaherz> 6. game installers/isos
L1050[12:04:44] <ThePsionic> 1. check, saved on Stack
L1051[12:04:48] <gigaherz> 7. browser profiles/history/bookmarks
L1052[12:04:53] <ThePsionic> 2. who even saves porn come on what is this 2000
L1053[12:05:09] <ThePsionic> 3. all in git (private repositories ho!)
L1054[12:05:16] <ThePsionic> 4. I have no private life
L1055[12:05:28] <ThePsionic> 5. Either steamed or unimportant
L1056[12:05:37] <ThePsionic> 6. I don't pirate enough
L1057[12:05:44] <ThePsionic> 7. Synced on Chrome
L1058[12:06:11] <gigaherz> I can't think of anything else worth saving ;P
L1059[12:06:14] <ThePsionic> Now just to find a sufficiently big USB drive :^)
L1060[12:06:35] <asie> boni: Yay TCon 2! Now please make it so you can actually disable the smeltery
L1061[12:06:40] <asie> for that 1.4.7 TCon feel
L1062[12:06:42] <williewillus> when you're desperate and need a debug breakpoint location https://i.gyazo.com/c72eae8e2f8549884b290ad336d94a72.png
L1063[12:06:49] <ThePsionic> lmao
L1064[12:07:12] <williewillus> but! I got the item models working
L1065[12:07:25] <williewillus> so this whole system is done, yay arbitrary flower models!
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L1073[12:29:54] <ThePsionic> ok now for the following issue
L1074[12:30:05] <ThePsionic> my computer boots up too fast to be able to enter the BIOS
L1075[12:30:11] <williewillus> lel
L1076[12:31:01] <ThePsionic> I'm mashing all the buttons but it just won't work
L1077[12:31:34] *** kroeser|away is now known as kroeser
L1078[12:32:05] <ThePsionic> :o i done did it
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L1082[12:41:56] <Rockers> My PC always BSOD's on launch. I have to restart it to be able to use it. I think it's something to do with some power state driver or something...
L1083[12:42:23] <Rockers> I've got the dump but I keep forgetting to upload it to the superuser se
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L1085[12:45:29] <ThePsionic> why won't you boot off my USB stick you fucking trash
L1086[12:45:52] <williewillus> wat
L1087[12:45:58] <gigaherz> his computer
L1088[12:46:29] <williewillus> shadekiller666: i got it all to work :D
L1089[12:46:30] <ThePsionic> STOP
L1090[12:46:31] <ThePsionic> BOOTING
L1091[12:46:32] <ThePsionic> INTO
L1092[12:46:35] <ThePsionic> WINDOWS
L1093[12:46:36] <ThePsionic> UGH
L1094[12:46:40] <williewillus> lol
L1095[12:46:42] <shadekiller666> willie, you did :D nice
L1096[12:46:58] <shadekiller666> ThePsionic, you sure you're using your BIOS right?
L1097[12:47:02] <ThePsionic> yes
L1098[12:49:00] <ThePsionic> time to burn a dvd i guess
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L1100[12:50:46] <ThePsionic> i thought i had one lying around
L1101[12:50:48] <ThePsionic> ughhh
L1102[12:51:08] <williewillus> does your bios not prioritize usb/disk over harddisk?
L1103[12:51:27] <ThePsionic> it does
L1104[12:51:37] <ThePsionic> but for some reason it fails to notice my usb as being bootable
L1105[12:51:57] <williewillus> how did you make the usb?
L1106[12:52:08] <ThePsionic> http://rufus.akeo.ie/
L1107[12:52:14] <Zaggy1024> did you use the boot menu to tell it to boot the usb as well?
L1108[12:52:22] <ThePsionic> yes
L1109[12:52:25] <Zaggy1024> hm
L1110[12:52:31] <Zaggy1024> what did you write to the stick?
L1111[12:53:35] <ThePsionic> the ubuntu lts iso
L1112[12:53:39] <Zaggy1024> hm
L1113[12:53:49] <williewillus> eww ubuntu *judges*
L1114[12:54:23] <Zaggy1024> maybe the fs is wrong?
L1115[12:55:29] <ThePsionic> williewillus: uwot
L1116[12:55:37] <ThePsionic> Zaggy1024: tried fat16, fat32 and ntfs
L1117[12:56:05] <williewillus> mint or debian or manjaro/arch or fedora :p
L1118[12:56:17] <williewillus> anything is better than crapbuntu x.x
L1119[12:56:21] <ThePsionic> pls
L1120[12:56:28] <williewillus> at my uni, the ubuntus boot slower than windows...
L1121[12:57:01] <ThePsionic> fine i'll do debian
L1122[12:57:02] <ThePsionic> u happy
L1123[12:57:13] <williewillus> heh I kid, since it's your first distro do whatever is comfortable
L1124[12:57:20] <williewillus> which is probably ubuntu or mint
L1125[12:57:59] <ThePsionic> see my fear is that mint is even less supported by stuff than ubuntu
L1126[12:57:59] <williewillus> manjaro is also good if you want a dip into the arch world *plug*
L1127[12:58:05] <ThePsionic> nah
L1128[12:58:31] <williewillus> I have yet to not find something I needed in either the arch repos or the AUR, which literally has every possible package you could think of :p
L1129[12:58:37] <williewillus> what do you mean "supported"?
L1130[12:59:26] <ThePsionic> let's just say that i'm unsure whether things that run on ubuntu (which seems the most mainstream) will also run on mint
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L1132[13:08:12] <masa> well usually it's just a matter of the dependencies/libraries being new enough in the package repo of whatever distro yo uare using
L1133[13:08:49] <ThePsionic> I guess
L1134[13:08:52] <masa> ie. there isn't really anything different/special about any distro that would magically allow it to run stuff that wouldn't work on other distros
L1135[13:08:59] <masa> unless it is some weird special crap
L1136[13:09:40] <masa> which would then come own to like custom kernel patches or other patched libraries or something
L1137[13:10:05] <masa> but I have yet to come across anything like that
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L1139[13:10:48] <ThePsionic> When it comes to Linux distros, is there such a thing as "best"
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L1141[13:11:08] <masa> it's all personal preferences
L1142[13:11:20] <masa> some are easier/have better configuration guis etc.
L1143[13:12:05] <masa> so mostly I would say it comes down to the package repository, how much stuff do they have and is it up-to-ate etc
L1144[13:12:18] <gigaherz> ThePsionic: nope, there's no "best"
L1145[13:12:31] <gigaherz> like
L1146[13:12:35] <gigaherz> I can't stand KDE or Gnome
L1147[13:12:39] <gigaherz> so when I see myself needing linux
L1148[13:12:44] <gigaherz> I choosesomething with Xfce
L1149[13:12:54] <ThePsionic> Personal preference then really
L1150[13:12:55] <gigaherz> such as Xubuntu
L1151[13:13:05] <sham1> Xfce/lxde or just xserv or even just terminal
L1152[13:13:33] <ThePsionic> No idea what all those things mean :P
L1153[13:13:47] <masa> windows managers/desktop environments
L1154[13:13:52] <masa> *window
L1155[13:13:52] <sham1> The two first are desktop managers
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L1157[13:14:22] <sham1> Xserv is the thing under then that handles all the stuff between graphics and kernel
L1158[13:14:31] <sham1> And terminal is terminal
L1159[13:14:56] <ThePsionic> But if I were to use a Linux dist for everyday use
L1160[13:15:00] <masa> xserv? you mean xorg-server?
L1161[13:15:05] <ThePsionic> What would be recommended
L1162[13:15:06] <sham1> Yes
L1163[13:15:10] <gigaherz> depends
L1164[13:15:15] <gigaherz> do you want it to feel more like windows?
L1165[13:15:20] <gigaherz> doyou want fancy effects?
L1166[13:15:21] <sham1> Ubuntu is easy to use and understand
L1167[13:15:36] <gigaherz> do you prefer tiling over floating windows?
L1168[13:15:38] <sham1> Just don't take the default ubuntu
L1169[13:15:50] <sham1> Unity can suck it hard
L1170[13:15:53] <gigaherz> do you want touch-friendly?
L1171[13:15:54] <masa> ugh ubuntu... it used to be nice for basic users, but I hate unity with a burning passion
L1172[13:15:54] <gigaherz> etc
L1173[13:16:00] <gigaherz> for every set of requirements
L1174[13:16:11] <gigaherz> there's a linux distro that tries to fulfill them
L1175[13:16:11] <gigaherz> ;P
L1176[13:16:37] <sham1> That's the beauty of the linux ecosystem
L1177[13:16:48] <masa> although currently I have ubuntu with MATE desktop on my parent's PC
L1178[13:16:50] <sham1> There is stuff for everyone
L1179[13:17:06] <ThePsionic> What exactly is the difference between floating and tiling?
L1180[13:17:14] <gigaherz> hmmm
L1181[13:17:26] <masa> yes, and it is also a downside, stuff tends to be pretty all over the place
L1182[13:17:28] <sham1> AFAIK floating is like the windows in windows
L1183[13:17:37] <gigaherz> a tiling window manager
L1184[13:17:41] <gigaherz> doesn't have a "titlebar" for each app
L1185[13:17:50] <gigaherz> and the windows are all laid out on a flat surface
L1186[13:17:52] <gigaherz> without overlapping
L1187[13:18:00] <ThePsionic> Oh
L1188[13:18:13] <gigaherz> a floating window is just like Windows/mac do it
L1189[13:18:19] <sham1> Tiling is like using GNU screen for graphical applications
L1190[13:18:22] <ThePsionic> Ok i want floating then, and I don't need touch support
L1191[13:19:06] <gigaherz> do you like the Windows feel?
L1192[13:19:17] <gigaherz> with taskbar showing the app windows and such?
L1193[13:19:24] <ThePsionic> Yes
L1194[13:19:30] <gigaherz> if so, Xfce is one of the best
L1195[13:19:41] <sham1> Is your computer a beast with shit load of ram
L1196[13:19:45] <ThePsionic> No
L1197[13:19:49] <sham1> Ah
L1198[13:19:59] <gigaherz> Linux Mint, or Xubuntu
L1199[13:20:15] <ThePsionic> Mmk
L1200[13:20:21] <sham1> Because if you want windows feel, KDE'S your man. The problem is that it eats ram like nothing else
L1201[13:20:50] <sham1> So heavy
L1202[13:21:01] <gigaherz> sham1: I got Xfce quite close
L1203[13:21:06] <gigaherz> and Xfce is light
L1204[13:21:09] <gigaherz> works nicely in VMs
L1205[13:21:12] <sham1> Hmm
L1206[13:21:19] <sham1> Yes
L1207[13:21:36] <sham1> I usually go Openbox+XFCE when using a VM
L1208[13:21:37] <gigaherz> booting my VM, I'll take a screenshot
L1209[13:21:38] <shadekiller666> gigaherz, what did you do to solve day 7?
L1210[13:21:48] <gigaherz> shadekiller666: you don't want to see my code
L1211[13:21:51] <gigaherz> it's like 500 lines long
L1212[13:21:59] <gigaherz> I sortof brute-forced it
L1213[13:22:11] <gigaherz> using regular expressions and a bunch of maps
L1214[13:22:23] <sham1> Because I love open box's configuration possibilities
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L1216[13:22:32] <gigaherz> for the resolving engine
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L1218[13:22:35] <sham1> Feels so arch-like
L1219[13:22:35] <masa> hm, I've only done the day one advent od code thing...
L1220[13:22:50] <gigaherz> I used a loop with a stack
L1221[13:22:59] <gigaherz> the stack would initially contain "a"
L1222[13:23:01] <gigaherz> then each iteration
L1223[13:23:07] <gigaherz> I'd peek the stack
L1224[13:23:13] <gigaherz> see if I have a value for it
L1225[13:23:14] <sham1> I see no point in the code of the advent day thing
L1226[13:23:23] <gigaherz> and if so, pop the element
L1227[13:23:23] <gigaherz> otherwise
L1228[13:23:25] <gigaherz> push the missing data
L1229[13:23:28] <gigaherz> then loop
L1230[13:23:43] <gigaherz> the resolution is probably the less-bad part of the function ;P
L1231[13:24:15] <gigaherz> I was so tired/annoyed after finishing day 7
L1232[13:24:18] <gigaherz> that I just dropped aoc
L1233[13:24:25] <gigaherz> I didn't even try to do day 8
L1234[13:24:49] <gigaherz> sham1: I started it thinking of the challenge
L1235[13:24:57] <gigaherz> I gave up thinking of the wasted time doing useless tasks
L1236[13:25:05] <gigaherz> they weren't challenges per se
L1237[13:25:15] <gigaherz> at least for me
L1238[13:25:25] <gigaherz> thinking of the algorithm was the simple part
L1239[13:25:33] <gigaherz> it was writing the code that took the longest
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L1247[13:31:47] <williewillus> LXDE or MATE or Cinnamon for my favorite "traditional" DE's
L1248[13:31:52] <williewillus> i3wm for masterrace
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L1251[13:36:30] <Rockers> What's the point in TileEntity.validate?
L1252[13:36:51] ⇨ Joins: Techcable (~Techcable@techcable.net)
L1253[13:37:08] <williewillus> it's vanilla code, so whatever vanilla does with TE valid state
L1254[13:37:10] <shadekiller666> invalid tileentities get deleted when the chunk reloads
L1255[13:37:19] <Rockers> Ah ok
L1256[13:37:33] <shadekiller666> iirc thats how the game kills a TE when its block is deleted
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L1258[13:37:44] <williewillus> also, how does soul sand get that one pixel down look? I just checked its json and it uses cube_all 0.o
L1259[13:37:53] <Rockers> Ok
L1260[13:37:57] <shadekiller666> willie, bounding box
L1261[13:38:04] <shadekiller666> check its model file
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L1263[13:38:14] <williewillus> no but its model file is just cube_all with all set to the texture
L1264[13:38:18] <williewillus> yet it shows up 15/16
L1265[13:38:44] <shadekiller666> is the texture 15 pixels tall?
L1266[13:39:05] <williewillus> 16x16
L1267[13:39:18] <Zaggy1024> It's not 15 pixels tall
L1268[13:39:22] <Zaggy1024> only the collision is
L1269[13:39:24] <shadekiller666> wait, soul sand is a full block
L1270[13:39:37] <Zaggy1024> and that's only because they needed it to trigger the entity inside block callback
L1271[13:39:40] <shadekiller666> tilled dirt is 15/16
L1272[13:39:52] <williewillus> ohhh lol
L1273[13:40:30] <Rockers> I'm in game, soulsand is not 15 px
L1274[13:40:43] <Rockers> Collision is though.
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L1277[13:42:38] <williewillus> ah okay, I was doing the model for the path block and it's one px down, so I wanted to look at SS to see what model name it inherited
L1278[13:43:17] <Rockers> Random-Ass Note of the Day: I googled Bitwise Ops in Java and found that they're not difficult.
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L1280[13:44:10] <williewillus> is forge build 1648 showing up for anyone in files?
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L1283[13:45:42] <ThePsionic> Rockers: correct
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L1285[13:46:27] <Rockers> ThePsionic They look quite bad. williewillus I'm only getting 1647
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L1289[13:47:31] <ThePsionic> ?
L1290[13:47:35] <williewillus> okay, so the build hasn't been fixed
L1291[13:47:40] <Rockers> Bitwise ops
L1292[13:47:45] <ThePsionic> Why
L1293[13:47:48] <williewillus> they look worse than they actulaly are
L1294[13:47:53] <williewillus> it's literally moving and comparing bits
L1295[13:47:56] <Rockers> I know
L1296[13:48:11] <Rockers> It looks alot worse than it actually is..
L1297[13:48:15] <williewillus> when I started out I would write every literal out in binary just to visualize it :p
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L1299[13:48:53] <Rockers> Oh, I understand binary. It's just a 2-digit based number system.
L1300[13:49:13] <Rockers> Like how hexadecimal is 16?
L1301[13:50:38] <Rockers> Can anybody help me with my TileEntity, it keeps deleting whenever I change the state of the block and it shouldn't, I don't think...
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L1303[13:52:45] <williewillus> Rockers: like wheenver you change from one blockstate to another state of the same block?
L1304[13:52:54] <Rockers> Yep
L1305[13:52:55] <williewillus> override TileEntity.shouldRefresh()
L1306[13:53:08] <Rockers> To be false?
L1307[13:53:36] <williewillus> check the before/fater states to make sure the blocks are the same
L1308[13:53:48] <williewillus> and yes, false retains it
L1309[13:53:51] <Rockers> Oh wow
L1310[13:53:55] <Rockers> Theres a typo
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L1312[13:54:01] <Rockers> newSate
L1313[13:54:02] <williewillus> there's always typos :p
L1314[13:54:06] <Rockers> :p
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L1316[13:56:06] <Rockers> if(oldState.getBlock() == ModBlocks.compactor && newSate.getBlock() == ModBlocks.compactor) return false;
L1317[13:56:10] <Rockers> Is that fine?
L1318[13:57:14] <Rockers> I put the super in afterwards as well to do the isVanilla check
L1319[13:58:18] <williewillus> no, don't do super
L1320[13:58:37] <Rockers> Ok. Thanks btw. :3
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L1324[14:00:55] <raoulvdberge> How can I check if an ItemStack is a block? I tried stack.getItem() instanceof ItemBlock, but that seems to return true on tools.
L1325[14:01:29] <Rockers> Block.getBlockFromItem(Item) != null
L1326[14:01:35] <raoulvdberge> Thanks.
L1327[14:01:43] <Rockers> That *should* work
L1328[14:02:10] <williewillus> itemblock returns true on tools? 0.o
L1329[14:02:24] <williewillus> no way, they inheirt item directly 0.o
L1330[14:03:18] <raoulvdberge> ...then somehow the container ignores my isItemValid in a custom slot
L1331[14:03:54] <raoulvdberge> Yeah, that is the problem. nvm
L1332[14:04:27] <Rockers> That's not you're fault.
L1333[14:04:50] <raoulvdberge> No, it is, I was doing some handling in custom slot
L1334[14:04:57] <raoulvdberge> * in clickSlot
L1335[14:04:59] <Rockers> Oh
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L1337[14:05:08] <raoulvdberge> (force calling putStack in certain conditions)
L1338[14:05:20] <Rockers> I thought mergeItemStack ignored isItemValid
L1339[14:05:38] <raoulvdberge> Doesn't matter in my case.
L1340[14:05:41] <Rockers> Ah
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L1342[14:07:13] <Zaggy1024> always fun when slot related stuff ignores slot callbacks
L1343[14:07:24] <Zaggy1024> and by fun I mean STUPID
L1344[14:07:39] <Rockers> Slots need fixed..
L1345[14:07:56] <Rockers> (+ containers)
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L1348[14:09:54] <williewillus> how do I get a playername from uuid
L1349[14:09:54] <williewillus> ?
L1350[14:10:30] <gigaherz> there
L1351[14:10:38] <gigaherz> christmas ever dinner in the oven
L1352[14:11:15] <Rockers> Couldn't you get a list of the player's and check against their UUIDs?
L1353[14:11:23] <williewillus> on the clientside, I might add
L1354[14:11:28] <williewillus> so no player lists
L1355[14:12:22] <Rockers> Minecraft.getMinecraft().theWorld.playerEntities
L1356[14:13:01] <williewillus> yeah no :p what if that uuid isnt tracked?
L1357[14:14:46] <raoulvdberge> lol.. how can I get the Block from an ItemBlock, the field, field_150939_a is private.
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L1359[14:14:56] <williewillus> the field is public 0.o
L1360[14:14:58] <williewillus> and there's a getter
L1361[14:15:14] <raoulvdberge> it's getting late, sorry.
L1362[14:15:19] <gigaherz> ItemBlock#getBlock()
L1363[14:15:20] <gigaherz> ;P
L1364[14:15:48] <raoulvdberge> There is no getBlock in 1.7 :P
L1365[14:16:05] <williewillus> idk how to do this, vaz asked me to make the botania relics bound by uuid rather than username, but the tooltip is clientside and says the name of whoever it's bound to
L1366[14:16:08] <tterrag> !gm ItemBlock.getBlock
L1367[14:16:10] <williewillus> idk how to go uuid->playername on the client
L1368[14:16:20] <tterrag> !gm 179223 1.7.10
L1369[14:16:26] <tterrag> yeah, that didn't exist in 1.7
L1370[14:16:52] <gigaherz> welp, reflection then ;P
L1371[14:17:17] <Rockers> Couldn't you request the server for the playername?
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L1373[14:17:36] <williewillus> the player might not be online
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L1375[14:18:06] <williewillus> should I just save both name and uuid, and do logic based on uuid? displaying still uses name
L1376[14:18:53] <gigaherz> probably
L1377[14:19:20] <williewillus> seems the easiest
L1378[14:19:21] <noninc> Good evening :D
L1379[14:19:32] <williewillus> hello
L1380[14:27:11] <williewillus> wait forge gives us a UUID->playername util class, perfect
L1381[14:27:18] <williewillus> wait but server, derp
L1382[14:28:52] <Rockers> The "server-side" is available offline too.
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L1387[14:38:33] <williewillus> fry: https://imgur.com/a/hZHlX i got it all to work :D I did item models by just adding an extra map holding the item models instead of block models
L1388[14:41:03] <williewillus> there's one problem though, the base model doesn't seem to get applied (digging effects are still purple/black checkers)
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L1390[14:43:55] <fry> \o/, hmm
L1391[14:45:07] <fry> ah, yes, particle textures aren't covered by handleBlockState, since they're serverside
L1392[14:45:19] <fry> there's an event for that now though
L1393[14:45:44] <williewillus> what is it?
L1394[14:47:21] <fry> ah
L1395[14:47:29] <fry> Block.addLandingEffects
L1396[14:47:37] <fry> not an event, a block method :P
L1397[14:47:48] <williewillus> that's responsible for break particles too?
L1398[14:48:11] <fry> I think so
L1399[14:49:33] <masa> what is server side? :o
L1400[14:49:49] <williewillus> also I think the random offset is broken in forge. forge 1.8.8 on top, vanilla 1.8.9 on bottom: https://imgur.com/a/lY4UN
L1401[14:51:21] <fry> I thought I fixed that, hmm
L1402[14:52:27] <fry> ah, nope, not yet
L1403[14:59:08] <Zaggy1024> I just clutched in Town of Salem of all games
L1404[14:59:12] <Zaggy1024> that was pretty fun
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L1406[15:04:41] <Zaggy1024> fry, have you seen my PR to fix forge lighting not respecting WorldRenderer.markDirty/noColor (depending on your mappings)? just want to make sure, so I can stop bugging you :D
L1407[15:04:57] <fry> yes, I've seen everything
L1408[15:05:01] <Zaggy1024> k
L1409[15:05:48] <raoulvdberge> fry: https://i.imgflip.com/2a1f7.jpg
L1410[15:05:49] <Zaggy1024> We see eeeeeeeeeeverything. :O
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L1413[15:10:12] <williewillus> what was the event to remap missing blocks/items again :p
L1414[15:10:28] <Zaggy1024> FMLMissingMappingsEvent :)
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L1421[15:26:59] <shadekiller666> do HashMaps allow null values?
L1422[15:27:23] <tmtu> why wouldn't it?
L1423[15:27:33] <shadekiller666> some Map instances don't
L1424[15:27:39] <Zaggy1024> values are null when they don't have a mapping
L1425[15:28:04] <Zaggy1024> although contains isn't always false when the value is null
L1426[15:28:08] <Zaggy1024> with HashMaps
L1427[15:28:17] <noninc> http://docs.oracle.com/javase/6/docs/api/java/util/HashMap.html - "Hash table based implementation of the Map interface. This implementation provides all of the optional map operations, and permits null values and the null key."
L1428[15:28:20] <Zaggy1024> have to remove null to have it be false
L1429[15:30:08] <Zaggy1024> that was kind of confusing :P
L1430[15:30:18] <noninc> do keep in mind that each key must be unique
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L1438[15:52:27] <gigaherz> http://hardware.slashdot.org/story/15/12/24/1854236/pirate-bay-cofounder-utterly-bankrupts-the-music-industry
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L1440[15:53:26] <Zaggy1024> lol..
L1441[15:53:38] <ThePsionic> good
L1442[15:53:48] <Zaggy1024> it wouldn't cost them anything :P
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L1445[15:58:02] <raoulvdberge> done. My mod is done. It took exactly 17 days to make.
L1446[15:58:12] <Temportalist> raoulvdberge: niiiice
L1447[15:58:20] <Temportalist> what does it do?
L1448[15:58:20] <raoulvdberge> (looking at the git history :P)
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L1450[15:58:26] <raoulvdberge> basically a small AE clone
L1451[15:59:01] <gigaherz> inventory management?
L1452[15:59:27] <raoulvdberge> the concept of a "network" and storage cells etc
L1453[15:59:36] <gigaherz> ah
L1454[15:59:56] <raoulvdberge> it was kinda a challange to make since MC itemstacks aren't really >64 stacksize friendly :P
L1455[16:00:03] <gigaherz> I know
L1456[16:00:11] <gigaherz> i used itemstacks originally for my magic containers
L1457[16:00:30] <gigaherz> then I switched the storage part
L1458[16:00:41] <gigaherz> but even so, I still had to customize the packet stuffs while in the GUI
L1459[16:00:46] <raoulvdberge> me too!
L1460[16:00:54] <raoulvdberge> the slots in the container aren't even real slots lol
L1461[16:01:13] <raoulvdberge> https://github.com/raoulvdberge/storagecraft/blob/master/src/main/java/storagecraft/storage/StorageItem.java
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L1464[16:09:56] <gigaherz> mine stores magic, my essences are a fixed set, so I just turned them into a float[] .. in fact, it even allows fractions ;P
L1465[16:18:25] <raoulvdberge> heh :p
L1466[16:18:36] <shadekiller666> gigaherz, what do you think about this structure for "groupConfigs": https://github.com/shadekiller666/MinecraftForge/blob/OBJ_Loader/src/test/resources/assets/forgedebugmodelloaderregistry/models/block/group_configs_example.json
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L1469[16:19:32] <gigaherz> first think I tought: "github doesn't like C-comments in json"
L1470[16:19:40] <shadekiller666> no it doesn't :P
L1471[16:19:54] <shadekiller666> but its the only way to write notes in them :P
L1472[16:19:56] <sham1> IDEA does not like them either
L1473[16:20:07] <shadekiller666> nor does eclipse
L1474[16:20:17] <sham1> The JSON standard states that you cannot have //-like comments
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L1476[16:20:41] <shadekiller666> but the json parsing mc uses ignores them, so
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L1478[16:20:52] <gigaherz> it's not so much that you can't, they just didn't choose to include comments in the file format
L1479[16:20:54] <gigaherz> which is stupid
L1480[16:21:02] * killjoy1 is a proud new owner of fallout 4
L1481[16:21:06] <shadekiller666> yep...
L1482[16:21:21] * killjoy1 starts Minecraft (a 5 year old game)
L1483[16:21:25] <gigaherz> maybe I'll port this to java someday
L1484[16:21:26] <gigaherz> https://github.com/gigaherz/GDDL
L1485[16:21:39] <shadekiller666> i suppose you could have a "__comment" key like vanilla does, but you have to then write the parsing code specifically to avoid that key :P
L1486[16:21:47] <gigaherz> it's nicer than json, less verbose than xml
L1487[16:21:48] <gigaherz> ;P
L1488[16:22:02] <shadekiller666> lol
L1489[16:22:09] <shadekiller666> anyway
L1490[16:22:25] <shadekiller666> do you think that is a good structure to use?
L1491[16:22:49] <sham1> for whta
L1492[16:23:23] <gigaherz> I'm not sure how it is supposed to work
L1493[16:23:34] <sham1> Also
L1494[16:23:34] <shadekiller666> the idea is that you'd set the "config_name_here" to visible/hidden, which would then apply that to all of the groups defined in it
L1495[16:23:38] <sham1> We need JON
L1496[16:23:41] <gigaherz> Oh
L1497[16:23:50] <shadekiller666> i'm trying to make a sort of hierarchy-type system with groups
L1498[16:23:56] <gigaherz> so those are just arbitrary groupings
L1499[16:24:05] <gigaherz> and one elements could be in more than one group?
L1500[16:24:10] <gigaherz> and one element*
L1501[16:24:24] <shadekiller666> where you can say "set group 'L' to visible" and it will set 'L', and all of 'L's subgroups to visible
L1502[16:24:28] <ThePsionic> sham1: so like .obj
L1503[16:24:35] <sham1> what
L1504[16:24:44] <shadekiller666> giga, ya
L1505[16:25:00] <gigaherz> aha
L1506[16:25:07] <gigaherz> so the actual internal representation
L1507[16:25:09] <gigaherz> woudl just be like
L1508[16:25:14] <gigaherz> Multimap<String,String>
L1509[16:25:22] <gigaherz> with name->elements
L1510[16:26:14] <gigaherz> hmmm
L1511[16:26:33] <gigaherz> since it's more like nested labeling more than an hierarchy
L1512[16:26:44] <gigaherz> you couldn't need an actual recursive system
L1513[16:26:47] <gigaherz> just like
L1514[16:28:05] <gigaherz> element -> every single child including inner
L1515[16:28:14] <gigaherz> unless you plan on doing like
L1516[16:28:21] <gigaherz> "show main1.sub1"
L1517[16:28:26] <shadekiller666> i was thinking just Map<String, List<String>> where the key is the group name, and the list is any "subgroup" names that it has, if any
L1518[16:28:42] <gigaherz> that's a multimap
L1519[16:28:42] <gigaherz> XD
L1520[16:28:52] <gigaherz> well not exactly, but it serves that purpose
L1521[16:29:21] <gigaherz> each item in the iterator is in turn also iterable
L1522[16:29:24] <shadekiller666> i'm not 100% sure how i want this to work, i just know that i don't like the current way that it works and want to make it easier to interact with and more flexible
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L1524[16:29:54] <gigaherz> you have two choices
L1525[16:29:54] <shadekiller666> i like the idea of defining a hierarchy in the blockstate "custom" data
L1526[16:30:09] <gigaherz> one is to make the groups actually nested
L1527[16:30:11] <gigaherz> so that
L1528[16:30:15] <shadekiller666> but idk what the best formatting in json would be for said hierarchy
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L1530[16:30:26] <gigaherz> in order to reach a nested subgroup, you'd have to go through the parent
L1531[16:30:45] <gigaherz> "a.b.c": "visible"
L1532[16:30:56] <gigaherz> another option, would be to just have all group names be global
L1533[16:31:27] <gigaherz> so like "a" includes the children of "b", and "b" can be used independently
L1534[16:31:43] <gigaherz> the former may look like
L1535[16:32:02] <gigaherz> Body { ArmL { ... } ArmR {... } }
L1536[16:32:27] <gigaherz> inside both arms you'd have { Hand, Finger1, Finger2 }
L1537[16:32:30] <gigaherz> while the latter
L1538[16:32:38] <gigaherz> woudl require you do have different names on each arm
L1539[16:32:39] <gigaherz> like
L1540[16:32:45] <gigaherz> { HandL, Finger1L, ... }
L1541[16:33:55] <gigaherz> but hmf
L1542[16:34:22] <gigaherz> json doesn't really allow "standalone" keys in an object
L1543[16:34:28] <gigaherz> you need
L1544[16:34:29] <shadekiller666> with the latter, each group would need to be uniquely named
L1545[16:34:34] <gigaherz> { "key" : "value" }
L1546[16:34:41] <shadekiller666> though thats already a requirement in the .obj file anyway...
L1547[16:34:43] <tterrag> unless it's an array
L1548[16:34:46] <gigaherz> yeah
L1549[16:34:55] <gigaherz> so you'd need a weird hierarchy
L1550[16:34:59] <tterrag> [{}{}]
L1551[16:35:01] <gigaherz> "group" : [
L1552[16:35:10] <gigaherz> { "subgroup1" : [] },
L1553[16:35:14] <gigaherz> { "subgroup2" : [] },
L1554[16:35:20] <gigaherz> "leaf1", "leaf2"
L1555[16:35:21] <gigaherz> }
L1556[16:35:24] <gigaherz> oops ]*
L1557[16:35:37] <shadekiller666> ya
L1558[16:36:16] <gigaherz> so regarding the syntax, you don't have any other better option
L1559[16:36:37] <shadekiller666> ok, so i'm stuck with what i wrote, ok
L1560[16:37:00] <shadekiller666> well, kinda
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L1562[16:37:49] <gigaherz> problem with that hierarchy, is you can't really use automatic deserialization for it
L1563[16:37:50] <gigaherz> XD
L1564[16:38:07] <gigaherz> you'll have to write handlers
L1565[16:38:24] <shadekiller666> if you were manipulating group visibilities on a model (lets say its a humanoid model like before, body->arm->fingers), how would you want to do so
L1566[16:39:03] <gigaherz> hmmm
L1567[16:39:11] <shadekiller666> how would you want to tell the model to "make right arm visible"
L1568[16:39:14] <gigaherz> given the group system
L1569[16:39:31] <gigaherz> I'd expect to be able to do something like
L1570[16:39:33] <gigaherz> show A
L1571[16:39:34] <gigaherz> hide B
L1572[16:39:38] <gigaherz> show C
L1573[16:40:14] <gigaherz> like I said back when you were doing the visibility initially
L1574[16:40:15] <shadekiller666> where A,B,C are top-level groups?
L1575[16:40:21] <gigaherz> not necessarily
L1576[16:40:29] <gigaherz> depend on which system you use for naming, either nested or global
L1577[16:40:36] <gigaherz> you may want to say
L1578[16:40:45] <gigaherz> show ArmL, but hide finger1
L1579[16:41:05] <gigaherz> either:
L1580[16:41:49] <gigaherz> { "shown": [ list of things to show overriding the parent state ], "hidden": [ list of thigns to hide overriding the parent state ] }
L1581[16:41:56] <gigaherz> or
L1582[16:42:16] <gigaherz> { "element1": "show", "element2": "hide", ... }
L1583[16:42:35] <shadekiller666> there is no "hierarchy" of groups defined in .obj files, so each group has to be uniquely named, so the fingers on the right hand are named differently from the fingers on the left hand, so one could say "show right_index_finger" and there is only one group with that name
L1584[16:42:55] <gigaherz> oh I assumed the group names were custom
L1585[16:42:57] <gigaherz> like
L1586[16:43:33] <gigaherz> arm = a group composed of the obj objects called "forearm" + "hand" + "finger1l"
L1587[16:43:45] <shadekiller666> the obj objects are the groups
L1588[16:44:02] <gigaherz> ah so your grouping would just assign parent-children relationships to existing objects?
L1589[16:44:08] <shadekiller666> 'g' and 'o' lines in the .obj files are both made into instances of Group
L1590[16:44:13] <shadekiller666> yep
L1591[16:44:20] <gigaherz> I assumed the names in the groups were extra aliases
L1592[16:44:27] <gigaherz> just like how the json model can have textures
L1593[16:44:32] <gigaherz> or #something
L1594[16:45:03] <gigaherz> well
L1595[16:45:08] <shadekiller666> the only difference between 'g' and 'o' is that 'g' can list multiple groups containing the following data, whereas 'o' can only name one
L1596[16:45:27] <gigaherz> if all the names are going to be as seen in the file
L1597[16:45:31] <gigaherz> hm?
L1598[16:45:36] <gigaherz> you can have multiple "g"?
L1599[16:46:28] <shadekiller666> "g group1 group2 group3" means that groups "group1", "group2", "group3" all contain whatever faces are defined afterwards
L1600[16:46:55] <shadekiller666> and you can have as many names in that one command as you want
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L1602[16:47:03] <gigaherz> interesting
L1603[16:47:03] <williewillus> can we inherit other models in forge blockstate json?
L1604[16:47:06] <gigaherz> first time I hear about that
L1605[16:47:07] <shadekiller666> whereas "o" can only be "o group1"
L1606[16:47:23] <gigaherz> williewillus: "model": { "parent": "other", ... } ?
L1607[16:47:32] <shadekiller666> and technically "o" isn't an actual command in the obj spec, but blender uses it so i made sure to support it
L1608[16:47:44] <gigaherz> I have seen more files using "o" than "g"
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L1610[16:48:09] <williewillus> gigaherz: does that actually work?
L1611[16:48:15] <shadekiller666> because you've probably seen more blender objs than objs from other programs
L1612[16:48:26] <gigaherz> williewillus: no idea, I'm not using forge blockstates format
L1613[16:48:37] <gigaherz> shadekiller666: no, in fact I have seen more rhinoceros objs
L1614[16:48:38] <gigaherz> ;P
L1615[16:48:38] <shadekiller666> you can tell blender to use "g" instead, if you know what box to check when exporting
L1616[16:48:39] <gigaherz> but
L1617[16:48:39] <gigaherz> http://www.martinreddy.net/gfx/3d/OBJ.spec
L1618[16:48:47] <williewillus> i mena something like http://pastebin.com/GdX9PhdK
L1619[16:48:51] <gigaherz> Grouping
L1620[16:48:51] <gigaherz> o group name (g)
L1621[16:48:51] <gigaherz> o smoothing group (s)
L1622[16:48:51] <gigaherz> o merging group (mg)
L1623[16:48:51] <gigaherz> o object name (o)
L1624[16:49:07] <shadekiller666> mhmm
L1625[16:49:10] <williewillus> (cc fry @ my pastebin is something like that possible)
L1626[16:49:12] <gigaherz> what wikipedia lists as "the spec as used by wavefront"
L1627[16:49:16] <gigaherz> DOES have "o"
L1628[16:49:17] <shadekiller666> "s" and "mg" aren't supported
L1629[16:49:23] <gigaherz> never seen them either
L1630[16:49:31] <gigaherz> "o" and "g" are the most common
L1631[16:50:02] <fry> williewillus: not as of now
L1632[16:50:13] <fry> but I think the system can work with that
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L1634[16:50:48] <gigaherz> williewillus: ooh
L1635[16:50:51] <gigaherz> yeah no that's not a thing
L1636[16:50:52] <gigaherz> XD
L1637[16:50:56] <williewillus> aww :p
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L1640[16:54:10] <williewillus> well if it were, basically all my block models would go into the blockstate jsons (they can do that right now with 1649, but have to respecify the model again in #inventory since they can't inherit) :p
L1641[16:55:04] <fry> you can use custom state mapper and point to "color=white" directly :P
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L1643[16:55:37] <fry> allowing to reference like this would be useful for changing things though, like transformations/textures
L1644[16:56:57] <shadekiller666> gigaherz, in the current release version of the obj loader, i have a Map<String, Group> that is stored in the MaterialLibrary for the model, which is where they are grabbed by name, and then OBJState stores a Map<String, Boolean> for tracking visibilities
L1645[16:57:00] <williewillus> goddammit installed 1639 instead of 1649
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L1647[16:57:30] <sham1> btw williewillus will botania be 1.8 or 1.8.8
L1648[16:57:33] <shadekiller666> in my local version, that "visibility map" has been moved into OBJBakedModel
L1649[16:57:52] <williewillus> 1.8.8 ofc
L1650[16:57:56] <sham1> good
L1651[16:58:13] <williewillus> A bunch of shit I rely on just got added in 1.8.8 :p
L1652[16:58:28] <williewillus> though it's a little laggy and stuttery and idk why
L1653[16:58:57] <williewillus> every few seconds, mostly when blocks are placed or broken I stutter and get a can't keep up even though normal fps is over 60 at all times
L1654[16:59:10] <williewillus> 1.8.0 was fine
L1655[16:59:15] <shadekiller666> gigaherz, so any suggestions for how i should implement this
L1656[16:59:24] <gigaherz> williewillus: I have noticed that issue too
L1657[16:59:33] <gigaherz> whenever I use a waterball spell or similar
L1658[16:59:40] <gigaherz> the whole thing stutters a bit
L1659[17:00:14] <gigaherz> and so far as I could tell, it doesn't happen in vanilla, maybe I should retest
L1660[17:00:21] <shadekiller666> a lot of the problems i have would be fixed if IModels were allowed to change in-place :P
L1661[17:00:38] <fry> no
L1662[17:00:56] <fry> a lot of new problems would be introduced
L1663[17:01:00] <shadekiller666> true
L1664[17:01:07] <shadekiller666> they would just be different problems...
L1665[17:01:13] <williewillus> :p
L1666[17:01:40] <fry> much, much worse kinds of problems
L1667[17:03:02] <williewillus> any ideas on what the stuttering is or how to profile it further?
L1668[17:03:33] <shadekiller666> fry, have you been following the discussion giga and i have been having regarding Group hierarchies?
L1669[17:03:45] <fry> not 100%
L1670[17:04:01] <fry> williewillus: start by looking at correllation with used memory
L1671[17:04:27] <fry> if used memory drops during the stutter - it's GC
L1672[17:04:50] <shadekiller666> fry, https://github.com/shadekiller666/MinecraftForge/blob/OBJ_Loader/src/test/resources/assets/forgedebugmodelloaderregistry/models/block/group_configs_example.json
L1673[17:05:47] <shadekiller666> thats an idea for a way to apply a hierarchy structure to Groups, such that making one Group visible would make all of its "subgroups" also visible, and so on
L1674[17:05:55] <fry> I'm thinking about adding "smooth lighting" and "gui3d" to the main section, since that applies to all models
L1675[17:06:34] <shadekiller666> "smooth lighting" being "ambient occlusion"? or are those different things?
L1676[17:06:45] <fry> as for the group hierarchy - I think it's a bit of an overkill for the OBJs
L1677[17:06:54] <fry> those are different things
L1678[17:07:00] <fry> but MC confuses them constantly
L1679[17:07:15] <fry> because like 3 people in the world understand how MC lighting works :P
L1680[17:07:46] <shadekiller666> the problem is that right now there isn't a good way of setting group visibilities
L1681[17:07:56] <ThePsionic> fry: do any of them work at mojang
L1682[17:08:03] <fry> yes :P
L1683[17:08:13] <shadekiller666> the method used by the release version of the obj loader is fundamentally broken...
L1684[17:08:28] <tmtu> tweet to UMM ;)
L1685[17:08:29] <williewillus> consuming and releasing 600MB every 2.5 seconds... :p
L1686[17:08:34] <ThePsionic> fry: *how many*
L1687[17:08:56] <fry> well, 1-2, since I'm one of those 3 :P
L1688[17:09:15] <fry> williewillus: profile the memory then :P
L1689[17:09:25] <shadekiller666> lighting in minecraft boils down to a dynamic texture overlay thats applied to blocks right?
L1690[17:09:43] <fry> much, much, much, much more than that happens :P
L1691[17:09:44] <tmtu> i thought it was just baked into the vertices
L1692[17:10:34] <williewillus> visualvm never suceeds at attaching to anything >.< anyone know of a better profiler?
L1693[17:10:37] <shadekiller666> fry, i feel like there needs to be some sort of "group configuration" system for obj models
L1694[17:10:51] <shadekiller666> lets say our model has 10 groups
L1695[17:10:58] <fry> williewillus: how're you using it? there are IDE plugins that work :P
L1696[17:11:10] <tmtu> williewillus: doesn't mc have profiling stats?
L1697[17:11:18] <shadekiller666> and their visibilities at any time are determined by the blockstate
L1698[17:11:22] <williewillus> there's an idea plugin that launches a run config and immediately hooks a visualvm onto it, but vvm just hangs
L1699[17:11:34] <williewillus> tmtu: profiling memory
L1700[17:12:27] <tmtu> get visualvm working then
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L1702[17:12:52] <shadekiller666> if set up with just a 1-1 group->boolean mapping, every time you wanted to change the visibility states, you would have to loop through all of the ones you want to change and set the boolean
L1703[17:13:40] <williewillus> tmtu: very helpful suggestion :p
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L1705[17:14:41] <shadekiller666> with a configuration system set up, you could instead define a set of groups that are all visible if the configuration(s) they are a part of are visible, similar to how blockstate variants work
L1706[17:15:06] <fry> williewillus: http://stackoverflow.com/questions/22289077/jvisualvm-hangs-when-profiling-a-local-process
L1707[17:15:14] <williewillus> yeah just searched that post :p
L1708[17:15:18] <fry> heh
L1709[17:16:55] <fry> shadekiller666: if you require nested groups for your model I say it's time to split the model :P
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L1711[17:17:52] <shadekiller666> but that would force fairly simple blocks to use TESRs wouldn't it?
L1712[17:18:13] <fry> what?
L1713[17:18:17] <shadekiller666> can a block that uses the blockstate json system have two models applied to it at all times?
L1714[17:18:25] <fry> yes
L1715[17:18:28] <fry> of course
L1716[17:18:48] <fry> https://github.com/MinecraftForge/MinecraftForge/blob/1.8.8/src/test/resources/assets/forgeblockstatesloader/blockstates/cobblestone_wall.json
L1717[17:19:02] <fry> submodels were added a long, long time ago :P
L1718[17:19:37] <Zaggy1024> <3
L1719[17:19:42] <gigaherz> so yeah I did some /clone tests in vanilla 1.8.8
L1720[17:19:54] <gigaherz> the issues I experienced in forge 1.8.8 are sortof still there, but they seem less noticeable
L1721[17:21:13] <gigaherz> the rendering issue where far away chunks won't update, that's in vanilla too
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L1723[17:21:24] <williewillus> but it doesn't lag as much in 1.8.0?
L1724[17:21:24] <gigaherz> the stuttering framerate, not so much
L1725[17:21:40] <gigaherz> I'm testing vanilla1.8.8 vs forge1.8.8
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L1727[17:23:08] <gigaherz> so far as I remember, forge1.8.0 didn't have this stuttering issue
L1728[17:23:15] <gigaherz> but I can't compare it right now
L1729[17:23:52] <gigaherz> xcept....
L1730[17:24:14] <gigaherz> https://www.youtube.com/watch?v=QXJtQ-fcC5w
L1731[17:24:15] <gigaherz> hmmmm
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L1733[17:24:23] <gigaherz> maybe I just REMEMBER wrongly
L1734[17:24:46] <gigaherz> no the framerate was smoother
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L1736[17:26:01] <williewillus> 1.8.1 changelog: "Various improvements. Many optimizations."
L1737[17:26:11] <gigaherz> yeah okay retested in forge1.8.8
L1738[17:26:17] <williewillus> now with a deoptimization somewhere else!
L1739[17:26:22] <gigaherz> it has some definitely bad stuttering
L1740[17:26:32] <gigaherz> that I can't see in vanilla
L1741[17:26:35] <fry> profile! :P
L1742[17:26:45] <gigaherz> I have no idea how ;P
L1743[17:26:58] <fry> me neither! :P
L1744[17:27:03] <gigaherz> does IDEA come with ap rofiler by any chance? XD
L1745[17:27:05] <tmtu> write a.. profiler mod
L1746[17:27:14] <williewillus> gigaherz: did you try 1.8.0 vanilla or forge?
L1747[17:27:22] <gigaherz> williewillus: neither
L1748[17:27:25] <gigaherz> I linked to an old video
L1749[17:27:33] <gigaherz> with the 1.8.0 version of my mod
L1750[17:27:44] <gigaherz> and compared that video with forge1.8.8
L1751[17:27:45] <shadekiller666> fry, could i move the blocks in ModelLoaderRegistryDebug that use obj models to their own mod, or at least make a new mod for testing obj models
L1752[17:27:48] <fry> gigaherz: first of all, try turning of forge pipeline in the settings, restart the game, and see if that changes anything
L1753[17:27:50] <gigaherz> the stuttering was not there in 1.8.0
L1754[17:27:58] <gigaherz> fry: forge pipeline?
L1755[17:28:04] <fry> shadekiller666: yes, that's a good idea
L1756[17:28:16] <fry> gigaherz: look in the settings, you'll find it :P
L1757[17:28:23] * gigaherz checks
L1758[17:28:41] <gigaherz> btw side question, will forge update to 1.8.9 or not worth it?
L1759[17:28:42] <gigaherz> ;P
L1760[17:29:00] <sham1> Well 1.8.9 does change mappings
L1761[17:29:04] <sham1> *somewhat*
L1762[17:29:18] <williewillus> buuuutt runtime deobf
L1763[17:29:29] <williewillus> lex posted the diff, it was literally one bug fix and a realms icon
L1764[17:29:38] <fry> 1.8.8 and 1.8.9 will be binary compatible for modders
L1765[17:29:42] <sham1> yeh
L1766[17:29:46] <fry> and they can play with each other
L1767[17:29:59] <fry> so there's not much stimulus to update yet :P
L1768[17:30:28] <gigaherz> can't find it XD
L1769[17:31:03] <gigaherz> nm
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L1771[17:31:05] <gigaherz> B:forgeLightPipelineEnabled=true
L1772[17:31:30] <fry> you can change that in the in-game gui :P
L1773[17:32:31] <gigaherz> oh hey the ingame options work now?
L1774[17:32:31] <gigaherz> XD
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L1776[17:33:01] <fry> ones in the main menu worked for years
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L1778[17:33:19] <fry> pause menu ones work now too :P
L1779[17:33:27] <gigaherz> I never noticed the main menu ones
L1780[17:33:28] <gigaherz> ;P
L1781[17:33:40] <fry> nobody did :P
L1782[17:34:13] <gigaherz> in fact, I don't recall there being a button in the bottom left ;P
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L1784[17:35:24] <gigaherz> stupid bug with blinking geometry when mipmaps are enabled ¬¬
L1785[17:35:32] <gigaherz> (leaves and such)
L1786[17:35:59] <fry> button where? title screen?
L1787[17:36:09] <gigaherz> below the mod list
L1788[17:36:19] <gigaherz> I don't have any memory of "Config" and "Disable" being there
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L1790[17:36:34] <fry> well, they were added a long time ago :P
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L1792[17:37:58] <williewillus> wow so many blockpos
L1793[17:38:02] <williewillus> finally got vvm to run :p
L1794[17:38:33] <shadekiller666> fry, could i put each block in its own file? the idea is to get away from the 2000 line long files that make things hard to find :P
L1795[17:38:55] <fry> lol
L1796[17:38:55] <gigaherz> funny that MCP shows up as a mod that can be disabled
L1797[17:38:55] <gigaherz> XD
L1798[17:39:08] <fry> and here we have 1000 modders asking for the exact opposite :P
L1799[17:39:26] <gigaherz> shadekiller666: what? XD
L1800[17:39:53] <shadekiller666> those 1000 modders haven't tried putting everything into a single file...
L1801[17:40:10] <williewillus> how can the thrashing of several million blockpos per second be possibly good for performance :p would something like c# structs make this better? just thinking aloud
L1802[17:40:28] <fry> we'll get them eventually
L1803[17:40:35] <fry> in java10 probably
L1804[17:40:53] <tmtu> just 10 years or so :)
L1805[17:40:53] <fry> in ~10 years java might actually become nice to work with :P
L1806[17:41:16] <williewillus> yeah each GC it collects like 9 million BlockPoses :p
L1807[17:41:40] <fry> look at where they're created
L1808[17:42:06] <Zaggy1024> wow, the calculation of night vision fog brightness is just plain stupid
L1809[17:42:15] <Zaggy1024> it gets massively brighter if the fog color is dark
L1810[17:42:26] <Zaggy1024> turns white at some point
L1811[17:42:43] <Zaggy1024> http://i.imgur.com/5n77vEy.png
L1812[17:42:44] <Zaggy1024> eugh
L1813[17:42:48] <gigaherz> we could always precalculate the blockpos, create an instance for each loaded block! then offsets and such would just be posgrid.get(x,y,z)
L1814[17:42:49] <gigaherz> ;P
L1815[17:43:37] <williewillus> lol
L1816[17:43:41] <gigaherz> it defeats the point of using coords instead of instantiation blocks
L1817[17:43:42] <gigaherz> but hey!
L1818[17:43:50] <gigaherz> instantiating*
L1819[17:43:52] <williewillus> Vec3Pool anyone
L1820[17:44:08] <Zaggy1024> ew.
L1821[17:44:18] <williewillus> strangely not getting the stuttering in ProjectE 1.8.8 workspace. Must be something with botania then?
L1822[17:44:27] <tmtu> Zaggy1024: hot
L1823[17:44:46] <Zaggy1024> I'm okay with a pool for vecs and positions only if the mappings are short
L1824[17:44:57] <Zaggy1024> like Vec3.create or something
L1825[17:45:01] <tmtu> pool everything!
L1826[17:45:06] <Zaggy1024> instead of the atrocity that AxisAlignedBBs used to be
L1827[17:45:07] <tmtu> never run gc!
L1828[17:45:12] <fry> pools are actually not that good :P
L1829[17:45:21] <Zaggy1024> I almost didn't want to do AABBs just because of the ridiculous length of the line to fricken get one
L1830[17:45:37] <gigaherz> what does one player have, 128 block radius? that's 17 chunks diameter, let's say 15x15 grid to approximate a 17 diameter circle
L1831[17:46:10] <gigaherz> 289 chunks are only... 18 939 904 BlockPos instances!
L1832[17:46:26] <gigaherz> that's 3 garbage collections' worth!
L1833[17:47:11] <williewillus> whoah okay ClassInheritanceMultimap keeps spiking up
L1834[17:47:17] <williewillus> and I think I know where that's from
L1835[17:47:19] <tmtu> does each block have a BlockPos?
L1836[17:47:23] <williewillus> no
L1837[17:47:24] <Zaggy1024> ...
L1838[17:47:26] <gigaherz> tmtu: not currently
L1839[17:47:28] <williewillus> that's not how they work :p
L1840[17:47:30] <gigaherz> I was proposing a crazy idea
L1841[17:47:33] <gigaherz> and showing WHY it's crazy
L1842[17:47:35] <Zaggy1024> each call to a function with a BlockPos has a BlockPos
L1843[17:47:46] <gigaherz> the BlockPos is calculated as needed
L1844[17:47:48] <Zaggy1024> so it's probably multiple per block per tick, actually
L1845[17:47:48] <williewillus> anyways ClassInheritancemultimap is used when getting entities in an aabb
L1846[17:47:57] <gigaherz> every time tou do pos.left() or similar
L1847[17:47:59] <gigaherz> it's a new instance
L1848[17:48:01] <williewillus> and in 1.8.8 they revealed the stupid generic signature of world.getEntitiesInAABB
L1849[17:48:03] <gigaherz> and there's a LOT of those everywhere
L1850[17:48:11] <williewillus> so you can no longer use interfaces on it
L1851[17:48:18] <tmtu> oh joy :)
L1852[17:48:21] <Zaggy1024> use predicates willie
L1853[17:48:24] <williewillus> I did
L1854[17:48:26] <Zaggy1024> jeez
L1855[17:48:28] <williewillus> but this seems to be slower
L1856[17:48:33] <Zaggy1024> hm
L1857[17:48:50] <gigaherz> tmtu: now imagine something apparently as simple as... pos.offset(facing.opposite(), 2)
L1858[17:48:54] <williewillus> classinheritancemultimap (which is used for the filtering) is spiking up to the top of mem every few collections
L1859[17:48:56] <gigaherz> but remember Java doesn't do structs
L1860[17:49:04] <gigaherz> every returned value is a whole new object instance
L1861[17:49:31] <gigaherz> Blockpos is nice, but it's also bad
L1862[17:49:31] <gigaherz> ;P
L1863[17:49:32] <Zaggy1024> what's so different about offset from left?
L1864[17:49:37] <gigaherz> nothing
L1865[17:49:45] <Zaggy1024> then what was your point? :P
L1866[17:49:49] <gigaherz> the point is
L1867[17:49:58] <tmtu> if only we had multiple returns :p
L1868[17:50:06] <gigaherz> those types of calls are done a lot
L1869[17:50:07] <fry> williewillus: what java are you on btw?
L1870[17:50:12] <williewillus> 8u66
L1871[17:50:15] <sham1> 8
L1872[17:50:18] <sham1> BTW
L1873[17:50:21] <tmtu> 9
L1874[17:50:30] <Zaggy1024> 10?
L1875[17:50:32] <Zaggy1024> are we counting up?
L1876[17:50:37] <tmtu> (actually running 9)
L1877[17:50:37] <ThePsionic> 11
L1878[17:50:49] <sham1> I just finished liberating all the settlements in Just Cause 3. I got jack shit for all that effort...
L1879[17:50:50] <fry> williewillus: and how much memory do you allocate to the game? :P
L1880[17:51:05] <williewillus> 2G
L1881[17:51:32] <williewillus> yeah Classinheritancemultimap is used solely for tracking different kinds of entities in chunks, so it is the dumb getentitiesinaabb
L1882[17:51:34] <fry> add more :P
L1883[17:51:41] <fry> 2g is very low for modded
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L1885[17:51:54] <williewillus> this is just forge and botania, it collects before it even reaches 1G :p
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L1887[17:54:06] <sham1> BTW fry
L1888[17:54:22] <fry> never played it :P
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L1890[17:54:40] <sham1> How do I use the blockstate json to declare the inventory variant
L1891[17:54:50] <sham1> wait
L1892[17:54:58] <sham1> I think I did a dipshit moment...
L1893[17:55:13] <fry> "inventory" :P
L1894[17:55:18] * sham1 prepares to facepalm
L1895[17:55:25] <williewillus> "inventory": [{ dostuffhere }] :P
L1896[17:55:30] <sham1> yes
L1897[17:55:43] <sham1> Faceslap time
L1898[17:55:50] <williewillus> anyways, might try to write a test mod to show the predicate thing is slower than directly calling it
L1899[17:56:06] <williewillus> idk how to do that since I *can't* directly call it but :p
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L1902[17:58:11] <gigaherz> I have no idea wtf should I use to try to profile the stuttering XD
L1903[17:58:30] <gigaherz> everything I find are MEMORY profilers
L1904[17:58:35] <gigaherz> I can't find a cpu profiler XD
L1905[17:59:00] <fry> you need a memory profiler, probably :P
L1906[17:59:04] <gigaherz> AH!
L1907[17:59:04] <gigaherz> https://plugins.jetbrains.com/plugin/3749?pr=
L1908[17:59:13] <fry> and visualvm can profile cpu
L1909[17:59:15] <gigaherz> fry: but I want to know what's being run, not what's using ram
L1910[17:59:19] <tmtu> visualvm? :p
L1911[17:59:20] <gigaherz> yeah just found it
L1912[17:59:25] <gigaherz> I had to be more explicit about the search
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L1915[18:02:39] <ZaggyMobile2> Had to swear at Google, eh?
L1916[18:02:42] <ZaggyMobile2> :)
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L1920[18:09:17] <gigaherz> aha
L1921[18:09:20] <gigaherz> https://plugins.jetbrains.com/plugin/7115?pr=idea
L1922[18:09:24] <gigaherz> this one works with idea15 ;P
L1923[18:09:24] <Rockers> Cheeky
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L1927[18:14:52] <gigaherz> the only noticeable idfference in thep rofile
L1928[18:15:17] <gigaherz> between idling and spawning a ball of water
L1929[18:15:24] <Rockers> How would I change parameters in the modded forge. What file do I change
L1930[18:15:26] <Rockers> ?
L1931[18:15:34] <gigaherz> is ThreadedFileIOBase.processQueue()
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L1933[18:23:52] <gigaherz> i really can't get any useful information out of the profiler ;P
L1934[18:24:34] <gigaherz> I'd need a game-oriented profiler, that can gather per-frame information, and coudltell me what changed between one specific frame, and another
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L1936[18:25:26] <gigaherz> so yeah the server runs more while water is updating: no surprise
L1937[18:25:39] <gigaherz> there's more chunk updates while water is updating: no surprise
L1938[18:25:46] <gigaherz> there's more rendering work: same
L1939[18:26:08] <gigaherz> so no way to tell exactly which methods ran "more" in one specific frame, compared to the rest
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L1943[18:33:49] <Rockers> Why can't you just go into the debug perspective gigaherz?
L1944[18:33:55] <Rockers> Use breakpoints/
L1945[18:37:15] <gigaherz> Rockers: I'm trying to figure out why MC stutters when I create a large water ball
L1946[18:37:16] <gigaherz> and let it flow
L1947[18:37:26] <gigaherz> it didn't happen in 1.8
L1948[18:37:39] <gigaherz> breakpoints wouldn't help me
L1949[18:37:44] <Rockers> Couldn't you inspect the code and look at what's getting processed?
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L1951[18:37:54] <gigaherz> becuase I don't have any idea which functions are being called more when it stutters
L1952[18:38:08] <Rockers> Alright
L1953[18:38:08] <tterrag> use a profiler?
L1954[18:38:14] <gigaherz> *something* is happening a couple times per second
L1955[18:38:21] <Rockers> Physics?
L1956[18:38:28] <gigaherz> tterrag: I tried to use VisualVM
L1957[18:38:32] <gigaherz> it gives me "averages"
L1958[18:38:36] <gigaherz> those are useless to me
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L1960[18:39:16] <gigaherz> as I said earlier
L1961[18:39:18] <Rockers> Well, if you think about it, Minecraft water-physics is handled on a block per block basis...
L1962[18:39:33] <Rockers> If it's not still, that is.
L1963[18:39:38] <gigaherz> sure
L1964[18:39:43] <tmtu> gigaherz: can't you set breakpoint, clear stats and advance a frame
L1965[18:39:55] <gigaherz> that doesn't explain why cloning a bunch of water in vanilla is smooth
L1966[18:40:06] <gigaherz> while creating a waterball in my mod stutters
L1967[18:40:50] <Rockers> Have you tried trning down your in-game settings, just while debugging?
L1968[18:41:10] <gigaherz> tmtu: maybe, but I really can't be arsed to do that kind of work on christmas ;P
L1969[18:41:16] <Zaggy1024> why does the game lag so bad when chunks are loading slowly in one direction? it's weird 0.o
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L1971[18:41:21] <Zaggy1024> it only seems to happen pretty rarely
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L1973[18:41:47] <Rockers> I was getting a crazy amount of stuttering earlier for apparently no reason..
L1974[18:42:01] <Rockers> 10fps
L1975[18:42:01] <Zaggy1024> egh, lag is a bad description
L1976[18:42:06] <Zaggy1024> yeah, that happens to me
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L1978[18:42:14] <Zaggy1024> on a gtx 970 and 5820k no less :P
L1979[18:42:15] <gigaherz> well it's not 10fps to me
L1980[18:42:16] <gigaherz> it's like
L1981[18:42:17] <gigaherz> 150fps
L1982[18:42:21] <gigaherz> but with short pauses in between bursts
L1983[18:42:29] <Rockers> I usually get 140+ fps too
L1984[18:42:31] <Zaggy1024> yes, normally I get 120 FPS constantly
L1985[18:42:39] <Zaggy1024> (probably more, but capped)
L1986[18:42:52] <Zaggy1024> but sometimes the world doesn't load properly and it gets a terrible framerate
L1987[18:42:59] <Rockers> I have to switch on v-sync because my monitor can't handle more than 60..
L1988[18:43:07] <Zaggy1024> seems to be the chunk render updates that make it lag
L1989[18:43:09] <Rockers> Same
L1990[18:43:30] <Rockers> I want to increase the amount of RAM available.
L1991[18:43:35] <gigaherz> my question woudl be what does forge do, that make it worse ;P
L1992[18:44:15] <Rockers> Are you setting the waterball to flowing water or still water?
L1993[18:44:28] <Rockers> Do you not get to chose?
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L1995[18:45:09] <Zaggy1024> why do you think it's forge's fault?
L1996[18:45:10] <gigaherz> it wouldn't matter
L1997[18:45:24] <gigaherz> Zaggy1024: I opened vanilla 1.8.8
L1998[18:45:48] <gigaherz> went into an ocean, and cloned a 16x16x16 piece of water some 50 blocks up
L1999[18:45:51] <gigaherz> and let it flow down
L2000[18:45:58] <gigaherz> it didn't stutter
L2001[18:46:13] <Zaggy1024> if it did, that would be unrelated to what I was describing
L2002[18:46:20] <gigaherz> it's not what you are describing
L2003[18:46:24] <gigaherz> it'swhat *I* am describing
L2004[18:46:24] <gigaherz> XD
L2005[18:46:32] <Zaggy1024> you made it sound like what I was talking about :P
L2006[18:46:41] <Rockers> sassy
L2007[18:46:53] <Zaggy1024> er, I mean, you made it sound like you were replying to me
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L2009[18:49:38] <gigaherz> hmf I should have tried this first
L2010[18:49:48] <gigaherz> I did the same /clone command in forge1.8.8, and it didn't really happen
L2011[18:50:13] <gigaherz> so why the F is my water different?
L2012[18:51:32] <gigaherz> is there a way to have F3 show liquids too?
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L2015[18:58:53] <shadekiller666> welp, guess i'm not playing Rocksmith 2014 for a few days...
L2016[18:59:03] <shadekiller666> just broke a string :/
L2017[18:59:24] <williewillus> are attributes specified in "defaults" not applied to full vanilla style variant strings?
L2018[18:59:31] <Rockers> Do you not have a spare string shadekiller666?
L2019[18:59:39] <shadekiller666> i don't
L2020[18:59:50] <shadekiller666> not as far as i know
L2021[18:59:54] <Rockers> Damn, I have too many :p
L2022[19:00:06] <Rockers> I don't even play guitar properly.
L2023[19:00:20] <shadekiller666> "properly"?
L2024[19:00:38] <Rockers> Properly was maybe the wrong word.
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L2026[19:00:49] <Rockers> I meant frequently. (Or with any skill.)
L2027[19:00:58] <shadekiller666> lol
L2028[19:01:25] <shadekiller666> i just got RS2014 last month
L2029[19:01:46] <shadekiller666> i figured i can't sing for shit so might as well learn to play something
L2030[19:02:01] <shadekiller666> and i had a guitar in the shed
L2031[19:02:14] <Rockers> I'm learning Bass and Drums with a normal guitar on the side.
L2032[19:02:25] <shadekiller666> ahh nice
L2033[19:02:31] <Rockers> Is Rocksmith any good? You don't really hear much about it.
L2034[19:02:48] <shadekiller666> 2014 (the sequel) is pretty great actually
L2035[19:02:58] <shadekiller666> never played the original
L2036[19:03:03] <Rockers> So it's like Guitar Hero + skill.
L2037[19:03:08] <shadekiller666> but it does help you learn
L2038[19:03:11] <shadekiller666> kinda
L2039[19:03:19] <Rockers> Cool
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L2041[19:03:34] <Rockers> How do you hook it up to your PC?
L2042[19:03:34] <shadekiller666> it is very much like GH yes, but its also different in many ways
L2043[19:04:19] <williewillus> fry: are "defaults" attributes not applied to vanilla-style full variant strings?
L2044[19:04:26] <shadekiller666> well, the game "requires" what Ubisoft calls a "Real Tone Cable", which is just a 1.5-usb cable with a microchip with some code for DRM
L2045[19:04:33] <fry> they should be
L2046[19:04:39] <Rockers> lol
L2047[19:04:41] <fry> although I'm not sure :P
L2048[19:04:54] <shadekiller666> theres a hack you can get to use a normal 1.5-usb cable but its a little wonky from what i hear
L2049[19:05:24] <shadekiller666> but other than that cable its pretty much just plug and play
L2050[19:05:36] <Rockers> Nice
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L2052[19:05:43] <shadekiller666> it even has bass too! :P
L2053[19:06:00] <Rockers> Great
L2054[19:06:00] <fry> shadekiller666: it's either 1/4 or 6.35, not 1.5 :P
L2055[19:06:08] <shadekiller666> 1/5
L2056[19:06:12] <shadekiller666> 1/4*
L2057[19:07:03] <shadekiller666> rockers, i do recommend it
L2058[19:07:20] <Rockers> I'll look into it :p
L2059[19:07:27] <shadekiller666> even if you're mildly experienced with playing it tailors to your skill level
L2060[19:07:47] <fry> if only the delay didn't suck as much :P
L2061[19:10:04] <williewillus> fry: http://pastebin.com/38Ju2jwz doesn't work but specifying the variants forge-style works :p
L2062[19:10:38] <fry> welp, now we know :P
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L2064[19:11:23] <williewillus> whys that, doesn't the defaults get universally applied?
L2065[19:11:32] <williewillus> or are vanilla style variants special case
L2066[19:11:46] <fry> ask Zaggy1024 :P
L2067[19:11:52] <fry> he wrote that part :P
L2068[19:12:11] <Zaggy1024> what?
L2069[19:12:37] <williewillus> "defaults" block doesn't apply to variants specified in full, vanilla style
L2070[19:12:49] <Zaggy1024> yeah, that was by choice IIRC
L2071[19:12:57] <Zaggy1024> ...I think
L2072[19:12:59] <Zaggy1024> wait
L2073[19:13:04] <Zaggy1024> danget, lemme look at the code
L2074[19:14:54] <Rockers> I feel stupid but what does IIRC mean?
L2075[19:15:11] <Zaggy1024> if i recall correctly
L2076[19:15:22] <Zaggy1024> or remember if you're not being fancy
L2077[19:15:35] <Rockers> hm
L2078[19:17:05] <Zaggy1024> williewillus, I think it should use defaults after all
L2079[19:17:26] <williewillus> welp bug report :p
L2080[19:17:27] <Zaggy1024> the specified variants are put into the map before the defaults are applied
L2081[19:17:31] <Zaggy1024> debug it first
L2082[19:17:34] <Zaggy1024> make sure it's not your fault :P
L2083[19:17:44] <Zaggy1024> gonna need more info first anyway
L2084[19:17:56] <Zaggy1024> It's in ForgeBlockStateV1.Deserializer.deserialize
L2085[19:18:19] <williewillus> it's not. I switch the variant specification from vanilla style "variant=foo": {... to forge style "variant": { "foo": { ... and it immediately works :p
L2086[19:18:45] <Zaggy1024> mm...
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L2088[19:20:11] <Zaggy1024> could you set a breakpoint on ForgeBlockStateV1#128?
L2089[19:20:17] <Zaggy1024> figure out what it's doing with defaults?
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L2092[19:24:30] <williewillus> err sure but I have a lot of forge states lol hold on
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L2094[19:25:20] <Zaggy1024> ah
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L2097[19:25:58] <Zaggy1024> I can't wait for 1.9 so I can write a new states format :)
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L2099[19:26:07] <shadekiller666> lol
L2100[19:26:10] <Zaggy1024> hopefully itemstates will be well done, and block states will work better for models
L2101[19:26:28] <Zaggy1024> because it's pretty badly set up right now, IMO
L2102[19:26:54] <Zaggy1024> and not just because they introduced block states with no item states
L2103[19:27:49] <williewillus> okay when I enter that for loop with the Map.Entry
L2104[19:28:22] <williewillus> the string part (key) is "variant=canopy=textures,variant=gathering=textures,variant=wild=textures"
L2105[19:28:25] <williewillus> is that right? 0.o
L2106[19:30:10] <williewillus> value of the map.entry is a ForgeBlockStateV1.Variant with optional.absent everything
L2107[19:32:08] <Zaggy1024> 0.0
L2108[19:32:17] <Zaggy1024> that ain't right
L2109[19:36:14] <fry> williewillus: try adding []
L2110[19:36:40] <fry> '=' in the name should be enough though, I think
L2111[19:36:55] <williewillus> like "variant=foo": [ <- there?
L2112[19:37:12] <fry> yup
L2113[19:39:28] <williewillus> that did it
L2114[19:39:54] <williewillus> ah it was probably seeing "variant=foo" as a property, and "textures" as the first value
L2115[19:40:00] <williewillus> hence variant=foo=textures
L2116[19:40:04] <fry> yes
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L2118[19:49:45] <williewillus> man I'm stripping out so many jsons by stuffing everything into blockstate :p didn't know about these things when I did projecte in april :p
L2119[19:50:13] <williewillus> PE can probably lose most of its block jsons and all of its itemblock jsons :p
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L2121[19:51:54] <Zaggy1024> ah...that would explain it
L2122[19:52:22] <Zaggy1024> thanks for figuring that out fry, that part is still a bit confusing for me :P
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L2126[20:09:58] <williewillus> hm
L2127[20:10:39] <williewillus> I'm extending a vanilla class and just ignoring one of its states (I pass it to createBlockState but I just return the first value for it in statefrommeta)
L2128[20:10:44] <williewillus> but in world it shows up with the other value
L2129[20:12:41] <williewillus> I have a block that extends BlockWall, which has a variant prop with NORMAL and MOSSY. I set the default state to include NORMAL, and also set state from meta to include NORMAL, yet somehow it's still MOSSY
L2130[20:13:03] <williewillus> OH NVM
L2131[20:14:09] <williewillus> used getDefaultState in setDefaultState instead of blockstate.getBaseState() :p
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L2135[20:21:41] <shadekiller666> Tesla is now my favorite car company: https://www.youtube.com/watch?v=JkT2fozqPjc&feature=youtu.be
L2136[20:22:11] <shadekiller666> those cars are doing that on their own, and this will be in every tesla as an easter egg ;P
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L2144[20:34:56] <williewillus> should I try to make my walls use submodels, or naaaaah
L2145[20:35:00] <williewillus> aka just copy vanilla
L2146[20:36:38] <williewillus> actually I think I have to, this blockstate is more complex than vanilla 0.o
L2147[20:40:49] <williewillus> I hav epermission to use the forge example models from github in my mods right?
L2148[20:40:56] <williewillus> gonna steal that submodel thing
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L2158[20:59:08] <luacs1998> https://www.reddit.com/r/feedthebeast/comments/3y40vy/im_working_on_a_for_now_unofficial_multipart_api/ kek
L2159[21:01:14] <williewillus> fry: in this why don't we have to specify true/false after north and south? Not sure what it's declaring in the submodel (https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/resources/assets/forgeblockstatesloader/blockstates/cobblestone_wall.json#L31)
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L2166[21:14:37] <williewillus> ah they're just names for the submodels, nvm
L2167[21:19:44] <fry> there are 4 distinct bool properties there, not 1 direction one
L2168[21:22:12] <shadekiller666> huh, spacex actually managed to land Falcon 9 this time
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L2171[21:22:53] <fry> yeah, it's not rocket science
L2172[21:22:55] <fry> oh wait
L2173[21:23:03] <masa> oh snap
L2174[21:23:05] <shadekiller666> daaaaahh ba dum tish
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L2227[23:53:06] <Zaggy1024> I'm getting "invalid project description" when trying to import an MDK project into eclipse :(
L2228[23:53:53] <Zaggy1024> I did "gradlew setupDecompWorkspace eclipse", made an eclipse workspace in /eclipse/, and tried to import /
L2229[23:56:52] <tterrag> don't use/eclipse
L2230[23:56:54] <tterrag> read the guide
L2231[23:57:53] <killjoy> delete the eclipse folder. It's for the lazy
L2232[23:58:12] <killjoy> make your workspace in ..
L2233[23:58:20] <killjoy> (one up)
L2234[23:58:59] <Zaggy1024> meh
L2235[23:59:10] <Zaggy1024> I was making my own eclipse folder, that's just how I've been used to it up to this point
L2236[23:59:48] <Zaggy1024> I'll try it in the root
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