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L6[00:12:29] <williewillus> fry: also, under
"joints" in armatures I can specify multiply elements
right?
L7[00:12:39] <williewillus> what are the
values in the json array for
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L9[00:14:18] <fry> yup, should be able to
specify multiple
L10[00:14:21] <fry> values are
weights
L11[00:14:28] <fry> not sure if I
implemented those correctly :P
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L13[00:16:26] <williewillus> can we not
specify submodels in defaults?
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L15[00:17:03] <fry> in the blockstate? no
idea :P
L16[00:17:07] <williewillus> botania pump
has modelblocks pump and pump_head (animating part), pasting the
submodel into every facing variant is booo
L17[00:17:19] <williewillus> it complains
"Attempted to use a simple submodel declaration outside a
valid variant"
L18[00:18:12] <fry> guess not then
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L21[00:23:27] <williewillus> innerRingPos
is old code leftover, I just stuck several of its poetntial values
into armatures to see if I could get anything to change
L22[00:23:43] <fry> well, verify that
you're acually in the "moving" state and that
innerRingPos changes
L23[00:24:02] <williewillus> everything
else looks fine though?
L25[00:26:42] <fry> it would've crashed if
it wasn't fine :P
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L28[00:34:01] <fry> williewillus: well, try
making the moving clip work on its own first, without custom
parameters
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L30[00:42:21] <williewillus> hm just
passing a constnat into "apply" still does nothing
L31[00:42:40] <fry> pass nothing
L32[00:42:46] <fry> just use the clip
directly
L33[00:42:50] <fry> like you do with the
default one
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L35[00:44:07] <williewillus> no change (it
refreshes if I f3+t right)
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L37[00:44:18] <fry> no, you need to replace
the block
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L39[00:44:38] <williewillus> oh
L40[00:44:41] <williewillus> well still no
change xP
L41[00:47:13] <williewillus> also, no idea
why the item form is just nothing :p that's a smaller problem
though
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L45[00:52:20] <fry> no idea :/
L46[00:53:23] <williewillus> wait hm
L47[00:53:52] <williewillus> my asm object
is showing missingno in clips, but no errors when reloading
resources
L48[00:54:16] <williewillus> wait
everything is missing wat, lemme restart the game
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L50[00:56:27] <williewillus> oops crashed
it
L51[00:59:22] <williewillus> hm I'll play
around with it tomorrow, getting late
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L54[01:04:20] <Cypher121> alright, this
should be more sane
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L65[01:47:52] <McJty> How can I get the
modid where a certain class is implemented?
L67[01:52:49] <McJty> Thanks
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L69[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160125 mappings to Forge Maven.
L70[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160125-1.8.9.zip
(mappings = "snapshot_20160125" in build.gradle).
L71[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L76[02:06:15] <Wuppy> ugh why is my team so
good at breaking game builds just hours before deadlines :V
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L78[02:07:49] <unascribed> this is why you
require all changes to be via PR
L79[02:07:52] <unascribed> and use your CI
to test PRs
L80[02:09:56] <Wuppy> that's a bit overkill
in our situation, but yeah
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L85[02:17:30] <Cypher121> I have a feeling
that I'm writing the same code twice
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L94[02:36:01] <Cypher121> send strings in
packets or send hashcodes and run through the list, looking for
matching string?
L95[02:39:05] <Wuppy> anyone ever worked
with AI in unreal?
L96[02:39:51] <tterrag> Cypher121:
hashcodes aren't unique
L97[02:39:55] <tterrag> so...the first
thing?
L98[02:40:22] <Cypher121> I guess so
L99[02:40:34] <Cypher121> much heavier
though
L100[02:45:51] <unascribed> what are you
even sending
L101[02:47:23] <Cypher121> I have a
BiMap<String, ResearchNode> with a data about player's
research and I want to send it to client
L102[02:48:59] <Cypher121> so I want to
send each node's state (int) and its name (String/String's
hash)
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L105[02:51:39] <Cypher121> and I think
iterating over entrySet is much better than sending dozens of
strings to players
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L107[02:57:20] <xaero> still unclear, do
you have a meta map for that bimap to store state?
L108[02:58:38] <xaero> what does the key
String represent ?
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L110[03:04:26] <Cypher121> xaero: String
key represents name of each node. It is unique to each node in the
map, hence the BiMap
L111[03:06:35] <xaero> and where do you
store state? that BiMap seems like something final/constant
L112[03:06:52] <xaero> (i.e. the tech tree
is already defined by you)
L113[03:07:41] <Cypher121> each
ResearchNode has a field "state", which is its only
mutable field.
L114[03:09:07] <Cypher121> it will either
be enum or int, I didn't decide that yet. doesn't matter for
networking, anyway.
L115[03:09:23] <Cypher121> xaero: ^
L116[03:11:26] <xaero> I'm not sure I have
input on networking, but as for the structure, do you really want
to duplicate a set of researchnode for each player when what's
important is only the state?
L117[03:11:55] <Cypher121> yeah, probably
I don't
L118[03:12:39] <Cypher121> and so I end up
with the system that one-to-one replicates blockstates
L119[03:12:40] <xaero> I.e. keep that
immutable BiMap referenced on both cient and server, and have for
each player, a Map<String,Int> for research -> state
L120[03:13:01] <Cypher121> yeah, that'll
probably be simpler
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L123[03:13:49] <xaero> you're still back
to the syncing issue, which I have no suggestions for :P
L124[03:14:17] <Cypher121> yeah
L125[03:14:53] <Cypher121> I think I'll
just use a better hashCode implementation and send hashes
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L127[03:15:58] <tterrag> why have a
string->researchnode map at all?
L128[03:16:10] <tterrag> couldn't
researchnodes be immutable objects that you could look up by
reference?
L129[03:16:10] <Zaggy1024> you can't make
a hashcode implementation that's guaranteed to be unique, can
you?
L130[03:16:22] <tterrag> magic strings
aren't a good API
L131[03:16:23] <Zaggy1024> not with
arbitrary length strings
L132[03:16:57] <Cypher121> Zaggy1024: I
can probably make it improbable enough that I won't have to care
for next several decades
L133[03:17:16] <Tyler__> Could someone
point me in the right direction for an explanation of IBlockAccess
vs World
L134[03:17:21] <Zaggy1024> indeed,
immutable objects similar to IProperty would be good, with an
integer ID to send over network
L135[03:17:32] <tterrag> Cypher121: it's
an ugly hack
L136[03:17:41] <tterrag> if you have to
recode hashcode, you should probably reconsider your plan
L137[03:18:00] <tterrag> Tyler__: it's an
interface used to represent readonly access to a world
L138[03:18:09] <tterrag> (or something
representing (part) of a world)
L139[03:18:14] <ZaggyMobile2> If you can't
guarantee the behavior you need, don't do it
L140[03:18:23] <ZaggyMobile2> You'll just
run into horrible bugs later
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L142[03:20:49] <Cypher121> maybe I could
do an intermediate integer id
L143[03:21:17] <Cypher121> so it's
String<->Integer<->Node
L144[03:21:50] <ZaggyMobile2> It sounds to
me like your nodes should be your keys
L145[03:21:51] <tterrag> stop. using.
magic. strings.
L146[03:21:54] <Cypher121> and yes, nodes
should be kept separate, not instantiated per player
L147[03:22:33] <ZaggyMobile2> Magic
strings are poop for refactoring, and typos will make you mad
L148[03:22:40] <ZaggyMobile2> :)
L149[03:25:02] <xaero> this sounds similar
to a database normalization problem; look into "normal
forms" for enlightenment
L150[03:25:05] <xaero> :P
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L152[03:27:33] <ZaggyMobile2> Make your
nodes have an integer ID, and use that as your hash
L153[03:27:59] <ZaggyMobile2> As well as
for sending over network
L154[03:32:23] <Cypher121> yeah,
already
L155[03:32:49] <Cypher121> now I have a
problem with dumping this garbage to NBT, it seems
L156[03:36:40] <Tyler__> Is anyone
familiar with Redstone and it's code?
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L161[03:51:02] <ZaggyMobile2> Cypher, are
you using IEEPs for your data?
L162[03:51:16] <Cypher121> yes
L163[03:52:08] <ZaggyMobile2> Don't those
have nbt methods?
L164[03:52:41] <Cypher121> they do, but I
suddenly lost a mental image of the compound I was going to
make
L165[03:53:00] <Cypher121> because now I
have a bunch of ints and classes
L166[03:53:33] <Cypher121> and classes
don't make for good nbt tag keys if they aren't String
L167[03:53:49] <ZaggyMobile2> Can't you
just setInteger(node.name, state)?
L168[03:54:07] <Cypher121> <
ZaggyMobile2> It sounds to me like your nodes should be your
keys
L169[03:54:16] <Cypher121> I suddenly
don't have any names
L170[03:54:39] <ZaggyMobile2> Fields can
store Strings you know
L171[03:54:43] <Cypher121> yeah
L172[03:55:04] <ZaggyMobile2> So use a
field
L173[03:55:04] <Cypher121> right now I'm
more worried about how I'm going to update this thing
L174[03:55:11] <ZaggyMobile2>
Update?
L175[03:55:17] <Cypher121> yeah
L176[03:55:28] <ZaggyMobile2> Update as
in...
L177[03:55:34] <Cypher121> I mean it's a
map of research nodes
L178[03:55:45] <Cypher121> researches tend
to be, well, researched
L179[03:56:31] <Cypher121> and this map is
basically a (not so) fancy graph
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L181[03:58:54] <Cypher121> alright, I
definitely AM switching to Enum for the state
L182[04:02:40] <xaero> enums are a good
idea, but you didn't explain what you're updating
L183[04:03:10] <Cypher121> example
L184[04:03:23] <Cypher121> player
researches node A
L185[04:03:52] <Cypher121> nodes B and C
were previously locked, because they had A as prerequisite.
L186[04:04:01] <Cypher121> now I have to
update their state
L187[04:06:09] <xaero> hmm, can't B and C
be calculated instead if you have a Map<Int,List<Int>>
of parent -> deps?
L188[04:06:21] <xaero> my mind is blanking
on the algo but I'm pretty sure that's a solved problem
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L190[04:07:55] <Cypher121> it's not even
an algorithm as much as its iteration over list of nodes
L191[04:08:59] <Cypher121> still, I
consider making it bi-directional, but it means that nodes will be
changed by those added after them and potentially somewhere
else.
L192[04:10:04] <Tyler__> Well I can
happily say
L193[04:10:08] <Tyler__> I have my first
mod block
L194[04:10:12] <Tyler__> That does exactly
what I want
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L197[04:12:17] <Kolatra> What was onUpdate
in TileEntity changed to between 1.7.10 and 1.8.9? Can't find
it.
L198[04:14:59] <xaero> Cypher, think
recursion - if you research a node, update all the dependencies (as
given in the Map<Int,List<Int>>)
L199[04:15:15] <xaero> Kolatra: implement
ITickable
L200[04:15:42] <Cypher121> xaero: that's
the problem, I don't store dependencies of each node now
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L202[04:16:11] <Kolatra> xaero, ah okay
thank you.
L203[04:16:45] <xaero> Cypher, then how
does B and C know that A is a prerequisite?
L204[04:17:34] <Cypher121> B and C know
that they need A. A doesn't know B and C need it, because A is
immutable after its initialization, which is before B and C even
existed
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L206[04:18:11] <Cypher121> anyway, I know
what I have to do and I'd have to do it anyway to resolve
dependency loops
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L208[04:18:31] <Cypher121> but 2 a.m. is
not a good time to write toposort
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L211[04:20:17] <xaero> ok cool, I'm gonna
bail too :P
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L213[04:21:27] <Tyler__> What is the
correct way to update forge?
L214[04:21:45] <Cypher121> in dev
environment?
L215[04:22:15] <Tyler__> Yes
L216[04:23:19] <Tyler__> I believe I run a
command through gradle, I just do not remember it
L217[04:25:23] <Cypher121> I'd say
download new mdk, get gradle/ folder from it. then go to
build.gradle, change forge version and gradle snapshot version to
needed ones, and run ./gradlew cleanCache
setupDecompWorkspace
L218[04:25:49] <Cypher121> if there's an
easier way I don't know it and it doesn't show in IDEA's gradle
task list
L219[04:26:34] <Tyler__> Okay
L220[04:27:16] <Tyler__> Wouldn't I be
safe also copying over the .gradle folder from the new MDK and the
build.gradle and running /gradlew cleanCache and
setupDecompWorkspace?
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L222[04:28:55] <Cypher121> I don't think
mdk has .gradle folder, only gradle without dot
L223[04:29:01]
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L224[04:29:12] <Tyler__> Ah yes I see that
now
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L226[04:30:06] <Cypher121> as for
build.gradle, you only have to worry about buildscript, mcversion
and mappings. and mappings only if you switched from one minecraft
version to another, or just want better method/field/class
names
L227[04:30:50] <Cypher121> and if you copy
it over, you'd lose a lot of other stuff, starting with project
name and version, and up to custom tasks you may have
L228[04:31:16] <Tyler__> I haven't touched
build.gradle at all. So I was assuming I would lose nothing
L229[04:31:30] <Cypher121> then you
won't
L230[04:31:47] <Tyler__> Alright. I made a
backup of my entire work so far in case I mess up
L231[04:31:51] <Cypher121> but you
probably want to take a look there, at least to change your project
name
L232[04:32:36] <Tyler__> I plan to
eventually, I just haven't made any real progress until tonight,
and there's a forge update out so I figured might as well
update
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L234[04:34:39] <Cazzar> Cypher121: read
the details about the cleanCache task
L235[04:34:47] <Tyler__> Really hoping I
dont lose any progress, took me a week and a half just to get one
block to act as the foundation of my mod
L236[04:34:54] <Cazzar> You shouldn't need
to run it UNLESS told to by someone like Abrar.
L237[04:36:15] <Cypher121> well oops
L238[04:36:44] <Tyler__> What does the
cleanCache task do? I know Gradle stores a lot of files in a
"cache" somewhere...
L239[04:37:38] <Tyler__> ...
L240[04:37:39] <Tyler__> Well
L241[04:37:42] <Tyler__> Glad I made a
backup
L242[04:38:00] <Tyler__> Nothing is right
anymore in my project, forge.jar is missing
L243[04:38:04] <Cazzar> it clears away
specific cache files that ForgeGradle stores it /sometimes/ can
cause issues, though it is not needed generally.
L244[04:39:25] <Tyler__> Any idea why I
might be having this problem>
L245[04:39:26] <Cypher121> Cazzar: I get
this /sometimes/ about half the times I change forge build version.
I prefer to run it, to make sure old forge version is gone and all
tasks are going to be redone
L246[04:39:39] <Cypher121> Tyler__:
IDE?
L247[04:39:42] <Tyler__> Eclipse
L248[04:39:58] <Tyler__> I did not run the
gradlew eclipse command because I did before for my previous forge
install
L249[04:40:11] <Wuppy> welp... fuck all
logic :V
L251[04:40:19] <Wuppy> this prints true in
the Unreal editor
L252[04:40:21] <Wuppy> as you'd
expect
L253[04:40:27] <Wuppy> when I make a build
on PC it prints false
L254[04:40:31] <Wuppy> halp?
L255[04:40:44] <Cazzar> Cypher121: IF that
happens so often, why not actually talk to Abrar? Make a bug
report?
L256[04:41:12] <Cypher121> because there's
exactly nothing I have
L257[04:41:28] <Cypher121> logs say
everything is okay, just few tasks being skipped
L258[04:41:52] <Cazzar> debug logs will
tell a lot of information.
L259[04:43:15] <Tyler__> Well got it
working, gradlew eclipse fixed my issue, however my project folder
in eclipse shows a red exclamation, I can run the game just fine
though
L260[04:44:20] <Cypher121> Tyler__:
location of the forge jar includes its build number. if you change
that, path changes and eclipse can't find the library anymore
L261[04:44:42] <Nitrodev> hi
L262[04:45:05] <Wuppy> hey Nitro
L263[04:45:36] <Tyler__> Okay, I'll
remember that for the future
L264[04:46:00] <Tyler__> Strange my item
model for my block isn't working, but I'll deal with that
later
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L285[05:29:40] <Wuppy> welp there it is,
found a bug in Unreal :V
L286[05:31:34] <terribleperson>
unreal?
L287[05:31:52] <Wuppy> unreal engine
L288[05:34:54] <unascribed> make a PR to
fix it
L289[05:34:55] <unascribed> :P
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L306[06:15:51] <gigaherz> \o/
L307[06:16:01] <gigaherz> I got my
engineering title
L308[06:16:05] <gigaherz> the actual piece
of paper
L309[06:16:34] <gigaherz> signed by my
university's principal on behalf of the king of spain
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L311[06:18:19] <heldplayer> Engineer
gigaherz
L312[06:18:22] <heldplayer> What a
title
L313[06:18:28] <heldplayer> Congratz
though ;)
L314[06:19:01] <Wuppy> congrats gigaherz
:)
L315[06:22:09] <gigaherz> thx
L316[06:22:23] <gigaherz> now a wtf moment
to compensate
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L319[06:34:39] <Nitrodev> Oh congratz
gigaherz
L320[06:34:58] <Lordmau5> dude nice,
gigaherz!
L321[06:35:35] ⇦
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L324[06:37:11] <gigaherz> thx thx
L325[06:39:52] <sham1> Morning
L326[06:39:55] <sham1> Or afternoon
L327[06:39:59] <sham1> Or evening
L328[06:40:00] <Nitrodev> are you a
regular engineer or a computer engineer?
L329[06:40:04] <Nitrodev> gigaherz,
L330[06:40:06] <sham1> Depending on where
you live
L331[06:41:38] <sham1> How has everyone
been
L332[06:41:56] <Nitrodev> goo
L333[06:41:58] <Nitrodev> d
L334[06:42:04] <gigaherz> Nitrodev:
Informatics engineer
L335[06:42:08] <Nitrodev> ah
L336[06:42:11] <gigaherz> not a mechanical
engineer
L337[06:42:23] <Nitrodev> okay
L338[06:42:45] <sham1> That's a hardware
problem
L339[06:43:43] <Nitrodev> huh?
L340[06:43:59] <Lordmau5> doing good,
sham1
L341[06:44:06] <Lordmau5> how about
you?
L342[06:44:11] <sham1> Well
L343[06:44:45] <sham1> I was looking if my
local library had "Of mice and men" and all are
gone
L344[06:44:48] <sham1> Meh
L345[06:46:14] <sham1> No reading for me
._.
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L347[06:47:13] <Lordmau5> eBook
download?
L348[06:47:21] <Lordmau5> not that I know
*where* to get it. Just an idea.
L349[06:48:10] <gigaherz> the answer is
often amazon
L350[06:48:11] <gigaherz> ;p
L351[06:48:26] <Lordmau5> yup
L352[06:48:30] <Lordmau5> amazon offers
ebooks
L354[06:48:40] <gigaherz> not only
that
L355[06:48:44] <gigaherz> there's used
copies for 0.01
L356[06:48:56] <gigaherz> basically you
just pay shipping
L357[06:48:58] <Lordmau5> plus 3.99
shipping
L358[06:49:01] <Lordmau5> ye xD
L359[06:49:14] <gigaherz> this is the kind
of book you read once
L360[06:49:16] <gigaherz> you don't keep
;P
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L362[06:49:37] <sham1> I can't pay online
and I don't know if for this e-books are allowed
L363[06:49:48] <gigaherz> sucks
L364[06:49:57] <sham1> Like there were CDs
but that's about it.
L365[06:50:04] <Nitrodev> you can always
check otherlibraries
L366[06:50:09] <sham1> I could
L367[06:50:31] <gigaherz> sham1: libraries
often have places they can ask
L368[06:50:44] <sham1> But I always go
past the central library so I won't really bo5her
L369[06:51:21] <gigaherz> (I mean ,they
can loan books from other libraries if they don't happen to have
one)
L370[06:51:39] <gigaherz> but I guess if
you already asked, they may not have that service
L371[06:51:40] <sham1> I need a classic
book for an exam as I need to write an Essex in about 2 weeks
L372[06:51:48] <gigaherz> ah
L373[06:52:04] <sham1> Other libraries do
have them, but again, didn't bother
L374[06:52:08] <Nitrodev> dont you mean an
essey?
L375[06:52:33] <Lordmau5> I'd say it's an
essay
L376[06:52:36] <sham1> Essey and I need
that one as it is short because 2 books are needed to be read
during the course
L377[06:52:36] <gigaherz> I assume
"essex" is short for "essay exam", where you
haveto write na essay during the exam time
L378[06:52:44] <gigaherz> ;P
L379[06:52:44] <Nitrodev> oh
L380[06:52:54] <Lordmau5> NA essay? What
about european essays?
L381[06:52:57] <sham1> My phone wrote
Essex for no reason
L382[06:53:01]
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L383[06:53:07] <gigaherz> lol
L384[06:53:08] <gigaherz> an*
L385[06:53:09] <sham1> Umn, easy-ish
L386[06:53:11] <Lordmau5> dirty
mind...
L388[06:53:29] <gigaherz> it's a place
name
L389[06:53:48] <Lordmau5> England,
wut
L390[06:53:57] <Lordmau5> Eastseaxe =
„Ost-Sachsen“
L391[06:53:59] <Lordmau5> german terms,
wooo
L392[06:54:09] <sham1> Well they are not
matriculation exam hard but they require me to read a book and have
thoughts of it
L393[06:54:10] <Lordmau5> from the German
page of it
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L395[06:55:03] <gigaherz> "The name
Essex originates in the Anglo-Saxon period of the Early Middle Ages
and has its root in the Old English Ēastseaxe (i.e. the "East
Saxons"), the eastern kingdom of the Saxons (cf. Middlesex and
Sussex) during the Heptarchy. "
L396[06:55:37] <Lordmau5> Middlesex,
THAT'S dirty
L397[06:55:38] <sham1> Damn it
autocorrect
L398[06:55:49] <Lordmau5>
matriculation?
L399[06:55:54] <sham1> Ye
L400[06:55:56] *
Lordmau5 checks wikipedia
L402[06:56:19] <sham1> There
L403[06:57:25] <sham1> Basically an exam
to see who is bright enough to university
L404[06:57:44] <Nitrodev> yeah
L405[06:58:05] <Nitrodev> it's for high
school students
L406[06:58:07] <Nitrodev> well
omstly
L407[06:58:13] <Nitrodev> mostly*
L408[06:58:17] <sham1> Indeed
L409[06:58:49] <gigaherz> we have the
"Selectividad"
L410[06:59:00] <sham1> I am still debating
if I should take chemistry there or just stick something else into
the non-mandetory slot
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L414[06:59:52] <sham1> Because I already
know I will do Finnish (duh, mandatory), long maths, English and
physics
L415[07:00:05] <Nitrodev> i'm not even in
high school
L416[07:00:08] <sham1> But chemistry is
still somewhat under question
L417[07:00:11] <Nitrodev> seemed a bit too
extreme
L418[07:00:46] <sham1> Well here's a free
hint
L419[07:01:05] <sham1> Do read to your
exams in upper secondary, saves you a lot of pain
L420[07:01:26] <sham1> Because while at
the first 9 years of education might be easy
L421[07:02:01] <sham1> It is a huge jump
assuming you take it instead of the one that gets you into the less
respected jobs
L422[07:02:30] <Nitrodev> uhh im pretty
close to being what's considered a honor student...
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L438[08:06:23] <yopu> Is it safe to check
FMLCommonHandler.instance().getSide().isServer() or should I stick
to !world.isRemote ??
L439[08:13:38] <Lordmau5> My opinion about
that is basically: If you have a valid (=> not null)
world-object available, why would you go for a different
route?
L440[08:13:58] <asie> already replied in
another channel
L441[08:14:00] <asie> don't worry
L442[08:14:02] <sham1> Side.isServer is
only true on dedicated server
L443[08:14:12] <asie> yes
L444[08:14:21] <asie> getEffectiveSide
exists, but it's... not really recommended
L445[08:14:27] <asie> it checks the name
of the thread you're currently in
L446[08:14:35] <asie> which is slow and,
of course, not viable for threads on the server side for
instance
L447[08:14:39] <asie> created by
mods
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L449[08:18:44] <Lordmau5> what about
making code actually "nice for the eye"?
L450[08:18:58] <yopu> Pfft, this is
modding. Nothing I write pleases me.
L451[08:19:06] <Lordmau5> noo, I mean in
general
L452[08:19:31] <Lordmau5> instead of
calling "world.isRemote" or "!world.isRemote",
would it hurt the performance to make a class that has static
methods of "isClient" and "isServer" that you
supply the world-object to as a parameter and they do the
checking?
L453[08:19:50] <yopu> Oh because I was
hoping I could write a general use lambda function. That would be
independent of context.
L454[08:20:02] <yopu> PreInit or a World
context
L455[08:20:11] <yopu> I was hoping I could
be clever and thus lazy.
L456[08:20:12] <Lordmau5> Lambda is
actually pretty sweet, tbh
L457[08:20:20] <Lordmau5> it's the reason
I dropped Java 7 support for my mod
L459[08:20:46] <Lordmau5> hmm
L460[08:20:54] <yopu> I'm updating my
silly little gravestone mod. Writing in kotlin for the
niceness.
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L462[08:21:12] <yopu> And since kotlin
compiles to java 6 bytecode I can use all the pretty stuff without
worry.
L464[08:21:41] <Lordmau5> Can supply a
class to that and it filters the whole tile-array
L465[08:21:47] <mikebald> Lordmau5 there's
some ambiguity because are you trying to figure out if it's a
Client or a Server, or are you trying to distinguish between SSP
and SMP?
L466[08:21:48] <Lordmau5> would be a
multi-liner in normal Java
L467[08:21:59] <Lordmau5> hmm, good point
actually, mikebald
L469[08:22:14] <yopu> Check the second
file
L470[08:22:16] <Lordmau5> I'd rather go
for the SSP / SMP, as in, if a certain method only has to be called
on the server or client
L471[08:22:23] <yopu> Thats what the
general purpose lambda would enable.
L472[08:22:34] <yopu> However if it is
going to be unsafe, there isn't any point.
L473[08:22:49] <Lordmau5> oh, nifty
L474[08:23:16] <yopu> Kotlin comes with
lots of shineys. I use it for my android development and couldn't
be happier.
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L477[08:25:24] <yopu> Null safety is great
too. For instance your comment about a not null world object is
simple to always be safe with world?.isRemote ?: return
L478[08:26:52] <mikebald> yopu, that's a
groovy exclusive operator right? or is that included in java
8?
L479[08:26:59] <mikebald> [well C# has it
too of course]
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L481[08:27:39] <yopu> Possibly in groovy.
I haven't used groovy in a while. However this is kotlin I'm
using.
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L483[08:28:00] <yopu> ?. safe call
operator. ?: elvis operator.
L486[08:28:58] <yopu> Yeah, it's a great
project.
L487[08:29:26] <yopu> I use kotlin because
I just really hate NPE lol
L488[08:29:34] <Cazzar> I might actually
have to look into Kotlin
L489[08:30:37] <yopu> It is 100%
interoperable with java, so you can add new stuff to existing
projects without a full rewrite.
L490[08:31:05] <yopu> However considering
we're writing mods, you'll either have to depend on forgelin or
package kotlin yourself.
L491[08:31:57] <Cazzar> I might look into
the actual thing, and see if I can work around some of the caveats
within Forgelin
L492[08:32:09] <Cazzar> EX: no
@SidedProxy
L493[08:32:31]
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L494[08:33:16] <Lordmau5> Kotlin /
Forgelin looks nifty
L495[08:34:46] <yopu> Well you can always
just make your base Mod class in java and everything else in
Kotlin.
L496[08:35:19]
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L497[08:35:27] <Lordmau5> or make your mod
in java and the base Mod class in Kotlin
L498[08:35:30] <Cazzar> True, but I like a
challenge
L499[08:35:33] <Lordmau5>
#efficiency
L500[08:35:42] <Cazzar> But I won't look
into this in the next 24 hours
L501[08:35:46] <Cazzar> Since, got
plans.
L502[08:35:46] ⇦
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L503[08:35:46] <Lordmau5> are there any
example codes of Kotlin out there?
L504[08:36:03] ⇦
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L508[08:36:56] <yopu> There might be a
couple of others that I'm unaware of.
L509[08:37:00]
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L510[08:37:00] <Lordmau5> can you
"reset" vals, like in Scala?
L511[08:37:04] <Lordmau5> as in,
type-independent?
L512[08:37:13] <Lordmau5> val a = 5; | a =
"Hello";
L513[08:37:24] <yopu> Negative
L514[08:37:33] <Cazzar> Since, it's java
based, I would assume not
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L516[08:37:36] <yopu> All variables are
hard typed.
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L518[08:38:05] <diesieben07> uhm, can't
you use platformStatic to make static fields in kotlin?
L519[08:38:10] <diesieben07> for the sided
proxy
L520[08:38:53] <yopu> hmmm
L521[08:38:56] <yopu> I forgot about
that
L522[08:39:29] <Lordmau5> I looked up the
thing on Scala again
L523[08:39:33] <Lordmau5> you have
"def", "val" and "var"
L524[08:39:39] <Lordmau5> def =>
method
L525[08:39:42] <Lordmau5> val => fixed
variable
L526[08:39:50] <Lordmau5> and var =>
modifyable variable
L527[08:39:58] <Lordmau5> and I remember
you could do what I wrote up there with a var.
L528[08:40:08]
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L529[08:40:28]
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L530[08:40:35] <diesieben07> it would
infer Object as the type then most likely.
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L532[08:40:44] <Lordmau5> hmm
L533[08:40:52] <diesieben07> but that does
not sound like something it woud do :D
L534[08:41:57] <yopu> Perhaps kotlin has
something similar. However I can't see a use for it.
L535[08:42:09] <yopu> You can do it with
type safety.
L536[08:43:52] <yopu> Ah found it. Kotlin
has a dynamic type but it's only supported when you compile to
javascript.
L537[08:44:14] <yopu> If you really wanted
to you could just make a var foo: Any
L538[08:44:28] <yopu> But you're really
just throwing away your safety.
L539[08:45:23] ***
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L540[08:46:21] <gigaherz> \o/
L541[08:46:30] <gigaherz> shift-clicking
in and out appears to work
L542[08:46:38] <gigaherz> now there's just
one feature remaining
L543[08:46:44] <gigaherz> sorting.
L544[08:47:02] ***
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L551[09:03:20] <yopu> I have solved the
proxy oddness in kotlin. Just requires some unusual
modifiers.
L553[09:04:08] <PaleoCrafter> Stupid
Kotlin looking all like scala and confusing me
L554[09:05:44] <yopu> Yeah it has a
similar syntax. They were basically trying to be scale lite.
L555[09:05:45] <sham1> but it is fun
:P
L556[09:06:25] <PaleoCrafter> Oh, so the @
is optional on annotations in Kotlin?
L557[09:07:02] <yopu> Not any more. They
were toying with it for a while.
L558[09:07:15] <yopu> lateinit is a
reserved keyword.
L559[09:07:33] <yopu> Without it I would
have to var proxy: Proxy? = null
L560[09:07:34] <sham1> because you cannot
add the value yourself and kotling would complain?
L561[09:07:37] <sham1> Ah
L562[09:07:44] <yopu> Right
L563[09:08:03] <yopu> This way I can still
be type safe so long as I don't access it before it is
assigned.
L564[09:08:38] <yopu> If I do, it's a
runtime error. But I'm reasonably sure I won't be running code
before forge assigns my proxy.
L565[09:09:02] <PaleoCrafter> Hm, that's
actually quite need
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L567[09:09:06] <PaleoCrafter> *neat
L568[09:09:15] <sham1> indeed
L569[09:09:25] <PaleoCrafter> But you
wouldn't lose any type safety with just assigning null :P
L570[09:10:04] <yopu> Correct
L571[09:10:08] <PaleoCrafter> And you'd be
saving two whole characters
L572[09:10:11] <sham1> null is evil though
according to some peoples
L573[09:10:23] <PaleoCrafter> null *is*
evil
L574[09:10:33] <yopu> But every time I
call the proxy I would have to worry about it's nullability
L575[09:10:40] <yopu> Kotlin would enforce
it.
L576[09:10:56] <yopu> You're just asking
for a bug at that point.
L577[09:10:57] <PaleoCrafter> Oh,
right
L578[09:10:58] <yopu> Fail fast.
L579[09:11:09] <PaleoCrafter> Forgot about
that
L580[09:11:46] ⇦
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L581[09:13:06]
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L582[09:13:35] <modmuss50> kotlin is a
pain to get it to work right, I dont think im going to make
antother mod in it
L583[09:13:42] ***
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L584[09:13:52] <sham1> Any non-java and
non-scala languages are
L585[09:14:09] <williewillus> really?
kotlin is just one more lib
L586[09:14:26] <gigaherz> and scala is
only less of a pain because people insist on supporting it ;P
L587[09:14:28] ***
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L588[09:14:31] <modmuss50> its possible,
but not woth the effort, you have to pack it with your mod(3mb) and
it will cause issues
L589[09:14:42] <sham1> Well IModAdapters
are piss easy to do
L590[09:14:46] <williewillus> some guy
even had a clojure-forge system working a year or two ago
L591[09:14:50] <sham1> ye
L592[09:14:57] <gigaherz> there's a
JAVASCRIPT mod adapter ;P
L593[09:15:01] <sham1> What
L594[09:15:03] ***
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L595[09:15:04] <williewillus>
>.<
L596[09:15:04] <sham1> What the fuck
L598[09:15:18] <modmuss50> is that even
possible
L599[09:15:25] <gigaherz> well
L600[09:15:29] <gigaherz> it's not REALLY
a modding platform
L601[09:15:34] <gigaherz> doesn't give
access to forge/mc objects
L602[09:15:37] <williewillus> Ive never
actually used javascript, but there's been enough horror stories
about their closures/functions :p
L603[09:15:38] <gigaherz> ir's just a
scripting system
L604[09:15:42] <williewillus> yeah
L605[09:15:46] <williewillus> well NOVA
has js bindings
L606[09:15:48] <gigaherz> williewillus:
meh it's not that bad
L607[09:15:50] <williewillus> but it's
kinda inactive
L609[09:15:54] <yopu> Piss easy.
L610[09:16:01] <sham1> JS's scopes, or
lack their of
L611[09:16:05] <sham1> Are a
clusterfuck
L612[09:16:12] <diesieben07> yopu, just
saying, that onServer onClient thing might look fancy and cool, but
I think it breaks the funcionality of proxies ;)
L613[09:16:14] <gigaherz> js has
scopes
L614[09:16:18] <gigaherz> at least since
ecma5 or so
L615[09:16:22] <gigaherz> or was it
ecma6?
L616[09:16:31] <yopu> diesieben07, how
so?
L617[09:16:35] <sham1> I hope they did
that
L618[09:16:36] <modmuss50> im just shading
kotlin into the jar
L619[09:16:41] <yopu> Yeah
L620[09:16:44] <diesieben07> well, even if
you are on the server you are calling the onClient function
L621[09:16:47] <gigaherz> sham1: all you
haveto do is declare the variables using "var"
L622[09:16:51] <diesieben07> and you are
instantiating the function object passed to it
L623[09:16:51] <gigaherz> in the local
scope
L624[09:16:57] <gigaherz> browsers have
supported that for ages
L625[09:16:57] <diesieben07> so the server
WILL try to load it
L626[09:17:00] <sham1> But I want to
"let" them
L627[09:17:04] <diesieben07> even if it's
evnetualyl not gonna get executed
L628[09:17:33] <sham1> Therefor failing
miserably
L629[09:18:30] <sham1> That would server
better as an event handler thing ;)
L630[09:18:35] <sham1> serve*
L631[09:18:49] <yopu> diesieben07, I guess
I'm missing something. I'm not sure what you mean. :(
L632[09:19:05] <sham1> The client-only
stuff will be loaded even on server
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L634[09:19:18] <sham1> No matter if they
are on those onClient things or not
L635[09:19:31] <sham1> But because it does
not exist on the server...
L636[09:19:32] <diesieben07> basically
what that code is doign is: proxy.onClient(new
SomeFunctionWrapperClass() { ... do stuff ... });
L637[09:19:36] <diesieben07> that will
execute even on the server
L638[09:19:41] <yopu> What do you mean
loaded?
L639[09:19:47] <diesieben07> so if the
function references client classes... you haeva problem
L641[09:19:58] <diesieben07> which defeats
the purpose of the sided proxy
L642[09:20:02] <yopu> The classloader you
mean
L643[09:20:04] <yopu> Gotcha
L644[09:20:19] <sham1> The classloader
does load indeed
L645[09:20:49] <yopu> Right, you mean by
referencing classes that don't exist on the server side I'm going
to cause errors.
L646[09:20:52] <yopu> That makes
sense.
L647[09:21:00] <diesieben07> exactly
L648[09:21:01] <sham1> ye
L649[09:21:07] <diesieben07> SideDProxy
exists exactly to avoid those errors
L650[09:21:13] <yopu> Well dang. Trying to
be clever is foiled again.
L651[09:21:18] <diesieben07> but you then
go backwards around it so it breaks it again :D
L652[09:21:53] <yopu> I actually wasn't
aware of the reasoning for sided proxies.
L653[09:22:03] <yopu> Other than splitting
code nicely.
L654[09:22:04] <diesieben07> why did you
use them then :O
L655[09:22:07] <diesieben07> oh.
L656[09:22:07] <diesieben07> haha
L657[09:22:11] <yopu> Knowing is half the
battle.
L658[09:22:14] <yopu> GI Goe!
L659[09:22:17] <sham1> Well technically
that does it
L660[09:22:34] <yopu> Goe = Joe's retarded
brother who tries to be clever.
L661[09:23:43]
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L662[09:24:15] <williewillus> fry|sleep: I
figured it out, heh. totally skipped over all the extended state
stuff and properties I was supposed to do
L663[09:24:25] <Lordmau5> williewillus
...
L664[09:24:31] <Lordmau5> first off:
o/
L665[09:24:47] <Lordmau5> 2nd: The Botania
camo platform thingy
L666[09:24:47] <williewillus> nevermind it
still crashes xD
L667[09:24:48] <williewillus> heyo
L668[09:24:51] <williewillus> yes
L669[09:24:52] <Lordmau5> what blocks are
supported on that?
L670[09:25:39] <williewillus> nearly
anything that's not a TESR
L671[09:26:29]
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L672[09:26:38] <Lordmau5> are chisel
blocks TESR?
L673[09:26:43] <sham1> no
L674[09:26:54] <Lordmau5> because then
that exact method doesn't render them.
L675[09:27:01] <Lordmau5> @
williewillus
L676[09:27:14] <williewillus> I would
imagine not :p idk what special things they do
L677[09:27:37] <Lordmau5> would you mind
checking if you have some time?
L678[09:27:45] <Lordmau5> I wouldn't know
how to setup such a Platform block in Botania
L679[09:28:00] <Lordmau5> but knowing that
the code should be the same, I am pretty sure it won't work on your
end either
L680[09:28:45] <williewillus> what does it
show
L681[09:28:58] <Lordmau5> the missing
block texture
L682[09:29:04] <Lordmau5> I'm currently
not at home, I'll be in ~1h though
L683[09:30:42]
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L684[09:33:15] ***
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L687[09:39:24] <williewillus> i'll
probably be at school when you wake up but there :p
L690[09:42:12] <Lordmau5> Alexbegt was
nice enough to quickly do a pic
L691[09:42:22]
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L692[09:43:28] <williewillus> they
probably set some extra blockstate properties or something, because
the current system handles smartmodels
L693[09:43:34]
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L694[09:43:47] <williewillus> I'll ask
tterrag later today
L695[09:44:15] <Lordmau5> I went over this
with him
L696[09:44:21] <Lordmau5> He helped me out
as much as he could
L697[09:44:37] <Lordmau5> the current
implementation on my end is using a IBlockAccessWrapper, but still,
it renders it like that
L698[09:44:43] ⇦
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L699[09:44:52] <williewillus> i imagine
the blockstate held in the TE isn't fully filled with the
information chisel needs
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L704[09:48:23] <williewillus> IT
MOVES
L705[09:48:26] <williewillus> ITS
ANIMATING
L706[09:49:16] <sham1> IT'S ALIVE
L707[09:49:30] <PaleoCrafter> Dang it,
sham1
L708[09:49:38] ***
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L709[09:49:47] <sham1> what
L710[09:52:16]
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L711[09:52:22] <OrionOnline> Hi Guys
L712[09:52:24] <PaleoCrafter> I wanted to
write that xD
L713[09:52:26] <OrionOnline> I have a
Question
L714[09:52:32] <PaleoCrafter> Shoot
L715[09:52:37] <OrionOnline> When i render
an ItemStack using the ItemRender
L716[09:52:46] <OrionOnline> Everything
after that ius rendered a lot darker
L717[09:52:59] <williewillus> you forgot
to restore lighting state
L718[09:53:02] <OrionOnline> I know that
there was something i needed to reset from 1.7
L719[09:53:09] <OrionOnline> But i have no
idea what it is
L720[09:53:15] <OrionOnline> williewillus,
how do i do that again?
L721[09:53:21] <LatvianModder> Step 1:
Dont use glPush/PopAttrib
L722[09:53:30] ⇦
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L723[09:53:38] <LatvianModder> that
instead of fixing a lot of things now break them
L724[09:53:45] <OrionOnline>
LatvianModder, i am using the GLStateManager
L726[09:54:03] <LatvianModder> Thats good,
but dont even use its attrib()
L727[09:54:06] <OrionOnline> I am usíng a
RenderITem instance
L728[09:54:17] <LatvianModder> Step 2:
Check if you enableLighting(), GL..Something.. lemme check
L729[09:54:42] <OrionOnline> Found
it
L730[09:54:56] <OrionOnline> Had to call
GLStateManager.disableLighting after it
L731[09:55:08] <LatvianModder>
GlStateManager.enableLighting();
L732[09:55:12] <LatvianModder>
GlStateManager.enableDepth();
L733[09:55:17] <LatvianModder>
RenderHelper.enableStandardItemLighting();
L734[09:55:23] <LatvianModder> those 3 in
a row
L735[09:55:30] <LatvianModder> or
disable
L736[09:55:30] <OrionOnline> Al
righty
L737[09:55:39] <LatvianModder> these
probably go Before rendering item
L738[09:55:40] <williewillus> fry|sleep:
got it to work! I had to disable looping on the moving clip or else
it would crash 0.o
L739[09:55:41] <OrionOnline> it is disable
btw
L740[09:55:44] <LatvianModder> and the
opposites after it
L741[09:56:31] <LatvianModder> either way,
best is usually to check vanilla code for something that doesnt
work
L742[09:56:48] <LatvianModder> I always
use GuiContainer for item rendering and GuiScreen for rectangle
drawing etc..
L743[09:57:00] <OrionOnline> Yeah not
working here....
L744[09:58:27] ⇦
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L747[10:01:11] <LatvianModder> you have
both Edge and Chrome on raskbar.. Boo!
L748[10:03:54] <williewillus> !gm
func_181055_a
L749[10:04:57] <Wuppy> wow this is pretty
i
L751[10:06:05] <PaleoCrafter> Meh
L752[10:06:20] <Wuppy> yay or nay?
L753[10:06:27] <Wuppy> what's wrong with
it?
L754[10:06:50] <PaleoCrafter> Not that
impressing :P
L756[10:08:23] <PaleoCrafter> The grass's
just textures, boring :P
L757[10:08:45] <Wuppy> yeah true
L758[10:09:08] <Wuppy> I had nothing to do
with the art anyway, but I'm really impressed with the team
:P
L759[10:09:24]
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L760[10:12:17] <PaleoCrafter> It
definitely doesn't look bad
L761[10:13:17] <PaleoCrafter> btw, Wuppy,
the multiple creative tabs thing applies to your blocks chapter as
well
L762[10:13:54] <Wuppy> Thanks PaleoCrafter
:)
L763[10:14:15] <Wuppy> I was planning to
write a free online update but then I struggled with an Unreal bug
for 3 hours :V
L764[10:14:40] <PaleoCrafter> And I don't
like your use of the term 'unlocalized name' :P
L765[10:14:42] <Wuppy> your game breaking
5 hours before the deadline because of a bug in your Engine is not
fun :<
L766[10:14:58] <PaleoCrafter> Uh, that's
bad, yes
L767[10:15:18] <Wuppy> it worked on
console and in the editor, but broke in a PC build
L768[10:15:23] <Wuppy> really
annoying
L769[10:16:58] <PaleoCrafter> ship it with
the editor, lol
L770[10:17:23] <Wuppy> hahaha
L771[10:17:34] <PaleoCrafter> or make it
console exclusive ;)
L772[10:17:36] <Wuppy> I just added a
workaround for our project and submitted a bug report
L773[10:18:00] <Wuppy> I wish I could set
the consoles to release on :P
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L789[11:06:28] <gigaherz> sorting
\o/
L790[11:06:37] <PaleoCrafter> gigaherz,
replace "@Mojang/@Microsoft" with "modders" and
"1.9" with "updating to 1.8"
L791[11:06:41] <PaleoCrafter> still a
valid statement
L792[11:06:46] <gigaherz> XD
L793[11:06:56] <Nitrodev> lol
L794[11:07:39] <PaleoCrafter> sorting
what? :P
L795[11:08:05] <Lordmau5> Nice
L797[11:08:19] <gigaherz> :3
L798[11:08:39] <gigaherz> sorting, stack
take/put,
L799[11:08:41] <Lordmau5> We'll lose a
couple mods in 1710 again :(
L800[11:08:44] <gigaherz> the only little
annoyance right now
L801[11:08:50] <gigaherz> is that if you
rightclick on a different slot
L802[11:08:53] <gigaherz> it still dumps
all the stack
L803[11:08:56] <gigaherz> instead of just
one item
L804[11:09:05] <gigaherz> and I'm fixing
that in a minute ;P
L805[11:09:36] <PaleoCrafter> I was
confused by your cursor for a second :P
L806[11:09:44] <gigaherz> what's wrong
with my cursor?
L807[11:09:46] <gigaherz> I made it
myself!
L808[11:10:03] <PaleoCrafter> it just
threw me off :P
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L810[11:13:01] <Lordmau5> Turret voice:
"I'm different!"
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L813[11:16:52] <gigaherz> ehm ...
L814[11:16:57] <gigaherz> apparently
multiplayer doesn't quite work
L815[11:19:16] <PaleoCrafter> lol
L816[11:19:45] <gigaherz> ah
L817[11:19:47] <gigaherz> numbers are
ok
L818[11:19:54] <gigaherz> as soon as
quantities go < 127, they become correct
L819[11:20:25] <gigaherz> I think I know
why
L820[11:20:42] <PaleoCrafter> that's a
very nice number :P
L821[11:21:01] <gigaherz> there must be
another packet the container uses to sync the data
L822[11:21:05] <gigaherz> that uses a byte
for stack sizes
L823[11:21:11] <gigaherz> I'll have to
override that also ;P
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L825[11:21:44] <gigaherz>
S30PacketWindowItems hmm
L826[11:22:05] <PaleoCrafter> funny how
both the upper bound of a signed byte and int are Mersenne Primes
:3
L827[11:22:12] <gigaherz> lol
L828[11:22:18] <gigaherz> well not so
funny
L829[11:22:25] <gigaherz> mersenne primes
are 2^n-1
L830[11:22:27] <gigaherz> ;P
L831[11:22:34] <PaleoCrafter> well remove
the Mersenne :P
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L833[11:25:46] <shadekiller666>
hello
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L838[11:37:00] <Nitrodev> hi
shadekiller666
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L843[11:46:47] <PaleoCrafter> Wuppy, still
around?
L844[11:47:25] <Wuppy> yep
L845[11:47:27] <Wuppy> whats up
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L847[11:47:45] <PaleoCrafter> regarding
blocks and multiple creative tabs, it's possible, but not as simple
as for items
L848[11:47:50] <PaleoCrafter> you need to
implement your own ItemBlock
L849[11:48:07] <Wuppy> oh damn...
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L870[12:33:43] <PaleoCrafter> Xilef11, try
drawing a simple coloured quad
L871[12:36:58] <williewillus> also use the
glstatemanager
L872[12:37:36] <williewillus> also in your
color() calls you pass rgb divided by 255
L873[12:37:39] <williewillus> but alpha is
still 255
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L879[12:41:39] <Xilef11> should it be 0-1
or 1-255?
L880[12:42:22] <PaleoCrafter> 1
L881[12:42:31] <PaleoCrafter> eh,
0..1
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L884[12:43:10] <Xilef11> also, basic quad
dosen't work...
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L886[12:43:14] <Xilef11>
worldrenderer.begin(GL11.GL_QUADS,
DefaultVertexFormats.POSITION_COLOR);
L887[12:43:15] <Xilef11>
worldrenderer.pos(0, 0.5, 0).color(0xFF, 0, 0,
0).endVertex();
L888[12:43:15] <Xilef11>
worldrenderer.pos(0, 0.5, 1).color(0xFF, 0, 0,
0).endVertex();
L889[12:43:15] <Xilef11>
worldrenderer.pos(1, 0.5, 1).color(0xFF, 0, 0,
0).endVertex();
L890[12:43:15] <Xilef11>
worldrenderer.pos(1, 0.5, 0).color(0xFF, 0, 0,
0).endVertex();
L891[12:43:16] <Xilef11>
tesselator.draw();
L892[12:43:50] <PaleoCrafter> well, you're
drawing an invisible quad :P
L893[12:44:11] <mikebald> So, it's working
quite well then =)
L894[12:44:24] <PaleoCrafter> same problem
in drawCenterVertexWithUV
L895[12:46:02] <Xilef11> right...
L896[12:46:38] ⇦
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L900[12:54:10] <Xilef11> simple colored
quad works, but not the other stuff (with colors switched to
0..255)
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L903[12:55:22] <PaleoCrafter> is your
texture transparent in the upper left corner?
L904[12:55:27] <LatvianModder> Xilef11: do
you want to draw a texture or smth?
L905[12:55:58] <LatvianModder> maybe this
helps
L907[12:56:12] <LatvianModder> color is
set with GlStateManager.color() before drawing it
L908[12:56:20] <LatvianModder> I dont want
to mess with WorldRenderer colors :P
L909[12:57:13] <Xilef11> PaleoCrafter,
yes.
L910[12:57:27] <PaleoCrafter> you don't
set any UVs, so it will always use that transparent pixel :P
L912[12:57:41] <PaleoCrafter> eh,
LatvianModder
L913[12:58:12] <LatvianModder> hm?
L914[12:58:23] <PaleoCrafter> I'm fine
with pretty much any formatting decision, but that is just
horrendous
L915[12:58:25] <Xilef11> but even the
quads with no texture aren't drawn...
L916[12:58:56] <LatvianModder> I put one
line functions inside { .. }, because otherwise, thats just wasting
space :P
L917[12:58:59] <PaleoCrafter> all your
quads have a texture
L918[12:59:23] <PaleoCrafter> you'd have
to disable the texture stuff for them just to have a colour
:P
L919[12:59:47] <Xilef11> not in
drawCenterVertexWithUV(), I use renderer.begin(GL11.GL_QUADS,
DefaultVertexFormats.POSITION_COLOR);
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L921[12:59:59] <PaleoCrafter> but you have
a texture bound
L922[13:00:03] <PaleoCrafter> and
GL_TEXTURE_2D is enabled
L923[13:00:05] <LatvianModder> better use
POSITION or POSITION_TEXTURE
L924[13:00:09] <Xilef11> and in the other
functions I set the u,v
L925[13:00:20] <LatvianModder> sorry,
_TEX*
L926[13:00:21] <LatvianModder>
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX);
L927[13:00:25] <PaleoCrafter> the vertex
format just defines how the renderer sends the stuff to the
GPU
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L929[13:00:32] <LatvianModder> if you want
texture ^ if not, then just POSITION
L930[13:00:36] <PaleoCrafter> Gah, not 7,
it's Fing GL_QUADS ._.
L931[13:00:45] <LatvianModder> no, its 7!!
:D
L932[13:01:30] <williewillus> shoulda made
the gl constants a java enum ;p
L933[13:01:40] <williewillus> lwjgl should
have, that is
L934[13:01:44] <PaleoCrafter> yeah
L935[13:02:21] <LatvianModder> or LWJGL 2
just should be in native java :P
L936[13:02:25] <PaleoCrafter> lwjgl could
use a lot of type safety in that regard
L937[13:02:43] <williewillus>
LatvianModder: GL access in native java? :p
L938[13:02:51] <LatvianModder>
PaleoCrafter: GL is about performance not safety
L939[13:03:07] <LatvianModder> no, LWJGL
:P
L940[13:03:18] <LatvianModder> And
Gson
L941[13:03:18] <williewillus> lwjgl is in
java...
L942[13:03:22] <LatvianModder> And some
other things
L943[13:03:34] <LatvianModder> ... not as
external library, I mean inside Java
L944[13:03:40] <PaleoCrafter> I doubt an
enum will hit your performance noticeably
L945[13:03:41] <LatvianModder> like. the
one you download >.<
L946[13:03:43] <williewillus> oh ew
no
L947[13:03:53] <williewillus> that would
slow its development to a crawl
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L949[13:04:43] <LatvianModder> /** The
type of render function called. 3 for standard block models, 2 for
TESR's, 1 for liquids, -1 is no render */
L950[13:04:45] <LatvianModder> I dont get
it
L951[13:04:51] <williewillus> what?
L952[13:04:52] <LatvianModder> how do I
render TESR and model together?
L953[13:04:54] <williewillus> 3
L954[13:05:12] <williewillus> it's more
like 3 is everything and 2 is force TESR only
L955[13:05:12] <LatvianModder> and 2 is
for Just TESR?
L956[13:05:26] <williewillus> see: vanilla
enchanting table
L957[13:05:34] <LatvianModder> ah. then
why the default in BlockContainer is -1? :P
L958[13:05:38] <LatvianModder> ok
L959[13:05:40] <williewillus> because
blockcontainer is stupid
L960[13:05:43] <williewillus> and
sohuldn't be used
L961[13:05:50] <PaleoCrafter> you can use
either -1 or 2, methinks :P
L962[13:05:59] <williewillus> no, -1
disables all
L963[13:06:01] <williewillus>
(barrier)
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L965[13:06:13] <PaleoCrafter>
really?
L966[13:06:33] <LatvianModder> "-1 is
no render"
L967[13:06:45] <williewillus> at least in
BlockRenderDispatcher.renderBlockBrightness it does a switch on
render type
L968[13:06:48] <williewillus> and return
for -1 and 1
L969[13:07:06] <PaleoCrafter> hm, well, my
memory serves me wrong then
L970[13:07:07] <LatvianModder> Hey.. my
liquid is going to be a TileEntity!
L971[13:07:15] <PaleoCrafter> thought I
used -1 in some early 1.8 forge version xD
L972[13:07:21] <williewillus>
LatvianModder: wat
L973[13:07:23] <LatvianModder> And I will
generate oceans of it!
L974[13:07:34] <PaleoCrafter> and
LatvianModder, this wouldn't be the first time for the javadoc to
be wrong :P
L975[13:07:38] <Wuppy> ugh why is
photoshop so annoying to work with
L976[13:07:44] <williewillus> paint.NET
:D
L977[13:07:46] <LatvianModder> because
Paint.NET :D
L978[13:07:48] <PaleoCrafter> because it's
not, Wuppy
L979[13:07:49] <LatvianModder> jinx
L980[13:08:02] <Wuppy> I can't, have to
use this PSD doc
L981[13:08:21] <LatvianModder> I bet you
bought PS <.<
L983[13:08:29] <PaleoCrafter> he's a
student :P
L984[13:08:54] <Wuppy> LatvianModder, with
which money?
L985[13:09:04] <Tyler__> I'm getting
errors related to json files after updating forge, but I can still
compile and run and everything seems to work fine?
L986[13:09:11] <LatvianModder> The one you
earn!
L987[13:09:12] <williewillus> Tyler__:
what errors?
L988[13:09:25] <PaleoCrafter> the model
related kind, williewillus
L989[13:09:25] <Tyler__> I'll post a log
on pastebin in a sec
L990[13:09:33] <LatvianModder> which json
files?
L991[13:09:39]
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L992[13:09:42] <LatvianModder> Also, how
do I get access to that cool bucket?
L993[13:09:55] <LatvianModder> is it just
in a newer forge version or is that a mod?
L994[13:09:57] <Tyler__> Hmm and now it
won't even run
L995[13:10:10] <Tyler__> It was after
updating forge last night...
L996[13:10:21] <williewillus>
LatvianModder: enable it in the forge.cfg
L997[13:10:26] <williewillus> its in
forge
L998[13:10:31] <LatvianModder> ah,
thx
L999[13:13:12] ⇦
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L1002[13:14:44] <Tyler__> Laptop
crashed... wasn't plugged in
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L1004[13:17:54] <Tyler__> Anyway here are
my logs with those json errors
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L1007[13:20:48] <PaleoCrafter> well,
that's quite self explanatory, isn't it, Tyler__?
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L1009[13:21:00] <PaleoCrafter> your JSON
is invalid at line 9, column 5 xD
L1010[13:21:12] <Tyler__> Ohhhh
L1011[13:21:15] <Tyler__> >_>
L1012[13:21:32] <Tyler__> Well, now I
feel extremely dumb. It was 4 am last I took a look at it
L1013[13:23:56] <Tyler__> Well thanks for
the help, sorry for the stupid question lol
L1014[13:24:03] <Tyler__> I hate
json
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L1020[13:32:39] <Ivorius> Was about to
make a snarky remark at Tyler
L1021[13:32:57] <Ivorius> But I realized
he fled after his unfortunate mistake of a comment
L1022[13:39:27] <masa> is there any way
to render an icon flipped elft-to-right with the
drawTexturedModalRect()? setting a negative width at least doesn't
seem to work
L1023[13:40:23] <Ivorius> GL Transforms
mostly
L1024[13:40:31] <Ivorius> Normally you'd
just flip texX params
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L1026[13:43:50] <diesieben07> what the
actual fuck. when i adjust my system volume, Windows 10 mutes my
mic.
L1027[13:43:53] <PaleoCrafter> yeah,
masa, you basically answered your own question ;)
L1028[13:44:13] <PaleoCrafter> you
obviously talk too loudly, diesieben07
L1029[13:44:15] <masa> right..
L1030[13:44:24] <diesieben07> sure
L1031[13:44:30] <diesieben07> That is the
problem
L1032[13:45:19] <PaleoCrafter> Windows is
infallible
L1033[13:46:38] <Ivorius> Can a failure
fail?
L1034[13:46:49] <Ivorius> Philosophical
questions in #minecraftforge
L1035[13:47:13] <Ivorius> inb4 error
while displaying error
L1036[13:47:58] <heldplayer> I'm still
amazed at the bugs Windows 10 has
L1037[13:47:59] <PaleoCrafter> had a BSOD
recently xD
L1038[13:48:32]
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L1039[13:48:53] <heldplayer> I especially
like the settings app CRASHING if I open it too soon after starting
up
L1040[13:49:06] <PaleoCrafter> wat
L1041[13:49:53]
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L1043[13:53:22] <masa> :D
L1044[13:53:40] <masa> I have yet to hear
one single positive thing about windows 10 to this date
L1045[13:53:46] <mikebald> That's not
anything new, I had the initial setup wizard crash setting up a new
laptop on Windows 8...
L1046[13:53:55] <LatvianModder> what? I
love windows 10
L1047[13:54:11] <PaleoCrafter> I like the
UI design, masa :P
L1048[13:54:29] <masa> not sure if I'm
going to upgrade to that pile of crap next summer before the one
yer offer ends... depends if I'm assuming I'll need win 10 at some
point for something, I don't want to pay money for that shit
L1049[13:54:57] <masa> the ui is too
simplistic ang plain ugly
L1050[13:55:07] <masa> but that is not
the issue
L1051[13:55:37] <PaleoCrafter> simplistic
be gud tho :P
L1052[13:55:46] <masa> it's all the
frickin telemtry, bandwidth sharing, password sharing, spying,
forced broken updates and whatever else ms want to forve feed
us
L1053[13:56:17] <masa> and it also seems
to STILL be pretty buggy at times from what I hear
L1054[13:56:34] <PaleoCrafter> I haven't
encountered anything major yet, tbh
L1055[13:56:46] <mikebald> Same, it's
just usability oddities
L1056[13:56:59] <masa> and then what the
hell is that "your files are right where you left them"
stuff that I've seen in some pictures
L1057[13:57:09] <masa> is that a real
thing? a mini joke by ms?
L1058[13:57:32] <mikebald> I really
dislike the new A-Z start menu as I sort my folders manually... but
Classic Shell solved that little issue =)
L1059[13:57:37] ***
gravityfox is now known as foxy
L1060[13:57:53] <masa> joking at the fate
of our personal files? "we have the power to delete them at
any point, but at this moment they are still where you left
them"
L1061[13:58:36] <mikebald> I saw that the
other day masa as my laptop decided to seemingly reinstall windows
10 for me...
L1062[13:58:49] <masa> ...
L1063[13:58:51] <mikebald> might have
just been an involved update, but it's great that it does things
for me without even asking /s
L1064[13:58:55] <masa> yeah, like
wtf...
L1065[13:59:07] <PaleoCrafter> oh, right,
had that too after the update
L1066[13:59:18] <masa> long past are the
days when the user was the one to decide what happens on their
computer
L1067[13:59:46] <PaleoCrafter> I had my
PC running for a download and when I came back I all the sudden
couldn't log in anymore
L1068[13:59:52] <masa> unless you run
linux, but even then there is all that low level management
code/microcontrollers inside the CPUs etc
L1069[14:00:28] <masa> better build ,y
owm PC from simple ARM based MCUs
L1070[14:00:44] *
mikebald thinks you've gone off the deepend now.
L1071[14:00:48] <mikebald> *deep
end
L1072[14:01:25] <masa> well in reality
I'm too lazy to do anything, but yeah, the trend things are going
is so disappointing and annoying to me
L1073[14:01:59] <mikebald> I just don't
want my UI to get in the way
L1074[14:02:20] <masa> well I guess
something like a raspberry pi would be pretty clean of any hidden
management stuff and still able to run pretty close to a normal
linux desktop
L1075[14:03:38] ***
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L1080[14:15:52] <Zaggy1024> aw dang
L1081[14:16:22] <Zaggy1024> 1.8.9 is
recommended now and IPlantable is still used for items?
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L1084[14:22:24] <AndersBillLind> When I
had used Blocks.bedrock.setHardness(0);, I could harvest it with
anything, not really what I wanted
L1085[14:22:32] <AndersBillLind> :)
L1086[14:22:45] <AndersBillLind> I only
want to be able to harvest it with my redstone pickaxe
L1087[14:26:15] <Mraof> The entity id is
always the same between the server and client, right?
L1088[14:27:05] <AndersBillLind> Is there
a way to circumvent javas private/protected protection?
L1089[14:28:47] <Lumien> Reflection
L1091[14:32:18]
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L1092[14:32:40] <sham1> ಠ_ಠ
L1093[14:33:11] <sham1> You should NOT be
using access transformers
L1094[14:33:18] <sham1> Reflection is
usually more than enough
L1095[14:34:00] <sham1> And before anyone
comments on how "reflection is slow", I have one word for
you: MethodHandle
L1096[14:34:01] <mikebald> Isn't there
overhead associated with reflection? the opinion of Reflection vs
ATs seems to change on a daily basis
L1097[14:34:10] <sham1>
MethodHandle
L1098[14:34:39] <sham1> And it also can
reflect upon fields and gets optimized down to basic field/method
access at JIT level
L1099[14:34:59] <AndersBillLind> The
overhead associated with reflection is of no importance in this
example
L1100[14:35:15] <sham1> As fast as
normally accessing a field without reflection
L1101[14:35:21] <heldplayer>
MethodHandle?
L1102[14:35:21] <sham1> If you do it
correctly
L1104[14:35:35] <sham1> Java7+
L1105[14:35:46] <AndersBillLind> I added
a test project, now all I can run is the test project
L1106[14:35:55] <sham1> Indeed
L1107[14:35:58] <AndersBillLind> The mdk
project seems to not run
L1108[14:36:50] <sham1> But yeah, using
public tatic final MethodHandles are as fast as just straight up
accessing a field at runtime
L1109[14:36:55] <sham1> No ATs
required
L1110[14:37:08] <Zaggy1024> how do you
get a MethodHandle from a conventional Method?
L1111[14:37:36]
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L1112[14:38:23] <heldplayer> And
moreover, how are you gonna keep compat with Java 6?
L1113[14:40:29] <mikebald> What's the
downside of an AT? It seems like a nicer approach to me.
L1114[14:40:57] <AndersBillLind> Can I
get the list of players using static access?
L1115[14:42:10] <Zaggy1024> I'm sure you
could use plain reflection in place of a MethodHandle on java <
7 but I think that would add quite a few lines of code
L1116[14:42:44] <mikebald>
AndersBillLind,
MinecraftServer.getServer().getAllUsernames();
L1117[14:42:56] <AndersBillLind> Ah,
thanks :)
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())
L1121[14:47:23] <Zaggy1024> shouldn't
really ever use usernames though
L1122[14:47:34] <Zaggy1024> only player
instances and for storage UUIDs, AFAIK
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L1124[14:51:12] <mikebald> True...
AndersBillLind can iterate through the getGameProfiles if they want
to get that info.
L1126[14:51:27] <AndersBillLind> Got
array index out of bounds on item 0
L1127[14:52:30] <AndersBillLind> World w
= MinecraftServer.getServer().getEntityWorld(); failed
L1128[14:52:54] <AndersBillLind> ok,
return this.worldServers[0]; caused the error (in
MineCraftServer)
L1129[14:55:05] <mikebald> Are you trying
to do that from the client?
L1130[14:56:04] <AndersBillLind>
yes
L1131[14:56:15] <AndersBillLind> Hm,
maybe thats not a good thing to do
L1132[14:57:41] <AndersBillLind> Hm,
cannot decide whether in am running on the server or the client, I
do not have a world reference
L1133[14:59:04] <mikebald> if
Minecraft.getMinecraft().theWorld.isRemote(); is true, then you're
on the client
L1135[15:00:36] <LexManos> New shit, shit
will break, i'll deal with the broken shit after pax
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L1140[15:02:28] <AndersBillLind>
nice
L1141[15:03:12] ***
willieaway is now known as williewillus
L1142[15:03:14] <PaleoCrafter>
hooray
L1143[15:05:15] <Zaggy1024> no stack
aware plants tho :(
L1144[15:05:55] <masa> mikebald: and if
you are on the server the you will crash ;)
L1145[15:06:19] <williewillus>
AndersBillLind: what are you doing that you don't have a world
object?
L1146[15:06:39] <AndersBillLind> Oh, just
send a chat message to all players
L1147[15:06:51] <Zaggy1024> why would you
suggest Minecraft.getMinecraft().theWorld.isRemote...lol
L1148[15:07:04] <Zaggy1024> that will
always be true if it doesn't immediately crash
L1149[15:07:16] <williewillus>
AndersBillLind: why do you not have a world?
L1150[15:07:18] <williewillus> where do
you want to do this?
L1151[15:07:29] <AndersBillLind> I am
doing this in a constructor that takes no parameters
L1152[15:07:37] <williewillus> anyways it
makes zero sense to call a client method for server
functionality
L1153[15:07:40] <Zaggy1024> a constructor
for what?
L1154[15:07:43] <williewillus> ^
L1155[15:07:51] <Zaggy1024> and where do
you construct it?
L1156[15:08:07] <AndersBillLind> An Item,
but now I realize that the instance might be created before I can
see chat messages
L1157[15:08:11] <williewillus> ...
L1158[15:08:17] <mikebald> masa, so it
works 50% of the time? sounds good =D
L1159[15:08:18] <Zaggy1024> it
will.
L1160[15:08:19] <Zaggy1024> always
L1161[15:08:23] <williewillus> the server
hasn't even started when items are made
L1162[15:08:32] <Zaggy1024> Items and
Blocks are registered long before any worlds can load
L1163[15:08:37] <Zaggy1024> otherwise the
world wouldn't be *able* to load
L1164[15:08:38] <williewillus> items are
instantiated in preinit, wayyyyyy before worlds are loaded
L1165[15:09:02] <AndersBillLind> Please,
can someone more tell me that :)
L1166[15:09:09] <williewillus> plus
there'sonly one instance of every item
L1167[15:09:19] <williewillus> every
stack of items shares the same Item object
L1168[15:09:22] <AndersBillLind>
Yes?
L1169[15:09:34] <Zaggy1024> what message
are you trying to send?
L1170[15:09:36] <williewillus> so what
you are trying to do makes no sense
L1171[15:09:39] <Zaggy1024> that the item
has been crafted?
L1172[15:09:50] <AndersBillLind> You
already told me it makes no sense
L1173[15:10:00] <Zaggy1024> answer the
question then :P
L1174[15:10:01] <williewillus> I said
doing it *there* makes no sense
L1175[15:10:15] <williewillus> so we're
asking what you want to do so we can point you somewhere where it
DOES make sense :p
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L1178[15:15:49] *
mikebald guesses that FMLCommonHandler.instance().getSide() may
have been a better choice =).
L1179[15:15:55] <AndersBillLind> I did
this in a command instead
L1180[15:16:17] <AndersBillLind> Now I
could message players, dunno if all players would get messaged, but
I got myself
L1181[15:16:35] <AndersBillLind> Tried to
set a field thats private using reflection, getting
NoSuchFieldException
L1182[15:17:02] <OrionOnline> What is the
color order on WorldRenderer,color(float, float ,float,
flaot)
L1183[15:17:06] <OrionOnline> RGBA?
L1184[15:17:47]
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L1185[15:17:48] <PaleoCrafter> yep
L1186[15:17:59] <AndersBillLind> Oh, wait
its not a field, its a constant :)
L1187[15:18:09] <AndersBillLind>
protected final
L1188[15:18:10] <AndersBillLind>
lol
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L1190[15:18:27] <Zaggy1024> those are
fields too
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L1192[15:18:34] <PaleoCrafter> yeah, and
you an change them via reflection :P
L1193[15:18:37] <Zaggy1024> you must have
gotten the name wrong :P
L1194[15:18:50] <PaleoCrafter> although
it's a bit harder
L1195[15:19:02] <PaleoCrafter> (it
requires reflecting into reflection xD)
L1196[15:19:08] <AndersBillLind>
hehe
L1197[15:19:23] <Flenix> Is there a
method (assumably client-side) to see what GUI the player has
open?
L1198[15:19:44] <killjoy> Flenix,
thePlayer.openInventory
L1199[15:19:46] <PaleoCrafter>
Minecraft#currentScreen :P
L1200[15:19:55] <Flenix> Thanks :)
L1201[15:20:40] <killjoy> Yeah, that
would work better.
L1202[15:20:40] <williewillus>
AndersBillLind: you're probably getting the wrong names for
them
L1203[15:20:42] <AndersBillLind> I tried
to set the material of bedrock to rock
L1204[15:20:46] <williewillus> use
ObfuscationReflectionHelper
L1205[15:20:50] <killjoy> I thought you
were talking about inventory
L1207[15:21:07] <PaleoCrafter> also,
killjoy, openInventory doesn't appear to be a thing :P
L1208[15:21:10] <AndersBillLind> But
maybe that will make bedrock harvestable with any tool
L1209[15:21:16] <PaleoCrafter> you
probably meant openContainer
L1210[15:21:16] <PaleoCrafter> ;)
L1211[15:21:47] <killjoy> Yeah, that's
probably it
L1212[15:22:08] <Flenix> I'd tried
openContainer. I needed to see client-side specifically whether the
player had chat open, Minecraft#currentScreen tells me that by
giving GuiChat :)
L1213[15:22:24] <Flenix> openContainer
just gives the players container regardless of whether they're
chatting or not
L1214[15:22:48] <AndersBillLind> Time to
sleep, my redstone pickaxe is not yet borned :) I managed to set
the hardness of bedrock to 0, which made it harvestable with any
tool, not what I wanted
L1215[15:22:53] <killjoy> Could also use
minecraft.ingameGui.getChatGui().getChatOpen()
L1216[15:22:59] <AndersBillLind> Then I
creaeted a hole into the void and tried to jump in there
L1217[15:23:03] <AndersBillLind>
created
L1218[15:23:21] <AndersBillLind> It was
not as healthy as I have heard
L1219[15:23:22] <williewillus>
AndersBillLind: that's not going to go well, lots of things assume
bedrock as unmineable
L1220[15:23:30] <williewillus> also
redstone mining bedrock what kinda lore is that ;p
L1221[15:23:46] <AndersBillLind> hehehe,
but I do not want to invent a super diamond :)
L1222[15:23:50] <killjoy> Flenix, what
exactly are you doing with the chat gui?
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L1224[15:24:09] <AndersBillLind> Maybe I
should create an obsidian pickaxe
L1225[15:24:15] <AndersBillLind> That
would maybe make more sense
L1226[15:24:29] <AndersBillLind> With
such you can mine bedrock
L1227[15:24:31] <Flenix> Nothing
directly. It's just a keybind I had was being triggered with chat
open, so I want to make sure chat isn't open
L1228[15:24:43] <Flenix> (maybe there's a
better way to handle that?)
L1229[15:24:46] <AndersBillLind> Is
obsidian harder than diamond?
L1230[15:25:23] <AndersBillLind> Should
be, cannot be harvested with an iron pickaxe
L1231[15:25:34] <Thutmose> obsidian
shouldn't be harder than diamond, given that it is a type of
glass
L1232[15:25:39] <AndersBillLind>
hehe
L1233[15:25:45] <AndersBillLind> What a
glass then
L1234[15:25:57] <killjoy> So what happens
with the keybind, Flenix?
L1235[15:26:24] <Flenix> It opens the GUI
of my item, if the item is in-hand
L1236[15:26:47] <glasspelican> im a
glass
L1237[15:26:54] <AndersBillLind> Hm,
fullerite is harder than diamond
L1238[15:27:15] <Thutmose> ya, but good
luck making a large fullerite object
L1239[15:27:20] <williewillus> personally
I don't like breaking bedrock
L1240[15:27:24] <williewillus> :p
L1241[15:27:24] <killjoy> So just use a
normal key event
L1242[15:27:28] <williewillus> it's
breaking admin stuff
L1243[15:27:47] <AndersBillLind>
Thutmose: In a fantasy world, its possible
L1244[15:27:54] <AndersBillLind> Do not
confuse minecraft with reality
L1245[15:27:59] <AndersBillLind> ;)
L1246[15:28:06] <Thutmose> if that
argument is being used, then might as well use a spider silk
pickaxe for it
L1247[15:28:13] <AndersBillLind> So
fullerite is a man made material?
L1248[15:28:24] <AndersBillLind> cool
idea :)
L1249[15:28:35] <AndersBillLind>
lol
L1250[15:28:53] <heldplayer> Does forge
have a GameProfile cache that doesn't require a server
instance?
L1251[15:30:26]
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L1253[15:32:14] <williewillus>
heldplayer: usually on the client you need to query the Mojang
servers yourself
L1254[15:32:17] <williewillus> i
think
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L1256[15:33:02] <heldplayer> I thought
Forge added such a thing because multiple mods were doing that,
causing only one of them to actually get the actual
GameProfile
L1257[15:33:57] <heldplayer> As Mojang
limits those requests to 1 per minute per IP
L1258[15:33:58] <williewillus> there's
the usernamecache
L1259[15:33:59] ***
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L1260[15:34:06] <williewillus> but it's
not very useful clientside
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L1262[15:35:33] ***
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L1263[15:36:00] <Diddi> Can someone tell
me why an Entity I made keeps despawning when I leave and join the
world, even when canDespawn returns false?
L1264[15:36:09]
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L1265[15:36:31] <Thutmose> is it only on
client? if so, then that will happen
L1266[15:36:34] <PaleoCrafter> Did you
register it?
L1267[15:36:40] <Thutmose> that too
L1268[15:37:02] <Diddi> I registered it
in the EntityRegistry
L1269[15:37:10] <heldplayer> Yeaaah,
UsernameCache isn't quite what is needed
L1270[15:37:51] <Diddi> do I need to
register it somewhere else?
L1271[15:38:02] ***
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L1272[15:39:45] <Diddi> and the entity is
also on the server (proved by worldObj.isRemote in
onEntityUpdate())
L1273[15:41:28]
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L1276[15:48:01] <AndersBillLind> I
created a command that spawns 36 creepers in a ring around
you
L1277[15:48:05] <AndersBillLind> That was
funny
L1278[15:48:19] <AndersBillLind> I had
> 300 creepers from running that command multiple times
L1279[15:51:40]
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L1281[15:52:18] <Wuppy> anybody want to
join a game of jackbox quiplash
L1283[15:53:50] <Wuppy> for those who
dont know, it's a fun party game :)
L1284[15:54:34] <Diddi> has anybody an
idea what I can do about my entity problem?
L1285[15:55:04] <Wuppy> it should start
within a minute or 2
L1286[15:55:17] <Wuppy> there, music
fixed
L1287[15:55:31] <solidDoWant1> how
play
L1288[15:55:56] <Wuppy> we got sound
working now, should start
L1289[15:55:57] <Wuppy> there
L1290[15:56:59]
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(~Tyler__@c-73-169-160-192.hsd1.wa.comcast.net)
L1291[15:57:40] ***
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L1292[16:01:41] <solidDoWant1> this is
fun whre do I get gam
L1293[16:02:29] <Wuppy> you can buy it on
steam
L1294[16:02:43] <Wuppy> but otherwise you
can always join a random twitch stream
L1295[16:03:07]
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(~vsg1990@pool-74-110-57-203.bflony.fios.verizon.net)
L1296[16:03:24] <solidDoWant1> wow $25
thats a lot
L1297[16:03:33] <Wuppy> yep but only 1
person has to buy it
L1298[16:06:55] <solidDoWant1> get rekt
wuppy
L1299[16:07:00] <Wuppy> you're too good
:V
L1300[16:08:00] ***
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L1301[16:08:00] <solidDoWant1> first
time:P
L1302[16:08:06] <solidDoWant1> didnt geet
that in in time
L1303[16:08:14] ***
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L1304[16:08:37] <Wuppy> too bad
L1306[16:08:49] <gigaherz> geh i don't
know how to fix this :/
L1307[16:08:52] <Wuppy> new round starts
in about a minute
L1308[16:09:09] <gigaherz> aside of
manually refreshing things :/
L1309[16:09:53] <solidDoWant1> wow i
still won without the last question
L1310[16:10:18] ***
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L1311[16:10:37] <solidDoWant1> whats new
code?
L1312[16:11:00] <Wuppy> coming up
now
L1313[16:11:11] <Wuppy> ineg
L1314[16:11:51] <Wuppy> solidDoWant1, did
you take my name? :C
L1315[16:12:02] <solidDoWant1> invalid
room code
L1316[16:12:02] <solidDoWant1> no
L1317[16:12:05]
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L1318[16:12:14] <Wuppy> ugh I'll just
kill one of my friends when I see him tomorrow then
L1319[16:12:21] <Tyler__> -.-
L1320[16:12:24] <Tyler__> I hate model
files
L1321[16:12:40] <Tyler__> Do they need to
be UTF-8 without BOM?
L1322[16:14:44] <gigaherz> hmf
interesting, simply removing the implementation of putStacksInSlots
seems to have fixed the issue.....
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L1326[16:19:59] <mikebald> Tyler__ looks
like the RFC for JSON says that it can be UTF-8, 16 or 32... but
UTF-8 is the default... and yes, without BOM. It's up to the parser
to ignore the BOM if it wants
L1327[16:20:16] <gigaherz> hmmm
L1328[16:20:29] <gigaherz> quick
question: should I get rid of the deobfJar task?
L1329[16:20:42] <gigaherz> given that any
recent forge is supposed to be able to load non-dev jars?
L1330[16:21:05] <Tyler__> Hmm alright. I
have tried everything that seems logical to me and I cannot get my
models to work anymore. Even following from tutorials online of
block models, I get errors... Guess I'll just keep trying
L1331[16:22:14] <mikebald> you could link
the model file...
L1332[16:23:20] <gigaherz> oh hey
L1333[16:23:26] <gigaherz> we have a
1.8.9 recommended now :3
L1334[16:23:50] <fry> willieaway: fixed
in the latest build
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(Seems like I have other things to do now...))
L1338[16:28:02] <masa> gigaherz: what was
your issue?
L1339[16:28:29] <gigaherz> masa: my
"rift browser", which implements a scrollable inventory
with unlimited stack size
L1340[16:28:50] <gigaherz> was randomly
getting sent a "refresh packet" with the whole
inventory's stack array, using the vanilla method
L1341[16:28:57] <gigaherz> which uses a
byte for stackSize
L1342[16:29:05] <masa> right..
L1343[16:29:20] <gigaherz> overriding
putStacksInSlots as an empty function fixed that
L1344[16:29:34] <gigaherz> so far as I
can tell, it still works fine XD
L1345[16:29:51] <masa> hmm
L1346[16:30:05] <masa> is
putStacksInSlots in Container?
L1347[16:30:09] <gigaherz> yes
L1348[16:30:20] <gigaherz> but the origin
of the packet that calls that
L1349[16:30:22] <gigaherz> is in
Entity
L1350[16:30:27] <gigaherz> EntityPlayerMP
I think
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L1352[16:30:48] <masa> hmm, my custom
inventory doesn't seem to override that atm
L1353[16:30:59] <gigaherz> do you support
stacks > 127?
L1354[16:31:06] <masa> only
addCraftingToCrafters and detectAndSendChanges
L1355[16:31:09] <masa> yes
L1357[16:31:27] <Tyler__> The correct
location for blocks as items is assets.<modid>.models.item
correct?
L1358[16:31:52] <gigaherz> yes but you
don't need that at all
L1359[16:32:01] <gigaherz> just use forge
blockstates and keep the model int he blockstates file
L1360[16:32:14] <Tyler__> >_> This
is the first time I have heard of this
L1361[16:32:35] <Tyler__> Time to
google
L1363[16:33:56] <gigaherz> find
"forge blockstate" in it
L1364[16:34:04] <Tyler__> Ah the holy
bible
L1365[16:34:33] <masa> except useful as
well ;p
L1366[16:34:50] <Tyler__> ;P
L1367[16:35:40] <Tyler__> Now I get to
tinker with that until it works the way I want :P
L1368[16:35:56] ***
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L1369[16:36:57] <williewillus> lol
L1370[16:38:17] <Tyler__> Your bible was
linked again williewillus lol. I have that thing bookmarked because
I've seen it linked so much
L1371[16:38:37] <williewillus> probably
because I actually spent time writing down how it works
L1372[16:38:53] <Tyler__> Yes and I
appreciate that so much lol. It's very useful and well
written
L1373[16:40:07] <williewillus> fry: could
I...theoretically, use the animation system to support arbitrary
rotations without using a smartmodel? e.g. the mana spreader, which
can freely face any angle depending on the TE state. just a curious
thought :p
L1374[16:40:57]
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L1376[16:43:27] <Tyler__> Is there a
blank template for the forge format of blockstates? I have a hard
enough time reading .json lol
L1377[16:43:43] <Tyler__> Nvm I found
one
L1378[16:43:48] <Tyler__> Ignore my n00b
questions
L1379[16:44:53] <williewillus> more than
you could ever need here ;p
L1381[16:45:10] <Tyler__> Oh my
god...
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L1383[16:45:43] <williewillus> looks like
a lot but since all the item and block models are defined in each
state file
L1384[16:45:51] <williewillus> actually
saved a lot of jsons
L1385[16:46:02] <williewillus> without
the forge format botania would probably have 5 times the amount of
jsons no kidding
L1386[16:46:56] <Tyler__> I can totally
believe that after trying to have 2 blocks and having none of my
files work when there's like 3 different .jsons for each
block
L1387[16:48:01] <williewillus> yeah
:p
L1388[16:48:03] <williewillus> having 1
is great
L1389[16:48:08] <Tyler__> And I still
need to specify that there's a variant for the directions
correct?
L1391[16:49:31] <williewillus> ignore the
"transform" inside inventory, that's just bumping it up
because the plate was too small to show up by default
L1392[16:49:37] ***
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L1393[16:49:51] <Tyler__> You sir are
like a walking talking library...
L1394[16:50:00] <williewillus> actually
those rotation angles might be off since I accidentally made that
model backwards
L1395[16:50:06] <williewillus> normally
for NSWE it's 0 180 270 90
L1396[16:50:08] <Tyler__> You have
literally an example and an answer for everything lol. And I did
the same thing so it works
L1397[16:50:12] <williewillus> hehe
L1398[16:50:16] <williewillus> this port
has taught me a lot
L1399[16:50:34] <Tyler__> Holy sh*t. My
model works now
L1400[16:51:12] <Tyler__> You sir are a
God
L1401[16:51:15] <williewillus> <thumbs
up emoji>
L1402[16:51:19] <fry> williewillus:
yes
L1403[16:51:27] <fry> (assuming you use
json models)
L1404[16:53:03] <williewillus> hmmm then
the spreader might be able to be full json assuming the transforms
apply correctly
L1405[16:53:14] <williewillus> the
spreader can face any way, but the cube inside also spins
L1406[16:53:26]
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L1407[16:53:27] <fry> 95% of mod TESRs
can be pure json now
L1408[16:53:31] <williewillus> AND it has
to render carpet models around it xP
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L1411[16:54:11] <williewillus> and the
sides change texture if it's halloween :p maybe I should work on
the lexicon first
L1412[16:54:15] <williewillus> can I
animate items?
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L1414[16:55:22] <fry> yes, but there's no
example right now
L1415[16:55:45] <williewillus> would you
need a smartitem model and some way to stuff an ASM into the
NBT?
L1416[16:56:16] <fry> yes
L1417[16:56:47]
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L1418[16:58:57] <williewillus> also, if I
want to animate the manatide bellows (it squishes down when
clicked) i would use an offset_y with negative values for the top
and then scale_y on the trunk, i think
L1419[16:59:42] <fry> yup, something like
that
L1420[17:00:23] <williewillus> awesome.
am I the first one to use the animation system or did someone beat
me to it, heh ;p
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L1423[17:01:33] <fry> well, I was the
first one, technically :P
L1424[17:03:27] <Tyler__> I've finished
the basis for my mod finally :) Just got one little bug that I have
no idea what would cause it lol
L1425[17:03:55] <williewillus> what is
it?
L1426[17:04:11] <williewillus> oh and
also, I figured out the missing item model for the pump, just
forgot to remove the json with "builtin/entity" :p
L1428[17:04:47] <shadowfacts> Vazkii said
to report it to you as she has no idea what's causing it
L1429[17:05:02] <williewillus> ah
L1430[17:05:05]
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L1431[17:05:05] <williewillus> I got that
issue
L1432[17:05:16] <Tyler__> So I'm trying
to make logic gates out of single blocks, so redstone contraptions
can be simplified and take up less space. I have my AND gate
working, however when I power it, then break the redstone in
between my power source and my block, it continues to be
powered...
L1433[17:05:17] <williewillus> if you use
a lmabda for ItemMeshDefinition it doesn't reobfuscate
correctly
L1434[17:05:26] <Vazkii>
.___________________________________________.
L1435[17:05:53] <fry> Vazkii: try
building with --refresh-dependencies
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L1437[17:06:19] <Vazkii> kk
L1438[17:06:19] <williewillus> I got this
issue because FG/SS doesn't reobf lambdas correctly
L1440[17:06:47] <fry> no, FG/SS needs to
get its shit together
L1441[17:07:06] <williewillus> the issue
is closed, but idk if it's actually fixed
L1442[17:07:10] <williewillus> so I just
kept it there
L1443[17:07:13] <williewillus> :p
L1444[17:07:53]
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L1445[17:08:34] <williewillus>
#blameabrar? :p
L1446[17:09:14]
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L1447[17:11:44] <Tyler__> What is FG/SS
anyway?
L1448[17:11:49] <Vazkii> Nope fry same
thing
L1449[17:11:53] <unascribed>
ForgeGrade/SpecialSource
L1450[17:12:10] <fry> I'll add a comment
to that issue then
L1451[17:15:03] <fry> williewillus: do
you still have your crash report with that error
L1453[17:15:37]
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L1456[17:16:55] <williewillus> it stopped
happening when i set loop to false
L1457[17:16:56] <fry> nope, the lambda
one
L1458[17:17:08] <fry>
NoSuchElementException should be fixed in the latest forge
L1459[17:17:26]
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L1460[17:17:29] <gigaherz> :3
L1461[17:17:29] <williewillus> oh it's
the same thing they got, AME on
ItemMeshDefinition.getModelLocation
L1464[17:17:59] <williewillus> since it
never reobfs from getModelLocation back to the SRG name
L1466[17:18:50] <fry> just wanted to add
more crash reports :P
L1467[17:19:27] <williewillus> I'm on
1718 lemme see if it still happens without a wrapper
L1468[17:21:04] <williewillus> ehh nvm
I'll do it later, that involves making a obf build and dumping it
into a modpack instance, lazy
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L1477[17:42:44] <shadekiller666> fry,
have you gotten a chance to look at the obj loader changes?
L1479[17:43:24] <fry> what's the point of
asking?
L1480[17:43:40] <fry> if I did, it would
either be merged, or there would be some comments
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L1482[17:47:47] <Tyler__> >_>
L1483[17:47:52] <Tyler__> When MC won't
read my lang file
L1484[17:48:02] <Tyler__> Yes UTF-8
without BOM
L1485[17:48:41] <williewillus> :p
L1486[17:48:46] <williewillus> did yo put
it in the right place?
L1487[17:48:53] <Tyler__>
assets.modid.lang
L1488[17:48:54] <williewillus> assets
modid lang <LOCALE>.lang
L1489[17:49:10] <williewillus> does it
faill only on some keys or on everything?
L1490[17:49:15] <Tyler__> File name is
en_US.lang
L1491[17:49:32] <Tyler__> Nope it's just
not loading any of my names...
L1492[17:49:36] <williewillus> try
putting "dummy.dummy=test" then printing out
StatCollector.translateToLocal("dummy.dummy")
L1493[17:49:54] <williewillus>
shadekiller666: animation API support for OBJ soon? :D
L1494[17:50:17] <shadekiller666> idk,
haven't looked at it yet
L1495[17:51:10] <Tyler__> williewillus:
Trying that now
L1496[17:51:15]
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L1497[17:52:09] <Tyler__> Correct place
to put that code?
L1498[17:54:47] <Tyler__> Hold on
might've found my problem...
L1499[17:55:15] <Tyler__> Nope lmao
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L1503[18:06:54] <shadekiller666>
great
L1504[18:07:32] <shadekiller666> can't
even dev cuz gradlew setupForge is stuck
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L1512[18:25:37] <shadekiller666>
question
L1513[18:25:43] <unascribed> answer
L1514[18:26:04] <killjoy> What effect
does a negative enchantment level have?
L1515[18:26:14] <williewillus> is that
even possible?
L1516[18:26:19] <unascribed>
technically
L1517[18:26:24] <killjoy> Summoned one
with commandbook
L1518[18:26:25] <williewillus> I assume
it just screws with the damage calculations
L1519[18:26:36] <unascribed> I know at
least it has no effect with sharpness
L1520[18:26:37] <shadekiller666> how does
one give IBakedModels a new method that has a "default"
implementation in a way that is compatable with java 1.6?
L1521[18:26:41] <unascribed> might work
with knockback
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L1523[18:26:52] <williewillus>
shadekiller666: do what forge does
L1524[18:26:59] <shadekiller666> the
"default" keyword in interfaces is only valid in java
1.8
L1525[18:27:08] <williewillus> have the
default impl in ForgeHooks and just have everything use that
L1526[18:27:33] <williewillus> though I
don't think what you're suggesting is possible without j8
L1527[18:27:43] <unascribed> yeah,
default methods need bytecode accomodations
L1528[18:27:52] <unascribed> you cannot
have true default methods in non-8 bytecode
L1529[18:27:53] <williewillus> if you add
a method to bakedmodel then every person who has ever made a
smartmodel needs to recompile
L1530[18:28:22] <shadekiller666>
williewillus, thats exactly why i was trying to use
"default"
L1531[18:28:29] <gigaherz> unascribed:
only if the default implementation can change after compiling
L1532[18:28:31] <williewillus> there's
probably no way to do what you want
L1533[18:28:39] <unascribed> or if you
need people to implement the default method
L1534[18:28:41] <gigaherz> it could have
been done so that the default method is "baked in" at
compile time
L1535[18:28:45] <unascribed> Retrolambda
offers default method faking
L1536[18:28:51] <unascribed> where it
pulls down the defaults into implementers
L1537[18:28:54] <williewillus> doubt
forge wants to use retrolambda :p
L1538[18:28:58] <unascribed> but that
only works if you control all the implementers
L1539[18:29:01] <shadekiller666> cuz it
means that the standard implementation of that method could be
defined in IBakedModel and completely ignored by subclasses without
issue
L1540[18:29:02] <williewillus> and
^
L1541[18:29:33] <williewillus> but
there's no way of defining method implementations in 8-
bytecode
L1542[18:29:50] <williewillus> adding a
method will cause AME's in all subclasses and implementations until
they recompile
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L1544[18:30:28] <williewillus> and that's
too high of a cost in my opinion
L1545[18:30:38] <Cypher121> switch to
java 8? ^_^
L1546[18:30:44] <williewillus> not until
mojang does
L1547[18:30:47] <williewillus> so bug
them :p
L1548[18:30:54] <unascribed> Cypher121,
this is for Forge itself
L1549[18:30:57] <shadekiller666>
basically i'm trying to give ibakedmodels a method that would allow
them to pass their own model for use as the block breaking model,
instead of relying on the standard one
L1550[18:31:00] <Cypher121> yeah, I
realized
L1551[18:31:02] <unascribed> it's not up
to shade to make it J8
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L1553[18:31:55] <shadekiller666> i
suppose i could make it an extra interface and do an if (model
instanceof ICustomBreakModel) check
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L1556[18:32:07] <shadekiller666> damn it
mojang... update your shit :P
L1557[18:32:24] <williewillus> what woudl
this even be used for :p
L1558[18:32:58] <shadekiller666> to allow
custom models to define their own block breaking model
L1559[18:33:07] <unascribed> why can't
you use the model as the block breaking model
L1560[18:33:13] <williewillus> yeah...
:p
L1561[18:33:26] <unascribed> couldn't you
generate UVs from the position of the vertices
L1562[18:33:35] <shadekiller666> thats
the problem
L1563[18:33:45] <shadekiller666> the game
already does that :P
L1564[18:33:55] <unascribed> ....so
what's wrong
L1565[18:34:03] <Cypher121> IntelliJ has
been spewing "KotlinNullPointerException" to error log
for last few days. I can't even find a part of that sentence that
isn't wrong
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L1567[18:34:09] <unascribed> inb4 "I
want paradoxical Cthulu models that are larger than one
block"
L1568[18:34:11] <shadekiller666> which is
why you get the wonky breaking animation if any of the model
vertices are outside of the 0..1 range
L1569[18:34:38] <williewillus> ah is that
why, I feel like that's partially a vanilla issue :p
L1570[18:34:44] <gigaherz> unascribed: a
paradozical model would be just one block large, but you'd be able
to walk into it regardless
L1571[18:34:47] <williewillus> since
vanilla model jsons can extend out of the blockspace
L1572[18:34:49] <gigaherz>
paradoxical*
L1573[18:34:56] <shadekiller666>
unascribed, spoiler: beds are larger than 1 block, but they're
hard-coded
L1574[18:35:09] <williewillus> those
arent larger than 1 block...
L1575[18:35:11] <unascribed> they're
actually two models
L1576[18:35:13] <williewillus> those are
two separate blocks
L1577[18:35:15] <unascribed> I know, I've
remodelled beds.
L1578[18:35:20] <shadekiller666>
williewillus, it is a vanilla issue
L1579[18:35:28] <williewillus> so bug
mojang? :p
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L1581[18:35:45] <unascribed> the proper
way to do big models, as demonstrated by vanilla
L1582[18:35:47] <unascribed> is to have
multiple blocks
L1583[18:35:52] <unascribed> that have
models that mesh together
L1584[18:35:58] <gigaherz> yup
L1585[18:36:00] <unascribed> chests don't
count as they're a TESR
L1586[18:36:04] <gigaherz> see my rift
multiblock
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L1588[18:36:11] <williewillus> well the
format allows for json models that extend out of the
bliockspace
L1589[18:36:16] <williewillus> so they
shuold fix it if its broken :p
L1590[18:36:19] <unascribed> that doesn't
mean it's a good idea
L1591[18:36:20] <shadekiller666> ^
L1592[18:36:22] <unascribed> nor does it
mean it's intentional
L1593[18:36:24] <williewillus> so remove
it
L1594[18:36:25] <williewillus> or fix
it
L1595[18:36:28] <gigaherz> the format
allows it
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L1597[18:36:36] <gigaherz> but the BLOCK
itself only has light information about itself ;P
L1598[18:36:52] <unascribed> there are
many reasons you should not have blocks that are larger than a
block
L1599[18:36:53] <shadekiller666> like
everything else, they half-implemented the system
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L1601[18:37:17] <unascribed> one of those
reasons is bad collision
L1602[18:37:20] <unascribed> see:
MalisisDoors
L1603[18:37:22] <williewillus> probably
because people keep bitching about content
L1604[18:37:24] <unascribed> arrows pass
through carriage doors
L1605[18:37:34] <williewillus> thats why
every release is halfway through a refactor
L1606[18:37:46] <unascribed> if you're
going to fill the space with dummy blocks they may as well not be
dummy blocks
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L1609[18:41:53] <shadekiller666>
hmmm
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L1618[19:01:35] <shadekiller666>
williewillus, so how does this fancy new animation system
work?
L1619[19:04:03]
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L1621[19:05:30] <williewillus> see the
last four commits to the botania repository to see all of my
progress implementing the pump
L1622[19:05:47] <williewillus> basically
the static part is rendered in the WR, and only the animated
segment is in the TESR
L1623[19:05:55] <williewillus> and it's
animated by repeated TRSR application
L1624[19:06:10] <shadekiller666> ok
L1625[19:06:54] <shadekiller666> i saw
that there are like pivot points and stuff that can be
defined?
L1627[19:07:33] <williewillus> not sure
how it works for b3d, but for the vanilla models you basically
apply trsrs to the cubes/elements of a submodel
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L1629[19:08:08] <williewillus> fry: how
would I make it so that when I transition from moving to off state
the head doesn't immediately jump back, but finishes the current
cycle?
L1630[19:08:22] <fry> look at the engine
example
L1631[19:08:26] <fry> it does exactly
that
L1632[19:08:51] <fry> (engine.json waits
to start too, so that all engines move in sync, engine2 starts
immediately)
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L1637[19:17:51] <shadekiller666>
!latest
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L1641[19:28:48] <gigaherz> i jsut found a
WTF piece ofcode
L1642[19:28:59] <gigaherz> where I'm
using a value that makes no sense in the current code XD
L1643[19:29:04] <gigaherz> (the current
iteration of it)
L1644[19:29:20] <gigaherz> and I have no
idea what the heck I meant in to compute
L1645[19:29:21] <gigaherz> XD
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L1649[19:36:32] <shadekiller666>
gigaherz, i had many of those moments when i was refactoring the
obj loader :P
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L1657[19:52:58] <SomeGuyInATree> Strange,
sometimes when I log in on client (1.7.10) Chat box messages from
mods are sometimes written twice. (The CoFH Core update check is
the worst for it)
L1658[19:53:54] <williewillus> probably
client and server together
L1659[19:54:10] <SomeGuyInATree> There's
no consistency though, Sometimes it will log update notifications
once, where as other times everything is double logged.
L1660[19:57:38] <SomeGuyInATree> Just not
sure how you can find a cause though.. Could be anything
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L1663[20:08:37] <gigaherz> has anyone
made a tutorial on how to implement capabilities in a TE?
L1664[20:08:38] <gigaherz> XD
L1665[20:08:49] <Cypher121> what event
should I listen to if I want to send a custom packet to client that
joins server?
L1666[20:08:58] <williewillus>
PlayerLoggedInEvent
L1667[20:09:06] <Cypher121> thx
L1668[20:11:31] <Cypher121> gigaherz:
overload hasCapability and getCapability, it already implements
ICapabilityProvider, so you won't need to worry about that
L1669[20:12:06] <Cypher121> or even just
add your capability to "capabilities". derp
L1670[20:12:23] <VikeStep> for those who
didn't see, I just got an event added into forge (in the latest
1.8.9 build) that is fired just before a player teleports to a
dimension
L1671[20:12:30] <VikeStep> so you can use
that if you ever need a mod for that
L1672[20:13:21] <Cypher121>
telefragging?
L1673[20:13:48] <shadekiller666> when a
Map is comparing keys during containsKey() or get() it calls == if
.equals() isn't defined right?
L1674[20:14:12] <shadekiller666> if the
key objects don't override equals()
L1675[20:14:28] <williewillus> well the
default Object impl of equals is ==
L1676[20:14:31] <williewillus> so I guess
yeah
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L1678[20:15:20] <Cypher121> equals is
always defined
L1679[20:15:36] <williewillus> ugh
L1680[20:15:47] <williewillus> doing
assignments for class in C, and null terminated strings are
annoying as hell
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L1682[20:17:07] <gigaherz> [03:11]
(Cypher121): or even just add your capability to
"capabilities". derp
L1683[20:17:11] <gigaherz> that's not
protected ;p
L1684[20:17:43] <gigaherz> there's
apparently some sort of event
L1685[20:17:59] <gigaherz> but i'm not
even sure what the proper way to use it is
L1686[20:18:15] <gigaherz> and
implemeting getCapability
L1687[20:18:31] <gigaherz> means using
"(T)instance" if I want something other than the default
instance from the capability
L1688[20:18:41] <gigaherz> which adds an
unchecked warning ¬¬
L1689[20:19:17] <williewillus> gigaherz:
after you learn capas teach me and I'll teach you animation api,
deal? ;P
L1690[20:19:34] <williewillus> they
confuse me for some reason
L1691[20:19:42] <gigaherz> ...sure,
although I'm not sure that I have any use for the animation api
;p
L1692[20:19:50] <gigaherz> (right
now)
L1693[20:21:28] <Cypher121>
AttachCapabilitiesEvent apparently
L1694[20:22:58] <Cypher121> gigaherz:
^
L1695[20:23:45] <gigaherz> yeah I'm
starting to like the capability system less every moment
L1696[20:24:01] <unascribed> what was
wrong with implementing interfaces?
L1697[20:24:25] <shadekiller666>
williewillus, seems the capability system is confusing most people
atm :P
L1698[20:24:38] <gigaherz> unascribed:
some TileEntities ended up implementing tons of interfaces, and had
to add @Optional.Interface and such
L1699[20:24:43] <gigaherz> it got
messy
L1700[20:24:46] <gigaherz> thing is
L1701[20:24:57] <unascribed> don't you
have to do basically the same thing for capabilities
L1702[20:25:07] <gigaherz> I initially
thought it was just some "getCapability(interface,
face)"
L1703[20:25:09] <unascribed> since so
much as loading a class that doesn't exist will destroy the
universe
L1704[20:25:11] <Cypher121> it makes
delegation cleaner
L1705[20:25:12] <gigaherz> that would
have been good enough for most purposes
L1706[20:25:13] <gigaherz> but
L1707[20:25:19] <williewillus> you can
dynamically gain and lose capas
L1708[20:25:27] <gigaherz> it's really
much more convoluted than that
L1709[20:26:06] <gigaherz> unascribed:
depends on how it's implemented
L1710[20:26:19] <gigaherz> the default
implementations allow you to have an interface without even knowing
the interface
L1711[20:26:31] <gigaherz> well
L1712[20:26:32] <gigaherz> sorta
L1713[20:26:37] <gigaherz> I mean you do
need to know it
L1714[20:26:43] <gigaherz> in order to be
able to use the methods
L1715[20:27:08] <gigaherz> as I
said
L1716[20:27:21] <gigaherz> I'm LESS
convinced by the design the more I try to understand how to use
it
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L1718[20:29:56] <Cypher121> I really need
to stop over-engineering things
L1719[20:32:02] <grondag> I had a boss
once who listened to me go on for a while about the latest and
greatest back when object-oriented was relatively new.
L1720[20:32:09] <grondag> I’ll never
forget what he said:
L1721[20:32:21] <gigaherz> and... yep, I
can't be bothered. QUERYING capabilities, ok that's doable
L1722[20:32:26] <gigaherz> implementing
them just doesn't feel right
L1723[20:32:35] <grondag> “I’m sure
you’re right. But back in my day we just had green screens and
cobal and crap still got done somehow.”
L1724[20:32:50] <gigaherz> I'll keep the
same old IInventory that I always had.
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L1726[20:33:10] <williewillus> well cobol
is still alive
L1727[20:33:15] <williewillus> so he has
a point ;p
L1728[20:33:44] <grondag> yeah, well his
point was that we tend to overcomplicate things and get distracted
by the latest fad
L1729[20:33:48] <gigaherz> cobol is only
used now because there's just too much existing code written for
it
L1730[20:34:01] <grondag> Which isn’t to
say that there haven’t been real advances, we just tend to get
carried away.
L1731[20:34:12] <gigaherz> yep
L1732[20:34:26] <grondag> omg everything
must be immutable now, for instance
L1733[20:34:34] <gigaherz> fuck
immutable
L1734[20:34:34] <gigaherz> XD
L1735[20:34:53] <grondag> it’s actually a
good practice that has been used a long time situationally
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L1737[20:34:57] <gigaherz> yes
L1738[20:35:07] <gigaherz> proper
encapsulation is good
L1739[20:35:12] <gigaherz>
"immutable all the things!" is not.
L1740[20:35:22] <grondag> I remember
using it without realising it when I was dealing with some highly
complex SQL transformations.
L1741[20:35:49] <grondag> No update
statements = much easier to write solid code
L1742[20:36:37] <grondag> but yeah, it’s
the fancy new hammer and everything is a nail now
L1743[20:37:57] <williewillus> using
immutable is fine, just don't go crazy and kill performance without
having mechanisms to compensate for it
L1744[20:38:14] <williewillus> the
structure sharing thing functional languages do for immutable data
structures is really cool
L1745[20:38:47] <gigaherz> meh I will
keep the capability implementation since it's already written
L1746[20:39:08] <gigaherz> but I will
need a decent explanation to how to use them before I can form a
final opinion
L1747[20:39:33] <williewillus> *waits
until asie and ama have their implementations* :p
L1748[20:39:37] <gigaherz> my current one
is capabilities are not fully worth the effort
L1749[20:40:26] <gigaherz> (IMO, if you
can't be certain if a feature is worth your time before starting to
use it, it's not really that good of a feature to begin with)
L1750[20:43:05]
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L1756[21:14:03] <williewillus> how do you
generate the run configs for a forge workspace?
L1757[21:14:11] <williewillus> I imported
the projects in eclipse but they're not there
L1758[21:14:36] <wlhlm> williewillus:
`gradlw eclipse`?
L1759[21:14:41] <williewillus> forge
dev
L1760[21:14:43] <williewillus> not
modding
L1761[21:15:51] <gigaherz> this is really
bothering me a lot more than it should
L1762[21:15:52] <gigaherz> XD
L1763[21:16:03] <gigaherz> (the
capability stuff)
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L1765[21:19:46] <gigaherz> WOAH
L1766[21:19:51] <gigaherz> I hadn't
opened google+ in a long time
L1767[21:20:02] <gigaherz> no idea when
they put this new design in
L1768[21:20:03] <gigaherz> but wtf
L1769[21:20:14] <gigaherz> the comments
in the posts are now a ticker
L1770[21:21:25] <gigaherz> meh
L1771[21:21:29] *
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L1792[22:04:09] <TehNut> 1
L1793[22:05:03] *
mikebald prefers the 2nd one =)
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L1800[22:23:10] <Cypher121> if I have nbt
serializable non-final class, how should I deserialize its
subclasses?
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L1802[22:27:31] <Cypher121> I guess I can
make some kind of ID->deserialization callback registry, but is
there a better way?
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L1805[22:30:03] <LexManos> Thats the way
to do it
L1806[22:31:04] <Cypher121> yeah,
apparently its that or storing classname in nbt. choosing between
bad and awful it seems
L1807[22:31:43] <LexManos> bad is not
bad
L1808[22:31:48] <LexManos> aweful is
aweful
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