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L48[01:59:58] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160422 mappings to Forge Maven.
L49[02:00:02] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160422-1.9.zip (mappings = "snapshot_20160422" in build.gradle).
L50[02:00:13] <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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L75[04:34:27] <Taesh> Is there any benefit to working with JDE 6 or 7 instead of 8?
L76[04:35:21] <Taesh> With Forge/Minecraft, I mean
L77[04:39:17] <Ivorius> There's still some people with JRE 6
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L80[04:44:00] <Taesh> That can't update, or wont?
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L84[05:08:10] <Ivorius> Don't
L85[05:08:40] <Ivorius> How should I know why
L86[05:08:49] <Ivorius> But Java 8 should work everywhere
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L94[05:26:13] <madcrazydrumma> Hey guys! So I want to check if the player is currently attacking a mob. I've got a health bar for the mob displaying in my gui so far, but I want to decrease it with the mobs health and have it disappear after the player is not attacking it anymore or if it is dead
L95[05:26:17] <madcrazydrumma> Here is my code so far: http://pastebin.com/SntLvidV
L96[05:26:33] <madcrazydrumma> It works and shows up
L97[05:26:40] <madcrazydrumma> But i want to decrease and remove it too
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L104[05:51:53] <Cazzar> madcrazydrumma: keep a reference to the EntityLiving and use the health every time it renders
L105[05:52:14] <Cazzar> As well as set an expiry timer for when to have it stop
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L107[05:55:48] <madcrazydrumma> So should I keep a private reference to the entity and then say keep a variable for the timer and use a tick event or something?
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L111[06:05:23] <Nitrodev> hi
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L114[06:15:45] <madcrazydrumma> Hi Nitrodev
L115[06:18:54] <madcrazydrumma> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2544450-dragon-shouts-mod-the-best-skyrim-experience-in - How would I render spell effects like these in a gui?
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L121[06:39:48] <Keridos> if I have 2 blockstates that alter rotation and i need to run them in a specific order, how can i do that within the json?
L122[06:40:51] <gigaherz> nope
L123[06:41:05] <Keridos> so I'd better condense it into one blockstate?
L124[06:41:11] <Keridos> and then list all the options?
L125[06:41:28] <gigaherz> there is only ever one blockstate at any one time
L126[06:41:51] <gigaherz> each possible combination of properties gets its own IBlockState instance
L127[06:42:19] <gigaherz> and as for the json files, the data is aggregated, but I don't think rotations are additive
L128[06:42:30] <gigaherz> whichever gets processed last would simply override the previous value
L129[06:42:48] <Keridos> ah
L130[06:43:03] <Keridos> gigaherz: i meant into one value
L131[06:43:08] <Keridos> so I do not have duplicates
L132[06:43:11] <Keridos> of transforms
L133[06:43:23] <Keridos> just different state that alter either textures, model or transforms
L134[06:43:51] <gigaherz> I'm not sure I follow
L135[06:43:54] <Keridos> basically doing an integer for the rotations, currently i have 12 possible values
L136[06:44:22] <Keridos> my block can be pointed in any direction but additionally i want to be able to turn it 90° around the direction it is pointing at
L137[06:44:30] <Keridos> statically
L138[06:44:35] <Keridos> not animated or anything
L139[06:44:46] <gigaherz> hmmm that's going to be complicated
L140[06:44:55] <Keridos> i kind of found out that is horribly complicated with the new system
L141[06:45:14] <Keridos> so easy to do easy stuff but you were far more flexible with the old system
L142[06:45:50] <gigaherz> yeah the ISBRH allowed morefreedom, but it was also much more inefficient
L143[06:45:57] <gigaherz> you can still do anything you did
L144[06:46:19] <gigaherz> in fact, you could simulate something akin to the old isbrh using "smart" models
L145[06:46:36] <Keridos> is there any documentation on that?
L146[06:46:49] <gigaherz> there may be something in willie's primer
L147[06:46:50] <Keridos> i could theoretically do another model that is just rotated by 90
L148[06:46:53] <Keridos> °
L149[06:47:02] <Keridos> and switch the model accordingly
L150[06:47:11] <Keridos> i did a similar thing with the textures
L151[06:47:30] <gigaherz> nah you'd be best applying the transforms as a model state with the smart model
L152[06:47:52] <gigaherz> this would give you the opportunity to have the actual model still loaded from disk as one single model
L153[06:47:59] <gigaherz> but then have the rotation applied dynamically
L154[06:48:01] <Keridos> can i just take my normal json model?
L155[06:48:09] <gigaherz> yo ucan "wrap" it
L156[06:48:38] <gigaherz> https://gist.github.com/williewillus/57d7093efa80163e96e0
L157[06:48:50] <gigaherz> look there, see if there's anything about smart models and custom model loading
L158[06:48:57] <madcrazydrumma> gigaherz, any idea about what I could do for my question?
L159[06:50:22] <gigaherz> you'd render that like you'd do in the world: by drawing quads
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L161[06:51:04] <madcrazydrumma> I tried rendering a circle in my gui using opengl but it just made the whole gui go red (the color of the circle) and i couldnt see the rest of my stuff
L162[06:51:05] <gigaherz> those quads would use textures either from a custom sprite sheet, or stitched into the main atlas
L163[06:51:17] <gigaherz> well thenyou did it wrong
L164[06:51:20] <gigaherz> doesn't mean it can't be done ;P
L165[06:52:23] <madcrazydrumma> true, they did it haha
L166[06:52:40] <madcrazydrumma> so I would just follow some simple guide online for say rendering a sphere in open gl?
L167[06:53:32] <gigaherz> no, a simple guide for rendering spere probably has you drawing stuff using glu or similar
L168[06:53:49] <gigaherz> you need your own models, that you can load using forge's b3d or obj loaders
L169[06:54:37] <madcrazydrumma> Okay so the way they're doing it is just rendering quads and applying colors/textures to those quads?
L170[06:54:40] <madcrazydrumma> is that easier?
L171[06:55:25] <gigaherz> it's easier for sprite effects
L172[06:55:29] <Keridos> ok the rendering primer explains quite something but how can I get my builtin model?
L173[06:55:30] <gigaherz> but harder for anything else
L174[06:56:05] <madcrazydrumma> so how would I go about rendering multiple textured quads in a defined region?
L175[06:56:24] <madcrazydrumma> Could I render those quads in a large quad itself and then translate the bigger one?
L176[06:58:39] <gigaherz> sorry gotta go, I'm remoting from work, and it's nearly time to leave
L177[06:58:40] <gigaherz> later
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L179[06:58:51] <madcrazydrumma> Okay no worries
L180[07:02:57] <Keridos> question: can i get the model definition from my json processed in the ISmartBlockModel?
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L193[08:13:03] <ghz|afk> GAAH
L194[08:13:30] <ghz|afk> made pasta, but I put too much spicy stuff in the sauce
L195[08:13:37] <ghz|afk> my flatmate said it's the best I have ever cooked
L196[08:13:40] <ghz|afk> but I'm burning inside
L197[08:14:30] *** ghz|afk is now known as gigaherz
L198[08:14:51] <madcrazydrumma> gigaherz, take it like a man
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L200[08:15:02] <madcrazydrumma> gigaherz, you'll know how much you can take in a couple hours aha ;)
L201[08:15:43] <madcrazydrumma> carrying on with that question: here's a thread i made so people can look at it for future reference if it gets answered/finished: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/modification-development/2662248-creating-an-animation-of-quads-cubes-in-a-gui
L202[08:16:27] <gigaherz> ewh glBegin/glEnd
L203[08:16:29] <gigaherz> ;P
L204[08:16:36] <madcrazydrumma> :'(
L205[08:16:44] <madcrazydrumma> push/pop matrix? :D
L206[08:17:53] <gigaherz> GlStateManager.pushMatrix/popMatrix are ok
L207[08:18:05] <gigaherz> you should probably not call any GL11.* functions directly
L208[08:18:20] <madcrazydrumma> Should i use GLStateManager for them then?
L209[08:18:44] <gigaherz> for pushMatrix/popMatrix and such, yes
L210[08:18:47] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/RenderingStuffs.java
L211[08:18:49] <gigaherz> I have this class
L212[08:19:00] <gigaherz> that I use in my mods (it's slightly different in each mod ;P)
L213[08:19:10] <gigaherz> which helps me load and draw .obj models
L214[08:19:37] <gigaherz> then I use it like this: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/RenderBall.java
L215[08:19:40] <gigaherz> this is an entity renderer
L216[08:20:00] <gigaherz> but calling the renderModel helper method from a gui should also work
L217[08:20:32] <madcrazydrumma> See the thing is I don't think that the shout mod I refer to uses obj models
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L221[08:25:27] <gigaherz> ...so?
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L223[08:25:46] <gigaherz> that doesn't remove the fact that using hardcoded models is bad
L224[08:26:01] <gigaherz> and using glBegin/glEnd is even worse
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L226[08:26:51] <madcrazydrumma> So say I have a simple cube model. You're saying its more efficient to load that model in multiple times and perform animations on them than by drawing multiple cubes?
L227[08:27:27] <gigaherz> load multiple times? no?
L228[08:27:29] <gigaherz> just load once
L229[08:27:45] <gigaherz> you can reuse the same cube model over and over
L230[08:28:00] <gigaherz> and if you make the texture whiteish
L231[08:28:05] <gigaherz> you can then apply a color
L232[08:28:11] <gigaherz> and draw the model with a color
L233[08:28:43] <gigaherz> my loadModel function has a cache
L234[08:28:48] <gigaherz> it just reuses the same cached model
L235[08:29:05] <gigaherz> I don't cache the reference, because if the resourcepack loads, I want it to be able to wipe the cache
L236[08:29:18] <gigaherz> if the user loads a new resourcepack*
L237[08:29:27] <madcrazydrumma> ^
L238[08:29:54] <gigaherz> but my RenderingStuffs class knows to wipe the cache in response to resourcemanager reload events
L239[08:30:48] <madcrazydrumma> through the init() method?
L240[08:31:09] <gigaherz> the init method registers the event, yes
L241[08:32:34] <madcrazydrumma> hmm im just thinking about it.. If I created an obj model with multiple cubes placed in position, could I just load that model in and perform circular animations on the individual model parts?
L242[08:34:16] <gigaherz> it's possible but not easy or nice
L243[08:34:29] <gigaherz> much simpler to have a single cube model
L244[08:34:32] <gigaherz> and just draw it a bunch of times
L245[08:35:07] <gigaherz> the other method basically involves splitting the model into the separate parts
L246[08:35:17] <gigaherz> then drawing them separately
L247[08:35:24] <gigaherz> which defeats the point of using a single model
L248[08:35:28] <gigaherz> you could however
L249[08:35:42] <gigaherz> create a skeleton-based animation as a .b3d file
L250[08:36:08] <gigaherz> where each cube has a bone coming from the root at the center
L251[08:36:20] <gigaherz> controlling its position and orientation
L252[08:37:11] <madcrazydrumma> hmm yeah I could do that too
L253[08:37:31] <madcrazydrumma> I might just stick the obj and draw it multiple times.. What would i use for the obj just blender or something?
L254[08:37:49] <gigaherz> yeh
L255[08:37:58] <gigaherz> since it a cube, you could even write the .obj file by hand ;P
L256[08:38:12] <madcrazydrumma> how so?
L257[08:38:13] <madcrazydrumma> haha
L258[08:38:50] <gigaherz> well a .obj file is a text file
L259[08:39:07] <gigaherz> mtlllib materials.mtl
L260[08:39:11] <gigaherz> o Object1
L261[08:39:14] <gigaherz> usemtl Material1
L262[08:39:21] <gigaherz> v -1 -1 -1
L263[08:39:24] <gigaherz> v -1 -1 1
L264[08:39:29] <gigaherz> v -1 1 -1
L265[08:39:29] <gigaherz> ...
L266[08:39:31] <madcrazydrumma> http://people.sc.fsu.edu/~jburkardt/data/obj/cube.obj ?
L267[08:39:38] <gigaherz> f 1 2 3 4
L268[08:39:49] <gigaherz> f 5 6 7 8
L269[08:39:52] <gigaherz> ...
L270[08:40:01] <gigaherz> and you'd have a cube model ;P
L271[08:40:22] <gigaherz> yeah xcept that one is centered around 0.5
L272[08:40:29] <gigaherz> which would work nicely for a block model
L273[08:40:37] <gigaherz> but it would be slightly annoyingfor animating in code
L274[08:40:38] <gigaherz> ;P
L275[08:41:03] <gigaherz> https://gist.github.com/noonat/1131091
L276[08:41:08] <gigaherz> this one is centered around 0, so it's nice
L277[08:41:09] <gigaherz> r
L278[08:41:24] <gigaherz> although those "s" lines are pointless ;P
L279[08:41:51] <gigaherz> but as I said: so simple you can write it by hand ;P
L280[08:42:01] <gigaherz> you don't HAVE to, though
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L282[08:42:11] <gigaherz> it's easy enough to open blender, and export as .obj
L283[08:42:17] <gigaherz> since the default workspace is already a cube XD
L284[08:42:59] <madcrazydrumma> ^^ ill check it out cheers
L285[08:43:00] <madcrazydrumma> brb
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L321[10:09:13] <vox> o/
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L323[10:09:43] <vox> What mods would people in here suggest testing against for a (1.8) mod using the RF API?
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L333[10:27:01] <keybounce> Java 8 is not 100% compatible with java 7. Reika only recently managed to work around the JVM garbage collection bug as the first example.
L334[10:29:16] <gigaherz> vox: progressive automation, neotech, buildcraft, rftools
L335[10:29:34] <vox> thanks!
L336[10:29:43] <gigaherz> keybounce: it's probably referring to mc 1.8(.9), not java8 ;P
L337[10:30:06] <gigaherz> vox: I also use the RF api in Ender-Rift
L338[10:30:23] <gigaherz> but it's not one of the most widely used ;P
L339[10:30:31] <gigaherz> I did replace RF api though
L340[10:30:42] <gigaherz> https://github.com/gigaherz/CapabilityCore
L341[10:30:48] <vox> Are you using the "official" COFH one or the one released by the RFTools author?
L342[10:30:50] <gigaherz> designed this api using the newish Capability system
L343[10:30:51] <vox> oh, your own?
L344[10:31:00] <gigaherz> I use the official one from cofh
L345[10:31:09] <gigaherz> but I also have my own api
L346[10:31:10] <gigaherz> andi n 1.9
L347[10:31:16] <gigaherz> I discarded rf in favor of mine
L348[10:31:28] <gigaherz> since the implementation is a lot cleaner that way ;P
L349[10:31:46] <vox> Ah, I see
L350[10:32:11] <gigaherz> I designed that api to fit with the existing capabilities
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L352[10:32:31] <gigaherz> but I chose to keep similar semantics in terms of units (the api is supposed to be 1:1 with RF units)
L353[10:33:05] <gigaherz> and function return values (the api can esasily be used with code that was RF, since the function args and return values are the same)
L354[10:33:07] <vox> So how is 1.9 dev?
L355[10:33:16] <vox> Like, compared to past versions
L356[10:33:19] <gigaherz> mostly like 1.8 was
L357[10:33:22] <gigaherz> 1.8.9*
L358[10:33:25] <gigaherz> but
L359[10:33:34] <gigaherz> some thigns are much nicer
L360[10:33:38] <gigaherz> such as the new potion stuff
L361[10:33:45] <gigaherz> the new generalized registries
L362[10:34:04] <tterrag|phone> and soon - annotations!
L363[10:34:19] <gigaherz> heh yeah
L364[10:34:32] <gigaherz> apparently the 1.9.x snapshots have annotation data in the bytecode
L365[10:34:43] <gigaherz> meaning we'll have a tiny little bit more info about hte function semantics
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L368[10:37:14] <vox> Do we know how much Forge has left to do for 1.9.2 support, btw?
L369[10:38:13] <gigaherz> dunno
L370[10:38:28] <gigaherz> last I heard lex's job was done, and it needed the other forge devs to do their parts
L371[10:38:45] <vox> Okay, cool
L372[10:38:57] <vox> I need to keep track of this stuff better than I do atm
L373[10:39:02] <gigaherz> just stay around ;P
L374[10:39:21] <tterrag|phone> well we are also waiting for 1.9.3
L375[10:39:39] <gigaherz> leave irc running in the background (or use a bnc/cloud app that does it for you)
L376[10:40:11] <vox> Yep, that's the plan :D
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L383[11:07:32] <LexMobile> It iant the other forge devs inwas waiting on bspkrs
L384[11:07:59] <LexMobile> To upload the work i did for mcp
L385[11:08:54] <LexMobile> And yes 1.9.3 will have annotations so we need to make sure our pipeline works with that and ive been fiddeling with redoing some tools
L386[11:09:00] <LexMobile> And then there is pax...
L387[11:09:20] <LexMobile> Also, .2 isnt worth the update there are no fixes or good features
L388[11:11:24] <vox> Coolcool, thanks
L389[11:12:03] <vox> Oh yeah, we're still on MCP 9.18 publically aren't we
L390[11:14:25] <gigaherz> Oh
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L394[11:19:21] <LatvianModder> What kind of annotations?
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L401[11:26:39] <McJty> NotNull/Nullable most likely
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L410[11:37:57] <madcrazydrumma> gigaherz, that cube you posted earlier in gist, the cube.png texture is what? Just a white texture? What size should it be?
L411[11:38:16] <madcrazydrumma> and where would I put the model?
L412[11:38:31] <madcrazydrumma> wait..
L413[11:38:36] <madcrazydrumma> Do i need the mtl file as well?
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L415[11:39:15] <LordSaad> how do you make text italic in fontRenderer?
L416[11:39:23] <LordSaad> or bold
L417[11:39:40] <madcrazydrumma> You can add it straight to the string
L418[11:39:47] <madcrazydrumma> ChatFormatting.ITALIC/BOLD
L419[11:39:52] <LordSaad> oh thank you
L420[11:40:04] <madcrazydrumma> Colors and that random character thing are there too
L421[11:40:12] <LordSaad> yup
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L423[11:46:17] <gigaherz> madcrazydrumma: that was from google
L424[11:46:18] <gigaherz> random link
L425[11:46:25] <gigaherz> i just looked for "cube obj model"
L426[11:46:30] <gigaherz> and yes
L427[11:46:41] <gigaherz> you need the .mtl file if you want to be able to specify materials
L428[11:47:04] <madcrazydrumma> Okay
L429[11:47:13] <madcrazydrumma> Alright and where do i put it
L430[11:47:34] <gigaherz> next to the .obj file
L431[11:47:36] <gigaherz> same folder
L432[11:52:22] <vox> McJty: Is the version of the RF API in McJtyLib the same one as in CoFH's github repo?
L433[11:54:11] <gigaherz> vox: just do a diff between them? ;P
L434[11:54:22] <gigaherz> dump the one from cofh into your repo
L435[11:54:25] <gigaherz> doa local commit
L436[11:54:35] <gigaherz> then paste McJty's on top and see if anything changes ;P
L437[11:54:46] <vox> I could but McJty is around here already :P
L438[11:54:55] <vox> Yeah I'll do that
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L453[12:20:18] <McJty> vox, should be. Unless it has changed
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L456[12:22:38] <gigaherz> lolwhat
L457[12:22:56] <gigaherz> apparently people learned to actually fly nonstop using elytra, by shooting themselves with arrows mid-flight
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L460[12:28:41] <LatvianModder> I just ported my LWJGL engine to LWJGL3. Kill me.
L461[12:29:08] <gigaherz> why, you just ported it
L462[12:29:11] <gigaherz> ;P
L463[12:29:16] <gigaherz> yo uALREADY did the effort
L464[12:29:29] <LatvianModder> More like.. got to point where no compliling errors show :P
L465[12:30:00] <LatvianModder> Its just a white screen now :P
L466[12:30:10] <gigaherz> so you STARTED porting, then
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L469[12:30:18] <gigaherz> "fix compile errors" is often the easy step
L470[12:30:26] <gigaherz> the compile errors, you know what they are
L471[12:30:29] <LatvianModder> yeah
L472[12:30:33] <gigaherz> it's the semantic changes that hurt the most
L473[12:30:34] <gigaherz> XD
L474[12:30:58] <LatvianModder> Will Minecraft ever move to LWJGL3?
L475[12:31:23] <gigaherz> ask mojang, not us
L476[12:31:24] <gigaherz> ;P
L477[12:31:29] <LatvianModder> I really like that its only one jar now and only one natives folder and doesnt require per-OS / arch jars
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L479[12:39:04] <tterrag|phone> doesn't lwjgl3 use java 8?
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L482[12:40:06] <gigaherz> no idea, but why would that matter? ;P
L483[12:40:14] <tterrag> mojang won't use it then :P
L484[12:40:17] <tterrag> not for a while anyways
L485[12:40:31] <LatvianModder> "You will also need a Java SE Development Kit (JDK), LWJGL will work on version 8 or newer"
L486[12:40:32] <LatvianModder> Yep
L487[12:40:42] <gigaherz> ewh
L488[12:40:46] <LatvianModder> Wont minecraft 1.10 be Java 8?
L489[12:40:47] <gigaherz> just opened the lwjgl page
L490[12:40:50] <tterrag> it's a good change
L491[12:40:52] <gigaherz> fullscreen animated background
L492[12:40:54] <gigaherz> I hate those pages
L493[12:40:59] <tterrag> means they can use functional patterns for their GL binding
L494[12:41:00] <gigaherz> I don't care about what they have to say anymore.
L495[12:41:20] <tterrag> oh wow, they redid their site
L496[12:41:25] <tterrag> it used to be circa-2000 looking :P
L497[12:41:38] <LatvianModder> LWJGL2 is in legacy.lwjgl.orh, I think
L498[12:41:41] <gigaherz> they replaced it
L499[12:41:41] <gigaherz> http://legacy.lwjgl.org/
L500[12:41:47] <gigaherz> the old site is still there, apparently
L501[12:41:47] <gigaherz> XD
L502[12:42:01] <gigaherz> so I guess
L503[12:42:10] <gigaherz> if lwjgl is like the websites
L504[12:42:20] <gigaherz> lwjgl2 was straight and to the point
L505[12:42:44] <gigaherz> while lwjgl is fancier and more annoying to use?
L506[12:42:45] <gigaherz> ;P
L507[12:42:49] <gigaherz> lwjgl3*
L508[12:42:51] <LatvianModder> lwjgl3's only change is display creation / input
L509[12:43:06] <LatvianModder> ok, there are a lot of changes.. but those are the main ones
L510[12:43:39] <LatvianModder> and it can have multiple displays / windows open
L511[12:43:46] <LatvianModder> like AWT / swing
L512[12:43:52] <LatvianModder> I think
L513[12:44:15] <gigaherz> display/window management is like the #1 reason to usea library like that
L514[12:44:23] <gigaherz> input is #2
L515[12:44:23] <gigaherz> XD
L516[12:44:47] <gigaherz> annoyingly, they are coupled together simply because the input events are sent through the window XD
L517[12:47:42] <LatvianModder> and lol, their tutorials arent even up to date with latest public release >.<
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L519[12:49:45] <madcrazydrumma> LatvianModder, that's very true because I made a small game as java practice and it took bloody ages haha
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L523[12:58:14] <Taesh> Hi, I'm getting into Minecraft modding, can you recommend me a good project to use as a reference?
L524[12:58:48] <LatvianModder> depends on what kind of mod
L525[12:58:58] <LatvianModder> tech, magic
L526[12:59:21] <Taesh> Are they that different from a code perspective?
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L528[13:00:05] <LatvianModder> not really
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L530[13:00:39] <raoulvdberge> can anyone forward me to the part of the MC code where the block break / placed sounds are played
L531[13:00:56] <raoulvdberge> looked in World, EntityPlayer and ItemTool..
L532[13:01:16] <LatvianModder> Iron Chests 2
L533[13:01:36] <LatvianModder> Not sure if github is updated, but I always looked at it for basic mod setup n stuff :D
L534[13:01:59] <Taesh> Cool, I'll look it up thanks!
L535[13:02:01] <LatvianModder> https://github.com/progwml6/ironchest
L536[13:02:44] <LatvianModder> raoulvdberge: you can Ctrl + F and search for method that is called
L537[13:02:59] <gigaherz> Taesh: you can also look at any of mine ;P
L538[13:03:02] <LatvianModder> but knowing minecraft, probably in some very weird place
L539[13:03:12] <LatvianModder> maybe EntityPlayerMP.itemInWorldManager or smth
L540[13:03:17] <gigaherz> I like tothink I write clean code
L541[13:03:18] <gigaherz> ;P
L542[13:03:23] <gigaherz> https://github.com/gigaherz/PackingTape
L543[13:03:23] <PaleoCrafter> Ctrl + F, are you serious?
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L546[13:03:35] <gigaherz> https://github.com/gigaherz/Survivalist/ -- this one is a bit of a mess, though
L547[13:03:36] <gigaherz> XD
L548[13:03:48] <LatvianModder> I will read trough your code and verify it <.<
L549[13:03:55] <Taesh> Haha!
L550[13:04:03] <Taesh> Thanks, gigaherz!
L551[13:04:12] <LatvianModder> heh, ISidedProxy as interface
L552[13:04:30] <LatvianModder> I prefer CommonProxy & ClientProxy extends CommonProxy
L553[13:04:31] <gigaherz> yep, someone suggested it as a better alternative to using CommonProxy+ClientProxy
L554[13:04:33] <gigaherz> and I adoped it
L555[13:05:12] <LatvianModder> Yeah, I only use proxies when I need to access client methods so I dont need a server proxy
L556[13:05:52] <PaleoCrafter> You don't need a 'common' proxy either :P
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L558[13:06:24] <LatvianModder> its mostly empty, just clientproxy overriding methods
L559[13:07:07] <LatvianModder> I confirm your code to be OK, gigaherz :P But whats with all the @Overrides?
L560[13:07:17] <gigaherz> what's wrong with them?
L561[13:07:27] <LatvianModder> Thats the point of it when you know you override your method anyway?
L562[13:07:32] <LatvianModder> W*
L563[13:07:39] <gigaherz> so that when I build
L564[13:07:42] <gigaherz> it slaps me
L565[13:07:47] <PaleoCrafter> ^
L566[13:07:50] <LatvianModder> Im just curious, I never use annotations that arent @SideOnly :P
L567[13:07:59] <gigaherz> but you shouldn't use @SideOnly...
L568[13:08:17] <PaleoCrafter> Don't tell me you override manually, LatvianModder
L569[13:08:18] <gigaherz> unless you specifically are overriding a method that uses a client-only (or server-only) as a parameter type
L570[13:08:46] <gigaherz> also if you don't use @Override on mc methods
L571[13:08:54] <gigaherz> when you update mappings or upgrade version
L572[13:08:58] <PaleoCrafter> Or do you remove the annotation from the methods? q.q
L573[13:09:01] <LatvianModder> sooo.. you say it wont crash if I have something like loadModels() { ... *calls client methods here* } without @SideOnly(CLIENT) ?
L574[13:09:11] <gigaherz> it won't know that the stuffchanged, and you'll be left wondering why it's not being called anymore
L575[13:09:24] <gigaherz> LatvianModder: yes it will
L576[13:09:31] <gigaherz> that's why loadModels should be in the client proxy
L577[13:09:33] <PaleoCrafter> Actually, it depends :P
L578[13:09:48] <gigaherz> since the client proxy is only ever instantiated in the client, through reflection
L579[13:09:53] <gigaherz> no one ever references it in the server
L580[13:09:57] <LatvianModder> nah, I dont reload models there
L581[13:09:57] <gigaherz> so those calls won't crash
L582[13:10:11] <gigaherz> my rule is
L583[13:10:21] <gigaherz> if something references client-only code
L584[13:10:33] <gigaherz> it's either a classi n the .client or .rendering package
L585[13:10:39] <LatvianModder> register* not reload. I have loadRecipes(), loadModels() and registerTiles() in my block parent class
L586[13:10:48] <gigaherz> or it's called indirectly through the client proxy
L587[13:11:17] <gigaherz> yeah I consider that bad design. breaks separation of concerns, with theconcerns being "rendering" vs "logic" ;P
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L590[13:11:39] <LatvianModder> Hey, its only been 7 years. Im still learning Java, ok? :P
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L592[13:11:45] <gigaherz> lol
L593[13:12:06] <gigaherz> this isn't about java, either
L594[13:12:14] <PaleoCrafter> You didn't answer my question by the way, do you actually override manually?
L595[13:12:39] <LatvianModder> .. ive been coding since 12.. man I thought that wasnt that long ago o_O
L596[13:12:52] <gigaherz> heh something similar here
L597[13:12:54] <LatvianModder> if by manually you mean without @Override, yes
L598[13:13:04] <gigaherz> xcept I'm 32 now, so technically, I started messing with code 20 years ago
L599[13:13:04] <gigaherz> XD
L600[13:13:22] <PaleoCrafter> Oh dear, go use your IDE properly :P
L601[13:13:39] <gigaherz> LatvianModder: he means using the IDE command to show a list of override options
L602[13:13:46] <gigaherz> and then let the IDE autogenerate the skeleton
L603[13:13:59] <gigaherz> for me (VS-style keybinds on IDEA), it's ctrl-shift-o
L604[13:14:06] <PaleoCrafter> And that puts the annotation manually
L605[13:14:06] <LatvianModder> Im using Idea, so I guess ill search for that setting
L606[13:14:12] <PaleoCrafter> *automatically
L607[13:14:21] <LatvianModder> I have Eclipse keybindings
L608[13:14:23] <gigaherz> it's either shift-o
L609[13:14:25] <gigaherz> or ctrl-o
L610[13:14:26] <gigaherz> by default
L611[13:14:32] <gigaherz> oh eclipse no idea
L612[13:14:32] <gigaherz> XD
L613[13:14:40] <gigaherz> heh idea...
L614[13:14:56] <PaleoCrafter> Or type out the method name in the class body and hit ctrl+space
L615[13:14:57] <LatvianModder> ... Shift+O? ... That creates.. an uppercase O... >.<
L616[13:15:07] <gigaherz> true lol
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L618[13:15:18] <gigaherz> sorry been an annoying week at work
L619[13:15:38] <gigaherz> I already ranted about it yesterday, but short version: 2 weeks in on my new job, done 0 work
L620[13:15:42] <LatvianModder> Ill just go and add @Override at every method now. Brb in 7 hours :D
L621[13:15:44] <PaleoCrafter> Or hit alt-insert and select 'override method' or whatever it is
L622[13:16:01] <PaleoCrafter> You do get paid though, don't you?
L623[13:16:03] <gigaherz> took me a week to setup the computer, just to realize they ordered the wrong version, and had to return it, so they could order a new one for me
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L625[13:16:08] <gigaherz> PaleoCrafter: yes
L626[13:16:19] <gigaherz> but it's annoying to spend the day doing nothing, while waitingfor others to do stuff
L627[13:16:32] <gigaherz> it kills motivation
L628[13:16:37] <PaleoCrafter> True, but can't you just do whatever then? :P
L629[13:17:05] <gigaherz> sure: watch youtube and play slither-io
L630[13:17:17] <LatvianModder> in soviet russia, you kill motivation
L631[13:17:21] <gigaherz> I guess I could get the forge stuff working on my laptop
L632[13:17:23] <madcrazydrumma> gigaherz, how would I load the model? Would I still be using IBakedModel in this case like you do?
L633[13:17:23] <PaleoCrafter> What kind of job is it btw? Was it that JavaScript one?
L634[13:17:25] <gigaherz> and do mc modding at work
L635[13:17:38] <gigaherz> madcrazydrumma: bad memory, what was the context?
L636[13:17:39] <gigaherz> XD
L637[13:17:50] <gigaherz> PaleoCrafter: web frontend development, yes
L638[13:17:52] <madcrazydrumma> Rendering those spell animation things using the obj cube
L639[13:17:55] <gigaherz> although it's not specifically javascript
L640[13:18:00] <gigaherz> they use coffeescript withangular
L641[13:18:05] <LatvianModder> You dont use json models, gigaherz?
L642[13:18:09] <PaleoCrafter> Ah
L643[13:18:14] <gigaherz> madcrazydrumma: ah right
L644[13:18:25] <gigaherz> yes if you load a .obj model
L645[13:18:30] <gigaherz> you'll end up with an IBakedModel
L646[13:18:41] <PaleoCrafter> I loath coffeescript almost as much as pure JS
L647[13:18:43] <LatvianModder> but.. you can load .obj from jsons
L648[13:18:44] <gigaherz> LatvianModder: notwhen it's anything morecomplex than a cube
L649[13:18:54] <gigaherz> LatvianModder: uh?
L650[13:19:03] <gigaherz> we are talking about custom rendering on a gui
L651[13:19:10] <gigaherz> it's not a block or item
L652[13:19:24] <madcrazydrumma> ^^
L653[13:19:34] <madcrazydrumma> I'm gonna be using this model to render a spell sort of effect into my gui
L654[13:19:39] <gigaherz> and yes, the cube could be done with json, but meh
L655[13:19:41] <PaleoCrafter> The only reasonable 'preprocessor' I've found so far is Dart I think, and that's still kinda horrible in lots of ways
L656[13:20:02] <gigaherz> PaleoCrafter: Typescript looks nice
L657[13:20:31] <gigaherz> Coffeescript is more like plain javascript, just replacing function(){}with lambdas
L658[13:21:06] <PaleoCrafter> Isn't Typescript really just typing added?
L659[13:21:11] <madcrazydrumma> Should i be using json then if its easier or?
L660[13:21:38] <gigaherz> sortof, yes, but not exactly
L661[13:21:50] <gigaherz> typescript has actual classes with constructors, even
L662[13:22:07] <gigaherz> oh wait that's also in ecma6
L663[13:22:46] <PaleoCrafter> Didn't look into it recently, but there was something else TS missed that Dart at least offered
L664[13:23:58] <gigaherz> hmm but dart's ability to compile to js isn't something implicit like it is for TS/CS
L665[13:24:03] <gigaherz> from what I'm reading
L666[13:24:12] <gigaherz> there have been 3 different "to javascript" compilers so far
L667[13:24:14] <PaleoCrafter> Yeah, it isn't
L668[13:24:15] <gigaherz> asn they all have some issues
L669[13:24:15] <gigaherz> XD
L670[13:24:38] <gigaherz> and what i'll be working on uses CS/TS for the web parts
L671[13:24:40] <PaleoCrafter> Dart also is more than just the language unlike the others
L672[13:24:43] <gigaherz> the server parts are java
L673[13:27:23] <PaleoCrafter> While you don't have anything to work, why don't you convert your colleagues to Scala? :3
L674[13:27:44] <gigaherz> because I don't like scala ;P
L675[13:28:04] <gigaherz> (or coffeescript, tbh)
L676[13:28:30] <gigaherz> I'm not a fan of those reduced syntax things and pseudo-functional programming sugar
L677[13:28:35] <PaleoCrafter> That's why you convert your colleagues, they'll tell you how great it is and you'll be seeing it's beauty
L678[13:28:44] <gigaherz> both scala and coffeescript are like that ;P
L679[13:30:31] <PaleoCrafter> Tsk
L680[13:31:08] <PaleoCrafter> Don't you dare mention that atrocity in one sentence with Scala
L681[13:32:41] <gigaherz> XD
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L683[13:33:53] <LatvianModder> Does minecraft not use @Override or is it just decompiler not showing them?
L684[13:34:23] <PaleoCrafter> The Decompiler doesn't add thegn
L685[13:34:26] <PaleoCrafter> *them
L686[13:34:50] <gigaherz> @Override isn't kept after compiling
L687[13:34:57] <gigaherz> and the decompiler just shows what the code had
L688[13:35:00] <LatvianModder> And I also add @SideOnly(CLIENT) annotation if parent method does.. is that bad?
L689[13:35:08] <LatvianModder> like Item.addInformation() or getSubItems()
L690[13:35:11] <gigaherz> if we wanted to have @Override on all actual overrides, the decompiler would have to artificially add them
L691[13:35:17] <gigaherz> it's unnecessary
L692[13:35:28] <gigaherz> since your method is never called directly
L693[13:35:40] <gigaherz> and @Override doesn't exist in the class file
L694[13:35:43] <PaleoCrafter> And we don't have annotations due to the obfuscator anyway (also that changed in 1.9.x)
L695[13:35:45] <LatvianModder> ah, I see, in @Override, its @Retention(RetentionPolicy.SOURCE)
L696[13:35:50] <gigaherz> it will just not override and that's all
L697[13:36:36] <PaleoCrafter> Eh, adding the annotation is actually good and sort of recommended
L698[13:36:54] <gigaherz> the @SideOnly?
L699[13:37:01] <PaleoCrafter> Yeh
L700[13:37:02] <gigaherz> lex madei t very clear that it should never be used by mods
L701[13:37:14] <gigaherz> unless it's strictly necessary because it causes loading issues otherwise
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L703[13:37:23] <PaleoCrafter> Yeah, of course
L704[13:37:58] <tterrag> overriding methods *is* when it's necessary
L705[13:38:16] <tterrag> That and extending classes
L706[13:38:26] <gigaherz> only when the methods or classes use types that only exist on the one side
L707[13:38:30] <gigaherz> otherwise, it doesn't matter
L708[13:38:33] <gigaherz> the method will just not override
L709[13:38:36] <gigaherz> but will still be there
L710[13:38:40] <PaleoCrafter> You don't technically need to it as long as you don't reference client only stuff, but better be safe than sorry :P
L711[13:38:46] <tterrag> ^
L712[13:38:51] <tterrag> There is no harm
L713[13:39:06] <PaleoCrafter> Basically the same reason as for adding @Override
L714[13:39:11] <tterrag> lex is just against people using it outside of vanilla
L715[13:39:20] <tterrag> Because few people actually understand what it does
L716[13:39:40] <PaleoCrafter> It does the thing, with the stuff, right?
L717[13:39:44] <tterrag> mhm
L718[13:39:54] <tterrag> *Pats head*
L719[13:40:11] <barteks2x> That remonded ma that I need to finally take the time and make my mod work for server (use SizedProxy)
L720[13:43:01] <LatvianModder> man, I just went though soooo much garbage code thanks to adding @Override to all methods.. I really need to rewrite my mods :D
L721[13:43:11] <gigaherz> XD
L722[13:43:16] <gigaherz> that's why it's so good to have it
L723[13:43:16] <gigaherz> ;p
L724[13:43:30] <LatvianModder> No, not because of @Override
L725[13:43:42] <LatvianModder> Im just going trough manually every file and reading it
L726[13:43:48] <gigaherz> Oh
L727[13:43:49] <gigaherz> XD
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L733[14:02:12] <barteks2x> Uh... after almost 2 years working on cubic chunks, for the first ha;f year only on terrain generator I rwalized that LibNoiseForJava noise generator returns values only in range 0-1 instead of -1 to 1
L734[14:02:56] <tterrag> gigaherz: if I create a local variable, then push that into a vector, is it invalid still once I leave the method scope?
L735[14:02:58] <tterrag> C++ obviously :P
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L737[14:04:28] <gigaherz> depends
L738[14:04:32] <gigaherz> are both byvalue?
L739[14:04:51] <tterrag> eh no?
L740[14:05:02] <tterrag> I don't really know :P
L741[14:05:02] <tterrag> I don't think push_back is
L742[14:05:23] <gigaherz> Class1 something; vec.push_back(something); --- it's ok, buth are stored by value
L743[14:05:39] <gigaherz> Class1 *something; vec.push_back(something); --- it's ok, both are stored by pointer
L744[14:05:52] <gigaherz> Class1 *something; vec.push_back(&something); --- it's ok, the vector stores the value
L745[14:05:57] <gigaherz> eh *
L746[14:06:09] <gigaherz> Class1 something; vec.push_back(&something); --- that's BAD, the vector would store a pointer to the stack
L747[14:06:53] <tterrag> ok well, I had this code, and it segfaults immediately http://pastebin.com/bXbwuxLF
L748[14:07:04] <tterrag> I changed it to this, and it doesn't :P http://pastebin.com/Mexb6wCx
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L750[14:07:07] <gigaherz> yep
L751[14:07:09] <gigaherz> that's the BAD case
L752[14:07:09] <gigaherz> ;P
L753[14:07:18] <gigaherz> your vector stores a reference to the stack
L754[14:07:23] <tterrag> hm
L755[14:07:26] <tterrag> ok
L756[14:07:26] <gigaherz> you should use a pointer instead of an inline value
L757[14:07:37] <tterrag> alright
L758[14:07:38] <gigaherz> ToolPanel * panel = new ToolPanel(10, 10);
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L761[14:07:49] <tterrag> but this should be fine http://pastebin.com/uJH2PdU0
L762[14:08:08] <tterrag> (different part of the code)
L763[14:08:09] <gigaherz> yep, since the vector contains the values
L764[14:08:19] <gigaherz> so it copied the data, instead of referencing it
L765[14:08:23] <tterrag> I see
L766[14:08:24] <tterrag> alright
L767[14:08:35] <gigaherz> note however: if your copy constructor copy-constructs pointers as-is
L768[14:08:41] <gigaherz> those pointers will get copied around, not cloned ;P
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L770[14:09:06] <gigaherz> just be aware of that when using value semantics ;P
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L772[14:11:39] <tterrag> what am i even supposed to do with this http://i.imgur.com/c1kQESu.png
L773[14:13:01] <unascribed> "0xBAADF00D ("bad food") is used by Microsoft's LocalAlloc(LMEM_FIXED) to indicate uninitialised allocated heap memory when the debug heap is used."
L774[14:13:19] <tterrag> O_o
L775[14:13:54] <tterrag> I don't even know what that means
L776[14:15:26] <mikebald> Think it means you're trying to read uninitialized memory
L777[14:15:59] <tterrag> no stacktrace? I have 20 or so classes, how am I meant to debug this
L778[14:16:27] <gigaherz> yeh it's one of the dummy values used in debug builds
L779[14:16:57] <gigaherz> tterrag: the runtime can't detect those without the program crawling to death
L780[14:17:25] <gigaherz> but hmm
L781[14:17:43] <gigaherz> wtf is corrupting the stack pointer, that is the question
L782[14:17:44] <gigaherz> XD
L783[14:17:53] <gigaherz> tterrag: time for you to add a debug print at the beginning of each method XD
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L789[14:23:41] <thecodewarrior> ****ing scala.actors.threadpool.Arrays
L790[14:24:06] <unascribed> remove the scala jars from your classpath
L791[14:24:18] <tterrag> what the hell?? java just started updating randomly
L792[14:24:27] <ollieread> It does that
L793[14:24:38] <gigaherz> "started updating"?
L794[14:24:38] <tterrag> with a pop up window and everything?
L795[14:24:44] <ollieread> Yeah
L796[14:24:45] <tterrag> http://i.imgur.com/IHvl5nO.png
L797[14:24:47] <LordSaad> how do you get an item object from it's string id? like "testmod:wrenchItem"
L798[14:24:49] <tterrag> it's worse than windows
L799[14:24:51] <gigaherz> just started downloading the files without pressing next?
L800[14:24:56] <gigaherz> woah that's as bad as windows 10
L801[14:24:57] <tterrag> I clicked *nothing*
L802[14:25:04] <tterrag> I was in the middle of coding
L803[14:25:08] <ollieread> How is it worse than Windows?
L804[14:25:11] <gigaherz> I guess Oracle are also fed up with people ignoring updates
L805[14:25:12] <gigaherz> XD
L806[14:25:16] <ollieread> How is Windows updating bad>
L807[14:25:22] <gigaherz> ollieread: used windows 10?
L808[14:25:29] <ollieread> Yes, since the day we got it for free
L809[14:25:47] <LordSaad> ^
L810[14:25:50] <gigaherz> you know how in the current windows 10 release, you can still sortog "ignore" the updates?
L811[14:25:50] <LordSaad> its a great os
L812[14:25:56] <ollieread> Well
L813[14:25:59] <gigaherz> by not clicking schedule?
L814[14:26:00] <ollieread> I've never been asked to update
L815[14:26:12] <gigaherz> yeah athat means
L816[14:26:15] <gigaherz> the machine woke up at 2-3am
L817[14:26:19] <gigaherz> and updated itself
L818[14:26:26] <gigaherz> which is good in an office
L819[14:26:27] <ollieread> I don't turn it off
L820[14:26:33] <gigaherz> then it must have rebooted itself
L821[14:26:38] <gigaherz> ?
L822[14:26:45] <gigaherz> because there's simply no way to disable that
L823[14:26:53] <ollieread> I've seen a reboot while I was asleep like...twice maybe?
L824[14:27:05] <gigaherz> well lucky you
L825[14:27:10] <gigaherz> I have my laptop on my bed while I sleep
L826[14:27:13] <gigaherz> cos I use it at night
L827[14:27:23] <gigaherz> and 2-3 times, it woke me up by booting the laptop
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L829[14:27:29] <ollieread> When I restart it occasionally, it will install updates then
L830[14:27:34] <gigaherz> I had to manually disable the wakeup timers
L831[14:27:41] <gigaherz> yeah
L832[14:27:45] <gigaherz> Microsoft thinks they know better
L833[14:27:51] <gigaherz> Insider Previews changedthat
L834[14:27:54] <ollieread> It doesn't turn itself back on if I do turn it off at night
L835[14:27:55] <gigaherz> you can't "not schedule" anymore
L836[14:28:00] <gigaherz> it WILL schedule for you
L837[14:28:10] <ollieread> Well it can't. Because I shut it down properly.
L838[14:28:17] <mathew_653> Hey guys got a few questions, one relating to designing a launcher for forge(I don't know if this channel is for this stuff) and one relating to mod development.
L839[14:28:17] <ollieread> Schedule what?
L840[14:28:18] <gigaherz> doesn't matter
L841[14:28:23] <gigaherz> schedule a reboot
L842[14:28:28] <gigaherz> windows 10 REBOOTS ITSELF
L843[14:28:33] <gigaherz> even if you have applications open with unsaved work
L844[14:28:43] <ollieread> Never encountered that
L845[14:28:50] <gigaherz> lucky you
L846[14:28:51] <ollieread> Don't recall being asked to reboot either
L847[14:28:59] <gigaherz> it doesn't ask
L848[14:29:00] <gigaherz> just does
L849[14:29:02] <ollieread> or schedule
L850[14:29:05] <gigaherz> wat
L851[14:29:08] <gigaherz> are you sure you use windows 10?
L852[14:29:12] <ollieread> Yeah
L853[14:29:16] <gigaherz> wait
L854[14:29:34] <gigaherz> in "advanced options" of windows update
L855[14:29:37] <gigaherz> you must have it set to "automatic"
L856[14:29:42] <gigaherz> which means, it won't ask to schedule at all
L857[14:29:47] <gigaherz> it just installs and reboots at its own whims
L858[14:30:00] <ollieread> Yeah I can see that there's a restart scheduled
L859[14:30:06] <ollieread> It won't restart though
L860[14:30:15] <gigaherz> well it did for me
L861[14:30:23] <ollieread> It says that its scheduled for 10pm
L862[14:30:23] <gigaherz> and in Insider Preview builds
L863[14:30:30] <gigaherz> it's even worse
L864[14:30:31] <ollieread> Which is when I'm usually playing games or its off
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L866[14:30:34] <gigaherz> they made it HARDER to delay updates
L867[14:30:43] <gigaherz> is your computer able to boot itself?
L868[14:30:47] <mathew_653> People use windows updates?
L869[14:30:59] <gigaherz> mathew_653: no they didn't
L870[14:31:03] <gigaherz> that'swhy ms took the drastic measure
L871[14:31:07] <gigaherz> and made it impossible to disable them
L872[14:31:11] <tterrag> now I managed to freeze the debug process -_-
L873[14:31:15] <tterrag> neither IDE nor windows can kill it
L874[14:31:24] <gigaherz> it's because people disabled automatic updates
L875[14:31:34] <ollieread> problem solved
L876[14:31:35] <unascribed> yay zombie processes
L877[14:31:37] <gigaherz> that people like me are now forced to deal with this shit
L878[14:31:48] <ollieread> My computer can't boot itself
L879[14:31:50] <mathew_653> Can one not just physicaly tear the exe out or does win10 do the full on "System code red" junk?
L880[14:31:52] <ollieread> and I just restarted
L881[14:31:53] <gigaherz> ollieread: lucky you
L882[14:31:54] <ollieread> No issue
L883[14:31:55] <gigaherz> both of mine can.
L884[14:32:03] <gigaherz> and windows chooses to do that at 2am
L885[14:32:06] <ollieread> I think it's capable
L886[14:32:09] <ollieread> It just doesn't
L887[14:32:29] <gigaherz> yeah lucky you
L888[14:32:31] <ollieread> Rebooting also takes about 30 seconds
L889[14:32:33] <tterrag> apparently IDE was forcing it to stay alive
L890[14:32:37] <gigaherz> Microsoft must love you or something
L891[14:32:38] <tterrag> quitting IDE killed it
L892[14:32:49] <gigaherz> yeah I have VMware running stuff here
L893[14:32:51] <ollieread> Ahaha nah fuck Microsoft
L894[14:32:54] <gigaherz> it takes 2-3 minutes to shutdown
L895[14:32:58] <ollieread> I had an update that fucked my computer over
L896[14:33:03] <gigaherz> since it has to save the VM state before rebooting
L897[14:33:04] <ollieread> It just couldn't get past 33%
L898[14:33:04] <mathew_653> Eh I still use 7 this end atm
L899[14:33:09] <ollieread> Because of regedits
L900[14:33:26] <ollieread> I have VirtualHost running stuff
L901[14:33:26] <gigaherz> mathew_653: the license for windows 10
L902[14:33:32] <gigaherz> says Microsoft can terminate your license
L903[14:33:42] <gigaherz> if you choose to work around the update system and choose to not update
L904[14:34:01] <mathew_653> Then surely their just inviting linux in the door.
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L906[14:34:12] <mathew_653> I debate if that is a bad thing
L907[14:34:16] <gigaherz> they haven't exercised that yet
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L909[14:34:44] <mathew_653> Because it is not really equiped for day to day non technical user usage particularly for app installation and maintance.
L910[14:35:00] <ollieread> The assumption that microsoft with some silly shit in their license agreement invites linux in the door is hilarious
L911[14:35:11] <mathew_653> True
L912[14:35:14] <gigaherz> nah linux isn't really fit for an everyday use os
L913[14:35:22] <unascribed> as someone who uses Linux, I disagree >.>
L914[14:35:25] <gigaherz> you still need a techincal person "on call" to use linux
L915[14:35:25] <mathew_653> it more invites people hacking windows 10 and telling ms to eff of
L916[14:35:31] <gigaherz> unascribed: you are a power user
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L918[14:35:43] <tterrag> still 7 here as well
L919[14:35:46] <unascribed> you just said "everyday use", not "everyday use for normal people" :P
L920[14:35:46] <mathew_653> True
L921[14:35:48] <gigaherz> you know how to deal with linux upgrades breaking sound or wifi
L922[14:35:50] <tterrag> I have 10 on my laptop and it only confirms my choice to stick with 7
L923[14:35:52] <unascribed> I'd agree Linux is not good for normal people
L924[14:35:53] <tterrag> I hate everything about it
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L926[14:36:04] <mathew_653> Guys
L927[14:36:07] <gigaherz> a non-technical user would be like "wtf kind of shit is this? give me windows back!"
L928[14:36:08] <gigaherz> ;P
L929[14:36:08] <masa> welp, I just released a new tiny mod, so now I have to maintain and update 8 mods every time there is a Minecraft update...
L930[14:36:13] <mathew_653> I know people here love linux and love windows
L931[14:36:24] <mathew_653> But we should't get into a cat fight over it
L932[14:36:28] <ollieread> I prefer OSX to linux
L933[14:36:31] <ollieread> and Windows to OSX
L934[14:36:33] <ollieread> 'cause games
L935[14:36:41] * unascribed ignites
L936[14:36:42] <gigaherz> I like the windows envionment more
L937[14:36:43] <tterrag> a bold statement in a programmer channel. I respect that :P
L938[14:36:54] <gigaherz> OSX is just... annoying.
L939[14:36:58] <ollieread> I'm a web developer by profession
L940[14:37:04] <ollieread> For whatever reason, OSX seems suited for that
L941[14:37:07] <unascribed> I like OSX's interface
L942[14:37:09] <unascribed> but I despise the hardware
L943[14:37:10] <gigaherz> I hate that the green butotn in the titlebar is "fullscreen"
L944[14:37:16] <ollieread> yeah that's shit
L945[14:37:19] <mathew_653> I use debian and windows 7 and I can see the pros and cons in both but anyhow anyone know howto make a 2d item icon tintable?
L946[14:37:22] <gigaherz> I hate that certain apps don't even have a true maximize option
L947[14:37:24] <ollieread> But my Windows machine is stupid powerful compared to my mbp
L948[14:37:25] <gigaherz> and only expand vertically
L949[14:37:30] <ollieread> and linux, well, linux can fuck off
L950[14:37:30] <unascribed> mathew_653, getColorFromItemStack is still used
L951[14:37:37] <ollieread> If you use a gui with linux you're a dick
L952[14:37:40] <unascribed> use "layer0" "layer1" etc, it's passed as the second argument
L953[14:37:44] <unascribed> ollieread, can confirm, am a dick
L954[14:37:46] <mathew_653> is that rgb?
L955[14:37:46] <gigaherz> I hate the dock vs the windows 7+ taskbar
L956[14:37:52] <unascribed> mathew_653, yes, it's a packed RGB int
L957[14:37:56] <unascribed> 0x00RRGGBB
L958[14:37:58] <unascribed> where 0 is unused
L959[14:38:02] <unascribed> would be alpha if it was supported
L960[14:38:05] <mathew_653> How long has it existed for?
L961[14:38:09] <unascribed> no idea
L962[14:38:10] <unascribed> a long time
L963[14:38:11] <gigaherz> I dislike the "menus are way up there at the top of the screen even if the window is small and at the bottom"
L964[14:38:13] <mathew_653> since 1.7.x?
L965[14:38:18] <unascribed> since forever
L966[14:38:23] <mathew_653> Good thanks
L967[14:38:25] <gigaherz> it just takes more effort to use, for no reason.
L968[14:38:37] <gigaherz> I guess people who like keyboard shortcuts don't mind
L969[14:38:38] <unascribed> in 1.7 though the second argument is render pass
L970[14:38:39] <mathew_653> Alright does this channel cover development for custom launchers what support forge?
L971[14:38:39] <unascribed> not layer
L972[14:38:47] <gigaherz> mathew_653: nope
L973[14:38:53] <gigaherz> lex dislikes 3rdparty launchers
L974[14:39:04] <gigaherz> his stance is "use the vanilla one"
L975[14:39:10] <unascribed> (and he's not wrong)
L976[14:39:23] <unascribed> I maintain that rather than custom launchers there should be a separate modpack manager application
L977[14:39:30] <LatvianModder> gigaherz: Shoot me. https://github.com/LatvianModder/FTBLib/commit/b8906ca03104089c4af8a07de0496a4f8ef5b6be
L978[14:39:37] <gigaherz> the curse "launcher" boots a vanilla launcher
L979[14:39:37] <LatvianModder> I did this by hand :D
L980[14:39:45] <gigaherz> with the modpack injected as a profile
L981[14:39:45] <gigaherz> XD
L982[14:39:48] <unascribed> you did WHAT
L983[14:39:49] <tterrag> whyyyyy would you do that by hand
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L985[14:39:54] <tterrag> what is wrong with you?
L986[14:40:01] <unascribed> right-click the project, refactor, cleanup, "Add missing @Override annotations", done
L987[14:40:13] * unascribed doubly ignites
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L989[14:40:35] <LatvianModder> I wanted to read my code. This helped me to actually find one bug
L990[14:40:42] <mathew_653> The only reason I was making a custom launcher is simplely for quality of life, I have managed to get all of it working aside one thing but as this channel is not for this stuff I will respect the wishes of moderators here
L991[14:40:45] <LatvianModder> And I added so many to-dos
L992[14:40:58] <gigaherz> mathew_653: yeah np
L993[14:41:06] <gigaherz> it's not a banned topic
L994[14:41:12] <mathew_653> Alright
L995[14:41:16] <gigaherz> we just don't help people develop them
L996[14:41:19] <gigaherz> ;P
L997[14:41:22] <LatvianModder> Yeah :P
L998[14:41:26] <mathew_653> The only issue I have atm is with validating the token
L999[14:41:27] <gigaherz> so long as the launcher is legit
L1000[14:41:34] <mathew_653> it can still work xD
L1001[14:41:36] <gigaherz> if it's launcher designedto allow loading mc without paying
L1002[14:41:41] <mathew_653> And the launcher is 100% legit
L1003[14:41:45] <gigaherz> then nope that's not acceptable for discussing ;P
L1004[14:41:47] <mathew_653> it requires a mojang account
L1005[14:41:49] <mathew_653> ;)
L1006[14:41:49] <unascribed> mathew_653, http://wiki.vg/Authentication
L1007[14:41:52] <gigaherz> good good ;P
L1008[14:42:02] <mathew_653> Ah hah unascribed that'd be the reference i used
L1009[14:42:02] <unascribed> won't help you with it but there's the relevant docs :P
L1010[14:42:25] <mathew_653> Only the validate packet I referenced from there is not functional for me
L1011[14:42:56] <tterrag> still stuck on this segfault
L1012[14:46:09] <ollieread> tterrag, segfault meants segmentation fault
L1013[14:46:11] <ollieread> You are welcome
L1014[14:46:25] <ollieread> Now you can continue
L1015[14:46:28] <ollieread> No need to thank me
L1016[14:46:52] <gigaherz> ollieread: he's having stack corruption issues
L1017[14:46:53] <gigaherz> XD
L1018[14:47:00] <gigaherz> of all the possible ways to crash >_<
L1019[14:47:08] <ollieread> That sounds terrible
L1020[14:47:13] <ollieread> I'm having roast pork chow mein
L1021[14:47:31] <thor12022> there's no fun like useless call stack fun
L1022[14:47:34] <tterrag> it's because I know nothing about this stupid language and I am taking 2 high level CS courses in it -_-
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L1024[14:48:05] <gigaherz> tterrag: some code overwrote the stack
L1025[14:48:11] <gigaherz> including the return address
L1026[14:48:27] <tterrag> I don't konw what that means :(
L1027[14:48:31] <tterrag> how is that even possible?
L1028[14:48:37] <gigaherz> check how you use pointers/arrays
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L1030[14:48:46] <gigaherz> it's relatively easy
L1031[14:48:50] <thor12022> usually it means you passed a pointer/ref to a local variable into somethig, left scope, and then tried to use the pointer/ref
L1032[14:48:56] <gigaherz> int i[1]; i[3]=0;
L1033[14:49:02] <gigaherz> that would write a 0 in the stack
L1034[14:49:11] <gigaherz> and give it theright offset
L1035[14:49:17] <gigaherz> it wouldwrite 0 where the return address would be
L1036[14:49:28] <gigaherz> C++ doesn't do bounds checking
L1037[14:49:33] <gigaherz> on arrays/pointers
L1038[14:49:38] <tterrag> I know
L1039[14:49:40] <tterrag> I don't use arrays though
L1040[14:49:44] <tterrag> (yet)
L1041[14:49:47] <tterrag> some vectors, no arrays
L1042[14:50:06] <gigaherz> it can also happen if you were to pass a pointer to the stack to a function, and this function hada buffer overrun
L1043[14:50:19] <tterrag> whahuh
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L1045[15:00:01] <gigaherz> woah amazing trick with the arrows and the elytra: https://youtu.be/se6GuN9bZ30?list=WL&t=9482
L1046[15:00:14] <barteks2x> It's a bit annoying that IBlockState.getLightOpacity needs World and BlockPos
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L1053[15:11:16] <tterrag> gigaherz: I've nailed it down a bit
L1054[15:11:26] <tterrag> it's happwning when I call bg.draw() which is a function I have used many times and haven't edited for a while
L1055[15:11:26] <tterrag> draw() is just http://pastebin.com/j35K05LP
L1056[15:11:34] <tterrag> but it only happens after I click and drag...so I somehow must be overwriting its memory
L1057[15:11:43] <tterrag> this is what my cout says http://i.imgur.com/f4D9Uid.png
L1058[15:11:44] <tterrag> so after the mouse is clicked, moved, on the NEXT draw it segfaults
L1059[15:12:03] <tterrag> this is the only special code that will run on a click&drag https://github.com/tterrag1098/COSC482/blob/master/2D%20Project/src/tool/ToolBox.cpp#L27-L31 is that suspect?
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L1061[15:19:51] <gigaherz> what does "lastBox" point at?
L1062[15:20:00] <tterrag> a pointer in the header
L1063[15:20:02] <gigaherz> if it were an invalid pointer to a class that isn't REALLY a "box"
L1064[15:22:00] <tterrag> it doesn't crash in mouseMoved
L1065[15:22:29] <tterrag> it crashes on the next draw() call (this one https://github.com/tterrag1098/COSC482/blob/master/2D%20Project/src/render/GraphicsEngine.cpp#L135)
L1066[15:22:40] <tterrag> also, I just checked, the reference seems to be fine
L1067[15:24:48] <tterrag> gigaherz: ^^
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L1069[15:31:44] <LatvianModder> Never happened to me :D http://imgs.xkcd.com/comics/git_commit.png
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L1071[15:37:28] <barteks2x> tterrag: is this actually called: https://github.com/tterrag1098/COSC482/blob/master/2D%20Project/src/tool/ToolLine.cpp#L25 ? setPos2 calls load which seems to do a lot of things.
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L1073[15:38:19] <tterrag> ToolLine is not active
L1074[15:38:36] <tterrag> only one tool is active at once and atm it is ToolBox. but TooLbox calls setHeight/Width which also calls load() so yes :P
L1075[15:38:43] <tterrag> load is just the GPU uploading
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L1077[15:39:19] <tterrag> barteks2x: &
L1078[15:39:21] <tterrag> ^^*
L1079[15:39:59] <barteks2x> I have no idea why am I even trying to figure it out :D
L1080[15:43:12] <tterrag> neither do I, so
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L1082[15:45:16] <tterrag> specifically it is segfaulting at glDrawElements
L1083[15:45:23] <tterrag> :(
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L1090[16:00:30] <tterrag> I fixed it by changing stuff to pointers
L1091[16:00:34] <tterrag> I hate this language -_-
L1092[16:00:59] <thor12022> c++ tends to be a bit unfriendly for the first couple years
L1093[16:01:09] <tterrag> years? heh
L1094[16:01:14] <tterrag> I've been using it since january :P
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L1096[16:01:44] <thor12022> c++11 & c++14 have helped considerably
L1097[16:01:52] <tterrag> I am using 11
L1098[16:01:57] <tterrag> yes some things in it are nice
L1099[16:02:09] <thor12022> but using smart pointers only helps so much when you have to convert them back at every library boundry
L1100[16:02:50] <tterrag> and so far I have made this http://i.imgur.com/S0eBXTm.gifv
L1101[16:02:51] <tterrag> lol
L1102[16:02:56] <mathew_653> nighty night
L1103[16:05:41] <thor12022> out of curiosity, what'd you change? it looked pretty good, (excepting the opengl calls that I don't know enough about)
L1104[16:05:59] <tterrag> https://github.com/tterrag1098/COSC482/commit/094540c3bc85a7c69c7b25f44c4344a56ce108cd
L1105[16:06:08] <tterrag> ignore the layout file diffs I should really ignore those
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L1107[16:08:58] <barteks2x> Those 3 lines in ToolPane.addButton don't look like only changing stuff to pointers
L1108[16:10:07] <tterrag> oh no
L1109[16:10:11] <tterrag> an extra change made it in
L1110[16:10:11] <tterrag> :P
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L1112[16:10:21] <thor12022> I did notice one thing about your project. . . https://github.com/search?utf8=%E2%9C%93&q=%2F%5Cbdelete%2F%5Cb+user%3Atterrag1098+path%3A%222d+project%22&type=Repositories&ref=searchresults
L1113[16:10:23] <tterrag> I fixed the background quad not adjusting to new buttons
L1114[16:10:31] <tterrag> yes yes
L1115[16:10:36] <tterrag> garbage collection is.... //todo
L1116[16:10:37] <tterrag> :P
L1117[16:11:16] <thor12022> heh, I've inherited code from projects like that. . .
L1118[16:11:41] <tterrag> to be fair, I don't waste much
L1119[16:11:59] <tterrag> I can't really think of any memory leaks atm
L1120[16:12:07] <tterrag> potential ones, yes
L1121[16:12:10] <tterrag> :P
L1122[16:13:49] <thor12022> the it'll-get-cleaned-when-the-process-ends approach
L1123[16:15:11] <tterrag> :D
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L1125[16:16:52] <thor12022> when have some apps that don't stop until the hardware does that do that. terrible for Statement Coverage Analysis
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L1130[16:22:51] <barteks2x> Why the hell minecraftforum uses so much memory? 2-3 tabs and just these consume more memory than all my 15 other open tabs
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L1133[16:30:21] <gigaherz> barteks2x: doesn't use that much here
L1134[16:31:01] <gigaherz> wait I guess you mean with a post open?
L1135[16:31:15] <barteks2x> I don't know exact numbers, but I have a 2 ch high bar on my screen that shows memory usage. I have 8gb. It drops a few mm when I close mcforum.
L1136[16:31:43] <gigaherz> the forum posts for mods are huge, generally
L1137[16:31:55] <gigaherz> they contain a shitton of "folded" pieces
L1138[16:32:05] <gigaherz> but all that data is still loaded into memory
L1139[16:32:22] <gigaherz> then there's all the signature pictures, avatars, etc
L1140[16:32:25] <barteks2x> I'm mostly on the last page or on main page
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L1151[17:09:06] <barteks2x> I think I finally got worldgen skylight generation right
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L1154[17:11:08] <barteks2x> I have no idea how I can even approach debugging this: http://imgur.com/J9GDt3W
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L1156[17:11:30] <barteks2x> anyone has any idea how to debug something like that?
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L1160[17:13:17] <gigaherz> barteks2x: what is "this"?
L1161[17:13:19] <gigaherz> the black spots?
L1162[17:13:22] <barteks2x> yes
L1163[17:13:38] <gigaherz> are those blocks at the edges of chunks?
L1164[17:13:44] <barteks2x> I have no idea what causes tham but I can't figure it out for months
L1165[17:13:53] <gigaherz> there's a vanilla "bug"
L1166[17:13:58] <gigaherz> (more accurately a design flat)
L1167[17:13:59] <gigaherz> flaw*
L1168[17:14:14] <barteks2x> they are not on chunk edges. Just... randm. but (almost? never completely in the air
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L1170[17:14:23] <gigaherz> that causes blocks exactly on the edge of a chunk to not get lit
L1171[17:14:29] <barteks2x> I fixed that bug
L1172[17:14:32] <barteks2x> In my mod
L1173[17:14:33] <gigaherz> because they didn't think of adding a "dirty" flag on newly generated chunks
L1174[17:14:40] <barteks2x> It's not caused by that
L1175[17:14:41] <gigaherz> and then processing all dirty chunks AFTERWARD in batch
L1176[17:14:48] <gigaherz> ?
L1177[17:15:18] <gigaherz> isn't it caused by a chunk generating before the neighbour, and thus not having information about the neighbour?
L1178[17:15:22] <LordFokas> gigaherz, Notch Code <3
L1179[17:15:23] <barteks2x> The vanilla bug is because when chunk is generated they calculate skylight if nearby chunks exists. 16 blocks radius. But they actually need 17 block radius to calculate skylight
L1180[17:15:40] <barteks2x> see world.checkLightFor
L1181[17:15:42] <gigaherz> iirc
L1182[17:15:53] <gigaherz> they tried to just fix it in the past
L1183[17:16:02] <gigaherz> and it always caused bad performance degradation during generation
L1184[17:16:05] <LordFokas> and failed miserably
L1185[17:16:13] <gigaherz> so they reverted to having the bug
L1186[17:16:24] <gigaherz> I doubt it's just changing a 16 to 17 ;p
L1187[17:16:31] <barteks2x> that's why cubic chunks wod will have horrible skylight generation performance
L1188[17:16:41] <LordFokas> it doesn't need bug fixing
L1189[17:16:57] <barteks2x> it needs because with cubicc hunks it would be WAY worse
L1190[17:16:58] <LordFokas> it needs a whole refactoring outwards from the core
L1191[17:17:17] <barteks2x> Technically changing Minecraft to have max light value 14 would fix it
L1192[17:17:47] <LordFokas> you can't just fix a bug on a system that's flawed in pretty much every abstraction level.
L1193[17:18:19] <barteks2x> Since I'm rewriting the entire lighting system, I can fix this bug. ANd I did
L1194[17:18:32] <barteks2x> Like, 10 minutes ago
L1195[17:18:36] <gigaherz> heh
L1196[17:19:03] <gigaherz> I'm backporting stuff I did on the 1.9 branch to 1.8.9
L1197[17:19:09] <gigaherz> for Ender-Rift
L1198[17:19:12] <barteks2x> And I'm getting those single spots of incorrect light values. And I have no idea why
L1199[17:19:21] <barteks2x> I don't even kow where to start
L1200[17:20:17] <barteks2x> I had these when when I used horribly slow almost brute-force skylight calculation method
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L1202[17:25:18] <LordFokas> the way lighting works is pretty much just a cached / updatable lightmap, right?
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L1204[17:28:18] <barteks2x> LordFokas: The lightmap is just to store these values. I have a dymaniic structure that is used as a heightmap. And when each cube is generated I check in which places lighting needs update for each x/z coordinate and then use world.checkLightFor to do the update. Here is the method that finds min/max Y: http://pastebin.com/b4dJEupb
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L1206[17:29:50] <tterrag> oh great
L1207[17:29:54] <tterrag> now I get different behavior in debug mode
L1208[17:30:01] <tterrag> hwo is that even possible
L1209[17:30:39] <gigaherz> VS debug builds use the debug runtime
L1210[17:30:46] <gigaherz> which initializes stuff with special invalid values
L1211[17:30:47] <tterrag> not using VS :P
L1212[17:30:59] * gigaherz shrugs
L1213[17:32:47] <barteks2x> I think I have an idea how to start debugging it. It will take a lot of time.
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L1216[17:35:44] <tterrag> hmmm....that would do it http://i.imgur.com/SbKKOOe.png
L1217[17:35:47] <tterrag> but why?
L1218[17:36:13] <tterrag> oic
L1219[17:36:28] <tterrag> buttons(0) :D
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L1222[17:39:14] <gigaherz> lol
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L1224[17:44:59] <MattDahEpic> i cant figure out what to put in the brackets on https://gist.github.com/MattDahEpic/a571ac2ed0ca067736ae89dd2710974e#file-nbtrespectingshapedorerecipe-java-L99 any help?
L1225[17:47:15] <barteks2x> My debug code made my extremely slow skylight code 2x slower
L1226[17:48:04] <barteks2x> And it didn't detect any issue so far....
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L1230[17:52:35] <barteks2x> Why Minecraft sometiems doesn't quit properly and leaves half-dead ram eating process running?
L1231[17:53:38] <gigaherz> you may be leaving a thread running
L1232[17:53:51] <gigaherz> I haven't had that happen myself
L1233[17:54:06] <gigaherz> so it may be your changes?
L1234[17:55:15] <barteks2x> I dont do anything with threads. I think.
L1235[17:55:49] <barteks2x> But it may be mapdb doing something
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L1237[17:59:26] <tterrag> hm...design question. what is a good coloring for a button, pressed and unpressed?
L1238[17:59:38] <tterrag> solid colors only, no textures
L1239[18:00:07] <gigaherz> depends on the overall theme
L1240[18:00:09] <gigaherz> look&feel
L1241[18:00:11] <tterrag> dark :P
L1242[18:00:11] <gigaherz> and intention
L1243[18:00:21] <MattDahEpic> tterrag, unpressed: light grey, pressed: dark grey
L1244[18:00:31] <tterrag> what about the borders?
L1245[18:00:55] <gigaherz> depends on how the rest of the UI is supposed to feel
L1246[18:01:16] <gigaherz> buttons with flat colors and large round corners have the "futuristic" look from like, old star trek
L1247[18:01:44] <tterrag> not doing rounded corners
L1248[18:01:49] <tterrag> they are square buttons with beveled edges
L1249[18:01:50] <tterrag> let me screenshot
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L1251[18:03:49] <tterrag> http://i.imgur.com/Yr1WQQt.png
L1252[18:03:55] <tterrag> as you can see there's not enough contrast there for it to scale well
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L1254[18:04:38] * gigaherz facepalms
L1255[18:04:42] <gigaherz> storage drawers has a bug
L1256[18:04:49] <gigaherz> when there are no items in the "network"
L1257[18:04:52] <gigaherz> the IItemHandler fails
L1258[18:05:05] <gigaherz> but hoppers still work regardless, becauseit defaults to IInventory when IItemHandler fails
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L1260[18:05:27] <gigaherz> or wait
L1261[18:05:27] <tterrag> gigaherz: ^^ screenshot :P
L1262[18:05:28] <gigaherz> hmm
L1263[18:05:32] <gigaherz> I can't replicate this time
L1264[18:05:48] <gigaherz> eh that color is ok? ;P
L1265[18:05:57] <tterrag> it doesn't scale well to the smaller sizes
L1266[18:06:04] <tterrag> (and I want to use that smallest size)
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L1268[18:06:28] <gigaherz> make the highlight brighter?
L1269[18:09:34] <tterrag> gigaherz: I upped the contrast a bit and I'm pretty happy with it. but the pressed colors are meh http://i.imgur.com/YdIKZx5.png
L1270[18:09:39] <gigaherz> okay wtf
L1271[18:09:47] <gigaherz> with the rift interface
L1272[18:09:48] <gigaherz> it works
L1273[18:09:56] <gigaherz> but with the browser, it won't
L1274[18:11:39] <barteks2x> typing stopped working in IDEA again
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L1276[18:12:09] <gigaherz> why the F does mc "retrySlotClick" when transferStackInSlot can't work?
L1277[18:13:35] <unascribed> because recursing without limits is always the answer?
L1278[18:14:18] <gigaherz> hmm I think I'm doing this wrong
L1279[18:14:54] <tterrag> gigaherz: I think this is a decent look http://i.imgur.com/OP2lGvb.gifv
L1280[18:15:00] <tterrag> in the end I just buffed the edge size a bit :P
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L1282[18:15:50] <gigaherz> heh yeah
L1283[18:17:40] <gigaherz> oaky let's see if this works now
L1284[18:17:57] <gigaherz> although I understand transferStackInSlot LESS than I thoguht I did
L1285[18:17:57] <gigaherz> XD
L1286[18:18:35] <unascribed> well, this just happened
L1287[18:18:36] <unascribed> https://unascribed.com/i/80a3b86b.png
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L1289[18:18:44] <unascribed> https://unascribed.com/i/4d28cc90.png
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L1291[18:19:19] <tterrag> unascribed: the {} on that lambda are unnecessary
L1292[18:19:23] <unascribed> I know
L1293[18:19:27] <tterrag> ok :P
L1294[18:19:28] <unascribed> but I did it to make the line shorter
L1295[18:19:46] <unascribed> I guess I could omit the braces anyway
L1296[18:20:28] <tterrag> hm
L1297[18:21:15] <tterrag> I need to do sliders for RGB
L1298[18:21:22] <tterrag> but they'd need to be 256 pixels long
L1299[18:22:24] <tterrag> I could probably get away with doing it in intervals of 2
L1300[18:22:39] <tterrag> because really do you need full 24 bit color? :P
L1301[18:24:03] <gigaherz> OOOOH I know why it's so weird and glitchy
L1302[18:24:21] <gigaherz> it's failing ON THE CLIENT
L1303[18:24:23] <gigaherz> but works on the server
L1304[18:24:31] <gigaherz> so when I debugged the code, this was running on both sides
L1305[18:24:36] <gigaherz> and I was getting the client stuff first
L1306[18:25:02] <gigaherz> which is a problem :/
L1307[18:25:13] <gigaherz> because I'm getting ghost items
L1308[18:25:59] <gigaherz> (the stack remains in the hand, and you can place it elsewhere, but the server knows you aren't supposed to have anything in the hand)
L1309[18:26:04] <gigaherz> *cursor
L1310[18:26:50] <gigaherz> anyone knows how I could handle that correctly?
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L1312[18:30:27] <masa> what exactly? transferStackInSlot doesn't work on the client?
L1313[18:30:32] <gigaherz> no
L1314[18:30:42] <gigaherz> let me explain correctly:
L1315[18:31:01] <gigaherz> I was testing my inventory aggregator gui
L1316[18:31:19] <gigaherz> and I discovered that it doesn't work properly when connected to a storage drawers controlled
L1317[18:31:22] <gigaherz> controller*
L1318[18:31:44] <gigaherz> apparently, when the slotClick runs on the client thread
L1319[18:31:51] <gigaherz> the storage controller says there are 0 slots
L1320[18:32:14] <gigaherz> and the Container goes "ok nothing could be inserted, you still have the full stack in the cursor"
L1321[18:32:20] <gigaherz> but then the event runs on the server
L1322[18:32:27] <gigaherz> where the slot count works
L1323[18:32:32] <gigaherz> and the insertion succeeds
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L1325[18:32:48] <gigaherz> so the server container now has this stack in the aggregated inventory
L1326[18:32:59] <gigaherz> which it promptly notifies the client
L1327[18:33:03] <gigaherz> and shows up on the gui
L1328[18:33:11] <gigaherz> whiel still having this "ghost stack" on the mouse
L1329[18:33:34] <gigaherz> I have no idea how to handle this correctly.
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L1331[18:34:34] <masa> hmm, yeah, it won't work completely smoothly if the client side won't agree if the stack can be inserted
L1332[18:34:42] <masa> but you could force update the cursor stack though
L1333[18:34:50] <gigaherz> the only thing I can think of is that
L1334[18:35:08] <gigaherz> to have a special "set stack in cursor" packet, to fix the client
L1335[18:36:16] <masa> I believe this is that one:
L1336[18:36:18] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/inventory/ContainerLargeStacks.java#L48
L1337[18:36:38] <gigaherz> oh?
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L1339[18:37:27] <masa> you can check the uses of that packet in vanilla
L1340[18:37:52] <masa> but those arguments should cause it to update the cursor stack
L1341[18:38:52] <masa> hmm, would it break worse if the client side aggregator accepted the stack even when the server side won't?
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L1344[18:40:27] <masa> just wondering how the sync stuff happens and if that would work better or worse with disagreements on what happened and what didn't
L1345[18:40:33] <gigaherz> hmm dunno
L1346[18:40:41] <gigaherz> but doing that would be way more effort than sending this packet
L1347[18:40:50] <gigaherz> since I just rely on the result of pushItem ;P
L1348[18:40:54] <gigaherz> (insertItem)
L1349[18:41:00] <masa> ok
L1350[18:41:21] <gigaherz> in fact I just finished writing the code to send the packet
L1351[18:41:22] <gigaherz> ;p
L1352[18:42:18] <gigaherz> works \o/
L1353[18:42:21] <gigaherz> good enough for me ;P
L1354[18:43:10] <masa> hehe
L1355[18:45:31] <gigaherz> https://github.com/gigaherz/Ender-Rift/commit/77dff0853abfcafa3add6b48a896805d11989fd5#diff-4bb2414f71efa30b36bcef1c9fbb1684R152
L1356[18:45:42] <gigaherz> the linked code block is what did the trick ;P
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L1363[19:12:43] <MattDahEpic> i cant figure out why my recipe wont work. any halp?: https://gist.github.com/MattDahEpic/a571ac2ed0ca067736ae89dd2710974e
L1364[19:13:14] <LordFokas> java.lang.ClassCastException: java.lang.String cannot be cast to java.lang.Character
L1365[19:13:16] <LordFokas> line 12
L1366[19:13:34] <MattDahEpic> well duh, but i cant figure out WHY
L1367[19:13:37] <LordFokas> you're sending a string instead of a char when declaring a recipe
L1368[19:13:54] <LordFokas> because you're using double quotes instead of single
L1369[19:14:04] <LordFokas> "This is a String" vs 'C'
L1370[19:14:09] <MattDahEpic> pretty sure not: GameRegistry.addRecipe(new NBTRespectingShapedOreRecipe(Items.DIAMOND,"aaa","bbb","ccc",'a',"stairWood",'b',"slabWood",'c',"oreLapis"));
L1371[19:15:20] <MattDahEpic> if thats not the format for recipes ive been doing it wrong for almost 2 years
L1372[19:15:26] <LordFokas> is that line 15 of common proxy?
L1373[19:15:31] <MattDahEpic> yes
L1374[19:16:16] <unascribed> if the code snippets I sent earlier interested anyone, I released the library: https://github.com/unascribed/LambdaNetwork
L1375[19:16:26] <unascribed> fair warning: minimal testing, wrote it on a whim, let me know if it explodes
L1376[19:18:18] <LordFokas> unascribed, everything explodes. It's just a matter of time and persistence
L1377[19:21:40] <LordFokas> IInventory#decrStackSize(slot, amount) and IInventory#setInventorySlotContents(slot, stack) are unaware of sides on ISidedInventory. Are we just supposed to leave them unprotected and trust that other modders will respect ISidedInventory?? :/
L1378[19:21:54] <gigaherz> no
L1379[19:21:58] <gigaherz> you are supposed to use IItemHandler
L1380[19:22:03] <gigaherz> and ignore IInventory/ISidedInventory
L1381[19:22:20] <LordFokas> when did that become a thing?
L1382[19:22:26] <gigaherz> ever singe IItemHandler was merged
L1383[19:22:28] <gigaherz> since*
L1384[19:22:44] <LordFokas> also, how does it work with vanilla?
L1385[19:22:52] <gigaherz> vanilla was appropriately patched
L1386[19:23:02] <LordFokas> <3
L1387[19:23:20] <LordFokas> so, why does IInventory still exist?
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L1389[19:23:37] <gigaherz> becasue it's a vanilla interface
L1390[19:23:40] <gigaherz> we can't just remove it
L1391[19:24:12] <unascribed> the answer to "are we supposed to leave them unprotected" is yes, because there's an ISidedInventory method that returns an array of accessible slots
L1392[19:24:24] <unascribed> so a mod that isn't utter garbage will only call the methods with the slot if it's a valid slot for that side
L1393[19:24:47] <LordFokas> I know, but I don't really trust other coders
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L1395[19:25:20] <masa> you can't protect against stupid
L1396[19:25:40] <masa> or derp
L1397[19:27:08] <masa> ISided tells you which slots are accessible, and if you are allowed to extract and insert from/to a slot from a given side, then you just use the methods in IInventory, that's just how it works
L1398[19:27:35] <gigaherz> indirectly, returning an array is horrible ;p
L1399[19:27:49] <masa> but like giga said, by now you should be in 1.8.9 or 1.9 and not care or use IInventory or ISidedInventory at all, but instead use capabilities and the IItemhandler
L1400[19:27:53] <gigaherz> my rift block has an effective limit of 10 million stacks ;P
L1401[19:28:06] <gigaherz> which means returning an array of 10 million integers ;P
L1402[19:28:16] <LordFokas> I just spent a lot of time coding my I*Inventory wrapper
L1403[19:28:32] <masa> wrapper of what?
L1404[19:28:57] <masa> which MC version are you working against?
L1405[19:29:00] <LordFokas> I guess it's time to drop a few hundred lines of code and go with IItemHandler
L1406[19:29:03] <LordFokas> 1.7.10
L1407[19:29:18] <gigaherz> oh wait 1.7.10
L1408[19:29:26] <gigaherz> IItemHandler didn't exist back then
L1409[19:29:30] <gigaherz> it was added to 1.8.9
L1410[19:30:23] <LordFokas> and they didn't backport it? :(
L1411[19:30:35] <gigaherz> IItemHandler is a Capability
L1412[19:30:43] <gigaherz> and capabilities were added only in late 1.8.0
L1413[19:30:48] <LordFokas> dafuq is a Capability?
L1414[19:30:51] <gigaherz> or was it 1.8.9 already
L1415[19:30:52] <gigaherz> anyhow
L1416[19:30:54] <gigaherz> new system
L1417[19:31:09] <gigaherz> Capabilities are a way to attach "features" to things
L1418[19:31:25] <gigaherz> isntead of implementing the interface to the TileEntity class
L1419[19:31:33] <gigaherz> you can just expose that stuff through capabilities
L1420[19:31:37] <gigaherz> where others can do
L1421[19:31:39] <LordFokas> fucking hell. That's exactly what I was working on
L1422[19:31:42] <gigaherz> hasCapability(the capability id)
L1423[19:31:45] <gigaherz> getCapability(the capability id)
L1424[19:31:48] <gigaherz> or more accurately
L1425[19:31:52] <gigaherz> hasCapability(the capability id, side)
L1426[19:31:57] <gigaherz> getCapability(the capability id, side)
L1427[19:32:09] <gigaherz> where "the id" is actually a Capability class
L1428[19:32:12] * LordFokas cries
L1429[19:32:14] <gigaherz> which has some other helper methods
L1430[19:32:37] <gigaherz> it also works for Entities
L1431[19:32:39] <gigaherz> and ItemStacks
L1432[19:32:44] <LordFokas> that's more or less what I was doing a year ago, but by wrapping and delegating stuff
L1433[19:32:59] <LordFokas> because I still had to expose the interfaces
L1434[19:33:28] <LordFokas> well there goes 90% of the code in my refactoring
L1435[19:33:36] <masa> haha
L1436[19:33:59] <masa> yeah, stop coding for obsolete old junk and get on with the 1.9 times :p
L1437[19:34:19] <LordFokas> you're not gonna see me on 1.9 any time soon
L1438[19:34:53] <LordFokas> might as well drop the mod and restart from scratch... yet again
L1439[19:34:59] <gigaherz> well if oyu are on 1.7.10 still, then you are sortof missing the train as we speak
L1440[19:35:10] <masa> ^
L1441[19:35:13] <gigaherz> since these days are when the 1.8.9 modpacks are getting established ;P
L1442[19:35:21] <masa> I have zero interest in anything 1.7.10 at this point
L1443[19:35:24] <gigaherz> whiel waiting for 1.9 forge to be a thing
L1444[19:35:31] <LordFokas> I knew I should have spent the last year coding.
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L1446[19:35:51] <Rallias> And my hope is those modpacks have villagersex.
L1447[19:35:53] <Rallias> Er...
L1448[19:36:00] <gigaherz> wat
L1449[19:36:01] <gigaherz> o_O
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L1451[19:36:12] <Rallias> I might have implemented villager sex.
L1452[19:36:12] <TehNut> me too i hope that too
L1453[19:36:19] <gigaherz> is that VillagersEx or VillagerSex
L1454[19:36:19] <barteks2x> When I finally had a chance to see what is going on with that half-dead Minecraft process I ended up stopping it before I could do anything because I was running outof memory
L1455[19:37:21] <LordFokas> didn't have time or the mood, my personal life took a massive hit... and when I came back the solution I spent so much time engineering was already ahead of me... FML
L1456[19:37:43] <LordFokas> how hard is it to port from 1.7 to 1.8 ??
L1457[19:37:46] <Rallias> gigaherz, VillagerSex
L1458[19:38:08] <Rallias> LordFokas, Painful.
L1459[19:38:25] <gigaherz> LordFokas: how many items/blocks do you have? ;P
L1460[19:39:00] <LordFokas> a few...
L1461[19:39:11] <gigaherz> because for each distinct subblock/blockstate/subitem, you'll need a model (instead of a texture as in 1.7)
L1462[19:39:24] <gigaherz> and although you can share the cube model or use the builtin stuff
L1463[19:39:43] <gigaherz> you still need to apply for item models for eahc individual subitem
L1464[19:39:57] <gigaherz> including blocks with "subitems" when they are in item form
L1465[19:40:12] <gigaherz> and you'll need one blockstate json file for each block too
L1466[19:40:20] <gigaherz> which can be shared for the item form
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L1468[19:40:45] <Rallias> gigaherz, No response?
L1469[19:40:46] <Rallias> :p
L1470[19:40:47] <gigaherz> so yeah it can be painful if you have many blocks and items
L1471[19:41:03] <gigaherz> Rallias: I jsut can't imagine how that is supposed to work
L1472[19:41:09] <LordFokas> that's vanilla, right?
L1473[19:41:10] <gigaherz> so I jsut discarded the thought XD
L1474[19:41:20] <Rallias> You enter the room when they are banging, they shout at you to get out.
L1475[19:41:27] <Rallias> Two villagers enter, 3 come out.
L1476[19:41:30] <Rallias> That sort of thing.
L1477[19:41:54] <gigaherz> LordFokas: forge makes it nicer by giving you an improved file format for the blockstate jsons
L1478[19:42:01] <gigaherz> alloweing items to reference blockstate jsons
L1479[19:42:09] <gigaherz> and providing a custom model loading pipeline
L1480[19:42:32] <gigaherz> which can be used to provide "smart" models that have more flexibility than static models
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L1482[19:43:08] <LordFokas> that's a replacement for ISBRH?
L1483[19:43:17] <gigaherz> yes-ish
L1484[19:43:27] <gigaherz> it's not as straightforward as ISBRH
L1485[19:43:44] <gigaherz> 1.8 added the conept of models
L1486[19:43:47] <gigaherz> after loading
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L1489[19:43:54] <gigaherz> the models get "baked" into a more efficient internal format
L1490[19:44:01] <gigaherz> represented through the IBakedModel interface
L1491[19:44:09] <LordFokas> yeah, of course, why the fuck should anything ever be simple?
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L1493[19:44:27] <gigaherz> it is simple
L1494[19:44:33] <gigaherz> if you don't need complex stuff.
L1495[19:44:48] <gigaherz> convert your static models to json/obj/b3d
L1496[19:45:04] <LordFokas> I don't have models
L1497[19:45:05] <gigaherz> and you can give a block a model with just a few lines of blockstate json
L1498[19:45:14] <LordFokas> I have massive piles of draw calls
L1499[19:45:17] <gigaherz> yeah
L1500[19:45:20] <gigaherz> those are bad
L1501[19:46:31] <LordFokas> how about TESR?
L1502[19:46:36] <gigaherz> TESR hasn't changed
L1503[19:46:55] <LordFokas> well... not so bad then
L1504[19:47:00] <gigaherz> although in 1.8.9
L1505[19:47:07] <gigaherz> they changed the way you use the tesellator
L1506[19:47:09] <LordFokas> most of my rendering code is raw OpenGL in TESR
L1507[19:47:14] <gigaherz> ewh
L1508[19:47:28] <gigaherz> and I suppose it's glBegin/glEnd, too?
L1509[19:48:24] <barteks2x> It looks like MInecraft can't quit because FileIOThread is stopped before everything is fully processed
L1510[19:48:26] <LordFokas> I think so
L1511[19:48:46] <gigaherz> yeah that's probably the most inefficient way possible
L1512[19:49:35] <thecodewarrior> I've got some code for cached ISBMs I can send you, it's pretty simple™
L1513[19:50:29] <gigaherz> you can do it, but glBegin/glEnd was obsoleted by glDrawArrays in like, the 90s
L1514[19:50:30] <gigaherz> ;P
L1515[19:50:42] <barteks2x> Exception in thread "File IO Thread" < that explains why it stopped, but hy couldn't it tell me what the exception was...
L1516[19:51:10] <thecodewarrior> LordFokas: you interested?
L1517[19:51:29] <LordFokas> sure, show me
L1518[19:51:44] <LordFokas> this is the reason I like TESR and raw OpenGL: http://puu.sh/oshqz/aedcf055dd.png
L1519[19:51:58] <LordFokas> I made a fraking stargate... programatically
L1520[19:51:58] <unascribed> you're doing all of that in a TESR???
L1521[19:51:59] <unascribed> wtf
L1522[19:52:10] <gigaherz> that can be done with just a simple .obj model?
L1523[19:52:13] <unascribed> do you even comprehend how LAGGY that is
L1524[19:52:38] <LordFokas> I'm not doing that every tick
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L1526[19:52:45] <unascribed> never never never NEVER NEVER render complex models in a TESR
L1527[19:52:48] <gigaherz> TESRs draw every frame, tick or not
L1528[19:52:50] <unascribed> ^
L1529[19:52:53] <thecodewarrior> ^
L1530[19:53:03] <gigaherz> they aren't cached at all
L1531[19:53:18] <thecodewarrior> https://github.com/thecodewarrior/Catwalks3/tree/master/src/main/java/catwalks/render https://github.com/thecodewarrior/Catwalks3/blob/master/src/main/java/catwalks/register/BlockRegister.java https://github.com/thecodewarrior/Catwalks3/blob/master/src/main/java/catwalks/proxy/ClientProxy.java#L72-L109
L1532[19:53:22] <gigaherz> and they wouldn't be anyhow, since you bypass every single cachable thing, and use direct gl
L1533[19:53:37] <LordFokas> I'm using a display list :p
L1534[19:53:52] <unascribed> slightly better
L1535[19:54:06] <unascribed> but if you were to use a model it'd be faster
L1536[19:54:10] * unascribed glances at window title
L1537[19:54:16] <unascribed> in your case I guess it'd be an ISpecialBlockRenderingHandler
L1538[19:54:50] <gigaherz> even with the crappy 1.7.10 obj loader, it would have still been nicer to use a model file, though
L1539[19:55:03] <thecodewarrior> LordFokas: Make sure you have a valid block model json for the block because otherwise it won't work.
L1540[19:55:13] <LordFokas> I don't like models
L1541[19:55:29] <LordFokas> I've always done this
L1542[19:55:37] <gigaherz> sorry to hear ;P
L1543[19:55:49] <LordFokas> mostly because back in the day barely anyone would ever teach you shit
L1544[19:55:55] <thecodewarrior> Well get over it, it isn't that bad. ( I mean it was bad, then I made it not bad )
L1545[19:56:09] <LordFokas> so I had to copycat shitty notch code
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L1547[19:56:21] <gigaherz> old minecraft hurt a lot ;P
L1548[19:56:25] <LordFokas> and come up with my own enhancements
L1549[19:56:50] <LordFokas> I used to have an ISBRH with ~800 lines
L1550[19:57:00] <LordFokas> mostly tesselation
L1551[19:57:02] <gigaherz> only? ;P
L1552[19:57:21] <LordFokas> for a single block with a single state
L1553[19:57:24] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/old-1.7.10/src/main/java/gigaherz/enderRift/client/SBRHEnderRift.java
L1554[19:57:28] <LordFokas> back when RedPower was a thing
L1555[19:57:37] <gigaherz> I win by 140 lines ;P
L1556[19:57:44] <gigaherz> I'm not proud of that file, though
L1557[19:57:53] <gigaherz> it was promptly removed as soon as I decided to dump 1.7.10
L1558[19:58:20] * thecodewarrior passes out from coordinate overload
L1559[19:58:23] <gigaherz> that mess is a .obj file converted to tesellator calls using a little script
L1560[19:58:48] <LordFokas> that's just an hardcoded model
L1561[19:58:52] <gigaherz> I was having issues with the obj loader
L1562[19:58:52] <LordFokas> that's not how I roll
L1563[19:59:00] <LordFokas> I make it all dynamic
L1564[19:59:00] <gigaherz> so I dumped the whole thing as code
L1565[19:59:00] <gigaherz> XD
L1566[19:59:08] <gigaherz> it's static though
L1567[19:59:12] <gigaherz> it had no moving parts or anything
L1568[19:59:16] <gigaherz> why would it be dynamic ;P
L1569[19:59:47] <gigaherz> although if I had done it right, I could have reused stuff
L1570[20:00:03] <gigaherz> since the model only really had 3 major parts, and a few minot variations of those
L1571[20:00:14] <gigaherz> there's a lot of duplicate code there
L1572[20:00:17] <gigaherz> but as I said
L1573[20:00:33] <thecodewarrior> Or make a two-dimensional array and loop instead of having the same code a thousand times.
L1574[20:00:49] <gigaherz> it was a stopgap to get it working first,
L1575[20:00:54] <gigaherz> then I jsut dropped the mod
L1576[20:00:58] <gigaherz> abandoned it completely
L1577[20:01:05] <gigaherz> and later decided to pick it back up, but in 1.8
L1578[20:01:17] <gigaherz> where the ISBRH just meant nothing
L1579[20:01:30] <gigaherz> so I took the original .obj file that I already had
L1580[20:01:34] <gigaherz> split it into the parts
L1581[20:01:40] <LordFokas> Well, here goes a sorry attempt at upgrading to 1.8.9
L1582[20:01:58] <gigaherz> you may want to give this a read: https://gist.github.com/williewillus/57d7093efa80163e96e0
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L1584[20:04:37] <LordFokas> ++: Anyone can override block shapes and textures using resource packs
L1585[20:04:56] <LordFokas> that's a --- for me
L1586[20:07:26] <gigaherz> why?
L1587[20:07:48] <gigaherz> i mean I understand being "don't care about that" but considering it soemthign bad?
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L1589[20:15:42] <LordFokas> there are things I don't want people to touch
L1590[20:16:06] <gigaherz> why
L1591[20:16:09] <gigaherz> just let them touch
L1592[20:16:13] <gigaherz> if it looks bad, it's their own fault
L1593[20:16:14] <gigaherz> ;p
L1594[20:16:42] <LordFokas> well I guess what matters is that the stock version will look awesome
L1595[20:16:52] <gigaherz> exactly
L1596[20:17:04] <LordFokas> but I can already foresee the catastrophe it will be...
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L1603[21:01:30] <barteks2x> I finally found and finex the issue with dark skylight spots
L1604[21:02:04] <gigaherz> \o/
L1605[21:02:31] <gigaherz> welp, been using my own mod in a modpack
L1606[21:02:41] <gigaherz> and I realized the interaction scheme I used sucks.
L1607[21:02:52] <barteks2x> http://imgur.com/AIQiQQd
L1608[21:02:53] <gigaherz> clicking on a slot should extract 64, not 1
L1609[21:03:06] <gigaherz> and right-click should extract half a stack
L1610[21:03:13] <gigaherz> like AE and such do
L1611[21:03:19] <gigaherz> like you expect from having used chests
L1612[21:03:33] <gigaherz> instead, I replicated the way used in the creative menu
L1613[21:03:38] <gigaherz> which sucks really XD
L1614[21:04:01] <gigaherz> I'll have to think on it
L1615[21:04:06] <gigaherz> while I sleep ;P
L1616[21:04:08] <gigaherz> night
L1617[21:04:32] <gigaherz> and grats barteks2x ;P
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L1626[22:15:11] <barteks2x> What am I doing wrong... Lighting was working fine (at least serverside) and then I changed render distance... and everything breaks. Everything becomes fully lit. WTF!?
L1627[22:16:55] <barteks2x> Most likely OpacityIndex is corrupted/cleared.
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L1631[22:34:54] <vox> What has GameRegistry.registerBlock been replaced with? It's marked as deprecated.
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L1633[22:36:41] <vox> The wiki still seems to say to use that method as well, huh
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L1635[22:43:51] <kashike> vox: GameRegistry.register(x)
L1636[22:43:54] <kashike> same for items
L1637[22:44:03] <vox> Ah, thanks
L1638[22:47:11] <vox> Apparently I'm incapable of even getting the base forge template to work
L1639[22:47:12] <vox> derp
L1640[22:48:13] <vox> Forge is failing to create the proxy? what?
L1641[22:49:10] <vox> I love it, ClassNotFound exception
L1642[22:49:13] <vox> I love typos :P
L1643[22:52:03] <vox> Also, I didn't realize that setRegistryName, if called before block registration, creates a "null" block
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