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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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L93[05:25:05] ⇨
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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
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
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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
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
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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 ;)
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
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
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> ...
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
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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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
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
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?
L527[12:59:29]
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L528[13:00:05] <LatvianModder> not
really
L529[13:00:21]
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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!
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
L543[13:03:23] <PaleoCrafter> Ctrl + F,
are you serious?
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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
L591[13:11:40] ***
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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
L702[13:37:20] ***
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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
L728[13:46:58]
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L729[13:52:32] ***
Keridos is now known as Keridos|away
L730[13:55:24] ⇦
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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
L736[14:03:54]
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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
L749[14:07:05] ⇦
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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);
L759[14:07:41] ⇦
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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
L769[14:08:43]
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L770[14:09:06] <gigaherz> just be aware of
that when using value semantics ;P
L771[14:10:27]
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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
L784[14:19:26] ⇦
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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
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
L828[14:27:26]
⇨ Joins: mathew_653
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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
L865[14:30:32] ⇦
Quits: LordSaad (~LordSaad@213.204.109.196) (Quit:
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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.
L905[14:34:04] ⇦
Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
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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
L908[14:34:36] ⇦
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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
L917[14:35:32] ⇦
Quits: moog (~moog@24-176-156-144.dhcp.jcsn.tn.charter.com) (Read
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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
L925[14:35:55]
⇨ Joins: moog
(~moog@24-176-156-144.dhcp.jcsn.tn.charter.com)
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
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
L984[14:39:52] ⇦
Quits: moog (~moog@24-176-156-144.dhcp.jcsn.tn.charter.com) (Read
error: Connection reset by peer)
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
L988[14:40:30]
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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> ;)
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
L1029[14:48:43]
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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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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
L1056[15:11:34] <tterrag> but it only
happens after I click and drag...so I somehow must be overwriting
its memory
L1058[15:11:44] <tterrag> so after the
mouse is clicked, moved, on the NEXT draw it segfaults
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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
L1066[15:22:40] <tterrag> also, I just
checked, the reference seems to be fine
L1067[15:24:48] <tterrag> gigaherz:
^^
L1068[15:30:15]
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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
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)
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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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
L1124[16:16:42]
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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
L1127[16:18:39]
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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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L1156[17:11:30] <barteks2x> anyone has
any idea how to debug something like that?
L1157[17:11:46]
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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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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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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
L1236[17:58:13]
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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
L1250[18:02:42] ***
MrKickkiller is now known as MrKick|Away
L1252[18:03:55] <tterrag> as you can see
there's not enough contrast there for it to scale well
L1253[18:04:12] ***
zenith is now known as zenith|dinner
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
L1259[18:05:23]
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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)
L1267[18:06:15]
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L1268[18:06:28] <gigaherz> make the
highlight brighter?
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
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
L1288[18:18:42]
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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:
L1337[18:36:38] <gigaherz> oh?
L1338[18:37:04]
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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
L1356[18:45:42] <gigaherz> the linked
code block is what did the trick ;P
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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
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?
L1388[19:23:24]
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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
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.
L1445[19:35:32]
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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?
L1492[19:44:13]
⇨ Joins: Jiraiyah_ (~Jiraiyah@91.99.240.152)
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
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
L1525[19:52:43]
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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
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
L1546[19:56:14]
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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
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
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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?
L1588[20:11:46] ***
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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.
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
L1618[21:04:36] ***
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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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