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L1[00:00:00] <killjoy> lol no
L2[00:00:08] <capitalthree> I kid, I
kid
L3[00:00:15] <capitalthree> it's just late
and I'm a bit frustrated :P
L4[00:00:19] <killjoy> are you prepared for
that shit storm?
L5[00:00:35] <capitalthree> I jsut finally
figured out this goddamend shading after trying all day and *now*
tterrag tells me I need to switch to some other thing for no actual
practical benefit, because it's more just and righteous
L6[00:00:38] <tterrag> remember that all
these extra libs are crap that EVERYONE has to download
L7[00:00:39] <capitalthree> I love it
L8[00:00:41] *
capitalthree head explodes
L9[00:00:55] <tterrag> actually no
L10[00:00:58] <capitalthree> ok PitchBright
is the one who wanted a 1.7.10 release
L11[00:01:07] <tterrag> <tterrag> you
can do it the right way, or the hacky way, up to you
L12[00:01:13] <tterrag> I didn't say you
*need* to do anything
L13[00:01:14] <capitalthree> PitchBright:
do you want a jar that I have now, that works fine now? or do you
want a jar later that is somehow more pure but not discernably
different from your standpoint
L14[00:01:22] <tterrag> I'm just trying to
help. you don't have to listen to me.
L15[00:01:23] <Zaggy1024> is the shader
supposed to just inherently receive the bound texture in its
uniform sampler2D field?
L16[00:01:28] <tterrag> of course, I don't
have to answer you either :P
L17[00:01:33] ***
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L18[00:01:34] <tterrag> Zaggy1024: no
L19[00:01:40] <Zaggy1024> hm
L20[00:01:42] <capitalthree> tterrag: I'm
sorry, honestly I appreciate it but I just wanna be done with it,
this was supposed to be a simple mod
L21[00:01:50] <Zaggy1024> so how do I give
it the texture?
L22[00:01:51] <capitalthree> tterrag: I'll
try to do more things correctly when I make a mroe substantive
mod
L23[00:01:55] <tterrag> Zaggy1024:
glActiveTexture
L24[00:02:01] <capitalthree> or maybe I'll
fix this later if I am less frustrated that day and you can help
<3
L25[00:02:02] <killjoy> btw, I don't think
FGs shader supports resources
L26[00:02:08] <capitalthree> tterrag: you
have been super helpful
L27[00:02:13] <capitalthree> I appreciate
it
L28[00:02:21] <tterrag> killjoy: or service
files, etc
L29[00:02:26] <tterrag> it's NOT shading.
it's copying and renaming :P
L30[00:02:28] <killjoy> just classes
L31[00:02:40] <capitalthree> what does
shading actually mean?
L32[00:02:41] <killjoy> purely
specialsource
L33[00:02:52] <killjoy> it's a relic from
maven
L34[00:02:54] <Zaggy1024> setActiveTexture
or setClientActiveTexture? lol
L35[00:03:07] <tterrag> idk, I just use
setActiveTexture
L36[00:03:15] <Zaggy1024> k
L37[00:03:24] <tterrag> erm
L38[00:03:29] <tterrag> I mean
glActiveTexture
L39[00:04:11] <tterrag> it's in GL13 for
some reason
L40[00:04:53] ⇨
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L41[00:06:13] <PitchBright> i can wait till
later…. i won't be able to take it for a test drive for a little
while… so I'm good to wait
L42[00:06:23] <PitchBright> capitalthree:
^
L43[00:06:55] ⇨
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L45[00:07:58] <capitalthree> PitchBright:
oh. too late :P I just uploaded it and I'm not messing with it
tonight
L46[00:08:09] <capitalthree> PitchBright:
but if you get to try it, let me know how it goes :D
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L48[00:08:51] <Zaggy1024> wait, I think the
active texture is already GL_TEXTURE1
L49[00:09:14] <tterrag> ok, then try
setting the sampler2D to 1
L50[00:09:28] <Zaggy1024> right
L51[00:09:53] ⇨
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L54[00:13:58] <capitalthree> how do I make
it so my mod won't cause mod rejections?
L55[00:14:02] <tterrag> wat
L56[00:14:23] <capitalthree> in SMP
L57[00:14:27] <capitalthree> my mod only
needs to be on the server
L58[00:14:36] <tterrag>
acceptableRemoteVersions="*"
L59[00:14:41] <capitalthree> thanks :D
where?
L60[00:14:45] <tterrag> @Mod
L61[00:14:48] <capitalthree> ok!
L62[00:15:55] ⇨
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L64[00:16:19] <Zaggy1024> actually it was
TEXTURE0, I got mixed up somewhere in my find definition crap
:P
L65[00:16:34] <Zaggy1024> now I gotta debug
the shader because it seems to still not be working
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L68[00:17:37] <tterrag> Zaggy1024: you need
to set the active texture when loading your texture as well
L69[00:17:40] <tterrag> iirc
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L71[00:18:07] <Zaggy1024> I'm doing
setActiveTexture, then bindTexture, then uniform1i(texture,
0)
L72[00:18:11] <Zaggy1024> that's correct,
isn't it?
L73[00:18:15] <tterrag> well
L74[00:18:31] <tterrag> setting the
sampler2D to 0 means it will use texture unit 0
L75[00:18:49] ***
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L76[00:18:52] <Zaggy1024> indeed
L77[00:18:56] <tterrag> to make sure your
texture goes to that unit you need to glActiveTexture(0) before
creating it
L78[00:19:15] <Zaggy1024>
glActiveTexture(0), not glActiveTexture(GL_TEXTURE0)?
L79[00:19:22] <tterrag> the second
one
L80[00:19:25] <tterrag> I'm just being
lazy
L81[00:19:26] ***
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L82[00:19:44] <Zaggy1024> haha
L83[00:20:11] <Zaggy1024> ugh, still
nothing
L84[00:20:27] <tterrag> nothing at
all?
L85[00:20:53] <Zaggy1024> yeah, it's not
showing anything when I multiply by texture2D(texture,
gl_TexCoord[0].st)
L86[00:21:10] <Zaggy1024> does the vertex
shader need to something to set the texcoord?
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L88[00:22:33] <capitalthree> does anyone
care about a 1.9 version of Lingering Loot? or should I do it
tomorrow
L89[00:22:56] <Zaggy1024> aha, it did
L90[00:23:03] <Zaggy1024> it works now
:)
L91[00:23:22] <Zaggy1024> I kinda thought
texcoord was provided by the GLSL implementation rather than the
vertex shader
L92[00:23:57] <Zaggy1024> lol and now my
texture matrix changes aren't working
L93[00:24:43] <Zaggy1024> just gotta
multiply it I suppose, assuming it's passed
L94[00:25:04] <Cypher121> if two years ago
someone told me, I'd write a function that takes a function and
returns a function which takes two functions and returns a
function, I'd say they were out of their fucking mind
L95[00:25:13] <Zaggy1024> ayy, it's working
perfectly now! :)
L96[00:25:17] <Cypher121> apparently now
it's me who's out of his fucking mind
L97[00:26:47] <tterrag> Zaggy1024: yeah I
thought about that, but then figured I didn't know enough about
writing shaders for legacy GL to comment
L98[00:26:59] <tterrag> why do you do .st
though?
L99[00:27:07] <Zaggy1024> because I copy
pasted it :P
L101[00:27:24] <Zaggy1024> what's the
standard way of getting the uvs?
L102[00:27:40] <Zaggy1024> is it already a
vec2?
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L104[00:28:29] <Zaggy1024> these clouds
cost barely anything compared to the 20% time spend in gameRenderer
with vanilla clouds :]
L105[00:28:48] <Zaggy1024> it's currently
at 0.43% of gameRenderer spent on these VBO clouds
L106[00:29:47] <Zaggy1024> it actually
costs more time to have the clouds on "fast" now :P
L107[00:31:46] <tterrag> if it was a vec2
st would be an error I should think
L108[00:32:04] <Zaggy1024> hm
L109[00:32:04] <tterrag> so idk
really
L110[00:32:11] <Zaggy1024> well I removed
the .st and it still works, so...dunno
L112[00:32:28] <tterrag> oh I'm dumb
L113[00:32:30] <Zaggy1024> and actually,
vanilla clouds are running at ~9% right now, which doesn't seem
normal
L114[00:32:32] <tterrag> st is the first
two components
L115[00:32:38] <Zaggy1024> yeah
L116[00:32:47]
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L117[00:32:48]
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L118[00:32:48] <tterrag> I always forget
that
L119[00:33:01] <Zaggy1024> I wondered if
it was a non-standard way of doing it :P
L120[00:33:04] ***
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L121[00:33:09] <Zaggy1024> but I knew
that's what it did
L122[00:33:10]
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L123[00:33:11] <tterrag> xy, rg, and st
are all equivalent
L124[00:33:25] <tterrag> they are called
swizzles
L125[00:33:43] <tterrag> (you can do
fancier stuff like vec.zyx
L126[00:33:46] <tterrag> )
L127[00:33:55] <Zaggy1024> ah, that I
never tried
L128[00:34:04]
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L129[00:34:07] <tterrag> it's quite neat.
impossible to recreate in java. possible to somewhat recreate with
C(++) macros
L130[00:35:09] <Zaggy1024> well, it's
possible in Java with a crapload of functions :P
L132[00:35:15] <tterrag> yeah I
guess
L133[00:35:18] <tterrag> *shudder*
L134[00:35:43] <tterrag> it took me far
too long to figure out why 1-color was invisible -_-
L135[00:35:57] <tterrag> 1 - alpha 1 = 0
:D
L136[00:36:01] <Zaggy1024> I don't know
much C++, what does that do? implicitly convert the 1.0f to
vec3?
L137[00:36:16] <Zaggy1024> or does it have
a float - vec3 operator?
L138[00:36:18] <tterrag> textcolor.xyz()
is the swizzle
L139[00:36:26] <tterrag> and yes, there is
an operator- defined for float
L140[00:36:27] <Zaggy1024> yeah, I'm
looking at the math
L141[00:36:31] <Zaggy1024> ah
L142[00:36:33] <tterrag> it's quite
handy
L143[00:36:36] <tterrag> but it's really
strict on types
L144[00:36:49] <tterrag> it won't
automatically widen precision
L145[00:36:57] <tterrag> so 1 - color
would fail compilation (quite spectacularly)
L146[00:37:03] <tterrag> 1.0 - color would
also fail
L147[00:37:06] <tterrag> 1.0f works
;P
L148[00:37:32] <tterrag> and there are
constructors for all the vectors which take smaller vectors (and
vectors of other types)
L149[00:37:37] <tterrag> it's really crazy
how many combinations there are
L150[00:39:11] <Zaggy1024> hmm, this is
interesting.
L151[00:39:23] <Zaggy1024> vanilla cloud
rendering isn't using nearly as much time now as it was in my
previous testing
L152[00:39:34] <Zaggy1024> 10% from 20% I
saw before
L153[00:39:46] <Zaggy1024> I even saw it
get up to 50% when I was underground lol
L154[00:39:56] <tterrag> well % is not
really a good measure
L155[00:40:07] <tterrag> because if other
stuff gets slower, the clouds could take the same time but be less
%
L156[00:40:17] <Zaggy1024> yea
L157[00:40:49] <tterrag> gtg for a bit
:P
L158[00:40:51] ***
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L159[00:41:13] <Zaggy1024> aha
L160[00:41:30] <Zaggy1024> yeah, I guess
when I'm underground everything else gets wayy faster so clouds
just waste time like crazy
L161[00:41:46] <capitalthree> if there are
no mods that have a remote version requirement, can a vanilla
client connect to a forge server?
L162[00:42:00] <Zaggy1024> sky is also
taking suspiciously long in the bedrock, which seems strange since
I think sky is supposed to use VBOs
L163[00:42:03] <fry> also, make sure you
are measuring correctly
L164[00:42:20] <Zaggy1024> hm?
L165[00:42:24] <Zaggy1024> how do you
mean?
L166[00:42:54] <Zaggy1024> I've been
pausing the game and changing the code while it's paused to see the
difference, it seems to be a pretty clear improvement using my
code
L167[00:42:58] <williewillus> clouds have
always been slow as shit :P
L168[00:43:02] <Zaggy1024> indeed
L169[00:43:08] <williewillus> i always go
fast clouds or turn them off first thing
L170[00:43:15] <Zaggy1024> haha now you
won't have to :P
L171[00:43:28] <Zaggy1024> it's at 2.3%
even when the rest of the rendering isn't doing much of
anything
L172[00:43:39] <Zaggy1024> I'm looking
straight down at bedrock
L173[00:43:47] <Zaggy1024> without these
changes it was using 50% :P
L174[00:44:27] ⇦
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L175[00:44:42] <Zaggy1024> it's not doing
ridiculous amounts of math in a loop like vanilla, it just
translates the model around and offsets the texture :)
L176[00:45:15] <Zaggy1024> so now I gotta
clean all this crap up :P
L177[00:45:48] <Zaggy1024> oh, hang on, I
didn't check that fog was being applied despite using a fragment
shader
L178[00:46:03] <Zaggy1024> I can only hope
it does...
L179[00:46:27] <Zaggy1024> although doing
the fog in a fragment shader would allow me to lower the poly count
by a huuuge amount so that wouldn't be all bad...
L180[00:47:22] <Zaggy1024> ah yup, no
fog
L181[00:48:26] <Zaggy1024> hmm, I'll have
to check whether there's a way to apply the fog
L182[00:48:41] <Zaggy1024> I assume if
there's a way, it'll be by passing the fog values to the vertex
shader
L183[00:49:12] <fry> what do you need the
shader for?
L184[00:49:33] <Zaggy1024> to color the
clouds
L185[00:49:48] <fry> is that all?
L186[00:49:52] <Zaggy1024> pretty
much
L187[00:49:57] <fry> how are you coloring
them?
L188[00:50:01] <Zaggy1024> the shading is
baked in the buffer
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L190[00:50:09] <Zaggy1024> I just pass a
vec4 and multiply it in the vertex shader
L193[00:51:15] <Zaggy1024> lol
L194[00:51:18] <fry> assuming you're
already using the primary color somehow
L195[00:51:27] <Zaggy1024> well you
could've told me about that when I was asking before...
L196[00:51:29] <fry> and can't possibly
multiply it
L197[00:51:35] <fry> you didn't ask me
:P
L198[00:51:38] <Zaggy1024> it's in use by
the vertex buffer I think
L199[00:51:41] *
Waterpicker shudders in disgust of how messy 1.6 code.
L200[00:51:43] <Waterpicker> is
L201[00:51:47] <fry> "I
think"
L202[00:51:48] <Zaggy1024> hm, I thought I
had
L203[00:52:02] <fry> you don't even know
what you're passing to the gpu?
L204[00:52:03] <Waterpicker> Anyone here
heard of dimensional doors before?
L205[00:52:14] <Zaggy1024> glColor4f don't
work man
L206[00:52:34] <fry> tell me the name of
the cloud render method
L207[00:52:38] <Zaggy1024> I'll try the
secondary color thing, I wasn't aware of it
L208[00:52:42] <Zaggy1024> what?
L209[00:52:49] <Zaggy1024> you mean the
vanilla one?
L211[00:53:04] <Zaggy1024>
RenderGlobal.renderCloudsFancy
L212[00:53:17] <Zaggy1024> why do you need
that though? I didn't use that code, I rewrote it :P
L213[00:53:53] <fry> reuse >
rewrite
L214[00:54:06] <fry> do you use the same
vertex format?
L215[00:54:16] <fry>
POSITION_TEX_COLOR_NORMAL?
L216[00:54:26] <Zaggy1024> same except for
the normals
L217[00:54:36] <fry> then of course
glColor doesn't work
L218[00:54:43] <fry> you do have color in
the format
L219[00:54:43] <Zaggy1024> hm?
L220[00:54:47] <Zaggy1024> yeah?
L221[00:54:48] <Zaggy1024> I know
L222[00:54:59] <fry> do you change the
color more often than you rebuild the buffer?
L223[00:55:00] <Zaggy1024> I'm not gonna
make 5 vertex buffers for the different shades...
L224[00:55:12] <Zaggy1024> of course, I
only build the buffer once
L225[00:55:31] <fry> when is the color
different?
L226[00:55:40] <Zaggy1024> the world
provider changes it over time
L227[00:55:54] <Zaggy1024> it changes
every frame
L228[00:55:55] <fry> only 5 possible
values?
L229[00:56:08] <fry> why did you say
5?
L230[00:56:44] <Zaggy1024> 0.7, 0.8, 0.9,
1.0
L231[00:56:47] <Zaggy1024> 4, but
still
L232[00:56:53] <fry> ah, I see,
World.getCloudColour
L233[00:57:06] <fry> can potentually be
anything
L234[00:57:19] <Zaggy1024> yes
L235[00:57:37] <Zaggy1024> and it's
interpolated so it's not like it has a finite number of
values
L236[00:57:57] <Zaggy1024> secondary color
is GL 1.4 though, aren't the shaders supported earlier than
that?
L237[00:58:36] <fry> glsl shaders are
2.0
L238[00:58:46] <fry> arb shaders are 1.5 +
arb extension
L239[00:58:47] <Zaggy1024> even the ARB
fallback is?
L240[00:58:52] <Zaggy1024> ahh
L241[00:58:53] <Zaggy1024> okay
L242[00:59:09] <Zaggy1024> lol well I
still want to find out what gl_FogCoord is used like :P
L243[00:59:10] <fry> and I seriously doubt
that you wrote an ARB shader
L244[00:59:46] <fry> even if you can't get
secondary color to work, you can always make 1-px texture and use
that
L245[01:00:18] ***
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L246[01:00:34] <Zaggy1024> would be nice
to have fragment fog though... currently it renders 6 quads per
cuboid
L247[01:00:45] <fry> what?
L248[01:00:53] <Zaggy1024> the fog is done
per vertex
L249[01:01:10] <fry> what exactly are you
talking about? :P
L250[01:01:18] <Zaggy1024> so if I have a
quad spanning the far distance in one direction to far distance the
other side, it becomes completely engulfed in fog
L251[01:01:26] <Zaggy1024> despite passing
right through the center of the view
L252[01:01:55] <Zaggy1024> that's why
vanilla creates so many freaking quads for the clouds, AFAIK
L253[01:03:29] ***
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L254[01:03:29] <fry> "If enabled, fog
blends a fog color with a rasterized fragment’s post-texturing
color colorusing a blending factor f"
L255[01:03:30] <Zaggy1024> is there a way
to force vertex fog without using a shader that will actually work
on all systems/
L256[01:03:36] <fry> should be
per-fragment
L257[01:03:39] <Zaggy1024> it's not
L258[01:03:41] <Zaggy1024> don't ask me
why
L259[01:03:46] <Zaggy1024> or at least it
sure doesn't behave like it is
L260[01:03:58] <fry> what GPU do you have,
and how do you see it?
L261[01:04:12] <Zaggy1024> GTX 970
L262[01:04:19] <Zaggy1024> and what do you
mean by how do I see it?
L263[01:05:01] <Zaggy1024> when I was
testing it I stood right next to a cloud and it didn't change from
fog color until I approached a vertex at the corners
L264[01:05:01] <fry> can you show a
screenshot?
L265[01:05:05] <Zaggy1024> arghh
L266[01:05:21] <Zaggy1024> it was a pain
to get it so I could walk next to the vertices
L267[01:05:22] <fry> doesn't have to be
now :D
L268[01:05:45] <fry> just do that before
you continue to do shader fogging :D
L269[01:06:05] <Zaggy1024> lol I can't
even remember what I did..
L270[01:06:13] <fry> that's not a good
sign :P
L271[01:06:49] <Zaggy1024> I can probably
reproduce something similar
L272[01:06:59] <Zaggy1024> hopefully
L273[01:07:49] <Zaggy1024> just got to
scale up the current model a bunch, I guess
L274[01:07:50] <Zaggy1024> hopefully
L276[01:10:14] <Zaggy1024> fry, ^
L277[01:10:32] <Zaggy1024> oh, might help
if I didn't scale y by 0...
L278[01:11:07] <Zaggy1024> ah, this is
much better
L279[01:11:15] <Zaggy1024> just gotta wait
for it to upload :P
L281[01:12:00] ⇦
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201 seconds)
L282[01:12:02] <williewillus> are you
trying to make them look better or not lag like shit or both?
:D
L283[01:12:15] <Zaggy1024> I'm not messing
with the visuals
L284[01:12:33] <Zaggy1024> just making
them be stored in VBOs or display lists so they don't re-render
every frame
L285[01:13:07] <williewillus> i wonder how
feasible it would be to steal PE's cloud shaders :P
L286[01:13:25] <fry> those won't work for
all PC users
L287[01:13:27] <Zaggy1024> hm? I haven't
seen them
L288[01:13:50] <Zaggy1024> fry, that proof
enough for you? :D
L289[01:14:33] <Zaggy1024>
"GL11.glHint(GL_FOG_HINT, GL_NICEST);" doesn't change it
:[
L290[01:14:51] <Zaggy1024> that seems to
be the thing people are hinting at making it fragment based
L291[01:16:08] <williewillus> what makes
the PE cloud shader not work for everyone, openGL 2? :P
L293[01:16:44] <williewillus> .-.
L294[01:18:22] ⇦
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L295[01:19:48] ***
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L296[01:20:37] <Zaggy1024> weird,
"GL11.glFogi(GL15.GL_FOG_COORD_SRC,
GL14.GL_FRAGMENT_DEPTH);" appears to be what vanilla minecraft
uses
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L299[01:28:49] <fry> "Further, f need
not be computed at each fragment, but may be computed at each
vertex and interpolated as other data are."
L300[01:28:58] <fry> well there you
go
L301[01:29:23] <fry> make more quads
:P
L302[01:31:18] <Zaggy1024> i did
L303[01:31:29] <Zaggy1024> like I said, it
would be *nice* not to have to
L304[01:31:32] <Zaggy1024> it's not a
requirement
L305[01:32:04] <fry> it would be *nice* if
windows didn't fuck opengl over, but it did, so we're stuck with
1.5
L306[01:33:44] <Zaggy1024> lol
L307[01:34:16] <Zaggy1024> welp, secondary
color works, thanks for the suggestion
L308[01:34:21] <Zaggy1024> I wasn't aware
of its existence :P
L309[01:37:19] ⇦
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L310[01:37:30] <fry> there's a shit ton of
things in GL1.5 :P
L311[01:37:54] <tterrag|away> how does
windows affect this?
L312[01:38:03]
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L313[01:38:10] <tterrag|away> weren't
tessellated quads pretty common in legacy to get around the lack of
fragment lighting?
L314[01:38:58] <Zaggy1024> that was GL14
though :P
L315[01:39:22] <tterrag|away> 2.x is still
legacy
L316[01:42:51] <Zaggy1024> it's a bit
annoying that EnumUsage.preDraw takes a ByteBuffer argument
L317[01:43:10] <Zaggy1024> is there a
technical reason why that's the case?
L318[01:43:49] <fry> tterrag|away: I'm
talking about the lack og GL2.0
L319[01:43:58] <tterrag|away> LWJGL uses
ByteBuffer quite a lot
L320[01:44:01] <tterrag|away> it's not
surprising
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L322[01:44:09] <tterrag> fry: in MC you
mean?
L323[01:44:19] <fry> on old intel cards on
windows
L324[01:44:27] <Zaggy1024> it doesn't seem
to be necessary to set up the pointers
L325[01:44:29] <tterrag> ah
L326[01:44:33] <Zaggy1024> you can just
pass straight longs
L327[01:44:38]
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L328[01:44:42] <TobyO> hey
L329[01:44:53] ⇦
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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L330[01:45:06] <Zaggy1024> would be nice
if VertexFormat had a function for predraw too
L331[01:45:41] <fry> hmm?
L332[01:46:13] <Zaggy1024> a function that
calls preDraw for all its VertexFormatElements?
L333[01:46:47] <Zaggy1024> that combined
with not taking a ByteBuffer argument would make it very
convenient
L334[01:46:52] <fry> tis a simple loop
:P
L335[01:47:19] <fry> be thankful you even
have preDraw, vanilla hardcoded it :P
L336[01:47:26] <Zaggy1024> you can't use a
smart loop tho :P
L337[01:47:32] <Zaggy1024> it takes an
index argument
L338[01:48:12] <TobyO> by fast loop do you
mean fast enumeration?
L339[01:48:19] <Zaggy1024> fast
loop?
L340[01:48:23] <Zaggy1024> I said smart
loop
L341[01:48:36] <Zaggy1024> taking an
iterable and looping over its elements
L342[01:49:20] <Zaggy1024> it kind of
worries me that the bytebuffer's position gets set by preDraw so
I'm inclined to avoid it
L343[01:49:22] <TobyO> ah okay smart loop,
yes you do mean fast enumeration
L344[01:49:55] <Zaggy1024> I haven't heard
that term before
L345[01:50:10] <TobyO> It's what it's
called. I'be not heard smart loop before :P
L346[01:50:30] *
fry only heard "foreach"
L347[01:50:42] <Zaggy1024> I feel like I
mostly see people talking about smart for loops
L348[01:50:51] *
Cypher121 has only heard "foreach" and
"iterating" too
L349[01:50:57] <Zaggy1024> never seen
foreach in the context of Java IIRC
L350[01:51:26] <Zaggy1024> I'd genuinely
like to know, fry, is there a reason preDraw has to take a
ByteBuffer arg?
L351[01:51:31] <capitalthree> java foreach
is: for (Member m : collection) { ... }
L352[01:51:40] <capitalthree> it's quite
nice
L353[01:52:09] <TobyO> yeah, that's widely
know as fast enumeration across languages
L354[01:52:19] <capitalthree> ah
L355[01:52:21] <Zaggy1024> actually I
think I've seen "enhanced for loop" more than "smart
for loop"
L356[01:52:30] <capitalthree> so is it
only foreach if it's a higher order function?
L357[01:52:37] <capitalthree> Zaggy1024: I
don't like calling it a loop
L358[01:52:49] <capitalthree> even though
it's implemented as one :P
L359[01:52:55] <Zaggy1024> actually a
google search of fast enumeration didn't come up with much :P
L360[01:52:55] <capitalthree> conceptually
it's... for each
L361[01:53:06] <Zaggy1024> yeah, I
suppose
L362[01:53:14] <Zaggy1024> it is still a
loop though, technically
L363[01:53:21] <killjoy> in a loop, you
can interact with local variables
L364[01:53:25] <capitalthree> in kotlin or
scala it's collection.foreach(function)
L365[01:53:37] <Cypher121> in java
too
L366[01:53:37] <TobyO> fast enumeration
comes up with all the goods on google. Smart loop comes up with
lots of audio fx for me
L367[01:53:40] <Cypher121> finally
L368[01:53:42] <fry> Zaggy1024:
buffer.position(format.getOffset(element));
L369[01:53:50] <Zaggy1024> yeah I
know
L370[01:53:50] <capitalthree> killjoy:
well a local variable declared *in* the loop won't persist trips
through the loop
L371[01:53:56] <Zaggy1024> but you can
pass the offset as a long directly
L372[01:54:04] <killjoy> neither will it
in forEach
L373[01:54:07] <capitalthree> so foreach
and "fast enumeration" do the same thing scope-wise
L374[01:54:13] <capitalthree> ok maybe we
are saying the same thing
L375[01:54:19] <capitalthree> sorry, was
just making sure :)
L376[01:54:19] <TobyO> they are the same
thing
L377[01:54:24] ⇦
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L378[01:54:33] <fry> only for vbos
L379[01:54:36] <killjoy> can you write it
as for (a b : c)
L380[01:54:46] <Zaggy1024> really?
L381[01:54:46] <TobyO> foreach is javas
implementation of fast enumeration
L382[01:55:04] <Zaggy1024> it was working
when I had VBOs off...
L383[01:55:09] <killjoy> well, you can't
forEach with an Enumeration
L384[01:55:13] <killjoy> only with
Iterable
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L387[01:55:28] <Zaggy1024> wait
L388[01:55:29] <Zaggy1024> nvm
L389[01:55:37] <TobyO> this isn't related
to enums by the way
L390[01:55:49] <TobyO> enumeration just
means going through a list
L391[01:55:51] <Zaggy1024> I forgot hte
display list usage didn't use the pointer calls
L392[01:55:59] <killjoy> Eh, you can
always Enum.values()
L393[01:56:29] <killjoy> or
Enum.class.getEnumConstants()
L394[01:56:52] <capitalthree> and you can
do for (Enum e : Enum.values()) ...
L395[01:56:55] *
capitalthree trollface
L396[01:56:56] <Zaggy1024> what's the
performance of reflecting that anyway?
L397[01:56:59] <TobyO> in objective c it's
for (Type object in objects) {
L398[01:57:03]
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L399[01:57:12] <capitalthree> I heard you
like enumeration so I enumerated your Enum
L400[01:57:34] <Zaggy1024> well it is
enumerable, what else you gonna do?
L401[01:58:00] <TobyO> I think all, if not
most array types have a fast enumeration implementation
L402[01:58:23] <Zaggy1024> crap.
L403[01:58:24] <capitalthree> in java,
anything implementing Collection will work
L404[01:58:36] <capitalthree> or actually
Iterable
L405[01:59:38] <Zaggy1024> I just realized
that secondary color seems not to be working after all.
L406[01:59:39] <Zaggy1024> >.<
L407[01:59:55] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160513 mappings to Forge Maven.
L408[01:59:59] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160513-1.9.zip (mappings
= "snapshot_20160513" in build.gradle).
L409[02:00:09] <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/
L410[02:01:06] <Zaggy1024> yeah, it's not
working
L411[02:01:14] <Zaggy1024> that's
fun
L412[02:01:31] <TobyO> when I'm doing
detectAndSendChanges in a container, is it enough to call update
progressbar for the relevant fields?
L413[02:01:37] <Zaggy1024> I jumped the
gun deleting all the shader stuff, but luckily I could undo back to
it and copy it out
L414[02:01:38] <TobyO> Or do I need some
custom packet?
L415[02:01:57] <Zaggy1024> custom packets
are superior anyway because you're not sending a bunch of separate
packets :P
L416[02:02:23] <Zaggy1024> but yeah, you
can use that if you're storing the right data types
L417[02:02:50] <Zaggy1024> fry, any idea
why secondary color wouldn't be working? does the color in the
vertex buffer override it?
L418[02:03:54] <capitalthree> I hear it's
best if you send your own custom udp packets
L419[02:04:22] <Zaggy1024> haha if you say
so
L420[02:04:25] <capitalthree> (I'm
kidding, don't)
L421[02:04:43]
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L422[02:05:31] <fry> Zaggy1024: did you
enable color sum?
L423[02:05:37] <Zaggy1024> uh
L424[02:05:44] ⇦
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L425[02:06:10] <Zaggy1024> nope
L426[02:06:10] <fry> read up on how to use
the secondary color
L427[02:06:12] <Zaggy1024> now it works
lol
L429[02:06:32] <Zaggy1024> sorry, I'd
assumed it was just always on
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L435[02:12:48] <Zaggy1024> is it treated
as a multiplier? or is there a way to change the mode? I can't find
anything online about that
L436[02:13:29] <fry> yes, multiplier
L437[02:13:56]
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L438[02:13:57] <gigaherz|work> morning
people
L439[02:14:39]
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L441[02:14:59] <Cypher121> o/
L443[02:16:15] <Zaggy1024> it seems to be
additive
L444[02:16:43] <Zaggy1024> if I do 1, 1, 1
it becomes fullbright
L445[02:17:01] <fry> hmm, yes, seems to be
sum
L446[02:17:09] <gigaherz|work> that
probably depends on the blend function?
L447[02:17:37] <gigaherz|work> ah no
L448[02:17:40] <gigaherz|work>
GL_COLOR_SUM
L449[02:17:43] <gigaherz|work> or
GL_SEPARATE_SPECULAR
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L451[02:17:59] <fry> yup, won't work
then
L452[02:18:01] <gigaherz|work> there's no
way to make it multiply
L453[02:18:16] <Zaggy1024> gah
L454[02:18:18] <fry> make a texture
:P
L455[02:18:28] <Zaggy1024> it already has
a texture
L456[02:18:41] <fry> hint: there can be
multiple textures
L457[02:18:44] <gigaherz|work> this really
is what shaders were made for
L458[02:18:45] <gigaherz|work> ;P
L459[02:18:56] *
fry smacks gigaherz|work
L460[02:18:59] <fry> read the
backlog
L461[02:19:08] <gigaherz|work> I have no
backlog
L462[02:19:18] <gigaherz|work> well, I'd
have to remote into my home machine
L463[02:19:28] <Zaggy1024> isn't
generating a texture each frame going to be a little costly?
L464[02:19:37] <fry> of course
L465[02:19:42] <fry> don't generate
it
L466[02:19:49] <Zaggy1024> ^.~
L467[02:19:50] <fry> just upload the
data
L468[02:19:58] <Zaggy1024> hm
L469[02:20:09] ***
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L470[02:20:13] <gigaherz|work> uploading
is slow, but fast enough that it can be done
L471[02:20:14] <Zaggy1024> is there
something I can reference for that?
L472[02:20:31] <fry> lightmap, if you're
brave
L473[02:20:50] <Zaggy1024> lightmap is
uploaded?
L474[02:20:59] <Zaggy1024> I thought they
just had a...map
L475[02:21:07] <Zaggy1024> :P
L476[02:21:10] <fry> and how would that
work?
L477[02:21:15] <gigaherz|work>
glTexImage*?
L478[02:21:18] <fry> there are no
"maps" in GL
L479[02:21:23] <Zaggy1024> an image
L480[02:21:26] <Zaggy1024> greyscale
L481[02:21:34] <Zaggy1024> 0-100%
brightness
L482[02:21:39] <fry> and what are
"images" in GL?
L483[02:21:54] <Zaggy1024> a texture,
whatever you want to call it
L484[02:22:00] <fry> exactly :P
L485[02:22:25] <Zaggy1024> mmh
L486[02:22:45] <Zaggy1024> so the lightmap
isn't placed in an image before it's passed to GL, that's what
you're saying. :P
L487[02:23:14] <Zaggy1024> well, screw it,
point me to the lightmap code
L488[02:23:53] <Zaggy1024> why is it so
important to support <1.5 with this though?
L489[02:24:24] <Zaggy1024> I don't have
any statistics, but I would assume huge percentage have 1.5 at
least
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L491[02:26:45] <Zaggy1024> I guess I could
keep the shader code and add in uploaded textures for people with
crappy computers
L492[02:28:58] <Zaggy1024> is there any
usage data for Minecraft that shows GL versions? I can't find
anything with a quick Google search
L493[02:29:16] <killjoy> Tried the
snooper?
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L496[02:32:15] <Zaggy1024> couldn't find
it before, but I finally found a good page
L497[02:32:48] ⇦
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L498[02:32:49] <Zaggy1024> 1.4 at 6%
L499[02:32:53] <Zaggy1024> hm
L500[02:34:45] <Zaggy1024> haha it seems
that the shaders would be able to benefit 92.4% of users, if I'm
correct
L501[02:35:04] <killjoy> Just have a check
for it then
L502[02:35:11] <Zaggy1024> yeh
L503[02:35:15] <capitalthree> what's the
bot command to get the latest forge version to use?
L504[02:35:21] <killjoy> How do you check
the ogl version?
L505[02:35:27] <masa> how many people play
modded with those OpenGL 1.0 toasters anyway?
L506[02:36:05] <killjoy> if you attached a
HD monitor to a toaster, how would you describe the images?
L507[02:36:09] <killjoy> crispy
L508[02:36:30] <Zaggy1024> (I was looking
at anything over 1.5)
L509[02:36:41] <Zaggy1024> nice killjoy
:P
L510[02:37:03] <Cypher121> doesn't seem
like it was updated in a while
L511[02:37:03] ⇦
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L513[02:39:21] <Zaggy1024> yup
L514[02:39:42] <masa> server software:
mystcraft, wut :D
L515[02:40:21] <masa> 1/3 of servers
are/were in offline mode? O_o
L516[02:40:42] <Cypher121> you're
surprized?
L517[02:41:29] <Cypher121> but it seems
pretty damn old
L518[02:41:42] <Cypher121> absolutely no
clients on win8
L519[02:41:56] <Zaggy1024> so it's likely
that even more are >1.4 GL by now :P
L520[02:42:04] <Cypher121> yup
L521[02:43:25] <Cypher121> I'll take a
shot in the dark and say 40/79 people who were on win95 moved on to
something newer
L522[02:45:29] <TobyO> Is there a way to
call an eqivalent of updateProgressBar but with a float?
L523[02:46:20] <TobyO> sorry, I should
have said sendProgressBarUpdate
L524[02:48:39] <Cypher121>
Float.floatToIntBits() + Float.intBitsToFloat() ◴ _◶
L525[02:49:20] <TobyO> yeah
L526[02:49:22] <TobyO> thanks :)
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L531[02:56:02] <fry> Zaggy1024: forge is
java6 only, and GL1.5 only too :P
L532[02:58:52] <Saturn812> java6 ftw
L533[03:01:13]
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L534[03:07:38] <ZaggyMobile> The shader
should work with GL 1.5
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L538[03:15:45] <ZaggyMobile> Problem is, I
don't yet know how to emulate the fog in my shader
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L547[03:59:26] <Ivorius> Hmm
L548[03:59:35] <Ivorius> Now that reobf /
dev jars aren't a thing anymore in Gradle 2.0
L549[03:59:42] <Ivorius> What do I depend
on in my build.gradle?
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L551[04:01:42] <Ivorius> If I use the
universal it crashes on run
L552[04:01:56] <Ivorius> If I use the
sources it doesn't seem to find the classes
L553[04:03:57] <Ivorius> I was under the
impression that Forge/FG was supposed to remap the mods I'm
depending on or something
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L555[04:05:17] <Cypher121> regular
jars
L556[04:05:57] <Cypher121> probably what
you call universal
L557[04:06:03] <Ivorius> Then it crashes
with 'field_xxx' not found
L558[04:07:12] <Ivorius> Caused by:
java.lang.NoSuchFieldError: field_150901_e
L559[04:08:02] <Ivorius> Which definitely
exists but is currently mapped to an mcp mapping
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L568[04:54:35] <Ivorius> Oh I see, I need
to use deobfCompile
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L575[05:16:08] <Tazz> still need to figure
out how to rotate that text doe :/
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L587[06:43:00] <sham1> o\
L588[06:43:25] <gigaherz|work> o_
L589[06:44:51] <sham1> >o_/
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L591[06:52:23] <sham1> I feel
conflicted
L592[06:52:36] <sham1> I have started to
think about learning python
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L594[06:53:01] <gigaherz|work> why?
L595[06:53:11] <gigaherz|work> learning
isn't the issue
L596[06:53:33] <gigaherz|work> now if you
learn, and then it turns out you DO like it
L597[06:53:33] <sham1> Because to me
dynamic typing just feels wrong
L598[06:53:37] <gigaherz|work> that'd be a
reason to feel conflicted
L599[06:53:38] <gigaherz|work> ;P
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L603[07:06:40] <Saturn812> dynamic typing
kinda sucks but does have it's advantages and python is awesome
anyway
L604[07:08:17] <Shalmezad> ^ditto, but
with ruby instead of python. If it looks like a duck and cooks like
a duck, I'll make duck soup out of it instead of asking if it's a
duck.
L605[07:09:44] <sham1> I can understand
why dynamic thping is good. I just have been so absorbed into
haskell's wonderful typesystem
L606[07:09:59] <sham1> And Javascript has
scarred me for life
L607[07:10:06] <Saturn812> js is scary
indeed
L608[07:10:41] <sokratis12GR> Ruby is
better than Javascript
L609[07:11:35] <sham1> Everything is
better than javascript
L610[07:11:38] <Shalmezad> JS is.... let's
go with 'unique' since I'm trying to be nice.
L611[07:11:42] <sham1> Yes, even
brainfuck
L612[07:12:44] <sokratis12GR> the bad
thing is that html supports only js...
L613[07:12:59] <sham1> like for instance I
can see why 2 == "2" is useful
L614[07:13:28] <sham1> but why do I need
to add a third equals to tell it to not type coerse
L615[07:16:11] <Shalmezad> Of course, they
say the same thing about us: "Why do you need 2.equal?
"2" when I can just do 2 === "2"" ?
L616[07:22:10] <Unh0ly_Tigg> I wish java
had a === operator, that just compiled to calling equals...
L617[07:23:27] <Shalmezad> Well, if you
were in C/C++/ObjC land, you might be able to make a macro.
;)
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L622[07:30:28] <sham1> Java preprocessors
exist
L623[07:31:29] <Shalmezad> And if you're
using make, you can always sneak in an intermediate pre-compiling
`sed`.
L624[07:32:03] <sham1> I think you can
also use gradle for that
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L627[07:37:03] <sham1> :%s/ ===
/.equals(
L628[07:37:09] <sham1> And I forgot the
last /
L629[07:37:15] <fry> now add the other
)
L630[07:37:43] <ghz|afk> you can't do that
without special support
L631[07:37:48] <ghz|afk> some regex
engines support "counting"
L632[07:37:57] <ghz|afk> so you can say
that it needs as many closing )s as it has seen opening
L633[07:38:21] <sham1> Or just make a
macro for that in VIM
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L635[07:38:36] <sham1> That activated
every time you save a java file
L636[07:38:43] <ghz|afk> so you type
"===" and it replaces the === with .equals(), leaving the
cursor in between the ()s?
L637[07:38:51] <sham1> Ye
L638[07:39:00] <ghz|afk> that'd be an
interesting feature for an editor
L639[07:39:09] <ghz|afk> which wouldn're
require a java-to-java translator
L640[07:39:14] <ghz|afk> wouldn't*
L641[07:41:05] <Cazzar> tabstops :P
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L654[08:06:15] <vox> big_Xplo|AFK: You do
realize that your mod literally does what mine does, and that's
it?
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L656[08:08:42] <vox> And that mine existed
for over a week before yours :P
L657[08:09:12] <vox> Not that I'm accusing
you of copying it or anything, but I'd like to work this out
L658[08:09:39] <sham1> Nothing is
original
L659[08:09:46] <sham1> at thispoint
L660[08:09:53] <sham1> You just have to do
it better than anyone else
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L662[08:13:20] <vox> sham1: I mean, it's
literally identical pretty much
L663[08:13:47] <vox> It is almost
identical to the end user
L664[08:14:18] <vox> and the code is
similar, which I guess is not really an issue since there's only
one way to do it
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L671[08:45:24] <PaleoCrafter> phew,
finally I have time to work on my mod again
L672[08:48:06] <kashike> which? :)
L674[08:50:09] <PaleoCrafter> meh,
substitutions are still broken
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L692[09:43:42] <sokratis12GR> Guys how to
make an item possible to spawn in dungeons ? do I need LootTables
?
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L695[09:55:47] <gigaherz> sokratis12GR:
yes
L696[09:56:23] <gigaherz> you need to
modify the loot tables using the new event introduced a few days
ago
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L698[09:56:36] <ghz|afk> oops
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L710[10:17:26] <auenf> iirc, dungeon loot
in vanilla 1.9 is affected by luck potions
L711[10:17:49] <gigaherz> there was a
mythbusting episode by Xisuma, I think?
L712[10:17:55] <gigaherz> I can't remember
what the result was
L713[10:18:19] <auenf> loot isnt generated
until a user opens the chest
L714[10:18:32] <gigaherz> yep
L715[10:18:37] <auenf> spectators get an
error if they try to open an unopened chest
L716[10:18:52] <gigaherz> but all that is
unrelated ;P
L717[10:19:10] <auenf> not unrelated to
chest loottables iirc
L718[10:19:11] <gigaherz> sokratis|afk
simply asked how to add new loot "entries"
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L720[10:21:19] <auenf> loottables could be
confusing if you are unaware of 1.9's loot generation changes
L721[10:21:22] <sokratis|afk> auenf: the
loot in dungeons is affected for more/better loot
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L723[10:21:49] <sokratis12GR> By the luck
enchant*
L724[10:22:06] <auenf> effect not
enchant?
L725[10:22:54] <sokratis12GR> effect*
xD
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L732[10:34:08] <theFlaxbeard> Is there a
way to tile a texture in a gui?
L733[10:34:18] <theFlaxbeard> It sounds
like drawScaledCustomSizeModalRect should do that
L734[10:34:23] <theFlaxbeard> but I can't
get it to tile
L735[10:34:35] <theFlaxbeard> It just
stretches the texture
L736[10:35:11] <PaleoCrafter> does the
texture stretch across the whole file?
L737[10:36:09] <theFlaxbeard> So right now
I'm trying to tile a slice of a texture
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L740[10:36:48] <theFlaxbeard>
drawScaledCustomSizeModalRect(left, top, 0, 15, 12, 12, 12, 12,
256.0F, 256.F); is the call I'm using
L741[10:37:00] <theFlaxbeard> That renders
the slice of the texture, at the size of the slice
L742[10:37:01] <PaleoCrafter> then you
either have to make every slice its own texture file (then you can
use OGLs texture wrapping), do the tiling maths yourself or use a
shader :P
L743[10:37:17] <theFlaxbeard> If I do the
former, will drawScaledCustomSizeModalRect still work?
L744[10:37:20] <theFlaxbeard> to
tile
L745[10:37:53] <PaleoCrafter> GL tiles
based on the UVs
L746[10:38:18] <PaleoCrafter> if both U
and V go from 0 to 2, you'd get your texture two times in both
dimensions
L747[10:38:49] <PaleoCrafter> so you'd
have to pass different values for uWidth and vHeight to that method
if you wanted to go for the first approach
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L749[10:40:16] <PaleoCrafter> if your
slices always are multiples of the size of the slice in the
texture, the second approach (i.e. the tiling maths) would be
fairly easy
L750[10:40:28] <gigaherz> if it's
flexible, you have two options
L751[10:40:45] <gigaherz> 1. draw a number
of whole segments, and then if needed, a partial segment at the
end, or
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L753[10:41:01] <gigaherz> 2. you
expand/contract the texture to fit a whole number of repeats
L754[10:41:10] <gigaherz> (then you
wouldn't have a partial segment)
L755[10:41:53] <theFlaxbeard> The tiling
math approach would just require me to loop calls to drawing the
texture?
L756[10:41:57] <gigaherz> while(remaining
> width) { draw(x,width); x+= width; remaining -= width; }
L757[10:42:02] <theFlaxbeard> that's easy
enough
L758[10:42:04] <gigaherz> pretty
much
L759[10:42:11] <gigaherz> problem is, you
have a lot more draw calls
L760[10:42:17] <gigaherz> which can slow
down the gpu
L761[10:42:43] <gigaherz> MC doesn't do
"sprite batching" for gpu calls, so far as I know
L762[10:42:55] <gigaherz> eh for gui
calls*
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L765[10:43:50] <PaleoCrafter> hence I
suggested a shader as last option xD
L766[10:44:06] <gigaherz> yeah
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L774[11:05:53] <sham1> Lazy variables
:P
L775[11:07:08] <sham1> That's some lazy
stuff right there
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L779[11:14:06] <PaleoCrafter> that's also
some very old code, sham1 :P
L780[11:16:34] <PaleoCrafter> if I
remember correctly, most of that file is a straight conversion from
Java to Scala
L781[11:26:45] <Wuppy> heh you've got to
love the humor in Batman Arkham Asylum
L782[11:27:51] <gigaherz> there backported
Mending to 1.8, just so I can use it on my playthrough of this
modpack ;P
L784[11:28:26] <Wuppy> The Joker in a
thong, now that'd be scary
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L786[11:35:20] <Wuppy> oh wow, you can win
a Gear VR with Galaxy S6 with the Samsung sponsored VR jam
L787[11:40:36] <capitalthree> nobody
replied to my minecraft forum post for my new mod u_u
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L792[11:49:56] <gigaherz> unascribed: my
backport of Mending enchant works with your backlytra ;P
L793[11:50:08] <capitalthree> :D
L794[11:50:33] <unascribed> not sure why
it wouldn't, but cool :P
L795[11:50:43] <gigaherz> it works with
anything that is damageable
L796[11:50:44] <gigaherz> ;P
L797[11:50:46] <unascribed> yeah
L798[11:50:51] <unascribed> as such, I'd
expect it to work fine
L799[11:50:58] <capitalthree> gigaherz:
and enchantable? :P
L800[11:51:06] <gigaherz> sure
L801[11:51:26] <gigaherz> I mean if you
obtain a book from a chest or villager, and put it together with
the item on an anvil ;p
L802[11:51:41] <Delenas> o/
L803[11:51:51] <capitalthree> unascribed:
I guess I just have to make a less trivial mod before anyone will
care about me :P
L804[11:51:58] <capitalthree> either that
or write in java
L805[11:52:05] <unascribed> or both!
L806[11:52:06] <gigaherz> it was far
easier than I initially thought it would be ;P
L807[11:52:29] <capitalthree> unascribed:
heh :P and my next mod is definitelly gonna be the server backup
mod, which is even more un-glamorous
L808[11:52:33] <capitalthree> but totally
important
L810[11:53:15] <PaleoCrafter> whoops, I
meant capitalthree
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L812[11:53:48] <capitalthree>
PaleoCrafter: oh lol that's a mistake, good catch
L813[11:54:12] <capitalthree> pretty sure
gradle prevents it fron being a problem but thanks, I'll fix it
later
L814[11:54:29] <unascribed> BTFU?
L815[11:54:32] <capitalthree>
PaleoCrafter: were you asking why to those dep lines? or why I want
to make a backup mod?
L816[11:54:38] <capitalthree> or why
backup is unglamorous?
L817[11:54:45] <PaleoCrafter> just why you
have two lines :P
L818[11:54:52] <capitalthree> unascribed:
yeah. though I'm thinking of renaming it. maybe Continuous
Backup
L819[11:55:04] <unascribed>
UnglamourousBackup
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L821[11:55:15] <capitalthree> unascribed:
since the selling point is incremental backups so fast you can run
the server out of a ramdisk with 2 minutely backup
L822[11:55:41] <unascribed> hardlinks
aren't that magical
L823[11:55:43] <capitalthree>
PaleoCrafter: I appreciate that someone is at least looking at my
code :)
L824[11:55:56] <unascribed> region files
can get somewhat large, and if someone changes so much as one block
that's the entire region file copied
L825[11:55:59] <PaleoCrafter> I just
wanted to check how you're shading ;)
L826[11:56:02] <capitalthree> unascribed:
they're not magical, but no minecraft backup mod currently uses
them, that I could find
L827[11:56:12] <capitalthree> unascribed:
yeah that's true.
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L833[11:56:26] <capitalthree> this isn't
gonna be the most efficient thing possible, but efficient
enough
L834[11:56:47] <HellFirePvP> Can somebody
tell me what changed with specifying the accesstransformer
configuration from 1.7 to 1.9? Looks like it finds the config but
doesn't apply changes?
L835[11:56:54] <PaleoCrafter> since your
shading appears to be broken :P (at least the package renaming
part)
L836[11:56:56] <unascribed> the most
efficient thing possible would lose the ability to use any
incremental backup as a full world
L837[11:57:03] <capitalthree> I'm also
gonna do the standard incremental backup tricks like pruning old
backups to a lower frequency based on age
L838[11:57:08] <capitalthree>
PaleoCrafter: oh crap. really:
L839[11:57:17] <PaleoCrafter> yep, just
look at one of your built jars
L840[11:57:23] <capitalthree> I'm glad I
marked them alpha on curse
L841[11:57:28] <capitalthree> mannn
L843[11:57:40] <capitalthree>
PaleoCrafter: well extra thanks for noticing, I was just like
"this seems to work"
L844[11:57:45] <PaleoCrafter> hehe
L845[11:57:46] <unascribed> HellFirePvP,
is there a publicly available repository?
L846[11:57:59]
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L847[11:58:17] <capitalthree>
PaleoCrafter: ok I gotta look when I get home. I am at a
restaurant. I very much appreciate it though
L848[11:58:24] <HellFirePvP> atm not i
didn't push anything of it to github yet - well i guess i should do
that before asking..
L849[11:58:25] <PaleoCrafter> you're
welcome
L850[11:58:38] <capitalthree> I'm new to
minecraft modding and the community has been, while stubborn on
some things, very helpful :)
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L853[12:00:11] <capitalthree> I hate to
say it but I'm probably going to ditch kotlin for scala, even
though kotlin is a better choice for mc modding
L854[12:00:25] <capitalthree> simply
because forge ships scala runtimes and that saves a thousand
headaches
L855[12:00:29] <PaleoCrafter> hehe
L856[12:01:31] <capitalthree> well I'd
better get on my bicycle and head home
L857[12:01:43] <diesieben07> yay, APIs
that only take a File object so i am forced to use an actual
on-disk file... instead of doing it in RAM
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L859[12:01:49] <diesieben07> or is there a
trick one can use?
L860[12:02:25] <PaleoCrafter> well,
Scala's stronger type system can cause some headaches with some
parts of MC, capitalthree :P
L861[12:02:31] <capitalthree>
PaleoCrafter: ahh shadow, someone told me shade was broken and to
use shadow. I should have listened
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L863[12:02:38] <capitalthree> it was late
and I just wanted to publish xD
L864[12:02:51] <PaleoCrafter> especially
doing blocks with properties requires some existential hacks
:P
L865[12:02:54] <tterrag> diesieben07: what
API?
L866[12:03:08] <diesieben07> eclipse
aether's local repository API
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L868[12:03:20] <diesieben07> eclipse
aether = dependency resolver library where you can plug a maven
handler into
L869[12:03:28] <capitalthree>
PaleoCrafter: and yeah definitely. I know my way around dealing
with scala's type system differences, but like I said I'd prefer
kotlin for sure for heavily java-interoperable code
L870[12:03:33] <tterrag> so you want to
have a local repository...in RAM?
L871[12:04:03] <capitalthree>
PaleoCrafter: btw any comments on my actual kotlin code? and thanks
again for linking your build.gradle, I wish I found that yesterday
when I was flailing
L872[12:04:13] <PaleoCrafter> I haven't
looked at it much
L873[12:04:23] <diesieben07> No, but i
want to have a local repository that I can define the structure of.
and the LocalRepositoryManager is build around the idea that
artifacts have static file paths.
L874[12:04:46] <capitalthree>
PaleoCrafter: ok no worries, I don't wanna give you busywork :P but
since I'm new to modding, if you do look, I'd love comments
L875[12:05:14] <diesieben07> i cannot fake
it so that it accepts two different files as the same
artifact
L876[12:05:25] <diesieben07> which i could
do it if used the modern FileSystem api
L877[12:05:27] <PaleoCrafter> I'm
generally not that much of a fan of putting multiple classes into
one file, unless it something like an enclosed trait - case class
hierarchy or something :P
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L879[12:08:10] <capitalthree>
PaleoCrafter: for me the line is usually "will I ever care to
reference this class from another file" and "has this
file gotten so large it's messy" but fair enough :)
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L881[12:08:37] <PaleoCrafter> well, imo
the file is getting messy as soon as you add another class :P
L882[12:08:51] <unascribed> ^\
L883[12:09:04] <capitalthree> hehe. fair
enough. I'm definitely a bit out of the norm with my bias towards
fewer files
L884[12:09:24] <unascribed> I don't do
much Scala or Kotlin, but there are a few very specific cases in
which you can put multiple classes in the same file in Java (not
inner classes), and it's similar there :P
L885[12:09:26] <capitalthree> but at least
you have to admit, it's not like anything other than preinit has
any reason to make an instance of the event handler :P
L886[12:10:17] <capitalthree> unascribed:
in java, it semantically requires that you only do it if you'll
only reference the class within that file. kotlin doesn't but I did
follow the same rule
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L888[12:10:30] <capitalthree> but this is
a style question.. I'm not calling you guys wrong
L889[12:10:41] <unascribed> nope, there's
some cases where you can have package-private classes in one
file
L890[12:10:45] <tterrag> > in java, it
semantically requires that you only do it if you'll only reference
the class within that file
L891[12:10:46] <tterrag> what
L892[12:10:46] <tterrag> no
L893[12:10:47] <unascribed> as said, I
don't mean inner classes
L894[12:10:47] <capitalthree> but I
probably won't change it unless either of the classes get
longer
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L896[12:11:01] <capitalthree> tterrag: oh.
is it within the package then?
L897[12:11:07] <tterrag> java has no such
thing as an "inner class"
L898[12:11:12] <tterrag> EVERY class is
compiled out into its own file
L899[12:11:24] <capitalthree> we mean
.java files, not .class files :P
L900[12:11:29] <tterrag> there is no real
difference between defining a class inside another and defining it
in its own file
L901[12:11:42] <tterrag> unless it's
non-static, in which case of course it needs an encapsulating
instance
L902[12:11:47] <capitalthree> tterrag: yes
there is. a *public* class is required to be defined in a samenamed
file
L903[12:11:51] <unascribed> we're talking
about logical classes, as in the class keyword, not literal class
files :L
L904[12:12:15] <capitalthree> a static
inner class is a semi-weird construct that only makes sense for
visibility reasons
L905[12:12:20] <tterrag> you are talking
about defining multiple classes in one file, yes?
L906[12:12:24] <capitalthree> yeah
L907[12:12:29] <tterrag> right.
L908[12:12:31] <tterrag> as am I
L909[12:12:37] <capitalthree> in one .java
file
L910[12:12:43] <tterrag> a static inner
class isn't inner at all
L911[12:12:49] <capitalthree> right
L912[12:12:51] <tterrag> it's just a
class
L913[12:13:06] <capitalthree> but it does
have visibility into the private members of the
not-really-enclosing vlass
L914[12:13:10] <capitalthree> that's the
only special thing
L915[12:13:25] <unascribed> hooray for
synthetic accessors
L916[12:13:29] <unascribed> :P
L917[12:13:29] <tterrag> *technically* it
doesn't
L918[12:13:35] <tterrag> the compiler just
adds accessors for what it needs
L919[12:13:37] <tterrag> but yeah, I
guess
L920[12:13:49] <diesieben07> it might soon
:)
L921[12:13:54] <diesieben07>
soon-soon
L922[12:13:56] <capitalthree>
...technically, whatever the language semantics allow, the language
semantics allow :P
L923[12:14:13] <capitalthree> talking jvm
implementation details is a separate discussion from talking java
language semantics
L924[12:14:28] <diesieben07> true.
L925[12:14:49] <tterrag> I'm saying if you
get down to it, nested classes are not special at all. they are
compiled out into their own file like any other class. accessing
private members is done via synthetic methods. but yes the end
result is access to private members of the outer class
L926[12:15:18] <capitalthree> tterrag: I
agree they're not "special". they're syntactic
sugar.
L927[12:15:22] <capitalthree> they're
still real
L928[12:15:32] <capitalthree> just like
many java features which are sugar
L929[12:15:40] <capitalthree> like the
entire concept of generic types :P
L930[12:16:00] <unascribed> 98.7% of java
features are syntatic sugar
L931[12:16:03] <tterrag> you mean most of
java :P
L932[12:16:05] <capitalthree> every use of
a generic type compiles to a concrete type
L933[12:16:06] <unascribed> 99.9% of scala
and kotlin features are syntatic sugar
L934[12:16:14] <capitalthree> but it would
be silly to say generic types aren't real
L935[12:16:20] <capitalthree> they are a
very important language feature
L936[12:16:21] <unascribed> but they're
not!
L937[12:16:27] <unascribed> it's all
compile time
L938[12:16:29] <tterrag> and 73.4% of all
statistics are made up on the spot
L939[12:16:31] <diesieben07> they are a
compiler fiction
L940[12:16:34] <diesieben07> doesn't mean
they aren't real
L941[12:16:43] <diesieben07> how they are
implemented is an implementatino detail
L943[12:16:51] <capitalthree> you know
what else is a compiler fiction? immutability
L944[12:17:02] <diesieben07> that's a JVM
fiction
L945[12:17:05] <capitalthree> if you
declare a field final, you can hack your jvm bytecode to modify
it
L946[12:17:08] <PaleoCrafter> that's
tolerable, tterrag :P
L947[12:17:11] <diesieben07> the JVM will
scream at you if you write final fields
L948[12:17:14] <tterrag> barely
L949[12:17:36] <tterrag> I find it
hilarious that you can get around final by reflecting the field
class
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L951[12:17:43] <capitalthree> diesieben07:
there are boundaries though on where it actually checks. you can
definitely get around it
L952[12:17:50] <diesieben07> of course you
can.
L953[12:17:54] <tterrag> reflection isn't
enough? I'll put some reflection in the reflection
L955[12:18:00] <unascribed> :P
L956[12:18:02] <diesieben07> i am just
saying that by using the standard PUTFIELD will scream at
you.
L957[12:18:09] <diesieben07> and writing
to static finals is a REALLY REALLY bad idea.
L958[12:18:17] <diesieben07> because it
can actually break your code in horrible ways
L959[12:18:21] <tterrag> unless you know
for sure it's not inlined, yeah
L960[12:18:26] <unascribed> *primitive*
static finals yes
L961[12:18:28] <diesieben07> there is no
way to know that for sure.
L962[12:18:29] <diesieben07> no
L963[12:18:29] <capitalthree> so
"this feature isn't real" and "this feature is a
compiletime constraint for your convenience" are not the same
statement
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L965[12:18:31] <diesieben07> the JVM
inlines
L966[12:18:35] <diesieben07> every static
final
L967[12:18:40] <diesieben07> o it CAN
inline every
L968[12:18:42] <tterrag> yeah, inlines are
not standard
L969[12:18:42] <diesieben07> *or
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L971[12:18:52] <unascribed> well I guess
the JVM can, yeah
L972[12:18:55] <tterrag> pretty sure
strings are inlined, those aren't primitive :P
L973[12:18:56] <unascribed> I was just
thinking of the class file :P
L974[12:19:06] <unascribed> strings are
pretty much a primitive, they're supported by ldc
L975[12:19:08] <diesieben07> and then your
code will start behaving VERY weird.
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L977[12:19:32] <tterrag> non-static finals
are pretty weak really. I'm pretty sure even standard reflection
will work fine
L978[12:19:39] <tterrag> in some
cases
L979[12:19:55] <diesieben07> the jvm
explicitly has flags set to not optimize non-static finals
L980[12:19:55] <capitalthree> I guess what
I'm saying is: if a feature's in the language, it has semantic
meaning, you can use it, and your code will work
L981[12:20:06] <diesieben07> because major
libraries out there break in horrible ways if the jvm trusts the
"final"
L982[12:20:08] <capitalthree> saying the
feature's not real on some philosophical grounds is silly
L983[12:20:16] <capitalthree> therefore
static inner classes are real :P
L984[12:20:29] <tterrag> code isn't
real
L985[12:20:35] <unascribed> let's just all
write bytecode directly and call it good
L986[12:20:38] <tterrag> it's all just JVM
bytecode instructions
L987[12:20:38] <capitalthree> :D ok
tterrag
L988[12:21:41] <capitalthree> anyways I'm
gonna call this a win. if all PaleoCrafter said is to put one class
in another file, probably my actual code is ok! :D
L989[12:21:54] <PaleoCrafter> again, I
haven't looked a lot at it :P
L990[12:22:00] <capitalthree> hehe ok
sorry
L991[12:22:10] <capitalthree> biking home
now, have fun y'all
L993[12:23:01] <unascribed> your manifest
says "astralSorcery_transform.cfg" and the file is
"astralsorcery_at.cfg"
L994[12:23:06]
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L995[12:24:00] <unascribed> and are you
300% sure you really need ASM?
L996[12:24:06] <HellFirePvP> oups derp.
that one got mixed up when merging.. sec - however it was
astralsorcery_at.cfg before and didn't take the changes.
L997[12:24:14] <unascribed> this wouldn't
be better as a forge PR and there's no way to do it with
reflection?
L998[12:24:50] <unascribed> oh god you're
*deleting* instructions
L999[12:24:55] <unascribed> that's a
recipe for disaster
L1000[12:25:25]
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L1001[12:25:28] <HellFirePvP> i dunno if
i want to use reflection when rendering tho.. - well i do the same
as the default src just handling some special cases
L1002[12:25:35] <unascribed>
reflection
L1003[12:25:36] <unascribed> is
L1004[12:25:36] <unascribed> not
L1005[12:25:37] <unascribed> slow
L1006[12:25:41] <unascribed> lookups are
slow
L1007[12:25:50] <unascribed> if you keep
a Field or Method handle, or better yet, a MethodHandle, it's
fast
L1008[12:25:59] <unascribed> MethodHandle
pushes your JRE requirement to 7 though
L1009[12:26:16] <HellFirePvP> so i keep
the reference to the field and just access it every loop. yea true.
:|
L1010[12:26:28] <diesieben07> for
methodHandles: it's not even fast, it's JUST as fast as direct
access
L1011[12:26:46] <diesieben07> (provided
the MH is in a static final field)
L1012[12:28:58] <BlackSpark> Hi, can I
butt in with a quick 1.9 question that's probably really really
basic?
L1013[12:29:13] <PaleoCrafter> don't ask
to ask
L1014[12:29:18] <unascribed> asking if
you can ask a question is a waste of time, just ask it :P
L1016[12:29:25] <PaleoCrafter> which
reminds me...
L1017[12:29:33] <PaleoCrafter> $xy
L1018[12:29:34] <BlackSpark> I'm trying
to use an OreDictionary entry here in a recipe
L1019[12:29:35] <PaleoCrafter> ?xy
L1020[12:29:37] <PaleoCrafter> FRY
L1021[12:29:38] <unascribed> you need to
use ShapedOreRecipe
L1022[12:29:42] <tterrag> FRY
L1023[12:29:46] <BlackSpark> Thank
you!
L1024[12:29:47] <PaleoCrafter> do it,
nao
L1025[12:29:48] <unascribed>
GameRegistry.addRecipe(new ShapedOreRecipe(...))
L1026[12:29:50] <fry> FRY
L1027[12:29:51]
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L1029[12:30:05] <HellFirePvP> unascribed:
however, that doesn't actually change that changes made in the
at.cfg don't get applied when doing gradlew clean and setting it up
again with setupdecompworkspace ?
L1030[12:30:18] <PaleoCrafter> or make
that darn bot open source already :P
L1031[12:30:40] <diesieben07>
HellFirePvP, just don't use ATs... they are much too much of a
hassle for you and everyone else (as you can see by this very
discussion).
L1032[12:30:43] <tterrag> "10000
Trillion kg" isn't exactly a great way to denote mass...but I
can't think of a better way
L1033[12:31:37] <sham1> What do we need
to fry, fry?
L1034[12:31:39] <PaleoCrafter>
10¹⁶kg?
L1035[12:32:05] <tterrag> PaleoCrafter:
wat
L1036[12:32:06] <unascribed> "10
quadrillion kg"?
L1037[12:32:15] <tterrag> yeah I could
add quadrillion. but where do I end? :P
L1038[12:32:16] <unascribed> or whatever
the right one is
L1039[12:32:17] <PaleoCrafter> what, wat?
:P
L1040[12:32:23] <unascribed> Cookie
Clicker ends at quindecillion
L1041[12:32:27] <unascribed> which seems
to be more than enough for them
L1042[12:33:28] <unascribed>
alternatively you could write code to generate the
abbreviations
L1043[12:33:31] <PaleoCrafter> ^
L1044[12:33:32] <diesieben07> the fact
that you know this...
L1045[12:33:41] <PaleoCrafter> they're
quite regular
L1046[12:33:43] <unascribed> I read the
code, I've only reached sextillion so far
L1047[12:33:49] <diesieben07> -_
L1048[12:33:56] <diesieben07> you don't
even deserve the full face! :D
L1049[12:34:07] <sham1> SO MANY
COOKIES
L1050[12:34:07] <unascribed> it has
comments and everything
L1051[12:34:09] <tterrag> unascribed:
what abbreviations?
L1052[12:34:11] <unascribed> it's pretty
clear Orteil wants you to read it
L1054[12:34:31] <unascribed> you can
easily generate these
L1055[12:34:36] <unascribed> they're
regular past a certain point
L1056[12:34:49] <sham1> Or just use
10^whatever
L1057[12:34:49]
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L1059[12:34:57] <diesieben07> oh right...
long vs short scale
L1060[12:35:01] <unascribed>
exponentiation notation makes most people cry
L1061[12:35:02] <diesieben07> short scale
is so retarded
L1062[12:36:18] <Ordinastie_> TIL
milliard wasn't just a french thing
L1063[12:36:31] <sham1> milliard is used
a lot around Europe
L1064[12:36:42] <PaleoCrafter> it even
used to be an English thing until some decades ago :P
L1065[12:36:50] <diesieben07> yeah
L1067[12:37:11]
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L1068[12:37:50] <capitalthree>
HellFirePvP: don't be afraid to require jre 7
L1069[12:38:20] <diesieben07> or jre8 in
fact ;D
L1070[12:38:25] <sham1> ^
L1071[12:38:31] <sham1> Don't hold back
on the version
L1072[12:38:32] <diesieben07> if you
require 7, might as well do 8
L1073[12:38:35] <HellFirePvP>
capitalthree ik IntelliJ doesn't want to use lang level7 or 8
wherever i specify it ._."
L1074[12:38:39] <diesieben07> either stay
on 6, which is what mojang requires
L1075[12:38:43] <diesieben07> OR update
to latest, which is 8.
L1076[12:38:54] <diesieben07>
HellFirePvP, you need to change it in the build.gradle
L1077[12:39:04] <HellFirePvP> is there a
setting in gradle that i miss? - ouh...
L1079[12:39:21] <diesieben07> and then
click the blue refesh button thingy in the gradle sidebar
L1080[12:39:58] <capitalthree>
diesieben07: there are reasons to go 7, like, matching thermal
expansion's required level :P
L1081[12:40:08] <diesieben07> Not
really.
L1082[12:40:13] <diesieben07> "they
do it" is not a valid reason :p
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L1084[12:40:27] <capitalthree>
diesieben07: it's the same as your reason for going 6
L1085[12:40:38] <capitalthree> "it's
the same level people will have to be on anyways"
L1086[12:40:45] <capitalthree> most
modpacks have TE so there ya go
L1087[12:40:45] <diesieben07> Not
really
L1088[12:40:50] <diesieben07> Mojang is
offical
L1089[12:40:52] <diesieben07> TE is
not.
L1090[12:40:53] <unascribed> most 1.7
modpacks*
L1091[12:40:56] <PaleoCrafter> every
modpack has Minecraft, duh :P
L1092[12:41:07] <capitalthree> it doesn't
matter what's official. TE is a de-facto modpack staple
L1093[12:41:16] <PaleoCrafter> not at
all
L1094[12:41:20] <capitalthree> if you
make a minecraft mod, your mod won't be official either
L1095[12:41:27] <PaleoCrafter> totally
depends on who you ask :P
L1096[12:41:28] <HellFirePvP> diesieben07
works now :P Thanks^^
L1097[12:41:31] <capitalthree> anyways I
don't care. require 8, I'm happy with that too
L1098[12:41:31] <sham1> And that has
risen to the heads of COTF
L1099[12:41:39] <capitalthree> I say
don't hold back
L1100[12:41:43] <sham1> So much that they
can think they can hold back stuff
L1101[12:41:44] <capitalthree> people
need to update their damned jvms
L1102[12:45:46] <Delenas> I literally
JUST ran into a nice usecase for j8
L1104[12:46:29] <diesieben07> ehh
L1105[12:46:32] <sham1> Aside from all
the other usecases
L1106[12:46:34] <diesieben07> that's not
a nice j8 usecase
L1107[12:46:49] <diesieben07> first two
answers are much better imho
L1108[12:46:55] <Delenas> Well. Okay,
"nice" is subjective, but things.
L1109[12:47:04] <diesieben07> using a
stream for that? nah
L1110[12:47:20] <PaleoCrafter> it's going
to be horribly slow
L1111[12:47:23] <Delenas> Ended up
changing the array to a HashSet anyway, because my case was a list
of valid metadata for a whitelist.
L1112[12:47:35] <barteks2x> my irc logs
are bigger than my biggest minecraft world...
L1113[12:47:42] <sham1> :P
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L1115[12:48:37] <sham1> Java8 is very
nice in general
L1116[12:48:46] <sham1> You might as well
use it
L1117[12:49:04] <diesieben07> yep
L1118[12:49:09] <diesieben07> lambdas...
<3
L1119[12:49:23] <sham1> Yeah
L1120[12:50:19] <sham1> As well as the
ability to make every method passable as a function to other
methods
L1121[12:50:50] <sham1> Thanks to method
references
L1122[12:50:59] <PaleoCrafter> syntactic
sugar :P
L1123[12:51:00] <sham1> I can store
methods inside variables
L1124[12:51:04] <sham1> Well yeah
L1125[12:51:10] <sham1> But nice syntax
sugar at that
L1126[12:51:25] <PaleoCrafter> and *that*
is a lie, there's no function type per se :P
L1127[12:51:59] <sham1> Well
L1128[12:53:24] <sham1> I regard
Function<P, R> as a function type
L1129[12:55:07] <PaleoCrafter> but then
there's also BiFunction and nothing after that :P
L1130[12:55:31] <PaleoCrafter> currying
of course is an option, but it's a nuisance
L1131[12:56:13] <diesieben07> actually
paleo
L1132[12:56:18] <diesieben07> lambdas are
the syntax sugar
L1133[12:56:22] <diesieben07> for method
references ;)
L1134[12:56:29] <diesieben07>
</nitpick>
L1135[12:56:34] <PaleoCrafter> I
guess
L1136[12:56:56] <sham1> :P
L1137[12:56:56] <PaleoCrafter> mebbe my
comment wasn't directed at sham? :P
L1138[12:57:03] <diesieben07> lol
L1139[12:57:07] <sham1> Sure
L1140[12:57:15] <diesieben07> regarding
functino types... what j8 has is a joke
L1141[12:57:26] <diesieben07> they need
dynamic templating of classes and just stamp out FunctionN as
needed
L1142[12:57:31] <PaleoCrafter>
exactly
L1143[12:57:38] <diesieben07> which
valhalla might bring
L1144[12:57:48] <PaleoCrafter> didn't
they deliberately decide against it?
L1145[12:58:04] <diesieben07> last thing
i know they had this discussino about doing classdynamic
L1146[12:58:11] <diesieben07> which is
like invokedynamic but for classes
L1147[12:58:18] <diesieben07> "the
class returned by invoking this methodwith these
argumnts"
L1148[12:59:08] <diesieben07> so
FunctionN would be "the class returned by invoking
java.lang.FunctionclassFactory.create(N)"
L1150[12:59:38]
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L1151[12:59:44] <sham1> I'd love better
function types
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L1154[13:00:21] <sham1> Or they could
just do currying akin to this: Function<P1, Function<P2,
Function<P3, R>>>
L1155[13:00:30] <sham1> Although that is
wordy af
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L1157[13:00:52] <diesieben07> well, it
could be hidden behind more sugar
L1158[13:00:57] <sham1> Yeah
L1159[13:01:01] <diesieben07> but that
would be slow as heck and have tons of overhead
L1160[13:01:10] <sham1> I'd actually
prefer that so we could get partial functions
L1161[13:01:12] <PaleoCrafter> and if
they go to those lengths, they might as well do it properly
L1162[13:01:18] <sham1> Well yeah
L1163[13:01:25] <PaleoCrafter> FunctionN
can support .curry() :P
L1164[13:01:33] <sham1> :P
L1165[13:01:36] <diesieben07> plus they
need some kind of templating thing for values anyways
L1166[13:01:51] <diesieben07> since you
cannot just pre-specialize all generic classes
L1167[13:02:35] <Delenas> Remind me to
slap the BoP devs for not adding planks_0 as WILDCARD. They
register all the damned metas anyway.
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L1182[13:11:16] <sham1> Oh, I didn't even
notice
L1183[13:11:23] <sham1> Today is Friday
13th
L1184[13:12:15] <diesieben07> yep. spent
2 1/2hrs on a train instead of 1:40h
L1185[13:12:38]
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L1186[13:13:40] <sham1> Also, that
feeling when you notice that the work you did a month ago was lost
because one did not commit it...
L1187[13:13:52] <sham1> I feel stupid
now
L1188[13:14:04] <diesieben07> aww
L1189[13:14:10] ***
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L1190[13:14:35] <sham1> Welp, time to
dive back into BC codebase
L1191[13:14:42] <sham1> To try to figure
out the algo again
L1192[13:15:22] <sham1> >Select Home
Directory for JDK
L1193[13:15:23] <PaleoCrafter> sham1,
using IDEA?
L1194[13:15:25] <sham1> Yes
L1195[13:15:28] <PaleoCrafter> local
history
L1196[13:15:43] <sham1> But my thing was
lost to a hardware format
L1197[13:15:51] <sham1> SO that does not
work
L1198[13:15:53] <sham1> Sadly
L1199[13:15:56] <PaleoCrafter> oh,
welp
L1200[13:16:20] <sham1> I can do it
again
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L1202[13:16:55] <sham1> Sucks but what
can I do about it?
L1203[13:16:56] <sham1> Nothing
L1204[13:17:25] <PaleoCrafter> invest all
your efforts into time travel from now on
L1205[13:17:44] <sham1> "PAST ME,
COMMIT THAT"
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L1207[13:17:55] <sham1> Wait, that would
be a paradox
L1209[13:18:52] <PaleoCrafter> hehe, only
watched that an hour ago :P
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L1211[13:18:56] <diesieben07> :D
L1212[13:19:23] <diesieben07> also holy
cow, sponsored by google...
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L1216[13:24:55] <kashike> diesieben07:
where do you see sponsored by google
L1217[13:25:11] <diesieben07> at the
end?
L1218[13:25:58] <diesieben07> well, nto
sponsoring, but supporing... not sure what the exact differences
(if any) are.
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L1220[13:29:27] <Intektor> has someone a
idea why getDamageForDisplay isn't called in my item?
L1221[13:29:43] <Intektor> do i have to
set a variable so it gets called?
L1222[13:29:57] <diesieben07> what are
you trying to do?
L1224[13:32:25] <diesieben07> that does
not say anything
L1225[13:32:29] <diesieben07> What effect
are you trying to achieve.
L1226[13:33:07] <Intektor> I want it to
show how many bullets I have left in the magazine
L1227[13:33:37] <diesieben07> In what
way? in chat? as a number projected into the sky?
L1228[13:33:58] <HellFirePvP> i guess as
durability?
L1229[13:34:06] <Intektor> no as the
durability
L1230[13:34:24] <Intektor> when there are
10 bullets as a maximum, and you have 5 left, it should show you
50%
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L1232[13:34:53] <diesieben07>
showDurabilityBar / getDurabilityForDisplay
L1233[13:34:55] <HellFirePvP> Well the
item has to be damageable first..
L1234[13:35:13] <diesieben07> no.
L1235[13:35:34] <HellFirePvP> well yea
showdurability bar... my bad.
L1236[13:36:45] <Intektor> ah ok
thanks
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L1241[13:40:04] <Intektor> I want my item
to have some kind of a cooldown, but adding one to a counter every
tick is not a option, how can I set a unique tiem and get the time
that went past since then?
L1242[13:40:10] <Intektor> time
L1243[13:40:28] <sham1> Woot
L1244[13:40:36] <sham1> radio is playing
Darude Sandstorm
L1245[13:40:48] <diesieben07> haha
L1246[13:41:07] <Delenas> So, question.
On a server where I don't have access to getSubItems/Blocks, how
would I get how many blocks are listed under a registry entry
(ResourceLocation)?
L1247[13:41:37] <diesieben07> bluntly:
You cannot.
L1248[13:41:38] ***
MrKick|Away is now known as MrKickkiller
L1249[13:42:22] <Delenas> Would an
acceptable approach be to loop through for metas 0-16?
L1250[13:42:26] <Delenas> Checking
null?
L1251[13:42:55] <gigaherz> item metas
aren't even 0..16
L1252[13:43:11] <gigaherz> there's simply
no way to get that info on the server
L1253[13:43:18] <diesieben07> and there
is no reliable way to check even if you loop through all
metas
L1254[13:43:28] <diesieben07> vanilla
logs for example will just give you oak for invalid mets
L1255[13:43:35] <gigaherz> that too
L1256[13:43:37] <diesieben07> and you
have no way of telling that it's different and invalid
L1257[13:43:49] <diesieben07> other mods
might just blow up in your face
L1258[13:43:51] <gigaherz> best case: you
get a "default" item for an invalid meta
L1259[13:43:54] <diesieben07> or silently
ignore like vanilla
L1260[13:43:55] <gigaherz> worst case:
NPE crash
L1261[13:43:59] <gigaherz> or index out
of bounds
L1262[13:44:04] <diesieben07> or make a
big error in the log and carry on..
L1263[13:44:39] <gigaherz> yeah hence
worst case
L1264[13:44:40] <gigaherz> ;P
L1265[13:45:36]
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L1266[13:47:51] <sham1> Trying to
understand UNIX sockets
L1267[13:47:56] <sham1> My head feels
like exploding
L1268[13:48:08] <gigaherz> why so?
L1269[13:48:13] <unascribed> it's a FIFO
queue, represented as a file
L1270[13:48:15] <unascribed> that's
it
L1271[13:48:23] <sham1> Trying to create
the socket
L1272[13:48:40] <unascribed> I would just
use System.exec to call mkfifo :P
L1273[13:48:45] <gigaherz> it's halfway
between a named pipe, and an internet socket
L1274[13:48:54] <Stiforr> How can you add
individual tooltips to block subtypes. Like if I had a block ore
that was copper at meta 0 and wanted to add a tooltip to copper but
a different tooltip for the meta 1
L1275[13:49:04] <sham1> No System.exec
for me
L1276[13:49:05] <sham1> C++
L1277[13:49:09] <unascribed> oh
L1278[13:49:12] <unascribed> then just
call mkfifo
L1279[13:49:14] <gigaherz> you use
socketpair() to create the socket
L1280[13:49:19] <diesieben07> Stiforr,
check the metadata in addInformation...
L1282[13:49:20] <gigaherz> then sendmsg
and recvmsg
L1283[13:49:50] <sham1> And I probably
said UNIX pipe when I meant a socket into a server
L1284[13:49:57] <sham1> INET
L1285[13:50:12] <gigaherz> well you said
unix socket
L1286[13:50:16] <gigaherz> that's its own
thing ;P
L1287[13:50:16] <sham1> Yeah
L1288[13:50:22] <gigaherz> for an actual
internet socket
L1290[13:50:49] <gigaherz> yo uuse
socket() to create the socket
L1291[13:50:52]
⇨ Joins: Drullkus (~Dru11kus@205.155.154.1)
L1292[13:50:56] <sham1> Yes
L1293[13:51:02] <gigaherz> bind() to bind
it locally (server socket)
L1294[13:51:19] <gigaherz> (in which
caseyou'd call listen() to start listening)
L1295[13:51:31] <gigaherz> you use
connect() to request a connection to another computer
L1296[13:51:39] <gigaherz> or in a
server, accept() to accept a remote connection
L1297[13:52:06] <gigaherz> then once
connected, you can use send/write and recv/read
L1298[13:52:51] <sham1> Ya
L1299[13:52:54] <sham1> I got that
L1300[13:53:14]
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timeout: 186 seconds)
L1301[13:53:19] <gigaherz> then what's
confusing? ;P
L1302[13:54:27] <sham1> Was just not
finding any kind of examples of getting an address out of a
hostname
L1303[13:54:30] <sham1> But I found
one
L1304[13:54:31]
⇨ Joins: auenf (David@DC-53-50.bpb.bigpond.com)
L1305[13:54:33] <sham1> So now I am all
good
L1306[13:54:34] <gigaherz>
gethostbyname?
L1307[13:54:37] <sham1> Yes
L1308[13:54:49]
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L1309[13:54:55] <sham1> I probably will
just build my own abstractation layer over this so I can make it
crossplatforem
L1310[13:55:09] <gigaherz> why not use
any of the million existing ones?
L1311[13:55:17] <sham1> NIH
L1312[13:55:30] <sham1> Also I like
torture
L1313[13:58:18] <Stiforr> diesieben07,
the problem i'm having is getting the tooltip to show something
different for the different metas. When I do it like that it just
adds the whole tooltip to every block. I guess my question is what
kind of statement should I use because foreach doesn't seem to be
working
L1314[13:58:38] <diesieben07> probably a
switch statement.
L1315[13:58:50] <Stiforr> Ok I thought
so. Thank you
L1316[13:59:02] <diesieben07>
addInformatino is to determine the tooltip JUST for the ItemStack
passed in
L1317[13:59:19] <diesieben07> now away
for food
L1318[13:59:37]
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(Ping timeout: 198 seconds)
L1319[14:00:02] <barteks2x> I'm swithing
to eclipse. It at least had GUI that works.
L1320[14:02:51]
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L1321[14:04:45] ***
LordFokas|out is now known as LordFokas
L1322[14:05:07] <barteks2x> I'm trying to
find where I can download eclipse on their website for 5 minutes
and I can't find it
L1323[14:05:22]
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(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L1325[14:05:35] <gigaherz> second
one
L1326[14:05:38] <gigaherz> which doesn't
say "EE"
L1327[14:06:10] <gigaherz> but
really
L1329[14:06:15] <gigaherz> the button is
right there at the right
L1330[14:06:36] <barteks2x> I'm too used
to "too big button means it's a scammy ad"
L1331[14:07:21] <gigaherz> I use adblock
plus
L1332[14:07:27] <gigaherz> so scammy ads
are scarce for me
L1333[14:07:47] <barteks2x> I use it. And
I still automatically reject big colored buttons.
L1334[14:08:13] <barteks2x> I had the
download button in the moddle of my screen for 3 minutes
L1335[14:10:48]
⇦ Quits: McJty (~jorrit@94.225.203.206) (Quit:
Leaving)
L1336[14:11:20] <tterrag> you can always
hover check links
L1337[14:11:34] <tterrag> chrome tells
you where a link takes you when you hover (bottom left)
L1338[14:11:45] <sham1> I think every
browser does that
L1339[14:11:49] <tterrag> probably
L1340[14:11:51] <tterrag> but I use
chrome :D
L1341[14:11:53] <gigaherz> pretty
much
L1342[14:12:03] <sham1> Well I use
Firefox
L1343[14:12:13] <Delenas> Waterfox
here
L1344[14:12:35] <gigaherz> I use Firefox
primarily, but I know that even Edge does that
L1345[14:13:09] <Cypher121> even old ie
did that
L1346[14:13:34] <sham1> FFS, even links
does that
L1347[14:14:22] <Cypher121> heh, I found
a way to make idea shit itself with a 2-liner
L1348[14:15:18]
⇨ Joins: Ordinastie_
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L1349[14:15:58] <barteks2x> And I always
forget about that feature
L1351[14:16:33] <sham1> How can you
forget that
L1352[14:16:42] <sham1> You literally see
it whenever you hover over links
L1353[14:16:53] <Cypher121> and hover
over {value} for blinking cursor, no syntax error popup and >10
errors in the log per second
L1354[14:16:55] <sham1> Cypher121, what
language is that
L1355[14:16:58] <Cypher121> Kotlin
L1356[14:17:02] <sham1> AH
L1357[14:17:31] <Cypher121> that one
fucking language that keeps teasing me with "typealias will be
implemented in 1.1"
L1358[14:17:37] <barteks2x> It's not
something that pops up in the middle of the screen. So I don't
notice it when I look somewhere else
L1359[14:18:39] <Cypher121> meanwhile
extending function and trying to assign it with lambda causes it to
go full retard
L1360[14:18:51] <sham1> I think every
language needs something like: import
SomeFuckingLongJ2EENameShitAmaThing as ShortName
L1361[14:19:02] <sham1> Including you
Java
L1362[14:19:04] ***
sokratis12GR is now known as sokratis|afk
L1363[14:19:12] <Cypher121> well
L1364[14:19:15] <Cypher121> kotlin has
that
L1365[14:19:35] <Delenas> new
StringBuilderFactoryFactoryBuilder... or something.
L1366[14:19:43] <Delenas> I have seen
terrible things.
L1367[14:19:47] <gigaherz> C# has import
aliasing ;P
L1368[14:19:48] <Cypher121> import
long.as.fuck.names.LongAsFuckName as Enterprise1
L1369[14:19:58] <Cypher121> but it
doesn't work for generics
L1370[14:20:00]
⇨ Joins: Vazkii
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L1371[14:20:09] <gigaherz> using Lol =
VeryLongAndOverlyDescriptiveClassName
L1372[14:20:09] <Cypher121> so you can
import and change name of Map
L1373[14:20:18] <Cypher121> but not of
Map<String, Double>
L1374[14:21:07]
⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.)
L1375[14:21:36] <sham1> import qualified
Data.ButeString.Lazy as B
L1376[14:21:52] <sham1> Now, I'm not sure
why you would want lazy bytestrings, but there you go
L1377[14:22:05] <Cypher121>
butestrings*
L1378[14:22:16] <Delenas> [15:21:55]
[Server thread/INFO]: You need to agree to the EULA in order to run
the server. Go to eula.txt for more info. <- Um. How?
L1379[14:22:30] <Delenas> Running off
idea, Minecraft Server config..
L1380[14:22:44] <Cypher121>
project_folder/run/eula.txt
L1381[14:22:54] <Cypher121> is default
location, I think
L1382[14:23:17] <Intektor> hwo many ticks
does the world do in 1 sec? its definetly not 50
L1383[14:23:26] <sham1> Because while
using strict bytestrings can clog up your memory, they are so much
faster
L1384[14:23:27] <gigaherz> 20
L1385[14:23:42] <gigaherz> mc has always
run at 20 tps
L1386[14:24:23] <Intektor> ok
thanks
L1387[14:26:01]
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(~Delenas@2600:1016:b008:5535:2185:6658:c82b:a5cd) (Ping timeout:
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L1388[14:26:23]
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L1389[14:28:08] <barteks2x> It's ages
since I set up mc modding workspace for eclipse. Do I still need to
switch some workspace generated by something?
L1390[14:29:47]
⇨ Joins: vox
(~voxmods@pool-71-178-241-173.washdc.fios.verizon.net)
L1391[14:30:13] <gigaherz> nah choose a
workspace, thne import project
L1392[14:30:28] <gigaherz> well,
"project from existing sources" and point it to the
eclipse folder
L1393[14:30:39] <gigaherz> assuming you
ran "gradlew eclipse" already
L1394[14:31:35] <barteks2x> last time I
set up eclipse workspace back in time when I first had to download
MCP and then download forge source and run forge setup script
L1395[14:31:45] <gigaherz> ewh
L1396[14:31:49] <gigaherz> well
then
L1397[14:32:14] <sham1> Yay
L1398[14:32:15] <gigaherz> gradlew
setupDecompWorkspace -> gradlew eclipse -> open workspace
-> project from existing sources
L1399[14:32:21] <sham1> I am able to get
HTTP responses back
L1400[14:32:41] <gigaherz> \o/
L1401[14:33:38] <barteks2x> Where is the
"from existing sources" option?
L1402[14:34:16] <sham1> Anyone who knows
about the BSD sockets a little bit. If I have a too little buffer
for data, does recv just throw the excess away
L1403[14:34:27] <sham1> When my socket
has a SOCK_STREAM
L1404[14:34:29]
⇨ Joins: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L1405[14:34:51] <bilde2910> Any Twitch
streamers in here?
L1406[14:35:18] <gigaherz> depends on
what you ask for
L1407[14:35:34] <gigaherz> I have managed
to stream things to twitch a couple times ;P
L1408[14:35:41] <sham1> I have
streamed
L1409[14:35:42] <bilde2910> Just want to
point out that approaching nirvana has a huge sale that ends soon.
:P
L1410[14:35:43] <gigaherz> but I'm not a
professional streamer
L1411[14:35:43] <sham1> But
L1412[14:35:49] <sham1> Yeah
L1413[14:35:53] <gigaherz> ah
L1414[14:35:58] <bilde2910> I mean, with
their licensing thing, didn't want you to miss it
L1415[14:36:24] <bilde2910> I don't want
to post any links here, but it's all on their Twitter page
L1416[14:36:27]
⇨ Joins: Jode
(~Jode@pool-173-48-158-177.bstnma.fios.verizon.net)
L1417[14:36:43] <barteks2x> Is it
"existing project into workspace" instead of "From
existing sources"?
L1418[14:36:57] *
gigaherz facepalms
L1419[14:36:57] <gigaherz> yes
L1420[14:37:07] <gigaherz> sorry I use
IDEa primarily
L1421[14:37:12] <gigaherz> got the names
confused
L1422[14:37:13] <vox> yo ghz
L1423[14:37:13] <gigaherz> XD
L1425[14:37:38] <vox> Opinions on what I
should do, if anything, about a mod that's 100% identical
functionally to mine?
L1426[14:37:46] <vox> It literally has
one.... less... feature
L1427[14:37:57] <vox> And it's only been
around after mine
L1428[14:38:10] <vox> It's by someone in
here actually
L1429[14:38:47] <gigaherz> did it steal
your code?
L1430[14:39:04] <barteks2x> Eclipse won't
let me continue, probably because I didn't select a project. But
there is no project on the list.
L1431[14:39:17] <gigaherz> if not, then
be annoyed and hope yours comes out on top
L1432[14:39:18] <gigaherz> ;P
L1433[14:39:34]
⇦ Quits: Delenas
(~Delenas@2600:1016:b008:5535:487a:7a66:d54d:e6de) (Quit:
Console.Write("Goodbye, world!");)
L1434[14:39:42] <gigaherz> the thing
about free market: ideas are intrinsically worthless, but the
willingness to implement them is not.
L1435[14:39:43] <barteks2x> "no
projects are found to import"
L1436[14:39:48] <gigaherz> barteks2x:
hmf
L1437[14:39:55] <gigaherz> you'll haveto
ask someone who has actually modded with eclipse, then
L1438[14:40:30] <barteks2x> If I don't
get it working within an hour I'm switching to the slow-but-working
netbeans
L1439[14:40:44] <bilde2910> When I mod
w/Eclipse, I just open Eclipse in the forge/eclipse folder. It's
probably not the right way to do it, but it technically works
L1440[14:41:59] <barteks2x> that worked.
I had to tell eclipse to open the project
L1441[14:42:53] <vox> ghz, okay that
works
L1442[14:42:58] <vox> I haven't looked at
the source yet
L1443[14:43:32] <vox> It's similar, but
there's only so much you can do
L1444[14:43:37] <vox> I think it's
probably fine but meh
L1445[14:43:41]
⇦ Quits: PBlock96 (~PBlock96@204.116.247.72) (Quit: I used to
think I was indecisive, but now I'm not too sure.)
L1446[14:43:45] <vox> Not amazingly happy
with this xd
L1447[14:45:56] <capitalthree>
PaleoCrafter: yepppp I feel like a dumbass for not even checking
inside my jars. what's weird is they seem to have the relocated
*and* non-relocated files
L1448[14:46:38] <PaleoCrafter> the
ForgeGradle stuff moves stuff that directly matches the package,
iirc
L1449[14:46:50] <PaleoCrafter> since
packages aren't technically hierarichal :P
L1450[14:47:02] <capitalthree> wait
they're not?
L1451[14:47:19] <gigaherz> nope
L1452[14:47:35] <capitalthree> whatever,
I'm done thinking. I'm just gonna shamelessly crib PaleoCrafter's
build.gradle and see if it works
L1453[14:48:06] <capitalthree> I'm also
kinda glad PaleoCrafter *doesn't* use forgelin because that's a
whole other thing that just seemed to cause problems for me
L1454[14:48:35] <PaleoCrafter> I use its
language adapter :P
L1455[14:48:51]
⇨ Joins: killjoy (~killjoy@71.65.255.183)
L1456[14:49:03] <killjoy> Google now has
Parsey McParseFace
L1457[14:49:18] <killjoy> We need a
Crafty McCraftFace
L1458[14:50:37] <capitalthree>
PaleoCrafter: oh. you do? I don't see it in your gradle
L1459[14:51:01] <PaleoCrafter> I've
copied it since I only need the adapter anyways
L1460[14:51:09] <barteks2x> I was just
going to complain that Mixins don't work in eclipse, but I realized
that I need to copypaste my list of JVM arguments
L1461[14:51:29] <PaleoCrafter> with
proper credits :P
L1462[14:52:08] <barteks2x> What...
eclipse has 6 run configurations: Client, Client,
CubicChunks_Client, CubicChunks_Client, Server, Server
L1463[14:52:13] <barteks2x> Which one
should I configure?
L1464[14:52:43] <killjoy> The one that
points to GradleStart
L1465[14:53:05] <barteks2x> All
configurations that have client in name point to it
L1466[14:53:35] <barteks2x> *one of those
CubicChunks_Client is CubicChunks_Server
L1467[14:54:50] <gigaherz> lol
L1468[14:54:53] <barteks2x> I will
configure all of them
L1469[14:55:36] <barteks2x> I have more
VM options than I thought:
-Dfml.coreMods.load=cubicchunks.asm.CoreModLoadingPlugin -Xmx3500M
-ea -XX:-OmitStackTraceInFastThrow -Dmixin.debug.verbose=true
-Dmixin.debug.export=true
L1470[14:57:06]
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L1471[14:59:14] <Uristqwerty> Any idea
why ForgeHooks.SeedEntry isn't public? It seems to me that both
informational and modpack-tweaker mods would benefit from access to
the seed drop list.
L1472[14:59:29]
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L1473[14:59:30] ***
sokratis|afk is now known as sokratis12GR
L1474[14:59:33] <sham1> You can reflect
upon that question while using reflection
L1475[15:00:22] <Uristqwerty> Reflection
is ugly, so while it certainly works, I'm wondering more about the
design decision.
L1476[15:00:55] <sham1> Also, I wonder.
Why do I get Bad Requests as response after a valid response
L1477[15:01:44] <Cypher121>
>$currentyear
L1478[15:01:51] <Cypher121>
>Eclipse
L1479[15:01:55] <Cypher121>
>NetBeans
L1480[15:02:23] <gigaherz> Cypher121:
there's a bug in IDEA, where under some circumstances, the project
tree items bug out
L1481[15:02:37] <gigaherz> for most of us
it's rare, and whenever it happens, it's easy to restart
L1482[15:02:47] <gigaherz> but it appears
barteks2x has way more issues than usual with that
L1483[15:02:51] <Uristqwerty> It seems to
convey the attitude that, even within Forge itself, access
modifiers are at most a vague suggestion (until someone installs a
SecurityManager, and everything breaks).
L1484[15:03:27] <diesieben07> you are
free to submit a PR for an introspection API for the seeds.
L1485[15:03:37] <diesieben07> (fancy
words for "a getter")
L1486[15:03:58] <diesieben07> however the
seeds currently have a note saying "//TODO: Loot
tables?", so any PR regarding this should probably tackle
that.
L1487[15:04:35] <barteks2x> It doesn't
happen frequently enough to be fixed, but it happens frequently
enough for me to want my laptop out of the window when it happens
every half hour
L1488[15:04:54] <gigaherz> yeah once
every 30min is a lot
L1489[15:04:59] <barteks2x> And always in
place where I need to collapse the whole file tree to fix it
L1490[15:05:02] <gigaherz> I get it like
once every week at most
L1491[15:05:31] <Cypher121> only happened
once for me
L1492[15:05:44]
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L1493[15:05:52] <Cypher121> and I barely
even close idea, unless I need to invalidate caches
L1494[15:06:01]
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(~PitchBrig@CPE00fc8d8a3ce3-CM00fc8d8a3ce0.cpe.net.cable.rogers.com)
L1495[15:06:09] <gigaherz> fry: CCing
people by github name seems to have been really effective ;P
L1496[15:06:17] <fry> indeed :D
L1497[15:06:21] <fry> that's the point
:P
L1498[15:06:27]
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L1499[15:06:37]
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(~PitchBrig@CPE00fc8d8a3ce3-CM00fc8d8a3ce0.cpe.net.cable.rogers.com)
L1500[15:07:03] <gigaherz> there goes a
4th ;P
L1501[15:08:10] <barteks2x> Now I need to
come up with eclipse formatting settings that are as close as
possible to idea formatting settings and reformat everything again.
Or make "reformat the whole file" keybinding so hard to
remember and actually press on keyboard that I will never do
it.
L1502[15:09:05] <gigaherz> i changed IDEA
settings to be close to how VS formats C#
L1503[15:09:06] <gigaherz> ;p
L1504[15:09:52] ***
Jared is now known as Jared|Away
L1505[15:10:17] <Cypher121> I think the
only things I changed in IDEA for java were related to multiline
stuff
L1506[15:10:19] <barteks2x> Or... I will
just use default eclipse formatting settings. Defaults have the
upside that they are always there.
L1507[15:10:37] <Cypher121> so that it
aligned chained methods and binary operations
L1508[15:10:43] <gigaherz> I dislike
egyptian brackets
L1509[15:10:52] <Cypher121> wat
L1510[15:11:02] <gigaherz> blah {
L1511[15:11:02] <gigaherz> }
L1512[15:11:08] <barteks2x> You probably
never worked on 1366x78 screen
L1513[15:11:13] <barteks2x> *768
L1514[15:11:20] <gigaherz> my laptop is
1366x768
L1516[15:12:37] <diesieben07> egyptian
brackets all the way.
L1517[15:12:43] <Cypher121> ah, newline
heathen
L1518[15:12:53] <diesieben07> do you not
like egypt? YOU RACIST.
L1519[15:12:54] <barteks2x> Most of my
even short methods wouldn't fit on my screen newline brackets
L1520[15:12:59] ***
AEnterprise is now known as AEnterpriseAFK
L1521[15:14:53] <Cypher121> if you use
k&r you get unmatched indents on brackets
L1522[15:15:19] <Cypher121> if you use
newline, you get brackets that are detached from whatever they are
part of
L1523[15:15:20] <diesieben07> what?
L1524[15:15:25] <diesieben07> Oh
L1525[15:15:26] <Cypher121> choose your
poison
L1526[15:15:26] <gigaherz> what
L1527[15:15:27] <diesieben07> who
cares?
L1528[15:15:29] <gigaherz> how's
L1529[15:15:31] <gigaherz> if
..........
L1530[15:15:31] <gigaherz> {
L1531[15:15:36] <gigaherz>
detached?
L1532[15:15:37] <diesieben07> that's not
k&r
L1533[15:15:43] <diesieben07> oh
L1534[15:15:45] <capitalthree> hey I have
good news everybody, it doesn't fucking matter :D
L1535[15:15:45] <diesieben07> i cannto
read.
L1536[15:15:50] <capitalthree> newline,
or no newline, capitalthree won't mind
L1537[15:15:54] <sham1> capitalthree, yes
it does
L1538[15:15:57] <sham1> One is
standard
L1539[15:15:59] <sham1> One is not
L1540[15:16:04] <capitalthree> standard
is per-codebase
L1541[15:16:07] <gigaherz> both are
standard to me
L1543[15:16:12] <capitalthree> if you do
it consistently, whatever you do is standard
L1544[15:16:15] <Cypher121> per language
in fact
L1545[15:16:15] <gigaherz> just I like
one more, and it isn't the one they chose for java ;P
L1546[15:16:18] <capitalthree> honestly I
don't even care if people do it consistently
L1547[15:16:23]
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L1548[15:16:27] <gigaherz> capitalthree:
oh I agree with that
L1549[15:16:31] <capitalthree> personally
I do no newline because it's prettier to me but it's the silliest
thing to ever complain about
L1550[15:16:33] <gigaherz> I CAN use
K&R style just fine
L1551[15:16:43] <gigaherz> it's just
given a choice, I prefer the other style
L1552[15:16:51] <gigaherz> so I organized
my mods to the format I'm most comfortable with
L1553[15:17:05] <capitalthree> if I'm
committing into someone else's code, and they have a consistent
style, I follow it
L1554[15:17:11] <gigaherz> I also prefer
method names TitleCased
L1555[15:17:18] <gigaherz> but for
consistency, I'd never do that in java
L1556[15:17:19] <capitalthree> well now
you're just a heathen
L1557[15:17:22] <capitalthree> ok good
:P
L1558[15:17:30] <gigaherz> also back when
I wrote VB6 code
L1559[15:17:36] <sham1> VB6
L1560[15:17:37] <gigaherz> I used
uppercase variable names
L1561[15:17:41] <sham1> I feel sorry for
you
L1562[15:17:41] <gigaherz> Dim I as
Integer
L1563[15:17:50] <gigaherz> For I = 1 to
5
L1564[15:17:58] <capitalthree> what I do
that drives some people nuts is I tab out the ternary operator the
same way I'd tab out an if ... else
L1565[15:18:02] <gigaherz> but I'd never
ever use uppercase vars on C-like languages
L1566[15:18:02] <Cypher121> I recently
have been a witness of worst style I ever saw in java
L1568[15:18:31] <gigaherz> I like to
align ternary assignations with the =
L1569[15:18:32] <Cypher121> mind how
first part has brackets and second doesn't
L1570[15:18:32] <gigaherz> as in:
L1571[15:18:38] <gigaherz> a =
something
L1572[15:18:38] <capitalthree> Cypher121:
ok that's kinda weird yeah
L1574[15:18:42] <gigaherz> ..? true
case
L1575[15:18:46] <gigaherz> ..: false
case
L1576[15:18:51] <capitalthree> Cypher121:
I like to either do no brackets if I can, or do brackets on
both
L1577[15:18:57] <gigaherz> where
"." are indent spaces
L1578[15:19:15] <gigaherz> Cypher121:
EWH
L1579[15:19:16] <capitalthree> barteks2x:
aaaah ok that is wrong and bad
L1580[15:19:22] <gigaherz> that breaks so
many rules
L1581[15:19:46] <gigaherz> 1. having an
if/else where one is {} and the other is standalone
L1582[15:19:49] <sham1> BRB I will go to
sleep
L1584[15:19:52] <gigaherz> 2. the else
after a closing }
L1585[15:20:08] <capitalthree> gigaherz:
that's a toy example. for something that short I'd do it on one
line but you get the idea
L1586[15:20:22] <gigaherz> capitalthree:
yeah I'd never do that ;P
L1587[15:20:27] <capitalthree> ^_^
L1588[15:20:27] <barteks2x> I format it
like that only for somethign that is too long for one line
L1589[15:20:44] <capitalthree> gigaherz:
I just like it because my eyes are already used to following the if
statement equivalent of that
L1590[15:20:46] <Cypher121> gigaherz, now
I'm mostly using kotlin which doesn't even have ternary. instead
you can use if...else as expression
L1591[15:20:48] <gigaherz> if it's too
long for one line
L1592[15:20:52] <gigaherz> I turn it back
into if/else
L1593[15:20:53] <capitalthree> and in
other languages, if statements and if expressions are the same
thing :P
L1594[15:21:01] <capitalthree> gigaherz:
java doesn't *have* if expressions
L1595[15:21:02] <capitalthree> that's the
problem
L1596[15:21:08]
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L1597[15:21:13] <gigaherz> capitalthree:
yeah but you can jsut assign on two branches
L1598[15:21:14] <gigaherz> ;P
L1599[15:21:15] <capitalthree> sometimes
turning a ternary operator into if statements means duplicating
code to an ugly degree
L1600[15:21:21] <capitalthree> gigaherz:
you can but it's gross
L1601[15:21:32] <gigaherz> hmm
L1602[15:21:33] <capitalthree> I prefer
to write in a functional style when it is the cleanest
solution
L1603[15:21:40] <gigaherz> you can't do
lambda inference in java, can you?
L1604[15:21:41] <capitalthree> the fewer
identifiers I declare the better
L1605[15:21:46] <capitalthree>
inference?
L1606[15:21:54] <capitalthree> java 8 has
lambdas but I don't know the details
L1607[15:21:57] <capitalthree> I prefer
kotlin and scala
L1608[15:22:06] <gigaherz> (() =>
1)();
L1609[15:22:12] <gigaherz> without an
underlying interface
L1610[15:22:23] <capitalthree> I doubt
it
L1611[15:22:25] <PaleoCrafter> nope, not
without a cast :P
L1612[15:22:30] <PaleoCrafter> and you
can't invoke it directly anyway :P
L1613[15:22:37] <gigaherz> yeah thought
so
L1614[15:22:42] <gigaherz> Idont' think
that can be done in C# either
L1615[15:22:44] <capitalthree> and if
people regularly have to cast, your programming language design has
failed
L1616[15:22:47] <capitalthree> just
sayin'
L1617[15:22:54] <gigaherz> no you don't
have to
L1618[15:23:15] <gigaherz>
Func<A,B> x = (a) => b;
L1619[15:23:17] <PaleoCrafter> it's not
as much of a cast as it's a type hint in that case :P
L1620[15:23:19] <PaleoCrafter> also
^
L1621[15:23:33] <gigaherz> eh
L1622[15:23:33] <gigaherz> ->
L1623[15:23:35] <gigaherz> this is
hava
L1624[15:23:37] <gigaherz> java*
L1625[15:23:37]
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L1626[15:23:45] <capitalthree> in kotlin
I can do this: var a : String|Int; if (a is String) { a +
"stuff"; } else { a + 5; }
L1627[15:23:49] <tterrag> also parens
there are unnecessary :P
L1628[15:23:56] <tterrag>
Function<A,B> foo = a->b
L1629[15:23:57] <tterrag> :P
L1630[15:24:02]
⇦ Quits: SanAndreasP
(~SanAndrea@ip-2-201-3-31.web.vodafone.de) (Quit: See
ya)
L1631[15:24:12] <gigaherz> yeah I have
this principle: if in doubt, add parens
L1632[15:24:17] <tterrag> type checks are
worse than casts -_-
L1633[15:24:18] <capitalthree> good
principle
L1634[15:24:25] <tterrag> oh of
course
L1635[15:24:29] <PaleoCrafter> wat,
capitalthree?
L1636[15:24:36] <tterrag> but with
lambdas, parens are ONLY not required on single param
functions
L1637[15:24:37] <capitalthree> tterrag:
then you'll prefer the scala way
L1638[15:24:43] <gigaherz> same as C#
;P
L1639[15:24:55] <gigaherz> _ =>
1
L1640[15:25:05] <gigaherz> is
"_" a valid identifier in java?
L1641[15:25:06] <capitalthree> tterrag:
var a: Either[String, Int]; a match { case b:String => b +
"stuff"; case b:Int => b + 5; }
L1642[15:25:18] <capitalthree> er wait no
I did it all wrong haha
L1643[15:25:20] <gigaherz> I like to use
_ and __ for lambdas where I don't care about the inputs
L1644[15:25:22] <tterrag> capitalthree:
you realize that boils down to a type check
L1645[15:25:31] <capitalthree> tterrag:
var a: Either[String, Int]; a match { case Left(b) => b +
"stuff"; case Right(b) => b + 5; }
L1646[15:25:37] <tterrag> it's just fancy
wrapping around instanceof and casting
L1647[15:25:39] <capitalthree> tterrag:
yeah. what I wrote was a typecheck and was also wrong
L1648[15:25:43] <diesieben07> gigaherz,
thats discouraged afaik :)
L1649[15:25:48] <capitalthree> the
correct way to use the Either type is not a typecheck
L1650[15:26:32] <capitalthree> tterrag:
though to split hairs, in the case of a kotlin union type, you're
writing it to look like a typecheck but it actually desugars to
something similar to what scala is doing with Either.
L1652[15:26:53]
⇨ Joins: TobyO (~TobyO@86.131.91.248)
L1653[15:27:05] <TobyO> hey, can anyone
help me? I am getting this error: class
tobyo.tobyomod.tileentity.TileEntityLaserCutter is missing a
mapping! This is a bug!
L1654[15:27:12] <TobyO> when trying to
write to NBT
L1655[15:27:16] <tterrag> diesieben07: _
is invalid for any member name isn't it?
L1656[15:27:21] <tterrag> it has to start
with a-zA-Z
L1657[15:27:26] <tterrag> wait no
L1658[15:27:28] <tterrag> nvm
L1659[15:27:34] <diesieben07> no its not
invalid
L1660[15:27:34] <tterrag> that's strange
that they specifically disallowed it on lambdas
L1661[15:27:36] <diesieben07> but
discouraged
L1662[15:27:46] <PaleoCrafter>
capitalthree, what are you talking about? Kotlin doesn't have union
types
L1663[15:27:47] <tterrag> er...your IDE
is saying "not allowed"
L1665[15:28:00] <diesieben07> lambdas:
not allowed
L1666[15:28:05] <diesieben07> anywhere
else: discouraged
L1667[15:28:24] <gigaherz> lol
L1668[15:28:25] <capitalthree>
PaleoCrafter: oh my god you're right
L1669[15:28:33] <gigaherz> and why the F
woudl hey do that?
L1670[15:28:33] <capitalthree>
PaleoCrafter: I am confusing kotlin with ceylon D: I feel
silly
L1671[15:28:34] <gigaherz> XD
L1672[15:28:37] <PaleoCrafter> lol
L1673[15:28:41] <gigaherz> _-only
identifiers are awesome ;P
L1674[15:28:46] <tterrag> <tterrag>
that's strange that they specifically disallowed it on
lambdas
L1675[15:28:51] <capitalthree> ceylon is
awesome but the tooling isn't there yet
L1676[15:28:58] <capitalthree> but I
might like ceylon more than kotlin :3
L1677[15:29:32] <barteks2x> Eclipse broke
after changind theme to dark...
L1678[15:29:34] <diesieben07> they
disallowed it there because they are a new feature in 8
L1679[15:29:43] <diesieben07> they
couldn't disallow it everyhwere because source compat
L1680[15:29:58] <gigaherz> meh they could
if source level 8 is used
L1681[15:30:14] <gigaherz> there's no
reason why newer source levels can't deprecate langauge
features
L1682[15:30:29] <gigaherz> while still
keeping binary compat and even compiler compat if using older
source levels
L1683[15:31:38] <barteks2x> Isn't _ in
(at least class) names going to be deprecated in java 9?
L1684[15:31:39] <capitalthree> I like how
the same people who reject kotlin out of hand for the minor
inconvenience of being slightly unfamilliar, discuss at length the
things they wish java would fix and whether it's feasible :3
L1685[15:31:42] <diesieben07> ask oracle
:D
L1686[15:33:05] <sham1> I don't like how
kotlin looks
L1687[15:33:35] <capitalthree> sham1:
because it's different? :P
L1688[15:33:52] <sham1> Because it is too
verbose in my view
L1689[15:33:57] <capitalthree> wait what
o.o
L1690[15:33:59] <capitalthree> compared
to java?
L1691[15:34:04] <capitalthree> what is
longer in kotlin than in java?
L1692[15:34:05] <gigaherz> they chose
"fun" as a way to declarea function
L1693[15:34:06] <sham1> (not to say java
isn't)
L1694[15:34:06]
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L1695[15:34:08] <gigaherz> that's enoguh
reason for me to dislike it
L1696[15:34:15] <capitalthree> sham1: oh,
so kotlin doesn't go far enough?
L1697[15:34:21] <sham1> indeed
L1698[15:34:31] <capitalthree> scala fan
then?
L1699[15:34:37] <diesieben07> but fun is
fun!
L1700[15:34:38] <gigaherz> sham1 wants to
program in maths notation
L1701[15:34:40] <sham1> Would like to be
able to use frege whenever
L1702[15:34:52] <gigaherz> using squiggly
things on a piece of paper that can't be represented on digital
form
L1703[15:34:55] <capitalthree> ah I
remember what frege is :D does frege have easy compatibility with
java libs?
L1704[15:35:00] <capitalthree> I'd love
to see someone write a minecraft mod in frege
L1705[15:35:21] <sham1> I don't think
that I can use annotations in frege code
L1706[15:35:39] <sham1> Which are needed
for a mod to work
L1707[15:35:51] <capitalthree> oh
xD
L1708[15:35:56] <capitalthree> so I guess
it diverges too much
L1709[15:35:59] <barteks2x> Dark theme is
broken in eclipse.
L1710[15:36:14] <diesieben07> it has
always been
L1711[15:36:15] <capitalthree> it's worth
noting that kotlin is as close to java, because it's designed for
extremely tight interoperability with java and a smooth transition
path
L1712[15:36:24] <diesieben07> eclipse
does by design not support themes properly
L1713[15:36:30] <sham1> But yeah, as giga
said, I like my maths notation in programming
L1714[15:36:38] <capitalthree> intellij's
darkula theme's pretty good ;)
L1715[15:37:04] <capitalthree> sham1: ok
but compared to java, do you still dislike kotlin? :P
L1716[15:37:18] <diesieben07> darkula is
amazing
L1717[15:37:21] <sham1> Compared to Java.
no
L1718[15:37:37] <sham1> I view it as
Scala-lite
L1719[15:37:41] <capitalthree> yeah me
too
L1720[15:37:49] <capitalthree> scala is
my preference for a major project from scratch
L1721[15:37:49] <gigaherz> wait WTF
L1722[15:38:00] <capitalthree> kotlin is
my preference for working in a mostly java environment
L1724[15:38:15] <gigaherz> so I was
looking at that page after linking it
L1725[15:38:21] <gigaherz> I hadn't
looked at it in ages
L1726[15:38:25] <gigaherz> and then I saw
#16
L1727[15:38:32] <gigaherz> is that
trump?
L1728[15:38:44] <PaleoCrafter> looks like
it
L1729[15:38:56] <capitalthree> yep
L1730[15:39:37] <capitalthree>
"Pokémon Exception Handling" <-- yessss, aka every
minecraft mod and most java code
L1731[15:39:42] <sham1> Yes, it's The
Donald
L1732[15:40:20] <sham1> Better to catch
Exception than Throwabld
L1733[15:40:26] <diesieben07> while we
speak of bad programming, if any of you want to see a truly
exceptional java enterprise abstractionfest, look at eclipse
aether.
L1734[15:40:28] <sham1> Throwable*
L1735[15:40:31] <capitalthree> sham1: I
guess, it depends on stuff :P
L1736[15:40:50] <capitalthree> though if
you're getting surprise throwables that aren't exceptions, shit's
probably jacked up.
L1737[15:40:57] <sham1> Ye
L1738[15:41:31] <capitalthree> in scala
we don't use exceptions
L1739[15:41:47] <capitalthree> if you
have a function that might error out, you have it return
Either[DesiredType, ErrorType]
L1740[15:41:48] <sham1> Either a b
L1741[15:41:52] <capitalthree> yeps
L1742[15:42:04] <PaleoCrafter> or Try
:P
L1743[15:42:04] <sham1> Or Maybe a if you
want that
L1744[15:42:05] <barteks2x> I
acciedentally discovered that I can use ctrl+f in hexchat
L1745[15:42:16] <capitalthree>
PaleoCrafter: no, try is exception handling
L1746[15:42:30] <PaleoCrafter> The Try
type, dude :P
L1748[15:42:58] <capitalthree>
ohhhhhhh
L1749[15:43:16] <capitalthree> lol I feel
silly. I am a professional scala developer and I didn't know this,
thanks :)
L1750[15:43:24] <sham1> I actually
implemented Try, Success, and Failure into Java once
L1751[15:43:30] <sham1> Was fun
L1752[15:43:48] <capitalthree> watch out,
fun really pisses off gigaherz
L1753[15:44:10] <gigaherz> no I like
fun
L1754[15:44:17] <gigaherz> but it doesn't
belong on serious code
L1755[15:44:26] <gigaherz> hence: it's
impossible to create a formally serious function in kotlin
L1756[15:44:28] <gigaherz> since it's all
"fun"
L1757[15:44:31] <sham1> Like Comic
Sans?
L1758[15:44:38] <fry> there's no such
thing as "serious code" :D
L1759[15:44:40] <gigaherz> yes kotlin is
the comic sans of programming
L1760[15:44:54] <gigaherz> comic sans is
a nice font -- for comics and school children
L1761[15:45:30] <sham1> There are better
fonts for comics
L1762[15:45:36] <capitalthree> gigaherz:
ok you make a valid point, but I'd counter that you just proved
kotlin is perfect for minecraft modding :D
L1763[15:45:45] <gigaherz> oh I'm not
saying it isn't
L1764[15:45:46] <sham1> Comic Sans is
only good because it is memetic
L1765[15:45:48] <gigaherz> I just can't
take it seriously
L1766[15:45:49] <gigaherz> ;P
L1767[15:46:13] <capitalthree> gigaherz:
fair enough. I can't take someone seriously who's major issue with
a programming language is the names of keywords, so we're
even
L1768[15:46:16] <capitalthree> ;)
L1769[15:46:17] <thor12022> I dunno, I
have to do serious programming at work, the modding is where the
fun has to go
L1770[15:46:39] <sham1> let x = 2 * y in
y + x
L1771[15:47:14] <thor12022> they don't
like it if you experiment with a new idea on DAL-C software
L1772[15:47:15] <gigaherz> I started
thinking about a language the other day while at bed
L1773[15:47:16] <capitalthree> what
language is that?
L1774[15:47:27] <sham1> That was
haskell
L1775[15:47:32] <gigaherz> the idea for
the langauge would be that there's words that don't mean
anything
L1776[15:47:38] <sham1> The
let-syntax
L1777[15:47:39] <gigaherz> and can be
used to make the language more english-like
L1779[15:47:44] <gigaherz> this is what I
came up with
L1780[15:47:50]
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L1781[15:47:50] <gigaherz> highly
incomplete -- I was tired
L1782[15:48:11] <gigaherz> all the words
in lowercase are "filler"
L1783[15:48:15]
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L1784[15:48:21] <sham1> Still better than
Scrath
L1785[15:48:36] <sham1> Scratch*
L1786[15:48:42] <fry> careful, gigaherz,
you might invent SQL
L1787[15:49:00] <gigaherz> XD
L1788[15:49:09] <sham1> But SQL is like
the most used functional programming language
L1789[15:49:11] <capitalthree> oh my god.
can we *not* try to make programming
"english-like"?
L1790[15:49:13] <Ordinastie_> the last
time someone wanted to make programming look more like english,
they made VB...
L1791[15:49:22] <gigaherz> capitalthree:
why do you think I stopped?
L1792[15:49:26] <gigaherz> XD
L1793[15:49:26] <Ordinastie_> so, now
think about what you're doing there
L1794[15:49:34] <gigaherz> I actually
liked VB6
L1795[15:49:39] <capitalthree> the thing
that drives me the MOST nuts in scala is this fetishization of
making ASTs by abusing implicits
L1796[15:49:43] <gigaherz> the only
reason I gave it up was C#
L1797[15:50:01] <capitalthree> it's
really common to define implicit conversions *from* basic types to
support this
L1798[15:50:22] <capitalthree> like
"5 seconds" because there's an implicit conversion from
Int to a wrapper with .seconds to return a time unit
L1799[15:50:31] <gigaherz> lol
L1800[15:50:40] <fry> DSLs have ther
place :P
L1801[15:50:45] <capitalthree> because it
would be the end of the goddamned world to do
"seconds(5)" or even "5 * second"
L1803[15:51:01]
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L1804[15:51:02] <capitalthree> we gotta
abuse implicit conversions to make it ever so slightly less code
looking
L1805[15:51:07] <diesieben07>
TimeUnit.SECONDS.toNanos(5)
L1806[15:51:12] *
diesieben07 starts the java bulldozer
L1807[15:51:16] <capitalthree> well
that's gross
L1808[15:51:40] <capitalthree> but scala
has operator overloads already, it could just have a time constant
for each time unit and overload math
L1809[15:51:49] <capitalthree> 5*hour +
30*minute
L1810[15:52:02] <capitalthree> is that
really worse than 5 hours + 30 minutes
L1811[15:52:21]
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L1812[15:52:23] <capitalthree> yup, we
definitely need our integers getting implicitly converted willy
nilly
L1813[15:52:27] <fry> postfix calls with
no argument list were deprecated for a reason :P
L1814[15:52:45] <diesieben07> wait(5
minutes) is actulaly pretty nice
L1815[15:52:49] <diesieben07> i don't see
muc wrong with it :D
L1816[15:52:59] <fry> 5.hours +
30.minutes is much easier to parse for both people and computors
:P
L1817[15:53:00] <capitalthree>
diesieben07: the problem is the way it's done semantically
L1818[15:53:04] <diesieben07> if it's a
value class (so no overhead) and it's constrained to the
scope
L1819[15:53:05] <sham1> Except for
waiting 5 mins
L1820[15:53:29] <capitalthree>
diesieben07: by defining a global implicit type conversion so that
an int will turn into a time wrapper any time the compiler decides
it can
L1821[15:53:43] <diesieben07> but you
have to import it, don't you?
L1822[15:53:48] <fry> you do :P
L1823[15:53:50] <M4thG33k> Is there a
good way to make a block that only the player who places it can
pass through? I've tried overriding addCollisionBoxToList but that
doesn't seem to work the correct way...
L1824[15:54:01] <capitalthree> yeah but
if you import it right before use, it's not shorter anyways
L1825[15:54:19] <diesieben07> yes but you
dont have this conversion everywhere
L1826[15:54:20] <capitalthree> and if you
import it globally in your code file, you have that conversion in
scope in your entire code file
L1827[15:54:27] <diesieben07> except when
you autocomplete and see "ah yeah i can do this
here"
L1828[15:54:50] <capitalthree> ok but
again, "wait(seconds(5))" is fine
L1829[15:54:53] <capitalthree> it's not
even longer
L1830[15:54:59] <capitalthree> and it
requires no implicit behavior
L1831[15:55:04] <capitalthree> it's clean
as can be
L1832[15:55:14] <diesieben07> and if that
"minutes" method returns something like a Duration
class...
L1833[15:55:22] <diesieben07> and is
defined in the Duration class...
L1834[15:55:24] <diesieben07> i dont see
a problem
L1835[15:55:25] <capitalthree> (inb4
"omg it's 1 character longer")
L1836[15:55:29] <diesieben07> val d = 5
minutes;
L1837[15:55:32] <diesieben07> i dont see
a problem :D
L1838[15:55:43] <fry> why are people so
against implicits all of a sudden? :P
L1839[15:55:46] <fry> they're
amazing
L1840[15:55:48] <diesieben07> i am not
:)
L1841[15:56:05] <capitalthree> I'm just
against implicit conversions from basic types
L1842[15:56:17] <fry> why? :P
L1843[15:56:21] <diesieben07> its not
really an implict conversion anymore
L1844[15:56:26] <capitalthree> when you
make a type that is designed to be used for your AST, implicit
conversions from *that* are fine
L1845[15:56:28] <diesieben07> it's
scala's version of an extension method
L1846[15:56:31] <capitalthree> that's
expected
L1847[15:56:46] <capitalthree> but an int
should be an int and I should be explicit when I wrap my int
L1848[15:56:47] <diesieben07> in other
languages (kotlin) you'd write fun Int.minutes() { ... }
L1849[15:56:51] <capitalthree> again,
it's not even longer
L1850[15:57:00] <diesieben07> i don't
think scala is the langauge for you my man :D
L1851[15:57:10] <fry> why does it have to
be explicit? :P
L1852[15:57:17] <diesieben07> also, why
are just "primitives" this holy grail?
L1853[15:57:18] <capitalthree> scala's
great, it's just that other people do dumb shit trying to be
cute
L1854[15:57:28] <capitalthree> fry:
because the implicit version doesn't buy you anything useful
L1855[15:57:36] <diesieben07> why are
other implict conversions (e.g. in arrays and whatnot) ok?
L1856[15:57:44] <diesieben07> it buys you
nice code
L1857[15:57:50] <capitalthree> everything
should be as explicit as possible until there's a real gain to
abstracting over it
L1858[15:58:07] <capitalthree> needless
or premature abstraction is why computers are overly
complicated
L1859[15:58:08] <fry> define "real
gain" :P
L1860[15:58:20] <diesieben07> i see
"3 hours + 5 minutes" as a real gain over "hours(3)
+ minutes(5)
L1861[15:58:21] <capitalthree> fry:
please describe to me what is gained in this case
L1862[15:58:28] <capitalthree>
diesieben07: seriously?
L1863[15:58:31] <diesieben07> yes.
L1864[15:58:38] <diesieben07> the 2nd one
takes longer to parse for me
L1865[15:58:44] <diesieben07> the first
one i know immediately how long that dealyis
L1866[15:58:45] <capitalthree>
diesieben07: how about 3*hour + 5*minute?
L1867[15:58:47] <diesieben07> 2nd one i
have to think.
L1868[15:58:48] <capitalthree> not good
enough?
L1869[15:59:11] <diesieben07> its decent,
but why avoid the better version?
L1870[15:59:20] <capitalthree> it IS the
better version
L1871[15:59:24] <capitalthree> because
it's more clear
L1872[15:59:25] <diesieben07> you havent
given any reason exceept "i dont like it"
L1873[15:59:29] <fry> "hours(3) +
minutes(5)" and "3*hour + 5*minute" on't be any
faster than "3 hours + 5 minutes" :P
L1874[15:59:45] <capitalthree> there is
no fucking around about what's happening. you took a number,
multiplied it by a time unit, and added it to another one
L1875[15:59:53] <fry> and I prefer
"3.hours + 5.minutes" :P
L1876[15:59:55] <capitalthree> to me
that's the clearest code
L1877[16:00:05] <diesieben07> and if you
know scala there is no fucking around in my versino either
L1878[16:00:09] <capitalthree> fry: which
is exactly the same thing, scala people just like to leave off the
dots
L1879[16:00:11] <diesieben07> you take 3,
you call a method on it.
L1880[16:00:32] <fry> again, you can't
leave off the dots since 2.11 without a deprecation warning
L1881[16:00:59] *
diesieben07 is sad panda
L1882[16:00:59] <fry> and I do agree that
"3 hours + 5 minutes" is way too hard to parse
semantically
L1883[16:01:01] <capitalthree> fry: lol
scala's deprecating dotless dereferencing?
L1884[16:01:04] <diesieben07> why?
L1885[16:01:12] <PaleoCrafter> just for
postfix stuff
L1886[16:01:30] <capitalthree>
diesieben07: except it's not a method that exists on integers. it's
a method added by an implicit. that's an abstraction you have to
know about to read the code.
L1887[16:01:32] <fry> yup, infix will
obviously stay :P
L1888[16:02:09] <capitalthree> whereas
"seconds(5)" is something everyone will instantly
recognize because it's simply a function taking an integer
L1889[16:02:29] <capitalthree> now this
is a toy example, nobody's going to be confused by "5
minutes"
L1890[16:02:29] <fry> yes, with implicits
you pay the cost of them being ... implicit
L1891[16:02:52] <fry> so you should be
careful when you choose which ones to use
L1892[16:02:58] <capitalthree> but the
more abstractions of this kind you add, the more your code is
foreign to someone who knows the base language but not your own
special abstractions
L1893[16:03:20] <fry> but that's a whole
another argument to "no implicit conversions of primitive
types"
L1894[16:03:25] <capitalthree> so I only
suggest implicit conversions from a type you made, where you
designed the abstraction, and someone using the type *has* to know
that
L1895[16:03:46] <capitalthree> fry: it's
not a primitive type in the jvm sense
L1896[16:03:57] <capitalthree> I am just
talking about the standard types people think they're used to
L1897[16:04:01]
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L1898[16:04:05] <diesieben07> i am not
actively using scala, but i am fairly sure there are many implicit
conversions at play when interacting with scala collctions
L1899[16:04:08] <diesieben07> why are
those ok?
L1900[16:04:13] <capitalthree> an int
should stay an int
L1902[16:04:21] <capitalthree> and by int
I mean Int
L1903[16:04:36] <PaleoCrafter>
diesieben07, not really implicit conversions, mostly just implicit
parameters as type evidences :P
L1904[16:04:37] <capitalthree>
diesieben07: what do you mean?
L1905[16:04:44] <fry> val f: Float =
0
L1906[16:04:45] <capitalthree> yeah
L1907[16:04:47] <diesieben07> that, what
paleo said
L1908[16:04:50] <fry> should that
work?
L1909[16:04:52] <capitalthree> type
inferrence is way different from implicits
L1910[16:05:06] <diesieben07> he said
implict parameters
L1911[16:05:08] <diesieben07> not type
inference
L1912[16:05:18] <diesieben07> i think
it's if you do List(1, 2, 3) and stuff like that
L1913[16:05:27] <diesieben07> it uses
those cray CanBuildFrom things which nobody understands
L1914[16:05:33]
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L1915[16:05:34] <fry> I do :D
L1916[16:05:40] <capitalthree> fry: yes
but that works because scala knows the expression's expected type
is Float and the numeric literal is allowed to check as multiple
types
L1917[16:05:42] <diesieben07> well you...
you understand everything.
L1918[16:05:43] <gigaherz> implicit
literal conversion is different form something that is definitely
an int, being automatically casted to some other type
L1919[16:05:43] <PaleoCrafter> it's also
for stuff like Seq.sum etc.
L1920[16:05:47] <gigaherz> from*
L1921[16:05:49] <capitalthree> not
because scala implicitly converts ints to floats in general
L1922[16:06:09] <vox> newline <3
L1923[16:06:14] <diesieben07> thats just
a compiler peephole optimization
L1924[16:06:22]
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L1925[16:06:33] <diesieben07> really val
f: Float = 0 should compile to val f: Float =
Float.implictFromInt(0);
L1926[16:06:39] <diesieben07> or however
that method would be clled.
L1927[16:06:40] <capitalthree> gigaherz
and I said the same thing basically
L1928[16:06:57] <diesieben07> again, just
a compiler optimization.
L1929[16:07:21] <PaleoCrafter> on a
sidenote: fucking England, should have swallowed them whole last
time I had the chance (EU4) xD
L1930[16:07:21] <capitalthree>
diesieben07: no it's a literal. it compiles to something val
f:Float = 0.0
L1931[16:07:29] <diesieben07> yes
L1932[16:07:32] <capitalthree> there is
no runtime call to a type conversion
L1933[16:07:34] <diesieben07> and the
fact that it does is an optimization.
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L1935[16:07:48] <capitalthree> no it's
the fundamental semantics
L1936[16:07:57] <capitalthree> you're
acting like scala implicitly converts ints to floats
L1937[16:07:59] <capitalthree> it does
NOT
L1938[16:08:06]
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L1939[16:08:15] <capitalthree> what it
does do is allow a literal to typecheck as a float
L1940[16:08:30] <capitalthree> val a = 5;
val b : Float = a; // compile error
L1941[16:09:03] <vox> Man I need to get
myself some cool textures
L1942[16:09:21] <vox> I'm waiting on a
model from Biochemic but what should I do for placeholder before
then?
L1943[16:09:22] <vox> Oh man
L1944[16:09:44] <vox> I might just
literally use Paint.NET and draw some numbers on a bunch of
images
L1945[16:09:50] <vox> boom textures
xd
L1946[16:09:57] <diesieben07> then val f:
Float = 1; should imho not compile :D
L1947[16:10:13] <diesieben07> (in scala,
where they are strict about everything :D )
L1948[16:10:31] <PaleoCrafter> nah, it's
not Kotlin after all :P
L1949[16:10:32] <capitalthree>
diesieben07: I think what you are not understanding is that scala
typechecking is not in-to-out, it goes both ways
L1951[16:10:44] <capitalthree> an
expression can do different things to meet the expected type
L1952[16:10:48] <diesieben07> OHHHH
L1953[16:10:51] <diesieben07> so I WAS
right
L1954[16:10:55] <diesieben07> SUCK IT!
:D
L1955[16:11:20] <fry> 0 is always Int,
according to the spec
L1956[16:11:23] <capitalthree> oh
goddamnit
L1957[16:11:33] <capitalthree> ok well
kotlin doesn't :P
L1958[16:11:37] <diesieben07> LOL
L1959[16:11:43] <fry> there's no
hardcoded implicits in Scala, to my knowledge
L1960[16:11:45] <capitalthree> I
specifically remember having to convert ints to doubles
explicitly
L1961[16:11:50] <diesieben07> kotlin
doesn't have implicts :)
L1962[16:11:58] <capitalthree> also btw,
that implicit exists
L1963[16:12:02] <gigaherz> ewh
L1964[16:12:03] <capitalthree> it doesn't
mean most people import it
L1965[16:12:12] <fry> sigh
L1966[16:12:19] <diesieben07> le
sig
L1967[16:12:19] <fry> it's in Int
companion object
L1968[16:12:22] <diesieben07> fuck
L1969[16:12:25] <PaleoCrafter> Kotlin's
being explicit about everything is quite annoying at times
L1970[16:12:28] <fry> which is in the
implicit scope of Int
L1971[16:12:35] <fry> so, it's always in
scope :P
L1972[16:12:38]
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L1973[16:12:45] <capitalthree> well hmm I
guess everything's recursively imported in scala.lang
L1974[16:13:02] <capitalthree> but if it
were from a user library, import Int would be different than import
Int._
L1975[16:13:09] <capitalthree> ok.
anyways I disagree with that
L1976[16:13:17] <capitalthree> ints can
lose precision going to floating point
L1977[16:13:26] <capitalthree> therefore
it should not be implicitly converted
L1978[16:13:27] <fry> companion object
implicit scope is exactly what you were talking about - only the
creator of the object has access to it
L1979[16:13:41] <gigaherz> they can, but
that's what compiler warnings are for ;P
L1980[16:13:54] <fry> you can disagree
all you want, but this is what java devs expect
L1981[16:14:00] <Forecaster> how do you
tell if a player is an operator?
L1982[16:14:04] <capitalthree>
diesieben07: I am glad kotlin doesn't have implicits
L1983[16:14:11] <diesieben07> so am
I
L1984[16:14:15] <diesieben07> it would
not be right for what kotlin is.
L1985[16:14:21] <capitalthree> implicits
are occasionally useful, but apparently far too goddamned tempting
for people to have :P
L1986[16:14:30] <PaleoCrafter> it could
at least coerce some literals
L1987[16:14:36] <fry> yes, it may
actually make Kotlin useful, can't have that :P
L1988[16:14:39] <Forecaster> or what
gamemode they're in
L1989[16:14:42] <gigaherz> IMO
L1990[16:14:59] <capitalthree> if I
designed a language, I would allow implicits but they'd have to be
defined on the type they're converting from
L1991[16:15:12] <gigaherz> any decent
language should accept a numeric literal like "123" to be
compiled into a float/double without requiring an actual cast
L1992[16:15:25] <diesieben07> Forecaster,
MinecraftServer#getPlayerList().getOppedPlayers().getEntry(EntityPlayer#getGameProfile)
!= null
L1993[16:15:28] <capitalthree> gigaherz:
I agree
L1994[16:15:38] <Intektor> Is it possible
to make the entity I attack with my own custom damage source to
have a no hitprotection?
L1995[16:15:41] <gigaherz> now something
like "123456789" wouldn't fit into a float
L1996[16:15:43] <capitalthree> but not a
value that's unknown at compile time
L1997[16:15:43] <gigaherz> without
precision loss
L1998[16:15:52] <gigaherz> so that could
be rejected, or at least a warning could be issued
L1999[16:15:57] <capitalthree> I say
rejected
L2000[16:16:04] <capitalthree> you can
still do .toFloat if you want it
L2001[16:16:09] <Forecaster> diesieben07:
thanks
L2002[16:16:14] <diesieben07> Forecaster,
EntityPlayerMP#interactionManager.getGameType()
L2003[16:17:40] <diesieben07> Intektor,
override attackEntityAsMob
L2004[16:18:13] <capitalthree>
diesieben07: well sorry for arguing at length and being wrong
:P
L2005[16:18:14] <diesieben07> you should
use DamageSource.causeMobDamage(...).setDamageByPassesArmor
L2006[16:18:22] <diesieben07> lol don't
worry, it's all good
L2007[16:18:33] <diesieben07> i probably
have done the same thing
L2008[16:18:41] <capitalthree>
diesieben07: though I hope you'll agree that it *can* be done with
literals, without any kind of implicit type conversion
L2009[16:18:52] <diesieben07> of
course
L2010[16:18:55] <diesieben07> but that
would not be scala-like :D
L2011[16:18:57] <capitalthree> the scala
typechecker *can* change what an expression does from the
outside
L2012[16:19:07] <diesieben07> they try to
keep as much out of the language spec as possible
L2013[16:19:23] <diesieben07> as
evidenced by the fact that they still do not have proper
enums.
L2014[16:19:33] <capitalthree> oh well,
most languages have a broken culture and that's their
downfall
L2015[16:19:54] <fry>
s/languages/communities/
L2016[16:19:56] <capitalthree> even java
would be somewhat nice if everyone actually used nullability
annotations!
L2017[16:20:03] *
diesieben07 does
L2018[16:20:06] <capitalthree> :D
L2019[16:20:12] *
capitalthree gives diesieben07 a large cookie
L2020[16:20:17] <diesieben07> but that is
the least of problems of java libraries
L2021[16:20:24] <fry> if only nullability
annotations were well-defined and useful :P
L2022[16:20:46] <diesieben07> shit like:
DefaultRepositorySystemSession defaultRepositorySystemSession =
MavenRepositorySystemUtils.newSession();
L2023[16:20:51] <diesieben07> cannot be
fixed by nullability :D
L2024[16:20:54] <capitalthree> yeah
ultimately I just code very defensively against java
libraries
L2025[16:21:03] <capitalthree>
diesieben07: oh yeah that needs some type inferrence
L2026[16:21:08] <diesieben07> no
L2027[16:21:10] <capitalthree> also not
using variable names that long
L2028[16:21:16] <diesieben07> that needs
less "omg we so decoupled"
L2029[16:21:22] <diesieben07> "omg
we so decoupled, we fall apart"
L2030[16:21:37] *
capitalthree shrug
L2031[16:22:11] <capitalthree> in kotlin
it would just be, val sess =
MavenRepositorySystemUtils.newSession
L2033[16:22:38] <diesieben07> well i have
like 20 of those lines
L2034[16:22:47] <fry> but I'm pretty sure
that numeric hierarchy is implemented by those implicits :P
L2035[16:22:47] <diesieben07> just to get
eclipse aether to resolve a list of dependencies for me
L2037[16:24:15] <capitalthree> "SAM
conversion: if T corresponds to a function type, and U declares a
single abstract method whose type corresponds to the function type
U′, T<:wU′."
L2038[16:24:19] <capitalthree> hey this
is pretty cool
L2039[16:24:38] <capitalthree> basically
means you can just shove a lambda into a random bespoke attempt at
higher order functions in java
L2040[16:24:45] <capitalthree> if I
understand correctly
L2041[16:24:50] <fry> java8+
L2042[16:24:56] <fry> iirc
L2043[16:25:01] <capitalthree> yeah but
this seems to be for supporting earlier versions
L2044[16:25:08] <gigaherz> hm?
L2045[16:25:10] <fry> so, it integrated
seamlessly with java lambdas
L2046[16:25:23] <capitalthree> :)
L2047[16:26:41] <fry> does kotlin even
have lambdas? :P
L2048[16:26:48] <capitalthree> yes!
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L2050[16:26:55] <capitalthree> I wouldn't
love it if it didn't
L2051[16:26:59] <fry> and how do those
work with java8?
L2052[16:27:04] <capitalthree> for a
managed language to not have lambdas is pathetic
L2053[16:27:09] <capitalthree> fry: that
I dunno.
L2054[16:27:20] <capitalthree> I'd guess
they made it interchangeable
L2055[16:27:20] <diesieben07> they dont
work with j8 at all
L2056[16:27:23] <capitalthree> oh
D:
L2057[16:27:23] <diesieben07> kotlin is
purely j6
L2058[16:27:24] <fry> well, it doesn't
have pattern matching, so nothing will surprize me :P
L2059[16:27:27] *
capitalthree cries
L2060[16:27:48] <capitalthree> fry: I was
petitioning the ceylon lead dev for a while to add pattern
matching
L2061[16:27:56] <capitalthree> dunno if I
successfully convinced him...
L2062[16:29:07] <Cypher121> kotlin devs
are supposedly working on better java8 targeting
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L2066[16:32:04] <thecodewarrior> I'm
trying to install forge on a server, but lzma, jopt-simple,
vecmath, and trove4j are giving the installer 403 errors.
L2067[16:33:08] <masa> which
version?
L2068[16:33:23] <masa> I managed to
install one earlier today without issues
L2069[16:34:08] <thecodewarrior>
1.9
L2071[16:37:01] <masa> same here, but it
still says insatlled succesfully
L2072[16:37:34] <thecodewarrior> yeah,
but when it launches it complains about not being able to find
log4j
L2073[16:37:42] <progwml6> those 3
libraries should be pulled down as jars from mojang
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L2075[16:38:27] <masa> hm, launches just
fine for me
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L2078[16:42:07] <Cypher121> you probably
have it cached
L2079[16:44:48] <barteks2x> The one thing
I never understood about factory methods is how are they useful?
What makes them better?
L2080[16:45:24] <diesieben07> a factory
method can decide which implementation to use without exposing that
to the end user
L2081[16:45:37] <diesieben07> see EnumSet
in the JDK for example
L2082[16:45:53] <barteks2x>
SetUniqueList.setUniqueList(new ArrayList<>()); how is this
better than new SetUniqueList<>(new
ArrayList<>())
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L2085[16:46:14] <thecodewarrior> If I try
without the .pack.xz it downloads fine, but then I don't know where
to put it. :P
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L2088[16:46:26] <diesieben07> the factory
method may decide that based on the List implementation you give it
it can provide an optimized implementation
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L2090[16:46:53] <diesieben07> or e.g the
list you give it is a list of ints then it may decide that it can
optimize for that fact.
L2091[16:47:43] <barteks2x> ok, that may
be actually better. At first it doesn't seem to make sense,
especially when everywhere I look they only tell you how to
actually use it/make it
L2092[16:48:04] <barteks2x> I've never
seen any sensible explanation why
L2093[16:48:31] <diesieben07> really
factory methods are just a relict from the fact that java
constructors are absolutely horrible
L2094[16:48:37] <capitalthree> I should
start modding minecraft in ceylon
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L2096[16:48:41] <capitalthree> just to be
the ultimate jvm language hipster
L2097[16:48:48] <diesieben07> a java
constructor does not actually create it's object
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L2099[16:48:53] <diesieben07> it is not a
method that returns something as you would expect
L2100[16:49:28] <diesieben07> what I am
saying is constructors are factory methods, java just implements
them stupidly
L2101[16:49:31] <barteks2x> I know, there
is jvm instruction that creates the object and then there is
<init> methods
L2102[16:49:35] <diesieben07> yeah
L2103[16:49:47] <diesieben07> the so
called "new invokespecial init dance"
L2104[16:50:19] <diesieben07> instead of
"a = new X()" just compiling to "x =
X.create();
L2105[16:50:30] <diesieben07> or a =
X.<init>() rather
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L2111[17:10:04] <Zaggy1024> fry, what
would be the fastest way to create and fill the texture for
coloring the clouds?
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L2114[17:11:00] <fry> do what lightmap
does :P
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L2116[17:11:25] <Zaggy1024> you never
told me where that was though :P
L2117[17:11:34] <fry>
EntityRenderer
L2118[17:11:42] <fry>
lightmapTexture
L2119[17:11:53] <fry> enableLightmap,
disableLightmap
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L2123[17:18:05] <Zaggy1024> ah, doesn't
look so bad if I just use DynamicTexture
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L2135[17:42:27] <Zaggy1024> hmm, I have
the texture created and it should be uploading the color but for
some reason it's making the clouds transparent
L2136[17:43:25] <Zaggy1024> maybe I got
the color backwards..
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L2138[17:43:47] <gigaherz> did you assign
the alpha?
L2139[17:44:14] <Zaggy1024> yeah
L2140[17:44:21] <Zaggy1024> I thought
alpha was last but apparently it's first
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L2142[17:45:00] <gigaherz> it's on the 8
"top" bits
L2143[17:45:07] <Zaggy1024> ayy it
works!
L2144[17:45:09] <gigaherz> which, on a
little-endian machine, are last
L2145[17:45:31] <gigaherz> RR,GG,BB,AA
--> 0xAABBGGRR
L2146[17:46:35] <Zaggy1024> uploading the
1x1 texture takes a third of the time :P
L2147[17:47:35] <gigaherz> a third of
which time?
L2148[17:47:45] <Zaggy1024> the time
spent in clouds
L2149[17:48:28] <gigaherz> ah
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L2151[17:50:50] <thecodewarrior> Does
anyone have a complete minecraft 1.9 server they can send me? at
least the libraries/ folder. (you can use
https://uguu.se to send it to
me)
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L2162[17:57:14] <FusionLord> does anyone
know of a mod that adds a fan to minecraft that is updated for
1.9?
L2163[17:57:28] <vox> I don't,
sorry
L2164[17:57:56] <gigaherz> haven't seen
any yet
L2165[17:58:02] <gigaherz> what mods
added fans before?
L2166[17:58:41] <vox> Error: Could not
find or load main class org.gradle.wrapper.GradleWrapperMain?
L2167[17:58:51] <vox> Anyone seen that
before when trying to run FG?
L2168[17:59:03] <FusionLord> openblocks,
but that isn't updated,
L2169[18:00:01] <thecodewarrior> Anybody
have a currently functioning 1.9 server that can send me a zip of
the libraries folder?
L2170[18:00:08] <thecodewarrior> *forge
server
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L2172[18:00:26] <FusionLord> what libs do
you want?
L2173[18:00:38] <gigaherz> not currently,
but I could set one up if needed
L2174[18:00:45] <thecodewarrior>
Preferably the whole libraries folder, but it's complaining about
not finding log4j
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L2177[18:01:38] <Intektor> Is there a way
I can check if a arrow hit the players head?
L2178[18:02:22] <gigaherz> hmmm from the
arrow, I suppose
L2179[18:02:29] <gigaherz> although
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L2181[18:02:41] <gigaherz> you'd haveto
assume the player has a standard shape
L2182[18:02:50] <gigaherz> hmm
L2183[18:03:23] <gigaherz> this owuld
require having multiple hitboxes to do right
L2184[18:03:26] <gigaherz> which isn't
the case, afaik
L2185[18:03:28] <Intektor> yeah
L2186[18:03:46] <gigaherz> best
"approximation" Ican think of
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L2188[18:03:49] <gigaherz> isto get the
hit Y
L2189[18:04:02] <gigaherz> and compare
with the eye height
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L2191[18:04:21] <diesieben07> remember to
check for sleeping :D
L2192[18:04:30] <gigaherz> using
(height-eyeheight) as a way to tell the range
L2193[18:04:47] <gigaherz> lol yeh
L2194[18:04:54] <Intektor> yeah that
could wark, thanks.
L2195[18:04:57] <gigaherz> actually, does
the hitbox change while sleeping?
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L2197[18:05:11] <diesieben07> no
idea
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L2200[18:06:38] <gigaherz>
thecodewarrior: do you still need it?
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L2202[18:06:52] <Zaggy1024> huh, I think
the lightmap texture might be enabled for the clouds...
L2203[18:06:55] <Zaggy1024> not sure what
it's used for
L2204[18:07:15] <thecodewarrior> I might,
I just ran the installer on the client and it worked, so I'm
copying to the server to see if it works there.
L2205[18:07:16] <Intektor> diesieben07,
http://i.imgur.com/U2rk5FP.png I am trying to draw a
cube into the world in RenderWorldLastEvent, but it seems like,
depending on the angle the player is lookin, it doesn't render ther
cube at all, it renders it a t a weird color, it renders it just
fine
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L2207[18:07:39] <diesieben07> i am the
number 1 guy NOT to go to for rendering :D
L2208[18:08:11] <Intektor> gigaherz do
you have a idea?
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L2210[18:09:14] <thecodewarrior> did you
disable the texture? I think it's just GL11.GL_TEXTURE or
something.
L2211[18:09:16] <tterrag> why in the name
of god are you using raw GL verts
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L2213[18:09:49] <Intektor> I looked up a
lwjgl tut
L2215[18:10:33] <thecodewarrior> For some
reason copying it from my computer instead of running the installer
on the server worked. Huh.
L2216[18:11:09] <gigaherz> Intektor: are
the vertices ordered so that when you watch each face from outside,
the vertices are all the right winding?
L2217[18:11:10] <gigaherz> as in
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L2219[18:11:29] <gigaherz> do you
enumerate the vertices in the right order (I think opengl is CCW by
default)
L2220[18:11:39] <thecodewarrior> I think
what might have been my problem is I was using a glob for the start
script, and without thinking I was deleting the
minecraft_server.1.9.jar. :P
L2221[18:11:51] <Intektor> I disabled
depth calculation, so does that even matter?
L2222[18:11:59] <thecodewarrior> Because
my script was prioritizing that over my renamed forge jar
L2223[18:12:00] <gigaherz> it's
unrelated
L2224[18:12:10] <gigaherz> winding is
used to know if a face is seen from the front or back
L2225[18:12:12] <gigaherz> for culling
purposes
L2227[18:13:36] <tterrag> if you aren't
sure you can disable GL_CULL_FACE
L2228[18:13:39] <gigaherz> the reason I
asked is because I'm too tired to think of the winding order
XD
L2229[18:13:44] <tterrag> winding is CCW
by default
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L2233[18:17:00] <Intektor> I disabled it,
it did pretty much nothing
L2234[18:18:05] <Intektor> no, it seems
like, without cull face, it keeps rendering the blocks, but still
at a wird color
L2235[18:19:32] <Intektor> no, its still
weird
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L2237[18:21:45] <Intektor> Well I think I
give up for today :D
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L2240[18:23:59] <Zaggy1024> some GL state
is leaking in my cloud rendering D:
L2241[18:25:20] <Zaggy1024> it's making
the hand rendering (seemingly) use blending or something
L2242[18:25:25] <Zaggy1024> but I disable
blend when rendering finishes
L2243[18:26:44] <gigaherz> how about
alpha testing?
L2244[18:26:50] <gigaherz> and
lighting?
L2245[18:26:53] <Zaggy1024>
oh...okay
L2246[18:27:02] <Zaggy1024> apparently
it's the drawList call when VBOs are disabled...
L2247[18:27:03] <Zaggy1024>
>.>
L2248[18:27:09] <Zaggy1024>
*callList
L2249[18:27:53] <Zaggy1024> what would
even leak from a callList??
L2250[18:31:16] <williewillus> i mean it
takes a display list so maybe something in that leaks?
L2251[18:31:18] <gigaherz> try doing
pushattrib right after starting the displaylist?
L2252[18:31:25] <gigaherz> and popattrib
right at the end?
L2253[18:31:48]
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L2255[18:36:04] ***
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L2256[18:36:06] <ghz|afk> night ppl
L2257[18:36:09] <Lymia> !gm getTime
L2258[18:36:18] <Lymia> !gm
getWorldTime
L2259[18:36:37] <Lymia> !gm
WorldInfo.getWorldTime 1.7
L2260[18:36:39] <Lymia> !gm
WorldInfo.getWorldTime 1.7.10
L2262[18:38:36] <Zaggy1024> that's
exactly the effect I was looking for :P
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L2264[18:39:27] <Zaggy1024> gah
L2265[18:39:43] <Zaggy1024> so
getUsage().preDraw() only works with draw lists? :[
L2266[18:39:48] <Zaggy1024> what's the
point then? :P
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L2273[18:47:57] <Lymia> Quick
question
L2274[18:48:05] <TehNut> Slow
answer
L2275[18:48:06] <Lymia> Does anyone know
where in the save the time in a certain dimension is stored
L2276[18:48:27] <Lymia> I have a problem
on a server I go to where it seems some dimension somehow got a
negative time value, and it's crashing a mod.
L2277[18:49:23]
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L2278[18:51:23] <Zaggy1024> do you have
NBTExplorer?
L2279[18:51:49] <diesieben07> should be
in the level.dat
L2280[18:52:39] <Zaggy1024> yeah
Data/Daytime
L2281[18:53:03] <Zaggy1024> well, or
/Time
L2282[18:53:31] <Zaggy1024> do you know
which one it is?
L2283[18:53:52] <Zaggy1024> I think
DayTime should be handled as possibly going negative, but I suppose
some mods may not handle that
L2284[18:55:08] <Lymia> I can see the
main DayTime for the whole world in level.dat
L2285[18:55:10] <Lymia> But not for
dimensions
L2286[18:55:53] <Zaggy1024> clouds are
working nicely now :)
L2287[18:56:14] <Zaggy1024> Lymia, there
is no time for dimensions unless a mod adds it
L2288[18:56:26] <Lymia> urrk
L2289[18:56:29] <Zaggy1024> I actually
did that for my mod, but that's not true for vanilla
L2290[18:56:32] <Lymia> So it's mod
specific.
L2292[18:57:11] <Lymia> what do you
know
L2293[18:57:32] <Lymia> OK, found
it.
L2294[18:57:42]
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L2297[18:57:57] <Zaggy1024> try and tell
which is which :P
L2298[18:58:28] <Zaggy1024> the second
one is VBO'd :)
L2299[18:59:01] <Lymia> First question
is
L2300[18:59:12] <Lymia> wtf caused /time
set day to make a negative time.
L2301[18:59:18] <Lymia> second, bug
report time
L2302[18:59:20] <Zaggy1024> did it?
L2303[18:59:31] <Zaggy1024> was DayTime
negative?
L2304[19:00:14] <Zaggy1024> oh nvm, I
missed the log
L2305[19:02:24] <Zaggy1024> I'd actually
be curious what mod that is that adds dimension time
L2306[19:02:38] <Zaggy1024> what
dimension is dimension 9?
L2307[19:04:08] <Lymia> It's a Mystcraft
age.
L2308[19:04:10] <Zaggy1024> I really
ought to move this cloud rendering code to a separate class, it's
getting bigger than it should be in a ForgeHooksClient :P
L2309[19:04:17] <Lymia> That also
explains why "time set day" broke.
L2310[19:04:28] <Lymia> I have a very
weird solar cycle in that age.
L2311[19:04:34] <Lymia> Which probably
overflowed something
L2312[19:04:57] <Zaggy1024> weird
how?
L2313[19:05:13] <Lymia> First of all,
there's two suns, second of all one of them doesn't move.
L2314[19:05:19] <Lymia> I don't know how
Mystcraft implements that, but
L2315[19:05:27] <Lymia> It'd explain why
the time command went bonkers
L2316[19:05:27] <Zaggy1024> huh..
L2317[19:06:02] <Zaggy1024> mmh, no
source for Mystcraft? :{
L2318[19:06:10] <Lymia> It's not
obfusicated.
L2319[19:06:11] <Zaggy1024> I wanted to
see how it does that, it sounds interesting
L2320[19:06:21] <Zaggy1024> well sure,
but then I have to download the mod and decompile it
L2321[19:06:32] <Zaggy1024> plus vanilla
functions will still be obfuscated
L2322[19:07:14] <Lymia> Surely you can
handle that much.
L2323[19:07:31] <Zaggy1024> of course I
can
L2324[19:07:33] <Zaggy1024> but it's time
consuming
L2325[19:07:49] <Zaggy1024> I'm not going
to investigate someone's code when I have to do that much work to
do it :P
L2326[19:07:53] <Lymia> Just run whatever
deobf tool on it.
L2327[19:07:56] <Zaggy1024> I'm already
absorbed in something else :P
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L2329[19:09:32] <williewillus> so
L2330[19:09:49] <williewillus> is it
possible to use model in the animation api that aren't from vanilla
json?
L2331[19:09:56] <williewillus> like,
autogen models? :P
L2332[19:10:05] <Lymia> Does
L2333[19:10:13] <Lymia> Chickenbones look
at his issue checker
L2334[19:10:22] <Lymia> I just noticed
the last commit was in 2015
L2335[19:10:37] <Lymia> issue
tracker*
L2336[19:10:45] <Zaggy1024> what
the...
L2337[19:10:48] <Corosus> i think hes
been taking a break from modding for a while
L2338[19:10:48] <Cypher121> i'm pretty
sure he's mia
L2339[19:10:57] <Lymia> great
L2340[19:10:59] <Corosus> hence a
replacement for NEI etc
L2341[19:11:00] <Zaggy1024> Forge's
IRenderHandler is an abstract class. lol
L2342[19:11:13] <Lymia> Don't need a
replacement, at least
L2343[19:11:21] <Lymia> Just someone to
pick up the project and maintain it
L2344[19:11:25] <Lymia> No need to
rewrite from scratch
L2345[19:11:27] <Corosus> JEI is the way
of the future!
L2346[19:11:37]
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L2347[19:11:44] <Cypher121> Zaggy1024:
lol really
L2348[19:11:59] <Zaggy1024> eeeyup
L2349[19:12:08] <Lymia> I don't
think
L2350[19:12:13] <Lymia> I haven't looked
at NEI's codebase
L2351[19:12:18] <Lymia> It could be total
crap and need replacing.
L2352[19:12:18] <Lymia> :D
L2353[19:13:07] <williewillus> someone
already picked his mods up
L2354[19:13:09] <williewillus> i forgot
who
L2355[19:13:22] <williewillus> and he's
busy with college + modding terraria :P
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L2357[19:14:43] <Zaggy1024>
"NEIActions.timeZones[newhour / 6]"
L2358[19:14:43] <Zaggy1024> gj
L2359[19:14:48] <Zaggy1024> yeah it
doesn't modulo
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L2361[19:14:53] <Lymia> No
L2362[19:14:55] <Lymia> It does
earlier.
L2363[19:15:06] <Zaggy1024> mmh
L2364[19:15:07] <Lymia> Problem's that
modulo returns negative values for negative inputs
L2365[19:15:09] <Zaggy1024> whoops
L2366[19:15:15] <Lymia> Which is a trap I
can see a good programmer falling for
L2367[19:15:17] <Lymia> Because just,
wtf
L2368[19:15:31] <Lymia> So I don't hold
it against ChickenBones for making that mistake
L2369[19:15:42] <Zaggy1024> yeah, I had
to deal with that a few times
L2370[19:15:58] <Zaggy1024> I
think...vanilla doesn't check for that in places too maybe
L2371[19:16:03] <Zaggy1024> can't
remember for sure
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L2373[19:16:27] <Zaggy1024> it's really
kinda sad that things have to just assume that a dimension has
24000 tick days
L2374[19:16:54] <williewillus> heh yeah
wikipedia has a giant table for how various languages handle signed
mod
L2375[19:17:03] <Zaggy1024> wait, does
that code do what I think it does?
L2377[19:17:08] <Zaggy1024> prevent
people setting it to a certain time?
L2378[19:18:12] <Zaggy1024> does NEI have
a config to set what times people can set it to?
L2379[19:18:13] <Lymia> I think it's
meant to allow you to stuff like
L2380[19:18:15] <Lymia> Automatically
skip night
L2381[19:18:21] <Lymia> to do
stuff*
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L2383[19:20:33] <Zaggy1024> uh-oh
L2384[19:20:49] <Zaggy1024> anaglyphField
isn't set to 2 when anaglyphs are disabled
L2385[19:21:14] <Zaggy1024> not a big
deal since you can get gameSettings.anaglyph, but I hope everybody
checks that
L2386[19:21:39] <Zaggy1024> eh nvm I
guess you would have to since it starts with 0
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L2393[19:54:50] <Zaggy1024>
gl_FragCoord.z is always 1 :[
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L2395[19:56:27] <thecodewarrior> Is there
a tutorial on how to use the forge registry system?
L2396[19:56:31] <Zaggy1024> ah crap,
there it is
L2397[19:56:37] <Zaggy1024> apparently
the depth is in gl_FragCoord.w?
L2398[19:56:44] <Zaggy1024> but internet
says it should be z >.>
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L2400[20:02:42] <Zaggy1024> and
gl_DepthRange is 0-1
L2401[20:02:46] <Zaggy1024> these values
don't seem correct
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L2404[20:13:09] <Zaggy1024> oh, maybe I'm
wrong..
L2405[20:13:34] <Zaggy1024> well,
DepthRange.near *is* 0
L2406[20:13:43] <Zaggy1024> but Coord.z
is > 0
L2407[20:14:32] <Zaggy1024> and
DepthRange.far is 1
L2408[20:14:35] <Zaggy1024> ugh
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L2411[20:19:23] <Zaggy1024> ah danget, I
thought DepthRange was supposed to store near and far clipping
distances but it's just a multiplier for the actual near and far
clipping AFAIK
L2412[20:29:13] <Nosirrom> what could
make an itemstack throw a NPE when printing it out? many things?
trying to figure out what this thing is.
L2413[20:33:21] <tterrag> null item
L2414[20:33:22] <tterrag> likely
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L2416[20:38:43] <Nosirrom> apparantly
blocks.redstone_wire is not an item for recipies
L2417[20:39:00] <Nosirrom> well it is,
but it also isn't
L2418[20:39:13] <tterrag> correct
L2419[20:39:14] <tterrag> it has no
ItemBlock
L2420[20:39:21] <tterrag> so new
ItemStack(redstone_wire) gives you a null stack
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L2426[20:48:54] <Cypher121> scaled down
to x0.25
L2427[20:50:33] <tterrag> look like
what?
L2428[20:50:45] <tterrag> is it not meant
to be scaled down?
L2429[20:53:02] <unascribed> do you mean
that there's no antialiasing?
L2430[20:53:05] <unascribed> if so
L2431[20:53:06] <Cypher121> yeah,
should've pointed that out
L2432[20:53:16] <unascribed> enable
blending and set the blend func to GL_SRC_ALPHA
GL_ONE_MINUS_SRC_ALPHA
L2433[20:53:19] <Cypher121> large
letters' edges look like shit
L2434[20:53:21] <Cypher121> already
did
L2435[20:53:41] <tterrag> your image size
doesn't align with the size you are drawing it
L2436[20:53:55] <unascribed> then try
using tryBlendFuncSeparate and making the args GL_SRC_ALPHA
GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
L2437[20:53:58] <tterrag> i.e. if the
image is 200px wide and you draw it at...say 60px wide
L2438[20:54:00] <tterrag> it's going to
alias
L2439[20:54:05] <unascribed> Minecraft
uses separate blend func in places
L2440[20:54:20] <unascribed> and also
make sure your texture has a .mcmeta file with
{"blur":true} for linear scaling
L2441[20:54:22] <tterrag> use
OpenGLHelper.blendFunc
L2442[20:54:52] <tterrag> also that book
background doesn't match pixel densities and I hate it
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L2451[21:16:54] <Zaggy1024> tterrag, is
there a shader attribute for the near and far clipping planes or do
I have to pass them as uniforms?
L2452[21:18:49] <Zaggy1024> I've tried
searching for one but finding info about the attributes is quite
difficult
L2453[21:19:39] <tterrag> wouldn't
know
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L2455[21:21:39] <vox> night all!
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L2462[21:28:04] <Zaggy1024> hmm,
EntityRenderer.farPlaneDistance isn't public
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L2471[21:57:17] <williewillus> nothing
that can't be solved with methodhandles :P
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L2473[22:00:14] <williewillus> I wish
there was another way to add time-limited attribute modifiers
besides potions
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L2483[22:20:58] <Zaggy1024> wait, is the
radial fog NVidia only?
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L2486[22:23:04] <Zaggy1024> apparently it
is
L2487[22:23:06] <Zaggy1024> heh.
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L2490[22:24:14]
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L2491[22:27:18] <capitalthree> is it
possible to use forgegradle 2.1 with 1.7.10?
L2492[22:27:20]
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L2493[22:28:14] <TehNut> no
L2494[22:28:55]
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L2495[22:38:18] <Zaggy1024> abs value
shader fog matches up perfectly with vanilla clouds' fog :)
L2497[22:39:47]
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L2498[22:41:45]
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L2499[22:42:21] <Zaggy1024> (I changed
the fog color to black to make checking it easier)
L2500[22:46:42] <tterrag> too bad the fog
in MC still looks like crap :P
L2501[22:46:55] <tterrag> better than
nothing I guess
L2502[22:50:10] <Zaggy1024> hm?
L2503[22:50:22] <Zaggy1024> even the
radial fog that you can get on NVidia cards?
L2504[22:50:51] <Zaggy1024> lol I just
turned on some vertex color fog in my shader and it looks like
utter crap
L2505[22:50:55] <Zaggy1024> guess I gotta
do it in the frag
L2506[22:52:01] <Zaggy1024> I wonder how
the fragment version of fixed function fog works
L2507[22:52:39]
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L2508[22:53:25] <barteks2x> wtf git? It
shows added filed in .idea directory, it never did that
before
L2509[22:53:53] <barteks2x> oh, wait.
Something cleared my .gitignore
L2510[22:55:02] <barteks2x> how to
checkout all files except some files I don't want to touch?
L2511[22:55:38]
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L2512[22:56:05] <williewillus> how tf do
you use tessellator's lightmap
L2513[22:56:16] <williewillus> every time
i touch it it breaks freaking everything
L2514[22:58:03] <capitalthree> TIL
crafting recipes are checked by bruteforce >.<
L2515[22:59:21] <tterrag> barteks2x:
uh...just don't edit them?
L2516[23:00:03]
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L2517[23:00:06] <Delenas> Well yeah,
capital. How else?
L2518[23:00:18] <Delenas> You have to
verify it matches exactly.
L2519[23:00:23] <barteks2x> I reformatted
the whole project in eclipse, but then I switched back to idea
(because everything broke when I switched to dark theme) and I want
to keep some changes
L2520[23:00:32] <barteks2x> But I found
out how to do it already
L2521[23:04:51]
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L2522[23:05:22] <capitalthree> in SMP can
a mod on the client know that an item is about to despawn?
L2523[23:06:52] <capitalthree> ie, are
ItemStack lifespan and age synced to clients?
L2524[23:07:10] <HassanS6000> !gm
func_70601_bi 1.7.10
L2525[23:08:56] <williewillus>
thefuck
L2526[23:09:10] <williewillus> this tess
rendering is completely bork in dev but works in obf
L2527[23:10:11]
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L2531[23:14:11] <barteks2x> Is it ok to
use normal java serialization to store some state for chunks?
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L2533[23:15:21] <williewillus> normal
java serialization sucks though :p
L2534[23:15:28] <williewillus> you can't
use NBT?
L2535[23:15:44] <barteks2x> it's easy to
get it working, but then would be hard if I ever changed the
format
L2536[23:15:54] <williewillus> java
serialization is really really bad :P
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L2538[23:16:23] <williewillus> for most
general use cases I guess
L2539[23:16:36] <barteks2x> With the way
I want to make generation pipeline work I would need to store the
actual class name
L2540[23:16:44] <barteks2x> and then
re-create it using reflection
L2541[23:17:00] <williewillus> and if its
not present anymore? :P
L2542[23:17:11] <barteks2x> what?
L2543[23:17:15] <barteks2x> what do you
mean?
L2544[23:17:27] <barteks2x> I would need
to recreate it using reflection when reading from disk
L2545[23:17:29] <williewillus> what is
this class name and what if said class no longer exists? :P
L2546[23:17:52] <barteks2x> Then it means
that it's newer version of cubicchunks and I need to do some magic
to convert it
L2547[23:18:33] <barteks2x> Basically,
it's for CubeGenerationState
L2548[23:19:30] <barteks2x> Which allows
a tree-like structure.
L2549[23:22:32] <capitalthree> barteks2x:
it's not ok bceause the storage will break if you update your
mod
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L2551[23:23:48] <barteks2x> Then well..
writing toNbt() and fromNbt() methods...
L2552[23:25:13] <barteks2x> changing the
format isn't something I would expect unless there are some massive
changes to workegen but I probably don't want to try to manually
read java serialized classes
L2553[23:32:55] <barteks2x> Idea fail: it
tries to import private enum class, but it generates compile
error
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L2556[23:36:30] <tterrag> barteks2x: why
not use Gson?
L2557[23:37:17] <barteks2x> Maybe it's
weird, but I've never used it. Is it easier?
L2558[23:38:00] <tterrag> it's a
serialization to json library
L2559[23:38:02]
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L2560[23:38:03] <tterrag> it's extremely
easy to use
L2561[23:38:43] <TehNut> Easy enough that
a lot of the time it's literally just toJson(myObject) and
fromJson(jsonString)
L2562[23:39:11] <barteks2x> can it
(easly) handle serializing and deserializing different
implementations of the same interface? (I expect ti does)
L2563[23:39:47] <Ordinastie_> you can
specify adpataters if you want custom rules for
deserialisation
L2564[23:40:54] <barteks2x> I want
tomsthing like this to work: ISomething sth = new SomeImpl();
String json = toJson(sth); ISomething deserialized =
fromJson(json); Would it work?
L2565[23:42:30] <barteks2x> apparently it
does
L2566[23:42:36] <Ordinastie_> maybe not
quite as simplified
L2567[23:47:04] <barteks2x> Maybe I'm
just making it all too compilcated, but handling population states
correctly is really hard
L2568[23:47:43] <tterrag> no that won't
work as is, you have to specify a concrete type when
deserializing
L2569[23:47:54] <tterrag> OR specify a
deserializer for the interface
L2570[23:48:13] <barteks2x> if that won't
work, I can as well use NBT
L2571[23:49:27] <tterrag> it sounds
pretty easy. just write a serializer that writes the type to json
("class":"foo.bar.Baz") then in the
deserializer create the type using that
L2572[23:49:34] <tterrag> hacky, but
functional
L2573[23:50:45] <williewillus> i vote
just using nbt
L2574[23:50:46] <williewillus> lol
L2575[23:51:08] <tterrag> using gson
(already shipped with MC) is a few LoC
L2576[23:51:08] <barteks2x> For now
(before even trying to implementt storing the whole thing on disk)
I need to decide if I want to pass names of my CubeProcessors from
GenerationStates or making GenerationStates actually return
CubeProcessors
L2577[23:51:14] <tterrag> NBT you have to
serialize everything manually
L2578[23:51:36] <Drullkus> tterrag: Even
killers?
L2579[23:52:23]
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L2580[23:52:34] <tterrag> huh?
L2581[23:53:00] <Ordinastie_> failed
attempt at "serial killer" pun
L2582[23:54:39] <barteks2x> I will
probably just go with NBT, if I want to make them actually return
CubeProcessors I would need to mark a few fields as transient, and
them initialize them separately
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L2584[23:56:47] <barteks2x> Or make them
return strings. Making them return these objects is too much work
if I don't want to hack it arounf with public static final
HashMap<World, Map<String, CubeProcessor>>
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