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L7[00:11:00] <ProbablePrime> I'm trying to
make a dimensional teleport a little bit less jumpy for a user by
preloading the chunk at the target coordinates.
http://pastebin.com/UKTxeuxj doesn't seem to be
helping. Does anyone know of a suitable approach to this
problem?
L8[00:11:55] <ProbablePrime> Stepping
through a nether portal into the nether for the first time for
example isn't jumpy. Spelunking through the code that does that im
essentially doing the same thing
L9[00:12:15] <ProbablePrime> Could a slow
chunk provider be causing problems?
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L12[00:13:48] <ProbablePrime> oh 1.8 too
:(
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L19[00:35:30] <thecodewarrior> Will an
entity ever tick before readEntityFromNBT is called? Even when
spawning it?
L20[00:37:07] <thecodewarrior> And is the
NBT synced to the client on loading or should I do a
packet/EntityDataManager?
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L22[00:42:17] <thecodewarrior> basically
can I initialize my entity depending on NBT.
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L25[00:46:27] <tterrag> NBT is not
synced
L26[00:46:33] <tterrag> but yes I believe
reading is done before the first update tick
L27[00:48:52] <thecodewarrior> Ok, just
googled for a bit (geez IRC is making me lazy) and found out about
IEntityAdditionalSpawnData, testing it out now.
L28[00:49:35] <thecodewarrior> It
works!
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L38[01:51:14] <killjoy> I like how github
provides license templates if your file name you create is called
LICENSE
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L41[01:59:54] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160519 mappings to Forge Maven.
L42[01:59:58] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160519-1.9.4.zip
(mappings = "snapshot_20160519" in build.gradle).
L43[02:00:08] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L48[02:17:31] <Aroma1997> Does anyone know,
where the NetHandlers went in 1.9.4?
L49[02:18:02] <Aroma1997> (
Minecraft.getMinecraft().getNetHandler() and
EntityPlayerMP.playerNetServerHandler )
L50[02:19:16] <ghz|afk> .connection
L51[02:19:29] <ghz|afk> at least on the
server side
L52[02:19:52] <ghz|afk> do a !mh
getNetHandler
L53[02:20:00] <ghz|afk> to see what the new
name for the method is
L54[02:20:10] <ghz|afk> (method
history)
L55[02:20:19] <Aroma1997> !mh
getNetHandler
L56[02:20:40] <Aroma1997> thanks
L57[02:20:45] <ghz|afk> np
L58[02:21:01] <thecodewarrior> would it be
better to have multiple event handlers or an event handler with a
loop?
L59[02:21:20] <ghz|afk> the latter.
L60[02:21:26] <ghz|afk> each event handler
adds extra load on forge
L61[02:21:36] <ghz|afk> BUT
L62[02:21:50] <ghz|afk> if your
"loop" would iterate through a custom list or
similar
L63[02:21:58] <Aroma1997> does this !mh
also work for fields?
L64[02:22:10] <Ordinastie_> m stands for
method
L65[02:22:18] <Aroma1997> does !fh
exist?
L66[02:22:26] <thecodewarrior> ype
L67[02:22:31] <Ordinastie_> try it ?
L68[02:22:31] <ghz|afk> not sure try
sending "help" to MCPBot_Reborn
L69[02:22:39] <Aroma1997> !fh
sendQueue
L70[02:22:41] <thecodewarrior> *yep
L71[02:23:24] <ghz|afk> \o/
L72[02:23:32] <ghz|afk> forge 1909 works
with setupDecomp
L73[02:23:32] <Aroma1997> thanks
L74[02:23:47] <ghz|afk> I'll 1.9.4ify all
my mods later when I get back from work
L75[02:23:56] <MCPBot_Reborn> !mh
Aroma1997
L76[02:24:07] <ghz|afk> wat
L77[02:24:08] <ghz|afk> XD
L78[02:24:54] <thecodewarrior> Should I
have an event handler in each entity or add the entities (weak
reference) to a list for me to update?
L79[02:25:23] <Aroma1997> why was I just
pinged by the bot?
L80[02:25:37] <Aroma1997> anyways, thanks
everyone
L81[02:26:31] <ghz|afk> some troll must
have used a bot command to make it speak
L82[02:26:54] <ghz|afk> thecodewarrior:
what event do you need ?!
L83[02:26:56] <MCPBot_Reborn> LIES
L84[02:27:07] <thecodewarrior>
EntityJoinWorldEvent
L85[02:27:21] <ghz|afk> on your own
entitites?
L86[02:27:26] <ghz|afk> entities*
L87[02:28:04] <MCPBot_Reborn> you know,
ghz, you don't seem to be very afk...
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L89[02:29:12] <thecodewarrior> Yes, I have
nodes, and I want them to connect when the respective node is
loaded. Though now that I think about it, just searching for the
UUID when needed and saving the entity then would probably be
better. It will cause some oddities, but that's fine.
L90[02:29:24] <thecodewarrior> Or more, it
won't prevent the oddities.
L91[02:29:35] <thecodewarrior> They're
usual chunk loading stuff.
L92[02:30:09] <ghz|afk> Yes I do
L93[02:30:12] <ghz|afk> because I'm leaving
for work
L94[02:30:15] *
ghz|afk poofs
L95[02:30:27] <ghz|afk> Yers I am*
L96[02:30:29] <ghz|afk> -r
L97[02:31:08] <thecodewarrior> Yers I am
matey! Arrr.
L98[02:32:12] <ProbablePrime> Is there
anyway to mitigate, reduce etc the janky world "falling
through the world", loading that occurs when first
transporting to a new dimension. I load the chunk the player is in
and then teleport them. Singleplayer environment.
L99[02:33:36] <thecodewarrior> Man, it
looks like you can't do <T extends ?> for generics.
L100[02:33:45] <tterrag> because that's
just <T>
L101[02:33:57] <thecodewarrior> ...
L102[02:34:15] <tterrag> it's also
equivalent to <T extends Object> which is also really just
<T>
L103[02:34:17] <thecodewarrior> Face, meet
palm. Palm, meet face.
L104[02:35:10] <tterrag> wildcards aren't
valid in type definitions
L105[02:35:12] <tterrag> ever
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L109[02:40:05] <thecodewarrior> I meant
for a variable/field, such as "public Something<? extends
T> valuezRcool"
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L112[02:48:29] <Lordmau5> I mean,
technically you can circumvent that
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L116[03:00:38] <barteks2x> wtf? why chrome
decided to open zip file in hex editor?
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L119[03:17:37] <barteks2x> why
Block.getMaterial is deprecated?
L120[03:20:11] <Ordinastie_>
state.getMaterial ?
L121[03:21:39] <barteks2x> I'm updating
some code I didn't touch since 1.7.2
L122[03:22:00] <barteks2x> cubic chunks
version of Chunk.enqueueRelightChecks
L123[03:22:53] <barteks2x> And now to
update it I need to understand how the vanilla method works
L124[03:24:13] <barteks2x> Why that
decompiler can't add parentheses when doung something like this:
if(something || somethingElse && somethingElse2 ||
somethingElse3)?
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L136[04:15:24] <barteks2x> I know it's a
stupid java question, but is it safe to cast
List<ClassThatExtendsChunk> to List<Chunk>?
L137[04:15:45] <gigaherz|work> safe?
no
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L139[04:15:53] <gigaherz|work> it can be
done in some circumstances
L140[04:15:57] <barteks2x> actually, not
even possible (directly)
L141[04:16:15] <gigaherz|work> but if the
code that uses this class then goes ahead and decides to add new
Chunk objects to it
L142[04:16:21] <gigaherz|work> that are
NOT ClassThatExtendsChunk
L143[04:16:27] <gigaherz|work> there will
be nothing preventing that
L144[04:16:34] <barteks2x> it's
ChunkProviderServer.getLoadedChunks
L145[04:16:47] <gigaherz|work> which would
break the "contract" for the original List<>
L146[04:16:59] <barteks2x> I don't think
anyone sane would try to add somethign to the returned list
L147[04:17:41] <barteks2x> And if someone
does it - things are going to break anyway
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L149[04:25:31] <barteks2x> Where is
PlayerManager class?
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L153[04:32:48] <barteks2x> Should I even
try to update variable/field names to match new MCP names?
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L156[04:40:51] <barteks2x> Is there some
list of mappings that changes between 1.9 and 1.9.4?
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L158[04:45:38] <PaleoCrafter> tterrag,
I'll look into it when I'm at home, maybe make some responsive
adjustments
L159[04:48:21] <PaleoCrafter> And we can
turn off justify, even if hurts my desire for perfect margins
xD
L160[04:50:52] <Lumien> barteks2x only for
class changes i believe
L161[04:51:01] <barteks2x> at least that,
but where?
L162[04:51:39] <barteks2x> I already
figured out most changes, now I discovered that they completely
removed RegionRenderCache class
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L170[05:01:54] <barteks2x> That was I
think the most pointless change:
BlockPos.MutableBlockPos.set->setPos
L171[05:01:55] <LatvianModder> was
setupDecompWorkspace bug fixed?
L172[05:02:01] <LatvianModder> for
1.9.4
L173[05:02:27] <barteks2x> was there any
bug?
L174[05:02:41] <Ordinastie_> barteks2x,
looks at the comments
L175[05:03:03] <Lumien> It worked when i
used a fresh mdk but i'm getting a npe in my own workspace
L176[05:03:55] <Lumien> at
org.jetbrains.java.decompiler.main.Fernflower.getClassEntryName(Fernflower.java:76)
L177[05:03:57] <barteks2x> oh, right. I
see why it's setPos. But now I need to change it liteally
everywhere and I can't use find/replace
L178[05:05:54] <PaleoCrafter> Use
SSR?
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L182[05:12:19] <Lumien> Oh you need fg 2.2
:P
L183[05:12:20] <Lumien> kk
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L185[05:13:33] <barteks2x> That was one of
the first things I checked after downloading new MDK
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L189[05:19:27] <theresajayne> is there any
way for a mod to control the player?
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L192[05:25:28] <Lumien> On the client
there is a MovementInput class (Not exact name), you could
overwrite that
L193[05:28:02] <AKTheKnight> Wuppy, can
you predict the future?
L194[05:28:51] <AKTheKnight> Yesterday you
were asking what was happening in France. This morning I wake up
and a place flying from France has disappeared...
L195[05:29:41] <fry> "a place flying
from France"
L196[05:29:44] <fry> sounds
interesting
L197[05:34:51] <AKTheKnight>
*facepalm*
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L209[06:05:01] <theresajayne> but would
that be changing MCP code or is that part of Forge?
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L212[06:06:46] <Lumien>
EntityPlayerSP.movementInput
L213[06:06:49] <Lumien> It's just a
field
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L219[06:32:54] ⇦
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L221[06:35:01] <gigaherz|work> so I'm at
work, but I'm waiting for a coworker to fix the build system which
breaks for new installations
L222[06:35:11] <gigaherz|work> so
meanwhile, I'm remoting to my desktop, updating my mods to
1.9.4
L223[06:35:16] <Lordmau5> haha nice
L224[06:36:27] <gigaherz|work> anyone here
knows how the 1.9.4 stuff that replaces getDescriptionPacket
works?
L225[06:37:26] <gigaherz|work> wait is
that getUpdatePacket? hmm
L226[06:37:47] <Lordmau5> think so
L227[06:37:55] <gigaherz|work> that's
easier than I thought
L228[06:38:20] <Lordmau5> getUpdatePacket
+ there's something with getUpdateTag, that, iirc from the talk
with asie and amadornes yesterday, is for the initial chunk load
update?
L229[06:38:58] <gigaherz|work> ah
L230[06:39:22] <barteks2x> Is
getUpdatePacket the same as getDescriptionPacket?
L231[06:39:27] <barteks2x> (I assumed so
when updating)
L232[06:39:30] <gigaherz|work> it seems to
serve the same purpose
L233[06:39:50] <gigaherz|work> but the
return value is now explicitly SPacketUpdateTileEntity
L234[06:39:55] <gigaherz|work> isntead of
"any packet"
L235[06:40:15] <Jomik> Is there a better
way to find documentation on forge/minecraft classes/methods than
browsing the packages manually? I haven't been able to find any
javadocs or the like...
L236[06:40:28] <barteks2x> I can't finish
updating because of an issue with Mixin
L237[06:40:30] <Lordmau5> yea, but you can
still put NBT Data in that, giga
L238[06:41:16] <gigaherz|work> then
L239[06:41:22] <gigaherz|work> what bout
onNighborBlockChange?
L240[06:41:24] ⇦
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L241[06:41:36] <Lordmau5> neighborChange
or so
L242[06:41:47] <gigaherz|work> and why are
so many methods in Block deprecated?
L243[06:41:54] <Lordmau5> is userdev out
yet btw?
L244[06:41:55] <Lordmau5> idk
L245[06:41:57] <gigaherz|work>
getStateFromMeta?!
L246[06:42:09] <gigaherz|work> MDK 1909
works fine
L247[06:42:14] <Lordmau5> wait,
getStateFromMeta is deprecated?!
L248[06:42:19] <Lordmau5> and yea, thanks,
just saw it
L249[06:42:23] <gigaherz|work> the only
WTF so far
L250[06:42:30] <Lordmau5> gotta drop 1.9
support later today and do 1.9.4 (99% sure)
L251[06:42:32] <gigaherz|work> is all the
deprecated annotations on Block methods
L252[06:42:35] <Lordmau5> what about
getMetaFromState?
L253[06:42:38] <Lordmau5> also
deprecated?
L254[06:42:40] <gigaherz|work> yep
L255[06:42:43] <gigaherz|work> and
getActualState
L256[06:42:45] <Lordmau5> ayyy lmao
what
L257[06:42:51] <gigaherz|work> and
withrotation
L258[06:42:53] <gigaherz|work> and
withMirror
L259[06:42:54] <gigaherz|work> etc
L260[06:43:04] <gigaherz|work> maybe those
are from mojang?
L261[06:43:16] <gigaherz|work> maybe
Mojang wants us to implement that stuff on the blockstates?
L262[06:43:21] <gigaherz|work> instead of
the block class
L263[06:43:30] <Jomik> They're not
deprecated in my version of forge?
L264[06:43:34] <gigaherz|work> 1.9.4
L266[06:43:55] <Jomik> Wait, nvm.
L267[06:44:19] <Lordmau5> they don't seem
deprecated though in the patch file
L268[06:44:26] <gigaherz|work> not the
patch
L269[06:44:31] <gigaherz|work> this comes
from vanilla code
L270[06:44:37] <gigaherz|work> 1.9.4 keeps
annotations
L271[06:44:49] <Lordmau5> oh
L272[06:44:55] <Lordmau5> oh yea derp,
sorry
L273[06:47:05] <Lordmau5> still FG 2.2 i
assume?
L274[06:47:22] <Lordmau5> so probably just
change the MC + Forge version in my build.gradle and setup the
decomp workspace again?
L275[06:47:31] <gigaherz|work> ?
L276[06:47:40] <Lordmau5> if I am
switching over to 1.9.4 dev later
L277[06:47:44] <Lordmau5> from my 1.9
environment
L278[06:47:47] <gigaherz|work> my 1.9 used
FG 2.1-SNAPSHOT
L279[06:47:48] <gigaherz|work> XD
L280[06:47:50] <Lordmau5> oh well
L281[06:47:54] <gigaherz|work> but
yeah
L282[06:48:02] <gigaherz|work> 1.9.4
requires fg 2.2-snapshot
L283[06:48:06] <gigaherz|work> won't work
with 2.1
L284[06:48:13] <Lordmau5> k
L285[06:50:14] <gigaherz|work> OH I think
I know WHY it's deprecated
L286[06:50:20] <gigaherz|work> because you
shouldn't *call* the method directly
L287[06:50:25] <gigaherz|work> you should
call the blockstate method
L288[06:50:25] ***
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L289[06:50:45]
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L290[06:51:01] <Lordmau5> ah
L291[06:51:04] <gigaherz|work> no that'd
explain getActualState
L292[06:51:10] <Lordmau5> hmm
L293[06:51:12] <gigaherz|work> but nott
getStateFromMeta
L294[06:51:14] <gigaherz|work> -t
L295[06:51:27] <Lordmau5> +t
L296[06:52:41]
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L297[06:53:52] <gigaherz|work> hmmm
although I do suppose getStateFromMeta shouldn't be called
either
L298[06:54:00]
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L299[06:54:10] <gigaherz|work> xcept for
cases like mine, which are explicitly encoding and restoring a
block's state
L300[06:54:49] <gigaherz|work> hmmm
Block.REGISTRY.getObject needs to be annotated that it MAY return
null
L301[06:55:10] <gigaherz|work> wait
no
L302[06:55:16] <gigaherz|work> it won't
return null anymore?
L303[06:55:52] <gigaherz|work> "The
default value for this registry, returned in the place of a null
value."
L304[06:55:55] <gigaherz|work> hmmm
L305[06:56:11] <gigaherz|work> then I have
to fix this code
L306[06:56:12] <gigaherz|work> XD
L307[06:56:42] <gigaherz|work> aha
L308[06:56:53] <gigaherz|work> I'll just
use .containsKey before getting the value
L309[06:56:53] <gigaherz|work> XD
L310[06:57:46] <kashike> that's more
lookups then
L311[06:57:54] <kashike> better to get and
check not null
L312[06:58:20] ⇦
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L313[06:58:23] <gigaherz|work> kashike:
the "default" value is private though
L314[06:58:36] <PaleoCrafter> maybe
getStateFromMeta is just deprecated because it won't be a thing
anymore soon-ish? :P
L315[06:58:47] <gigaherz|work>
PaleoCrafter: surely hope so
L316[06:58:48] <PaleoCrafter> you can get
IDs directly from states if you impose some ordering on them
L317[06:59:00] <gigaherz|work> but
meanwhile, it's dirtying my code ;P
L318[06:59:03] <PaleoCrafter> hehe
L319[06:59:36] ⇦
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L320[06:59:43] <gigaherz|work>
SuppressWarnings doesn't work on a statement does it?
L321[06:59:53] <kashike> some
L322[07:00:53] <gigaherz|work> meh I'll
live with it
L323[07:01:10] <gigaherz|work> the other
mod has like a dozen warnings from getMeta/getState/getActual
L324[07:03:32] <Jomik> Now I'm trying to
figure how the hell I update my workspace in Intellij IDEA to
forge-1.9-12.16.1.1907 ...
L325[07:04:05] <gigaherz|work> first, edit
the build.gradle, to use the new version
L326[07:04:09] <gigaherz|work> then. from
idea's gradle panel
L327[07:04:13] <gigaherz|work> run
setupDecompWorkspace
L328[07:04:16] <PaleoCrafter> if you've
already run setup<something>Workspace, just hit that nice
refresh button :P
L329[07:04:21] <Shalmezad> gigaherz|work,
Doesn't work on a statement, but it does work on a variable
declaration
L330[07:04:22] <gigaherz|work> and
finally, click the blue refresh icon on the gradle panel
L331[07:04:25] <gigaherz|work> NOT the one
on the main toolbar
L332[07:05:02]
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L333[07:05:44] <PaleoCrafter> I wonder if
1.10 will hit before I release my mod xD
L334[07:06:30] <PaleoCrafter> I've wanted
to finish a first alpha release for the whole last week
L335[07:06:36] <PaleoCrafter> instead, I
played Europa Universalis
L336[07:08:12]
⇨ Joins: brandon3055 (~Brandon@122.129.142.1)
L337[07:10:45] <Jomik> Uh... Now... Where
does Gradle save the libraries? I thought it was in the folder I
had made, but... Since everything builds after I deleted that, I
suspect it isn't :D
L338[07:11:29] <PaleoCrafter>
~/.gradle/caches
L339[07:11:33] <PaleoCrafter> But why do
you want to know? :P
L340[07:12:36] <Jomik> Was just curious. I
like knowing where stuff goes on my computer. That's great then.
Less clutter.
L341[07:12:55] <Lordmau5> you want
clutter?
L342[07:13:05] <Lordmau5> just put a
symlink from that folder to your desktop
L343[07:13:18] <Jomik> I want less
:p
L344[07:13:39] <Jomik> - what should I set
minecraft.mappings to? In build.gradle
L345[07:14:00] <PaleoCrafter>
!!latest
L346[07:14:01] <MCPBot_Reborn> === Latest
Mappings ===
L347[07:14:02] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L348[07:14:02] <MCPBot_Reborn> 1.9.4
snapshot_20160519
L349[07:14:03] <MCPBot_Reborn> 1.9
snapshot_20160516
L350[07:14:03] <PaleoCrafter> ^
L351[07:14:04] <MCPBot_Reborn> 1.9
stable_24
L352[07:14:04] <MCPBot_Reborn> 1.8.9
snapshot_20160301
L353[07:14:05] <MCPBot_Reborn> 1.8.9
stable_22
L354[07:14:06] <MCPBot_Reborn> 1.8.8
snapshot_20151229
L355[07:14:07] <MCPBot_Reborn> 1.8.8
stable_20
L356[07:14:07] <MCPBot_Reborn> 1.8
snapshot_20151128
L357[07:14:08] <MCPBot_Reborn> 1.8
stable_18
L358[07:14:09] <MCPBot_Reborn> 1.7.10
snapshot_20140925
L359[07:14:09] <MCPBot_Reborn> + 1 more.
Please use !more to see 1 queued entries.
L360[07:14:29] <PaleoCrafter> should maybe
have added a version, but whatever
L361[07:14:32] <Jomik> Oh, sweet!
Thanks
L362[07:14:55] <Jomik> snapshot_20160519
for 1.9.4 ?
L363[07:15:07] <Jomik> Let's try this
:p
L364[07:20:07] *** V
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L365[07:25:39] <barteks2x> yay, Minecraft
finally has World.isOutsideBuildHeight method
L366[07:25:45] ***
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L367[07:25:53] <barteks2x> I really hope
they will actually start using that method
L368[07:26:09] <barteks2x>
*isOutsideBuildHeight
L369[07:26:12] <Jomik> Uh, :decompileMc
fails :/
L370[07:27:09] <Jomik> Ran out of memory?
Lol, what... How do I give my setupDecompWorkspace more memory,
inside Intellij? O.o
L371[07:27:41] <barteks2x> if you click on
a settings button you can find gradle VM options
L372[07:27:56] <barteks2x> *gradle
settings
L373[07:28:15] <Shalmezad> Or, if you're
in the console: export GRADLE_OPTS=-Xmx2G
L374[07:28:53] <Jomik> Thanks - Trying
again.
L375[07:28:58] <barteks2x> on linux the
export isn't really needed, I usually do GRADLE_OPTS=-Xmx2G
./gradlew something
L376[07:29:23] <Jomik> Sadly not on Linux
on this computer :/
L377[07:29:54] <Jomik> Oh, it passed
:decompileMc now.
L378[07:29:55] <Shalmezad> Yeah, it's not,
but it worked at the time, so I stuck it in my Makefile.
L379[07:30:42] ⇦
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L380[07:31:01] <barteks2x> I really don't
understand why Mojang made World.isOutsideBuildHeight priivate and
then uses if(blockPos.getY() >= 0 && blockPos.getY()
< 256) everywhere
L381[07:31:22] <Jomik> Hurray! It
worked.
L382[07:31:27] <Jomik> Wait, is it private
now?
L383[07:31:50] <barteks2x> it was added in
1.9.4, there is also public world.isValid
L384[07:32:06] <Jomik> Sweet.
L385[07:32:07] <kashike> It might not
actually be isOutsideBuildHeight, it might have a specific purpose
in mojang land
L386[07:32:20] ***
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L388[07:32:41] <barteks2x> it literally
does this: return pos.getY() >= 0 && pos.getY() <
256;
L389[07:33:17] ***
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L390[07:33:24] <barteks2x> I guess it was
always there, but obfuscator inlined it
L391[07:33:25] <PaleoCrafter> ProGuard
inlining, mebbe? :P
L392[07:33:27] <PaleoCrafter> yah
L393[07:33:40]
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L394[07:34:12] <Jomik> I get this
error:
L395[07:34:12] <Jomik> warning: [options]
bootstrap class path not set in conjunction with -source 1.6, so
how do I set my source to 8 or whatever? >.o
L396[07:34:23] <Jomik> All the noob
questions... :/
L397[07:34:29] <barteks2x> it's not error,
it's warning
L398[07:34:46] <Jomik>
D:\minecraft-modding\ScratchPad\build\sources\main\java\jomik\scratchpad\init\Items.java:12:
error: diamond operator is not supported in -source 1.6
L399[07:34:48] <Jomik> These then :p
L400[07:34:57] <Jomik> I chose the one
that was a warning. Lol
L401[07:35:25] <Jomik> May need to ask
these questions in #ForgeGradle though..
L402[07:35:36] <barteks2x> for gradle: add
these: sourceCompatibility = '1.8' targetCompatibility =
'1.8'
L403[07:35:55] <Jomik> Appreciate
it.
L404[07:35:58] <barteks2x> for idea yiou
can change it in project structure
L405[07:36:18] <barteks2x> (note: add
these 2 in separate lines, not sure if it will work in one
line)
L406[07:37:17] ⇦
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L407[07:38:06] <Jomik> Yeah, works.
Cool
L408[07:38:44] <masa> sooo, what is the
new way to translate stuff on the server, that isn't
deprecated?
L409[07:40:56] <masa> okay what the hell,
why is half of the stuff in Block class deprecated
L410[07:41:15] <masa> is that sme
toolchain derping annotations?
L411[07:41:17] <barteks2x> maybe
IBlockState should be used instead?
L412[07:41:36] <masa> that's... not the
same thing
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L414[07:42:44] <barteks2x> well, so far I
didn't find any case where I couldn't replace Block with
IBlockState
L415[07:43:40] <IoP> tbh "warning:
[options] bootstrap class path not set in conjunction with..."
is damn serious warning which should never be ignored...
L416[07:44:05] <masa> barteks2x: that's
not what I mean... I mean half of the methods in the Block class
are deprecated
L417[07:44:20] ⇦
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L418[07:44:34] <masa> are you saying we
are supposed to have minecraft without block classes?
L419[07:44:53] <Wuppy> is my internet
acting up or is Greenmangaming impossibly slow?
L420[07:45:16] <Lumien> You are supposed
to call IBlockState.method instead of Block.method
L421[07:45:38] <barteks2x> that's what I
said a while ago
L422[07:45:41] <LatvianModder> Same like
ItemStack vs Item
L423[07:46:02] <Wuppy> I can't even sign
in anymore, it's that slow
L424[07:46:54] <barteks2x> IoP: so what is
the correct way to compile against older java version if you don't
have it installed?
L425[07:47:47]
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L426[07:48:52] <IoP> don't do it. Or
install that older version and use bootclasspath arg to setup javac
to use older rt.jar
L427[07:49:12] <Jomik> Why would you
anyway. Everyone should be using Java 8 D:
L428[07:49:28] <masa> oh okay I wasn't
aware that they have moved/added those methods there :o
L429[07:50:02] <IoP> Jomik: true +1
L430[07:50:31] <Jomik> I think you can use
something like javac -target 1.7 though?..
L431[07:51:39] <IoP> you really should not
if you are not using rt.jar from java 7. Otherwise at some point
you end up using some class or method which is introduced in java
8
L432[07:52:36] <barteks2x> I still have
one project that targets java 5. Good luck getting java 5
L433[07:53:16] <masa> how would
getStateFromMeta() work from IBlockState
L434[07:53:57] <Jomik> gigaherz mentioned
getStateFromMeta being deprecated :o
L436[07:54:41] <masa> Jomik: it
is...
L437[07:57:28] <PaleoCrafter> really, you
are forced to use SPacketUpdateTileEntity now? -.-
L439[07:59:10] <barteks2x> for now, yes.
As far as I know, forge will fix it
L440[07:59:34] <barteks2x> (at least
that's what I found in description of 1.9.4 update commit)
L441[07:59:39] <PaleoCrafter> gud
L442[08:01:01]
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L443[08:02:40] ⇦
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L445[08:05:34] <barteks2x> seriously MapDB
is written in kotlin?
L446[08:06:26]
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L447[08:07:05] <PaleoCrafter> 28.7% are,
according to GitHub :P
L448[08:07:22]
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L449[08:07:37] <barteks2x> How to shade
and relocate transitive dependencies with shadowjar?
L450[08:08:33] <barteks2x> after 3
attempts I still didn't get shading right...
L451[08:08:58] <PaleoCrafter> it should
shade transitively by default
L452[08:09:17] <barteks2x> well, but then
relocating it all isn't going to be easy
L453[08:09:34] <barteks2x> and it doesn't
do that for me
L454[08:10:16] ⇦
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L455[08:10:20] <PaleoCrafter> well, it
can't magically figure out the relocation :P
L456[08:10:54] <PaleoCrafter> for a fat
application jar, you usually don't relocate anyway
L457[08:11:31] <barteks2x> Now I have 2
options: screw relocations and hope noone else uses the same
library with a bit different version, or find all libraries MapDB
uses and relocate them
L458[08:11:51] <Wuppy> ugh I hate
greenmangaming now
L459[08:11:55] <Wuppy> they had a great
deal
L460[08:11:58] <Wuppy> the website couldnt
take it
L461[08:12:01] <Wuppy> my account didn't
work
L462[08:12:03] <PaleoCrafter> glhf,
barteks2x :P
L463[08:12:07] <Wuppy> and now it's sold
out :V
L464[08:12:45] <barteks2x> I still can't
figure otu how to make it include transitive dependencies
L465[08:13:56]
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L467[08:14:36] <PaleoCrafter> as I said,
it should by default :P or are you using include(...)
explicitly?
L468[08:14:47] <barteks2x> I use
include()
L469[08:14:53] <barteks2x> is there some
other way?
L470[08:15:04] <PaleoCrafter> you don't
need it if you want all your dependencies to be shaded :P
L471[08:15:12] <PaleoCrafter> I think I've
told you that already
L472[08:15:31] <PaleoCrafter> include()
will *not* add transitive dependencies
L473[08:15:36]
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L474[08:16:09]
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L475[08:16:10] <barteks2x> it turns out
that some library I use has native library as dependency.
L476[08:16:18] <barteks2x> Is there any
way to relocate that?
L477[08:16:37] <PaleoCrafter> dunno
L478[08:17:21] <barteks2x> Oh my.... 16MB
jar file
L479[08:17:43] <PaleoCrafter> looks like
you can do it with the transformer stuff
L480[08:18:41] <barteks2x> net.jcip?
net.jpountz? what the hell are these?
L481[08:19:49] <PaleoCrafter> the former
appears to be a dependency of eclipse-collections :P
L482[08:20:47] <PaleoCrafter> and
net.jpountz is a direct dependency of MapDB
L483[08:20:47] <barteks2x> but what the
hell? I don't want 16MB jar file
L484[08:20:54] <PaleoCrafter> then don't
depend on MapDB
L485[08:22:55] <barteks2x> oh, it also has
jetbrains annotations, something with eclipse, slf4j...
L486[08:23:22] <PaleoCrafter> dude, what
did you expect?
L487[08:23:25] <barteks2x> and obviously
kotlin
L488[08:24:03] <barteks2x> Well, 1.0.7
version of MapDB didn't have all of these dependencies
L489[08:24:23] <PaleoCrafter> Kotlin's
about 1MB, so don't complain about *that* :P
L490[08:25:10] <barteks2x> And I thoungt
TallWorldsMod was big when it was 5MB
L491[08:25:36] <PaleoCrafter> maybe the
devs realised that their lives will be a lot easier if they didn't
reinvent the wheel? :P
L492[08:27:13] <barteks2x> Considering I
use only a tiny fraction of what MapDB can do, it doesn't make
sense to include a whole 15MB of dependencies just for it, but not
using MapDB isn't going to be easy (and wouldn't make much sense
too)
L493[08:31:13] <masa> huh, are class
renames breaking changes between versions?
L494[08:31:30] <masa> BiomeGenBae is now
Biome, and it crashes if I try to load the mod in 1.9
L496[08:31:41]
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L497[08:31:53] ⇦
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())
L498[08:31:54] <masa> with
NoClassDefFoundException
L499[08:32:00] <barteks2x> class names are
the same in obf and in dev environment, so these will be breaking
changes
L500[08:32:06]
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L501[08:32:24] <masa> mmkay
L502[08:33:13] ⇦
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L503[08:34:29] <ghz|afk> home!
L504[08:34:32]
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L505[08:34:33] ***
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L506[08:36:18] <Jomik> Why does it seem
like I'm running MC 1.9 and not 1.9.4 when I switched to the latest
mapping? How do I upgrade the client version for testing?
L507[08:36:59] ⇦
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L509[08:37:29] <gigaherz> Jomik: ?
L510[08:37:42] <gigaherz> latest mappings
are for 1.9.4
L511[08:37:50] <Jomik> Yeah.
L512[08:37:56] <gigaherz> I'm not sure
what you mean
L513[08:37:57] <Jomik> But when I run the
client. It says Minecraft 1.9
L514[08:38:03] <Jomik> Not minecraft
1.9.4
L516[08:38:04] <gigaherz> what version of
forge?
L517[08:38:13]
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L518[08:38:13] <Jomik> version =
"1.9-12.16.1.1907"
L519[08:38:19] <gigaherz> well
L520[08:38:21] <gigaherz> that's 1.9
L521[08:38:22] <Jomik> Oh.
L522[08:38:22] <gigaherz> ;P
L523[08:38:27] <Jomik> So...
L524[08:38:29] <Jomik> version =
"1.9.4-12.16.1.1907"
L525[08:38:29] <gigaherz> the mappings
alone mean nothing
L526[08:38:32] <gigaherz> no
L527[08:38:40] <Jomik> !!forge
L528[08:38:42] <Jomik> Dammit :p
L529[08:38:43] <gigaherz> get the 1.9.4
MDK package
L530[08:38:48] <gigaherz> and compare the
build.gradle files
L531[08:38:52] <gigaherz> to see what you
need to change
L532[08:39:04] <Jomik> Derp
L533[08:39:05] <Jomik> Thanks man
L534[08:40:20] <MaelstromPhx> for packet
handling to both client and server use the same handler?
L535[08:40:46] <gigaherz> wat?
L536[08:41:10] <gigaherz> if you mean you
want to have a packet that can be sent in both directions,
L537[08:41:15] <gigaherz> no you can't use
the same handler for both
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L539[08:41:45] <gigaherz> or more
accurately, you can't use the same IMessage class either
L540[08:42:05] <MaelstromPhx> well i only
need it one way
L541[08:42:13] <MaelstromPhx> so i want
the server to send the client information
L542[08:42:20] <PaleoCrafter> you actually
can, gigaherz :P
L543[08:42:23] <gigaherz> so you just need
to send from server to client
L544[08:42:27] <MaelstromPhx> yeah
L545[08:42:31] <gigaherz> PaleoCrafter:
you can?
L546[08:42:34] <PaleoCrafter> sure, why
not? :P
L547[08:42:36] <gigaherz> MaelstromPhx:
well then
L548[08:42:43] <PaleoCrafter> just don't
have side specific shit in there
L550[08:43:07] ⇦
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L551[08:43:11] <gigaherz> PaleoCrafter: I
assumed it would get confused if you register the same message
class twice ;P
L552[08:43:26] <PaleoCrafter> nah
L553[08:44:11] <MaelstromPhx> well i have
my packet handler instance, imessage class and my
imessagehandler
L554[08:44:36] <PaleoCrafter> the message
doesn't really get registered at all
L555[08:45:01] <PaleoCrafter> well, it
does, but only in the discriminator <-> message mapping
L556[08:45:06] <PaleoCrafter> the
handler's what's important
L557[08:46:02] <MaelstromPhx> so the
handler can only be called one way?
L558[08:47:36] ⇦
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L560[08:48:42] <gigaherz> wat, I18n is
deprecated?
L561[08:50:18] ⇦
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L562[08:51:06] <PaleoCrafter> gigaherz,
mind the packe t:P
L563[08:51:21] <gigaherz> ?
L564[08:51:23] <PaleoCrafter> eh,
package
L565[08:51:26] <barteks2x> Is it possible
to see all transitive dependencies of my dependency?
L566[08:51:35] <PaleoCrafter> that's the
"common" one
L567[08:51:37] <gigaherz> the I18n that
has translateToLocal
L568[08:51:53] <gigaherz> the one that
used to be called StatCollector
L569[08:52:10] <PaleoCrafter> I assume
it's to warn from usage on the server
L570[08:52:10] <gigaherz> it has
everything @Deprecated in 1.9.4
L571[08:52:33] <Jomik> !!latest
L572[08:52:34] <MCPBot_Reborn> === Latest
Mappings ===
L573[08:52:34] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L574[08:52:35] <MCPBot_Reborn> 1.9.4
snapshot_20160519
L575[08:52:36] <MCPBot_Reborn> 1.9
snapshot_20160516
L576[08:52:36] <MCPBot_Reborn> 1.9
stable_24
L577[08:52:37] <MCPBot_Reborn> 1.8.9
snapshot_20160301
L578[08:52:38] <MCPBot_Reborn> 1.8.9
stable_22
L579[08:52:39] <MCPBot_Reborn> 1.8.8
snapshot_20151229
L580[08:52:39] <MCPBot_Reborn> 1.8.8
stable_20
L581[08:52:40] <MCPBot_Reborn> 1.8
snapshot_20151128
L582[08:52:41] <MCPBot_Reborn> 1.8
stable_18
L583[08:52:41] <MCPBot_Reborn> 1.7.10
snapshot_20140925
L584[08:52:42] <MCPBot_Reborn> + 1 more.
Please use !more to see 1 queued entries.
L585[08:52:45] ⇦
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L586[08:53:01] <PaleoCrafter> Jomik, if
you need it for yourself, either use only one exclamation mark or
do it all in a PM with the bot :P
L587[08:53:07] <PaleoCrafter> can always
just use net.minecraft.client.resources.I18n, gigaherz :P
L588[08:53:21] <Jomik> PaleoCrafter, Oh,
wasn't aware.
L589[08:53:32]
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L590[08:53:39] <PaleoCrafter> then you
also get hard crashes on servers rather than silently getting the
English translation ;)
L591[08:53:40] <gigaherz> also whenever
possible
L592[08:53:45] <gigaherz> use the mc
version explicitly
L593[08:54:07] <gigaherz> as in: !latest
1.9
L594[08:54:22] <gigaherz> this way you
don't get unnecessary lines ;P
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L596[08:54:59] <Jomik> So clever T_T
L597[08:55:00] <Jomik> :p
L598[08:55:12]
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L600[08:55:25] <Jomik> Decided to revert
to 1.9, since... Well.. I'm still new to modding, so probably
better to grab something more stable.
L601[08:55:27] <barteks2x> minecraft
already has guava, right?
L602[08:55:32] <PaleoCrafter> yes
L603[08:56:11]
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L604[08:56:37] <PaleoCrafter> great,
Mojang, mark NBTTagCompound.getUniqueId as Nullable but then return
something non-null all the time xD
L605[08:56:57] <gigaherz> Jomik: good
idea.
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L607[08:57:09] <gigaherz> let us find the
bugs
L608[08:57:16] <gigaherz> ;P
L609[08:57:18] <Jomik> :P
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L611[09:01:07] <PaleoCrafter> willieaway,
shouldn't PIE.LeftClickBlock be fired on the client?
L612[09:01:56] <MaelstromPhx> is it
possible to send strings via packet?
L613[09:02:02] <PaleoCrafter> sure
L614[09:02:20] <gigaherz> look inside
ByteBufUtils.
L615[09:02:29] <PaleoCrafter> nvm, willie,
forgot about the issues with creative :P
L616[09:03:03] ⇦
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L617[09:03:20] <Jomik> I'm wondering why
it is written in net.minecraftforge.fml.common.registry.Impl that
we should extend that class for "extra items". What does
this mean? I extended net.minecraft.item.Item to make a basic item.
Is that "wrong"?
L618[09:03:21] <MaelstromPhx> thanks
L619[09:03:21] ⇦
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L622[09:04:05] <PaleoCrafter> Jomik,
"items" refers to objects with their own registry
L623[09:04:11] <PaleoCrafter> you should
just extend Item as usual
L624[09:04:11] ⇦
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L625[09:04:18] <williewillus>
PaleoCrafter: it should be
L626[09:04:32] <williewillus> oh lol saw
your next msg
L627[09:04:35] <PaleoCrafter> yah :D
L628[09:04:39]
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L629[09:05:07] <williewillus> oh hey
baubles updated within a day that's a first
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L631[09:05:31] <Jomik> Oh, okay. Thanks
:D
L632[09:05:35] <PaleoCrafter> I have to
find some workaround, otherwise people will see an arbitrary NPE in
their logs every time they hit my block in creative, lol
L633[09:06:18] <Shalmezad> Don't suppose
there's any way to compile & run offline?
L634[09:06:30] <Jomik> Gotta run, thanks
for the help guys.
L635[09:06:37] ⇦
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L636[09:10:24] <williewillus> i should
probbaly fix that :P
L637[09:11:09] <MaelstromPhx> i have to
register my packet handler right?
L638[09:11:31] <williewillus> yes
L639[09:11:54] <MaelstromPhx> which init
phase?
L640[09:12:16] <williewillus> pre
L641[09:12:39] <MaelstromPhx> and do i
also have to register the IMessageHandler class i created or does
the packet handler do that for me?
L642[09:13:09] <MaelstromPhx> since i pass
the packethandler that class
L644[09:13:27] <barteks2x> it finally
works from launcher again
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L650[09:25:52] <barteks2x> Should I add
@Nullable when I override vanilla method that has @Nullable
annotation?
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L652[09:27:40] <williewillus> convention
says yes :P
L654[09:28:05] <barteks2x> uh... that's
going to be a lot of work to add @nullable everywhere
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L656[09:28:11] <williewillus> use your IDE
:P
L657[09:28:20] <barteks2x> Can it do that
automatically?
L658[09:28:40] <williewillus> run
inspection -> go to "nonnull/nullable issues" ->
right click -> "Apply fix"
L659[09:28:43] <williewillus> giant
diff
L660[09:28:52] <williewillus> but now I
don't have to see those warnings xP
L661[09:29:29] ***
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L665[09:30:28] <williewillus> and now to
wait for all the other mods I use in my world to get updated
:P
L666[09:30:38] <barteks2x> after
inspection: 2842 items
L667[09:30:40] <williewillus> psi. quark,
bm, and tico
L668[09:31:01] ***
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L670[09:31:15] <barteks2x> 1976 of them
are spelling issues
L672[09:31:28] <williewillus> lol yeah I
turn the spelling inspection off
L673[09:32:43] <barteks2x> it uses
org.jetbrains.annotations.NotNull
L674[09:33:25] <MaelstromPhx> would it be
okay to store the packet discriminator in the main mod class?
L675[09:33:35] <MaelstromPhx> that way its
easily accessible
L676[09:33:38] <williewillus> it should be
using the javax
L677[09:33:42] <williewillus>
nonnull
L678[09:33:48] <williewillus> its a
shipped library with mc
L679[09:33:56] <williewillus> or maybe
forge i don't remember
L680[09:34:04] <williewillus>
MaelstromPhx: why would you need to get that?
L681[09:34:10] <williewillus> it's a
purely internal to the network handler
L682[09:34:47] <MaelstromPhx> what if i
want to create a packet outside of the packethandler?
L683[09:34:58] <barteks2x> For me it uses
jetbreains annotations. How to make it use the same annotations as
MC?
L684[09:35:05] <MaelstromPhx> or should i
create a method in the packethandler and call that instead
L685[09:35:11] *** V
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L686[09:36:01] <williewillus> wat
.-.
L688[09:36:14] <williewillus> you don't
need to touch the discriminator at all after preinit
L689[09:36:16] <gigaherz> 3 down.
L690[09:36:32] <gigaherz> 2 to go.
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L692[09:37:09] <MaelstromPhx> it says in
the readdocs that each packet needs a per channel unique ID
L693[09:37:35] <gigaherz> yes, on
registration, the number doesn't matter afterward.
L694[09:37:53] <MaelstromPhx> derp
L695[09:37:57] <gigaherz> (well it
matters, just not to you)
L696[09:38:05] <kashike> barteks: there's
a way to choose default annotations with intellij, search options
for it
L697[09:38:10] <MaelstromPhx> i was
thinking of something else *facepalm*
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L702[09:43:48] <barteks2x> How is it
possible to apply annotation to a package?
L703[09:45:24] <williewillus>
package-info.java
L704[09:46:01] ***
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L705[09:46:53] <Ratys> What's a go-to way
of executing code subscribed to PlayerEvent.LivingUpdateEvent every
N events?
L706[09:47:14] <gigaherz> the same way
you'd have for anything elseyou want to do "one out of N
times"
L707[09:47:24] <gigaherz> count the
times.
L708[09:47:27] <barteks2x> Should I use
@MethodsReturnNonnullByDefault and
@ParametersAreNonnullByDefault?
L709[09:49:25] <PaleoCrafter> if you want
to :P
L710[09:49:47] <Ratys> Right, thought as
much. Asking because I've seen global tick trackers in other games,
there it was considered the norm to modulo the total ticks by
N
L711[09:50:36] <barteks2x> or I will ask
differently: is it a good idea to use them?
L712[09:50:55] <williewillus> you can do
that too
L713[09:51:01] <williewillus> if you have
access to such a counter
L714[09:51:07] <williewillus>
entityLiving.ticksExisted maybe
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L716[09:55:43] <williewillus> does vanlla
have a sounds.json?
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L718[09:56:47] <Cazzar> Of course.
L719[09:56:59] <Cazzar> Alos
L720[09:57:05] <Cazzar> Also, I should
stop hacking vim
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L722[09:57:25] <williewillus> i can't find
it
L723[09:57:52] <Cazzar> it's either in the
jar or assets
L725[09:58:24] <Cazzar> the default file
is located in .minecraft\assets\objects [minecraft/assets/objects
on a Mac]
L726[09:58:51] <williewillus> oh its dl'ed
by the launcher
L727[09:58:56] <williewillus> i was
looking for it in dev
L729[09:59:58] <gigaherz> 4 down. ;P
L730[10:00:04]
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L731[10:00:09] <gigaherz> straight ports,
though
L732[10:00:14] <gigaherz> I haven't messed
with annotations yet.
L733[10:00:51] <Cazzar> williewillus: then
FG downloads it, unless you setupCI
L734[10:01:49]
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L735[10:02:34] <gigaherz> geh, porting to
1.9.4 was too easy.
L736[10:02:44] <gigaherz> curseforge is
already full of ports
L737[10:02:52] <gigaherz> mine are
overshadowed ;P
L738[10:03:16] <barteks2x> I got down to
about 14MB with my jar file
L739[10:03:45] <barteks2x> the mod itself
is about 0.3MB
L740[10:03:53] <gigaherz> 14mb? o_O
L741[10:04:06] <barteks2x> MapDB
L742[10:04:12] <barteks2x> it has a lot of
dependencies
L743[10:04:38] <gigaherz> oh
L744[10:05:40] <barteks2x> and shading
native libraries seems to work (doesn't crash)
L745[10:06:01] <barteks2x> eighter because
it's not actually used or it actually works
L746[10:06:45] ⇦
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L747[10:07:06] <williewillus> giga put
your stuff on NEM :P
L748[10:07:20] <gigaherz> hm?
L750[10:07:30] <gigaherz> oh that
thing
L751[10:07:43] <williewillus> i use that
to find mods lol
L752[10:07:57] <gigaherz> I think a couple
of mine are in it?
L753[10:08:02] <gigaherz> at least
enderthing is
L754[10:08:37] <williewillus> you can add
it yourself
L755[10:08:57] <barteks2x> I hope
curseforge doesn't have size limits
L756[10:10:25] <barteks2x> not that I will
release it anytime soon
L757[10:11:38] <williewillus> 14mb isn't
big
L758[10:11:45] <williewillus> botania is
about as large
L759[10:11:48] <gigaherz> for a mod, it's
huge ;p
L760[10:11:56] <williewillus> welp
L761[10:11:59] <barteks2x> for a mod with
no resources?
L762[10:12:11] <gigaherz> specially when
90% is shaded dependencies
L763[10:12:11] <barteks2x> no sounds, no
textures
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L765[10:12:33] <gigaherz> or wait you said
.3mb of actual mod data?
L766[10:12:38] <barteks2x> yes
L767[10:12:54] <gigaherz> then "when
98% is shaded dependencies"
L768[10:12:56] <williewillus> yeah
uncompressed assets folder for botania is 30M
L769[10:12:59] <williewillus> source code
is 6M
L770[10:13:06] <williewillus>
compressed/built it's all 15M
L771[10:14:11] <gigaherz> meh, cba to add
my mods to that bot
L772[10:14:11] ⇦
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L773[10:14:19] <gigaherz> too mcuh
efforttyping the commands on irc XD
L774[10:16:47]
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L775[10:17:07] <Intektor> I want to add my
own sounds to my mod, how do I do this?
L776[10:17:36] <barteks2x> I have 1 byte
dummyThing file in my jar O.o
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L781[10:25:08] <williewillus> Intektor:
theres a new rtd
L782[10:25:10] <williewillus> on
sounds
L783[10:25:27] <Intektor> ah ok
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L787[10:29:48] <williewillus> I might
write another rtd today
L788[10:29:54] <williewillus> slow
day
L789[10:30:00] <williewillus> probably
over loot tables
L790[10:30:24] <PaleoCrafter> oh, right, I
wanted to look into the styles xD
L791[10:30:27] ⇦
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L792[10:31:04] <PaleoCrafter> doesn't
actually look too bad with left-aligned text :D
L793[10:36:30] ⇦
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L796[10:39:40] <Necr0> where in the
minecraft forge code are the events registered? i need reference so
i can see how to do it >.<
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L798[10:40:40] <PaleoCrafter> events do
not need to be registered
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L800[10:41:26] <PaleoCrafter> if you mean
an event handler, just call register(handler) on the appropriate
bus (usually MinecraftForge.EVENT_BUS)
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L802[10:43:59] <Temportalist>
PaleoCrafter: they may have created an event
L803[10:44:38] <Necr0> ok so i just need
to create the event class and then i can register listeners without
having to register the event itself first?
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L805[10:45:04] <PaleoCrafter>
Temportalist, I am aware, never hurts to ask though :P
L806[10:45:21] <Temportalist> :)
L807[10:45:25] <PaleoCrafter> yes, Necr0,
you can just post your event to the bus, no registration
required
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L809[10:45:49] <Necr0> okay that makes
things easy :)
L810[10:46:53] <PaleoCrafter> anybody else
getting "Attempted to dequeue chunk that wasn't queued?"
spam in 1.9.4?
L811[10:49:00] <barteks2x> I was going
over all my warnings, and I found usage of Block.BLOCK_STATE_IDS in
my code and a comment that modders shouldn't use it. I guess
sending block updates is acceptabel use of it
L812[10:49:44] <PaleoCrafter>
williewillus, I wonder, why is there a FG jar in the botania
repo?
L813[10:50:27] ⇦
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L814[10:53:18] <barteks2x> seriously
mojang? I can't teleport below y=-512?
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L816[10:53:39] <LatvianModder> why would
you?
L817[10:54:06] <barteks2x> because I want
to test if things below that depth work in my cubic chunks
mod?
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L820[10:55:02] <LatvianModder> just tp to
-512 and fall :P
L821[10:55:16] <barteks2x> there are
blocks there, I won't fall here
L822[10:55:31] <LatvianModder> diggy diggy
hole
L823[10:55:56] <Ordinastie_> damn, I'll
have the song stuck in my head for days now :x
L824[10:56:00] <barteks2x> I wanted to tp
below y=-32768
L825[10:56:29] <AKTheKnight> :o
L826[10:56:34] <AKTheKnight> Time to make
a new tp command then :P
L827[10:56:47] <barteks2x> or @Redirect
something in vanilla tp command
L828[10:56:52] <AKTheKnight> Yeah
L829[10:57:02] <gigaherz> tp2x
L830[10:57:05] <gigaherz> since tpx is
taken ;P
L831[10:57:08] <LatvianModder> Born
underground, suckled from a teat of stone, Raised in the dark, the
safety of our mountain home, Skin made of iron, steel in our
bones
L832[10:57:13] <AKTheKnight> I was gonna
say ubertp
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L834[10:57:21] <AKTheKnight> I AM A
DWARF
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(Leaving))
L836[10:57:42] <barteks2x> well, i was
going to use mixin to redirect vanilla height check here. But maybe
adding another tp command is better
L837[10:58:29] <gigaherz>
./setposition
L838[10:58:30] <gigaherz> ;P
L839[10:58:31] <AKTheKnight> I like adding
new instead of overriding old (just how I work). But either one
works
L840[10:58:32] ***
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L841[10:58:38] <AKTheKnight> ./tpme
L842[10:58:44] <gigaherz> ./mvto
L843[10:59:03] <Ordinastie_> /go
L844[10:59:09] <AKTheKnight>
./getMeOutOfHere
L845[10:59:12] <gigaherz> ./vwoop
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L847[10:59:28] <barteks2x> well, my mod
increases world depth to 8million blocks, I think everyone would
expect that tp works for these heights
L848[10:59:32] <gigaherz> or whateverthey
chose as the caption ofr the enderman sound
L849[10:59:42] <gigaherz> yeh
L850[10:59:54] <gigaherz> this specific
change does to well with a "customized" command
L851[10:59:57] <AKTheKnight> Jeez. 8
million :o
L852[11:00:04] <AKTheKnight> That's got
like 6 zeroes
L853[11:00:16] <barteks2x> 8mil up and
down. And it's limit of save format
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L856[11:05:10] <SkySom> So does ore
generation just repeat?
L857[11:06:43] <AKTheKnight> Wow
L858[11:06:44] <AKTheKnight> Just
wow
L859[11:06:54] <barteks2x> currently there
are 2 terrain generators other than flat: CustomCubic and
VanillaCubic, custom has no populator yet, vanilla generates
vanilla terrain and everything below that it filled with stone. The
plan is that ores will generate like in vailla, but extended to the
whole depth. So diamonds would generate between y=-8000000 and
y=16, with the same probability/block as in vanilla
L860[11:08:03] <AKTheKnight> Or
L861[11:08:12] <AKTheKnight> You could do
some fancy math, and change each value
L862[11:08:21] <barteks2x> that will be
for another mod
L863[11:08:24] <AKTheKnight> so 0-16 now
becomes -8 mill to -5 mil
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L865[11:08:49] <Ordinastie_> you'd want to
go 5min down to get diamonds ?
L866[11:09:08] <iTitus> Why is
getStateFromMeta deprecated?
L867[11:09:17] <iTitus> Is there an
alternative method?
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L869[11:09:45] <barteks2x> my idea would
be to scale it relatve to terrain generation height. if max terrain
height is 256 blocks above sea level, then iron will generate only
below sea level, and for diamonds you would need to dig to 192
blocks below sea level
L870[11:10:34] <barteks2x> and I'm
eventually going to move sea level to y=0
L871[11:11:04] <barteks2x> (only for
CustomCubic generator)
L872[11:12:43] <AKTheKnight> hmm good
point Ordinastie_
L873[11:13:20] <PaleoCrafter> iTitus, no,
it's probably deprecated because you shouldn't *call* it directly,
overriding it is just fine
L874[11:13:39] <iTitus> ok
L875[11:15:40] <thor12022> Did you extend
the cave and/or ravine generation to go below y=0?
L876[11:17:39]
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L877[11:18:00] <barteks2x> with
CustomCubic - yes, with VanillaCubic - no because it literally just
calls vanilla worldgen
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L879[11:18:38] <barteks2x> I didn't touch
structures other than caves and revines yet
L880[11:19:49] <iTitus> What about the
I18n class
L881[11:20:02] <iTitus> One is
SideOnly(CLIENT) and the other one is Deprecated
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L893[11:36:29] <Temportalist> barteks2x:
this sounds really cool the more I hear about it!
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L895[11:37:49] <barteks2x> I'm trying to
make a mixin that simply refuses to work
L896[11:38:08] <barteks2x> something in
this is wrong:
Lnet/minecraft/command/CommandBase;getEntity(Lnet/minecraft/server/MinecraftServer;Lnet/minecraft/command/ICommandSender;Ljava/lang/String;)Lnet/minecraft/entity/Entity;
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L900[11:41:00] <williewillus>
PaleoCrafter: no idea, it was already there
L901[11:41:01] <williewillus> lol
L902[11:41:06] <PaleoCrafter> xD
L903[11:41:15] <PaleoCrafter> your
build.gradle is a pleasure to read :P
L904[11:41:30] <williewillus> *vaz's
L905[11:41:43] <williewillus> and it works
so I don't touch it
L906[11:41:44] <PaleoCrafter> sure, blame
poor vaz xD
L907[11:41:58] <williewillus> hey half of
that stuff is to scp it onto his website and to upload to fc
L908[11:42:03] <williewillus> both of
which I don't do xD
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L916[11:57:23] <Delenas> o/
L917[11:58:25] <M4thG33k> My mod requires
a "friend" type system (players can declare other players
as friends), but I don't want this information to be stored on the
player (otherwise it's inaccessible when they're offline); is there
another way to do this?
L918[11:58:55] <iTitus> You need to save
the data via UUIDs
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L920[11:59:02] <iTitus> Either per world
or per MC instance
L921[12:00:17] <AKTheKnight> Is it for
servers? Or singleplayer too?
L922[12:00:34] <M4thG33k> it's for
servers
L923[12:01:06] <masa> huh, why did they
change TileEntity#writeToNBT() to return a compound tag, when they
don't even use the one returned from super but write to the same
one given as argument... >_>
L924[12:01:58] <AKTheKnight> M4thG33k: I
would look at using json to then store friendships. Either as a
list or as players having friends. That way you can store it while
offline
L925[12:02:08] <iTitus> convenience in the
getUpdateTag and getUpdatePacket methods
L926[12:03:23] <M4thG33k> AKTheKnight:
I'll look into that, but I'm more confused as to how to set the
class up so that it will read/write the data (I know event handlers
will be used, of course...)
L927[12:03:59] <AKTheKnight> Ahh I
see
L929[12:04:32] <AKTheKnight> I just use an
arraylist of homes/warps that I load on server start from my
homes.json
L930[12:04:56] <AKTheKnight> Then whenever
a player uses the command. It does the checking and if needed does
whatever to the array
L931[12:05:03] <AKTheKnight> Then I save
it after
L932[12:05:09] <AKTheKnight> It's a very
rough mod, but it works
L933[12:06:58] <M4thG33k> Interesting. I
think I can adapt the idea; I definitely don't want to read the
file every time a player collides with my block; so I should be
able to load the file into memory and only write it when it changes
(which only happens with commands...)
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L937[12:09:44] <M4thG33k> that link didn't
send me anywhere :/
L939[12:10:23] <M4thG33k> AKTheKnight,
Where do you initialize the file parameter in the main class?
L940[12:10:28] <LatvianModder> why would
you shorten a link like that...
L941[12:11:25] <AKTheKnight> Inside my
common proxy in pre-init. I have an import method for homes and
warps (in each class)
L942[12:12:57] <LatvianModder>
*ahemFTBUtilitiesahem* who said that?
L943[12:13:32] <AKTheKnight> I know
:P
L944[12:14:09] <AKTheKnight> Haven't
actually looked at your code. I was bored on a train one day and
made my homes and warps thing (hence why it's crap and not actually
used)
L945[12:14:30] <LatvianModder> well I
didnt say mine arent crap
L946[12:14:33] <thor12022> FTB . . File
Transfer over Ballistics?
L947[12:14:41] <LatvianModder>
Exactly
L948[12:17:48] <AKTheKnight> Latvian, do
you store friendships/homes and stuff in json or what?
L949[12:17:59] <LatvianModder> Not sure
tbh
L950[12:18:13] <LatvianModder> in 1.7.10,
homes in nbt, warps in json
L951[12:18:23] <LatvianModder> in 1.9 all
nbt
L952[12:18:34] <LatvianModder> json is way
too messy for that kind of stuff
L953[12:20:09] *
AKTheKnight hides
L954[12:20:59] <AKTheKnight> I should
probably look at using nbt for it
L955[12:21:01] <AKTheKnight> but meh
L956[12:21:03] <AKTheKnight> It's dead
code
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L959[12:27:10] <masa> huh, any idea why my
TileEntities fail to receive their update packet on world
load?
L960[12:27:35] <iTitus> For that it uses
the getUpdateTag method
L961[12:27:40] <iTitus> It is wrongly
named
L962[12:27:55] <iTitus> I am proposing a
name change right now actually ;)
L963[12:28:04]
⇨ Joins: Fye
(~Fye@dynamic-adsl-84-220-169-44.clienti.tiscali.it)
L964[12:28:14] <iTitus> So you should make
sure to return something with data in that method
L965[12:28:44] <iTitus> getUpdatePacket is
still only used for the update packet but not for the initial
sync
L966[12:28:55] <williewillus> the full nbt
is sent initially i think
L968[12:29:09] <masa> getUpdateTag() is
called, but getUpdatePacket() or onDataPacket() do not get called
on world load
L969[12:29:19] <williewillus> wat
L970[12:29:22] <iTitus> masa,
exactly
L971[12:29:23] <williewillus> so
getUpdateTag is initial sync
L972[12:29:31] <masa> wtf
L973[12:29:32] <iTitus> williewillus, yeah
pretty much
L974[12:29:34] <williewillus> and
getUpdatePacket/onDataPacket for SPacketUpdateTileEntity
L976[12:29:50]
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L977[12:30:01] <masa> wait, so does it
then use readFromNBT() to handle that data from
getUpdateTag()?
L978[12:30:08] <iTitus> No
L979[12:30:09] <LatvianModder> barteks2x:
amazing!
L980[12:30:10] <masa> that would explain
why it fails to parse
L981[12:30:14] <masa> no?
L982[12:30:16] <iTitus> Forge still
reroutes to onDatapacket
L983[12:30:17] <LatvianModder> now
skyblock could be way more fun
L984[12:30:24] <iTitus> (for the
update)
L985[12:30:26] ⇦
Quits: Ratys (~Ratys@178.130.41.211) (Ping timeout: 201
seconds)
L986[12:30:28] <LatvianModder> limited in
horizontal size
L987[12:30:31] <AKTheKnight>
"fun"
L988[12:30:38] <AKTheKnight> Quest 1: Get
to y = 8 million
L989[12:30:40] <iTitus> initial sync
should use the readFromNbt
L990[12:30:46] <AKTheKnight> Quest 2: Now
go to y = -8 million
L991[12:30:46] <LatvianModder> xD
L992[12:30:59] <williewillus> the question
is why tf did they change it
L993[12:31:02]
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L994[12:31:05] <williewillus> probably a
refactor in progress
L995[12:31:10] <williewillus> but for what
ends?
L996[12:31:12] <masa> ;_;
L997[12:31:24] <iTitus> Oh well
L998[12:31:31] <masa> this is
bullshit
L999[12:31:54] <williewillus> iTitus: did
you get getUpdateTag its original name?
L1000[12:32:01] <williewillus> if not you
have to find whoever did and get them to undo it
L1001[12:32:03] <barteks2x> for skyblock
(and the end) I will probably implement something that will kill
you if you are more than 64 blocks below the deepest non-air
block
L1002[12:32:33] <iTitus> williewillus,
no
L1003[12:32:41] <iTitus> I was failing
with the bot
L1004[12:32:44] <iTitus> :D
L1006[12:33:08] <williewillus> well you
can't rename things that already have an MCP name
L1007[12:33:15] <williewillus> if *you*
didn't give it that name
L1008[12:33:32] <iTitus> If you know how
to deal with the bot and/or know a better name answer on
Github
L1009[12:33:34] <iTitus> oh
L1010[12:33:45] <williewillus> !gm
func_189517_E
L1011[12:33:48] <iTitus> mathew prenger
did the naming I think
L1012[12:33:53] <williewillus> !gm
func_189517_E_
L1013[12:33:58] <iTitus> !gm
func_189517_E_
L1014[12:34:10] <williewillus> yeah so
ask him to !undo so you can rename or just ask him to rename
it
L1015[12:34:18] <iTitus> Last Change:
2016-05-17 18:29:02.282090-04:00 (matthewprenger)
L1016[12:34:40] <williewillus> wait
no
L1017[12:34:45] <williewillus> your
analysis doesn't seem accurate
L1018[12:34:52] <williewillus>
getUpdateTag is not just for initial sync
L1019[12:34:58] <williewillus> all the
vanilla TE's use it in getUpdatePacket
L1020[12:35:14] <williewillus> `return
new SPacketUpdateTileEntity(this.pos, 6,
this.getUpdateTag());`
L1021[12:35:35] <masa> I'm doing
something wrong... on world load only getUpdateTag() is
called
L1022[12:35:38] <iTitus> yeah
L1023[12:35:45] <masa> but where should
that data end up at?
L1024[12:35:50] <iTitus> Vanilla uses it
for convenience I think
L1025[12:36:05] <williewillus> so
renaming it to getInitialTag isn't right :P
L1026[12:36:14] <williewillus> it's just
a syncing tag
L1027[12:36:49] <iTitus> you've got a
point
L1028[12:37:13] <williewillus> i don't
actually think this change is a big deal
L1029[12:37:18] <williewillus> looking at
it now
L1030[12:37:27] <williewillus> the only
hurting change is that getDescriptionPacket's return type got
narrowed
L1031[12:37:28] ***
MrKick|Away is now known as MrKickkiller
L1032[12:37:46] <iTitus> personally I am
just redirecting a few method calls, no major changes
L1033[12:41:03] <iTitus> Matthew, ^
L1034[12:41:05]
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L1036[12:42:42] <masa> what am I derping
here?
L1037[12:42:58]
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L1038[12:43:22] <iTitus> Now I am
confused
L1039[12:43:26] <Zaggy1024> sweet
L1040[12:43:35] <williewillus> masa: you
shold probably print out the logical side
L1041[12:43:37] <Zaggy1024> just made
fast clouds an option in my renderer, I think it's ready
L1042[12:43:40] <williewillus> would make
it clearer
L1043[12:43:54] <Temportalist> Anyone
have experience with custom flying entities?
L1044[12:43:57] <Zaggy1024> it appears to
make no difference in performance to change between them now
:)
L1045[12:44:48] <masa> oh okay I think I
got it... in SPAcketChunkData handling it is getting the position
from the tag and then using readFromNBT on it
L1046[12:45:08] <masa> and I don't end
the full NBT, just my custom data bits ;_;
L1047[12:45:20] <masa> *send
L1048[12:45:39]
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L1050[12:46:24] <williewillus> it seems
like they want the block+TE to always be synced together
L1051[12:46:29] <masa> bleh I'll have to
rewrite my NBT stuff on TEs then I think ;_;
L1052[12:46:44] <williewillus> to ensure
there's no ticks in between where the block's TE is missing
info
L1053[12:46:50] <masa> yeah that would be
nice
L1054[12:46:55] <Zaggy1024> Temportalist,
depends on what you want it to behave like
L1055[12:47:02] <Zaggy1024> I made a
giant dragonfly thing
L1056[12:47:04] <PaleoCrafter> welp, I
think I just caused some CF reviewer a bit of fun xD
L1057[12:47:14] <Zaggy1024> heh,
how?
L1058[12:47:21] <Temportalist> Zaggy1024:
Basically right now in the process of getting it to follow the
player using AI
L1059[12:47:24] <williewillus> also i
don't remember
L1060[12:47:29] <williewillus> is there a
way to force a te to resync?
L1061[12:47:30] <masa> I've recently got
some crases when getActualState is getting a null value for facing
from my TE, probbaly because of sync latency or something
L1062[12:47:33] <williewillus> short of
sending a packet yourself
L1063[12:47:38] <Temportalist> Zaggy1024:
But at the moment having issues with it wanting to move at
all
L1064[12:47:42] <PaleoCrafter> I fucked
up a few builds/wasn't quite satisfied with it :D
L1065[12:47:43] <Temportalist> let alone
fly
L1066[12:47:54] <Zaggy1024> hm, I never
dealt with the pathfinder
L1067[12:48:09] <Temportalist> Zaggy1024:
Im actually not using the pathfinder for flying entites
L1068[12:48:09] <Zaggy1024> I mean,
combined with flying
L1069[12:48:13] <iTitus> masa, yeah
L1070[12:48:16] <Temportalist> Just
motion
L1071[12:48:18] <iTitus> asie did a
ticket
L1072[12:48:26] <Zaggy1024> if you want
it to follow the player you probably will want the pathfinder
L1074[12:50:00]
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L1075[12:50:00] <williewillus> this is
interesting (4 line paste)
L1076[12:50:01] <williewillus>
for(TileEntity tileEntity : chunkTileEntityMap.values())
L1077[12:50:02] <williewillus> {
L1078[12:50:02] <williewillus>
tileEntity.updateContainingBlockInfo();
L1079[12:50:02] <williewillus>
tileEntity.getBlockMetadata();
L1080[12:50:02] <williewillus>
tileEntity.getBlockType();
L1081[12:50:03] <williewillus> }
L1082[12:50:05] <Zaggy1024> aw jeez
L1083[12:50:09]
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L1084[12:50:12] <Zaggy1024> scala
L1085[12:50:17] <williewillus> every TE's
containing block is updated
L1086[12:50:17] <Zaggy1024> I don't know
how to read scala very well :P
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L1088[12:50:37] <Zaggy1024> willie, by
what?
L1089[12:51:04] <fry> Zaggy1024: that
code doesn't use anything beyond defining variables and calling
functions, you'll manage :P
L1090[12:51:10] <Zaggy1024> indeed
L1091[12:51:46] <Zaggy1024> is val the
equivalent to final?
L1092[12:52:01] <fry> yes
L1093[12:52:05]
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L1095[12:52:13] <Zaggy1024> k, was just
curious :P
L1096[12:52:21] <Zaggy1024>
immeeeeersion
L1097[12:52:27] <PaleoCrafter>
indeed
L1098[12:53:01]
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L1100[12:53:12] <Temportalist> Oh,
Zaggy1024 I got it :D
L1101[12:53:16] <fry> still using that
silly language, Paleo? :P
L1102[12:53:44] <PaleoCrafter> sure
:P
L1103[12:53:59] <PaleoCrafter> I'm not
gonna go through the hazzle of rewriting it :P
L1104[12:54:27] <PaleoCrafter> and Kotlin
doesn't repel people quite as much from PRing as Scala, I suppose
xD
L1105[12:54:29] <fry> s/fun/def/gc
:D
L1106[12:54:35] ***
kroeser is now known as kroeser|away
L1107[12:54:44] <masa> yep just using
writeToNBT() in getUpdateTag() fixes it... but I don't want to send
all the inventory etc data to the clients, ugh
L1109[12:55:05] <PaleoCrafter> didn't say
I have PRs :P
L1110[12:55:46] <masa> oh... OH
L1111[12:55:48] <masa> shit
L1112[12:55:54] <iTitus> what?
L1113[12:56:08] <masa> this breaks a lot
of my other shit if readFromNBT() is called on the client now
;_;
L1114[12:56:16] <PaleoCrafter> at least
Ordinastie_ and Ivorius can't tease me with not having released a
mod anymore
L1115[12:56:44] <masa> ffuuuuu how the
hell am I going to fix this now
L1116[12:56:55] <Necr0> williewillus i
now created a weatherevent and i already know the methods i need to
change in what way in order to make it function but i don't know
how to incorporate it into the patch files
L1117[12:56:56] <Ordinastie_> can we
still tease you for not having a mod that is downloaded?
L1119[12:56:59] <masa> and in
readFromNBT() the world isn't set yet
L1120[12:57:11] <masa> do I need proxies
for this crap now
L1121[12:57:39] <PaleoCrafter> sure,
Ordinastie_
L1122[12:57:42] <PaleoCrafter> I can die
happily now :P
L1123[12:57:45] <Ordinastie_> :p
L1124[12:57:48] <Zaggy1024> Temportalist,
what happens with that?
L1125[12:57:57] <Zaggy1024> it doesn't
look like you're adding to the y motion to keep the entity up
L1126[12:58:20] <Temportalist> I dont
need to
L1128[12:58:57] <PaleoCrafter> btw, do
people still post stuff on the MC forums or is that lame
nowadays?
L1129[13:00:00] <Zaggy1024> Temportalist,
that doesn't stop the entity from falling
L1130[13:00:04] <masa> is forge going to
change the TE syncing still, or has it already done what it is
going to do with it?
L1131[13:00:07] <Zaggy1024> that stops
the entity taking fall damage
L1132[13:00:14] <Temportalist> Zaggy1024:
then the method below it
L1133[13:00:14] <iTitus> idk
L1134[13:00:21] <iTitus> There is still a
TODO by lex
L1135[13:00:37] <fry> where?
L1136[13:00:42] <Zaggy1024> Temportalist,
that doesn't stop it either...
L1137[13:00:47] <Zaggy1024> those are
both for fall damage
L1138[13:00:54] <Zaggy1024> the actual
motionY is calculated per tick
L1139[13:00:54] <Temportalist> OH, maybe
its the ability
L1140[13:01:25] <Temportalist> nope
L1141[13:01:26] <iTitus>
PlayerChunkMapEntry:256
L1142[13:01:27] <Temportalist> not the
ability
L1143[13:01:31] <Temportalist> not sure,
I just know it works
L1144[13:01:51] <iTitus> /TODO: FDix
Mojang's fuckup to modded by combining all TE data into the chunk
data packet... seriously... packet size explosion!
L1145[13:02:33] <masa> yep
L1146[13:02:55] <Zaggy1024> what does a
large packet do anyway?
L1147[13:03:30] <M4thG33k> is there a way
to get a player's UUID from just their username?
L1148[13:03:35] <masa> use a lot of
bandwidth in comparison
L1149[13:03:52] <Temportalist> M4thG33k:
yes
L1150[13:04:04] <Temportalist> M4thG33k:
try google. I dont know it offhand
L1151[13:04:21] <Zaggy1024> but is there
any other choice than using a lot of bandwidth when you're sending
a whole chunk?
L1152[13:04:29] <Zaggy1024> or is that
just for updates to TEs?
L1153[13:06:35] ***
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L1157[13:11:18] <barteks2x> currently in
cubicchunks I'm sending TEs the same way as I did in 1.9, so
eighter I'm accidentally fixing it or I'm breaking it
L1158[13:12:27] <Delenas> That sentence
describes modding so well
L1159[13:12:46] <Delenas> "Either
this explodes violently, or it fixes stuff. Let's find
out."
L1160[13:12:54]
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L1162[13:13:37] <Kreming> programming in
general
L1163[13:14:13] <fry> bad way to do
programming in general
L1164[13:14:21] <Delenas> Updating to
1.9.4 with snapshot 20160519- keep getting a NullPointer on
decompileMC. Mrp?
L1165[13:14:31] <Delenas> Should I run a
clean first?
L1166[13:14:36] <barteks2x> well, i'm
completely replacing PlayerChunkMap and PlayerChunkMapEntry and I'm
sending TEs the same way as in 1.9. So I'm eighter accidentally
fixing these big packets, or I'm breaking TEs
L1167[13:14:41] <fry> check that you're
using FG2.2
L1168[13:14:51] <Delenas> Oh, that's a
thing.
L1169[13:15:21] <barteks2x> let's see if
vanilla tileentities work
L1170[13:16:12] <Delenas> Yup, that was
it. Derp.
L1171[13:16:26] <Delenas> Any noteable
changes?
L1172[13:16:26] <gigaherz> Delenas:
always compare the build.gradle
L1173[13:16:32]
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L1174[13:16:33] <gigaherz> don't just put
the new version in it
L1175[13:16:34] <gigaherz> ;P
L1176[13:16:37] <Delenas> I know there's
the thing with the vanilla json changing
L1177[13:16:45] <barteks2x> chests seem
to work
L1178[13:17:00] <Delenas> giga, but I
wanna mod so obvs that should just work. /s
L1179[13:17:45] <williewillus> Zaggy1024:
that's the packethandler for the chunk data packet
L1180[13:17:47] <tterrag|ZZZzzz>
PaleoCrafter: I don't think it needs to be off if we increase the
width
L1181[13:17:50] ***
tterrag|ZZZzzz is now known as tterrag
L1182[13:17:53] <williewillus> it ensures
every te has the freshest blockstate
L1183[13:17:56] <williewillus> which is
interesting
L1184[13:18:02] <PaleoCrafter> crap, I
forgot about it again, lol
L1185[13:18:40] <Delenas> willie,
speaking of the sounds stuff. Any way we could get a dump of the
available sound events in that section?
L1186[13:18:47] <williewillus> in what
section
L1187[13:18:51] <barteks2x> for now I'm
not going to touch my TE related code until forge stuff is
relatively stable
L1188[13:18:53] <Delenas> There are
lists, but half are outdated. Because Mojang.
L1189[13:19:02] <williewillus> the wiki
is update
L1190[13:19:36] <PaleoCrafter> btw,
williewillus, mind me going over your sounds page and beautifying
it a bit? :P
L1192[13:19:43] <williewillus> go
ahead
L1193[13:19:48] <PaleoCrafter> that last
section looks horrible :P
L1194[13:20:04] <williewillus> it was
literally straight off one of my gists
L1195[13:20:11] <williewillus> so as long
as you keep the same info have at it
L1196[13:20:12] <williewillus> :P
L1197[13:20:15] <PaleoCrafter> hehe
L1198[13:20:43]
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L1199[13:21:45] <Delenas> Also, Stylish
wins. Teeny little script to force max-width to be 1200px.
L1200[13:22:33]
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L1202[13:26:39] <Necr0> i created an
event. i already know the methods i need to change in what way in
order to make it function but i don't know how to incorporate it
into the patch files.
L1203[13:26:40]
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L1205[13:27:41] <tterrag> PaleoCrafter: I
already fixed most of the glaring formatting issues
L1206[13:28:05] <williewillus> Necr0: did
you setupForge?
L1207[13:28:15] <PaleoCrafter> yeah, I
just feel like beautiyfing the "Playing Sounds" section,
it's a little meh
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L1209[13:28:33] <williewillus> Necr0:
setupForge -> change the MC sources inside the "Forge"
project -> genPatches
L1210[13:28:38] <tterrag> I agree
L1211[13:28:50] <PaleoCrafter> capslock
is meh and it all just looks ripped apart
L1212[13:29:04] <Necr0> oh.. okay
thanks!
L1213[13:29:07] <tterrag> williewillus:
you need to remember that github markdown doesn't require an extra
newline before lists
L1214[13:29:10] <tterrag> normal markdown
does :P
L1215[13:29:17] <williewillus> lol
L1216[13:29:47] <tterrag> I think almost
every page you've submitted has had that issue >.>
L1217[13:29:59] <AKTheKnight> Just need a
bot to fix it
L1218[13:30:13] <AKTheKnight> if username
== williewillus then fix it :P
L1219[13:30:21] <williewillus> lol
L1220[13:30:29] <williewillus> at least
I'm submitting stuff
L1221[13:30:31] <williewillus> ;p
L1222[13:31:04] <AKTheKnight> I'm rubbish
at commiting to wikis. Did some for wynncraft. Then some for jtys
modded wiki
L1223[13:31:06] <AKTheKnight> thats
it
L1224[13:31:39]
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L1225[13:32:16] <williewillus> the
problem I have with most articles is they just throw up
code/examples without explaining how they work or more importantly
why it's done that way - examples are effective but only when used
properly
L1226[13:33:02] <AKTheKnight> Yeah I went
through and explained some of the code in more detail. Line by line
is probably the best method
L1227[13:33:52]
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L1228[13:34:44] <williewillus> line by
line can get long-winded, depends
L1229[13:35:23] <AKTheKnight> A good way
would be it shows the code. And if you click on a line, a popup
appears showing what it does
L1230[13:35:26] <AKTheKnight> So it's
line by line
L1231[13:35:39] <AKTheKnight> But you
only see what you click on and don't understand
L1232[13:36:11]
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L1233[13:36:12] <tterrag> imo, if you
give people copyable code, they'll take it
L1234[13:37:35] <williewillus> ^
L1235[13:37:48] <AKTheKnight> Yup I'm
guilty of that in my past
L1236[13:38:20] <tterrag> doesn't matter
how well it's explained
L1237[13:43:29]
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L1238[13:44:34] ***
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L1239[13:45:22] <Shalmezad> Copyable
code? Where?!
L1240[13:45:29] <Delenas> Wait when did
Baubles update
L1241[13:46:15] <williewillus> this
morning
L1242[13:47:01] <Delenas> Sneaky
devs.
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L1245[13:47:47] <PaleoCrafter> right is
modified, if you can't tell xD
L1246[13:49:17] <tterrag> no go
ahead
L1247[13:49:25] <Darkhax> The one on the
right looks alright :p
L1248[13:50:05]
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L1249[13:50:15] <Aroma1997> !fh
selectionList
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L1255[13:56:32] <Temportalist>
PaleoCrafter: can one override the splat operator (A:_*) for a
class?
L1256[13:56:36]
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L1257[13:56:39] <PaleoCrafter> wat
L1258[13:56:58] <PaleoCrafter> oh
L1259[13:56:59] <PaleoCrafter> lemme
see
L1260[13:57:04] <Temportalist> i.e. can I
make a function for my class MyClass:_* which splats internal
variables?
L1261[13:57:23] <PaleoCrafter> didn't
know that was called splat xd
L1262[13:58:09] <tterrag> the hell is a
splat
L1263[13:58:10] <williewillus> what does
that do :P
L1264[13:58:16] <PaleoCrafter>
varargs
L1265[13:58:22] <Temportalist> Turns a
scala Seq[?] into ?*
L1266[13:58:22] <PaleoCrafter>
basically
L1267[13:58:27] <Temportalist> For
varargs things
L1268[13:58:32] <williewillus> wtf is a
?*
L1269[13:58:44] <Temportalist> Similar to
function(?... a)
L1270[13:59:11] <Temportalist> So a
Seq[Int] can be passed to a java function foo(int... ints)
L1271[13:59:22] <tterrag> so it's an
int[]
L1272[13:59:23] <tterrag> :P
L1273[13:59:28] <Temportalist> sure
L1274[13:59:45] <tterrag> it likely
compiles to something like Seq.toArray()
L1275[13:59:49] <PaleoCrafter> yeah
L1276[14:00:06] <tterrag> (hint: varargs
are not real :D)
L1277[14:00:11] <Temportalist> :P
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L1280[14:00:30] <tterrag> like most of
java they are syntax hiding the truth :P
L1281[14:00:34] <PaleoCrafter> yeah, has
to be a Seq
L1282[14:00:44] <fry> Function.tupled
:P
L1283[14:01:11] <PaleoCrafter> I think
what Temportalist wants is using something other than a Seq for
varargs
L1284[14:01:17] <PaleoCrafter> if I'm not
completely mistaken :P
L1285[14:01:25] <Temportalist> Yup
L1286[14:01:28] <Temportalist> My Vect
class haha
L1287[14:01:36] <PaleoCrafter> only
option is making it extend Seq :P
L1288[14:01:36] <Lordmau5> yooo
L1289[14:01:42] <fry> "splats
internal variables" - use a case class :P
L1290[14:01:46] <Lordmau5> hey, does
anyone know if there's a alternative to opis for 1.8.9 by
chance?
L1291[14:01:56] <Lordmau5> (or perhaps a
build of it for 1.8.9 even)
L1292[14:01:58] <fry> case classes
implement Product
L1293[14:02:18] <PaleoCrafter> product
ain't a Seq
L1294[14:02:29] <fry> of course not, it's
heterogenious
L1295[14:03:19] <PaleoCrafter> they want
to do something like f(vec: _*) where f is a function taking
varargs and vec is of a type that ain't deriving Seq
L1296[14:03:25] <fry> Temportalist: what
do you want to write? in the body of that mystical method accepting
vectors?
L1297[14:03:26] <PaleoCrafter> and that
ain't possible
L1298[14:03:43] <Temportalist> fry: was
just thinking of a way to minimize parameters
L1299[14:06:01] <fry>
your_function.tupled(Your_Case_Class.unapply(instance).get)
L1300[14:06:08] <fry> highly impractical
of course :P
L1301[14:07:37] <fry> PaleoCrafter: this
silly new language is warping your brain into thinking that things
ain't possible anymore :P
L1302[14:08:07] <PaleoCrafter> *that* is
possible
L1303[14:08:13] <PaleoCrafter> but that
ain't the same :P
L1304[14:08:30] <fry> it achieves the
same effect :P
L1305[14:08:37]
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L1306[14:08:37] <PaleoCrafter> and
actually, it doesn't work
L1307[14:09:04] <PaleoCrafter> not for a
varargs function, anyways
L1308[14:09:38] <fry> show me a class
with a vararg and we'll talk :P
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L1310[14:09:59] <PaleoCrafter> ...
L1311[14:10:06] <PaleoCrafter> dude, what
don't you get? xD
L1312[14:10:15] <fry> "which splats
internal variables"
L1313[14:10:29] <fry> either all
cariables are of the same type
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L1315[14:10:42] <fry> or you need a
normal, non-vararg method
L1316[14:10:51] <PaleoCrafter>
Temportalist wanted to pass a custom class that isn't deriving Seq
to a varargs function like f(vec: _*) rather than f(vec.x, vec.y,
vec.z)
L1317[14:11:18] <PaleoCrafter> which
obviously doesn't work since it isn't deriving from Seq
L1318[14:11:33] <fry> so, it's case 1,
all variables are of the same type
L1319[14:11:38] <Noc7is> On Minecraft
1.7.10 how am I supposed to call doRender on an instance of
RendererLivingEntity if the event is called in
RenderLivingEntity.doRender()? It's just gonna create a stack
overflow.
L1320[14:11:38]
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L1321[14:11:47] <PaleoCrafter> yes, they
are
L1322[14:12:05] <Noc7is>
(RenderLivingEvent)
L1323[14:12:26] <SkySom> Why are you
calling doRender again?
L1324[14:12:34]
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L1325[14:13:02] <Noc7is> I want to
completely cancel the rendering of the entity, and
"inject" rotation via GL11.glRotate
L1326[14:13:17] <Noc7is> And then
manually re-render
L1327[14:14:07] <barteks2x> wtf just
happened? I got "DDE failure" from wine. I didn't run
wine...
L1328[14:15:06] <AKTheKnight> How the
hell didyou manage that?
L1330[14:16:34] <tterrag> PaleoCrafter:
the space between titles seems to small
L1331[14:16:41] <tterrag> I think that
may have been the reason for the large spacing
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L1337[14:20:39] <Temportalist> cool
L1338[14:20:40]
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L1339[14:20:42] <fry> now it looks and
does exactly what you want :P
L1340[14:20:49] <Noc7is> Sorry, did
anyone reply to me? My client froze up.
L1342[14:21:42] <PaleoCrafter> Imma call
that cheating, fry :P
L1343[14:22:44] <Zaggy1024> PR for the
cloud renderer is in :)
L1344[14:22:48] <fry> Imma call it a
great illustration of the language capabilities :P
L1345[14:22:50] <Zaggy1024> take a look
if you want to fry
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L1351[14:24:54] <fry> you say that like I
have a choice :P
L1352[14:25:09] <Zaggy1024> well, you
don't have to now :P
L1353[14:25:27] <Zaggy1024> it's up to
you when you review it, not me
L1354[14:25:42] <Zaggy1024> Noc7is, those
look nice
L1355[14:25:44] <fry> stop saying obvious
things :P
L1356[14:25:52] <Noc7is> Thanks
L1357[14:25:53] <Zaggy1024> lol
okay
L1358[14:26:08] <Temportalist> How does
one use EntityAI mutex bits?
L1359[14:26:36]
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L1360[14:26:42] <Zaggy1024> would you
have preferred I said "look at my PR fry!"? :P
L1361[14:27:13] <fry> I look at all of
them :P
L1362[14:27:19] <AKTheKnight> :o
L1363[14:28:16] <PaleoCrafter> tterrag,
all of it, just the headings or the difference between headings and
paragraphs?
L1364[14:28:25] <tterrag> it's all too
close together
L1365[14:28:30] <tterrag> I agree that
text paragraphs could be closer
L1366[14:28:35] <tterrag> but the
headings are now too close
L1367[14:28:40] <tterrag> to each other
and to the text
L1368[14:28:49] <PaleoCrafter> change it
to 15px in your text, better?
L1369[14:29:22] <PaleoCrafter> I'd even
go as far as 10px, personally (for both paragraphs and
headings)
L1370[14:29:50]
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L1371[14:30:33]
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L1372[14:30:58] <tterrag> you changed it,
or I should change it?
L1373[14:30:59] <sokratis12GR> Guys is
there a list of names changed from 1.9 to 1.9.4 ?
L1374[14:31:07] <PaleoCrafter> you, with
the inspector :D
L1375[14:31:41] <gigaherz> sokratis12GR:
not that much changed
L1376[14:31:48] <gigaherz> just 2-3
names
L1377[14:31:50] <gigaherz> ;P
L1378[14:31:55] <PaleoCrafter> uhm, nope
:P
L1379[14:31:55] <sokratis12GR> lol really
?
L1381[14:32:22] <gigaherz> I ported 4
mods so far, only hit 3 name changes
L1382[14:32:23] <gigaherz> XD
L1383[14:32:25] <sokratis12GR> now
everything is all CAPS
L1384[14:32:31] <PaleoCrafter> (thanks
god Lex isn't in here without suffix xD)
L1385[14:32:38] <PaleoCrafter> that is
older than 1.9.4 :P
L1386[14:32:44] <gigaherz> sokratis12GR:
that's 1.9
L1387[14:32:54] <gigaherz> it changed in
the middle of 1.9
L1388[14:32:56] <gigaherz> like a month
ago
L1389[14:32:59] <PaleoCrafter> something
like May 4 (be with you)
L1390[14:33:03] <fry> his full normal
nick always pings him, on all his accounts
L1391[14:33:08] <PaleoCrafter> welp
L1392[14:33:16] <PaleoCrafter> let's hope
not in URLs
L1393[14:33:20] <fry> but he said
something about filteriong out gist links :P
L1394[14:33:22] <PaleoCrafter> ah
L1395[14:33:24] <PaleoCrafter> gude
L1396[14:33:24] <gigaherz> XD
L1397[14:33:28] <gigaherz> nice
L1398[14:33:29]
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L1399[14:33:36] <fry> potentially
:P
L1400[14:33:45] <tterrag> PaleoCrafter:
I'm far from an expert in web design, but perhaps the larger
headings should have bigger margins
L1402[14:33:59] <PaleoCrafter>
mebbe
L1403[14:34:00] <tterrag> it doesn't look
horrible
L1404[14:34:01] <PaleoCrafter> I was lazy
xd
L1405[14:34:18] <sokratis12GR> thats why
i didn't noticed that 12.16.1.1887 05/04/2016
L1406[14:34:19] <sokratis12GR> xD
L1407[14:34:25] <williewillus> the all
caps subsititution shouldnt be hard
L1408[14:34:27] <williewillus> 5 mins
with regex :D
L1409[14:34:28] <sokratis12GR> I use the
recommended forge
L1410[14:34:37] <sokratis12GR> yeah i
know
L1411[14:34:41] <sokratis12GR> just
cool
L1412[14:35:01] <gigaherz> I try to keep
my mods updated
L1413[14:35:06] <gigaherz> this way I
know if something breaks
L1414[14:35:11] <PaleoCrafter> honestly,
50px is a bit outrageous, don't you think, tterrag? :P
L1415[14:35:14] <gigaherz> instead of
noticing when people start submitting bugs
L1416[14:35:47] <tterrag> maybe
L1417[14:35:53] <tterrag> I was just
testing the idea
L1418[14:36:01] <sokratis12GR> Shall I
update to latest forge ?
L1419[14:36:21] <gigaherz> up to
you
L1420[14:36:25] <gigaherz> but I would
update to latest mappings
L1421[14:36:27] <fry> Zaggy1024:
FancyCloudRenderer can be an Enum singleton; and you should
probably implement a config settings similar to the one added for
disabling the forge pipeline
L1422[14:36:29] <gigaherz> for 1.9,
that's stable_24
L1423[14:36:37] <sokratis12GR> kk
L1424[14:36:40] <tterrag> PaleoCrafter:
try 25 top/bottom for all headers, 30 for h1/h2
L1425[14:36:53] <tterrag> 30 top that
is
L1426[14:37:45] <ollieread> PaleoCrafter,
you writing that?
L1427[14:37:57] <PaleoCrafter> me writing
what? the CSS? :P
L1428[14:38:06]
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L1429[14:38:16] <williewillus> ive always
wondered why enum singletons vs a statc final instance field?
L1430[14:38:20] <sokratis12GR> do you
guys think large mods like TC5 will update to 1.9 or will pass
until 1.10 ?
L1431[14:38:21] <williewillus> seems
roundabout to me :P
L1432[14:38:28] <williewillus> they'll
update
L1433[14:38:55] <sokratis12GR>
williewillus: nice update to botania btw :)
L1434[14:39:01] <ollieread> PaleoCrafter,
the documentation
L1435[14:39:01] <PaleoCrafter>
williewillus, the enum is less to write?
L1436[14:39:11] <williewillus> wat
L1437[14:39:11]
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L1438[14:39:23] <PaleoCrafter> nah,
ollieread, I'm responsible for the styling ^^
L1439[14:39:23] <Zaggy1024> fry, why do
the enum hack? :P
L1440[14:39:27] <ollieread> Ahh
right
L1441[14:39:31] <williewillus> well its
not a hack
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L1443[14:39:33] <williewillus> it's just
roundabout
L1444[14:39:44] <Zaggy1024> feels ugly to
me
L1445[14:39:55] <williewillus>
PaleoCrafter: so is it literally jsut to save the "public
static final" on front? :P
L1446[14:39:58] <williewillus> if so it's
a stupid reason
L1447[14:40:01] <williewillus> imo
L1448[14:40:14] <Zaggy1024> and yeah,
I'll add the setting :)
L1449[14:40:28] <fry> damn it it's not a
hack
L1450[14:40:33] <gigaherz> williewillus:
and the assignation ;P
L1451[14:40:43] <PaleoCrafter> ^
L1452[14:40:47] <fry> it's the most
widely accepted preferred way to make singletons
L1453[14:40:48] <gigaherz> enum
SingletonClass { INSTANCE; stuff ... }
L1454[14:40:49] <gigaherz> vs
L1455[14:41:03] <fry> it saves typing AND
protectes from errors
L1456[14:41:03] <gigaherz> class
SingletonClass { public static void INSTANCE = new
SingletonClass(); stuff ... }
L1457[14:41:11] <williewillus>
?shrug
L1458[14:41:11] <gigaherz>
s/void/final/
L1459[14:41:23] <williewillus> maybe I'm
just bothered because it's not an actual enumeration
L1460[14:41:25] <Zaggy1024> mmh
L1461[14:41:33] <gigaherz> yeah that's
why I'd never use it myself
L1462[14:41:34] <Zaggy1024> I am
too
L1463[14:41:44] <iTitus> Java encourages
that enum design
L1464[14:42:25] <fry> what is an
"actual enumeration"?
L1465[14:42:36] <gigaherz> a list of
ordered things
L1467[14:42:44] <fry> what if that list
only has 1 element?
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L1469[14:42:53] <gigaherz> then it's just
a singleton
L1470[14:42:55] <iTitus> ^
L1471[14:43:00] <Zaggy1024> but will the
constructor be called before my static final declarations?
L1472[14:43:10] <Zaggy1024> I can't put
those before the enumeration AFAIK
L1474[14:43:30] <fry> after
L1476[14:44:00] <iTitus>
#AllTheArguments
L1477[14:44:01] <tterrag> also re
<williewillus> maybe I'm just bothered because it's not an
actual enumeration
L1478[14:44:07] <tterrag> java doesn't
*have* a real enumeration :D
L1479[14:44:17] <williewillus> what's
your definition of that :P
L1480[14:44:28] <tterrag>
<gigaherz> class SingletonClass { public static void INSTANCE
= new SingletonClass(); stuff ... }
L1481[14:44:34] <tterrag> that's almost
exactly what an enum compiles to
L1482[14:44:38] <tterrag> there is no
semantic difference
L1483[14:44:46] <williewillus> at the
source level there is :P
L1484[14:44:49] <fry> iTitus: that's the
most unfortunate illustraion chosen :P
L1485[14:45:00] <tterrag> sure, and the
difference is that it's 10x easier to write an enum singleton
:P
L1486[14:45:14] <iTitus> fry, :D
L1487[14:45:16] <williewillus> whatever
:P
L1488[14:45:27] <gigaherz> hmmm
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L1490[14:45:36] <gigaherz> some0one just
opened a bug report on my ender chests mod
L1491[14:45:42] <gigaherz> saying they
aren't shared across dimensions
L1492[14:45:52] <gigaherz> but I'm using
world.getMapStorage, not world.getPerWorldStorage
L1493[14:46:10] <PaleoCrafter> tterrag,
can you agree to h1, h2: margin-top 25, margin-bottom 10, the rest:
margin-top: 20, margin-bottom 10
L1494[14:46:14] <gigaherz> and WSD is a
vanilla system, right?
L1495[14:46:14] <PaleoCrafter> I think
that looks acceptable
L1496[14:46:20] <iTitus> gigaherz, Are
you able to reproduce though?
L1497[14:46:28] <tterrag> PaleoCrafter:
can I see that in action
L1498[14:46:31] <gigaherz> I'm
trying
L1499[14:46:33] <PaleoCrafter> lemme
push, yeah
L1500[14:46:35] <gigaherz> but I asked
here meanwhile
L1501[14:47:56] <gigaherz> nope can't
reproduce.
L1502[14:48:02] <PaleoCrafter> refresh,
tterrag
L1503[14:49:56] <sokratis12GR>
PaleoCrafter: what are you working on ? :)
L1504[14:50:07] <williewillus> making my
sound article less ugly
L1505[14:50:10] <williewillus> lol
L1506[14:50:13] <sokratis12GR> with css
?
L1507[14:50:33] <fry> PaleoCrafter and
williewillus are the same person, confirmed :D
L1508[14:50:40] <sokratis12GR> heh
L1509[14:51:08] <PaleoCrafter>
mebbe
L1510[14:51:14] <tterrag> PaleoCrafter:
it'd be nice if we could add some <hr/> between sections, I
know github markdown does that (I think)
L1511[14:51:28] <PaleoCrafter> sure
L1512[14:51:34] <PaleoCrafter>
sokratis12GR, currently making the docs in general more beautiful
:P
L1513[14:51:49] <sokratis12GR> could i
see them ? :)
L1514[14:51:50] ***
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L1515[14:52:00] <Zaggy1024> fry, should
the setting be in the general or client category? I see that the
forge light pipeline is in general, which makes me unsure
L1517[14:52:09]
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L1519[14:52:19] <fry> it makes me unsure
too
L1520[14:52:19] <tterrag> PaleoCrafter is
the official forge css slave
L1521[14:52:25] <PaleoCrafter> xD
L1522[14:52:26] <williewillus> lol
L1523[14:52:50] <Zaggy1024> I'll go with
client for now I guess
L1524[14:53:04] <PaleoCrafter> hm,
actually, doing the divider line is kinda difficult with just
CSS
L1525[14:53:15] <PaleoCrafter> since I
can't fully distinguish section starts and ends
L1526[14:53:23] ***
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L1527[14:53:36] ***
mDiyo is now known as mDiyo|streaming
L1528[14:53:38] <tterrag> right
L1529[14:55:01] <tterrag> PaleoCrafter:
in GH you can force a line divider with ~~~ or similar
L1530[14:55:06] <tterrag> not sure if
that's in base markdown though
L1531[14:55:06]
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L1532[14:55:14] <tterrag> also, GH adds
lines UNDER titles, not above
L1533[14:55:15] <tterrag> so...eh
L1535[14:55:36] <PaleoCrafter> yeah,
lines under titles are somewhat more doable xD
L1536[14:56:44] <PaleoCrafter> actually,
lol, making them above is just as easy, I just derped
L1537[15:00:25] <PaleoCrafter> ---
produces a hr
L1538[15:00:52] <tterrag> I think 3 of
anything does
L1539[15:00:56] <tterrag> the wiki I
linked uses ***
L1540[15:01:03] <PaleoCrafter> *** and
___ do as well, yeah
L1541[15:02:52] <PaleoCrafter> I've added
the github-style underlines, how do you like them? :P
L1542[15:03:12]
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L1543[15:04:22] <tterrag> yeah it's
nice
L1544[15:04:33] <williewillus> why is
I18n deprec 0.o
L1545[15:04:38] <williewillus> mojang
wat
L1546[15:04:39] <gigaherz> Mojang.
L1547[15:04:42] <PaleoCrafter> because
common :P
L1548[15:04:45] <PaleoCrafter> use the
client one, done
L1549[15:04:51] <gigaherz> same can be
said about Block#getStateFromMeta
L1550[15:04:55] <tterrag> not sure it's
needed on <72
L1551[15:04:56] <gigaherz> or
Block#getActualState
L1552[15:04:57] <tterrag> h2*
L1553[15:05:05] <tterrag> maybe only have
the lines on h1 h2
L1554[15:05:14] <gigaherz> well
getActualState can be used through the IBlockState
L1555[15:05:15] <PaleoCrafter> yeah,
haven't thought about that at first
L1556[15:05:21] <gigaherz>
ibs.getActualState(world, pos)
L1557[15:05:21] <PaleoCrafter> already
working on it :D
L1558[15:05:22] <sokratis12GR> Just a
question, why everything is now in CAPS ? xD
L1559[15:05:22] <tterrag> but overall it
looks very nice
L1560[15:05:30] <gigaherz> but
getStateFromMeta makes no sense deprecated
L1561[15:05:31] <gigaherz> ;P
L1562[15:05:36] <tterrag> I have to head
out for a bit, just leave a PR when you have it how you like, and
I'll take another look
L1563[15:05:48] <williewillus> i always
thought the client one was deprec in favor of the common one
L1564[15:05:49] <williewillus> guess
not
L1565[15:05:49] <PaleoCrafter> will
do
L1566[15:06:02] <williewillus>
sokratis12GR: they're named how constant fields are supposed to be
named
L1567[15:06:07] <PaleoCrafter>
considering you don't want to do localisation on the server, nope,
williewillus :P
L1568[15:06:17]
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L1569[15:06:29] <williewillus> well some
things need it
L1570[15:06:36] <williewillus>
particularly, any kind of searching
L1571[15:06:39] <tterrag> no
L1572[15:06:41] <tterrag> they don't
:P
L1573[15:06:43] <williewillus> okay
L1574[15:06:48] <tterrag> if you are
localizing on the server your mod is BROKEN
L1575[15:06:54] <tterrag> (this includes
vanilla -_-)
L1576[15:06:55] <williewillus> botania
corporea, how do you take a spanish user's input
L1577[15:06:58] <williewillus> and find
stacks serverside
L1578[15:07:03] <PaleoCrafter> you don't
xD
L1579[15:07:06] <tterrag> ^
L1580[15:07:11] <tterrag> that wouldn't
work anyways
L1581[15:07:15] <williewillus> then the
system is crap :P
L1582[15:07:16] <tterrag> spanish
translations don't exist on the server
L1583[15:07:23] <tterrag> it *only* loads
the vanilla en_US file
L1584[15:07:40] <tterrag> whcih is a
MASSIVE hack because it means mods are broken by default
L1585[15:07:52] <tterrag> yet another in
the long line of "screw you"s from mojang
L1588[15:08:49] <williewillus> no
imports
L1589[15:08:52] <williewillus> on your
patches
L1590[15:08:55] <tterrag> williewillus:
the only way to do what you want would be to sync the inventory
contents to the client, not sync the search terms up to the
server
L1591[15:09:04] <williewillus> that's
disgusting :D
L1592[15:09:07] <williewillus> guess its
staying the wayt it is
L1593[15:09:10] <Zaggy1024> huh, I didn't
even realize clouds were rendered from two places depending on
whether you're above them
L1594[15:09:19] <Zaggy1024> because
mojang screwed up the profiler for the clouds :P
L1595[15:09:35] <tterrag> williewillus:
does it even work currently with modded items?
L1596[15:09:45] <tterrag> because, in
1.8+, mod translations do not exist serverside
L1597[15:09:48] <Zaggy1024> they call
endStartSection("aboveClouds") and then inside
renderCloudsCheck it immediately calls
endStartSection("clouds")
L1598[15:09:54] <williewillus> probably
not? :P
L1599[15:09:55] <Zaggy1024> so
aboveClouds section is useless
L1600[15:10:11] <fry|sleep> tterrag: yes
they do
L1601[15:10:17] <williewillus> Necr0: 1.
no changing imports on patches 2. javadocs
L1602[15:10:27] <williewillus> also use
proper naming conventions
L1603[15:10:29] <tterrag> fry|sleep: no,
they don't. see the issue I posted.
L1604[15:10:32] <williewillus> also it
looks overcomplicated
L1605[15:10:38]
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L1606[15:10:48] <williewillus> also your
formatting is broken
L1608[15:11:08] <fry|sleep> please check
if the issue is resolved
L1609[15:11:09] <williewillus> lol
L1610[15:11:21] <PaleoCrafter> y u do
dis, fry|sleep
L1611[15:11:26] <tterrag> uh, what? why
am I responsible for constantly checking if my issue has been
resolved?
L1612[15:11:28] <PaleoCrafter> you
support the brokeness
L1613[15:11:44] <tterrag> also, that
commit just worsens things
L1614[15:11:47] <fry|sleep> tterrag:
...do you want the fix or not?
L1615[15:11:55] <tterrag> that's not a
fix
L1616[15:11:57] <williewillus> how does
that worsen things
L1617[15:12:01] <tterrag> that's a
bandaid that further obfuscates the real problem
L1618[15:12:03] <tterrag> because read
it
L1619[15:12:06] <tterrag> it only loads
en_US
L1620[15:12:10] <fry|sleep> this is not
my first attempt
L1621[15:12:12] <williewillus> which was
the status quo
L1622[15:12:26] <fry|sleep> but 1) there
are reasons to only load en_US on the server
L1623[15:12:50] <PaleoCrafter> there
shouldn't be any localisations loaded on the server :P
L1624[15:12:50] <fry|sleep> 2) we're not
ready for more fundamental changes, apparently
L1625[15:13:08] <tterrag> what
PaleoCrafter said
L1626[15:13:14] <tterrag> loading
translations partially is just confusing
L1627[15:13:17] <fry|sleep> PaleoCrafter:
server console
L1628[15:13:22] <PaleoCrafter>
idgaf
L1629[15:13:35] <Necr0> how could i add
an event without changing imports? i could put the event's class
into the file itself but that would still require importing the
Event base class. So what can I do?
L1630[15:13:37] <tterrag> then what the
server console does should be compartmentalized to the server
console
L1631[15:13:38] <PaleoCrafter> that can
display registry names or whatever
L1632[15:13:47] <tterrag> it shouldn't
let people translate arbitrary strings on the server
L1633[15:14:33] <Ordinastie_> Necr0,
fully qualified names
L1634[15:14:54] <williewillus> Necr0: no,
you can change imports in the classes you add
L1635[15:14:56] <Zaggy1024> huh...the
config.get calls use Boolean.TRUE/FALSE rather than the primitive,
but it looks like the function itself takes the primitive
L1636[15:14:57] <williewillus> but in
vanilla classes you change
L1637[15:15:04] <williewillus> you cannot
add imports
L1638[15:15:07] <Zaggy1024> (in
ForgeModContainer I mean)
L1639[15:15:22] ***
big_Xplo|AFK is now known as big_Xplosion
L1640[15:15:37] <fry|sleep> whatever,
idgaf too anymore about languages, if you have a better fix -
propose it :P
L1641[15:15:58] <tterrag> fix: remove all
translation ability on the server
L1642[15:16:08] <tterrag> if the server
console needs it, hardcode it for the server console. it shouldn't
be mod-facing
L1643[15:16:14] <Zaggy1024> sounds like
something Mojang should do
L1644[15:16:29] <tterrag> fix p2: remove
all unnecessary serverside translations, i.e inside ItemStack (easy
to do)
L1645[15:16:31]
⇨ Joins: Grist (~Grist@104.129.107.99)
L1646[15:17:07] <fry|sleep> don't tell me
what to do, at least not here (make/update an issue :P)
L1647[15:17:26] <Grist> anyone willing to
help a guy who hasn't modded for a few years out with a pretty
basic issue? Can't seem to find anything on the web, my best guess
is its a 1.9 new thing
L1648[15:17:41] <tterrag> well you said
"propose it"
L1649[15:17:42] <williewillus> just
ask
L1650[15:17:45] <gigaherz> Grist: just
explain
L1651[15:17:46] <tterrag> I wasn't
telling anyone what to do
L1652[15:17:51] <tterrag> you literally
asked me to propose a fix
L1653[15:17:55] <gigaherz> now you made
us waste time saying "just ask" ;P
L1654[15:18:36] *
fry|sleep will be more careful with his choice of words in the
future and will only say "PR it"
L1655[15:18:48] <tterrag> why is PR step
one?
L1656[15:18:56] <fry|sleep> -_-
L1657[15:19:04] <tterrag> before I spend
potentially days writing a fix, should I not gauge
interest/feasibility?
L1658[15:19:08] <fry|sleep> whatever step
1 is, is not talking to me right now
L1659[15:19:11] <tterrag> get opinions on
the work to be done?
L1660[15:19:20] <PaleoCrafter> Grist,
have you seen a doctor yet?
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L1662[15:19:20] <tterrag> why would I
waste time on an idea potentially no one agrees with?
L1663[15:19:21]
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L1664[15:19:43] <fry|sleep> you're
already wasting time, cause it's too late for me to form coherent
opinions :P
L1665[15:20:14] <Grist> alright cool
well, I added an item and it's in the game, but unlike in whatever
version I modded in last where you make an item and it
automatically knows 'hey this is an item lets use the default item
model unless otherwise told" but in this version I get what
looks like multiple errors related to model loading or something,
and the item looks like an oversized cube with the pink and black
texture
L1666[15:20:25] <tterrag> blaming me for
your sleep schedule? >.>
L1667[15:20:27] <williewillus> ah
L1668[15:20:35] <Grist> not yet Paleo but
the more I look at this the more I feel like I should :)
L1669[15:20:43] <fry|sleep> it's 11PM,
wtf do you want from me >.>
L1670[15:20:47] <williewillus> tterrag:
when did he ever blame you? :P
L1671[15:20:54] <masa> Grist: you need to
register a model for every item
L1672[15:20:55] <williewillus> Grist: you
need to specify the model for the item
L1673[15:21:18] <Grist> whoah its like a
hivemind
L1674[15:21:23] <williewillus> lol
L1675[15:21:30] <tterrag> also I don't
believe I specifically asked you anything, fry. I just want to talk
about the fix. I'm not "wasting time"
L1677[15:21:44] <Grist> ooh wonderful
thank you
L1678[15:21:56] <williewillus> and then
you need the corresponding json
L1679[15:22:00] <williewillus> in
assets/modid/models/item/
L1680[15:22:04] <masa>
"inventory" is the variant to be used
L1681[15:22:14] <tterrag> anyways, I'm
starving. later
L1682[15:22:16] ***
tterrag is now known as tterrag|away
L1683[15:22:19] <fry|sleep> are you
arguing with yourself now? "why would I waste time"
"I'm not "wasting time"" :D
L1684[15:22:25] <fry|sleep> hehehe
L1686[15:22:35] <Lex|Oden> .+-
L1687[15:22:35] <Lex|Oden>
<barteks2x> well, i'm completely replacing PlayerChunkMap and
PlayerChunkMapEntry and I'm sending TEs the same way as in 1.9. So
I'm eighter accidentally fixing these big packets, or I'm breaking
TEs
L1688[15:22:45] <fry|sleep> eat regularly
people, see what hunger does to you :P
L1689[15:23:00]
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L1690[15:23:04] <Lex|Oden> Dont -.- 1)
that's forge's job 2) hacking =old shit into new is bad 3) It
doesnt fix the underlying issue that the change was suposed to
fix
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L1692[15:23:15] <minecreatr> what exactly
is the purpose of EnumRarity???
L1693[15:23:16] <tterrag|away> fry|sleep:
sorry but 10 minutes talking about a problem and 2 days working on
a PR are not comparable
L1694[15:23:28] <fry|sleep> Lex, he's the
guy with the cubic chunks mod
L1695[15:23:48] <Lex|Oden>
<PaleoCrafter> (thanks god Lex isn't in here without suffix
xD) It still pings me...
L1696[15:23:59] <PaleoCrafter> sorry then
:P
L1697[15:24:18] <PaleoCrafter> will hide
it behind a shortener next time round
L1698[15:24:29] <williewillus>
minecreatr: in vanilla? its only used for the coloring iirc
L1699[15:24:43] <minecreatr>
williewillus, like for the god apple?
L1700[15:24:45] <williewillus> yes
L1701[15:24:49] <minecreatr> oh, ok
L1702[15:25:04] <minecreatr> is there an
equivalent to the ore dictionary but for fluids?
L1703[15:25:13] <williewillus> fluids do
it differently
L1704[15:25:20] <minecreatr> also, I
really wish there was a fluid capability, trying to make a mod
based almost all around fluids xD
L1705[15:25:31] <williewillus> help
figure out the item situation then :D
L1706[15:25:41] <masa> so is forge going
to change the TE syncing stuff, before I go and add my own hacky
shit to the regular read/writeNBT methods? :p
L1707[15:25:59] <williewillus> masa:
nothing's wrong with it rn
L1708[15:25:59] <Lex|Oden> PRing is
always step one ebcause it reduces ambiguity and makes you more
likely to KNOW that you're talking about instead of GUESSING
L1709[15:26:03] <masa> ie. something like
a special tag to indicate what to read
L1710[15:26:11] <minecreatr>
williewillus, you mean like make a pr to tema's pr?
L1711[15:26:26] <minecreatr> or just do a
seperate thing for buckets and stuff first?
L1712[15:26:41] <williewillus> it needs
to be done together imo, just comment any ideas you have on
there
L1713[15:26:45] <williewillus> or talk to
him directly, idk
L1714[15:26:48] <minecreatr> also, last
time I tried to setup forge dev env, I couldn't get it to work,
guess I could try again xD
L1715[15:26:51] <barteks2x> Still point 2
that hacking old things into new is bad is valid, I wanted to just
get things compiling and hopefully running. It's nowhere near
release anyway
L1716[15:26:55] <minecreatr> well, tema
isn't really on irc
L1717[15:27:03] <tterrag|away> actually
he is
L1718[15:27:05] <masa> williewillus:
there kind of is, because the initial syncing uses readFromNBT, so
I can't use the stripped down NBT I used to use in
getDescriptionPacket
L1719[15:27:16] <minecreatr>
tterrag|away, what channel?
L1720[15:27:17] <tterrag|away> he just
idles in the FC channel
L1721[15:27:17] <masa> and also I was
somewhat relying n readFromNBT being server-only
L1722[15:27:21] <williewillus> masa: the
initial syncing uses whatever you want
L1723[15:27:26] <minecreatr> yeah, thats
what I thought xD
L1724[15:27:34] <tterrag|away> you can PM
him but I haven't had good results with that
L1725[15:27:36] <tterrag|away>
*shrug*
L1726[15:27:57] <williewillus> also why
would you ever assume readFromNBT is server-only :P
L1727[15:28:02] <minecreatr> also, I
think the fluid pr is so old it is starting to conflict with more
recent code changes
L1728[15:28:09] <minecreatr> it says that
its incompatible with current branch
L1729[15:28:20] <masa> williewillus: how
so? it call getPacketTag() and that only goes to readFromNBT()
which reguires the BlockPos to be in the NBT
L1730[15:28:32] <masa> williewillus:
well, it used to be :p
L1731[15:28:34]
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L1732[15:28:35] <williewillus> wat
L1733[15:28:37] <Grist> does this mean I
have to tell everything to use its own model, rather than just
letting them all use the default one?
L1734[15:28:49] <williewillus> there is
no "default one"
L1735[15:29:02] <williewillus> you
specify the model for everything, though there is an option to
generate a flat one out of the icon
L1736[15:29:03] <williewillus> in your
json
L1737[15:29:09] <minecreatr>
williewillus, yeah, tema's pr has been sitting for too long and now
it has merge conflicts
L1738[15:30:20] <Grist> alright so every
item/block/whatever gets a blockstate json?
L1739[15:30:27] <fry|sleep> yes
L1740[15:30:32] <Grist> even if it isnt
necessarily a 'block'?
L1741[15:30:35] <williewillus> well if
you're just doing an item
L1742[15:30:39] <williewillus> you can
use item model directly
L1743[15:30:52] <Grist> that is what I'd
like to do but how?
L1744[15:30:56] <williewillus> fry|sleep:
when are you actually gonna sleep :D
L1745[15:31:01] <williewillus>
ModelLoader.setCustomMRL + put the json in the folder
L1746[15:31:12] <williewillus> masa:
getPacketTag doesn't exist?
L1747[15:31:38] <minecreatr>
williewillus, would it be best to just make a different pr and
start over?
L1748[15:31:47]
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L1749[15:32:01] <williewillus>
probably?
L1750[15:32:02] <masa> getUpdateTag(),
whatever :p
L1751[15:32:11] <williewillus> or find a
way to grab his and resolve the conflicts
L1752[15:32:50] ***
V is now known as Vigaro
L1753[15:33:38] <masa> oh btw, how is one
supposed to transfer the patch part of Forge PRs when rebasing?
just not do a reset but run setupForge again?
L1754[15:33:57]
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L1755[15:34:07] <gigaherz> masa: ?
L1756[15:34:17] <gigaherz> the workflow
for forge work is
L1757[15:34:32] <gigaherz> pull/clone
-> setupForge -> work -> genPatches -> commit
patches
L1759[15:34:41] <Wuppy> click the big
yellow button
L1760[15:34:42] <gigaherz> so afterward,
you just rebase as usual
L1761[15:34:44] <Wuppy> green*
L1762[15:34:50] <Wuppy> and then watch
this video xD
L1763[15:34:51] <gigaherz> and then
setupForge at the end
L1764[15:35:41] <masa> so setupForge
takes the patches and makes magic happen and then the end result is
the somewhat human-readable version in the IDE?
L1765[15:35:51] <Grist> so are TESRs for
modelling and stuff gone?
L1766[15:36:20] <masa> not gone, but you
should only use a TESR if you need animated stuff
L1767[15:36:43] <Grist> gotcha
L1768[15:36:48] <masa> and even so there
is FastTESR and the animation api which I know nothing about
L1770[15:37:20] <williewillus> i dont
quite understand the problem you were mentioning
L1771[15:38:22] <masa> oh right... yeah I
was derping with just calling getUpdateTag from
getUpdatePacket
L1772[15:38:37] <masa> I've been porting
my mods all day, I'm not thinking straight anymore :D
L1773[15:38:52] <williewillus> yeah after
taking more looks at the TE thing it's not a big problem at
all
L1774[15:38:55] <masa> 7 mods done of
9
L1775[15:39:07] <masa> for 1.9.4
L1776[15:39:14] <williewillus> chunks are
a lot bulkier if you have a ton of te's but the distinction is
clear
L1777[15:39:39] <williewillus>
getUpdateTag for bulk data, getUpdatePacket for incremental/further
syncing
L1778[15:39:48] <masa> yep...
L1779[15:39:55] <Necr0> how do i get
constructors of my class if they contain primitives? can i just use
the according boxed classes like "Integer" in that
case?
L1780[15:40:03] <gigaherz> i need to
write a differential NBT encoder at some point
L1781[15:40:04] <gigaherz> ;p
L1782[15:40:24] <gigaherz> something that
compares current state with last sync, and generates a partial NBT
for that
L1783[15:40:32] <masa> it is slightly
annoying still though, since the data goes to readFromNBT on the
client, so I need to use the same keys as for actual saving to
disk
L1784[15:40:41] <gigaherz> no?
L1785[15:40:44] <gigaherz>
onDataPackaet?
L1786[15:40:49] <gigaherz>
onDataPacket*
L1787[15:41:16] <masa> yes that uses the
short tags, but the initial chunk data uses readFromNBT
L1788[15:41:22] <gigaherz> Oh
L1789[15:41:25] <masa> ie. after world
load
L1790[15:41:33] <gigaherz> yes for the
initial one just dump the on-disk NBT
L1791[15:41:39] <masa> ;_;
L1792[15:41:53] <masa> yeah imma gonna go
and send all my massive inventories to the client...
L1793[15:42:08] <gigaherz> well EXCLUDE
the inventories, then?
L1794[15:42:19] <masa> yeah super
fun
L1795[15:42:51] ***
big_Xplosion is now known as big_Xplo|AFK
L1796[15:42:55] <masa> some of my TEs
have like 5 or 6 inventories,, so I'd be serializing all of that
and then removing the inventory tags
L1797[15:42:58] <masa> or I don't
know
L1798[15:43:04] <masa> I'm too tired atm
:p
L1799[15:43:35] <williewillus> yeah it's
definitely gonna be a bigger bandwidth drain
L1800[15:43:42] <gigaherz> nono
L1802[15:43:51] <gigaherz> make yourself
a writeNonInventoryNBT
L1803[15:43:57] <gigaherz> that you call
from the normal writeToNBT
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L1805[15:44:00] <williewillus>
HassanS6000: make a 0 stack?
L1806[15:44:02] <masa> I'll just have to
refactor my NBT handling methods and divide them up a bit I
think
L1807[15:44:09] <gigaherz> and then use
that one for the initial
L1808[15:44:10] <masa> yeah basically
that
L1809[15:44:16] <HassanS6000>
williewillus: that'll work ? from server side?
L1810[15:44:18] <masa> well, I already
have that
L1811[15:44:30] <williewillus>
HassanS6000: what do you need a 0 stack for?
L1812[15:44:40] <masa> a separate method
for writing inventory NBT, but currently the vanilla method calls
that
L1813[15:44:40] <williewillus> well, i
don't have massive TE's so not a prob for me :D
L1814[15:45:22] ***
kroeser is now known as kroeser|away
L1815[15:46:02] <masa> HassanS6000: you
can't really properly have 0 stack size items synced in
inventories... but you can have those in custom guis
L1816[15:46:18] <HassanS6000> masa: yeah
is for a custom gui
L1817[15:46:31] <masa> or you could make
a custom renderer to fake the stack size rendering
L1818[15:46:31] <gigaherz> welp.
L1820[15:46:38] <gigaherz> Not my fault
\o/
L1821[15:47:09] <masa> HassanS6000: is
that an actual item stack, or some icon/indicator thing?
L1822[15:47:21] <HassanS6000> masa: more
of an indicator
L1823[15:47:24] <masa> like, what is the
purpose
L1824[15:48:29]
⇨ Joins: Techjar
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L1825[15:48:43] <Grist> Alright so I did
the json thing and I'm still getting an error that looks a bit like
"Exception loading model for variant
testmod:testItem#inventory for item "testmod:testItem"
with loader Vanilla.INSTANCE", can anyone help or do you want
the full stack trace?
L1826[15:48:51]
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L1827[15:48:54] <Techjar> for some reason
my FMLInitializationEvent isn't being called
L1828[15:48:57] <HassanS6000> masa: it's
an item in a gui whose only purpose is to show the number of
something in the subtext - but if that number is 0, it looks like
the same as if it was 1
L1829[15:49:00] <Techjar> i have the
@EventHandler
L1830[15:49:11] <Techjar> (1.7.10 by the
way)
L1831[15:49:19] <masa> Grist: di you
refresh the assets in the IDE? is the model in the correct
location?
L1832[15:50:41] <Grist> the model as in
the json file? its in
src/main/resources/assets/testmod/blockstates/
L1833[15:50:47] <williewillus> not
there
L1834[15:50:52] <williewillus> put it in
testmod/models/item/
L1835[15:51:01] <williewillus> Techjar:
those only work in the class with @Mod
L1836[15:51:06] <Techjar> oh
L1837[15:51:19] <Techjar> well i have a
DummyModContainer used for a core mod
L1838[15:51:29] <Techjar> but i also need
a non-core mod
L1839[15:51:34] <Techjar> how do i get
that working?
L1840[15:51:40] <Zaggy1024> why does the
ForgeModContainer not sync the settings when the world is loaded
despite having values to define whether a property should require a
world reload?
L1841[15:51:45] <Techjar> i tried just
adding an @Mod class but it never loaded it
L1842[15:52:46]
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L1843[15:55:25] <Grist> alright cool that
worked!! now it says the texture's missing, its in
resources/assets/testmod/textures/items but wasn't found... any
ideas?
L1844[15:56:00] <Techjar> williewillus: i
tried adding @Mod to my DummyModContainer and it still isn't firing
the event
L1845[15:56:43] <masa> Grist: how did you
refer to the texture in the model?
L1846[15:57:11] <Techjar> what's weird is
i get the "Sending event FMLInitializationEvent" for my
mod in the log
L1849[15:57:40] <Grist> that's my model
file
L1850[15:57:53] <gigaherz> Techjar: does
the @Mod have your modid?
L1851[15:57:58] <Techjar> yes
L1852[15:58:01] <Grist> ohhh forgot the
prefix!!
L1853[15:58:02] <Grist> Thank you!
L1854[15:58:11] <gigaherz> and it's the
same class that has the @Mod.EventHandler?
L1855[15:58:11] <masa> Grist: you need
the modid in the texture
L1856[15:58:12] <masa> yep
L1857[15:58:24] <gigaherz> and the method
only has ONE parameter, of type FMLInitializationEvent?
L1858[15:58:25] <masa> *texture
path
L1859[15:58:26] <gigaherz> and is
public?
L1860[15:58:29] <gigaherz> and not
static?
L1861[15:58:32] <williewillus> just show
code :P
L1862[15:58:37] <Techjar> gigaherz: yes
i've got all the params correct
L1863[15:58:40] <Techjar> i'm 100% sure
of it
L1864[15:58:40] <Grist> alright fingers
crossed, thank you for your help!
L1865[15:58:43] <williewillus> show your
code
L1866[15:58:49] <Techjar> i've written
like 5 other mods
L1867[15:58:50] <williewillus> instead of
us just guessing let's just look :P
L1868[15:58:51] <gigaherz> yeah try
showing the code
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L1873[15:59:38] <williewillus> oh
lol
L1874[15:59:55] <Techjar> what?
L1875[16:00:04] <williewillus> Necr0:
wtf
L1876[16:00:08] <williewillus> why are
you using reflection
L1877[16:00:16] <williewillus> just
instantiate the object -.-
L1878[16:00:33] <Grist> it works!
L1879[16:00:38] <williewillus> Techjar:
@Eventhandler only works on things with @Mod, but @Mod makes fml
generate a modcontainer for you
L1880[16:00:55] <Techjar> yeah but @Mod
doesn't work with core mods
L1881[16:01:05] <Techjar> i got a
ClassCastException
L1882[16:01:11] <williewillus> so make a
separate class with @Mod
L1883[16:01:12] <Techjar> has to be a
DummyModContainer
L1884[16:01:15] <Techjar> i did
that
L1885[16:01:20] <gigaherz> different
modids?
L1886[16:01:21] <Techjar> and forge never
even loaded it
L1887[16:01:23] <Techjar> yes
L1888[16:01:55] <gigaherz> btw anyone
happens to know anything about sponge not sharing WorldSavedDatas
across dimensions?
L1889[16:02:07] <williewillus> gabizou:
^
L1890[16:02:14] <williewillus> or go to
spongedev :P
L1891[16:02:18] <gabizou> uh
L1892[16:02:27] <Necr0> but the event
object would need an import.
L1893[16:02:31] <gabizou> oh, Sponge does
make a save handler for each dimension I believe
L1894[16:02:43] <williewillus> Necr0:
no....
L1895[16:02:45] <gigaherz> there's
supposed to be a global one
L1896[16:02:48] <gigaherz> and a
per-world one
L1897[16:02:49] <gigaherz> ;P
L1898[16:03:08] <gabizou> but I'm not
sure how you mean that there's not shared WorldSaveDatas
L1900[16:03:28] <williewillus> Necr0:
net.minecraftforge.event.world.WeatherEvent event = new
net.minecraftforge.event.world.WeatherEvent(<args>);
L1901[16:03:31] <gigaherz> my ender
chests use global WorldSavedData to store shared inventories
L1902[16:03:36] <williewillus> imports
are purely syntactic sugar
L1903[16:03:38] <gabizou> the best person
to ask would be Zidane though, he's the one that wrote world
management or is most familar with it
L1904[16:03:50] <gabizou> oh
L1905[16:03:53] <gabizou> hm
L1906[16:03:57] <gigaherz> whenever I
need the chest contents for GUI or automation
L1907[16:04:10] <gigaherz> I do
manager.get(worldObj).getInventory(id)
L1908[16:04:18] <Necr0> oh my i am an
idiot.. >.< i completely forgot how to java xD
L1909[16:04:30] <gigaherz> which in turn
queries the WSD object from the world
L1910[16:04:33] <gigaherz> without
sponge
L1911[16:05:00] <gigaherz> the
.getMapStorage properly returns the same data or instance across
dimensions
L1912[16:05:07] <PaleoCrafter>
williewillus, you're American, right?
L1913[16:05:17] <Zidane> gigaherz: come
on over to #spongedev
L1914[16:05:20] <Zidane> You've got my
attention
L1915[16:05:21] <gigaherz> okay
L1916[16:05:24] ***
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L1917[16:06:32] <williewillus>
PaleoCrafter: yes
L1919[16:06:49] <PaleoCrafter> funny that
you write behaviour with the u :P
L1920[16:06:54] <PaleoCrafter> do you
also write colour?
L1921[16:07:18] <williewillus> yeah
L1922[16:07:21] <williewillus> i like how
it looks :P
L1923[16:07:32] <williewillus> though
sometimes i subconsciously do it the American way
L1924[16:07:36] <PaleoCrafter> okay, I
changed it in the rtd anyways :P
L1925[16:07:42] <williewillus> lol
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L1927[16:08:02] <PaleoCrafter> I'm
personally all for the non-American spelling, but it's just the
standard in programming
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L1932[16:13:42] <Techjar> williewillus: i
made a separate class with @Mod and i can't even see it being
loaded in the log
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L1934[16:14:19] <Techjar> huh
L1935[16:14:24] <Techjar> "Skipping
already parsed coremod or tweaker MineViveForge-1.0.jar"
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L1939[16:15:56] <PaleoCrafter> not quite
finished yet, but getting there
L1940[16:15:56] <williewillus> what are
you coremodding in?
L1941[16:16:01] <williewillus> maybe you
can do it another way
L1942[16:16:09] <Techjar> i think i
figured it out
L1943[16:16:10] <PaleoCrafter> even added
links, gotta use that HTML
L1944[16:16:16] <Techjar> need to put
FMLCorePluginContainsFMLMod: true in the manifest
L1945[16:16:20] <PaleoCrafter> HyperText
all the way
L1946[16:16:41] <williewillus> looks
nice
L1947[16:17:03] ***
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L1951[16:24:52] <sokratis12GR> 1.9.4
Armors have armor toughness right ?
L1952[16:25:04] <williewillus> yes
L1953[16:25:20] <sokratis12GR> k
L1954[16:25:48] <williewillus> what does
it do again?
L1955[16:26:04] <gigaherz> reduces damage
a bit extra
L1956[16:26:57] <sokratis12GR> like half
a bar more
L1957[16:27:10] <gigaherz>
CombatRules#getDamageAfterAbsorb
L1958[16:27:15] <gigaherz> only applies
to physical attacks
L1959[16:27:16] <gigaherz> not
magic
L1960[16:27:33] ***
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L1961[16:28:37] <sokratis12GR> gg time to
replace all the armor's ArmorMaterial
L1963[16:28:51] <Necr0> this time it
should be fine if i clean up the code a bit and add java docs,
right?
L1965[16:30:17] <gigaherz>
toughness*
L1966[16:30:33] <gigaherz> so it seems
like it makes non-tough armor WORSE, not the other way around
L1967[16:30:46] <gigaherz> extra
incentiveto use diamond
L1968[16:31:03] <gigaherz> the stronger
the attack, the less effective low-tier armor is
L1969[16:31:59] <williewillus> Necr0:
extract all that duplicated logic into somewhere else
L1970[16:32:01] <williewillus>
ForgeHooks
L1971[16:32:16] <williewillus> and fix
formatting
L1972[16:32:24] <Necr0> ok
L1973[16:34:13] <sokratis12GR>
EnumHelper.addArmorMaterial is in 1.9.4 right ?
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L1975[16:34:28] <williewillus> yes but
its not updated
L1976[16:34:33] <sokratis12GR> yeah i saw
it...
L1977[16:34:34] <williewillus> you have
to do it manually at the moment
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L1980[16:36:49] <sokratis12GR> I found
that right after I finished making all the fields in CAPS
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L1985[16:39:51] <gigaherz> github emails
are SLOW today
L1986[16:39:51] <gigaherz> XD
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L2005[17:00:31] <willieaway> the better
question is why you aren't just using loot tables :P
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L2007[17:01:00] <Xilef11> there were not
loot tables when I wrote that?
L2008[17:01:09] <willieaway> so update it
to use them? :D
L2009[17:01:45] <Xilef11> how to use them
to go from an itemstack to a list of entities that might drop
it?
L2010[17:01:58] <willieaway> also that is
a really, really really hacky way to get drops
L2011[17:02:10] <willieaway> iterate
through everything :P
L2012[17:02:42] <diesieben07> really
really hacky and broken :D
L2013[17:02:48] <Xilef11> so basically,
instead of creating an entity and killing it, I iterate through
loot tables to build my map?
L2014[17:02:53] <HassanS6000> Making an
ItemStack like (Items.apple, 0) doesn't do anything because when
added to the inventory it knows its nothing so visually nothing
happens lol
L2015[17:02:54] <willieaway> yes
L2016[17:03:06] <willieaway> making an
entity and killing doesn't guarantee you get all possible
drops
L2017[17:03:10] <willieaway> with a loot
table it's all there
L2018[17:03:14] <diesieben07>
HassanS6000, that stack has size 0.
L2020[17:03:36]
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L2021[17:03:37] <HassanS6000> On
1.7.10
L2022[17:03:42] <diesieben07> uh...
why?
L2023[17:03:50] <HassanS6000> Because
it's for a custom gui
L2024[17:03:51] <Xilef11> and loot tables
will guarantee all drops even from modded entities?
L2025[17:03:58] <diesieben07> do it
manually then...
L2026[17:04:01] <HassanS6000> How
L2027[17:04:04] <diesieben07> draw the
0
L2028[17:04:09] <HassanS6000> But I'm on
server side
L2029[17:04:17] <diesieben07> uh
L2030[17:04:23] <diesieben07> wtf man
:
L2031[17:04:25] <diesieben07> :D
L2032[17:04:25] <masa> whhat
L2033[17:04:35]
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L2034[17:04:41] <HassanS6000> lol is
there no way to do it
L2035[17:04:55] <masa> you are NOT on the
server side when you are rendering it
L2036[17:05:11] <HassanS6000> Yeah but I
am restricted to the server side in this
L2037[17:05:19] <masa> how so?
L2038[17:05:25] <HassanS6000> It's a
server side mod lol
L2039[17:05:29] <willieaway> Xilef11: if
they do it properly
L2040[17:05:34] <tterrag|away> then
you're sol
L2041[17:05:44] <tterrag|away> the
"0" only renders in vanilla during dragging
L2042[17:05:44] ***
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L2044[17:05:51] <tterrag|away> if you
can't change that (i.e. clientside mod) then too bad
L2045[17:06:05] <masa> it does render for
0-size stacks too :p
L2046[17:06:19] <masa> but you can't
really get those to the client without a client side mod I
believe
L2047[17:06:25] <tterrag|away> does it?
not in 1.7
L2048[17:06:28] ***
tterrag|away is now known as tterrag
L2049[17:06:32] <masa> yes it does
L2050[17:06:33] <HassanS6000> Only in 1.8
iirc
L2051[17:06:34] <tterrag> 1.7 it draws no
number
L2052[17:06:44] <williewillus> yeah it
only does it in 1.8+
L2053[17:07:00] <masa> I'm fairlu certain
I got those while derping up something when I was doing 1.7.10
still
L2054[17:07:08] <tterrag> 0 size
itemstacks are invalid anyways
L2055[17:07:15] <tterrag> that's why it's
*red*
L2056[17:07:22] <masa> yep..
L2057[17:07:28] <tterrag> so, don't use
them. figure out a different way
L2058[17:07:31] <masa> they do some
strange things in the inventory :p
L2059[17:07:36] <tterrag> I think this
may be !xy
L2060[17:07:40] <tterrag> HassanS6000:
what exactly are you trying to do?
L2061[17:07:43] <williewillus> lol
L2062[17:07:57] <masa> xy?
L2063[17:07:59] <HassanS6000> tterrag:
make an itemstack in a custom inventory display a 0 in the subtext
lol
L2064[17:08:09] <HassanS6000> solely from
the server
L2065[17:08:25] <tterrag> can't do
it
L2066[17:08:29] <tterrag> not in
1.7
L2067[17:08:30] <HassanS6000> ;-;
L2068[17:08:32] <tterrag> probably not in
1.8+ either
L2069[17:08:37] <tterrag> why can't your
mod just be clientside
L2070[17:08:41] <HassanS6000> u can in
1.8+
L2071[17:08:59] <masa> what changed in
1.8 for this?
L2072[17:09:04] <HassanS6000> cus users
don't wanna deal with getting another mod installed just to play on
the server
L2073[17:09:05] <tterrag> unless you can
find some way to hack the container syncing logic and force it to
sync 0 size stacks
L2074[17:09:06] <tterrag> it's not
possible
L2076[17:09:23] <HassanS6000> okay
whatever ill just do something with lore instead
L2078[17:09:59]
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L2079[17:10:10] <PaleoCrafter> tterrag,
got two Pr
L2080[17:10:14] <PaleoCrafter> *PRs for
ya
L2081[17:11:08] <tterrag> PaleoCrafter:
when you say +/* Allow word wrapping in code tags, allows for
breaking of paths across multiple lines */
L2082[17:11:16] <tterrag> that
means...what exactly
L2083[17:11:19] <tterrag> (yes I know
this was there bfore)
L2084[17:11:34] <PaleoCrafter> let me
see
L2085[17:11:50] <tterrag> ooh that last
block is genius
L2086[17:11:55] <tterrag> see that's
something I would have never figured out
L2087[17:12:11] <tterrag> "@media
screen and (max-width: 800px)` wat
L2088[17:12:12] <PaleoCrafter> actually,
that does exactly the opposite
L2089[17:12:13] <PaleoCrafter> I
derped
L2090[17:12:30] <PaleoCrafter> it
prevents code from breaking within word bounadries
L2091[17:12:33] <PaleoCrafter>
*boundaries
L2092[17:12:42] <tterrag> ah
L2093[17:12:48] <tterrag> change that
comment then :P
L2094[17:12:52] <PaleoCrafter> will
do
L2095[17:12:57] <tterrag> also, 2
PRs?
L2096[17:13:03] <tterrag> oh there it
is
L2097[17:13:07] <tterrag> didn't get a
notification for some rason
L2098[17:13:08] <tterrag> reason
L2099[17:14:02] <gigaherz> github emails
are slow
L2100[17:14:06] <tterrag> not emai
L2101[17:14:08] <tterrag> I looked at the
site
L2102[17:14:13] <PaleoCrafter> there,
corrected it
L2103[17:14:20]
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L2106[17:16:00] <PaleoCrafter> hehe
L2107[17:16:13] <PaleoCrafter> just
standardised it :P
L2108[17:16:15] <tterrag> (I agree with
american english as a standard for the docs though)
L2109[17:16:43] <PaleoCrafter> yeah,
stuff with 'z' instead of 's' was used elsewhere already, so I just
made it consistent
L2110[17:18:05] <tterrag> inline html
tags
L2111[17:18:06] <tterrag> that
works?
L2112[17:18:12] <PaleoCrafter> yep
L2113[17:18:31] <tterrag> ok
L2115[17:18:37] <tterrag> if I merge PR2
will it break PR1? :P
L2116[17:18:40] ***
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L2117[17:18:46] <tterrag> guess not
L2118[17:18:51] <PaleoCrafter> it
shouldn't, no
L2119[17:18:52] <tterrag> you only
changed CSS in 1
L2120[17:19:20]
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L2121[17:19:41] <tterrag> very nice
L2122[17:19:42] <tterrag> all
merged
L2123[17:19:54]
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L2126[17:20:17] <PaleoCrafter> does
google really bring up parameterized for you? xD
L2127[17:20:28] ***
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L2128[17:20:31] <tterrag> yes
L2129[17:20:38] <PaleoCrafter> lol
L2130[17:20:42] <tterrag> where did you
find parametrized?
L2131[17:20:50] <PaleoCrafter> IDEA
suggested it
L2132[17:20:53] <PaleoCrafter> apparently
both works
L2133[17:20:58] <tterrag> strange
L2134[17:21:01] <tterrag> oh well
L2135[17:21:21] <tterrag> my mind
pronounces those differently
L2136[17:21:33] <tterrag>
"par-am-et-rized" vs "par-am-et-er-ized"
L2137[17:22:10] <PaleoCrafter> in the end
they probably mean two ever so slightly different things xd
L2138[17:22:45] <PaleoCrafter>
parametrized feels more British though (even if it'd be
parametrised, but whatever)
L2139[17:24:39] <PaleoCrafter> gosh, I'm
stupid
L2140[17:24:43] <Zaggy1024> heh, Optifine
puts the clouds in a display list every 20 ticks instead of what I
did, I feel superior :P
L2141[17:24:46] <PaleoCrafter> there's a
slight bug in the CSS changes, tterrag
L2142[17:25:02] <gigaherz> I suck at
pronouncing so my opinion doesn't count, but i'd be tempted to say
that as
L2143[17:25:06] <gigaherz>
"param'trized"
L2144[17:25:34] <PaleoCrafter> need to
prepend ".wy-nav-content " to p, ol and ul in the media
query (and probably should add ".wy-nav-content dl" as
well)
L2145[17:25:54] <PaleoCrafter> otherwise
the one outside of it will take precedence
L2146[17:27:19]
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L2153[17:39:35] <masa> :o
L2154[17:40:17] <gigaherz_n> fancy
L2155[17:41:17] <Biochemic> looks
impressive ^^
L2156[17:41:26] <Noc7is> Thanks
L2157[17:43:20] <Matthew> iTitus, whats
the issue with getUpdateTag?
L2158[17:44:40] <williewillus> nothing
really
L2159[17:44:50] <williewillus>
*directly
L2160[17:45:43] <williewillus> oh nvm
thought you were talking about the system, not the mapping
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L2162[17:46:12] <Matthew> no he opened an
issue about the mapping. trying to see what the issue really
is
L2163[17:46:39] <williewillus> I
personally don't think it's an issue getUpdateTag is not only used
for initial sync
L2164[17:46:49] <williewillus> it's used
for all vanilla TE's for any syncing
L2165[17:46:58] <Matthew> yup
L2166[17:47:06] <williewillus>
though
L2167[17:47:15] <williewillus> looking at
how things are called his idea makes sense
L2169[17:49:15]
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L2171[17:50:46] <williewillus> in the
perspective of that gist getUpdateTag is just being used as a
convenience for getUpdatePacket, while its primary intent is as the
bulk data sync
L2172[17:50:47] <williewillus> idk
L2173[17:50:58]
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L2175[18:01:05] <Zaggy1024> jeez, there
seem to be a lot of collisions in LongHashMap when getting a
chunk...
L2176[18:01:39] <Zaggy1024> I wonder if
that's what all the unspecified time is in the profiler
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L2178[18:02:27] <iTitus> Sorry for not
being there
L2179[18:02:31]
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L2180[18:04:30] <williewillus> Zaggy1024:
what version?
L2181[18:04:36] <Zaggy1024> 1.9
L2182[18:04:39] <iTitus> Matthew, my
naming suggestion is kinda bad and I used the bot wrong, but the
name is from kinda misleading
L2183[18:04:56] <williewillus> yeah i
actually kinda agree with titus now
L2184[18:05:06] <williewillus> vanilla
uses it for both purposes but it really is the initial sync
data
L2185[18:07:07] <williewillus> Zaggy1024:
interesting, they changed the data structure in 1.9.4 to use the
fastutil ones
L2186[18:07:09] <williewillus> instead of
their own
L2187[18:07:31] <Zaggy1024>
fastutil?
L2189[18:07:46] <Zaggy1024> never heard
of that before :P
L2190[18:07:55] <Zaggy1024> probably a
good thing
L2191[18:08:00] <Zaggy1024> although...I
don't know if that would help
L2192[18:08:22] <diesieben07> really? so
no trove anymore?
L2193[18:08:30] <williewillus> mojang
removed trove
L2194[18:08:31] <williewillus> iirc
L2195[18:08:36] <diesieben07> ah
L2196[18:08:39] <williewillus> forge
readds it for modders
L2197[18:08:45] <Zaggy1024> I just copied
the hashcode code from javafx Vec3d to
ChunkCoordIntPair.chunkXZ2Int and it's not getting nearly as many
collisions, it seems like
L2198[18:08:47] <williewillus> it was
either that or some other lib they removed
L2199[18:08:50] <diesieben07> so now we
have fastutil AND trove?
L2200[18:08:59] <williewillus> for forge
mods yeah :P
L2201[18:09:00] <iTitus> hmmm
L2202[18:09:05] <diesieben07> gah
:D
L2203[18:10:34] <Zaggy1024> lol it's not
colliding at all
L2204[18:10:43] <Zaggy1024> at least not
on the first two times I debugged it
L2205[18:10:53] <Zaggy1024> last time I
debugged it it had like 10 collisions on the first time
L2206[18:11:05] <diesieben07> well,
chunkXZ2Int is not exactly a hashcode
L2207[18:11:26] <Zaggy1024> it should be,
it's used as one
L2208[18:12:03] <diesieben07> no, it is
also used as a unique index.
L2209[18:12:11] <Lex|Oden> So, who still
uses the wiki?
L2210[18:12:24] <Lex|Oden> has all the
information been transfered to the RTDs?
L2211[18:12:27] <diesieben07> there
should not be two chunk coords for which chunkXZ2Int gives the same
value.
L2212[18:12:35] <williewillus> whatever
is still there is basically out of date
L2213[18:12:37] <Zaggy1024> ah
whoops
L2214[18:12:41] <Zaggy1024> never mind
then
L2215[18:13:14] <Zaggy1024> but the
number of collisions is pretty alarming
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L2217[18:13:40] <diesieben07> it's using
a TLonghashMap?
L2218[18:14:19] <williewillus> in 1.9.4
chunkproviders use Long2ObjectOpenHashMap
L2219[18:14:25] <williewillus> from
fastutil
L2220[18:14:35] <Zaggy1024> 1.9.0 uses
minecraft.util.LongHashMap
L2221[18:14:46] <Zaggy1024> so it
probably just has bad hashing or something :P
L2222[18:15:04] <diesieben07> it has to
make an int has from the long
L2223[18:15:07] ***
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L2224[18:15:11] <diesieben07> so yeah...
how you do htat depends on how many collisinos you get
L2225[18:15:23] <Lex|Oden> Chunk2Int is a
bad thing
L2226[18:15:29] <PaleoCrafter> somebody
should probably crawl the whole wiki just to have a static version
if anybody wanted to update their tutorial and use the original
source xD
L2227[18:15:30] <Lex|Oden> becauuse it is
sequential
L2228[18:15:36] <Lex|Oden> and it is
reverseable
L2229[18:15:41] <Lex|Oden> which means
it'll be thightly packed
L2230[18:15:42] <diesieben07> it's a bad
thing for hasing
L2231[18:15:58] <Zaggy1024> the hashing
should be able to take care of that at least somewhat, shouldn't
it?
L2232[18:16:03] <Lex|Oden> nope
L2233[18:16:07]
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L2234[18:16:43] <diesieben07> mc uses
LongHashMap<Chunk> everywhere. this shoud just be
HashMap<ChunkCoords, Chunk>, right?
L2235[18:16:46]
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L2236[18:16:49] <diesieben07> then we
could have a proper hashCode
L2237[18:17:12] <Lex|Oden> its the same
thing
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L2239[18:17:29] <Zaggy1024> that's a lot
of ChunkCoords to construct though
L2240[18:17:41] <diesieben07> not
really... ChunkCoordIntPair has a hashCode
L2241[18:17:43] <Zaggy1024>
ChunkCoordIntPair does have a proper hashCode() though
L2242[18:17:46] <Lex|Oden> people wqere
bitching about that in the first place
L2243[18:17:48] <diesieben07> not sure
how good it is
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L2248[18:22:00] <Zaggy1024> haha I just
made LongHashMap.getHashedKey basically replicate the
ChunkCoordIntPair hash and it's getting 0-2 collisions
L2249[18:22:27] <diesieben07> yeah
getHashedKey is bad for chunks
L2250[18:22:41] <diesieben07> two chunks
with x1 == z2 have the same hash...
L2251[18:22:50] <Zaggy1024> yup
L2252[18:23:06] <Zaggy1024> of course
that only happens a lot if you're along a diagonal from 0, 0
L2253[18:24:17] <diesieben07> also ones
where just the sign is differnet also have the same i think
L2254[18:24:24] <diesieben07> overall its
bad
L2255[18:25:22]
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L2256[18:26:02] <Zaggy1024> it sucks,
though, a third of the entity rendering time was spent just getting
the chunk
L2257[18:26:23] <Zaggy1024> (when I
hadn't changed the hash method)
L2258[18:26:28] <williewillus> wow
L2259[18:26:46] <Zaggy1024> *chunks
L2260[18:26:50] <Zaggy1024> it of course
has to get multiple :P
L2261[18:27:31] <Zaggy1024> 63% is still
unspecified after changing the hash method, though, I'm going to
try and see what that is
L2262[18:28:40] <Lex|Oden> Watching
London has Fallen, sofar a good sequal to the first one.
L2263[18:28:51] <Lex|Oden> "What if
you don't come back" "You're fucked"
L2265[18:36:50] <williewillus> ive gotten
that to happen in vanilla once or twice :P
L2266[18:37:20] <TehNut> oh well in that
case working as intended
L2267[18:38:16] <TehNut> setupDecomp
works again right?
L2268[18:38:29] <williewillus> yes
L2269[18:38:41] <williewillus> is there
no player sensitive getAttributeModifiers?
L2270[18:38:43] <williewillus> i swore
there was one....
L2271[18:39:02] <TehNut> nope just stack
and slot
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L2273[18:40:27] <williewillus> :/
L2274[18:41:20]
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L2275[18:41:23] <TobyO> hey all
L2276[18:42:46] <williewillus> seems it's
possible to have player sensitive one though
L2277[18:42:53] <williewillus> i wonder
if there was areason for excluding it?
L2278[18:43:27] <TobyO> I have an issue
regarding rendering an obj model, I am getting an out of bounds
error when baking a face
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L2280[18:43:50] <Zaggy1024> code?
L2281[18:43:59] <Zaggy1024> and
obj?
L2282[18:44:57] <TobyO> sure
L2283[18:45:01] <Zaggy1024> hm, where's
shadekiller?
L2284[18:45:08] <TobyO> I'll just push on
github and pastebin the obj
L2285[18:45:40] <TehNut> Yay for Idea
fixing packages when you copypaste a class \o/
L2286[18:47:00]
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L2289[18:48:07] <williewillus> log?
L2291[18:50:03] <TobyO> sorry, where am I
getting the log from?
L2292[18:50:30] <williewillus> text you
get when it crashes
L2293[18:50:35] <williewillus> should be
in logs/ folder
L2294[18:50:56] <TobyO> ah got it
L2296[18:51:41] <TobyO> thanks for
looking :)
L2297[18:52:01]
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L2298[18:52:15] <TehNut> Should I just
ignore all the new deprecated Block methods for now?
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L2300[18:53:24] <diesieben07> i think
mojang is using deprecated as in "don't call", not
"don't override", which is stupid but oh well
L2301[18:53:50] <TehNut> uhu...
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L2303[18:54:26] <killjoy> I just found
the worst thing
L2304[18:54:34] <killjoy> a syntax error
inside a repo
L2305[18:54:46] <diesieben07> lol
L2306[18:54:59]
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L2308[18:55:22] <killjoy> he also uses
mixed tabs and spaces
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L2310[18:56:00] <TobyO> spaces? Like
instead of tabs?
L2311[18:56:23] <killjoy> spaces on one
line, then tabs on the next
L2312[18:57:04] <TobyO> I mean, using
spaces as tabs?
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L2315[18:57:38] <killjoy> no
L2316[18:57:48] <killjoy> sometimes
spaces, sometimes tabs
L2317[18:57:49] <killjoy> and yes
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L2321[18:59:09] <williewillus> is the
default entity jump height specified anywhere?
L2322[18:59:12] <williewillus> or is it
just a magic
L2323[18:59:20] <TobyO> Won't most IDEs
treat them the same?
L2324[18:59:26] <killjoy> I know there's
a step height
L2325[19:00:14] <williewillus> yes but
whitespace differences makes version control annoying
L2326[19:00:32] <diesieben07> not just
that
L2327[19:00:44] <diesieben07> it makes it
look horrible if someone is using a different tab width than
you
L2328[19:00:56] <TobyO> sorry
williewillus, were you able to discern anything about my crash from
the pastebins?
L2329[19:01:08] <williewillus> not
really, your obj is probably malformed
L2330[19:01:14] <TobyO> oh god, yeah tab
width has got to be the same definitely
L2331[19:01:14] <williewillus> idk
anything about objs though
L2332[19:01:15] <williewillus>
sorry
L2333[19:01:21] <TobyO> oh thanks
anyway
L2334[19:01:51] <TobyO> do you know
anyone/anywhere that might help?
L2335[19:03:34] <TobyO> usually with
whitespace though, you just sanity check. As long as there's
something on the line it doesnt really matter
L2336[19:03:59] <diesieben07> uhm...
no.
L2337[19:04:27] <TobyO> very... blunt :P
what do you mean?
L2338[19:04:40] <diesieben07> whitespace
consistency is important
L2339[19:04:49] <diesieben07> just like
general code-style consistency
L2340[19:05:02] <TobyO> If two lines look
the same in git but are showing a diff then it's whitespace and
ignore.
L2341[19:05:16] <diesieben07> ...
L2342[19:05:28] <diesieben07> and if you
just configured your editor properly they would just be the
same
L2343[19:05:41] <diesieben07> and again,
its not just about VC
L2344[19:06:11] <TobyO> not necessarily,
it could just be that you've put a space in somewhere by
accident
L2345[19:07:15] <TobyO> I mean, I have
only used Git for version control and either way, whitespace
doesn't cause any problems
L2346[19:08:03] <TobyO> Should definitely
be sanity checking diffs so you'd catch any obvious whitespace
diffs. Even if they get through, it doesn't really matter
L2347[19:08:29] <diesieben07> thats not
the point
L2348[19:10:17]
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L2349[19:11:22] <TobyO> What is?
L2350[19:11:29]
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L2351[19:11:31] <TehNut> ...
L2352[19:11:34] <TehNut> i think i broke
something
L2353[19:12:09]
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L2355[19:12:36] <TehNut> Okay I found a
broken thing
L2356[19:13:19] <TehNut> Create
persistent registry -> Load world -> Delete registry ->
Load same world -> Errors out and fails to load -> join world
that registry wasn't added to (create new if needed) -> watch
every object get re-registered
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L2359[19:16:28] <diesieben07> Whaaaaa
syntax highlighting for code in the forums whaaaa!!!
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L2363[19:20:23] <williewillus> hmm
L2364[19:20:35] <williewillus> if I want
to detect when the little attack meter fills back up
L2365[19:20:47] <williewillus> how would
I do that
L2366[19:22:42] <PaleoCrafter>
diesieben07, is this like heaven for bots? You appear to be quite
excited xD
L2367[19:23:12] <diesieben07> i already
told the guy who did it that i now love him.
L2369[19:23:47] <TehNut> Seems to just be
biomes and potions
L2370[19:24:39] <TehNut> Ignore that
stupid thing in the background. I know it's wrong :P
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L2373[19:28:57] <williewillus> !gf
EntityLivingBase.ticksSinceLastSwing
L2374[19:30:12]
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L2377[19:35:09] <synthetica> Hi!
L2378[19:37:39]
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L2380[19:44:39] <Matthew> hah.
compilation completed with 3,262 warnings
L2381[19:45:00] <TehNut> lol
L2382[19:49:53]
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L2384[19:55:30] <Temportalist> lol
L2385[19:55:36] <Temportalist> gg
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L2390[20:09:16] <williewillus> I want to
detect when the little attack meter fills back up to full
L2391[20:09:27] <williewillus> but what I
have right now (if ticksSinceLastSwing == cooldown - 1)
L2392[20:09:34] <williewillus> triggers
when switching items >.<
L2393[20:09:37] <williewillus> not sure
how to get around that
L2394[20:11:25] <BlackSpark> Is it
possible to check if the last ItemStack == the current
ItemStack?
L2395[20:11:40] <DebugsPeople> hm?
L2396[20:12:02] <BlackSpark> (as a
solution to williewillus's problem)
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L2399[20:13:53] <TehNut> why do you have
that annotation
L2400[20:13:57] <TehNut> just use the
parameter
L2401[20:14:07] <TehNut> otherwise it's
literally the same as the other one
L2402[20:14:11] <williewillus> i don't
see anywhere where the last one is stored
L2403[20:14:20] <williewillus> guess this
solution's outta luck :/
L2404[20:15:07] <DebugsPeople> TehNut,
the annotation is just for IDEA
L2405[20:15:13] <TehNut> I know
L2406[20:15:18] <TehNut> But there's no
need for it
L2407[20:15:22] <TehNut> *use* the
parameter
L2408[20:15:35] <DebugsPeople> I
currently have no use for it though
L2409[20:15:36] <DebugsPeople> :P
L2410[20:15:46] <TehNut> You have an
overload that sends 0 for you, then you have one that takes a meta,
then never uses it
L2411[20:15:52] <williewillus> lol
L2412[20:15:58] <DebugsPeople> oh, i just
noticed lol
L2413[20:16:07] <DebugsPeople> it's
probably that 0
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L2415[20:16:29] <TehNut> Also,
Item.REGISTRY.getNameForObject(i) -> i.getRegistryName()
L2416[20:16:42] <TehNut> No need to query
when you have the RL right there
L2417[20:20:08] <DebugsPeople> ty for
that
L2418[20:20:35] <DebugsPeople> I don't
think I use meta anywhere
L2419[20:20:39] <williewillus> hm where
was the method
L2420[20:20:46] <williewillus> that takes
an iblockstate and lists it out in string form
L2421[20:22:21] <williewillus> ah it's in
the statemapper
L2422[20:22:53] <DebugsPeople> and I
don't need the item variants
L2423[20:24:08] <DebugsPeople> new
revision, excellent
L2424[20:24:26] <DebugsPeople> keeping
the meta method just in case
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L2426[20:30:29] <Temportalist> What the
actual fuck?
L2428[20:31:12] <TehNut> API vs Api
L2429[20:31:17] <TehNut> Casing
matters
L2430[20:31:56] <Temportalist> Apparenly
Jenkins doesnt have the same file as my dev environment...
haha
L2431[20:32:06] <TehNut> Git doesn't like
casing changes
L2432[20:32:13] <TehNut> For file
names*
L2433[20:32:13] <williewillus> ^
L2434[20:32:24] <williewillus> esp if you
have a file system that is casing-agnostic
L2435[20:32:26] <williewillus>
coughwindows
L2436[20:32:32] <TehNut> there's a
command to fix it, but I don't remember what it is
L2437[20:32:51] <Temportalist> Or I could
just wipe the jenkins workspace
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L2439[20:32:59] <Temportalist> see if
that helps
L2440[20:33:28] <TehNut> Look at your Git
repo and compare it to your local
L2441[20:33:35] <Temportalist> it didnt
haha
L2442[20:33:37] <TehNut> It's on Git's
end, not Jenkins
L2443[20:33:50] <Temportalist> wow
L2444[20:33:54] <Temportalist> git be
wrong haha
L2445[20:34:59] <williewillus> git mv -f
oldname newname
L2446[20:35:08] <williewillus> says
stacksoverflow :P
L2447[20:35:55] <williewillus> hmm
L2448[20:35:56] <TehNut> Apparently
there's a config option
L2449[20:36:02] <williewillus> that post
on SO says that doesn't always work
L2450[20:36:16] <williewillus> another
person suggests git mv old tmp; git mv tmp new; git add -A;
commit
L2451[20:36:34] <TehNut> refresh, if you
unlink that Forge jar I'm going to be so disappoi- gahhh
dammit
L2452[20:38:32] <Temportalist>
williewillus: the first suggestion worked
L2453[20:41:28] <williewillus> random
thought
L2454[20:41:41] <williewillus> are empty
catch blocks detected and optimized?
L2455[20:42:11] <williewillus> much of
the overhead of exceptions is unwinding/saving the stack into the
throwable/exception so if the vm detects you aren't doing anything
and are just swallowing
L2456[20:42:18] <williewillus> couldn't
it just...not :P
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L2459[20:44:22] <Temportalist> 1.9.4
setupDecomp is still broken, right?
L2460[20:44:38] <TehNut> no
L2461[20:44:40] <Lex|Oden> no
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L2464[20:59:33] <DebugsPeople> no
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L2466[20:59:43] <DebugsPeople> better
late than never :P
L2467[21:05:02] <williewillus> lol
L2468[21:06:47] <Temportalist>
DebugsPeople: hahaha
L2469[21:06:58] <DebugsPeople> :D
L2470[21:07:30] <Temportalist> Well,
Origin is now 1.9.4 :D
L2471[21:08:44] <DebugsPeople> doing
motion tracking now
L2472[21:08:49] <DebugsPeople> totally
unrelated to minecraft
L2473[21:08:52] <Temportalist> 0_0
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L2475[21:13:33] <DebugsPeople> 1 point
out of 8 done :D
L2476[21:14:41] <TehNut> Temportalist:
You're the one that ported the TCon heart system to a separate mod
right?
L2477[21:14:48] <Temportalist> Yes
L2478[21:14:50] <Temportalist> It is in
origin
L2479[21:14:58] <Temportalist> Completely
configurable
L2480[21:15:00] <TehNut> Oh is it?
L2481[21:15:03] <TehNut> Awesome
L2482[21:15:18] <Temportalist> That is
literally the only "feature" in origin
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L2485[21:18:00] <TehNut> heh
L2486[21:18:11] <DebugsPeople> I think
blender just hit it's memory limit or smth it's sitting at
2,999.9MB
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L2489[21:23:56] <Temportalist> And now
EsoTeriCraft is updated
L2490[21:24:09] <williewillus> what is
origin
L2491[21:26:06] <Temportalist> My
lib/foundation mod
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L2502[21:59:41] <Temportalist> Biochemic:
your textures were just released and I never actually looked at
them... :P
L2503[21:59:52] <Temportalist> guess I
should do that now haha
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L2510[22:09:23] <Temportalist> Hey, so
enum ArmorMaterial got another paramter but the EnumHelper hasnt
been updated
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L2519[22:18:13] <Temportalist> barteks2x:
you were the other person who resources went poof the other day,
right?
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L2521[22:18:48] <DebugsPeople> are you
like talking to yourself :P
L2522[22:19:08] <Temportalist> No, just
nobody is listening haha
L2523[22:19:16] <Temportalist> I am
tagging people, but most people are asleep
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L2525[22:19:56] <DebugsPeople> oh, rip
you then
L2526[22:20:02] <Temportalist>
yeeaah
L2527[22:21:38] <Temportalist>
DebugsPeople: have you heard of resources just sporadically stop
loading?
L2528[22:22:48] <DebugsPeople> yeah, had
that happen to me after I deleted the build directory
L2529[22:23:10] <Temportalist> It happens
occassionaly even without toughing the build dir
L2530[22:24:41] <DebugsPeople> hm
L2531[22:25:20] <DebugsPeople> well
that's strange
L2532[22:25:40] <Temportalist> Could it
have anything to do with "idea { module { inheritOutputDirs =
true } }" being present or not in the build.gradle?
L2533[22:25:58] <DebugsPeople> I don't
have that
L2534[22:26:25]
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L2535[22:26:27] <DebugsPeople> don't know
a lot about gradle either
L2536[22:27:23]
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L2539[22:29:26] <DebugsPeople> wish there
was a way to change the item display in game
L2540[22:30:05] <Morden> ok, perhaps a
silly question.... Why would the ItemID for my item be different in
the PostInit phase and once I am in-world? This is on 1.7.10.
L2541[22:30:27] <Morden> Is this
normal?
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L2543[22:30:47] <TehNut> DebugsPeople:
item display?
L2544[22:30:52] <TehNut> Morden: int
id?
L2545[22:30:57]
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L2546[22:31:00] <DebugsPeople> display
params in the json
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L2549[22:31:31] <Morden> Yes. In PostInti
it is 4351, in-world it is 4356
L2550[22:31:44] <TehNut> 1. Don't use int
id's for anything. Use the String ID
L2551[22:31:54] <TehNut> 2. Int ID's are
assigned per-world
L2552[22:32:03] <Morden> Id retrieved
from Item.getIdFromItem
L2553[22:32:13] <TehNut> yeah no
L2554[22:32:27] <Morden> unfortunatly the
method I am using takes an int itemID....
L2555[22:32:32]
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L2556[22:32:37] <DebugsPeople> which
method?
L2557[22:32:38] <TehNut> what
method..?
L2558[22:32:57] <Morden> it's a non-api
method from inside AE2
L2559[22:33:04] <Morden> To blacklist
items
L2560[22:33:17] <Morden> takes itemID ,
meta as params
L2561[22:33:50] ***
Vigaro is now known as V
L2562[22:33:51] <Morden> So can you
suggest an event when my item id is finalized that I can call this
method?
L2563[22:34:07] <TehNut> When the world
is joined
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L2565[22:37:04] <DebugsPeople> is there
any way to test out the different display params for items in
game?
L2566[22:37:24] <Morden> So, in
multiplayer, would that be when the server starts?
L2567[22:37:38] <DebugsPeople> when the
world is loaded?
L2568[22:37:55] <DebugsPeople> why do you
have to use a non-api method?
L2569[22:38:10] <Nosirrom> eclipse does
hotswapping for some code
L2570[22:38:10] <Morden> forgive my
ignorance, but I'm not quite sure what event that would be.
L2571[22:38:20] <Morden> because it's not
in the api....
L2572[22:38:36] <Morden> but it is
publicly exposed by one of the classes
L2573[22:38:46] <Morden> I know, not best
practice
L2574[22:39:39] <DebugsPeople> and why do
you have to blacklist it?
L2575[22:39:59] <Morden> I guess
WorldEvent.Load?
L2576[22:40:03] <DebugsPeople> well, I
have never worked on anything ae2
L2577[22:40:16] <DebugsPeople> or with
any other mod at all :S
L2578[22:40:19] <Morden> Because I want
to prevent the item from being stored on a standard AE drive.
L2579[22:40:37] <DebugsPeople> why?
L2580[22:40:49]
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L2581[22:42:34] <DebugsPeople> are you
extending ae in some way?
L2582[22:42:50] <Morden> It's a
psuedo-item. It represents a different type of resource that AE
does not know how to interact with. The psuedo-item only exists so
that the resource can interact with AE autocrafting and should not
be stored on standard AE drives. It has it's own drive type it is
stored on.
L2583[22:43:26] <Morden> Yes, I am
redeveloping my mod that allows AE and EE3 interaction.
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L2585[22:45:21] ***
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L2587[22:47:59] <DebugsPeople> ok
L2588[22:48:24] <TehNut> I think
FMLServerStartedEvent is after the ID list has been set
L2589[22:49:38] <Morden> ok,l thanks....
currently testing WorldEvent.Load... If that fails I have a plan
B... Thanks
L2590[22:51:52] <Morden> That did it!
Thanks a lot. I had no idea itemID's were finalized so late.
L2591[22:52:11] <DebugsPeople> guess
there's no way to change the json in game, rip
L2592[22:55:46] <Morden> I think I
remember Way or one of the other devs playing on forgecraft talking
about coming up with a way to manipulate the json's at
runtime.
L2593[22:55:55] <Morden> but they didn't
discuss any details.
L2594[22:56:26] <Morden> something about
hiding the shield in certain circumstances or some such.
L2595[22:56:31] <TehNut> You can do some
modifications with the 1.9 overrides system
L2596[22:56:51] <TehNut>
IItemPropertyGetter
L2597[22:57:37]
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L2598[22:57:51] <DebugsPeople> yeah, I
already use that, I was referring to testing purposes
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L2600[22:57:59] <DebugsPeople> as in how
the player holds an item
L2601[22:58:02] <DebugsPeople> being able
to change that
L2602[22:58:17] <DebugsPeople> just to
test what looks best
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L2604[23:01:17] <DebugsPeople> !gf
p_178902_15_
L2605[23:01:24] <DebugsPeople> rip
L2606[23:02:06] <TehNut> did you just try
to get the mapping of a parameter
L2607[23:02:14] <Nosirrom> testing my mod
with a forge which is about 40 minor versions behind won't cause
extreme issues will it?
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L2609[23:02:26] <DebugsPeople> yes
L2610[23:02:27] <Nosirrom> I mean, that
wouldn't explain my extreme block lag would it?
L2611[23:02:53] <DebugsPeople> probably
not in, even if I did it wrong
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L2613[23:03:02] <Morden> ok, well thanks
gain... have a good night all!
L2614[23:03:19] <DebugsPeople> how to
update mcp :P
L2615[23:03:24]
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L2616[23:04:32] <TehNut> Change the line
in your build.gradle
L2617[23:05:04] <TehNut> minecraft
{mappings = VERSION}
L2618[23:06:44] <DebugsPeople> I don't
think it's in the newest version either
L2619[23:07:01] <DebugsPeople> mine is
from yesterday
L2620[23:09:40] <DebugsPeople> should i
ping lex?
L2621[23:09:46] <DebugsPeople> probably
not
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L2624[23:34:28] <DebugsPeople> btw is
there a new version of yOffset for entities?
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