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L13[00:28:28] <LordSkittles_> so, how does
one register a villager house generator in 1.9? Is is still just
MapGenStructureIO.registerStructureComponent or is there more too
it now
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L22[01:00:35] <LordSkittles_> So I am
trying to generate a villager house in 1.9 and I have it all
registered, but for some reason I keep getting the following crash:
https://pste.me/#/ALcjk Someone able to help
me?
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L47[01:30:48] <Grist> night!
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L61[01:59:54] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160520 mappings to Forge Maven.
L62[01:59:58] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160520-1.9.4.zip
(mappings = "snapshot_20160520" in build.gradle).
L63[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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L104[04:22:46] <DovahOfKiin> guys
L105[04:22:58] <DovahOfKiin> in my
onBlockActivated I have this code:
L106[04:23:13] <DovahOfKiin> if
(!world.isRemote) worldIn.spawnEntityInWorld(new
EntityItem(worldIn, pos.getX(), pos.getY(), pos.getZ(),
UniversalBucket.getFilledBucket(new UniversalBucket(),
ModFluids.bloodFluid)));
L107[04:23:28] <DovahOfKiin> I want to
spawn a universal bucket of my fluid
L108[04:23:38] <DovahOfKiin> but there are
a few problems
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L110[04:24:26] <DovahOfKiin> 1) it drops
"item.null" with a missing texture, but when i right
click on a block, it functions perfectly. The fluid is placed, and
I get an empty bucket back. I can use this bucket to pick the fluid
up
L111[04:24:49] <DovahOfKiin> 2) it drops
not one, but two "item.null"s. I thought the
!world.isRemote would fix this but nope
L112[04:25:05] <DovahOfKiin> any
help?
L113[04:26:41] <PaleoCrafter> why are you
calling new UniversalBucket()?
L114[04:27:14] <PaleoCrafter> that creates
a new item every time :P
L115[04:28:13] <DovahOfKiin> So you would
recommend I keep a UniversalBucket() stored somewhere? @
PaleoCrafter
L116[04:28:21] <DovahOfKiin> in like the
ctor or something?
L117[04:28:31] <PaleoCrafter> if you just
want the bucket, use the existing one? :P
L118[04:28:48] <DovahOfKiin> No, I want a
bucket filled with the fluid
L119[04:29:01] <PaleoCrafter> you don't
create a UniversalBucket instance unless you create a whole new
fluid container
L120[04:29:04] <PaleoCrafter> iirc
L121[04:29:06] <DovahOfKiin> oh
L122[04:29:28] <DovahOfKiin> then how do I
get a universalbucket for the getFilledBucket method?
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L124[04:30:13] <PaleoCrafter>
ForgeModContainer.getInstance().universalBucket it seems
L125[04:30:52] <DovahOfKiin> how do you
guys even know this stuff
L126[04:30:53] <DovahOfKiin> :P
L127[04:30:59] <PaleoCrafter> I just
looked that up :P
L128[04:31:09] <PaleoCrafter> a few find
usages and you've got it :P
L129[04:31:24] <DovahOfKiin> alright
launching
L130[04:31:29] <DovahOfKiin> lets see what
it fixes
L131[04:32:21] <DovahOfKiin> you fixed
one
L132[04:32:33] <DovahOfKiin> the texture
and name is alright now
L133[04:32:40] <DovahOfKiin> but, it still
drops two
L134[04:32:57] <DovahOfKiin> and both are
valid, one isn't a "client-side ghost item"
L135[04:40:01] <PaleoCrafter> dunno
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L138[04:41:25] <Digitalsabre> FFS.
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L147[05:32:53] <LordSaad> it says the
"version" parameter is wrong
L148[05:32:55] <LordSaad> but i dont get
why
L149[05:33:23] <LordSaad> ...
L150[05:33:25] <LordSaad> i just found it
why
L151[05:33:26] <LordSaad> nvm
L152[05:33:39] <LordSaad> yup, all
good.
L153[05:33:55] <LordSaad> thanks for the
help everyone, couldnt have done it without you guys
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L155[05:39:33] <PaleoCrafter> LordSaad, no
branch required, right? :P
L156[05:39:47] <LordSaad> exactly.
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L158[05:45:18] <Digitalsabre> I need to
make a mod called "A".
L159[05:45:23] <Digitalsabre> And put it
on github.
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L162[05:46:16] <PaleoCrafter> uhm... why,
Digitalsabre?
L163[05:46:54] <Digitalsabre> So that when
people make copies of the mod using git… they can be all like,
"Forking A."
L164[05:47:07] <AKTheKnight> xD
L165[05:47:27] <AKTheKnight> What's the
view, are we updating mods to 1.9.4? Or waiting a bit longer and
sticking on 1.9?
L166[05:48:27] <DovahOfKiin> Still looking
for help with my issue guys
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L174[06:19:25] <gigaherz|work>
AKTheKnight: All but one of my mods are on 1.9.4 already
L175[06:19:30] <gigaherz|work> just on
beta status
L176[06:19:43] <gigaherz|work> because
it's too early on the 1.9.4 cycle
L177[06:20:02] <gigaherz|work> and the one
mod I didn't update, it's because I'm not sure that I'll continue
developing
L178[06:21:07] <gigaherz|work> one of the
major features requires having peopler notifications of items
breaking due to durability damage, and the event simply doesn't
work well enough for me needs
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L180[06:21:23] <gigaherz|work> but I'm not
really in the mood to fix that and PR to forge
L181[06:21:38] <gigaherz|work>
s/peopler/proper/
L182[06:21:40] <gigaherz|work> wtf.
L183[06:21:54] <gigaherz|work> stupid
muscle memory
L184[06:22:49] <gigaherz|work> [12:47]
(Digitalsabre): So that when people make copies of the mod using
git… they can be all like, "Forking A."
L185[06:23:34] <gigaherz|work> whenever I
mention or play with anything that has "Ars" in the name
(mostly Ars Magica)
L186[06:23:47] <gigaherz|work> the little
kid in my head goes "Arse Magica, heh."
L187[06:24:16] <IoP> magical booty
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L220[07:54:43] <raoulvdberge> Is there a
way to know from the server if the player's world is loaded
clientside? I'm sending a packet as soon as the player joins that
updates a tile entity but the TE can't be updated because the world
isn't loaded yet.
L221[07:54:59] <Lordmau5> hmm?
L222[07:55:05] <raoulvdberge> Currently
I'm doing player.ticksExisted > 60 but that wouldn't work if the
world loads really slow.
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L224[07:55:27] <Ordinastie_> why would you
send TE packets not from the TE ?
L225[07:55:54] <Lordmau5> does anyone know
what happened to EntityPlayer#dropPlayerItemWithRandomChoice
:p?
L226[07:56:41] <Lordmau5> oh just dropItem
ok
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L230[08:07:15] <Shalmezad> Only thing I
can think of is to try upping your memory usage in gradle (export
GRADLE_OPTS=-Xmx2G)
L231[08:08:03] <iTitus> Have you tried
turning it off and on again?
L232[08:08:51] <iTitus> Seriously, I had
some issues where it wouldn't download deps because it could not
make a connection. Just trying it again helped.
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L235[08:11:05] <Noc7is> Anyone have any
idea why "living.curePotionEffects(new
ItemStack(Items.milk_bucket));" wont clear potion effects? Its
being called by the server. Also tried calling on both the server
and client.
L236[08:11:17] <Lordmau5> Yo I did the
thing
L237[08:11:28] <Lordmau5> hot memes on FTB
reddit and such, you know the drill
L238[08:11:29] <iTitus> uwotm8?
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L241[08:12:48] <PaleoCrafter> so very hot,
Lordmau5 :P
L242[08:13:10] <Lordmau5> I first thought
of just doing a small 30 sec video where I just say "FFS for
1.9.4 - it's here, that's it." and then 20 sec of
credits
L243[08:13:18] <Lordmau5> would've been a
good meme as well
L244[08:13:29] <Lordmau5> but then this
one Family Guy episode popped in my head and I could not unsee that
meme xD
L245[08:13:37] <Noc7is>
"living.getActivePotionEffects().clear();" also doesn't
clear the potion effects.
L246[08:15:47] <Noc7is> Suddenly it
does... I changed literally nothing. Ugh.
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L254[08:25:50] <AKTheKnight> That looks a
bit scary
L255[08:26:01] <AKTheKnight> Like they're
about to take off
L256[08:28:30] <Noc7is> Lol. I should add
an "eject medpod" feature.
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L273[09:11:30] <Noc7is> Does
Entity.getEntityId() not stay the same if the world is unloaded and
reloaded?
L274[09:11:44] <gigaherz_n> nope
L275[09:11:54] <gigaherz_n> there's
.getPersistentId for that
L276[09:11:59] <Noc7is> Ah, thanks
:)
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L278[09:13:49] <Noc7is> Does
World.getEntityByID() still work with that ID?
L279[09:13:58] <gigaherz_n> no
L280[09:14:10] <gigaherz_n> you'll have to
iterate, I think
L281[09:14:14] <Noc7is> Alright.
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L284[09:32:45] <yopu> Hey guys, I'm
working on a mod for 1.8.9-11.15.1.1722. I'm trying to utilize the
datawatcher for a blockpos. I'm inspecting the class and there is
support for adding a blockpos to the datawatcher, but not
retrieving. Is the class just not fully implemented?
L285[09:33:29] <gigaherz_n> DataWatcher is
vanilla
L286[09:34:21] <kashike> 1.9 has support
for BlockPos/etc in EntityDataManager. You aren't going to have
much fun with 1.8.9's DataWatcher
L287[09:34:33] <gigaherz_n> either
way
L288[09:34:48] <gigaherz_n> you'd take up
3 slots, but you can just write x,y,z separately
L289[09:34:48] <gigaherz_n> ;P
L290[09:35:10] <yopu> Yeah I figured as
much.
L291[09:35:18] <PaleoCrafter> Does it not
have support for longs?
L292[09:35:24] <kashike> or if DW supports
longs you could use BlockPos's long from/to methods if you
want
L293[09:35:32] <gigaherz_n> ah right ,yo
ucan turn a blockpos to a long
L294[09:35:32] <kashike> I forget what
1
L295[09:35:37] <gigaherz_n> which must
annoy the heck out of barteks2x
L296[09:35:38] <gigaherz_n> XD
L297[09:35:45] <gigaherz_n> since the long
encoding assumed 8bit Y
L298[09:35:46] <gigaherz_n> ;P
L299[09:35:49] <kashike> I forget what
1.8.9' DW supports
L300[09:35:53] <gigaherz_n> assumes*
L301[09:36:03] <kashike> I don't care for
old MC versions :P
L302[09:36:07] <gigaherz_n> byte, short,
int, float, string, itemstack, blockpos, rotations
L303[09:36:09] <gigaherz_n> no long
L304[09:36:14] <kashike> ah fun
L305[09:36:15] <yopu>
dataTypes.put(Byte.class, Integer.valueOf(0));
dataTypes.put(Short.class, Integer.valueOf(1));
dataTypes.put(Integer.class, Integer.valueOf(2));
dataTypes.put(Float.class, Integer.valueOf(3));
dataTypes.put(String.class, Integer.valueOf(4));
dataTypes.put(ItemStack.class, Integer.valueOf(5));
dataTypes.put(BlockPos.class, Integer.valueOf(6));
dataTypes.put(Rotations.class, Integer.valueOf(7));
L306[09:36:26] <yopu> Notice that it has
blockpos
L307[09:36:37] <yopu> It just doesn't have
a function for retrieval
L308[09:37:38] <yopu> I didn't realize
that you could serialize blockpos to a long
L309[09:38:03] <PaleoCrafter> Only due to
vanilla's restrictions, but yeah
L310[09:38:30] <yopu> Doesn't help here,
but that is interesting.
L311[09:39:00] <PaleoCrafter> You could
reduce it to two slots instead of three xD
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L313[09:39:27] <gigaherz_n> reflect
getWatchedObject and then get the watchedObject from it?
L314[09:39:44] <kashike> I don't have a
copy of 1.8.9 DataWatcher, so I can't assist further. good luck
:P
L315[09:39:48] <PaleoCrafter> One for the
most significant bits of the long and another one for the least
significant bits
L316[09:40:40] <yopu> It has a
getAllWatched()
L317[09:40:52] <yopu> I could write a
helper to sort through them and get the one I want
L318[09:46:16] <Lordmau5> oh well, post
got removed off of the FTB subreddit :p
L319[09:46:24] <Lordmau5> might as well
not post mod updates there anymore, it's k
L320[09:46:33] <PaleoCrafter> lol
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L323[09:47:59] <Temportalist> gigaherz_n:
_n?
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L325[09:49:09] <gigaherz> my irc client
adds random letters to the end if sasl fails due to nick being
used
L326[09:49:10] <PaleoCrafter> Noob
L327[09:49:23] <gigaherz> also wtfu about
my nickname choices, ppl
L328[09:49:24] <gigaherz> ;P
L329[09:49:27] <gigaherz> stfu*
L330[09:50:02] <fry> you're a strong
indenendent gigaherz
L331[09:50:04] <fry> who don't need no _n
:D
L332[09:51:22] <Temportalist> :D
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L339[10:02:19] <Xilef11> How would I go
about getting all drops from all entities using loot tables?
L340[10:02:42] <gigaherz> you can get all
loots from all loot tables
L341[10:02:48] <gigaherz> maybe you need
reflection
L342[10:02:56] <gigaherz> but you can't
just "get the drops from all entities
L343[10:03:06] <gigaherz> because you can
dynamically change the loot table used by an entity
L344[10:04:03] <Xilef11> well, I need to
go from an ItemStack to a list of entities that might drop it
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L348[10:05:11] <gigaherz> ask the author
of "not enough resources", he's doine it for 1.9, or was
doing it
L349[10:05:24] <gigaherz> eh just enough
resources**
L350[10:06:41] <iTitus> I think he is
called way2muchnoise
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L354[10:12:43] <Ordinastie_> you already
linked that :x
L355[10:14:18] <Wuppy> but it's still fun
xD
L356[10:14:37] <Wuppy> but the real reason
is that that other link doesn't even really work :V
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L361[10:34:01] <gigaherz> I WISH there
were different warnings for "overriding deprecated
method" vs "calling deprecated method"
L362[10:34:16] <fry> sigh
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L364[10:34:27] <fry> mark your override
with @Deprecated too
L365[10:34:39] <gigaherz> that
works?
L367[10:34:46] *
gigaherz shrugs
L368[10:34:48] <gigaherz> will do
L369[10:35:35] <barteks2x> didn't know I
can do that. I have a few deprecated methods (that I myself made
deprecated and didn't remove usages of them yet) tha I
@Override
L370[10:36:32] <PaleoCrafter> Why do
people append the at sign when they could just use the actual word?
xD
L371[10:36:47] <gigaherz> ?
L372[10:36:53] <PaleoCrafter> Especially
since the annotation isn't technically required
L373[10:37:09] <fry> hmm?
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L376[10:37:23] <PaleoCrafter> People often
say "I @Override xyz"
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L378[10:37:27] <fry> hehe
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L380[10:37:38] <PaleoCrafter> As if it's a
verb
L381[10:37:47] <iTitus> because
annotations changed our brains
L382[10:37:58] <barteks2x> I guess I'm too
used to writing it like that
L383[10:38:43] <PaleoCrafter> You write
@Override manually in your code? :P
L384[10:38:52] <fry> "that I marked
with the annotation @Override" can be often shortened to
"that I @Override" :D
L385[10:39:20] <gigaherz> is there a
proper way to essentially do
"block.getStateFromMeta(item.metadata)" without having to
live with the deprecation?
L386[10:39:47] <PaleoCrafter> But you can
mark anything with that annotation, doesn't mean you override
it
L387[10:39:59] <gigaherz> IDEA won't
compile if you do that
L388[10:40:05] <PaleoCrafter> (even if the
annotated code doesn't compile)
L389[10:40:05] <gigaherz> it errors if the
@Oeerride fails
L390[10:40:15] <mikebald> It's a nice
visual representation to whomever is reading your code that you're
overriding a method
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L392[10:40:44] <PaleoCrafter> Of course,
but @Override in an on itself doesn't mean shit in the act of
overriding
L393[10:41:04] <gigaherz> you can apply it
to interfaces now, where it isn't REALLY overriding anything
L394[10:41:11] <gigaherz> (unless there
was a default implementation)
L395[10:41:31] <williewillus> it's just a
useful marker :P
L396[10:41:35] <barteks2x> Isn't
"now" "since java 6"?
L397[10:41:41] <williewillus> yeah
L398[10:41:45] <williewillus> or somewhere
like that :P
L399[10:42:05] <williewillus> the new
thing in java 8 was annotations on usage of a type and type
parameters
L400[10:42:19] <theFlaxbeard> Where did
getDescriptionPacket go in TEs?
L401[10:42:25] <gigaherz>
getUpdatePacket
L402[10:42:30] <theFlaxbeard> thanks
L403[10:42:30] <gigaherz> different return
type
L404[10:42:37] <gigaherz> also
L405[10:42:40] <gigaherz> this is for
incremental updates
L406[10:42:50] <gigaherz> (supposed to
be)
L407[10:42:54] <gigaherz> the
"bulk" update is done on load, with getUpdateTag
L408[10:43:12] <gigaherz> (on chunk
load/transfer to the client, that is)
L409[10:43:22] <gigaherz> ... or that's
what I heard here
L410[10:43:30] <iTitus> yeah
L411[10:43:34] <iTitus> exactly
L413[10:43:38] <barteks2x> I need to
update that part of code, I have no idea why my code actually
works
L414[10:43:38] <iTitus> ^
L415[10:43:51] <williewillus> I have one
of these for everything that I get confused about xD
L416[10:44:09] <mikebald> Doesn't
@Override cause a compile-time check?
L417[10:44:20] <williewillus> yes
L418[10:44:47] <gigaherz> yes, unless you
were to somehow compile for a very old java version that doens't
know about it
L419[10:45:54] <gigaherz> it's still just
a compile-time annotation though, so far as I know, not some
explicit attribute stored into the class
L420[10:45:57] <gigaherz> like it owuld be
on C#
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L422[10:46:18] <gigaherz> (where methods
are also explicitly virtual, and if they aren't virtual, they
aren't included in the vtable)
L423[10:46:57] <barteks2x> don't tell me
that compilcation doesn't fail if you override non-virtual
method
L424[10:46:58] <iTitus> @Override is just
there to be easily readable + compile time checks
L425[10:47:11] <williewillus> barteks2x:
"nonvirtual" methods are called static :P
L426[10:47:13] <williewillus> or
private
L427[10:47:17] <williewillus> either of
which you can't override
L428[10:47:21] <williewillus> in java at
least
L429[10:47:25] <barteks2x> I mean in
C#
L430[10:47:30] <williewillus> oh heh
L431[10:48:21] <gigaherz> barteks2x: om
C#, you can't override non-virtual at all
L432[10:48:34] <gigaherz> it will fail at
compile time
L433[10:48:44] <barteks2x> so final by
default?
L434[10:48:45] <gigaherz> however
L435[10:48:58] <gigaherz> you can replace
methods WITHOUT overriding
L436[10:49:05] <gigaherz> by using the
"new" keyword
L437[10:49:12] <gigaherz> this allows
replacing return types
L438[10:49:18] <gigaherz> and breaking the
chain
L439[10:49:26] <gigaherz> so that a
reference to the parent uses the parent code
L440[10:49:27] <theFlaxbeard> Just tried
running 1.9.4, getting an NPE in
ModelResourceLocation.<init>
L441[10:49:30] <theFlaxbeard> Doesn't seem
to mention my mod
L442[10:51:19] <williewillus> null
registry name for an item maybe?
L443[10:51:26]
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L444[10:51:43] <gigaherz_i> [17:50]
(gigaherz): okay another question then,
L445[10:51:43] <gigaherz_i> [17:50]
(gigaherz): getItemStackDisplayName is not client-only
L446[10:51:51] <mikebald> huh, didn't know
you could do that with the new keyword in C#; slick
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L448[10:52:14] <gigaherz_i> I'm overriding
it because the default implementation didn't really fit my use
case
L449[10:52:24] <theFlaxbeard>
williewillus: Perhaps, though I don't know how I figure out which
it is
L450[10:52:27] <gigaherz_i> but that means
I have to call the non-client-only I18n there, which is
annoying
L451[10:52:29] <gigaherz_i> any
alternative? ;P
L452[10:52:56] <williewillus>
@SuppressWarnings
L453[10:53:00] <iTitus> ^
L454[10:53:05] <gigaherz_i> I mean any
alternative TO suppresswarnings
L455[10:53:05] <gigaherz_i> XD
L456[10:53:13] <williewillus>
theFlaxbeard: exception breakpoint on MRL constructor?
L457[10:53:14] <williewillus> idk
L458[10:53:21] <iTitus> But it
works!
L459[10:53:29] <gigaherz_i> also
L460[10:53:30] <williewillus> gigaherz_i:
i mean they seem to use @Deprecated very very liberally
L461[10:53:37] <gigaherz_i> the new
nonnullbydefault annotations
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L463[10:54:01] <gigaherz_i> are we
supposed to include it all over the place too?
L464[10:54:02] <gigaherz_i> XD
L465[10:54:05] <gigaherz_i> them*
L467[10:54:18] <williewillus> i just made
idea zap them all in so it would shut up
L468[10:54:27] <williewillus> one big
commit abut I don't have to worry about it again lol
L469[10:54:28] <iTitus> But now I have to
revisit all my code :(
L470[10:54:34] <gigaherz_i> ugh
L471[10:54:34] <williewillus> your IDE can
do it for you :P
L472[10:54:46] <iTitus> mezz did it well.
He used it in JEI from the beginning
L473[10:54:52] <williewillus> run
inspection -> Notnull/nullable problems -> Right click ->
Apply Fix
L474[10:54:55] <gigaherz_i> 1.9.4:
annotations, annotations everywhere
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L476[10:55:24] <williewillus> so in the
decompiled code every package has that nonnulldefault stuff
L477[10:55:29] <williewillus> was that in
the original vanilla code?
L478[10:55:38] <williewillus> because it
says mcp generated
L479[10:56:02] <fry> yes twas there
L480[10:56:25] <williewillus> okay so no
way to complain xD
L481[10:56:38] <williewillus> i was gonna
say if it wasnt in vanilla and we added it that would be
annoying
L482[10:57:59] <capitalthree> nullability
annotations ftw :D
L483[10:58:07] <barteks2x> ever since I
started using mixins I didn't notice that in normal world type
player always dies when below y=64 instead of -64
L484[10:58:19] <williewillus> lol
L485[10:58:42] <barteks2x> instead of
adding -64 I subtracted -64 from minWorldHeight
L487[10:59:14] <williewillus> #12 on a
tracker in a new version of the game, which is really high :P
L488[10:59:16] ***
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L489[10:59:39] <williewillus> #13 right
under is also a new bug which is carts being totally broken
L490[11:00:02] <williewillus> anyways
brb
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L498[11:09:44] <alekso56> erm, how do i
send a message to the client? im trying the message stuff but i
just get SPacketSpawnExperienceOrb errors
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L510[11:30:22] <alekso56> AKTheKnight: ah,
sorry, i meant the packet message, not chat.
L511[11:30:38] <AKTheKnight> ohh
L512[11:32:35] <AKTheKnight> That's
something even I don't know. My mods are still pretty basic
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L514[11:35:15] <Aroma1997> hey
L515[11:35:23] <alekso56> heya
L516[11:35:42] <Aroma1997> how can I
register a dimension in 1.9?
L517[11:36:26] <Aroma1997> I need a
dimensionType, however that's an enum, and I haven't been able to
use the EnumHelper to add a new thing to the enum.
L518[11:36:40] <Aroma1997> well,
DimensionManager needs a dimensionType
L519[11:37:34]
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L520[11:37:54] <fry> there's a
method
L521[11:38:34] <fry>
DimensionType.register
L522[11:38:57] <alekso56> then
DimensionManager.registerDimension(int id, DimensionType
type)
L523[11:40:12] <Aroma1997> ... that
requires a dimensiontype
L524[11:40:18] <Aroma1997> as I said
above, that's an enum
L525[11:40:36] <Aroma1997> and I haven't
gotten the EnumHelper to work yet, with that class...
L526[11:40:44] <fry> god damn it
L527[11:40:47] <fry>
DimensionType.register
L528[11:40:52] <fry> look at it
L529[11:41:22] <alekso56> haha fry got
ignored.
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L532[11:41:41] <Aroma1997> hmm
L533[11:41:46] <Aroma1997> when did they
add that?
L534[11:41:52] <Aroma1997> it wasn't there
last time I checked
L535[11:41:53] <Aroma1997> thanks
L536[11:41:54] <alekso56> i think.. in
1.9.
L537[11:42:52] <M4thG33k> Working with
1.9, is there a way to render half a block? Like a slab of a block
(without creating an actual slab block)
L538[11:43:35] <iTitus> Maybe with
somekind of retexturable model
L539[11:44:01] <M4thG33k> how would I get
the block textures? (I knew how to do this in 1.7.10, but all that
is gone...)
L540[11:44:47] <iTitus> boni did something
like that with his tables
L542[11:46:20] <M4thG33k> alright; I'll
chew on that for a while. Thanks!
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L558[12:20:03] <alekso56> how do i reload
resource packs in code?
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L561[12:25:12] <Zaggy1024> alekso56, why
would you want to do that?
L562[12:25:51] <Lumien>
Minecraft.refreshResources or something
L563[12:25:51]
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L564[12:25:54] <Zaggy1024> it's a quite
slow process, you should only force a reload of everything if you
have to
L565[12:26:49] <alekso56> i mean, how else
can i change language on the run?
L566[12:27:28] <PaleoCrafter> fry, xy,
pwease
L567[12:27:49] <AKTheKnight> Paleo, get
back to your css magic :P
L568[12:27:57] <PaleoCrafter> nah, that's
done :P
L569[12:28:15] <PaleoCrafter> working on
my mod :P
L570[12:28:20] <AKTheKnight> ooh
nice
L571[12:28:21] <iTitus> make css mod
L572[12:28:47] <PaleoCrafter> funny
enough, I once started work on a GUI library that would have
something similar to CSS:P
L573[12:29:11] <AKTheKnight> You should
make one to help standardize all the readthedocs stuff
L574[12:29:35] <PaleoCrafter> hm?
L575[12:29:58] <Biochemic> or make stuff
easier in books :D
L576[12:30:00] <AKTheKnight> A bot
:P
L577[12:30:04] <alekso56> erm, fatal
error, no opengl context
L578[12:30:08] <AKTheKnight> Ooh yeah. A
books mod would be awesome
L579[12:30:28] <Biochemic> yupp ^^
L580[12:30:30] <PaleoCrafter> wat
L581[12:30:44] <PaleoCrafter> like, with
CSS or what>?
L582[12:30:48] <AKTheKnight> As in a mod
to make formatting and colouring and stuff in books easier
L583[12:30:50] <Biochemic> yupp ^^
L584[12:30:54] <willieaway> alekso56: what
are you even trying to do?
L585[12:30:57] ***
willieaway is now known as williewillus
L586[12:31:06] <AKTheKnight> Could be css
or a custom thing. Or colour selection or something
L587[12:31:08] <williewillus> instead of
asking how to reload in code describe what you want to achieve
:P
L588[12:31:20] <PaleoCrafter> Ordinastie_
has something very much like this, iirc
L589[12:31:29] <alekso56> williewillus: i
want to add and remove language on the run.
L590[12:31:34] <PaleoCrafter> he
definitely has something along the lines of a WYSIWYG
component
L591[12:32:03] ⇦
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L592[12:32:09] <alekso56> i managed to
code together a mod that syncs achievements based on the server's
whims.
L593[12:32:12] <AKTheKnight> ahh
L594[12:32:16] <alekso56> and the language
is kinda a pain.
L595[12:33:03] <williewillus> ummm
wat
L596[12:33:11] <williewillus> you should
just be sending unlocalized names from the server
L597[12:33:16] <williewillus> it's up to
the client to translate them
L598[12:33:26] <alekso56> well, only the
server has the transelations.
L599[12:33:30] <williewillus> ew
L600[12:33:40]
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L601[12:33:41] <alekso56> i cannot do it
any other way.
L602[12:33:45] <williewillus> then just
send the localized string
L603[12:33:52] <alekso56> i am doing that
>_>
L604[12:33:57] <Biochemic> it would be
also interesting to add an ability to put custom screens for
crafting and stuff in such books ^^
L605[12:33:58] <williewillus> and inject
it into the languagemap manually
L606[12:34:02] <williewillus> don't reload
resources
L607[12:34:12] <alekso56> where is the
language map?
L608[12:34:13] <Biochemic> without using
pngs, because they can be pain in high quantity
L609[12:34:16] <williewillus>
LanguageMap
L610[12:34:17] <williewillus> :P
L611[12:34:27] <PaleoCrafter> I'm fairly
certain there is such a library already
L613[12:35:07] <alekso56> williewillus:
can i remove stuff from there too?
L614[12:35:11] <williewillus> no
idea
L615[12:35:24] <alekso56> because the
client will probably overflow >_>
L616[12:35:31] <PaleoCrafter> wat
L617[12:35:32] <williewillus> wtf does
"overflow" even mean
L618[12:35:57] <alekso56> adding to the
map untill the client dies?
L619[12:36:05] <PaleoCrafter> oh, hm, just
found an issue with the decompiler, it seems
L620[12:36:14] <williewillus> alekso56:
um
L621[12:36:16] <Biochemic> oh well
^^
L622[12:36:23] <williewillus> how many are
you thinking of sending?
L624[12:36:50] <alekso56> depends on how
many calls the computers can make :v
L625[12:37:23] <williewillus> wat
L626[12:37:37] <williewillus> i don't even
understand what you're trying to achieve
L627[12:37:49] <williewillus> why can't
you send it once?
L628[12:38:39] <alekso56> im sending it
once, then the client generates the achievements with the seed. but
you never know if the computer user will send it more than
once.
L629[12:38:58] <williewillus> what is a
"computer user"
L630[12:39:15] <alekso56> or command user.
a person that tells the mod to sync right there.
L631[12:39:47] <williewillus> the Language
map is literally a Map<String, String>
L632[12:40:00] <williewillus> from unlocal
-> local string
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L634[12:40:16] <PaleoCrafter> well,
LanguageMap itself *literally* is a class :P
L635[12:40:26] <williewillus> yes that
holds one of such maps
L636[12:40:36] <PaleoCrafter> yeah, but it
isn't literally that map :P
L637[12:40:43] <williewillus> hence the
space :P
L638[12:41:21] <PaleoCrafter> well, but
the abstract concept of the "Language map" still is
represented by the class LanguageMap :P
L639[12:41:27] <Tazz> Anyone know an
artist looking to make some moneys?
L640[12:41:53] <alekso56> the value is
private :l
L641[12:41:57] <williewillus>
reflect
L642[12:42:03] <williewillus> also what is
your mod trying to achieve again?
L643[12:42:07] <williewillus> you
mentioned some seed
L644[12:42:28] <Tazz> Does anyone like use
acc transformers anymore? Rofl
L645[12:42:51] <PaleoCrafter> no, they're
bad and stupid and things and stuff :
L646[12:42:54] <PaleoCrafter> :P
L647[12:43:03] <Tazz> Haha
L648[12:43:19] <Tazz> So like No One on
the artist thing die?
L649[12:43:25] <Tazz> Doe*
L650[12:43:34] <Tazz> Ffs
autocorrect
L651[12:43:37] <williewillus> and by
"reflect" i meant "methodhandle
unreflectGetter" :P
L652[12:44:06] <PaleoCrafter> if anybody
knew an artist, they wouldn't let it out of their basement, Tazz
:P
L653[12:44:21] <Tazz> PaleoCraft
haha
L654[12:45:31] <PaleoCrafter> mind you
that I used "it" intentionally :P
L655[12:45:38] <HassanS6000> !gm
func_145747_a 1.7.10
L656[12:45:58]
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L657[12:46:00] <TobyO> hey
L658[12:46:41] ⇦
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L659[12:47:09] <HassanS6000> !gm
func_74781_a 1.7.10
L660[12:47:14] <TobyO> does anyone know if
there's a way to make the collision box for a block match the obj
model?
L661[12:47:20] <HassanS6000> !gm
func_74745_c 1.7.10
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L663[12:47:31] <HassanS6000> !gm
func_150305_b 1.7.10
L664[12:47:38] <PaleoCrafter> add multiple
boxes, TobyO :P
L665[12:47:45] <HassanS6000> !gf
field_71574_a 1.7.10
L666[12:47:57] <TobyO> ah, so I can't use
the obj model directly?
L667[12:48:01] <PaleoCrafter> not really,
no
L668[12:48:02] <HassanS6000> !gm
func_74762_e 1.7.10
L669[12:48:08] <TobyO> poo
L670[12:48:16] <williewillus> it would
make no sense
L671[12:48:19] <williewillus> models are
clientside
L672[12:48:20] <gigaherz> Minecraft only
knows collision boxes
L673[12:48:23] <williewillus> collision is
serverside
L674[12:48:24] ⇦
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(~ThomasRul@host86-147-147-56.range86-147.btcentralplus.com)
())
L675[12:48:24] <PaleoCrafter> you could
probably override the entire collision check
L676[12:48:40] <TobyO> it would make
perfect sense wouldn't it?
L677[12:48:45] <williewillus> no
L678[12:48:53] <TobyO> why?
L679[12:49:03] <williewillus> that means I
can change the collision of arbitrary boxes on any arbitrary server
just by changing my resource pack
L680[12:49:15] <williewillus> how would it
work in a dedicated server situation?
L681[12:49:28] <williewillus> Block X has
a different hitbox for Player 1 and 2?
L682[12:49:37] <TobyO> well, the server
sets the collision box
L683[12:49:55] <TobyO> like you said, the
collision box is server side
L684[12:50:05] <williewillus> yes and the
server has no access to models
L685[12:50:08] <williewillus> 0
L686[12:50:15] <PaleoCrafter> and then the
model on the client is a slop from left to right while the
collision box goes from right to left
L687[12:50:56] <TobyO> why would the
server have no access to models?
L688[12:51:07] <PaleoCrafter> because it
doesn't need to
L689[12:51:09] <williewillus> because
models are visual
L690[12:51:15] <PaleoCrafter> it ain't
rendering anything
L691[12:51:26] <williewillus> server
doesn't know anything about sounds, textures, models, lang,
etc.
L692[12:51:28] <TobyO> no they're not,
models are just co-ordinates
L693[12:51:42] <williewillus> yes but it's
for RENDERING
L694[12:51:45] <williewillus> does a
server render? no :P
L695[12:51:57] <TobyO> well, it doesn't
have to be for rendering
L696[12:52:05] <williewillus> mojang
didn't make a "arbitrary hitbox replacement system" they
made a "model system" specifically for rendering
L697[12:52:09] <williewillus> that's how
its designed
L698[12:52:22] <TobyO> if I have a
textureless model, does that mean it doesnt exist just because
nothing is rendered?
L699[12:52:31] <williewillus> wat
L700[12:52:33] <williewillus> how is this
relevant?
L701[12:52:39] <TobyO> the rendering of a
model is one very small part of it
L702[12:52:49] <williewillus> as far as
the mc system is concenrnsed
L703[12:52:52] <williewillus> all a model
serves is rendering
L704[12:52:52] <TobyO> the shape is
L705[12:53:02] <williewillus> it is
literally baked into a vertex array to be sent to the GPU
L706[12:53:06] <PaleoCrafter> think of the
game as using the MVC pattern for a moment
L707[12:53:10] <gigaherz> wow, weird, my
1.9.4 ports' download counts are in an interesting order
L708[12:53:10] <williewillus> ^
L709[12:53:13] <PaleoCrafter> the model
we're talking about is the view :P
L710[12:53:21] <PaleoCrafter> and that's
client-side only
L711[12:53:27] <gigaherz> #1 is packing
tape, with >700 downloads
L712[12:53:29] <PaleoCrafter> the server
is the model and the controller
L713[12:53:30] <TobyO> no, the model is
the model
L714[12:53:34] <williewillus> lol
wtf
L715[12:53:37] <gigaherz> #2 is my magic
mod
L716[12:53:40] <gigaherz> with > 500
downloads
L717[12:53:51] <Jomik> What's your mod
gigaherz ?
L718[12:53:52] <TobyO> the view is the
rendering
L719[12:53:59] <gigaherz> and my two bigs
mods, Ender-Rift and Enderthing, barely got 50
L720[12:54:05] <PaleoCrafter> the model
are TEs, metadata etc :P
L721[12:54:07] <PaleoCrafter> in a
way
L722[12:54:15] <williewillus> I'm saying
in the context of MC models are ONLY RENDERING
L723[12:54:19] <gigaherz> Jomik: #gigamc,
the topic has the URLs and names ;P
L724[12:54:19] <PaleoCrafter> ^
L725[12:54:30] <gigaherz> it's called
elements of power
L726[12:54:33] <williewillus> and it is
like that for a very good reason
L727[12:54:35] <Jomik> Ooh
L728[12:54:47] <Jomik> I like packing tape
:p
L729[12:54:51] <TobyO> well, they're only
rendering at the moment purely because no parser has been written
to convert them into collision boxes
L730[12:55:24] <PaleoCrafter> they aren't
*available* on the server
L731[12:55:26] <TobyO> plain and simple,
the collision box is a set of co-ordinates. The model is also a set
of co-ordinates
L732[12:55:26] <PaleoCrafter> simple as
that
L733[12:55:36] <williewillus> you *can't*
get them
L734[12:55:40] <TobyO> why not?
L735[12:55:45] <williewillus> the classes
don't exist
L736[12:55:56] <PaleoCrafter> MC simply
doesn't need them on the server
L737[12:56:08] <williewillus> there is no
such class as TextureAtlasSprite, or IBakedModel on the server, the
server can't express such an idea :P
L738[12:56:14] <TobyO> so the server is
unable to get and external resources?
L739[12:56:16] <gigaherz> you'd have to
manually access the file from the jar, without the resource system
or anything like that
L740[12:56:24] <TobyO> any*
L741[12:56:27] <williewillus> yes which is
a terrible terrible terrible idea
L742[12:56:36] <williewillus> regarding
giga's msg :P
L743[12:56:39] <PaleoCrafter> and that
only happens to work because we have universal JARs
L744[12:56:49] <gigaherz> yeah
L745[12:56:50] <williewillus> tldr it's a
bad idea
L746[12:56:52] <PaleoCrafter> MC resources
don't exist at all on the server
L747[12:56:55] <williewillus> ^
L748[12:57:08] <TobyO> but the files are
still physically there
L749[12:57:25] <PaleoCrafter> not Vanilla
ones, no
L750[12:57:30] <williewillus> ^
L751[12:57:37] <williewillus> because the
launcher downloads those
L752[12:57:39] <PaleoCrafter> and as far
as a modder is concerned, mod files shouldn't be there either
L753[12:58:09] <williewillus> the model
system is purely for rendering and using it otherwise is simply a
terrible idea idk how else to put it
L754[12:59:10] <TobyO> There's no good
reason as to why it's a bad idea, it's just another way of
expressing a set of co-ordinates. Whether it is in a class as code
or in a .obj model
L755[12:59:57] <williewillus> resource
packs are not meant to modify game mechanics
L756[13:00:01] <williewillus> period
L757[13:00:11] <TobyO> I'm not saying put
it in a resource pack
L758[13:01:09] <williewillus> then
where?
L759[13:01:17] <williewillus> idk what the
original proposal was :P
L760[13:01:21] <TobyO> pack it with the
jar
L761[13:01:37] <TobyO> add it to the
assets like any other model
L762[13:01:51] <barteks2x> how to sent
chat message to player in 1.9(.4)?
L763[13:01:58] <williewillus> anything
under assets/ (with a few unrelated exceptions) is technically a
resource pack
L764[13:01:59] <PaleoCrafter> take a
guess, barteks2x
L765[13:02:01] <williewillus> so that's a
no go
L766[13:02:08] <williewillus> barteks2x:
same as always
L767[13:02:20] <barteks2x> maybe it's
stupid but I never needed to do that before
L768[13:02:27] <williewillus>
player.addChatMessage
L769[13:02:29] <williewillus> or something
like that
L770[13:02:32] <PaleoCrafter> yeah
L771[13:02:46] <barteks2x> addChatMessage?
I would have never guessed it's that method
L772[13:02:56] <TobyO> I mean, yeah a user
will be able to change the collision box with a model, but that's a
good thing
L773[13:03:05] <williewillus> no it's
not
L774[13:03:10] <PaleoCrafter> really? you
need to get better at guessing
L775[13:03:12] <TobyO> haha, why
L776[13:03:30] <TobyO> guessing? Nah
L777[13:03:35] <PaleoCrafter> not talking
to you :P
L778[13:03:41] <TobyO> oh okay sorry
:P
L779[13:03:49] <williewillus> we just
spent 3 full screen buffers trying to explain why it's a bad
thing
L780[13:03:54] <williewillus> so I'm not
repeating that xP
L781[13:04:03] <TobyO> Well, you asserted
it
L782[13:04:17] <TobyO> and said that
models are for rendering
L783[13:04:29] <williewillus> that is not
my assertion
L784[13:04:32] <williewillus> that is
MOJANG's assertion
L785[13:04:50] <TobyO> ah, well if you
don't agree then why does it matter?
L786[13:04:57] <Necr0> in events: should I
use @Cancellable or results? I mean I could use results for the
same stuff I use the cancellation for, couldn't I?
L787[13:05:06] <williewillus> i concur
with mojang's assertion
L788[13:05:17] <TobyO> then it becomes
your assertion
L789[13:05:18] <williewillus> Necr0: no
there's subtle differences
L790[13:05:20] <williewillus> what kind of
event?
L791[13:05:35] <Necr0> a weather
event
L792[13:06:17] <williewillus> use
cancel
L793[13:06:24] <Necr0> ok
L794[13:06:34] <TobyO> I mean, I get your
point. Models have always been used by MC purely for rendering but
that's appeal to tradition
L795[13:07:44] <TobyO> the model that will
get used for collision will still be the one kept server side like
always. In that way it would work exactly like config files
L796[13:08:24] ⇦
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L797[13:08:58] <TobyO> each to their own
though :)
L798[13:11:27] <barteks2x> I think I need
to optimize PlayerCubeMap a bit. With 32 chunks render distance
updateMountedMovingPlayer when going to other chunk takes 1.5
seconds.
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L800[13:15:58] <AKTheKnight> Might be a
silly question, but where can I get the latest mappings id
thing?
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L802[13:17:23] <Ordinastie_> !latest <=
like that
L803[13:17:29] <AKTheKnight> !latest
L804[13:17:44] <AKTheKnight> Ooh thanks.
That's awesome
L805[13:17:54] <barteks2x> 274625 cubes to
render. I'm suprised it works with 40fps
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L811[13:33:06] <williewillus> barteks2x:
do you know what part of the method is taking so long? :P
L812[13:33:40] <barteks2x> the part where
I load chunks in main thread. I didn't make it multithreaded as
forge does yet
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L815[13:35:20] <barteks2x> And with 32
chunks render distance there are 200000 cubes, and I need to
iterate over all of them to check whoch of them need to be loaded
for that player movement. That by itself may be slow
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L819[13:37:24] <williewillus> ah
L820[13:38:31] <barteks2x> The good thing
about using mapdb is that I don't need to implement something that
I think was called rormant chunks
L821[13:38:44] <barteks2x> it does
something like that automaticaly
L822[13:38:50] <AKTheKnight> Getting a
nice "NullPointerException (no error message)" on
setupDecompWorkspace with 1909, any ideas?
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L824[13:39:10] <barteks2x> *dormant
chunks
L825[13:39:25] <williewillus> AKTheKnight:
12.17.0.1909?
L826[13:39:33] <AKTheKnight> Yup
L827[13:39:33] <williewillus> using FG 2.2
and new mappings?
L828[13:39:35]
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L829[13:39:49] <AKTheKnight> Not using FG
2.2 Thanks :)
L830[13:40:35] <barteks2x> As I'm moving
up I can clearly see when it actually starts loading data from disk
(when I'm monitoring updateMountedMovingPlayer time)
L831[13:40:55] <barteks2x> it jumps from
10-15ms to 100-150ms
L832[13:41:04] <barteks2x> for 8 chunks
render distance
L833[13:42:31] <barteks2x> actually, it
may not be that. It may be because of how treemap works or because
of where the data is on disk
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L835[13:47:33] <barteks2x> that was
another case of me not seing something obvious: it was fast in some
places because I was close to spawn
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L837[13:54:42] <AKTheKnight> Is everything
going to be staying as full caps for enums and such?
(SoundType.ROCK and Blocks.REEDS)
L838[13:54:50] <PaleoCrafter> yes
L839[13:54:55] <AKTheKnight> Okay
L840[13:55:06] <AKTheKnight> Time to
change it all over
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L846[14:01:42] <williewillus> hehe why
would it change back?
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L848[14:03:16] <williewillus> huh
L849[14:03:19] <williewillus> is this a
forge thing?
L850[14:03:26] <williewillus> when you
have blindness you still see some tesr things
L851[14:03:30] <williewillus> like beacon
beam
L852[14:03:36] <williewillus> or my mana
pools' overlay
L853[14:06:46] <AKTheKnight> Well I dunno,
why was it lowercase in the first place? :P
L854[14:06:59] <AKTheKnight> I was mainly
wondering should I bother changing over or just wait
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L856[14:07:45] <williewillus> someone
named them with lowercase and it stuck
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L858[14:09:49] <AKTheKnight> Ahh I thought
that might have been the case
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L861[14:30:35] <gigaherz> williewillus:
nope, vanilla does it too
L862[14:31:12] <gigaherz> it may be TESRs
that draw on the second phase (after water)?
L863[14:31:24] <williewillus>
probably
L864[14:31:42] <williewillus> MCF needs to
diaf
L865[14:32:34] <gigaherz> dafuq
L866[14:32:42] <gigaherz> did they make
hoppers FASTER in 1.9.4?
L867[14:32:54] <killjoy> Gotta do
everything manually.
L868[14:32:56] <gigaherz> ah no
nevermind
L869[14:33:10] <killjoy> what are
<div> codes doing in bbcode anyway?
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L872[14:35:32] <williewillus> gigaherz:
what made you think that :P
L873[14:35:35] <williewillus> lag?
L874[14:35:47] <gigaherz> no derpy
redstone
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L878[14:37:20] <williewillus> when you do
things in the profiler and see the f3 pie
L879[14:37:27] <williewillus> does that
count both threads or just client thread?
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L883[14:37:53] <killjoy> I'd say client
thread because it's done on the client
L884[14:38:03] <killjoy> certainly doesn't
have access to the server profiler
L885[14:38:35] <williewillus> it'
L886[14:38:39] <williewillus> s the same
profiler
L887[14:38:43] <williewillus> i
thought
L888[14:38:53] <killjoy>
Minecraft#theProfiler
L889[14:39:05] <williewillus> oh ew
L890[14:39:12] <killjoy> I'd assume it's
not thread safe because of how its used
L891[14:39:20] <williewillus> so the f3
profiler is completely useless for anything not rendering
L892[14:39:30] <killjoy> it also does
ticks I think
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L894[14:40:26] <gigaherz> oh wow
L895[14:40:34] <gigaherz> my sticky keys
wasn't disabled yet in this windows install
L896[14:40:42] <gigaherz> took me MONTHS
to hit shift 5 times in a row
L897[14:40:44] <gigaherz> XD
L898[14:40:50] <killjoy> I think windows
10 has that disabled by default
L899[14:40:56] <gigaherz> nope
L900[14:40:58] <gigaherz> i'm on 10
L901[14:41:02] <killjoy> So you never
twerked in mc?
L902[14:41:03] <gigaherz> it just popped
up
L903[14:41:06] <gigaherz> nope.
L904[14:41:17] <killjoy> What kind of
minecrafter are you?
L905[14:41:46] <Zaggy1024> who even likes
sticky keys?
L906[14:41:57] <gigaherz> Zaggy1024:
people with reduced mobility
L907[14:41:58] <Zaggy1024> I never
understood why it's a default option :P
L908[14:42:06] <gigaherz> who can't hold
two keys down at once
L909[14:42:07] <Zaggy1024> sure, but...by
default it doesn't make sense
L910[14:42:12] <gigaherz> yes it
does
L911[14:42:13] <killjoy> Try hitting
ctrl+alt+del with 1 hand
L912[14:42:20] <gigaherz> imagine you
can't really move your hands well
L913[14:42:20] <Zaggy1024> mh
L914[14:42:24] <gigaherz> and you got your
shiny new computer
L915[14:42:34] <gigaherz> and when you
move your wheelchair to it
L916[14:42:38] <killjoy> imagine if you
had only 1 finger
L917[14:42:39] <gigaherz> turns out sticky
keys isn't enabled
L918[14:42:47] <Zaggy1024> yeah
L919[14:42:48] <Zaggy1024> okay :P
L920[14:42:52] <gigaherz> you can push
shift 5 times, and it's fixed
L921[14:43:15] <gigaherz> meanwhile
someone with full mobility can just open the settings and uncheck
that box
L922[14:44:24] <Zaggy1024> I wouldn't
imagine that many people know about the feature though
L923[14:44:39] <Zaggy1024> most people
don't mash keys :P
L924[14:44:45] <gigaherz> anyone who plays
pc games
L925[14:44:57] <gigaherz> specially anyone
who plays SMP, or creative
L926[14:45:04] <Zaggy1024> of course
L927[14:45:11] <gigaherz> most times I
press it, it's from trying to fly down
L928[14:45:16] <gigaherz> but only a tiny
bit
L929[14:45:21] <Zaggy1024> but people that
can play games on keyboard probably don't need the feature :P
L930[14:45:21] <gigaherz> so I tap 5 times
in a row
L931[14:45:33] <gigaherz> yeah then they
can disable it
L932[14:45:33] <gigaherz> ;P
L933[14:45:43] <Zaggy1024> I know, that's
not the point
L934[14:45:55] <Zaggy1024> people that
don't play games probably won't know it exists
L935[14:46:07] <gigaherz> xcept people
with low mobility
L936[14:46:20] <Zaggy1024> but how would
they find out about it? :P
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L938[14:46:39] <gigaherz> dude, if you had
low mobility, you'd ASK those thingsbefore you buy a computer
L939[14:46:39] <gigaherz> ;p
L940[14:47:10] <Zaggy1024> so then I
wonder how many computer salespeople know about it :P
L941[14:47:16] <gigaherz> there's probably
some sort of help groups that would teach people who had some issue
and are trying to regain a normal life
L942[14:47:48] <gigaherz> i'm lucky enough
to never have had to learn about those things
L943[14:47:48] <gigaherz> ;P
L944[14:47:51] <Zaggy1024> mm, I suppose
that makes sense
L945[14:48:45] <alekso56> how do i check
if a player isOp
L946[14:48:47] <alekso56> :l
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L948[14:49:22] <Zaggy1024> I believe
there's an int representing the privilege level
L949[14:49:27] <Zaggy1024> but I'm not
sure where
L950[14:50:03]
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L951[14:51:15] <Zaggy1024>
this.mcServer.getPlayerList().getOppedPlayers().getEntry(this.getGameProfile()).getPermissionLevel()
it looks like
L952[14:51:20] ⇦
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L953[14:51:42] <Zaggy1024> replace
this.mcServer with however you can get the server instance :P
L954[14:51:56] <williewillus> where is the
elytra code?
L955[14:52:01] <williewillus> the actual
flying part
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L957[14:55:22] <Zaggy1024> I'm not
sure
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L959[14:55:36] <Zaggy1024> I got as far as
EntityLivingBase.isElytraFlying
L961[14:56:54] <Zaggy1024> no need to make
variables
L962[14:57:04] <Zaggy1024> just do if
(!callEvent()) dothing
L963[14:57:34] <williewillus> extract all
that duplicate logic into Forgehooks
L965[14:58:07] <williewillus> also idk if
subevents need to be @cancelable if the parent is
L966[14:58:13] <PaleoCrafter> shouldn't,
Temportalist
L967[14:58:55] <Temportalist>
PaleoCrafter: I still get random times in which my resources stop
loading. Using iml's seem to have fixed it for now, but then scala
starts acting up in the IDE
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L971[14:59:55] <LatvianModder> Idea's
double Shift search is the best thing ever..
L972[15:00:07] <XDjackieXD> yes ^^
L973[15:00:40] <williewillus> ctrl alt
shift n
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L975[15:00:56] <williewillus> searches for
any symbol
L976[15:01:30]
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L977[15:01:39] <gigaherz> woah
L978[15:01:50] <gigaherz> I
force-hibernated the computer
L979[15:01:56] <gigaherz> replaced the PLC
device to see if this one works better
L980[15:02:02] <gigaherz> resumed
L981[15:02:10] <gigaherz> and 2 out of 3
IRC connections were still up
L982[15:03:01] <LatvianModder> they have
about 200 second ping
L983[15:04:18] <gigaherz> yeah but usually
windows itself gives up on the connections
L985[15:05:53] <gigaherz> I have
300/30
L986[15:06:00] <gigaherz> yesterday it was
doing 150/30
L987[15:06:43] <gigaherz> someday I'll buy
a roll of cat6 cable, and get it all the way to the router, through
the phone/tv tubes in the walls
L988[15:08:00] <Temportalist>
PaleoCrafter: have you had any issues with scala, resources, and
IDEA 2016?
L989[15:08:07] <PaleoCrafter> not really,
no
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L991[15:09:05] <Zaggy1024> williewillus,
did you ever figure out the issues I told you about with PIE?
L992[15:09:57] <Zaggy1024> just wondering
if I should update :P
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L994[15:13:25] <williewillus> haven't
looked at it :P
L995[15:13:35] <williewillus> !gm
isPlayerWatchingChunk
L996[15:13:40] <williewillus> !mh
isPlayerWatchingChunk
L997[15:14:41]
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L999[15:15:06] <LexManos> This.. this is
why i have no resepect for 'modders'
L1000[15:15:36]
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L1001[15:16:10] <gigaherz> ewh
Character.valueOf
L1002[15:16:14] <capitalthree>
hahahahahahahah
L1003[15:16:19] <capitalthree>
Character.valueOf(a friggin character)
L1004[15:16:20] <capitalthree> A+
L1006[15:17:05] <williewillus> copy
pasted from somewhere probably
L1007[15:17:08] <gigaherz> capitalthree:
they copied from broken tutorials and/or vanilla decompiled
code
L1008[15:17:12] <gigaherz> without
knowing what the code does
L1009[15:17:15] <gigaherz> just keep
reading
L1010[15:17:27] <capitalthree> anyone
using java should know what Character.valueOf does o_o
L1011[15:17:30] <gigaherz> that dude
doesn't understand what "cannot asign void to ItemStack"
means
L1012[15:17:34] <capitalthree> hell
anyone should be able to guess
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L1014[15:18:51] <williewillus> is it
worth pr-ing against 1.9.4 right now or should I just wait till it
gets merged
L1015[15:19:08] <capitalthree> oh my god
gigaherz that one also has mismatched parens
L1016[15:19:33] <capitalthree> to be
fair, a lot of classes *do* use the pattern where Foo.setBlah()
returns back your Foo
L1018[15:19:38] <Zaggy1024> I think the
canned response to those posts should just be GO LEARN JAVA
L1019[15:19:40] <Zaggy1024> no
L1020[15:19:43] <Zaggy1024> GO LEARN
PROGRAMMING
L1021[15:19:45] <capitalthree> there's
really no reason for any container class not to return itself on
setters
L1022[15:19:54] <Zaggy1024> well
sure...
L1023[15:20:00] <Zaggy1024> but it's easy
to check which ones do...
L1024[15:20:03] <capitalthree> yeah
L1025[15:20:12] <capitalthree> so maybe
the lesson is "get an IDE and start actually mousing over
things and seeing what they do"
L1026[15:20:57] <Zaggy1024> and
"don't copy decompiled code without understanding
it"
L1027[15:21:41] <capitalthree> don't copy
any code without understanding it xD
L1028[15:22:03] <capitalthree> using code
you don't understand is fine ONLY if it's maintained by someone who
does understand it, and you use it through an API, and you do
understand that API
L1029[15:22:26] <Biochemic> its sad to
see people, who try to look like they can code but have actually no
idea, what they do..
L1030[15:22:42] <capitalthree> yeah and
that's most programmers xD
L1031[15:23:12] <Biochemic> yes..
L1032[15:23:16] <Temportalist> What about
impostor syndrome? XD
L1033[15:23:30] <capitalthree> most
things I see are engineered from the perspective of starting with
some stupid fad design patterns and then hammering your desired
functionality into them
L1034[15:23:37] <capitalthree> which
usually turns it into like 6x as much code as it should be
L1036[15:24:37] <capitalthree> a 100 line
file and a 50 line file
L1037[15:24:43] <Biochemic> in future
tutorials there should be talked about concepts and no more copy
paste ready ocde.
L1038[15:24:44] <capitalthree> I bet half
the people in here would have made this 500+ lines of code :P
L1039[15:25:06] <capitalthree> Biochemic:
that's true
L1040[15:25:10]
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L1041[15:25:18] <capitalthree> someone
should make a modding tutorial that's also a decent intro to
software design
L1042[15:25:20]
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L1044[15:25:44] <gigaherz> capitalthree:
~250 lines of code, 250 more of "fluff" (imports and
such)
L1045[15:26:14] <capitalthree> gigaherz:
maybe. 250 lines of actual code wouldn't be toooo bad
L1046[15:26:20] <gigaherz> yo uhave
multiple classes in one file
L1047[15:26:21] <Biochemic> capitaltree:
yupp ^^
L1048[15:26:21] <capitalthree> but I've
seen simple things like this get really inflated
L1049[15:26:35] <Biochemic>
*capitalthree
L1050[15:26:35] <gigaherz> so first step
would be to use one file per class
L1051[15:26:39] <gigaherz> then it would
be in java
L1052[15:26:45] <gigaherz> so the number
of lines in total would grow
L1053[15:26:50] <capitalthree> gigaherz:
2 of those classes are <15 lines so :P
L1054[15:26:59] <gigaherz> then I'd move
the {s to their own lines
L1055[15:27:05] <capitalthree> I think
creating too many files is also bloat. new files are for classes
that you might reference externally, if you ask me
L1056[15:27:14] <gigaherz> add {} to most
if/else
L1057[15:27:14] <capitalthree> or for
organization if the classes get large, but for tiny ones,
*shrugs*
L1058[15:27:14] <williewillus> are we
talking about fluffing code size? :P
L1059[15:27:18] <capitalthree> that's a
style choice though
L1060[15:27:34] <Biochemic> gigaherz: no
this is coding stile
L1061[15:27:35] <capitalthree> gigaherz:
so you have minor stylistic differences than me :P but at least my
code is pretty concise and readable right?
L1062[15:27:53] <gigaherz> Biochemic:
so?
L1063[15:27:58] <gigaherz> in the end, if
I had written that
L1064[15:28:04] <gigaherz> it would
probably have 3x the lines
L1065[15:28:08] <capitalthree> aww
<3
L1066[15:28:11] <gigaherz> without any
real change to the code itself
L1067[15:28:12] <Biochemic> coding style
is something different than rules.
L1068[15:28:21] <Biochemic> style youcan
auto-format
L1069[15:28:49] <capitalthree> some
aspects of style
L1070[15:28:56] <Biochemic> yeah
L1071[15:28:59] <capitalthree> there are
choices like as gigaherz mentioned, whether you give a class its
own file, that autoformat won't handle
L1072[15:29:12] <capitalthree> but
reafactoring that stuff is pretty easy
L1073[15:29:15] <iTitus> I don't know
kotlin
L1074[15:29:16] <Biochemic> yeah thats
structure, not style
L1075[15:29:20] <iTitus> So it is not
very readable to me
L1076[15:29:27] <iTitus> But it is on my
TODO list
L1077[15:29:27] <capitalthree> iTitus:
sorry :P I did it partly as a kotlin learning exercise
L1078[15:29:35] <iTitus> Same goes for
scala
L1079[15:29:37] <capitalthree> but can
you figure out what most of it does at least? :P feel free to ask
me anything you don't understand
L1080[15:29:40] <capitalthree> kotlin is
a great language to learn
L1081[15:29:52] <Temportalist> Can anyone
think of any reasons why dev resources would just *not* load
L1082[15:30:06] <capitalthree> scala is a
great language too but scala has 2 learning curves... learning the
language is not so hard, but learning the way people actually *use*
scala is a whole change of perspective
L1083[15:30:47] <capitalthree>
Temportalist: that's a vague question D:
L1084[15:31:00] <Temportalist>
capitalthree: everything continuously breaks D:
L1085[15:31:25] <capitalthree> I wonder
if I should relicense lingeringloot to a more permissive
license
L1086[15:31:29] <capitalthree> so people
can nab it and use it as a template
L1087[15:31:57] *
Temportalist is coding and everything works, then resources just
decide to stop loading on client run, even though they worked on
client run 2 seconds ago
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L1089[15:32:05] <capitalthree>
whoah
L1090[15:32:10] <capitalthree> gradlew
clean? :P
L1091[15:32:15] <Temportalist> tried
that
L1092[15:32:15] <capitalthree> that's a
shot in the dark though
L1093[15:32:24] <capitalthree> this is on
runClient, not with the actual build, right?
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L1095[15:32:37] <Temportalist> yes
L1096[15:32:44] <Temportalist> just in
development environment
L1097[15:33:06] <Biochemic> then you can
try to clean and rebuild?
L1098[15:33:07] <capitalthree> I'm very
new to minecraft coding sadly D:
L1099[15:33:15] <Temportalist> Biochemic:
done that
L1100[15:33:16] <capitalthree> I came
here with a looot of jvm experience but no minecraft coding
knowledge
L1101[15:33:20] <capitalthree> about a
month ago
L1102[15:33:29] <Biochemic> hmmm...
interesting then...
L1103[15:33:31] <capitalthree> so if
anyone has java questions please unload on me :P
L1104[15:34:58] <capitalthree> iTitus: if
you want to learn kotlin, I greatly suggest going by immersion and
trying it out in a mod. it mixes very cleanly with java, so you
could even throw a single kotlin file into an existing mod, if you
don't mind the mod size instantly going up 800k :P
L1106[15:35:12] <Biochemic> xDDD
L1107[15:35:21] <capitalthree> iTitus:
and you can use my repo that I linked as an example, in particular
for the build.gradle to shadow the kotlin libs
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L1109[15:38:23] <Temportalist> Is there a
way to run a gradle task in IDEA with its output displayed?
L1110[15:38:37] <gigaherz> it does that
normally for me
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L1113[15:38:59] <Temportalist> It only
shows me the task execution screen
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L1115[15:39:10] <Temportalist> as in,
which task is currently being executed in a tree of tasks
L1116[15:39:22] <gigaherz> no idea
L1117[15:39:31] <gigaherz> maybe some
setting you turned on/off
L1118[15:39:32] <capitalthree> iTitus:
also kotlin might look unreadable now but it's very similar to
java, you'll learn it quickly if you know java :P it's mostly a few
syntactic changes to learn
L1119[15:40:04] <capitalthree>
Temportalist: are you hitting the run button or the build
button?
L1120[15:40:09] <capitalthree> you can
make a run configuration to build
L1121[15:40:10] <Temportalist> run
L1122[15:40:13] <capitalthree> ah then
weird
L1123[15:40:22] <capitalthree> are you
sure it's not just in some bottom-tab you don't have
selected?
L1124[15:40:30] <Temportalist> yes
L1125[15:40:33] <capitalthree> D:
L1126[15:40:37] <capitalthree> I dunno,
sorry...
L1127[15:41:27] <williewillus> Zaggy1024:
what was your problem with PIE again? you need to break the
interaction chain?
L1128[15:41:36] <williewillus> did we
talk about a possible solution or not xD
L1129[15:42:16] <Zaggy1024> there's no
way to tell the event whether the handler did something
L1130[15:42:28] <Zaggy1024> so it
continues on to interact with a block or use the item or
whatever
L1131[15:42:38] <williewillus> i don't
remember if we came up with a better solution than hardcoding in a
"break chain"
L1132[15:42:43] <williewillus> which
means i have to do it for every single one
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L1134[15:43:50] <Zaggy1024> uh
L1135[15:43:56] <Zaggy1024> doing it for
each one is probably best
L1136[15:44:02]
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L1138[15:44:28] <Zaggy1024> like I said
when we were discussing it, if someone wants to stop all
interactions then they can subscribe PlayerInteractEvent instead of
one of its subclasses
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L1140[15:44:47] <iTitus> capitalthree,
thanks ;)
L1141[15:44:49] <williewillus> i mean how
should i implement a way of saying "break the
chain"
L1142[15:44:59] <Zaggy1024> why should
you?
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L1144[15:45:08] <williewillus> that's
what you want right :P
L1145[15:45:19] <Zaggy1024> just give the
event an EnumActionResult and if it's not pass, return it
L1146[15:45:21] <Zaggy1024> simple
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L1149[15:46:21] <williewillus> okay so
let's say RightClickBlock now has an EnumActionResult field
L1150[15:46:26] <williewillus> you catch
it and set it to SUCC
L1151[15:46:27] <Zaggy1024> mhm
L1152[15:46:34] <williewillus> what
should i do?
L1153[15:46:36] <Temportalist> What is
the difference between gradle runClient and IDEA application with
GradleStart?
L1154[15:46:40] <williewillus> as the
client
L1155[15:46:51] <Zaggy1024> return that
from processRightClickBlock
L1156[15:47:12] <williewillus> ah I
see
L1157[15:47:50] <williewillus> it should
still send it to the server though right
L1158[15:47:53] <capitalthree> iTitus: I
actually think kotlin is a much better fit for minecraft modding
than scala is
L1159[15:47:55] <Zaggy1024> yes
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L1161[15:48:27] <PaleoCrafter>
capitalthree, why does every conversation with you seem to derail
into a discussion about languages? :P
L1162[15:48:41] <Zaggy1024> actually, it
could be if (event.isCanceled()) { sendPacket(); return
event.actionResult; }
L1163[15:48:47] <Temportalist> Hahaha
PaleoCrafter capitalthree
L1164[15:48:50] <capitalthree>
PaleoCrafter: you could read the context and see why I'm talking to
iTitus about those languages :)
L1165[15:48:56] <Zaggy1024> simpler that
way, and that still allows the same things, AFAIK
L1166[15:49:00] <capitalthree> I am only
trying to be helpful
L1167[15:49:06] <PaleoCrafter> was just
an observation, not condamning you :P
L1168[15:49:08] <capitalthree> I don't
remember ever once criticizing someone here for using java
L1169[15:49:12] <iTitus> I asked, so I
summoned that discussion :D
L1170[15:49:32] <iTitus> We are all just
lovers of the VM
L1171[15:49:32] <capitalthree> but I do
give people information I think will help, because I do think that
using a better language can help
L1172[15:49:47] <Necr0> williewillus you
were right, there is no annotation inheritance
L1173[15:49:54] <williewillus> wot
L1174[15:50:22] <williewillus> I was
talking about annotatio inheritance? :P
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L1176[15:50:47] <capitalthree> iTitus:
you'll find that we're not all just lovers of the VM. 80% of the
people here automatically think something's ugly if it's not
exactly what they're used to ;)
L1177[15:51:15] <Necr0> >williewillus:
also idk if subevents need to be @cancelable if the parent is
L1178[15:51:30] <thor12022> I dunno, I'm
used to some pretty ugly stuff
L1179[15:52:22] <iTitus> I must say I
have seen lots of things but it can always get worse
L1180[15:52:27] <iTitus> :P
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L1182[15:52:51] <capitalthree> oh there's
lots of *legitimately* ugly stuff in minecraft mods
L1183[15:52:57] <Biochemic> for example
those C-programmers
L1184[15:53:01] <capitalthree> and I have
nothing to brag about. LingeringLoot is too simple to fuck up
L1185[15:53:08] <capitalthree> I hope to
make more involved minecraft mods as I learn
L1186[15:53:20] <capitalthree> I've also
had a lot of help, especially from unascribed
L1187[15:53:31] <unascribed> \o
L1188[15:53:34] <capitalthree> :)
L1189[15:53:43] <unascribed> my IRC
client's icon bounced
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L1191[15:53:53] <capitalthree> so far
unascribed has been able to give me alternatives to all the really
gross things I was considering doing
L1192[15:54:06] <capitalthree> if only
all new minecraft modders were assigned a mentor
L1193[15:54:14] <capitalthree> who could
be like "ok there's a thing in the api for that, don't do your
stupid hack"
L1194[15:54:19] <unascribed> I should
start a mentoring service
L1195[15:54:21] <capitalthree> because
new modders can't be expected to know the best way to use the
api
L1196[15:54:31] <Biochemic> capitalthree:
that'd be awesome xD
L1197[15:54:37] <gigaherz> capitalthree:
if modders would just join irc
L1198[15:54:44] <gigaherz> instead of
blindly copying from tutorials
L1199[15:54:49] <gigaherz> that'd already
be 10x better
L1200[15:54:50] <gigaherz> ;P
L1201[15:54:52] <unascribed> yeah
L1202[15:54:54] <Biochemic> true ^^
L1204[15:55:09] <unascribed> or we could
have a set of community-reviewed and maintained tutorials
L1205[15:55:10] *
unascribed coughs
L1206[15:55:17] <gigaherz> "Help! I
made this atrocity that is definite proof I don't know java, but
it's not working!"
L1207[15:56:04]
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(Leaving))
L1208[15:56:06] <Biochemic> ... oh it was
a typo ..
L1209[15:56:28] <unascribed> like, we're
never going to get people to stop cargo culting code
L1210[15:56:32] <unascribed> so let's
make them cargo cult good code
L1211[15:56:44]
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L1212[15:57:07] <TechnicianLP> is this
working now?
L1213[15:57:21]
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L1214[15:57:34] <gigaherz> TechnicianLP:
welcome
L1215[15:57:36] <iTitus> Necr0, just a
minor thing about coding style. There are no spaces in your
pushIfDifferent method in the if statement between the operator and
the operands
L1216[15:58:17] <Necr0> ok i correct that
and then i should be able to submit the pr?
L1217[15:58:29] <iTitus> idk, I am no
official
L1218[15:58:32] <iTitus> just my
thought
L1219[15:59:12] <capitalthree> spaces
will always be a judgement call. my rule of thumb is, in places
where a space is optional, if you have no spaces, you are
communicating nothing, and if you have spaces everywhere, you are
communicating nothing
L1220[15:59:29] <capitalthree> so give
30-70% of those spots spaces, and choose where to put spaces so it
logically groups things that are best read as a group
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L1222[16:01:17] <capitalthree> so for
example "if(object1!=object2)"
L1223[16:01:33] <capitalthree> might be
better as "if(object1 != object2)"
L1224[16:01:42] <capitalthree> but not
"if ( object1 != object2 )"
L1225[16:01:49] <gigaherz> "if
("
L1226[16:01:52] <capitalthree> and if
there were more operators, you probably wouldn't want spaces around
*every* operator
L1227[16:01:55] <gigaherz> otherwise it
all mashes up with object1
L1228[16:02:01] <capitalthree> yeah if(
vs if ( I really couldn't give 2 craps about xD
L1229[16:02:08] <unascribed> generally I
say
L1230[16:02:11] <capitalthree> I have
never seen that to make an impact on readability but again, this is
all stylistic opinion
L1231[16:02:12] <unascribed> always put
spaces after keywords
L1232[16:02:15] <capitalthree> so
gigaherz' opinion is valid
L1233[16:02:36] <capitalthree> I do put
the space there myself in my own code, but it's not something I'd
judge about. *shrug*
L1234[16:02:47] <gigaherz> it's a balance
between information density and ease of reading
L1235[16:02:50] <iTitus> if (object1 !=
object2) is my current stylistic ideal
L1236[16:03:11] <capitalthree> and you
only have to worry about information density if it's threatening to
overflow to another line
L1237[16:03:16] <capitalthree> otherwise,
use as many spaces as you damned well please
L1238[16:03:21] <gigaherz> nah
L1239[16:03:27] <capitalthree> as long as
you keep to 80 columns :P
L1240[16:03:31] <gigaherz> the longer it
is the more effort it takes the brain to read
L1241[16:03:36] <unascribed> if
`Strings.repeat(' ', ∞)` (
L1242[16:03:36] <capitalthree> iTitus:
yeah same
L1243[16:03:37]
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L1244[16:03:42] <gigaherz> and 80 columns
is sortof bs, depends on monitor size vs font size
L1245[16:03:43] <Biochemic>
auto-format...
L1247[16:04:04] <gigaherz> my code style
is: what microsoft chose for C# in VS
L1248[16:04:04] <unascribed> because your
recipe is blank
L1249[16:04:10] <gigaherz> which is very
close to
L1250[16:04:14] <gigaherz> astyle
-style=ansi
L1251[16:04:20] <capitalthree> gigaherz:
monitor and font size aside, if lines are regularly over 80 columns
wide, your code is a damned mess :P
L1252[16:04:24] <unascribed> astyle
-style=google
L1253[16:04:27] <Necr0> I personally am
also the type of person who likes to use single-statement
if-blocks, but they are kinda frowned upon by many people
L1254[16:04:42] <sokratis12GR> blank
?
L1255[16:04:43] <capitalthree> I am fine
with those as long as you don't mix and match
L1256[16:04:49] <iTitus> That is why I
like the formatter in IDEA, it adapts to multiline statements a lot
better than Eclipse
L1257[16:04:49] <capitalthree> so don't
put an if statement with curly braces inside one without
L1258[16:05:01] <williewillus> Zaggy1024:
is there a way to reproduce the test case like your situation using
only vanilla items?
L1259[16:05:05] <capitalthree> iTitus:
true dat
L1260[16:05:08] <williewillus> i'd like
to add t to the test mod
L1261[16:05:13] <gigaherz> Necr0: that's
a case-by-case issue for me
L1262[16:05:20] <gigaherz> if (a == 1) b
= false;
L1263[16:05:21] <gigaherz> that's
ok
L1265[16:05:44] <gigaherz> if
(aVeryLongVariableName == someObject.getValue(of some
expression).withWhatever) b = false;
L1266[16:05:47] <gigaherz> that's not
ok.
L1267[16:05:48]
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L1268[16:06:10] <gigaherz> basically if
you have to move your eyes to *find* the expression
L1269[16:06:13] <gigaherz> the
statement*
L1270[16:06:15] <gigaherz> you did it
wrong.
L1271[16:06:18]
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L1272[16:06:23] <Zaggy1024> williewillus,
just make a handler that does something and then if it's working it
will stop you from using the block you right click
L1273[16:06:26] <gigaherz> hence, I tend
to always put it on the next line
L1274[16:06:28] <capitalthree> I agree
with gigaherz
L1275[16:06:32]
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L1276[16:06:34] <gigaherz> with or
without {}, depending on the day
L1277[16:06:39]
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L1278[16:06:41] <capitalthree> I think I
agree with gigaherz on most style things but am a bit less
picky
L1279[16:06:47] <unascribed>
sokratis12GR, read the warning.
L1280[16:06:54] <unascribed> all of that
code is highlighted yellow for a reason
L1281[16:07:10] <capitalthree> not that
being picky is a bad thing. especially within your own codebase,
enforcing a style on your devs is generally good
L1282[16:07:12] <Zaggy1024> I always use
2 lines or more for if statements :P
L1283[16:07:13] <iTitus> gigaherz, I
would do probably do a local variable there
L1284[16:07:25]
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L1285[16:07:28] <capitalthree> iTitus:
for a boolean used once? o_o
L1286[16:07:30]
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L1287[16:07:44] *
capitalthree does everything he can to only declare an identifier
he'll use more than once
L1288[16:07:50] <sokratis12GR>
unascribed: I read the warning. it doesn't affect anything
L1289[16:07:54] <iTitus> capitalthree,
sometimes it helps with readability
L1290[16:07:56]
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L1291[16:08:10] <Biochemic> another thing
is to comment stuff
L1292[16:08:27] <Necr0> for
single-statement if-blocks you can also write the code in the next
line and indent it. what do you think about that?
L1293[16:08:37] <sokratis12GR> lol found
the issue forgot to change the 1X2, 3X4 with C
L1294[16:08:56] <capitalthree> iTitus:
imo, a well-formatted properly-tabbed-out nested expression is
easier to read than a bunch of lines with a bunch of different
identifiers I have to trace through
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L1297[16:11:37] <Necr0> anyways i will
now submit the pr since nobody here had any complaints
L1298[16:11:55] <gigaherz> dont' worry,
as soon as you PR, someone will find a flaw ;P
L1299[16:12:03] <gigaherz> no matter how
many good comments you had before that
L1300[16:12:06]
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L1301[16:12:58]
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())
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L1304[16:15:53] <gigaherz> Necr0: you'll
get asked this sooner or later: you may want to squash some commits
so that only the big ones remain
L1305[16:16:37] <williewillus> well you
can merge squash :P
L1306[16:16:57] <williewillus> lol
already found one i didn't see before
L1307[16:17:00] <gigaherz> yeah but
that's all or nothing
L1308[16:17:02] <iTitus> yay for a
feature that was release April 1st ;)
L1309[16:17:03] <williewillus> you can
collapse those patches all into one line
L1310[16:17:12] <williewillus> + if
()...
L1311[16:17:13] <williewillus> original
line
L1312[16:17:45] <gigaherz> yeh, no need
to change the indent of the other line
L1313[16:17:47] <williewillus> if you
keep the original line unindented and remove the braces and squish
it all into one line it should be a 1 line patch per method
L1314[16:17:49] <gigaherz> the less patch
the better
L1316[16:18:20]
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L1317[16:18:25] <gigaherz> wtf is
"pushIfDifferent"?
L1318[16:19:01] <iTitus> it does exactly
what its name suggests
L1319[16:19:16] <gigaherz> no it does
not
L1320[16:19:18] <williewillus> 1. that
idea is dumb
L1321[16:19:22] <gigaherz> there's no
"if different"
L1322[16:19:23] <gigaherz> ;P
L1323[16:19:26] <williewillus> 2. it
doesn't do what it's name suggests
L1324[16:19:28] <gigaherz> it always
returns
L1325[16:19:32] <williewillus> the event
should just fire every time
L1326[16:19:38] <williewillus> even if
someone sets it to the same thing
L1327[16:19:41]
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L1328[16:19:47] <iTitus> he removed the
statement that we discussed very extensively
L1329[16:19:52] <iTitus> :D
L1330[16:19:57] <iTitus> we discussed it
away
L1331[16:19:57] <williewillus> yes
leaving it a gimped method
L1332[16:19:59] <williewillus> :P
L1333[16:20:16] <williewillus> also it's
just bad to have selectively firing events
L1334[16:20:18] <williewillus> just fire
it always
L1335[16:21:02] <williewillus> holy crap
genPatches takes forever now
L1336[16:21:33] <LexManos> the FIRST
time
L1337[16:21:51] <williewillus> oh okay
:P
L1338[16:21:52] <LexManos> and its only
margenally slower then the old, went from 5.25 to 6.1 for me.
L1339[16:22:35] <LexManos> I have it
cache the extractor stuff, so if a class doesnt change between
genPatches calls
L1340[16:22:47] <LexManos> it'll skip the
long part of the extractor.
L1341[16:23:14] <TechnicianLP> does
someone know if multiple properties can be used at once in the
forge blockstates json? (eg if facing=north AND tier=basic applay
this submodel)
L1342[16:23:31] <LexManos> no
L1343[16:23:54] <TechnicianLP> so i have
the vanilla multipart variant? :(
L1344[16:24:08] <williewillus> 1.9
multiparts allow AND?
L1345[16:24:11] <williewillus> didn't
know that
L1346[16:24:25] <TechnicianLP>
"when": { "start": "true",
"facing": "north" },
L1347[16:27:17] <williewillus> bug fry to
put it in the forge format :D
L1348[16:28:00] <Necr0> ok i i've, am
generating patches
L1349[16:28:20] <Necr0> *i've changed
it
L1351[16:33:17] <LexManos> or...
L1352[16:33:22] <LexManos> just put the
if statement
L1353[16:33:24] <williewillus> no
L1354[16:33:26] <LexManos> and dont edit
the existing line....
L1355[16:33:34] <williewillus> don't
delete the old line, just add the if statement on top of it
L1356[16:33:40] <williewillus> is what I
meant when I said put it on one line
L1357[16:34:09]
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L1359[16:34:23] <williewillus> add the if
and make sure your ide doesn't auto indent in the old line, that
way you're only adding +1 line instead of -1,+1 like you are
now
L1360[16:34:43] <Necr0> oh is see
okay.
L1361[16:35:06] <williewillus> did you
fix the dumb pushIfIDifferent thing?
L1362[16:35:24] <Tazz> woooo got boxing
to work properly in Eschelle :D
L1363[16:36:36] <Necr0> yes i did
L1364[16:37:01] <Necr0> added the if
statement that went missing
L1365[16:37:48]
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L1366[16:38:06] <williewillus> why don't
you just fire it every time?
L1367[16:38:13] <williewillus> this kind
of selectiveness is meh
L1368[16:38:33]
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L1369[16:38:50] <iTitus> Gotta go to bed,
it's late here in Europe ;)
L1370[16:38:58]
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L1371[16:39:27] <Necr0> so you think i
should fire it even if there is effectively no actual change in
weather?
L1372[16:40:13] <gigaherz> how often is
that code called?
L1373[16:40:14] <williewillus> yes
because someone signaled the intent to change it
L1374[16:40:18] <gigaherz> once every few
minutes?
L1375[16:40:21] <williewillus> depends on
how often its caled yeah
L1376[16:40:21] <gigaherz> once per
tick?
L1377[16:41:28] <williewillus> to be
honest if I wrote this event i would fire the event higher up
wherever it decides to call setRainTime
L1378[16:41:48] <williewillus> but that's
beside the point
L1379[16:42:24] <Necr0> ok i will remove
the check then
L1380[16:43:57] <williewillus> ehhh
wat
L1381[16:44:04] <williewillus> my forge
dev space can't find fastutil >.>
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L1384[16:47:36] <Necr0> okay generating
patches this time so it only adds one line and removes none, and
without checking for actual change
L1385[16:48:39] <williewillus> are you
targeting 1.9.4?
L1386[16:48:50] <williewillus> i can't
launch because fastutil seems to be missing for me
L1387[16:53:12]
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L1388[16:53:14] <williewillus> hm I'll
just fully reset my workspace
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L1392[16:55:26] <williewillus> yeah looks
mostly good now
L1393[16:55:27] <williewillus> one
more
L1395[16:55:46] <williewillus> missing a
@Cancelable
L1396[16:56:08] <PaleoCrafter> and it's
"from", not "form" :3
L1397[16:56:20] <PaleoCrafter> but I
suppose that typo is to be found all across Forge? xd
L1398[16:56:24] <Necr0> dammit
L1399[16:56:33] <williewillus> yeah that
javadoc convention needs to die and burn
L1400[16:56:39] <williewillus> everyone
copies it
L1401[16:56:39] <unascribed> I wonder if
a PR to fix every typo would be pulled
L1402[16:56:40] <williewillus> and it
sucks
L1403[16:56:43] <unascribed> I know
single typo fixes aren't
L1404[16:56:44] <williewillus>
unascribed: probably
L1405[16:56:57] <unascribed> quick,
someone go read the entire source code of forge and find all the
typos
L1406[16:57:16] <williewillus> or just
search every closed issue/pr :P
L1407[16:57:18] <williewillus> for
"typo"
L1408[16:57:21] <williewillus> or
"spelling"
L1409[16:57:26] <PaleoCrafter> I've only
removed all typos (IDEA found) from the rtd yesterday :P
L1410[16:57:29] <TechnicianLP> that would
be hilarius if somene did that
L1411[16:57:36] <williewillus> well it
would be nice
L1412[16:57:42] <unascribed>
>hilarius
L1413[16:57:44] <unascribed> case in
point
L1414[16:57:44] <williewillus> so we stop
getting single typo PR's
L1415[16:58:04]
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L1416[16:58:08] <unascribed> if I had
time to waste, i'd do that
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L1418[16:58:15] <unascribed> the typos
annoy me to no end :P
L1419[16:58:36] <unascribed> hm
L1420[16:58:39] <unascribed> rather than
reading all the code
L1421[16:58:44] <unascribed> I could just
extract all the strings...
L1422[16:58:49] <unascribed> that'd be a
lot easier to look over
L1423[16:59:13] <williewillus> or just
IDEA->run inspection -> spelling
L1424[16:59:14] <williewillus> :P
L1425[16:59:21] <williewillus> though
it'll pick up a lot of MC terms
L1426[16:59:32] <unascribed> and it'll
miss some stuff
L1427[17:01:04]
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L1428[17:02:19] <TechnicianLP> hav to
look into making a pr ... the blockstates file needs adapting
xD
L1429[17:02:34]
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L1430[17:03:48] <PaleoCrafter> hm, does
keeping a project in experimental mode on CurseForge make any
sense? what exactly do they classify as "experimental"?
xD
L1431[17:04:58] <williewillus> it's
"i don't want packs using it yet" mode
L1432[17:05:05] <PaleoCrafter> oh,
heh
L1433[17:05:10] <PaleoCrafter> well, I
don't mind packs using it xD
L1435[17:07:09] <williewillus> this
decompile task sure is taking its time
L1436[17:07:30] <PaleoCrafter> yeah, I
found the same, it isn't very descriptive though
L1437[17:08:22] <williewillus> usually
decompile task -> computer turns into jet engine for 2
mins
L1438[17:08:27] <williewillus> but its at
4 minutes and my computer is quiet
L1439[17:08:33] <williewillus> time to
kill and retry xP
L1440[17:09:06] <Necr0> i don't get the
controls of git rebase >.<'
L1441[17:09:24] <williewillus> are you
trying to squash?
L1442[17:09:34] <Necr0> yes
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L1444[17:17:07] <capitalthree> does
anybody know when EntityJoinWorldEvent fires on a client? does it
fire if an existing entity goes back into draw distance and gets
loaded?
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L1446[17:18:51] <TechnicianLP> using
eclipse? look at the callhirarchy of the constructur and the code
thats calling it
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L1448[17:22:31] <capitalthree> I'm using
intellij but I can do the same thing, good idea :D
L1449[17:22:51] <capitalthree> actually
what I'd most like is an event on the server side for every time an
entity is loaded to a client
L1450[17:27:20]
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L1459[17:32:27] <capitalthree> worlds
(like nether and end) can tick at independent rates from each other
right?
L1460[17:32:38] <capitalthree> how do I
make a class that will have an instance per-world
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L1462[17:33:07] <capitalthree> I need a
class to do tick timing related things
L1464[17:43:21] <Necr0> ok squashed
commits, finally >.<'
L1465[17:44:41] <TechnicianLP> looks
nice
L1466[17:45:22] <williewillus> smart take
on the idea :D
L1467[17:45:30]
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L1469[17:45:56] <williewillus> haven't
actually written any code for it yet xD
L1470[17:45:59] <williewillus> was fixing
other bugs
L1471[17:47:08] <masa> why does gradlew
build get stuck without any output... are some servers down or
something?
L1472[17:48:26] <Zaggy1024> hmmm
L1473[17:48:30] <Zaggy1024> it's kind of
cryptic
L1474[17:48:36] <Zaggy1024> if nothing
else it could use some examples
L1475[17:49:24] <williewillus> idk how
else to explain
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L1477[17:49:30] <williewillus> but that
is the logic you were looking for right
L1478[17:50:29] <Zaggy1024> well
L1479[17:50:33] <Zaggy1024> that's one
way to do it
L1480[17:50:50] <Zaggy1024> I was
actually thinking it would be better to make canceling it make it
always return the action result field
L1481[17:50:58] <Zaggy1024> that should
allow the same things to be done, I think
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L1483[17:52:55] <williewillus> that
sounds better actually
L1484[17:54:44] <williewillus> so
actually this doesn't seem too complex
L1485[17:54:49] <williewillus> idk how to
explain it well though
L1487[17:58:21] <williewillus> the
problem is no one really understands how interactions work
L1488[17:58:27] <williewillus> and you
have to to use the event properly
L1489[17:58:39] <williewillus> so I
basically have to give an interactions crash course in the event
doc
L1490[18:00:27] <Gigabit101> forge site
down ?
L1491[18:01:02] <diesieben07> nope
L1493[18:02:06] <williewillus> if i
replace the words "underlying operation" with
"interaction" that doc probably makes more sense
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L1495[18:02:37] <williewillus> and
replace the whole stream analogy with just straight words about
interactions :P
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L1498[18:10:43] <capitalthree>
williewillus: omg are we going to have javadocs for events that
explain when they are called? I love you, man :D
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L1515[18:44:13] <masa> anyone else having
issues with gradle?
L1516[18:44:20] <masa> Ij ust can't build
anything...
L1517[18:44:37] <masa> I get no output
after running ./gradlew build
L1518[18:46:02] <Gregory> Which gradle
version?
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L1520[18:47:40] <masa> 2.7 apparently, in
the gradle-wrapper.properties
L1521[18:48:22] <Gregory> Gradle is
currently at 2.13, why not try something newet?
L1522[18:48:28] <Gregory> newer*
L1523[18:49:05] <masa> trying it...
L1524[18:49:27] <masa> that one was
working fine yesterday still
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L1526[18:51:56] <masa> hm, that one seems
to freeze in unzipping itself, wtf
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L1528[18:57:32] <Gregory> Well, the only
problem I had recently was where it refused to do a
setupDecompWorkspace on the commandline, but I fixed it. Haven't
had other major gradle issues otherwise
L1529[18:58:07] <masa> have you tried
building a mod in the last couple of hours or something?
L1530[18:58:15] <masa> it just freezes
immediately for me
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L1532[18:58:56] <Gregory> Not 'building',
per se, only working on my source tree
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L1535[19:03:00] <masa> this is a bit
frustrating, I have two mods ready to be built and reelased but
gradle is broken ;_;
L1536[19:03:10] <masa> unless a good old
reboot would fix it, lol
L1537[19:06:03] <TehNut> masa: Link to
repo so I can try?
L1538[19:06:16] <TehNut> i need a break
from capabilities
L1539[19:06:34] <masa> well it doesn't
work for any of my mods...
L1540[19:06:42] <masa> I'll try a reboot
first
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L1542[19:11:02] <masa> nope doesn't
work
L1543[19:12:20] <masa> I would assume
it's the same for any mod that you try to build atm
L1545[19:12:36] <masa> but that's the one
I'm trying to build (from the 1.8.9 branch)
L1546[19:12:38] <LexManos> define
broken
L1547[19:12:56] <masa> I run ./gradlew
build and it just sits tehre forever without any console
output
L1548[19:13:07] <LexManos> kill your
cache and try again
L1549[19:13:09] <masa> not even the
splash thing with the MCP crew
L1550[19:13:16] <LexManos> also make sure
your network lets you run it
L1551[19:13:17] <LexManos> also avs
L1552[19:13:40] <TehNut> Your
EnderUtilities 1.9 branch built fine for me
L1553[19:13:42] <masa> well it has worked
without issues up until a few hours ago
L1554[19:13:46] <masa> hm
L1555[19:13:48] <TehNut> lemme try
ItemScroller 1.8
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L1558[19:14:07] <williewillus> explaining
this in a PR is going to be "fun"
L1559[19:14:09] <williewillus> super fun
-.-
L1560[19:14:11] <masa> so is it
--cleanCache or --clean-cache or what? or just ./gradlew
clean
L1561[19:14:17] <williewillus>
cleanCache
L1562[19:14:19] <williewillus> it's a
task
L1563[19:14:23] <masa> oh right
L1564[19:14:25] <williewillus> gradle
clean cleanCache sDW
L1565[19:14:33] <masa> I think I asked
this like a couple of weeks ago :D
L1566[19:14:46] <masa> but my memory is
complete shit
L1568[19:16:03] <masa> hm yeah so...
./gradlew cleanCache also just freezes the same
L1569[19:16:07] <williewillus> lol
L1570[19:16:18] <williewillus> try using
system gradle
L1571[19:16:18] <masa> wtf broke and why
;_;
L1572[19:16:20] <williewillus> not the
wrapper
L1573[19:16:27] <masa> don't have one
installed
L1574[19:16:30] <TehNut> or try
redownloading the wrapper
L1575[19:16:59] <masa> well I tried
running it for three different mods, wouldn't that be different
then for all those?
L1576[19:17:12] <masa> since they are in
separate dirs
L1577[19:17:26] <masa> not sure how that
stuff works
L1578[19:17:46] <Digitalsabre> So, in
theory, if I forked a git, then loaded the codebase up at the point
just before the code was updated for a later version of Minecraft,
modify the code to my liking, and then build it, it should work. In
theory. Right?
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L1580[19:18:30] <Digitalsabre> (Yes, I
just noticed that my tenses don't agree.)
L1581[19:19:11] <Biochemic> the question
is, if there were bugfixes done in meantime
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L1584[19:21:18] <masa> I guess I'll just
have to nuke the whole .gradle from my home dir from orbit with
extreme prejudice
L1585[19:21:40] <Digitalsabre> It's the
only way to be sure.
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L1594[19:39:16] <DebugsPeople> got a
question on Subscribe Events
L1595[19:40:03] <williewillus> ask
away
L1596[19:40:05] <DebugsPeople> I have an
abstract class that's extended 2 times, should I register those to
the EventBus, or cast it to the base class or smth and do it
once?
L1597[19:40:24] <williewillus> why would
that matter? :P
L1598[19:40:27] <DebugsPeople> idk
L1599[19:40:35] <DebugsPeople> I don't
know how it works
L1600[19:40:38] <williewillus> event
handlers are registered by identity
L1601[19:40:46] <DebugsPeople> ok?
L1602[19:40:47] <williewillus> and
anything can be one :P
L1603[19:40:59] <williewillus> so i don't
see how inheritance has to do with this
L1604[19:41:08] <DebugsPeople> the base
class has the event listener
L1605[19:41:11] <DebugsPeople> that's
why
L1606[19:41:16] <williewillus> so do it
in the bsae class ctor
L1607[19:41:25] <LexManos> we crawl the
base classes
L1608[19:41:32] <LexManos> just register
your instance
L1609[19:41:54] <DebugsPeople> also it's
an item, should I register it every time I construct one?
L1610[19:42:03] <DebugsPeople> rather
*instantiate
L1611[19:42:05] <LexManos> ...
L1612[19:42:06] <DebugsPeople> guess
ys
L1613[19:42:14] <LexManos> you
instantiate items once
L1614[19:42:20] <LexManos> but this is
simple
L1615[19:42:34] <LexManos> you register
an instance of a event listener to the event bug
L1616[19:42:36] <LexManos> buf
L1617[19:42:39] <LexManos> bus**
L1618[19:42:46] <LexManos> if you have
multiple instances, register them
L1619[19:43:22] <DebugsPeople> wait, I
just realized my Event handler does nothing with the item itself,
but rather works for every item of the class because it goes off
the player
L1620[19:43:34] <DebugsPeople> I think I
should pull it out or smth
L1621[19:43:53] <williewillus> probably
:P
L1622[19:44:09] <DebugsPeople> triggers 4
times XD
L1623[19:44:25] <DebugsPeople> well, 2
times is server/client
L1624[19:45:01] <DebugsPeople> gonna put
it in the CommonTickHandler again
L1625[19:46:22] <LexManos> why do you
have a tick handler?
L1626[19:46:50] <DebugsPeople> checking
keybinds every tick
L1628[19:48:48] <DebugsPeople> pretty
satisfied with all my renders working
L1629[19:48:53] <DebugsPeople> too lazy
to redo them
L1630[19:50:21] <williewillus>
DebugsPeople: did diesieben ever say why you should check keybind
in tickhandler instead of using the evt? :P
L1631[19:50:23] <williewillus> i'm
curious
L1632[19:50:45] <DebugsPeople> no, noone
ever said that :$
L1633[19:50:55] <williewillus> i remember
him telling you that :P
L1634[19:50:59] <williewillus> maybe it
wasn't you
L1635[19:51:54] <DebugsPeople> idk,
should I, or should I not?
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L1637[19:58:28] <DebugsPeople> :S
L1638[19:58:47] <DebugsPeople> !gm
attackEntityFrom
L1639[19:59:26] <DebugsPeople> how does
one find out what the returns mean when there's no
description
L1640[19:59:46] <williewillus> look at
the code
L1641[20:00:09] <DebugsPeople> what
code?
L1642[20:01:04] <williewillus> you asked
what the return value of attackEntityFrom means
L1643[20:01:11] <DebugsPeople> yes
L1644[20:01:18] <williewillus> so look at
what calls it and see how they use it
L1645[20:02:34] <DebugsPeople> well,
where are the calls
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L1647[20:03:27] <williewillus> use your
ide :P
L1648[20:03:37] <williewillus> Find
usages
L1649[20:04:01] <DebugsPeople> doesn't
work
L1650[20:04:14] <DebugsPeople> only
searches project files
L1651[20:04:20] <williewillus> make it
search libraries
L1652[20:04:40] <williewillus> also just
from reading the definitions you can tell what it does
L1653[20:08:21]
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L1654[20:12:19] <DebugsPeople> is that
like if the entity dies from it?
L1655[20:12:27] <DebugsPeople> that's a
guess
L1656[20:12:38] <williewillus> no
L1657[20:15:17] <williewillus> i see
"if invulnerable(source) return false" everywhere so that
gives it away pretty much instantly
L1658[20:15:24] <williewillus> it's if
the entity actually takes damage
L1659[20:15:53] <DebugsPeople>
oh...
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L1661[20:22:57] <DebugsPeople> why did
mojang add these annoying annotations :(
L1662[20:23:24] <williewillus> its not a
big deal
L1663[20:23:28] <williewillus> just fix
with ide :P
L1664[20:23:32] <DebugsPeople> buy
why
L1665[20:23:37] <williewillus> they
didn't add them
L1666[20:23:39] <williewillus> they
always had the
L1667[20:23:40] <DebugsPeople> and it
doesn't work for me
L1668[20:23:41] <DebugsPeople> ...
L1669[20:23:43] <williewillus> welp
L1670[20:23:51] <williewillus>
?shrug
L1671[20:23:58] <williewillus> it took me
5 minutes to apply the fix everywhere
L1672[20:24:01] <DebugsPeople> but mcp
added them now?
L1673[20:24:04] <williewillus> no
L1674[20:24:10] <williewillus> mojang
stopped stripping them out
L1675[20:24:17] <DebugsPeople> oh?
L1676[20:24:19] <DebugsPeople> why
"?shrug"
L1677[20:24:31] <williewillus> that's a
command on vaz's channel :P
L1678[20:24:36] <DebugsPeople> why not
something like "*shrug*"
L1679[20:24:39] <DebugsPeople> oh
L1680[20:24:41] <DebugsPeople> welp
L1681[20:24:41] <williewillus>
williewillus> ?shrug
L1682[20:24:41] <williewillus>
<Jibril> ¯\_(ツ)_/¯
L1683[20:28:13] <DebugsPeople> well,
still quite pointless on another channel *shrugs*
L1684[20:28:30] <williewillus> $ close
2337
L1685[20:28:32] <Actuarius> Issue 2337
closed.
L1686[20:29:36] <williewillus> is there a
way to search for PR's that don't have merge conflicts?
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L1688[20:30:49] <DebugsPeople> wow, now I
have the annotations, what point do they serve ...
L1689[20:32:38] <williewillus> proabbly
nothing, to you
L1690[20:34:16] <DebugsPeople> to
you?
L1691[20:35:30] <DebugsPeople> yay just
turned 3 methods into 1 for sub classes
L1692[20:35:40] <williewillus> most of
those are useful internally
L1693[20:35:46] <williewillus> to a
modder they don't provide much
L1694[20:35:56] <williewillus> except
maybe a heads up that something might or might not be null
L1695[20:36:03] <williewillus> or what
may change in the future
L1696[20:37:23] <DebugsPeople> and what
are the compileDummy.jar and providedDummy.jar?
L1697[20:37:45] <williewillus> those have
always been there, idk exactly but gradle magic
L1698[20:38:06] <DebugsPeople> ok
then
L1699[20:38:31] <capitalthree> is there a
way to check if an EntityItem enclosed in a WeakReference still
actually exists in the world?
L1700[20:39:07] <DebugsPeople> get the
entity id and search for it?
L1701[20:39:50] <capitalthree> that
works. how costly is the search?
L1702[20:41:08] <DebugsPeople> idk, I did
it once every tick to test and it didn't effect it at all, but not
sure
L1703[20:42:20] <DebugsPeople> btw
williewillus, was the checking every tick good or bad now?
L1704[20:42:27] <williewillus> no
idea
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L1706[20:45:00] <thecodewarrior> the
entities are an IntHashMap, so if it's anything like a normal
HashMap, and since it's ints the hashes shouldn't (?) collide, it
should be an O(1) operation.
L1707[20:45:03]
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L1708[20:45:51] <williewillus> $ labels
add 2870 Bug Superseded
L1709[20:45:53] <Actuarius> Added labels
[Bug, Superseded] for issue 2870; new labels: [Bug,
Superseded].
L1710[20:46:54] <DebugsPeople> I'm
guessing if I do that it won't work
L1711[20:48:12] <capitalthree> so
entityId is for client/server communication?
L1712[20:48:33] <thecodewarrior> Yes. but
it isn't persistant, it can change when the entity is
loaded/unloaded.
L1713[20:48:56] <capitalthree> ok, but if
it loads and unloads on a client, but stayed loaded on the server,
it'll stay the same?
L1714[20:49:15] <thecodewarrior> Yes. I'm
pretty sure.
L1715[20:49:32] <capitalthree> cool
thanks :D
L1716[20:49:37] <capitalthree> how do I
do the lookup
L1717[20:50:11] <williewillus> if you
want persistence use UUIDs
L1718[20:50:36] <williewillus> everything
else is not a given for persistence
L1719[20:51:24]
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L1722[20:52:57] <DebugsPeople> this has
casting and is getting the uuid from a tag compound but the list
lookup is the basic method
L1723[20:56:22] <DebugsPeople> how can I
send a chat message to a specific player?
L1724[20:57:08] <thecodewarrior> The fun
to be had with GL depth functions is indescribable. Ok, maybe it's
just pretty cool, but still, it's pretty cool.
L1725[20:58:14] <DebugsPeople> uhh
what?
L1726[20:59:10] <thecodewarrior>
Basically with opengl you can tell something to not render when
it's in front of something, but only behind. (think nametags, it's
rendered once only shown above other objects, and onece shown only
below)
L1727[20:59:23] <williewillus>
DebugsPeople: player.addChatMessage
L1728[20:59:39] <DebugsPeople> so I get
the player instance on server?
L1730[21:00:54] <DebugsPeople> fml, I
don't have the player in the method call
L1731[21:02:09]
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L1732[21:02:46] <DebugsPeople> oh
L1733[21:02:46] <DebugsPeople> nice
L1734[21:02:49] <DebugsPeople> took me a
second
L1735[21:03:05] <DebugsPeople> didn't
realize the object was right in front of the player
L1736[21:03:12] <DebugsPeople> though it
was behind the pillar
L1737[21:03:20]
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L1739[21:08:46] <Nosirrom> How do you
guys deal with unused classes in your mods?
L1740[21:09:08] <Nosirrom> because, I
noticed they still end up in the .jar
L1741[21:09:41] <DebugsPeople> delete
them?
L1742[21:11:02] <Nosirrom> i'm too
attached to my own work
L1743[21:11:40] <williewillus> wat
L1744[21:11:42] <williewillus> just
delete them
L1745[21:11:49] <williewillus> that's
what version control is for
L1746[21:12:48] <williewillus> if you
ever want to admire what you wrote a year ago (if I deleted it, it
probably wasn't worth admiring :P) then you'd just checkout the old
commit with git
L1747[21:13:27] <williewillus> hmm I'm
tempted to remove all the stupid javadoc html tags
L1748[21:13:32] <williewillus> since we
don't generate web docs anymore
L1749[21:13:39] <williewillus> it just
clouds up readability in-source
L1750[21:13:45] <DebugsPeople> ?
L1751[21:13:55] <DebugsPeople> why
not?
L1752[21:14:06] <williewillus> no one
used them and they were a waste of resources
L1753[21:14:19] <williewillus> if youre
developing the docs are in your IDE already
L1754[21:14:37] <DebugsPeople> which docs
even?
L1755[21:14:44] <DebugsPeople> never saw
any html tags
L1756[21:15:17] <DebugsPeople> and I mean
javadoc html tags aren't for readability in source
L1757[21:15:22]
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L1758[21:16:02] <williewillus> most of
the events copy a silly smurf format that someone started years
ago
L1759[21:16:09] <williewillus> with
<BR> everywhere and useless sentences
L1760[21:17:44] <DebugsPeople> I just
noticed I don't need generalisation for my remotes
L1761[21:18:10] <DebugsPeople> models are
registered elsewhere and the only thing different is one
number
L1762[21:18:37]
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L1763[21:19:05] <Nosirrom> well, my code
feels thinner after taking those classes out, i'm glad I did
that
L1764[21:19:24] <Nosirrom> it was all
blocks and entites that worked but I ended up not using
L1765[21:21:47]
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L1766[21:22:44] <DebugsPeople> cleaned up
my code by deleting 2 unnecessary classes
L1767[21:23:22]
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L1769[21:26:27] <Nosirrom> it was 12 for
me
L1770[21:26:54] <williewillus> yeah screw
it I'm deleting these smurf tags :P
L1771[21:27:46] <DebugsPeople> lol
L1772[21:28:07]
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L1773[21:28:31] <DebugsPeople>
entity.TheRcMod.thercmod:rccar
L1774[21:28:32] <DebugsPeople> hm
L1775[21:28:44] <DebugsPeople> why twice
xD
L1776[21:32:13] <DebugsPeople> arg
formatting screws up my formatting :P
L1777[21:33:44] ***
Keridos|away is now known as Keridos
L1778[21:44:20] <DebugsPeople> windows
doesn't care about my hosts file it seems
L1779[21:47:05]
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L1783[21:48:04] <minecreatr> I am trying
to setup a forge dev env, I downloaded the latest forge repo and
did gradlew setupForge, but when I open up the main build.gradle in
intellij it dosn't seem to have any libraries attached
L1784[21:48:11]
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L1785[21:50:56] <DebugsPeople> gr8 now
IDEA won't start anymore
L1786[21:53:05]
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L1788[22:03:17] <DebugsPeople> oh
WTF
L1789[22:05:39]
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またね)
L1790[22:07:59] <Digitalsabre> Fun fact:
If you're not opposed to cannibalism, anyone can make a delicious
meal.
L1791[22:12:47]
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L1795[22:18:46] <DebugsPeople> wut
L1796[22:19:31]
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L1798[22:26:33] <williewillus> about 1/3
done trawling through and un-derpifying all the event docs
-.-
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L1802[22:32:29] <DebugsPeople> rip
willie
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L1807[22:50:36] <DebugsPeople> idea being
retarded
L1808[22:50:48] <DebugsPeople>
player.getHeldItem(EnumHand.MAIN_HAND) != null &&
player.getHeldItem(EnumHand.MAIN_HAND).getItem() < getItem could
be a fucking NullPointer
L1809[22:50:53] <DebugsPeople> *no
fucking sorry
L1810[22:51:18] <DebugsPeople> *<
should be <- or smth
L1811[22:52:06]
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L1812[23:03:05] <DebugsPeople> spamming
packets every tick is probably a bad idea
L1813[23:03:49] <DebugsPeople> are there
only 20 ticks per second?
L1814[23:03:59] <killjoy> sometimes
less
L1815[23:04:12] <DebugsPeople> hm,
ok
L1816[23:04:30] ***
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L1817[23:05:21] <DebugsPeople> so let's
assume 0% packet loss you'd have the ping as the delay for
inputs
L1818[23:05:37] <DebugsPeople> hmmm
L1819[23:06:30] <DebugsPeople> what does
the update frequency on entities mean?
L1820[23:08:37] <DebugsPeople> does
chunkprovider.provideChunk() load the chunk?
L1821[23:11:44]
⇨ Joins: Cooler (~CoolerExt@117.201.136.203)
L1822[23:14:25] <capitalthree>
DebugsPeople: aaa I really hope I don't have to do that
L1823[23:14:40] <DebugsPeople> lol
L1824[23:15:38] <DebugsPeople> I'm not
sure how stuff works in 1.9 as for chunks being loaded when the
player is somewhere else and you're controlling some plane
L1825[23:16:24] <williewillus> you
probably need to hack them onto the plane as a vehicle
L1826[23:16:33] <williewillus> since
those have the proper loading logic sorted out
L1827[23:16:53] <DebugsPeople> I'd like
to see the player still though
L1828[23:16:58] <williewillus> or make
the plane loads its own chunks using the chunkloader system
L1829[23:17:02] <williewillus> (do not
request chunks manually)
L1830[23:17:11] <DebugsPeople> the
chunkloader system?
L1831[23:17:39] <williewillus> the chunk
ticket system, the same one chunkloaders like the World Anchor cart
use
L1832[23:17:57] <DebugsPeople> which
class would that be?
L1833[23:18:01] <Lymia> Quick
question
L1834[23:18:02] <williewillus> even then
you have to deal with sending them to the client, but that
*shouldn't* be bad
L1835[23:18:08] <williewillus> actually
it might be bad
L1836[23:18:09] <williewillus> :P
L1837[23:18:11] <Lymia> What's the
dimension ID limit
L1838[23:18:16] <Lymia> Is it int?
L1839[23:18:23] <williewillus> yes
L1840[23:18:28] <Lymia> kk
L1841[23:18:36] <DebugsPeople> dimension
314532 inc
L1842[23:18:44] <williewillus>
DebugsPeople: ForgeChunkManager
L1843[23:18:46] <Lymia> So it's safe to
be wasteful with them, got it.
L1844[23:18:46] <Lymia> :p
L1845[23:18:55] <williewillus> also RC is
open source so check their anchor carts out
L1846[23:20:00]
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L1847[23:20:49] <DebugsPeople> I'm
currently trying to understand the old logic of the 1.4.7 mod
L1848[23:22:06]
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(Hug~♪))
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L1850[23:22:27] <williewillus> just
replicate functionality :P
L1851[23:24:51] <DebugsPeople> well, all
the physics and stuff is too much for me
L1852[23:25:14] <DebugsPeople> because
for minecraft standards this is the best physics I've seen
L1853[23:25:46] <Lymia> What's
DebugsPeople doing?
L1854[23:25:59] <DebugsPeople> trying to
port a 1.4.7 mod
L1855[23:26:03] <Lymia> ah
L1856[23:26:05] <DebugsPeople>
thercmod-minecraft.net
L1857[23:26:19] <DebugsPeople> there's a
1.7 version, but that's different
L1858[23:26:41]
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L1859[23:27:22] <DebugsPeople>
mc.field_71456_v.func_146158_b().func_146230_a(mc.field_71456_v.func_73834_c());
L1860[23:27:24] <DebugsPeople> wow
L1861[23:27:38] <DebugsPeople> that's in
the 1.7 version
L1862[23:27:54] <DebugsPeople> I mean
it's decompiled ..
L1863[23:28:07] <DebugsPeople> guess
that's prob it
L1864[23:28:57]
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L1866[23:29:36] <DebugsPeople> but the
new version even uses the bullet engine
L1867[23:30:05] <McJty> How does he
integrate that with java and make sure that works on windows,
linux, and mac?
L1868[23:30:28] <DebugsPeople> it's
jBullet, idk guess it's multiplatform too
L1869[23:30:48] <McJty> ah ok. I'm using
to the c++ version of bullet
L1870[23:30:49] <Lymia> This is
L1871[23:30:50] <DebugsPeople> yeah, full
java port
L1872[23:30:54] <McJty>
s/using/used
L1873[23:31:10] <Lymia> Well,
anyway
L1874[23:31:18] <Lymia> I'm planning a
magic/exploration mod.
L1875[23:31:26] <Lymia> I have no need
for physics. :D
L1876[23:31:33] <Lymia> (Instead, lots
and lots of procedural generation)
L1877[23:31:38] <DebugsPeople> lol
L1878[23:32:32] <DebugsPeople> actually
thinking about using some physics library myself, but I don't know
if I need it/ want to deal with all of it's querks and integrating
it with minecraft
L1879[23:33:56] <DebugsPeople> !gm
Entity.getFlag
L1880[23:34:51] <Lymia> I want to try
something rather ambitious, and have no idea if I can get it
working
L1881[23:35:01] <DebugsPeople> what is
it?
L1882[23:35:05] <Lymia> Procedural
worldgen of "realistic" houses/bases and similar
buildings, reacting to the terrain.
L1883[23:35:24] <Lymia> Realistic in the
sense of "a player could have built this"
L1884[23:35:33] <DebugsPeople>
williewillus, are those comments ever updated?
L1885[23:36:18] <williewillus> the
javadoc comments?
L1886[23:36:23] <DebugsPeople> yea
L1887[23:36:27] <williewillus> some of
them are pretty badly out of date
L1888[23:36:46] <DebugsPeople>
hm...
L1889[23:37:11] <DebugsPeople>
this.setFlag(6, this.isGlowing()); -> me: what is flag nr 6,
hmmm
L1890[23:37:20] <williewillus> :D
L1891[23:37:25] <DebugsPeople> really
stupid sometimes :P
L1892[23:38:01] <williewillus> reverse
engineering is fun, though the kind we have to do in modding mcis
pretty light
L1893[23:38:10] <williewillus> unless
we're mapping out totally new classes/methods/fields
L1894[23:39:14] <Lymia> I had some ideas
for making an obfusicator.
L1895[23:39:19] <Lymia> Then I remember I
have no use for such a thing.
L1896[23:39:20] <Lymia> :D
L1897[23:40:08] <williewillus> hats off
to whoever initially created the first set of mappings :P
L1898[23:40:18] <williewillus> Searge
most likely
L1899[23:40:31] <Lymia> I did a tiny bit
of reverse engineering work way back in the hMod/Bukkit days.
L1900[23:40:35] <Lymia> But never worked
on full mappings
L1901[23:40:38] <DebugsPeople> it's
hardcoded that an rc entity just dies after 30 minutes
L1902[23:40:40] <DebugsPeople> lol
L1903[23:40:40] <Lymia> Just finding the
classes I needed and poking at them.
L1904[23:40:48] <williewillus>
DebugsPeople: "battery life"? :D
L1905[23:41:02] <Lymia> I poked around in
the code a bit
L1906[23:41:26] <DebugsPeople> that
doesn't make too much sense, should be based on usage and
stuffs
L1907[23:41:46] <Lymia> To make an
on-tick hook for hMod so Craftbook could do propagation delay, its
ICs were getting stick in infinite loops when you wired ones output
to it sinput.
L1908[23:41:59] <Lymia> Because hMod's
author refused to make an on-tick hook for "preformance"
reasons.
L1909[23:42:07]
⇨ Joins: Ipsis
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L1910[23:42:36] <Lymia> Then another hack
to detect when signs got loaded into the world, because guess what
event wasn't there:
L1911[23:42:39] <Lymia> Chunk load.
\o/
L1912[23:43:13] <Lymia> Those were dark
times.
L1913[23:43:34] <DebugsPeople> this is
programmed in such a weird way
L1914[23:43:49] <williewillus> :P
L1915[23:44:10] <williewillus> modding is
a much nicer experience with each new version but its hard to see
that unless you look back
L1916[23:44:33] <Lymia> I think much
later I found a fork of Craftbook for some hMod fork or
something.
L1918[23:45:01] <DebugsPeople> just take
a look at this onUpdate method
L1919[23:45:05] <DebugsPeople> rip link
btw
L1920[23:45:23] <DebugsPeople> and I know
it probably shouldn't be in a public repo
L1921[23:45:23] <Lymia> Which still kept
those hacks. I'm :| because if there's anything resembling a proper
hook for those things, you do not need to go poking in private
internal state to do those things anymore.
L1922[23:45:47] <Lymia> >
currentTimeMillis
L1923[23:45:47] <Lymia> wat
L1924[23:46:00] <DebugsPeople> well,
that's the 30min timer
L1925[23:46:06] <Lymia> I
L1926[23:46:06] <Lymia> OK
L1927[23:46:16] <Lymia> I'd consider
doing that for a boss or something
L1928[23:46:19] <williewillus> lol
L1929[23:46:26] <Lymia> but
L1930[23:46:28] <Lymia> wha
L1931[23:46:33] <Lymia> Why does it even
need a 30 minute timer
L1932[23:46:35] <williewillus> that
doesn't even work
L1933[23:46:36] <Lymia> Based off real
time
L1934[23:46:41] <williewillus> what if I
save and reload at 29 min
L1935[23:46:49] <DebugsPeople> rip
L1936[23:47:07] <DebugsPeople> wait, when
does entityInit get called?
L1937[23:47:08] <Lymia> What if daylight
savings
L1938[23:47:37] <williewillus> at the top
level Entity constructor
L1939[23:47:42] <williewillus> iirc
L1940[23:47:47] <williewillus> and
eurhg
L1941[23:47:51] <DebugsPeople> does it
get called on load?
L1942[23:47:54] <Lymia> I need to get to
work on my mod sometime.
L1943[23:47:54] <williewillus> hate it
when mods add a prefix in front of everything :P
L1944[23:47:55] <williewillus> yes
L1945[23:48:13] <DebugsPeople> well, yea
it breaks then it seems
L1946[23:48:13] <williewillus> RCM_blah
of course I know its from rcm it's in the darned package name
L1947[23:48:18] <Lymia> So I can finish
something. :p
L1948[23:48:19] <DebugsPeople> xD
L1949[23:48:20] <Lymia> To be fair.
L1950[23:48:29] <Lymia> It isn't a
terrible idea for disambiguating imports.
L1951[23:48:40] <Lymia> If that's an
issue, and you have an overly generic name somewhere.
L1952[23:48:47] <Lymia>
"RCM_Vector" vs "Vector3"
L1953[23:49:02] <Lymia> But that's not a
reason to do it to everything
L1954[23:49:16] <DebugsPeople> currently
only have RCM_Crafting RCM_Entities and RCM_Items
L1955[23:49:40] <DebugsPeople> oh wait
and RCM_Main and RMC_CreativeTab
L1956[23:49:53] <Lymia> idk
L1957[23:50:00] <Lymia> I don't like most
mods' package strutures either.
L1958[23:50:27] ***
williewillus is now known as willieaway
L1959[23:50:34] <Lymia> Why is everything
things split between mod.tileentity.TileEntityFoo,
mod.block.BlockFoo, mod.item.ItemFoo, and
mod.entity.EntityFooProjectile
L1960[23:50:51] <DebugsPeople> hm?
L1961[23:51:06]
⇨ Joins: Naiten (~Naiten@77.34.160.22)
L1962[23:51:07] <DebugsPeople> how do you
do it?
L1963[23:51:07] <Lymia> I'd rather put
those things that go together in one place, rather than putting
things together in one place for being the same type.
L1964[23:51:15]
⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Read
error: Connection reset by peer)
L1965[23:51:31] <DebugsPeople> to each
their own
L1966[23:51:34] <McJty> yes
L1967[23:51:37] <McJty> I agree
Lymia
L1968[23:51:55] <Lymia> I'd rather put
everything relating to foo in one package (in Java), or a file (in
Scala) so everything relating to Foo is in one place.
L1969[23:51:59] <McJty> I also tend to
make packages per functionality
L1970[23:52:09] <McJty> And not a package
for blocks, tile entities, ...
L1971[23:52:38] <DebugsPeople> well, if
you want to look at some more weird code go ahead, there's a kinda
deobfuscated version and the original in there, but I have to go to
bed
L1972[23:52:42] <DebugsPeople> it's 7am
...
L1973[23:52:46] <Lymia> Eh
L1974[23:52:53] <Lymia> Mods having weird
code is nothing new
L1975[23:53:04] <DebugsPeople> :P
L1976[23:53:06] <Lymia> I peeked in
Draconic Evolution's source once
L1977[23:53:16] <Lymia> commented out
code and spegetti everywhere
L1978[23:53:21] <Lymia> Dude, you have
version control
L1979[23:53:22] <Lymia> Use it.
L1980[23:53:24] <DebugsPeople> lol
L1981[23:53:34] <McJty> Commented out
code at least can't contain bugs :-)
L1982[23:53:54] <Lymia> Code that doesn't
exist can't either.
L1983[23:53:54] <Lymia> :-)
L1984[23:54:02] <DebugsPeople> I use
version control way too infrequently
L1985[23:54:18] <McJty> Personally I
prefer to use commented out code too in case I don't want to remove
code just yet
L1986[23:54:23] <McJty> Because I forget
about it otherwise
L1987[23:54:28] <DebugsPeople> ^
L1988[23:54:30] <Lymia> I don't use it
too often
L1989[23:54:33] <Lymia> I just commit
often
L1990[23:54:38] <Lymia> And use "git
checkout" if I want code back.
L1991[23:54:47] <McJty> yes but then you
have to remember that you have code to get back
L1992[23:54:48] <DebugsPeople> I should
commit like at least once a day lol
L1993[23:54:50] <Lymia> Commenting out
code is for debugging, and never something I'd commit to scm
L1994[23:54:54] <DebugsPeople> I don't
even do that
L1995[23:56:01]
⇦ Quits: AforAnonymous (bitch2k@dyn-050-176.vix2.mmc.at)
(Ping timeout: 384 seconds)
L1996[23:56:38] <Lymia> (And then there's
the just why package structures)
L1997[23:57:31] <Lymia>
thaumatic.tinkerer.common.item.kami,
thaumatic.tinkerer.common.block.kami, [...]
L1998[23:57:37] <Lymia> First of all,
"thaumatic.tinkerer"???
L1999[23:57:45] <Lymia>
thaumic.tinkerer*
L2000[23:57:57] <Lymia> Second of all,
you're putting the TTKami thing in basically a submodule of your
mod. OK
L2001[23:58:04] <DebugsPeople> anyone
know how to push in IDEA
L2002[23:58:04] <Lymia> ... and then
making this weird package structure
L2003[23:58:09] <Lymia> idk
L2004[23:58:14] <Lymia> I just use git on
the command line
L2005[23:58:24] <TehNut> I don't see
anything wrong with that package structure
L2006[23:59:44] <Lymia> Maybe they're
using their IDEs differently or something, but.