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L1[00:00:10] ⇨
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L2[00:02:37] <killjoy> sfxplayer, see
stone's
L3[00:02:49] <killjoy> by default, its
texture gets randomly rotated
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L7[00:16:47] <tterrag> stone doesn't
iirc?
L8[00:16:50] <tterrag> grass does. and
sand
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L23[01:28:28] <EeB> How are you supposed to
play sound without it causing ConcurrentModificationExceptions? Is
there some method that syncs it with a certain thread?
L24[01:29:28] <EeB> Looking into the
SoundManager code I seem to get ConcurrentModificationExceptions
because while updateAllSounds is looping over the sounds currently
played, the original map is changed somewhere
L25[01:29:50] <EeB> probably due to a sound
being added as the same time sounds are updated - but I don't see a
way around it?
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L27[01:33:37] <EeB> *I'm talking about mc
1.9.4 btw
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L29[01:47:12] <tterrag> log?
L31[01:53:05] <tterrag> where are you
calling playSound from?
L32[01:54:11] <EeB>
OnBlockActivated()
L33[01:54:36] <tterrag> weird
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L36[01:57:16] <EeB> I'll take a look at it,
but at first sight checking all playSound methods I know minecraft
does nothing to prevent these concurrent modification
exceptions...
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L38[01:59:59] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160611 mappings to Forge Maven.
L39[02:00:02] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160611-1.9.4.zip
(mappings = "snapshot_20160611" in build.gradle).
L40[02:00:13] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L41[02:05:46] ⇨
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L42[02:06:39] <sham1> It should not throw
CME
L43[02:08:28] ⇨
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L44[02:12:46] <EeB> Yeah, apparently I'm
calling the methods on SoundManager directly
L45[02:12:57] <sham1> Why
L46[02:13:16] <EeB> and if you use World's
methods, it sends it to the server which forwards it the server
which forwards it to listeners that do sync up stuff
L47[02:13:55] <sham1> Why would it send it
to the server
L48[02:16:26] <EeB> so that it can forward
sound events trigger by a particular client to all other
clients
L49[02:16:31] <EeB> *triggered
L50[02:17:18] <sham1> Umn, there are
client-only playSOund methods in World class
L51[02:20:08] <sham1> Ah, I found it
L52[02:20:14] <sham1>
playSound(EntityPlayer, double x, double y, double z, SoundEvent,
SoundCategory, volume, pitch)
L53[02:20:20] <sham1> Client Behavior: If
the passed in player is the client player, plays the Sound Event to
the client player
L54[02:20:36] <sham1> Nothing about
syncing
L55[02:20:54] <EeB> look at the code for
that method (:
L56[02:21:01] <sham1> Nah m8
L57[02:21:08] <sham1> The code is a
lie
L58[02:22:43] <sham1> Looking at the
code
L59[02:22:51] <sham1> I see no
syncing
L60[02:23:49] <sham1> Although I assume you
have the player object
L61[02:23:51] <sham1> Why not use
that
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L83[03:14:01] <EeB> sigh, I give up
L84[03:14:19] <EeB> I now call playSound on
world and it's still throwing CMEs
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L86[03:14:43] <sham1> SHow your code
L87[03:15:53] <EeB> sham1: it's not that
simple, something else SOMEWHERE in the whole code base must be
causing the exception, can't just point you to the peace that's
causing it cause it's all happening asynchronously
L88[03:16:02] <EeB> *piece
L89[03:16:17] <sham1> And you know that
because?
L90[03:16:22] <sham1> Like how would you
know
L92[03:16:35] <EeB> look at the crash
report
L93[03:16:45] <EeB> now tell me what's
causing it
L94[03:17:16] <sham1> Just show the
code
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L106[03:57:13] <OrionOnline> Good
Morning
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L109[04:00:06] <OrionOnline> Is there an
Event that is called when an Item is rendered?
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L121[04:48:16] <sokratis12GR> Guys how to
make an Item to not be able to be destroyed by
lighting/fire/explosion ?
L122[04:49:25] <sham1> You need to have a
custem EntityItem
L123[04:49:27] <sham1> custom
L124[04:49:59] <sokratis12GR> and do i
need to add nbt to it ?
L125[04:51:04] <sham1> If you want your
itemstack to retain its NBT when thrown then yes
L126[04:51:33] <ghz|afk> check the wither
code
L127[04:51:33] <sokratis12GR> ok ty
L128[04:51:39] <ghz|afk>
EntityWither#dropFewItems
L129[04:51:42] <sokratis12GR> i did
L130[04:51:46] <ghz|afk> it calls
.setNoDespawn on the item
L131[04:51:52] <sokratis12GR> but i can't
find the class for the Nether Star
L132[04:52:03] <ghz|afk> there's no Item
calss for it
L133[04:52:07] <ghz|afk> it's just a
normal item
L134[04:52:09] <ghz|afk> the difference
is
L135[04:52:14] <ghz|afk> when the wither
spawns it
L136[04:52:19] <ghz|afk> it calls
.setNoDespawn on the item
L137[04:52:27] <sokratis12GR> so it has
its own event ?
L138[04:52:37] <ghz|afk> no...?
L139[04:52:42] <ghz|afk> ALL it does
is
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L141[04:52:56] <ghz|afk> EntityItem e =
new EntityItem(itemstack of netherstar)
L142[04:53:00] <ghz|afk>
e.setNoDespawn();
L143[04:53:04] <ghz|afk>
spawnEntityInWorld(e)
L144[04:53:21] <sokratis12GR> ok i got
it
L145[04:54:38] <ghz|afk> but if you want
your own items to never despawn, regardless of WHERE they are
dropped from
L146[04:54:42] <ghz|afk> you could call
setNoDespawn
L147[04:54:43] <ghz|afk> from
onEntityItemUpdate
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L149[04:55:46] <sokratis12GR> i don't want
them to not despawn
L150[04:55:51] <sokratis12GR> but to not
be able to be destroyed
L151[04:55:58] <sokratis12GR> by
fire/explosions
L152[04:56:18] <ghz|afk> yeah I don't
think you cna have one without the other
L153[04:56:53] <sokratis12GR> oh
L154[04:56:54] <sokratis12GR> ok
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L169[06:56:51] <masa> sokratis12GR:
setEntityInvulnerable()
L170[06:57:31] <sokratis12GR> do this
still need to have setNoDespawn ?
L171[06:57:43] <masa> it should prevent
all other damage except falling into void (or damage using the same
DamageType) and creative players, which doesn't really apply to to
EntityItem anyway
L172[06:57:59] <masa> well noDespawn is
just for it despawning after time
L173[06:58:06] <masa> so whatever you want
it to do
L174[06:58:11] <sokratis12GR> ok
L175[06:58:23] <masa> and also, please
read the code to udenstand/see what it does...
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L178[06:59:42] <masa> for example:
EntityItem#dealFireDamage() and EntityItem#attackEntityFrom() and
Entity#isEntityInvulnerable()
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L220[08:57:37] <Aroma1997> When there is a
jar file in my mod jar, shouldn't that get loaded if I do:
L221[08:57:37] <Aroma1997>
((LaunchClassLoader)
getClass().getClassLoader()).addURL(getClass().getResource("/lib/theJar.jar"))
L222[08:57:37] <Aroma1997> ?
L223[09:00:34] <diesieben07> In theory...
yes
L224[09:00:41] <diesieben07> although you
could just use Launch.classLoader
L225[09:00:44] <Ordinastie_> are you sure
the path is correct ?
L226[09:00:57] <Aroma1997> yes, I am
L227[09:03:18] <diesieben07> what makes
you think it doesn't work?
L228[09:03:35] <Aroma1997> I end up
getting a ClassNotFoundException at where I use the contents of the
jar
L229[09:04:02] <diesieben07> and you're
sure that the addUrl is called before...?
L230[09:04:53] <Aroma1997> yes
L231[09:05:45] <diesieben07> call
Launch.classLoader.findClass manually and debug into it to find out
what's happening
L232[09:06:05] <Aroma1997> ok
L233[09:07:05]
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L235[09:08:02] <Aroma1997> I think, I
know, why it's not working
L236[09:08:21] <diesieben07> which would
be?
L237[09:08:44] <Aroma1997> It may skip all
classes, that start with org.apache...
L238[09:08:51] <Aroma1997> but let me
investigate some more
L239[09:08:57] <diesieben07> oh yes it
does that.
L240[09:08:58] <CoolSquid> That's just the
transformers
L241[09:09:04] <CoolSquid> Or am I
wrong?
L242[09:09:07] <diesieben07> no they are
in th classloader exceptinos
L243[09:09:23] <CoolSquid> Yeah, you're
right
L244[09:09:29] <Aroma1997> that's
stupid
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L246[09:09:38] <diesieben07> you have to
use Launch.classLoader.getClass().getClassLoader()
L247[09:09:40] <diesieben07> and stuff it
into there
L248[09:09:56] <diesieben07> but you'll
have to cast to URLClassLoader (and hope) and invoke addUrl with
reflection
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L250[09:10:36] <Aroma1997> hmm
L251[09:10:55] <Aroma1997> addUrl on the
LaunchClassLoader SHOULD do that already...
L252[09:11:14] <diesieben07> nope.
L253[09:11:21] <diesieben07> it does not
put it into the parent class loader
L254[09:11:24] <diesieben07> why woudl it
do that?
L255[09:11:24] <CoolSquid> @Override
L256[09:11:24] <CoolSquid> public void
addURL(final URL url) {
L257[09:11:24] <CoolSquid>
super.addURL(url);
L258[09:11:24] <CoolSquid>
sources.add(url);
L259[09:11:24] <CoolSquid> }
L260[09:11:32] <Aroma1997> oh
L261[09:11:33] <CoolSquid> from
LaunchClassLoader
L262[09:11:33] <Aroma1997> well
L263[09:11:36] <Aroma1997> ok
L264[09:11:39] <CoolSquid> it does add it
to the parent
L265[09:11:45] <diesieben07> it does
not.
L266[09:11:45] <CoolSquid> wait no
L267[09:11:48] <CoolSquid> It doesn't
<.<
L268[09:11:49] <diesieben07> it calls
super
L269[09:11:51] <diesieben07> super !=
parent
L270[09:11:56] <CoolSquid> Yeah, I'm being
stupid today
L271[09:12:14] <CoolSquid> You'll have to
add it to the parent with reflection
L272[09:12:23] <Aroma1997> damned
L273[09:12:48] <Aroma1997> why does it add
it to super, but loads it from parent?
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L276[09:13:37] <diesieben07> the super
call is just to preserve the normal URLClassLoader
functionality
L277[09:13:53] <diesieben07> and it just
loads all org.apache classes from parent since it assumes those are
core libs
L278[09:14:25] <diesieben07> i.e.
specified by the launcher via -cp on the command line
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L281[09:18:58] <Aroma1997> hmm
L282[09:19:08] <Aroma1997> well
L284[09:20:22] <Aroma1997> I'm just
playing around with it.
L285[09:21:25] <Aroma1997>
Launch.classLoader.getParent() is null for me for some
reason...
L286[09:22:02] <diesieben07> yes, don't
use that one
L287[09:22:04] <CoolSquid> ah, you'll have
to use Launch.classLoader.getClass().getClassLoader()
L288[09:22:08] <diesieben07>
LaunchClassLoader.class.getClassLoader
L289[09:22:46] <CoolSquid> I should've
though about that, LaunchClassLoader doesn't initialize a parent
for some reason
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L292[09:25:52] <Aroma1997> ok, it works
now
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L294[09:26:49] <Aroma1997> thanks
L295[09:26:53] <Aroma1997> *hugs*
L296[09:26:58] <diesieben07> awww
L297[09:27:01] <diesieben07> fun times
with classloaders
L298[09:27:05] <Aroma1997> yup
L299[09:27:38] <CoolSquid> diesieben07, do
you happen to know why LaunchClassLoader doesn't define a
parent?
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L301[09:28:17] <diesieben07> probably just
an oversight
L302[09:28:20] <CoolSquid> Fairly sure it
shouldn't affect class loading, since LaunchClassLoader overrides
the findClass method
L303[09:28:22] <CoolSquid> Yeah
L304[09:28:27] <diesieben07> they do have
a "parent" field, but they don't pass it to the super
constructor
L305[09:28:43] <CoolSquid> I guess Mojang
is the reason
L306[09:29:05] <diesieben07> cp w wrote
that stuff mostly iirc
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L308[09:29:24] <CoolSquid> huh, I guess I
can't blame Mojang then :P
L310[09:31:25] <CoolSquid> The
super(sources, null); call is older than cpw_'s first commit
L311[09:31:34] <CoolSquid> But they
might've worked on it in private
L312[09:31:36] <CoolSquid> but
whatever
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L314[09:32:33] <diesieben07> uh what? :D
git blame shows initial commit for that line
L315[09:32:37] <diesieben07> but yes,
whatever.
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L318[09:34:15] <Aroma1997> I have another
problem now
L320[09:34:41] <Aroma1997> but I don't
really know how to solve it...
L321[09:35:01] <Subaraki> can creating
doubles, that requiere only to be set once, set inside a loop ,
affect performance in any way ? (nota : using java swing
only)
L322[09:35:06] <Aroma1997> oh and my Event
class is NOT in the transformer exclusion list
L324[09:35:50] <diesieben07> Subaraki,
what? :D
L325[09:36:08] <diesieben07> it prbably
is...
L326[09:36:08] <Subaraki> ikr ! here I am
again with my questions that don't make sens ! ill use an
example
L327[09:36:22] <diesieben07> can you show
your Eveent class aroma?
L328[09:36:34] <Aroma1997> What I just
said: (16:35:06) Aroma1997: oh and my Event class is NOT in the
transformer exclusion list
L329[09:36:48] <Subaraki> loop500(double x
= stuff, etc) (what i have)
L330[09:36:51] <diesieben07> yeah i got
d/cd and missed just that message
L331[09:37:05] <Aroma1997> oh
L332[09:37:05] <Subaraki> double x;
loop500(x = stuff, etc);
L333[09:37:06] <Aroma1997> ok
L334[09:37:08] <diesieben07> Subaraki,
post actual code, that snippet does not help
L335[09:37:13] <Aroma1997> but yeah,
that's not the problem
L336[09:37:23] <diesieben07> can you show
the event class?
L337[09:37:49] <Subaraki> i dont think it
will work. just never mind. ill create my doubles outside the loop
x)
L338[09:37:55] <diesieben07> oh
wait...
L339[09:38:00] <diesieben07> you mean the
variable declaration?
L340[09:39:38] <Subaraki> yes
L342[09:39:56] <diesieben07> that doesn't
"create" anything
L343[09:40:05] <diesieben07> local
variables are just numbers, they are assigned in order
L344[09:40:09] <Aroma1997> is it possible,
that that is, because the parent class is abstract?
L345[09:40:11] <diesieben07> so: it
doesn't matter
L346[09:40:16] <Subaraki> oh okay
thanks
L347[09:40:28] <diesieben07> no that is
fine, you just cannot *subscribe* to abstact events
L348[09:40:41] <Subaraki> im experiencing
lag trying to raycast sprites in my wolf3d like game
L349[09:40:45] <Subaraki> trying to figure
out why
L350[09:40:45] <Aroma1997> I'm not trying
to...
L351[09:40:47] <diesieben07> although it
might be because the BackupEvent constructor is private
L352[09:40:49] <Subaraki> that was it
really
L353[09:41:01] <diesieben07> because then
when you invoke it it has to generate a package-private
bridge
L354[09:41:05] <diesieben07> with an extra
argument
L355[09:41:10] <Aroma1997> hmm
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L357[09:41:30] <Aroma1997> yup, that was
it
L358[09:41:33] <Aroma1997> it works now,
thanks
L359[09:41:38] <diesieben07> heh
L360[09:41:44] <diesieben07> the event
system is a weird beast :D
L361[09:42:07] <Lordmau5> o/
L362[09:42:24] <diesieben07> \o
L363[09:42:30] <Aroma1997> thanks
L364[09:42:36] <Lordmau5> does anyone know
if C&B has a esper channel? haha
L365[09:42:46] <TehNut> Whatever channel
Algo is in
L366[09:42:56] <TehNut> He's fairly acive
in #JEI
L367[09:43:06] <Lordmau5> Yea, but I'm not
talking about bug reports
L368[09:43:14] <Lordmau5> merely trying to
get in touch with other people using C&B in regards to some
design-question haha
L369[09:48:08] <ghz|afk> so I was just
looking at 1.10's new blocks, the red nether brick is WAY more red
than I thought
L370[09:49:45] <TechnicianLP> IInventory
should be avoided everywhere i guess?
L371[09:49:54] <ghz|afk> yes
L372[09:50:03] <ghz|afk> fuck anyone who
still relies on IInventory
L373[09:50:11] <ghz|afk> go IItemHandler
;P
L374[09:50:36] <TechnicianLP> yeah my old
inventorycode still depends on it .... (will port it if i need to
xD)
L375[09:50:41] <diesieben07> except people
will yell at you when your pipes/etc don't work with other peoples
stuff :D
L376[09:50:55] <diesieben07> so you at
least need to check and convert
L377[09:51:29] <ghz|afk> nah, just
redirect the yelling to whoever only supports IInventory ;p
L378[09:51:48] <diesieben07> or have 3
lines of code in your mod and don't get yelled at...
L379[09:51:55] <TehNut> ^
L380[09:52:00] <ghz|afk> if you do
that
L381[09:52:10] <ghz|afk> then you enable
peo'ple to keep using IInventory without consequences
L382[09:52:11] <ghz|afk> ;P
L383[09:52:14] <ghz|afk> people*
L384[09:52:45] <diesieben07> emit a 10
line warning in all caps in chat :D
L385[09:54:20] <ghz|afk> joke aside: if
you are making pipes, then yeah supporting insert/remove from
IInventory is fine
L386[09:54:33] <ghz|afk> I'm only truly
against people using IInventory for storage itself
L387[09:54:56] <diesieben07> of
course.
L388[09:55:01] <TehNut> We use it in BM
because we just haven't gotten around to it yet
L389[09:55:07] <TehNut> we slow
L391[09:56:13] <luacs1998> !gm
updateSpawner 1.7.10
L392[09:56:34] <Ordinastie_> diesieben07,
and on which side do you consider the inventory being IInventory to
be ?
L393[09:57:03] <diesieben07> assuming I am
making a pipe mod i am on the receiving end
L394[09:57:22] <ghz|afk> accept IInventory
on your pipes, but don't provide IInventories from your TEs
L395[09:58:06] <Ordinastie_> but being
IInventories allows to accept interactions from those pipes
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L397[10:02:17] <diesieben07> the inventory
doesn't interact with the pipes
L398[10:02:21] <diesieben07> the pipes
interact with the inventory
L399[10:03:19] <Ordinastie_> "be
liberal whith what you accept", in order to accept IInventory
interactions, you need to be IInventory
L400[10:03:29] <diesieben07> what are
"IInventory interactions"?
L401[10:04:03] <Ordinastie_> pipes saying
"hey I want to do stuff with IInventory"
L402[10:04:28] <diesieben07> those pipes
are accepting you, not the other way around
L403[10:16:21] <ghz|afk> eh, the pipes do
"te instanceof IInventory || te.getcapability(item
handler)" they are not IInventory themselves
L404[10:16:38] <ghz|afk> the TE provides,
the pipes accept
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L412[10:44:24] <TechnicianLP> is there a
reason why the itsorage for an capability is not used? (according
to call hirarchy)
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L414[10:45:07] <diesieben07> is the
capability attached to your own object (i.e. your Entity, your TE,
etc.) or is it attached via AttachCapabilitesEvent?
L415[10:45:16] <diesieben07> actually...
doesn't matter.
L416[10:45:25] <diesieben07> IStorage is
not used at all by forge
L417[10:45:31] <diesieben07> YOU must call
it if you provide the capability
L418[10:45:46] <diesieben07> if you
provide capability X, your ICapabilityProvider must ensure to call
the IStorage
L419[10:45:55] <diesieben07> in case of
TE, Entity, etc. you just do it in writeToNbt
L420[10:46:24] <diesieben07> in case of an
attached capability, your provider must implement INBTSerializable
(e.g. via ICapabilitySerializable) and then relay the calls to
IStorage
L421[10:46:28] <ghz|afk> IStorage is a
convenience feature
L422[10:46:34] <ghz|afk> to go along with
the default instance system
L423[10:46:38] <ghz|afk> as in:
L424[10:46:51] <ghz|afk> you can use a
capability without EVER referencing a concrete class
L425[10:46:59] <TechnicianLP> oh ok
L426[10:47:06] <ghz|afk> by using
CAP.getDefaultinstance()
L427[10:47:17] <ghz|afk> and
CAP.getStorage() or directly with CAP.readNBT/writeNBT
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L437[11:02:35] <Temportalist> Does anyone
have experience with ICustomModelLoader and IPerspectiveAwareModel?
I am having trouble getting my item to have the correct transforms
when rendering in world and hand.
L438[11:02:52] <williewillus> yes, post
code
L440[11:03:41]
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L441[11:03:55] <Temportalist> lines 71 and
103 dont seem to apply the desired result
L442[11:04:31] <williewillus> baked item
model is the one that needs to be perspective aware
L443[11:04:48] <williewillus> the
ItemOverrideList is queried before instanceof
IPerspectiveAwareModel is checked
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L445[11:06:19] <Temportalist> hmmm, that
didnt seem to do anything
L447[11:07:11] <williewillus> what;s not
intended in the pic? (I can't tell)
L448[11:07:34] <Temportalist> the new item
(the one with the hammer rendered in its corner) seems to be too
big
L449[11:07:51] <Temportalist> Also, when
held, it doesnt render in the same direction as tools
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L452[11:11:38] <williewillus> what
transforms are you passing into MapWrapper.handlePerspective?
L453[11:11:45] <williewillus> it's using
those whatever those are
L454[11:11:47] <Temportalist> line
71
L457[11:12:20] <Temportalist>
this.transforms =
IPerspectiveAwareModel.MapWrapper.getTransforms(state)
L458[11:12:30] <Temportalist> Basically
whatever IModelState is passed in
L459[11:12:33] <williewillus> I mean whare
you baking that yourself?
L460[11:12:46] <Temportalist> Can you
explain a bit more?
L461[11:12:55] <williewillus>
s/where/are
L462[11:13:08] <williewillus> oh derp of
course not nvm
L463[11:13:26] <williewillus> that
IModelState probably does not have the transforms
L464[11:13:30] <Temportalist> okay
L465[11:13:50] <Temportalist> How would I
implement the transforms so that it renders like the transforms of
a tool?
L466[11:15:11] <williewillus> in
IPerspectiveAwareMOdel.handlePerspective manually check the
transform type and return the appropritae TRSR matrix for the tool
transforms
L467[11:15:27] <Temportalist> Do you know
where I could find those?
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L469[11:15:53] <williewillus> see
ForgeBlockStateV1, ctrl-f "forge:default-tool"
L471[11:26:32] <Temportalist>
williewillus: that worked! thanks!
L472[11:26:41] <williewillus> np
L473[11:26:52] <Temportalist> Any chance
forge can make those transforms public? XD
L474[11:27:12] <williewillus> those aren't
going to change very often
L475[11:27:22] <williewillus> they're
copied from mojang's item/handheld json :P
L476[11:27:38] <Temportalist> but if they
are public, I dont have to recreate them...
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L478[11:27:50] <williewillus> they're not
private either
L479[11:27:54] <williewillus> they're
local parameters :P
L480[11:27:58] <Temportalist>
exactly
L481[11:28:02] <williewillus> so making
them "public" makes on sense
L482[11:28:06] <Temportalist> it would be
great if they were global
L483[11:28:11] <Temportalist> i should
have said global or static
L484[11:28:13] *
williewillus is confused
L485[11:28:19] <Temportalist> let me
rephrase
L486[11:28:25] <williewillus> i know what
you want to say
L487[11:28:30] <williewillus> but I think
that's pointless
L488[11:28:39] <Temportalist> it would be
great if those transforms were static, so I didnt have to re-create
locally XD
L489[11:28:45] <Temportalist> why
so?
L490[11:28:51] <williewillus> no one
should need to recreate the transforms in code normally
L491[11:29:25] <Temportalist>
*normally*
L492[11:29:35] <williewillus> what is your
super special situation? :P
L493[11:29:50] <williewillus> people using
code for models worries me a lot because you can kill resources if
you're not careful :P
L494[11:30:24] <Temportalist> which is
what i am going trying to limit. The situation is I have an item
which is going to (for lack of a better word) emulate another
item
L495[11:30:38] <Temportalist> End goal is
to have a small list of stacks stored via NBT for an item to switch
between
L496[11:30:44] <Temportalist> Basically a
multi tool
L497[11:30:59] <williewillus> so vaz's
multitool basically :P
L498[11:31:02] <Temportalist> But I want
to be able to render the item which is active in the stack
L499[11:31:04] <Temportalist> um,
sure?
L500[11:31:09] <Temportalist> Havent seen
it
L502[11:33:16] <Temportalist> yes, very
very similar
L503[11:33:31] <williewillus> his approach
skips all the model wranglign though :P
L504[11:33:55] <Temportalist> how
so?
L505[11:34:02] <williewillus> did you
watch the video?
L506[11:34:07] <Temportalist>
currently
L507[11:34:13] <williewillus> it
*actually* swaps your item out
L508[11:34:19] <williewillus> it's not the
morphotool faking the item's model
L509[11:34:28] <williewillus> it's the
actual item so no need to fake models
L510[11:34:43] <williewillus> so
completely bypasses all the rendering needs
L511[11:35:21] <Temportalist> how does he
*swap* them?
L512[11:35:33] <williewillus> checking
what you're looking at
L513[11:35:38] <williewillus> watch the
video :P
L514[11:35:55] <Temportalist> But how does
it know that it is still a "morphing tool"?
L515[11:36:02] <williewillus> NBT tags on
the morphed item
L516[11:36:11] <Temportalist> :/
L517[11:36:33] <williewillus> surprised no
one thought of it earlier than him it's the most elegant solution
to a multitool imo :P
L518[11:36:40] <williewillus> rather than
bundling 500million apis
L519[11:37:10] <Temportalist> hahaha
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L532[12:02:23] <Aroma1997> where does
Forge load the Minecraft version of a mod from?
L533[12:04:35] <diesieben07>
Loader#sortModList
L534[12:04:43] <diesieben07> it gets it
from the @Mod
L535[12:05:24] <Aroma1997> when I don't
set it there?
L536[12:05:48] <diesieben07> ForgeGradle
sets it
L537[12:06:02] <diesieben07> when
exporting your mod and its not set
L538[12:06:15] <Aroma1997> ok
L539[12:06:18] <Aroma1997>
interesting
L540[12:06:20] <Aroma1997> stupid
L541[12:06:29] <Aroma1997> anyways
L542[12:06:32] <Aroma1997> thanks
L543[12:06:33] <diesieben07> why
stupid?
L544[12:06:44] <diesieben07> also please
send more single-word messages :D
L545[12:07:35] <Aroma1997> well, not
stupid
L546[12:07:43] <Aroma1997> It's just
situational
L547[12:08:12] <Aroma1997> I made a mod,
that supports 1.8 to 1.9 and it said, it doesn't want to load with
1.8
L548[12:08:22] <Aroma1997> I think, by
default, it should accept any version.
L549[12:08:27] <diesieben07> nope
L550[12:08:32] <diesieben07> because
people don't set it.
L551[12:08:35] <diesieben07> and then shit
crashes.
L552[12:08:40] <diesieben07> without
meaningful messages.
L553[12:08:48] <Aroma1997> well
L554[12:09:14] <diesieben07> just set it
and FG will not overwrite it.
L555[12:09:31] <Aroma1997> how do I make
it accept multiple versions?
L556[12:10:00] <diesieben07>
[1.8,1.9]
L557[12:10:05] <diesieben07> would be 1.8
trough 1.9
L558[12:10:16] <Aroma1997> thanks
L559[12:11:22]
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L561[12:15:33] <ghz|afk> Aroma1997: also,
[1.8,1.9) would exclude 1.9, but allow 1.8.9
L562[12:16:10] <Aroma1997> ok
L563[12:17:03] ⇦
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L567[12:19:17] <ghz|afk> btw has there
been any news about the state of 1.10 decompiling and such?
L568[12:20:24] <sham1> hat did 1.10 add
exactly
L569[12:22:07] <williewillus> a couple
blocks
L570[12:22:08] <williewillus> 2 mobs
L571[12:22:10] <williewillus> some
refactors
L572[12:22:25] <wiresegal> it was
surprisingly quick
L573[12:22:40] <williewillus> it actually
was 1+ month
L574[12:22:45] <williewillus> we just got
accustomed to giant slow updates
L575[12:22:52] <williewillus> which the
past 3 have been
L576[12:22:54] <sham1> Was there anything
worthwhile
L577[12:22:57] <williewillus> not
really
L578[12:23:11] <williewillus> structure
blocks are really cool for the commandblock crew
L579[12:23:18] <williewillus> i just wanna
figure out how to worldgen those from mod code
L580[12:23:19] <williewillus> lol
L581[12:23:21] <Aroma1997> umm, the
library loading we talked about earlier today:
L582[12:23:31] <Aroma1997> it doesn't work
in an obfuscated environment...
L583[12:30:48] ⇦
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L584[12:31:23] <diesieben07> lex already
posted a screenshot of 1.10 with forge
L585[12:31:27] <diesieben07> Aroma1997,
what do you mean?
L586[12:32:10] <Aroma1997> the loading the
library using the non-launch classloader (the default one) doesn't
work, once I compile the mod and run it in multimc
L587[12:32:38] <diesieben07> define
"doesn't work" :D
L588[12:32:55] <Aroma1997> it doesn't load
the jar
L589[12:33:09] <Aroma1997> a.k.a crashes
with that it can't find the classes in it
L590[12:33:12] <diesieben07> well, repeat
the debugging process from earlier :D
L591[12:33:23] <williewillus> i hope the
refactors in 1.10 aren't bad
L592[12:33:27] <williewillus> I'm planning
on parallel support
L593[12:33:37] <Aroma1997> how can I debug
in multimc?
L594[12:34:16] <Aroma1997> I mean, I don't
have the eclipse debugger there...
L595[12:34:25] <diesieben07> no idea how
to do it in eclipse
L596[12:34:31] <diesieben07> but in
IntelliJ i can make a "remote" run config
L597[12:34:37] <diesieben07> and it gives
me command line args so that it can connect
L598[12:34:38] <williewillus> you can
probably attach it to an external program
L599[12:34:38] <Aroma1997> really?
L600[12:34:42] <diesieben07> of
course
L601[12:34:45] <williewillus> :P
L602[12:34:47] <diesieben07> debug mode is
not magic
L603[12:34:52] <diesieben07> it's just
some command line args
L604[12:34:53] <Aroma1997>
interesting
L605[12:35:00] <williewillus> -Xdebug for
the target i think
L606[12:35:02] <diesieben07> and then the
IDE and the JVM speak over a socket
L608[12:35:37] <diesieben07> huh thats not
eclipse thats jett
L609[12:35:39] <diesieben07> jetty
L610[12:35:46] <williewillus> look at the
bottom
L612[12:36:47] <Aroma1997> thanks
L613[12:36:49] <Aroma1997> will try
L614[12:37:17] *
diesieben07 goes to make food
L615[12:37:53] <Ordinastie_> good, I'm
hungry
L616[12:38:03] <diesieben07> no food for
you :P
L617[12:38:30] <Ordinastie_> heartless
bot!
L618[12:39:15] <sham1> What would be a
bot's heart
L619[12:41:55] <Delenas> Psu?
L621[12:42:32] <Ordinastie_> sham1, that's
the joke
L622[12:42:40] <sham1> What is a
joke
L623[12:42:50] <diesieben07> my
life.
L624[12:42:51] <williewillus> is there a
way that I can force an item to just not render on a player's
head?
L625[12:43:01] <Ordinastie_> diesieben07,
what's that ?
L626[12:43:04] <sham1> What is that
L627[12:43:06] <sham1> Kompot?
L628[12:43:06] <diesieben07> 3 pots of
tea.
L629[12:43:12] <diesieben07> just for
him...
L630[12:43:13] <diesieben07> wtf.
L631[12:43:14] <Delenas> Seems
reasonable
L632[12:43:22] <diesieben07> thats like
3.5 liters
L633[12:43:29] <Ordinastie_> do german
drink tea?
L634[12:43:36] <sham1> Everyone drinks
tea
L635[12:43:37] <sham1> Xixixix
L636[12:43:50] <diesieben07> Yes german
drink tea.
L637[12:44:01] <diesieben07> German is
civiliced lifeform.
L638[12:44:04] <Delenas> I don't. Fight
me.
L639[12:44:31] <Ordinastie_> diesieben07,
is it because you want to look more like england? :D
L640[12:44:39] <diesieben07> lol no
L641[12:44:44] <diesieben07> it is because
tea is aweseome.
L642[12:45:00] <sham1> Germans take
traditions from other countries and assimilate them to their own
culture
L643[12:45:07] <sham1> Kind of like the
Borg
L644[12:45:35] <diesieben07> ok now gonna
make food for real.
L645[12:45:59] <sham1> Don't forget to use
all the tea for your food
L646[12:46:14] <diesieben07> definitely
-_-
L647[12:47:24] <AnarchySage>
[¤12:43:39:PM¤] ..sham1.. Everyone drinks tea : Not true, my gf
from georgia living in texas, doesnt
L648[12:47:26]
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L649[12:48:00] <sham1> Well she lives in
Texas
L650[12:48:11] <sham1> It is too hot there
already
L651[12:50:28] <williewillus> as a texan,
that's what iced tea is for
L652[12:50:38] <williewillus> though I
still prefer hot tea
L653[12:57:17]
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L658[13:07:01] <sham1> How is the
food
L659[13:07:37] <ghz|afk> speaking of food,
I should start preparing dinner
L660[13:07:39] <williewillus> me?
L661[13:07:43] <sham1> Diesieb
L662[13:08:04] *
ghz|afk looks up
L663[13:08:18] <ghz|afk> I tried some ice
tea once. it was bad.
L664[13:08:28] <williewillus> what
kind
L665[13:08:37] <ghz|afk> dunno some random
brand in a convention
L666[13:08:45] ⇦
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(rawr.))
L667[13:09:05] <ghz|afk> iirc, it didn't
even seem to have sugar in it
L668[13:09:52] <ghz|afk> I usually drink
Earl Grey (although not too hot ;P)
L669[13:16:18] <diesieben07> sham1, i
forgot to buy chicken ... so i need to go to the supermarket again
-_-
L670[13:17:33] <sham1> Awwe
L671[13:20:39]
⇨ Joins: raoulvdberge
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L672[13:21:03] <raoulvdberge> is it
possible that World#playerEntities doesn't update when a user
changes dimension?
L673[13:24:28] <williewillus> it
should
L674[13:24:37] <williewillus> or rather it
must :P
L675[13:25:22] <williewillus> it wuold be
bad if you had two EntityPlayerMP's representing the same player -
packet confusion spam
L676[13:27:19] ⇦
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L678[13:31:24] <williewillus> !gm
Block.breakBlock
L679[13:31:46] <williewillus> !gm
func_180663_b
L680[13:32:40] <williewillus> !sm
func_180663_b breakBlock Called serverside after this block is
replaced with another in Chunk
L681[13:33:24] <williewillus> !sm
func_180663_b breakBlock Called serverside after this block is
replaced with another in Chunk, but before the Tile Entity is
updated
L682[13:33:28] <raoulvdberge>
williewillus: no i mean player gets in other dimension -> player
gets removed from old playerEntities -> player rejoins the
dimension -> player doesn't get readded to the list
L683[13:33:40] <raoulvdberge> it's
probably some other mod altering that list :/
L684[13:33:46] <williewillus> i'm almost
certain that isnt happening
L685[13:33:50] <raoulvdberge> yeah
L686[13:33:54] <williewillus> that's a
core list if it breaks everything goes to shit
L687[13:35:06] <ghz|afk> there, chicken
legs (whatever you call those in english) deboned and put on the
pot to cook
L688[13:35:16] <ghz|afk> dinner in
officially in progress :3
L689[13:35:56] <Ordinastie_> wait, I
thought it was diesieben07 that was making dinner
L690[13:36:07] <williewillus> they both
were lol
L691[13:36:11] <ghz|afk> [20:07]
(ghz|afk): speaking of food, I should start preparing dinner
L692[13:36:15] <ghz|afk> [20:16]
(diesieben07): sham1, i forgot to buy chicken ... so i need to go
to the supermarket again -_-
L693[13:36:22] <ghz|afk> I didn't forget,
i had it in the firdge ;p
L694[13:36:59] <ghz|afk> deboning chicken
drumsticks takes some time ;P
L695[13:38:38] <Ordinastie_> I love it
when you try to make a joke, and people don't get it and just
answer like you're just stupid
L696[13:38:54] <ghz|afk> that usually
means the joke was a failure
L697[13:39:11] <ghz|afk> either bad joke,
or wrong target audience
L698[13:39:40] <Ordinastie_> I think you
should still be able to detect the joke, even a bad one :p
L699[13:40:09] <ghz|afk> yeah no, douns
like you are confused, not joking
L700[13:40:09] <ghz|afk> ;p
L701[13:40:11] <ghz|afk> sounds*
L702[13:40:28] <ghz|afk> it's the same as
how it's hard to convey sarcasm on IRC
L703[13:41:04] <Ordinastie_> yeah, it
requires high intellectual skills
L704[13:42:31] <BlueMonster> i just found
CPW's tutorial on how to install forge on idea... what a G
L705[13:42:40] <BlueMonster> cpw__
rules
L706[13:42:45] <williewillus> lol
wat
L707[13:43:01] <Ordinastie_> I think he
means forge dev
L708[13:43:33] <ghz|afk> "download
MDK, unzip mdk, import build.gradle into idea, open gradle panel,
run setupDecompWorkspace task, run genIntellijRuns task"
L709[13:43:39] <ghz|afk> that's all it
atkes to setup a new env on IDEA ;P
L710[13:43:56] <BlueMonster> i have forge
in the same project now
L711[13:44:06] <ghz|afk> unless you mean
forge proper
L712[13:44:12] ⇦
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L713[13:44:12] <ghz|afk> then yeah that
does require tutorials
L714[13:44:14] <ghz|afk> ;P
L715[13:44:26] <BlueMonster> ghz|afk your
name lies
L716[13:44:29] <Ordinastie_> ghz|afk, my
point exactly, 2 different approaches :p
L717[13:44:36] <williewillus> is there a
good free service for CI build hosting for light projects?
L718[13:44:48] <Ordinastie_> either assume
completely stupid, or find the next good explanation that makes
sense :p
L719[13:44:52] <sham1> I would probably
use Gitlab's CI
L720[13:44:54] <ghz|afk> BlueMonster: my
name represents the fact that I may disappear at any moment
L721[13:45:02] <ghz|afk> and to not expect
an answer ;P
L722[13:45:27] ***
Vigaro is now known as V
L723[13:45:29] <Ordinastie_> or maybe he
just have very long arms and is actually far from his
keyboard
L724[13:45:40] <sham1> Telekinesis
L725[13:45:40] <ghz|afk> I have been
playing games all day, and I'm now cooking, so I move between my
room and the kitchen
L726[13:46:07] <williewillus> sham1: do
you get space to store builds? :P
L727[13:46:08] <ghz|afk> or maybe I'm
actually away from any keyboard and using IRC on a tablet
L728[13:46:09] <ghz|afk> ;P
L729[13:46:55] <Ordinastie_> I like the
long arms hypothesis better
L730[13:47:40] <ghz|afk> dunno if I had
long arms, my bounding box would extend to whatever my arms are, so
I owuld still be "close" to the keyboard
L731[13:47:43] <sham1> private class
WorldHoleItemHandler implements IItemHandler {
L732[13:47:43] <sham1> private final
EnumFacing facing;
L733[13:47:43] <sham1>
WorldHoleItemHandler(EnumFacing facing) {
L734[13:47:43] <sham1> this.facing =
facing;
L736[13:47:44] <ghz|afk> even if my legs
were very far away
L737[13:47:46] <sham1> @Override
L738[13:47:48] <sham1> public int
getSlots() {
L739[13:47:50] <sham1> if (pair != null)
{
L740[13:47:53] <sham1> EnumFacing
oppositeFacing = facing.getOpposite();
L741[13:47:53] <ghz|afk> pastebin!
L742[13:47:54] <ghz|afk> pastebin!
L743[13:47:55] <sham1> TileEntity
tileEntity =
worldObj.getTileEntity(pair.offset(oppositeFacing));
L744[13:47:58] <sham1> if (tileEntity !=
null &&
tileEntity.hasCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY,
oppositeFacing)) {
L745[13:48:00] <williewillus> lol
L746[13:48:01] <sham1> return
tileEntity.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY,
oppositeFacing).getSlots();
L749[13:48:08] <williewillus> sham1: might
want to log out
L750[13:48:09] <sham1> return 0;
L752[13:48:14] ⇦
Parts: sham1 (~sham1@weneg.de) ())
L753[13:48:15] <Ordinastie_> why people
can't just close their client right away ? :x
L754[13:48:21] <ghz|afk> maybe he
did
L755[13:48:26]
⇨ Joins: sham1 (~sham1@weneg.de)
L756[13:48:28] <ghz|afk> and that's how
far the server received
L757[13:48:29] <sham1> Anyway
L758[13:48:42] <sham1> Yes, you get space
for artifacts in GitLab
L759[13:49:03] <williewillus> i don't feel
like moving a whole project to gitlab though :P
L760[13:49:14] <sham1> It is easy
though
L761[13:49:26] <williewillus> yes that is
easy
L762[13:49:38] <ghz|afk> moving the code
is easy -- pull origin1, push origin2
L763[13:49:38] <ghz|afk> ;p
L764[13:49:39] <williewillus> getting
everyone to figure out it's at the old place anymore is hard
L765[13:49:50] <sham1> Add a link
L766[13:49:56] <sham1> Empty the Github
repo
L767[13:49:58] <williewillus> yeah like
people read
L768[13:50:05] <sham1> Have only one file
there
L769[13:50:05] ⇦
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L770[13:50:09] <ghz|afk> create a new
branch
L771[13:50:12] *** V
is now known as Vigaro
L772[13:50:15] <sham1> That says for you
to go into GitLab
L773[13:50:17] <ghz|afk> put a single text
file in it
L774[13:50:21] <ghz|afk> and set that
branch as default
L775[13:50:46] <ghz|afk> leave the other
branches for historical use
L776[13:51:18] <ghz|afk> if you call this
single file README.md or whatever, you can then write the
"MOVED!" notice in it, using "h1" style
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L779[13:52:56] <williewillus> wait you
need a separate runner software
L780[13:52:59] <williewillus> i'll pass
:P
L781[13:53:26] <sham1> My indoctrination
foiled me
L782[13:55:55] ⇦
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L783[13:58:22] <ghz|afk> ouch.
L784[13:58:30] <ghz|afk> I'm an
idiot
L785[13:58:50] <ghz|afk> I had the pot
covered, so it wouldn't dry out too fast
L786[13:58:58] <ghz|afk> I just went and
removed the cover to smell
L787[13:59:10] <ghz|afk> and I tried
breathe in the hot steam
L788[13:59:16] <ghz|afk> nose hurts
XD
L789[14:00:09] ⇦
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seconds)
L790[14:00:20] <TehNut> williewillus: I
can give you access to my Jenkins if you want
L791[14:00:54] <TehNut> Or my gitlab, I
don't really care :P
L792[14:03:11] ***
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L796[14:22:18] <williewillus> !gp
p_188319_2_
L797[14:22:29] <williewillus> !sp
p_188319_2_ partialTicks
L798[14:23:44] ⇦
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ga weg)
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L807[14:53:38] <williewillus> lol
L808[14:58:46] <ghz|afk> he... made a
branch from his code
L809[14:58:49] <ghz|afk> then merged from
master
L810[14:58:55] <ghz|afk> then merged his
master from master
L811[14:59:00] <ghz|afk> then merged the
branch
L812[14:59:29] <williewillus> 0.o
L813[15:00:07] <ghz|afk> some people just
don't like rebasing ;p
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L816[15:02:37] <sham1> I don't blame for
that
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L818[15:03:09] <barteks2x> I think I will
ask him to make it all into one commit before accepting PR...
L819[15:03:38] <williewillus> just squash
before merge
L820[15:03:40] <williewillus> using the
button
L821[15:03:43] <sham1> AKA squash
L822[15:03:44] ⇦
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(Ping timeout: 190 seconds)
L823[15:03:55] <barteks2x> I don't see
such button on github
L824[15:04:07] <williewillus> besides the
merge button
L825[15:04:09] <williewillus> hit the
dropdown
L826[15:04:12] <williewillus> "Squash
and merge"
L827[15:04:15]
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L828[15:04:36] <sham1> History
re-writing
L829[15:04:40] <sham1> Oh joy
L833[15:08:15] <williewillus> hit
merge
L834[15:08:19] <williewillus> then you'll
get the options
L835[15:08:50] <williewillus> FluxDZ: a
chickenchunks loader is causing an infinite loop\
L836[15:08:54] <barteks2x> (It's a miracle
that I can write any kind of code when I'm so bad at
typing...)
L837[15:09:16] ⇦
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L838[15:10:33] ***
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L841[15:13:45] <UWagons> Hi there, I would
like to know what replaced the I18n class in 1.9.4
L842[15:14:03] <tterrag> I18n
L843[15:14:10] <tterrag> different class,
same name
L844[15:14:27] <TehNut> Also client
only
L845[15:14:54] <UWagons> client only is
fine, what's the full path for the class?
L846[15:15:01] ***
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L847[15:15:03] <UWagons> IntelliJ only
sees net.minecraft.util.text.translation.I18n
L848[15:15:13] <TehNut>
net.minecraft.client.resources
L849[15:15:50] <UWagons> cool,
thanks
L850[15:16:24] ***
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())
L852[15:18:24] <sham1> Did he just change
his name and leave?
L853[15:19:22] ⇦
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L854[15:19:30] <TehNut> From this channel
yes
L855[15:20:42] <tterrag> his normal name
is too long
L856[15:22:44] <sham1> Dunno why someone
would even bother with too long names anyway
L857[15:24:06] ⇦
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L858[15:25:29] <barteks2x> Is
Chunk.enqueueRelightChecks actually needed for anything?
L859[15:26:06] <barteks2x> or does it
exist only to fix broken lighting after the server is running for a
while?
L860[15:30:00] ***
kirby|gone is now known as mrkirby153
L861[15:31:02] <barteks2x> what is this:
something1 && something2 || something3 &&
something4 equivalent to? ((something1 && something2) ||
something3) && something4 or (something1 &&
something2) || (something3 && something4) or something1
&& (something2 || something3) && something4?
L862[15:31:46] <diesieben07> (1 &&
2) || (3 && 4)
L863[15:32:43] <barteks2x> the fact that
this line is 3 times linger than width of my screen doesn't help
figuring out what it does
L864[15:33:21] <barteks2x> well, maybe not
3 times linger
L865[15:33:29] <sham1> And has a higher
presedence
L866[15:33:56] <sham1> As it is an
analogue to multiply
L867[15:34:00] <barteks2x> specifically,
it looks like this: if (this.storageArrays[j] == NULL_BLOCK_STORAGE
&& flag || this.storageArrays[j] != NULL_BLOCK_STORAGE
&& this.storageArrays[j].get(k, i1,
l).getBlock().isAir(this.storageArrays[j].get(k, i1, l),
this.worldObj, blockpos1))
L868[15:34:18] <TechnicianLP> !gf
field_77994_a
L869[15:34:28] ⇦
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L870[15:34:33] <barteks2x> and I probably
got it wrong
L871[15:36:45] <barteks2x> I have no idea
why it doesn't cause additional chunk loads in vanilla
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L881[15:58:13] <barteks2x> I said that I
have no idea why Chunk.enqueueRelightChecks doesn't cause
chunkloading in vanilla. Now I know the answer. It does. And
vanilla leaks chunks.
L882[15:58:51] <barteks2x> is it even
reported?
L883[16:02:46] <barteks2x> actually, there
seems to be some workaround... these chunks are getting unloaded
after some time
L884[16:04:23] <ghz|afk> the other day at
work, I was complaining about how it felt like chrome was getting
slower and slower, the more I'd reload the page
L885[16:04:34] <ghz|afk> and one of the
coworkers said it was weird
L886[16:04:43] <ghz|afk> because they
usually have the opposite problem, where the app leaks data
L887[16:05:00] <ghz|afk> and said that
they had to program a workaround, that after some idle time, it
will reload the page, to remove the leaks
L888[16:07:00] <barteks2x> vanilla unloads
all leaked chunks on world save
L889[16:07:18] <tterrag> why is
EnchantmentHelper.getFortuneModifier gone in 1.9? :(
L890[16:07:22] <tterrag> all the others
are there
L891[16:07:34] <tterrag> in fact silk
touch is gone too
L892[16:07:37] <tterrag> the only two I
need...
L893[16:07:44] <ghz|afk> isn't there a
generic one?
L894[16:07:51] <ghz|afk>
getEnchantmentLevel(enchant)?
L895[16:08:07] <tterrag> yeah, just found
that
L896[16:10:37] ***
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L902[16:31:08] <SatanicSanta> So,
getStateFromMeta is deprecated. What do we use instead?
L903[16:31:28]
⇨ Joins: OrionOnline
(~OrionOnli@ip-80-236-238-206.dsl.scarlet.be)
L904[16:31:34] <OrionOnline> Good
Evening
L905[16:32:06] <OrionOnline> When an
ItemStack with an ItemBlock is rendered into the UI (for example in
the Inventory), What is used as its origin?
L906[16:32:09] <OrionOnline> Top
Left?
L907[16:32:22] <OrionOnline> Of the slot i
mean
L908[16:33:01] ⇦
Quits: Cooler (~CoolerExt@117.204.125.187) (Quit:
Leaving)
L909[16:36:01] ***
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L910[16:40:15]
⇨ Joins: PieGuy128 (~PieGuy128@67.68.162.162)
L911[16:41:47] <TehNut> SatanicSanta: Use
it anyways.
L912[16:41:51] <SatanicSanta>
<.<
L913[16:41:57] <TehNut> Mojang added lots
of @deprecated annotations that you can ignore
L914[16:42:01] <SatanicSanta> oh boy
L915[16:42:04] <SatanicSanta> is I18n one
of those?
L916[16:42:08] <TehNut> Really the only
one you need to pay attention to is I18n
L917[16:42:11] <SatanicSanta> Ah
L918[16:42:17] <TehNut> Use the other
I18n
L919[16:42:23] <SatanicSanta> I assume the
one in client.resources is the one I want to use now?
L920[16:42:30] <TehNut> Yeah
L921[16:42:57] <SatanicSanta> Ugh. I hate
deprecation warnings :(
L922[16:42:59] <SatanicSanta> Oh
well.
L923[16:43:13] <SatanicSanta> I don't
think I use getStateFromMeta a whole lot anyway
L924[16:43:18] <TehNut> If you add
@Deprecated to your override, the warning is supposed to go
away
L925[16:43:34] <SatanicSanta> Well I call
it so I don't think that would work :P
L926[16:43:39] <TechnicianLP> or add a
supress to the override
L927[16:43:39] <SatanicSanta> for
this
L928[16:43:40] <TehNut> Ah
L929[16:43:48] ⇦
Quits: Abastro (~Abastro@221.138.238.111) (Ping timeout: 384
seconds)
L930[16:45:33] <tterrag> SatanicSanta: why
are you calling that method anyways
L931[16:46:04] <TehNut> I use it to
(de)serialize stuff
L932[16:46:13] <SatanicSanta> Uh,
shit...
L933[16:46:16] *
SatanicSanta tries to find where that method was
called
L934[16:47:01] <SatanicSanta> I probably
don't need to call it
L935[16:47:03] <tterrag> TehNut: why not
Block.getStateId ?
L936[16:47:16] <SatanicSanta> but changing
the behavior would require quite a bit of work, and right now I
just want the mod to compile
L937[16:47:20] <tterrag> what are you
serializing :P
L938[16:47:59] <SatanicSanta> tterrag:
because of the really shitty metadata that this block uses
L939[16:48:39] <tterrag> stop using
metadata
L940[16:49:13] <SatanicSanta> Why...
L941[16:49:31] <TechnicianLP> because of
blockstates
L942[16:49:39] <tterrag> because
blockstates? properties?
L943[16:50:01] <TechnicianLP> btw dont use
IInventory either
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⇨ Joins: KnightMiner
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L945[16:55:34] <wiresegal> why?
L946[16:55:53] <TechnicianLP>
capabilities
L947[16:56:30] <tterrag> don't use
[thing]. why? [one word response]
L948[16:56:37] <tterrag> ok, we can all go
home now
L949[16:57:25] <TechnicianLP> well lets
try again then: dont use IInvetory either because it got replaced
by the capabilities sytem
L950[17:04:26] <wiresegal> but why not
both
L951[17:08:37] <sham1> Because
capabilities are superior
L952[17:08:58] <sham1> Because they can be
used to include weak dependencies
L953[17:09:20] <ghz|afk> you can implement
a capability without ever referencing the interface of that
capability
L954[17:09:23]
⇨ Joins: Naiten (~Naiten@77.34.16.148)
L955[17:09:58] <ghz|afk> object something
= THE_CAP.getDefaultInstance();
L956[17:09:58] <ghz|afk> ...
L957[17:10:08] <ghz|afk> return
THE_CAP.cast(something)
L958[17:10:10] <ghz|afk> ...
L959[17:10:22] <ghz|afk>
THE_CAP.writeNBT(something) / THE_CAP.readNBT(something)
L960[17:10:53] <ghz|afk> where THE_CAP is
a public static field of type Capability
L961[17:11:14] <ghz|afk> with the
@CapabilityInject(THeInterface.class) -- but this reference gets
discarded on classload, rather than failing to load
L962[17:11:46] ***
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L963[17:12:01] <ghz|afk> oyu just simply
can't do that with implements ;P
L964[17:12:04] <ghz|afk> you*
L965[17:12:23] <ghz|afk> sadly,
IItemHandler's default instances are 1 slot
L966[17:12:27] <ghz|afk> which isn't
useful for most cases
L967[17:12:51] <ghz|afk> you can still do
it for like, furnace
L968[17:13:13] <ghz|afk> you could have
separate default IItemHandlers for each slot
L969[17:13:19] <ghz|afk> and return the
right one from getCapability
L970[17:13:29] <TechnicianLP> furnace with
one slot only?
L971[17:13:37] <ghz|afk> no
L972[17:13:43] <ghz|afk> furnace with 3
separate IItemHandler classes
L973[17:13:47] <ghz|afk> one slot
each
L974[17:13:52] <ghz|afk> on getCapability,
you'd have like
L975[17:13:58] <ghz|afk> switch(face)
{
L976[17:13:59] ***
linux|zzz is now known as linuxdaemon
L977[17:14:02] <ghz|afk> case TOP: return
input;
L978[17:14:06] <ghz|afk> case BOTTOM:
return output;
L979[17:14:07] <TechnicianLP> oh ok
L980[17:14:11] <ghz|afk> default: return
fuel;:
L981[17:14:12] <ghz|afk> }
L982[17:14:34] <ghz|afk> so for such a
machine
L983[17:14:39] <ghz|afk> where each
"slot group" only contains one slot
L984[17:14:46] <ghz|afk> you CAN use
IItemHandler with default instances.
L985[17:15:52] ⇦
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L987[17:16:04] <tterrag> ghz|afk:
uhh...annotations can definitely cause classload errors
L988[17:16:08] <tterrag> see:
SidedProxy
L989[17:16:32] <tterrag> I believe there
are FML magics which avoid it...but in the general case annotations
are no different :P
L990[17:16:38] <ghz|afk> hm?
L991[17:16:51] <ghz|afk> I clearly recall
"annotations with unknown types are discarded"
L992[17:16:58] <ghz|afk> I assumed that
was java not fml
L993[17:16:59] <ghz|afk> XD
L994[17:17:00] <tterrag> yes because FML
loads them with ASM
L995[17:17:02] <tterrag> not
reflection
L996[17:17:08] <tterrag> if you reflected
into the annotation it would classload it
L997[17:17:13] <ghz|afk> oh
L998[17:17:15] <tterrag> (which is how
most annotations out there are handled)
L999[17:17:22] <tterrag> ASMData is
special
L1000[17:17:25] <ghz|afk> I thought they
were physically discarded
L1001[17:17:32] <ghz|afk> as in, they
wouldn't show up on the list of annotations at all
L1002[17:17:38] <tterrag> don't believe
so
L1003[17:17:43] <tterrag> what if the
annotation had other data?
L1004[17:17:43] *
ghz|afk shrugs
L1005[17:17:45] <tterrag> that would be
super unintuitive
L1006[17:17:59] <tterrag> anyways, gotta
head out
L1007[17:18:02] ***
tterrag is now known as tterrag|away
L1009[17:18:14] <ghz|afk> hmmm
L1010[17:18:26] <ghz|afk> this seems to
point to what I heard being true
L1011[17:18:26] <ghz|afk> XD
L1012[17:19:02]
⇦ Parts: Aroma1997 (~Aroma1997@2604:a880:800:10::168:d001)
())
L1013[17:19:09] <ghz|afk> the java specs
say "An annotation that is present in the binary may or may
not be available at run-time via the reflective libraries of the
Java platform."
L1014[17:19:20] <ghz|afk> which allows
loaders to discard annotations they don't like
L1015[17:20:57] <TechnicianLP> doesnt the
capabilityinject simply leave the capability at null if it doesnt
get registered?
L1016[17:21:02] <ghz|afk> yes
L1017[17:21:09] <ghz|afk> which means you
have to nullcheck
L1018[17:21:17] <ghz|afk> but the rest is
still valid
L1019[17:21:18] <ghz|afk> ;P
L1020[17:21:48] <ghz|afk> hasCapability:
return THE_CAP != null && capability == THE_CAP
L1021[17:22:20] <ghz|afk> (no I'm not
going to say everything again but with nullchecks ;P)
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L1024[17:36:34] <barteks2x> I'm trying to
fix my unloadChunk and unloadCube methods and I'm really not sure
in what way I should use WorldProvider.canDropChunk. Reimplement it
inside my ChunkProvider?
L1025[17:37:05] <barteks2x> So one
question: are mods able to provide their own implementatioon of
WorldProvider?
L1026[17:37:38]
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L1028[17:39:57] <tterrag|away> ghz|afk:
that's talking about missing annotaruond
L1029[17:40:02] <tterrag|away> Oh god
phone
L1030[17:40:06] <tterrag|away>
annotations*
L1031[17:40:17] <tterrag|away> Not
missing parameter classes
L1032[17:41:56] <ghz|afk> XD
L1033[17:42:01] <ghz|afk> yeah
dunno
L1034[17:42:04] <ghz|afk> it works,
/shrug
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L1050[18:57:43] <capitalthree> what's the
proper way to shut down the minecraft server with a loud angry
error message?
L1051[18:58:21] <ghz|afk> you mean
something more than a crash?
L1052[18:58:42] <capitalthree> I guess.
anything that maximizes the chance that the user reads the
instructions
L1053[18:58:48] <capitalthree> basically
I am making a server backup mod
L1054[18:58:56] <capitalthree> I want it
to be fatal if the backups directory is unconfigured
L1055[18:59:04] <capitalthree> (or if you
attempt to run the game directly out of the backups
directory)
L1056[18:59:14] <ghz|afk> throw new
ReportedException(new CrashReport("Some message explaining the
context", new SomethingSomethingException("Actual
Error"))
L1057[18:59:34] <ghz|afk> I leave it up
to you to decide which exceptions fits this context best
L1058[18:59:34] <ghz|afk> ;p
L1059[19:01:04] <capitalthree> cool
thanks
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L1066[19:17:41] <capitalthree> ghz|afk:
ok but how do I avoid the stack traces?
L1067[19:17:46] <capitalthree> they're
not helpful
L1068[19:19:01] <williewillus> !gm
func_178511_d
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L1075[19:44:58] <Xilef11> for detecting
mobs (with maximum compatibility for mods), should I check for
ENtityLivingBase and blacklist player and armor stand or should I
just check for EntityLiving?
L1076[19:45:29] <williewillus>
first
L1077[19:45:38] <williewillus> theres
some vanilla mobs that are not entityliving
L1078[19:46:14] <Xilef11> really? type
hierarchy for entityLivingBase just show player, armor stand and
entityliving
L1079[19:46:44] <Xilef11> on 1.9.4
anyways
L1080[19:47:01] <williewillus> idk
L1081[19:47:12] <williewillus> but I
think the first is better anyway, it's the common base class for
anything that has health
L1082[19:48:06] <Xilef11> how about
"anything that has a spawn egg"?
L1083[19:49:29] <williewillus> you'd have
to scrape the spawn egg list yourself then
L1084[19:49:35] <williewillus> eggs ahve
nothing to do with the class hierarchy
L1085[19:52:41] <Xilef11> I thought they
just needed the name of the entity now
L1086[19:54:26] <williewillus> ?
L1087[19:56:02] <Xilef11> ItemStack egg =
new ItemStack(Items.SPAWN_EGG);
L1088[19:56:02] <Xilef11> NBTTagCompound
entityTag = new NBTTagCompound();
L1089[19:56:02] <Xilef11>
entityTag.setString("id", ent.getName());
L1090[19:56:02] <Xilef11>
egg.setTagInfo("EntityTag", entityTag);
L1091[19:56:26] <williewillus> oh that
makes sense
L1092[19:56:31] <Xilef11> are there cases
where this would not work?
L1093[19:56:32] <williewillus> but that
counts on modders not registering eggs
L1094[19:56:37] <williewillus>
*registering
L1095[19:56:41] <williewillus> only for
"mobs"
L1096[19:56:44] <williewillus> whatever
that means
L1097[19:58:19] <Xilef11> so if modders
register a custom egg for their mob this won't work?
L1098[19:58:30] <williewillus> it
will
L1099[19:58:53] <williewillus> but my
question is can you guarantee everything that has an egg fits your
description of "mob"
L1100[19:59:48] <Xilef11> right...
probably not an issue in my case, i'm just killing the entity and
giving the player a spawn egg for it
L1101[20:00:21] <williewillus> yeah then
that should be fine
L1102[20:01:27]
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L1103[20:02:06] <Xilef11> cool. it does
not work for armor stands and breaks everything for players. looks
like EntityPlayer.setDead() is not a good idea :p
L1104[20:05:32] <sfxplayer_> is there a
method you can override in a tile entity class that will run every
tick
L1105[20:06:07] <Xilef11> implement
ITickable
L1106[20:06:19] <sfxplayer_> thanks
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L1108[20:14:32] <barteks2x> I forgot what
I wanted to do in my code...
L1109[20:15:15] <barteks2x> I'm just
looking at the code and I have no idea what I wanted to do.
Everything seems ok.
L1110[20:17:08] <wiresegal> at that point
is usually where I fuck around in my dev env testing world with the
feature until I remember what was wrong
L1111[20:17:14] <williewillus> lol
L1112[20:17:17] <williewillus> or just
take a break
L1113[20:17:36] <wiresegal> also,
williewillus, when is botania's next version going to be released?
I want to nix my TempBaubleHelper class :P
L1114[20:17:36] <williewillus> so on the
1.9.4 server I'm on right now, i decided to live in the middle of a
FrozenOcean
L1115[20:17:43] <williewillus> you get
there by ice boating over
L1116[20:17:47] <wiresegal> 10/10
L1117[20:18:05] <williewillus> it'll also
require some creativity because light melts the ice
L1118[20:18:22] <williewillus> so either
have to hide the lighting sufficiently or incorporate melted ice
into the build
L1119[20:18:28] <williewillus> wiresegal:
soon^tm
L1120[20:18:29] <barteks2x> compile error
reminded me what I wanted to do
L1121[20:18:35] <wiresegal> modded or
not? If modded, elytra + rod of the Skies is faster than
iceboating
L1122[20:18:42] <wiresegal> iirc
L1123[20:18:43] <williewillus>
modded
L1124[20:18:46] <williewillus> except I'm
early game
L1125[20:18:47] <williewillus> so
L1126[20:18:52] <wiresegal> fair
nuff
L1127[20:19:00] <williewillus> also
I"m slow as hell in progressing
L1128[20:19:02] <williewillus> :P
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L1130[20:19:08] <wiresegal> i've been
having so much fun with my movement accelerators and the elytra in
a dev env
L1131[20:19:15] <wiresegal> it's so
satisfying to be able to fly forever
L1132[20:19:38] <wiresegal> especially
when the hammer you're holding makes it so anything you crash into
takes damage from the kinetic transfer >:D
L1133[20:20:43] <wiresegal> speaking of
which, you still need to balance the Terra Blade for 1.9 pvp
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L1135[20:20:58] <williewillus> don't need
to remind me :P
L1136[20:21:57] <wiresegal> Fetching
ticksSinceLastSwing could be a neat way to do it, you could make
the burst only fire at 0 fatigue
L1137[20:22:14] <williewillus> I already
tried that
L1138[20:22:22] <williewillus> that has
its faults
L1139[20:22:26] <wiresegal> ?
L1140[20:22:40] <williewillus>
ticksSinceLastSwing controls the little recharge bar yes?
L1141[20:22:43] <wiresegal> yes
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L1144[20:22:50] <wiresegal> damage%
mostly
L1145[20:22:51] <williewillus> that bar
refreshes every time you switch items
L1146[20:23:01] <williewillus> and every
time you log in it starts at empty
L1147[20:23:08] <wiresegal> yes, but
fills quickly
L1148[20:23:26] <williewillus> wouldn't
it misfire whenever you switch items?
L1149[20:23:34] <wiresegal> no, because
you're checking the swing
L1150[20:23:38] <williewillus> wat
L1151[20:23:46] <wiresegal> Terra Blade
fires on weapon swing
L1152[20:23:53] <williewillus> what
swing
L1153[20:23:58] <williewillus> be
specific with which variables
L1154[20:24:01] <wiresegal> when you
punch and your arm swings
L1155[20:24:06] <wiresegal> there's a
function for it in Item
L1156[20:24:08] <williewillus> yes and
that's a bad system
L1157[20:24:11] <williewillus> that swing
is visual
L1158[20:24:17] <wiresegal> I like it, it
makes a lot of sense
L1159[20:24:29] <williewillus> that means
it's not affected by attributes/haste
L1160[20:24:30] <williewillus> it's a
hack
L1161[20:24:32] <wiresegal> it is?
L1162[20:24:36] <williewillus> nope
L1163[20:24:40] <wiresegal> if you do it
the way I said
L1164[20:24:46] <wiresegal> because
cooldown period cares about haste
L1165[20:25:01] <williewillus> you're
confusing me which way is it? :P
L1166[20:25:18] <williewillus> I'm saying
the way now sucks and using the 1.9 cooldown doesn't work because
of the bar refilling when oyu switch items
L1167[20:25:27] <wiresegal> i'm saying
use both
L1168[20:25:53] <williewillus> it doesn't
work together. the swingPercent (or whatever it is) completes way
before the recharge does
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L1170[20:26:05] <wiresegal>
EntityLivingBase#cooldownPeriod btw, for the cooldown needed
L1171[20:26:09] <williewillus> okay
yes
L1172[20:26:12] <williewillus> but the
*other* swing
L1173[20:26:14] <williewillus> the old
one
L1174[20:26:20] <williewillus> that
finishes with no regard for attack cooldown
L1175[20:26:28] <williewillus> i already
tried it
L1176[20:26:32] <wiresegal> yes, that's
the unbalanced way
L1178[20:26:50] <williewillus> so how are
you proposing I "do it together"?
L1179[20:26:58] <wiresegal> using a
cooldown (which no longer looks bad with durability :D)
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L1181[20:29:09] <williewillus> i'll
probably go with that
L1182[20:31:15] <williewillus> wait but
that isnt affected by haste anymore
L1183[20:31:22] <williewillus> eh I could
line it up
L1184[20:31:32] <williewillus> but thats
duplicate code bleh
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L1186[20:31:42] <williewillus> oh lol I
forgot
L1187[20:31:47] <williewillus> I added an
event to forge just for this
L1188[20:32:06] <wiresegal> what
event?
L1189[20:32:11] <wiresegal> also
L1190[20:32:14] <wiresegal> that is
affected by haste
L1191[20:32:20] <wiresegal> (tested it
already)
L1192[20:32:28] <williewillus> the ender
pearl cooldowns?
L1193[20:32:45] <wiresegal> no, but
EntityLivingBase.cooldownPeriod() is
L1194[20:32:55] <wiresegal> which cares
about your active item (terra blade)
L1195[20:33:08] <williewillus> i'm
talking about the pearl cooldowns
L1196[20:33:50] <wiresegal> specifically
the pearl? But my point is you create a cooldown that already has
had its total time affected by haste
L1197[20:34:10] <williewillus> then I'd
have to do the calculations myself?
L1198[20:34:27] <wiresegal>
EntityLivingBase.cooldownPeriod()
L1199[20:34:36] <wiresegal> it's exactly
what you want here :P
L1200[20:34:48] <wiresegal> set the
cooldown based on it
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L1202[20:35:45] <williewillus> I don't
have that
L1203[20:35:52] <wiresegal> ?
L1204[20:35:57] <williewillus>
cooldownPeriod in ELB?
L1205[20:35:59] <wiresegal> maybe it's
EntityPlayer
L1206[20:36:09] <wiresegal> also
L1207[20:36:20] <wiresegal> it's not a
function apparently, or it might be getCooldownPeriod()
L1208[20:36:22] <wiresegal> kotlin
pls
L1209[20:36:33] <wiresegal> just cast it
straight to an int to use it
L1210[20:36:44] <williewillus> ugly
syntactic sugar pls :P
L1211[20:37:11] <wiresegal> it's not
ugly, but it is sometimes annoying for going kotlin ->
java
L1212[20:37:53] <williewillus> it
obscures the distinction between field/method for no real reason
other than sugar
L1213[20:38:27] <wiresegal> in kotlin
there is sometimes very little distinction
L1214[20:38:32] <wiresegal> that's
why
L1215[20:39:26] <williewillus>
?shrug
L1216[20:39:41] <williewillus> if it was
a pure functional language or tries to be I'd get it but in a
hybrid OO language it has no place imo
L1217[20:40:26] <wiresegal> i think its
niche is 'it's cleaner than java but still feels like java for
people who like java'
L1218[20:40:50] <williewillus> i don't
agree that it's cleaner but whatevs :P
L1219[20:41:10] <wiresegal> i mean...
;
L1220[20:41:18] <williewillus> it's
hiding the details with lies
L1221[20:41:27] <williewillus>
specifically talking about the field/method thing :P
L1222[20:41:36] <wiresegal> Rebuttal
rebuttal = new Rebuttal("yeah, but is this really
good?");
L1223[20:41:52] <williewillus> ?
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L1225[20:43:16] <wiresegal> field/method
is syntactic sugar in the end, but it's nice for some things, like
lazy initialization.
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L1227[20:43:49] <williewillus> i guess I
don't like hybrid languages *shrug*
L1228[20:43:52] <wiresegal> also I was
making a jab at making a variable in java being very verbose
L1229[20:44:05] <wiresegal> fair enough
:P
L1230[20:44:31] <williewillus> if I
wanted nice immutability and beautiful syntax I'd use Clojure
:D
L1231[20:45:07] <williewillus> too bad
interop is hell-impossible between functionals/java(mc really) or
I'd write in clojure :P
L1232[20:45:14] <wiresegal> clojure is
nice but I haven't spent the time working on it
L1233[20:45:20] <illy> Meh the language
isnt what's important just use whatever is easiest for you :D
L1234[20:45:34] <williewillus> it's
beautiful
L1235[20:45:45] <williewillus> lisps are
the pure antithesis of syntactic sugar
L1236[20:45:56] <wiresegal> I thought
that clojure had a problem with loading whatever you referenced at
program start, though, meaning that Items crashed on load
L1237[20:46:32] <williewillus> yeah
siding might be a little weird
L1238[20:46:37] <williewillus> because
it's another level of abstraction
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L1240[20:48:21] <barteks2x> I'm somehow
getting ConcurrentModificationException when unloading chunks
L1241[20:48:28] <williewillus> literally
everything is a macro, there's ... 15? special forms that need to
be implemented in the compiler itself and everything is either pure
function or macro
L1242[20:48:37] <williewillus>
*everything else
L1243[20:48:41] <wiresegal> that
sounds... interesting.
L1244[20:48:43] <williewillus> barteks2x:
forge has an async chunk loader
L1245[20:48:49] <barteks2x> I don't
implement it
L1246[20:48:49] <williewillus> maybe it's
tripping over your stuff?
L1247[20:49:00] <barteks2x> I just make
it synchronous
L1248[20:49:06] <barteks2x> in
cubicchunks
L1249[20:49:17] <wiresegal> where's the
CME happening?
L1250[20:49:39] <barteks2x> in my
implementation of ChunkProviderServer.unloadQueuedChunks
L1251[20:49:56] <barteks2x> when
iterating over all Cubes inside a Column/Chunk
L1252[20:50:27] <barteks2x> At first I
thought it's my debug code that's breaking it (as it does a lot of
bad things), but it's not that
L1253[20:50:59] <williewillus> debugger
and see what's touching it? :P
L1254[20:51:30] <williewillus> lol
botania uses packets for like 8 things now sorry vaz :P
L1255[20:51:38] <williewillus> I'll take
packets over running logic on both sides
L1256[20:51:39] <barteks2x> that
collection?
L1257[20:51:45] <williewillus> yea
L1258[20:51:53] <barteks2x> there is one
for each chunk
L1259[20:52:20] <barteks2x> which is tn
the range of thousands serverside
L1260[20:52:26] <wiresegal> I thought
that the no-packets was just vazkii not knowing how, and then once
she found out how to make them going "I wonder how much I can
get away with not doing them now"
L1261[20:52:39] <williewillus>
?shrug
L1262[20:52:45] <williewillus> also
ping
L1263[20:53:12] <Vazkii> I always knew
how to make them, but while making the bases I never really needed
them so then I did end up making it a personal challenge to not use
them
L1264[20:53:18] <williewillus> barteks2x:
isolate to one column?
L1265[20:53:29] <wiresegal> so I was
sorta correct :P
L1266[20:53:29] <williewillus> not sure
how you debug onrmally but make a world withonly a few chunks and
try to repro
L1267[20:53:30] <williewillus> idk
L1268[20:53:52] <barteks2x> making world
with only a few chunks... if only it was that easy
L1269[20:54:06] <williewillus> is it not?
:P
L1270[20:54:09] <wiresegal> I was pulling
that from a half-remembered forum post so I'm surprised I got that
much correct
L1271[20:54:17] <williewillus> set the
view distance tiny and use a superflat preset or fill or
something
L1272[20:54:48] <barteks2x> there are
still spawn chunks
L1273[20:54:50] <barteks2x> a lot of
them
L1274[20:55:17] <wiresegal> uh... 64 of
them, right? and then however you cube-ize them more
L1275[20:55:34] <wiresegal> or is it
256
L1276[20:55:47] <barteks2x> (12*2+1)^2 of
Chunks, and *(21*2+1) cubes
L1277[20:55:51] <wiresegal> yeah you're
not going to be able to get away from those
L1278[20:56:08] <barteks2x>
*21->12
L1279[20:56:09] <wiresegal> that's
inconvenient...
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L1281[20:57:03] <barteks2x> it seems to
happen always when unloading a cube
L1282[20:57:18] <williewillus>
always?
L1283[20:57:32] <williewillus> so not
threading/parallelism stuff just concurrency, maybe you're
iterating it in two places?
L1284[20:57:53] <barteks2x> It's called
from vanilla, I can paste the whole unloadQueuedChunks
L1286[20:58:53] <williewillus> is it
possible this gets called multiple times for the same chunk?
L1287[20:59:37] <barteks2x> I don't think
it can get called multiple times concurrently
L1288[21:00:10] <barteks2x> but yes, it
will be called many times for the same chunk of there are multiple
cubes from that chunk to unload
L1290[21:01:21] <barteks2x> no methods
other than unloadQueuedChunk in that stacktrace can possible touch
cubes
L1291[21:01:28] <barteks2x> because
vanilla doesn't know about them
L1293[21:02:28] <williewillus> (need a
packet because the server doesn't know when you left click
empty)
L1294[21:02:36] <williewillus> that was
the event I was referring to that I added to forge
L1295[21:03:52] <barteks2x> could this
being called before that method do something weird:
this.cubesToUnload.addAll(column.getAllCubes().stream().map(c ->
c.getAddress()).collect(Collectors.toSet())); ?
L1296[21:04:13] <williewillus> that looks
fine
L1297[21:04:25] <williewillus> also you
can do map(c::getAddress) :D
L1298[21:04:26] <barteks2x> that's the
only place where I use result from getAllCubes differently than
foreach or if(sth.isEmpty)
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L1307[21:06:51] <wiresegal> williewillus:
looks like a solid system, I'm unsure if I should keep Mjolnir the
way it is or change it now :P
L1308[21:07:00] <williewillus> seems to
work rn
L1309[21:07:36] <williewillus> though I
had to remove the cooldown check clientside because it didn't make
sense (event seems to fire halfway through the cooldown)
L1310[21:07:42] <barteks2x> it's
literally the first time I'm debugging CME that isn't a trivially
looking mistake
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L1313[21:07:58] <williewillus> this has
the nice side effect that cliecking a block doesn't fire off a
burst anymore either
L1314[21:07:59] <williewillus> which is
nice
L1315[21:08:27] <wiresegal> definitely
not using it for mjolnir then, because its momentum should be
usable anywhere
L1316[21:08:32] <wiresegal> or on
anything
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L1318[21:08:42] <williewillus> i mean you
can make a thrid event handler ...
L1319[21:08:44] <williewillus> :P
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L1321[21:09:07] <wiresegal> also I don't
particularly want to make it tied to the cooldown perfectly
L1322[21:09:17] <williewillus> what to
then?
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L1324[21:09:27] <wiresegal> because the
cooldown for mjolnir is twice that of most axes
L1325[21:09:45] <wiresegal> and so if I
tied it to it, swinging it at the wrong time would be
frustrating
L1326[21:09:52] <williewillus> hmm the
haste lets the sword go pretty fast
L1327[21:09:55] <wiresegal> so it works
by cooldown, and it's fine :P
L1328[21:09:58] <williewillus> probably
gonna increase it's cooldown
L1329[21:10:01] <williewillus> and its
damage
L1330[21:10:09] <wiresegal> sounds
good
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L1332[21:10:38] <wiresegal> I wonder what
a battle between someone using a Terra Blade and Mjolnir would look
like :P
L1333[21:11:00] <wiresegal> also Mjolnir
is the best way ever to fight the GG, it makes the fight so much
more dynamic
L1334[21:11:24] <williewillus> what is
that
L1335[21:12:26] <wiresegal> the hammer in
my mod that flings you forward when you swing it, and deals damage
based on your motion if you crash into a mob after swinging it and
maintaining a constant velocity
L1336[21:12:32] <wiresegal> not constant,
just above a certain amount
L1337[21:12:56] <wiresegal> it's the most
fun to use item i've ever made :D
L1338[21:13:13] <wiresegal> it might be
weaker than the Key of King's Law, but it feels so much more
powerful
L1339[21:13:20] <wiresegal> because it's
so dynamic
L1340[21:14:38] <barteks2x> ok, now I see
what happened. And I finally understand what CME actually means (I
misinterpreted it the whole time)
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L1342[21:15:42] <barteks2x> I had to
actually read HashMap code to understand it
L1343[21:17:24] <barteks2x>
unloadAndSaveCube removed the cube from column. The same Map that i
was iterating
L1344[21:17:53] <wiresegal> that'd do
ti
L1345[21:17:55] <wiresegal> *it
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L1348[21:20:16] <barteks2x> I hate the
ChunkProvider/ServerCubeCache code. I didn't even start
implementing concurrent chunk loading and it's already a big
mess
L1349[21:20:36] <wiresegal> also,
williewillus, did you know that afking swinging the Terra Blade at
a pool that you've got a mana mirror of is technically mana
positive
L1350[21:20:57] <williewillus> barteks2x:
did you mistake parallel and concurrent?
L1351[21:21:02] <barteks2x>
probably
L1352[21:21:14] <barteks2x> I mean - in
separate thread
L1353[21:21:14] <williewillus> wiresegal:
thx for the heads up :P
L1354[21:21:29] <wiresegal> but does it
really matter, in the end?
L1355[21:21:40] <barteks2x> Forge does
it, I just call the synchronous method
L1356[21:21:45] <williewillus> i'll fix
it if I catch wind of people exploiting
L1357[21:21:49] <wiresegal> that's such
an edge case that I don't think it matters
L1358[21:21:59] <wiresegal> a daybloom on
enchanted soil would be faster
L1359[21:22:11] <wiresegal> and doesn't
cost terrasteel
L1360[21:22:16] <wiresegal> and primus
flowers are a thing
L1361[21:22:40] *
Xilef11 takes note to exploit it before it gets
patched
L1362[21:22:48] <williewillus> look what
you did :P
L1363[21:23:09] <wiresegal> also, this is
why i think the terra blade SHOULD swing when you hit a block
L1364[21:23:18] <wiresegal> *fire
L1365[21:23:35] <williewillus> uhh why is
that
L1366[21:23:36] <wiresegal> because I use
it often to fire off a drum or feed a system for one burst
L1367[21:23:44] <williewillus> that's
what a blaster is for
L1368[21:24:31] <wiresegal> blasters
require finding them in your inventory
L1369[21:24:53] <wiresegal> (especially
because I use the Rod of the Prismatic Lake for my lighting instead
of the Flash lens .///.)
L1370[21:25:03] <williewillus> in other
news, we should just have one item for everything
L1371[21:25:04] <williewillus> :P
L1372[21:25:26] <wiresegal> no, but the
point is the blaster can do more specialized tasks.
L1373[21:25:36] <wiresegal> such as
influcence, or kindle, or force, etc.
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L1375[21:25:47] <wiresegal> influcence is
so useful :P
L1376[21:28:41] <wiresegal> also I want
to make a request
L1377[21:28:51] <wiresegal> force should
work on Force Relays
L1378[21:29:12] <wiresegal> because that
would open a lot of contraption fun up
L1379[21:30:12] <barteks2x> Now it
doesn't crash anymore, but everything is breaking. All chunks are
randomly getting unloaded, sometimes chunks are getting normally
unloaded, sometimes they aren't, and sometimes they just refuse to
load.
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L1383[21:39:07] <barteks2x> I forgot a
!
L1384[21:40:13] <wiresegal> so your code
wasn't enthusiastic enough?
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L1386[21:41:09] <barteks2x> It theought
that all chunks that should be kept loaded should be unloaded, and
all that should be unloaded should be kept loaded
L1387[21:42:35] <wiresegal> that would
cause some interesting behavior
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L1390[21:44:17] <barteks2x> and it did.
it was completely unpredictable
L1391[21:45:12] <wiresegal> because...
wow, everything would alternate every tick, wouldn't it?
L1392[21:47:44] <barteks2x> no
L1393[21:48:18] <barteks2x> it was even
more interesting because if a few nested ifs and that I have 2
unload() methods, one for cubes one for chunks
L1394[21:48:23] <barteks2x> and the bug
was in that for chunks
L1395[21:48:38] <wiresegal> so,
everything is flashing all the time still?
L1396[21:49:06] <barteks2x> no, server
sometimes just decided to stop loading cubes, or unload all of them
but they would still be there clientside
L1397[21:49:59] <wiresegal> that sounds
horrifying
L1398[21:51:21] <barteks2x> all because I
wanted to fix memory leaks when using vanilla terrain
generator
L1399[21:51:43] <wiresegal> well, you
accomplished the exact opposite there :P
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L1439[23:46:58] <capitalthree> my
incremental backups mod is pretty much good to go :D
L1441[23:47:08] <capitalthree> basic
features for now but it works nicely
L1442[23:47:31] <capitalthree> (if anyone
wants me to stop procrastinating and put it on curseforge, poke
me)