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L1[00:00:10] ⇨ Joins: McJty (~jorrit@94-225-203-206.access.telenet.be)
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?
L30[01:52:52] <EeB> tterrag: http://hastebin.com/ejinulitaj.avrasm
L31[01:53:05] <tterrag> where are you calling playSound from?
L32[01:54:11] <EeB> OnBlockActivated()
L33[01:54:36] <tterrag> weird
L34[01:55:11] <tterrag> read http://mcforge.readthedocs.io/en/latest/effects/sounds/ and make sure you are calling the method you want
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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/
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L42[02:06:39] <sham1> It should not throw CME
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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
L91[03:16:29] <EeB> http://hastebin.com/ejinulitaj.avrasm
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...
L176[06:58:31] <masa> +r
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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
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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
L283[09:19:47] <CoolSquid> This should work Aroma1997 http://coolsquid.me/bin/p/hHCAubEG8v
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
L309[09:29:59] <diesieben07> https://github.com/Mojang/LegacyLauncher/blob/master/src/main/java/net/minecraft/launchwrapper/LaunchClassLoader.java
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
L319[09:34:41] <Aroma1997> It is the same problem as this: http://www.minecraftforge.net/forum/index.php?topic=32811.0
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
L323[09:35:38] <diesieben07> Aroma1997, http://www.minecraftforge.net/forum/index.php/topic,32811.msg171678.html#msg171678
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
L341[09:39:51] <Aroma1997> That's the event class: http://pastebin.com/MLqd6vAY
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
L390[09:55:17] <diesieben07> https://en.wikipedia.org/wiki/Robustness_principle
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
L439[11:03:00] <Temportalist> https://gist.github.com/anonymous/fe6ed41af58000ed2d0d30594b3c9595
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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
L446[11:06:43] <Temportalist> https://gyazo.com/a64a224e545e6617dcb9791db7a3e5fe
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
L455[11:11:56] <Temportalist> https://gist.github.com/anonymous/fe6ed41af58000ed2d0d30594b3c9595#file-modelloadermulti-scala-L71
L456[11:12:10] <Temportalist> https://gist.github.com/anonymous/fe6ed41af58000ed2d0d30594b3c9595#file-modelloadermulti-scala-L71
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"
L470[11:16:22] <Temportalist> https://www.irccloud.com/pastebin/Cc2daHxZ/
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
L501[11:31:53] <williewillus> *morph-o-tool https://www.youtube.com/watch?v=Rd1IqQnZylU
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
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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
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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...
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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
L607[12:35:21] <diesieben07> first thing i found: http://www.eclipse.org/jetty/documentation/9.3.9.v20160517/enable-remote-debugging.html
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
L611[12:35:53] <diesieben07> here: http://help.eclipse.org/mars/index.jsp?topic=%2Forg.eclipse.jdt.doc.user%2Fconcepts%2Fcremdbug.htm
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?
L620[12:42:31] <diesieben07> ok my dad has officially gone crazy. http://i.imgur.com/4WV4Q2V.jpg
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
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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
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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
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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
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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
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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
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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;
L735[13:47:44] <sham1> }
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();
L747[13:48:04] <sham1> }
L748[13:48:07] <sham1> }
L749[13:48:08] <williewillus> sham1: might want to log out
L750[13:48:09] <sham1> return 0;
L751[13:48:12] <sham1> }
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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
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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
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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
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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
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L796[14:22:18] <williewillus> !gp p_188319_2_
L797[14:22:29] <williewillus> !sp p_188319_2_ partialTicks
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L805[14:48:02] <barteks2x> I have no idea what and how he did, but I don't think this is normal way to merge latest changes: http://i.imgur.com/hctdAK7.png
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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
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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"
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L828[15:04:36] <sham1> History re-writing
L829[15:04:40] <sham1> Oh joy
L830[15:05:20] <williewillus> https://gyazo.com/f42e6c80d5876258d9ec523271ace235
L831[15:05:40] <FluxDZ> hey, can someone help me out with this log? http://pastebin.com/wsaz2iWL
L832[15:08:05] <barteks2x> williewillus, this is what it looks liek for em: http://i.imgur.com/104Vn8k.png
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...)
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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?
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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
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L852[15:18:24] <sham1> Did he just change his name and leave?
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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
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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?
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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
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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
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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
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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
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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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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
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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
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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) {
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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.
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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
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L1008[17:18:13] <ghz|afk> http://stackoverflow.com/questions/3567413/why-doesnt-a-missing-annotation-cause-a-classnotfoundexception-at-runtime
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
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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?
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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
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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
L1177[20:26:45] <wiresegal> you could try it like the example here https://github.com/yrsegal/NaturalPledge/blob/master/src/main/java/shadowfox/botanicaladdons/common/items/sacred/ItemMjolnir.kt#L161-L164
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
L1285[20:58:01] <barteks2x> http://pastebin.com/ab0GEyz8
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
L1289[21:00:42] <barteks2x> the stacktrace looks like this: http://pastebin.com/HxkvGQwj
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
L1292[21:02:18] <williewillus> wiresegal: ended up just going with https://gist.github.com/anonymous/4691dd42594d6af5633d73caf5bc88bc
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
L1440[23:47:00] <capitalthree> https://github.com/alexbobp/BTFU/tree/master/src/main/scala/btfubackup
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)
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