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L1[00:11:08] <capitalthree> rofl...
arguments in kick messages, very adult
L2[00:11:25] <capitalthree> "rawr how
dare you have other opinion!"
L3[00:11:52] <capitalthree> though I do
agree, 1.9.0 is wtf xD
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L26[01:59:57] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160620 mappings to Forge Maven.
L27[02:00:00] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160620-1.9.4.zip
(mappings = "snapshot_20160620" in build.gradle).
L28[02:00:11] <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/
L29[02:06:11] <Ordinastie_> MCF having
problems to load for you too?
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L33[02:35:19] <Ordinastie_> you mean the
right part ?
L34[02:35:42] <Ordinastie_> reset the color
to white
L35[02:36:02] <Disconsented> How?
L36[02:36:27] <tterrag>
GlStateManager.color
L37[02:36:30] <Ordinastie_> ^
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L39[02:36:37] <tterrag> text renderer is
being stupid
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L42[02:40:39] <Disconsented> Awesome thats
got it
L43[02:40:45] <Disconsented> cheers
Ordinastie_ and tterrag
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L46[02:44:04] <thecodewarrior> Anyone else
had issues with the VertexBuffer and GL_TRIANGLE_FAN?
L47[02:44:15] <thecodewarrior> It seems to
be mixing up colors.
L48[02:44:32] <Ordinastie_> It seems you're
mixing up your vertex format
L49[02:57:58] <thecodewarrior> Ok, the
color is kind of working. It just won't interpolate between
vertices. The triangle has only one alpha.
L50[02:58:47] <thecodewarrior> If any of
the vertices' color's alpha is 0 the entire tri disapears.
L51[03:00:18] <Ordinastie_> you need to set
the correct GL states
L52[03:01:58] <thecodewarrior> If I change
one vertex to be a different color (0, 1, 0 instead of 0, 0, 1) it
just doesn't render. Odd.
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L58[03:21:59] <thecodewarrior> It seems
like it's only using the color from the last vertex. Anyone know
why that might happen?
L59[03:23:20] <Ordinastie_> show code
L60[03:24:52] <gigaherz|work> sounds like
you are doing it wrong, show code ;P
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L62[03:26:48] <sham1> SHow code
L64[03:27:56] <tterrag> why apply the
matrix manually?
L65[03:28:03] <tterrag> why not just
rotate/translate/scale before?
L66[03:28:46] <thecodewarrior> Because I'm
iterating over a bunch of particles and don't want to have it be
draw, translate, draw, translate, draw, ...
L67[03:29:15] <gigaherz|work> wat
L68[03:29:20] <tterrag> so instead you
apply it per-vertex
L69[03:29:24] <tterrag> that's better, how
exactly?
L70[03:29:27] <gigaherz|work> on cpu.
L71[03:29:35] <thecodewarrior> IDK...
:P
L72[03:29:36] <gigaherz|work> while opengl
will upload the matrix to gpu and do the maths there
L73[03:29:39] <tterrag> GPUs are made to do
matrix math
L74[03:29:49] <tterrag> they are quite good
at it
L75[03:30:06] <gigaherz|work> any modern
gpu is basically two things:
L76[03:30:21] <gigaherz|work> 1. a series
of relatively simple vector processors
L77[03:30:41] <gigaherz|work> 2. the
texture decoding, blending, etc
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L80[03:32:57] <thecodewarrior> Any idea
about the colors?
L81[03:33:01] <gigaherz|work> nope
L82[03:33:13] <gigaherz|work> you are aware
that you se using the 4-component functions right?
L83[03:33:19] <gigaherz|work> so some of
the vertices use transparent color?
L84[03:33:41] <thecodewarrior> Yes. I want
it to go from opaque to transparent. But it doesn't fade, it just
goes with the color of the last vertex for that polygon.
L85[03:33:44] <gigaherz|work> you are*
using
L86[03:34:09] <Ordinastie_> did you enable
blending ?
L87[03:34:09] <tterrag> thecodewarrior: why
do you swap back and forth between float and int colors?
L88[03:34:13] <tterrag> it shouldn't matter
but it's weird
L89[03:34:16] <Ordinastie_> did you enable
smoothness ?
L90[03:34:56] <thecodewarrior> That was my
attempt at maybe making it work by using ints. vOv
L91[03:34:56] <gigaherz|work> you may also
need to disable alpha testing
L92[03:35:33] <tterrag> I still haven't
seen what it looks like
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L95[03:40:06] <thecodewarrior> What do you
mean by enable smoothness? I tried glenable(gl_smooth,
gl_point_smooth, and gl_polygon_smooth and none of them made a
difference.
L96[03:41:04] <Ordinastie_>
GlStateManager.shadeModel(GL11.GL_SMOOTH);
L98[03:42:21] <thecodewarrior> :DDDDDDDD
YAY! That worked perfectly!
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L113[05:23:41] <Tazz> well thats
bad....XD
L114[05:24:32] <Tazz> apparently if a
function has 4 or more locals then it fails to compile
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L117[05:25:54] <Tazz> Eschelle
L118[05:26:33] <sham1> Link
L119[05:26:40] <Tazz> sham1, to what?
XD
L120[05:26:45] <sham1> Something
L121[05:26:51] <sham1> About that
thing
L123[05:27:02] <Tazz> theres not really
much to link you
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L375[09:11:07] <gigaherz> GEH!
L377[09:12:50] *
gigaherz facepalms
L378[09:13:06] <gigaherz> the dimensions
are not threaded, right?!
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L381[09:17:43] <sham1>
"Enderthing"
L382[09:17:45] <sham1> Nice name
L383[09:18:21] <gigaherz> didn't know my
mod?
L384[09:18:24] <sham1> Also, fuck trying
to open up toilets
L385[09:18:35]
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L386[09:18:38] <sham1> So god damn
annoying work
L387[09:18:46] <gigaherz> "open
up"?
L388[09:18:54] <sham1> Yes
L389[09:19:06] <sham1> There was a
thing
L390[09:19:09] <kashike> how does one open
a toilet
L391[09:19:36] <sham1> By opening up the
pipes so that water and shit can go through
L392[09:19:39] <gigaherz> you place the
toilet on the ground, connect the piping, and then put a message
like "now open!"
L393[09:19:45] <sham1> :P
L394[09:19:52] <gigaherz> you mean
unclog?
L395[09:19:55] <sham1> Yes
L396[09:19:57] <gigaherz> ahh
L397[09:19:59] <sham1> Didn't know the
word
L398[09:20:00] <gigaherz> yes horrible
work
L399[09:20:05] <kashike> that makes sense
then
L400[09:22:53] <gigaherz> yep there's no
other way this issue happens
L401[09:23:09] <gigaherz> just to make
suire
L402[09:23:25] <gigaherz> .remove() on an
Iterator won't cause a ConcurrentModificationException, right?
;P
L403[09:23:35] <gigaherz> it's designed
not to, I hope
L404[09:23:36] <gigaherz> XD
L405[09:24:02] <wiresegal> uh
L406[09:24:06] <wiresegal> it will won't
it?
L407[09:24:18] <gigaherz> if it would,
then that method is useless and shouldn't exist
L408[09:24:20] <wiresegal> perhaps use
.removeIf?
L409[09:24:33] <wiresegal> it's a lambda
filter
L410[09:24:39] <heldplayer>
Iterator.remove() won't cause a CoModEx
L411[09:24:43] <wiresegal> really?
L412[09:24:56] <heldplayer> Unless you're
iterating on the same object in multiple threads
L413[09:25:03] ⇦
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L414[09:25:08] <gigaherz> so far as
dimensions are not threaded, I'm not.
L415[09:25:23] <heldplayer> Which MC
version?
L416[09:25:29] <gigaherz> 1.9.4
L417[09:25:37] <gigaherz> haven't heard of
any threading on dimensions being a thing, yet
L418[09:25:40] <heldplayer> They _might_
be multithreaded
L419[09:25:44] <heldplayer> I'm not
sure
L420[09:25:49] <gigaherz> nah that's not
the issue
L421[09:25:55] <LatvianModder> iterator
remove, no, but if you do something like list.remove() while
iterating, then it will throw CoModEx
L422[09:25:56] <gigaherz> the issue was
from someone on 1.8.9
L423[09:26:07] <heldplayer> ^ Lat
L424[09:26:09] <gigaherz> LatvianModder:
yeah I'm using an iterator for that reason
L426[09:27:01] <gigaherz> I added the
synchronized out of desperation
L427[09:27:05] <gigaherz> but it obviously
isn't that
L428[09:27:05] <gigaherz> XD
L429[09:27:32] <heldplayer> Is an instance
of EnderInventory shared between all ender chests (or whatever they
are)?
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L431[09:27:38] <LatvianModder> you
prooobably dont need that sync()
L432[09:27:45] <gigaherz> heldplayer:
yup
L433[09:27:48] <LatvianModder> It cant be
the issue with that
L434[09:27:49] <gigaherz> LatvianModder: I
do not.
L435[09:27:59] <gigaherz> so long as
worlds are not threaded, that synchronized is useless
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L437[09:28:49] <LatvianModder> so, when in
future versions everything will be multithreaded, will it require a
lot of code rewrite or no?
L438[09:29:02] ***
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L439[09:29:09] <gigaherz> yes.
L440[09:29:23] <kashike> giga
L442[09:29:26] <gigaherz> even vanilla
enderchests would
L443[09:29:32] <kashike> I bet it's that
section
L444[09:29:36] <kashike> remove during a
fot
L445[09:29:38] <kashike> for*
L446[09:29:45] <gigaherz> ?
L447[09:29:54] <gigaherz> it's not that
for that throws
L448[09:29:55] <LatvianModder> yes its
probably that
L449[09:30:14] <heldplayer> It's not a
foreach
L451[09:30:39] <gigaherz> the CME is
here
L453[09:31:00] <LatvianModder> if you want
to do that, you probably want to Iterator<...> itr =
list.iterator(), then, while(itr.hasNext()) { Object o =
itr.next(); ... itr.remove(); }
L454[09:31:05] <gigaherz> oops wrong
paste
L455[09:31:09] <gigaherz> the first one
was #L44
L457[09:31:44] <gigaherz> kashike /
LatvianModder: you may notice the for() and the remove are on
different collections
L458[09:32:11] <LatvianModder> oh,
deadListeners
L459[09:32:13] <LatvianModder> my
bad
L460[09:32:38] <gigaherz> a ReferenceQueue
contains all the references that have been garbage-collected
L461[09:33:11] <gigaherz> the
WeakReference adds itself to the queue when it's GCd
L462[09:33:17] <gigaherz> see ->
listeners.add(new WeakReference<TileEnderKeyChest>(e,
deadListeners));
L463[09:33:23] <gigaherz> it's not that
for.
L464[09:33:31] <gigaherz> the only way
that for could ever cause the issue
L465[09:33:36] <gigaherz> would be if
dimensions were multithreaded
L466[09:33:39] <gigaherz> and that's not
the cas.e
L467[09:33:40] <gigaherz> case.
L468[09:33:44] <kashike>
<+LatvianModder> if you want to do that, you probably want to
Iterator<...> itr = list.iterator(), then,
while(itr.hasNext()) { Object o = itr.next(); ... itr.remove();
}
L469[09:33:47] <kashike> try a while
L470[09:33:54] <kashike> I blame for
L471[09:34:04] <gigaherz> "for"
is just syntactic sugar
L472[09:34:06] <LatvianModder> I blame
mojang. Just because
L473[09:34:10] <kashike> I'm also tired so
maybe you can ignore me :D
L474[09:34:12] <gigaherz> it's compiled
as
L475[09:34:15] <gigaherz> init
L476[09:34:18] <gigaherz>
while(condition)
L477[09:34:18] <gigaherz> {
L478[09:34:21] <gigaherz> code
L479[09:34:29] <gigaherz> after
L480[09:34:30] <gigaherz> }
L481[09:34:49] <gigaherz> it's just more
compact.
L482[09:35:06] <gigaherz> and allows
scoping the variables
L483[09:35:07] <kashike> also
L484[09:35:10] <kashike> at
gigaherz.enderthing.storage.EnderInventory.onContentsChanged(EnderInventory.java:44)
L485[09:35:13] <kashike> not line 28
L486[09:35:17] <gigaherz> yes
L487[09:35:18] <gigaherz> bad paste
L488[09:35:20] <gigaherz> I said it
after
L489[09:35:21] <gigaherz> XD
L490[09:35:29] <gigaherz> [16:31]
(gigaherz): oops wrong paste
L491[09:35:29] <gigaherz> [16:31]
(gigaherz): the first one was #L44
L492[09:35:32] <kashike> and 44 is where
next is called
L493[09:35:35] <gigaherz> yes
L494[09:35:40] <gigaherz> which makes
sense
L495[09:35:40] <kashike> next after a
remove
L496[09:35:44] <kashike> boom
L497[09:35:50] <gigaherz> the remove is on
the iterator itself
L498[09:36:04] <gigaherz> Iterators allow
the caller to remove elements from the underlying collection during
the iteration with well-defined semantics.
L499[09:36:24] <gigaherz> it's not
supposed to cause a CME
L500[09:36:30] <gigaherz> but markDirty()
may.
L501[09:37:10] <gigaherz> however, for
markDirty() to cause a CME
L502[09:37:25] <gigaherz> it would imply
that onContentsChanged is being called inside markDirty()
L503[09:37:53] <gigaherz> which would
imply some pipe is injecting items in its onNeighbourChange
L504[09:37:54] <gigaherz> OR
L505[09:38:03] <gigaherz> that
addWeakListener is being called from within markDirty()
L506[09:38:08] *
kashike should go to sleep
L507[09:38:11] <gigaherz> which would
imply a block is being (un)loaded
L508[09:38:17] <gigaherz> during
markDirty()
L509[09:38:23] <gigaherz> and that is my
biggest fear
L510[09:38:36] <kashike> the comod is on
line 44
L511[09:38:39] <kashike> not 51
L512[09:38:58] <gigaherz> yes
L513[09:39:02] <gigaherz> my suspicion
is:
L514[09:39:07] <gigaherz> it.next() --
works
L515[09:39:12] <gigaherz> if -- false so
else
L516[09:39:33] <gigaherz> te.markDirty()
--> something happens that modifies the collection -->
returns
L517[09:39:36] <gigaherz> loops back
L518[09:39:39] <gigaherz> next it.next()
boom!
L519[09:40:10] <gigaherz> I know exactly
how to fix it
L520[09:40:12] <gigaherz> it's just not
pretty
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L541[10:40:09] <Xilef11> how often are the
"random ticks"
L542[10:41:15] <Xilef11> for
Block#randomTick(...)
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L544[10:43:49] <gigaherz> depends on the
random tick speed and the choice for the block
L545[10:43:52] <gigaherz> by default
L546[10:44:04] <gigaherz> 3 blocks are
selected per chunk, per tick, IIRC
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L548[10:45:59] <Xilef11> does it depend on
the number of "random tick blocks" in the chunk?
L549[10:47:58] <gigaherz> I don't believe
so
L550[10:48:02] <gigaherz> but I haven't
looked at that code
L551[10:49:28] <gigaherz> nope
L552[10:49:32] <gigaherz> it selects N
blocks
L553[10:49:33] <gigaherz> and ticks
them
L554[10:49:35] <gigaherz> in fact
L555[10:49:41] <gigaherz> it can be that
the same one is selected more than once
L556[10:49:59] <gigaherz> no idea why it
has its own random number generator for this
L557[10:50:02] <gigaherz> but it does
:/
L558[10:51:13] <Xilef11> ok, so for N=3
and a chunk of 16x16x64, it would be on average once every 4.5 mins
if my math is right
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L562[10:56:57] <gigaherz> Xilef11: hmmm
it's done once per "ExtendedBlockStorage" instance
L563[10:57:03] <gigaherz> and there seems
to be one for each 16 blocks
L564[10:57:06] <gigaherz> at least on
1.9.4
L565[10:57:50] <gigaherz> so every tick,
it will choose N=3 out of 16x16x16
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L568[11:02:02] <Xilef11> so once every ~68
seconds
L569[11:02:50] <kenzierocks> also
randomTickSpeed game rule can increase that fyi
L570[11:03:04] <gigaherz> yeah we are
assuming the default value of N=3 for that gamerule
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L577[11:14:18] <gigaherz> Hmf
L578[11:14:25] <gigaherz> was there some
big change done to the 1.8.9 forge
L579[11:14:27] <gigaherz> that would cause
this?
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L582[11:17:30] <gigaherz> the heck
L583[11:17:35] <gigaherz> I DID use 1902
to build the last release
L585[11:17:36] <gigaherz> wtf
L586[11:18:13] *
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L590[11:22:59] *
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L591[11:23:02] <gigaherz> apparently not
my fault ;P
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L619[12:32:00] <MinecraftWero> hello
world
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L621[12:33:12] <sham1> putStrLn
"Hello World!"
L622[12:33:14] <sham1> Hello World!
L623[12:33:31] <MinecraftWero> hows it
going
L624[12:33:40] <sham1> Well
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L633[12:51:13] <Thog> Hey, I a almost
working
L634[12:51:15] <Flenix> Dumb question
time. Is there anything like setBlockBoundsBasedOnState but for
itemblocks? I need to set the bounds for rendering in-hand to match
what willbe placed in-world. (1.7.10)
L635[12:51:52] <Thog> Hey, I have a mostly
working port of Forge in 1.10, can someone create a 1.10
branch?
L636[12:58:45] <diesieben07> Flenix,
update and use models :D
L637[12:59:09] <Flenix> :P I develop for
my server mostly, and a lot of mods we use are still on
1.7.10
L638[13:00:45] <sham1> you know what
thinking like that does
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L640[13:01:41] <sham1> If everyone thought
like that, no one would have ever updated any mod ever
L641[13:03:43] <sham1> Hell, no innovation
at all would have ever happened in human history
L642[13:05:23] <Flenix> That is very
true... but yeah, I develop for myself first and just release it in
case other odd humans wish to use whatever whacky things I make ;)
I'll probably do 1.8/9/10 ports at some point, but 1.7 is the main
priority
L643[13:05:44] <sham1> Here's a nice
analogy of that thinking
L644[13:06:20] <sham1> "Why use this
thing called 'wheel' when we can just pull these stones on the
ground without them"
L645[13:07:05] <Flenix> I 100% agree with
you, but you're preaching to the choir so to speak... as I said, my
mods are made for my server :P
L646[13:07:21] <Flenix> There's no point
in me updating as very very few people would use those
updates
L647[13:08:38] <Flenix> Anyways; fixed my
issue, I can just use an ISBRH for itemblocks :P
L648[13:08:46] <sham1> Yeah
L649[13:08:49] <sham1> That works
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L652[13:15:39] <MinecraftWero> is techne
models still a thing?
L654[13:18:05] <sham1> LGPL
L655[13:18:06] <sham1> Woot
L656[13:18:24] <sham1> GNU/Forge
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L675[14:46:57] <diesieben07> yes, happens
with just forge
L677[14:50:25] <heldplayer> Happens with
just vanilla as well :P
L678[14:50:32] <heldplayer> Had it happen
many times
L679[14:50:32] <diesieben07> really?
L680[14:50:38] <heldplayer> Yeaaaah
:/
L681[14:50:53] <diesieben07> is there a
mojang report i can post to the guy reporting this?
L682[14:51:46] <heldplayer> Looking
L685[14:53:49]
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L687[14:54:25] <heldplayer> Yes, just
found that one
L688[14:55:21] <LexManos> yes thats a
vanilla bug, no clue what causes it
L689[14:55:29] <LexManos> if fry can fix
great if he cant not a big deal
L690[14:55:55] <gigaherz> diesieben07:
that has happened since 1.8 vanilla
L691[14:56:07] <diesieben07> TIL :D
L692[14:56:07] <gigaherz> all it takes is
being in a chunk border with fov > default
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L694[14:56:25] <heldplayer> It happens to
me with default FOV as well
L695[14:56:34] <gigaherz> oh?
L696[14:56:42] <LexManos> its not just any
chunk border
L697[14:56:46] <LexManos> its only certian
ones
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L701[15:10:50] <barteks2x> Something is
really wrong with worldgen eta calculation code, I just don't know
what (and I don't want to touch it because it uses linear
regression)
L702[15:13:40] <gigaherz> there's a
worldgen ETA?
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L705[15:19:51] <diesieben07> "Your
world will be ready soon, please come back in approximately 3 hours
and 15 minutes."
L706[15:20:07] ***
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L707[15:20:32] <gigaherz> I have never
seen that
L708[15:20:32] <gigaherz> XD
L710[15:22:42] ***
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L711[15:23:45] <Wuppy> \o/ tomorrow will
the wuppiest day of the year :D
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L714[15:25:07] <sham1> That guy
L715[15:26:09] <MinecraftWero> wow
L716[15:26:29] <MinecraftWero> wuppiest i
like that word :D
L717[15:29:22] <barteks2x> uh... I hate
that I can't really be sure what results of visualvm sampling mean.
And that actual profiling changes timing so much that it's
completely meaningless for anything other than call counts
L718[15:29:30] <Wuppy> it's also the
longest day of the year :)
L719[15:29:43] <Wuppy> which means it's
the best day for two reasons :P
L720[15:29:44] <sham1> Also known as the
summer equinox
L721[15:29:48] <Wuppy> three even, it's
also the start of summer
L722[15:30:01] <sham1> But it is also the
shortest day of the year for the southern hemisphere
L723[15:30:34] <Wuppy> thankfully I'm in
the north
L724[15:30:42] <sham1> So am I
L725[15:30:45] <barteks2x> there is no way
in hell worldgen is spenging 5% of time in
world.isOutsideBuildHeight
L726[15:30:57] <barteks2x> 5% time of all
threads
L727[15:30:58] <Wuppy> sham1, having your
birhtday on the longest day is aweosme
L728[15:34:20] <barteks2x> That big tree
generator is just bad idea...
L729[15:34:50] ⇦
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L730[15:37:01] <MinecraftWero> hey diese
do you ever plan on reviving cameracraft?
L731[15:38:16] <diesieben07> uh yes i do
:D
L732[15:38:23] <diesieben07> just need to
get my ass off the ground
L733[15:39:14] <MinecraftWero> haha i
really enjoyed the mod back in 1.4
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L735[15:40:56] <diesieben07> thanks
L736[15:44:10] <sham1> Java8 streams to
manage camera shots :P
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L739[15:47:35] <Tazz> Whattup
L740[15:47:55] <diesieben07> sham1, hm?
:D
L741[15:48:40] <sham1> Nah
L742[15:48:42] <sham1> Nothing
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L744[15:48:54] <sham1> Just thinking about
how you could use java8 streams in your camera mod
L745[15:49:08] <Tazz> Rofl I broke
instance calls in Eschelle after getting them working the other
night
L746[15:49:53] <diesieben07> yes, how
would I do that? :D
L747[15:50:24] <sham1> IDK
L748[15:50:25] <sham1> Somehow
L749[15:50:40] <diesieben07> lol
L751[15:53:51] <sham1> I thought you did
something with streams with the whole "save to disk"
thing
L752[15:54:18] ***
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L753[15:54:26] <gigaherz> if you design
something thinking "how can I use streams for this", you
are doing it wrong.
L754[15:54:51] <diesieben07> that is
true
L755[15:54:55] <diesieben07> and no i
didn't sham
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L764[16:00:54] <StormCloud> is there a way
to directly get the value of explosion.isSmoking and .isFlaming
?
L765[16:01:10] <StormCloud> (1.9.4)
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L768[16:02:15] <diesieben07> StormCloud,
reflection
L769[16:02:29] <StormCloud>
reflection?
L771[16:03:07] <kashike> or an AT.
L772[16:03:41] <diesieben07> No.
L773[16:03:53] <sham1> No.
L774[16:04:16] <Tig> Or byte-code
instrumentation... lol
L775[16:04:27] <kashike> what, do people
not like ATs anymore? lol
L776[16:04:28] <diesieben07> that's what
an AT is.
L777[16:04:35] <sham1> kashike, no
L778[16:04:36] <diesieben07> i have always
disliked ATs
L779[16:04:55]
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L780[16:05:03] <kashike> whatever floats
your boat
L781[16:05:21] <diesieben07> reflection is
a much better choice
L782[16:05:26] <sham1> float boat; //Has
to be float, because otherwise it will sink
L783[16:05:41] <diesieben07> or if you
absolutely (justifiably) need that last ounce of performance:
MethodHandles
L784[16:05:47] <diesieben07> sham please
stop. :D
L786[16:07:25] <sham1> Nah
L787[16:07:39] <diesieben07> everyone
loves the puns
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L789[16:10:18] <StormCloud> Well I'm
trying to replace the code that drops the items from explosions,
and without editing the explosion.class directly, the only idea
I've gotten is waiting until the detonate event, calling
clearAffectedBlockPositions and handling spawning particles,
droping the blocks, and spawning fire, and on my own.
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L792[16:12:07] <Tazz> I finally decided
upon a combination of closures and delegates for eschelle
L793[16:12:20] <Tazz> Anyone got
suggestions for closure syntax?
L794[16:12:29]
⇨ Joins: Tig (~tig@75.107.124.212)
L795[16:12:43] <sham1> ( /*params*/ )
=> /* code */
L796[16:12:55] <sham1> Just use an anon
function thing
L797[16:13:52] <gigaherz> lambda
L798[16:14:06] <sham1> Almbda, anonymous
function...
L799[16:14:12] <gigaherz> C# and Java
lambdas are practically the same
L800[16:14:13] <diesieben07> StormCloud,
what are you trying to replace it with?
L801[16:14:15] <gigaherz> xcept C# chose
=>
L802[16:14:17] <sham1>
s/Almbda/lambda/
L803[16:14:18] <gigaherz> and java chose
->
L804[16:14:32] <gigaherz> I quite like the
syntax.
L805[16:14:39] <sham1> \ {- params -}
-> {- code -}
L806[16:14:45] <gigaherz> () (->|=>)
{}
L807[16:14:47] <StormCloud> something that
drops custom items for each block.
L808[16:14:49] <gigaherz> (args)
(->|=>) {}
L809[16:14:53] <gigaherz> single_arg
(->|=>) {}
L810[16:14:57] ***
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L811[16:15:03] <sham1> And then there is
the C++ lambda syntax
L812[16:15:09] <sham1> WHich also can
capture variables
L813[16:15:11] <gigaherz> whre
"{}" can be an expression, or a code block
L814[16:15:26] <gigaherz> C++'s lambda
syntax is horrbile, though
L815[16:15:34] <gigaherz> on C#/Java
L816[16:15:37] <gigaherz> I'd have chosen
something like
L817[16:15:50] <diesieben07> StormCloud,
HarvestDropsEvent?
L818[16:16:04] <StormCloud> how would I
tell what was an explosion?
L819[16:16:11] <gigaherz> (a,b,c)[x,y,z]
-> {}
L820[16:16:19] <gigaherz> but it's still
ugly
L821[16:16:24] <gigaherz> maybe
L822[16:16:25] <gigaherz> hmm
L823[16:16:30] <gigaherz> (a,b,c) ->
[x,y,z]{}
L824[16:16:40] <gigaherz> less ambiguity
that way
L825[16:16:55] <sham1> [x](a) -> /*
stuff */
L826[16:17:03] <gigaherz> nah taht looks
ugly
L827[16:17:24] <gigaherz> I'd use
"(a,b,c) -> [x,y,z]{}"
L828[16:17:30] <gigaherz> because the
captures don't affect the inputs
L829[16:17:39] <gigaherz> they aren't part
of the prototype
L830[16:17:45] <gigaherz> they are part of
the implicit constructor
L831[16:17:53] <Tig> haskell has "x
-> x + 1" lambdas
L832[16:17:54] <diesieben07> hrm yeah
there isn't a way to tell
L833[16:18:09] <gigaherz> so they belong
on the body side, rather than the declaration side
L834[16:18:25] <gigaherz> Tig: Java can do
x -> x+1 too
L835[16:18:28] <gigaherz> but ifyou have
two inputs
L836[16:18:29] <gigaherz> it becomes
L837[16:18:32] <gigaherz> (x,y) ->
x+y
L838[16:18:42] <sham1> Tig, actually that
would be \x -> x + 1
L839[16:18:55] <sham1> Or just (+1)
because eta reduce
L840[16:19:02] <gigaherz> I'd do more like
how we wrote lambda calculus
L841[16:19:08] <gigaherz> \x. \y.
z+y
L842[16:19:12] <gigaherz> \x,y. z+y
L843[16:19:32] <gigaherz> where
"\" would be the lambda symbol
L844[16:19:58] <sham1> One could use the
lambda symbol in Haskell
L845[16:20:05] <sham1> The problem is
inputting it
L846[16:20:08] <gigaherz> yeah but I don't
have it handy on my kb
L847[16:20:30] <sham1> Yeah
L848[16:20:39] <sham1> That's why people
just use \
L849[16:20:42] <sham1> \\*
L850[16:20:50] <gigaherz> .\x
L851[16:20:57] <sham1> ya
L852[16:21:02] <gigaherz> but that loks
ugly
L853[16:21:08] <gigaherz> so just a sinple
\ does the trick
L854[16:21:21] <gigaherz> my brain mashed
up "simple" with "single"
L855[16:21:38] <sham1> λx -> x +
1
L856[16:21:54] <Tig> sniple. Sounds like
an energy drink.
L857[16:21:56] <sham1> But again, one
would just eta reduce that into (+1)
L858[16:22:24] <sham1> If you are not
pointfree, you're doing it wrong /s
L860[16:23:02] <gigaherz> and implement
the "replacement engine"
L861[16:23:11] ***
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L863[16:23:19] <gigaherz> which would turn
the data description language into a fully fledged lambda calculus
engine
L864[16:23:37] ***
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L871[16:39:40] <gigaherz> hmm has there
been any news about forge 1.10?
L872[16:40:42] <gigaherz> (although tbh I
don't really want to add another version to the list of things to
support XD)
L873[16:41:27] <Tig> Well, mcp 1.10 has to
come out first, right? So its probably not any time soon.
L874[16:41:29] <gigaherz> (I'm backporting
patches to 1.8.9 and 1.9 these days -- thinking of dropping
1.9)
L875[16:41:40] <gigaherz> yeah by news I
meant anything along the chain
L876[16:42:13] <gigaherz> but yeah if
there isn't a 1.10 mcp yet, that'd be "nope" ;P
L877[16:42:28] <diesieben07> i think lex
said something about it being somewhat done but he has to wait on
the mcp guys
L878[16:42:47] *
gigaherz nods
L879[16:43:45] ⇦
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L880[16:44:11] <MinecraftWero> do you guys
think it will change alot?
L881[16:45:01] <gigaherz> no
L882[16:45:09] <kashike> gigaherz: MCP
1.10 SRGs are out, so it's on its way
L883[16:45:14] <gigaherz> couple new
mobs
L884[16:45:19] <gigaherz> a few new
blocks
L885[16:45:28] <gigaherz> it's a really
minor update
L886[16:45:40] <gigaherz> people demanded
quicker updates, they answered.
L887[16:46:02] <kashike> there's quite a
few behind-the-scenes changes too, nothing huge though
L888[16:46:11] <MinecraftWero> that's good
to hear
L889[16:46:13] <tterrag> oh
L890[16:46:16] <tterrag> we have mcp for
1.10?
L891[16:46:17] <gigaherz> as a player, I
wouldn't mind having an update every 100ish days
L892[16:46:22] <MinecraftWero> people
demand faster updates for everything!
L893[16:46:24] <gigaherz> as a
modder......
L894[16:46:26] <kashike> we have srgs,
tterrag
L895[16:46:33] <tterrag> ah
L896[16:46:34] <tterrag> but
L897[16:46:36] <MinecraftWero> as a modder
is the worst feeling..
L898[16:46:37] <gigaherz> I'd really
REALLY want an abstraction layer ,then
L899[16:46:38] <gigaherz> XD
L900[16:46:50] <tterrag> unless 1.10
changed a lot more than it's letting on that means its already
mostly named :P
L901[16:47:04] <tterrag> srg names are
constant between versions :p
L902[16:47:21] <gigaherz> yes but method
signatures are not
L903[16:49:43] <diesieben07> notch->srg
mappings are not
L904[16:49:47] <diesieben07> and those are
needed ;)
L905[16:50:39] <kashike> tl;dr: you can
get a 1.10 non-merged workspace already
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L913[17:06:20] <LexManos> I'll be working
on 1.10 tonight right now i just feel like shit
L914[17:06:27] <LexManos> so im relaxing
and eating pizza
L915[17:07:01] <heldplayer> What kind of
pizza?
L916[17:07:06] <LexManos> Shitty
L917[17:07:10] <heldplayer> oh
L918[17:07:55] <gigaherz> no hurry
;P
L919[17:08:04] <LexManos> but yes the
rumors are true
L920[17:08:14] <LexManos> from a modders
point of view the 1.10 change is stupid small
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L922[17:08:31] <LexManos> Looking at it,
it was like 3 changed functions and a couple class renames
L923[17:09:05] <LexManos> On my end its
gunna be a bitch and a half because most likely 90% of patches will
fail to apply
L924[17:09:15] <LexManos> cuz they fucking
did bulk finalizing
L925[17:09:40] <tterrag> what's taht mean?
they added final to every field that didn't change?
L926[17:09:41] <tterrag> ouch
L927[17:09:47] <barteks2x> or to
methods?
L928[17:09:48] <LexManos> fields are
fine
L929[17:09:55] <diesieben07> that's gonna
be a pain for mods, too
L930[17:09:55] <LexManos> local variables
are not
L931[17:09:58] <tterrag> ah
L932[17:10:10] <tterrag> it seems like
they are doing one major refactor per update just to screw with us
:(
L933[17:10:24] <diesieben07> final on
local vars doesn't evne make it into the classfile though does
it?
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L936[17:11:01] <LexManos> Take a look at
that and see what I mean
L937[17:11:30] <diesieben07> they made
lots of fields final
L938[17:11:38] <tterrag> it looks like
tons of fields were made final, yeah
L939[17:12:00] <diesieben07> oh and if
they made a local var final, their obfuscator/whatever inlines it
apparently? or something.
L941[17:12:54] <tterrag> probably the
compiler. why wouldn't final local primitives be inlined if they
can't change?
L942[17:14:47] <diesieben07> javac
optimizes pretty much nothing
L943[17:15:08] <tterrag> it does a whole
lot of inlining though
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L945[17:15:12] <diesieben07> they want to
keep javac simple, re-compiling should not yield better
performance
L946[17:15:53] <gigaherz> night ppl
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L952[17:35:34] <LexManos> javac does the
inlining
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L954[17:36:46] <diesieben07> TIL.
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L958[17:43:16] <LexManos> well; no
shit
L959[17:43:18] <LexManos> thats not
final
L960[17:43:58] <diesieben07> danger retard
alert... :/ i need more sleep
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L990[18:51:36] <Coolway99> does anyone
have a list of snapshots for MCP?
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L993[18:57:37] <Coolway99> thanks
L994[18:57:47] <Coolway99> is it worth
coding anymore in 1.7.10, or should I try and move up?
L995[18:57:51] <kashike> move up.
L996[18:58:52] <Coolway99> is the latest
1.8 far enough?
L997[18:59:03] <TehNut> nope
L998[18:59:06] <TehNut> 1.9.4 or
bust
L999[18:59:15] <KnightMiner> 1.8 did not
last long, so not much point in modding for it
L1000[18:59:17] <Coolway99> doesn't 1.9
have that annoying combat system?
L1001[18:59:27] <KnightMiner> Besides,
1.9.4 is a bit nicer to work with
L1002[18:59:28] <TehNut> Yes but that is
what everybody will be playing
L1003[18:59:41] <KnightMiner> No, 1.7 had
the annoying combat system, 1.9 fixed it
L1004[18:59:50] <kashike> don't hold back
the community by developing against old versions of the game
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L1009[19:11:10] <LatvianModder> >
Could not resolve
net.minecraftforge.gradle:ForgeGradle:2.2-SNAPSHOT.
L1010[19:11:20] <LatvianModder> so I just
wait for a second or what?
L1011[19:11:40] <LatvianModder> ayep,
already worked with 2nd try
L1012[19:11:48] <Coolway99> KnightMiner,
I like how you said that 1.8 didn't last long and 1.10 is already
out
L1013[19:12:14] <KnightMiner> Well,
modding wise
L1014[19:12:21] <KnightMiner> There is no
1.10 forge yet
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L1023[19:18:32] <LexManos> !gf
field_152355_az
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L1026[19:33:50] <LexManos> !gm
func_78282_e
L1027[19:35:23] <LexManos> !gm
func_73866_w_
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L1030[19:45:41] <williewillus> who wrote
the interaction rtd?
L1031[19:46:19] <diesieben07> the one
that was recently added? I think it was tt errag himself
L1032[19:46:33] <williewillus> just found
it funny how whoever wrote it said right clicking blocks is one of
the simplest to handle :P
L1033[19:46:50] <williewillus> from a
P.I.E. perspective that RCB is hell
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L1047[20:32:21] <LexManos> !gm
func_82231_m
L1048[20:35:19] <tterrag> williewillus:
for PIE sure
L1049[20:35:32] <tterrag> For normal
blocks it's pretty simple
L1050[20:35:35] <tterrag> One
method
L1051[20:35:49] <williewillus> two
really, Item.onItemuse happens when "right clicking a
block" too
L1052[20:35:59] <tterrag> That's items
though
L1053[20:36:06] <tterrag> Not really
related
L1054[20:38:16] <Coolway99> I may sound
like an idiot for saying this
L1055[20:38:31] <Coolway99> but if
registerBlock is depreciated, how the hell does one add a block in
1.9.4?
L1056[20:38:37] <williewillus>
GameRegistry.register()
L1057[20:38:41] <williewillus> it's all
one method now
L1058[20:38:45] <Coolway99> ok, second
question then
L1059[20:38:48] <williewillus> items
blocks biomes potions enchantments etc.
L1060[20:38:54] <Coolway99> how do you
use register()
L1061[20:39:01] <williewillus> pass it
the thing you want to register
L1062[20:39:03] <williewillus> profit
:P
L1063[20:39:11] <williewillus> (+ the
name)
L1064[20:39:47] <williewillus> you can
call setRegistryName on the "thing" then pass it into the
one-parameter register, or just pass the "thing" and the
name together into the 2-parameter register
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L1067[20:41:02] <Coolway99> it expects a
generic "K" but I have no idea how to tell it
"Block"
L1068[20:41:11] <williewillus> um
L1069[20:41:15] <williewillus> that
should work
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L1071[20:41:35] <williewillus> <K
extends IForgeRegistryEntry<?>>
L1072[20:41:39] <Coolway99> ignore
me
L1073[20:41:41] <williewillus> a Block is
a IForgeRegistryEntry
L1074[20:41:44] <Coolway99> it was my
string I was passing in
L1075[20:41:52] <williewillus> lol
L1076[20:42:42] <williewillus> Zaggy1024:
finally have some time to look at the pie stuff - should the
"substitute result" only apply when the event is
canceled?
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L1078[20:43:15] <williewillus> if no
should it be a full-override of the result of all vanilla calls?
(increases patch complexity)
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L1080[21:05:02] <Coolway99> ... do blocks
need textures now in order to be added to the game?
L1081[21:05:08] <williewillus> no
L1082[21:05:16] <williewillus> they'll
show as checkerboxes if you don't
L1083[21:05:20] <williewillus> but no it
shouldn't blow up
L1084[21:05:24] <Coolway99> then I have
no idea why this isn't loading
L1085[21:05:30] <williewillus> define
"isn't loading"
L1086[21:06:32] <Coolway99> isn't added
to the game at all
L1087[21:06:56] <williewillus> is your
mod loaded?
L1088[21:06:59] <Coolway99> yes
L1089[21:07:13] <Coolway99> but it seems
I can throw all previous mod making knowledge I have out the
window
L1090[21:08:31] <williewillus> what
version of mc do you know about? :P
L1091[21:08:41] <Coolway99> 1.7.10
L1092[21:09:03] <williewillus> welcome to
the cool club :P
L1093[21:09:07] <williewillus> and it
ddin't change that much tbh
L1094[21:09:11] <Coolway99> I see
that
L1095[21:09:31] <williewillus> i have no
idea what you mean when you say your block isn't added to the game
at all
L1096[21:09:35] <williewillus> are there
errors in the log?
L1097[21:09:40] <williewillus> verified
that you actually call that code?
L1098[21:09:41] <williewillus> etc.
etc.
L1099[21:09:43] <Coolway99> just that it
can't find the textures
L1100[21:09:56] <williewillus> that
doesn't mean it wasn't added to the game
L1101[21:10:01] <williewillus> it means
just that, it can't find the texture
L1102[21:10:04] <williewillus> the block
is still registered
L1103[21:10:12] <Coolway99> but the /give
command fails
L1104[21:10:47] <williewillus> if you get
missing texture errors then the block definitely got registered, or
else it would crash instead of giving the misisng text error
L1105[21:10:55] <williewillus> you need
to reigster and Item for the block
L1106[21:11:01] <williewillus> /give
gives you items
L1107[21:11:03] <williewillus> you
registered a block
L1108[21:11:39] <williewillus> ItemBlocks
aren't done for you anymore - do GameRegistry.register(new
ItemBlock(block), block.getRegistryName()) or similar
L1109[21:11:49] <Coolway99> oh minecraft
why do you hate me so
L1110[21:12:00] <williewillus> I thought
that change made sense
L1111[21:12:02] <williewillus> not all
blocks need items
L1112[21:12:27] <Coolway99> I thought the
/give command wasn't item exclusive
L1113[21:12:36] <williewillus> /give only
gives items..
L1114[21:12:46] <williewillus> a
"Block" is only a block when placed in the world
L1115[21:12:49] <williewillus> everywhere
else it's really an item
L1116[21:12:59] <Coolway99> makes
sense
L1117[21:13:54] <Coolway99> well, testing
now
L1118[21:14:21] <Coolway99> yerp, it
works
L1119[21:15:21] <Coolway99> so wait, does
that mean Blocks without ItemBlocks are unobtainable?
L1120[21:15:51] <Coolway99> so that means
that 1.9 must of finally phased out the id system then
L1121[21:16:01] <williewillus> that
happened in 1.8 but yes
L1122[21:16:09] <williewillus> you can
still /setblock them but otherwise unobtainable
L1123[21:17:06] <Coolway99> side note, I
find it funny since that was them technically being nice to
us
L1124[21:17:20] <williewillus> what
was?
L1125[21:17:54] <Coolway99> creating the
system that replaced id's
L1126[21:18:37] <Coolway99> they could of
just made it "Grass", "Dirt", etc, but they
made it "minecraft:grass",
"minecraft:dirt"
L1127[21:19:14] <Coolway99> unless it's
been so long since I've played vanilla I'm just going insane
O.o
L1128[21:19:56] <williewillus> those are
unlocalized names
L1129[21:20:07] <williewillus> which
would be terrible to register blocks as
L1130[21:20:15] <TehNut> what? those are
registry names
L1131[21:20:20] <williewillus> the first
ones
L1132[21:20:38] <TehNut> Ah
L1133[21:20:49] <williewillus> e.g.
"Brewing Stand" vs
"minecraft:brewing_stand"
L1134[21:21:01] <TehNut> Looks more like
Localized names :p
L1135[21:21:04] <williewillus> but yes
the domain part of resource locations fits ocmfortable with
modding
L1136[21:21:14] <williewillus> also in
1.9 no more ID conflicts :D
L1137[21:21:20] <williewillus> at least
no more that you can deal with lol
L1138[21:21:22] <Coolway99> my point
being they could of just left out the domain part and called it
good
L1139[21:21:24] <williewillus> everything
is auto assigned
L1140[21:23:08] <Coolway99> anyways,
g'night
L1141[21:23:18] <Coolway99> and
thanks
L1142[21:23:44] <Coolway99> I'm not
really much of a minecraft modder, I'm more of a java
programmer
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L1144[21:24:26] *
mikebald thinks, doesn't mean you have to be stupid
=/.
L1145[21:26:41] <williewillus> ?
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L1147[21:26:49] <williewillus> didn't
seem that's stupid?
L1148[21:26:53] <williewillus>
*that
L1149[21:27:04] <mikebald> advocating a
naming convention that follows no pattern?
L1150[21:27:14] <williewillus> not stupid
just didn't know better :P
L1151[21:27:28] <mikebald> the quip at
the end was a little much though
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L1154[21:42:23] <LexManos> Fucking
zombies
L1155[21:44:55] <mikebald> just kill -9
it's parent =D
L1156[21:45:23] *
mikebald thinks he might have set that up for a good kick message
somehow.
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L1160[22:02:08] <Zaggy1024> williewillus,
I'd say that using the result if canceled would be fine, IIRC
L1161[22:02:18] <williewillus> good
L1162[22:02:20] <Zaggy1024> late response
:P
L1163[22:02:23] <williewillus> because i
just finished doing it that way
L1164[22:02:24] <williewillus> lol
L1165[22:02:46] <Zaggy1024> I don't think
that prevents any behaviors...
L1166[22:02:57] <Zaggy1024> but I haven't
looked at that code in weeks so I can't remember for sure
L1167[22:03:11] <williewillus> all my
tests pass still so I'm calling it good lol
L1168[22:03:33]
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L1169[22:04:50] <williewillus> i don't
feel like doign the writeup for the PR right now though so I'll PR
it tomorrow >.<
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L1175[22:17:21] <thecodewarrior> Is it
safe to load the higher version GL** classes? Like, will that crash
if that version isn't suported?
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L1177[22:18:37] <LexManos> !gm
func_77946_l
L1178[22:20:25] <LexManos> !gf
field_71134_c
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L1195[22:53:22] <williewillus> !gp
Potion.health
L1196[22:53:28] <williewillus> !gp
Potion.affectEntity.health
L1197[22:53:58] <williewillus> !sp
p_180793_5 attenuation
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L1202[23:02:19] <LexManos> !gp
p_72866_1_
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L1208[23:14:43] <lbpfan950> HAI
L1209[23:16:33] <lbpfan950> hows everyone
doing
L1210[23:16:41] <killjoy> well
L1212[23:22:28] <lbpfan950> plz
halp
L1213[23:23:25] <TehNut> One of your mods
is doing client thigns on the server
L1214[23:23:29] <TehNut> Or your have a
client mod on the server
L1215[23:24:49] <lbpfan950> which do you
believe it is?
L1216[23:25:39] <lbpfan950> i just
noticed inv tweaks
L1217[23:25:42] <lbpfan950> gonna try
without it
L1218[23:25:44] <TehNut> Can't tell from
there. Go through your mods list and remove any client mods
L1219[23:25:58] <TehNut> Inventory Tweaks
works serverside
L1220[23:27:59] <lbpfan950> is morph
server side too?
L1221[23:28:04] <TehNut> Of course
L1222[23:28:29]
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L1223[23:28:38] <lbpfan950> ok
L1224[23:28:44] <lbpfan950> i just
removed optifine...
L1225[23:28:46] <lbpfan950> im a
noob
L1226[23:29:02] <TehNut> yup Optifine
would do it
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L1228[23:30:03] <lbpfan950> it worked
:D
L1229[23:30:10] <lbpfan950> arigatou
gozaimasu
L1230[23:30:56] <lbpfan950> is waila
server side?
L1231[23:31:00] <TehNut> Yes
L1232[23:31:28] <lbpfan950> wawla and
waila harvestability aswell>
L1233[23:31:30] <lbpfan950> ?
L1234[23:31:32] <TehNut> yup
L1235[23:31:49] <lbpfan950> thank you so
much
L1236[23:31:54] <lbpfan950> arigatou
gozaimashita
L1237[23:33:59] <LexManos> !gf
field_74927_b
L1238[23:35:09] <LexManos> !gp
p_i2107_1_
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