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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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L32[02:34:43] <Disconsented> http://puu.sh/pzbGJ/ff25b291f6.png How do I stop that from being green? https://github.com/disconsented/ANSSRPG/blob/1.9/src/main/java/disconsented/anssrpg/client/gui/components/ComponentBase.java#L50-L52
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
L63[03:27:00] <thecodewarrior> http://pastebin.com/WGUL6h2M
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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L79[03:32:55] <gigaherz|work> https://i-msdn.sec.s-msft.com/dynimg/IC412590.png
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);
L97[03:41:45] <thecodewarrior> http://imgur.com/gJB0JFD < here's what it looks like
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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L116[05:25:42] <sham1> ?
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
L122[05:26:58] <Tazz> XD
L123[05:27:02] <Tazz> theres not really much to link you
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L375[09:11:07] <gigaherz> GEH!
L376[09:11:08] <gigaherz> https://github.com/gigaherz/Enderthing/issues/10
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
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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
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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
L425[09:26:50] <gigaherz> for reference: https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/storage/EnderInventory.java#L28
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] *** kroeser|away is now known as kroeser
L439[09:29:09] <gigaherz> yes.
L440[09:29:23] <kashike> giga
L441[09:29:26] <kashike> https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/storage/EnderInventory.java#L34-L40
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
L450[09:30:35] <gigaherz> https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/storage/EnderInventory.java#L28
L451[09:30:39] <gigaherz> the CME is here
L452[09:30:59] <gigaherz> my guess is it's caused indirectly through https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/storage/EnderInventory.java#L51
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
L456[09:31:18] <gigaherz> https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/storage/EnderInventory.java#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?
L580[11:14:40] <gigaherz> https://github.com/gigaherz/Ender-Rift/issues/22
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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
L584[11:17:35] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/v0.16.3-1.8.9/build.gradle#L22
L585[11:17:36] <gigaherz> wtf
L586[11:18:13] * gigaherz scratches head
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L590[11:22:59] * gigaherz shrugs
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?
L653[13:16:23] <gigaherz> two left! https://github.com/MinecraftForge/MinecraftForge/issues/2789#issuecomment-227221542
L654[13:18:05] <sham1> LGPL
L655[13:18:06] <sham1> Woot
L656[13:18:24] <sham1> GNU/Forge
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L674[14:46:52] <diesieben07> fry, it seems chunk-culling ignores FOV sometimes: https://www.youtube.com/watch?v=k8ID_D50tsw
L675[14:46:57] <diesieben07> yes, happens with just forge
L676[14:47:46] <diesieben07> http://i.imgur.com/4mtx3Vj.png
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
L683[14:52:36] <heldplayer> Possibly this? https://bugs.mojang.com/browse/MC-70850
L684[14:53:26] <diesieben07> https://bugs.mojang.com/browse/MC-63187 thats what i found
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L686[14:53:53] <diesieben07> or rather: https://bugs.mojang.com/browse/MC-63020
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."
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L707[15:20:32] <gigaherz> I have never seen that
L708[15:20:32] <gigaherz> XD
L709[15:20:42] <diesieben07> some people are just... http://www.minecraftforge.net/forum/index.php/topic,39875.0.html
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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...
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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
L750[15:51:22] <diesieben07> already wrote this nice DB: https://git.io/vor4w but no streams :D
L751[15:53:51] <sham1> I thought you did something with streams with the whole "save to disk" thing
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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?
L770[16:02:41] <diesieben07> https://docs.oracle.com/javase/tutorial/reflect/
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
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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
L785[16:05:48] <diesieben07> https://www.youtube.com/watch?v=31g0YE61PLQ
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 (->|=>) {}
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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
L859[16:22:56] <gigaherz> there's still a part of me that wants to take this: https://github.com/gigaherz/GDDL-Java
L860[16:23:02] <gigaherz> and implement the "replacement engine"
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L863[16:23:19] <gigaherz> which would turn the data description language into a fully fledged lambda calculus engine
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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
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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?
L934[17:10:28] <LexManos> https://www.dropbox.com/s/fz0b7i7ymge8npg/1.9.4_to_1.10-pre1.patch?dl=0
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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.
L940[17:12:17] <diesieben07> http://i.imgur.com/zx4hLDj.png
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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L949[17:17:04] <Thog> Lex, I have mostly ported Forge to 1.10 https://github.com/Thog/MinecraftForge
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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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L956[17:39:16] <diesieben07> idk, but... not for me: http://i.imgur.com/v32JjPY.png
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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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L992[18:56:31] <kashike> Coolway99: http://export.mcpbot.bspk.rs/versions.json
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
L1034[19:46:53] <kashike> https://github.com/MinecraftForge/Documentation/commit/c7a7cbde42b97eae48737eb6e9a7933898700cb8
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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
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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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L1181[22:25:50] <thecodewarrior> I really like doing shaders. :D https://www.shadertoy.com/view/lsKSWG
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L1194[22:53:09] *** willieaway is now known as williewillus
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
L1211[23:22:25] <lbpfan950> here's my log: http://pastebin.ubuntu.com/17632507/
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
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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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