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L12[00:28:40] <LexDesktop> willieaway, make
small test mod
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L53[02:00:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160813 mappings to Forge Maven.
L54[02:00:05] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160813-1.10.2.zip
(mappings = "snapshot_20160813" in build.gradle).
L55[02:00:16] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L61[02:26:33] <gigaherz> morning
people
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L64[02:27:53] <Wuppy> sup gigaherz :)
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L66[02:29:14] <Ordinastie_> so I'm looping
through the cells of a Table row for rendering
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L68[02:29:37] <Ordinastie_> how can I
prevent a CME when adding/removing elements for that row ?
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L70[02:41:02] <gigaherz> lock it?
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L75[02:54:32] <Lach_01298> I'm trying to
setup a dev environmet with forestry source it works except when i
try to load a world it freezes on building terrain the log says:
[Server thread/ERROR] [FML]: Exception caught during firing event
net.minecraftforge.event.terraingen.PopulateChunkEvent$Post@1d2bb5c8:
L76[02:54:32] <Lach_01298>
java.lang.NoSuchMethodError:
net.minecraft.world.World.getBiome(Lnet/minecraft/util/math/BlockPos;)Lnet/minecraft/world/biome/Biome;
L77[02:54:38] <Lach_01298> any help?
L78[02:57:56] <kenzierocks> uh
L79[02:58:09] <kenzierocks> how exactly did
you set up a dev environment with forestry source
L80[03:01:21] <Lach_01298> i downloaded the
source and ran gradle setupdecompworkspace then gradle
eclipse
L81[03:01:50] <Lach_01298> and imported
that into eclipse
L82[03:03:11] <kenzierocks> hmm ok
L83[03:03:30] <kenzierocks> that's weird
then
L84[03:03:52] <Lach_01298> it loads the
game but not worlds
L86[03:04:31] <Lach_01298> yeah
L87[03:04:54] <kenzierocks> and
setupdecompworkspace went perfectly fine?
L88[03:04:58] <kenzierocks> no errors of
any sort?
L89[03:05:04] <Lach_01298> yeah
L90[03:05:28] <kenzierocks> you're using
GradleStart to run it, correct?
L91[03:06:02] <Lach_01298> yeah
L92[03:07:25] <kenzierocks> if you look in
the log for the game
L93[03:07:37] <kenzierocks> do you see
something like "Managed to load a deobfuscated
name"
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L95[03:10:27] <Ordinastie_> Lach_01298, if
you open the class, do you find the method ?
L96[03:10:40] <kenzierocks> that'd also be
good to look at
L97[03:10:50] <kenzierocks> ctrl+shift+t,
type World
L98[03:11:08] <Lach_01298> yes it does say
[main/INFO] [FML]: Managed to load a deobfuscated Minecraft name-
we are in a deobfuscated environment. Skipping runtime
deobfuscation
L99[03:12:23] <Lach_01298> i do find the
method
L100[03:13:21] <kenzierocks> that is
really bizzare
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L102[03:13:44] <Ordinastie_> that means
there is a diff between the jar in the classpath and the jar in the
ref libs
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())
L104[03:14:04] <kenzierocks> hmmm
L105[03:14:25]
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L106[03:14:27] <kenzierocks> Lach_01298:
can you see what the package is for the BlockPos parameter in that
method?
L107[03:14:35]
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L108[03:14:39] <kenzierocks> in your
eclipse sources
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L110[03:17:05] <Ordinastie_> gigaherz, you
said "lock it", I say "how ?"
L111[03:17:26] <gigaherz> no idea ;P
L112[03:17:34] <gigaherz> I only have some
experience with C#
L113[03:17:40] <Lach_01298> oh i think its
useing the refrence libarys included in the source instead of the
ones in the link forge poject
L114[03:17:41] <kenzierocks> use
ReentrantLock?
L115[03:17:43] <gigaherz> and in C#, I'd
use a RederWriterLock
L116[03:17:54] <kenzierocks> we have a
readwritelock too I think
L117[03:18:00] <kenzierocks> but I think
you need full locking for this
L118[03:18:03] <gigaherz>
ReaderWriterLock*
L119[03:18:12] <sham1> Is someone needing
a lock
L120[03:21:05] <Lach_01298> ok i unlinked
the forge folder and ran it and it worked
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L122[03:22:19] <Lach_01298> so you don't
need a forge folder if one of the others have it?
L123[03:22:31] <Ordinastie_> you shouldn't
have a forge folder
L124[03:23:09] <Ordinastie_> forge and mc
source is packaged into forgeSrc jar that is added to the
referenced libs of your mod project when you do gradlew
eclipse
L125[03:23:14] <Lach_01298> so it should
only be my project and the forestry project?
L126[03:23:26] <Ordinastie_> no
L127[03:23:33] <Lach_01298> ok
L128[03:23:35] <Ordinastie_> if you want
your mod to depend on forestry
L129[03:23:44] <Ordinastie_> if you need
to add the dependency in your build.gradle
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L131[03:25:51] <kenzierocks> .-.
dependency managment is hard but useful
L132[03:26:09] <Ordinastie_> (note that
it's possible to have multiple projects for multiple mods and a
"forge project" but it's not recommended
L133[03:26:21] <Lach_01298> ok
L134[03:27:06] <Ordinastie_> so, unless
you need to modify forestry source directly, you want real dependcy
via build.gradle
L135[03:27:56] <Lach_01298> so i should
use a main folder with my mod in and gradle in it and link it with
the forestry source
L136[03:28:05] <Ordinastie_> no
L137[03:28:08] <kenzierocks> you should
not need the forestry source
L138[03:28:13] <Ordinastie_> you add
dependency via gradle.build
L139[03:28:18] <kenzierocks>
build.gradle
L140[03:28:57] <Ordinastie_> assuming they
do upload to maven
L141[03:29:15] <kenzierocks> assuming they
upload you mean
L142[03:29:22] <kenzierocks> you can pull
dependencies from anywhere
L143[03:29:28] <kenzierocks> maven is just
convinently mapped
L144[03:29:43] <kenzierocks> i wrote
handlers for dropbox, curseforge, and more
L145[03:29:46] <Lach_01298> so do i just
put the standard forestry jar in my mods folder
L146[03:29:50] <kenzierocks> no
L147[03:30:10] <Lach_01298> how it get
tthe forestry code then
L148[03:30:22] <kenzierocks>
build.gradle
L149[03:30:27] <Ordinastie_> it
automatically downloads the jar
L150[03:30:33] <Lach_01298> ok
L151[03:31:02] <kenzierocks> hmmm, i don't
know if they have maven
L152[03:31:10] <kenzierocks> looks like it
might be a jenkins download
L153[03:31:18] <Ordinastie_> kenzierocks,
yes, and with that same reasonning, you don't need to upload
either, you could directly build from github
L154[03:31:24] <Ordinastie_> but that's a
bit out of scope
L155[03:31:37] <kenzierocks> uh,
what
L156[03:32:23] <Ordinastie_> nothing
prevents you to write a handler that uses the source from git
directly
L157[03:33:08] <kenzierocks> well
L158[03:33:13] <kenzierocks> probably not
if you hack
L159[03:33:21] <kenzierocks> i'm talking a
custom ivy resolver
L160[03:33:32] <kenzierocks> it just tells
gradle how to map the dependency string to a url
L161[03:33:55] <kenzierocks> you might be
able to use URLs as dependenceis directly?
L162[03:33:57] <kenzierocks> i
forget
L163[03:34:10] <Ordinastie_> I don't know,
I don't do gradle well :p
L164[03:34:14] <Lach_01298> so just put a
URL under dependencies?
L165[03:34:24] <Ordinastie_> anyway
looking at their gradle, it doesn't look like they upload to
maven
L166[03:34:54] <Ordinastie_> so, maybe
just do download the jar and put it in libs
L168[03:35:25] <kenzierocks> or the
regular jar actually
L169[03:35:47]
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L170[03:36:01] <kenzierocks> completely
off topic: I got my inserters working :DDDD
L171[03:36:20] <kenzierocks> just need to
update the chests faster
L172[03:36:24] <gigaherz|phone> Meh, i
give up. Power comes and goes. I'll just sleep more >_>
L174[03:37:04] <gigaherz|phone> Annoying
part is it waits for my computer to be on...
L175[03:37:08] <Ordinastie_> but, if not
uploaded, you can use the way the line below
L176[03:37:18] <Ordinastie_> by specifying
the file directly
L177[03:37:53] <gigaherz|phone> So if I
wait an hour or so, then boot my pc and it happens again, I'll have
to blame my computer...
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L181[03:48:47] <Lach_01298> sorry i was
afk
L182[03:49:14] <Lach_01298> so do i just
import the forestry jar into my project?
L183[03:49:47] <Ordinastie_> you let
gradle do it for you
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L185[03:50:52] <Lach_01298> so i put the
url for the jar into dependencies
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L187[03:51:32] <Ordinastie_> it's supposed
to be a maven url, but they don't appear to have one, so do like I
linked
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L193[03:58:57] <Lach_01298> i put the
address of the file on my computer in but when i ran it it didn't
load forestry
L194[03:59:14] <Lach_01298> do i need to
run gradle again
L195[04:00:42] <Ordinastie_> well, you
need to redo gradlew eclipse at least
L196[04:01:09] <Ordinastie_> and then
you'll find the jar in your referenced lib
L197[04:03:50] <Lach_01298> ok that worked
thanks
L198[04:05:17] ⇦
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(thanks for the help))
L200[04:09:44] <killjoy> I've been using
Rectangle up to this point
L201[04:15:00] <LexDesktop> ugh
L202[04:15:26] <LexDesktop> time for bed,
aparently asi has taken it upon himself to comment on every open
issue in Forge u.u
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L213[04:42:37] <gigaherz> lets see if the
power holds now...
L214[04:42:46] <gigaherz> I'd be sad if
somehow having my computer on makes it fail
L215[04:43:00] <gigaherz> (no it's not
triggering the breakers)
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L229[05:03:21] <MalkContent> stupid
question, but Item.getRegistryName() is the name you registered it
under, right?
L230[05:07:29] <gigaherz> yes
L231[05:07:31] <gigaherz> including
modid
L232[05:08:06] <MalkContent> thx
L233[05:10:31] ⇦
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L234[05:17:18] ***
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L237[05:30:22] <MalkContent> ookay...
itemstacks with different metadata but same item can stack?
L238[05:31:54] <gigaherz> no?
L239[05:32:46] <MalkContent> then why do
these... god dammit
L240[05:33:50] <BordListian> wut
L241[05:34:51] <MalkContent> wut
indeed
L242[05:41:51] <LatvianModder> i
know
L243[05:41:57] <LatvianModder>
setHasSubtypes(true)
L244[05:42:08] <LatvianModder>
MalkContent: ^
L245[05:42:28] <MalkContent> yea, i
noticed that about a minute ago. now just starting to verify that
rectified things
L246[05:43:51] <MalkContent> yep
L247[05:46:12]
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L248[05:46:41] <MalkContent>
getItemStackLimit() is depcrecated
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L250[05:47:08] <LatvianModder> yeah
L251[05:47:10] <MalkContent> do i still
use maxStackSize or do i return the stacklimit in
getItemStackLimit(ItemStack)?
L252[05:47:25] <LatvianModder> max stack
size works
L253[05:47:32] <LatvianModder> if you dont
need to anything advanced
L254[05:47:46] <MalkContent> kk
L255[05:52:07] ⇦
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L258[06:22:18] <MalkContent> when i got
ItemModelMesher.register(item, meta, new
ModelResourceLocation(item.getRegistryName() + "_" +
meta, "inventory")), where should the json/texture for
that be?
L259[06:24:37] <MalkContent> had it
without the + _ meta before and thought the json was going from
item.getRegistryName()
L260[06:31:59] <adox> what is the best way
to install minecraft for intellij if i develop multiple mods?
L261[06:32:37] <gigaherz> just have each
mod in a separate project
L262[06:33:02] <gigaherz> trying to cram
them all together into one "workspace" is more effort
than it's worth
L263[06:34:23]
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L264[06:35:20] <Koward> I'm looking for an
open source big mod project that is considered to be well organized
and using good modding practices.
L265[06:35:56] ***
amadornes[OFF] is now known as amadornes
L266[06:36:01] <MalkContent> try
opencomputers
L267[06:36:11] <gigaherz> how attached
areyou to what people consider the "java coding
style"?
L268[06:38:43] <MalkContent> srsly. when i
set the ModelResourceLocation("mymod:test",
"inventory"), the items json should be at
assets/mymod/models/item/test.json, right?
L269[06:44:55] <Koward> Well it depends
what people consider "java coding style". Java is known
for having many terrible programmers, "java coding style"
is sometimes considered an insult.
L270[06:45:26] <adox> why :decompileMc
takes so long>
L271[06:46:30] <Koward> Finding a mod that
respects any kind of convention is already an hard task itself,
honestly.
L272[06:47:32] <gigaherz> adox: the mc jar
is more and more complex
L273[06:47:58] <gigaherz> since they made
it keep generic type metadata, and then annotation metadata
L274[06:48:06] <gigaherz> it has been
giving the decompiler more work to do
L275[06:52:47]
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L276[06:53:58] <MalkContent> *eyelid
twitches*
L277[06:55:25] <gigaherz> Koward:
L278[06:55:28] <gigaherz> take a look at
mine
L281[06:55:41] <gigaherz> mine
plural.
L283[06:56:04] <MalkContent> i hate this
new item json crap ;_;
L285[06:56:24] <gigaherz> item json
crap?
L286[06:56:28] <Ordinastie_> MalkContent,
+1
L287[06:56:46] <Wuppy> agreed
L288[06:56:52] <gigaherz> [13:38]
(MalkContent): srsly. when i set the
ModelResourceLocation("mymod:test",
"inventory"), the items json should be at
assets/mymod/models/item/test.json, right?
L289[06:56:53] <gigaherz> yes.
L290[06:57:03] <gigaherz> so long as you
call ModelLoader.setCustomMRL during PRE-init
L291[06:58:00] <Ordinastie_> that's why I
ditched then altogether :p
L292[06:58:00] <MalkContent> okay. what
does it do without setCustomMRL?
L293[06:58:07] <gigaherz> nothing
L294[06:58:09] <gigaherz> it just won't
load a model
L295[06:58:18] <Wuppy> Ordinastie_, you
stopped modding because of item jsons?
L296[06:58:22] <gigaherz> so when it tries
to find a model for it
L297[06:58:24] <gigaherz> it won't be
there
L298[06:58:45] <MalkContent> does it work
in specific cases?
L299[06:58:46] <gigaherz> ah I see
L300[06:58:47] <gigaherz> [13:22]
(MalkContent): when i got ItemModelMesher.register(item, meta, new
ModelResourceLocation(item.getRegistryName() + "_" +
meta, "inventory")), where should the json/texture for
that be?
L301[06:58:49] <gigaherz> that's
outdated
L302[06:58:54] <gigaherz> it won't work
correctly anymore
L303[06:58:55] <Ordinastie_> Wuppy, no, I
made my own system with blackjack and hookers
L304[06:59:01] <gigaherz> you should use
ModelLoader.setCustomModelResourceLocation
L305[06:59:02] <Wuppy> haha
L306[06:59:17] <gigaherz> stop reading old
tutorials, they are ALL wrong one way or another
L307[06:59:19] <Wuppy> I have to say,
blackjack and hookers does sound better than jsons :P
L308[06:59:27] <MalkContent> cause i got
it loading the model i specified when i is
item.getRegistryName()
L309[06:59:31] <MalkContent> it*
L310[07:00:29] <MalkContent> okay. trying
with modelloader then
L311[07:00:44] <gigaherz> remember to call
it from PRE init phase
L312[07:00:45] <gigaherz> not init
L313[07:00:55] <gigaherz> it's too late if
you call it from init, since the list has already been
processed
L314[07:02:48] <MalkContent> yep.
thankfully already watched out for that. once you had problems with
pre/post stuff you don't wanna deal with that again ^^
L315[07:03:12] <gigaherz> yeah but
ItemModelMesher would only work on init (if it worked at all)
L316[07:03:20] <gigaherz> while
ModelLoader is designed to be called on preinit
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L318[07:05:10] <MalkContent> okay it
works
L319[07:05:41]
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L320[07:05:50] <MalkContent> i hate it
when you want to do trivial things and it takes forever because
some convention changed and you didnt get the memo
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L322[07:07:24] <gigaherz> well
L323[07:07:29] <gigaherz> that... changed
in early 1.8
L324[07:07:34] <gigaherz> around april
last year
L325[07:07:52] <gigaherz> or was that 2
years ago?
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L328[07:12:17] <MalkContent> :/
L329[07:13:20] <gigaherz> when fry
introduced the model system
L330[07:13:24] <gigaherz> with .b3d
L331[07:13:30] <gigaherz> and later
shadekiller added .obj
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L333[07:13:49] <gigaherz> when the model
system was introduced, ModelLoader.setCustomMRL became a
thing
L334[07:14:07] <adox> how do i fix
gradlestart not found in module?
L335[07:14:08] ***
kroeser is now known as kroeser|away
L336[07:14:15] <gigaherz> adox: open the
configuration editor
L337[07:14:23] <gigaherz> and in "Use
classpath of module:" choose the _main one
L338[07:14:31] <gigaherz> for both
Minecraft client and Minecraft server
L339[07:14:39] <gigaherz> it's an issue
between forgegradle and idea 2016
L340[07:16:36]
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L341[07:17:23] <Koward> Thank you
gigaherz
L342[07:17:38] <gigaherz> np
L343[07:18:05] <adox> didn't work
L344[07:18:15] <gigaherz> :/
L345[07:18:25] <gigaherz> hmmm
L346[07:18:46] <gigaherz> these are the
steps I use to import/create idea projects
L347[07:19:06] <gigaherz> 1. open the
build.gradle file from idea and let it import
L348[07:19:13] <gigaherz> 2. open the
gradle panel and doubleclick setupDecompWorkspace
L349[07:19:33] <gigaherz> 3. run the
genIntellijRuns task (not needed when upgrading projects)
L350[07:19:43] <gigaherz> 4. click the
blue refresh icon on the gradle panel
L351[07:20:55] <adox> what command do i
need to add in order to see why setupDecompWorkspace failed?
L352[07:21:07] <gigaherz> uh if it failed,
it may be running out of memory
L354[07:21:29] <gigaherz> see the remarks
note in there
L355[07:23:42] <MalkContent> hrrrrrrm. so
i got a init() method in the client/commonproxy
L356[07:24:32] <MalkContent> nvm
L357[07:24:41] <MalkContent> ill do some
more thinking...
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L359[07:28:21] <MalkContent> if i call
registerHandlers() in the commonproxy init(), it would not execute
the overridden registerHandlers() in the clientproxy, right?
L360[07:28:47] <Ordinastie_> yes it
would
L361[07:29:11] <Ordinastie_> concrete
example: createBlockState called from BLock
L362[07:29:23] <MalkContent> i thought it
only would execute the super.registerHandlers(), from the
clientproxy perspective
L363[07:29:47] <gigaherz> the whole point
of overrides
L364[07:29:51] <gigaherz> is that when
youcall the parent
L365[07:29:56] <gigaherz> it really calls
the child's instead
L366[07:30:09] <gigaherz> if they didn't,
they wouldn't be overrides, they'd be replacements
L367[07:30:19] <gigaherz> it would break
the polymorphism principle
L368[07:30:36] <MalkContent> so what i
said would be true, if i got rid of the @Override annotation?
L369[07:30:45] <gigaherz> no
L370[07:30:50] <gigaherz> @Override is
only a hint for hte IDE
L371[07:30:57] <gigaherz> to warn you if
there isn't a method in the parent
L372[07:31:20] <gigaherz> it has no effect
in the semantics
L373[07:31:31] <gigaherz> if you assign
ClientProxy to a variable of type CommonProxy
L374[07:31:36] <gigaherz> and you call
.registerHandlers on it
L375[07:31:42]
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L376[07:31:43] <gigaherz> it WILL call the
ClientProxy's override if it has one
L377[07:32:22] <SparkVGX> Hey all, working
on updating a 1.8.9 mod, would someone please tell me the command
to see what func_181673_a was renamed to?
L378[07:32:27] <gigaherz> the same applies
to the internal "this" parameter of an object
L379[07:32:30] <MalkContent> the thing is,
i am calling the clientproxy's init
L380[07:32:44] <gigaherz> SparkVGX: try
doing !gm func_181673_a
L381[07:32:44] <MalkContent> which it
doesn't have, so it takes the commonproxy's
L382[07:32:51] <SparkVGX> !gm
func_181673_a
L383[07:33:00] <SparkVGX> no results
unfortunately :s
L384[07:33:04] <MalkContent> and the
commonproxy init calls registerHandlers
L385[07:33:12] <gigaherz> MalkContent:
yes, and the commonproxy's "this" if of type
CommonProxy
L386[07:33:20] <gigaherz> but points to an
instance of ClientProxy
L387[07:33:49] <Ordinastie_> SparkVGX, !gm
func_181673_a 1.8.9
L388[07:33:58] <MalkContent> okay. that is
so weird
L389[07:34:03] <SparkVGX> !gm
func_181673_a 1.8.9
L390[07:34:03] <gigaherz> it's not
weird
L391[07:34:07] <gigaherz> it's the
principle of OOP
L392[07:34:13] <SparkVGX> Thanks Ordie
:D
L393[07:34:35] <gigaherz> in C#
L394[07:34:48] <gigaherz> there's an
explicit way to distinguish overrides from replacements
L395[07:34:54] <gigaherz> but java doesn't
have one
L396[07:35:08] <Ordinastie_> what is even
a "replacement" ?
L397[07:35:19] <MalkContent> if i would
call super.registerHandlers from the commonproxy's init (which
doesn't have a super, but let that be besides the point), would
clientproxy.init execute the commonproxies registerHandlers?
L398[07:35:20] <gigaherz> Ordinastie_: he
wants to call CommonProxy#registerHandlers
L399[07:35:24] <gigaherz> rather than
ClientProxy's override
L400[07:35:37] <Ordinastie_> you
can't
L401[07:35:39] <MalkContent> no, i don't
want to
L402[07:35:50] <gigaherz> MalkContent:
yes
L403[07:35:55] <gigaherz> if you did call
super.* explicitly
L404[07:35:58] <gigaherz> you would call
the parent's
L405[07:36:02] <gigaherz> but why?
L406[07:36:12] <gigaherz> why not just
call super.registerHandlers() from the clientproxy?
L407[07:36:18] <gigaherz> and also
L408[07:36:21] <Ordinastie_> and I was
asking you, what do you call repacement ?
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L410[07:36:33] <gigaherz> Ordinastie_: a
method that does not override, but has the same name
L411[07:36:36] <MalkContent> i call
super.registerHandlers from the clientproxy registerHandlers
L412[07:36:57] <gigaherz> C# allows you to
do
L413[07:37:03]
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L414[07:37:11] <gigaherz> class A {public
int x() {...} }
L415[07:37:14] <MalkContent> and i didnt
want to call registerHandlers from the clientproxy init, if the
registerHandlers from the commonproxy init already calls it
L416[07:37:19] <Ordinastie_> oh, so if you
cast to parent first, you can call parent method ?
L417[07:37:24] <gigaherz> class B : A {
public new float x() {...} }
L418[07:37:30] <gigaherz> you can even
change the return type
L419[07:37:43] <gigaherz> yep
L420[07:37:49] <gigaherz> if your variable
is of the parent type
L421[07:37:51] <Ordinastie_> didn't know
that
L422[07:37:54] <gigaherz> the method table
only contains the parent's entry
L423[07:37:56] <gigaherz> not the
child
L424[07:38:02] <gigaherz> since the
child's method is a different entry in the method table
L425[07:38:54] <MalkContent> i just hope
this is right now
L426[07:39:10] <gigaherz> MalkContent: I'm
wondering why you have code in your CommonProxy at all
L427[07:39:12] <MalkContent> and not just
working because its just logical client/server
L428[07:39:15] <gigaherz> just put that
stuff on your @Mod event handlers ;P
L429[07:39:18] <Ordinastie_> that's why
the concept of CommonProxy is stupid and confusing
L430[07:39:31] <gigaherz> logical
client/server has no effect on that
L431[07:39:48] <gigaherz> the lifecycle
phases run before logical client/server are even a thing
L432[07:41:08] <gigaherz> there's two
proxies that can be created:
L433[07:41:16] <MalkContent> idk, i just
thought it'd be the proper structure
L434[07:41:20] <gigaherz> one's
instantiated in the client jar
L435[07:41:24] <gigaherz> and one's
instantiated in the server jar
L436[07:41:27] <MalkContent> i saw the
cool kids doing it
L437[07:41:30] <gigaherz> yeah
L438[07:41:35] <gigaherz> because they
copypasted from tutorials that did it
L439[07:41:44] <gigaherz> no other reason
;p
L440[07:41:54] <gigaherz> it's not
specifically bad
L441[07:42:00] <Ordinastie_> also please
revise your definition of cool
L442[07:42:02] <gigaherz> it just leads to
confusion ;P
L443[07:42:22] <MalkContent> and i do like
the structure of it
L444[07:42:26] <gigaherz> Ordinastie_:
"cool kids" are those idiots that thing they are cool,
but the rest of the world sees are pitiful ;P
L445[07:42:31] <gigaherz> as*
L446[07:43:12] <gigaherz> MalkContent:
what I do is
L447[07:43:21] <gigaherz> interface
IModProxy { stuff }
L448[07:43:34] <gigaherz> class
ClientProxy implements IModProxy { implementations }
L449[07:43:39]
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L450[07:43:42] <gigaherz> class
ServerProxy implements IModProxy { dummy methods }
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L452[07:43:57] <gigaherz> and all the
common code, it goes in the @Mod event handlers
L453[07:44:20] <gabizou|laptop> gigaherz
still around?
L454[07:44:28] <gigaherz> no it's my ghost
talking
L455[07:44:28] <MalkContent> yea, i got
that :)
L456[07:45:03] <Ordinastie_> tbh, I think
the way SidedProxy is done is dumb
L457[07:45:06] <gabizou|laptop> ok I'll
check back later.
L458[07:45:09] <gabizou|laptop> :P
L459[07:45:12] <gigaherz> XD
L460[07:45:34] <gabizou|laptop> gigaherz
so basically, there's a huge system that is in place from Sponge
that tracks a ton of stuff
L461[07:45:47] <Ordinastie_> I've never
seen any use for a Server side proxy
L462[07:46:06] <gabizou|laptop> and I
noticed that you do set worldIn.restoringBlockSnapshots in the head
and tail when you're changing the block/tileentity
L463[07:46:14] <gigaherz> Ordinastie_:
@SideOnly(SERVER) is basically just the server GUI, I
believe?
L464[07:46:25] <Ordinastie_> imo, a
@ClientHandler() annotation that is automatically registered for
FML events would be way smarter
L465[07:46:35] <MalkContent> you could do
stuff that should only happen on real servers
L466[07:46:40] <gigaherz> MalkContent:
yes
L467[07:46:48] <gabizou|laptop> so correct
me if I'm wrong: when that flag is true, basically no
block.onRemoved logic is performed, correct?
L468[07:46:49] <gigaherz> but almost all
the cases of that
L469[07:46:51] <gigaherz> are server-only
mods
L470[07:46:52] <MalkContent> like
broadcasting ip to places and what have you
L471[07:46:52] <Ordinastie_> gigaherz, I'm
not talking about @SideOnly, I'm talking about @SidedProxy
L472[07:46:55] <gigaherz> that just refuse
to work on client
L473[07:47:12] <gigaherz> Ordinastie_: I
know, but for me, @SidedProxy is a way to call @SideOnly without
crashing at load
L474[07:47:12] <gigaherz> ;P
L475[07:47:33] <gigaherz> so in order to
find a use for the server proxy
L476[07:47:34] <Ordinastie_> gigaherz,
yes, and what I'm saying would acheive the same
L477[07:47:46] <gigaherz> I consider what
exists that is SERVER to begin with
L478[07:47:56] <Ordinastie_> nothing
AFAIK
L479[07:48:02] <gigaherz> which is the
server gui
L480[07:48:05] <gigaherz> and a couple
command methods
L481[07:48:29] ⇦
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(Quit: Leaving)
L482[07:49:03] <gigaherz> gabizou|laptop:
hmmm I con't really remember what it did, give me a minute ;P
L483[07:49:10] <gigaherz> all I know is it
prevents drops from happening
L484[07:49:20] <Ordinastie_> well, the
fact that you wrote : <gigaherz> class ServerProxy implements
IModProxy { dummy methods } still proves my point
L485[07:49:21] <gabizou|laptop> i'll
investigate to see if my theory is correct
L486[07:49:45] <gigaherz> gabizou: so far
as I see
L487[07:49:52] <gigaherz> it's primary use
is in dropBlockAsItemWithChance
L488[07:50:00] <gigaherz> it's cancelled
if it's restoring
L489[07:50:05] <MalkContent> why would you
even write a serverproxy if you don't implement anything in it
tho
L490[07:50:16] <gigaherz> MalkContent:
because I still need to be able to call the methods
L491[07:50:22] <gigaherz> without
null-checks all over the place
L492[07:50:34] <MalkContent> soooo... dont
register a server proxy?
L493[07:50:37] <gigaherz> just those
methods are not supposed to doanything on a dedicated server
L494[07:50:50] <gigaherz> that'd leave the
proxy instance null in a dedicated server?
L495[07:51:08] <gigaherz> I want
"proxy.preInit()" to still work
L496[07:51:11] <gigaherz> just not do
anything
L497[07:51:16] <MalkContent> a, now i got
it
L498[07:51:20] <MalkContent> fair
enough
L499[07:51:32] <MalkContent> no
commonproxy -> needs server proxy
L500[07:52:13] <gigaherz> yep
L501[07:52:29] <gigaherz> in your case,
commonproxy also doubles as serverp roxy
L502[07:52:34] <gigaherz> server
proxy*
L503[07:52:46] <Ordinastie_> but that's
meh
L504[07:53:00] <gigaherz> in the interface
design, there is one more class
L505[07:53:04] <gigaherz> but their
purpose is more specific
L506[07:53:05] <MalkContent> mhm
L507[07:53:09] <gigaherz> so there's less
room for confusion
L508[07:53:19] <gabizou|laptop> gigaherz
that's unfortunate then, but I guess it'll just have to be hooked.
Is your mod 1.8.9 as well? I'm curious if the 1.8.9 cuase tracker
suffers from a similar issue.
L509[07:53:36] <gabizou|laptop> granted, I
kinda did overhaul how drops are performed :3
L510[07:53:42] <gigaherz> hmmm I did have
a 1.8.9 version
L511[07:53:44] <gigaherz> but it's
unsupported
L512[07:53:50] <gigaherz> I don't plan on
making any updates to it
L513[07:54:04] <gigaherz> I only support
1.9.4+ these days
L514[07:54:05] <SparkVGX> How do I go
about making an addon for another mod? I would like to just use
import com.mod.etc for the other mod to reference it but not quite
sure how to go about it
L515[07:54:07] <gigaherz> no time for more
;P
L516[07:54:17] <gigaherz> SparkVGX:
depends
L517[07:54:22] <gigaherz> does the mod
have a maven repository?
L518[07:54:31] <gigaherz> if so, add it as
a dependency to your build.gradle
L519[07:54:32] <SparkVGX> It doesn't
L520[07:54:33] <gigaherz> if not
L521[07:54:37] <gigaherz> then you'll
ahveto add it as a lib
L522[07:54:53] <SparkVGX> when I do that,
is that just adding the .jar file?
L523[07:55:03] <gigaherz> yes...ish
L524[07:55:11] <gigaherz> there's more
stuff to take into consideration
L525[07:55:18] <gigaherz> such as if you
have a dev jar or an obfuscated one
L526[07:55:46] <SparkVGX> I have the
obfuscated one I suppose
L527[07:55:54] <SparkVGX> could I use BON
for that?
L528[07:55:57] <gigaherz> BON2
L529[07:56:00] <gigaherz> ;P
L530[07:56:02] <SparkVGX> ^
L531[07:56:07] <gigaherz> yes you could
use it
L532[07:56:19] <SparkVGX> thank you
kindly
L533[08:03:19] ⇦
Quits: hasunwoo (~hasunwoo@14.50.209.200) (Quit: Bye)
L534[08:03:20] <SparkVGX> !gm
func_71045_bC 1.8.9
L535[08:06:55] ⇦
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(Ping timeout: 202 seconds)
L536[08:12:43] ***
Vigaro|AFK is now known as Vigaro
L537[08:13:03]
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L538[08:16:13] <SparkVGX> !gm
func_181673_a 1.8.9
L539[08:18:54] <SparkVGX> Stupid question,
but im having issues switching on an enum in java >,<
L540[08:19:44] <Ordinastie_> you have
issues with asking question because that's not one
L541[08:20:14] <SparkVGX> I hadn't gotten
there yet lol sorry, accidentally pushed enter, will just be a
sec
L542[08:20:25]
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L543[08:20:34] <SparkVGX>
switch(DetectedType[Mod.clientEventHandler.nearestType.ordinal()])
{ etc... }
L544[08:20:52]
⇨ Joins: IceDragon (~ThatGuy@184.170.38.209)
L545[08:20:59] <gigaherz> that line looks
weird
L546[08:21:01] <Ordinastie_> that's
decompilation artifact
L547[08:21:03] <gigaherz> smells bad, in a
way
L548[08:21:46] <Ordinastie_>
switch(nearestType) { case SOMETHING : doStuff(); }
L549[08:23:16] ***
kroeser|away is now known as kroeser
L550[08:26:54] <SparkVGX> Ordie, you are a
champion :) Thank you for taking the time to answer my question. I
appreciate it.
L551[08:27:33] <Ordinastie_> that still
wasn't a question though
L552[08:27:42] <Ordinastie_> and
"Ordi", no E
L553[08:28:17] ***
Vigaro is now known as Vigaro|AFK
L554[08:28:45] <gigaherz> "Ordi"
means "barley" in Catalan
L555[08:29:21] ***
Vigaro|AFK is now known as Vigaro
L556[08:31:53]
⇨ Joins: OrionOnline
(~OrionOnli@ip-80-236-237-169.dsl.scarlet.be)
L557[08:33:55] <SparkVGX> Ordi* sorry
^_^;;
L558[08:35:17] <SparkVGX> !gm func_71515_b
1.8.9
L559[08:37:49] <OrionOnline> >
L560[08:38:13] <gigaherz> anyone wants
tohelp me debug something? ;P
L561[08:38:21] <gigaherz> I have my
Packing Tape mod
L562[08:38:31] <gigaherz> and when you
unpack something
L563[08:38:42] <gigaherz> the same click
will also activate the unpacked block itself
L564[08:38:43] <gigaherz> as in
L565[08:38:47] <gigaherz> I have a packed
chest
L566[08:38:54] <gigaherz> and unpack it,
it immediately opens and shows the gui
L567[08:38:56] <gigaherz> I want to avoid
that XD
L568[08:42:06] <gigaherz> nevermind! derp
"return false;" where it should have been true.
L569[08:43:28]
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L570[08:43:34]
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L572[08:47:33] <SparkVGX> --username name
--password password to use a specific account, correct?
L573[08:48:45] <LatvianModder> or
--username name --uuid shortUUID
L574[08:49:10] <LatvianModder> which will
work the same except faster, but you wont be able to log in
onlinemode servers
L575[08:50:26] <SparkVGX> Thank you
:)
L576[08:51:33] <SparkVGX> I've referenced
another mod as part of the library so I could make my addon to that
mod, builds fine in debug but when I try to gradlew build, i get
this error. "warning: [options] bootstrap class path not set
in conjunction with -source 1.6"
L577[08:51:40] <SparkVGX> how can I fix
this?
L578[08:51:54] <gigaherz> that's not an
error.
L579[08:51:56] <gigaherz> that's
normal
L580[08:52:06] <gigaherz> it means you are
using JDK8 to build java6
L581[08:52:19] <gigaherz> so there are
some corner cases in which it may fail
L582[08:52:32] <gigaherz> you can almost
always ignore it
L583[08:52:38] <gigaherz> if it failsto
build
L584[08:52:41] <gigaherz> it'sbecause of
some other reason
L585[08:53:30] <OrionOnline> Anyone
experience with X.509 Certificates in the chat?
L586[08:53:37] <gigaherz> not me ;p
L588[08:54:36] <diesieben07> OrionOnline,
a TINY bit, why? :D
L589[08:55:28] <OrionOnline> diesieben07,
I need to aquire one, so that i can setup a IdentityServer for
Webapps over SSL
L590[08:55:50] <OrionOnline> I have been
looking everywhere but i just find normal SSL certificates
L591[08:55:50] <diesieben07> so like, a
real one? not a self-signed one?
L592[08:56:03] <OrionOnline> diesieben07,
i can make self signed ones for developing
L593[08:56:04] <OrionOnline> That is
fine
L594[08:56:06] <diesieben07> what is a
"normal SSL certificate"? :D
L595[08:56:33] <gigaherz> what's the
difference?
L596[08:56:40] <OrionOnline> What i mean
with a normal SSL certificates are the ones used to verifiy
Websites and there servers in a browser (for webshops for
example)
L597[08:56:49] <OrionOnline> gigaherz, see
that is what i cannot seem to figure out
L598[08:56:53] <diesieben07> those still
have to be stored in a file of some sort
L599[08:56:57] <gigaherz> wait you want a
CLIENT certificate?
L600[08:57:00] <diesieben07> X.509 is just
a file format afaik
L601[08:57:10] <OrionOnline> gigaherz, no
a server one
L602[08:57:16] <gigaherz> then you just
want a server one.
L603[08:57:33] <gigaherz> I have no idea
what X.509 is, but just any SSL server certificate should do?
L604[08:57:40] <OrionOnline> I need a
certifacte that allows my client to verify that it is talking to
the right Server and no one is some tricking with it
L605[08:57:47] <gigaherz> yes
L606[08:57:50] <gigaherz> that's a normal
SSL cert
L607[08:57:50] <OrionOnline> Okey
L608[08:57:53] <OrionOnline> Good to know
then
L609[08:57:56] <OrionOnline> Thanks
guys
L610[08:57:56] <gigaherz> that's the whole
purpose of it
L611[08:58:12] <diesieben07> if you
control the client, you don't to buy one even ;)
L612[08:58:15] <diesieben07> self-signed
is fine then
L613[08:58:19] <diesieben07>
(right?)
L614[08:58:24] <gigaherz> yes
L615[08:58:31] <diesieben07> good, i am
doing it right then :D
L616[08:58:34] <gigaherz> but then you
need to manage your own accepted fingerprints
L617[08:58:38] <diesieben07> yeah
L618[08:59:22] <gabizou> gigaherz would it
be too much to ask if you were to change your head and tail to just
do a normal variable on your block onBlockBreak whatever
logic?
L619[08:59:34] <OrionOnline> diesieben07,
hmm so a self signed one of which i check the fingerprint myself is
fine....
L620[08:59:36] <gabizou> though I can't
imagine forge mods don't change that field either.
L621[08:59:40] <gigaherz> gabizou: it's
not my block
L622[08:59:47] <gabizou> the
world.isRestoringfoobar
L623[08:59:49] <gabizou> it's not?
L624[08:59:54] <gigaherz> the Packing Tape
item converts any block into a packed block
L625[08:59:56] <gigaherz> by replacing
it
L626[08:59:59] <SparkVGX> Giga, am I
adding the main mod incorrectly to my library if I'm getting cannot
find symbol when trying to build?
L627[09:00:02] <gabizou> oh I see
L628[09:00:02] <gigaherz> and then storing
the old info on the new block's TE
L629[09:00:17] <diesieben07> OrionOnline,
yes.
L630[09:00:18] <gabizou> and because of
block states, it has to call block.onRemove
L631[09:00:26] <diesieben07> that is just
as safe as a "trusted" one
L632[09:00:37] <gigaherz> gabizou: mc
does, I can't tell it not to
L633[09:00:38] <diesieben07> trusted jsut
means that cleints that are not yours (e.g. browsers) can still
verify
L634[09:00:48] <gigaherz> I just do
setBlockState(Myblock.defaultstate)
L635[09:00:50] <OrionOnline> Hmm Okey, now
onto extracting the ASP.Net Identity classes from our existing
infrastructure.....
L636[09:00:52] <gabizou> well, mc does,
and I do :P
L637[09:00:56] <gabizou> and I can
:3
L638[09:01:02] <gigaherz> yeah
L639[09:01:02] <SparkVGX> Giga, am I
adding the main mod incorrectly to my library if I'm getting cannot
find symbol when trying to build?
L640[09:01:08] <gigaherz> SparkVGX: yes
and no
L641[09:01:14] <gigaherz> you are adding
it correctly to your IDE
L642[09:01:16] <gigaherz> but not to
gradle
L643[09:01:18] <diesieben07> no comments
on my updated PR? :(
L644[09:01:26] <gigaherz> diesieben07: i'm
trying to read
L645[09:01:27] <gabizou> but yeah, i'll
write a quick fix for it, have a handy link to dl the mod for dev
testing?
L646[09:01:30] <gigaherz> but people are
pinging me ;p
L647[09:01:31] <diesieben07> ok :)
L648[09:01:34] <SparkVGX> Forgive me, but
how do I add it to gradle?
L649[09:01:39] <gabizou> ping
gigaherz
L650[09:01:40] <gigaherz> SparkVGX: no
idea ;P
L651[09:01:51] <gigaherz> never did it
;P
L652[09:02:01] <gigaherz> maybe ask in
#forgegradle ;P
L653[09:02:06] <SparkVGX> ^_^ thank you
anyway. I will
L654[09:02:09] <gabizou> SparkVGX the
default build.gradle with forgegradle mentions how to add mod
dependencies
L655[09:02:17] <gigaherz> yeah -- maven
ones ;p
L656[09:02:18] <OrionOnline> diesieben07,
which PR?
L657[09:02:22] <SparkVGX> Thank you
gabizou :D
L659[09:02:34] <gigaherz> OrionOnline
^
L660[09:06:28] ⇦
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reset by peer)
L661[09:07:03] <OrionOnline> diesieben07,
regarding that PR: I deam it a good idea if you would make the
recipe list public
L662[09:07:10] <OrionOnline> Or at least
readonly public
L663[09:07:24] <diesieben07> uh yeah i
forgot that
L664[09:07:29] <OrionOnline> That way mods
like JEI can read it witouth reflection
L665[09:07:30] <diesieben07> i wanted to
add getRecipe(stack)
L666[09:07:30] <OrionOnline> Okey
L667[09:07:30] <diesieben07> derp
L668[09:07:40] <diesieben07> oh and also
the full list, yeah
L669[09:08:00] <gigaherz> wrote a comment,
it was easier to explain in-context
L670[09:08:33] ⇦
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L672[09:09:41] <diesieben07> gigaherz, the
getOutput0 is just internal for the AbstractFurnaceRecipe
L673[09:09:44] <diesieben07> nobody else
should all it but that class
L674[09:11:56] <gigaherz> also, I'd add
GameRegistry methods for the furnace recipes, rather than just
deprecate what's there?
L676[09:12:52] <diesieben07> why do we
need methods in GameRegistry?
L677[09:12:59] <diesieben07>
BrewingRecipeRegistry doesn't have those either.
L678[09:13:16] <gigaherz> dunno,
consistency?
L679[09:13:34] <diesieben07> consistent
would be to NOT have them because brewing doesn't have them either
:P
L680[09:13:34] <gigaherz> but if there's
other recipe registries elsewhere, /shrug
L681[09:14:02] <diesieben07> like, there
also isn't GameRegistry.registerCapability :D
L682[09:14:23] *
gigaherz shrugs
L683[09:14:29] <gigaherz> I do like the
idea ;P
L684[09:14:42] <gigaherz> I was just
thinking in terms of how we register crafting recipes
L685[09:14:58] <diesieben07> yeah but
personally i do not really like those being in GR either :D
L686[09:14:58] <gigaherz> I'm ok either
way ;p
L687[09:15:17] <gigaherz> thne there's one
thing that I don't quite like
L688[09:15:20] <diesieben07> GR is just
like this... dumping ground for everything registerable
L689[09:15:31] <gigaherz> calling it
"FurnaceRecipes" rather than "SmeltingRecipes"
;P
L690[09:15:39] <gigaherz> but it's just
nitpicking
L691[09:15:40] <diesieben07> yeah i was
debating that
L692[09:15:44] <diesieben07> i can rename
it if you want
L693[09:15:50] <diesieben07> or if more
than one person wants :P
L694[09:16:03] <diesieben07> i think it
would be better actually
L695[09:16:11] <diesieben07> since the
recipe describes the process, not the machine
L696[09:16:23] <MalkContent> does the
order in which you add slots to a container matter?
L697[09:16:36] <MalkContent> or only the
slots index
L700[09:17:03] <gigaherz> votes! ;P
L701[09:17:03]
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L702[09:17:15] <barteks2x> just think
whicgo line by line and ask: what this line does. If you don't
know, ask me
L703[09:17:30]
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L704[09:17:31] <barteks2x> wrong
window
L705[09:17:37] <barteks2x> I was
explaining someone something...
L706[09:17:38] <gigaherz> gogo click on
the poll and vote! ;P
L707[09:17:49] <OrionOnline> diesieben07,
to force peeps to use the proper channels make that method return
an ImmutableList
L708[09:17:59] <OrionOnline> That way no
one cna screw with it
L709[09:18:06] <diesieben07> it returns an
unmodifiable list
L710[09:18:09] <gigaherz> MalkContent: no,
besides the slot index in the container methods
L711[09:18:13] <diesieben07> but its a
view of the actual list
L712[09:18:24] <OrionOnline> diesieben07,
missed that one XD
L713[09:18:48] <MalkContent>
excellent
L714[09:19:03] <gigaherz> MalkContent:
note that stuff like transferStackInSlot
L715[09:19:17] <gigaherz> when you use the
mergeItemStack or whatever it was called
L716[09:19:19] <gigaherz> it will search
in order
L717[09:19:24] <gigaherz> so in that
method, the order does matter
L718[09:19:36] <gigaherz> if you change
it, the shift-click choice may vary
L719[09:19:40] <MalkContent> hm. right.
also it's a list
L720[09:19:52] <MalkContent> a well.
better add slots in the correct order to be sure
L721[09:21:16] <sham1> I like the name
Other(which=)
L722[09:23:05] <diesieben07> -_-
L723[09:24:27] <sham1> :P
L724[09:24:28] <MalkContent> and thus
sham1 gained another golden star for cheeky replies
L725[09:25:21] <sham1> But if I am being
serious, I would go with SmeltingRecipe
L726[09:26:33] ⇦
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L729[09:27:38] <MalkContent> whatchu need
that for anyways, giga
L730[09:28:05] <MalkContent> cause in my
mind the problem is that in a regular old vanilla furnace, you can
smelt AND cook
L731[09:28:21] <MalkContent> and smelting
recipe would be inaccurate if it includes anything non-smelty
L732[09:28:28] <MalkContent> even stuff
like making charcoal
L733[09:28:32] ⇦
Quits: SparkVGX (~SparkVGX@121.99.203.245) (Quit: This quit message
was sponsored by Pepsi. Just as good as coke, we
promise!)
L734[09:29:31] <gabizou> gigaherz wait
what? FurnaceRecipe vs SmeltingRecipe?
L735[09:29:40] <diesieben07> Yep
L736[09:29:50] <gabizou> are we wanting to
rename them from nms?
L737[09:29:56] <diesieben07> lol no
L739[09:30:23] <gabizou> oh I see
L740[09:30:40] <gabizou> you know this is
going to be fun
L741[09:30:48] <diesieben07> why? :D
L742[09:30:56] <gabizou> wait, can the
client be told how long a recipe will be?
L743[09:31:08] <diesieben07> yup
L744[09:31:09] <gabizou> or is it just
like added content, where the client must have the same recipe
registered locally
L745[09:31:11] <diesieben07> vanilla
already does that
L746[09:31:18] <diesieben07> the
getCookTime method in vanilla is fully functional
L748[09:31:23] <diesieben07> it just
returns constant 200
L749[09:31:26] <gabizou> lol
L750[09:31:46] <gabizou> then I give you
my +1 diesieben07
L751[09:31:53] <diesieben07> <3
L752[09:32:07] <sham1> D'aww
L753[09:32:23] <gabizou> though this is
going to be absolutely hilarious for sponge compat, iirc we have
our own construct, so inb4 more transformation magic
L754[09:32:46] <gabizou> (we totally don't
make some classes transformed to be superclassed by another
class
L755[09:34:02] <gabizou> also diesieben07
question about that PR, since it relies on itemstacks, is it
possible to add predicates to figure out what matches?
L756[09:34:19] <gabizou> instead of
relying on the oredictionary.itemmatches
L757[09:34:26] <howtonotwin> there is a
matches method in the interface :P
L758[09:34:28] <diesieben07> ^
L759[09:34:39] <diesieben07> you can
implement SmeltingRecipe::matches to do wahtever the heck you
want
L760[09:34:46] <gabizou> oic
L761[09:35:23] <diesieben07> one thing i
am not sure about is that currently all vanilla recipes go into one
SmeltingRecipe instance
L762[09:35:27] <diesieben07> is that
desirable?
L763[09:35:36] <gabizou> probably
not
L764[09:35:39] <diesieben07> that includes
all mod-added recipes that use the old API
L765[09:35:55]
⇨ Joins: Abastro (~Abastro@175.117.182.109)
L766[09:35:59] <diesieben07> the problem
is if i change that, i have to patch much more in
nms.FurnaceRecipes
L767[09:36:23]
⇨ Joins: Drullkus
(~Dru11kus@2601:646:8301:ead3:c944:5569:f4ae:2796)
L768[09:36:25] <gabizou> the default
smelting recipe is a mutable instance, right?
L769[09:36:30] <sham1> What kind of
methods is the "cons cons" notation used for
L770[09:36:46] <howtonotwin> cons
cons?
L771[09:37:06] <sham1> ::
L772[09:37:13] <diesieben07> i use it
instead of # now :P
L773[09:37:17] <diesieben07> because :: is
pretty
L774[09:37:21] <howtonotwin> Java 8 method
refs
L775[09:37:29]
⇨ Joins: PieGuy128
(~PieGuy128@MTRLPQ5031W-LP130-01-1279338914.dsl.bell.ca)
L776[09:37:38] <diesieben07> gabizou,
VanillaSmeltingRecipe has references to the two HashMaps from
nms.FurnaceRecipes
L777[09:37:41] <sham1> And C++ namespace
and class things
L778[09:37:47] <diesieben07> and just
replicates vanilla functionality
L779[09:37:50] <sham1> as in
std::cout
L780[09:38:09] <howtonotwin> like
stream.map(SomeClass::func) == stream.map(o -> o.func)
L781[09:38:12] <gabizou> still kinda meh
to modify
L782[09:38:15] <diesieben07> sham1, it is
called paamayim nekudotayim, please.
L783[09:38:20] <diesieben07> :P
L784[09:38:36] <gabizou> also diesieben07
wouldn't it be better to have a table instead of two maps?
L785[09:38:44] <gabizou> wait no
L786[09:38:45] <diesieben07> ask vanilla
:P
L787[09:38:50] <diesieben07> and no
indeed
L788[09:39:31] <sham1> Also,
"::" is the operator used in scala to prepend things to a
list
L789[09:39:45] <gabizou> diesieben07
Object2FloatMap :3
L790[09:39:49] <diesieben07> lol
L791[09:40:00] <howtonotwin> But it isn't
an operator :3
L792[09:40:25] <gabizou> though I don't
know if that's included in the default mc libs
L793[09:40:34] <sham1> I'd say that it
is
L794[09:40:36] <gabizou> since grum made a
smaller fastutil
L795[09:40:50] <sham1> Even if it is scala
magic
L796[09:40:58] <howtonotwin> a :: b is
just a method call b.::(a). In java it'll be called
$colon$colon
L797[09:41:09] <gabizou> howtonotwin you
mean in bytecode
L798[09:41:26] <howtonotwin> If you try to
use Java interop you'll see it
L799[09:41:38] <gabizou> true
L800[09:41:51] <sham1> And why does that
disqualify it from being an operator
L801[09:42:00] <sham1> Just because it is
a method
L802[09:42:32] <sham1> It also it a
class
L803[09:42:38] <diesieben07> well, what is
the difference between method an doperator then?
L804[09:42:42] <howtonotwin> none
L805[09:42:43] <diesieben07> if you can
override operators like methods?
L806[09:42:50] <diesieben07> just that
operators are made up of symbols?
L807[09:42:53] <gabizou> yes
L808[09:43:05] <gigaherz> no
L809[09:43:07] <howtonotwin> Just some
considerations with whitespace and precedence
L810[09:43:09] <diesieben07> now for
testing this smelting recipe thing: DIRT TO DIAMOND! :D
L811[09:43:17] <gabizou> diesieben07 you
mean coal
L812[09:43:20] <sham1> Oh jeez
L813[09:43:22] <diesieben07> No :D
L814[09:43:22] <gigaherz> "and"
is an operator in many langauges
L815[09:43:27] <gigaherz> the main
difference is usually in how it's used
L816[09:43:37] <diesieben07> smelt dirt to
diamond ;)
L817[09:43:55] <gigaherz> methods are
invoked using the method call operator (.) or in C++, the arrow
operator
L818[09:43:56] <sham1> AKA smelt the dirt
away
L819[09:43:57] <howtonotwin> a.func(b) ==
a func b <=> a.+(b) == a + b
L820[09:44:09] <gigaherz> while operators
are their own syntactic element
L821[09:44:10] <howtonotwin> except you
cant do afuncb but you can a+b
L822[09:44:26] <sham1> Yiu forgot
backticks from around your func there
L823[09:44:30] <howtonotwin> Nope
L824[09:44:30] <gigaherz> howtonotwin:
that's only a matter of tokenizing
L825[09:44:32] <howtonotwin> no need
L826[09:44:33] <sham1> a `func` b
L827[09:44:37] <gigaherz> you could use a
zero-width non-break space
L828[09:44:41] <howtonotwin> :P
L829[09:44:44] <sham1> You don't haskell
it seems
L830[09:44:48] <gigaherz> and then it
would look like afuncb
L831[09:44:57] <howtonotwin> Hascalator
:D
L832[09:45:03] <gigaherz> but the lexer
would see a<zwnbsp>func<zwnbsp>b
L833[09:45:28] <gigaherz> however I'm not
aware of any programming language accepting a zwnbsp as an actual
whitespace
L834[09:46:18] <howtonotwin> `this is a
very strange thing` is actually a valid identifier name in
Scala
L835[09:46:32] <howtonotwin> backticks
make everything a valid token
L836[09:46:51] <gigaherz> the part of me
that knows shell scripting says that should be running a command
and returning the output
L837[09:46:51] <gigaherz> ;P
L838[09:47:03] <howtonotwin> Oh god the
quoting horrors D:
L839[09:47:48] <sham1> To me that just
shouts "Make every function infix"
L840[09:47:59] <sham1> Which means that it
was just curried
L841[09:48:46] <diesieben07> whee my PR is
actually broken.
L842[09:49:00] <sham1> Sounds fun
L843[09:49:26] <gigaherz> diesieben07:
whee!... how so?
L844[09:49:43] <diesieben07> getDuration
is designed to return -1 on no match
L845[09:49:48] <diesieben07> but none of
the implementations do that
L846[09:49:55] <diesieben07> so everything
uses the vanilla cooking time -_-
L847[09:50:10] <gigaherz> heh
L848[09:50:17] <sham1> :P
L849[09:50:30] <gigaherz> speaking about
that
L850[09:50:42] <gigaherz> why not make the
methods that query a recipe be the ones that return null/-1?
L851[09:51:00] <diesieben07> instead
of?
L852[09:52:17] <gigaherz> diesieben07:
right now, you have "for each recipe, if output != null,
return output"
L853[09:52:20] <gigaherz> my suggestion
would be
L854[09:52:26] <gigaherz> "if
matches, return getOutput()"
L855[09:52:31] <gigaherz> and
similarly
L856[09:52:37] <gigaherz> "if
matches, return getDuration()"
L857[09:52:44] <diesieben07> i know
but
L858[09:52:50] <diesieben07> that would
cause vanilla recipes to do the lookup twice
L859[09:52:52] <diesieben07> once for
matches
L860[09:52:55] <diesieben07> then for
getOutput
L861[09:53:17] <gigaherz> oh you call the
vanilla recipe registry still?
L862[09:53:23] <gigaherz> I assumed you'd
redirect the methods to your new one
L863[09:53:25] <diesieben07> no
L864[09:53:33] <diesieben07> the old
methods add to the old maps
L865[09:53:36] <diesieben07> and i read
from the old maps
L866[09:53:50] <gigaherz> yeah I assumed
you'd have redirectedthose
L867[09:53:50] <gigaherz> XD
L868[09:53:52] <diesieben07> also fuck me,
experience is (of course) broken
L869[09:55:22] <diesieben07> currently
smelting experience is based on the output
L870[09:55:29] <diesieben07> this approach
would change that to being based on the input
L871[09:55:31] <diesieben07> is that...
alright?
L872[09:55:58] <gigaherz> based on the
output?!
L873[09:56:11] <diesieben07> yes.
L874[09:56:40] <diesieben07> thats how
vanilla does it since it's easier
L875[09:56:42] <gigaherz> oh wait
L876[09:56:43] <gigaherz> experience
L877[09:56:44] <gigaherz> nevermind
L878[09:56:47] <gigaherz> yeah
L879[09:56:52] <gigaherz> getexperience is
called on the results
L880[09:56:54] <gigaherz> on pickup
L881[09:57:03] <diesieben07> so i'd have
to hack something in so SlotFurnaceOutput knows the recipe
L882[09:57:04] <gigaherz> rather than on
the input, on smelt
L883[09:57:18] <gigaherz> orthe
accumulated XP
L884[09:57:28] <gigaherz> since there can
be many outputs
L885[09:57:33] <diesieben07> can
there?
L886[09:57:34] <gigaherz> and they could
presumably be from different recipes
L887[09:57:37] <diesieben07> yeah
right
L888[09:57:38] <gigaherz> I mean
L889[09:57:40] <gigaherz> different mods'
wood
L890[09:57:44] <gigaherz> smelting to
charcoal
L891[09:57:47] <diesieben07> so the
TileEntityFurance needs to remember the XP
L892[09:57:49] ⇦
Quits: Nitrodev (~Nitrodev@85-23-77-207.bb.dnainternet.fi) (Read
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L893[09:57:53] <diesieben07> ugh this is
getting more intrusive than I'd like
L894[09:57:58] <howtonotwin> Can't you
keep a counter for XP in the slot, then pull that out?
L895[09:58:01] <gigaherz> maybe it's not
worth having the XP in there
L896[09:58:09] <gigaherz> howtonotwin:
no
L897[09:58:10] <diesieben07> but where
should that go then?
L898[09:58:14] <gigaherz> because the xp
would get lost
L899[09:58:35] <gigaherz> yo ucan leave a
hopper feeding stuff to smelt, and then come back later and pull
the output all at once
L900[09:58:37] <gigaherz> and right
now
L901[09:58:45] <gigaherz> vanilla computes
the experience based on what's on the slot at the time
L902[09:58:53] <gigaherz> I'm not sure
that should change, really.
L903[09:58:59] <gigaherz> it would be
nice
L904[09:59:03] <gigaherz> but it's too
intrusive IMO
L905[09:59:06] <diesieben07> it wouldn't
be too hard
L906[09:59:09] <diesieben07> but it would
break mod furni
L907[09:59:23] <diesieben07> which the
curreent stuff doesnt beacause the methods in FurnaceRecipes just
redirect
L908[09:59:34] <diesieben07> so keep the
XP mechanics as is?
L909[09:59:43] <diesieben07> in vanilla
FurnaceRecipes?
L910[09:59:43] <gigaherz> I believe it's
the best choice
L911[09:59:53] <diesieben07> aw
L912[09:59:54] <diesieben07> oh well
L913[10:01:50] <gigaherz> IMO it would be
nice to have the furnace spit out the xp out the front, as it
cooks, but that's not how vanilla works, so it doesn't belong in
forge ;P
L914[10:03:04] <howtonotwin> Once you have
enough furnaces, I believe that would become more efficient than an
Ender Dragon farm :P
L915[10:08:36] <diesieben07>
"fixed", as in, removed the feature :_D
L917[10:11:02] <gigaherz> lol
L918[10:11:11] <SquareWheel> Make it a
multiblock and I think we can call it balanced.
L919[10:11:14] <Ordinastie_> a bit
OP
L920[10:11:19] <Ordinastie_> you should
probably consume 2 dirts
L921[10:11:22] <gigaherz> diesieben07: I
think Lex wil lappreciate that joke ;P
L922[10:11:24] <Ordinastie_> oh wait, no
you can't :p
L923[10:11:37] <diesieben07> joke?
L924[10:11:45] <diesieben07> oh the dirt
to diamond
L925[10:11:50] <gigaherz> yep XD
L926[10:12:02] <sham1> Can I make the
smelting go faster
L927[10:12:08] <diesieben07> yes
sure
L928[10:12:10] <gigaherz> yes that's the
point
L929[10:12:12] <diesieben07> that debug
thing is 50 ticks
L930[10:12:14] <sham1> Cool
L931[10:12:15] <diesieben07> instead of
the usual 200
L932[10:12:15] <gigaherz> that's 99% of
the point of that PR
L933[10:12:16] <gigaherz> XD
L934[10:12:25] <gigaherz> the other 1% is
the registry ;P
L935[10:12:44] <sham1> Now I can have my
melting take place in the Nether and have it be supercharged
L936[10:12:53] <diesieben07> shiiiit
L937[10:12:59] <diesieben07> i need to add
a world param :Pü
L938[10:13:05] <gigaherz> XD
L939[10:13:11] <gigaherz> lol.
L940[10:13:15] <diesieben07> should
I?
L941[10:13:21] <gigaherz> dunno
L942[10:13:26] <diesieben07> cannot be
reliable though
L943[10:13:34] <gigaherz> i'd say yes, but
it would have to be @nullable
L944[10:13:34] <diesieben07> and would
need much more patches...
L945[10:13:38] <gigaherz> and eh.
L946[10:13:43] <gabizou> wait, is
multiblock merged?
L947[10:13:50] <diesieben07> because i
cannot leave the vanilla calls to FurnaceRecipes alone
L948[10:14:31] <gabizou> diesieben07 oh
quick question, how easy would it be for sponge to add a hook to
grab the resulting items and exp
L949[10:14:43] <gabizou> with your PR that
is
L950[10:14:45] <diesieben07> exp is not
changed anymore by this at all
L951[10:14:52] <gabizou> no?
L952[10:14:54] <diesieben07> nope
L953[10:15:00] <diesieben07> because it
doesn't really work that way in vanilla
L954[10:15:04] <diesieben07> too intrusive
to change it
L955[10:15:16] <gigaherz> vanilla computes
the xp based on what's being removed from the slot
L956[10:15:20] <gigaherz> rather than what
was smelted
L957[10:15:20] <diesieben07> resulting
items, SmeltingRecipeRegistry.getOutput(input)
L958[10:15:27] <diesieben07> gives you the
ItemStack
L959[10:15:40] <gigaherz> it doesn't care
what it came from, only that the output slot contains X coal
L960[10:15:43] <MalkContent> so it's
smeltingreciperegistry now?
L961[10:15:49]
⇨ Joins: agowa339
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L962[10:16:09] <diesieben07> yes
L963[10:16:17] <diesieben07> and sham1
sorry, but World context is not really feasable
L964[10:16:23] <sham1> Well
L965[10:16:31] <sham1> I shall deal with
it another way
L966[10:16:51] <MalkContent> but what
about the cooking and the charring and the baking
L967[10:17:11] <diesieben07> shaddap
:D
L968[10:17:13] <sham1> My own custom
furnace
L969[10:17:25] <sham1> To be used with my
fire elemental stuff
L970[10:17:53] ⇦
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timeout: 384 seconds)
L971[10:17:53] ***
agowa339 is now known as agowa338
L972[10:17:53] <diesieben07> also...
StatList.initCraftableStats
L973[10:17:55] <diesieben07>
really??
L974[10:18:05] <diesieben07> how does that
not break with brewing?
L975[10:18:24] <sham1> Because that's
why
L976[10:18:38] <gigaherz> do mods actually
add brewing recipes?
L977[10:18:56] <gigaherz> I mena has
anyone actually used it? XD
L978[10:18:59] <diesieben07> there is a
registry :D
L979[10:19:04] <diesieben07> also...
wow
L980[10:19:07] <gigaherz> I don't recall
coming across it on any modpack XD
L981[10:19:10] <diesieben07> brewing does
not count as crafting in vanilla
L982[10:19:19] <diesieben07> but ...
buying from a villager does?! the heck?
L983[10:19:21] <sham1> Pfft
L984[10:19:28] <gigaherz> lol
L985[10:19:32] <diesieben07> but now i
need to patch that method, don't i.
L986[10:19:40] <sham1> The fuck
Mojang
L987[10:19:42] <BordListian> ghz, i've
seen atleast 2 mods that add brewing recipes
L988[10:19:58] <BordListian> but one of
them is crafting harmonics, so that probably doesn't count
L989[10:23:12] <gigaherz> hmmm
L990[10:23:14] <gigaherz> anyone
bored?
L991[10:23:34] <diesieben07> somewhat,
why? :D
L992[10:23:58] <gigaherz> Potion of
Undeath: a strong poison, that practically kills you, but grants
you undeath for a period of time. you become sensitive to sunlight,
and when the effect fades, if you didn't heal yourself, you
die
L993[10:24:55] <howtonotwin> That would be
rather useful and confusing as a splash
L994[10:24:58] <gigaherz> Potion of the
Underworld: you take on the aspects of a Nether creature, becoming
immute to fire, stronger, your attacks cause flames, but you can't
exist near flamable materials
L995[10:25:24] <gigaherz> (well you can,
but they burn.)
L996[10:25:39] <BordListian> shouldn't you
also take damage in water
L997[10:25:41] <BordListian> and
rain
L998[10:25:43] <gigaherz> true
L999[10:27:12] <gigaherz> Potion of the
Otherworld: you take on the aspects of an End creature,
double-jumping causes you to teleport randomly, but you grow taller
and get tunnel vision
L1000[10:27:30] <BordListian> that's
like
L1001[10:27:32] <BordListian> the worst
potion
L1002[10:27:32] <howtonotwin> Isn't that
basically chorus fruit?
L1003[10:27:41] <gigaherz> + a pumpkin in
your head
L1004[10:27:44] <gigaherz> combined.
;p
L1005[10:27:51] <howtonotwin> Oh god
no
L1006[10:27:57] <BordListian> who would
make that?
L1007[10:28:01] <howtonotwin> Why not the
enderman vision shader
L1008[10:28:11] <howtonotwin> then at
least it'll look pretty
L1009[10:28:11] <gigaherz> that too
;p
L1010[10:28:17] <gigaherz> anyhow
L1011[10:28:19] <gigaherz> bb in a
bit
L1012[10:28:21] <gigaherz> need a few
groceries
L1013[10:28:39] <Zaggy1024> hmm, I'm
getting an error that gradle can't download ForgeGradle 2.2, is
that happening to anyone else?
L1014[10:28:58] <Zaggy1024> using
setupForge on the 1.10.x branch
L1015[10:32:08] <LatvianModder> "You
Grow Taller" yeah, its totally that simple to do
L1016[10:32:51] <unascribed> but it is?
elytra should have sufficiently genericized the code that would
cause issues
L1017[10:33:01] <unascribed> expand the
hitbox, modify the height field, move the camera up
L1018[10:33:09] <unascribed> hm,
getEyeHeight
L1019[10:33:24] <howtonotwin> How does
vanilla do the spectate from inside mobs effect?
L1020[10:33:35] <unascribed> probably
renderViewEntity
L1021[10:33:47] <howtonotwin>
thanks
L1022[10:33:51] ***
Keridos|away is now known as Keridos
L1023[10:33:52] <unascribed> note
*probably*
L1024[10:34:06] <unascribed> tmk that
lets you set the camera to belong to arbitrary entities, but I've
never used it myself
L1025[10:37:32] <howtonotwin> Where is
that method defined? Search comes up empty.
L1026[10:37:45] <unascribed> Minecraft,
it's a field as far as I know
L1027[10:38:32] <howtonotwin> Found it,
thanks
L1028[10:39:23] <howtonotwin> Ctrl+Alt+H
is a godsend!
L1029[10:40:07] ***
willieaway is now known as williewillus
L1030[10:46:00] <LatvianModder> asie
suddenly has been Very interested in Forge repo
L1031[10:46:24] <williewillus> not
really
L1032[10:46:31] <williewillus> he does a
pass througfh every once in a while
L1033[10:46:44] <williewillus> instead of
always watching it like we do
L1034[10:46:48] <LatvianModder> Why
though
L1035[10:46:55] <williewillus> what do
you mean why :P
L1036[10:47:12] <williewillus> we dothe
same thing commenting on stuff, he's just bunched it all into one
timeframe
L1037[10:47:21] <LatvianModder> That
looks very weird when I get 50 notifications from Forges repo and
asies face is on all of them
L1038[10:47:34] <williewillus> not
weirder than 50 prs getting autoclosed heh
L1039[10:48:18] <LatvianModder> well they
were targetting master branch
L1040[10:48:28] <LatvianModder> And yay
for it not coming back
L1041[10:50:43]
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L1046[11:12:25] <gigaherz> so, back
L1047[11:12:48] <gigaherz> anyone knows a
non-horribly-hacky way in mc/forge to replace a block without the
original block dropping its items?
L1048[11:13:46] <diesieben07>
world.setBlockState? :D
L1049[11:14:11] <TehNut> I assume you
mean an inventory of some sort?
L1050[11:14:12] <gigaherz> no that counts
as breakint the original block and dropping the contents
L1051[11:14:20] <gigaherz> yes
TehNut
L1052[11:14:24] <diesieben07> ohhh you
mean breakBlock
L1053[11:14:25] <diesieben07> i see
L1054[11:14:25] <diesieben07> hrm
L1055[11:14:26] <gigaherz> this is for my
Packing Tape block
L1056[11:14:30] <gigaherz> mod*
L1057[11:14:36] <gigaherz>
specifically
L1059[11:14:40] <gigaherz> this
compatibility issue with Sponge
L1060[11:14:53] <gabizou> mm? what's
up?
L1061[11:14:55] <gabizou> oh
L1062[11:15:05] <gigaherz> I currently
set restoringBlockSnapshots before calling setBlockState
L1063[11:15:11] <gigaherz> I was
wondering if there is ANY better way
L1064[11:15:11] <gabizou> yeah, I know
:P
L1065[11:15:16] <gigaherz> yeah but they
don't
L1066[11:15:21] <gabizou> well, there is
partially not really any better way
L1067[11:15:30] <gigaherz> and I was
asking if anyone knows if a better way exists ;P
L1068[11:15:36] <diesieben07> well
L1069[11:15:43] <diesieben07> you could
replicate Chunk::setBlockState
L1070[11:15:46] <gabizou> I mean, if you
depended on sponge, you can :P
L1071[11:15:48] <diesieben07> and just
not call breakBlock
L1072[11:15:48] <gabizou> diesieben07
nononon
L1073[11:15:49] <diesieben07> :P
L1074[11:15:53] <gigaherz> XD
L1075[11:15:54] <gabizou> fuck you if you
tell people to do that
L1076[11:15:58] <diesieben07> why?
:D
L1077[11:15:58] <gigaherz> XD
L1078[11:16:08] <gabizou> seriously fuck
you if you resort to doing that
L1079[11:16:12] <diesieben07> i
don't
L1080[11:16:15] <diesieben07> i am just
asking why
L1081[11:16:22] <gigaherz> don't worry, I
don't plan to XD
L1082[11:16:26] <gigaherz> it would be
WORSE than what I do now
L1083[11:16:45] <gigaherz> if that was my
only choice, i'd rather coremod, or just dump the whole idea into
the trash
L1084[11:16:46] <gigaherz> ;P
L1085[11:16:58] <gabizou> gigaherz it's
something I can fix for SF
L1086[11:17:10] <gabizou> just requires
some patch I can add
L1087[11:18:14] <howtonotwin> Is there a
way to register a mapping from Class<Entity> to a shader (for
loadEntityShader)?
L1088[11:18:47] <howtonotwin> Well really
any logic for Entity -> shader
L1089[11:19:42] <diesieben07>
ClientRegistry.registerEntityShader
L1090[11:21:00] <howtonotwin> herp de
derp I am blind XD Thanks
L1091[11:21:06] <MalkContent> if i got a
parentclass with a static final variable and i want a subclass that
is exactly the same but with a different value for that static
final variable
L1092[11:21:18] <howtonotwin> That wont
work
L1093[11:21:19] <MalkContent> how would
one go about that :I
L1094[11:21:22] <williewillus> then it
shouldn't be static
L1095[11:21:26] <howtonotwin> it would do
nothing
L1096[11:21:48] <MalkContent> drats
L1097[11:22:12] <MalkContent> can't
override that field or anything
L1098[11:22:21] <diesieben07> nope
L1099[11:22:26] <diesieben07> static is
bound to the class
L1100[11:22:34] <howtonotwin> You can
have some kind of generic companion object
L1101[11:22:38] <diesieben07> you can
think of it as a non-static field in the Class<?>
object
L1102[11:22:51] <diesieben07> you
couldn't override anything there either, because Class is
final
L1103[11:23:28] <williewillus> what do
you need something like this for?
L1104[11:23:29] <williewillus> xy
:P
L1105[11:23:57] <MalkContent> got 2 guis
that are the same xcept for the texture
L1106[11:24:14] <diesieben07> make a
nonstatic method getTexture?
L1107[11:24:38] <howtonotwin> And then
have two instances of the same GUI class?
L1108[11:24:51] <howtonotwin> like you
have a class BaseGUI
L1109[11:25:13] <howtonotwin> and then
you instantiate it twice, maybe with an anonymous class, to set the
texture
L1110[11:26:14] <tterrag> or...maybe...a
constructor parameter?
L1111[11:26:15] <MalkContent>
right.
L1112[11:26:21] <MalkContent> yea,
tterrag
L1113[11:26:24] <MalkContent> just did
that
L1114[11:27:26] <MalkContent> welp. i was
so interested in the problem i asked that i didn't care enough
about my actual problem. now i know more and also googled class
object ^^
L1115[11:28:15] <tterrag> keep in mind
that what diesieben07 said was a simplification
L1116[11:28:18] <tterrag> that's not how
it works at all
L1117[11:28:26] <gigaherz> anyone knows
how to draw a message in the middle of the screen like the jukebox
does, or how they showed the bed do in thesnapshot?
L1118[11:28:32] <gigaherz> or is that
hardcoded in current versions?
L1119[11:28:46] <diesieben07> tterrag,
internally it does ;)
L1120[11:29:14] <tterrag> gigaherz:
GuiIngameForge#renderToolHighlight
L1121[11:29:18] <tterrag> hardcoded
sadly
L1122[11:29:23] <MalkContent> yea, i
didn't google class object to understand the analogy. i googled it
because i never got confronted with the thing at all
L1123[11:30:35] <diesieben07> i meant the
literal java.lang.Class insteance
L1124[11:30:40] <gigaherz> hmmmmm
L1125[11:30:46] <diesieben07> not the
general class object concept
L1126[11:30:47] <gigaherz> I could make
use of that
L1127[11:32:07] <MalkContent> yea, i got
that
L1128[11:35:05] <gigaherz> tterrag: that
isn't what the jukebox draws with, is it?
L1129[11:35:15] <tterrag> doesn't appear
so
L1130[11:36:37] <gigaherz> aha
guiIngame#setRecordPlaying
L1131[11:36:40] <gigaherz> still
hardcoded.
L1132[11:37:18] <gigaherz> hmmm if
recordIsPlaying is false
L1133[11:37:22] <gigaherz> it doesn't do
the color thingy
L1134[11:37:32] <tterrag>
this.mc.ingameGUI.setRecordPlayingMessage(itemrecord.getRecordNameLocal());
L1135[11:37:33] <tterrag> yep
L1136[11:37:43] <tterrag>
RenderGlobal#playRecord
L1137[11:37:44] <gigaherz>
setRecordPlaying(message, false)
L1138[11:37:49] <gigaherz> that may
work
L1139[11:38:44]
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L1143[11:40:26] <BordListian> didn't even
know that chisels and bits blocks are multiparts
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L1145[11:40:56] <williewillus> in
TRSRTransformation.quatFromXYZ
L1146[11:41:01] <williewillus> what units
are tohse in?
L1147[11:41:08] <gigaherz> degrees, I'd
assume
L1148[11:41:12] <gigaherz> since the json
files use degrees
L1150[11:41:34] <gigaherz> now I need to
actually require the paper ;P
L1151[11:41:36] <tterrag> neat
L1152[11:41:39] <tterrag> it's not all
rainbow-ey ?
L1153[11:41:43] <gigaherz> nope
L1154[11:41:45] <williewillus> oh no it's
radians
L1155[11:41:57] <williewillus> just
looked at it and it doesn't convert before sin/cos so it's
radians
L1156[11:41:57] <gigaherz>
Minecraft.getMinecraft().ingameGUI.setRecordPlaying("Requires
paper to work!", false);
L1157[11:42:07] <BordListian> wat
L1158[11:42:08] <gigaherz> and
localization ;P
L1159[11:42:20] <gigaherz> and an issue
on mcpbot
L1160[11:42:23] <gigaherz> to rename that
to
L1161[11:42:32] <gigaherz>
setNotificationMessage(message, doRainbow)
L1162[11:44:00] <tterrag> oh there's a
doRainbow
L1163[11:44:01] <tterrag> heh
L1164[11:44:03] <tterrag> that's
hilarious
L1165[11:45:28] <gigaherz> tterrag: it's
also used when you mount an entity
L1166[11:45:34] <gigaherz> to show the
"press shift to dismount"
L1167[11:45:37] <tterrag> ah
L1169[11:45:57] <gigaherz> and in the
snapshots, to show the "Can't sleep" message
L1170[11:46:02] <tterrag> I might have to
abuse that method...
L1171[11:46:15] <tterrag> no more chat
message notifications
L1172[11:46:27] <TehNut> does it work
with line breaks?
L1173[11:46:34] <gigaherz> no idea
L1174[11:47:12] <tterrag>
fontrenderer.drawString(this.recordPlaying,
-fontrenderer.getStringWidth(this.recordPlaying) / 2, -4, l + (l1
<< 24 & -16777216));
L1175[11:47:14] <tterrag> no, it does
not
L1176[11:47:26] <TehNut> aw
L1177[11:50:21] <gigaherz> thinking about
it, mc doesn't even support centered multiline text, does it?
L1178[11:50:29] <raoulvdberge> What is
the correct way to place fluids in the world? setBlockState doesn't
appear to let the fluid "flow", it just remains there
statically
L1179[11:50:41] <gigaherz> raoulvdberge:
place the dynamic version of the fluid?
L1180[11:50:56] <gigaherz> otherwise,
give it a fake block update
L1181[11:51:05] <raoulvdberge> I'm using
the block param from Fluid
L1182[11:51:27] <gigaherz> then call
onNeighborChange or whatever it was
L1183[11:52:31] <gigaherz> hmmmm
L1184[11:52:40] <gigaherz> for iterating
through player inventory
L1185[11:52:50] <gigaherz> should I use
.inventory, or the IItemHandler capability?
L1186[11:54:59]
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L1189[12:03:02] <MalkContent> hmm
L1190[12:03:11] <MalkContent> java can't
switch case for instanceof
L1191[12:03:33] <MalkContent> i want to
check an item vs a list of items that are applicable
L1192[12:03:38] <MalkContent> there a
smooth way to do that?
L1193[12:03:52] <diesieben07> item in the
minecraft sense?
L1194[12:03:55] <MalkContent> yea
L1195[12:04:04] <diesieben07> what does
"applicable" mean?
L1196[12:04:11] <gigaherz> MalkContent:
if-chain, then
L1197[12:04:24] <gigaherz> although
please specify
L1198[12:04:26] <MalkContent> like, i
allow itemtool and itemhoe inside th e slots
L1199[12:04:28] <gigaherz> in case
there's a better choice
L1200[12:04:33] <gigaherz> use the tool
class
L1201[12:04:39] <MalkContent> hoes aint
tools
L1202[12:04:40] <gigaherz> rather than
instanceof
L1203[12:05:07] <diesieben07>
Stream.of(ItemTool.class, ItemHoe.class).anyMatch(cl ->
cl.isInstance(myObject))
L1204[12:05:08] <diesieben07> :D
L1205[12:05:35] <gigaherz> isInstance
works with subclasses too?
L1206[12:05:44] <diesieben07> sure
L1207[12:05:45] <williewillus> id think
so
L1208[12:05:46] ***
tterrag is now known as tterrag|away
L1209[12:05:50] <diesieben07> it's
instanceof in method form
L1210[12:06:03] <gigaherz> thinking about
it, I guess instanceof calls that?
L1211[12:06:08] <diesieben07> not
really
L1212[12:06:14] <diesieben07> but both
use the same underlying vm mechanic
L1213[12:06:18] <gigaherz> I see
L1214[12:06:26] <diesieben07> so
Class::isInstance doesn't have horrible perofrmance
L1215[12:06:30] <MalkContent> alright,
I'll ride with that then :D
L1216[12:06:35] <diesieben07> i.e. it's
not a true native call, it's an intrinsic
L1217[12:06:40] <williewillus> whats the
difference between that and isAssignableFrom
L1218[12:06:42] <BordListian> oh hey,
there's a list of tickable tile entities in world tick event
L1219[12:06:47] <diesieben07>
isAssignableFrom takes a class
L1220[12:06:50] <diesieben07> isINstance
takes an Object
L1221[12:06:51] <BordListian> *rubs hands
together*
L1222[12:06:55] <williewillus> oh
derp
L1223[12:08:05]
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L1224[12:08:34] <gigaherz> it works
:3
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L1227[12:09:00] <gigaherz> no one did
answer, though
L1228[12:09:00] <gigaherz> [18:52]
(gigaherz): hmmmm
L1229[12:09:00] <gigaherz> [18:52]
(gigaherz): for iterating through player inventory
L1230[12:09:00] <gigaherz> [18:52]
(gigaherz): should I use .inventory, or the IItemHandler
capability?
L1231[12:09:20] <williewillus> either
works :P
L1232[12:09:24] <williewillus> the cap is
just wrapping the former
L1233[12:09:26] <MalkContent> neato
L1234[12:09:48] <TehNut> i think it needs
the rainbow enabled
L1236[12:10:45] <gigaherz> TehNut: only
if the player has clicked more than 5 times in les than 5 seconds
;P
L1237[12:11:01] <gigaherz> but no I won't
make a tick handler just for that ;P
L1238[12:11:08] <BordListian> hm
L1239[12:11:21] <BordListian> does a
block need to have a tileentity to function as an inventory?
L1240[12:11:28] <BordListian> or can it
pretend to be an inventory?
L1241[12:11:41] <gigaherz> it needs a
TileEntity in order to have data attached to it
L1242[12:11:49] <gigaherz> but in like,
an enderchest
L1243[12:11:53] <gigaherz> you can work
without a TE
L1244[12:12:01] <diesieben07> to other
blocks though you need a TE
L1245[12:12:01] <gigaherz> since there's
no real data attached
L1246[12:12:03] <BordListian> enderchests
have TEs
L1247[12:12:06] <diesieben07> otherwise
you cannot expose capabilities
L1248[12:12:11] <diesieben07> enderchests
have the TE for rendering only
L1249[12:12:17] <BordListian>
goddamnit
L1250[12:12:21] <gigaherz> however, as
diesieben07 said
L1251[12:12:28] <gigaherz> if you want
that inventory to exist in the block
L1252[12:12:29] <diesieben07> but you can
make your TE non-ticking
L1253[12:12:32] <gigaherz> for hoppers
and such
L1254[12:12:35] <diesieben07> then it
only takes a bit of memor ;)
L1255[12:12:37] <diesieben07> *y
L1256[12:12:38] <gigaherz> you will need
a TE.
L1257[12:12:52] <BordListian> i wanted a
pushable empty crate that can be filled with items
L1258[12:13:04] <gigaherz>
blockstates.
L1259[12:13:13] <gigaherz> you can have
the empty one be a different blockstate, that doesn't have a
TE
L1260[12:13:21] <BordListian> that's why
i was asking
L1261[12:13:31] <BordListian> can the
empty crate function as an inventory
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L1263[12:13:40] <BordListian> as in,
pretend to be a block that can receive items from another
block
L1264[12:13:41] <gigaherz> for gui,
yes
L1265[12:13:43] <gigaherz> but not for
hoppers
L1266[12:13:48]
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L1267[12:13:50] <BordListian> then it
can't be done
L1268[12:14:04] <BordListian> and
blockstates won't help :P
L1269[12:14:22] <gigaherz> well if you
require it to work with hoppers, then yeah no
L1270[12:15:22] <gigaherz> maybe if you
ask mojang nicely, they'll port that feature from MCPE to the java
one ;P
L1271[12:15:45] <BordListian> >asking
mojang nicely
L1272[12:15:47] <diesieben07> what
feature? :D
L1273[12:15:49] <gigaherz> however if
they make furnaces and dispencers pushable
L1274[12:15:52] <BordListian> i'm sure
there's a filthy workaround
L1275[12:16:05] <gigaherz> 99.9% of the
redstone stuffs will stop working :D
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L1277[12:16:09] <gigaherz> including
elevators and such
L1278[12:16:12] <diesieben07> oh
that
L1279[12:16:24] <diesieben07> that makes
me so angry, people using furni for that...
L1280[12:16:33] <diesieben07> use
obsidian, thats its ONLY FUCKIGN PURPOSE
L1281[12:16:34] <diesieben07> gah
L1282[12:16:41] <gigaherz> it's ugly
though
L1283[12:16:42] <gigaherz> ;P
L1284[12:16:49] <BordListian> don't want
inventories to move, necessarily
L1285[12:16:51] <diesieben07> furnaces
aren't? Yes they are :D
L1286[12:16:54] <gigaherz> and takes
longer to mine if you misplace it
L1287[12:16:59] <BordListian> like it can
stay in place the moment it has one item in it
L1288[12:17:11] <gigaherz> yeah but
L1289[12:17:19] <gigaherz> in both the
vanilla method and the forge method
L1290[12:17:25] <gigaherz> "te
instanceof IInventory"
L1291[12:17:31] <gigaherz> and
"te.hasCapability"
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L1293[12:17:40] <gigaherz> the calls go
through the TE ;P
L1294[12:17:42] <diesieben07> wasn't
there a proposal for block-only caps?
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L1296[12:17:59] <gigaherz> it woudl be
nice to have cap accessors on Block
L1297[12:18:07] <gigaherz> that, by
default, do nothing
L1298[12:18:20] <gigaherz> or forward it
to the TE, if one exists
L1299[12:18:32] <gigaherz>
hasCapability(IBlockState, Capability, EnumFacing)
L1300[12:18:34] <gigaherz>
getCapability(IBlockState, Capability, EnumFacing)
L1301[12:18:46] <diesieben07> would also
be nice to have CapabiltiyProvider<T> and then T replaces
EnumFacing :D
L1302[12:18:47] <gigaherz> eh
L1303[12:18:51] <gigaherz>
+World+BlockPos
L1304[12:19:33] <gigaherz> then the
default impl could do {te=world.getTileEntity(); if te != null
return te.hasCapability() else return false; }
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L1307[12:20:04] <williewillus> people
might start putting stateful fields in their block classes with
some map pos->data, isnt that what te's are for
L1308[12:20:18] <diesieben07> people are
stupid
L1309[12:20:21] <diesieben07> not news
:P
L1310[12:20:35] <gigaherz> williewillus:
the point is, it would allow you to provide a virtualized
capability
L1311[12:20:41] <gigaherz> that
automatically changes the blockstate if required
L1312[12:20:45] <gigaherz> to add a
TE
L1313[12:20:48] <sham1> Extra extra.
People being stupid
L1314[12:20:48] <gigaherz> but
L1315[12:20:59] <gigaherz> it would
require EVERYONE changing their capability calls
L1316[12:21:03] <gigaherz> so it's not
going to happen
L1317[12:21:24] <gigaherz> it's haking
long enough for people to even understand caps
L1318[12:21:26] <gigaherz> XD
L1319[12:21:39] ***
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L1320[12:21:56] <sham1> Even though
capabilities are easy to understand
L1321[12:22:03] <sham1> Or at least,
should be
L1322[12:22:17] <MalkContent> just
misstyped /give as /gime
L1324[12:22:22] <MalkContent> i want a
/gimme command
L1325[12:22:30] <sham1> ./giib
L1326[12:22:33] <sham1> ./gib*
L1327[12:22:37] <gigaherz> I wish gist
had mnemonic aliases
L1328[12:22:40] <diesieben07> /want
L1329[12:22:49] <sham1> Nice
diagram
L1330[12:22:59] <sham1> What did you use,
MS paint?
L1331[12:23:05] <gigaherz> word.
msword.
L1332[12:23:11] <sham1> Umn
L1333[12:23:13] <sham1> Okay then
L1334[12:23:21] <williewillus>
ModelBakeEvent is fired after everything has been loaded from disk
right?
L1335[12:23:27] <gigaherz> no
L1336[12:23:28] <gigaherz> before
L1337[12:23:30] <williewillus> wtf
L1338[12:23:37] <williewillus> ugh
L1339[12:23:37] <gigaherz> so anything
added to the map won't even attempt to load
L1340[12:23:51] <sham1> Why did you do
that with word
L1341[12:24:01] <gigaherz> sham1: because
I know how word does it
L1342[12:24:07] <gigaherz> and I can
manage ;p
L1343[12:24:13] <williewillus> do we have
a post bake event
L1344[12:24:18] <gigaherz> while other
apps i'd have to learn from scratch
L1345[12:24:24] <diesieben07> gigaherz,
what are you talking about?
L1346[12:24:31] <gigaherz> diesieben07:
my link, at the bottom
L1347[12:24:38] <diesieben07> loading
from disk = ICustomModelLoader::getModel
L1348[12:24:43] <diesieben07>
*loadModel
L1349[12:24:46] <gigaherz> uh?
L1350[12:24:49] <diesieben07> which is
definitely called BEFORE ModelBakeEvent
L1351[12:24:50] <sham1> You could have
used any graphics programs to draw the diagram
L1352[12:24:52] <williewillus> yes but I
want to wrap something loaded normally
L1353[12:24:56] <williewillus> with
another layer
L1354[12:24:59] <diesieben07>
ModelBakeEvent is called after baking
L1355[12:25:02] <sham1> And you went with
a word processor
L1356[12:25:10] <williewillus> so my
statement was true
L1357[12:25:16] <diesieben07> yes
L1358[12:25:17] <williewillus> it's fired
after everything "normal" has been loaded from disk
L1359[12:25:23] <williewillus> then why
is this null x.x
L1360[12:25:24] <gigaherz> wait,
crap
L1361[12:25:26] <gigaherz>
brainfart
L1362[12:25:33] <diesieben07> the
registry in the event is populated
L1363[12:25:39] <gigaherz> ModelBakeEvent
is run after the models load, but before they are assigned to
items/blocks
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L1366[12:29:20] <williewillus> okay it's
broken then
L1367[12:29:23] <williewillus> it does't
have items present
L1368[12:29:29] <williewillus> or rather
it only has some present
L1369[12:30:37]
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L1372[12:40:11] <williewillus> agh
amateur mistake
L1373[12:40:15] <williewillus> i didn't
registerItemVariatns
L1374[12:41:24] <kenzierocks> wow
williewillus
L1375[12:41:27] <kenzierocks> get
gud
L1376[12:41:39]
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L1380[12:45:21] <heldplayer> !gf
field_184791_bI
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L1383[12:46:51] <gigaherz> there we
go
L1385[12:46:58] <gigaherz> new version up
;P
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L1388[13:01:15]
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L1389[13:14:22] <Jolteffect> evening
guys, after a little titbit of advice again if i may. related to
PropertyEnum. I am using this statement inside my TE -
EnumSolarTier solarTier =
this.worldObj.getBlockState(this.pos).getValue(BlockSolarPanel.TIER);
this returns a specific property "black", how would i
select another property from the same state value please?
L1390[13:14:51] <williewillus> you want
another IBlockState but with the value for that proeprty set to
something else?
L1391[13:15:11] <Jolteffect> TIER15(15,
0, "tier15", 32768, 1000000000,"black",
MapColor.BLACK, TextFormatting.BLACK);
L1392[13:15:19] <williewillus> wat
L1393[13:15:30] <Jolteffect> i am after
another one of those values
L1394[13:15:39] <williewillus> but you
want it in the IBlockState right
L1395[13:15:43]
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L1396[13:15:48] <Jolteffect> no
L1397[13:15:52] <williewillus> ???
L1398[13:15:53] <diesieben07> what DO you
want then?
L1399[13:15:57] <diesieben07> dont talk
code
L1400[13:16:00]
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L1401[13:16:00] <diesieben07> talk
behavior
L1402[13:16:28] <Jolteffect> i want the
value 100000000 as a return value inside my TE to set a local
variable
L1403[13:16:29] <williewillus> if you
want "another one of those values" it's your enum and you
get to do whatever you want to get another instance of it :P
L1404[13:16:34] <williewillus> uhhh
L1405[13:16:36] <williewillus> it's your
enum
L1406[13:16:41] <williewillus> you should
know how to get that out of it
L1407[13:16:55] <williewillus> this isn't
even a blockstates problem anymore :P
L1408[13:16:59] <diesieben07> i dont even
know what you mean by that statement
L1409[13:17:06] <diesieben07> "as a
return value to set a local variable"
L1410[13:17:08] <diesieben07>
what.?!
L1411[13:17:33] <diesieben07> gotta
go
L1412[13:17:39] <williewillus> lol he's
out
L1413[13:17:57] <Jolteffect> haha killed
him with noobness already :)
L1414[13:18:07] <williewillus> yes
because you're not being clear
L1415[13:18:33] <Jolteffect> it's
difficult to explain over text, especially when your not 100% clear
what your asking for...
L1416[13:18:52] <Jolteffect> but if you
can be a little patient I will givge the right info :)
L1417[13:19:10] <williewillus> yes but
you talk like it's a blockstate issue and after a bit of confusing
explanation I think it's now a fundamental java knowledge issue
:P
L1418[13:19:12] <williewillus> so make it
clear
L1419[13:19:28] <Jolteffect> ok i'll
attempt that for you pal no worries
L1420[13:21:04] <Jolteffect> I have a
block with 16 varients, each varient has a different state value. 0
- 15, based upon the value of the state I can recover properties
from my Enum.
L1421[13:21:05] <BordListian> enum
classes make me angry
L1422[13:21:18] <williewillus>
Jolteffect: okay
L1423[13:21:27] <williewillus>
BordListian: they make people who don't know how to use them right
angry :P
L1424[13:21:33] <Jolteffect> now i want
to recover state 15's specific property
L1425[13:21:34] <williewillus> at least
they are not type-weak sugared ints
L1426[13:21:46]
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L1427[13:21:49] <Jolteffect> TIER15(15,
0, "tier15", 32768, 1000000000,"black",
MapColor.BLACK, TextFormatting.BLACK);
L1428[13:22:00] <BordListian> they should
be static fields of values
L1429[13:22:01] <williewillus> show your
whole enum
L1430[13:22:03] <Jolteffect> that is 1 of
16 lines of enum values
L1431[13:22:09] <williewillus>
BordListian: that's what they are?...
L1432[13:22:19] <BordListian> primitive
values
L1433[13:22:24] <williewillus> no
L1434[13:22:25] <williewillus> fuck
that
L1435[13:22:34] <BordListian> and string
should be a primitive
L1436[13:22:42] <williewillus> lol you
have no idea what you're saying
L1437[13:22:44] <BordListian> make java
great for once
L1438[13:23:04] <williewillus>
Jolteffect: you get an Enum from an IBlockState by doing
getValue
L1439[13:23:09] <williewillus> then you
get fields out of that enum using normal java
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L1441[13:23:20] <Jolteffect> like this
yeaj? EnumSolarTier solarTier =
this.worldObj.getBlockState(this.pos).getValue(BlockSolarPanel.TIER);
L1442[13:23:23] <williewillus> yes
L1443[13:23:25] <williewillus> then
what?
L1444[13:23:34] <Jolteffect> ok well that
is return the value of black
L1445[13:23:41] <Jolteffect>
returning.
L1446[13:23:48] <williewillus> that is
the enum object
L1447[13:23:59] <williewillus> you want
something IN the enum
L1448[13:24:08] <williewillus> this is
basic java field access :/
L1449[13:24:11] <williewillus> post your
enum class
L1450[13:24:16]
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L1451[13:24:17] <Jolteffect> in
here?
L1452[13:24:20] <williewillus> in
pastebin
L1453[13:24:22] <williewillus> link
here
L1454[13:24:22] <Jolteffect> pastebin
better for you
L1455[13:24:27] <BordListian> Sometype
somevar = solarTier.somefield
L1456[13:24:44] <BordListian> bleh
L1458[13:24:57] <williewillus> I said
your enum
L1459[13:24:58] <williewillus> not your
TE
L1461[13:25:51] <BordListian> what the
fuck
L1462[13:25:53] <williewillus> there's
getters in there for what you need
L1463[13:25:57] <williewillus> is this
even your code?
L1464[13:26:10] <Jolteffect> yes, believe
it or not
L1465[13:26:14] <BordListian> pastebin
just thought my paste triggered spam protection even though its
your paste
L1466[13:26:19] <williewillus> then how
do you not know how to access a field?
L1467[13:26:21] <williewillus> you have
getters
L1468[13:26:22] <williewillus> use
them
L1469[13:27:12] <williewillus> getValue
on IBlockState returns an instanceof EnumSolarTier which has
getters for all the info you want
L1470[13:27:35] <Jolteffect> thats my
confusion then
L1471[13:27:44] <williewillus> that's
really big confusion...
L1472[13:28:00] <williewillus> accessing
a member using `.` is super basic
L1473[13:28:45] <Jolteffect> if you look
at the TE pastbon, under update you will see II use the
getters.
L1474[13:28:59]
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L1475[13:29:06] <williewillus> is this
someone else's mod you're trying to work on or?
L1476[13:29:13]
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L1477[13:29:22] <williewillus> and no you
don't use them
L1478[13:29:24] <williewillus> you use
getValue
L1479[13:29:30] <williewillus> but the
enum has its own getters
L1480[13:29:42] <Jolteffect> no it's my
mod
L1481[13:29:43] <williewillus> this is
getting into java basics so I don't know what further to say
:P
L1482[13:29:46] <Jolteffect> im
learning
L1483[13:30:29] <Jolteffect> im only 2
weeks into my venture
L1484[13:30:34] <williewillus> okay
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L1486[13:30:46] <williewillus> getValue
returns an *instance* of EnumSOlarTier
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L1488[13:30:53] <williewillus> all the
info is stored in *fields* of that object
L1489[13:30:55] <williewillus> so get
them out
L1490[13:31:02] <Jolteffect> great, that
is what i needed to know
L1491[13:31:20] <williewillus> 0.O how
did you write all the getters and meta methods without knowing
that? 0.o
L1492[13:31:34] <Jolteffect> i was
confused because i thought .getvalue was returning a specific
value, that being "black"
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L1494[13:31:42] <williewillus> no,
getValue is returning your enum
L1495[13:31:43] <BordListian> by looking
at another class that uses enums and copying some code?
L1496[13:31:56] <Jolteffect> easy
guys
L1497[13:32:01] <williewillus> because
the proeprty is IProperty<EnumSolarTier> so getValue returns
EnumSolarTier
L1498[13:32:07] <williewillus> and he's
right
L1499[13:32:09] <Jolteffect> i know what
getter's setters do
L1500[13:32:11] <williewillus> don't copy
what you don't understand
L1501[13:32:13] <Jolteffect> I know how
to use them
L1502[13:32:22] <BordListian> i didn't
say that
L1503[13:32:27] <williewillus> okay so it
was confusion over getValue
L1504[13:32:32] <Jolteffect> yeah thats
all
L1505[13:32:35] <McJty> williewillus, if
I never copied what I didn't understand I never would have written
rftools dimensions :-)
L1506[13:32:44] <BordListian> ^
L1507[13:32:45] <williewillus> next time
look at the signature of it, it'll tell you it's IProperty<T>
-> T
L1508[13:32:55] <BordListian> sometimes i
don't even understand my own code
L1509[13:32:58]
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L1510[13:32:59] <williewillus> McJty: yes
but you make some effort to eventually understand it bit by
bit
L1511[13:33:00] <McJty> The trick is to
avoid your 'not understanding' being in the way of it working
L1512[13:33:04] <McJty> yes that's
true
L1513[13:33:04] <williewillus> yeah
L1514[13:33:20] <McJty> But to be
realistic, even now after all these days there are still some gray
areas for me in dimension building
L1515[13:33:26] <McJty>
s/days/months
L1516[13:33:34] <Jolteffect> Will, i am
making the effort to understand it :), spent 4 hours on the subject
before i asked the very question in here
L1517[13:33:48] <williewillus> yeah, it's
all good
L1518[13:33:55] <williewillus> the method
signature tells you everything
L1519[13:35:01] <Jolteffect> now i you
ask me about conceptual division of methods in the layered
architecture of protocols at an IP transport layer, I could tell
you the in's and out's, but we have to start somehow right :)
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L1521[13:36:07] <Jolteffect> i'' explain
my confusion as well
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L1523[13:36:23] <Jolteffect> the way i
learn what stuff does is like this.
L1524[13:36:27] <Jolteffect>
LogHelper.logInfo("JUSTSOLARS --------------Get Value = "
+
this.worldObj.getBlockState(pos).getValue(BlockSolarPanel.TIER));
L1525[13:36:41] <BordListian> oh
L1526[13:36:49] <Jolteffect> this
returned "black" which is why i got confused
L1527[13:36:56] <williewillus> yeah
that's misleading
L1528[13:37:00] <gigaherz> that's the
toString of the enum
L1529[13:37:02] <BordListian> then your
enum overrides tostring wrongly
L1530[13:37:07] <gigaherz> rather than
print logs
L1531[13:37:10] <williewillus>
BordListian: well not wrongly...
L1532[13:37:13] <gigaherz> it's best to
learn to use the debugger
L1533[13:37:13] <BordListian> okay
L1534[13:37:14] <williewillus> it was
just made to do that
L1535[13:37:15] <gigaherz> set a
breakpoint
L1536[13:37:16] <BordListian> i was gonna
say
L1537[13:37:21] <gigaherz> and then
youcan see the contents from the debugger
L1538[13:37:28] <BordListian> but you
ninja'd my own correction :P
L1539[13:37:34] <williewillus> and this
would be resolved by looking at the method sig
L1540[13:37:37] <williewillus> instead of
printing :P
L1541[13:37:57] <Jolteffect> well i
learned something :), so thank you/
L1542[13:38:03] <williewillus> no
prob
L1543[13:38:30] <williewillus> sorry if I
sounded frustrated, had trouble understanding what the problem was
lol
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L1545[13:39:31] <Jolteffect> thats ok, i
see it alot in here over the past few days, which is why i spent 4
hours trying to underst it myself, before running in chat and
asking questions
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L1550[13:52:01] <howtonotwin> Apparently
running decompileMc thrice simultaneously is not good for a potato
laptop. Who knew?
L1551[13:53:08] <MalkContent> at least
you're gonna have a baked potato
L1552[13:53:27] <howtonotwin> I love
baked potato :D
L1553[13:54:19]
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L1554[13:54:30] <MalkContent> any kind of
potato really :)
L1555[13:55:00] <sham1> But can you into
potato?
L1556[13:55:04] <howtonotwin> You know
it's bad when a text messaging program lags to hell.
L1557[13:55:32] <MalkContent> in fact I
have a leftover potato from lunch in the kitchen which i am gonna
get right now. unless someone else got there first
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L1559[13:57:18] <sham1> I just looked at
how Haskell handles having polyiadic functions, and let me just say
this, my mind is blown how smart it is handled
L1560[13:58:05] <sham1>
polyvariadic*
L1561[13:59:11]
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L1562[14:02:16] <howtonotwin> There must
a BOINC project for donating CPU power to potato computers
L1563[14:02:47] <sham1> CPU as a
Service
L1564[14:02:51] <gigaherz> crowdsourced
gaming?
L1565[14:02:59] <gigaherz> that'd be a
bit laggy? ;P
L1566[14:03:07] <gigaherz> sham1: that's
called the cloud.
L1567[14:03:22] <sham1> there is no
cloud
L1568[14:03:23] <sham1> It
L1569[14:03:26] <howtonotwin> No, I've
run decompileMc thrice at the same time
L1570[14:03:32] <sham1> is just someone
else
L1571[14:03:36] <sham1> 's computer
L1572[14:03:58] <gigaherz> howtonotwin:
kill two, let the last one finish?
L1573[14:03:58] <MalkContent> well that's
just not true
L1574[14:04:00] <howtonotwin> EVERYTHING
IS DYING UNDER THE SIEGE OF GROOVY
L1575[14:04:02] <MalkContent> could also
be your own
L1576[14:04:07] <illy> rsync all the
.gradle caches :P
L1577[14:04:22] <howtonotwin> Thank god
eclipse finally exited
L1578[14:04:26] <sham1> Fucking
apostrophe being right next to the Return key
L1579[14:04:28] <MalkContent> also:
potato was gone ;_;
L1580[14:05:11] <sham1> MalkContent:
cannot into potato
L1581[14:05:27] <howtonotwin> User too
potato error
L1582[14:07:23] <sham1> It's way too dark
here in this car I am in to see my keys and aim at the apostrophe
vs Return
L1583[14:07:36] <sham1> Thankfully I am
but a passanger
L1584[14:08:28] <howtonotwin> 2/3 done
(WOO!)
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L1587[14:10:56] <howtonotwin> All done!
\o/
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L1600[14:35:27] <williewillus> is there
an order insensitive pair class anywhere in the mc libs?
L1601[14:36:08] <gigaherz> I'm not aware
of any such thing
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L1611[14:47:12] <SatanicSanta> Is it
possible to have 2 separate models in a blockstate json, regardless
of the variant? In the submodel documentation, it looks like you
can only add submodels for specific variants
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L1613[14:50:02] <SatanicSanta> Actually,
hrm. That may not be what I want :|
L1614[14:51:22] <howtonotwin> You may
want to use 1.9's format if it is
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L1616[14:51:55] <howtonotwin> But no,
submodels in defaults just don't work in forge's format
L1617[14:52:43] <SatanicSanta> I don't
think I'd want a submodel anyway
L1618[14:53:00] <SatanicSanta> Ideally,
this blockstate json would be a combination of two blockstate
jsons, but I am guessing that's impossible
L1619[14:53:25] <SatanicSanta> I could
render the part I need to add to the base blockstate in a TESR, but
that is not ideal
L1620[14:53:30] <SatanicSanta> since it's
a static model
L1621[14:53:52] <LexDesktop> !gm
16777215
L1622[14:54:03] <LexDesktop> !gm
func_77948_v
L1623[14:54:13] <williewillus> what do
you mean "combination of two blockstate jsons"
L1624[14:54:36] <williewillus> and yes,
1.9's vanilla blockstate can combine multiple models into one
L1626[14:55:18] <SatanicSanta> and I have
another block that uses that same pipe connection rendering stuff,
but has another model on top of it
L1627[14:55:34] <williewillus> oh yeah no
that's not possible rn
L1628[14:55:37] <SatanicSanta> GHA
L1629[14:55:42] <williewillus> blockstate
jsons have no concept of inheritance
L1630[14:55:46] <williewillus> just copy
and replace :P
L1631[14:55:57] <SatanicSanta> ugh
L1632[14:56:00] <williewillus> wait
L1633[14:56:02] <SatanicSanta> it'll be
like 3x larger
L1634[14:56:03] <williewillus> why can't
you copy this json
L1635[14:56:10] <williewillus> and just
stick another { "apply" }
L1636[14:56:31] <SatanicSanta> dont those
"when" things need every state to be defined?
L1637[14:56:37] <williewillus> no
L1638[14:56:39] <SatanicSanta> oh
L1639[14:56:43] <SatanicSanta> I will try
tha
L1640[14:56:43] <williewillus> whatever
matches matches
L1641[14:57:15] <SatanicSanta> In that
case, I think this is a pretty okay option :D
L1642[14:58:42] <williewillus> it just
matches everything in "when" top down and if everything
passes or there is nothing in when then the "apply"
variant is applied
L1643[14:59:10] <williewillus> that's why
your pipe_center works, it passes for every blockstate
L1644[14:59:19] <SatanicSanta> I
see
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L1650[15:22:28] <LexDesktop> gabizou, You
there?
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L1652[15:25:39] <howtonotwin> What, in
the name of cake, is this logic in TileEntityBeacon? o_O
L1653[15:25:48] <williewillus>
howtonotwin: what part of it? :P
L1654[15:26:34] <Nepharius> Hey, is there
something wrong with the EntityRenderRegistry in Forge
1.10.2-12.18.0.2011? registerEntityRenderingHandler throws a error
when given the required parameters
L1655[15:26:44] <howtonotwin> If(glass)
getColor else ( if(!pane) (if(!passable) breakout) getColor )
L1656[15:26:45] <howtonotwin> wtf
L1657[15:26:49] <williewillus> Nepharius:
which one are you using?
L1658[15:26:55] <williewillus> the
factory one?
L1659[15:26:58] <Nepharius> yep
L1660[15:27:12] <williewillus> during
preinit right
L1661[15:27:16] <Nepharius> yes
L1662[15:27:19] <gigaherz> howtonotwin:
decompiler stuff
L1663[15:27:36] <Zaggy1024> Lex, what
kind of test would you want? something to automate averaging the
FPS with and without VBO clouds?
L1664[15:30:07] <gigaherz> Zaggy1024:
people in the gamedev industry don't count performance in fps, they
count the milliseconds it takes for a frame to be sent to the gpu,
and presented, and then say like "this algorithm adds 5ms per
frame"
L1665[15:30:12] <gigaherz> it's much more
reliable as a number
L1666[15:30:24] <Zaggy1024> well in that
case the built in profiler should be adequate
L1667[15:30:39] <Zaggy1024> I already
provided numbers from it that clearly show that the performance is
much better
L1668[15:30:45] <Zaggy1024> and that's
still the case in 1.10
L1669[15:30:55] <gigaherz> in which
gpu?
L1670[15:31:06] <Zaggy1024> I have a GTX
970
L1671[15:31:15] <gigaherz> do you ahve
some crappy laptop with intel gpu around, for comparison?
L1672[15:31:21] <Zaggy1024> well..
L1673[15:31:33] <Zaggy1024> I do, but not
with a dev env set up
L1674[15:32:29] <Zaggy1024> but it should
be better on anything that supports it (which should be anything
that vanilla MC works on, IIRC) because it's not redoing the
vertices every frame
L1675[15:33:19] <gigaherz> sounds
nice
L1676[15:33:21] <Nepharius> Here is the
error I get:
http://imgur.com/a/jhxR5 Have I missed
something? As I recall the old and the new one got the same
name
L1677[15:33:22] <Zaggy1024> but meh, I'll
see if I can pull the frame times from the profiler
L1678[15:33:24] <williewillus> i have a
2013 intel igpu, if you put your test setup up I can do it
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L1680[15:33:33] <Zaggy1024> and print
them out for the two renderers
L1681[15:33:33] <gigaherz> I'd test on my
laptop but yeah no dev env on it
L1682[15:34:06] <gigaherz> mine's a gen-2
intel cpu, with gtx520m in it
L1683[15:34:09] <gigaherz> in case you
want numbers ;P
L1684[15:34:33] <Zaggy1024> if you
haven't seen the code already, what the renderer does is it creates
a display list/VBO with the cloud vertices and then uses texture
translation to move the clouds
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L1686[15:37:06] <Zaggy1024> haha the
performance might still outdo vanilla even with the VBO being
recreated each frame, just because there would be less draw calls,
as I understand it
L1687[15:37:50] <gigaherz> yeah
L1688[15:38:19] <williewillus> what does
vanilla do, draw out all the boxes? :P
L1689[15:38:38] <gigaherz> for 3d clouds?
yes.
L1690[15:38:44] <gigaherz> (IIRC)
L1691[15:38:44] <Zaggy1024> it uses a
gigantic loop to place the vertices each time, recalculating the
UVs at the same time
L1692[15:38:51] <williewillus> ouch
L1693[15:38:52] <Zaggy1024> so...it's
about as inefficient as it can be
L1694[15:39:07] <Zaggy1024> without doing
extraneous stuff anyway :P
L1695[15:39:34] <howtonotwin> Why are
there UVs for what seems to be a flat whiteness?
L1696[15:39:58] <williewillus> clouds are
drawn from a texture
L1697[15:40:00] <williewillus> it's not
just white
L1698[15:42:08] <Zaggy1024> hmm, anyone
know how easy it would be to reset the profiler map in a tick
handler?
L1699[15:42:33] <Zaggy1024> I'd rather
not profile it in the code of the renderer because then it would
always be profiling even in release
L1700[15:43:23] <howtonotwin> Why would
profiling in the rendering imply profiling after release?
L1701[15:43:53] <Zaggy1024> mmh actually,
nvm
L1702[15:43:54] <howtonotwin> You can
just put the profiling into a new branch and it won't go into the
PR
L1703[15:43:58] <Zaggy1024> I wasnt'
thinking about it right
L1704[15:44:18] <Zaggy1024> no the
profiling needs to be in the PR so that it can be tested against
vanilla in future releases
L1705[15:44:50] ***
kroeser is now known as kroeser|away
L1706[15:45:00] ***
kroeser|away is now known as kroeser
L1707[15:45:12] <Zaggy1024> but then...I
still need to profile the vanilla renderer, rather not put more in
the patches, so it'd still be good to use the vanilla
profiler
L1708[15:46:20] <LexDesktop>
<Zaggy1024> Lex, what kind of test would you want? something
to automate averaging the FPS with and without VBO clouds?
L1709[15:46:42] <LexDesktop> Yes,
something I can run and have it verify your claims, your provided
numbers, but for all I know you pulled those numbers out of your
ass
L1710[15:46:48] <LexDesktop> or it's a
special case for ONLY your computer.
L1711[15:46:51] <Zaggy1024> yeah
L1712[15:47:00] <Zaggy1024> but FPS or
time spent in the renderer?
L1713[15:47:01] <LexDesktop> So having a
test mod that we can use to profile it is imporant
L1714[15:47:03] <Zaggy1024> which is
preferred?
L1715[15:47:06] <LexDesktop> Time
spent
L1716[15:47:08] <Zaggy1024> k
L1717[15:47:10] <LexDesktop> FPS doesnt
matter
L1718[15:47:54] <LexDesktop> Ideally it
wouldnt even actually RENDER it, but more simluate it and we
wouldnt have to boot up MC's render engine at all.
L1719[15:48:03] <LexDesktop> but no clue
how to do graphical unit tests :/
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L1721[15:49:13] <Zaggy1024> mmh I don't
think that's possible
L1722[15:49:22] <Zaggy1024> at least not
profiling the vanilla renderer
L1723[15:49:39] <howtonotwin> Whatever
happened to the JDK's profiler?
L1724[15:52:20] <Zaggy1024> I just hope
it's not gonna screw up the profiling stack to clear it in a tick
handler
L1725[15:52:26] <gabizou> Lex, i'm
here
L1726[15:53:17] <gabizou> I'm guessing
you were going to ask about the javahome for mod search?
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L1729[15:53:45] <gigaherz> Nepharius: did
you get an answer?
L1730[15:54:07] <Nepharius> not rly
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L1732[15:54:41] <gigaherz> okay
then
L1733[15:54:44] <gigaherz> the old
method
L1734[15:54:49] <gigaherz> took a
renderer instance directly
L1735[15:54:50] <gigaherz> the new
one
L1736[15:54:52] <gigaherz> takes a
factory
L1737[15:54:56] <gigaherz> if you use
java8
L1738[15:55:00] <gigaherz> you can do
like
RenderingRegistry.registerEntityRenderingHandler(EntityBall.class,
RenderBall::new);
L1739[15:55:20] <LatvianModder> isnt it
just new RenderBall()?
L1740[15:55:23] <gigaherz> this requires
a constructor with RenderManager parameter
L1741[15:55:35] <williewillus> show
code
L1742[15:55:36] <gigaherz> no
LatvianModder, that's the old deprecated method
L1743[15:55:40] <LatvianModder> ah
L1744[15:55:58] <LatvianModder>
RenderBall::new is equal to () -> new RenderBall(); ?
L1745[15:56:01] <gigaherz> yes
L1746[15:56:17] <gigaherz> well
L1747[15:56:20] <gigaherz> in this
case
L1748[15:56:22] <howtonotwin> well it's
equal to (param1, param2) -> new RenderBall(params)
L1749[15:56:31] <gigaherz>
(renderManager) -> new RenderBall(renderManager)
L1750[15:56:33] <howtonotwin>
*paramN
L1751[15:56:43] <LatvianModder> sugar
ontop sugar lol
L1752[15:56:45] <howtonotwin> ITS
COMPLICATED OK
L1753[15:56:50] <williewillus> not
really
L1754[15:56:51] <howtonotwin> :P
L1755[15:56:55] <williewillus> it's one
sugar layer
L1756[15:56:55] <gigaherz> it's jsut a
method reference
L1757[15:56:59] <gigaherz> it looks for
an exact match
L1758[15:57:15] <gigaherz> and builds up
the lambda for you
L1759[15:57:36] <howtonotwin> Well, the
resulting bytecode isn't equivalent to a normal lambda,
but...
L1760[15:57:45] <williewillus> yeah it
is...
L1761[15:57:47] <diesieben07> nope
L1762[15:57:54] <diesieben07> normal
lambda desugars to a method
L1763[15:58:03] <diesieben07> ::new just
points to the constructor directly
L1764[15:58:06] <howtonotwin> No, a
lambda makes a private method and invokedynamics it
L1765[15:58:06] <SatanicSanta>
williewillus: So, I tried what you said. Oddly it's complaining
about missing variants, even though there aren't any, and it is
using multipart >.>
L1766[15:58:08] <williewillus>
interesting
L1767[15:58:11] <LexDesktop> gab: Ya, i
was gunna ask you to update it, but decided to say fuyck it and do
it myself seince its a 1 line change.
L1768[15:58:21] <LexDesktop> Figured you
wouldnt give a shit
L1769[15:58:23] <howtonotwin> a method
ref directly invokedynamics the method
L1770[15:58:35] <gabizou> yeah, don't
care personally
L1771[15:58:36] <williewillus> TIL
L1772[15:58:44] <diesieben07> well, it
doesn't invokedynamic the actual method
L1773[15:58:45] <diesieben07> whatever
:D
L1774[15:58:59] <williewillus> i thought
for example it would generate a wrapper around the constructor that
implements IRenderFactory
L1775[15:59:11] <LatvianModder>
"normal lambda desugars to a method" 100% sugar
free!
L1776[15:59:14] <howtonotwin> It does,
all 3 ways
L1777[15:59:17] <williewillus> like
`render -> new RenderSnowball(render)` would
L1778[15:59:22] <sham1> Microphone
aquire
L1779[15:59:24] <williewillus> wait so I
don't get how the bytecode's different
L1780[15:59:25] <sham1> Woot
L1781[15:59:26] <howtonotwin> Just really
wierdly
L1782[15:59:29] <howtonotwin> javap
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L1785[15:59:59] <gigaherz> williewillus:
the bytecode wouldn't be
L1786[16:00:06] <gigaherz> the difference
is one generates the private method wrapper
L1787[16:00:07] <gigaherz> the other does
not
L1788[16:00:20] <gigaherz> the call's
bytecode*
L1789[16:00:28] <diesieben07>
williewillus, Foo::new => make object that invokes new Foo(). ()
-> new Foo(); => Foo lambda$0() { ... }; make object that
invokes lmabda$0
L1790[16:00:43] <gigaherz> and no
williewillus, it doesn't actually generate a class
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L1792[16:00:50] <gigaherz> invokedynamic
is there to avoid that
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L1794[16:04:12] <williewillus> yeah but i
mean it must generate some sort of shim that *looks* like something
that implements IRenderFactory right
L1795[16:04:16] <williewillus> even if it
isnt a full class
L1796[16:04:39] <gigaherz> yes
L1797[16:04:41] <diesieben07> it
delegates that to runtime
L1798[16:04:42] <gigaherz> but that
happens elsewhere
L1799[16:04:51] <diesieben07> it just
compiles to a library call
L1800[16:05:04] <diesieben07> and that
library can change to provide better perofrmance than just
"spit out a class"
L1801[16:05:05] <SatanicSanta> Ah,
apparently you always have to specify the model in apply
objects
L1802[16:06:14] <williewillus> yeah i see
it. cool. invokedynamic basically returns a "thing" that
knows how to createRenderFor. for lambda the "thing"
calls lambda$0 for methodref the "thing" calls it
directly
L1803[16:06:19] <williewillus> making the
"thing" is in the vm
L1804[16:06:28] <williewillus> sound
right?
L1805[16:06:36] <diesieben07> Not
yet
L1806[16:06:45] <diesieben07> right now
its just java code that generates a new class using ASM ;)
L1807[16:06:59] <diesieben07> and not
quite, invokedynamic invokes the library
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L1809[16:07:06] <diesieben07> and the
library returns a CallSite
L1810[16:07:20] <diesieben07> that
CallSite is basically a method that creates the interface
object
L1811[16:07:34] <williewillus> well
eventually its adapted back into seomthing that the interface
method is recognized on, at runtime :P
L1812[16:07:37] <diesieben07> right now
that CallSite gets bound to the new class' constructor
L1813[16:07:43] <williewillus> I thought
noncapturing lambdas didnt make classes?
L1814[16:07:47] <diesieben07> they
do
L1815[16:07:51] <diesieben07> but they
only get constructed once
L1816[16:07:59] <diesieben07> and then
the library returns a ConstantCallSite which always gives out the
same object
L1817[16:08:17] <diesieben07> which the
JVM knows is a proper constat
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L1822[16:12:50] <raoulvdberge> What is
the isHere(IInventory inv, int slotIn) alternative for
SlotItemHandler?
L1823[16:12:57] <raoulvdberge>
isSameInventory?
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L1825[16:13:32] <gigaherz> raoulvdberge:
wtf does that do?
L1826[16:14:14] <gigaherz> oh,
getSlotfromInventory
L1827[16:14:27] <gigaherz> which is only
ever called from ItemWrittenBook
L1828[16:14:54] <diesieben07> do it
manually
L1829[16:14:58] <diesieben07>
SlotItemHandler has getItemHandler
L1830[16:15:17] <diesieben07> hrm but it
doewsnt have getIndex
L1831[16:15:27] <raoulvdberge> let me try
that
L1832[16:15:28] <diesieben07> ah but you
can use getSlotIndex
L1833[16:15:41] <gigaherz> wtf does this
code even do?!
L1835[16:16:07] <diesieben07> checks if
the Slot has the given inv and index
L1836[16:16:16] <gigaherz> yes I
mean
L1837[16:16:22] <gigaherz> the code in
ItemWrittenBook
L1838[16:16:28] <gigaherz> that calls
it
L1839[16:17:16] <diesieben07> it updates
the client i guess
L1840[16:17:16] <LexDesktop> The annoying
thing is, you cant purge things from your timeline
L1841[16:17:20] <gigaherz> ah,
SPacketSetSlot
L1842[16:17:26] <gigaherz> it's
synchronizing the book contents
L1843[16:17:27] <LexDesktop> so even
deleting the comment still has it show up on my timeline :/
L1844[16:19:11] <gigaherz> maybe you
could contact gh about it, but his choice of words is rather
mild
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L1852[16:25:22] <Nepharius> okay thanks,
it kind of works now
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L1854[16:28:25] <Zaggy1024> seems as
though I may not have a choice but to add more to the patch to
profile it :|
L1855[16:30:41] <gigaherz> can you not
just make use of mc's own profiling stuff?
L1856[16:30:47] <gigaherz> (I don't knwo
how it works, just asking)
L1857[16:35:05] <Zaggy1024> I tried
to
L1858[16:35:22] <Zaggy1024> but it messes
it up if I clear the profiler while inside a section
L1859[16:35:27] <Zaggy1024> as I expected
it might
L1860[16:36:17] <gigaherz> what do yo
umean clear the profilder?
L1861[16:36:30] <gigaherz> reset it to 0
so it starts counting from scratch?
L1862[16:40:33] <gigaherz> Zaggy1024: you
could save the section list, clear, then startSection the old
section list items?
L1863[16:40:46] <gigaherz> you'd need to
reflect the old section list items, but that's doable
L1864[16:41:10] <Zaggy1024> well, I
thought about that, but that's a huge amount of work to avoid one
added patch section..
L1865[16:42:14] <Zaggy1024> the profiler
is just not workable for this
L1866[16:42:37] <Zaggy1024> I have to be
able to enable it as well, and I can't do that in a tick handler
because that's already in a profiler section
L1867[16:42:39] <gigaherz> then jsut put
a stopwatch around the code
L1868[16:42:42] <gigaherz> and measure it
yourself
L1869[16:42:51] <gigaherz> or hmm
L1870[16:42:58] <gigaherz> you could
allocate your own Profiler object
L1871[16:42:59] <gigaherz> for the
tests
L1872[16:43:21] <Zaggy1024> hmm? that
doesn't really make sense
L1873[16:43:26] <gigaherz> ?
L1874[16:43:32] <Zaggy1024> but I'm doing
a stopwatch, yeah
L1875[16:43:36] <gigaherz> it don't
display on the graph on the debug screen
L1876[16:43:39] <Zaggy1024> in
RenderGlobal so I can catch the vanilla renderer
L1877[16:43:56] <Zaggy1024> no I mean
because then I'd still have to start and end sections for that
profiler obj
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L1894[17:13:16] <Zaggy1024> how's that?
:P
L1895[17:13:34] <raoulvdberge> wow
L1896[17:13:45] <raoulvdberge> ..that is
pretty good :P
L1897[17:13:47] <Zaggy1024> (ignore the
change in the text, I edited the code while between two prints
:P)
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L1899[17:14:27] <Zaggy1024> now the
question is, how should this test be activated?
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L1901[17:14:38] <Zaggy1024> currently it
just prints it once every 10 seconds for as long as you're in a
world :P
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L1905[17:19:23] <Zaggy1024> and the Forge
clouds are actually probably a little faster than that as well,
because every time it switches off and on again, it rebuilds the
VBO
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L1907[17:20:00] <Zaggy1024> although I
could make it discount the first frame pretty easily...
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L1909[17:20:53] <Noc7is> How might I go
about fixing this lighting problem? I'm pretty sure it has to do
with being rendered inside of the block, it should look more like
the model on the left. This is part of a TESR on 1.7.10:
http://i.imgur.com/ZZ3Zmmf.png
L1910[17:21:46] <MalkContent> is there an
inbuilt way to get an itemstack from a string? like
getItemStack("minecraft:dirt, 1, 0")
L1911[17:22:07] <MalkContent> mid
building it myself, but then i thought "good chance that
already exists" :D
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L1913[17:22:25] <Zaggy1024> meh I guess
with a 10s average it doesn't make a diff
L1914[17:23:19] <Ordinastie_>
MalkContent, not builtin
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L1917[17:25:08] <MalkContent> thx, I'm
good though :)
L1918[17:25:23] <MalkContent> how's the
thing parse the /give command though
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L1921[17:28:25] <Ordinastie_> look at the
give command ?
L1922[17:28:26] <MalkContent> trying to
find it for the last 5 minutes
L1923[17:28:26] <Ordinastie_>
CommandGive
L1924[17:28:26] <MalkContent>
package?
L1925[17:28:49] <Ordinastie_>
Ctrl+Shit+T
L1926[17:29:07] <MalkContent> o
nice
L1927[17:29:07] <MalkContent> that is
gonna remove so many headaches with the damn search
L1928[17:29:54] <Zaggy1024> lol nice typo
:P
L1929[17:30:40] <MalkContent> "no, i
don't want to search the buildpath libraries right now"
L1930[17:30:41] <Noc7is> Never mind
L1931[17:30:41] <Ordinastie_> other
useful shortcuts :
L1932[17:30:41] <Ordinastie_> F4 for type
hierarchy
L1933[17:30:41] <Ordinastie_> Ctrl+Alt+H
for call hierarchy
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L1935[17:32:28] <Ordinastie_> ?
L1936[17:32:28] <Ordinastie_>
Ctrl+Shift+O for auto organize imports
L1937[17:32:28] <Ordinastie_> Zaggy1024,
what typo ?
L1938[17:32:28] <MalkContent> yay for the
last one
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L1942[17:33:14] <Ordinastie_> you have
Ctrl+Shit+F too for auto format but honnestly, it should be set to
be done automatically on save
L1943[17:33:32] <Ordinastie_> (as well as
auto imports for me)
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L1945[17:35:32] <Zaggy1024>
"<Ordinastie_> Ctrl+Shit+T"
L1946[17:35:51] <Ordinastie_> oh didn't
even see that one
L1947[17:36:01] <Zaggy1024> haha I
thought you might not
L1948[17:36:04] <Zaggy1024> I didn't
notice it at first
L1949[17:37:26] <sham1>
<C-S-t>
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L1964[18:19:31] <MalkContent>
ItemStack.isItemEqual don't work with the wildcardvalue, does
it?
L1965[18:19:55] <MalkContent> i mean,
from the code I'd say no, but I thought I'd ask, just in case there
was black magic at work
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L1967[18:23:04] <MalkContent> ahaaaa
there's oredict.itemMatches :)
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L1972[18:34:14] <MalkContent> huh.
everythings working. look at that
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L1982[19:27:09] <Zaggy1024> put in the PR
for the clouds with a test mod
L1983[19:28:53] <SquareWheel> Any idea
why there's not an Items.BONEMEAL item? Can't find it
anywhere.
L1984[19:29:12] <TehNut> Bonemeal is a
subitem of ItemDye
L1985[19:29:22] <SquareWheel> Ah,
okay.
L1986[19:29:36] <SquareWheel> Cheers,
thanks.
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L2000[20:07:46] <SatanicSanta> Is it
*impossible* to render an item with a TESR now? Or is it simply not
recommended anymore?
L2001[20:09:04] <SatanicSanta> I'd prefer
to not do it, but I don't really see how else I can have an item
that is built out of a block model JSON *and* a vanilla not-JSON
model
L2002[20:19:09] <howtonotwin>
Blockstates?
L2003[20:19:34] <howtonotwin> Just define
both models in the same blockstate file and use that instead of a
normal item model
L2005[20:20:32]
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L2007[20:20:53] <howtonotwin>
"Block"state isn't really accurate with forge installed;
items can use blockstates too (but only with forge).
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L2009[20:23:11] <kenzierocks> idk
bspkrs
L2010[20:23:15] <kenzierocks> should I
join
L2011[20:23:18] <bspkrs> yis
L2012[20:23:33] <kenzierocks> actually
i'm eating soon i better not
L2013[20:24:25] <bspkrs> we'll be going
for a while, for sure
L2014[20:24:37] <SatanicSanta> bspkrs:
heh, throwback to the ol' CAH squad
L2015[20:24:45] <howtonotwin> pinging
SatanicSanta in case they didn't see the note on using
blockstates
L2016[20:24:48] <SatanicSanta> I
did
L2017[20:24:54] <SatanicSanta>
howtonotwin: I'm not sure what you mean
L2018[20:25:01] <howtonotwin> Define a
blockstate JSON
L2019[20:25:09] <howtonotwin> And within
it, define both models
L2020[20:25:16] <SatanicSanta> One of the
models is not a JSON model.
L2021[20:25:20] <SatanicSanta>
ModelChest
L2022[20:25:21] <howtonotwin> no
difference
L2023[20:25:36] <howtonotwin> it's still
a model
L2024[20:25:44] <howtonotwin> and then
tell the item to use that model
L2025[20:25:50] <howtonotwin>
*blockstate
L2026[20:25:59] <SatanicSanta> erm
L2027[20:26:06] <SatanicSanta> this is
the inventory variant
L2028[20:26:15] <howtonotwin> Yep
L2029[20:26:16] <SatanicSanta> the block
itself is fine, just not when rendered in an inventory
L2030[20:26:19] <howtonotwin> no
difference
L2031[20:26:38] <howtonotwin> {
inventory: { model: main, submodel: other } }
L2032[20:27:00] <howtonotwin> and then
setCustomMRL(item, meta, new MRL(path,
"inventory"))
L2033[20:27:10] <kenzierocks> aren't
blockstates the best
L2034[20:27:41]
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L2035[20:27:48] <howtonotwin> To quote
the ever so lovely host of the wonderful CAH game: yis
L2036[20:29:21] <LexDesktop> Zaggy1024,
you there?
L2037[20:30:29] <Zaggy1024> kinda
L2038[20:30:47] <Zaggy1024> I'm on VNC on
my phone :P
L2039[20:31:15]
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L2040[20:31:46] <LexDesktop> okay well
looking at your cloud render
L2042[20:32:37] <LexDesktop> what im
thinking is you move the body of RenderGlobal.renderClouds to a new
method "public void renderCloudsVanilla(float partialTicks,
int pass)" right where you have your if statement now.
L2043[20:32:48] <SatanicSanta>
howtonotwin: java.io.FileNotFoundException:
minecraft:models/block/chest.json
L2044[20:33:08] <Zaggy1024> hmm
L2045[20:33:25] <LexDesktop> Then you add
a field to RenderGlobal something like ICloudRenderer which has
render(RenderGlobal rg, int tickCount, float partialTicks, int
pass)
L2046[20:33:26] <Zaggy1024> but then if
vanilla changes the test won't show that
L2047[20:33:26] <howtonotwin> use the
item model for chests
L2048[20:34:03] <LexDesktop> Then you
make the default value for that field, a anon class that does
{this.renderCloudsVanilla(); }
L2049[20:34:03] <howtonotwin> say
"item/chest" instead of "block/chest"
L2050[20:34:22] <Zaggy1024> there's
already a cloud render handler in the dimension code thigh
L2051[20:34:25] <Zaggy1024> *though
L2052[20:34:42] <LexDesktop> yes I know
but it needs to be something new because it needs a 'pass'
parameter at the very least.
L2053[20:34:54] <LexDesktop> cuz vanilla
uses it.
L2054[20:35:22] <LexDesktop> then for
your profiling mod, you just have a
TimedCloudRender(parent){timer.start(); parent.render();
timer.stop(); }
L2055[20:35:28] <SatanicSanta>
howtonotwin: Except that since it's a blockstate json it is looking
in block/ regardless of what I put there.
L2056[20:35:41] <LexDesktop> and you do
renderGlobal.cloudRenderer = timed; to swap it out.
L2057[20:35:47] <LexDesktop> kinda get
what im going at?
L2058[20:36:55] <SatanicSanta>
howtonotwin: As evident by FileNotFoundException:
minecraft:models/block/item/chest.json
L2059[20:37:21] <LexDesktop> It'd be less
edits this way, and it would move the timing/debug still out of
Forge itself and into the test mod.
L2060[20:37:32] <Zaggy1024> indeed, makes
sense
L2061[20:37:51] <Zaggy1024> I'm not
looking at the code ATM though, so what's the pass parameter?
L2062[20:38:02] <LexDesktop> I'd say just
use IRenderHandler but sadly that doesn't have the pass parameter
:/
L2063[20:38:34] <Zaggy1024> anaglyph
pass?
L2064[20:38:47] <LexDesktop>
probably
L2065[20:38:50] <LexDesktop> it effects
the color
L2066[20:39:06] <howtonotwin> Well I
appear to have broken my brain, sorry. You can use a TESR for an
item, just not sure how off the top of my head.
L2067[20:39:25] <LexDesktop> yup
L2068[20:39:32] <SatanicSanta> I dunno if
that would even work, since all the TESR does is render ModelChest
all fancy
L2069[20:39:34] <howtonotwin> Or just use
a custom baked model
L2070[20:39:35] <LexDesktop> 0/1 are the
alaglyph
L2071[20:39:38] <LexDesktop> 2 == normal
render
L2072[20:39:39] <SatanicSanta> the other
model is static and thus not used by the TESR
L2073[20:39:41] <howtonotwin> never mind
am dumb
L2074[20:39:55] <SatanicSanta> so it
would probably just look like a weird chest :P
L2075[20:40:13] <Zaggy1024> there's a
static field for the anaglyph pass
L2076[20:40:28] <Zaggy1024> in a Forge
class, can't remember which
L2077[20:41:44] <howtonotwin> If you put
a translate before calling the chest's render in the TESR it'll be
fine I think.
L2078[20:41:59] <SatanicSanta>
what?
L2079[20:42:44] <howtonotwin> In your
TESR, if you use it to render a chest for your item, you can move
the GL state around, scale it, whatever
L2080[20:42:54] <SatanicSanta> Yes
L2081[20:43:02] <howtonotwin> And it will
take effect inside the chest's render too
L2082[20:43:11] <howtonotwin> That's the
principle behind a GL state leak :P
L2083[20:44:55] <SatanicSanta> I have no
idea what you're talking about. How would my TESR effect the
chest's TESR in any way?
L2084[20:45:11] <howtonotwin> Because
you'd call the chest's tesr from inside yours
L2085[20:45:25] <SatanicSanta> why would
I do that? All I need is the model :P
L2087[20:46:35] <mrkirby153> So, is a
tickrate monitor basically subscribing to WorldTickEvent and
comparing diffs between the last tick?
L2088[20:47:13] <howtonotwin> Well then
why'd you say this? <SatanicSanta> so it would probably just
look like a weird chest :P
L2089[20:47:17] <LexDesktop>
net.minecraft.client.renderer.EntityRenderer.anaglyphField
L2090[20:47:39] <LexDesktop> only problem
with that is that it doesnt set itself to 2 ever {alaglyph
disabled}
L2091[20:47:43] <LexDesktop> should
probably do that...
L2092[20:47:55] <SatanicSanta>
howtonotwin: it would not include what used to be (and is in that
link I just provided) modelLegs
L2093[20:47:56] <LexDesktop> wouldnt fuck
up anything in vanilla as that field isnt used anywhere
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L2097[20:48:51] <howtonotwin> Well if
you're using a TESR, why can't you just render everything you need?
TESR does mean full GL control.
L2098[20:49:36] <LexDesktop> TESRs should
be ANIMATIONS ONLY
L2099[20:49:39] <LexDesktop> what the
fuck are you doing?
L2100[20:49:43] <SatanicSanta> what Lex
said.
L2101[20:49:53] <SatanicSanta> I'm not
going to render static legs in a TESR. That's dumb.
L2102[20:50:15] <LexDesktop> 90% of TESRs
should be TESR+Normal block
L2103[20:50:20] <LexDesktop> For example,
the chest.
L2104[20:50:33] <SatanicSanta> The TESR
is not even the problem here lmao
L2105[20:50:37] <LexDesktop> Should have
4 models. Bottom, top, closed, open.
L2106[20:51:04] <LexDesktop> When
open/closed, TESR == noop Model == open/closed.
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L2108[20:51:19] <LexDesktop> When
animating: TESR == Top*rotation, Model == Bottom.
L2109[20:51:57] <SatanicSanta> Lex: The
fuck that I am doing is attempting to get an item model working for
something made up of a vanilla model (not json) and a json
model
L2110[20:52:19] <SatanicSanta> and whose
vanilla model is rendered in a TESR
L2111[20:53:35] <LexDesktop> Vasilla
model, as in entities?
L2112[20:53:48] <LexDesktop> Oh you're
the guy trying to reimplement CB's Crap?
L2113[20:53:56] <SatanicSanta> what
L2114[20:53:57] <SatanicSanta> no
L2115[20:54:10] <SatanicSanta>
ModelChest
L2116[20:54:17] <SatanicSanta> the block
uses ModelChest.
L2117[20:54:29] <SatanicSanta> and it
spins it around and overlays stuff on it
L2118[20:54:32] <SatanicSanta> with a
tesr
L2119[20:54:49] <LexDesktop> thats..
weird..
L2120[20:55:24] <LexDesktop> the overlay
shouldnt be anything beyond another model rotated to the right
spot.
L2121[20:55:37] <LexDesktop> And I would
advise NOT using ModelChest code wise.
L2122[20:55:49] <SatanicSanta> I'm not
even concerned about the TESR at this point
L2123[20:56:13] <SatanicSanta> [18:07:47]
<SatanicSanta> Is it *impossible* to render an item with a
TESR now? Or is it simply not recommended anymore? [18:09:05]
<SatanicSanta> I'd prefer to not do it, but I don't really
see how else I can have an item that is built out of a block model
JSON *and* a vanilla not-JSON model
L2124[20:56:30] <SatanicSanta> The TESR
works fine, I just need a way to get the item model working.
L2125[20:56:41] <LexDesktop> normal
models
L2126[20:57:03] <SatanicSanta> gah
L2127[20:57:16] <LexDesktop> DO NOT use
ModelChest
L2128[20:57:19] <SatanicSanta> Why?
L2129[20:58:15] <LexDesktop> Because you
shouldnt use code based models
L2130[20:58:19] <LexDesktop> Load it from
disc
L2131[20:58:28] <SatanicSanta> So I'm
just going to recreate the entire chest model from scratch in
JSON?
L2132[20:58:38] <LexDesktop> it exists in
json IIRC.
L2133[20:58:41] <SatanicSanta> It does
not.
L2134[20:58:42] <howtonotwin> chests do
not exist in JSON
L2136[20:59:45] <LexDesktop> Well then
make them exist in json
L2137[20:59:49] <SatanicSanta>
>.>
L2138[20:59:54] <LexDesktop> there
shouldnt be a reason for them to not exist in json
L2139[20:59:59] <LexDesktop> Blame Mojang
for being dumb
L2140[21:00:29] <LexDesktop> They are
aparently just 3 rectangels, so a simple JSON model
L2141[21:00:53] <SatanicSanta> So, the
solution here is to recreate the chest model and use that for this
block's item model?
L2142[21:01:00] <LexDesktop> yes
L2143[21:01:07] <SatanicSanta> ugh
L2144[21:01:15] *
SatanicSanta grinds his teeth at mojang
L2145[21:01:40] <LexDesktop> n eed to
talk to fry|back18aug when he gets back about chest models.
L2146[21:01:54] <LexDesktop> Its just
BEGGING to be batched
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L2150[21:09:05] <Zaggy1024> Lex, how
would the cloud renderer field work with the per world provider
cloud renderer?
L2151[21:10:04] <LexDesktop> Like I said,
it would be added after that check, where your if statement is
now.
L2152[21:10:11] <LexDesktop> So the
provider hook would take presidence
L2153[21:12:34] <Zaggy1024> hmm, but you
can set the renderer for the providers
L2154[21:12:46] <illy> Lex, the bot you
were talking about yesterday do you want it to close PRs not
pointed to the defualt branch automatically or do you want it to
mark them as unmergeable with a message?
L2155[21:12:46] <LexDesktop> ya i just
saw that...
L2156[21:13:19] <LexDesktop> if you can
make it like the CLA bot where it has that '1/2 tests passed' thing
that'd be awesoe.
L2158[21:14:06] <masa> just a dummy
non-animated chest
L2159[21:14:26] <SatanicSanta> Is it an
exact duplicate of the vanilla chest model?
L2160[21:14:29] <LexDesktop> Its a item,
it doesnt need to be animated.
L2161[21:14:36] <masa> it should be
yes
L2162[21:14:40] <SatanicSanta>
thanks
L2163[21:14:43] <SatanicSanta> saved me a
shit ton of time :P
L2164[21:16:12] <illy> I wonder if github
lets us make custom status checks
L2165[21:16:20] <kenzierocks> yes
L2167[21:16:48] <SatanicSanta> masa: Do
you happen to also have dummy chest textures? :P
L2169[21:17:37] <masa> memorychest and
handychest there
L2170[21:17:38] <LexDesktop> the chest
should have its own textures...
L2171[21:17:48] <SatanicSanta> its an
entity
L2172[21:17:52] <SatanicSanta> so its
textures are in an annoying map
L2173[21:18:04] <LexDesktop> really?
where?
L2174[21:18:18] <SatanicSanta>
textures/entity/chest/*.png
L2175[21:18:52] <illy> kenzierocks:
thanks now to parse it all the jsons :D
L2176[21:19:02] <LexDesktop> well thats
dumb, but you can refer to those textures IIRC just need to specify
the full path
L2177[21:19:08] <SatanicSanta> no
L2178[21:19:16] <kenzierocks> no problem
illy
L2179[21:19:27] <SatanicSanta> Lex:
Because of the order that the texture map is in, I cannot do
that.
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L2181[21:19:55] <LexDesktop> ?
L2183[21:20:06] <LexDesktop> If you
reference the texture it'd be stitched in
L2184[21:20:48] <illy> Lex anyother
features you need/want
L2185[21:21:05] <LexDesktop> Dunno yet,
we'll see.
L2186[21:21:30] <LexDesktop> Ideally we'd
have jenkins build PRs and test them *pokes Flamegoat * But not
sure how to get that setup sexurly
L2187[21:21:43] <LexDesktop>
Securely**
L2188[21:21:46] <LexDesktop> <.<
>.>
L2189[21:22:20] <illy> Tracis CI could do
that
L2190[21:22:40] <illy> travis*
L2191[21:22:46] *
illy cant spell tonight
L2192[21:22:46] <kenzierocks>
"sexurly" lol
L2193[21:23:11] <kenzierocks> travis can
totally test PRs
L2194[21:23:18] <kenzierocks> and it has
decent integration as well
L2195[21:23:24] <illy> I could pr it for
you
L2196[21:23:40] <kenzierocks> but then
how would you test that PR illy
L2197[21:23:47] <kenzierocks>
dun-dun-dun!
L2198[21:23:57] <illy> Local fork
L2199[21:24:19] <illy> and the pr the
fork to test the PR test
L2200[21:24:56] <LexDesktop> essentially
yes, but I think that things may bork if we tried to use a 3rd
party CI like travis
L2201[21:25:13] <LexDesktop> and I dont
really WANT to use a 3rd party because techniocally what we do is
illegal and I dont want to bring others into it.
L2202[21:25:34] <LexDesktop> Not to
mention the build process would eat A LOT of their resources
L2203[21:25:58] <kenzierocks> mm
L2204[21:26:08] <kenzierocks> makes
sense
L2205[21:26:46] <illy> how long is a
normal Forge build take on the ci?
L2206[21:28:42] <LexDesktop> 15-20
mins
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L2208[21:52:05] <Flamegoat> What, get off
my lawn.
L2209[21:52:06] <Flamegoat> Oh
sorry
L2210[21:52:08] <Flamegoat> I got poked
:D
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L2212[21:55:39] <Flamegoat> Hrm, I'll
look at the git listener and see if we can check for PR's - will
also consider security implementations.
L2213[21:56:31] <Flamegoat> Or
considerations as the case may be.
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L2216[22:00:08] <illy> Woo found a
library that supprots status *thought I wasing to have to do it
myself*
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L2218[22:00:58] <kenzierocks> illy: you
should make a status update
L2219[22:01:00] <kenzierocks> :P
L2220[22:01:41] *
illy stabs kenzierocks
L2221[22:01:50]
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L2222[22:01:52] <illy> stop being
punny
L2223[22:01:55] *
kenzierocks PATCH /user/kenzierocks
L2224[22:02:20] <illy> gradle genPatches
kenzierocks :p
L2225[22:02:25] <kenzierocks> lol
L2226[22:02:50] <kenzierocks> gradle stab
-Duser.name=illy
L2227[22:07:24] *
illy is ded
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L2241[22:42:54] <hasunwoo> Can anyone
tell how to get Item from its unlocalizedname without modid?
L2242[22:43:29] <McJty> You can't safely
in general
L2243[22:43:32] <McJty> As there can be
multiople
L2244[22:43:35] <McJty> multiple
L2245[22:43:48] <McJty> Why do you need
that?
L2246[22:44:03] <hasunwoo> I want to save
and load itemstack using file
L2247[22:44:10] <McJty> Don't use
unlocalizedname
L2248[22:44:12] <McJty> Use the registry
name
L2249[22:44:27] <hasunwoo> How to get
registry name from Item?
L2250[22:44:32] <McJty>
getRegistryName()
L2251[22:44:42] <McJty> Unless you are on
1.7.10?
L2252[22:44:58] <hasunwoo> I am on
1.7.10
L2253[22:45:07] <McJty> ah. a) why, b) no
idea then
L2254[22:45:53] <hasunwoo> I want to make
a mod for 1.7.10 skyblock
L2255[22:46:39] <McJty> Why not make one
for 1.10.2? There is more need for that there
L2256[22:46:49] <McJty> For 1.7.10 there
are already plenty of mods helping with skyblocks
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2) Unlocalized names HAVE NOTHING TO DO WITH THE
REGISTRY))
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L2267[22:56:36] <LexDesktop> ISO of
people who want to make SRG files.
L2268[22:58:47] <kenzierocks> ISO?
L2269[22:59:13] <sweetpi> in search
of
L2270[22:59:18] <kenzierocks> ah
L2271[22:59:33] <kenzierocks> kashike: ^
?
L2272[22:59:39]
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L2273[22:59:41] <kenzierocks> i know
you've made diffs for versions before
L2274[22:59:45] <McJty> Is there a forge
event that is called before or after all entities start ticking?
i.e. to indicate the start of the TE tick loop?
L2275[22:59:56] <kenzierocks> all
entities or all tile entities
L2276[23:00:02] <McJty> Tile Entities in
my case
L2277[23:01:06] <ShoweringSanta> Is there
documentation of fluid blockstate jsons anywhere?
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L2279[23:01:24] <hasunwoo> Last time i
use coremod to insert event hooks inside World class
L2280[23:02:33] <McJty> Ah WorldTickEvent
might be what I need here
L2281[23:03:10]
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L2282[23:05:11] <Abastro>
Coremod...
L2283[23:07:06]
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L2284[23:09:01] <LexDesktop> Why do you
need that?
L2285[23:09:54]
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L2287[23:18:09] <mrkirby153> Call me
crazy, but is there a way to intentionally bring the TPS down on a
dimension?
L2288[23:18:37] <luacs1998> mrkirby153,
why would you want to do that
L2289[23:18:48] <mrkirby153> Server admin
tools
L2290[23:18:49] <luacs1998> the server
will realize it's slowing down and skip ticks iirc to catch
up
L2291[23:19:08] <SatanicSanta> lmao that
PR
L2292[23:19:18] <quadraxis> Someone made
this for 1.8->1.9
L2294[23:19:23] <mrkirby153> luacs1998, I
know it does that, but sometimes it doesn't exactly
L2295[23:19:24] <quadraxis> for
IDEA
L2296[23:19:41] <luacs1998> SatanicSanta,
still doesn't beat the stupidest PR i've seen
L2297[23:19:49] <SatanicSanta> luacs1998:
link?
L2298[23:19:51] <luacs1998> someone tried
to pull an xray mod into forge
L2299[23:19:56] <luacs1998> two years
ago
L2300[23:20:05] <SatanicSanta> o.o
L2301[23:20:13] <SatanicSanta> why.
L2302[23:20:20] <howtonotwin> ytf
L2303[23:20:28] <kenzierocks> it'll make
modding easier for everyone™
L2304[23:20:35] <kenzierocks> (and by
everyone I mean me!)
L2306[23:21:23] <luacs1998>
LatvianModder's PR, i'm plugging it because i want it for FE
too
L2307[23:21:42] <luacs1998> @lex if you
want hooks pull this first and i can write the hook PR
L2308[23:22:08]
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L2309[23:22:10] <mrkirby153> oooh, I like
that idea
L2310[23:22:10] <LexDesktop> Still havent
had time to sit down and look it over
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L2312[23:22:22] <LexDesktop> and last
time I asked if it supported my examples
L2313[23:22:40] <LexDesktop> his response
was "sorta" so its not really encouraging
L2314[23:22:40] <luacs1998> last time you
asked was a few months back, that was my work
L2315[23:22:45] <luacs1998> iir
L2316[23:22:51] <luacs1998> iirc that was
my work (2899)
L2317[23:22:58] <LexDesktop> no this was
like 2 days ago
L2318[23:23:01] <mrkirby153> Didn't forge
get relicensed or is that a different thing?
L2319[23:23:08] <luacs1998> aye 2 days
ago then
L2320[23:23:12] <LexDesktop> Yes it
did
L2321[23:23:20] <mrkirby153> What's it
now?
L2322[23:24:17]
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L2323[23:24:23] <quadraxis> LGPL
2.1
L2324[23:24:34] <mrkirby153> I thought it
always was LGPL
L2327[23:26:30] <luacs1998> and my
response in the comments directly below
L2328[23:26:39] <mrkirby153> I was
thinking about getting back into modding
L2329[23:26:40] <luacs1998> if you have
any more cases you'd like me to address
L2330[23:26:45] <luacs1998> i'll be happy
to do so
L2331[23:27:44] <Abastro> How frequent
getCelestialAngle/calculateCelestialAngle got called by
modders?
L2332[23:32:26] <McJty> Abastro, it is
sometimes called by mods that want to do something with time
L2333[23:32:33] <McJty> Like decide if it
is noon or something
L2334[23:32:44] <McJty> For solar panels
and such
L2335[23:32:48] <mrkirby153> Whoah, forge
has test mods?
L2336[23:32:53] <Abastro> Oh no why they
should check noon with that
L2337[23:33:05] <McJty> Abastro, how
else?
L2338[23:33:20] <Abastro> For amount of
light
L2339[23:33:57] <Abastro>
calculateSunlightFactor or getSubtractedSkylight
L2340[23:34:12] <LexDesktop> Thats one of
the examples yes
L2341[23:34:17] <LexDesktop> the other is
in tehre somewhere
L2342[23:34:26] <LexDesktop> related to
nether, and shit like that
L2343[23:34:39] <McJty> Abastro, where
are those functions?
L2344[23:34:54] <Abastro> Thought and
getCelestialAngle is best for noon.
L2346[23:35:05] <Abastro> Oh no..
L2347[23:35:49] <Abastro> McJty they are
used to calculate amount of skylight. Definitely better for solar
panels
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L2349[23:35:58] <McJty> Abastro, yes but
where are they?
L2350[23:36:00] <luacs1998> @lex yes, i
believe that's covered too
L2351[23:36:03] <McJty> I can't find
functions with that name
L2352[23:36:12] <Abastro>
WorldProvider?
L2353[23:36:14] <luacs1998> i guess lat
said "sorta" because he didn't really know what you
wanted
L2354[23:36:34] <Abastro>
getSubtractedSkylight should be on World
L2355[23:36:38] <McJty> Abastro,
nope
L2356[23:36:55] <luacs1998> but from my
understanding of both the API and your comments i can say that
"yes, it supports your examples"
L2357[23:37:34] <LexDesktop> I dont care
what you beeleive
L2358[23:37:37] <LexDesktop> code or
stuf
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L2361[23:38:33] <Abastro> McJty, i
remembered the name wrong. It was getSunBrightnessFactor
L2362[23:39:12] <McJty> ok. That uses
getCelestialAngle itself though. But yes, would be better
L2363[23:41:19] <Abastro> Well,
yes.
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L2367[23:46:54] <mrkirby153> I thought
git rebase -i HEAD~<whatever> didn't squash commits, you'd
have to tell it to
L2368[23:47:28] <kenzierocks> that's
true
L2369[23:47:37] <kenzierocks> the
"-i" stands for interactive
L2370[23:47:48] <kenzierocks> you have to
tell it to do anything
L2371[23:47:53] <mrkirby153> I know, I
butcher my commit history every so often XD
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L2374[23:48:29] <mrkirby153> Just a minor
nuance. I doubt it really matters
L2375[23:49:40] <LexDesktop> Not any
more, Github lets me squash when I pull
L2376[23:49:53] <mrkirby153> Fancy
L2377[23:50:02] <kenzierocks> ooh
yea
L2378[23:50:06] <kenzierocks> that is
pretty cool
L2379[23:50:23] <mrkirby153> It just does
the rebasing for you? (I wouldn't really know, never worked on a
project like this)
L2380[23:51:09] <luacs1998> yep
L2382[23:52:16] <howtonotwin> That looks
pretty clean actually
L2383[23:52:47] <mrkirby153> I guess you
could argue that
L2384[23:52:52] <howtonotwin> There's a
slow master branch that is always stable, a live dev branch, and
several topic branches. There also seems to be a hotfix in
there
L2385[23:53:12] <mrkirby153> That never
was the intention
L2386[23:53:24] <howtonotwin> That's
actually a common pattern :P
L2387[23:53:39] <howtonotwin> or at least
is should be
L2388[23:53:40] <mrkirby153> howtonotwin,
This was people who have no idea how to git attempting to use
it
L2389[23:54:05] <mrkirby153> There was no
branching there, which makes it so bad
L2390[23:54:14] <howtonotwin> then what
are the lines?
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L2392[23:54:35] <mrkirby153> Git's auto
merging of upstream commits I think
L2393[23:54:44] <mrkirby153> That was
from earlier this year
L2394[23:56:31] <mrkirby153> howtonotwin,
A lot of those commits were "Merge branch 'develop' from
'
http://github.com/$Something/$repo'"
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L2396[23:57:17] <mrkirby153> I wish we
could do feature branches
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L2399[23:58:10] <howtonotwin> git help
everyday is great in both senses of the phrase :P
L2400[23:58:36] <mrkirby153> I wrote a
short guide on the basics of git
L2401[23:58:51] <mrkirby153> (Mostly
copy/pasted from git-scm.com)
L2402[23:58:54] <kenzierocks> wow
L2403[23:58:55] <kenzierocks> giteveryday
- A useful minimum set of commands for Everyday Git
L2404[23:59:06] <kenzierocks> actually a
part of stand alone git
L2405[23:59:08] <mrkirby153> They didn't
read the thing I wrote
L2406[23:59:20] <SatanicSanta> I prefer
to just read the docs.
L2407[23:59:34] <howtonotwin> what's the
f in rtfd.io anyway?
L2408[23:59:47] <mrkirby153>
SatanicSanta, I don't think they even know what docs are
L2409[23:59:52] <SatanicSanta>
howtonotwin: fucking i believe
L2410[23:59:53] <mrkirby153> Thats the
level I was given to work with
L2411[23:59:55] <TehNut> read the fucking
docs