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L3[00:04:28] <killjoy> yup, hyper-v broke my internet
L4[00:04:44] <killjoy> it gave the guest the host's ip
L5[00:05:55] <kenzierocks> hyper-volatile
L6[00:07:06] <killjoy> it booted the host (and the guest) off the network
L7[00:07:21] <killjoy> guest actually may have still been connected
L8[00:07:31] <killjoy> though I could connect to my router's web page fine
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L10[00:07:56] <killjoy> it didn't list the machine which was viewing it in attached devices
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L15[00:24:51] <quadraxis> well, an hour and a half later and I have some numbers
L16[00:25:00] <kenzierocks> ooh
L17[00:25:27] <quadraxis> posted on the github issue
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L19[00:25:59] <quadraxis> took some heap dumps of a plain forge client with/without changes
L20[00:26:09] <kenzierocks> not that much savings
L21[00:26:30] <kenzierocks> could be something to do, but a couple of MB isn't going to change much
L22[00:26:56] <quadraxis> yeah, it's a small savings, but it's basically 'free'
L23[00:27:10] <kenzierocks> did you run GC before both of these?
L24[00:27:42] <kenzierocks> oh, i guess retained probably means it wouldnt be freed anyways
L25[00:27:55] <quadraxis> heap dumps perform a gc
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L43[01:59:38] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161102 mappings to Forge Maven.
L44[01:59:41] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161102-1.10.2.zip (mappings = "snapshot_20161102" in build.gradle).
L45[01:59:52] <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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L54[02:41:26] <PitchBright> Anybody know of any tuts on Forge's chunk management system? I couldn't see anything in the RTD, and google's not being good to me.
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L58[02:51:27] <ghz|afk> PitchBright: no that's not really a thing you'd normally need to get involved with
L59[02:51:55] <ghz|afk> its "if you need docs, you are not ready" territory
L60[02:52:34] <PitchBright> I need my Entity to keep the chunk he's in, loaded. I kinda figured this Forge chunk management the proper way to do it.
L61[02:52:41] <ghz|afk> yes
L62[02:52:56] <ghz|afk> have you opened the class and read the javadocs?
L63[02:52:58] <PitchBright> okay good... at least I'm on the right track XD
L64[02:53:28] <PitchBright> naw, I've just be googlin' around to see what info I can pull together first.
L65[02:53:36] <ghz|afk> yeah that's what i meant with not being ready
L66[02:53:36] <ghz|afk> ;P
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L68[02:53:40] <ghz|afk> look for javadocs.
L69[02:54:05] <PitchBright> aight kew, thanks
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L87[03:47:00] <Jezza> How often would PRs get checked?
L88[03:47:04] <Jezza> do*
L89[03:47:13] <gigaherz|work> depends on how important it looks
L90[03:47:36] <Jezza> That's disappointing, but understandable.
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L92[03:47:44] <gigaherz|work> if there's enough interest, the "moderators" with access to actuarius can assign PRs to lex, fry, or cpw depending on the case
L93[03:47:48] <Jezza> Kinda kills the drive to contribute.
L94[03:47:52] <gigaherz|work> which prompts them to take a closer look
L95[03:48:10] <gigaherz|work> do you have a link to the PR? I'm not a moderator so Ican't do anything about it
L96[03:48:13] <gigaherz|work> just curious
L97[03:48:36] <Jezza> https://github.com/MinecraftForge/MinecraftForge/pull/3347
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L99[03:48:44] <Jezza> It'
L100[03:48:49] <Jezza> It's* not critical.
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L102[03:49:03] <Jezza> I just thought I'd help out.
L103[03:49:20] <Jezza> As I've got some free time now.
L104[03:50:05] <gigaherz|work> how come you added an import to IThreadListener?
L105[03:50:13] <Jezza> javadoc
L106[03:50:15] <Subaraki> https://github.com/ArtixAllMighty/MinecraftForge/commits/survivaltabs
L107[03:50:24] <Subaraki> anyone can find any bad things in that code ?
L108[03:50:25] <gigaherz|work> javadoc requires the import to be there?
L109[03:50:32] <Jezza> If you use @link, yeah
L110[03:50:35] <Subaraki> submitting a pr, don't want it to be bad
L111[03:50:38] <Jezza> Unless it was fully qualified.
L112[03:50:41] <gigaherz|work> can't you reference it by the full name instead?
L113[03:51:13] <gigaherz|work> it's not up to me, but it seems wrong to have an import just for the javadoc ;P
L114[03:51:29] <Jezza> I was actually tossing this up, but I decided it read nicer.
L115[03:51:36] <Jezza> reads*
L116[03:51:40] <gigaherz|work> Subaraki: I have been meaning to ask
L117[03:51:47] <gigaherz|work> the commit about rotating biped models
L118[03:51:50] <gigaherz|work> is that merged into forge?
L119[03:51:51] <Subaraki> yes ?
L120[03:51:59] <Subaraki> how do you mean ?
L121[03:52:22] <gigaherz|work> I mean there's a commit there
L122[03:52:44] <gigaherz|work> on top of lex's commit, but below your work on this PR
L123[03:52:51] <gigaherz|work> that seems very out of place
L124[03:53:10] <Subaraki> ah
L125[03:53:13] <Subaraki> should have made a branch ?
L126[03:53:28] <Subaraki> i suck at this ... :/
L127[03:53:30] <gigaherz|work> you should always start over from a new branch
L128[03:53:39] <gigaherz|work> created from upstream/1.10.x
L129[03:53:55] <gigaherz|work> it's fixable eitherway
L130[03:54:09] <gigaherz|work> it just means if we use the "compare" option
L131[03:54:14] <gigaherz|work> we see those changes mixed in
L132[03:54:54] <Subaraki> ah yeah :/
L133[03:55:01] <Subaraki> okay, how do i fix this ?
L134[03:55:07] <gigaherz|work> the easier option
L135[03:55:13] <gigaherz|work> is to go to your git client
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L137[03:55:25] <killjoy> Subaraki, use git-scm?
L138[03:55:27] <gigaherz|work> and in the log window, say "reverse this commit" or "revert changes from this commit"
L139[03:55:36] <gigaherz|work> then afterward
L140[03:55:43] <gigaherz|work> you'll want to squash the entire thing
L141[03:55:44] <killjoy> or maybe github for windows?
L142[03:55:50] <killjoy> plain git?
L143[03:56:08] <Subaraki> its only one commit, so di i squash ?
L144[03:56:20] <gigaherz|work> no I mean, the entire change history for your branch
L145[03:56:50] <Jezza> Well, if he's pushed it, it's not gonna be fun if he attempts to squash it.
L146[03:57:03] <gigaherz|work> sure, you just have to force-push
L147[03:57:06] <Jezza> Most clients won't let you.
L148[03:57:13] <gigaherz|work> if a client won't let you forcepush
L149[03:57:14] <gigaherz|work> dump it
L150[03:57:16] <gigaherz|work> and get a better one
L151[03:57:30] <killjoy> git checkout upstream/1.10.x
L152[03:57:35] <gigaherz|work> IMO, force-pushing mistakes is one of the things that makes git great ;P
L153[03:57:37] <killjoy> git branch mybranch
L154[03:57:41] <Jezza> Nah, don't need to change client
L155[03:57:43] <killjoy> git cherrypick <commit>
L156[03:57:47] <Jezza> Just use the CLI for the push
L157[03:57:51] <Jezza> git push origin +master
L158[03:57:56] <killjoy> -f
L159[03:57:59] <gigaherz|work> also --force-with-lease makes it nicer
L160[03:58:11] <gigaherz|work> prevents you from pushing if there's remote changes you didn't pull yet
L161[03:58:14] <Jezza> There's a good difference between + and -f
L162[03:58:52] <Jezza> Especially if your push.default is set to matching, IIRC.
L163[03:59:14] <Jezza> As you might override another ref
L164[04:01:50] <Subaraki> i can force push
L165[04:01:50] <killjoy> don't commit to master
L166[04:01:57] <Subaraki> no problem
L167[04:02:50] <Subaraki> but ive got trouble grasping some of the stuff here
L168[04:03:18] <Subaraki> like, i forked the project, branched it for survival tabs
L169[04:03:25] <Subaraki> and lex's stuff is also in there
L170[04:03:34] <Subaraki> and doesn't squash mean everything together ?
L171[04:03:44] <killjoy> squash is just a term
L172[04:03:52] <killjoy> basically you can add or rearrage commits
L173[04:03:57] <killjoy> it's rebase -i
L174[04:04:03] <Subaraki> ah okay
L175[04:04:12] <killjoy> so git rebase -i upstream/master
L176[04:04:21] <Subaraki> on the branch or the origin ?
L177[04:04:52] <killjoy> how do you mean?
L178[04:05:10] <killjoy> it's on branch
L179[04:05:10] <Subaraki> ive created a new branch for my one commit on origin
L180[04:05:12] <killjoy> or commit
L181[04:05:41] <killjoy> as long as the branch is up to date you're fine
L182[04:07:30] <killjoy> if not, run git rebase -i origin/1.10.x
L183[04:07:36] <killjoy> follow the prompts
L184[04:07:54] <killjoy> should open your text editor
L185[04:08:35] <killjoy> If you mess with it, you may need to resolve conflicts
L186[04:08:49] <killjoy> just exit it to accept it as is
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L189[04:12:49] <Subaraki> the rebase doesn't show any options for commits
L190[04:12:58] <Subaraki> (using the git shell)
L191[04:13:00] <killjoy> then you're up to date
L192[04:13:56] <killjoy> you're able to merge from what I'm seeing on your github
L193[04:14:11] <killjoy> or is something bad?
L194[04:14:12] <Subaraki> i'm getting confused
L195[04:14:27] <killjoy> you're the survival tabs, right?
L196[04:14:33] <Subaraki> ive reverted the origin to what i forked
L197[04:14:39] <Subaraki> yeah, that's on of them
L198[04:14:44] <Subaraki> one*
L199[04:14:55] <Subaraki> gigaherz was talking about the biped pr though
L200[04:15:05] <Subaraki> but survivaltabs has the same problem
L201[04:15:42] <Subaraki> the commits from the fork are still there
L202[04:15:52] <killjoy> tried a git reset --hard?
L203[04:16:26] <Subaraki> wouldn't that remove my commits ?
L204[04:16:36] <Subaraki> no, that resets just local
L205[04:17:24] <Subaraki> now my pr for biped rotation is empty <_<
L206[04:17:41] <killjoy> because you pushed
L207[04:17:46] <Subaraki> yes indeed
L208[04:17:54] <Subaraki> okay, change the pr to the biped branch
L209[04:18:12] <killjoy> you'll need to create a new one
L210[04:18:16] <killjoy> obv :0
L211[04:18:23] <Subaraki> what ?
L212[04:18:25] <Subaraki> f* me
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L214[04:18:48] <killjoy> PRs: You can't change branch and if you close it and force push, you can't reopen it.
L215[04:20:01] <Subaraki> so, before i make a new pr for this
L216[04:20:13] <Subaraki> i need to squash this
L217[04:20:35] <Subaraki> and ive been looking for 5 hours yesterday how to do so (for survivaltabs)
L218[04:20:44] <Subaraki> but i keep getting stuck at the rebase
L219[04:20:45] <killjoy> git rebase -i HEAD~n (n being number of commits to go back)
L220[04:20:49] <Subaraki> because no commits are shown
L221[04:21:02] <killjoy> I think
L222[04:21:29] <killjoy> It's HEAD^n
L223[04:22:03] <Subaraki> the tilde worked
L224[04:22:04] <killjoy> https://gist.github.com/esmooov/2789156
L225[04:23:05] * Subaraki reads on screen commands
L226[04:23:10] * Subaraki presses s to squash
L227[04:23:16] <Subaraki> *nothing happens*
L228[04:23:17] <killjoy> it's a text document
L229[04:23:19] <killjoy> edit it
L230[04:23:25] <killjoy> then save/exit
L231[04:23:31] <killjoy> probably using vim
L232[04:23:39] <killjoy> I for insert mode
L233[04:23:45] <killjoy> esc to go back
L234[04:23:51] <killjoy> :wq to save and quit
L235[04:24:47] <killjoy> You can also rearrange commits
L236[04:25:02] <Subaraki> i only have one
L237[04:25:55] <killjoy> then you're not really squashing
L238[04:25:58] <killjoy> just move it to the end
L239[04:26:39] <Subaraki> so i dont need to squash the biped pr ?
L240[04:26:55] <killjoy> did it have that green checkmark?
L241[04:27:13] <killjoy> no need to squash if it's 1 commit
L242[04:27:26] <killjoy> if the checkmark is yellow, it means you need to resolve conflicts
L243[04:28:21] <killjoy> do you know what squashing is?
L244[04:28:50] * Subaraki goes to survivaltabs
L245[04:29:01] <PitchBright> *raises his hand*
L246[04:29:02] <Subaraki> there, all three commits have yellow lines
L247[04:29:04] <PitchBright> I do
L248[04:29:08] <Subaraki> pick is all yellow
L249[04:29:26] <Subaraki> http://i.imgur.com/LI1leNf.png
L250[04:29:26] <killjoy> I checked that branch. it can be merged automatically
L251[04:29:40] <killjoy> I meant in github
L252[04:29:51] <killjoy> vim is just highlighting syntax
L253[04:29:55] <killjoy> it does that
L254[04:30:26] <killjoy> if you want to make those 3 commits into one, just make pick say squash
L255[04:30:38] <PitchBright> squashing is when you take all your commits, and make 1 solid commit out of them... so that it's easy to compare what you're PR'ing. Right?
L256[04:30:41] <killjoy> Edit the commit message if you want, too
L257[04:30:50] <killjoy> yes
L258[04:31:03] <PitchBright> *fistpump*
L259[04:31:11] <killjoy> be careful with your time machine
L260[04:31:21] <killjoy> you can irreprably damage history
L261[04:31:38] <killjoy> Example: you can make it so hitler never existed
L262[04:31:55] <killjoy> and as we all learned in time travel 101, we stay away from hitler
L263[04:32:25] <gigaherz|work> PitchBright: Git lets you essentially rewrite history
L264[04:32:35] <killjoy> http://tvtropes.org/pmwiki/pmwiki.php/Main/HitlersTimeTravelExemptionAct
L265[04:32:39] <gigaherz|work> it has no problem creating entire new commits to replace the old ones
L266[04:32:42] <gigaherz|work> with some change done to them
L267[04:32:48] <gigaherz|work> this will however chain forward
L268[04:33:03] <killjoy> as they put it in back to the future
L269[04:33:07] <gigaherz|work> so if you change something 100 commits before, all 100 commits are affected
L270[04:33:11] <PitchBright> I prefer to think of it as... it lets me hide the ridiculous amount of experimenting I did to get to that final working state. XD
L271[04:33:14] <gigaherz|work> because the hash of each commit will change
L272[04:33:16] <killjoy> timey wimey wibbly wobbbly stuff
L273[04:33:28] <gigaherz|work> killjoy: that's Doctor Who
L274[04:33:38] <gigaherz|work> ;P
L275[04:33:43] <killjoy> I couldn't remember what they said in back to the future :(
L276[04:33:54] <PitchBright> Jumpin' Jigawatts, Mary
L277[04:33:57] <PitchBright> Marty*
L278[04:33:57] <killjoy> Something about branches
L279[04:34:13] <gigaherz|work> PitchBright: now I'm imagining a gender-swapped bttf
L280[04:34:19] <PitchBright> ya me too, weird
L281[04:34:25] <killjoy> you mean biff?
L282[04:34:35] <killjoy> Wanna reboot back to the future?
L283[04:34:36] <PitchBright> *cue Twighlight Zone music*
L284[04:35:55] <killjoy> Anyway, I was talking about this. https://t5.rbxcdn.com/39b7f769b069e8c7f7d16de49fe70b52
L285[04:36:02] <killjoy> which btw, Flash did this
L286[04:36:11] <killjoy> except it wasn't as ellegant
L287[04:36:18] <killjoy> I think he didn't watch the movie
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L289[04:38:41] <killjoy> bed time
L290[04:40:15] ⇦ Quits: jackmcbarn (jackmcbarn@gateway.insomnia247.nl) (Ping timeout: 192 seconds)
L291[04:40:46] <Subaraki> how the fuck do i save and quit the git shell editor for rebase ?
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L296[04:48:19] <Subaraki> there
L297[04:48:22] <Subaraki> fixed it
L298[04:48:27] <Subaraki> squashed 3 commits
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L300[04:58:25] <Subaraki> aaaand
L301[04:58:28] <Subaraki> there goes all my code
L302[04:58:30] <Subaraki> ....
L303[04:58:31] <Subaraki> fuck me
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L305[05:05:07] <IoP> easy-ish to revert
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L307[05:12:30] <Jezza> reflog is your friend.
L308[05:14:25] <Subaraki> reflog ?
L309[05:14:44] <Subaraki> Jezza ? IoP ? halp e.e
L310[05:15:05] <Subaraki> ive reverted and force pushed the changes
L311[05:15:08] <Subaraki> log is empty
L312[05:15:15] <Jezza> reflog is never empty.
L313[05:15:21] <Subaraki> wanted to get rid of an unnecesairy commit
L314[05:15:23] <IoP> reflog != log
L315[05:15:24] <Subaraki> dropped the wrong one
L316[05:15:33] <Subaraki> okay, tell me more
L317[05:15:36] <Jezza> Unless it's a new repo...
L318[05:15:43] <Subaraki> it's a branch
L319[05:15:49] <Subaraki> whatever
L320[05:15:53] <Jezza> Yeah, I know.
L321[05:15:56] <Subaraki> what is reflog, where do i find it
L322[05:16:06] <Jezza> A reflog is a log of all changes to the refs.
L323[05:16:08] <Subaraki> if i can't revert, at least i can take a look
L324[05:16:09] <Jezza> Simply put..
L325[05:16:16] <IoP> should we start with git help reflog?
L326[05:16:42] <Jezza> You can always revert with reflog.
L327[05:17:19] <Subaraki> nice
L328[05:17:27] <Subaraki> okay, i'm reading the reflog right now with show
L329[05:18:14] <IoP> https://github.com/blog/2019-how-to-undo-almost-anything-with-git
L330[05:18:38] <Subaraki> found where i need to go back to
L331[05:18:39] <Subaraki> http://i.imgur.com/fyUmMg0.png
L332[05:19:59] <Jezza> A rebase always starts with a checkout.
L333[05:20:11] <Jezza> You appear to have done 4 or 5 rebases.
L334[05:20:13] <Subaraki> well, it's the squash i need
L335[05:20:37] * Subaraki tried to do some rebases before grasping the concept of it
L336[05:20:45] <Jezza> You don't need to rebase 4 or 5 times to squash once.
L337[05:20:45] <Subaraki> so yeah, i did a couple
L338[05:20:50] <Subaraki> aborted almost all of them
L339[05:20:59] <Subaraki> i'm learning
L340[05:21:11] <Subaraki> hence why i deleted my code like a moron
L341[05:21:12] <Jezza> http://learngitbranching.js.org/
L342[05:22:51] <Subaraki> git cherry-pick <SHA>
L343[05:22:54] <Subaraki> what's sha ?
L344[05:22:57] <Subaraki> for the reflog ?
L345[05:24:32] <Subaraki> because i need to re insert this
L346[05:24:33] <Subaraki> 06ca8cd HEAD@{9}: rebase -i (squash): # This is a combination of 2 commits.
L347[05:25:16] <IoP> are you sure you want to experiment with cherry-picking now?
L348[05:25:42] <IoP> Personally I would checkout to history and redo squash.
L349[05:26:21] <Jezza> Subaraki, It's the SHA1 hash of a commit.
L350[05:26:25] <Subaraki> what do you mean ?
L351[05:26:33] <Jezza> It's the SHA1 hash of a commit.
L352[05:26:51] <Jezza> Do you know what a hash is?
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L354[05:27:31] <Jezza> You shouldn't be cherry picking commits in the reflog
L355[05:27:35] <Jezza> You should be reverting to them
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L357[05:29:04] <Subaraki> https://github.com/ArtixAllMighty/MinecraftForge/commit/8d41792c15e005cdeb38198c540af4bdefd144d9
L358[05:29:06] <Subaraki> fixed it
L359[05:29:10] <Subaraki> as far as i know
L360[05:29:18] <Subaraki> my classes are back where they belong
L361[05:29:19] <Jezza> You should really only cherry pick commits in the reflog if you've orphaned them.
L362[05:29:30] <Subaraki> my branch was empty
L363[05:29:42] <Subaraki> i don't see how i did not orphan any of my code
L364[05:29:43] <Subaraki> :s
L365[05:29:54] * Subaraki takes the word orphan litterally
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L389[07:52:02] <TangentDelta> Anything fun going on?
L390[07:52:44] <Subaraki> yeah
L391[07:52:46] <Subaraki> i made a pr ^^
L392[07:52:49] <Subaraki> and i messed it up
L393[07:52:52] <Subaraki> so i had to remake a new one
L394[07:52:58] <Subaraki> i dont think that will make anyone laugh :s
L395[07:53:04] <Subaraki> https://github.com/MinecraftForge/MinecraftForge/pulls
L396[07:53:24] <Subaraki> the first two are mine, check em out. if they get the love they deserve, they'll be in
L397[07:55:10] <PitchBright> I'm making an Entity be a chunk loader, if that qualifies as "fun"
L398[08:03:44] *** cpw|out is now known as cpw
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L400[08:15:07] <AshIndigo> Hey I saw you made the PR!
L401[08:17:41] ⇨ Joins: edr (~edr@d-65-175-180-73.cpe.metrocast.net)
L402[08:23:46] <Subaraki> yes AshIndigo ! i did :D
L403[08:23:55] <Subaraki> what do you think of it ? if you understand anything :s
L404[08:25:27] <AshIndigo> Line 123 in survivaltablist
L405[08:25:38] <AshIndigo> "don't traw"
L406[08:26:36] <AshIndigo> Jokes aside though this looks great
L407[08:27:50] <Subaraki> oops x) forgot to fix that
L408[08:27:56] <Subaraki> think i need to fix that ?
L409[08:28:39] <AshIndigo> Probably not
L410[08:28:58] <AshIndigo> Do it if theres around 10 or something
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L414[08:41:45] <Subaraki> when teleporting the player in my mod, they sometimes get desynced
L415[08:42:22] <gigaherz|work> across dimensions? or like an ender pearl?
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L418[08:44:19] <Subaraki> accros dimensions
L419[08:44:34] <Subaraki> i use masa's code, which imitates vanilla's to the brim
L420[08:44:44] <Subaraki> might be a vanilla bug more then anything else he said
L421[08:44:51] <Subaraki> i'm just looking for a quick workaround
L422[08:45:04] <Subaraki> a packet of some sorts, so after teleportation, i can send it, and it gets fixed
L423[08:45:08] <Subaraki> so people do not need to relog
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L429[08:49:16] <gigaherz|work> Subaraki: what exactly does desync?
L430[08:49:31] <gigaherz|work> position? orientation? inventory contents?
L431[08:50:38] <Subaraki> https://minecraft.curseforge.com/projects/telepad?comment=17
L432[08:50:47] <Subaraki> inventory contents mostly i think
L433[08:51:04] <Subaraki> peopel keep saying dupe errors like placing torches out of the inventory and such
L434[08:52:13] ⇨ Joins: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de)
L435[08:54:36] <Subaraki> never experienced it myself
L436[08:55:04] <gigaherz|work> so you could send a custom packet maybe
L437[08:55:07] <gigaherz|work> encode the entity NBT
L438[08:55:10] <gigaherz|work> send it to the client
L439[08:55:16] <gigaherz|work> and then decode it upon receiving the data
L440[08:57:27] <Subaraki> just the entity nbt ? or the entire player nbt ?
L441[08:58:29] <gigaherz|work> whats' the difference? ;P
L442[08:58:42] <Subaraki> you got multiple nbt writes, right ?
L443[08:58:43] <Subaraki> no ?
L444[08:58:46] <gigaherz|work> no idea
L445[08:58:47] <Subaraki> or do they all connect ?
L446[08:58:51] <Subaraki> never really looked into that
L447[08:58:55] <gigaherz|work> I haven't seen the EntityPlayer's nbt
L448[09:00:26] <Subaraki> i had the problem with an entityliving
L449[09:00:43] <Subaraki> had t owrite both writeToNbt and writeLivingNbt or something like that
L450[09:00:52] <Subaraki> to save eveything to an itemstack
L451[09:01:27] <PitchBright> EntityConstructing event and ClonePlayer doesn't work 100% properly for that?
L452[09:01:44] <gigaherz|work> apparently there's a vanilla bug
L453[09:01:50] <gigaherz|work> some sort of race condition that happens even without forge
L454[09:01:56] <gigaherz|work> where sometimes when you get TPd by a portal
L455[09:02:00] <gigaherz|work> things are glitchy afterward
L456[09:02:09] ⇨ Joins: Dark (~MrDark@cpe-104-230-227-71.columbus.res.rr.com)
L457[09:02:32] <gigaherz|work> and masa believes his code is no more buggy than vanilla's
L458[09:02:40] <PitchBright> you wouldn't happen to have the bug report link for that would ya? I'm just curious to read it. It's not an actual thing I will face.
L459[09:03:23] ⇨ Joins: JustWhoAmI (~admin@122.172.25.101)
L460[09:05:14] <Subaraki> PitchBright, you could google for the unable to exit bed bug
L461[09:05:21] <Subaraki> happens after portal use sometimes
L462[09:05:30] <Subaraki> due to a dysync issue, you cannot leave your bed
L463[09:05:46] <Subaraki> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292377-telepads-taking-teleports-to-a-whole-new-level?page=21#c422
L464[09:06:16] ⇨ Joins: nathan72419 (~nathan724@1-36-239-040.static.netvigator.com)
L465[09:06:34] <Subaraki> https://bugs.mojang.com/browse/MC-92216
L466[09:06:35] ⇨ Joins: ThePsionic (~ThePsioni@ip5457f909.direct-adsl.nl)
L467[09:07:16] <PitchBright> got'er.. thanks
L468[09:08:30] <Subaraki> this one is very interesting and descriptive
L469[09:08:31] <Subaraki> https://bugs.mojang.com/browse/MC-92216
L470[09:08:37] <PitchBright> hm, doesn't say anything about switching dims
L471[09:09:16] <nathan72419> hi
L472[09:09:30] <AshIndigo> Hi
L473[09:09:32] <PitchBright> o/
L474[09:10:30] <PitchBright> dude, there's nothing about switching dimensions in there
L475[09:10:30] <AshIndigo> What's with the o/?
L476[09:10:43] <PitchBright> AshIndigo: it's a person waving
L477[09:10:57] <AshIndigo> Oh
L478[09:11:07] <gigaherz|work> o/ o\ o/ o\
L479[09:11:22] <Subaraki> no, but changing dimensions is kind of the same as teleporting
L480[09:11:23] <PitchBright> that's like a bunch of missed-high-5s
L481[09:11:31] <gigaherz|work> o/\o
L482[09:11:45] <PitchBright> i like this one to
L483[09:11:46] <gigaherz|work> that's either a successful hi5, or a mouse seen from below
L484[09:12:31] ⇨ Joins: Cooler (~CoolerExt@45.249.156.22)
L485[09:12:52] *** tterrag|ZZZzzz is now known as tterrag
L486[09:13:03] <PitchBright> I got my entity working as a chunkloader :)
L487[09:13:22] <gigaherz|work> \o/\o/ -- two people hi5ing in a chain, or two very saggy boobs
L488[09:13:29] ⇦ Quits: Naiten (Naiten@77.35.234.199) (Read error: Connection reset by peer)
L489[09:15:37] <nathan72419> http://pastebin.com/zLtgD4Fe
L490[09:15:38] <nathan72419> help
L491[09:15:41] <nathan72419> it doesnt work
L492[09:16:07] <PitchBright> next up is figuring out how to save them to WorldSavedData... so they'll load when the server restarts
L493[09:16:31] <gigaherz|work> nathan72419: WHY does it not work? ;P
L494[09:16:33] <PitchBright> that should be easier than the last step though, i think/hope
L495[09:16:39] <gigaherz|work> I do know why, I just want you to think ;P
L496[09:16:48] <nathan72419> um...
L497[09:16:54] <gigaherz|work> and to use the debugger if you did not do that yet
L498[09:17:36] <nathan72419> because (entry)
L499[09:17:42] <nathan72419> ?
L500[09:17:55] <gigaherz|work> do you know what a breakpoint is?
L501[09:18:33] <PitchBright> (not to be confused with breaking point, which I'm constantly on the verge of)
L502[09:19:53] <nathan72419> breakpoint ?
L503[09:20:05] <gigaherz|work> you may want to take this chance to learn about debugging
L504[09:20:12] <gigaherz|work> and how to use breakpoints and step-by-step debugging
L505[09:20:12] <nathan72419> oh
L506[09:20:13] <nathan72419> i know
L507[09:20:18] <nathan72419> like
L508[09:20:25] <nathan72419> put a logger ?
L509[09:20:31] <gigaherz|work> no that's not a breakpoint
L510[09:20:42] <gigaherz|work> a logger is a poor man's debugger
L511[09:20:58] <gigaherz|work> either way
L512[09:21:11] <gigaherz|work> if you learn how to use breakpoints
L513[09:21:21] <gigaherz|work> you can put a breakpoint at or after the getSmeltingList line
L514[09:21:24] <gigaherz|work> to see if it gets called
L515[09:21:30] <gigaherz|work> and what the returning map contains
L516[09:21:38] <gigaherz|work> then, when you see that this does work
L517[09:21:44] <gigaherz|work> you would put a breakpoint inside the while loop
L518[09:21:49] <gigaherz|work> to see if it enters the loop
L519[09:21:57] <gigaherz|work> (which it will, assuming it gets called ;P)
L520[09:22:08] <gigaherz|work> then, you'll want to put a breakpoint inside the if
L521[09:22:26] <gigaherz|work> at which point you will notice it does not enter the if
L522[09:22:35] <gigaherz|work> if you check why
L523[09:22:40] <gigaherz|work> you'll realize not everything is null
L524[09:22:43] <gigaherz|work> but it still won't compare
L525[09:22:52] <gigaherz|work> meaning it must be the line where you do getKey() == stack
L526[09:23:13] <gigaherz|work> which, if you knew java, would immediately scream at you "I should have used equals!"
L527[09:23:24] <gigaherz|work> or ItemStacks.areItemStacksEqual
L528[09:23:28] <gigaherz|work> ItemStack*
L529[09:23:51] <gigaherz|work> so yes: go learn how to use a debugger ;P
L530[09:24:00] <nathan72419> thx
L531[09:24:04] <nathan72419> i am still digesting
L532[09:26:15] <Subaraki> http://9gag.com/gag/aOdVGdv
L533[09:26:35] <Subaraki> #15 relates to Ordinastie :P
L534[09:27:05] * TangentDelta is a scrub and has no idea how to use the debugger
L535[09:27:17] <Ivorius> > 9gag
L536[09:27:43] <TangentDelta> Actually, I do know how, I just haven't had to use it yet...
L537[09:28:09] <Subaraki> what's wrong with it Ivorius ?
L538[09:28:18] <Subaraki> i could just copy the image link if you want x)
L539[09:28:26] <Ivorius> > not linking the original source
L540[09:28:35] <nathan72419> i dont really know how breakpoint work in eclipse
L541[09:28:37] <TangentDelta> Oh lol 9gag.
L542[09:29:27] <Ivorius> Also, whoever voluntarily endorses 9gag can only blame himself
L543[09:29:29] <Subaraki> ctrl shift b
L544[09:29:34] <Subaraki> nathan72419^
L545[09:31:59] <nathan72419> thx
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L547[09:39:14] <gigaherz|work> nathan72419: that's what tutorials and help pages are for
L548[09:39:15] <gigaherz|work> ;P
L549[09:39:39] <nathan72419> reading
L550[09:41:37] ⇨ Joins: Intektor (~Intektor@p5B274A61.dip0.t-ipconnect.de)
L551[09:41:44] <Intektor> who else got this email from the adfly team?
L552[09:42:30] <gigaherz|work> I don't use adfly so I wouldn't have received any email from them ;P
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L554[09:43:39] <Intektor> they are basicially building a new curseforge
L555[09:45:18] <nathan72419> why it runs much slower
L556[09:46:01] <Subaraki> really ?
L557[09:46:09] <Subaraki> i switched to curseforge a while ago
L558[09:46:13] <Subaraki> people don't like the adfly stuff
L559[09:46:24] <nathan72419> i mean the debugger
L560[09:47:04] <Subaraki> what's wrong with it ?
L561[09:48:05] <Intektor> you can download mods in realtime with curseforge, you can build modpacks real quick, and share them and that stuff, maybe they will do it even better
L562[09:48:08] <Intektor> you dont know
L563[09:49:09] <gigaherz|work> woudl be nice, but they'd have to do it REALLY good for me to switch at this point ;P
L564[09:49:54] <Intektor> you dont have to switch, just upload them on both sites and get the extra cash $$ :D
L565[09:50:02] <gigaherz|work> too lazy for that
L566[09:50:06] <Lord_Ralex> adfly has left a huge stain already
L567[09:50:55] <gigaherz|work> (I also don't rely on mod money to live)
L568[09:50:55] <Intektor> but maybe the final product wont have anything in common with adfly, its just from the same creator, like tesla and spaceX
L569[09:51:08] <Intektor> ok that was a poor example, but I hop you get it :D
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L571[09:54:33] *** Abrar|gone is now known as AbrarSyed
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L574[09:58:07] <Subaraki> i wish i could live of mod money ...
L575[09:58:09] <Subaraki> mod all day \o/
L576[09:58:12] <Subaraki> get money
L577[09:58:25] <Subaraki> i need to find a new mod id btw ...
L578[09:58:31] <Subaraki> after i fix the rest of my problems
L579[09:58:41] <Subaraki> which is like 1 telepad error, and 1 request for pet buddies
L580[10:00:59] ⇦ Quits: jackmcbarn (jackmcbarn@gateway.insomnia247.nl) (Ping timeout: 192 seconds)
L581[10:01:57] <Subaraki> idea * omg did i really write id xD
L582[10:04:10] <TangentDelta> I want to write a Shenzhen-I/O mod. The architecture of the processors in the game is stupidly simple.
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L584[10:05:47] <PitchBright> Can you guys tell me if you think I'm about to do something stupid, before I do something stupid?
L585[10:06:09] <gigaherz|work> that's why we are here ;P
L586[10:06:36] <PitchBright> I want my Entity's to save their UUIDs and the Chunk that they are in, so that when the server starts up, it loads those chunks.
L587[10:07:16] <PitchBright> I'm thinking I'll write to WorldSavedData on Entity creation, and any time and entity crosses a chunk boundary
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L589[10:07:43] <PitchBright> and also... I'm thinking I'll do something to remove the data, when the Entity dies.
L590[10:07:54] <TangentDelta> What is the entity, what does it do?
L591[10:08:20] <TangentDelta> Why does it need to load the chunk?
L592[10:08:26] <PitchBright> it's just a dummy entity... that's basically a chunk loader... but it can move, if a player pushes it...
L593[10:08:46] <gigaherz|work> PitchBright: hmmm sounds right -- if loaded chunks don't persist by themselves ;P
L594[10:09:08] <gigaherz|work> WorldSavedData seems like the optimal choice of save location
L595[10:09:32] <PitchBright> I need to keep the Entity loaded at all times for 2 main reasons.. 1) to age it. 2) I'll need to search for all loaded Entities when a player logs in, so see if it's his Entity.
L596[10:09:42] <PitchBright> to* see
L597[10:11:35] <TangentDelta> Why not just store a "creation time" in NBT that is the current in-game time. When it gets loaded, it subtracts its age from the current game time and acts accordingly.
L598[10:12:11] <gigaherz|work> you could just compute the real age from the totalworldtime
L599[10:12:27] <TangentDelta> You'd only really need to do it once every 20 ticks if it is tickable.
L600[10:12:42] <PitchBright> it won't get loaded... if the server restarts... I have to do something to tell the server to load the chunks in the Entity's location.
L601[10:12:59] <gigaherz|work> why do you need the entity to remain loaded?
L602[10:13:11] <TangentDelta> When the chunk the entiry is in gets loaded by a player, etc. it would figure out its age.
L603[10:13:25] <PitchBright> gonna do a search for the entity when the player joins the server, and tp the player to that entity's location
L604[10:13:39] <PitchBright> entity is created on player logout
L605[10:13:40] <gigaherz|work> can't you just store the location in the WorldSavedData?
L606[10:13:44] <gigaherz|work> ;P
L607[10:14:01] <gigaherz|work> then if it's unloaded, who cares
L608[10:14:03] <PitchBright> so if the entity gets moved by another player, while the owner is offline
L609[10:14:13] <gigaherz|work> if it's moved by another player, it's loaded
L610[10:14:19] <gigaherz|work> so it can update its position to the WorldSavedData
L611[10:14:25] <gigaherz|work> if it's unloaded, it's not being pushed
L612[10:14:56] <gigaherz|work> IMO, you could store all the info on the WorldSavedData, and make the entity just know the player UUID it belongs to
L613[10:15:07] <PitchBright> but I'll need to search the server for all loaded instances of the entity, when the player joins... to see if the entity is still alive, before allowing the player to join
L614[10:15:24] <gigaherz|work> why? you can just keep track of that in the WorldSavedData ;P
L615[10:15:33] <gigaherz|work> if the entity dies, mark it on the WorldSavedData
L616[10:15:33] <PitchBright> *thinking*
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L618[10:16:13] <PitchBright> i'm not sure how what you're saying, differs from what I said I was planning on doing xD
L619[10:16:35] <TangentDelta> WorldSavedData is like a global NBT, right?
L620[10:16:39] <gigaherz|work> I'm jsut questioning the need for chunkloading at all
L621[10:16:40] <PitchBright> ya
L622[10:16:52] <PitchBright> oh i see, g
L623[10:17:00] <blood|wrk> this sounds like a great idea if you want to destroy server performance
L624[10:17:06] <PitchBright> because I want things to be able to happen to it, even when no-ones near it
L625[10:17:15] <blood|wrk> i can see it now, 1000 entities spread across the world all force loading chunks
L626[10:17:27] <gigaherz|work> if you keep all the info up to date within the WorldSavedData
L627[10:17:33] <gigaherz|work> then things can still happen if the chunks are up
L628[10:17:38] <PitchBright> my server can handle 4000 chunks loaded at one time
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L630[10:17:52] <gigaherz|work> and the WSD will just cache the info while unloaded
L631[10:18:08] <kenzierocks> blood|wrk: why have the entity exist at all on the server :D
L632[10:18:23] <blood|wrk> it doesnt matter what your server can handle, you will always reach a limit due to MC's single thread
L633[10:18:25] <kenzierocks> i dont know if that would work actually
L634[10:18:28] <blood|wrk> and keeping chunks loaded with an entity is just plain bad
L635[10:18:37] <PitchBright> it is?
L636[10:18:42] <blood|wrk> it makes sense for railcraft (minecarts)
L637[10:18:55] <blood|wrk> but too many just destroy performance
L638[10:18:56] <gigaherz|work> kenzierocks: no that would remove the feature where others can move/kill that entity
L639[10:18:59] <blood|wrk> the less chunks loaded the better
L640[10:19:15] <gigaherz|work> PitchBright: yo uare the one doing the "unconscious players while offline" thing, right?
L641[10:19:20] <gigaherz|work> a-la rust/ARK
L642[10:19:33] <PitchBright> I can't imagine there'll be thousands of them
L643[10:19:34] <PitchBright> ya
L644[10:19:35] <PitchBright> i don't know what rust/ARK is but ya
L645[10:19:42] <gigaherz|work> RUST and ARK are survival games
L646[10:19:45] <PitchBright> oh
L647[10:19:50] <gigaherz|work> where your body remains "online" while you are disconnected
L648[10:19:57] <blood|wrk> so why do these entities need to be loaded? is something running?
L649[10:20:01] <gigaherz|work> and people can loot/kill you
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L651[10:20:04] <PitchBright> yep
L652[10:20:15] <gigaherz|work> blood|wrk: presumably so a zombie or creeper can attack you while you are offline
L653[10:20:36] <PitchBright> exactly... subject to environmental changes, etc
L654[10:20:53] <PitchBright> it's 1 entity per person
L655[10:20:54] <gigaherz|work> but even those games unload areas that are not actively used
L656[10:21:01] <PitchBright> if 1 person loads 10x10 chunks around them
L657[10:21:17] <PitchBright> that's way more than if they were "offline" and their entity was only loading 9 chunks around it
L658[10:21:24] <PitchBright> i really don't see how that would be a server-killer
L659[10:21:24] <blood|wrk> you would need to have a bunch of chunks force loaded
L660[10:21:38] <blood|wrk> just for a silly player
L661[10:21:45] <gigaherz|work> well it's his choice, really
L662[10:21:53] <gigaherz|work> and if it turns out it does kill performance
L663[10:21:54] <blood|wrk> it will hurt perf, believe me =)
L664[10:22:05] <gigaherz|work> he can just add an if(config.entitiesChunkload)
L665[10:22:06] <gigaherz|work> ;P
L666[10:22:12] <blood|wrk> blame mojang's single thread
L667[10:22:19] <blood|wrk> ARK is multithreaded
L668[10:22:25] <PitchBright> what's the config bit for?
L669[10:22:26] <blood|wrk> so it can easily do whatever the fuck it wants lol
L670[10:22:30] <gigaherz|work> andit runs like shit either way XD
L671[10:22:33] <blood|wrk> that it does
L672[10:22:41] <blood|wrk> i havnet played it in ages
L673[10:23:01] <gigaherz|work> I'm still waiting for that supposed +20% performance with dx12
L674[10:23:01] <gigaherz|work> ;P
L675[10:23:02] <PitchBright> anyway, the question wasn't really... if having an offline player was a bad idea...
L676[10:23:11] <gigaherz|work> yeah
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L678[10:23:20] <gigaherz|work> question was if WorldSavedData was a good way to store the data
L679[10:23:22] <PitchBright> it was more about my approach to saving the chunk info that entity is in, to WorldSavedData
L680[10:23:22] <gigaherz|work> and the answer is YES.
L681[10:23:31] <PitchBright> wicked
L682[10:23:43] <gigaherz|work> I added to that: in fact, I'd save ALL the data to WSD, and let the entities unload
L683[10:23:54] <gigaherz|work> to avoid iterating
L684[10:24:03] <gigaherz|work> in fact, you could store the entity ID in the WSD
L685[10:24:04] <PitchBright> but what if I want the offline player to freeze to death when the temperature drops in the biome he's in?
L686[10:24:06] <gigaherz|work> that way you don't need to iterate
L687[10:24:27] <gigaherz|work> that's up to you
L688[10:24:36] <PitchBright> i can't do that if I don't keep him loaded
L689[10:24:50] <gigaherz|work> if you want to have temperature cycles that affect the players while offline
L690[10:24:56] <gigaherz|work> well of course you'd need to keep everything loaded
L691[10:25:11] <PitchBright> yeah basically this entity is the player.... without a brain... while the player is offline
L692[10:25:36] <PitchBright> all the player's NBT info gets moved over to the Entity upon creation
L693[10:26:14] <PitchBright> so the Entity is falling at the rate you're falling, if you try to logoff mid-header-off-a-cliff...
L694[10:26:18] <PitchBright> as an example
L695[10:27:13] <PitchBright> if you log off underwater, he drowns
L696[10:27:16] <PitchBright> etc
L697[10:28:33] <gigaherz|work> time to go
L698[10:28:36] <gigaherz|work> cya later from home
L699[10:28:41] <PitchBright> o/ have a good one, and thanks
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L701[10:28:46] <TangentDelta> Have a fun!
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L853[10:56:32] <jordibenck> i have an item which has an inventory to store items, but when i connect to server it gives an indexoutofbounds exception, anybody could help me solve this?
L854[10:56:58] <AshIndigo> Full stack trace?
L855[10:57:07] <AshIndigo> And code
L856[10:57:32] <jordibenck> http://pastebin.com/ACPUaC0r
L857[10:57:36] <jordibenck> code from container?
L858[10:58:18] ⇨ Joins: caseif (caseif@bnc.lol768.com)
L859[10:58:18] <AshIndigo> Sure
L860[10:58:51] <jordibenck> http://pastebin.com/5Zh3ZPMC
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L863[11:01:58] <Subaraki> lag files arent included in patches ?
L864[11:02:31] <Subaraki> jordibenck, you never told me it was the deck that gave the error
L865[11:02:54] <Subaraki> not that it will help anything ...
L866[11:03:02] <jordibenck> oh lol
L867[11:03:06] <jordibenck> but ye it is
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L869[11:03:52] <diesieben07> jordibenck, show where you call player.openGui, most likely your Item
L870[11:03:54] <diesieben07> and your GuiHandler
L871[11:04:48] <jordibenck> guihandler: http://pastebin.com/thEGqw1d
L872[11:05:26] <jordibenck> i use FMLNetworkHandler to open the gui
L873[11:05:36] <jordibenck> method: onItemRightClick
L874[11:05:53] <diesieben07> don't, and please post it.
L875[11:06:02] <jordibenck> the method?
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L877[11:06:34] <diesieben07> the class.
L878[11:06:35] <jordibenck> http://pastebin.com/3pZ77bLW
L879[11:06:55] <diesieben07> only call that on the server.
L880[11:07:18] <jordibenck> class: http://pastebin.com/dB82ckin
L881[11:07:23] <diesieben07> and passing in the player position is useless
L882[11:07:39] <jordibenck> did not know that
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L884[11:09:53] <diesieben07> hrm, not sure why that happens tbh
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L887[11:10:19] <jordibenck> neither do I
L888[11:15:26] <gigaherz_k> jordibenck: are you using the same Container class on client and server?
L889[11:16:35] <jordibenck> yes
L890[11:16:43] <gigaherz_k> I think your issue is
L891[11:16:51] <gigaherz_k> that the inventory returned by your capability
L892[11:16:56] <gigaherz_k> isn't the same length on client and server
L893[11:17:16] <gigaherz_k> that is, numRows doesn't match
L894[11:17:27] <gigaherz_k> or the inventory doesn't match numRows
L895[11:17:40] <jordibenck> could be
L896[11:17:45] <gigaherz_k> that said
L897[11:17:49] <gigaherz_k> this code is horribly inefficient
L898[11:17:50] <jordibenck> you mean the field numRows?
L899[11:17:53] <jordibenck> true
L900[11:18:01] <gigaherz_k> player.getHeldItemMainhand().getCapability(DeckDataCapability.CAPABILITY, null)
L901[11:18:04] <gigaherz_k> do this only once
L902[11:18:07] <gigaherz_k> and keep the result!
L903[11:18:18] <jordibenck> dont i>
L904[11:18:19] <jordibenck> oh
L905[11:18:25] <jordibenck> i get it
L906[11:19:32] <gigaherz_k> put a debug print somewhere in there,that shows how many slots the capability actually has
L907[11:19:58] <gigaherz_k> although no wait
L908[11:20:00] <gigaherz_k> that can't be it
L909[11:21:06] <jordibenck> the debugger says that the count of the inventory is 54
L910[11:21:16] <jordibenck> whenever i check
L911[11:21:43] <gigaherz_k> hmmmm
L912[11:22:07] <jordibenck> if it didnt it would be easier but it doesnt
L913[11:22:22] <gigaherz_k> the line the exception is from
L914[11:22:22] <gigaherz_k> is
L915[11:22:26] <gigaherz_k> Slot slot6 = (Slot)this.inventorySlots.get(slotId);
L916[11:22:33] <jordibenck> yes
L917[11:22:34] <jordibenck> true
L918[11:22:37] <gigaherz_k> which means it's an issue about the number of slots
L919[11:22:40] <gigaherz_k> not the inventory
L920[11:22:50] <jordibenck> but inventorySlots count is 55
L921[11:22:52] <jordibenck> 54*
L922[11:23:18] <Subaraki> change if subject
L923[11:23:26] <Subaraki> Minecraft.getMinecraft().getTextureManager().bindTexture(getIconResLoc());
L924[11:23:26] <Subaraki> guiContainer.drawTexturedModalRect(x, y, 0, 0, 16, 16);
L925[11:23:32] <Subaraki> where iconResLoc is a block texture
L926[11:23:34] <gigaherz_k> do you know how to use exception breakpoints, jordibenck?
L927[11:23:49] <Subaraki> drawn at x y on the screen, starting at 00 in the texture, anding at 16 16 right ?
L928[11:23:50] <gigaherz_k> if so, or if you want to learn
L929[11:24:02] <Subaraki> i already told him to do that
L930[11:24:05] <gigaherz_k> you could set an exception breakpoint to trigger on IndexOutOfBoundsException
L931[11:24:10] <gigaherz_k> when it happens in your class
L932[11:24:11] <Subaraki> apperantly he does know
L933[11:24:13] <gigaherz_k> and when it does trigger
L934[11:24:20] <Subaraki> he never confirmed if he actually did though
L935[11:24:20] <gigaherz_k> check if the Container object that's crashing
L936[11:24:26] <gigaherz_k> is of your container class
L937[11:24:28] <gigaherz_k> or something else
L938[11:24:30] <diesieben07> Subaraki, if your texture is 256x256, then yes.
L939[11:24:30] <jordibenck> i do not know how to use exception breakpoints tho
L940[11:24:41] <gigaherz_k> jordibenck: IntelliJ or eclipse?
L941[11:24:44] <jordibenck> eclipse
L942[11:24:49] <gigaherz_k> aha then google is your friend
L943[11:24:53] <gigaherz_k> I only know how to use them in IDEA ;P
L944[11:25:02] <jordibenck> let me search
L945[11:25:04] <gigaherz_k> incidently, I recommend IDEA ;P
L946[11:25:08] <Subaraki> diesieben07, and if its not ?
L947[11:25:18] <Subaraki> do i scale it ?
L948[11:25:19] <diesieben07> then you cannot use drawTexturedModalrect
L949[11:25:21] <gigaherz_k> Subaraki: drawCustomSizedSomethingSomething
L950[11:25:30] <diesieben07> you have to use drawModalRectWithCustomSizedTexture
L951[11:25:30] <Subaraki> oh okay, thanks
L952[11:25:31] <gigaherz_k> you have to give it the size explicitly
L953[11:25:42] <Subaraki> so texture packs is a nono for that ?
L954[11:25:46] <gigaherz_k> nono
L955[11:25:47] <gigaherz_k> the idea is
L956[11:25:50] <gigaherz_k> you put the original size
L957[11:25:58] <gigaherz_k> and measure things in original pixels
L958[11:26:04] <jordibenck> why do you recommend IDEA if i may ask?
L959[11:26:06] <gigaherz_k> so when a resourcepack adds a textures that's 2x of what it was originally
L960[11:26:09] <gigaherz_k> it will works out
L961[11:26:17] <gigaherz_k> jordibenck: I like it more
L962[11:26:18] <diesieben07> jordibenck, IDEA is love, IDEA is life.
L963[11:26:25] <diesieben07> Never question the Jetbrains.
L964[11:26:29] <jordibenck> XD
L965[11:26:33] <gigaherz_k> it's smoother, and it works better in the topics that matter
L966[11:27:09] <gigaherz_k> if you want the instructions
L967[11:27:10] <diesieben07> my new favorite toy in it: http://i.imgur.com/JVW6Yem.png
L968[11:27:15] <gigaherz_k> I have this in a pull request to the documentation
L969[11:27:15] <gigaherz_k> https://github.com/gigaherz/Documentation/blob/eeca51a28457c52285fcff3907d8e08f80375220/docs/gettingstarted/index.md#terminal-free-intellij-idea-configuration
L970[11:27:20] <gigaherz_k> but it hasn't been accepted
L971[11:27:20] <gigaherz_k> ;P
L972[11:27:32] <diesieben07> that alone should be enough to convince you that it is clearly superior :P
L973[11:27:55] <gigaherz_k> it has a thing to show the parameter names?!
L974[11:27:59] <diesieben07> yes
L975[11:28:01] <diesieben07> new in 2016.3
L976[11:28:04] <gigaherz_k> ooh
L977[11:29:52] <Subaraki> i wish i had started out with IDEA
L978[11:30:00] <diesieben07> read the idea blog for all the .3 goodies
L979[11:30:05] <diesieben07> pretty cool stuff
L980[11:30:07] <Subaraki> now i'm too lazy to switch and scared of change
L981[11:30:11] <gigaherz_k> Subaraki: what prevents you from switching?
L982[11:30:21] <gigaherz_k> it takes minutes to setup the environment
L983[11:33:28] <illy> Boop o/
L984[11:35:43] *** gigaherz_k is now known as gigaherz
L985[11:36:43] <jordibenck> breakpoint does not trigger :/
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L987[11:38:43] <Jezza> 2016.3?
L988[11:38:52] <Jezza> I've only got 2016.2.5
L989[11:38:56] <diesieben07> yes, it's in EAP
L990[11:39:00] <Jezza> Ah
L991[11:39:15] <diesieben07> but should be out soon
L992[11:39:25] <Jezza> Also, ew
L993[11:39:47] <Jezza> Breadcrumbs
L994[11:39:53] <diesieben07> hm?
L995[11:39:53] <Jezza> And not the file breadcrumbs either
L996[11:40:03] <Jezza> http://i.imgur.com/ppAIi7N.png
L997[11:40:16] <diesieben07> you can turn that off :P
L998[11:40:19] *** MrKickkiller is now known as MrKick|Away
L999[11:40:24] <diesieben07> and it looks much more slick in .3
L1000[11:40:32] <Jezza> Haha, I just opened the settings panel.
L1001[11:40:48] <Subaraki> jordibenck, if the breakpoint doesnt trigger , the code is never reached
L1002[11:40:49] <diesieben07> http://i.imgur.com/Lf8Rx7h.png
L1003[11:40:55] <Jezza> Oh god.
L1004[11:40:59] <Jezza> It's gotta index Forge...
L1005[11:41:00] <diesieben07> lol
L1006[11:41:04] <Jezza> This is gonna take a while.
L1007[11:41:05] <diesieben07> gg
L1008[11:41:16] <Jezza> That does look a bit better.
L1009[11:41:36] <Jezza> By the looks of it, they copied the same code they use for XML and JSON
L1010[11:41:37] <diesieben07> note the new icons, too :)
L1011[11:41:55] <Jezza> Oh, I thought that was theme related.
L1012[11:42:02] <diesieben07> nah
L1013[11:42:20] <diesieben07> stock darcula + fira code with ligatures <3
L1014[11:42:23] <Jezza> Looks nice.
L1015[11:42:32] <Jezza> I don't like the ligatures.
L1016[11:42:52] <diesieben07> i am not sure if i really liek them. they certainly are pretty :D
L1017[11:43:17] <Jezza> http://i.imgur.com/IlhUo8L.png
L1018[11:43:26] <diesieben07> oh god those colors
L1019[11:43:35] <Jezza> I like them. :/
L1020[11:43:37] *** MrKick|Away is now known as MrKickkiller
L1021[11:43:43] <diesieben07> to each their own :P
L1022[11:44:02] <Jezza> I can easily filter out strings
L1023[11:44:18] <Jezza> Although, it looks like my method colouring has fucked up.
L1024[11:44:19] <Jezza> Hm
L1025[11:44:20] <diesieben07> so can I :D
L1026[11:44:44] <diesieben07> but those colors behind the braces... omg :P
L1027[11:44:44] <Jezza> There are very few dark themes that I like
L1028[11:45:02] <Jezza> Hm?
L1029[11:45:04] <Jezza> The lines?
L1030[11:45:17] <diesieben07> {} have that background color in yours
L1031[11:45:31] <diesieben07> oh its when they are folded
L1032[11:45:41] <Jezza> Yeah
L1033[11:45:42] <Jezza> http://i.imgur.com/2jVW60X.png
L1034[11:45:45] <diesieben07> that is something I absolutely hate... the folded methods
L1035[11:45:48] <jordibenck> Subaraki, the exception breakpoint triggers in the KeyBoard and KeyBinding class but not in mine
L1036[11:45:51] <Jezza> http://i.imgur.com/zOyZauF.png
L1037[11:45:52] <diesieben07> it confuses my brain
L1038[11:45:59] <Jezza> I'm used to them at this point.
L1039[11:46:06] <gigaherz> I have been folding for ages
L1040[11:46:08] <gigaherz> in visual studio
L1041[11:46:32] <diesieben07> you would think it doesn't matter...
L1042[11:46:46] <gigaherz> it lets you forget about the contents of the method
L1043[11:46:53] <diesieben07> but i get itchy and weird feelings when the thing is folded because i feel i cannot see what's there :D
L1044[11:46:57] <gigaherz> and see the"big picture" rather than get lost in the details
L1045[11:47:04] <Jezza> "Obsidian-Improved"
L1046[11:47:11] <Jezza> That's my theme
L1047[11:47:16] <diesieben07> you do have a point giga
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L1049[11:47:22] <diesieben07> but it doesn't work for me for some reason
L1050[11:47:30] <gigaherz> heh
L1051[11:47:33] <gigaherz> I need it
L1052[11:47:42] <gigaherz> I get stressed by having too much information at once
L1053[11:47:52] <gigaherz> so when that starts to happen, I start folding stuff
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L1055[11:47:57] <gigaherz> folding packages in the treeview
L1056[11:47:59] <gigaherz> closing tabs
L1057[11:48:00] <gigaherz> closing apps
L1058[11:48:01] <Jezza> http://color-themes.com/?view=theme&id=563a1a6180b4acf11273ae3d
L1059[11:48:08] <gigaherz> then everything gets tidy and reduced
L1060[11:48:11] <gigaherz> and I can concentrate again
L1061[11:48:12] <Jezza> I did a lot of changes to that.
L1062[11:48:16] <gigaherz> sortof a mental garbage collector
L1063[11:48:16] <gigaherz> ;P
L1064[11:48:18] <Jezza> But that was the original one.
L1065[11:48:59] <Jezza> http://color-themes.com/?view=index
L1066[11:49:02] <Jezza> There's a lot of good ones
L1067[11:49:06] <Jezza> But no good dark ones.
L1068[11:49:06] <Jezza> :/
L1069[11:49:11] <diesieben07> dark themes are hard :)
L1070[11:49:14] <Jezza> I don't like being blinded by my IDE.
L1071[11:49:15] <Jezza> :D
L1072[11:49:33] <diesieben07> and darcula is one of the few i like :D
L1073[11:49:44] <diesieben07> because it indeed does not blind me
L1074[11:50:04] <diesieben07> anyways, time for stupid maths in the evening at uni -_-
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L1076[12:00:56] <Subaraki> if i want to add a translation to my pr, do i do that in the forge lang file or the mc lang file ?
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L1090[13:12:23] <AshIndigo> Forge would male the most sense
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L1092[13:14:37] <Subaraki> what's the forge licence header ? i thought i added it but the suggestion doesn't become outdated
L1093[13:14:48] <Subaraki> it's not the comment /**/ about forge, is it ?
L1094[13:16:16] <AshIndigo> The comment at the top is what I believe it is
L1095[13:21:29] <quadraxis> https://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/src/main/java/net/minecraftforge/client/MinecraftForgeClient.java#L1-L23
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L1100[13:54:56] <Ferdz_TheWeeb> Got an email sent to my personal adress from the presumed owner of Adf.ly, saying they are working on a new minecraft mod publishing platform. Anyone else got this and can someone help me determine if this is legitimate?
L1101[13:56:37] <IoP> did he link to adf.ly docs?
L1102[13:59:10] <Ferdz_TheWeeb> No, all he linked was the website https://mc.modifica.io/
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L1104[13:59:59] <quadraxis> well I saw this, https://twitter.com/Vazkii/status/793803833776406528
L1105[14:00:22] <quadraxis> so it doesn't look like just you
L1106[14:00:49] <Ferdz_TheWeeb> Seems so
L1107[14:01:55] <Ferdz_TheWeeb> If they make a good service I'm all for it though, guess I'll register and see where this goes
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L1116[14:47:38] <gigaherz> Ferdz_TheWeeb: someone else mentioned that email earlier, too
L1117[14:48:11] <Ferdz_TheWeeb> gigaherz, yeah it seems like a lot of people who had links on adf.ly for their mod got the email
L1118[14:48:41] <gigaherz> yup, I guess they had the registartion info from the users
L1119[14:51:42] <Subaraki> let me check my mail ....
L1120[14:52:00] <diesieben07> i got the same thing
L1121[14:52:06] <Ferdz_TheWeeb> Curious to see where this goes, it has potential
L1122[14:52:22] <gigaherz> dunno seems like it's done out of desperation
L1123[14:52:44] <diesieben07> yeah the website is very quick and dirty
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L1125[14:52:48] <gigaherz> (people moving away from ad-links, and into curse)
L1126[14:53:49] <Subaraki> got one too
L1127[14:55:11] <Subaraki> all i'm really interested in is a site that will track down sites that dupe the downloads and pretend to be us
L1128[14:55:18] <Subaraki> for no fee :D
L1129[14:55:37] <Subaraki> who has registered for this ?
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L1133[15:01:08] <g> does anyone know of any way to change the heartbeat timeout?
L1134[15:01:34] <g> some players on slow machines are taking too long to load up while connecting (thanks, JEI!), and get kicked because of the timeout
L1135[15:02:40] <diesieben07> it's hardcoded in NetHandlerLoginServer to be 600 ticks
L1136[15:02:43] <diesieben07> so ... not really a way to change it
L1137[15:02:54] <g> hrm
L1138[15:02:57] <gigaherz> people are taking 30 seconds to connect?!
L1139[15:03:04] <diesieben07> although i guess you could manually reset the counter field
L1140[15:03:04] <g> yeah
L1141[15:03:11] <diesieben07> with a mod
L1142[15:03:21] <g> that might be the best solution
L1143[15:03:21] <gigaherz> wait
L1144[15:03:27] <gigaherz> someone who's taking over 30 seconds to connect
L1145[15:03:33] <gigaherz> do they even get playable framerates?
L1146[15:03:35] <g> yes
L1147[15:03:39] <gigaherz> wow
L1148[15:03:43] <g> the problem is JEI takes ages to do plugin init
L1149[15:03:53] <g> and it does it every server join
L1150[15:03:57] <diesieben07> you should talk to the JEI man to fix his shit :P
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L1152[15:04:10] <g> good plan, but first.. :P
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L1155[15:04:55] <g> alright, this counter is on the player object, I guess?
L1156[15:04:59] <g> or is it on the netty handler
L1157[15:04:59] <diesieben07> NetHandlerLoginServer
L1158[15:05:09] <Koward> I'm looking for a way to quickly toggle on/off mods for testing purpose, my laptop can't handle the baking of 20000 models.
L1159[15:05:22] <diesieben07> rename them to .jar.disabled
L1160[15:05:34] <g> gotcha, NetHandlerLoginServer, thanks, I'll mess with it
L1161[15:05:39] <Koward> Won't the task check if they are available ?
L1162[15:06:04] <diesieben07> the task?
L1163[15:06:59] <g> just move the mods you want to disable from your `mods` folder
L1164[15:08:17] <Subaraki> diesieben07, sorry to bother, but I need your help with something
L1165[15:08:28] <diesieben07> uh, ok?
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L1167[15:08:38] <Subaraki> https://github.com/MinecraftForge/MinecraftForge/pull/3349/commits
L1168[15:08:41] <Subaraki> the first commit
L1169[15:08:45] <Subaraki> line 7 of the patch
L1170[15:08:51] <Subaraki> it has a white space
L1171[15:09:04] <Subaraki> I wanted to know if genPatches did that
L1172[15:09:10] <diesieben07> you can link to lines :P
L1173[15:09:19] <Subaraki> (the url is super long)
L1174[15:09:28] <diesieben07> git.io
L1175[15:09:29] <g> hm, are players also EntityJoinWorldEvent?
L1176[15:09:33] <Subaraki> because I read the guidelines before doing stuff
L1177[15:09:43] <Subaraki> and i never added a whiteline
L1178[15:09:46] <diesieben07> yes g
L1179[15:09:55] <diesieben07> i don't know which line you are talking about
L1180[15:10:07] <diesieben07> this? https://git.io/vXZet
L1181[15:10:39] <Subaraki> first commit
L1182[15:10:41] <Subaraki> that's the last one
L1183[15:11:07] <Subaraki> https://git.io/vXZeG
L1184[15:11:25] <g> is that really the event I should use for this? ._.
L1185[15:11:27] <g> hmm
L1186[15:11:51] <diesieben07> you replaced the empty line with a line with 4 spaces in it
L1187[15:11:59] <diesieben07> g, no not really
L1188[15:12:06] <diesieben07> i am not sure if there is even a suitable event
L1189[15:12:14] <g> maybe I need to register a connection handler?
L1190[15:12:16] <Subaraki> thats what everyone says.
L1191[15:12:17] <diesieben07> maybe.
L1192[15:12:35] <Subaraki> so i made shure nothing of that is wrong in my current editor
L1193[15:12:38] <Subaraki> sure *
L1194[15:12:42] <Subaraki> and reran genPatches
L1195[15:12:46] <Subaraki> but nothing pops up
L1196[15:12:51] <Subaraki> nothing new *
L1197[15:13:02] <diesieben07> then there are 4 spaces in your file :D
L1198[15:13:06] <diesieben07> use notepad++ to check
L1199[15:13:32] <diesieben07> also, move the field init to the field declaration
L1200[15:13:37] <diesieben07> 2 added lines become one
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L1202[15:14:36] <g> ah, apparently there's a PlayerLoggedInEvent
L1203[15:14:52] <g> yep
L1204[15:15:09] <diesieben07> but that's long after that login timeout ;)
L1205[15:15:11] <Subaraki> let me try that
L1206[15:15:20] <g> ..hm, didn't think of that
L1207[15:15:32] <g> IConnectionHandler doesn't seem to exist anymore
L1208[15:15:43] <diesieben07> FMLConnectionEvent
L1209[15:15:48] <diesieben07> but i think that's too late as well
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L1211[15:17:36] <g> yeah
L1212[15:17:47] <g> we don't even have a player object for NetHandlerLoginServer
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L1214[15:17:52] <g> so it can't be any of those
L1215[15:18:10] <killjoy> because there is none
L1216[15:18:16] <g> yeah, and that's fine
L1217[15:18:23] <killjoy> wait,t thre's no why in that statement
L1218[15:18:31] <g> I'm trying to figure out a way to reset the counter in that class
L1219[15:18:35] * killjoy should put on his glasses
L1220[15:18:53] <g> the uh.. connectionTimer
L1221[15:19:10] <g> but that involves detecting a player join before that timer runs out, so..
L1222[15:21:29] <g> unless I want to iterate the player list every tick or 20 ticks or whatever schedule
L1223[15:21:31] <diesieben07> g NetworkSystem::networkManagers has a list of all managers
L1224[15:21:49] <diesieben07> you have to check all of those for if they are still on NetHandlerLoginServer
L1225[15:22:03] <diesieben07> in ServerTickEvent
L1226[15:22:08] <g> right OK, so I'd have to sched- okay
L1227[15:22:32] <g> mm, that should be doable
L1228[15:22:34] <g> I'll play with it, thanks
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L1238[15:45:33] <g> this can either go well or horribly
L1239[15:45:37] <g> guess I'm about to find out..
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L1243[15:54:55] <g> hm
L1244[15:54:56] <g> well
L1245[15:55:01] <g> the timeout isn't.. within that handler
L1246[15:55:11] <g> in fact the connection proceeds past it within one tick by the looks of it
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L1248[15:56:26] <g> guess it's time to bug the JEI guys
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L1250[15:59:00] <Mathe172> question: for our mod, we need to be able to change how the entity selector works. Our current idea would be: Rename the methods (matchEntities, hasArguments, matchesMultiplePlayers) to *Default(...), create a callback interface with theses three methods and readd the three methods and reroute them over the callback. Is this a reasonable way to do things?
L1251[15:59:27] <Mathe172> (obviously, the default callback calls the *Default(...) methods)
L1252[15:59:48] <Mathe172> and if we do it this way, where do you put the Callback interface definition?
L1253[15:59:53] <LexManos> no the selector is just a list of predicate functions
L1254[16:00:03] <LexManos> all that should be needed is a wrapper event to gather predicates
L1255[16:00:26] <Mathe172> we need to do more than just add new parameters
L1256[16:00:37] <Mathe172> we need to completely change the syntax
L1257[16:00:47] <Mathe172> a simple Regex won't cut it
L1258[16:00:48] <LexManos> redefining existing functions in commands it not good
L1259[16:01:07] <Mathe172> what do you mean?
L1260[16:01:18] <LexManos> WHY do you need to reinvent the wheel?
L1261[16:04:50] <Mathe172> we want to allow nesting. This way, you can use the result of calculations etc. as parameters for your selectors
L1262[16:06:04] <LexManos> what calculations?
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L1264[16:07:02] <LexManos> Again its just a list of predicates, so adding another as a placeholder for a previous selection shouldnt be difficult
L1265[16:07:30] <Mathe172> lets say you want to use a scoreboard value as radius in your selector. Something like @e[r=@get_score[@p,radius_score]]
L1266[16:08:30] <Mathe172> the problem is that this can't be nicely done with a Regex, since everything could be written inside those nested queries
L1267[16:08:46] <heldplayer> Can confirm, does not work with regex
L1268[16:09:01] <LexManos> the regex is already a clusterfuck u.u
L1269[16:09:11] <heldplayer> Looks like a nice concept though
L1270[16:09:22] <LexManos> anyways, point is it should be possible, this isnt a unique concept.
L1271[16:09:43] <LexManos> If need be, write the implementation without brekaing the shit out of things.
L1272[16:10:01] <Mathe172> what would our proposition break?
L1273[16:10:11] <LexManos> write and document your PR well and we can disect it later.
L1274[16:10:20] <LexManos> YOur proposition breaks the format of entity selectors
L1275[16:11:57] <Mathe172> well, it would simply allow more things to be interpreted (provided you don't mess too much with your implementation)
L1276[16:12:22] <Mathe172> btw, when we write the PR, where should we put the interface?
L1277[16:12:26] <Mathe172> ForgeHooks?
L1278[16:13:01] <LexManos> Do you even know what the word interface means in java?
L1279[16:13:24] <Mathe172> yes
L1280[16:13:42] <LexManos> Put whatever changes you need wherever they are needed following the basic principals for Forge's design docs.
L1281[16:13:54] <LexManos> Keep your patches small and well documented
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L1287[16:29:58] <OrionOnline> Hey Guys
L1288[16:30:04] <OrionOnline> I have a problem
L1289[16:31:51] <OrionOnline> I have a TE with a block, that holds some data (inparticular the Type), When i break the block i need to pass some NBT tag to the stack
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L1291[16:32:33] <OrionOnline> But al methods that i found that get called whgen the block is broken, seem to not have acces to the te
L1292[16:32:39] <OrionOnline> What method should i use in this case?
L1293[16:34:16] <Ordinastie> I use breakBlock
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L1296[16:38:55] <diesieben07> OrionOnline, look at the forge patches to BlockFlowerPot
L1297[16:39:02] <OrionOnline> okey
L1298[16:39:08] <diesieben07> it adds 3 methods
L1299[16:39:11] <diesieben07> they are all relevant
L1300[16:40:05] <OrionOnline> diesieben07, i figured it out
L1301[16:40:09] <OrionOnline> I tried breakBlock
L1302[16:40:16] <diesieben07> that's ugly as balls
L1303[16:40:24] <OrionOnline> okey
L1304[16:40:26] <diesieben07> breakBlock will be called if your block is broken by ANY means
L1305[16:40:36] <OrionOnline> Let me check BlockFlowerPot give me a minute
L1306[16:40:43] <diesieben07> if something calls World::setBlockState, it will call breakBlock
L1307[16:40:56] <diesieben07> so if something tries to move your block it will have to set the original position to air
L1308[16:41:01] <diesieben07> which will then produce the drops
L1309[16:41:04] <diesieben07> which you do NOT want
L1310[16:41:11] <diesieben07> drops should ONLY happen in getDrops
L1311[16:41:26] <OrionOnline> Ah okey
L1312[16:41:31] <OrionOnline> Let me try to implement that
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L1314[16:43:32] <Subaraki> do containers store position anywhere ?
L1315[16:43:44] <Subaraki> like the position of their tile entity of some sorts ?
L1316[16:44:05] <diesieben07> they might not have a TileEntity :D
L1317[16:44:24] <gigaherz> Containers know whatever you tell them
L1318[16:44:25] <diesieben07> they might show the contents of 5 TileEntities at once
L1319[16:44:34] <diesieben07> point is, they don't have one fixed position
L1320[16:44:34] <Subaraki> oh
L1321[16:44:37] <gigaherz> or none -- in case of an item gui
L1322[16:44:45] <Subaraki> the player could be the position
L1323[16:44:54] <Subaraki> okay, so that's not a way to go ...
L1324[16:44:59] <gigaherz> in ender chests
L1325[16:45:02] <gigaherz> there's no position whatsoever
L1326[16:45:04] <diesieben07> what are you trying to do?
L1327[16:45:08] <gigaherz> it's just... the ender chest.
L1328[16:45:19] <Subaraki> I was wondering if i put a button in a gui, if clicking it could reveal the block position if it was from a block
L1329[16:45:44] <gigaherz> you'd have to manually remember who opened the gui
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L1331[16:47:03] <Subaraki> darn
L1332[16:47:10] <Subaraki> that's not a good thing
L1333[16:47:25] <gigaherz> well that's just how GUIs work
L1334[16:47:29] <gigaherz> containers are not bound to a block
L1335[16:47:31] <gigaherz> they are bound to an inventory
L1336[16:47:38] <gigaherz> that's all they care about
L1337[16:47:44] <gigaherz> if this inventory happens to be tied to a block
L1338[16:47:52] <gigaherz> that's just an internal detail of no consequence
L1339[16:52:41] <Subaraki> yeah, I know ...
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L1341[16:55:22] <Subaraki> looking around to see if I can't get a position from somewhere for my tabs
L1342[16:55:35] <Subaraki> because you need a position to get a tileentity
L1343[16:55:43] <Subaraki> to open most block containers
L1344[16:56:26] <Mathe172> quick question: when you rename a method in one of the minecraft classes, the parameter names get no longer remapped and the patch file then obviously contains all lines where the parameters are used. I assume the best way to fix this is to rename the parameters to the obfuscated names?
L1345[16:56:46] <LexManos> No, thats what the exc is for
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L1348[17:07:43] <Mathe172> just to clarify, the "renaming" of the method is just a replacing of the method name, the call sites should still call the old method. This would mean that we would need to add a new method (which doesn't even exist yet) to the official mappings, if I understand it correclty
L1349[17:09:02] <Ordinastie> you don't
L1350[17:09:13] <Ordinastie> mappings are for renaming vanilla methods/fields
L1351[17:09:26] <Ordinastie> hopefully, the ones you add will already have proper naming$
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L1356[17:19:02] * Subaraki looking for a name for a method that returns an Object... that adds a list of possible extras to a button click
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L1358[17:25:33] <Subaraki> is there a clickblock event ?
L1359[17:25:57] <diesieben07> left or right?
L1360[17:26:03] <diesieben07> server or client?
L1361[17:26:17] <Subaraki> right
L1362[17:26:19] <Subaraki> server
L1363[17:26:22] <diesieben07> PlayerInteractEvnet
L1364[17:26:28] <Subaraki> thanks =)
L1365[17:26:32] <Subaraki> i love you diesieben07
L1366[17:26:38] <diesieben07> has various sub-events
L1367[17:26:40] <diesieben07> lol aww :)
L1368[17:26:41] <gigaherz> just read the javadocs on PIE
L1369[17:26:44] <diesieben07> yeah
L1370[17:27:06] <Subaraki> you did that in 5 seconds, and i have been looking for a block event for the past 10 minutes wondering why blockclickevent doesnt exist
L1371[17:27:13] <Subaraki> pie ?
L1372[17:27:19] <diesieben07> PlayerInteractEvent
L1373[17:27:19] * Subaraki gets hungry
L1374[17:27:22] <Subaraki> ah yeah
L1375[17:27:23] <diesieben07> lol
L1376[17:27:34] <kenzierocks> CAKE: ClientArcaneKastingEvent
L1377[17:27:47] <Ordinastie> kenzierocks, that's cheating
L1378[17:27:50] <kenzierocks> :)
L1379[17:28:00] <kenzierocks> ClientArmKangarooEvent?
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L1384[17:47:54] <quadraxis> Mojang, do we really need a 10MB byte[] just sitting around unused?
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L1386[17:48:26] <kenzierocks> what's it from?
L1387[17:48:34] <kenzierocks> that sounds like the chunk arrays
L1388[17:48:49] <kenzierocks> although a single one seems weird
L1389[17:48:57] <gigaherz> which array
L1390[17:48:59] <gigaherz> where?
L1391[17:49:01] <quadraxis> Minecraft.memoryReserve
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L1393[17:49:23] <gigaherz> it's not sitting around wasted!
L1394[17:49:27] <kenzierocks> /** A 10MiB preallocation to ensure the heap is reasonably sized. */
L1395[17:49:44] <kenzierocks> and it gets destroyed if freeMemory is called
L1396[17:49:52] <gigaherz> it's discarded from freeMemory()
L1397[17:49:57] <quadraxis> yes, and after we have ensured the heap is infact reasonably sized
L1398[17:49:59] <gigaherz> which happens when an OOM is detected
L1399[17:50:04] <gigaherz> so that the out of memory screen can display
L1400[17:50:07] <quadraxis> yes it will get freed on OOM
L1401[17:50:25] <gigaherz> but only so that the crash screen works even in an OOM situation
L1402[17:50:25] <quadraxis> is it needed for the OOM?
L1403[17:50:31] <kenzierocks> it could be
L1404[17:50:35] <gigaherz> it's there literally just to allow the OOM error to display
L1405[17:51:02] <quadraxis> so not at all what the description says?
L1406[17:51:24] <kenzierocks> probably not
L1407[17:51:27] <gigaherz> maybe it also has the effect of requiring ram at startup
L1408[17:51:34] <kenzierocks> doubt it gigaherz
L1409[17:51:54] <kenzierocks> it will get at least 10mb by default
L1410[17:51:54] <gigaherz> but given that the launcher uses -Xms to initialize the starting heap
L1411[17:51:57] <gigaherz> it wil lbe pointless
L1412[17:52:13] <quadraxis> why not preallocate the OOM screen?
L1413[17:52:48] <gigaherz> well it's also used in case of any other crash
L1414[17:52:56] <gigaherz> since other crashes may still have happened due to oom
L1415[17:54:29] <kenzierocks> also 10MB is not that much :)
L1416[17:55:14] <quadraxis> it's one of the biggest regular objects
L1417[17:55:30] <kenzierocks> well of course it is
L1418[17:55:45] <kenzierocks> not many things are 10mb
L1419[17:55:54] <kenzierocks> but a lot of little things add up to more than 10mb
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L1421[17:58:26] <quadraxis> well I'm also looking at lots of little things as well
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L1430[18:38:37] <ScottehBoeh> Sup
L1431[18:38:48] <ScottehBoeh> Need help: Finding out what block the player is looking at, and checking distance to that block
L1432[18:38:57] <ScottehBoeh> Anyone know good tutorials on this?
L1433[18:39:00] <TehNut> Server or client?
L1434[18:39:34] <ScottehBoeh> Client
L1435[18:39:44] <TehNut> Minecraft.getMinecraft().objectMouseOver
L1436[18:39:47] <TehNut> Gives a RayTraceResult
L1437[18:40:24] <kenzierocks> that might include entities
L1438[18:40:37] <TehNut> It does, but you check if the type is == Type.BLOCK
L1439[18:40:39] <ScottehBoeh> I can probably check if its a block
L1440[18:40:40] <ScottehBoeh> Yeah
L1441[18:40:41] <TehNut> And that the block isn't null
L1442[18:40:41] <kenzierocks> ye
L1443[18:40:46] <ScottehBoeh> Indeed :D
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L1445[18:53:24] <ScottehBoeh> Should this line be ok?:
L1446[18:53:25] <ScottehBoeh> if (Minecraft.getMinecraft().objectMouseOver != null && Minecraft.getMinecraft().objectMouseOver.equals(GameRegistry.Type.BLOCK) ){
L1447[18:53:37] <ScottehBoeh> Then I print a text displaying the block name
L1448[18:53:41] <TehNut> no
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L1450[18:53:56] <ScottehBoeh> hmm ok
L1451[18:53:58] <TehNut> Minecraft.getMinecraft().objectMouseOver.type == Type.BLOCK
L1452[18:54:37] <TehNut> typeOfHit*
L1453[18:54:54] <TehNut> And that would be RayTraceResult.Type.BLOCK
L1454[19:00:24] <ScottehBoeh> @TehNut Works like a charm! http://i.imgur.com/DHu6DTa.png Many thanks!
L1455[19:00:37] <TehNut> Np
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L1457[19:03:14] <ScottehBoeh> Another question on it
L1458[19:03:20] <ScottehBoeh> How would I check the block name?
L1459[19:03:30] <ScottehBoeh> Say I had a block called "BlockConcrete". Check that it's BlockConcrete
L1460[19:03:37] <TehNut> You're provided BlockPos
L1461[19:03:41] <TehNut> Get the state from the world
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L1463[19:04:16] <ScottehBoeh> ah ok :D
L1464[19:13:44] <ScottehBoeh> How about creating a String from the blocks Lang name?
L1465[19:13:59] <ScottehBoeh> I've already casted "block"
L1466[19:14:13] <ScottehBoeh> Holy cow. nvm
L1467[19:14:15] <ScottehBoeh> I'm pretty stupid
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L1473[19:32:44] <ScottehBoeh> Way to cancel player name above head? Would that come under RenderLivingEvent?
L1474[19:32:58] <ScottehBoeh> Just completely cancel them from being rendered
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L1485[20:25:51] <TangentDelta> Woo, I implemented all non-implied instructions for my 6502!
L1486[20:26:09] <TangentDelta> The implied instructions are going to be "fun" :(
L1487[20:29:58] <TangentDelta> I also need to bite the bullet and learn how the new packet system works so that I can implement a machine monitor GUI so that I can actually test the darn thing.
L1488[20:31:08] <TangentDelta> I'm thinking of keeping the machine "parked" and manually calling its execute() method whenever the "step" button in the UI is pressed.
L1489[20:32:17] <TangentDelta> So...I'd have to send a packet from the client to the server saying "step the machine", and then have a packet coming back from the server with the various registers to be displayed in the UI.
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L1492[20:41:45] <Xenose> is exploding ore a good thing or a bad thing? =/
L1493[20:42:59] <Xenose> i put lithium in to the game...
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L1497[20:55:03] <alcoo_> has there been any thought of making config files reside in the resourcepack area?
L1498[20:55:28] <Ordinastie> resource packs are client only, so, no
L1499[20:55:35] <alcoo_> point
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L1509[21:27:18] <Xenose> oh by the way Ordinastie, Thx for the help yesterday with the feedback the code looks much better now. ^^ https://github.com/Xenose/FoundryCraft/blob/master/main/java/xenose/foundrycraft/init/FoundryItems.java
L1510[21:28:22] <Ordinastie> for(Item item : itemList)
L1511[21:28:32] <Ordinastie> GameRegistry.register(item);
L1512[21:28:52] <Xenose> well thx again =P
L1513[21:29:19] <Ordinastie> also, your enum should probably be a factory
L1514[21:29:29] <Ordinastie> saves all that : https://github.com/Xenose/FoundryCraft/blob/master/main/java/xenose/foundrycraft/init/FoundryItems.java#L175-L281
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L1516[21:30:03] <Xenose> factory?
L1517[21:30:33] <Ordinastie> google time :]
L1518[21:30:41] <Xenose> welp ^^
L1519[21:31:32] <Xenose> and Japanese google kicks in again... lets use the uk one
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L1524[21:56:49] <illy> dear atom please stop crashing
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