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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
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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
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
L136[03:55:16]
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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
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
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
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*
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
L288[04:38:17] ⇦
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L289[04:38:41] <killjoy> bed time
L290[04:40:15] ⇦
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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
L299[04:49:39]
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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
L306[05:05:14]
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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
L330[05:18:38] <Subaraki> found where i
need to go back to
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
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
L356[05:27:56]
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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
L366[05:34:55]
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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
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] ***
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L399[08:09:46] ⇦
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L400[08:15:07] <AshIndigo> Hey I saw you
made the PR!
L401[08:17:41]
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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?
L416[08:42:30]
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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
L424[08:46:32] ⇦
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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?
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]
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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]
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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]
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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
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L467[09:07:16] <PitchBright> got'er..
thanks
L468[09:08:30] <Subaraki> this one is very
interesting and descriptive
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]
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L485[09:12:52] ***
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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)
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
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
L546[09:34:12] ⇦
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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]
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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
L553[09:42:46] ⇦
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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
L570[09:53:41] ⇦
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L571[09:54:33] ***
Abrar|gone is now known as AbrarSyed
L572[09:55:43] ⇦
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L573[09:57:10] ***
amadornes[OFF] is now known as amadornes
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] ⇦
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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.
L583[10:04:40] ***
TTFT|Away is now known as TTFTCUTS
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
L588[10:07:20]
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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*
L617[10:15:39] ⇦
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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
L700[10:28:41] ⇦
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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
L857[10:57:36] <jordibenck> code from
container?
L858[10:58:18]
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L859[10:58:18] <AshIndigo> Sure
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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
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.
L879[11:06:55] <diesieben07> only call
that on the server.
L881[11:07:23] <diesieben07> and passing
in the player position is useless
L882[11:07:39] <jordibenck> did not know
that
L883[11:08:01]
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L884[11:09:53] <diesieben07> hrm, not sure
why that happens tbh
L885[11:10:05]
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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
L968[11:27:15] <gigaherz_k> I have this in
a pull request to the documentation
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/
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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
L997[11:40:16] <diesieben07> you can turn
that off :P
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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
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
L1018[11:43:26] <diesieben07> oh god
those colors
L1019[11:43:35] <Jezza> I like them.
:/
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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
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
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
L1048[11:47:20]
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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
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.
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
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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?
L1103[13:59:51]
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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
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
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?
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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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
L1181[15:10:39] <Subaraki> first
commit
L1182[15:10:41] <Subaraki> that's the
last one
L1184[15:11:25] <g> is that really the
event I should use for this? ._.
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
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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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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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
L1282[16:19:29] ***
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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
L1290[16:32:17]
⇨ Joins: jackmcbarn
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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
L1294[16:34:58]
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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
L1313[16:42:15]
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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
L1330[16:45:55]
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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
L1346[16:58:26]
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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$
L1352[17:10:34]
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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?
L1380[17:31:43]
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L1384[17:47:54] <quadraxis> Mojang, do we
really need a 10MB byte[] just sitting around unused?
L1385[17:48:20]
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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
L1444[18:42:35] ***
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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
L1455[19:00:37] <TehNut> Np
L1456[19:02:55]
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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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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
L1515[21:29:58]
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error: Connection reset by peer)
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
L1520[21:34:39]
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L1524[21:56:49] <illy> dear atom please
stop crashing
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またね)
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L1540[23:29:22] ***
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