<<Prev
Next>>
Scroll to Bottom
Stuff goes here
L1[00:13:11] ⇨
Joins: Hunterz
(~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
L2[00:16:45] ⇨
Joins: RichardG (~richardg8@201.37.255.130)
L3[00:16:45]
MineBot sets mode: +v on RichardG
L4[00:17:35] ***
fry|sleep is now known as fry
L5[00:30:33] ⇦
Quits: turmfalke (~turmfalke@93.206.3.92) (Quit:
turmfalke)
L6[00:36:03] ⇦
Quits: RichardG (~richardg8@201.37.255.130) (Ping timeout: 206
seconds)
L7[00:36:43] ⇨
Joins: agowa339
(~Thunderbi@p54918830.dip0.t-ipconnect.de)
L8[00:41:15] ⇦
Quits: agowa338 (~Thunderbi@p54919F80.dip0.t-ipconnect.de) (Ping
timeout: 384 seconds)
L9[00:41:15] ***
agowa339 is now known as agowa338
L10[00:43:13] ⇦
Quits: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
(Quit: Leaving)
L11[00:43:18] ⇦
Quits: blood_ (unknown@ool-4574115b.dyn.optonline.net) (Read error:
Connection reset by peer)
L12[00:46:06] ⇨
Joins: Upthorn
(~ogmar@75-101-109-129.dsl.dynamic.fusionbroadband.com)
L13[00:53:16] ⇦
Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
(Ping timeout: 186 seconds)
L14[01:12:19] ⇦
Quits: kinggoesgaming (uid23106@id-23106.tooting.irccloud.com)
(Quit: Connection closed for inactivity)
L15[01:22:21] ***
AbrarSyed is now known as Abrar|gone
L16[01:24:34] ⇦
Quits: Brokkoli (~Brokkoli@p5B23C21C.dip0.t-ipconnect.de) (Quit:
Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
L17[01:34:33] ⇦
Quits: Everseeking
(~Everseeki@pool-100-6-80-90.pitbpa.fios.verizon.net) (Quit: Big
Gulps, huh? Alright... Welp, see ya later)
L18[01:39:40] ***
minecreatr is now known as Mine|dreamland
L19[01:40:14] ⇨
Joins: RichardG (~richardg8@201.37.255.130)
L20[01:40:14]
MineBot sets mode: +v on RichardG
L21[01:44:07] ⇦
Quits: RichardG (~richardg8@201.37.255.130) (Ping timeout: 198
seconds)
L22[01:46:25] ⇦
Quits: Upthorn
(~ogmar@75-101-109-129.dsl.dynamic.fusionbroadband.com) (Ping
timeout: 384 seconds)
L23[01:48:05] ⇦
Quits: zenith (~zenith@ec2-52-90-82-135.compute-1.amazonaws.com)
(Remote host closed the connection)
L24[01:49:48] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 186
seconds)
L25[01:50:24] ⇨
Joins: Emris (~Miranda@195.234.58.25)
L26[02:00:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161110 mappings to Forge Maven.
L27[02:00:05] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161110-1.10.2.zip
(mappings = "snapshot_20161110" in build.gradle).
L28[02:00:16] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L29[02:09:31] ⇨
Joins: Larry1123 (Larry1123@irc.larry1123.net)
L30[02:13:56] ⇨
Joins: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de)
L31[02:15:19] ⇦
Quits: Zesty (~Zesty@2002:b461:1c0c::b461:1c0c) (Ping timeout: 198
seconds)
L32[02:18:55] ⇨
Joins: Zesty (~Zesty@2002:b461:1c0c::b461:1c0c)
L33[02:22:20] <killjoy> How do I write
things? With a BAOS!
L34[02:22:25] <killjoy> er
L35[02:22:34] <killjoy> that doesn't sound
as good as it did before I typed it out
L36[02:22:49] <AshIndigo> Byte array output
stream?
L37[02:22:52] <killjoy> yes
L38[02:22:57] <killjoy> like a baos
L39[02:23:12] <AshIndigo> .
L40[02:23:19] <AshIndigo> ... Wow
L41[02:25:34] <Sub|zzz> lol
L42[02:25:39] ***
Sub|zzz is now known as Subaraki
L43[02:26:15] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 206
seconds)
L44[02:28:30] ⇨
Joins: VikeStep (~VikeStep@101.184.229.226)
L45[02:28:35] <killjoy> Looks like I'm not
very original
L47[02:29:32] ⇨
Joins: iari (~iari___@evana.futhark24.org)
L48[02:30:59] <Jezza> That's not even
funny...
L49[02:31:16] <Jezza> You've got to do
something with it, like a boss.
L50[02:31:21] <Jezza> Otherwise you're just
using it.
L51[02:31:36] <killjoy> that's not my
code
L52[02:31:40] <killjoy> I found it on
google
L53[02:31:42] <Jezza> Yeah, I know
L54[02:32:07] <killjoy> I'm using baos to
read a multipart httpentity
L55[02:32:22] <killjoy> it's hell
L56[02:32:26] <Jezza> "Looks like I'm
not very original"
L57[02:32:34] <Jezza> And then linked some
code
L58[02:32:40] <Jezza> I had assumed it was
someone else's
L59[02:32:45] <killjoy> I was refering to
the joke I made
L60[02:32:50] <Jezza> Yes.
L61[02:32:51] <Jezza> I know.
L62[02:32:56] <killjoy> w/e
L63[02:34:17] <killjoy> Anyone know an easy
way to parse a multipart-form using httpcore?
L64[02:34:40] <killjoy> The way I found was
to use commons-fileupload
L65[02:35:54] ⇦
Quits: VikeStep (~VikeStep@101.184.229.226) (Read error: Connection
reset by peer)
L66[02:37:28] ⇨
Joins: VikeStep (~VikeStep@101.184.229.226)
L67[02:38:21] ⇨
Joins: Koward
(~Koward@2a02:2788:7d4:4dd:c8c6:3def:80d3:46a7)
L68[02:39:00] ⇨
Joins: Larry1123 (Larry1123@irc.larry1123.net)
L69[02:39:26] <Koward> I'm looking for help
on a problem : how to best simulate editing the vanilla tool
materials ? the maxUses can be changed for items but efficiency and
enchantability seem fixed. Efficiency could be edited by
reflection, but still stuck on enchantability which is a direct
call to toolMaterial.getEnchan..()
L70[02:40:23] ***
Keridos is now known as Keridos|away
L71[02:48:00] ⇨
Joins: Noppes (~Noppes@ip56530f2e.direct-adsl.nl)
L72[02:49:11] ⇨
Joins: RichardG (~richardg8@201.37.255.130)
L73[02:49:11]
MineBot sets mode: +v on RichardG
L74[02:50:37] ⇨
Joins: Kaiyouka
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L75[02:54:46] ⇦
Quits: RichardG (~richardg8@201.37.255.130) (Ping timeout: 206
seconds)
L76[02:54:57] ***
Alex_hawks|zzz is now known as Alex_hawks
L77[02:57:23] ⇦
Quits: Meronat (uid190493@id-190493.highgate.irccloud.com) (Quit:
Connection closed for inactivity)
L78[03:02:54] ⇨
Joins: Upthorn
(~ogmar@75-101-109-129.dsl.dynamic.fusionbroadband.com)
L79[03:03:53] <killjoy> Mojang's api
doesn't like me
L80[03:24:35] ⇨
Joins: AtomicStryker
(~AtomicStr@p5DEF47FB.dip0.t-ipconnect.de)
L81[03:32:12] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 186
seconds)
L82[03:38:37] ⇦
Quits: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
(Ping timeout: 384 seconds)
L83[03:39:18] ⇨
Joins: Larry1123 (Larry1123@irc.larry1123.net)
L84[03:46:39] ⇦
Quits: jackmcbarn (jackmcbarn@gateway.insomnia247.nl) (Ping
timeout: 192 seconds)
L85[03:51:39] ⇦
Quits: AshIndigo (~AshIndigo@188.29.165.3.threembb.co.uk) (Ping
timeout: 384 seconds)
L86[03:52:14] ⇨
Joins: AshIndigo
(~AshIndigo@188.29.165.3.threembb.co.uk)
L87[03:54:57] ⇦
Quits: Alex_hawks
(~Alex_hawk@2001:8003:8547:3300:cd1d:f539:4568:39eb) (Read error:
Connection reset by peer)
L88[03:55:30] ⇨
Joins: Alex_hawks
(~Alex_hawk@2001:8003:8547:3300:cd1d:f539:4568:39eb)
L89[04:06:31] <AtomicStryker> yo, is there
a good example mod / tutorial for 1.10.2 entity models? i've found
the test3 mod which was awesome in answering most of my porting
problems
L90[04:08:52] <fry> 1.10.2 entity
models?
L91[04:09:17] <killjoy> entities haven't
changed
L92[04:09:26] <killjoy> probably not until
1.12
L93[04:09:44] <killjoy> Should I be excited
or worried about json entity models?
L94[04:09:48] <AtomicStryker> oh you mean
they will change again? joy. but i am talking about a mod i never
ported past ... i think 1.8
L95[04:09:57] <killjoy> hasn't
changed
L96[04:10:05] <AtomicStryker> basically it
works but i get a solid grey block
L97[04:10:06] <killjoy> just some stuff in
the renderer
L98[04:10:09] <fry> test3 mod?
L99[04:10:15] <AtomicStryker> testmod3, is
the name
L100[04:10:34] <killjoy> You'll need to
update your renderer since it's generic now
L102[04:10:36] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 186
seconds)
L103[04:10:57] <AtomicStryker> i saw that.
i am doing basically the same. the question is, what am i missing
:D
L104[04:12:32] ⇦
Quits: beschio (~beschio@besch.io) (Quit: Kernal
upgrade)
L105[04:13:31]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L106[04:19:30] <AtomicStryker> ok i found
my problem
L107[04:19:51] <AtomicStryker> was using
extends RenderBiped<EntityLiving> instead of my actual entity
class
L108[04:19:56] <AtomicStryker> apparently
mc does not like that
L109[04:26:05]
⇨ Joins: beschio (~beschio@besch.io)
L110[04:33:09] ⇦
Quits: AtomicStryker (~AtomicStr@p5DEF47FB.dip0.t-ipconnect.de)
(Quit: Leaving)
L111[04:49:16]
⇨ Joins: jackmcbarn
(jackmcbarn@gateway.insomnia247.nl)
L112[04:49:28]
⇨ Joins: MalkContent
(~MalkConte@p4FDCE92A.dip0.t-ipconnect.de)
L113[04:55:57] <Koward> Anyone ever tried
item substitution system ?
L114[04:56:45] <Ordinastie> afaik, it
doesn't work
L115[04:56:56] <Ordinastie> feel free to
test it yourself
L116[04:58:59] <Koward> *sigh*
L117[04:59:32] <killjoy> *sigh* I think
that bug died inside my monitor
L118[04:59:44] <killjoy> I'm gonna have to
take it apart to get it out
L119[04:59:52] <killjoy> It's right
between the lcd and backlight
L120[05:05:20] <Lordmau5> \o
L121[05:06:29] ***
hipsterpig is now known as Minecraft
L122[05:06:37] ***
Minecraft is now known as pig
L123[05:09:37] <Lordmau5> I'll just pop
the question again... I am using the
BlockRendererDispatcher#renderBlockDamage method to draw an overlay
over blocks in the RenderWorldLastEvent. Works good, no problems
there.
L124[05:09:48] <Lordmau5> However: I can't
manage to get transparency done for the texture.
L125[05:10:33] <Lordmau5> The MC code for
the actual block damage rendering had a `vb.noColor();` call before
calling the actual renderBlockDamage method. I removed that and
tried with GL again - but that didn't work
L126[05:11:02] <Lordmau5> Do I need to
enable some GL state so I can "colorize" it?
L127[05:11:04] <pig> Lordmau5: GL
blend?
L128[05:11:16] <pig> wait, colorizing or
transparency here?
L129[05:11:19] <Lordmau5> well
L130[05:11:20] <pig> I'm confused
L131[05:11:22] <pig> also GL alpha
test
L132[05:11:24] <Lordmau5> Transparency
mainly
L133[05:11:28] <pig> alpha test
L135[05:11:33] <Lordmau5> okay
L136[05:11:34] <pig> it's probably
disabled
L137[05:11:38] <pig> so enable it
L138[05:11:54] <Lordmau5> There's no easy
method for it in GlStateManager, is there? :P
L139[05:12:06] <pig> you mean
GlStateManager.enableAlpha()?
L140[05:12:16] <Lordmau5> well if that's
the one I'll try it, one sec
L141[05:12:30] <pig> remember to disable
it after the end of your code if that fixes it
L142[05:13:04] <Lordmau5> By transparency
I mean something along the lines of "show it with 30%
transparency for 3 seconds, then slowly bring it over to 100%
transparency"
L143[05:13:24] <Lordmau5> That's why I
also brought up colorizing - because iirc there was an alpha
parameter for it
L144[05:13:25]
⇨ Joins: InusualZ
(~InusualZ@adsl-64-237-236-45.prtc.net)
L145[05:15:53] <pig> if your texture
already has transparency anyways then the alpha levels don't matter
but I think blend or alpha gl state does
L146[05:16:00] <pig> I can't remember
which
L147[05:16:03] <pig> probably alpha
L148[05:16:14] <Lordmau5> my blendFunc is
SRC_ALPHA and ONE_MINUS_SRC_ALPHA right now, if you mean that
L149[05:18:28] <pig> I meant the states
being disabled/enabled
L150[05:18:30] <pig> anyways gotta
run
L152[05:18:33] <Lordmau5> ah
L153[05:18:38] <Lordmau5> alright thanks
for the help so far though \o
L154[05:18:50] <Lordmau5> Alright who's
the next... *ahem* ... victim >:)
L155[05:29:30] <barteks2x> A few hours ago
I thought I was testing my lighting code ingame... it turned out
that the line that called method that propagates light wasn't
there. But it somehow still kind of worked...
L156[05:30:28] <barteks2x> but that would
explain why so many things didn't work...
L157[05:33:19] <barteks2x> Every time I
look at it, minecraft block/skylight code is more weird than I
remember it...
L158[05:33:50]
⇨ Joins: KGS
(~KGS@h-155-4-129-249.na.cust.bahnhof.se)
L159[05:35:43] ⇦
Quits: killjoy
(~killjoy@cpe-2606-A000-1118-C049-144A-62AD-44E-EB6B.dyn6.twc.com)
(Ping timeout: 198 seconds)
L160[05:38:43] ⇦
Quits: Koward (~Koward@2a02:2788:7d4:4dd:c8c6:3def:80d3:46a7)
(Quit: Leaving)
L161[05:39:10]
⇨ Joins: founderio
(~Thunderbi@p200300C4E3C1760093BDC0405A740ECC.dip0.t-ipconnect.de)
L162[05:52:12]
⇨ Joins: killjoy
(~killjoy@cpe-2606-A000-1118-C049-D8A7-68E7-8FEC-DE31.dyn6.twc.com)
L163[06:18:25] ⇦
Quits: MalkContent (~MalkConte@p4FDCE92A.dip0.t-ipconnect.de) (Ping
timeout: 384 seconds)
L164[06:22:31] ⇦
Quits: KGS (~KGS@h-155-4-129-249.na.cust.bahnhof.se) (Ping timeout:
198 seconds)
L165[06:38:38]
⇨ Joins: MalkContent
(~MalkConte@p4FDCE92A.dip0.t-ipconnect.de)
L166[06:52:17] <Subaraki> (when ar pr's
merged ?)
L167[06:54:59] <AshIndigo> Once in a blue
moon
L168[06:57:15] <luacs1998> kek
L170[07:04:17] ⇦
Quits: killjoy
(~killjoy@cpe-2606-A000-1118-C049-D8A7-68E7-8FEC-DE31.dyn6.twc.com)
(Read error: Connection reset by peer)
L171[07:08:49] <Subaraki> darn :/
L172[07:09:04] <Subaraki> i wish the tab
pr would be merged
L173[07:09:12] <Subaraki> i'm waiting for
it to update my mods >_<
L174[07:09:47] ***
cpw|out is now known as cpw
L175[07:10:46]
⇨ Joins: Scoaex_
(~Scoaex@p5B278050.dip0.t-ipconnect.de)
L176[07:14:59] ⇦
Quits: Upthorn
(~ogmar@75-101-109-129.dsl.dynamic.fusionbroadband.com) (Quit: this
quit message is 100% guaranteed not to contain
obscenity.)
L177[07:19:24] <Subaraki> wauw barteks2x
x)
L178[07:19:34] <Subaraki> that's like,
inverted light x)
L179[07:19:44] <Subaraki> actually, that
looks like the day doesn't affect lighting
L180[07:19:53] <barteks2x> I still don't
know what causes it but it appears only clientside
L181[07:20:08] <barteks2x> and not
always
L182[07:20:24]
⇨ Joins: jordibenck (~jordibenc@86.89.212.184)
L183[07:20:43] <Ordinastie> Subaraki, are
you confident enough about the quality of the code of your PR
?
L184[07:20:55] <Subaraki> I am
L185[07:21:00] <Subaraki> everyone else
might not
L186[07:21:46] <Subaraki> that's why its
out there, for people to tell me what's wrong, so I can fix
stuff
L187[07:22:45] <Subaraki> i was compact
and tried to tie to the idea
L188[07:23:01] <Subaraki> implemented some
stuff for easier registry like people asked
L189[07:23:13] <Subaraki> i'm not
confident about the createContinuity method though
L190[07:23:21] <Subaraki> could have
another name
L191[07:23:27] <Ordinastie> wait what
?
L192[07:23:32] <Ordinastie>
createContinuity ?
L193[07:23:39] <Subaraki> yeah
L194[07:23:47] <Ordinastie> what is that
even supposed to do ?*
L195[07:23:47] <Subaraki> ikr
L196[07:24:11] <Subaraki> create a
continuity between gui's without having to explicetly copy over the
list of tabs of one gui manually
L197[07:24:40] <Ordinastie> oh god, what
did you do *_*
L198[07:24:50] <Subaraki> ?
L199[07:24:55] <Subaraki> that has always
been there
L200[07:25:15] <Subaraki> imagine, you
switch to another gui, right ?
L201[07:25:21] <Subaraki> like from the
player inventory to yours
L202[07:25:31] <Subaraki> you need to be
able to get back as well right ?
L203[07:25:34] <Ordinastie> yeah, the GUI
was supposed to provide the key for the list of tabs
L204[07:25:48] <Subaraki> it does
L205[07:26:10] <Subaraki> but that doesn't
mean your gui knows what the next or previous gui's list will
be
L206[07:26:30] <Ordinastie> "the next
or previous gui's list" ?
L207[07:27:06] <Subaraki> okay,
recap
L208[07:27:12] <Subaraki> gui's do provide
a list of tabs to show
L209[07:27:20] <Ordinastie> no they
don't
L210[07:27:25] <Ordinastie> or at least
they shouldn't
L211[07:27:52] <Ordinastie> you register
tabs to display for a specific key (I advised original vanilla
class)
L212[07:27:55] <Subaraki> so you mean that
the tabs should be global and every guicontainer needs to show all
tabs ?
L213[07:28:12] <Ordinastie> your list
rendering queries the current gui for the key to get the actual
tabs
L214[07:28:36] <Subaraki> ah yes
L215[07:29:23] <Subaraki> so you're saying
a guiTab should be registered to all gui's it wants to, and then
only draw those
L216[07:29:34] <Subaraki> (that didnt make
sense)
L217[07:30:08] <Ordinastie> so
guiscreen.getTabsKey() returns this.getClass() or something
L218[07:30:39] <Ordinastie> and if you
want your gui to show the same tabs as PlayerInventoryGui or
whatever is called, you return PlayerInventoryGui.class
L219[07:32:51] <Subaraki> would that allow
for people to add tabs to vanilla gui containers though ?
L220[07:33:42] <Ordinastie> like I said, I
don't think you should not limit to containers
L221[07:34:36] <Subaraki> i know, yes. but
if a gui needs a return on a method to draw tabs from a certain
gui, wouldn't that mean you can't add tabs to vanilla gui's ?
L222[07:34:41] <Subaraki> or am i being
dense again ?
L223[07:35:07] <Ordinastie> GuiScreen
implements the method
L224[07:36:03] <Subaraki> but that would
mean you can't add tabs to like, a chest ?
L225[07:36:10] <Subaraki> because you have
no acces to the method
L226[07:36:20] <Ordinastie> what?
L227[07:36:37] <Ordinastie> does chest
have a gui ?
L228[07:36:47] <Subaraki> chests have
gui's yes o.O
L229[07:36:54] <Ordinastie> does it extend
GuiScreen ?
L230[07:37:02] <Subaraki> trough
guiContainer, yes
L231[07:37:17] <Ordinastie> does GuiScreen
have the getTabsKey method ?
L232[07:37:25] <Subaraki> yes
L233[07:37:31] <Ordinastie> so...
L234[07:37:41] <Subaraki> but as a dev you
can't edit it ?
L235[07:37:52] <Subaraki> i'd have to
patch it in
L236[07:37:53] <Ordinastie> why would
you?
L237[07:38:26] <Subaraki> the getTabsKey
method would just return its own class ?
L238[07:38:31] <Subaraki> thats it ?
L239[07:38:33] <Subaraki> right ?
L240[07:38:34] <Ordinastie> public
Class<? extends GuiScreen> getTabsKey() { return
this.getClass(); } ?
L241[07:38:40] <Ordinastie> what do you
think that would return ?
L242[07:39:04] <Subaraki> (trying to
figure the logic out)
L243[07:41:01] *
Subaraki is there
L244[07:41:29] <Subaraki> okay
L245[07:41:42] <Subaraki> so, a method
that returns its class
L246[07:42:25] <Subaraki> and if you'd
want to hook into the player inventory, it would add to the list of
the current guitabs the player guitabs when opening the gui
L247[07:42:44] <Ordinastie> you don't
"hook" into the player inventory
L248[07:42:56] <Subaraki> yeah indeed.
wrong wording on ym end
L249[07:42:57] <Ordinastie> you just
register your tabs for whatever the class of the GUI is
L250[07:46:41] ⇦
Quits: VikeStep (~VikeStep@101.184.229.226) (Quit:
Leaving)
L251[07:47:34] <Subaraki> you think we
could like call that method getParentGui or something ?
L252[07:47:57] <Ordinastie> getTabsKey is
still a better name
L253[07:49:18] <Subaraki> would that also
mean i have to patch all gui's to return their own class ? (thinks)
ne because you return this.getclass
L254[07:49:35] <Ordinastie>
<Ordinastie> public Class<? extends GuiScreen>
getTabsKey() { return this.getClass(); } ?
L255[07:49:35] <Ordinastie>
<Ordinastie> what do you think that would return ?
L256[07:50:15] ⇦
Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Remote
host closed the connection)
L257[07:52:14] <Subaraki> SHould i put the
methods i added after the "forge start" comment?
L258[07:53:10] <Ordinastie> probably
L259[07:53:56] <Subaraki> okay
L260[07:54:43] <Subaraki> so, because we
now have the getTabsKey method, we need to check if its an instance
of the class, and if it's not, get a list of both the gui, and the
getTabsKey gui
L261[07:54:44] <Subaraki> right
L262[07:54:45] <Subaraki> ?
L263[07:56:46] <Ordinastie>
<Ordinastie> your list rendering queries the current gui for
the key to get the actual tabs
L264[07:59:30] <Subaraki> i suppose that
means yes o.O
L265[07:59:57] <Subaraki> oh wait
L266[07:59:59] <Subaraki> i get it
L267[08:00:34] <Subaraki> if you return
another class then the gui's class, you just register your tab to
the given key class, instead of your own
L268[08:00:44] <Subaraki> gui class
L269[08:00:45] <Subaraki> .
L270[08:00:54]
⇨ Joins: turmfalke
(~turmfalke@p5dce035c.dip0.t-ipconnect.de)
L271[08:03:32] ⇦
Quits: Alex_hawks
(~Alex_hawk@2001:8003:8547:3300:cd1d:f539:4568:39eb) (Read error:
Connection reset by peer)
L272[08:03:49] <TangentDelta> How's it
going?
L273[08:04:16]
⇨ Joins: Alex_hawks
(~Alex_hawk@2001:8003:8547:3300:cd1d:f539:4568:39eb)
L274[08:05:47] <Subaraki> o/
L275[08:08:05] ***
diesieben|away is now known as diesieben07
L276[08:16:45]
⇨ Joins: RichardG (~richardg8@201.37.255.130)
L277[08:16:45]
MineBot sets mode: +v on RichardG
L278[08:18:36] ⇦
Quits: XDjackieXD (~XDjackieX@151.236.12.222) (Ping timeout: 206
seconds)
L279[08:21:16] <Lordmau5> Yo
L280[08:21:22] <Lordmau5> Is there any
tutorial on how to allow ingame GUI stuff?
L281[08:21:25] <Lordmau5> err
L282[08:21:27] <Lordmau5> ingame config*
wow
L283[08:23:33] <Subaraki> i found one a
while ago
L284[08:24:22] ⇦
Quits: RichardG (~richardg8@201.37.255.130) (Remote host closed the
connection)
L285[08:29:15] <TangentDelta> I think you
use the FML registerer to register a config handler object?
L286[08:29:30] *
TangentDelta is an idiot though, could be wrong.
L287[08:30:06] <Ordinastie> what disables
backface culling for TESR again ?
L288[08:30:17] <Ordinastie> or rather
enable
L289[08:31:57] <Ordinastie> ah fuck, I
remember, it's because it's enabled for the batchedBuffer...
L290[08:32:01] <Ordinastie>
fryyyyyy!
L291[08:34:33] <Ordinastie> fry, remind me
again why you disable culling for FastTESR ?
L292[08:35:06] <fry> because it's disabled
for the solid block layer?
L293[08:36:26]
⇨ Joins: edr
(~edr@d-65-175-180-73.cpe.metrocast.net)
L294[08:36:30] <Ordinastie> where ?
L295[08:37:11] <Ordinastie> also, why
?
L296[08:38:07] <fry> basically, fastTESR
renders with the same state as the solid block layer, at least it
should
L297[08:38:09] <Ordinastie> pretty sure
solid block layer disables blending too, you didn't disable it for
the TESR (thankfully)
L298[08:38:26] <Ordinastie> so, no cutout
either
L300[08:43:46] <Ordinastie> that also
means render pass 1 is unusable
L301[08:47:26]
⇨ Joins: sinkillerj
(~sinkiller@nc-67-232-8-209.dhcp.embarqhsd.net)
L302[08:48:49] ⇦
Quits: Hink (~Hink@hink.me) (Read error: Connection reset by
peer)
L303[08:49:03] ***
amadornes[OFF] is now known as amadornes
L304[08:53:07] ⇦
Quits: sinkillerj (~sinkiller@nc-67-232-8-209.dhcp.embarqhsd.net)
(Ping timeout: 198 seconds)
L306[08:57:19]
⇨ Joins: Meronat
(uid190493@id-190493.highgate.irccloud.com)
L307[08:59:30] <Ordinastie> you thought
people pasting crash log without spoiler tags on MCF were bad
L308[08:59:45] <Ordinastie> try the idiot
that pasted it twice in his post -_-
L309[09:02:12] <Lordmau5> lmao
L310[09:02:59] ***
TTFT|Away is now known as TTFTCUTS
L312[09:03:55] <AshIndigo> O.o
L313[09:04:26] <Ordinastie> first post of
the guy
L314[09:04:31] <Ordinastie> good
start
L315[09:07:41]
⇨ Joins: sinkillerj
(~sinkiller@nc-67-232-8-209.dhcp.embarqhsd.net)
L316[09:07:48] <Lordmau5> "Hey I got
issue with mod kthnxbai"
L317[09:08:01] <Lordmau5> "Bad mod !
! ! it crash my game ! ! ! dont use ! ! !"
L318[09:08:02] <Lordmau5> :P
L319[09:08:18] <AshIndigo> That's reikas
experience with dragonapi
L320[09:08:23] ⇦
Quits: Zed (~Zed@12.223.6.51.dyn.plus.net) (Ping timeout: 206
seconds)
L321[09:08:24] <Ordinastie> at least that
doesn't take 14 pages of space
L322[09:08:47] <Ordinastie> AshIndigo, in
that case it was deserved :p
L323[09:13:16] <AshIndigo> Deserved?
L324[09:17:57]
⇨ Joins: Koward
(~Koward@2a02:2788:7d4:4dd:c8c6:3def:80d3:46a7)
L325[09:25:15] ⇦
Quits: jordibenck (~jordibenc@86.89.212.184) (Quit:
Leaving)
L326[09:27:17]
⇨ Joins: TechnicianLP
(~Technicia@p4FE57C87.dip0.t-ipconnect.de)
L327[09:30:59] ***
PaleOff is now known as PaleoCrafter
L328[09:36:37] ***
Abrar|gone is now known as AbrarSyed
L329[09:41:50] ⇦
Quits: MalkContent (~MalkConte@p4FDCE92A.dip0.t-ipconnect.de)
(Quit: Leaving)
L330[09:44:10] <LatvianModder> AshIndigo:
That's everyone's experience with dragonapi :P
L331[09:44:47] <Lordmau5> ^
L332[09:45:26] <diesieben07> just look at
the code and you will know why.
L333[09:45:54] <AshIndigo> For the average
user thougg its just a library
L334[09:45:57] <AshIndigo> *though
L335[09:46:17] <diesieben07> yes, which
makes it even worse.
L336[09:47:15] <Ordinastie> there was a
method somewhere to strip formatting tags from a string, does
someone remember where ?
L337[09:47:31] <diesieben07>
StringUtils.stripControlCodes
L338[09:47:36] <Ordinastie> ah thx
L339[09:47:42] <AshIndigo> Which part
diesbien?
L340[09:48:00] <diesieben07> the part that
it does horrible things and users not knowing that.
L341[09:48:04] <Lordmau5> I have never
seen his name being butchered like that before, congrats haha
L342[09:48:23] <AshIndigo> Wait
L343[09:48:41] <AshIndigo> WAIT
L344[09:48:47] <Lordmau5> We are
waiting?
L345[09:49:45] <AshIndigo> Holy fucj
L346[09:49:47] <AshIndigo> *fuck
L347[09:49:57]
⇨ Joins: ThePsionic
(~ThePsioni@ip5457f909.direct-adsl.nl)
L348[09:50:06] <AshIndigo> Ive been
reading it wrong for this entire time
L349[09:50:28] <AshIndigo> My life is a
lie
L350[09:50:34] <Lordmau5> :D
L351[09:50:43] <Lordmau5> gave me a good
chuckle though, that's why I said congratz :P
L352[09:50:43] <diesieben07> lol
L353[09:51:09] <Ordinastie> who doesn't
use tab completion on irc...
L354[09:51:25] ***
Lordmau5 is now known as diesbien07
L355[09:51:28] <diesbien07> Hey it's me
your brother
L356[09:51:35] ***
diesbien07 is now known as Lordmau5
L357[09:51:36] <Lordmau5> :P
L358[09:51:44] <diesieben07> that was
creepy. :D
L359[09:51:51] <Lordmau5> I mean
L360[09:51:54] <Ordinastie> you should
rename to Lordmau6
L361[09:52:11] <Lordmau5> if only you had
uppercase i s
L362[09:52:17] <Lordmau5> then I could
swap out the I with an L :D
L363[09:52:32] *
AshIndigo shuffles away namr
L364[09:53:38]
⇨ Joins: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L365[09:54:49] <Ordinastie> erf,
stripControlCodes removes all of them
L366[09:55:42] <Lordmau5> Thought that's
what the name already indicated :P
L367[09:55:43] <AshIndigo> Well what did
you expect?
L368[09:56:27] <Ordinastie> I want
$osome.lang.key to work properly
L369[09:56:53] <diesieben07> what is that
even supposed to be?
L370[09:56:58] <Ordinastie> italic
L371[09:57:05] <diesieben07> you mean
§o?
L372[09:57:09] <Ordinastie> yes
L373[09:57:25] <diesieben07> then what do
you want stripped?
L374[09:57:34] <Ordinastie> for the
translation
L375[09:57:36] <diesieben07> and why are
you not using the TextComponent stuff?
L376[09:57:46] <diesieben07>
right...
L377[09:57:48] <PaleoCrafter> stupid
inferior keyboards not having the paragraph symbol
L378[09:57:49] <Ordinastie>
TextFormatting.ITALIC + "some.lang.key"
L379[09:57:51] <diesieben07> yeah, use
TextComponentTranslation
L380[09:58:26] <diesieben07> and if i may,
a questino about your GUI stuff in malisisCore
L381[09:58:48] <Ordinastie> will I regret
that question? :p
L382[09:59:00] <diesieben07> i don't think
so
L383[09:59:06]
⇨ Joins: Zed (~Zed@12.223.6.51.dyn.plus.net)
L384[09:59:15] <diesieben07> Question, is,
you don't use events for "mouse over" and "key
pressed" and stuff like that, right?
L385[09:59:18] <diesieben07> Like, i am
not missing that?
L386[09:59:48] <Ordinastie> depends on
components
L387[10:00:12] <diesieben07> because i see
stuff like onKeyTyped in UIComponent
L388[10:00:12] <Ordinastie> there is a
hover events for components
L389[10:00:24] <diesieben07> it's all
methods for all the stuff, not dispatched via events
L390[10:00:54] <Ordinastie> its components
that choose to post events
L391[10:01:03] <diesieben07> ok
L392[10:01:11] <diesieben07> and the
events don't bubble or anything liek that either, right?
L393[10:01:15] <diesieben07> it's just all
within one component
L394[10:01:49] <Ordinastie> if the
component is a container, it forward to the children
L395[10:02:17] <diesieben07> but not the
events
L396[10:02:35] <Ordinastie> no
L397[10:02:41] <Ordinastie> but it's a bit
messy
L398[10:02:49] <diesieben07> heh
L399[10:02:50] <Ordinastie> I want to
change the system
L400[10:03:12] <diesieben07> javascript
style events that bubble through the whole chain?
L401[10:03:15] <Ordinastie> not use
events, just Functions
L402[10:03:42] <diesieben07> Oh
L403[10:03:43] <Ordinastie> been a long
time since I used JS
L404[10:03:55] <diesieben07> so you cannot
attach external listeners to components then?
L405[10:04:18] <diesieben07> in Js events
first travel downwards from root to the actual component
L406[10:04:18] <Ordinastie> you can, each
component has its own bus
L407[10:04:21] <diesieben07> then bubble
back up
L408[10:04:26] <Ordinastie> bubble ?
L409[10:04:46] <diesieben07> say you have
root->div->div->input
L410[10:04:53] <diesieben07> and input is
focused and you type a key
L411[10:05:02] <diesieben07> then that key
event fires on root, div, div, input in that order
L412[10:05:09] <diesieben07> and then
input, div, div, root
L413[10:05:14] <diesieben07> two different
phases
L414[10:05:20] <Ordinastie> I don't
remember that
L415[10:05:32] <diesieben07> you barely
ever need it
L416[10:05:35] <diesieben07> but that's
how it works
L417[10:05:47] <diesieben07> if you just
register i think you get registered for the first phase...
L418[10:05:50] <diesieben07> but i don't
remember
L419[10:06:25] <Ordinastie> actually, I
was wrong, container don't dispatch to children, it's children that
notifies parents
L420[10:06:37] <diesieben07> so events
only "bubble up"
L421[10:06:56] <diesieben07> and the
children trigger the events however they like, right?
L422[10:07:47] <fry> back in the day order
was browser-specific, that was fun :P
L423[10:07:48] <Ordinastie> the GUI keeps
track of the focused/hovered components and call direct method on
it
L424[10:07:59] <diesieben07> haha
yeah
L425[10:08:03] <Ordinastie> then
components decide whether to post events
L426[10:08:04] <diesieben07> yeah ok
L427[10:08:14] <diesieben07> i will do
that, but not call methods but fire events
L428[10:08:15] <diesieben07> yay
L429[10:08:24] <gigaherz> hit testing is
scanneddownward, but the event is sent first to the innermost
L430[10:08:31] <Ordinastie> yes
L431[10:08:52] <Ordinastie> however, I
want to move out of the guava event buss
L432[10:09:15] <diesieben07> yeah i have
to something custom for mine
L433[10:09:21] <diesieben07> because i
need explicit order
L434[10:09:25] <Ordinastie> and have
components have a list of Fnctions for eacht "event"
type
L435[10:09:47] <PaleoCrafter> so back to
the good old days of swing? :P
L436[10:09:49] <Ordinastie> I want to
lambda the shit out of it :p
L437[10:10:10] <fry> look at
CompletableFuture :P
L438[10:11:02] <Ordinastie> not sure how
it's related
L439[10:14:55]
⇨ Joins: gr8pefish
(~gr8pefish@24-121-241-166.flagcmtk01.res.dyn.suddenlink.net)
L440[10:15:36] <fry> won't help with
events exactly, but it stores the "list of functions"
internally
L441[10:17:52] <Ordinastie> probably a
little more advanced than I need
L442[10:18:04] <diesieben07> it's really
just a linked list
L443[10:18:10] <diesieben07> with some
concurrency fancyness
L444[10:23:35] <gigaherz> this reminds me,
what's the point of using "event buses"?
L445[10:24:11] <fry> oh, but see, I have
this nice magical annotation, instead of passing in some
"function"
L446[10:24:13] <gigaherz> vs having like,
EventTaget#invocationList/#invokeAllRegisteredHandlers
L447[10:24:20] <fry> what is even this
"function" all the kids are talking about
L448[10:24:31] <Koward>
LivingEntityUseItemEvent.Finish is not triggered when I use my
pickaxe to break a block. What the hell.
L449[10:24:42] <Koward> It's only right
click use ?
L450[10:24:50] <gigaherz> Koward: item use
trackers are only for eating
L451[10:25:15] <gigaherz> usefinish = the
use timer expired, usestop = the use was stopped before thetimer
ran out
L452[10:25:16] <Koward> Okay.
L453[10:25:33] <gigaherz> well eating or
similar
L454[10:25:44] <gigaherz> break tracking
is separate
L455[10:25:57] <Koward> The doc had
sword&bows in example, but it was for their right click
usage.
L456[10:26:10] <gigaherz> yes, which
counts as "using"
L457[10:26:13] <Koward> Now I need to find
something similar but for tools.
L458[10:26:26] <gigaherz> when you
leftclick, it's not using
L459[10:26:27] <gigaherz> it's
breaking
L460[10:26:33] <gigaherz> the tool is just
a modifier for the breaking system
L461[10:26:37] <gigaherz> it's not
"being used"
L462[10:27:38] <gigaherz> I do wish there
was a
"beginHarvest"/"harvestProgress"/"harvestStop"
on top of the harvestBlock method -- they woudl be useful for my
chopping block ;P
L463[10:28:11] <Koward> I can catch
breaking with a.. BreakingEvent but I don't think it'll catch the
usage of my pickaxe in fight.
L464[10:28:15]
⇨ Joins: McJty
(~jorrit@94-224-152-37.access.telenet.be)
L465[10:29:43] <gigaherz> no, that'd be
the attack event, I guess
L466[10:31:06]
⇨ Joins: Brokkoli
(~Brokkoli@p5B23C21C.dip0.t-ipconnect.de)
L467[10:43:14] ⇦
Quits: agowa338 (~Thunderbi@p54918830.dip0.t-ipconnect.de) (Quit:
agowa338)
L468[10:51:54] <Ordinastie> gigaherz, btw,
the door you showed yesterday, what was it for ?
L469[10:56:45] <Ordinastie> (also, I need
textures for different kind of switches :s)
L470[10:56:45]
⇨ Joins: cpup (~cpup@32.218.113.201)
L471[10:59:43]
⇨ Joins: covers1624_
(~covers162@ppp122-232-6.static.internode.on.net)
L472[11:01:31] ⇦
Quits: covers1624 (~covers162@ppp122-232-6.static.internode.on.net)
(Ping timeout: 198 seconds)
L473[11:04:49]
⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L474[11:06:56] ⇦
Quits: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Read
error: Connection reset by peer)
L475[11:08:12] ⇦
Quits: cpup (~cpup@32.218.113.201) (Ping timeout: 186
seconds)
L476[11:09:58] ⇦
Quits: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de) (Killed (NickServ
(GHOST command used by Jezza_!~Jezza@92.206.4.86)))
L477[11:14:13]
⇨ Joins: cpup (~cpup@32.218.116.161)
L478[11:16:32] ⇦
Quits: Snapples (uid167569@id-167569.highgate.irccloud.com) (Quit:
Connection closed for inactivity)
L479[11:18:29] <Ordinastie> what was the
way to have interface methods that match vanilla ones ?
L480[11:18:52] ⇦
Quits: Zesty (~Zesty@2002:b461:1c0c::b461:1c0c) (Read error:
Connection reset by peer)
L481[11:19:20] <Ordinastie> so that it
doesn't blow up in obf env
L482[11:19:49]
⇨ Joins: Zesty (~Zesty@180.97.28.12)
L483[11:20:53]
⇨ Joins: Lunatrius` (~Lunatrius@77.38.21.26)
L484[11:24:24] ⇦
Quits: Lunatrius (~Lunatrius@77.38.21.26) (Ping timeout: 384
seconds)
L485[11:24:27] ***
Lunatrius` is now known as Lunatrius
L486[11:29:14]
⇨ Joins: quadraxis
(~quadraxis@cpc77293-basf12-2-0-cust699.12-3.cable.virginm.net)
L487[11:34:01] <diesieben07> Ordinastie, i
think you need an exc file? i don't quite remember
L488[11:34:06] <diesieben07> or you might
hack something together with default methods
L489[11:35:29] <Ordinastie> hum, if I have
a default srg method that points to the mcp one, that should work I
think
L490[11:35:52] <Ordinastie> never heard
anything about exc files though, no idea what that is
L491[11:36:14] <diesieben07> exc files let
you specify additional things to obfuscate iirc
L492[11:36:36] <diesieben07> and no, the
default approach is more subtle
L493[11:37:06] <diesieben07> you want the
interface method to be implemented by a vanilla method,
right?
L494[11:37:14] <Ordinastie> yeah
L495[11:37:34] <diesieben07> then you need
to make the mcp version default and point to the srg version
L496[11:37:37] <diesieben07> but only when
obfuscated
L497[11:38:24] <Ordinastie> if not
obfuscated, it won't be called anyway
L498[11:38:46] <diesieben07> question is,
what calls this method *on the interface*?
L499[11:38:59] <diesieben07> because that
will use the mcp version
L500[11:39:04] <diesieben07> everything
else will be reobfuscated
L501[11:39:35] <Ordinastie> ah right
L502[11:39:57] <Ordinastie> the default
methods in the interface call it
L503[11:40:09] <Ordinastie> it's
getWorld()
L504[11:40:19] <Ordinastie> interface
applied to TileEntity
L505[11:40:26] <diesieben07> will anything
that's not vanilla implement this?
L506[11:40:36] <diesieben07> will only
TileEntity implement it?
L507[11:40:47] <Ordinastie> dunno, usually
that's the point on an interface ^^
L508[11:40:51] <gr8pefish> given a player,
what's the best way to check the chest armor slot? I see there is
getArmorInventoryList, but can I just get the chest directly?
L509[11:40:52] <Ordinastie> probably
not
L510[11:41:03] <diesieben07> why not use
TE directly then? :D
L511[11:41:23] <Ordinastie> because I
don't know yet for sure
L512[11:41:48] <diesieben07> gr8pefish,
getItemStackFromSlot
L513[11:41:59] <Ordinastie> I'll just
avoid name clash I think
L514[11:42:17] <diesieben07> yeah i think
the way to do it is have the SRG methods as empty defaults
L515[11:42:27] <diesieben07> and make the
mcp version call the SRG ones by default
L516[11:42:32] <diesieben07> then when you
implement it on vanilla it will work
L517[11:42:41] <diesieben07> and if you
implement it elsewhere you'll have to overide the MCP default
L518[11:43:57] <Ordinastie> better not
forget to implement them though
L520[11:44:37] <diesieben07> like
taht
L521[11:44:50] <diesieben07> could split
the interface into two
L522[11:44:58] <diesieben07> one base one
and one for implementation on vanilla
L523[11:45:06] <diesieben07> where the
latter has the defaults and the SRG method
L524[11:45:57] <Ordinastie> !gm
TileEntity.getWorld
L525[11:46:03] <gr8pefish> thanks
diesieben07 , forgot about that one :)
L526[11:47:06] <Ordinastie> if I was to
implement that for different vanilla classes, that'd be fun
:p
L527[11:47:19] <diesieben07> you'd need a
sub-interface for every type of vanilla class :D
L528[11:47:27] <diesieben07> or make an
if-else chain with instanceof checks
L529[11:47:56] <Ordinastie> wait, why
can't it be the other way around ? srg pointing to mcp ?
L530[11:48:13] <diesieben07> because what
happens if someone calls the mcp method?
L531[11:48:26] <Ordinastie> true
L532[11:48:35] <diesieben07> i.e. HasWorld
w = someTE; w.getWorld();
L533[11:48:41] <diesieben07> that won't
obfuscate
L534[11:49:03] <diesieben07> but nobody
will ever do HasWorld w = someTE; w.func_1234_a();
L535[11:49:14] <diesieben07> or rather you
better make sure nobody ever does.
L536[11:49:21] <Ordinastie> !gm
TileEntity.getBlockType
L537[11:49:36] <diesieben07> bridges are
fun.
L538[11:50:07] <Ordinastie> I'm tempted to
just make a world() method :p
L539[11:50:20] <diesieben07> lol
L540[11:52:03]
⇨ Joins: BrainStone
(BrainStone@the.feds.just.stole-your.pw)
L541[11:59:00] <TangentDelta> It feels so
weird making a Container GUI with no inventory slots.
L542[11:59:18] <TechnicianLP> what
for?
L543[12:07:35] <TangentDelta> Numhers. I
want the UI to display some numbers in real-time. I can't track
what GUI the player currently has open with guiScreen.
L544[12:08:26] <TangentDelta> I can get an
instance of a container GUI, not a screen GUI.
L545[12:08:53] <Ordinastie> hum what
?
L546[12:09:54] *
gigaherz facepalms
L547[12:09:54] <TangentDelta> Within the
client's packet handler.
L548[12:10:02] <gigaherz> it wouldn't
sound so weird if you explained the wholething
L549[12:10:11] <TangentDelta> Oh hi
gigaherz!
L550[12:10:12] <gigaherz> and not just a
random bit of information that doesn't say the real reason
L551[12:11:14]
⇨ Joins: Jezza (~Jezza@92.206.4.86)
L552[12:12:01] <TangentDelta> Well, my
client's packet handler need to get the currently open GUI so that
I can call a method in the currsnt GUI instance to update the
currently displayed information with what was in the packet.
L553[12:12:16] ***
BrainStone is now known as BrainStone|Away
L554[12:12:23] <Ordinastie>
mc.currentGuiScreen ?
L555[12:12:49] <gigaherz> TangentDelta:
you are doing the computer thing, right?
L556[12:12:52] <TangentDelta> Oh? That
returns an instance of the GUI open? Let me check...
L557[12:12:54] <TangentDelta> Yep!
L558[12:13:12] <gigaherz> okay so your
situation is that you havea tileentity on the server
L559[12:13:18] <gigaherz> that holds the
cpu emulation object
L560[12:13:26] <TangentDelta> I could
probably look at OC's code for the screen.
L561[12:13:30] <TangentDelta> Yes.
L562[12:13:34] <gigaherz> and you want the
people using the gui to receive the output from that
L563[12:13:39] <TangentDelta> Yep
L564[12:14:05] <gigaherz> so the reason we
decided it may be easierto usea Container-based GUI, is that it
already tracks the clients that have that gui open
L565[12:14:16] <gr8pefish> Anyone know why
a layer wouldn't appear in first person, even though it appears
just fine in 3rd person perspective (or for other players looking
at it)?
L566[12:14:16] <TangentDelta> You told me
to try a container with no slots.
L567[12:14:18] <TangentDelta> Yes.
L568[12:14:20] <gigaherz> so you wouldn't
have to implementthis retracking on the server
L569[12:14:34] <gigaherz> so when people
ask you why you need a container with no slots
L570[12:14:39] <gigaherz> the answer isn't
"becauseI need it for the packet
L571[12:14:51] <gigaherz> it's
"because I was using it to track the players
server-side"
L572[12:14:54] <gigaherz> ;P
L573[12:14:59] <barteks2x> I was trying to
find out why USB ports stop working after resuming from suspend,
ended up installing mcelog, and right after that checking HDD
smart, which forced me to also install pdf viewer for something,
while all I wanted was to connect my USB mouse and join a
server...
L574[12:15:11]
⇨ Joins: sokratis13gr (kiwiirc@84.252.54.199)
L575[12:15:25] <gigaherz> gr8pefish:
layers are only for the third person rendering
L576[12:15:29] <TangentDelta> Ah,
okay.
L577[12:15:40] <gigaherz> they are applied
to the player model itself
L578[12:15:51] <gigaherz> in first person,
it uses a completely separate code path
L579[12:16:17] <gr8pefish> hmm, that's not
ideal. Okay, guess I'll try and figure out how vanilla does it for
fpp
L580[12:16:25] <gigaherz> fpp?
L581[12:16:31] <gr8pefish> first person
perspective
L582[12:16:34] <gr8pefish> sorry xD
L583[12:16:36] <gigaherz> does what,
then?
L584[12:16:49] <gigaherz> draw the
hand/item?
L585[12:17:00] <gigaherz> because that's
all that happens in first person
L586[12:17:17] <gigaherz> it draws either
a hand (main hand with no item), or and item, or nothing at
all
L587[12:17:19] ⇦
Parts: BrainStone|Away (BrainStone@the.feds.just.stole-your.pw)
())
L588[12:17:23] <gigaherz> or an*^
L589[12:17:28] ⇦
Quits: Jezza (~Jezza@92.206.4.86) (Quit: Leaving)
L590[12:17:38] <gr8pefish> I guess in my
case it would just be drawing extra info at the top of the screen
(an image specifically)
L591[12:17:41] <TangentDelta> I can't find
an mc.currentGuiScreen method. There's an mc.ingameGuiScreen() (or
something) that returns an ingameGui object.
L592[12:17:56] <gigaherz> yes
L593[12:18:16] <gigaherz> so for that, you
either use RenderWorldLastEvent(3D), or RenderGameOverlayEvent(Gui
stuff)
L594[12:18:35]
⇨ Joins: BrainStone
(BrainStone@the.feds.just.stole-your.pw)
L595[12:18:52] <Ordinastie>
currentScreen
L596[12:19:13] <gr8pefish> giga, were you
talking to me or tangent there? I can't quite tell
L597[12:19:53] <gigaherz> you
L598[12:20:11] <BrainStone> Hi
L599[12:20:15] <BrainStone> Maybe you guys
can help me. Is there an easy way to reload JEI?
L600[12:20:28] <gr8pefish> alright,
thanks, I'll check out those events, ty! :)
L601[12:20:29] <McJty> Reload JEI?
L602[12:20:31] <gigaherz> reloadhow?
L603[12:20:33] <McJty> To do what
exactly?
L604[12:20:39] <TangentDelta> Oh. I think
that's exactly what I need.
L605[12:20:41] <gigaherz> as in, force it
to recalculate the item list?
L606[12:21:06] <TangentDelta> Ordinastie:
Thanks! I have no idea why I never saw that.
L607[12:22:17] <BrainStone> @giga
yes
L608[12:22:30] <TangentDelta> I think I
was going in the direction of "gui" rather than
"screen". I'm dumb :P
L609[12:22:47] <BrainStone> When the user
changes certain settings via the config GUI I need to reload the
item list since the items will change
L610[12:22:56] <gigaherz> BrainStone: why
would you need that?
L611[12:23:03] <gigaherz> uhm
L612[12:23:07] <gigaherz> how does the
item list change, exactly?
L613[12:23:25] <gigaherz> your item gets
more subitems or something like that?
L614[12:23:46] ⇦
Quits: Koward (~Koward@2a02:2788:7d4:4dd:c8c6:3def:80d3:46a7)
(Quit: Leaving)
L615[12:24:08] ⇦
Quits: cpup (~cpup@32.218.116.161) (Ping timeout: 206
seconds)
L616[12:24:52] <BrainStone> No. I have an
item with energy. And when a config changes the energy levels
change too. So if I increase the energy level then the fully
charged item is no longer fully charged etc
L617[12:25:28] <AshIndigo> So just use nbt
for energy
L618[12:25:37] <BrainStone> I do
L619[12:25:41] <BrainStone> That's the
problem
L620[12:25:54] <BrainStone> The items get
their nbt set during startup
L621[12:26:07] <gigaherz> unless you have
a "full" tag
L622[12:26:12] <gigaherz> and if present,
the item ignores the current value
L623[12:26:32] <gigaherz> until some
energy is used up, then the tag is removed, and the real value is
computed
L624[12:30:08] <BrainStone> I really don't
like this as it is a dirty hack. And I don't like adding tags just
for display purposes. I know that it is possible however. JER does
it. I sadly couldn't find that part in the code
L625[12:30:27] <gigaherz> then ask in
#JEI
L626[12:30:36] <gigaherz> that's the best
I can offer ;P
L627[12:31:04] <BrainStone> Lol. people
really need to state that they have an IRC channel...
L628[12:31:05] <BrainStone> xD
L629[12:31:06]
⇨ Joins: Hgreb
(~Hgrebnedn@d8d872a6e.access.telenet.be)
L630[12:31:12] <BrainStone> Thank you
anyways
L631[12:31:22] <BrainStone> join
#JEI
L632[12:31:27] <BrainStone> gg
L633[12:31:40] <gr8pefish> giga, do you
know how to draw an overlay on the screen using
RenderLastWorldEvent? I tried just a simple glpush, draw a string,
glpop, but it doesn't seem to do anything.
L634[12:32:41] <gigaherz> RenderWorldLast
draws in world coordinates
L635[12:32:50] <gigaherz> I have used it
to draw spell effects
L636[12:32:54] <gigaherz> but not for
text
L637[12:33:03] <gigaherz> you'd have to
transform a gui-like enviornment
L638[12:33:11] <gigaherz> for the text to
draw in the right place
L639[12:33:29] <gigaherz> it may be easier
if you do it on the gui event, which will be set up for Gui
use
L640[12:33:38] <gigaherz> rather than
drawing stuff in the world
L641[12:33:38] <gr8pefish> The text was
just for testing purposes. I basically want to draw a triangle at
the top of the screen.
L642[12:33:46] <gigaherz> yeah GUI.
L643[12:33:52] <gigaherz> use
RenderGameOverlayEvent
L644[12:34:04] <BrainStone> Maybe try
looking for code for a HUD?
L645[12:34:11] <BrainStone> Or that
L646[12:34:14] <gr8pefish> even if I want
it to render when not in a GUI?
L647[12:34:18] <gigaherz> yes
L648[12:34:28] <gr8pefish> okay thanks,
I'll try that one
L649[12:34:30] <gigaherz>
RenderGameOverlayEvent isn't for drawing things into guis
L650[12:34:37] <gigaherz> it's for drawing
gameoverlays
L651[12:35:00] <gigaherz> so you have
event.getType with different "phases" of the vanilla
drwaing process
L652[12:35:03] <gr8pefish> Ah yeah I see
that now, seems to be just what I need
L653[12:35:22] <gigaherz> use
RenderGameOverlay.Pre or .Post, depending on what you need
L654[12:35:31] <gigaherz> .Pre lets you
cancel the current phase
L655[12:35:41] <gigaherz> while .Post
ensures that you draw after the phase you choose
L656[12:36:06] <gigaherz> ALL is special:
the .Pre for ALL happens *before* the game overlay transforms are
done
L657[12:36:33] <gr8pefish> what do you
mean by "phase"?
L658[12:36:36] <gigaherz> but it lets
youcancel the entire thing, like F1 mode would do
L659[12:36:44] <gigaherz>
event.getType
L660[12:36:47] <gigaherz> you can compare
it to
L661[12:36:48] <gr8pefish> gotcha
L662[12:36:58] <gigaherz> ALL, HELMET,
PORTAL, CROSSHAIRS, ...
L663[12:37:16] ⇦
Quits: AshIndigo (~AshIndigo@188.29.165.3.threembb.co.uk) (Ping
timeout: 186 seconds)
L664[12:37:23] ⇦
Quits: Meronat (uid190493@id-190493.highgate.irccloud.com) (Quit:
Connection closed for inactivity)
L665[12:37:28] <gigaherz> so like, if you
want things to be occluded by the pumpkin overlay
L666[12:37:41] <gigaherz> you'd use .Pre,
with getType==HELMET
L667[12:37:58] <gr8pefish> If I want it to
always render in world, but have it be "on top" of
everything, would it be post. ALL ?
L668[12:38:17] <gr8pefish> by on-top I
mean in the forefront
L669[12:38:24] <gigaherz> no, .Post/ALL
would be after it has removed the transforms and stuff
L670[12:38:36] <gigaherz> you'd have to
re-setup everything
L671[12:38:47] <gigaherz> and you don't
want it to show in front of the chat either way
L672[12:39:07] <gigaherz> so I wouldn't
recommend drawing any later than .Post/JUMPBAR or .Pre/CHAT
L673[12:39:30] <gigaherz> unless you are
drawing on the debug screen
L674[12:39:34] <gigaherz> then you want
.Post/DEBUG
L675[12:39:35] <gigaherz> ;P
L676[12:39:42] <gr8pefish> oh, they go in
order
L677[12:39:45] ⇦
Quits: ThePsionic (~ThePsioni@ip5457f909.direct-adsl.nl) (Read
error: Connection reset by peer)
L678[12:39:45] <gr8pefish> that makes more
sense
L679[12:40:04] <gigaherz> yes but not all
phases are executed
L680[12:40:22] <gigaherz> so if you use
.Post/DEBUG, but F3 mode isn't enabled
L681[12:40:25] <gigaherz> it will never
trigger
L682[12:40:29] <gigaherz> so you have to
be careful
L683[12:40:31] <gr8pefish> i.e. bossbar
only gets executed if there is a boss?
L684[12:40:36] <gigaherz> yup
L685[12:40:55] <Ordinastie> Post ALL works
fine
L686[12:41:07] <gigaherz> it does
L687[12:41:19] <Ordinastie> you don't have
to resetup anyhting
L688[12:41:28] <gr8pefish> okay yeah, I;ll
use that I think, but it's good to learn about the details
L689[12:41:38]
⇨ Joins: ThePsionic
(~ThePsioni@ip5457f909.direct-adsl.nl)
L690[12:42:01] <BrainStone> So for a
simple HUD you'd recommend .Post/ALL?
L691[12:42:15] <gigaherz> .Post/ALL will
draw in front of the debug screen
L692[12:42:18] <gigaherz> so i'd never
recommend that
L693[12:43:02] <gr8pefish> what would you
recommend for it then?
L694[12:43:09] <gigaherz> depends on the
use
L695[12:43:12] <gigaherz> what is this
triangle for?
L696[12:43:28] <gr8pefish> Basically I
want to (if a player has my item and they right click, draw this
picture at the top to show them they are using it)
L697[12:43:40] <gr8pefish> then when they
right click again, disable that
L698[12:43:49] <gigaherz> so it's akin to
the potion icons?
L699[12:43:50] <gr8pefish> so a visual
indicator of use essentially
L700[12:44:17] <gr8pefish> Yeah
semi-similar to that
L701[12:44:31] <gigaherz> hmm oh hey,
potion icons and subtitles draw in front of thedebug screen? I
never noticed that
L702[12:44:34] <gigaherz> well
L703[12:44:47] <gr8pefish> but not just an
icon so it feels more immersive
L704[12:44:55] <gr8pefish> hehe so post
ALL then still?
L705[12:45:01] <gigaherz> it sounds to me
like Post/POTION_ICONS would fit, then ;P
L706[12:45:04] <gigaherz> your choice,
really
L707[12:45:18] <gigaherz> I draw my magic
overlays on Post/EXPERIENCE
L708[12:45:43] <gigaherz> although now
that I look at it
L709[12:45:50] <gigaherz>
experiencerendering can be off
L710[12:45:54] <gigaherz> so I have to
reconsider my choice
L711[12:45:54] <gigaherz> ;P
L712[12:45:57] <gr8pefish> does post
potion icons fire still if the player has no potions effects?
L713[12:46:19] <gr8pefish> i.e. is that
*just* the order
L714[12:46:39] <gigaherz> in this case,
yes
L715[12:46:45] <gigaherz> but in other
cases, no
L716[12:46:51] <gigaherz> so it's not just
the order
L717[12:47:17] <gigaherz> as I was just
saying, I chose Post/EXPERIENCE, but I just read the code in
GuiIngameForge#renderGameOverlay
L718[12:47:27] <gigaherz> and experience
can be turned off
L719[12:47:34] <gigaherz> which would turn
off my item's overlays
L720[12:48:15] <gr8pefish> hmm I'll dive
into the details later. For now, would this snippet of code if
(event.getType() ==
RenderGameOverlayEvent.ElementType.POTION_ICONS) {//do stuff } (in
RenderGameOverlayEvent.Post event) work for rendering extra info on
the screen whenever my player uses the item (regardless of potion
effects)?
L721[12:48:32] <gigaherz> yes
L722[12:48:32] <gr8pefish> ah they can be
turned off, that's true
L723[12:48:40] <gr8pefish> okay,
thanks!
L724[12:48:55] <gigaherz> ... uynless
another mod cancels it in its .Pre
L725[12:49:08] <gigaherz> it's complicated
XD
L726[12:49:22] <gr8pefish> how would you
deal with that besides telling the other mod to "stahp
that"?
L727[12:49:33] <gigaherz> using .Pre for
your stuff instead of .Post
L728[12:49:58] <gr8pefish> ah, but then
wouldn't you screw over the other mod? or would they both cooperate
then?
L729[12:50:08] <gigaherz> no
forcancellable events
L730[12:50:19] <gigaherz> hmm actually I
have no idea
L731[12:50:27] <gigaherz> if cancellable
events continue if a handler says cancel
L732[12:51:02] <gigaherz> okay they
continue
L733[12:51:12] <gigaherz> isCanceled is
only tested once at the end
L734[12:51:17] <gr8pefish> interesting...
Well thanks a ton for the help anyway, I can work on the
intricacies later!
L735[12:51:18] <gigaherz> so the solution
is to only use Pre
L736[12:52:04] <TangentDelta> So if I have
my TE send out a packet it sends it out to all clients,
right?
L737[12:52:20] <gigaherz> depends on what
function you call
L738[12:52:25]
⇨ Joins: Everseeking
(~Everseeki@pool-100-6-80-90.pitbpa.fios.verizon.net)
L739[12:53:18] <TangentDelta> I'm assuming
you check the WindowID of your container GUIs to prevent the
packets getting mixed up?
L740[12:54:41] <TangentDelta> It's really
hard trying to put into words what I'm trying to ask.
L741[12:54:43] <TangentDelta> Ugh.
L742[12:55:10] <TangentDelta> So, let's
get to the point. What is the window ID?
L743[12:55:32] ⇦
Quits: Hgreb (~Hgrebnedn@d8d872a6e.access.telenet.be) (Read error:
Connection reset by peer)
L744[12:56:19] <TangentDelta> Is that the
ID of the GUI as defined by the mod, or is it a unique identifier
assigned to the GUI when a new instance is created?
L745[12:58:52] <gigaherz> unique id to
tell the open container apart
L746[12:59:00] <gigaherz> it will match
between server and client
L747[12:59:10] <gigaherz> and is used so
that packets don't get mixed up and reach thewrong gui
L748[12:59:30] <Lordmau5> Woo
L749[12:59:34] <Lordmau5> finally got rid
of IFluidHandler \o/
L750[12:59:45] <TangentDelta> Okay, that's
what I thought.
L751[12:59:53] <gigaherz> Lordmau5: the
capability? ;P
L752[13:00:03] <Lordmau5> Na, the old
interface system :D
L753[13:00:12] <Lordmau5> I've took the 10
minutes to properly implement the capabilities now lmfao
L754[13:00:46]
⇨ Joins: AshIndigo_
(~AshIndigo@188.29.165.3.threembb.co.uk)
L755[13:03:55] ***
Mine|dreamland is now known as minecreatr
L756[13:06:12] ⇦
Quits: ThePsionic (~ThePsioni@ip5457f909.direct-adsl.nl) (Read
error: Connection reset by peer)
L757[13:10:05]
⇨ Joins: Hgrebnednav
(~Hgrebnedn@d8D872A6E.access.telenet.be)
L758[13:11:27]
⇨ Joins: KGS
(~KGS@h-155-4-129-249.na.cust.bahnhof.se)
L759[13:23:22] ***
BrainStone is now known as BrainStone|Away
L760[13:25:39] ⇦
Quits: gr8pefish
(~gr8pefish@24-121-241-166.flagcmtk01.res.dyn.suddenlink.net)
(Quit: I'm gone)
L761[13:25:53]
⇨ Joins: ScottehBoeh (~ScottehBo@95.144.45.252)
L762[13:28:19] <gigaherz> WHY, jsut WHY is
fall damage in mc computed based on the number of blocks fallen,
and not the speed of the entity?
L763[13:28:25] <gigaherz> just...
WHY?
L764[13:30:33] <ScottehBoeh> As everyone
knows, Optifine has capes. Does this not go against the Mojang
EULA, seeing as they state no distribution of capes?
L765[13:30:40] <ScottehBoeh> or am I
reading this wrong.
L766[13:31:02] <ScottehBoeh> I know that
Optifine isn't the only bottle on the wall. Alongside CustomNPCs
mod
L767[13:31:14] ***
PaleoCrafter is now known as PaleOff
L768[13:31:51] <gigaherz> well
L769[13:32:09] <gigaherz> we know that
letting peple have the special mojang capes IS something mojang
doesn't want
L770[13:32:31] <gigaherz> optifine-style
"VIP cape" is different, because it doesn't reduce
thevalue of the cames mojang hands out to special people
L771[13:32:35] <gigaherz> capes*
L772[13:32:48] <gigaherz> it's still gray
area though
L773[13:33:50] <ScottehBoeh> Ah
L774[13:34:05] <ScottehBoeh> My guess was
that it's fine as long as you're not distributing them as a
purchasable cosmetic
L775[13:34:19] <ScottehBoeh> But anyways.
I'll look more into it.
L776[13:34:49] <gigaherz> yeah that's the
primary reason
L777[13:38:01] ***
fry is now known as fry|sleep
L778[13:41:56]
⇨ Joins: cpup (~cpup@32.218.116.161)
L779[13:55:27] <TechnicianLP> since when
does css have animations? epic!
L780[13:56:20] <gigaherz> sdince like 10
years ago?
L781[13:56:50] <gigaherz> well animations
may be newer
L782[13:56:56] <gigaherz> css transition
have been around for a long time
L783[13:56:56] <gigaherz> ;P
L784[13:57:52] <gigaherz> IE10, Chrome 43,
Firefox 16, Opera 30
L785[13:57:56] <gigaherz> well not THAT
new ;P
L786[13:58:15] <gigaherz> (that's for the
version without the prefix)ç
L787[13:58:54] <TechnicianLP> well i
THOUGHT css3 was new ... as everything seemed to require the
browser-prefixes ... but it seems those site just dont get
updated
L788[14:00:35] <gigaherz> it has been
picked up piecewise
L789[14:00:37] <gigaherz> a bit at a
time
L790[14:09:06] <ScottehBoeh> xD
L791[14:09:14] ⇦
Quits: Scoaex_ (~Scoaex@p5B278050.dip0.t-ipconnect.de) (Quit:
Leaving)
L792[14:09:32] <ScottehBoeh> Yep. css has
some sexy animation skils
L793[14:11:40] ⇦
Quits: AstralSorcerer (~AstralSor@128.151.114.253) (Ping timeout:
186 seconds)
L794[14:12:57]
⇨ Joins: RichardG_ (~richardg8@201.37.255.130)
L795[14:12:58]
MineBot sets mode: +v on RichardG_
L796[14:14:18] ⇦
Quits: McJty (~jorrit@94-224-152-37.access.telenet.be) (Quit:
Leaving)
L797[14:16:00] <tterrag> ScottehBoeh: the
way I read the EULA says that you can't *sell* capes, though as
giga said it's fuzzy
L798[14:16:11] <tterrag> there has yet to
be a case of mojang bothering any mod that distributes capes
L799[14:16:26] <tterrag> likely because
mojang likes to sweep mods under the carpet and doing so would
validate their existence :P
L800[14:17:09] ***
diesieben07 is now known as diesieben|away
L801[14:24:53] ***
diesieben|away is now known as diesieben07
L802[14:25:59] ***
RichardG_ is now known as RichardG
L803[14:29:17] <ScottehBoeh> Is there an
event for F3+B?
L804[14:29:21] <ScottehBoeh> (aswell as
F3+A)
L805[14:29:33] <ScottehBoeh> F3+B gives
Entities, etc a Wireframe. F3+A refreshes chunks
L806[14:37:23]
⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L807[14:46:56]
⇨ Joins: Mathe172
(~Mathe172@77-56-5-8.dclient.hispeed.ch)
L808[14:53:38] <Mathe172> which task do I
have to run to apply the patch files?
L809[14:53:59] <Mathe172> setup doesn't
seem to do the trick
L810[14:54:25] <IoP> Where did you got
patches?
L811[14:54:29] <gigaherz> in the forge
sources?
L812[14:54:44] <gigaherz> if you are
setting up forge proper
L813[14:54:49] <gigaherz> just do
"gradlew setup"
L814[14:55:03] <gigaherz> and it should
create the project folders with "Clean" and
"Forge"
L815[14:55:31] <Mathe172> we had some
patches, then we pulled the latest commits and merged the patch
files
L816[14:55:37] <gigaherz> once you aredone
editing, you do "gradlew genPatches" to get the patch
files updated
L817[14:55:57] <Mathe172> there was a
merge conflict in one of the patch files, which we resolved
L818[14:56:07] <gigaherz> how did you
resolve them?
L819[14:56:18] <gigaherz> because if you
just mixed the lines randomly within the file
L820[14:56:23] <gigaherz> you broke the
patch
L821[14:57:16] <Mathe172> we merged the
diff blocks in the right order
L822[14:57:44] <Mathe172> in a second
attempt we even adjusted the lines in case forgeGradle can't cope
with line numbers that are off by one or two
L823[14:58:06]
⇨ Joins: Upthorn
(~ogmar@75-101-109-129.dsl.dynamic.fusionbroadband.com)
L824[14:58:20] <Mathe172> shouldn't there
be an error if patching fails?
L825[14:59:38] <gigaherz> dunno
L826[14:59:46] <gigaherz> the recommended
approach is to apply the patches separately
L827[14:59:59] <gigaherz> save the
conflicting thunks elsewhere
L828[15:02:43] <tterrag> ScottehBoeh:
sadly no
L829[15:02:54] <tterrag> all those
keybinds are handled manually in the game loop
L830[15:03:14] <gigaherz> back, sorry I
got called away ;P
L831[15:03:30] <tterrag> Mathe172: why
bother merging patch files?
L832[15:03:31] <tterrag> just regen
L833[15:03:52] <tterrag> never manually
edit patch files as you'll probably do it different than the
generator
L834[15:06:07] <gigaherz> so as I was
saying
L835[15:06:11] <gigaherz> [22:00]
(gigaherz): save the conflicting thunks elsewhere
L836[15:06:17] <gigaherz> and apply them
after regenerating the patches
L837[15:08:37] <LexManos> there is a
error
L838[15:08:42] <LexManos> and why the fuck
are you manually editing it?
L839[15:09:26] <Mathe172> seemed faster to
just copy the patches together than to do it manually
afterwards
L840[15:09:35] <Mathe172> no we know
betetr
L841[15:09:45] <Mathe172> thanks for the
help
L842[15:16:31] ***
DarkevilAway is now known as Darkevilmac
L843[15:29:07] <diesieben07> should I make
the "double click" event fire for all mouse buttons? or
does it really only make sense for left click?
L844[15:30:05] ⇦
Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.)
L845[15:30:52] ***
sokratis13gr is now known as sokratis12GR
L846[15:35:08] ***
minecreatr is now known as Mine|away
L847[15:35:55] <gigaherz> diesieben07: how
generic are you being? ;P
L848[15:36:35] <gigaherz> for reference,
win32 only has WM_LBUTTONDBLCLICK
L849[15:36:41] <gigaherz> no R
requivalent
L850[15:37:13] <diesieben07> well, idk
:D
L851[15:37:30] <diesieben07> i just have
MouseButtonEvent and made DoubleClick a subclass
L852[15:37:35] <diesieben07> but that does
not really make sense does it
L853[15:37:41] <gigaherz> no wait
L854[15:37:41] <gigaherz> 0206 518
WM_RBUTTONDBLCLK
L855[15:37:47] <gigaherz> 0209 521
WM_MBUTTONDBLCLK
L856[15:37:48] <gigaherz> it does ;P
L857[15:37:53] <diesieben07> heh
L858[15:37:56] <gigaherz> 020d 525
WM_XBUTTONDBLCLK
L859[15:38:25] <diesieben07> lol
L860[15:38:30] <Ordinastie> now to
determines if that's a sign that YOU shouldn't do it
L861[15:38:33] <diesieben07> wtf is
X
L862[15:38:40] <gigaherz>
Extra1/Extra2
L863[15:38:44] <gigaherz> windows supports
5 mouse buttons
L864[15:38:45] <diesieben07> lol
L865[15:39:23] ***
AshIndigo_ is now known as AshIndigo-Asleep
L866[15:39:33] <gigaherz> one of the
parameters in that message, specifies wether it was x1 or x2 that
was clicked
L867[15:41:27] <gigaherz> you could make
it generic and have like DblClick(int whichButton, int
totalNumberOfClicks)
L868[15:41:27] <gigaherz> ;p
L869[15:41:43] <diesieben07> lol
L870[15:41:49] <diesieben07> yeah i am not
counting clicks
L871[15:42:11] <Ordinastie> gigaherz, if
the method is "Dbl", shouldn't totalNumberOfClicks always
be 2 ? :p
L872[15:42:20] <diesieben07> yeah
L873[15:43:00] <gigaherz> MultiClick, then
;P
L874[15:43:28] <diesieben07> if you need
triple clicks i think it's time to consult a UI designer
L875[15:43:49] <Ordinastie> hey, I love my
triple click
L876[15:43:58] <diesieben07> where?
:O
L877[15:44:01] <gigaherz> mc? ;P
L878[15:44:09] <Ordinastie> in eclipse to
select a whole line
L879[15:44:22] <diesieben07> oh wow that
even works in hexchat
L880[15:44:26] <diesieben07> who
knew.
L881[15:44:33] <diesieben07> and
intellij
L882[15:44:34] <gigaherz> in most UI
systems, tripleclick means select entire line/sentence
L883[15:44:37] <Ordinastie> that works
everywhere
L884[15:44:39] <gigaherz> I have used it
for like 15 years?
L885[15:44:39] <gigaherz> XD
L886[15:44:48] <tterrag> yep
L887[15:44:50] <diesieben07> oh my
L888[15:44:51] <tterrag> works everywhere
I've tried it
L889[15:44:57] <tterrag> and the places it
doesn't, I despise :P
L890[15:45:21] <tterrag> what annoys me is
the inconsistency of ctrl+arrowkey in moving through text
L891[15:45:23] <Ordinastie> and it's not
really whole line, it's whole paragraph
L892[15:45:42] <tterrag> Ordinastie: in a
browser those are the same thing, more or less
L893[15:45:55] <tterrag> wrapped lines =
one line
L894[15:45:56] <gigaherz> ah yes in
msword, triple is paragraph
L895[15:53:00] ⇦
Quits: Upthorn
(~ogmar@75-101-109-129.dsl.dynamic.fusionbroadband.com) (Ping
timeout: 186 seconds)
L896[15:53:59]
⇨ Joins: ThePsionic
(~ThePsioni@ip5457f909.direct-adsl.nl)
L897[16:01:14] ***
Darkevilmac is now known as DarkevilAway
L898[16:07:56] ⇦
Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
(Ping timeout: 186 seconds)
L899[16:08:47] *** V
is now known as Vigaro
L900[16:10:18] ***
DarkevilAway is now known as Darkevilmac
L901[16:14:32] ⇦
Quits: TechnicianLP (~Technicia@p4FE57C87.dip0.t-ipconnect.de)
(Ping timeout: 384 seconds)
L902[16:20:11] ⇦
Parts: BrainStone|Away (BrainStone@the.feds.just.stole-your.pw)
())
L903[16:25:48] ⇦
Quits: Hgrebnednav (~Hgrebnedn@d8D872A6E.access.telenet.be) (Ping
timeout: 206 seconds)
L904[16:28:47] ⇦
Quits: Noppes (~Noppes@ip56530f2e.direct-adsl.nl) (Read error:
Connection reset by peer)
L905[16:45:21] ⇦
Quits: ScottehBoeh (~ScottehBo@95.144.45.252) (Read error:
Connection reset by peer)
L906[16:55:30] ***
Keridos|away is now known as Keridos
L907[16:59:07] ⇦
Quits: Everseeking
(~Everseeki@pool-100-6-80-90.pitbpa.fios.verizon.net) (Ping
timeout: 198 seconds)
L908[17:01:12]
⇨ Joins: howtonotwin
(~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net)
L909[17:01:29]
⇨ Joins: Everseeking
(~Everseeki@pool-100-6-80-90.pitbpa.fios.verizon.net)
L910[17:10:11]
⇨ Joins: AstralSorcerer
(~AstralSor@u-of-rochester-128-151-150-18.wireless.rochester.edu)
L911[17:24:04]
⇨ Joins: armctec (~Thunderbi@186.204.95.188)
L912[17:26:58] ⇦
Quits: Mathe172 (~Mathe172@77-56-5-8.dclient.hispeed.ch) (Quit:
Leaving)
L913[17:38:47] ⇦
Quits: ThePsionic (~ThePsioni@ip5457f909.direct-adsl.nl) (Quit:
Leaving)
L914[17:40:25] ***
amadornes is now known as amadornes[OFF]
L915[17:47:55] ⇦
Quits: armctec (~Thunderbi@186.204.95.188) (Read error: Connection
reset by peer)
L916[17:48:03]
⇨ Joins: armctec (~Thunderbi@186.204.95.188)
L917[17:52:46] ⇦
Quits: iari (~iari___@evana.futhark24.org) (Quit:
Leaving)
L918[17:58:21]
⇨ Joins: Upthorn
(~ogmar@108-85-88-44.lightspeed.frokca.sbcglobal.net)
L919[17:58:35] ⇦
Quits: cpup (~cpup@32.218.116.161) (Ping timeout: 206
seconds)
L920[17:59:56] ⇦
Quits: AstralSorcerer
(~AstralSor@u-of-rochester-128-151-150-18.wireless.rochester.edu)
(Ping timeout: 186 seconds)
L921[18:01:53]
⇨ Joins: Upth
(~ogmar@108-85-88-44.lightspeed.frokca.sbcglobal.net)
L922[18:03:55]
⇨ Joins: Kaiyouka
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L923[18:04:05] ⇦
Quits: chbachman (~chbachman@192.99.145.160) (Ping timeout: 186
seconds)
L924[18:04:44] ⇦
Quits: TehNut (~TehNut@192.99.145.160) (Ping timeout: 186
seconds)
L925[18:06:56]
⇨ Joins: cpup (~cpup@32.218.116.161)
L926[18:07:46]
⇨ Joins: xcube (~xcube16@216.38.32.2)
L927[18:08:55] <xcube> I am having
problems with AttachCapabilitiesEvent...
AttachCapabilitiesEvent<EntityPlayerMP> should work right? Or
do I need to use AttachCapabilitiesEvent<Entity> and do the
instanceof check my self?
L928[18:09:39] <xcube> I have debugged it
a while and came to that conclusion :/
L929[18:09:54] <diesieben07> yes, i don't
think the generic events do subtype checking
L930[18:09:59] <diesieben07> due to
performance concerns
L931[18:10:13] ⇦
Quits: armctec (~Thunderbi@186.204.95.188) (Quit:
armctec)
L932[18:12:22] <xcube> diesieben07: I
think I understand... checking for sub classes might be a problem
if it was done automatically
L933[18:12:35] <diesieben07> yes
L934[18:12:47] <diesieben07> with normal
events it's easy, you just add the listeners to every parent
class's list
L935[18:12:51] <diesieben07> but with
generics this is not that easy.
L936[18:13:37]
⇨ Joins: armctec (~Thunderbi@186.204.95.188)
L937[18:13:56]
⇨ Joins: bochen415
(~bochen415@2a03:b0c0:1:a1::25e:e001)
L938[18:21:45]
⇨ Joins: AstralSorcerer
(~AstralSor@u-of-rochester-128-151-150-18.wireless.rochester.edu)
L939[18:50:36] ⇦
Quits: armctec (~Thunderbi@186.204.95.188) (Ping timeout: 186
seconds)
L940[18:51:00]
⇨ Joins: TehNut (~TehNut@192.99.145.160)
L941[18:51:00]
⇨ Joins: chbachman
(~chbachman@2607:5300:100:200::199)