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L1[00:00:01] <kenzierocks> i'm going to
try and rename some params
 
L2[00:00:11] <kenzierocks> when i get a
chance at thanksgiving maybe
 
L3[00:01:13] <williewillus> lol the extra
AABB names in Block 36/piston extension are gonna be ugly
 
L4[00:01:20] <williewillus> if the existing
convention is followed
 
L5[00:01:22] <williewillus> so nvm on
that
 
L6[00:03:10] <kashike> immibis: which?
 
L7[00:03:12] <kashike> err
 
L8[00:03:15] <kashike> williewillus:
 
L9[00:03:18] <kashike> oopsies
 
L10[00:03:28] <williewillus>
BlockPistonExtension
 
L11[00:03:40] <williewillus>
SHORT_NORTH_ARM_AABB? :P
 
L12[00:04:06] <kashike> makes sense
 
L13[00:05:54] ⇨
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L14[00:06:33] <barteks2x> if I have
modifiers from Method.getModifiers(), how to check if it's
package-protected?
 
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L16[00:09:12] <kenzierocks> (modifiers
& ~(Modifier.PUBLIC | Modifier.PROTECTED | Modifier.PRIVATE))
== modifiers ?
 
L17[00:09:18] <kenzierocks> i'm not
100% sure that works
 
L18[00:09:43] <kenzierocks> but basically:
not (public | protected | private)
 
L19[00:09:50] <tterrag> there are other
modifiers though, no?
 
L20[00:10:02] <kenzierocks> but none of
them take away package-protected
 
L21[00:10:08] <tterrag> yes but it
won't necessarily ==
 
L22[00:10:14] <kenzierocks> yes it
will
 
L23[00:10:15] <tterrag> oh wait, nvm
 
L24[00:10:16] <tterrag> I see
 
L25[00:10:16] <barteks2x> ok, now I need
some way to check if Methods are equal...
 
L26[00:10:20] <tterrag> thought those were
two variables for some reason
 
L27[00:10:23] <kenzierocks> :)
 
L28[00:10:27] ⇨
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L29[00:10:46] <kenzierocks> omg
 
L30[00:10:50] <barteks2x> and equals
obviously won't work
 
L31[00:10:58] <kenzierocks> rip
Minecraft.thePlayer, long live Minecraft.player
 
L32[00:10:58] ⇦
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L33[00:11:10] <TehNut> and theWorld ->
world
 
L34[00:11:12] <kenzierocks> yea
 
L35[00:11:17] <kenzierocks> worldObj* ->
world as well
 
L36[00:11:28] <barteks2x> I had remapper do
all of that for me :D
 
L37[00:11:46] <TehNut> I've been using
the getters in TileEntity/Entity for some time now
 
L38[00:11:46] <kenzierocks> lol i'm
just doing it by hand
 
L39[00:11:51] <TehNut> So I didn't
have to worry about i
 
L41[00:12:00] <kashike> large summary
 
L42[00:12:05] <TehNut> Oh I know
 
L43[00:12:09] <TehNut> I've already
ported a few mods
 
L45[00:12:27] <barteks2x> I think the
latest version isn't built anywhere
 
L46[00:12:33] <TechnicianLP> wasnt there a
file somewhere you could import into intellij?
 
L47[00:12:46] <kashike> for 1.8 yes, and
only for classes
 
L48[00:13:07] <TehNut> There's only 1
class change this time, so it's not a huge deal
 
L49[00:13:15] <kashike> I'm happy
about the MathHelper changes
 
L50[00:14:30] <barteks2x> I can't
imagine updating that for bigger mod that actually uses that stuff
everywhere
 
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L52[00:21:39] <williewillus> lol what
 
L53[00:21:47] <williewillus>
EntityWolf$AIAvoidEntity
 
L54[00:22:12] <kashike> I love these
names
 
L55[00:22:14] <kashike>
setWololoTarget
 
L56[00:22:18] <kenzierocks> hah
 
L57[00:22:19] <williewillus> why is the
wolf passed in again but in the same class EntityWolf,this is
used
 
L58[00:22:19] <TehNut> omg yes
 
L59[00:22:30] ⇦
Parts: payonel
(~payonel@static-50-53-64-85.bvtn.or.frontiernet.net) (WeeChat
1.4)) 
L60[00:22:30] <williewillus> someone
doesn't know how non-static nested classes work :P
 
L61[00:22:45] <kashike> williewillus: or it
was missed in a refactor
 
L62[00:22:49] <kashike> these things happen
:P
 
L63[00:24:24] <williewillus> kashike:
wolves avoiding llamas was introduced in 1.11, they have no avoid
AI in 1.10
 
L64[00:24:38] <kenzierocks>
>ENTITY_EVOCATION_ILLAGER_AMBIENT
 
L65[00:24:43] <kenzierocks> is this a
typo
 
L66[00:24:55] <williewillus> of what?
 
L67[00:25:02] <kenzierocks> VILLAGER?
 
L68[00:25:04] <williewillus> no
 
L69[00:25:16] <kashike> not a typo
 
L70[00:25:22] <kashike> it's Evocation
Illager
 
L71[00:25:31] <williewillus> illager =>
evokers and vindicators
 
L72[00:25:33] <kenzierocks> oh, weird
 
L73[00:25:39] <matthewprenger>
ENTITY_EVOCATION_ILLAGER_AMBIENT =
getRegisteredSoundEvent("entity.evocation_illager.ambient");
 
L75[00:26:06] <barteks2x> is that even a
word?
 
L76[00:26:11] <quadraxis> hey, Jeb worked
really hard on that pun
 
L77[00:26:12] <williewillus> gf
field_190546_d
 
L78[00:26:38] <barteks2x> I'm
wondering how they translated that...
 
L79[00:27:36] <kenzierocks> oh nice
 
L80[00:27:47] <kenzierocks> the null
thing
 
L81[00:27:49] <kenzierocks> that's a
thing
 
L82[00:28:33] <kashike> hm?
 
L83[00:28:54] <kenzierocks> >public void
setInventorySlotContents(int index, @Nullable ItemStack
stack)
 
L84[00:28:57] <kenzierocks> no longer
nullable
 
L85[00:29:11] <kashike> yes, use
ItemStack.EMPTY instead when null
 
L86[00:29:12] <kenzierocks> have to go find
all usages now
 
L87[00:29:28] <kenzierocks> oh good, just
the one
 
L88[00:32:23] <williewillus> who named
appendHoverText :V
 
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L94[00:40:53] <kenzierocks> woops
 
L96[00:41:01] <kenzierocks> i may have
messed up
 
L97[00:41:49] <kashike> what are you
talking about, that looks perfectly normal
 
L98[00:42:16] <barteks2x> thats the kind of
"messed up" I would expect in cubic chunks :D
 
L99[00:42:59] <barteks2x> did you somehow
swap some coordinates somewhere?
 
L100[00:43:19] <kenzierocks> i don't
think so?
 
L101[00:43:29] <kenzierocks> i just moved
around the indexes used to access a 1d array
 
L102[00:43:34] <kenzierocks> but i changed
both places
 
L103[00:43:45] <barteks2x> so you
didn't change them in the same ay
 
L104[00:44:04] <barteks2x> or these
indices are no longer unique
 
L105[00:44:22] <barteks2x> which given the
result is very likely
 
L106[00:44:29] <kenzierocks> i'm
pretty sure the same
 
L107[00:44:43] <kenzierocks> int index = x
* 16 * 16 + y * 16 + z; vs int index = x * 16 * 16 + y * 16 +
z;
 
L108[00:45:03] <barteks2x> that's not
going to work...
 
L109[00:45:12] <barteks2x> x*16*16*16
would probably work
 
L110[00:45:16] <barteks2x> y is
0-255
 
L111[00:45:35] <kenzierocks> why
wouldn't it work
 
L112[00:45:43] <kenzierocks> oh
 
L113[00:45:44] <kenzierocks> hmm.
 
L114[00:45:46] <kenzierocks> right,
yea
 
L115[00:45:57] <kenzierocks> i forgot
i'm not doing cubic chunks ;_;
 
L116[00:47:31] <barteks2x> I don't
really see why would you do something like that anyway
 
L117[00:47:43] <kenzierocks> it's
kinda old code
 
L118[00:47:50] <kenzierocks> like 1.6.4
old
 
L119[00:48:10] <kenzierocks> speaking of
old things
 
L120[00:48:12] <barteks2x> I remember
writing cubic chunks for 1.6.4
 
L121[00:48:21] <kenzierocks> is there a
good way to regenerate a chunk
 
L122[00:48:29] <barteks2x> easy or
good?
 
L123[00:48:32] <kenzierocks> right now
worldedit is removing the entire chunk
 
L124[00:48:36] <kenzierocks> then loading
it
 
L125[00:48:58] <barteks2x> it's not
going to work properly because of population
 
L126[00:49:22] <kenzierocks> yea,
that's what i'm seeing
 
L127[00:49:38] <barteks2x> unless it will
create a fake world behind the scenes and generate some neigbbor
chunks too and then copy the generated chunk
 
L128[00:49:50] <kenzierocks> eh?
 
L129[00:49:55] <kenzierocks> it works as
is
 
L130[00:50:05] <kenzierocks> except
sometimes you get random ravines
 
L131[00:50:17] <barteks2x> without any
issues with trees?
 
L132[00:50:21] <barteks2x> and stuff like
that
 
L133[00:50:29] <kenzierocks> the trees
change position sometimes
 
L134[00:50:31] <kenzierocks> but it
loads
 
L135[00:50:46] <barteks2x> I'm almost
sure you will get trees only in about 1/4th of the chunk
 
L136[00:51:06] <kenzierocks> why
 
L137[00:51:19] <barteks2x> because mojang.
I can explain
 
L138[00:52:01] <barteks2x> When you
populate a chunk, you don't really populate that chunk
exactly. You populate area (x*16+8, z*16+8) to (x*16+16+8,
z*16+16+8)
 
L139[00:52:21] <barteks2x> which is
essentially area starting in the center of your chunk and ending 16
blocks farther in positive x/z
 
L140[00:52:33] <barteks2x> this is where
centers of all generated structures are
 
L141[00:53:08] <barteks2x> and this is
done so that minecraft can populate chunk without needing all 8
neighbors, with just 3 being necessary
 
L142[00:54:25] <barteks2x> so if it ends
up correct - you either only think it's correct when it's
not, or it's doing more than you think it's doing
 
L143[00:54:40] <kenzierocks> yea it's
kinda derpy
 
L144[00:54:42] <kenzierocks> ok so how
do
 
L145[00:54:52] <kenzierocks> i literally
want to regenerate a chunk as originally generated
 
L146[00:55:36] <barteks2x> There is no
easy way. The only way that will give expected result would be to
create second fake world and generate neighbors in negative x/z
direction, and then copypaste the regenerated chunk into the real
world
 
L147[00:55:53] <kenzierocks> will that be
/as originally generated/?
 
L148[00:56:00] <kenzierocks> or will the
populators still run randomly
 
L149[00:56:26] <barteks2x> if you do it
right, it will be exactly as originally generated, maybe except
some lighting issues
 
L150[00:56:40] <barteks2x> but it would be
very complicated
 
L151[00:56:47] <kenzierocks> i don't
care
 
L152[00:56:52] <kenzierocks> this is
already really complicated
 
L153[00:56:53] <barteks2x> and at least 4
times slower when generating single chunks
 
L154[00:57:04] <barteks2x> and very very
hacky
 
L155[00:57:21] <kenzierocks> i don't
think you understand what im doing right now
 
L157[00:57:43] <kenzierocks> literally
hacking at the chunk provider
 
L158[00:58:15] <barteks2x> why?
 
L159[00:58:35] <kenzierocks> that is how
we destroy the old chunk
 
L160[00:58:38] <kenzierocks> and load the
new one
 
L161[00:59:15] <barteks2x> you could
actually do it without any second world with sone hacks by
temporarily unloading neighbor chunks
 
L162[01:00:53] <barteks2x> so what you
would probably do: unload chunks from [x-1, z-1] to [x+1, z+1] and
make sure they are not loaded (and remove the one at [x, z]), then
generate all 9 of them, and then discard all except [x, z] one and
reload the neighbors back
 
L163[01:00:57] <barteks2x> that would
work
 
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L165[01:01:26] <barteks2x> but it would be
definitively slow
 
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L167[01:01:51] <barteks2x> and it's
not a good thing to do
 
L168[01:02:01] <kenzierocks> it's
already kinda slow :)
 
L169[01:02:07] <kenzierocks> and i think
//regen has been a hack forever
 
L170[01:02:27] <barteks2x> it actually
worked correctly on bukkit
 
L171[01:02:35] <kenzierocks> somehow
lol
 
L172[01:03:15] <barteks2x> but in general
- regenerating terrain in minecraft is always a hack
 
L173[01:03:31] <barteks2x> it's close
to impossible by design
 
L174[01:03:33] <tterrag> williewillus:
PIE.getPos should be nonnull
 
L175[01:03:37] <tterrag> idk why I'm
telling you specifically
 
L176[01:03:37] <tterrag> :P
 
L177[01:03:49] <tterrag> in fact, a lot of
PIE methods need to be annotated
 
L178[01:03:51] <tterrag> I might do a PR
later
 
L179[01:04:13] <kenzierocks> i do too much
assembly...
 
L180[01:04:22] <kashike> should start
using nonnull-by-default and marking others as @Nullable
 
L181[01:04:25] <kenzierocks> PIE ==
position independent executable for me
 
L182[01:04:28] <barteks2x> java asm or x86
assembly?
 
L183[01:04:34] <kenzierocks> x86
 
L184[01:04:49] <Corosus> im transitioning
to IDEA and playing around with multiple content roots in order to
have multiple mods in a single project, despite marking the other
content roots resources folder as a resource it cant see the assets
for the mod, source code is fine however, any ideas?
 
L185[01:05:45] <Corosus> is there a multi
mod guide anywhere i should be looking at for IDEA?
 
L186[01:06:02] <kenzierocks> barteks2x:
i'm pretty sure the way CB does regen is literally what
i'm doing
 
L187[01:06:58] <barteks2x> there is no way
that kind of regen works correctly... I remember it was possible to
select arbitrary non-chunk-algined region to regen
 
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L190[01:07:36] <tterrag> Corosus: step 1:
install eclipse
 
L191[01:07:39] <tterrag> :>
 
L192[01:07:55] <williewillus> !gf
p_175685_3_
 
L194[01:08:09] <kenzierocks> see for
yourself...
 
L195[01:08:17] *
Corosus stabs tterrag 
L197[01:08:29] <kenzierocks> barteks2x: WE
handles it by saving the chunk before the regen
 
L198[01:08:36] <kenzierocks> then
resetting the blocks in the chunk not in the region
 
L199[01:08:52] *
tterrag pulls out knife and goes to bed 
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L201[01:09:07] <Corosus> gn :P
 
L202[01:09:17] <kashike> a knife in bed?
that's dangerous
 
L203[01:09:28] <kashike> interesting type
of teddy bear
 
L204[01:09:31] *
AshIndigo bandages tterrag 
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L206[01:10:05] <barteks2x> kenzierocks,
implement it whatever way you want. I just know that just
regenerating a single chunk and only that won't work correctly
and will affect neighbor chunks.
 
L207[01:10:20] <Corosus> i guess i could
try using gradle project dependencies to solve the problem, and
just source override it so i can still live edit any mod while
debugging
 
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L210[01:18:52] <Corosus> cool, i can just
force put the files into
build\classes\production\forge-1.10.2-IDEA-CoroUtil_main\assets,
but ill see if i can make idea auto do it for me still
 
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L212[01:25:28] <barteks2x> What would be
the easiest way to see a diff of a given class between MC versions
using the same mappings?
 
L213[01:28:55] <kenzierocks> decomp it
twice, diff? :P
 
L214[01:30:27] <barteks2x> I forgot I
already have it decompiled...
 
L215[01:30:46] <barteks2x> anyway, is
there anything I can enable in idea to show a warning when I
don't have any nullable/notnull annotaton?
 
L216[01:31:08] <kenzierocks> no clue
 
L217[01:35:22] <TechnicianLP> theres
probably a setting for it in the highlighter
 
L218[01:36:58] <barteks2x> "there
probably is" isn't very helpful answer, but still better
than no answer...
 
L219[01:38:19] <TechnicianLP>
Settings>Editor>Inspections probably
 
L220[01:41:26] <barteks2x> it seems to
work only for one time inspection :(
 
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L226[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161118 mappings to Forge Maven.
 
L227[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161118-1.11.zip
(mappings = "snapshot_20161118" in build.gradle).
 
L228[02:00:17] <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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L240[03:08:16] <barteks2x> why the
decompiler insists in using "x ? y : z" whenever
possible?
 
L241[03:12:56] <Akkarin> Most likely since
it cannot distinguish between the two different cases and just
tries to go for the most compact
 
L242[03:17:53] <barteks2x> and then we end
up with return extendedblockstorage == NULL_BLOCK_STORAGE ?
(this.canSeeSky(pos) ? p_177413_1_.defaultLightValue : 0) :
(p_177413_1_ == EnumSkyBlock.SKY ?
(!this.world.provider.func_191066_m() ? 0 :
extendedblockstorage.getExtSkylightValue(i, j & 15, k)) :
(p_177413_1_ == EnumSkyBlock.BLOCK ?
extendedblockstorage.getExtBlocklightValue(i, j & 15, k) :
p_177413_1_.defaultLightValue));
 
L243[03:18:16] <Akkarin> lol
 
L244[03:19:06] <barteks2x> I spent last 10
minutes turning it into readable form
 
L245[03:19:26] <barteks2x> Just to make
sure it is the same as the code I already had
 
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L247[03:19:53] <barteks2x> and ended up
with exactly the same code, even if it looks completely
different
 
L248[03:21:21] <Akkarin> Well logically
the bytecode does not contain any information on how it originally
looked (apart from the debug data that tells you which file and
line it came from)
 
L249[03:21:39] <barteks2x> yes, but the
decompiler could be made to prefer the readabe form
 
L250[03:21:46] <barteks2x> instead of the
?:?:?:?: chain
 
L251[03:21:59] <Akkarin> Well. PR a change
to the decompiler you are using then? :D
 
L252[03:22:16] <gigaherz|work> barteks2x:
if the two sides of an if/else
 
L253[03:22:30] <gigaherz|work> are basic
expressions, it uses ?:
 
L254[03:22:39] <gigaherz|work> that's
the only rule it has about it
 
L255[03:22:50] <barteks2x> and this is
really just a "basic" expression: return
extendedblockstorage == NULL_BLOCK_STORAGE ? (this.canSeeSky(pos) ?
p_177413_1_.defaultLightValue : 0) : (p_177413_1_ ==
EnumSkyBlock.SKY ? (!this.world.provider.func_191066_m() ? 0 :
extendedblockstorage.getExtSkylightValue(i, j & 15, k)) :
(p_177413_1_ == EnumSkyBlock.BLOCK ?
extendedblockstorage.getExtBlocklightValue(i, j & 15, k) :
p_177413_1_.defaultLightValue)
 
L256[03:22:51] <barteks2x> );
 
L257[03:22:58] <gigaherz|work> yes
 
L258[03:23:09] <gigaherz|work> (a ? b : c)
is an expression
 
L259[03:23:14] <Akkarin> Well you could
probably make it care about not chaining those expressions with a
little bit of work
 
L260[03:23:17] <gigaherz|work> IMO
 
L261[03:23:32] <gigaherz|work> it should
avoid generating nested ?:
 
L262[03:23:45] <gigaherz|work> but
that's not how the decompiler works atm
 
L263[03:23:50] <Akkarin> The question is
just how much work it is to get it to understand that
 
L264[03:24:03] <gigaherz|work> I
haven't seen the design of the decompiler
 
L265[03:24:04] <Akkarin> It's
probably easier to just toss that formatting all together :D
 
L266[03:24:11] <barteks2x> This is one of
those I have comment that sayys "It's the same logic as
vanilla, even if it doesn't look like it" and even then
each update end up reiinventing the same form off it
 
L267[03:24:15] <gigaherz|work> but I
presume ith as some kind of AST internally
 
L268[03:24:48] <gigaherz|work> with an
"ifelse / truebranch / falsebranch" node
 
L269[03:25:23] <gigaherz|work> so it may
be a matter of tweaking the code that decides what makes
truebranch/falsebranch
 
L270[03:25:32] <gigaherz|work> or it may
be some hellish mess that would require a rewrite to achieve
 
L271[03:25:37] <barteks2x> the bytecode
will be the same, but nexted ternary expressions are almost
impossibel to read unless very well formatted
 
L272[03:26:04] <gigaherz|work> I like to
format them as
 
L273[03:26:09] <gigaherz|work> var =
condition
 
L274[03:26:19] <gigaherz|work> ?
truecase
 
L275[03:26:22] <gigaherz|work> :
falsecase;
 
L276[03:26:24] <quadraxis> a switch on
p_177413_1_ (EnumSkyBlock type) would be better
 
L277[03:26:29] <barteks2x> format the one
I sent one so it's readable ^
 
L278[03:26:40] <barteks2x> and in my code
I do have switch on tha enum
 
L279[03:26:45] <barteks2x> in the
ternary-free one
 
L280[03:27:04] ⇦
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L282[03:27:27] <quadraxis> if the original
had a switch, it would probably decompile to a switch too
 
L283[03:27:49] <barteks2x> not if theyr
obfuscator changes it
 
L284[03:28:03] <gigaherz|work> return
extendedblockstorage == NULL_BLOCK_STORAGE
 
L285[03:28:03] <gigaherz|work> ?
(this.canSeeSky(pos) ? p_177413_1_.defaultLightValue : 0)
 
L286[03:28:03] <gigaherz|work> :
(p_177413_1_ == EnumSkyBlock.SKY
 
L287[03:28:05] <gigaherz|work> ?
(!this.world.provider.func_191066_m() ? 0 :
extendedblockstorage.getExtSkylightValue(i, j & 15, k))
 
L288[03:28:07] <gigaherz|work> :
(p_177413_1_ == EnumSkyBlock.BLOCK ?
extendedblockstorage.getExtBlocklightValue(i, j & 15, k) :
p_177413_1_.defaultLightValue)
 
L289[03:28:09] <gigaherz|work>
 
L290[03:28:16] <gigaherz|work> too bad my
irc client "eats" leading spaces ;P
 
L291[03:28:42] <barteks2x> it's still
way less readable than my version
 
L292[03:28:50] <gigaherz|work> of
course
 
L293[03:28:57] <gigaherz|work> at what
point did I say that I like the ?: output?
 
L294[03:28:59] <gigaherz|work> it
sucks
 
L295[03:29:17] <gigaherz|work> I was just
clarifying why it ends up the way it ends up
 
L296[03:29:19] <quadraxis> i'd use ?:
inside the if (storage == NULL_BLOCK_STORAGE) and case SKY:
parts
 
L297[03:29:30] <quadraxis> but that's
just personal pref
 
L298[03:31:51]
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L299[03:32:27] <barteks2x> at least
setLightFor doesn't have such mess
 
L300[03:34:26] <Akkarin> General rule of
thumb: Don't expect the decompiler to provide readable
output
 
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L302[03:34:46] <Akkarin> It's always
going to mess up somewhere. Decompilers are messy pieces of crap
that spend most of their time guessing what the hell the original
was
 
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L318[04:45:14] <TechnicianLP>
!latest
 
L319[04:45:33] <barteks2x> I got a nice
long StackOverflowError with line numbers that don't match
source...
 
L320[04:49:17] <quadraxis> what mappings
are you using?
 
L321[04:49:31] <barteks2x> nevermind,
mixin issue
 
L322[04:49:44] <barteks2x> U ipdated
shadwo but didn't update intrinsic
 
L323[04:49:52] <barteks2x> *I
 
L324[04:54:30] <Lumien> If i use an java 8
api in my mod, do i have to compile my whole mod using java
8?
 
L325[04:55:33] <barteks2x> if you use java
8 api, it probably won't work without java 8 anyway, unless
you use it as optional api
 
L326[04:55:40] <barteks2x> somehow
 
L327[04:55:46] <barteks2x> I don't
know how it would work
 
L328[04:56:26] <TechnicianLP> gradle tells
me to look at the compiler output ("Compile failed; see the
compiler error output for details.") here is that file?
 
L329[04:56:39] <TechnicianLP> where?
 
L330[04:57:14] <barteks2x> I don't
think it's anywhere, you need to re-run gradle with --info or
--debug I think
 
L331[04:57:26] <barteks2x> that's how
I usually do it if it doesn't show me the error
 
L332[04:57:39] <barteks2x> not sure if
--info will work
 
L333[04:57:53] <quadraxis> try
<project>/build/taskLogs ?
 
L334[04:58:09] <gigaherz|work> Lumien:
just embrace java8 ;P
 
L335[04:58:12]
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L336[04:58:23] <gigaherz|work> all the
good mods require java8 these days
 
L337[04:58:31] <gigaherz|work> so you
won't really find many modpacks that can work without it
 
L338[04:58:55] <gigaherz|work> and most
users use the launcher-provided jre, which is java8
 
L340[05:00:47] <quadraxis> looks like 2
methods with the same name/signature exist
 
L341[05:01:23] <TechnicianLP> the quetion
is why those method gets duplicated during recompilemc
 
L342[05:02:10] <gigaherz|work> version of
forge? mappings?
 
L343[05:02:42] <TechnicianLP>
1.11-13.19.0.2149 with snapshot_20161118
 
L344[05:04:20] <kashike> people should
learn to look for issues
 
L346[05:04:25] <kashike> >.>
 
L347[05:06:54] <Akkarin> But that would
obviously be work
 
L348[05:08:27] <TechnicianLP> nice issue
...
 
L349[05:09:05] <TechnicianLP> only happens
in 2149? 2148 works
 
L350[05:09:25] <TechnicianLP> or not
 
L351[05:09:42] <gigaherz|work> no
it's the new mappings
 
L352[05:09:46] <gigaherz|work> well
 
L353[05:10:01] <gigaherz|work> not
specifically the mappings' fault
 
L354[05:10:10] <gigaherz|work> like the
getStateForPlacement, I guess
 
L355[05:11:07] <TechnicianLP> so search
for the patch file in the cache?
 
L356[05:11:46] <gigaherz|work> just use
older mappings for now
 
L357[05:11:51] <gigaherz|work> live with
the srg names ;P
 
L358[05:12:47] <TechnicianLP> !gm
addInformation
 
L359[05:13:31] <gigaherz|work> (unless you
want to make a PR to fix this -- well you'll still need to
wait for it to get merged, it's like 4am in the US, so lex
won't be merging it for some hours ;P)
 
L360[05:13:59] <kashike> PR would be a
good idea.
 
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L363[05:21:05] <TechnicianLP> pr has been
submitted
 
L364[05:21:49] *
Akkarin hands out PR reward cookies 
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L368[05:25:59] *
TechnicianLP needs way to disable the hashcheck in
gradle 
L369[05:42:53] <MoreThanHidden> Probably
already known but noticed a change with 1.11 if you have a stack
with 0 as the amount it is also reconised as air, seems I was using
empty stacks for my achievements.
 
L370[05:47:55] <copygirl> So... 1.11 gets
rid of null stacks?
 
L371[05:51:50] <TechnicianLP> yes
 
L372[05:52:01] <MoreThanHidden> only if
they were initialized, can still get a null from something we
create
 
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L381[06:22:13] <gigaherz|work> you turned
stone to air?
 
L382[06:22:33] <barteks2x> There are solid
blocks serverside there
 
L383[06:22:38] <barteks2x> and flat world
type works fine
 
L384[06:22:42] <gigaherz|work> yes but
they don't generate meshes
 
L385[06:22:45] <barteks2x> this is
VanillaCubic
 
L386[06:22:56] <barteks2x> it literally
just calls vanilla terrain generator
 
L387[06:23:12] <gigaherz|work> this
doesn't look like a generation issue
 
L388[06:23:15] <barteks2x> And look at the
Y coords
 
L389[06:23:16] <gigaherz|work> more like a
rendering issue
 
L390[06:23:23] <barteks2x> it's not
rendering
 
L391[06:23:31] <barteks2x> client
doesn't know about any other blocks
 
L392[06:23:46] <gigaherz|work> so the
client thinks this is air
 
L393[06:23:46] <barteks2x> when I try to
fly down, the server has to "teleport" me up
 
L394[06:23:49] <gigaherz|work> but the
server knows it isn't?
 
L395[06:23:53] <barteks2x> yes
 
L396[06:23:58] <gigaherz|work> weird
 
L397[06:24:15] <barteks2x> It took forever
to generate that...
 
L398[06:24:32] <barteks2x> And it must be
some stupid mistake
 
L399[06:24:42] <barteks2x> as I had
vanilla generator working in 1.11 before
 
L400[06:24:54] <barteks2x> in unintended
way, when I had that flat-not-flat bug
 
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L402[06:26:34] <barteks2x> O.O it persists
after I rejoin the server
 
L403[06:27:17] <barteks2x> and block
selection doesn't work
 
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L405[06:28:09] <barteks2x> I really want
to preserve that version just for the sake of being able to see it
again
 
L406[06:29:49] <barteks2x> and it
crashed...
 
L407[06:30:06] <barteks2x> I've seen
that crash before on 1.10 so that's not the reason
 
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L409[06:31:21] <barteks2x> let's see
if customcubic works...
 
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L414[06:38:02] <barteks2x> now that means
I broke something really important...
java.lang.IllegalArgumentException: Cannot get property
PropertyEnum{name=variant, clazz=class
net.minecraft.block.BlockPlanks$EnumType, values=[oak, spruce,
birch, jungle]} as it does not exist in
BlockStateContainer{block=minecraft:air, properties=[]}
 
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L417[06:41:14] <barteks2x>
this.getCube(Coords.blockToLocal(blockY))... that would explain
it
 
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L422[06:55:08] <barteks2x> ... I added
that line in initial 1.9 update
 
L423[06:55:21] <barteks2x> and it was left
undetected ever since then
 
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L464[09:40:39] <gruetzkopf> so if i wanted
to open an asset from the jar as an inputstream, how would i do
that
 
L465[09:40:48] <gruetzkopf> (non-sound and
non-image)
 
L466[09:41:31] <AshIndigo> From your mod
jar or Minecraft.jar?
 
L467[09:41:36] <kenzierocks>
Class.getResourceAsStream or ClassLoader.getResourceAsStream?
 
L468[09:41:42] <kenzierocks> although that
can look at other jars....
 
L469[09:41:54] <gruetzkopf> modjar
 
L470[09:42:01] <gruetzkopf>
assets/modid/something
 
L471[09:42:40] <AshIndigo> Probably what
kenzie said then
 
L472[09:44:07] <tterrag|laptop> no, just
use the resource system
 
L473[09:44:17] <tterrag|laptop> reading it
from the jar is hacky and prevents resource packs from
working
 
L474[09:44:26] <tterrag|laptop>
gruetzkopf, what kind of file is it?
 
L475[09:44:57] <gruetzkopf> i'd like
to use the resource system
 
L476[09:45:10] <gruetzkopf> a plain binary
file needed by one of my TEs
 
L477[09:45:19] <gruetzkopf> (to be read
into a byte[]
 
L478[09:45:52] <tterrag|laptop> O.o
 
L479[09:46:23] <gruetzkopf> (cpu
emulator)
 
L480[09:46:26] <tterrag|laptop> I'm
looking it up now, but it's something like
Minecraft.getResourceManager().getResources
 
L481[09:46:28] <tterrag|laptop> -s
 
L482[09:46:57] <tterrag|laptop> yes
exactly that
 
L483[09:47:22] <tterrag|laptop> feed
ResourceLoation, get IResource, use IResource.getInputStream
 
L484[09:47:33] <tterrag|laptop> note that
this is server unsafe
 
L485[09:49:33] <copygirl> Any idea why my
tile entity renderer only renders after a chunk update?
 
L486[09:49:57] <tterrag|laptop> when you
say "only renders" do you actually mean "only
changes its render" ?
 
L487[09:51:40] <copygirl> It's the
first time I'm working with FastTESR.. I think.
 
L488[09:52:01] <gruetzkopf> mmh, too bad.
need to do it the old fashioned way then because it's going to
need the code on the server side
 
L489[09:52:31] <tterrag|laptop>
gruetzkopf, if you are using resources on the server you need to
seriously rethink your design
 
L490[09:52:46] <gruetzkopf> i'm not
yet.
 
L491[09:52:54] <tterrag|laptop> copygirl,
FastTESR is still redrawn every tick
 
L492[09:53:11] <gruetzkopf> but i need
that binary on the server and only on the server, i'm not
going to trust the client on anything
 
L493[09:53:47] <Marenthyu> what is the
binary for anyway? (just curious)
 
L494[09:53:52] <tterrag|laptop>
gruetzkopf, so just read it from the jar. but at that point
I'm not sure why you;d even have it as a resource
 
L495[09:54:12] <tterrag|laptop> copygirl,
not tick, frame
 
L496[09:54:15] <tterrag|laptop> oops
 
L497[09:55:13] <copygirl> Hmm.. the only
thing I'm doing for the renderer that might be weird is
getting the block state and then block from said state.
 
L498[09:55:18] <gruetzkopf> for my cpu
emulator (RP style running actual code, but a completely different
(contemporary but concurrent) architecture (intel 8080))
 
L499[09:55:28] <gruetzkopf> so yeah,
building yet another compute mod
 
L500[09:56:01]
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L501[09:56:45] <Akkarin> Well in that case
a resource in your jar would be legit and logic
 
L502[09:56:52] <Marenthyu> yep.
 
L503[09:57:25] <gruetzkopf> i've
already got it running some code, but thats in the memory array
initialiser (and very short)
 
L504[09:58:01] <tterrag|laptop> copygirl,
I'm still not clear on what your problem is
 
L505[09:58:02] <Akkarin> Just use what
kenzierocks referred to already. Mods don't really differ from
other Java programs in this case ^^
 
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L507[09:58:15] <gruetzkopf> yeah, testing
it right now
 
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L509[10:00:22] <copygirl> Well, rendering
a backpack. The lower, static part of the block is done using the
block renderer. The lid which is supposed to open and close is done
in the TESR. For some reason, upon joining the world, all lids are
missing.
 
L510[10:01:07] <Ordinastie> copygirl, is
your TESR called ?
 
L511[10:01:45] <Ordinastie> grrr, why is
there no static init for interfaces :(
 
L512[10:02:06] <PaleoCrafter> because
you're likely doing something horrible if you need that
:P
 
L513[10:02:07] <copygirl> Oddly enough I
can't reproduce it now :I
 
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L515[10:02:46] <Ordinastie> meh, I just
want my callback and the call to register that callback inside the
interface itself :s
 
L516[10:04:18] <copygirl> Great. This bug
is going to end up haunting me.
 
L517[10:04:29] <PaleoCrafter> Imma blame
fry
 
L518[10:05:27] <Ordinastie> fastTESR is
nearly unusable anyway
 
L519[10:05:32] <Ordinastie> disables
culling
 
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L521[10:13:21] <Ivorius> literally
 
L522[10:13:24] <Ivorius> unusable
 
L523[10:13:31] <AshIndigo> Rip
 
L524[10:26:18] *
TechnicianLP needs to rename almost all resources ... 
L525[10:26:54] <Subaraki> rip
 
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L532[10:34:06] <MalkContent> sometimes i
think about having a 2 level oredict. one level being the
"equal for regular crafting" and the other level being
the "basically the same thing"
 
L533[10:36:19] ***
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L534[10:36:36] <MalkContent> a dumb
example would be making a metal alloy, say nickled steel, to
stretch the steel output you got. you could use it for building
machines that are made from steel, but you should not be able to
use it for crafting steel blocks/smelting it into liquid steel in a
tc smeltery, etc
 
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L538[10:41:32] <TechnicianLP> you could
make a pr for the oredict to contain a boolean that states wheter
you can directly convert it
 
L539[10:41:46] <TechnicianLP> would need a
hook into the recipes as well
 
L540[10:42:23] <TechnicianLP> (convert to
and from it)
 
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L542[10:52:00] <MalkContent> mhm. probably
rather make it a byte though. with 0x00 being identity and
everything higher removing it one step from that. just in case
anyone gets ideas about needing another level
 
L543[10:54:56] <MalkContent> and just
extend the existing way to register stuff. and give a boolean
register so people don't have to use the byte one
directly
 
L544[10:55:23] <MalkContent> i'll try
to think of more use cases first
 
L545[10:56:03] <MalkContent> no point to
it if it's unused
 
L546[10:56:24] <MalkContent> was mostly
hoping for comments on the idea
 
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L566[12:31:40] <copygirl> Is it a bad idea
to base a container on ContainerChest for something very basic? I
appear to have problems (including crashes) using it. What's
the recommended way to make a simple container?
 
L567[12:32:06] <gigaherz> yes it's a
bad idea
 
L568[12:32:16] <gigaherz> something really
basic is the best target for a custom Container class
 
L569[12:32:29] <AshIndigo_> I made my own
and override what I needed to override
 
L570[12:33:02] <gigaherz> I'd base it
on ContainerHopper
 
L571[12:33:05] <gigaherz> and by base I
mean
 
L572[12:33:06] <gigaherz> read it
 
L573[12:33:10] <gigaherz> and reimplement
something similar
 
L574[12:33:30] <gigaherz> biggest
difference is you'll hopefully be using IItemHandler instead
of the old IInventory
 
L575[12:33:36] <gigaherz> so you'll
want SlotItemHandler instead of Slot
 
L576[12:35:03] <copygirl> Can you explain
to me what's bad about extending one of these classes?
 
L577[12:35:21] <gigaherz> they are
purpose-specific
 
L578[12:35:27] <gigaherz> they aren't
designed for reusing
 
L579[12:35:34] <gigaherz> they basically
implement two things
 
L580[12:35:37] <gigaherz> 1. the
constructor
 
L581[12:35:40] <gigaherz> 2.
transferStackInSlot
 
L582[12:35:45] <gigaherz> and you
can't reuse that code
 
L583[12:35:48] <gigaherz> you have to do
it yourself
 
L584[12:35:54] <gigaherz> which makes
extending rather pointless
 
L585[12:36:16] <gigaherz> the reason you
can't reuse the constructor, is that you want to manually
setup the layout of your Slot instances based on your GUI
texture
 
L586[12:36:33] <copygirl> Yeah, but in
this case I share pretty much everything.
 
L587[12:36:42] <gigaherz> and the reason
that you can't reuse transferStackInSlot is that you have to
properly define which slots shift-click into which other slots --
if you do it wrong, it will crash
 
L588[12:36:57] <copygirl> And the chest
container seems to support anything that has 9 slots her row-
 
L589[12:37:28] <gigaherz> no
 
L590[12:37:29] <copygirl> But I'll
take your advice. Thank you.
 
L591[12:37:34] <gigaherz> it supports any
IInventory that has 9 slots per row
 
L592[12:37:40] <gigaherz> you can't
use it if you don't have an IInventory
 
L593[12:37:45] <gigaherz> and you SHOULD
NOT have an IInventory in your mod
 
L594[12:37:57] <copygirl> Why not?
 
L595[12:38:00] <gigaherz> you should be
using the IItemHandler capability
 
L596[12:38:57] <gigaherz> IInventory has
some intrinsic design issues
 
L597[12:38:59] <gigaherz> that can't
be fixed
 
L598[12:39:09] <gigaherz> it sortof works
for the purposes of vanilla minecraft
 
L599[12:39:19] <gigaherz> but that's
about it
 
L600[12:39:24] <copygirl> I know of those
^^
 
L601[12:39:29] <copygirl> Some of them,
anyway.
 
L602[12:39:31] <gigaherz> modders have
been complaining about those issues for years
 
L603[12:39:48] <gigaherz> so the
capability system was created, along with the IItemHandler
capability
 
L604[12:39:55] <gigaherz> as a way to
bypass the IInventory stuff
 
L605[12:39:57] <gigaherz> and do things
right
 
L606[12:40:10] <copygirl> I suppose
passing an ItemStack[] to the container for now is good, and if I
want things to interact with my block I'll implement it as
IItemHandler?
 
L607[12:40:11] <gigaherz> so far as
modders are concerned, IInventory is to be ignored
 
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L609[12:40:36] <gigaherz> why woudl you do
that?
 
L610[12:40:37] <gigaherz> just do
 
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L615[12:41:36] <gigaherz> this
 
L616[12:41:41] <gigaherz> in your
TileEntity
 
L617[12:41:53] <gigaherz> and then use
this inventory from the Container
 
L618[12:41:56] <gigaherz> using
SlotItemHandler
 
L619[12:42:13] <gigaherz> (tileentity or
whatever you have that contains data)
 
L620[12:42:28] <gigaherz> (I assume TE
since you said block)
 
L621[12:43:40] <TangentDelta> How's
it going gigaherz?
 
L622[12:43:42] <copygirl> Essentially
I'm making a backpack, which is either on the ground or on an
entity, and it can be opened in either case.
 
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L624[12:44:29] <gigaherz> that's even
better
 
L625[12:44:31] <gigaherz> ;P
 
L626[12:45:14] <gigaherz> the way to
implement the capability will be similar in either case
 
L627[12:45:24] <gigaherz> just one will be
a TileEntity, and the other an ICapabilitySerializable
 
L628[12:45:40] <copygirl> I've got
that part down, actually :)
 
L629[12:45:53] <copygirl> For some reason
I thought it would be a great idea to do container stuff last.
Heh.
 
L630[12:47:03] <copygirl> So I have an
IBackpackData and BackpackDataItems (so I can have different types
of backpacks in the future). Should the BackpackDataItems itself
store the ItemStackHandler or should that be created on the fly
from the raw ItemStack array when creating the container?
 
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L632[12:48:41] <gigaherz> I'd have
them use the handler
 
L633[12:48:50] <gigaherz> since that gives
you serializeNBT/deserializeNBT
 
L634[12:49:03] <copygirl> True.
 
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L638[13:05:00] <Ordinastie> I'd have
never beleived that having client side onNeighborChanged would be
so difficult :/
 
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L642[13:25:52] <copygirl> gigaherz: What
about the player inventory? Should I use a regular slot for
that?
 
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L644[13:28:27] <copygirl>
(Probably.)
 
L645[13:30:24] <gigaherz> yeah you can
make do with regular slots
 
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L648[13:40:13] <masa> hmm so 1.11
setupDecomp fails in recompMc atm due to an addInformation() method
in Block?
 
L649[13:40:21] <gigaherz> yup
 
L650[13:40:26] <gigaherz> there's a
PR
 
L651[13:40:44] <gigaherz> forge added that
method, and the 1118 mappings named it properly
 
L652[13:40:50] <masa> okay, well I guess
I'll have to wait :p
 
L653[13:40:53] <gigaherz> before forge got
a chance to remove its custom addition
 
L654[13:40:55] <gigaherz> yo ucan use
older mappings
 
L655[13:41:11] <gigaherz> stable_29
 
L656[13:41:14] <masa> but the previous
mappings don't have any 1.11 names, right?
 
L657[13:41:16] <gigaherz> (the ones for
1.10.2)
 
L658[13:41:23] <gigaherz> but you'll
miss out on the 1.11-specific names, yes
 
L659[13:41:35] <masa> right, yeah
I'll just wait then
 
L660[13:42:06] <masa> I'll have to
work on a 1.10.2 release anyway
 
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L681[15:01:10] <tterrag|laptop> masa: I
compile fine on 1118 O.o
 
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L683[15:02:06] <gigaherz> tterrag|laptop:
1.11? with 1118 mappings?
 
L684[15:02:41] <tterrag|laptop> >
mappings = 'snapshot_20161118'
 
L685[15:03:08] <gigaherz> version =
"1.11-13.19.0.2149"
 
L686[15:03:08] <gigaherz> runDir =
"run"
 
L687[15:03:08] <gigaherz> mappings =
"snapshot_20161118"
 
L688[15:03:14] <gigaherz> :recompileMc
FAILED
 
L689[15:03:14] <gigaherz> FAILURE: Build
failed with an exception.
 
L690[15:03:26] <tterrag|laptop> same exact
stuff
 
L691[15:03:29] <tterrag|laptop> this was
last night though
 
L692[15:03:35] <gigaherz> ah
 
L693[15:03:47] <LexManos> shadowfacts, you
about?
 
L694[15:03:57] <gigaherz> hmmm could it be
the bot has generated new mappings this morning
 
L695[15:04:07] <gigaherz> replacing the
existing 1118 that bspkrs force-built?
 
L696[15:04:15] <Girafi> tterrag|laptop,
that is impossible Forge currently have two addInformation in
Block, so it can't compile with 1.11 mappings.
 
L697[15:04:37] <LexManos> building is only
garenteed for snapshots Forege ships
 
L698[15:04:45] <gigaherz> Girafi: yes but
the name was changed on the daily build, not on the ones bspkrs
manually forced
 
L700[15:05:02] <gigaherz> this PR resolves
the conflict
 
L701[15:05:26] <Girafi> Oh really? I guess
I will try 20161117 then.
 
L702[15:05:32] <gigaherz> those were
nuked
 
L703[15:05:52] <gigaherz> along with
stable_28, IIRC
 
L704[15:06:07] <gigaherz> the last ones
for 1.10.2 are stable_29
 
L705[15:06:15] <gigaherz> but they
won't contain any 1.11 names in them
 
L706[15:06:43] <tterrag|laptop> gigaherz:
sounds likely
 
L707[15:06:54] <tterrag|laptop> there
should really be more fine-grained naming on the snaps
 
L708[15:07:04] <tterrag|laptop> seems the
case of having 2 in one day is not handled at all
 
L709[15:07:06] ***
tterrag|laptop is now known as tterrag 
L710[15:07:08] <gigaherz> yeah
 
L711[15:07:40] <gigaherz> but it's
such a rare case
 
L712[15:07:46] <gigaherz> doesn't
seem worth the trouble
 
L713[15:07:52] ⇦
Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.) 
L714[15:08:14] <tterrag> it's not
hard to just do -1
 
L715[15:08:24] <tterrag> or even omit it,
and just add -1 -2 etc after the first build
 
L716[15:08:27] <gigaherz> that means the
bot has to be stateful
 
L717[15:08:40] <gigaherz> remember if it
has generated mappings for that ID already
 
L718[15:08:42] <tterrag> no it
doesn't. it looks if the version it's about to write
already exists
 
L719[15:09:51] <gigaherz> another solution
would be to have like... mappings_<daynumber>_latest aliased
to mappings_<daynumber>_<hourandminute>
 
L720[15:10:14] <gigaherz> that
wouldn't require reading the folder/meta to scan for existing
IDs
 
L721[15:11:10] ***
Abrar|gone is now known as AbrarSyed 
L722[15:13:16] <LexManos> no
 
L723[15:13:26] <tterrag> you
shouldn't have to scan. maven meta has latest push
 
L724[15:13:34] <LexManos> hourly rollups
isnt gunna happen
 
L725[15:13:45] <gigaherz> no one is
suggesting that ;P
 
L726[15:13:47] <tterrag> wasn't
asking for that
 
L727[15:13:48] <LexManos> itd just be a
waste of bandwidth/hd space
 
L728[15:13:57] <tterrag> just that the bot
isn't prepared for multiple snaps in one day, which has
happened twice now
 
L729[15:14:07] <LexManos> any the manual
pushes rarely ever happen so there isnt any need to do it
 
L730[15:14:22] <tterrag> rarely, but
we've just now hit a case where it would be useful to have the
snap from earlier today
 
L731[15:14:36] <LexManos> not really
 
L732[15:14:42] <LexManos> just use
yesterdays
 
L733[15:14:47] <tterrag> yesterdays is
nuked
 
L734[15:14:51] <tterrag> it had the old
bug
 
L735[15:14:53] <LexManos> why?
 
L736[15:15:01] <tterrag> with
ContainerPlayer
 
L737[15:15:19] <LexManos> ..
 
L738[15:15:24] <tterrag> there was a
regression, idk. ask bspkrs. but 1117 was nuked, 1118 was forced,
then the auto snap later on replaced it
 
L739[15:15:35] <LexManos> meh
 
L740[15:15:38] <LexManos> then use
16
 
L741[15:15:44] <tterrag> 16 is 1.10
 
L742[15:15:48] <gigaherz> problem is the
1118 ones have addInformation
 
L743[15:15:48] <LexManos> so?
 
L744[15:15:59] <tterrag> I want my
ItemStack methods mapped?
 
L745[15:16:02] <LexManos> that'll be
fixed shortly deal with it
 
L746[15:16:02] <gigaherz> so we have to
choose between wait, or use SRG names for ItemStack methods
 
L747[15:16:05] <tterrag> mainly because I
already ported to 1118 last night?
 
L748[15:16:16] <tterrag> you seem to think
I'm complaining, I'm not
 
L749[15:16:19] <LexManos> yes those are
you choices
 
L750[15:16:28] <LexManos> you are, atleast
it sounds like it
 
L751[15:16:46] <tterrag> no, we were just
discussing bot improvements
 
L752[15:16:50] <gigaherz> nah this was
healthy discussion, at least from me
 
L753[15:25:40] <masa> have there been any
changes to the ItemStack methods?
 
L754[15:25:59] <gigaherz> between 1.10 and
1.11? plenty
 
L755[15:26:13] <masa> ie. is the cached
valid booelan available via a getter?
 
L756[15:26:26] <gigaherz> nah I don't
think so
 
L757[15:26:47] <tterrag> cached valid
boolean?
 
L758[15:26:53] <masa> would that be
something that a would be accepted as a PR?
 
L759[15:26:59] <gigaherz>
field_190928_g
 
L760[15:27:14] <gigaherz> ifi t's
true, the stack is "empty"
 
L761[15:27:24] <tterrag> isEmpty() ?
 
L762[15:27:36] <masa> so add the validity
re-gen to the setDamage() and/or setStackSize() methods, and add a
getter isValid() which returns based on the booelan field
 
L763[15:28:03] <tterrag> oh weird
 
L764[15:28:16] <masa> because the vanilla
method returns isInvalid too instead of isValid
 
L765[15:28:16] <tterrag> yeah isEmpty
doesn't use the cache. that does seem like an oversight
 
L766[15:28:30] <gigaherz> tterrag: yup,
isEmpty is badly named
 
L767[15:28:37] <gigaherz> should be
computeIsEmpty
 
L768[15:28:46] <gigaherz> and there should
be a separate isEmpty that gets the cached boolean
 
L769[15:28:48] <tterrag> I can change
it...but we need an alternative first
 
L770[15:28:55] <gigaherz> problem is
 
L771[15:29:05] <tterrag> adding a new one
would break everything, yes
 
L772[15:29:06] <gigaherz> not ALL the
stack-changing setters properly update it
 
L773[15:29:10] <tterrag> unless, we invert
the logic
 
L774[15:29:13] <tterrag> oh really?
boo
 
L775[15:29:47] <gigaherz> setItemDamage
calls getItem().setDamage
 
L776[15:29:53] <gigaherz> which modifies
itemDamage directly
 
L777[15:29:55] <gigaherz> for that to
work
 
L778[15:30:19] <gigaherz> we'd have
to make itemDamage private, but that would break it being set from
the item
 
L779[15:30:27] <tterrag> but isEmpty state
will never change on itemDamage ?
 
L780[15:30:37] <masa> why not just add the
compute() call after it has called that?
 
L781[15:30:42] <gigaherz> yes it
will
 
L782[15:30:44] <gigaherz> return this ==
field_190927_a ? true : (this.item != null && this.item !=
Item.getItemFromBlock(Blocks.AIR) ? (this.stackSize <= 0 ? true
: this.itemDamage < -32768 || this.itemDamage > 65535) :
true);
 
L783[15:30:49] <gigaherz> see near the end
of the chain
 
L784[15:30:56] <gigaherz> it won't
NORMALLY change
 
L785[15:31:25] <tterrag> yeah itemDamage
should never go outside unsigned short range
 
L786[15:31:27] <gigaherz> not in any sane
situation
 
L787[15:31:29] <tterrag> so it should not
ever affect that
 
L788[15:31:35] <tterrag> I think
that's a reasonable assumption
 
L789[15:32:00] <gigaherz> if we can assume
the meta value to always be within bounds
 
L790[15:32:10] <masa> but you could just
compute the validness after calling getItem().setDamage() ?
 
L791[15:32:34] <gigaherz> wait
 
L792[15:32:38] <gigaherz> itemDamage is
package-local
 
L793[15:32:51] <masa> oh noes
 
L794[15:33:29] <gigaherz> but the only
place where it's assigned
 
L795[15:33:31] <gigaherz> it
setDamage
 
L796[15:34:00] <kashike> that's not
the only place
 
L797[15:34:06] <kashike> damageItem as
well
 
L798[15:34:25] <gigaherz> that's in
the ItemStack, I was looking at usages outside ItemSTack ;P
 
L799[15:34:30] <gigaherz> anyhow
 
L800[15:34:38] <gigaherz> I currently
use
 
L801[15:34:40] ⇦
Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping
timeout: 384 seconds) 
L802[15:34:46] <gigaherz> stack.getSize()
<= 0
 
L803[15:34:49] <gigaherz> to test for
empty stacks
 
L804[15:34:58] <gigaherz> it's sane
enough for what I need
 
L805[15:35:54] <gigaherz> (by getSize I
mean func_190916_E -- dunno the name it was given)
 
L806[15:35:56] ⇦
Quits: Noppes (~Noppes@ip56530f2e.direct-adsl.nl) (Read error:
Connection reset by peer) 
L807[15:36:01] <tterrag> getCount()
 
L808[15:36:02] <kashike> getCount
 
L809[15:36:06] <gigaherz> ah nice
 
L810[15:36:16] <kashike> getCount,
setCount, grow, and shrink
 
L811[15:36:20] <gigaherz> nice
 
L812[15:36:28] <gigaherz> which one is
shrink?
 
L813[15:36:37] <kashike>
func_190918_g
 
L814[15:36:43] <gigaherz> OH
 
L815[15:36:49] <gigaherz> I didn't
notice there was a negated version
 
L816[15:37:01] <gigaherz> I just used
func_190917_f(-1)
 
L817[15:37:27] <shadowfacts> LexManos, I
am now
 
L818[15:37:46] <TechnicianLP>
!latest
 
L819[15:41:02] <tterrag> should the
oredict be refactored to use NonNullList where applicable?
 
L820[15:41:15] <tterrag> I'd vote yes
as it's currently tripping up my null analysis
 
L822[15:44:09] <shadowfacts> kek
 
L823[15:45:04] <TheLonely> lol
 
L824[15:48:05] <TechnicianLP> does 2150
forge contain the addInformation fix?
 
L825[15:48:44] <gigaherz> there's a
changelog
 
L826[15:48:47] <gigaherz> just... read
it
 
L827[15:49:05] <tterrag> answer: no
 
L828[15:49:57] *
TechnicianLP goes off looking for changelog 
L829[15:50:11] <gigaherz> how many times
have you been on the files site?
 
L830[15:50:29] <TechnicianLP> not that
often
 
L831[15:50:46] <TechnicianLP> open getmdk
close
 
L832[15:51:10] <gigaherz> so yo uwere
there, but never read anything xcept "mdk"
 
L833[15:51:20] <gigaherz> you
tunnel-visioned the other buttons away ;P
 
L834[15:51:23] <TechnicianLP> basicly
yeah
 
L835[15:51:32] <tterrag> why even download
the mdk
 
L836[15:51:42] <tterrag> I haven't
actually downloaded anything off the files site for ages
 
L837[15:51:42] <TechnicianLP> you need one
once
 
L838[15:51:43] <gigaherz> I dl the MDK on
mc version changes
 
L839[15:51:48] <tterrag> exactly
once
 
L840[15:51:55] <tterrag> why even do that
:P all my mods already have scripts
 
L841[15:51:57] <gigaherz> to see if
there's a new FG or some other change
 
L842[15:51:58] <tterrag> it's just
tweaking versions
 
L843[15:52:05] <tterrag> nah screw that.
dive in blind!
 
L844[15:53:16] <shadowfacts> ^
 
L845[15:53:29] <shadowfacts> out of
context, that sentence is me irl
 
L846[15:57:24] <LexManos> ya pulled your
pr
 
L847[15:57:28] <LexManos> working on
fixing a lot of shit
 
L848[15:57:34] <LexManos> like hoppers
dupe items now
 
L849[15:57:35] <LexManos> ...
 
L850[15:57:40] <TechnicianLP2> take your
time
 
L851[15:57:46] <tterrag> QUICK EVERYONE
GET YOUR FREE ITEMS BEFORE HE FIXES IT
 
L852[15:57:51] <shadowfacts> kek
 
L853[15:58:09] <tterrag> on all
those...1.11...modded servers...
 
L854[15:58:25] <shadowfacts> Lex, I also
just made another little PR that fixes the one thing someone
pointed out on the first PR
 
L855[15:58:41] <shadowfacts> which might
fix hopper dupes
 
L856[15:58:48] <LexManos> that null
return?
 
L857[15:58:50] <shadowfacts> yeah
 
L858[15:58:54] <LexManos> no, that just
fixes the error
 
L859[15:59:05] <shadowfacts> ah ok
 
L860[15:59:36] ⇦
Quits: TechnicianLP (~Technicia@p4FE57FB3.dip0.t-ipconnect.de)
(Ping timeout: 384 seconds) 
L861[16:00:09] *
TechnicianLP2 took a long time to time out 
L862[16:00:20] ⇦
Quits: Hgrebnednav (~Hgrebnedn@d8D872A6E.access.telenet.be) (Ping
timeout: 198 seconds) 
L863[16:03:14] <shadowfacts> Why are the
new ItemStack stackSize functions named so weirdly? v-v
 
L864[16:03:30] <shadowfacts> grow and
shrink vs incrStackSize and decrStackSize?
 
L865[16:03:49] <kashike> in what way do
they not make sense?
 
L866[16:03:51] <shadowfacts> setCount and
getCount vs setStackSize and getStackSize?
 
L867[16:04:15] <PaleoCrafter> I personally
find grow and shrink nicer names :P
 
L868[16:04:20] <Ordinastie> ew
 
L869[16:04:21] <gigaherz> because
stackSize has always been stupid
 
L870[16:04:26] <gigaherz> should have just
been... count.
 
L871[16:04:27] <Ordinastie> add/remove
would be way better
 
L872[16:04:28] <shadowfacts> stack.grow(1)
vs stack.incrStackSize(1)
 
L873[16:04:39] <shadowfacts> or incrCount
and decrCount
 
L874[16:04:56] <PaleoCrafter> if anything,
it should be increase and decrease, no stupid abbreviations
:P
 
L875[16:04:56] <Ordinastie> I can get
behind getCount() or getAmount()
 
L876[16:05:13] <Ordinastie>
increase/decrease is ok to
 
L877[16:05:39] <shadowfacts> increaseCount
and decreaseCount would be good
 
L878[16:06:04] <shadowfacts> grow and
shrink don't do a good job telling you what the method does,
IMO
 
L879[16:06:26] <PaleoCrafter> growing and
shrinking only means one thing in the context of a stack, imo
:P
 
L880[16:07:21] <shadowfacts> say your new
to modding and don't understand completely how MC's
internals work
 
L881[16:07:22] <gigaherz> yes they do.
XD
 
L882[16:07:28]
⇨ Joins: Redfoxmoon
(~Red@177.92-221-236.customer.lyse.net) 
L883[16:07:28] <gigaherz> okay say
 
L884[16:07:34] <gigaherz>
stack.grow(2)
 
L885[16:07:40] <kashike> then you read the
documentation! :)
 
L886[16:07:42] <shadowfacts> and
you're looking at stack.grow(1) instead of
stack.increaseCount(1)
 
L887[16:07:42] <gigaherz> anyone who knows
even a little bit of programming gets what they mean
 
L888[16:08:03] <PaleoCrafter>
in/decreaseCount is just terribly verbose :P
 
L889[16:08:08] <gigaherz> it's
like
 
L890[16:08:16] <gigaherz> x ++; // add 1
to x
 
L891[16:08:20] <kashike> one could say the
same about AABB.contract, union, etc
 
L892[16:08:23]
⇨ Joins: AstralSorcerer
(~AstralSor@128.151.114.114) 
L893[16:08:26] <kashike> "omg what do
that mean??"
 
L894[16:08:27] <PaleoCrafter> ^
 
L895[16:08:27] <gigaherz> you don't
need that kind of hand-holding
 
L896[16:08:48] <gigaherz> modding is about
taking the internal classes of a game, and messing iwth them
;P
 
L897[16:08:50] <Ordinastie> kashike, half
of AABB's methods aren't that good either :p
 
L898[16:08:55] <shadowfacts> meh
 
L899[16:08:59] <shadowfacts> I still
don't like the
 
L900[16:09:01] <shadowfacts> *them
 
L901[16:09:02] <shadowfacts> but w/e
 
L902[16:10:12] ⇦
Quits: PaleoCrafter (~PaleoCraf@p57B2F2BE.dip0.t-ipconnect.de)
(Quit: Leaving) 
L903[16:10:57] <TheLonely> Just a
question, is there like a tool around that lets you easily make
texture based on vanilla ones? (eg for ores?)
 
L904[16:11:14] <TechnicianLP2>
paint?
 
L905[16:11:57] <TheLonely> Yeah but
doesn't feel very convenient :p
 
L906[16:12:10] <tterrag> I use GIMP
 
L907[16:12:14] <tterrag> import texture,
edit, save
 
L908[16:12:15] <tterrag> not hard
 
L909[16:12:48] <shadowfacts> ^ same
 
L910[16:13:11] <masa> another vote for
Gimp from me
 
L911[16:13:29] <TheLonely> I use inkscape
:p
 
L912[16:13:39] <TechnicianLP2> pinta
 
L913[16:13:41] <gigaherz> photoshop
here
 
L914[16:13:53] <gigaherz> I already
"had" it from before ;P
 
L915[16:13:57] <LexManos> ugh still cant
figure this crappy dupe out..
 
L916[16:14:01] <LexManos> i hate code that
isnt mine!
 
L917[16:14:23] <masa> don't we all?
:p
 
L918[16:14:37] <TheLonely> Yeah...
 
L919[16:14:47] <gigaherz> i'd say
there's quite a number of... new modders, who seem to enjoy
other people's code ;P
 
L920[16:14:51] <Lordmau5> dupe?
 
L921[16:14:54] <gigaherz> but yeah, I know
the feeling
 
L922[16:15:02] <gigaherz> Lordmau5:
hoppers, in forge 1.11
 
L923[16:15:06] <Lordmau5> wat
 
L924[16:15:18] <gigaherz> they dupe
items
 
L925[16:15:22] <Lordmau5> oh
 
L926[16:15:23] <Lordmau5> fun
 
L927[16:15:23] <gigaherz> and lex is
trying to fix it
 
L928[16:15:37] <TheLonely> I don't
like other people's code very often because it won't work
in my mod/environment, hehe
 
L929[16:25:06] <LexManos> !gm
TileEntityHopper.mayTransfer
 
L930[16:25:18] <LexManos> !gm
TileEntityHopper.setTransferCooldown
 
L931[16:30:30]
⇨ Joins: PJ
(~PJB3005@ptr-2hj4tbkxlds6cwr5t1nb87mch.ip6.access.telenet.be) 
L932[16:43:40] <LexManos> There we go,
found it
 
L933[16:44:40] <Lordmau5> uh
 
L934[16:44:51] <Lordmau5> now I'm
curious... once you get it fixed, care to elaborate what caused it?
:P
 
L935[16:45:04] <kashike> I'm sure
you'll see in a commit
 
L936[16:45:11] <Lordmau5> or that
 
L937[16:46:32] ⇦
Quits: Jezza (~Jezza@92.206.4.86) (Ping timeout: 198
seconds) 
L938[16:51:46] <LexManos> cow just messed
up a function in the update, and didnt fixup some lines that
required ATs
 
L939[16:51:50] <LexManos> cpw*
 
L940[16:58:23] ***
MrKickkiller is now known as MrKick|Away 
L941[16:58:55] <Lordmau5> ah
 
L942[16:59:01] <Lordmau5> cow
 
L943[16:59:19] <Lordmau5> now he's
branded, good job ;)
 
L944[17:01:57]
⇨ Joins: Jezza (~Jezza@92.206.4.86) 
L945[17:03:21] <gigaherz> Lordmau5: yo
ucall him that at your own personal risk ;P
 
L946[17:03:50] <gigaherz> so i just
finished watching S1 of The Magicians
 
L947[17:03:55] <gigaherz> such a fucked up
series
 
L948[17:04:23] <LexManos> I call him that
all the time, p and o are too close together
 
L949[17:06:35] <Lordmau5> hehe
 
L950[17:07:58] <Lordmau5> wouldn't be
surprised if he'd have a highlight keyword set for that either
tbh
 
L951[17:09:18] <Tencao> Wondering if
anyone can help me, I seem to be getting constant read timeouts
with a vanilla forge 1.10.2 server and client
 
L952[17:09:38] <Tencao> Literally fresh
world, on lan and all ports open
 
L953[17:12:01] <Tencao> I wish there was
some kind of error to point me to the problem, but only the client
outputs any kind of error, and this is the only thing
 
L955[17:12:27] <Tencao> Latest forge
 
L956[17:14:03] <diesieben07> please post
the server log as well.
 
L958[17:16:06] <diesieben07> yeah, just
looks like the connectino timed out...
 
L959[17:16:21] <diesieben07> please post
the full client log but try and see if this happens with vanilla
(no forge)
 
L961[17:18:04] <Tencao> I'll try pure
vanilla
 
L962[17:19:17] <diesieben07> there is
nothing of a timeout in that last paste
 
L963[17:22:41] <Tencao> For the record,
vanilla 1.10.2 has a timeout issue when connecting to the server as
well
 
L964[17:22:51] <Tencao> Chunks partially
load then it just times out
 
L965[17:23:11] <diesieben07> yeah, sounds
like it's your connnection...
 
L966[17:23:15] <diesieben07> what's
your setup?
 
L967[17:23:18] <Tencao> Lan
 
L968[17:23:41] <diesieben07> that
doesn't tell me shit.
 
L969[17:23:45] <Tencao> The PC is
literally right next to me, all ports are fully open on both the
firewall and router, and has been confirmed open
 
L970[17:24:03] <diesieben07> if the PC is
on your LAN then you don't need to open any ports on the
router.
 
L971[17:24:19] <Tencao> The server
isn't going to be a lan server, Im just testing it on
lan
 
L972[17:24:47] <diesieben07> what kinda
hardware are you running it on?
 
L973[17:25:18] <Tencao> 32gb ram, 3.8ghz
i7, 500gb ssd
 
L974[17:25:32] <Tencao> Normally I have
5GB allocated, the rest is currently not in use
 
L975[17:25:49] <diesieben07>
strange.
 
L976[17:26:19] <Tencao> I never had these
issues in 1.7.10, it's only since I made the jump to
1.10.2
 
L977[17:26:50] <gigaherz> it's weird,
though
 
L978[17:27:04] <gigaherz> one wouldthink
there would be hundreds of bug reports if there was such a bug in
1.10.2 forge
 
L979[17:27:14] <gigaherz> oh wait you did
say vanilla does it too
 
L980[17:27:18] <diesieben07> yeah
 
L981[17:27:19] <Tencao> Yes
 
L982[17:27:30] <gigaherz> did you try
vanilla 1.11?
 
L983[17:27:32] <Tencao> Is there a way for
the server to output more debug info?
 
L984[17:27:38] <Tencao> I'll try
1.11
 
L985[17:28:00] <gigaherz> also
 
L986[17:28:04] <gigaherz> when you say
"to the server"
 
L987[17:28:07] <Tencao> Nope, outdated
server message
 
L988[17:28:07] <gigaherz> you mean a
specific server?
 
L989[17:28:15] <gigaherz> so the server
was still forge?
 
L990[17:28:19] <Tencao> Yes
 
L991[17:28:30] <gigaherz> I guess you have
no easy means to try vanilla client + vanilla server?
 
L992[17:28:44] <Tencao> I could just
change the jar it uses
 
L993[17:29:10] <gigaherz> we can at least
rule out the client side, I think
 
L994[17:29:16] <gigaherz> if there is an
issue, it should be on the server part
 
L995[17:29:45] <gigaherz> which brings me
back to
 
L996[17:29:51] <gigaherz> [00:27]
(gigaherz): one would think there would be hundreds of bug reports
if there was such a bug in 1.10.2 forge
 
L997[17:29:53] <gigaherz> ;P
 
L998[17:31:25] <Tencao> Yeah, it is a very
weird bug, Im just not sure whats happening
 
L999[17:32:06] <Tencao> Vanilla to
vanilla, there was a very weird amount of lag while downloading the
terrain, like all entities was frozen, but after 30 seconds it
returned to normal
 
L1000[17:32:21] <Tencao> Im gonna restart
to see if it was an error with forge making the world
 
L1001[17:33:09] <gigaherz> it is a
possibility that for some reason, those 30s cause forge to time
out, but vanilla makes it in time
 
L1002[17:33:42] <gigaherz> I mean as in,
the slight overhead from forge itself
 
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L1004[17:33:53] <Tencao> On second load,
was reduced to 10 seconds, still not sure exactly where the problem
is but I cant say it's forge
 
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L1010[17:54:32] <gigaherz> oops. XD
 
L1011[17:54:33] <gigaherz> [00:27]
(gigaherz): one wouldthink there would be hundreds of bug reports
if there was such a bug in 1.10.2 forge
 
L1012[17:54:36] <gigaherz> oops wrong
paste
 
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L1015[18:11:01] <barteks2x> I messed up
git merge a bit... Any way to go back to the "merge
conflict" part?
 
L1016[18:11:24] <barteks2x> at least for
some files
 
L1017[18:11:33] <barteks2x> I don't
want to restart the merge from the beginning...
 
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L1019[18:15:13] <barteks2x> looks like
git checkout -m file is what I need
 
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L1032[18:58:08] <tterrag> hm...trying to
make my own fence block...where is fence_inventory referenced by
vanilla?
 
L1033[18:58:13] <tterrag> it's in
the block folder oddly enough
 
L1034[18:58:22] <tterrag> fence_inventory
being a model file
 
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L1036[19:01:43] <Ordinastie> tterrag, I
got it
 
L1037[19:02:15] <Ordinastie> oh, I
misread, I though you couldn't find it
 
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L1040[19:03:34] <tterrag> Ordinastie: no,
I just have no idea how it works
 
L1041[19:03:40] <tterrag> is it hardcoded
to look in the blocks folder?
 
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L1043[19:04:06] <Ordinastie> for me it
says block/fence_inventory
 
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L1045[19:04:49] <Ordinastie> it's
referenced by the woodtype_fence.jsons
 
L1046[19:04:53] <Ordinastie> item/
 
L1047[19:05:23] <tterrag> ohh
 
L1048[19:05:38] <tterrag> err, no
it's not?
 
L1049[19:05:49] <tterrag> oh I see, the
item models only have the woodtype
 
L1050[19:06:00] <tterrag> stupid
organization..
 
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L1056[19:25:25] <barteks2x> I hate
that... someone reports an issue, doesn't provide enough
information, I reply within 20 minutes and then 2 days later
I'm still waiting for reply...
 
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L1058[19:30:09] <LexManos> welcome to the
shit i deal with
 
L1059[19:35:17] <barteks2x> Well... his
problem, closed as invalid for now
 
L1060[19:40:11] <Ordinastie> ffs, another
add on youtube that Ublock doesn't block :/
 
L1061[19:40:45] <Ordinastie> oh wait, it
was part of the video ><
 
L1062[19:42:47] <barteks2x> ... and now I
need 33 bits of data in one int
 
L1063[19:43:06] <Ordinastie> maybe if you
push hard
 
L1064[19:43:54] <barteks2x> well... one
but less for each coordinate. So instead of -128-127 relative max
position for light update, only -64-63 will work
 
L1065[19:44:25] <barteks2x> *bit
 
L1066[19:45:06] <barteks2x> But it means
that the data I access is no longer byte-algined :(
 
L1067[19:47:06] <barteks2x> or... I have
another idea
 
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L1120[23:35:50] <MCPBot_Reborn> [TEST
CSV] Pushing snapshot_20161119 mappings to Forge Maven.
 
L1121[23:35:53] <MCPBot_Reborn> [TEST
CSV] Maven upload successful for mcp_snapshot-20161119-1.11.zip
(mappings = "snapshot_20161119" in build.gradle).
 
L1122[23:36:04] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~0:35 EST), and Stable (committed)
MCPBot mapping exports can be found here: 
http://export.mcpbot.bspk.rs/ 
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