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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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L13[00:41:20] <killjoy> Which is a better
2FA, Authenticator or Google prompt?
L14[00:41:45] <kenzierocks> google
prompt?
L15[00:41:51] <killjoy> tap yes to sign
in
L16[00:42:26] <kenzierocks> google prompt
is easier if you have an internet connection
L17[00:42:26] <killjoy> it basically
automates the whole "enter pin" thing
L18[00:42:44] <kenzierocks> but if for some
reason your phone is not connected to the internet -- authenticator
still works
L19[00:42:47] <killjoy> and no
signal?
L20[00:42:56] <killjoy> authenticator uses
the internet
L21[00:42:59] <killjoy> You're thinking
SMS
L22[00:43:01] <kenzierocks> nope
L23[00:43:14] <kenzierocks> it's time
based
L24[00:43:22] <kenzierocks> your phone just
needs the time correct
L25[00:43:48] <killjoy> I wonder if twitter
supports this
L26[00:44:03] <kenzierocks> i assume by
authenticator you mean the standard 2FA stuff
L27[00:44:08] <kenzierocks> with the
barcode and all that
L28[00:44:09] <killjoy> it's a google
app
L29[00:44:15] <killjoy> yeah, qr
L30[00:44:25] <kenzierocks> yea, there are
other apps that do the same
L31[00:44:33] <killjoy> microsoft has
one
L32[00:44:51] <kenzierocks> for example, i
have all the codes for github google coinbase linode another github
patreon and discord in one app
L33[00:45:37] <killjoy> well google prompt
has the perk of being built into android
L34[00:46:01] <kenzierocks> 99% of the time
your phone has internet when your computer does
L35[00:46:14] <kenzierocks> so prompt is
probably way more convinent
L36[00:46:22] <killjoy> unless you're at
work or something
L37[00:46:32] <kenzierocks> i'm not sure
it's 100% as secure
L38[00:46:34] <killjoy> which has a private
wifi they won't tell you the password for
L39[00:46:36] <kenzierocks> i'd have to
look at it
L40[00:46:55] <kenzierocks> authenticator
is more secure because no data is sent
L41[00:47:00] <killjoy> google also
supports a hardware key
L42[00:47:04] <kenzierocks> it's literally
impossible to intercept
L43[00:47:17] <kenzierocks> unless you
intercept the initial setup
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L47[00:56:01] <LexManos> why copy paste is
bad...
L48[00:56:36] <kenzierocks> >-so next
summer I'll go water skiing too. which is super awesome, haven't
done that before.
L49[00:56:47] <kenzierocks> off topic
much
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L64[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161122 mappings to Forge Maven.
L65[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161122-1.11.zip
(mappings = "snapshot_20161122" in build.gradle).
L66[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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L76[02:44:25] <MalkContent> 1.11 another
update like 1.9->1.10?
L77[02:45:32] <MalkContent> meaning, should
i try and see if the server works with the new version and the old
mods?
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L79[02:49:08] <Mraof> Is the code for
Blitz3D models only for items/blocks or can I use it for entities
too
L80[02:49:59] <Mraof> (Note: I haven't done
much Minecraft modding in versions past 1.7.10, and it's been a
while)
L81[02:50:31] ⇦
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L82[02:51:08] <Mraof> Basically I want to
have animated entity models that are made in blender or whatever,
and I'm trying to figure out the best way to do that
L83[02:51:16] <gigaherz|work> no
MalkContent
L84[02:51:30] <MalkContent> ty
L85[02:51:31] <gigaherz|work> 1.11 has
different semantics on ItemStacks
L86[02:51:48] <gigaherz|work> unless your
mods NEVER use itemstacks at all
L87[02:53:49] <gigaherz|work> Mraof: you
can use it wherever you want
L88[02:53:55] <gigaherz|work> you'll need
to draw the quads yourself, though
L89[02:54:16] <gigaherz|work> as in
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L92[02:54:44] <gigaherz|work> this is meant
for .obj though
L93[02:54:49] <gigaherz|work> it doesn't
handle animation data
L94[02:55:39] <gigaherz|work> this is how I
use my class
L97[03:01:40] <Mraof> Okay, thank you
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L103[04:32:13] <barteks2x> does idea
"know" about the @MethodsReturnNonnullByDefault
annotation? It's in mcp package so it seems a bit weird if it would
work
L104[04:32:38] <Akkarin> It should be
aware of that
L105[04:32:59] <barteks2x> how?
L106[04:33:35] <Akkarin> What do you mean
by "how"? it analyzes your entire source code and
binaries
L107[04:34:12] <barteks2x> yes, but this
annotation is in mcp package, unline
@ParametersAreNonnullByDefault
L108[04:34:32] <barteks2x> how would idea
know what it means when analyzing the code?
L109[04:34:44] <Akkarin> Oh you mean the
actual source file for it is provided by an MCP package and not by
javax.annotation or something?
L110[04:34:54] <barteks2x> yes
L111[04:35:28] <Akkarin> Then it probably
doesn't. Even though it can see similarly named annotations
usually
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L113[04:36:02] <barteks2x> comment inside:
// Note: This is a copy of
javax.annotation.ParametersAreNonnullByDefault with target changed
to METHOD
L114[04:36:10] <barteks2x> maybe it does
actually work?
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L116[04:36:33] <Akkarin> It probably sees
the name and assume its the same annotation/has the same
meaning
L117[04:37:52] <barteks2x> depending on
how these annotations work, idea may know what it means
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L120[04:39:17] <Akkarin> Well it's just a
standard annotation with runtime retention
L121[04:39:38] <Akkarin> e.g. it for sure
ends up in the jar with its respective name
L122[04:41:04] <barteks2x> I will use it
and see if idea recignizes it
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L124[04:46:59] <raoulvdberge> !gm
func_176221_a
L125[04:52:43] <gigaherz|work> barteks2x:
IDEA may just rely on the class name, ignoring the package
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L127[04:53:00] <barteks2x> the class
doesn't exist in any other package
L128[04:53:41] <barteks2x> so if it works,
idea has to analyze the contents of that annotation (that the
annotation itself has @Nonnull with
@TypeQualifierDefault(ElementType.METHOD))
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L130[05:31:16] <copygirl> Now that we have
2 hands, PlayerInteractEvent.RightClickBlock fires twice, and
cancelling the first apparently still fires the other.
L131[05:32:34] <g> man, I sure do love
that watchdog
L132[05:32:35] <copygirl> Because if the
event is cancelled, it returns EnumActionResult.PASS .. passing it
along to the second "hand".
L133[05:32:52] <g> server takes 60 seconds
to start up, "one server tick took 60s, assuming the server
crashed, restarting" sometimes
L134[05:33:31] <copygirl> So... any idea
how to best get around that?
L135[05:33:35] <g> and then we keep
restarting for a while
L136[05:33:39] <g> also hey copygirl, long
time no see
L137[05:33:48] <copygirl> Hi o/
L138[05:34:11] <LatvianModder> Very long
time no see
L139[05:34:13] <g> also cancelling that
event yourself is the only suggestion I'd have
L140[05:34:24] <g> but I don't know a lot
about forge internals
L141[05:34:29] <copygirl> Cancelling which
event?
L142[05:34:38] <g> the second
RightClickBlock
L143[05:34:57] <copygirl> Yeah, but .. is
there a smart way to do this?
L144[05:34:57] <g> or is it preventing you
from catching that?
L145[05:35:11] <g> I'd be surprised but
maybe someone here will surprise me
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L147[05:35:59] <g> wew, after a loop of 5
restarts, watchdog finally doesn't shit itself
L148[05:36:01] <g> gg watchdog
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L150[05:37:11] <copygirl> I've just
realized.. in another place, I'm using a static variable. That
could cause problems if two threads access it at about the same
time :I
L151[05:39:03] <copygirl> I know something
I can do about that, though.
L152[05:39:11] <LatvianModder>
synchronize
L154[05:39:24] <copygirl> That feels
worse.
L155[05:39:26] <LatvianModder> I have
never used myself, because I dont know how it works
L156[05:39:29] <copygirl> For a
hack.
L157[05:39:36] <g> It's not ideal, really,
lol
L158[05:39:41] <LatvianModder> But I know
it does something related to thread safety
L159[05:39:44] <copygirl> And I don't
think it's actually safe from the little I've read about it.
L160[05:39:57] <g> `synchronized` is
basically an automatic thread lock
L161[05:40:02] <copygirl> Or wait, talking
about the modifier?
L162[05:40:23] <LatvianModder>
synchronized(object) {... }
L163[05:40:39] <copygirl> I feel like
certain people would kill me from being stupid if I actually did
that.
L164[05:40:46] <g> you can just public
static synchronized whatever; as well LatvianModder
L165[05:40:50] <g> but yeah it's not an
ideal solution
L166[05:41:00] <LatvianModder> its a
solution
L167[05:41:10] <g> it's usually better to
avoid the need for it
L168[05:41:13] <g> since it's.. pretty
slow
L169[05:41:27] <LatvianModder> Dont use
multiple threads then, duh :P
L170[05:41:27] <g> as locks tend to
be
L171[05:41:58] <copygirl> Don't client and
server run in different threads?
L173[05:42:09] <LatvianModder> yeah they
do
L174[05:42:22] <g> you should be using
networking to share state, though
L175[05:42:23] <LatvianModder> wait, you
have client and server accessing the same object?
L176[05:42:30] <copygirl> It's basically
only going to be a problem when running a LAN server from within
singleplayer I'd guess .. but I'd like to avoid it
regardless.
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L178[05:42:45] <LatvianModder> What
exactly you access/do?
L179[05:42:47] <gigaherz|work> no, even
singleplayer has a client thread
L180[05:42:49] <gigaherz|work> and a
server thread
L181[05:42:56] <gigaherz|work> so
accessing the same object means race conditions, either way
L182[05:42:59] <g> yeah, SP always has
both
L183[05:43:09] <copygirl> But it would
always access one after another, no?
L184[05:43:16] <gigaherz|work> not
necessarily
L185[05:43:18] <gigaherz|work> you can't
trust that
L186[05:43:23] <copygirl> Like if you
right click a block, first client fires the event, then sends a
packet, then server side does?
L187[05:43:25] <gigaherz|work> you should
NEVER have a global object that's used by both
L188[05:43:32] <LatvianModder> I usually
have 2 of all objects
L189[05:43:37] <copygirl> I mean in this
specific case.
L190[05:43:41] <gigaherz|work> yes
L191[05:43:47] <gigaherz|work> but suppose
you click twice in quick succession
L192[05:43:52] <gigaherz|work> the second
click's server code
L193[05:43:56] <copygirl> Mhh...
true.
L194[05:43:59] <gigaherz|work> could run
at the same time as the first click's client code
L195[05:44:05] <LatvianModder> just check
for world.isRemote
L196[05:44:30] <gigaherz|work> if
(world.isRemote) getClientDataStorage()
L197[05:44:30] <copygirl> FYI the hack was
a static field "equipped" that would store whether the
block was "equipped" and it's not supposed to drop its
block (or contents).
L198[05:44:34] <gigaherz|work> else
getServerDataStoragE()
L199[05:44:47] <gigaherz|work> copygirl:
wait block?
L200[05:44:54] <gigaherz|work> wat?
L201[05:45:02] <LatvianModder> just have 2
fields for whatever weird hack you are doing
L202[05:45:10] <copygirl> Waiiit.. before
we run into the same problem again, I'm getting rid of the static
field.
L203[05:45:21] <copygirl> I'll just use
the existance of the tile entity for that.
L204[05:45:24] <LatvianModder> good
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L206[05:45:59] <copygirl> I was just
trying to explain what I did, but it started with me saying I
needed to get rid of that ^^
L207[05:46:56] <gigaherz|work> copygirl:
what was the purpose of this static field?
L208[05:47:14] <LatvianModder> "store
whether the block was "equipped" and it's not supposed to
drop its block (or contents)."
L209[05:47:23] <copygirl> @Override public
int quantityDropped(Random random) { return (backpackEquipped ? 0 :
1); }
L210[05:47:24] <gigaherz|work> but a
static would affect ALL the blocks
L211[05:47:32] <gigaherz|work> regardless
of player
L212[05:47:49] <gigaherz|work> so it makes
no sense to have a static for it
L213[05:47:51] <LatvianModder> So your
XYProblem was
L214[05:48:09] <gigaherz|work> you
shouldn't use quantityDropped if you need it player-sensitive
L215[05:48:10] <LatvianModder> You want to
drop different item when you have tileentity?
L216[05:48:15] <gigaherz|work> use the
harvesting system
L217[05:48:33] <copygirl> Yes, going to do
that.
L219[05:49:04] <LatvianModder> It drops a
chest with all of its contents inside the item
L220[05:49:17] <LatvianModder> and when
you place it, it reads items and places them in chest
L221[05:50:14] <copygirl> Well, there's
two different ways you can break the backpack.
L222[05:50:44] <LatvianModder> I assume
with shift it breaks or smth?
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L224[05:50:46] <copygirl> (FYI just
talking information here, I can figure things out on my own from
here, thanks! :) )
L225[05:51:10] <LatvianModder>
harvestBlock has player so you can check whatever you need from
it
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L227[05:51:19] <copygirl> While sneaking
it gets equipped, otherwise it takes longer to break and spills its
items like a chest.
L228[05:51:43] <copygirl> Yup,
harvestblock is where I do equipping, and if successful, delete the
tile entity beforehand.
L229[05:52:36] <copygirl> Then I guess
I'll use the position sensitive quantity to check if the tile
entity exists (as well as doing the flower pot workaround to delay
the default tile entity removal until after getDrops)
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L232[05:53:34] <copygirl> Wait, there's no
position sensitive quantityDropped ... so it's getDrops
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L234[05:54:03] <gigaherz|work> yep
L235[05:54:08] <LatvianModder> those two
methods I gave ya should be all you need
L236[05:54:13] <gigaherz|work> that's what
I meant by the harvesting system
L237[05:54:31] <gigaherz|work>
onRemovedByPlayer, getDrops, harvestBlock
L238[05:54:44] <gigaherz|work> you can
make use of that sequence in order to choose drops
L239[05:55:13] <gigaherz|work> see
BlockFlowerPot
L240[05:55:17] <gigaherz|work> the
forge-specific sectionç
L241[05:55:26] <gigaherz|work> that uses
those methods to work around tile entity removal
L242[05:55:34] <LatvianModder> not like it
could have been breakBlock(World, BlockPos, IBlockState, @Nullable
EntityLivingBase) <.<
L243[05:55:44] <LatvianModder> just one
method
L244[05:55:52] <gigaherz|work> well
L245[05:55:54] <gigaherz|work> you'd
need
L246[05:56:38] <copygirl> Hmm..
L247[05:56:41] <barteks2x> When adding
nullable annotations, I opened my network code. I *still* didn't
remove comments from the code I copypasted from tutorial when I
started this...
L248[05:57:00] <gigaherz|work> (World,
BlockPos, IBlockState, @Nullable Entity, bool isUsingCompatibleTool
(isHarvesting), bool silkTouch, int fortuneLevel, ...)
L249[05:57:02] <LatvianModder> thumbs
up
L250[05:57:04] <copygirl> I didn't want to
get rid of the stat stuff, but I guess that's pretty unnecessary,
especially for equipping.
L251[05:57:15] <copygirl> That is actually
a good idea.
L252[05:57:17] <LatvianModder>
gigaherz|work: yeah, thats better
L253[05:57:24] <gigaherz|work> so it would
be awkward
L254[05:57:29] <gigaherz|work> better have
a few methods
L255[05:57:40] <LatvianModder> Everything
could also be event-based
L256[05:57:56] <gigaherz|work>
destroyBlock (DestroyCause) -- with like, fire, explosion, invalid
tool
L257[05:57:58] <LatvianModder>
Block#breakBlock(BreakBlockEvent event) that has fields like world,
and everything else
L258[05:58:16] <gigaherz|work>
harvestBlock (world, pos, player, fortune, silk)
L259[05:59:26] <gigaherz|work>
DestroyCause { SET_BLOCK_STATE, FIRE, LIQUID_SPREAD, INVALID_TOOL,
EXPLOSION, ... }
L260[05:59:33] <gigaherz|work> IMO, that
would be ideal
L261[05:59:41] <gigaherz|work> but yeah,
that's mojang code.
L262[05:59:53] <LatvianModder> Why dont
you ask mojang people to change their code? :P
L263[06:00:40] <copygirl> LatvianModder:
Looking at it ... wouldn't yours possibly leave the tile entity
behind?
L264[06:00:59] <LatvianModder> no, I call
super.break or whatever, that destroys the entity
L265[06:01:36] <copygirl> Not in the true
case of the if statement.
L266[06:01:47] <LatvianModder> ah, no, see
it has another method for that
L267[06:01:55] <LatvianModder>
breakBlock(World, Pos, State) I think
L268[06:02:10] <LatvianModder> it is its
own method
L269[06:02:59] <copygirl> Oh, removeBlock
is called beforehand, so the actual tile entity is already gone?
(That's why it has to be passed as a parameter to
harvestBlock)
L270[06:03:14] <LatvianModder> I think so,
yeah
L271[06:03:31] <LatvianModder> its also
nullable. But doesnt matter since you check instanceof YourTile
anway
L272[06:03:34] <copygirl> It doesn
L273[06:03:49] <copygirl> It doesn't make
it easier since removedByPlayer calls onBlockHarvested.
L274[06:04:13] <LatvianModder> nothing in
mojang code is made easier
L275[06:04:15] <LatvianModder> or
faster
L276[06:04:18] <LatvianModder> or better
looking
L277[06:04:32] ⇦
Quits: Cooler (~CoolerExt@45.249.156.145) (Ping timeout: 198
seconds)
L278[06:04:36] <copygirl> I think those
two are forge methods.
L279[06:04:50] <LatvianModder> Still has
to be called from vanilla method
L280[06:04:51] <copygirl> No, just the
former.
L281[06:05:25] <LatvianModder> The only
thing I really like is how much they have compressed block data in
chunks, so it doesn't take as much ram
L282[06:05:37] <LatvianModder> Imagine if
they used HashMap<BlockPos, IBlockState> :D
L283[06:05:55] <gigaherz|work> that
wouldn't jut take a lot of ram
L284[06:05:58] <gigaherz|work> it would be
horribly slow
L285[06:06:02] <LatvianModder> ofc
L286[06:06:14] <copygirl> Minecraft would
not exist with that.
L287[06:06:15] <gigaherz|work>
array[index] is very fast
L288[06:06:18] <gigaherz|work> compared to
a binary search
L289[06:06:21] <LatvianModder> because
using bit operations and indices is super fast
L290[06:06:36] <gigaherz|work> or
well
L291[06:06:40] <gigaherz|work> a hash
search + iteration
L292[06:06:45] <copygirl> Too bad you
don't have structs with Java.
L293[06:06:51]
⇨ Joins: Cooler (~CoolerExt@45.249.156.146)
L294[06:07:00] <gigaherz|work> yeah,
valuetypes would have a lot of benefits
L295[06:07:00] <copygirl> Then you could
do IBlockState[] instead.
L296[06:07:07] <gigaherz|work> yo ucna do
that, actually
L297[06:07:21] <gigaherz|work> you
wouldn't make IBlockState a struct
L298[06:07:28] <gigaherz|work> the whole
point is that the instances are constant
L299[06:07:35] <gigaherz|work> thing
is
L300[06:07:37] <LatvianModder> IBlockState
is pretty much enum
L301[06:07:48] <gigaherz|work> an
IBlockState[] would contain references
L302[06:07:52] <gigaherz|work> best case,
they are 32bit ints
L303[06:07:55] <gigaherz|work> worst case
64bit
L304[06:07:57] <copygirl> Well, yeah,
IBlockState is silly.
L305[06:07:58] <LatvianModder> But how
many bytes one reference uses and how many bytes one IBlockState ID
takes? :P
L306[06:08:00] <gigaherz|work> so
L307[06:08:09] <gigaherz|work> you
automatically use up twice as much memory per element
L308[06:08:09] <LatvianModder> there we
go, ghz said it :P
L309[06:08:16] <gigaherz|work> then
storing IBlockState#getInternalId()
L310[06:08:24] <LatvianModder> worst case?
You mean 99% modern computers use 64bit OS
L311[06:08:28] <gigaherz|work> yes
L312[06:08:35] <gigaherz|work> but I don't
know if java uses pointers for references
L313[06:08:41] <gigaherz|work> they could
use instance ids or something
L314[06:08:52] <gigaherz|work> in which
case they could make do with a 32bit number
L315[06:08:57] <LatvianModder> hashCode()
merly represents reference ID
L316[06:09:09] <LatvianModder> No, they
use 64 in 64bit java, afaik
L317[06:09:09] <gigaherz|work> as an index
into an instance-table
L318[06:09:23] <copygirl> But you could do
BlockState[] where BlockState implements IBlockState.
L319[06:09:42] <gigaherz|work> what woudl
the benefit of that be?
L320[06:10:11] <copygirl> Mhh.. then again
in MC block state is made up of so many things.
L321[06:10:29] <copygirl> I'm talking
about a wrapper around a simple value type.
L322[06:10:44] <gigaherz|work> IBlockState
CAN NOT be a valuetype
L323[06:10:44] <copygirl> Or maybe two,
block id and metadata.
L324[06:11:00] <gigaherz|work> no ,that's
thinking backward
L325[06:11:11] <gigaherz|work> what they
are trying to do is get rid of "block id" and
"metadata" completely
L326[06:11:19] <gigaherz|work> so that you
end up with just a blockstate-id
L327[06:11:47] <gigaherz|work> so
like
L328[06:12:04] <copygirl> Here's the
thing: I was writing on my own game engine for a bit and it
basically allowed you to add chunks that store arbitrary value
types per block.
L329[06:12:06] <gigaherz|work> you may
have blockstate 0 be "air"
L330[06:12:17] <gigaherz|work> blockstate
1 be "dirt{type=normal}"
L331[06:12:26] <gigaherz|work> blockstate
2 be "dirt{type=coarse}"
L332[06:12:27] <gigaherz|work> etc
L333[06:12:42] <gigaherz|work> arbitrary
values per block == TileEntities
L334[06:12:48] <gigaherz|work> the reason
they are kept strictly separated
L335[06:12:58] <gigaherz|work> is that
this allows having extremely efficient storage for the
blockstates
L336[06:13:06] <copygirl> So you'd have
BlockMaterial[], BlockShape[], ...
L337[06:13:18] <gigaherz|work> and
allowing the TEs to reside in a less-efficient place
L338[06:14:03] <copygirl> Completely
arbitrary data would also be supported, so if you added a name to a
block it would essentially create a block entity, since name isn't
one of the types that would (or in this case could) be stored in a
chunk array.
L339[06:14:30] <copygirl> But I'm talking
arbitrary value types, preferably small.
L340[06:14:53] <gigaherz|work> yeah that's
ok
L341[06:15:09] <gigaherz|work> but for
practical purposes, you'd want separate storage for those,
too
L342[06:15:23] <gigaherz|work> Chunks
shold store state IDs
L343[06:15:40] <copygirl> They do, in
exactly the same way, in the case of my engine.
L344[06:16:47] <copygirl> It's an entity
system thing. Chunks are entities, so you can attach any component
to them (temperature, if you wanted), and the block data is just
another component. ChunkBlockStorage<T> where T : struct,
IComponent
L345[06:17:23] <gigaherz|work> I guess I
just don't agree with requiring T:struct
L346[06:17:48] <copygirl> Because an array
of references is pretty silly, imo.
L347[06:18:13] <copygirl> If you want
references, you can just go ahead and turn the block into a tile
entity.
L348[06:18:27] <copygirl> Also, isn't that
8 * 16^3 on 64bit ?
L349[06:19:50] <copygirl> Hmm.. well,
that's just 32KiB
L350[06:21:53] <copygirl> LatvianModder:
harvestBlock doesn't get called in creative.
L351[06:22:18] <LatvianModder> Yup
L352[06:22:34] <LatvianModder> If you are
in creative you dont need bags
L353[06:22:41] <LatvianModder> .. You are
in creative
L354[06:22:45] <LatvianModder> :P
L355[06:22:50] <copygirl> Well, I'd like
to be able to equip backpacks in creative so I do actually have to
do things a little different :p
L356[06:23:13] <LatvianModder> Creative vs
block breaking is really nasty
L357[06:23:59] <copygirl> I'll override
the harvest logic so without a tile entity it doesn't drop
anything.
L358[06:24:24] <copygirl> Use breakBlock
for dropping contents and onBlockHarvested for equipping logic
(setting TE to null if successful)
L359[06:28:04] ⇦
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timeout: 206 seconds)
L360[06:29:55] <copygirl> Actually not
quite correct, as I need to drop the item stack.
L361[06:30:55]
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L362[06:30:56] ***
Keridos|away is now known as Keridos
L363[06:31:37] <copygirl> But I got it.
Thanks for the help / talk o/
L364[06:39:22] <copygirl> Oh what I'd do
for ?. in Java..
L365[06:42:17] <gigaherz|work> heh
L366[06:42:26] <g> That's a ruby thing,
right?
L367[06:42:32] <gigaherz|work> among many
others
L368[06:42:38] <copygirl> C# has it,
too.
L369[06:42:45] <g> trying to remember what
it it does
L370[06:43:04] <g> null check followed by
attribute access?
L371[06:43:15] <copygirl> Or method
call.
L372[06:43:21] <copygirl> I like doing
"Foo?.GetBar()?.Baz ?? 0" for example.
L373[06:43:34] <g> super golfy, but I get
the appeal
L374[06:43:43] <g> I think python's had a
proposed PEP for something similar actually
L375[06:43:46] <gigaherz|work> a?.b
means
L376[06:43:54] <gigaherz|work> a != null ?
a.b : null
L377[06:44:17] <copygirl> It's better than
doing var bar = Foo.GetBar(); if (bar != null) { // etc"
L378[06:45:12] <copygirl> And in the case
of value types, T?
L379[06:45:13] <g> I kinda like things to
be explicit in some cases
L380[06:45:20] <g> but I would, since I'm
a python guy lol
L381[06:45:22] <gigaherz|work> that's
sugar for Nullable<T>
L382[06:45:22] <gigaherz|work> ;P
L383[06:45:34] ⇦
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seconds)
L384[06:46:00] <copygirl> Well, yeah, but
that's still a value type.
L385[06:46:05] <gigaherz|work> which is
sortof like java's Optional<T>
L386[06:46:10] <gigaherz|work> no it
isn't
L387[06:46:14] <gigaherz|work> T? is a
reference type
L388[06:46:17] <copygirl> In C# it
is.
L389[06:46:24] <gigaherz|work> no
wait
L390[06:46:35] <gigaherz|work> it's a
struct with HasValue and Value
L391[06:46:38] <gigaherz|work>
nevermind
L392[06:47:02] *
gigaherz|work misses C#
L393[06:47:14] <gigaherz|work> I have been
coding too much in java/js/coffeescript lately
L394[06:47:22] <gigaherz|work> when I'm
not at work
L395[06:47:24] <gigaherz|work> I'm coding
mods
L396[06:47:25] <gigaherz|work> XD
L397[06:48:28] <copygirl> Join the sharp
side.
L398[06:48:40] <gigaherz|work> I'm a C#
developer at heart
L399[06:48:54] <gigaherz|work> but
minecraft isn't C# so...
L400[06:48:55] <gigaherz|work> XD
L401[06:49:06] <copygirl> Hey, we're
getting c# plugins with the c++ version.
L402[06:49:08] <gigaherz|work> I do have
an early-WIP voxel engine
L403[06:49:13] <copygirl> So.. let's hope
the API doesn't suck!
L404[06:49:18] <gigaherz|work> oh it will
suck
L405[06:49:22] <copygirl> Dang! :(
L406[06:49:26] <gigaherz|work> it will
never be anywhere close to what we do in the java version
L407[06:49:26] <gigaherz|work> XD
L408[06:49:46] <gigaherz|work> they'll
give little things to play with
L409[06:49:53] <gigaherz|work> but we
won't be able to do facy stuff
L410[06:49:56] <barteks2x> Is there
something I don't know about in java? Idea generated this: } catch
(@Nonnull IllegalArgumentException | IllegalAccessException ex)
{
L411[06:50:32] <gigaherz|work> that's
something specific to catch clauses
L412[06:50:40] <gigaherz|work> where it
lets you have multiple exception types in one clause
L413[06:50:45] <barteks2x> but
@Nullable?
L414[06:50:45] <gigaherz|work> and will
catch any of those types
L415[06:50:49] <barteks2x> @nonnull*
L416[06:51:00] <barteks2x> The | I know
what is, this is what i wrote
L417[06:51:04] <barteks2x> nut
@Nonnull?
L418[06:51:06] <barteks2x> WHY?
L419[06:51:07] *
gigaherz|work shrugs
L420[06:51:10] <gigaherz|work> why
not?
L421[06:51:16] <gigaherz|work> it's an
exception, you can't throw null
L422[06:51:22] <gigaherz|work> so it's
non-nullable
L423[06:51:23] <barteks2x> it's like
writing @Nonnull int x = 0
L424[06:53:49] <barteks2x> how did idea
came up with the idea that MethodHandle.invoke never returns
null?
L425[06:54:47] <Mraof> For some reason I
want to write part of a mod in rust
L426[06:54:52] <Mraof> Which is probably a
bad idea
L427[06:54:58] <Mraof> I just like coding
in rust
L428[06:55:51] <barteks2x> wait, I don't
think rus is JVM language
L429[06:55:54] <barteks2x> *rust
L430[06:55:56] <barteks2x> or is it?
L431[06:56:03] <g> it's not
L432[06:56:53] <barteks2x> that would be
one more thing that could crash JVM
L433[06:58:05] <barteks2x> and how did
IDEA infer that method that consists only of return new
Iterator<T>() {/*whatever*/} can return null?
L434[06:59:24] <barteks2x> I could
understand that if there is some logic inside
L435[06:59:29] <barteks2x> but just return
new Whatever?
L436[07:01:37] ***
Keridos is now known as Keridos|away
L437[07:06:24]
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L438[07:12:28]
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(~Shuetox@c83-255-38-132.bredband.comhem.se)
L439[07:12:55] <Shuetox> Am i correct in
assuming that if i use the @ObjectHolder with another mods block
name and modid that those field will contain that mods block?
L440[07:13:58] <gigaherz|work> IF the
other mod is present
L441[07:14:16] <gigaherz|work> if not it
will remain null
L442[07:14:23] <Shuetox> Oh nice
L443[07:14:45] <Shuetox> is there any use
for using objectholder on my own blocks?
L444[07:14:52] <gigaherz|work> sure
L445[07:15:20] <gigaherz|work> but the
advantages are relative
L446[07:15:39] <gigaherz|work> actually
...
L447[07:15:51] <gigaherz|work> I don't
know if the objectholder will run late enough
L448[07:16:14] <gigaherz|work> I guess it
will be run when you register that block/item
L449[07:16:25] <gigaherz|work> but
eh.
L450[07:16:34] <gigaherz|work> I just have
MyMod.itemorblock
L451[07:16:42] <gigaherz|work> so I see no
need to use objectholder for that
L452[07:16:42] <gigaherz|work> ;P
L453[07:16:43] <Shuetox> but the
objectholder is used to populate the field from registry, and i
populate the registry based on that field
L454[07:16:47] <Shuetox> exactly
L455[07:16:58] <gigaherz|work> well my
registration code looks like
L457[07:17:17] <gigaherz|work> like this,
these days
L458[07:17:32] <gigaherz|work> so I could
easily remove the field assignation from there
L459[07:17:36] <gigaherz|work> and use
@ObjectHolder instead
L460[07:17:41] <gigaherz|work> it would
jut provide no advantage ;P
L461[07:18:39] <Shuetox> yea, the only use
for objectholder would be to get other mods blocks and items
L462[07:19:00] <Shuetox> another question
is
L463[07:19:00] <Shuetox>
@Mod.EventBusSubscriber replacing MinecraftForge.EVENT_BUS.register
?
L464[07:19:07] <gigaherz|work> no
L465[07:19:30] <gigaherz|work> because
@Mod.EventbusSubscriber only works for static events
L466[07:19:37] <gigaherz|work> static
event handlers*
L467[07:19:41]
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L468[07:19:48] <gigaherz|work> while
.register will work for both static and instance
L469[07:19:53] <Shuetox> oh alright
L470[07:20:03] <gigaherz|work> it's just a
helper to do
L471[07:20:07] <gigaherz|work>
.register(ClassName.class) for you
L472[07:20:22] <Shuetox> Ic, thanks for
the explanation
L473[07:20:48] <gigaherz|work> note
however
L474[07:20:57] <gigaherz|work> the
registry events fire *before* preinit
L475[07:21:10] <gigaherz|work> so if you
wanted to use instance methods for the registry events
L476[07:21:16] <gigaherz|work> you'd have
to register your instance from the constructor
L477[07:21:54] <Shuetox> Alright
L478[07:24:13]
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L479[07:25:44] <copygirl> Okay.. so now
that I've fixed the issue with the static field..
L480[07:26:06] <copygirl> I still have to
figure out how to get around two RightClickBlock events firing
^^"
L481[07:26:40] <Shuetox> is one client and
the other server?
L482[07:27:19] <copygirl> No, main and off
hand.
L483[07:27:34] <copygirl> Cancelling
doesn't affect the other from firing.
L484[07:27:57] <copygirl> So ... I think I
have to cancel the first event if the conditions are true, and
actually do something in the second one..?
L485[07:28:09] <Shuetox> how do you get it
to fire both main and off hand?
L486[07:28:38] <copygirl> The condition is
that the main hand is empty.
L487[07:28:48] <copygirl> If an item is
used, it skips the second event.
L488[07:29:02] <Shuetox> oh right
L489[07:29:09] <copygirl> But if the event
is cancelled, it PASSes to the next.
L490[07:30:02] <Shuetox> can't you do an
if on the EnumHand?
L491[07:30:30] *
copygirl nods.
L492[07:30:34] <copygirl> That is what
I'll do.
L493[07:30:56] <Shuetox> i think that is
your best bet
L494[07:32:44] ⇦
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L499[07:37:31] <JustWhoAmI> anyone who is
like good with programming and development in general?
L500[07:37:43] <JustWhoAmI> i have a few
questions regarding education
L501[07:37:52] <copygirl> Probably quite a
few people.
L502[07:38:11] <gigaherz|work> some of us
have studied those topics
L503[07:38:56] <copygirl> I have not, but
I'm self-taught and have been coding for over 10 years.
L504[07:39:03] <JustWhoAmI>
basically
L505[07:39:14] <JustWhoAmI> next year, I'm
picking PCMC
L506[07:39:17] <JustWhoAmI> in grade
11
L507[07:39:26] <JustWhoAmI> that means
physics math chem and comp sci
L508[07:39:31] <JustWhoAmI> i have a
choice of language
L509[07:39:35] <JustWhoAmI> python and
c++
L510[07:39:42] <JustWhoAmI> i'm
comfortable w/ java
L511[07:39:43] <JustWhoAmI> brb
L512[07:40:43] <copygirl> Not having used
either, I'd say C++ because it's more low-level and the stuff you'd
learn could be quite interesting and useful.
L513[07:41:05] <Shuetox> depends on what
you wanna end up working with
L514[07:41:13] <copygirl> Though I have a
friend who'd probably say "python". I'd guess it's the
easier of the two languages..?
L515[07:41:20] <copygirl> That, too.
L516[07:42:37] <copygirl> For gamedev c++
would be useful.
L517[07:43:12] ⇦
Quits: VikeStep (~VikeStep@101.184.229.226) (Quit:
Leaving)
L518[07:45:39] <Ordinastie> fuck I really
need a new mail app :/
L519[07:48:11] *
gigaherz|work just uses the gmail website
L520[07:48:18] <Ordinastie> anyone using
thunderbird ?
L521[07:48:27] <g> I use
thunderbirtd
L522[07:48:30] <g> thunderbird*
L523[07:48:33] <Ordinastie> is it good
?
L524[07:48:37] <g> Yeah, it's pretty
good
L525[07:48:39] <gigaherz|work> I tried
thunderbird back inthe early 2000s
L526[07:48:44] <gigaherz|work> it seemed
nice, but I had no use for it
L527[07:48:49] <g> It's a mozilla project
so it has the connotations of one
L528[07:48:52] <g> but yeah, it works just
fine
L529[07:48:56] <gigaherz|work> is it still
mozilla?
L530[07:49:03] <gigaherz|work> weren't
they giving it up to someone else?
L531[07:49:04] <g> a little slow, as
mozilla projects tend to be, but yeah
L532[07:49:05] <Ordinastie> it's still on
their site
L533[07:49:13] <g> they were giving it up
but I think now the community is maintaining it
L534[07:49:18] <gigaherz|work> oh
L535[07:49:31] <g> so it's still a mozilla
thing, just mozilla isn't dev'ing it
L536[07:49:46] <Ordinastie> I'm so pissed
MS dropped WLM if favor of the shitty W10 mail app :x
L537[07:49:49] <gigaherz|work> so mozilla
provides the platform/cdn, but not the manpower
L538[07:50:04] <gigaherz|work>
outlook?
L539[07:50:15] <gigaherz|work> one of my
coworkers uses outlook for mac
L540[07:50:42] <g> outlook is part of
older office versions
L541[07:50:53] <g> windows live mail
replaced outlook express in a way
L542[07:50:58] <g> and then there's the
meh mail app
L543[07:51:09] <Ordinastie> and it's so
bad :x
L544[07:51:24] <Ordinastie> like I mean,
come on, you can't even resize columns
L545[07:52:02] ***
amadornes[OFF] is now known as amadornes
L546[07:56:55] <barteks2x> does forge use
@Nullable annotations or not?
L547[07:57:15] ⇦
Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Remote
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L548[07:58:15] <barteks2x> because idea
complains that "condition te != null is always true"
because te is from Block.createTileEntity, which doesn't have
@Nullable annotation
L549[07:58:37] <gigaherz|work> forge
sometimes
L550[07:58:54] <gigaherz|work> it doesn't
make use of @ParametersAreNonnullByDefault or
@MethodsReturnNonnullByDefault
L551[07:59:05] <barteks2x> but pathes do
use that
L552[07:59:09] <barteks2x> and forge
ignores it
L553[07:59:18] <barteks2x> (well.. vanilla
classes use that)
L554[07:59:55] <gigaherz|work> yeah
someone could go, add package-info to all the packages
L555[07:59:59] <gigaherz|work> and fix the
nullability afterward
L556[08:00:10] <gigaherz|work> but it
would be a messy PR if it's done all at once
L557[08:00:25] <gigaherz|work> dunno what
lex's opinion on that is
L558[08:00:32] <gigaherz|work> so I can't
recommend doing or not doing
L559[08:00:52] <barteks2x> I'm adding
nullability annotations and to my mod and there are a few warnings
about nullability
L560[08:01:00] <barteks2x> mainly after
using some forge-added methods
L561[08:01:05] <gigaherz|work> I know, I
have to live with a few warnings, too
L562[08:02:19] <barteks2x> What would be
nice is some way to show warnings on things where nullability isn't
specified at all
L563[08:02:40] <AshIndigo> Log a
warning?
L564[08:03:10] <AshIndigo> (Or make the
ClickThroughWarnings mod)
L565[08:04:07] <barteks2x> what? All I
want is my IDE to tell me where I don't have nullable/nonnull
specified
L566[08:05:56] <Ordinastie> wtf, I can't
use mail apps to connect to my mail :x
L567[08:06:11] <Ordinastie> even with
thunderbird I doesn't work :/
L568[08:09:05] ⇦
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L569[08:10:16]
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L570[08:10:26] <Ordinastie> apparently I'm
not the only one :x
L571[08:29:18] <barteks2x> the
WorldProvider/WorldType/WorldGenerator code I have is so
confusing... Why did I emen merge PR that added that stuff...
L572[08:30:40]
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L573[08:30:44] <sham1> o/
L574[08:31:20] <barteks2x> If author of
the code doesn't come back ina few days and explain it to me, i'm
nuking that part
L575[08:33:06] <gigaherz|work> [14:50]
(g): outlook is part of older office versions
L576[08:33:10] <gigaherz|work> I didn't
mean outlook express
L577[08:33:14] <gigaherz|work> I meant the
full-blown outlook
L578[08:33:56] <gigaherz|work> Ordinastie:
wrong pop3/imap settings?
L579[08:34:02] <Ordinastie> nah
L580[08:34:12] <Ordinastie> seems to be
the server that's fucking up
L581[08:34:16] <gigaherz|work> ah
L582[08:34:46] <Ordinastie> says
authentication fails
L583[08:34:55] <Ordinastie> on both WLM
and thunderbird
L584[08:35:00] <Ordinastie> but webmail
works
L586[08:35:58] <barteks2x> ^he wrote that
part
L587[08:36:06] ***
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L591[08:47:19] <hasunwoo> Is this allowed
to make a pull request to make some minecraft method public?
L592[08:49:03] <AshIndigo> Isn't that what
access transformers are for?
L593[08:50:21] ⇦
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L595[08:53:13] <IoP> moar info:
@Mod(modid="stellarsky", version="0.6.5.1.2",
acceptedMinecraftVersions="[1.11.0, 1.12.0)",
dependencies="required-after:stellarapi@[0.6.4.1.0,
0.6.5.0.0)",
guiFactory="stellarium.client.config.StellarConfigGuiFactory")
L596[08:53:25] <barteks2x> why mcp
remapper browser plugin can't work on arbitrary websites...
L597[08:53:53] <IoP> barteks2x: I checked
to problem from source code but I can't remember the reason
:/
L598[08:54:41] <barteks2x> I would even be
fine with it blindly replacing all mcp names in the html
source
L599[08:54:50] <IoP> iirc it does not find
divs from the page
L600[08:55:39] <barteks2x> At some point
I'm going to edit it to have a button "force
remapping"
L601[08:55:53] <barteks2x> my own private
version of it
L602[08:56:08] ⇦
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L614[09:17:15] ***
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L618[09:24:11] *** V
is now known as Vigaro
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⇨ Joins: ScottehBoeh (~ScottehBo@95.144.45.252)
L620[09:24:28] <ScottehBoeh> Anyone able
to help me with custom decals?
L621[09:24:40] <ScottehBoeh> I'm looking
to try and add wall blood-splatters/floor splatters >:D
L623[09:25:14] <ScottehBoeh> Radio tower
:)
L624[09:25:24] <sham1> That's nice
looking
L625[09:25:32] ⇦
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L626[09:25:48] <ScottehBoeh> :D
Cheers
L627[09:25:54] <sham1> What program did
you make that in
L628[09:26:05] <ScottehBoeh> I use a
program called Toolbox
L629[09:26:23] <ScottehBoeh> (It's made
for Flansmod models, but I use it for other models too, because it
feels more easier to use than techne)
L630[09:26:34] <sham1> Why not
Blender?
L631[09:26:44] <ScottehBoeh> I'm not much
of a blender fan :o
L633[09:26:50] <ScottehBoeh> I mostly use
Toolbox to keep things as blocky as possible
L634[09:26:59] <AshIndigo> ScottehBoeh:
ive seen mods do it on the ground
L635[09:26:59] <Ordinastie> I assume no
optimisation about vertex and face count ?
L636[09:27:34] <sham1> Profile before
optimising
L637[09:27:52] <ScottehBoeh> AshIndigo
I've seen that too, not sure if they used particles or an
entity
L638[09:27:59] <Ordinastie> there is no
profiling faces that are never seen
L639[09:28:09] <sham1> True..
L640[09:28:34] <ScottehBoeh> What I
thought could be cool for a blood effect is to get the players
hitvec (ignoring the target entity) and passing through to the
block, Then to somewhat create a blood effect on that wall)
L641[09:29:02] <ScottehBoeh> only if the
block is at a close distance ofc.
L642[09:29:08] <Ordinastie> ScottehBoeh,
the issue is not findind where they go, it's how to draw them
properly
L643[09:29:21] <ScottehBoeh> True :\ I've
never really done decal rendering before
L644[09:30:22]
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L645[09:30:57] ***
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L647[09:31:41]
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L648[09:31:46] ***
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L652[09:39:37] <Akkarin> collapse the tree
and open it up again
L653[09:39:43]
⇨ Joins: harmony (~harmony__@nikky.moe)
L654[09:39:51] <Akkarin> it's an old as
hell bug that they still haven't addressed ... or found I
guess
L655[09:39:57] <barteks2x> I know it fixes
it, but a few minutes later it happens again. And again.
L656[09:40:07] <Akkarin> restart the IDE
then. It's been going for too long
L657[09:40:24] <barteks2x> is a few hours
really too long?
L658[09:40:34] <Akkarin> I've never had it
occur after a few hours tbh
L659[09:40:38] <Akkarin> only after 1-2
days
L660[09:40:47] <barteks2x> I changed a lot
of files
L661[09:40:50] <barteks2x> in fact, all
files
L662[09:42:40] <barteks2x> in the end it
will probably torn out that someone forgot ! somewhere or something
like that...
L663[09:43:41]
⇨ Joins: nallar
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L664[09:46:35] <Akkarin> Unlikely
L665[09:47:06] <Akkarin> to mee it almost
looks like it's tossing data too early/fails to repopulate it for
some weird reason. Which only makes sense if it actively tosses
invisible parts of the list/weak references them
L666[09:47:24] <Akkarin> well ... the
platform is pretty cluttered and terrible to begin with so I
wouldn't be all that surprised
L667[09:49:55] ⇦
Quits: gigaherz|work (~gigaherz@84.89.63.25) ()
L668[09:50:17] ⇦
Quits: nallar
(~nallar@cpc16-cani3-2-0-cust33.14-2.cable.virginm.net) (Quit: ZNC
- http://znc.in)
L669[09:50:19] *
Akkarin glares at DemonWav
L670[09:50:22] *
Akkarin pets
L671[09:51:20] <DemonWav> Akkarin uh
L672[09:51:20] <DemonWav> what
L673[09:51:34] <Akkarin> I'm just trying
to ease your pain
L674[09:51:41] *
Akkarin holds DemonWav tight
L675[09:51:50] <DemonWav> I enjoy working
with intellij
L676[09:51:54] <DemonWav> but i guess im
weird
L677[09:51:59] <DemonWav> it does make me
angry
L678[09:52:01] <Akkarin> ... with the
plugin API?
L679[09:52:03] *
AshIndigo uses eclipse
L680[09:52:04] <DemonWav> but that's just
programming
L681[09:52:10] <DemonWav> I don't like it,
no
L682[09:52:12] <DemonWav> but i enjoy
working with it
L683[09:52:13] <DemonWav> it's fun
L684[09:52:24] <Akkarin> HE'S THE DEVIL!
QUICK! KILL HIM!
L685[09:52:39] <DemonWav> Akkarin have you
seen the most recent evil I've been responsible for?
L686[09:52:51] <Akkarin> I don't really
keep up with your pet project :<
L687[09:53:02] <DemonWav> no, not
that
L689[09:53:17] <Akkarin> I keep up even
less with Paper
L690[09:53:55] <barteks2x> is that...
somethign liek forgegradle but for papermc?
L691[09:54:28] <Akkarin> But well ... you
also know my stance on gradle. I didn't write that patching system
for MCP for maven out of pure fun
L692[09:54:37] <DemonWav> barteks2x it's a
fork of forgegradle
L693[09:54:40] <DemonWav> so yeah you
could say that
L694[09:54:55] <DemonWav> Akkarin and I
think your stance on Gradle is ridiculous :D
L695[09:55:04] <Akkarin> Even though I'll
have to clean that up for Phoenix before we get into development
all that much
L696[09:55:34] ***
Vigaro is now known as V
L697[09:55:47] <sham1> DemonWav: you are
not wierd for prefering a better tool (in this case IDEA)
L698[09:55:56] <Akkarin> wat
L699[09:56:26] <Akkarin> If you call
IntelliJ's build system superior ... ohgodwhy
L700[09:56:40] <sham1> Not build
system
L701[09:56:42] <DemonWav> I think he's
talking about the IDE in general (which is superior)
L702[09:56:43] <sham1> The entire
thing
L703[09:56:44] <DemonWav> yeah
L704[09:56:49] <Akkarin> over what though?
:o
L705[09:56:54] <DemonWav> eclipse?
L706[09:56:59] <sham1> Eclipse,
netbeans,...
L707[09:57:02] <Akkarin> When did we go
down that trail? :o
L708[09:57:05] <DemonWav> idk
L709[09:57:09] <sham1> Since forever
L710[09:57:10] <DemonWav> seems to have
come out of nowhere
L711[09:57:15] <harmony> blueJ :P
L712[09:57:17] <sham1> Eclipse is
meh
L713[09:57:21] <sham1> Dr Java?
L714[09:57:27] <barteks2x> does anyone use
that?
L715[09:57:29] <Akkarin> I mean ... It is
superior to any IDE that I have used so far. Regardless of
language.
L716[09:57:43] <DemonWav> now sham1 we're
confused because when did that come up in our conversation?
L717[09:57:51] ⇦
Quits: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de) (Remote host closed
the connection)
L718[09:57:54] <sham1> Let me quote
L719[09:58:04] <sham1> 17:52 <
DemonWav> I enjoy working with intellij
L720[09:58:04] <sham1> 17:52 <
DemonWav> but i guess im weird
L721[09:58:08] <DemonWav> nono
L722[09:58:14] <Akkarin> That wasn't the
context though ^^
L723[09:58:14] <DemonWav> he's not talking
about _using_ intellij
L724[09:58:21] <Akkarin> context is its
plugin system. Which is total garbage.
L726[09:58:29] <DemonWav> he's talking
about my project ^
L727[09:58:41] <sham1> Umn, may I
ask
L728[09:58:47] <sham1> What's the point of
this project?
L729[09:58:53] <DemonWav> idk, read the
website
L730[09:58:55] <DemonWav> it might tell
you
L731[09:58:57] <Akkarin> lol
L732[09:59:15] <sham1> Because I cannot
really see anything that couldn't already been done
L733[09:59:33] <DemonWav> and we don't
need maven or gradle to compile java either
L734[09:59:34] <barteks2x> it regularly
throws NPEs when I'm editing mixins, it's getting annoying
L735[09:59:55] <DemonWav> barteks2x is
that the same issue that's reported on the issue tracker?
L736[10:00:01] <barteks2x> yes, I think it
is
L737[10:00:15] <DemonWav> I've been
incredibly busy with school projects and whatnot lately
L738[10:00:26] <DemonWav> sorry, I'll try
and fix it as soon as I can
L739[10:00:39] <Akkarin> wens Basin
support scrub
L740[10:00:40] *
Akkarin runs
L741[10:00:42] <barteks2x> I can wait, I
don't edit mixins that frequenty
L742[10:00:54] <barteks2x> just noticed it
when I was changing almost everything now
L743[10:00:57] <DemonWav> Akkarin as soon
as you pr bby <3
L744[10:01:06] <Akkarin> psh
L745[10:01:24] <Akkarin> Might as well try
to talk Hex into it
L746[10:01:55] <DemonWav> Thanksgiving
break starts tomorrow
L747[10:02:04] <DemonWav> I'll try and use
that time to whittle down on the issues as much as I can
L748[10:02:25] <barteks2x> kotlin support
in idea seems to throw even more exceptions that the minecraftdev
plugin, so the mixin issue isn't that bad
L749[10:02:33] <Ordinastie> I'm getting
tired of those youtube ads :x
L750[10:02:46] <Akkarin> Switch on an
adblocker for a bit then?
L751[10:02:47] <sham1> Well, you are using
Kotlin after all barteks2x
L752[10:02:53] <DemonWav> barteks2x god
it's awful
L753[10:02:56] <barteks2x> I use it only
for buildscript
L754[10:03:08] <DemonWav> you'd think a
jetbrains plugin would be stable in a jetbrains ide
L755[10:03:26] <sham1> Well their other
plugins are not that marvelous either
L756[10:03:30] <barteks2x> I ported my
build.gradle to kotlin
L757[10:03:33] <jampot5000> First ive seen
of your MinecraftDev plugin DemonWav , what exactly does it add?
The features page is upsettingly bare
L758[10:03:46] <sham1> I tried using the
VimIDEA thing when I still was a VIM nut. Let's just say that
mistakes were made
L759[10:03:54] <Akkarin> DemonWav: They
aren't. Rider pukes all over me every couple of lines due to
something blowing up somewhere :D
L760[10:04:10] <Akkarin> To the extend
that it feels like they're not using their own IDE
L761[10:04:11] <jampot5000> Rider is still
EAP though right?
L762[10:04:12] <DemonWav> I've run into
several issues with bugs in intellij that prevent me from fixing
things (such as suppressing inspections) that they wouldn't have
that issue because they could just...fix intellij
L763[10:04:24] <Akkarin> Yeah. Yet you'd
expect it to not blow up on simple tasks
L764[10:04:33] <Akkarin> Since it has been
in EAP for about a year or so now
L765[10:04:44] <DemonWav> jampot5000
unfortunately I'm not a web developer, so making websites is hard
:(
L766[10:04:48] <sham1> ...not that IDEA's
excuse of a Emacs keymap is much better
L767[10:04:50] <DemonWav> I have a video i
can show you thow
L768[10:04:52] <DemonWav> though^
L769[10:05:00] <jampot5000> ahh yes please
:)
L771[10:06:10] <DemonWav> hopefully it's
around there, don't have sound to know exactly when it switches
over
L772[10:06:35] <jampot5000> Thank you,
will take a look sounds interesting
L773[10:08:30]
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L774[10:09:14] <sham1> Oh, even handler
generation
L775[10:09:17] <sham1> hmm
L776[10:09:20] ⇦
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L778[10:13:18] <barteks2x> what? What do
you mean by "recreate display"?
L779[10:13:22] <sham1> The display for
what?
L780[10:13:28] <Ordinastie> DisplayMode dm
= new DisplayMode(w, h);
L781[10:13:28] <Ordinastie>
Display.setDisplayMode(dm);
L782[10:13:30] <Ordinastie> for MC
L783[10:13:41] <barteks2x> Maybe it's not
resizable?
L784[10:14:00] <sham1> The window needs to
be maximisable
L785[10:14:17] <barteks2x> display mode
has a set resolution, so I guess that's why it becomes
non-resizable
L786[10:14:17] <Ordinastie> when MC first
creates it, it is
L787[10:14:34] <barteks2x> but I don't
remembe rhow it all worked too well
L788[10:15:05] <barteks2x> maybe it
changes it sometime later?
L789[10:15:12] <Ordinastie> I don't see
where I don't something different from MC :s
L790[10:15:26] <sham1> Show code?
L791[10:15:34] <barteks2x> MC probably
makes it maximizable sometime later if it's really the same
code
L792[10:16:53] <Ordinastie> but I really
don't see where
L793[10:18:31] <Ordinastie> I guess it's
pointless anyway, I should probably use prog args to set the window
size instead :p
L794[10:19:08] <barteks2x> look at
MInecraft.createDisplay()
L795[10:19:15] <barteks2x> the first feww
lines
L796[10:19:19] <Ordinastie> I did
L797[10:19:27] <barteks2x> it calls
setResizable
L798[10:20:19] <Ordinastie> so did I
L799[10:20:32] ⇦
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L800[10:21:25] <barteks2x> then I don't
know what is wrong, and I still don't see the exact code
L801[10:22:06] <sham1> Could Ordi post his
code so we may compare
L803[10:23:30] <gigaherz> anyone here
happens to have... advanced experience with css3 flexbox?
L804[10:23:32] <barteks2x> I looked at the
LWJGL code
L805[10:23:43] <barteks2x> try to call
setResiable(false) followed by setResizable(true)
L806[10:24:27] <Ordinastie> (I'll need to
find out how to fix that slowness when launching in dev, it's
getting annoying :/)
L807[10:25:00] <sham1> Wouldn't the order
of the method calls matter?
L808[10:25:20] <Ordinastie> nope,
barteks2x was righty
L809[10:25:30] <Ordinastie> setting it to
false first fixes it
L810[10:25:35] <sham1> Rip
L811[10:25:39] <barteks2x> in the
setResizable implementation (the OS-specific implementation) there
is this check: if(this.resizable != resizable) { but if the
resizable flag is not in sync with what OS thinks then it won't
change
L812[10:26:10] <sham1> s/OS/the windowing
system
L813[10:26:27] <barteks2x> I see names
like hwnd for the windows implementation
L814[10:26:32] <barteks2x> so I assume it
is the OS in that case
L815[10:26:42] <sham1> Well that's because
you use Windows
L816[10:26:52] <barteks2x> I simply
checked the windows implementation
L817[10:26:57] <barteks2x> because I saw
windows screenshot
L818[10:27:01] <barteks2x> I use
linux
L819[10:27:06] <sham1> ah, good
L820[10:28:09] <Ordinastie> tbh, I would
have never thought to look at lwjgl impl
L821[10:28:13] <jampot5000> Anyone know if
there is a method to check if im in decomp environment?
L822[10:28:19] <barteks2x> I would also
report a bug to them
L823[10:28:25] <barteks2x> because it IS
lejgl bug
L824[10:28:29] <barteks2x> *lwjgl
L825[10:28:31] <Ordinastie> not even sure
where to find it
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L827[10:30:17] <barteks2x> find
what?
L828[10:30:50] <Ordinastie> the impl
L829[10:31:00] <barteks2x> it's right
there in my IDE
L830[10:31:11] <Ordinastie> ah yes,
lol
L831[10:31:25] <Ordinastie> ah no
L832[10:31:37] <Ordinastie> yes it is,
sorry :p
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L836[10:41:40] <barteks2x> jampot5000, why
do you need that information?
L837[10:42:29] <jampot5000> Just for
logging
L838[10:42:46] <jampot5000> found it
though i think just gonna test
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L840[10:43:16] <barteks2x> What are you
logging that you need to know that?
L841[10:44:01] <jampot5000> Nothing in
particular at the moment it just means I can have more granual log
information in dev workspace without having to worry about it for
released versions
L842[10:44:07] <Ordinastie> jampot5000,
Launch.blackboard.get("fml.deobfuscatedEnvironment")
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L844[10:44:38] <jampot5000> Thanks
Ordinastie that was what i found
L845[10:45:22] <barteks2x> I just log
usign the debug level I want and gave log4j2.xml in dev
environment
L846[10:45:43] <barteks2x> and that I
think is a better way than enabling/disabling parts of logging
based on value of
Launch.blackboard.get("fml.deobfuscatedEnvironment")
L847[10:47:21] <jampot5000> Thats fair I
have never messed around with the log4j config though and am more
likely to mess that up
L848[10:47:55] <barteks2x> It took me
forever to figure otu how to do it properly, and I still don't
think it's correct
L849[10:48:16] <barteks2x> I basically
copied the forge one end edited it as I wanted
L850[10:49:48] <jampot5000> This way will
definately be easier then, I just wrap the logger, have a method
for logging in release, and all others check the bool that is set
on construction of my logger and bail, if we are not in deobf
env
L851[10:50:13] ***
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L852[10:51:03] <barteks2x> you could log
with DEBUG level if you aren't in dev
L853[10:51:22] <barteks2x> it won't be
visible in console window, but will be there in log file
L854[11:00:09] <jampot5000> That could
still cause alot of log spam depending on what I am logging even if
it is to file.
L855[11:00:23] <jampot5000> I prefer the
more granular control over it
L856[11:03:46] <barteks2x> you could also
make it dependent on setting something like -Dmodname/debug jvm
option
L857[11:03:53] <barteks2x>
*-Dmodname.debug
L858[11:04:24] <AshIndigo> What ever
happened to the forge multipart pull request?
L859[11:04:45]
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L860[11:04:53] <jampot5000> That was also
an option i considered and may still add it as a secondary, but as
the game knows it is in a deobf environment it made sense to use
it.
L861[11:06:22] <Ordinastie> whyy :(
"Cannot cast from
BiFunction<DebugGui,IInformation<T>,UIComponent<?>>
to
BiFunction<DebugGui,IInformation<?>,UIComponent<?>>"
L862[11:07:52] <barteks2x> Because it's
not 100% correct. In a few cases I needed to workaround things like
that I had to first cast to Object and then to the type
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L864[11:08:47] <Ordinastie> I need a
better way to tie my informations to components :/
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L866[11:09:22] <barteks2x> there are a few
places where I have code like this:
((World)(Object)this).something()
L867[11:09:40] <Ordinastie> with
"this" ?
L868[11:09:49] <barteks2x> mixins can be
cofusing
L869[11:09:53] <Ordinastie> ah
L870[11:10:54] <barteks2x> and this:
return (Collection<Column>)(Object)chunkList;
L871[11:11:08] <barteks2x> Or was it the
other way around?
L872[11:11:35] <barteks2x> I have no idea
why it has to force me to do the object cast first
L873[11:12:55] <Ordinastie> when you deal
with mixins, why not
L874[11:13:05] <Ordinastie> but in my
case, I need a better design I feel
L875[11:14:26] <Ordinastie> basically, I
have Information<T> { String label; T value; }
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L877[11:14:49] <Ordinastie> and I need to
have a registry for component providers based on Information
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L879[11:17:54] <Ordinastie> the bifunction
worked well enough if you use public InformationComponent(DebugGui
gui, IInformation<?> information) constructor
L880[11:18:08] <Ordinastie> but it breaks
apart for : BlockStateComponent(DebugGui gui,
IInformation<IBlockState> information)
L881[11:19:14] <barteks2x> So you use the
bifunction directly? I would try to make registry class, but I may
be completely wrong here (no idea how your code works)
L882[11:20:08] <Ordinastie> the registry
is a Map currently
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L884[11:21:53] <barteks2x> So what is that
BiFunction?
L885[11:23:09] <Ordinastie> the
provider
L886[11:23:24] <Ordinastie> that matches :
InformationComponent::new
L887[11:23:55] <Ordinastie> something that
takes gui and information and returns a UIComponent
L888[11:25:59] <barteks2x> I see, and why
do you need to cast
BiFunction<DebugGui,IInformation<T>,UIComponent<?>>
to
BiFunction<DebugGui,IInformation<?>,UIComponent<?>>?
L889[11:26:15] <Ordinastie> because
map.put doesn't accept it
L890[11:26:19] <Ordinastie> for the same
reason I assume
L891[11:26:35] <Ordinastie> The method
put(String,
BiFunction<DebugGui,IInformation<?>,UIComponent<?>>)
in the type
Map<String,BiFunction<DebugGui,IInformation<?>,UIComponent<?>>>
is not applicable for the arguments (String,
BiFunction<DebugGui,IInformation<T>,UIComponent<?>>)
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L893[11:27:01] <barteks2x> you could
probably wrap that entry in a class
L894[11:27:21] <barteks2x> not sure if
that would change anything
L895[11:27:27] <barteks2x> probably
not
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L898[11:29:27] <barteks2x> Last time I ran
into this kind of issue with java generics I gave up and went with
raw types
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L900[11:30:16] <barteks2x> at least in the
parts of code where I had issues
L901[11:33:51] <barteks2x> that's weird...
when I'm above the top of the world/below the bottom of the world,
I can't see any blocks unless I have just the right position
L902[11:36:17] <quadraxis> try adding
adding a wildcard, BiFunction<DebugGui,? extends
IInformation<?>,UIComponent<?>>
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L904[11:37:32] *
barteks2x doesn
L905[11:37:37] <barteks2x> t really
understand ?
L906[11:37:54] <barteks2x> ' is too close
to enter...
L907[11:39:00] <Ordinastie> I think I'll
just cast the information inside the component
L908[11:41:33] <quadraxis>
IInformation<T> counts as IInformation<?> but
Something<X> doesn't count as Something<Y> even if X
counts as Y, so the BiFunction<> parts are incompatible
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L910[11:41:59] <quadraxis> at least that
is my understanding, mainly sourced from this thread
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L913[11:42:48] <barteks2x> which is why I
needed this stupid cast in my code: return (Iterator<Column>)
(Object) id2ChunkMap.values().iterator();
L914[11:43:20] <barteks2x> it won't even
allow me to directly cast to Iterator<Column>
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L923[11:54:48] <copygirl> Wait.
L924[11:54:59] <copygirl> I just
realized.
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L927[11:55:16] <copygirl> So the
suggestion to handling backpacks without sideonly errors was to use
a proxy.
L928[11:55:45] <copygirl> Wait nvmd, I
guess packets are designed to be received by one side only,
usually.
L929[11:56:41] <copygirl> My question
would have been how to handle a packet that can go both ways.
L930[11:57:27] <copygirl> But I'm sure
that could be done pretty easily using ctx and calling super in the
client proxy method in case the incoming message was meant for the
integrated server instance.
L932[11:59:40] <copygirl> But I suppose if
you access any other clientside only classes (say, EntityPlayerSP)
specifically, it could crash.
L933[11:59:52] <copygirl> Though that's a
good way of doing it.
L934[12:00:08] <copygirl> Why interface
instead of abstract class?
L935[12:00:24] <Cast0077> What IDE are
most modders using
L936[12:01:03] <Ordinastie> implementing
an interface doesn't lock the inheritance tree
L937[12:01:14] <copygirl> Ordinastie:
Aaahh!
L938[12:01:23] <Ordinastie> I can use it
and still chose the parent class if neeed
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L940[12:02:16] <copygirl> Cast0077:
Eclipse I'd guess since it's recommended?
L941[12:02:29] <barteks2x> I use intellij
idea, I thought that was the recommenred one
L942[12:02:31] <copygirl> I'm personally
using vscode buuut.. yeah I choose to go with the quirks it
has.
L943[12:02:44] <Akkarin> IntelliJ is
probably the sanest to go for at this point
L944[12:02:45] <copygirl> barteks2x: Oh
has it changed now?
L945[12:02:57] <copygirl> I only know it
used to be Eclipse.
L946[12:03:13] <Akkarin> since Eclipse
tends to be slow/eat a lot of memory (and doesn't integrate very
well with the stuff most people use without installing hundreds of
plugins)
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L948[12:03:32] <barteks2x> It definitely
used to be eclipse, but now even forge readme has vidos with
instructions for idea
L949[12:03:49] <Ordinastie> because no
video were needed for eclipse
L950[12:03:53] <copygirl> (Now all it
needs is proper vscode support~!)
L951[12:04:10] <Akkarin> vscode - might as
well kill yourself
L952[12:04:31] <copygirl> I like it. It's
hip and cool and looks unlike the others!
L953[12:04:31] <barteks2x> I don't think
instruction for idea is needed too, but when someone doesn't know
how it's never obvious
L954[12:04:42] <sham1> vscode, oh you mean
one of those "Electron-apps"
L955[12:04:48] <copygirl> Seriously though
I really prefer it's layout and "no clutter"
policy.
L956[12:04:51] <copygirl> its*
L957[12:05:02] <sham1> Then you would love
terminal editors
L958[12:05:08] <copygirl> Over the usual
IDEs.
L959[12:05:09] <Akkarin> looks are hugely
irrelevant to an IDE. The only thing that really matters about
looks is having a dark code highlighting skin so your eyes don't
start bleeding
L960[12:05:14] <copygirl> Naah, I don't
like keybinding that much.
L961[12:05:51] <copygirl> I couldn't play
Dwarf Fortress, so I doubt I could make sense of those.
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L963[12:06:53] <sham1> But there would be
no clutter
L964[12:06:55] <sham1> It's just
text
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L966[12:07:34] <barteks2x> that it's just
text doesn't imply there is no clutter
L967[12:07:47] <copygirl> Ordinastie:
Would you mind me copying that for my own mod?
L968[12:08:01] <Ordinastie> It's MIT
L969[12:08:17] <Ordinastie> but I'd rather
you use the core directly :p
L970[12:08:24] <sham1> Of course you would
:P
L971[12:08:25] <copygirl> Still would
require me to keep the header.
L972[12:08:31] <copygirl> Hehe.
L973[12:08:44] <copygirl> I probably
should but I'd like to avoid using a dependency.
L974[12:09:11] <copygirl> (My mod is also
MIT and unofficially public domain)
L975[12:09:17] <sham1> Well the MIT
license should allow you to copy from the code
L976[12:09:34] <sham1> Don't quote me
though. I am not a lawer
L977[12:10:07] <copygirl> It says the
license is to be included, "in all copies or substantial
portions".
L978[12:10:15] <copygirl> Not sure if that
counts for a single file.
L979[12:11:09] <barteks2x> I think nobody
is sure, that's why it's in every file
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L995[12:58:09] <Ordinastie> so, lets try
again
L996[12:58:37] <Ordinastie> Given this gui
:
https://puu.sh/spf4V.jpg Block and TileEntity are
groups, each line is an Information (with label and T value)
L997[12:59:23] <Ordinastie> if you wanted
to add some group, you would fill it with a list of
Information
L998[12:59:47] <Ordinastie> question is,
how would you want those infos to be rendered in the GUI
L999[13:00:25] <Ordinastie> automatically,
based on the class of the value ?
L1000[13:01:50] <Ordinastie> manually,
where you would need to link the information to a specific
component, that you provide, or select from premade few useful ones
?
L1001[13:02:47]
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L1005[13:04:48] ***
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L1006[13:04:58] <PaleoCrafter>
Ordinastie, automatically by default, manual as opt-in? :P
L1007[13:05:01]
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L1008[13:05:40] <Ordinastie> so have some
registry of value Class->Component ?
L1009[13:05:45]
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L1012[13:07:50] <sham1> beep
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L1017[13:28:56] <PaleoCrafter> boop
L1018[13:29:18] <PaleoCrafter>
Ordinastie, Android uses a provider you can set :P
L1019[13:29:21] *
harmony boops PaleoCrafter
L1020[13:29:33] <PaleoCrafter> a class
registry is way too inflexible :P
L1021[13:29:51] <Ordinastie> but how do
you tie it to the information ?
L1022[13:30:04] <Ordinastie> provide the
information directly with the provider ?
L1023[13:30:08] <PaleoCrafter>
dunno
L1024[13:30:18] <PaleoCrafter> can't
remember how Android did it :P
L1025[13:31:27] <PaleoCrafter> you could
have a createComponent method and another fillComponent method or
something
L1026[13:31:48] <Ordinastie> I was aiming
to separate the component handling from the information
L1027[13:31:52]
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L1028[13:32:03] <Ordinastie> that how it
was before, the IInformation had getComponent()
L1029[13:32:08] <Ordinastie> but
meh
L1030[13:33:51] <PaleoCrafter> well, you
have to link the information at some point
L1031[13:34:12] <Ordinastie> currently,
it checks the information label
L1032[13:34:23] <PaleoCrafter> unless you
have fancy binding shit like JavaFX, you'll have to provide some
layer between the component and the information with both :P
L1033[13:34:42]
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L1036[13:36:27] <PaleoCrafter> you know
that you can use this in a method reference? :P
L1037[13:36:59] <Ordinastie> but not here
:p
L1038[13:37:07] <PaleoCrafter> why
not?
L1039[13:37:10] <Ordinastie> they're
static because I made the ctor register itself
L1040[13:37:29] <PaleoCrafter>
oh...
L1041[13:37:32] <PaleoCrafter> you
naughty person, you
L1042[13:37:43] <Ordinastie> although
that makes me think
L1043[13:37:50] <PaleoCrafter> that's
disgusting, you know :P
L1044[13:38:42] <Ordinastie> I'm just
wondering why do I have getFactories in the first place
L1045[13:39:26] <Ordinastie> yeah, that's
kinda useless
L1046[13:40:33] <Ordinastie> because I
want to allow adding groups to a category from outside, I should
just have some registerGroupFactory(ICageory, Function)
L1047[13:40:38] <Ordinastie> and call
that from constructor
L1048[13:40:53] ***
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L1049[13:41:15] <Ordinastie> although, I
still wouldn't be able to use 'this', would I?
L1050[13:43:24] <sham1> I'm so bored
right now
L1051[13:44:07]
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L1052[13:45:06] <sham1> Could probably
make a .class file parser, just because boredom
L1053[13:45:29] <Akkarin> Better reinvent
that wheel
L1054[13:45:29] <Ordinastie> dude, just
watch some show or something ><
L1055[13:45:47] <Ordinastie> sham1, if
you really want to code, make a mod using MalisisCore
L1056[13:46:42] <sham1> Shows are also
boring :(
L1057[13:46:52] <Ordinastie> then you
watch the wrong ones
L1058[13:47:02]
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L1059[13:47:26] <barteks2x> what is that
MalisisCore? a library? or what?
L1060[13:47:32] <Ordinastie> yes
L1061[13:47:50] <sham1> A library that
does some conveniences
L1062[13:47:58] <Ordinastie> I'd even
call it a framework, but I'm sure some will correct me on technical
details
L1063[13:48:03] <Ordinastie>
"some"
L1064[13:48:09] <sham1> It also does a
lot of hacks using ASM
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L1066[13:48:24] <Ordinastie> but dey gud
aks!
L1067[13:48:48] <Ordinastie>
PaleoCrafter, updated BlockCategory :p
L1068[13:49:41] <Ordinastie> (don't know
why the formatting fails for the blockGroup :s
L1069[13:50:41] <PaleoCrafter> that's...
like even worse
L1070[13:50:48] <Ordinastie> what?
why?
L1071[13:50:58] <PaleoCrafter> a
constructor with side effects P
L1072[13:51:03] <sham1> :P
L1073[13:51:21] <sham1> My factory
pattern is triggered
L1074[13:51:43] <Ordinastie> it just does
some registration
L1075[13:51:46]
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L1076[13:51:53] <PaleoCrafter> side
effects nonetheless
L1077[13:52:41] <Ordinastie> meh doesn't
matter
L1078[13:52:57] <Ordinastie> it's a debug
tool mod for using with MalisisCore, and nobody wants to use it
anyway
L1079[13:53:07] <PaleoCrafter> not just
are they generally bad, they're even worse in a constructor because
you're throwing around a half-initialised object :P
L1080[13:54:18] <copygirl> Dang, no
configuration documentation yet yet.
L1081[13:54:57] <Ordinastie> I *could*
make a static method in the class that instantiates and registers,
would that make you happy ?
L1082[13:55:59] <PaleoCrafter> no, I'd
totally like you to implement a completely stateless registry
:P
L1083[13:56:17] <Ordinastie> -_-
L1084[13:56:35] <sham1> I'd rather not
tether my registry from computation to computation thank you very
much
L1085[13:56:45] <barteks2x> Wouldn't that
be hardcoded <something>?
L1086[13:57:29] <barteks2x> (the
"stateless registry", I know it's not possible)
L1087[13:58:04] <sham1> Implicit or
explicit state
L1088[13:58:18] <sham1> Because you have
to somehow have the state be present
L1089[13:58:19] <Ordinastie> none
L1090[13:58:24] <Ordinastie> that's the
joke
L1091[13:58:47] <Ordinastie> well, german
joke
L1092[13:58:56] <PaleoCrafter> tsk
L1093[13:59:03] <sham1> Wait, a
*joke*
L1094[13:59:27] <PaleoCrafter> I never
make jokes about functional shit
L1095[14:04:21]
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L1096[14:05:03] <Ordinastie> fuck, twice
the guy that is delivering my food has called me for
directions
L1097[14:05:12] <Ordinastie> I guess I'll
eat cold :x
L1098[14:05:17] <gigaherz> lol
L1099[14:05:45] <PaleoCrafter>
"somewhere in Paris" isn't that exact of an address
either, you know
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L1101[14:06:03] <Ordinastie> the guy is
using a fucking GPS too -_-
L1102[14:07:59] <sham1> Everybody knows
that you navigate in Paris by using the famous landmarks
L1103[14:08:17] <Ordinastie> but he
wasn't even in paris :x
L1104[14:08:57] <sham1> Ded
L1105[14:09:41] <Ordinastie> fuck, I just
noticed, I ordered from somewhere quite far from me apparently
:x
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L1107[14:09:59] <sham1> :P
L1108[14:10:05] <sham1> Well that's your
own mistake
L1109[14:10:57] <PaleoCrafter>
"Um... This sign reads Pyongyang, sounds about
right?"
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L1111[14:11:16] <Ordinastie> 25min in car
according to google :x
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L1115[14:19:54] <killjoy> Quick question.
Does the launcher automatically clean the assets folder?
L1116[14:21:02] <sham1> If that is what
happens, I'd call it a bug
L1117[14:21:32] <PaleoCrafter> crap,
every fucking time D.Va says "Anyang" I have to think of
Arrested Development Xd
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L1119[14:21:45] <killjoy> 5th
element?
L1120[14:21:51] <gigaherz> killjoy: why
woud it do that? :/
L1121[14:22:20] <killjoy> Thinking it's
like the versions.
L1122[14:22:28] <sham1> How is anyone
supposed to pronounce "D.Va"
L1123[14:22:47] <killjoy> De Va
L1124[14:23:24] <sham1> Ah, I just
pronounce it as "That Korean from that one game I am not
interested in"
L1125[14:23:28] <sham1> But De Va makes
sense
L1126[14:23:34] <sham1> So would Diva but
whatever
L1127[14:23:35] <gigaherz> it's a
"D", you pronounce it like "Dee" in
english
L1128[14:23:39] <killjoy> So.. what I'm
thinking is that the launcher deletes anything in the assets folder
which isn't indexes, objects, or skins
L1129[14:23:41] <gigaherz> so
"diva"
L1130[14:24:23] <kashike> killjoy:
launcher deleted old skins iirc
L1131[14:24:42] <sham1> I mean, no reason
to keep them indefinetly
L1132[14:24:46] <killjoy> Note to self.
Either don't store cached images in assets or throw them in
skins
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L1134[14:25:58] <killjoy> On to another
issue
L1135[14:26:14] <killjoy> Is there an
easy way to find any null checks on itemstacks?
L1136[14:26:44] <sham1> What do you
mean
L1137[14:27:03] <killjoy> So I can
replace it with itemstack.isEmpty()
L1138[14:27:44] <PaleoCrafter> I could've
sworn there's some feature in IDEA that let's you search for
<type> == null
L1139[14:27:47] <PaleoCrafter> but I
can't find it
L1140[14:28:32] <kashike> find
"stack != null" and variants of "stack"?
:p
L1141[14:28:36] <sham1> Meh, I should
really book myself some driving lessons, but way too lazy and
meh
L1142[14:28:38] <kashike> and ==
null
L1143[14:28:58] <kashike> driving? bah.
public transportation is good enough for me
L1144[14:29:26] <sham1> Until you start
to realise that 1000+km with public transport is PITA
L1145[14:30:06] <Akkarin> structural
search may also work to some extend to find such nonsense
btw.
L1146[14:34:51] <PaleoCrafter> most of my
classmates are talking about getting a car and I'm like "why
pay a reasonably large amount of money on something I'll probably
only use for 3 months because I'll have access to great public
transport during my studies"
L1147[14:36:00] <sham1> It's good to have
just in case
L1148[14:36:04] <sham1> At least the
license
L1149[14:36:14] <PaleoCrafter> well, that
I have :P
L1150[14:36:18] <sham1> :P
L1151[14:36:36] <sham1> I will probably
just be boring and get some 2005 or similar Volvo
L1152[14:36:53] <sham1> Prolly makes the
most sense when one considers the climate here
L1153[14:39:02] <PaleoCrafter> if you
actually have to rely on a car, I'm fine with it
L1154[14:40:11] <sham1> Also, public
transit kind of sucks here
L1155[14:40:26] <sham1> It's good, but
there is just way too much crowd
L1156[14:40:40] <PaleoCrafter> but I
can't quite get behind the idea of some of my mates to buy brand
new cars although they'll be moving to large cities where they're
probably better off with public shit anyways xD
L1157[14:41:41] <PaleoCrafter> thinking
about it, it's not they who buy them anyways, their parents just
shove the money up their arses
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L1159[14:43:50] <heldplayer>
PaleoCrafter: What country are you from?
L1160[14:43:54] <PaleoCrafter>
Germany
L1161[14:44:11] <heldplayer> Oh, I
thought you were from Belgium :P
L1162[14:44:15] <PaleoCrafter> nah
L1163[14:44:31] <Ordinastie> he'd have a
proper sense of humor then :p
L1164[14:44:45] <sham1> ?
L1165[14:44:55] <sham1> Yay for
emoji?
L1166[14:46:13] <PaleoCrafter> I've
recently heard a great joke about the French, unfortunately it only
makes sense in German :P
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L1168[14:46:32] <sham1> But yeah, public
transit would be better if they were not so full
L1169[14:52:37] <Ordinastie>
PaleoCrafter, is that a joke I could only understand if I was help
by brits and yankees ?
L1170[14:53:28] <PaleoCrafter> well,
their helping you only makes it a joke, kinda :P
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L1196[16:06:35] <JuiceGrape> what are the
rules for naming properties?
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L1199[16:20:48] <quadraxis>
Pattern.compile("^[a-z0-9_]+$")
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L1202[16:24:15] <quadraxis> so lowercase
+ numbers + underscore
L1203[16:25:10] <JuiceGrape> okay,
ty
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L1210[16:36:14] <JuiceGrape> how in the
heck do I make my block emit a redstone signal without using the
deprecated functions
L1211[16:37:16] <TechnicianLP> deprecated
code from mojang is internal
L1212[16:37:44] <TechnicianLP> (
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L1214[16:38:37] <gigaherz> if IBlockState
has the function
L1215[16:38:38] <gigaherz> call it
L1216[16:38:48] <gigaherz> the version on
IBlockState shouldn't be deprecated
L1217[16:40:20] <JuiceGrape> oh yeah,
forgot to check that
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L1219[16:41:37] <JuiceGrape> nah that's
only for properties
L1220[16:42:09] <gigaherz> hmm you want
to emit redstone, right?
L1221[16:42:20] <gigaherz> how does the
level or repeater do it?
L1222[16:42:26] <gigaherz> you should
probably do the same
L1223[16:42:29] <gigaherz> lever*
L1224[16:42:38] <JuiceGrape> they use
deprecated functions
L1225[16:42:45] <AshIndigo_> Redstone
block?
L1226[16:42:49] <JuiceGrape> yup
L1227[16:43:08] <AshIndigo_> Check other
mods?
L1228[16:43:12] <JuiceGrape> ah nvm, they
changed isProvidingWeakPower to getWeakPower
L1229[16:43:51] <techbrew> anyone happen
to have a 1.11 seed for a forest mansion?
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L1231[16:44:16] <gigaherz> techbrew:
google?
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L1233[16:44:33] <JuiceGrape> now to
actually make it work... cause for some weird ass reason it's not
xD
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L1235[16:44:35] <techbrew> I'm only
finding seeds for snapshots that don't work in the release
L1236[16:44:40] <gigaherz> ah
L1237[16:45:07] <gigaherz> wait
L1239[16:45:13] <JuiceGrape> I don't like
1.11, they removed herobrine :/
L1240[16:45:25] <quadraxis> nah wait
techbrew
L1241[16:45:25] <gigaherz> didn't they
make it so the mansions spawn at like, 10-15k away from spawn
L1242[16:45:27] <quadraxis> my bad
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L1244[16:46:05] <gigaherz> JuiceGrape:
and yet they have to re-remove herobrine every single release
L1245[16:46:12] <gigaherz> you'd wonder
HOW it comes back
L1246[16:46:14] <gigaherz> every single
time
L1247[16:46:19] <JuiceGrape>
thatsthejoke.jpeg
L1248[16:46:25] <gigaherz> maybe, just
maybe
L1249[16:46:29] <gigaherz> they aren't
really removing herobrine
L1250[16:46:32] <gigaherz> but just tell
you they are
L1251[16:46:37] <gigaherz> so that you
think you are safe
L1252[16:46:40] <JuiceGrape> o-o mind =
blown
L1253[16:47:57] <TechnicianLP2> herobrine
= 1 line of crappy code?
L1255[16:49:07] <JuiceGrape> why is that
happening
L1256[16:49:30] <JuiceGrape> and those
middle lamps need to be there to power the side ones
apparently
L1257[16:49:43] <AshIndigo_> (That item
in your second slot looks familiar)
L1258[16:50:32] <JuiceGrape> it's from a
mod I made back in 1.7, remaking it currently
L1259[16:51:00] <AshIndigo_> Saying back
in 1.7 feels weird
L1260[16:51:38] <JuiceGrape> hehe, but it
was called juicewares, got like 30k downloads on my last release
for some reason... I just creating these things tbh
L1261[16:53:05] <AshIndigo_> Rock
on
L1262[16:54:15] <JuiceGrape> thanks
:P
L1263[16:54:40] <gigaherz> JuiceGrape:
that means either
L1264[16:55:11] <gigaherz> there was a
loading error (missing or invalid blockstates json)
L1265[16:55:20] <gigaherz> or the variant
string corresponding to the blockstate, isn't found in the
file
L1266[16:55:37] <gigaherz> or the model
pointed at by the variant failed to load
L1267[16:55:46] <gigaherz> the debug logs
usually help
L1268[16:56:53]
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L1269[16:57:28] <JuiceGrape> haha it's
not about the render, it was about the redstone interaction
L1270[16:57:36] <JuiceGrape> idc about
the looks atm, just programming the functionality xD
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L1274[17:00:50] <JuiceGrape> cool,
variable redstone output block...
L1275[17:03:22] <techbrew> thanks
quadraxis, that seed worked nicely with Forge 13.19.0.2154
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L1280[17:17:04] <HassanS6000> !gm
func_74779_i 1.7.10
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L1347[21:36:43] <wundrweapon> Who up dis
late
L1348[21:39:47] <kenzierocks> not
me
L1349[21:40:00] <howtonotwin> me
neither
L1350[21:40:11] <Ordinastie> can't say I
am
L1351[21:40:11] <howtonotwin> we're all
zombies rn
L1352[21:40:12] <kenzierocks> also,
remember that it's not late for some people: time zones are a
thing
L1353[21:41:37] <howtonotwin> Though this
channel does have a strong tendency to follow an American workday
Mon-Fri :P
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L1358[22:10:25] <killjoy> I'm being
hacked from Morocco D:
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L1368[23:16:25] <sham1> Morning
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