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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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L46[00:55:57] <LexManos> http://www.minecraftforge.net/forum/index.php?topic=43483.msg231655#msg231655
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] ⇦ Parts: PolarizedIons (~Polarized@vauff.me) ())
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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L91[02:54:37] <gigaherz|work> something like https://github.com/gigaherz/Commons/blob/master/src/main/java/gigaherz/common/client/ModelHandle.java
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
L95[02:55:41] <gigaherz|work> https://github.com/gigaherz/Ender-Rift/blob/b138dfe7f10add79df86bc26766670037263903d/src/main/java/gigaherz/enderRift/client/RenderRift.java#L15
L96[02:55:43] <gigaherz|work> https://github.com/gigaherz/Ender-Rift/blob/b138dfe7f10add79df86bc26766670037263903d/src/main/java/gigaherz/enderRift/client/RenderRift.java#L79
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
L153[05:39:15] <g> ^
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?
L172[05:42:07] <g> yes
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.
L218[05:48:53] <LatvianModder> see this code https://github.com/LatvianModder/LatBlocks/blob/1.9/src/main/java/com/latmod/latblocks/block/BlockNetherChest.java#L65-L124
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)
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L360[06:29:55] <copygirl> Actually not quite correct, as I need to drop the item stack.
L361[06:30:55] ⇨ Joins: quadraxis (~quadraxis@cpc77293-basf12-2-0-cust699.12-3.cable.virginm.net)
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
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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?
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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
L456[07:17:15] <gigaherz|work> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/Survivalist.java#L111
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] ⇨ Joins: JustWhoAmI (~admin@122.167.167.230)
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] ⇨ Joins: iari (~iari___@evana.futhark24.org)
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
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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.
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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
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L546[07:56:55] <barteks2x> does forge use @Nullable annotations or not?
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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 :/
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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] ⇨ Joins: sham1 (~sham1@weneg.de)
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
L585[08:35:39] <barteks2x> and he was the one who complained about my hacks... http://pastebin.com/LUAt0rSP
L586[08:35:58] <barteks2x> ^he wrote that part
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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?
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L594[08:52:49] <IoP> Did anyone ever report this here or GH? https://paste.ee/p/hvcTA
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
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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
L622[09:25:12] <ScottehBoeh> And in other news: http://i.imgur.com/NoinVvy.png
L623[09:25:14] <ScottehBoeh> Radio tower :)
L624[09:25:24] <sham1> That's nice looking
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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
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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
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L651[09:39:01] <barteks2x> I've never seen the file list in idea go so bad http://i.imgur.com/JCEaDAh.png
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...
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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
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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
L688[09:53:03] <DemonWav> https://github.com/PaperMC/PaperGradle
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
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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.
L725[09:58:22] <DemonWav> https://minecraftdev.org
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 :)
L770[10:05:58] <DemonWav> jampot5000 I've linked to the relevant part https://youtu.be/8rFdxqt0CMI?t=53m39s
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
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L774[10:09:14] <sham1> Oh, even handler generation
L775[10:09:17] <sham1> hmm
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L777[10:12:40] <Ordinastie> any reason why when I recreate the display it disables the maximize button ? http://puu.sh/sqQuJ.png
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
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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
L802[10:22:53] <Ordinastie> https://github.com/Ordinastie/MalisisDebugTools/blob/1.9.4/src/main/java/net/malisis/mdt/AutoWorldLoader.java#L68
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
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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?
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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
L911[11:42:04] <quadraxis> http://mail.openjdk.java.net/pipermail/core-libs-dev/2016-October/044026.html
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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.
L931[11:58:26] <Ordinastie> that's what I do : https://github.com/Ordinastie/MalisisCore/blob/1.9.4/src/main/java/net/malisis/core/network/IMalisisMessageHandler.java#L67-L80
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 ?
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L1006[13:04:58] <PaleoCrafter> Ordinastie, automatically by default, manual as opt-in? :P
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L1008[13:05:40] <Ordinastie> so have some registry of value Class->Component ?
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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
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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
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L1034[13:35:06] <Ordinastie> https://github.com/Ordinastie/MalisisDebugTools/blob/1.9.4/src/main/java/net/malisis/mdt/data/category/BlockCategory.java
L1035[13:36:22] <Ordinastie> and that : https://github.com/Ordinastie/MalisisDebugTools/blob/1.9.4/src/main/java/net/malisis/mdt/gui/ComponentProviders.java
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
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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
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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
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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
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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
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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
L1238[16:45:13] <quadraxis> giga https://www.reddit.com/r/Minecraft/comments/5e0sne/epic_111_seed/
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?
L1254[16:49:01] <JuiceGrape> okay, so, help me out here: http://puu.sh/sre8z/a51888a6da.jpg
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
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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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