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L18[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161123 mappings to Forge Maven.
L19[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161123-1.11.zip
(mappings = "snapshot_20161123" in build.gradle).
L20[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/
L21[02:01:10] <barteks2x> uh... I
accidentally told IDEA to supress "ubused class" warning
for classes annotated with what I think was
MethodsReturnNonnullByDefault...
L22[02:01:16] <barteks2x> *unused
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L29[02:54:30] <barteks2x> why idea is
analyzing logs as code... it found almost 50000 "typos"
in my logs
L30[02:55:31] <barteks2x> *67000
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L33[03:08:17] <Katrix> How would one go
about using @ObjectHolder on a field with a type which might not be
present at runtime? Basically, how can I treat @ObjectHolder
similar to @Optional?
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L36[03:21:00] <barteks2x> I want to fix
that ClassInheritanceMultiMap constructor crash, so my question is:
with concurrent has set, if one thread attempts to add something to
it while other is iterating (using for(Value value : set){}), will
it still crash?
L37[03:21:07] <barteks2x> *hash set
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L42[03:53:46] <LexLap2> why would you put
object holder on a optional?
L43[03:54:10] <barteks2x> Anyone who knows
redstone and command blocks enough to make something that
automatically teleports me 16 blocks in x direction every few
seconds?
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L47[03:55:09] <barteks2x> and ideally log
my position before the teleport
L48[03:55:12] <barteks2x> to console
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L57[04:35:21] <barteks2x> nevermind, did it
myself. now just waiting for a crash
L58[04:36:02] <gigaherz|work> heh
L59[04:36:05] <gigaherz|work> there was
some tutorial on that
L60[04:36:10] <gigaherz|work> used for
pre-generating worlds
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L62[04:38:01] <barteks2x> I have a weird
crash that happens randomly when generating chunks...
L63[04:38:19] <barteks2x> And I want to see
if I can reproduce it by teleporting
L64[04:38:54] <barteks2x> it seems like
something tries to create the same chunk twice
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L66[05:02:45] <AshIndigo_> How do you spell
the forge snooper?
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L71[05:27:38] <Mraof> Well that doesn't
look right
L72[05:27:58] <Mraof> (I downloaded a
random blitz3D model just for testing stuff)
L73[05:40:30] <gigaherz|work> no idea how
it's supposed to look like
L74[05:40:51] <gigaherz|work> oh, is it
meant t obe a stick figure holding a sword?
L75[05:42:55] <Mraof> Nope
L77[05:44:01] <Mraof> It's supposed to look
like that
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L81[05:56:36] <gigaherz|work> Mraof: keep
in mind, it's designed for exporting from blender using fry's
script
L82[05:56:44] <gigaherz|work> it may not
work for all b3d models
L83[05:56:58] <Mraof> Oh, I'm not familiar
with that script
L85[05:57:47] <Mraof> That's just a random
blitz3D model I downloaded, but I did also find a script for
exporting b3d models on some forums somewhere, but it was a
different script
L86[05:58:07] <gigaherz|work> it *should*
work if you export using that
L87[05:58:20] <Mraof> Oh wait, no, I did
grab the right script
L88[05:59:03] <Mraof> Anyway, the ninja
model isn't one I have a blender file for, just one I downloaded
for testing purposes
L89[05:59:37] <Mraof> I guess I'll look for
an example blender model with animation to export as b3d
L90[06:00:07] <gigaherz|work> yeah probably
best
L91[06:06:33] <barteks2x> I went out for
1.5h, went back and it still didn't crash. WHY. I guess I will have
to go back to generating 100+MB log files
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L94[06:07:26] <barteks2x> unless there is
some way to go back a few milliseconds after hitting a
breakpoint
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L96[06:09:38] <AshIndigo_> Set a break for
the previous method?
L97[06:12:06] <barteks2x> the problem is
that there is an exception that is thrown when it's too late to see
what is wrong in a method called once for each loaded 16x16x16
blocks section
L98[06:13:42] <barteks2x> and it happens
only sometimes when I'm moving around fast enough
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L100[06:16:10] <Mraof> So far everything
I've exported with that script just don't render at all
L101[06:16:33] <Mraof> *doesn't
L102[06:17:58] <Mraof> If I use the same
code but for an obj model instead of b3d it works fine
L103[06:23:37] <Mraof> Maybe I should just
write my own model loader
L104[06:24:14] <Mraof> I mean I was only
planning on using b3d models for entities anyway
L105[06:28:45] <gigaherz|work> barteks2x:
.NET now has historical debugging, where yo ucan see the state in
previous function calls and such
L106[06:28:52] <gigaherz|work> but I
haven't seen anything like that for java
L107[06:29:26] <Tazz> gigaherz|work,
ltns
L108[06:29:30] <barteks2x> there are
debuggers that allow that. I found chronon debugger, but the idea
plugin doesn't work with idea 2016
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L118[07:32:48] <JuiceGrape> is there a
list of the standard json model files?
L119[07:33:43] <AshIndigo_> Check the
forgeSrc jar
L120[07:33:49] <AshIndigo_> There should
be some in there
L121[07:34:36] <JuiceGrape> any direction
you can point me in?
L122[07:35:02] <AshIndigo_> Give me a sec
I'll pull my mdk
L123[07:35:17] <JuiceGrape> thanks
L124[07:35:47] <gigaherz|work> JuiceGrape:
the vanilla jar contains an "assets" folder
L125[07:36:03] <gigaherz|work> you can
view those files in the MDK environment from your IDE
L126[07:36:40] <JuiceGrape> oh cool found
it! thanks <3
L127[07:36:42] <AshIndigo_> item/generated
works for items
L128[07:37:13] <AshIndigo_> Your
welcome?
L129[07:37:35] <gigaherz|work>
item/handheld for tools
L130[07:39:31] <JuiceGrape> was looking
for the blocks, needed a sided block atm xD
L131[07:40:26] <AshIndigo_> Look at the
workbench json
L132[07:41:41] <JuiceGrape> or just the
cube json :P
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L134[07:45:40] <JuiceGrape> what's a good
program to make textures in?
L135[07:46:48] <AshIndigo_> paint.net is
free
L136[07:48:17] <JuiceGrape> it works well
with pixel perfect drawing? I honestly just want a simple tool
build to only do that
L137[07:49:44] <AshIndigo_> Open up the
grid and draw wjth that
L138[07:49:48] <AshIndigo_> And zoon
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L144[08:16:24] <Katrix> This is how it was
before with @ObjectHolder
L146[08:16:49] <Katrix> The problem is
that Form comes from a mod that might not always be present
L147[08:17:41] <Katrix> If that mod isn't
present, it will fail because it can't find the class, even though
no code will ever reference those fields if the mod isn't
present
L148[08:19:32] <gigaherz|work> that's not
how ObjectHolder works
L149[08:20:04] <Katrix> I know that won't
work as it is
L150[08:20:17] <Katrix> I'm just wondering
if there is any workaround?
L151[08:20:21] <gigaherz|work> first
L152[08:20:24] <gigaherz|work> you are
assigning things directly
L153[08:20:28] <gigaherz|work> with
@ObjectHolder
L154[08:20:34] <gigaherz|work> forge will
query the registries for you
L155[08:20:37] <gigaherz|work> and assign
the object
L156[08:20:47] <Katrix> I know, that's
what I want
L157[08:20:49] <gigaherz|work> so you
should have the default value (null)
L158[08:21:24] <Katrix> Those assignements
in there are just dummies to get rid of IntelliJ's pesky null
checks every place I reference one of those fields
L159[08:21:43] <gigaherz|work> okay
so
L160[08:22:34] <diesieben07> that's why
these field fill annotations suck
L161[08:22:35] <gigaherz|work> next issue
is that @ObjectHolder can't work for a registry type that you don't
embed
L162[08:23:42] <gigaherz|work> you'd need
to embed the api, with at least the base class that implements
IForgeRegistryEntry<TypeName>
L163[08:23:42] <Katrix> What do you mean
by embed?
L164[08:24:16] <gigaherz|work> I mean
embed, using the @API annotation so that FML can de-duplicate the
packages
L165[08:25:28] <gigaherz|work> one final
option, is to NOT use @ObjectHolder
L166[08:25:35] <gigaherz|work> you
initialize the class by using reflection
L167[08:25:37] <gigaherz|work> something
like
L168[08:26:05] <gigaherz|work>
Class.fromName("full.class.Name").getDeclaredMethod("initialize").invoke(null);
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L170[08:26:35] <gigaherz|work> inside
if(Loader.isModLoaded(dependency modid))
L171[08:28:01] <gigaherz|work> in that
case, you'd have to make sure to never reference "Form"
directly
L172[08:28:04] <Katrix> Ah, so Form should
be in a package with the @API annotation then? That's going to be
difficult
L173[08:28:06] <gigaherz|work> you'd need
some kind of proxy/delegate
L174[08:28:24] <gigaherz|work> using a
dummy placeholder in case the mod wasn't found
L175[08:28:35] <gigaherz|work> if
(Loader.isModLoaded) loadrealbindings
L176[08:28:39] <gigaherz|work> else
loadDummyBindings
L177[08:28:58] <gigaherz|work> this is by
far the ugliest
L178[08:29:04] <gigaherz|work> but the
most flexible, since you are doing everything yourself
L179[08:29:04] <Katrix> Currently this is
what I do, which I haven't found any problems with so far
L180[08:29:05] <gigaherz|work> ;P
L182[08:29:40] <Katrix> The class is never
referenced if the mod isn't loaded, so I think it should be
okay
L183[08:30:00] <gigaherz|work> how do yo
ureference it if the mod IS loaded?
L184[08:30:04] <gigaherz|work> also
L185[08:30:08] <gigaherz|work> you can use
the new registry events
L186[08:30:16] <gigaherz|work> or wait
no
L187[08:30:24] <gigaherz|work> that'd
imply a reference ;P
L188[08:30:35] <Katrix> I do use
them
L189[08:30:44] <Katrix> I mark the as
@Optional
L190[08:31:02] <Katrix> So if the mod
isn't present, nothing ever gets loaded in the first place
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L196[08:54:52] <barteks2x> I broke
gedit...
L197[08:55:05] <barteks2x> with my 23MB
log file
L198[08:55:11] <Akkarin> Congrats. You
broke a piece of software that doesn't have a lot of breakable
stuff in it
L199[08:55:34] <barteks2x> Afer I scoll
down to ~71000 lines, it's all black
L200[08:59:22] <barteks2x> looks like it
is a gedit bug with large files
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L202[09:05:40] <Ordinastie> hum, for some
reason, skype can't connect :s
L203[09:05:54] <Ordinastie> but at least,
I got my mail back
L204[09:06:08] <jampot5000> Not having a
good week are ya Ordinastie
L205[09:09:02] <Ordinastie> I'm wondering
too
L206[09:09:16] <Ordinastie> why the fuck
can't I uninstall MS "Meteo" application ?
L207[09:09:37] <Ordinastie> how is that
fucking core and indispensable that it can't be uninstalled
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L209[09:10:35] <jampot5000> Cause why
would you want to /s
L210[09:11:43] <AshIndigo_> Dont you want
preloaded crap?
L211[09:17:26] <Ordinastie> what I want
too is that ublock stop letting youtube ads through :x
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L213[09:22:45] <gigaherz|work> Ordinastie:
I'm still confused as to WHY they are getting through
L214[09:23:00] <gigaherz|work> I use
uBlock in both Chrome (mac) and Firefox (Windows), and I have never
seen an ad
L215[09:23:46] <PaleoCrafter> inb4 Ordi
has YouTube in his whitelist
L216[09:24:12] <gigaherz|work> hmmm
L217[09:24:18] <Ordinastie> weird
thing
L218[09:24:21] <gigaherz|work> I have
Anti-Adblock Killer also
L219[09:24:25] <gigaherz|work> in my
desktop
L220[09:24:30] <gigaherz|work> but not
here in the work mac
L221[09:24:43] <Ordinastie> I think the
common denominator for the ads is that I'm playing youtube on my
right screen
L222[09:24:48] <Ordinastie> instead of the
left one
L223[09:24:57] <gigaherz|work> youtube is
always on my second screen for me
L224[09:25:18] <jampot5000> I can't even
think of a reason that would make a difference
L225[09:25:41] <Ordinastie> me neither,
but I don't remember seeing an ad on the left one
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L227[09:27:52] <Ordinastie> (and I'm still
not sure about my information<->component shit :x)
L228[09:30:38] <Ordinastie> can't really
use the value class in the end, because if I register a component
for IBlockState, the actual class for the value is its
implementation
L229[09:37:18] <sham1> Ugh, I just napped
2 hour and now I am just so...
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L238[09:50:16] <barteks2x> That was
weird... cubes/chunks started loading farthest-to-closest
L239[09:50:59] <AshIndigo_> :/
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L262[10:53:32] <barteks2x> would be nice
to get pastebin to experiment with it
L263[10:53:32] *
Subaraki is to dumb to understand what's going on in
there
L264[10:55:16] <barteks2x> I would do it
with a factory method
L265[10:55:31] <williewillus> !gf
field_191209_c
L266[10:56:06] <barteks2x> something like
public static Information<BlockPos> create(String label,
BlockPos pos)
L268[11:01:12] <ghz|afk> Ordinastie: I
belllieve only if <T extends BlockPos>
L269[11:01:44] <ghz|afk> you'd need
like
L270[11:02:10] <ghz|afk>
Information<BlockPos> fromBlockPos(BlockPos bp) { return new
BlockPos<>(bp); }
L271[11:02:18] <ghz|afk> isntead of a
cosntructor
L272[11:02:21]
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L273[11:04:19] <Ordinastie> meh
L274[11:04:58] <barteks2x> I tried, and
failed
L275[11:05:19] <barteks2x> this looks like
it would do it, but it doesn't: <BlockPos>this(label, pos,
BlockPos.class);
L276[11:07:14] <sham1> I don't think there
is a way to do that without getting the whole "unsafe
cast" warning
L277[11:07:42] <ghz|afk> there isn't,
because you could do
L278[11:08:00] <ghz|afk> new
Information<TileEntity>(blockPos)
L279[11:08:05] <ghz|afk> there's no way to
prevent that
L280[11:08:06] <barteks2x> because it is
unsafe, someone could do new
Information<Integer>("test", new BlockPos(0, 0,
0))
L281[11:08:15] <sham1> Thanks type
erasure...
L282[11:08:25] <ghz|afk> not just type
erasure
L283[11:08:31] <ghz|afk> the same would
happen with reification
L284[11:08:38] <ghz|afk> the only way to
avoid that is to use specializations
L285[11:08:53] <ghz|afk> and that's not
something generics usually support
L286[11:08:59] <sham1> Can Java support
spesialisations of generics?
L287[11:09:00] <barteks2x> another way
would be to have subclass of Information with that specifi
ctyp
L288[11:09:06] <ghz|afk> no
L289[11:09:14] <ghz|afk> because of
erasure
L290[11:09:18] <ghz|afk> that wouldn't
make sense
L291[11:09:24]
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L292[11:09:27] <ghz|afk> with reification,
it could be done, but not even .NET has them
L294[11:10:39] <ghz|afk> yeah and has the
same answer: specialized factory methods, not constructors
L295[11:11:34] <Ordinastie> but I don't
see any reason why java doesn't allow to force specified
generic
L296[11:11:53] <Ordinastie> using T
enforces the generic to be T
L297[11:12:03] <ghz|afk> no it does
not
L298[11:12:10] <ghz|afk> so far as the JVM
is concerned
L299[11:12:23] <ghz|afk> everything in a
<T extends X> that references T, gets compiled into X
L300[11:12:32] <ghz|afk> the compiler does
the casting implicitly for you
L301[11:12:45] <JuiceGrape> how do you
register multiple textures for an item with variants?
L302[11:12:58] <sham1> what do you
mean
L303[11:13:19] <ghz|afk> JuiceGrape: if by
textures you mean models,
ModelLoader.setCustomModelResourceLocation has a meta
parameter
L304[11:13:22]
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L305[11:13:34] <ghz|afk> if your items
change based on NBT, you'll need an ItemMeshDefinition
L306[11:13:51] <JuiceGrape> I know, and
I'm giving it that parameter, but how would I go about defining
that in the model file?
L307[11:14:00] <ghz|afk> you don't
L308[11:14:00] <ghz|afk> well
L309[11:14:03] <ghz|afk> you can do
like
L310[11:14:06] <Ordinastie> well, of
course, T or subclass of T, but the point is, it could as well
allow hard coded generic in the ctor definition of just inferring
from outside
L311[11:14:11] <Ordinastie> or from
arg
L312[11:14:23] <Ordinastie> *instead
of
L313[11:14:30] <ghz|afk>
ML.setCustomMRL(item, 0, new MRL(resloc,
"subtype=a"));
L314[11:14:35] <ghz|afk>
ML.setCustomMRL(item, 1, new MRL(resloc,
"subtype=b"));
L315[11:14:37] <ghz|afk> etc
L316[11:14:42] <ghz|afk> and then in a
blockstates json
L317[11:14:46] <ghz|afk> (yes you can use
blockstates for items)
L318[11:14:52] <Ordinastie> I guess I'll
make a factory instead :s
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L320[11:14:54] <ghz|afk>
"variants": {
L321[11:15:01] <ghz|afk>
"subtype=a": { model 1 }
L322[11:15:05] <ghz|afk>
"subtype=b": { model 2 }
L323[11:15:07] <ghz|afk> etc
L324[11:15:07] <ghz|afk> }
L325[11:15:20] <ghz|afk> however
L326[11:15:21] <JuiceGrape> do you know of
a programmed example?
L327[11:15:27] <ghz|afk> note that models
defined from blockstates files
L328[11:15:30] <ghz|afk> are assumedto be
blocks
L329[11:15:32] <ghz|afk> even for
items
L330[11:16:06] <ghz|afk> here
L332[11:16:30] <ghz|afk> I used forge
blockstates syntax for this
L334[11:17:06] <ghz|afk> registerItemModel
is defined below, ends up calling
L336[11:17:28] <ghz|afk> I do have a
version that takes an itemstack
L338[11:17:31] <ghz|afk> but just to get
item+meta
L339[11:17:33] <ghz|afk> I ignore
NBT
L340[11:17:40] <ghz|afk> for the cases
where I DO need NBT
L341[11:17:44] <ghz|afk> I have the mesh
definition
L343[11:18:11] <ghz|afk> which I handle
differently
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L345[11:18:55] <Ordinastie> and because of
generics, I'll have to have some kind of custom map impl to link
generic from information to component :/
L346[11:21:29] <JuiceGrape> wouldn't have
to add myModName: to the id?
L347[11:21:56] <ghz|afk> id?
L348[11:22:18] <ghz|afk> you'll notice I
use item.getRegistryName()
L349[11:22:22] <ghz|afk> which returns a
ResourceLocation
L350[11:22:45] <ghz|afk> which has both
the domain (modid) and path (unique name)
L351[11:22:51] <JuiceGrape> ah okay,
thanks
L352[11:23:47]
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L353[11:24:07] <JuiceGrape>
ModelLoader.setCustomModelResourceLocation(item, meta, new
ModelResourceLocation(ModInfo.ID + ":" + id, variant));
so doing thise with a different variant for each of my items would
allow to use a blockState json to fiddle around with that?
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L355[11:24:38] <ghz|afk> yes
L357[11:24:51] <ghz|afk> I recommend using
item.getRegistryName(), though
L358[11:24:58] <ghz|afk> this keeps
everything "same-named"
L359[11:25:35] <JuiceGrape> yeah, might
switch to that, would also remove some useless code :P
L360[11:29:29] <PaleoCrafter> howtonotwin,
you know you can host your own fork on readthedocs? :P
L361[11:30:26] <howtonotwin> teach me your
ways master
L362[11:30:30] <howtonotwin> :P
L363[11:31:13] <howtonotwin>
"master" being Google in this case
L364[11:31:14] <PaleoCrafter> you create
an account there and click "Import Project" on your
Dashboard xD
L365[11:32:24] ***
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L367[11:35:17] <TechnicianLP> why not just
make a pr?
L368[11:36:01] <howtonotwin> I have
:P
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L372[11:40:11] <sham1> Hmm, I wonder about
which kinds of documents RTD supports
L374[11:40:41] <howtonotwin>
reStructuredText and MD
L375[11:40:42] <sham1> No ORG-mode
support
L376[11:40:43] <sham1> Boo
L377[11:41:53] <sham1> Could probably
contribute, but at the same time...
L378[11:41:55] <sham1> python
L379[11:43:18] <barteks2x> using the same
thread pool for loading cubes and columns at the same time was a
really bad idea...
L381[11:43:38] <Ordinastie> and I need to
store them in a map
L382[11:43:42] <Ordinastie> as
Functions
L383[11:44:51] <Ordinastie> problem is for
the BlockPos one
L384[11:45:03] <sham1> What problem are
you getting
L385[11:46:14] <Ordinastie> that's the map
signature : Map<Object, BiFunction<DebugGui,
IInformation<?>, UIComponent<?>>>
L386[11:47:01] <howtonotwin> Yo dawg, I
heard you like types, so I put types in your types.
L387[11:47:10] <sham1> Umn
L388[11:47:12] <sham1> Umn
L389[11:47:15] <JuiceGrape> ghz, what
would I put as the general item model?
L390[11:47:21] <ghz|afk> hm?
L391[11:47:26] <Ordinastie> ide complains
: The type InformationComponent does not define
blockPosComponent(DebugGui, IInformation<capture#2-of ?>)
that is applicable here
L392[11:47:27] ***
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L393[11:47:32] <gigaherz> what do you
mean?
L394[11:47:46] <LatvianModder> !gf
MinecraftServer#tickables
L395[11:47:55] <Ordinastie> for the
blockPos method reference, and map.put complains too then :
L396[11:47:55] <Ordinastie> The method
put(Object,
BiFunction<DebugGui,IInformation<?>,UIComponent<?>>)
in the type
Map<Object,BiFunction<DebugGui,IInformation<?>,UIComponent<?>>>
is not applicable for the arguments (Class<BlockPos>,
InformationComponent::blockPosComponent)
L397[11:49:18] <sham1> Have you tried to
replace the ? in IInformation<?>,UIComponent<?> with
some other letter, like A
L398[11:49:37] <Ordinastie> you can't in
field definition
L399[11:49:56] <sham1> Well that's
stupid
L400[11:50:00] <Ordinastie> I mean, if
it's not tied to generic for the class
L401[11:50:08] <williewillus> now that
fluidcontainerregistry is gone how do I list all items that are
fluid containers on startup, loop through every item, make a stack,
and check if it has the cap?
L402[11:51:41] <JuiceGrape> well damn I
just broke everything. ugh.
L403[11:52:07] <JuiceGrape> blockstates
use models, and I just want the regular ol item model, what would
that be
L404[11:52:21] <howtonotwin> Ordinastie,
so I tried to replicate what I think the type you want here is in
scala: val x: Function2[A[_], B[T], C[T]] forSome { type T; } =
null
L405[11:52:27] <howtonotwin> and the
compiler emits a warning
L406[11:52:39] <howtonotwin> so it is in
fact impossible to express that type in java wildcards
L407[11:52:43] <sham1> What an ugly
expression
L408[11:53:02] <howtonotwin> it's not an
expression :P it's a type
L409[11:53:13] <Ordinastie> that's even
worse
L410[11:53:16] <sham1> type expression
:P
L411[11:53:35] <howtonotwin> probably
could be sugared a bit
L412[11:53:36] <sham1> But yeah, that type
is horrible
L413[11:53:49] <Ordinastie> basically,
something that takes <?> as param can't be given
<Something>
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L420[11:56:08] <howtonotwin> "(A[_],
B[T]) => C[T] forSome { type T }" better :P
L421[11:56:37] <quadraxis> did you try
adding wildcards to the generic parts of your BiFunction type
definition?
L422[11:57:31] <JuiceGrape>
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register"
This works, but
"ModelLoader.setCustomModelResourceLocation" doesn't.
What do they do differently?
L423[11:57:46] <williewillus> the latter
needs to be in preinit
L424[11:58:02] <williewillus> the former
is spread around by old tutorials which usually had it in
init
L425[11:58:05] <Ordinastie> quadraxis, do
you mean for blockPosComponent method ?
L426[11:58:15] <JuiceGrape> why would it
NEED to be in pre init
L427[11:58:20] <gigaherz> because by the
time init runs
L428[11:58:21] <howtonotwin> you should be
using the model registering event, not preinit
L429[11:58:28] <howtonotwin> models load
in between init and preinit
L430[11:58:29] <gigaherz> the list has
been processed and given to minecraft's internal model list
L431[11:58:51] <JuiceGrape> fine I'll move
it *grumbles*
L432[11:58:56] <quadraxis> ordinastie, for
the map type, so put will be more accepting
L433[11:59:00] <sham1> Don't blidnly
follow tutorials
L434[11:59:00] <howtonotwin> wait!
L435[11:59:04] <gigaherz> you can also use
the new registry event
L436[11:59:06] <howtonotwin> use the event
for model registering
L437[11:59:14] <gigaherz> nah you CAN use
it
L438[11:59:15] <Ordinastie> it's already
wildcards, that's why it doesn't accept the specified one
L439[11:59:16] <gigaherz> it's
optional
L440[11:59:20] <gigaherz> it's nice, but
optional
L441[11:59:22] <JuiceGrape> I'm calling it
when I'm creating a block. I ain't gonna wait till a different
event xD
L442[11:59:38] <williewillus> it just
needs to be in preinit
L443[11:59:44] <howtonotwin> Did we
mention that registration also has events :P
L444[11:59:46] <gigaherz> JuiceGrape:
assuming you use a semi-recent 1.10.2
L446[11:59:54] <barteks2x> if you let idea
convert method reference to lambda, it becomes obvious why it's not
possible
L448[11:59:57] <gigaherz> you can do
this
L449[12:00:05] <gigaherz> to make 100%
sure you always register early enough
L450[12:00:09] <williewillus> i'm too lazy
to move to those events :P
L451[12:00:15] <quadraxis>
Map<Object,BiFunction<DebugGui,*? extends
IInformation<?>*,*? extends
UIComponent<?>>>
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L453[12:00:21] <gigaherz> however
L454[12:00:27] <gigaherz> there's a catch:
this runs before preInit
L455[12:00:28] <sham1> quadraxis: what the
hell is that syntax
L456[12:00:30] <gigaherz> so if you want
that to work
L457[12:00:35] <howtonotwin> * are
emphasis
L458[12:00:37] <gigaherz> you NEED to also
use the registry events for your blocks and items
L459[12:00:45] <williewillus> also there
were some issue with their invocation order I thought
L460[12:00:48] <williewillus> for the
registry events
L462[12:00:53] <gigaherz> like this
L463[12:00:58] <gigaherz> williewillus:
nah
L464[12:01:10] <gigaherz> first goes
Block, then Item, then every other registry, then Models
L465[12:01:29] <gigaherz> preInit goes
after all of them
L466[12:01:32] <sham1> Oh, more
events
L467[12:01:34] <Ordinastie> quadraxis,
doesn't work
L468[12:01:37] <sham1> Wonderful
L469[12:01:47] <gigaherz> which
strengthens the fact that you shouldn't rely on config for deciding
what items/blocks you register
L470[12:01:49] <barteks2x> It kind of
worked for me
L471[12:01:56] <barteks2x> but I probably
have the code slightly different
L472[12:02:01] <howtonotwin> order is: mod
construct -> proxy inject -> some other stuff? -> register
Mod.EventBusSubscriber -> Block -> load ObjectHolder ->
Item -> load ObjectHolder -> everything else -> load
ObjectHolder -> preinit
L473[12:02:22] <sham1> There are just so
many events these days
L474[12:02:45] <gigaherz> sham1: we even
have generic-matching events
L475[12:02:54] <barteks2x> I first assign
the method reference to BiFunction<DebugGui,
IInformation<BlockPos>, UIComponent<?>> variable,
and then put that into map
L476[12:02:57] <barteks2x> and that seems
to work
L477[12:02:58] <gigaherz> so that
RegistryEvent.Register<Block>
L478[12:03:01] <gigaherz> only runs for
blocks
L479[12:03:01] <gigaherz> ;P
L480[12:03:12] <gigaherz> I mean for the
block event
L481[12:03:32] <Ordinastie> barteks2x,
what's the variable signature ?
L482[12:03:47] <barteks2x>
BiFunction<DebugGui, IInformation<BlockPos>,
UIComponent<?>>
L483[12:04:03] <barteks2x> and I assign
the methdo reference to that, then put that into the map
L484[12:04:11] <barteks2x> if I put it
directly into map, it won't work
L485[12:04:25] <Ordinastie> and your map
signature ?
L486[12:04:44] <barteks2x> but that is
with this map: Map<Object,BiFunction<DebugGui,? extends
IInformation<?>,UIComponent<?>>>
L487[12:04:58] <Ordinastie> ah yes
L488[12:05:08] <JuiceGrape> gigaherz, can
I ping you?
L489[12:05:25] <JuiceGrape> or like,
private chat, forgot what that's called
L490[12:06:06] <Ordinastie> incidentally,
it works if casted too
L491[12:06:22] <gigaherz> JuiceGrape: I
prefer to help in publis
L492[12:06:24] <gigaherz> public*
L493[12:06:36] ⇦
Quits: Snapples (uid167569@id-167569.highgate.irccloud.com) (Quit:
Connection closed for inactivity)
L494[12:06:37] <gigaherz> this way others
can give their input also
L495[12:06:39] <JuiceGrape> okay, well
then, would I still need to use an Item model file?
L496[12:06:44] <JuiceGrape> or just the
blockState?
L497[12:06:48] <gigaherz> if you use
blockstates
L498[12:06:57]
⇨ Joins: kashike (kashike@is.a.miserable.ninja)
L499[12:06:58] <barteks2x> you can cast
things anyway, the point is to do it without casts
L500[12:07:03] <gigaherz> the model files
will have to be in the blocks folder
L501[12:07:07] <gigaherz> regardless of
them being items or blocks
L502[12:07:24] <Ordinastie> barteks2x,
assigning to the variable is basically casting
L503[12:07:24] <JuiceGrape> even though I
register it as an item, and not as a block?
L504[12:07:27] <gigaherz> yep
L505[12:07:35] <gigaherz> because the
blockstate system was made for blocks
L506[12:07:36] <Ordinastie>
infoProviders.put(BlockPos.class, (BiFunction<DebugGui,
IInformation<BlockPos>, UIComponent<?>>)
BlockPosComponent::new);
L507[12:07:38] <JuiceGrape> it will
realize this on it's own or something?
L508[12:07:49] <gigaherz> mc prefixes all
paths with "models/block/"
L509[12:07:50] <barteks2x> at least it's
not unsafe cast now
L510[12:07:55] <gigaherz> so you don't get
a choice
L511[12:08:01] <howtonotwin> models do not
have a concept of "item" or "block" until the
lowest levels
L512[12:08:08] <Ordinastie> it doesn't say
unsafe cast either
L513[12:08:11] <JuiceGrape> I have a
folder models/item that I use though
L514[12:08:15] <JuiceGrape> for my item
model files
L515[12:08:16] <howtonotwin> at the level
of jsons and such "block" and "item" are
meaningless
L516[12:08:23] <gigaherz> yes but you
cna't reference those from the blockstates file
L517[12:08:25] <howtonotwin> they're just
folder names
L518[12:08:26] <gigaherz> so either you
don't use blockstates
L519[12:08:31] <gigaherz> or you move the
models to the block folder
L520[12:08:32] <sham1>
s/folder/directory/
L521[12:08:36] <gigaherz> it doesn't
matter if it's items or blocks
L522[12:08:38] <barteks2x> that cast can
be done automatically, so it can't be unsafe
L523[12:08:52] <JuiceGrape> but then how
does minecraft realize it needs to use the item folder or the block
folder?
L524[12:08:57] <howtonotwin> it
doesn't
L525[12:08:58] <gigaherz> sham1: why? it
carries the same meaning and it's shorter
L526[12:09:02] ⇦
Quits: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl) (Ping
timeout: 384 seconds)
L527[12:09:05] <sham1> No it doesn't
L528[12:09:12] <howtonotwin> the code for
the model loader simply says: oh load data from here
L529[12:09:16] <JuiceGrape> then how in
the hell am I using 2 seperate folders without ever defining
them
L530[12:09:27] <gigaherz> because
minecraft has certain assumptions
L531[12:09:28] <gigaherz> normally
L532[12:09:33] <gigaherz> it looks for
item models in models/item
L533[12:09:36]
⇨ Joins: Delaxarnyazer
(~Delaxarny@ip56572345.direct-adsl.nl)
L534[12:09:41] <gigaherz> and it looks for
blockstate models in models/block
L535[12:09:51] <gigaherz> but if you
choose to use a blockstates reference
L536[12:09:52] <gigaherz> for an
item
L537[12:10:01] <gigaherz> you redirect mc
to the other code path
L538[12:10:05] <gigaherz> meaning it will
use models/block
L539[12:10:15] <JuiceGrape> no, it looks
for that in the blockstate folder
L540[12:10:25] <gigaherz> I mean the
models you reference INSIDE THE BLOCKSTATES JSON
L541[12:10:26] <JuiceGrape> I have
blockstate, models/block, and models/item
L542[12:10:30] <Ordinastie> it's still
annoying if I have to cast or use local var though
L543[12:10:31] <gigaherz> yes
L544[12:10:37] <gigaherz> and your
blockstate json file
L545[12:10:38] <gigaherz> will have
like
L546[12:10:41] <gigaherz>
"variants": {
L547[12:10:42] <JuiceGrape> I don't really
need to reference one cause I just want the regular item I
guess?
L548[12:10:46] <gigaherz> "variant
1": {
L549[12:10:52] <gigaherz>
"model": "yourmodid:somemodel"
L550[12:10:53] <gigaherz> }
L551[12:10:57] <gigaherz> and mc will see
that
L552[12:10:58] <gigaherz> and say
L553[12:11:07] <sham1> Why are you even
using blockstates for that Juice
L554[12:11:10] <gigaherz> "oh, i'll
load /assets/yourmodid/models/block/somemodel.json"
L555[12:11:44] <JuiceGrape> sham1: cause
my item has different meta states and it needs to have different
textures based on it
L556[12:11:53] <gigaherz> yo ucan use
separate models, though
L557[12:11:53] <howtonotwin> Models are
loaded via ICustomModelLoaders
L558[12:12:01] <howtonotwin> they take
ResourceLocations as input
L559[12:12:02] <gigaherz> I did forget to
mention that
L560[12:12:02] <gigaherz> XD
L561[12:12:04] <howtonotwin> and put out
IModels
L562[12:12:11] <sham1> ...you can do that
without a blockstate json...
L563[12:12:12] <gigaherz> howtonotwin:
that doesn't matter here
L564[12:12:13] <howtonotwin> note that a
RL has no concept of a file
L565[12:12:23] <JuiceGrape> without having
to create a new file for every item I add
L566[12:12:28] <howtonotwin> it is the job
of the ICML to actually get data out of files
L567[12:12:35] <sham1> You already do that
for all the textures
L568[12:12:46] <gigaherz> JuiceGrape: let
me make a side-point
L569[12:12:52] <gigaherz> if you choose to
use the blockstates trick
L570[12:12:56] <gigaherz> to avoid
defining one file per state
L571[12:13:05] <gigaherz> you'll lose part
of the reason models exist: custom resource packs
L572[12:13:09] <howtonotwin> the vanilla
blockstate loader transforms RLs into file paths in
assets/<domain>/blockstates/<path>.json
L573[12:13:16] <gigaherz> if you use
separate models
L574[12:13:16] <howtonotwin> which is
hardcoded
L575[12:13:17] <JuiceGrape> I tried
defining one file per state, didn't work for me
L576[12:13:24] <howtonotwin> it doesn't
"know" anything
L577[12:13:28] <howtonotwin> it just
blindly does it
L578[12:13:31] <sham1> well you did it
wrong then
L579[12:13:41] <howtonotwin> next, the
blockstate file references other models
L580[12:13:48] <gigaherz>
ModelLoader.setCustomModelResourceLocation(item, 0, new
ModelResourceLocation(MODID + ":" +
"filename1", "inventory"));
L581[12:13:54] <gigaherz>
ModelLoader.setCustomModelResourceLocation(item, 1, new
ModelResourceLocation(MODID + ":" +
"filename2", "inventory"));
L582[12:13:55] <JuiceGrape> oh woot got it
working. ty <3
L583[12:13:55] <gigaherz> etc
L584[12:14:05] <gigaherz> that's how you
can use separate files per subitem
L585[12:14:08] <howtonotwin> and the model
loader blindly transforms them into
assets/<domain>/models/block/<path>.json
L586[12:14:11] <howtonotwin> again
L587[12:14:14] <howtonotwin> it knows
nothing
L588[12:14:19] <gigaherz> howtonotwin: you
went FAR too deep into this
L589[12:14:19] <gigaherz> XD
L590[12:14:21] <howtonotwin> it is doing
this blindly
L591[12:14:40] <howtonotwin> well I spent
a week code-sploring the model system :P
L592[12:14:46] <sham1> There's no such
thing as too deep
L593[12:14:58] <gigaherz> yeah I spent
like a couple months
L594[12:15:01] <howtonotwin> y'all gonna
learn whether you want to or not! :P
L595[12:15:07] <gigaherz> back before
there was any documentation for it
L596[12:15:11] <sham1> Until your stack
gets overflown
L597[12:15:22] <gigaherz> I mean
L598[12:15:28] <gigaherz> before the
custom model loading system, even
L599[12:15:28] <gigaherz> XD
L600[12:15:32] <gigaherz> I wrote my own
.OBJ loader
L601[12:15:37] <gigaherz> before forge had
custom models
L602[12:15:41] <gigaherz> it was fun
L603[12:15:54] <sham1> Was parsing the OBJ
the easy or the hard part
L604[12:16:03] <gigaherz> easy
L605[12:16:12] <gigaherz> the hard part
was that I had to write a helper
L606[12:16:20] <gigaherz> with a model
registry
L607[12:16:22] <gigaherz> and a texture
registry
L608[12:16:38] <gigaherz> and then I'd
analyze the models to load the texture list
L609[12:16:47] <gigaherz> so that I had
them on time for TextureStitchEvent
L610[12:17:26] <gigaherz> I basically
bypassed the normal loading
L611[12:17:37] <gigaherz> instead of
registering with the mesher (or the custom loader now)
L612[12:17:46] <gigaherz> I had my own
registry and used ModelBakeEvent
L613[12:17:53] <gigaherz> but on top of
that
L614[12:18:01] <gigaherz> since the forge
blockstates system didn't exist
L615[12:18:09] <gigaherz> I wrote a hacky
system for loading the json files
L616[12:18:13] <gigaherz> even if a .obj
was assigned
L617[12:18:15] <Ordinastie> barteks2x, so,
when I go through the static method to register it works... in some
cases
L618[12:18:18] <gigaherz> so that I could
read the transforms from it
L619[12:18:21] <gigaherz> so in those
days
L620[12:18:23] <gigaherz> I had
L621[12:18:25] <gigaherz> model.obj
L622[12:18:26] <gigaherz> model.mtl
L623[12:18:28] <gigaherz> model.json
L624[12:18:33] <gigaherz> in order to hold
all the data
L625[12:18:34] <gigaherz> XD
L626[12:18:42] <barteks2x> what? How
"in some cases"?
L627[12:20:16] ⇦
Quits: kashike (kashike@is.a.miserable.ninja) (Ping timeout: 206
seconds)
L628[12:20:36] <JuiceGrape> now to set the
colour...
L631[12:21:39] <Ordinastie> I'm not sure
why the ctor ref works, but not the static method
L632[12:23:19] <Ordinastie> (need to fix
the apply() below too :x)
L633[12:25:44] <barteks2x> what is the
compier error?
L634[12:25:49] <barteks2x> *compile
L635[12:26:39] <quadraxis> try inlining
toString into the InformationComponent<> constructor?
L636[12:26:50] <quadraxis> that's at least
one possible difference
L637[12:35:40] <Ordinastie> the
getComponent() method gives me troubles too ><
L638[12:36:28]
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(uid147942@id-147942.brockwell.irccloud.com)
L639[12:38:06]
⇨ Joins: Lordmau5 (~Lordmau5@mail.viet-pham.de)
L640[12:39:12] *
Akkarin smacks a pie into Lordmau5's face
L641[12:39:17] <Akkarin> surprise!
L642[12:39:20] <Lordmau5> wah
L643[12:39:30] <Lordmau5> sup lmao
L644[12:39:33] *
Akkarin waddles away without saying anything else
L645[12:39:51] *
Lordmau5 grabs Akkarin back into the chat
L646[12:39:57] <Lordmau5> How good are you
when it comes to aesthetic builds?
L647[12:41:54] ⇦
Quits: AstralSorcerer (~AstralSor@128.151.114.188) (Ping timeout:
384 seconds)
L649[12:47:39] <barteks2x> you use eclipse
so...
L650[12:47:48] <barteks2x> (at least it
looks like eclipse)
L651[12:48:07] <Ordinastie> yeah, it's
eclipse
L652[12:48:37] <Ordinastie> I whish they
fix that too : The method apply(DebugGui, capture#10-of ? extends
IInformation<?>) in the type
BiFunction<DebugGui,capture#10-of ? extends
IInformation<?>,UIComponent<?>> is not applicable
for the arguments (DebugGui, IInformation<T>)
L653[12:49:17] <barteks2x> does javac give
different error/no error?
L654[12:50:25] <Ordinastie> not sure how
to get it
L655[12:51:56] ⇦
Quits: McJty (~jorrit@94-225-8-18.access.telenet.be) (Ping timeout:
186 seconds)
L656[12:52:06] <howtonotwin> oh joy
compiler bugs
L657[12:52:16] <barteks2x> you said
"I whish they fix that too", what exactly was it supposed
to mean? It's not compilers fault that your code is wrong. Unless
javac gives different result
L658[12:52:28] <barteks2x> and gradle uses
javac so you can verufy with ./gradlew build
L659[12:52:28] <Ordinastie> I meant the
output
L660[12:52:56] <barteks2x> I don't think
java specification specifies format of compile errors
L661[12:53:13] <barteks2x> so eclipse
compiler is free to show you whatever messages it wants
L662[12:54:11] <Ordinastie> I just assume
the "capture#10-of" is a bug
L663[12:54:16] <Ordinastie> maybe it's
not, I don't know
L664[12:55:21]
⇨ Joins: DemonWav (~DemonWav@69.197.179.106)
L665[12:55:45] <barteks2x> it probably
isn't
L666[12:55:48] <howtonotwin> It's
not
L667[12:56:17] <Ordinastie> ok, then what
is it supposed to mean ?
L668[12:56:27] <howtonotwin> The message
needs to convey that the "? extends
IInformation<?>" parameter to BiFunction is the same as
the type of the parameter of apply
L669[12:57:12] <howtonotwin> so the
unknown type represented by the wildcard is "captured"
and given a name
L670[12:57:25] <howtonotwin> Think of it
like this
L671[12:57:34] <howtonotwin> a simplified
def of Function is this
L672[12:58:06] <barteks2x> is it possible
to determine if I'm currently running from a shutdown hook?
L673[12:58:08] <howtonotwin> Function[In,
Out] = { apply(In in): Out }
L674[12:58:23] <howtonotwin> now let's say
In is a wildcard
L675[12:58:47] <howtonotwin> Function[?
extends IInformation[?], String]
L676[12:58:59] <howtonotwin> and let's
replace the variables in the definition
L677[12:59:31]
⇨ Joins: KnightMiner
(~KnightMin@adsl-75-5-73-60.dsl.emhril.sbcglobal.net)
L678[13:00:03] <Ordinastie> (god I hate
notations that put the return type at the end
L679[13:00:11] *
howtonotwin realizes his example is crap
L680[13:01:00] *
howtonotwin goes back to the drawing board
L681[13:01:25] <barteks2x> return type at
the end kind of makes sense... return is the last thing a
function/method does
L682[13:01:39] ⇦
Quits: ThePsionic (~ThePsioni@ip5457f909.direct-adsl.nl) (Read
error: Connection reset by peer)
L683[13:02:09] <howtonotwin> ok here's
another :P
L684[13:02:11] <howtonotwin> Type[X] = { X
apply(X x) }
L685[13:02:12] <howtonotwin> Type[?
extends A] = { (? extends A) apply((? extends A) x) }
L686[13:02:29] <Ordinastie> howtonotwin,
don't bother
L687[13:02:34] <howtonotwin> ok
L688[13:02:39] *
howtonotwin scampers off
L689[13:02:53] <Ordinastie> I understood
what you said, and there is no way those notation would help anyway
><
L692[13:04:44] ⇦
Quits: KnightMiner
(~KnightMin@adsl-75-5-73-60.dsl.emhril.sbcglobal.net) (Ping
timeout: 186 seconds)
L693[13:04:47] <sham1> Scala's type
signatures
L694[13:04:48] <sham1> My god
L695[13:05:13]
⇨ Joins: Korobi (korobi@is.a.ninja.korobi.io)
L696[13:05:19] <howtonotwin> what's wrong
with them :(
L697[13:05:41]
⇨ Joins: kashike (kashike@is.a.miserable.ninja)
L698[13:05:48] <sham1> Too many brackets
and parenthesis
L699[13:05:54]
⇨ Joins: AshIndigo
(~AshIndigo@79-67-168-211.dynamic.dsl.as9105.com)
L700[13:05:59] ⇦
Quits: AshIndigo_ (~AshIndigo@188.29.164.119.threembb.co.uk) (Quit:
Bye)
L701[13:06:05] <howtonotwin>
example?
L702[13:06:29]
⇨ Joins: McJty
(~jorrit@94-225-8-18.access.telenet.be)
L703[13:06:58] <sham1> Well, even stuff
like Type[X]
L704[13:07:04] <sham1> WHy do I need those
square brackets there
L705[13:07:06] <howtonotwin> that's not
scala xD
L706[13:07:16] <howtonotwin> and it's the
same as Type<X> in java
L707[13:07:21] <howtonotwin> could be
scala
L708[13:07:29] <sham1> Is it pseudo
L709[13:07:34] <howtonotwin> type Type[X]
= { def apply(x: X): X }
L710[13:07:40] <howtonotwin> I guess
L711[13:08:07] <sham1> newtype Type a =
{apply a -> a}
L712[13:08:16] <howtonotwin> ofc that's a
structural type
L713[13:08:19] <sham1> Meh
L714[13:08:20] <howtonotwin> so much
reflection
L715[13:08:29] <sham1> I forgot
something
L716[13:08:44] <howtonotwin> I tried to
analyze the bytecode produced by structural types
L717[13:08:46] <howtonotwin> once
L718[13:09:00] <diesieben07> i hope they
optimize them using invokedynamic now
L719[13:09:02] <diesieben07> in 2.12
L720[13:09:08] <howtonotwin> the dark
compiler magicks burn my eyes
L721[13:09:25] <barteks2x> Is it worse
than bytecode resulting from groovy code?
L722[13:09:31] <howtonotwin> maybe
L723[13:09:41] <diesieben07> scala
bytecode is... crazy :D
L724[13:09:45] <howtonotwin> I think
there's caching in there
L725[13:09:47] <howtonotwin> idek
L726[13:09:51] <barteks2x> groovy code is
impossible to read even if you decompile it back to java
L727[13:10:10] <PaleoCrafter> diesieben07,
that'll have to wait for dotty, iirc
L728[13:10:15] <howtonotwin> scalac
generates so many helper methods and so many $s
L729[13:10:20] <PaleoCrafter> structural
types will basically be replaced by records, iirc
L730[13:10:32] <diesieben07> these people
and their crazy ideas...
L731[13:10:35] *
diesieben07 sticks with java.
L733[13:10:51] <sham1> I really wish that
we would be able to use Java9 for modding when it comes out
L734[13:10:51] <howtonotwin>
probably
L735[13:10:54] <howtonotwin> one mo'
L736[13:11:02] <sham1> DOesn't is have
some improvements on Stream<a> or something?
L737[13:11:16] <diesieben07> what is
Stream<a>?
L738[13:11:28] <sham1> Well
L739[13:11:31] <sham1>
Stream<?>
L740[13:11:35] <sham1> Meh
L741[13:11:39] <diesieben07> it probably
does? idk :D
L742[13:11:50] <diesieben07> fml will
probably explode into a million pieces with java 9
L743[13:12:01] <sham1> I am looking at the
jdk9 page
L744[13:12:01] <diesieben07> and many
other hackeries in forge
L745[13:12:03] <sham1> My god
L746[13:12:14] <diesieben07> for example:
static final field setting? bye :)
L747[13:12:28] <barteks2x> really? won't
be possible anymore at all?
L748[13:12:30] <diesieben07> and i will
say: "I told you so" when it happens
L749[13:12:33] <diesieben07> command line
flag
L750[13:12:41] <sham1> At least it can be
toggled on
L751[13:12:50] <diesieben07> i
*think*
L752[13:12:51] <diesieben07> but i am not
sure
L753[13:13:03] <diesieben07> it's because
you can no longer do the "set the modifiers field with
reflection" trick
L754[13:13:31] <diesieben07> which i am
not sure if you can change that using the command line
L755[13:13:40] <sham1> One of the features
of jdk+
L756[13:13:43] <sham1> jdk9*
L757[13:13:45] <barteks2x> will they move
the modifier check to native code or how?
L758[13:13:51] <sham1> Enable Java
graphical applications, whether based on JavaFX, Swing, or AWT, to
use either GTK 2 or GTK 3 on Linux.
L759[13:13:52] <diesieben07> no
L760[13:13:59] <diesieben07> they added a
module system
L761[13:14:04] <diesieben07> and if a
module does not expose X
L762[13:14:09] <diesieben07> you cannot
access X even with reflection
L763[13:14:16] <barteks2x> what...
L764[13:14:19] <sham1> Indeed
L765[13:14:24] <diesieben07> not
"what"
L766[13:14:29] <sham1> No more
sun.misc.Unsafe
L767[13:14:30] <diesieben07> that is how
any reasonable language works
L768[13:14:33] <diesieben07> that is not
true sham
L769[13:14:40] <sham1> Well,
normally
L770[13:14:40] <diesieben07>
sun.misc.Unsafe stays
L771[13:14:44] <diesieben07> no, by
default.
L772[13:14:46] <sham1> YOu have to use a
flag
L773[13:14:48] <diesieben07> you can
depend on it just fine
L774[13:14:49] <diesieben07> no
flag.
L775[13:14:50] <sham1> Wait, you
don't
L776[13:14:53] <sham1> Hmm
L777[13:15:03] <Akkarin> Well a good bit
of Unsafe is also going to get migrated into actual stable APIs
with Java 9
L778[13:15:04] <sham1> I would have
guessed that it would have fone
L779[13:15:05] <Akkarin> so there's
that
L780[13:15:05] <diesieben07> the plan is
to replace everything in there with something supported
L781[13:15:08] <Akkarin> not everything
but most of it
L782[13:15:16] <diesieben07> and if there
is something supported, deprecated the unsafe version
L783[13:15:22] <diesieben07> and then
remove the unsafe version one release later
L784[13:15:43] <diesieben07> so e.g. the
compareAndSwap stuff is replaced by VarHandles
L785[13:15:45] <sham1> Anyway, why is
Oracle adding support for GTK but not QT
L786[13:15:55] <diesieben07> so that will
most likely be gone in java 10 (i.e. one release later)
L787[13:16:05] <PaleoCrafter> I just want
Valhalla, I don't care about other developments in Java :P
L788[13:16:07] <barteks2x> so the only way
to add things to enums in java 9 will be using even more asm?
L789[13:16:21] <diesieben07> you'd have to
modify the class, yes
L790[13:16:22] <sham1> Adding things to
enums is a hack anyway
L791[13:16:26] <diesieben07> adding things
to enums is bad and shouldnot work
L792[13:16:27] <diesieben07> ever.
L793[13:16:36] <sham1> An awful, awful
hack
L794[13:16:47] <diesieben07> the fact that
it works at all has me amazed :D
L795[13:17:01] <PaleoCrafter> yeah, and
Forge actually talked to Mojang about using interfaces above the
enums, but they aren't particularly consistent with that
L796[13:17:18] <diesieben07> and then we
have people going around suggesting to use enumhelper on forge
enums... wtf.
L797[13:17:24] <sham1> :P
L798[13:17:27] <sham1> What?
L799[13:17:29] <sham1> WHy
L800[13:17:36] <Akkarin> Well you can add
stuff to Enums since they're technically just final fields in a
final class
L801[13:17:40] <diesieben07> yeah, at some
point that came up for the worldgen events
L802[13:17:46] <diesieben07> akk there is
much more to it
L803[13:17:50] <diesieben07> there is a
values array, too
L804[13:17:55] <Akkarin> The same way you
can slap new fields into any type (technically) ... practically it
blows up in any case
L805[13:18:00] <diesieben07> then the
Class object caches that array.
L806[13:18:07] <howtonotwin> is hastebin
broken for anyone else?
L807[13:18:07] <Akkarin> psh ... as if
that array is going to change how hard it is to alter it
L808[13:18:08] <diesieben07> then enum
switches explode too iirc
L809[13:18:28]
⇨ Joins: KGS
(~KGS@h-155-4-129-249.na.cust.bahnhof.se)
L810[13:18:31] <sham1> Everything just
blows up as you cannot rely on enums being immutable
L811[13:18:33] <Akkarin> Well. Same logic
as if you have a different version of a library in your classpath
applies
L812[13:18:59] <diesieben07> but oh well,
EnumHelper is a necessary evil currently
L813[13:19:12] <diesieben07> but things
like @CapabilityInject, @ObjectHolder, etc. just make me sad
L814[13:19:25] <diesieben07> oh
well.
L815[13:20:52] <PaleoCrafter> you mean in
conjunction with static final fields? :P
L816[13:20:52] <sham1> Sometimes stuff
just isn
L817[13:20:54] <sham1> ideal
L818[13:21:09] <diesieben07> yes
paleo
L819[13:21:17] <diesieben07> although
static final fields would be just fine
L820[13:21:19] <gigaherz> i just don't
make them final
L821[13:21:20] <gigaherz> ;P
L822[13:21:27] <diesieben07> that is not a
solution...
L823[13:21:31] <sham1> :P
L824[13:21:35] <gigaherz> I know
L825[13:21:39] <gigaherz> but I can't
think of anything better
L826[13:21:45] <gigaherz> well
L827[13:21:47] <gigaherz> depends on the
case
L828[13:21:50] <gigaherz> for the
capabilities, yes
L829[13:21:53] <gigaherz> just...
L830[13:22:00] <gigaherz> THE_CAP =
capability.register
L831[13:22:02] <gigaherz> or
L832[13:22:04] <gigaherz> THE_CAP =
capability.get
L833[13:22:04] <sham1> Cpability<?>
from registers
L834[13:22:11] <gigaherz> depending on if
it's your own or not
L835[13:22:30] <LexManos>
<diesieben07> but things like @CapabilityInject,
@ObjectHolder, etc. just make me sad
L836[13:22:30] <LexManos> ?
L837[13:23:01] <barteks2x> is there any
way to determine if I'm running from shutdown hook?
L838[13:23:02] <diesieben07> i don't get
why you need to set static final fields using reflection
there
L839[13:23:06] <LexManos> capability.get
isnt good as it makes hard deps on optional code
L840[13:23:07] <PaleoCrafter> Lex, would
you mind if the new loading screen animation didn't have those
sparks flying off the anvil? :P
L841[13:23:22] <LexManos> they dont
technically need to be final
L842[13:23:28] <LexManos> but they do need
to be somewhere we can access them
L843[13:23:34] <LexManos> final is just to
remind people not to fuck with them
L844[13:23:35] <diesieben07> you mentioned
several times you want them to be final for speed.
L845[13:23:47] <LexManos> Paleo: Does it
look good?
L846[13:23:51] <diesieben07> i already
explained quite a few times how it could be solved much cleaner, if
you are interested i will write it down.
L847[13:23:59] <LexManos> the final isnt
for speed
L848[13:24:10] <LexManos> the
static/singeltons are for speed
L849[13:24:19] <diesieben07> that makes it
even more ugly. anyways. food time.
L851[13:24:39] <LexManos> naw we've talked
about this before and you're not understanding how the system or
jvm works.
L852[13:24:43] <LexManos> So meh
L853[13:25:03] <LexManos> good enough for
me, where is the hammer from?
L854[13:25:22] <diesieben07> i do
understand the system :D and i dont think either of us can claim to
"understand the jvm"
L855[13:25:32] *
LexManos can
L856[13:25:33] <PaleoCrafter> I just
slapped together two rectangles myself xD
L857[13:25:37] <sham1> The hammer hit does
not have the same impact when it does not have the sparks
L858[13:25:37] <diesieben07> mhm
L859[13:25:39] *
diesieben07 leaves
L860[13:25:48] <LexManos> Bye!
L861[13:25:54] <PaleoCrafter> sham1, was
that supposed to be a pun?
L862[13:25:57] <diesieben07> nom nom nom,
pizza
L863[13:25:59] <sham1> wNo
L864[13:26:00] <howtonotwin> yep,
structural types now use invokeDynamic and are no longer a mess of
weird reflection hacks
L865[13:26:10] <sham1> That was an
accidential pun
L866[13:26:13] <gigaherz> lol
L867[13:26:14] <PaleoCrafter> oh,
nice
L868[13:26:15] <sham1> But yeah
L869[13:26:23] <LexManos> Sorry that my
decades of research and experiance with the internals of a system
entitles me to say i know what i'm talking about.
L870[13:26:30] <sham1> It looks kind of
"meh" when it hasn't got the sparks
L871[13:26:44] <sham1> Looks
forceless
L872[13:26:53] <PaleoCrafter> yeah,
hm
L873[13:26:54] <gigaherz> PaleoCrafter:
just add a couple little triangles moving away?
L874[13:26:56] <howtonotwin> To me it's
the bouncing
L875[13:26:59] <sham1> Yeah
L876[13:27:02] <sham1> It's bouncing
L877[13:27:09] <barteks2x> And I won't see
it anyway because all my gpu drivers are too broken :(
L878[13:27:12] <howtonotwin> would look
more forceful if it didn't bounce off
L879[13:27:21] <PaleoCrafter> I've
considered sending little cracks through the anvil upon impact, but
I ain't gonna do that with Synfig xD
L880[13:27:35] <diesieben07> if you really
have done decades of research about the jvm you should know that
any jvm engineer will scream at you for setting final (and even
static!) fields. you can learn that from 2 hours of research.
anyways. you do you
L881[13:27:36] <sham1> Just put some small
triangles to come out of the damn thing
L882[13:27:46] ⇦
Quits: Hex (~F772x0@irc.jwf.io) (Quit: Someone cut a network cable.
Or restarted a systemd service.)
L883[13:27:54] <LexManos> I never said
what we do is good
L884[13:28:04] <PaleoCrafter> the problem
isn't the sparks as objects, but their trajectory :P
L885[13:28:07] <sham1> Makes it look like
the hammer hit has some force behind it
L886[13:28:09] <LexManos> I have ALWAYS
stated that Forge is a pile of hacks on hacks
L887[13:28:12]
⇨ Joins: Hex (~F772x0@irc.jwf.io)
L888[13:28:14] <howtonotwin> systemd is
murderous confirmed
L889[13:28:22] ⇦
Quits: Hex (~F772x0@irc.jwf.io) (Client Quit)
L890[13:28:22] <sham1> >systemd
L891[13:28:22] <Akkarin> Hacks are to be
expected tbh
L892[13:28:25] <sham1> There's your
problem
L893[13:28:28] <LexManos> You're flat out
wrong that people would give a shit about statics
L894[13:28:35] <Akkarin> It's a modding
framework for fuck's sake
L895[13:28:49] <LexManos> and even then
they would be on MY side as it allows for the exact thing IM
looking for, fast jitted singelton fields.
L896[13:28:50]
⇨ Joins: Hex (~F772x0@irc.jwf.io)
L897[13:29:04] <PaleoCrafter>
#staticsmatter
L898[13:29:29] <diesieben07> i am not
argueing with you anymore as it's pointless and my pizza is getting
cold.
L899[13:29:38] <sham1> arguing*
L900[13:29:59] *
diesieben07 slaps sham1
L901[13:30:25] <sham1> RIP
L902[13:30:28] <LexManos> Right.. pizza..
i have some of that... Also my point is stop bitching about a
system thats in place until you fully understand it
L903[13:30:43] <LexManos> And stop trying
to apply standard non-hacky shit to Forge.
L904[13:30:47] <LexManos> We hack shit,
end of story.
L905[13:31:02] <sham1> To be fair, Forge
hacks shit because it kind of has to
L906[13:31:08] <diesieben07> ok then. then
why is there this nice FML registry system? I mean, that's pretty
nice in my opinion
L907[13:31:19] <diesieben07> we could just
hack things together with the vanilla way...
L908[13:31:20] <diesieben07>
anyways.
L909[13:31:23] <diesieben07> i need to
stop
L910[13:31:25] *
diesieben07 slaps diesieben07
L911[13:31:28] <sham1> Yeah, do that
L912[13:31:30] <LexManos> yes, some things
we could work around, but its actually better this way.
L913[13:31:44] <LexManos> Why is there the
FML Registry? Because its one of the most hacky POS's ever
L914[13:31:57] <LexManos> Its just all
hidden behind a nice simple interface
L915[13:32:06] <sham1> As long as the
hacks have a nice interface, I couldn't give a shit about it
L916[13:32:18] <diesieben07> i dont mind
the hacks either, at all. they are good fun
L917[13:32:18] <LexManos> And thats why
shit like @ObjectHolder and @CapabilityInject are how they
are
L918[13:32:26] <LexManos> because they are
the NICE interface over a shitty hacky system
L919[13:32:32] <diesieben07> i just dont
get why we need to hack in places where we don't even really
interface with vanilla
L920[13:33:03] <diesieben07> i'll shut up
for real now.
L921[13:33:06]
⇨ Joins: RebelKeithy
(Mibbit@173-240-139-59.pool.dsl.nctc.com)
L922[13:33:30] <sham1> Put some pizza onto
that mouth
L923[13:33:38] <howtonotwin> *into
L924[13:33:39] <sham1> That'll shut you up
for a while
L925[13:33:42] *
diesieben07 munches
L926[13:33:43] <sham1> Yeah
L927[13:33:49] <sham1> into, not
onto
L928[13:34:05] <LexManos> Service
injection {which is what @CapabilityInject is} is a fairly standard
feature of a plugin/extension loading system where you don't have
direct access to a class and don't want to make a hardreference on
a service that may not exist.
L929[13:34:25] <LexManos> The final part
of is is purely to force modders to not create their own
instances
L930[13:34:33] <LexManos> cuz modders will
fuck it up
L931[13:34:54] <diesieben07> which could
be nicely accomodated by Capability.getFoo returning a
weak-referencing wrapper
L932[13:35:07] <LexManos> And how would
getFoo be referenced?
L933[13:35:25] <sham1>
Capability.getCapability("foo") :P
L934[13:35:33] <LexManos> Capabilities
arnt named
L935[13:35:35] <sham1> Yeah, let's not use
strings for that
L936[13:35:42] <diesieben07> psf
Capability<Bla> BLA = Capability.get(Bla.class)
L937[13:35:48] <LexManos> AND THER EYOU
EXPLODE
L938[13:36:02] <diesieben07> because Bla
is not there? yes indeed
L939[13:36:05] <diesieben07> but thats not
the systems fault
L940[13:36:09] <diesieben07> its the
modders fault...
L941[13:36:10] <LexManos> Yes it is
L942[13:36:21] <diesieben07> they are
compiling against a class that is not there.
L943[13:36:26] <LexManos> You're
advocating breaking the entire point of the fucking system
L944[13:36:27] <diesieben07> thats java
101...
L945[13:36:32] <diesieben07> no i am
not.
L946[13:36:35] <LexManos> Yes you
are
L947[13:36:36] <diesieben07> we have
@Optional for a reason...
L948[13:36:43] <LexManos> No
L949[13:36:50] <diesieben07> lol
L950[13:36:52] <mezz> @Optional
blows
L951[13:36:56] <LexManos> thats a MAJOR
fucking hack that would break in the example just just stated
L952[13:37:04] <diesieben07> ok then
L953[13:37:22] <LexManos> @Optional strips
the methods/fields at classload time
L954[13:37:28] <sham1> We could always use
these magic strings to get the classes, if they are not present
return the Capability<?> as null
L955[13:37:29] <diesieben07> i know what
optional does.
L956[13:37:32] <LexManos> it DOES NOT
strip internal bytecode
L957[13:37:34] ***
Keridos|away is now known as Keridos
L958[13:37:39] <LexManos> which is where
the static initalizers go
L959[13:37:49] <LexManos> and it also
doesnt allow for READDING them post classload
L960[13:37:49] <diesieben07> @Optional can
go on classes.
L961[13:38:07] <diesieben07> if using this
properly you would not have your own fields for other peoples
capabilities.
L962[13:38:09] <LexManos> which is the
point of capabilities as sometime in the future we'd like dynamic
loading
L963[13:38:21] <LexManos> what would you
want then?
L964[13:38:25] <LexManos> Bla.CAP ?
L965[13:38:30] <diesieben07> yup.
L966[13:38:40] <diesieben07> and you can
only refernce it when you KNOW that Bla is there
L967[13:38:41] <LexManos> Again how the
fuck would @Optional solve that?
L968[13:39:01] <diesieben07> if you want a
weak dep you have to ensure you only access it when Bla is
there
L969[13:39:07] <diesieben07> which you can
do (for example) with @Optional
L970[13:39:20] <LexManos> wow... you're
all over the fucking place here
L971[13:39:25] <diesieben07> sure :D
L972[13:39:46] <LexManos> You dont want a
hack because you can already use a hack while advocating people do
it correctly when you well know that the average moddder has no
fucking idea how to do it correctly.
L973[13:40:03] <diesieben07> since when do
we care about people not knowing how to program=
L974[13:40:06] <diesieben07> ?
L975[13:40:14] <sham1> And we cannot
educate the average hacker because?
L976[13:40:19] <LexManos> Seince the
inception of Forge and the average modders age being 6
L977[13:40:34] <LexManos> there is
literally nothing we can do to prevent stupid people from
modding
L978[13:40:43] <diesieben07> also yes
@Optional is a hack and i would really like something like
@SidedProxy for "mod present or not"
L979[13:40:45] <LexManos> therefor we
write shit to make sure they cant fuck it up
L980[13:40:46] <diesieben07> which would
be cleaner
L981[13:40:49] <sham1> Implying that we
should
L982[13:40:53] <diesieben07> anyways
L983[13:41:01] <LexManos> @Capability is
that exact system you want
L984[13:41:12] <diesieben07> mhmm
L985[13:41:13] <LexManos> just at a
functional level instead of a module level
L986[13:43:17] <sham1> Wait, when was 1.11
released
L987[13:43:34] <Ordinastie> where is the
F3 debut output again ?
L988[13:44:33] <sham1> Also, what did 1.11
ad
L989[13:44:35] <sham1> add*
L990[13:44:42] <sham1> I am pretty out of
the loop here
L991[13:45:20] ⇦
Quits: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl) (Ping
timeout: 198 seconds)
L992[13:45:49] <howtonotwin> 1. shulker
boxes
L993[13:45:51] <howtonotwin> 2.
illagers
L994[13:45:59] <howtonotwin> 3. which live
in forest mansions
L995[13:46:18] <LexManos> immutible*
itemstacks
L996[13:46:27] <Akkarin> all in all it
didn't add much in terms of gameplay
L997[13:46:39] <howtonotwin> 4. curse
enchants
L998[13:46:41]
⇨ Joins: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:80dc:7855:5421:3308)
L999[13:46:53] <Akkarin> unless you are
into llamas I guess
L1000[13:47:07] <howtonotwin> null
itemstacks are no longer a thing
L1001[13:47:17] <howtonotwin> there's a
single "Invalid" itemstack now
L1002[13:47:30] <howtonotwin> and
ItemStack::isValid
L1003[13:47:42] <howtonotwin> so you have
to turn all nullchecks into those
L1004[13:48:06] <sham1> Oh good
L1005[13:48:10] <sham1> Intelligent
design
L1006[13:48:15] <gigaherz> I prefer to
use .getCount() > 0
L1007[13:48:16] <sham1> From the part of
Mojang
L1008[13:48:21] <gigaherz> since it
caches the value, unlike isValid
L1009[13:48:29] <Lordmau5> Hmm
L1010[13:48:44] <gigaherz> it also
catches weird itemstacks
L1011[13:48:49] <gigaherz> since I don't
care about a stack if it's empty
L1012[13:49:00] <Lordmau5> just noticed
that 1.11 removed Block#canReplace with the parameters "World,
BlockPos, EnumFacing, ItemStack"
L1013[13:49:04] <gigaherz> so instead of
"is valid" I ask "is there anything to
pick?"
L1014[13:49:10]
⇨ Joins: KnightMiner_
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L1015[13:49:37] <gigaherz> yo ueman
isReplaceable?
L1016[13:49:40] <gigaherz> you
mean*
L1017[13:49:44] <Lordmau5> no
L1018[13:49:44] <barteks2x> there
probably is some reason why mojang decided to implement isValid
that way
L1019[13:49:46] <Lordmau5> actually
canReplace
L1020[13:49:52] <gigaherz> I have never
seen canREplace
L1022[13:50:20] <Lordmau5> it was called
in "World.canBlockBePlaced" in 1.10
L1023[13:50:31] <Lordmau5> no idea about
previous MC versions, but that's what I have in my 1.10.2
environment
L1024[13:50:43] <Lordmau5> I'm checking
through the 1.11 code right now in hope of finding a replacement
for it
L1025[13:50:55]
⇦ Quits: KnightMiner_
(~KnightMin@adsl-75-5-73-60.dsl.emhril.sbcglobal.net) (Client
Quit)
L1026[13:50:58] <gigaherz> oh
L1027[13:51:15] <gigaherz> hmm
dunno
L1028[13:51:19]
⇨ Joins: KnightMiner_
(~KnightMin@adsl-75-5-73-60.dsl.emhril.sbcglobal.net)
L1029[13:51:20] <gigaherz> may have been
an oversight during porting
L1030[13:51:24] <Lordmau5> hmm
L1031[13:51:39] <gigaherz> was the old
one vanilla or forge?
L1032[13:51:45] <Lordmau5> Vanilla
L1033[13:51:54] <Lordmau5> though I might
know the reasoning behind it
L1034[13:52:13] <sham1> Do tell us
L1035[13:52:14] <gigaherz> note that
vanilla removed the ItemStack args, in favor of player+hand
L1036[13:52:23] <gigaherz> although that
method doesn't ahve player+hand
L1037[13:52:37] <Lordmau5>
Block#onBlockPlaced
L1038[13:52:48] <sham1> Something about
seperation of concerns is kind of missing in some of these
classes
L1039[13:52:53] <Lordmau5> Or rather,
Forge's "Block#getStateForPlacement"
L1040[13:53:18] <Lordmau5> if you return
null there it will not place it I assume?
L1041[13:53:59] <Lordmau5> So yea
L1042[13:54:10] <Lordmau5> that one has a
EntityLivingBase and EnumHand parameter
L1043[13:54:17] <gigaherz> no you are not
supposed to return null from it
L1044[13:54:20]
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L1046[13:54:52] <Lordmau5> Well
L1047[13:54:55] <gigaherz> it's used
without null-checks
L1048[13:54:59] <Lordmau5> I mean
L1049[13:54:59] <gigaherz> if you need
that method
L1050[13:55:01] <gigaherz> make a
PR
L1051[13:55:01] <Lordmau5> good shit
Mojang
L1052[13:55:06] <gigaherz> or at least an
Issue in forge's tracker
L1053[13:56:06] <Lordmau5> that method
isn't being used anywhere
L1054[13:56:07] <Lordmau5> wtf
L1055[13:56:11]
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L1056[13:56:14] <gigaherz> wat?
L1057[13:56:25]
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L1059[13:56:39] <Lordmau5> Well
L1060[13:56:50]
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L1061[13:56:50] <Lordmau5> I am assuming
that the method would be called somewhere to be properly
utilized?
L1062[13:56:53] <Lordmau5> and not just
be some empty placeholder method?
L1063[13:57:13] <gigaherz> which
method?
L1064[13:57:19] <Lordmau5> ...
Block#getStateForPlacement ?
L1065[13:57:22] <gigaherz> i can't read
your mind
L1066[13:57:38] <gigaherz> that's called
from ItemBlock#onItemUse
L1067[13:57:40] <Lordmau5> Sorry, thought
it was obvious because I've talked about that method a few minutes
ago in the same context
L1068[13:58:09] <gigaherz> IBlockState
iblockstate1 = this.block.getStateForPlacement(playerIn, worldIn,
hand, facing, hitX, hitY, i, stack, pos);
L1069[13:58:12]
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L1070[13:58:13] <Lordmau5> yup found it
now
L1071[13:58:14] <Lordmau5> sorry
L1072[13:58:26] <sham1> Holy hell that
amount of parametres
L1073[13:58:38]
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L1074[13:59:08] <gigaherz> sham1: the
order bothers me more ;P
L1075[13:59:44] <gigaherz> should be
(Player, Hand, World, pos, facing, x, y) -- the meta one is
pointless
L1077[14:00:33] <gigaherz> yeah
L1078[14:00:37] <gigaherz> argument list
is from 1.10.2
L1079[14:00:43] <Lordmau5> ah
L1080[14:00:50] <Lordmau5> I mean
honestly
L1081[14:01:02] <Lordmau5> all
World.setBlockState really needs is return false if the newState is
null
L1082[14:01:03] <Lordmau5> *shrugs*
L1083[14:01:05] <Lordmau5> :P
L1084[14:01:17] <sham1> Or return the old
state
L1085[14:01:24] <Lordmau5> well
L1087[14:01:48] <Lordmau5> in this case,
placeBlokcAt would return false, that's what I mean
L1088[14:02:21] <sham1> The fact that the
picture is also the background of the page kind of looks weird to
me
L1089[14:03:17] <Lordmau5> looks better
on bigger pictures though
L1090[14:03:22] <sham1> What would
placeBlockAt do after that statement
L1091[14:03:37] <Lordmau5>
ItemBlock#placeBlockAt
L1093[14:03:39] <Lordmau5> full
method
L1094[14:03:52] <sham1> Ah good
L1095[14:03:56] <sham1> It's not just
something like
L1096[14:04:17] <sham1> if (!call(stuff))
return false; return true;
L1097[14:04:30] <sham1> Have seen
that
L1098[14:04:58] <Lordmau5> hehe
L1099[14:07:39]
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L1100[14:09:36] <Ordinastie> wasn't there
a way to prevent MC/forge loading the resources twice on startup
?
L1101[14:11:49] <barteks2x> why would
minecraft shutdown hang? The server thread is stopped, client
thread is stuck in System.exit, and client shutdown thread is
waiting on some future
L1102[14:12:12] <Ordinastie> IO thread
blocked ?
L1103[14:12:28] <barteks2x> The File IO
thread?
L1104[14:12:35] <LexManos> Ord: No there
is a way to ENABLE Forge loading resources twice
L1105[14:12:42] <LexManos> In Forge the
first pass is nooped out
L1106[14:12:57] <LexManos> Everything
returns the not found model/texture
L1107[14:14:12] <barteks2x> the FileIO
thread has a while(true) loop, it shouldn't prevent shutdown
L1108[14:15:16] <barteks2x> there is also
no information in the log
L1109[14:15:28] <barteks2x> the last line
is [21:07:34] [Server thread/DEBUG] [FML]: Bar Finished:
ServerStopped took 0.001s
L1110[14:17:35] <barteks2x> any idea what
could cause that?
L1112[14:23:32]
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L1114[14:24:48] <Ordinastie> time to eat
now
L1115[14:25:48]
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L1116[14:25:48] <barteks2x> I don't think
vanilla ever hangs on shutdownn, but I have no idea what could
cause it for me
L1117[14:29:01] <quadraxis> so as far as
I can tell, LaunchClassLoader.packageManifests is inserted into,
but never actually queried?
L1118[14:29:41] <quadraxis> am I missing
something?
L1119[14:34:00] <barteks2x> I have no
exceptions, everything seems to be just like in vanilla, and yet it
just won't shut down
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L1121[14:45:28] <howtonotwin> There's a
vanilla bug where shutdown hooks can run twice
L1122[14:45:34] <howtonotwin> maybe
related to that?
L1124[14:48:32] <williewillus> how do I
increase gradle's jvm ram again
L1125[14:49:29] <gigaherz>
~/.gradle/gradle.properties
L1126[14:49:43] <gigaherz>
org.gradle.jvmargs=-Xmx3G
L1127[14:49:46] <gigaherz> if
windows
L1128[14:49:52] <gigaherz>
%userprofile%\.gradle\gradle.properties
L1129[14:49:56] <gigaherz> if IDEA
L1130[14:49:58] <williewillus> hmm I
already had it on 3 but the forge genpatches still crashed. just
try it again I guess :P
L1131[14:50:13] <barteks2x> it looks like
player is never removed from the server
L1132[14:50:17] <barteks2x> and yet the
server stops
L1133[14:50:18] <gigaherz> settings ->
build -> Gradle -> global settings -> VM options ->
-Xmx3G
L1134[14:50:40] <barteks2x> with vanilla
I have [21:38:11] [Server thread/INFO]: Player306 lost connection:
TextComponent{text='Server closed', siblings=[],
style=Style{hasParent=false, color=null, bold=null, italic=null,
underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null,
insertion=null}} in log
L1135[14:50:47] <barteks2x> with cubic
chunks it's not there
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L1137[14:50:53] <gigaherz> (the global
settings should work in idea regardless, it's just another way to
access them)
L1138[14:51:16] <gigaherz> btw idea
2016.3 is out, apparently
L1139[14:51:25] <gigaherz> I haven't
decided if I want to update ;P
L1140[14:51:32] <gigaherz> I don't like
the new icons
L1141[14:51:57] <williewillus> and then I
realize I only made forge changes so I didn't have to genpatches
either way *facepalm*
L1142[14:52:23] <Akkarin> They announced
their plans for the next version but afaik it isn't out yet
L1143[14:52:31] <Akkarin> unless they
rolled out Community but forgot Ultimate I guess
L1144[14:53:09] <gigaherz> 2016.3 is
out
L1146[14:53:15] <gigaherz> been out for a
day or 2
L1147[14:53:24] <gigaherz> we use
Ultimate at work
L1148[14:53:27] <gigaherz> and I use
Community here
L1149[14:53:34] <gigaherz> "check
for updates" found it in both
L1151[14:54:07] <Akkarin> so yeah. No .3
for Ultimate yet
L1152[14:54:14] <gigaherz> weird
L1153[14:54:19] <gigaherz> I did get it
on my laptop
L1154[14:54:29] <gigaherz> well, the mbp
I use for work
L1155[14:54:46] <gigaherz> maybe ultimate
is out on mac but not windows or something
L1156[14:55:21] <gigaherz> either
way
L1158[14:55:23] <gigaherz> it's
here
L1159[14:55:29] <gigaherz> you can choose
the ultimate link if you have a license
L1160[14:56:17] <Akkarin> well I guess
they are incapable of providing a patch this time again
anyways
L1161[14:56:27] <gigaherz> .3 is a major
update
L1162[14:56:35] <gigaherz> they only call
it 2016 because it's the same year
L1163[14:56:37] <Akkarin> That doesn't
break patching
L1164[14:56:58] <Akkarin> Patches don't
give two fucks about the amount of changes. It's just that they
become bigger than the full binary would be
L1165[14:57:09] <Akkarin> regardless ...
it's annoying when the auto-updater doesn't take care of it
L1166[14:57:35] <Akkarin> well ... the
toolbox found it. I guess I can cope with that
L1167[15:00:05] <Akkarin> Well maybe they
finally merged all the nonsense they have in Rider
L1168[15:00:23] <williewillus> is there a
way to disable mods that you've deobfCompile-ed into your
workspace?
L1169[15:00:49] <gigaherz> besides
commenting out the dependencies and re-setupping, I don't believe
so
L1170[15:00:56] <williewillus> boo
L1171[15:01:54] <Ordinastie> can't you
delete if from the ref libs ?
L1172[15:02:20] <barteks2x> great, it
also sometimes works, but when it does it can crash because of some
conncurrency issue that somehow doesn't affect vanilla
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L1175[15:03:46] <Akkarin> no thread
safety is best thread safety
L1176[15:05:18] <barteks2x> oh, right,
because minecraft does this: try{...} catch(Exception ex)
{LOGGER.error((String)"Failed to save chunk",
(Throwable)exception);}
L1177[15:06:12] <barteks2x> and it
iterates over that collection about 16 times less
L1178[15:07:23] <barteks2x> I leave that
issue for later and I will leave it crashing on shutdown and
sometimes freezing
L1179[15:07:34] <barteks2x> debugging it
is not fun
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L1185[15:30:41] <Ordinastie> oh, wow, I
never realised
L1186[15:30:59] <Ordinastie> choice of
overloaded method is based on the typed declared
L1187[15:31:14] <gigaherz> ?
L1188[15:31:28] <gigaherz> well,
yes
L1189[15:31:29] <gigaherz> I mean
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L1191[15:31:34] <gigaherz> closest
matching type wins
L1192[15:31:54] <gigaherz> but I don't
think that includes generics, does it?
L1193[15:31:58] <Ordinastie> closest
"of declared"
L1194[15:32:05] <Ordinastie> not even
talking about generics
L1195[15:32:37] <gigaherz> yeah I meant
doX(Vec3i) and doX(BlockPos), the latter will be chosen for a
BlockPos object
L1196[15:32:49] <gigaherz> because it's
closer in the hierarchy
L1197[15:33:05] <gigaherz> at least it
works like that in C++ and C#, so I assume the same applies to
java
L1198[15:33:11] <Ordinastie> if the
object was declared as Vec3i, no
L1199[15:33:22] <williewillus> he means
that if you then have Vec3i foo = BlockPos.ORIGIN it would call the
first
L1200[15:33:27] <gigaherz> yes ofc
L1201[15:33:28] <williewillus> because
it's resolved statically
L1202[15:33:32] <gigaherz> the expression
type is Vec3i
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L1204[15:33:36] <gigaherz> not
BlockPos
L1205[15:33:41] <gigaherz> sorry I wasn't
accurate in my wording
L1207[15:34:04] <Ordinastie> when I get
my data as Object :/
L1208[15:34:06] <gigaherz> closest match
to the result type of the expression passed in
L1209[15:34:38] <gigaherz> yeah you'd
need a "specialization registry" of sorts
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L1212[15:42:59] <Ordinastie> gigaherz, I
just wonder how you would implement that registry
L1213[15:44:47] <gigaherz> something
like... Map<Class, Function<Object, Information<T>>,
populated with lambdas with the constructors inside them?
L1214[15:45:00] <gigaherz> eh
Information<?>
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L1216[15:45:42] <gigaherz> not pretty,
though
L1217[15:46:23] <Ordinastie> and you'd do
object.getClass() to get the key ?
L1218[15:46:26] <howtonotwin> you'd also
have to deal with superclasses
L1219[15:46:38] <Ordinastie> that's where
I was going
L1220[15:46:45] <Ordinastie> because what
about public static Information<IBlockState> of(String label,
IBlockState state)
L1221[15:46:49] <gigaherz> right
L1222[15:46:50] <howtonotwin> so a object
of class A will be sent to the func for Object
L1223[15:47:22] <howtonotwin> you'd also
need to deal with ambiguous types
L1224[15:47:22] <gigaherz> so you'd need
List<Pair<Class, Factory>>, but then you need to
iterate through all of them
L1225[15:47:29] <gigaherz> and measure
the distance
L1226[15:47:36] <Ordinastie> that's
awful
L1227[15:47:39] <gigaherz> and keep the
closest match
L1228[15:47:42] <gigaherz> yep becomes
horrible
L1229[15:48:09] <howtonotwin> so A
implements B,c with both a func for B and C will be handled
properly
L1230[15:48:11] <Ordinastie> and if you
have A implement B, C
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L1232[15:51:28] <Shambling> holy cranoly
I wish it was quicker to find a dentist that does extractions in a
timely manner, and doesn't schedule 3 months out
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L1234[15:53:13] <Shambling> have a
question about capabilities... if they are used to poll an instance
of an item/object/class/whatever to see if something can be done,
does that call get done every time you want to do something with
the item, or does forge cache it somehow so that once you know what
it does, you always know until the mods change
L1235[15:53:50] <Ordinastie> it's not
cached
L1236[15:54:18] <Ordinastie> but
hasCapability should be called first, and that should be fast
L1237[15:54:18] <Shambling> so if I ask
if something can pull items out of its top, I always have to ask
before I do it?
L1238[15:54:35] <Shambling> or is that
done so fast in the background, that I shouldn't worry about
overhead
L1239[15:54:55] <gigaherz> wtf
L1241[15:55:20] <diesieben07> haha
L1242[15:55:39] <AshIndigo> (I want
it)
L1243[15:55:43] <Shambling> I'd pay for
that, if each time slot actually pointed to the real time, not just
its own time
L1244[15:55:57] <gigaherz> that sortof
exists too
L1245[15:56:00] <Shambling> you'd have 12
real clocks inside a clock, and that is redundant
L1246[15:56:23] <gigaherz> each hour was
a different time zone
L1247[15:56:32] <gigaherz> or some crap
like that
L1248[15:56:53] <Shambling> unless those
clock faces are individually painted by nuns in the arctic circle,
it brings nothing important to the table :P
L1249[15:56:56] <gigaherz> ah someone
made this recursive
L1251[15:56:57] <gigaherz> XD
L1252[15:57:09] <gigaherz> each hour
points at the state of the clock at that hour -- including the hour
marks
L1253[15:57:22] <Shambling> I like that
one
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L1256[15:58:23] <Shambling> cute
L1257[15:58:29] <gigaherz> the little
clocks don't seem to be running, though
L1258[15:58:40] <Ordinastie> they
can't
L1259[15:58:54] <Ordinastie> they
wouldn't be right for the higher tier one
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L1261[15:59:33] <TechnicianLP> does
someone know the default maximum lenght on a GuiTextField? (dont
have my ide ready)
L1262[16:00:29] <killjoy> 20 I
think
L1263[16:00:48] <killjoy> It's 32
L1264[16:00:57] <TechnicianLP> thanks
;)
L1265[16:01:06] <gigaherz> Ordinastie: if
in sync, they would be, right at the moment when the big one points
at them
L1266[16:01:34] <Ordinastie> you're
missing the point, they outer ones are supposed to represent the
time for that position
L1267[16:01:39] <gigaherz> I know
L1268[16:01:56] <gigaherz> but Shambling
said [22:55] (Shambling): I'd pay for that, if each time slot
actually pointed to the real time, not just its own time
L1269[16:02:11] <gigaherz> hence my
comment
L1270[16:02:11] <gigaherz> ;P
L1271[16:02:26] <Ordinastie> I missed
that
L1272[16:02:34] <Ordinastie> probably
because it was dumb
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L1275[16:05:29] <ScottehBoeh> Sheesh how
do I ask this question
L1276[16:05:45] <Ordinastie> probably
with a question mark
L1277[16:05:46] <ScottehBoeh> Is it
possible to get a player skin from a GameProfile?
L1278[16:05:59] <Ordinastie> does vanilla
do it ?
L1279[16:06:00] <ScottehBoeh> I'm not
sure if I've put that right or not
L1280[16:06:11] <ScottehBoeh> The thing
is I'm not sure what method to search for
L1281[16:06:32] <Ordinastie> I'd start
from Gameprofile
L1282[16:06:43] <TechnicianLP> or from
the playerrenderer
L1283[16:06:50] <Ordinastie> if there is
nothing obvious, I'd try the player renderer
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L1287[16:10:33] <ScottehBoeh> Pickled
myself :\
L1288[16:10:36] <ScottehBoeh> not sure
where I'm looking
L1289[16:13:10] <gigaherz> ...
L1290[16:13:23] <gigaherz> the player
renderer must bind the texture before drawing the model
L1291[16:13:30] <gigaherz> which means it
either requests it on demand
L1292[16:13:33] <gigaherz> or has a field
to store it
L1293[16:13:43] <gigaherz> if the latter,
something must assign it
L1294[16:13:54] <gigaherz> and so
on
L1295[16:16:32]
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L1297[16:18:40] <williewillus> look in
the TileEntitySkullRenderer
L1298[16:18:46] <williewillus> the logic
is right there :D
L1299[16:19:51] <Eragonn1490> how do i go
about making a 1.11 metadata block the new way? im unsure as to how
thats done
L1300[16:20:13] <Ordinastie> use
BlockStates
L1301[16:20:25] <Ordinastie> there should
be something in the docs
L1302[16:20:41] <Eragonn1490> ill check
there thanks
L1303[16:22:09] <williewillus> check
vanilla classes
L1304[16:22:29] <williewillus> stained
glass is a good example
L1305[16:22:35] <Eragonn1490> i copied
block wool to test it didnt go so well
L1306[16:22:50] <williewillus> don't copy
:P
L1307[16:22:54] <williewillus> understand
and rewrite
L1308[16:23:20] <gigaherz> they key is to
forget about metadata as a main thing
L1309[16:23:28] <Eragonn1490> how are
they registered?
L1310[16:23:28] <gigaherz> all you need
to care about is the properties you need
L1311[16:23:38] <gigaherz> check other
blocks as examples
L1313[16:23:41] <Ordinastie> read the
docs
L1314[16:24:05] <gigaherz> you do need to
remember there's only 4 bits of storage, so if you need more, you
need a TileEntity
L1315[16:24:10] <gigaherz> but that's an
implementation detail
L1316[16:24:16] <gigaherz> design using
the properties first
L1317[16:24:21] <gigaherz> then you worry
about how to store them
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L1322[16:33:53] <Eragonn1490> last
question, are they registered a special way?
L1323[16:34:11] <gigaherz> no, it's all
inside the block itself
L1324[16:34:16] <gigaherz> you have to
override a few methods
L1325[16:34:39] <gigaherz> if you had it
working on anything 1.8+, it should work on 1.11
L1326[16:34:41] <gigaherz> that hasn't
changed
L1327[16:34:47] <Ordinastie> isn't that
explained in the doc ?
L1328[16:35:10] <Eragonn1490> im updating
a mod from1.6.4
L1329[16:35:36] <Ordinastie> wait, you
barely know how to code and the first think you do is try to update
some mod? :x
L1330[16:35:52] <killjoy> That's what I
did
L1331[16:35:56] <Eragonn1490> i learn
best by doing
L1332[16:36:04] <killjoy> It's sometimes
easier to start with an existing codebase
L1333[16:36:19] <gigaherz> yeah but an
existing codebase for a new version, not an ancient one ;P
L1334[16:36:32] <gigaherz> as in,
starting from a 1.9+ mod at least
L1335[16:36:33] <gigaherz> ;P
L1336[16:36:46] <gigaherz> 1.6.4 to 1.11
is... a big jump.
L1337[16:36:54] <Eragonn1490> *i
noticed*
L1338[16:36:59] <williewillus> pretty
much 2.5 big jumps
L1339[16:37:23] <gigaherz> 1.6.4 to
1.7.10 -- not that big
L1340[16:37:28] <gigaherz> 1.7.10 to 1.8
-- huge
L1341[16:37:32] <williewillus> 1.6 to 1.7
it wasn't trivial though
L1342[16:37:47] <gigaherz> 1.8 to 1.8.9 -
not too big
L1343[16:37:49] <williewillus> could get
bitten esp by the null air thing
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L1345[16:37:59] <williewillus> and
infectious int id patterns
L1346[16:37:59] <gigaherz> 1.8.9-1.9 -
mostly renames
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L1348[16:38:21] <gigaherz> 1.9-1.9.4 -
not too big
L1349[16:38:23] <Eragonn1490> lol
L1350[16:38:25] <gigaherz> 1.9.4-1.10.2
-- done
L1351[16:38:37] <gigaherz> (code is 99%
identical)
L1352[16:38:44] <gigaherz> 1.10.2 - 1.11
-- not that big
L1353[16:38:58] <gigaherz> so I guess if
we give "not that big" 0.5 big jumps
L1354[16:39:25] <gigaherz> there's 3
"not that big"s worth 0.5 + a huge one worth 1-1.5
L1355[16:39:34] <gigaherz> I guess 2.5-3
big jumps' worth
L1356[16:39:35] <gigaherz> ;P
L1357[16:39:40] <gigaherz> good
estimation, williewillus ;P
L1358[16:39:49] <williewillus> lol
L1359[16:40:42] <gigaherz> Eragonn1490:
thing about pre-1.8
L1360[16:40:50] <gigaherz> is that you
pretty much have to redo the blocks & items
L1361[16:41:05] <Eragonn1490> for the
most part the items was the easiest part so far
L1362[16:41:10] <gigaherz> on top of all
the other changes
L1363[16:41:25] <gigaherz> so our
suggestion is generally
L1364[16:41:28] <Eragonn1490> im
finishing the blocks over this 4 day weekend and everything else
hoping to be done by friday
L1365[16:41:31] <gigaherz> get the two
codebases side by side
L1366[16:41:36] <gigaherz> but start
over
L1367[16:41:41] <gigaherz> creating
things on the new environment
L1368[16:41:50] <gigaherz> by
reimplementing stuff
L1369[16:41:55] <williewillus> how big is
this mod?
L1370[16:42:12] <gigaherz> I ported a
1.4.7 mod straight to 1.8, a couple years ago
L1371[16:42:32] <gigaherz> although the
experience can't be compared
L1372[16:42:39] <gigaherz> I wrote a
whole .OBJ model loader in the process
L1373[16:42:40] <gigaherz> XD
L1374[16:42:40] <Eragonn1490> not very
big, but its just been tedious with all the changes
L1375[16:42:48] <williewillus> kk
L1376[16:42:55] <williewillus> was gonna
say do not expect to port a big mod from 1.7 to 1.8+ without 1.5
months of work (i spent my whole christmas break last year on one
:P)
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L1378[16:43:46] <barteks2x> compared to
that my 1-3days porting seems easy
L1379[16:43:51] <Eragonn1490> im taking
it easy and going part by part fixing anything i knew i wwasnt
capable of then
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L1381[16:44:37] <williewillus> maybe I
should take on another one this winter break xD
L1382[16:44:47] <williewillus> idk of any
high-demand 1.7 mods that haven't been done yet though
L1383[16:44:50] <williewillus> or aren't
in progress
L1384[16:45:29] <gigaherz> you could
recreate thermal expansion or something
L1385[16:45:30] <gigaherz> xD
L1386[16:46:05] <williewillus> also are
there any 1.10 mods that recreate redpower computers?
L1387[16:46:12] <williewillus> there was
nedocomputers but was there another one
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L1389[16:46:25] <gigaherz> redpower had
computers?
L1390[16:46:30] <williewillus> yeah that
used FORTH
L1391[16:46:34] <gigaherz> lol
L1392[16:46:42] <gigaherz> I have never
seen that
L1393[16:46:50] <gigaherz> all I remember
are the gates and wires
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L1395[16:47:05] <gigaherz> and
microblocks, ofc
L1396[16:47:06] <williewillus> yeah after
all that was supposed to be the "blue" age (sortron,
bluepower, computers)
L1397[16:47:12] <williewillus> but it
never really got finished
L1398[16:47:21] <williewillus> only the
computers+sortron+windmills
L1399[16:47:28] <gigaherz> heh
L1400[16:52:17] <williewillus>
enhancedportals kinda died completely and no forks, maybe that
:P
L1401[16:52:28] <williewillus> ebxl isn't
updated? that's surprising
L1402[16:52:31] <gigaherz> port
carpenter's blocks ;P
L1403[16:52:36] <williewillus> lol
L1404[16:52:44] <Ordinastie> it's not
being updated ?
L1405[16:52:51] <gigaherz> no commits in
2 years
L1407[16:53:01] <williewillus> I would
just make a C+B addon that lets you pre-set shapes
L1408[16:53:03] <gigaherz> n owait
L1409[16:53:04] <gigaherz> 2 months
L1410[16:53:06] <williewillus> if that
isn't a feature already
L1411[16:53:32] <williewillus> oh ebxl
was going
L1412[16:53:35] <williewillus> but
nothing since sept
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L1414[16:54:10] <gigaherz> openblocks has
some 1.8 branch
L1416[16:54:26] <gigaherz> but
nothing
L1417[16:54:48] <williewillus> oh
wow
L1418[16:54:55] <williewillus> maybe that
one then
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L1420[16:55:14] <williewillus> i was
expecting someone to have a fork (graphs->network shows you the
fork network)
L1422[16:56:23] <williewillus> some kind
of parser?
L1424[16:57:59]
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L1425[17:00:08] <Eragonn1490> thanks
guys, ill be back in a little while
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L1428[17:05:12] <gigaherz> I didn't know
esper lets you have nicknames THAT long
L1429[17:05:54] <williewillus> well the
forge channel doesn't let you i don't think
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L1431[17:06:07] <gigaherz> well it mutes
you
L1432[17:06:08] <gigaherz> but
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L1434[17:06:23] <gigaherz> I thought
there was a hard limit on like 16 chars
L1435[17:06:32] <gigaherz> you'll have to
/part in order to change back
L1436[17:06:42] <LexManos> Yup
L1437[17:06:48] <LexManos> and you can't
talk when its that long
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L1440[17:07:08] <gigaherz> 30 chars
long
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L1442[17:07:14] <gigaherz> that seems...
excessive.
L1443[17:07:30] <LexManos> Thats what im
saying, the limit here is 16.
L1444[17:07:58] <gigaherz> yeah I know
that much
L1445[17:08:17] <gigaherz> I just didn't
know esper's hard limit was 30
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L1449[17:26:15] <diesieben07> ok so
Minecraft entities have a getLookVec... is there an easy way to go
the *opposite way* and apply a look vector to an entity?
L1450[17:26:40] <killjoy> add PI?
L1451[17:26:45] <gigaherz> look vec to
rotation? sure
L1452[17:26:52] <williewillus>
maths
L1453[17:26:55] <diesieben07> well, i
know there is A WAY :D
L1454[17:26:58] <diesieben07> how?
:D
L1455[17:27:03] <Ordinastie> spawn a sexy
entity so they want to look at it ?
L1456[17:27:15] <williewillus> lol
L1457[17:27:44] <gigaherz> diesieben07:
eh
L1458[17:27:48] <gigaherz> you know how
mobs look at you?
L1459[17:27:51] <gigaherz> find that code
;P
L1460[17:27:54] <diesieben07>
right.
L1461[17:27:55] <diesieben07> thanks
:D
L1462[17:28:54] <diesieben07> that is not
helpful because ti does a smooth interpolation
L1463[17:29:04] <gigaherz> hm?
L1464[17:29:21] <killjoy> get the trig
book out
L1465[17:29:26] <gigaherz> I assumed it
would get the target position, compute pitch/yaw from it
L1466[17:29:27] <diesieben07>
EntityLookHelper::onUpdateLook
L1467[17:29:29] <gigaherz> and then
interpolate those?
L1468[17:29:35] <diesieben07> i hate trig
:/
L1469[17:29:37] <williewillus> yes but it
needs a position to interpolate to?
L1470[17:29:39] <diesieben07> a bit
L1471[17:29:55] <diesieben07> let me
check
L1472[17:29:56] <gigaherz> okay let's do
the maths then
L1473[17:30:02] <gigaherz> you have
x,y,z
L1474[17:30:06] <gigaherz> where x,z
define the plane
L1476[17:30:10] <gigaherz> and the angle
defines the yaw
L1477[17:30:18] <gigaherz> so you can get
yaw from x,z
L1478[17:30:27] <diesieben07> ohh i got
it
L1479[17:30:31] <gigaherz> then
L1480[17:30:40] <gigaherz> on the side,
you compute the length of the xz vector
L1481[17:30:45] <gigaherz> then from
xz+y
L1482[17:30:49] <gigaherz> you can do the
same, for the pitch
L1483[17:30:56] <gigaherz> that's
L1484[17:31:03] <gigaherz> double d3 =
(double)MathHelper.sqrt(d0 * d0 + d2 * d2);
L1485[17:31:03] <gigaherz> float f =
(float)(MathHelper.atan2(d2, d0) * (180D / Math.PI)) - 90.0F;
L1486[17:31:03] <gigaherz> float f1 =
(float)(-(MathHelper.atan2(d1, d3) * (180D / Math.PI)));
L1487[17:31:12] <gigaherz> it does
literally what I just described
L1488[17:31:17] <diesieben07> yeah
L1489[17:31:41] <gigaherz> xcept it has
to fix up the number to match minecraft's weird angles
L1490[17:32:14] <gigaherz> also why's
that hardcoded instead of using Math.deg2rad or whatever
L1491[17:33:21] <williewillus>
notchcode
L1492[17:33:21] <williewillus> :P
L1493[17:33:30] <quadraxis> it's nice to
know minecraft has 2 built in methods to do the opposite
L1494[17:33:35] <killjoy> because
proguard
L1495[17:34:28] <killjoy> proguard will
replace most literal calls to Math with the result
L1496[17:34:41] <williewillus> y
L1497[17:34:49] <killjoy>
optimization
L1498[17:35:05] <williewillus> the JIT
will inline that in a heartbeat
L1499[17:35:15] <killjoy> java 6?
L1500[17:35:25] <williewillus> what do
you mean :P
L1501[17:35:34] <williewillus> java 6 has
a jit too, yes
L1502[17:35:40] <killjoy> did the JIT do
that in 6?
L1503[17:36:03] <gigaherz> but but
L1504[17:36:07] <quadraxis> its all
intrinsics anyway
L1505[17:36:12] <gigaherz> it replaced
with (180D / Math.PI)
L1506[17:36:15] <gigaherz> not
Math.deg2rad
L1507[17:36:17] <gigaherz> or
L1508[17:36:26] <gigaherz>
57.295779513082320876798154814105
L1509[17:36:33] <gigaherz> why leave it
in the middle ;P
L1510[17:36:49] <gigaherz> oh wait
L1511[17:36:52] <williewillus> anything
that's short enough and hot enough becomes a candidate for inlining
(iirc)
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L1513[17:36:55] <gigaherz> java has
.toDegrees and .toRadiasn
L1514[17:36:57] <gigaherz> it just
inlined
L1515[17:37:11] <gigaherz> I was thinking
XNA/MonoGame
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L1517[17:37:18] <gigaherz> it has
Mathf.Deg2Rad
L1518[17:37:21] <gigaherz> which is just
the constant
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L1520[17:38:02] <gigaherz> hence my
confusion: I was wondering why it would inline a constant, but not
resolve it completely
L1521[17:38:26] <gigaherz> anyhow,
night
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L1528[17:52:20] <quadraxis> anyways,
following up my heap dump investigations
L1529[17:52:27] <quadraxis> as far as I
can tell, LaunchClassLoader.packageManifests is inserted into, but
never actually queried?
L1530[17:53:10] <LexManos> you keep
asking this
L1531[17:53:25] <LexManos> people are
ignoring your for a reason, we dont care to get into it
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away Safely !)
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L1545[18:36:09] <killjoy> quadraxis,
you'd have to ask cpw about it since he wrote it.
L1546[18:36:48] <killjoy> but remember it
was almost 4 years ago
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L1567[19:25:43] <Keridos> question, the
world.playSoundEffect(params) is not available in 1.10.2 anymore,
what is the best alternative for it?
L1568[19:26:54] <Ordinastie> did you even
try to look for an alternative ?
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L1571[19:32:38] <howtonotwin> There is an
entire page dedicated to sounds on the rtd site...
L1573[19:35:40] <killjoy> I learned by
looking at GuiButton
L1574[19:35:45] <Keridos> the worldclient
method is not available on the server?
L1575[19:35:59] <killjoy> or do you want
to trigger it from server?
L1576[19:36:16] <Keridos> in this case it
is a block making a sound in the world
L1577[19:36:28] <Keridos> so I want all
players nearby to hear it
L1578[19:37:08] <Keridos> ah playsound
with overload 2 seems to be the right one
L1579[19:37:13] <Keridos> misread
something
L1580[19:37:14] <howtonotwin> erm
L1581[19:37:14] <Keridos> thanks
L1582[19:37:20] <howtonotwin> there are 3
on world?
L1583[19:37:25] <howtonotwin> there ya
go
L1584[19:39:04] <Keridos> Oh this has
changed quite a bit, I need to have a class holding all my sound
events apparently
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L1586[19:39:49] <howtonotwin> oh
L1587[19:39:54] <howtonotwin> in that
case
L1588[19:40:00] <howtonotwin> that page
is a tiny bit outdated
L1589[19:40:04] <howtonotwin> one
moment
L1591[19:41:17] <howtonotwin> main
differences are snake_casing and how to register them
L1592[19:42:53] <Keridos> gonna have the
soundevents in their own class aswell, since OMT needs a bit more
support for addons
L1593[19:47:16] <howtonotwin> wait you
might not actually need that
L1594[19:47:28] <howtonotwin> there's
always @ObjectHolder
L1595[19:47:41] <howtonotwin> and
actually going through the registries
L1596[19:48:05] <howtonotwin> will ask
about that tomorrow when this channel is actually active and change
that line if necessary
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L1601[19:51:00] <howtonotwin> uhhh
L1602[19:51:37] <howtonotwin> where did
that first one come from?
L1603[19:51:47] <killjoy> I uploaded the
image from snipping tool
L1604[19:52:36] <Keridos> in 1.11 can
there be capitalization in assets?
L1605[19:52:44] <killjoy> kind of
L1606[19:52:48] <Keridos> in the
filenames or must it all be lowercase?
L1607[19:52:48] <killjoy> vanilla?
no
L1608[19:52:56] <killjoy> forge, still
works
L1609[19:53:09] <Keridos> so it might be
better to do it all in lowercase?
L1610[19:53:13] <killjoy> yes
L1611[19:53:35] <howtonotwin> if you
don't everyone is going to stare at you and make you very
uncomfortable
L1612[19:54:01] <killjoy> make sure to
update your lang file names at least
L1613[19:54:10] <howtonotwin> lang files
are the exception
L1614[19:54:22] <howtonotwin> pretty sure
they're still camelCase
L1615[19:54:37] <killjoy> also remember
that git for windows won't pick up capitalization changes
L1616[19:56:37] <howtonotwin> well going
from camelCase to snake_case also adds underscores so you'll be
fine
L1617[19:56:44] <howtonotwin> and if you
aren't fine use git mv
L1618[19:57:34] <srs_bsns> git config
--global core.ignorecase false
L1619[19:57:57] <killjoy> rename File
File1
L1620[19:58:06] <killjoy> git add
File1
L1621[19:58:08] <killjoy> rename File1
file
L1622[19:58:16] <killjoy> git add
file
L1623[19:58:24] <howtonotwin> uuh
L1624[19:58:26] <howtonotwin> git mv File
file
L1625[19:58:28] <howtonotwin> :P
L1626[19:58:48] <killjoy> Doesn't that
only work with full paths?
L1627[19:59:30] <howtonotwin> don't think
so
L1628[19:59:39] <howtonotwin> and don't
know why that would ever be so
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L1630[20:04:48] <Keridos> luckily I do
not dev on windows anymore :)
L1631[20:05:02] <Keridos> i like my arch
linux
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L1636[20:19:57] <Keridos> hm, is there a
way to send a sound to the client only from the server?
L1637[20:20:13] <Keridos> it is a block
sound but I do only want a certain player to hear it
L1638[20:20:39] <Ordinastie> you'd have
to manually check and send to clients
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L1643[20:35:59] <Eragonn1490> ordi do you
have any examples of .jsons for multiple blockstates
L1644[20:36:14] <Ordinastie> I don't use
jsons
L1645[20:36:16] <Ordinastie> but vanilla
does
L1646[20:36:34] <Eragonn1490> whats the
recomended way to do it?
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L1648[20:44:18] <Ordinastie> I think the
docs explain it
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L1662[22:45:34] <Eragonn1490> *this is
irritating*
L1663[22:46:14] <Ordinastie> modding is
not really the proper way to learn programming
L1664[22:46:21] <Eragonn1490> no i have
that working
L1665[22:46:37] <Eragonn1490> im just
getting stuck on the blockstates .jsons arent my thing
L1666[22:47:11] <Ordinastie> but JSONs
are just to tie your states to rendering
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L1668[22:48:44] <Eragonn1490> all im
getting are purple blocks, but it was showing up in the
inventory
L1669[22:49:26] <Ordinastie> yeah, it's a
mess and a pain to use, that's why I made my own system that
doesn't use json at all
L1670[22:49:42] <Eragonn1490> what was
your solution?
L1671[22:49:58] <Eragonn1490> currently
all thats holding me up are the blocks
L1672[22:50:10] <Ordinastie> custom
rendering
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L1674[22:50:37] <Eragonn1490>
interesting
L1675[22:52:38] <Ordinastie> I have a
whole framework dedicated to easing the development of mods
L1676[22:55:56] <Eragonn1490> sounds
lovely
L1677[22:58:34] <McJty> Avoiding json is
not a good idea though
L1678[22:58:45] <McJty> The nice thing
about json is that resource pack makers can change your models and
stuff
L1679[22:59:00] <McJty> And it cleanly
separates graphics from code too
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L1681[23:00:41] <TehNut> Tbh, I have
never cared about the resource pack support bit.
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L1683[23:00:54] <Ordinastie> never did
I
L1684[23:01:12] <Eragonn1490> i wish they
left the option to do it old school
L1685[23:01:13] <TehNut> The amount of
resource packs that will take advantage of the model system for
mods is very, very small.
L1686[23:01:22] <Ordinastie> but it
wouldn't be really hard to make something up anyway
L1687[23:01:29] <TehNut> Useful for
vanilla, not really in modded
L1688[23:01:34] <Eragonn1490> ^
L1689[23:01:44] <TehNut> Eragonn1490: I
won't agree with that. The old system was stupid.
L1690[23:02:01] <Ordinastie> TehNut, it
was mainly badly implemented
L1691[23:02:09] <Ordinastie> but so is
the new system
L1692[23:02:12] <Eragonn1490> i prefered
being able to set up my images in the code and it work
L1693[23:02:46] <Eragonn1490> vrs having
to set up an arbitrary file that i cant get working thats useless
considering i have no texture packs being made
L1694[23:02:59] <TehNut> >that i cant
get working
L1695[23:03:05] <TehNut> Yeah that's not
a problem with the system though
L1696[23:03:19] <TehNut> So you cannot
use that as an argument.
L1697[23:03:21] <McJty> I like the json
system for models. Makes so many things a LOT easier
L1698[23:03:33] <Eragonn1490> with models
i understand that
L1700[23:05:13] <TehNut> I fully support
the JSON system (besides the fact that JSON is not a good format
for models), I just don't care about the RP part
L1701[23:05:15] <Eragonn1490> did you
just keep the old icon way of adding textures?
L1702[23:05:32] <Ordinastie> yes
L1703[23:06:43] <Eragonn1490> thats
beautiful
L1704[23:06:50] <McJty> Don't agree
L1705[23:06:54] <McJty> Don't stick to
the past way of doing things
L1706[23:06:58] <McJty> It is
useless
L1707[23:07:30] <Eragonn1490> new !always
> old
L1708[23:07:38] <McJty> In this case it
is
L1709[23:07:48] <McJty> You just have to
get used to it/understand it enough
L1710[23:08:01] <Ordinastie> oh, I
understand it
L1711[23:08:26] <Ordinastie> just, answer
that : is it a pleasant system to use ?
L1712[23:08:32] <McJty> Yes!
L1713[23:08:34] <McJty> I really think
so
L1714[23:08:34] <TehNut> Yes
actually
L1715[23:08:45] <McJty> I don't like
writing code for this
L1716[23:08:47] <Ordinastie> you enjoy
making the JSON blockstate and models ?
L1717[23:08:48] <Eragonn1490> i have no
issue playing around with it, overall for items i cant complain.
but with blocks its a pain
L1718[23:08:50] <kenzierocks> hardest
part is understanding the exceptions
L1719[23:08:52] <McJty> I like the
blockstate json system a lot
L1720[23:08:56] <McJty> Ordinastie,
yes
L1721[23:09:04] <McJty> Much more then
doing that in code as it had to be done before
L1722[23:09:10] <TehNut> Annoying when
you reach edge cases with how variants are handled, but I prefer it
over the old system.
L1723[23:09:39] <TehNut> Most of my
items/blocks only take 1 blockstate json each
L1724[23:10:04] <TehNut> And it's really
just moving the IIcon registration and siding to JSON
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L1729[23:17:34] <killjoy> What would be a
good way of getting an instance of MetadataSerializer without
needing reflection?
L1730[23:17:59] <killjoy> Or is there a
better way to do what I want without needing to?
L1731[23:18:26] <TehNut> i don't know,
what do you want
L1732[23:18:39] <killjoy> add a section
to the .mcmeta
L1733[23:18:51] <Ordinastie> make your
own
L1734[23:19:11] <Ordinastie> ah wait nvm,
I still use reflection
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L1736[23:23:05] <killjoy> Oh, it's public
in ResourcePackRepository
L1737[23:23:17] <killjoy> I wonder
why
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L1739[23:26:38] <Ordinastie> god, someone
asked me to backport one of my mod
L1740[23:26:42] <killjoy>
Minecraft.getMinecraft().getResourcePackRepository().rprMetadataSerializer.registerMetadataSectionType()
L1741[23:26:42] <Ordinastie> to 1.6.4
-_-
L1742[23:27:35] <sham1> :P
L1743[23:27:38] <sham1> What?
L1744[23:27:49] <sham1> Is that for
real?
L1745[23:27:55] <Ordinastie> killjoy, I
take it back I don't use reflection
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L1747[23:28:06] <Ordinastie> I just
instantiate a new serializer
L1748[23:28:17] <killjoy> eh
L1749[23:28:20] <killjoy> This way works,
too
L1751[23:28:37] <kenzierocks> lol
L1752[23:29:12] <sham1> ...
L1753[23:29:43] <Ordinastie> damn, I ran
out of stuff to watch on youtube :s
L1754[23:30:01] <kenzierocks>
impossible
L1755[23:30:06] <kenzierocks> there's
always more memes
L1756[23:30:20] <Ordinastie> also why
does youtube regularly insists on recommending ASMR videos :x
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