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L4[00:22:04] <killjoy> https://www.reddit.com/r/Minecraft/comments/5f2r8k/hdgfh/
L5[00:22:12] <killjoy> How did that get so many votes?
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L9[00:25:26] <illy> reddit is a silly place
L10[00:30:16] <barteks2x> and my new terrain generator finally works http://i.imgur.com/GkcwO5V.png
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L15[01:26:42] <killjoy> Why is bee movie a thing?
L16[01:26:58] <killjoy> https://www.youtube.com/watch?v=eagjpMz2hHU
L17[01:27:03] <mezz> because jerry seinfeld has a lot of money
L18[01:27:09] <killjoy> I mean as a meme
L19[01:27:23] <killjoy> entire bee movie except every time they say bee it gets slower
L20[01:27:26] <mezz> because it's a fucking ridiculous movie
L21[01:27:33] <illy> because internet
L22[01:27:43] <killjoy> I'm not saying I don't enjoy it
L23[01:27:47] <kenzierocks> it's almost like a branch of r34
L24[01:27:56] <killjoy> How so?
L25[01:27:57] <kenzierocks> there is a meme of everything
L26[01:28:00] <killjoy> ah
L27[01:28:10] <mezz> https://www.youtube.com/watch?v=E6iN6VTL7v8
L28[01:29:59] <illy> people put bread on cats http://imgur.com/gallery/Jgpsn surely we are thinking to hard about why things exists
L29[01:30:07] <killjoy> not just bread
L30[01:30:09] <killjoy> buttered bread
L31[01:30:21] <killjoy> How else do you expect us to make a perpetual motion machine?
L32[01:33:46] <Ordinastie> killjoy, you meant that : https://www.youtube.com/watch?v=jk3xBhqcjqY
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L34[01:34:05] <killjoy> yes
L35[01:35:09] <killjoy> does flying horse give you wings?
L36[01:35:54] <illy> only if you drink redbull while riding it
L37[01:36:12] <killjoy> wouldn't that defeat the point of a flying horse?
L38[01:36:39] <illy> look at my horse my horse is amazing
L39[01:36:48] <Ordinastie> it tates like raisin
L40[01:37:00] <killjoy> you forgot to give it a lick
L41[01:37:30] <Ordinastie> I can say I watched literally hours of that video
L42[01:37:35] <killjoy> I think I've grown to hate pdf's
L43[01:37:52] <killjoy> A completely static page. Who wants that?
L44[01:38:21] <Ordinastie> they're not necessarily static, they can contain forms too
L45[01:38:28] <illy> ^
L46[01:38:48] <killjoy> I mean like how a webpage changes when you resize the window
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L49[01:40:22] <Ordinastie> (I have amazing song stuck in my head now)
L50[01:41:12] <barteks2x> I created a new world for testing, and now for some reason I want to play in this world in survival mode
L51[01:41:35] <killjoy> save the seed
L52[01:41:45] <illy> I've had that happen
L53[01:42:05] <illy> for some reason all my good worlds are test worlds -_-'
L54[01:42:11] <barteks2x> or maybe that's because I looked at ot on the better monitor
L55[01:42:15] <barteks2x> that I didn;t use for a log time
L56[01:42:46] <barteks2x> I made screenshot, opened and it didn't look as good on screenshot
L57[01:42:50] <barteks2x> http://i.imgur.com/4icrR0z.png
L58[01:43:13] <killjoy> Let me revise why I hate pdf
L59[01:43:17] <killjoy> Most of the time it's just an image
L60[01:43:26] <barteks2x> that's not fault of pdf
L61[01:43:33] <illy> ya...
L62[01:43:37] <barteks2x> that's people using it wrong
L63[01:43:38] <killjoy> but people still do it
L64[01:43:48] <killjoy> It's ok if it's just a comic
L65[01:43:58] <killjoy> but this is almost literally a scan from a book
L66[01:44:23] <illy> PDFs are great but people are stupid.
L67[01:44:35] <killjoy> I had my suspicions when I couldn't select the text.
L68[01:44:38] <barteks2x> or just lazy
L69[01:44:44] <killjoy> They were confirmed when I zoomed in and the text was blurry.
L70[01:45:04] <Ordinastie> what's the pdf from?
L71[01:45:04] <barteks2x> didn't you notice by file size?
L72[01:45:07] <illy> barteks2x: its hard to tell the difference some times :P
L73[01:45:11] <Ordinastie> *where
L74[01:45:27] <killjoy> dunno. It's a reading assignment for my ethics class
L75[01:45:35] <killjoy> it's about existentialism
L76[01:45:36] <barteks2x> when a pdf is more than a few MB it's almost always a scan
L77[01:45:42] <barteks2x> or photos
L78[01:45:46] <killjoy> or comic
L79[01:46:07] <Ordinastie> it might not really be the user's fault then, but simply the tool that export the stuff to PDF
L80[01:46:32] <killjoy> pdf is designed to look the same across all platforms
L81[01:46:38] <killjoy> What's more static than a still image?
L82[01:46:55] <killjoy> /rant
L83[01:47:08] <killjoy> I actually need to read this.
L84[01:47:26] <illy> rubbing my wool socks on the carpet is more static :P
L85[01:47:38] * illy shows himself out
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L87[01:47:45] <killjoy> no, that's has more static
L88[01:47:59] * killjoy goes back to distracted reading
L89[01:48:17] <illy> when what about this https://en.wikipedia.org/wiki/Static_Shock
L90[01:48:25] <illy> s/when/then/
L91[01:48:37] <killjoy> the DC hero?
L92[01:48:43] <illy> yes
L93[01:48:56] <killjoy> static electricity is always changing
L94[01:49:03] <killjoy> there's no dynamic electricity
L95[01:49:28] <killjoy> Hm.. I stand corrected
L96[01:49:40] <killjoy> http://www.hydroquebec.com/learning/notions-de-base/pop-atome-statique-dynamique.html
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L98[01:51:21] <killjoy> Lucky me. OneNote is capable of copying text from images
L99[01:51:52] <killjoy> unfortunately, it doesn't detect word wrap
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L101[01:55:24] <copygirl> Hmm.. what's the best way to reuse the same block model with a different texture?
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L103[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161127 mappings to Forge Maven.
L104[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161127-1.11.zip (mappings = "snapshot_20161127" in build.gradle).
L105[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L118[03:10:11] <Ordinastie> well,that's annoying
L119[03:10:18] <Ordinastie> when building, javadoc task complains :
L120[03:10:19] <Ordinastie> MalisisCore\src\main\java\net\malisis\core\util\chunklistener\ChunkListener.java:159: warning - Tag @link: can't find onPreSetBlock(ISetBlockCallback, CallbackOption) in net.malisis.core.registry.MalisisRegistry
L121[03:10:28] <Ordinastie> except, it's there
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L125[03:27:03] <Ordinastie> here is something i don't understand
L126[03:27:09] <Ordinastie> I have : EntityPlayer player = Utils.getClientPlayer();
L127[03:27:28] <Ordinastie> with the util method annotated @SideOnly(CLIENT)
L128[03:27:52] <Ordinastie> but it still crashes
L129[03:28:08] <Ordinastie> because getClientPlayer has EntityPlayerSP as return type
L130[03:28:18] <Ordinastie> if I change it to EntityPlayer, it doesn't crash
L131[03:29:03] <Ordinastie> my question is why, is it still trying to load EntityPlayerSP ? shoudln't the method stripped completely ?
L132[03:31:14] <TechnicianLP> do testmods need the header?
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L134[03:35:00] <Ordinastie> funny thing is, if I don't put the player in a field, it doesn't crash either :/
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L136[03:40:33] <mezz> TechnicianLP, just do what the others do
L137[03:41:27] <PaleoCrafter> mezz, I'm currently working on a PR that updates the repo to the new Forge brand and I want to add support for Vanilla-style animations (i.e. PNG strips) to the splashscreen
L138[03:41:36] <PaleoCrafter> should I do that in a PR separate from the actual assets?
L139[03:42:43] <mezz> you can do it together
L140[03:45:27] <Ordinastie> kenzierocks, was it you that copied methods from my Utils class ?
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L148[04:23:20] <PaleoCrafter> kinda sad that you can't run Forge from the dev environment without disabling asserts for nullability annotations in IDEA 2016.3 xD
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L154[04:28:06] <blood_> forge site is taking a shit atm
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L156[04:28:17] <blood_> really slow
L157[04:28:19] <PaleoCrafter> yeah
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L159[04:28:26] <blood_> almost feels like a DDoS
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L161[04:28:41] <PaleoCrafter> I'll blame a fiery goat nonetheless xD
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L163[04:33:01] <kashike> mezz: done
L164[04:33:55] <mezz> kashike, I'm juggling like 10 things so treat me like a turing machine with no memory. what's done? heh
L165[04:34:06] <kashike> https://github.com/MinecraftForge/MinecraftForge/pull/2730
L166[04:34:13] <mezz> ty
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L172[04:52:29] <Ordinastie> I wonder, can someone put that directly in MessageContext ? https://github.com/Ordinastie/MalisisCore/blob/1.9.4/src/main/java/net/malisis/core/network/IMalisisMessageHandler.java#L75-L101
L173[04:55:33] <Ordinastie> and also answer why MessageContext class can load at all with that method inside : public NetHandlerPlayClient getClientHandler()
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L175[05:09:31] <LexLap2> Methods are lazy loaded
L176[05:11:04] <PaleoCrafter> what do you think, Lex? https://gfycat.com/PastelVacantDromedary
L177[05:13:03] <Ordinastie> hum, that makes my previous issue even more puzzling
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L179[05:21:21] <barteks2x> I just don't get how minecraft chunk rendering works. I'm standing on one place with game paused and slowly every several seconds the amount of rendered chunks grows by 1-3
L180[05:25:50] <Ordinastie> are there ticking blocks ?
L181[05:25:56] <barteks2x> the game is paused
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L183[05:26:55] <barteks2x> eventually it stops growing
L184[05:27:04] <barteks2x> but that takes a lot of time
L185[05:28:39] <barteks2x> Still, i'm impressed that it's only rendering less than 1000 of 68921 chunks/cubes
L186[05:29:12] <barteks2x> and nothing seems to be missing on the screen
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L188[05:29:56] <Ordinastie> it's the frustum culling
L189[05:30:29] <Ordinastie> and some heuristic viewability
L190[05:30:31] <barteks2x> it's the magic visibility graph algorithm that hides so much
L191[05:30:50] <Ordinastie> yes
L192[05:31:22] <barteks2x> but I just don't understand why it takes so long to have everything rendered
L193[05:31:32] <barteks2x> including things near the edge
L194[05:32:22] <barteks2x> also, does fog look so bad only on my computer or is that normal?
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L196[05:35:17] <ghz|afk> frustum culling isn't the magic visibility graph, that's occlusion culling
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L198[05:36:14] <ghz|afk> frustum culling just checks if things are inside the view frustum or not
L199[05:36:27] <ghz|afk> although I suppose mc may be doing both at once
L200[05:36:30] <barteks2x> and they seem to be connected now
L201[05:43:21] <ghz|afk> so NMS apparently released a huge update that adds some of the stuff the game should have got before calling itself "release-worthy"
L202[05:43:43] <ghz|afk> http://www.no-mans-sky.com/foundation-update/
L203[05:43:51] <ghz|afk> it's starting to look minimally interesting
L204[05:44:13] <barteks2x> I read "so NMS" and my first thought "are we really still talking about bukkit stuff?"
L205[05:44:28] <PaleoCrafter> I like how they say "foundation" thrice in that blob under the heading
L206[05:44:59] <Ordinastie> link ?
L207[05:45:19] <ghz|afk> I pasted it
L208[05:45:25] <Ordinastie> ah
L209[05:45:28] <Ordinastie> missed it
L210[05:46:29] <AshIndigo> They actually updated it wow
L211[05:47:05] <ghz|afk> yeah
L212[05:47:08] <ghz|afk> they did something stupid
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L214[05:47:32] <ghz|afk> which is to shut up and spend a year developing new stuff wtihout even telling anyone they were doing so
L215[05:47:59] <ghz|afk> well not a year
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L217[05:49:09] <Ordinastie> ghz|afk, consider their previous communications, it was probably a good idea
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L219[05:53:53] <ghz|afk> I guess they weren't the best at community engagement
L220[05:54:21] <ghz|afk> that said
L221[05:54:25] <ghz|afk> https://twitter.com/NoMansSky
L222[05:54:51] <ghz|afk> it's not a good sign when @NoMansSky is Sean Murray's actual twitter account
L223[05:55:56] <ghz|afk> I mean, it's a strong sign of not having an actual community manager doing things to keep a community doing things, which is what keeps games alive
L224[05:57:17] <PaleoCrafter> heh, just thought "oh, the animation doesn't look that bad as GIF in-game" until I noticed that I still have the PNG enabled q.q
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L226[05:58:00] <ghz|afk> wat?
L227[05:58:16] <PaleoCrafter> what, wat? :P
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L229[06:01:54] <ghz|afk> i'm just wondering how "animation" and "png" mix up
L230[06:01:54] <ghz|afk> ;P
L231[06:02:04] <PaleoCrafter> Vanilla-style strip :P
L232[06:02:10] <ghz|afk> ah
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L238[06:13:07] <Grover_c13> hey o/
L239[06:13:22] <Grover_c13> im having trouble with setPositionAndUpdate on an entity
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L241[06:13:27] <Grover_c13> it just will not update :/
L242[06:13:42] <Grover_c13> its doing this on server tick event, so im sure its updating on the server
L243[06:13:50] <Grover_c13> anyone have any insights?
L244[06:14:58] <ghz|afk> is this on a player?
L245[06:15:00] <Grover_c13> nope
L246[06:15:02] <Grover_c13> entity
L247[06:15:07] <Grover_c13> a mob
L248[06:15:10] <ghz|afk> players are entities
L249[06:15:14] <Grover_c13> yeah :P
L250[06:15:20] <ghz|afk> XD
L251[06:15:21] <Grover_c13> a non-player entity
L252[06:15:29] <Grover_c13> is what im trying to change the position of
L253[06:16:24] <ghz|afk> hmm EntityLivingBase#attemptTeleport uses setPositionAndUpdate, and it doesn't seem to be doing anything else afterward
L254[06:16:37] <Grover_c13> yeah ive been through it several times
L255[06:16:39] <Grover_c13> doing my head in
L256[06:16:51] <PaleoCrafter> https://github.com/MinecraftForge/MinecraftForge/pull/3464 somebody tell me whether I've forgot any image xD#
L257[06:17:08] <Grover_c13> tried just setting the location fields and then using world.updateEntity(blah)
L258[06:17:10] <Grover_c13> still no luck
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L260[06:20:10] <ghz|afk> PaleoCrafter: I can't see anything else besides those 3 files
L261[06:20:21] <PaleoCrafter> gud
L262[06:20:23] <ghz|afk> literally no other .gif/.png files in the repository
L263[06:20:31] <ghz|afk> that have forge-related content
L264[06:21:03] <ghz|afk> so unless someone knows some kind of hardcoded or procedurally-generated image XD
L265[06:21:39] <barteks2x> I didn't know the anomation was supposed to run so fast
L266[06:21:55] <ghz|afk> heh me neither
L267[06:22:31] <PaleoCrafter> I knew it was actually faster, but not quite that fast xD
L268[06:23:25] <barteks2x> For me it was always slow and the loading screen frequently crashes the JVM so I won't see that change anyway
L269[06:24:24] <PaleoCrafter> I've changed the splash screen to always play stuff at 20fps, that matches Vanilla and my "low" FPS gif
L270[06:26:25] <barteks2x> now my random "duplicate chunk" crashes got so rare that I really don't know how to debug it
L271[06:26:48] <barteks2x> I fixed one cause of them, but there is still something left
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L282[07:36:34] <Ordinastie> ghz|afk, wanna make that door yet ? :]
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L284[07:43:32] <Shambling> is it generally best practice when trying to compile someone elses java mod code, to do setupdecompworkspace first, or should I be able to jump straight to build most of the time?
L285[07:43:52] <ghz|afk> Ordinastie: not really XD
L286[07:44:00] <Ordinastie> setupDecompWorkspace won't do anything related to building
L287[07:44:08] <ghz|afk> right now I'm not even in the mood to work on my own stuff
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L289[07:44:15] <Shambling> didn't think so, except sometimes it seems to actually help if my build fails
L290[07:44:16] <Shambling> lol
L291[07:44:43] <Shambling> maybe a timing issue when it can't pull the sources for dependancies at first if a website is experiencing heavy traffic
L292[07:44:50] <Ordinastie> ghz|afk, that's because you don't have an awesome framework backing you up :p
L293[07:45:00] <ghz|afk> Shambling: yo uened one of the setup modes
L294[07:45:05] <ghz|afk> not necessarily setupDEcompWorkspace
L295[07:45:13] <Shambling> ah
L296[07:45:15] <Ordinastie> no you don't
L297[07:45:18] <ghz|afk> you could do a setupCIWorkspace, which is enough for building
L298[07:45:19] <Shambling> well it just compiled :p
L299[07:45:33] <Shambling> so yeah next time I'll try setupCIWorkspace and see if it compiles
L300[07:45:37] <Ordinastie> you do ?
L301[07:45:44] <Shambling> maybe I'll extract the zip to another folder and try with just that
L302[07:45:53] <Shambling> on other people's code, all I can say is, sometimes. :D
L303[07:45:55] <ghz|afk> it MAY work if you already have the same version set up
L304[07:46:09] <ghz|afk> but I don't think "gradlew build" on a new folderwill work as-is
L305[07:46:09] <Ordinastie> that must be it then
L306[07:46:22] <Shambling> imagine it always compiles for your own code, because your own workspace is setup in IDEA or some other project manager before a build
L307[07:46:54] <Ordinastie> I'm no sure because I don't do separate setups for my mods
L308[07:47:10] <Ordinastie> I only setup once the "forge" project my mods depend on
L309[07:47:31] <Shambling> ok well my build still failed on this, so I imagine there is a dependancy this guy is using that isn't pulling
L310[07:47:48] <Ordinastie> you should know why it's failing
L311[07:47:50] <Ordinastie> it should be telling you
L312[07:47:59] <Shambling> package com.sun.istack.internal does not exist
L313[07:47:59] <Shambling> , just gotta find that source package
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L315[07:48:22] <Shambling> ewww, that looks like it might be from java 6
L316[07:48:48] <ghz|afk> com.sun.istack.internal appears to be internal stuff that no one should be using
L317[07:49:24] <Ordinastie> ghz|afk, it contains NotNull annotation so... :p
L318[07:49:38] <ghz|afk> and Nullable
L319[07:49:41] <ghz|afk> but the older versions
L320[07:49:45] <ghz|afk> before they became official
L321[07:49:50] <ghz|afk> IDEA has its own package
L322[07:49:59] <ghz|afk> wahtver.jetbrains.watever.Nullable and .NotNull
L323[07:50:14] <Ordinastie> not for eclipse though
L324[07:50:29] <Shambling> I'm wondering if its a call from a package that it doesn't have, as it does reference deobj jar files that I don't know if I have anywhere
L325[07:50:34] <Shambling> I'l lgrab those before making assumptions
L326[07:50:49] <ghz|afk> yeah so any code using those ancient annotations should probably be updated to javax.annotations.Nullable and .Nonnull
L327[07:50:51] <Ordinastie> Shambling, that's supposed to be in your JRE
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L331[07:54:17] <Shambling> I meant libraries from other mods
L332[07:54:34] <Shambling> and it looks like it compiles and calls those fine, I just checked the mavens it was linking, and those were part of it
L333[07:56:10] <Shambling> so if import com.sun.istack.internal.Nullable shouldn't be called, is there still an import that should be there?
L334[07:56:25] <Shambling> I'm assuming replace with javax.annotations.Nullable as an import?
L335[07:56:41] <Ordinastie> javax is Java8 I think
L336[07:57:39] <BordListian> this is weird
L337[07:58:08] <BordListian> Extended BlockStates are cleaned before calculating the meta of the block?
L338[07:58:17] <Ordinastie> of course
L339[07:58:23] <BordListian> damnit
L340[07:58:38] <Ordinastie> extended blockstates are used for rendering
L341[07:58:48] <ghz|afk> uh they shouldn't be there at all, BordListian
L342[07:58:51] <Ordinastie> they don't allow to bypass the 4 bits meta limitation
L343[07:58:55] <ghz|afk> the ONLY place that you can return extended properties
L344[07:58:56] <BordListian> I know that
L345[07:58:57] <ghz|afk> is getExtendedState
L346[07:59:02] <ghz|afk> they should NEVER be used anywhere else
L347[07:59:03] <BordListian> I wanted an unlisted facing property
L348[07:59:11] <BordListian> so the facing wouldn't generate extra baked models
L349[07:59:27] <ghz|afk> then ignore it in the statemapper
L350[08:00:06] <BordListian> statemapper, I'll have a look
L351[08:00:38] <ghz|afk> see like
L352[08:00:39] <ghz|afk> this.registerBlockWithStateMapper(Blocks.CACTUS, (new StateMap.Builder()).ignore(new IProperty[] {BlockCactus.AGE}).build());
L353[08:00:51] <BordListian> ah
L354[08:00:51] <ghz|afk> in BlockModelShapes.java
L355[08:01:13] <ghz|afk> you can do similar things in your client proxy for your own blocks
L356[08:01:19] <ghz|afk> well xcept
L357[08:01:37] <ghz|afk> you'd register them through forge's stuff
L358[08:01:48] <Ordinastie> it should be without saying, you don't need to "new IProperty[]" in the ignore()
L359[08:02:13] <ghz|afk> yeah, decompiler isn't varargs-aware
L360[08:02:38] <ghz|afk> ModelLoader.setCustomStateMapper
L361[08:02:41] <ghz|afk> for your own blocks
L362[08:02:46] <Ordinastie> it helps spot the copy-pasters though
L363[08:02:54] <BordListian> :P
L364[08:03:18] <ghz|afk> yeah or like, the explicit boxing/unboxing of Integer and Boolean
L365[08:03:18] <ghz|afk> XD
L366[08:03:39] <ghz|afk> like, do they not even see that the IDE marks those as redundant?
L367[08:04:08] <Ordinastie> I say that, but I had new[] in recipes for a long time
L368[08:04:21] <Ordinastie> like I never bother to check the signature ><
L369[08:04:26] <ghz|afk> XD
L370[08:04:27] <BordListian> I've never had new[] in recipes
L371[08:04:31] <BordListian> but i should adopt doing it
L372[08:04:40] <PaleoCrafter> well, Ordinastie, probably due to your stupid IDE :P
L373[08:05:51] <Ordinastie> .!..
L374[08:07:35] <BordListian> aside from that, is it safe to import things from libraries that i have as soft dependencies?
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L376[08:07:53] <PaleoCrafter> depends
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L378[08:08:00] <Ordinastie> don't think you really have a choice
L379[08:08:04] <PaleoCrafter> imports do not exist on a bytecode level
L380[08:08:22] <BordListian> i tested it yesterday and it seemed to work fine
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L382[08:08:47] <PaleoCrafter> if the access is wrapped in a condition or you're protected by @Optional, you're safe most of the time
L383[08:08:54] <Ordinastie> soft dependency means, if the library is not present at runtime, you don't try to access any of it
L384[08:09:09] <BordListian> Optional is only for extends and implements though, right?
L385[08:09:20] <BordListian> or well, stripping out fields or something
L386[08:09:24] <PaleoCrafter> yeah
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L389[08:22:22] <ghz|afk> BordListian: well @Optional.Method lets you do like
L390[08:22:23] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/ClientProxy.java#L48,L53
L391[08:22:31] <ghz|afk> and have mod-specific registry events
L392[08:22:55] <ghz|afk> I'm not a fan of @Optional
L393[08:23:02] <ghz|afk> but it's much cleaner than the alternatives
L394[08:23:18] <BordListian> i have a module system where each module can check if the dependencies are present
L395[08:23:30] <barteks2x> has anyone ever seen (in vanilla) a wall of chunks just not rendering at all until some block is changed in them? (I want to know if it's my bug or vanilla bug)
L396[08:24:22] <ghz|afk> I have seen single-block "invisible blocks"
L397[08:24:35] <ghz|afk> where the client thinks there's air but the server knows otherwise
L398[08:24:36] <barteks2x> This is just layer of chunks being invisible
L399[08:24:43] <ghz|afk> but not a whole layer of them
L400[08:24:46] <barteks2x> these blocks are there clientside
L401[08:24:53] <barteks2x> but they aren't rendered at all
L402[08:25:03] <Ordinastie> that's on you
L403[08:25:21] <barteks2x> Except I don't know what I could possibly break :(
L404[08:25:36] <barteks2x> I just do whatever vanilla does, but also on Y axis
L405[08:26:43] <barteks2x> how the hell mojang debugs it?
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L407[08:26:56] <barteks2x> *whoever writes the code
L408[08:27:22] <ghz|afk> with apin and suffering, I presume
L409[08:27:24] <ghz|afk> pain*
L410[08:27:38] <ghz|afk> also probably debug code that gets disabled and optimized-away during obfuscation
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L412[08:29:23] <barteks2x> I just have layer of chunks that became invisble for no reason, if I start debugger I will probably see that they aren't marked for update and that's all I will know
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L414[08:29:37] <barteks2x> And it happens once in half year
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L419[08:30:01] <barteks2x> Last time I've seen it in 1.9
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L424[08:52:36] <Necro> is there something about registering item/block models or loading assets in general I have to change when updating to 1.11?
L425[08:53:02] <Necro> I'm asking because my mod currently looks like this: http://puu.sh/sw6Mn/938254a300.jpg
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L427[08:53:50] <Ordinastie> do your resource paths all lower case ?
L428[08:53:57] <Ordinastie> *are
L429[08:55:08] <Necro> is that a thing now? that would explain why some of the item look normal.
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L433[09:04:26] <ScottehBoeh> for onItemUse
L434[09:04:32] <ScottehBoeh> is it possible to cancel the punch animation?
L435[09:08:16] <ScottehBoeh> Nevermind, returning false fixed it
L436[09:09:48] <Shambling> trying to update TAIGA to 1.8 as an experiment, looking at public static void integrateMaterial(String oreSuffix, @Nullable Material material, Fluid fluid, int headDura, float headSpeed, float headAttack, float handleMod, int handleDura, int extra, int headLevel, boolean craft, boolean cast), how would I go about using javax.annotation.Nonnull instead of @nullable?
L437[09:09:54] <Shambling> java 8 rather
L438[09:10:26] <PaleoCrafter> why 1.8? q.q
L439[09:11:15] <Shambling> java 8, not 1.8
L440[09:11:17] <Shambling> sorry my bad
L441[09:11:18] <Shambling> lol
L442[09:11:30] <PaleoCrafter> Nullable does exist in the javax annotations, it's the direct opposite of Nonnull :P
L443[09:11:37] <Shambling> I'm thinking I can just get rid of the @nullable, as the library references material material, and not @nullable
L444[09:14:14] <Shambling> I miss extaTIC, but I'm thinking TAIGA might not be such a great idea to include in my modlist
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L447[09:19:47] <Shambling> if I want to get @nullable to correctly work though, what do I need to include in my import list?
L448[09:21:08] <Shambling> so apparently disabling rock formations doesn't disable rock formations in BoP :P
L449[09:23:11] <ScottehBoeh> Question: Best way to get Skin (resource location) from a given gameprofile?
L450[09:23:30] <ScottehBoeh> How can I cast a skin as a Resource Location from a gameprofile
L451[09:28:10] <Shambling> huh, all the textures are broken. :o
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L454[09:36:50] <Shambling> haha, well I guess that was to be expected if I view the resource folders on github "textures not working yet" :P
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L456[09:50:20] <howtonotwin> ScottehBoeh, you can't
L457[09:50:34] <howtonotwin> Resource Locations are for textures in the resource pack
L458[09:50:40] <howtonotwin> Skins are not in the resource pack
L459[09:51:01] <howtonotwin> if you want to do something with a skin you have to render it yourself
L460[09:51:03] <ScottehBoeh> Ah ok
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L470[10:40:09] <Eragonn1490> http://pastebin.com/qp1tka7D , my item file, how i register it http://pastebin.com/7sbMJa6u ....in game only one texture shows up what can i do to fix it?
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L472[10:45:46] <sham1> Eragonn1490: are you sure that a meta of 0 is what you want for all the items
L473[10:46:17] <sham1> Wait no
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L475[10:46:29] <sham1> What is that "register"-method
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L481[10:55:42] <Eragonn1490> @sham1 which register method?
L482[11:03:19] <barteks2x> Why minecraft noise generators have to be so weird... unlike every other noise generator, in minecraft max value increases exponentially with amount of octaves...
L483[11:04:08] <ghz|afk> depends on the alpha & beta values you pass to the noise function?
L484[11:04:23] <barteks2x> what alpha and beta?
L485[11:04:28] <ghz|afk> I don't know
L486[11:04:44] <Eragonn1490> @barteks2x what are you crafting?
L487[11:04:52] <Eragonn1490> creating* im curious
L488[11:05:09] <barteks2x> worldgen code for cubic chunks. One that is possible to understand. let me show an example
L489[11:05:41] <barteks2x> this is attempt to port vanilla worldgen: http://pastebin.com/piCNYf19
L490[11:05:44] <barteks2x> to my system
L491[11:06:06] <ghz|afk> ah I see, they don't use the octaves in the way perlin was supposed to use them
L492[11:06:34] <barteks2x> instead of decreasing amplitude with each octave, they increase it
L493[11:06:49] <ghz|afk> no they don't
L494[11:06:51] <ghz|afk> the code does
L495[11:06:55] <ghz|afk> d3 = 1.0
L496[11:06:57] <ghz|afk> and at the end of the loop
L497[11:07:01] <Eragonn1490> so you want to make the worlds bigger? and make the worlds generate correctly?
L498[11:07:01] <ghz|afk> d3 /= 2.0;
L499[11:07:05] <ghz|afk> so it's like
L500[11:07:16] <ghz|afk> A + B*0.5 + C*0.25 + ...
L501[11:07:31] <barteks2x> This is going to be custom worldgen code that with default settings should look like vanilla
L502[11:07:48] <barteks2x> but can be configure in way that is possible to understand and predict the result
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L504[11:08:00] <ghz|afk> Eragonn1490: cubic chunks is just allowing the world to exteend vertically
L505[11:08:04] <ghz|afk> on top of horizontally
L506[11:08:08] <barteks2x> and arbitrary world height
L507[11:08:41] <Eragonn1490> thats what i was saying 3x3x3
L508[11:08:48] <williewillus> why 3? :P
L509[11:08:57] <sham1> How much space would a world need? we may never know
L510[11:09:06] <williewillus> that means 3x3x3 => 27 blocks in a cube ...
L511[11:09:37] <barteks2x> No idea where did that 3 come from here
L512[11:09:53] <ghz|afk> wtf is that 3 supposed to mean
L513[11:10:43] <sham1> ^
L514[11:10:46] <sham1> ^^
L515[11:10:48] <sham1> ^^^
L516[11:11:00] <ghz|afk> barteks2x: ah, the "NoiseGeneratorImproved" one is weird
L517[11:11:10] <barteks2x> all of them are
L518[11:11:18] <ghz|afk> well, weirdER
L519[11:11:20] <barteks2x> 16 octaves = max value close to 64k
L520[11:11:23] <ghz|afk> the other ones
L521[11:11:26] <barteks2x> 1 octave = max value 1
L522[11:11:30] <ghz|afk> have the /=2.0f
L523[11:11:39] <barteks2x> And the frequency is WEIRD
L524[11:12:08] <barteks2x> you specify frequency, and it's essentially divided by 2^octaves (+/-1)
L525[11:12:12] <ghz|afk> uhm well on the NoiseGeneratorPerlin
L526[11:12:20] <ghz|afk> there's two double args on getRegion
L527[11:12:29] <barteks2x> And I'm trying to somehow map the vanilla configuration onto my code
L528[11:12:32] <ghz|afk> p_151600_12_ and p_151600_14_
L529[11:12:39] <illy> LexManos: downloads and decompresses the launcher now to do it for the JRE http://imgur.com/a/YunSt, after that I work on the rest of the things we talked about
L530[11:12:50] <ghz|afk> which are scales
L531[11:12:54] <ghz|afk> and shou.d, be < 1
L532[11:13:17] <ghz|afk> <= 1 I mean
L533[11:13:19] <williewillus> is that a Go installer?
L534[11:13:28] <barteks2x> in which class?
L535[11:13:34] <williewillus> oh wait no that's the native bootstrap for the launcher
L536[11:13:35] <barteks2x> which class are we talking about now?
L537[11:13:50] <illy> williewillus: mhmm
L538[11:13:57] <ghz|afk> [18:12] (ghz|afk): uhm well on the NoiseGeneratorPerlin
L539[11:13:57] <ghz|afk> [18:12] (ghz|afk): there's two double args on getRegion
L540[11:13:57] <ghz|afk> [18:12] (ghz|afk): p_151600_12_ and p_151600_14_
L541[11:14:15] <illy> was going to do it in c++ but I didnt want to stab myself
L542[11:14:16] <barteks2x> minecraft uses getRegion almost everywhere
L543[11:14:27] <barteks2x> minecraft generates the whole array at once
L544[11:15:06] <ghz|afk> but NoiseGeneratorPerlin is only used for biome stuffs
L545[11:15:10] <ghz|afk> not for the actual terrain
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L547[11:15:39] <barteks2x> NoiseGeneratorOctaves does similar things
L548[11:15:48] <barteks2x> but using NoiseGeneratorImproved internally
L549[11:15:53] <barteks2x> which is also the broken one
L550[11:16:05] <ghz|afk> no the octaves one is hardcoded to /2.0 each octave
L551[11:16:23] <ghz|afk> so the scale will be 1.0, 0.5, 0.25, 0.125, ...
L552[11:16:34] <barteks2x> it divides the value by 2 each time, and then divides the value from noise by it
L553[11:16:39] <illy> huh looks like the file can corrupt when it decompresses...
L554[11:16:40] <barteks2x> which means it's multiplying by 2 each time
L555[11:16:45] <ghz|afk> where?
L556[11:17:18] <ghz|afk> oh wait I see
L557[11:17:19] <ghz|afk> d16
L558[11:17:26] <ghz|afk> in NoiseGeneratorImproved
L559[11:17:28] <ghz|afk> is 1/scale
L560[11:17:35] <ghz|afk> which means it will be *2, *4, *8
L561[11:17:48] <barteks2x> that one exactly, and the value it uses as the scale is also used as coordinate scale
L562[11:18:01] * ghz|afk shrugs
L563[11:18:04] <ghz|afk> mc worldgen is broken XD
L564[11:18:08] <barteks2x> which means the each next octave is twice as big and has 2x higher values
L565[11:18:14] <ghz|afk> it literally looks good due to glitches
L566[11:18:28] <barteks2x> and now look at this line: if (j4 == 0 || l4 != k)
L567[11:18:34] <barteks2x> and figure out what the hell it does
L568[11:18:43] <sham1> But glitches is what makes this game what it is
L569[11:18:48] <sham1> Also, you clearly are not AFK
L570[11:19:34] <barteks2x> so I'm trying to map vanilla worldgen configurationn on my code somehow
L571[11:19:45] <barteks2x> so I need to understand what has which max values
L572[11:19:53] <barteks2x> and what has which frequency
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L575[11:25:12] <barteks2x> I just need to write some code to generate images from it
L576[11:25:50] <illy> huh so weird edge case if I try to launch the jar directly i get an "X window error" but if I try to pipe it output to sprunge it works...
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L578[11:31:03] <barteks2x> ChunkProviderOverworld.generateHeightmap has a big weird if chain after double d7 = this.depthRegion[j] / 8000.0D;... the value produced by it changes terrain height by at most 1 block
L579[11:34:00] <barteks2x> I already analyzed the code 3 times, and I remember almost nothing and I just have to verify my code yet again
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L584[11:43:28] <MattDahEpic> is my logic sound for taking the items that could be larger than the max stack size when combining two stacks and putting them elsewhere?: https://gist.github.com/MattDahEpic/d2084a387be3bc4d641e2f1c3cf53b6f#file-convertcheck-java-L12
L585[11:44:11] <williewillus> I would just use the util methods in ItemStackHandler
L586[11:44:12] <williewillus> :P
L587[11:45:52] <williewillus> anyways someone mentioned a flowchart creation tool to me a while back what was it
L588[11:45:57] <williewillus> needs to be on linux
L589[11:46:06] <williewillus> I'm aware of dia and latex
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L595[11:50:12] <MattDahEpic> how would you go about getting a IItemHandler for the player's inventory?
L596[11:50:24] <MattDahEpic> does it cast?
L597[11:50:41] <TehNut> EntityPlayer#getCapability()
L598[11:55:08] <MattDahEpic> there's PlayerInvWrapper
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L600[11:57:25] <mezz> williewillus, are you around?
L601[11:57:35] <williewillus> hm?
L602[11:57:42] <mezz> this PR is blocked, waiting for your clarification https://github.com/MinecraftForge/MinecraftForge/pull/3437
L603[12:00:12] <mezz> thanks!
L604[12:00:21] <Keridos> is there still a way left to use TESR rendering for items?
L605[12:00:49] <williewillus> yes
L606[12:01:17] <Keridos> williewillus: how does it work?
L607[12:02:02] <williewillus> ForgeHooksClient.registerTESRItemStack
L608[12:02:11] <Keridos> in the clientproxy ?
L609[12:02:18] <williewillus> yes, then you need a json with "parent": "builtin/entity"
L610[12:02:26] <Keridos> ok thanks
L611[12:02:40] <williewillus> and still need to setCustomMRL to that json too
L612[12:05:25] <Keridos> yay, with that the OMT port is almost ready
L613[12:05:49] <Keridos> we just need to fix the last few things and then add the rest of the new stuff and we are good to release it for 1.10.2
L614[12:07:31] <ghz|afk> you really should move away from that, though
L615[12:07:39] <ghz|afk> try to convert the model to a static one for items
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L617[12:09:02] <williewillus> or static in general
L618[12:09:38] <Keridos> we might do that in a future release
L619[12:12:15] <ghz|afk> hmmm
L620[12:12:28] <ghz|afk> did they use TESRs for the new shulker boxes?
L621[12:12:37] <williewillus> probably lol
L622[12:12:39] <howtonotwin> probably
L623[12:12:46] <williewillus> i think I saw an unnamed field in TEISR a while back
L624[12:12:48] <williewillus> so yeah
L625[12:12:52] <ghz|afk> else if (Block.getBlockFromItem(item) instanceof BlockShulkerBox)
L626[12:12:53] <ghz|afk> yes.
L627[12:13:12] <williewillus> lol so much for modernizing their rendering..
L628[12:13:16] <williewillus> it's ground to a halt after 1.8
L629[12:13:35] <williewillus> because they got rid of their rendering guy
L630[12:13:51] <ghz|afk> tbh, the only advantage of items using IBakedModels
L631[12:13:53] <ghz|afk> is the baking
L632[12:14:00] <ghz|afk> they aren't batched or anything
L633[12:14:08] <ghz|afk> so it's not REALLY faster per se
L634[12:14:25] <williewillus> I am just waiting for us to get the non-shitty dynamic model format from pe/w10
L635[12:14:29] <ghz|afk> so although I understand not wanting custom rendering on items due to the inevitable mess
L636[12:14:37] <williewillus> instead of the abomination that is ModelBase
L637[12:14:50] <ghz|afk> I don't really agree with the restrictions, either
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L641[12:18:55] <howtonotwin> Is there a better way to stop loading the test mods in the forge workspace than just deleting them all?
L642[12:19:08] <williewillus> remove them from the build path?
L643[12:19:14] <ghz|afk> not that I'm aware of XD
L644[12:19:15] <williewillus> by default in IDEA they don't load
L645[12:19:41] <ghz|afk> the debug ones do, though
L646[12:19:53] <Eragonn1490> is there a way to track if a player tossed a specific item?
L647[12:20:00] <williewillus> there's an event for that
L648[12:20:40] <williewillus> ItemTossEvent
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L651[12:40:44] <Artillect> How can I keep a TE's NBT data when it gets broken?
L652[12:41:09] <williewillus> you have to store it in the drop itself using getDrops (iirc)
L653[12:42:49] <PaleoCrafter> I think getDrops is too late, unless it changed
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L655[12:43:37] <howtonotwin> store it in a tag named "BlockEntityTag"
L656[12:43:48] <williewillus> PaleoCrafter: with some hackery it isn't ;p
L657[12:43:54] <howtonotwin> then the implementation of ItemBlock will automatically place the TE for you
L658[12:44:05] <howtonotwin> well *restore the TE
L659[12:44:11] <williewillus> well he wants to know TE->Itemstack
L660[12:44:14] <williewillus> not the other way around
L661[12:44:30] <howtonotwin> yes, but he's going to do it the other way round anyway :P
L662[12:44:52] <howtonotwin> so better to tell him how to do it now
L663[12:45:57] <williewillus> meh https://gyazo.com/1fa1cfe5366e2f7eb70d2d2cb8c518d1
L664[12:46:03] <williewillus> the right click one is gonna be a mess
L665[12:46:19] <williewillus> also idk how to represent the server side better
L666[12:46:22] <williewillus> besides just a dotted line
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L671[12:48:35] <kazwolfe> I'm trying to write a quick mod to act as an entity listener, but I keep getting NoSuchMethodError or NoSuchFieldError when trying to access things from Entity. Why is this, and how do I fix it?
L672[12:48:50] <williewillus> show code
L673[12:49:09] <kazwolfe> String chickenName = event.getEntity().getName();
L674[12:49:17] <kazwolfe> (NSME)
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L676[12:49:29] <PaleoCrafter> do you get it in dev or in production?
L677[12:49:31] <Ordinastie> in dev ?
L678[12:49:33] <Ordinastie> damn
L679[12:49:36] <kazwolfe> yep, dev.
L680[12:49:44] <kazwolfe> (i think)
L681[12:49:50] <Ordinastie> does the method actually exist ?
L682[12:49:58] <williewillus> well which method is the problem
L683[12:50:14] <PaleoCrafter> dev = IDE, production = Actual MC Client, just to clarify
L684[12:50:40] <kazwolfe> ah, then it's prod. IDE says everything's fine, client likes throwing error.
L685[12:50:49] <PaleoCrafter> btw, williewillus, you need to train a bit to achieve Mumphrey level flow charts :D
L686[12:50:56] <PaleoCrafter> how did you build the mod?
L687[12:50:59] <williewillus> yes -.-
L688[12:51:02] <williewillus> how does he make his?
L689[12:51:10] <PaleoCrafter> MS Visio, afaik
L690[12:51:10] <kazwolfe> Gradle's :jar task
L691[12:51:14] <kenzierocks> yea, visio
L692[12:51:15] <PaleoCrafter> use build, not jar
L693[12:51:23] <PaleoCrafter> jar won't reobufscate your code
L694[12:51:50] <Ordinastie> kenzierocks, was it you that copied methods from my Utils class ?
L695[12:52:06] <kazwolfe> gotcha, i'll give that a shot.
L696[12:52:27] <kenzierocks> what Ordinastie?
L697[12:52:40] <Ordinastie> I guess not then ><
L698[12:52:44] <Ordinastie> (thanks memory :x)
L699[12:53:54] <sham1> PaleoCrafter: but prod is testing
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L701[12:54:01] <kazwolfe> looks like it's working. thanks guys.
L702[12:54:12] <kazwolfe> i thought it was something simple that i was just overlooking
L703[12:54:15] <PaleoCrafter> hm, sham1? :P
L704[12:54:47] <sham1> production is for testing
L705[12:54:59] <PaleoCrafter> wat
L706[12:55:14] <sham1> programmer humour...
L707[12:55:40] <williewillus> is BlockPos.getAllInBox inclusive or exclusive?
L708[12:55:49] <PaleoCrafter> look at it :P
L709[12:55:56] <williewillus> fine fine :P
L710[12:56:16] <williewillus> inclusive
L711[12:57:54] <sham1> Inclusive ranges
L712[12:57:59] <sham1> What is this
L713[12:59:49] <williewillus> yeah this is annoying
L714[13:00:37] <Artillect> I'm having a type mismatch between TileEntity and TileEntityLowVoltageConduit
L715[13:00:48] <williewillus> so does it extend TileEntity? :P
L716[13:00:50] <Artillect> (the latter extends TileEntity)
L717[13:00:52] <Artillect> it does yeah
L718[13:00:53] <williewillus> and what's the exact error?
L719[13:00:59] <williewillus> and what are you trying to do that causes it
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L721[13:01:37] <Artillect> "Cannot cast from TileEntity to TileEntityLowVoltageConduit"
L722[13:02:02] <Artillect> and "Incompatible conditional operand types TileEntity and TileEntityLowVoltageConduit"
L723[13:02:03] <Ordinastie> that means TileEntityLowVoltageConduit doesn't extend TileEntity
L724[13:02:14] <williewillus> ^
L725[13:02:41] <Artillect> I had it like that
L726[13:02:52] <Artillect> turns out I just didn't save TileEntityLowVoltageConduit with my changes
L727[13:02:53] <williewillus> show code
L728[13:02:55] <Artillect> I'm really dumb
L729[13:03:01] <Artillect> saving it fixed it
L730[13:03:11] <williewillus> what ide are you using?
L731[13:03:15] <Artillect> Eclipse
L732[13:03:28] <williewillus> oh, i forgot they don't autosave lol
L733[13:03:58] <Artillect> I'm too used to using google docs and other IDEs
L734[13:04:10] * williewillus mumbles about IDEA
L735[13:04:42] <Artillect> I'd use it but I'm too used to Eclipse
L736[13:04:50] <Artillect> (even tho I'm shit at using it)
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L738[13:05:51] <kenzierocks> https://i.imgur.com/6B34sNR.png
L739[13:06:28] <Ordinastie> that's most likely a plugin, I don't have it
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L747[13:25:21] <sham1> "Dirty editors"
L748[13:25:27] <sham1> As opposed to the clean ones
L749[13:26:10] <williewillus> !gm renderItemModelIntoGUI 1.10.2
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L758[13:38:03] <Artillect> How can I check a class's references?
L759[13:39:10] <williewillus> what does that even mean
L760[13:39:17] <williewillus> you mean who uses it?
L761[13:39:20] <barteks2x> the way terrain height actually depends on biome height is... weird
L762[13:39:26] <williewillus> your ide can probably tell you
L763[13:39:28] <williewillus> idk how it is in eclipse
L764[13:40:15] <Keridos> having a weird issue here, i moved some stuff from my mod to a lib, and extend classes form there. using it as a dependency in gradle, however when I have hte class here locally it works fine, but when I have the exact same class from my lib, it complains about me not implementing some abstract methods although they are in the abstract superclass
L765[13:40:17] <barteks2x> I have it precalculated using hardcoded constants from before customizable worldgen, but with customizable worldgen it's way more crazy
L766[13:41:26] <Keridos> wow that was due to it not being deobfuscated
L767[13:41:41] <Keridos> added deobfCompile instead of compile and setupDecompWorkspace, now it works
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L770[13:58:51] <barteks2x> if I didn't make any mistake, this would be average terrain height for biome height "height": (height*4-1)*baseSize + 8*baseSize
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L773[14:03:55] <barteks2x> but the result is different than what I got last time
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L778[14:26:50] <Artillect> so for some reason one of the blocks I've made is rendering with a purple and black box around it
L779[14:27:01] <Artillect> not block, TE
L780[14:27:09] <williewillus> did you override Block.getRenderType?
L781[14:27:35] <williewillus> look at the javadoc for it and override as appropriate
L782[14:27:41] <Artillect> ok
L783[14:28:17] <Artillect> TESR is what I want right?
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L785[14:28:27] <williewillus> yes
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L787[14:28:35] <Ordinastie> probably not though
L788[14:28:37] <Artillect> it says that it is deprecated
L789[14:28:57] <Ordinastie> is your block animated ?
L790[14:29:01] <Artillect> it isn't
L791[14:29:07] <Ordinastie> then you don't need a TESR
L792[14:29:13] <Artillect> but it uses TESR in the code
L793[14:29:20] <Artillect> *extends
L794[14:29:21] <Ordinastie> what code ?
L795[14:29:24] <Artillect> my code
L796[14:29:28] <williewillus> don't use tesr unless it's animated
L797[14:29:34] <Artillect> ok
L798[14:29:39] <Artillect> what should I use instead then?
L799[14:29:42] <williewillus> static models
L800[14:29:45] <Ordinastie> normal models
L801[14:29:50] <williewillus> (where did you learn to use a tesr? :P)
L802[14:30:07] <Artillect> I didn't learn it, I borrowed it from Embers's code
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L804[14:30:27] <Artillect> probably a too advanced topic for me but I just want to have something that works for now
L805[14:30:41] <williewillus> yeah "borrowing" without understanding is not a good idea
L806[14:31:02] <Artillect> where can I read up on rendering?
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L808[14:33:04] <williewillus> oh I should probably finish edition 2 of my rendering primer lol
L809[14:33:10] <williewillus> the old one is not very beginner friendly
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L811[14:34:02] <Artillect> I can wait for that then
L812[14:34:13] <Artillect> for now I'll fiddle with this
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L814[14:36:44] <Artillect> williewillus what would be the best way to change this to static models: https://gist.github.com/Artillect/6d60716062dc34a367a21e40634a19d3
L815[14:37:12] <williewillus> I can't tell what any of that does, a picture would be more appropriate
L816[14:37:21] <williewillus> also did you copy all of this from somewhere? :P
L817[14:38:02] <Artillect> I copied it from embers
L818[14:38:07] <Artillect> it's the itemPipe
L819[14:38:27] <williewillus> don't copy without understanding .-. and embers really uses a tesr to render this? *reminds self to slap them*
L820[14:38:37] <Artillect> i'll remember that in the future
L821[14:38:45] <Artillect> I understand conceptually what's going on
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L823[14:39:40] <williewillus> well what do you want the end result to look like?
L824[14:40:11] <Artillect> https://minecraft.curseforge.com/projects/embers
L825[14:40:15] <Artillect> the stuff on the right
L826[14:40:19] <Artillect> *let
L827[14:40:20] <Artillect> *left
L828[14:40:31] <Artillect> once I figure it out I'll modify it
L829[14:41:38] <Artillect> http://imgur.com/a/Kp60A
L830[14:41:43] <Artillect> that's what it's doing in my code
L831[14:42:25] <williewillus> well if you want it to just not show the purple boxes you can override getRenderType but the more general point is that that tesr code is horrifying idk why embers is doing that
L832[14:42:46] <Ordinastie> omg
L833[14:42:58] <Ordinastie> that code
L834[14:43:19] <Artillect> where do I override getRenderType?
L835[14:43:25] <Artillect> the block class?
L836[14:43:58] <Necro> yes
L837[14:44:50] <Necro> just make it return EnumBlockRenderType.INVISIBLE
L838[14:45:28] <Artillect> that's pretty neat the way it's handled
L839[14:46:31] <williewillus> no, don't use invisible...
L840[14:46:38] <williewillus> invisible makes it, guess what, invisible :P
L841[14:47:21] <williewillus> Ordinastie: "let's take ancient ISBRH style code, and stick it in a TESR! what could go wrong? who cares about performance?"
L842[14:47:29] <Artillect> it removed the box around it
L843[14:47:48] <Artillect> but the center of the TE still isn't rendering
L844[14:48:01] <williewillus> yes it also removed your tesr too lol, use ENTITYBLOCK_ANIMATED
L845[14:48:18] <Artillect> nah it's still there
L846[14:48:24] <Artillect> i'll show you a picture
L847[14:48:38] <Artillect> http://imgur.com/a/hUj3b
L848[14:48:58] <Artillect> for reference, there are 3 placed in a straight line to the left of the thing
L849[14:49:08] <williewillus> i still think using this code is a terrible idea
L850[14:49:32] <Artillect> will I need to replace everything if I switch it to a normal model?
L851[14:50:34] <williewillus> what does replace everything mean
L852[14:51:00] <Artillect> replace everything in my rendering code (for that TE)
L853[14:51:04] <williewillus> it's a completely different approach but imo it's cleaner and does not rerender every frame
L854[14:51:15] <williewillus> (which this does which is terrible)
L855[14:51:44] <Necro> It's mostly static so there is no good reason to not use forge blockstates.
L856[14:52:02] <williewillus> you don't even need forge blockstates for this, in fact the vanilla 1.9 blockstates probably would handle this better
L857[14:52:11] <williewillus> since the connections are distinguished between to a block and to acnother cable
L858[14:52:39] <Artillect> would this:http://modwiki.temporal-reality.com/mw/index.php?title=Render_Block_Baked_Model-1.9 be a good place to start?
L859[14:53:19] <Necro> the fence blockstate could probably be helpful as a guide.
L860[14:53:48] <williewillus> that page is okay, but I have no idea why he uses unlisted properties
L861[14:53:57] <williewillus> instead of getActualState. I would look at fences instead
L862[14:54:04] <williewillus> or redstone dust
L863[14:54:43] <williewillus> actually yeah don't use that page just look at vanilla
L864[14:55:09] <Artillect> sounds good
L865[14:56:41] <Katrix> Anyone know how to use the pathfinding debug renderer?
L866[14:56:56] <Artillect> https://gist.github.com/Artillect/a4ab6f792b12aa583fc7da2366f23a68
L867[14:57:04] <Artillect> this is also copied from Embers fyi
L868[14:57:32] <Shambling> I dunno, json's look more horrifying than that code
L869[14:57:34] <Ordinastie> Katrix, I ddin'didn't even know there was one
L870[14:57:51] <Katrix> net.minecraft.client.renderer.debug.DebugRendererPathfinding
L871[14:57:53] <Shambling> oh... wait... no.... I scrolled sideways 50 pages, yeah thats pretty horrifying
L872[14:58:14] <Katrix> I know you first have to enable it through reflection, but you have to add paths to it manually
L873[14:58:34] <Shambling> still looks cooler than anything I've seen done with json's lol
L874[14:58:41] <Katrix> There is supposed to be a better way using packets, but I can't find out how
L875[15:01:07] <Artillect> williewillus: so what the fences do is have an AABB for each direction, which then gets added to the block if there is a fence in that direction?
L876[15:01:23] <williewillus> the aabb's don't have to do with rendering at all
L877[15:01:45] <Artillect> oh true
L878[15:01:51] <Artillect> where's the rendering done for fences?
L879[15:02:28] <williewillus> do you understand blockstates and blockstate properties?
L880[15:02:32] <williewillus> look at getActualState
L881[15:02:36] <williewillus> in blockfence
L882[15:02:39] <Artillect> ok
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L884[15:04:04] <Artillect> what does this do "this.canConnectTo(worldIn, pos.north()))"?
L885[15:04:17] <williewillus> the method name makes it pretty obvious
L886[15:04:18] <williewillus> :P
L887[15:04:21] <Artillect> well yeah
L888[15:04:35] <Artillect> it checks if it can connect to the block north of it?
L889[15:04:44] <williewillus> what do you think? :P
L890[15:04:49] <Artillect> true
L891[15:04:56] <Artillect> I'm just making sure I understand everything
L892[15:05:07] <Artillect> what does worldIn do?
L893[15:05:18] <williewillus> what do you mean what does it do?...
L894[15:05:21] <williewillus> it's the world
L895[15:05:25] <williewillus> if you want blocks you need the world
L896[15:05:39] <Artillect> ah
L897[15:05:40] <Artillect> ok
L898[15:05:42] <williewillus> look at the code body of canConnectTo and you can see what every parameter "does"
L899[15:05:45] <williewillus> instead of asking here lol
L900[15:05:52] <Artillect> good point
L901[15:18:12] <barteks2x> I want to do some testing with vanilla generator, and I need to add cutsom biome for that that would be the only biome generated. Any "normal" way of doing that?
L902[15:18:55] <ScottehBoeh> Is it possible to get a count of how many mods are installed?
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L905[15:19:18] <barteks2x> why would you want that?
L906[15:19:29] <ScottehBoeh> Just experiment around with stuff
L907[15:19:40] <PaleoCrafter> probably Loader has something ScottehBoeh
L908[15:19:45] <ScottehBoeh> Ah I was thinking that
L909[15:19:52] <ScottehBoeh> since it has "<user>< joined with <count< mods
L910[15:20:03] <PaleoCrafter> hm?
L911[15:20:09] <PaleoCrafter> "it"?
L912[15:20:10] <ScottehBoeh> in the Forge log on a server
L913[15:20:13] <barteks2x> so any idea about adding custom biome that would be the only biome generated using vanilla worldgen?
L914[15:20:21] <ScottehBoeh> Client connected with <count> mods
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L917[15:30:14] <Shambling> custom worldgen is a vanilla feature
L918[15:30:22] <Shambling> http://minecraft.tools/en/custom.php website lets you look at the settings if you don't have MC open
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L920[15:30:40] <Shambling> not sure how you would do it with a custom biome though
L921[15:31:39] <Shambling> so setting a biome, it looks like the format is "fixedBiome":15, so if you know the biomeID you would pass that
L922[15:32:22] <Shambling> if you want all other settings default, click the default, generate seed, and replace fixedbiome with the biomeID you want
L923[15:32:33] <barteks2x> I know everything else
L924[15:32:42] <barteks2x> just how to make it generate only oen my custom biome?
L925[15:33:01] <ScottehBoeh> Is there an event I can use for a players connection?
L926[15:33:04] <ScottehBoeh> (To a server)
L927[15:34:14] <barteks2x> And now which biome ID it's going to be...
L928[15:35:28] *** tterrag|ZZZzzz is now known as tterrag
L929[15:35:59] <barteks2x> I haven't touched biome code since 1.7/1.8...
L930[15:36:08] <barteks2x> So many things have changed
L931[15:36:27] <barteks2x> and last time I did anythig with biomes was without forge
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L933[15:39:31] <MalkContent> latest 1.10 forge 2151 crashes during launch for me
L934[15:39:32] <MalkContent> http://pastebin.com/cejAXECE
L935[15:39:42] <MalkContent> any idea what's happening here?
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L937[15:40:05] <ghz|afk> sounds like a broken coremod, MalkContent
L938[15:40:39] <MalkContent> as in broken by the new forge version?
L939[15:40:58] <MalkContent> kay
L940[15:41:11] <ScottehBoeh> I can't find anything >:\
L941[15:41:11] <ghz|afk> if you want to think of it that way
L942[15:41:12] <ghz|afk> ;P
L943[15:41:24] <ScottehBoeh> Hey, ghz
L944[15:41:26] <ScottehBoeh> :D
L945[15:41:27] <ghz|afk> you could also think that coremods are broken by design
L946[15:41:34] <ghz|afk> and this is just an example of why
L947[15:41:44] <MalkContent> well it was working with 2122 ^^
L948[15:41:46] <MalkContent> and yea
L949[15:41:59] <ScottehBoeh> Is there any way for me to get a count of mods installed on a client? (or a list of the mods)
L950[15:43:02] <AshIndigo_> Maybe Loader has something?
L951[15:43:13] <MalkContent> maybe the new forge snooper offers that
L952[15:43:21] <ScottehBoeh> Ah!
L953[15:43:22] <ScottehBoeh> Fuond it
L954[15:43:26] <ghz|afk> ScottehBoeh: you mean from within the mod? or externally?
L955[15:43:51] <ScottehBoeh> I'm experimenting on my own sort of anti-cheat mod :D Nothing major, just a project to adapt my knowledge
L956[15:43:57] <ScottehBoeh> I just found that Loader gives me a list of the mods
L957[15:44:36] <AshIndigo_> Yay I guessed correctly
L958[15:45:22] <barteks2x> uh... why Minecraft has to make things so hard
L959[15:45:28] <ScottehBoeh> cuz life
L960[15:45:33] <barteks2x> I just want to make a world with only one my custom biome
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L962[15:46:15] <barteks2x> I registered it, but I have no idea what is the ID
L963[15:46:31] <barteks2x> which is what customized config expects
L964[15:46:40] <AshIndigo_> Does getID() exist?
L965[15:46:57] <barteks2x> actually, it does
L966[15:47:16] <barteks2x> Last time I worked with biomes was when biome "registry" was an array
L967[15:47:18] <howtonotwin> what's the difference between net.mcf.debug and .test?
L968[15:47:32] <AshIndigo_> An array...
L969[15:48:28] <barteks2x> there was just BiomeGenbase[256] in BiomeGenBase, that's what I remember
L970[15:49:05] <Gil> is there a declaration of Curse's manifest.json format somewhere?
L971[15:49:07] <howtonotwin> Biome.getIdForBiome lol
L972[15:49:16] <Gil> I'm making a pack and I can't find one
L973[15:51:23] <barteks2x> System.out.println(Biome.getIdForBiome(biome)); shows 0, I don't think my biome ID is 0
L974[15:51:53] <howtonotwin> Is it registered?
L975[15:51:57] <williewillus> barteks2x: biomes use the same registry system FML adds for blocks/items now
L976[15:52:05] <howtonotwin> the only thing that does is query the registry
L977[15:52:05] <barteks2x> BiomeDictionary.registerBiomeType(biome);
L978[15:52:06] <williewillus> so you need to GameRegistry.register the biome
L979[15:52:08] <ghz|afk> Gil: I think you can just look at existing packs
L980[15:52:10] <williewillus> yeah that's not enough
L981[15:52:12] <howtonotwin> if that fails you did something wrong
L982[15:52:20] <ghz|afk> the main file is just a list of file-ids
L983[15:52:25] <williewillus> that's registering the biome type not the biome itself
L984[15:52:26] <Gil> ghz|afk: sure, but they should really use open formats
L985[15:52:29] <barteks2x> GameRegistry.register will also work with biomes?
L986[15:52:32] <Gil> I mean, what the hell?
L987[15:52:32] <howtonotwin> yes
L988[15:52:33] <ghz|afk> that you can get by browsing the files section on curseforge
L989[15:52:36] <howtonotwin> it's generic for a reason :P
L990[15:52:38] <Gil> sure, yeah
L991[15:52:49] <howtonotwin> but you may as well use the new event
L992[15:52:50] <williewillus> it works with everything that needs auto assigned ids :P
L993[15:52:55] <ghz|afk> I'd prefer a maven-like thing, too
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L995[15:53:12] <williewillus> basically if you *can* pass it to GR.register you probably *should* do so
L996[15:53:19] <barteks2x> will it fail to compile if I try to register someting that can't be registered?
L997[15:53:19] <howtonotwin> RegistryEvent.Register<Biome> event fires sometime between mod construct and preinit
L998[15:53:21] <Gil> thanks anyway ghz|afk
L999[15:53:23] <howtonotwin> yes
L1000[15:53:34] <howtonotwin> if it's not IForgeRegistryEntry it fails
L1001[15:53:38] <barteks2x> I don't use these events yet
L1002[15:53:42] <williewillus> me neither lol
L1003[15:53:48] <williewillus> I just register manually atm
L1004[15:53:49] <barteks2x> I currently only have (pre/post)init
L1005[15:53:56] <ghz|afk> Gil: this may interest you: https://www.curseforge.com/knowledge-base/minecraft/120-minecraft-modpack-submission
L1006[15:53:59] <howtonotwin> ofc someone stupid could have made a IFRE type but not made a registry for it
L1007[15:54:06] <howtonotwin> but that's their idiocy
L1008[15:55:04] <Gil> ghz|afk: doesn't have much info, I have that one already, but thanks
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L1011[15:56:15] <barteks2x> And I guess forge crashes if someone tries to register past 256 biomes?
L1012[15:56:36] <AshIndigo_> 99% sure
L1013[15:56:50] <howtonotwin> yes
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L1015[15:59:29] <barteks2x> and either I don't know how to customize worldgen or it just doesn't work with custom biomes
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L1017[16:02:26] <barteks2x> nope, can't create world with just my own custom biome. because no
L1018[16:02:41] <williewillus> doesnt the customized world type have a biome slider?
L1019[16:02:50] <barteks2x> the custom biome isnt' there
L1020[16:03:11] <AshIndigo> Slap mc
L1021[16:04:00] <barteks2x> do I really have to write biome generator for that...?
L1022[16:05:53] <AshIndigo> Maybe?
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L1024[16:06:38] <barteks2x> well, let's hope my vanillacubic hack still works
L1025[16:06:48] <quadraxis> barteks2x, maybe get WorldEvent.Load and reflectively set world.provider.biomeProvider?
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L1027[16:07:40] <barteks2x> it works but not the way I wanted...
L1028[16:08:09] <barteks2x> Because biome height variation 0 it's *really* 0
L1029[16:08:28] <barteks2x> because 0 breaks the generator because it completely unnecessarily divides by that value
L1030[16:09:58] <barteks2x> value -0.111 should be close enough
L1031[16:10:14] <howtonotwin> Math.nextAfter?
L1032[16:10:52] <barteks2x> to workaround 0 not being allowed minecraft does this to heigth variation: double realVariation = biomeVariation*0.9+0.1
L1033[16:11:12] <kazwolfe> When an entity spawns (on EntityJoinWorldEvent), is the entity name set, or is that a later event?
L1034[16:11:35] <barteks2x> And if you try to force it to be 0 - you will get weird results
L1035[16:11:45] <barteks2x> completely empty terrain
L1036[16:12:05] <barteks2x> because there will be NaN almost everywhere in that part of worldgen'
L1037[16:14:42] <quadraxis> what are you writing here?
L1038[16:15:18] <barteks2x> I'm trying to figure out how biome height is related to terrain height
L1039[16:15:32] <barteks2x> I tried to figure it out from code
L1040[16:15:40] <barteks2x> but eact time I try I get different result
L1041[16:16:35] <barteks2x> And didn't I already explain several times what I'm doing?
L1042[16:16:48] <barteks2x> or was it not question to me?
L1043[16:18:14] <quadraxis> well i was just trying to follow getting from 'single biome world' to 'divide by zero errors'
L1044[16:19:34] <barteks2x> ah, yes. So now I know my last attempt at figuring it out from code was wrong
L1045[16:19:57] <barteks2x> from my last attempt biome height 0 should give terrain height 60 blocks, when it's 64
L1046[16:21:31] <barteks2x> I needed that single biome world just to see what will be terrain height
L1047[16:23:13] <quadraxis> cool, got a better idea now, thanks
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L1051[16:30:03] <Eragonn1490> does anyone here have an example of a door.json? i cant get the textures to show up at all
L1052[16:30:15] <howtonotwin> vanilla?
L1053[16:30:18] <howtonotwin> also logs
L1054[16:30:27] <Eragonn1490> one second
L1055[16:31:33] <Eragonn1490> yes its a duplciate
L1056[16:32:22] <ghz|afk> he means that you can look at vanilla's door.json
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L1059[16:34:43] <Wixim> http://pastebin.com/Q9LMbSv7
L1060[16:34:47] <ghz|afk> like, blockstates/spruce_door.json + models/block/spruce_door_bottom.json + models/block/spruce_door_top.json + models/item/spruce_door_json
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L1062[16:35:19] <Wixim> yes something like that
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L1064[16:35:36] <Artillect> return block == Blocks.BARRIER ? false : ((!(block instanceof BlockFence) || block.blockMaterial != this.blockMaterial) && !(block instanceof BlockFenceGate) ? (block.blockMaterial.isOpaque() && iblockstate.isFullCube() ? block.blockMaterial != Material.GOURD : false) : true);
L1065[16:35:42] <ghz|afk> have you actually looked at those files?
L1066[16:35:47] <ghz|afk> to see how vanilla minecraft does it?
L1067[16:35:48] <Artillect> I don't even know how to interpret that
L1068[16:35:54] <Artillect> that's how it does it for fences
L1069[16:36:03] <Artillect> but all of the logic going around is a huge jumble
L1070[16:36:27] <howtonotwin> this is what happens when your codebase is decompiled from an obfuscated jar
L1071[16:37:11] <ghz|afk> thats how the logic looks like to the jvm ;P
L1072[16:37:16] <howtonotwin> note how the decompiler mangled what should have been a bunch of logical operators (&&/||/&/|) into ternaries ?: :P
L1073[16:37:22] <ghz|afk> the decompiler did its best to put it back into code
L1074[16:37:29] <Artillect> damn
L1075[16:37:34] <Artillect> well how is that read
L1076[16:38:26] <Ordinastie> programming 101 ?
L1077[16:38:28] <LexManos> there is no such thing as &&/||'s in bytecode
L1078[16:38:32] <LexManos> its all just if statements
L1079[16:38:47] <Artillect> i get that it's programming 101, it's just a fucking disaster to read
L1080[16:39:02] <Ordinastie> rewrite it on the side then
L1081[16:39:03] <LexManos> The decompile tries to compress the if statements with best guess, if theya re simple it tries terinary
L1082[16:39:15] <Artillect> if it's a block.BARRIER it returns false
L1083[16:39:17] <Artillect> if not
L1084[16:39:24] <Ordinastie> not here -_-
L1085[16:39:28] <Artillect> it does some disaster thing
L1086[16:39:33] <LexManos> If you think its horrible, fix the decompiler, its open source
L1087[16:39:36] <Wixim> is there a way to combine all of the blockstaes into one .json?
L1088[16:40:06] <howtonotwin> hoowee
L1089[16:40:07] <Ordinastie> we can all agree that the decompiler has some unresolved passion with ternaries
L1090[16:40:17] <howtonotwin> can we see the blockstate file too
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L1092[16:40:39] <ghz|afk> this is what you get, if you use your IDE to convert the ?: into if/else
L1093[16:40:42] <ghz|afk> https://gist.github.com/gigaherz/9204aab007dab683284c819cc8990b1d
L1094[16:40:51] <ghz|afk> and add some "invert if" refactorings along the way
L1095[16:40:56] <howtonotwin> what's with all these deep quit messages...
L1096[16:41:17] <ghz|afk> Artillect ^
L1097[16:41:19] <Artillect> yeah
L1098[16:41:43] <Artillect> i love the check at the end that checks if it is Material.GOURD
L1099[16:41:49] <Artillect> well not a check
L1100[16:42:00] <ghz|afk> well it wasn't technically "at the end"
L1101[16:42:05] <Artillect> yeah
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L1103[16:42:47] <ghz|afk> it just looked cleaner this way than
L1104[16:42:48] <ghz|afk> if (block.blockMaterial.isOpaque() && iblockstate.isFullCube()) return block.blockMaterial != Material.GOURD;
L1105[16:42:48] <ghz|afk> else return false;
L1106[16:43:21] <Artillect> if my block is really a tile entity, do I check if the block the thing is trying to connect to is an instance of the block or the tile entity?
L1107[16:43:41] <ghz|afk> I usually ignore the block
L1108[16:43:47] <ghz|afk> and just check that the TE is the right one
L1109[16:43:50] <ghz|afk> note that
L1110[16:43:56] <ghz|afk> your block isn't "really a tile entity"
L1111[16:44:02] <ghz|afk> the tileentity is extra data for a block
L1112[16:44:02] <ghz|afk> ;P
L1113[16:44:18] <ghz|afk> not an alternative to, but an addition
L1114[16:44:33] <Artillect> so I do block instanceof TileEntity"whatever"?
L1115[16:44:39] <Artillect> in the return statement?
L1116[16:44:51] <ghz|afk> ...no
L1117[16:44:56] <howtonotwin> TE != block
L1118[16:44:59] <ghz|afk> because the BLOCK will never be a TILEENTITY
L1119[16:45:00] <Artillect> yeah
L1120[16:45:06] <howtonotwin> A TE can exist in the same space as a block
L1121[16:45:13] <Artillect> so I first have to check if the thing is a block or tile entity
L1122[16:45:16] <howtonotwin> but they are not actually related
L1123[16:45:16] <ghz|afk> NO
L1124[16:45:19] <ghz|afk> it's not either or
L1125[16:45:22] <ghz|afk> it's ALWAYS A BLOCK
L1126[16:45:24] <BordListian> infact, several TEs can exist in the same space as a block
L1127[16:45:32] <ghz|afk> which may or may not have a TE as a bonus
L1128[16:45:36] <Artillect> so I need to check if it is a tile entity
L1129[16:45:37] <ghz|afk> BordListian: wat no
L1130[16:45:39] <Ordinastie> BordListian, no it can't
L1131[16:45:55] <williewillus> if you're thinking multiparts, that's still one TE
L1132[16:45:57] <ghz|afk> Artillect: you want to check if there's a tileentity in that space
L1133[16:45:59] <williewillus> that delegates to others
L1134[16:46:07] <ghz|afk> not if it "is", but if it has one
L1135[16:46:13] <BordListian> pretty sure you can stack mobspawners within each other
L1136[16:46:20] <williewillus> BordListian: no...
L1137[16:46:27] <ghz|afk> no you can't, the game basically has
L1138[16:46:29] <Artillect> what's the method for checking if it is a tileentity?
L1139[16:46:30] <williewillus> that's because the spawner has a *list* of spawn entries that it cycles through
L1140[16:46:32] <ghz|afk> Map<BlockPos, TileEntity>
L1141[16:46:35] <howtonotwin> getTe != null
L1142[16:46:39] <howtonotwin> basically
L1143[16:46:41] <ghz|afk> so there can only be one bound to each position
L1144[16:46:42] <williewillus> Artillect: instanceof :<
L1145[16:46:48] <howtonotwin> or that
L1146[16:46:50] <BordListian> or atleast, i'm pretty sure i got two tileentities in the same spot a couple versions back
L1147[16:46:51] <ghz|afk> Artillect: stop saying "is"
L1148[16:46:55] <ghz|afk> a block is not a tileentity
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L1150[16:46:59] <ghz|afk> a block HAS a tileentity
L1151[16:47:10] <Artillect> ok
L1152[16:47:16] <williewillus> BordListian: that's imposible because of how it's implemented, it's a direct hashmap
L1153[16:47:32] <Katrix> Horay, working (except that it sometimes crashed D:) pathfinding debug renderer
L1154[16:47:32] <Katrix> [img]http://i.imgur.com/Ip5nOnj.png[/img]
L1155[16:47:38] <Katrix> oops
L1156[16:47:39] <Ordinastie> Imma bet one was on the server adn the other was on the client
L1157[16:47:53] <Artillect> so I do worldIn.getTileEntity(pos) != null?
L1158[16:48:01] <ghz|afk> Artillect: yes but no
L1159[16:48:06] <ghz|afk> I mean
L1160[16:48:10] <ghz|afk> yes, you want to compare with null
L1161[16:48:10] <BordListian> ...in the chunkdata file of a map?
L1162[16:48:18] <ghz|afk> but you also want to store the value in a variable first
L1163[16:48:27] <ghz|afk> so that you don't call getTileEntity unnecessarily
L1164[16:49:02] <BordListian> err okay, let me rephrase then, you can't have two tes in the same spot, but two tes with the same xyz?
L1165[16:49:11] <howtonotwin> BordListian, there's a list of serialized TEs stored in every chunk
L1166[16:49:16] <howtonotwin> each TE stores it's own xyz
L1167[16:49:20] <howtonotwin> when the chunk is loaded
L1168[16:49:23] <ghz|afk> "TileEntity te = world.getTileEntity(pos); if (!(te instanceof MyTileEntityClass)) return;"
L1169[16:49:30] <BordListian> i know what you're saying damnit
L1170[16:49:33] <howtonotwin> the TEs are deserialized and mapped to their locations
L1171[16:49:34] <Ordinastie> Artillect, maybe I'll be a dick again but do you realise the time you lose by not knowing the fundamentals ?
L1172[16:49:44] <howtonotwin> once loaded, therefore, only one TE to a loc
L1173[16:49:46] <BordListian> i just distinctly remember a mobspawner rendering inside of a chest
L1174[16:49:53] <BordListian> after nbt dickery
L1175[16:49:54] <Ordinastie> well, there will always be ghz|afk to write code for you...
L1176[16:50:08] <howtonotwin> on disk, as many TEs can be inside the same block, but only one will actually work once loaded
L1177[16:50:14] <ghz|afk> Ordinastie: nah he's going to butcher the copypaste
L1178[16:50:15] <ghz|afk> ;p
L1179[16:50:28] <Artillect> ghz|afk why do I not check if it is null?
L1180[16:50:36] <howtonotwin> instanceof also checks for null
L1181[16:50:46] <ghz|afk> Artillect: instanceof returns false always, if the input is null
L1182[16:50:49] <Ordinastie> null instanceof is always false
L1183[16:50:56] <Artillect> ah
L1184[16:50:58] <ghz|afk> so it's implicit in instanceof
L1185[16:51:05] <ghz|afk> so there's no need to do both if you are already using instanceof
L1186[16:51:14] <howtonotwin> which is odd because null is supposedly bottom but oh well
L1187[16:51:17] <Artillect> if i want the te to be instanceof a block with a certain capability how is that done?
L1188[16:51:25] <williewillus> a te is not a block
L1189[16:51:29] <williewillus> how many times do we have to say that
L1190[16:51:30] <Artillect> yes sorry
L1191[16:51:34] <Artillect> it's a phrasing thing
L1192[16:51:37] <howtonotwin> programmer QoL > theoretical correctness I guess
L1193[16:51:40] <ghz|afk> you check that it's a TE first
L1194[16:51:42] <ghz|afk> and then afterward
L1195[16:51:46] <ghz|afk> you check if it has the capability
L1196[16:51:50] <ghz|afk> it's just two steps
L1197[16:51:53] <ghz|afk> you do them one after the other
L1198[16:51:55] <Artillect> ok
L1199[16:52:40] <ghz|afk> howtonotwin: well null has no type, so it's techincally an instance of nothing
L1200[16:53:04] <ghz|afk> you could say if there was such a thing as "null instanceof void", only then it may be true
L1201[16:53:08] <howtonotwin> it does have a type, the null type, you just can't name it
L1202[16:53:13] <ghz|afk> xcept it wouldn't be, because void isn't nullable
L1203[16:53:15] <howtonotwin> and that type is the bottom type
L1204[16:53:30] <howtonotwin> which means it is a subtype of all types
L1205[16:53:34] <ghz|afk> ?
L1206[16:53:42] <ghz|afk> subtype, or supertype?
L1207[16:53:44] <howtonotwin> proof: you can assign null to any reference type
L1208[16:53:46] <howtonotwin> subtype
L1209[16:53:48] <howtonotwin> of all types
L1210[16:53:53] <ghz|afk> that makes no sense
L1211[16:53:59] <howtonotwin> it's bottom
L1212[16:54:05] <ghz|afk> unless our concept of subtype is different
L1213[16:54:07] <howtonotwin> it's entire purpose is to break the system :P
L1214[16:54:27] <ghz|afk> the way I see it, null is the root
L1215[16:54:49] <quadraxis> Object is the root of the class heirarchy
L1216[16:54:53] <ghz|afk> as in, "Object extends Reference", where "Reference" only has one possible value "null"
L1217[16:55:16] <howtonotwin> My definition of subtype is that T is a subtype of T' if T' t' = <expr of type T> is well-typed
L1218[16:55:29] <quadraxis> every reference type can be cast to Object
L1219[16:55:40] <quadraxis> and null can be cast to every reference type
L1220[16:55:43] <howtonotwin> therefore null is a subtype of all types as <any-type> t = null is always well typed
L1221[16:55:50] <howtonotwin> Object and null are opposite
L1222[16:55:50] <ghz|afk> if I ever create a langauge
L1223[16:55:51] <ghz|afk> https://gist.github.com/gigaherz/c883be607e47f480191b7975072b15e0
L1224[16:55:53] <Artillect> wait, do I want this connection code in the block class or tile entity class?
L1225[16:55:55] <ghz|afk> this is the type hierarchy I'm using
L1226[16:55:56] <ghz|afk> XD
L1227[16:55:58] <howtonotwin> Object is top, null is bottom
L1228[16:56:09] <ghz|afk> howtonotwin: yeah I don't see that ;p
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L1230[16:56:30] <howtonotwin> say I have an object of type Object
L1231[16:56:36] <howtonotwin> can I assign it to a var of type String?
L1232[16:56:38] <howtonotwin> no
L1233[16:56:45] <howtonotwin> therefore Object is not a subtype of String
L1234[16:56:54] <howtonotwin> If I have an object of type null
L1235[16:57:02] <ghz|afk> you dont' ahve an object of type null
L1236[16:57:05] <howtonotwin> can I assign it to a var of type String
L1237[16:57:14] <howtonotwin> yes
L1238[16:57:21] <howtonotwin> therefore null type is a subtype of String
L1239[16:57:30] <ghz|afk> I guess that's where we disagree ;P
L1240[16:57:32] <howtonotwin> repeat this proof and you find null is a subtype of all types
L1241[16:57:47] <ghz|afk> I understand your point of view, now
L1242[16:57:53] <ghz|afk> I just disagree in the entire concept of "null type"
L1243[16:58:27] <howtonotwin> JLS 4.1 disagrees with you
L1244[16:58:37] <howtonotwin> "There is also a special null type, the type of the expression null (§3.10.7, §15.8.1), which has no name."
L1245[16:58:37] * ghz|afk shrugs
L1246[16:58:51] <ghz|afk> yeah that's a hack
L1247[16:58:55] <ghz|afk> used to implement the compiler
L1248[16:59:02] <ghz|afk> a workaround for a limitation of the system
L1249[16:59:16] <howtonotwin> no, it's in the JLS
L1250[16:59:21] <howtonotwin> hacks do not go in the JLS
L1251[16:59:31] <ghz|afk> I mean
L1252[16:59:34] <howtonotwin> formal definitions go in the JLS
L1253[16:59:35] <ghz|afk> hack at the design level
L1254[16:59:37] <ghz|afk> not implementation level
L1255[16:59:40] <ghz|afk> it's a "formal hack"
L1256[16:59:50] <ghz|afk> a trick to work around a design flaw
L1257[16:59:54] <ghz|afk> (nulls are a design flaw ;P)
L1258[16:59:54] <howtonotwin> well bottom does have a tendency to break type systems
L1259[17:00:22] <quadraxis> can you have a valid expression of type null?
L1260[17:00:25] <howtonotwin> yes
L1261[17:00:28] <howtonotwin> it's `null`
L1262[17:00:28] <ghz|afk> "null"
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L1264[17:00:46] * howtonotwin shifts this war into one about " vs `
L1265[17:00:46] <quadraxis> i mean not as a subexpression
L1266[17:00:51] <ghz|afk> the idea being that null assigned to anything gets casted to that
L1267[17:01:03] <quadraxis> dont think you can compile "null;"
L1268[17:01:03] <ghz|afk> quadraxis:
L1269[17:01:10] <ghz|afk> yes you can
L1270[17:01:11] <ghz|afk> well
L1271[17:01:25] <ghz|afk> the compiler may reject it due to "ignoring expression result" or whatever
L1272[17:01:28] <howtonotwin> "1+1" doesn't compile either
L1273[17:01:33] <ghz|afk> but so far as the AST is concerned
L1274[17:01:50] <ghz|afk> that's an expression with effective type "<unnamed null-type>"
L1275[17:02:10] <Artillect> and I was told this wasn't a java channel lol
L1276[17:02:12] <ghz|afk> which as howtonotwin is assignable to any other type
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L1279[17:02:20] <ghz|afk> Artillect: we don't TEACH java (try not to)
L1280[17:02:25] <Artillect> i know
L1281[17:02:26] <quadraxis> but is that allowed by the JLS?
L1282[17:02:30] <ghz|afk> but we do discuss the intrincacies of the langauge every now and then
L1283[17:02:35] <howtonotwin> what is allowed?
L1284[17:02:37] <Artillect> i'm merely making a joke
L1285[17:02:42] <ghz|afk> quadraxis: if you write
L1286[17:02:46] <ghz|afk> a = null;
L1287[17:02:48] <ghz|afk> the compiler will see
L1288[17:03:23] <ghz|afk> Assignation(Ref('a')<typeof a>,Null()<null-type>)
L1289[17:03:36] <ghz|afk> (I made up that syntax)
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L1291[17:03:43] <howtonotwin> This talk about ASTs and compilers is giving me flashbacks to scala macros
L1292[17:03:52] * howtonotwin shivers
L1293[17:04:27] <ghz|afk> so it will generate something akin to "a = (TypeOfA)null;"
L1294[17:04:51] <ghz|afk> (dunno if that cast is implicit or explicit in the bytecode)
L1295[17:04:57] <howtonotwin> If you believe my position of null being a subtype of all things there is no cast
L1296[17:05:00] <howtonotwin> testing...
L1297[17:05:05] <Gil> hmm, I wonder if I should use gradle to install my pack
L1298[17:05:13] <Gil> can gradle handle Curse links somehow?
L1299[17:05:50] <Gil> what I want to do is have a way to develop modpacks
L1300[17:06:00] <quadraxis> yeah so the type of the expression "a = null;" is <type of a>
L1301[17:06:01] <Gil> so the git doesn't have the packs, but it has a list of dependencies
L1302[17:06:14] <quadraxis> <unnamed null type>
L1303[17:06:20] <Gil> people working on the pack clone the git, build it and test it
L1304[17:06:23] <quadraxis> *not <unnamed null type>
L1305[17:06:39] <Gil> I guess I can use ForgeGradle without any source or something
L1306[17:06:40] <Gil> hmmm
L1307[17:06:56] <quadraxis> An expression denotes nothing if and only if it is a method invocation (§15.12) that invokes a method that does not return a value, that is, a method declared void (§8.4). Such an expression can be used only as an expression statement (§14.8) or as the single expression of a lambda body (§15.27.2), because every other context in which an expression can appear requires the expression to...
L1308[17:06:57] <quadraxis> ...denote something.
L1309[17:07:07] <ghz|afk> Gil: https://github.com/portablejim/curseDownloader/releases ?
L1310[17:07:10] <Gil> I just need to find a proper way to set up the build gradle and the proper command to run
L1311[17:07:25] <ghz|afk> you can try to use that as a helper ;P
L1312[17:07:33] <Gil> ghz|afk: Vazkii's is better
L1313[17:07:38] <Gil> that's what I'm using now
L1314[17:07:42] <ghz|afk> heh
L1315[17:07:57] <howtonotwin> there is no cast of Object obj; obj = null
L1316[17:08:04] <Gil> for my purposes that is, the python dependency is bad
L1317[17:08:07] <howtonotwin> just "aconst_null; putfield"
L1318[17:08:16] <Gil> I won't teach everyone how to install python, I'm not crazy
L1319[17:08:35] ⇦ Quits: Jezza (~Jezza@92.206.4.86) (Quit: Leaving)
L1320[17:08:42] <williewillus> howtonotwin: the question is does the compiler treat it like another type and convert
L1321[17:09:11] <ghz|afk> yes, for purposes of type-matching and inference
L1322[17:09:25] <ghz|afk> the alternative is to have the compiler treat nulls in a special way
L1323[17:09:39] <ghz|afk> "if the left side is null, then do this, else get the type"
L1324[17:09:45] <ghz|afk> you'd have the compiler full of those
L1325[17:09:52] <ghz|afk> it's much easier to have a null-type
L1326[17:09:57] <ghz|afk> and then just include type-matching rules
L1327[17:10:09] <ghz|afk> for that null-type
L1328[17:10:44] <ghz|afk> which is why I was saying it's a design hack
L1329[17:10:57] <howtonotwin> this is true in formal contexts too, actually
L1330[17:11:08] <ghz|afk> it makes everyone life's much easier to treat null as a subtype of all the types at once
L1331[17:11:31] <ghz|afk> everyone's lives*
L1332[17:12:03] <ghz|afk> even thouhg that means "null is a subtype of everything, but an instance of nothing"
L1333[17:12:15] <ghz|afk> you have to just accept that
L1334[17:12:22] <Gil> the word you're looking for is bottom type I think
L1335[17:12:24] <ghz|afk> and cry while trying to leep
L1336[17:12:31] <ghz|afk> sleep*
L1337[17:12:31] <Gil> explicit bottom types are bad
L1338[17:12:38] <ghz|afk> hence why I refuse to give it a formal name
L1339[17:12:38] <ghz|afk> ;P
L1340[17:12:38] <Gil> null should die in a fire
L1341[17:12:41] <quadraxis> well thats fine, null is not an instance
L1342[17:12:52] <Gil> implicit bottom types, sorry
L1343[17:12:52] <ghz|afk> it could be
L1344[17:13:08] <ghz|afk> they could have defined null as an instance with id = 0
L1345[17:13:11] <Gil> TypeScript now has an option to turn off implicit bottom
L1346[17:13:29] <Gil> no more NPE in JavaScript, thank god
L1347[17:13:32] <quadraxis> but that is aginst the point of null
L1348[17:13:35] <ghz|afk> IF you use typescript
L1349[17:13:39] <ghz|afk> we use coffeescript at work
L1350[17:13:42] <Gil> ugh
L1351[17:13:47] <Gil> poor man
L1352[17:13:57] <ghz|afk> coffeescript+angular+less
L1353[17:14:01] <Gil> D:
L1354[17:14:05] <ghz|afk> using BEM style rules ¬¬
L1355[17:14:05] <Gil> angular 1?
L1356[17:14:07] <ghz|afk> yes
L1357[17:14:10] <Gil> D:
L1358[17:14:20] <Gil> I had that job
L1359[17:14:22] <Gil> I ran
L1360[17:14:30] <ghz|afk> I get paid enough to stick around a bit longer
L1361[17:14:30] <ghz|afk> ;p
L1362[17:14:31] <Artillect> how do I get the face of a block that I'm trying to connect to?
L1363[17:14:40] <Gil> fair enough
L1364[17:14:45] <Artillect> *or tile entity
L1365[17:14:59] <ghz|afk> check which direction you are looking at
L1366[17:15:04] <ghz|afk> and get its opposite
L1367[17:15:10] <Gil> coffeescript was okay-ish for a while, because it had traction, now it's just another dead language that makes no sense
L1368[17:15:20] <Artillect> let me rephrase, sorry
L1369[17:15:34] <Gil> TypeScript is close to being something we won't ever get rid of
L1370[17:15:44] <Artillect> I mean I have a block trying to connect to others, how do I get the face of the block that it is trying to connect to
L1371[17:15:48] <Gil> it just needs a little extra push
L1372[17:15:57] <Artillect> because to check if it has the capability, it needs an EnumFacing
L1373[17:16:00] <Gil> SoundScript might give TypeScript that push I guess
L1374[17:16:08] <ghz|afk> Gil: the project manager would like to switch to typescript+vuejs
L1375[17:16:13] <ghz|afk> but
L1376[17:16:25] <ghz|afk> it's hard to tell the boss we need to allocate a few thousands hours to that task
L1377[17:16:26] <ghz|afk> XD
L1378[17:16:37] <Gil> lol, that's always the problem
L1379[17:16:59] <ghz|afk> the performance difference does have a selling point, though
L1380[17:17:03] <ghz|afk> everything is faster than angular1
L1381[17:17:14] <Gil> VueJs is cool, I just worry it'll be obsolete before you finish your project
L1382[17:17:26] <Gil> stuff is going so fast
L1383[17:17:57] <Gil> I mean, there's people starting to call Aurelia outdated, I'm not even sure if it's out yet
L1384[17:17:57] ⇦ Quits: ThePsionic (~ThePsioni@ip5457f909.direct-adsl.nl) (Quit: Leaving)
L1385[17:18:02] <ghz|afk> web frameworks are living proof of https://xkcd.com/927/
L1386[17:18:08] <Gil> I just trust Eric Elliot
L1387[17:18:16] <Gil> he seems to have the right idea
L1388[17:18:42] <ghz|afk> I wish it was viable to use https://github.com/yuvaltz/Granular
L1389[17:18:43] <ghz|afk> XD
L1390[17:18:53] <Gil> vanilla javascript, maybe typescript if you really need it, make use of prototypal inheritance, no classes
L1391[17:18:55] <ghz|afk> I really like WPF as a language/environment
L1392[17:19:02] <howtonotwin> o_O
L1393[17:19:05] <ghz|afk> (language being XAML)
L1394[17:19:06] <Gil> oh and PWA's, not apps
L1395[17:19:13] <howtonotwin> Actually that doesn't seem half bad
L1396[17:19:16] <Gil> native apps need to die
L1397[17:19:26] <ghz|afk> no they don't
L1398[17:19:28] <ghz|afk> ;P
L1399[17:19:42] <ghz|afk> at least not for as long as the web is built on html+js+css
L1400[17:19:49] <Gil> PWA's can do the same thing, but are an open format supported by all devices but apple
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L1402[17:19:59] <Gil> and it doesn't require an install to work
L1403[17:20:00] <ghz|afk> IMO
L1404[17:20:09] <ghz|afk> the worst issue with any and all web frameworks
L1405[17:20:14] <ghz|afk> is that in the end, they end up as html+js+css
L1406[17:20:18] <ghz|afk> so long as we can't fix that
L1407[17:20:23] <ghz|afk> the web will remain semi-broken
L1408[17:20:29] <Gil> I don't mind JS, it's my favorite language
L1409[17:20:38] <Gil> and the new shadow DOM stuff makes HTML just fine
L1410[17:20:42] <Gil> CSS is an issue
L1411[17:20:44] <Gil> a big one
L1412[17:20:46] <ghz|afk> sure, but it's not a good fit for the backend langauge
L1413[17:20:48] <ghz|afk> that runs the apps
L1414[17:20:59] <Gil> debatable, but I get your point
L1415[17:21:12] <ghz|afk> the backend langauge should be more asm-like
L1416[17:21:23] <ghz|afk> epxlicit typing, provable correctness, etc
L1417[17:21:24] <Gil> let's put it this way: I think JS might become a good server language
L1418[17:21:34] <ghz|afk> then stuff like js can just be built on top
L1419[17:21:58] <Gil> a provably correct general VM maybe?
L1420[17:22:05] <ghz|afk> yeah
L1421[17:22:05] <Gil> that runs on ring 0 of the OS
L1422[17:22:11] <ghz|afk> well that's an implementation detail
L1423[17:22:12] <ghz|afk> ;P
L1424[17:22:12] <Gil> that'd be faster than native code probably
L1425[17:22:28] <Gil> good luck optimizing your C++ so much that it beats Ring 0 speed
L1426[17:22:39] <Artillect> how can I accept any facing in a hasCapability check
L1427[17:23:02] <Gil> Ring 0 is not an implementation detail man, we're currently running all code in the entire world at a 20% overhead cost in Ring 3
L1428[17:23:18] <Gil> a general VM in Ring 0 makes ALL code 20% faster
L1429[17:23:31] <shadowfacts> Artillect, just ignore the EnumFacing parameter and check the Capability
L1430[17:23:33] <Gil> and JS for example, or Java, is NOT 20% slower than C++
L1431[17:23:43] <Gil> so a general VM = Java and JS faster than C++
L1432[17:24:08] <Disconsented> JS?
L1433[17:24:13] <Disconsented> Im skeptical
L1434[17:24:14] <Gil> JavaScript
L1435[17:24:33] <Gil> JavaScript is about as fast as Java these days
L1436[17:24:38] <Disconsented> Links?
L1437[17:24:59] <Gil> the topic is to broad to link you to some benchmarks
L1438[17:25:06] <Gil> why do you think it's slower?
L1439[17:25:29] <Gil> I mean, there's tons of use cases where I get your point, it depends on how you use it, etc
L1440[17:25:43] <Disconsented> I don't have a point, Im just skeptical
L1441[17:25:56] <Gil> but a bottom line optimized algorithm in JS is just as fast, if not faster than Java
L1442[17:26:04] <Gil> remember, Web Assembly is a spec now
L1443[17:26:16] <Gil> and OpenGL is a native spec to JS now
L1444[17:26:20] <Artillect> shadowfacts it wants me to define a variable for that parameter but I don't know what to define it as
L1445[17:26:34] <Gil> well, WebGL, I'm broadly sweeping again
L1446[17:26:48] <shadowfacts> you mean you don't have the parameter in your method signature?
L1447[17:27:02] <Gil> I'm not advocating people to write the new Call of Duty in JS just yet
L1448[17:27:07] <shadowfacts> it should be boolean hasCapability(Capability<?>, EnumFacing)
L1449[17:27:21] <shadowfacts> the EnumFacing parameter should still exist, you just ignore it in your method impl
L1450[17:29:04] <Gil> disconsented: https://rclayton.silvrback.com/speaking-intelligently-about-java-vs-node-performance
L1451[17:29:15] <Disconsented> cheers
L1452[17:29:22] ⇦ Quits: TechnicianLP (~Technicia@p4FE578BD.dip0.t-ipconnect.de) (Ping timeout: 384 seconds)
L1453[17:29:46] <Gil> the fact that these articles pop up is proof enough performance is close enough
L1454[17:29:51] <Disconsented> Oh Node
L1455[17:30:05] <Disconsented> When you said JS, I thought you meant JS in browsers
L1456[17:30:08] <Gil> if Java of all things has to beat JS by their superior threading, the distance is closing fast
L1457[17:30:14] <Gil> JS in general
L1458[17:30:25] <Gil> obviously, the fastest way to run JS is Node
L1459[17:30:39] <Gil> remember though, Node is just V8 is just Chrome
L1460[17:30:49] <Gil> it's just that Node doesn't have to do all the stuff a browser does
L1461[17:31:05] <Gil> if we take that into account, compare Java Applets to browser JS
L1462[17:31:11] <Gil> exactly :p
L1463[17:31:53] <Gil> so yeah, JS is a mature VM language, using the same research Java's VM does
L1464[17:31:54] <quadraxis> Java will almost always be faster than Node.js
L1465[17:31:56] ⇦ Quits: AstralSorcerer (~AstralSor@128.151.114.117) (Ping timeout: 186 seconds)
L1466[17:32:02] <quadraxis> quote from that article
L1467[17:32:03] <Gil> well, of course
L1468[17:32:08] <Gil> because threading
L1469[17:32:14] <quadraxis> Also, the Java Virtual Machine has something like 15 years more development than the V8 runtime.
L1470[17:32:24] <Gil> do you really think the JS environment won't fix the threading problem?
L1471[17:32:59] <Gil> I'm not saying JS is better than Java, I'm just saying the performance is comparable and closing in on being equal
L1472[17:33:32] <Gil> JS is also now more widely used than Java, it's even beating Java in the embedded space last I've heard (Java is stagnating there, JS is gaining traction)
L1473[17:34:06] <Gil> in any case, it doesn't matter, we just need a general VM that can run both in Ring 0
L1474[17:34:37] <Gil> that brings both of em in range of C++ performance, even beating it in the theoretical case by 8%
L1475[17:34:48] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:80dc:7855:5421:3308) (Ping timeout: 206 seconds)
L1476[17:35:06] <Gil> not to mention that VMs are getting FASTER than C++ already in certain optimized cases
L1477[17:35:42] <Gil> my prediction: ring 0 VM is the future. Proof? Microsoft has been funding research on it for years now
L1478[17:35:45] <quadraxis> also, programming languages don't have performance
L1479[17:35:59] <Gil> kinda sorta they do
L1480[17:36:05] <quadraxis> the machune code generated from those languages does
L1481[17:36:11] <Gil> sure
L1482[17:36:26] <Gil> you get my point though, with the semantics
L1483[17:36:29] <ghz|afk> back
L1484[17:36:36] <ghz|afk> some langauges to have am uch higher complexity
L1485[17:36:44] <ghz|afk> that makes generating high-performance code a nightmare
L1486[17:36:47] <ghz|afk> (see javascript ;P)
L1487[17:36:49] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:80dc:7855:5421:3308)
L1488[17:36:59] <quadraxis> i get the point, but you shouldn't generalise
L1489[17:37:05] <Gil> I agree
L1490[17:37:18] <ghz|afk> do*
L1491[17:37:20] <ghz|afk> a much*
L1492[17:37:21] <Gil> but I'm not writing a research paper, this is IRC, bear with me a little :)
L1493[17:37:27] <Gil> I'm just excited for the future
L1494[17:37:38] <Gil> I don't have a horse in this race, I like all languages
L1495[17:37:44] <ghz|afk> wasn't there a "binary js" kinda thing being worked on
L1496[17:37:46] <Gil> I love me some good old C99
L1497[17:37:49] <quadraxis> well hopefully everything will get a little better
L1498[17:37:53] <ghz|afk> where the server would provide pre-parsed ASTs
L1499[17:37:53] <Gil> ghz|afk: already here
L1500[17:37:58] <ghz|afk> instead of sourcecode
L1501[17:38:04] <Gil> Web Assembly is running in latest browsers already
L1502[17:38:09] <ghz|afk> oh?
L1503[17:38:09] <shadowfacts> there's web assembly
L1504[17:38:22] <Gil> yeah man, it's a full-fledged, operating spec already
L1505[17:38:34] <Gil> it's still in its infancy, but the tech is here
L1506[17:39:03] <ghz|afk> OOOH
L1507[17:39:03] <ghz|afk> http://webassembly.org/demo/
L1508[17:39:06] <Gil> just remember if you look this up: asm.js = dead, Web Assembly is what you're looking for
L1509[17:39:12] <ghz|afk> enabled wasm :3
L1510[17:39:36] <ghz|afk> unity compiles to wasm already?
L1511[17:39:42] <ghz|afk> or was that just preprocessed from the normal webgl output
L1512[17:39:43] <Gil> sorta kinda, last I heard
L1513[17:39:58] <Gil> probably very early
L1514[17:40:03] <ghz|afk> that angrybots demo is failing to load
L1515[17:40:18] <ghz|afk> ah, now
L1516[17:40:20] <ghz|afk> it just took a long time
L1517[17:40:21] <ghz|afk> XD
L1518[17:40:29] <Gil> yeah, there's hickups
L1519[17:40:42] <Gil> loading resources for example, is still a bit of a nightmare
L1520[17:40:52] <Gil> the web isn't optimized for streaming yet
L1521[17:41:10] <Gil> we're used to either stream video or really small things
L1522[17:41:32] <ghz|afk> http2 is supposed to be better at it
L1523[17:41:37] <Gil> yup
L1524[17:41:49] <Gil> give it a decade or so, we'll get better and better at this
L1525[17:42:13] <ghz|afk> if we still have html+js+css in a decade, chances are I'll be too disappointed to care
L1526[17:42:14] <ghz|afk> ;P
L1527[17:42:40] <Gil> 5 years: augmented reality in every pocket, 10 years: web everything
L1528[17:42:45] <Gil> set your calendars for those two
L1529[17:43:26] <Gil> ghz|afk: eh, just use those as a target to compile to if you don't like em, personally I mostly do like em, especially JS
L1530[17:43:57] <Gil> I mean, JS is the bastard child of original Smalltalk, Scheme/LISP and Self, those are my favorite languages in the world
L1531[17:43:58] <ghz|afk> i don't dislike them per se
L1532[17:44:06] <Gil> sure, we got ugly syntax, but it's just fun to work with :)
L1533[17:44:25] <ghz|afk> I like js and the closure stuff
L1534[17:44:33] <ghz|afk> I do like html as a document format
L1535[17:44:38] <ghz|afk> could be better but it's not too bad
L1536[17:44:50] <ghz|afk> just... we aren't doing documents anymore
L1537[17:45:01] <Gil> I couldn't agree more
L1538[17:45:10] <Gil> it bugs me so much
L1539[17:45:28] <ghz|afk> flexbox is just a clumsy attempt to work around the wrong problem...
L1540[17:45:37] <Gil> with the shadow DOM stuff, we're getting closer, until you realize it's a massive framework for what should just be XML really
L1541[17:45:53] <Gil> disregarding syntax for now, I hear your "XML sucks" comments
L1542[17:45:59] <shadowfacts> that demo's pretty impressive
L1543[17:46:05] <ghz|afk> I like how XAML handles that -- fully separate
L1544[17:46:14] <ghz|afk> fully separate visual tree*
L1545[17:46:19] <Gil> yeah, the web should be XAML
L1546[17:46:38] <ghz|afk> funny thing
L1547[17:46:44] <ghz|afk> that granular thing I pasted earlier
L1548[17:46:45] <Gil> but let's be honest here, XAML = Microsoft and Microsoft has the best dev experience just all around for their products
L1549[17:46:56] <ghz|afk> https://github.com/yuvaltz/Granular
L1550[17:47:06] <howtonotwin> flamewar incoming
L1551[17:47:07] <ghz|afk> it's basically XAML/WPF using the DOM as a "visual tree"
L1552[17:47:10] <Gil> makes sense they got WPF right too, they spend so much dough on developer-oriented toolnig
L1553[17:47:15] <howtonotwin> are you sorry
L1554[17:47:47] <ghz|afk> native support for templates
L1555[17:47:50] <Gil> howtonotwin: what flamewar? I'm pretty sure no one is claiming Microsoft is not good at treating its devs
L1556[17:47:55] <ghz|afk> native support for event binding
L1557[17:48:01] <howtonotwin> "best"
L1558[17:48:08] <howtonotwin> that's gonna set someone off
L1559[17:48:08] <Gil> who gets close?
L1560[17:48:16] <Gil> Facebook is up and coming, sure
L1561[17:48:17] * howtonotwin is not taking part in this
L1562[17:48:25] * howtonotwin runs away
L1563[17:48:40] <Gil> but anyone who used either Angular, Angular2 or Android SDK knows that it's not google :p
L1564[17:48:53] <Gil> Apple, eh, some things, sometimes they get right
L1565[17:48:56] <ghz|afk> meh, I haven't seen much of react
L1566[17:49:08] <Gil> but I'm pissed off that they are the new Internet Explorer that holds the web back
L1567[17:49:16] <ghz|afk> but I don't think it's the solution, either
L1568[17:49:33] <Gil> ghz|afk: everyone assures me it's like roses and daisies in a green field with slight summer breeze
L1569[17:49:40] <ghz|afk> yeah xcept
L1570[17:49:52] <Gil> tried to use it, got confused right away, looked at cost for trainig, nope nope
L1571[17:49:54] <ghz|afk> it works by embedding the html inside javascript literals
L1572[17:49:59] <ghz|afk> which is a big code smell
L1573[17:50:19] <Gil> hmm, I'm going to agree on that, but just barely, I've seen some correct use cases
L1574[17:50:33] <Gil> but yeah, just the tooling alone is always going to be a nightmare
L1575[17:50:44] <Gil> I don't get it either
L1576[17:51:04] <Gil> make a good packing format, don't force me to write two things in one file
L1577[17:51:32] <Gil> code smell? Sure, lot of cases, but not all
L1578[17:51:46] <ghz|afk> yeah not all smells are bad smells
L1579[17:51:52] <ghz|afk> that's why i don't like that term, either ;P
L1580[17:52:28] <Gil> the crossover where you are programmatically creating a document tree, those benefit by just writing a document tree, instead of using a janky parser
L1581[17:52:56] <Gil> and React seems to correctly force you to do it in small distributed chunks, not big files with lots of both code and tree
L1582[17:53:20] <ghz|afk> it may be cleaner -- I ahven't seen enough
L1583[17:53:35] <Gil> yeah, same, I'm not big into JSX
L1584[17:53:43] ⇦ Quits: ScottehBoeh (~ScottehBo@95.144.45.252) (Quit: Leaving)
L1585[17:53:48] <Gil> I know about most of it, but I haven't used it enough
L1586[17:54:18] <Shambling> talking of bad smells, someone must have given my dog turkey gravy
L1587[17:54:31] <Gil> I gave my turkey dog gravy
L1588[17:54:55] <Gil> and then I realized I don't have a turkey or a dog, so I just stared at the puddle wondering what I did yesterday
L1589[17:55:17] <Gil> then I came to bother you guys, because life is too short to clean up messes
L1590[17:55:26] <Gil> :D
L1591[17:56:02] <Gil> btw, can I just read that sentence as "someone gave my dog-turkey gravy"?
L1592[17:56:07] <Gil> it makes me happy
L1593[17:57:47] <Gil> pff, I give up, I can't figure out a way to use ForgeGradle to make modpacks
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L1596[17:59:23] <untamemadman> I have an issue with my Forge server, it keeps crashing on boot. My crash log is here: http://paste.ubuntu.com/23546129/
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L1599[18:00:09] <Gil> I'm just going to look into using vanilla gradle to create my /mods/ folder for me, with proper caching, then use gradle to copy the files over to a MultiMC instance
L1600[18:00:25] <Gil> that sounds like it would work, but it requires my devs to use MultiMc
L1601[18:00:36] <Gil> I'd prefer gradle to actuall run the instance
L1602[18:00:44] <Gil> I was hoping ForgeGradle could do that
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L1604[18:01:34] <howtonotwin> I don't actually think there's much to making it run other than just calling the main class
L1605[18:02:13] <Gil> well, to start with, you need to grab a copy of Forge, you need to build the folder structure, etc
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L1608[18:03:20] <Gil> howtonotwin, it sounds simple, until you try to do it
L1609[18:03:24] <Gil> then there's all these gotchas
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L1613[18:10:46] <Shambling> I do admit, I looked back up at what I typed, and realize now the errors of my ways.
L1614[18:10:59] <Shambling> my poor dog-turkey
L1615[18:14:40] <Wixim> sorry about leaving, but im still having the issue finding the texture for custom doors, my block http://pastebin.com/vpKGMk0C, how its registered http://pastebin.com/vSFe6RE5 , the blockstate .json http://pastebin.com/LuXyCeWH ,
L1616[18:17:31] <howtonotwin> btw, why not make your register method generic so you don't need all those casts?
L1617[18:17:51] <howtonotwin> just <T extends ParamType> T register(T)
L1618[18:18:15] <howtonotwin> oh well there it is
L1619[18:18:24] <howtonotwin> you don't use the forge format like that
L1620[18:18:35] <howtonotwin> you don't say "variant X looks like this"
L1621[18:18:48] <Wixim> thats what i did
L1622[18:19:07] <howtonotwin> you say "property P has values V1..Vn, each of which has this EFFECT on the model"
L1623[18:19:18] <Gil> I profess to completely abuse generics at all times and I refuse to change my ways :)
L1624[18:19:20] <howtonotwin> then why the casts?
L1625[18:19:39] <howtonotwin> anyway
L1626[18:19:50] <howtonotwin> what you want is something like this in the variants block
L1627[18:20:16] <howtonotwin> oh
L1628[18:20:17] <howtonotwin> hm
L1629[18:20:32] <howtonotwin> well it seems like this model resists being forge formatted
L1630[18:20:59] <howtonotwin> in that case take all the variant defs and wrap them in arrays
L1631[18:21:15] <howtonotwin> "facing=east,half=lower,hinge=left,open=false": { "model": "blocks/acacia_door_bottom" }
L1632[18:21:18] <howtonotwin> becomes
L1633[18:21:27] <howtonotwin> "facing=east,half=lower,hinge=left,open=false": [{ "model": "blocks/acacia_door_bottom" }]
L1634[18:21:30] <Wixim> but is that a forge bug or?
L1635[18:21:33] <howtonotwin> no
L1636[18:21:37] <howtonotwin> it's intentional
L1637[18:22:01] <howtonotwin> list means to take the variant literally
L1638[18:22:12] <howtonotwin> and then the model is randomly selected from the contents
L1639[18:24:45] <Wixim> still getting purple boxes
L1640[18:25:59] <Wixim> can you try to make one and see if you can get any texture to showup @howtonotwin the blocks work its the .json's that arent working i hope
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L1642[18:27:06] <howtonotwin> So I'll just convert the birch_door model to forge format
L1643[18:27:10] <howtonotwin> and post it for you
L1644[18:28:56] <howtonotwin> regex is magic
L1645[18:29:15] <howtonotwin> replace (\"facing[^:]*:\s+)(\{[^}]*\}) with \1[\2]
L1646[18:29:31] * howtonotwin cannot read the abomination he wrote just 1 minute ago
L1647[18:32:07] <howtonotwin> oh
L1648[18:32:10] <howtonotwin> the textures block
L1649[18:32:23] <howtonotwin> should be "rectioncraft:blocks/..."
L1650[18:32:41] <howtonotwin> models are relative to models/block but textures are relative to "textures/" only
L1651[18:33:17] <howtonotwin> I got my alternative birch door model to load without error so I think that's it
L1652[18:35:57] <Wixim> still purple missing textures
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L1655[18:39:24] <Wixim> can i see what you did so i can compare the differences @howtonotwin because im lost on what i missed
L1656[18:39:35] <Artillect> what do you need to list when you make an object of type AxisAlignedBB[]?
L1657[18:40:06] <Artillect> because the BlockFence class lists way more than just the AxisAlignedBB's that it has
L1658[18:40:52] <diesieben07> you either do new AABB[<length>] and get an array with just nulls in it
L1659[18:41:07] <diesieben07> or you do new AABB[] { <first aabb>, <second aabb>, ... }
L1660[18:41:38] <Artillect> what AABB's do I add other than the ones that I have defined?
L1661[18:41:47] <diesieben07> uhhh what?
L1662[18:41:50] <diesieben07> it depends what you want
L1663[18:41:54] <diesieben07> what do you need this array for?
L1664[18:43:09] <Artillect> I'm not entirely sure how it is used but its what the BlockFence class uses
L1665[18:43:45] <diesieben07> yes it has that because the fence has multiple bounding boxes
L1666[18:43:50] <diesieben07> so it uses an array to store them all
L1667[18:43:57] <diesieben07> you do know what an array is, right?
L1668[18:44:01] <Artillect> so is that every combination of bounding boxes possible?
L1669[18:44:02] <Artillect> yeah
L1670[18:44:43] <diesieben07> every combination? uh... if i understand you right, yes.
L1671[18:44:53] <diesieben07> you can return whatever BBs you want for your block
L1672[18:44:59] <Artillect> ok
L1673[18:45:03] <diesieben07> as long as you stay within the 1x1x1 space of the block
L1674[18:49:04] <howtonotwin> sorry, was afk for a mo'
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L1676[18:50:03] <howtonotwin> Wixim, http://hastebin.com/uravagiwuy.json
L1677[18:55:07] <Wixim> still a no go http://pastebin.com/XSrLBf17 , so i assume its my block thats fucked?
L1678[18:56:20] <howtonotwin> the updated json?
L1679[18:56:30] <howtonotwin> and no your block is ok
L1680[18:56:44] <howtonotwin> the errors look ok
L1681[18:58:08] <Wixim> even with your .json im still getting the no texture icon
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L1683[18:59:21] <howtonotwin> wat level rising
L1684[18:59:41] <howtonotwin> oh
L1685[19:00:21] <howtonotwin> you didn't account for the powered property
L1686[19:01:21] <Wixim> *hmm?*
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L1688[19:02:19] <howtonotwin> you define variants for facing=...,hinge=...,open=...
L1689[19:02:25] <howtonotwin> but you also have powered
L1690[19:02:28] <Wixim> i copied vanilla
L1691[19:02:29] <Wixim> exactly
L1692[19:02:34] <howtonotwin> no you didn't
L1693[19:02:39] <howtonotwin> vanilla doesn't have powered
L1694[19:02:46] <howtonotwin> if it does it statemaps them away
L1695[19:03:19] <howtonotwin> do ModelLoader.setCustomStateMapper(new StateMap.Builder().ignore(POWERED).build())
L1696[19:04:09] <howtonotwin> *ModelLoader.setCustomStateMapper(block, new StateMap.Builder().ignore(POWERED).build())
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L1699[19:07:58] <TangentDelta> So, what should I know going from 1.10.2 to 1.11?
L1700[19:08:11] <howtonotwin> ItemStacks are no longer null
L1701[19:08:19] <TangentDelta> That's right...
L1702[19:08:22] <howtonotwin> there's a specific "invalid" itemstack
L1703[19:08:23] <diesieben07> use ItemStack.EMPTY instead of null
L1704[19:08:30] <diesieben07> and then there is some isEmpty function
L1705[19:08:34] <diesieben07> not sure if it's named yet
L1706[19:08:41] <howtonotwin> and stacksize is not public
L1707[19:08:50] <howtonotwin> you have grow/shrink/get
L1708[19:08:52] <diesieben07> and Item is now final
L1709[19:09:16] <TangentDelta> Makes sense.
L1710[19:13:08] <howtonotwin> Say do we just use BlockHorizontal.FACING or make our own?
L1711[19:14:44] <diesieben07> there is nothing wrong with re-using properties
L1712[19:14:51] <diesieben07> but nothing stops you from making your own either :D
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L1714[19:23:12] <Wixim> @diesieben07 http://pastebin.com/K2GXrGwr file that registers it and should add it, http://pastebin.com/MxB2AxdS the biome itself
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L1716[19:24:04] <diesieben07> where do you call registerBiome?
L1717[19:24:07] <diesieben07> *s
L1718[19:24:34] <diesieben07> Also
L1719[19:24:46] <diesieben07> before you do ANYTHING with a registerable object, register it.
L1720[19:25:00] <diesieben07> your calls do BiomeManager do jack shit because your biome is not registered
L1721[19:25:15] <diesieben07> seriously who wrote that Biomemanager class? that needs to thwo exceptions ffs
L1722[19:25:23] <diesieben07> not just eat errors and silently do nothing wt
L1723[19:25:24] <diesieben07> wtf
L1724[19:26:53] <Wixim> ill make those changes
L1725[19:28:24] <diesieben07> and i'll make a PR to fix that stupid biomemanager :D
L1726[19:28:51] <diesieben07> really this is only partly your fault
L1727[19:29:57] <Wixim> afk a sec
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L1731[19:40:29] <Wixim> back
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L1733[19:42:44] <Wixim> @diesieben07 im assuming it sorta worked, although its still not eligble to be a spawn biome
L1734[19:42:57] <diesieben07> what do you mean by that?
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L1736[19:43:27] <Wixim> [20:43:12] [Server thread/WARN]: Unable to find spawn biome
L1737[19:44:11] <Wixim> and if this works as intended BiomeProvider.allowedBiomes.add(ReactionDesert_BIOME); this should make it the only spawn biome when i call this BiomeProvider.allowedBiomes.clear();
L1738[19:45:31] <diesieben07> there are methods to do that in BiomeManager which you should use
L1739[19:45:53] <diesieben07> but yes, that should make it the only spawn biome
L1740[19:46:44] <diesieben07> that message means it could not find a valid spawn biome
L1741[19:46:54] <diesieben07> it does not search forever, it gives up after a bit
L1742[19:47:14] <diesieben07> so if your biome is very rare, that message will happen
L1743[19:52:42] <Wixim> what was the method to add a spawn weight to it? i dont seem to see it?
L1744[19:56:10] <diesieben07> BiomeManager.addBiome takes a BiomeEntry
L1745[19:56:19] <diesieben07> which has a weight
L1746[20:02:08] <Wixim> BiomeManager.addBiome(Type.DRY, ReactionDesert_BIOME); ? doesnt work, and it doesnt accept an int
L1747[20:05:41] <diesieben07> > BiomeManager.addBiome takes a BiomeEntry
L1748[20:05:44] <diesieben07> read what i said...
L1749[20:05:48] <diesieben07> and look at the method.
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L1751[20:10:28] <Artillect> when defining AABB's, can they overlap?
L1752[20:11:38] <diesieben07> of course
L1753[20:11:42] <diesieben07> depends on where you use them
L1754[20:12:04] <Artillect> what do you mean?
L1755[20:12:24] <diesieben07> if you just create two aabbs yes of course they can overlap
L1756[20:12:25] <Wixim> im still missing what you are telling me to find, the type is Type of biome (Type.dry (i assume), the Entry would be the biome?)
L1757[20:12:27] <diesieben07> they are just two objects.
L1758[20:12:48] <diesieben07> Wixim, the BiomeEntry (2nd arg to addBiome) is a class
L1759[20:12:50] <diesieben07> you instantiate it
L1760[20:12:52] <diesieben07> java 101...
L1761[20:14:17] <diesieben07> Artillect, but whether it's valid for two AABBs to overlap in a given context, depends on the context.
L1762[20:14:36] <diesieben07> that's like asking "are two numbers allowed to be greater than each other?"
L1763[20:14:44] <diesieben07> it makes no sense without context.
L1764[20:15:51] <Artillect> i'm using AABB's to make a pipe whose collision box changes based on pipes next to it
L1765[20:15:59] <diesieben07> so ... blocks
L1766[20:16:43] <Artillect> they will be TE's if that matters
L1767[20:17:42] <diesieben07> it doesn'T
L1768[20:17:47] <diesieben07> it probably doesnt matter if they overlap
L1769[20:18:57] <diesieben07> mezz, how exhaustive do you want me to clean this? the class has method names that look like mcp-stupidities such as BiomeManager.getTypesForBiome (instead of getTypes). do those as well? or just formatting?
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L1771[20:20:11] <Artillect> what does this line do? i |= 1 << EnumFacing.WEST.getHorizontalIndex();
L1772[20:20:16] <Artillect> in terms of assigning a value to i
L1773[20:20:30] <howtonotwin> i = i | (1 << ..)
L1774[20:20:33] <diesieben07> basically i acts like a bitset
L1775[20:20:46] <diesieben07> and that sets one bit
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L1777[20:22:59] <diesieben07> oh god... and this is one of those "hey lets add Enums TO OUR OWN ENUM TYPES" type deals
L1778[20:23:00] * diesieben07 cries
L1779[20:23:49] <kenzierocks> enum A { B { enum C { D { enum E {} } } } }
L1780[20:23:58] <diesieben07> no...
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L1782[20:24:01] <diesieben07> i mean EnumHelper
L1783[20:24:05] <diesieben07> on forge-added enums...
L1784[20:24:16] <Artillect> ok wait so for that it will set the bit at the position indicated by the index of the facing?
L1785[20:24:26] <diesieben07> yes
L1786[20:24:31] <diesieben07> if index is 0 it will set the bit 1
L1787[20:24:43] <diesieben07> if index is 1 it will set the bit 2 (or 10 in binary)
L1788[20:24:43] <kenzierocks> what a weird error i got when compiling that...
L1789[20:24:51] <kenzierocks> > error: non-static variable this cannot be referenced from a static context
L1790[20:24:56] <diesieben07> lol
L1791[20:24:57] <Artillect> that's pretty neat
L1792[20:25:01] <diesieben07> i think you killed javac
L1793[20:27:39] <Artillect> how can I create a bounding box that uses more than one box?
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L1798[20:31:54] <diesieben07> Artillect, you override addCollisionBoxToList and add however many boxes you want to the list.
L1799[20:41:19] <Eragonn1490> @diesieben07 i have the file currently like this http://pastebin.com/sfwsrE4v now just trying to find the biome (its still not becoming a spawn biome
L1800[20:42:49] <diesieben07> i think i asked this before, where do you call registerBiomes?
L1801[20:43:05] <Artillect> wait so is a bounding box just the box that you can mouse over and the collision box is what you collide with?
L1802[20:43:17] <Eragonn1490> my main mod file ReactionBiomeManager.registerBiomes();
L1803[20:43:29] <diesieben07> a bounding box is a box in 3d space
L1804[20:43:29] <Eragonn1490> in pre init
L1805[20:43:37] <diesieben07> x, y, z, width, height, depth
L1806[20:43:38] <diesieben07> nothing more
L1807[20:44:05] <diesieben07> you should be using RegistryEvent<Biome> but... that shoudl work regardless
L1808[20:45:46] <Artillect> what does EnumFacing.NORTH.getIndex() do?
L1809[20:46:09] <diesieben07> gets the index for the north facing?
L1810[20:46:16] <Artillect> what does that mean
L1811[20:46:24] <Artillect> sorry if I sound really dumb but I'm just confused
L1812[20:47:02] <LexManos> hehe tterrag you derp
L1813[20:47:14] <tterrag> lex: I haven't written a line for 1.8+ EIO
L1814[20:47:23] <LexManos> oh well whoever it is is a derp
L1815[20:47:36] <tterrag> tbh I am still not 100% clear on caps just because I haven't really used them yet. but I'm going to poke around either way
L1816[20:47:59] <LexManos> What im guessing, is that you have some network that you tick for items in world tick
L1817[20:48:12] <LexManos> instead of having the TEs drive it
L1818[20:48:29] <diesieben07> Artillect, look at the class, every facing as an index. 0-5
L1819[20:48:30] <LexManos> Is EIO OS?
L1820[20:48:55] <tterrag> https://github.com/SleepyTrousers/EnderIO
L1821[20:48:58] <tterrag> and yes, we do
L1822[20:49:00] <Artillect> so it just returns the number of the facing?
L1823[20:49:19] <LexManos> ya you just need to nuke that entire network on world close
L1824[20:49:27] <tterrag> I'm guessing it's something like that
L1825[20:49:29] <Artillect> so EnumFacing.NORTH.getIndex() is just 3?
L1826[20:49:43] <diesieben07> 2. look at the class -_-
L1827[20:49:55] <Artillect> yeah sorry
L1828[20:50:04] <Artillect> I can't count
L1829[20:50:20] <Artillect> what's the advantage of using EnumFacing.NORTH.getIndex() over 2?
L1830[20:50:32] <diesieben07> the latter is a meaningless random number
L1831[20:50:41] <diesieben07> the former is the index of NORTH
L1832[20:50:49] <Artillect> so it just explains what you're doing
L1833[20:50:57] <Artillect> as opposed to just doing things
L1834[20:52:05] <Artillect> also, why are directions in the order of DUNSWE?
L1835[20:52:40] <diesieben07> because that's how notch et al decided to do things
L1836[20:53:08] <Artillect> must be a Swedish thing
L1837[20:53:43] <Artillect> it's not even +x -x +y -y +z -z
L1838[20:54:10] * diesieben07 falls over and goes to sleep
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L1842[20:57:45] <legracen> Quick question involving the 1.11 api changes. Trying to use onItemUse but BlockPos seems to have completely changed.... anyone gotten this working yet?
L1843[20:58:08] <legracen> getBlockState, setBlockState and getBlock do not seem to be in it.
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L1845[20:58:34] <Artillect> my block has 64 possible bounding boxes
L1846[20:58:35] <Artillect> well shit
L1847[20:58:59] <Artillect> any way to automate creating the array of them?
L1848[20:59:24] <Gil> I have a jar that I want to call from my build.gradle, anyone know how to do that?
L1849[20:59:47] <Gil> I added it as a dependency, then tried to import a class from it, but it failed
L1850[21:00:21] <dmod> what ide?
L1851[21:01:39] <Gil> no ide
L1852[21:01:46] <Gil> build script
L1853[21:02:15] <Gil> I don't use an IDE
L1854[21:02:21] <dmod> so np++?
L1855[21:02:32] <Artillect> he uses butterflies
L1856[21:02:38] <Gil> what does it matter what I use?
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L1858[21:02:55] <Gil> I'm wondering how to import a dependency in the build script portion of gradle
L1859[21:03:07] <dmod> in the dependencies
L1860[21:03:29] <Gil> it's in the dependencies, but when I do "import package.classname" it can't find it
L1861[21:03:47] <Gil> this is all in build.gradle of course, no .java files
L1862[21:04:15] <dmod> when you are running "gradlew clean build --refresh-dependencies"?
L1863[21:04:41] <Gil> I'm not, it's not a ForgeGradle, just regular gradle for now
L1864[21:04:57] <dmod> that is regular gradle.
L1865[21:05:17] <dmod> FG adds somethings not clean build
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L1867[21:05:32] <Gil> ah, k, thanks, I'll try refreshing deps
L1868[21:06:08] <Gil> nope, still same thing, unable to resolve class
L1869[21:06:16] <illy> so close... http://imgur.com/a/p4M0S
L1870[21:06:53] <Gil> ah!
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L1872[21:07:01] <Gil> I need to use the buildscript block it seems
L1873[21:07:05] <Gil> let's try that
L1874[21:08:41] <legracen> Doh
L1875[21:09:20] <legracen> figured my issue out.
L1876[21:09:53] <legracen> BlockPos and World classes swapped some of the functionalities between 1.10 and 1.11
L1877[21:10:30] <LexManos> umm no
L1878[21:10:33] <LexManos> no they didnt
L1879[21:11:00] <LexManos> The function you're working in had its signature changed so the parameter names are wrong.
L1880[21:11:07] <Gil> bah, gradle just messes with my head, I'm sure once it "clicks" it won't be an issue
L1881[21:11:24] <LexManos> if you would of named your fuction correctly instead of fucking copy/pasting vanilla you would be fine
L1882[21:11:59] <Gil> okay, so I want a classPath dependency in my buildscript block
L1883[21:12:28] <Gil> now I just need to figure out how to add a Github release jar file as a dependency
L1884[21:12:48] <LexManos> probably cant easily as thats not a version repository
L1885[21:12:55] <LexManos> they should publish to maven
L1886[21:13:39] <Gil> sure, but it's just some random jar from the internet
L1887[21:13:58] <Gil> I'll just download it, but then where do you put that? buildSrc
L1888[21:14:07] <Gil> I'll try that
L1889[21:14:59] <Gil> Lex, I'm working on a build.gradle that can build Curse modpacks, so I can have git repos for my packs that devs can work on
L1890[21:15:11] <Gil> I'm sure as hell not forcing Curse launcher as a dependency on my devs
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L1892[21:15:47] <dmod> There is already things out there that can
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L1894[21:15:54] <Gil> no there's not
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L1896[21:16:09] <dmod> yes there is
L1897[21:16:14] <Gil> you're just going to link to me CMPDL by Vazkii, I'm not an idiot :p
L1898[21:16:25] <dmod> no i'm not
L1899[21:16:40] <Gil> do you have a link?
L1900[21:16:41] <dmod> https://github.com/DoubleDoorDevelopment/CurseModpackDownloader
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L1903[21:17:27] <Gil> huh, I hadn't seen that one
L1904[21:17:47] <Gil> that might be slightly better, would still need to incorporate it into a build script though, it seems
L1905[21:17:55] <Gil> let me investigate what this puppy can do
L1906[21:19:00] <Gil> yeah, that's basically the same as CMPDL dmod, I don't see how you can turn that into a build script
L1907[21:19:12] <Gil> I would still need to take a gradle dependency on it, etc
L1908[21:19:29] <tterrag> LexManos: easier to talk here
L1909[21:19:37] <tterrag> I am not getting an onChunkUnload hook when world is closed
L1910[21:19:51] <tterrag> this seems entirely invalid to me, but maybe I'm misunderstanding it
L1911[21:19:56] <dmod> well its in their maven so its easier to add as a dep
L1912[21:20:03] <Gil> oh?
L1913[21:20:06] <Gil> that's interesting
L1914[21:21:42] <tterrag> hm...it looks like during shutdown it fills up ChunkProviderServer.droppedChunksSet
L1915[21:21:45] <tterrag> but it never calls unloadQueuedChunks
L1916[21:21:56] <tterrag> so that's definitely making me lean towards bug
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L1918[21:23:37] <tterrag> lex: I think this is a missing patch
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L1920[21:24:00] <tterrag> stopServer needs to actually unload the queued chunks, currently it just saves
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L1922[21:26:20] <tterrag> actually, I'm not even sure it even queues the chunks up
L1923[21:28:52] <Artillect> I've overridden the bounding box but its still showing up as a full block
L1924[21:28:56] <tterrag> ok, it does, so that's definitely the issue
L1925[21:31:27] <LexManos> interesting
L1926[21:31:37] <LexManos> honestly cant remember if they should fire chunk unloads
L1927[21:32:15] <Gil> dmod: that does get me a little further along, thanks
L1928[21:32:36] <tterrag> lex: forge fires an unload event https://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/patches/minecraft/net/minecraft/server/MinecraftServer.java.patch#L100
L1929[21:32:40] <tterrag> why not trigger TE events
L1930[21:33:16] <tterrag> all you need to do there I believe is worldServer1.unloadQueuedChunks()
L1931[21:34:04] <LexManos> thats because its a big difference in how things run vs vanilla
L1932[21:34:21] <tterrag> also that patch looks different than my src
L1933[21:34:34] <LexManos> it also doesnt solve the issue
L1934[21:34:38] <LexManos> with chunk loaded chunks
L1935[21:34:43] <tterrag> ?
L1936[21:34:51] <LexManos> for (ChunkPos forced : this.worldObj.getPersistentChunks().keySet())
L1937[21:34:51] <LexManos> {
L1938[21:34:51] <LexManos> this.droppedChunksSet.remove(ChunkPos.asLong(forced.chunkXPos, forced.chunkZPos));
L1939[21:34:51] <LexManos> }
L1940[21:34:57] <LexManos> can never unload persistent chunks
L1941[21:35:03] <tterrag> errr
L1942[21:35:14] <tterrag> that seems fundamentally broken
L1943[21:35:23] <LexManos> no, thats chunkloading
L1944[21:35:54] <tterrag> chunks should unload when the world is closed
L1945[21:35:56] <tterrag> this seems obvious
L1946[21:36:02] <LexManos> not really
L1947[21:36:14] <LexManos> no reason to as TEs would be abandoned and GCed
L1948[21:36:30] <tterrag> then why have the hook? it's worthless if this is the case
L1949[21:36:38] <LexManos> the only thing that needs this is things like you that have a world wide second network
L1950[21:36:52] <LexManos> because its a partial world unload
L1951[21:37:06] <LexManos> you have two cases: Nuke this chunk
L1952[21:37:10] <LexManos> or Nuke EVERYTHING
L1953[21:38:09] <tterrag> what am I meant to do then
L1954[21:38:29] <LexManos> nuke your network on world unload
L1955[21:39:02] <tterrag> networks don't really know what world they are a part of, that's why the hook comes from the TE
L1956[21:39:16] <LexManos> then you have a issue in your network design
L1957[21:39:21] <LexManos> as it SHOULD know what world it is
L1958[21:39:49] <LexManos> because you wouldnt want to tick the network multiple times during the world tick events because there is one fired for each world
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L1960[21:40:26] <tterrag> they get server tick not world tick
L1961[21:40:36] <tterrag> there is the potential for networks to span dimensions
L1962[21:40:39] <LexManos> oh well thatd explode if/when worlds get threaded
L1963[21:40:41] <tterrag> I don't think it happens atm, but it could
L1964[21:40:47] <tterrag> obviously, but atm they aren't, so whocares
L1965[21:40:57] <tterrag> that's been "in the works" for years
L1966[21:41:09] <LexManos> then ya, what you could do is just listen for the server shutdown event
L1967[21:41:14] <LexManos> if you dont care about worlds specifically
L1968[21:41:20] <LexManos> and nuke all those things
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L1970[21:41:46] <tterrag> what, the FML state event?
L1971[21:41:53] <tterrag> I guess with @EventBusSubscriber I could do that now
L1972[21:42:20] <tterrag> no, that's not what that does...
L1973[21:42:42] <LexManos> ?
L1974[21:43:01] <tterrag> is there yet an easy way to receive lifecycle events outside of the @Mod class?
L1975[21:43:21] <LexManos> no because they are mod lifecycle evetns
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L1977[21:44:49] <tterrag> to be clear, the event you think I should use is FMLServerStoppedEvent ?
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L1983[22:13:29] <Artillect> so for some reason the bounding box I'm using isn't being created
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L1985[22:22:02] <Artillect> what's the standard method to create a bounding box?
L1986[22:25:32] <killjoy> AABB
L1987[22:25:33] <killjoy> ?
L1988[22:28:24] <Artillect> how do I set the bounding box
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L1994[22:36:30] <Artillect> how can I start converting this to a standard model: https://gist.github.com/Artillect/924246720fda0242d8acadd275364423,
L1995[22:36:59] <Artillect> StructBox: https://gist.github.com/Artillect/d91c8af8f26f3c74442298f73b912bf0
L1996[22:37:31] <Artillect> and StructUV: https://gist.github.com/Artillect/23ce608ff5881553aff6312807d107ea
L1997[22:37:42] <Artillect> apparently the way Embers does this is very wrong
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L2001[22:40:26] <LexManos> !gf DataFixer.walkerMap
L2002[22:40:34] <LexManos> !gf DataFixer.fixMap
L2003[22:40:42] <LexManos> !gf DataFixer.version
L2004[22:40:51] <LexManos> !gm DataFixer.ProcessFixes
L2005[22:40:57] <LexManos> !gm DataFixer.processFixes
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L2007[22:41:08] <LexManos> !gm DataFixer.processWalkers
L2008[22:41:38] <LexManos> !gm DataFixer.getTypeList
L2009[22:42:13] <Artillect> just wondering, what do all of those commands do?
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L2013[22:45:07] <Artillect> !gm DataFixer.walkerMap
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L2015[22:45:26] <Artillect> !gm DataFixer.processWalkers
L2016[22:45:47] <Artillect> huh, neat
L2017[22:47:15] <Akkarin> It also responds to PMs which is favorable ... unless you like spamming channels with commands I guess
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L2019[22:48:34] <Artillect> sorry, Lex did it so I assumed it was cool
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L2027[23:01:23] <killjoy> Artillect, it may be a good idea to join #mcpbot
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L2030[23:05:47] <Delceri> Hello
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L2033[23:18:14] <illy> anyone here have a mac?
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L2035[23:21:28] <Artillect> for some reason my TE isn't connecting to others when placed, but others connect to it when it is placed
L2036[23:22:33] <Delceri> thinking a lot of people are asleep
L2037[23:23:25] <Artillect> yeah
L2038[23:23:50] <Artillect> Dang Europeans and east-coasters being asleep when the west coast is still awake
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L2045[23:44:52] <pig> tterrag: i would say stopping event rather than stopped
L2046[23:45:05] <tterrag> pig: does it matter?
L2047[23:46:00] <Artillect> do I have to set the bounding box for a block every tick or just set and forget until an update?
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