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L43[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161214 mappings to Forge Maven.
L44[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161214-1.11.zip
(mappings = "snapshot_20161214" in build.gradle).
L45[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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L88[05:36:51] <VikeStep> so, the
decompiling stuff during setupDecompWorkspace is done in fernflower
yeah? Does fernflower support identifying that -0.4375F is just
-7.0/16
L89[05:37:04] <VikeStep> since it would
make reading that code a lot easier
L90[05:38:01] <gigaherz|work> I don't
believe so
L91[05:38:09] <gigaherz|work> but if you
can make it
L92[05:38:26] <gigaherz|work> thing
is
L93[05:38:36] <VikeStep> since floating
point bit representation it should represent exactly -7.0/16
L94[05:38:41] <VikeStep> no error
L95[05:39:03] <gigaherz|work> yes but, in
order for the compiler to figure that out
L96[05:39:05] <gigaherz|work> it has to do
like
L97[05:39:06] <VikeStep> only things like
/3 or /5 might have issues
L98[05:39:17] <gigaherz|work> 0.4375 ->
4375/1000
L99[05:39:22] <gigaherz|work> and then
simplify the fraction
L100[05:39:33] <gigaherz|work> with bits,
it would really do like
L101[05:39:33] <VikeStep> that's not how
floats are stored
L102[05:39:44] <VikeStep> it could easily
do sums of powers of 2
L103[05:39:45] <gigaherz|work> I
know
L104[05:39:57] <gigaherz|work> but that's
the thing
L105[05:40:01] <gigaherz|work> a float
is
L106[05:40:13] <gigaherz|work> sign *
mantissa * 2^(exponent + bias)
L107[05:40:35] <gigaherz|work> so it could
easily write 0.5 as 1/2F
L108[05:41:05] <gigaherz|work> or 0.0625
as 1/16F
L109[05:41:10] <gigaherz|work> but it's
all or nothing
L110[05:41:31] <VikeStep> maybe it would
be good if it just supported 1/2, 1/4, 1/8, and 1/16 or multiples
of those
L111[05:41:37] <VikeStep> and if it
doesn't fit those, then show raw float
L112[05:41:39] <gigaherz|work> you'd need
some weird heuristic to decide that 7/16 is ok
L113[05:41:49] <gigaherz|work> but
135/1024 isn't
L114[05:41:54] <VikeStep> and by doesn't
fit, I mean exactly fit
L115[05:42:00] <VikeStep> yeah, so you'd
show raw float
L116[05:42:07] <VikeStep> as decimal
L117[05:42:08] <gigaherz|work> but how do
you decide?
L118[05:42:24] <gigaherz|work> they all
fit, in base 2
L119[05:42:27] <VikeStep> hmm, just
realised my internet is super slow, getting these messages very
late
L120[05:43:16] <gigaherz|work> if you just
do 1/16 and such, then it wouldn't show the AABB values as
2/16F,14/16F and such
L121[05:43:26] <gigaherz|work> which is
the most common case for them
L122[05:44:51] <VikeStep> is there a
post-processing step after fernflower runs that forge has
somewhere?
L123[05:45:13] <VikeStep> well, there'd
have to be actually. but I think that might be MCP and not
forge
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L130[06:19:12] <VikeStep> reading through
TileEntitySignRenderer, I notice that when it binds textures, it
never unbinds them. Where do they get unbound?
L131[06:21:34] <gigaherz|work> they don't
need to be
L132[06:21:45] <gigaherz|work> whatever
happens next is assumed to bind its own texture first
L133[06:22:51] <VikeStep> ah, ok
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L136[06:31:59] <AshIndigo> !gm
func_190926_b
L137[06:32:42] <VikeStep> so what does x,
y, and z in renderTileEntityAt actually represent?
L138[06:32:49] <VikeStep> are they
relative to the player's x, y, and z?
L139[06:32:57] <VikeStep> and if so does
that take into account the player's angle
L140[06:33:18] <gigaherz|work> yes, and
no
L141[06:33:32] <VikeStep> oh yea, second
was a stupid question
L142[06:34:04] <gigaherz|work> the player
angle rotation is applied at a different point in the transform
stack, so it doesn't matter here
L143[06:34:52] <VikeStep> ok, so in the
entity sign renderer later, it translates it by x + 0.5, y + 0.5, z
+ 0.5. This makes it now at the very center of that block?
L144[06:35:13] <gigaherz|work> yes
L145[06:35:18] <VikeStep> ok,
awesome
L146[06:35:24] <gigaherz|work> 0,0,0 is
the corner of the block
L147[06:35:36] <gigaherz|work> so a
(0,0,0)-(1,1,1) cube will neatly fit the block space
L148[06:35:50] <VikeStep> it would be the
corner of the block closest to the world's (0, 0, 0) initially
yeah
L149[06:36:03] <gigaherz|work> so adding
0.5 to each, puts you at the center of that block instead
L150[06:36:25] <VikeStep> actually, maybe
not for negative
L151[06:36:39] <VikeStep> nvm, I think I
get it
L152[06:36:40] <gigaherz|work> yeah it's
not the closest to 0
L153[06:36:48] <gigaherz|work> it's just
addressed that way
L154[06:37:18] <gigaherz|work> if you are
drawing block (-1,0,-1), you'd just get that position as
(0,0)
L155[06:37:28] <VikeStep> it's hard having
to go and find the GL constant each time haha
L156[06:37:38] <gigaherz|work> wich GL
constant?
L157[06:37:38] <VikeStep> especially since
I need to convert it to hex as well
L158[06:37:48] <VikeStep> for example
GlStateManager.matrixMode(5890);
L159[06:37:52] <VikeStep> I know that is
GL_TEXTURE
L160[06:37:52] <gigaherz|work> oh
L161[06:38:05] <gigaherz|work> for reading
the mc decompiled code
L162[06:38:06] <gigaherz|work> yeah
L163[06:38:07] <VikeStep> yeah
L164[06:38:18] <VikeStep> intellij needs a
feature where I can annotate library code
L165[06:38:22] <VikeStep> but not modify
it :P
L166[06:38:42] <gigaherz|work> you can add
external annotations, but I don't think you can add comments
;P
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L176[07:30:58] <VikeStep> so, in
FontRenderer.renderStringAtPos (looking at decompiled MC), there is
this really long string repeated three times in the code. I wonder
if mojang really had this in their code or they are using some kind
of preprocessor? lol
L177[07:31:14] <VikeStep> since if the
value was a constant string as a field, it wouldn't be directly in
the code
L178[07:31:33] <VikeStep> it would just
access the field
L179[07:31:35] <gigaherz_> the obfuscator
inlines stuff
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L182[07:33:20] <VikeStep> I guess it would
only be on the constant pool three times
L183[07:33:39] <VikeStep> so not a big
performance impact
L184[07:34:03] <gigaherz|work> assuming
java does string pooling, it would be there once ;P
L185[07:34:38] <VikeStep> huh, didn't
think about that
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L223[09:46:54] <TvL2386> hey guys, I'm
trying to move the player left and right. I notice I only have
player.moveStrafing = ...;
L224[09:46:57] <TvL2386> MC1.10.2
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L227[09:59:14] <PaleoCrafter> Flamegoat,
tried adding you on Curse, doesN't quite seem to work :P
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L262[12:09:00] <Ordinastie> damn, I can't
logic right now :(
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L264[12:10:10] <PaleoCrafter> You can't
English right now, either, Ordinastie xD
L265[12:10:30] <Ordinastie> that was on
purpose...
L266[12:10:42] <PaleoCrafter> I know
:P
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L269[12:13:15] <Ordinastie> at this point,
I'm not even sure if the logic can be done the way I want
><
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L271[12:22:38] <Koward> Small poll : if a
mod, to add one of his features, make results of seeds (in World
generation) different than vanilla (so those you find on the web
are useless), would you be actually annoyed or would you feel it as
a minor inconvenience ?
L272[12:23:16] <PaleoCrafter> I think
that's with every mod that adds some worldgen? :P
L273[12:24:36] <Koward> Yeah but with
those you actually get new world gen and that's what you're looking
for. My case (slight edit of tree) would seem unrelated to complete
world gen for lambda users.
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L275[12:25:17] <Koward> So in fact what I
wonder is, do people use seeds a lot or do they prefer to trust
randomness
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L278[12:31:56] <PaleoCrafter> how likely
is your mod to be in a modpack? :P
L279[12:33:09] <PaleoCrafter> if it's very
likely to be included, chances are people won't use Vanilla seeds
anyway but those they have found to be great within the
modpack
L280[12:37:08] <gigaherz> dunno about
people
L281[12:37:16] <gigaherz> I don't expect
modded seeds to match vanilla generation
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L283[12:41:25] <Ordinastie> can someone
show me where the double click logic is in vanilla container
?
L284[12:42:11] <Ordinastie> ah, nvm, found
it
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L287[12:50:01] <Chaos_Therum> Hey so I
installed a new mod and for some reason it seems to offset block
ids or something because most if not all of the modded blocks in my
game seem to change. Any way to prevent this. I thought the game
used the text ids now
L288[12:51:10] <Ordinastie> it still uses
int ids internally
L289[12:51:25] <Ordinastie> it's just
abstracted away from the modder
L290[12:51:38] <Ordinastie> what mod and
version is it ?
L291[12:51:42] <Chaos_Therum> Is there
anyway to make the auto assigned ids concrete
L292[12:52:01] <IoP> why?
L293[12:52:04] <Chaos_Therum> oh I'm on
1.10.2 and trying to add in inductive automation
L294[12:52:38] <Chaos_Therum> IoP: trying
to add a mod mid game
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L298[13:03:40] <PaleoCrafter> wow, looking
at this Eclipse Che, they were able to actually produce a working
dark theme XD
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L303[13:18:51] <TvL2386> hey guys, I'm
trying to change the speed of the player moving forward, backward,
left and right... I call player.moveForward = 0.21F; onArmorTick
where player is an EntityPlayer object. It does not seem to matter
what value I put in there....
L304[13:19:11] <TvL2386> only the
player.motionY = ...; seems to work fine
L305[13:24:26] <Ordinastie> damn, it's a
pain when you try to replicate vanilla logic :x
L306[13:25:04] <TvL2386> that meant for me
Ordinastie ?
L307[13:25:12] <gigaherz> TvL2386: uhm, I
don't think that's how it works, the speed of the entity is
motionX/Y/Z
L308[13:25:38] <TvL2386> hmmmmmmm
L309[13:26:03] <gigaherz> in my magic mod,
I have a spell that flings you forward
L310[13:26:07] <gigaherz> in wahtever
direction you are looking at
L311[13:26:23] <gigaherz> I use a packet
from the server to tell the client to add velocity to the
entity
L313[13:26:31] <Ordinastie> TvL2386, no,
it was for me :x
L314[13:26:49] <TvL2386> Ordinastie: ah
ok, I thought it was sarcasm towards me ;-P
L316[13:27:08] <gigaherz> this is how I
apply the velocity to the entities
L318[13:27:31] <TvL2386> gigaherz: tyvm! I
did not consider to use packets for this.... Don't need it for
motionY?! :-)
L319[13:28:06] <TvL2386> but.... what is
it Ordinastie ?
L320[13:28:09] <gigaherz> TvL2386: as you
can see, I use amount * look.x/y/z
L321[13:28:14] <gigaherz> for the actual
vector
L322[13:28:14] <Ordinastie> just
blocks
L323[13:28:28] <gigaherz> looks like just
a bunch of sloped lapis blocks
L324[13:28:40] <Ordinastie> they kinda
are
L325[13:29:07] <Ordinastie> but there are
4 kinds of slopes
L326[13:29:23] <Ordinastie> that can be
placed upside down too
L327[13:29:31] <gigaherz> yeah
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L329[13:29:58] <gigaherz> (1,1;0,0)
(1,0;0,0) and (1,1;1,0) -- with their respective rotations
L330[13:30:18] <Ordinastie> hum?
L331[13:30:35] <gigaherz> that the height
of the block on each corner ;P
L333[13:35:54] <gigaherz> you are only
missing the pyramid ones ;P
L334[13:38:09] <Ordinastie> you mean with
square base ?
L335[13:38:25] <Ordinastie> it doesn't fit
any where
L336[13:38:31] <gigaherz> no I mean
this
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L339[13:39:13] <killjoy> implying I'll
port it to Forge
L341[13:39:35] <gigaherz> 1 and 3 in that
list
L342[13:40:12] <gigaherz> killjoy:
"between clients"?
L343[13:40:21] <killjoy> basically uses
the server as a proxy
L344[13:40:29] <killjoy> using a single
plugin.
L345[13:40:47] <killjoy> of course most
forge mods are going to be on the server anyway
L346[13:40:48] <gigaherz> hmm not sure
what the use for that would be
L347[13:41:13] <Ordinastie> because the
case are already covered by 2 and 4
L348[13:41:30] <killjoy> I made it so a
visual mod I'm making can share itself with others
L349[13:41:55] <killjoy> Think Tails if it
was a client only mod
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L351[13:42:43] <gigaherz> Ordinastie: that
means you can't have an actual pyramid shape, you'll always have
chamfered edges ;P
L352[13:43:19] <Ordinastie> maybe I'll
make them at some pointy
L353[13:43:21] <gigaherz> anyhow just
being pedantic
L354[13:43:22] <Ordinastie> -y
L355[13:43:34] <gigaherz> I kinda miss
carpenters blocks ;P
L356[13:43:34] <Ordinastie> (although,
good pun)
L357[13:45:29] <McJty> There is
ArchitectureCraft
L358[13:45:39] <McJty> That can also do
such sloped blocks
L359[13:47:37] <McJty> Anyone knows what
replaces FluidContainerRegistry.registerFluidContainer in
1.11?
L360[13:49:45] <gigaherz>
ItemFluidContainer, it seems
L361[13:50:01] <gigaherz> * A simple fluid
container, to replace the functionality of the old
FluidContainerRegistry and IFluidContainerItem.
L362[13:50:01] <gigaherz> * This fluid
container may be set so that is can only completely filled or
empty. (binary)
L363[13:50:02] <gigaherz> * It may also be
set so that it gets consumed when it is drained. (consumable)
L364[13:50:39] <McJty> Hmm and where is
that registered then?
L365[13:50:53] <gigaherz> it's an
Item
L366[13:50:54] <McJty> or just as a
regular item
L367[13:50:55] <gigaherz> so a standard
item
L368[13:51:03] <gigaherz> standard item
registry*
L369[13:51:46] <McJty> But
registerFluidContainer accepted a Fluid as a parameter too
L370[13:51:48] <McJty> Linked with that
container
L371[13:51:53] <McJty> I don't see the
equivalent of that
L372[13:52:41] <gigaherz> I haven't used
items
L373[13:52:49] <gigaherz> I haven't used
the fluid api
L374[13:52:53] <gigaherz> can't
brain
L375[13:53:00] <gigaherz> words work but
brain fails
L376[13:53:06] <McJty> Me neither: brain
shutting down :-)
L377[13:53:13] <McJty> I guess I'll
continue tomorrow
L378[13:53:24] <gigaherz> I havne't used
the fluid api, so I don't know what the "proper" way
is
L379[13:53:34] <gigaherz> but you can
always override initcapabilities and provide your own fluid
handler
L380[13:54:28] <Koward> I need an advice:
when looping across the surface part of chunk, would the criteria
"a log with at least another log on top of it and two dirt
blocks beneath it" be okay to identify the base of a tree
?
L381[13:54:30] <PaleoCrafter> what was the
registry used for?
L382[13:54:39] <PaleoCrafter> iirc it
wasn't necessary with caps anymore
L383[13:54:40] <Koward> Villages have
cobble so it shouldn't tag them
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L385[13:55:30] <gigaherz> Koward: why two
dirt?
L386[13:56:43] <Koward> I don't know,
picked up that number thinking only 1 could be playing with
fire
L387[13:56:52] <gigaherz> lumber axe-like
items usually require that the logs be directly connected to
leaves
L388[13:56:56] <gigaherz> for the thing to
be a tree
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L391[13:57:30] <Koward> By the way are
villages generated before or after trees&biomes features
?
L392[13:57:56] <killjoy> I haven't seen a
tree growing inside a villager's home
L393[13:58:34] <Koward> I need only the
bottom of the tree. And I'll do so by iterating through the chunk
so if I begin to look for leaves at each position it'll be a
painful loop.
L394[13:59:21] <Koward> I need to know if
at DecorateBiomeEvent.Post, villages are already there
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L397[14:02:37] <killjoy> aren't villages
considered their own biome?
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L404[14:23:40] <Koward> Has anyone ever
seen a tree under a cliff ? Is that a possible case of generation
?
L405[14:25:40] <barteks2x> If you mean not
on the top block - it's not possible
L406[14:25:47] <gigaherz> nope
L407[14:25:48] <barteks2x> at least not in
vanilla
L408[14:25:55] <gigaherz> I looked at the
tree generation code yesterday
L409[14:26:01] <gigaherz> it looks for the
top block of the world
L410[14:26:04] <gigaherz> when it chooses
a position
L411[14:26:31] <barteks2x> That's one of
the things that makes what I'm doing harder than it would be
otherwise
L412[14:26:36] <gigaherz> it's like,
roughly, choose position -> look forsurface -> see if tree
fits
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L414[14:28:06] <barteks2x> It even tries
to generate more trees than could possibly fit in a chunk, to find
all possible positions where they may generate
L415[14:32:30] <Koward> To find all trees
I'll just do : for each (x,z); iterate on y from top until I hit a
combo log+dirt. Down limit will be the "top layer"
height, but if I hit something like dirt/stone/cobble I can just
stop for the (x,z)
L416[14:35:37] <Ordinastie> that'll be
slow as hell
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L419[14:40:30] <Koward> There aren't that
many blocks to check
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L422[14:45:27] <barteks2x> may be easier
to scan top-to-bottom for leaves util hitting non-air block
L423[14:45:38] <barteks2x> (and skipping
snow)
L424[14:45:54] <barteks2x> but there may
be mods generating things above trees
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L427[14:48:48] <barteks2x> or find the top
dort/stone block in the center of a chunk (or center of the
population area) and scan some amount of blocks up and down and in
all directions. That would mostly work and wouldn't be too
slow
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L429[14:54:22] <Koward> I can use
getHeightValue() on the chunk. It gives the value in heightmap, so
without tree I guess
L430[14:55:22] <Koward> Then I can check
if it's dirt with a log on top. If yes, then it's a tree. Else,
next (x,z)
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L434[15:03:21] <barteks2x> getHeightValue
gives value from heightmap but it's with the tree
L435[15:04:46] <barteks2x> and currently
that code will work reliably for 1/4th of a chunk
L436[15:04:56] <barteks2x> (after fixing
the way you use heightmap)
L437[15:05:05] <Koward> 1/4th ? Why 1/4th
?
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L439[15:05:53] <barteks2x> because when
minecraft populates/decorates a chunk, it actually populates area
at the intersection of 4 chunks
L440[15:06:02] <barteks2x> so that it
doesn't need all 8 surrounding chunks to exist
L441[15:06:26] <barteks2x> I can never
explain it in a clear way...
L442[15:07:52] <Koward> So much pain
L443[15:08:11] <barteks2x> it wants you to
not go outside of are starting from the populated chunk and ending
in chunk at x+1, z+1
L444[15:08:30] <barteks2x> the most
efficient way to use this area is to populate 16x16 area offset by
8 blocks in each direction
L445[15:08:53] <barteks2x> so in the end,
you need to offset x and z by 8
L446[15:09:42] <barteks2x> and agai, the
heightmap includes trees, but exludes transparent blocks unless you
use precipitation heightmap, in that case it would only exclude
blocks with no collisions
L447[15:14:41] <Koward> Transparent
blocks, including leaves
L448[15:14:53] <barteks2x> leaves are not
transparent
L449[15:14:58] <barteks2x> they have
nonzero opacity
L450[15:15:06] <barteks2x> they are only
partially transparent to light
L451[15:16:33] <barteks2x> the heightmap
you are using is actually used for skylight calculations, so it
only cares about blocks that are non-transparent to light
L452[15:17:14] <barteks2x> and as I
remembe rit actually returns Y of the block above the top
block
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L456[15:21:59] <Koward> I think I have
solved the use of the heightmap :
http://hastebin.com/zemusaguxi.java (It skips
leaves&logs then check the top "terrain" block as
previously). All I need now is to fix the offsets
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L459[15:23:40] <barteks2x> it's so
inefficient when there are no trees in that chunk...
L460[15:24:03] <barteks2x> and it still
doesn't contain the 8 block offset
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L462[15:25:20] <barteks2x> this will scan
about 16000 blocks for each chunk when in ocean biome
L463[15:26:44] <barteks2x> without 8 block
offset, this is not going to work correctly in all cases
L464[15:27:11] <barteks2x> (it will work
when moving in one direction into ungenerated terrain, but not when
moving in the opposite direction)
L465[15:28:31] <Koward> Why would it scan
16k blocks. It starts from the top non transparent, so against
water it will directly stop, in the end shouldn't only the surface
of 16^2 blocks be scanned ?
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L468[15:29:04] <barteks2x> oh, wait,
nevermind, I thought it's "not instanceof"
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L470[15:29:23] <barteks2x> this is going
to be as fast as you can make it
L471[15:29:33] <barteks2x> you just need
to add the 8 blocks offset
L472[15:30:01] <barteks2x> otherwise
depending on direction you move in, it will either work, work for
about half trees or work for only 25% of the trees
L473[15:30:59] <barteks2x> but then there
are mods that can do population wrong, and in these cases if you do
it right, you will not detect all mod trees
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L475[15:32:43] <Koward> Could I just add 8
to the chunk-relative (x,y,z) ?
L476[15:32:59] <barteks2x> no, you would
need to use world.getBlockState
L477[15:33:16] <barteks2x> or get all 4
chunks in that area
L478[15:33:27] <barteks2x> and use
different chunk depending on coordinates
L479[15:34:13] <barteks2x> you can look at
how vanilla generates trees, there will be that 8 block offset
somewhere
L480[15:35:04] <Koward> I'm trying the
event ATM and it does not seem to be triggered, that's very weird
(before anyone ask it is well registered and other events in class
work). The println I put at the end should be triggered in all
cases
L481[15:36:03] <barteks2x> which event
bus?
L482[15:36:12] <barteks2x> this event uses
the normal one, not terrain one
L483[15:37:07] <Koward> Quote : * This
event is fired on the {@link MinecraftForge#TERRAIN_GEN_BUS}.
L484[15:37:23] <barteks2x> documentation
is wrong
L485[15:37:29] <barteks2x> it's fired on
normal bus
L486[15:37:58] <barteks2x> you can check
the code
L487[15:38:12] <barteks2x>
net.minecraftforge.common.MinecraftForge.EVENT_BUS.post(new
net.minecraftforge.event.terraingen.DecorateBiomeEvent.Post(worldIn,
random, chunkPos));
L488[15:38:42] <barteks2x> maybe someone
should report it
L489[15:40:41] <barteks2x> changing it now
would be breaking change, so I think it would be fixed by fixing
documentation
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L491[15:42:57] <barteks2x> will you report
it or should I do that? (or maybe make PR? it would be one line
documentation fox so I'm not sure)
L492[15:46:01] <Koward> I have never made
a Forge PR in my life (yet), I admit I'd appreciate if you did
it
L493[15:47:02] <barteks2x> not sure if it
would be accepted as PR it's one line change
L494[15:48:29] <barteks2x> it's fired on
normal event bus instead of worldgen one since at least 1.7
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L498[15:53:20] <williewillus> anyone done
aoc 14-1? I'm getting an off by one 0.o my 65th key is the solution
instead of the 64th
L499[15:54:50] <barteks2x> I did it
without any issues
L500[15:55:27] <barteks2x> Except that I
used zero-based index so I had to get element 63 instead
L501[15:56:20] <williewillus> hm I'm using
an infinite range [0, inf), filtering on valid keys, than taking
64. except the answer is the 65th
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L503[15:56:37] <williewillus> but for the
example the answer is the 62nd. i think I'm missing something
L504[15:57:06] <barteks2x> are you sure
you aren't using >= instead of > or > instead of
>=?
L505[15:57:39] <williewillus> for
what
L506[15:57:58] <barteks2x> for searching
the next 1000 hashes
L508[15:58:31] <gigaherz> I understand the
idea behind the AoC
L509[15:58:42] <williewillus> given
is-key(idx) i search in the range [idx + 1, idx + 1000]
L510[15:58:43] <gigaherz> but the
"problems" remind me too much of university
homework
L511[15:58:44] <gigaherz> XD
L512[15:59:37] <barteks2x> that's about
the same as what I'm searching
L513[15:59:39] <williewillus> changing it
to idx + 1001] fixes the real problem, but the example is still
weird
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L515[16:00:28] <barteks2x> it's hard to
help without giving the code...
L516[16:00:42] <barteks2x> Koward, log? Is
there crash?
L517[16:02:16] <barteks2x> willie: I would
look for something like incrementing idx before using it in the
part that searches next 1000 hashes starting from idx+1
L518[16:02:59] <Koward> Nevermind, some
array is out of bounds
L519[16:03:35] <Koward> at
net.minecraft.world.chunk.Chunk.getHeightValue(Chunk.java:161)
~[Chunk.class:?]
L520[16:03:46] <barteks2x> it expects
chunk-local coords
L521[16:04:14] <williewillus> i'm in a
functional lang, so no accidental ++'es heh
L522[16:04:44] <barteks2x> and yet it's
you who has something that looks like off by one error
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L524[16:05:17] <williewillus> okay
L525[16:05:57] <barteks2x> I can't imagine
what could it be that isn't off by one error in finding next 1000
hashes
L526[16:08:49] <barteks2x> but I also
can't make the same thing happen by changing my code
L527[16:12:57] <tterrag> williewillus:
keys could be found out of order
L528[16:13:02] <tterrag> example
L529[16:13:08] <tterrag> AAA BBB BBBBB
AAAAA
L530[16:13:16] <tterrag> your result will
hit BBB first but that was *not* the 64th key
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L533[16:14:04] <tterrag> williewillus:
also, join our leaderboard :P 69681-68ca3fdc
L534[16:15:51] <barteks2x> I probably
should upload my code to github or something... but first I want it
to be less bad
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L550[17:31:21] <williewillus> I fixed my
problem -.-
L551[17:31:40] <williewillus> made a dumb
mistake when turning the hash into string
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L575[19:41:02] <barteks2x> uh... no nexted
block comments + trying to comment out anything with javadocs = big
fail...
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L587[20:23:06] <barteks2x> Is there some
library to export to minecraft world format?
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L590[20:29:53] <shadowfacts> good
lord
L591[20:29:57] <shadowfacts> why do you
have such a long string
L592[20:30:09] <tterrag> also, join our
leaderboard :D
L593[20:30:25] <diesieben07> because i was
too lazy and just copied the input into a string constant
L594[20:30:31] <shadowfacts> lol
L595[20:30:32] <diesieben07>
leaderboard?
L597[20:30:47] <tterrag> code
69681-68ca3fdc
L598[20:31:17] <diesieben07> it only shows
who has done what, right?
L599[20:33:03] <tterrag> yes
L600[20:33:12] <tterrag> what else would
it show
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L602[20:33:55] <barteks2x> I also had that
once
L603[20:34:07] <barteks2x> I had to split
it into I think 8 strings
L604[20:34:54] <diesieben07> idk :D
L605[20:35:01] <barteks2x> I was more
afraid of hitting class size limit
L606[20:35:02] <diesieben07> just put it
into a file man
L607[20:35:46] <barteks2x> it *was* a
file. a .java file
L608[20:35:47] <tterrag> yeah
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L610[20:36:51] <diesieben07> ....
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L613[20:39:57] <barteks2x> So is there any
library to export to MC format, or something I can export to that I
can easily view as 3d block structure in some program?
L614[20:40:04] <tterrag> for the record, I
was agreeing with diesieben07 :P
L615[20:40:36] <tterrag> williewillus: why
do you only have silver on day 1? :P
L616[20:42:05] <diesieben07> yay and this
stupid string limit is just breaking in great ways
L617[20:42:19] <diesieben07> having too
many things in a list and then doing toString just... produces some
random crappy string
L618[20:42:25] <diesieben07> instead of
... ikd... an exception?
L619[20:42:33]
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L622[20:43:22] <barteks2x> I didn't have
any issues
L623[20:43:45] <barteks2x> at least after
breaking it into a few smaller strings
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L626[20:45:32] <tterrag> diesieben07: why
even store them in a list?
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L628[20:45:47] <diesieben07> i was
debugging stuff
L629[20:45:53] <diesieben07> and printing
things to the console
L630[20:45:56] <diesieben07> and got
random shit
L631[20:46:33] <barteks2x> I know some gui
rendering breaks in weird ways with too long lines
L632[20:46:37] <barteks2x> so maybe too
long line?
L633[20:47:03] <diesieben07> no it was not
that
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L638[21:00:00] <barteks2x> I already
copied in total 6k lines of code into my separate benchmark project
to isolate the pre-populator part of worldgen, and it's still
nowhere near done...
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L648[21:41:55] <barteks2x> wtf is that
interface? public interface IObjectIntIterable<V> extends
Iterable<V>{} (this is the whole content of it)
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L667[22:48:49] <barteks2x> wat...
according to jmh, 3.5% of my worldgen time is spent in
jdk.internal.org.objectweb.asm.ClassWriter::addType
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L669[22:49:46] <tterrag> that would
probably be classloading
L670[22:49:48] <tterrag> ignore it
L671[22:50:04] <barteks2x> it's outside of
minecraft
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L673[22:50:28] <barteks2x> without any
forge stuff being there
L674[22:50:40] <tterrag> what does that
have to do with classloading?
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L677[22:51:17] <barteks2x> oh, right, it's
jdk.internal
L678[22:52:32] <barteks2x> I also noticed
that it takes much less tome for oracle jvm to run at full speed
than for (at least my installation of) icedtea (is it the same as
openjdk?)
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