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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
L312[13:26:23] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L155
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
L315[13:27:02] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/spells/effects/WindEffect.java#L93
L316[13:27:08] <gigaherz> this is how I apply the velocity to the entities
L317[13:27:23] <Ordinastie> unrelated, but I like it : http://puu.sh/sPxbl.jpg
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
L332[13:33:25] <Ordinastie> http://puu.sh/sPxzJ.jpg
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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L338[13:38:58] <killjoy> Would anyone find any use for this? https://github.com/killjoy1221/PlayerSync
L339[13:39:13] <killjoy> implying I'll port it to Forge
L340[13:39:23] <gigaherz> Ordinastie: https://dl.dropboxusercontent.com/u/743491/slopes%20and%20corners.jpg
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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L433[15:02:46] <Koward> barteks2x: I don't see how to get faster than that : http://hastebin.com/hopojukewe.java It assumes the heightmap is raw terrain & no trees tho, I hope I'm right.
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
L507[15:58:30] <Koward> This event won't even load in world (state engine in incorrect state SERVER_STARTING etc.) : http://hastebin.com/vasuhojaqe.java
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?
L588[20:25:34] <diesieben07> shit. http://i.imgur.com/5eM4g5r.png
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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?
L596[20:30:40] <tterrag> diesieben07: http://adventofcode.com/2016/leaderboard/private
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?
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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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L684[23:07:31] <LexDesktop> https://www.youtube.com/watch?v=sCEzEVJkO1U #ComcastCares ;)
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