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L36[00:55:46] <RANKSHANK> does anyone know if intellij has a setting for ordering annotations by line length?
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L52[01:55:11] <McJty> Hi, I have this IBakedModel: https://github.com/McJty/AquaMunda/blob/master/src/main/java/mcjty/aquamunda/blocks/tank/TankBakedModel.java
L53[01:55:21] <McJty> And it looks like this: http://i.imgur.com/o8TQN1O.png
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L56[01:55:29] <McJty> So pretty ok except that the lighting of the top faces is wrong
L57[01:55:31] <McJty> Any clues?
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L59[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161215 mappings to Forge Maven.
L60[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161215-1.11.zip (mappings = "snapshot_20161215" in build.gradle).
L61[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/
L62[02:02:27] <RANKSHANK> McJty do you have "ambientocclusion": false in your model file?
L63[02:02:54] <McJty> This is a bakedmodel. There is no model file
L64[02:03:44] <McJty> Well there is one but that's only used for inventory display
L65[02:07:38] <RANKSHANK> McJty so you have an IBakedModel ?
L66[02:07:48] <McJty> That's what I'm showing in the paste
L67[02:08:16] <RANKSHANK> Derp missed the paste
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L69[02:13:26] <RANKSHANK> McJty haven't really messed with quad building but maybe try using UnpackedBakedQuadBuilder#setApplyDiffuseLighting
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L71[02:13:59] <McJty> ok will check that out. Thanks
L72[02:15:42] <gigaherz> McJty: feels like your normal is wrong somehow
L73[02:16:06] <McJty> yes that was my impression as well
L74[02:16:33] <McJty> I did add a 'normalize()' to it now
L75[02:16:35] <McJty> But it didn't help
L76[02:17:02] <gigaherz> shouldn't it be cross(v2-v1,v3-v1) ?
L77[02:17:26] <McJty> Let me try that
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L79[02:17:34] <McJty> After fixing another issue :-)
L80[02:17:47] <gigaherz> hmmm you do cross(v1-v2,v3-v2)
L81[02:18:03] <McJty> It is old code. Don't exactly remember what is what here :-)
L82[02:18:06] <gigaherz> this will make the cross product counter-clockwise
L83[02:18:16] <gigaherz> which will put the normal in the opposite direction
L84[02:18:33] <McJty> Well maybe I was giving the vertices in opposite direction as well
L85[02:18:44] <gigaherz> ah maybe
L86[02:18:52] <McJty> But I'll try it out
L87[02:18:56] <McJty> The sides of the block look ok
L88[02:19:11] <gigaherz> just swapping v3 and v1 in your existing formula should help with it -- if it's what I think it is
L89[02:29:48] <barteks2x> What the hell the JVM uses MethodWriter::visitVarInsn for?
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L91[02:33:56] <barteks2x> InnerClassLambdaMetaFactory seems to use it
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L104[03:11:02] <immibis> barteks2x: for instructions that reference local variables
L105[03:11:06] <immibis> like ALOAD
L106[03:12:19] <barteks2x> in all my worldgen benchmarks, something from lambdas and/or asm appears to take ~4-8% of the time
L107[03:12:53] <immibis> oh, you mean what calls it, not what instructions it's used for
L108[03:13:40] <barteks2x> last time it was MethodWriter::visitVarInsn, after changing code a bit it's now LambdaForm$BasicType::basicTypeSlots
L109[03:14:19] <barteks2x> but I don't have any stacktraces so no idea which part of my code does it. I use lambdas in many places
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L114[03:31:33] <McJty> gigaherz, fixing the normal fixed it :-) Thanks
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L116[03:42:01] <immibis> barteks2x: set a breakpoint?
L117[03:43:16] <barteks2x> That may work
L118[03:44:05] <barteks2x> for now I optimized this part of worldgen code to the point where biome generation is the slowest part
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L123[04:06:17] <barteks2x> Changed a single line in biome generation, time in biome generation went down from 17% to 12%
L124[04:07:31] <barteks2x> but it has the side effect if changing biome generation :(
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L135[05:15:59] <Koward> barteks2x ?
L136[05:16:20] <barteks2x> I'm trying to optimize my terrain generation code
L137[05:18:23] <Koward> Hello. You remember when you said I would be iterating over just 1/4th of chunk ? Well you were right. But I tried to simply add an offset, and I still don't "parse" the whole thing. Could you take a look at the loop if you have a moment ? http://hastebin.com/ihopuvenat.java
L138[05:21:23] <barteks2x> I really don't see a reason to do bitwise or here instead of simple addition, but it won't hurt, except for readability
L139[05:22:35] <barteks2x> any reason why you are using instanceof instead of checking for block directly?
L140[05:22:53] <barteks2x> I've never seen it done this way
L141[05:23:49] <barteks2x> I don't see any reason why that code would scan more than necessary
L142[05:24:08] <Koward> It doesn't. It scans less
L143[05:24:14] <barteks2x> oh, youa re talking about 1/4th of a chunk
L144[05:24:57] <barteks2x> ok, I see what is wrong
L145[05:25:09] <barteks2x> int y = chunk.getHeightValue(chunkX, chunkZ);
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L147[05:25:12] <barteks2x> this line is wrong
L148[05:25:25] <Koward> Why ?
L149[05:26:44] <Koward> Oh some of the values of chunkX, chunkZ are in fact in the other chunks ! And while the chunk is updated the coordinates should be smaller
L150[05:26:52] <barteks2x> you are getting chunk for one block position, and getting height for a different position
L151[05:27:36] <barteks2x> so in the end you are getting height from the outside edges of chunks and using it to find trees in the inside of population area
L152[05:27:59] <barteks2x> that's probably also why you needed the air check
L153[05:28:15] <barteks2x> if done right, the block below the top block should never be air
L154[05:28:20] <Koward> I found weird I got air blocks
L155[05:28:27] <Koward> I should have known something was already wrong
L156[05:29:06] <Koward> What can I do ? getHeightValue asks for chunk coordinates
L157[05:29:41] <Koward> I don't know what they are, the chunkX and Z are in a + not a square
L158[05:30:22] <barteks2x> convert x/z to chunk local coordinates. The simplest way is to use x&15, you could also use Math.floorMod if on java 8 (or there may be something in MathHelper)
L159[05:30:49] <barteks2x> x % 16 won't work for negative coordinates
L160[05:32:44] <barteks2x> or you could do it the hard way and figure out how to get the right position just from chunkX/Z
L161[05:35:44] <Koward> A working way will be enough at the moment
L162[05:36:42] <AshIndigo> !gm func_191420_l
L163[05:38:31] <barteks2x> so chunk.getHeightValue(x & 15, z & 15) should work, but generally I like that being in it's own blockToLocal util method
L164[05:39:35] <Koward> Is there no world=>chunk coord method already available ? That sounds like something useful.
L165[05:40:04] <barteks2x> I guess mojang has it but it's inlined by obfuscator
L166[05:40:40] <barteks2x> I have this: https://github.com/Barteks2x/CubicChunks/blob/MC_1.11/src/main/java/cubicchunks/util/Coords.java
L167[05:44:29] <Koward> No trees are tagged anymore, I'll check later what's wrong with this. http://hastebin.com/xifikuvalo.java . Maybe the changes from instanceof to ==, I don't know.
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L169[05:45:12] <barteks2x> the Y position you are getting is the block above the top block
L170[05:45:35] <barteks2x> So you probably need to subtract 1 from the y coord you get
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L173[06:04:13] <Koward> It works much better than previously. Unfortunately I found an area of untagged trees, but I'll check the coordinates from the code and look at what states it gets. hastebin.com/onupawiwax.java
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L177[06:16:15] <barteks2x> I don't see anythong obviously wrong here
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L185[06:39:14] <g> quick question; when my client log shows messages beginning with [FML], are those messages _only_ from vanilla/Forge or could there be some mod outputting there?
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L187[06:49:31] <Koward> barteks2x: Solved it. The problem was with the shape of some trees (like acacia), you have air in the block column between the top leaves and the trunk. I just added back the air check for that case.
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L196[07:47:35] <quadraxis> snapshot 16w50a coming
L197[07:47:43] <quadraxis> https://bugs.mojang.com/browse/MC/fixforversion/15731
L198[07:48:38] <gigaherz|work> SHHH spoilers!
L199[07:53:40] <AshIndigo> "Spoilers"
L200[07:55:25] <gigaherz|work> http://files.g4tv.com/ImageDb3/291788_S/car-with-literal-rear-spoilers.jpg
L201[07:55:28] <gigaherz|work> a spoiler with spoilers.
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L219[09:10:06] <Boog> Hiya.
L220[09:12:13] <Boog> Anyone know what event moving items in and out of a chest are? PlayerOpenContainerEvent is for opening chests etc but not moving if I recall.
L221[09:12:38] <gigaherz|work> and it's out: http://mojang.com/2016/12/minecraft-snapshot-16w50a/
L222[09:12:53] <gigaherz|work> Boog: i don't think there's events for that
L223[09:13:12] <gigaherz|work> what are you trying to accomplish?
L224[09:13:42] <Boog> Detecting when someone moves something in and out of a chest to do something else.
L225[09:13:55] <gigaherz|work> interesting: There is also a new (potentially controversial) change to the combat mechanics. Without revealing what it is, you will most definitely notice the difference when you try out the snapshot. We anticipate much feedback.
L226[09:13:57] <Boog> Also had an idea for a general sql log to prevent grief.
L227[09:15:23] <gigaherz|work> finally: And finally, you can now recycle many tools and items in the furnace. The reward is minuscule but considerably better than nothing!
L228[09:16:31] <Koward> Like we had not already far too many raw materials easily
L229[09:18:31] <gigaherz|work> ?
L230[09:18:39] <gigaherz|work> easily is relative
L231[09:18:41] <gigaherz|work> ;P
L232[09:19:08] <gigaherz|work> I hate grinding and framing, so to me diamonds are extremely rare
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L235[09:21:01] <Boog> So, no idea on an event that listens for items moving and out of an inventory?
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L237[09:21:46] <gigaherz|work> I haven't come across any
L238[09:22:00] <gigaherz|work> there may be something for detecting GUI interactions
L239[09:22:09] <gigaherz|work> but that wouldn't prevent hoppers or pipes from removing items
L240[09:22:16] <gigaherz|work> and I believe there's no events for that
L241[09:22:38] <gigaherz|work> someone here was doing a permissions api for forge
L242[09:22:49] <gigaherz|work> can't remember if it was LatvianModder or someone else
L243[09:23:12] <gigaherz|work> https://github.com/MinecraftForge/MinecraftForge/pull/3155
L244[09:23:12] <gigaherz|work> yep
L245[09:23:19] <gigaherz|work> he may be the best person to ask
L246[09:23:20] <gigaherz|work> ;P
L247[09:23:37] * LatvianModder hides
L248[09:25:34] <LatvianModder> event for moving items in and out.. man that would Kill servers, wouldnt it? :P
L249[09:25:37] <AshIndigo> I haven't played 1.11 only been testing out mods and stuff on it
L250[09:27:22] <Boog> I can't get cauldron for 1.7.10 working, or KCauldron. I'm so I guess there's no way to actually do anything without manually coding something to run on ticks and track a intentory and chest interations which is not efficent at all.
L251[09:30:42] <gigaherz|work> but really imagine if there was an actual event for ANY change to an inventory
L252[09:30:42] <Tazz> morning peoples
L253[09:30:52] <gigaherz|work> which would have to match against a list of handlers
L254[09:30:55] <gigaherz|work> and then invoke them
L255[09:31:03] <gigaherz|work> and they'd check if it's ok to continue
L256[09:31:23] <gigaherz|work> now imagine this in a big contraption using hundreds of hoppers, chests, droppers/dispensers, etc
L257[09:31:34] <AshIndigo> Afternoon tazz
L258[09:31:41] <gigaherz|work> specially in a modded server
L259[09:31:47] <gigaherz|work> it would be much better to leave normal inventories alone
L260[09:31:54] <gigaherz|work> and have "personal chests" that do the tracking explicitly
L261[09:32:39] <gigaherz|work> you could easily have some kind of "lock" item, that converts a normal chest into a private one, which only someone with the right key/playerid can open
L262[09:33:21] <AshIndigo> So something like security craft
L263[09:33:22] <AshIndigo> *?
L264[09:33:49] <gigaherz|work> if that's a thing
L265[09:33:50] <Boog> Yeah, no those exist on Spigot servers I and others ran all this stuff which monitored hoppers and general movements of items like that and there was little to no performance loss. The only hard hitting thing preformance wise was when it wrote to SQL every 3 seconds
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L267[09:34:26] <Boog> The impressive thing was that hoppers used more TPS than anything else on the server, not even our monitoring plugin etc.
L268[09:34:28] <AshIndigo> Giga that is a real mod
L269[09:34:48] <gigaherz|work> well I'd suggest making a PR to forge, but you mentioned 1.7.10, and the chances of a PR being accepted for 1.7 are 0
L270[09:35:21] <gigaherz|work> Boog: hoppers use world.getEntitiesWithinAABB to find item entities, that's what makes them lag
L271[09:35:45] <gigaherz|work> that's why people place droppers on top of hoppers -- if an inventory is placed on top, it won't search for items
L272[09:36:28] <Boog> The security craft mod does exist but.. in my situation is not the solution. I don't expect support for now outdated versions of forge that no one is using however I expected there to be something similar to Spigot but no such thing exists.
L273[09:37:20] <gigaherz|work> 1.7.10 had bukkit
L274[09:37:47] <AshIndigo> But bukkit is dead
L275[09:38:15] <gigaherz|work> hmm actually I can find plenty of pages with spigot for 1.7
L276[09:38:17] <gigaherz|work> and even 1.6.4
L277[09:39:20] <gigaherz|work> anyhow
L278[09:39:27] <gigaherz|work> not forge, and not 1.11 ;P
L279[09:39:57] <Boog> Spigot isn't Bukkit etc. It's seprately maintained based on the current public release.
L280[09:40:06] <gigaherz|work> I know
L281[09:40:33] <Boog> Existed before the DCMA, and if I recall Bukkit is nearly back here soon. They're close to finishing up the legal work required.
L282[09:40:35] <gigaherz|work> well, spigot isn't craftbukkit, but it does use the bukkit api
L283[09:40:46] <Boog> Mhm, I coded a lot of things in it.
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L337[12:52:13] <gigaherz> LOL
L338[12:52:19] <gigaherz> https://www.youtube.com/watch?v=jFcY4K77xXE
L339[12:52:29] <gigaherz> so that's the mysterious new use for fireworks!
L340[12:52:30] <gigaherz> nice!
L341[12:53:15] <AshIndigo> Wow!
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L346[12:57:04] <killjoy> so many 1s
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L349[12:58:56] <gigaherz> If mc ever reaches 1.21, it needs to be called "The gigawatts update" and introduce electricity into the vanilla game
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L354[13:13:24] <McJty> Anyone here has a good reference/example on how to a fluid, placable in world + bucket in 1.10/1.11?
L355[13:14:17] <PaleoCrafter> https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/test/java/net/minecraftforge/debug/DynBucketTest.java McJty
L356[13:14:37] <McJty> Aha thanks. Let me check that out
L357[13:14:37] <PaleoCrafter> ModelFluidDebug also is worth a look
L358[13:14:41] <gigaherz> and the corresponding
L359[13:14:41] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/test/java/net/minecraftforge/debug/FluidPlacementTest.java
L360[13:15:07] <PaleoCrafter> that really isn't all that interesting, unless you're interested in a finite fluid :P
L361[13:15:19] <McJty> A finite fluid?
L362[13:15:39] <gigaherz> lava-like, that doesn't generate new source blocks when merging
L363[13:15:40] <McJty> Aren't all fluids finite except water?
L364[13:15:58] <McJty> And finite is what I need
L365[13:16:46] <gigaherz> hmm or wait
L366[13:16:58] <gigaherz> this seems to actually fall down?
L367[13:17:02] <PaleoCrafter> yeah
L368[13:17:07] <McJty> Even better
L369[13:17:11] <PaleoCrafter> there's no source block per se
L370[13:17:56] <PaleoCrafter> it's really finite in that larger blocks will disperse and fill up the ground before growing vertically
L371[13:18:05] <gigaherz> yeah
L372[13:18:11] <gigaherz> why is no one using that? XD
L373[13:18:20] <PaleoCrafter> dunno, maybe people are? :P
L374[13:18:30] <gigaherz> I haven't come across any ;P
L375[13:18:38] <PaleoCrafter> with my recent PR you're also able to place and pick up partially filled blocks if the container allows it
L376[13:18:39] <Ordinastie> can I say I made my own? :p
L377[13:18:49] <PaleoCrafter> that's a given, Ordinastie :P
L378[13:18:52] <Ordinastie> :p
L379[13:19:07] <gigaherz> the file has been there since 2013
L380[13:19:12] <gigaherz> before 1.8
L381[13:19:32] <PaleoCrafter> I actually think TiC used it for its liquid metals
L382[13:20:27] <PaleoCrafter> I remember seas of metal (I think in a Mystcraft dimension) which utilised the finite fluid stuff
L383[13:22:29] <gigaherz> ah, I don't think I ever worked with liquid metal dimensions myself
L384[13:28:09] <McJty> Hmm. I don't understand that bucket code here: https://github.com/MinecraftForge/MinecraftForge/blob/1.11.x/src/test/java/net/minecraftforge/debug/DynBucketTest.java
L385[13:28:21] <McJty> DynBottle extends UniversalBucket but DynBucket doesn't?
L386[13:28:22] <McJty> Why?
L387[13:29:13] <McJty> Also that BucketFillEvent handler seems very generic. Is every mod supposed to do that? It doesn't even check on anything specific to that test code
L388[13:29:53] <PaleoCrafter> you don't need to add your own bucket, iirc
L389[13:30:10] <McJty> hmm
L390[13:30:13] <PaleoCrafter> as long as the UniversalBucket is enabled and you call FluidRegistry.addBucketForFluid, everything should be fine
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L392[13:30:18] <Tazz> whattup XD
L393[13:30:33] <McJty> Ah, that's what I needed: FluidRegistry.addBucketForFluid
L394[13:30:33] <PaleoCrafter> the sky/ceiling
L395[13:30:41] <Tazz> rofl
L396[13:30:44] <McJty> Unless you are in Australia, Then it is the ground
L397[13:30:50] <McJty> They are all up side down there
L398[13:31:33] <gigaherz> if they trip, they fall into space
L399[13:31:45] * killjoy is finally done with Finals
L400[13:31:55] <gigaherz> yay, congrats
L401[13:32:18] <killjoy> I had to write a report on how trade influenced culture in ancient civilization
L402[13:32:20] *** Abrar|gone is now known as AbrarSyed
L403[13:32:39] <killjoy> I also had the option of doing conquest or missionary
L404[13:33:20] <killjoy> Did you know that America didn't trade with Europe until ~1500?
L405[13:35:48] <gigaherz> uhm given that columbus stumbled upon it in 1492, doesn't surprise me
L406[13:35:49] <gigaherz> ;p
L407[13:36:09] <killjoy> Therefore, they didn't have much cultural influence via trade
L408[13:36:33] <Tazz> rofl
L409[13:36:43] <killjoy> I made sure to mention that
L410[13:36:46] <gigaherz> also 1500 isn't ancient civilisation either ;P
L411[13:37:08] <Koward> ^
L412[13:37:09] <Tazz> anyone here play with Swift? XD
L413[13:37:09] <killjoy> we didn't cover 1500
L414[13:37:19] <killjoy> we did pre-history to 1500
L415[13:37:27] * Tazz is writing a static analysis tool for Swift projects with a Co-worker of mine
L416[13:37:28] <killjoy> the book goes til 1800 though
L417[13:37:39] <gigaherz> any kind of trade would have had to happen between what's now canada, and what's now russia
L418[13:38:05] <killjoy> That's where the land bridge was.
L419[13:38:13] <gigaherz> I have no idea about those topics, though ;P
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L421[13:38:54] <PaleoCrafter> "pre-history to 1500" wat
L422[13:39:00] ⇨ Joins: phroa (phroa@phroa.net)
L423[13:39:08] <PaleoCrafter> I've written a small app, Tazz
L424[13:39:22] <killjoy> I least we learned about Charlemenge
L425[13:39:30] <killjoy> Charles the Great
L426[13:39:38] <PaleoCrafter> can't say I've particularly liked the language, although it's probably a huge improvement over Obj-C
L427[13:40:22] <gigaherz> speaking about swift
L428[13:40:24] <gigaherz> I just saw
L429[13:40:24] <gigaherz> https://kickstarter.engineering/open-sourcing-our-android-and-ios-apps-6891be909fcd#.mnlr1jxdl
L430[13:40:40] <gigaherz> kickstarter opensourced their android and ios apps, and those are done in swift
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L432[13:43:28] <PaleoCrafter> is that as far as you went back in time, killjoy? :P
L433[13:43:34] <killjoy> yeah
L434[13:44:23] <PaleoCrafter> nothing about Ancient Rome or Greece? Oo
L435[13:44:33] <killjoy> did you not see pre-history?
L436[13:44:44] <killjoy> First, we did mesopotamia
L437[13:44:47] <killjoy> then greece
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L439[13:44:54] <PaleoCrafter> ah, good
L440[13:45:47] <PaleoCrafter> I misinterpreted that "pre-history to 1500" as "the pre-history that ended in about 1500" and was a little shocked :P
L441[13:47:17] <killjoy> prehistory means rise of man
L442[13:47:38] <PaleoCrafter> I am well aware :P
L443[13:48:08] <gigaherz> no it means "before history" ;P
L444[13:48:18] <gigaherz> [/pedantic]
L445[13:48:26] <PaleoCrafter> yeah, technically it's everything before recorded history
L446[13:49:27] <gigaherz> from the apparition of man as we know it, till the beginning of recorded history
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L448[13:49:52] <gigaherz> which makes a rather fuzzy beginning ;P
L449[13:49:53] <PaleoCrafter> so I'm not even sure if I'd count the first big civilisations as pre-historic xD
L450[13:50:25] <gigaherz> that's the problem, isn't it?
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L452[13:50:34] <gigaherz> some civilisations started writing stuff down earlier than others
L453[13:50:39] <PaleoCrafter> I guess
L454[13:51:15] <Tazz> PaleoCrafter: we use Swift for iOS apps I guess lol
L455[13:51:20] <gigaherz> "The Bronze Age is the earliest period in which some civilisations have reached the end of prehistory, by introducing written records."
L456[13:51:21] <Tazz> and some Obj-C apparently
L457[13:51:25] <gigaherz> ewh
L458[13:51:26] <Tazz> but we mostly work with Java lol
L459[13:51:57] <Tazz> well with regards to our biggest clients being people who use Java XD
L460[13:52:14] <PaleoCrafter> well yeah, I only used it for iOS as well, doesn't work elsewhere anyways, afaik :P
L461[13:53:06] <Tazz> well there is the possibolity for building the core library on linux but I dont think it would work very well :p
L462[13:53:13] <Tazz> nor do I think its even a sane decision to try XD
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L464[13:54:38] <PaleoCrafter> the language's not really worth the effort, imo :P
L465[13:56:13] <PaleoCrafter> I mean, cool, you can do FP and stuff, but as soon as you go a little deeper and want to do even something as normal as draw a view yourself, you have to deal with the same old low level APIs with a bit of syntactic niceties tacked on
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L504[16:04:45] <Koward> About JSON models, I found out the elements of the parent do not render before the elements of the child (I wanted to add an overlay by just describing it in child). Is there a way to do that or will I have to copy paste ?
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L509[16:16:27] <gigaherz> Koward: nope, elements are overwritten, not appended
L510[16:16:41] <gigaherz> you can use multiparts to combine more than one model in a blockstates json
L511[16:16:54] <gigaherz> or submodels in forge blockstates
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L517[16:24:42] <Enoch_> Hey everyone. Sorry if it's the wrong place to ask, but does anyone have suggestions for a good host? Right now I'm running a heavily-modded 1.10.2 Forge server on a DigitalOcean droplet with 4GB RAM, but that's costing $40/mo. Cursory searches show a lot of other hosting solutions for much cheaper. Just curious what anyone here prefers.
L518[16:26:25] * gigaherz hasn't used any hosting since the 1.2.5 days
L519[16:29:29] <Enoch_> Server in your basement or no multiplayer for you?
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L521[16:30:40] <Koward> I try to apply destroy_stage_4 as an overlay but the crack renders grey and does not blend nicely like it should, I did override getBlockLayer to return TRANSLUCENT, it should work
L522[16:31:12] <Ordinastie> it shouldn't
L523[16:31:31] <Ordinastie> when rendering the break animation, additional gl effects are applied
L524[16:32:09] <gigaherz> Enoch_: I usually play singleplayer, but when I want to play with some friends, i just run the server on my own computer
L525[16:32:27] <gigaherz> OS: Unsupported Windows 10.0 (Build #14393) CPU: Intel Core i7-6700K,  4.01 GHz, 0 KB Video: NVIDIA GeForce GTX 1070 (2560x1440x32bpp 59Hz) Sound: Speakers (Realtek High Definiti Memory: Used: 12402/32708MB Uptime: 1d 6h 31m 22s HD Space: Free: 1101.57 GB/4245.90 GB Connection: Microsoft ISATAP Adapter #3 @ 0.1 Mbps (Rec: 0.00MB Sent: 0.00MB)
L526[16:32:42] <gigaherz> not like I lack the resources ;P
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L528[16:37:26] <Enoch_> Yeah, I need a host though. My internet connection is pretty limited and it's generally unpleasant for everyone who has to connect to me.
L529[16:39:23] <gigaherz> yeah been there in the past
L530[16:39:35] <gigaherz> anyhow I just meant I can't help
L531[16:39:35] <gigaherz> ;p
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L549[17:23:31] <Akkarin> Enoch_: You could check with one of OVHs cheaper brands (SYS or Kimsufi that is) since they actually offer dedicated machines (so you don't end up lagging the hell out of the server due to overselling)
L550[17:24:05] <Akkarin> But I doubt you'd be looking at a much smaller amount either. You can also try one of those one-click hosts but they also tend to suffer from overselling
L551[17:25:01] <Enoch_> I found some folks from /r/admincraft who recommended Shockbye. Looks like a one-click to me, but enough people have recommended it that I'll give it a try. At least to do a bit of benchmarking for now...
L552[17:25:06] <diesieben07> well, they don't *really* oversell, you DO get X amount of RAM, which is what many of them advertise
L553[17:25:10] <diesieben07> you just don't get the CPU to use it with
L554[17:25:20] <Akkarin> Well that's what I mean by that
L555[17:25:24] <diesieben07> :D
L556[17:25:36] <Akkarin> Obviously they guarantee you amount X of memory but god knows how much CPU time you actually end up getting
L557[17:25:49] <diesieben07> i know
L558[17:26:09] <Enoch_> Yeah. I don't actually think the CPU is my biggest issue on DO.
L559[17:26:17] <Akkarin> A lot of hosts (especially the ones that tend towards MC hosting) like to buy a machine with a ridiculous amount of memory and just stuff it with as many servers as possible
L560[17:26:23] <Enoch_> Added enough mods that I was crashing due to low memory...
L561[17:26:32] <Akkarin> disregarding the fact that 8 threads means suffering when running 8+ servers already
L562[17:26:44] <Akkarin> (technically less since your OS will also eat a bit here and there)
L563[17:26:51] <Enoch_> Yeah I had some pretty severe thrashing issues when I was with BeastNode.
L564[17:27:05] <gigaherz> well that's the issue
L565[17:27:20] <gigaherz> a 8-core cpu could easily run like, 16 instances of mc "average"
L566[17:27:22] <Akkarin> If you want cheap you'll always end up with that problem. If you don't want to deal with that: get a dedicated machine of sorts
L567[17:27:28] <Enoch_> Let's see how the pre-Christmas stress-test goes with Shockbyte, might stick with them if it all goes well.
L568[17:27:31] <Akkarin> (there's also dedicated virtual machines but they tend to be expensive as fuck)
L569[17:27:36] <gigaherz> but it will suck if all of them happen to be on "peak hours" at the same time
L570[17:27:39] <Enoch_> Yeah sadly cheap is my number one necessity right now.
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L572[17:28:05] <gigaherz> how about some kind of offer/discount from like, some youtuber?
L573[17:28:29] <gigaherz> I mean like "use referral code X on this host, and you'll get some % off for a short while"
L574[17:28:29] <Enoch_> Not really something I follow and probably not worth the hassle
L575[17:28:30] <Akkarin> tbh check in with Kimsufi. They have machines for 5-10 bucks.
L576[17:28:50] <Akkarin> Might suffer a bit on the CPU part but if you run nothing other than the server on it you'll probably be fine unless you have crazy amounts of players on there
L577[17:29:14] <Enoch_> I actually saw that, but are they US-based?
L578[17:29:23] <Akkarin> They have a DC in Canada and France
L579[17:29:23] <Enoch_> All the prices are in euros so I assumed not.
L580[17:29:27] <Enoch_> Ah
L581[17:29:29] <gigaherz> I believe most of Hermitcraft uses https://cubedhost.com/minecraft-hosting
L582[17:29:52] <Enoch_> Canada is a bit too far away from me.
L583[17:29:55] <Akkarin> Their Canada DC has a bit of a bad history in regards to redundancy though
L584[17:30:09] <Akkarin> Are you sure Canada is a significant difference from any US based DC? ;-)
L585[17:30:21] <Akkarin> Distance is not a form of measurement when it comes to pings
L586[17:30:37] <Enoch_> Well, apparently this Shockbyte one is in my city, so we'll see. :)
L587[17:30:50] <Akkarin> The route could still be worse than the one to Canada
L588[17:30:51] <Enoch_> I know, hardly matters.
L589[17:31:04] <Akkarin> Just search one of their machines and traceroute them first
L590[17:31:16] <Akkarin> OVH has a test machine for their DCs linked somewhere if I recall correctly
L591[17:31:40] <Enoch_> Well I'm currently uploading all my shit to this Shockbyte thing atm, so I'm gonna stress the hell out of this thing first.
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L603[18:27:47] <williewillus> does java flavored regex have conditional lookarounds?
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L610[18:34:17] <williewillus> that's a no, according to the javadoc
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L640[20:17:54] <Hink> Lumien, what version of CMM introduced hoverSound?
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L683[22:42:50] <kriNon> Hey, does anyone know if there are any 1.10.2 mods that let you synchronise player data between two servers?
L684[22:47:17] <killjoy> you could always use mysql
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L687[22:52:14] <kriNon> From what I've read mysql seems to be what most people are using for similar stuff, would that involve writing a mod to interface with mysql, or is mysql able to sync the files directly?
L688[22:52:27] <Akkarin> tbh it depends on what sort of data you are intending to synchronize
L689[22:52:34] <Akkarin> and how fast it needs to be synchronized
L690[22:52:53] <Akkarin> MySQL is okay if you need persistence anyways and not necessarily only synchronization
L691[22:53:12] <Akkarin> Otherwise you may want to go for a specialized solution like RabbitMQ or SQS
L692[22:55:08] <Akkarin> and yes you will have to write a mod unless you really want to sync files on the fs which are automatically loaded when changed (or whenever you need to grab that data); in that case you'd be looking at some sort of network fs or synchronization tool though and not at a database
L693[22:55:14] <Akkarin> three entirely different cases
L694[22:56:05] <kriNon> I am trying to set up bungeecord on two servers both running forge with minecraft 1.10.2, I have managed to get everything working but synchronizing inventories and other player data - meaning that players have fresh inventories on each server.
L695[22:56:27] <kriNon> what do you think would be the best solution?
L696[22:56:30] <Akkarin> You'll most likely want a mod for that which dumps it in some form of db
L697[22:56:39] <kriNon> yeah, that's what I though
L698[22:56:41] <kriNon> *thought
L699[22:56:51] <Akkarin> Since that will get rid of race conditions and take care of persistence (even in case something crashes)
L700[22:57:32] <Akkarin> (afaik Bungee doesn't disconnect until the new connection is established so you're pretty much guaranteed to run into race conditions if you try to sync the player files)
L701[22:58:30] <kriNon> yeah, that's probably true considering how seamless the switch is between servers
L702[22:58:57] <Akkarin> I really can't tell for sure though. I haven't bothered checking its complete codebase for years
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L705[23:12:34] <kriNon> Hey Akkarin, do you know if there is any player data saved anywhere other than in the Server\world\playerdata directory? For example, do backpacks get saved in the playerdata directory, and where do items with metadata e.g. chisel and bits creations get saved?
L706[23:12:48] <Akkarin> Depends on the mod I guess
L707[23:13:03] <Akkarin> Since mods technically aren't restricted to any specific behavior in that regard
L708[23:13:40] <kriNon> yeah, that's what I expected
L709[23:13:43] <kriNon> thanks
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L711[23:17:10] <ShadCanard_> o/
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