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L1[00:13:43] ⇨ Joins: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
L2[00:13:58] <killjoy> I keep finding new features in intellij
L3[00:14:04] <killjoy> unused properties?
L4[00:14:07] <killjoy> awesome
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L8[00:34:40] <killjoy> I need to test some modded armors.
L9[00:34:50] <killjoy> Nothing that adds a new model or anything
L10[00:39:01] <killjoy> Oh goodie, 1.11.1 was released
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L21[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161221 mappings to Forge Maven.
L22[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161221-1.11.zip (mappings = "snapshot_20161221" in build.gradle).
L23[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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L44[03:02:53] <killjoy> Anyone have experience with resource management?
L45[03:03:12] <killjoy> I have 2 resource locations.
L46[03:03:28] <killjoy> I want to use one only when the other isn't higher up on the resource pack list
L47[03:03:42] <killjoy> How would I do that?
L48[03:06:30] <LatvianModder> That sounds weird
L49[03:06:45] <LatvianModder> "higher" and "lower" only exists for the same resource locations
L50[03:07:02] <LatvianModder> As the ones that are higher override resources that are lower
L51[03:07:15] <killjoy> I want them to be treated the same unless they're both in the same pack
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L53[03:08:01] <LatvianModder> Cant just have the same path and use one RL?
L54[03:08:30] <killjoy> Not really an option
L55[03:08:42] <killjoy> the two resources are different
L56[03:09:36] <killjoy> I have code right now that adapts when the resource I need isn't there, so it falls back to the default one.
L57[03:09:43] <killjoy> (I'm doing armor textures)
L58[03:10:22] <killjoy> I handle modded textures which don't have any compatibility fine
L59[03:11:03] <killjoy> What I want is to take preference with packs that don't provide compatibility instead of using the lowest one.
L60[03:11:51] <killjoy> This would be so much easier if there wasn't multiple resource packs at once
L61[03:11:52] <LatvianModder> https://github.com/LatvianModder/FTBUtilities/blob/1.9/src/main/java/com/feed_the_beast/ftbu/gui/guide/Guides.java#L120-L124
L62[03:12:04] <LatvianModder> Maybe you can figure out how to use this to do what you want
L63[03:12:43] <killjoy> I've tried something like that, but it got me nowhere.
L64[03:12:50] <killjoy> (I'm not even sure if I want to do this)
L65[03:13:03] <LatvianModder> Hm.. How about just check if that resource exists
L66[03:13:08] <LatvianModder> And then use that RL for texture
L67[03:13:12] <LatvianModder> if it doesnt, use your own
L68[03:13:17] <killjoy> That's what I'm doing now
L69[03:13:35] <LatvianModder> Then it shouldnt be hard
L70[03:13:46] <killjoy> https://github.com/MineLittlePony/MineLittlePony/blob/master/src/main/java/com/minelittlepony/renderer/layer/LayerPonyArmor.java#L112-L117
L71[03:14:20] <LatvianModder> Yeah that looks about right
L72[03:14:48] <LatvianModder> "TODO handle resource packs better" right, so you want to use whichever is used by texture pack
L73[03:14:50] <LatvianModder> ?
L74[03:14:55] <killjoy> yeah
L75[03:15:14] <killjoy> so a pack that doesn't know about me can still be used.
L76[03:15:24] <LatvianModder> How about.. get
L77[03:15:31] <LatvianModder> oops, enter too soon
L78[03:16:38] <killjoy> I could probably do it if I had access to the list of IResourcePacks
L79[03:17:03] <LatvianModder> http://ss.latmod.com/pc/2016-12-21_11.17.05.txt
L80[03:17:34] <LatvianModder> My logic is, if there is a texture pack, thats 2 textures loaded vs 1 texture loaded
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L82[03:17:47] <killjoy> what if there's 4 resource packs?
L83[03:18:02] <LatvianModder> Then its still better than before :P
L84[03:18:06] <killjoy> and three of them have the additional texutre, but the one on top doesn't?
L85[03:19:03] <LatvianModder> Maybe getAllResources() is ordered and you can figure out which one first has that resource
L86[03:19:13] <killjoy> I also considered that.
L87[03:19:18] <killjoy> they can skip
L88[03:19:23] <LatvianModder> or scan the resource pack list and check which one first has texture loaded
L89[03:19:36] <killjoy> where can I get that?
L90[03:19:39] <LatvianModder> for(String domain : resourceManager.getResourceDomains())
L91[03:19:48] <LatvianModder> Not sure if this is ordered though
L92[03:19:54] <killjoy> that's for resource domains
L93[03:19:57] <LatvianModder> If it is, then you could use this maybe
L94[03:19:59] <killjoy> not packs
L95[03:20:09] <killjoy> getResourceDomains() returns a set
L96[03:20:12] <LatvianModder> Oh right
L97[03:20:21] <killjoy> Set<String>
L98[03:20:22] <LatvianModder> Oh well.. Good luck :P
L99[03:20:39] <LatvianModder> Your best bet probably is to scan resource pack list
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L101[03:32:57] <killjoy> I think I found a way
L102[03:33:00] <killjoy> Gotta test
L103[03:38:26] <killjoy> This won't be too resource intensive, will it? https://gist.github.com/killjoy1221/40c1f21fe34723d90b565781236eb875
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L105[03:42:03] <killjoy> Aparently there exists people who include vanilla textures in resource packs
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L110[04:10:03] <gigaherz|work> noooooooooooo.... they had to release mc 1.11.2
L111[04:10:10] <killjoy> ...
L112[04:10:17] <killjoy> 1.11.1 was the perfect number of ones
L113[04:10:22] <gigaherz|work> yes ;_;
L114[04:10:31] <killjoy> they need to do 1.11.11 now
L115[04:10:49] <gigaherz|work> no, it wouldn't be symmetric ;_;
L116[04:10:56] <gigaherz|work> 1.111.1
L117[04:11:00] <gigaherz|work> or 1.11.11.1
L118[04:11:32] <gigaherz|work> but it wouldn't be 1.11.1 anymore ;_;
L119[04:11:44] <killjoy> gotta wait for 1.12.2
L120[04:11:46] <LatvianModder> If they do 1.11.11.1 I will *maybe* love mojang again
L121[04:12:00] <gigaherz|work> it won't be the same either ;_;
L122[04:12:06] <gigaherz|work> 1.22.1
L123[04:12:13] <gigaherz|work> that one would be good
L124[04:12:13] <killjoy> today's date
L125[04:12:17] <LatvianModder> 2.1.1
L126[04:12:26] <LatvianModder> Oh wait. Minecraft wont ever go past 1
L127[04:12:42] <killjoy> 1.11.1!!!!11oneone! is the full name
L128[04:13:27] <killjoy> .wut.. there's a minecraft edition on the apple tv?
L129[04:13:48] <gigaherz|work> iOS edition I guess?
L130[04:14:18] <gigaherz|work> I suppose the android edition works on android tv type things too
L131[04:14:19] <killjoy> it says the apple tv edition doesn't support xbox live
L132[04:14:20] <killjoy> wow
L133[04:14:36] <killjoy> way to go mojang
L134[04:14:42] <killjoy> couldn't even do that? /s
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L137[04:23:18] <killjoy> heh. the spigot update for 1.11.1 is jenkins build 1111
L138[04:23:51] <killjoy> gigaherz|work, you can work happy now.
L139[04:24:24] <gigaherz|work> no because it's wasted because they'll have to release a new build for .2 ;_;
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L146[04:56:24] <barteks2x> Is there some existing FloatPair class?
L147[04:57:53] <LatvianModder> I guess not http://ss.latmod.com/pc/2016-12-21_12.57.53.png
L148[04:58:00] <barteks2x> there is one in org.eclipse.collections...
L149[04:58:06] <barteks2x> but I don't think I can use that in mod
L150[04:58:17] <barteks2x> (it's named FloatFloatPair)
L151[04:58:33] <LatvianModder> It would still find it, but no, you cant use that one
L152[04:58:47] <barteks2x> I hate that every time I need Pair class I need to write my own
L153[05:00:06] <barteks2x> oh, MInecraft has Tuple class
L154[05:00:43] <barteks2x> and javax.vecmath has Tuple2f
L155[05:00:51] <barteks2x> not sure if I can use javax.vecmath stuff
L156[05:01:54] <Sandra> vecmath should be there for a reason, I would assume.
L157[05:02:06] <Sandra> but idk.
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L159[05:02:59] <barteks2x> I never know which library javax.whatever stuff is in
L160[05:03:33] <LatvianModder> depends
L161[05:03:37] <barteks2x> sometimes it's part of java, sometimes it's some library
L162[05:03:53] <barteks2x> which is very annoying because I can't know if it's in java or not by package name
L163[05:04:10] <Sandra> it
L164[05:04:16] <Sandra> 's from vecmath.jar.
L165[05:04:22] <Sandra> which is an external libraruy.
L166[05:04:24] <Sandra> which is an external library.
L167[05:04:37] <Sandra> but I don't know whether that's available or not.
L168[05:04:45] <LatvianModder> But it doesnt matter
L169[05:04:53] <LatvianModder> All libraries get shipped with server/client
L170[05:04:59] <Sandra> mmm.
L171[05:05:08] <LatvianModder> Ofc, not IDE-specific ones like idea or eclipse
L172[05:05:31] <barteks2x> which is the whole problem, because I don't know if it's something ide-specific or not
L173[05:05:46] <Sandra> it's not.
L174[05:06:22] <LatvianModder> Uh
L175[05:06:34] <LatvianModder> Anything that begins with org.eclipse is eclipse specific?
L176[05:06:47] <barteks2x> would be faster to just write that little FloatPair class...
L177[05:06:50] <LatvianModder> + it shows it here in Idea (which you should use :P) http://ss.latmod.com/pc/2016-12-21_13.06.14.png
L178[05:07:14] <barteks2x> I also see it in idea, and I see it in dependencies
L179[05:07:54] <barteks2x> I will use it for now and wait until something explodes
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L181[05:09:08] <LatvianModder> vecmath wont because minecraft uses it
L182[05:09:21] <barteks2x> why the hell it's abstract class?
L183[05:09:34] <LatvianModder> Because use Vector2f or smth like that
L184[05:09:54] <LatvianModder> http://ss.latmod.com/pc/2016-12-21_13.09.58.png
L185[05:09:57] <barteks2x> it diesn't even have any abstract methods
L186[05:10:37] <barteks2x> Vector2f would be more confusign name here
L187[05:10:46] <LatvianModder> it is quite dumb
L188[05:10:57] <barteks2x> and Point2f would be even more confusing
L189[05:11:05] <LatvianModder> Just make something like TwoFloats then :P
L190[05:13:06] <barteks2x> and my little class is 35 lines because I use it in HashSet so need equals and hashcode
L191[05:14:02] <LatvianModder> If you are super advanced, you can use long as key in an TLongObjectHashMap<T>
L192[05:14:34] <LatvianModder> Because 2 floats can be compressed to one long
L193[05:16:12] <barteks2x> if I wanted to go similar way I could use HashMap<Float, Float>...
L194[05:16:50] <barteks2x> or TFloatFloatHashMap
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L196[05:17:21] <barteks2x> but it shouldn't be map
L197[05:25:46] <barteks2x> I made a simple exponential slider, the code to make it exponential was ~30 lines, Now I want to add support for value 0 and negatives, and extract it into class. Already 150 lines and nowhere near done
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L203[06:28:05] <xanderio> where can i find the forge version json file?
L204[06:35:05] <gigaherz|work> which file?
L205[06:35:40] <gigaherz|work> the one used for detecting updates?
L206[06:37:03] <xanderio> the one that contains all version
L207[06:39:39] <gigaherz|work> what do you need it for, anyhow?
L208[06:40:46] <xanderio> server setup tool for private use
L209[06:41:17] <gigaherz|work> well the best I can find is: http://files.minecraftforge.net/maven/net/minecraftforge/forge/promotions_slim.json
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L211[06:41:30] <gigaherz|work> which is what's used for update checks
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L213[06:57:55] <Sandra> I'd assume you'd be looking for whatever json file it is multimc uses for minecraft forge.
L214[06:58:38] <Sandra> idk where to find that, but :P
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L255[10:41:01] <ghz|afk> I was thinking about it, they should have made EMPTY shulker boxes be placeable inside otehr shulker boxes, and only reject boxes with items in them
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L275[11:54:30] <kashike> ghz|afk: interesting thought
L276[11:57:20] <ghz|afk> nah this is an interesting thought: rocket. propelled. minecarts.
L277[11:57:24] <ghz|afk> and boats.
L278[11:58:25] <ghz|afk> shulkerbox on a leash
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L321[13:27:02] <Zaggy1024> well crap
L322[13:27:29] <Zaggy1024> I don't suppose there's a tick event that fires outside of any profiler sections, is there?
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L324[13:28:04] <diesieben07> no, why'd you want that? :O
L325[13:28:27] <Zaggy1024> so I can clear the profiler to compare performance with and without my cloud renderer
L326[13:28:45] <Zaggy1024> just realized that the same event that I use to activate the profiling could probably be used for that, though, so I'll try that
L327[13:29:20] <ghz|afk> well given that runGameLoop starts the root profiler section on entry, and ends it at the end of the function
L328[13:29:27] <ghz|afk> there isn't much that can run without the profiler
L329[13:29:40] <Zaggy1024> yeah
L330[13:29:51] <Zaggy1024> hopefully my profiler enabling event will work, otherwise this is kind of a bust
L331[13:33:57] <ghz|afk> hmm wait
L332[13:34:04] <ghz|afk> can't you just create a new Profiler instance, and use that one?
L333[13:34:23] <ghz|afk> and leave the normal mc profiler undisturbed
L334[13:34:45] <Zaggy1024> that wouldn't get called
L335[13:34:56] <ghz|afk> =
L336[13:34:57] <ghz|afk> ?
L337[13:35:05] <Zaggy1024> only mcProfiler is used
L338[13:35:20] <Zaggy1024> it's a singleton, and you can't make it call other profilers currently
L339[13:35:23] <ghz|afk> backup = Minecraft.mcProfiler; Minecraft.mcProfiler = new Profiler();
L340[13:35:25] <ghz|afk> run code
L341[13:35:32] <ghz|afk> Minecraft.mcProfiler = backup;
L342[13:35:37] <Zaggy1024> mmh that wouldn't help the problem
L343[13:35:48] <Zaggy1024> it would still break if I cleared it in the root
L344[13:35:53] <Zaggy1024> but I think what I'm doing will work
L345[13:36:02] <ghz|afk> why do you need to clear it, though?
L346[13:36:19] <Zaggy1024> I'm switching the cloud renderer on and off to compare it to vanilla
L347[13:36:21] <ghz|afk> I was thinking you could just create one dummy profiler for each testing "run" in the comparison
L348[13:36:32] <Zaggy1024> oh
L349[13:36:39] <ghz|afk> and then keep the results of the two profilers for side-by-side comparison
L350[13:36:47] <Zaggy1024> eh well I'd still have to switch them outside root or it would crash
L351[13:37:01] <ghz|afk> why
L352[13:37:32] <ghz|afk> just startSection "root" on your dummy ones, so that the stack "matches up"
L353[13:37:54] <Zaggy1024> hmm
L354[13:37:54] <ghz|afk> ;P
L355[13:38:34] <Zaggy1024> I think that's a bit riskier than just clearing it outside the root section
L356[13:38:58] <Zaggy1024> and it would temporarily screw up the profiling display which apparently shows up when I force the profiler on lol
L357[13:39:46] <ghz|afk> heh
L358[13:39:56] <ghz|afk> well it may be worth a try
L359[13:40:00] <ghz|afk> if your current idea doesn't work out
L360[13:40:36] <ghz|afk> worst case you could try to make some kind of "deep copy" of the object
L361[13:40:36] <Zaggy1024> yeah
L362[13:40:47] <ghz|afk> so that your clones are 1:1
L363[13:40:51] <ghz|afk> and you can just "roll back time"
L364[13:41:05] <Zaggy1024> ouch, that would be painful :P
L365[13:41:20] <Zaggy1024> I'd probably just go back to what I had in the original PR if I had to do that
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L368[13:46:21] <Zaggy1024> ayy it works
L369[13:46:31] <Zaggy1024> or at least as far as I can tell it does
L370[13:50:52] <killjoy> Who knows what happens when a lazy modder makes a website?
L371[13:51:09] <killjoy> github tag abuse
L372[13:51:47] <killjoy> This is created. http://minelittlepony-mod.com/js/github-releases.js
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L374[13:58:27] <IoP> abuse?
L375[13:58:34] <killjoy> I abuse that word
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L382[14:23:05] <Zaggy1024> one line of code meant the difference between this and normal clouds http://i.imgur.com/rolxKuZ.png
L383[14:23:13] <Zaggy1024> vbo = null
L384[14:23:17] <Zaggy1024> oops :P
L385[14:23:34] <Zaggy1024> but then while I was fixing it I got this http://i.imgur.com/877KK2u.png
L386[14:23:41] <Zaggy1024> it's kind of pretty
L387[14:23:51] <Xalcon> fancy
L388[14:25:37] <Zaggy1024> I think I should call it a feature
L389[14:26:11] <Zaggy1024> it can activate on Christmas day
L390[14:26:14] <Zaggy1024> :]
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L434[17:21:50] <Lapiman> Hi there - what I'm trying to accomplish is, when you left-click a certain block, it won't break
L435[17:22:34] <Lapiman> I am attempting to do this by using a LeftClickBlock event and cancelling it
L436[17:23:27] <killjoy> always?
L437[17:23:30] <killjoy> never breaks?
L438[17:23:34] <killjoy> or just in creative?
L439[17:23:42] <Lapiman> only when the state is grown=false
L440[17:23:52] <Lapiman> https://github.com/thinkplank/grimcraft/blob/master/java/us/thinkplank/grimcraft/GrimcraftEventHandler.java <- here's code, see line 132
L441[17:24:32] <killjoy> Why are you using an event for your won block?
L442[17:24:37] <Lapiman> it's a bush that grows berries. if the state is grown=true and you left-click it, it's supposed to not break, spawn berries in the world, and set its state to grown=false
L443[17:24:41] <killjoy> just override the correct method.
L444[17:24:44] <killjoy> or just set the hardness
L445[17:25:44] <Lapiman> onBlockHarvested?
L446[17:25:56] <killjoy> not sure.
L447[17:26:08] <killjoy> I don't do too much with blocks
L448[17:26:56] <Lapiman> yeah, it looks like what i'm supposed to use. it's an empty method in the Block class that gets called in removedByPlayer()
L449[17:26:58] <Lapiman> giving it a try...
L450[17:28:01] <killjoy> The only vanilla Item I know of that you're describing is an item frame, but that's an entity
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L466[17:55:37] <Lapiman> Alright, I managed to fix the issue by using a BreakEvent instead of a LeftClickEvent.
L467[17:55:46] <Lapiman> However I agree that using an event handler for my own block feels wrong
L468[17:56:37] <Lapiman> I tried to override removedByPlayer(): http://pastebin.com/JkCHq7ig but this didn't work.
L469[18:01:05] <Ordinastie> have you considered setting the block back once broken instead ?
L470[18:01:33] <Lapiman> ooh, perhaps that would work
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L472[18:09:25] <Elec0> I'm getting a message that my mod requires [Forge@[12.18.1.2082,)], but I'm running it through the IDE which should have forge running correctly. And I'm using a forge version that's later than that one.
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L474[18:10:57] <Elec0> and I have this in my dependencies: dependencies = "required-after:Forge@[12.18.1.2082,)"
L475[18:11:45] <Ordinastie> are you sure about the forge version you're running ?
L476[18:12:53] <Elec0> in my referenced libraries I have forceSrc-1.11-13.19.1.2197.jar, so that should be it, yes?
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L479[18:24:28] <Elec0> fixed it. Forgot 1.11 requires mod ids to be lowercase. Forge->forge fixed it.
L480[18:37:49] <Lapiman> One of the features of my mod is that lava pushes around mobs like water does
L481[18:38:14] <Lapiman> using it you can create mob farms in the nether using lava flows like you would in the overworld
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L483[18:38:35] <Lapiman> would this be a good feature to release in its own standalone mod instead of being bundled with everything else my mod adds?
L484[18:47:24] <Elec0> It would certainly be a small change to put into a single mod. But it couldn't hurt to put it in your mod and also in a utility mod.
L485[18:48:11] <Lapiman> Hmm, yeah, I'll do that
L486[18:51:35] <Genuine> Thank you mezz for finally patching those spelling errors in the default gradle config :P
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L488[18:51:46] <Genuine> And that missing space. Always bugged the hell out of me.
L489[18:52:06] <Shambling> is there a proper way to reference liquids in forge, if it is registered as a fluid but doesn't seem to map to fluid:something
L490[18:52:29] <Shambling> trying to add a smelting recipe for a existing fluid, but modtweaker isn't excepting either name
L491[18:52:30] <mezz> heh
L492[18:52:53] <mezz> Shambling, that's a modtweaker-specific question I think
L493[18:54:14] <Shambling> yeah I found the answer anyways
L494[18:54:29] <Shambling> it was more how do I find how this mod references the liquid to forge, and I found it by looking at the source
L495[18:55:05] <Shambling> well it was in the json file for the fluid at least
L496[18:55:23] <Shambling> I should ask that next time in .. what is probably espernet/modtweaker lol
L497[18:57:35] <Genuine> Git related question: 'git branch' only returns the branches I've checked out manually; is there a command that will fetch all branches from remote?
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L499[18:57:46] <mezz> Genuine, git fetch
L500[18:58:04] <Genuine> I knew that was a command I should probably know what it does :P
L501[18:58:06] <Genuine> Thanks.
L502[18:58:18] <mezz> to show remote branches you have fetched, git branch -a
L503[18:58:52] <mezz> -a shows all, -r shows remote, and no argument shows just your local ones
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L506[19:06:29] <Genuine> Git related question: What is branch tracking? I assume I should track all maintained branches but I don't want to do something without knowing what I'm doing.
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L514[19:20:29] <mezz> Genuine, not sure what you're asking exactly
L515[19:20:37] <Genuine> Me neither.
L516[19:20:44] <mezz> what project are you working on?
L517[19:29:06] <Genuine> Oh just a couple small mods, I just want to get these right and how I need to do them before I start updating the larger projects.
L518[19:32:51] <Elec0> So what is the proper way of having custom data for each player? I've found the .getEntityData method and can read and load data from NBT for a player, but where can you store actual data types and variables for players? Or do you need to read and write from NBT each time?
L519[19:33:09] <Sandra> NBT would do it.
L520[19:34:08] <Elec0> So you have to read/write to NBT each time?
L521[19:34:25] <Elec0> having to read from nbt every time a player jumps seems...inefficient.
L522[19:34:46] <mezz> if it's permanent data you may want to store it as world data
L523[19:35:33] <Sandra> I mean you have to read/write to NBT every time you want to access custom data on an item.
L524[19:35:41] <Sandra> but yeah, I getcha.
L525[19:35:43] <Sandra> :P
L526[19:35:48] <Sandra> world data would work too.
L527[19:35:59] <Sandra> you can store it in global world data.
L528[19:36:17] <Elec0> The world data would be mostly-static data?
L529[19:36:40] <mezz> for an example, Forestry saves mail as world data for each player
L530[19:36:59] <Sandra> world data can be anything you want.
L531[19:37:06] <Sandra> it's stored in a class.
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L533[19:37:25] <Sandra> you just have to dump it to/from nbt.
L534[19:37:53] <Sandra> of course, depends what you want to do.
L535[19:40:17] <Elec0> So like if I want to store, say, six or so floats per player and access them pretty often, would you all use world data and like arrays (or something?) or getEntityData?
L536[19:40:38] <mezz> what are you doing?
L537[19:41:29] <Elec0> Basically, trying to give each player a different bonus to jump, picked prodcedurally and saved on the server so it doesn't change.
L538[19:41:50] <mezz> save it to world data, and then keep the values in memory once the game has loaded
L539[19:42:17] <mezz> just keep a map of entity -> extra data
L540[19:42:43] <Elec0> Okay, cool. That makes sense. Thanks.
L541[19:45:31] <Ordinastie> hum, you should probably not do that
L542[19:45:39] <Ordinastie> you should use capabilities
L543[19:49:37] <Elec0> Huh, okay. I didn't know that was a thing, I'll read the docs about it.
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L555[20:30:10] <Genuine> I finally did it.
L556[20:30:11] <Genuine> https://dl.dropboxusercontent.com/u/79514/Screenshots/Screenshot%202016-12-21%2018.29.48.png
L557[20:30:13] <Genuine> Legit.
L558[20:30:24] <Genuine> But I need to fix the hue bar.
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L564[20:54:48] <Genuine> Looks awesome: https://dl.dropboxusercontent.com/u/79514/Screenshots/Screenshot%202016-12-21%2018.54.06.png
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L569[21:29:26] <killjoy> A color selection gui?
L570[21:29:58] <killjoy> I've seen a couple implementations of that.
L571[21:34:46] <killjoy> !version
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L577[21:42:33] <tterrag> Genuine: a suggestion? text boxes for manual RGB/HSB specification
L578[21:42:36] <tterrag> other than that, it looks good
L579[21:42:44] <killjoy> ^^
L580[21:42:48] <killjoy> I did that in my implemenation
L581[21:42:55] <killjoy> But I just used multiple sliders
L582[21:42:57] <Genuine> That will be on the button. I'll show you.
L583[21:43:28] <Genuine> The button has the hex and a small color box to the side of it which opens that screen
L584[21:44:07] <tterrag> ahh I see
L585[21:44:22] <tterrag> when I did something like that, I was super lazy and just made 3 vanilla slider buttons for R/G/B :P
L586[21:44:37] <killjoy> I made mine be colored
L587[21:47:24] <Genuine> I should add a slider for alpha.
L588[21:47:39] <Genuine> Since that's also configurable.
L589[21:48:13] <killjoy> you'll need a checker pattern resoruce
L590[21:50:17] <Genuine> Word.
L591[21:50:47] <Genuine> In all honesty I should just be displaying the tooltip itself instead of that giant color on the right.
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L595[22:26:31] <Genuine> https://dl.dropboxusercontent.com/u/79514/Screenshots/Screenshot%202016-12-21%2020.25.45.png
L596[22:26:35] <Genuine> I'm pumped right now.
L597[22:26:50] <Genuine> Looks good, I need to add text and info and stuff but it's awesome.
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