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L1[00:01:56] ⇨ Joins: cjmat_000 (~cjmat_000@192-0-166-145.cpe.teksavvy.com)
L2[00:02:58] <cjmat_000> so uh.. noob question, how do i use metadata in the output of recipes in 1.7.10?
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L5[00:06:33] <TehNut> Use an ItemStack
L6[00:06:45] <Ordinastie> and update
L7[00:08:13] <cjmat_000> update?
L8[00:08:18] <cjmat_000> like... my mod?
L9[00:08:25] <TehNut> yeah
L10[00:10:33] <McJty> cjmat_000, don't make mods for 1.7.10 anymore
L11[00:16:09] <cjmat_000> why cant i use enchanted books in recipes?
L12[00:17:13] <cjmat_000> i either get an enchanted book+enchantment that has no metadata and cant be used in an anvil, or an enchanted book with a metadata and no enchantment, either one cant be used
L13[00:18:59] <McJty> You can with a custom IRecipe
L14[00:24:11] <cjmat_000> another noob question. whats an irecipe? <.<
L15[00:26:33] <Ordinastie> it's an interface
L16[00:26:55] <Ordinastie> you need to make your own implementation
L17[00:29:07] <cjmat_000> oh
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L20[00:35:58] <cjmat_000> also, are the metadata of vanilla spawn eggs hardcoded in like wool or are they floating values that generate on the spot?
L21[00:36:59] <TehNut> they're NBT, not meta
L22[00:39:21] <cjmat_000> oh
L23[00:39:41] <cjmat_000> sorry, I was on a loooong hiatus
L24[00:39:54] <cjmat_000> i havent modded since minecraft was still in 1.8
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L35[01:06:59] <ayyliens> hey guys
L36[01:07:22] <ayyliens> Is there anyway to cancel sending a packet from the client?
L37[01:07:44] <ayyliens> I've been tring to search and find a solution and have not had any luck
L38[01:07:53] <killjoy> I'm not sure if there is a packet event like that
L39[01:08:08] <ayyliens> i dont belive there is
L40[01:08:13] <killjoy> the packet api you get is netty
L41[01:08:35] <killjoy> you should go make a PR about it
L42[01:08:55] <killjoy> or maybe an issue
L43[01:09:51] <ayyliens> Would netty have some sort of interface to allow me to delgate what packets I let send off to the server?
L44[01:10:23] <killjoy> what packets are you wanting to cancel?
L45[01:11:12] <ayyliens> movement packets
L46[01:11:24] <killjoy> any reason?
L47[01:11:32] <ayyliens> Freecam mod
L48[01:11:35] <killjoy> I know there's movement events
L49[01:12:19] <killjoy> you could probably replace the mc.player field or maybe just the playerController
L50[01:12:40] <ayyliens> I had that going
L51[01:12:49] <ayyliens> but with issues
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L53[01:14:35] <killjoy> Well that's the only way I can think of doing it cleanly.
L54[01:15:08] <killjoy> I can think of lots of ways to do it dirty :p
L55[01:15:23] <Ordinastie> render a fake player at the position and don't render the actual player
L56[01:15:26] <ayyliens> yeah
L57[01:15:29] <ayyliens> ill paste my code
L58[01:15:33] <ayyliens> see if anyone can help
L59[01:16:47] <ayyliens> https://coderpad.io/FQAT3TN4
L60[01:17:35] <killjoy> can you ust gist?
L61[01:17:45] <ayyliens> this is real time doe
L62[01:17:51] <killjoy> Watching a stream of your code isn't that great
L63[01:18:08] <ayyliens> you can edit too
L64[01:18:10] <killjoy> You're.. extending Mod?
L65[01:18:17] <ayyliens> its my base class
L66[01:18:42] <Ordinastie> you have a "Mymod" class too? ôO
L67[01:19:00] <ayyliens> yeah that i renamed
L68[01:19:01] <ayyliens> lol
L69[01:19:03] <killjoy> What's all this stuff?
L70[01:19:09] <killjoy> Are you coding ModLoader?
L71[01:19:17] <ayyliens> that is already done
L72[01:20:32] <killjoy> I'm going to be thinking of this as the zombes freecam mod
L73[01:20:39] <ayyliens> yeah
L74[01:20:42] <ayyliens> what im going for
L75[01:21:04] <killjoy> you made this class?
L76[01:21:08] <ayyliens> yep
L77[01:21:14] <killjoy> and targetting Forge?
L78[01:21:20] <ayyliens> yesir
L79[01:21:28] <killjoy> extends Mod isn't how you do this.
L80[01:21:39] <killjoy> That's how you do modloader
L81[01:21:50] <ayyliens> nonon the "Mod" class is mine
L82[01:21:55] <ayyliens> might not have the best name
L83[01:22:00] <killjoy> yeah..
L84[01:22:08] <ayyliens> I should refactor it
L85[01:22:08] <killjoy> unless you include imports, I'm going to be assuming classes
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L87[01:23:08] <ayyliens> so currently when I run this
L88[01:23:18] <ayyliens> i am switching views
L89[01:23:30] <killjoy> you should probably also refactor onEnable
L90[01:23:34] <ayyliens> but the new tempPlayer can not look around
L91[01:23:42] <killjoy> To me, that means when the mod is loaded
L92[01:23:43] <ayyliens> he can move wasd
L93[01:24:00] <killjoy> That's how it worked in zombes
L94[01:24:08] <ayyliens> you couldnt look around?
L95[01:24:09] <killjoy> I think
L96[01:24:38] <killjoy> maybe I was mixing flymods or something
L97[01:25:47] <Ordinastie> maybe copy over the player velocity onto your cam entity and reset the player one ?
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L101[01:39:00] <ayyliens> how is the Vector class used in lwjgl?
L102[01:39:28] <ayyliens> say i wanted something like a 3d vector
L103[01:39:38] <ayyliens> vec = Vector(0, 0, 0)
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L105[01:43:15] <killjoy> Use a Vec3i
L106[01:43:27] <killjoy> or Vec3d
L107[01:46:39] <ayyliens> holy
L108[01:46:47] <ayyliens> i didnt know you were coding up a storm
L109[01:47:24] <McJty> Is there a way to have lighting updated with public int getLightValue(IBlockState state, IBlockAccess world, BlockPos pos) without having to actually replace the block?
L110[01:47:52] <McJty> The vanilla redstone lamp has two versions (lit and not lit) but that's annoying
L111[01:47:56] <killjoy> I did it in my IDE
L112[01:48:06] <killjoy> and it's just empty methods.
L113[01:48:08] <killjoy> nothing special
L114[01:49:11] <ayyliens> so the idea is to replace the current players playerController with a dummy class that doesnt send packets?
L115[01:49:19] <killjoy> most packets
L116[01:49:24] <killjoy> some you'll still want to do.
L117[01:49:27] <killjoy> things related to guis.
L118[01:49:30] <ayyliens> yeah
L119[01:49:31] <killjoy> and your hotbar
L120[01:49:48] <ayyliens> namely stop the sending of movment packets let the rest go
L121[01:50:04] <killjoy> movement doesn't seem to be handled through the playerController
L122[01:52:03] <ayyliens> seems like its done in EntityPlayerSP
L123[01:52:21] <ayyliens> ~270
L124[01:52:51] <killjoy> line numbers must be different than me (vanilla class)
L125[01:53:13] <ayyliens> onUpdateWalkingPlayer
L126[01:53:15] <ayyliens> method
L127[01:53:24] <killjoy> yeah.
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L129[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161222 mappings to Forge Maven.
L130[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161222-1.11.zip (mappings = "snapshot_20161222" in build.gradle).
L131[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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L149[03:55:29] <killjoy> https://www.youtube.com/watch?v=Mcupbk6mobQ
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L185[07:06:37] <Tencao> What would be the best way to completely nuke villager trading
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L207[09:04:36] <Genuine> Why are you using Google predicates still Minecraft? Let me use the java Predicates! guiTextField.setValidator(Pattern.compile("[x#]?[0-9a-fA-F]{,8}").asPredicate());
L208[09:04:53] <gigaherz|work> because those are java8
L209[09:05:02] <gigaherz|work> and mc is still compiled with java6
L210[09:05:07] <gigaherz|work> and even if they do switch
L211[09:05:12] <gigaherz|work> the code is already written
L212[09:05:33] <gigaherz|work> they won't just change all the predicate uses unless they need to
L213[09:06:52] <barteks2x> ... and this is what I got after attempting to solve a "simple" problem alanytically for my gui code: z = ((c - d)*(c - d)*(-1 + f*lb - g*lb))/(-c*c + 2*c*d - d*d - f*f + 2*f*g - g*g + c*c*f*lb - 2*c*d*f*lb + d*d*f*lb + c*f*f*lb - d*f*f*lb - c*c*g*lb + 2*c*d*g*lb - d*d*g*lb - 2*c*f*g*lb + 2*d*f*g*lb + c*g*g*lb - d*g*g*lb);
L214[09:08:42] <gigaherz|work> that expression is horribly redundant XD
L215[09:08:57] <barteks2x> generated by wolfram alpha and modified by me until it compiled in java
L216[09:09:41] <Genuine> Do you really think I don't know that? Stop compiling your game with a version you don't even bundle with the game. They are literally bundling with Java 8. The only places left that maybe aren't Java 8 are servers. I just don't know why they even bothered switching over to 3rd party libraries to handle what was going to be vanilla Java functionality.
L217[09:10:59] <barteks2x> there is no way I would be able to solve this (1-letter names because too long): b^c/(p - z) == (b^c (-c + d) Log[b])/(1 - p), b^f/(-n + z) == (b^f (-f + g) Log[b])/n, (1 - p) (d - c) == n (g - f) (this is after simplifying it)
L218[09:11:29] <barteks2x> and this is all for a stupid slider
L219[09:14:28] <g> goo.gl/JgPkFrcontent_copyCopy short URL
L220[09:14:32] <g> ..why'd it copy that text
L221[09:14:32] <g> lol
L222[09:14:42] <g> http://goo.gl/JgPkFr
L223[09:15:01] <gigaherz|work> barteks2x: z = ((c-d)*(c-d)*(-1 + (f-g)*lb)) / (-c*c + 2*c*d - d*d - f*f + 2*f*g - g*g + (c-d)*lb*(c*f - d*f + f*f - c*g + d*g - 2*f*g + g*g));
L224[09:15:12] <gigaherz|work> that's just a first step in simplifying your first paste XD
L225[09:15:57] <barteks2x> it took me a few hours to get it at all and no idea if it's anywhere close to correct
L226[09:16:40] <barteks2x> here, z is supposed to be between 0 and 1 and should be the zero position of the slider
L227[09:16:55] <gigaherz|work> wat
L228[09:17:50] <barteks2x> the slider has 2 linear parts and 2 exponential parts
L229[09:18:07] <barteks2x> one pair for positive part and one for negative
L230[09:18:52] <barteks2x> the idea is that the transition between linear and exponential part should be at just the right place so that derivative of the linear part is equal to derivative of exponential part at the transition point
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L232[09:19:22] <barteks2x> and the zero point should be placed so that sizes of exponential parts are proportional to size of range of their exponents
L233[09:19:27] <gigaherz|work> hmm if I did't make any mistake...
L234[09:19:28] <gigaherz|work> cd = c-d; fg = f-g; z = (cd*cd*(-1 + fg*lb)) / (-cd*cd - fg*fg + cd*lb*f*((cd+f)*f - (cd+2*f)*g));
L235[09:19:50] <gigaherz|work> no wait I did make a mistake
L236[09:20:07] <gigaherz|work> cd = c-d; fg = f-g; z = (cd*cd*(-1 + fg*lb)) / (-cd*cd - fg*fg + cd*lb*((cd+f)*f - (cd+2*f)*g));
L237[09:20:08] <g> and people wonder why I suck at math
L238[09:20:18] <Koward> What happens when a mod that defines an alias for a vanilla block is disabled/uninstalled ? The world will be broken the usual way ?
L239[09:21:33] <barteks2x> b is baseValue (the exponential part is b^x), lb is log(b) c is minExpPositive, d is maxExpPositive, e is minExpNegative, g is maxExpNegative
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L241[09:23:26] <gigaherz|work> this is the best I can manage right now XD
L242[09:23:27] <gigaherz|work> cd = c-d; fg = f-g; cd2 = cd*cd; fg2 = fg*fg; z = (cd2*(-1 + fg*lb)) / (- cd2 - fg2 + cd*lb*((cd+f)*f - (cd+f+f)*g));
L243[09:24:10] <gigaherz|work> (in terms of reducing reduncancy)
L244[09:25:16] <barteks2x> I would still like to know if my solution is correct at all
L245[09:25:23] <gigaherz|work> I have no idea
L246[09:27:46] <barteks2x> I will test it now
L247[09:28:25] <barteks2x> ... or not yet, I need to implement backwards function now (not that complicated, just calculating these 3 numbers was complicated)
L248[09:33:56] <barteks2x> z=0.500000, n=0.430923, p=0.569077 that seems to work...
L249[09:34:25] <barteks2x> (this was with symmertic negative and positive part)
L250[09:37:59] <barteks2x> so this was probably one of those rare times when I didn't make any mistake in whatever I did
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L253[09:41:21] <barteks2x> looks like there is some mistake, it works but it's reversed - increasing exponent range decreases size on slider
L254[09:42:54] <barteks2x> oh, that's because I used multiplication instead of division in one place...
L255[09:42:59] <barteks2x> right at the beginning
L256[09:43:45] <barteks2x> so now I could start over and do it properly, or I could just do z = 1-z
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L259[09:46:42] <Koward> Somebody knows how one could make a simple slab by extending BlockSlab ? It looks this class force you to use properties but I don't have that need, yet it's not nullable.
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L262[09:50:38] <PaleoCrafter> Koward, what exactly isn't nullable? if it's the property array you have to give to BlockStateContainer, just pass an empty array/nothing :P
L263[09:51:17] <Koward> BlockSlab#getVariantProperty() and BlockSlab#getTypeForItem(ItemStack).
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L265[09:52:15] <Koward> (for the BlockSlab#getUnlocalizedName(meta) I just always return Block#getUnlocalizedName() since I don't care about meta.
L266[09:53:51] <Koward> Nevermind, now I have an idea of variants so my question is useless
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L268[10:03:03] *** diesieben|away is now known as diesieben07
L269[10:03:13] <barteks2x> After doing it correctly I also got much simpler thing: z = (-1 + f*lb - g*lb)/(-2 + c*lb - d*lb + f*lb - g*lb);
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L271[10:06:28] <barteks2x> and it also seems to work
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L277[10:28:17] <ghz|afk> barteks2x: you can extract the lb from there
L278[10:28:40] <ghz|afk> z = (-1 + (f-g)*lb)/(-2 + (c-d+f-g)*lb);
L279[10:28:49] <barteks2x> I saw it already, this is done only once in constructor so doesn't matter that much
L280[10:29:01] <barteks2x> well, once per slider
L281[10:29:05] <ghz|afk> heh
L282[10:29:17] <ghz|afk> well my "ocd" says it's wasteful ;P
L283[10:29:18] <diesieben07> and the jvm probably does that :P
L284[10:29:52] <barteks2x> I have 30-line long comment above it explaining how I got this result :D
L285[10:29:58] <diesieben07> LOL
L286[10:30:05] <barteks2x> *60lines
L287[10:30:18] <diesieben07> LOL²
L288[10:32:26] <ghz|afk> hmmm so lol is an exponential function
L289[10:32:35] <ghz|afk> double the lines -> square of the lol
L290[10:33:00] <diesieben07> definitely.
L291[10:33:42] <barteks2x> I definitely don't want to read the code half year later wondering how the hell did I get this result
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L293[10:37:38] <ghz|afk> diesieben07: hmmm geometric growth may be too extreme, we need a deci-lol
L294[10:38:23] <ghz|afk> dL = log(lol1/lol0)/10
L295[10:40:33] <Genuine> https://dl.dropboxusercontent.com/u/79514/ColorPicker/color-picker-1.png 1 through 7.
L296[10:40:40] <Genuine> It's pretty well done now.
L297[10:42:02] <Genuine> 1 2 3 6 7 more like.
L298[10:43:10] <Naiten> Hi there. So, i tried drawing a string, put this http://pastebin.com/uRFpTNet into my entity render() and it does draw it
L299[10:43:30] <Naiten> But the string tends to disappear randomly when walking around
L300[10:43:43] <Naiten> The code is from vanilla fish render
L301[10:43:47] <Naiten> Any ideas?
L302[10:44:03] <williewillus> fish render? :P
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L304[10:44:28] <Naiten> williewillus, yes
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L306[10:44:33] <williewillus> what does that mean lol
L307[10:44:41] <Naiten> it actually renders fish and fishing hook
L308[10:44:46] <Naiten> and a string
L309[10:44:58] <williewillus> oh i thought you meant string as in character string lol
L310[10:45:01] <williewillus> you meant the fishing line
L311[10:45:43] <Naiten> williewillus, net.minecraft.client.renderer.entity.RenderFish
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L316[10:56:49] <Naiten> williewillus, https://youtu.be/JS64BydMkJU
L317[11:03:52] <FusionLord> is that thomas the train? xD
L318[11:04:58] <Naiten> No, it isn't
L319[11:06:22] <barteks2x> argh... I need the slider to construct converter, and I need conveter to construct slider
L320[11:06:46] <barteks2x> now I really do, and my usual workaround won't work
L321[11:07:03] <FusionLord> Naiten, checking out your channel, I love what you're doing!
L322[11:11:46] <Naiten> FusionLord, well, thanks
L323[11:12:22] <ghz|afk> barteks2x: add some intermediate object that holds the info for both?
L324[11:12:33] <FusionLord> subs++
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L326[11:12:49] <barteks2x> the problem was that the slider constructor calls the converter function that requires the slider
L327[11:12:58] <ghz|afk> well then don't
L328[11:13:00] <ghz|afk> call it later
L329[11:13:02] <ghz|afk> in some init method
L330[11:13:06] <barteks2x> it's not my slider
L331[11:13:22] <barteks2x> the slider in in malisiscore
L332[11:13:39] <ghz|afk> then you need some way to have the converter not need the slider initially
L333[11:14:22] <barteks2x> I need it to make snapping to useful values work based on slider size, so as workaround I assume constant size of 1000 pixels when there is no slider
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L335[11:15:00] <barteks2x> so I make array that contains the slider and use that array in the lambda expression
L336[11:15:10] <barteks2x> and if what it contains is null I assume value 1000
L337[11:22:19] <Genuine> I just got fired for being late too much. But in the last month I wasn't late at all except when my car got snowed in and I had a coworker pick me up.
L338[11:22:37] <ayyliens> FeelsBadMan
L339[11:25:03] <Genuine> I feel like dying.
L340[11:26:20] <diesieben07> Hugs
L341[11:26:40] <diesieben07> Life gets better
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L345[11:32:17] <barteks2x> so my slider finally works http://i.imgur.com/rgVnI1Q.gif
L346[11:38:50] <williewillus> what was wrong with using the one in vanilla? :P
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L349[11:45:23] <barteks2x> that it was linear
L350[11:45:45] <barteks2x> so I could have either very limited range or almost no control for smaller values
L351[11:46:10] <barteks2x> and it would be almost impossible to hit useful values like 64 or 128 exactly
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L353[11:50:11] <williewillus> you could transform the linear value coming out of it with some function :P but whatevs
L354[11:51:14] <barteks2x> I used slider from malisiscore, and the hard part was transoforming the value
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L356[11:51:29] <barteks2x> this is what took me q few hours to figure out
L357[11:51:42] <barteks2x> I'm still finishing it for some special cases
L358[11:54:03] <barteks2x> this is current code just for the converter: https://gist.github.com/Barteks2x/6c9c0357223d49f64258ce9660f8eebd
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L362[12:01:52] <diesieben07> lord have mery on this world. http://www.minecraftforge.net/forum/index.php?topic=44146.0
L363[12:01:57] <diesieben07> mery? sure.
L364[12:04:32] <williewillus> but then they'll have to figure out how to build forge itself lol
L365[12:12:08] <ghz|afk> wtf is up with youtube lately
L366[12:12:12] <ghz|afk> suggesting me livestreams?
L367[12:12:40] <williewillus> yay targeting?
L368[12:12:40] <ghz|afk> I MAY have watched a tiny bit of a livestream
L369[12:12:59] <ghz|afk> but it's like < 1% of my watch history
L370[12:13:20] <PaleoCrafter> come on, diesieben07, no reason to be offensive :P
L371[12:13:32] ⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Ping timeout: 198 seconds)
L372[12:18:08] <PaleoCrafter> I bet you that guy is going to make valuable contributions to the code, for instance: "y u so stupid and make no special case my mod" or "y u so stupid and no write Minceraft correctly?"
L373[12:20:43] ⇨ Joins: Hgrebnednav (~Hgrebnedn@d8D872A6E.access.telenet.be)
L374[12:21:13] <PaleoCrafter> gah, stupid Visual Studio
L375[12:21:47] <ayyliens> Y U NOT MAKE MY MOD ALLOW ME ADMIN!
L376[12:22:45] <williewillus> well he replied
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L381[12:41:08] <ayyliens> so last night I was trying to figure out if there is a way to cancel certain packets being sent to the server
L382[12:41:57] <ayyliens> is there anything I could use to implement this
L383[12:42:04] <williewillus> why do you need that
L384[12:42:24] <ayyliens> trying to make a freecam mod
L385[12:42:38] <ayyliens> but I have been trying many other things with not luck :(
L386[12:42:41] <williewillus> why does that involve canceling movement packets
L387[12:42:58] <williewillus> you can just use another view entity right?
L388[12:43:03] <ayyliens> I'm trying that now
L389[12:43:06] <ayyliens> but having many issues
L390[12:43:31] <williewillus> you could just port the freecam from the snapshots where mojang left it in
L391[12:43:34] <williewillus> how does f5 do it?
L392[12:44:02] <ayyliens> wait is there something like that in one of the snapshots
L393[12:44:05] <ayyliens> i've never seen it
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L395[12:45:17] <williewillus> it's from a long time ago though so you probably need to put your decompilation cap on :P
L396[12:45:17] <williewillus> http://minecraft.gamepedia.com/Controls#Debugging_controls
L397[12:45:31] <ayyliens> oh boy :D
L398[12:46:09] <ayyliens> "deadmau5 camera"
L399[12:47:08] <williewillus> i would get that old snapshot decompile and then cross reference with a source of like 1.2.5 or something. it's so old
L400[12:48:04] <ayyliens> it's really simple to just use the packet cancelation method though but since I'm using forge I have not found a way to do that
L401[12:48:04] <williewillus> i don't know where old MCP's are located anymore though
L402[12:48:13] <williewillus> that's really hacky though
L403[12:48:32] <williewillus> what issues are you having with a separate view entity?
L404[12:48:52] <ayyliens> When I set the view to the other ent
L405[12:48:58] <ayyliens> I cant look around
L406[12:49:01] <ayyliens> but I can wasd
L407[12:49:24] <williewillus> you could capture mouse input and make the view entity move as well
L408[12:52:10] <ayyliens> gonna give that a try
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L411[13:02:14] <williewillus> what was that mod on /r/ftb or /r/mc a while back
L412[13:02:17] <williewillus> that had realistic cave reverb
L413[13:02:19] <williewillus> and stuff like that
L414[13:02:24] <williewillus> not sound filters but newer
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L416[13:03:39] <williewillus> oh found it, sound physics
L417[13:06:08] <ayyliens> so now im stuck with moving the clone ent
L418[13:06:19] <ayyliens> http://i.imgur.com/HSWpUKM.png
L419[13:06:31] <williewillus> look at how vanilla does it
L420[13:06:45] <ayyliens> you know where it is
L421[13:06:47] <williewillus> also I wouldn't use a player for the clone entity
L422[13:06:57] <williewillus> players have lots of special magic fluff around them in the engine
L423[13:07:07] <ayyliens> what would you use?
L424[13:07:08] <williewillus> just make a dummy entity
L425[13:07:13] <williewillus> uh no but do a find usages on keybindforward
L426[13:07:13] <ayyliens> oh right
L427[13:07:16] <williewillus> and you'll find it :P
L428[13:07:26] <ayyliens> thanks for your help man
L429[13:07:29] <williewillus> np
L430[13:08:44] <ayyliens> MovementInputFromOptions it seems
L431[13:09:56] <ayyliens> lol ents have a method .setMoveForward
L432[13:12:11] <williewillus> so what I would do is
L433[13:12:16] <williewillus> attach a MovementInputFromOptions to your entity
L434[13:12:19] <williewillus> just like in EPSP
L435[13:13:04] <williewillus> and copy the logic you want from EPSP by doing a find usages to see how it uses the MovementInput object
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L437[13:14:00] <ayyliens> jeez im really starting to not like intellij
L438[13:14:04] <williewillus> why not lol
L439[13:14:08] ⇨ Joins: karjah (~karjah@h85.162.91.75.dynamic.ip.windstream.net)
L440[13:14:18] <ayyliens> I feel like eclipse had more easier to use features
L441[13:14:26] <PaleoCrafter> tsk
L442[13:14:35] <williewillus> you mean you're not familiar yet so you don't like it :P
L443[13:14:39] <williewillus> what feature are you looking for?
L444[13:14:40] <PaleoCrafter> ^
L445[13:14:42] <ayyliens> like imports
L446[13:14:47] <williewillus> what do you mean
L447[13:14:48] <ayyliens> i cant just point in click
L448[13:14:51] <ayyliens> lmao
L449[13:14:53] <williewillus> yes you can...?
L450[13:14:56] <ayyliens> alt+enter
L451[13:14:59] <ayyliens> is what it wants me to do
L452[13:15:09] <williewillus> yes because it's more efficient to use your keyboard
L453[13:15:14] <williewillus> instead of moving back and forth to your mouse
L454[13:15:22] <ayyliens> I do agree
L455[13:15:32] <ayyliens> but then for things like errors
L456[13:15:35] <ayyliens> on a missing class
L457[13:15:59] <ayyliens> i have a hard time figuring out what the issue is
L458[13:16:07] <williewillus> what do you mean :P
L459[13:16:13] <williewillus> it highlights it in red like any other ide
L460[13:16:19] <ayyliens> yes it does
L461[13:16:22] <ayyliens> http://i.imgur.com/LDcALXN.png
L462[13:16:46] <williewillus> move your cursor to the line in red and the status bar at the bottom tells you what's wrong. hit alt+enter to see if quick fixes are available
L463[13:17:22] <ayyliens> like for instance in the case it wants the the abstract methods
L464[13:17:24] <ayyliens> implmented
L465[13:17:38] <ayyliens> but how to i just make the ide do it for me
L466[13:17:40] <williewillus> alt enter on the class delcaration generates them all for you :P
L467[13:17:51] <ayyliens> Ahhh
L468[13:18:00] <ayyliens> this alt enter thing is whats messing with me
L469[13:18:11] <williewillus> so basically the keybind's are different lol
L470[13:18:12] <ayyliens> just moved like 3 days ago to intellij
L471[13:18:18] <williewillus> welcome haha
L472[13:18:29] <ayyliens> well in eclipse I would just mouse over and point and click
L473[13:18:39] <ayyliens> kinda tought me a bad habbit i suppose
L474[13:23:20] <PaleoCrafter> iirc you can actually hover in IDEA too :P
L475[13:23:26] <PaleoCrafter> it'll display a small error icon you can hover
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L477[13:23:36] <ayyliens> it seems flakey though
L478[13:23:54] <ayyliens> it never seems to appear consistently for me
L479[13:24:06] <PaleoCrafter> just get used to only using your keyboard :P
L480[13:24:12] <PaleoCrafter> that's the most effective
L481[13:24:13] <ayyliens> I will
L482[13:26:36] <ayyliens> also
L483[13:26:44] <ayyliens> hotswap
L484[13:26:57] <ayyliens> how to I turn it on automatically
L485[13:27:13] <ayyliens> rn i have to manually run > reload changes
L486[13:29:08] <PaleoCrafter> search for "make project automatically" in your settings
L487[13:29:14] <PaleoCrafter> actually, nvm
L488[13:36:45] <LexManos> anyone seen illy?
L489[13:38:28] ⇨ Joins: Zed (~Zed@213.152.161.15)
L490[13:40:04] <PaleoCrafter> I'd say no, but I haven't been around for some time as well :P
L491[13:41:04] <LexManos> http://www.minecraftforge.net/forum/index.php?topic=44146.msg235693#new *facepalm*
L492[13:42:46] <PaleoCrafter> at least it'll look better when Flame finally gets to finish off the new forums :P
L493[13:43:01] <ayyliens> New forums eh?
L494[13:43:08] <ayyliens> what are yall moving to
L495[13:43:13] <McJty> Lex, oh my
L496[13:43:27] <McJty> Humanity never ceases to amaze me
L497[13:43:29] <McJty> Usually in bad ways
L498[13:44:13] <LexManos> I think we're moving to IPB.
L499[13:44:22] <ayyliens> :(
L500[13:44:30] <LexManos> Transfers done Flame just needs to finish it, there may be some loss the longer he delays.
L501[13:44:45] <LexManos> but im in no hurry gunna bug him after new years
L502[13:45:06] <LexManos> http://www.minecraftforge.net/forum/index.php?topic=44147.0 Same guy.. same stupid shit...
L503[13:45:42] <Ashindigo> "Bad code quality"
L504[13:45:50] <Ashindigo> "I dont see it"
L505[13:45:59] <PaleoCrafter> it's IPB, yeah
L506[13:46:04] <Ashindigo> Ive seen the horrid shit mcreator spits out
L507[13:46:25] <LexManos> he has no idea what any real programming language
L508[13:46:41] <LexManos> he spouts that hes excelent at programming cuz he can do batch SCRIPTS.
L509[13:46:46] <LexManos> u.u some people...
L510[13:46:49] <ayyliens> ^ LMAO
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L512[13:46:56] <ayyliens> but lex I am dank batch scripter
L513[13:47:01] <ayyliens> plz give me ur code
L514[13:47:21] <ayyliens> IPB looks not too bad
L515[13:47:29] <ayyliens> https://discussion.evernote.com/forum/244-education/
L516[13:47:32] <ayyliens> they use it
L517[13:47:55] <ayyliens> and bethesda too
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L519[13:50:04] <LexManos> Its a popular one.
L520[13:50:13] <LexManos> Its what I used back in the say for SB.
L521[13:50:23] <ayyliens> that and xenforo
L522[13:50:35] <ayyliens> which im really a fan of
L523[13:50:36] <LexManos> Plus, getting it profeshionally moved means we can move away from the rats nest we currently have
L524[13:50:38] <ayyliens> not*
L525[13:51:09] <ayyliens> so it's a managed forum from IPB then?
L526[13:51:21] <ayyliens> err, maybe the migration process?
L527[13:51:31] <PaleoCrafter> I still need to tweak the stylesheet a bit, but I'm waiting for Flame to provide me with the assets server xD
L528[13:51:34] <LexManos> just the migration we'll still host it all
L529[13:51:57] <ayyliens> @PaleoCrafter got any pics?
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L532[13:53:32] <PaleoCrafter> http://i.imgur.com/oQn2feG.png light http://i.imgur.com/5go1BPa.png dark
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L534[13:53:57] <Flamegoat> I’ve been validating data - holidays make things difficult :]
L535[13:53:59] <ayyliens> ooooooooo
L536[13:54:00] <PaleoCrafter> don't mind that butterfly in the bottom left corner :P
L537[13:54:08] <PaleoCrafter> no worries, Flamegoat, I still have other projects :D
L538[13:54:31] <Flamegoat> Had to have a few adjustments to converter/import process.
L539[13:54:39] <Flamegoat> We’ve got… a lot of stuff :D
L540[13:54:54] <LexManos> ya we do
L541[13:55:14] <LexManos> btw you should send me your invoice sometime, just got paid so bills can go out.
L542[13:55:28] <ayyliens> When are the new forums projected to release?
L543[13:55:30] <Flamegoat> I should do work then Kappa
L544[13:55:43] <ayyliens> PogChamp
L545[13:55:56] <Flamegoat> @ayyliens I wanted before Christmas, but they people helping bailed for the holidays. Slackers.
L546[13:56:10] <LexManos> twats
L547[13:56:12] <Flamegoat> So shortly after - will be bringing in the new year with shinyness
L548[13:56:39] <ayyliens> @Flamegoat, that sux man. Are you a freelancer working on this project or with a company?
L549[13:56:55] <ayyliens> IPB im assuming
L550[13:56:58] <Flamegoat> Lol no.
L551[13:57:08] <ayyliens> topkek
L552[13:57:18] <Flamegoat> Contracted with Forge homie.
L553[13:57:23] <Flamegoat> Have been since Feb :]
L554[13:57:29] <Flamegoat> Ish? Somewhere around there.
L555[13:57:36] <ayyliens> That's neato
L556[13:58:15] <Flamegoat> But I went and got myself a job, moved 2k miles, and well. Haven’t been as active last few months.
L557[13:58:42] <LexManos> Sadly Forge doesn't make enough to be able to pay him exclusivly ;P
L558[13:58:52] <ayyliens> How does forge even make money
L559[13:58:59] <Flamegoat> I GENERALLY keep things running. Generally
L560[13:58:59] <LexManos> Like i'd want him full time tho... imagine it, Flame all day every day....
L561[13:59:01] <ayyliens> Surely the ad links are not enough
L562[13:59:04] <Flamegoat> Hahaha
L563[13:59:08] <Flamegoat> I’d get .3% more done!
L564[13:59:28] <LexManos> ads are the only way I make money
L565[13:59:44] <LexManos> well I also do some personal non-minecraft related tech work IRL
L566[13:59:45] ⇦ Parts: Cast0077 (~Cast0077@24-181-179-41.dhcp.nwtn.ct.charter.com) ())
L567[13:59:49] <Flamegoat> Ads keep it simple, and relatively unobtrusive ads don’t bother people too much :]
L568[14:00:22] <ayyliens> fix my computer plz lex
L569[14:00:30] <Flamegoat> I’m not sure that’s how that works.
L570[14:00:34] <ayyliens> Lol
L571[14:02:18] <PaleoCrafter> I'd like to test out those responsive ads at some point btw, Flamegoat :P
L572[14:03:34] <ayyliens> Adsenses responsive ads are annoying, they only scale on load
L573[14:03:55] <Flamegoat> Rather get it running, make sure we don’t destroy revenue and THEN tweak lol.
L574[14:04:13] <LexManos> .me votes for that -^
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L576[14:05:14] <Flamegoat> Ideally, the ads will perform better - just do to improvements to the site and placement. Gives us room for that tweaking.
L577[14:05:43] <PaleoCrafter> the sizes I've selected for the current placeholders get the most ads according to Google, so
L578[14:08:55] <ghz|afk> finally -- managedto get my game compiling and running on android with unity 5.5
L579[14:09:16] <ghz|afk> it has a few glitches (music doesn't play, and sometextures are black), but the game is playable
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L581[14:10:04] <PaleoCrafter> nice
L582[14:10:30] <Koward> How are different isFullCube and isFullBlock ?
L583[14:10:53] <LexManos> neither have anything to do with being 'full'
L584[14:11:01] <ayyliens> lol
L585[14:11:06] <Flamegoat> Makes perfect sense.
L586[14:11:21] <LexManos> IIRC once for physics and ones for light.
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L588[14:11:56] <diesieben07> isFullBlock is kinda like "is this solid, can an entity stand on it"
L589[14:12:11] <ayyliens> you'd think from the method name it would allow you to isFullBlock(slab) = false
L590[14:12:23] <Koward> So isFullBlock(slab) == true ?
L591[14:12:28] <Koward> What the hell
L592[14:12:30] <ayyliens> idk
L593[14:12:32] <Flamegoat> diesieben07: funny story. You’re one of the reasons I had to go back and forth with the forum conversions. It kept banning you on the new forum.
L594[14:12:41] <diesieben07> o.O
L595[14:12:46] <diesieben07> why? :D
L596[14:12:54] <Flamegoat> You were banned at some point. And it was failing to expire that ban.
L597[14:12:55] <Flamegoat> Lol
L598[14:12:58] <LexManos> IT KNOWS!
L599[14:13:06] <diesieben07> lol ah
L600[14:13:16] <diesieben07> i think luacs did that once because he thought i was going insane :D
L601[14:13:21] <Flamegoat> :D :D :D
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L604[14:15:03] <LexManos> oh dem twatnuggets
L605[14:15:10] * PaleoCrafter goes to abuse his administrative rights to actually ban diesieben07 on the new forums
L606[14:15:11] * PaleoCrafter runs
L607[14:15:35] <diesieben07> You can deal with the "twatnuggets" then paleo :P
L608[14:15:48] * LexManos is talking about mojang
L609[14:16:00] <diesieben07> i just liked the word
L610[14:16:04] <LexManos> 90% of the 1.11.1 change is adding a new param to some functions.
L611[14:16:15] <LexManos> Fortunatly looks like they added it to the END
L612[14:16:25] <PaleoCrafter> what's the param do?:P
L613[14:16:41] <LexManos> no idea yet havent decompiled
L614[14:17:04] <kashike> 1.11.2 is out
L615[14:17:43] <LexManos> I know, but its easier to do smaller updates
L616[14:17:50] <kashike> ah right
L617[14:17:52] <LexManos> so mapping 1.11.1 before i do 1.11.2
L618[14:20:21] <Ashindigo> So say my mod adds one command, is there a way to only make it required on the server?
L619[14:20:34] <LexManos> like 6
L620[14:20:55] <LexManos> @Mod is your friend
L621[14:24:42] <barteks2x> why updates come out always when I'm in the middle of making some bigger change...
L622[14:24:58] <LexManos> ah, the new paraeter for func 185908 is to tell the block NOT to check its surroundings for it's 'real' state.
L623[14:25:15] <LexManos> !gm 185908
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L625[14:27:35] <LexManos> ohh new debug rendering!
L626[14:30:57] <Ashindigo> Oh that was it... Thanks lex
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L633[14:42:53] <killjoy> Guess I won't be on xbox live this holiday
L634[14:42:56] <killjoy> It's free
L635[14:43:05] <ayyliens> lol
L636[14:44:42] <barteks2x> when I have size of some gui thing, how could I get real size of that thing in pixels instead of the scaled size?
L637[14:45:00] <killjoy> use ScaledResolution
L638[14:45:02] <LexManos> !gm func_176213_c
L639[14:45:28] <barteks2x> how exactly would I use it?
L640[14:45:43] <killjoy> new ScaledResolution(mc)
L641[14:45:57] <killjoy> you can get the scale from it.
L642[14:46:11] <killjoy> sr.getScaleFactor() * width
L643[14:46:16] <barteks2x> ... I just need to get amount of real pixels that is dynamically updated as I resize GUI
L644[14:46:43] <barteks2x> the lambda expression that does it is already too complicated as it is
L645[14:46:51] <killjoy> post code
L646[14:47:09] <PaleoCrafter> the great thing about lambdas is composability :P
L647[14:47:18] <PaleoCrafter> or well, first class functions
L648[14:47:48] <barteks2x> d -> wrappedSlider[0] == null ? 0.0001f : (1.0/wrappedSlider[0].getWidth())*0.5 this is the whole thing, the wrapped part is a hack to get around the part where to create the lambda I need the slider and to create slider I need the lambda
L649[14:48:04] <barteks2x> this will actually give me half of size of pixel
L650[14:48:23] <barteks2x> d is not used here, but can be used
L651[14:48:42] <barteks2x> I use it to round slider value to more useful values
L652[14:48:58] <killjoy> change 0.5 to sr.getScaleFactor()
L653[14:48:58] <barteks2x> but the pixel I'm getting is bigger than it really is because of scaling
L654[14:49:09] <PaleoCrafter> if wrappedSlider stored Optionals, it'd be a lot nicer :P
L655[14:49:25] <LexManos> !gm func_146203_f
L656[14:49:35] <barteks2x> if there was mutable optional, I wouldn't need array
L657[14:49:38] <killjoy> idea yells at me for using Optional in a field
L658[14:49:53] <killjoy> He means Optional<?>[]
L659[14:50:10] <barteks2x> so another unchecked warning
L660[14:50:10] <PaleoCrafter> maybe because it'd be nullable, killjoy? :P
L661[14:50:16] <barteks2x> because type erasure
L662[14:50:25] <PaleoCrafter> well, what does the array store right now? :P
L663[14:50:47] <barteks2x> actually, it does store generic, UISlider<?> from malisiscore
L664[14:50:57] <barteks2x> *UISlider<Float>
L665[14:51:24] <barteks2x> will ScaledResolution update as I change window size?
L666[14:51:35] <barteks2x> or do I need to create new one each tome to see it update?
L667[14:51:41] <killjoy> create a new one
L668[14:53:00] <barteks2x> but that would mean I would create potentially hundreds of these objects each time I change slider value by 1 pixel
L669[14:53:20] <killjoy> What's this slider do again?
L670[14:53:59] <barteks2x> It's exponential slider, with negative and positive part (and linear part) that also rounds to the closest value withing half pixel distane that is multiple of the highest power of 2
L671[14:54:08] <PaleoCrafter> eden space is negligible GC wise :P
L672[14:54:14] <killjoy> so it just sets a value?
L673[14:54:35] <barteks2x> The slider is in worldgen config options
L674[14:54:55] <killjoy> you should only need to create a new ScaledResolution every time it's rendered
L675[14:55:02] <barteks2x> And I was already worried about performance of this thing without allocating any objects there
L676[14:55:16] <barteks2x> And the function that would use ScaledResolution doesn't know when something is rendered
L677[14:55:34] <killjoy> Don't you know what they say you should do to optimize your code?
L678[14:56:20] <barteks2x> Have you seed the slider code?
L679[14:56:30] <PaleoCrafter> measure before stating shit, dammit :P
L680[14:56:31] <barteks2x> (actuallyy the converter code, which is what makes it exponential)
L681[14:57:18] <PaleoCrafter> that should be a simple functioN? :P
L682[14:57:24] <killjoy> Here's how I use it. https://github.com/killjoy1221/TabbyChat-2/blob/e61f2ea99f84f3c0e98ed191ebfdce037229f272/src/main/java/mnm/mods/tabbychat/gui/ChatBox.java#L105
L683[14:57:43] <killjoy> (git.io is erroring on me)
L684[15:01:38] <barteks2x> It's not
L685[15:01:47] <barteks2x> it looks like this: https://gist.github.com/Barteks2x/6c9c0357223d49f64258ce9660f8eebd
L686[15:02:05] <PaleoCrafter> jesus christ
L687[15:02:58] * killjoy has no idea what any of those methods do
L688[15:03:05] <LexManos> !gm func_191514_d
L689[15:03:14] <LexManos> !gf field_71460_t
L690[15:03:23] <barteks2x> notice that most of them are private
L691[15:04:08] <killjoy> Why do you need a builder?
L692[15:04:28] <barteks2x> Because I don't like constructor with 3+ int/float/number arguments
L693[15:04:34] <killjoy> fair 'nuf
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L695[15:04:49] <killjoy> and overloading the constructor wasn't good either?
L696[15:04:59] <PaleoCrafter> or using a language supporting named arguments :P
L697[15:05:07] <barteks2x> I mean that I would have no idea what each argument is looking at the code that uses it
L698[15:05:19] <killjoy> what?
L699[15:05:38] <barteks2x> new ExponentialSlider(0, 10, 0, 10, true) woudln't tell me much
L700[15:05:50] <killjoy> use javadocs
L701[15:05:55] <barteks2x> or new ExponentialSlider(2, 0, 10, 0, 10, true)
L702[15:06:13] <barteks2x> that's not the point
L703[15:06:15] <killjoy> intellij will insert labels for literal parameters
L704[15:06:34] <barteks2x> the point is that you won't see what these numbers mean without looking at the constructor first
L705[15:06:39] <barteks2x> or at javadoc
L706[15:07:05] <PaleoCrafter> you could add comments xD
L707[15:07:48] <barteks2x> and I'm going to add one feature that isn't there
L708[15:07:56] <barteks2x> that would require varargs in constructor
L709[15:08:21] <PaleoCrafter> and that's bad?
L710[15:08:24] <barteks2x> so you could potentially have new ExponentialConverter(2, 0, 10, 0, 10, true, 5, 10)
L711[15:09:57] <barteks2x> and this kind of constructor is just bad. If I wanted to create variable/constant for each argument, I could as well use builder, and it would be the same amount of code
L712[15:10:47] <PaleoCrafter> again, use a language that supports named arguments :P
L713[15:10:49] <PaleoCrafter> there's a plethora
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L715[15:11:20] <barteks2x> because porting 20000 lines of code to different language is a good idea...
L716[15:11:28] <PaleoCrafter> sure
L717[15:11:49] <PaleoCrafter> depending on the language you choose, you won't have to change that much :P
L718[15:11:55] <barteks2x> especially when parts of your code need to be very well optimized
L719[15:12:06] <barteks2x> and when you use Mixin
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L722[15:12:51] <fry> there are languages that have mixins :P
L723[15:12:58] <PaleoCrafter> fry \o/
L724[15:13:04] <fry> me \o/
L725[15:13:08] <barteks2x> but not ones that support what the sponge mixins can do
L726[15:13:24] <barteks2x> ie. injections, redirects, overwrite etc
L727[15:13:53] <barteks2x> I use mixin more as more readable asm than as mixins
L728[15:14:12] <fry> injection = call super + other code, redirect = override, owerwrite = override? :D
L729[15:14:40] <barteks2x> redirect will replace method call inside target method with your method
L730[15:14:55] <barteks2x> injection will add call to your method at specified place
L731[15:15:13] <barteks2x> and overwrite will replace a method
L732[15:15:54] <LexManos> !gf field_190929_cY
L733[15:15:55] <killjoy> There's also accessor
L734[15:16:00] <barteks2x> I have no idea how that would work in other languages
L735[15:16:03] <killjoy> new in 0.6
L736[15:16:12] <PaleoCrafter> AspectJ has this partially :P
L737[15:16:17] <barteks2x> what is that?
L738[15:16:31] <killjoy> It's an easier way to do something that's already possible
L739[15:16:49] <killjoy> it implies a @Shadow field and gets it
L740[15:16:53] <killjoy> or sets it
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L742[15:17:41] <barteks2x> wait, what? I don't think I understand, because the way I understand it annotation processor can't do that without hacks
L743[15:17:54] <killjoy> it's implied by the transformer
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L745[15:18:11] <killjoy> gist
L746[15:18:18] <killjoy> oops
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L751[15:21:52] <killjoy> https://gist.github.com/killjoy1221/954f381b2a2bf00911291e47028b25cd
L752[15:22:16] <barteks2x> ah, this kind of thing
L753[15:22:18] <killjoy> It's another alternative to access transformers
L754[15:22:21] <barteks2x> that will be useful
L755[15:22:52] <barteks2x> it will save me, like, 4 lines of code
L756[15:23:16] <killjoy> or 1 if you inline things
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L758[15:24:05] <barteks2x> looks like sliders not being smoothnis vanilla thing, not fault of my code
L759[15:24:13] <barteks2x> I thought it was my rounding that did it
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L770[15:51:24] <barteks2x> I sometimes hate that Minecraft fonts are so big... http://i.imgur.com/5HCBlqt.png
L771[15:53:42] <ghz|afk> you can make them smaller
L772[15:53:50] <ghz|afk> it takes a bit of math ;P
L773[15:54:12] <ghz|afk> and it will be inconsistent
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L775[15:54:38] <ghz|afk> in my Guidebook mod
L776[15:54:39] <barteks2x> So I want the last 5 options to be somehow grouped together in consistent way...
L777[15:54:51] <ghz|afk> I copy-edited some of the "ScaledResolution" logic
L778[15:54:57] <ghz|afk> but with a twist
L779[15:54:59] <barteks2x> and I really don't see how to do it without eithe rthe text not fitting or one slider taking the whole width
L780[15:55:03] <ghz|afk> I can give my code a scale factor
L781[15:55:11] <ghz|afk> so that, if I say 0.6
L782[15:55:25] <ghz|afk> it will try to find a "gui scale" that is 60% or less, of the total scale size
L783[15:55:49] <ghz|afk> then I fix up the margins, etc, to transform from the old gui scale to the new
L784[15:55:51] <barteks2x> the thing is that I want it to look similar to vanilla
L785[15:55:59] <barteks2x> mostly
L786[15:56:08] <ghz|afk> another option then
L787[15:56:15] <ghz|afk> put the description above the slider
L788[15:56:20] <ghz|afk> and make only the number appear in the slider
L789[15:56:35] <ghz|afk> it iwll be vanilla-enough
L790[15:56:45] <barteks2x> and that completely screws my GridLayout
L791[15:57:23] * ghz|afk shrugs
L792[15:57:28] <barteks2x> because height of label the text will be different tha height of the slider
L793[15:57:30] <ghz|afk> you have to sacrifice something
L794[15:58:13] <ghz|afk> as I see it, you have 3 options... well 4
L795[15:58:24] <ghz|afk> 1. put less sliders per row
L796[15:58:26] <ghz|afk> 2. make the font smaller
L797[15:58:41] <ghz|afk> 3. move the labels above the sliders
L798[15:59:00] <ghz|afk> 4. shorten the labels somehow
L799[15:59:25] <barteks2x> shortening the labels would be ideal, but may not be possible at all in many languages
L800[15:59:42] <ghz|afk> I'd probably do 3.
L801[15:59:47] <ghz|afk> but not just the bottom ones
L802[15:59:48] <ghz|afk> I'd have like
L803[15:59:53] <ghz|afk> Y var
L804[16:00:15] <ghz|afk> [ factor |][ sp. |][ offset |]
L805[16:00:18] <barteks2x> the fill name would be "Height variation vactor"
L806[16:00:21] <barteks2x> *full
L807[16:00:24] <ghz|afk> height:
L808[16:00:32] <ghz|afk> [factor][offset]
L809[16:00:38] <barteks2x> the Y var. sp. in the code is actually specialHeightVariationFactorBelowAverageY
L810[16:00:44] <ghz|afk> Water:
L811[16:00:47] <ghz|afk> [ level ]
L812[16:00:52] <ghz|afk> wtc
L813[16:00:55] <ghz|afk> etc*
L814[16:01:05] <barteks2x> oh, I like that approach
L815[16:02:58] <barteks2x> but that will definitelyy take a while to do with my layout, especially when sliders have to stay 20 pixels high because otherwise they render broken
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L817[16:04:51] <ghz|afk> hmmm
L818[16:05:21] <ghz|afk> so, forge for 1.11.2, i guess it probably won't happen until next year?
L819[16:07:00] <PaleoCrafter> Lex was working on 1.11.1 earlier, ghz|afk :P
L820[16:07:28] <ghz|afk> ah nice
L821[16:07:36] <ghz|afk> i thought he'd be too busy moving ;P
L822[16:08:49] <ghz|afk> wat
L823[16:09:06] <ghz|afk> ah nevermind
L824[16:09:14] <ghz|afk> the fireworks don't push you unless the elytra is actually enabled
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L829[16:29:15] <williewillus> hm
L830[16:29:37] <williewillus> so I have a projectile that I want to do stuff (tm) when it gets fired upwards and it flies past y 256
L831[16:29:44] <williewillus> but at around y 220 they just lose all their motion
L832[16:29:49] <williewillus> and hang in midair
L833[16:31:17] <ghz|afk> o_O
L834[16:31:21] <williewillus> oh lol
L835[16:31:23] <williewillus> derp
L836[16:31:29] <williewillus> throwables apply drag
L837[16:31:57] <barteks2x> I made my layout work with things that don't need to have the same height
L838[16:39:32] <Ashindigo> !gm func_72788_a 1.7.10
L839[16:40:26] <Ashindigo> !gm func_71190_q 1.7.10
L840[16:44:41] <barteks2x> worked perfectly http://i.imgur.com/fM9xsbh.png
L841[16:45:10] <Ashindigo> Looks nice!
L842[16:47:43] <barteks2x> the screenshot is about the smallest window size that isn't scaled to "everything is tiny"
L843[16:48:33] <kashike> barteks2x: did you mean width? they all look the same height to me
L844[16:48:50] <barteks2x> labels have different height
L845[16:49:54] <barteks2x> width is already handled by my grid layout
L846[16:50:32] <barteks2x> (it may not look like it but it is a grid, with 6 columns)
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L879[18:34:19] <Shambling> is there a trick to getting gradle to download dependencies? Its telling me 403 forbidden, but I can literally type the link it just spit at me and it downloads the pom file just fine
L880[18:38:00] <killjoy> what's the repo
L881[18:38:34] <Shambling> a maven for end ores, https://maven.mcmoddev.com/mmd/orespawn/2.0.0.10-1.10.2/orespawn-2.0.0.10-1.10.2.pom
L882[18:38:39] <Shambling> or rather orespawn
L883[18:39:05] <Shambling> trying to get the latest version to compile to see it works any better than the version from way back in may or whatever it was
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L885[18:47:59] <Shambling> huh well looking at th epom file, it says "accessdenied, right in the file itself
L886[18:48:00] <Shambling> lol
L887[18:49:57] <Shambling> ah thats because its from minecraft libraries, I don't think I've ever had gradle successfully pull from there
L888[18:51:18] <killjoy> mojang only stores libraries they use there.
L889[18:51:43] <killjoy> if gradle is erroring about that, it means it couldn't find your library
L890[18:55:23] <Shambling> sometimes I think gradle.build files would be alot easier to understand if people would stop trying to make them so generic
L891[18:55:35] <Shambling> 5 layers of referencing another spot
L892[18:55:35] <killjoy> they're groovy
L893[18:56:20] <barteks2x> For me gradle buildscript is much easier to understand in kotlin
L894[18:57:32] <killjoy> does gradle support kotlin buildscripts?
L895[18:58:12] <barteks2x> as of 3.something it does
L896[18:58:29] <barteks2x> https://github.com/Barteks2x/CubicChunks/blob/MC_1.11/build.gradle.kts
L897[18:59:22] <barteks2x> the get<Something>("something") is a function I made to make it less verbose
L898[18:59:42] <killjoy> unfortunately you have to import everything
L899[18:59:50] <barteks2x> but you have autocomplete in IDEA
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L901[19:00:03] <barteks2x> actually working autocomplete, the same as in java
L902[19:00:15] <barteks2x> with automatic imports
L903[19:00:19] <killjoy> cool
L904[19:01:14] <barteks2x> it does support implied imports or something like that but I'm not sure if idea recognizes them right now
L905[19:02:38] <killjoy> github needs to support folding
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L912[19:14:53] <Shambling> ... ok so it was a hanging , that caused the compile fail
L913[19:14:55] <Twisted_Code> (As a server owner) is there a simple way to check what status effect a mob has while the server is running? The best I can figure would be to trap it in something like a safari net or golden lasso and examine the item's NBT.
L914[19:14:55] <Shambling> vunderbar
L915[19:15:23] <killjoy> I'm sure there's a vanilla command for it
L916[19:15:27] <ayyliens> hey can anyone point me in the right direction to drawing a png on the screen?
L917[19:15:45] <killjoy> ayyliens, bind the resourcelocation then draw a textured modal
L918[19:16:55] <ayyliens> any place I can look where this is done?
L919[19:17:03] <ayyliens> maybe one of the gui's?
L920[19:17:06] <killjoy> yeah
L921[19:17:10] <killjoy> any gui really
L922[19:17:12] <ayyliens> on it :P
L923[19:17:30] <killjoy> GuiButton's a good place to look
L924[19:17:35] <ayyliens> thanks man
L925[19:19:44] <Twisted_Code> killjoy, if there is a command for it, I can't remember what and probably won't be able to find it in any short period of time, so do you have any other ideas?
L926[19:19:57] <killjoy> I'm sure sethbling would kn ow
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L928[19:20:47] <killjoy> use /entitydata
L929[19:21:27] <killjoy> http://gaming.stackexchange.com/questions/248001/how-can-i-see-the-entity-data-of-an-existing-item
L930[19:22:32] <Twisted_Code> Unknown command. Thanks for the suggestion nonetheless
L931[19:23:08] <Twisted_Code> (Now might be a good time to mention that this is a 1.7.10 server)
L932[19:23:09] <killjoy> works for me
L933[19:23:11] <killjoy> ah
L934[19:23:13] <killjoy> why?
L935[19:23:22] <killjoy> mods is no excuse anymore
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L938[19:24:11] <BrainStone> Hey, does anyone know how I can get the current light level of a block?
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L940[19:24:22] <BrainStone> I tried these methods:
L941[19:24:27] <killjoy> probably in world
L942[19:24:31] <Twisted_Code> killjoy, I was holding out hope that Thaumcraft would update to 1.10, but it's taking its sweet time if it is
L943[19:24:48] <killjoy> at least update to 1.9
L944[19:25:00] <Shambling> dangit dense ores, why you say you want 1.11 when curse lists you as 1.10.2
L945[19:25:19] <killjoy> *Thaumcraft is for 1.8.9
L946[19:26:10] <killjoy> I blame curse
L947[19:26:18] <Twisted_Code> killjoy, I fully intend to, at least once I can find time to throw a pack together.
L948[19:27:10] <BrainStone> Well found it, made a stupid mistake
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L960[19:56:40] <Zaggy1024> is there an event fired when vanilla settings are changed?
L961[19:57:36] <killjoy> I would just check them onTick
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L963[19:58:34] <Zaggy1024> mmh that's the other option
L964[19:59:00] <Zaggy1024> if there is an event though, that'd be preferable
L965[19:59:26] <mezz> what setting do you want to check?
L966[20:00:13] <Zaggy1024> checking vbos and cloud mode
L967[20:00:48] <Zaggy1024> currently I've got it in the renderer itself, but that doesn't catch if the clouds get turned off, so I can't destruct the VBO/display list in there
L968[20:00:54] <mezz> there is not an event
L969[20:00:57] <Zaggy1024> ah
L970[20:01:02] <mezz> you can add one though
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L972[20:01:42] <Zaggy1024> mmh, that's a bit outside the scope of this patch
L973[20:01:56] <mezz> just need events for those two things
L974[20:02:06] <killjoy> Aren't they set by changing field values?
L975[20:02:19] <Zaggy1024> probably
L976[20:02:35] <Zaggy1024> this got me curious so I'm checking :P
L977[20:02:53] <Zaggy1024> but I wouldn't want to make events for those two specific settings, that's a bit pointless for just one Forge patch
L978[20:03:27] <mezz> depends on if there is an alternative solution or not
L979[20:04:35] <ayyliens> mc.getTextureManager().bindTexture(new ResourceLocation("resources/images/test.png"));
L980[20:04:52] <ayyliens> am i using that right?
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L982[20:05:15] <mezz> look at other uses, open source, etc
L983[20:05:23] <killjoy> ayyliens, is your texture in the minecraft domain?
L984[20:05:35] <ayyliens> its in my resources folder
L985[20:05:40] <Zaggy1024> could be fired from GameSettings.setOptionValue
L986[20:05:47] <Zaggy1024> with the Options enum
L987[20:06:02] <Zaggy1024> that would be handy, but..maybe for another PR if I get around to it
L988[20:06:24] <ayyliens> http://i.imgur.com/9YdZucQ.png
L989[20:06:28] <killjoy> ayyliens, images should go in "src/main/resources/assets/modid/...
L990[20:06:37] <ayyliens> ok
L991[20:06:43] <ayyliens> let me do that :P
L992[20:06:56] <killjoy> then you use new ResourceLocation("modid", "...")
L993[20:07:15] <TehNut> hi
L994[20:07:48] <TehNut> Ignore me.
L995[20:08:36] <mezz> o/
L996[20:08:38] * killjoy stares intently at TehNut
L997[20:08:57] <TehNut> My girlfriend decided it would be funny to type into whatever window was open
L998[20:09:14] <killjoy> Tell your gf I said hi
L999[20:10:08] <TehNut> i showed her mlp and she loves it
L1000[20:10:14] <TehNut> the mod, not the show
L1001[20:10:19] <TehNut> oh and hi
L1002[20:10:19] <killjoy> cool
L1003[20:10:44] <killjoy> mlp => show, minelp => mod
L1004[20:10:55] <TehNut> whatev
L1005[20:11:02] <killjoy> mhm
L1006[20:11:09] <TehNut> :P
L1007[20:11:52] <killjoy> I'm watching my favorite Disney movie: Mulan
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L1025[21:07:31] <Ordinastie> so how do you deactivate that again : https://github.com/Ordinastie/MalisisDoors/issues/124 ?
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L1029[21:15:42] <killjoy> Nobody's biting on #ForgeGradle.
L1030[21:15:48] <killjoy> Someone able to help with this? http://pastebin.com/maDu8suJ
L1031[21:15:55] <killjoy> Looks like it's related to Srg2Src
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L1033[21:31:12] <LexManos> somehow you borked it
L1034[21:31:22] <LexManos> if you saved the file while this was running, then yes it'd cause iussues
L1035[21:37:53] <Ordinastie> Lex, I wonder who are the idiots that wanted the no-slash client commands ?
L1036[21:39:36] <LexManos> no idea it was long ago
L1037[21:39:53] <Ordinastie> I'm just surprised you accepted that though
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L1040[21:50:09] <Zaggy1024> didn't even know non-slash commands were a thing..
L1041[21:50:32] <Ordinastie> thankfully, it's only for client commands
L1042[21:50:45] <Zaggy1024> finished the PR for the clouds, all updated for 1.11 https://github.com/MinecraftForge/MinecraftForge/pull/3559
L1043[21:53:55] <ayyliens> !gm func_187097_a
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L1048[22:11:29] <killjoy> There's nothing stopping you from making non-slash server commands
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L1050[22:13:55] <Ordinastie> I wonder, how are you supposed to deal with 0 stack size itemStack now ?
L1051[22:14:08] <LexManos> you dont, as they are air
L1052[22:14:59] <LexManos> but ya, it would probably be best to make a trigger system and make the commands trigger aware
L1053[22:15:00] <Ordinastie> vanilla completely dump the visual, but before when you were dragging an itemStack over slots, you would still see the picked itemStack with a yellow 0
L1054[22:15:33] <LexManos> interesting, no idea what vanilla does for that now
L1055[22:15:38] <Ordinastie> nothing
L1056[22:15:42] <Ordinastie> it just doesn't draw
L1057[22:15:53] <Ordinastie> it checks for isEmpty before drawing
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L1059[22:16:44] <tterrag> sounds like a bug tbh
L1060[22:17:04] <Ordinastie> but even if they wanted to draw, they wouldn't be able
L1061[22:17:21] <Ordinastie> because getItem() returns AIR if size is 0, even if the actual item inside is not AIR
L1062[22:18:00] <killjoy> I saw a getRawItem() a while ago
L1063[22:18:02] <killjoy> maybe that?
L1064[22:18:04] <Ordinastie> I kept getting confused because toString() use getItem() and I was wonder why my item changed :x
L1065[22:19:04] <Ordinastie> can't find that
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L1067[22:21:55] <Ordinastie> outputing the itemStack is pointless now if I want to debug it :x
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L1069[22:24:02] <killjoy> getItem() should work
L1070[22:24:10] <killjoy> it doesn't call isEmpty()
L1071[22:24:17] <killjoy> it tests the field isEmpty
L1072[22:24:29] <Ordinastie> which is set when setCount is called
L1073[22:25:33] <killjoy> Hm.. do negative itemstacks still work?
L1074[22:25:41] <killjoy> guess not
L1075[22:25:52] <Ordinastie> this.stackSize <= 0
L1076[22:26:22] <killjoy> guess we've got to do something hacky to get infinite stacks now
L1077[22:26:59] <killjoy> commandbook used the negative numbers.
L1078[22:27:13] <Ordinastie> what's that ?
L1079[22:27:15] <killjoy> bukkit essentials I think cancelled the stackSize thing
L1080[22:27:25] <killjoy> commandbook is a bukkit plugin for server management
L1081[22:27:47] <killjoy> created by sk89q, maintained by wizjany
L1082[22:27:49] <killjoy> I think
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L1084[22:28:40] <Ordinastie> !gf ItemStack.item
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L1088[22:32:46] <killjoy> double clicking to pick up all items isn't working.
L1089[22:32:49] <killjoy> must be another bug
L1090[22:32:51] <killjoy> (1.11.2
L1091[22:33:16] <Ordinastie> works in 1.11
L1092[22:33:37] <killjoy> it's working half the time
L1093[22:33:41] <killjoy> arrows do, bones don't
L1094[22:33:46] <killjoy> I must be doing it wrong
L1095[22:34:26] <killjoy> only works when doing it on the hotbar
L1096[22:34:35] <killjoy> also I'm in creative
L1097[22:34:49] <Ordinastie> ah yes
L1098[22:34:55] <Ordinastie> doesn't work for player inventory in creative
L1099[22:34:58] <Ordinastie> good job mojang
L1100[22:35:12] <killjoy> who needs inventory management in creative?
L1101[22:35:19] <killjoy> Not me
L1102[22:35:23] <killjoy> ...
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L1104[22:35:31] <killjoy> Who needs inventory management in creative? I Dooooo!!
L1105[22:35:50] <Ordinastie> it's more like, why isn't it even the same code
L1106[22:36:14] <killjoy> gonna try to find a issue
L1107[22:38:58] <Ordinastie> I welcome the day where NPE will tell you what actually NPEs :x
L1108[22:39:15] <killjoy> https://bugs.mojang.com/browse/MC-65086
L1109[22:40:04] <killjoy> This has been here since '14?
L1110[22:40:15] <killjoy> seriously?
L1111[22:41:07] <Ordinastie> do you think I should send mojang my container code ? ^^
L1112[22:42:08] <killjoy> just PR it to forge. It'll be easier
L1113[22:42:50] <Ordinastie> ahah
L1114[22:45:48] <killjoy> mojang doesn't take code from modders anymore
L1115[22:45:52] <killjoy> not since notch left
L1116[22:49:03] <killjoy> otherwise, they would've taken forge's many vanilla fixes
L1117[22:49:31] <killjoy> I've fixed at least 2 vanilla bugs now
L1118[22:49:33] <williewillus> what about horses
L1119[22:49:39] <killjoy> horse inventories?
L1120[22:49:43] <killjoy> oh.
L1121[22:49:50] <killjoy> that was a idea.
L1122[22:49:52] <killjoy> they take lots of those
L1123[22:50:04] <williewillus> no actual horses, they got the guy to help them
L1124[22:50:08] <williewillus> or something
L1125[22:50:17] <killjoy> the model or something
L1126[22:50:33] <LexManos> they take forge fixes in every now and again
L1127[22:50:43] <LexManos> but yes if you want ti fixed in a timely manor, PR it forge
L1128[22:51:17] <Ordinastie> my container is a complete rewrite, you wouldn't want it in forge
L1129[22:51:46] <LexManos> ah, then nope
L1130[22:51:59] <Ordinastie> on another note, is it possible to have discrepancies between a vanilla class file and it's viewable source ?
L1131[22:52:13] <killjoy> yes.
L1132[22:52:24] <killjoy> the compiler/decompiler may add a ghost variable
L1133[22:52:43] <Ordinastie> my issue is ItemStack.copy()
L1134[22:52:49] <LexManos> that and they definitly move lines
L1135[22:53:19] <Ordinastie> the methods uses this.item, but the debugger goes into getItem()
L1136[22:53:29] <LexManos> yes thats cuz we transform everything
L1137[22:53:38] <killjoy> I'm assuming this is related to transformers, and nobody in their right mind would test for line numbers.
L1138[22:53:49] <Ordinastie> you transorm what ?
L1139[22:53:55] <killjoy> the patch
L1140[22:54:00] <Ordinastie> because in this case, it does do the same thing
L1141[22:54:11] <LexManos> we opted to have a transformer for Itemtack instead of the 50 patches that would be nessasary to redirect everything
L1142[22:56:17] <Ordinastie> wait, originally, all the isEmpty() methods where field access ?
L1143[22:56:38] <Ordinastie> no I misrad
L1144[22:56:43] <Ordinastie> *misread
L1145[22:57:18] <Ordinastie> question though, why ?
L1146[22:57:28] <LexManos> the only ones that dont go through getItem is the empty check and forge init
L1147[22:57:41] <LexManos> and it needs to go through it so we can do delegates correctly
L1148[22:58:25] <killjoy> so does saveToNBT use item or getItem()?
L1149[22:58:31] <LexManos> getItem
L1150[22:58:43] <LexManos> <LexManos> the only ones that dont go through getItem is the empty check and forge init
L1151[22:58:49] <Ordinastie> basically,once you have 0 stackSize, you're fucked :x
L1152[22:59:13] <LexManos> technically you can ressusitate it by changing the stack size
L1153[22:59:22] <LexManos> but yes o sized stacks are now air
L1154[23:00:13] <Ordinastie> the whole thing is a mess :s
L1155[23:00:27] <LexManos> sorta, but its mainly your lack of understanding
L1156[23:00:40] <williewillus> what was the point of the change overall?
L1157[23:00:46] <LexManos> which one?
L1158[23:01:15] <tterrag> any GL wizards around atm? got a non-MC-related problem
L1159[23:02:57] <williewillus> actually it kinda makes sense. 0 size stacks let you get rid of all the if (stacksize == 0) setStack(slot, null) checks. which makes it convenient to have <= 0 also count as "empty/not present"
L1160[23:03:06] <williewillus> at first sight it seemed like the change was just for the sake of change
L1161[23:03:20] <LexManos> yes, the idea was to make itemstacks immutible, or atleast as much as it can be
L1162[23:03:25] <LexManos> and auto-nulling
L1163[23:03:33] <McJty> Unfortunatelly they didn't go the whole way
L1164[23:03:40] <McJty> But then again that would have been even more major for us
L1165[23:03:41] <LexManos> its mojang, dont bitch, fix
L1166[23:04:07] <williewillus> rest of the way for what?
L1167[23:04:18] <McJty> Making itemstack truely immutable
L1168[23:04:18] <killjoy> It's not entirely immutable
L1169[23:04:30] <killjoy> only item is final
L1170[23:05:07] <williewillus> i mean that sounds like a pita for inventory management
L1171[23:05:29] <McJty> Actually not really
L1172[23:05:46] <McJty> What is a pita right now is having to do copy() on stacks because you cannot always be sure nothing is modifying the stack
L1173[23:06:10] <Ordinastie> that's the thing, the inventory should be the one checking the size, and using ItemStack.EMPTY
L1174[23:07:04] <LexManos> tomato tomato
L1175[23:07:49] <tterrag> that phrase doesn't really work in text
L1176[23:07:50] <tterrag> lol
L1177[23:07:55] <LexManos> yes it does ;)
L1178[23:08:05] <killjoy> tomahto
L1179[23:08:15] <LexManos> shush anyways you get my point
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L1181[23:13:01] *** Zyferus is now known as Zyf_B_Gone
L1182[23:14:34] <williewillus> when infernal mobs buffs a baby zombie in a roguelike dungeon that already had armor >.>
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L1188[23:48:07] <ayyliens> can i use !gm the other way around
L1189[23:48:32] <killjoy> setting?
L1190[23:48:36] <killjoy> it's !sm
L1191[23:48:41] <ayyliens> coo
L1192[23:48:46] <ayyliens> !sm sendQueue
L1193[23:48:50] <ayyliens> oh lol
L1194[23:49:10] <ayyliens> I was thinking to get the ob name from debof name
L1195[23:49:21] <killjoy> !gm sendQueue
L1196[23:49:32] <ayyliens> !gm sendQueue
L1197[23:49:34] <killjoy> what's the parent class?
L1198[23:49:41] <ayyliens> EntityPlayerSP
L1199[23:49:49] <killjoy> is it a field or method?
L1200[23:49:52] <ayyliens> field
L1201[23:49:54] <killjoy> !gf sendQueue
L1202[23:50:00] <ayyliens> !gf sendQueue
L1203[23:50:16] <ayyliens> ill just open the csv lol
L1204[23:50:18] <killjoy> use !gf <class>.<field>
L1205[23:50:35] <ayyliens> !gf EntityPlayerSP.sendQueue
L1206[23:50:57] <killjoy> !fh EntityPlayerSP.sendQueue
L1207[23:51:07] <killjoy> it was changed to connection
L1208[23:51:13] <ayyliens> ahh
L1209[23:51:26] <ayyliens> forgot it's using the latest
L1210[23:51:30] <ayyliens> im still on 1.9
L1211[23:51:31] <killjoy> if you're not using latest, you should append the mc version
L1212[23:51:37] <ayyliens> yeah last arg
L1213[23:51:40] <ayyliens> forgot about that
L1214[23:51:46] <killjoy> !gf EntityPlayerSP.sendQueue 1.9
L1215[23:51:51] <killjoy> !gf EntityPlayerSP.sendQueue 1.8
L1216[23:51:59] <killjoy> it was changed at the last minute in 1.9 I guess
L1217[23:52:11] <killjoy> that's enough mcpbot for me
L1218[23:52:15] <ayyliens> heh
L1219[23:52:20] <killjoy> pst, #mcpbot
L1220[23:52:30] <ayyliens> yeah ill do dat
L1221[23:52:34] <ayyliens> much spam
L1222[23:52:42] <killjoy> Do we have a web interface for that yet?
L1223[23:52:48] <ayyliens> i can make one Kappa
L1224[23:54:55] <ayyliens> this odd though
L1225[23:55:24] *** Zyf_B_Gone is now known as Zyferus
L1226[23:55:25] <BrainStone> please make one ayyliens
L1227[23:55:39] <killjoy> if you make it client-based, you don't even have to pay for hosting.
L1228[23:55:44] <killjoy> github pages
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L1230[23:56:13] <ayyliens> meh i have the ability to fund it
L1231[23:56:14] <BrainStone> Hosting something like that should'nt be too much of an issue
L1232[23:56:31] <BrainStone> I mean at least 20% of people here have a server
L1233[23:56:36] <killjoy> I mean assuming purely js/jquery
L1234[23:56:38] <ayyliens> host on digital ocean $5/mo
L1235[23:56:48] <ayyliens> i wouldnt want to do it client based
L1236[23:56:50] <killjoy> I'd prefer $10/yr
L1237[23:56:53] <ayyliens> lol
L1238[23:57:43] <killjoy> make it a chrome app
L1239[23:57:46] <BrainStone> Or for free
L1240[23:58:00] <ayyliens> ima just make a mockup
L1241[23:58:02] <killjoy> github pages is free
L1242[23:58:03] <ayyliens> and we can see where it goes
L1243[23:58:08] <BrainStone> I have so much webspace left on my root
L1244[23:58:17] <BrainStone> Or that
L1245[23:58:25] <killjoy> Would it be a good idea to support setting names?
L1246[23:58:32] <ayyliens> no
L1247[23:58:35] <ayyliens> probably not
L1248[23:58:38] <ayyliens> just read only
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L1250[23:59:17] <killjoy> Did anyone ever fix that bug where entities don't render when in the void/sky?
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