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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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L34[01:06:54] ⇨
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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
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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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
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
L231[09:19:03]
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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
L240[09:23:07] ⇦
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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
L251[09:40:09] ⇦
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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
L257[09:44:29] ⇦
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L258[09:46:34] ⇦
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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.
L260[09:49:36] ***
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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).
L264[09:51:41] ⇦
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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
L267[09:55:31]
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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);
L270[10:03:56] ⇦
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L271[10:06:28] <barteks2x> and it also
seems to work
L272[10:09:26]
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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
L292[10:34:54] ⇦
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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
L296[10:40:40] <Genuine> It's pretty well
done now.
L297[10:42:02] <Genuine> 1 2 3 6 7 more
like.
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
L303[10:44:09] ⇦
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L304[10:44:28] <Naiten> williewillus,
yes
L305[10:44:33] ⇦
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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
L312[10:47:21]
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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++
L325[11:12:36] ⇦
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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
L334[11:14:35]
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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
L342[11:27:01] ***
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L343[11:28:37] ***
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L344[11:32:08] ⇦
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L346[11:38:50] <williewillus> what was
wrong with using the one in vanilla? :P
L347[11:40:28]
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L348[11:42:49] ⇦
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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
L352[11:47:02]
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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
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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] ⇦
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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]
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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
L377[12:24:05] ⇦
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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
L394[12:44:41]
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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
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
L409[12:52:44]
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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
L415[13:03:33] ⇦
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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
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
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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
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
L476[13:23:35] ⇦
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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
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
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
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
L516[13:47:32] <ayyliens> they use
it
L517[13:47:55] <ayyliens> and bethesda
too
L518[13:48:14]
⇨ Joins: Zyferus
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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?
L530[13:52:07]
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L531[13:53:25]
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L533[13:53:44] ⇦
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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 -^
L575[14:05:02]
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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
L580[14:09:43]
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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.
L587[14:11:39]
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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
L602[14:14:15]
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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
L624[14:26:54] ⇦
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L625[14:27:35] <LexManos> ohh new debug
rendering!
L626[14:30:57] <Ashindigo> Oh that was
it... Thanks lex
L627[14:30:59]
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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
L683[14:57:43] <killjoy> (git.io is
erroring on me)
L684[15:01:38] <barteks2x> It's not
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
L694[15:04:38] ⇦
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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
L714[15:11:17] ⇦
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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
L720[15:12:29]
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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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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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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
L774[15:54:30]
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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
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
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
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
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
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.
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
L1008[20:12:39]
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L1029[21:15:42] <killjoy> Nobody's biting
on #ForgeGradle.
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
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
L1066[22:21:14]
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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
L1083[22:28:30]
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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> ...
L1103[22:35:27]
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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
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
L1180[23:09:21]
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L1182[23:14:34] <williewillus> when
infernal mobs buffs a baby zombie in a roguelike dungeon that
already had armor >.>
L1183[23:21:01]
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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] ***
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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
L1229[23:56:06]
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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
L1249[23:58:41]
⇨ Joins: Zesty (~Zesty@180.97.28.12)
L1250[23:59:17] <killjoy> Did anyone ever
fix that bug where entities don't render when in the
void/sky?