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L3[00:21:22] <killjoy> In intellij, is there
a way to replace a field with a method?
L4[00:21:27] <killjoy> What I mean
is..
L5[00:22:00] <killjoy> Trying to replace a
field set in subclass constructor with a abstract method
L6[00:22:06] <killjoy> since the field's
only used once.
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L10[00:25:00] <McJty> Go to where the field
is used
L11[00:25:05] <McJty> Select it and then do
extract-method
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L18[00:39:29] <Umbraco> isnt entity
collision detection done on both server and client?
L19[00:39:53] <killjoy> do you see a
world.isRemote?
L20[00:40:13] <Umbraco> no obvious places,
no
L21[00:40:24] <killjoy> then your answer is
likely yes
L22[00:40:47] <Umbraco> and yet,
player.isCollided doesnt seem to be updated on the client..
L23[00:40:57] <killjoy> nope.
L24[00:41:15] <Umbraco> so thats a
thing?
L25[00:41:18] <killjoy> the client player,
yes?
L26[00:41:28] <Umbraco> yes
L27[00:41:45] <killjoy> tried using the
world player?
L28[00:42:19] <Umbraco> well I am using
whatever player the PlayerTickEvent gives me
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L30[00:44:19] <Umbraco> which seems to be
EntityPlayerSP
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L45[01:53:05] <SatanicSanta>
(tterrag)
L46[01:53:22] <tterrag> sorry, what?
L47[01:53:24] <tterrag> it definitely auto
builds
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L51[01:54:22] <SatanicSanta> the latest
commit is not on the site
L52[01:56:47] <tterrag> err
L53[01:56:50] <tterrag> something weird is
going on
L54[01:56:56] <tterrag> I can't even find
the mcforge project
L55[01:57:07] <tterrag> LexMobile: can you
access it?
L57[01:58:03] <LexMobile> nope...
L59[01:58:09] <McJty> That link works
L60[01:58:11] <tterrag> McJty: yes that
page loads
L61[01:58:22] <tterrag> could be cached or
something. when you open the expando at the bottom left nothing is
there
L62[01:58:31] <tterrag> I'm...not sure what
to do
L63[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170103 mappings to Forge Maven.
L64[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170103-1.11.zip
(mappings = "snapshot_20170103" in build.gradle).
L65[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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L68[02:01:15] <tterrag> LexMobile: I'm
ready to dump RTD honestly. moving to self hosted mkdocs wouldn't
be that complicated. RTD devs are unresponsive and the site is
having a lot of issues
L69[02:02:17] <LexMobile> idgaf
L70[02:02:23] <LexMobile> as long as it
works
L71[02:02:29] <LexMobile> and it doesnt
make more work for me/flame
L72[02:02:44] <tterrag> minimal work.
setting up a domain and github webhook
L73[02:02:54] <tterrag> I can help, but I
don't have access to any of this stuff
L74[02:02:55] <LexMobile> so its up to you
and flame to decide if you wanna go that route, it would be nice to
get it into the same skin as what we're rolling out for the
forums/dl site
L75[02:02:56] <Flamegoat> Put it on the
list.
L76[02:03:03] <Flamegoat> You can find the
list 1 mile to the left.
L77[02:03:08] <tterrag> pretty sure that
skin is already done
L78[02:03:12] <tterrag> or close to
it
L79[02:03:12] <LexMobile> GO TO BED YOU
BASTARD
L80[02:03:15] <tterrag> cc PaleOff
L81[02:03:19] <Flamegoat> January is Forge
month for me, Nikki’s moving in to make sure my poo bowl is
changed.
L82[02:03:28] <Flamegoat> I just got off
shift for Curse lol.
L83[02:03:37] <LexMobile> psh
L84[02:03:41] <Flamegoat> Want to get
through this damn backlog.
L85[02:03:58] <LexMobile> would be nice,
but im not harping on anything till i get my desktop setup
L86[02:04:04] <LexMobile> which wont be
another week or so
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L89[02:05:49] <Flamegoat> I’ll put it on my
list.
L90[02:07:27] <Flamegoat> Which is similar
to Valve’s time line right now. FYI
L91[02:07:41] <Flamegoat> You might get
Halflife 3 first.
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L95[02:09:17] <tterrag> well...atm docs are
dead. I guess i could remake the rtd project...
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L100[02:11:24] <SatanicSanta> tterrag: you
could also just use jekyll and a github io site.
L101[02:11:54] <tterrag> we use mkdocs for
more than just building the markdown
L102[02:12:46] <SatanicSanta> right
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L104[02:12:57] <SatanicSanta> well,
then... you could also just use a github io site.
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L106[02:14:26] <SatanicSanta> tterrag:
though if you do take my advise and switch to gh pages, please
rename the repo to "documentation", otherwise youd have
to deal with case sensitive urls which is annoying as fuck
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L124[03:05:55] <killjoy> hm.. git is
technically worked on by google.
L125[03:06:00] <killjoy> since the
maintainer works for them
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L157[04:59:05] <Koward> I'm trying to
understand the structure of the Buildcraft project as I'm looking
for a reference in big mod structure (how to handle modules, things
like that). By pure chance anyone would know why only some of the
BCFactoryItems are exposed in BCItems ?
L158[05:01:34] <Koward> Or more generally
speaking, why the final references to Items that are in the API do
not get all items in modules ?
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L161[05:20:28] <barteks2x> How ssh keys
work is still a mystery to me. Somehow on windows I don't need to
type password to git but I don't see any ssh key on github for that
computer
L162[05:21:03] <barteks2x> and the
"no-password" works for only one repository
L163[05:22:32] <barteks2x> any idea how is
that even possible?
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L176[06:05:35] <PaleoCrafter> barteks2x,
if you don't use the ssh remote URL, it also won't use SSH for
authentication
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L178[06:29:40] <Lunatrius> Did anyone look
at how/where the structure blocks render the loaded
structure?
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L193[08:05:00] <Koward> Why does Mojang
register its blocks in a static method in "Block", then
in "Blocks" it has the final references which get the
instances from registered blocks. Why using these steps to get the
instances back when they could have been directly linked to the
final refs ?
L194[08:05:31] <Koward> I'm sure there's a
reason
L195[08:24:30] <RandomX45> reason = Notch
code
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L197[08:26:57] <barteks2x> does anyone
know what java.lang.NullPointerException: group means?
L198[08:27:18] <barteks2x> at
io.netty.bootstrap.AbstractBootstrap.group(AbstractBootstrap.java:80)
~[AbstractBootstrap.class:?]
L199[08:27:36] <barteks2x> when trying to
connect to lan server running on the same computer
L200[08:30:43] <barteks2x> what... this
line of code: "((Bootstrap)((Bootstrap)((Bootstrap)(new
Bootstrap()).group((EventLoopGroup)lazyloadbase.getValue())).handler(new
ChannelInitializer<Channel>()"
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L217[09:59:52] <barteks2x> urgh... I hate
that Optionals can't handle IOException
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L227[10:51:56] <TechnicianLP> i set a
meshdefinition for an item but it searches for the model based on
the registry name ... do i have to set a mrl as well?
L228[10:52:23] <Akkarin> barteks2x: Well
if its really necessary, sneaky throw still works in lambdas
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L230[10:52:36] <williewillus>
TechnicianLP: make sure you declare every model you use in the
meshdef before hand
L231[10:52:41] <Akkarin> just make sure to
catch them ... and that throwing an exception in the method that
executes your lambda is safe
L232[10:52:51] <williewillus> even if you
use a mesh def the set of models is still fixed and you have to let
the loader know
L233[10:53:06] <barteks2x> the method that
executes the lambdat is declared with "throws
IOException"
L234[10:53:14] <Akkarin> then it's fine
^^
L235[10:53:27] <Akkarin> or probably fine
for that matter
L236[10:53:37] <barteks2x> Anyway, I
already write the code without using these lambdas
L237[10:53:43] <barteks2x> *wrote
L238[10:53:47] <Akkarin> well that would
be the cleaner choice anyways
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L240[10:54:38] <Akkarin> Java really needs
a sane way of declaring exceptions in a generic fashion
L241[10:55:03] <barteks2x> I'm alost sure
it is poissible to use generics to delctare exceptions
L242[10:55:14] <Akkarin> since you can
easily just do things like <E extends Exception>
genericMethod(CustomRunnable<E> runnable) throws E but it
will lead to the method always raising at least an Exception
L243[10:55:33] <Akkarin> so you need
another method that doesn't throw an exception ... too much of a
hassle if you ask me
L244[10:56:21] <barteks2x> what if you use
genericMethod with <RuntimeException>?
L245[10:56:42] <Akkarin> that would get
rid of the checked Exception I guess but it looks unnatural in the
code
L246[10:56:57] <williewillus> the joy of
checked exceptions :P
L247[10:56:59] <Akkarin> so you'd probably
still want to create an alias that calls the generic with
RuntimeException as its parameter
L248[10:57:25] <Akkarin> Well checked
exceptions are pretty great. They are also a pain when things like
lambdas get introduced but don't really carry over exceptions as a
functionality in their entirety
L249[10:57:41] <Akkarin> none of the
standard functionals are allowed to throw exceptions which makes
Optional pretty damn useless in many cases
L250[10:58:01] <williewillus> i don't
think they're that great, good intention
L251[10:58:01] <williewillus> doesn't
really work
L252[10:58:02] <Akkarin> You end up doing
stuff like .orElse(null) / .get() which defies the entire syntax
sugar point Optionals have
L253[10:58:09] <barteks2x> Someone should
make CheckedOptional class
L254[10:58:31] <barteks2x> or something
like that
L255[10:58:34] <Akkarin> Might as well
just use good old null and in addition save some gc madness and
memory usage
L256[10:58:35] <williewillus> well you're
supposed to check if the optional is present yourself right?
L257[10:58:42] <williewillus> blindly
calling .unwrap is as bad as using nulls
L258[10:58:52] <Akkarin> Well Optional is
just a fancy null
L259[10:58:57] <Akkarin> Even though
people don't want to hear that
L260[10:59:09] <williewillus> yes, but the
point is it forces you to check if it's present
L261[10:59:16] <williewillus> so if you
just unwrap blindly you're doing no better than null
L262[10:59:28] <Akkarin> Well you get the
same effect when you make use of JSR305 annotations in a sane
IDE
L263[10:59:33] <Akkarin> "Whoops you
should nullcheck this"
L264[10:59:56] <Akkarin> While Optionals
do the same during runtime ... which is somewhat unnecessary in
case of nullability
L265[11:00:05] <williewillus> that relies
on the codebase to be properly annotated everywhere
L266[11:00:12] <Akkarin> You know what
bounds your return values and parameters are in when annotated
correctly
L267[11:00:19] <Akkarin> well Optionals
rely on everybody using Optionals ;-)
L268[11:00:23] <williewillus> the
annotations are just annoying highlights vs a conscious "it's
optional, that means the caller is telling me i should check
it"
L269[11:00:30] <williewillus> not really,
it's just between you and the thing you're calling
L270[11:00:40] <williewillus> *the callee
is telling me
L271[11:00:42] <Akkarin> Well the same
practically applies to Annotations
L272[11:00:55] <williewillus> the
annotations are just weaker imo
L273[11:00:58] <Akkarin> Annotation says
"Hey everything here could possible return null" and your
IDE even yells at you if you don't
L274[11:01:23] <Akkarin> Theya're also
compile time so there's a big plus in regards to wasting GC on
short lived objects and the extra code you get to execute with
Optionals
L275[11:01:26] <williewillus> exceot when
you work in a improperly annotated codebase (cough vanilla) and
everything is a false alarm
L276[11:01:39] <barteks2x> nullable is a
bit annoying for some fields (when you try to use it for
fields)
L277[11:01:40] <williewillus> I'm waiting
for valhalla optionals so they can just be on the stack :P
L278[11:01:52] <Akkarin> Well to be fair
Mojang is horrible in regards to providing a sane codebase
L279[11:02:01] <Akkarin> Worst example to
pull out :P
L280[11:02:03] <williewillus> bool + Any
passed on stack
L281[11:02:03] <RANKSHANK> ^
L282[11:02:14] <williewillus> they
actually do an okay job considering
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L284[11:02:20] <Akkarin> "okay
job"
L285[11:02:30] <williewillus> but there
are wtf moments :P
L286[11:02:30] <williewillus> yeah
yeah
L287[11:02:39] <williewillus> modders like
to circlejerk about how bad vanilla is but in most cases the mod
code I see is even worse lol
L288[11:02:46] <Akkarin> There's the one
few parts that seem extremely well thought through and then there's
the entire rest which is plain cancer
L289[11:03:01] <Akkarin> lol yeah
L290[11:03:25]
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L291[11:03:37] <Akkarin> I already start
to shake when I get to spam statics all over the stupid mod since
passing is just unmanageable atm
L292[11:03:53] <Akkarin> well ... I'll see
whether stuffing Guice in a mod is going to make it less painful
though
L293[11:04:05] <williewillus>
"passing"?
L294[11:04:24] <Akkarin> passing stuff to
constructors/setters?
L295[11:04:36] <williewillus> how's that
vanilla's problem lol
L296[11:04:42] <Akkarin> e.g. "I need
an instance of this item at some point" (e.g. real OOP)
instead of MyItem.INSTANCE
L297[11:04:50] <Akkarin> It's if at all a
forge problem
L298[11:05:12] <Akkarin> Vanilla also
heavily relies on statics though. So there's that
L299[11:05:25] <williewillus> the Item way
is a "real OOP"
L300[11:05:25] <williewillus> it's the
flyweight pattern
L301[11:05:25] <williewillus> why do you
need more than 1 instance of an Item?
L302[11:05:31] <williewillus> not
really.
L303[11:05:40] <Akkarin> *cough* Bootstrap
*cough*
L304[11:05:41] <williewillus> besides the
items/block and similar singletons
L305[11:05:50] <williewillus> yes but
that's to initialize the singletons
L306[11:06:08] <williewillus> it's not
that prevalent anywhere else
L307[11:06:11] <Akkarin> Singletons
themselves are already often heavily debated to be an antipattern
to the standard OOP concept
L308[11:06:12] <Akkarin> so yeah
L309[11:06:42] <williewillus> and I don't
understand why you would ever need a second instance of an
item
L310[11:07:08] <Akkarin> You wouldn't
unless you intend to re-initialize at any point in time
L311[11:07:42] <williewillus> then it's a
poor example to try to show how "bad" vanilla is :P
L312[11:07:44] <Akkarin> I never said that
singletons were actually a problem. It's just the entire point of
"Oh well let's toss this into a global scope and turn this
into a non OOP reference fest"
L313[11:08:01] <williewillus> what would
be the "oop" way of doing the Items then? 0.o
L314[11:08:17] <Akkarin> Might as well
make just about everything in your Block and Item implementations
static at that point
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L316[11:08:28] <Akkarin> same result as
having an instance stored in a constant somewhere
L317[11:08:30] <RANKSHANK> Maybe I
will
L318[11:08:58] <williewillus> what would
the "proper" way be then?
L319[11:09:09] <Akkarin> injection would
be one semi nice approach I guess
L320[11:09:17] <williewillus> injection
into what?
L321[11:09:28] <Akkarin> the depending
components of your application? :o
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L323[11:13:24] <williewillus> thinking
from the view of vanilla (which does not add new blocks often)
that's probably not worth the simplicity cost :P
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L325[11:14:42] <Akkarin> well tbh I
usually feel like you don't loose any simplicity
L326[11:15:01] <Akkarin> since the
difference is only in how you call things and where to get that
reference from
L327[11:15:38] <barteks2x> if they chenged
it now, half mods would take forever to update again
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L330[11:15:58] <barteks2x> and I really
don't think it would make things much better
L331[11:16:01] <Akkarin> well that would
be the one argument I'd count at this point. Doesn't change the
viewpoint though :P
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L335[11:21:49] <Th3Fanbus> Hello
L336[11:22:19] <ntzrmtthihu777>
heyo.
L337[11:22:58] <Th3Fanbus> Yay, it's
working :D
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L340[11:29:01] <barteks2x> every time I
need to debug anything in my equivalent of PlayerChunkMap and
compare it to vanilla I'm wondering "how the hell it even
works in vanilla"... serioualy, I'm reading the code and if I
didn;t know it works I would say it has to be broken
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L342[11:33:21] <Akkarin> lol
L343[11:34:41] <iso2013> what does
repopulating a chunk do?
L344[11:35:04] <barteks2x> it generates
trees, ores and several other things
L345[11:35:13] <Akkarin> Most importantly:
Spuds
L346[11:35:17] <iso2013> ah
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L351[11:50:47] <barteks2x> it would be so
much easier to debug things if I could go back to when a packet has
been sent...
L352[11:53:01] <barteks2x> I also still
don't get how vanilla PlayerChunkMap sends any chunks to players at
all
L353[11:53:24] <Akkarin> Checked wiki.vg?
:o
L354[11:53:33] <iso2013> wiki.vg is
amazing :D
L355[11:53:53] <Akkarin> Well afaik it has
been a bit behind lately. Regardless that sort of stuff doesn't
change all that often
L356[11:55:03] <barteks2x> I figured it
out probably 4 times already and I have to do it again because the
code makes no sense at all
L357[11:55:33] <Akkarin> might want to
increase the amount of comments then
L358[11:55:43] <barteks2x> I mean the
vanilla one
L359[11:55:49] <Akkarin> oh was about to
say :D
L360[11:56:09] <Akkarin> vanilla comes
with a great "// the code is documentation enough"
though!
L361[11:56:14] <barteks2x> I know how it
works when sending chunk to the first player
L362[11:56:32] <barteks2x> but when second
player wants the same chunk, I have no idea how the hell it
works
L364[11:58:04] <barteks2x>
PlayerChunkMapEntry.addPlayer doesn't send Chunk to player even
when it's already sent to everyone else, and sendToPlayers returns
true and does nothing when it's already sent to players
L366[11:58:45] <Akkarin> well it certainly
looks great
L367[11:58:57] <barteks2x> so I have no
idea how it ends up sending anything to second player
L368[12:00:50] <barteks2x> ohm rightm
because someone decided to name sendNearbySpecialEntities
incorrectly
L369[12:00:59] <Akkarin> lol
L370[12:01:25] <barteks2x> it also sends
the whole chunk together with leashed entities
L371[12:03:01] <iso2013> is there a way I
can make an image of biomes and apply it to a world
L372[12:03:11] <iso2013> w/o TC because
it's a pregenerated area
L373[12:04:25] <barteks2x> and can't check
srg name because mcpbot is gone now
L374[12:04:39] <bspkrs> gone forever
;p
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L379[12:11:29] *
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L380[12:12:22] <bspkrs> fuck it... just
going to reboot and wait for support to email
L381[12:13:00] <Akkarin> Is it time to
panic?
L382[12:13:05] *
Akkarin panics anyways
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L384[12:17:36] <Akkarin> oh nvm it's
back
L385[12:17:46] *
Akkarin panics a little less
L386[12:27:44] <barteks2x> I finally know
why vanilla doesn't send chunks to the client too early... and it
looks a lot like "it accidentally works"
L387[12:28:36] <barteks2x> actually
without forge it shouldn't work
L388[12:28:54] <barteks2x> forge
accidentally fixes it
L389[12:34:35] <Akkarin> wat
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L392[12:40:12] <barteks2x> Last time I
debugged it was 1.9.4 or 1.10
L393[12:40:37] <barteks2x> but as I
remember, my mod would send chunks so early that renderer positions
haven't been initialized yet
L394[12:40:55] <barteks2x> so after chunks
have been send and re-rendering shceduled, the positions would
become scramvled
L395[12:41:40] <barteks2x> so if some
chunk within player view distance wouldn't be scheduled for
re-rendering during that time it wouldn't be updated at all because
after position change it wouldn't be the same renderer
anymore
L396[12:42:14] <barteks2x> that was my
partially-debugged partially-guessed explanation
L397[12:43:27] <barteks2x> forge adds
async chunk loading, so when PlayerChunkMapEntry is first
constructed the chunk can't be yet sent to client even if it's on
disk, so chunks never end up being sent so early
L398[12:45:43] <barteks2x> not 100% sure
if it happens in vanilla
L399[12:45:56] <barteks2x> because I
didn't really try to ever debug non-forge vanilla
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L406[13:31:36] <TechnicianLP> does someone
know by chance where builtin/generated models are generated?
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L409[13:37:03] <illy> beep o/
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L412[13:41:49] <RebelKeithy> I'm trying to
make a mod that lets you paint on a block, so you can change the
color of each pixel. I'm pretty sure I can't do that with
blockstates, so I've made a TESR and am trying to draw each pixel
seperately.
L413[13:42:02] <RebelKeithy> but I just
saw that there is a DynamicTexture object, maybe I should use that
and draw the sides normally?
L414[13:42:22] <ghz|afk> you don't need a
TESR, though
L415[13:42:29] <ghz|afk> or a
dynamictexture
L416[13:42:49] <ghz|afk> although it's a
viable option
L417[13:42:57] <ghz|afk> maybe
L418[13:43:03] <ghz|afk> no wait all the
blocks would use the same one
L419[13:43:05] <ghz|afk> so not
really
L420[13:43:20] <ghz|afk> the alternative
to use a TESR, would be to use a custom baked model
L421[13:43:31] <ghz|afk> passing in the
painted pixels from the TE into the IBakedModel
L422[13:43:36] <ghz|afk> through an
IUnlistedProperty
L423[13:43:40] <ghz|afk> using
getExtendedState
L424[13:44:09] <ghz|afk> then you could
generate a set of quads using the "white" texture as a
base, with vertex colors set to the painted texture color
L425[13:46:02] <RebelKeithy> hmm, I'll
look into that. It definatly sounds easier than what I've been
trying to do
L426[13:53:38] ***
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L439[14:32:03] <barteks2x> ohgod... I
copied sponge checkstyle and formatting settings into my project,
reformatted code, and ran checkstyle... it spammed me with at least
hundreds of warnings
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L450[15:12:05] <williewillus> is there any
docs/examples over that config annotation system lex and ghz were
talking about yesterday?
L451[15:12:16] <Koward> I wonder : why do
the static instances in Blocks/Items use Block/Item and not their
implementing classes ?
L452[15:12:30] <williewillus> because
they're retrieved from the registry
L453[15:12:38] <williewillus> see the
bottom of Blocks
L454[15:12:50] <Koward> They could be
casted. Slabs are, for example. Liquid blocks too.
L455[15:12:50] <ghz|afk> williewillus:
lex's gist, mostly
L457[15:13:01] <williewillus> they didn't
need them to be casted :P
L458[15:13:52] <Koward> Also, I still
wonder why they are retrieved from registry, and not directly
instanciated there then registered.
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L460[15:14:09] <illy> boop o/
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L472[16:01:13] <barteks2x>
NOOOOOOOO!
L473[16:01:36] <barteks2x> I lost the
whole reformatting with all of my checkstyle fixes
L474[16:01:45] <barteks2x> because I
thought I committed it and I didn't
L476[16:03:08] <barteks2x> I don't want to
do it all over again :(
L477[16:03:43] <williewillus> rip
L478[16:04:08] <barteks2x> screw it, I
will just ask everyone to use IDEA
L479[16:04:14] <barteks2x> I'm not
supporting eclipse
L480[16:04:30] <barteks2x> I wanted to do
it only to support eclipse and have consistent formatting
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L486[16:18:55] <williewillus> ghz|afk: is
there a way to use folders in the new @Config system?
L487[16:19:28] <williewillus> ProjectE has
a bunch of different files and I'd rather have them in
config/ProjectE/ not config/
L488[16:19:37] <ghz|afk> no idea
L489[16:19:40] <ghz|afk> yo ucan specify a
name
L490[16:19:47] <ghz|afk> but I don't know
if "folder/name" will work
L491[16:20:17] <williewillus> also how do
you do categories
L492[16:20:34] <ghz|afk> CategoryClass
field = new CategoryClass()
L493[16:20:49] <ghz|afk> it recurses into
the classes of the fields
L494[16:20:59] <ghz|afk> note that
everything will bein general{}
L495[16:21:07] <ghz|afk> there's no way to
have multiple categories in the root
L496[16:21:22] <ghz|afk> and lex said
that's how it going to remain
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L498[16:22:40] <williewillus> i can't find
a class called categoryclass (forge 2201)
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L500[16:22:49] <ghz|afk> nono
L501[16:22:50] <ghz|afk> your own
class
L502[16:23:07] <ghz|afk> like this:
L504[16:24:11] <williewillus> and that all
goes into survivalist.cfg in the end right
L505[16:24:15] <ghz|afk> yup
L507[16:24:26] <ghz|afk> this is how it
ends up like
L508[16:25:37] <williewillus> oh
nice
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L511[16:26:25] <primetoxinz> hey. If I
have an Feature object that requires an another Feature as a
dependency how I can make sure that the dependency gets loaded
first?
L512[16:26:53] <ghz|afk> what do you mean
by Feature?
L513[16:27:20] <primetoxinz> know how
Quark is structured?
L514[16:27:40] <ghz|afk> oh, nope
L515[16:27:41] <primetoxinz> with a
configurable Feature that only adds a specific item/block/etc
L516[16:27:50] <ghz|afk> you'd haveto ask
some quark-person
L517[16:28:27] <primetoxinz> not actually
quark, just using the same model
L518[16:28:34] <williewillus> heh
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L520[16:28:46] <ghz|afk> well if you use
the same model
L521[16:28:48] <williewillus> ghz|afk:
folders works
L522[16:28:48] <williewillus>
@Config(modid = PECore.MODID, name = "ProjectE/" +
PECore.MODID)
L523[16:28:49] <ghz|afk> then dependency
tracking is up to you
L524[16:28:57] <ghz|afk> ;P
L525[16:29:08] <williewillus> also you
haven't been non-afk in months it seems
L526[16:29:09] <williewillus> ;p
L527[16:29:11] <ghz|afk> either create
your own dependency graph with "before:x" type
things
L528[16:29:20] <ghz|afk> nah I have been
non-afk
L529[16:29:42] <primetoxinz> no idea how
to dep graph lol
L530[16:29:54] <ghz|afk> then use a
List
L531[16:29:58] <ghz|afk> and initialize
things in order
L532[16:30:02] <ghz|afk> and just add
things later
L533[16:30:06] <ghz|afk> to make sure they
are initialized after
L534[16:30:12] <williewillus>
toposort
L535[16:30:24] <williewillus> a list works
too :P
L536[16:30:37] <ghz|afk> or make the items
comparable and give them a priority number
L537[16:30:43] <ghz|afk> and thne sort the
list by priority
L538[16:31:17] <primetoxinz> alright, will
look into those ideas
L539[16:31:24] <primetoxinz> thanks
L540[16:33:32] <williewillus> for the
config fields, do the values you initialize those fields with
become the default config values?
L541[16:34:13] <ghz|afk> that's my
impression, yes
L542[16:34:24] <ghz|afk> the file got
initialized with those values
L543[16:43:02] <diesieben07> is there a
way to make a player spawn in a different dimension than 0 when
they join for the first time?
L544[16:43:28] <williewillus> let them log
in, check a flag, then immediately teleport them ;p
L545[16:43:40] <diesieben07> ewww :/
L546[16:43:48] <williewillus> lol
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L549[16:50:12] <ghz|afk> ugh, ticon
*requires* JEI
L550[16:50:33] <ghz|afk> no wait, i just
have na old version in this environment
L552[16:52:39] <ghz|afk> what's
javawrapper?
L553[16:53:01] <ghz|afk> your readme isn't
exactly descriptive
L554[16:53:02] <ghz|afk> ;P
L555[16:53:10] <illy> I didnt name it
:P
L556[16:53:38] <ghz|afk> yes but what does
it do
L557[16:53:38] <ghz|afk> XD
L558[16:53:54] <Ordinastie> it wraps java
?
L559[16:54:01] <PaleoCrafter> I assume it
installs Java 8 with Forge or something
L560[16:54:16] <PaleoCrafter> or something
along those lines
L561[16:54:28] <ghz|afk> that's my guess
PaleoCrafter, but yeah ;P
L562[16:54:31] <illy> It installs mojangs
java and launches the minecraft laucnher
L563[16:54:47] <ghz|afk> o_O
L564[16:55:08] <illy> but only if java 8
isn't installed
L565[16:55:13] <ghz|afk> isn't that what
the currentlauncher already does whe nyou use the java8 exe?
L566[16:55:24] <ghz|afk> oh so it's just a
more optimized prelauncher
L567[16:55:28] <diesieben07> i mean, yeah,
there is even an installer for windows now
L568[16:55:58] <illy> I only made what I
was asked to make :P
L569[16:56:03] <PaleoCrafter> oh,
LexMobile, I'll just assume that this is worth a ping considering
its probably seen by a lot of people:
http://i.imgur.com/4wfTlaV.png the installer doesn't
actually use the dark anvil version of the logo, but it's the one I
PRed. I assume it grabs it somewhere from the web, so I can't
really fix it :P
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L574[16:58:09] <Shambling> is there a root
cause that makes mods randomly delete mcmultipart?
L575[16:58:30] <Shambling> "Hey, I
can't see maven for some reason, lets delete a file I don't need to
update" >.<
L576[16:58:37] <LexMobile> it pulls it
from the main repo
L577[16:58:40] <LexMobile> not the
isntaller repo
L578[16:59:02] <Shambling> I copied it
back over, and mekanism didn't delete it this time, so I guess i'm
good
L579[16:59:43] <PaleoCrafter> hm...
L580[16:59:45] <Shambling> probably also
do to creating a new profile and copying mods/configs over willy
nilly, so I guess I should expect weirdness
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L582[17:00:00] <PaleoCrafter> I don't
think the dark version will look very good on the MC dirt
background
L583[17:01:03] <LexMobile> it doesnt need
to
L584[17:01:08] <LexMobile> you can pack
whatever you want
L585[17:01:13] <LexMobile> its just a line
in the build.gradle
L586[17:01:19] <PaleoCrafter> ah,
okay
L587[17:01:40] <williewillus> ghz|afk:
does @Config.Comment work for subcategories?
L588[17:01:51] <williewillus> i see you
use them in your example but it doesn't seem to generate for
me
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L598[17:28:03] *
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L602[17:34:22] <illy> uname -m
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L610[18:00:25] <amadornes> Shambling,
afaik the only mod that has its own deploader for MCMultiPart is
Mekanism
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L612[18:01:31] <Shambling> yeah I honestly
think it was the way I copied the folders, not so sure it was a bug
on anyone's part. unless the maven was lagged
L613[18:01:41] <Shambling> its working
onw
L614[18:02:17] <amadornes> the maven *may*
be having issues
L615[18:02:22] <amadornes> we're moving to
a new dedicated server
L616[18:02:39] <Shambling> *sigh* I just
compiled against 1.11 when I wanted bugfixes for 1.10.2....
argh
L617[18:02:50] <amadornes> heh
L618[18:03:07] <amadornes> feel free to
poke me while I'm away and I'll reply when I get up tomorrow
L619[18:03:11] <amadornes> I have to go
now
L620[18:03:12] <amadornes> nn o/
L621[18:03:45] ***
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L622[18:03:59] <Shambling> good night
amadornes
L623[18:06:10] <Shambling> so, this git
page uses a weird gradle format I haven't seen before. where does
gradle usually reference the version of minecraft to compile
against?
L624[18:07:14] <diesieben07> in the
build.gradle there is a setting version = in the minecraft
block
L625[18:09:01] <Shambling> I found it,
they have 3 builds going at once
L626[18:09:05] <Shambling> so it was in a
sub folder
L627[18:09:13] <Shambling> one for forge,
one for bukkit, and one for spigot
L628[18:09:16] <Shambling> or
spongue
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L630[18:09:45] <kenzierocks> are you
building worldedit?
L631[18:11:15] <Shambling> no trying to
rebuild terraincontrol because they have a broken generator for
mineshafts
L632[18:11:37] <Shambling> unfortunately
they don't have a 1.10 build listed anymore, so it must be
compiling against 1.11 now
L633[18:11:43] <Shambling> blegh, stupid
feature creep
L634[18:11:54] <kenzierocks> worldedit
just has the same setup :P
L635[18:12:13] <Shambling> tell you what
though, immersive engineering and either enderio or IC2 releases
for 1.11.2, I'll move over...
L636[18:12:28] <Shambling> by then it'll
be 1.14 :|
L637[18:13:31] <Shambling> I wonder why
they didn't leave a 1.10.2 github repo, they completely replaced it
with 1.11 and removed the other
L638[18:15:02] <Shambling> hmmmm... I
might be wrong... I see no evidense of them replacing
versions
L639[18:15:04] <Shambling> now I'm
confused
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L641[18:17:36] <Shambling> well there goes
another mod onto the pile
L642[18:18:00] <Shambling> by the time I
find a bugfix after getting excited for a mod to throw in a pack...
they either abandon it after I find a serious bug, or they abandon
versions
L643[18:18:11] <wundrweapon> in 1.10.2,
what's the best way to convert meta to state
(Block.getStateFromMeta(int))?
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L645[18:19:24] <diesieben07> you shouldnt
ever have to do that wundr
L646[18:19:34] <wundrweapon> forgot the
word without* in ther
L647[18:19:53] <diesieben07> ??
L648[18:20:05] <wundrweapon> why nit
L649[18:20:07] <diesieben07> why do you
have metadata? you shouldn't ever be dealing with it.
L650[18:20:07] <wundrweapon> not*?
L651[18:20:15] <diesieben07> metadata is
an implementation detail
L652[18:20:23] <diesieben07> you should be
interacting with IBlockStae
L653[18:20:24] <wundrweapon> really?
then... what SHOULD i be doing?
L654[18:20:46] <diesieben07> depends on
what you are trying to achieve...
L655[18:20:46] <wundrweapon> so just drop
meta entirely?
L656[18:21:11] <diesieben07> depends on
the context.
L657[18:21:15] <diesieben07> what are you
trying to achieve?
L658[18:21:51] <wundrweapon> well I'm
trying to use subblocks to make a structure. then get a specific
block from that structure later on and determine which subblock it
is. i imagined doing meta->state, place state, get state,
state->meta
L659[18:22:10] <diesieben07> ehhh
L660[18:22:18] <diesieben07> you should
just interact with IBlockState, like I said
L661[18:22:34] <diesieben07> only inside
getMetaFromState and getStateFromMeta you have to convert to and
from metadata
L662[18:22:38] <diesieben07> never
outside
L663[18:22:57] <diesieben07> you can
determine things about the IBlockState by getting the values of
it's properties
L664[18:23:10] <wundrweapon> so i should
find a way to do all this free of meta?
L665[18:23:23] <diesieben07> e.g. for
stairs there is a property FACING which tells you which way the
stairs are facing
L666[18:23:35] <diesieben07> you would
have a property describing which sub block it is
L667[18:23:42] <wundrweapon> alright,
thanks for the assist
L668[18:24:19] <wundrweapon> oh and one
more thing
L669[18:24:42] <wundrweapon> i think it
was a year ago you helped point me in the right direction for
raytracing. thanks for that!
L670[18:24:56] <diesieben07> lol no
problem
L671[18:25:00] <diesieben07> it's not like
i remember it :D
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L685[18:58:26] <Shambling> there, found a
way to find the old source, git is amazing
L686[18:58:45] <Shambling> now I just need
to find out how they fixed the bug from 1.10.2 in 1.11, and
re-implement it for my own playthrough in 1.10.2 :P
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L688[19:03:04] <killjoy> Why can't git gui
actually add a remote properly?
L690[19:05:37] <tterrag> >using git
gui
L691[19:05:48] <killjoy> I swear I only
use it to view history and changes
L692[19:05:58] <tterrag> viewing history
-> gitk
L693[19:06:02] <tterrag> (bypasses the git
gui stuff)
L694[19:06:36] <killjoy> TIL
L695[19:06:42] <killjoy> still gonna use
gui to get to it
L696[19:07:06] <tterrag> git gui is awful
though....why not just `git remote add ...`
L697[19:07:17] <killjoy> I do.
L698[19:07:30] <killjoy> because every
time I try to use it in the gui, it sucks
L699[19:07:57] <tterrag> solution: don't
use gui at all :D
L700[19:08:10] <killjoy> Though I'm
starting to use IDEA's git client
L701[19:10:40] <Shambling> errr hrmmm... I
was not aware that git forked automatically when I don't specify my
account
L702[19:10:43] <Shambling> ...
interesting
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L705[19:44:50] <Shambling> question: is
this spelled incorrectly? lol if
(EntityLiving.class.isAssignableFrom(clazz))
L706[19:45:20] <Shambling> I guess not,
they reference it all over the place in code
L707[19:52:35] <Shambling> cd ..
L708[19:52:39] <Shambling> LOL wrong
window
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L712[20:03:31] <Shambling> so many null
pointer exceptions, so little time
L713[20:05:51] <LexMobile> clazz is the
standard naming of class as class is usually a reserved word.
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L715[20:09:00] <Shambling> ah, I suppose
that does make sense
L716[20:09:43] <Shambling> is there a
quicker way than generating a world to find nullpointer exceptions
from within a default pre-compiled minecraft and adding jars?
L717[20:10:03] <Shambling> I'd imagine I'm
just not thinking creatively enough
L718[20:10:22] <Shambling> but waiting 10
minutes per load to find out I need to disable bee-hives to get
this world gen to work is frustrating :P
L719[20:10:34] <Shambling> at least the
crashes are getting more descriptive
L720[20:12:22] <Shambling> this would be
alot better if they were using java 8, I'll just say that
L721[20:14:33] <killjoy> Isn't there a
hook for eye height somewhere?
L722[20:14:56] <killjoy> found it
L723[20:19:09] <Shambling> do you mean for
where the eyes render on the player model, or where the player
looks?
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L725[20:24:12] <Shambling> !gm
func_75047_a
L726[20:25:10] <Shambling> !gm
func_180701_a
L727[20:28:59] <killjoy> Was looking for
EntityPlayer:eyeHeight
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L735[21:01:36] <williewillus> !gp
p_180706_3_
L736[21:01:48] <williewillus> !sp
p_180706_3_ findUnexplored
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L738[21:02:52] <williewillus> !sp
p_191069_0_ worldIn
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L741[21:11:34] <williewillus> !gm
func_191560_c
L742[21:11:40] <williewillus> !gm
func_191560_c 1.11.2
L743[21:12:10] <williewillus> !gf
field_191530_r
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L746[21:16:43] <Grover_c13> All of a
sudden im getting a A critical problem occurred registering the ASM
transformer class
$wrapper.net.minecraftforge.fml.common.asm.transformers.SideTransformer
L747[21:16:45] <Grover_c13>
exception
L748[21:16:48] <Grover_c13> when launching
from intelliJ
L749[21:16:52] <Grover_c13> anyone have
any ideas :(?
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L783[23:39:39] <RebelKeithy> gah, I can't
even get a normal block to render -_-
L784[23:43:14] <RebelKeithy> I guess I
actually need register with ModelLoader somewhere >_>
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L787[23:48:39] <RebelKeithy> Ok, just
found out making your block extends BlockContainer makes it
invisible...
L788[23:49:15] <kenzierocks> dont use
BlockContainer
L789[23:49:40] <kenzierocks> there should
be something else, i forget what it's called though
L790[23:49:54] <RebelKeithy>
ITileEntityProvider? or something like that
L791[23:50:11] <kenzierocks> yea
L792[23:50:15] <kenzierocks> just
implement that
L793[23:50:21] <kenzierocks> instead of
extending BlockContainer
L794[23:51:26] <RebelKeithy> I'll do that
if I ever get my IBakedModel working...
L795[23:51:47] <RebelKeithy> I'm following
a tutorial for 1.9, has anything happened that would break
that?
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L797[23:55:47] <kenzierocks> could
be
L798[23:55:54] <kenzierocks> no idea what
tho
L799[23:55:58] <kenzierocks> try it
:D
L800[23:56:09] <McJty> Wasn't
ISmartBlockModel removed from 1.9 to 1.10?
L801[23:56:12] <McJty> Or was that from
1.8 to 1.9
L802[23:56:14] <McJty> Don't
remember
L803[23:56:54] <RebelKeithy> The tutorial
I'm following doesn't use ISmartBlockModel
L804[23:57:01] <RebelKeithy> it's your
tutorial actually
L805[23:57:15] <McJty> Well that tutorial
is not for 1.9
L806[23:57:17] <McJty> That's for
1.10
L808[23:57:46] <McJty> That's just the
name of the link
L809[23:57:50] <McJty> It has been updated
for 1.10
L810[23:58:28] <RebelKeithy> cool, just
got it drawing the shapes int the tutorial, they're black
though