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L6[00:14:23] <RebelKeithy> ah ha,
UnpackedBakedQuad.Builder's Color takes values from 0-255 not 0-1,
even though they're floats
L7[00:18:19] <tterrag> LexMobile: I'm
remaking the rtd project for the time being, but I can't setup the
webhook. what's your rtd username so I can add you?
L8[00:20:11] <tterrag> and yes I tried
"lexmanos" :P
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L10[00:25:00] <LexMobile> i dont have
one
L11[00:36:22] <tterrag> well
L12[00:36:28] <tterrag> can that change?
>.>
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L18[00:53:04] <RebelKeithy> ok... why are
bigger quads darker than smaller ones?
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L22[00:53:56] <RebelKeithy> actually, that
was wrong, square ones are brighter than rectangle ones
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L25[00:57:00] <RebelKeithy> I have no idea
what's going on :/
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L29[01:00:34] <RebelKeithy> welp, looks
like the block is using the brightness for the opposite side.
Drawing an upfacing quad is dark if there is a block under it, and
a down facing quad is dark if there is a block over it
L30[01:00:50] <tterrag> sounds like normals
are wrong
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L32[01:01:50] <RebelKeithy> that would make
sense
L33[01:02:38] <RebelKeithy> yes! That did
it
L34[01:04:54] <RebelKeithy> I still have
the problem where 16 1x1 quads are darker than 1 16x16 quad
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L37[01:12:48] <gabizou> barteks2x there's a
reason why we have checkstyle disabled in sponge
L38[01:12:51] <gabizou> it's more of
guidelines
L39[01:12:56] <gabizou> rather than strict
rules
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L41[01:13:31] <gabizou> because the
checkstyles are somethings that we don't all agree on, and getting
the core developers to agree on it unanimously is tediuos,
especially with the project already 130k+ sloc
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L44[01:40:35] <RebelKeithy> anyone know how
UnpackedBakedQuad.Builder want's the color information. 0-1 float
is way too dark. 0-255 wraps around several times. By trial and
error it seems like it's 0-47
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L47[02:00:04] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170104 mappings to Forge Maven.
L48[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170104-1.11.zip
(mappings = "snapshot_20170104" in build.gradle).
L49[02:00:18] <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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L57[02:57:20] <Yamakaja> Clearing that
directory doesn#t help
L58[02:58:09] <Yamakaja> bspkrs ^^
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L61[03:13:01] <Koward> Is there a standard
guideline for child mods modids ? Or forbidden characters ? Would
mymod:core work ? mymod.core ? mymod|core ?
L62[03:21:44] <tterrag> modids should be
all lowercase, other than that I'm not sure there are any
limitations
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L95[06:55:49] <barteks2x> I want to make
code formatter that works the same in eclipse and in idea (using
existing one would likely requiretabs-->spaces change and
possibly many other), and I have no idea which eclipse version to
download... which one is the latest one/one that definitely works
with forge mods? Or should I use older one for formatting to ensure
compatibility?
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L97[07:05:19] <barteks2x> downloading
neone, if somneone wants to use eclipse, at least use latest
L98[07:08:10] <Ashindigo> Ive been modding
with neon with the new versions of mc
L99[07:10:37] <barteks2x> just installed
neon and... "Failed to create Java Virtual Machine"
L100[07:11:28] <barteks2x> ok, this is
weird, IDEA 64 bit also fails to run
L101[07:12:02] <barteks2x> but java
command works, and starts the same 64-bit jvm
L102[07:12:02] <FusionLord> sounds like an
issue with your java installation you do have a jdk installed
right?
L103[07:12:15] <barteks2x> it is jdk, with
DCEVM
L104[07:12:17] <Ashindigo> Did you update
java recently?
L105[07:13:00] <barteks2x> I installed
dcevm some time ago but everything seemed to work
L106[07:13:19] <barteks2x> and as I say,
java command works just fine
L107[07:16:11] <barteks2x> it's weird, it
works when I remove dcevm
L108[07:17:50] <FusionLord> Then maybe
contact support for dcevm
L109[07:18:02] <barteks2x> what... I got a
giant exception when starting IDEA
L110[07:19:11] <barteks2x> well, not that
bug, just looked bugger in error emssage
L111[07:20:04] <barteks2x> oh, great, now
"Cached are locked" and it refuses to start
L112[07:20:45] <Ashindigo> Burn everything
and reinstall?
L113[07:22:17] <barteks2x> eclipse seems
to work now, now need to find some instructions for importing
project into eclipse
L114[07:22:39] <barteks2x> last time I
used it the instructions was "select eclipse directory as your
workspace"
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L116[07:26:09] <barteks2x> 32-bit version
works fine
L117[07:26:44] <Ashindigo> Of idea?
L118[07:26:55] <Ashindigo> *for
L119[07:27:42] <barteks2x> yes
L120[07:27:49] <barteks2x> 64 bit version
just won't work
L121[07:28:08] <barteks2x> not that I need
64 bit, it uses about 1GB ram anyway
L122[07:28:44] <barteks2x> and 32bit
should use a bit less memory with 4-byte pointers/references,
right?
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L129[08:10:21] <barteks2x> are there any
non-video up to date instructions for setting up MDK with
eclipse?
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L131[08:17:04] <bspkrs> Yamakaja, there is
a release that fixes that issue
L132[08:24:40] <gigaherz|work> barteks2x:
you mean, "gradlew setupDEcompWorkspace eclipse" then
open the eclipse folder as a workspace?
L133[08:24:53] <barteks2x> didn't quite
work
L134[08:24:59] <barteks2x> I tried
that
L135[08:25:02] <gigaherz|work> or load the
eclipse folder into an existing workspace
L136[08:25:22] <gigaherz|work> I don't use
eclipse, but so far as I know, that's how it's supposed to
work
L137[08:25:36] <barteks2x> forst it
complained about something missing that I had to remove from build
path, and now it complains about compile error in some formge
package O.o
L138[08:25:45] <gigaherz|work> o_O
L139[08:26:04] <barteks2x> Description
Resource Path Location Type
L140[08:26:05] <barteks2x> Type mismatch:
cannot convert from element type Object to AnnotationNode
EventSubscriptionTransformer.java
/CubicChunks-eclipse/build/tmp/recompileMc/sources/net/minecraftforge/fml/common/asm/transformers
line 141 Java Problem
L141[08:26:36] <barteks2x> and 10 others
like that
L142[08:27:51] <barteks2x> is it really
impossible to just tell eclipse to improt gradle project?
L143[08:29:35] <gigaherz|work> like you do
in idea, yeah I don't think it has any decent import like
that
L144[08:29:49] <gigaherz|work> otherwise
people would be using it and suggesting it
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L148[08:34:54] <barteks2x> by manually
removing weird things from build path I got it compiling but it
won';t run because it "reverences nonexistent
project"
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L150[08:37:29] <Yamakaja> bspkrs,
thx
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L155[08:41:35] <PaleoCrafter> welp, almost
finished with my curse syncer
L156[08:41:43] <PaleoCrafter> only need to
add forge installation :D
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L158[08:45:10] <barteks2x> no idea how
people are getting anything working in eclipse
L159[08:48:01] <Ashindigo> The
instructions I used worked fine
L160[08:49:17] <barteks2x> which
instructions?
L161[08:51:30] <Ashindigo> Bedrockminer's
setup Minecraft forge - fast setup
L162[08:51:51] <Ashindigo> Working for me
since 1.7
L163[08:54:58] <barteks2x> I would never
click that one on google, "MODDING TUTORIALS - whatever"
doesn't look like somethign serious
L164[08:56:04] <Ashindigo> I found it when
I was getting back into modding again
L165[08:56:09] <Ashindigo> Which was along
time ago
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L168[08:58:30] <barteks2x> well, it tells
me to select eclipse folder as workspace, and there is no such
folder
L169[09:00:35] <Ashindigo> It should have
come with the mdk
L170[09:00:52] <barteks2x> oh, right, I
didn't even push it to the repository
L171[09:02:06] <barteks2x> I thought
gradlew eclipse would generate required files
L172[09:03:42] <barteks2x> how other
prople working in my mod got it working in eclipse is still a
mystery to me
L173[09:03:57] <gigaherz|work> maybe they
extracted the eclipse folder from the MDK
L174[09:03:58] <gigaherz|work> ;P
L175[09:04:04] *
Ashindigo shrugs
L176[09:04:26] <barteks2x> when I asked
one of them how the instructions started with: move .project and
.classpath one folder up
L177[09:05:36] <barteks2x> after follofine
these instructions I ended up with 18000 compile errors
L178[09:07:19] <Ashindigo> I have my
.project and .classpath in the mdk dir
L179[09:07:42] <Ashindigo> And then my
workspace is set to the eclipse folder
L180[09:10:06] <barteks2x> seems like it
finally works
L181[09:10:48] <Ashindigo> Opa
L182[09:11:36] <barteks2x> is there any
pre-existing formatter settings that work across eclipse and IDEA
in the same way and use tabs?
L183[09:12:23] <Ashindigo> I have a
formatter for eclipse that should be forge compliant
L184[09:12:40] <gigaherz|work> ewh
tabs
L185[09:12:48] <barteks2x> I don't want to
change
L186[09:13:02] <barteks2x> because that
will mean 20000 deletions, 20000 additions if not more
L187[09:13:33] <gigaherz|work> yeah,
problem was start with tabs ;P
L188[09:14:10] <barteks2x> There was also
time in history of that project when some developers used tabs and
some used spaces
L189[09:14:24] <barteks2x> there was also
time of using the default eclipse formatter
L190[09:15:18] <Quetzi> you can export
your eclipse settings and import them into idea?
L191[09:15:40] <barteks2x> Wont it change
imports order?
L192[09:15:50] <barteks2x> (I want that to
be the same too)
L193[09:16:44] <barteks2x> I considered
taking formatters from sponge (even tried that yesterday but lost
the commit) but that means changing almost every line of code
L194[09:16:48] <Quetzi> if ecipse saves
those with its formatter i'd guess that idea will import that
too
L195[09:17:15] <barteks2x> because they
use spaces
L196[09:17:35] <barteks2x> and my current
idea formatting is impossible to do exactly in eclipse
L197[09:19:20] <gr8pefish> I'd like to
implement Forge's version checker. Where do y'all put the json
containing the info? I was thinking of putting it in
/versions/forge.json in my GitHub repo (so I could auto-increment
with Gradle easily), but if I change branches, or in some way
change that link it will break. I could use a gist, but then it's a
manual update for each version (eww).
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L199[09:21:00] <gigaherz|work> gr8pefish:
I have it on the root of my github repo
L200[09:21:10] <gigaherz|work> the master
one
L201[09:21:16] <gigaherz|work> master
branch*
L202[09:22:09] <gr8pefish> yeah, that's
probably what I'll do, thanks.
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L204[09:24:30] <bartman> does anyone know
any projects that are 1.10.2+ forge with bukkit support yet?
L205[09:24:50] <Ashindigo>
"Bukkit"
L206[09:24:55] <bartman> really just want
spigot with forge support
L207[09:24:59] <gigaherz|work> why
bukkit
L208[09:25:02] <gigaherz|work> ;P
L209[09:25:08] <gigaherz|work> can't you
use sponge instead or something ;P
L210[09:25:19] <bartman> for a large
server
L211[09:25:26] <Quetzi> bukkit is still a
thing?
L212[09:25:32] <gigaherz|work> the API
is
L213[09:25:37] <gigaherz|work> the
modified server isn't
L214[09:25:58] <bartman> well is sponge
anygood I guess is the next question heh
L215[09:26:24] <gigaherz|work> I haven't
written any sponge plugins, so no idea
L216[09:27:00] <Ashindigo> Ive never
touched sponge so no idea
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L218[09:40:28] <PaleoCrafter> from what
I've heard, Sponge is pretty good :P
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L220[09:40:41] <PaleoCrafter> and it has a
version running on Forge, that's a nice extra
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L223[09:50:03] <barteks2x> eclipse has so
many formatting options that it takes forever to configure it and
idea still managed to find some that eclipse doesn't have...
L224[09:52:14] <bspkrs> that's quite
enough on the topic
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L237[10:54:38] <bartman> ok thanks
gigaherz that was what I was looking for
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L239[10:55:13] <gigaherz> hm?
L240[10:55:26] <gigaherz> oh you mean
sponge?
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L256[11:14:46] <williewillus> !gf
field_98285_e
L257[11:14:59] <williewillus> rip
L258[11:18:44] <williewillus> where are
the csv's for my local set of mappings stored?
L259[11:19:01] <gigaherz>
~/.gradle/...something
L260[11:19:24] <williewillus> found it
.gradle/caches/minecraft/de/oceanlabs/mcp
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L271[11:56:54] <williewillus> datawatcher
values aren't the type they're supposed to be
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L281[12:26:46] <Aroma1997> what's the most
efficient way to force a light update at a specific position
L282[12:27:12] <barteks2x>
world.checkLightFor\
L283[12:27:17] <barteks2x> or
world.checkLight
L284[12:27:28] <barteks2x> but then define
"light update"
L285[12:27:38]
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L286[12:28:39] <Aroma1997> re*calculate*
the light values in the area affected by the specific block. (a
16x16x16 diamond shape )
L287[12:30:09] <Aroma1997> actually a
31x31x31 diamond shape (16 blocks radius
L288[12:30:11] <Aroma1997> )
L290[12:35:55] <Akkarin> :o
L291[12:36:50]
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L294[12:38:03] <PaleoCrafter> I wanted to
have an easier life updating my server, it kinda escalated
L295[12:39:05] <Akkarin> There is no such
thing as escalated! Always remind yourself that the title on your
door is "Head of Overengineering"!
L296[12:40:56]
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L297[12:41:44] <Intektor> why can you
switch over Strings, but not over Classes for example?
L298[12:42:18] <Akkarin> Because it's just
not implemented. Nor do I feel like there would be a good way to
implement it for Java.
L299[12:42:31] <Akkarin> At least I don't
think class hashcodes are actually persistent (???)
L300[12:42:52] <kenzierocks> yea, hashcode
isn't defined for classes
L301[12:43:10] <Akkarin> (The way switch
works is it provides a sort of jumpmap using the hashcodes of
whatever you pass into it ... or its primitive integer value for
that matter)
L302[12:43:10] <PaleoCrafter> but the
class name probably is unique, so you could just convert to string
and switch on that :P
L303[12:43:17] <Akkarin> Class names are
not unique in Java though
L304[12:43:22]
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L305[12:43:22] <kenzierocks> yea, but
classes come from different classloaders
L306[12:43:24] <Akkarin> You can have two
classes of the same name practically :P
L307[12:43:33] <kenzierocks> you can have
two classes of the same name P
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L309[12:43:43] <kenzierocks> rip
mcpbot
L310[12:43:48] <Akkarin> In one class-path
they are unique actually since only one gets loaded but that's a
little wonky behavior-wise
L311[12:43:52] <PaleoCrafter> I know,
hence "probably", assuming the classes are limited to a
specific set
L312[12:44:03] <PaleoCrafter> although
switching on classes is a bad idea in itself xD
L313[12:44:08] <Akkarin> I mean ... you
could do switch(clazz.getName())
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L315[12:44:14] <Akkarin> that one works
since it's a string
L316[12:44:22] <kenzierocks> but the cases
have to be constants
L317[12:44:35] <kenzierocks> so
refactoring could be a bitch
L318[12:44:35] <Akkarin> Yep. You can't do
case Whatever.class.getName()
L319[12:44:41] <williewillus> why would
you even want to switch on a class
L320[12:44:55] <Akkarin> switch
(var.getClass())?
L321[12:44:57] <williewillus> this is what
polymorphism is for ;p
L322[12:45:09] <PaleoCrafter> exactly
xD
L323[12:45:24] <Akkarin> Well there is
cases where you may want to accept multiple of one type without
having the luxury of using overloads
L324[12:45:27] <Akkarin> it's not unheard
of
L325[12:45:32] <Akkarin> just ...
rare
L326[12:45:36] <PaleoCrafter> "Imma
implement my own virtual dispatch" - "How you gonna do
it?" - "Imma switch on class names"
L327[12:46:47] <williewillus> the only
time you do this is if you are using C and don't like C++ but still
want some kind of OOP :P
L328[12:47:03] <williewillus> then you add
weird tag fields to your structs etc etc and it gets weird
L329[12:48:04] <Intektor> I just realized
Im running on java 6, no switching over class names
L330[12:48:21] <PaleoCrafter> what are you
actually trying to accomplish?
L331[12:48:58] <Intektor> I'm delevoping a
ClientProxy, which has one method handlePacket(Packet,
Socket...)
L332[12:48:59] <williewillus> yeah
:P
L333[12:49:28] <williewillus> *what are
you actually trying to accomplish, and why can't inheritance do
it?
L334[12:49:33] <Akkarin> why not use the
packet thingy that's built in and actually able to handle things
based on their type instead?
L335[12:49:35] <Akkarin> multiple classes
with split up logic > one method with tons of logic
L336[12:50:01] <barteks2x> Arome:
recalculating light for such huge area would be a bit slow... and
depending on how it's done, world.checkLightFor may be confused by
that
L338[12:50:23] <Intektor> thats it, I want
to call the right method for the right packet
L339[12:50:40] <Akkarin> so again: use
Forge's simple network API thingy
L340[12:50:55] <Akkarin> you can register
multiple to my understanding
L341[12:50:58] <williewillus> add
interface method
L342[12:51:00] <williewillus>
packet.handle() :P
L343[12:51:02] <barteks2x> ah, didn't
autocomplete because type a->e
L344[12:51:05] <Akkarin> or that sort of
thing yeah
L345[12:51:06] <williewillus> implenment
it for all packets
L346[12:51:15] <Intektor> I'm developing
my own game right now :D
L347[12:51:17] <barteks2x> *typo
L348[12:51:21] <Akkarin> ...
L349[12:51:36] <kenzierocks> Intektor: you
should really make a Packet interface if it's your own stuff
L350[12:51:48] <Akkarin> then do it a
little like things like Bungee and create handler methods or what
not to handle specific packets
L351[12:51:57] <Akkarin> netty makes that
sort of thing easy as hell
L353[12:52:14] <Akkarin> why do you call
ClientProxy then?
L354[12:52:16] ***
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L356[12:52:30] <Akkarin> I mean ... you
need specific handling for client and server anyways
L357[12:52:42] <Intektor> because, there
are Graphics clases that shouldnt be loaded
L358[12:52:52] <Akkarin> That was not the
point
L359[12:53:17] <williewillus> any time you
think "i want to switch over a class" you are
reimplementing inheritance/polymorphism
L360[12:53:18] <williewillus> so don't do
it
L361[12:54:41] <Akkarin> So here's the
thing: You want a handler per packet for both the server side and
client side that do whatever the packet is meant to do
L362[12:54:54] <Akkarin> everything else
is just going to get messy
L363[12:55:48] <Akkarin> (a method in a
connection stage sort of thing also counts as separate handlers
since they're separated far enough for you to not get all that
confused unless it needs to call stuff all over the place)
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L374[13:23:20] <Akkarin> What's up with
MCPBot these days? :o
L375[13:23:34] <bspkrs> today I'm playing
with the code
L376[13:23:45] <Akkarin> Always test in
production X)
L377[13:23:58] <bspkrs> also, there will
be a hw fix done tomorrow at 5pm est
L378[13:24:07] <kenzierocks> a hw
fix?
L379[13:24:13] <kenzierocks> i need my
homework fixed :P
L380[13:24:27] <Akkarin> oh is that what
caused that initial outage?
L381[13:26:01] <bspkrs> yeah, there's
something up with the cpu, so they will fix it tomorrow
L382[13:26:07] <bspkrs> !gf
func_189213_a
L383[13:26:21] <bspkrs> now you can mess
up the commands
L384[13:26:34] <Akkarin> MCPBot_Reborn:
make me a coffee
L385[13:26:36] <Akkarin> :(
L386[13:27:00] <williewillus> !gf
func_189213_a
L387[13:28:02] <bspkrs> !gm
field_72995_K
L388[13:28:14] <bspkrs> only works for srg
names
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L390[13:39:51] <RebelKeithy> so,
apparently you need to normalize your normals >_>
L391[13:40:13] ***
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L393[13:42:01] <williewillus> where
datawatcher keys return the wrong type
L394[13:42:19] <diesieben07> can happen
easily when things get out of order
L395[13:42:45] <williewillus> out of order
how so
L396[13:42:49] <diesieben07> forge had
that once
L397[13:42:59] <diesieben07> well, data
watcher IDs are determined by creation order
L398[13:43:12] <diesieben07> if the cleint
has a different order in the class file, things get mixed up
L399[13:43:58] <williewillus> in that
crashlog the burst is a subclass of entitythrowable so does that
mean someone is adding datawatcher keys to entitythrowable?
L400[13:44:16] <williewillus> but that
should work as long as server/client match initialization order
right
L401[13:44:28] <williewillus> (so the real
question is: who do I even yell at)
L402[13:44:33] <diesieben07> ehhh
L403[13:44:35] <diesieben07> hrmm
L404[13:44:54] <diesieben07> yes it should
work as long as the order is right
L405[13:44:59] <diesieben07> not sure what
this is exactly.
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L407[13:49:39] <Twisted_Code> I'm having a
fairly strange bug happen on a server I run. Users will sometimes
start noticing that their inventories are shuffled around (but only
client-side), to the point they might even find themselves wearing
something from their main inventory as armor.
L408[13:49:39] <Twisted_Code> What the
hell is going on and what can I do to fix it? From what I've seen,
it's persistent even with complete client and server reboots
L409[13:51:11] <williewillus> lolwat
L410[13:51:25] <williewillus> is it
running some other plugin framework? (sponge/bukkit)
L411[13:52:03] <Twisted_Code> No, but
admittedly we are still running 1.7. I just haven't gotten around
to switching to 1.8+, and I'd really rather let this map finished
its run before replacing it.
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L413[13:52:51] <Twisted_Code> At this
point, I'm just simply looking for a duck tape solution to an
otherwise game breaking bug
L414[13:52:55] <williewillus> diesieben07:
what is line 74-78 in EntityDataManager even trying to do 0.o
L415[13:53:14] <williewillus> *70-78
L416[13:53:40] <diesieben07> it finds the
first usable Id for an entity class
L417[13:53:48] <diesieben07> if Entity
uses ids 0-3 then EntityLivingBase has to start at 4
L418[13:54:35] <williewillus> so that
means once subclass has registered a datawatcher key no superclass
keys can be added?
L419[13:54:56] <diesieben07> true
L420[13:55:03] <williewillus> that's
probably the issue then
L421[13:55:14] <diesieben07> yeah this
whole system is terrible
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L423[14:00:27] <williewillus> idk what to
do, can't diagnose which mod it's from to yell at them, and idk if
forge would look at changing this kind of stuff
L424[14:00:33] <williewillus> and idk how
you'd change it to not be terrible
L425[14:01:02] <diesieben07> can you
reproduce it?
L426[14:06:08] <williewillus> i haven't
tried
L427[14:06:22] <williewillus> and seems to
happen randomly
L428[14:06:26] <williewillus> according to
reports
L429[14:06:30] <diesieben07> hm
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L432[14:16:05] <williewillus> fry: can I
have trig functions in the ASM json? :D also the animation system
seems to be taking a ton of more RAM than it used to in 1.8.x ...
(forge issues 3602, 3594 respectively)
L433[14:19:10] <fry> example when you
would use a trig function?
L434[14:20:34] <PaleoCrafter> for most
stuff you can just approximate it with an appropriate amount of
linear steps :P
L436[14:21:05] <williewillus> yes but I
also do another trig-based render in the TESR and it doesn't
match
L437[14:21:08] <williewillus> :P
L438[14:21:15] <williewillus> the memory
issue is the bigger one of the two though
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L446[14:57:10] <LexMobile> ASM json?
L447[14:57:39] <diesieben07> animation
state machine
L448[14:57:48] <LexMobile> Change that
fucking name
L449[14:57:52] <diesieben07> hahaha
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L451[14:58:05] <williewillus> blame
fry
L452[14:58:06] <williewillus> :P
L453[14:58:07] <LexMobile> AniSM
L454[14:58:24] *** fry
was kicked by LexMobile (fix it))
L455[14:58:28] <williewillus> lol
L456[14:58:40] <PaleoCrafter> I bet it was
intended
L457[14:58:42] <LexMobile> You think I'm
joking....
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L460[15:03:15] <gigaherz> lol
L461[15:03:42] <killjoy> I just joined...
I've seen asm json before
L462[15:03:50] <killjoy> it was a
pain
L463[15:04:03] <gigaherz> Ansem!
L464[15:04:12] <gigaherz> ANimation StatE
Machine ;P
L466[15:04:39] <killjoy> Stateful Machine
Animation
L467[15:04:49] <killjoy> MSA
L468[15:04:52] <killjoy> SMA
L469[15:04:53] <gigaherz> SMA*
L470[15:05:02] <gigaherz> or you
know
L471[15:05:04] <gigaherz> Animation
controller.
L472[15:05:10] <killjoy> A/C?
L473[15:05:29] <illy> or SAM Stateful
Animation Machine
L474[15:05:41] <killjoy> but SAM is the
grading software
L475[15:06:53] <williewillus> but that's
already a java term
L476[15:06:56] <williewillus> single
abstract method
L477[15:07:14] <killjoy> Well *I've* never
heard of it
L478[15:07:21] <killjoy> I've
L479[15:07:33] <illy> ahh in that case
forget the acronym lets just call it Jeff
L480[15:07:39] <killjoy> ^
L481[15:07:48] <killjoy> Hefe?
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L484[15:13:40] <barteks2x> I probably
should reconsider my region file extension... 3d region file names
look like: -1.0.1.3dr
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L486[15:14:09] <williewillus> mcac
L487[15:14:12] <williewillus> mca cubic
:P
L488[15:14:39] <barteks2x> not really
anvil... the whole change in anvil was splitting into cubes
L489[15:15:03] <barteks2x> it's closer to
the old region format
L490[15:15:27] <gigaherz> .crf -- cubic
region file
L491[15:15:35] <williewillus> then mcc mcr
but cubic
L492[15:15:56] <barteks2x> ^I like crf,
but then I also need a 2d version
L493[15:16:01] <barteks2x> currently
2dr
L494[15:16:07] <killjoy> it's just one
character away from CRLF
L495[15:16:25] <gigaherz> hrf --
horizontal region file
L496[15:16:41] <barteks2x> no idea how you
came up with these names
L497[15:17:28] <gigaherz> well I went
through "planar", "flat", "standard",
"old", ...
L498[15:17:34] <gigaherz> they didn't
sound right
L499[15:17:34] <gigaherz> ;P
L500[15:17:58] <gigaherz> also
L501[15:18:01] <gigaherz> instead of
"f" for file
L502[15:18:05] <gigaherz> "s"
for storage
L503[15:18:13] <gigaherz> "cubic
region storage" crs
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L513[15:30:43] <Barteks2x_> argh, my bnc
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L531[16:34:12] <p455w0rd> is it not
possible to attach a capability via AttachCapabilitiesEvent to an
Item? I have set a breakpoint in
AttachEapabilitiesEvent#addCapability...it succeeds and gets added
to the caps map, immediately following, I call
System.out.println("" +
stack.hasCapability(TeslaCapabilities.CAPABILITY_CONSUMER, null));
which returns false
L532[16:35:57] <gigaherz> does the
capability provider that you added get called at all?
L533[16:37:35] <p455w0rd> yes
L534[16:38:01] <gigaherz> can you show the
code for it?
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L536[16:38:37] <p455w0rd> sure, 1sec
L538[16:40:48] <gigaherz> ah so you use a
"stock" capability provider
L539[16:41:47] <p455w0rd> yes, and I'm
using Tesla's modid in the resourcelocation, but I've only gone
this route after my own implementations failed
L540[16:42:03]
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L541[16:42:06] <gigaherz> I have never
actually used capabilities on itemstacks
L542[16:42:13] <gigaherz> so I'm not sure
what the limitations are
L543[16:42:28] <p455w0rd> no one has
lol
L544[16:42:44] <p455w0rd> oh well..thx for
hearing me out
L545[16:42:49] <williewillus> i have :P
any of your backpacks/bags use caps :P
L546[16:43:18] <gigaherz> the code you
pasted doesn't really look wrong
L547[16:43:21] <williewillus> where can I
see BaseTeslaContainerProvider?
L548[16:43:28] <gigaherz> in the tesla
repository ;P
L550[16:43:56] <p455w0rd> well the issue
is attaching them via the event...I have successfully add caps via
an Item in my own mod
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L552[16:44:10] <gigaherz> what version of
mc are you on?
L553[16:44:11] <williewillus> try using
the new version of the evt
L554[16:44:20] <gigaherz> it shouldn't
matter, though
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L556[16:44:34] <gigaherz> the Item class
is just AttachCapabilitiesEvent<Item> with a wrapper
method
L557[16:44:36] <p455w0rd> new version
doesn't provide the stack
L558[16:44:41] <gigaherz> yes it
does
L559[16:44:44] <gigaherz> in getObject or
whatever
L560[16:44:50] <p455w0rd> oo
L561[16:44:58] <williewillus> step through
the getCapability call then
L562[16:45:09] <williewillus> and look at
the internal maps/dispatchers and see if your provider is even
there
L563[16:45:14] <gigaherz>
AttachCapabilitiesEvent<ItemStack>
L564[16:45:25] <gigaherz> no wait
L565[16:45:26] <gigaherz> hmm
L566[16:45:35] <gigaherz> this may
actually be broken lol
L567[16:45:45] <p455w0rd> yeah..ites,
entities, TEs and world
L568[16:45:52] <p455w0rd> items*
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L570[16:45:59] <gigaherz>
AttachCapabilitiesEvent.Item extends
AttachCapabilitiesEvent<Item
L571[16:46:02] <gigaherz> not
<ItemStack>
L572[16:46:06] <p455w0rd> yup
L573[16:46:18] <gigaherz> wait what do you
need the itemstack for?
L574[16:46:43] <williewillus> checking nbt
tags on it
L575[16:46:46] <p455w0rd> serialization of
NB
L576[16:46:48] <p455w0rd> T
L577[16:47:26] <gigaherz> yeah this is
broken
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L579[16:47:40] <gigaherz> that's why .Item
isn't deprecated
L580[16:47:41] <gigaherz> XD
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L582[16:47:52] <gigaherz>
AttachCapabilitiesEvent<Item> wouldn't work
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L584[16:48:00] <gigaherz> they should have
updated it to <ItemStack>
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L586[16:48:22] <gigaherz> icne you can
just do stack.getItem()
L587[16:48:27] <gigaherz> <Item>
makes no sense
L588[16:48:29] <williewillus> i think it
was just a derp
L589[16:48:42] <williewillus> should open
an issue for it
L590[16:48:56] <p455w0rd> okay..so this is
why I'm using the deprecated version
L591[16:49:04] <p455w0rd> which does
proivide the stack
L592[16:49:05] <SotS> good evening
everyone
L593[16:49:19] <p455w0rd> i dunno..ima
give up for now
L594[16:49:42] <SotS> anyone here who
could help me out with a problem with IModelState?
L595[16:49:48] <gigaherz> williewillus:
wanna creat the issue, I'm kinda tired right now
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L597[16:50:06] <williewillus> gigaherz:
sure
L598[16:50:10] <williewillus> SotS: what
kind of problem?
L599[16:50:19] <williewillus> IModelState
is a very overloaded interface xD
L600[16:50:30] <p455w0rd> i would do a PR
but I haven't the first idea of how to do proper patching
L601[16:52:49] <SotS> Well, i have a
Multilayer model for a Pipe, both parts are OBJ files. Basicly one
part is the Structural Frame, the other the Translucent
Glass.
L602[16:53:33] <SotS> So im hiding parts
of the Model under ceratin condition(Aka ano neighboring
Pipe)
L604[16:53:54] <SotS> But the list of
Parts never contains the pieces of the Glas
L605[16:54:20] <gigaherz> although
no
L606[16:54:23] <gigaherz> you asked about
IModelState
L607[16:54:25] <gigaherz> I don't use that
;P
L608[16:55:14] <SotS> Well if your
solution helps me get the Translucent Glas pieces to render in
world ill happily adopt
L609[16:55:27] <williewillus> do you have
code?
L610[16:55:40] <williewillus> it's easier
to understand than words (like idk what "Part" means in
this context)
L611[16:55:45] <SotS> sec ive a forum
issue for this stuff, with code
L614[16:56:11] <SotS> there ya go
willus
L615[16:56:38] <SotS> First mod really so
a bit wonky i bet
L616[16:56:45] <p455w0rd> ty willie
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L618[16:57:27] <SotS> For my Dynami State
of the model ive looked into the debug Code of forge for
inspiration
L619[16:57:37] <SotS> helped me lots
L620[16:57:48] <SotS> but i cant get it to
work with Multilayer
L621[16:58:45] <gigaherz> I strongly
recommend getting the code into github
L622[16:58:50] <williewillus> i'll try to
remake a simple example of what you want
L623[16:58:51] <gigaherz> with a decent
opensource license
L624[16:58:55] <williewillus> i think it's
possible
L625[16:58:59] <gigaherz> even if it
sucks
L626[16:58:59] <williewillus> rather it is
possible
L627[16:59:08] <gigaherz> even if it's
just for history purposes
L628[16:59:16] <SotS> I have the code on
Github
L629[17:02:11] <SotS> I guess since i put
the code publicly anyways, i can make the repo public anyways
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L632[17:07:55] <williewillus> if it's
public link to me so I can use your obj's in my example
L633[17:08:02] <williewillus> / test
L634[17:08:35] <williewillus> I think
there's several problems here. first why are you using
Properties.Animationproperty?
L635[17:08:53] <williewillus> second why
did you copy paste fry's group hiding stuff from forge without
knowing what it does? :p
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L639[17:10:01] <SotS> as i said, modding
newb, just trying to get things to work
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L641[17:10:11] <williewillus> don't use
things without nuderstanding what they do though :P
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L643[17:11:11] <williewillus> I *think*
this should be fully possible with only a few lines of code
L644[17:11:33] <SotS> well i know iterates
through a list of Parts that resemble the individual Objects in my
OBJ, checks if their Name is present in the Hidden list and hides
them from Rendering
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L646[17:12:33] <williewillus> yes but this
whole "hiding" thing should be done using blockstate
properties
L647[17:13:49] <gigaherz> back
L648[17:13:55] <SotS> it'd be even better
if I could do showing instead of hiding
L649[17:13:55] <gigaherz> SotS: I was
thinking while I was in the bathroom
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L651[17:14:01] <gigaherz> do you actually
need a custom baked model at all?
L652[17:14:27] <SotS> I wont bother
creating THAT thing in JSON
L653[17:14:34] <gigaherz> nono
L654[17:14:36] <williewillus> i don't even
know what "that thing" looks like
L655[17:14:40] <SotS> sec
L656[17:14:45] <gigaherz> the shape of the
thing or model format does not matter
L657[17:14:50] <williewillus> and i don't
think you need to
L658[17:14:58] <williewillus> this is just
the classic "pipe example" of the new models system
L660[17:15:00] <williewillus> except in
obj
L661[17:15:07] <gigaherz> you can use obj
models in blockstates files
L662[17:15:09] <williewillus> ^
L663[17:15:12] <williewillus> that should
be all
L665[17:15:15] <gigaherz> see my proxy
json as an example
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L667[17:15:24] <williewillus> yeah it's
the classic example
L668[17:15:33] <gigaherz> yeah see my json
link ;P
L669[17:15:49] <williewillus> first things
first
L670[17:15:54] <williewillus> declare your
blockstate properties properly
L672[17:16:24] <gigaherz> the block
corresponding to that json
L673[17:16:33] <SotS> Can you point me at
what exactly i did wrong? theres not alot of documentation to
folly
L674[17:17:37] <williewillus> just not
using the right system :P
L675[17:17:41] <williewillus> no 1 place
it's "wrong"
L676[17:17:45] <gigaherz> you don't have
any actual properties
L677[17:17:48] <williewillus> ^
L678[17:17:53] <gigaherz> you just shove
all the data into an IUnlistedProperty
L679[17:17:55] <SotS> yeah i was afraid it
would run into a problem
L680[17:17:57] <gigaherz> that's designed
as a last-resort
L681[17:18:04] <gigaherz> for when normal
properties just won't do
L682[17:18:19] <SotS> well good i actually
ran into this stuff XD
L683[17:18:43] <gigaherz> example: mods
with connected textures
L684[17:18:44] <SotS> now for Analysing
Gigas example
L685[17:18:56] <gigaherz> which need
something like 47 states per face
L686[17:19:05] <SotS> jeez thats
alot
L687[17:19:06] <gigaherz> and the states
are position-dependant
L688[17:19:18] <williewillus> well they do
lots of magic to shrink that down
L689[17:19:29] <gigaherz> the 47 is the
shrinked number ;P
L690[17:19:44] <gigaherz> otherwise it
would be 5^4
L691[17:20:03] <gigaherz> I went through
that not too long ago
L694[17:20:35] <williewillus> fun
L695[17:21:09] <williewillus> random
question how long did it take you guys to understand blockstates
when they were first introduced lol
L696[17:21:18] <williewillus> i feel like
it took me longer than it should have :P
L697[17:21:24] <SotS> still learning
XD
L698[17:21:28] <gigaherz> longer than it
should have, definitely
L699[17:21:39] <gigaherz> there's certain
unintuitive things
L700[17:21:41] <gigaherz> first
L701[17:21:44] <williewillus> names
L702[17:21:45] <gigaherz> that it
precomputes EVERYTHING
L703[17:21:58] <gigaherz> every possible
combination of property values ,are precomputed during init
L704[17:22:00] <williewillus> back when
BlockStateContainer was named BlockState that was a nice dose of
confusion
L705[17:22:04] <gigaherz> meaning you have
to keep the number low ;P
L706[17:22:08] <SotS> So giga youre making
use of getActualState(), wich is shown deprecated for me in
Eclipse
L707[17:22:14] <williewillus> ignore that
for now
L708[17:22:17] <gigaherz> SotS: it's
mojangprecated
L709[17:22:22] <gigaherz> just put
@Deprecated in your override
L710[17:22:27] <gigaherz> it means
"don't call from outside"
L711[17:22:34] <SotS> so basicly just
deprecated because someone flagged it that way
L712[17:22:40] <gigaherz> no it's
because
L713[17:22:42] <gigaherz> outside callers
should use
L714[17:22:48] <gigaherz>
IBlockState#getActualState instead
L715[17:22:53] <gigaherz> and not call the
block's method directly
L716[17:22:54] <SotS> i seee
L717[17:23:20] <gigaherz> you'll see
similar deprecations for stufflike getLightOpacity or
isFullcube
L718[17:23:32] <williewillus> why didnt
they just make it package then i wonder
L719[17:23:43] <SotS> was about to ask
that
L720[17:23:53] <gigaherz> is IBlockState
in the same package?
L721[17:23:56] <williewillus> no
L722[17:24:00] <williewillus> but thje
packages are mcp given
L723[17:24:39] <SotS> ACTUALLY, i was
first experimenting with PorpertyBools, then someone pointed me at
fry's example, so i grabbed the straw...interesting to see i was
right the first time round XD
L724[17:25:23] <SotS> all the
rewrites
L725[17:25:34] <gigaherz> good learning
experience though ;P
L726[17:25:55] <SotS> indeed
L727[17:26:05] <SotS> allready massive
thanks to you guys
L728[17:26:48] <gigaherz> np, we are happy
to help
L729[17:26:50] <SotS> Still have loads of
stuff to ask for the future
L730[17:27:10] <SotS> if you could see me
facepalming now...
L731[17:27:23] <SotS> thats what i get for
coding at 3am
L732[17:27:24] <gigaherz> we all did our
fair share of facepalming in the past
L733[17:27:34] <williewillus> this is
interesting
L734[17:27:40] <williewillus> have you
looked at the observer code?
L735[17:27:41] <gigaherz> not including
the facepalms at other people's code, that is
L736[17:27:45] <williewillus> lol
L737[17:27:46] <gigaherz> can't say I
have
L738[17:28:00] <gr8pefish> anyone here who
understands capabilities enough for abstraction to an API level
(b/c I apparently don't :P) that wants to help me out?
L739[17:28:09] <williewillus> just
ask
L740[17:28:10] <gigaherz> gr8pefish:
sup?
L741[17:28:41] <gigaherz> [joke] I was
willing to provide one answer, but saying "ask" already
used it up, so now I'm out of answers for you [/joke]
L742[17:28:42] <williewillus> gigaherz:
remember in the snapshots when they *actually* detected neighbor
updates instead of Block-meta changes? they just extracted that
into a boolean. theoretically could reenable it all by patching one
line in
L744[17:29:17] <gigaherz> oh they don't
use neighbour changes anymore?
L745[17:29:51] <williewillus> no, they
purely detect state changes
L746[17:29:58] <williewillus> i.e. if
block and meta are different they signal
L747[17:30:00] <gr8pefish> I want to allow
simple methods like getIsGliding(), and that uses the capability
for data storage, but I'm not sure about the injection in the API
itself and if that will break things
L748[17:30:18] <gigaherz> not sure what
you mean
L749[17:30:31] <gr8pefish> Okay let me try
and rephrase
L750[17:30:43] <williewillus> to expose
your cap in your mod API you just put the interface in your
api
L751[17:30:44] <gigaherz> a capability is
just an interface with its corresponding handler object
L752[17:30:56] ⇦
Quits: Jezza (~Jezza@92.206.161.17) (Ping timeout: 180
seconds)
L753[17:31:01] <gigaherz> all you haveto
do is apply for a capability given your interface
L754[17:31:02] <williewillus> and if
others want your cap they'll use @CpaabilityInject to get the cap
object
L755[17:31:07] <gigaherz> and the storage
+ factory
L756[17:31:20] <gigaherz> and forge takes
care of filling in all the @CapabilityInjects
L757[17:31:26] <gigaherz> (including your
own)
L758[17:31:36] <gr8pefish> SO I need to
provide the storage and factory at the API level, and not the
injection (I do that myself in my own mod)?
L759[17:31:37] <williewillus> also your
cap provider and cap implementation are both the same class
L760[17:31:42] <williewillus> i'm not sure
if that's good practice or not
L761[17:31:44] <gigaherz> nono
L762[17:31:49] <williewillus> you do the
"injection" whenever you register it
L763[17:31:52] <gigaherz> forge just
requires the instances to be passed into .register
L764[17:31:52] <williewillus> because
forge does it
L765[17:31:56] <gigaherz> you can do
whatever you want in them
L766[17:32:28] <gigaherz> really there's 3
completely separate and independent pieces of a capability
L767[17:32:31] <gigaherz> 1. your
interface
L768[17:32:34] <gigaherz> thisi s whatever
you want
L769[17:32:43] <gigaherz> there's no
restrictions in it besides your design choices
L770[17:32:57] <gigaherz> 2. the
capability object that you apply for, using the .register
method
L772[17:33:13] <gigaherz> 3. the fields
and methods marked with
@CapabilityInject(YourInterface.class)
L773[17:33:26] <gigaherz> the key is
that
L774[17:33:30] <gigaherz> when #2 is
done
L775[17:33:42] <gigaherz> it will
automatically scan for the #3 annotations in any and all loaded
classes
L776[17:33:44] <gigaherz> and fill them
in
L777[17:33:47] *
gr8pefish is furiously reading, keep going thank you
L778[17:33:58] <gigaherz> so from a
capability design point of view
L779[17:34:04] <gigaherz> all you have to
do is design your interface
L780[17:34:24] <gigaherz> and then have
some method somewhere, where you call register for it
L781[17:34:39] <gigaherz> ideally, you'd
provide a default instance factory
L782[17:34:44] <gr8pefish>
CapabilityManager.INSTANCE.register
L783[17:34:46] <gigaherz> and a default
instance storage provider
L784[17:34:52] <gigaherz> I mean
L785[17:34:54] <gigaherz> you have to give
them
L786[17:34:58] <gr8pefish> ^ That
.register one?
L787[17:35:01] <gigaherz> yes
L789[17:36:28] <williewillus> no
L790[17:36:33] <williewillus> only your
cap interface needs to be in the api
L791[17:36:34] <gigaherz> ugh
L792[17:36:37] <gigaherz> i hate when
people do that
L793[17:36:40] <williewillus> what
L794[17:36:42] <gigaherz> even if it's
done in forge
L795[17:36:44] <williewillus> provider and
impl on the same object?
L796[17:36:48] <gigaherz> yes
L797[17:36:52] <williewillus> wait forge
does that?
L798[17:36:59] <gigaherz> in some of the
examples, yes
L799[17:37:01] <williewillus> shame
L800[17:37:09] <gigaherz> (IIRC)
L801[17:37:19] <williewillus> provider and
cap impl should be separate
L802[17:37:24] <gr8pefish> yeah sorry
giga, I saw it in forge (or somewhere else) and assumed it was
okay
L803[17:37:30] <gigaherz> it's
"okay"
L804[17:37:31] <gigaherz> it's just
ugly
L805[17:37:40] <gr8pefish> Does it matter
for this case, or is it just not very clean?
L806[17:37:46] <gr8pefish> ^ Yeah,
okay
L807[17:37:48] <gigaherz> well you
asked
L808[17:37:52] <gigaherz> if it should be
exposed as part of the aPI
L809[17:37:55] <gigaherz> my opinion is
no
L810[17:37:58] <gigaherz> because it's
ugly
L811[17:37:58] <williewillus> anyways, all
you need to expose in your API is your cap interface
L812[17:37:58] <gigaherz> XD
L813[17:38:08] <williewillus> just that,
and the knowledge that it *is* a cap interface
L814[17:38:15] <williewillus> so that
people who use it can do @CapabilityInject
L815[17:38:32] <gr8pefish> So the can do
@CapabilityInject(IGliderHandler.class) and then go nuts with
that?
L816[17:38:36] <gr8pefish> *they can
L817[17:38:37] <gigaherz> yes
L818[17:38:41] <gigaherz> you know how
it's common to use
L819[17:38:47] <gigaherz>
CapabilityItemHandle.ITEM_HANDLER_CAPABILITY
L820[17:38:48] <gr8pefish> Okay, that's
simpler than I thought then
L821[17:39:02] <gigaherz> for accessing
the item handler capability?
L822[17:39:07] <gigaherz> it's completely
unnecessary
L823[17:39:07] <gr8pefish> Yeah
L824[17:39:11] <gr8pefish> Oh
really?
L825[17:39:17] <gigaherz> you can
@CapabilityInject(IItemHandler.class)
L826[17:39:22] <gigaherz> on a staticfield
in your class
L827[17:39:29] <gigaherz> and it will
receive the SAME instance
L828[17:39:48] <gr8pefish> Oh, so it is
the SAME, I wasn't sure of that thanks, that clears up a lot of
it
L829[17:39:48] <williewillus>
@CapabilityInject(IGliderHandler.class) public
Capability<IGliderHandler> GLIDER_CAP; . gets filled with the
Cap object if your mod is present, null otherwise
L830[17:39:58] <gr8pefish> perfect
L831[17:40:01] <williewillus> more
precisely, gets filled when your mod calls register()
L832[17:40:06] <gigaherz> yep
L833[17:40:08] <gigaherz> and
similarly
L834[17:40:30] <gigaherz>
@CapabilityInject(IGliderHandler.class) public static void
enableGliderSupport(Capability<IGliderHandler> cap) {}
L835[17:40:34] <gigaherz> will get called
around the same time
L837[17:41:01] <gr8pefish> Okay that's way
more clear giga/willie, thank you two
L838[17:41:03] <williewillus> np
L839[17:41:06] <gigaherz> np
L840[17:41:13] <gigaherz> that's really
just api design
L841[17:41:14] <williewillus> hm I have
this line in my old cap gist, is it actually true?
L842[17:41:16] <williewillus>
"Because of how the JVM processes annotations you can mention
interfaces inside @CapabilityInject that could potentially be
absent at runtime! THe annotation just gets ignored."
L843[17:41:21] <gigaherz> yes
L844[17:41:29] <williewillus> good
lol
L845[17:41:40] <gr8pefish> I will read
that cap primer from you willie, I read the posted one but forgot
about your fork
L846[17:41:58] <gigaherz> it's nice that
way
L847[17:42:00] <gigaherz> you can do
L848[17:42:10] <gigaherz>
@CapabilityInject(IGliderHandler.class) public
Capability<IGliderHandler> GLIDER_CAP;
L849[17:42:18] <gr8pefish> so you almost
"assume" it is there and then are corrected
otherwise?
L850[17:42:29] <williewillus> assume what
is there?
L851[17:42:35] <gigaherz> and if the class
is missing, it will just be null
L852[17:42:38] <gigaherz> it won't fail to
load or crash
L853[17:42:42] <gr8pefish> The
capability...nevermind, yeah it will just be null
L854[17:42:45] <gigaherz> so
L855[17:42:52] <williewillus> well if you
are the mod that owns the capability, it'll always be there if you
register it :P
L856[17:42:58] <gigaherz> if the api
supports default instances
L857[17:43:04] <gigaherz> you can then
do
L858[17:43:07] ***
DarkevilAway is now known as Darkevilmac
L859[17:43:24] <gigaherz> Object x =
GLIDER_CAP.getDefaultInstance(); // IGliderHandler wouldn't work,
but Object does ;P
L860[17:43:27] <gigaherz> and then
L861[17:43:46] <williewillus> wait why
Object?
L862[17:43:47] <gigaherz>
hasCapability(...) { if (cap == GLIDER_CAP) return (T)x;
L863[17:43:54] <gigaherz> because if you
write
L864[17:43:54] <williewillus> it returns T
in Capability
L865[17:43:58] <gigaherz>
IGliderHandler
L866[17:44:02] <gigaherz> it will be a
hard dep
L867[17:44:05] <williewillus> ah
L868[17:44:11] <gigaherz> but if you store
it in an Object field
L869[17:44:16] <gigaherz> or
Optional<IGliderHandler>
L870[17:44:25] <gigaherz> if you prefer
some type safety
L871[17:44:42] <gigaherz> then you can
just happily do (T)x;
L872[17:44:54] <gigaherz> and it will
compile into something that knows NOTHING about
IGliderHandler
L873[17:45:05] <gigaherz> so it will load
without the mod present
L874[17:45:18] <gigaherz> without having
to resort to reflection for initializing instances optionally
L875[17:45:37] <gigaherz> the downside
is
L876[17:45:44] <gigaherz> this only works
if your capability has default instances
L877[17:45:56] <gr8pefish> That's nice. So
this is safe anywhere: public <T> T
getCapability(Capability<T> capability, EnumFacing facing)
{
L878[17:45:56] <gr8pefish> return
GLIDER_CAPABILITY != null && capability ==
GLIDER_CAPABILITY ? (T)this : null;
L879[17:45:56] <gr8pefish> }
L880[17:46:02] <gr8pefish> Ugh formatting,
sorry
L881[17:46:24] <williewillus> inside your
own mod GLIDER_CAPABILITY will never be null, if you register it
:P
L882[17:46:29] <gigaherz> yes but as I
said, I find the practice of mashing up the instance and the
provider rather ugly
L883[17:46:38] <williewillus> gigaherz: i
thought defaults are required?
L884[17:46:46] <williewillus>
capabilitymanager throws if you don't give it one
L885[17:46:50] <gigaherz> williewillus:
only by contract
L886[17:46:55] <gigaherz> you have to
provide a factory
L887[17:47:01] <gigaherz> but the factory
can just throw notimplemented
L888[17:47:17] *
gr8pefish goes to read williewillus' thing on caps real
quick
L889[17:47:26] <gigaherz> it's against the
capability contract
L890[17:47:29] <gigaherz> but it works
just fine
L891[17:47:37] <gigaherz> same for the
IStorage
L892[17:47:40] <gigaherz> you have to
provide one
L893[17:47:43] <gigaherz> but the methods
can just NOOP
L895[17:49:14] <gigaherz> in there I was
too lazy to throw, so I just return null from the factory
L896[17:49:24] <gigaherz> it's an internal
capability
L897[17:49:34] <gigaherz> so anyone
calling the method is doing it wrong to begin with
L898[17:49:42] <gigaherz> but regardless,
I AM breaking the contract for the capability api
L899[17:50:39] <williewillus> the cap
system has surprisingly few warts
L900[17:50:53] <williewillus> I remember
having some problems with its design a few months ago but can't
remember them rn
L901[17:50:58] <williewillus> which means
they probably weren't big qualsm
L902[17:51:41] <williewillus> wat...
L903[17:51:54] <williewillus> when the
heck did bedrock's class get named `BlockEmptyDrops`
L904[17:52:23] <williewillus> also lol @
barrier block's blast resist is 1 higher than bedrock's
resist
L905[17:52:24] <kenzierocks> lolwut
L906[17:53:03] <gigaherz> well you can
technically break bedrock with an explosion.... a really really
powerful explosion
L907[17:53:04] <gigaherz> ;P
L908[17:53:10] ***
amadornes is now known as amadornes[OFF]
L909[17:53:34] <gigaherz> although given
that you can break it by abusing entities in "lazy
chunks"
L910[17:53:45] <Drullkus> ^
L911[17:53:54] <Drullkus> Dragon eggs
specficially
L912[17:53:56] <williewillus> where in the
codebase is the logic for "lazy chunks" encoded
L913[17:55:46] <gigaherz> Drullkus: not
just eggs anymore
L914[17:55:59] <gigaherz> williewillus: I
don't think there's specific logic for it
L915[17:56:20] <gigaherz> it's just chunks
that happen to be loaded by not ticking or something like that --
an off-by-one error somewhere
L916[17:56:28] <gigaherz> s/by/but/
L917[17:56:33] <williewillus> lol
L918[17:56:36] <Drullkus> Ouch
L919[17:56:46] ⇦
Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) ()
L920[17:56:58] <williewillus> i thought
they were a purposeful thing (chunks loaded where the tickrate is
reduced)
L921[17:57:03] <williewillus> guess
not
L922[17:57:08] <gigaherz> i doubt
that
L923[17:57:10] <gigaherz> but I could be
surprised
L924[17:57:11] <gigaherz> ;P
L925[17:57:17] <williewillus> apparently
mojang themselves doesn't understand the chunk logic which is
A+
L927[17:59:34] <gigaherz> no wait
nevermind
L928[17:59:49] <gigaherz> that's still
using eggs
L929[18:00:03] <gigaherz> for some reason
I remembered it as if he used sand instead
L930[18:01:45] <Drullkus> You use sand in
a lazy detector
L931[18:02:06] <gigaherz> yes there's asnd
involved
L932[18:02:14] <gigaherz> but the sand
isn't what causes the blocks to disappear
L933[18:02:47] <Drullkus> Correct
L934[18:02:51] <williewillus> are we
supposed to be naming things with -In still?
L935[18:02:56] <williewillus> forgot what
came out of that discussion
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L938[18:04:52] <kenzierocks> staying with
-In if it's an MCP class
L939[18:04:55] <kenzierocks> otherwise
drop it
L940[18:04:56] <williewillus> cool
L941[18:05:19] <gigaherz> wait that's some
issue with using "entity" in a mod?
L942[18:05:32] <gigaherz> I thought it
only was a problem for decompiling minecraft
L943[18:05:36] <gigaherz> there's*
L944[18:05:47] <gigaherz> nevermind
L945[18:05:50] <gigaherz> that's mcp
tracker
L946[18:06:02] <kenzierocks> yes
L947[18:06:07] <kenzierocks> MCP only
:P
L948[18:06:08] ***
diesieben07 is now known as diesieben|away
L949[18:06:11] <kenzierocks> mods can do
whatever
L950[18:11:56] <SotS> Good night everyone,
thank again to Willus and giga :)
L951[18:12:42] <gigaherz> good night
L952[18:12:51] <williewillus> gnight
L953[18:13:32] <williewillus> hm i wish
1.11.2 would get on the bot soon :P
L954[18:13:36] <williewillus> naming
things is fun
L955[18:14:31] <gigaherz> heh
L956[18:14:54] <williewillus> !gm
func_191515_a
L957[18:17:21] ***
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L970[18:41:07] <gigaherz> night
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L996[21:16:44] ***
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L999[21:28:56] <williewillus> !gf
field_92101_f
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L1004[22:01:06] <killjoy1> mcpbot at
least needs the option of getting obf names for 1.11.2
L1005[22:01:17] <killjoy1> Because some
people need them for things.
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L1025[23:03:28] <williewillus>
!latest
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L1028[23:14:01] <killjoy> Is there a mod
for 1.11.2 that uses the EntityPlayer#eyeHeight?
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(Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr
klingen und das T�ten angemessen wirkt. (George
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