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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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L36[01:12:26] <RebelKeithy> Alright, I think I have everything working now :D http://imgur.com/a/a4Ndd
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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L56[02:57:12] <Yamakaja> Uh, any ideas why the mapping viewer has stopped working? http://paste.md-5.net/kiferupotu.avrasm
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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L236[10:48:20] <ghz|afk> LOL https://twitter.com/JohnELewis/status/816389424040833024
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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L270[11:56:43] <williewillus> anyone seen a crash like this: http://pastebin.com/4nfrM5KM
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"
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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> )
L289[12:34:51] <PaleoCrafter> if anybody wants to try it: https://github.com/PaleoCrafter/CurseSync
L290[12:35:55] <Akkarin> :o
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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"!
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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
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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
L337[12:50:10] <Intektor> http://i.imgur.com/cxlgkp4.png
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
L352[12:51:57] <Intektor> I did http://i.imgur.com/zkhrRYU.png
L353[12:52:14] <Akkarin> why do you call ClientProxy then?
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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 >_>
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L392[13:41:53] <williewillus> anyone seen a crash like this before? http://pastebin.com/4nfrM5KM
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
L430[14:07:17] <PaleoCrafter> oh, cpw, I see you're active :P thought you might be interested in this: https://github.com/PaleoCrafter/CurseSync if you ever want to download another pack from Curse :P
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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
L435[14:20:40] <fry> ^
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
L465[15:04:31] <gigaherz> http://statici.behindthevoiceactors.com/behindthevoiceactors/_img/chars/ansem-kingdom-hearts-358-2-days-6.8.jpg
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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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
L537[16:39:54] <p455w0rd> https://gist.github.com/p455w0rd/cacfaddc9b4df3fa20b7d1daffece426
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
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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
L549[16:43:45] <gigaherz> https://github.com/Darkhax-Minecraft/Tesla/blob/master/src/main/java/net/darkhax/tesla/api/implementation/BaseTeslaContainerProvider.java
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)
L603[16:53:51] <gigaherz> you can use this for inspiration: https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java
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
L612[16:55:54] <williewillus> p455w0rd: gigaherz: https://github.com/MinecraftForge/MinecraftForge/issues/3603
L613[16:56:05] <SotS> http://www.minecraftforge.net/forum/index.php?topic=44423.0
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
L659[17:15:00] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/proxy.json
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
L664[17:15:13] <SotS> here is just the Frame https://i.imgur.com/da9w11G.png
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
L671[17:16:17] <gigaherz> example: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/automation/proxy/BlockProxy.java#L19
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
L692[17:20:04] <gigaherz> https://dl.dropboxusercontent.com/u/743491/Corner%20connectivity.png
L693[17:20:08] <gigaherz> https://dl.dropboxusercontent.com/u/743491/Corner%20connectivity%20numerically.png
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
L743[17:29:06] <gr8pefish> So here's my first attempt: https://github.com/gr8pefish/OpenGlider/commit/e77ad017c137c72443b8fe81af8083d1d0b715e6
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
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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
L771[17:33:09] <williewillus> if you haven't read this (plug) https://gist.github.com/williewillus/c8dc2a1e7963b57ef436c699f25a710d
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
L788[17:36:02] <gr8pefish> So it seems like I should expose this actually in the API then, correct?: https://github.com/gr8pefish/OpenGlider/commit/e77ad017c137c72443b8fe81af8083d1d0b715e6#diff-df37b9197bf926fa26ce3712e8135bbfR17
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
L836[17:40:46] <gr8pefish> So I just got hung up on the utility wrapper methods like this: https://github.com/gr8pefish/OpenGlider/commit/e77ad017c137c72443b8fe81af8083d1d0b715e6#diff-10e3205196be4c0b541034426cd22339R24
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
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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
L894[17:48:32] <gigaherz> example: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/spells/SpellcastEntityData.java#L183
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
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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
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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+
L926[17:59:18] <gigaherz> Drullkus: https://youtu.be/rhXSJd-ImrA?t=285
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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L937[18:04:27] <kenzierocks> williewillus: https://github.com/ModCoderPack/MCPBot-Issues/issues/54#issuecomment-202103611
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
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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
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L970[18:41:07] <gigaherz> night
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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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