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L13[01:09:53] <SatanicSanta> It's getting
called, the value is changing correctly, there's just no change in
speed
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L16[01:14:25] <SatanicSanta> And that last
one is slowly being phased into the API provided by that first
link
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L24[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170106 mappings to Forge Maven.
L25[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170106-1.11.zip
(mappings = "snapshot_20170106" in build.gradle).
L26[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L56[02:32:15] <Akkarin> enjoy the connect
spam I guess
L57[02:32:43] <Akkarin> RIP OVH ^^'
L58[02:34:02] <Ashindigo> Irccloud
shortened all the connected messages which is nice
L59[02:36:14] <killjoy> I was bored
today.
L60[02:36:21] <killjoy> When I'm bored, I
do things that don't matter.
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L63[02:37:46] <killjoy> The factory was my
solution to the added constructor
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L70[02:51:51] <killjoy> I'm noticing a new
tab in graphs section of my github repos
L71[02:51:55] <killjoy>
"Dependents"
L72[02:52:25] <mezz> they announced
something like that for ruby projects
L74[02:53:51] <killjoy> Is that
automatic?
L75[02:54:03] <mezz> no idea
L76[02:55:49] <killjoy> then I guess it's
no use to java projects
L77[02:55:56] <killjoy> for now...
L78[02:59:42] <killjoy> Did github recently
change so that up to date forks update automatically?
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L106[04:14:26] <Smack> Having a really
strange problem. I updated to forge to 2202 and my spongeforge as
well, but spongeforge is still on 1972? I have even tried removing
the spongeforge mod, and it's still launching as a spongeforge
server?
L107[04:14:51] <Smack> did ls -a and there
are no hidden files or anything. I'm beyond confused
L108[04:17:32] <Smack> turns out I
actually did have a hidden file. It was just called .jar.
Strange
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L140[05:39:14] <biasq> Hello, i have an
issue with setting up local server (using hamachi) with mods. they
work on client and if a person directly connets to me but they dont
work on server. it doesnot crash, it just starts vanila
minecraft
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L147[05:55:17] <biasq> Hello, i have an
issue with setting up local server (using hamachi) with mods. they
work on client and if a person directly connets to me but they dont
work on server. it doesnot crash, it just starts vanila
minecraft
L148[05:56:22] <PaleoCrafter> do you run
the forge jar= :P
L150[05:56:46] <ghz|afk> so
L151[05:56:51] <ghz|afk> java -jar
forge-blah-blah.jar
L152[05:56:56] <ghz|afk> not java -jar
minecraft-blah.jar
L153[05:57:26] <biasq>
forge-1.7.10-10.13.4.1558-1.7.10-universal.jar
L154[05:57:35] <biasq> if thats the
case
L155[05:58:15] <ghz|afk> yes,
example:
L156[05:58:17] <ghz|afk> java -Xmx3G -jar
forge-1.10.2-12.18.2.2151-universal.jar nogui
L157[05:58:31] <ghz|afk> i don't like to
show the gui window for the server, since the console window is
good enough for what I do
L158[05:58:33] <PaleoCrafter> q.q Mojang,
why must you use the *unlocalized* name in ItemStack.toString
xD
L159[05:58:52] <ghz|afk> because they have
.getItemStackDisplayName for other uses ;p
L160[05:59:12] <PaleoCrafter> I'd expect
the ItemStack.toString to use the registry name :P
L161[05:59:21] <ghz|afk> what annoys me is
that it's the unloc name, and not the registry name
L162[05:59:28] <PaleoCrafter> yeah, that's
my point :P
L163[05:59:34] <ghz|afk> I guess they
never changed it from before they had registry names
L164[06:00:02] <PaleoCrafter>
probably
L165[06:00:12] <PaleoCrafter> wonder
whether it'd be worth a PR, though
L166[06:01:24] <ghz|afk> probably not. you
can just have your own utility method for it, {return
String.format("%dx%s@%d", stack.getCount(),
stack.getItem().getRegistryName(), stack.getMetadata()); }
L167[06:02:31] <PaleoCrafter> eh,
meh
L168[06:02:41] <PaleoCrafter> I'm not
calling toString myself :P
L169[06:10:46] <biasq> so
L170[06:10:52] <biasq> what do i do with
my issue?
L171[06:11:15] <ghz|afk> dunno, if you
have the vanilla server stuff and the forge jar
L172[06:11:20] <ghz|afk> and you run the
forge jar with java
L173[06:11:22] <ghz|afk> then it should
work
L174[06:11:25] <ghz|afk> and load the mods
from the modsfolder
L175[06:11:34] <ghz|afk> is there anything
in the logs?
L176[06:11:44] <ghz|afk>
fml-server-latest?
L178[06:12:34] <ghz|afk> well then it's
not loading vanilla
L179[06:12:41] <ghz|afk> ;P
L180[06:12:46] <ghz|afk> it'sactually
initializing forge
L181[06:13:22] <biasq> well but mods dont
work for sure. like i've given myself spawn eggs and weapons and
blocks and whatever using gamemode
L182[06:13:27] <ghz|afk> [15:59:14]
[Server thread/ERROR] [FML/]: Unable to determine registrant mod
for TooManyItems. This is a critical error and should be
impossible
L183[06:13:30] <biasq> and they simply
disappear
L184[06:13:48] <masa> also remove
Xaerominimap from the server
L185[06:14:00] <ghz|afk> it doesn't seem
to like your toomanyitems jar?
L186[06:14:03] <masa> [15:59:16] [Server
thread/ERROR] [FML/]: Caught exception from XaeroMinimap
L187[06:14:06] <masa>
java.lang.NoClassDefFoundError:
net/minecraft/client/Minecraft
L188[06:14:36] <ghz|afk> ah yes I hadn't
gone that far down yet
L189[06:14:41] <biasq> so i gues i should
not have the utility mods in the server folder?
L190[06:14:58] <ghz|afk> you shouldn't
have client-only mods in there
L191[06:14:58] <masa> don't have any
client-side-only mods on the server
L192[06:15:08] <biasq> ok i see
L193[06:15:11] <ghz|afk> not
"utility", it's a problem with mods that are designed
exclusively for the client
L194[06:15:17] <ghz|afk> but didn't bother
to say so in the @Mod annotation
L195[06:15:36] <ghz|afk> actually, was
there clientSideOnly in 1.7.10?
L196[06:17:43] <biasq> k so i removed all
of the client-only mods
L197[06:18:01] <biasq> but it still does
not work
L198[06:19:45] <ghz|afk> gotta go, later
ppl
L199[06:20:47] <Ashindigo> Tmi is still
being used? I thought nei/jei replaced jt
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L203[06:37:38] <masa> how should I add an
API to my dev env if I have to take the API from the github
repo?
L204[06:38:14] <masa> or does anyone know
if there are up-to-date API jars somewhere for the 1.10.2 version
of C&B?
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L207[07:06:11] <PaleoCrafter> masa, it's
on prog's Maven, iirc, one moment
L209[07:08:02] <PaleoCrafter> I don't
think the latest 1.10.2 version is there though, lol
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L212[07:13:46] <masa> yeah that was
exactly my problem, the 1.10.2 APIs stop when the 1.11 ones
begin
L213[07:14:04] <masa> I ended up cloning
the C&B repo and building it to get the API jar :p
L214[07:14:28] <PaleoCrafter> I've
personally uploaded the latest C&B 1.10.2 version to my own
maven repo, you could use that if you want :P
L215[07:14:41] <PaleoCrafter> it's not
just the API jar, but that shouldn't make a difference
L216[07:15:26] <masa> right... well I got
it working atm already, but...
L217[07:16:01] <masa> I guess I should
really ask Algo to update the official maven so that my build files
would also work out-of-the-box
L218[07:16:31] <PaleoCrafter> yeah, hence
my uploading to my own repo :D
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L222[07:45:57] <Intektor> I just installed
maven on my linux server, has someone an idea how you upload
libraries?
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L226[07:58:31] <Flying> I have a possibly
silly question, but perhaps someone knows without me going source
diving, what should I call to get hold of a chunk and if it has not
been generated, generate it ?, will calling provideChunk on an
IChunkProvider do this ? or will that give me a potentially empty
chunk
L227[07:59:11] ⇦
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L228[08:05:14] <barteks2x>
world.getChunkforBlock/ChunkCoords
L229[08:06:08] <barteks2x> on the client -
will return EmptyChunk if it doesn't exist, in server will load or
generate chunk if needed
L230[08:07:19] <barteks2x> note that it
will generate a chunk but it may not be populated if chunks around
it aren't generated
L231[08:09:17] <barteks2x>
*genChunkFromBlockCoords/ChunkCoords
L232[08:09:20] <barteks2x> *get
L233[08:10:27] <Flying> barteks2x: so how
do I make sure it is properly populated ? is there a flag for that
and it will do it once I hit "sufficient" other chunks
loaded ?
L234[08:10:53] <barteks2x> there is no
flag, it's populated automatically whe necessary chunks are
loaded
L235[08:11:21] <barteks2x> chunks
necessary for chunk at (x, z) are (x+1, z), (x+1, z+1), (x,
z+1)
L236[08:13:01] <barteks2x> note that even
after that it also won't be fully populated
L237[08:13:02] <Flying> barteks2x: well
there is an isPopulated() on chunks, so could I check that and then
generate around it until it is true ?
L238[08:13:15] <Flying> (for that
particular chunk)
L239[08:13:24] <barteks2x> there is
isPopulated but it won't really tell you if it's fully
populated
L240[08:13:49] <Flying> barteks2x: well,
what might not populate ?
L241[08:14:03] <Flying> so I can tell if
it is an issue or not in my particular case
L242[08:14:07] <barteks2x> because
MInecraft population actually populates chunkx from (x, z) to (x+1,
z+1) and using that are most efficiently means populating 16x16
area in the middle
L243[08:14:32] <barteks2x> so ores and
trees will likely be generated in 1/4th of that chunk
L244[08:15:00] <barteks2x> actually,
sponge documentation has nice explanation of that somewhere
L245[08:15:09] <Flying> links are
welcome
L246[08:16:43] <barteks2x> looks like that
documentation isn't there anymore, it got changed
L247[08:16:49] <Flying> :(
L248[08:17:21] <barteks2x> So I will make
my own ascii-art explanation, because that's the simplest way
L249[08:17:46] *
Flying puts on her learning cap and sits down :P
L251[08:19:19] <barteks2x> there, that's
how MInecraft popuylation works
L252[08:20:20] <Flying> barteks2x: so if I
need a full chunk populated, I need to atleast touch the chunks
around it aswell
L253[08:20:28] <barteks2x> basically,
yes
L254[08:20:40] <barteks2x> all 8 of them
if you want fully populated chunk
L255[08:21:18] <Flying> barteks2x: and I
am guessing that will generate vanilla structures aswell and most
modded ? (any known mods that break this presumption ?)
L256[08:21:30] <Grover_c13> how to get
thePlayer client side in latest forge?
L257[08:21:38] <barteks2x> yes, it will
generate modded toi. And there are mods that do populationw
rong
L258[08:21:41] <Grover_c13> oh nvm
L259[08:21:45] <Grover_c13> i see its just
player now
L260[08:21:48] <barteks2x> and these mods
will cause generating more chunks than just these 8
L261[08:22:19] <Flying> barteks2x: that
last thing is fine
L262[08:23:08] <Flying> sorry for all the
questions, but doing basically a crystal ball on "space"
so you can divine somethings about areas far off
L263[08:23:38] <Flying> now let's hope the
fact I first need to do this for 1.7.10 isn't going to make me
scream.... (but looks like it might be fine)
L264[08:24:22] <barteks2x> 1.7.10 probably
isn't really supported here. Also not sure why you need to laod
chunks for that
L265[08:24:38] <Flying> barteks2x: the
chunk being divined might not exist yet
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L267[08:25:22] <barteks2x> oh, right, I
had to actually translate that word, thought it means something
else
L268[08:26:42] <Flying> barteks2x: the
1.7.10 thing is because so many other magic related mods are still
stuck on it :(
L269[08:27:08] <barteks2x> well, your mod
being for 1.7.10 definitely doesn't help with less mods being on
1.7.10
L270[08:27:20] <Flying> barteks2x: well, I
am also supporting 1.7.10
L271[08:27:31] <Flying> and 1.8.9 and
1.11
L272[08:27:56] <Flying> just wrapped a
bunch of the differences
L273[08:29:08] <barteks2x> I just wouldn't
expect too much help for old versions. Chunk generation didn't
change since forever and answer to that question would be the same
even in *beta* 1.7
L274[08:29:37] <Flying> yep
L275[08:29:39] <Flying> just checked
that
L276[08:29:59] <Flying> barteks2x: well,
there is some diffs usually due to block position calls being
changed
L277[08:30:30] <barteks2x> I mean how
chunks are generated, not the exact algorithm. the exact algorithm
obviously changes
L278[08:30:53] <barteks2x> but the way
population and early chunk generation is done didn't change since
probably mc infdev
L279[08:31:12] <Flying> barteks2x: more
the API I meant
L280[08:31:18] <Flying> because that was
my main issue
L281[08:32:22] <barteks2x> what I mean is
that, the answer to your initial question and the ascii-art I
showed would be exactly the same in any older mc version
L282[08:33:07] <Flying> yeah
L283[08:33:11] <Flying> got that, got
that
L284[08:35:37] <Flying> (Still pondering
doing some scary Java magic to make the /same/ mod file work for
all those versions, but I probably shouldn't)
L285[08:49:40] *
Ashindigo wants the scary java magic
L286[08:50:26] <barteks2x> that scary java
magic is called reflection, but it definitely shouldn't be used
that way
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L291[09:04:56] <gr8pefish> Hi. Does anyone
have an already working gradle script to populate a forge update
json file whenever a new version is built/released? I can do it
myself easily enough, but there's no point if it's done
already.
L292[09:05:40] <TechnicianLP> which os? i
think that would require a lot of commands ....
L293[09:05:56] <gr8pefish> I'm running
windows
L294[09:06:23] <gr8pefish> It's not a big
deal, like I said I can do it, it's only if somebody had it laying
around already.
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L300[09:34:10] <barteks2x> My code does
weird things I can't explain again :( Somehow it tries to spread
light for 18 and more blocks instead of 15
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L303[09:44:28] <PaleoCrafter> what dafuq,
gradle simply stops on "extractRangemapReplacedMain" for
me Oo
L304[09:46:32] <barteks2x> exist or stops
doing anything?
L305[09:46:42] <barteks2x>
*exits/quits
L306[09:47:04] <PaleoCrafter> exits with a
code 1
L307[09:47:07] <PaleoCrafter> but no error
or anything
L308[09:47:26] <barteks2x> I've seen it
crash the JVM there but just immediately exit
L309[09:48:21] <barteks2x> *forgot
"not"
L310[09:48:25] <PaleoCrafter> heh
L311[09:48:49] <PaleoCrafter> lst line in
the debug log is "file or directory <project>/libs not
found"
L312[09:50:01] <barteks2x> Now I'm like
"WTF!?" code that worked for months decided to break
after insignificant change that shouldn't break anything
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L317[09:54:39] <barteks2x> and it breaks
even after reverting that change
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L324[10:27:11] <barteks2x> urgh... my
debug log is half GB size
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L333[11:06:22] <masa> how are ItemStack
capabilities supposed to be done? should I implement the
ICapabilityProvider in the item class itself?
L334[11:06:43] <masa> I mean if I want a
capability for my own item
L335[11:07:41] <PaleoCrafter> jesus
christ, inching ever closer to (hopefully) the resolution of my
Gradle issue
L336[11:07:53] <PaleoCrafter> masa,
override initCapabilities or something
L337[11:09:31] <masa> hmmh nope this won't
work like this...
L338[11:10:07] <masa> I don't need to use
thevent for my own items though, right?
L339[11:10:13] <PaleoCrafter> no
L340[11:10:17] <PaleoCrafter> why doesn't
the method work?
L341[11:10:24] <masa> I thought I had this
right but the cap came out as null
L342[11:21:27] <masa> ahahah FFS I spent
probably almost an hour staring at this "why the hell doesn't
it work"
L343[11:22:59] ⇦
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L345[11:24:28] <diesieben07> :D
L346[11:24:31] <masa> it's like magic, add
a special spell word and everything just works
L347[11:24:52] <diesieben07> that's why i
always do an else {} even if it's (seemingly) redundant
L348[11:25:43] <masa> hmm right...
L349[11:26:13] <masa> I'm just too used to
C complaining when I attempted to do if(foo) return bar; else
return baz;
L350[11:26:29] <masa> and I usually leave
the last return outside the if-else
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L352[11:29:08] <diesieben07> yes that's
exactly what i don't do :P
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L354[11:30:16] <TechnicianLP> you should
get a rubberduck ....
L356[11:33:33] <PaleoCrafter> and there I
thought I would be the first to report it
L357[11:35:00] <PaleoCrafter> *fail, not
file :D
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L360[11:45:31] <KnightMiner> So, any
practical way to do random textures on stairs, or should I just
give up?
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L363[11:46:42] <diesieben07> you do them
like on any other block? :D
L364[11:47:02] <KnightMiner> Thing is, I
normally just apply my textures using the Forge Blockstat
defaults
L365[11:47:23] <KnightMiner> Stairs have
20 something variants, and I doubt the forge defaults supports
random
L366[11:47:39] <KnightMiner> So I'd have
to apply the random textures to every single of the 20 something
variants
L367[11:47:46] <diesieben07> ah damn i
forgot we have random models, not random textures...
L368[11:47:46] <diesieben07> hrm
L369[11:48:03] <KnightMiner> Does forge
defaults support randomising the defaults?
L370[11:48:45] <diesieben07> the default
is deserialized like a normal variant
L371[11:48:47] <diesieben07> so... should
be
L372[11:49:03] <KnightMiner> Well, lets
find out I guess
L373[11:50:11] <KnightMiner> If that
works, stairs will be less painful than slabs, I needed to list
each of my random variants twice for that, once top, once
bottom
L374[11:52:03] <KnightMiner> Nope, gives a
Not a JSON Object error, same as when I tried to randomize any
variants that are not a complete variant string
L375[11:53:04] <KnightMiner> I guess I
make this the painful way...
L376[11:53:15] <diesieben07> couldn't you
do this via a parent?
L377[11:53:34] <diesieben07> set the
parent to a model that randomizes the texture... then do the quads
in the child? maybe?
L378[11:53:55] <KnightMiner> There is no
random textures though, only random models in blockstates
L379[11:54:09] <diesieben07> right... god
damn it :D
L380[11:54:24] <KnightMiner> With forge, I
can randomize the texture override, which is nice, but still
annoying
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L390[12:30:07] <PaleoCrafter> KnightMiner,
may I suggest a solution?
L391[12:30:14] <KnightMiner> Sure
L392[12:30:39] <PaleoCrafter> Make an
animated textures with like 1000 frames, each visible for about an
hour
L393[12:31:04] <PaleoCrafter> And then
randomly assign a texture to each frame
L394[12:31:41] <PaleoCrafter> There,
random textures as far as the user is concerned :P
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L396[12:32:05] <KnightMiner> How would
that work?
L397[12:32:12] <KnightMiner> You would
only ever see one texture
L399[12:32:51] <PaleoCrafter> But a block
will change its texture randomly :P
L400[12:33:05] <KnightMiner> Not what I
want, not nearly
L401[12:33:07] <KnightMiner> :P
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L403[12:33:21] <PaleoCrafter> That's the
joke :P
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L405[12:35:05] <ghz|afk> KnightMiner:
can't you just have a bunch of models each with its own texture
reference, and just specify those model files?
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L407[12:35:13] <gigaherz> yes it's
annoying
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L409[12:35:28] <gigaherz> but you can
generate the model files programmatically ;P
L410[12:36:21] <KnightMiner> I can, but
effectly that is the same as what I am doing, I am just removing
the 12 middleman models by using the Forge texture overrides
L411[12:38:18] <KnightMiner> Maybe in this
case it would be easier to have the middleman models, but its hard
to tell
L412[12:38:40] <KnightMiner> In any case,
I could easily duplicate the models to make a new stairs this
way
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L414[12:43:34] <KnightMiner> I guess the
real secret is to just be good at Regex and using Notepad++'s find
and replace function
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L417[13:03:02] <Intektor> does minecraft
use a special library for I18n?
L418[13:03:35] <gigaherz> it has its
own
L419[13:03:49] <gigaherz> it's just a
lookup table with key=Translation
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L424[13:35:28] <PaleoCrafter> welp, could
have told him that you can enable standard properties parsing
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L436[14:46:11] <killjoy> ...
L437[14:46:17] <killjoy> anyone have a
discord channel?
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L452[15:29:08] <PaleoCrafter> hm... do I
need to do anything special to have my caps be applied when taking
an item out of the creative inventory?
L453[15:29:21] <PaleoCrafter> the data
appears to be correct while in the inventory, but as soon as I take
it out, it's gone
L454[15:29:43] <PaleoCrafter> oh, nvm
._.
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L461[15:58:59] <Koward> I have a very
weird thing happening with substitution : sometimes it crashs at
model baking, sometimes not (and everything is fine). I can't see
any pattern. Here's the log when it crashes :
https://hastebin.com/oyovoqubag.md
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L467[16:40:31] <Disconsented> When
interacting with the world that isnt loaded/created yet are
sourounding chunks loaded or is it just the ones you directly
interact with?
L468[16:41:38] <Barteks2x> how would you
interact with world that isn't loaded/created?
L469[16:42:21] <Barteks2x> or did you mean
chunks?
L470[16:42:41] <gigaherz> Disconsented:
interacting with a block outside the loaded range can cause it to
load
L471[16:42:47] <gigaherz> which can cause
it to interact with other chunks
L472[16:42:50] <gigaherz> which can cause
them to load too
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L474[16:43:12] <gigaherz> it usually
doesn't
L475[16:43:17] <gigaherz> but it can --
and it's a bug when it happens
L476[16:43:25] <gigaherz> it just normally
doesn't affect much
L477[16:43:26] <Barteks2x> it usually does
when mods do population wrong
L478[16:43:43] <Barteks2x> and because of
vanilla bug in one method in Chunk class
L479[16:45:03] <Barteks2x> but generally
you shouldn't expect chunks around the one you interact with to be
loaded
L480[16:45:28] <Disconsented> say I load
up somthing in chunk 1,1 and just 1,1 would anything outside of
that be loaded?
L481[16:45:45] <Barteks2x> maybe, usually
not
L482[16:45:49] <gigaherz> it shouldn't
BUT
L483[16:45:53] <gigaherz> suppose my mod
is bigged
L484[16:45:58] <gigaherz> and I generate a
structure
L485[16:46:07] <gigaherz> that extends
beyond the limits of that chunk
L486[16:46:10] <gigaherz> bugged*
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L488[16:46:34] <gigaherz> since I'll be
setting blocks it will cause those chunks to load
L489[16:46:46] <Barteks2x> there is also
Chunk.enqueueRelightChecks which does load surrounding chunk over
manu ticks
L490[16:46:49] <Barteks2x> *many
L491[16:48:20] <Barteks2x> but that's only
for chunks viewable by players, apparently
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L496[17:02:11] <TechnicianLP> what happens
if someone replace ItemStack.EMPTY with an actual stack?
L497[17:02:28] <williewillus> everything
breaks probaly
L498[17:02:32] <williewillus> try it
:P
L499[17:02:58] <williewillus> it's just a
field use reflection to force it to something else and watch the
game break
L500[17:03:23] <gigaherz> watch as ALL the
empty slots suddenly contain that item
L501[17:03:32] <williewillus> ^
L502[17:03:37] <gigaherz> and the only
empty slots are those that have been shrink(1)'d to zero
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L506[17:05:16] <TechnicianLP> ok lets see
what it does ... instance is starting
L507[17:05:30] <Intektor> how do I declare
a whole packet as SideOnly CLIENT?
L508[17:06:04] <williewillus> that makes
no sense
L509[17:06:13] <williewillus> a packet
touches both physical by definition
L510[17:06:20] <williewillus> *physical
sides
L511[17:06:26] <gigaherz> Intektor: if a
packet is received by a client, it must be sent by the
server?
L512[17:06:35] <gigaherz> the same class
will be used by both
L513[17:06:37] <Intektor> sorry,
package
L514[17:06:42] <gigaherz> you don't
L515[17:06:52] <williewillus> you
shouldn't be using sideonly client at that broad a scale
L516[17:06:54] <gigaherz> you just not use
it
L517[17:07:00] <gigaherz> you shouldn't
use @SideOnly on your mod code at all
L518[17:07:01] <williewillus> yeah modders
really shouldn't be using that
L519[17:07:12] <gigaherz> xcept in cases
where you are overriding a method
L520[17:07:15] <williewillus> ^
L521[17:07:19] <gigaherz> and this method
has parameters that are only on one side
L522[17:07:20] <Intektor> hm ok
L523[17:08:02] <gigaherz> remember: if you
don't reference a class, it won't load
L524[17:08:05] <Intektor> I am just
interested, but how is SideOnly implemented?
L525[17:08:14] <gigaherz> FML has a
loading interceptor
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L528[17:08:38] <gigaherz> it detects class
loading and it strips out method signatures from the classes and
such
L529[17:08:48] <gigaherz> not the actual
bytecode
L530[17:08:54] <gigaherz> just the class
signatures and such
L531[17:08:55] <Intektor> if you just
don't reference it, it wont load, so why does this annotation then
even exist?
L532[17:09:01] <gigaherz> because
L533[17:09:09] <gigaherz> the code we get
from mojang
L534[17:09:13] <gigaherz> has been
"optimized"
L535[17:09:19] <gigaherz> so that unused
code is stripped from the bytecode
L536[17:09:28] <gigaherz> but we know the
server and client jars are one and the same in the source
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L538[17:09:44] <gigaherz> so, mcp combines
the two jars into one
L539[17:10:00] <gigaherz> and the
methods/classes that were only in one, it marks them as
@SideOnly
L540[17:10:05] <Intektor> why do you say
"optimized"?
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L542[17:10:15] <gigaherz> because it's
really the obfuscator
L543[17:10:15] <williewillus> dead code
elimination is an optimization
L544[17:10:23] <gigaherz> just removing
extra clues
L545[17:10:29] <gigaherz> it'snot meant to
make things faster
L546[17:10:35] <gigaherz> it just strips
away things that aren't used
L547[17:10:38] <Barteks2x> and it's also
done by JVM so it maybe has minor improvement on loading
speed
L548[17:10:41] <gigaherz> so that there's
less code to decompile
L549[17:10:50] <gigaherz> indirectly
L550[17:10:53] <gigaherz> it generates
smaller jars
L551[17:11:22] <gigaherz> anyhow as I was
saying
L552[17:11:29] <gigaherz> that means
there's two uses for @SideOnly
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L554[17:11:58] <gigaherz> one: during
recompilation of mc sources, it will first strip away the methods
marked as @SideOnly of the opposite side
L555[17:12:07] <gigaherz> before
generating the binary patches for that side
L556[17:12:34] <gigaherz> and two: during
runtime, it will strip away methods annotated with the wrong side,
so that the code doesn't cause loading errors
L557[17:14:29] <Intektor> ah ok, lets say
the code isnt eleminated, and all the GL stuff is still in there,
would a server crash, if it had no graphics card?
L558[17:14:29] <gigaherz> the reason for
it:
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L560[17:14:48] <gigaherz> not unless you
call it.
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L562[17:15:03] <ScottehBoeh> Good day
:D
L563[17:15:07] <gigaherz> there is one and
only one reason that requires @SideOnly
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L565[17:15:30] <gigaherz> suppose you have
class A {public void b(ClientInterface c) {} }
L566[17:15:42] <gigaherz> and you have
your extension
L567[17:15:49] <gigaherz> class D extends
A
L568[17:16:04] <gigaherz> and you want to
@Override public void b(ClientInterface c) {}
L569[17:16:13] <gigaherz> there's no way
to "not reference" that method
L570[17:16:19] <TechnicianLP> ok aparently
reflection doesnt like static final values to be changed ....
L571[17:16:21] <gigaherz> but it would
cause loading errors in the server
L572[17:16:32] <gigaherz> to work around
THAT specific issue
L573[17:16:41] <gigaherz> you have to make
the method @SideOnly(CLIENT)
L574[17:16:46] <Intektor> ah I see
L575[17:16:50] <Intektor> I
understand
L576[17:17:18] <gigaherz> for anything
else: use it through your clientproxy
L577[17:17:24] <gigaherz> so that it's a
noop in the server
L578[17:18:42] <williewillus>
TechnicianLP: really? it being finalshouldn't matter
L579[17:18:47] <williewillus> did you
unset the final flag
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L582[17:20:03] <Intektor> YOu should use
MethodHandles
L583[17:20:23] <TechnicianLP> aparently
nothing happens because isEMpty() does a reference check xD
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L585[17:20:35] <williewillus> oh heh
L586[17:20:44] <gigaherz> TechnicianLP:
lol true
L587[17:20:48] <Intektor> EMthodHandles
are way faster than normal reflection
L588[17:20:52] <gigaherz> it's still evil,
though
L589[17:20:58] <gigaherz> and you should
never modify that instance
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L591[17:21:07] <williewillus> Intektor:
the lookup is still slow
L592[17:21:12] <williewillus> which is
what makes normal reflectionslow
L593[17:21:24] <kenzierocks> lookup only
happens once though
L594[17:21:25] <williewillus> if you
cached the reflective object it would probably not make a
measurable difference
L595[17:21:29] <williewillus> unless
you're microbenching
L596[17:21:36] <gigaherz> it's like
L598[17:21:41] <gigaherz> 100 nanoseconds
vs 10
L599[17:21:53] <gigaherz> to do an
indirect call through reflection
L600[17:21:56] <kenzierocks> yea
TechnicianLP
L601[17:21:58] <gigaherz> the numbers are
most probably wrong
L602[17:22:03] <gigaherz> I mean the
orders of magnitude
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L604[17:22:14] <Intektor> when they are
used correctly they have the potential of being as quick as normal
calls
L605[17:22:27] <TechnicianLP> but 5* more
ugly
L606[17:22:46] <kenzierocks> so does
reflection Intektor :P
L607[17:22:55] <kenzierocks> it gets
compiled down to bytecode after like 15 calls
L608[17:23:33] <Intektor> no,
MethodHandles look way better
L609[17:23:44] <gigaherz> eh it's a
matterof how you use them
L610[17:23:46] <PaleoCrafter> but what if
I only need 14 calls? I gotta optimize that code so hard and use
method handles :P
L611[17:23:51] <kenzierocks> :P
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L613[17:24:15] <kenzierocks> you still
have to do reflection to get methodhandle access on other private
fields
L614[17:24:18] <kenzierocks> but there's 0
checks
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L616[17:25:04] <Intektor> well I think
thats personal preference what you think what code looks better :P
I just like MethodHandles more
L617[17:25:43] <PaleoCrafter> the one
thing you gotta be careful with for method handles is that you
should always be using invokeExact
L618[17:25:51] <Intektor> thats true
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L620[17:27:39] <kenzierocks> wait
why
L621[17:27:53] <gigaherz> hmmmm
L622[17:28:01] <gigaherz> I just had an
idea for my Survivalist mod XD
L623[17:28:51] <gigaherz> clicking on a
flammable thing with a stick, would have like a 1% chance of
causing fire
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L625[17:29:10] <killjoy> what about flint
in offhand?
L626[17:29:49] <Intektor> torches should
really stop burning after 10 minutes
L627[17:30:16] <Barteks2x> if someone
wanted to make torhces stop burning it would have to be
randomized
L628[17:30:17] <gigaherz> the flint is
useless by itself
L629[17:30:28] <gigaherz> it's the carbon
in the steel that sparks
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L631[17:30:55] <gigaherz> Intektor: I
considered that
L632[17:30:57] <Intektor> also someone
should go ahead and make all flying blocks fall down, we need
physics in minecraft ;D
L633[17:30:59] ***
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L634[17:31:00] <gigaherz> heck, mojang
considered that
L635[17:31:14] <gigaherz> that
exists
L636[17:31:33] <Intektor> damned we need a
physics engine in minecraft
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L639[17:31:51] <Intektor> is there a good
3D physics engine in java?
L640[17:32:17] <gigaherz> wait you want to
make the blocks fall with actual physics?
L641[17:32:32] <Intektor> maybe
L644[17:33:06] <Barteks2x> it's not going
to be anywhere near fast
L645[17:33:06] <gigaherz> however
L646[17:33:18] <gigaherz> note that you
can't just dump all the block colliders into the engine at
once
L647[17:33:27] <gigaherz> you'd ideally
need some kind of callback from the physics engine
L648[17:33:36] <killjoy> I'm sure pig
knows
L649[17:33:37] <gigaherz> to query the
colliders from the world near the moving objects
L650[17:34:02] <killjoy> or did he just
make blocks tumble?
L651[17:34:12] <Barteks2x> I would say
collision is the smaller problem, bigger problem is deciding what
should fall down
L652[17:34:25] <Intektor> imagine the
possibilities, you could make someones house explode and see it
slowly crash into itself
L653[17:34:43] <gigaherz> also, this is
how it would look like
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L656[17:35:29] <gigaherz> unless you want
sub-grids to spawn with groups of connected objects
L657[17:35:35] ***
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L658[17:35:41] <gigaherz> i nwhich case
good luck with that
L659[17:35:41] <gigaherz> ;p
L660[17:35:42] *
TechnicianLP is debating on wheter or not i want to replace the fml
securitymanager
L661[17:35:57] <killjoy> don't do
that.
L662[17:36:03] <Ordinastie> someone
already used jbullet to add physics in MC
L663[17:36:08] <gigaherz> I'd advise
against it
L664[17:36:08] <Ordinastie> what was his
name again ?
L665[17:36:12] <gigaherz> no idea
L667[17:36:42] <Intektor> I guess this
physics mod is a thing for microsoft, they qare already creaing a
good mod with malmo
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L669[17:37:14] <gigaherz> it looks so fake
with the blocks being unlit
L670[17:37:15] <gigaherz> XD
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L672[17:37:42] <Ordinastie> ah yes
Gliby
L674[17:38:15] <Barteks2x> O.o I got
NoClassDefFoundError caused by OutOfMemoryError
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L676[17:38:37] <Intektor> 8 byte
ram?
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L679[17:38:44] <ScottehBoeh> anything
Gliby does is magnificent.
L680[17:38:48] <Barteks2x> when shutting
down MC
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L682[17:39:39] <TechnicianLP> why is that
securitymanager there anyway? it just handles exitVM ...
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L684[17:40:51] <Barteks2x> Also, the
client refuses to exit egain
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L686[17:41:13] <Barteks2x> is it
"normal" that crash makes the client not exit
properly?
L687[17:41:21] <Barteks2x> and it just
keeps being there
L688[17:41:48] <Intektor> Do you know the
bug, when you click Join World, and after that you still land in
the main menu again?
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L692[17:42:22] <Barteks2x> got thet
several times
L693[17:42:30] <Barteks2x> no idea what
causes it
L694[17:42:56] <Intektor> Did they already
fix that?
L695[17:43:05] <Barteks2x> I didn't see it
since forever
L696[17:43:11] <Barteks2x> last time was
like in 1.8 or 1.9
L697[17:43:21] <Barteks2x> but it was rare
even then
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L699[17:44:08] <Barteks2x> I'm getting
crashes thet leave the client running and server stopped, anyone
has similar things?
L700[17:44:31] <Barteks2x> now it didn't
even get to running shutdown hooks
L701[17:44:33] <killjoy> so the client
stops?
L702[17:44:37] <killjoy> I mean the
thread
L703[17:44:40] <Barteks2x> the client just
freezes
L704[17:44:45] <Barteks2x> and server
thread is gone
L705[17:45:13] <Barteks2x> either client
or client shutdown thread keeps waiting on some Future that
requires server running
L706[17:45:58] <Barteks2x> and it looks a
lot like some weird race condition
L707[17:46:56] <killjoy> try looking at it
in mission control
L708[17:47:35] <Barteks2x> what would that
give me?
L709[17:47:45] <williewillus> thread
status
L710[17:47:55] <Barteks2x> which
thread?
L711[17:47:59] <killjoy> it allows you to
record and examine the vm
L712[17:48:00] <Barteks2x> Client thread
status is WAIT
L713[17:48:08] <williewillus> does it tell
you what is waiting?>
L714[17:48:15] <williewillus> / for
what?
L715[17:48:16] <Barteks2x> I paused it
with debugger
L716[17:48:17] <killjoy> has stacktrace,
sure
L717[17:48:22] <Barteks2x> it's waiting in
initiateShutdown
L718[17:48:37] <Barteks2x> in
IntegratedServer
L719[17:48:41] <Barteks2x> on client
thread
L720[17:49:11] <Barteks2x> the problem
isn't what state it's on but hot did it get there
L721[17:49:24] <williewillus> well it gets
there in normal flow right
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L723[17:49:39] <Barteks2x> but it got
there after server thread stopped
L724[17:49:44] <williewillus> oh wat
L725[17:49:44] <Barteks2x> which it not
normal
L726[17:49:55] <williewillus> actually
that makes sense
L727[17:49:58] <williewillus> the client
thread calls it
L728[17:50:11] <Shambling> is there a good
generic way of grabbing the default minecraft source code using
just gradle?
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L730[17:50:28] <williewillus> Shambling:
forge dev environment
L731[17:50:36] <Shambling> oh thats
right
L732[17:50:49] <williewillus> gives you a
"Clean" environment and a "Forge" environment,
and the difference between the two becomes our patches
L733[17:50:59] <williewillus> so if you
set it up "Clean" is a souped up MCP space
basically
L734[17:51:11] <Barteks2x> last time I
debugged this kind of issue I had a way to reproduce it and in the
end it was cp.w who actually fiugured it out (I was very close but
missed a detail)
L735[17:51:23] <Barteks2x> and it still
took hours
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L737[17:52:43] <hipsterpig> killjoy: i
just made them tumble, no actual physics calc. for that you want
Corosus
L738[17:52:54] <Barteks2x> So without a
way to reproduce it or some vm that allows to go "back in
time" I don't see any way to every figure it out
L739[17:53:34] <Corosus> how2tumble
L740[17:56:01] <MoxieGrrl> Coro the
Physics Dude.
L741[17:56:06] <hipsterpig> Corosus: they
were discussing jbullet and physics stuffs
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L743[17:56:45] <Corosus> ah, not too
difficult, most annoying part is mapping the mc terrain as physics
world
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L746[18:02:43] <Shambling> hrmm forgot
that forge dev had a gradle
L747[18:02:49] <Shambling> let me go grab
that, just got done walking the dogs
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L749[18:05:44] <Shambling> what do you
mean the difference becomes your patches? you take a diff of the
two sets of code, compare them when a new version of forge and
minecraft come out and use that to update your main code base for
your own mods?
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L751[18:07:10] <killjoy> using
patches?
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L759[18:18:52] <williewillus> Shambling:
no, so way forge is developed, you get two copies of the fresh MCP
codebase
L760[18:19:03] <williewillus> to one of
them, we make ton of changes so forge can do its stuff
L761[18:19:37] <williewillus> then when
you actually need to build forge, it compares the two to generate
patches
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L763[18:26:07] <Shambling> ah, that makes
sense
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L769[18:31:06] <Shambling> ... you know,
looking at the source for 1.11, I did not know llama's spit. the
more you know
L770[18:32:16] <Shambling> seeing
everything modded does to minecraft nowadays, is there a list
somewhere for prospective programmers for stuff to 'not do' that
would get mojang pissed?
L771[18:32:47] <gigaherz> give players
mojang capes.
L772[18:32:57] <gigaherz> charge money for
unfair advantages
L773[18:33:04] <gigaherz> pretty much
boils down to that
L774[18:33:07] <Shambling> k
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L776[18:34:17] <gigaherz> they could, but
they do not, sue mod makers for reusing and modifying minecraft
textures
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L778[18:34:46] <gigaherz> they could, but
they do not, sue mod makers for taking snippets of decompiled code
from minecraft
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L788[18:45:46] <Shambling> so... silly
question, but I'm thinking the fancier armor models like in roots
and draconic evolution aren't done using json files, are they?
lol
L789[18:46:16] <gigaherz> nope the actual
armor on your person
L790[18:46:24] <gigaherz> is from
getArmorModel, which returns a ModelBiped
L791[18:46:39] <gigaherz> you CAN use the
ModelBiped to draw IBakedModels
L792[18:46:51] <gigaherz> but its default
implementation uses ModelRenderers with cubes
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L796[19:00:19] <LexManos> fry, Also, have
you looked into the 'deduping' that FoamFix does?
L797[19:00:34] <fry> not much
L798[19:00:44] <fry> btw, what's up with
jenkins? did it move?
L799[19:01:21] <LexManos> no?
L800[19:01:34] <LexManos> jenkins.
L801[19:02:13] <LexManos> Basically, the
'deduping' is just, after everything is finished loading. Taking
advantage of the fact that unpackedData is ReadOnly.
L802[19:02:32] <LexManos> It goes through
and replaced all the arrays with equal values. {0,0,0} with the
same instance.
L803[19:04:14] <fry> that would be fine if
it actually was read-only, but it's not
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L805[19:04:30] <LexManos> technically, or
functionally?
L806[19:04:35] <fry> technically
L807[19:04:47] <LexManos> well nuking the
write access is fine.
L808[19:04:51] <LexManos> which is what
your PR does
L809[19:05:01] <fry> indeed
L810[19:05:07] <LexManos> as for breaking
change.. we wont see one in a long time...
L811[19:05:14] <LexManos> how much do you
think modders actually use this?
L812[19:05:22] <fry> probably not
much
L813[19:05:39] <LexManos> Do you think its
small enough for us not to give a shit, and just go with it?
L814[19:05:50] <LexManos> or, do you think
we need to write a transformer for those mods?
L815[19:06:18] <fry> hard to tell if
anyone actually uses it
L816[19:09:03] <LexManos> if its
documented to be a major memory improvement, fuck it, just do
it.
L817[19:09:09] <LexManos> tired of the
memory bitching
L818[19:10:09] <gigaherz> +1 to that (even
though I don't have issues with memory)
L819[19:12:24] <fry> FoamFix looks quite
hackish, even if it's effective
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L822[19:18:52] <kenzierocks> lex, do you
know why the FG jenkins didn't like the PR?
L823[19:19:10] <kenzierocks> i'm pretty
sure it built considering I ran all the tests
L824[19:19:16] <kenzierocks> and I can't
find the build on jenkins
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L826[19:35:14] <LexManos> it is very
hackish
L827[19:35:30] <LexManos> but if the data
is readonly, then hacks can work for constrained mods.
L828[19:36:09] <LexManos> and no it didnt
build
L829[19:37:06] <LexManos> and jenkins isnt
loading the FG project... fun
L830[19:38:00] <LexManos> last 3 builds
didnt build.. interesting
L831[19:38:48] <LexManos> Ah nvm, just
yours broke the otehrs broke because of javadocs... need to ask
flam about that sometime
L832[19:41:17] <fry> everything built,
just under 1.11.2 and not under 1.11, but I still see nothing in
jenkins - maybe I don't have rights after migration or smth
L833[19:42:45] <LexManos> what don't you
see?
L834[19:43:00] <LexManos> and ofc 1.11.2
is the main, just needs to be RBed sometime soon
L835[19:43:05] <fry> all I see is
"Welcome to Jenkins"
L836[19:43:11] <fry> no projects, no
builds
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L838[19:43:46] <LexManos>
rainwarrior?
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L841[19:44:25] <LexManos> should be able
to see forge now
L842[19:45:02] <fry> ty, I do indeed
L843[19:45:16] <LexManos> any others you
need?
L844[19:45:24] <fry> don't think so
L845[19:45:28] <LexManos> k, well afk for
a bit
L846[19:50:05] <PaleoCrafter> Hm... Can
the Double range thing from the new config stuff also be used on
float fields?
L847[19:56:52] <LexManos> yes
L848[19:57:03] <LexManos> floats are just
smaller doubles
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L850[19:59:12] <PaleoCrafter> just wasn't
sure whether the code did some specific type tests
L851[20:01:21] <LexManos> well it does,
but pretty sure i made it work with floats and ints
L852[20:01:24] <LexManos> and
doubles
L853[20:02:03] <PaleoCrafter> I don't know
if it's been "reported" already, but the default max/min
values (i.e. the respective min/maxes for the type) being written
to the comments is kind meh
L854[20:02:30] <LexManos> meh
L855[20:02:33] <LexManos> anyways
afk
L856[20:05:49] <williewillus> it works on
float type fields but gets written to the config as a double when i
tried it
L857[20:05:58] <williewillus> aka D:
prefix instead of the float prefix (which was S: or
something)
L858[20:09:08] <PaleoCrafter> Does it get
properly read anyways?
L859[20:09:24] <williewillus> yes but i
didn't try with old configs
L860[20:09:34] <williewillus> but i gues
with the "general" quirk old configs won't work either
way
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L867[20:43:44] <BlueMonster> o/
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L890[23:08:46] <LexManos> killjoy, dont
bundle PRs
L891[23:08:52] <LexManos> would flat out
pulled the license one
L892[23:09:05] <LexManos> but you had to
tack on other shit that needs explination on what it changes and
why its needed
L893[23:09:17] <killjoy> Want me to just
separate the commits?
L894[23:09:29] <LexManos> seperate the
prs
L895[23:09:33] <killjoy> k
L896[23:09:35] <LexManos> and explain the
others
L897[23:11:34] <killjoy> I made it just
the licenses
L898[23:11:37] <killjoy> for now
L899[23:12:42] <LexManos> really should
update that license... it says 2013...
L901[23:14:34] <killjoy> That's what's
causing the tests to fail for me.
L902[23:19:16] <tterrag> lex, I never got
a report on that bug from last night?
L903[23:21:41] <killjoy> the one from the
ff stuff added to fg?
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L905[23:25:55] <tterrag> no,
unrelated
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