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L12[01:09:28] <SatanicSanta> It's been a couple hours so I guess I'll ask again. This time I'll provide a nice code snippet: https://github.com/Esteemed-Innovation/Esteemed-Innovation/blob/1.10/src/api/java/eiteam/esteemedinnovation/api/tool/ItemSteamTool.java#L320-L336 For some reason the BreakSpeed event just simply is not working
L13[01:09:53] <SatanicSanta> It's getting called, the value is changing correctly, there's just no change in speed
L14[01:12:30] <SatanicSanta> I only have two other subscribers to breakspeed: https://github.com/Esteemed-Innovation/Esteemed-Innovation/blob/1.10/src/main/java/eiteam/esteemedinnovation/commons/handler/GenericEventHandler.java#L1245-L1306 and https://github.com/Esteemed-Innovation/Esteemed-Innovation/blob/1.10/src/main/java/eiteam/esteemedinnovation/commons/handler/GenericEventHandler.java#L2230-L2292
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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.
L61[02:36:23] <killjoy> such as this. https://gist.github.com/killjoy1221/3a4435f13218d3dd1220e7fbc9421eb4
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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
L73[02:52:54] <mezz> https://github.com/blog/2300-visualize-your-project-s-community
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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L81[03:01:31] <killjoy> I'm asking because I find this confusing. http://imgur.com/a/VeWL9
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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
L149[05:56:43] <biasq> y
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?
L177[06:12:04] <biasq> https://thepasteb.in/p/DRhjN1lYLMQcy
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
L208[07:06:46] <PaleoCrafter> http://dvs1.progwml6.com/files/maven/mod/chiselsandbits/chiselsandbits/
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
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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
L250[08:19:12] <barteks2x> http://pastebin.com/2HinGBBB
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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L322[10:24:42] <Intektor> Has anyone an idea how to fix this? http://i.imgur.com/PuNfTTW.png
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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"
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L344[11:23:18] <masa> notice anything wrong here? :D a little something is missing... http://masa.dy.fi/tmp/minecraft/cap_derp.png
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 ....
L355[11:33:28] <PaleoCrafter> if anyone's interested, this caused my build to file: https://github.com/MinecraftForge/Srg2Source/issues/14 \o/
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
L398[12:32:37] <KnightMiner> Instead, just made this -> http://pastebin.com/bXLKYsT8
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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L426[13:49:34] <barteks2x> accidental half-broken terraria-like lighting in minecraft... https://puu.sh/tdnJS/77590977f3.png
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L435[14:43:33] <gigaherz> http://xkcd.com/1782/
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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L581[17:19:17] <TechnicianLP> i have this mess now: https://hastebin.com/ronujubege.java
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
L597[17:21:40] <TechnicianLP> check the accepted answer on this: http://stackoverflow.com/questions/3301635/change-private-static-final-field-using-java-reflection THATS evil ...
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
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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
L642[17:32:46] <gigaherz> https://github.com/tzaeschke/ode4j
L643[17:32:58] <gigaherz> http://jbullet.advel.cz/
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
L654[17:34:44] <gigaherz> https://www.youtube.com/watch?v=eQMBGLMtdFE
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L656[17:35:29] <gigaherz> unless you want sub-grids to spawn with groups of connected objects
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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
L666[17:36:25] <gigaherz> https://www.youtube.com/watch?v=DUQv6ZJZfi4
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
L673[17:37:53] <Ordinastie> https://www.youtube.com/watch?v=q2SNo8WjUtA
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?
L729[17:50:22] *** Lathanael|Away is now known as Lathanael
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?
L839[19:43:50] <fry> yes
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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...
L900[23:14:26] <killjoy> https://git.io/vMcQk
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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