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L1[00:01:25] ⇨
Joins: Ashindigo_
(uid202308@id-202308.hathersage.irccloud.com)
L2[00:09:46] <shadekiller666> !gf
riddenByEntities
L3[00:11:46] <shadekiller666> !gf
riddenByEntities 1.10.2
L4[00:13:41] ⇦
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L5[00:14:52] ⇦
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L6[00:15:47] <shadekiller666> if i wanted to
add an entry to a private list via the ReflectionHelper, how would
i do that
L7[00:16:22] <mezz> it's better to use an AT
to access private fields
L8[00:18:26] <shadekiller666> is it?
L9[00:18:56] <mezz> if it's a minecraft
class, yeah. then if they change something your code will break in
an obvious way at compile-time
L10[00:18:59] ⇨
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L11[00:23:02] <Barteks2x> um... I remember
everyone usually saying the opposite. Or do I remember it
wrong?
L12[00:23:09] <tterrag> mezz: um...no
L13[00:23:27] <tterrag> ATs are ASM
L14[00:23:55] <mezz> if you're being
pedantic sure
L15[00:24:32] <mezz> you don't need a
coremod to use ATs
L16[00:25:09] <shadekiller666> you don't
need a coremod to use the ReflectionHelper...
L17[00:26:06] <shadekiller666> ok let me
refine my question, i'm trying to add an entry to a list declared
as private final
L18[00:26:52] <mezz> set it to public using
an access transformer, add your entry
L19[00:27:13] <TechnicianLP>
((Map)ReflectionHelper.findField(YourClass.class, srgname,
mcpname).get(your instance)).add()
L20[00:27:18] <Barteks2x> and compile-time
checks and less ugliness was the single thing that convinced me to
use AT even when almost everyone says they are bad because it's
asm
L21[00:28:02] <shadekiller666> i know how
to obtain the Field from the ReflectionHelper, but would the fact
that its final prevent me from using the setPrivateValue to change
the list?
L22[00:28:41] <mezz> final prevents you
from changing the field to another value, it does not prevent you
from changing entries in a list (it does not mean the list is
immutable)
L23[00:29:03] <shadekiller666> i'm asking
in the context of the ReflectionHelper
L24[00:29:23] <shadekiller666> i know that
final lists can be edited via normal means
L25[00:29:23] <Barteks2x> it's possible to
use more reflection to remove final modifier from Field
instance
L26[00:29:23] <mezz> I Think Technician
gave you the answer
L27[00:30:08] <Barteks2x> and there
probably is helper for that somewhere
L28[00:30:20] <mezz> removing final is a
bad idea, stuff tends to be final for a reason
L29[00:30:59] <TechnicianLP> there couel be
a getprivatevalue in reflectionhelper; but that does not cache the
Field instance
L30[00:31:49] ⇨
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L31[00:33:42] <shadekiller666> can i call
ReflectionHelper.getPrivateValue(...) as a List and have it update
the actual list?
L32[00:34:29] ⇨
Joins: CoolerExtreme (~CoolerExt@45.249.156.30)
L33[00:34:31] <Barteks2x> objects are not
passed by value in java
L34[00:34:42] <Barteks2x> so adding value
to the list you get will work
L35[00:34:56] ⇦
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L36[00:35:01] <mezz> yeah, the value you
get is the actual list
L37[00:36:02] <TechnicianLP2> but you
should typically cache the Field instance static in your class ...
fetching that taxes a lot of time while just using it is only
minimal slower
L38[00:36:21] <Barteks2x> unless you only
do it once, then it makes no difference
L39[00:36:46] <TechnicianLP2> iirc its
riddenentities; a instance var
L40[00:37:11] <shadekiller666>
riddenByEntities*
L41[00:37:24] ⇦
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L42[00:38:13] <mezz> can't just
addPassenger?
L43[00:38:26] <shadekiller666> i'm trying
to override addPassenger
L44[00:38:36] <shadekiller666> otherwise i
would be :p
L45[00:39:09] <mezz> this is a perfect case
for making an AT to set riddenByEntities to protected
L46[00:40:32] <shadekiller666> i presume
caching the Field in a static class variable and then casting it to
the list would be less overhead than calling getPrivateValue every
time i need the list right?
L47[00:40:43] <shadekiller666> wait... i
could just cache the list couldn't i?
L48[00:41:00] <shadekiller666> if its
passed by reference
L49[00:41:02] <Barteks2x> field != value of
that field
L50[00:41:26] <TechnicianLP2> for the
entity yes; but you probably want multiple entites ...
L51[00:41:45] <shadekiller666>
riddenByEntities is not static
L52[00:42:02] <Barteks2x> Field represents
a field in a class, not in specific object
L53[00:42:15] <mezz> you would have exactly
none of these problems if you'd stop ignoring me :P
L54[00:43:19] <shadekiller666> right, but
i'd have to deal with gradle and such to maintain the AT
L55[00:43:31] <mezz> yes adding one
line
L57[00:43:44] <Barteks2x> you would just
create a single file that has all ATs and then re-run
setupDecompWorkspace
L58[00:43:51] <Barteks2x> and that's all
you would need to do
L59[00:46:56] ⇦
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L60[00:47:12] ⇨
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L61[00:51:11] <shadekiller666> how does one
set up an AT...
L62[00:51:21] ⇨
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L63[00:51:38] <killjoy> shadekiller666,
there's 2 ways
L64[00:51:45] <killjoy> first and original
way is via a coremod
L65[00:51:59] <Naiten> which is a sin
L66[00:52:05] <killjoy> second, and added
in 1.7, is via FMLAT attribute in the meta-inf
L67[00:52:56] <shadekiller666> ok
L68[00:54:18] <shadekiller666> not doing a
coremod
L70[00:57:21] <shadekiller666> are all
fields and methods marked as public when compiled?
L71[00:57:33] <killjoy> no
L72[00:57:35] <Naiten> Hey, this is an
amazing feature. I've noticed vanilla fields are private way too
often when I need them
L73[00:57:38] <killjoy> just the ones you
mark public
L74[00:57:55] <shadekiller666> and that is
why ATs aren't recommended right?
L75[00:57:56] <mezz> you can also choose to
make them protected
L76[00:58:12] <killjoy> I don't recommend
them because they dirty the jar
L77[00:58:46] <mezz> dirty the jar?
L78[00:58:56] <shadekiller666> the third
alternative is to make my own List<Entity> in my custom
entity and bypass the vanilla entity list all together
L79[00:59:04] <killjoy> think the clean
project with the forge dev
L80[00:59:37] <mezz> that only matters if
you're maintaining a lot of projects and want to have cached forge
jars in gradle
L81[01:00:08] <mezz> I have a lot of
projects open but I think using ATs is still worth it
L82[01:00:14] <killjoy> I like to test
several mods at once. ATs aren't very reliable in that regard
L84[01:00:31] ⇦
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L85[01:00:39] <killjoy> lots of classpath
issues
L86[01:01:02] ⇨
Joins: bilde2910 (bilde2910@51.174.170.178)
L87[01:01:50] <killjoy> imo, if you have
access to mixins, that's a much better alternative (unless it's
static)
L88[01:01:50] <shadekiller666> ok, here is
the usecase for this
L89[01:04:04] <killjoy> yeah?
L90[01:05:42] <shadekiller666> the entity
in question is a Bus, it can have 26 riders, and i want to override
addPassenger() because i want additional checks for determining
when to make a player the controlling passenger and such
L91[01:05:57] <shadekiller666> and i can't
do that unless i have access to riddenByEntities
L92[01:06:30] <killjoy> them make an
AT
L93[01:06:41] <shadekiller666> ok
L94[01:06:48] <killjoy> or just make a new
field for the driver
L95[01:06:53] <killjoy> check if that's
null or something
L96[01:08:45] <shadekiller666> the other
option is to have my own List<Entity> in this Bus class, but
i have a feeling that that would cause more problems than it would
solve
L97[01:09:09] <killjoy> question. How would
you determine if someone was the driver?
L98[01:09:45] <shadekiller666> haven't
thought that far ahead yet
L99[01:10:03] <killjoy> you should probably
think of that before deciding you need access to some field
L100[01:10:11] <shadekiller666> you said
ATs "dirty up the jar"
L101[01:10:23] <shadekiller666> how
exactly do they do that
L102[01:10:37] <killjoy> changes some
classes, puts them in a new jar
L103[01:10:39] <shadekiller666> what
happens if more than one mod tries to AT the same field
L104[01:10:47] <killjoy> nothing
L105[01:10:54] <killjoy> ATs don't
conflict
L106[01:12:06] <shadekiller666> so the
pros and cons of ATs are that they allow for accessing private
fields as if they were protected/public (because they are), at the
cost of slightly more messy jar files?
L107[01:12:35] <killjoy> Mainly just the
pain they bring when mixing mods with ATs during dev.
L108[01:12:41] <killjoy> classpath
issues
L109[01:12:58] <killjoy> ATs don't get
applied when running in dev-time
L110[01:13:01] <killjoy> Don't know about
coremods
L111[01:13:10] <shadekiller666> i don't
care about coremods
L112[01:13:19] <killjoy> yeah
L113[01:13:22] <shadekiller666> i'm not
doing this with coremods
L114[01:13:36] <shadekiller666> theres no
point in going that route for access to one list
L115[01:13:45] <killjoy> I meant they
might act differently when in a coremod
L116[01:13:52] <shadekiller666> oh
L117[01:14:21] <shadekiller666> does
having an AT make the updating of forge versions any more
complicated?
L118[01:14:26] <killjoy> no
L119[01:14:37] <killjoy> but every time
you add a new AT, you need to re-setup the workspace
L120[01:18:39]
⇨ Joins: Ferdz (~Ferdz_The@24.225.201.205)
L121[01:20:27] <Ferdz> How can I link the
resources folder from one project to another? I have two versions
that should use the same resources. I can make it work when inside
eclipse, but when exporting using 'gradlew build', the generated
lib does not include the resources.
L122[01:20:50] <killjoy> Let me get this
right.
L123[01:20:57] <killjoy> You have a mod
already which has some resources
L124[01:21:03] <killjoy> Will that mod
always be loaded?
L125[01:21:35] <Ferdz> No, I'm basically
making a 1.11 version of my already-existing 1.9 version. But I
want them to both use the same folder of resources to avoid
copy-pasting everywhere
L126[01:22:03] <killjoy> so a different
project?
L127[01:22:08] <Ferdz> Yep
L128[01:22:58] <Ferdz> I'd upload a pic to
imgur but it seems down
L129[01:23:01] <killjoy> make it depend on
the resources project
L130[01:23:18] <killjoy> include the
resources in the jar
L131[01:23:42] <killjoy> or create a
common sourceset and put the resources in that
L133[01:24:02] <killjoy> ok, yeah. make a
resources project
L134[01:24:10] <Ferdz> I was able to link
it 'internally' with Eclipse, but it never exported with
gradle
L135[01:24:34] <killjoy> is this on a
github repo? (don't need to see it)
L136[01:24:43] <killjoy> I ask so I can
make this simpler later
L137[01:25:11] <Ferdz> Yes it is, I'm
actually redoing the repo structure which is why I want this
L138[01:25:22] <Ferdz> instead of having
the source in 2 different branches you see
L139[01:25:24] <killjoy> why maintain 2
versions at once?
L140[01:25:41] <Ferdz> So users can use
1.9.4, 1.10.2 and 1.11.2
L141[01:25:52] <killjoy> but
maintain
L142[01:25:57] <killjoy> nothing stops
them from using outdated versions
L143[01:26:31] <killjoy> ok, here's what
you do.
L144[01:26:35] <Ferdz> Both codes are
really similar, and I want it as widely available as possible
L145[01:26:44] <killjoy> keep all your
resources and code that doesn't change in the rootPorject
L146[01:27:05] ⇦
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L147[01:27:20] <killjoy> put your
version-specific code in separate subprojects
L149[01:27:54] <killjoy> this is kind of
advanced.
L150[01:28:02] <Ferdz> Yeah :P
L151[01:28:06] <killjoy> If you're not too
familiar with gradle, it would be easier to only support 1
version
L152[01:28:12] <Ferdz> But is the way I'm
doing fundamentaly wrong?
L153[01:28:31] <killjoy> There's many mods
which target many versions
L155[01:29:30] <killjoy> openeye did it
like that before they switched to branches
L156[01:29:53] <Ferdz> I see
L157[01:29:57] ***
fry|sleep is now known as fry
L158[01:30:16] <Ferdz> But what bothers me
is having to switch branches, and also they don't count towards
Github stats like total commits
L160[01:30:32] <killjoy> why would that
bother you?
L161[01:31:19] <shadekiller666> !gf
riddenByEntities 1.10.2
L162[01:32:17] <Ferdz> Because for me it's
rather time-consuming and I'd rather have it all grouped in the
same place so it's easy to go around
L163[01:32:27] <Ferdz> And if I can have
linked resources it would be perfect
L164[01:32:51] <killjoy> you could change
the resources directory
L165[01:33:32] <Ferdz> What do you mean by
that?
L166[01:33:38] <killjoy>
sourceSets.main.resources.srcDirs += ['path/to/resources']
L167[01:34:01] <killjoy> that goes in
build.gradle
L168[01:34:18] <Ferdz> Yeah
L169[01:34:24] <Ferdz> In processResources
I assume?
L170[01:34:29] <killjoy> no.
L171[01:34:44] <killjoy> you're literally
adding that file to the resources dir
L172[01:34:49] <killjoy> *as a resources
dir
L173[01:35:12] <Ferdz> Okay makes sense,
let me try that real quick
L174[01:35:13]
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L175[01:35:22] <killjoy> use = instead of
+= if you don't want to keep the default resources
L176[01:35:39] <killjoy>
(src/main/resources)
L177[01:36:51] ⇦
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L178[01:37:08] <shadekiller666> woo gotta
love when sDecW takes 10 minutes recompilingMC
L179[01:37:22]
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L180[01:37:25] <killjoy> bad cpu?
L181[01:37:31] <Ferdz> Oops accidently
closed the window :p
L182[01:37:39] <killjoy> or just slow
hdd?
L183[01:37:44] <shadekiller666> AMD FX
6350 hex core
L184[01:37:48] <shadekiller666> cpu is
just fine
L185[01:37:58] <killjoy> better than my
old FX 8150
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L187[01:38:31] <shadekiller666> 6350 is
better than 8150?
L188[01:38:34] <Ferdz> If there is two
conflicting files, if I was using 2 different directories, what
will happen?
L189[01:38:45] <killjoy> both will be
added to the jar
L190[01:38:54] <killjoy> just set a
resolution strategy
L192[01:39:24] <killjoy> wait...
L193[01:39:48] <Ferdz> So it exported the
jar correctly with the resources, going to test it real quick
L194[01:40:08] <Ferdz> And I'll check that
out, could be cool to have version-specific resources as well as
the commons
L196[01:40:42] <shadekiller666> wait, when
a mod has ATs, is it given its own version of the forge and mc
jars?
L197[01:40:49] <killjoy> yes
L198[01:40:59] <killjoy> that's the
"dirty" jar I was talking about
L199[01:41:41] <shadekiller666> how does
that work when the mod has been built and is running along side
other mods in a modpack for instance?
L200[01:41:46] <Ferdz> Hell yeah, setting
the srcDirs in build.gradle worked wonderfully, thanks a lot
killjoy !
L201[01:42:05] <shadekiller666> don't the
mods have to be running on the same jar to see each other?
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L203[01:42:19] <killjoy> shadekiller666,
depends on the classpath order
L204[01:42:43] <killjoy> if a clean jar is
added after the dirty jar is, your AT will not be applied
L205[01:43:06] <shadekiller666> which
would mean that the mod would crash
L206[01:43:12] <killjoy> yes
L207[01:43:17] <shadekiller666>
great...
L208[01:43:21] <killjoy> with a
IllegalAccessError
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L211[01:44:57] <killjoy> and because of
the way AT files are, it can't apply them at runtime because it's
not using srg names
L212[01:45:01] <shadekiller666> so that
means this mod would need to be loaded last
L213[01:45:14] <killjoy> as well as be the
only mod with ATs
L214[01:45:29] <killjoy> most people would
use a "core mod" to hold all these
L215[01:45:38] <shadekiller666> :/
L216[01:45:39] <killjoy> core in this
context being a common mod which does things
L217[01:45:50] <shadekiller666> a
"base" mod
L218[01:46:06] <killjoy> base implies jar
edits
L219[01:46:10] <shadekiller666> ...
L220[01:46:19] <killjoy> util?
L221[01:46:24] <killjoy> lib
L222[01:46:25] <shadekiller666> buildcraft
main for example
L223[01:46:37] <killjoy> or TiC's
Mantle
L224[01:46:58] <shadekiller666> or TE's
utils mod
L225[01:47:08] <killjoy> or Forge
itself
L226[01:47:13] <killjoy> we could go
on
L227[01:48:17] ⇦
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L228[01:50:19] <shadekiller666> how does
one force a mod to be loaded last in the classpath
L229[01:50:31] <killjoy> add it last as a
dependency
L230[01:50:36] <LexManos> Sadly, people
need to distinguis between coremods and libraries
L232[01:54:58] <shadekiller666> ya
L233[01:55:06] <killjoy> That's vanilla
there
L234[01:55:11] <killjoy> amazing
L235[01:55:22] <fry> what a nice
conceniently flat piece of land
L237[01:56:57] ⇦
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L238[01:57:40] <shadekiller666> would the
List from ReflectionHelper.getPrivateValue() be a reference of
riddenByEntities?
L239[01:57:44] ⇦
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L240[01:57:59] <killjoy> I would
assume
L241[01:58:23] <shadekiller666> so i could
add stuff to that list and have the changes apply to
riddenByEntities?
L242[01:58:42] <killjoy> yes
L243[01:59:19] <killjoy> I'm off.
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L245[02:01:49] <shadekiller666> i'm
assuming ATs can be "undone" by deleting the _at.cfg and
the appropriate lines in the build.gradle?
L246[02:01:52] ⇦
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L247[02:02:17] <shadekiller666> then
rerunning sDecW again?
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L256[02:30:47] <LordSkittles_> Sorry to be
a broken record, but is anyone here an artist who would help me
with my mod please? :)
L257[02:32:24]
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L261[02:57:09] <ghz|afk> LordSkittles_:
artists don't lurk here that often, the forums andsuch would be a
better place
L262[02:58:02] <LordSkittles_> thanks for
that. Will do
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L268[03:35:41] <Waterpicker> Hello. Does
anyone know a simple way of teleporting an entity between worlds
and position?
L269[03:36:06] <ghz|afk> check the nether
portal.
L270[03:36:24] <ghz|afk> that's the proper
way to do it
L271[03:36:49] <ghz|afk> if you jsut want
it within the same dimension, just different position, check the
ender pearl instead
L272[03:43:30] ***
diesieben|away is now known as diesieben07
L273[03:48:39] ⇦
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L274[03:52:44] <Waterpicker> ghz|afk,
unrestricted teleporting
L275[03:57:11] <ghz|afk> Waterpicker:
thing is
L276[03:57:17] <ghz|afk> changing
dimensions is a whole separate task
L277[03:57:23] <ghz|afk> even if you do it
with the same item/mechanic
L278[03:57:53] <ghz|afk> you will need
like, "if targetDimension != thisDimension then
doDimensionchange else doTeleport
L279[03:58:29]
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L281[04:00:05] <Koward> I want to render
an overlay on my block, but it has transparency (to blend with the
texture beneath). Translucent works but produce glitchy effects
(like clouds displaying over the block). What are my alternatives
?
L282[04:08:05] <ghz|afk> dopes it have to
be semi-transparent, or can you make it just cutout?
L283[04:08:07] <ghz|afk> does*
L284[04:16:45]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L285[04:20:12] <Koward> The overlay has to
be semi transparent, that's the difficulty
L286[04:20:39] <Koward> It has pixels with
0<alpha<255
L287[04:21:34] <Subaraki> is the list of
dimension id's available client side ?
L288[04:21:35] <Koward> If there's no
simple trick I'll just make individual, non transparent texture
overlays for all variants but that's a bit stupid and more work for
texture pack creators.
L289[04:21:50] <ghz|afk> well then,
thebest you can hope for
L290[04:22:10] <ghz|afk> is to have the
base block texture as solid, and the overlay as translucent
L291[04:22:14] <ghz|afk> using
multilayer
L292[04:22:21] <Subaraki> Waterpicker, its
harder then you think
L293[04:22:32] <ghz|afk> Subaraki: I don't
believe so
L294[04:22:34] <Subaraki> how about gl
koward ?
L295[04:22:44] <ghz|afk> TESRs don't draw
sorted
L296[04:22:45] <Subaraki> ghz|afk, as a
person working on a telepad mod
L297[04:22:58] <Subaraki> i opt to say its
'hard'
L298[04:22:58] <ghz|afk> not that
L299[04:23:03] <ghz|afk> [11:21]
(Subaraki): is the list of dimension id's available client side
?
L300[04:23:08] <Subaraki> ah sorry
L301[04:23:09] <ghz|afk> it was an answer
to this
L302[04:23:09] <ghz|afk> XD
L303[04:23:31] <Subaraki> okay, that would
explain why the game crashes when opening a gui and trying to get
the dimension id
L304[04:24:09] <Subaraki> Waterpicker, if
masa is around, you can ask him
L305[04:24:38] <Subaraki> masa showed me
code he put together for teleporting entities between
dimensions
L306[04:24:52] ***
diesieben07 is now known as diesieben|away
L307[04:24:54] <Subaraki> however i must
say that minecraft has a few problems with it
L308[04:25:11] <Subaraki> well, it had in
1.10.2 havent checked 1.11 yet
L309[04:27:12] <Koward> I'm not aware of
the multilayer solution. About GL, I believe that would be overkill
for such a simple thing
L310[04:30:52] *
Subaraki shrugs
L311[04:31:02] <masa> Subaraki &
Waterpicker I have actually different teleport code in use these
days in the Just Enough Dimension mod
L312[04:31:08] <masa> it is much closer to
vanilla
L313[04:31:14] <Subaraki> :o
L314[04:31:15] <Subaraki> gimme :D
L315[04:31:48] <masa> I'm actually going
to make a bugfix to it within the hour... well just the logic used
in JED really, but anyway
L316[04:32:25] <Waterpicker> masa is this
teleport code flexible to enough to say replicate how dimensional
doors were able to teleport entities between places.
L317[04:32:26] <masa> I'm also going to
switch the TP code in ender utilities use mostly this same new tp
code
L318[04:32:48] <masa> Waterpicker: I have
never used that mod... but this does work between dimensions
L319[04:33:01] <Waterpicker> Me and two
other people arre working on rewrite of dimensional doors.
L320[04:33:08] <masa> that's kinda the
entire point because JED is about adding custom dimensions :P
L321[04:33:12] <Waterpicker> Right now.
I'm trying to get the doors teleportion working again.
L323[04:33:56] <masa> more or less
that
L324[04:34:47] <Subaraki> masa, ill wait
on the hotfix :P i'm currently updating to 1.11, so i have some
time to spare
L325[04:35:41] <Waterpicker> Thank you
masa.
L327[04:36:51] <masa> basically I'm
getting the wrong world spawnpoint if teleporting to the world
spawn inside the same dimension
L328[04:37:52] <Subaraki> hmm, okay
L329[04:37:55] <Subaraki> i probably dont
need that
L330[04:37:58] <Subaraki> thanks masa
^^
L331[04:37:59] <masa> so I'll do some
refactoring within that class to change around the position
code
L332[04:38:42]
⇨ Joins: Naiten (~Naiten@82.162.1.82)
L333[04:41:02] <masa> but yeah, if you are
not in a hurry, than maybe wait for a few hours until I get the
chance to clean up that code a bit
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L339[04:48:40] <Naiten> What is the
_proper_ way for entity rendering in 1.10.2? .obj model and how to
cast texture?..
L340[04:51:16] <Naiten> so that it doesn't
get messed up
L341[04:51:39] <ghz|afk> you may need
v-flip enabled
L342[04:52:31] <ghz|afk>
"custom": { "flip-v": true }
L343[04:52:34] <Naiten> I do that while
loading model,is that not enough?
L344[04:52:53] <Naiten> what json are you
telling me
L345[04:52:59] <Naiten> i'm making
obj
L346[04:53:07] <ghz|afk> oh, MAKING a
.obj
L347[04:53:17] <ghz|afk> wait you said
entity
L348[04:53:19] <ghz|afk> nevermind
L350[04:53:57] <ghz|afk> this is how I
load obj files for model rendering
L351[04:54:05] <ghz|afk> the
"loadModel" in there
L352[04:55:03] <Naiten> I do flip-v
too
L353[04:55:10] <Naiten> it works
fine
L354[04:55:20] <Naiten> except it picks
textures of nearby entities
L355[04:55:50] <Naiten> ^ if i don't bind
texture
L356[04:57:01] <ghz|afk> you HAVE to bind
texture.
L357[04:57:08] <ghz|afk> there's no way
around it
L358[04:57:29] <Naiten> if i bind texture,
it gets messed up...
L359[04:57:38] <ghz|afk> then you are
binding the wrong texture
L361[04:58:04] <Naiten> No, i'm binding
the correct one
L363[04:58:35] <ghz|afk> then it's the
wrong UVs
L364[04:58:48] <ghz|afk> it's NOT
bindTexture "messing up"
L365[04:58:51] <Naiten> well okay
L366[04:58:51] <ghz|afk> it's just
not.
L367[04:59:05] <ghz|afk> tried removing
flip-v?
L368[04:59:19] <Naiten> strike out my
previous msg, i was binding my own texture
L369[04:59:23] <Naiten> not the block
map
L370[04:59:46] <Naiten> which has
absolutely no logics...
L371[05:00:00] <ghz|afk> well
L372[05:00:05] <ghz|afk> if you want to
use your own texture
L373[05:00:09] <ghz|afk> the loading is
slightly different
L374[05:00:12] <ghz|afk> than if you want
to use the atlas
L375[05:00:17] <ghz|afk> I chose to use
the atlas
L376[05:00:39] <ghz|afk> basically
L377[05:00:39] <ghz|afk> in here
L379[05:00:47] <Naiten> i did the stiching
thing to load texture
L380[05:00:54] <ghz|afk>
defaultTextureGetter
L381[05:00:56] <ghz|afk> works with the
atlas
L382[05:01:05] ⇦
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L383[05:01:10] <ghz|afk> so
texturestitchevent + defaultTextuireGetter +
bindTexture(BLOCKS)
L384[05:01:16] <ghz|afk> the alternative
is
L385[05:01:33] <ghz|afk> don't stitch +
use a custom texture getter th at always returns null +
bindTexture(your own texture)
L386[05:02:10] <Naiten> well, i tried
bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); and it finally
worked
L387[05:02:17] <Naiten> thanks laws of
nature
L388[05:02:29] <Naiten> and you, ghz|afk
c:
L389[05:03:26] <ghz|afk> I find
left-facing smileys silly
L390[05:03:31] <ghz|afk> smileys point to
the right, always.
L391[05:03:40] <ghz|afk> (and emoji point
down ;P)
L392[05:04:41] <ghz|afk> to me
"c:" is a pair of eyes, with a round thing on top
L393[05:05:07] <Naiten> how do you put a
smiley more cute that simple :) then?
L394[05:05:52] <Subaraki> =)
L395[05:05:57] <Subaraki> =D
L396[05:05:59] <Subaraki> ^^
L397[05:06:01] <Naiten> nope
L398[05:06:03] <Subaraki> or ŵ^
L399[05:06:08] <Subaraki> ^w^ *
L400[05:06:26] <ghz|afk> :) :3 :D :S :( :/
:| :P XD ;P
L401[05:06:39] <ghz|afk> ^_^ ¬_¬
L402[05:06:46] <Naiten> only :3 of those
is cute, but it's a cat
L403[05:06:47] <ghz|afk> that's my
set
L404[05:07:04] <Subaraki> ¯\_(ツ)_/¯
L405[05:07:47] <Naiten> okay, i'll do :É”
for you
L406[05:11:04] <Naiten> if only i could
find the way to stop my blocks from being culled, my life would be
complete
L407[05:11:06] <Naiten> well
L408[05:11:09] <Naiten> mostly
L409[05:14:52] <Naiten> Subaraki, i
remember you like trains
L410[05:15:10] <Subaraki> ?
L411[05:15:18] <Subaraki> oooh
L412[05:15:33] <Subaraki> i read that as '
i remember you as trains
L413[05:15:46] <Subaraki> but it's 'i
remember you are fond of trains
L414[05:15:47] <Subaraki> x)
L415[05:15:55] <Subaraki> yeah, i really
liked the models you made for trains
L416[05:16:02] <Subaraki> they were nicely
done
L417[05:18:32] <Subaraki> why would the
end portal need side rendering ?
L420[05:18:45] <Subaraki> or is that for
the end island portals that's implemented ?
L421[05:19:57] <Subaraki> nice :o
L422[05:20:09] <Naiten> murti turaku
rifting
L423[05:20:37] ⇦
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L424[05:24:09] <Subaraki> drifting ?
:
L425[05:24:11] <Subaraki> :o
L427[05:30:49]
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L428[05:35:58] <Subaraki> aaah xD
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L435[05:55:18] <Denyol> Hey could someone
please point me to a guide or tutorial or writeup about animating
parts of my json model?
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L445[05:59:56] <Subaraki> how do you get
the minecraftserver masa ?
L446[06:08:03] <Naiten> argh
L447[06:08:11] <Naiten>
setPositionAndRotation absoletes interpolation
L448[06:11:27] <Subaraki> obsoletes
?
L449[06:12:31]
⇨ Joins: zml (~zml@45.62.243.197)
L450[06:12:38] <ghz|afk> that's why you
see the other players "fly" to the new position when mc
teleports people around ;P
L451[06:12:42] <Naiten> it does pos =
input and prevPos = pos
L452[06:12:58] <ghz|afk> oh does it
now?
L453[06:13:03] <ghz|afk> they must have
fixed the bug, then
L454[06:13:10] <Naiten> ghz|afk, i was
just trying my locomotive not to jerk when i ride it in turns
L455[06:13:20] <Naiten> it doesnt when i
dont ride it
L456[06:13:27] <Naiten> and when i ride it
in straight
L457[06:13:46] <ghz|afk> you'll have to
assign the values some other way, then, not with
setPositionAndRotation
L458[06:14:51] <Naiten> i guess
L459[06:15:50] <Naiten> oh, setPosition
doesn't to that
L460[06:15:52] <Naiten> weird
L461[06:15:54] <Naiten> no logic
L462[06:17:16]
⇨ Joins: CoolerExtreme
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L463[06:17:21] <masa> Subaraki: normally
world.getMinecraftServer(), or
FMLCommonHandler.instance().getMinecraftServer() or something
similar
L464[06:18:07] <Subaraki> yeah, figured it
out thanks :D
L465[06:18:08] <Naiten> and setRotation is
private while setPosition is public D:<
L466[06:18:11] <Subaraki> now i have a
bigger problem
L467[06:18:20] <Subaraki> i need to be
able to get dimension id's client side ._.
L468[06:18:25] <Subaraki> in a gui
L469[06:19:34] <masa> dimension id of
what?
L470[06:19:54] <masa>
world.provider.getDimension()
L471[06:20:12] <ghz|afk> Subaraki: send a
packet?
L472[06:22:57] ⇦
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L473[06:23:56] <Subaraki> im wondering
how
L474[06:23:59] <Subaraki> been a
moment
L475[06:24:09] <Subaraki> like a packet
whenever i need it in the gui ?
L476[06:24:35] <ghz|afk> yes, make a
"get dimension list" packet, that gets sent when opening
the gui
L477[06:25:06] <ghz|afk> and a "send
dimension list" reply packet that gives back the answer
L478[06:27:29] ⇦
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L480[06:41:04] <Naiten> heyo, i've made a
simple code passenger.rotationYaw +=
MathHelper.wrapDegrees(rotationYaw - prevRotationYaw) so that
passenger rotates together with the train
L482[06:41:31] <Naiten> the body
rotates
L483[06:41:44] <Naiten> which var is
responsible for that?
L484[06:42:17] <Subaraki> rotationyaw
?
L485[06:42:26] <Subaraki> body turns as
you turn your head
L486[06:42:32] <Subaraki> though the head
isnt there
L487[06:42:36] <Subaraki> so i dont really
know
L488[06:42:40] <ghz|afk> the body is
handled automatically in the client, by the rendering
L489[06:42:49] <ghz|afk> you can only
rotate the head I think
L490[06:43:26] <ghz|afk> there0s a
rotationYawHead or something like that
L491[06:44:25] <Naiten> it's not quite
working
L492[06:47:44] <Naiten> well, that's not a
big deal
L493[06:50:25] <Subaraki> hmm... when
people register a new dimension, are they obliged to use the
reflectionhelper to register a new enum in the DimensionType
?
L494[06:50:40] <Subaraki> or do they not
have to and is that my actual problem ?
L495[06:51:47] <Naiten> rotationYawHead
for player directs exactly where player head looks, and for me head
is fine
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L497[07:02:10] <Subaraki> seems like they
have to
L498[07:02:15] <Subaraki> so that cant be
the problem
L499[07:02:20] <Ashindigo_> Wow
.gitignore's are nice
L500[07:02:28] <Subaraki> hi ash o/
L501[07:02:30] <Subaraki> hows the pr
?
L502[07:02:35] <Ashindigo_> Good
L503[07:08:19] <Ashindigo_> Why is the
CustomSpriteTest test not disabled on servers?
L504[07:12:45] <Subaraki> no clue
o.O
L505[07:13:19] <Subaraki> other question :
what's the best way to wait until packet have finished
communicating so i dont bump on empty variables after sending
packets ?
L506[07:13:54] <Subaraki> ive put in a
boolean and a while loop after i send the packet, so when the
boolean is set at the end of the packet handling, the loop stops
and the code continues running
L507[07:14:01] <Subaraki> dont think
that's any good ...
L508[07:14:06] <Ordinastie> god no
><
L509[07:14:15] <Ordinastie> that would
freeze the client
L510[07:14:56] <Subaraki> yeah
indeed
L511[07:15:19] <Ordinastie> you can either
wait for the response to open the GUI
L512[07:15:41] <Subaraki> so, send the
packet before opening gui. not a bad idea either
L513[07:15:41] <Ordinastie> or open it and
update the GUI when response comes back
L514[07:15:59] <Subaraki> so in the gui,
and use the update method to check if variables != null
L515[07:16:04] <Subaraki> might be the
best thing to do
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L518[07:19:18] <Subaraki> okay, this is
more fucked up then i think it was :/
L519[07:19:35] <Subaraki> the dimension id
and name arent the same troughout the gui
L520[07:19:37] <Subaraki> they can
change
L521[07:19:43] <Subaraki> so i have to
resend a packet everytime it changes
L522[07:19:54] <Ordinastie> wut ?
L523[07:20:04] <Subaraki> lets start at
the beginning
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L525[07:20:24] <Subaraki> where people
come to me with a crash report
L526[07:20:34] <Subaraki> saying that
dimension id's are out of bounds
L527[07:20:54] <Subaraki> conclusion,
DimensionType isn't available client side
L528[07:21:09] <Subaraki> String
dimension_name =
DimensionType.getById(dimension_ID).getName();
L529[07:21:22]
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L530[07:21:40] <Subaraki> am i correct ?
(ive asked before, ghz said it was server side only indeed)
L531[07:22:00] <Subaraki> so i need to
send packets to and fro to get the dimension name
L532[07:22:11] <Subaraki> which is done by
packet to server, and then packet to client
L533[07:22:50] <Ordinastie> you get
Invalid dimension id ?
L534[07:23:06] <Subaraki> yeah
L535[07:23:08] <Subaraki>
java.lang.IllegalArgumentException: Invalid dimension id -2
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L537[07:23:41] <Subaraki> (space station
from advanced rocketry)
L538[07:23:50] <Ordinastie> only for that
one ?
L539[07:24:13] <Subaraki> void and quartz
dimension as well
L540[07:24:18] <Subaraki> so i guess all
the dimensions
L541[07:24:40] <Ordinastie> does it work
for any dimension at all ?
L542[07:24:43] <Ordinastie> (non vanilla I
mean)
L543[07:24:55] <Subaraki> not that i
know
L544[07:25:01] <Subaraki> i only tested my
own
L545[07:25:06] <Subaraki> and people come
back with those results
L546[07:25:24] <Ordinastie> and why does
yours work then ?
L547[07:25:48] <Subaraki> sorry, i
formulated that wrong
L548[07:26:04] <Subaraki> i only tested on
my own world / minecraft game, which has no other dimensions
L549[07:26:34] <Subaraki> then people came
back reporting with crashes from invalid dimensions
L550[07:27:09] <Ordinastie> did you debug
with one of the crashing mods ?
L551[07:27:13] <Subaraki> and given
dimensions are registered at the DImensionManager and the register
needs a DImensionType, i suppose people use reflectionhelper to add
one to the enum or the enumhelper
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L553[07:27:39] <Subaraki> no, i actually
just started and because i'm lazy i wanted to throw a hotfix to see
if that works before starting the big work if it doest
L554[07:27:49] <Subaraki> doesn't. lazy
people amirite
L555[07:27:55] <Ordinastie> DimensionType
has a register method
L556[07:28:01] <Subaraki> ah, even
better
L557[07:29:03] <Subaraki> so because those
exist, i'm thinking its me. i should check the code to those mods
maybe, to make sure its me
L558[07:29:46] <Ordinastie> you should
have put one of the mods inside your mods/ folder and looked at the
actual values() of DimensionType
L559[07:29:49] <Ashindigo_> Hotspots are
not good for downloading files
L560[07:29:59] <Ordinastie> at least,
that's what smart lazy should do
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L563[07:41:26] <TechnicianLP> stupid old
version stuff -.-
L564[07:41:35]
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L567[07:59:05] <Subaraki> dude doesnt have
any reference to DimensionType in his mod :/
L568[08:00:31] <Denyol> can a tile entity
stop a TESR from re-rendering every frame if it doesn't need
to?
L569[08:00:54] <Ashindigo_> Subaraki
imgur.com/a/5UjvK
L570[08:01:16] <Subaraki> sweet ash !
:D
L571[08:01:42] <Ashindigo_> ;)
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L573[08:09:53] <Baughn> Do you want to see
something terrifying?
L574[08:10:26] <ghz|afk> Denyol: that's
not how computer graphics work
L575[08:10:31] <ghz|afk> *everything*
draws every frame
L576[08:10:50] <ghz|afk> you can save the
result from the previous frame, and just update the changed
bits
L577[08:10:54] <ghz|afk> but that's not
done in games
L578[08:11:17] <ghz|afk> you can however
try to cache the geometry
L579[08:11:19] <Baughn> There are many
different ways to render, though. Some are more efficient than
others.
L580[08:11:24] <ghz|afk> so that you can
push the same geometry over and over
L581[08:11:27] <ghz|afk> without
recomputing it
L582[08:11:28] <Baughn> You can use
immediate-mode opengl, for example.
L583[08:11:29] <Baughn> But don't.
L584[08:11:44] <ghz|afk> everything is
immediate mode these days
L585[08:11:46] <ghz|afk> the difference
is
L586[08:11:57] <ghz|afk> the world
chunks
L587[08:12:00] <ghz|afk> have a geometry
cache
L588[08:12:06] <Baughn> Everything is
definitely not immediate mode. That's vastly misleading.
L589[08:12:08] <ghz|afk> that will reuse
the same quads every frame
L590[08:12:17] <ghz|afk> Baughn: so far as
the gpu is concerned, it is
L591[08:12:57] <ghz|afk> oh I see
L592[08:13:00] <Baughn> ghz|afk: That's
not what "immediate mode" means. Immediate mode is a
particular use of OpenGL, or if you want to go more abstract, it
means passing the geometry, UVs and colors to the GPU on every
frame.
L593[08:13:11] <ghz|afk> opengl calls
"immediate mode" when you aren't using
displaylists/VBOs
L594[08:13:14] <Baughn> As opposed to
uploading them and leaving them there.
L595[08:13:18] <Baughn> Right.
L596[08:13:21] <ghz|afk> yeah
L597[08:13:24] <ghz|afk> in dx, that has a
different meaning
L598[08:13:32] <Denyol> ghz|afk: I meant
instead of using the TESR that updates every frame seperate from
the chunk
L599[08:13:34] <ghz|afk> there used to be
"retained mode" direct3d
L600[08:13:36] <Baughn> There's also
glDrawArrays, which is technically not immediate-mode but..
L601[08:13:42] <ghz|afk> back in the
dx1/dx2 days
L602[08:13:42] <Baughn> It effectively is.
Just a bit more efficient.
L603[08:13:46] <Denyol> so making the tile
entity stop using the TESR
L604[08:13:58] <ghz|afk> Denyol: no you
can not cache the TESR as a block
L605[08:14:01] <Baughn> Denyol: You don't
have to use a TESR.
L606[08:14:05] <ghz|afk> you can use block
models for that
L607[08:14:26] <Denyol> Baughn: but I want
to render a EntityItem
L608[08:14:28] <Baughn> Anyway. I promised
you something terrifying.
L609[08:14:32] <Denyol> only
sometimes
L610[08:14:41] <ghz|afk> Denyol: you can
obtain the model of the item
L611[08:14:46] <Baughn> Electrical Age has
an x-ray ore scanner.
L612[08:14:55] <ghz|afk> and include the
item quads in your custom IBakedModel
L613[08:15:13] <Baughn> It's an item. You
hold it, and it provides a 2D screen.
L614[08:15:16] <Denyol> but I also at one
point want to animate the TE
L615[08:15:18] <Baughn> Using software
rendering.
L617[08:15:29] <ghz|afk> Denyol: well yo
ucan't have everything.
L619[08:15:40] <ghz|afk> either you draw
every frame using a TESR
L620[08:15:52] <Denyol> Im just interested
in reducing lag, while still making the TE look good
L621[08:15:54] <ghz|afk> or you cache the
result in the chunk rendering
L622[08:16:05] <ghz|afk> you can't have
both
L623[08:16:18] <ghz|afk> notethat
L624[08:16:21] <ghz|afk> there's a
FastTESR
L625[08:16:39] <Denyol> what is
FastTESR?
L626[08:16:42] <ghz|afk> which is a
concept that lets you "batch" the TESR data and reduce
the number of draw calls
L627[08:16:50] <ghz|afk> it still draws
every frame
L628[08:16:56] <ghz|afk> but all the
FastTESRs can be drawn at once
L629[08:16:59] <ghz|afk> because unlike a
normal TESR
L630[08:17:09] <ghz|afk> you can't use
opengl commands in it
L631[08:17:16] <Baughn> Non-TESRs are
vastly faster to draw than TESRs, *but* TESRs have much lower
overhead on updates.
L632[08:17:19] <ghz|afk> you are given a
vertexbuffer to put data into
L633[08:17:20] <Baughn> If you want a rule
of thumb...
L634[08:17:37] <ghz|afk> so a FastTESR is
halfway
L635[08:17:40] <ghz|afk> it won't be
cached
L636[08:17:46] <Baughn> If your block
changes more often than every 4-5 seconds, then use a FastTESR (if
you can) or TESR.
L637[08:17:48] <ghz|afk> but it also won't
have its own draw calls
L638[08:17:55] <ghz|afk> the biggest
limitations are that
L639[08:17:58] <Baughn> If it doesn't,
then you should be able to use a normal block.
L640[08:18:04] <ghz|afk> 1. you have to
use the atlas for texturing, you can't bindTexture
L641[08:18:09] <Denyol> most of the time
the block wont be animating
L642[08:18:11] <ghz|afk> 2. you can't
glRotate or anything like that
L643[08:18:31] <Baughn> You can *rotate*,
mind you. You just have to do your own rotation.
L644[08:18:32] <ghz|afk> Denyol: does ALL
of the block animate?
L645[08:18:35] <ghz|afk> or only part of
it?
L646[08:18:41] <Denyol> only part
L647[08:18:44] <ghz|afk> okay then
L648[08:18:48] <ghz|afk> you can have two
parts
L649[08:18:52] <ghz|afk> the static part
can be a normal model
L650[08:18:59] <Denyol> two seperate
TEs?
L651[08:19:02] <ghz|afk> that is drawn
normally using the chunk cache
L652[08:19:03] <ghz|afk> no
L653[08:19:08] <Baughn> And if your object
is symmetric, then maybe you can change the texture coords instead
of rotating the geometry.
L654[08:19:09] <ghz|afk> one TE
L655[08:19:14] <ghz|afk> with both static
model + TESR
L656[08:19:33] <ghz|afk> this way you
avoid having unnecessary geometry in the TESRT
L657[08:19:35] <ghz|afk> -T
L658[08:19:51] <Baughn> ghz|afk: I'm not
convinced you'd buy much from that. IME it's more the number of
draw calls that matter, not the amount of geometry.
L659[08:20:14] <ghz|afk> yeah but if you
have two parts
L660[08:20:17] <ghz|afk> that move
independently
L661[08:20:22] <ghz|afk> then you'd have
two draw calls
L662[08:20:29] <Denyol> But how do you
have two parts?...
L663[08:20:30] <ghz|afk> and if you have
the static part cached in the chunk rendering cache
L664[08:20:35] <Baughn> That, or you'd do
the translation cpu-side
L665[08:20:44] <ghz|afk> yeah and that's
usually slower ;P
L666[08:20:46] <Baughn> Yeah, in that case
it's a good idea.
L667[08:20:56] <Baughn> I'm not sure I
really understand what Denyol wants to do.
L668[08:21:20] <Denyol> Baughn have you
used AE2?
L669[08:21:36] <Baughn> Yes
L670[08:21:37] <Denyol> the mod
L671[08:21:54] <Denyol> ok the Inscriber
press has a part in the inside that animates when In use
L672[08:21:59] <Denyol> I want something
like that
L674[08:22:28] <Baughn> Ok.
L675[08:22:33] <Denyol> But have only the
moving part be a TESR
L676[08:22:59] <Baughn> Then ghz' idea is
a good one.
L677[08:23:09] <Baughn> I've never used
1.10 myself, so I can't comment on exactly how you'd do it.
L678[08:23:53] <Baughn> And you'd want to
shut down the TESR entirely when your device isn't in use.
Depending on how it looks, that may require having a separate
block-state that draws the otherwise moving part as part of the
block.
L679[08:24:25] <Denyol> Can block states
use different rendering options?
L681[08:33:33] <Denyol> oh nvm fixed
it
L682[08:35:15] <TechnicianLP> Baughn: what
is that texxt written on? the texture looks awesome
L683[08:40:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170117 mappings to Forge Maven.
L684[08:40:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170117-1.11.zip
(mappings = "snapshot_20170117" in build.gradle).
L685[08:40:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~9:40 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L686[08:51:41] <ghz|afk> mcpbot running a
snapshot at this time? o_O
L687[08:52:15] <unascribed> "have you
used ae2" "my entire base is ae2"
L688[08:52:43] <Denyol> My TESR is
rendering things at a 60 degree angle for some reason....
L689[08:53:07] <Denyol> well actualy a 260
degree angle
L690[08:58:09] <MCPBot_Reborn> I do what I
want
L691[08:59:12] <ghz|afk> xd
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L695[09:06:12] <Ashindigo_> It's
sentient!
L696[09:10:34] <Ashindigo_> test
L697[09:10:59] <Ashindigo_> cool ircloud
has a webchat
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L703[09:25:50] <Baughn> TechnicianLP:
Matter Overdrive holographic signs.
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L718[11:07:46] <Barteks2x> WTF!? IDEA
can't find class Override
L719[11:08:58] <Barteks2x> it also can't
find classes like RuntimeException
L720[11:09:16] <Ashindigo_> Reboot?
L721[11:09:36] <Ordinastie> switch to
Eclipse ?
L722[11:09:38] <Barteks2x> oh... the JDK
that was set didn't actually exist
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L724[11:10:25] <Barteks2x> no idea why it
even let me compile the project without JDK
L725[11:10:51] <Ashindigo_> :|
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L744[12:48:35] <ScottehBoeh> Woohoo
:D
L745[12:48:43] <ScottehBoeh> added new
Tools/Materials to my mod
L747[12:49:11] <ScottehBoeh> Going to add
in a skill level once I have the time
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L751[13:09:14] <Barteks2x> why there is no
place where I can ask questions related to JMH and expect someone
to answer in reasonable time :(
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L753[13:18:27] <TechnicianLP> jmh?
L754[13:19:53] <TechnicianLP> oh
benchmarking
L755[13:20:23] <IoP> Barteks2x: SO?
L756[13:20:26]
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L757[13:20:34] <Akkarin> and I thought
somebody was finally asking about the Jamaican Monster Hamburgers
:(
L758[13:20:59] <Barteks2x> I rarely ever
get any answers there, or at least useful answers to any more
specific question
L759[13:21:23] <Barteks2x> (on SO)
L760[13:22:21] <Barteks2x> and I already
found what I wanted, but it looks like my code just may be
impossible to benchmark properly
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L762[13:22:44] <Barteks2x> and I can't get
perfasm running again for some weird reason
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L765[13:33:50] <Barteks2x> ...
PrintAssembly option works just fine, but JMH doesn't see it.
WHY!?
L766[13:34:07] *
killjoy googles printassembly
L767[13:34:24] <Barteks2x> you need hsdis
plugin for that
L768[13:35:35] <Barteks2x> as mush as I
don't like mailing lists, I will have to use it
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L784[14:17:26] <Barteks2x> When I google
my problem, I get 5 results (not 5 pages). None of them mentions my
issue
L785[14:20:04] <killjoy> Barteks2x, try
asking on stackexchange
L786[14:20:20] <Barteks2x> I asked on JMH
mailing list, much more likely I will actually get an answer
L787[14:21:28]
⇨ Joins: iari (~iari___@tyaralin.shadowdrake.eu)
L788[14:21:48] <Barteks2x> but it will
probably take a few days. And I wanted to get it working now
:(
L789[14:22:47] ***
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L790[14:23:07] <killjoy> So what's your
issue? I think I joined after you talked about it
L791[14:24:04] ⇦
Quits: iari (~iari___@tyaralin.shadowdrake.eu) (Client
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L792[14:26:00] <killjoy> Gaben is doing an
AMA in a few hours
L793[14:26:09] <killjoy> 3 PST
L794[14:26:52] <Barteks2x> The issue is
that perfasm doesn't work even when I have hsdis plugin
installed
L795[14:27:20] <killjoy> maybe you can ask
in the mailing list you mentioned
L796[14:27:34] <Barteks2x> it just
unhelpfully says ERROR: No address lines detected in assembly
capture, make sure your JDK is PrintAssembly-enabled
L797[14:27:44] <Barteks2x> and
PrintAssembly works on my JVM
L798[14:27:49] *
Ashindigo_ wonders how many hl3 questions are going to be
asked
L799[14:28:02] <Barteks2x> so yes, I
already asked on the mailing list but it mak take a few days to get
reply
L800[14:28:15] <Barteks2x> and I wanted to
use it today
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L802[14:31:19] <Barteks2x> O.o I don't
remember deleting files from one directory, but they
disappeared
L803[14:32:50] <Barteks2x> it's not
possible to undelete files deleted with rm, right?
L804[14:36:25] <Ordinastie> Barteks2x,
files from your project ?
L805[14:37:29] <Barteks2x> from my JMH
project, modified flow-noise library
L806[14:37:51] <Barteks2x> and this one
has no backup
L807[14:38:02] <Ordinastie> eclipse has a
"Restore from Local History", I would assume IDEA has the
same kind of feature somewhere
L808[14:38:10] <Barteks2x> It just
disappeared
L809[14:38:13] <Barteks2x> even IDEA
didn't notice
L810[14:38:22] <Barteks2x> I had to tell
IDEA to refresh file list
L811[14:38:45] <Ordinastie> it still
should have a local history
L812[14:38:47] <Barteks2x> I had copies of
the whole directory
L813[14:38:52] <Barteks2x> that I deleted
a while ago
L814[14:38:58] <Barteks2x> with rm-
rf
L815[14:40:01] <Barteks2x> looks like I
had git repository there O.o I didn't even know that
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L817[14:42:52] ***
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L823[15:05:09] <Barteks2x> This is the
first time I see logs in format that looks like xml (or it is
xml)
L824[15:11:35] <killjoy> with the new
minecraft launcher, some xml is sneaking into the messages
L825[15:12:34] <Ashindigo_> There's a new
launcher?
L826[15:14:02] <killjoy> it's being
developed
L827[15:14:15] <killjoy> it looks like the
website and supports changing skins
L828[15:14:31] <Ashindigo_> ... There's a
new website?
L829[15:14:43] *
Ashindigo_ questions why he doesn't know this
L831[15:15:05] <IoP> well the new launcher
is god damn web page...
L833[15:15:24] <Ashindigo_> It looks
nice
L834[15:15:41] <IoP> Not sure if joking or
not
L835[15:15:47] <killjoy> I think it's
entirely native
L836[15:15:53] <killjoy> no java used in
the launcher at all
L837[15:19:58] <IoP> Well it uses Chromium
Embedded Framework so it would be weird if it still has java for
other things than starting the game process
L838[15:21:08] ***
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L843[15:33:35] <Barteks2x> the reason
things didn't work for me: JMH started java executable from JRE
instead of JDK
L844[15:36:36]
⇨ Joins: ThePsionic
(~Psi@ip5457f909.direct-adsl.nl)
L845[15:38:54] <ScottehBoeh> SO it's my
frst time making a block that stores data locally (within the
TE)
L846[15:39:15] <ScottehBoeh> I have an
ElectricLight that I want to store a power level and run on that
power when right clicked with a battery
L847[15:39:24] <ScottehBoeh> Best method
to go around adding this feature?
L848[15:44:42] <LexManos> kenzierocks, you
there?
L849[15:50:10] <ghz|afk> ScottehBoeh: make
an energy buffer object, that implements the forge energy
capability (or RF, or Tesla, or whatever)
L850[15:50:40] <ghz|afk> and then use
blockstates (a "POWERED" boolean state) to turn it
on/off
L851[15:50:53] <ghz|afk> andm ake the TE
tickable, and make it turn itself off when no power left
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L853[15:51:55] <ghz|afk> I use this
L855[15:52:06] <ghz|afk> which is just a
forge energy object, with an added setter
L856[15:52:38] <ghz|afk> (for internal
use)
L857[15:53:42] <LexManos> damn 1.10.2's
factory method for entities isn't as simple...
L858[15:53:56] <LexManos> wrong
channel..
L859[15:54:29] ⇦
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L860[15:57:09] <Barteks2x> I'm
benchmarking foamfix lighting code "improvements" (as
part of benchmarking my own lighting code) and it turns out that
the optimized version is slightly slower than vanilla. And the
optimized version has BlockPos changed to MutableBlockPos. That's
interesting
L861[16:06:34] <LexManos> i wouldnt trust
anything from foamfix, or any 'performance' mod unless it comes
prebuilt with real metrics that can run.
L862[16:06:45] <LexManos> However,
lighting is.. odd.. there are a lot of things that factor in
L863[16:08:28] <IoP> What are real
metrics?
L864[16:09:20] <LexManos> Using
trusted/tested counting code, {not 'I think we save this much so
add it to the counter!'} and include test code that can be run to
verify results ourselves.
L865[16:09:36]
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L866[16:09:55] <illy> boop o/
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L868[16:12:42] <LexManos> yo speaking of
tests
L869[16:12:45] <LexManos> have you got
people testing?
L870[16:15:03] <illy> I would love more
tests from people who arnt me before I do a 1.0 release but it
should be ready
L871[16:16:39] <ghz|afk> something I can
help test?
L872[16:16:51] <ghz|afk> I'm not doing
anything atm
L873[16:18:27] ***
diesieben|away is now known as diesieben07
L875[16:21:34] <ghz|afk> i have a macbook
pro next to me ;P
L876[16:21:52] <illy> gets even better and
better :D
L877[16:22:20]
⇨ Joins: gigaherz|work
(~gigaherz@198.red-88-22-37.staticip.rima-tde.net)
L878[16:22:28] <gigaherz|work> can you
paste the link again? ;P
L880[16:22:49] <gigaherz|work> thx
L881[16:22:51] <Maxwell> How do you add
tooltips to an item?
L882[16:23:02] <gigaherz|work> override
addInformation
L883[16:23:12] <gigaherz|work> or use the
tooltip event if 3rdparty item
L884[16:23:19] <illy> if you could change
your JRE away from java 8 to 7 that would also be nice
L885[16:23:35] ⇦
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L886[16:23:40] <gigaherz|work> I don't
have JRE7 in here
L887[16:23:41] <Maxwell> Do I need to
create an item class for it if it's a block?
L888[16:23:51] <gigaherz|work> no,
override addInformation on the block
L889[16:24:31] <IoP> What is
JavaWrapper?
L890[16:24:41] ***
fry is now known as fry|sleep
L891[16:25:43] <illy> a wrapper for java
that forces java 8
L892[16:26:08] <gigaherz|work> illy: the
wrapper worked fine, so far as I can tell
L893[16:26:12] <gigaherz|work> it opened
the launcher ;P
L894[16:26:39] <IoP> Do I want to hear use
cases for that?
L896[16:29:20] <illy> that one you might
have to activate trough a terminal i didn't make a app package for
that
L897[16:29:36] <illy> s/activate/run
L898[16:29:41] <gigaherz|work> $
./ForgeInstaller-0.0.4-darwin-amd64
L899[16:29:41] <gigaherz|work> Platfrom:
darwin
L900[16:29:41] <gigaherz|work> Arch:
64
L901[16:29:43] <gigaherz|work> Now running
from System JRE
L902[16:30:01] ⇦
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L903[16:30:17] <illy> did it open a forge
installer?
L904[16:30:19] <gigaherz|work> yup
L905[16:30:24] <illy> cool it works
L906[16:30:59] <gigaherz|work> yupii'd
test with jre7 but it's archived and I can't be bothered to
register ;P
L907[16:31:14] <gigaherz|work>
s/yupii/I/
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L909[16:31:44] <IoP> Too bad there is not
java 8 for my mac. Otherwise I would test
L910[16:32:04] <illy> it should work
without java 8
L911[16:32:27] <ghz|afk> IoP: o_O how OLD
is your mac?
L912[16:32:39] <illy> is this power pc
mac?
L913[16:32:42] <IoP> 1st gen intel
L914[16:33:25] <ghz|afk> this one is a
2015 model
L915[16:33:42] <ghz|afk> 16gb ram, 240gb
SSD, some i5 cpu
L916[16:34:08] <ghz|afk> the company
bought it for me
L917[16:34:22] <ghz|afk> well for my work,
that is
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L919[16:45:23] <Ivorius> Man, something
can't be right here
L920[16:45:43] <Ivorius> I more or less
tripled my downloads since October last year
L921[16:45:52] <Ivorius> But get the exact
same amount of curse points
L922[16:46:17] <illy> Ya it's not right
here. it's over there
L923[16:51:08]
⇨ Joins: RandomX45
(~random@2601:44:8802:2060:9d64:c07e:12a6:8b1e)
L924[16:51:34] <ghz|afk> Ivorius: more
overall downloads maybe?
L925[16:51:40] <ghz|afk> or different
sharing formula?
L926[16:52:05] <Ivorius> It literally
hasn't changed more than the span of about 2 points a day
L927[16:52:06] <Ivorius> Up and down
L928[16:52:18] <Ivorius> No matter what
happens to my downloads
L929[16:52:22] ⇦
Quits: Blarghedy (~Blarghedy@50-90-115-148.res.bhn.net) (Ping
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L930[16:52:29] <RandomX45> Anyone here
have an idea what is going to be the next major modded minecraft
version?
L931[16:52:39] <Ivorius> So either they
gradually change the formula at exactly the same speed that my
downloads increase by
L932[16:52:49] <Ivorius> Or it's black
magic fuckery
L933[16:53:03] <ghz|afk> weird
L934[16:53:09] <ghz|afk> I generally have
big bumps randomly
L935[16:53:21] <ghz|afk> probably when
some new modpack adds one of my mods
L936[16:53:56] <ghz|afk> although
L937[16:54:02] <ghz|afk> it has been
extremely consistent in january
L938[16:54:24] <Ivorius> >
January
L939[16:54:35] <Ivorius> My points haven't
changed in like 2 years
L940[16:54:50] <ghz|afk> I was getting
33/day in mid december, 43/day late december, and since january 1,
28/day almost constant
L941[16:55:24] ⇦
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L942[16:56:14] <Ivorius> What's your total
download count ghz
L943[16:56:54] <Ivorius> As in, monthly
total
L944[16:57:44] ⇦
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L945[16:58:35] <ghz|afk> can I see that
somewhere?
L946[16:58:50]
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L947[16:59:48] <ghz|afk> my Enderthing mod
shows 54k monthly, and gives me 14 points/day
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L949[17:00:15] <Ivorius> Interesting
L950[17:00:29] <Ivorius> Recurrent Complex
is on 50k monthly and gives me 7 points a day
L951[17:00:36] <ghz|afk> my Packing Tape
shows 161k monthly, but gives me only 8
L952[17:00:56] <Ivorius> That's so
weird
L953[17:00:57] <ghz|afk> so it's not the
monthly download counts that matter
L954[17:01:13] <Ivorius> They say it's
based on 'popularity'
L955[17:01:18] <ghz|afk> or at least, not
all downloads count the same
L956[17:01:49] <IoP> or packs which
includes mods has some influence for points
L957[17:01:58] <ghz|afk> also, i don't
think modpack downloads count in the curse page number
L958[17:02:14] <ghz|afk> or if they do,
they may be valued lower
L959[17:02:16] <IoP> Like packs with huge
amount of mods gives less points
L960[17:02:19] <Akkarin> I do remember
them referring to it to be based on your "contribution to
subscriptions"
L961[17:02:41] <Akkarin> so who knows what
the real conversion rate ends up being
L962[17:02:53] <ghz|afk> my guess is
something like
L963[17:03:00] <ghz|afk> "how much
this mod has helped us earn"
L964[17:03:11] <Akkarin> that is what that
phrase means. yes.
L965[17:03:19] <ghz|afk> does curse have
ads on the site? XD
L966[17:03:26] <Akkarin> yes
L967[17:03:30] <ghz|afk> okay then
L968[17:03:31] <Akkarin> at least some
parts do
L969[17:03:53] <Akkarin> not sure about
CurseForge ... I still have that premium account from the bukkit
days
L970[17:03:53] <Ivorius> I mean, odd
payout rates I understand and all
L971[17:04:10] <ghz|afk> i'd assume like,
visits from non-premium users would count using a factor based on
ad earnings
L972[17:04:15] <Ivorius> But really, is it
really that unrealistic to expect some kind of change with 3 times
the downloads?
L973[17:04:21] <ghz|afk> visits from
premium users would count using a factor based on premium
price
L974[17:04:22] <Ivorius> Surely that also
means more popularity, page views etc
L975[17:04:39] <ghz|afk> Ivorius: yeah
it's weird
L976[17:04:44] <ghz|afk> do you update
that mod often?
L977[17:04:55] <Ivorius> About once a week
currently
L978[17:05:02] <ghz|afk> ah
L979[17:05:14] <ghz|afk> I find that when
i release, there's a small bump in points
L980[17:05:17] <ghz|afk> but then it goes
down
L981[17:05:18] <Ivorius> The smaller mods
I update super rarely currently and they make about twice as much
per download
L982[17:05:26] <ghz|afk> but if you
release "in a schedule"
L983[17:05:43] <ghz|afk> those visits may
happen too often, or the load is distributed more evently
L984[17:05:46] <Ivorius> Nah man, half a
year ago I didn't make a single update in a year
L985[17:05:48] <ghz|afk> -t
L986[17:05:52] <Ivorius> Then I released a
version
L987[17:05:54] <Ivorius> Literally no
change
L988[17:05:56] <Ivorius> Nothing
L989[17:05:57] <ghz|afk> weird
L990[17:07:44] <Ivorius> Oh right, there
was a change
L991[17:07:53] <Ivorius> In early 2016 I
got 35 points a day consistently
L992[17:08:00] <Ivorius> Which gradually
went down .-.
L993[17:09:55] <IoP> better than my 50
points in 6 months ;)
L994[17:10:01] <TechnicianLP> ~4.5 Points
:(
L995[17:11:25] <Subaraki> i get 16 a day
:s
L996[17:11:31] <Subaraki> its
fluctuating
L997[17:17:00] <Barteks2x> looks like it
actually the foamfix version of lighting is faster, it was mistake
in my benchmark
L998[17:19:09] ⇦
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L999[17:21:50] <LexManos> if thats the
case, then have him talk to fry
L1000[17:22:06] <LexManos> as hes the
lighting guy and ours should be super fast/acurate
L1001[17:22:44] <illy> lex does mojang
have a new jre json for the linux build?
L1002[17:24:24] <Barteks2x> this is the
blocklight update, not rendering-related
L1003[17:24:41] <Barteks2x>
(world.checkLightFor)
L1004[17:26:15]
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L1005[17:26:26] ***
amadornes is now known as amadornes[OFF]
L1006[17:28:41] <LexManos> no idea, check
the launcher?
L1007[17:30:28] <illy> yea nope
L1008[17:31:18] <illy> version v1.0.0 is
ready :D
L1009[17:33:24] <ghz|afk> :)
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L1015[18:03:01] <LexManos> hey someone
who is bored...
L1016[18:03:19]
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L1017[18:03:22] <LexManos> Our Fernflower
fork needs to be synced with mainline.. would be nice if someone
could work on that ;)
L1018[18:05:04] <illy> make BUILD=LOCAL
all
L1020[18:05:42] <LexManos> no
L1021[18:06:01] <ghz|afk> no wait that
link is an unofficial mirror
L1022[18:06:02] <ghz|afk> nevermind
L1023[18:06:06] <ghz|afk> it was #1
result on google
L1025[18:06:45] <LexManos> humm could of
sworn i made a comment about that in the desc, buut yes, its a
sub-split of that repo
L1026[18:07:00] <illy> isn't it a git
subtree
L1027[18:07:25] <LexManos> whatever the
git thing is yes
L1028[18:09:39] <illy> lets try turning
this makefile into a build.gradle again
L1029[18:10:11] <LexManos> what REALLY
needs to be done
L1030[18:10:26] <LexManos> is for someone
to go through and squash all of our commits into a simple .patch to
main line
L1031[18:10:42] <LexManos> that way we
can pull in the mainline, and then re-apply our patches, kinda like
how we patch MC ;)
L1032[18:10:48] <ghz|afk> I could do
that, I guess
L1033[18:11:26] <illy> oh for a second I
thought you were about to say then send the patch to a mailing
list
L1034[18:11:35] <ghz|afk> ugh why did I
clone the entire intellij tree...
L1035[18:11:36] <LexManos> hehe
L1036[18:11:49] <LexManos> ideally, we
could pull out all our 'features'
L1037[18:12:05] <Barteks2x> jvm inlining
and loop unrolling makes the amount of assembly output
explode...
L1038[18:12:20] <LexManos> and make PRs
to intellij. But god the code is ugly and we attacked it as a 'fix
problems as we find them' not really a PR facing changeset
L1039[18:14:05] <ghz|afk> gah just a
simple git checkout is taking ages XD
L1040[18:14:40] <ghz|afk> AH
L1041[18:14:44] <illy> git shallow clones
are nice :P
L1042[18:14:46] <ghz|afk> I ran out of
space on my build SSD
L1043[18:14:58] <ghz|afk> I'll just DL
the zip ;P
L1044[18:17:12] <ScottehBoeh> Say I
wanted the 3rd-person render of the player to render in 1-st
person, which Event should I use?
L1045[18:18:45] <ScottehBoeh> Basically
I'm wanting to have the players whole body visible in 1st
person
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L1047[18:23:48] <ghz|afk> ScottehBoeh:
you'd have to draw it in RenderWorldLast, I guess
L1048[18:23:59] <ghz|afk> however, you'd
have to draw a custom model
L1049[18:24:00] <ghz|afk> without
head
L1050[18:24:14] <ghz|afk> rather than the
full model
L1051[18:24:18] <ScottehBoeh> ah ok
L1052[18:24:21] <ghz|afk> also you'd want
to do something with the arms
L1053[18:24:38] <ghz|afk> since if you
don't handle them, they'd be hanging on your sides and carrying
another copy of the item
L1054[18:24:52] <ghz|afk> and no, the
pose does NOT correspond with firstperson, at all.
L1055[18:25:16] <ghz|afk> there have been
games done that try to show you the game as the player would see
it
L1056[18:25:30] <ghz|afk> with body and
all
L1057[18:25:34] <ghz|afk> minecraft is
not one of them. XD
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L1061[18:37:44] <ghz|afk> hmf, 43 files
conflicted. this will take a bit ;p
L1062[18:40:12] <ghz|afk> so far so good
-- most of the conflicts for now are due to the upstream code
getting diamonds
L1063[18:40:33] <ghz|afk> (while the fork
has changes in the same declarations)
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L1065[18:44:36] <LexManos> can you do a
quick diff
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L1067[18:44:47] <LexManos> im legit
curious to see all our changes vs the base of our branch
L1068[18:45:28] <ghz|afk> hmm dunno if
git will let me do that while in the middle of resolving conflicts,
but I'll try
L1069[18:48:54] <ghz|afk> actually
L1070[18:48:55] <ghz|afk> here
L1072[18:49:10] <LexManos> right thyats a
thing...
L1073[18:51:38] <LexManos> wow.. we
changed a lot of shit..
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L1077[18:56:59] <LexManos> !gf
BROWN_MUSHROOM
L1078[19:07:28] <ghz|afk> 23 conflicted
files remaining (and I guess there will be quite a bit of work
afterward making it compile. I refuse to believe the result will
"just work")
L1079[19:08:46] <LexManos> if not, it
wont work 'right'
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L1085[19:33:55] <Shambling> silly
question, but has anyone implemented a key modifier mod for 1.10.2?
Ex. I press c, it does *x*, I press shift-c, it does *y*
L1086[19:34:04] <Shambling> or at least
1.10+
L1087[19:37:14] <Tencao> There was one
been worked on, but I believe the dev cancelled it
L1088[19:41:48] <TehNut> Isn't that a
default Forge feature?
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L1093[19:51:01] <Shambling> oh really?
that works now? holy crud
L1094[19:51:18] <Shambling> wonder why I
still keep running out of keys, :P
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L1096[19:51:54] <Shambling> maybe that is
why the dev cancelled working on it :D
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L1102[20:11:15] <ghz|afk> meh, gotta
slee, will continue with this tomorrow
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L1110[20:59:37] <Denyol> Forge doesn't
want to let me load mods from the mod folder
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L1113[21:00:17] <Denyol> tried updating
forge, and it still wont run mods from the mods folder
L1114[21:00:58] <tterrag> hm, seems like
forge doesn't even work with the ingame mod options
L1115[21:01:01] <tterrag> i.e. the config
change is not saved
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L1120[21:06:43] <Barteks2x> wat
L1121[21:06:48] <Barteks2x> my code
segfaulted the JVM
L1122[21:07:20] <Barteks2x> outside of
minecraft
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L1124[21:10:49] <Barteks2x> with
"problematic frame": C [libpthread.so.0+0xd043]
pthread_cond_wait+0xd3
L1125[21:20:38] <Barteks2x> I'm getting
some weird randomly reproducible crashes O.o
L1126[21:20:53] <Barteks2x> this time:
*** longjmp causes uninitialized stack frame ***:
/opt/oracle-jdk-bin-1.8.0.112/jre/bin/java terminated
L1127[21:21:38] <Barteks2x> any idea what
to do with that?
L1128[21:22:04] <Brokkoli> either
hardware error or something like this - or some native library is
destroying the heap
L1129[21:22:42] <Barteks2x> when it
crashes, it crashes early after JVM start
L1130[21:24:56] <Barteks2x> and it runs
with perf profiler, so that may also cause issues
L1131[21:25:09] <Barteks2x> (perf is name
of that profiler)
L1132[21:25:20] <Brokkoli> try without
that
L1133[21:25:44] <Brokkoli> just try to
undo what you changed since it worked...
L1134[21:26:03] <Barteks2x> it crashes
once in several runs
L1135[21:26:47] <Barteks2x> so if I
remove perfasm and it stops crashing, I will never know if I'm just
(un)lucky and it crashes more rarely, it it was perfasm causing
it
L1136[21:26:56] <Brokkoli> i know
L1137[21:27:23] <Brokkoli> but how should
you debug the profiler?
L1138[21:27:30] <Brokkoli> so it think
its the only option...
L1139[21:27:33] <Brokkoli> *i
L1140[21:28:03] <Barteks2x> well, it's
actually JMH starting the profiler, and there is also hsdid jvm
plugin involved
L1141[21:28:09] <Barteks2x> *hsdis
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L1143[21:45:29] <Barteks2x> I can't make
it crash without persasm, and I can't make it crash using
perf+java+test program
L1144[21:52:50] <Denyol> I have a class
"ModItems" with a "public static Item item;"
but I can't acces that 'ModItems.item' from my TileEntity's class,
maybe there is something im mis understanding with java?
L1145[21:53:32] <Barteks2x> does it show
any error?
L1146[21:53:38] <Denyol> yes
L1147[21:53:57] <Barteks2x> and what does
it say?
L1148[21:54:05] <Denyol>
"ModItems.item cannot be resolved to a type"
L1149[21:54:19] <Denyol> trying to check
if an ItemStack is that item
L1150[21:54:25] <Denyol> via
instanceof
L1151[21:54:39] <Barteks2x> are you sure
ModItems class is public and it's imported?
L1152[21:54:45] <Denyol> yes
L1153[21:55:04] <Barteks2x> if only IDE
shows the error, try clean recompile
L1154[21:55:26] <Barteks2x> or rebuild
project, whatever it's called
L1155[21:55:49] <Barteks2x> oh...
L1156[21:55:51] <Barteks2x> I see
L1157[21:55:59] <Denyol> ?
L1158[21:56:04] <Barteks2x> you are
checking if(something instanceof ModItems.item)?
L1159[21:56:09] <Denyol> yes
L1160[21:56:32] <Barteks2x> ModItems.item
is not a type, and you can only directly check for type that
way
L1161[21:56:48] <Denyol> oh, yeh
L1162[21:56:48] <Barteks2x> and why do
you need to check if it's the same class anyway?
L1163[21:57:02] <Denyol> for
"isItemValidForSlot"
L1164[21:57:09] <Denyol> I only want
certain items valid
L1165[21:57:14] <Denyol> in a TE's
inventory
L1166[21:57:29] <Denyol> should I compare
the items with "stack.getItem() == item"
L1167[21:57:39] <Barteks2x> if you want
to allow that item exactly, yes
L1168[21:57:58] <Denyol> or should it be
"stack.getItem() == new ItemStack(item)"
L1169[21:58:09] <Barteks2x> that would be
always false
L1170[21:58:17] <Denyol> why?
L1171[21:58:23] <Barteks2x>
stack.getItem() == item. Item is more like ItemType
L1172[21:58:44] <Barteks2x> stack.getItem
returns instance of Item, and you would compare it to
ItemStack.
L1173[21:59:42] <Denyol> ok
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L1175[22:08:50] <tterrag> stack.getItem()
== new ItemStack(...) wouldn't even compile
L1176[22:09:09] <killjoy> wut
L1177[22:09:22] <killjoy> someone doesn't
understand typs
L1178[22:09:24] <killjoy> types
L1179[22:10:38] <Denyol> apparently
not
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L1186[22:43:16] <Barteks2x> Now I got JMH
itself to throw an exception...
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