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L9[00:40:31] <tterrag> why does I18n not
provide a method that doesn't call String.format ?
L10[00:40:41] <tterrag> I want to get the
raw version of an unloc name, but if I just call format it will
crash with a format exception
L11[00:40:52] <tterrag> seems like a pretty
bad omission
L12[00:40:56] <tterrag> old StatCollector
had it
L13[00:43:46] <mezz> just write your own
translate class, theirs doesn't make sense :/
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L16[00:46:27] <tterrag> oh but that uses
the naughty naught deprecated one
L17[00:46:51] <mezz> when it's removed I'll
adapt
L18[00:46:52] <tterrag> way ahead of you,
anyways. already using the
"""deprecated""" one
L20[00:47:18] <mezz> you on 1.12 yet?
L21[00:47:51] <tterrag> uhhh that's
out?
L22[00:48:10] <mezz> I thought you said you
were way ahead? ;P
L23[00:48:32] <tterrag> >.>
L24[00:49:23] <mezz> I'm currently porting
binnie's to 1.11 and it's gonna make me insane
L25[00:50:19] <tterrag> you got the code
for it?
L26[00:50:36] <mezz> yes but the code we
got was old, so we're working from decompiled
L27[00:51:07] <mezz> got things mostly
working on 1.10 but figured I might as well charge forward since
there's no chance we'll maintain it in this buggy state on two
versions
L28[00:52:44] <tterrag> you have permission
to use decompiled code? o.o
L29[00:52:48] <mezz> yeah
L30[00:53:15] <tterrag> did binnie's
computer catch on fire or something?
L31[00:53:16] <mezz> he gave me the rights
under the condition that I maintain it in the spirit of
forestry
L32[00:54:07] <mezz> no idea, I teamed up
with someone who had maintained a decompiled version on 1.7.10 for
his own server to play privately
L33[00:54:38] <mezz> binnie was not easy to
get in touch with so once I got permission we ran with it
L34[00:56:28] <tterrag> are you working
with the new 'genetics' mod, or old school?
L35[00:56:37] <tterrag> (because tbh I
preferred the old version)
L36[00:56:52] <mezz> new, with full JEI
integration
L37[00:57:07] <mezz> I think people didn't
like the new one because it's confusing as hell with no
documentation
L38[00:57:47] <mezz> but I think the
climate is right for a really difficult process like binnie's
genetics, people might be getting tired of sifting gravel
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L40[00:58:21] <tterrag> god yes
L41[00:58:26] <tterrag> I think you're
right, you know
L42[00:58:41] <tterrag> original binnie's
was one of my first modded experiences. super nostalgia goggles
:P
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L49[01:38:00] <Keridos> getting this in
1.11.2 what is this: Dangerous alternative prefix `minecraft` for
name `openmodularturrets`, expected `openmodularturrets` invalid
registry invocation/invalid name?
L50[01:38:03] <tterrag> uhh forums are
being spammed atm
L51[01:39:23] <tterrag> LexManos: ^ if
you're up
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L54[01:44:39] <killjoy1> Keridos,
registering entities?
L55[01:48:06] <Keridos> yes
L56[01:48:43] <Keridos> killjoy1: does only
seem to happen once though
L57[01:48:56] <killjoy1> show code?
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L60[01:50:40] <killjoy1> hm..
L61[01:51:04] <killjoy1> what's with your
resourcelocation?
L62[01:51:14] <Keridos> the method is from
compattools
L63[01:51:22] <Keridos> eh
compatlayer
L64[01:52:15] <killjoy1> weird
L65[01:53:49] <Keridos> yeah no idea why
this is happening
L66[01:53:59] <Keridos> its not that I have
"minecraft" anywhere in my mod class
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L68[01:59:44] <killjoy1> might be a bug
with compatlayer
L69[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170208 mappings to Forge Maven.
L70[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170208-1.11.zip
(mappings = "snapshot_20170208" in build.gradle).
L71[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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L86[02:24:12] <codahq> are there any
"animal" mods updated to 1.11 that anybody knows about?
i'm actually going to play minecraft for a change and i want to
throw one in.
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L97[03:18:32] <Mogul> Hey guys.
L98[03:20:25] <Mogul> I'm a bit lazy here,
thought I'd just ask someone before digging into it myself - I know
that in 1.7.10 you could definy different textures for a
"fast" graphics setup, e.g. making leaves
non-transparent. How would I do that in 1.10.2+ ?
L99[03:20:50] <Mogul> Eh,
"define", not "definy"...
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L103[03:29:43] <tterrag> well, leaves
still have that feature
L104[03:29:45] <tterrag> so, look at
vanilla?
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L124[05:08:51] <Mogul> Oh my, now I
totally forgot that I had the chat open....
L125[05:15:00] <Mogul> tterrag: Yeah,
seems I was a bit too lazy here - I see that it's just about
setting the BlockRenderLayer to "SOLID".
L126[05:15:19] <Mogul> Thanks still for
the obvious suggestion. =D
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L137[06:36:49] <Baughn> I have a need to
make my machine blocks not *disappear* if the player decides to
break one by hand.
L138[06:37:13] <Baughn> The way I did that
was by changing the material from "rock" to "packed
ice", but...
L140[06:37:40] <Baughn> It leaves a bad
taste in my mouth. Really, I'd like to define a new material, but
that ability is probably locked off for a reason.
L141[06:37:46] <Baughn> What am I
*supposed* to do here?
L142[06:37:54] <barteks2x> change hardvest
level? something like that
L143[06:37:58] <barteks2x> *harvest
L144[06:38:07] <barteks2x> I remember
there was something like that last time I added blocks
L145[06:38:22] <Baughn> We did that. It
doesn't seem to affect anything except time taken.
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L148[06:41:51] <barteks2x> look at
canHarvestBlock
L149[06:41:55] <barteks2x> you may need to
override it
L150[06:42:11] <barteks2x> because
state.getMaterial().isToolNotRequired()
L151[06:42:23] <Baughn> Mm, that's the
thing.
L152[06:42:51] <Baughn> It all flows from
isToolNotRequired, which is a simple accessor. The *smart* fix,
IMO, is to create a new Material where it returns true...
L153[06:42:52] <Quetzi> time taken is
hardness, surely
L154[06:43:08] <Baughn> But of course I
can't, and I'm wondering why.
L155[06:43:15] <barteks2x> is it possible
to create custom material?
L156[06:43:42] <Baughn> The setters are
private. I could subclass and override the getters, but..
hmm.
L157[06:44:04] <Baughn> Actually, I
suppose subclasses can call their super's private methods?
L158[06:44:20] <barteks2x> suppose you
have access transformers or reflection
L159[06:44:21] <Baughn> ..no, they
can't.
L160[06:44:30] <Baughn> barteks2x: Which
is ridiculous.
L161[06:44:49] <Baughn> It's a fence,
which means it's probably there for a reason.
L162[06:45:28] <barteks2x> or submit PR to
forge to move that method to Block if it's hard to make it work
using materials, but overriding the method directly here seems like
the best way
L163[06:45:59] <Baughn> It all just smells
of bad code. *sigh*
L164[06:46:12] <Baughn> I might try that
PR. Dunno if 1.7 is still being maintained.
L165[06:46:14] <Quetzi> can you not add a
material in EnumHelper?
L166[06:46:26] <Quetzi> can do with tool
materials at least
L167[06:46:45] <barteks2x> oh... 1.7
L168[06:46:49] <Baughn> Quetzi: Adding
materials is simple, but the setter method is private so I can't
change it from being, effectively, dirt.
L169[06:46:59] <barteks2x> why would
anyone still write mods for 1.7?
L170[06:47:16] <Baughn> Because all the
decent modpacks are still on 1.7
L171[06:47:54] <Baughn> (Yes, I tried
building one for 1.10; I'm on the TPPI3C team. Mod devs dropped
support when 1.11 stabilized, and.. it's a mess.)
L172[06:48:01] <barteks2x> and yet another
mod being on 1.7.10 doesn't improve the situation
L173[06:48:16] <Quetzi> dirt?
L174[06:48:45] <Baughn> Mmh, Electrical
Age is a niche mod anyway. I don't think it matters.
L175[06:49:07] <Baughn> It's designed to
be used in packs. Doesn't work too well on its own.
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L178[07:09:18] <Quetzi> if getHarvestTool
returns null anything can harvest the block, did you try
that?
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L181[07:18:23] <barteks2x> There is
material check somewhere else, I saw the code and I don't think
there is a way around it other than changing material
L182[07:18:33] <barteks2x> or overriding
the method to remove material check
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L185[07:58:30] <gigaherz|work> first 1.12
snapshot is out!
L187[07:58:46] *
Baughn preemptively cries.
L188[08:00:06] <gigaherz|work> new colored
blocks :3
L189[08:00:09] <gigaherz|work> no slabs
and stairs :(
L190[08:00:23] <Baughn> That's what
C&B is for, right? :)
L191[08:00:37] <Baughn> Or carpenter's,
whenever... whenever.
L192[08:02:11] <TechnicianLP> concrete and
terracotta?
L193[08:02:23] <Baughn> Looks like a small
update so far. I'm hoping the internals are mostly the same.
L194[08:02:39] <TechnicianLP> changed
color palette ...
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L271[12:47:59] <McJty> blood|wrk,
here?
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L273[12:48:19] <blood|wrk> ?
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L277[12:50:17] <McJty> blood|wrk, you told
me that with Sponge world.getTileEntity() no longer loads the
chunk. Right?
L278[12:50:43] <blood|wrk> it does in
latest builds
L279[12:50:46] <McJty> ah
L280[12:50:54] <McJty> ok, then my
question is irrelevant :-)
L281[12:51:00] <McJty> I did improve the
dialer though
L282[12:51:08] <McJty> It will now only
check the receivers when the gui opens. Just once
L283[12:51:11] <McJty> Instead of every
few ticks
L284[12:51:16] <blood|wrk> that will
help
L285[12:51:47] <McJty> With the slight
disadvantage that it will not dynamically update in case other
players add receivers and such
L286[12:51:51] <McJty> But that's a minor
problem
L287[12:51:57] <McJty> And the benefit is
bigger then the disadvantage
L288[12:51:59] <McJty> brb
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L305[13:45:57] <killjoy1> I have a problem
with a PR. Would pick block be an player interaction?
L306[13:46:02] <killjoy1> I want to say
no
L307[13:46:18] <gigaherz> I'm tempted to
say no
L308[13:46:21] <gigaherz> because the
block doesn't matter
L309[13:46:26] <gigaherz> xcept that it's
"on sight"
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L316[13:46:35] <killjoy1> Go back me up on
#3668
L317[13:46:41] <gigaherz> and the item
doesn't matter xcept that it happens to be the active slot in the
hotbat
L318[13:46:43] <gigaherz> hotbar
L319[13:46:58] <gigaherz> in the end it
ends up being "Put X on the active slot"
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L324[13:48:20] <gigaherz> hmm
however,
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L327[13:48:38] <gigaherz> you say there
"nor is it required to inform the server"
L328[13:48:48] <gigaherz> that is not true
for survival, is it?
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L330[13:49:07] <killjoy1> it tells the
server that you switched your hotbar item
L331[13:49:38] <gigaherz> so the client
just sends a message saying "I exchanged slot N with
hotbar"?
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L333[13:49:49] <killjoy1> pretty
much
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L335[13:49:55] <killjoy1> or "I'm
using slot X now"
L336[13:50:16] <killjoy1> if it's
creative, "I gave myself item x"
L337[13:50:22] <killjoy1> in this
slot
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L339[13:50:31] <killjoy1> don't panic,
yo
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L347[14:07:46] <LexManos> so illy What is
needed to move forward?
L348[14:08:28] <LexManos> uploading to the
forge maven is as simple as copying the upload code from Forge's
build.gradle and telling me to make you a installer project
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L351[14:15:09] <tterrag> which of the
plethora of block opacity methods controls water rendering against
the block?
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L354[14:16:27] <gigaherz> isFullBlock, if
BlockLiquid@shouldRenderSides is to be believed
L355[14:16:53] <gigaherz> #*
L356[14:18:51] <tterrag> we return true
from that...
L357[14:19:07] <gigaherz> note that it's
all or nothing
L358[14:19:16] <gigaherz> if even one
block returns false, it draws ALL sides
L359[14:19:55] <tterrag> wut
L360[14:20:13] *
gigaherz shrugs
L361[14:20:33] <gigaherz> I'm looking at
the code ;P
L362[14:21:14] <gigaherz> this makes no
sense, actually
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L364[14:22:03] <gigaherz> okay no
L365[14:22:11] <gigaherz> this method is
named wrongly
L366[14:22:16] <gigaherz> it's NOT what
you want
L367[14:22:29] <gigaherz> this is a
"shouldRenderTOP"
L368[14:22:53] <gigaherz> it draws ONE
quad
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L370[14:26:29] <tterrag> yeah
L371[14:26:38] <tterrag> I'm talking about
what happens when you i.e. put a fence underwater
L372[14:29:05] <gigaherz> yeah i looed for
render side and liquids
L373[14:29:05] <gigaherz> XD
L374[14:30:12] <gigaherz> this is
BlockLiquid's shouldSideBerendered
L375[14:30:14] <gigaherz> return
blockAccess.getBlockState(pos.offset(side)).getMaterial() ==
this.blockMaterial ? false : (side == EnumFacing.UP ? true :
super.shouldSideBeRendered(blockState, blockAccess, pos,
side));
L376[14:30:46] <gigaherz> the call to
super, however
L377[14:30:54] <gigaherz> does some checks
for the bounding box
L378[14:30:58] <tterrag> apparently it
boils down to isOpaqueCube
L379[14:31:04] <gigaherz> if the bounds
are not 0/1 on the appropriate side, it forces true
L380[14:31:10] <gigaherz> otherwise falls
back to doesSideBlockRendering
L381[14:31:28] <gigaherz> which as you
said, fallsback to isOpaqueCube
L382[14:31:39] <tterrag> and glass returns
true from this method!??!?!
L383[14:31:41] <gigaherz> however, mod
blocks should be overriding doesSideBlockRendering
L384[14:32:24] <gigaherz> no, returns
false
L385[14:32:28] <tterrag> where?
L386[14:32:32] <gigaherz>
BlockBreakable
L387[14:32:32] <illy> LexManos: right now
im working on a script to make the installer
https://git.io/vDEkW right now it needs a
maven
L388[14:32:38] <gigaherz>
isOpaqueCube(state)
L389[14:32:43] <tterrag> ahr ight
L390[14:32:51] <tterrag> so then why does
water not do this for glass
L391[14:33:16] <williewillus> silly
is<X>Cube methods
L392[14:33:22] <illy> Lex, funnily enough
the defualt maven plugin didn't work I had to use
maven-publish
L393[14:34:30] <tterrag> I'm beyond
confused
L394[14:34:42] <tterrag> every time I
change one of these methods it fixes a render bug but causes a new
one
L395[14:34:46] <tterrag> I feel like I'm
plugging leaks
L396[14:36:31] <williewillus> well it
seems like mojang itself can't keep them straight either
L397[14:36:37] <williewillus> each of
isFullCube, isNormalCube, isOpaqueCube, and isBlockNormalCube are
all used in both rendering and game logic
L398[14:36:43] <tterrag> point is. why the
hell does glass not cause fluid sides to render
L399[14:36:54] <tterrag> it should,
looking at the code
L400[14:37:46] ***
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L401[14:38:32] <tterrag> ok wait, this
issue is different
L402[14:38:43] <tterrag> glass does cause
liquid *outward* faces to draw. not inward faces
L404[14:38:58] <tterrag> question
is....where is the code that controls that happening?
L405[14:39:15] <gigaherz>
BlockFluidRenderer, I guess
L406[14:39:21] <gigaherz> I think
L407[14:39:24] <gigaherz> fluid have two
faces
L408[14:39:28] <gigaherz> for the outer
side
L409[14:39:31] <gigaherz>
"moving" and "static"
L410[14:40:36] <tterrag> right
L411[14:40:56] <tterrag> AHHH
L412[14:40:58] <killjoy1> mojang went and
added a new tab
L413[14:41:01] <tterrag> if (block ==
Blocks.GLASS || block == Blocks.STAINED_GLASS)
L414[14:41:01] <tterrag> {
L415[14:41:01] <tterrag>
textureatlassprite1 = this.atlasSpriteWaterOverlay;
L416[14:41:03] <tterrag> SCREW YOU
L417[14:41:04] <killjoy1> and removed one
from the creative menu
L418[14:41:19] <tterrag> whyyyy
L419[14:41:57] <gigaherz> Because
mojang.
L420[14:42:12] <gigaherz> close as
"needs forge PR" ;P
L421[14:42:13] <tterrag> that explains the
flowing texture
L422[14:42:18] <tterrag> but not the
outward drawing sides
L425[14:42:39] <tterrag> I don't see
anywhere that it draws those
L426[14:42:45] <tterrag> wait, nvm
L427[14:42:48] <tterrag> if
(textureatlassprite1 != this.atlasSpriteWaterOverlay)
L428[14:42:52] <tterrag> jesus christ
mojang
L429[14:43:00] <gigaherz> yeah it's a
hack
L430[14:43:04] <gigaherz> so that you see
it from inside the water
L431[14:43:10] <gigaherz> when it's not
glass
L432[14:43:17] <gigaherz> they literally
hacked glass in
L433[14:43:19] <tterrag> not even
getMaterial == glass ?
L434[14:43:28] <gigaherz> sounds like a
one-liner forge patch
L435[14:43:35] <gigaherz> - vanilla
L436[14:43:42] <gigaherz> + if (material
== GLASS)
L437[14:43:43] <gigaherz> ;P
L438[14:44:13] <tterrag> honestly, I would
just say that no full block should draw outward faces
L439[14:44:33] <tterrag> the question is
what method *actually* means "this block is not a normal
6-sided 1 meter cube"
L440[14:44:34] <gigaherz> hmmm
L441[14:44:37] <gigaherz> isSideSolid,
then
L442[14:44:42] <gigaherz> use the forge
one.
L443[14:44:49] <tterrag> does that require
world context?
L444[14:45:03] <gigaherz> yes
L445[14:45:13] <tterrag> it takes IBA, but
idk if it expects a ChunkCache (or threads)
L446[14:45:18] <tterrag> both of which it
would get if called here
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L449[14:46:08] <tterrag> that method is
also orders of magnitude more expensive than an == check
L450[14:46:12] <tterrag> it would be a
noticeable hit to block rendering
L451[14:46:16] <tterrag>
s/block/fluid/
L452[14:46:25] <gigaherz> specially when
water is moving often
L453[14:46:30] <gigaherz> such as a water
stream flowing
L454[14:46:49] <tterrag> I think
isFullCube is what I want
L455[14:46:59] <tterrag> except glass
returns false there
L456[14:47:01] <tterrag> jesus
L457[14:47:18] <gigaherz> no isFullCube
means simething else
L458[14:47:45] <gigaherz> isFullBlock
instead ;P
L459[14:48:01] <gigaherz> isSideSolid
falls back to isFullBlock
L460[14:48:17] <tterrag> nope
L461[14:48:17] <tterrag> this.fullBlock =
this.getDefaultState().isOpaqueCube();
L462[14:48:21] <tterrag> which glass
returns false from
L463[14:48:26] <gigaherz> right
L464[14:48:32] <gigaherz> isFullblock is
used for spawning too
L465[14:48:41] <gigaherz> meh
L466[14:48:46] <gigaherz>
shouldSideBeRendered
L467[14:48:49] <gigaherz> ends up checking
getBlockBounds
L468[14:49:05] <gigaherz> and manually
testing xmin/xmax etc
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L470[14:49:44] <tterrag> but it ends up
calling isOpaqueCube anyways
L471[14:50:12] <tterrag> fact is there is
NO method that ACTUALLY means "isFullCube"
L472[14:50:14] <tterrag> none of
them
L473[14:50:18] <tterrag> yet there are
THREE with that name
L474[14:50:29] <tterrag> can we *please*
rename all of these in 1.12
L475[14:50:32] <tterrag> idc how annoying
it is
L476[14:50:45] <gigaherz> I'm all in for
that
L477[14:50:56] <tterrag> I could do it
myself, technically >.>
L478[14:51:09] <gigaherz> aren't there
issues in the mcpbot tracker for that already?
L479[14:51:13] <gigaherz> williewillus was
pushing for it
L480[14:51:37] <tterrag> nothing comes up
obviously when searching
L481[14:56:03] ⇦
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L484[14:58:36] <williewillus> the problem
with renaming those is
L485[14:58:46] <williewillus> they're not
used specifically for one thing
L486[14:58:53] ***
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L487[14:59:12] <tterrag> they have a name
in the mojang codebase. I'm sure we can come up with something
better than the same name 3 times
L488[14:59:43] <williewillus> like
isBlockNormalCube, it's used to spawn the 1.9 portals to the outer
ring, but OH WAIT it's used to determine AO as well
L489[15:00:03] <tterrag> it's used to
*what*?
L490[15:00:06] <tterrag> spawn
portals?
L491[15:00:57] <williewillus> when you go
through the portals to the outer end islands it uses
isBlockNormalCube to see if a block is safe
L492[15:01:54] <tterrag> and...only then?
not nether portals?
L493[15:02:08] <tterrag> or...end
portal?
L494[15:03:37] <williewillus> no just the
outer portals. also it's used to tell if vines and redstone wire
should connect
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L496[15:06:02] <tterrag> how does it
affect AO?
L497[15:07:26] <quadraxis>
getAmbientOcclusionLightValue
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L499[15:07:56] <quadraxis> >> return
state.isBlockNormalCube() ? 0.2F : 1.0F;
L500[15:08:32] <tterrag> so it reduces the
shading amount
L501[15:09:18] <quadraxis> 1.0f is like no
shading I believe
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L503[15:12:24] <tterrag> isBlockNormalCube
may as well be isFullCube, except it checks
material.blocksMovement
L504[15:12:29] <tterrag> which all
materials return true from except WEB
L505[15:13:21] <tterrag> and isFullCube
seems to mean "isn't transparent"
L506[15:13:39] <tterrag> so maybe
isOpaqueSolidCube
L507[15:13:51] <tterrag> bit weird, but
better than "normal"
L508[15:18:39] <anli> Trying to find the
point in the code where the keyboard presses W, A, S, D is
processed
L509[15:18:45] <anli> are
L510[15:19:07] <anli> The class
MovementInput is what I have came to this far
L511[15:19:11] <killjoy1> yes
L512[15:20:36] <tterrag> that's the class,
but there is a subclass that has the actual input logic
L513[15:20:50] <anli> Ah, I found it
L514[15:21:05] <anli>
MovementInputFromOptions.updatePlayerMoveState
L515[15:22:03] <tterrag> yep
L516[15:22:36] <anli> I want to add a
hotkey, just for the experiment
L517[15:23:38] <tterrag> a hotkey
for?
L518[15:24:23] <anli> A hotkey that will
put the bottommost inventory row in the hotbar, the hotbar in the
topmost inventory row and the last row moving one down
L519[15:24:41] <killjoy1> There was a
bukkit plugin that did that
L521[15:24:43] <tterrag> all you need to
do is create a new KeyBinding object
L522[15:24:45] <killjoy1> shift scroll to
use
L523[15:25:11] <anli> I am not interesting
in knowing which plugins that actually implemented it, but to play
around
L524[15:25:24] <killjoy1> would you like
to see how they did it?
L525[15:25:37] <tterrag> in whatever event
you need to handle it in, just call KeyBinding#isPressed
L526[15:26:00] <anli> I will probably
place it near the inventory popup hotkey handler
L527[15:27:05] <killjoy1> e?
L528[15:27:16] <anli> yeah
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L530[15:31:42] <anli> Seems like
Keybinding.isKeyDown is not used
L531[15:34:14] <anli>
GameSettings.keyBindInventory...
L532[15:35:16] <tterrag> isKeyDown is
state processing
L533[15:35:21] <tterrag> so, yes, it's
rarely used
L534[15:35:34] <tterrag> most keybinds
don't use repeat events
L535[15:35:36] <anli> I searched through
all occurences of that, did not find anything about inventory
L536[15:36:08] <tterrag> really?
L537[15:36:12] <anli> Its so strange that
while (this.gameSettings.keyBindInventory.isPressed()) is used in
Minecraft.java, shouldnt that hang the client?
L538[15:36:17] <tterrag>
Minecraft#processKeybinds ?
L539[15:36:27] <tterrag> anli: no, read
the docs on isPressed
L540[15:36:28] <tterrag> or the code
L541[15:36:42] <anli> Ah, its only trigged
once then
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L544[15:46:48] <anli> Worked the first
time
L545[15:47:35] <anli> oh, wait, not
really
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L555[16:12:51] <gigaherz> hmmmm
L556[16:13:01] <gigaherz> how does one go
around to adding new keybinds?
L557[16:13:02] <gigaherz> never done it
;p
L558[16:18:02] <tterrag> you just create a
KeyBinding
L559[16:18:14] <killjoy1> don't forget to
register it
L560[16:18:25] <killjoy1> if you don't,
you'll get a NPE on the controls menu
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L563[16:24:08] <tterrag> what? it
registers itself
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L565[16:24:30] <gigaherz> no
ClientRegistry.registerKeyBinding needed ?
L566[16:24:34] <gigaherz> some old
tutorials show it being called
L567[16:24:38] <kashike> the new snapshot
has interesting blocks
L569[16:24:52] <killjoy1> if it registers
itself, why does that method exist?
L570[16:25:08] <gigaherz> kashike:
yup
L571[16:25:14] <gigaherz> sadly no
slabs&stairs
L572[16:25:15] <gigaherz> ;p
L573[16:26:04] <tterrag> ok, apparently
you do
L574[16:26:05] <tterrag> for some
reason
L575[16:26:14] <tterrag> even though
KeyBinding already has static references to all keybinds
L576[16:26:19] <gigaherz>
registerKeyBinding only adds to the gameSettings array
L577[16:26:25] <gigaherz> all it does is
"ArrayUtils.add"
L578[16:26:36] <tterrag> there's really no
reason for that array to exist
L579[16:26:41] <tterrag> KeyBinding has it
already
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L590[17:03:21] <tterrag> are there any
plans for block caps now? last I heard they were being considered
again
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L593[17:14:24] <gigaherz> tterrag: block
caps? as in, attached to the Block object instead of a TE?
L594[17:14:29] <tterrag> correct
L595[17:14:37] <tterrag> blocks have the
same issue TEs have. interface spam
L596[17:15:02] <gigaherz> I must be lucky
then, I haven't come across any need to have special interfaces on
blocks
L597[17:15:04] <gigaherz> items,
though
L598[17:15:19] <gigaherz> have inheritance
issues ;p
L599[17:15:39] <tterrag> items have
caps
L600[17:15:45] <gigaherz> enchantments and
stuff hardcoded to ItemTool or ItemArmor or whatever it is these
days
L601[17:15:48] <tterrag> blocks have
things like IGrowable, and various mods
L602[17:16:00] <gigaherz> itemstacks do,
not items themselves?
L603[17:16:17] <tterrag> true, but items
are not game objects really. they always exist as ItemStack
L604[17:16:46] <gigaherz> they are as much
as Block is
L605[17:16:46] <tterrag> you never have an
item without a stack. or, shouldn't.
L606[17:16:50] <tterrag> no
L607[17:16:54] <gigaherz> even more so,
since there's no IBlockState in between
L608[17:17:07] <tterrag> unless you
consider IBlockState, which sure, if caps were on states, that
would be just as good
L609[17:17:15] <gigaherz> it is true that
world grid cells can be only a block
L610[17:17:17] <gigaherz> without a
TileEntity
L611[17:17:23] <gigaherz> while items
always have the ItemStack to hold the info
L612[17:17:27] <tterrag> that's what I
mean
L613[17:17:42] <gigaherz> I'm not sure I
agree with caps being on the ItemStack object, btw
L614[17:17:48] <gigaherz> but it's how it
is, not going to change it
L615[17:18:22] <gigaherz> (not that I know
WHERE ELSE they could possibly be)
L616[17:18:37] <gigaherz> but either
way
L617[17:18:43] <gigaherz> Blocks, Items
and Entities
L618[17:18:48] <gigaherz> all 3 have the
same issue:
L619[17:18:52] <gigaherz> per-instance
data
L620[17:18:52] <gigaherz> vs
L621[17:18:54] <gigaherz> global
data
L622[17:19:06] <gigaherz> caps are
strictly per-instance
L623[17:19:14] <gigaherz> even if you want
to store global data
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L625[17:19:31] <gigaherz> you still have
to attach the one global-data-holder to ALL the instances of that
one type
L626[17:19:40] <gigaherz> and in that, I
agree
L627[17:19:47] <Ordinastie> caps should be
on item and blocks directly
L628[17:19:55] <gigaherz> it would be
really nice to have Block.getGlobalCapability
L629[17:20:02] <tterrag> caps on global
objects could be useful, there just has to be an extra layer
L630[17:20:07] <Ordinastie> just to way to
get the cap would be context specific
L631[17:20:10] <tterrag> perhaps
Block.getProvider(world, pos, state)
L632[17:20:11] <gigaherz> in fact
L633[17:20:13] <Ordinastie>
item.getCapability(itemStack)
L634[17:20:20] <Ordinastie>
block.getCapability(world, pos, side)
L635[17:20:23] <tterrag> Ordinastie: no,
that would require breaking ICapabilityProvider
L636[17:20:23] <gigaherz> I'd go one step
further: I'd up them on IForgeRegistryEntry.Impl
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L638[17:20:46] <gigaherz> Ordinastie:
you'd then need separate provider classes for each type
L639[17:21:05] <gigaherz> although
L640[17:21:08] <Ordinastie>
ICapabilityProvider<IContext>
L641[17:21:15] <Ordinastie> or something
like that
L642[17:21:17] <gigaherz>
theItem.getProvider(itemStack).getCapability
L643[17:21:25] <gigaherz>
theBlock.getProvider(world,pos).getCapability
L644[17:21:31] <gigaherz> that I can get
behind.
L645[17:22:29] <gigaherz> (it does have
some drawbacks, though)
L646[17:22:57] <tterrag>
ICapabilityProvider won't be changed
L647[17:23:00] <tterrag> that's just not
going to happen
L648[17:23:45] ***
fry is now known as fry|sleep
L649[17:24:04] <tterrag> I think
getProvider is sensible, if a bit of an overhead
L650[17:24:24] <tterrag> if not
implemented well on a block/item, it could result in a lot of
object allocations
L651[17:24:43] <tterrag> in fact, I'm not
sure how you'd avoid it
L652[17:25:09] <tterrag> without doing
something like `return theprovider.setContext(world, pos, state)`
whcih has dangerous sideeffects if the call is ever threaded
L653[17:25:15] <gigaherz> yeah
L654[17:25:26] <gigaherz> and you still
have the issue of global vs per-instance
L655[17:25:32] <gigaherz> meaning you may
need something like
L656[17:25:45] <gigaherz> a global
provider that knows the per-instance one
L657[17:25:59] <gigaherz> and instead of
super.getCapability does perInstance.getCapability
L658[17:26:01] <gigaherz> or
something
L659[17:30:09] <tterrag> a global provider
that "knows" what? in the case of a block, there is no
per-instance provider
L660[17:35:50] <gigaherz> in case of the
block, you'd return "new
GlobalProvider(getTileEntity)"
L661[17:35:59] <gigaherz> which may mean
there's no per-instance if it has no TE
L662[17:36:24] <gigaherz> or rather, new
chainedProvider(global, getTileEntity)
L663[17:36:25] <tterrag> also, you'd be
creating an object
L664[17:36:28] <gigaherz> yes
L665[17:36:29] <tterrag> why not
getTileEntity().getProvider()
L666[17:36:36] <gigaherz> I thought we
decided it was unavoidable?
L667[17:36:39] <tterrag> or rather, just
return getTileEntity, as that would be the provider
L668[17:36:43] <tterrag> the case of a TE
is a nonissue
L669[17:36:54] <Ordinastie> the provider
might not be a TE
L670[17:37:40] ***
diesieben07 is now known as diesieben|away
L671[17:37:49] <gigaherz> yeah i was
thinking just how to obtain a combined global + per-instance
provider
L672[17:37:53] <gigaherz> but that may not
be so useful
L673[17:37:57] ***
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L674[17:38:18] <tterrag> the case this is
useful is where there's no TE. I suppose in the odd case you may
have a TE but need to implement something on the block, but
that'
L675[17:38:22] <tterrag> s probably the
minority
L676[17:39:33] <gigaherz> hmmm and
TileEntity could fall back to calling the block provider too
L677[17:42:03] <Ordinastie> the issue is
the proper way would require changing current system
L678[17:42:21] <Ordinastie> as tterrag
said, that's not going to happen, so you're bound to a subpar
impl
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L680[17:42:45] <Ordinastie> should have
been better designed from the start
L681[17:44:10] <tterrag> the whole point
was to have contextless providers
L682[17:44:15] <tterrag> that is very
intentional design
L683[17:44:20] <Ordinastie> what the point
?
L684[17:44:30] <tterrag> ask the
designers
L685[17:44:35] <Ordinastie> in what case
you don't know what you're querying
L686[17:45:11] <Ordinastie> but that's
what I'm saying, "by design" doesn't mean "good
design"
L687[17:45:33] <tterrag> you're barking up
the wrong tree
L688[17:45:37] <tterrag> all I said is
that it won't change
L689[17:45:39] <tterrag> not that it
shouldn't
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L697[18:03:15] <gigaherz> a broken
coremod
L698[18:04:20] <bjorguv> which one?
L699[18:04:50] <gigaherz> well
L700[18:04:54] <gigaherz> the log
shows
L701[18:04:54] <gigaherz> at
com.mito.mitomod.asm.BraceCoreHooks.getCollisionHook(BraceCoreHooks.java:23)
L702[18:05:02] <gigaherz> but it could be
another mod that has modified the same file
L703[18:05:12] <gigaherz> so it's hard to
say exactly which one is misbehaving
L704[18:05:30] <bjorguv> ok ty
L705[18:09:27] <bjorguv> does the :23 mean
line 23?
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L715[18:44:18] <gigaherz> hmf, item
capabilities do not sync to the client, do they?
L716[18:45:02] <gigaherz> wait wtf
L717[18:45:10] <gigaherz> it worked when
outside thebaubles slot hmm
L718[18:45:18] <gigaherz> I guess baubles
does not sync item capabilities
L719[18:45:20] <gigaherz> ;P
L720[18:45:33] <diesieben07> item
capabilities and sycing is weeeeird
L721[18:45:47] <diesieben07> they
half-sync... sometimes, or something, i think
L722[18:45:48] <diesieben07> idk
L724[18:49:59] <gigaherz> (I have fixed
the missing standard item lighting already)
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L726[18:53:06] <gigaherz> tomorrow:
actually implement the swapping ;p
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L732[19:11:50] <illy> LexManos: do you
want me to get rid of launch4j task? aside from that and the maven
side of the java wrapper the everything is ready
L733[19:12:18] <illy> but the making the
installer now works on a forge build
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L739[19:22:45] <HassanS6000> Is there any
sort of explanation on how to write packets for Minecraft
1.6.4?
L740[19:24:33] <HassanS6000> I saw this
but that's all I could find and I'm not even sure that is related
to 1.6.4
L742[19:25:01] <HassanS6000> Hm I have a
feeling that link isn't write
L743[19:25:03] <HassanS6000> *right
L744[19:25:26] <barteks2x> why would you
write anything for 1.6.4? (not that I know how, I don't)
L745[19:29:02] <shadowfacts> are any forum
admins around?
L746[19:29:28] <shadowfacts>
Lily9005Grayson is a spam account that's being used to span the
modder support section
L747[19:29:48] <mezz> shadowfacts,
link?
L748[19:29:57] <tterrag> I mentioned it
last night
L751[19:31:00] <mezz> I need to figure out
the new forum mechanics but I'll get that removed
L753[19:32:19] <shadowfacts> nope, they're
all gone
L754[19:32:39] <mezz> cool that was easy,
the new forum interface is waaaay better
L755[19:35:03] <illy> is it normal for the
1.11.2.json to update while running gradle setup?
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L759[19:45:43] <LexManos> yes we should
swap out the launch4j
L760[19:45:56] <LexManos> what do you need
for the maven?
L761[19:46:06] <LexManos> Just need to
setup your jenkins job
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L763[19:47:47] <illy> Cool I had to use a
different maven-publish plugin instead of the maven plugin because
it didnt work without the default build task
L764[19:48:14] <illy> brb
L765[19:51:09] <illy> back
L766[19:51:31] <LexManos> jenkins job
setup
L767[19:51:34] <LexManos> lets see what
happens
L768[19:51:44] <LexManos>
org.gradle.execution.TaskSelectionException: Task 'uploadArchives'
not found in root project 'JavaWrapper'.
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L770[19:52:35] <illy> gradle publish
L771[19:53:10] <illy> the maven plugin
didnt work with the golang plugin so I had to use the newer
one
L772[19:53:43] <LexManos> Caused by:
java.lang.IllegalStateException: Downloaded and extracted bootstrap
to /home/jenkins_slave/.go/sdk/bootstrap but it could not be
validated as working go installation.
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L774[19:54:30] <illy> odd let me look at
they're issue tracker
L776[19:57:01] <illy> LexManos: could I
see the full log with a stacktrace
L777[19:57:12] <LexManos> -.-
L778[19:57:49] <illy> It works on my
windows and mac without golang so im confused
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L792[21:23:02] <blood> which build
introduces ability to offload chunk draws?
L793[21:23:05] <blood> on client
L794[21:24:24] <killjoy1> blood,
2221
L795[21:24:42] <blood> thanks
L796[21:24:42] <killjoy1> no, that's for
1.10
L797[21:24:47] <blood> right im on
1.10
L798[21:24:47] <killjoy1> 2220 for
1.11
L799[21:24:56] <killjoy1> so latest for
1.10
L800[21:26:07] <blood> now i need to find
a redstone fanatic to test my latest changes =)
L801[21:26:20] <blood> fixed the massive
lag with redstone lamp + fast clocks
L802[21:26:26] <blood> well fast clocks in
general
L803[21:26:33] <blood> but no clue if shit
broke
L804[21:27:07] <illy> LexManos: looks like
the plugin is broken with the gradle wrapper but it build when
using a native gradle install
L805[21:28:54] <killjoy1> find a redstone
computer schematic :p
L806[21:30:47] <blood> i actually used one
of those when i getting tracking to work for redstone
L807[21:30:49] <blood> that was fun
L808[21:31:13] <blood> redstone tracking
was many sleepness nights
L809[21:31:30] <tterrag> illy: that
doesn't make much sense
L810[21:31:46] <tterrag> is the wrapper
the same version that you have installed?
L811[21:35:59] <illy> god damn it
L812[21:36:12] <illy> 3.1 not 3.3
L813[21:38:13] <killjoy1> could always
just run gradle wrapper
L814[21:41:10] <illy> LexManos: the build
should be fixed now
L815[21:53:07] <LexManos> noper
L816[21:53:14] <LexManos> same issue
L817[21:54:15] <illy> Can I see the
jenkins?
L818[21:54:39] <LexManos> not sure what it
would tell you ive given you the logs
L819[21:57:00] <LexManos> its like its
loosing its environment variables
L820[21:57:43] <LexManos> GOROOT SHOULD
equal /home/jenkins_slave/.go/sdk/go1.7.1 but it looks later for
/usr/local/go
L821[21:57:57] <killjoy1> on windows, it
tries for c:/go
L822[21:58:10] <killjoy1> had to create
that directory (even though it's not used)
L823[21:59:53] <illy> that so odd I
managed to fix that by updateing the gradle wrapper my system I
have no idea why it would do that
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L825[22:01:16] <illy> I even ran two
different jenkins on diffrent comps get it to work
L826[22:02:01] <LexManos> made the
directory manually
L827[22:02:04] <LexManos> ./go version now
works
L828[22:02:05] <LexManos> so...
L829[22:02:10] <LexManos> seems to be
working
L830[22:02:41] <killjoy1> illy, building
it fails when 'forgeMvnPass' isn't defined
L831[22:02:49] <killjoy1> no rush on
that.
L832[22:02:54] <illy> yea im fixing that
now
L833[22:03:07] <LexManos> alright build
success
L834[22:03:14] <LexManos> and files
uploaded
L835[22:03:37] <illy> let me test the
forgebuild localy
L836[22:05:14] <LexManos> any particular
reason its in zips? instead of just raw exes and stuff?
L837[22:06:59] <killjoy1> Something about
maven if I remember
L838[22:07:25] <illy> the maven plugin
wasnt going to let it happen
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L840[22:07:51] <LexManos> i dont see
why?
L841[22:07:56] <LexManos> we upload exes
just fine
L842[22:09:00] <illy> it gave a weird
garbled names like javawrapper-version-linux.0-linux
javawrapper-version-osx.0-osx
L843[22:09:34] <LexManos> ..
L844[22:09:43] <killjoy1> makes sense
since those have no extension
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L848[22:13:05] <LexManos> eww
L849[22:13:09] <LexManos> 5MB for the
exes?
L850[22:13:38] <LexManos> it may be worth
running UPX on it
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L853[22:15:04] <LexManos> ya, 1.52MB after
basic compression...
L854[22:17:16] <LexManos> 15.5MB ->
4.78MB for all 3 OS's
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L856[22:18:01] <PitchBright> o/
L857[22:18:09] <killjoy1> o/
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L859[22:18:28] <illy> Lets see about
adding support for that in the JavaWrapper
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L861[22:19:07] <LexManos> yo
L862[22:19:18] <illy> pacaur -s upx
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L865[22:21:36] <LexManos> As a special
exception we grant the free usage of UPX for all
L866[22:21:36] <LexManos> executables,
including commercial programs.
L867[22:21:55] <LexManos> So its GPL but
with exception that compressed things don't have to abide by
it
L868[22:22:40] <illy> At the end of the
day I thinks its simpler if I make it a hard dep for the
system
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L870[22:23:12] <illy> and just have task
called gradle smallbuild
L871[22:23:34] <LexManos> well whats
difficult about a download task and a unzip task?
L872[22:23:53] <killjoy1> no need for the
unzip task. Just use zipTree
L873[22:24:03] <killjoy1> download can use
a configuration as well
L874[22:24:04] <LexManos> you need to
unzip so its executable
L875[22:24:39] <kashike> well, this is an
interesting FG bug..
L876[22:24:43] <LexManos>
upx-3.93-i386_linux.tar.xz should in theory work on all linux
machines?
L877[22:24:53] <illy> it should
L878[22:25:00] <illy> ok lets try
this
L879[22:25:21] <illy> lets get this thing
on maven
L880[22:25:45] <killjoy1> ^tarTree for
that ^_^
L881[22:25:51] <LexManos> give me a zip
file and I should be able to push it, else gimmie a small gradle
script and i'll run it
L882[22:26:01] <killjoy1> compression is
assumed based on extension
L883[22:26:17] <LexManos> what would that
help us?
L884[22:26:28] <LexManos> can you
executable program inside a zip file?
L885[22:26:30] <killjoy1> *.tar.xz
L886[22:26:55] <killjoy1> I'm saying you
can use that to get the data to copy
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L889[22:27:14] <LexManos> dont care about
copying data
L890[22:27:38] <LexManos> if you're
talking about the wrapper its self, pretty sure he already does
that
L891[22:27:47] <killjoy1> the
executable.
L892[22:27:55] <killjoy1> You said it
can't be run while compressed, right?
L893[22:28:19] <LexManos> please re-read
what we are talking about and difrest it before commenting
further.
L894[22:28:23] <LexManos> digest*
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L896[22:29:42] <LexManos> Also illy, any
idea if its possible to inject a icon for the wrapper?
L897[22:30:49] <illy> There should be ill
look for one
L898[22:31:57] <illy> we might have to
host an osx build
L899[22:32:30] <illy> err compile upx for
osx
L900[22:33:23] <LexManos> Which is fine if
we can find someone to compile it.
L901[22:33:36] <LexManos> could also make
the compression tasks optional
L902[22:33:45] <illy> ill do it let me get
my sisters mac
L903[22:33:46] <LexManos> if its on a
supported os
L904[22:33:48] <killjoy1> kenzierocks,
^^
L906[22:34:09] <illy> for the windows
icon
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L908[22:35:20] <LexManos> Wonder if that
works for the other OS's and if we could hack it to edit things
after compile
L909[22:36:15] <illy> Mac is stupidly easy
actually and its all done in a file structure
L910[22:36:44] <illy> you dont even have
to hack the binary
L911[22:36:54] <LexManos> Not TO worried
about that at the moment, but it just makes things look more
prefeshional
L912[22:37:26] <LexManos> Something I
can't spell, but meh.
L913[22:38:00] <killjoy1> linux is done
via a .desktop file :P
L914[22:38:23] <killjoy1> does linux
support containers?
L915[22:40:46] <illy> im going to let
package mangers handler anything linux with javawrapper
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L917[22:42:02] <illy> as a linux user its
to much work... at most we could to a .deb but that's it
L918[22:42:19] <killjoy1> .rpm
L919[22:42:25] <illy> but thats more files
for forge to host
L920[22:42:45] <killjoy1> .tar.gz. install
it yourself
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L922[22:43:04] <illy> thats what we
already have :D
L923[22:46:56] <LexManos> ?
L924[22:47:29] <LexManos> linux jar
installers is fine, as long as we have that 'you need j8'
shim
L925[22:47:32] <LexManos> windows is the
main issue
L926[22:50:25] <illy> i hate git
submodules
L927[22:50:39] <LexManos> ?
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L929[22:51:37] <illy> compile upx
L930[22:51:48] <illy> compiling upx
L931[22:53:18] <Keridos> hm lambdas are
actually very neat o.,O
L932[22:56:13] <killjoy1> yes
:heart_eyes"
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L934[23:31:46] <killjoy1> When doing PRs,
is it still prefered to have it one commit? Since github can squash
PRs
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