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L1[00:00:07] ***
Darkevilmac is now known as DarkevilAway
L2[00:01:48] ⇨
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L3[00:07:30] <killjoy> cpw, you're using
linux, yes?
L4[00:08:14] <killjoy> gotta be razor's bad
linux drivers
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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L34[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170216 mappings to Forge Maven.
L35[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170216-1.11.zip
(mappings = "snapshot_20170216" in build.gradle).
L36[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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L57[02:54:43] ⇨
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L58[03:01:59] <Ordinastie> somehow, the
simple fact of my mod being loaded breaks the enchantment glow on
items :s
L59[03:02:52] <gigaherz|work> do you set
shaders?
L60[03:02:59] <gigaherz|work> or have some
gui overlay handler?
L61[03:03:11] <Ordinastie> I don't render
anything at this point
L62[03:03:26] <Ordinastie> I'm 4k up in the
air, have nothing else in the hotbar than a book
L63[03:03:51] <Ordinastie> the method for
the effect does get called
L64[03:04:11] <gigaherz|work> my guess is
some gl state isn't being unset properly
L65[03:04:14] <gigaherz|work> no idea
which, though
L66[03:04:27] <Ordinastie> but that would
mean some gl state is set at some point
L67[03:04:35] <Ordinastie> that would
require for me to render something
L68[03:05:00] ⇨
Joins: VikeStep
(~VikeStep@192.43.96.58.static.exetel.com.au)
L69[03:05:13] <fry> or replacing/extending
parts of code that touches GL from vanilla :P
L70[03:05:34] <fry> which, I have a hunch,
you most likely do :P
L71[03:05:42] <gigaherz|work> if you
physically disable the code that messes around with rendering
L72[03:05:53] <gigaherz|work> not just move
into the void, but disable the handlers
L73[03:06:07] <gigaherz|work> I'd guess it
will stop happening ;P
L74[03:06:31] <Ordinastie> I don't
replace/extend, I usually return when I handle it myself, which
means, if none of my stuff is involved, it should affect
vanilla
L75[03:06:51] <Ordinastie> gigaherz|work,
yeah, I'll try that next
L76[03:08:00] <Ordinastie> note that,
without a mod, with just MalisisCore, it works fine
L77[03:08:08] <Ordinastie> that's what I
find confusing
L78[03:08:37] <Ordinastie> but disable asm
fixes it :/
L79[03:16:18] <fry> what a shock :P
L80[03:16:38] <fry> try to narrow it down
by enabling/disabling parts at a time :P
L81[03:16:48] <Ordinastie> that's what I'm
doing
L82[03:17:44] <Ordinastie> I think I may
have found the culprit ><
L83[03:19:26] <Ordinastie> yup
L84[03:19:39] <Ordinastie> if(itemStack ==
null) return false; ><
L85[03:23:22] <Ordinastie> the good thing
is, it highlights other problems
L86[03:23:36] <Ordinastie> like, why some
GL state bleed
L87[03:23:50] <Ordinastie> and more
importantly, why do I have a renderer for AIR ><
L88[03:29:14] <Ordinastie> well, of course,
Item.getItemFromBlock doesn't return null anymore, so that's
that
L89[03:31:27] <gigaherz|work> heh
L90[03:31:32] <gigaherz|work> beforeI
switched to 1.11
L91[03:31:38] <gigaherz|work> I went around
fixing all the nullability issues
L92[03:31:50] <gigaherz|work> clearly
marking variables and methods @Nullable where needed
L93[03:31:52] <gigaherz|work> so that
afterward
L94[03:31:58] <gigaherz|work> it would warn
me of like
L95[03:31:59] <Ordinastie> what is left is
the GL state
L96[03:32:03] <gigaherz|work> "assert
stack != null;"
L97[03:32:07] <Ordinastie> which is odd, I
don't use any
L98[03:32:16] <gigaherz|work> saying
"uhm, this can't be null anymore..."
L99[03:32:29] <gigaherz|work> which IDEA
nicely marks for me
L100[03:32:51] <gigaherz|work> and then
all i had to do is check for all uses of "== null" and
"!= null"
L101[03:33:09] <gigaherz|work> if any of
them had a stack argument on their left, it was something to
fix
L102[03:33:52] <Ordinastie> oh, I
understand now
L103[03:34:09] <Ordinastie> when rendering
the effect, the model is set but the stack is AIR :s
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L105[03:34:25] <Ordinastie> so if I think
I should render that, I prevent default rendering
L106[03:35:22] <Ordinastie> why mojand
doesn't pass the actual itemStack is beyond me though
L107[03:38:58] <Ordinastie> well, that's
fixed now
L108[03:39:12] <Ordinastie> good thing is,
I can update MalisisCore without updating the mods
L109[03:48:48] <kashike> gigaherz|work:
another new energy system?
L110[03:48:50] <kashike> (tesla)
L111[03:48:59] <gigaherz|work> what?
L112[03:49:07] <gigaherz|work> tesla has
existed for like, almost a year
L113[03:49:26] <gigaherz|work> long before
forge's energy capability
L114[03:49:53] <Ashindigo_> Its existed
for a long time
L115[03:49:54] <gigaherz|work> and I
didn't create it, I adopted it, replacing my own
CapabilityCore|Energy API
L116[03:50:25] <kashike> first time I've
heard of it, heh
L117[03:50:32] <kashike> someone's
streaming and didn't add your mod (Ender-Rift) because of it using
tesla apparently
L118[03:52:25] <fry> #DRAMA
L119[03:52:37] <kashike> heh
L120[03:52:42] <gigaherz|work> uhm, it's
optional, lol
L121[03:52:53] <gigaherz|work> it works
just fine without tesla, it just uses forge's
L122[03:53:00] <gigaherz|work> it does not
however support RF
L123[03:53:06] <fry> don't you try to
undrama the drama
L124[03:53:09] <Akkarin> Drama? where? who
got my popcorn?
L125[03:53:25] *
Ashindigo_ makes popcorn
L126[03:53:34] <kashike> yeah, that's what
I meant, didn't add it because it doesn't support RF :P
L127[04:01:19] <gigaherz|work> yeah RF can
go fuck itself
L128[04:01:20] <gigaherz|work> ;P
L129[04:01:36] <gigaherz|work> if they
don't want my mod because it doesn't support RF
L130[04:01:38] <gigaherz|work> well their
choice
L131[04:01:44] <gigaherz|work> I'm not
going to implement it.
L132[04:02:04] <fry> forge energy is
basically rf, is it not? :P
L133[04:02:07] <gigaherz|work> EnderIO
conduits can connect just fine
L134[04:02:08] <gigaherz|work> yes
L135[04:02:10] <gigaherz|work> same
units
L136[04:02:12] <gigaherz|work> but
different API
L137[04:02:15] <kashike> I was just
unfamiliar with tesla, thought your mod might have created it
:P
L138[04:02:24] <gigaherz|work> nah,
darkhax did
L139[04:02:34] <gigaherz|work> iirc
L140[04:04:06] <kashike> ah
L141[04:06:23] <Akkarin> c'mon kashike. do
you even stay up2date with things?!
L142[04:06:39] <kashike> not with energy
really, no
L143[04:07:02] <Akkarin> excuses
excuses
L144[04:07:21] <kashike> :P
L145[04:07:23] *
kashike goes back to watching stream
L146[04:07:46] *
Akkarin grabs kashike and starts petting him furiously
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L186[09:48:29] <Baughn> Ignoring mods for
a second, are maps saved with Forge 1.7 forwards compatible to
1.10?
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L195[10:13:13] <Hink> What is the
difference between EntityPlayer.cameraPitch,
EntityPlayer.prevCameraPitch, EntityPlayer.prevRotationPitch and
EntityPlayer.rotationPitch?
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L222[11:34:43] <Intektor> how do I check
if the player is walking, like not sprinting or sneaking, but just
walking
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L235[12:49:00] <diesieben07> Intektor,
check if their current position is significantly different from
their position last tick
L236[12:50:25] <diesieben07> wow, that was
a much later reply than i thought... misread that time.
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L241[13:20:35] <PitchBright> I was
thinking something like:
L242[13:20:37] <PitchBright>
!player.isInWater() && !player.isRiding() &&
!player.isSprinting() && player.onGround
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L244[13:21:48] <diesieben07> that's still
truee if you are standing still.
L245[13:22:43] <McJty> You can use those
tests in addition to the position measurement that diesieben07
suggeste
L247[13:30:33] <PitchBright> ah ya yer
right... I forgot the part that checks if the player's moving
L248[13:30:37] <PitchBright>
ClientStats.getInstance().movementSpeed =
getMovementStat(player);
L249[13:30:47] ***
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L250[13:31:12] <PitchBright> throw on a
&& movementSpeed > 0... or something there
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L262[14:30:45] ***
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L263[14:39:12] ***
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L264[14:42:17] <gigaherz> anyone messed
around with super circuit maker?
L265[14:42:32] <gigaherz> I can't get it
to do anything
L266[14:44:13] <gigaherz> everything I can
see indicates that just holding a "tiny pile of redstone"
should let me place it onto the circuit thingies
L267[14:44:16] <gigaherz> but it doesn't
let me
L268[14:47:32] <gigaherz> OH FUCK
L269[14:47:46] <gigaherz> i got small
piles, from techreborn
L270[14:48:16] <modmuss50> am.a said he
was going to make it use the ore dict :/
L271[14:48:30] <gigaherz> they have
different ratios, though
L272[14:48:40]
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L273[14:48:46] <gigaherz> small piles == 4
from each dust, tiny piles == 9 from dust
L274[14:53:39] <gigaherz> there :3
L275[14:53:44] <gigaherz> RS latch
L276[14:54:40] <gigaherz> my
"extreme" reactor is now properly controlled
L277[14:55:12] <gigaherz> (3 redstone
ports, 1 turns on when < 10%, one turns on when > 90%, and
the middle one activates the reactor, using the flip-flop)
L278[14:55:28] <gigaherz> it works!
:3
L279[14:55:40] <gigaherz> stopped at 93%,
so it could be set slightly higer
L280[14:55:41] <gigaherz> but eh.
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L283[15:08:34] *** V
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L291[15:44:01] <Shambling> anyone know
what durationRF means in Enderio configs? If I set that to 0, will
something only have 1 use, or does it need to be high enough to
cover one items worth of RF manipulation.
L292[15:44:27] <Shambling> I'm thinking of
making TnT a grinding ball recipe item, but only want it useable
one at a time
L293[15:44:50] <Shambling> well I'm in
game, so I guess we'll see :P
L294[15:51:27] <Shambling> huh well
primary % doesn't work as expected
L295[15:51:47] <Shambling> set it to 50%,
and I'm still getting 2 every grind, when I was expecting either 1,
or 1 every 2 times
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L299[16:00:37] <Shambling> well ... think
I'll make tnt last for one grind in a sag mill, and simply make it
instant
L300[16:00:45] <Shambling> or rather
reduce power usage drastically
L301[16:08:08] <Intektor> How can I find
out if the player is standing or not on the server?
L302[16:08:32] <Intektor> because motion
== 0 isnt working, and pos - prevPos isn't either
L304[16:12:54] <gigaherz> Intektor: what
exactly are you trying to check?
L305[16:13:01] <gigaherz> the player being
idle?
L306[16:15:12] <Intektor> the current
movement state, Standing, Sneaking, walking, running, in air
L307[16:22:06] ***
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L314[16:57:33] <Baughn> Am I going insane,
or is placeBlockAt giving me different x/y/z values than the actual
block I'm right-clicking on?
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L316[17:00:29] <Baughn> Hmm.
L317[17:00:34] <Baughn> Desync, I
think..
L318[17:00:54] <Ordinastie> no it makes
sense
L319[17:01:22] <Ordinastie> if you click
the top face of a block, you're placing the block 1 higher
L320[17:03:36] <Baughn> I was offset by 1,
1, 1.
L321[17:04:02] <Baughn> Otherwise you'd be
right, but... sadly, not so much sense.
L322[17:06:24] ***
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L324[17:24:16] <Baughn> Got it working.
Sweet.
L325[17:24:28] <Baughn> Now, what do I
change to change the *visible* bounding box of a block?
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L330[17:39:27] <Shambling> woo, someone
made an apple tree mod right after I wondered why there were no
apple tree mods for 1.10.2 :P
L331[17:40:09] <gigaherz> hmmm?
L332[17:40:22] <gigaherz> I play on a
server with Hermitpack
L333[17:40:24] <Shambling> just was
perusing the mods on curse and found a mod that adds apple trees
:P
L334[17:40:27] <gigaherz> and there's
fruit trees all over the place
L335[17:40:35] <Shambling> yes, but are
any of them apple's?
L336[17:40:38] <Shambling> probably!
L337[17:40:41] <gigaherz> yes
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L339[17:41:23] <Shambling> isn't that from
pam's?
L340[17:41:32] <Shambling> pam's doesn't
really fit my modpack... of course neither do apples. lol
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L347[17:56:55] <techbrew> Anyone seeing
excruciating "Preparing spawn area" times in 1.11.2 (IDE)
?
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L349[18:06:28] <gigaherz> techbrew: i
haven't experienced that, no
L350[18:06:58] <Shambling> is there a meme
associated with dark oak stone from mob grinding utils?
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L353[18:16:17] <gigaherz> night ppl
L354[18:16:22] ***
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L360[19:44:01] <digseraph> I'm having some
strange problems with normals in a baked model. is there a good
reference somewhere?
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L363[19:50:45] <digseraph> I have a
"tent" shape, with a torch next to it, at night. both
sides are the same brightness, while I'm expecting the side away to
be darker
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