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L29[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170329 mappings to Forge Maven.
L30[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170329-1.11.zip
(mappings = "snapshot_20170329" in build.gradle).
L31[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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L41[02:47:57] <Admiral_Damage> fry, just
wanted to ask as I was having a discussion with someone today about
planning some of my mods for other platforms i.e mobile or perhaps
UWP/Xbox, are you aware of any plans under microsoft to push DX12
in place of opengl?
L42[02:53:46] <Admiral_Damage> Which
ofcourse means changing language, this is only just my curiosity
and speculation
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L51[03:26:11] <gigaherz|work> hype
L53[03:26:27] <gigaherz|work> slightly less
hype...
L54[03:27:32] <kashike> gigaherz|work:
"this snapshot", not "1.12"
L55[03:27:34] <kashike> :P
L56[03:27:47] <gigaherz|work> yes, 1.12 is
still going to be great
L57[03:27:51] <gigaherz|work> but not
today's snapshot ;P
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L86[06:11:55] <HQBanana> hola, my furnace
is almost operation but there is a slight rendering issue, when i
put items in the slots they are there for 1 tick and then
disappear. Could that be an NBT syncing issue?
L87[06:13:39] <gigaherz|work> sounds like
the server doesn't agree with the item being inserted
L88[06:13:53] <gigaherz|work> and when
theserver says "nope", the client refreshes back into a
blank inventory
L89[06:13:54] <HQBanana> nono it's there, i
can take it out, it's just not being rendered in the slot
L90[06:14:01] <gigaherz|work> I see
L91[06:14:11] <gigaherz|work> can you
gist/pastebin your gui and container classes?
L92[06:14:19] <HQBanana> but could that
point to a syncing issue?
L93[06:14:28] <gigaherz|work> it
could
L94[06:14:34] <gigaherz|work> but you
shouldn't need to sync anything yourself on a gui
L95[06:14:43] <gigaherz|work> and the
default sync should be handling it correctly
L96[06:14:46] <HQBanana> lemme check the
NBT in the tileentity before i pastebin it then
L97[06:14:55] <HQBanana> because i might
have made a dumb oopsie
L98[06:14:58] <HQBanana> like a tag
typo
L99[06:15:32] <HQBanana> oh and also i was
wondering, for shiftclicking stuff in, is there a method that i can
override to define what items can be shiftclicked into what
slots?
L100[06:16:11] <HQBanana> :| yup.....
serialize tag "Items" .... deseralize
"Item"
L101[06:23:38] <gigaherz|work> about
shift-clicking
L102[06:23:45] <gigaherz|work> you have to
override and handle transferStackInSlot
L103[06:23:50] <HQBanana> oh okie
L104[06:24:11] <HQBanana> this is odd,
shouldnt my overriden method tick be called every wel...
tick?
L105[06:24:19] <gigaherz|work> hm?
L106[06:24:26] <gigaherz|work> what
method?
L107[06:24:37] <HQBanana> @Override public
void tick()
L108[06:24:59] <HQBanana> i expected that
to be an update
L109[06:25:34] <HQBanana> so i put a
console.out.println right in the beginning of the method but that
is not showing up so it's not being executed
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L111[06:26:13] <HQBanana> its from the
ITickable interface
L112[06:26:18] <gigaherz|work> wrong
ITickable
L113[06:26:21] <gigaherz|work> there's
two
L114[06:26:26] <gigaherz|work> the one
with a tick method is the one for textures
L115[06:26:30] <HQBanana> :|
L116[06:26:31] <gigaherz|work> you shouldh
ave one with an update method
L117[06:26:36] <HQBanana> kill me pls
xD
L118[06:26:46] <gigaherz|work> you'll see
that the package name is funny
L119[06:26:55] <HQBanana> yup
L120[06:27:00] <HQBanana> i also looked in
the call stack and saw texture
L121[06:27:32] <HQBanana> k lets restart
because now i can actually update :P
L122[06:27:44] <HQBanana> so assuming that
tick() is for when you have an animated texture or something?
L123[06:28:04] <gigaherz|work> yes
L124[06:28:17] <gigaherz|work> it's used
in the textures to indicate that they are custom-animated
L125[06:28:24] <HQBanana> aaah okay
L126[06:28:24] <gigaherz|work> normal
animated textures have its own system
L127[06:28:27] <HQBanana> thanks :D
L128[06:28:36] <gigaherz|work> it was used
for the compass and clock
L129[06:28:48] <HQBanana> it smelts now :D
just gotta fix positions for the flame and arrow
L130[06:32:43] <HQBanana> lol... the stuff
in my output slot just deletes itself
L131[06:32:47] <HQBanana> oh welp
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L139[07:41:00] <Creysys> Whats better for
rendering items: A geometry shader or baked models?
L140[07:41:06] <Creysys> What do you
think
L141[07:41:21] <gigaherz|work> generally
speaking, models
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L143[07:41:36] <gigaherz|work> geometry
shaders turned out to have rather limited uses
L144[07:42:45] <Creysys> Youre propably
right
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L147[07:43:04] <Creysys> I thought about
chaning item models dynamically but that would mean changing the
textures which is laggy
L148[07:43:45] <Creysys> Btw why are you
always here? ^^
L149[07:43:47] <gigaherz|work> specially
if you can use vertex buffers to keep all the data in the gpu,
there's not really much point in using a geometry shader
L150[07:43:55] <gigaherz|work> whywould I
NOT be?
L151[07:43:55] <gigaherz|work> ;P
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L153[07:44:05] <gigaherz|work> IRC is
always running on my computers
L154[07:44:13] <gigaherz|work> it's a
relatively lightweight program so I have no reason to close
it
L155[07:44:24] <gigaherz|work> while at
work, I have this Limechat program
L156[07:44:29] <gigaherz|work> at home, I
use mIRC
L157[07:44:32] <gigaherz|work>
spyeah
L158[07:44:36] <gigaherz|work> so
yeah*
L159[07:46:11] <Creysys> I see
L160[07:47:49] <Creysys> Im currently
trying to understand and parse block models so i can just take them
over
L161[07:49:21] <gigaherz|work> you were
making your own thing, right?
L162[07:49:31] <gigaherz|work> why not use
standard model formats like .obj or .fbx?
L163[07:50:34]
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L164[07:50:34] <gigaherz|work> although I
suppose those formats won't have metadata on how to cull based on
neighbours
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L166[07:52:37] <Creysys> Obj etc is too
complicated for me since i dont need any materials yet
L167[07:52:44] ***
PaleOff is now known as PaleoCrafter
L168[07:52:46] <Creysys> Also i want the
models to be baked into the chunks
L169[07:53:00] <gigaherz|work> tbh in my
toy clone attempt
L170[07:53:06] <gigaherz|work> I didn't
bother with block models for "standard" blocks
L171[07:53:07] <bspkrs> I'll bake YOUR
models into chunks...
L172[07:53:25] <gigaherz|work> I just used
flat faces ;P
L173[07:54:03] <gigaherz|work> my idea was
to make non-terrain "blocks" be "props" (static
placeable entities that would get baked into the mesh for
efficiency)
L174[07:54:47] <Creysys> Thats the same as
what i want to do
L175[07:55:44] <Creysys> Maybe i will
implement obj etc some day but i will stick with the mc models for
now because of simplicity and since there are so many of it
L176[07:56:39] <Creysys> I have no idea
how i would implement block states because i dont like that
system
L177[07:57:20] <gigaherz|work> my idea was
to have a global state table
L178[07:57:33] <gigaherz|work> without
having a specific fixed "block" parent
L179[07:58:36] <gigaherz|work> so
like
L180[07:58:45] <gigaherz|work> imagine
that instead of registering the block by itself
L181[07:58:48] <gigaherz|work> you did
like
L182[07:59:06] <gigaherz|work>
registerAll(wood.getAllVariants())
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L184[08:00:07] <Creysys> I dont know about
that "variants" thing as well
L185[08:00:16] <Creysys> I mean you can
just register another block instead of using metadata
L186[08:00:32] <gigaherz|work> sure
L187[08:00:33] <gigaherz|work> but
like
L188[08:00:43] <gigaherz|work> suppose a
redstone torch
L189[08:00:48] <gigaherz|work> it has lit
and unlit states
L190[08:01:02] <gigaherz|work> if you
don't have variants
L191[08:01:14] <gigaherz|work> you'd have
fully separate "lit redstone torch" and "unlit
redstone torch"
L192[08:01:33] <gigaherz|work> and then if
you want to know if a block is a redstone torch or not
L193[08:01:57] <gigaherz|work> you'd end
up with "block is lit_redstone_torch || block is
unlit_redstone_torch"
L194[08:02:08] <gigaherz|work> or maybe
"block instanceof RedstoneTorch" which is even
worse
L195[08:02:58] <Creysys> I would say that
each redstone torch has a boolean (my block data system) which
determines its on off state
L196[08:03:15] <Creysys> And then override
getBlockModel to change its model/texture depending on the
state
L197[08:03:59] <Creysys> So variants are a
thing kinda
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L200[08:15:13] <gigaherz|work> Creysys:
how do you "store" that boolean, then?
L201[08:15:28] <gigaherz|work> you'd need
custom serializing for each block?
L202[08:15:34] <gigaherz|work> or a state
object on each cell of the world grid?
L203[08:15:41] <Creysys> No only for each
block data
L204[08:15:54] <Creysys> Two blocks can
share the same type of block data
L205[08:16:05] <gigaherz|work> sure but I
mean
L206[08:16:11] <gigaherz|work> what would
you store in the world grid?
L207[08:16:17] <gigaherz|work> an object
reference?
L208[08:16:22] <Creysys> Yes
L209[08:16:31] <Creysys> They are stored
in a dictionary
L210[08:16:44] <gigaherz|work> wat?
L211[08:16:53] <Creysys> A hashmap
L212[08:17:03] <Creysys>
Hashmap<Vector3i, BlockData>
L213[08:17:12] <gigaherz|work> so ALL your
blocks would be TileEntities
L214[08:17:22] <gigaherz|work> even stone
and dirt?
L215[08:17:27] <Creysys> Its not an
array
L216[08:17:35] <gigaherz|work> that's how
tileentities work in minecraft
L217[08:17:51] <Creysys> If you want your
block to be a tile entity just give it block data
L218[08:18:06] <gigaherz|work> yes
yes
L219[08:18:09] <gigaherz|work> what i mean
is
L220[08:18:18] <Ashindigo_> blah why isnt
exu2 open source
L221[08:18:20] <Creysys> So yes every
block that wants data is a tile tntiy
L222[08:18:45] <gigaherz|work> yeah that's
horribly inefficient
L223[08:19:18] <gigaherz|work> take a
redstone dust block
L224[08:19:38] <gigaherz|work> if you
don't have a concept of variants, you have 16 separate blocks
L225[08:19:52] <Creysys> Or tile
entities
L226[08:19:53] <gigaherz|work> if you use
"blockdata", you may have hundreds or thousands of
BlockData instances
L227[08:20:08] <gigaherz|work> inside a
HashMap
L228[08:21:57] <Creysys> Its basically
what minecarft would use but multiplied by 8
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L230[08:22:20] <Creysys> If i would use a
struct then only the 12 bit position becomes an overhead
L231[08:22:49] <Creysys> Which is 2 bytes
so multiply by two and the whole system takes up only twice as much
memory as mcs metadata system
L232[08:23:07] <Creysys> Plus not every
block even has data so that makes all that up again
L233[08:23:40] <Creysys> Performance wise
Hashmaps are really fast so i dont see that big of a problem
there
L234[08:26:45] <Creysys> Or is there
anything that im missing?
L235[08:29:17] <Ashindigo_> !gm
func_186026_b
L236[08:29:45] <Ashindigo_> !gm
func_177956_o
L238[08:29:48] <gigaherz|work> SOON!
L239[08:29:56] <Ashindigo_> yay!
L240[08:30:55] <Ashindigo_> !gm
func_177434_r
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L265[09:50:06] <gigaherz|work> OH
NOES
L267[09:50:14]
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L269[09:50:19] <gigaherz|work> oh well, I
guess I'll have to go home
L270[09:50:20] <gigaherz|work> ;P
L271[09:50:34] <gigaherz|work> I'm certain
it will release while I'm not in front of a computer ¬¬
L272[09:50:46] <gigaherz|work> so I may as
well leave now and not delay it for everyone else ;P
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L279[10:08:45] <ghz|afk>
NOOOOOOOOOOOOOOOOOOOOOOO
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L282[10:09:53] <Lord_Ralex> you cursed
it
L283[10:10:38] <gigaherz> tbh they should
always release snapshots in the morning, not right before leaving
work ;P
L284[10:11:01] <gigaherz> it's like how
it's forbidden in many places to commit/merge on fridays
L285[10:11:02] <gigaherz> ;P
L286[10:11:19] <Lord_Ralex> we avoid
releases on fridays to prod too for that
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L292[10:32:21] <diesieben07> 5 pm?
uncomfortably late? pah.
L293[10:33:51] <gigaherz> maytbe he starts
working at 6am ;P
L294[10:33:58] <diesieben07> i would hope
not lol
L295[10:34:48] <Lord_Ralex> i leave work
at 5 :P
L296[10:35:00] <diesieben07> So do i
L297[10:35:13] <Lord_Ralex> except when we
have a release :/
L298[10:35:55] <gigaherz> same here
L299[10:35:57] <gigaherz> I do 9-5
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L301[10:45:01] <HQBanana> are
ItemStackHandlers cahced somewhere and not remade when you change
their slot value or something?
L302[10:45:18] <gigaherz> no
L303[10:45:18] <HQBanana> because mine was
3 slots big but now i need it to be 12 slots big, but whatever i do
it stays 3 slots big
L304[10:45:30] <gigaherz> you have to
change both the client and the server one
L305[10:45:41] <HQBanana> but there is
only 1
L306[10:45:49] <HQBanana> in my
tileentityfurnace class
L307[10:45:58] <gigaherz> yes
L308[10:46:03] <gigaherz> and there's one
copy on the server
L309[10:46:07] <HQBanana> public
ItemStackHandler _inventory = new ItemStackHandler(TOTAL_SLOTS)
{
L310[10:46:08] <gigaherz> and one copy on
each client that is seeing the tileentity
L311[10:46:09] <HQBanana> that thing
L312[10:46:19] <HQBanana> if i change the
amount of total slots it stays at 3
L313[10:46:20] <gigaherz> which, in
singleplayer
L314[10:46:28] <gigaherz> means there's
two copies of that tileentity per block
L315[10:46:52] <HQBanana> so youre saying
that it stays as nbt data and thats why it stays with 3
slots?
L316[10:46:57] <gigaherz> no
L317[10:47:02] <LatvianModder> what
lol
L318[10:47:04] <gigaherz> i'm saying
there's more than one copy of it
L319[10:47:09] <LatvianModder> ok, better
question
L320[10:47:15] <LatvianModder> HOW are you
changing the slot amount
L321[10:47:22] <HQBanana> changing the
value
L322[10:47:23] <HQBanana> lol
L323[10:47:30] <gigaherz> which
value?
L324[10:47:31] <HQBanana> just
recalculating total_slots
L325[10:47:41] <gigaherz> wat
L326[10:47:42] <HQBanana> lemme paste my
tileEntity
L327[10:47:45] <LatvianModder> with
setSize()?
L328[10:47:51] <gigaherz> that won't
update the object at all
L329[10:47:58] <gigaherz> unless you
change thesize of the ItemStackHandler explicitly
L330[10:48:03] <gigaherz> on all the
copies of the TileEntity
L332[10:48:15] <HQBanana> yeah thats what
i was afraid of
L333[10:48:23] <HQBanana> but how would i
change it everywhere :3
L334[10:48:45] <gigaherz> change it on the
server, and then send a packet to the clients, so that they can
also change it
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L336[10:49:11] <HQBanana> ah and now we
get to a part i havent read about yet anywhere
L337[10:49:14] <HQBanana> changing
something on the server
L338[10:49:20] <HQBanana> how does one do
that
L339[10:49:29] <gigaherz> ...
L340[10:49:33] <gigaherz> as I tried to
explain
L341[10:49:48] <gigaherz> the game's
primary logic is in the server
L342[10:50:07] <gigaherz> but each client
also has a copy of the data around
L343[10:50:13] <gigaherz> including
TileEntities
L344[10:50:26] <gigaherz> you can tell if
you are doing things on the client thread or the server
thread
L345[10:50:27] <HQBanana> yeah i
understand that
L346[10:50:30] <gigaherz> by looking at
world.isRemote
L347[10:50:37] <gigaherz> if isRemote is
true, it's the server
L348[10:50:41] <gigaherz> eh
L349[10:50:42] <gigaherz> the
client*
L350[10:50:50] <gigaherz> if isRemote is
false, it's the server
L351[10:51:34] <HQBanana> i understand
that part, but how would i send a packet containing the new
inventory information from the server
L352[10:51:45] <HQBanana> all ive been
using is the getUpdatePacket() and onDataPacket()
L353[10:51:49] <gigaherz> that's not what
you asked, though ;P
L354[10:51:57] <HQBanana> :3
L355[10:52:02] <HQBanana> it's what i
meant though haha
L356[10:52:24] <gigaherz> okay in order to
send messages to clients
L357[10:52:39] <gigaherz> you'll need a
network channel, and the message class
L359[10:52:56] <HQBanana> a network
channel would be a separate class?
L361[10:53:16] <gigaherz> read this
L362[10:53:29] <gigaherz> the channel is
the SimpleNetworkWrapper object
L363[10:53:40] <HQBanana> welp time to
make a PacketHandler class
L364[10:53:50] <gigaherz> no why
L365[10:53:53] <gigaherz> you don't need
one
L366[10:54:03] <HQBanana> We recommend
that you do this in a separate class, possibly something like
ModidPacketHandler
L367[10:54:11] <HQBanana> dats why
L368[10:54:19] <gigaherz> where does it
say that?
L369[10:54:26] <HQBanana> getting
started
L370[10:54:30] <gigaherz> oh I see
L371[10:54:32] <gigaherz> fuck that
;P
L372[10:54:33] <HQBanana> :)
L373[10:54:36] <gigaherz> I just put that
in my @Mod class
L374[10:54:38] <gigaherz> so I do
L375[10:54:40] <HQBanana> lol okay
L376[10:54:44] <gigaherz>
MyMod.channel.sendMessage
L377[10:54:44] <gigaherz> ;P
L378[10:55:01] <HQBanana> lemme create the
instance first :P
L379[10:55:03] <gigaherz> you CAN create a
network handling class
L380[10:55:24] <gigaherz> if you like to
over-organize your code ;P
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L383[10:56:00] <HQBanana> lol
L384[10:56:11] <HQBanana> welp ima read
that thingie to find out how to actually use this
simplewrapper
L385[10:58:25] <HQBanana> i do need a
messagehandler class right
L386[10:58:33] <HQBanana> or is that also
overorganizing
L387[11:01:24] <gigaherz> each message
should have the message class, and a handler clas
L388[11:01:38] <gigaherz> I personally
like to put the handler as a nested class inside the message
L390[11:01:48] <gigaherz> as seen here
;P
L391[11:02:11] <gigaherz> I also like to
have the client-specific handler code in my proxy
L392[11:02:18] <gigaherz> so all I do in
client-facing handlers is call the proxy
L393[11:02:41] <gigaherz> but in a
server-facing handler
L395[11:02:46] <gigaherz> I just put the
code there
L396[11:03:07] <gigaherz> (since the
singleplayer integrated server also need it, using the server proxy
would NOT work)
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L398[11:06:27] <gigaherz> HQBanana: you
have another choice
L399[11:06:30] <gigaherz> I was thinking
about it
L400[11:06:40] <gigaherz> if you save the
number of slots in writeToNBT
L401[11:06:52] <gigaherz> and the nread
them in the client in the onDataPacket
L402[11:07:07] <gigaherz> you would be
able to resize the inventory in there
L403[11:07:22] <gigaherz> and there would
be no need for a custom message
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L405[11:09:12] <HQBanana> lol im almost
done making the message class
L406[11:09:15] <HQBanana> :3
L407[11:09:19] <HQBanana> but yeah i
serialize the whole inventory
L408[11:09:24] <HQBanana> a.k.a
itemstackhandler
L409[11:09:30] <HQBanana> so i was
wondering
L410[11:09:31] <HQBanana>
EnderRiftMod.proxy.handleUpdateField(message);
L411[11:09:34] <HQBanana> proxy = common
proxy?
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L413[11:10:19] <gigaherz> the beauty about
proxies
L414[11:10:22] <gigaherz> is that forge
decides for you
L415[11:10:27] <gigaherz> it will assign
the right one during load
L416[11:10:42] <gigaherz> if you launch
the mod in a client minecraft, it will load the client proxy
L417[11:10:50] <gigaherz> and if you
launch it in a dedicated server, it will load the server
proxy
L418[11:11:12] <HQBanana> may i see that
handleupdatefield method?
L419[11:11:20] <HQBanana> 0,o that's
pretty amazing that forge does that
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L421[11:11:37] <HQBanana> by common proxy
i meant the proxy that the client and server is based on btw :P but
i get it
L422[11:11:48] <gigaherz> I don't have a
common proxy
L423[11:11:50] <HQBanana> oh
L424[11:11:53] <gigaherz> I use an
interface
L425[11:11:53] <HQBanana> i do :P
L426[11:11:56] <HQBanana> yeh
L427[11:11:59] <HQBanana> my commonproxy
is an interface
L428[11:12:20] <HQBanana> but could i see
that handleUpdateField method?
L430[11:12:30] <HQBanana> thanksu
L431[11:12:43] <gigaherz> it's exactly
where you'd expect it to be! ;P
L432[11:12:54] <HQBanana> oh wait.. i can
browse your github cant i
L433[11:12:59] <gigaherz> of course
XD
L434[11:13:03] <gigaherz> hmm
L435[11:13:10] <HQBanana> i never use
github cuz i cant understand pushing / pulling lol
L436[11:13:14] <HQBanana> it deleted my
files twice
L437[11:13:14] <gigaherz> those messages
are designed for use with GUI
L438[11:13:18] <gigaherz> lol
L439[11:13:24] <gigaherz> it's really not
that hard
L440[11:13:30] <gigaherz> do you know svn
or similar?
L441[11:13:46] <gigaherz> the idea
is
L442[11:13:53] <gigaherz> when you clone a
repository
L443[11:14:02] <gigaherz> you get a copy
of the commit history from the server
L444[11:14:23] <gigaherz> (the remote,
usually called "origin", or "upstream" if you
have both your own fork, and the main repository)
L445[11:14:29] <gigaherz> so
L446[11:14:38] <gigaherz> when you commit,
checkout, diff, branch, etc
L447[11:14:46] <gigaherz> it will work
with the local copy of the history
L448[11:15:00] <gigaherz> pulling means
asking the server for new commits
L449[11:15:07] <gigaherz> and pushing
means sending commits to the server
L450[11:15:29] <gigaherz> there isn't
really much more to it, conceptually
L451[11:15:47] <HQBanana> now..
L452[11:15:48] <HQBanana>
Minecraft.getMinecraft().addScheduledTask(() -> {
L453[11:15:50] <HQBanana> the heck is
that
L454[11:15:59] <HQBanana> i understand
addScheduledTask injects a task in the thread
L455[11:16:01] <HQBanana> but that
arrow?
L456[11:16:10] <Lord_Ralex> lambda
L457[11:16:11] <gigaherz> that's a lambda
function
L458[11:16:20] <gigaherz> a shorthand for
an anonymous function
L459[11:16:21] <HQBanana> wus lambda...
all i know lambda from is physics
L460[11:16:36] <gigaherz> lambda is an
historical name from lambda calculus
L461[11:16:46] <gigaherz> it refers to an
anonymous function without sideeffects
L462[11:16:51] <HQBanana> yeah i know the
lambda constant (at least i think it's a constant) in wave
something
L463[11:17:01] <gigaherz> unrelated
;P
L464[11:17:02] <HQBanana> ah okay
L465[11:17:06] <gigaherz> the name is just
the greek letter
L466[11:17:10] <HQBanana> so its basically
a function
L467[11:17:16] <HQBanana> without a name
and parameters
L468[11:17:16] <gigaherz> it's pretty much
a function
L469[11:17:22] <gigaherz> and in fact it
compiles to a function
L470[11:17:35] <HQBanana> its just shorter
than calling a function?
L471[11:17:40] <HQBanana> or more
efficient?
L472[11:17:40] <gigaherz> yes
L473[11:17:43] <HQBanana> ah okay
L474[11:17:43] <gigaherz> shorter
L475[11:17:55] <gigaherz> and it has some
advantages such as
L476[11:18:02] <gigaherz> being able to
use variables from the outer function
L477[11:18:08] <gigaherz> (locals and
parameters)
L478[11:18:16] <gigaherz> so long as those
variables are final (read-only)
L479[11:18:52] <gigaherz> you see how I
use that "message" parameter in the lambda?
L480[11:19:05] <gigaherz> java will
compile that to approximately
L481[11:19:30] <gigaherz> private void
anonymous_function_1(final UpdateField message) { ... }
L482[11:19:45] <gigaherz> passing the
parameter for you
L483[11:20:09] <gigaherz> lambdas are new
to java8 though
L484[11:20:12] <gigaherz> so keep that in
mind
L485[11:20:23] <gigaherz> if you want to
use lambdas, your mod has to require java8 ;P
L486[11:20:42] <gigaherz> alternatively
you can use anonymous interface implementation
L487[11:20:50] <gigaherz> which was doable
in java6 and 7
L488[11:21:28] <HQBanana> ohdang
L489[11:22:03] <HQBanana> i think im going
to try the NBT way for now because i wanna read some more up on
this messag estuff
L490[11:22:09] <HQBanana> but i need to
test multiple slots quickly :P
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L492[11:25:12] <HQBanana> for that lambda
thing i just set my java to use jre 8
L493[11:25:21] <HQBanana> but now half of
my classes have errors :P is there a way to revert it?
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L495[11:25:38] <gigaherz> what
errors?
L496[11:25:40] <gigaherz> o_O
L497[11:25:47] <HQBanana> mostly @Nullable
annotations
L498[11:25:53] <gigaherz> but what
error
L499[11:26:05] <gigaherz> not just what is
marked red, but what reason does it give if you try to
compile
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L502[11:26:33] <gigaherz> o_O
L503[11:26:50] <gigaherz> I have never
seen that error message ;P
L504[11:27:03] <HQBanana> :|
L505[11:27:14] <HQBanana> so is there a
way to get back to jre7 xD
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L508[11:32:08] <HQBanana> welp
L509[11:32:16] <HQBanana> i set it back to
"workspace default jre" and error is gone
L510[11:32:40] <HQBanana> guess im going
to save inventory slot count separately in nbt
L511[11:32:51] <HQBanana> and then somehow
set it to 12 explicitely in the nbt or something
L512[11:34:21] <HQBanana> and on your git
explanation, it's great explanation but im going to have to read
into branches :P
L513[11:36:47] <HQBanana> woo i got it to
work with nbt
L514[11:38:32] <tterrag> HQBanana: when
you got that error...what @Nullable were you using?
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L520[11:46:19] <HQBanana> uh are there
multiple @nullables?
L521[11:46:23] <HQBanana> paint
artist*
L522[11:48:43] <tterrag> Well...You tell
me
L523[11:48:52] <tterrag> Which one did you
import?
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L525[11:54:01] <HQBanana>
com.sun.istack.internal.Nullable;
L526[11:54:54] <tterrag> Yeah....
L527[11:55:02] <tterrag> See that
*internal*
L528[11:55:09] <tterrag> it means don't
use...
L529[11:55:28] <tterrag> Pretty much
anything com.sun.* is internal
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L534[12:14:43] <HQBanana> oh good to know,
thanks :D
L535[12:37:19] <HQBanana> weeeee! finally
a parralel cooking furnace
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L537[12:59:11] <HQBanana> is there a quick
way to add fake slots to an inventory?
L538[12:59:29] <HQBanana> so i could
store, say, 3000 items in my jar but only display the 64 in the
real slot
L539[13:03:47] <tterrag> what you display
in the GUI doesn't have to be related to your internal storage at
all
L540[13:03:51] <tterrag> it's convenient,
but not necessary
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L546[13:31:19] <TechnicianLP> !gf
191525
L547[13:31:44] <TechnicianLP> !gf
Items.field_191525_da 1.11
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L550[13:45:07] <Drullkus> I'm supposed to
register entities in the game registry, right?
L551[13:45:13] <Drullkus> Mobs, falling
blocks, etc
L552[13:45:16] <Drullkus> \o Ipsis
L553[13:50:03] <HQBanana> does java have
some array-like thing that scales automatically?
L554[13:50:40] <Lord_Ralex> a list?
L555[13:50:51] <HQBanana> kewl java has
lists, good
L556[13:51:02] <gigaherz> Drullkus: you
can use the standard falling block entity if it's not a special
falling block
L557[13:51:03] <gigaherz> but yes
L558[13:51:30] <Drullkus> gigaherz: Ah ok.
I'm trying to make it turn into concrete when it comes in contact
with water
L560[13:51:43] <Drullkus> Which probably
needs a new entity
L561[13:51:46] <gigaherz> backporting the
1.12 stuff? ;P
L562[13:51:50] <gigaherz> nah
L563[13:51:57] <Drullkus> Oh?
L564[13:51:58] <gigaherz> concrete dust
turns itself into concrete
L565[13:52:03] <gigaherz> even if not
moving
L566[13:52:10] <gigaherz> what you need a
new entity for
L567[13:52:14] <Drullkus> It still needs
to stop falling when it touches water
L568[13:52:22] <gigaherz> is turning into
concrete as soon as the entity touches water
L569[13:52:24] <gigaherz> ;P
L570[13:52:27] <Drullkus> Yes
L571[13:52:29] <Drullkus> It's weird
L572[13:52:35] <Drullkus> But blame
minecraft & Mojang
L573[13:52:51] <gigaherz> why not wait for
1.12 XD
L574[13:52:59] <Drullkus> But yeah I'm
backporting the 1.12 concrete because I want to make that
chiselable :P
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L599[16:05:42] <HQBanana> is there a way
to see in the onContentsChanged method of ItemStackHandler how many
items have been taken out?
L600[16:08:30] <gigaherz> uhm no
L601[16:08:35] <HQBanana> rip
L602[16:08:36] <gigaherz> override the
extract method if you want that
L603[16:08:52] <gigaherz> check the stack
size of the returned stack from super
L604[16:08:54] <HQBanana> cuz i have an
output slot and i want to subtract the taken amount of items away
from the total amount of items stored
L605[16:08:55] <gigaherz> and you'll know
exactly
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L607[16:10:55] <HQBanana> neither my tile
entity nor my container have an extract override
L608[16:11:48] <gigaherz> what
L609[16:11:49] <gigaherz> no
L610[16:11:52] <gigaherz> the
ItemStackHandler
L611[16:12:08] <HQBanana> yeah that has
extractItem but that needs an amount
L612[16:12:08] <gigaherz> it may be
"extractStack" or similar
L613[16:12:14] <gigaherz> you don't CALL
it
L614[16:12:18] <gigaherz> I just
said
L615[16:12:25] <gigaherz> override
it
L616[16:12:40] <HQBanana> and then call it
on the super?
L617[16:12:47] <HQBanana> as in
L618[16:12:51] <HQBanana>
super(parameters)
L620[16:12:58] <gigaherz> yes
L621[16:13:12] <gigaherz> see how I
override insertItem to add a check
L622[16:13:21] <gigaherz> to prevent
non-fuel items from being inserted?
L623[16:13:32] <gigaherz> you can do
similarly but check the return value instead
L624[16:13:48] <HQBanana> ah okay
nice
L625[16:13:51] <HQBanana> thanks
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L669[20:31:39] <Ferrettomato> Hello?
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L671[20:33:04] <Ferrettomato> Anyone
there?
L673[20:36:33] <Ferrettomato> Can blocks
and blockstates and such be read normally if they're in an unloaded
chunk?
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L675[20:39:49] <tterrag> no, the chunk
will be loaded
L676[20:40:34] <Ferrettomato> Reading info
about a block loads its chunk?
L677[20:41:03] <tterrag> correct
L678[20:41:09] <Ferrettomato>
Interesting.
L679[20:41:10] <tterrag> what else would
happen?
L680[20:41:37] <Ferrettomato> I didn't
know, I'm a noob.
L681[20:41:43] <Ferrettomato>
Thanks.
L682[20:42:09] <tterrag> it's fine
L683[20:47:24] <Ferrettomato> So
constantly reading info about a remote block is the same as having
a player there? Or is there a difference?
L684[20:51:09] <tterrag> no, the chunk
will be "orphaned"
L685[20:51:13] <tterrag> it will
immediately unload on the next tick
L686[20:51:24] <tterrag> thus, reading
info about unloaded chunks is generally a bad idea, unless you
absolutely need to
L687[20:51:59] <Ferrettomato> What makes
it a bad idea?
L688[20:52:58] <tterrag> loading a chunk
is a very expensive operation
L689[20:53:11] <tterrag> and of course,
more chunks being loaded is also bad for performance
L690[20:54:05] <Ferrettomato> Got
it.
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L695[21:08:37] <Darkevilmac> Is it
possible to reference mulitple properties in a forge blockstate
json? For example checking if something is true or false, then
checking another property under that? Kind of having trouble
explaining so here's an example of what I want to accomplish.
https://hastebin.com/hopivokira
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L697[21:12:40] <tterrag> Darkevilmac: yes,
with the forge format
L698[21:12:52] <tterrag> well, kind
of
L700[21:13:20] <tterrag> you can modify
*parts* of the model under different properties. which achieves the
same effect
L701[21:13:49] <tterrag> though if you
want exactly what you have, maybe look at vanilla's multipart
system
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(Quit: またね)
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L718[22:25:27] ***
Abrar|gone is now known as AbrarSyed
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Gulps, huh? Alright... Welp, see ya later)
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