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L8[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170724 mappings to Forge Maven.
L9[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170724-1.12.zip (mappings = "snapshot_20170724" in build.gradle).
L10[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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L30[04:54:09] <TechnicianLP> a friend just sent me this: https://puu.sh/wRGsJ/2c38b2e89e.png
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L39[06:54:35] <TechnicianLP> is the AnimationStateMachine usable? (i once heard it was lagging a lot ...)
L40[06:55:10] <PaleoCrafter> you must've heard wrong :P
L41[06:55:17] <PaleoCrafter> the animation system is performing quite well
L42[06:56:25] <TechnicianLP> ok then ill try using it - any docs? (apart from frys gist and the testmod)
L43[06:56:38] <PaleoCrafter> somebody started writing a docs article
L44[07:08:45] <ScottehBoeh> I have a question relating to Server chat events
L45[07:09:07] <ScottehBoeh> Currently I have a "local chat" feature, in which only close players can see other players messages (unless they have a radio)
L46[07:09:32] <ScottehBoeh> Currently I go through each player, check their distance, then add a new chat component
L47[07:10:04] <ScottehBoeh> Sadly, as you'd expect, this erases the original format of the players message. Is there a way for me to cancel the event for each individual player rather than the whole server?
L48[07:10:19] <ScottehBoeh> This would save me from having to create a new chat component, and instead just cancel the event out for distant players
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L52[07:21:39] <PaleoCrafter> why do you need to create a new component, ScottehBoeh?
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L63[08:57:28] <TechnicianLP> does the asm require the static-property? its always going to be false in my case ... (and it makes my MRLs complicated)
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L65[09:06:28] <PaleoCrafter> TechnicianLP, nah, it doesn't require it
L66[09:07:12] <PaleoCrafter> It's just there for convenience if you do mix static and animated parts
L67[09:08:57] <TechnicianLP> cool
L68[09:12:56] <kashike> I always get confused
L69[09:13:11] <kashike> I see "asm" and assume ASM, not AnimationStateMachine
L70[09:13:13] <kashike> :p
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L75[09:35:10] <Ordinastie> I guarantee at some point, someone will be kicked because of the confusion :p
L76[09:36:06] <ghz|afk> and it will be their fault for calling it asm ;P at least call it AnimSM or something ;P
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L80[09:54:00] <quadraxis> iirc, lex kicked fry once for coming up with the name...
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L84[10:16:54] <TechnicianLP> is there a way to combine two obj-models into one? (blockstate json)(forge is yelling at me for trying to do a "submodel" in the defaults section)
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L86[10:28:35] <TechnicianLP> ok fixed that problem (combined the models)
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L91[10:43:52] <TechnicianLP> how do i define a joint for (part of) an obj-model?
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L93[10:54:32] <tterrag> obj format doesn't specify "joints"
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L95[10:56:32] <TechnicianLP> how do it tell it which parts to move then?
L96[10:59:36] <tterrag> for what, an animation?
L97[10:59:44] <TechnicianLP> yes
L98[10:59:52] <tterrag> I don't think OBJ works for that
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L101[11:05:29] <PaleoCrafter> yep, you'll have to use B3D
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L105[11:18:31] <halvors> How is big is block id space for 1.10?
L106[11:18:42] <halvors> Should i still use metadata blocks to preserve space?
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L108[11:27:44] <ghz|afk> halvors: it's exactly as big in 1.12 as it was in like 1.6
L109[11:27:48] <ghz|afk> meaning 1.10 also
L110[11:27:56] <ghz|afk> 4096 internal block IDs
L111[11:28:07] <halvors> Ah ok. So preserve then :)
L112[11:28:43] <halvors> How many blocks could a metadata block add if i also would want facing stored in the metadata of the block?
L113[11:32:09] <TechnicianLP> well you have for bits of meta (16 values - 0-15) per block
L114[11:33:56] <TechnicianLP> Paleocrafter: do you know to to specify the joints for b3d then?
L115[11:34:18] <PaleoCrafter> you need to add an armature/bones in your modeling software
L116[11:35:39] <halvors> Facing takes 4 right?
L117[11:36:48] <TechnicianLP> if you have n/s/e/w it takes 2 bits of the availiable 4 (so 4 values remaining after that)
L118[11:38:35] <halvors> TechnicianLP: Please clarify, you said 16 bits of meta in total.
L119[11:38:50] <halvors> n/s/e/w takes 2 of those 16?
L120[11:38:53] <TechnicianLP> 4 bits - 16 values
L121[11:39:03] <halvors> 4 you mean?
L122[11:39:09] <TechnicianLP> fo(u)r
L123[11:39:16] <TechnicianLP> typoed
L124[11:40:11] <halvors> Ah ok, but in that case i should have 8 values left after using 2 bits for rotation?
L125[11:43:14] <TechnicianLP> 2^(4-2)=4
L126[11:53:18] <halvors> Is storing the rotation in a TileEntity a good solution?
L127[11:53:28] <halvors> Guess that's what i'm gonna do then.
L128[11:55:10] <TechnicianLP> depends - if the tileentities only purpose is to store the rotation it would be a bit overkill
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L130[12:01:48] <halvors> TechnicianLP: Yeah, i get that, but most of the blocks needing rotation is TileEntities anyway.
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L132[12:09:16] <ghz|afk> halvors: if you use up 2 bits
L133[12:09:18] <ghz|afk> you use up 2 bits
L134[12:09:25] <ghz|afk> you don't have 8 values left, you have 4 left
L135[12:09:37] <ghz|afk> you have to think in bits
L136[12:09:39] <ghz|afk> if the number is
L137[12:09:48] <halvors> Yeah, got that, so for preserving block ids i should store facing in te.
L138[12:09:50] <ghz|afk> xxxx where each x can be 0 or 1
L139[12:10:00] <ghz|afk> and you use up 2 of those bits storing facing
L140[12:10:02] <ghz|afk> you'd end up with
L141[12:10:04] <ghz|afk> xxff
L142[12:10:20] <ghz|afk> meaning there's only 2 bits left without facing-related data in them
L143[12:10:24] <halvors> Got it.
L144[12:22:55] <TechnicianLP> i hat how as soon as you need a triangle you need to switch to obj/b3d ...
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L153[13:10:22] <TechnicianLP> stupid blender - guess ill be adding vertex-support to json then
L154[13:20:45] <halvors> Blender is working just fine for me, what are you trying to do?
L155[13:22:35] <TechnicianLP> work with it - its just extremely frustrating if you even have to look up how to move/rotate the view ...
L156[13:24:33] <halvors> Well, it's right on the left sidebar :)
L157[13:25:03] <halvors> But it may get messy i know. Specially if you're trying to do some special stuff.
L158[13:26:21] <TechnicianLP> nope nothing on the left sidebar ...
L159[13:29:47] <halvors> Hmm.
L160[13:30:04] <halvors> Problem is that it's extremly customizable...
L161[13:30:11] <halvors> Clean install?
L162[13:31:52] <TechnicianLP> yes
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L164[13:38:04] <halvors> Hmm. Strange.
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L182[15:05:02] <halvors> What power API is most used for 1.10 to 1.12?
L183[15:05:18] <halvors> To clearify, next to Forge ENergy.
L184[15:05:29] <howtonotwin> Tesla, maybe
L185[15:05:36] <halvors> Is Redstone Flux used anymore?
L186[15:05:44] <halvors> Yeah, but Tesla is not for 1.12 is it?
L187[15:06:05] <halvors> Is Forge Energy widely used yet?
L188[15:06:09] <howtonotwin> Erm?
L189[15:06:13] <howtonotwin> Tesla has a 1.12 version
L190[15:06:54] <howtonotwin> And basically everyone uses Forge energy because, well, *Forge*.
L191[15:07:23] <howtonotwin> I believe Tesla energy is a subtype of FE, because that's how FE was designed in the first place
L192[15:10:08] <howtonotwin> (I lied in that last one. :P)
L193[15:15:26] <halvors> Ok, Forge Energy it is then :)
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L213[16:57:10] <howtonotwin> If I'm committing to forge, and I have a chain `combinator0(combinator1(var -> expr))` (where the line is super long), what is the correct way to format it?
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L215[17:02:53] <ghz|afk> dunno waht others prefer
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L217[17:03:16] <ghz|afk> but I'd do combinator0(\n\combinator1(\n\var -> expr\n\))
L218[17:03:22] <ghz|afk> using \n\ as a linebreak here
L219[17:03:41] <ghz|afk> each level indented more than the previous
L220[17:04:50] <howtonotwin> I'll go with that, because I like it and IntelliJ can handle it :P
L221[17:06:18] <kashike> howtonotwin: non-patch: format like other code, making sure to not make it look terrible; patches: as small as possible, while still readable
L222[17:06:20] <kashike> generally
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L224[17:10:30] <howtonotwin> If I run a grep '->' over the entire src/main dir, I think that there isn't a single one that looks like mine (two Function->Function functions around a lambda), so there isn't any other code to follow, which is why I asked :P
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L226[17:10:49] <kashike> ah
L227[17:11:02] <kashike> in any case, you'll get yelled at in your PR if it's bad :)
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L229[17:36:22] <LexMobile> Dont make the code look like shit...
L230[17:36:38] <LexMobile> Simple concept, code should be self-documenting/easy to read
L231[17:42:42] <killjoy1> Having it pretty to look at is a bonus :)
L232[17:45:13] ⇨ Joins: halvors (~halvors@92.62.36.55)
L233[17:45:49] <halvors> I have block rotations stored in a TE, how can i apply that rotation to a regular block?
L234[17:46:08] <halvors> I get that i can rotate in OpenGL, but for normal blocks that's not what i want.
L235[17:46:21] <ghz|afk> getActualState
L236[17:46:34] <ghz|afk> you can have FACING as a blockstate property
L237[17:46:37] <ghz|afk> but not store it in metadata
L238[17:46:43] <ghz|afk> and then when mc calls getActualState
L239[17:46:43] <halvors> Ah :)
L240[17:46:58] <ghz|afk> you can get the value from the TE, and return state.withProperty(FACING, te.getRotation()) or such
L241[17:47:08] <halvors> And then rotate using json?
L242[17:47:18] <halvors> Nice :)
L243[17:47:24] <ghz|afk> yup
L244[17:49:36] <halvors> Thanks :)
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L246[18:00:05] <halvors> ghz|afk: Hmm, what is the difference between getActualState() and getExtendedState()?
L247[18:00:24] <ghz|afk> getExtendedState is special
L248[18:00:30] <ghz|afk> it's used exclusively by rendering code
L249[18:00:31] <howtonotwin> It's only called for rendering
L250[18:00:46] <ghz|afk> and it is the only function allowed to return "extended states"
L251[18:00:56] <howtonotwin> It allows you to return states with IUnlistedProperties
L252[18:01:00] <ghz|afk> extended states are special IBlockStates that can carry IUnlistedProperty information
L253[18:01:08] <howtonotwin> These values do not need to be finite
L254[18:01:21] <ghz|afk> which can be used to transfer custom data from the block or TE, into the IBakedModel
L255[18:01:22] <howtonotwin> So you can have one that stores a string
L256[18:01:32] <howtonotwin> Or a whole other IBlockState
L257[18:01:35] <ghz|afk> or more commonly, an immutable clone of the TE state
L258[18:01:44] <ghz|afk> subset of the TE*
L259[18:01:50] <ghz|afk> used for deciding the model details to draw
L260[18:01:54] <howtonotwin> A custom IBakedModel can then eat this data and do magic
L261[18:02:03] <howtonotwin> Botania has blocks that camo
L262[18:02:18] <howtonotwin> The TE holds the state of the inner block
L263[18:02:31] <howtonotwin> getExtendedState gets that state and places it in an extended state
L264[18:03:02] <howtonotwin> Then the model for the outer block reads the inner data and steals the inner state's model
L265[18:03:46] <ghz|afk> another use for that
L266[18:03:56] <ghz|afk> is a block that could have a large number of addon states
L267[18:04:05] <ghz|afk> that would be impractical to represent using fixed blockstates
L268[18:04:08] <ghz|afk> with submodels
L269[18:04:20] <ghz|afk> example:
L270[18:04:49] <ghz|afk> I started coding a while ago a "mega-pipe" mod
L271[18:05:10] <ghz|afk> that unified pipe block would be able to carry items, fluids, data, power, etc
L272[18:05:12] <ghz|afk> all at once
L273[18:05:21] <ghz|afk> and consequently
L274[18:05:41] <ghz|afk> it would need to support an arbitrary number of access ports
L275[18:05:50] <ghz|afk> on top of being able to decide which neighbours to connect to
L276[18:06:50] <halvors> Ah :)
L277[18:06:50] <howtonotwin> I find it impressive we managed to mostly avoid saying the same things twice :P
L278[18:08:05] <ghz|afk> so rather than have for EACH SIDE: one boolean for neighbour connection + one boolean for each possible access port (if there's 9 access ports + neighbour connection, that'd be say, 10^6 = one million blockstates)
L279[18:08:23] <ghz|afk> I can just send one single IUnlistedProperty with a ConnectivityState class instance
L280[18:09:34] <ghz|afk> I should continue this mod at some point: https://github.com/gigaherz/Everpipe
L281[18:09:43] <howtonotwin> About that: would supporting extended states in forge block states v2 be a bad idea?
L282[18:09:53] <ghz|afk> how would you define them?
L283[18:09:54] <howtonotwin> I might implement
L284[18:10:08] <howtonotwin> / TODO: Support basic extended state transforms
L285[18:10:08] <howtonotwin> / Maybe allow extra "extended" tag in a model fragment
L286[18:10:08] <howtonotwin> / Would contain the name of a code defined "transform style" and variable names to input
L287[18:10:08] <howtonotwin> / Transform styles output modifications to the final model fragment
L288[18:10:08] <howtonotwin> / Would allow defining an AST for an expr with the right style
L289[18:10:09] <howtonotwin> / Probably the most flexible idea
L290[18:10:11] <howtonotwin> / Or, maybe allow float variables + simple math in transforms
L291[18:10:13] <howtonotwin> / Would require duplicating code for TRSR deser in that case
L292[18:10:15] <howtonotwin> / Or does the anim system handle this fine?
L293[18:10:20] <ghz|afk> pastebin ;P
L294[18:10:37] <howtonotwin> /shrug
L295[18:11:10] <ghz|afk> btw: https://github.com/gigaherz/Everpipe/blob/master/assets/Logo.png
L296[18:11:26] <ghz|afk> I was proud of that logo image ;P
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L298[18:12:22] <halvors> Nice ;)
L299[18:12:48] <ghz|afk> the idea was that I'd have "addon" handlers
L300[18:12:54] <ghz|afk> for different capabilities
L301[18:13:01] <ghz|afk> along with the class the capability would take
L302[18:13:23] <ghz|afk> like, the network woudl support (as the image says) 2 item/fluid-like things
L303[18:13:30] <ghz|afk> 4 data-like things
L304[18:13:31] <halvors> What other methods do i need to override? Its not complaining that it cannot convert the data from getActualState back into data...
L305[18:13:33] <ghz|afk> and 4 power-like things
L306[18:13:47] <ghz|afk> halvors: you have to override getStateFromMeta and getMetaFromState
L307[18:13:49] <ghz|afk> but if you aren't using meta
L308[18:13:54] <howtonotwin> halvors, call setDefaultState and override createBlockState
L309[18:13:54] <ghz|afk> just return 0 / default
L310[18:13:56] <halvors> And do what in them?
L311[18:14:03] <halvors> Oh.
L312[18:14:38] <ghz|afk> getActualState gets the state that is used for collision and rendering
L313[18:14:40] <halvors> setDefaultState to what then?
L314[18:14:45] <ghz|afk> choose one
L315[18:14:49] <ghz|afk> like, FACING=north
L316[18:14:51] <ghz|afk> or similar
L317[18:14:59] <ghz|afk> it wouldn't matter
L318[18:15:02] <ghz|afk> but you still have to choose one
L319[18:15:03] <howtonotwin> setDS(getDS().withP(prop, val))
L320[18:15:12] <howtonotwin> With full names
L321[18:16:40] <halvors> Does it really need to be set at all? Isn't there a default state already?
L322[18:17:01] <howtonotwin> Yes, but the chosen values may be dumb
L323[18:17:10] <howtonotwin> It's convention for things to default to facing=north
L324[18:17:25] <ghz|afk> it's best to specify a default
L325[18:17:31] <ghz|afk> so that if the sorting order were to change in mc
L326[18:17:36] <ghz|afk> your block won't break
L327[18:17:59] <ghz|afk> it removes ambiguity when porting to newer versions of mc
L328[18:18:50] <howtonotwin> No, it wouldn't break. You'd probably just get subtle and annoying heisenbugs cropping up that may only crop up in one out of every 4 instances of MC.
L329[18:18:58] <howtonotwin> Which is, ofc, 1000x worse
L330[18:19:02] <ghz|afk> well that's what I meant with break ;P
L331[18:19:07] <ghz|afk> but yeah
L332[18:19:14] <ghz|afk> your description makes it sound more annoying than mine
L333[18:20:01] <halvors> Ah ok.
L334[18:20:07] <ghz|afk> hmmm
L335[18:20:12] <ghz|afk> can it be called "rage quit"
L336[18:20:15] <ghz|afk> if you really didn't rage out
L337[18:20:47] <ghz|afk> but were like "welp... that's it... I can't care anymore..." when you calmly close the game and go cry in a corner?
L338[18:20:55] <howtonotwin> Sad quit
L339[18:21:24] <ghz|afk> I had one of those yesterday in Dark and Light
L340[18:21:40] <ghz|afk> a Dark Wraith obliterated the house I had just finished building
L341[18:21:55] <ghz|afk> then later I was watching a video
L342[18:22:14] <ghz|afk> and in the comments someone said they suspected the server the dude plays on may have the "Player Resistance" set the wrong way around
L343[18:22:22] <ghz|afk> because like ARK, Resistance > 1 means you receive more damage
L344[18:22:25] <ghz|afk> (yeah, backwards)
L345[18:22:37] <ghz|afk> and I was like "FUCK, THAT'S WHY!"
L346[18:22:50] <ghz|afk> so I started the game again
L347[18:23:01] <ghz|afk> but instead of Player Resistance and Structure Resistance set to 3
L348[18:23:07] <ghz|afk> I set them to 0.25 and 0.1 instead
L349[18:23:21] <ghz|afk> set resource multiplier to 10, and started rebuilding ;P
L350[18:23:53] <ghz|afk> then I bought a horse
L351[18:23:56] <ghz|afk> and today the horse was gone
L352[18:24:03] <ghz|afk> later I facepalmed hard
L353[18:24:08] <ghz|afk> when i saw someone feed their horse
L354[18:24:16] <ghz|afk> and I realized I never gave it any food
L355[18:29:06] <howtonotwin> In other news, which of the two proposals for extstates in forge blockstate v2 seems better?
L356[18:32:10] * ghz|afk jumps into bed
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L359[19:07:15] <TheUnknownFew> Hello
L360[19:07:59] <howtonotwin> o7
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L366[19:27:01] <Lunatrius> what "Caused by: java.lang.RuntimeException: [CurseForge 225605] Error Code 1009: Invalid game version ID: 6588 belongs to an invalid dependency."
L367[19:30:46] <Ordinastie> Lunatrius, update the plugin
L368[19:30:59] <Lunatrius> Hmm
L369[19:31:12] <Lunatrius> What's the latest version?
L370[19:31:34] <Ordinastie> 1.0.9
L371[19:32:02] <Lunatrius> Thanks
L372[19:35:40] <tterrag> does forge replace vanilla's hardcoded fluid rendering with a ModelFluid ?
L373[19:35:47] <tterrag> fry: ^
L374[19:36:00] <fry> no
L375[19:36:06] <tterrag> y not
L376[19:36:17] <fry> no particular reason
L377[19:36:21] <tterrag> that would be nice
L378[19:36:27] <tterrag> because I can't override fluid textures otherwise :P
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L380[19:47:18] <tterrag> fry: any chance a PR to do it would be accepted?
L381[19:47:53] <fry> not trivial
L382[19:48:05] <fry> need to add extended properties to vanilla fluid blocks
L383[19:48:05] <tterrag> is it not?
L384[19:48:08] <tterrag> ah
L385[19:48:18] <tterrag> wait don't they already use properties?
L386[19:48:27] <howtonotwin> Not the right one
L387[19:49:44] <tterrag> oh it's just unlisted props
L388[19:49:46] <tterrag> I see
L389[19:51:28] <howtonotwin> While fry is here: Why do forge block states get wrapped into the vanilla Variant system before being wrapped again into the forge IModel system? Why doesn't VariantLoader just completely bypass it?
L390[19:51:56] <fry> don't remember :P
L391[19:52:48] <howtonotwin> I'm going to try to refactor it and I'm preparing myself for the most glorious errors, then :P
L392[19:53:27] <fry> it's probably not the best thing to focus your efforts on :P
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L394[19:54:23] <howtonotwin> I'm adding V2 for the blockstate loader and it would be nice not to have to deal with Variant in the middle of it
L395[19:54:35] <howtonotwin> Besides, what could possibly go wrong?
L396[19:54:39] <fry> there are plenty of things that are in a far worse state that would benefit greatly from some attention
L397[19:54:46] <fry> blockstates are fine for now :P
L398[19:56:06] <howtonotwin> Is that a chance for a PR I smell?
L399[19:56:18] <howtonotwin> Any examples?
L400[19:56:40] <fry> everything to do with fluids
L401[19:57:09] <fry> documentation of any kind :P
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L415[21:08:39] <ScottehBoeh> My quad bike works!
L416[21:08:40] <ScottehBoeh> http://i.imgur.com/yIwr6ty.png
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L435[23:03:46] <killjoy1> Ooh, new option in intellij gradle import
L436[23:03:53] <killjoy1> Store generated project files externally
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