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L1[00:05:49] ⇨
Joins: Hunterz
(~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
L2[00:05:50] <joazlazer> For something that
will be rendered fairly rarely and will usually only render once at
any given time, is it bad to use a voxel .obj model with a
resolution of 16x16x16 resulting in ~2.3k polys?
L4[00:22:39] ⇦
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
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L7[00:56:19] <mezz> joazlazer, you should
really do some basic optimization on that, 2k polys for one object
is pretty nuts
L8[00:57:13] <joazlazer> it's a voxel model,
so unless I can use quads it is the best I have unless I want to go
in a texturemap the whole thing
L9[00:58:51] <mezz> I mean it's not like the
mod police are gonna come get you but...
L10[01:02:22] ***
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L13[01:21:14] <capitalthree> joazlazer: why
can't that just be a few hundred quads?
L14[01:21:29] <capitalthree> it's not
really that many faces
L15[01:22:04] <capitalthree> you could make
the shape in chisels and bits and export json, and then texture
it
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L17[01:22:39] <joazlazer> MagicaVoxel's
export only optimizes the same material and triangulates the
model
L18[01:23:34] <joazlazer> chisel and bits
sounds like an interesting option
L19[01:23:41] <joazlazer> but I don't think
it would be any more efficient
L20[01:24:08] <capitalthree> chisels and
bits is really well made
L22[01:24:14] <capitalthree> and it sounds
like MagicaVoxel is doing a crap job at optimizing anything
L23[01:24:22] <capitalthree> so I have no
doubt C&B's optimizations will do way better
L24[01:24:36] <capitalthree> when you say
"same material" do you mean color?
L25[01:24:45] <capitalthree> can you export
it uncolored from MagicaVoxel and then make a texture?
L26[01:25:04] <Ordinastie> please use
proper modeling tool *_*
L27[01:25:14] <joazlazer> I would have to
unwrap a voxel sphere
L28[01:25:20] <joazlazer>
do.you.know.how.hard.that.would.be
L29[01:25:31] <Ordinastie> no that
hard
L30[01:25:42] <capitalthree> do you want me
to go actually count the faces?
L31[01:25:43] <Ordinastie> better than 2.3k
polys
L32[01:26:03] <Ordinastie> besides, if it's
triangulated, you can't really use it
L33[01:26:53] <capitalthree> why would you
*ever* use tris instead of quads for stuff made out of cubes
anyways?
L34[01:27:21] <joazlazer> Magica Voxel's
.obj exporter
L35[01:27:46] <capitalthree> is that just a
random noun phrase or are you answering some question?
L36[01:27:56] <joazlazer> I have no control
over the triangulation
L37[01:28:03] <joazlazer> I could
un-triangulate the mesh
L38[01:28:08] <joazlazer> but I fail to see
how that would help
L39[01:28:08] <capitalthree> then clearly
magica voxel is a bad tool for making things for any actual voxel
engine?
L40[01:28:13] <Ordinastie> use a better
software then
L41[01:28:14] <capitalthree> I mean
honestly it just sounds like a bad tool
L42[01:28:31] <capitalthree> the problem
isn't tris vs quads. 1.2k quads would still suck
L43[01:28:50] <capitalthree> the problem is
that you are making your model more complex instead of using a
texture
L44[01:28:53] <capitalthree> that is wrong
and you should feel bad
L45[01:29:17] <capitalthree> you don't make
more quads in your model just to make colored squares on it, that's
insane
L46[01:29:25] <joazlazer> I could make it
spherical and texture map it but I wanted to use a voxel
model
L47[01:29:36] <capitalthree> you should use
a voxel model and texture map it
L48[01:29:46] <capitalthree> your model
*looks* great
L49[01:29:50] <capitalthree> make it look
just like that, just do it right
L50[01:30:15] <joazlazer> It would still
consist of over 500 quad's at least
L51[01:30:29] <Ordinastie> pretty sure it
will be less
L52[01:31:01] <joazlazer> ok thanks looks
like I have quite a bit of work to do
L53[01:31:22] <Ordinastie> tbh, you should
just spend a couple of hours learning Blender
L54[01:32:33] <capitalthree> yeah 500 seems
high
L55[01:32:52] <joazlazer> I know how to use
3ds max, I'll be fine
L56[01:32:56] <capitalthree> most of the
faces are rectangles
L57[01:33:04] <capitalthree> the ones that
aren't already rectangles could just be 4 rectangles each
L58[01:33:10] <capitalthree> it's gonna be
a handful of quads
L59[01:35:16] <joazlazer> yeah just looks
like a bunch of target welds
L60[01:35:41] <Ordinastie> mind sending me
the model ? wann take a shot at it ?
L62[01:36:46] <joazlazer> might be the
worst way of sending a .obj file
L63[01:36:51] <joazlazer> but i think you
can download it
L64[01:36:59] <Ordinastie> that'll be fine
:)
L65[01:39:16] <Ordinastie> 355 vertexes,
186 faces
L66[01:39:42] <Ordinastie> maybe not
L67[01:39:53] <Ordinastie> they're not
quads, that's polys
L70[01:54:23] <joazlazer> I was keeping it
a solid shell but yeah that would probably be better
L71[01:54:36] <joazlazer> are backfaces
deleted?
L72[01:54:46] <joazlazer> as in hidden
faces
L73[01:54:59] <Ordinastie> there were never
there in the first place :)
L74[01:55:05] <Ordinastie> I started from
your model
L75[01:55:58] <joazlazer> I see some
non-quads
L76[01:56:08] <joazlazer> I think they
should be manually sliced
L77[01:56:20] <Ordinastie> I just started
:p
L78[01:56:35] <Ordinastie> I converted to
quads, and limited dissolve
L79[01:56:40] <Ordinastie> but then it
makes ngons
L80[01:57:13] <Ordinastie> at this point
optimizations have to be done manually
L81[01:58:39] <joazlazer> ok ill make some
textures
L82[01:59:12] <Ordinastie> I don't know
about 3DS Max, but in blender you can paint the model and export
the texture map from it
L83[01:59:46] <joazlazer> that doesn't
sound terribly efficient with texture space
L84[02:00:00] <joazlazer> I can just make a
16x32 sheet and sample randomly from it for UV unwrap
L85[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170802 mappings to Forge Maven.
L86[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170802-1.12.zip
(mappings = "snapshot_20170802" in build.gradle).
L87[02:00:09] <joazlazer> since it's not as
if a lightmap needs to be made
L88[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/
L89[02:01:14] <joazlazer> though wouldn't
be able to make the cracks with that :/
L90[02:02:01] <joazlazer> Idk are you
unwrapping it or should I do that?
L91[02:02:28] <Ordinastie> do you thing,
I'm just testing stuff to train
L92[02:02:49] <Ordinastie> I've 30min to
lose
L93[02:04:27] <joazlazer> I'll use your
optimized model, can you send it to me
L94[02:07:16] <Ordinastie> I'm not done
yet
L95[02:07:52] <joazlazer> Ok, whenever you
are
L96[02:08:07] <joazlazer> I'll work on
diagramming my spell casting API in the meantime
L97[02:09:15] <Ordinastie> not sure I'll
have time to finish before I have to go
L98[02:09:25] <Ordinastie> I'll send you
whatever I have
L99[02:10:48] <joazlazer> Ok that's
fine
L101[02:32:16] <joazlazer> ok,
thanks
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L104[03:22:26] <ghz|afk> oh they REALLY
want to get the update out asap ;P
L106[03:22:33] <ghz|afk> 1.12.1-pre1
today
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L112[03:59:35] <Abastro> !help
L113[03:59:54] <Abastro> !findf
skyVBO
L115[04:01:36] <Ordinastie> double check
vertexes
L116[04:01:45] <Ordinastie> there might be
faces with lingering vertexes on some edges
L117[04:02:22] <Abastro> !findf
skyVBO2
L118[04:03:00] <Abastro> !findf
sky2VBO
L119[04:03:17] <Abastro> !findf
glSkyList
L120[04:03:33] <Abastro> !findf
glSkyList2
L121[04:03:45] <joazlazer> I did a Weld
with a low threshold to merge overlapping verts, there was only
1
L122[04:04:06] <joazlazer> Thanks :)
L123[04:04:19] <Ordinastie> that wouldn't
count stray vertexes on edges I think
L124[04:04:39] <joazlazer> I checked for
those too, it's good
L125[04:14:32] ***
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L126[04:14:35]
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L127[04:17:17] <SquareWheel> Is it
possible to edit the buttonList in a GUI, and refresh the screen
from the ActionPerformedEvent (eg. clicking a button)?
L128[04:17:37] <SquareWheel> Trying to
edit my button on the player inventory when the recipe book is
clicked, but editing the buttons seems to have no effect.
L129[04:18:45] <ghz|afk> can't you just
keep an instance of your GuiButton class?
L130[04:18:54] <ghz|afk> a reference to
your GuiButton instance* ?
L131[04:19:33] <SquareWheel> I have that,
and I can remove it from the button list. Though it's not updated
on screen.
L132[04:19:44] <SquareWheel> Works from
the Gui open event, but not button clicked.
L133[04:20:23] <ghz|afk> hmm waht's the
name of the gui class for the player inventory?
L134[04:20:34] <ghz|afk>
GuiInventory?
L135[04:20:41] <SquareWheel> Yep
L136[04:21:05] <SquareWheel> It's the same
if the recipe book is opened or closed, as well.
L137[04:21:55] <SquareWheel>
event.getGui().updateScreen() doesn't seem to have any effect,
unfortunately.
L138[04:22:13] <ghz|afk> there's no reason
for it not to work
L139[04:22:31] <SquareWheel> Might be
PEBKAC then.
L140[04:22:51] <ghz|afk> the buttonList
passed into ActionPerformedEvent is the raw instance
L141[04:22:58] <ghz|afk> so you should be
able to edit that buttonList just fine
L142[04:23:31] <SquareWheel> Yeah, I've
tested using event.getButtonList, and it is being manipulated
correctly.
L143[04:23:35] <SquareWheel> It just
doesn't seem to redraw.
L144[04:23:41] <ghz|afk> that makes no
sense
L145[04:23:44] <SquareWheel> It must be
possible though, because the recipe book button itself does
it.
L146[04:23:46] <ghz|afk> graphics redraw
every frame
L147[04:23:47] <ghz|afk> changed or
not
L148[04:24:16] <ghz|afk> xcept
L149[04:24:47] <ghz|afk> ... it could be
that toggling the recipe book opens a NEW instance of the
gui?
L150[04:25:26] <ghz|afk> nah
L151[04:25:31] <SquareWheel> Pretty sure
it doesn't call init GUI again, so I doubt that.
L152[04:25:39] <ghz|afk> actionPerformed
on GuiInventory does toggleVisibility + updateScreenPosition
L153[04:25:54] <ghz|afk> so wait
L154[04:25:58] <ghz|afk> do you want to
just move the button
L155[04:26:02] <ghz|afk> or remove
it?
L156[04:26:16] <SquareWheel> Move it. But
I was just using remove for my tests.
L157[04:26:22] <SquareWheel> Easier than
recreating with new coords.
L158[04:27:47] <SquareWheel> The nice
thing is, at least the potion offset seems to have been removed.
Simplifies things.
L159[04:27:54] <ghz|afk> try calling
setPosition on your button? ;P
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L161[04:28:14] <SquareWheel> Hokay.
L162[04:28:16] <ghz|afk> the way the
inventory does it for recipeButton ;P
L163[04:28:43] <SquareWheel> Jesus christ
that works
L164[04:28:52] <SquareWheel> What magic
does setPosition contain?
L165[04:28:59] <ghz|afk> none ;P
L166[04:29:04] <ghz|afk> literally just
changes x,y fields
L167[04:29:12] <SquareWheel> Coding is
hard... let's go shopping!
L168[04:29:14] <ghz|afk> I don't know WHY
removing a button from the list doesn't work
L169[04:29:34] <SquareWheel> Okay well
that's weird, but at least there's a solution.
L170[04:30:00] <ghz|afk> since drawing
buttons just does
L171[04:30:02] <ghz|afk> for i...
((GuiButton)this.buttonList.get(i)).drawButton(this.mc, mouseX,
mouseY, partialTicks);
L172[04:30:21] <ghz|afk> (yep useless cast
there)
L173[04:30:33] <SquareWheel> Hey, side
question - what's partialTicks do?
L174[04:30:43] <ghz|afk> you know how
ticks are 20 per second?
L175[04:30:46] <SquareWheel> Yep
L176[04:30:58] <ghz|afk> so you know how a
frame can draw at any speed, at any point in time?
L177[04:31:02] <SquareWheel> Yep
L178[04:31:15] <ghz|afk> so a frame may be
drawing 10% of the way between tick 1 and tick 2
L179[04:31:15] <SquareWheel> Decouples
rendering from game ticks then?
L180[04:31:20] <ghz|afk> partial ticks
will be 0.1
L181[04:31:33] <ghz|afk> if the frame is
90% along the way, partialTicks will be 0.9
L182[04:31:40] <ghz|afk> it lets you do
smooth animations
L183[04:31:50] <SquareWheel> Huh,
interesting.
L184[04:32:19] <SquareWheel> The only time
I would need to update is this specific case, if the recipe book
button is clicked. So nothing too performance intensive.
L185[04:32:29] <ghz|afk> yup in your case
partialTicks is meaningless
L186[04:32:35] <ghz|afk> you have a static
button
L187[04:32:47] <SquareWheel> So set a
higher value for better performance?
L188[04:32:52] <ghz|afk> no
L189[04:33:02] <ghz|afk> the partialTicks
is given to you
L190[04:33:04] <ghz|afk> you don't set
it
L191[04:33:13] <ghz|afk> it simply
contains the current state of time
L192[04:33:19] <SquareWheel> Ooh, one of
those dealies.
L193[04:33:37] <ghz|afk> if you receive
partialTicks=0.1
L194[04:34:01] <ghz|afk> it means the
frame is 10% between the old tick and the next tick
L195[04:34:08] <SquareWheel> I thought I
remembered needing to set partialTicks somewhere, but I was
probably supposed to pass along a value from the game
instead.
L196[04:34:20] <ghz|afk> probably
L197[04:34:36] <ghz|afk> there's a few
cases in which a function that takes partialTicks is called in the
server
L198[04:34:48] <ghz|afk> in those cases,
you are supposed to use 1, to pretend you are always in the
future
L199[04:35:16] <ghz|afk> but if you are in
the client, in rendering code
L200[04:35:19] <ghz|afk> you should
receive partialTicks
L201[04:35:29] <ghz|afk> so you should be
able to pass them along
L202[04:36:21] <SquareWheel> Okay, I'll
keep that in mind. Most of the time I do just that, but it didn't
occur to me this time for whatever reason.
L203[04:36:40] <SquareWheel> Always takes
me a day or two to warm up to Java after taking a break. Very
different from most other programming I do.
L204[04:37:05] <SquareWheel> eg.
overriding get functions to set values. Feels very strange.
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L206[04:40:16] <SquareWheel> I do lose
guiLeft in the button click event unfortunately. Looks like
GuiInventory calculates a new position for it.
L207[04:40:45] <SquareWheel> Ah well I can
work this stuff out. Thanks for your insight into the magic of
"setPosition".
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L209[04:50:50] <SquareWheel> Got it
working. :)
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L218[05:51:53] <Abastro> !findf
worldRenderer
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L224[06:42:07] <ghz|afk> 1.12.1 pre
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L235[07:53:26] <Intektor> !gm
createWorldIcon
L236[08:02:12] <Intektor> !gf
useShader
L237[08:07:56] <Intektor> !gm
renderItemActivation
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L241[09:00:12] <ghz|afk> hahaha
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L245[09:03:57] <Intektor> is there a field
somewhere that tells my thread that minecraft got closed or
something
L246[09:04:01] <Intektor> so my thread can
shutdown
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L250[09:32:48] <ghz|afk> hmm
L251[09:33:01] <ghz|afk> is it possible to
run optifine in dev?
L252[09:34:25] ⇦
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L253[09:34:30] <Ordinastie> I don't think
so
L254[09:34:49] <ghz|afk> welp debugging
this is gonna be annoying, then
L256[09:49:43] ⇦
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L257[09:52:09]
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L259[10:16:02] ***
Santa|afk is now known as SatanicSanta
L260[10:19:12]
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L261[10:21:34] ⇦
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L262[10:30:10] <ghz|afk> !gm
func_192389_a
L263[10:35:36]
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L270[11:02:03] ***
SatanicSanta is now known as Santa|afk
L271[11:04:58]
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L273[11:16:13] <Ordinastie> wit gud
cod
L274[11:16:35] <killjoy> or wit bad
cod
L275[11:17:17]
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L276[11:17:19] <ghz|afk> killjoy: they
changed the network protocol
L277[11:17:22] <ghz|afk> so my guess
is
L278[11:17:26] <ghz|afk> conflict on
message ID
L279[11:17:37] <ghz|afk> that may make no
sense
L280[11:17:41] <ghz|afk> it's just my
guess ;P
L281[11:17:57] <killjoy> I'm just hoping
the mappings don't change
L282[11:18:33] <ghz|afk> some will,
inevitably
L283[11:18:37] <ghz|afk> but I doubt it's
anything major
L284[11:18:50] <killjoy> I'm talking about
the obfuscated mappings
L285[11:21:41] <ghz|afk> those will most
certainly change
L286[11:21:49] <ghz|afk> they change every
single time they compile
L287[11:21:51] <ghz|afk> iirc
L288[11:22:19] <killjoy> Well some classes
are always the same.
L289[11:22:34] <killjoy> e.g.
EnumTextFormatting is always a
L290[11:22:48] <ghz|afk> hmm
coincidence?
L291[11:22:58] <killjoy> and the members
always go in order of declaration
L292[11:24:37] <ghz|afk> ah so the order
the class names are chosen is deterministic?
L293[11:24:48] <ghz|afk> so if they
changed one class near the beginning of the list
L294[11:24:50] <ghz|afk> everything
changes
L295[11:24:56] <ghz|afk> if it's near the
end of the list, almost nothing does
L296[11:25:12] <killjoy> pretty much
L297[11:25:44] <killjoy> I think commands
are processed early.
L298[11:25:54] <killjoy> So if a new
command is added, all the mappings change
L299[11:26:29]
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L300[11:27:45] <quadraxis> it's
interesting as it gives a hint what the 'real' names of things
are
L301[11:27:57] <quadraxis> due to the
relative ordering of the obf names
L302[11:27:58] <killjoy> or at least
packages
L303[11:28:40] <killjoy> For all we know,
they could be making all their classes into the same source
file
L304[11:28:45] <killjoy> a bunch of them
at least
L305[11:29:44] ⇦
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L306[12:08:01] <SquareWheel> Is there a
clean way to loop through all items (specifically ItemFood's)
registered with Forge? I know registry things have changed in
1.12.
L307[12:08:31] <SquareWheel> Just reading
data. Speed isn't a big concern as it's an opt-in debug
feature.
L308[12:08:53] <killjoy> If you're just
reading, you can either do Item.REGISTRY or
GameData.getItems()
L309[12:08:56] <killjoy> I think
L310[12:09:00] <killjoy> I know the first
one is correct
L311[12:09:44] <SquareWheel> Cool, I'll
play with that. Thanks!
L312[12:16:21]
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L313[12:20:50] ⇦
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L315[12:23:32] <kashike> I don't get
it
L316[12:24:23] ⇦
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seconds)
L317[12:27:41] <killjoy> my friend doesn't
like mods
L318[12:27:45] <killjoy> he posted
that
L319[12:27:50] <HassanS6000> Can I despawn
an entity client-side?
L320[12:28:00] <killjoy> Why?
L321[12:28:02] <Ordinastie> killjoy, why
is he your friend ?
L322[12:28:14] <killjoy> He's more like a
guy on a discord server I'm on
L323[12:43:10] <kashike> killjoy: I still
don't understand it
L324[12:43:21] <killjoy> same
L325[12:46:42]
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L330[12:52:35] <Hawaii_Beach> So.. I'm
updating my mod to 1.12, GameRegistry.register is no longer a
thing?
L331[12:52:43] ⇦
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L333[12:53:33] <ghz|afk> use the registry
events
L335[12:54:16] <ghz|afk> and yeah, that
docs page explains it
L336[12:54:31] <Hawaii_Beach> oh ok, in
the base file
L337[12:54:43]
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L338[12:55:42] <ghz|afk> well they can go
anywhere
L339[12:55:56] <ghz|afk> the only thing is
you should have @Mod.EventBusSubscriber in the class
L340[12:56:00] <ghz|afk> @SubscribeEvent
on the method
L341[12:56:03] <ghz|afk> and the method
has to be static
L342[12:56:39] <Hawaii_Beach> oh i didn't
see that it was a seperate method
L343[12:56:44] <HassanS6000> Are packets
in net.minecraft.network.play.server meant to be sent to the server
or to a client?
L344[12:57:29] <Hawaii_Beach> btw why was
it changed?
L345[12:58:30] <ghz|afk> well
L346[12:58:36] <ghz|afk> the events were
introduced in 1.10.2
L347[12:58:43] <ghz|afk> to make it easier
for new modders to figure out where to do things
L348[12:58:53] <ghz|afk> "where do I
register a block?" -> "in the block registry
event"
L349[12:58:56] <ghz|afk> it's
unambiguous
L350[12:58:59] <Hawaii_Beach> yea it makes
sence
L351[12:59:16] <ghz|afk> and it is
enforced in 1.12 to allow more flexibility in the future
L352[12:59:39] <Hawaii_Beach> why wasn't
GameRegistry.register deceprated in 1.11 or whatever?
L353[12:59:48] <ghz|afk> so if you were
lazy and hadn't changed before
L354[12:59:51] <ghz|afk> you have to do it
now
L355[12:59:52] <ghz|afk> ;P
L356[13:00:05] <Hawaii_Beach> lol that's
one answer
L357[13:00:23] <ghz|afk> because it wasn't
predicted that 1.12 would have a registry rewrite
L358[13:00:32]
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L359[13:00:37] <ghz|afk> it just happened
due to the changes 1.12 introduced
L360[13:00:50] <ghz|afk> it went from
"nice to have" to "sorely needed"
L361[13:00:53] <Hawaii_Beach> oh that's
explains it
L362[13:00:56] <Hawaii_Beach> haha
L363[13:01:06] <ghz|afk> so lex put in the
hours and made it happen
L364[13:03:06] <Hawaii_Beach> ok.. and
what happened with IWorldGenerator; and what should I use
instead?
L365[13:03:40] <ghz|afk> still here
L366[13:03:42] <ghz|afk> different
package
L367[13:03:56] <Hawaii_Beach> oh
L368[13:03:57] <ghz|afk> just remove the
old import and let your IDE suggest the new one
L369[13:04:31] <Hawaii_Beach> yep that did
the trick :D
L370[13:06:15] <Hawaii_Beach> .... aaaand
what happened to registering crafting recepies?
L371[13:08:30] <h5h77> is there any
documentation on how to deal with registry changes? or really
changes in general. I'm doing my first port.
L372[13:09:11] <tterrag> Hawaii_Beach:
recipes use json now
L373[13:09:19] <ghz|afk> like any change
in life
L374[13:09:23] <ghz|afk> find a solution,
apply it
L375[13:09:24] <ghz|afk> ;P
L377[13:09:27] <Hawaii_Beach> haha ok,
thanks
L378[13:09:40] <ghz|afk> like with
1.12
L379[13:09:47] <ghz|afk> recipes are now
json
L380[13:09:49] <ghz|afk> you can cry about
it
L381[13:09:54] <ghz|afk> or spend the same
time converting your recipes
L382[13:10:07] <h5h77> thanks
tterrag
L383[13:10:22] <Hawaii_Beach> seems easy
to convert
L384[13:10:24] <ghz|afk> same thought
about anything else -> adapt or be left behind ;P
L385[13:10:29] <ghz|afk> Hawaii_Beach:
yup
L386[13:10:36] <h5h77> what's the best
strategy for conditional recipes?
L387[13:10:43] <ghz|afk> h5h77: based on
config?
L388[13:10:47] <h5h77> specifically I'm
checking for other mods to exist
L389[13:10:52] <h5h77> i'm porting
simplyjetpacks
L390[13:10:53] <Hawaii_Beach> what was the
motivation this time, to move recepies to JSON?
L391[13:11:01] <ghz|afk> ah
L392[13:11:05] <ghz|afk> there's a
condition for it
L393[13:11:06] <tterrag> mojang did
it
L394[13:11:08] <ghz|afk> in forge
L395[13:11:15] <tterrag> and yes,
forge:mod_exists iirc
L396[13:11:24] <ghz|afk> Hawaii_Beach:
1.13 will allow recipes to load from datapacks
L397[13:11:32] <Hawaii_Beach> oh god
L398[13:11:33] <h5h77> awesome,
thanks
L399[13:11:34] <Hawaii_Beach> not more
updates
L400[13:11:42] <ghz|afk> ?
L401[13:11:59] <ghz|afk> 1.13 is gonna be
a BIG update for mods, I feel
L402[13:12:06] <Hawaii_Beach> updates
requires us devs to update our code
L403[13:12:08] <ghz|afk> they got rid of
block ids and metadata
L404[13:12:15] <Hawaii_Beach>
really?
L405[13:12:21] <ghz|afk> and they now
assign a unique ID to each IBlockState
L406[13:12:34] <ghz|afk> and store the
IBlockState IDs in a palette, per chunk
L407[13:13:01] ⇦
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L408[13:13:13] <ghz|afk> meaning the whole
sub-blocks concept to conserve IDs, goes away
L409[13:13:31] <ghz|afk> it will take as
many IDs to have sub-blocks sharing one registry name
L410[13:13:32]
⇨ Joins: willies952002
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L411[13:13:42] <ghz|afk> as having each be
its own registry name
L412[13:14:02] <ghz|afk> or that's the
theory at least
L413[13:14:08] <ghz|afk> we haven't seen
the 1.13 code yet!
L414[13:14:27] <Hawaii_Beach> oh ok
L415[13:14:28] <h5h77> is it still
predicted to take quite a while to finish?
L416[13:14:34] <ghz|afk> a bit
L417[13:14:38] <ghz|afk> 1.12.1
tomorrow
L418[13:14:44] <ghz|afk> first 1.13
snapshot next week MAYBE
L419[13:14:46] <h5h77> yeah i wonder what
the security issue is
L420[13:14:51] <h5h77> or if it's just
that dupe glitch
L421[13:14:53] <ghz|afk> some recipe book
hack
L422[13:14:59] <Hawaii_Beach> why a
1.12.1?
L423[13:15:05] <ghz|afk> security
issue
L424[13:15:07] <ghz|afk> major
L425[13:15:10] <ghz|afk> related to the
recipe book
L426[13:15:18] <ghz|afk> the details are
kept private to avoid spreading the exploit
L427[13:15:31] <Hawaii_Beach> oh you can
dupe items n stuff?
L428[13:15:35] <ghz|afk> probably
L429[13:15:41] <ghz|afk> I don't know the
details myself
L430[13:15:41] <Hawaii_Beach> TELL US
MORE
L431[13:15:42] <h5h77> there is one known
method
L432[13:15:47] <ghz|afk> either way
L433[13:15:49] <ghz|afk> fix
tomorrow
L434[13:15:50] <h5h77> that only works in
multiplayer
L435[13:16:09] <ghz|afk> they had to
change the network protocol
L436[13:16:19] <h5h77> and it does involve
the recipe book, and crafting something at the same time as picking
up an item i think
L437[13:16:21] <ghz|afk> so 1.12.1 will
NOT work with 1.12 client, or 1.12 server
L438[13:16:29] <Hawaii_Beach> oh god
L439[13:16:41] <ghz|afk> the hope is that
this won't affect mods
L440[13:16:48] <ghz|afk> since it's only
that one change
L441[13:17:03] <ghz|afk> a new forghe will
be needed, but mods MIGHT be binary-compatible
L442[13:17:22] <ghz|afk> all my mods are
built with
L443[13:17:23] <ghz|afk>
acceptedMinecraftVersions = "[1.12.0,1.13.0)"
L444[13:17:40] <ghz|afk> so if I'm right,
I won't have to re-release anything ;P
L445[13:19:55] <Hawaii_Beach> lol what
makes you think will be compatiable with 1.13?
L446[13:21:07] <Hawaii_Beach> HOLD each
craftable item must be in its own json file?
L447[13:21:45] <ghz|afk> it wouldn't
L448[13:21:48] <ghz|afk> not the
paren
L449[13:21:51] <ghz|afk> [ means
inclusive
L450[13:21:54] <ghz|afk> ( means
exclusive
L451[13:22:12] <ghz|afk> so
[1.12.0,1.13.0) means "1.12.0 <= version <
1.13.0"
L452[13:22:34] <ghz|afk> Hawaii_Beach:
each RECIPE has its own json file
L453[13:22:35] <Hawaii_Beach> ok, so you
can stuff multiple recepies in one json file
L454[13:22:38] <HassanS6000> Can I get the
mcmod.info of a client-side mod server side
L455[13:22:40] <Hawaii_Beach> lol
nevermind then
L456[13:22:43] <Hawaii_Beach> ah ok
L457[13:22:55] <ghz|afk> HassanS6000: uh
no
L458[13:22:58] <ghz|afk> maybe you can ask
some info
L459[13:23:02] <ghz|afk> but you can't
just read a file
L460[13:23:03] <ghz|afk> ;P
L461[13:23:06]
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L462[13:23:07] <HassanS6000> I mean the
info
L463[13:23:14] <HassanS6000> ie the modid
in mcmod.info
L464[13:23:29] <ghz|afk> uhm what
L465[13:23:41] <ghz|afk> you want to know
if a mod is present?
L466[13:24:09] <ghz|afk> it makes no sense
otherwise
L467[13:24:13] <ghz|afk> in order to ask
things about the mod
L468[13:24:17] <ghz|afk> you need to know
the modid in advance
L469[13:24:23] <ghz|afk> so if it's
like
L470[13:24:30] <ghz|afk> checking the list
of mods present in the client
L471[13:24:41] <ghz|afk> that's one
thing
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L476[13:38:07] <Hawaii_Beach> welp how do
I specify a dye in the json recipe files?
L477[13:38:31] <Hawaii_Beach> will e.g
"dyeLime" still work?
L478[13:39:21] <tterrag> use forge:ore
ingredient
L479[13:40:02] <tterrag> or something like
that
L480[13:40:04] <Hawaii_Beach> so
"item": "forge:dyeLime" works, ait
L481[13:40:08] <tterrag> no
L482[13:40:15] <tterrag> that's...not even
close to what I said
L483[13:40:43] <Hawaii_Beach> well it
wasn't explained well enough for me to understand :/
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L485[13:42:36] <tterrag> "type":
"forge:ore_dict", "ore": xxx
L486[13:43:59] <Hawaii_Beach> oh ok, and
you can also use "item": "minecraft:dye",
"data": 4 right?
L487[13:44:23] <tterrag> yes, but
don't
L488[13:44:39] <Hawaii_Beach> oh, why
not?
L489[13:44:53] <tterrag> because then it
won't work with any other dyes
L490[13:45:17] <Hawaii_Beach> ok, thanks
for the help
L491[13:48:53] <ghz|afk> reminds me how
much I hate that lapis is minecraft:dye
L492[14:00:58] ⇦
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L495[14:08:10] <masa> oh btw ghz|afk I
have to give you a thumbs up - you are one of the few that names
their mod files with 1.12.0-x.y.z instead of 1.12-x.y.z :D
L496[14:08:31]
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L497[14:08:34] <masa> which means that I
don't have to rename them when I download them
L498[14:09:27] <masa> although it seems
that I also only started doing that in 1.10
L499[14:12:12] <ghz|afk> ^_^
L500[14:12:18] <ghz|afk> I don't know when
I started
L501[14:12:23] <ghz|afk> but yeah I got
that habit
L502[14:12:44] <ghz|afk> based on
this:
L504[14:12:49] <ghz|afk> I didn't do it in
1.9
L505[14:13:13] <ghz|afk> but I did in
1.11.0
L506[14:14:22] <ghz|afk> (1.10.0 didn't
happen for me, since it was the 1.9.4 files)
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L510[15:10:48] <joazlazer> Is it worth
using Mantle for guide books and is there any documentation for
that (or should I just surf through TCon's impl)?
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L513[15:13:15] <jamieswhite> Mantle would
probably be a bit heavy as a dependency for guide books. have you
looked at GuideAPI?
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L516[15:27:17] <ghz|afk> anyone here
messed with removing vanilla recipes?
L517[15:28:11] <ghz|afk> joazlazer: take a
look at my Guidebook mod
L518[15:28:14] <ghz|afk> you might like it
:D
L519[15:28:38] <ghz|afk> so
L521[15:29:04] <ghz|afk> I can't remove a
vanilla recipe because advancements REALLY don't like that
L522[15:29:13] <joazlazer> Did you get
around to adding recipe displays in the guidebooks?
L523[15:29:15] <ghz|afk> I'm thinking of
overwriting those vanilla recipes with dummy recipes instead
L524[15:29:26] <ghz|afk> joazlazer: nope,
but it's next on my list
L525[15:29:44] <joazlazer> (╯°□°)╯︵
┻━┻
L526[15:29:54] <ghz|afk> after I get
around to writing the custom text renderer and <span> tag
support
L527[15:30:35] <ghz|afk> I'm off work till
the 16th
L528[15:30:37] <ghz|afk> so I have some
days
L529[15:30:46] <ghz|afk> I hope to get it
done after I finish porting Survivalist
L530[15:30:49] <ghz|afk> technically it's
ported
L531[15:30:58] <ghz|afk> I just can't
remove the vanilla recipes withoutcrashing the recipebook
L532[15:31:14] <ghz|afk> so I'm thinking
I'll change the way it works
L533[15:31:16] <ghz|afk> instead of
removing the recipe
L534[15:31:29] <ghz|afk> i'll replace it
with a dummy recipe
L535[15:32:04] <ghz|afk> this way it will
be there, but it will never actually letyou craft anything
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L539[15:47:11] <ghz|afk> crap, I wish
there was a RegistryEvent.PostRegister<T>
L540[15:47:23] <ghz|afk> the Register
event for IRecipes lets me remove vanilla recipes
L541[15:47:30] <ghz|afk> but if a mod
loads after me, I wouldn't catch those
L542[15:47:35] <ghz|afk> and postinit is
too late
L543[15:47:38] <ghz|afk> the recipes don't
work
L544[15:47:41] <ghz|afk> but they ARE in
the book
L545[15:47:44] <ghz|afk> >_<
L546[15:48:15] <ghz|afk> welp, I could
create a second @Mod class, with after:*
L547[15:48:28] <ghz|afk> hmm
L548[15:48:48] <ghz|afk> not even sure
that would cause the registry event ot get called last...
L549[15:49:25] <ghz|afk> and chances are
forge wouldn't accept a PostRegister event because removing stuff
is not officially endorsed
L550[15:49:46] <ghz|afk> welp I may try to
add it later...
L551[15:50:11] <ghz|afk> for now I guess
I'll release without support for mod recipes registered after my
event runs
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L554[15:54:21] <ghz|afk> ....
L555[15:54:25] <ghz|afk> crap I have a
silly problem
L556[15:54:34] <ghz|afk> I don't remember
everything my mod is supposed to do XD
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L560[16:04:44] <ghz|afk> anyone know a
1.12 mod that adds copper or such?
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L562[16:04:57] <ghz|afk> ah
L563[16:05:04] <ghz|afk> tinkers ofc
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L565[16:08:07] <ghz|afk> waiut
L566[16:08:12] <ghz|afk> tinkers doesn't
add ingots?
L567[16:08:20] <ghz|afk> nope
L568[16:08:25] <ghz|afk> not for copper
and such, at least
L569[16:15:24] <LexMobile> 1.12.1 tomorrow
it seems, I should be able to roll out a MCP/Forge for it tomorrow.
From the looks of it things will be able to keep compatibility with
1.12 mods. So it shouldn't be hard to update for anyone. Until
then, meh.
L570[16:15:48] <LexMobile> also ghz|afk
you're dumb. You *SHOULDNT* be registering shit in the event use a
fucking json.
L571[16:15:52] <LexMobile> The Event IS
the post event
L572[16:17:53] <jamieswhite> you can
remove recipes through json?
L573[16:17:56] <ghz|afk> All my recipes
ARE json, but one of the mechanics of my mod requires removing
recipes
L574[16:18:12] <ghz|afk> and replacing
them with recipes for my custom machine
L575[16:18:41] <ghz|afk> like, instead of
crafting planks in the grid, you use a chopping block that you have
to hit with an axe
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L577[16:19:14] <ghz|afk> and instead of
crafting sticks from planks, you get them from saplings and by
chopping planks in the chopblock
L578[16:19:26] <ghz|afk> so I need to
remove those recipes that output planks, or sticks
L579[16:20:37] <ghz|afk> or I'd like to,
because if I just remove them, the advancements fail to load and
the game crashes
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L582[16:23:47] <ghz|afk> but well
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L584[16:24:13] <ghz|afk> I can assume that
any mod adding recipes in the event is "doing it wrong"
and live with that
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L587[16:37:20] <LexMobile> That's the
idea.
L588[16:38:06] <LexMobile> The removal of
recipes is t quite fleshed out, as you said advancements have
issues. Which could probably be fixed I just haven't had the time
or cared to look into it
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L615[18:39:56] <joazlazer> If a custom
capability is loaded from file via its IStorage implementation, is
it correct that it will only be attached to an EntityPlayer on the
server and must be serialized and attached to an EntityPlayer on
the client manually?
L616[18:43:14] <Katrix> Anyone know what's
the proper way to spawn a fake player (not the FakePlayer player,
what servers use for NPCs)?
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L618[18:43:28] <Katrix> One that actually
renders
L619[18:44:28] <kashike> spawn an actual
player using fake information (unique id, name, etc)
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L621[18:45:53] <Katrix> It complains that
it can't find the UUID on the client
L622[19:16:09] <Katrix> Ok got it working,
had to log in the player first
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L626[19:45:12] <joazlazer> If you wanted
to attach a custom capability to a player, which already implements
ICapabilityProvider, you have to attach your own implementation of
ICapabilityProvider?
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L633[20:23:25] <howtonotwin> joazlazer,
yes
L634[20:23:54] <howtonotwin> An
ICapabilityProvider is just the interface for "something that
has capabilities"
L635[20:24:21] <howtonotwin> So, players
have capabilities, and therefore they are
ICapabilityProviders
L636[20:24:50] <howtonotwin> And you are
attaching some extra capabilities to the player, so you attach a
new ICapabilityProvider
L637[20:27:07] <howtonotwin> And then the
player checks its internal CapabilityDispatcher when it is asked
for a capability, which is where it stores the attached
ICapabilityProviders
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L639[20:32:56] <halvors> Is it possible to
render a block with multiplie textures? I mean by that layers. I
have one texture and i have on "edge" texture i want to
render over it (the middle of it being transparent).
L640[20:33:19] <halvors> How to do that
with json? Custom block renderers in 1.7 did the trick.
L641[20:33:26] <halvors> But i'm on 1.10
now...
L642[20:34:09] <howtonotwin> I think
there's a multilayer model somewhere in Forge
L643[20:34:38] <howtonotwin> Total hunch
based on the fact that there's a (@Deprecated!) MultiLayerModel
class
L644[20:34:40] <howtonotwin> Let me
check
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L646[20:38:47] <howtonotwin> Yep, it's the
"forge:multi-layer" model. But I don't think it's really
what you want, because I'm pretty sure it'll z-fight horribly
L647[20:38:50] <howtonotwin> Do-oh
L648[20:38:58] *
howtonotwin forgets vanilla has this sorted
L649[20:39:12] <howtonotwin> When you have
a model json models/block
L650[20:39:23] <howtonotwin> You can have
two elements with the same coordinates and size
L651[20:39:34] <howtonotwin> If they match
up exactly, then you get the effect that you want
L652[20:39:57] <howtonotwin> The textures
of the one that appears later in the list overlay the one on
top
L653[20:42:15] <howtonotwin> So you'd have
a model like { elements: [ { from: [00, 00, 00], to: [16, 16, 16],
faces: { up: { texture: base } } }, { from: [00, 00, 00], to: [16,
16, 16], faces: { up: { texture: overlay } } } ] }
L654[20:43:36] <howtonotwin> (There isn't
any z-fighting because this is a deliberate feature)
L655[20:49:39] <howtonotwin> What happens
if you have a "@param" line in the javadoc when you use
!gm on mcpbot?
L656[20:50:41] <bspkrs> don't
L657[20:50:48] <bspkrs> set the param
names
L658[20:50:51] <bspkrs> er
L659[20:50:54] <bspkrs> param
comments
L660[20:51:07] <bspkrs> they turn into
javadocs in the export
L661[20:52:13] <howtonotwin> Aw, thanks
anyway
L662[20:59:24] <halvors> howtonotwin: Ah
thanks, but no way to dynamically rotate it?
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L665[21:17:22] <halvors> howtonotwin:
Think i just have to create a texture for every possible connected
state, love the 1.7 code that actually rotates dynamicalle and just
overrides the edge texture of the base.
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L678[23:05:20] <Unh0ly_Tigg> So, I'm
working on a minecraft related project, which has this class:
https://gist.github.com/Unh0lyTigg/6217f6b211e2548d0f1a80b3547a9c8e
for some reason, when I call put(String,T) on line 53, I get an NPE
on line 60 when local variable 'child' is not null, and local
variable 'current' also isn't null (hence the sysout prints). Does
anyone know why this might be happening? I can't seem to figure it
out.
L679[23:06:51] <Unh0ly_Tigg> I get things
like "path:bhs child:b true" which is fine, then
"path:bhs child:h true" and then NPE...
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L681[23:14:32] <kashike> stack?
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L686[23:35:07] <Unh0ly_Tigg> kashike,
sorry, was afk. The only relevant part of the stacktrace, is that
the NPE occurs on line 60. When I call put in other places with the
same logic, there's no null pointers.
L687[23:37:17] <Unh0ly_Tigg> ok, something
is screwing with this. I changed the sysout print to be 'current ==
null', and put a null check before where the NPE happens.
L688[23:37:43] <kashike> Unh0ly_Tigg:
heh
L689[23:37:45] <kashike> it's probably
doing
L690[23:37:55] <kashike> ("current:
" + current) != null
L691[23:38:02] <kashike> which is true
since there's a string
L692[23:38:29] <Unh0ly_Tigg> oh my
goodness...
L693[23:38:33] <Unh0ly_Tigg> it is
L694[23:39:02] <Unh0ly_Tigg> because I'm
not seeing 'current: true or false' I'm just seeing true or
false...
L695[23:39:07] <kashike> :)
L696[23:39:34] <kashike> should also move
those path.matches to a Pattern and use a matcher
L697[23:39:54] <Unh0ly_Tigg> path.matches
uses a pattern/matcher internally.
L698[23:40:21] <Unh0ly_Tigg> it delegates
to Pattern.matches(String,CharSequence)Z
L699[23:40:25] <kashike> and recompiles it
each time :)
L700[23:40:34] <Unh0ly_Tigg> ugh.
L701[23:40:48] <Unh0ly_Tigg> I'm not
worried about performance right now.
L702[23:40:55] <Unh0ly_Tigg> I'll fix that
later.
L703[23:41:41] <joazlazer> Should I be
concerned about my capability being serialized twice?
L705[23:41:50] <Unh0ly_Tigg> but I'm
starting with a non-null current, checking to see if it has a child
for a given part of the path, if it doesn't, add one, then make the
current the child.
L706[23:46:13] <Unh0ly_Tigg> ok, so
altered the logic, so that it gets the child, if the result is
null, make a new node, add it as the child, and then regardless of
if it needed to be created, set the current node to it.
L707[23:46:18] <Unh0ly_Tigg> and that
fixed my issue.
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Quits: Unh0ly_Tigg (~Robert@c-24-21-196-226.hsd1.or.comcast.net)
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