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L9[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170812 mappings to Forge Maven.
L10[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170812-1.12.zip (mappings = "snapshot_20170812" in build.gradle).
L11[02:00:18] <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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L37[05:20:11] <BlueMonster> what am I supposed to do rather than override isFullCube and such?
L38[05:20:21] <BlueMonster> since they are deprecated
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L40[05:35:51] <pig> anyone here have experience making an item baked model using a buffered image?
L41[05:40:19] *** PaleOff is now known as PaleoCrafter
L42[05:41:37] <PaleoCrafter> pig, wouldn't you just need to stitch a custom TextureAtlasSprite?
L43[06:01:08] <ghz|afk> yep you'll have to stitch it into the atlas
L44[06:01:17] <ghz|afk> since all item and block models draw using the atlas texture
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L50[06:48:36] <pig> ... oh right, I forgot about that. DANGIT.
L51[06:49:23] <pig> thing is though, the buffered images can be formed at any time during MC, ingame, in menu, etc etc, not just at load
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L53[06:50:41] <PaleoCrafter> you can upload changes to the atlas at any time, assuming it's a single texture you need
L54[06:50:42] <pig> the atlas doesn't really have a max now does it?
L55[06:50:52] <PaleoCrafter> that's how animated textures work
L56[06:51:00] <pig> hmm okay
L57[06:52:01] <pig> I completely forgot about that whole hooha
L58[06:52:13] <pig> I'll have to look at stuff from a different perspective now, thanks
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L70[08:15:17] <pig> PaleoCrafter: how... does one do that....?
L71[08:15:27] <PaleoCrafter> uhm... not entirely sure, tbf :P
L72[08:15:32] <PaleoCrafter> look at how animations workx d
L73[08:15:35] <pig> you type fast holy crap
L74[08:15:45] <pig> yeah but aren't animations loaded when everything's being stitched?
L75[08:15:57] <pig> I'm trying to add on to it
L76[08:16:07] <PaleoCrafter> the raw data is, yes, but the individual frames are uploaded when needed
L77[08:16:17] <PaleoCrafter> should be able to load the data on demand, though
L78[08:16:56] <ghz|afk> the only limitation is you need to know the max number of textures you'll use at once
L79[08:17:02] <pig> >32
L80[08:17:12] <pig> err
L81[08:17:13] <ghz|afk> since you can't just randomly add things to the atlas at runtime
L82[08:17:14] <pig> >64
L83[08:17:25] <ghz|afk> only overwrite known sprites
L84[08:19:08] <pig> UNLESS.... I register one and reuse the same index over and over and over again
L85[08:19:09] <pig> ヽ( 。 ヮ゚)ノ
L86[08:21:07] <PaleoCrafter> well, if you only ever need one instance that just changes, sure
L87[08:21:17] <pig> I actually kinda need quite a few
L88[08:21:29] <pig> which is kinda annoying to have to work around
L89[08:23:19] <PaleoCrafter> depends, do you know the amount of textures you need at load time? :P
L90[08:23:29] <PaleoCrafter> textures being sprites on the atlas
L91[08:23:41] <pig> about 64
L92[08:23:48] <pig> but I expect there might be more over time
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L94[08:25:30] <PaleoCrafter> you could also stitch a few fairly large sprites and use them for multiple textures
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L99[08:32:22] <pig> the stitcher is set to max size already from the start anyways
L100[08:32:24] <pig> hmmmmmmmm
L101[08:34:13] <PaleoCrafter> hm? xD
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L103[08:36:49] <pig> I'm thinking of just injecting the Stitcher with a TextureAtlasSprite and forcing a new stitch
L104[08:37:44] <PaleoCrafter> oh, please don't :P
L105[08:37:54] <pig> what better method would you suggest, then?
L106[08:38:41] <PaleoCrafter> well, the upload in place
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L108[08:39:32] <pig> HMMMMMMMMMMMMMMMMMMMMMM I'm finding that something I would really like to consider though
L109[08:39:51] <pig> but that would mean I would have to copy and adjust a TextureAtlasSprite more than once per tick
L110[08:40:23] <pig> per render tick, I should add
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L122[09:30:17] <barteks2x> how could I get some data about how big my packets are after compression?
L123[09:30:30] <barteks2x> (ie how much data is actually sent over the network)
L124[09:31:10] <PaleoCrafter> a breakpoint at the right place? xD
L125[09:31:26] <barteks2x> what ifi want averages?
L126[09:33:24] <PaleoCrafter> apparently you can hook into the Netty pipeline to gather stats
L127[09:33:37] <PaleoCrafter> https://netty.io/4.0/api/io/netty/handler/traffic/package-summary.html
L128[09:34:04] <barteks2x> I know nothing about netty
L129[09:34:24] <barteks2x> And considering what forge does with it, I have no idea how I could hook into the right place
L130[09:34:39] <PaleoCrafter> I don't a lot either, that's just the result of a quick google search :P
L131[09:35:53] <barteks2x> I think I know what I will try: set a non-pausing breakpoint in NettyCompressionEncoder/Decoder and make it print out the size. Then copy the data into excep/libreoffice calc and make ahistorgram
L132[09:37:24] <barteks2x> uh... but that will give me data about all packets
L133[09:37:29] <barteks2x> I want just *my* packets
L134[09:37:45] <PaleoCrafter> add a condition? :P
L135[09:38:13] <barteks2x> I don't know how to determine packet type from that place
L136[09:38:35] <PaleoCrafter> have a breakpoint in your packet's toBytes and make the other one depend on it
L137[09:39:04] <barteks2x> will it reset thedependency once thesecond one hits?
L138[09:39:17] <barteks2x> so that for the next time the first one needs to be hit again?
L139[09:39:34] <PaleoCrafter> depends on how you configure it
L140[09:39:42] <barteks2x> I just want to figure out if my changes improve compression...
L141[09:39:46] <PaleoCrafter> it's the default in IDEA, not sure about eclipse
L142[09:40:06] <PaleoCrafter> (it = disabling again)
L143[09:40:50] <barteks2x> I forgot there is still one place that doesn't even compile yet...
L144[09:45:24] <pig> PaleoCrafter: I got it to work without touching the TextureMap
L145[09:45:32] <pig> I am in shock that it worked actually.
L146[09:45:39] <PaleoCrafter> what did you end up doing? :D
L147[09:45:40] <krecher1> is it still possible to register crafting recipes during runtime on 1.12 ..?
L148[09:46:06] <PaleoCrafter> if by "at runtime" you mean after initial mod loading, nope
L149[09:46:26] <krecher1> D:
L150[09:46:26] <pig> extend AbstractTexture and bind that before rendering isntead.
L151[09:46:41] <PaleoCrafter> uhm... uhm...
L152[09:47:44] <PaleoCrafter> how do you know when to bind? ^^
L153[09:49:42] <barteks2x> and this is the kind of stuff that happens when I look at irc while writing code... https://gist.github.com/6f618301cf8732b939162fc7622bd8af
L154[09:50:12] <PaleoCrafter> heh
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L156[09:50:32] <pig> PaleoCrafter: ;)
L157[09:51:34] <PaleoCrafter> ah, so you are preparing a Forge PR as we're speaking? :P
L158[09:52:26] <PaleoCrafter> oh... in getQuads
L159[09:52:29] <Aroma1997> umm...
L160[09:52:29] <PaleoCrafter> that's... interesting
L161[09:52:33] <Aroma1997> how would one draw a cuboid in the world?
L162[09:52:42] <Aroma1997> (without using a model)
L163[09:52:49] <PaleoCrafter> what context? :P
L164[09:53:13] <PaleoCrafter> if you just want to draw a cuboid without a TE or entity, RenderWorldLastEvent is your friend
L165[09:53:28] <Aroma1997> yeah
L166[09:53:31] <Aroma1997> I know that
L167[09:53:42] <Aroma1997> but I don't know how to draw the actual cuboid...
L168[09:53:49] <PaleoCrafter> Tessellator + BufferBuilder
L169[09:54:44] <Aroma1997> hmm
L170[09:57:23] <pig> PaleoCrafter: DID YOU JUST STALK MY GITHUB
L171[09:57:29] <PaleoCrafter> lol
L172[09:58:00] <pig> I inject shit there all the time heh
L173[09:59:46] <PaleoCrafter> I don't see you resetting the texture, though. But I guess Vanilla rebinds it itself?
L174[10:00:03] <pig> yeah it does
L175[10:00:07] <pig> after it's done drawing the item
L176[10:00:16] <pig> I think because it sometimes rebinds to draw the glint
L177[10:03:09] <PaleoCrafter> well, good thing for you items aren't rendered in batches :P
L178[10:11:36] <pig> SH.
L179[10:11:39] <pig> don't scare me
L180[10:15:20] <barteks2x> sometimes @Nullable annotations are annoying... I use a nullable method and assume thid value is not null here because the method that calls it is supposed to ensure that it won't be null. But IDEA still complains that I give result of nullable method as nonnull...
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L182[10:20:13] <pig> there's an option to disable that in Idea, no?
L183[10:21:02] <PaleoCrafter> yeah, but it's generally a good thing :P
L184[10:22:05] <barteks2x> well, it "forced" me to rewrite some ol code in better way
L185[10:22:50] <barteks2x> is there a way to tell IDEA "if this method returns true, then that method won't return null"?
L186[10:22:58] <PaleoCrafter> it's just the nature of static analysis. and it's technically right to suggest checking for null again, since it can't assume the method to be pure :P
L187[10:23:38] <barteks2x> it's a simple getter
L188[10:23:38] <PaleoCrafter> even if the first method returns true, the second one might still return null, as you could be working in threaded code :P
L189[10:24:20] <barteks2x> I will just let IDEA add a bunch of noinspect comments...
L190[10:25:28] <PaleoCrafter> >.>
L191[10:26:25] <barteks2x> there is no way I'm modifying this to make IDEA think it's null safe https://gist.github.com/2fe72dc630aded8b50a43ef8f845123e
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L193[10:27:43] <PaleoCrafter> that code could generally be a lot cleaner though :P
L194[10:28:07] <barteks2x> like how exactly?
L195[10:28:10] <PaleoCrafter> like... why are you iterating over the list that often? :P
L196[10:28:31] <barteks2x> keeping the same kind of data together should improve compression
L197[10:28:57] <barteks2x> I have it commented in encodeCube
L198[10:29:10] <PaleoCrafter> oh, didn't realise that was reading from the packet
L199[10:29:43] <barteks2x> you think why I had PacketBuffer there?
L200[10:30:10] <barteks2x> it's actually not in fromBytes, it's in message handler
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L202[10:30:34] <barteks2x> I'm making the PacketBuffer by wrapping byte array in ByteBuf and wrapping that in PacketBuffer
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L204[10:31:24] <barteks2x> (iirc CPacketChunkData does the same)
L205[10:31:29] <barteks2x> or SPacket, not sure
L206[10:31:46] <quadraxis> S
L207[10:32:12] <barteks2x> I can never remember whether that C/S refers to the sending or receiving side
L208[10:32:22] <PaleoCrafter> I only skimmed over the code, barteks :P
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L210[10:42:15] <barteks2x> is there some way to sort 3d points in such way that points with nearby indices are close to each other?
L211[10:42:40] <barteks2x> or would it be so complicated that it's not worth it in most cases?
L212[10:43:36] <barteks2x> hm... I could at least sort by Y
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L215[10:48:58] <PaleoCrafter> barteks2x, you could go with something like https://en.wikipedia.org/wiki/Pairing_function ?
L216[10:50:14] <barteks2x> I will first test without any sorting, then sort by Y. If sorting by Y improves nothing, I will leave it unsorted
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L218[10:51:49] <barteks2x> what is wrong in this line? private final MultiMap<EntityPlayerMP, Cube> cubesToSend = Multimaps.newSetMultimap(new HashMap<EntityPlayerMP, Collection<Cube>>(), ()->new HashSet<Cube>());
L219[10:52:06] <barteks2x> It fails to infer these by itself, I gme them explicitly and it still cpomplains
L220[10:53:01] <PaleoCrafter> It's Multimap, not MultiMap
L221[10:53:11] <barteks2x> ...
L222[10:53:24] <PaleoCrafter> that's Scala's collection :P
L223[10:53:58] <barteks2x> ok, so this works private final Multimap<EntityPlayerMP, Cube> cubesToSend = Multimaps.newSetMultimap(new HashMap<>(), HashSet::new);
L224[10:54:52] <barteks2x> could have been worse: both named exactly the same
L225[11:01:14] <BlueMonster> what should I use rather than overriding Block.isFullCube()?
L226[11:02:11] <krecher1> apparently Block's setSoundType is protected
L227[11:02:14] <krecher1> interesting
L228[11:02:20] <malte0811> Isn't that one of the methods marked as deprecated to tell people to CALL it via the blockstate? And not for overriding
L229[11:02:41] <BlueMonster> the version with blockstate is deprecated
L230[11:03:21] <malte0811> Na, you are meant to call IBlockstate#isFullCube rather than Block#isFullBlock (IIRC)
L231[11:07:10] <BlueMonster> BlockStateContainer#isFullBlock calls Block#isFullBlock
L232[11:12:51] <barteks2x> holy shit, I made the server run out of memory by accidentally sending too many packets
L233[11:14:13] <BlueMonster> so should I just override isFullBlock in my block then?
L234[11:14:52] <malte0811> I think so, I do
L235[11:15:05] <malte0811> (Override isFullBlock)
L236[11:15:21] <quadraxis> are you sure you don't want isFullCube() ?
L237[11:16:09] <malte0811> No idea, I think I override 4 different methods with similar names
L238[11:16:19] <BlueMonster> i'm going to test which ones are needed now....
L239[11:16:22] <BlueMonster> this will take a while
L240[11:16:27] <quadraxis> yes, please test
L241[11:18:25] <BlueMonster> Block#getLightValue is for how bright the block is and now how much light it emits right?
L242[11:18:57] <malte0811> Yes
L243[11:19:42] <BlueMonster> i think i may have found which two i need... just waiting for the game to load
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L245[11:30:11] <BlueMonster> Looks like all i need to override is Block#isFullCube and Block#getBlockLayer
L246[11:30:22] <BlueMonster> same as BlockGlass
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L248[11:34:24] <quadraxis> don't forget methods from BlockBreakable
L249[11:35:32] <BlueMonster> right!
L250[11:35:45] <BlueMonster> Block#isOpaqueCube too
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L252[11:36:29] <quadraxis> and shouldSideBeRendered possibly
L253[11:36:55] <BlueMonster> i can't really do sides... my model is a bit....
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L255[11:42:41] <PaleoCrafter> quadraxis, do you happen to be bs2609? xD
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L257[11:43:43] <quadraxis> ...perhaps
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L260[11:44:45] <PaleoCrafter> heh
L261[11:44:49] <barteks2x> is there any chance something is causing packet to be corrupted when it becomes too big, even on singleplayer?
L262[11:44:54] <barteks2x> It's about 4MB
L263[11:45:17] <barteks2x> (before compression)
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L265[11:48:32] <howtonotwin> ô.O ?
L266[11:48:48] <howtonotwin> I know nothing about that, but you have me wondering just what you're doing :P
L267[11:49:12] <barteks2x> Reweiting my cubic chunks chunk sending code to end more than one per packet
L268[11:49:31] <quadraxis> is this a forge packet?
L269[11:49:37] <barteks2x> yes, normal IMessage
L270[11:49:50] <quadraxis> so it should be split
L271[11:50:19] <barteks2x> Somehow my code is trying to read several hundred thousands tile entities from one cube
L272[11:51:28] <barteks2x> based on what I see, it's off by one byte after reading actual chunk data, right before readint TE data
L273[11:51:39] <quadraxis> one byte?
L274[11:51:50] <quadraxis> go look at how forge splits packets
L275[11:52:02] <quadraxis> cause I seem to rememer a byte there
L276[11:52:48] <howtonotwin> You said it happens in singleplayer?
L277[11:53:02] <barteks2x> well, didn't test dedicated server yet
L278[11:53:19] <howtonotwin> Maybe store the message in a static right as it is sent so you can compare it and see all the differences
L279[11:54:33] <barteks2x> it's scrashing in fromBytes currently
L280[11:57:04] <kenzierocks> can I see your IMessage class, perhaps?
L281[12:00:06] <barteks2x> https://hastebin.com/acowegikol.java
L282[12:00:16] <barteks2x> It's probably a simple mistake, but I can't figure it out
L283[12:01:51] <barteks2x> data array has correct size after read so it shouldn't be anythign wrong i n PacketUtil
L284[12:03:14] <barteks2x> don
L285[12:03:26] <barteks2x> t look at handle() yet, it didn't get there so no idea if it's correct
L286[12:07:50] <quadraxis> https://github.com/MinecraftForge/MinecraftForge/blob/1.12.x/src/main/java/net/minecraftforge/fml/common/network/handshake/NetworkDispatcher.java#L647
L287[12:08:07] <quadraxis> i'm not sure about that -1 here
L288[12:09:27] <barteks2x> int part = input.readByte() & 0xFF;
L289[12:09:30] <barteks2x> that's the -1
L290[12:09:44] <barteks2x> hm... wait
L291[12:10:00] <quadraxis> but readByte advances the index by one
L292[12:10:01] <barteks2x> actually it would be correct if it was before that line
L293[12:10:16] <barteks2x> any way to use locally compiled forge version?
L294[12:10:33] <quadraxis> hmm, not sure
L295[12:10:40] <malte0811> I was shouted at for doing that once
L296[12:10:52] <malte0811> But there should be a build task in gradle
L297[12:10:55] <quadraxis> try 'build' or w/e on a forge workspace
L298[12:11:04] <barteks2x> there is no way I'm running my mod in forge dev environment
L299[12:11:11] <barteks2x> because mappings won't match
L300[12:11:27] <barteks2x> I will try temporarily mixing into forge here
L301[12:14:42] <malte0811> Is it possible that Entity changed from ve to vg from 1.12 to 1.12.1? MCPBot won't tell me about 1.12.1 mappings
L302[12:15:46] <kenzierocks> is there any chance that your buf.writeShort(cubePos.length);/buf.readUnsignedShort() disparity is breaking anything?
L303[12:16:16] <kenzierocks> that should work out okay I think
L304[12:16:28] <howtonotwin> malte0811: Certainly possible. Notch names are regenerated every time Mojang recompiles MC.
L305[12:17:08] <kenzierocks> oh, there is no writeUnsignedShort, nevermind
L306[12:17:17] <malte0811> That would explain why IE's coremod broke
L307[12:17:32] <barteks2x> why are any coremods using obfuscated names...?
L308[12:17:39] <ghz|afk> why's their coremod in notch names
L309[12:17:44] <ghz|afk> instead of srg?
L310[12:18:04] <malte0811> Method descriptions?
L311[12:18:15] <barteks2x> sortingIndex > 100 and they will get srg names
L312[12:18:19] <barteks2x> *1000
L313[12:18:31] <malte0811> Good to know
L314[12:18:41] <ghz|afk> unless it REALLY needs to run before srg remapping for whatever reason
L315[12:19:14] <kenzierocks> wait barteks2x, do you have a tile entity per cubePos?
L316[12:19:15] <malte0811> No, it was just using the default, which is 0
L317[12:19:27] <barteks2x> kenzierocks, some have none, but some have one
L318[12:19:37] <barteks2x> but if there is none, it just writes zero as count
L319[12:19:44] <barteks2x> I checked that with debugger
L320[12:19:49] <kenzierocks> so is tileEntityTags.size() == cubePos?
L321[12:19:56] <barteks2x> yes
L322[12:20:01] <barteks2x> you can see that in constructor
L323[12:20:11] <kenzierocks> ok, I see
L324[12:21:02] <barteks2x> ok, I got the mixin right to remove the -1, testing now
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L328[12:25:43] <barteks2x> yup, that fixes it
L329[12:25:52] <barteks2x> then I will make forge PR for it
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L331[12:26:01] <barteks2x> will 1.11.2 fix for it also be accepted?
L332[12:26:29] ⇨ Joins: CoderPuppy (~cpup@32.218.113.132)
L333[12:26:37] <barteks2x> or ideally someone who already has forge dev environment set up could submit the PR
L334[12:27:24] <barteks2x> why forge can't get packet splitting code right...?
L335[12:28:30] <ghz|afk> IF the 1.12 fix is accepted (or not applicable), then mezz decides
L336[12:30:32] <barteks2x> well then I will make a PR
L337[12:30:50] <barteks2x> should I include a test mod? Or not needed for bug fixes?
L338[12:31:31] <howtonotwin> A before/after comparison is usually a plus
L339[12:32:52] <barteks2x> ok, so I guess I would send 10MB of bytes and compare sent and received amount
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L341[12:34:14] <quadraxis> could send integers in sequence
L342[12:34:29] <barteks2x> or that
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L344[12:36:57] <ghz|afk> ugh
L345[12:37:10] <ghz|afk> backporting stuff to 1.10.2 after having done a "lot" of work on1.12
L346[12:37:14] <ghz|afk> so painful :P
L347[12:37:29] <ghz|afk> I really hope this release fixes the item duplication issues
L348[12:37:34] <howtonotwin> FYI, style thing: In L23-27 in your IMessage class, you create an ArrayList and foreach on the stream to add to it. You can instead map and collect on the stream with Collectors.toCollection(ArrayList::new) for *prettiness*
L349[12:37:37] <ghz|afk> so that I can just drop 1.10.2 from the maintenance cycle
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L351[12:38:10] <barteks2x> I want to also release 1.10 versio, but I guess I will need to workaround that forge issue in 1.10
L352[12:38:24] <barteks2x> because I really doubt any 1.10 PRs would be accepted
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L357[12:45:39] <ghz|afk> it would have to be a MAJOR issue
L358[12:45:48] <ghz|afk> to warrant a 1.10 PR being accepted
L359[12:46:50] <barteks2x> so as long as it's not breaking existing mod it probably won't be accepted
L360[12:47:00] <quadraxis> i don't know if the other packet splitting issue is even fixed for 1.10
L361[12:47:34] <barteks2x> packet splitting was probably always broken in forge and so far almost noone noticed
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L363[12:48:34] <quadraxis> yhttps://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/src/main/java/net/minecraftforge/fml/common/network/internal/FMLProxyPacket.java#L146
L364[12:49:19] <barteks2x> and the 0x part is the issue?
L365[12:49:27] <quadraxis> it's 16MiB
L366[12:49:37] <barteks2x> and it should be 1MB
L367[12:49:49] <quadraxis> yeah
L368[12:49:53] <quadraxis> 1.10: 0x1000000
L369[12:50:01] <quadraxis> 1.11: 0x100000
L370[12:50:59] <quadraxis> i think? mojang changed the packet size limits, probably during 1.8
L371[12:51:48] <barteks2x> and why it even is limited? Someone could just send a lot of 1MB packets
L372[12:54:05] <quadraxis> i don't know exactly but i think there were issues with malicious packets crashing servers
L373[12:54:36] <quadraxis> and i think they tightened up the protocol a bit
L374[12:54:56] <quadraxis> along with implementing limits on nbt datastructures
L375[12:55:16] <quadraxis> but I'm not really the best source here
L376[12:55:37] <barteks2x> I'm wondering if any mods at some point create TileEntity so big that it just won't fit in 1MB compressed and vanilla refuses to save it
L377[12:56:25] <barteks2x> if some mods are running out of IDs, also this is bound to happen at some point
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L379[12:57:34] <quadraxis> people have had issues by packing a load of ae/rs storage drives into a chest and then tyring to move the chest
L380[12:57:53] <quadraxis> but I think that's inventory data limits
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L382[12:58:31] <barteks2x> well, if you have a chunk that compressed is bigger than 1MB it's just not possible to save it
L383[12:58:39] <mezz> o/
L384[12:58:49] <quadraxis> well vanilla packets are 2mb
L385[12:58:56] <quadraxis> \o
L386[13:00:08] <barteks2x> I should have insisted that it hould be fixed back in 1.8 when I first found the issue with packet splitting
L387[13:00:22] <barteks2x> (not 1.8.9, just 1.8)
L388[13:00:31] <mezz> what's the topic for discussion here?
L389[13:00:42] <barteks2x> I'm going to make a PR to fix packet splitting again
L390[13:00:56] <barteks2x> because it corrupts packets that are bigger than 1MB
L391[13:01:24] <mezz> cool
L392[13:02:03] <barteks2x> Kind of stupid to wait so long to setup dev environment for one line fix...
L393[13:02:49] <mezz> we finally finished the non-video documentation on getting the dev environment set up http://mcforge.readthedocs.io/en/latest/forgedev/
L394[13:02:55] <mezz> should only takes 5-10 minutes
L395[13:03:13] <barteks2x> 5-10min was justcloning forge
L396[13:04:34] <PaleoCrafter> I really like how the IDEA block is 5 times as big as the eclipse one xD
L397[13:05:48] <mezz> I blame lack of dev on FG, it could be easier I think
L398[13:06:05] <PaleoCrafter> most definitely, yeah
L399[13:06:17] <PaleoCrafter> it's only so easy in eclipse because FG generates the whole project for you
L400[13:06:42] <barteks2x> if it didn't it would probably be even bigger block of text than for IDEA
L401[13:06:51] <PaleoCrafter> probably
L402[13:06:58] <mezz> I poked at FG a few months ago to see if I could do anything and I felt whatever a demon feels when exposed to a holy object
L403[13:07:30] <mezz> that stuff is horrible
L404[13:08:06] <howtonotwin> The real question is whether FG itself is bad or if it's just Gradle
L405[13:08:59] <mezz> it's both, but mostly FG
L406[13:09:27] <barteks2x> I'm happy it actually works with latest gradle version and with kotlin buildscripts
L407[13:09:37] <mezz> the real issue is setting up a project that's made of patches to a game... it's not a sane thing to do
L408[13:10:25] <mezz> but we have to do it heh
L409[13:11:39] <PaleoCrafter> I started "porting" FG to SBT, making the code a lot saner along the way, but the stuff we need to do is really going against any build system's design xD
L410[13:11:55] <mezz> yeah
L411[13:12:03] <barteks2x> what is SBT?
L412[13:12:11] <howtonotwin> Scala Build Tool
L413[13:12:22] <PaleoCrafter> Simple Build Tool, duh :P
L414[13:12:30] <PaleoCrafter> although it usually only gets used with Scala projects xd
L415[13:12:46] * howtonotwin can't even remember the name of the build tool he uses most
L416[13:13:05] <PaleoCrafter> it might as well be Scala Build Tool, tbf
L417[13:13:17] <barteks2x> well, I remember back in MC 1.7 cuchaz made SSJB becaause he hated gradle. That one would definitely be compatible with what FG does. Mosrtly because it has no design
L418[13:13:43] <ghz|afk> then it would be akin to going back to the pre-gradle days
L419[13:13:44] <ghz|afk> ;P
L420[13:13:46] <howtonotwin> Unsure if derogatory or praise xD
L421[13:14:06] <barteks2x> actually, it would be exactly going to pre-gradle days. It was just a bunch of python scripts
L422[13:15:04] <howtonotwin> SBT does have a plugin system (even if it sorta breaks the Maven rules)
L423[13:15:25] <barteks2x> and at that time I insisted on doing stuff in netbeans with gradle
L424[13:15:50] <krecher1> last time i used gradle it ate up 500MB of my RAM (probably just a peak tho)
L425[13:16:08] <barteks2x> it also tends to leave gradle daemon running
L426[13:16:12] <barteks2x> which keeps eating that 500MB
L427[13:16:37] <howtonotwin> SBT isn't that different honestly
L428[13:16:49] <PaleoCrafter> the main issue I faced with SBT was that builds really are supposed to be "immutable"
L429[13:17:14] <howtonotwin> You're meant to use it as a console type thing, so it's basically the same thing as the Gradle Daemon but you can talk to it directly
L430[13:17:59] <barteks2x> FG is "fun" when you have 4GB of ram...
L431[13:18:38] <howtonotwin> I'm on a Mac with 4GB, and I can manage 3 setupForges simultaneously...
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L433[13:18:41] <mezz> I just want a strongly typed build tool with code completion and the ability to see wtf is going on
L434[13:18:54] <barteks2x> gradle+kotlin script
L435[13:19:14] <PaleoCrafter> SBT more or less is like that :P
L436[13:19:24] <mezz> gogogo
L437[13:19:24] <barteks2x> works wonderfully. Full kotlin's code completion and compatible with all gradle plugins
L438[13:19:40] <krecher1> windows eat 2GB of RAM alone
L439[13:19:42] <mezz> any example I can see?
L440[13:19:56] <PaleoCrafter> of SBT or that Kotlin stuff? :
L441[13:19:58] <PaleoCrafter> :P
L442[13:20:05] <barteks2x> can't run browser right now, google cubic chunks github for gradle kotlin with FG
L443[13:20:24] <mezz> I'm mainly asking about this because I just split binnie's mods into modules using gradle, and now I want to never write groovy ever ever again
L444[13:20:51] <mezz> ok
L445[13:21:04] <barteks2x> it's build.gradle.kts file
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L447[13:21:49] <mezz> how does gradlew handle it?
L448[13:22:02] <krecher1> should i override getDrops or onBlockHarvested for manipulating the item given after the block is harvested?
L449[13:22:16] <barteks2x> it works just fine. In earlier versions that I use you needed to modify settings.gradle for it to work
L450[13:22:27] <barteks2x> now it work just fine with gradlew and has amazing Intellij support
L451[13:22:38] <mezz> krecher1, getDrops, unless it depends on the tile entity, then you need to do some hacks
L452[13:22:39] <krecher1> when i override getDrops, somehow i get no items when my block in broken
L453[13:22:47] <krecher1> *is
L454[13:23:08] <mezz> krecher1, 1.12?
L455[13:23:08] <ghz|afk> getDrops is ok if you just want to choose what the block drops
L456[13:23:16] <krecher1> mezz, yes
L457[13:23:36] <mezz> make sure you override the new getDrops, not the deprecated one
L458[13:23:57] <PaleoCrafter> mezz, sorry for bugging you about this, but would you mind giving https://github.com/MinecraftForge/MinecraftForge/pull/4251 a short review? :P
L459[13:24:45] <mezz> I'll mark it for l.ex review since he's the one picky about how it's displayed. I think it looks good
L460[13:25:15] <PaleoCrafter> okay, thanks :)
L461[13:25:29] <Ordinastie> but he just assigned you to it :p
L462[13:25:54] <mezz> I think you read that backwards Ordinastie
L463[13:25:55] <mezz> heh
L464[13:25:57] <PaleoCrafter> I really wish the PR creator could request a review
L465[13:26:03] <barteks2x> the "worst" part of using gradle kotlin DSL with FG + Shadow is this: configure<NamedDomainObjectContainer<ReobfTaskFactory.ReobfTaskWrapper>> { create("shadowJar").apply { mappingType = ReobfMappingType.SEARGE } }
L466[13:26:14] <mezz> PaleoCrafter, just ping / bump
L467[13:26:15] <Ordinastie> I probably did ><
L468[13:26:34] <barteks2x> which is equivalent of groovy reobf { shadowJar { mappingType = 'SEARGE' } }
L469[13:26:36] <quadraxis> wonder if that pings srg?
L470[13:26:48] <quadraxis> (if they ever read this server)
L471[13:26:50] <PaleoCrafter> that works, but I want a nice GUI element the way repo owners get :P
L472[13:27:14] <mezz> github is still working out of the stone age for repository permissions, I'm sure we'll see better controls over time
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L474[13:29:33] <barteks2x> also I think this: http://mcforge.readthedocs.io/en/latest/forgedev/ te "File -> Open" part for IDEA should be changed to "File -> New -> Project from existing sources"
L475[13:29:47] <barteks2x> I'm really not sure if file->open works for gradle
L476[13:29:59] <PaleoCrafter> it does
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L478[13:30:06] <mezz> I typically use file-> open, yea
L479[13:30:08] <PaleoCrafter> as long as you select the build.gradle :P
L480[13:30:14] <barteks2x> so I will try
L481[13:30:24] <PaleoCrafter> it used to be a separate "Import" option a couple of versions back
L482[13:30:52] <PaleoCrafter> still is in the "Welcome" window you get when no project is open
L483[13:31:04] <barteks2x> I remember it didn't ork last time I tried
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L485[13:31:19] <barteks2x> and ever since then I used new project from existing sources
L486[13:32:19] <LexMobile> -.-
L487[13:32:30] <LexMobile> If you have a better solution, or problems with FG then submit fixes
L488[13:32:58] <LexMobile> Yes, FG takes a lot of ram because FERNFLOWER takes a lot of ram.
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L490[13:33:31] <LexMobile> Decompiling is a hard fucking thing to do, only reason we have as good of output as we do now is because we fixed A LOT of issues and gave it more context to work with
L491[13:33:38] <barteks2x> but some time ago it only took as much as I have it, now it forks and just takes as much as it want anyway
L492[13:34:27] <barteks2x> and each time I read what I write I see that I can't type...
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L494[13:35:13] <howtonotwin> You CAN disable the daemon if it's causing grief
L495[13:35:22] <barteks2x> you can't do it in IDEA
L496[13:35:24] <ghz|afk> I use forking but not daemon
L497[13:35:24] <LexMobile> Ys, you CAN disable that feature
L498[13:35:44] <LexMobile> It was added because people fucked shit up and didnt give enough ram and wondered whyt it took 6 hours to decompile MC
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L500[13:36:14] <barteks2x> well, I would need to look at how now because that PR was a long time ago
L501[13:36:52] <mezz> what's the downside of using the daemon?
L502[13:37:19] <ghz|afk> does the daemon keep running after building is completed?
L503[13:37:22] <barteks2x> thatit keeps taking ram out of your system
L504[13:37:23] <howtonotwin> Yes
L505[13:37:26] <mezz> ah
L506[13:37:34] <ghz|afk> JVM is not good at releasing RAM iirc
L507[13:37:46] <ghz|afk> I mean, it will happily GC the objects, but not shrink the heap
L508[13:38:04] <barteks2x> and it probaby wont even GC if nothing is creating more objects
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L510[13:38:14] <howtonotwin> Maybe relevant: https://stackoverflow.com/a/30464183/5684257
L511[13:38:21] <mezz> the ram issue is pretty much 'solved' by this https://github.com/MinecraftForge/MinecraftForge/pull/3361
L512[13:38:28] <PaleoCrafter> Lex, the problem with committing fixes to FG is that it's a terrible mess and takes a lot of time to get into
L513[13:38:40] <mezz> PaleoCrafter, I think he's very aware lmao
L514[13:39:00] <LexMobile> So? Welcome to Minecraft modding.
L515[13:39:06] <LexMobile> If you have issues start working on fixing them
L516[13:40:16] * barteks2x working on fixing packet splitting
L517[13:40:27] <LexMobile> Packet splitting is fine, also not FG
L518[13:40:41] <barteks2x> it's not FG and it's not fine
L519[13:40:53] <barteks2x> https://github.com/MinecraftForge/MinecraftForge/blob/1.12.x/src/main/java/net/minecraftforge/fml/common/network/handshake/NetworkDispatcher.java#L647
L520[13:40:58] <LexMobile> Its fine, unless you can articulate why its not.
L521[13:41:05] <mezz> let people talk there's no reason to jump in and stomp on everyone -_-
L522[13:41:06] <barteks2x> the -1 corrupts packets
L523[13:41:36] <barteks2x> because readableBytes is already reduced by one by the first read
L524[13:41:38] <PaleoCrafter> I have looked into fixing an FG issue already, but it wasn't feasible. Not without reflection anyways xD
L525[13:41:46] <LexMobile> It shouldnt. As everything is offset and the readable includes the header.
L526[13:42:11] <barteks2x> I tested a fix and it made my code work. I could't find any issue in my code
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L528[13:42:21] <mezz> step 1 should be a test mod to show it's broken, we can go from there
L529[13:42:29] <LexMobile> I tested the code when I wrote it and I couldn't fine any issues with my code
L530[13:42:55] <barteks2x> but i'm still stuck setting up dev environment for forge because it takes forever to do anything with FG
L531[13:42:56] <LexMobile> Exactly Mezz, show its broken before trying to fix
L532[13:43:12] <LexMobile> It takes 2 mins t setup a clean workspace for me.
L533[13:43:17] <LexMobile> So not sure the fuck your problem is
L534[13:43:23] <barteks2x> because you have good PC
L535[13:43:48] <barteks2x> I'm stuck with old piece of crap
L536[13:43:57] <barteks2x> not strictly FG issue, more of my issue
L537[13:43:58] <LexMobile> And again rather then bitch about FG, articulate whats wrong and fix it.
L538[13:44:50] <LexMobile> What issue Paleo?
L539[13:44:58] <PaleoCrafter> Kotlin-related
L540[13:45:13] <PaleoCrafter> replacing stuff in kotlin files doesn't work with FG's provided system
L541[13:45:14] <PaleoCrafter> https://github.com/shadowfacts/Forgelin/blob/master/build.gradle#L94-L109
L542[13:45:17] <LexMobile> Ah well thats another story :/ Random languages are hard to deal with.
L543[13:45:20] <PaleoCrafter> yeah
L544[13:45:26] <PaleoCrafter> it supports Scala because the Gradle API does
L545[13:45:47] <ghz|afk> PR to gradle? :P
L546[13:45:56] <PaleoCrafter> I have to look into it again to see if they expose the Kotlin source sets nowadays
L547[13:46:07] <ghz|afk> although we use a rather old version of gradle iirc?
L548[13:46:26] <LexMobile> We could probably do with forcing an update. But thatd be a breaking change
L549[13:46:37] <mezz> I updated all my projects recently to gradle 4 with no issue
L550[13:46:57] <ghz|afk> ah so new gradle works, just isn't required and not used by default
L551[13:46:58] <LexMobile> Theres a difference to running ona a new gradle and using its new features
L552[13:46:59] <ghz|afk> good to know
L553[13:47:00] <PaleoCrafter> it's not really a pressing issue considering mods can just fix it in their own build.gradle
L554[13:47:37] <ghz|afk> I tend to assume that a project using a very old version of a tool/library does so due to incompatibility, and not just "if it works, dont fix it"
L555[13:48:09] <PaleoCrafter> well, FG in some iteration wasn't compatible with Gradle 3, iirc, but that was relatively quickly fixed
L556[13:49:09] <barteks2x> most projects use old version because too lazy to change and it works fine
L557[13:49:26] <barteks2x> at least most that I've seen
L558[13:49:51] <LexMobile> s/too lazy/don't need/
L559[13:50:16] <mezz> I avoided updating for a long time because the potential for gradle issues is enough to scare me off
L560[13:50:40] <mezz> and the benefit is... ??? some small percent faster builds
L561[13:50:43] <mezz> maybe
L562[13:51:00] <PaleoCrafter> welp, looks like the Gradle API still doesn't "natively" support Kotlin, hm...
L563[13:51:12] <ghz|afk> I personally prefer to use the latest working version so that if at one point I do want to use a new feature, it's already there and I don't have to decide if the time spent updating is more than the time working around not having the feature
L564[13:51:17] <ghz|afk> but I understand others not feeling that way
L565[13:51:41] <LexMobile> Ya there is a major difference between using something yourself. And writing a community tool.
L566[13:51:59] <LexMobile> https://xkcd.com/1172/
L567[13:52:10] <mezz> yuup
L568[13:52:29] <PaleoCrafter> I could look into making the kotlin gradle plugin a runtime dependency of FG and using its API directly through a compat class
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L571[13:56:09] <barteks2x> so now making a real test f packets are corrupted or not
L572[13:57:30] <ghz|afk> PaleoCrafter: would it be possible to make some kind of fg plugin that you can add if needed but lets fg not require it always?
L573[13:57:30] <malte0811> Is there a good way to sign multiple jars in gradle (core+main)? Probably a stupid question, but I wasn't able to get it working without one sign task per jar
L574[13:57:54] <LexMobile> there needs to be one sign task per jar yes
L575[13:57:55] <ghz|afk> malte0811: no idea but if you have one task per jar, you can make a new task that depends on all the others
L576[13:58:00] <LexMobile> Thats how tasks in gradle work
L577[13:58:22] <PaleoCrafter> ghz|afk, adding a compile time only dependency and only loading its classes when the plugin is actually present should work
L578[13:58:36] <malte0811> But do I have to put everything in both tasks?
L579[13:59:13] <malte0811> Like this https://github.com/malte0811/ImmersiveEngineering/commit/374fa5f1377e1ec1e30d63aaf59a45e69017dfdc#diff-c197962302397baf3a4cc36463dce5eaR127
L580[13:59:16] <LexMobile> you could probably setup a generic task and reconfigure it in children tasks.
L581[13:59:17] <howtonotwin> I don't do gradle, but can't you make a function that abstracts over the jar and then just have two tasks call/use its closure?
L582[13:59:48] <LexMobile> Or you could have a for all tasks of type SignJar
L583[13:59:58] <LexMobile> Not exactly sure how to do that, but I think it can be done
L584[14:01:46] <LexMobile> https://stackoverflow.com/questions/30683357/gradle-tasks-withtype-does-not-find-tasks-defined-in-other-file
L585[14:03:45] <barteks2x> hm... looks like my code has to be wrong somehow but I'm not exactly sure how.
L586[14:04:01] <barteks2x> I did a test wit writing 10000000 consecutive ints and reading tem back
L587[14:05:12] <barteks2x> oh wait, tat was with my fix appplied.
L588[14:05:25] <barteks2x> no wonder it worked correctly
L589[14:06:00] <mezz> lol
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L592[14:07:37] * ghz|afk facepalms
L593[14:08:34] <barteks2x> yup, it is crrupting stuff. Reading completely bogus integers there
L594[14:09:14] <ghz|afk> so you ahve a working test case?
L595[14:09:15] <mezz> cool
L596[14:09:27] <barteks2x> I have a workign test case but still in my mod environment
L597[14:09:41] <barteks2x> just writing 10000000 consecutive ints and reading them back
L598[14:10:13] <barteks2x> it's reading stuff like 68590336 when they are 0 to 9999999
L599[14:10:53] <barteks2x> But I will probably write bytes instead and see which byte exactly is skipped
L600[14:11:13] <mezz> yeah write it as well as you can, it should serve as a test for the future as well
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L602[14:12:56] <barteks2x> now that I really confurned there is an issue, and that it's not just my code being broken, I can actually continue setting up dev environment
L603[14:13:13] <mezz> sounds good
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L605[14:13:20] <ghz|afk> progress! \o/
L606[14:13:57] <barteks2x> why every PR that involves a ton of work has to be one line fix...
L607[14:14:18] <mezz> it's the nature of things :P
L608[14:14:47] <mezz> on the plus side, one line fixes are actually accepted in a timely manner so...
L609[14:15:00] <mezz> makes my life easier lol
L610[14:15:13] <LexMobile> because typically the bugs in a good piece of software are just small 1 line screwups and not massive derps.
L611[14:16:29] <ghz|afk> it's an inverse exponential distribution: the probability of a bug existing is inversely proportional to the number of lines involved
L612[14:16:41] <ghz|afk> meaning it's most likely to find one-line bugs than 1000-line ones
L613[14:17:04] <ghz|afk> this is caused by the simple reason that making mistakes in many lines is less common than making a mistake in one line
L614[14:17:08] <ghz|afk> so the numbers just work that way
L615[14:17:53] <barteks2x> just yesterday I found a vanilla issue that I'm really surprised noone has found yet, because if you set server spawnpoint to the wrong location, players with some specific render distance won't see the spawn chunks after joining
L616[14:18:01] <barteks2x> again, one line fix
L617[14:18:54] <PaleoCrafter> hm, locally publishing ForgeGradle and using that as a plugin should work, right?
L618[14:18:57] <mezz> I found the nether generating tons of extra chunks during world decoration... still not fixed. minecraft is buggy :D
L619[14:19:31] <barteks2x> but thsi isn't visible by average player
L620[14:19:32] <LexMobile> that or I usually just link the buildSrc dir
L621[14:19:55] <PaleoCrafter> hm?
L622[14:19:56] <LexMobile> mezz, if you find bugs, feel free to fox them
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L624[14:20:26] <LexMobile> mklink /D buildSrc PathToForgeGradle
L625[14:20:26] <barteks2x> settig dedicates server spawn location to 536 120 280 (or many other locations periodically repeating) and joining with render distance 8 causing you seeing nothing there is more visible
L626[14:20:37] <LexMobile> Comment out the dep in build.gradle and done
L627[14:20:43] <mezz> Lex I reported it to mojang, it was messy enough that I didn't want to touch it in forge
L628[14:21:00] <PaleoCrafter> oh, interesting, I didn't know about that
L629[14:21:31] <LexMobile> Anyways got to run to the store :/ Going out to blow shit up today so need supplies.
L630[14:21:46] <mezz> o/
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L632[14:25:47] <malte0811> If anyone has time for it: Is there anything else I should change to make IE's core mod comply with the (written and unwritten) guidelines? https://github.com/malte0811/ImmersiveEngineering/commit/374fa5f1377e1ec1e30d63aaf59a45e69017dfdc
L633[14:27:22] <PaleoCrafter> so mezz, you're saying you use FG just fine with Gradle 4?
L634[14:27:52] <mezz> yes
L635[14:28:09] <barteks2x> I want to test Gradle 4 soon because I will update to new gradle kotlin DSL
L636[14:28:14] <PaleoCrafter> interesting, because FG doesn't compile with the 4.0.1 API :P
L637[14:28:19] <barteks2x> so that's good news
L638[14:28:32] <PaleoCrafter> only stuff affected is a string constant and an annotation, though xD
L639[14:28:35] <barteks2x> iirc someone mentioned some annotations in some issue
L640[14:28:35] <ghz|afk> lol
L641[14:28:55] <ghz|afk> well annotations are easily discarded at runtime iirc
L642[14:28:56] <PaleoCrafter> and as long as nobody reflects into FG's tasks, it should be fine
L643[14:29:09] <PaleoCrafter> yeah, they're literally just string data in the class file
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L651[14:42:55] <quadraxis> also anyone feel like taking a look at https://github.com/MinecraftForge/MinecraftForge/issues/4285 ?
L652[14:43:42] <mezz> the netty hacks are c.pw's domain but he's been pretty busy
L653[14:44:10] <malte0811> Could this be caused by long delays while loading the world? I had that problem earlier when logging every class going through a class transformer
L654[14:49:31] <quadraxis> dunno, does look like it might be a threading issue/race condition
L655[14:49:58] <quadraxis> but I really don't know enough about netty/fml
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L662[14:58:49] <barteks2x> I could try to figure out such netty issues if I could reproduce them
L663[14:59:50] <barteks2x> last time I figured out why the early 1.12 didn't work so I could figure out this
L664[15:03:00] <PaleoCrafter> welp, https://github.com/MinecraftForge/ForgeGradle/pull/437
L665[15:08:44] <howtonotwin> Are you sure that won't break in the absence of the kotlin plugin?
L666[15:08:59] <PaleoCrafter> I've tested it without :P
L667[15:09:25] <PaleoCrafter> but if really necessary, I can reflectively instantiate a wrapper class
L668[15:10:38] <howtonotwin> I thought referencing the class would break the loading even if it's never executed.
L669[15:10:50] <PaleoCrafter> it really depends on the circumstances
L670[15:11:00] <PaleoCrafter> because the classloader is really weird
L671[15:12:34] <quadraxis> barteks2x: got a reproduction
L672[15:12:53] <quadraxis> adding Thread.sleep() call before the return here
L673[15:12:56] <quadraxis> https://github.com/MinecraftForge/MinecraftForge/blob/1.12.x/src/main/java/net/minecraftforge/fml/common/network/handshake/FMLHandshakeServerState.java#L50
L674[15:18:31] <barteks2x> ok, I will investigate once I get my forge PR ready
L675[15:19:00] <quadraxis> cool
L676[15:19:38] <barteks2x> typing in the dark really lets me learn the keyboard layout
L677[15:20:00] <barteks2x> I literally don't see the letters on the keys now because it's dark
L678[15:33:46] <barteks2x> is it ok to make the test mod crash if the buf is there and do nothing if it's fixed?
L679[15:33:52] <barteks2x> *bug
L680[15:34:21] <barteks2x> or should it use some way to notify the player when it's wrong?
L681[15:34:21] <PaleoCrafter> I'd say that's the point of it xD
L682[15:35:07] <PaleoCrafter> as long as it doesn't crash *with* your fix, the behaviour with out it can be whatever you want, I'd say
L683[15:35:42] <howtonotwin> Once it's merged, the fix will always be there with the mod, so it's fine
L684[15:36:07] <howtonotwin> Or else we wouldn't have the several million FeatureXTests
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L686[15:37:55] <barteks2x> but it is ok for it to make joining world take a lottle longer?
L687[15:38:13] <barteks2x> (because a few MB packet being sent)
L688[15:38:32] <quadraxis> make the test toggleable?
L689[15:39:03] <barteks2x> good idea. Disabled or enabled by default?
L690[15:39:19] <quadraxis> disabled by default is the norm I think
L691[15:46:05] <LexMobile> malte0811: What does IE coremod? And just a quick glance ya that looks like it'll ship fine. Single jar, with a contains dep. Both jars signed. May be worth verifying that it signs EVERYTHING in the jar. But im sure it does.
L692[15:47:01] <malte0811> A small injection to make armor move along with the players arms. Not my idea.
L693[15:47:13] <LexMobile> Doesnt it already...
L694[15:47:28] <malte0811> Not with custom movements
L695[15:47:40] <barteks2x> could a packet without handler work?
L696[15:47:52] <malte0811> e.g. make the players arm point forward when handling a revolver
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L698[15:48:24] <LexMobile> ah interesting
L699[15:48:26] <PaleoCrafter> PR that shit http://i0.kym-cdn.com/entries/icons/original/000/017/830/b49.gif
L700[15:48:35] <LexMobile> Sadly Minecraft doesnt have a boan based system :/
L701[15:48:56] <barteks2x> and actually where is the right place to register packets? preinit?
L702[15:49:10] <LexMobile> But ya pretty sure we already have a hook for setting up the models/rendering for players... So this mshould be possible without a coremod
L703[15:49:27] <PaleoCrafter> the Netty pipeline doesn't get frozen at any point, I think, barteks2x, but preinit is fine
L704[15:49:48] <malte0811> No idea, Blu added this before I even looked at that code
L705[15:49:58] <malte0811> What events would that be?
L706[15:50:05] <LexMobile> not a good reason to keep things-^
L707[15:50:19] <LexMobile> Not sure off hand I kjnow wer have a shitload of them designed for player rendering
L708[15:50:54] <malte0811> Well, for one Blu is the main author, not me, and I didn't have much time to work on IE since he made the coremod
L709[15:51:13] <LexMobile> What I would suggest is that when you do get time
L710[15:51:25] <LexMobile> you 1) Document the shit out of the coremod, exactly where its patching and shy.
L711[15:51:40] <LexMobile> 2) See if you can do it without the coremod, Im pretty sure you can but honestly havent looked at it.
L712[15:52:09] <LexMobile> In the Forge/Modded community the idea is that coremods are for novel concepts and things that don't belong in Forge. Things that wouldnt be useful to other modders.
L713[15:53:03] <LexMobile> Its also a good platform for prototyping new hooks and such, but thats more of a double edged sword because a lot of people are like "well fuck you i have a coremod fuck trying to make it useful for others!"
L714[15:53:28] <LexMobile> Ideally, small things like this, should be tested and written up as a PR to forge.
L715[15:54:51] <malte0811> Blu said it wouldn't be small if it was a proper system, and since I haven#t looked into it I assume he's right. Relevant tweetchain https://twitter.com/BluSunrize/status/888297607516352512
L716[15:55:38] <malte0811> Esp. https://twitter.com/BluSunrize/status/888299579451506688
L717[15:56:06] <LexMobile> ya there is a fine line for this type of stuff
L718[15:56:10] <LexMobile> People tend to go off the fucking deepend.
L719[15:56:21] <LexMobile> YES it would be nice if there was an entire animation system for Minecraft.
L720[15:56:24] <LexMobile> But there isn't
L721[15:56:30] <barteks2x> what would be a good onPlayerJoin event?
L722[15:57:10] <LexMobile> We already have hooks that you can use for rendering every model. I dont see why they couldnt be used to set the rotations.
L723[15:57:19] <malte0811> Seems like the proper system was fry's idea rather than Blu
L724[15:57:36] <malte0811> And no idea, I haven#t worked with teh coremod or the models
L725[15:57:42] <LexMobile> We already have shitty hooks SPECIFICALLY for setting the players rotations, which is why he can get away with it. There should be something for armor
L726[15:57:44] <PaleoCrafter> well, fry *did* implement rudimentary skeletal animation, I think? xD
L727[15:57:56] <LexMobile> For Blocks but I dont think for entities.
L728[15:58:20] <PaleoCrafter> it can be exploited for entities, but it isn't useful for any of the existing models, no
L729[15:58:46] <LexMobile> And I know you havent worked on it, I'm just saying this is the over arching principal.
L730[15:59:03] <howtonotwin> barteks2x: EntityJoinWorld?
L731[15:59:23] <barteks2x> seems good, just need to filter out all other entities
L732[15:59:23] <howtonotwin> Not fully sure if that's what you meant
L733[15:59:37] <LexMobile> I apreciate the fact that you have started to follow the best practices for coremods. And I was mearly saying that my intention and hope for anyone who makes coremods is to refine things and move them to Forge so coremods are not needed.
L734[16:00:57] <LexMobile> There are network connected events, are they not good enough?
L735[16:01:13] <barteks2x> I haven;t found them
L736[16:01:32] <malte0811> I just looked at the commits and I *think* Blu used Events before, but those only moved the players arm and not the armor
L737[16:01:32] <LexMobile> you're not looking in the right place. There is a ServerConnected and ClientConnected IIRC
L738[16:01:40] <PaleoCrafter> also PlayerLoggedInEvent
L739[16:01:47] <malte0811> Also, I'll be leaving soon since I am pretty tired
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L742[16:02:26] <barteks2x> ah... FMLNetworkEvent.ClientConnectedToServerEvent
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L744[16:02:38] <barteks2x> that's why I aheb;t founf it. fml.
L745[16:03:16] <PaleoCrafter> it still derives from the same Event class :P
L746[16:03:28] <Abastro> Hello, is there any idea to localize celestial time without messing with patching classes?
L747[16:03:32] <howtonotwin> And the award for the correct punnage of "FML" goes to barteks2x.
L748[16:03:56] <PaleoCrafter> heh, didn't even realise that xD
L749[16:04:16] <barteks2x> also ClientConnectedToServerEvent doesn't have the player instance
L750[16:04:45] <PaleoCrafter> PlayerLoggedInEvent~
L751[16:05:18] <LexMobile> malte0811: Actually thinking about it he CAN get away without a coremod. Just override the LayerArmor with his own, and setup the rotations that way...
L752[16:05:26] <PaleoCrafter> ClientConnectedToServerEvent literally is there for when the connection gets established
L753[16:05:36] <darkevilmac> Entity joining world also is an option.
L754[16:05:38] <darkevilmac> (i think)
L755[16:06:44] <malte0811> Yep, seems like it should be possible. I'll take a look tomorrow
L756[16:06:51] <barteks2x> which is what I did initially and then ex told me about the ClientConnectedToServer event
L757[16:06:58] <quadraxis> also there's ServerConnectionFromClientEvent
L758[16:07:21] <quadraxis> do you want the event clientside or serverside?
L759[16:07:42] <barteks2x> doesn't matter
L760[16:08:04] <barteks2x> I'm just making test mod to test sending packet
L761[16:08:16] <LexMobile> if its the splitting
L762[16:08:17] <malte0811> That's another one of those fun situations: I spend a whole afternoon/evening making the coremod better and in the end find out that I can/should remove it completely...
L763[16:08:19] <LexMobile> then you need server side
L764[16:08:25] <LexMobile> as the client can't send multi-part packets
L765[16:08:41] <barteks2x> to avoid flooding the server?
L766[16:08:47] <LexMobile> yes
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L768[16:08:50] <quadraxis> serverside you could check and cast the hander to NetHandlerPlayServer
L769[16:09:03] <quadraxis> that has an EntityPlayerMP
L770[16:09:14] <LexMobile> There is nothing stopping it, but I consciously decided to not allow it in our implementation to not encourage it.
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L772[16:11:28] <Abastro> Location-based getCelestialAngle is impossible without dirty patching, right?
L773[16:11:38] <LexMobile> probably not
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L775[16:14:01] <ghz|afk> what would "location-based" be?
L776[16:14:18] <ghz|afk> to have the position of the sun depend on your current coords?
L777[16:14:23] <Abastro> Giving different result per location.
L778[16:14:24] <Abastro> Yes.
L779[16:14:53] <ghz|afk> seems to be used in a whole lot of places
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L782[16:14:59] <ghz|afk> and just receives a float
L783[16:15:26] <PaleoCrafter> huh, didn't even notice c.pw ever leaving xD
L784[16:15:34] <ghz|afk> so it does seem to me like patching all those uses would need patching
L785[16:15:38] <ghz|afk> eh
L786[16:15:44] <ghz|afk> so it does seem to me like all those uses would need patching *
L787[16:15:44] <Abastro> Right... the partialTicks for render-side partial ticks.
L788[16:16:18] <Abastro> This has been the main issue of my mod.
L789[16:16:47] <ghz|afk> well you could try to setup a forge dev environment
L790[16:16:51] <barteks2x> I will ned to find a way to make biome colors/temperature depend on per-world settings... and the world-independent is assumed in deveral layers of code that just can't be changed wthout breaking everything. So one method used in many places isn't that bad
L791[16:16:52] <ghz|afk> and see exactly what needs patching
L792[16:17:16] <ghz|afk> and decide for yourself if this is something interesting enough to get into a PR
L793[16:17:35] <ghz|afk> however note the reason location-based time of day was removed: servers
L794[16:17:47] <ghz|afk> if it's day for some and night for others, there's no way to coordinate sleeping ;P
L795[16:18:03] <barteks2x> I would just blame it on mods
L796[16:18:34] <Abastro> Sleeping :P
L797[16:18:43] <ghz|afk> I mean from vanilla. back in old mc, you could chase the sun
L798[16:18:52] <Abastro> Oh really?
L799[16:19:15] <ghz|afk> unless I dreamed it
L800[16:19:29] <Abastro> Sleeping could be done with checking a partial world, I guess.
L801[16:19:36] <ghz|afk> problem with sleeping is
L802[16:19:38] <ghz|afk> if you slee phere
L803[16:19:38] <barteks2x> maybe it was just lagging if you tried and it moved slower?
L804[16:19:46] <ghz|afk> you are causing someone else to be night
L805[16:20:01] <ghz|afk> there would be sleep battles
L806[16:20:35] <ghz|afk> like, suppose you make it so that when x=0 is midnight, x=12000 is noon
L807[16:20:53] <barteks2x> unless someone made even more fu and allowed each timezone to desynchronize
L808[16:20:54] <ghz|afk> whoever is living at +12000 will want to sleep at sundown, causing someone at +0 to switch to night
L809[16:20:56] <ghz|afk> and want to sleep
L810[16:21:02] <Abastro> Hmm.. right
L811[16:21:03] <ghz|afk> causing the person at +12000 be night again
L812[16:21:07] <ghz|afk> etc
L813[16:21:57] <Abastro> Then I should change the bed logic.
L814[16:22:30] <Abastro> Like getting up after 1000 ticks of sleep to accelerate time
L815[16:23:01] <Abastro> Or, 1/3 a day.
L816[16:23:04] <barteks2x> or allow timezones to desynchronize and syncronize on next sleep if possible
L817[16:23:36] <Abastro> Yeah but it will cause horrible desync issue I guess
L818[16:24:07] <barteks2x> I'm cosistently getting java.lang.ClassCastException: net.minecraftforge.fml.common.network.handshake.FMLHandshakeMessage$ServerHello cannot be cast to net.minecraftforge.fml.common.network.handshake.FMLHandshakeMessage$ModList when trying to run test mods...
L819[16:24:07] <Abastro> I'll assume people can sleep in any time.
L820[16:24:12] <barteks2x> any idea how to workaround it?
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L823[16:25:06] <quadraxis> lol
L824[16:25:18] <barteks2x> I really ant to do this one thing todat and they want to go sleep because it's late
L825[16:25:19] <quadraxis> that is the issue I was asking if you'd look at
L826[16:25:53] <Abastro> Back to the issue, I may add local time zone worlds
L827[16:26:11] <quadraxis> are all the other tests disabled?
L828[16:26:19] <barteks2x> no
L829[16:26:26] <barteks2x> how do I selectively enable them?
L830[16:26:48] <howtonotwin> Most have some form of public static final ENABLED = ...
L831[16:27:10] <barteks2x> most don't... and really, why there is no global switch?
L832[16:27:16] <quadraxis> if you mean mod loading, then that happens anyway, but it's usually mostly a no-op
L833[16:27:32] <barteks2x> oh, those disabled by defaut are disabled
L834[16:28:00] <howtonotwin> The "global switch" is using a config that doesn't have them on the classpath ;P
L835[16:28:03] <Abastro> To variate getCelestialAngle per each local World.
L836[16:28:29] <barteks2x> but they are all in the same package...
L837[16:30:28] <quadraxis> if you just want your test, quick and dirty fix is to bulk change the files in the test package to .java.somethingelse
L838[16:30:35] <quadraxis> then they won't build
L839[16:31:30] <barteks2x> I'm debugging the issue
L840[16:31:34] <barteks2x> no matter how long it takes
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L842[16:33:40] <quadraxis> see this, https://gist.github.com/bs2609/ed95784e887a777c1f484142fad63cb1#file-fml-junk-earlystartup-log-L3936-L4041
L843[16:33:43] <barteks2x> even more fun
L844[16:33:58] <barteks2x> I got the server to start but the client is waiting for something
L845[16:34:07] <barteks2x> without ever actually connecting
L846[16:34:45] <barteks2x> stuck at the 0% screen without any exceptions
L847[16:35:28] <barteks2x> seems like the network code really needs rewrite
L848[16:35:41] <Abastro> Localizing world instance per position; how hard would it be?
L849[16:36:05] <barteks2x> localizing in which meaning?
L850[16:36:14] <Abastro> Per location
L851[16:36:33] <Abastro> I mean local worlds for timezones and latitudea
L852[16:37:01] <Abastro> (What I'm going to work on is actually spherical world)
L853[16:37:03] <LexMobile> netty is bvlack magic.
L854[16:37:04] <barteks2x> probably about as hard as cubic chunks
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L856[16:37:26] <Abastro> Right..
L857[16:37:33] * LexMobile misses the good ol days where networking was just socket.write(byte[]) socket.read()
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L859[16:37:55] <barteks2x> was it pre-gradle?
L860[16:39:07] <Abastro> How fast would a player warp from a world to another world?
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L862[16:39:44] <barteks2x> if you do it right probably about as fast as the code can run, but you would need to do it so the client sees no change
L863[16:39:44] <Abastro> Local worlds connected together should need instant warping I guess.
L864[16:39:50] <ghz|afk> Abastro: no
L865[16:39:58] <ghz|afk> think teleporting to the nether
L866[16:40:01] <ghz|afk> or to the end
L867[16:40:05] <ghz|afk> it won't be faster than that
L868[16:40:16] <barteks2x> if you ski the sending that to player part it can be
L869[16:40:26] <ghz|afk> well if the client THINKS it's in the same world
L870[16:40:33] <ghz|afk> and you just start sending updates from the other dimension
L871[16:40:39] <ghz|afk> that could work I guess
L872[16:40:52] <ghz|afk> but I have no idea how many hack that would take
L873[16:41:07] <howtonotwin> Didn't dies submit a PR a bit like this a bit back?
L874[16:41:19] <barteks2x> you could also try creating wrapper worlds that would actually forward everything to the main one but no clue how it would wor
L875[16:41:21] <howtonotwin> It's not as powerful as you need it to be, though
L876[16:41:29] <Abastro> I thought entity gets immediately teleported on the gates.
L877[16:41:52] <PaleoCrafter> that PR only adds support for adding worlds on the server
L878[16:41:54] <Abastro> I'll get the chunks loaded, so I guess it won't take long.
L879[16:42:51] <Abastro> Or is there more tasks to be done?
L880[16:43:20] <Abastro> I guess I have one client world and several server worlds, I guess.
L881[16:43:38] <Abastro> *I can have
L882[16:43:43] <barteks2x> the problem will be interactions between those worlds
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L884[16:44:10] <barteks2x> you could also go the way of patching banilla and letting the mods break
L885[16:45:11] <barteks2x> ok, so server just keeps ticking. Client keeps going renering frames. Server is started, but player didn't join
L886[16:45:20] <barteks2x> what could be the issue? I'm consistently getting it no
L887[16:45:43] <Abastro> A crash?
L888[16:45:49] <barteks2x> bi exceptions
L889[16:45:51] <barteks2x> server keeps ticking
L890[16:45:58] <barteks2x> *no
L891[16:46:51] <barteks2x> The f**k?
L892[16:46:57] <barteks2x> this is true heisenbug
L893[16:47:12] <barteks2x> happens only if I set a breakpoint
L894[16:47:23] <PaleoCrafter> are there trans exceptions as well?
L895[16:47:23] <barteks2x> but the breakpoint never actually hits!
L896[16:47:25] <quadraxis> what does the handshake look like in fml-junk-earlystartup.log ?
L897[16:47:50] <PaleoCrafter> what about genderfluid exceptionkin?
L898[16:47:50] <barteks2x> wait, need to restart with the breakpoint again
L899[16:48:19] <barteks2x> notice that n is nect to b and i is next to o
L900[16:48:19] <quadraxis> don't stereotypecast exceptions
L901[16:48:41] <barteks2x> easy to get confused when you don't actually see the keys
L902[16:50:17] <barteks2x> this is the handshake log from that file: https://hastebin.com/vaxovicomu.md
L903[16:50:26] <barteks2x> it just stops there, and doesn't do anything else
L904[16:50:38] <PaleoCrafter> yeah, quadraxis, they immediately get triggered/thrown
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L909[16:54:53] <Abastro> Guess I have to have several worlds on client as well, since the blocks should be rotated at some point.
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L911[16:56:22] <quadraxis> hmm there's no [Netty Server IO #1/DEBUG] [FML]: lines in that handshake
L912[16:56:23] <barteks2x> you don't strictly need to if you allow topolgy of torus
L913[16:56:45] <barteks2x> so basically x/z coords modulo
L914[16:56:58] <quadraxis> server network thread die?
L915[16:57:17] <quadraxis> or fail to start?
L916[16:57:18] <barteks2x> Whenever I add breakpoints in that code the result dramatically changed
L917[16:57:30] <barteks2x> seriously. This is some nasty race condition
L918[16:57:37] <Abastro> Yes but I guess rendering toroid could be painful.
L919[16:57:45] <barteks2x> you don't need to
L920[16:57:53] <barteks2x> you can lie to players that it's in fact a sphere
L921[16:58:17] <barteks2x> also why would you render it?
L922[16:58:25] <barteks2x> you want to allow flying out of the planet?
L923[16:58:29] <Abastro> Yes.
L924[16:58:45] <Abastro> Also can see other planets
L925[16:59:23] <barteks2x> you could map flat surface onto a sphere with some distortions. Or you could also use cubic chunks add lighting and gravity hooks and make actual sphere
L926[16:59:29] <Abastro> Maybe I could just use cylinder and to on arctic
L927[17:00:17] <Abastro> With cubic chunks? Oh Sliding xD
L928[17:01:23] <barteks2x> also I'm not really sure how you would generate planet textures for viewving them from far away
L929[17:01:24] *** PaleoCrafter is now known as PaleOff
L930[17:01:43] <barteks2x> I need a way to ungrab mouse on linux
L931[17:02:02] <barteks2x> X peopel being so stupidly stubborn about it "because security" is annoying
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L933[17:03:47] <barteks2x> seriously, how do I get my muse cursor back?
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L935[17:04:14] <barteks2x> I don't even have terminal running
L936[17:04:51] <barteks2x> or how do I switch channels with keboard in hexchat?
L937[17:06:03] <barteks2x> I seriously need help here. Anyone?
L938[17:06:37] <mezz> not sure if it's possible, hexchat has crappy hotkeys
L939[17:06:53] <barteks2x> I know t's possible because I got reply about it on #hexchat once
L940[17:07:06] <barteks2x> on freenode
L941[17:08:14] <PaleoCrafter> Well, take a look at Settings -> Advanced -> Keyboard shortcuts
L942[17:08:17] <mezz> ah found the shortcuts, didn't even know this existed
L943[17:08:24] <barteks2x> good lucj getting there without mouse
L944[17:08:26] <ghz|afk> ctrl-tab would be the usual key for switching sub-windows on windows
L945[17:08:29] <ghz|afk> dunno about other platforms
L946[17:08:34] <ghz|afk> and dunno about hexchat specifically
L947[17:08:51] <mezz> it's crtl+ page up or down
L948[17:08:55] <PaleoCrafter> alt + highlighted char :P
L949[17:08:56] <mezz> to change channels
L950[17:09:53] <PaleoCrafter> in other news, I only just realised my membership in the Forge organisation was private xD
L951[17:13:59] <barteks2x> waitamoment... why my pcket printed the exception twice>
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L970[18:05:07] <barteks2x> what could I comment out to skip some tie consuming loading steps that would only affect me after getting into world?
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L975[18:10:17] <barteks2x> I see the issue!
L976[18:10:26] <barteks2x> At least I think I do
L977[18:10:37] <barteks2x> but I don't know how it ever worked in the first place
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L984[18:25:06] <ghz|afk> crap
L985[18:25:59] <ghz|afk> there's a silly "bug" in 1.12, where Container#slotChangedCraftingGrid sends SPacketSetSlot with index 0 always
L986[18:26:06] <ghz|afk> to update the result of the crafting recipe
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L988[18:26:12] ⇦ Parts: lowercaseusername (~darkevilm@omega.infra.surgeplay.com) ())
L989[18:26:16] <ghz|afk> so in a custom GUI where the crafting result isn't 0, this fails XD
L990[18:26:22] <ghz|afk> i mean, it changes a different slot XD
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L992[18:27:27] <ghz|afk> it's not TOO much of an issue, just MEH
L993[18:27:31] <ghz|afk> means I have to release a bugfix :P
L994[18:27:32] <barteks2x> looks like it's cp.w's fix that broke it. My workaround with reflection worked just fine, but what cp.w came up with makes the code run in the wrong thread causing a nasty race condition
L995[18:27:50] <barteks2x> So I need to submit a PR to revert it to the reflection-based awful hack
L996[18:27:56] <ghz|afk> I assume that's your thing and unrelated to what I said :P
L997[18:28:00] <barteks2x> yes
L998[18:28:09] <barteks2x> I'm talking about the sometimes happening netty crash
L999[18:28:16] <barteks2x> with classcaseexception in forge
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L1001[18:28:50] <barteks2x> My initial fix I suggested to cp.w worked fine, but then he came up with less hacky way that broke stuff because threads
L1002[18:29:22] <barteks2x> basically fireUserEventTriggered is supposed to run from netty thread but now it runs from server thread
L1003[18:30:12] <quadraxis> for reference, https://github.com/MinecraftForge/MinecraftForge/commit/3fee319bc0513bd06ce956019a15308fb829ce65
L1004[18:30:14] <barteks2x> which means that it's possible that the server sends hello thread, and before the code returns next state and the server sends it, client will send a reply back and server will send the hello packet again this time from the netty thread
L1005[18:30:52] <barteks2x> it can be either fixed by embracing the threads involved, or reverting to the reflection hack
L1006[18:30:59] <barteks2x> that I came up with
L1007[18:31:22] <barteks2x> but this really isn't up to me to decide
L1008[18:34:12] <barteks2x> I will submit a PR for now that reverts the commits that break it
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L1027[19:54:07] <barteks2x> so I figure it out completely and have 4 fix ideas
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L1031[20:46:29] <barteks2x> I will make PRs tomorrow once I clean it all up
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L1040[21:10:08] <Raycoms> !latest 1.10.2
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