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L27[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20170822 mappings to Forge Maven.
L28[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20170822-1.12.zip
(mappings = "snapshot_20170822" in build.gradle).
L29[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L36[02:28:54] <barteks2x> what is some good
way to maintain code for different MC versions? I currently have
separate branches, and sometimes merge changes from the
"main" version into other versions, but then switching
toa different main version involves somehow getting rid of version
update changes when merging... which isn't that nice
L37[02:31:27] <kashike> That's about the
best way to do it. If you only have a few commits, you can
cherry-pick as well.
L38[02:32:20] <McJty> barteks2x, unless you
cherry pick commits that's pretty much unavoidable
L39[02:32:53] <kashike> You can, of course,
rebase and eliminate the version bumps
L40[02:33:16] <barteks2x> is it better to
manually revert the version bump commit in merge commit, or do it
in separate commit?
L41[02:33:27] <barteks2x> for me neither
seems good
L42[02:33:47] <McJty> Just merge and
resolve the conflicts
L43[02:34:25] <McJty> I just merge over the
entire branch and resolve all conflicts I get. That includes
conflicts in build.gradle and main mod file due to version
change
L44[02:34:51] <barteks2x> well, this time I
may not even get conflicts there
L45[02:35:28] <barteks2x> and if not now,
it will probably happen in 1.13
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L47[02:35:42] <McJty> It is really not a
big deal
L48[02:35:45] <barteks2x> and then I still
have compile errors left because of mappings and foge changes
L49[02:35:59] <McJty> Only in the parts
that you changed though
L50[02:36:41] <barteks2x> the worst parts
are where the code compiles but doesn't work in older version
L51[02:37:18] <McJty> Between 1.10/1.11 and
1.12 that's pretty rare though
L52[02:37:22] <McJty> The changes are not
that big
L53[02:37:45] <barteks2x> I had it happen
right now (expected), because in 1.10 forge packet splitting was
nonfunctional
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L56[02:38:15] <kashike> The worst part of
maintaining many branches is refactors
L57[02:38:17] *
kashike cries
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L59[02:39:08] <barteks2x> no, the worst
part is whena library you use doesn't have half of the features you
use in an older version
L60[02:39:39] <barteks2x> I had to remove
all of my GUI in 1.10 branch
L61[02:39:51] <McJty> Then for that it
might be best to freeze the 1.10 branch then
L62[02:39:57] <McJty> Or only do
bugfixes
L63[02:39:58] <McJty> No new features
L64[02:40:17] <barteks2x> I want to at
least have a first release for 1.10
L65[02:40:45] <barteks2x> because many ods
are actually stuck there. And GUI is literally just world
custimization
L66[02:40:54] <barteks2x> so I'm not
loosing much
L67[02:41:20] <barteks2x> and since I'm not
dealing with items, no null-related issues
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L69[02:43:03] <barteks2x> if I really
wanted to I could go back to 1.8 without major issues, 1.7.10 might
become problematic, 1.6 would be painful but probably still
possible, and if I did that I could probably go back all the way to
1.3
L70[02:44:53] <McJty> Why 1.8? I think
earliest you should support is 1.10
L71[02:45:13] <barteks2x> just saying
theoretically, I'm not doing taht because noone uses 1.8
L72[02:45:26] <McJty> Well there are a few
players still there
L73[02:45:32] <McJty> Because it is the
last MC version with Thaumcraft
L74[02:45:55] <barteks2x> thaumcraft
probably woun't be compatible anyway
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L76[02:46:41] <barteks2x> so if someone
ever somehow manages to convince me to do further backports it will
be 1.7.10
L77[02:47:21] <barteks2x> anyway, now I
want to switch to 1.12being mymain development version
L78[02:48:24] <barteks2x> i'm doing 1.10
and 1.11 only because it's nearly no work for me
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L80[03:01:40] <kashike> McJty: is
thaumcraft not going to be updated anymoe?
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L83[03:04:48] <McJty> I don't know
L84[03:04:51] <McJty> I offered him my
help
L85[03:04:55] <McJty> He said he would
think about it
L86[03:04:57] <McJty> End of story
L87[03:11:24] <barteks2x> is there any way
to change intellij window title and displayed project name? Because
this is annoying when 3 versions are open:
http://i.imgur.com/2Ygxrgj.png
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L106[04:56:04] <Yuri6037> Hey all I'm
back, I'm trying to make a custom particle. However to do that I
need to hack the EnumParticleTypes class and force inject my custom
particle. I can do it but I need to get the obfuscated names for
"$VALUES", "PARTICLES" and "BY_NAME"
of EnumParticleTypes. Where can I find those names ?
L107[05:02:19] <LexMobile> EnumHelper,
also pretty sure you can make custom particles without
EnumParticleTypes
L108[05:03:30] <Yuri6037> Then I can't
spawn them using world.spawnParticle means I have to make my own
packet in order to spawn them which is not what I want to do
L109[05:04:07] <LexMobile> Blame mojang
for using enums. Custom packets arnt hard tho
L110[05:04:45] <Yuri6037> I'd prefer to
not have to write my own packets and write my own particle manager
I'd like to use existing one
L111[05:05:40] <Yuri6037> The solution of
EnumHelper is interesting is there any documentation on it ? I
can't find any comments in the class
L112[05:06:10] <barteks2x> just look at
it's usages
L113[05:06:18] <barteks2x> it's not that
hard to figure out how to use it
L114[05:10:46] <Yuri6037> And what about
the obfuscated names for "PARTICLES" and
"BY_NAME" ?
L115[05:11:07] <Yuri6037> I need to insert
something in those private static maps
L116[05:11:23] <barteks2x> f***
java.lang.ClassCastException:
net.minecraftforge.fml.common.network.handshake.FMLHandshakeMessage$ServerHello
cannot be cast to
net.minecraftforge.fml.common.network.handshake.FMLHandshakeMessage$ModList
L117[05:11:58] <barteks2x> just updated
from 1.12 to 1.12.1 forge
L118[05:12:34] <LexMobile> No you
don't
L119[05:13:14] <LexMobile> And ya not sure
what's with netty being a race condition twat in 1.12....
L120[05:13:27] <barteks2x> I submitted PR
to fgix it
L121[05:13:34] <LexMobile> Netty needs to
diaf
L122[05:13:42] <LexMobile> Your or doesn't
fix it tho
L123[05:13:54] <LexMobile> According to
others who have tested your pr
L124[05:14:18] <barteks2x> but noone told
me that
L125[05:14:31] <LexMobile> Ya they did in
the pr
L126[05:14:45] <LexMobile> I'm going off
what I see on GitHub
L127[05:15:12] <barteks2x> #4304?
L128[05:15:30] <LexMobile> Maybe on
L129[05:15:52] <LexMobile> Phone right no
so don't have it up. But one of the prs
L130[05:17:02] <barteks2x> my PR isn't
merged yet, and in all my testing it fixed the issue. But there is
still one race left that I've never seen happen outside of cases
where I set thread-only breakpoint or added delay
L131[05:17:23] <barteks2x> but fixing that
one may require either more major rewrite or reverting to the old
reflection hack
L132[05:19:51] <LexMobile> I don't merge
untested and reportedly broken shit so yes it's unmerged
L133[05:20:05] <LexMobile> And you just
admitted it doesn't fix all the issues
L134[05:21:14] <barteks2x> I can modify it
to really fix it, by reverting to the 1.11.2 way with reflection
hack. A hack that cp.w removed and introoduced the race by doing
that
L135[05:23:27] <LexMobile> Hacks are
bad
L136[05:23:37] <LexMobile> Just do proper
thread handling
L137[05:24:27] <LexMobile> I that involves
rewriting everything then ficking do it it's netty the most
bullshit excuse for a common library I've ever seen
L138[05:24:52] <LexMobile> But at the end
of the day as long as the same bytes get sent over the wire the
implementation doesn't matter
L139[05:26:54] <barteks2x> I will see what
I can do then
L140[05:28:56] <LexMobile> Logically at
the end of the day all networking is is write(byte[]) read(byte[])
it doesn't need to be any more complex then that
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L143[05:31:17] <barteks2x> it would all
work if setAutoRead(false) actually worked
L144[05:31:39] <LexMobile> Netty
bug?
L145[05:31:51] <barteks2x> something
somewhere is causing manual read
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L148[05:34:56] <barteks2x> and
EmbeddedChannel may be causing some issues but I don't remember
exactly what it was since I tried to figure it out last time
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L169[06:46:19] <barteks2x> I think I found
a working fix this time
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L189[08:19:03] <barteks2x> is there any
way to use custom forge version in mod dev environment?
L190[08:19:51] <barteks2x> because without
my netty fix, MC never gets into the world with my mod on my
computer
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L192[08:20:31] <Ordinastie> make your mod
depend on the forge project ?
L193[08:20:58] <Ordinastie> wait, you're
not using eclipse anymore are you ?
L194[08:22:26] <barteks2x> nope
L195[08:22:32] <barteks2x> and forge uses
different mappings
L196[08:23:10] <barteks2x> I could get it
working that way, but I would need to switch mappings version to
the exact one used by forge
L197[08:23:37] <barteks2x> also just as I
thought I'm finally done with netty I found another place for race
condition...
L198[08:23:42] <barteks2x> stupid
netty...
L199[08:27:53] <barteks2x> I'm just moving
the race around, and can't figure out the real source because netty
is pain to debug (because I can't find what code registered some
callback)
L200[08:37:53] <barteks2x> damn, it's
getting only worse. Now the network code decided to shit itself and
do this [15:36:34] [Netty Local Client IO #2/ERROR] [FML]: Network
Disconnect: The received FML MultiPart packet outside of valid
length bounds, Max: 267366480, Received: -1330531661
L201[08:38:10] <barteks2x> and I didn't
even change anything
L202[08:43:00]
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L203[08:43:03] <Raycoms> Hey there
L204[08:44:02] <barteks2x> I think I found
myself in situation where I actually need to use
getEffectiveSide...
L205[08:44:41] <barteks2x> oh, I
don't
L206[08:44:44] <barteks2x> I have a side
field
L207[08:48:52] <Raycoms> Is there a way to
detect collision of my entity with a player?
L208[08:49:24] <Raycoms>
onCollideWithPlayer
L209[08:49:26] <Raycoms> I think I found
it
L210[09:00:49] <Raycoms> Is there an easy
way to render some text on screen for a player? Without being a
message?
L211[09:03:02] <Raycoms> And I don't want
it to be a gui, I want it to be like a white text on a black plane
close to the entity, which fades out after 5 seconds
L212[09:03:38] <Raycoms> If its a gui the
player wouldn't be able to move
L213[09:04:59] <barteks2x> look where the
GUIs are rendered and find and even somewhere close to that?
L214[09:05:04] <barteks2x> *event
L215[09:05:56] <Ordinastie> if you want it
as an overlay, you want RenderGameOverlayEvent
L216[09:06:07] <Ordinastie> if you want it
rendered in the world, you want RenderWorldLastEvent
L217[09:07:51] <Raycoms> So what I'd do
would be registering renderWorldLastEvent and then trigger that on
"entityCollision" ?
L218[09:08:32] <Ordinastie> be aware of
client/server
L219[09:10:29]
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L220[09:16:44] <Raycoms> Yeah will only
call it on client
L221[09:22:42] <Raycoms> Okay, how can I
get the info from the Entity to the event now D
L222[09:23:18] <Ordinastie> you decide,
you control everything
L223[09:27:15] ⇦
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L226[09:48:45] <malte0811> Is something
like the MissingMappings event for TE's? I just noticed I forgot
the : in some of my TE names, they are minecraft:industrialwires...
now
L227[09:49:32] <Ordinastie> there use to
be a registerWithAlternative where you could specify older names
that would be loaded but not save to
L228[09:49:43] <Ordinastie> but I think
it's gone in 1.12, no idea why
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L237[10:50:29] ***
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L238[10:58:50] <barteks2x> and it
obviously decides to work just fine after 15 minutes of stepping
through layers of netty code
L239[11:01:05] <ghz|afk> [16:49]
(Ordinastie): but I think it's gone in 1.12, no idea why
L240[11:01:09] <ghz|afk> because TEs are
now a namespaced registry
L241[11:01:16] <ghz|afk> and there can't
be duplicates at all
L242[11:01:29] <ghz|afk> not even
values
L243[11:01:33] <ghz|afk> sinceit's
bidirectional
L244[11:01:43] <Ordinastie> it's not about
duplicates, it's about binding different names on load
L245[11:01:51]
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L246[11:01:54] <ghz|afk> before 1.12
L247[11:02:39] <ghz|afk> there was a
class->name map and a name->class map, separately
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L249[11:02:48] <ghz|afk> in 1.12, it's a
single namespaced registry, which is a bimap
L250[11:03:16] <ghz|afk> forge would have
to add its own custom "alias map" in order to continue
supporting alternative maps
L251[11:05:12] <ghz|afk> (which means yes,
it was about duplicates, since that's how it worked before, there
were multiple "name" entries pointing to the same class,
but only one class entry pointing to the same name -- and this
isn't possible now)
L252[11:05:53] <malte0811> Would
registering tickable "dummy" TE's with the old names that
call World.setTE with the proper TE in the first tick work?
L253[11:06:42] <ghz|afk> it might
L254[11:06:58] <malte0811> I'll try
then
L255[11:07:50] ⇦
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L256[11:08:06] <ghz|afk> I just looked at
1.11
L257[11:08:07] <ghz|afk> scratch
that
L258[11:08:11] <ghz|afk> it was already a
namespaced registry
L259[11:09:20]
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L261[11:09:56] <ghz|afk> what's gone is
GameData.getTileEntityRegistry().addLegacyName
L262[11:10:41] <ghz|afk> I guess removed
as part of the registry rewrite
L263[11:10:49] <ghz|afk> and no
replacement was introduced
L264[11:15:43] <ghz|afk>
(LegacyNamespacedRegistry is completely gone, in fact)
L265[11:16:29] <Ordinastie> tbf, the old
name backup should be available for all registries
L266[11:16:47] <Ordinastie> instead of
that mapping event
L267[11:16:52] <Ordinastie> missing
mapping
L268[11:25:10] ***
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L269[11:29:20] <malte0811> Seems to be
working
L270[11:29:24] <barteks2x> when I push my
new changes, would anyone be able to test that the code actually
works, and add delays in a few places people suggested to make sure
it actually works? Because if I run it ever again and it works for
me, and then I discover that it doesn't work in exactly the same
situation I tested, I'm just going to close the PR and never touch
1.12 again until someone else fixes it
L271[11:33:15] ⇦
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L274[11:36:00] <barteks2x> If it works
this time for me, I'm pushing it. And I'm not touching it again if
noone finds an issue within an hour, regardless of whether it
actually works
L275[11:37:01] ⇦
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L277[11:48:34]
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L278[11:48:38] <barteks2x> I shoudldn't be
allowed near git... It's the 5-th time or more that I need to edit
my commit because I forgot something
L279[11:50:41]
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L280[11:55:02] <IoP> rebase -i if you know
that other people are not writing changes to same branch
L281[11:55:48] <barteks2x> It's one commit
but it references issues in commit message
L282[11:55:58] <barteks2x> And github is
being stupid and keeps the old ones
L283[11:56:14] <barteks2x> I just realized
after spamming these issues already
L284[11:56:45] <barteks2x> (it's for a
forge PR)
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L290[13:04:35] <barteks2x> so any way to
use custom forge build in dev environment?
L291[13:05:16] <barteks2x> I want to
finally test my new 1.12.1 version, but I can't join the world
because of forge/netty
L293[13:05:58] <barteks2x> and there I
thought the link could be relevant to mu question...
L294[13:06:03]
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L295[13:06:11] <Raycoms> Hi there
L296[13:06:23] <Raycoms> I am trying to
manually render a tileEntity in the world (which isn't physically
there)
L298[13:06:27] <Raycoms> What am I doing
wrong
L299[13:06:30] ⇦
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L300[13:06:31] <Raycoms> It just stays
empty
L301[13:06:56] <Ordinastie> probably
rendering at the wrong place
L302[13:07:13] <Raycoms> No the position
should be correct
L303[13:07:17] <ghz|afk> barteks2x: when
has ever a twitter link been relevant? ;P
L304[13:07:39] <Raycoms> Since that blond
guy is president probably
L305[13:08:02] <Ordinastie> are you seeing
what you're rendering ?
L306[13:08:12] <ghz|afk> Raycoms: one
would question the relevance of anything he says, but lets' leave
politics out of this channel ;P
L307[13:08:28] <Raycoms> =D
L308[13:08:32] <Raycoms> No I can't see
anything
L309[13:08:39] <ghz|afk> since you missed
it
L311[13:08:41] <Raycoms> but if I render a
block at the same position var it works well
L312[13:08:42] <Ordinastie> then what
tells you it's the right place ?
L313[13:08:47] <barteks2x> I didn't see
how it could be relevant, that's why I checked the link
L314[13:09:34]
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L315[13:10:01] <Raycoms> Like I said, the
"holder.pos" position works well when I render a block
ghost there
L316[13:10:23] <Ordinastie> that's not
what I said
L317[13:10:24] <barteks2x> is the netty
issue really so rare and I'm just so unlucky that it havvens to me
every time?
L318[13:10:34] ⇦
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L319[13:10:37] <Ordinastie> the pos being
correct doesn't mean you're rendering stuff where they should
be
L320[13:11:07] <Raycoms> I render it at
the right event as well
L321[13:11:22] <Raycoms> Because, Like I
said, blocks render well and they come just a few code lines before
the tileEntities
L323[13:13:48] <barteks2x> are you sure
it's not just being rendered at (0, 0, 0)?
L324[13:13:54] <barteks2x> I would go
there and check
L325[13:14:18] <Ordinastie> that's what I
just said, be apparently, he is sure
L326[13:18:09] <Raycoms> Hmm if I use
TileEntityRendererDispatcher.instance.renderTileEntity(te,
partialTicks, 0); directly it seems to render "something"
at the right location
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L328[13:19:08] <barteks2x> doe sthe
FakeEntity have correct position?
L329[13:19:32] <Raycoms> Yeah I can see
some artifacts at the position I want
L330[13:19:32]
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L331[13:19:37] <Raycoms> Doesn't like a
Sign though
L332[13:20:12] <barteks2x> the FakeEntity
should have position close to where you render it i think
L333[13:21:03] <barteks2x> probably the
player position would be best
L334[13:21:40] <Raycoms> I gave it the
position exactly where I want it rendered
L335[13:21:46] <Ordinastie> why are you
using fake world and entity ?
L336[13:22:14] <barteks2x> the entity
should probably be player
L337[13:22:22] <barteks2x> and it's very
unlikely you don't have a player
L338[13:23:21] <barteks2x> also the last 0
in terd.prepare should be partialTicks
L339[13:23:33] <Ordinastie> and actually,
looking back at my code, you should need to prepare
L341[13:24:13] <Raycoms> I didn't code
that part, the guy who codes it is MIA, so its up to me to fix
it.
L342[13:24:23] <Raycoms> coded*
L343[13:24:46] <barteks2x> prepare
probably is called once per tick or something like that
L344[13:24:52] <barteks2x> *per
frame
L345[13:26:50] <Raycoms> Yeah
L346[13:27:21] <barteks2x> does it work if
you remove your call to prepare?
L347[13:27:55] <barteks2x> the world given
in prepare isn't really used for much, from what I saw it's to get
light values
L348[13:28:43] <Raycoms> What I tried was
only putting in the render directly and removing the whole rest.
But that only rendered some gray artifacts
L349[13:28:47] <Raycoms> and not the sign
I wanted
L350[13:29:08] <Ordinastie> wait
L351[13:29:20] <Ordinastie> in what
context are your rendering ?
L352[13:30:33] <barteks2x> you may need to
bind the righ texture
L353[13:30:41] <Raycoms> Uhh it worked
=O
L354[13:30:59] <barteks2x> what worked?
After removing the prepare call?
L355[13:31:23] <Raycoms> Yes
L356[13:31:28] <Raycoms> Only the prepare
call
L357[13:31:57] <Raycoms> Thanks =D
L358[13:33:48] <barteks2x> any JVM flags
that could affect timing of things without reducing performance too
much? I really want to test my latest changes for 1,12
L359[13:33:59] <barteks2x> but this thing
won't start
L360[13:35:05] <Ordinastie> add a
conditional breakpoint in Object::hashcode ? :p
L361[13:35:49] <barteks2x> it's native
method
L362[13:36:21] <Ordinastie> in equals
then
L363[13:37:00] <Raycoms> What is the best
way to get an EnumFacing from where the player is looking at?
L364[13:39:17] <barteks2x> does it also
need to include up and down?
L365[13:40:34] <Raycoms> No
L366[13:41:03] <barteks2x>
Entity#getHorizontalFacing then
L367[13:41:27] <barteks2x> if I understand
correctly
L368[13:41:47] <Raycoms> I tried that to
render it directly on front of the player:
playerSP.getPosition().offset(playerSP.getHorizontalFacing(),1)
L369[13:42:24] <ghz|afk> that would be at
their feet
L370[13:42:29] <ghz|afk> use
getPositionEyes if you want the face
L371[13:42:34] <ghz|afk> or
getPosition+getEyeHeight
L372[13:43:34] ⇦
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L373[13:45:54] <barteks2x> oh god...
conditional breakpoint in Object.equals with condition false makes
a single chunk take minutes to generate
L374[13:46:18] <ghz|afk> every single time
the breakpoint hits
L375[13:46:22] <ghz|afk> it has to
evaluate the condition
L376[13:46:27] <ghz|afk> then
continue
L377[13:46:36] <ghz|afk> it's going to be
SLOW
L378[13:47:06]
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L379[13:47:07] <barteks2x> well, for the
first time since I updated to 1.11.2 MC got through the loading
screen for me
L380[13:47:29] <barteks2x> *1.12.1
L381[13:50:50] <Raycoms> Hmm BlockSign
doesn't have any Facing? How does it determine that?
L382[13:51:08] <Raycoms> Ahh found it,
only the super class not
L383[13:51:35] <barteks2x> and now
MalisisCore gave ma a susprise in the form of exception
L384[13:52:48] <Ordinastie> hexchat might
be bugged because that doesn't ping me anymore :/
L385[13:53:13] <barteks2x> could be my
outdated snapshot. What is the latest?
L386[13:53:38] <barteks2x> I have
1.12-6.0.2-SNAPSHOT
L387[13:53:44] <Ordinastie> I've commited
this morning
L388[13:53:59] <Ordinastie> yeah, that's
not latest
L389[13:54:10] <Ordinastie> .5
L390[13:54:18] <barteks2x> this is the
error I got: [20:48:36] [Server thread/ERROR] [FML]: Unable to
determine registrant mod for
net.malisis.core.util.chunkblock.ChunkBlockHandler@1da5a02a. This
is a critical error and should be impossible
L391[13:54:38] <Ordinastie> wut
L392[13:55:48] <barteks2x> I will try to
update and test again. it actually didn't even crash the game
L393[13:55:53] <Ordinastie> that means the
class was being loaded externally and not in my preInit
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L395[13:56:19] <Ordinastie> or something
fucked the activeModContainer
L397[13:56:46] <barteks2x> happened when I
placed a block
L398[13:56:47] <Ordinastie> oh
L399[13:57:02] <Ordinastie> something went
definitely wrong
L400[13:57:24] <Ordinastie> clinit should
happen during preInit
L401[13:57:54] <barteks2x> and I'm
struggling to keep my OS above 1FPS because everything is too
memory hungry
L402[13:59:11] ⇦
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L403[14:00:31] <barteks2x> @AutoLoad not
working?
L404[14:00:41] <Ordinastie> it
should
L405[14:00:46] <Ordinastie> did it happen
again ?
L406[14:01:15] <barteks2x> wait, didn;'t
restart MC yet
L407[14:01:20] <barteks2x> but I found an
earlier one in log
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L410[14:01:37] <Ordinastie> if you have
full log still, there might be something
L411[14:02:15] <Ordinastie> looks like
same issue
L412[14:02:34] <barteks2x> I still have
the fill log
L413[14:02:43] ⇦
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L415[14:03:45] <barteks2x> this is with
cubic chunks obviously
L416[14:05:24] <Ordinastie> hum ?
[20:38:10] [main/WARN] [malisiscore]: Mod malisiscore has been
disabled through configuration
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L418[14:05:42] <Ordinastie> that would
explain it
L419[14:05:49] <barteks2x> um... oops? I
might haver been experimenting a few months back with not using
malisiscore
L420[14:06:01] ***
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L421[14:06:07] <barteks2x> (the 1.11.2
version on early 1.12)
L422[14:23:38]
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L423[14:23:42] *** Server sets mode: +CQcnrtf
#RegisterYourNameMoron
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L428[15:12:19] <LexMobile> Why do you use
mixins?
L429[15:13:32] <barteks2x> who? me or
ordinastie?
L430[15:14:53] <LexMobile> you're making
cubic chunks thats a lost cause. So Ordinastie
L431[15:15:21] <LexMobile> Also that site
is kinda cool, found a Ireland station playing country :P
L432[15:15:30] ⇦
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L439[15:44:24] <Matts> Hiya, I need the
the bouncycastle library for a mod I am making. But I cannot figure
out how I do not bundle it, but have to put the jar in the libs/
folder (after building the mod)
L440[15:44:55] <killjoy> doesn't
bouncycastle come with mc?
L441[15:45:02] <ghz|afk> Matts: you mean
as a dependency in your IDE, or when you compile or what?
L442[15:45:18] <Matts> when building the
jar
L443[15:45:27] <killjoy> can you post your
build script?
L444[15:45:27] <Matts> killjoy, now you
mention it, lemme check lol
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L448[15:48:23] <Matts> lol I think you are
right and that it comes with mc
L449[15:49:22] <killjoy> at least it used
to
L450[15:49:52] <Matts> My IDE allows it,
the build script errors
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L452[15:50:33] <Matts> So I do have to
provide a external jar (since the bouncycastle jar has to be signed
for java security provider to use it)
L453[15:52:21] <killjoy> use maven
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L456[15:53:34] <Matts> I mean like, the
current build script still bundles the bouncycastle jar into my mod
jar. cannot find anything about a external libs folder (or at least
it used to be that)
L457[15:54:23] <killjoy> Looks like
bouncycastle hasn't been in mc since 1.6
L458[15:54:52] <ghz|afk> hmm I see it in
my 1.12 dev env?
L459[15:55:01] <ghz|afk> ah no
L460[15:55:02] <killjoy> must be forge
that includes it then
L461[15:55:08] <ghz|afk> it's only some
compatibility class from netty
L462[15:55:23] <killjoy> the module is
called bcprov
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L464[15:55:52] <Matts> tf, why does gradle
still wine then
L465[15:56:17] <killjoy> show your
buildscript
L467[15:57:08] <killjoy> why using
commons-logging? use log4j
L468[15:57:09] <Matts> I removed the
compile line
L469[15:57:16] <killjoy> or json, use
gson
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L471[15:57:49] <Matts> I added that to fix
errors lol some dependency required it
L472[15:58:02] <killjoy> anyway, since
you're using the shadow plugin, that automatically includes runtime
dependencies in your jar.
L473[15:58:12] <killjoy> That means every
compile line
L474[15:58:48] <killjoy> also, rename
build.properties to gradle.properties
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L476[15:59:08] <Matts> Hmm and I guess
there is no way to skip the line lol
L477[15:59:22] <killjoy> instead of using
compile, you can use compileOnly
L478[15:59:34] <killjoy> or add it to the
shadow configuration
L479[16:02:18] <Matts> Okay got it to
build, now how do I make sure java loads the bc jar into classpath
when launching the server
L480[16:02:47] <Matts> I read ¨just put it
in the libs folder and it´ll be added¨ seems to be long gone
L481[16:03:19] <killjoy> try the provided
classpath
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L486[16:07:16] <Matts> I don´t get what
you mean with that lol
L487[16:07:48] <killjoy> instead of
compile 'som:dep:1.0', use provided 'som:dep:1.0'
L488[16:08:01] <killjoy> For the ones you
don't want in the jar
L489[16:10:57] <ghz|afk> when using the
shadow plugin, I had to manually exclude all the jars I did not
want embedded
L490[16:11:04] <ghz|afk> well no
L491[16:11:07] <Matts> Okay and where does
it expect the bc jar to be
L492[16:11:12] <ghz|afk> only the ones
using direct file deps
L493[16:11:14] <Matts> the build itsself
has worked
L494[16:11:21] <ghz|afk> Matts: in the
classpath
L495[16:11:36] <ghz|afk> that's at least,
mods/ and mods/<mcversion>
L496[16:11:40] <ghz|afk> libraries/ may
also be used
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L498[16:13:31] <Matts> Yay finally
[23:13:11] [Server thread/INFO] [FML]: FML has found a non-mod file
bcprov-jdk15on-158.jar in your mods directory. It will now be
injected into your classpath. This could severe stability issues,
it should be removed if possible.
L499[16:13:38] <Matts> libraries/ did not
work
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L501[16:14:47] <ghz|afk> yeah but it's
obviously in the wrong place ;P
L502[16:15:26] <Matts> Yup, but since it
does not work in any other way ¯\_(ツ)_/¯
L503[16:16:18] <killjoy> Matts, are you
aware of gson?
L504[16:17:07] <Matts> Yup
L505[16:17:18] <killjoy> You should use
that instead of org.json:json
L506[16:17:23] <Matts> But unirest does
not lol
L507[16:17:49] <killjoy> Use httpclient
then
L508[16:18:00] <killjoy> (which is
included with mc)
L509[16:18:51] <killjoy> though slightly
outdated
L510[16:19:49] <Matts> I am not sure
anymore, but it had something to do with the implementation of
async that forced me to not be able to use it standalone
L511[16:20:20] <Matts> But when optimizing
before releasing I´ll take another look at it!
L512[16:20:36] <killjoy> What's the appeal
with async?
L513[16:21:02] <Matts> me wanting to send
http requests without freezing the server, and not feeling like
messing around with threads
L514[16:21:08] <killjoy> Create a new
thread
L515[16:21:16] <killjoy> Use an
executor
L516[16:21:46] <Matts> hmm good one
L517[16:23:29] <killjoy>
Executors.singleThreadExecutor()
L518[16:24:24] <killjoy> and i think
httpclient has a post builder
L519[16:25:07] <killjoy> Just trying to
help you out. Using so many libraries increases the size of your
jar. Users don't usually like that
L520[16:25:49] <Matts> Yeah was just
thinking about exactly that too lol, It takes a small hour, but I
do shave a few mb off of the file size
L521[16:26:01] <Matts> and reduce all the
overhead
L523[16:28:20] <Matts> BTW how safe am I
if I use lambda´s, streams and other java 8 stuff. Generally how
mad do users get, IIRC minecraft still runs on 7 and dropped
support for 6 right?
L524[16:28:34] <killjoy> If users aren't
using java 8 yet, screw em
L525[16:28:36] <Ordinastie> it went to
J8
L526[16:28:51] <killjoy> alternatively,
use retrolambda
L527[16:29:15] <Matts> lol that´s the
spirit killjoy, force people to update
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L529[16:29:39] <Ordinastie> nowadays it's
not an issue anymore
L530[16:29:42] <killjoy> Also the reason I
don't backport features to old mc versions
L531[16:30:07] <Ordinastie> when it was
still 1.7.10, I had regular reports of idiot users who can't read
that they need to update Java, but it doesn't really happen
anymore
L532[16:30:28] <Lord_Ralex> considering MC
ships 8, it helps
L533[16:30:33] <killjoy> Now we've got the
launcher which forces java 8
L534[16:30:40] <Matts> Yeah just forgot
something
L535[16:30:45] <Matts> server side
mod
L536[16:30:46] <killjoy> Users have to go
out of their way to use java 6 or 7
L537[16:30:58] <killjoy> servers should be
using latest java anyway
L538[16:31:06] <killjoy> more secure and
efficient
L539[16:31:16] <Ordinastie> the main issue
was mac launcher that shipped with J6 and hard coded path to
it
L540[16:31:26] <killjoy> Which isn't an
issue anymore
L541[16:31:28] <Ordinastie> so even when
they updated it, they still had to change the path in the
launcher
L542[16:31:37] <Matts> true lol even more
reason just to keep my fancy promise lambda´s in place, but just to
port them from unirest async to threaded httpclient sync
L543[16:31:43] <killjoy> or use the jar
launcher
L544[16:33:50] <Matts> Anyways bedtime see
ya! o/
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L556[17:16:31] <Raycoms> Hi
L557[17:17:00] <Raycoms> I have final
EnumFacing facing = EnumFacing.getFacingFromVector(vector.getX(),
vector.getY(), vector.getZ()); which I want to give as a .FACING
property to a blockState but he crashes with illegal argument, what
am I doing wrong?
L558[17:21:21] <Raycoms> Ah figured
it
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L568[18:34:33] <TheUnknownFew> the text
looks a bit blurry when scaled down because of the shadow
L569[18:35:07] <TheUnknownFew> although
when I maximize the window, it doesnt look all that bad
L570[18:39:52] <TheUnknownFew> of course
ive got a pretty large monitor so it looks already when the game is
in full window
L571[18:40:45] <TheUnknownFew> When the
scale is at 0.55, it doesnt look all that bad, just kind of really
small
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L579[20:20:15] <killjoy> TheUnknownFew I
find that enabling anti-aliasing makes it better
L580[20:20:42] <killjoy> Or was that super
hd fonts?
L581[20:20:51] <TheUnknownFew> I'll give
it a look when I get done with this test.
L582[20:20:55] <TheUnknownFew> Also super
HD fonts?
L583[20:20:59] <TheUnknownFew> This is
apart of my mod
L584[20:21:03] <killjoy> fonts >
64x
L585[20:21:14] <TheUnknownFew> oh, no it
is just the default font
L586[20:21:45] <killjoy> Are you drawing
it by using GlStateRenderer.scale?
L587[20:22:02] <TheUnknownFew> yeah
L588[20:22:07] <killjoy> try using
enableBlend()
L589[20:29:22] <TheUnknownFew> im going to
try it
L590[20:30:23] <killjoy> IntelliJ keeps
going super big on me.
L591[20:30:33] <TheUnknownFew> in what
way?
L593[20:31:15] <TheUnknownFew> wow
ok
L594[20:31:56] <TheUnknownFew> looks like
you are zoomed into the window
L595[20:32:06] <killjoy> I have 150% zoom
on this monitor
L596[20:32:09] <killjoy> 100% on the
other
L597[20:32:17] <Lord_Ralex> oh, that
crap
L598[20:32:21] <Lord_Ralex> don't you love
windows
L599[20:32:25] <killjoy> Yes.
L600[20:32:33] <killjoy> Had to restart
idea
L601[20:32:53] <Lord_Ralex> was it on 2
monitors?
L602[20:33:11] <killjoy> I think it
happens when my displays go into power saving mode
L604[20:33:32] <Lord_Ralex> i see it when
any window is on the 200% screen and the 100% screen at the same
time
L605[20:33:41] <killjoy> TheUnknownFew,
that's with enableBlend()?
L606[20:33:48] <TheUnknownFew> yeah
L607[20:34:26] <killjoy> so gl scales
using nearest, but because blending isn't enabled by default, it's
as if filtering is off
L609[20:35:05] <killjoy> Lord_Ralex, the
display with most of the window wins
L610[20:35:20] <killjoy> Looks about the
same
L611[20:35:24] <TheUnknownFew> huh,
actually it is hard to tell a difference
L612[20:35:29] <Lord_Ralex> i see it when
the mouse crosses over
L613[20:35:34] <Lord_Ralex> so whatever
monitor has the mouse wins
L614[20:35:54] <killjoy> you must be
grabbing it in the center
L615[20:36:00] <Lord_Ralex> yeah, just
realized that
L616[20:36:05] <Lord_Ralex> i thought i
grab edges more
L617[20:36:18] <Lord_Ralex> but it also
isn't an instant change, so i guess that's why too
L618[20:36:23] <killjoy> You know UWP apps
don't behave like that
L619[20:36:24] <Lord_Ralex> it looked slow
enough to not be center
L620[20:36:38] <killjoy> nevermind..
L621[20:37:18] <Lord_Ralex> i just hate it
when chrome screws up and stretches out
L622[20:37:26] <killjoy> I should just get
a second 4k screen. That will fix it
L623[20:37:30] <Lord_Ralex> trying to
resize the 4k windows on a 1080p.....
L624[20:37:41] <TheUnknownFew> I think
when I scaled things above 0.55 things started to look a bit
funky
L625[20:37:50] <TheUnknownFew> the text is
small as is
L626[20:37:51] <Lord_Ralex> well, not 4k,
cause i've had it run horizontal on all 3....
L627[20:38:09] <killjoy> Just something
that uses 150% scaling
L628[20:38:36] <killjoy> I've tried using
DSR, but it makes things look blurry
L629[20:38:42] <Lord_Ralex> any scaling
really, cause i use 200%
L630[20:38:47] <Lord_Ralex> it's like it
can't handle it at all
L631[20:39:22] <Lord_Ralex> but yeah, i
second the idea of just using another 4k lol
L633[20:40:27] <TheUnknownFew> not sure
what I was expecting from doing that. heh
L635[20:44:31] <TheUnknownFew> imo both
are similarly hard on the eyes
L636[20:44:45] *
killjoy can't tell the difference on high dpi display
L637[20:45:17] <TheUnknownFew> I can see
the difference and the blend text is a bit thinner but it still has
that annoying large blockiness to it
L638[20:51:49] <TheUnknownFew> killjoy
they dont look different because I just figured out that two images
somehow have the same URL
L640[20:53:29] <TheUnknownFew> oh I see .
. . one is http and the other is https. . . what the heck ShareX?
Why you do dis?
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