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L1[00:00:11] <sdtr443w> I was having a lot of luck iterating all available items in 1.7.10 using Item.itemRegistry, but it looks like that's not around in 1.10.2. Is there a replacement?
L2[00:06:45] <Ordinastie> ForgeRegistries
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L9[01:54:53] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170904 mappings to Forge Maven.
L10[01:54:57] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170904-1.12.zip (mappings = "snapshot_20170904" in build.gradle).
L11[01:55:07] <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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L52[04:55:13] <TechnicianLP> ide now wants to convert "Iterables.transform(list, type::cast);" to "StreamSupport.stream(list.spliterator(), false).map(type::cast).collect(Collectors.toList());" because "Pseudo functional style code" ... ?
L53[04:56:18] <PaleoCrafter> heh
L54[04:57:40] <PaleoCrafter> It could at least take the real type of the list variable rather than relying on the parameter type in Iterables.transform (assuming list actually is a List)
L55[04:58:10] <TechnicianLP> list is NBTTagList (so just Iterable<NBTBase>)
L56[04:58:36] <TechnicianLP> type is Class<? extends NBTBase>
L57[05:04:26] <PaleoCrafter> Ah, okay
L58[05:05:30] <PaleoCrafter> Yeah, IDEA generally is a little eager with Java 8-ifying everything
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L60[05:25:04] <TechnicianLP> but why you want a stream when you can just let that function do its magic? ...
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L62[05:28:16] <PaleoCrafter> There's no reason except for preferring 'native' stuff
L63[05:29:56] <gigaherz|work> I'm not a fan of streamifying things
L64[05:30:07] <gigaherz|work> for(x : y) do(x);
L65[05:30:09] <gigaherz|work> is WAY better than
L66[05:30:26] <gigaherz|work> y.stream().each((x) -> do(x)); no matter how fancy the latter is
L67[05:30:45] <gigaherz|work> (okay idea won't suggest THAT change but you get the idea)
L68[05:30:57] <PaleoCrafter> it's just y.forEach(this::do) :P
L69[05:31:24] <gigaherz|work> yeah still uglier ;P
L70[05:31:40] <PaleoCrafter> But yeah, forEach isn't particularly great or useful (and should be avoided because it implies side effects)
L71[05:32:53] <PaleoCrafter> And for actual stream stuff (mapping, filtering etc.), having to go through the stream at all and having to collect at the end is meh
L72[05:33:32] <PaleoCrafter> Partially a type system limitation, partially backwards compatibility reasons, but still xD
L73[05:35:02] <MiniDigger> streams are extremly great for concurrent stuff
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L76[05:45:15] <gigaherz|work> I see the use of collect
L77[05:46:38] <gigaherz|work> but I think they should have had some basic shortcuts like .toArrayList() or toMap(keyFunction, valueFunction)
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L81[06:36:13] <PaleoCrafter> MiniDigger, they are great for large amounts of data, yes, but the laziness and pipeline overhead are terrible for small collections
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L83[06:37:11] <MiniDigger> yeah, I guess
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L95[07:38:24] <Abastro> Hi, Is it reasonable to assume that every player has OpenGL 2.1 support?
L96[07:38:43] <gigaherz|work> yes but no
L97[07:38:47] <Abastro> No?
L98[07:38:52] <gigaherz|work> it's reasonable to assume so, yes
L99[07:38:57] <gigaherz|work> will you get bug reports if you do, yes
L100[07:39:18] <gigaherz|work> inevitably someone with a pentium 4 machine will sooner or later try to use your mod
L101[07:39:18] <gigaherz|work> ;P
L102[07:40:07] <Abastro> Welp
L103[07:40:36] <Abastro> My concern is gl2.0 vs gl2.1
L104[07:41:03] <Abastro> Gl3.0 is too high for now right?
L105[07:41:28] <gigaherz|work> no but in mc yes XD
L106[07:41:39] <gigaherz|work> gl2.1 is like dx9
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L108[07:42:07] <gigaherz|work> new games don't support dx9 anymore, but some people still have PCs that only supporti t
L109[07:42:29] <gigaherz|work> gl3.0-4.0 is like dx10-dx11, most people have machines that support those, and most games are released for it
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L111[07:43:18] <TechnicianLP> forge could add a gl-version checker to the @Mod stuff ...
L112[07:44:16] <PaleoCrafter> Eh, I think that's enough of an edgecase such that modders can just check themselves :P
L113[07:45:11] <PaleoCrafter> I mean, a (core?)mod could even add a "opengl" dummy mod that just has the right version, so GL is just another dependency
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L116[07:54:03] <MalkContent> at some point you gotta say "sorry, but i can't keep paying attention to outdated technology anymore"
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L118[07:57:37] <PaleoCrafter> well, a common line of reasoning is "MC still limits itself to GL 1.2, so should mods", kinda like many mods didn't start using Java 8 until it became obligatory with Vanilla 1.12
L119[08:11:26] <ghz|afk> although many others did
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L121[08:11:45] <ben_mkiv> just do it
L122[08:11:50] <ben_mkiv> as long as its not 1.7.10 :D
L123[08:12:04] <gigaherz> if *I* had to do raw opengl on a mod
L124[08:12:19] <gigaherz> I would have no issues using GL3.x or even 4.x
L125[08:12:30] <gigaherz> if someone complains, "Sorry, modern hardware only."
L126[08:13:50] <gigaherz> or as I have told people in the past "My mod is opensource so feel free to backport it yourself"
L127[08:14:04] <PaleoCrafter> yeah, that's my attitude as well, just saying that others might not think the same ^^
L128[08:14:15] <IoP> Discrimination!
L129[08:14:27] <IoP> I still love my 32-bit CPU
L130[08:14:30] <ben_mkiv> thats probably people who discuess 8h instead of coding :P
L131[08:15:32] <MalkContent> the argument could also go "more involved mods usually create enough of a performance impact that they can't be run on old ass systems at reasonable fps anymore, anyways"
L132[08:16:00] <ben_mkiv> opengl 3.0 was released 2008, so almost 10 years ago...
L133[08:16:52] <MalkContent> i mean i get that vanilla minecraft supports the old stuff
L134[08:17:15] <ben_mkiv> for now xD
L135[08:17:51] <ben_mkiv> someday nvidia will knock at microsoft and ask for opengl5 features in minecraft, so they can sell more gpus
L136[08:17:54] <MalkContent> if i was a parent i wouldnt want to buy a new pc just so my child could play minecraft
L137[08:17:56] <ben_mkiv> :P
L138[08:18:27] <gigaherz> ofc
L139[08:18:35] <gigaherz> you'd have already spent the money buying them cellphones
L140[08:18:39] <gigaherz> so may as well give them MCPE
L141[08:18:47] <ben_mkiv> which support later GL implementation :D
L142[08:18:51] <PaleoCrafter> yep, kiddos ain't playing Java edition :P
L143[08:19:18] <MalkContent> o. right :D
L144[08:19:24] <ben_mkiv> you can make a mod for dedicated gl rendering on cellphone then
L145[08:19:31] <ben_mkiv> so you can keep the old pc
L146[08:19:47] <PaleoCrafter> the majority of them, anyways. Still too many players that even the 1% that *does* play Java and annoys everybody else is noticeable ;)
L147[08:19:57] <MalkContent> i keep forgetting that todays 6 year olds tend to be more high tech than me
L148[08:20:10] <ben_mkiv> yea malk ;(
L149[08:21:44] <MalkContent> "IVE BEEN PLAYING THIS WORLD ON MY TABLET FOR 2 YEARS NOW! :)"
L150[08:21:55] <MalkContent> oh yea? i bought a smartphone last november
L151[08:23:02] <MalkContent> obligatory parent correcting the child: "well it's not his, it's the family tablet." right. and i was playing games on the family computer back then :D
L152[08:23:10] <PaleoCrafter> I just always find it ridiculous to see huge phones in their tiny hands.
L153[08:23:16] <MalkContent> haha yea
L154[08:23:32] <ben_mkiv> never noticed, lol
L155[08:23:37] <MalkContent> and the tablets are basically command tables
L156[08:23:42] <PaleoCrafter> like... sometimes they're almost as tall as their heads
L157[08:24:03] <MalkContent> spread out before them like they were some general
L158[08:24:10] <MiniDigger> same with first graders and backpacks
L159[08:24:12] <MalkContent> they got the same concentrated look on their faces, too
L160[08:53:09] <masa> hmm, how exactly are block textures stitched, ie. how do they need to be referenced for that to happen?
L161[08:53:49] <PaleoCrafter> models or TextureStitchEvent
L162[08:54:02] <masa> I have a custom model, and the textures are in the blockstate json, but it seems that they didn't get stitched in this case.. although the other ustom model does work, oddly enough
L163[08:55:12] <PaleoCrafter> you need to return them in some method of your model, I can't quite remember which one it was, never did it myself :/
L164[08:55:21] <PaleoCrafter> your model may request textures as dependencies
L165[08:55:33] <masa> hmm, I guess the other model does have a "path" from the dependency models into the textures, whereas this one doesn't
L166[08:56:34] <masa> yeah, I know the method... but I don't know the textures at that point when that method is called, because the retexture() method seems to only get called after it... which probably makes sense, but that's also the only way I could get them from the json in the first place
L167[08:57:05] <masa> so am I forced to hard-code the locations in the custom model?
L168[08:59:16] <PaleoCrafter> I don't think so? not entirely sure, however, and I don't have a dev environment handy right now :P
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L176[10:23:47] <malte0811> Is there by chance a CLI option for Forge to print all handlers of specific events?
L177[10:24:20] <gigaherz> can java even do that?
L178[10:25:09] <malte0811> Event as in RenderWorldLastEvent. There are arrays of those handlers in forge.
L179[10:26:20] <gigaherz> yes I mean, to get a meaningful value, you'd need the target of that method
L180[10:27:16] <malte0811> I remember seeing arrays of meaningful values when debugging my event handlers
L181[10:27:22] <malte0811> Class would be enought though
L182[10:30:48] <gigaherz> make a PR that adds a custom .toString() to the EventBus class
L183[10:30:53] <gigaherz> ;P
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L194[10:58:53] <Abastro> DIRECTX9 seems to support instancing :P opengl does not otoh
L195[11:00:50] <gigaherz> "opengl" isn't really a thing by itself
L196[11:00:54] <gigaherz> there's plenty of extensions
L197[11:01:06] <gigaherz> https://learnopengl.com/#!Advanced-OpenGL/Instancing
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L199[11:12:02] <Abastro> I can't find extensions from that page, but if many gpu supports it then it really helps :)
L200[11:13:45] <gigaherz> from another page: Instancing became a core feature of OpenGL starting with version 3.1 back in 2009, named ARB_draw_instanced.
L201[11:13:57] <gigaherz> https://www.gamedev.net/articles/programming/graphics/opengl-instancing-demystified-r3226/
L202[11:15:30] <Abastro> But... ARB means specific driver isn't It?
L203[11:15:35] <Abastro> Like..nvidia
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L205[11:16:03] <gigaherz> no ARB means core
L206[11:16:18] <gigaherz> "Architecture Review Board"
L207[11:16:26] <gigaherz> they are official extensions
L208[11:16:57] <gigaherz> so like
L209[11:17:12] <gigaherz> if a driver wants to say "I support opengl 3.1", it must include ARB_draw_instanced as an extension
L210[11:20:33] <Abastro> Oh
L211[11:20:51] <Abastro> So it should be supported by most of the drivers!
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L213[11:28:29] <Abastro> Then what is ext?
L214[11:29:31] <gigaherz> EXT are extensions
L215[11:30:04] <gigaherz> things that are not official, but have been designed by more than one vendor
L216[11:30:27] <Abastro> Hmm so arbs are more official
L217[11:31:49] <gigaherz> yes
L218[11:34:37] <Abastro> But could come later in some cases
L219[11:35:04] <Abastro> What kind of driver would old MacBook use?
L220[11:35:24] <gigaherz> mac uses apple's driver
L221[11:35:30] <gigaherz> they have a tendency to be behind
L222[11:35:37] <Abastro> ...
L223[11:35:40] <gigaherz> depends on what macos you have on it
L224[11:35:58] <gigaherz> if your macbook is new enough it may have gl 3.x
L225[11:36:02] <Abastro> Welll so they won't have the extensions as well
L226[11:36:06] <Abastro> Or not?
L227[11:36:09] <gigaherz> depends
L228[11:36:15] <gigaherz> you can run an opengl info program and see
L229[11:36:17] <Abastro> Not on my end but
L230[11:36:23] <gigaherz> oh I see
L231[11:36:29] <gigaherz> you are wondering if people with old macs may have issues
L232[11:36:30] <Abastro> Some macbook users had issues
L233[11:36:45] <Abastro> And only them
L234[11:36:48] <gigaherz> yeah biggest issues come from macbooks and people with old PCs and intel gpus
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L236[11:36:49] <Abastro> :P
L237[11:37:11] <Abastro> Don't quite care about old Intel gpus
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L240[11:41:40] <Abastro> Anyway, thanks!
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L246[11:58:58] <TechnicianLP> ide 2017.2? sounds interesting ...
L247[11:59:07] <TechnicianLP> +a
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L250[12:33:08] <killjoy> I'm using 2017.2.3
L251[12:33:19] <killjoy> because 2017.2.2 was buggy with hidpi displays
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L355[16:23:54] <potato> hey guys, is there a way I can get the forge server to spit out a more detailed error log?
L356[16:25:04] <TechnicianLP> you can use a log4j configuration file to turn up the loglevel of specific/all loggers
L357[16:25:21] <TechnicianLP> which then enables a lot of debug logging to be written to the log
L358[16:26:42] <TechnicianLP> the default configuration is in the forgeJar named log4j2.xml - docs are here: http://logging.apache.org/log4j/2.x/manual/configuration.html
L359[16:30:56] <TechnicianLP> !gf 77991
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L361[16:33:06] <TechnicianLP> he left :(
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L364[16:48:05] <killjoy> you were saying stuff that was too technical
L365[16:48:44] <killjoy> you used the words [configuration, debug, forgeJar, docs]
L366[16:48:57] <killjoy> try to avoid those words
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L373[17:05:19] <TechnicianLP> how big is the ByteBuf i get in the toBytes method of IMessage? (i basically want to sync the display-part of a registry to the client (consisting of name,tooltip,displaystack and a few floats)
L374[17:05:57] <gigaherz> there's a limit per packet, but forge splits up large packets
L375[17:06:02] <gigaherz> but consider somethiung like 1mb limit
L376[17:06:09] <gigaherz> if you get that close, you are doing it wrong either way
L377[17:06:14] <gigaherz> get that large*
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L379[17:07:50] <TechnicianLP> its basically a system similiar to advancements (yet completely different in multiple ways) so if some server decides to make a lot of them it will be a lot of transmitted data ... (/me has no clue how much space this stuff takes anyways ...)
L380[17:09:01] <TechnicianLP> seems like 1mb is a HUGE lot of data ... (in this case)
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L382[17:13:54] <TechnicianLP> is the order i send IMessages in guaranteed to arrive in that order at the client?
L383[17:15:35] <gigaherz> no idea
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L396[18:25:50] <killjoy> TechnicianLP, that's how packets work.
L397[18:26:10] <TechnicianLP> you never know ...
L398[18:26:13] <killjoy> actual packets, not the fake ones which minecraft sends out
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