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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
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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.
L202[11:15:30] <Abastro> But... ARB means
specific driver isn't It?
L203[11:15:35] <Abastro>
Like..nvidia
L204[11:16:02] ⇦
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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
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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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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