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L26[01:23:53] <LexMobile> Oh god, what this crap about itterators on enums...
L27[01:26:56] <PaleoCrafter> it looked quite horrible indeed
L28[01:27:43] <mezz> I'm committed some terrible sins with enums but haven't made an iterator yet, hmm
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L30[01:32:22] <LexMobile> oh hes trying to optimize everything to do with enums... why, god why...
L31[01:34:06] <PaleoCrafter> funnily enough, it would result in (slightly) worse code, considering a foreach over arrays would turn into an indexed one xD
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L33[01:37:50] <LexMobile> yup yup. People are just concerned over the perfomance of values()
L34[01:37:55] <LexMobile> It's not THAT bad...
L35[01:38:09] <mezz> I just always do public static final VALUES = values()
L36[01:38:35] <LexMobile> problem with that is that its modifiable.
L37[01:38:40] <mezz> only ever saw it as a real performance problem maybe once
L38[01:38:44] <LexMobile> Sadly there isnt any concept of readonly arrays
L39[01:38:50] <mezz> yeah
L40[01:39:19] <mezz> I wish there was more immutable stuff to use
L41[01:39:47] <mezz> seems like something they should hack on as an annotation at least
L42[01:40:18] <mezz> @dontEditThis int[] array = ...
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L44[01:40:59] <PaleoCrafter> Lex, the ad hiding the first reply should be fixed now, btw. Forgot adjusting that ad spot to be properly responsive
L45[01:41:38] <LexMobile> good good, is that live?
L46[01:41:53] <PaleoCrafter> yep
L47[01:42:29] <LexMobile> also can you take a look at the files
L48[01:42:43] <LexMobile> and make the "Advertisements:" header not look like crap for the center ad?
L49[01:42:49] <LexMobile> the size is all weird
L50[01:42:53] <PaleoCrafter> will do when I'm at home ^^
L51[01:43:27] <LexMobile> cool.
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L53[01:46:09] <PaleoCrafter> really need to get Flamegoat on that cache reset thing and some automatic deployment :/
L54[01:46:16] <LexMobile> ya...
L55[01:47:14] <fry> I did get a single-percent cpu boost by switching from .values() to a static array once, but it was a really hot piece of code
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L57[01:47:49] <PaleoCrafter> uh, that code is so hot, look at all those curvy braces ( ͡° ͜ʖ ͡°)
L58[01:48:46] <LexMobile> yes values() is laggy BECAUSE it protects itself by creating new copies
L59[01:49:06] <LexMobile> IF you can trust the consumer using a static copy of the aray is definitly faster.
L60[01:49:26] <LexMobile> But by default you have to code defensively :/
L61[01:56:55] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170914 mappings to Forge Maven.
L62[01:56:59] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170914-1.12.zip (mappings = "snapshot_20170914" in build.gradle).
L63[01:57:09] <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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L85[03:19:26] <ghz|afk> wtf
L86[03:19:28] <ghz|afk> https://twitter.com/Other_Ocean/status/908090507259142144
L87[03:19:36] <ghz|afk> Minecraft: New Nintendo 3DS Edition
L88[03:20:12] <ghz|afk> well I guess it has a market
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L92[03:41:52] <TechnicianLP> at least the cdn-decryption keys for it didnt get dumped yet ...
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L98[04:05:23] <LexMobile> It will within 24 hours. 3ds DRM is a joke these days.
L99[04:05:39] <LexMobile> Also, Same codebase is designed to work on all console based systems. Yaya 'Bedrock'!
L100[04:15:12] <PaleoCrafter> Why do they have to prepend that "New", though? is the original 3DS simply not powerful enougH?
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L112[04:41:39] <gigaherz|work> PaleoCrafter: chances are it has more RAM or something
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L114[04:41:49] <gigaherz|work> Minecraft isn't really a lightweight game ;P
L115[04:42:56] <gigaherz|work> Although Nintendo isn’t offering specific processor specs, the company claims the New 3DS’ processor is a considerable leap over the old iteration."
L116[04:43:49] <gigaherz|work> ewh, 256 mb, with 64mb dedicated to the OS
L117[04:43:57] <gigaherz|work> how the F do they run MC in there?!
L118[04:44:12] <PaleoCrafter> I guess the "New" one has to have some benefit to even be calld that, yeah
L119[04:44:23] <PaleoCrafter> and you never know, it might be an extremely limited version of the game? :P
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L121[04:44:37] <gigaherz|work> and yeah .. the original has 128mb of ram
L122[04:44:57] <gigaherz|work> original: 128mb with 32mb reserved for the firmware
L123[04:45:01] <gigaherz|work> new: 256mb with 64mb reserved
L124[04:45:29] <gigaherz|work> I can hardly believe they can manage mc with 192mb, most definitely not with 96mb
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L127[04:46:07] <PaleoCrafter> also, the Sony Ericsson Xperia Play (which PE was initially exclusively developed for) had 512mb of RAM and I'd wager that Android is a little heavier with the memory required by the system :P
L128[04:46:17] <PaleoCrafter> + it's shared with other apps
L129[04:46:27] <gigaherz|work> https://www.youtube.com/watch?v=fY29TX5Po9E
L130[04:46:48] <gigaherz|work> HAH! they did this edition right
L131[04:46:53] <gigaherz|work> the inventory shows on the bottom screen
L132[04:47:41] <gigaherz|work> from that video, looks like a VERY trimmed down pocket edition
L133[04:48:09] <gigaherz|work> view distance seems like 3-4 chunks XD
L134[04:48:10] <PaleoCrafter> >third party game making better use of the bottom screen than Nintendo's own shit
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L137[04:50:09] <gigaherz|work> Well, on the WiiU edition, the wiiu controller screen only shows a clone of the main screen
L138[04:50:19] <gigaherz|work> they missed that chance completely
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L140[04:50:35] <PaleoCrafter> didn't say it universally holds true :P
L141[04:50:41] <gigaherz|work> it was perfect for showing inventory and such down there
L142[04:50:48] <gigaherz|work> I guess they learned and did it right on the 3ds one
L143[04:51:05] <gigaherz|work> or maybe, the 3ds' limitations make it easier to show the GUIs on one screen and 3d on the other
L144[04:51:15] <gigaherz|work> and they were "forced" by the hardware to do it?
L145[04:51:26] <PaleoCrafter> my point is that with all the innovations from Nintendo, they never really get used properly by third parties. At least they did it right with the 3DS edition, though
L146[04:52:16] <gigaherz|work> yeah
L147[04:52:29] <gigaherz|work> a game has to be more than a dumb port
L148[04:52:39] <gigaherz|work> and 3rdparties don't want to spend money designing for it
L149[04:52:40] <PaleoCrafter> also, I imagine that the WiiU port was a more straightforward one from the Playstation/Xbox editions than this one was, so they didn't feel like properly adapting the platform
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L151[04:53:10] <gigaherz|work> like, the bottom screen is the perfect place to put the secondary ui elements: minimap, held items, etc
L152[04:53:31] <gigaherz|work> this is specially interesting for split-screen games, where it may be an advantage if the other players don't see your inventory on screen
L153[04:54:01] <gigaherz|work> (thinking WiiU)
L154[04:54:24] <gigaherz|work> but at the sa me time, it would be rare for someone to have more than one wiiu controller, and if the wiiu can handle more than one, I don't think it can do more than 2
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L156[04:55:50] <PaleoCrafter> tbf, with the WiiU it is a bit of a different scenario since you don't have the two screens right next to each other. Constantly having to look elsewhere could feel a bit cumbersome for crucial information such as inventory etc
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L187[08:06:48] *** Mimiru is now known as Katie
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L192[08:27:14] <halvors> Particles spawned client side with World.spawnParticle() have a ySpeed argument to set y velocity.
L193[08:27:26] <halvors> When do the same on the server there is no velocity argument.
L194[08:27:50] <halvors> ((WorldServer) world).spawnParticle() doesn't have a ySpeed argument, any idea how to set the particle to only have positive Y velocity?
L195[08:36:34] <halvors> Nevermind, figured it out.
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L200[08:40:55] <ghz|afk> lol
L201[08:40:56] <ghz|afk> [12:41] (Sepultura): gigaherz we should change If!(condition) to unless(condition) in programming languages. since unless is if ... don't ...
L202[08:40:59] <ghz|afk> oops wrong paste
L203[08:41:06] <ghz|afk> https://www.youtube.com/watch?v=kL81uuYW9BY&list=WL&index=7
L204[08:41:11] <ghz|afk> eh remove the "index" part
L205[08:41:20] <ghz|afk> https://www.youtube.com/watch?v=kL81uuYW9BY
L206[08:41:34] <ghz|afk> the dude in the video is wearing a "Periodic table of Minecraft" shirt
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L215[09:06:10] <blood|wrk> mezz around =)
L216[09:06:40] <blood|wrk> Hoping Forge can put some comment instructing mods never to do this https://github.com/blay09/NetherPortalFix/blob/1.10/src/main/java/net/blay09/mods/netherportalfix/NetherPortalFix.java#L64
L217[09:06:48] <blood|wrk> it's really bad practice and violates the event contract entirely
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L220[09:12:15] <PaleoCrafter> uhm... how does it break the contract, blood|wrk?
L221[09:13:11] <blood|wrk> any other mod that LISTENS to that event and sees it cancelled expects the logic to have never run
L222[09:13:28] <blood|wrk> its just terrible
L223[09:13:43] <blood|wrk> if a mod needs to run its own logic then the event should be updated to support it
L224[09:13:55] <blood|wrk> cancelling an event = do not run
L225[09:14:24] <blood|wrk> and doesnt mean you can run it yourself and ignore any other listener for that event
L226[09:15:40] <PaleoCrafter> ah, I didn't look at the context much, only what event it was
L227[09:16:04] <blood|wrk> as you can see in his source, he literally copied transferPlayerToDimension and dumped it into his mod
L228[09:16:08] <PaleoCrafter> yeah, they shouldn't be doing that or at least fire the event again with their updated logic
L229[09:16:12] <blood|wrk> its just so bad
L230[09:16:26] <blood|wrk> if you cancel an event, never run the logic
L231[09:16:26] <PaleoCrafter> oh, wait, it does xD
L232[09:16:55] <PaleoCrafter> I wouldn't agree to that in general :P
L233[09:17:21] <blood|wrk> there should be another flag to indicate the mod wants to run its own logic
L234[09:17:35] <blood|wrk> how can you expect another listener to know you ran it anyway?
L235[09:17:55] <PaleoCrafter> another listener wouldn't receive the cancelled event unless it specifically requests it? :P
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L237[09:18:48] <blood|wrk> Sponge grabs the result so it knows when to revert its end
L238[09:19:14] <blood|wrk> requesting result of an event is perfectly valid
L239[09:20:02] <PaleoCrafter> of course, but IMO cancellation doesn't imply "the state is the same as if the event wasn't cancelled"
L240[09:20:27] <blood|wrk> its always been that case until mods started to abuse it
L241[09:20:48] <blood|wrk> there really needs to be a distinction if you want to run custom logic and avoid forge running its event logic
L242[09:20:53] <PaleoCrafter> it entirely depends on the event
L243[09:21:59] <blood|wrk> even if the mod runs its own and it fires events, the event that was cancelled will return last
L244[09:22:29] <blood|wrk> so any revert logic will always run
L245[09:22:40] <PaleoCrafter> I wouldn't expect a player to be transported when that dimension change event there was cancelled (and none was fired for the custom logic), but for some (maybe most) events running your own logic and cancelling is the very reason they exist
L246[09:23:03] <blood|wrk> its bad design
L247[09:24:10] <PaleoCrafter> that mod should probably schedule its transportation for the next tick/the end of the current one.
L248[09:24:30] <ghz|afk> cpw: https://i.imgur.com/Bx9tMmP.png https://1drv.ms/u/s!AvOILJoyO9_xjglmXJqJ9dAgNJLx
L249[09:24:39] <ghz|afk> (didn't really want to put that in a tweet ;P)
L250[09:24:57] <blood|wrk> or forge adds a flag to allow other mods to know when a mod wants to essentially ignore vanilla logic for its own
L251[09:25:29] <blood|wrk> but yes delaying a tick would be better
L252[09:25:33] <PaleoCrafter> but again, in general I'd personally only interpret the cancellation contract as "the code the event *directly* guards won't run" and nothing more, everything else would indeed require an additional state
L253[09:25:57] <blood|wrk> that still doesnt respect other listeners that NEED to know the end result
L254[09:26:09] <blood|wrk> that is literally only caring about your own mod
L255[09:26:54] <blood|wrk> what happens if i want to give a player some special item during transport?
L256[09:27:00] <PaleoCrafter> the problem is what you define as "end result" (in general). It's reasonably clear for the dimension change event, but not so much for others
L257[09:27:12] <blood|wrk> the end result for that event is it didnt happen
L258[09:27:16] <blood|wrk> so the player would never get the item
L259[09:27:50] <PaleoCrafter> I guess more events should really be making use of the actual result rather than simple cancellation
L260[09:28:02] <blood|wrk> the interact result handles this properly
L261[09:28:22] <blood|wrk> with setItemResult, setBlockResult
L262[09:28:38] <blood|wrk> but it would be better if there was a general way to handle this for all events
L263[09:28:55] <PaleoCrafter> then you can actually map what you want: {DENY,DEFAULT} + cancellation would run nothing at all, ALLOW + cancellation would be custom logic and {ALLOW,DEFAULT} + no cancellation would be Vanilla behaviour
L264[09:29:03] <PaleoCrafter> there is
L265[09:29:04] <blood|wrk> right that would be better
L266[09:29:11] <blood|wrk> oh yea result is there for all right?
L267[09:29:24] <PaleoCrafter> yep, as long as the event is annotated with @HasResult
L268[09:29:25] <blood|wrk> its just not used by mods
L269[09:29:45] <PaleoCrafter> mods can't use it if the event doesn't request it
L270[09:30:05] <blood|wrk> ok so any event where a mod may want to replace vanilla should have it then
L271[09:30:09] <PaleoCrafter> might be worth writing this case up as an issue in order to refine the event processing process
L272[09:32:16] <blood|wrk> yea wouldnt be a bad idea
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L275[09:40:44] <blood|wrk> PaleoCrafter: I see another issue, how would another listener for this event cancel the "custom" logic. I suppose the mod would have to fire an event before running it but in this case he just runs it anyway
L276[09:41:45] <blood|wrk> or it would have to listen with high priority i guess
L277[09:41:55] <blood|wrk> and hope the other listener doesnt have the same
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L295[10:48:26] <busti> Is there some method I can call that renders IBakedModel's to a BufferBuilder with floatingpoint translation and rotation? I tried RenderItem and BlockModelRenderer but both are optimized for their specific purpose.
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L304[11:09:58] <millerti> On curseforge, is it useful to keep my userid the same as with any other particular minecraft-related site?
L305[11:11:15] <ghz|afk> useful, sure
L306[11:11:22] <ghz|afk> but not strictly related
L307[11:11:40] <ghz|afk> if it's millerti in one, and miller in another, who cares
L308[11:12:36] <millerti> Well, for some reason, curseforge wanted to use "theosib2" as my userid, and I couldn't change it, although I could set "theosib" as my nickname.
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L312[11:14:29] <AnarchySage> Hmm bought a new vps to host a server from, getting this, server ran fine before locally, https://pastebin.com/2A0KGdpb
L313[11:15:07] <ghz|afk> java8
L314[11:15:12] <ghz|afk> your vps doens't have java8 in it
L315[11:15:25] <ghz|afk> Java is OpenJDK 64-Bit Server VM, version 1.7.0_151,
L316[11:15:29] <ghz|afk> but a mod requires j8 to load
L317[11:15:39] <ghz|afk> appeng/coremod/AppEngCore : Unsupported major.minor version 52.0
L318[11:15:49] <ghz|afk> ^ whatever mod that is from
L319[11:16:13] <ghz|afk> either removethat mod, or ask your vps to use java8 ;p
L320[11:16:41] <AnarchySage> Ah derp
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L322[11:18:50] <ben_mkiv> haven't many mods moved to java8? :>
L323[11:19:16] <ghz|afk> yes
L324[11:19:32] <ghz|afk> many mods used java8 even before mc1.12 became java8 itself
L325[11:19:46] <ghz|afk> now there's no excuse ;p
L326[11:19:48] <ben_mkiv> even tho i had to change it for a simple mod, but can't recall actually reason
L327[11:20:06] <AnarchySage> that fixed it, thanks
L328[11:21:14] <ben_mkiv> ah, baubles integration needed java8
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L341[12:37:09] <PaleoCrafter> ghz|afk, seeing your sublogo there makes me fear intrusive mods adding onto it xD
L342[12:37:37] <PaleoCrafter> "like XYZCraft" in addition to "with mods" xD
L343[12:37:57] <ghz|afk> XD
L344[12:38:03] <ghz|afk> not like they could have done it before ;P
L345[12:38:06] <ghz|afk> couldn't
L346[12:38:08] <ghz|afk> *
L347[12:39:56] <ghz|afk> I'd be more concerned about mods providing their own "edition.png" in the jar
L348[12:40:11] <ghz|afk> so that it shows "Optifine Edition" or "Draconic Edition" or whatever ;p
L349[12:40:22] <PaleoCrafter> Oh dear
L350[12:40:26] <quadraxis> Balanced Edition
L351[12:40:29] <PaleoCrafter> Eh
L352[12:40:38] <PaleoCrafter> I was about to propose that :P
L353[12:40:54] <PaleoCrafter> "Broken Edition" for Optifine xD
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L359[13:04:31] <malte0811> Is dependency/coremod extraction meant to work with gradle dependencies (deobfCompile)? It doesn't for me
L360[13:08:49] <Ivorius> PaleoCrafter: What sublogo
L361[13:09:23] <PaleoCrafter> https://twitter.com/therealgigaherz/status/908374549175119874
L362[13:14:47] <McJty> Oh glClear doesn't respect glScissor
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L364[13:22:33] <tterrag> huh?
L365[13:22:37] <tterrag> why are you using glClear
L366[13:22:43] <tterrag> that's just gonna corrupt the state
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L368[13:24:07] <Ivorius> Aha
L369[13:24:57] <Ivorius> That would be the shittiest contest ever
L370[13:25:10] <Ivorius> Kinda want a sublogo API to add your shit to it
L371[13:27:04] <PaleoCrafter> PR it ;)
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L374[13:33:32] <McJty> tterrag, was trying to clear the frame buffer in my GUI. But it is ok. Going to do it different anyway
L375[13:35:26] <PaleoCrafter> Could use the stencil buffer ¯\_(ツ)_/¯
L376[13:35:45] <tterrag> clear the framebuffer?
L377[13:35:50] <tterrag> that's not what glClear does
L378[13:36:27] <McJty> yes realize that now
L379[13:36:36] <McJty> Not that good with OpenGL
L380[13:36:50] <McJty> But it was a bit stupid anyway as I can just as well make that part of my gui PNG black :-)
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L412[16:09:04] <ghz|afk> heh so I did get a few downloads ;P https://minecraft.curseforge.com/projects/sign-button
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L414[16:10:04] <ghz|afk> (probably would get more if I backport to 1.10.2, but can't be bothered ;P)
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L417[16:10:55] <Necro> the mod doesn't even sound half bad tbh. the only thing I would probably do is having a distinguishable texture
L418[16:11:06] <ghz|afk> heh
L419[16:11:14] <ghz|afk> sortof the point of it is that it hides the fact it's a button
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L421[16:11:25] <ghz|afk> which is nice for like, hidden doors
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L423[16:12:06] <Necro> maybe have it like redstone chests where you don't really notice the difference if you aren't looking for it.
L424[16:12:17] <ghz|afk> true
L425[16:13:50] <ghz|afk> my pc is going stupid again
L426[16:13:57] <ghz|afk> I'll have to reboot >_<
L427[16:14:19] <ghz|afk> it's due getting a refresh also
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L429[16:26:59] <ghz|afk> Necro: can you tell which one is the button? https://i.imgur.com/bdlihb7.png
L430[16:27:24] <Ordinastie> yes we can
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L434[16:33:22] <Necro> ghz: I can tell they are different at the edges but I couldn't tell which one is which. (If one is more redish or smth I can't tell because of red-green deficiency)
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L436[16:34:01] <ghz|afk> Necro: ah, sucks, yeah, right one is redder
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L438[16:34:32] <ghz|afk> I suppose it's very hard for you to tell normal chests apart from trapped ones also
L439[16:35:16] <halvors> How to make an exposion that spawns client sided particles from server side.
L440[16:35:44] <halvors> Extending Explosion class in Minecraft and calling doExplosionA() and doExplosionB() doesn't spawn particles.
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L442[16:35:55] <halvors> Is it even synced to the client
L443[16:35:58] <halvors> ?
L444[16:36:16] <Necro> halvors: send your own Packets for syncing
L445[16:36:28] <halvors> Or is blocks only removed server side, and thereby causes the client to be informed of the block change?
L446[16:36:49] <Ordinastie> that's something you should be able to figure out yourself
L447[16:36:52] <halvors> Necro: Why do that if the mincraft already have explosion classes built in i can use.
L448[16:36:58] <Ordinastie> it's not like you don't have access to the code
L449[16:37:08] <ghz|afk> the vanilla explosion already spawns particles ...
L450[16:37:25] <ghz|afk> or wait is that the projectile and not the explosion?
L451[16:37:33] * ghz|afk can't remember
L452[16:38:37] <Necro> ghz: exactly can't tell redstone chests from regular ones. but if I know about it I can memorize them.
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L454[16:39:11] <ghz|afk> Necro: hmm shouldn't you have a resourcepack for that?
L455[16:39:19] <halvors> Ordinastie: Yeah, and as far as i can see the Explosion class calls the client side only World.spawnParticle() function.
L456[16:39:33] <ghz|afk> wouldn't be too hard to make a resourcepack that changes redstone to blue
L457[16:39:49] <halvors> And TNT for some reason us lazy and just does World.createExplosion.
L458[16:40:12] <halvors> Anyone know of a Minecraft explosive other than TNT that actually uses Explosion class?
L459[16:40:26] <Necro> because I usually don't come across redstone chest it's not that bad. in the worst case I can just press f3 and look at the block id.
L460[16:40:32] <Ordinastie> halvors, your IDE know
L461[16:40:34] <Ordinastie> s
L462[16:40:52] <ghz|afk> lol that's not what I was expecting
L463[16:40:53] <ghz|afk> http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2260187-alvorias-color-blind-simulating-vanilla-shaders
L464[16:41:06] <ghz|afk> someone made a pack that simulates color blindness, rather than correctingfor it
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L466[16:44:14] <quadraxis> ghz, there needs to be a small chance that "with mods!" is replaced with "& Knuckles" for that to be perfect
L467[16:44:30] <quadraxis> like the Minceraft thing
L468[16:44:59] <ghz|afk> quadraxis: lex already turned the idea down on tweeter ;P
L469[16:45:18] <ghz|afk> twitter*^
L470[16:45:27] <Lord_Ralex> tweeter
L471[16:45:28] <halvors> Is it right that ItemExpireEvent only is called on the server?
L472[16:45:53] <quadraxis> ah, darn
L473[16:45:54] <Necro> yeah I don't really need color blind options in games because my deficiency is just a medium one. so the only thing that really causes problems are very subtle differences.
L474[16:46:27] <Necro> *mediumly strong
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L476[16:49:57] <Necro> there is just one thing that actually sucks: seeing browns as greens. Imagine working on a wooden texture and often having to check wether you are actually using brown and not green.
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L478[16:50:49] <Necro> I once had a nice dark green shirt then I found out it was brown.
L479[16:51:25] <ghz|afk> heh, yeah I can't imagine that
L480[16:51:31] <ghz|afk> I mean I can imagine it would suck
L481[16:51:35] <ghz|afk> but I can't imagine the world like that
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L485[16:56:06] <halvors> How is World.createExplosion() called client side when only calling it on the server? I cannot find any packets being sent.
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L488[16:58:46] <quadraxis> WorldServer.newExplosion
L489[17:00:05] <Necro> ^ ln 1257 ((EntityPlayerMP)entityplayer).connection.sendPacket(new SPacketExplosion(x, y, z, ...
L490[17:00:29] <quadraxis> can just search for SPacketExplosion to find that
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L493[17:08:13] <busti> Hey, I lost a backlog today at lunch, so I'll ask again. I want to render an ItemStack in 3d in the world using a FastTESR with a specific rotation and translation. Probably the same way other mods render items in tubes and such. Is there a handy method I could use?
L494[17:08:17] <halvors> Thanks, was searching for createExplosion :O
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L498[17:14:23] <ghz|afk> busti: you can passt he TRSRTransformation to the bake method, to rotate it in advance, then just add thequads to the vertex buffer
L499[17:15:00] <ghz|afk> it's not exactly what you ask
L500[17:15:07] <ghz|afk> but this is how I build a TRSRTransformation:
L501[17:15:08] <ghz|afk> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java#L41
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L503[17:15:35] <ghz|afk> and the getConnector function below shows how to combine TRSRTransformations into one
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L505[17:18:06] <ghz|afk> if you are curious about the ModelHandle: https://github.com/gigaherz/Commons/blob/master/src/main/java/gigaherz/common/client/ModelHandle.java
L506[17:18:14] <ghz|afk> I have to go to sleep, so night
L507[17:18:16] * ghz|afk poofs
L508[17:18:32] <busti> gn8
L509[17:18:36] <busti> and thanks
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L511[17:21:42] <halvors> ItemExpireEvent is only called server side right?
L512[17:22:20] <halvors> Since the client only renders the itemstack that expires.
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L526[18:00:45] <halvors> Is it possible to send vanilla packets as IMessage's thru SimpleNetworkWrapper
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L541[18:52:33] <tterrag> halvors: yes
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L543[18:54:05] <tterrag> wait I might have been thinking the other way
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L548[19:58:59] <halvors> tterrag: Yeah, know other way works. So i should just use the vanilla packet handler for that? When sending vanilla packets?
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L558[21:33:42] <tterrag> probably
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