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L28[01:58:45] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171009 mappings to Forge Maven.
L29[01:58:48] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171009-1.12.zip
(mappings = "snapshot_20171009" in build.gradle).
L30[01:58:59] <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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L59[05:43:22] <barteks2x> I would like to
detect mods using some methods by analyzing bytecode (logging when
it's called won't do it, it's usually either not used or used a
lot).Is it possible without doing it in coremod?
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L61[05:45:52] <sham1> ...WHy
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L63[05:46:33] <barteks2x> because with
cubic chunks, when mods use them, the failures are hard to see by
the user, but obvious by just the fact that these methods are
used
L64[05:46:45] <sham1> Oh right
L65[05:46:48] <barteks2x> for example
BlockPos.toLong, or Chunk.getStorageArrays
L66[05:46:49] <sham1> You're that
person
L67[05:47:03] <sham1> I'm sorry, I'm very
much out of the loop with this modding stuff
L68[05:48:06] <barteks2x> And I could to it
in class transformer, but I would need to make sure it's the last
one. And it's not really possible to access configuration from
there
L69[05:48:20] <barteks2x> well, its
possible but I doubt it should be done
L70[05:49:53] <ghz|afk> I guess you
wouldn't need to be a coremod to take the asm library and use
it
L71[05:50:02] <ghz|afk> you just won't be
able to scan the classes "as they load"?
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L73[05:51:08] <barteks2x> Anyone knows if
mixin runs before or after coremod?
L74[05:52:28] <ghz|afk> hmmm you could also
use a class transformer on toLong and getStorageArrays and
such
L75[05:52:33] <ghz|afk> and force a crash
if those are called ;P
L76[05:52:55] <barteks2x> I don't want to
crash when they are called, I just want to inform the user that
things probably won't go very well
L77[05:53:03] <ghz|afk> right
L78[05:53:04] <ghz|afk> hmm
L79[05:53:34] <ghz|afk> yeah can't think of
anything other than being a coremod and watching as classes
load
L80[05:53:58] <barteks2x> And I really
doubt that even coremod with sorting index Integer.MAX_VALUE will
run after tweakers
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L82[06:08:11] <barteks2x> Is there any way
to make gson also include some kind of comments in serialized
json?
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L102[08:05:20] <Andrio> Technically JSON
isn't supposed to have comments.
L103[08:05:38] <Andrio> Some deserialisers
recognise C-style comments though.
L104[08:05:50] <Andrio> Minecraft used
to...
L105[08:06:29] <Andrio> You can still have
comments as actual properties that do nothing.
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L119[08:58:28] <ScottehBoeh> This took a
while, worth every minute
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L134[10:20:35] <ajb> where is the code
that draws entities and handles rubber banding?
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L144[11:08:18] <barteks2x> heh... my
friend made his first game in unity, I tested the linux build...
and I got it to segfault :D
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L150[11:41:59] <ybden> Is there a registry
for dimensions now, or do you still have to set dimension ids
yourself?
L151[11:43:19] <McJty> Both are possible.
For custom dimensions it is often still hard-set to a specific
value
L152[11:43:27] <McJty> But mods like
rftools+mystcraft dynamically allocate id's
L153[11:43:31] <McJty> Which has always
been possible btw
L154[11:43:47] <McJty> I mean I have done
that in 1.7.10
L155[11:44:07] <ybden> is one of them
preferable?
L156[11:44:26] <McJty> Specific hard ID is
easier. That way you don't have to communicate that to the
client
L157[11:44:36] <McJty> As both
client/server can set that in config
L158[11:44:41] <ybden> *nod*
L159[11:46:17] <ybden> I guess that
special logic would be necessary for persisting dynamically
allocated IDs over world reload?
L160[11:46:59] <McJty> Well rftools needs
to do that because the client can't know what dimensions have been
created on the server
L161[11:47:13] <McJty> So they have to be
sent to the client exactly before the player is joined to his/her
world
L162[11:47:18] <McJty> Otherwise that
world might not yet exist even
L163[11:47:20] <ybden> Right
L164[11:48:44] <ybden> Is there any list
of default dimension ids used by mods, or is it best to just pick
some random highish ID and hope that noone has used it yet?
L165[11:49:14] <ybden> (or some other best
practice for picking dimension ids)
L166[11:49:19] <McJty> The latter. The
only thing you can do is at least try to avoid a few common
ones
L167[11:49:28] <McJty> Like Twilight
Forest, Deep Dark ...
L168[11:49:35] <ybden> Mmh
L169[11:49:39] <ybden> Thanks for your
tips
L170[11:50:04] <McJty> np
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L173[12:04:11] <Ordinastie> anyone ever
got that : java.lang.IllegalArgumentException: Cannot get property
PropertyDirection{name=facing, clazz=class
net.minecraft.util.EnumFacing, values=[north, south, west, east]}
as it does not exist in BlockStateContainer{block=null,
properties=[]} ?
L174[12:04:36] <malte0811> Often with air,
never with null
L175[12:04:52] <malte0811> This is in the
TESR?
L176[12:07:14] <Ordinastie> from TESR
yes
L177[12:07:18] <McJty> Ordinastie, you are
trying to get a property from air
L178[12:07:30] <McJty> Check if you have
the right block first
L179[12:07:35] <Ordinastie> then block
should be AIR
L180[12:07:58] <McJty> Hmm
L181[12:08:11] <McJty> Maybe this can also
occur when a mod/block was removed from the game?
L182[12:08:16] <McJty> Leaving null there
instead of Air
L183[12:08:20] <McJty> No idea
otherwise
L184[12:08:50] <Ordinastie> I also check
for AIR before rendering
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L197[13:06:33] <ajb> hmm... using double
for entity position is just asking for trouble
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L215[15:01:01] <simon816> huh just noticed
forge is at 6000 commits now
L216[15:01:14] <ghz|afk> heh
L217[15:01:39] <kashike> yeah, development
is stopping now
L218[15:02:06] <ghz|afk> development
stopped at 666
L219[15:02:10] <ghz|afk> we have been in
hell ever since
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L221[15:11:41] <Ivorius> kashike:
wut
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L229[15:31:54] <c64cosmin> o/ heyall
L230[15:32:06] <c64cosmin> just crashed
here after like half a year xD
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L232[15:32:47] <c64cosmin> question is, I
have my code running on 1.12 should I continue like so or should I
upgrade to 1.12.2?
L233[15:38:48] <ghz|afk> chances are it
works regardless
L234[15:45:20] <c64cosmin> so upgrading
will have minimal impact, I mean is it even worth it, or is it
sugested?
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L244[16:06:29] <MunkyMagick> for 1.7.10,
is there a PotionEffect registry I can pull names and Ids
from?
L245[16:06:59] <ghz|afk> not in the modern
sense
L246[16:07:19] <ghz|afk> I mean there was
something, but potions worked quite differently before 1.9.4
L247[16:07:29] <ghz|afk> so no idea
;p
L248[16:07:54] <simon816> >1.7.10
L249[16:07:56] <simon816> >2017
L250[16:07:57] <ghz|afk> that said, are
you aware that 1.7.10 was released closer to beta than 1.12?
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L255[16:21:24] <MunkyMagick> I know but I
was asked to write it for 1.7.10 :p. This is what I am trying to
do:
https://pastebin.com/QVbtHGaX but I am getting a
null pointer exception.
L257[16:38:47] <c64cosmin> @ajb a custom
vertex shader can be used to render duplicates :D
L258[16:39:36] <ajb> sometimes it doesn't
even render them once
L259[16:39:41] <ajb> i have no idea
why
L260[16:39:54] <ajb> everything involving
blocks works perfectly it seems
L261[16:40:04] <ajb> but anything
involving entities is completely messed up
L262[16:40:08] <c64cosmin> do you snap the
entities?
L264[16:40:38] <ajb> on
EntityEvent.EnteringChunk
L265[16:40:39] <c64cosmin> I suggest
something like a modulo interface for variables
L266[16:40:46] <c64cosmin> that is titanic
work but might work
L267[16:41:20] <c64cosmin> that way you
will know that the variables are clamped between said intervals and
arithmetic is always correct
L268[16:41:40] <c64cosmin> but to
implement that, might get insane fast xD
L269[16:42:06] <ajb> well, if an entity
ever is in the wrong place it prints a big warning and kills the
entity
L270[16:42:20] <ajb> the issue is with
rendering only it seems
L271[16:42:43] <ajb> except for tile
entities which seem to get duped
L272[16:43:07] <c64cosmin> do they leak
memory and get more and more instances?
L273[16:43:20] <ajb> if you reach across
the border into a chest, that version has its own unique inventory,
but it is the same block
L274[16:43:28] <ajb> so you destroy one
and they both drop their contents
L275[16:44:08] <c64cosmin> yielding
duplicates
L276[16:44:16] <ajb> not really
L277[16:44:24] <ajb> it doesn't dupe any
items you put in it
L278[16:44:28] <c64cosmin> oh now I
see
L279[16:44:33] <ajb> it is like two chests
on the same block
L280[16:44:43] <c64cosmin> wow,
kudos!!!
L281[16:45:55] <ajb> all this is doing is
extending the chunk providers so that they return the same chunk at
different x,z
L282[16:46:04] <ajb> so there's only four
chunks total in the video
L283[16:47:36] <c64cosmin> thus no changes
in the blocks themselves
L284[16:47:48] <ajb> none at all, it just
works
L285[16:48:05] <c64cosmin> quite
unexpected really
L286[16:49:09] <ajb> the idea is to use it
with a much bigger world, meaning any given chunk should only be
loaded once due to draw distance
L287[16:49:59] <ajb> most of the problems
would probably disappear under those conditions, eg only one
version of the entity is visible etc
L288[16:50:12] <ajb> the chest thing will
still happen though
L289[16:55:01] <ybden> that seems like a
horrible way to solve this; wouldn't it be much cleaner to change
the rendering?
L290[16:55:45] <ajb> no, because you can't
render chunks if they are not loaded
L291[16:56:05] <ybden> you'd still need to
load the chunks
L292[16:56:07] <ajb> and even if you
could, you wouldn't be able to rach over the board and place a
block, or send redstone signals
L293[16:56:18] <ybden> ugh
L294[16:56:18] <ajb> loading the chunks is
really all this does
L295[16:56:36] <ybden> hm. maybe just
doing the rendering for entities?
L296[16:56:56] <ybden> since your chunk
provider solves the issue with wraparound
L297[16:57:01] <ajb> yes, entity rendering
would need tweaks to make sure they get rendered in the right place
relative to their block
L298[16:57:33] <ybden> would be pretty
neat to see yourself in the next chunk
L299[16:57:45] <ybden> reminds me of what
ichun did w/ the portal rendering
L300[16:59:43] <ajb> i think that would be
especially hard since the player normally never sees themself
L301[17:00:39] <ybden> Eh, it's just
another entity
L302[17:00:45] <ybden> I don't see why
that should be problematic
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L318[19:15:31] <Hink> How do I make my
drag and drop GUI smooth?
L321[19:16:44] <Hink>
GuiScreen#mouseClickMove isn't really smooth
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L324[19:31:12] <ghz|afk> Hink: if by
"smooth" you mean make the gui stick to the mouse without
input lag, you probably can't
L325[19:31:37] <ghz|afk> also note tht the
gui is scaled
L326[19:31:49] <ghz|afk> you'd have to
move it to non-integer positions for it to move smoothly
L327[19:31:58] <ghz|afk> but that
aside
L328[19:32:40] <ghz|afk> the mouse cursor
is often a hardware cursor, meaning the mouse coords are shared
with the gpu using a more direct code path, so a game's rendering
ends up being delayed in compraison
L329[19:32:43] <ghz|afk> comparison*
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L342[20:19:45] <NexuNuke> Hey, would
anyone be able to help me real quick?
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