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L33[01:54:52] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20171025 mappings to Forge Maven.
L34[01:54:56] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20171025-1.12.zip (mappings = "snapshot_20171025" in build.gradle).
L35[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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L37[02:28:15] <gigaherz|work> oooh https://twitter.com/Dinnerbone/status/923081118932504576
L38[02:28:23] <gigaherz|work> heh https://twitter.com/Dinnerbone/status/923081695871545344
L39[02:28:34] <gigaherz|work> oh meh... not that interesting https://twitter.com/Dinnerbone/status/923082016710647808
L40[02:30:19] <quadraxis> library changes and data packs are still somewhat interesting
L41[02:30:56] <quadraxis> wonder if json recipes are in for data packs
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L67[06:22:59] <Kruptein> Hm I have a block that has it's state set upon getStateForPlacement and based on its surroundings, which works. Now the /fill and /setblock commands do not use this as they use either the default state or a supplied state.
L68[06:23:16] <Kruptein> is there some way to get the getStateForPlacement behaviour with those commands?
L69[06:23:33] <gigaherz|work> I don't believe so
L70[06:23:52] <Kruptein> yeah I was afraid so
L71[06:24:04] <gigaherz|work> I might be wrong
L72[06:24:09] <gigaherz|work> or there may be some alternative way
L73[06:24:29] <gigaherz|work> like, does onBlockPlaced get called?
L74[06:24:43] <gigaherz|work> or onblockPlacedBy, whichever is the one that was NOT renamed getStateForPlacement
L75[06:24:56] <Kruptein> yeah onBlockPlacedBy is not called either
L76[06:26:32] <gigaherz|work> yeah then I don't believe there's any good way to make it work when using commands
L77[06:26:35] <Kruptein> the default state itself is in the normal usage of the block something that almost never happens though, so I might do some extra check in getActualState or something if it's currently in the default state
L78[06:26:51] <gigaherz|work> hmmm
L79[06:27:00] <gigaherz|work> if onBlockAdded is called
L80[06:27:09] <gigaherz|work> you might be able to schedule a block update
L81[06:27:23] <gigaherz|work> and then "fix" the state in the update method
L82[06:27:27] <Kruptein> hm true
L83[06:27:57] <Kruptein> no dice either
L84[06:28:13] <Kruptein> looking at the command code, it just calls setBlockState
L85[06:28:30] <gigaherz|work> yep
L86[06:28:38] <gigaherz|work> I was hoping that setBlockState did imply onBlockAdded
L87[06:28:54] <gigaherz|work> since it gets called even when loading from a save
L88[06:29:23] <Kruptein> yeah, well I'll tinker around more thanks for the help
L89[06:29:38] <Ordinastie> setBlockState does call onBlockAdded
L90[06:29:42] <Kruptein> hm
L91[06:30:00] <Ordinastie> not client side though
L92[06:30:04] <Kruptein> my breakpoint did not get called during the /setblock placement though
L93[06:31:26] <Kruptein> but it's indeed in one of the if cases in the setBlockState method
L94[06:35:35] <Kruptein> I'm retarded
L95[06:35:53] <Kruptein> I didn't restart my game after overriding the onBlockAdded method
L96[06:36:26] <Kruptein> so yeah it does call onBlockAdded :)
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L107[09:03:11] <barteks2x> awesome, discord broke itself completely. Completely black, shows nothing
L108[09:05:34] <Andrio> Ctrl+R?
L109[09:07:30] <barteks2x> looks like I need libcxx package...
L110[09:08:07] <barteks2x> what... it loaded
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L112[09:20:01] <barteks2x> If I want to dynamically create a texture 9in GUI), is the only option raw opengl calls or is there somethingn builtin Minecraft?
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L116[10:05:29] <barteks2x> awesome, 1.13 snapshot is out. And it has lwjgl3 :D
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L119[10:21:33] <barteks2x> either that snapshot uses more ram than chrome before even getting to main menu, or something in my system decided to just eat all the available ram
L120[10:26:54] <barteks2x> I can't get into terminal or task manager, hexchat is the only more or less responsive thing now...
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L123[10:31:20] <barteks2x> OH GOD it is Minecraft using 1315 (!) GB RAM
L124[10:31:45] <barteks2x> *15
L125[10:31:50] <barteks2x> on a 4GB machine
L126[10:32:28] <barteks2x> well, maybe 10 GB of actual RAM. It ate all of my RAM and all of my SWAP
L127[10:41:43] <Ashlee> why are you running Minecraft with Xmx10G? :P
L128[10:41:51] <barteks2x> I ran it with Xmx1G
L129[10:41:59] <Ashlee> then it shouldn't go beyond ~1GB mark
L130[10:42:03] <barteks2x> it did
L131[10:42:11] <barteks2x> now I will run it with ulimit...
L132[10:42:33] <Ashlee> note that there's other stuff than Xmx that get allocated but it definitely should not be 10GB ;)
L133[10:43:06] <barteks2x> it was 10GB and then hard crashed the JVm presumably with out of memory
L134[10:43:16] <barteks2x> but I can't find hs_err file
L135[10:44:25] <barteks2x> crap... disabling custom JVM arguments removes whatever I had there
L136[10:44:33] <barteks2x> now I don't have the arguments I had
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L140[10:56:25] <ben_mkiv> @bartek https://workflowy.com/s/z2H77Wc8rH
L141[10:57:11] <barteks2x> I had some G1GC options (which I know have been useless because only 1GB allocated)
L142[10:57:23] <IoP> using or reserved?
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L144[10:57:56] <barteks2x> Xmx=Xms=1G
L145[10:58:10] <barteks2x> and I had printgc, so I knew java heap didn't go above 100MB
L146[10:58:14] <barteks2x> well, 110MB
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L148[10:59:35] <barteks2x> so it used 10+GB of memory allocated outside of java heap...
L149[10:59:57] <Ashlee> latest java8? (j8u151 I think)
L150[11:00:07] <barteks2x> 144
L151[11:00:12] <Ashlee> update then
L152[11:00:25] <barteks2x> not like the launcher has a newer one builtin...
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L154[11:01:26] <barteks2x> And I hate updating java because oracle is stupid and because of that I have to manually open their download page in browser, and extract the archive so package manager has access to it
L155[11:02:32] <barteks2x> anyway, now I can't make it happen again.
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L161[11:44:36] <barteks2x> FernFlower can sometimes be so dumb: return (void)this.fld_1405_a;
L162[11:47:59] <malte0811> What was that supposed to be?
L163[11:59:53] <barteks2x> no idea, I tried to decompile the snapshot
L164[12:01:13] <malte0811> Didn't even know there was one. Is there any way to apply the current MCP mappings to it?
L165[12:01:26] <barteks2x> I used a tool called despector
L166[12:01:51] <barteks2x> But now that I see that it doesn't work too well, I will try to continue working on my own tool to update SRG mappings
L167[12:02:14] <barteks2x> (because SRG mappings are the only issue, once you have srg mappings you can decompile any version)
L168[12:03:22] <barteks2x> These are results for 1.12.2->latest snapshot: Mapped 3162/3310 classes (95.53%) Mapped 9771/11807 fields (82.76%) Mapped 17859/20598 methods (86.70%)
L169[12:04:52] <malte0811> Using despector or your own tool?
L170[12:05:00] <barteks2x> using despector
L171[12:05:14] <barteks2x> my own tool is nowhere near being able to update any mappings yet
L172[12:05:22] <barteks2x> I will maybe work on it a bit tomorrow
L173[12:05:50] <barteks2x> I wanted to use it to decompile a particular 1.8 snapshot
L174[12:06:19] <barteks2x> (with deobfuscated names that is, with obfuscated names you can decompile any version)
L175[12:11:49] <McJty> What is the right call to do to get the actual light level on a block? i.e. the one that determines if mobs can spawn?
L176[12:14:39] <barteks2x> McJty, either World#getLightFromNeighbors, or World#getLight(BlockPos, false)
L177[12:14:50] <barteks2x> rgw first one is what mob spawning code uses
L178[12:15:44] <McJty> Ok let me try that one
L179[12:18:00] <barteks2x> looking at my srg matcher code that I never finished, it's currently able to successfully find which classes are the same between 1.8 and 1.8 :D
L180[12:18:22] <barteks2x> (not a typo)
L181[12:19:36] <Corosus> yeah iirc, world.getLightFromNeighbors(new BlockPos(x, y, z)) < 5 is what i use to replicate the lighting based spawn rule
L182[12:19:54] <McJty> barteks2x, hmm. world.getLightFromNeighbors(pos) returns 0 even if there is light at some spot
L183[12:21:46] <barteks2x> McJty, this is vanilla code for chewcking if mob can spawn https://paste.pound-python.org/show/rABPHM51PtKHbd0TOMbU/
L184[12:24:11] <McJty> Hmm even in the open at daytime (with sky above me) getLightFromNeighbors returns 0
L185[12:24:24] <McJty> oh nm
L186[12:24:25] <barteks2x> are you sure you give it the right BlockPos?
L187[12:24:28] <McJty> Nope
L188[12:24:29] <McJty> :-)
L189[12:24:45] <McJty> Thanks for the help
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L192[12:48:07] <malte0811> barteks2x: Despector/OpfuscationMapper crashes with "Lchw; is a descriptor not a type name" when I try to update the mappings?
L193[12:52:52] <barteks2x> you may need to compile it yourself
L194[12:52:58] <barteks2x> malte0811, ^
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L209[15:01:03] <LexMobile> hehe its just a snapshot you guys can chill out until next week and I've got time again :P
L210[15:02:24] <ghz|afk> oh they released the snapshot?
L211[15:03:46] <ghz|afk> ah nice lwjgl3
L212[15:04:27] <Javaschreiber> Do they finaly fix the weird controller api in lwjgl3?
L213[15:05:22] <ghz|afk> no idea how the controller api looked like before
L214[15:05:28] <ghz|afk> and no idea how it looks like now
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L217[15:11:00] <Javaschreiber> For my mod I had to implement IPC to have another process handle the controller, as LWJGL got really messed up when a controller got disconnected.
L218[15:11:20] <Javaschreiber> So when it got messed up, I could just kill the process and restart it.
L219[15:11:51] <barteks2x> games generally don't deal well with controllers being connected and disconnected
L220[15:12:05] <ghz|afk> xcept for when the API explicitly supports it as a major feature
L221[15:12:14] <ghz|afk> example: XInput on windows (the xbox controller api)
L222[15:12:23] <ghz|afk> is designed to allow easy connecting and disconnecting
L223[15:12:28] <ghz|afk> even then some early games would suck at it
L224[15:12:35] <ghz|afk> and I guess some still do...
L225[15:13:07] <barteks2x> most games I tried won't detect a controller when you connect it while the game is running
L226[15:13:32] <ghz|afk> yeah lazy coders
L227[15:13:42] <ghz|afk> or shitty companies not allocating enough time for it
L228[15:13:50] <barteks2x> And I'm not talking about some indie games
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L230[15:15:16] <barteks2x> I cna understand this for a sound card (but it's still annoying when you have USB headphones), but fir a controller it seems like it should work
L231[15:15:36] <ghz|afk> well
L232[15:15:41] <ghz|afk> it's not as straightforward as it might seem
L233[15:15:44] <ghz|afk> some games do it right but
L234[15:15:51] <ghz|afk> it's easier to just have a startup check like
L235[15:16:16] <barteks2x> it's probably as hard as window resizing support in windowed mode...
L236[15:16:21] <ghz|afk> if (xinput.controllers.size() > 0) enable_xinput();
L237[15:16:29] <ghz|afk> no
L238[15:16:34] <ghz|afk> window resizing is often harder
L239[15:16:37] <ghz|afk> ;P
L240[15:16:51] <ghz|afk> requires reallocating backbuffers and such
L241[15:16:55] <barteks2x> I've still seen many games get window resizing right
L242[15:17:02] <barteks2x> without any visible delay
L243[15:17:18] <ghz|afk> but really
L244[15:17:20] <ghz|afk> we blame the devs
L245[15:17:23] <ghz|afk> it's really the engine
L246[15:17:35] <barteks2x> which is made by some other developers
L247[15:17:42] <ghz|afk> these days, you would expect the game engine to come with decent windowed mode support
L248[15:17:50] <ghz|afk> decent borderless fullscreen, and exclusive fullscreen
L249[15:17:55] <ghz|afk> decent input mapping API, etc
L250[15:18:05] <ghz|afk> but it's not even there
L251[15:18:23] <ghz|afk> maybe it will be changing now that PC gaming is back on the front page
L252[15:18:37] <ghz|afk> but for a while, pc games were ports, with lazy coded engines
L253[15:19:00] <ghz|afk> since they earned way more selling console licenses
L254[15:19:23] <ghz|afk> and consoles don't need input mapping, or windowed resizing
L255[15:21:14] <barteks2x> or windowed mode at all
L256[15:22:33] <barteks2x> So I guess Minecraft does it mostly right....
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L258[15:23:02] <c64cosmin> due to the frustum matrix formula
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L290[17:08:13] <ScottehBoeh> Does anyone have an example of a player capability being used to store player data?
L291[17:08:26] <ghz|afk> define "player data"
L292[17:08:42] <ScottehBoeh> eg say I had an economy. Storing balance per-player
L293[17:09:49] <ghz|afk> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/spells/SpellcastEntityData.java
L294[17:09:55] <ghz|afk> well then this is a bit more complicated than you need
L295[17:09:58] <ghz|afk> ;P
L296[17:10:01] <ghz|afk> but it's a working example
L297[17:10:17] <ScottehBoeh> Ah many thanks :)
L298[17:10:49] <ScottehBoeh> huh.. reminds me of IExtendedPlayerData
L299[17:11:05] <ScottehBoeh> EntityProperties* oml
L300[17:11:10] <ghz|afk> yup
L301[17:11:14] <ghz|afk> that's pretty much a "port"
L302[17:11:14] <c64cosmin> does any one know what this is happening? https://imgur.com/LUgEyM7
L303[17:11:17] <ghz|afk> of the IEEO
L304[17:11:18] <ghz|afk> IEEP*
L305[17:11:30] <ghz|afk> it still keeps some of the design choices
L306[17:11:41] <ghz|afk> but it's a capability, and it attaches to players
L307[17:11:47] <ghz|afk> so it serves that purpose
L308[17:13:27] <c64cosmin> I don't seem to have anything different from vanilla
L309[17:13:41] <c64cosmin> yet, only to my slab is happening
L310[17:14:20] <ScottehBoeh> This is a very clean port
L311[17:14:47] <ghz|afk> I have been refining it
L312[17:15:49] <ScottehBoeh> PROP_KEY. I suppose this is for where the playerdata is stored?
L313[17:16:02] <ScottehBoeh> I'm gonna get the docs up
L314[17:16:07] <ghz|afk> it's just an internal ID
L315[17:16:19] <ghz|afk> used to distinguish the saved data in the NBT compound
L316[17:16:42] <ghz|afk> it's not REALLY used for much else
L317[17:16:48] <ScottehBoeh> Ah
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L319[17:19:18] <ghz|afk> c64cosmin: I don't know what you mean
L320[17:24:30] <ScottehBoeh> Is he talking about that shadowy part in his slab
L321[17:24:31] <ScottehBoeh> ?
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L324[17:34:24] <c64cosmin> yeah
L325[17:35:07] <c64cosmin> it seems that my slabs are totally opaque
L326[17:35:13] <c64cosmin> either they are double or simple
L327[17:41:39] <ghz|afk> you might be missing one ofthose is*Cube or whatever
L328[17:42:03] <ghz|afk> try overriding isOpaqueCube to false when not full
L329[17:44:52] <c64cosmin> doesn't change anything :(
L330[17:46:32] <ghz|afk> do you override isFullyOpaque like the vanilla slab?
L331[17:46:44] <ghz|afk> and isFullCube?
L332[17:50:05] <c64cosmin> I'm sistematically overriding all of them
L333[17:56:14] <c64cosmin> lol
L334[17:56:30] <c64cosmin> Overriding this solved it getPackedLightmapCoords
L335[18:05:28] <c64cosmin> I was super wrong
L336[18:05:34] <c64cosmin> it's about this.useNeighborBrightness
L337[18:07:47] <c64cosmin> seems like those flags are not properly set up
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L374[22:16:34] <StormCloud> how do I get the mappings for Access Transformers again?
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L376[22:30:41] <mezz_> StormCloud, you look them up with MCPBot_Reborn
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L378[22:36:10] <StormCloud> Yeah, I forget his commands tho
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