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L2[00:28:48] <xaero> ben_mkiv: mc has
special code to detect entities, iirc it constructs an AABB to
collect entities and then tries to intersect the entity's BB with
the ray
L3[00:30:04] <ben_mkiv> yea, but im pretty
sure that rayTrace did work for me before oO
L4[00:31:36] <ben_mkiv> player.rayTrace(128,
1).typeOfHit should be ENTITY
L5[00:32:05] <cjm721> There are diffrent
raytrace methods, only some of them will return entity
L6[00:33:05] <ben_mkiv> yea, i'm probably
using the wrong one
L7[00:33:27] <ben_mkiv> because it just uses
rayTraceBlocks
L8[00:33:29] <ben_mkiv> hmm
L9[00:33:39] <cjm721> Been a long time since
I worked with that code of mine, but I ended up writing my
own
L10[00:33:52] <cjm721> so unless myself a
few months ago was being stupid I did not find it
L11[00:33:59] <ben_mkiv> well i want to
figure out which entity was rightclicked
L12[00:34:03] <ben_mkiv> maybe theres
another way?!
L13[00:34:10] <cjm721> Close or
distant?
L14[00:34:14] <ben_mkiv> close
L15[00:34:16] <xaero> client or
server?
L16[00:34:33] <xaero> on the client,
there's mc.objectMouseOver
L17[00:34:33] <ben_mkiv> client should be
fine
L18[00:34:35] <cjm721> Then there is
probably method for it. Mine was for arbitrary distances.
L19[00:34:45] <ben_mkiv> i can check on
server if its in aabb range
L20[00:34:46] <xaero> it's a
MovingObjectPosition
L21[00:35:03] <ben_mkiv> yea i've messed
with that 30mins ago...
L22[00:35:31] <xaero>
mc.objectMouseOver?
L23[00:37:04] <ben_mkiv> perfect, works.
thanks =)
L24[00:38:12] <xaero> nice :)
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L31[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180115 mappings to Forge Maven.
L32[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180115-1.12.zip
(mappings = "snapshot_20180115" in build.gradle).
L33[02:00:17] <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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L60[08:15:09] <Ordinastie> can a command be
executed on both sides ?
L61[08:15:13] <Ordinastie> I mean,
automatically
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L76[10:22:53] <McJty> Is there a way to get
rid of the horizon effect in the overworld? Say one replaces the
overworld with a void like worl
L77[10:22:54] <McJty> world
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L92[12:16:19] <killjoy> use it for mappings
safe reflection
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L94[12:21:19] <Ordinastie> killjoy, what
sets the property for the dir ?
L95[12:21:41] <killjoy> GradleStart
L96[12:21:52] <Ordinastie> ah
L97[12:22:03] <Ordinastie> might steal that
:)
L98[12:22:06] <killjoy> You can also get
all the srges
L99[12:22:37] <killjoy> See
GradleStartCommon for all the properties
L100[12:22:59] <killjoy> just supply the
srg name and get the mcp name (if in dev)
L101[12:23:15] <Ordinastie> I don't have
access to the gradle stuff
L102[12:23:29] <killjoy> GradleStart is
added to your classpath
L103[12:23:46] <killjoy> given you ran
makeStart
L104[12:24:16] <Ordinastie> I didn't
L105[12:24:35] <Ordinastie> never
needed
L106[12:24:37] <Ordinastie> it
L107[12:24:53] <killjoy> it also runs when
you run setupDev/DecompWorkspace
L108[12:25:23] <Ordinastie> that I
did
L109[12:27:33] <Ordinastie> eclipse can't
find any Gradle class
L110[12:27:40] <Ordinastie> except when I
start run/debug
L111[12:28:12] <killjoy> Should be in your
external libraries
L112[12:29:04] <Ordinastie> in what jar
?
L113[12:29:14] <killjoy> it's a folder
called start
L115[12:29:22] <Ordinastie> ah yes
L116[12:29:55] <Ordinastie> Open Type
doesn't find them though
L117[12:31:04] <killjoy> Thank mumfrey for
the concept of this. He's got a similar system in liteloader
L118[12:31:32] <Ordinastie> for ? the
mapping class ?
L119[12:31:50] <killjoy> kind of
L120[12:32:17] <Ordinastie> not really
new, but I like the simplicity of this one
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L123[12:36:16] <Ordinastie> a lot less
simple :)
L124[12:42:39] <killjoy> Well it's useful
because it includes the owner
L125[12:45:07] <killjoy> You can construct
a reflection target without knowing the owning class
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L132[14:09:06] <barteks2x> Does 1.7.10
have a command that allows to set player rotation?
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L134[14:10:13] <killjoy> a command? Don't
think so
L135[14:10:22] <killjoy> and /entitydata
doesn't support players
L136[14:10:37] <barteks2x> or any way to
do that that allows me to set exact rotation value
L137[14:10:52] <killjoy> limited to
command or can use method?
L138[14:11:02] <barteks2x> has to work in
snapshots
L139[14:11:16] <gigaherz> I think setting
the player rotation was added in a newer version?
L140[14:12:59] <barteks2x> and the java
launcher seems to delete my custom downloaded snapshots but I can't
figure out when
L141[14:13:27] <killjoy> current
snapshot?
L142[14:13:32] <killjoy> What do you mean
by custom?
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L144[14:14:44] <barteks2x> well, snapshots
not listed in the version lists
L145[14:14:50] <barteks2x> downloaded from
linus found on wiki
L146[14:17:58] <killjoy> have a
link?
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L149[14:28:11] <killjoy> works for
me.
L150[14:28:16] <killjoy> Download the json
instead of the jar
L151[14:29:25] <killjoy> And don't forget
to check the enable snapshots box
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L153[14:30:32] <barteks2x> why you quit...
I wanted to reply
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L157[14:42:26] <barteks2x> killjoy it
works but then after some time the launcher randomly decides to
delete the snapshot
L158[14:42:46] <barteks2x> usually after I
restart my computer
L159[14:42:49] <killjoy> Why are you using
snapshots anyway?
L160[14:42:54] <barteks2x> testing
stuff
L161[14:43:01] <killjoy> Why?
L162[14:43:32] <barteks2x> trying to find
the exact version that caused a specific performance change on my
computer
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L179[15:55:43] <ben_mkiv> whats usually
used to display text in a GUI?
L180[15:55:55] <killjoy>
fontRenderer
L181[15:56:03] <ben_mkiv> isnt there like
a widget?
L182[15:56:06] <gigaherz> !mh
getNextOffset
L183[15:56:06] <killjoy> no
L184[15:56:15] <gigaherz> ben_mkiv: nope,
you draw it yourself.
L185[15:56:15] <killjoy> minecraft has no
gui elements aside from buttons
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L187[15:56:55] <gigaherz> the mc GUI
design is quite weird
L188[15:56:55] <Ordinastie> You should
have used MalisisCore :p
L189[15:56:56] <ben_mkiv> doesnt it even
use any kind of widgets for inventorys and such?
L190[15:57:03] <gigaherz> nope
L191[15:57:04] <ben_mkiv> cant believe
that this is all hardcoded as gl calls
L192[15:57:08] <gigaherz> well
L193[15:57:14] <gigaherz> the slots are
hardcoded in the image itself
L194[15:57:17] <ben_mkiv> Ordinastie,
me?
L195[15:57:18] <gigaherz> and the drawing
of the items in the slots
L196[15:57:27] <gigaherz> is handled by
GuiContainer#drawSlot
L197[15:57:29] <Ordinastie> yes
L198[15:57:35] <ben_mkiv> oh, so it just
draws items on top of a texture for inventorys
L199[15:57:39] <gigaherz> yup
L200[15:57:44] <ben_mkiv> thanks
L201[15:57:55] <gigaherz> mc doesn't have
"widgets" per se
L202[15:58:10] <gigaherz> well
L203[15:58:15] <gigaherz> it sortof does:
for configuration screens
L204[15:58:24] <gigaherz> like, GuiButton,
GuiSlider
L205[15:59:46] <killjoy> There's also
GuiTextField
L206[15:59:56] <gigaherz> If I was to
reimplement the gui system
L207[16:00:00] <killjoy> I di
L208[16:00:01] <killjoy> did
L209[16:00:03] <gigaherz> I'd make
everyuthing flexible ;P
L210[16:00:15] <gigaherz> GuiFrame to draw
the outer border
L211[16:00:16] <Ordinastie> I did
L212[16:00:21] <killjoy> Any sane person
did
L213[16:00:22] <gigaherz> GuiSlot for the
slot including the edges of the slot
L214[16:00:23] <gigaherz> etc
L215[16:00:59] <gigaherz> and I'd make the
Slot in the container side NOT include x/y coords, but rather the
GuiSlot would have a slot index
L216[16:01:05] <killjoy> The only thing I
didn't implement is margins
L217[16:01:22] <killjoy> If I were to
start over, I'd make it xml based
L218[16:01:24] <gigaherz> then I'd go one
step further, and put all of that in a .xml file, inspired by
XAML
L219[16:01:36] <killjoy> XAML? No,
inspired by html
L220[16:01:40] <ben_mkiv> thats what im
thinking of rn
L221[16:01:44] <gigaherz> nah
L222[16:01:46] <gigaherz> html sucks for
UIs
L223[16:01:52] <gigaherz> it's like the
worst possible language for UI design
L224[16:01:57] <killjoy> I said inspired
by, not implemented with
L225[16:01:58] <gigaherz> in
contrast
L226[16:02:04] <gigaherz> it's a good
inspiration for a BOOK format
L227[16:02:12] <killjoy> so pdf?
L228[16:02:13] <gigaherz> which is why I
used html as the inspiration for Guidebook ;P
L230[16:02:24] <ben_mkiv> cant one use one
of those?
L231[16:02:33] <killjoy> Except we'd have
to use json for some reason because that's what minecraft uses
everywhere else
L232[16:02:37] <gigaherz> ben_mkiv: no
that is not invented here ;P
L233[16:02:49] <killjoy> maybe even use
configurate. It would be nice
L234[16:02:52] <gigaherz> killjoy: well,
yes, because PE already uses json for GUIs
L235[16:02:53] <gigaherz> ;P
L236[16:03:00] <killjoy> it does?
L237[16:03:05] <gigaherz> so far as I
know, yes
L238[16:03:07] <killjoy> That's another
point for PE
L239[16:03:19] <killjoy> it has gui jsons
and json entity models
L240[16:16:31] <ben_mkiv> can a modjar
contain 2 mods?
L241[16:16:35] <killjoy> yes
L242[16:16:53] <ben_mkiv> thanks
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L254[16:57:24] <donington> Does anyone
have any clue how to deal with creative mode obliterating
capabilities attached to ItemStacks? Or is it just a bug
L255[16:59:04] <gigaherz> when does it
obliterate capabilities?
L256[16:59:43] <donington> It seems to
lose the capability whenever the client updates the inventory, in
creative mode the client sends packets when you open your
inventory, click on things, etc
L257[16:59:51] <Ordinastie> obliterate
sounds like serious business, maybe you should stay clear of
it
L258[17:00:01] <gigaherz> ah
L259[17:00:03] <donington> it seems just
opening the inventory makes an ItemStack lose any attached
caps
L260[17:00:14] <gigaherz> hmmm
L261[17:00:18] <Ordinastie> do you attach
the caps on the client?
L262[17:00:19] <gigaherz> it may be a sync
issue
L263[17:00:33] <gigaherz> I don't believe
forge syncs caps with the client by default
L264[17:01:27] <donington> No not by
default, though I do have a listener/dispatcher setup based off of
some posts by Choonster so in this case the client has the caps and
yes they are attached on both sides
L265[17:02:49] <donington> ima check the
github to see if anyone else has run into this. It's not that big
of a deal but I'm baffled by it
L266[17:04:12] <donington> I'll also try
removing the cap synchronization to see if that makes the overwrite
disappear, just to rule it out
L267[17:05:02] <Ordinastie> when you open
a container or when the server detects changes on an itemStack in
the player inventory, it automatically sends it to the client and
the client rebuilds the ItemStack
L268[17:06:02] <donington> yes and on the
flipside in creative there is more control on the client side over
the inventory and it actually sends CPacketCreativeInventoryAction
to overwrite on the server
L269[17:06:27] <donington> but my tests
seem to indicate the data is still preserved on that packet so I
don't know where the loss is coming in
L271[17:15:48] <Ordinastie> that wasn't a
real advice
L272[17:16:03] <Ordinastie> but if you
want one, i'd suggest you reply to the issue to keep it alive
L273[17:19:40] <donington> I'll probably
look into it further too when I have more time and am less
sleepy
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L283[19:15:59] <Commoble> man I swear
ironing out my runtime errors wouldn't take half as long if I could
keep my Xs and Zs straightened out
L285[19:18:04] <Commoble> Nothing here
aligns to the 16x16 chunk boundaries, I can generate rooms of
arbitrary contents that exist across chunks
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L290[20:30:03] <Ordinastie> !gm
184118
L291[20:46:41] ***
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L302[22:32:51] <McJty> Anyway to get rid
of the horizon effect in the overworld?
L303[22:33:10] <McJty> I have getHorizon()
return 0 in my WorldType but that only seems to work for a
dimension. Not for the overworld
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L305[23:05:22] <Abastro> McJty: I guess
you have to overwrite WorldProvider
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L307[23:06:04] <McJty> Hmm I already do
that
L308[23:06:08] <McJty> But
WorldProvider:
L309[23:06:08] <McJty> public double
getHorizon()
L311[23:06:08] <McJty> return
world.worldInfo.getTerrainType().getHorizon(world);
L313[23:06:15] <McJty> So it should just
use the horizon from my world type
L314[23:06:18] <Abastro> Then..
L315[23:06:29] <Abastro> What kind of
horizon effect do you mean?
L316[23:06:40] <McJty> I made the
overworld void type
L317[23:06:48] <McJty> But if you go under
height 63 the horizon turns black
L318[23:06:52] <McJty> As is normal for
non-void worlds
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L322[23:22:01] <DemonWav> cpw hope you
don't mind the PR on accesstransformers - I opened it in IntelliJ
and wasn't able to build it off the bat
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