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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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L91[12:14:10] <killjoy> Here's a thing. https://gist.github.com/killjoy1221/90841391666403092d12e494fcbc7fd1
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
L114[12:29:18] <killjoy> https://github.com/MinecraftForge/ForgeGradle/blob/FG_2.3/src/main/resources/net/minecraftforge/gradle/GradleStartCommon.java
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
L121[12:34:30] <killjoy> http://develop.liteloader.com/liteloader/LiteLoader/blob/master/src/main/java/com/mumfrey/liteloader/core/runtime/SrgContainer.java
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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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L148[14:25:23] <barteks2x> https://minecraft.gamepedia.com/14w30a for example
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
L229[16:02:19] <ben_mkiv> https://java-source.net/open-source/xml-user-interface-toolkits
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
L270[17:14:00] <donington> funny https://github.com/MinecraftForge/MinecraftForge/issues/4580 sounds like exactly what i'm experiencing. Thanks for the feedback guys I think I'm going to take Ordinastie's advice and just pretend its not a problem unless I find some magic solution :^o
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
L284[19:16:27] <Commoble> anyway here's the first pass on my dungeon dimension (generated inside-out for visibility) https://image.prntscr.com/image/sEzsYCXAS7yv9hcSx3JYSg.png
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
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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()
L310[23:06:08] <McJty> {
L311[23:06:08] <McJty> return world.worldInfo.getTerrainType().getHorizon(world);
L312[23:06:08] <McJty> }
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
L319[23:08:56] <McJty> Here you see the effect: https://imgur.com/a/E8Q9g
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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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