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L11[01:18:34] <illy> heh
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L16[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20180406 mappings to Forge Maven.
L17[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20180406-1.12.zip (mappings = "snapshot_20180406" in build.gradle).
L18[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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L63[16:15:19] <terraflops> Are events like PlayerInteractEvent are posted (client-side) when the client causes them to occur or when the server acknowledges them?
L64[16:16:39] <gigaherz> when the client is processing them, before asking the server
L65[16:16:41] <gigaherz> I believe
L66[16:17:12] <terraflops> Is there any event for also figuring out when the server acknowledges them to the client?
L67[16:20:37] <terraflops> Also, what's the client-side packet class analogous to SPacketPlayerPosLook for the client to update the server on where it's looking?
L68[16:21:24] <terraflops> nvm to the latter
L69[16:21:37] <gigaherz> the server doesn't really acknowledge them
L70[16:22:33] <gigaherz> like, if you interact with a chest, the client just thinks "ok you interacted" and then at a later time (depending on lag), the server sends a "open GUI" packet
L71[16:22:42] <gigaherz> which may or may not be as a consequence to clicking the chest
L72[16:23:14] <gigaherz> that's how ghost blocks happen (until 1.13, apparently)
L73[16:23:30] <gigaherz> the client thinks a block is there, but the server doesn't know
L74[16:23:34] <gigaherz> but since there's no ACK/NAK
L75[16:23:42] <gigaherz> they become out of sync
L76[16:23:44] <terraflops> Does the server notify the client that other players do interacts?
L77[16:23:53] <gigaherz> not that I'm aware
L78[16:23:58] <gigaherz> only of the results of those interactions
L79[16:24:12] <gigaherz> like, if a block changes, it sends some packet saying the block has changed
L80[16:24:26] <gigaherz> if an entity receives damage, it sends a packet telling the client to show the damage animation
L81[16:24:27] <gigaherz> etc
L82[16:24:41] <gigaherz> there are "player swings tool" packets
L83[16:25:03] <gigaherz> but they are fully generic, no left/right click block or block/entity/air distinction
L84[16:25:17] <gigaherz> iirc
L85[16:25:32] <terraflops> oh I see
L86[16:25:34] <terraflops> that's how that's done
L87[16:28:18] <terraflops> Is there a packet that gets sent when, for example, the pickaxe you're holding gets damaged and it does that little animation on it?
L88[16:29:53] <terraflops> Eh. Maybe it's one of the animation packets... Darn it
L89[16:39:02] <barteks2x> 1.13 will make my life WAY harder
L90[16:39:23] <barteks2x> like "I will have to either do crazy coremod magic or colpypaste the whole worldgen to make it work"
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L92[16:52:33] <barteks2x> actually nevermind, it may not be that hopeless
L93[16:53:32] <gigaherz> I thought all they were trying to do with the "rewrite" of the world generation is to make it easier to load the configuration from json?
L94[16:54:30] <barteks2x> https://media.discordapp.net/attachments/316679487955927050/431932072496594944/unknown.png that IChunkGenerator here may make things complicaterd
L95[16:55:08] <barteks2x> because I will have to fake that one
L96[16:55:49] <barteks2x> And where you previously had things like WorldGenMinable, now you have FeatureMinable
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L98[17:01:10] <barteks2x> and looks like biome IDs are now stored as 32-bit ints on disk and over network, and directly as objects in Chunk
L99[17:08:34] <LexMobile> PaleoCrafter: poke
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L122[23:01:16] <FusionLord> Would a LayerRenderer be the appropriate approach to render text above or icon above an entity?
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