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L3[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180621 mappings to Forge Maven.
L4[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180621-1.12.zip
(mappings = "snapshot_20180621" in build.gradle).
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L23[09:41:03] <IoP> electronbased?
L24[09:41:30] <gigaherz> I guess
L25[09:41:34] <gigaherz> like the windows
launcher
L26[09:43:59] <ForgeDiscord>
<Qwerasd> The Minecraft launcher is Electron based? That
gives me an idea.
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L52[16:50:43] <ForgeDiscord>
<killjoy> is it the same quality as windows?
L53[17:03:57] <ForgeDiscord>
</dev/illy> seems like it I think its a native... I hope its
native
L54[17:07:42] <gigaherz> it's 100% identic
al to the windows one
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L59[19:30:56] <ForgeDiscord>
<Qwerasd> Either I’m dumb or it’s not actually Electron
based.
L60[19:31:11] <ForgeDiscord>
<Qwerasd> TBF the former is pretty likely.
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L63[20:10:27] <ForgeDiscord> <liach -
railcraft contributor> is skyboy here?
L64[20:10:56] <ForgeDiscord> <liach -
railcraft contributor> i am curious about the toposort registry
thing
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L73[20:28:42] <ForgeDiscord> <skyboy>
hm?
L74[20:36:11] <ForgeDiscord> <skyboy>
i ... have received a PR into my staging branch for that,
actually
L75[20:47:16] <Baughn> The LanguageRegistry
is removed in 1.10, and the only replacement I can find is
net.minecraft.client.resources.I18n, which I obviously can't
use...
L76[20:47:25] <Baughn> What do I do if I
need to translate text server-side?
L77[20:47:49] <ForgeDiscord>
<killjoy>
net.minecraft.util.text.TextComponentTranslation
L78[20:48:03] <Baughn> Thanks~
L79[20:48:27] <ForgeDiscord>
<killjoy> unless you're dealing with guis, use that on both
client and server
L80[20:50:41] <Baughn> Nah, voice
synthesis.
L81[20:53:41] <Baughn> ...oh my god, if I
see one more IItemRenderer error...
L82[20:55:17] <Baughn> >
IIconRegister
L83[20:55:22] <Baughn> ...well, played,
intellij.
L84[20:57:22] <gigaherz> the server doesn't
load translations for mods
L85[20:57:31] <gigaherz> only loads
vanilla's en_us.lang
L87[20:57:56] <gigaherz> so you'd need to
load your own translations yourself
L88[20:58:12] <gigaherz> based on which
language each player entity is using
L89[20:58:15] <ForgeDiscord>
<killjoy> assets/modid/lang/en_us.lang
L90[20:58:55] <ForgeDiscord>
<killjoy> Though you shouldn't need translations on the
server.
L91[20:59:37] <Baughn> Some of the mod's
feedback is sent by chat messages.
L92[20:59:51] <Baughn> Maybe not ideal, but
I'm not going to fix that while porting.
L93[20:59:53] <ForgeDiscord>
<killjoy> naturally
L94[21:00:07] <ForgeDiscord> <skyboy>
send a ChatComponentTranslation
L95[21:00:11] <ForgeDiscord>
<killjoy> he is
L96[21:00:36] <Baughn> Again, not fixing
this during porting. It's a deeply layered bit of code that expects
strings everywhere.
L97[21:00:55] <ForgeDiscord>
<killjoy> well that's bad
L98[21:00:59] <ForgeDiscord>
<killjoy> refactoring time
L99[21:01:00] <Baughn> And long-term I'd
rather not use chat at all, anyway.
L100[21:01:14] <Baughn> Porting first.
THEN refactoring.
L101[21:01:18] <ForgeDiscord>
<killjoy> is this a relic from 1.6?
L102[21:01:23] <Baughn> 1.4
L103[21:01:27] <ForgeDiscord>
<killjoy> oh god!
L104[21:01:31] <ForgeDiscord>
<killjoy> just scrap it
L105[21:01:37] <gigaherz> lol
L106[21:01:44] <Baughn> I'm porting from
1.7.10, though.
L107[21:01:45] <ForgeDiscord>
<killjoy> if the code doesn't compile, just delete it
L108[21:01:59] <ForgeDiscord>
<killjoy> so it's on 1.7.10, but it still uses strings
everywhere?
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L110[21:02:06] <ForgeDiscord>
<killjoy> THAT was a lazy por
L111[21:02:09] <ForgeDiscord>
<killjoy> *port
L112[21:02:25] <Baughn> It gets worse. It
has a compatability layer so it can pretend it's running on
1.6.
L113[21:02:27] <ForgeDiscord>
<killjoy> I even had to refactor everything in
tabbychat.
L114[21:02:39] <ForgeDiscord>
<killjoy> don't use a compatibility layer
L115[21:02:45] <Baughn> Not my
decision.
L116[21:02:51] <ForgeDiscord>
<killjoy> fuck that decision
L117[21:02:58] <Baughn> But it's 512,263
lines of code in total, so I'm not about to start over.
L118[21:03:09] <ForgeDiscord>
<killjoy> those are rookie numbers
L119[21:03:21] <Baughn> Want me to include
the .obj files? :P
L120[21:03:40] <Baughn> It features a
half-baked .obj loader, too. I'm looking forward to tearing that
out.
L121[21:03:52] <ForgeDiscord>
<killjoy> this mod is a lost cause
L122[21:04:00] <ForgeDiscord>
<killjoy> have you tried making your own mod / clone?
L123[21:04:00] <gigaherz> there's an obj
loader in forge :P
L124[21:04:10] <Baughn> ...including those
just makes it 869,625 lines. Drat.
L125[21:04:22] <Baughn> gigaherz: There is
now. Was there one in the 1.4 days?
L126[21:04:37] <ForgeDiscord>
<killjoy> probably.
L127[21:04:41] <ForgeDiscord>
<killjoy> but you're pretending to be on 1.6
L128[21:04:55] <gigaherz> no idea -- I'm
jsut saying you may be ableto scrap the half-baked one, and use the
.obj files as proper model files in the 1.8+ way
L129[21:04:57] <Baughn> Not sure I can use
it anyway. Most of the blocks are (and have to be) TESRs, with
multiple parts in said models.
L130[21:05:14] <Baughn> gigaherz: Oh, I'm
planning to.
L131[21:05:21] <ForgeDiscord>
<killjoy> drop compatibility with pre 1.7.10 builds
L132[21:05:34] <ForgeDiscord>
<skyboy> what are you porting at 500k lines of code?
L133[21:05:40] <ForgeDiscord>
<skyboy> gregtech?
L134[21:05:46] <Baughn> Electrical
Age.
L135[21:05:47] <ForgeDiscord>
<killjoy> isn't that closed source?
L136[21:05:52] <Baughn> It's a fair bit
larger than Gregtech.
L137[21:05:55] <ForgeDiscord>
<skyboy> i know he had a method that busted java's limit on
compiled method body size
L138[21:05:58] <ForgeDiscord>
<killjoy> well there's your problem.
L139[21:05:59] <ForgeDiscord>
<killjoy> it's a mod
L140[21:06:38] <ForgeDiscord>
<skyboy> and i also know that method had to be his ordict
listener and it's horrendous if/else comparison on the name
L141[21:07:13] <gigaherz> welp my eyes are
closing on me without my content, time to jump into bed, nibht
ppl
L142[21:07:15] <ForgeDiscord>
<skyboy> god, someone posted a decompiled version of that
thing, and it was the worst possible imaginable code
L143[21:07:26] <Baughn> Decompilation did
it no favors, I'm sure.
L144[21:07:43] <Baughn> ...but I have
nightmares of trying to make the x-ray scanner and autominer work
with his ores.
L145[21:07:46] <ForgeDiscord>
<skyboy> it's no wonder it took gregtech 40 minutes to
launch, with that thing running on every oredict entry
L146[21:12:53] <ForgeDiscord>
<skyboy> @liach - railcraft contributor you had
questions?
L147[21:13:21] <Baughn> The previous
maintainer of this mod liked using "for(;;);" instead of
asserts or exceptions.
L148[21:13:28] <Baughn> I'm still coming
across them. :(
L149[21:14:07] <Baughn> This is what
happens when you ask an EE to program. ...okay, I shouldn't
complain.
L150[21:14:29] <ForgeDiscord>
<skyboy> they used infinite loops?
L151[21:14:40] <ForgeDiscord> Command sent
by skyboy
L152[21:14:41] <ForgeDiscord> .... why on
earth?
L153[21:15:15] <ForgeDiscord>
<killjoy> it could be a decompile artifact
L154[21:15:27] <Baughn> No, this mod has
been LGPL since its inception.
L155[21:15:31] <Baughn> Among other
things.
L156[21:15:37] <Baughn> It's just... EE
code.
L157[21:15:50] <ForgeDiscord>
<skyboy> while(true); is the only thing that would decompile
to for(;;);
L158[21:16:01] <Baughn> Single-character
variable names. No comments. Cryptic function names. It isn't
decompiler output, it just looks that way.
L159[21:16:10] <gigaherz> i'm strongly of
the opinion that ";" as the body of a for/while loop
should be illegal
L160[21:16:38] <Baughn> I believe the
logic was, "So it's still there when I pause it in the
debugger."
L161[21:16:55] <ForgeDiscord>
<skyboy> eh, i make use it, gigaherz
L162[21:17:04] <ForgeDiscord>
<skyboy> i have to find it though
L163[21:17:16] <gigaherz> I have learned
to ignore the ; when reading
L164[21:17:18] <gigaherz> so to me
L165[21:17:19] <ForgeDiscord>
<skyboy> i abused the last segment of a for loop as the
body
L166[21:17:23] <gigaherz> for(;;);
L167[21:17:25] <gigaherz> something
else;
L168[21:17:40] <gigaherz> looks like the
next line belongs in the for
L169[21:18:05] <gigaherz> if you had to
use {} in order to specify an empty loop body
L170[21:18:07] <gigaherz> it would be
harder to miss
L171[21:18:21] <ForgeDiscord>
<skyboy> for(;;){}
L172[21:18:42] <Baughn> Anyone remember
offhand what world.notifyBlockChange actually did?
L173[21:18:51] <Baughn> I'm seeing two
potential replacement candidates here.
L174[21:19:24] <ForgeDiscord>
<killjoy> doesn't it update neighbors?
L175[21:19:26] <ForgeDiscord>
<skyboy> sec, i have 1.7 sources
L176[21:21:34] <ForgeDiscord>
<skyboy> called Block#onNeighborBlockChange on everything
near it for all directions
L177[21:22:01] <Baughn> Oh, thanks. I
think notifyNeighborsOfStateChange would be the right replacement,
then.
L178[21:22:17] <ForgeDiscord>
<skyboy> i think you'd want whatever the *RespectDebug
function is in 1.12
L179[21:23:03] <Baughn> Probably. Though
I've no clue what that is used for.
L180[21:23:59] <Baughn> ...so many errors
left. Sleepy time.
L181[21:24:00] <ForgeDiscord>
<skyboy> it's the direct replacement basically
L182[21:24:22] <ForgeDiscord>
<skyboy> mojang added debug worlds, and blocks in those don't
properly send block updates
L183[21:24:31] <ForgeDiscord>
<skyboy> or shouldn't
L184[21:26:55] <ForgeDiscord> <liach -
railcraft contributor> @skyboy i wanna discuss with you about a
new topo sort lib that supports secondary sorting with
comparators
L185[21:28:03] <ForgeDiscord>
<skyboy> that might be beyond scope
L186[21:28:16] <ForgeDiscord>
<skyboy> definitely a thing we should have, though
L187[21:29:14] <ForgeDiscord> <liach -
railcraft contributor> i mean that can fix all the explosions
from before and after stars
L188[21:30:15] <ForgeDiscord>
<skyboy> explosions?
L189[21:31:15] <ForgeDiscord>
<skyboy> crashes when trying to get before/after one? that's
a result of how the graph is built, and you have to be more
explicit to avoid it
L190[21:31:28] <ForgeDiscord>
<skyboy> and only in certain cases
L191[21:32:32] <ForgeDiscord>
<skyboy> it's really only a thing because * is two edges but
is treated like one
L192[21:42:51] <ForgeDiscord>
<skyboy> it's a shame parameters defined as a
@FunctionalInterface can't be used like a method call, and instead
we have to call a method on them
L193[22:04:23] <ForgeDiscord> <liach -
railcraft contributor> @skyboy if you adds an integer for
comparison as a second key for topo it will work just like before
and after all
L194[22:07:51] <ForgeDiscord>
<skyboy> for sorting the sibling elements? yeah, but i'm
really not sure where you're coming from with
"explosions"
L195[22:08:18] <ForgeDiscord>
<skyboy> but things are not siblings with "*". they
come both before and after it, for each of its edges
L196[22:08:56] <ForgeDiscord>
<skyboy> if something defines itself relative to something
that's on the wrong side of "*" and they don't sort
themselves to the same side, then we crash and there's no way
around it
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L202[23:02:26] <LexManos> !gm
func_185904_a
L203[23:02:37] <LexManos> !gm
func_76230_c
L204[23:02:49] <ForgeDiscord>
<Asherslab [MineColonies]> having fun there lex?