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L11[02:00:05] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180920 mappings to Forge Maven.
L12[02:00:08] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180920-1.13.zip
(mappings = "snapshot_20180920" in build.gradle).
L13[02:00:19] <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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L18[06:10:54] <ForgeDiscord> Command sent
by Erufailon4
L19[06:10:55] <ForgeDiscord> !tohspanS
weN
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L27[07:39:52] <ForgeDiscord>
<Musician101> (╯°□°)╯︵ ¡ʇoɥsdɐuS ʍǝᴎ
L28[07:43:20] ⇨
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L29[07:45:16] <sdrodge> This is probably a
dumb question, but what is the easiest way to find out what the
code in net.minecraft.util.math.MathHelper.ceil does?
L30[07:45:38] <ForgeDiscord>
<StrikerRocker> see what it does?
L31[07:45:59] <gigaherz> browse to that
function from your development environment?
L32[07:46:19] <sdrodge> Sorry, maybe my
question is dumber than you even realize. I'm not sure exactly
where that code comes from, just that it's imported/used in a mod
whose code I am looking at.
L33[07:46:30] <gigaherz> uhm
"net.minecraft"
L34[07:46:36] <sdrodge> So it's directly
from the base game?
L35[07:46:38] <gigaherz> contains the code
decompiled from the obfuscated minecraft jar
L36[07:46:57] <gigaherz> which has been
remapped according to the MCP tables
L37[07:47:02] <sdrodge> Is that code online
anywhere easy to search?
L38[07:47:09] <gigaherz> no, for copyright
reasons
L39[07:47:17] <gigaherz> but if you have a
modding environment
L40[07:47:24] <gigaherz> when you run
"setupDecompWorkspace"
L41[07:47:36] <gigaherz> it creates a
decompiled source jar
L42[07:47:45] <gigaherz> with the mcp name
mappings applied to it
L43[07:48:10] <gigaherz> in there you'd see
that MathHelper.ceil is implemented in the "naive"
way
L44[07:48:12] <gigaherz> public static int
ceil(float value) {
L45[07:48:12] <gigaherz> int i =
(int)value;
L46[07:48:12] <gigaherz> return value >
(float)i ? i + 1 : i;
L47[07:48:12] <gigaherz> }
L48[07:48:34] <sdrodge> Oh nice, thank
you!
L49[07:48:36] <gigaherz> because apparently
that's faster than using the REAL Math.ceiling, which uses
dedicated instructions in the cpu :shrug:
L50[07:50:05] <ForgeDiscord>
<malte0811> Doesn't Math.ceil give a double/float, resulting
in steps >1 for large numbers? Or was that a different method in
Math?
L51[07:50:54] <gigaherz> err, if the number
is large enough that the epsilon is > 1
L52[07:51:35] <gigaherz> you know that guy
that was traveling to the "far lands" in survival? had
the same series going for years
L53[07:51:37] <gigaherz> ?
L54[07:51:53] <gigaherz> the more he
traveled, the jerkier the character movement became
L55[07:52:09] <gigaherz> due to the
significant digits slowly moving to the left
L56[07:52:33] <gigaherz> there would be a
certain point where the position of the entity represented as a
double value
L57[07:52:57] <gigaherz> would have 12-13
digits, and a double wouldn't have any more bits
L58[07:52:58] <ForgeDiscord>
<malte0811> I don't know that guy, I do know that we got a
bug report about behavior at large coords a few months ago
L59[07:53:07] <gigaherz> so incrementing
the RAW value by 1
L60[07:53:13] <gigaherz> would result in
> 1 unit change
L61[07:53:25] <ForgeDiscord>
<malte0811> Also, I know how floating point works
L62[07:53:28] <gigaherz> this is
intrinsically unavoidable.
L63[07:53:32] <gigaherz> EXCEPT
L64[07:53:36] <gigaherz> if you do like I
did in my toy engine
L65[07:53:41] <gigaherz> instead of having
a double for the position
L66[07:53:47] <gigaherz> I have a long + a
float
L67[07:53:58] <ForgeDiscord>
<StrikerRocker> oof
L68[07:54:09] <gigaherz> err
L69[07:54:12] <gigaherz> an int + a
float
L70[07:54:22] <gigaherz> the int is the ID
of the chunk
L71[07:54:32] <gigaherz> while the float is
the relative position within the chunk
L72[07:54:40] <gigaherz> when a player
moves
L73[07:54:51] <gigaherz> all the
distancecalculations are re-based to the player's chunk
L74[07:55:07] <gigaherz> meaning the float
part is never too big
L75[07:55:53] <gigaherz> I can't remember
if I kept it as chunk-relative with int
L76[07:55:56] <gigaherz> or block-relative
with long
L77[07:55:59] <gigaherz> both had their
advantages
L78[07:56:05] <gigaherz> and their
inconvenients
L79[07:56:19] <ForgeDiscord>
<nessie❦> there's plenty errors at large coords.
L80[07:56:46] <ForgeDiscord>
<nessie❦> falling entities are fun when you go out far
enough
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