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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
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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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