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[00:00:05]
[00:00:05] #minecraftforge - Tue Aug 22 00:00:05 2017
[00:00:05] ---
[00:00:14] * Topic is ':Downloads: http://files.minecraftforge.net Documentation: http://mcforge.rtfd.io Rules: http://goo.gl/T2Lz3F'
[00:00:14] * Set by LexLap2 on Sun Dec 04 17:30:28
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[01:18:59] <joazlazer> Is there a way to retrieve the verts from a BakedQuad?
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[02:49:58] <Raycoms> Hi
[02:53:37] <Raycoms> Isn't the classical onItemUse fired when clicking on a fencepost or similar? (In the item class which is used to click)
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[03:10:32] <Raycoms> Like, we right click blocks with our custom items, but we want the position and the itemStack of the item we use and we get that kinda only in the ononItemUse
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[03:19:32] <williewillus> setShouldWatch
[03:19:36] <williewillus> !gm BaseAttribute.setShouldWatch
[03:20:01] <williewillus> !gf BaseAttribute.shouldWatch
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[03:52:44] <Elec0> Is there an easy to programmatically generate a texture to be displayed in the GUI? Or am I going to need to either do OpenGl stuff or override the TextureManager code?
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[07:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20170822 mappings to Forge Maven.
[07:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20170822-1.12.zip (mappings = "snapshot_20170822" in build.gradle).
[07:00:17] <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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[07:28:54] <barteks2x> what is some good way to maintain code for different MC versions? I currently have separate branches, and sometimes merge changes from the "main" version into other versions, but then switching toa  different main version involves somehow getting rid of version update changes when merging... which isn't that nice
[07:31:27] <kashike> That's about the best way to do it. If you only have a few commits, you can cherry-pick as well.
[07:32:20] <McJty> barteks2x, unless you cherry pick commits that's pretty much unavoidable
[07:32:53] <kashike> You can, of course, rebase and eliminate the version bumps
[07:33:16] <barteks2x> is it better to manually revert the version bump commit in merge commit, or do it in separate commit?
[07:33:27] <barteks2x> for me neither seems good
[07:33:47] <McJty> Just merge and resolve the conflicts
[07:34:25] <McJty> I just merge over the entire branch and resolve all conflicts I get. That includes conflicts in build.gradle and main mod file due to version change
[07:34:51] <barteks2x> well, this time I may not even get conflicts there
[07:35:28] <barteks2x> and if not now, it will probably happen in 1.13
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[07:35:42] <McJty> It is really not a big deal
[07:35:46] <barteks2x> and then I still have compile errors left because of mappings and foge changes
[07:35:59] <McJty> Only in the parts that you changed though
[07:36:41] <barteks2x> the worst parts are where the code compiles but doesn't work in older version
[07:37:18] <McJty> Between 1.10/1.11 and 1.12 that's pretty rare though
[07:37:22] <McJty> The changes are not that big
[07:37:46] <barteks2x> I had it happen right now (expected), because in 1.10 forge packet splitting was nonfunctional
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[07:38:15] <kashike> The worst part of maintaining many branches is refactors
[07:38:17] * kashike cries
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[07:39:08] <barteks2x> no, the worst part is whena  library you use doesn't have half of the features you use in an older version
[07:39:39] <barteks2x> I had to remove all of my GUI in 1.10 branch
[07:39:51] <McJty> Then for that it might be best to freeze the 1.10 branch then
[07:39:57] <McJty> Or only do bugfixes
[07:39:59] <McJty> No new features
[07:40:17] <barteks2x> I want to at least have a first release for 1.10
[07:40:45] <barteks2x> because many ods are actually stuck there. And GUI is literally just world custimization
[07:40:54] <barteks2x> so I'm not loosing much
[07:41:20] <barteks2x> and since I'm not dealing with items, no null-related issues
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[07:43:04] <barteks2x> if I really wanted to I could go back to 1.8 without major issues, 1.7.10 might become problematic, 1.6 would be painful but probably still possible, and if I did that I could probably go back all the way to 1.3
[07:44:53] <McJty> Why 1.8? I think earliest you should support is 1.10
[07:45:13] <barteks2x> just saying theoretically, I'm not doing taht because noone uses 1.8
[07:45:26] <McJty> Well there are a few players still there
[07:45:32] <McJty> Because it is the last MC version with Thaumcraft
[07:45:55] <barteks2x> thaumcraft probably woun't be compatible anyway
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[07:46:41] <barteks2x> so if someone ever somehow manages to convince me to do further backports it will be 1.7.10
[07:47:21] <barteks2x> anyway, now I want to switch to 1.12being mymain development version
[07:48:24] <barteks2x> i'm doing 1.10 and 1.11 only because it's nearly no work for me
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[08:01:40] <kashike> McJty: is thaumcraft not going to be updated anymoe?
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[08:04:48] <McJty> I don't know
[08:04:51] <McJty> I offered him my help
[08:04:55] <McJty> He said he would think about it
[08:04:58] <McJty> End of story
[08:11:24] <barteks2x> is there any way to change intellij window title and displayed project name? Because this is annoying when 3 versions are open: http://i.imgur.com/2Ygxrgj.png
[08:20:24] <@LexMobile> Anyone happening to be getting this error and isnt a moron and knows how to actually set a fucking JVM flag -.- http://www.minecraftforge.net/forum/topic/60217-could-not-determine-owner-smp-dummy-blocks-issue/#comment-281019
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[09:56:04] <Yuri6037> Hey all I'm back, I'm trying to make a custom particle. However to do that I need to hack the EnumParticleTypes class and force inject my custom particle. I can do it but I need to get the obfuscated names for "$VALUES", "PARTICLES" and "BY_NAME" of EnumParticleTypes. Where can I find those names ?
[10:02:19] <@LexMobile> EnumHelper, also pretty sure you can make custom particles without EnumParticleTypes
[10:03:30] <Yuri6037> Then I can't spawn them using world.spawnParticle means I have to make my own packet in order to spawn them which is not what I want to do
[10:04:07] <@LexMobile> Blame mojang for using enums. Custom packets arnt hard tho
[10:04:46] <Yuri6037> I'd prefer to not have to write my own packets and write my own particle manager I'd like to use existing one
[10:05:40] <Yuri6037> The solution of EnumHelper is interesting is there any documentation on it ? I can't find any comments in the class
[10:06:10] <barteks2x> just look at it's usages
[10:06:18] <barteks2x> it's not that hard to figure out how to use it
[10:10:46] <Yuri6037> And what about the obfuscated names for "PARTICLES" and "BY_NAME" ?
[10:11:07] <Yuri6037> I need to insert something in those private static maps
[10:11:23] <barteks2x> f*** java.lang.ClassCastException: net.minecraftforge.fml.common.network.handshake.FMLHandshakeMessage$ServerHello cannot be cast to net.minecraftforge.fml.common.network.handshake.FMLHandshakeMessage$ModList
[10:11:58] <barteks2x> just updated from 1.12 to 1.12.1 forge
[10:12:34] <@LexMobile> No you don't
[10:13:14] <@LexMobile> And ya not sure what's with netty being a race condition twat in 1.12....
[10:13:27] <barteks2x> I submitted PR to fgix it
[10:13:34] <@LexMobile> Netty needs to diaf
[10:13:42] <@LexMobile> Your or doesn't fix it tho
[10:13:54] <@LexMobile> According to others who have tested your pr
[10:14:18] <barteks2x> but noone told me that
[10:14:31] <@LexMobile> Ya they did in the pr
[10:14:45] <@LexMobile> I'm going off what I see on GitHub
[10:15:13] <barteks2x> #4304?
[10:15:30] <@LexMobile> Maybe on
[10:15:52] <@LexMobile> Phone right no so don't have it up. But one of the prs
[10:17:02] <barteks2x> my PR isn't merged yet, and in all my testing it fixed the issue. But there is still one race left that I've never seen happen outside of cases where I set thread-only breakpoint or added delay
[10:17:23] <barteks2x> but fixing that one may require either more major rewrite or reverting to the old reflection hack
[10:19:52] <@LexMobile> I don't merge untested and reportedly broken shit so yes it's unmerged
[10:20:05] <@LexMobile> And you just admitted it doesn't fix all the issues
[10:21:14] <barteks2x> I can modify it to really fix it, by reverting to the 1.11.2 way with reflection hack. A hack that cp.w removed and introoduced the race by doing that
[10:23:27] <@LexMobile> Hacks are bad
[10:23:37] <@LexMobile> Just do proper thread handling
[10:24:27] <@LexMobile> I that involves rewriting everything then ficking do it it's netty the most bullshit excuse for a common library I've ever seen
[10:24:52] <@LexMobile> But at the end of the day as long as the same bytes get sent over the wire the implementation doesn't matter
[10:26:54] <barteks2x> I will see what I can do then
[10:28:57] <@LexMobile> Logically at the end of the day all networking is is write(byte[]) read(byte[]) it doesn't need to be any more complex then that
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[10:31:17] <barteks2x> it would all work if setAutoRead(false) actually worked
[10:31:39] <@LexMobile> Netty bug?
[10:31:51] <barteks2x> something somewhere is causing manual read
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[10:34:56] <barteks2x> and EmbeddedChannel may be causing some issues but I don't remember exactly what it was since I tried to figure it out last time
[10:35:33] <barteks2x> specifically this https://github.com/netty/netty/issues/3633
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[11:46:19] <barteks2x> I think I found a working fix this time
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[13:19:03] <barteks2x> is there any way to use custom forge version in mod dev environment?
[13:19:51] <barteks2x> because without my netty fix, MC never gets into the world with my mod on my computer
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[13:20:31] <Ordinastie> make your mod depend on the forge project ?
[13:20:58] <Ordinastie> wait, you're not using eclipse anymore are you ?
[13:22:26] <barteks2x> nope
[13:22:32] <barteks2x> and forge uses different mappings
[13:23:11] <barteks2x> I could get it working that way, but I would need to switch mappings version to the exact one used by forge
[13:23:37] <barteks2x> also just as I thought I'm finally done with netty I found another place for race condition...
[13:23:42] <barteks2x> stupid netty...
[13:27:53] <barteks2x> I'm just moving the race around, and can't figure out the real source because netty is pain to debug (because I can't find what code registered some callback)
[13:37:53] <barteks2x> damn, it's getting only worse. Now the network code decided to shit itself and do this [15:36:34] [Netty Local Client IO #2/ERROR] [FML]: Network Disconnect: The received FML MultiPart packet outside of valid length bounds, Max: 267366480, Received: -1330531661
[13:38:10] <barteks2x> and I didn't even change anything
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[13:43:03] <Raycoms> Hey there
[13:44:02] <barteks2x> I think I found myself in situation where I actually need to use getEffectiveSide...
[13:44:41] <barteks2x> oh, I don't
[13:44:44] <barteks2x> I have a side field
[13:48:52] <Raycoms> Is there a way to detect collision of my entity with a player?
[13:49:24] <Raycoms> onCollideWithPlayer
[13:49:26] <Raycoms> I think I found it
[14:00:49] <Raycoms> Is there an easy way to render some text on screen for a player? Without being a message?
[14:03:02] <Raycoms> And I don't want it to be a gui, I want it to be like a white text on a black plane close to the entity, which fades out after 5 seconds
[14:03:38] <Raycoms> If its a gui the player wouldn't be able to move
[14:04:59] <barteks2x> look where the GUIs are rendered and find and even somewhere close to that?
[14:05:04] <barteks2x> *event
[14:05:56] <Ordinastie> if you want it as an overlay, you want RenderGameOverlayEvent
[14:06:07] <Ordinastie> if you want it rendered in the world, you want RenderWorldLastEvent
[14:07:51] <Raycoms> So what I'd do would be registering renderWorldLastEvent and then trigger that on "entityCollision" ?
[14:08:33] <Ordinastie> be aware of client/server
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[14:16:44] <Raycoms> Yeah will only call it on client
[14:22:42] <Raycoms> Okay, how can I get the info from the Entity to the event now D
[14:23:18] <Ordinastie> you decide, you control everything
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[14:48:45] <malte0811> Is something like the MissingMappings event for TE's? I just noticed I forgot the : in some of my TE names, they are minecraft:industrialwires... now
[14:49:32] <Ordinastie> there use to be a registerWithAlternative where you could specify older names that would be loaded but not save to
[14:49:43] <Ordinastie> but I think it's gone in 1.12, no idea why
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[15:58:51] <barteks2x> and it obviously decides to work just fine after 15 minutes of stepping through layers of netty code
[16:01:05] <ghz|afk> [16:49] (Ordinastie): but I think it's gone in 1.12, no idea why
[16:01:09] <ghz|afk> because TEs are now a namespaced registry
[16:01:16] <ghz|afk> and there can't be duplicates at all
[16:01:29] <ghz|afk> not even values
[16:01:33] <ghz|afk> sinceit's bidirectional
[16:01:43] <Ordinastie> it's not about duplicates, it's about binding different names on load
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[16:01:54] <ghz|afk> before 1.12
[16:02:39] <ghz|afk> there was a class->name map and a name->class map, separately
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[16:02:48] <ghz|afk> in 1.12, it's a single namespaced registry, which is a bimap
[16:03:16] <ghz|afk> forge would have to add its own custom "alias map" in order to continue supporting alternative maps
[16:05:12] <ghz|afk> (which means yes, it was about duplicates, since that's how it worked before, there were multiple "name" entries pointing to the same class, but only one class entry pointing to the same name -- and this isn't possible now)
[16:05:53] <malte0811> Would registering tickable "dummy" TE's with the old names that call World.setTE with the proper TE in the first tick work?
[16:06:42] <ghz|afk> it might
[16:06:58] <malte0811> I'll try then
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[16:08:06] <ghz|afk> I just looked at 1.11
[16:08:07] <ghz|afk> scratch that
[16:08:11] <ghz|afk> it was already a namespaced registry
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[16:09:56] <ghz|afk> what's gone is GameData.getTileEntityRegistry().addLegacyName
[16:10:41] <ghz|afk> I guess removed as part of the registry rewrite
[16:10:49] <ghz|afk> and no replacement was introduced
[16:15:43] <ghz|afk> (LegacyNamespacedRegistry is completely gone, in fact)
[16:16:29] <Ordinastie> tbf, the old name backup should be available for all registries
[16:16:47] <Ordinastie> instead of that mapping event
[16:16:52] <Ordinastie> missing mapping
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[16:29:20] <malte0811> Seems to be working
[16:29:24] <barteks2x> when I push my new changes, would anyone be able to test that the code actually works, and add delays in a few places people suggested to make sure it actually works? Because if I run it ever again and it works for me, and then I discover that it doesn't work in exactly the same situation I tested, I'm just going to close the PR and never touch 1.12 again until someone else fixes it
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[16:36:00] <barteks2x> If it works this time for me, I'm pushing it. And I'm not touching it again if noone finds an issue within an hour, regardless of whether it actually works
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[16:39:58] <barteks2x> this is the PR: https://github.com/MinecraftForge/MinecraftForge/pull/4304 can anyone test it?
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[16:48:38] <barteks2x> I shoudldn't be allowed near git... It's the 5-th time or more that I need to edit my commit because I forgot something
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[16:55:02] <IoP> rebase -i if you know that other people are not writing changes to same branch
[16:55:49] <barteks2x> It's one commit but it references issues in commit message
[16:55:58] <barteks2x> And github is being stupid and keeps the old ones
[16:56:14] <barteks2x> I just realized after spamming these issues already
[16:56:45] <barteks2x> (it's for a forge PR)
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[18:04:35] <barteks2x> so any way to use custom forge build in dev environment?
[18:05:16] <barteks2x> I want to finally test my new 1.12.1 version, but I can't join the world because of forge/netty
[18:05:29] <ghz|afk> https://twitter.com/therealgigaherz/status/900055457754120193
[18:05:58] <barteks2x> and there I thought the link could be relevant to mu question...
[18:06:03] * Raycoms (~Raycoms@200.135.87.176) has joined #minecraftforge
[18:06:11] <Raycoms> Hi there
[18:06:23] <Raycoms> I am trying to manually render a tileEntity in the world (which isn't physically there)
[18:06:25] <Raycoms> https://pastebin.com/sXifSeYa
[18:06:28] <Raycoms> What am I doing wrong
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[18:06:31] <Raycoms> It just stays empty
[18:06:56] <Ordinastie> probably rendering at the wrong place
[18:07:13] <Raycoms> No the position should be correct
[18:07:17] <ghz|afk> barteks2x: when has ever a twitter link been relevant? ;P
[18:07:39] <Raycoms> Since that blond guy is president probably
[18:08:02] <Ordinastie> are you seeing what you're rendering ?
[18:08:12] <ghz|afk> Raycoms: one would question the relevance of anything he says, but lets' leave politics out of this channel ;P
[18:08:28] <Raycoms> =D
[18:08:33] <Raycoms> No I can't see anything
[18:08:39] <ghz|afk> since you missed it
[18:08:39] <ghz|afk> [20:05] (ghz|afk): https://twitter.com/therealgigaherz/status/900055457754120193
[18:08:41] <Raycoms> but if I render a block at the same position var it works well
[18:08:42] <Ordinastie> then what tells you it's the right place ?
[18:08:47] <barteks2x> I didn't see how it could be relevant, that's why I checked the link
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[18:10:01] <Raycoms> Like I said, the "holder.pos" position works well when I render a block ghost there
[18:10:23] <Ordinastie> that's not what I said
[18:10:24] <barteks2x> is the netty issue really so rare and I'm just so unlucky that it havvens to me every time?
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[18:10:37] <Ordinastie> the pos being correct doesn't mean you're rendering stuff where they should be
[18:11:08] <Raycoms> I render it at the right event as well
[18:11:22] <Raycoms> Because, Like I said, blocks render well and they come just a few code lines before the tileEntities
[18:12:39] <Ordinastie> this is what I do, not sure if that can help you : https://github.com/Ordinastie/MalisisBlocks/blob/1.12/src/main/java/net/malisis/blocks/renderer/VanishingBlockRenderer.java#L167
[18:13:48] <barteks2x> are you sure it's not just being rendered at (0, 0, 0)?
[18:13:54] <barteks2x> I would go there and check
[18:14:18] <Ordinastie> that's what I just said, be apparently, he is sure
[18:18:09] <Raycoms> Hmm if I use TileEntityRendererDispatcher.instance.renderTileEntity(te, partialTicks, 0); directly it seems to render "something" at the right location
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[18:19:09] <barteks2x> doe sthe FakeEntity have correct position?
[18:19:32] <Raycoms> Yeah I can see some artifacts at the position I want
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[18:19:37] <Raycoms> Doesn't like a Sign though
[18:20:12] <barteks2x> the FakeEntity should have position close to where you render it i think
[18:21:03] <barteks2x> probably the player position would be best
[18:21:40] <Raycoms> I gave it the position exactly where I want it rendered
[18:21:46] <Ordinastie> why are you using fake world and entity ?
[18:22:14] <barteks2x> the entity should probably be player
[18:22:23] <barteks2x> and it's very unlikely you don't have a player
[18:23:21] <barteks2x> also the last 0 in terd.prepare should be partialTicks
[18:23:33] <Ordinastie> and actually, looking back at my code, you should need to prepare
[18:23:59] <Ordinastie> that's the only thing I do : https://github.com/Ordinastie/MalisisBlocks/blob/1.12/src/main/java/net/malisis/blocks/renderer/VanishingBlockRenderer.java#L232
[18:24:13] <Raycoms> I didn't code that part, the guy who codes it is MIA, so its up to me to fix it.
[18:24:23] <Raycoms> coded*
[18:24:47] <barteks2x> prepare probably is called once per tick or something like that
[18:24:52] <barteks2x> *per frame
[18:26:50] <Raycoms> Yeah
[18:27:21] <barteks2x> does it work if you remove your call to prepare?
[18:27:55] <barteks2x> the world given in prepare isn't really used for much, from what I saw it's to get light values
[18:28:43] <Raycoms> What I tried was only putting in the render directly and removing the whole rest. But that only rendered some gray artifacts
[18:28:47] <Raycoms> and not the sign I wanted
[18:29:08] <Ordinastie> wait
[18:29:20] <Ordinastie> in what context are your rendering ?
[18:30:33] <barteks2x> you may need to bind the righ texture
[18:30:41] <Raycoms> Uhh it worked =O
[18:30:59] <barteks2x> what worked? After removing the prepare call?
[18:31:23] <Raycoms> Yes
[18:31:28] <Raycoms> Only the prepare call
[18:31:57] <Raycoms> Thanks =D
[18:33:48] <barteks2x> any JVM flags that could affect timing of things without reducing performance too much? I really want to test my latest changes for 1,12
[18:33:59] <barteks2x> but this thing won't start
[18:35:05] <Ordinastie> add a conditional breakpoint in Object::hashcode ? :p
[18:35:50] <barteks2x> it's native method
[18:36:22] <Ordinastie> in equals then
[18:37:01] <Raycoms> What is the best way to get an EnumFacing from where the player is looking at?
[18:39:17] <barteks2x> does it also need to include up and down?
[18:40:34] <Raycoms> No
[18:41:03] <barteks2x> Entity#getHorizontalFacing then
[18:41:27] <barteks2x> if I understand correctly
[18:41:47] <Raycoms> I tried that to render it directly on front of the player: playerSP.getPosition().offset(playerSP.getHorizontalFacing(),1)
[18:42:24] <ghz|afk> that would be at their feet
[18:42:29] <ghz|afk> use getPositionEyes if you want the face
[18:42:34] <ghz|afk> or getPosition+getEyeHeight
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[18:45:54] <barteks2x> oh god... conditional breakpoint in Object.equals with condition false makes a single chunk take minutes to generate
[18:46:18] <ghz|afk> every single time the breakpoint hits
[18:46:22] <ghz|afk> it has to evaluate the condition
[18:46:27] <ghz|afk> then continue
[18:46:36] <ghz|afk> it's going to be SLOW
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[18:47:07] <barteks2x> well, for the first time since I updated to 1.11.2 MC got through the loading screen for me
[18:47:29] <barteks2x> *1.12.1
[18:50:50] <Raycoms> Hmm BlockSign doesn't have any Facing? How does it determine that?
[18:51:08] <Raycoms> Ahh found it, only the super class not
[18:51:35] <barteks2x> and now MalisisCore gave ma a susprise in the form of exception
[18:52:48] <Ordinastie> hexchat might be bugged because that doesn't ping me anymore :/
[18:53:13] <barteks2x> could be my outdated snapshot. What is the latest?
[18:53:38] <barteks2x> I have 1.12-6.0.2-SNAPSHOT
[18:53:44] <Ordinastie> I've commited this morning
[18:53:59] <Ordinastie> yeah, that's not latest
[18:54:10] <Ordinastie> .5
[18:54:18] <barteks2x> this is the error I got: [20:48:36] [Server thread/ERROR] [FML]: Unable to determine registrant mod for net.malisis.core.util.chunkblock.ChunkBlockHandler@1da5a02a. This is a critical error and should be impossible
[18:54:38] <Ordinastie> wut
[18:55:48] <barteks2x> I will try to update and test again. it actually didn't even crash the game
[18:55:53] <Ordinastie> that means the class was being loaded externally and not in my preInit
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[18:56:19] <Ordinastie> or something fucked the activeModContainer
[18:56:31] <barteks2x> https://gist.github.com/2a8110f3bb4fd9efb9780ffed49a428b
[18:56:46] <barteks2x> happened when I placed a block
[18:56:48] <Ordinastie> oh
[18:57:02] <Ordinastie> something went definitely wrong
[18:57:24] <Ordinastie> clinit should happen during preInit
[18:57:54] <barteks2x> and I'm struggling to keep my OS above 1FPS because everything is too memory hungry
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[19:00:31] <barteks2x> @AutoLoad not working?
[19:00:41] <Ordinastie> it should
[19:00:46] <Ordinastie> did it happen again ?
[19:01:15] <barteks2x> wait, didn;'t restart MC yet
[19:01:20] <barteks2x> but I found an earlier one in log
[19:01:33] <barteks2x> https://gist.github.com/adf2c787049cfd169543991a0b0c65b1
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[19:01:37] <Ordinastie> if you have full log still, there might be something
[19:02:15] <Ordinastie> looks like same issue
[19:02:34] <barteks2x> I still have the fill log
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[19:03:37] <barteks2x> there it is https://gist.github.com/590b89daaf4ed9ef3395a07645666417
[19:03:45] <barteks2x> this is with cubic chunks obviously
[19:05:24] <Ordinastie> hum ? [20:38:10] [main/WARN] [malisiscore]: Mod malisiscore has been disabled through configuration
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[19:05:42] <Ordinastie> that would explain it
[19:05:49] <barteks2x> um... oops? I might haver been experimenting a few months back with not using malisiscore
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[19:06:07] <barteks2x> (the 1.11.2 version on early 1.12)
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[19:08:18] <barteks2x> anyway, it works, and I'm switching to 1.12 as the main branch
[19:08:57] <Ordinastie> you'll be able to check if the mixins work :p
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[19:09:55] <barteks2x> the malisiscore ones?
[19:10:23] <Ordinastie> yep
[19:10:32] <Ordinastie> see if it crashes or not :p
[19:10:40] <barteks2x> which mixin version do you have?
[19:11:40] <barteks2x> if 0.7.*, then it will crash me, because I have one mixin so fragile that relied of what was decided to be a bug that it won't work with 0.7
[19:12:32] <barteks2x> I will need to modify it to use slices instead of ordinals
[19:15:04] <Ordinastie> I don't even know ><
[19:15:45] <Ordinastie> 0.6.15
[19:15:50] <Ordinastie> apparently
[19:16:03] <barteks2x> then it will work if you don't do some deep magic
[19:16:19] <Ordinastie> I haven't finished yet
[19:16:26] <Ordinastie> I migrated the simpler ones first
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[19:17:33] <barteks2x> I hate running setupDecompWorkspace...
[19:18:20] <Ordinastie> and here I had my setup that almost never required it
[19:18:35] <Ordinastie> but now that I use mixin, I'll have to do it for MalisisCore :'(
[19:19:02] <barteks2x> I hate it mostly because I have 4G of RAM on this machine, if I had 16 I would be perfectly fine runnign it in the bacground
[19:20:08] <Ordinastie> a friend just linked me that : http://radio.garden/live/paris/funradio/
[19:20:14] <Ordinastie> quite amazing
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[20:12:19] <@LexMobile> Why do you use mixins?
[20:13:32] <barteks2x> who? me or ordinastie?
[20:14:53] <@LexMobile> you're making cubic chunks thats a lost cause. So Ordinastie
[20:15:21] <@LexMobile> Also that site is kinda cool, found a Ireland station playing country :P
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