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[00:23:55] <cris> hi guys
[00:23:59] <cris> I have this problem
[00:24:07] <cris> I'm using 1.0
[00:24:14] <cris> but the viewport doesn't seem to work
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[00:26:25] <jeffol> libgdx 1.0? ;D
[00:26:38] <cris> I was using 0.99
[00:26:41] <Xoppa> android 1.0?
[00:26:52] <cris> because my pc has only opengl1.4
[00:26:56] <cris> libgdx 1.0
[00:27:09] <Xoppa> what kind of pc do you have?
[00:27:25] <cris> intel celeron 430 intel gma 3100
[00:27:45] <cris> the code works fine on my 0.99
[00:27:51] <cris> but I got that problem
[00:28:02] <cris> so I've ported it to 1.0 and use viewports
[00:28:07] <cris> but they don't seem to be working
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[00:29:13] <jeffol> cris: there are many viewports that do different things
[00:29:18] <Xoppa> you dont have to use viewports
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[00:29:52] <cris> I just want to have the same virtual resolution
[00:30:07] <cris> between my tablet and my phone
[00:30:08] <Xoppa> then do that
[00:30:21] <cris> BTW I'm not using anything advanced like stages
[00:30:25] <cris> just simply rendering
[00:30:27] <Xoppa> did it work on 0.99 between your tablet and phone?
[00:30:28] <cris> the images
[00:30:35] <cris> the code works
[00:30:45] <cris> just that it gives me diferent resolutions
[00:30:47] <Xoppa> then dont use viewports
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[00:30:57] <Xoppa> o.O
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[00:31:11] <Xoppa> so is your problem related to updating to 1.0 or not?
[00:31:15] <cris> no
[00:31:20] <cris> it happens on 0.99
[00:31:25] <cris> so I google
[00:31:36] <cris> and people recommended to use viewports
[00:31:50] <Xoppa> ow, wait you are just starting this project?
[00:31:58] <cris> it's finished
[00:32:01] <cris> porting it to android
[00:32:20] <Xoppa> you dont have to port anything, libgdx is crossplatform
[00:32:33] <cris> it seems the tablet gives me a screen with the double resolution than my phone
[00:32:52] <cris> by resolution I mean screen size
[00:33:15] <Xoppa> just stick to what works for you
[00:33:36] <cris> yeah
[00:33:49] <cris> but It gives me that missmatch between my tablet and my phone
[00:33:50] <Xoppa> you havent explained the actual problem you´re trying to solve or asked a question we can help you with
[00:34:01] <cris> here it's a picture
[00:34:04] <cris> of my problem
[00:34:15] <Xoppa> sure, then revert to when it worked
[00:34:23] <cris> it never worked
[00:34:25] <Xoppa> or it never worked correctly?
[00:34:27] <Xoppa> ah
[00:34:29] <n3o59hf_atlas> cris, does the Desktop version scale if you change window size in desktop launcher?
[00:34:38] <Xoppa> then make it work
[00:34:51] <cris> yes
[00:34:54] <cris> it scales
[00:35:05] <Xoppa> without showing any code we cant help you more than that
[00:35:07] <cris> but the phone has the half the screen size of the tablet
[00:35:10] <cris> ok will post
[00:35:17] <cris> let me do a pastebin
[00:36:46] <quixotic42> AARGH. Found my problem. Restarted Eclipse.
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[00:38:43] <cris> that's my menu screen
[00:44:10] <cris> shit
[00:44:11] <cris> I forgot
[00:44:14] <cris> to comment
[00:44:16] <cris> i_texture
[00:44:19] <cris> is the logo
[00:44:26] <cris> that's my main problem
[00:44:29] <cris> i_texture
[00:48:44] <n3o59hf_atlas> I can't spot problem (am a bit sleepy) but I don't see need for StretchViewport (as camera would do "stretch" anyway)
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[00:49:34] <cris> I don't know
[00:49:49] <cris> is even possible to scale an image based on the device screen size?
[00:50:14] <n3o59hf_atlas> cris, what happens when you remove line 43 (view = new StretchViewport(320f, 480f, camera);) and 101 ( view.update(width, height);) ?
[00:50:16] <TEttinger> yes, though it is possible you might prefer DPI
[00:50:50] <TEttinger> there are small devices with absurdly high screen sizes in pixels and very small sizes in inches/cm
[00:51:03] <cris> n3o59hf_atlas I guess it would be like the old 0.99 version
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[00:51:18] <cris> what is DPI?
[00:51:57] <n3o59hf_atlas> DPI = Dots Per Inch
[00:52:06] <cris> ok
[00:52:54] <cris> my problem was that if I set the coordinates for the phone, then the objects become giant on the tablet.
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[00:53:09] <cris> my tablet renders just the half of the phone screen
[00:54:06] <cris> even using Gdx.graphics.getwitght/2 gives like right side of the screen in my tablet
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[00:57:23] <n3o59hf_atlas> cris, is the code in pastebin the same you are using or you have skipped some parts?
[00:57:34] <cris> it's the same
[00:58:13] <cris> oh I forgot
[00:58:19] <cris> view.apply
[00:58:21] <cris> gives me an error
[00:58:30] <cris> of apply not being found
[00:58:50] <n3o59hf_atlas> where do you have view.apply?
[00:58:59] <cris> it's not on the code
[00:59:07] <cris> it gives me undefined method error
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[01:03:58] <cris> viewport.apply()
[01:04:01] <cris> gives me error
[01:04:04] <cris> of being undefined
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[01:04:57] <n3o59hf_atlas> quixotic42, do you have in html dependencies compile "com.kotcrab.vis:vis-ui:$visuiVersion:sources" ?
[01:06:27] <n3o59hf_atlas> cris, apply should be called with camera as parameter, but I think I see your problem
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[01:07:44] <quixotic42> compile "com.kotcrab.vis:vis-ui:0.8.1:sources" is in core
[01:08:01] <quixotic42> I'm pretty sure this is where I messed something up though
[01:08:07] <n3o59hf_atlas> cris, setBounds for your images works in "virtual" resolution, not pixel resolution. So you don't need to use Gdx.graphics for calculation
[01:08:20] <cris> oh
[01:08:27] <cris> so what do you suggest?
[01:08:37] <n3o59hf_atlas> cris, use int size = 320 / 2; instead of int size = Gdx.graphics.getWidth() / 2;
[01:08:47] <cris> let me test
[01:09:21] <n3o59hf_atlas> Gdx.graphics.getWidth() replace with 320 and Gdx.graphics.getHeight() with 480
[01:09:33] <n3o59hf_atlas> but I would recoommend to make those as constants
[01:09:58] <Tomski> quixotic42, looks like its having a problem with the file
[01:10:39] <quixotic42> Tomski, That's what I thought; assumed I'd fix it by restarting eclipse, no bueno.
[01:10:48] <n3o59hf_atlas> quixotic42, can you post GdxDefinition.gwt.xml and GdxDefinitionSuperdev.gwt.xml ?
[01:10:52] <Tomski> quixotic42, run from command line
[01:10:58] <Tomski> Close applications that may have that skin open
[01:11:16] <Tomski> terminate any lingering gradle tasks
[01:11:32] <n3o59hf_atlas> quixotic42, ok, better listen to Tomski :)
[01:11:33] <Tomski> Probably also running gradlew html:clean also
[01:12:25] <mobidevelop> gradlew html:meltCpu
[01:14:36] <cris> ok, will replace all the gdx.graphics with a const value
[01:17:06] <n3o59hf_atlas> cris, it will make your app resolution-independent at least. For proper(adaptive?) scaling there is a lot more work to do...
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[01:18:50] <quixotic42> Going to try restarting, on the off chance I'm missing a gradle process somewhere.
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[01:24:19] <cris> ok, so I change all
[01:24:29] <cris> but it gives the same result
[01:24:46] <n3o59hf_atlas> cris, can you show changes?
[01:26:46] <EvilEntity> make a new project and draw a square that will work on all device the way you want. then update your existing project
[01:27:30] <cris> I'm sure the problem is set bounds
[01:27:55] <cris> when I change the value of setbounds it changes
[01:27:59] <cris> the picture
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[01:28:26] <cris> but the problem is the missmatch between the tablet and phone resolution
[01:30:18] <EvilEntity> just draw them textures like a reasonable person batch.draw(icon, x, y, width, height)
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[01:41:29] <blastron> hello, i've got a question about laying things out in scene2d.ui
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[01:41:53] <blastron> is there anything like floating elements in CSS? i want to make buttons wiggle around a bit when you're mousing over them
[01:42:34] <blastron> right now i've got everything neatly laid out in a table, but am having trouble figuring out how to move the buttons outside the bounds of their cells
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[01:46:02] <cris> ok, EvilEntity let me try
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[01:52:08] <cris> I found this
[01:52:11] <cris> will try it
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[01:56:19] <n3o59hf_atlas> cris, one more thing - when you use "virtual" coordinates, you don't need to unproject coordinates from screen
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[02:00:48] <cris> ok
[02:00:59] <cris> It's there an easy way to scale based on DPI?
[02:02:52] <n3o59hf_atlas> cris, haven't seen easy way as UI usually need to change depending on screen size and density
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[02:08:32] <n3o59hf_atlas> good night!
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[02:32:30] <cris> oh
[02:32:36] <cris> seems like it works now
[02:33:01] <cris> the problem was that somehow projecting the vector3 from camera gave some weird results
[02:33:26] <cris> that changed rect.setbounds into weird behaviour
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[03:13:06] <negativeview> I'm having a strange problem that I'm not sure how to properly google. My camera.direction seems to always be pointing more "up" than expected. Testing by drawing spheres at Vector3.set(camera.direction).nor().scl(i).add(camera.position) for increasing values of i.
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[03:14:31] <negativeview> possibly of note is that it works as expected if I have a 1:1 aspect ratio, but not if I am widescreen.
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[03:39:15] <negativeview> Well, I found my error and feel very stupid. Simple typo nowhere near the code I suspected to be wrong.
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[04:24:28] <java-android> Hi
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[04:25:43] <java-android> Is anyone on
[04:25:50] <TEttinger> hello
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[04:25:57] <java-android> Hi
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[04:26:35] <TEttinger> for future reference, you may have a channel list in your client, which will show that there are quite a lot of people here
[04:26:35] <java-android> I just want to ask a question
[04:26:51] <TEttinger> ask away
[04:28:01] <java-android> Its about a demo game called Canyon Bunny
[04:29:32] <java-android> Its only has 1 level and im trying to make a second level. Im asking for how to make it ?
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[04:31:37] <java-android> True
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[04:34:15] <graphite> Hey! When i scaled everything to 100 pixels per metre for box2D everything is blurry. how do u fix this?
[04:35:08] <graphite> Its not that blurrry, just a little blurry. Basically not as good as the original quality
[04:38:52] <java-android> Thank you: TEttinger let me try it.
[04:39:24] <TEttinger> it looks like he doesn't have any levels in that source
[04:39:37] <TEttinger> it obviously is not the official book's source code...
[04:41:14] <TEttinger> ah!
[04:41:39] <java-android> Yes i see
[04:41:53] <TEttinger> each color is defined in Level.java
[04:41:57] <java-android> Ive got the original book
[04:42:20] <TEttinger> ok
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[04:43:44] <TEttinger> well you'd really just make another image like that with the same exact colors, save it as a png, stick it in the levels folder and make sure that something calls Level.init(String filename) with the filename of the new png
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[04:49:08] <kdarknight1> Tomski, there?
[04:49:15] <Tomski> o/
[04:50:51] <kdarknight1> You gave me this relative gradle project link or generating gdx project
[04:50:56] <kdarknight1> For*
[04:51:25] <kdarknight1> Do I have to clone whole repo for that specific sub directory?
[04:53:03] <Tomski> Yup
[04:53:46] <Tomski> You can copy the gradle task instead of building from source
[04:54:37] <Tomski> See the resources dir for the makeLocal tasks
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[05:03:14] <kdarknight1> Where are these tasks listed?
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[05:08:19] <Tomski> In the build.gradle files in that directory
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[05:11:52] <java-android> TEttinger: Constants.java : public static final String LEVEL_02 = "levels/level-02.png";
[05:12:18] <TEttinger> yeah, then load that after the user finishes the first level I guess
[05:12:55] <TEttinger> you'd need to reassign the player's position to the new start position
[05:13:02] <java-android> Then what i need to change in WorldController.java & WorldRenderer.java classes
[05:13:50] <TEttinger> no idea. I don't think there's much. I think WorldController has something that always loads level 1 now
[05:14:25] <java-android> Yeah
[05:15:06] <TEttinger> this shouldn't be hard to figure out the rest
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[05:19:07] <java-android> Im a newbie so its still hard to figure out
[05:20:35] <java-android> I need a full explaination
[05:29:14] <TEttinger> the book doesn't give one?
[05:29:35] <kdarknight1> Tomski, can't find anywhere build.gradle file. Are we on the same page? I am looking in gdx-setup directory
[05:32:57] <java-android> No there is only one level and i dont know how to make a second one. If there were a second level it would be so easy to write more levels.
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[05:38:42] <java-android> To make the first lvl there is a lot of classes and codes needed to write but i think for second lvl minor code changes will be enough. Most hard part of it for me is whats the exact minor changes
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[09:33:22] <Lestat> sup niggas
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[09:34:07] <ravenlord> the ceiling
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[10:02:02] <kdarknight1> ravenlord
[10:02:35] <ravenlord> kdarknight1
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[10:06:19] <kdarknight1> I am trying to run gdx-setup from sources
[10:06:29] <kdarknight1> How can I do that?
[10:13:03] <Tomski> You just run the GdxSetupUI class
[10:13:32] <kdarknight1> Oh, Tomski is still awake!
[10:13:58] <kdarknight1> Okay, let me try
[10:15:41] <Tomski> kdarknight1, but since you dont really need the setup, you may as well just build a project offline and add the tasks
[10:18:11] <kdarknight1> Oh, so I just have to create a project using setup on my pc, add those move local task in build gradle file and then run refresh gradle?
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[10:20:58] <Tomski> You would run those tasks
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[10:23:09] <kdarknight1> Okay, got it
[10:23:14] <kdarknight1> Thanks :)
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[10:49:38] <TEttinger> since when is Lestat coming back here? haven't seen him in a while
[10:50:31] <TEttinger> Tomski, you deserve a medal or something for answering so many questions from so many people recently
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[11:21:54] <kdarknight1> Medal of libgdx Honor
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[11:50:38] <Tomski> Gliese, not without seeing that rand function
[11:51:30] <Gliese> I debugged , its generating as expected
[11:51:38] <Tomski> You create a new random every time?
[11:51:47] <Tomski> Random object*
[11:52:22] <Gliese> yeah, but I will change it
[11:52:55] <Tomski> If you use Random with the same seed, you will get the same results each time
[11:53:19] <Tomski> robovm probably uses the same seed with the default constructor, so your values are going to be the same
[11:54:57] <Gliese> but I am logging the generated values
[11:55:00] <Gliese> and they look good
[11:55:09] <Gliese> I realize this happens in an android device with lower hardware
[11:56:05] <Tomski> You are logging how?
[11:56:07] <Tomski> Why static?
[11:56:21] <ravenlord> why don't you use the same Random instance?
[11:56:46] <ravenlord> Tomski: why not, even Math.random() uses a static Random
[11:57:40] <Gliese> yeah static to keep it, I use it a lot
[11:57:46] <Tomski> On ios?
[11:58:10] <Gliese> I am logging this in an android device that is happening the same behaviour as iOS
[11:58:11] <Tomski> Or are you just testing on android
[11:58:17] <ravenlord> well, statics do have drawbacks, especially on android for example
[11:58:25] <Tomski> Its happening on android with lower hardware?
[11:58:54] <ravenlord> because statics on android won't get instantly garbage collected as you close your app
[11:59:01] <Gliese> lol
[11:59:08] <Gliese> Tomski, looks like this static solves the problem
[11:59:12] <ravenlord> so it can happen that you restart your app
[11:59:20] <ravenlord> and you still have the old static object
[11:59:24] <ravenlord> so use them with care
[11:59:26] <Tomski> Thats not because of static
[11:59:29] <Tomski> Thats because of the seed
[11:59:55] <ravenlord> probably new Random() on your device was resetting to the same seed (for some reason)
[12:00:32] <Gliese> I had no ideia, but what you suggest to avoid static?
[12:00:49] <ravenlord> I usually keep most stuff in class members
[12:00:51] <Tomski> Those functions are a good candidate for static modifier
[12:01:02] <ravenlord> btw you might want to check RandomXS128
[12:01:16] <ravenlord> I think it's a bit better than the standard Java random
[12:02:14] <Gliese> nice ravenlord I will look into it indeed
[12:02:29] <Gliese> I still don't get this seed thing, why he's getting previous one?
[12:02:37] <ravenlord> Random generates the seed using this: this(seedUniquifier() ^ System.nanoTime());
[12:02:50] <ravenlord> I wonder why it's the same though
[12:03:05] <Tomski> Thats if you run on the jvm
[12:03:21] <ravenlord> Tomski: on android it's different?
[12:03:52] <Gliese> but its something if I call same thing bunch of times in few time he will use the same always?
[12:03:55] <Tomski> Random has different implementations on different platforms
[12:04:09] <Tomski> With robovm you are seeding with the current millis
[12:04:18] <Tomski> android does nano I think
[12:04:33] <Tomski> But that would depend on what version
[12:05:17] <ravenlord> ah
[12:05:26] <ravenlord> current millis can give the same seed
[12:05:31] <ravenlord> if the code is fast enough
[12:06:21] <Gliese> ah!
[12:06:25] <Gliese> now makes sense to me :p
[12:06:55] <Gliese> if it is fast enough he will use same millis for all interactions?
[12:10:23] <Gliese> ravenlord, I changed to RandomXS128 works great
[12:10:34] <ravenlord> yes
[12:11:05] <ravenlord> because for testing sometimes I need a seed :D
[12:12:45] <Gliese> what is MathUtils.random(); doing?
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[12:14:10] <Tomski> returning you a random :)
[12:14:42] <Tomski> A RandomXS128
[12:15:26] <ravenlord> it's the same, but you can't control the seed
[12:16:11] <Tomski> yes you can
[12:16:29] <Gliese> nice this solved me other strange behaviours that i never realized the origin
[12:16:44] <kdarknight1> Tomski, I generated a project through ordinary setup jar. Then copied makeLocal task in android core and desktop build gradle files. Then executed that task. It successfully complete. Now when I copy this project to another pc, then build fails
[12:17:08] <ravenlord> Tomski: ah, now I see that random is public... yupp, so no need for my file
[12:17:09] <ravenlord> oh well
[12:17:11] <Tomski> kdarknight1, you are importing as an eclipse project?
[12:18:46] <Gliese> kdarknight1, normally if you are using gradle project, importing gradle file works without any problem in any pc/os
[12:19:36] <kdarknight1> Tomski, gradle. Let me try eclipse
[12:20:24] <Tomski> kdarknight1, that task is just to create an eclipse only project
[12:20:38] <Tomski> If you want to use gradle you'll have to change the gradle cache home on that system to the project directory
[12:20:46] <Tomski> But I thought you said they were going to be using eclipse?
[12:21:40] <kdarknight1> That's okay, eclipse is fine.
[12:21:55] <kdarknight1> But there is a red exclamation mark
[12:22:07] <kdarknight1> On each folder after import
[12:22:27] <Tomski> kdarknight1, so generated the project, then what task did you run?
[12:22:49] <kdarknight1> Gradlew makeLocal
[12:23:04] <Tomski> You'll probably want this instead
[12:23:31] <Tomski> gradlew -g ".cache" eclipse makeLocal
[12:25:04] <kdarknight1> Will this download everything again?
[12:25:21] <Tomski> Yus
[12:25:40] <kdarknight1> Okay.
[12:25:49] <Tomski> The setup does this, but as you've done it by adding the tasks, you have to add those bits on
[12:26:12] <kdarknight1> So once I do this, project will be self dependent
[12:26:19] <Tomski> In theory, as long as you set the -g paramater to cache again, you should be able to use gradle too
[12:26:43] <Tomski> for eclipse, yes
[12:26:55] <Tomski> And IDEA, if you adapt the tasks a bit
[12:27:17] <Tomski> But you'll want to import as eclipse projects/idea projects rather than gradle
[12:29:38] <kdarknight1> Okay.
[12:37:03] <Tomski> kdarknight1, got to head for a bit, let me know how it goes!
[12:42:11] <EvilEntity> kdarknight1: fixed yer time step yet?
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[12:54:02] <kdarknight1> EvilEntity, not entirely but after putting interpolation (don't know if it's implemented fine) and setting time step to 1/45 I did find a little improvement
[12:54:10] <kdarknight1> But not entirely smooth
[12:54:19] <kdarknight1> Like other games I see on play store
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[13:26:16]
<Kamigaku> Hi guys i have some trouble with the sensors, i'm creating a sensor and i try to detect everything he enters in contact with but it doesn't work... Any idea ? (http://pastebin.com/gSPL83sA)
[13:29:18] <lukass> hey guys, I have a question regarding widgets. When I have a button and a label lies above it, is there a way to use the clicklistener of the button when the label was clicked? I heard about the "hit(x,y,bool)" method
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[13:31:34] <EvilEntity> Kamigaku: in not convinced isTouching is something you want to do
[13:31:58] <Kamigaku> EvilEntity: what should i do then ?
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[13:40:31] <asdf123> Hi Guys, I want to implement a button which changes my window size (i.e 640/360, 1280/720, 1920/1080). For this I have a "change resolution button", which calls Gdx.graphics.setDisplayMode(x, y, false);. My problem is that I get random JavaVM crashes, but only sometimes. Any idea what to do?
[13:40:44] <EvilEntity> Kamigaku: ill link you an example in a sec
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[13:43:05] <lukass> hey, does someone know how to redirect a click from one widget to an other?
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[13:46:07] <kdarknight1> EvilEntity, that github link of libgdx experiment. In box2d interpolation, does that work perfectly for you? And is this the best way for world steps?
[13:48:29] <EvilEntity> kdarknight1: feels broken as shit with 1/60 step, larger/smaller feels fine. working on it
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[13:55:17] <kdarknight1> Okay.
[13:58:17] <Kamigaku> Well... i'm pretty much doing the same thing. Except the fact that my sensor is moving with my character. (i'm not using a custom class Sensor like you but my creation is the same process)
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[13:59:43] <Kamigaku> The thing is that my sensor is called once at the beginning (there is a player inside my sensor) and not anymore after.
[14:02:57] <EvilEntity> thats how it works
[14:03:24] <EvilEntity> thats why theres a counter in the sensor, so you know if something is touching
[14:03:59] <EvilEntity> beginContact is called when it begins, ie once
[14:04:26] <Kamigaku> yes but it should be called one more time when the circle enter inside the black box.
[14:06:27] <EvilEntity> my example works as expected, you can drag the boxes around and sensors light up when something is touching them. maybe your logic is busted somewhere
[14:07:03] <Kamigaku> Ok so here is an idea
[14:07:25] <Kamigaku> My problem is that when my player spawn it contains a Sensor body + a dynamic body
[14:07:49] <Kamigaku> at the moment my player spawn i catch an "beginContact" but since my sensor follow the dynamic body
[14:07:52] <Kamigaku> it never end
[14:08:13] <Kamigaku> i just tried to remove the dynamic body leaving only the sensor and the detection is done.
[14:09:26] <EvilEntity> what are you trying to do again?
[14:10:15] <Kamigaku> I'm trying to have a player, with a sensor around it detecting nearby body
[14:10:44] <EvilEntity> go on
[14:11:28] <Kamigaku> It's already done ^^'
[14:12:50] <EvilEntity> it doesnt change anything if sensor is moving
[14:12:54] <EvilEntity> post code
[14:13:12] <Kamigaku> here ^ is the body creation
[14:13:57] <EvilEntity> only thing that screams bad at me is that its too big. detection code
[14:14:53] <kdarknight1> Is it better to dispose a PolygonShape and re create a new if I want this every 3 sec or I should create one and dispose when the program ends?
[14:15:27] <EvilEntity> if you make one every 3 seconds its probably better to just store one
[14:15:46] <kdarknight1> This will happen with at least 15 shapes
[14:15:47] <kdarknight1> Okay
[14:17:56] <Kamigaku> @EvilEntity : i don't get your answer, the code that i sent doesn't have any detection code >.>
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[14:18:48] <EvilEntity> thats the point
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[14:19:30] <EvilEntity> if(contact.isTouching()) will not work
[14:21:28] <Kamigaku> hmm yes but i don't see where you a leading me too...
[14:23:42] <Kamigaku> Basicly i have 2 entity and 3 body. My player have 2 body : dynamic and sensor. The box have 1 body : static. At the beginning of the game, my ContactListener tell me in the beginContact that the sensor of my player and the body of my player are colliding (and never end since they stay in). When my player move, the sensor follow the player. When it overlaps the box the contact isn't detected.
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[14:27:37] <Kamigaku> Ok i made it work... I just realised that it possible to create 2 fixture for one body.
[14:27:41] <Kamigaku> it is*
[14:27:53] <Kamigaku> Now my player have only body but 2 fixtures
[14:28:06] <Kamigaku> only one body*
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[14:36:48] <kdarknight1> Tomski
[14:38:01] <kdarknight1> That command for downloading locally, it was build successful. But still
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[14:38:26] <kdarknight1> Exclamation on folders
[14:41:37] <EvilEntity> :eclipse:
[14:42:08] <kdarknight1> What?
[14:42:10] <EvilEntity> apperently calling fixedUpdate a line earlier makes it work a lot better :/
[14:44:04] <kdarknight1> EvilEntity, do you know any way to make a self dependent project with libs?
[14:44:15] <EvilEntity> nope
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[15:06:30] <mobidevelop> O.o
[15:14:22] <kdarknight1> Try to fix one thing, break 5 more things. Life of game development
[15:14:37] <ravenlord> kdarknight1: life in development in general :P
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[15:18:50] <ravenlord> mobidevelop: please review the updated APK expansion support
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[15:22:22] <Whiskee> I can't seem to automatically execute a shell script (starting my java server) on Debian, does anyone know how I can accomplish that?
[15:22:35] <Whiskee> I've added a @reboot line to crontab and the .sh script is chmod +x
[15:23:44] <ravenlord> Whiskee: why not an entry in init.d?
[15:23:45] <Whiskee> ... not really libgdx related but I guess many of you here do have a sever :P
[15:24:18] <Whiskee> hmm, when are init.d entries called exactly? because I need the server to start after mysql
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[15:25:58] <Whiskee> (I'll try that now btw, thanks)
[15:26:28] <ravenlord> rcX.d
[15:26:40] <ravenlord> they are called in those order
[15:27:39] <ravenlord> so for example if myslqd is in rc5.d you can put yours in rc6.d
[15:27:42] <ravenlord> or something like this
[15:28:11] <ravenlord> actuallyno, the name sets the order
[15:28:14] <ravenlord> my mistake
[15:28:36] <ravenlord> S40mysqld for example and S50newscript
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[15:30:38] <Madmenyo> Hi all,
[15:31:23] <mobidevelop> ravenlord: I will when I have time, which I currently do not. Sorry.
[15:32:27] <ravenlord> ok
[15:32:30] <ravenlord> thanks
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[16:01:36] <kdarknight1> Looks smooth to me
[16:02:09] <kdarknight1> Have you tested this on Android? EvilEntity
[16:02:26] <EvilEntity> nope
[16:02:29] <EvilEntity> but should work :P
[16:02:41] <EvilEntity> clone the repo and test it\
[16:03:38] <kdarknight1> Latest commit is of one hour ago
[16:03:58] <kdarknight1> Is this updated one?
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[16:37:54] <tuccer> nevermind stupid me, I flipped vertex and fragment shader -.-'
[16:45:37] <isdera> is there any way to add a echo/reverb to my sound?
[16:47:13] <kdarknight1> isdera, one way could be preprocess it and play when needed
[16:47:33] <kdarknight1> With some audio processor like audacity
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[17:13:06] <jeffol> ugh, cannot test google play iap, just keep getting "the item you requested is not available for purchase", can't seem to figure out the problem
[17:14:00] <jeffol> published it alpha last week, all iap data is in "active", using an account with credit card data, the account is on the in app billing tester list in the google play console, wtf
[17:14:30] <jeffol> i query google play for the product data, get the product data back successfully
[17:14:47] <jeffol> but cannot complete this because it won't work, BLUH
[17:14:48] <kdarknight1> EvilEntity, what's 275-280 is doing? In interpolation screen
[17:15:47] <kdarknight1> jeffol, I had this problem too, don't know how I fixed it though :P
[17:15:55] <jeffol> ugh
[17:15:56] <EvilEntity> fake fps
[17:16:32] <kdarknight1> Should I omit and call update with delta directly?
[17:18:26] <EvilEntity> it is there so you can test various fps
[17:18:56] <kdarknight1> Okay
[17:18:59] <kdarknight1> Got it
[17:18:59] <EvilEntity> normally you would just do update(delta)
[17:19:32] <kdarknight1> Testing on Android, by porting yours implementation to my game
[17:19:33] <EvilEntity> i take it it work on androud
[17:22:31] <mtsr> kotcrab: Sorry for the late response, 0.8.2-SNAPSHOT works for me.
[17:24:48] <mtsr> TEttinger: Is the mvn stuff you mentioned working again for you? Just checking, might shed some light on my problems
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[17:29:12] <Kotcrab> mtsr: ok
[17:29:23] <mtsr> Thanks!
[17:29:23] <kdarknight1> I think I am doing something really wrong, bodies are moving insanely odd
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[17:38:03] <EvilEntity> i hope you are not making them move with setTransform :p
[17:41:01] <kdarknight1> Lol, nope. Let me know when you are bored and free. Will show you the three classes involved in this issue, you may find my mistake
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[17:57:49] <EvilEntity> post and maybe someone will take a look
[17:59:19] <kdarknight1> Okay, let me strip down a lot of crap
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[17:59:58] <EvilEntity> run a bunch of iterations :P
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[18:25:31] <phunni> heya
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[18:26:38] <kdarknight1> Yo
[18:26:46] <phunni> think I'm begin really stupid and missing something
[18:27:17] <phunni> I'm trying to do some experiments with Box2D and I have succesfully got some bodies falling from the "top" and bouncing on the ground
[18:27:18] <kdarknight1> You are not the only one
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[18:28:06] <phunni> I'm now trying to associate an image with one of the bodies, but body.getPosition() always returns the same values (which are nowhere near the body) regardles of where the Box2D body is...
[18:28:21] <phunni> bottleBody the relevant body
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[18:39:33] <phunni> Any ideas/
[18:39:34] <phunni> ?
[18:41:45] <phunni> ah well - nevermind, I'll try again another time. I need to get away from the computer now.
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[19:13:10] <Madmenyo> Any idea how I can add a ninepatch image to a table and stretching properly?
[19:13:54] <Madmenyo> I have this: background = new NinePatch(atlas.findRegion("bar"), 6, 6, 2, 2); and when drawing this using the ninePatch itself it is drawn properly.
[19:14:25] <Madmenyo> But when I put it in an Image and that in a table it just draws the ends on left and right.
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[19:23:18] <noone__> set the scaling of the image to fit
[19:24:25] <Tomski> kdarknight1, did you get it running?
[19:26:32] <kdarknight1> I can't say for sure that it's running. Because it works on my pc who is isolated from Internet. But not on the pc that has all the gradle library in cache. I will test this on one more pc tomorrow and will let you know for sure. Most probably it will work
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[19:28:16] <Tomski> kdarknight1, if you imported as eclipse project, then it will work on non network pcs
[19:28:25] <Tomski> networked*
[19:29:41] <kdarknight1> Yes its working. I just wonder why it's not on my pc who is all packed up with updated gradle libs.(the pc where I actually downloaded and generated this project)
[19:30:21] <Tomski> what are the errors?
[19:31:02] <Madmenyo> Hmmmm the problem actually is not with how I draw it. The problem lies in the fact that my new packed spritesheet has rotated textures. My pack/txt file does specify that "rotate: true" but LibGDX does not take this into account. Any idea for a quick solve?
[19:32:52] <kdarknight1> Exclamation marks on folders. If I import with eclipse, but no errors if i import with gradle
[19:33:06] <Tomski> YOu should errors along with those
[19:39:35] <kdarknight1> Tomski, missing required library
[19:39:43] <Tomski> Which lib?
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[19:40:05] <kdarknight1> All of them are listed, of core android and desktop
[19:40:11] <Tomski> screen shot?
[19:40:23] <kdarknight1> Just a sec
[19:41:11] <Tomski> If you have ran from gradle on the new machine in eclipse, you probably broke it
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[19:44:29] <kdarknight1> Yeah I did, lol. That's why repeated everything again and made a rar this time :P wait for screenshot
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[19:52:38] <kdarknight1> If I shoot myself today, blame is on my ISP
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[20:05:30] <wulax> The javadoc says it takes degrees
[20:06:21] <wulax> Not that it really matters, but I am curios if it is just a mistake?
[20:06:52] <wulax> er, curious that is
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[20:20:36] <diphtherial> hey, what do you all think of using libgdx for general-purpose mobile app development?
[20:20:48] <dixxy> looking at the source wulax
[20:21:03] <dixxy> it calls the quaternion method with the same name
[20:21:28] <dixxy> that then calls a setEulerAnglesRad(yaw * MathUtils.degreesToRadians,...
[20:21:30] <wulax> yes, and that method calls setEulerAnglesRad
[20:21:33] <wulax> yeah
[20:21:46] <dixxy> it depends if that *math thing
[20:21:50] <dixxy> does something
[20:22:13] <dixxy> at the moment I cant recall how you convert degrees to radians
[20:22:42] <dixxy> but i think it's very unlikely that the values isn't affected
[20:23:39] <wulax> I was thinking about asking the author, but it is not important enough to disturb him I think.
[20:24:00] <Xoppa> :D
[20:24:01] <EvilEntity> diphtherial, depends on app, anything ui heavy will look out of place
[20:24:46] <dixxy> there he is
[20:24:49] <dixxy> :D
[20:25:07] <wulax> :)
[20:25:19] <Xoppa> the author probably copied that test from the bullet tests and never noticed an issue
[20:25:45] <wulax> alright
[20:26:06] <dixxy> let's find the bullet tests author now!
[20:27:33] <dixxy> maybe it just worked differently in an old version of libgdx
[20:27:36] <dixxy> O_o
[20:29:51] <diphtherial> EvilEntity: fair point, but i was thinking about going with a 'novel' UI anyhow; it's not intended to match the OS
[20:34:14] <Xoppa> o.O using degrees makes it go mad
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[20:50:47] <kdarknight1> It took me an hour just to upload this.
[20:52:51] <Tomski> kdarknight1, an image?
[20:53:24] <Tomski> Do they exist in that path?
[20:54:42] <kdarknight1> I have an amazing ISP here. Btw yes .cache folder has everything
[20:55:04] <Tomski> kdarknight1, but in those paths that eclipse is looking for them in
[20:56:10] <jeffol> down that path lies madness
[20:56:18] <EvilEntity> i just downloaded 10gigs of mgsv in last 10 minutes
[20:56:36] <kdarknight1> Oh, it's looking in libgdx/.cache but it should look in libgdx/workshop/.cache
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[20:56:58] <kdarknight1> EvilEntity is evil
[20:56:59] <jeffol> \o/
[20:57:19] <EvilEntity> water is wet i heard
[20:58:05] <jeffol> so is your gf
[20:58:14] <wulax> Xoppa: you probably already know, but the setLimit() should still be in radians
[20:58:17] <kdarknight1> Lol
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[20:59:28] <Xoppa> wulax, ow no, I just changed values, tried it and didnt spend more time on it. Thanks for letting me know, I´ll give it a try now
[20:59:52] <kdarknight1> Tomski, thanks a ton. It worked
[21:00:07] <EvilEntity> a gf? waht sort of neckbeard do you think i am?!
[21:01:54] <wulax> Xoppa: it would be nice to have a setFromEulerAnglesRad in Matrix4 :-)
[21:05:17] <wulax> Altough matrix4.set(new Quaternion().setEulerAnglesRad(...)) works too
[21:06:40] <wulax> neat!
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[21:20:17] <jeffol> \(*T▽T*)/
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[21:23:15] <mrk> I work at a startup in california and we are developing a game in libgdx. We are looking for a java-libgdx developer for a full time position. We have listings but I thought I'd drop a line here
[21:24:32] <jeffol> mrk: nice. good idea
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[21:31:17] <isdera> mrk what kind of game
[21:31:47] <mobidevelop> Flappy Bird clone
[21:32:02] <isdera> * hangs himself with an extension cord
[21:32:22] <isdera> theyre going to call it Fappy bird
[21:32:23] <EvilEntity> flappy bird clone! i have experience in that!
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[21:34:55] <mrk> an education game
[21:35:04] <mrk> interested?
[21:37:41] <isdera> are you trolling us
[21:38:11] <mrk> no
[21:38:27] <EvilEntity> i do live on other side of the world, so commute would be a bit inconvinient
[21:38:32] <[twisti]> mrk: what are you planning on doing for money ?
[21:39:27] <mrk> we are already a company and we already have money. We are lookng to expand our libgdx dev team and I thought here is probably the best place to say it
[21:39:46] <[twisti]> no, i mean how are you planning on making a profit
[21:40:14] <isdera> yeah kids dont have any money
[21:41:00] <[twisti]> i think the interest in a position of a company that refuses to say how they are planning on earning the money to pay a salary with will be rather low
[21:41:04] <[twisti]> thats kind of a red flag
[21:41:33] <[twisti]> either you have no plan at all, or your plan is so bad that youre scared of sharing it, or your plan is so shady youre ashamed of it
[21:41:45] <isdera> in silicon valley money grows on trees
[21:41:56] <[twisti]> none of which makes people think "that sounds like a great job opportunity"
[21:42:04] <mrk> we have a subscription model with schools and it's already generating revenue, this is how we are and we'll keep making money
[21:42:13] <isdera> those fuzzball characters are kind of creepy looking
[21:42:45] <[twisti]> alright then, sounds reasonable, why did you make me drag it out of you like that ?
[21:43:16] <mutilator> long as you can bring in VC money you can survive for a long time
[21:43:17] <mutilator> :P
[21:43:28] <[twisti]> by the way, under "skills" it doesnt actually list java
[21:44:10] <mrk> but the position is Senior Java Engineer..
[21:44:12] <mrk> lol
[21:44:34] <[twisti]> also it says "You have experience experience" a few times
[21:44:51] <isdera> will I get a bi-weekly paycheck?
[21:44:53] <[twisti]> and wtf, cobol ? really ? in a startup ?
[21:45:08] <EvilEntity> cobol is fun
[21:45:19] <mrk> it's a bonus not a requirement
[21:45:36] <[twisti]> im just curious where youd use that at all
[21:45:50] <[twisti]> the only places i know that still use cobol are legacy banking systems
[21:45:59] <mrk> it's a position open to different profiles but as of now we are specially looking for a libgdx developer (all extras are welcome) but this is what we are looking for
[21:46:59] <EvilEntity> eh everyone wants senior this or guru that
[21:47:06] <mutilator> i need another job
[21:47:14] <mutilator> sign me up
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[21:48:25] <wulax> lol, I think they need to hire someone with experience in spell check experience
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[21:48:47] <mutilator> or just experience in proof read experience
[21:49:08] <mutilator> i hate when i do that sort of thing when i'm typing a quick email
[21:49:14] <mutilator> mind goes one direction and fingers go another
[21:49:27] <mutilator> or you change half a sentence and then the other half makes no sense
[21:51:10] <noone__> "Bonus points if... You know COBOL", lol
[21:51:26] <mrk> interested send resume to marc [at] kodable [dot] com and your cool gdx games
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[21:54:56] <mutilator> what if... i live nowhere near CA
[21:57:05] <EvilEntity> like... really nowhere near ca
[21:57:43] <[twisti]> theyll provide a hooker for you to marry so you can get a green card
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[21:58:05] <mutilator> yea but i dont want to live in CA either
[21:58:16] <mutilator> who would ever want that
[21:58:23] <isdera> theres no water
[21:59:00] <mutilator> and earth quakes and hippies
[21:59:04] <[twisti]> someone who wants those $120k/year
[21:59:04] <isdera> the people there just save up their spit
[21:59:16] <mutilator> plenty of better places to make 120k!
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[22:03:26] <EvilEntity> 120k/year and rent for 1 bed is 60k/year
[22:03:56] <EvilEntity> now, ca wage in 3rd world country? sign me the fuck up
[22:04:01] <mutilator> i have a house for sale for 60k if you want
[22:04:14] <mutilator> 2k sq ft with basement
[22:04:27] <mutilator> just... not in CA
[22:05:47] <[twisti]> where the fuck other than NYC is rent $5,000 a month for one bedroom
[22:05:54] <[twisti]> or maybe tokyo
[22:06:16] <mutilator> san fran
[22:06:27] <[twisti]> no way, really ?
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[22:06:47] <mrk> we can only do local now, so only CA area or people willing to move
[22:07:04] <mutilator> well when you expand it to remote, let me know
[22:07:17] <mutilator> i'll show you all my cool gdx apps
[22:07:18] <EvilEntity> ill make 7k km tunel brb
[22:07:33] <mutilator> tunnel? why not just get an airplane
[22:07:39] <mutilator> you could afford to fly
[22:07:55] <EvilEntity> its 20k to fly
[22:08:44] <noone__> what's CA btw?
[22:08:52] <noone__> I would like to know waht you guys are making fun of
[22:09:15] <[twisti]> california
[22:10:29] <noone__> oh, I thought you make fun of canada
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[23:26:57] <Lecherito> noone__: that is also true
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[23:56:25] <jeffol> I'm trying to wrap some obj c code for use in my ios robovm project. they are .m files and .h files. I've put them under my ios/libs/ folder where gradle looks for .a files. I tried wrapping one, says it couldn't find the class
[23:57:04] <jeffol> i've put some h files in there and wrapped them successfully before, but the .h files were linked to .a libraries. not sure what i might do