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[00:01:56] <jeffol> i guess i need to create a static library
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[01:43:59] <kotoReZ> can someone tell me, if I have an animation pictures for my player character do I still keep it in one just texture atlast including all the enemy icons, gui, etc or I can keep separate texture atlas for each animated node?
[01:44:55] <kotoReZ> *giant texture atlas*
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[01:56:04] <TEttinger> kotoReZ: so this is a good question
[01:56:56] <mobidevelop> How giant is giant?
[01:57:12] <TEttinger> typically you want to avoid having too many pages to a texture atlas. that is, if you pack 10,000 images into one atlas, the atlas will need to switch between a few textures to actually render all 10,000 (or even a random sample of 100 of those) in a frame
[01:57:57] <kotoReZ> 1024x1024
[01:58:08] <TEttinger> but if everything fits in a 1024x1024 or 2048x2048 atlas (on desktop it might actually be reasonable to use 4096 these days)
[01:58:23] <TEttinger> then that's the absolute best, a single page
[01:59:26] <TEttinger> android is not likely to support more than 1024x1024 on low-end hardware I think. I think the not-that-old and not-originally-low-end samsung galaxy s3 can't handle 2048x2048, not sure
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[02:01:54] <TEttinger> another thing is, if you are storing palette swapped versions of a single creature as multiple images, there's a relatively easy way to only store a single version and do the palette swaps with a shader once
[02:02:54] <TEttinger> there isn't much benefit for just color changes on icons, especially tiny icons
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[02:16:46] <cris> ok guys
[02:16:51] <cris> I have a problem
[02:17:02] <cris> I'm getting this
[02:17:02] <cris> http://i.4cdn.org/g/1441843490137.png
[02:17:04] <Yxven> Have you tried turning it off and on again?
[02:17:07] <cris> on my tablet
[02:17:13] <cris> but it works on my phone
[02:18:06] <Yxven> What is status -12?
[02:19:07] <TEttinger> I think that you asked first on 4chan may not be the best sign
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[02:21:41] <cris> I browse 4chan often
[02:21:45] <cris> is a fun forum
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[02:22:06] <cris> status 12 refers to the device not having memory for the audio
[02:22:27] <cris> but I followed Stack overflow answers
[02:22:39] <cris> and made the effect some mp3 with 40kb bit rate
[02:22:43] <cris> but still got it
[02:23:09] <TEttinger> some android devices have really picky audio requirements
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[02:23:45] <TEttinger> is the audio file large in filesize or long in the length of the recording?
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[02:40:55] <cris> let me check
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[02:58:57] <cris> http://i.4cdn.org/g/1441846711609.png
[02:59:05] <cris> I don't think they're big
[02:59:11] <cris> just a dozen kb
[02:59:17] <cris> and one second long
[02:59:49] <TEttinger> that shouldn't be causing memory problems unless it can't allocate any memory or some similar problem
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[03:18:15] <cris> it just happens on my tablet
[03:18:21] <cris> it's a 7" titan
[03:18:30] <cris> my phone works fine
[03:19:07] <maximtwo> you put a geforce titan in your tablet? damn
[03:19:37] <maximtwo> that must get hot in your hands
[03:22:17] <cackling_ladies> reminds me of that upcoming asus watercooled laptop
[03:22:25] <cackling_ladies> whose demo unit doesnt run.
[03:23:20] <cris> no
[03:23:23] <cris> it's a chinese brand
[03:23:25] <cris> called titan
[03:24:19] <cris> http://www.titantablet.net/index.php/es/tablet/tablet-7
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[04:11:21] <cris> ok guys
[04:11:24] <cris> I have a question
[04:11:38] <cris> should I put my sound effects as music instead of sounds?
[04:11:57] <cackling_maidens> cris
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[04:12:14] <cackling_maidens> sound and music are called differently
[04:12:19] <cackling_maidens> so why would you?
[04:12:35] <cris> I'm getting no sound on my chinese titan tablet
[04:12:40] <cris> but on my phone they sound
[04:13:11] <cackling_maidens> I dont trust chinese brand products
[04:13:30] <cackling_maidens> they probably made room for their spying and data stealing systems
[04:14:33] <Neilos> Yes it's the device, I know for instance that Samsung Galaxy S2 had issues playing sounds
[04:15:00] <Neilos> and it was due to a bug int eh device
[04:17:28] <cackling_maidens> to be fair, S2 is a relic from the neolithic age.
[04:18:32] <Neilos> yeah I'm casting my mind back some years now but I remember there was some problem or other
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[04:24:15] <cris> my phone is alcatel b pop
[04:24:20] <cris> an old one
[04:24:27] <cris> like android sdk 10
[04:24:31] <cris> but it plays sounds
[04:24:41] <cris> I guess it's a device problem then
[04:24:51] <cris> are u sure I should worry?
[04:25:05] <cris> shouldn't
[04:28:24] <Neilos> well no... we cannot be sure
[04:28:35] <Neilos> We know nothing of your code etc...
[04:29:12] <Neilos> It is important to test your app on as many of the devices you support as possible
[04:31:41] <cris> like I said
[04:31:45] <cris> the code works fine
[04:31:53] <Neilos> You might even be able to get others to test your app for you if you ask about and give them an apk
[04:31:54] <cris> my phone play the sounds
[04:32:13] <cris> any of you wanna test it?
[04:32:18] <cris> but where do I upload it?
[04:33:05] <Neilos> im not going to test it for you sorry, not now.
[04:33:07] <Neilos> ;)
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[04:34:20] <Neilos> I'm pretty sure that it is a device problem, you should be able to continue development without worrying about it but you'll want to get a device that you can sest on properly.
[04:34:35] <Neilos> *test on properly
[04:34:38] <cackling_maidens> if it's a device problem, it's not something you can fix
[04:34:44] <cackling_maidens> so, why bother worrying
[04:34:57] <Neilos> He may be able to find a work around
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[04:35:14] <Neilos> but I doubt that it is going to affect enough devices to bother making the effort
[04:37:28] <kak0w> Hi guys plz can some1 tell me is Physics Body Editor support complex dynamic objects made of multiple rigid bodies linked with custom joints
[04:37:29] <kak0w> ?
[04:39:39] <cris> like I said, my phone runs the code fine
[04:39:46] <cris> and my pc also runs fine
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[04:41:28] <Neilos> Cris, just to clarify my advice is: don't worry about it for now... but get some other devices to test on :)
[04:42:34] <cackling_maidens> generally if it run on genymotion AND bluestack, it's sufficiently correct.
[04:42:55] <cackling_maidens> actual devices might have pecular settings that's not standard
[04:46:01] <cris> ok will test it on bluestacks
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[05:31:17] <cris> oh well
[05:31:23] <cris> it's fine on bluestacks
[05:31:32] <cris> it seems it's my tablet that has a problem
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[09:40:05] <kdarknight1> Tomski, awake?
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[10:35:41] <Tomski> kdarknight1, around now
[10:37:16] <ravenlord> Tomski: did you have time to test the APK expansion stuff?
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[11:38:55] <kdarknight1> Tomski, that self dependent project, it was working fine but the project does not have sources/docs along with them. How can I do that
[11:41:02] <Tomski> ravenlord, nope. Ill try it at lunch
[11:41:15] <ravenlord> Tomski: thanks
[11:41:32] <Tomski> kdarknight1, should be fine as is
[11:41:38] <Tomski> the eclipse task should correctly add them
[11:41:56] <Tomski> are they mentioned in the eclipse project files?
[11:43:39] <kdarknight1> Let me check
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[12:14:57] <kdarknight1> Source path is mentioned in classpath file.
[12:15:10] <kdarknight1> I don't know why eclipse can't find this
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[12:27:25] <Tomski> Is it valid?
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[12:33:16] <kdarknight1> Yes it is
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[12:34:13] <kdarknight1> Oh
[12:34:15] <kdarknight1> It's not
[12:34:19] <kdarknight1> Get it
[12:34:29] <kdarknight1> My bad. Will fix it manually
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[12:35:50] <Tomski> kdarknight1, whats the path?
[12:36:30] <Tomski> Because they al should be changed by the script to ../.cache
[12:37:09] <kdarknight1> It's pointing to local subdirectory /.cache in android not ../.cache
[12:37:21] <Tomski> Where did you put the tasks?
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[12:37:46] <kdarknight1> In each of the build.gradle of Android core and desktop
[12:38:01] <Tomski> the regex should replace with "path=\"../.cache
[12:38:03] <Tomski> "
[12:38:20] <Tomski> So I dont know how that occured
[12:40:51] <kdarknight1> It still can't find the sources. I ctrl clicked sprite batch from corr
[12:40:53] <kdarknight1> Core
[12:41:09] <Tomski> What does it show in the build path?
[12:43:59] <kdarknight1> In the core build path, libraries, source attachment looks fine
[12:44:59] <kdarknight1> It has gdx and gdx-box2d
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[12:47:38] <kdarknight1> Source file is present in caches, and it's fine too
[12:51:21] <Tomski> kdarknight1, was the path valid when you imported?
[12:51:41] <kdarknight1> Btw why the task makelocal is not in html and ios build.gradle of that relative gradle setup?
[12:51:58] <Tomski> The person I built it for only required those platforms
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[12:55:41] <kdarknight1> If I edit the source path and select the source file manually, it got fixed
[12:58:40] <kdarknight1> Wonders of using eclipse :P
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[13:03:12] <Tomski> Yeah, no thanks :]
[13:03:36] <Tomski> I've paid my eclipse dues
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[13:09:35] <Tomski> ravenlord, you around?
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[13:27:55] <ravenlord> Tomski: just now got back
[13:28:53] <Tomski> ravenlord, why does the path for the ApkFileHandle need assets prepended?
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[13:29:21] <ravenlord> Tomski: it doesn't necessarily
[13:29:35] <ravenlord> I think I wanted to keep the structure from the internal assets
[13:30:20] <ravenlord> I think it would be best to remove it
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[13:35:27] <Tomski> ravenlord, I've changed the test and the scripts slightly
[13:35:31] <Tomski> just running it now
[13:37:54] <ravenlord> I'm testing it without the assets
[13:39:58] <ravenlord> the assets prepend was legacy from my code, lol, because i made my obb with assets/
[13:40:09] <ravenlord> well, time to replace it
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[13:50:13] <ravenlord> Tomski: fixed the prepend, please do a pull
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[13:58:58] <asdf123> Hi guys
[13:59:14] <asdf123> Quick question: How can I set a default cursor in a TextField?
[13:59:28] <asdf123> I just want the default "|" pipe as a cursor
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[14:09:08] <Tomski> asdf123, it gets the cursor image from the style, so you'd have to pass that glyph region on
[14:09:17] <Tomski> Best thing to do is just to mimick it I guess
[14:10:43] <Tomski> ravenlord, you should handle the error in setAPKExpansion correctly
[14:11:57] <ravenlord> Tomski: meaning that I should throw a GdxException?
[14:12:11] <ravenlord> GdxRuntimeException
[14:13:43] <Tomski> The error is going to be thrown already, just actually tell the developer about it
[14:16:00] <ravenlord> the question is should I make it fatal (GdxRuntimeException) or just print a Gdx.log.error?
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[14:17:08] <Tomski> It will crash later on anyway
[14:17:11] <ravenlord> true
[14:17:13] <ravenlord> so fatal
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[14:17:48] <Tomski> Test cant find the expansion
[14:17:57] <Tomski> setAPKExpansion is returning false
[14:18:27] <Tomski> What is the deal with the versioning?
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[14:19:34] <ravenlord> the Version represents the apk version against which the expansion file was uploaded
[14:20:20] <Tomski> Is that set anywhere in the gradle tasks?
[14:20:41] <ravenlord> you can't know it
[14:21:00] <ravenlord> let me show you a screenshot
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[14:23:36] <Tomski> ravenlord, oh you have to push the obb after installing
[14:23:41] <ravenlord> http://imgur.com/9ucbfo1http://imgur.com/9ucbfo1
[14:24:05] <ravenlord> as you see the obb file is seldom updated
[14:24:14] <Tomski> Right, spo its the naming format
[14:24:16] <Tomski> main.1
[14:24:17] <ravenlord> yes
[14:24:25] <Tomski> Right its working my end
[14:24:25] <ravenlord> or patch.3
[14:24:30] <Tomski> I've changed quite a bunch
[14:24:42] <Tomski> Let me upload my changes
[14:24:44] <ravenlord> ok
[14:24:50] <ravenlord> I'm not against sugestions :D
[14:25:07] <Tomski> Its just the build and test
[14:25:25] <ravenlord> ok
[14:25:29] <Tomski> Other than stripping out the assets stuff
[14:25:34] <Tomski> But I think youve already done that too
[14:25:35] <ravenlord> that I also did
[14:25:36] <ravenlord> :D
[14:26:03] <ravenlord> as for the gradle file my gradle-fu is still in training
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[14:26:35] <Tomski> https://gist.github.com/Tom-Ski/210c0a12249e19025db6
[14:26:35] <Tomski> test
[14:26:49] <Tomski> gradle script https://gist.github.com/Tom-Ski/28d260a88ea58e0d10f3
[14:28:09] <ravenlord> ok
[14:28:12] <ravenlord> let's test on my end
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[14:29:11] <Tomski> Id say add to the test documentation that the task needs to be run after installation
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[14:29:26] <Tomski> Rebase to 1 commit, and a wiki page for usage \o/
[14:29:58] <ravenlord> I was using stuff so that it's clear that they don't come from the internal path
[14:30:25] <ravenlord> stuff subdir
[14:30:41] <Tomski> Well not quite
[14:30:42] <ravenlord> otherwise it might take the files from the internal assets if they exist there
[14:30:47] <Tomski> your pack still references Texture1
[14:30:52] <Tomski> Which will look in internal
[14:31:13] <Tomski> I had renamed everything, but its just a pain in the ass
[14:31:24] <Tomski> As atlase regions would need to be renamed also
[14:31:26] <Tomski> This is fin
[14:31:28] <Tomski> e
[14:32:14] <ravenlord> are you sure? for me it looks like it will take the internal path except for the badlogic.jpg
[14:33:22] <ravenlord> I think the "stuff" paths were less confusing to see that it indeed works as it should
[14:33:30] <Tomski> Its way more confusing
[14:33:46] <Tomski> Too many paths that aren't required
[14:34:04] <Tomski> prefixing the files is the best bet, as it will still keep the same tree structure as the test assets
[14:34:05] <ravenlord> then let's loose data
[14:34:18] <Tomski> Why?
[14:34:25] <ravenlord> to make the path shorter :D
[14:34:35] <Tomski> No?
[14:34:39] <Tomski> Thats how it is in all tests
[14:35:22] <ravenlord> but the point was to show that it can resolve files that aren't inside "asset/data" in the apk file
[14:35:39] <ravenlord> which right now isn't entirely clear
[14:35:59] <Tomski> Then lets rename the files and make a new atlas
[14:37:56] <ravenlord> also are you sure your script for generating the obb files works correctly?
[14:38:00] <Tomski> yup
[14:38:51] <ravenlord> so you want all the assets in the obb
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[14:39:46] <ravenlord> let's then rename the data folder
[14:39:52] <ravenlord> in dataobb
[14:40:06] <Tomski> No need
[14:40:09] <ravenlord> so that we can be certain that the files are read from the obb file
[14:40:15] <Tomski> renaming assets
[14:40:17] <Tomski> with a prefix
[14:41:14] <ravenlord> any quick ideas how to do that with gradle?
[14:41:23] <Tomski> Im just testing then ill upload the changed filed
[14:41:27] <Tomski> files
[14:41:38] <ravenlord> ok
[14:42:05] <ravenlord> I was thinking about changing the path because it seemed easier
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[14:44:16] <Tomski> https://gist.github.com/Tom-Ski/25cbd4494cd48bcc8660
[14:44:34] <Tomski> https://gist.github.com/Tom-Ski/25cbd4494cd48bcc8660
[14:44:37] <Tomski> grr
[14:44:39] <Tomski> https://gist.github.com/Tom-Ski/e59a098954b7c825469b
[14:45:52] <Tomski> And testpackobb is just https://gist.github.com/Tom-Ski/7a3425199a7d832d8b83
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[14:46:39] <ravenlord> ok so I'll add that too
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[14:47:44] <Tomski> The less gradling about the better
[14:48:01] <Tomski> we could do it in the script, but its a little clearler to have the assets just there
[14:48:28] <ravenlord> yeah
[14:48:34] <ravenlord> I agree with that
[14:48:51] <ravenlord> gradle can be cumbersome for some tasks :D
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[14:48:53] <Tomski> This way, if someone wants to test any asset with the obb, they can without changing anything
[14:48:58] <pleitsi> adView.setAdSize(AdSize.SMART_BANNER);
[14:49:07] <pleitsi> can't find setAdSize() ??
[14:49:12] <pleitsi> the method is missing
[14:49:22] <pleitsi> class AdView
[14:49:36] <pleitsi> sry, class View
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[14:50:20] <ravenlord> yupp, I agree with this, and now it's pretty clear where the origin of the assets is
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[14:50:49] <pleitsi> meh, it's AdView class, but still it cannot find that method
[14:51:52] <ravenlord> ok, done
[14:52:34] <ravenlord> I think it's ready
[14:52:40] <Tomski> can you squish it ravenlord ?
[14:52:46] <ravenlord> squish?
[14:52:50] <Tomski> squash
[14:52:52] <Tomski> rebase to one commit
[14:53:13] <ravenlord> hmm, never done that before
[14:53:20] <ravenlord> but let's see
[14:53:22] <Tomski> You're in for some fun :P
[14:54:00] <ravenlord> ah ok, so basically I go back to the point where I forked
[14:54:17] <ravenlord> but then?
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[14:54:46] <Tomski> You 'rewrite' history by basically changing the tag on the latest commit to the first commit
[14:54:57] <ravenlord> and of course I pulled in some stuff from master
[14:55:06] <Tomski> Yeah, thats where it gets nasty
[14:55:18] <Tomski> git rebase -i HEAD~X
[14:55:29] <Tomski> Will rebase interactive the last X commits
[14:55:49] <Tomski> Then "pick" the first commit you made, and squash all the other commits you made
[14:56:40] <ravenlord> ok I think I should back up at this point :D
[14:56:40] <nexsoftware> Isn't there a scenario by which the expansion file needs to be downloaded by the application? Does this handle that scenario?
[14:56:50] <ravenlord> nexsoftware: that's a separate issue
[14:57:11] <pleitsi> nvm i fucked up
[14:57:14] <nexsoftware> Is it?
[14:57:15] <pleitsi> that's what i do, okay
[14:57:23] <ravenlord> nexsoftware: that's the application's responsibility. In theory it can do without, however guidelines say that it should download it
[14:57:50] <nexsoftware> I think that this PR should handle that
[14:57:52] <ravenlord> nexsoftware: however I don't think that needs to be inside libgdx, as it's just a separate Activity
[14:58:19] <ravenlord> + then you'd need to release the Gdx tests on Google Play
[14:58:30] <ravenlord> as it doesn't downloads from a random location
[14:58:59] <Tomski> Where is it allowed to download from?
[14:59:06] <Tomski> Somewhere you set on your app page?
[14:59:09] <ravenlord> it downloads directly from the store
[14:59:10] <ravenlord> no
[14:59:16] <ravenlord> it uses Google's API
[14:59:30] <Tomski> Isn't that what it does when you update/install anyway?
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[15:00:44] <ravenlord> https://bitbucket.org/sarkanyi/bote-libgdx/src/d3362a37682063bb89625183d1bbc9d39164d175/android/src/com/blotunga/bote/android/BotEDownloaderActivity.java?at=master&fileviewer=file-view-default
[15:00:57] <Tomski> Apart from the user deleting the expansion files, what scenario is there where they would have to download manually from the application?
[15:01:00] <ravenlord> when you install an app, then the obb file is automatically downloaded from the store
[15:01:07] <ravenlord> Tomski: exactly that
[15:01:13] <Tomski> Just that?
[15:01:17] <ravenlord> yes
[15:01:24] <ravenlord> or if you do a checksum on every run
[15:01:27] <ravenlord> and something broke
[15:01:33] <Tomski> Yeah
[15:01:34] <ravenlord> however I found the checksum too long
[15:01:39] <ravenlord> so I don't do it
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[15:02:03] <mobidevelop> Boo, my phone keeps restarting on me
[15:02:03] <ravenlord> I don't want the user to stare 20 seconds at each startup on the checksum's progress bar
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[15:04:25] <ravenlord> now some git magic
[15:05:08] <ravenlord> so the first pick from my rebase should be my first commit right?
[15:05:46] <ravenlord> and then I should edit the pick... for all except the first and change the others to squash
[15:05:51] <ravenlord> am I right so far?
[15:06:29] <ravenlord> what about the commits that I pulled from master?
[15:06:57] <mobidevelop> Google docs for apk expansion say nothing about checksums
[15:07:13] <Tomski> nop
[15:07:23] <ravenlord> mobidevelop: no, but their sample app does
[15:07:23] <pleitsi> hey all guys
[15:07:30] <pleitsi> all programmers or wannabes
[15:07:55] <pleitsi> what to do, when you want to program, but you just cannot concentrate on the task because of reasons :D
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[15:08:05] <Tomski> Seems like the best way is to just use their library they have made
[15:08:31] <mobidevelop> pleitsi, I mostly don't program in those cases
[15:08:36] <pleitsi> yeah...
[15:08:47] <EngineerBetter> Hello folks
[15:08:49] <ravenlord> in their sample they've called validateXAPKZipFiles() all the time at startup
[15:08:51] <pleitsi> it's funny, but the best code comes (at least for me) at midnight
[15:08:59] <Tomski> ravenlord, pick one squash others
[15:09:03] <Tomski> Only change your commits
[15:09:15] <pleitsi> oh mobidevelop, im now implementin the actual code for the ads
[15:09:16] <ravenlord> pleitsi: go to sleep, watch a movie etc
[15:09:22] <pleitsi> i just woke up
[15:09:30] <ravenlord> Tomski: and the other commits leave to pick
[15:09:31] <ravenlord> ok
[15:09:34] <mobidevelop> I wish I knew why my phone keeps rebooting and going through the extra long process of optimizing apps
[15:09:40] <EngineerBetter> Anyone know how to cajole Gradle and Jetty into hot-reloading war assets when running the android:superDev target?
[15:09:51] <pleitsi> maybe im too energized atm etc
[15:10:05] <Tomski> EngineerBetter, android:superDev!?
[15:10:13] <EngineerBetter> Ha!
[15:10:25] <EngineerBetter> Yeah, err, GWT on Android is the new hotness!
[15:10:26] <mobidevelop> EngineerBetter, reload the page usually does that
[15:10:53] <EngineerBetter> @mobidevelop It's not picking up changes in stuff like index.html for me
[15:11:23] <EngineerBetter> Built the project on an old version of LibGDX though, so the Gradle config may well have changed more recently
[15:12:04] <EngineerBetter> I have the unenviable task of trying to present a prototype in the least fugly way possible to a graphic designer
[15:12:06] <mobidevelop> Ah, not sure if the index will be updated without restarting
[15:12:21] <EngineerBetter> Yeah, and restarting it does the length GWT compile again
[15:12:28] <EngineerBetter> Not so handy when fiddling with CSS
[15:12:33] <mobidevelop> indeed
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[15:13:56] <Tomski> EngineerBetter, do you require the js application to fiddle with it?
[15:14:05] <Tomski> If its just the html/css, just do it offline with brackets or something
[15:14:12] <EngineerBetter> Prolly not really
[15:14:27] <EngineerBetter> That might be easiest
[15:16:30] <ravenlord> Tomski: it looks like I can't squash into one commit because of the merge-back, it seems to create two commits
[15:16:51] <Tomski> Everything is possible with git :)
[15:16:55] <ravenlord> :D
[15:18:05] <ravenlord> I'm begining to think that it's easier if I reset my repository to that stage and create a patch
[15:18:46] <Tomski> Thats the easy way out, yup
[15:18:48] <Tomski> coward!
[15:18:53] <ravenlord> >:)
[15:18:58] <ravenlord> I'm lazy
[15:19:04] <ravenlord> that's why I'm an engineer
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[15:24:30] <pleitsi> uh...
[15:24:33] <pleitsi> eclipse crash
[15:24:52] <pleitsi> ioconsole updater multiple problems
[15:25:07] <pleitsi> that strange thing has started to appear when building
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[15:28:45] <ravenlord> ok, I have the patch
[15:29:20] <ravenlord> now I think I should do a hard reset and push it into my fork
[15:29:28] <ravenlord> right?
[15:29:52] <pleitsi> what is this error
[15:29:57] <pleitsi> i cant compile anything now :/
[15:35:41] <ravenlord> I wonder, can I now fast forward my fork?
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[15:37:44] <kdarknight1> Is it bad to call allow completion in particle effects every time it goes off screen?
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[15:39:26] <Tomski> ravenlord, the mighty -
[15:39:28] <Tomski> push
[15:39:53] <ravenlord> I did that
[15:39:54] <ravenlord> :D
[15:40:03] <ravenlord> now I've pushed all into one commit
[15:40:16] <ravenlord> however the pull request won't reopen
[15:40:46] <Tomski> 0 commits on that PR
[15:40:51] <ravenlord> I don't know why
[15:40:53] <Shinkamui> oy Xoppa
[15:40:54] <Shinkamui> whats up
[15:41:07] <Tomski> ravenlord, because you used a different branch
[15:41:15] <Shinkamui> tomski!
[15:41:15] <Tomski> oh no
[15:41:19] <ravenlord> I did?
[15:41:21] <Tomski> you must have just changed the original tag
[15:41:26] <Tomski> Just create a new PR
[15:41:37] <Tomski> Shinkamui, howdy
[15:41:38] <ravenlord> ok
[15:41:58] <Shinkamui> :) Its been sooo long
[15:41:59] <Tomski> ravenlord, doesnt merge though
[15:42:07] <ravenlord> ?
[15:42:12] <ravenlord> how so?
[15:42:20] <Tomski> You have some conflict I guess
[15:42:26] <Tomski> You are 36 behinds master
[15:42:32] <ravenlord> I know
[15:42:46] <ravenlord> maybe before pushing this I should fast forward master
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[15:45:17] <ravenlord> ok
[15:45:20] <ravenlord> I fetched all in
[15:46:37] <ravenlord> hmm, build.gradle
[15:51:07] <ravenlord> now we're talking
[15:52:07] <pleitsi> what the d*ck
[15:52:16] <pleitsi> my game starts to lag like hell with smart banner ad :D
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[15:56:07] <pleitsi> anyone ever used smart_banner in games?
[15:56:18] <pleitsi> i don't think it's such a smart choice
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[16:01:30] <ravenlord> test successful.. it's a kinda magic...
[16:02:23] <zambo> Hey all, so I’ve built this app with a ton of minigames in their own GdxActivities that get initialized using initializeForView… However I’m having a ton of issues cleaning up the GdxActivity and their games when popping back to the app (there’s a significant app component developed with the Android Framework)
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[16:03:19] <pleitsi> why does smart_banner take so much hardware resources?
[16:03:38] <zambo> does anyone have experience with this kind of app flow? I’m having tons of issues transitioning between games and back to the app. Workaround seems to be to call Gdx.app.exit() when leaving a game, but that introduces issues of its own...
[16:04:01] <ravenlord> Tomski: new pull request: https://github.com/libgdx/libgdx/pull/3408
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[16:17:07] * jeffol back to trying to wrap ChibiXM with RoboVM
[16:18:06] <jeffol> badlogic1: how hard would it be for you folks to make a module music [.xm, .it, .s3m, .mod file formats] library wrapper for iOS? ;D
[16:19:48] * jeffol resumes bumbling around xcode to try and make this work.
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[16:26:41] <pleitsi> nice. now i have to restart eclipse every time i want to make another build
[16:26:51] <pleitsi> for some reason after the build, logcat ceases to work
[16:27:00] <pleitsi> and causes some strange stackprint error
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[16:53:54] <pleitsi> anyone here know a quick tip how to make RelativeLayout with two views, first gameview, second adview, and the adview would be drawn OVER the gameview
[16:54:13] <pleitsi> because i want to use a banner, which i would hide when required
[16:54:22] <pleitsi> and i have a sweet spot for the ad in game :)
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[16:59:13] <pleitsi> plus, that banner seems to considerably slowdown my game :/
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[17:18:02] * jeffol starts getting friendly with RoboVM Bro
[17:18:21] <Tomski> jeffol, you used gen yet?
[17:18:32] <jeffol> no. sounds like I should
[17:18:35] <Tomski> its kewl
[17:19:28] <Tomski> Depending on how much shit you're binding
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[17:19:56] <jeffol> I'm currently fumbling through the dark but I think I am starting to have some night vision.
[17:23:43] <ravenlord> Tomski: I've tested it
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[17:23:49] <ravenlord> do you have problems?
[17:23:51] <Tomski> ravenlord, its for the bot
[17:23:54] <ravenlord> ah
[17:23:55] <ravenlord> :D
[17:24:11] <Tomski> hes ignoring me though
[17:24:17] <Tomski> Probably because of the gradle scripts
[17:24:53] <ravenlord> yea
[17:25:09] <Tomski> Should override
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[17:28:56] <ravenlord> well have to leave.. thanks for the help
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[17:36:20] <Terric> Is there a way to detect the scaling of a renderable in a Shader to set the cull face accordingly? (My problem is that sometimes my model is scaled with negative values and then the cull face is flipped too)
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[17:46:24] <Xoppa> Terric, no. If you must have a negative scaling (which you might want to reconsider) then add the IntAttribute.CullFace attribute to the material to specify the face culling.
[17:47:17] <Terric> ah thx didn't know about that attribute :), Is there another way of mirroring a model?
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[17:47:52] <Xoppa> sure, open it in your modelling application, mirror it and safe it
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[17:51:15] <Terric> oh okay that way round, thought about an in-runtime version, but okay probably I'll stick with that
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[18:24:16] <pleitsi> what is the cleanest way to let my main project to know about an inner class in the android project?
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[18:25:10] <pleitsi> i can't make the main project to be dependent on the android project, would cause dependency loop
[18:28:11] <diphtherial> what's the inner class for, out of curiosity?
[18:31:19] <pleitsi> controlling ads
[18:31:38] <pleitsi> i need to be able to control them from within the main app ofc :P
[18:32:12] <Tomski> Create an interface that you implement on android side
[18:32:19] <pleitsi> hmm
[18:32:54] <Tomski> Im pretty sure there is an example on the wiki
[18:34:59] <sickan> I have a scrollpane and I don't want to have the scrollbars fading, but if they don't, the buttons underneath are displaced and I get a small horizontal scrollbar which I don't want
[18:35:42] <sickan> How do I expand the table for the scrollpane on the x axis so that it becomes both the full width of the buttons and the scroll pane?
[18:37:47] <diphtherial> pleitsi: to elaborate on Tomski's idea, you'd create the interface so that the main app would know how to deal with the android object
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[18:38:06] <diphtherial> pleitsi: i assume you'd then have a method in the main app which the android app would call to pass an instance of that object to the main one
[18:39:51] <jeffol> ugh, I can't seem to make a static .a library that works without getting ObjCClassNotFoundException when trying to bind it.
[18:41:03] <pleitsi> diphtherial, yeah im alradfy working inon ti
[18:41:04] <pleitsi> on it
[18:41:07] <pleitsi> already* :D
[18:41:14] <pleitsi> i just forgot the damn syntax again
[18:44:03] <pleitsi> ......
[18:44:16] <pleitsi> or i just put a damn ) in the wrong place
[18:44:20] <pleitsi> now its done
[18:44:23] <pleitsi> Tomski, good idea ^^
[18:44:54] <Tomski> jeffol, saaaaaawce
[18:46:01] <jeffol> Tomski: I gtg teach a class soon. I'll give this one more go and if no luck I'll be back in 3 hours and will try again sharing my source files to figure it out
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[18:47:29] <diphtherial> i think i've asked this before, but there's no 3d equivalent to scene2d, right?
[18:47:51] <diphtherial> like something to manage actors and animations? even something to just compose 3d objects in a scene graph would be nice
[18:48:34] <pleitsi> does anyone btw know
[18:48:49] <pleitsi> why IOConsole Updater causes multiple crashes in eclipse?
[18:49:00] <pleitsi> when i start to build android version, it happens 50% of times...
[18:50:23] <pleitsi> argh.
[18:50:30] <pleitsi> seriously, that error is freaking nuts
[18:50:37] <pleitsi> does anyone seriously know about that error?
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[18:52:33] <pleitsi> all those console messages when running logcat + building are propably too much for the console to handle or something :d
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[19:02:32] <pleitsi> dafug :D
[19:02:33] <pleitsi> 09-10 20:01:42.956: E/AndroidRuntime(29045): android.view.ViewRootImpl$CalledFromWrongThreadException: Only the original thread that created a view hierarchy can touch its views.
[19:02:41] <pleitsi> "ok"
[19:02:46] <pleitsi> so what now :D
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[19:25:51] <kdarknight> pleitsi, run it on UI thread
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[19:43:14] <sickan> Can I create a text box that appears when I hover over a label?
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[19:51:50] <pleitsi> OMG it works now!
[19:52:06] <pleitsi> ad pops up like in big budget games! :DD
[19:52:27] <pleitsi> nipples so hard now i cut cheese with them
[19:52:46] <Xoppa> pics or it didnt happen
[19:52:59] <pleitsi> :ddddd
[19:53:11] <pleitsi> oh geeeeez 12 hours of code today
[19:53:20] <pleitsi> gotta go to get some f00d etc :D
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[19:58:25] <kdarknight> When I use delta to update my game it works awesome. But if I use fixed update or fixed update with interpolation, it sucks
[19:58:34] <kdarknight> Is there anything I am missing
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[20:04:35] <diphtherial> you may need to elaborate on 'awesome' and 'sucks'
[20:05:29] <kdarknight> Awesome means fix 60 fps with no stuttered and smooth. Sucks means fps random drops, stuttered
[20:06:08] <kdarknight> Btw using box2d
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[20:24:47] <bazola> hello all! can anyone tell me the command to allow external music to continue playing when a user opens my game on iOS (and android too if there is one). I've been looking and I can't find it
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[20:30:50] <ficolas> is there any texture packer GUI that creates atlas files intead of pack files? I find the GUI much easier to use
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[20:32:48] <warmwaffles> Texture Packer
[20:32:55] <warmwaffles> it's a pretty good app
[20:33:24] <warmwaffles> I have it dump out the JSON and run a script through it to add metadata to each region
[20:34:03] <ficolas> but that doesnt create .atlas files
[20:34:05] <bazola> well i guess the answer to my question is just config.allowIpod = true?
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[20:37:25] <ex0o> ficolas: set its file name to .atlas
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[20:46:27] <Xoppa> ficolas, mv ./file.pack ./file.atlas
[20:47:54] <kdarknight> Do you guys ever meet in real life? Xoppa? Mario Tomski and all
[20:48:54] <Xoppa> no
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[20:55:29] <Tomski> Nop, im in berlin doing a talk on LibGDX in a few weeks if anyone lives there though :)
[20:56:55] <Tomski> bazola, IOSApplicationConfiguration there is an ipod setting
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[20:57:53] * blotunga is ravenlord.. i remembered that i have registered this nick a some time ago
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[20:58:27] <blotunga> And since i release stuff as blotunga...
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[21:18:13] <blotunga> Tomski: the bot still doesn't wants to build it?
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[21:18:41] <Tomski> Its no biggy
[21:19:09] <blotunga> Cool
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[21:19:57] <bazola> TomskI: appreciate it :) Is an equivalent setting not needed for android?
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[21:20:19] <blotunga> Btw what android irc client do you guys use? Those who use the phone i mean
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[21:22:24] <Tomski> nop
[21:23:19] <mobidevelop> blotunga: I use AndChat
[21:23:53] <blotunga> That's what i installed, but it feels cluttered
[21:24:18] <blotunga> Ah
[21:24:30] <mobidevelop> Really? There isn't much to it.
[21:24:45] * blotunga stupid.. i didn't saw the small ><'s
[21:25:01] <blotunga> To hide the nick/chat list
[21:25:30] <Tomski> I hate all the android ics
[21:25:32] <Tomski> ircs
[21:25:42] <blotunga> :)
[21:26:28] <blotunga> On the computer i use pidgin because i'm lazy to install anything else... so i'm used to hoops
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[21:44:24] <kdarknight> Tomski, have you prepared a ppt for it?
[21:44:44] <Tomski> kdarknight, the rough presentation, haven't chosen software yet
[21:45:57] <kdarknight> Let me know if you do, I will hopefully copy :P
[21:47:19] <Tomski> Havent looked for nice linux friendly apps yet
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[22:05:12] <blotunga> Tomski: apps for what?
[22:07:57] <Tomski> making presentations
[22:08:26] <wulax> I usually just use the web-based Google presentation app
[22:08:42] <wulax> But you get extra points if you write it in LaTeX
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[22:16:38] <kotoReZ> Can somebody explain to me this line of code? SpriteBatch batch = new SpriteBatch(5460); Why 5460 and what is considered a lot for a spritebatch?
[22:17:11] <Tomski> Yeah wulax I dont really like it that much
[22:17:29] <Tomski> latex is cool, terrible for presentations :)
[22:17:48] <warmwaffles> there are other js presentation things you can run locally
[22:17:57] <warmwaffles> and you can do all the positioning with html and css
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[22:18:36] <Xoppa> kotoReZ, its ~ maxshort / 6, which is the maximum amount of squares you can have that still can be indexed
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[22:19:17] <Xoppa> although practically you probably only need 4 vertex per square to be indexed... i guess
[22:20:11] <Xoppa> ow its in the comments as well: https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/SpriteBatch.java#L91
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[22:25:38] <Adnn> <3
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[23:00:04] <blotunga> Tomski: have tou tried Impress. It's similar in function to powerpoint
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   September 10, 2015  
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