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[01:12:20] <Solater> Hello, I'm having a problem with Libgdx's file system and I am at a loss why
[01:13:13] <Solater> Basically, looking at the relative path's of external, local and internal yields the same absolute path, the user's home directory
[01:13:57] <Solater> But this only happens on compiled jars, not when compiling within the IDE
[01:14:27] <Solater> And what I find really confusing, is that I used the exact same code on a previous project, and it works just fine
[01:14:40] <Solater> Any ideas?
[01:21:01] <SuckyNoob> hmmm what ide?
[01:21:44] <Solater> Intellij
[01:22:41] <Solater> But if I compile my old project, with that exact same code, it does work there
[01:26:09] <Solater> This could perhaps serve as a workaround for my problem, but the question is why doesn't Gdx.file.internal("."), not point to this same directory?
[01:26:54] <SuckyNoob> I'm not sure I haven't exported a jar myself haha. I've just debugged etc when making stuff with gdx
[01:27:18] <SuckyNoob> so never got far enough to do things like need to grab a user directory etc
[01:28:37] <SuckyNoob> hmm internal
[01:28:50] <SuckyNoob> let me find my folder with my gdx stuff in it 0.o
[01:29:16] <Solater> Hmm, I just tested the stackoverflow code you sent, and it seems it does have the same problem
[01:29:37] <SuckyNoob> oh i see, hmm maybe in your IDE configurations or options the paths are messed up somewhere
[01:30:09] <Solater> Yes, then the user.dir property must be wrong...
[01:30:16] <SuckyNoob> oh
[01:30:20] <Solater> I'll have to look for where it is set
[01:30:22] <SuckyNoob> that's just a string they are setting I think
[01:30:45] <SuckyNoob> hmm oh maybe not i should look up that function
[01:31:55] <SuckyNoob> searched for the System.getproperty and that is there
[01:31:58] <SuckyNoob> um
[01:33:13] <Solater> Hmm, no mention of user.dir there though
[01:33:23] <Solater> Only user.home, which I assume is the home directory
[01:34:25] <Solater> I found this
[01:34:53] <Solater> It says that user.dir is the user's working directory, but not necessarily where the jar is stored
[01:34:53] <SuckyNoob> ah
[01:35:02] <SuckyNoob> sp use / or \ instead of . I think
[01:35:17] <SuckyNoob> "file.separator" Character that separates components of a file path. This is "/" on UNIX and "\" on Windows.
[01:35:25] <SuckyNoob> and then there is the bottom
[01:35:36] <SuckyNoob> with the dots. Hmm not sure
[01:35:51] <Solater> Wait a second
[01:35:56] <SuckyNoob> someone will be along that knows an answer tho I'm pretty sure
[01:36:04] <Solater> I think I may know what's up
[01:36:08] <Solater> Let me test it, one second
[01:42:09] <Solater> Well, I'm stupid
[01:42:32] <Solater> I was running the program through the command line, but I didn't cd it to the jar's directory
[01:42:45] <Solater> So that's why the working directory was in my home directory!
[01:42:57] <Solater> Well, thank you very much for your help
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[01:46:48] <SuckyNoob> oh lol
[01:47:04] <SuckyNoob> ya ive done that before :P not with gdx specifically but definitely done that before lol
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[02:19:09] <DB219> SuckyNoob
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[02:29:56] <SuckyNoob> DB219
[02:32:57] <SuckyNoob> that girl
[02:33:01] <SuckyNoob> Oh that sucks :(
[02:33:38] <DB219> holy shit, when I saw the vid yesterday it had 600K views, now it's at 2M
[02:33:41] <SuckyNoob> shit
[02:33:49] <SuckyNoob> golf ball
[02:33:57] <DB219> Everyone likes her
[02:34:54] <SuckyNoob> she should get really high then knocked out with a tranq, thats what I'd ask for so I wouldn't know it was coming :p
[02:35:33] <SuckyNoob> poor girl
[02:36:06] <DB219> I hope she'll be okay
[02:36:35] <SuckyNoob> me too. I think I'll send a card to the PO Box there
[02:38:17] <SuckyNoob> wonder if it has anything to do with soldering exhaust
[02:39:29] <SuckyNoob> ah you know what's weird she's the chick with the house boat video too, I didn't even put the two together
[02:39:36] <SuckyNoob> I want a houseboat if I can't get land
[02:47:50] <SuckyNoob> You know when I go through her videos you can kind of see her right eye is swollen more than the left around the socket
[02:48:40] <SuckyNoob> She'll be okay, they're pretty good at that sort of thing
[02:49:40] <SuckyNoob> I'm sort of friends with an old elderly surgeon, not a brain surgeon mind you. But they are dedicated people
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[09:39:26] <TEttinger> yo, it's 3 AM jayhost time
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[09:44:42] <TEttinger> hey smelc! congrats on big release
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[09:47:27] <smelc> thanks TEttinger
[09:47:57] <smelc> I finally have my hands free to start the tiles backend :-)
[09:48:01] <TEttinger> I should probably play it some time. or fork it :)
[09:48:03] <smelc> I've been waiting for it actually!
[09:48:41] <TEttinger> waiting for me to play it or for tiles?
[09:48:48] <smelc> for the tiles
[09:49:06] <TEttinger> mm, is there an artist you're working with?
[09:49:07] <smelc> I don't expect anyone to play, otherwise I would be too often disappointed
[09:49:24] <smelc> I'll go with oryx tiles first
[09:49:25] <TEttinger> I'm really not very good at roguelikes, heh
[09:49:46] <TEttinger> yep, they cover almost everything. weird license last I checked
[09:49:54] <TEttinger> kinda implied any usage was a breach
[09:50:45] <smelc> what do you mean ?
[09:50:47] <smelc> I've bought them
[09:51:18] <smelc> and if I remember right, once you bought them; you could do whatever you want with it
[09:52:47] <TEttinger> aaaand no, you didn't actually buy them :)
[09:53:00] <TEttinger> you licensed them, and it makes that weirdly specific point
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[09:54:08] <TEttinger> it's of course a super difficult position oryx is in, people need to show the assets in a game but people can obviously rip sprites
[09:54:58] <jayhost> Hey Tettinger, how goes
[09:55:12] <jayhost> Oh woah those pixel ships look nice
[09:55:23] <TEttinger> notably, oryx sprites aren't licensed for open source games, only "free"
[09:55:30] <TEttinger> or shareware/commercial
[09:55:49] <TEttinger> thanks jayhost
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[10:45:04] <SuckyNoob> interesting
[10:45:09] <SuckyNoob> this line here. Licensee shall attempt to protect the game artwork in a Product (e.g. embed the artwork in a library file or archive).
[10:45:19] <SuckyNoob> how would one go about doing that?
[10:45:49] <SuckyNoob> embedding it in a library file? I guess I've never made a library before, so
[10:53:25] <TEttinger> a password protected zip maybe
[10:55:57] <SuckyNoob> wouldnt the program need to know the password?
[10:56:26] <SuckyNoob> i dunno how that all works, guess I will look up "embedding art in library file"
[10:57:37] <SuckyNoob> wow its already 5am how the hell did that happen
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[13:07:45] <ariejan> Hi. I have a 16x52 texture. I use it as a Sprite and set the origin to w/2, 0, so it should have the origin at the bottom center. When rendering, it does not seem to put the bottom center at the (x + w/2, y) at all. This becomes even more apparent when rotating the sprite.
[13:10:42] <Tomski> render does not take origin into consideration
[13:10:46] <Tomski> it is only for scale and rotation
[13:11:12] <ariejan> @Tomski I know. I've used both sprite.draw(batch...) and a custom batch.draw that takes these into account.
[13:12:59] <Tomski> that is not offsetting
[13:13:05] <Tomski> you are always drawing it at sprite.getX and getY
[13:13:12] <Tomski> which is always the bottom left of the sprite
[13:13:17] <Tomski> Read the javadocs of those methods
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[13:14:21] <ariejan> My bad; yes. I should set use x - originX, y - originY instead.
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[13:44:01] <blahblah_> hello all
[13:44:37] <blahblah_> I'm a bit perplex about an error I'm having:
[13:44:38] <blahblah_> java.lang.IndexOutOfBoundsException: index can't be >= size: 17 >= 41
[13:44:38] <blahblah_> at com.badlogic.gdx.utils.FloatArray.get(FloatArray.java:131)
[13:44:38] <blahblah_> at com.badlogic.gdx.scenes.scene2d.ui.TextField.updateDisplayText(TextField.java:411)
[13:44:59] <blahblah_> if I look at the code of FloatArray I can see this: if (index >= size) throw new IndexOutOfBoundsException("index can't be >= size: " + index + " >= " + size);
[13:45:07] <Frotty> you have an array of size 17 and are trying to access index 41
[13:45:08] <blahblah_> should I get worried about my hardware or something?
[13:45:57] <blahblah_> but 17 is not greater than or equal to 42
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[13:47:03] <Frotty> ah youre right
[13:47:09] <Frotty> that's funny
[13:47:15] <blahblah_> not to me! hehe
[13:47:30] <Frotty> libgdx version?
[13:47:34] <blahblah_> should I run memtest or something?
[13:47:56] <blahblah_> let me check
[13:48:09] <Frotty> before you do that, try if the same error happens on other device
[13:48:55] <ariejan> You could try debugging and stepping into the `get` to see what the internal state of FloatArray is?
[13:49:29] <blahblah_> how can I know which version of libgdx I'm using?
[13:49:46] <Tomski> blahblah_: are you multi threading?
[13:49:47] <Frotty> root build.gradle
[13:49:49] <Tomski> Any networking?
[13:50:00] <Frotty> dem multi threaders
[13:50:28] <blahblah_> gdxVersion = '1.9.8' ?
[13:51:25] <blahblah_> Tomski: mmmh no networking, but I have other threads running, they should not interfere though, but maybe I'm wrong, I'll check that
[13:51:45] <blahblah_> although the error is fairly reproducible
[13:52:14] <Tomski> you are most likely being thread unsafe
[13:56:28] <Frotty> e.g. changing the textfields text from some other thread
[13:58:51] <blahblah_> Tomski: ok you seem to be right, thx
[13:59:13] <cackling_ladies> oh wow we're at 1.9 already :o
[13:59:15] <blahblah_> although I still can't figure out where is the problem
[14:00:26] <blahblah_> cackling_ladies: Hah, I was expecting more like "What?? 1.9? do you come from the 80s or what?" hehe
[14:00:40] <cackling_ladies> look I'm still running 1.2
[14:00:53] <cackling_ladies> or maybe 1.4...
[14:01:11] <cackling_ladies> I forgot. The version when we stopped supporting opengl 1.0...
[14:02:46] <cackling_ladies> I see we still have issues with multi threading... I've never lived without it and thanksfully have never got any.
[14:03:00] <cackling_ladies> let's just hope nothing will break when I deploy
[14:06:02] <blahblah_> ok guess I failed to identify a critical section
[14:06:34] <blahblah_> cackling_ladies: multithreading issue is because of my own mess, not because of libgdx
[14:06:57] <blahblah_> sorry if I made you believe that
[14:08:11] <cackling_ladies> well "dont multithread if you can help it" is still a very common advice last I checked
[14:08:29] <cackling_ladies> iirc it has something to do with android app management?
[14:08:58] <Tomski> multi thread gives you multi problems
[14:09:12] <cackling_ladies> there you go!
[14:09:55] <cackling_ladies> @tomski is the multi problem the usual multi threading problem or there's something inherent in libgdx that excabage it?
[14:10:32] <Tomski> usual
[14:10:36] <Tomski> libgdx is not thread safe
[14:11:19] <grim001> I have too many rendering paths
[14:13:56] <cackling_ladies> @tomski does that mean let's say, the app get interupted, all slave threads would hang indefinitely on shared data locks and cause all sorts of instability issues?
[14:17:37] <blahblah_> Tomski: thanks! I added a pair of synchronized(lock) {} and now everything seem fine!
[14:17:43] <Tomski> uh oh
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[14:17:59] <Tomski> cackling_ladies: getting interrupted by what?
[14:18:01] <cackling_ladies> wao I was asking about just that!
[14:18:11] <cackling_ladies> a phone call, for example!
[14:18:15] <Tomski> no
[14:18:18] <blahblah_> cackling_ladies: na
[14:18:21] <Tomski> render thread usually gets paused by that
[14:18:31] <Tomski> So only issue would be your slave threads misbehaving
[14:18:38] <cackling_ladies> what about say, networking or game simulation thread
[14:18:42] <blahblah_> cackling_ladies: my problem is I can new Thread().start() and was modifying the same data from multiple threads
[14:18:46] <Tomski> same deal
[14:19:01] <blahblah_> s/I can new/I call new/
[14:19:10] <grim001> running different game systems in different threads is typically a bad idea unless you really know what you're doing
[14:19:40] <blahblah_> grim001: in my case I'm generating a grid, which might take a while depending on grid size, so it really has to be a background task
[14:19:50] <grim001> a task-based approach tends to work much better than thinking in terms of threads
[14:20:07] <blahblah_> grim001: example?
[14:20:07] <grim001> you should use an executor/future type approach
[14:20:16] <Tomski> sometimes it cannot be avoided
[14:20:42] <grim001> if you are generating some giant chunk of data in the background that's an ideal task to hand off to an executor
[14:21:15] <blahblah_> mmm let me read about it
[14:21:57] <grim001> if you want to read about it, you'll need to read an entire book... I suggest Java Concurrency in Practice
[14:22:52] <blahblah_> lol, I meant just read basic example to see if it would fit for my case :p
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[14:24:24] <grim001> multithreading and concurrency is one of the most difficult areas of programming, not a great idea to jump into it without reading up extensively
[14:26:51] <blahblah_> grim001: I was just talking about reading about the executor/future type approach
[14:27:51] <cackling_ladies> iirc the only time I used the future object is to stream sprite loading from disc
[14:28:17] <cackling_ladies> if you have seen asset pop in, my stuff looks like that.
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[14:47:05] <ariejan> What's the easiest way to draw the bounding box around sprites? (ShapeRenderer expects different vertices than spritebatch, so I can't reuse these.)
[14:52:04] <grim001> I would draw a solid rect in the same position as the sprite, slightly enlarged, and discard all of the inner fragments
[14:56:35] <Tomski> ariejan: you can use shape renderer just fine
[14:56:44] <Tomski> just use rect(minX, minY, maxX, maxY)
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[14:56:55] <ariejan> @Tomski does that work with rotation?
[14:57:30] <Tomski> bounding boxes are axis aligned
[14:59:28] <Tomski> but if you want to draw the sprites bounds, you can use the rect method that allows for rotation and origin
[15:00:21] <ariejan> @Tomski I should not have used the term bounding box. I use create polygons from sprite's getVertices to do collisiondetection.
[15:01:50] <ariejan> got it working :-)
[15:02:02] <Tomski> ariejan: there is a nice polygon method you can use
[15:02:12] <ariejan> Yes, using that right now.
[15:02:13] <Tomski> just need to discard some verts
[15:02:16] <Tomski> and nice :)
[15:02:48] <ariejan> did that already to create a Polygon from my (rotated) sprites to use Intersector.overlapConvexPolygons.
[15:03:05] <ariejan> Because I updated my rendering to render at origin, the polygons are all shifted and giving unexpected results.
[15:03:10] <ariejan> Nothing I can't fix, though ;-)
[15:03:20] <Tomski> thats the spirit
[15:03:55] <ariejan> :-)
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[15:11:07] <ariejan> w00t this works like a charm now :-) Thanks for your help.
[15:12:19] <Tomski> awesome, np
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[16:25:46] <blahblah_> any clue how to render a radio button? I know about ButtonGroup and I use it, but how to render the buttons like radio buttons?
[16:26:10] <Frotty> skin
[16:27:42] * blahblah_ Frotty -vvv
[16:27:43] <blahblah_> :D
[16:29:15] <Frotty> idk if there is a default radiobutton in scene2dui, i guess not. YOu have to create a ButtonSkin with selected state
[16:29:27] <blahblah_> isn't there some checkbox style I could apply out of the box without having to create my own?
[16:29:47] <blahblah_> cause that's just it, instead of having a check mark in the checkbox, put a circle instead
[16:30:32] <blahblah_> and you get a radio button
[16:34:36] <blahblah_> guess I can live with it as a checkbox but meh
[16:36:11] <Tomski> ISNT THERE A CHECKBOX?
[16:36:12] <Tomski> oops
[16:36:47] <Frotty> round things are so out of style
[16:37:04] <Tomski> stop being so square
[16:37:56] <mutilator> octagons are the new now
[16:42:50] <Tomski> bahaha
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[17:08:04] <cackling_ladies> 88 Congrat! 88
[17:08:09] <myke> nice senthilkumark
[17:08:34] <senthilkumark> Thanks @crackling_ladies and @myke
[17:09:20] <cackling_ladies> is steam api hard to work with?
[17:09:33] <FattyOwl> nice one senthilkumark
[17:09:50] <senthilkumark> No.
[17:10:07] <senthilkumark> Will add those soon.
[17:10:21] <senthilkumark> thanks @fattyowl
[17:12:37] <bomb> senthilkumark: congrats! i'll buy it once i get to the home
[17:12:52] <senthilkumark> Thank You @bomb
[17:12:55] <senthilkumark> :)
[17:13:18] <bomb> senthilkumark: you're welcome. would you consider Mac and Linux support too?
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[17:13:34] <senthilkumark> Later will do.
[17:13:47] <senthilkumark> He has left.
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[17:14:03] <senthilkumark> @bomb
[17:14:06] <senthilkumark> will do later.
[17:15:34] <bomb> silly me. typed /quit instead of /query :)
[17:15:35] <bomb> senthilkumark: cool cool. how wast the Steam publishing process? did you need to wait long?
[17:16:02] <senthilkumark> no. just 3 days after I have marked the build as ready for review.
[17:16:12] <senthilkumark> The page has to up for two weeks
[17:16:26] <cackling_ladies> when MS buy your company for $10b share with me some of the dosh mkay?
[17:16:28] <senthilkumark> in the coming soon section
[17:16:40] <senthilkumark> :)
[17:16:52] <senthilkumark> making fun @cackling_ladies
[17:16:55] <bomb> ah, two weeks. no big deal
[17:17:06] <bomb> they also needed $100 deposit, right?
[17:17:12] <senthilkumark> 100$ for each game
[17:17:13] <senthilkumark> yes
[17:17:46] <cackling_ladies> do you need deposits for free games as well?
[17:17:53] <cackling_ladies> what about ad supported free games?
[17:18:08] <bomb> yeah
[17:18:29] <bomb> but you'll get your $100 back once your game sells $1000 or more
[17:18:35] <bomb> not sure how would they re-pay for free games
[17:19:25] <bomb> cackling_ladies: but i wouldn't even consider ads in steam games :)
[17:19:49] <cackling_ladies> I dont consider ads period but then i'm oldschool
[17:20:32] <bomb> you could do well with in-app purchases
[17:21:44] <smiley_> senthilkumark: did you use packr for the release?
[17:21:46] <cackling_ladies> wonder how steam deal with that, too
[17:22:02] <senthilkumark> yes @smiley_
[17:22:17] <smiley_> nice :)
[17:22:34] <smiley_> I tried it myself for the first time for our ludum dare entry last week
[17:22:56] <smiley_> too bad it doesn't make an .exe of the whole thing
[17:23:00] <cackling_ladies> game reminds me of dustforce
[17:23:24] <senthilkumark> yeah.. Tried out with various JREs
[17:23:32] <senthilkumark> finally arrived at working version.
[17:24:22] <senthilkumark> And there are some LWJGL + Win 10 + Intel graphics card issue is there
[17:24:24] <smiley_> I had to go with openjdk7 for windows.. mac worked fine with 8.. didn't have much time to investigare
[17:24:46] <senthilkumark> We did with JDK 8 on Windows
[17:24:53] <senthilkumark> Used Zulus OpenJDK
[17:25:02] <bomb> IAP in Steam is rather easy cackling_ladies, but you shouldn't be afraid of asking money upfront
[17:25:27] <bomb> it works well on Steam
[17:25:42] <smiley_> senthilkumark: ok.. I will try that for the next time :) thanks
[17:25:56] <senthilkumark> Win 64
[17:25:59] <senthilkumark> not 32 bit
[17:26:01] <smiley_> yeah
[17:26:14] <senthilkumark> 32 bit I faced to so many issues
[17:26:21] <senthilkumark> Dropped 32 bit support
[17:26:28] <senthilkumark> went with 64 bit support alone.
[17:26:43] <smiley_> pretty safe these days
[17:26:49] <senthilkumark> hmmm
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[17:36:41] <cackling_ladies> hmm i wonder what kind of issues he had with 32bits
[17:39:07]
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[18:38:50] <ryanastout> I have a ScrollPane but the scroll bars don't show up unless I call setForceScroll(true, false).
[18:39:03] <ryanastout> am I misunderstanding something?
[18:40:25] <Tomski> show code :]
[18:41:43] <Frotty> you are misunderstanding the universe
[18:42:20] <ryanastout> Tomski: ok, sure. I'm going to clean it up a bit, but I can show in a sec
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[19:03:50] <Frotty> ryanastout: :D
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[19:09:53] <ryanastout> Tomski: seems like it was just that it was always faded out. I was calling setScrollPercentY(p); and that wasn't forcing it to be shown
[19:12:49] <Tomski> aye
[19:13:40] <ryanastout> I'm also noticing some weird flickering. I'm just trying to get rid of the unnecessary styles so i can put up the code
[19:30:47] <Tomski> probably because you are setting variable widths for your cells
[19:30:54] <Tomski> When your parent doesnt have a fixed size
[19:31:07] <Tomski> So it will resize based on content, and cause a feedback loop
[19:32:37] <ryanastout> if I never fade out the scroll bars I don't see the flickering, so I guess maybe I'll just leave the scroll bars showing all the time
[19:33:21] <ryanastout> I guess I don't quite understand why forcing the scroll bar shows the flickering, but never fading it out doesn't
[19:35:31] <Tomski> probably becuause it changes the size of the table
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[19:37:25] <ryanastout> what changes the size of the table? do you mean setForceScroll() does change the table size but making it not fade out doesn't?
[19:39:09] <ryanastout> (brb)
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[20:55:31] <ryanastout> I don't think I understand what the feedback loop is that's causing the flickering of the menu when I force there to be a scroll bar. Like, I get that there's maybe an initial size of the table, then th ScrollPane maybe shrinks it so there can be room for the scroll bar
[20:56:11] <ryanastout> but I am not sure I see what would cause the size of the contained Table to increase again (causing the part of the "jitter" that makes the table look bigger for some frames)
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[23:06:06] <myke> anyone using ubuntu 18.04? running into hot new problems
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[23:18:26] <myke> ok got it figured out, don't upgrade to 18.04 unless you're ready to tweak on your java install
[23:20:44] <Frotty> hot
[23:24:34] <myke> it unhelpfully installed openjdk 11 (which for some reason identifies as 10.something) alongside 8, and some gnome atk accessiblity thing broke
[23:24:51] <Frotty> 11 ?!
[23:25:06] <Frotty> oh lul
[23:25:11] <Frotty> they werent kidding with their rapid release plan
[23:26:26] <myke> default is 9, not even sure how i got 11
[23:26:44] <myke> it also unhelpfully uninstalled emacs23 entirely
[23:27:00] <myke> so far i haven't seen any benefits, someone said vsync worked but it's not working on my nvidia 940m
[23:27:29] <myke> glxgears even says it's setting vsync but the 700fps fullscreen says otherwise
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