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[01:11:10] <wheeler_> evening all,
[01:11:13] <wheeler_> I'm in a pickle!
[01:11:32] <wheeler_> I have my game that is working fine, but I've just updated my phone (Samsung s8) to Oreo
[01:11:44] <wheeler_> my game is in full/immersive mode
[01:11:59] <wheeler_> now when I swipe down, I get an error on TouchDown of my InputProcessor!
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[01:13:22] <wheeler_> grrrr!!! it's not happening on my live app
[01:13:28] <wheeler_> only on my latest dev build
[01:13:34] <wheeler_> but I've not changed anything!!! arrrgghhh
[01:13:39] <wheeler_> sorry for the rant
[01:13:43] <wheeler_> <i hate coding>
[01:25:32] <bomb> no probs
[01:25:36] <bomb> just let me read your mind wheeler_
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[01:49:31] <wheeler_> it's ok @bomb, fixed it
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[06:12:15] <USMC_Mitch> Ok, I'm sure this has been asked a gazillion times already, but I'm having trouble finding any solutions that work:
[06:12:30] <USMC_Mitch> the libGDX project setup tool fails to build a project
[06:13:07] <USMC_Mitch> default settings on everything, except in advanced settings, I selected to generate an Idea project, and use kotlin...
[06:13:46] <USMC_Mitch> oh, also deselected iOS and HTML
[06:15:13] <USMC_Mitch> I have the error message, but it's long, and I don't want to get kicked
[06:15:53] <USMC_Mitch> I'm on kububtu 18.04
[06:15:57] <USMC_Mitch> *kubuntu
[06:25:12] <myke> make sure you have the latest setup tool
[06:25:20] <myke> i've been burned a few times using an old version of the tool
[06:26:05] <myke> also try it with completely default settings, do a ./gradlew desktop:run from the command line to confirm it works, then change one thing at a time until it breaks
[06:26:11] <myke> i mean just keep doing new setups
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[07:24:46] <TEttinger> pastebins are strongly encouraged for IRC, some channels are picky about which ones they prefer but here people use a bunch. gist is preferred for some usage because work often allows it if it doesn't allow pastebin
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[07:31:39] <USMC_Mitch> Sorry, my daughter started throwing up
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[07:51:29] <bhas> need help with dae to g3db conversion sizes
[07:52:06] <bhas> A 11mb dae file when converted to g3db using fbxconv is taking up about 22MB
[07:52:24] <bhas> is there anyway to reduce the resulting size ?
[08:05:20] <TEttinger> USMC_Mitch: I think I know this one. it's mostly linux-related, let me see what I can find
[08:05:41] <TEttinger> it's related to a new-ish or updated Java installation not having security certificates
[08:05:57] <TEttinger> or keystore or some related term, if you are googling it
[08:06:27] <TEttinger> bhas: what type of stuff is in the file? texture info, lots of geometry...
[08:08:53] <USMC_Mitch> TEttinger: I tried update-ca-certificates -f && /var/lib/dpkg/info/ca-certificates-java.postinst configure
[08:09:00] <USMC_Mitch> no dice
[08:09:44] <TEttinger> IIRC there's a package that Java needs but only on linux... ugh this stuff is a mess
[08:09:59] <TEttinger> oh, also only on some linux distros
[08:14:01]
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[08:29:12] <Ashiren> mcts, why didnt i use it before? without game strategy knowledge, my ai beats kreversi at "hard" mode
[08:37:00] <grim001> time to code all night
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[09:14:59] <Shockah> only took them 20 years
[09:17:19] <TEttinger> good lord
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[10:22:36] <megasoft78> Hi guys,
[10:22:57] <megasoft78> anyone did try to build libgdx game using the new Google Instant Games?
[10:28:43] <Shockah> aren't those just web apps?
[10:30:17] <megasoft78> no
[10:30:28] <megasoft78> they are normal apps/games
[10:30:36] <megasoft78> with even native support
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[10:40:26] <SuckyNoob> hows everyone doing tonight/this morning
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[11:28:19] <wheeler> I'm feeling bad
[11:28:27] <wheeler> I'm getting tempted to switch to Unity :(
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[11:29:03] <wheeler> i've got a potential project, which might actually pay a bit
[11:29:10] <wheeler> and the guy has unity experience
[11:29:16] <wheeler> and thinks it might be better if I use that
[11:29:27] <wheeler> I've always shunned it as being a bit drag and drop
[11:29:32] <wheeler> and not for *real* coders
[11:29:43] <wheeler> but am I really being that snobbish!?
[11:30:13] <mk1> you are
[11:30:52] <mk1> but it depends on the type of game
[11:31:48] <mk1> what I like about Unity (and I haven't used it much) is that you can just attach pieces of code to your object (yeah, drag and drop) and it works. it's really good to get somewhere fast
[11:32:20] <mk1> other than that I usually prefer full access to the engine code and the game loop.
[11:35:00] <megasoft78> I think we Unity you get things quicker
[11:35:08] <megasoft78> but at cost of apk size
[11:35:44] <megasoft78> I have a game that is 18MB apk in Unity but I can build the same on libgdx in under 3 MB
[11:36:14] <SuckyNoob> I base my decisions on what to use, based on down the road complications
[11:36:27] <megasoft78> The problem is that for UI intensive game Unity take a lot less time than libgdx
[11:36:31] <SuckyNoob> for instance Unity and Unreal you have to pay royalties etc
[11:36:44] <megasoft78> I don't think that matter
[11:36:50] <SuckyNoob> 5% is a lot of money
[11:36:59] <megasoft78> Unity is free up to 100,000 dollars
[11:37:03] <SuckyNoob> add that to taxes and 15% from steam if you sell there
[11:37:14] <SuckyNoob> ya what if u make more than that tho
[11:37:17] <megasoft78> it's not 5%
[11:37:25] <SuckyNoob> you also have to agree to open your books if that time comes
[11:37:25] <megasoft78> it's 35 dollars per month
[11:37:47] <SuckyNoob> I'm not sure what unity's is
[11:37:48] <megasoft78> up to 200,000 dollars gross
[11:38:00] <megasoft78> Do you have experience in coding?
[11:38:07] <SuckyNoob> Unreal 5% though. Still I wouldn't want to open my books to another company haha
[11:38:31] <megasoft78> I would go with Unity
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[12:02:56] <smiley_> I did a kids game in Unity for a client a few years ago.. I wanted to do it in libGDX but he insisted on Unity
[12:03:36] <smiley_> it's ok.. but just like mk1 I like to rule my own game loop
[12:04:05] <smiley_> and I miss debug reload in java with Unity.. I use that all the time
[12:04:07] <mk1> well, Unity's not great for mobile
[12:04:20] <mk1> but for pc games it's a good choice
[12:04:45] <mk1> I'm thinking about taking another look at Godot, though I rarely have time anymore
[12:04:50] <smiley_> now Unity has debug reload but last time I tried it a few months ago it failed all the time
[12:05:01] <smiley_> s/all/most of/
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[12:05:45] <smiley_> I have started writing my own lib for libgdx instead of reinveting the wheel all time.. some inspiration from Unity
[12:06:03] <smiley_> with a GameObject-pool and adding in behaviours for tick and render
[12:13:26] <Ashiren> "I have started writing my own lib... instead of reinventing the wheel" oO\
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[12:16:35] <wheeler> yeah I wanted to try and reuse all the stuff I'd done in my first LibGDX game
[12:16:54] <wheeler> but if I get this new project I'd basically have a deadline of about 3-4 months, and that would be doing it part-time
[12:17:52] <wheeler> I'm convinced that if I had to get it done in that timeframe, I can knock it up in Unity quicker than in LibGDX
[12:18:03] <wheeler> based on zero experience of Unity myself, just word of mouth
[12:18:21] <wheeler> plus I met a designer on Sat who's done two Unity games himself, and he's not really a coder
[12:20:37] <SuckyNoob> unity is super fast
[12:20:41] <SuckyNoob> to make stuff in
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[12:25:35] <blahblah> hello all!
[12:26:11] <Ashiren> good afternoon, Sir/Madam
[12:26:16] <blahblah> hello Ashiren
[12:26:29] <blahblah> any one in here developing with eclipse or similar and using libgdx Bundle?
[12:26:40] <blahblah> I can't get eclipse to find my bundles it makes me crazy
[12:28:28] <blahblah> what I did is create a i18n folder at the real root of the application, and inside put a i18n.properties file. Then in eclipse for the core and desktop parts, I add a virtual i18n folder pointing to the real one. Then from code: I18NBundle.createBundle(Gdx.files.internal("i18n/i18n"), locale);
[12:28:49] <blahblah> oh also I added the virtual i18n folders to the source path
[12:29:21] <blahblah> but when I run my game in eclipse it complains about java.util.MissingResourceException: Can't find bundle for base file handle i18n/i18n, locale en_us
[12:29:24] <blahblah> any clue?
[12:31:20] <blahblah> also tried with "/i18n/i18n", same result
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[12:38:30] <Ashiren> this is quiet part of day, sitck around
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[12:40:49] <blahblah> no worries
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[13:07:30] <mk1> blahblah: do you actually have an en_us.properties file there?
[13:09:43] <blahblah> "If a key is not found, the key will be looked up in decreasingly specific properties files until found; for instance, if a key is not found in MyBundle_en_GB.properties, it will be looked up in MyBundle_en.properties, and if not found there either, in the default MyBundle.properties"
[13:10:41] <blahblah> so I don't think it's an issue with libgdx but rather with setting up eclipse to properly use libgdx
[13:11:12] <mk1> mhm
[13:11:13] <blahblah> if anyone has a working setup for bundles with eclipse how'd be glad to know how they configured it
[13:11:30] <blahblah> s/how'd/I'd/
[13:11:31] <mk1> what about the basic setup example?
[13:11:36] <smiley_> Ashiren: a lib on top of libgdx.. not my own
[13:13:04] <blahblah> mk1: well that's what I did initially, so I'm not sure why I'm encountering this problem
[13:13:50] <blahblah> but this is not really talking about bundle in there
[13:14:25] <blahblah> btw what IDE are you using for java/libgdx projects?
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[13:15:33] <blahblah> i tried android studio but on my box it appears even more bloated than eclipse (which is saying much)
[13:15:59] <smiley_> I use IntelliJ
[13:16:19] <smiley_> which is Android studio without all the Androidstuff
[13:16:58] <blahblah> but then can you add the android stuff without making everything bloated? :P
[13:18:15] <grim001> anyone making heavy use of reflection in their game, i.e. for instantiating game engine components
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[13:21:28] <hello__> Hello, I'm having trouble with the voxelengine example on the official libgdx github. There are too many vertices rendered. How can I reduce the number of vertices ?
[13:21:36] <bomb> i use shiny materials XD
[13:24:09] <codi^r> grim001 mostly for serialization from/to JSON
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[13:27:00] <blahblah> codi^r: isn't libgdx handling that for your with the Serializable interface?
[13:27:45] <blahblah> and Json class
[13:30:22] <codi^r> not to the extend I needed
[13:31:17] <codi^r> I basically built a "fat" custom serializer which uses reflection and annotations, mostly for the reason to not have to write any more custom serializers ;)
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[13:42:57] <blahblah> codi^r: ok i see
[13:43:41] <blahblah> cool solved my problem with bundles, in the end I put the real i18n folder in android/ folder, and then in eclipse, i added a link in desktop and now it's working
[13:45:59] <grim001> codi^r, have you used any reflection libs worth noting?
[13:46:25] <grim001> I've heard Reflections is quite slow, also tried ClassIndex and it was broken after not being updated for years
[13:53:31] <blahblah> w00t, now my game has internationalization support! :D
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[14:02:00] <codi^r> grim001 no libs, just stock Java 8 plus what libGDX wraps around it
[14:02:23] <NinjaRat> Hi, have anyone else found issues with switching models with libgdx for Sony phones?
[14:02:51] <grim001> I wound up writing my own solution for scanning packages and classes
[14:03:08] <codi^r> the only slow part I've seen was to enumerate classes from a classloader
[14:03:26] <codi^r> I only do this once and cache the results
[14:04:47] <codi^r> my json serializer basically has an option to auto-register classes filtered by name patterns, e.g. "search me all classes which are annotated and inside my.package.*"
[14:05:03] <codi^r> this one has quite some overhead
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[14:17:53] <NinjaRat> Hi, I'm having issues with Sony Xperia M5 when loading modelBatch in the application class (for keeping the model between different activities and fragments)
[14:18:23] <NinjaRat> Wierdly, it only seems to occur on Sony Devices :/
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[14:51:40] <NinjaRat> Any thoughts on where to begin?
[14:53:14] <NinjaRat> Happening on Android, but seems to only happen on Sony Devices primarily... Which is quite irritating :/
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[15:07:36] <codi^r> is this the full callstack you got?
[15:08:35] <codi^r> this error can usually have two reasons. a) you are using more Array iterators up your call chain, or b) multithreading
[15:16:13] <NinjaRat> Yeah, I'll check it out some more...
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[15:32:09] <megasoft78> Hi guys,
[15:32:31] <megasoft78> anyone trying to make a libgdx game running as an Google Play Instant Game?
[15:33:03] <megasoft78> I'm trying but I'm not sure how to properly configure gradle
[15:33:07] <megasoft78> :(
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[16:01:51] <bhas> TEttinger: Its multiple textures plus geo
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[16:22:06] <grim001> anyone have experience with the new G1 GC and how it impacts game performance?
[16:27:19] <jayhost> grim001 looks like people use it to get more frames in Minecraft
[16:27:47] <grim001> it's the new default in java 10
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[16:33:06] <grim001> according to verbose GC output I'm only getting 1-2 millisecond GC pauses typically
[16:53:52]
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[16:58:44] <jayhost> hmmm
[17:05:08] <grim001> my current issue is that I'm getting minor hangs while my game starts up
[17:05:53] <grim001> lasting about 0.05 seconds each, at about 1 second intervals for the first 6 to 8 seconds during startup
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[17:06:07] <grim001> after that, they become much less frequent
[17:06:18] <grim001> and it doesn't seem to correspond with GC activity
[17:06:20] <jayhost> And what GC profiler are you using?
[17:06:38] <jayhost> Which version of java?
[17:06:53] <grim001> I was just observing the verbose GC output, tested it with java9 and java10 using G1 and CMS
[17:07:09] <grim001> since the behavior is the same between versions and GCs it may not even be related
[17:07:41] <grim001> also gave java a 4GB heap size to work with
[17:07:57] <grim001> and monitored my executors for concurrent tasks, they aren't doing much
[17:08:10] <grim001> all of the I/O tasks are completed beforehand
[17:13:26] <jayhost> I would try java 7
[17:16:47] <grim001> why is that
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[17:23:15] <wheeler> um, I didn't think libgdx worked with anything above 7?
[17:23:26] <wheeler> or am I jumping into a conversation having not fully grasped things
[17:23:29] <wheeler> (...again....)
[17:23:58] <cackling_ladies> build limitation is android only afaik
[17:24:14] <jayhost> Libgdx does work with java higher than 7
[17:24:21] <jayhost> There are just some inconsistencies
[17:24:22] <wheeler> oh, so you can make desktop on higher versions?
[17:24:33] <jayhost> right
[17:24:41] <wheeler> i think normal android apps can work on 8
[17:24:55] <jayhost> Android is dalvik byte code
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[17:48:40] <jayhost> I havn't used anything higher than java 8 personally. Android doesn't seem to have docs for java 9
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[18:05:35]
<blahblah> Any clue how to change the font of a SelectBox? I tried to do it the same was as for a Label, but it doesn't seem to work. Here is what I tried: https://pastebin.com/p77XevEb
[18:05:45] <blahblah> s/was/way/
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[18:13:12] <blahblah> ok I just add to assign the font to selectBoxStyle.listStyle.font instead of selectBoxStyle.font
[18:13:20] <blahblah> s/add/had/
[18:16:44] <blahblah> or rather both need to be assigned
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[19:23:35] <AsukaLSoryu> Is it a bad idea to mix scene2d with a non scene2d project?
[19:24:15] <AsukaLSoryu> I've programmed my project without scene2d so far, but it looks really handy for making dialog boxes and menu screens
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[19:30:39] <myke> you can have a scene2d rendering stage separate from everything else
[19:30:53] <myke> i have a game field and a ui layer that are completely separate
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[19:49:16] <grim001> just downloaded JProfiler and in 15 minutes of messing around found huge performance improvements
[19:49:33] <grim001> too bad it's like $500 past the 10 day evaluation period
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[20:09:32] <TEttinger> grim001: the 4GB heap size with -Xms would take a while to allocate, make sure to specify big numbers with -Xmx for max instead of start
[20:10:10] <grim001> good tip
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[20:17:30] <TEttinger> I've found interesting stuff with "java -XX:+UnlockDiagnosticVMOptions -XX:+PrintAssembly some/class > asm.txt"
[20:17:47] <TEttinger> it's a crazy huge mess, but it gives insight into when the JIT failss
[20:21:47] <TEttinger> the issue with that was that the "rol" instruction wasn't being produced, instead using shl , shr , and or along with some mov
[20:22:06] <TEttinger> I think that version shows the JIT succeeding
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[20:50:01] <bomb> speaking of low level TEttinger
[20:50:12] <bomb> why do you think Azul is better for libgdx games?
[20:53:56] <grim001> huge reduction in the GC churn of my game in just 1 hour of profiling
[20:53:57] <TEttinger> do you mean Zing?
[20:54:09] <TEttinger> wow, nice grim001
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[20:54:32] <grim001> mostly getting sneaky allocations out of the low level areas of the main rendering loop
[20:54:48] <grim001> but, it hasn't affected the startup lag during the first ~8 seconds
[20:55:17] <TEttinger> are you setting up a lot of variables?
[20:55:42] <TEttinger> my code for graphics with sprites definitely does a lot at startup
[20:55:50] <grim001> in case you aren't aware, I'm not using libgdx, I'm using a custom written engine
[20:56:01] <TEttinger> oh ok
[20:56:04] <grim001> and there is an absolute ton of stuff done at startup
[20:56:36] <TEttinger> bomb: Zulu is just OpenJDK built and made available for windows/mac/linux. Zing is also made by Azul, but has a real-time garbage collector
[20:56:59] <grim001> I just can't figure out what precisely is causing these stutters or why they disappear, unless it's just JVM internal stuff
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[20:57:14] <grim001> doesn't match up with the GC
[20:57:19] <TEttinger> could be hotspot
[20:57:31] <bomb> Zing isn't free i guess
[20:57:34] <TEttinger> I get jitters from hotspot JITing a method in benchmarks
[20:57:39] <TEttinger> ding ding zing
[20:58:01] <grim001> is there a way I can force it to pre-compile these methods? some JVM parameters?
[20:58:28] <TEttinger> substrate will do it for linux I think, but AOT compilation tends to be hard on peak performance
[20:58:59] <TEttinger> you give up apex to improve nadir
[21:01:29] <TEttinger> may also worsen worst-case it seems
[21:01:49] <grim001> I guess on the 64 bit version of java there is no difference between server and client VMs
[21:05:13] <grim001> wonder if jlink does much for game performance
[21:05:23] <TEttinger> server is the only one available on 64-bit, but it defaults to some tiered or hybrid mode that gives most of the startup benefits of client whiile also optimizing
[21:05:37] <TEttinger> you might need moditect to edit any dependencies
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[21:07:37] <TEttinger> server VM is so much better at optimizing Java
[21:08:16] <TEttinger> client is just very problematic since windows x86 only offers client
[21:11:19] <grim001> even if I add large pauses post-startup, the same stutters are occuring
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[21:58:34] <grim001> I spend 70 to 90% of each frame just waiting
[21:59:05] <grim001> I'm starting to think it's an OpenGL issue related to driver work occuring after swapbuffers has been called
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[22:49:10] <grim001> so I have a weaker, older computer with a radeon graphics card
[22:49:28] <grim001> and when I run the game on that computer, there is no abnormal hanging whatsoever during the first few seconds of startup
[22:49:41] <grim001> in fact the framerate seems more consistent overall despite being lower on average
[22:50:00] <grim001> so either my computer is janky or radeon's drivers are working better
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[23:21:14] <grim001> hmm, how about that. a driver update seems to have cleared up the stutters
[23:24:32] <grim001> man, it feels buttery smooth now.
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