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[00:08:31] <Bashman> If anyone could help that would be awesome. I think I'm using too new of an Android SDK version, and intelliJ is giving me a "Failed to find build tools revision 23.0.1" when I try to build the project
[00:08:41] <Bashman> any way to circumvent this?
[00:09:08] <Tomski|> Update your build script
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[00:15:06] <Bashman> I went to the Android SDK Manager and installed the 23.0.1 build tools but am still getting the same error
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[00:17:43] <Bashman> ah I see what you mean. I'll try updating the build.gradle
[00:22:01] <Bashman> woohoo! Finally got the stupid thing imported to my mac!
[00:22:33] <Adnn> I hate it when things decide to work and unwork randomly :(
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[00:30:25] <EvilEntity_> Adnn, not random, you just dont know all the variables
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[00:43:20] <Adnn> Agreed. Luckily this time the variable was just swapping one line with another.
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[00:50:00] <Bashman> I'm just not understanding why my glyph layout isn't remaining centered in the screen when I resize
[00:50:36] <Bashman> I'm using a viewport and on resize I'm calling viewport.update.
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[01:22:48] <WickedShell> Is there a way to inspect and see what resources libgdx is waiting for me to dispose on shutdown? I can't find a texture that I'm not disposing of (I think)
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[01:33:04] <Adnn> EvilEntity_, in the making of Super Flying Gentleman, did you have parts where you had to use Java threading ? Or was that never necessary ?
[01:33:46] <Adnn> Not sure if I'm using the right term here, I just mean the threads thing.
[01:36:50] <EvilEntity_> nothing custom was needed
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[01:39:07] <codi^r> WickedShell: you can try to ask the assetmanager, it should return all managed textures which are not disposed yet
[01:40:02] <WickedShell> codi^r, I'm not using the assetmanager
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[01:40:47] <codi^r> then I don't think there's something available
[01:42:33] <codi^r> the Texture class owns a managedTextures map, but I'm not sure what's "managed" in that case
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[01:47:28] <codi^r> looks good actually, I just tried inspecting this map before and after ApplicationAdapter.dispose()
[01:47:43] <codi^r> and behold, there are two textures I don't clean up yet
[01:48:47] <WickedShell> codi^r, what's the map called? I'm not finding it in the Texure API page (although I do see a clear all textures thing)
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[01:49:08] <codi^r> its package private, not public
[01:49:28] <codi^r> Texture.managedTextures
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[01:53:03] <WickedShell> Hmmm I don't actually know how to access that from my code base :P
[01:53:11] * WickedShell goes to the internet
[01:58:38] <codi^r> though I probably would not do that all the time. instead, don't dispose, but report, then dispose them at the right places
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[01:59:56] <codi^r> the trick is to put that class in the same package, so you can access the non-public member w/o modifying libgdx code
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[02:00:26] <WickedShell> Right, clojure is not letting me peak at a private variable inside another class which is my problem
[02:01:46] <codi^r> it isn't private
[02:03:30] <codi^r> can you intermix with java code in clojure?
[02:04:32] <WickedShell> Yeah, I could actually add you're stuff to the package I guess...
[02:04:33] <EvilEntity_> just use asset manager like a normal person WickedShell
[02:05:15] <WickedShell> EvilEntity_, it just doesn't seem appropriate to be always loading it in and check the string every render until its loaded, because I promptly do one op then dispose of it...
[02:05:43] <WickedShell> Streaming mapdata, and constantly rebuilding a texture atlas on the fly was just a hassle with assetmanager :/
[02:05:47] <EvilEntity_> sounds like you are doing something dumb
[02:06:57] <WickedShell> probably :) AssetManager just didn't offer a lot of utility for loading the texture data I needed off the disk and generating other data if needed on the fly, then doing a single post runable with it before freeing
[02:07:10] <EvilEntity_> so you add crap to atlas at runtime, you know when you add stuff, just dispose old texture then
[02:08:09] <WickedShell> does textureatlas dispose of old regions or let you mark one without disposing of the whole thing? I didn't see that in the API for it at all
[02:09:37] <EvilEntity_> the whole idea is that you have many regions per texture, so that makes no sense
[02:10:27] <WickedShell> I have well over a gig of data that I might stream through, and I can't keep it all loaded in memory at once for obvious reasons
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[02:11:01] <WickedShell> I have to dispose of old data after a while or I have memory problems, (whcih is not at all unreasonable)
[02:12:19] <EvilEntity_> im sure you could force pixmappacker to do what you need
[02:14:19] <WickedShell> I still don't see anyway to replace an old asset with that, it still looks like it just grows
[02:14:33] <EvilEntity_> hence the force part
[02:15:23] <EvilEntity_> its only 400loc copy it and go nuts
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[02:15:53] <WickedShell> right so I could manaully totally dispose of the whole thing and recreate it, at the expense of reuploading the entire thing, or I could do the selective updates I'm doing now by rendering via a fbo, and only uploading new data, and then freeing it
[02:16:45] <WickedShell> I have that done in less then 200loc and working fairly well (and I just commented out everything to do with it and thats not whwer I'm waiting on assets anyways (which makes sense, as I don't have memory leaks going on that are noticable)
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[02:17:45] <EvilEntity_> thats why stuff is usually in chunks, so you dont have to do this bs all the time
[02:18:27] <WickedShell> Oh it's related to swapping from LwjglAWTCanvas to LwjglCanvas....
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[02:40:14] <Z11> hi, whats the best program to make an exploding circle and is there a program with these effects in it already?
[02:41:25] <Z11> I have tried gimp but I have to draw things myself. Im looking for somethign that has objects and effect options in the program
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[03:00:48] <Tomski|> Z11, particle effect?
[03:01:16] <Z11> yes somethign like that
[03:01:27] <Tomski|> Check the particle editor out
[03:03:01] <Z11> thanks
[03:08:45] <Z11> hmm blocked by java
[03:08:56] <Z11> never had that happen before with a program
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[04:55:48] <dysoco> Could anyone help me get an animation running backwards? It plays fine forwards but when it goes backwards it just keeps looping
[04:56:32] <dysoco> when flippingBack is true, it should play the animation backwards, it does, but it keeps on a loop, I'm not sure how to stop it
[05:00:24] <dysoco> nvm I fixed it
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[12:35:41] <cackling_grandma> late on the news here, any folks around paris?
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[17:28:04] <jigidust> I tried overlap2D so much potential, but i had to quit due to crash bugs :(
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[17:34:56] <Kotcrab> jigidust: try VisEditor
[17:35:03] <Kotcrab> i fix bugs pretty quickly :D
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[17:35:25] <jigidust> Oh let me check it out again ! :)
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[17:41:47] <intrigus> xD
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[18:00:05] <jigidust> Kotcrab: Wow you have been very active since last time i check you out :o
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[18:01:57] <Kotcrab> really? when was it?
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[18:07:59] <jigidust> Uh i dont remember like 4 months ago?
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[18:14:30] <Kotcrab> hmm i was pretty active back then too :D
[18:14:36] <jigidust> Yeah you were :)
[18:14:46] <jigidust> I think i will stick with your editor.
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[18:16:35] <Kotcrab> cool, i'm working on 0.3.0 now so currently i'm only pushing bug fixes to 0.2.6-snapshot, after i finish 0.3.0 i will start adding new features
[18:17:28] <jigidust> Looking forward to seeing it! By the way the editor is amazing!
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[18:27:56] <Kotcrab> thanks :)
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[18:37:11] <waterCreature> it's 1:36 am
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[18:41:31] <waterCreature> i just watched inception again.
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[18:42:02] <waterCreature> a dream within a dream, a world where there is enough time.
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[19:56:20] <Durvin> com.badlogic.gdx.Preferences seems to have an undocumented external dependency
[19:56:39] <Durvin> when I call Preferences.flush I get an error that I'm missing org/apache/xml/serializer/TreeWalke
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[20:00:26] <bazola> hey all! is it possible to disable mouse wheel scrolling for a scroll pane? my issue is that once the player clicks in the scroll pane, it eats all mouse wheel events and i can't zoom the other stage anymore
[20:05:02] <Xoppa> bazola, pane.setCancelTouchFocus(false);
[20:06:19] <bazola> i did try that but it does not seem to have an effect
[20:06:44] <Xoppa> are you sure you used `false` as argument?
[20:06:50] <bazola> yeah
[20:07:12] <bazola> i tried having that when building the scroll pane, and i also tried calling it every time the player clicks one of the buttons in the scroll pane
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[20:09:03] <Xoppa> otherwise swap the order in your multiplexer
[20:09:26] <bazola> cool i will try that
[20:09:54] <bazola> the scroll pane is part of a different stage, and once i click inside it, all mouse wheel events are happening there and not in the game stage
[20:10:18] <Xoppa> you have a game stage?
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[20:11:26] <bazola> i have three stages, one for the game world, one for the hud, and one for a fog of war type thing
[20:11:52] <Xoppa> sounds like you might be doing something very wrong, can you show a screenshot?
[20:12:18] <bazola> of the game or of the code
[20:12:41] <Xoppa> of the game
[20:14:27] <bazola> here you go
[20:15:03] <Xoppa> yeah, you really dont need three stages for that
[20:15:27] <Xoppa> just use one stage for the hud
[20:15:56] <Xoppa> making that game play with stages is likely making things more complicated than helping
[20:18:09] <bazola> well i haven't messed with perfecting the fog of war thing yet, but don't i need at least two stages? the hud is a fixed size, and the game stage is based on the screen size. one camera for each of those
[20:18:53] <Xoppa> yes on the two cameras, no on the two stages
[20:19:48] <Xoppa> keep in mind that using a stage is not a requirement
[20:20:12] <bazola> interesting.. i will have to think about that. right now i am adding Image actors to the stage for the game graphics
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[20:20:41] <Xoppa> yeah, dont do that
[20:23:29] <bazola> in the past i wrote some code that positioned the textures in the correct place and then drew them with the batch, but using images and the stage seemed to make the code easier to understand
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[20:25:35] <Xoppa> why?
[20:25:40] <Xoppa> Use Sprite
[20:25:47] <Xoppa> atlas.createSprite
[20:27:51] <bazola> so i would like hold an array of sprites and then call their draw methods each tick?
[20:28:18] <Xoppa> well only the sprites that are actually, but you get the idea yes
[20:28:28] <Xoppa> *actually visible
[20:30:03] <bazola> i guess i like stages because it handles all of that stuff for you, but i will look into it more
[20:30:15] <Xoppa> stage does not do culling or anything
[20:31:05] <bazola> so things that are not visible on the screen (for example when the player zooms in) are still using resources?
[20:31:22] <Xoppa> yep
[20:31:28] <bazola> i see
[20:32:07] <Xoppa> thats only important if there´s a lot not visible btw
[20:32:21] <bazola> i did a test with a thousand or so ships on the screen and didnt see much of a performance problem, but that is definitely something to consider
[20:32:30] <Xoppa> like a super mario game without culling would be unplayable, but a card game would be
[20:33:32] <Xoppa> also, you can extend the Sprite class (or rather encapsulate it, because otherwise you cant benefit from AtlasSprite)
[20:33:51] <Xoppa> e.g. to add game logic if you like
[20:34:08] <Xoppa> or implement physics or culling etc
[20:34:10] <bazola> so what you are saying is that i would have to manually calculate which sprites are visible and only draw them?
[20:34:32] <[twisti]> there are many established shortcuts
[20:35:13] <[twisti]> for example, you can have buckets for world parts where your things are in, so you can say "only give me the things in the grid B:7 area"
[20:36:33] <bazola> in both of my games so far the player can pan around and zoom in and out freely
[20:37:17] <Xoppa> nice!
[20:38:11] <jigidust> Is it okay if one uploads an app to the iOS store through hackintosh?
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[20:39:37] <Xoppa> jigidust, it would be really scary if apple uses that as a criteria
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[20:41:12] <ASneakyFox> it wouldnt be hard for them to figure out though. no idea if they bother to try and do checks or if they care though
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[20:45:36] <jigidust> Xoppa, is it a walked path? Did many libgdxers try and succeed with it?
[20:47:18] <Xoppa> jigidust, not that i´m aware of
[20:47:37] <jigidust> Ugh, so i guess time to buy a mini mac? : /
[20:47:40] <Xoppa> but if you find out, make sure to let it know
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[20:56:20] <Adnn> Hi everyone. I've been working on my project with Java SE 1.6, I'm having trouble switching to 1.7 on my Android project, however on the desktop one everything went smoothly. Are there other things I need to modify than the Java compiler in the properties ?
[20:56:30] <Adnn> Of eclipse
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[20:58:59] <Xoppa> Adnn, change the build.gradle file and set sourceCompatibility and targetCompatibility
[20:59:15] <Xoppa> *file = files
[21:00:35] <Adnn> I'll try that
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[21:05:23] <Adnn> Thanks, it worked.
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[21:17:56] <bazola> Xoppa: i was able to come up with a quick fix for my immediate problem. By extending Stage and having the scrolled() method return false, the hud stage never eats the scroll events and they always scroll the zoom of the game
[21:23:19] <Xoppa> yay!
[21:25:13] <bazola> thanks for the help
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[21:32:49] <JO0st> Hey guys, i am having some trouble with creating a dialog and was wondering if someone could help me with it?
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[21:53:40] <Xoppa> JO0st, asking to asking usually wont get you much response
[21:54:36] <JO0st> Xoppa: true, I was hoping to find somebody who knows something about dialogs
[21:55:33] <JO0st> when I create a dialog using the default skin all I get is a black overlay over about all of my stage. Does anybady know why this is?
[21:58:28] <EvilEntity> you are doing it wrong
[21:58:39] <Ashiren> [solved]
[21:59:19] <Xoppa> probably something with your code JO0st
[22:02:06] <intrigus> CI doesn't like Xopaa :D
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[22:08:43] <EvilEntity> JO0st, i dunno, making a skin in a dialog sounds like a poor idea
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[22:09:36] <EvilEntity> and you do act() and draw() somewhere?
[22:10:08] <EvilEntity> and use screen vp for gui for the love of god
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[22:10:40] <JO0st> EvilEntity: No i don't according to the tutorial I found that isn't required for a dialog, is it?
[22:10:55] <JO0st> sorry i really am a noob concerning libgdx
[22:11:10] <EvilEntity> so you are not updating it and not drawing it
[22:11:53] <EvilEntity> find not shit tutorial/read ahead a bit
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[22:21:19] <Mezzenstein> hey
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[22:25:36] <c0ke> Hey guys, I'm looking at some framebuffer examples but unfortunately it seems the API has changed since the tutorial so I'm a bit confuzzled :)
[22:27:07] <intrigus> 'If you have a question, just ask'
[22:28:32] <c0ke> Just unsure which Format to use, I've gone with RGB888 but for no reason other than I seem to remember seeing it somewhere else :P
[22:28:54] <Xoppa> if you dont need alpha then rgb888 is good
[22:29:13] <Xoppa> you could use rgb565 to safe some memory (1 third)
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[22:29:55] <Xoppa> btw, what is the age of those examples?
[22:30:59] <c0ke> josephknight edited this page on Aug 15, 2013
[22:31:30] <c0ke> Wait that's lwjgl not libgdx, that will be why
[22:31:54] <Xoppa> that uses RGBA8888
[22:32:01] <c0ke> This whole work all day then come home and try to continue to code thing really stamps on your brain :<
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[22:37:42] <Xoppa> fancy
[22:37:59] <jeffol> whatever your game is, my gf would love it because there is a horse
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[22:38:32] <jeffol> oh man i am tripping out looking at that pic
[22:39:27] <d0d0> there is going to be a pig and a dog coming up soon ... it is a dog and pony show... with a pig inbetween ;-)
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[22:41:37] <jeffol> is there a way to detect ios home button press?
[22:41:51] <d0d0> let me read that Xoppa
[22:41:53] <Xoppa> pause()
[22:43:07] <jeffol> Xoppa: Oh, I was thinking this might trigger when a side-activity triggers (e.g.: an adcolony or chartboost ad), but that would only be on android. I suppose the app would continue maintaining it's operation and only pause when actually paused.
[22:43:37] <jeffol> I'm calculating and reporting session length
[22:44:41] <Xoppa> not sure what you mean jeffol, it practically is the same as on android, when the user leaves the app then the pause method is called, it is not really related to ads or something, unless the user clicks on the ad and thus decides to leave your app
[22:45:28] <jeffol> Yes, right, example: a rewarded video. When the video is complete, they are rewarded and resume using the app. I was thinking this should be included in a session length
[22:46:10] <Xoppa> ow, so how did you solve that for android?
[22:46:40] <jeffol> not sure. Probably just detect that they used an incentivized video
[22:46:48] <jeffol> and refrain from completing the session
[22:47:01] <Xoppa> sounds like a plan
[22:47:10] <Xoppa> should work on ios as well
[22:47:19] <jeffol> yeah, hm. Cool
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[23:16:20] <Adnn> The Gradle task quick launcher is so quick it launches before I finish typing my command
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[23:23:30] <Adnn> How can I fix this on the Android project ? Multiple dex files define Lcom/esotericsoftware/kryonet/UdpConnection; I have to keep the UdpConnection file as it's applying a patch.
[23:24:07] <Xoppa> put in a different named package
[23:24:36] <Adnn> uh, will the patch still work ?
[23:25:00] <Xoppa> ow
[23:25:23] <Xoppa> you mean that you are having it in that same package to ¨override¨ the original implementation in the jar or something?
[23:25:33] <Adnn> yes
[23:25:40] <Xoppa> ew, dont do that
[23:25:48] <Xoppa> go wash your keyboard
[23:26:00] <Adnn> I'm not sure if it works even yet
[23:26:11] <Adnn> but I don't know how to do it better either
[23:26:22] <Xoppa> recompile the lib from source with your patch
[23:26:33] <Xoppa> or even beter patch the lib by submitting a pr
[23:26:48] <Adnn> I'm not the patcher actually, it's Nate.
[23:27:08] <Adnn> The PR is there, it's not merged yet.
[23:27:25] <Xoppa> then pull it in your local branch
[23:28:35] <Tomski> Adnn, the udp fix?
[23:28:43] <Adnn> Yes Tomski
[23:28:53] <Tomski> Its great :)
[23:29:04] <Adnn> There's also another fix about discovering hosts on Android
[23:29:06] <Tomski> That error is pretty straight forward
[23:29:26] <Tomski> You have duplicate classes, usually thats from duplicate jars/dependencies
[23:29:27] <Adnn> But I have no idea how to implement that one (I'm hoping the UDP fix will solve it)
[23:29:56] <Adnn> Yeah I understood the error
[23:30:46] <Adnn> so I'll compile from source like a gentooman
[23:32:27] <Tomski> How were you trying to do it before?
[23:32:32] <Tomski> Just adding the java file?
[23:33:05] <Adnn> yeah
[23:33:14] <Adnn> Xoppa adviced me to wash my keyboard for doing that
[23:33:37] <Adnn> but I didn't cause I'm smart
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[23:50:57] <Adnn> :(
[23:51:10] <Adnn> I added the jars in the Android, Core and Desktop project respectively
[23:51:16] <Adnn> Desktop works, Android doesn't
[23:51:31] <Adnn> package com.esotericsoftware.kryo does not exist it says
[23:51:41] <Adnn> Of course I added all the kryonet dependencies including kryo
[23:51:47] <bazola> does anyone know the method that gets called when the screen orientation changes? my intention is to override it in order to change the layout and positions of UI elements when the orientation changes
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[23:53:52] <Scellow> Adnn: add kryone in your gradle project
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[23:54:00] <Scellow> don't download the jar manually
[23:54:03] <Scellow> gradle will do it for u
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[23:54:29] <Scellow> 'com.esotericsoftware:kryonet:2.22.0-RC1'
[23:54:29] <Tomski> Adnn, just run maven install on kryonet
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[23:54:54] <Tomski> Up the version to RC2, and install, then use that in your maven dependency declarations in the gradle script
[23:55:02] <Xoppa> bazola, resize()
[23:55:21] <bazola> ah okay
[23:56:05] <bazola> i could see messages being logged when the orientation changed on iOS so i thought maybe there was a specific method
[23:56:38] <Adnn> I have no expertize with maven Tomski, apart from getting my dependencies automatically downloaded from there. Is there a guide or something ?
[23:56:57] <Adnn> (not trying to have you help me at all)
[23:57:00] <Tomski> Get maven installed, and just run mvn install -Dskip.tests=true in your kryonet lib
[23:57:27] <Tomski> Then you can use compile "com.esotericsoftware:kryonet:2.22.0-RC2" once in your core project
[23:57:39] <Tomski> And you dont have to duplicate jars, or add dependency jars
[23:58:16] <Adnn> Ok that would be cleaner, thanks
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