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[00:04:20] <EvilEntity> so sweet when you think for a few days on a problem and an elegant solution presents itself in a few lines of code
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[00:07:22] <elauzel> I need advice on how to display graphed functions on the screen (2D cartesian), in arbitrary colors
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[00:08:06] <elauzel> being able to fill in individual pixels on the screen would probably be good enough, I could iterate over a function with the x or y axis being the display size
[00:11:24] <EvilEntity> shaperenderer would be a simple solution
[00:12:03] <EvilEntity> this does sorta what you want
[00:12:29] <EvilEntity> working with pixels is pain in the dick
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[00:12:46] <Tomski> Nice Kotcrab !
[00:17:44] <elauzel> hmmm
[00:18:25] <elauzel> since I want to be able to read from/save to images as well...
[00:19:08] <EvilEntity> if you need actaul plotting library, use it
[00:19:52] <EvilEntity> i hope you target desktop, cus it wont work on mobile
[00:23:50] <elauzel> I'm ignoring everything but desktop
[00:23:53] <elauzel> PC Master Race
[00:28:45] <EvilEntity> why are you in #libgdx then, are you lost? Do you need directions?
[00:29:20] <elauzel> I do not, it is my chosen framework for developing my PC game
[00:33:00] <elauzel> If I do something for other platforms it will be accessory functions to the main game, like an extra screen for a map
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[00:58:01] <isdera> it would be impossible.
[00:58:12] <isdera> give up now.
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[01:00:32] <Epoch`_> hehe, unlikely "impossible"... It's just I have a feeling I'd be writing a lot of things that other engines would have. Don't get me wrong, I love libGDX, but it's 3D capabilities aren't as refined as other frameworks/engines.
[01:01:19] <isdera> id say that's pretty accuate. I've been playing with some 3D stuff as well.
[01:01:32] <LiquidNitrogen> youd pretty much just be using lwjgl to do that
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[01:02:10] <LiquidNitrogen> looks like a sweet environment though
[01:02:50] <isdera> maybe you'd have better luck with UE4
[01:03:42] <Epoch`_> yeah, that is true. But, I *really* hate fighting against a full on engine like unreal where 5/8's of the code base just gets in the way.
[01:04:15] <elauzel> if things like this could be approximated in less than 64k years and years ago in DirectX alone, you can do it in LibGDX. Promise. Not saying it won't take years of your time though =p
[01:04:15] <Epoch`_> "oh, that blueprint worked great. Until I needed X feature, then I had to reconstruct the whole thing in C++" - Said every Unreal dev ever.
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[01:05:01] <Epoch`_> I'm not saying it needs to be perfectly accurate to that screen, but things like nice lighting, good depth volume, backlight shaders...
[01:05:23] <elauzel> you'll have to go deeper into the LWJGL OpenGL binding and write your own shader files and stuff
[01:05:27] <elauzel> VBO's, etc
[01:05:33] <elauzel> prepare yourself, it's a difficult road
[01:05:53] <isdera> or just wait until No Man's Sky comes out. it'll probably look like that
[01:06:51] <Epoch`_> Well, I'm going to have to do a lot of custom shaders anyways... Even with Unreal, as the art I have in mind isn't just an off-the-shelf look.
[01:06:53] <LiquidNitrogen> theres a game called farsky, which looks a little like that.
[01:06:55] <elauzel> man I need some sort of memory foam or something for my sharp ass elbows, they hurt like hell after 8 hours at the PC from my desk
[01:07:29] <elauzel> the drawback of an L-shaped desk...
[01:07:42] <Epoch`_> LiquidNitrogen, farsky was gdx?
[01:08:24] <LiquidNitrogen> Epoch`_: not sure, it was java though
[01:08:25] <isdera> i hate L-shaped desks too! i usually put a soft mosuepad under my elbow
[01:08:56] <elauzel> I love the shape and desk space, but hate what it does to my deadly-weapon elbows
[01:09:02] <elauzel> if I were fatter...maybe...hm
[01:09:10] <isdera> try eating cheeseburgers
[01:09:11] <Epoch`_> Yeah, shit. I think I'm either going to have to go Unreal or hack it in 2D somehow...
[01:09:26] <elauzel> maybe put cheeseburgers under my elbows
[01:09:33] <elauzel> keep them warm to boot
[01:09:36] <elauzel> yeah, that's the way to go
[01:09:48] <Epoch`_> I was just thinking about occlusio and level streaming and... ick, yeah.
[01:10:48] <LiquidNitrogen> make it in a faked stylistic version
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[01:10:59] <isdera> is that screenshot from a video game?
[01:13:05] <Epoch`_> no, that's a photo
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[01:13:34] <Epoch`_> I don't know of a game that looks like what I have in my head, that's the closest thing that covers the bases :)
[01:14:02] <elauzel> I think one of the new tomb raiders has underwater shit that looks nice, go find it
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[01:16:13] <isdera> epoch use that photo to create an immersive 3d flappy bird clone
[01:16:18] <elauzel> I played it for like 15 minutes and remember that
[01:16:23] <elauzel> hahah immersive flappy bird
[01:16:27] <elauzel> flappy fish
[01:16:35] <isdera> Flappy Fish 3D
[01:16:41] <isdera> boom. sold
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[01:16:56] <LiquidNitrogen> squids would work well
[01:18:25] <elauzel> there you go Epoch`_
[01:18:45] <elauzel> I can't believe I remembered that from 15 minutes of gameplay years ago
[01:19:54] <elauzel> I have found a beanie baby my girlfriend left here that cradles my elbow perfectly. score.
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[01:28:35] <isdera> be careful dont break off the TY tag!
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[01:31:07] <elauzel> hah yeah
[01:32:14] <elauzel> can we stick JFrames in actors and stages?
[01:34:05] <isdera> only if you have JBalls enabled
[01:34:53] <TEttinger> elauzel: pretty sure no. you can stick libgdx windows in swing/awt apps as awt canvases, but it has some trickiness
[01:35:08] <elauzel> I'm wanting to do it the other way around
[01:35:15] <elauzel> perhaps I'll have to resort to using a popup.
[01:35:25] <TEttinger> that sounds like a decent way
[01:35:43] <TEttinger> swing generally is pretty awful
[01:35:55] <elauzel> the graphing library I'm using seems to use JFrames
[01:36:03] <elauzel> I might be able to trick it into doing something else
[01:36:24] <TEttinger> what kind of game needs graphing libraries?
[01:36:57] <elauzel> I need it in order to create lines of best fit for bezier curves that players draw, that are randomly generated, or that are read from file
[01:37:09] <elauzel> as well as finding tangents and inverse tangents to those lines at any given point on it
[01:37:25] <TEttinger> libgdx has a bezier class
[01:37:38] <elauzel> I suppose if I knew how to color in individual pixels on the screen based on screen coordinates I could do what I need myself without a library
[01:37:46] <TEttinger> do you need to use their _graphics_ or can you just use their algorithms?
[01:38:03] <elauzel> I just need to be able to display lines that are the output of functions.
[01:38:15] <elauzel> with the screen's x/y axis used for the graph
[01:38:47] <elauzel> then save the positions/formulas of those lines, if I don't start with them
[01:39:25] <TEttinger> calculus stuff is a bit beyond what I understand of math
[01:39:51] <elauzel> I just want to be able to graph formulas on screen
[01:40:08] <Tomski> elauzel: use triangles
[01:40:16] <Tomski> Or if you like it ugly, shaperenderer
[01:40:29] <elauzel> hm, using triangles to render a function?
[01:40:34] <Tomski> Yes
[01:40:42] <elauzel> I can't quite envision it
[01:40:55] <elauzel> but I'd like to learn how
[01:41:08] <TEttinger> I mean it isn't that hard to set pixels on the screen is it? maybe if it needs to be high-performance it's trickier
[01:41:18] <elauzel> these graphics just need to be single colors, too. reading from RGB colorspace from individual pixels, writing those individual pixels...
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[01:41:33] <elauzel> it doesn't need to be high performance, that stuff happens after this part
[01:41:50] <elauzel> this can just graph pixels and color them, from a 2D array for all I care =p
[01:42:01] <elauzel> can I fill in pixels on a screen from a 2D array?
[01:42:09] <elauzel> I'm sure I can. I don't know how though.
[01:42:27] <TEttinger> the only tricky thing there is that the screen might be smaller or larger than the array
[01:42:31] <Tomski> Why would you want to do that :o
[01:42:49] <Tomski> sample your function at intervals, build the mesh around it
[01:42:55] <elauzel> I would set the array size based on a portion of the screen size before I begin
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[01:43:33] <elauzel> Tomski, do you have any example of this you could point me to?
[01:44:07] <Tomski> elauzel: what kind of quality are you going for?
[01:44:14] <elauzel> shit tier
[01:44:19] <Tomski> use ShapeRenderer
[01:44:21] <Tomski> :)
[01:44:23] <elauzel> I"m talking RGB color, maybe combos of two of each of those colors
[01:44:32] <elauzel> hm mkay, ShapeRenderer...
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[01:45:07] <elauzel> now, I must be clear
[01:45:16] <elauzel> I won't be rendering straight lines, perfect circles, or rectangles
[01:45:37] <elauzel> these will be wacky formulas, and I want people to be able to make their own curves, like you can do in a crappy MS-Word 'insert line' way
[01:45:38] <TEttinger> you could do straight lines just very short ones
[01:45:46] <Tomski> No application renders those curves
[01:46:07] <elauzel> hm, okay. do I have the ability to write data to a 2D array of ints and have that show on screen?
[01:46:10] <Tomski> They do lots of straight lines
[01:46:12] <elauzel> I can make everything else
[01:46:25] <elauzel> oh, I think I see what you're saying.
[01:46:37] <elauzel> I wonder how to subdivide a given function into x number of straight lines...
[01:46:45] <elauzel> I guess just connect sample points in it with straight lines
[01:46:46] <TEttinger> sampling
[01:46:50] <TEttinger> yep
[01:46:57] <elauzel> hm
[01:47:12] <Tomski> for (int i = 0; i < samples; i++) { float y = sampleFunction(range/i) }
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[01:53:01] <elauzel> yeah I think I'll just have to play around
[01:53:13] <elauzel> ultimately I need some way to get an accurate line of best fit for sample points
[01:53:19] <elauzel> and save that formula
[01:54:02] <elauzel> if microsoft excel can get lines of best fit from data points, I can too =p
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[01:56:07] <Tomski> elauzel: easy enough :]
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[02:54:36] <elauzel> Tomski, thank you!
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[04:02:23] <BeautiCode> hello
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[05:17:05] <bazola> is there a good way to increase the size of check boxes
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[05:23:25] <bazola> nevermind, this works checkBox.getCells().get(0).size(width, height);
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[05:28:04] <BeautiCode> I fixed my problem with viewports and orthographic cameras, but now i'm trying to fix how it detects where I click on the screen. When I click on a button, the screen picks up positive value. But the position of the button, which was resized in the viewports/camera, has negative values.
[05:28:10] <BeautiCode> i find this weird
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[10:55:52] <Ange_blond> Hi, is it possible to change The configuration numSamples at runtime please ? to enable/disable the antialiasing during lifecycle. Thanks
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[11:50:19] <ilarip> So, if you have set Texture.setAssetManager(manager), do you have to get the textures and other similar resources again or are the instances invalidated and should they be disposed?
[11:50:44] <ilarip> After pause/suspend to resume cycle
[11:55:06] <nooone> guys, do you have any code to generate permutations of length n over m elements?
[11:57:51] <ilarip> Oh how I hate how the new apk doesn't always get deployed when debugging and you get weird ideas about things
[11:59:03] <mk1> nooone: that's not very precise. please elaborate
[12:00:15] <nooone> given the elements a b and c and the length 2 I want to get "aa", "bb", "cc", "ab", "ac" etc
[12:00:51] <mk1> okay. the missing constraint here was n <= m
[12:01:14] <mk1> also it seems like you can have an item multiple times in your sequence
[12:01:26] <mk1> in that case it's simply m^n
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[12:01:28] <nooone> exactly, that's why the constraint does not hold
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[12:03:53] <mk1> well, it's not called permutation as you don't permutate items
[12:08:05] <mk1> anyway, all you need to do is write a for loop and randomly select one of your items
[12:08:42] <mk1> for(int i = 0; i < sequenceLength; ++i) { item[i] = random(new Item[] { a, b, c}; }
[12:09:11] <nooone> well, I don't want duplicated "sequences" and I want every single one of them
[12:09:56] <mk1> I see
[12:10:53] <mk1> in that case you prolly want to use a recursive algorithm
[12:11:42] <nooone> yeah, a non-recursive algorithm would be even better :D
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[12:20:14] <nooone> hhmmm, works I guess. respect! :D
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[12:21:19] <nooone> thanks :)
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[12:35:41] <mk1> you're welcome
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[13:49:58] <Ange_blond> Hi, is it possible to change The configuration numSamples at runtime please ? to enable/disable the antialiasing during lifecycle. Thanks
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[14:21:42] <nooone> Ange_blond: might work with platform specific code
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[14:22:03] <Ange_blond> nooone> ok, thanks
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[17:27:40] <jgg> hi there
[17:28:09] <jgg> I have what it seems a newbie problem here, but still don't know how to solve it
[17:28:23] <jgg> I've just created a libgdx project and opened in IDEA
[17:28:48] <jgg> but when trying to launch the desktop version I get a ClassNotFoundException
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[17:29:15] <Darkyen> Which class not found?
[17:29:18] <jgg> I've configured correctly (AFAIK) the desktop configuration
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[17:29:28] <jgg> DesktopLauncher
[17:30:05] <Darkyen> I understand you have used the gdx-setup?
[17:30:34] <jgg> yes
[17:31:04] <jgg> and created the corresponding IDEA files
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[17:31:32] <Darkyen> When you open the DesktopLauncher in IDEA, are there any errors?
[17:31:50] <jgg> none
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[17:32:16] <Darkyen> Can you post a screenshot of your run configuration?
[17:32:31] <jgg> sure, give a sec
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[17:35:33] <Darkyen> Does it run through gradle?
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[17:37:26] <Darkyen> I personally use sbt instead of gradle and this looks correct, only thing that could be problematic is that you have "Before launch Make" and it probably should be something like "Before launch Make through gradle" or something. Or at least that is how it works with sbt
[17:37:27] <jgg> the project is configured with gradle as it is what libgdx uses, right?
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[17:40:20] <jgg> i have another libgdx project with the same launch configuration and it works with no issue
[17:40:37] <Darkyen> (I haven't used setup either, so I might be spewing nonsense, but: ) setup by default creates gradle backed project. Gradle takes care of building your game for you, so IntelliJ does not have to do that
[17:41:54] <Tomski> What version of IDEA jgg ?
[17:42:07] <Darkyen> I am not sure what is the integration between gradle and intellij. Does running "gradlew desktop:run" run it?
[17:42:08] <jgg> 15.0.1, latest
[17:42:24] <Tomski> Seems to be an occuring problem with 15.0.1...
[17:42:44] <jgg> so, I'm not the first one to report that issue? xD
[17:42:52] <Darkyen> Well, that is that. You can still try going through gradle though
[17:43:14] <Tomski> Ill update and see if I can reproduce
[17:43:14] <Tomski> This is with a blank project import with the IDEA specific files? File > open > .ipr ?
[17:43:21] <Tomski> Gradle will work
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[17:45:29] <blotunga> i think I'll give up... damn IDEA.. I can't configure it properly to build desktop without gradle and the rest as it should, something somewhere is always wrong
[17:45:41] <Tomski> blotunga: you just more the gradle facets
[17:45:54] <blotunga> Tomski: I tried
[17:46:14] <blotunga> it gets messed up when I add an extra library
[17:46:15] <Tomski> If you are getting the same error as jgg then there is most likely something wrong with hte latest idea
[17:46:16] <blotunga> for andro
[17:46:19] <Tomski> What library?
[17:46:27] <blotunga> BaseGameUtils
[17:46:37] <Tomski> You're probably not adding it correctly
[17:46:42] <Tomski> Just copy the source to your android project
[17:47:26] <blotunga> yeah, I think i'll do that
[17:47:27] <Tomski> blotunga: did you add the resources?
[17:47:33] <blotunga> my problem is with the resources
[17:47:33] <Tomski> to strings.xml
[17:47:45] <blotunga> that it has its own strings.xml
[17:47:49] <jgg> @Tomski, yes it was with a blank project imported with IDEA
[17:47:52] <blotunga> and stuff gets confused
[17:47:53] <Tomski> Just copy them to your ones
[17:47:55] <Tomski> No need to have two
[17:47:57] <blotunga> yeah
[17:48:00] <blotunga> bbl meeting
[17:48:05] <Tomski> jgg: did you try importing from the build.gradle file?
[17:48:17] <jgg> yes, i tried too
[17:48:22] <jgg> same result
[17:48:26] <Tomski> Did it import correctly?
[17:48:41] <jgg> everything ok BUT the desktop launch
[17:48:51] <jgg> I tried deploying to an android device and it worked fine
[17:48:56] <Tomski> Try running the gradle task desktop:run from within idea
[17:49:03] <jgg> but ClassNotFoundException with desktop
[17:49:07] <jgg> ok
[17:49:58] <Tomski> It should be under the 'other' esction
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[17:50:38] <jgg> wait, the gradle window just disappeared
[17:50:53] <Tomski> view > tool windows > gradle
[17:51:24] <jgg> now is not appearing, maybe I need to reimport properly as I've tried many combinations
[17:51:57] <Tomski> Yup just reimport from the gradle model, and make sure no errors when you refresh gradle in IDEA
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[17:53:41] <jgg> reimported with no errors
[17:54:30] <jgg> ClassNotFoundException still appearing
[17:54:43] <Tomski> Have you run the desktop gradle task in idea yet?
[17:55:31] <bazola> hey all, can anyone tell me how to use .jpg images for the splash screen for iOS? it looks for .png by default, and i don’t know the syntax for how to add a different image path or type to the info.plist.xml file
[17:55:54] <jgg> @Tomski, the gradle run works fine
[17:56:14] <Tomski> jgg: ok, im just downloading 15.0.1, so ill give it a run when Its done
[17:56:21] <Tomski> jgg: try manaully recompiling the desktop project?
[17:56:38] <jgg> only a warning: [options] bootstrap class path not set in conjunction with -source 1.6
[17:56:39] <Tomski> Or the whole project, just select a folder and Ctrl + Shift + f9
[17:57:23] <Tomski> bazola: afaik it must be pngs
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[17:58:08]
<bazola> i found this answer that seems to indicate you can use jpg, but i dont know how to translate the syntax to the info.plist.xml file. http://stackoverflow.com/a/16932937/1497671 i understand if its not possible though
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[17:58:25] <duli> hi
[17:58:26] <jgg> @Tomski, tried but same result
[17:58:48] <Tomski> I saw that too bazola, but it goes against spec. xcode wont let you automatically add them for example
[17:59:01] <bazola> ah, alright. thanks
[17:59:15] <Tomski> bazola: but try it, just change the base launch image key to the jpg version
[17:59:19] <duli> I want to know whether putting all my textures in a bunch of atlases and accessing them as textureRegions from the atlas is better than having a few texture spritesheets?
[17:59:31] <Tomski> Why jpg btw?
[17:59:35] <duli> what's the most optimal way of dealing with lots of textures?
[17:59:44] <Tomski> jgg: kk, two ticks
[17:59:44] <duli> in terms of draw calls, batch flushes etc.
[17:59:52] <bazola> jpg seems to get me smaller file sizes than png
[17:59:54] <EvilEntity> use less
[18:00:35] <jgg> @duli do you need all textures in the same game level? If so, the less atlases the better
[18:00:50] <Darkyen> duli: Put evertything into the smallest number of atlases you can, things that you use most often together in one atlas
[18:01:55] <duli> it seems like having a big atlas with all your textures of different types is worse than having a few spritesheets in order
[18:02:12] <Tomski> No...?
[18:02:31] <Tomski> What are you calling a spritesheet?
[18:02:38] <duli> so is it true that if the textures are not drawn in the same order it's less efficient to pack them in a texture atlas?
[18:02:58] <Darkyen> AFAIK if you can cram everything into one atlas, do it. When you can't, then start thinking about how to split it
[18:03:01] <duli> a spritesheet is one character textureRegions packed in an animation
[18:03:02] <Tomski> You should know what textures you need when, so you can structure your atlas accordingly to reduce swaps
[18:03:20] <duli> and they are effectively drawn in order
[18:03:35] <Tomski> You want to pack character spritesheets into the atlas
[18:03:52] <jgg> order is managed programatically using texture naming
[18:04:03] <Tomski> You just have to be careful when your atlas becomes more than one page
[18:04:35] <EvilEntity> thats what you get when you are using frame based animations, a lot of pain
[18:04:59] <duli> but If I use the same atlas which contain various textureRegions from different characters I will be drawing them in the wrong order
[18:05:17] <Tomski> You choose when to draw each region
[18:05:18] <Tomski> Atlas doesnt
[18:05:24] <duli> say 1,2,3,4 for the 1st character then 4,5,6,7 for the 2nd etc.
[18:05:29] <duli> the batch will flush more often
[18:05:34] <Darkyen> Basic idea is, when you have for example two atlases, A and B, to draw everything you need from A and then everything you need from B. So AAAAAABBBBB instead of BBAABABABABA
[18:05:39] <Tomski> What are those numbers?
[18:05:50] <duli> the textureRegions
[18:06:00] <duli> for the character animations
[18:06:14] <Tomski> Why would that mean the batch would flush?
[18:06:29] <Tomski> You'd have all those regions in one Texture
[18:06:34] <EvilEntity> it doesnt cause a flush, thats the whole point
[18:06:49] <duli> did you read the SO answer?
[18:07:29] <duli> the order in which you call them matters and if I pack everything in one atlas it will be less efficient unless I call them A,B,C,D..then again A,B,C,D
[18:07:49] <EvilEntity> no
[18:07:51] <Tomski> No it doesnt
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[18:08:02] <duli> if I call them D,C,A,B but in another actor class I call A,B,C,D
[18:08:05] <Tomski> Not unless they are spread across different TextureAtlas pages without any care
[18:08:07] <duli> this is considered worse
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[18:08:35] <EvilEntity> are all frames in the same texture? yes? then it doesnt matter
[18:08:36] <duli> I am just confused that's all
[18:09:05] <Tomski> bazola: yep, did you test on device?
[18:09:06] <jgg> if all textures are already loaded in memory you just need to ask for them in any order you want
[18:09:22] <bazola> Tomski: yeah
[18:09:27] <Tomski> cool
[18:09:47] <bazola> only thing that doesnt work is the landscape textures on devices other than the ipad
[18:10:10] <Tomski> jgg: 15.0.1 works for me, I just had to reimport the project deleting the old project files
[18:10:14] <bazola> this syntax for landscape images seems to be working though Default-Landscape@2x~ipad
[18:10:28] <duli> so if I pack all my texture animations in one atlas and find the textureRegions by name to draw them, is that ok?
[18:10:38] <Tomski> Oh and they fixed the facets
[18:10:39] <duli> or I need to have each sprite sheet animation in a separate texture?
[18:10:39] <Tomski> aweeesome
[18:11:09] <Tomski> duli: if you have each Animation in a separate texture, you are going to be forcing a flush every time you change to something else
[18:11:16] <jgg> Tomski: so I should create a new libgdx project with no IDEA files, right?
[18:11:33] <Tomski> If you combine several Animations into a texture, you wont be forcing those flush each time you switch
[18:11:46] <duli> do switch to what?
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[18:12:04] <Tomski> duli: if you draw another character that has a different Animation
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[18:12:29] <Tomski> jgg: Id close idea, run the gradle task, cleanIdea
[18:12:29] <duli> is finding the textureRegion by name from the atlas to draw it ok?
[18:12:39] <duli> is the method find(name) optimal?
[18:12:46] <EvilEntity> no
[18:12:46] <Tomski> Then reimport from the build.gradle file
[18:12:54] <Tomski> You should be caching that duli
[18:12:56] <EvilEntity> its optimal to chache the result
[18:13:22] <duli> great, so important details are omitted
[18:13:29] <EvilEntity> it is in the focs
[18:13:33] <duli> to cache them where?
[18:13:33] <Tomski> ?
[18:13:38] <Tomski> Its your choice where to do that
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[18:13:45] <duli> for example?
[18:13:49] <EvilEntity> array
[18:13:55] <EvilEntity> variables
[18:14:00] <EvilEntity> map
[18:14:06] <Tomski> Are you using the Animation class?
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[18:14:16] <duli> oh, you mean assign, not cache
[18:14:26] <duli> when you say cache I think of Hibernate cache
[18:14:28] <Tomski> ...
[18:14:29] <duli> and stuff
[18:14:38] <duli> have a reference to them
[18:14:48] <Tomski> Its a concept of caching
[18:14:55] <Tomski> Rather than fetching it from the atlas every frame
[18:14:56] <EvilEntity> in the docs
[18:15:09] <Darkyen> You already have reference of them, in that TextureAtlas
[18:15:15] <Tomski> If you get the result of a lookup and store it, you are caching it
[18:16:13] <Tomski> Oh man, 15.0.0 has some pretty sweet features
[18:16:13] <duli> right, I see, so I will split them into textureRegions and put in an array
[18:16:20] <duli> and then use the array to draw
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[18:16:30] <EvilEntity> thats good
[18:16:49] <duli> but this splitting and stuff should happen when I initialize the classes
[18:16:55] <Tomski> yup
[18:17:27] <duli> right, then I will pack all of my animations in an atlas then
[18:17:36] <duli> and split the textureRegions from there
[18:17:45] <duli> and put them in separate arrays each
[18:17:57] <duli> for each animation
[18:18:21] <duli> and draw from the arrays
[18:18:23] <EvilEntity> your animation should probably store all the regions it needs
[18:18:25] <Tomski> jgg: might have found the issue
[18:18:49] <duli> yeah , but I will store all animations in an atlas
[18:18:56] <duli> I will pack them in an atlas
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[18:19:27] <duli> and from there I will split the textureRegions for each animation into arrays
[18:19:39] <duli> each animation has its own array with the textureRegions from the atlas
[18:19:41] <duli> is that ok?
[18:19:48] <jgg> yes
[18:20:02] <duli> ok
[18:20:13] <duli> but the atlas shouldn't exeec 2048 x 2048?
[18:20:20] <Tomski> It depends what you are targetting
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[18:20:32] <Tomski> If its mobile platforms, thats a good max size
[18:20:39] <duli> the most basic phones
[18:21:00] <duli> ok
[18:21:02] <duli> thanks
[18:21:06] <duli> for the help
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[18:21:16] <jgg> Tomski, what is it?
[18:21:38] <bl1nd> is there a way to create a listener to know when an actor is removed from the stage/group?
[18:22:46] <EvilEntity> sure
[18:23:40] <bl1nd> how?
[18:24:25] <EvilEntity> dunno
[18:24:26] <Tomski> jgg: its an IDEA problem with facets
[18:25:15] <Tomski> jgg: this should fix it for you. Ctrl + Shift + Alt + S, facets, remove everything
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[18:26:42] <jgg> Tomski: let me try
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[18:27:48] <Darkyen> Looks like a typical intellij shortcut
[18:28:58] <jgg> Tomski: I only had Android facets, removed all of them and tried, but I got the same excepton @_@
[18:29:32] <Tomski> jgg: so you have no facets there at all ye?
[18:29:44] <jgg> now there are none
[18:29:57] <Tomski> Run a gradle clean task
[18:30:15] <Tomski> Then recompile the whole project in IDEA with selecting the root dir and Ctrl + Shift + f9
[18:30:35] <Tomski> Actually you cant do it by selecting the root, have to select the module dirs
[18:31:38] <jgg> nothing changed
[18:31:50] <Tomski> Did you get compilation completion messages?
[18:32:00] <jgg> yes
[18:32:16] <Tomski> Whats in your desktop/build dir?
[18:32:18] <jgg> it took less than a second
[18:32:40] <Tomski> Can you see your compile DesktopLauncher?
[18:32:49] <jgg> nope
[18:32:58] <jgg> desktop/build/resoureces/main is empty
[18:33:02] <jgg> *resources
[18:33:21] <jgg> and no files in the tree
[18:33:33] <Tomski> Delete desktop build and recompile desktop on its own
[18:33:37] <Tomski> Does it regenerate the build dir?
[18:33:58] <jgg> yes
[18:34:02] <Tomski> But its empty?
[18:34:05] <jgg> yes
[18:34:23] <Tomski> You see the compilation completed successfully hyperlink in the event log/
[18:35:04] <EvilEntity> it always amazes me how many problems people have with this sometimes, new project->generate idea files->open->ok->works
[18:35:16] <jgg> I get an all up-to-date message and the exception message in the run window
[18:35:44] <Tomski> Doesnt sound like its compiling
[18:36:03] <Tomski> You are doing Ctrl + shift + f9 right?
[18:36:06] <jgg> EvilEntity, I've created many libgdx projects and they have always worked following the "official" libgdx guidelines, but now it's not working
[18:36:10] <Tomski> Because ctrl + f9 will just 'make'
[18:36:29] <EvilEntity> press the green arrow
[18:36:31] <Tomski> compile should never return all files are up to date
[18:36:34] <Darkyen> Problems just tend to show up sometimes, for everybody
[18:36:47] <jgg> Tomski, yes
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[18:37:25] <jgg> I'm compiling the "project" module
[18:37:27] <Tomski> jgg: try going through build > compile
[18:37:40] <jgg> now, desktop module
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[18:37:59] <Tomski> Yeah, you cant do the main project
[18:38:01] <jgg> ok, now it created something, sorry, I understood I had to compile on the project level
[18:38:20] <jgg> now i have the proper class file
[18:38:48] <EvilEntity> idea is often dumb, try restarting it sometime :P
[18:39:03] <jgg> I tried several times! xD
[18:39:15] <jgg> Tomski, IS working
[18:39:20] <Tomski> Yea
[18:39:23] <jgg> thanks a lot
[18:39:26] <Tomski> np
[18:39:28] <jgg> and sorry for the confusion
[18:39:41] <Tomski> I suggested to do that first :P
[18:39:45] <Tomski> Before actually testing
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[18:40:12] <jgg> can I ask a different question? hahaha
[18:40:18] <Tomski> Sure
[18:40:29] <EvilEntity> your question quota is up for this day
[18:40:36] <jgg> lol
[18:40:45] <jeffol> if questions are continued kicks will commence
[18:41:43] <jgg> I have a weird issue related with encoding
[18:42:04] <Tomski> utf-8 everything
[18:42:09] <jgg> in a 6-months project I've had String literals with characters like 'ó'
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[18:42:23] <hllink> anyone knows if there's any kind of feature on android google play services to provide shared data between users like poll results or like's/dislikes?
[18:42:35] <jgg> yes, everything is AFAIK (checked with IDEA and Notepad++) in UTF-8 without BOM
[18:42:41] <jgg> BUT
[18:42:49] <jgg> three days ago
[18:43:02] <jgg> a like like this: System.out.println("ó");
[18:43:10] <Darkyen> Utf-8 can have BOM?
[18:43:12] <jgg> wouldn't ouput 'ó' anymore
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[18:44:05] <jgg> Darkyen: yes, it can and I had a lot of problems in the past related with that
[18:44:08] <Tomski> jgg: it wouldnt error out though?
[18:44:13] <Tomski> bom is pita
[18:44:30] <jgg> no error at all
[18:44:35] <Darkyen> I thought only UTF-16 and up can have it, the more you know
[18:44:36] <jgg> but he output now is ó
[18:44:46] <jgg> *the
[18:44:57] <Tomski> What console?
[18:45:06] <jgg> IDEA's
[18:45:32] <Darkyen> Have you updated idea three days ago?
[18:45:33] <jgg> however, this issue showed up when using String literals for texture paths
[18:45:34] <Tomski> does it do it now?
[18:46:03] <jgg> Darkyen: IDEA is up to date so I guess yes
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[18:46:10] <jgg> yes, it's doing now
[18:46:23] <jgg> BUT, if I create a new project it outputs 'ó'
[18:46:28] <Tomski> jgg: sorry, its doing the correct behaviour now? Or not?
[18:46:48] <Tomski> IN the bottom right of IDEA, whats the encoding there set as?
[18:46:59] <jgg> no, it's not, in my working project, but a new one outputs correctly
[18:47:01] <jgg> UTF-8
[18:47:39] <Darkyen> Well it could be that NEW idea broken
[18:47:41] <jgg> if I convert it to ANSI it works, but I don't want this, obviously
[18:47:48] <Tomski> Must be the file encoding
[18:48:03] <jgg> Darkyen: but a new project with the same up-to-date IDEA works, so?
[18:48:14] <Tomski> Is your project and IDE encoding the same?
[18:48:53] <jgg> according to IDEA's settings, everything is set to UTF-8
[18:49:01] <Darkyen> Then it is a mystery
[18:49:03] <Tomski> I think each file can have an override too
[18:49:12] <Tomski> But I gotta dash, back in a while
[18:49:14] <jgg> what do you mean an override?
[18:49:15] <Tomski> Enjoy your encoding woes
[18:49:30] <Tomski> jgg: each file can have its own encoding
[18:49:45] <Tomski> Its in settings somewhere
[18:49:53] <Tomski> bye!
[18:50:22] <Darkyen> Try switching to different encoding, saving and then switching back
[18:51:17] <EvilEntity> jgg, theres per file encoding in lower right corner
[18:52:22] <ASneakyFox> how do i add a new Texture Attribute to Default Shader? It looks like i can do it through DefaultShader.register() but i dont get what the parameters are supposed to be...
[18:52:24] <jgg> EvilEntity, yes I know and I've tried many conversions but they didn't work
[18:54:36] <jgg> everytime I switch from one encoding to another I must convert, right?
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[18:55:14] <Darkyen> Switch where convert what?
[18:56:24] <jgg> you said to try switching
[18:56:36] <jgg> I'm switching on IDEA, that asks me to convert
[18:56:43] <jgg> from ANSI to UTF-8 and vice versa
[18:57:17] <Darkyen> Yeah, you will need to do that. But convert to something that supports all your characters, something like UTF-16
[18:58:07] <jgg> UTF-8 already supports everything I need
[18:58:28] <jgg> it doesn't work anyway
[18:58:45] <EvilEntity> it works in new one, figure out whats different
[18:58:48] <Darkyen> I know, I suggested that to force intellij to "reconvert" it to utf-8
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[19:03:50] <wulax> ASneakyFox: the string alias in register() is the name of the flag that tells the shader to enable a particular functionality
[19:04:14] <wulax> if you extend default shader you get to decide yourself what it should do though
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[19:09:40] <hllink> there's a way to render a web page inside libgdx?
[19:10:01] <EvilEntity> no
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[19:13:13] <hllink> that could be a good project to start on github
[19:13:21] <hllink> maybe im gonna try after finish college
[19:13:29] <jgg> Darkyen: Yes, I've reconverted several times with no result
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[19:14:18] <EvilEntity> rendering a webpage with libgdx is hilariously out of scope
[19:15:07] <EvilEntity> embeding a browser per platform would be reasonably simple
[19:15:50] <wulax> hllink: make it able to run games with GWT please
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[19:16:07] <EvilEntity> libgdx gdx games ofc
[19:16:09] <wulax> on the android simulator on a pc
[19:17:30] <hllink> looks like postscreen shader to me
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[19:18:04] <hllink> or a pre-render
[19:18:26] <Epoch`_> Ah, found a snippet: "We don’t use any tiles in the game, so each level is basically one huge canvas where every pixel is unique"
[19:19:32] <EvilEntity> looks like most of the lights are baked in
[19:20:53] <EvilEntity> hard to tell from the shitty video
[19:21:06] <Epoch`_> yeah, I know Ori is a bit different, but they're working with completely different hardware. Ori has some dynamic lights.
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[19:21:42] <Epoch`_> In Ori, sometimes you'll see that as the player gets near some rocks, he will light up the rocks from the correct angle.
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[19:22:48] <hllink> epoch, you can make a normal map layer for the background
[19:23:00] <hllink> and do the lightning using shaders
[19:25:22] <Epoch`_> hllink, I actually have that technologically implemented... But I couldn't figure out how to streamline the art process. It was massively time consuming.
[19:25:45] <Epoch`_> It's been a year and a half though, maybe I should look at tools like SpriteLamp again.
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[19:26:24] <EvilEntity> why do you think making AAA games is $$$? art
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[19:27:26] <Epoch`_> EvilEntity, I had issues with Box2D lights. The issue was that since it's a post-effect, if you wanted it to just effect say, the middle layer but not the background/foreground, would have to draw a stencil buffer
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[19:27:51] <Epoch`_> drawing that stencil buffer was very resource intensive for mobile.
[19:28:18] <EvilEntity> if you want magic light that affects only one thing, you need to do magic things
[19:28:24] <Epoch`_> yeah.
[19:28:44] <EvilEntity> or change the shader a little
[19:28:51] <Epoch`_> The normal maps WORKED, don't get me wrong... and they worked great.
[19:29:11] <hllink> opengl supports selective object shader rendering
[19:29:34] <Epoch`_> I wrote my own lighting, resource loading for maps and hacked together a reasonable shader that supported 8 lights (+ambient) effecting one object.
[19:29:39] <hllink> i don't know how it's implemented on libgdx though
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[19:30:21] <EvilEntity> or even dont change a shader why would you do such stupid thing
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[19:31:47] <Epoch`_> EvilEntity, ?
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[20:03:02] <Epoch`_> EvilEntity, what's the underlying implementation look like?
[20:03:22] <EvilEntity> all normal point away if we dont care
[20:05:10] <Epoch`_> EvilEntity, Well, I'm referring to: How did they implement the masking?
[20:05:23] <EvilEntity> who did
[20:05:28] <Epoch`_> that gif
[20:05:33] <EvilEntity> i made it
[20:05:40] <scellow> looks like it crash right after i call modelbatch.end();
[20:05:45] <EvilEntity> normals point away, so its not affected by the light
[20:06:59] <Epoch`_> EvilEntity, gotcha. When I was talking about masking, I was talking about Box2D light, not my normal mapping implementation,
[20:07:17] <EvilEntity> it is a box2d light
[20:07:25] <EvilEntity> there just isnt anything to bloc kit
[20:08:19] <Epoch`_> It may be a box2d light, but are you using Box2d light's post effect shader, or your own?
[20:08:44] <EvilEntity> it works with the one in box2d tests
[20:09:11] <EvilEntity> there is normal shader in tests, one that i wrote
[20:09:19] <Epoch`_> Interesting. That does give me something to think about...
[20:10:10] <Epoch`_> Do you have a code example i could inspect?
[20:10:19] <codi^r> scellow: the crash log reads like you managed to corrupt the mesh data somehow
[20:10:22] <EvilEntity> in the tests
[20:10:35] <EvilEntity> i like them lights, but im barerly smart enough to work with them...
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[20:12:27] <scellow> codi^r: that's strange it works fine on windows/ubuntu
[20:12:49] <codi^r> well, maybe some size limit osx does not like?
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[20:16:54] <scellow> i tried to reduce the size, still crash, well my mesh is the problem you are right, if i don't render it it doesnt crash
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[20:55:03] <Bernzel> Is it logical for my app to restart if I call startActivityForResult(this); in AndroidLauncher. I debugged and saw that "this" will call AndroidLauncher's activity.
[20:58:21] <FrottyZ> Kotcrab I wanna make a different VisUi skin but in the example you load a uiskin.json, but only uiskin.usl exists in the assets-raw folder?
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[21:01:53] <FrottyZ> should I use usl shit?
[21:01:58] <FrottyZ> whats best practise
[21:02:05] <Kotcrab> i made usl lol
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[21:05:25] <Kotcrab> FrottyZ: compare usl and json files and you will prolly see why i made it
[21:07:27] <FrottyZ> where is the usl project
[21:09:41] <FrottyZ> are there more detailed instructions on how to make a visui skin?
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[21:11:21] <Kotcrab> doesn't differ from creating scene2d.ui skin
[21:11:33] <Kotcrab> you just add styles for different widgets
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[21:26:06] <Voltasalt> Any way to run gdx in a java applet?
[21:27:52] <FrottyZ> I get Exception in thread "main" java.lang.ClassNotFoundException: de.fatox.desktop.DesktopLauncher when trying to run fresh libgdx project from intellij
[21:28:05] <FrottyZ> and no solutions on stackoerflow
[21:28:07] <FrottyZ> mh
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[21:30:16] <FrottyZ> .iodea and .iml s are generated
[21:33:10] <FrottyZ> k without android sub it works
[21:33:19] <FrottyZ> :(
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[21:42:09] <Tomski> ezpz lmensquzy
[21:43:18] <intrigus> what?
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[21:44:35] <scellow> Might be because of apple change in their graphic libraries, well it's out of my knowledge, i'll stick on ubuntu for now
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[21:45:56] <FrottyZ> intrigus: easy peasy lemon squeezy
[21:46:18] <FrottyZ> Kotcrab: what's the easiest :D
[21:46:51] <scellow> lol, hostage taking in france again, news confirmed it has nothing to do with ISIS or terror attack so they stopped to talk about it
[21:47:14] <FrottyZ> i can just modify your files i suppose
[21:47:15] <scellow> TV news are only interested in 'news' if it's a blood bath
[21:52:31] <Kotcrab> FrottyZ: dunno, both are easy
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[21:59:33] <EvilEntity> FrottyZ, download svg source, edit it, export pngs, pack and thats your skin
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[22:01:27] <FrottyZ> EvilEntity: svg?
[22:01:46] <EvilEntity> google it
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[22:20:49] <Epoch`_> Ugh, I was screwing around with my game to see why it seemed sluggish. Turned foregroundFPS to 0 and the game suddenly started running the physics sim faster.
[22:23:17] <Epoch`_> Granted, it's nice to see my game can run at 400FPS on my laptop, but ugh.
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[22:28:32] <Newbie2> wew lad
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[22:34:00] <Epoch`_> I completely forgot I had that issue in my code base.
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[23:17:47] <bazola> Tomski: you were right about jpgs, when I tried to upload the ipa to itunes connect, it rejected it because the splash screens were not pngs
[23:18:21] <FrottyZ> Kotcrab is there a way to listen for onResize of VisWindows?
[23:18:22] <Tomski> bazola: did it tell you that automatically?
[23:18:33] <bazola> during the ipa inspection process
[23:18:42] <Tomski> well at least you found out then
[23:18:47] <bazola> yeah
[23:19:21] <rottz> it's a fast-paced business sim themed on building/expanding a men's toilet (after you click on "become a tester" you may have to wait 30s to click on the download link for it to work)
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[23:25:04] <Kotcrab> FrottyZ: override sizeChanged? This isn't really specific question to VisUI, VisWindow is just a Window
[23:25:41] <FrottyZ> Kotcrab: sizeChanged?
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[23:25:56] <FrottyZ> i am adding an input listener
[23:26:06] <FrottyZ> the action is inline and cannot be changed+
[23:27:21] <Kotcrab> It's defined in Actor, afaik there is no reisze event
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[23:51:35] <FrottyZ> Kotcrab: this is why I ask you :P
[23:51:39] <FrottyZ> you know stuff
[23:51:39] <FrottyZ> thx
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