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[00:15:28] <diphtherial> why does OrthogonalTiledMapRender call batch.begin()?
[00:15:39] <diphtherial> (in render(int[] layers), that is)
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[00:27:41] <wulax> where is that diphtherial?
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[00:40:09] <diphtherial> it indirectly calls batch.begin(), but it's hard to avoid
[00:46:23] <wulax> you should be able to override that if you do not want it, I think
[00:54:32] <WickedShell> Is there a concept of a indeterminite progressbar within libgdx? I can't find any documenation on such so I'm guessing I would need to make that out of a custom widget?
[00:56:14] <diphtherial> wulax: ah, good call
[00:56:39] <diphtherial> not really relishing copying the body, but at least it's not long
[00:56:43] <mobidevelop> diphtherial: that's why it was split out to a new method
[00:57:20] <diphtherial> ah, i see; neat
[00:59:46] <TEttinger> I wonder when 1.9.5 is planned for release
[01:00:09] <TEttinger> I'm using 1.9.3 or the snapshot nightly now
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[02:17:52] <Silferein> Hey folks
[02:18:59] <Silferein> If I want to put unit tests in my libGDX project, where would you recommend I put them? Should I make a separate project called "test" or would "desktop" be a more appropriate place?
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[02:23:58] <TEttinger> Silferein: follow the standard, ohoho!
[02:24:22] <TEttinger> if you have a main/java folder inside some module, make a test/java folder next to it
[02:24:27] <TEttinger> you can have test/resources too
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[02:24:40] <Silferein> The project generator doesn't actually create a main/java folder, that's why I was asking
[02:25:08] <TEttinger> the resources that are specifically for tests don't usually go in APKs or release jars
[02:25:09] <Silferein> it goes project/src/org/package/class instead of project/src/main/org/package/class
[02:25:18] <TEttinger> interesting
[02:32:26] <Silferein> I can tweak the gradle files to use the standard folder structure, but it'd be interesting to know why it was set up the way it was. Do you know who wrote the setup utility?
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[04:03:09] <Loraunt> how do people handle scaling across devices? portrait vs landscape, low dpi high dpi, while still making everything seem 'crisp'
[04:04:23] <TEttinger> pacts with formidable extraplanar entities, written in blood and signed with a sword
[04:04:42] <Loraunt> hehe..
[04:04:57] <TEttinger> mostly using different assets for different devices
[04:05:28] <Loraunt> how does one go about doing that with libgdx?
[04:05:48] <Loraunt> just different directories in the asset folder? one for low dpi, mid dpi, high dpi and such?
[04:07:05] <TEttinger> that's one way, many games will download assets separately from the main app
[04:07:18] <TEttinger> blotunga does that, he isn't here currently
[04:08:59] <Loraunt> alright thanks, I've got somewhere to start :)
[04:10:10] <TEttinger> pixel art is harder to make crisp
[04:10:32] <TEttinger> if it's low-res pixel art, you can upscale it linearly and it usually will look fine
[04:10:40] <TEttinger> err, nearest-neighbor, not linear
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[09:02:13] <zymo> hey everyone
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[09:03:11] <zymo> when i spawn 0 - 100 pathfinding entities, my game works just fine, but any more than that and some of them start acting weird and some of them don't respond
[09:04:04] <zymo> but previously spawned entities can still pathfind correctly
[09:04:23] <zymo> what can cause this inconsistency?
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[09:10:53] <TEttinger> zymo: using gdx-ai?
[09:12:10] <TEttinger> is there any information shared between them, can one entity block another's path, is there any problem at 100 or does it suddenly start at 101...
[09:12:23] <zymo> yes, gdx-1i
[09:12:25] <zymo> ai*
[09:12:34] <zymo> it's not exact as far as i can tell
[09:12:55] <zymo> each entity spawned generates a steering and a body
[09:14:05] <TEttinger> there sounds like there's an ordering component to the problem; i mean the earlier-added entities pathfind correctly but later ones don't
[09:14:29] <zymo> possibly
[09:14:45] <zymo> when i press E, it'll keep spawning entities at my mouse
[09:15:02] <zymo> so at a certain point they just stop responding to the map and other entities
[09:15:04] <TEttinger> it might be trying to make as many paths as it can, but something that earlier entities do during pathfinding or a step after that prevents other entities from working
[09:15:40] <TEttinger> just the entities you add after a certain point?
[09:15:50] <TEttinger> or all of them stop responding to the map?
[09:16:03] <TEttinger> also, a gist would really really help
[09:16:11] <zymo> only the entities spawned after a certain point
[09:18:21] <zymo> oh this is a cool site
[09:19:00] <monsieur_h> hello world
[09:19:10] <TEttinger> hey monsieur_h
[09:19:50] <TEttinger> a lot of helpful stuff can be found on public gists that didn't need a full repo
[09:20:33] <Freiza> Wow, I didn't know about it. Thank You.
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[09:23:52] <zymo> just found out uni of idaho has a cs game dev course teaching libgdx
[09:23:53] <zymo> jealous
[09:26:01] <TEttinger> hm
[09:26:25] <TEttinger> line 60 of the aiagent one seems a little wrong
[09:27:24] <TEttinger> it only executes if the previous if statement didn't, and the previous if only runs if pathfinding isn't true. so if pathfinding is true, it gets set to true again
[09:28:18] <zymo> oh wow haha
[09:28:20] <TEttinger> I wonder if the timing is a part of the problem. if it runs out of time to compute later entity paths, they might act weird
[09:28:50] <TEttinger> (that line I was looking at since it related to timing)
[09:29:10] <zymo> yeah, i believe that to be an issue
[09:29:25] <zymo> i need to fix my timestep but dont know how :/
[09:29:38] <zymo> i read articles but can't figure it out
[09:30:00] <zymo> actually let me try it without timing the paths
[09:30:27] <TEttinger> lnes 94 and 95 look odd too
[09:31:14] <zymo> still wont work
[09:32:00] <zymo> oh thats weird. It looks fine in eclipse. must have pasted weird
[09:32:43] <zymo> also sometimes i see entities teleporting around, it's really weird
[09:33:03] <zymo> does ashleys engine have a cap?
[09:33:12] <TEttinger> I doubt it.
[09:33:39] <zymo> i have seen people use PooledEngine but not sure what it does differently than Engine
[09:34:03] <TEttinger> I've seen bugs like this before in my own code, and it doesn't use ashley. there's some... weird things that cause locations to go wrong
[09:34:41] <TEttinger> I'm trying to remember what the second argument in Array.contains() is
[09:35:06] <TEttinger> yours is always true, but I'd strongly suggest switching from Array<Integer> to IntArray
[09:35:51] <zymo> true makes the function use == and false is .equals()
[09:36:00] <TEttinger> a ha
[09:36:27] <TEttinger> it's possible that you can have two Integer values that compare differently for == but represent the same number
[09:36:47] <zymo> do you recommend using .equals for all of it?
[09:37:04] <zymo> alright
[09:37:20] <TEttinger> the reason libgdx provides these is mainly performance, math on an IntArray's elements is a lot faster
[09:37:49] <TEttinger> it seems like the exact data structure you're imitating with Array is a Bag or MultiSet
[09:38:01] <zymo> sounds good
[09:38:17] <TEttinger> and Array can do that, but not as fast as a data structure that is meant for it. IntArray should help
[09:38:45] <TEttinger> also, the == thing would probably only be a problem if two entities shared an index, which I don't know when it might happen
[09:38:57] <TEttinger> err
[09:39:00] <TEttinger> maybe not index
[09:39:07] <TEttinger> it may happen in other places too
[09:40:47] <zymo> whaaaaat
[09:40:51] <zymo> using IntArray fixed it
[09:40:54] <TEttinger> yay
[09:41:05] <zymo> thanks so much haha, I would've been scratching my head forever
[09:41:06] <TEttinger> it was the reference or value equality thing then
[09:41:11] <TEttinger> cool!
[09:41:20] <TEttinger> I love how libgdx supplies these things
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[09:41:47] <zymo> yeah, i'm obsessed with making engines as tight and simple as possible
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[09:42:23] <zymo> I rarely use any of java's default classes anymore haha
[09:42:28] <TEttinger> it's a good habit
[09:42:42] <TEttinger> java's default ones have that problem with iterators
[09:42:43] <[AD]Turbo> hi there to all libgdxers ;)
[09:42:54] <TEttinger> (making too many iterators for android to be happy)
[09:43:14] <zymo> hello
[09:43:19] <TEttinger> hey [AD]Turbo, salut
[09:46:09] <zymo> haha I can spawn up to 400 pathfinding entities until the frames start dropping. i love it
[09:47:42] <TEttinger> sweeeeet
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[10:06:59] <monsieur_h> Salut [AD]Turbo
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[10:30:15] <LyronDev> Anyone know how to add a scene2D Action to a dialog? I tried dialog.addAction(), but it doesn't work
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[10:33:31] <mk1> LyronDev: what doesn't work?
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[10:35:23] <LyronDev> dialog.setTransform(true);
[10:35:32] <LyronDev> dialog.addAction(Actions.repeat(RepeatAction.FOREVER, new SequenceAction(Actions.scaleTo(1.1f, 1.1f, 0.7f, Interpolation.sine), Actions.scaleTo(1, 1, 0.7f, Interpolation.sine))));
[10:35:58] <LyronDev> I'm already doing it on some buttons, and it works there
[10:37:38] <LyronDev> Wrapping the Dialog in a Container<Dialog> also doesn't work as expected (i'm using a container to apply this action to a label elsewhere)
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[10:39:40] <mk1> I'm not sure you can scale a dialog (or window)
[10:40:26] <LyronDev> Yeah, me neither :D
[10:41:30] <LyronDev> Although, it is a subclass from Actor...
[10:42:29] <mk1> well, I suppose dialog is just a container and scaling isn't inherited
[10:42:38] <mk1> so whatever you have in your dialog won't scale
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[16:27:13] <diphtherial> i wonder why nobody's written a physics engine that mimics old platformers, e.g. super mario world
[16:27:40] <diphtherial> is it because it's too trivial to implement? judging from all the corner cases i've read about in old platformers, it doesn't seem that simple
[16:29:59] <Tomski> old platformers had a lot of other things to work around, but now its probably a mix of it being relatively easy to implement and that its usually specific to the game
[16:31:20] <diphtherial> fair enough. i feel like i ask this every few weeks, heh
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[17:35:21] <rifter> I'm thinking on doing some basic code maintenance to libGDX project, stuff such as adding missing @Override annotations, fixing some FindBugs warning/errors, etc... nothing too aggressive and just when there's not doubt about the benefit but that would affect a lot of classes. Would this kind of PR have any chance of being merged?
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[17:39:21] <monsieur_h> rifter: I do think so, commiters here are really open as far as I know
[17:40:30] <Tomski> It would depend on the changes. Running a tool and generating a pr globally on the repo will not get merged
[17:41:48] <Tomski> As for missing overrides, there has been discussion before on the topic and you can find it on github
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[17:44:10] <Tomski> Your IDE tells you if a method is overriden, there is no real usefulness to automatically/manually inserting them everywhere as far as maintaining the core library goes
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[17:49:22] <rifter> Independently of personal opinions, considering there are over 7000 @Override annotations in the code and only about 1000 missing if I'm not mistaken, I've assumed libGDX convention was to use them.
[17:50:02] <rifter> Regarding the changes my plan was not to blindly run an automatic tool but to cherry pick improvements.
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[17:52:43] <Tomski> My point being, there is no point in inserting them if that is the only change. The guide states to stick to the formatting of the code you are editing. If someone is fixing something and there is a missing override (dependent on current code style of that sample of code) they can add it in, same with formatting
[17:52:55] <Tomski> Adding them for the sake has 0 benefit, adds clutter, and messes up history
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[17:54:59] <Tomski> If there are specific code issues that arent just "code smells" feel free to open up PRs for them. Those types of tools typically bring up a lot of non issues, and can actually create strange unforeseen issues
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[18:02:40] <rifter> Yes, I'm familiar with these tools and I understand what you mean. Regarding history messing it should be a one time action. I don't agree about 0 benefit on making changes for code clarity. A big project such as this would benefit from this kind of big code maintenance 1 time global action. Code innevitably degrades over time. But I understand it's something it will need to be made by admins. Thank you.
[18:11:48] <Isogash> diphtherial, I always wonder this too
[18:12:26] <Isogash> I keep considering making a Unity plugin or something that has a bunch of emulation options for classic platformers
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[18:21:36] <diphtherial> Isogash: i assume you mean emulation of their physics; glad i'm not alone, heh
[18:22:12] <Isogash> yeah, for physics, and probably also components for the other parts
[18:22:19] <Isogash> as an extension
[18:22:21] <diphtherial> i'd like to see something in the style of box2d and other engines where you register entities and have the physics system manage dynamics, collision detection/response, triggering callbacks for entity-entity interactions, efficiently supporting range queries, etc.
[18:22:30] <diphtherial> sounds neat
[18:22:47] <Isogash> basically, I think there should be a good platformer specific game engine
[18:23:43] <diphtherial> i imagine there could be a family of platformer engines or maybe parameterizations of the engines for different styles of platformers
[18:24:00] <diphtherial> e.g. older castlevanias didn't have air control, whereas mario did
[18:25:20] <Isogash> I wanted to code a fully integrated platformer project, where the dev tools are part of the running game
[18:25:40] <Isogash> I've seen plenty of first hand examples from other devs (who spent way too long on their games)
[18:26:07] <Isogash> the tools are amazing, and you could use them to make pretty much any platformer you want, so I never understood why there isn't just a generic one on the market
[18:26:34] <Isogash> right now I'm messing with Pico-8 and it's basically that
[18:27:03] <diphtherial> huh, wasn't familiar with pico-8, but it looks cool
[18:27:20] <diphtherial> i quite like lexaloffle's games in general
[18:27:41] <Isogash> pico-8 is nice because of the web export
[18:27:47] <Isogash> there are some really cool games on the forum
[18:27:55] <diphtherial> when you say 'the dev tools', are you referring to a specific set of dev tools or just the idea of integrating dev tools into a game in general?
[18:27:55] <Isogash> and you can play them directly on the page
[18:28:01] <diphtherial> huh, neat
[18:28:25] <Isogash> well, Pico-8 has a sprite editor, map editor, sfx and music editor right in the "virtual console"
[18:28:38] <Isogash> you edit the current cartridge with them, and then save it
[18:28:45] <diphtherial> this whole 'fantasy console' thing is a new concept to me; i'd wondered what happened to voxatron, heh
[18:28:58] <Isogash> I only just found it
[18:29:07] <Isogash> it's actually something I'd thought would be cool before
[18:29:28] <Isogash> pico-8 is definitely the best one out there, but I'd kinda like a pico-16 haha
[18:29:52] <Isogash> it's maybe just a bit *too* lo-fi
[18:30:12] <diphtherial> heh
[18:30:57] <Isogash> I do also wish the memory limit was larger
[18:31:07] <Isogash> but I guess it's useful to limit the scope of your game
[18:31:12] <diphtherial> i suppose getting the game to work within the constraints is part of the puzzle
[18:31:14] * diphtherial nods
[18:31:26] <Isogash> except I'm already dreaming of ways to compress and pack in the data I want
[18:32:00] <diphtherial> heh, i'm excited to toy with this when i get home; thanks!
[18:32:11] <Isogash> no problem
[18:33:24] <diphtherial> while it's cool to have it all integrated into a platform like this, i imagine the platformer engine (just the physics part) as a library like box2d, just with platformer physics instead of realistic rigid body physics
[18:36:51] <diphtherial> (just to clarify my previous thoughts, which is now a bit of a tangent, heh)
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[18:42:24] <Isogash> yeah I get ya
[18:43:01] <RYAN__> Hey guys! Just downloaded libgdx about a month ago and am at the part of my game (match 3 clone) that I need animations. I really only need linear movement and scaling animations. Is it a good idea to do this programmaticaly or find a sprite sheet to do it?
[18:45:57] <Isogash> programatically if you only need movement
[18:46:09] <Isogash> because that way it will be as smooth as the framerate
[18:47:16] <RYAN__> Does libgdx have a method like doThis() in n intervals? Sort of like cocos 2dx actors and actions?
[18:47:34] <Isogash> I believe so, if you are using scene2d
[18:47:45] <Isogash> look in the documentation
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[18:56:59] <RYAN__> Okay thanks
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[19:12:04] <RYAN__> So how could I write an animation method to create looped scaling of a sprite without housing it in the render method? My impression is that you would need to create another thread and call its render method, however this isn't safe is it?
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[19:33:57] <ficolas> How do I create a folder using filehandles?
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[19:40:19] <Tomski> ficolas: a FileHandle is a file or a directory
[19:40:48] <ficolas> but when a directory doesnt exist, how do I create it so that I can put files inside?
[19:45:30] <diphtherial> when writing a file, the path to the file is created automatically if it doesn't already exist
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[19:46:19] <ficolas> ok thanks
[19:48:02] <diphtherial> that's fair; it should probably mention that fact
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[21:15:28] <ficolas> I cant seem to get a scroll pane to work, the widgets dont get drawn (even thought their outlines are shown in the debug draw) and I cant scroll it
[21:19:58] <Xoppa> you arent setting the size of the scrollpane it seams ficolas
[21:20:20] <Xoppa> ow nvm its inside the table
[21:20:24] <ficolas> but it is inside the stack, shouldnt it have the stack size?
[21:20:46] <diphtherial> you could try calling scrollPaneTable.setFillParent(true)
[21:20:55] <Xoppa> euhm no its not in the table ;)
[21:21:09] <Xoppa> indeed, if you want it to fill the parent, the call setFillParent
[21:21:13] <diphtherial> out of curiosity, where does using 'ow' for 'oh' (in english) come from?
[21:21:28] <diphtherial> i've started seeing people use 'ow' all over the place lately
[21:21:44] <ficolas> it should be in the table?
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[21:22:26] <Xoppa> no, you want the table to be scrolled i guess, so the table is in the scroll pane, but you have to set the scroll pane to some size before you can see its contents ofcourse
[21:22:40] <Xoppa> diphtherial, dont know, im not english
[21:22:53] <ficolas> but isnt the stack suposed to make the scroll pane be its size?
[21:22:56] <diphtherial> Xoppa: where are you from, if you don't mind my asking?
[21:23:35] <Xoppa> diphtherial, the netherlands
[21:23:52] <Xoppa> oh, it is ficolas? where does it say that? havent used stack in a while
[21:24:34] * diphtherial files that away in case he encounters 'ow' again
[21:25:18] <ficolas> is that sarcasm? :C
[21:25:47] <Xoppa> no
[21:25:57] <ficolas> ok sorry xD
[21:26:00] <Xoppa> but indeed the javadocs says it sizes its children
[21:27:03] <ficolas> the weird part is that the debug draw seems ok, but the actual images and text arent drawn
[21:27:26] <Xoppa> perhaps make a quick sscce.org, so we can give it a try
[21:27:32] <Xoppa> should be just a few loc
[21:27:51] <ficolas> ok 1 sec
[21:29:27] <Xoppa> ow wait ficolas, you add the image on top of the scrollpane, so its drawn behind that image?
[21:30:10] <Xoppa> just comment out this line: scrollStack.add(frameImage);
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[21:39:49] <ficolas> thats right... I thought I had the middle pixels of the image transparent, because I wanted it to be just a border, so having the image on top was correct, however Im using the wrong image, that has a black center instead of a transparent one
[21:40:08] <ficolas> thanks!
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[22:20:01] <ficolas> How do I change the android version to a older one? the build target for my project is atm 6.0, and its the only one that appears in project properties>android
[22:22:48] <Ashiren> could be in gradle
[22:22:58] <Ashiren> but you might want to target newest sdk
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[22:23:07] <Ashiren> minsdk is the minimum android you want to support
[22:23:30] <ficolas> I want to target the newest sdk, but not the newest android version
[22:24:06] <ficolas> or can I build a 5.1.1 with what I have?
[22:24:42] <Xoppa> target sdk and minimum sdk are two different options
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[22:30:56] <ficolas> ok thanks
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[22:37:24] <ficolas> I just get a the application has stopped unexpectedly message
[22:37:32] <ficolas> I expected this but... I have no clue where to look
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[22:51:45] <ficolas> it says unnable to instantiate com.hornedhorn.sandboxchess.AndroidLauncher
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[23:02:37] <Xoppa> ficolas, create a mew project using the setup utility (download at: libgdx.com), dont modify it at all and verify that it runs correctly on your device
[23:05:00] <ficolas> it does, I created a new project, added all my old stuff to that new project, and it runs correctly
[23:05:11] <ficolas> is what I usually do when I have no clue about what to do xD
[23:05:21] <ficolas> and it looks build-related
[23:05:44] <Xoppa> yay! pics or it didnt happen
[23:06:32] <ficolas> its hard to take a pic to my phone without my phone tho :c
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[23:07:00] <ficolas> however in case it happens again, building the project again is quite a pain...
[23:07:23] <Xoppa> press and hold power and volume-down
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