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[00:54:05] <grim001> I added a luminance histogram visualizer on top of my HDR screenshot viewer just for fun
[01:01:13] <jayhost> ray tracing is cool again
[01:02:22] <TEttinger> it's never really been uncool
[01:02:55] <TEttinger> we're always just thaaaat much closer to real time raytracing
[01:04:03] <jayhost> You never have my back on anything hehe
[01:04:50] <jayhost> grim001 sounds cool, you got anything to share?
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[02:12:38] <jab> Anyone have any suggestions for inverting color? Without shaders.
[02:13:25] <jab> Inverting texture color when calling batch.draw(texture,...)
[02:14:44] <LiquidNitrogen> i tried to do that but it didnt work out
[02:15:26] <jab> ?
[02:15:55] <LiquidNitrogen> i cant remember what i did exactly, but i changed some blend func stuff
[02:16:07] <LiquidNitrogen> but it messed up the transparent part
[02:16:17] <jab> hmm. not using transparency
[02:16:48] <jab> i'm using glEnable GL_BLEND and ONE_MINUS_SRC_DIR on BlendFunc, but I do not see it working
[02:17:25] <LiquidNitrogen> oh, i was trying to invert the color that was on the screen already, to use for the crosshair
[02:17:38] <jab> ahh yeah
[02:19:56] <LiquidNitrogen> do you do batch.setBlendFunc() (or whatever it is)?
[02:20:20] <LiquidNitrogen> cos the batch sets those things itself
[02:23:57] <jab> hmm, does something now, but it's not inverting
[02:24:05] <jab> game.batch.setBlendFunction(GL20.GL_DST_COLOR, GL20.GL_ONE_MINUS_SRC_COLOR)
[02:24:12] <jab> would work right?
[02:26:51] <Frotty> should be GL_ONE_MINUS_DST_COLOR, GL_ZERO shouldn't it
[02:27:46] <LiquidNitrogen> batch.setBlendFunction(GL20.GL_ONE_MINUS_SRC_COLOR, GL20.GL_ONE_MINUS_SRC_ALPHA); does something
[02:30:27] <jab> ahh
[02:30:32] <jab> what's the default blendfuncs?
[02:33:32] <LiquidNitrogen> src_alpha, one_minus_src_alpha
[02:34:07] <LiquidNitrogen> i dunno if that actually works.. its inverting some things and not others lol.
[02:39:21] <grim001> I believe I've finally achieved tone mapping perfection
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[02:54:12] <TEttinger> sweet, grim001. screenshots?
[02:54:29] <TEttinger> does it look like instagram gold
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[04:59:49] <SuckyNoob> whats everyone up to
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[06:41:11] <lukass> hey guys, I'm want to draw a text in world coords, so I use font.draw(batch, "hello", pos.x, pos.y);. Before drawing it like mentioned, I scale the font down to world space by calling font.getData.setScale( 0.01f ). but for some reason the font isn't displayed. When I choose a bit higher scale value like 0.03f the text is displayed. Is there a lower threshold?
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[06:42:39] <LiquidNitrogen> ive tried scaling fonts before like that and it seemed to produce very strange results
[06:43:37] <lukass> ok, really strange, unfortunately projecting the world stuff to screen coords isn't an option
[06:44:54] <LiquidNitrogen> its probably better to create a font specifically sized for world space, instead of scaling down a larger one
[06:46:34] <lukass> that might be a good advice! I'll try it, thanks :)
[06:48:07] <LiquidNitrogen> when i tried scaling the font, it was even making the alignment of the letters get all messed up
[06:50:42] <lukass> yeah I try to write "stunned" above a character and I'm getting "und" ^^
[06:50:45] <TEttinger> scaling fonts is very tricky yeah
[06:51:26] <LiquidNitrogen> ah yup, thats what i was getting lol
[06:52:07] <TEttinger> remember that most fonts are bitmaps and aren't meant to scale in that format
[06:54:03] <lukass> ok the advice didn't worked, I think we go without fonts inside the world, anyway, thanks guys :)
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[08:03:30] <theresajayne> Why does no one help anyone in here? I thought IRC was about communication to help each other
[08:08:39] <SuckyNoob> sorry was coding what's up I only know so many things :/
[08:09:24] <SuckyNoob> I've gotten some good help in here, might be the time it's 3AM on east coast North america right now
[08:10:39] <theresajayne> well i have found great help on the libGDX discord
[08:10:39] <SuckyNoob> what did you need help with theresajayne?
[08:10:46] <theresajayne> although its blocked at work :(
[08:10:48] <SuckyNoob> oh ive never been on it
[08:11:48] <SuckyNoob> are you making a game?
[08:13:19] <theresajayne> that took me a couple days
[08:15:12] <theresajayne> the code is not nice
[08:17:36] <SuckyNoob> awesome youve got the moons orbiting the planets too
[08:19:00] <SuckyNoob> thats sweet I had an idea for a game that needed orbiting, the rest of it is too complex for me to make tho. Do you have enemies and bullets yet?
[08:19:25] <SuckyNoob> oh u posted the code
[08:20:21] <SuckyNoob> cool
[08:20:30] <SuckyNoob> what are you going to add next?
[08:20:33] <theresajayne> well all planets are the same object
[08:20:46] <theresajayne> so you can add a planet orbiting another planet
[08:20:58] <theresajayne> so in theory i can have moons orbiting moons
[08:21:18] <theresajayne> next will be get 20 planets and get them to randomly select on creation
[08:21:45] <theresajayne> ie different images
[08:22:19] <theresajayne> it was supposed to be a RTS but it got away from me
[08:22:29] <theresajayne> i think this will just be a test stuff
[08:22:36] <SuckyNoob> Space shooters are good tool
[08:22:37] <SuckyNoob> err too
[08:22:50] <SuckyNoob> it actually reminds me a bit of Sins of A Solar Empire
[08:22:52] <theresajayne> orbit is easy
[08:23:10] <SuckyNoob> except it didnt have orbiting moons, which would have been cooler
[08:24:11] <SuckyNoob> ya I saw the code there, I don't remember the math for that sort of thing, I've looked it up before but they used way more code to do it and with Unity, which i dont use
[08:24:31] <theresajayne> float newX = (float)(distance * Math.sin(temp));
[08:24:31] <theresajayne> float newY = (float)(distance * Math.cos(temp));
[08:24:50] <theresajayne> where temp is the angle
[08:25:21] <theresajayne> then you add that to the posx and posy of the parent
[08:25:30] <TEttinger> and angle just increments at a constant rate, right?
[08:25:31] <theresajayne> tada you have your position
[08:25:46] <theresajayne> yep i use deltatime * random for speed
[08:26:11] <TEttinger> planets look good; a few people in here have worked on planet gen, including me
[08:26:39] <theresajayne> i got the gfx from opengameart
[08:26:40] <SuckyNoob> cool
[08:26:54] <SuckyNoob> ill have to save that for the future :D
[08:27:07] <theresajayne> its planetRenderer.java in the repo
[08:27:59] <theresajayne> lots of really good game art for 2d and 3d
[08:28:08] <SuckyNoob> so now that you've done that is it possible to like
[08:28:33] <SuckyNoob> add gravity so if a bigger planet somehow hits another planet
[08:28:41] <SuckyNoob> or gets close sorry
[08:28:48] <SuckyNoob> it can have an effect
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[08:28:57] <TEttinger> yeah, OGA is great. I've submitted some big dumps of advance-wars-like pixel art there
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[08:30:02] <theresajayne> thats a whole other discussion i am doing basic simple orbit you have to calculate lots more for that - including the speed of the planet, drag coefficient and gravity pull from all other bodies - multibody physics is something even KSP doesnt do
[08:30:05] <Kruppi> hi
[08:30:20] <TEttinger> hey Kruppi
[08:30:21] <SuckyNoob> oh ya I still gotta get that kerbal game
[08:30:41] <SuckyNoob> that reminds me theres this game I saw once
[08:30:45] <theresajayne> well go get it and then binge watch Scott Manley
[08:30:53] <Kruppi> 3.8 million images <- what
[08:30:56] <TEttinger> haha
[08:30:57] <TEttinger> yes
[08:31:05] <theresajayne> i used to fly with Scott on eve
[08:31:16] <TEttinger> that's meant to use the non-colored version and get palette swapped by a shader
[08:31:18] <Kruppi> Was he that manley in Eve already?
[08:31:22] <TEttinger> but there's 300 or so palettes
[08:31:34] <Kruppi> How long did it take?
[08:31:43] <TEttinger> the non colored version of some smaller sprites fits on one large atlas page
[08:31:56] <TEttinger> Kruppi: uhhhh
[08:32:12] <theresajayne> there is some good stuff on the site
[08:34:09] <TEttinger> I mean, there's 3d voxel models I made at first that were really lousy. I spent about a month revamping them to something closer to the current state. I wrote the renderer in C#, that took quite a long time but I was also working on other stuff. it took over a day to render all the art and palette swap them on my old computer
[08:34:17] <TEttinger> having an SSD sped that up a lot
[08:35:27] <TEttinger> the project as a whole was about a year and a half but included other art code that isn't on there, and that's probably an overestimate due to other projects sometimes taking over for months at a time
[08:35:45] <TEttinger> I also am still not very good at C#
[08:35:54] <SuckyNoob> I have EVE, haven't played in a long time tho
[08:36:58] <Kruppi> I'm happy for you you kept working on it! must feel awesome to have something that ambitious to look back to :)
[08:37:15] <TEttinger> yeah, I'm definitely still using parts of the code
[08:37:27] <TEttinger> I'm working on voxel to pixel art stuff in java now too
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[09:13:22] <mduSenthil> I would like to store the resolution information in preferences file and use the data in preferences to file before instantiating LWGL application
[09:14:01] <mduSenthil> Is it possible. How to store/retrieve resolution and Isfullscreen data?
[09:14:10] <TEttinger> that uh would be tough. the preferences accessible via Gdx are only available once the app has started
[09:14:26] <TEttinger> you could set the window size immediately after opening that window
[09:14:28] <LiquidNitrogen> it might be easier to save that to an xml file instead, and read from there
[09:14:41] <TEttinger> or json, libgdx supports both
[09:14:54] <LiquidNitrogen> oh yeah, thats how i do it.. i start in a small window, then read the prefs and change it
[09:14:58] <TEttinger> or just a text file containing two numbers :)
[09:15:03] <mduSenthil> Need to store it in different file.
[09:15:04] <mduSenthil> :)
[09:15:26] <mduSenthil> fine. I will go with small window approach.
[09:16:16] <TEttinger> I can't remember what the method is to change window resolution, but I think it's in Gdx.graphics.something
[09:16:22] <TEttinger> or Gdx.app maybe
[09:23:40] <mduSenthil> Gdx.grapshics.setFullScreenMode / Gdx.graphics.setWindowedMode
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[09:30:49] <theresajayne> just found this for music in games
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[09:46:27] <[AD]Turbo> hi there
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[10:28:18] <TEttinger> nice find, theresajayne
[10:28:34] <TEttinger> not sure how many changes it will need to work in current gdx, but maybe not many
[10:29:59] <TEttinger> lgpl is a bit limiting since it isn't even compatible with Apache, which LibGDX uses
[10:32:55] <bomb> license your game under lgpl and i will sue you
[10:33:32] <TEttinger> ooh ooh sue me in somalia under xeer law
[10:33:53] <TEttinger> they'll look at you, look at me, and say "why are you wasting our time" in Somalian
[10:34:13] <TEttinger> then pirates will steal our gold
[10:35:51] <bomb> someone has to stand up for open source rights
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[10:42:16] <[twisti]> jokes on you, i dont have any gold
[10:42:23] <TEttinger> then fingers
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[10:44:16] <Tomski> I have many gold
[10:44:23] <Tomski> send me your bank details and i send
[10:44:33] <TEttinger> I have very bendy fingers
[10:44:41] <TEttinger> Tomski doesn't like my bendy fingers
[10:45:19] <Tomski> There is nothing worse
[10:45:31] <Kruppi> why do you know about his bendy fingers?
[10:45:33] <Kruppi> even I didn't
[10:45:40] <Kruppi> this came as a complete shock to me
[10:50:50] <Ashiren> i can do that. thank to training
[10:50:56] <Ashiren> i flex everyday
[10:51:41] <Ashiren> funny how i can reach my entire hand to floor with straight legs when just few months ago touching floor with fingers seemed impossibru
[10:51:43] <TEttinger> I don't train. I should, I used to be able to do... cat things
[10:51:49] <Ashiren> :3
[10:52:04] <Kruppi> Oh
[10:52:07] <Kruppi> I can do that stuff too
[10:52:14] <Kruppi> How old are you?
[10:52:17] <TEttinger> 29
[10:52:25] <Ashiren> wooo a prime number
[10:52:28] <Kruppi> I'm 30 and suffering from severe arthritis because of that
[10:52:39] <Kruppi> *pats shoulder*
[10:52:44] <TEttinger> from high mobility?
[10:52:46] <TEttinger> huh
[10:52:57] <bomb> i'm 12 and wtf are you talking about?
[10:52:59] <TEttinger> I haven't had any joint pain from it
[10:53:00] <Kruppi> Yeah I've been grossing everyone out left and right all my childhood
[10:53:08] <Kruppi> and apparently that's not good for the joints
[10:53:35] <Kruppi> I have to do training so my muscles compensate for the bendy stuffs
[10:53:49] <TEttinger> huh, I've heard isometric exercise helps
[10:53:57] <bomb> wait what
[10:54:02] <bomb> you can bend your shoulders like that?
[10:54:06] <Kruppi> Yeah well I tried to get fit, then had pain in my chest for 2 weeks :<
[10:54:38] <TEttinger> bomb: yeah, painlessly
[10:55:00] <TEttinger> I can scratch my own back with no backscratcher needed
[10:55:21] <Ashiren> against a tree, like bear
[10:55:25] <TEttinger> haha
[10:55:31] <TEttinger> trees are backscratchers
[10:55:48] <TEttinger> nature's backscratchers
[10:55:58] <LiquidNitrogen> just use the bear
[10:56:01] <TEttinger> hahah
[10:56:37] <TEttinger> LiquidNitrogen has not seen the video of the sloth bear winning a fight against a tiger
[10:56:55] <TEttinger> (by not dying and chasing the tiger off, despite being much smaller)
[10:56:58] <LiquidNitrogen> oih you spoiled it
[10:57:12] <Tomski> cut them off
[10:57:16] <TEttinger> it looks like the bear is gon' die for most of it
[10:57:27] <TEttinger> then he gets up and CHARGES
[10:57:37] <TEttinger> YOU JUST MADE HIM MAD
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[11:03:18] <TEttinger> hmm, Kruppi, I have gotten slightly less flexible over time. it's harder to put both legs behind my head these days
[11:05:23] <Kruppi> Heh, I only could do that as a child
[11:05:27] <Kruppi> haven't tried it ever since tbh
[11:05:27] <TEttinger> and I can't lick my own pelvic sausage anymore, though that seems mostly related to my ribs not being able to compress enough rather than hip or back flexibility
[11:05:54] <LiquidNitrogen> try it now
[11:06:04] <Kruppi> aaand on the left side the entrance to TMI-land
[11:06:09] <TEttinger> hahaha
[11:07:51] <TEttinger> still can put both legs behind head
[11:07:56] <TEttinger> just did, LiquidNitrogen
[11:08:29] <TEttinger> no pain there, doing the hands backward to touch back of arm thing does hurt a bit
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[11:22:18] <bomb> YOUR BUNCH OF CHEATERS
[11:22:40] <bomb> all those gymnasts and acrobats are exercising for years to achieve that flexibility
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[11:23:16] <bomb> and you're just like "oh yeah i have bendy shoulders"
[11:23:32] <TEttinger> hehe
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[11:29:44] <LiquidNitrogen> calm down
[11:30:11] <TEttinger> now I sleep bendy sleep
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[13:33:58] <Kruppi> Is it possible to set a scene2d textarea to disabled?
[13:34:02] <Kruppi> aka readonly?
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[13:37:05] <Kruppi> nvm it's possible and I just overlooked the correct method
[13:37:41] <Ashiren> glad to be helpful
[13:48:37] <Kruppi> i tried setEnabled(false) and enabled = false but it was isEnabled = false
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[14:59:28] <ChaseWaylon> how can I have ExtendViewport functionality and avoid scaling fonts?
[15:01:17] <Tomski> If you have a fixed height
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[15:01:20] <Tomski> Otherwise you cant
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[15:02:32] <ChaseWaylon> i have fixed aspect ratio of my "game area"
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[15:38:53] <oseph> oh man fbos are so coool! glad I finally dipped my toes
[15:40:33] <Kruppi> java.lang.ArrayIndexOutOfBoundsException: 7429
[15:40:47] <Kruppi> So apparently Scene2d has a limit for Input of TextArea
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[15:49:00] <Frotty> Kruppi: shouldn't be a small one tho. Are you using markupEnabled?
[15:56:20] <Kruppi> Yes
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[18:12:15] <Frotty> Kruppi: markup enabled is not supported for textfield/area
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[18:42:27] <Ashiren> guys, i have some holes in my circle using ShapeRenderer
[18:42:47] <Ashiren> is this some anti aliasing stuff?
[18:43:13] <Tomski> SHAPE RENDERERER?!?
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[18:44:36] <Ashiren> hm?
[18:45:02] <Kruppi> But it is working, Frotty
[18:45:31] <Tomski> Ashiren: what happens if you increase segments?
[18:46:21] <Ashiren> the same
[18:46:33] <Ashiren> as well when i decrease them, but the circle will be more edgy
[18:46:35] <Ashiren> as my life
[18:47:12] <Ashiren> i think it has something to do with thicknes doesnt it
[18:47:23] <Frotty> doesnt shaprerernder have somethingf instead of glLineWidth
[18:47:36] <Frotty> Kruppi: im just quoting. There is an open ticket alsor egarding this
[18:47:43] <Ashiren> i set thickness using gl, has shaperenderer got something else?
[18:48:01] <Tomski> Id just use a mesh
[18:48:32] <Ashiren> isnt it overkill
[18:48:44] <Tomski> Its better
[18:49:03] <Kruppi> Frotty: Okay :) I can't reproduce the error completely, btw. So I'm not exactly sure if Markup is the culprit
[18:49:22] <Tomski> Ashiren: it may be MathUtils' fault
[18:49:39] <Tomski> Since it happens at those predictable places
[18:51:44] <Frotty> Tomski: mesh for the ring?
[18:51:51] <Tomski> aye
[18:51:57] <Frotty> or a quad and draw ring with shader
[18:52:06] <Tomski> a mesh
[18:52:28] <Tomski> Avoid big fill rate
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[18:52:31] <Tomski> Real cheap
[18:52:32] <Tomski> Nice edges
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[18:53:16] <Frotty> Tomski: and how many verts for the ring
[18:53:30] <Tomski> Depends how big :)
[18:53:35] <Tomski> But verts are trivial for all gpus
[18:53:40] <Ashiren> so ShapeRenderer wouldnt suffice?
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[19:06:27] <jab> What a good way to have different Scene2d.uis in a single screen. Each Stage should have a way of closing itself. Hold a reference to the Screen?
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[20:25:12] <Tomski> jab: why multiple?
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[21:10:34] <jab> Tomski: multiple?
[21:11:02] <jab> Tomski: I have a HUD which is it's own stage, but sometimes a window will pop up to help perform an action.
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[21:11:19] <jab> There will only be one of those.
[21:11:39] <jab> So I have "Stage hud;" and "Stage currentDialog = null;"
[21:12:00] <jab> Is there a better way?
[21:15:25] <Frotty> why do you need an extra stage for a dialog window
[21:19:12] <jab> Frotty: What would be the alternative?
[21:19:40] <Frotty> idk, show in same stage?
[21:19:48] <jab> One stage and where I have to manage placing the HUD stuff so it aligns right when I open up something in the middle?
[21:20:10] <Frotty> not sure what you mean by align
[21:20:27] <Frotty> actors inside a stage don't neccessarily interact
[21:20:30] <jab> Making sure the new pop-up doesn't throw off other UI elements
[21:20:35] <Frotty> why would it?
[21:20:42] <Frotty> a Window is overlayed
[21:20:52] <jab> hmm
[21:21:31] <jab> I see. In any case, the issue is still present, right?
[21:21:47] <jab> Whether I use 2 stages or 1 stage and a window, the stage/window has to close itself
[21:22:41] <jab> Or do "this.remove()" hmm
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[21:30:45] <Tomski> stages dont close themselves
[21:31:08] <Tomski> you should be using windows if you need popup dialogs, or use the dialog class
[21:45:27] <jab> Tomski: How would you have escape map to killing the current focus window?
[21:48:51] <Tomski> jab add an input listener for the window
[21:48:56] <Tomski> And hide it/remove it on escape
[21:49:14] <Tomski> Or keep track of the current window focus and kill it on escape via another listener on stage
[21:50:16] <jab> Would this be used with an input multiplexer?
[21:52:41] <Tomski> No
[21:52:55] <Tomski> unless you have something unrelated that you need to also recieve input
[21:53:26] <jab> So how to restore the inputprocessor to its original listener?
[21:53:32] <Tomski> You dont change it
[21:53:41] <Tomski> Stage should be your input processor
[21:53:44] <jab> oh hmm
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[21:53:51] <Tomski> If you have something unrelated, then you would use an input multiplexer
[21:54:05] <jab> game code?
[21:54:11] <Tomski> sure
[21:54:18] <jab> I see I see
[21:55:05] <jab> ty
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[23:40:51] <jab> Is there a function called on an actor after being added?
[23:41:06] <jab> I need access to the stage to resize the window appropriately
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