Hack the F.B.I.

August 2021 (Week 1)

NPCs can type commands into their consoles and it doesn't interfere with the players console or vice versa
Recap anon pls reach out, someone found a problem with your site vestigialdev#8369

July 2021 (Week 1)

+ Changed how gpu buffers and windows work
- GUI prefabs broke
+ upgraded to Unity 2021.2 beta

June 2021 (Week 4)

+ ChangeDirectory
+ Dir
+ Startmenu kinda
+ Buddy messenger kinda
+ some soundeffect framework
- removed context switching

June 2021 (Week 3)

+ draggable resizable scrolling rect console window doesn't look awful
+ DIR and CD commands

June 2021 (Week 2)

Bought a desktop simulator on the asset store for its nice UI
Ripped it apart so it can be controlled by my existing code

June 2021 (Week 1)

"made" a converter to import script-based prefabs as DLL-based prefabs by stealing someone elses technique

November 2020 (Week 3)

- ripping out the UEFI pseudocompliance but keeping the general idea
+ collapse SEC/PEI/DXE into generic "Firmware" stage
+ implemented Device Tree for path-based events

March 2020 (Week 1)

+ Found out TypeManager has an Editor-only function for adding types after Initialize() has been called (TypeDependencyCache was causing problem)
+ Found a bug in the mod asset that got solved pretty quick
- Found out how [GenerateAuthoringComponent] works and why it isn't working for mod code, same with Lambda job generation code
+ Got SystemBase, IJobs and Components working in loaded mod code, just no codegen

January 2020 (Week 1)

Made a generic ValidParent system to enforce rules about what can parent to what in a given context

June 2019 (Week 4)

Color scheme system is working nicely

Old tangled code (especially IO.dll) ports to new system easily

one week to demoday, laddos

May 2019 (Week 1)

Made a Power system so computers won't function without power, and modders can add things like short circuits and USB killers

January 2019 (Week 5)

Made ProcessorSpec able to fulfill ProductName, so there will only be on scriptableobject to edit. Generic, so things can fulfill different requirements

January 2019 (Week 2)

+ Rebuilt a lot over the past couple weeks
+ Code generator
+ Simple directory system
+ Memory system
+ Latency system for memory access (L1 < L2 < L3 < RAM)
+ Spawn system
+ CPU Workload system
+ Learned to custom yield statement for coroutines that wait on an event
+ Workflow feeling really good

November 2018 (Week 5)

Found a way to have the main game use the Unity multithreading, but mods won't be able to use it

November 2018 (Week 4)

+ Started the mod loading system over
+ Set it up so the main engine can do multithreaded jobs (thanks Unity) but mods are still bound to deprecated .net 3.5

November 2018 (Week 3)

+ Code ripped apart to be more SOLID
+ Actually doing unit testing
+ Modders should be able to auto-run existing unit tests on the systems they're modifying

+ Figured out about a bug that causes the Unity Editor to crash
+ Learned about motherboards for simulating the computer systems
+ Test driven development is feeling comfy

October 2018 (Week 2)

+ Made a nice error display for broken mods
+ 1 year recap streak despite nodev bullying