September 2021 (Week 3)
Bought a UI on the asset store and integrating it
Bought a UI on the asset store and integrating it
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
+ Close button closes the window and unloads the image and process
+ Changed how gpu buffers and windows work
- GUI prefabs broke
+ upgraded to Unity 2021.2 beta
+ ChangeDirectory
+ Dir
+ Startmenu kinda
+ Buddy messenger kinda
+ some soundeffect framework
- removed context switching
+ draggable resizable scrolling rect console window doesn't look awful
+ DIR and CD commands
Bought a desktop simulator on the asset store for its nice UI
Ripped it apart so it can be controlled by my existing code
"made" a converter to import script-based prefabs as DLL-based prefabs by stealing someone elses technique
- 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
+ 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
Made a generic ValidParent system to enforce rules about what can parent to what in a given context
Color scheme system is working nicely
Old tangled code (especially IO.dll) ports to new system easily
one week to demoday, laddos
Made a Power system so computers won't function without power, and modders can add things like short circuits and USB killers
Made ProcessorSpec able to fulfill ProductName, so there will only be on scriptableobject to edit. Generic, so things can fulfill different requirements
+ 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
Got a really good idea from anon about an ending gimmick
Adding eye tracking, might turn into a standalone desktop project
Found a way to have the main game use the Unity multithreading, but mods won't be able to use it
+ 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
+ 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
+ Made a nice error display for broken mods
+ 1 year recap streak despite nodev bullying
+ Made an error dialogue when a mod can't be loaded
+ set up trello
+ muh recap streak
+ Sound effect categorizer thing
+ Sound effects tool