In this section you can check out what I'm currently working in, practically in real time.
If some of this seems cryptic it's because the logs seen here come directly from my personal productivity tool prio, and are really just "notes to self".
Nevertheless, if you are interested in what I'm currently working on, this space will certainly be updated FAR more often than the news section.
07:40:02 sandblox CLOCK: 00:38 hours
21:41:47 sandblox CLOCK: 00:33 hours
21:40:46 sandblox LOG
Can bullets in multiplayer be handled by doing local logic based on Avatar flags?
21:24:52 sandblox LOG
Added more functionality to Bullets; EditGun new tool as per previous Gun, Gun does not change the world anymore.
18:00:17 sandblox CLOCK: 00:38 hours
16:01:16 prio CLOCK: 01:01 hours
16:01:13 prio TASK: input object
14:39:43 prio CLOCK: 00:20 hours
13:48:00 sabk TASK: activation / display of beam / teleporter
16:24:19 sabk CLOCK: 00:48 hours
13:48:12 prio TASK: history of labels per month (labels of the tasks, logs, clocks in each month)
21:05:53 sandblox CLOCK: 0.1 days (01:28 hours)
20:04:34 sandblox TASK: blockmaterialbuilder to namespace
19:48:47 sandblox TASK: optimize world builder
19:29:49 sandblox TASK: smooth uv
19:06:57 sandblox CLOCK: 0.1 days (02:36 hours)
14:38:07 sandblox CLOCK: 0.1 days (03:05 hours)
20:38:55 sandblox TASK: enable mt again
20:38:42 sandblox CLOCK: 0.1 days (02:19 hours)
17:10:51 sandblox CLOCK: 0.1 days (02:18 hours)
17:56:02 prio CLOCK: 00:25 hours
17:16:54 prio CLOCK: 00:23 hours
16:30:06 johno.se CLOCK: 00:20 hours
16:23:56 johno.se TASK: fix header in albums
16:23:56 johno.se TASK: fix header in sls
16:15:06 johno.se TASK: fix header in the swörd
16:15:04 johno.se TASK: fix header in music resume
16:15:03 johno.se TASK: fix header in software resume
14:48:20 johno.se TASK: fix sneak peak
14:48:16 johno.se CLOCK: 00:08 hours
19:40:53 music TASK: whiskey 26
17:28:48 music CLOCK: 0.1 days (01:57 hours)
15:05:56 ace CLOCK: 00:00 hours
00:10:35 sandblox LOG
Implemented a basic gun / bullets.
The creative aspects of this, if coupled with block add / replace, are very interesting!
00:10:10 sandblox TASK: weapons / projectiles
00:10:00 sandblox CLOCK: 0.1 days (01:31 hours)
21:31:50 sandblox TASK: emit
21:01:25 sandblox CLOCK: 0.1 days (01:19 hours)
17:55:20 sandblox CLOCK: 00:48 hours
17:55:15 sandblox TASK: transparent block shadowing
15:26:32 sandblox CLOCK: 00:35 hours
15:23:55 sandblox TASK: move water to baked lighting
15:23:45 sandblox TASK: occlude water
14:07:43 sandblox CLOCK: 0.1 days (02:26 hours)
13:23:40 sandblox LOG
Removed legacy world / builders (real time lit pipeline).
13:16:56 sandblox TASK: transparent block occlusion
12:42:56 sandblox TASK: sky light
12:42:44 sandblox LOG
In keeping with earlier decisions, putting most if not all of the chunk version bumping logic in the Grid itself.
The new twist is the skylight, in that blocks from high chunks can occlude / shadow lower ones. This requires a chunk version bump to also bump all lower chunks.
09:14:22 sandblox CLOCK: 0.1 days (03:03 hours)
09:12:09 sandblox TASK: only display top for cross materials
09:03:08 sandblox LOG
Did some tests with a new mesh type, Decal, but it didn't work out so well. Probably better to do this as items / objects.
09:02:35 sandblox TASK: decals
08:21:32 sandblox TASK: better edit cursor
06:37:22 sandblox TASK: lighting toggle in bakedearth shader
06:36:26 sandblox TASK: ao for cross
15:44:50 sandblox CLOCK: 0.1 days (02:10 hours)
15:31:38 sandblox TASK: much cheaper ao
22:43:07 sandblox TASK: baked light solutions
22:42:57 sandblox CLOCK: 00:20 hours
21:12:47 sandblox CLOCK: 0.1 days (02:20 hours)
16:52:52 sandblox CLOCK: 0.1 days (02:47 hours)
13:34:01 sandblox CLOCK: 0.1 days (01:38 hours)
00:56:12 music TASK: zombie rodeo
00:55:56 music CLOCK: 0.3 days (07:36 hours)
19:52:38 sbtf CLOCK: 0.1 days (01:16 hours)
18:36:28 sbtf TASK: get spacehulk to compile