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.
21:10:01 prio TASK: solv ajax åäö issues
21:09:59 prio TASK: content header for ajax stuff
20:35:08 sandblox TASK: shiny materials
20:34:41 sandblox CLOCK: 0.2 days (03:55 hours)
15:53:44 sandblox TASK: spreading water
15:53:42 sandblox TASK: blockier world gen
15:53:36 sandblox CLOCK: 0.1 days (02:35 hours)
01:26:01 sandblox TASK: waterspreader to model
01:26:00 sandblox TASK: load screen
01:25:59 sandblox TASK: save to private local files
01:25:58 sandblox TASK: save screen
23:14:28 sandblox CLOCK: 0.1 days (03:12 hours)
22:59:56 sandblox TASK: materials to model
22:59:51 sandblox TASK: grid to model
22:20:35 sandblox TASK: ocean
19:42:00 sandblox CLOCK: 00:38 hours
18:25:21 sandblox CLOCK: 00:21 hours
18:22:11 sandblox TASK: split classes into own files
19:29:33 sandblox TASK: flowers
19:29:32 sandblox TASK: alpha test
16:24:51 sandblox TASK: materials editor
23:28:40 sandblox TASK: basic world generation
23:28:26 sandblox TASK: have softmesh ready to go at all times to avoid having to dynamically allocate it
22:02:27 sandblox TASK: skybox
18:06:27 sandblox TASK: edge of chunk cases, potentially 4 to update, check 4 blocks around changed block
00:36:27 sandblox TASK: material selection palette
00:36:25 sandblox TASK: make minimal project / build / assets
00:36:20 sandblox CLOCK: 0.2 days (03:54 hours)
18:18:39 sandblox TASK: editing
18:18:06 sandblox TASK: block types texture page
16:23:41 sandblox CLOCK: 0.1 days (01:33 hours)
23:24:22 sandblox TASK: singular dataset, chunks read appropriate parts
23:24:15 sandblox CLOCK: 0.1 days (01:27 hours)
22:17:59 sandblox TASK: separate mc from mt object
19:29:59 sandblox TASK: build an mt test project
16:37:29 sandblox CLOCK: 0.1 days (01:12 hours)
23:48:55 swörd TASK: normals in build, ambient cube type shader to show faces better
20:06:14 swörd CLOCK: 01:06 hours
14:48:31 swörd LOG
Completely restructured the builds in the tool.
It now shares virtually no code with the other projects, and builds per brush-material combo. This results in a large number of meshes, but has the big plus of allowing per-brush hashing to see if anything needs to be rebuilt.
This allows for real-time editing of brushes and materials, something that has been missing for a long time.
Per-project tools are still free to build in any way they see fit, and I have validated that the test project still works as expected.
14:07:40 swörd CLOCK: 0.1 days (03:16 hours)
14:07:32 swörd TASK: faster build in tool
23:25:28 music TASK: killerwhale mother
15:51:47 prio LOG
Testing åäö ÅÄÖ.
00:07:17 ace CLOCK: 01:01 hours
00:06:53 ace TASK: obfuscation of pub splash image
23:57:01 ace TASK: fix textureset obfuscation
07:04:01 sandblox LOG
00:29:16 codebase LOG
Some work on general asset obfuscation (for ace), nothing too fancy, but it makes messing with the assets a little more painful.
00:28:09 codebase CLOCK: 0.1 days (03:26 hours)
00:27:40 codebase TASK: md5 hash filename, read binary file of that name, skip some arbitrary obfuscation header, read as usual
00:27:35 codebase TASK: solve fx includes issues
18:17:15 codebase CLOCK: 0.2 days (04:28 hours)
15:23:41 codebase TASK: loading of dx stuff from memory
18:17:23 swörd CLOCK: 01:01 hours
00:06:54 swörd CLOCK: 0.1 days (01:41 hours)
00:06:49 swörd LOG
Made some more progress restoring the legacy build paths.
Exactly how the materials / effects / vertex formats will work together is slowly clarifying.
00:05:52 swörd TASK: cache date checks / map loading on build
00:05:47 swörd TASK: restore lightmaps
00:05:44 swörd TASK: restore legacy build paths
14:33:32 music TASK: freddy slick
00:41:46 saerfus LOG
Damn the AO stuff on the backgrounds kicks butt, especially in scenes like the warehouse!
00:20:10 codebase LOG
Kind of tricky to write out the names from the new tree based NameManager; the keys are the names and the data are the indices. We want to write in index order, but there is no "data order iterator" available.
What I'm doing is iterating the tree and copying the nodes to a temporary array, placing each node in the slot denoted by it's data (the unsigned int encoding of the name). Then running thru the array and writing all the names in integer order gives us the correct ordering of names, namely the order in which they were encoded.
00:05:29 codebase LOG
persist::NameManager rewritten to handle arbitrary number of names, really a legacy stupid limitation.
This is useful when you are using persist::TextContext creatively for non persist::Persistent stuff. This often results in the generation of lots of indexed member names (for arrays) and hence needs to be unlimited.
I'm storing unsigned ints in a keytree using the names as keys. This is so that encoding names to unsigned ints (which happens every read or write of a persist::TextContext) is fast.
Something that has come up however is the length of the rows in a text file, since everything is members of the same class instance (unless you are creative). core::ParseTool needs to be looked at, probably change it to read the entire file into memory and then do string operations on that instead of reading line by line.
18:45:20 music LOG
Did the Abba trick on Canadian Girl, which is pitching the final render by +10 cents.
16:44:25 music TASK: mix Canadian Girl
20:52:10 up2 LOG
17:49:54 prio CLOCK: 00:56 hours
15:11:12 prio CLOCK: 0.1 days (01:27 hours)
14:47:05 prio TASK: history view should handle tasks, logs, work sessions equally well
14:19:28 prio TASK: all label sets should be aggregation of logs and tasks :(
14:18:20 prio TASK: don't use union in history, need pk for both tasks and logs
13:40:18 music TASK: go thru latest live packs