As of 06:05:18 AM on Monday, October 26, 2026, the most recent weeks' worth of commit messages are as follows:
| Sunday, October 25, 2026 | ||||
|---|---|---|---|---|
| 12:21:01 AM | Cmd | 149 | Perf improvements, especially around NS3MomentPack. |
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| 11:45:46 PM | Nerd | 5550 | Made NS3MomentPack fixed-size so it doesn't thrash memory being constructed during parsing. Assumes NSynth::MaxVoiceIDs is universally constant; likely would need serialization fixes if this ever changed. |
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| 07:51:30 PM | Cmd | 148 | More perf setup. |
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| 07:41:36 PM | Cmd | 147 | Updated Boop::ToolWindowState::GetConsoleHwnd() to work better in non-debugging contexts. Not feeling great about it though. Also added the option to iterate over converting MIDI to NS3 and parsing proprietary events for testing perf. |
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| 03:42:56 PM | Cmd | 146 | Working toward loading stuff in from the config file. |
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| 03:40:06 PM | Nerd | 5549 | Removed hardcoded waveforms. Not yet loading them from config, but working toward it. Falls back to a basic square wave for now. |
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| 12:13:23 PM | Cmd | 145 | Renamed inst.xml to synthcfg.xml. |
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| 11:47:07 AM | Cmd | 144 | Updates before rename. |
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| 11:17:07 AM | Cmd | 143 | Removed the HAS_DATA and HAS_NO_DATA macros. |
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| 10:39:42 AM | Cmd | 142 | A comment so nice I made it thrice. No way I can miss this. |
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| Saturday, October 24, 2026 | ||||
| 12:38:37 PM | Verse | 557 | Updates for latest. |
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| 12:38:24 PM | Verse | 556 | VERSEWOOD \ SMOL | Updates for latest. |
| 12:37:10 PM | Verse | 555 | VERSEWOOD \ XAN3 \ CANON | Updates for latest. |
| 12:36:28 PM | Atlas | 64 | Updates for latest. |
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| Wednesday, October 14, 2026 | ||||
| 09:08:09 PM | Cmd | 141 | Updates for latest. |
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| Monday, October 12, 2026 | ||||
| 08:00:53 PM | Nerd | 5548 | Comment. |
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| 07:42:24 PM | Cmd | 140 | Renamed NM2 -> NS3 etc. |
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| 07:29:08 PM | Nerd | 5547 | Primarily renaming "NMS" and "NM2" to "NS3" and "tune" to "song." |
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| Sunday, October 11, 2026 | ||||
| 09:39:05 PM | Nerd | 5546 | Oop. |
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| 08:37:25 PM | Nerd | 5545 | Little more cleanup. |
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| 08:08:07 PM | Nerd | 5544 | Little more cleanup. |
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| 07:59:26 PM | Nerd | 5543 | Deleted some unused stuff. |
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| 07:46:50 PM | Nerd | 5542 | Added NSynthBucketConfig and renamed NS3 types: CBufferElement -> NS3OutElement NSynthMixerInputs -> NSynthMixer NM2SingleDatum -> NS3VoiceSample NM2Datum -> NS3Moment NM2Pack_Single -> NS3VoicePack NM2Pack_Total -> NS3MomentPack NM2TunePack -> NS3SongPack |
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| 07:46:40 PM | Nerd | 5541 | Oop. |
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| Friday, October 09, 2026 | ||||
| 11:43:10 PM | Cmd | 139 | I don't know what these are or why they're here, but I'm going to version them because that's better than losing something I might want later. It looks like these were iterations on BoopTool.cpp. |
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| 10:07:33 PM | Nerd | 5540 | All right, let's just slam this in, it's not gonna get any better staring at it. |
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| 09:32:59 PM | Nerd | 5539 | Made NFont a named class. |
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| Thursday, October 08, 2026 | ||||
| 10:23:06 PM | Nerd | 5538 | Bringing in the shelved changes from ScriptWIP so I can delete it. Leaving the script type class commented out for now. |
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| Sunday, October 04, 2026 | ||||
| 06:04:13 PM | Nerd | 5537 | These can be const. |
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| Saturday, October 03, 2026 | ||||
| 03:06:16 PM | Nerd | 5536 | Filling out the full range of operators I intend to support at this time and cleaning up some code. |
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| 03:05:17 PM | Nerd | 5535 | operator bool () -> operator bool() for consistency |
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| 01:46:51 PM | Nerd | 5534 | Improved specialization of property type operators. |
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| 01:00:54 PM | Nerd | 5533 | Oop. |
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| 10:09:45 AM | Nerd | 5532 | Same deal but for NTypeOf<>. |
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| 09:56:09 AM | Nerd | 5531 | Condensing binary operation implementations down to smaller forms using NFunc<>. |
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| Friday, October 02, 2026 | ||||
| 08:39:08 PM | Nerd | 5530 | Getting subtraction working. Lot of copy/paste code to reduce. |
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| 07:26:02 PM | Nerd | 5529 | Merged NERD-279 back into main. This is just the one change from the "Ops3" local shelf. I believe subtraction is all that's needed here to get Fibonacci working again. |
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| 07:22:14 PM | Nerd | 5528 | NERD-279 | This is everything from the "Ops3" local shelf. This replaces StackValue with NProperty, and...stuff. I don't know. I'm tired. I was going to clean this up more before checking it in but here we are. |
| 01:12:26 PM | Nerd | 5527 | NERD-279 | Branching for NERD-279. Doing this in Atlas and switching the working copy just to see how local shelves are handled, then I will switch back. |
| Saturday, September 26, 2026 | ||||
| 02:37:41 PM | Nsdrv | 53 | Getting this working again. |
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| 02:37:10 PM | Nerd | 5526 | Getting this working again. |
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| 10:17:37 AM | Nerd | 5525 | Fixed up the WIP generalized parser to take in the lexer reference. |
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| 10:10:46 AM | Nerd | 5524 | This compiles but it does not run successfully yet. Uncommented the annotator, code generator, and virtual machine. Gave each of these their own debugger. (Still tbd whether that's okay.) Fixed up bytecode enum classes not implicitly converting. More work needed there. (See "BtyeCdoe" [sic].) Reworked some lexer code for legibility, but more is needed there too. Restored syntax node parent member, fixed up some debug output, more work needed on that. |
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| Wednesday, September 23, 2026 | ||||
| 10:26:14 PM | Nerd | 5523 | Getting the debugger working again, ish? |
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| 09:30:34 PM | Nerd | 5522 | All right, I'm not gonna be precious about any of this. Half of it is commented out; the rest is patched together with little understanding of the original intent. But it runs and it doesn't leak memory. Next step is verifying the output, then I can move on to annotation and code generation. |
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| 09:13:00 AM | Nerd | 5521 | Added IStreamBase::ReadLine() for reading human-readable text files. Feels like something I should've had a while ago. |
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| Tuesday, September 22, 2026 | ||||
| 08:23:14 PM | Nerd | 5520 | Rewrote EToken as enum class EScriptToken. |
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| 08:23:28 AM | Nerd | 5519 | Random cleanup, const references and such. |
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| Monday, September 21, 2026 | ||||
| 10:47:27 PM | Nsdrv | 52 | Unversioning these files specifically. |
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| 10:43:42 PM | Nsdrv | 51 | Bug fixes. |
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| 10:43:04 PM | Nerd | 5518 | Getting things working in Release. |
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| 10:14:46 PM | Nsdrv | 50 | Restoring Output to narrow down what's expected or required. |
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| 10:11:40 PM | Nsdrv | 49 | Unversioned Output. |
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| 10:11:04 PM | Nsdrv | 48 | These probably shouldn't be versioned. |
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| 10:09:15 PM | Nsdrv | 47 | Getting this compiling again. |
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| 09:36:23 PM | Nerd | 5517 | Fixed some ICascadingPropertyOwner stuff that hadn't been caught yet because I wasn't compiling this stuff. |
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| 09:35:32 PM | Nerd | 5516 | More type name declarations. Adds const, pointer, and reference type names. |
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| 09:33:54 PM | Nerd | 5515 | Implemented InitializeTypes() in NGameSettings. |
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| 08:39:57 PM | Nerd | 5514 | Cleanup. |
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| 08:23:53 PM | Nerd | 5513 | Added property serialization. |
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| 07:56:47 PM | Nerd | 5512 | Formatting. |
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| 07:56:10 PM | Empty | 76 | Formatting. |
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| 07:52:40 PM | Empty | 75 | Stubbed out Empty_ProjectSettings::InitializeTypes(). |
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| 07:49:07 PM | Nerd | 5511 | NCoreSettings now implements InitializeTypes() as an extensible way for projects to register their own types and conversions. |
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| 07:38:06 PM | Nerd | 5510 | Renamed NTypeConversion to NPropertyMgr and rewrote it as a singleton rather than a namespace. Lost some changes somewhere in here, need to see whether I can recover them. |
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| 07:29:20 PM | Nerd | 5509 | First of several checkins to improve type naming and conversion. Moved NTypeNames to its own header file. |
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| Sunday, September 20, 2026 | ||||
| 07:02:42 PM | Nerd | 5508 | Improved type conversion macros, added IType::GetTypeName(). |
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| 07:01:59 PM | Nerd | 5507 | Added IFuncImpl::Clone() and updated the NFunc copy constructor and assignment operator to not be templated and to use Clone() instead. |
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| 06:51:08 PM | Dev | 151 | Added NTypeID to the natvis. |
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| 10:20:06 AM | Dev | 150 | Added a new project for experiments that just sets up a "Hello world!" main.cpp file, and updated NERD.natvis to display property byte size in square braces. |
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| Saturday, September 19, 2026 | ||||
| 04:33:09 PM | Nerd | 5506 | Added NProperty functions Reset<>() (which is really just ConstructTypedData()) and ConvertTo<>(), which attempts to convert the property in place via a temporary. |
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| 04:31:32 PM | Nerd | 5505 | Removed property members. It's a neat idea but it feels like it's going to introduce problems in the long run. Cascading property sheets are probably a better take on a similar idea. |
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| 04:20:41 PM | Nerd | 5504 | Updates to type conversion to use constexpr type ID values so I can do an actual switch. Needs some cleanup. |
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| 03:41:23 PM | Nerd | 5503 | NERD-274: Added NTypeConversion. This will need more work in the future to do compile time type ID hashing, more legible and performant comparisons, and error reporting when types are not handled, but this gets me over the hump and provides a clearer picture of how things will work. |
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| 03:26:34 PM | Nerd | 5502 | NProperty::HasType() should also check for InvalidType. |
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| 03:26:07 PM | Nerd | 5501 | More consistent syntax, will require a reshelve. |
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| 03:23:48 PM | Nerd | 5500 | Comments. |
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| 03:22:33 PM | Nerd | 5499 | Added NMat4::operator !=() just because. |
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| Friday, September 18, 2026 | ||||
| 06:28:02 PM | Nerd | 5498 | Comment. |
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| 06:27:07 PM | Nerd | 5497 | Added NColor325 equality operator for testing properties. This would really want an epsilon. |
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| 06:25:49 PM | Nerd | 5496 | Added partial property comparison. Does not yet account for member properties. I'd need a map equality test for that. |
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| 06:19:04 PM | Nerd | 5495 | Renamed Free() to Reset() and ConstructType() to ConstructTypedData(). |
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| 06:12:31 PM | Nerd | 5494 | Renamed the Types filter to Properties. |
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| Wednesday, September 16, 2026 | ||||
| 01:28:26 AM | Nerd | 5493 | Couple bug fixes. |
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| 12:42:34 AM | Nerd | 5492 | I like As<>() better than Get<>() and there's no Set<>() to match this against, so, yeah. |
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| 12:17:20 AM | Nerd | 5491 | Hey what if properties could have members by name or by index. |
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| 12:16:10 AM | Nerd | 5490 | Bug fix. |
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| 10:00:45 PM | Nerd | 5489 | Implemented copy and move for NProperty. |
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| 09:57:36 PM | Nerd | 5488 | These should be const. |
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| 07:56:22 PM | Nerd | 5487 | Yeah, I'm okay with allowing NProperty to be stomped over with a different type. It's handled gracefully. |
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| 07:55:39 PM | Dev | 149 | Added NProperty and NOptional<> to NERD.natvis. |
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| 06:35:19 PM | Nerd | 5486 | NERD-274: NProperty now constructs and destructs its owned data, and will attempt to move incoming data into place when it can. |
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| 06:30:47 PM | Nerd | 5485 | Added Construct() and Destruct() to IType, using NoRef<T> to ensure this is a type we are allowed to point to (i.e., not a reference). |
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| 06:20:29 PM | Nerd | 5484 | Added NSemantics to provide NoRef<T> and NoPtr<T> which are basically just std::remove_reference_t and std::remove_pointer_t. |
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| 06:14:41 PM | Nerd | 5483 | More verbose mutex warnings. We already assert on (ThreadID == 0) and (LockCount == 0) but this will give an upfront warning indicating whether it's this thread or another one that still has the lock. |
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| 06:13:22 PM | Nerd | 5482 | Added constructors to NFunc so this can be used as an actual object and not strictly used as a wrapper around lambdas the way I did in Atlas. It's unclear to me whether this is entirely safe but it lets me prove out a silly NProperty thing so I'm gonna roll with it for now. |
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| 06:11:32 PM | Nerd | 5481 | Added copy constructor and assignment operator to NDelegate. The copy constructor had been incorrectly stubbed out before; it's likely I've never used it. This is really just to get a silly NProperty test to compile. |
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| 05:57:42 PM | Nerd | 5480 | Removed an errant space. |
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| 05:57:24 PM | Nerd | 5479 | Addressing the startup mutex bug. It seems like it's not actually a problem and usually just indicates that the mutex hasn't been released because the operation hasn't finished. It does not leak or otherwise seem to indicate any serious failures. |
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| Monday, September 14, 2026 | ||||
| 09:32:52 PM | Nerd | 5478 | More user data changes. |
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| 09:14:29 PM | Nerd | 5477 | NERD-268: Split config data into local and roaming sets. As part of this, scope is never implied anywhere. |
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| 09:10:41 PM | Nerd | 5476 | Renamed ConfigVariableType to EConfigVariableType. |
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| 08:54:34 AM | Nerd | 5475 | Moved EUserDataScope to NUserDataPath.h and updated includes. |
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| 08:27:51 AM | Nerd | 5474 | Moved user data stuff to NUserDataPath and out of NPath and NFileIO. |
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| Sunday, September 13, 2026 | ||||
| 01:50:36 AM | Empty | 74 | Updates for latest. |
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| 01:39:32 AM | Nerd | 5473 | NERD-244: Replaced all uses of the legacy GetUserDataRoot() function with NPath, which should probably be renamed to NUserDataPath, etc. |
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| 12:58:20 AM | Nerd | 5472 | Made NPath an actual type. Totally untested but could be neat! |
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| 12:32:16 AM | Verse | 554 | Updates for latest engine version. |
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| 12:31:15 AM | Nerd | 5471 | NERD-244: Big pass on user data location. User data is now defined by 'scope,' either device-specific (local) or shared (roaming), where roaming is the default. This means we are no longer saving to Documents\My Games\, we are now (back!) to app data, but now split across Local and Roaming app data! Wow! Mac and Linux are untested but they should write to the same paths they always have, but with "Local\" or "Roaming\" appended to the end based on the intended scope. Also I'm pretty sure I can't build Mac anymore since svn doesn't work anymore or some nonsense, and I'm never realistically gonna boot up the Mint lappy am I? I think I'm in strictly maintenance mode for Mac and Linux with only Windows as my real concern. Same as it ever was. |
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| 04:03:02 PM | Nerd | 5470 | NERD-244: Renamed GetLocalAppDataPath() to GetUserDataRoot(), GetLocalAppDataPathName() to GetUserDataRootName(), and GetGameDataPath() to ResolveUserDataPath(). Switched the Windows location from CSIDL_PERSONAL[i.e., My Documents]\MyGames\ to CSIDL_APPDATA[ie., AppData\Roaming]\Minor Key Games\ for now. I suspect I'll refine these further as I start splitting out data into local and roaming sets. Removed GetLocalAppDataSubfolderName() which was only used by Windows and was hardcoded to return "My Games." |
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| 01:21:41 PM | Dev | 148 | Added NSDRV back to the list of live repos. |
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| 12:26:08 PM | Nerd | 5469 | NERD-261: Project-wide rename of /// to //-. It's cleaner. |
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| 12:23:42 PM | Nerd | 5468 | Added a move constructor and assignment operator to NArray and added an assignment operator to NString. |
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| 11:29:40 AM | Nerd | 5467 | NHashTable now stores NStrings internally instead of doing its own const char* data management. |
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| 11:23:42 AM | Nerd | 5466 | Reorganization around strings and hashes. Inlined string data now lives in NStringData.h and the actual hash table that powers NHash lives in NHashTable.h. |
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| 10:46:40 AM | Nerd | 5465 | Comment. |
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| 10:11:09 AM | Nerd | 5464 | Added a move constructor to NString to absorb the data of the moved string and reset it to empty. Addresses thrashing of string data when returning a string object due to the data being allocated for both the scope of the called function and the calling function. The called function's string is now moved to the calling function's. |
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| 09:01:06 AM | Verse | 553 | Updates for latest engine changes. Every project will need this stuff, but I'm starting here. |
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| Saturday, September 12, 2026 | ||||
| 01:50:19 AM | Empty | 73 | Updates for latest. |
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| 01:47:35 AM | Nerd | 5463 | NERD-264: More general "Gamepad" naming. |
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| 01:45:59 AM | Nerd | 5462 | NERD-264: More general "Gamepad" naming. |
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| 01:38:52 AM | Nerd | 5461 | NERD-264: More general "Gamepad" naming. |
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| 01:14:51 AM | Nerd | 5460 | NERD-264: Renamed a bunch of Xinput / GameController stuff to "Gamepad." Even if it's not entirely accurate, it's a decent shorthand. |
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| 12:49:09 AM | Nerd | 5459 | NERD-265: NMessageBox uses NStrings. |
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| 12:25:20 AM | Nerd | 5458 | Somehow these got lost again. |
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| 12:24:38 AM | Nerd | 5457 | NERD-263: Okay, this is the big one. Replacing all uses of Text() with NString::Print() or NHash::Print(). Also some cleanup of includes. |
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| 12:01:30 AM | Nerd | 5456 | NERD-266: Code cleanup. |
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| 11:53:07 PM | Nerd | 5455 | Rewrote strcatf() as a variadic template function in the interest of eliminating any uses of va_list, __VA_ARGS__, et al. |
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| 11:42:57 PM | Nerd | 5454 | NERD-263: Added NString::Print() and NHash::Print(). |
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| 11:29:09 PM | Nerd | 5453 | NERD-263: Removed NStringMgr. Added a warning to Text() which may not have existed in other shelves but feels appropriate. |
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| 11:10:32 PM | Nerd | 5452 | NERD-263: Deprecated Text() in favor of AllocText(). |
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| 11:03:01 PM | Nerd | 5451 | NERD-263: Rewrote Text() as a variadic template function instead of an old school variadic argument function. First of several changes along the way to removing NStringMgr. |
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| 10:32:01 PM | Nerd | 5450 | Rolling back r5449. I feel like it will make more sense to start this from before those changes. |
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| 10:27:33 PM | Empty | 72 | Forgot to check this in, but this adds NERD_Script to the empty project. |
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| 04:47:09 PM | Nerd | 5449 | Deprecated Text(...) in favor of NString::Print(...). This needs to be tested in NFML immediately! |
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| 04:46:06 PM | Nerd | 5448 | Added another version of NString::RelinquishTo() that relinquishes to a raw const char* and returns length as another out param. |
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| 04:44:06 PM | Nerd | 5447 | NString's operator bool() should not compare text against text_null, as text_null is never assigned to any string's text property; it is a fallback for when text is null. |
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| 04:42:05 PM | Nerd | 5446 | Added a function deprecation warning with a suggested alternative. |
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| 04:41:31 PM | Nerd | 5445 | Missed these in r5443. |
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| 04:41:04 PM | Nerd | 5444 | Yeah I probably want these. |
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| 04:15:27 PM | Nerd | 5443 | Deleted NTable again. |
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| 04:15:19 PM | Nerd | 5442 | Replaced NTable (formerly NUtilHashTable) with NMap. These do the same thing. I don't care how the data is laid out. Switched a bunch of dynamically allocated strings over to being actual NStrings. |
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| 04:14:08 PM | Nerd | 5441 | Implemented operator bool() in NString to determine whether the string is pointing to the static null text. |
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| 04:12:20 PM | Nerd | 5440 | Comment. |
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| 03:14:25 PM | Nerd | 5439 | Renamed NUtilHashTable to NTable. |
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| 02:20:52 PM | Nerd | 5438 | Renamed NContainerNode to IContainerNode. |
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| 02:05:43 PM | Nerd | 5437 | Renamed NContainer.h to IContainer.h. |
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| 02:04:33 PM | Nerd | 5436 | Commented these out. They are unused and NObject would need to be renamed. |
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| 01:58:52 PM | Nsdrv | 46 | Set this up as a proper NBaseTool. |
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| 01:58:36 PM | Nerd | 5435 | More const char*s. |
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| 12:15:07 PM | Nsdrv | 45 | Unversioned these again since they constantly change. |
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| 12:13:12 PM | Nerd | 5434 | NULL -> nullptr |
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| 12:12:52 PM | Nsdrv | 44 | NULL -> nullptr |
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| 12:07:18 PM | Nsdrv | 43 | Updates. |
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| 12:06:35 PM | Nerd | 5433 | More const correctness. |
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| 11:48:48 AM | Nsdrv | 42 | Compiles and runs without but I've commented out code execution for now until I can determine the cause of the crash. |
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| 11:44:06 AM | Nsdrv | 41 | Oop. |
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| 11:43:04 AM | Nsdrv | 40 | Updated output. |
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| 11:42:40 AM | Nsdrv | 39 | Getting this compiling. Crashes. |
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| 11:40:33 AM | Nerd | 5432 | Consistent usage of const char*. |
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| 10:28:48 AM | Nsdrv | 38 | Don't need this anymore. |
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| 10:28:29 AM | Nsdrv | 37 | Oops. These might be important. |
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| 10:27:34 AM | Nsdrv | 36 | Updated solution for VS2022. |
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| 10:26:25 AM | Nerd | 5431 | Added NUtilHashTable to NERD_Util to get NERD_Script compiling again. This will all need another pass. |
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| 10:08:08 AM | Nerd | 5430 | Restoring NUtilHashTable.h for the sake of NERD_Script. This will need a revision pass. I believe this should retain history, as I used "copy to working copy..." from the repo browser. |
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| 09:45:24 AM | Nerd | 5429 | Added NERD_Script source. No changes have been made; this is code from 2014-2015 and does not yet compile. |
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| 09:42:55 AM | Nerd | 5428 | Moved NERD_Script files from the legacy folder to the new one. I believe this should retain source control history. |
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| 09:40:59 AM | Nerd | 5427 | Initial checkin of new NERD_Script project. |
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| 09:38:22 AM | Nerd | 5426 | Moved legacy projects to a Legacy folder to make room for new projects. |
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| 09:28:36 AM | Dev | 147 | Versioned NERD project template. This goes in, e.g., \Documents\Visual Studio 2022\Templates\ProjectTemplates. |
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| Wednesday, September 09, 2026 | ||||
| 08:09:07 AM | Nerd | 5425 | Comment. |
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| Tuesday, September 08, 2026 | ||||
| 10:18:13 AM | Nerd | 5424 | Changed IType and NTypeOf<> from structs to classes. |
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| 10:17:15 AM | Nerd | 5423 | NERD-260: Consistency pass to change template <class T> to template <typename T>, to drop the template class or struct declaration to the next line (will do functions later, or not), and to split multiple inheritance onto multiple lines. |
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| 10:11:08 AM | Nerd | 5422 | lol this should've gone in several checkins ago; it was only working correctly due to local carte changes i think |
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| 08:06:30 AM | Nerd | 5421 | Added a stub for a bimap class, to be implemented later. |
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| 08:06:17 AM | Nerd | 5420 | Don't need this include. |
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| Monday, September 07, 2026 | ||||
| 10:47:24 PM | Nerd | 5419 | Moved NProperty's functions to the .cpp file. |
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| 10:12:16 PM | Nerd | 5418 | Didn't mean to check this in. |
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| 10:03:58 PM | Nerd | 5417 | Might decide I don't like this and roll it back, but I'm adjusting the flags/numeral properties in the ID to be 11/21 bits instead of 16/16. Also adding support for producing the numeral from a hash of the type literal via a macro, for more convenient generation without having to care about manually selecting numerals. There's probably some small risk of hash collisions but they would be caught. |
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| 08:23:41 PM | Nerd | 5416 | Couple small bits of cleanup. |
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| 08:20:52 PM | Dev | 146 | Added NTypeOf. |
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| 05:56:15 PM | Nerd | 5415 | IType can report its size now, for validation of NProperty. |
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| 05:49:56 PM | Nerd | 5414 | Added static invalid type ID and property. Switched to type ID references where possible. |
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| 05:12:53 PM | Empty | 71 | More experiments. |
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| 05:11:14 PM | Nerd | 5413 | Big update to types. Instead of a static uint, NTypeOf now maintains a static pointer to the managed instance owned by the NTypeMgr. Types may be registered with constant ID numerals, allowing them to be safe to serialization, at least in theory. Not yet proven. |
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| 04:55:24 PM | Nerd | 5412 | Stubbed out property read/write stream functions and reordered the handle ones. These are all stubs still. |
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| 04:49:32 PM | Dev | 145 | Comments. |
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| 08:57:51 AM | Nerd | 5411 | Comment on serialization. (Not allowed at this time.) |
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| 08:53:46 AM | Nerd | 5410 | Added NTypeMgr to keep track of types that have been assigned an ID. Added comments on a lot of stuff from last night. |
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| Sunday, September 06, 2026 | ||||
| 02:02:06 AM | Nerd | 5409 | Moved an assert into NProperty and added comments on future work. |
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| 01:48:50 AM | Nerd | 5408 | Moved NPropertyMap into NProperty.h. |
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| 01:44:18 AM | Nerd | 5407 | Renamed NCascadingPropertyList.h to ICascadingPropertyOwner.h. |
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| 01:40:15 AM | Nerd | 5406 | Moved NCascadingProperty to NProperty and renamed it the same. Renamed property list to property map. Filename to be renamed in the next change. |
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| 01:25:23 AM | Nerd | 5405 | All right, I'm calling it here tonight. I ended up not needing optionals or explicits, just typeof, and this is potentially a much wider reaching system, but I'll need to review it with fresh eyes. |
|
| 11:14:21 PM | Nerd | 5404 | Added NTypeOf, which is well-intentioned and very stupid. :) |
|
| 11:08:08 PM | Nerd | 5403 | Consistency pass to mark all implementations of operator ==() as const. |
|
| 05:54:07 PM | Nerd | 5402 | Added NExplicit<>, which prevents automatic template argument deduction, enforcing an explicit type specifier to be provided when calling a template function. |
|
| 05:53:11 PM | Nerd | 5401 | Couple more improvements to NOptional. Fixed a bug when assigning from an unset NOptional, removed the mutable get-with-fallback which was dangerous and could allow the fallback value to be modified, and added IsSet() and operator bool() as synonyms of HasValue(). |
|
| 12:10:28 PM | Nerd | 5400 | NERD-85: Stubbing out a bunch of render stuff for Carte. Will need revisions along the way, but this should get me started. |
|
| 11:57:01 AM | Nerd | 5399 | Comments and cleanup around font metrics and font drawing params. |
|
| 11:54:29 AM | Nerd | 5398 | NERD-254, NERD-256: Some comments and reorganization of NDefFile in advance of more sweeping changes. |
|
| 11:45:37 AM | Nerd | 5397 | NERD-257: Added NOptional, an analogue of Unreal's TOptional. This uses ReconstructInPlace() to destruct the optional value when it is reset. |
|
| 11:37:10 AM | Nerd | 5396 | NERD-257: Added NPlacementNew.h with a template implementation of ReconstructInPlace() which was previously done only in NArray but which will be useful for optionals in the future. |
|
| 11:20:34 AM | Empty | 70 | Commenting out experiments. |
|
| Wednesday, September 02, 2026 | ||||
| 08:24:50 PM | Nerd | 5395 | Comment. |
|
| 08:24:43 PM | Nerd | 5394 | A little more dinking around with NCarte ideas. |
|
| Sunday, August 23, 2026 | ||||
| 12:47:38 PM | Verse | 552 | I don't remember why this is here, but I assume I need it. |
|
| 12:43:53 PM | Atlas | 63 | I guess I should ever commit this, lol. |
|
| Sunday, July 05, 2026 | ||||
| 09:03:41 AM | Nerd | 5393 | NERD-190: Comment. |
|
| Saturday, June 20, 2026 | ||||
| 01:45:48 AM | Verse | 551 | VERSEWOOD \ XAN3 \ CANON | Updates for latest. |
| 11:51:48 PM | Atlas | 62 | Updates for latest. |
|
| 11:43:17 PM | Verse | 550 | Updates for latest. |
|
| 11:06:19 PM | Empty | 69 | Updates for latest. |
|
| 11:05:36 PM | Nerd | 5392 | NERD-190: Added NGameToolbox as a random-odds-and-ends place to stick stuff that doesn't need to live in NBaseGame but doesn't have a better owner. Plus a bunch of other moving stuff around, mostly pulling stuff out of NBaseGame. Cleaned up some old comments. |
|
| Monday, May 25, 2026 | ||||
| 11:07:57 PM | Atlas | 61 | Updates for latest engine version. |
|
| 10:42:17 PM | Atlas | 60 | Updated copyright year. |
|
| Sunday, May 24, 2026 | ||||
| 04:44:24 PM | Verse | 549 | Cleanup for latest engine changes. |
|
| 04:43:58 PM | Nerd | 5391 | These should be added so they don't stomp over externally assigned callback functions. (Note that the results may stomp over others though. Might be better to assert that these are empty before assigning so the caller is aware?) |
|
| 04:41:57 PM | Nerd | 5390 | These need quickfind. |
|
| 04:16:25 PM | Verse | 548 | Updates for engine changes that I never committed. |
|
| 04:15:13 PM | Verse | 547 | VERSEWOOD \ XAN3 \ CANON | Updates for engine changes that I never committed. |
| Monday, May 18, 2026 | ||||
| 01:46:39 AM | Nerd | 5389 | NERD-85, NERD-175: Initial checkin of Carte, the new menu system. This is mostly just a stub class but this also includes a change to tickables to allow the usage of the general-purpose Tick() in place of Tick_CalcUpdate() and Tick_CommitUpdate(). |
|
| Friday, May 15, 2026 | ||||
| 11:01:15 PM | Nerd | 5388 | Couple audio bugs when a stream doesn't exist. |
|
| Thursday, May 14, 2026 | ||||
| 11:54:30 PM | Nerd | 5387 | That last checkin really should've followed this one, but here we are. Moved DestroyAllAudioBuses() to the audio thread. Removed ShutDownStreamingSounds(). Locked access to game thread mappings. Added a function to remove a sampler from all contexts (in this case meaning the event log and game thread mappings). Restricted NAudioMgr::CanShutDown() further to wait until everything except buses and the resource map are freed. |
|
| 11:10:32 PM | Nerd | 5386 | :) |
|
| 11:03:04 PM | Nerd | 5385 | Added an optional WaitingForShutdown() thread function. It turns out I didn't need this to fix the audio bug I'm looking at tonight, but it feels like a good thing to have anyway. |
|
| Tuesday, May 12, 2026 | ||||
| 09:11:15 PM | Quasar | 57 | [Automated Build Checkin] Project Quasar (56) - NERD (5384) - 2026-05-12_21-11 |
|
| 09:08:01 PM | Quasar | 56 | [Automated Build Checkin] Project Quasar (55) - NERD (5384) - 2026-05-12_21-07 |
|
| 09:07:30 PM | Nerd | 5384 | Latest updates. Checkmate has changed to use "ProjectTitle" instead of "ProjectName." Not sure what else. |
|
| 09:06:32 PM | Cmd | 138 | WELL, |
|
| 09:00:37 PM | Quasar | 55 | Huh. |
|
| 09:00:08 PM | Quasar | 54 | Huh. |
|
| 08:57:16 PM | Quasar | 53 | [Automated Build Checkin] Project Quasar (52) - NERD (5383) - 2026-05-12_20-57 |
|
| 08:55:57 PM | Quasar | 52 | [Automated Build Checkin] Project Quasar (51) - NERD (5383) - 2026-05-12_20-55 |
|
| 08:54:21 PM | Quasar | 51 | [Automated Build Checkin] Project Quasar (50) - NERD (5383) - 2026-05-12_20-54 |
|
| 08:49:33 PM | Quasar | 50 | [Automated Build Checkin] Project Quasar (49) - NERD (5383) - 2026-05-12_20-49 |
|
| 07:47:06 PM | Quasar | 49 | lol OKAY |
|
| 07:45:43 PM | Quasar | 48 | Whoop, there we go. |
|
| 07:42:28 PM | Quasar | 47 | Guess I'm calling it here. |
|
| 07:42:17 PM | Nerd | 5383 | Couple entity factory improvements. More to do in the future. |
|
| 09:27:58 AM | Quasar | 46 | Last couple days' worth of work. |
|
| 09:25:28 AM | Nerd | 5382 | NERD-251: Checking this in for the test but this always asserts on shutdown and it is not ready to go. |
|
| Sunday, May 10, 2026 | ||||
| 09:07:11 PM | Quasar | 45 | Initial implementation of audio. It's bad! It makes the experience actively worse! |
|
| Saturday, May 09, 2026 | ||||
| 02:15:06 AM | Quasar | 44 | Okay I'm calling it for tonight. |
|
| 09:28:33 PM | Quasar | 43 | More level work. |
|
| 08:28:40 PM | Quasar | 42 | Better degradation. |
|
| 08:21:22 PM | Quasar | 41 | Whoop. |
|
| 08:12:26 PM | Quasar | 40 | Backdrop color by angle and squash and stretch improvement for double jump. |
|
| 08:11:46 PM | Nerd | 5381 | Comment. Not sure yet. |
|
| 05:14:18 PM | Quasar | 39 | Getting a first level built. |
|
| 05:11:48 PM | Nerd | 5380 | Fixed a collision bug. |
|
| 03:05:59 PM | Quasar | 38 | More polish. |
|
| 02:48:26 PM | Quasar | 37 | Moved this to the namespace. |
|
| 02:39:51 PM | Quasar | 36 | Double jump is instant fun, someone said once. |
|
| 02:39:25 PM | Nerd | 5379 | Adjusting max jump count should adjust remaining jumps too. |
|
| 02:13:01 PM | Quasar | 35 | Lots of work on transitions between stages. |
|
| 11:18:19 AM | Quasar | 34 | Use the non-serializable save slot. |
|
| 11:18:04 AM | Nerd | 5378 | Added support for a non-serializable save slot which operates like a normal save slot but never serializes data to or from disk. |
|
| 11:03:54 AM | Nerd | 5377 | Hey wow it's a case I hadn't needed before. There are more bits of data in here I could blend in the future if I need to. |
|
| 10:54:31 AM | Quasar | 33 | Stuff from last night to test physics degradation. |
|
| Friday, May 08, 2026 | ||||
| 11:14:46 PM | Quasar | 32 | Testing FOV changes, needs an actual implementation. |
|
| 10:08:38 PM | Quasar | 31 | Getting game font working. |
|
| 09:27:20 PM | Quasar | 30 | Stubbed out a new pre-HUD pass material to handle desaturation, vignetting, and fade-out. |
|
| 09:04:15 PM | Quasar | 29 | Added a new menu underlay and the Open Sans font, plus control bindings strings and some initial "despair" stuff. |
|
| 08:42:50 PM | Nerd | 5376 | Comment. |
|
| 06:54:55 PM | Nerd | 5375 | Improvements to camera pitch limits. For better or worse, I've preserved the API such that "max angle up" and "max angle down" are both usually positive numbers that default to 89 degrees, but now I have support for allowing them to go negative, clamping the pitch above or below the horizon. I've also improved the zenith overshoot case. |
|
| 06:52:02 PM | Nerd | 5374 | Comments on render path and pre-HUD pass material. |
|
| Thursday, May 07, 2026 | ||||
| 08:55:57 PM | Quasar | 28 | New splash image and no center switch in the penultimate level. |
|
| 08:49:30 PM | Quasar | 27 | Getting some naming stuff in place. |
|
| 08:37:34 PM | Quasar | 26 | Getting a penultimate level implemented. |
|
| Wednesday, May 06, 2026 | ||||
| 09:58:49 PM | Quasar | 25 | Comments. |
|
| 09:55:32 PM | Quasar | 24 | Getting multiple levels working. |
|
| 09:55:16 PM | Nerd | 5373 | It should be safe to use these without a controller, e.g., for using a sphere as a trace primitive. |
|
| 08:04:53 PM | Quasar | 23 | Getting ascension working. |
|
| 07:08:01 PM | Quasar | 22 | Work from last night. All hacks. |
|
| Tuesday, May 05, 2026 | ||||
| 09:00:18 PM | Nerd | 5372 | Comments on physical materials and an affordance for the hit primitive to override the physmat in the same way the sweeper can. All hacks all the way down. |
|
| Monday, May 04, 2026 | ||||
| 09:55:28 PM | Quasar | 21 | Getting teleporter beams working. |
|
| 08:23:39 PM | Quasar | 20 | Fixed that camera bug and stuff. |
|
| Sunday, May 03, 2026 | ||||
| 11:20:18 PM | Quasar | 19 | Getting aura particles and camera tilt on jumping working. Rough but, |
|
| Friday, May 01, 2026 | ||||
| 09:16:08 AM | Quasar | 18 | Texture scaling and background color stuff I forgot to check in last night. |
|
| Thursday, April 30, 2026 | ||||
| 12:16:40 AM | Quasar | 17 | Game feel tuning. |
|
| 11:29:04 PM | Quasar | 16 | Dinking around with level scale. |
|
| 11:06:55 PM | Quasar | 15 | Getting a first interactive thingy ("switch") stubbed out. Needs VFX to contextualize the area of effect when jumping to activate things. |
|
| 07:49:40 PM | Quasar | 14 | Camera easing and revised physics metrics. |
|
| Tuesday, April 28, 2026 | ||||
| 12:12:11 AM | Quasar | 13 | More better is. |
|
| 11:47:19 PM | Quasar | 12 | Squash AND stretch? In this economy? |
|
| 09:47:39 PM | Quasar | 11 | Simple environment and camera collision. |
|
| 09:47:20 PM | Nerd | 5371 | Switch box-point collision implementation based on space dimensions, to support both 2D and 3D games. Added scaling to the 3D implementation. |
|
| 09:15:57 PM | Nerd | 5370 | Oop. |
|
| 08:46:55 PM | Nerd | 5369 | Finally added stencil support for GL, lol. |
|
| 07:46:38 PM | Quasar | 10 | Added a stencil shadow for the player specifically. |
|
| 07:45:06 PM | Nerd | 5368 | Let's not show this warning if we didn't find the thing, only if we did. |
|
| Sunday, April 26, 2026 | ||||
| 04:13:48 PM | Quasar | 9 | First couple days of work. |
|
| 03:31:51 PM | Nerd | 5367 | Implemented sphere-box collision. Based on the capsule-box implementation. Likely needs more work, this is being done quickly for Quasar (thatgamecompany design test prototype) and has not been tested as thoroughly as I'd like. |
|
| 03:29:19 PM | Nerd | 5366 | Added spring smoothing functions for vector types. Would be neat to support this for quaternions too but I don't usually track rotational velocity and I'm not sure there would be a simple Slerp() wrapper like the basic exponential decay function. |
|
| 03:23:40 PM | Nerd | 5365 | Added an OnMoved delegate so external sources can react to the movement component moving a thing. |
|
| 03:22:55 PM | Nerd | 5364 | Comment. |
|
| 03:22:33 PM | Nerd | 5363 | Migrated some copy/paste code to a common location. Should be fine but I'll want to test the case of point colliders more. |
|
| 03:16:30 PM | Nerd | 5362 | Updated the IColliderInformant interface functions to take in a collider for context, as one informant (controller) may manage multiple colliders. |
|
| 03:09:24 PM | Nerd | 5361 | Fixed a typo. This function is unused anyway. |
|
| 03:03:17 PM | Empty | 68 | Updates for latest. |
|
| 03:02:57 PM | Nerd | 5360 | Added a warning if an entity is looked up by GUID and does not have the quickfind tag. This warning is muted during entity creation because we will not yet have added it to the set of quickfind entities, and debug builds look up the incoming GUID before assignment to make sure it is not already used for a different entity. |
|
| 03:01:37 PM | Nerd | 5359 | Updates to typed handles. I thought for some reason I wasn't able to have a typed handle constructor that just takes in a handle, but I guess I can, and I should have enough information to validate it. |
|
| 02:27:31 PM | Empty | 67 | More experiment stuff. |
|
| 02:27:05 PM | Nerd | 5358 | I'm checking this in for the sake of having a reference for it if I ever want to revisit it, but it's not super useful. |
|
| Thursday, April 23, 2026 | ||||
| 07:57:05 PM | Quasar | 8 | Couple more missing things. |
|
| 07:56:52 PM | Empty | 66 | Okay there. |
|
| 07:54:09 PM | Empty | 65 | Oh hey, this can't be blank. |
|
| 07:50:26 PM | Quasar | 7 | Removed experiments. |
|
| 07:48:34 PM | Dev | 144 | Updates. |
|
| 07:46:53 PM | Quasar | 6 | Version update, not versioning the packs yet. |
|
| 07:44:48 PM | Quasar | 5 | Updates missing from Empty_Project before copying. |
|
| 07:42:24 PM | Empty | 64 | Updates for reverse z-buffer. |
|
| 07:35:52 PM | Quasar | 4 | Initial setup. |
|
| 07:33:51 PM | Quasar | 3 | Added the NERD external. |
|
| 07:32:49 PM | Quasar | 2 | Initial checkin, copied from Empty_Project. |
|
| 07:30:37 PM | Quasar | 1 | Initial structure. |
|
| Tuesday, April 07, 2026 | ||||
| 10:38:49 PM | Atlas | 59 | Added worldspace-scaled texture. |
|
| Tuesday, March 31, 2026 | ||||
| 09:10:55 PM | Atlas | 58 | Unified height values between CPU and GPU and more. |
|
| Wednesday, March 25, 2026 | ||||
| 12:24:51 AM | Atlas | 57 | Getting saving and loading working. All hardcoded paths, no packed support, but it's working. |
|
| 12:15:45 AM | Nerd | 5357 | Yeah I guess for consistency it should be this. |
|
| 08:04:05 PM | Atlas | 56 | Laying some groundwork for terrain mapper memory management. |
|
| Saturday, March 21, 2026 | ||||
| 03:47:47 PM | Atlas | 55 | Mapper data is now dynamically allocated. The coarsest layer blends to a fixed height. |
|
| Wednesday, March 18, 2026 | ||||
| 09:37:14 AM | Atlas | 54 | There's going to be a lot of cleanup to do here, but I gotta check this in so I can move on to testing actual 32-bit height values without packing. |
|
| Monday, March 16, 2026 | ||||
| 07:55:00 PM | Atlas | 53 | Added surface texturing and a few other small changes. |
|
| 11:22:00 AM | Atlas | 52 | First implementation of the mapper. Lots of assumptions about height and texture packing in here but it proves the concept. |
|
| 10:15:08 AM | Atlas | 51 | Commented out FXAA test texture code. |
|
| Sunday, March 15, 2026 | ||||
| 09:50:04 AM | Atlas | 50 | Added surface texture. |
|
| 09:49:52 AM | Atlas | 49 | Updated copyright year. |
|
| 09:48:30 AM | Nerd | 5356 | Added support for anisotropic filtering. This mostly already works in D3D; the texture sampler just needs to specify, e.g., MinFilter = Anisotropic, MagFilter = Anisotropic, MaxAnisotropy = 16. It's probably safe to assume any modern GPU supports 16x anisotropy, right? |
|
| 09:47:00 AM | Nerd | 5355 | Updated copyright year (from 2024 lol). |
|
| Thursday, March 12, 2026 | ||||
| 08:16:35 PM | Atlas | 48 | Unversioned the pack files. I can bring these back when and if I start porting to other platforms. |
|
| 08:15:46 PM | Atlas | 47 | Couple last little things before I start working on the terrain backend. |
|
| Sunday, March 08, 2026 | ||||
| 10:52:15 PM | Atlas | 46 | Medium settings are probably fine. |
|
| 10:22:59 PM | Atlas | 45 | Getting distance fog working with an infinite reverse z-buffer again. Seems like W is what I want here. |
|
| 09:51:49 PM | Atlas | 44 | Some cleanup, moving terrain instance creation to an internal function that takes in a template function object to run for each instance. |
|
| 09:18:43 PM | Atlas | 43 | Eh, I'll leave this off for now. |
|
| 09:12:32 PM | Atlas | 42 | Brought over FXAA from TulpaThree and made some improvements. |
|
| 09:04:57 PM | Atlas | 41 | Going back to image heightmap terrain. |
|
| 09:04:42 PM | Atlas | 40 | Added an off-center projection. Pretty aggressive right now (golden ratio), just for funsies. |
|
| 08:38:59 PM | Nerd | 5354 | Introduced a path for the derived game to inject a postprocess step between VBB1 and VBB2, by allowing the game to override which RTT the pre-HUD pass samples from. |
|
| Saturday, March 07, 2026 | ||||
| 09:13:11 PM | Atlas | 39 | More generalizations such that GetDefaultBackdropDepth() is the authority of reversing the depth buffer. |
|
| 09:00:25 PM | Atlas | 38 | Getting a reverse z-buffer working. |
|
| 08:59:34 PM | Nerd | 5353 | Added support for reverse z-buffers. Does not work reliably in GL. Oh well! |
|
| Thursday, March 05, 2026 | ||||
| 12:04:04 AM | Atlas | 37 | Scale tests with an input height map. Fixed blend ranges. |
|
| Wednesday, March 04, 2026 | ||||
| 09:44:48 PM | Atlas | 36 | Got terrain levels blending out by height. |
|
| 04:00:37 PM | Atlas | 35 | Generalized a bunch of scale stuff. This should be a good base to start working on blending by height next. |
|
| 10:53:23 AM | Atlas | 34 | Getting some more things scaled correctly. This mostly works but there are some depth buffers problems now. |
|
| 09:26:19 AM | Atlas | 33 | Removed the PreTransform matrix in favor of forging a combination world-view matrix wrapping the actual camera position to the four immediate cells of the current level. The next step will be to keep the vertices at integer units and only apply scaling in this forged world matrix. |
|
| Tuesday, March 03, 2026 | ||||
| 10:48:26 PM | Atlas | 32 | Fixed up that blend radius scaling issue I forgot about last night, and made the background clear color and height gradient match the Verse32 off-black and off-white bounds. |
|
| 10:41:59 PM | Nerd | 5352 | Comment. |
|
| Monday, March 02, 2026 | ||||
| 11:47:50 PM | Atlas | 31 | NERD-247: Smoothing out blending between transitions, corrected some math on the circle gate. I think I can get rid of the blend verts in the vertex buffer. |
|
| 07:37:53 PM | Atlas | 30 | First pass of blending between levels, plus improved index buffer layouts that alternate split directions. |
|
| 07:37:11 PM | Nerd | 5351 | Added accessor for user slomo. This is not factored into time dilation, which is an actual shipping game feature and historically has only been used for like...Xanadu boss intros and the ending of Tulpa, I think? |
|
| Sunday, March 01, 2026 | ||||
| 10:52:11 PM | Atlas | 29 | Added console commands to lock and unlock the terrain observer position. |
|
| 10:18:53 PM | Atlas | 28 | Added degenerate triangles to fix gaps between levels of detail. Not the cleanest algorithm but it seems to work. |
|
| 08:39:01 PM | Atlas | 27 | NERD-247: Dirty rectangles for texture updates, plus texture packing into all four channels, which is really unnecessary but a good place to start. |
|
| 08:37:30 PM | Cmd | 137 | Potential solution to vertex textures in GLSL. I don't have a whole lot of confidence in this. It works on my machine, but that is never a guarantee with GL. |
|
| 09:11:43 AM | Atlas | 26 | Back to one vertex buffer for all levels. |
|
| Saturday, February 28, 2026 | ||||
| 07:06:38 PM | Atlas | 25 | Initial implementation of terrain texture, not yet moved to the vertex shader. |
|
| 12:22:17 PM | Atlas | 24 | NERD-247: Initial checkin of terrain. If this pans out, it will be eligible for promotion to NERD. This also includes some older code that I had never checked in where I was getting Enodia node objects stubbed out. That led to discovering a pretty severe collision bug (NERD-245) and then I never checked it in. So that's here now. Some of it is commented out because I was tired of hitting those capsules with the mouse all the time. |
|
| 12:04:20 PM | Nerd | 5350 | NERD-238: Added asset dependency support. Will warn in the case of mutual dependencies. |
|
| 12:03:00 PM | Nerd | 5349 | Apparently I never added this to the project. |
|
| 12:02:09 PM | Nerd | 5348 | Ignore glsl output. |
|
| 12:01:22 PM | Nerd | 5347 | Unversioned output folders. Pretty sure these will be generated automatically and don't need to be stubbed out, and I never want to version anything in them, because that's all data that's generated by rebuilding content for packaging. |
|
| 11:56:26 AM | Nerd | 5346 | First pass of NFunc, a templated function wrapper in the style of std::function. This does not yet support copy, assignment, etc. |
|
| 11:54:53 AM | Nerd | 5345 | NERD-246: Some changes to try to catch a seen-once assert in user data transaction at startup. |
|
| 11:53:19 AM | Nerd | 5344 | Removed an unfinished comment. |
|
| 11:51:31 AM | Nerd | 5343 | Added NTransform::ToMatrix(). The multiplication order seems backward to me. I thought these went right to left, but I guess not? |
|
| Saturday, December 27, 2025 | ||||
| 04:46:45 PM | Nerd | 5342 | Rolling back r5339 (adding radius to thick surface test). It's a solid idea but the implementation for cylinders was broken and there's too many other problems with this logic. I'll want to revisit this in the future (NERD-245) but I'm not there yet. |
|
| 04:42:07 PM | Nerd | 5341 | Comment. |
|
| 04:41:16 PM | Nerd | 5340 | Comment. |
|
| Sunday, December 21, 2025 | ||||
| 12:14:38 AM | Nerd | 5339 | Added a radius parameter to the thick surface test. Feels kinda risky buuuuuuut also this has felt like a problem since...Drome? Was that Spectre Shock / The Understory? |
|
| 11:46:01 PM | Nerd | 5338 | Implemented point-sphere intersections. |
|
| 11:41:42 PM | Nerd | 5337 | Made ThickSurfaceTest() a static function of NCollisionSpace. |
|
| 11:37:19 PM | Nerd | 5336 | ECollisionCleanup -> FCollisionCleanup |
|
| 11:34:45 PM | Nerd | 5335 | Comment on future changes to the entity factor for predominantly code-based projects. |
|
| 11:33:42 PM | Nerd | 5334 | Here's those NPrims.h -> NPrimGen.h includes. |
|
| 11:30:43 PM | Nerd | 5333 | Renamed NPrims to NPrimGen. This change does not include anything that includes this header, meaning this will break the build, but I can't shelve these apparently and I have other changes to sort out. It's fine. Whatever. |
|
| 11:18:15 PM | Nerd | 5332 | Same changes but for the mutable version. |
|
| 01:45:37 PM | Nerd | 5331 | Stubbed out an NTransform type. Will need some work. |
|
| Saturday, December 20, 2025 | ||||
| 08:43:58 PM | Atlas | 23 | Test of the new Trace() function. |
|
| 06:07:45 PM | Nerd | 5330 | Some improvements to trace primitives. Added NCollisionSpace::Trace() to perform arbitrary line traces without the need for a bespoke primitive. These use a globally accessible point primitive instead. |
|
| Saturday, December 06, 2025 | ||||
| 09:40:04 AM | Empty | 63 | More work on this triangulation thing. |
|
| 09:39:46 AM | Nerd | 5329 | Another comment. |
|
| Tuesday, December 02, 2025 | ||||
| 10:02:21 PM | Empty | 62 | Added triangulation experiment for Atlas. |
|
| 10:02:02 PM | Nerd | 5328 | Comment. |
|
| Wednesday, November 05, 2025 | ||||
| 10:16:09 PM | Nerd | 5327 | lol oops |
|
| Monday, November 03, 2025 | ||||
| 09:38:56 PM | Atlas | 22 | Threshold on mouse movement before hiding the cursor. |
|
| 09:25:15 PM | Atlas | 21 | Dinking around with stuff and things and stuff. |
|
| 09:21:50 PM | Nerd | 5326 | Disallowing serialization by not populating save slots doesn't currently work, so for now I've added asserts to ensure this doesn't happen and comments on how it could be supported. Mostly this comes down to IsSessionOpen() requiring a non-null save slot. |
|
| Saturday, November 01, 2025 | ||||
| 10:44:59 PM | Nerd | 5325 | Fixed a bug when a visible cursor is desired by default, and renamed this property for accuracy. |
|
| 09:18:15 PM | Empty | 61 | Better. |
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| Wednesday, October 29, 2025 | ||||
| 09:37:26 PM | Empty | 60 | Testing spring smoothing. |
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| 09:37:18 PM | Empty | 59 | Updates for latest engine changes. |
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| 09:36:54 PM | Nerd | 5324 | Updates with lots of comments. This seems to work but I haven't solved all the math myself so who knows. |
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| Tuesday, October 28, 2025 | ||||
| 09:45:25 PM | Nerd | 5323 | Added SmoothSpring(). Not fully tested. |
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| Sunday, October 26, 2025 | ||||
| 11:32:26 AM | Atlas | 20 | Getting mouse input working a little bit better. |
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| Friday, October 24, 2025 | ||||
| 09:02:07 PM | Atlas | 19 | Added color constants. |
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| 09:01:38 PM | Nerd | 5322 | Added color constants. |
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| 07:22:01 PM | Atlas | 18 | Getting mouse dragging for movement working. Very rough. |
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| 07:18:28 PM | Nerd | 5321 | Moved a Mac-specific hack to another function. Who knows if it's correct anymore. Who knows if I'll ever build Mac again. |
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| 07:16:03 PM | Nerd | 5320 | Fixed a bug in GL line drawing that's probably existed since the dawn of time. |
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| Wednesday, October 22, 2025 | ||||
| 07:17:24 PM | Atlas | 17 | Stubbing out types for the Enodia graph. All super temporary. |
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| 07:16:29 PM | Nerd | 5319 | Debug camera should use "FPS" motion for vertical (ctrl/space) movement. |
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| 07:14:07 PM | Nerd | 5318 | Increased the limit on debug lines from 32 to 1024, added an option to make these persistent, and added an option to flush all debug lines. |
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| Tuesday, October 21, 2025 | ||||
| 07:06:53 PM | Atlas | 16 | Getting a grid and debug camera working. |
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| 07:05:42 PM | Nerd | 5317 | Raised debug mouse rotation speed from 0.001 to 0.0025. This should be a config variable but here we are. |
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| 07:04:58 PM | Nerd | 5316 | Assert and remove erroneous cleanup flags when they occur. |
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| 07:04:31 PM | Nerd | 5315 | Comment on the possibility of a generic post-construct step for all NObjects. |
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| 07:04:05 PM | Nerd | 5314 | Renamed GameWantsVisibleMouse() to HasVisibleCursor() for clarity. There's more "mouse" -> "cursor" cleanup to be done in the future. |
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| 07:02:52 PM | Nerd | 5313 | Added a default solid color material with only a WVP matrix and a color. Kind of weird that I'd never had something like this before. To be honest, I really need to move in the direction of composing materials from discrete parts, but not during a game jam. (NERD-241) |
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| Monday, October 20, 2025 | ||||
| 07:25:41 PM | Empty | 58 | Added test of parcels. |
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| 07:20:29 PM | Nerd | 5312 | Stubbed out a new version of NScheduledRoll as a "Parcel" system (IParcel, NParcelMgr, etc.). Not totally ready to go yet but good enough for an initial checkin in advance of LSDJAM 2025. |
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