If you ever wondered what it’s normally like in the developer chat and the shit we talk about all day, I’ve copy pasted some stuff here without further comment.



<OmnipotentEntity> kyren, did we ever implement an ordered set?

<kyren> yes!

<kyren> I just did actually

<kyren> it's not comitted yet

<kyren> but I'll hopefully be committing it today

<OmnipotentEntity> ok cool

<OmnipotentEntity> I need to use it too

<kyren> do you need it right now?

<OmnipotentEntity> if it's not too much trouble

<kyren> okay, let me make sure it works then

<kyren> I'm debugging now anyways

<kyren> I'd actually just like to merge

<kyren> but it will require some debugging

<OmnipotentEntity> ok

<kyren> I could push and you could help me debug all the problems

<OmnipotentEntity> that's fine

<OmnipotentEntity> yeah

<OmnipotentEntity> I think that will be great

<kyren> well, let me make one pass on it at least

<OmnipotentEntity> that's definitely better than what I'm working on right now

<kyren> because it's really REALLY not working yet

<kyren> like the title screen doesn't work

<OmnipotentEntity> that's fine

<Tiy> hey metadept

<metadept> hey

<Tiy> would you mind doing a post today

<metadept> sure!

<metadept> i'll get right on that

<kyren> hey omni, I'm almost ready to push the thing

<kyren> I just need to make sure it mostly works

<kyren> and then I'm going to go get something to eat

<kyren> and come back and we can debug it

<OmnipotentEntity> ok

<kyren> also, I want to push it because I really want your feedback

<OmnipotentEntity> roger

<kyren> will anybody be super mad

<kyren> like metadept

<kyren> if I push something that is somewhat broken

<kyren> but still playable

<kyren> so omni and I can team debug it

<metadept> nah i won't be mad

<kyren> omni needs a thing

<metadept> will i be fine if i don't rebuild or is it still going to be broken?

<kyren> and this phase is nearly done-ish

<kyren> eh... I THINK it's fine if you don't build again

<kyren> I don't think I changed assets much?

<kyren> oh, maybe I did

<metadept> don't worry about it in any case

<kyren> okay it's still pretty broken but

<kyren> I'm going to push because I have to leave, and I'm going to continue working on it when I get home

<kyren> like haha

<kyren> the HUD items are key dismissable now

<kyren> that's not really too good

<metadept> i'm on the fence between saying you should wait on the nightly builds, and saying you should start nightly builds right now so players know how bad it's going to be lol

<kyren> pff, no that won't be for long

<kyren> it's literally

<kyren> everyone wants to go eat burgers

<kyren> and I'm hungry

<kyren> and then when I get back home I'm going to fix it all

<kyren> but omni needs a class in it, and I want omni's help in stuff, and blah

<kyren> so I'm going to push it in the meantime

<Katzeus_> is the plan to do nightly builds just to bridge the time until progression goes to live?

<metadept> yeah i'm at least half joking

<metadept> go forth and eat burgers

<Katzeus_> or like ongoing

<kyren> ongoing

<kyren> there pushed, god help you all

<kyren> brb

<OmnipotentEntity> kyren liar

<OmnipotentEntity> I thought you said that the title didn't work

<OmnipotentEntity> the only bug I've found thus far is if you press escape a bunch it takes away part of your UI

<metadept> hey OmnipotentEntity, kyren, what do you guys think of a 'fixed camera' mode?

<metadept> it would be really helpful for recording gifs

<OmnipotentEntity> fixed camera?

<OmnipotentEntity> hmm...

<metadept> just having the camera locked to world position instead of player

<OmnipotentEntity> yeah useful for dev work

<OmnipotentEntity> I'll add that right now

<OmnipotentEntity> it's super easy

<metadept> also i could see it being used for machinima

<metadept> i figured

<OmnipotentEntity> hi there kyren

<kyren_> Hello

<kyren_> Set up phone irc

<kyren_> How bad are things

<kyren_> I know you can dismiss hud elements at least

<kyren_> Which is bad

<OmnipotentEntity> that's it that I've seen

<OmnipotentEntity> and I think that's like, one configuration line to fix

<OmnipotentEntity> I was waiting on you to get back so I could ask you what you were talking about with the title screen

<kyren_> Oh i fixed that i think

<kyren_> O

<OmnipotentEntity> what's up?

<kyren__> hello again

<OmnipotentEntity> hi there again

<OmnipotentEntity> welcome back

<kyren__> so, okay things that have changed

<kyren__> mostly center around PaneManager

<kyren__> and I have some questions

<kyren__> for example, key dismissing windows

<kyren__> do you think that maybe like

<kyren__> instead of setting key dismissable in the Pane

<kyren__> you should set it key dismissable in the pane manager?

<OmnipotentEntity> that's probably better

<OmnipotentEntity> I think the reason why it was in the pane was so that it didn't become desynced

<kyren_> also, how much policy should there be on each layer

<kyren_> right

<kyren_> so, as far as policy on each layer

<OmnipotentEntity> what do you mean by policy?

<kyren_> each layer is just like.. A layer

<kyren_> well, okay for example

<kyren_> I need to set up the modal layer differently

<kyren_> IF there is anything in the modal layer

<kyren_> THEN only send input to the TOP of the modal layer

<kyren_> and ignore all other windows

<kyren_> that's like.. the modal layer is special

<kyren_> so, what if

<kyren_> by policy, we just made all windows and modal windows key dismissable

<kyren_> then we don't even need a falg

<kyren_> flag

<OmnipotentEntity> well, a quest dialog shouldn't be key dismissable for instance, right?

<kyren_> the only thing I think that even uses key dismissable is like

<OmnipotentEntity> you don't want to accidentally fuck yourself out of a quest

<kyren_> right, I suppose so yeah

<kyren_> right

<kyren_> I forgot about quests

<kyren_> okay, well then the modal layer still has policy tied to it

<OmnipotentEntity> right

<kyren_> for modal windows

<OmnipotentEntity> I can't think of modal windows that you shouldn't be able to key dismiss

<kyren_> why don't we make quests modal windows

<kyren_> and

<kyren_> make it so that modal windows cannot be key dismissed

<OmnipotentEntity> well

<OmnipotentEntity> hmm...

<kyren_> well, no that doesn't work either

<OmnipotentEntity> yeah, because

<kyren_> what about if there's a special layer for windows that cannot be key dismissed

<OmnipotentEntity> if you have your escape window up

<kyren_> right, the escape window doesn't work

<kyren_> what if we split it into 5 layers

<kyren_> first layer hud, cannot be key dismissed

<kyren_> second layer normal windows, can be key dismissed

<kyren_> third layer essential windows, cannot be key dismissed, fourth layer modal can be key dismissed

<kyren_> fifth layer tooltip, cannot be key dismissed

<kyren_> so only normal windows and modal windows can be key dismissed

<kyren_> OR we could have a flag, the thing is

<kyren_> it's kind of redundant

<kyren_> like, HUD windows should NEVER be key dismissable

<kyren_> and tooltips should never or always be key dismissable I can't decide but it will always be the same

<OmnipotentEntity> right

<kyren_> so I could just encode that into the layer

<kyren_> also

<kyren_> like, the quest dialog

<kyren_> should stay on top haha

<kyren_> so, maybe call it StickyWindows?

<OmnipotentEntity> hmm...

<OmnipotentEntity> it seems weird having a modal dialog that's above all windows

<OmnipotentEntity> and then StickyWindows which are also above all windows,

<kyren_> yeah, I suppose

<kyren_> but

<OmnipotentEntity> but not above modals, and there can be several of them instead of just one

<kyren_> I feel like maybe eh

<OmnipotentEntity> it just seems strange is all

<kyren_> what if

<OmnipotentEntity> I'm not saying it's wrong

<OmnipotentEntity> it's just really hard to model

<OmnipotentEntity> like,

<OmnipotentEntity> it seems to resist whatever model you assign to it

<OmnipotentEntity> because there's so many damn exceptions

<OmnipotentEntity> anyway

<OmnipotentEntity> I love the idea of policy

<OmnipotentEntity> and then forcing policy onto the windows

<OmnipotentEntity> because that simplifies this entire problem drastically

<OmnipotentEntity> like

<OmnipotentEntity> key dismissable quest dialogs are not a complete disaster

<OmnipotentEntity> if you can regain the quest dialog somehow

<kyren_> right, eh.. I think I'm going to try this

<kyren_> and see how it looks

<OmnipotentEntity> Roger

