Reusing Debug Interactions
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1:49Recap and find that we must have broken something
1:49Recap and find that we must have broken something
1:49Recap and find that we must have broken something
2:41Debugger: Step through DEBUGInteract
2:41Debugger: Step through DEBUGInteract
2:41Debugger: Step through DEBUGInteract
4:06handmade_debug.cpp: Identify the problem and set DebugState->InteractingWith in a different place
4:06handmade_debug.cpp: Identify the problem and set DebugState->InteractingWith in a different place
4:06handmade_debug.cpp: Identify the problem and set DebugState->InteractingWith in a different place
5:44Run the game and find that we're fine
5:44Run the game and find that we're fine
5:44Run the game and find that we're fine
6:22handmade_debug.h: Introduce a new debug_interaction and rename the old one to debug_interaction_type
6:22handmade_debug.h: Introduce a new debug_interaction and rename the old one to debug_interaction_type
6:22handmade_debug.h: Introduce a new debug_interaction and rename the old one to debug_interaction_type
8:25handmade_debug.h: Simplify debug_state
8:25handmade_debug.h: Simplify debug_state
8:25handmade_debug.h: Simplify debug_state
9:32handmade_debug.cpp: Make DEBUGDrawMainMenu work with this new structure
9:32handmade_debug.cpp: Make DEBUGDrawMainMenu work with this new structure
9:32handmade_debug.cpp: Make DEBUGDrawMainMenu work with this new structure
12:16handmade_debug.cpp: Introduce InteractionsAreEqual
12:16handmade_debug.cpp: Introduce InteractionsAreEqual
12:16handmade_debug.cpp: Introduce InteractionsAreEqual
13:13handmade_debug.cpp: Continue working on DEBUGDrawMainMenu
13:13handmade_debug.cpp: Continue working on DEBUGDrawMainMenu
13:13handmade_debug.cpp: Continue working on DEBUGDrawMainMenu
14:54handmade_debug.cpp: Introduce InteractionIsHot
14:54handmade_debug.cpp: Introduce InteractionIsHot
14:54handmade_debug.cpp: Introduce InteractionIsHot
15:35handmade_debug.cpp: Continue cleaning up DEBUGDrawMainMenu
15:35handmade_debug.cpp: Continue cleaning up DEBUGDrawMainMenu
15:35handmade_debug.cpp: Continue cleaning up DEBUGDrawMainMenu
17:33handmade_debug.cpp: Make DEBUGBeginInteract work with the new structure
17:33handmade_debug.cpp: Make DEBUGBeginInteract work with the new structure
17:33handmade_debug.cpp: Make DEBUGBeginInteract work with the new structure
21:15handmade_debug.cpp: Make DEBUGEndInteract work with the new structure
21:15handmade_debug.cpp: Make DEBUGEndInteract work with the new structure
21:15handmade_debug.cpp: Make DEBUGEndInteract work with the new structure
23:12handmade_debug.cpp: Make DEBUGInteract work with the new structure
23:12handmade_debug.cpp: Make DEBUGInteract work with the new structure
23:12handmade_debug.cpp: Make DEBUGInteract work with the new structure
25:35handmade_debug.cpp: Make DEBUGEnd work with the new structure
25:35handmade_debug.cpp: Make DEBUGEnd work with the new structure
25:35handmade_debug.cpp: Make DEBUGEnd work with the new structure
25:49Run the game and hit an assertion
25:49Run the game and hit an assertion
25:49Run the game and hit an assertion
26:16handmade_debug.cpp: Set these variables in DEBUGBeginInteract
26:16handmade_debug.cpp: Set these variables in DEBUGBeginInteract
26:16handmade_debug.cpp: Set these variables in DEBUGBeginInteract
28:44Run the game and find that things are better
28:44Run the game and find that things are better
28:44Run the game and find that things are better
29:23handmade_debug.h Add v2 *P to debug_interaction
29:23handmade_debug.h Add v2 *P to debug_interaction
29:23handmade_debug.h Add v2 *P to debug_interaction
29:56handmade_debug.cpp: Use that *P in DebugInteraction_Resize and DebugInteraction_Move
29:56handmade_debug.cpp: Use that *P in DebugInteraction_Resize and DebugInteraction_Move
29:56handmade_debug.cpp: Use that *P in DebugInteraction_Resize and DebugInteraction_Move
31:02handmade_debug.h: Add DebugInteraction_Resize and DebugInteraction_Move to debug_interaction_type
31:02handmade_debug.h: Add DebugInteraction_Resize and DebugInteraction_Move to debug_interaction_type
31:02handmade_debug.h: Add DebugInteraction_Resize and DebugInteraction_Move to debug_interaction_type
31:18handmade_debug.cpp: Continue adding that P
31:18handmade_debug.cpp: Continue adding that P
31:18handmade_debug.cpp: Continue adding that P
32:22Run the game and try interacting with the menu
32:22Run the game and try interacting with the menu
32:22Run the game and try interacting with the menu
33:02handmade_debug.cpp: Give DebugInteraction_TearValue an interaction
33:02handmade_debug.cpp: Give DebugInteraction_TearValue an interaction
33:02handmade_debug.cpp: Give DebugInteraction_TearValue an interaction
34:07Run the game and test this generic moving
34:07Run the game and test this generic moving
34:07Run the game and test this generic moving
34:45handmade_debug.h: Extend this notion of generic movement to another debug_variable_type
34:45handmade_debug.h: Extend this notion of generic movement to another debug_variable_type
34:45handmade_debug.h: Extend this notion of generic movement to another debug_variable_type
35:31handmade_debug.h: Introduce debug_bitmap_display
35:31handmade_debug.h: Introduce debug_bitmap_display
35:31handmade_debug.h: Introduce debug_bitmap_display
36:28handmade_debug.cpp: Implement DebugVariableType_BitmapDisplay
36:28handmade_debug.cpp: Implement DebugVariableType_BitmapDisplay
36:28handmade_debug.cpp: Implement DebugVariableType_BitmapDisplay
39:40handmade_debug_variables.h: Introduce a DEBUGAddVariable for bitmap_id
39:40handmade_debug_variables.h: Introduce a DEBUGAddVariable for bitmap_id
39:40handmade_debug_variables.h: Introduce a DEBUGAddVariable for bitmap_id
44:22Run the game and hit the InvalidDefaultCase
44:22Run the game and hit the InvalidDefaultCase
44:22Run the game and hit the InvalidDefaultCase
45:08Add DebugVariableType_BitmapDisplay to DEBUGShouldBeWritten
45:08Add DebugVariableType_BitmapDisplay to DEBUGShouldBeWritten
45:08Add DebugVariableType_BitmapDisplay to DEBUGShouldBeWritten
45:29Run the game and try out the resize interaction
45:29Run the game and try out the resize interaction
45:29Run the game and try out the resize interaction
45:55Consider how best to resize bitmaps directly without using the alignment offset
45:55Consider how best to resize bitmaps directly without using the alignment offset
45:55Consider how best to resize bitmaps directly without using the alignment offset
48:15handmade_render_group.cpp: Implement the ability to turn the alignment off
48:15handmade_render_group.cpp: Implement the ability to turn the alignment off
48:15handmade_render_group.cpp: Implement the ability to turn the alignment off
50:57Run the game and find it's correctly resizing
50:57Run the game and find it's correctly resizing
50:57Run the game and find it's correctly resizing
51:21handmade_debug.cpp: Draw the Bounds of the guy
51:21handmade_debug.cpp: Draw the Bounds of the guy
51:21handmade_debug.cpp: Draw the Bounds of the guy
51:53Run the game and consider the aspect ratio
51:53Run the game and consider the aspect ratio
51:53Run the game and consider the aspect ratio
53:03handmade_debug.cpp: Implement the same resizing for the bitmap as for the font
53:03handmade_debug.cpp: Implement the same resizing for the bitmap as for the font
53:03handmade_debug.cpp: Implement the same resizing for the bitmap as for the font
55:53Run the game and find that the resizing works much better
55:53Run the game and find that the resizing works much better
55:53Run the game and find that the resizing works much better
59:04Q&A
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59:04Q&A
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59:04Q&A
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1:00:57ingenero Maybe I'm misunderstanding, but is it desired behavior for the "tear" feature to tear all groups below it even if they are on the same level in the hierarchy? I would think you would only want to tear the current group and subgroups, not other groups on the same level. For example, you wouldn't want the "profile" group to get torn when you tear the "particles" group
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1:00:57ingenero Maybe I'm misunderstanding, but is it desired behavior for the "tear" feature to tear all groups below it even if they are on the same level in the hierarchy? I would think you would only want to tear the current group and subgroups, not other groups on the same level. For example, you wouldn't want the "profile" group to get torn when you tear the "particles" group
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1:00:57ingenero Maybe I'm misunderstanding, but is it desired behavior for the "tear" feature to tear all groups below it even if they are on the same level in the hierarchy? I would think you would only want to tear the current group and subgroups, not other groups on the same level. For example, you wouldn't want the "profile" group to get torn when you tear the "particles" group
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1:02:16boondoggle42 If I bought a ticket for the Con that I can't use, can I donate it to someone?
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1:02:16boondoggle42 If I bought a ticket for the Con that I can't use, can I donate it to someone?
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1:02:16boondoggle42 If I bought a ticket for the Con that I can't use, can I donate it to someone?
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1:02:34evraire Can the new bitmap display be torn off as well?
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1:02:34evraire Can the new bitmap display be torn off as well?
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1:02:34evraire Can the new bitmap display be torn off as well?
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1:03:02handmade_debug.cpp: Allow the bitmap to have an ItemInteraction
1:03:02handmade_debug.cpp: Allow the bitmap to have an ItemInteraction
1:03:02handmade_debug.cpp: Allow the bitmap to have an ItemInteraction
1:05:39insofaras Is it worth doing so much UI work if the game will not feature much UI?
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1:05:39insofaras Is it worth doing so much UI work if the game will not feature much UI?
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1:05:39insofaras Is it worth doing so much UI work if the game will not feature much UI?
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1:07:12TheSizik Can you add variables to change the match vectors?
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1:07:12TheSizik Can you add variables to change the match vectors?
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1:07:12TheSizik Can you add variables to change the match vectors?
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1:08:34branigor Will there be a menu system like pressing start in Zelda to change items? Nothing fancy, but just something to get us started on how to do it
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1:08:34branigor Will there be a menu system like pressing start in Zelda to change items? Nothing fancy, but just something to get us started on how to do it
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1:08:34branigor Will there be a menu system like pressing start in Zelda to change items? Nothing fancy, but just something to get us started on how to do it
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1:09:56Assume that we have Q:'d out
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1:09:56Assume that we have Q:'d out
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1:09:56Assume that we have Q:'d out
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