1:25Recap and set the stage for the day
                    
                        1:25Recap and set the stage for the day
                     
                    
                        1:25Recap and set the stage for the day
                     
                 
                
                    2:05handmade_debug_interface.h: Turn on DEBUG_IF and resume implementing it
                    
                        2:05handmade_debug_interface.h: Turn on DEBUG_IF and resume implementing it
                     
                    
                        2:05handmade_debug_interface.h: Turn on DEBUG_IF and resume implementing it
                     
                 
                
                    4:13handmade_debug.cpp: Introduce DEBUGInitializeValue
                    
                        4:13handmade_debug.cpp: Introduce DEBUGInitializeValue
                     
                    
                        4:13handmade_debug.cpp: Introduce DEBUGInitializeValue
                     
                 
                
                    4:54Consider how to hook this into the system
                    
                        4:54Consider how to hook this into the system
                     
                    
                        4:54Consider how to hook this into the system
                     
                 
                
                    9:13handmade_debug.cpp: Make varieties of DEBUGInitializeValue for the various types
                    
                        9:13handmade_debug.cpp: Make varieties of DEBUGInitializeValue for the various types
                     
                    
                        9:13handmade_debug.cpp: Make varieties of DEBUGInitializeValue for the various types
                     
                 
                
                    12:47handmade_debug_interface.cpp: Try using the sequence operator to set DebugValue##Path
                    
                        12:47handmade_debug_interface.cpp: Try using the sequence operator to set DebugValue##Path
                     
                    
                        12:47handmade_debug_interface.cpp: Try using the sequence operator to set DebugValue##Path
                     
                 
                
                    17:28On using the sequence operator to initialise a static
                    
                        17:28On using the sequence operator to initialise a static
                     
                    
                        17:28On using the sequence operator to initialise a static
                     
                 
                
                    18:31handmade_debug_interface.cpp: Use the sequence operator to set DebugValue##Variable
                    
                        18:31handmade_debug_interface.cpp: Use the sequence operator to set DebugValue##Variable
                     
                    
                        18:31handmade_debug_interface.cpp: Use the sequence operator to set DebugValue##Variable
                     
                 
                
                    19:51handmade_debug.cpp: Write DEBUGInitializeValueα
                    
                        19:51handmade_debug.cpp: Write DEBUGInitializeValueα
                     
                    
                        19:51handmade_debug.cpp: Write DEBUGInitializeValueα
                     
                 
                
                    21:47handmade_debug.cpp: Consider adding CollateAddVariableToGroup, AcquireMutex and ReleaseMutex to DEBUGInitializeValue to enable us to manipulate these types indirectly
                    
                        21:47handmade_debug.cpp: Consider adding CollateAddVariableToGroup, AcquireMutex and ReleaseMutex to DEBUGInitializeValue to enable us to manipulate these types indirectly
                     
                    
                        21:47handmade_debug.cpp: Consider adding CollateAddVariableToGroup, AcquireMutex and ReleaseMutex to DEBUGInitializeValue to enable us to manipulate these types indirectly
                     
                 
                
                
                    25:38handmade_debug_interface.h: Write a new, thread-safe DEBUGInitializeValue
                    
                        25:38handmade_debug_interface.h: Write a new, thread-safe DEBUGInitializeValue
                     
                    
                        25:38handmade_debug_interface.h: Write a new, thread-safe DEBUGInitializeValue
                     
                 
                
                    30:50handmade_debug.cpp: Implement the ability to output all the variables in a list
                    
                        30:50handmade_debug.cpp: Implement the ability to output all the variables in a list
                     
                    
                        30:50handmade_debug.cpp: Implement the ability to output all the variables in a list
                     
                 
                
                    31:42handmade_debug.cpp: Introduce GetGroupForNameγ
                    
                        31:42handmade_debug.cpp: Introduce GetGroupForNameγ
                     
                    
                        31:42handmade_debug.cpp: Introduce GetGroupForNameγ
                     
                 
                
                    32:07handmade_debug.cpp: "Double up on the fanciness"δ
                    
                        32:07handmade_debug.cpp: "Double up on the fanciness"δ
                     
                    
                        32:07handmade_debug.cpp: "Double up on the fanciness"δ
                     
                 
                
                    33:33Blackboard: How handmade_config.h enables us to preload values on execution
                    
                        33:33Blackboard: How handmade_config.h enables us to preload values on execution
                     
                    
                        33:33Blackboard: How handmade_config.h enables us to preload values on execution
                     
                 
                
                    35:15handmade_debug.cpp: Undo and introduce GetGroupForHierarchicalName
                    
                        35:15handmade_debug.cpp: Undo and introduce GetGroupForHierarchicalName
                     
                    
                        35:15handmade_debug.cpp: Undo and introduce GetGroupForHierarchicalName
                     
                 
                
                    36:09handmade_debug.cpp: Add *ValuesGroup to debug_state
                    
                        36:09handmade_debug.cpp: Add *ValuesGroup to debug_state
                     
                    
                        36:09handmade_debug.cpp: Add *ValuesGroup to debug_state
                     
                 
                
                    37:52handmade_debug.cpp: Make CollateAddVariableToGroup test if Permanent
                    
                        37:52handmade_debug.cpp: Make CollateAddVariableToGroup test if Permanent
                     
                    
                        37:52handmade_debug.cpp: Make CollateAddVariableToGroup test if Permanent
                     
                 
                
                    38:46handmade_debug.cpp: Write GetGroupForHierarchicalName
                    
                        38:46handmade_debug.cpp: Write GetGroupForHierarchicalName
                     
                    
                        38:46handmade_debug.cpp: Write GetGroupForHierarchicalName
                     
                 
                
                    41:29handmade_debug.cpp: Initialise DebugState->ValuesGroup
                    
                        41:29handmade_debug.cpp: Initialise DebugState->ValuesGroup
                     
                    
                        41:29handmade_debug.cpp: Initialise DebugState->ValuesGroup
                     
                 
                
                    42:07Run the game and see that it picks up all the debug variables
                    
                        42:07Run the game and see that it picks up all the debug variables
                     
                    
                        42:07Run the game and see that it picks up all the debug variables
                     
                 
                
                    42:22handmade_debug.cpp: Set *HackyGroup differently in DEBUGDrawMainMenu
                    
                        42:22handmade_debug.cpp: Set *HackyGroup differently in DEBUGDrawMainMenu
                     
                    
                        42:22handmade_debug.cpp: Set *HackyGroup differently in DEBUGDrawMainMenu
                     
                 
                
                    42:48Run the game and see that we're sort of working
                    
                        42:48Run the game and see that we're sort of working
                     
                    
                        42:48Run the game and see that we're sort of working
                     
                 
                
                    43:33handmade_debug.cpp and handmade_debug_interface.h: Investigate why we're adding the same variable multiple times
                    
                        43:33handmade_debug.cpp and handmade_debug_interface.h: Investigate why we're adding the same variable multiple times
                     
                    
                        43:33handmade_debug.cpp and handmade_debug_interface.h: Investigate why we're adding the same variable multiple times
                     
                 
                
                    45:31Debugger: Break into DEBUGInitializeValue and inspect Event
                    
                        45:31Debugger: Break into DEBUGInitializeValue and inspect Event
                     
                    
                        45:31Debugger: Break into DEBUGInitializeValue and inspect Event
                     
                 
                
                    48:02handmade_debug.cpp: Test if Event->Type == DebugType_MarkDebugValue at the start of the routine
                    
                        48:02handmade_debug.cpp: Test if Event->Type == DebugType_MarkDebugValue at the start of the routine
                     
                    
                        48:02handmade_debug.cpp: Test if Event->Type == DebugType_MarkDebugValue at the start of the routine
                     
                 
                
                    49:52Run the game and see all of the variables
                    
                        49:52Run the game and see all of the variables
                     
                    
                        49:52Run the game and see all of the variables
                     
                 
                
                    51:07win32_handmade.cpp: Reduce the number of threads used
                    
                        51:07win32_handmade.cpp: Reduce the number of threads used
                     
                    
                        51:07win32_handmade.cpp: Reduce the number of threads used
                     
                 
                
                    52:10Run the game and see that we are still outputting too many copies of the variables
                    
                        52:10Run the game and see that we are still outputting too many copies of the variables
                     
                    
                        52:10Run the game and see that we are still outputting too many copies of the variables
                     
                 
                
                    52:22win32_handmade.cpp: Revert the number of threads used
                    
                        52:22win32_handmade.cpp: Revert the number of threads used
                     
                    
                        52:22win32_handmade.cpp: Revert the number of threads used
                     
                 
                
                    52:55Debugger: Break into DEBUG_IF and Go to Disassembly
                    
                        52:55Debugger: Break into DEBUG_IF and Go to Disassembly
                     
                    
                        52:55Debugger: Break into DEBUG_IF and Go to Disassembly
                     
                 
                
                    55:21handmade_debug.cpp: Find that RestartCollation keeps rereading the events and adding them
                    
                        55:21handmade_debug.cpp: Find that RestartCollation keeps rereading the events and adding them
                     
                    
                        55:21handmade_debug.cpp: Find that RestartCollation keeps rereading the events and adding them
                     
                 
                
                
                    59:23@desuused Variable initiation hack in DEBUG_IF macro makes my internal code quality kitten sad. Would it be possible to move that initiation to struct ""method""?
🗪
 
                    
                        59:23@desuused Variable initiation hack in DEBUG_IF macro makes my internal code quality kitten sad. Would it be possible to move that initiation to struct ""method""?
🗪
 
                     
                    
                        59:23@desuused Variable initiation hack in DEBUG_IF macro makes my internal code quality kitten sad. Would it be possible to move that initiation to struct ""method""?
🗪
 
                     
                 
                
                    59:55@btnGames Persisting the DEBUGValue between live code loading is great, I didn't understand what you were doing but then I got it with the demo, really cool. I had conflated the value of a variable with the value of debug of the variable. Small addition for a huge benefit
🗪
 
                    
                        59:55@btnGames Persisting the DEBUGValue between live code loading is great, I didn't understand what you were doing but then I got it with the demo, really cool. I had conflated the value of a variable with the value of debug of the variable. Small addition for a huge benefit
🗪
 
                     
                    
                        59:55@btnGames Persisting the DEBUGValue between live code loading is great, I didn't understand what you were doing but then I got it with the demo, really cool. I had conflated the value of a variable with the value of debug of the variable. Small addition for a huge benefit
🗪
 
                     
                 
                
                    1:02:20@btnGames Are you sad that you didn't fix Collation? If no more questions come in it would be neat to see it now, so you're not sad
🗪
 
                    
                        1:02:20@btnGames Are you sad that you didn't fix Collation? If no more questions come in it would be neat to see it now, so you're not sad
🗪
 
                     
                    
                        1:02:20@btnGames Are you sad that you didn't fix Collation? If no more questions come in it would be neat to see it now, so you're not sad
🗪
 
                     
                 
                
                    1:02:49@Mr4thDimention Will you have time tomorrow to look at 4coder? I am trying to decide whether to prioritize getting the new demo out tomorrow morning
🗪
 
                    
                        1:02:49@Mr4thDimention Will you have time tomorrow to look at 4coder? I am trying to decide whether to prioritize getting the new demo out tomorrow morning
🗪
 
                     
                    
                        1:02:49@Mr4thDimention Will you have time tomorrow to look at 4coder? I am trying to decide whether to prioritize getting the new demo out tomorrow morning
🗪
 
                     
                 
                
                    1:04:33@Mr4thDimention Gotcha, I do have parameterized commands that I'd love to hear a response on
🗪
 
                    
                        1:04:33@Mr4thDimention Gotcha, I do have parameterized commands that I'd love to hear a response on
🗪
 
                     
                    
                        1:04:33@Mr4thDimention Gotcha, I do have parameterized commands that I'd love to hear a response on
🗪
 
                     
                 
                
                    1:05:10@thenightysfly Why are you awesome? Which dojo did you train to become a code warrior?
🗪
 
                    
                        1:05:10@thenightysfly Why are you awesome? Which dojo did you train to become a code warrior?
🗪
 
                     
                    
                        1:05:10@thenightysfly Why are you awesome? Which dojo did you train to become a code warrior?
🗪
 
                     
                 
                
                    1:05:42@Manicthenobody desuused elaborated with a 
Cmuratori prefix
🗪
 
                    
                        1:05:42@Manicthenobody desuused elaborated with a 
Cmuratori prefix
🗪
 
                     
                    
                        1:05:42@Manicthenobody desuused elaborated with a 
Cmuratori prefix
🗪
 
                     
                 
                
                    1:06:19@Manicthenobody I quote "instead of writing debug_event Name = initiator((AnotherVar = something, something)); make a struct constructor debug_event (&AnotherVar, something) that initiates the value"
🗪
 
                    
                        1:06:19@Manicthenobody I quote "instead of writing debug_event Name = initiator((AnotherVar = something, something)); make a struct constructor debug_event (&AnotherVar, something) that initiates the value"
🗪
 
                     
                    
                        1:06:19@Manicthenobody I quote "instead of writing debug_event Name = initiator((AnotherVar = something, something)); make a struct constructor debug_event (&AnotherVar, something) that initiates the value"
🗪
 
                     
                 
                
                    1:07:55@desuused So that you don't do assignment in the function call in the macro, which makes me really saaaad
🗪
 
                    
                        1:07:55@desuused So that you don't do assignment in the function call in the macro, which makes me really saaaad
🗪
 
                     
                    
                        1:07:55@desuused So that you don't do assignment in the function call in the macro, which makes me really saaaad
🗪
 
                     
                 
                
                    1:10:25@elxenoaizd Are you playing any games? If so, what?
🗪
 
                    
                        1:10:25@elxenoaizd Are you playing any games? If so, what?
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                        1:10:25@elxenoaizd Are you playing any games? If so, what?
🗪
 
                     
                 
                
                    1:11:06@MartinCohen So elvin = elxenoaizd?
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                        1:11:06@MartinCohen So elvin = elxenoaizd?
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                        1:11:06@MartinCohen So elvin = elxenoaizd?
🗪
 
                     
                 
                
                    1:11:38@Manicthenobody How did you keep up that awesome beat just now?
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                        1:11:38@Manicthenobody How did you keep up that awesome beat just now?
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                        1:11:38@Manicthenobody How did you keep up that awesome beat just now?
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                    1:11:51@thenightysfly What type of games do you prefer?
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                        1:11:51@thenightysfly What type of games do you prefer?
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                        1:11:51@thenightysfly What type of games do you prefer?
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                    1:12:39@elxenoaizd Not elven but elzen
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                        1:12:39@elxenoaizd Not elven but elzen
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                        1:12:39@elxenoaizd Not elven but elzen
🗪