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
59:23desuused 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""?
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59:23desuused 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""?
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59:23desuused 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""?
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59:55btnGames 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
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59:55btnGames 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
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59:55btnGames 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
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1:02:20btnGames 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
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1:02:20btnGames 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
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1:02:20btnGames 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
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1:02:49Mr4thDimention Will you have time tomorrow to look at 4coder? I am trying to decide whether to prioritize getting the new demo out tomorrow morning
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1:02:49Mr4thDimention Will you have time tomorrow to look at 4coder? I am trying to decide whether to prioritize getting the new demo out tomorrow morning
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1:02:49Mr4thDimention Will you have time tomorrow to look at 4coder? I am trying to decide whether to prioritize getting the new demo out tomorrow morning
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1:04:33Mr4thDimention Gotcha, I do have parameterized commands that I'd love to hear a response on
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1:04:33Mr4thDimention Gotcha, I do have parameterized commands that I'd love to hear a response on
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1:04:33Mr4thDimention Gotcha, I do have parameterized commands that I'd love to hear a response on
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1:05:10thenightysfly Why are you awesome? Which dojo did you train to become a code warrior?
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1:05:10thenightysfly Why are you awesome? Which dojo did you train to become a code warrior?
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1:05:10thenightysfly Why are you awesome? Which dojo did you train to become a code warrior?
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1:05:42Manicthenobody desuused elaborated with a
Cmuratori prefix
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1:05:42Manicthenobody desuused elaborated with a
Cmuratori prefix
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1:05:42Manicthenobody desuused elaborated with a
Cmuratori prefix
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1:06:19Manicthenobody I quote "instead of writing debug_event Name = initiator((AnotherVar = something, something)); make a struct constructor debug_event (&AnotherVar, something) that initiates the value"
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1:06:19Manicthenobody I quote "instead of writing debug_event Name = initiator((AnotherVar = something, something)); make a struct constructor debug_event (&AnotherVar, something) that initiates the value"
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1:06:19Manicthenobody I quote "instead of writing debug_event Name = initiator((AnotherVar = something, something)); make a struct constructor debug_event (&AnotherVar, something) that initiates the value"
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1:07:55desuused So that you don't do assignment in the function call in the macro, which makes me really saaaad
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1:07:55desuused So that you don't do assignment in the function call in the macro, which makes me really saaaad
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1:07:55desuused So that you don't do assignment in the function call in the macro, which makes me really saaaad
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1:10:25elxenoaizd Are you playing any games? If so, what?
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1:10:25elxenoaizd Are you playing any games? If so, what?
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1:10:25elxenoaizd Are you playing any games? If so, what?
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1:11:06MartinCohen So elvin = elxenoaizd?
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1:11:06MartinCohen So elvin = elxenoaizd?
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1:11:06MartinCohen So elvin = elxenoaizd?
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1:11:38Manicthenobody How did you keep up that awesome beat just now?
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1:11:38Manicthenobody How did you keep up that awesome beat just now?
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1:11:38Manicthenobody How did you keep up that awesome beat just now?
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1:11:51thenightysfly What type of games do you prefer?
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1:11:51thenightysfly What type of games do you prefer?
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1:11:51thenightysfly What type of games do you prefer?
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1:12:39elxenoaizd Not elven but elzen
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1:12:39elxenoaizd Not elven but elzen
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1:12:39elxenoaizd Not elven but elzen
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