Creating Tags Files
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0:00Briefly recap our 4coder upgrade and set the stage for the day
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0:00Briefly recap our 4coder upgrade and set the stage for the day
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0:00Briefly recap our 4coder upgrade and set the stage for the day
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1:07Set up to try out George Menhorn's RemedyBG debugger1
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1:07Set up to try out George Menhorn's RemedyBG debugger1
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1:07Set up to try out George Menhorn's RemedyBG debugger1
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3:32Admire the concision of RemedyBG's distribution
3:32Admire the concision of RemedyBG's distribution
3:32Admire the concision of RemedyBG's distribution
5:24Create remedybg.bat, making it run RemedyBG in its own directory to keep imgui.ini files in one place
5:24Create remedybg.bat, making it run RemedyBG in its own directory to keep imgui.ini files in one place
5:24Create remedybg.bat, making it run RemedyBG in its own directory to keep imgui.ini files in one place
9:09Take a first look at RemedyBG
9:09Take a first look at RemedyBG
9:09Take a first look at RemedyBG
12:04RemedyBG feedback: Need threads function / library name
12:04RemedyBG feedback: Need threads function / library name
12:04RemedyBG feedback: Need threads function / library name
14:15RemedyBG feedback: Breakpoints in release vs debug build
14:15RemedyBG feedback: Breakpoints in release vs debug build
14:15RemedyBG feedback: Breakpoints in release vs debug build
18:13Praise RemedyBG's separate source and assembly windows
18:13Praise RemedyBG's separate source and assembly windows
18:13Praise RemedyBG's separate source and assembly windows
20:58Organise our RemedyBG windows
20:58Organise our RemedyBG windows
20:58Organise our RemedyBG windows
22:52RemedyBG feedback: Watch window, out-of-scope variable resolution, keyboard-expandable compound types and editable names
22:52RemedyBG feedback: Watch window, out-of-scope variable resolution, keyboard-expandable compound types and editable names
22:52RemedyBG feedback: Watch window, out-of-scope variable resolution, keyboard-expandable compound types and editable names
29:53RemedyBG feedback: Call stack window, need for a more concise view
29:53RemedyBG feedback: Call stack window, need for a more concise view
29:53RemedyBG feedback: Call stack window, need for a more concise view
30:56RemedyBG feedback: Breakpoints window
30:56RemedyBG feedback: Breakpoints window
30:56RemedyBG feedback: Breakpoints window
32:44RemedyBG feedback: Watch window, casting
32:44RemedyBG feedback: Watch window, casting
32:44RemedyBG feedback: Watch window, casting
35:08RemedyBG feedback: Memory window, HexII and needing easier ways to set the address
35:08RemedyBG feedback: Memory window, HexII and needing easier ways to set the address
35:08RemedyBG feedback: Memory window, HexII and needing easier ways to set the address
39:00Final optimistic thoughts on RemedyBG with thanks to George2,3
39:00Final optimistic thoughts on RemedyBG with thanks to George2,3
39:00Final optimistic thoughts on RemedyBG with thanks to George2,3
43:39Consult our open issues4
43:39Consult our open issues4
43:39Consult our open issues4
45:01Update the README to discuss new downloads5
45:01Update the README to discuss new downloads5
45:01Update the README to discuss new downloads5
58:00Consider our need to simplify and speed up the lighting and finish our asset system
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58:00Consider our need to simplify and speed up the lighting and finish our asset system
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58:00Consider our need to simplify and speed up the lighting and finish our asset system
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1:01:04Separate the asset markup and source files
1:01:04Separate the asset markup and source files
1:01:04Separate the asset markup and source files
1:07:14Revert our asset source file names back to their originals, and make a markup file responsible for tagging
1:07:14Revert our asset source file names back to their originals, and make a markup file responsible for tagging
1:07:14Revert our asset source file names back to their originals, and make a markup file responsible for tagging
1:11:55Single vs multiple markup files
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1:11:55Single vs multiple markup files
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1:11:55Single vs multiple markup files
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1:14:39Create base_game.txt and intro_cutscene.txt and tag all our assets
1:14:39Create base_game.txt and intro_cutscene.txt and tag all our assets
1:14:39Create base_game.txt and intro_cutscene.txt and tag all our assets
1:44:47Organise our base_game.txt and intro_cutscene.txt files into a tags directory for ease of distribution
1:44:47Organise our base_game.txt and intro_cutscene.txt files into a tags directory for ease of distribution
1:44:47Organise our base_game.txt and intro_cutscene.txt files into a tags directory for ease of distribution
1:49:30Consider our next steps in terms of maintaining the tags files
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1:49:30Consider our next steps in terms of maintaining the tags files
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1:49:30Consider our next steps in terms of maintaining the tags files
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1:54:28Introduce a default block in base_game.hht
1:54:28Introduce a default block in base_game.hht
1:54:28Introduce a default block in base_game.hht
1:56:13Q&A
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1:56:13Q&A
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1:56:13Q&A
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1:56:42s0imn Q: When utilizing the entity scheme, you mentioned in the pre-stream the single inheritance scheme. How would you implement functionality to allow modding of the game’s existing entities, and the code handling them (such as a physics overhaul mod which replaces the physics system in the game).
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1:56:42s0imn Q: When utilizing the entity scheme, you mentioned in the pre-stream the single inheritance scheme. How would you implement functionality to allow modding of the game’s existing entities, and the code handling them (such as a physics overhaul mod which replaces the physics system in the game).
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1:56:42s0imn Q: When utilizing the entity scheme, you mentioned in the pre-stream the single inheritance scheme. How would you implement functionality to allow modding of the game’s existing entities, and the code handling them (such as a physics overhaul mod which replaces the physics system in the game).
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2:00:34ivereadthesequel Q: So what did WinDBG do better than VS' debugger? Have you thought about using it in the interim between now and when RemedyBG is ready?
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2:00:34ivereadthesequel Q: So what did WinDBG do better than VS' debugger? Have you thought about using it in the interim between now and when RemedyBG is ready?
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2:00:34ivereadthesequel Q: So what did WinDBG do better than VS' debugger? Have you thought about using it in the interim between now and when RemedyBG is ready?
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2:03:01Miblo Q: Getting a bit fancy here, but do you think it'd be handy to have "scoped defaults" in the .hht? So you could have multiple defaults in a file, each of which has its own scope full of assets
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2:03:01Miblo Q: Getting a bit fancy here, but do you think it'd be handy to have "scoped defaults" in the .hht? So you could have multiple defaults in a file, each of which has its own scope full of assets
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2:03:01Miblo Q: Getting a bit fancy here, but do you think it'd be handy to have "scoped defaults" in the .hht? So you could have multiple defaults in a file, each of which has its own scope full of assets
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2:04:10fzes_95 Q: Did you know you can use the /d1reportTime flag for cl to see where the compiler spends its time?
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2:04:10fzes_95 Q: Did you know you can use the /d1reportTime flag for cl to see where the compiler spends its time?
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2:04:10fzes_95 Q: Did you know you can use the /d1reportTime flag for cl to see where the compiler spends its time?
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2:07:48Wrap it up
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2:07:48Wrap it up
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2:07:48Wrap it up
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