This is my current worklog.
Updated daily and archived by the weekend.
Currently mostly working on Nuclide and connected games.
* = Completed
+ = Completed at later date than specified
- = Cut/discarded at a later date
~ = Ongoing
= 2024-09-19 ===================================
Making a big tray of bread rolls today.
Two bowls of different mixes, one whole wheat
leaning the other regular flour.
Will be spending time on AI mostly.
That code has not been touched in a while
and I think they deserve love right now.
= 2024-09-18 ===================================
* add fun cg_modelSpin/Bob cvars
* NSActor::MaxAmmo(int) added
* NSItem::ItemPickUpCheck(entity) added
External appointment took up most of the day
= 2024-09-17 ===================================
* NSProjectile: add "animEndRemoves"
* fix dirFromTarget() logic
* passing of extra damageDecl values from radiusDamage() calls
* "flare" option for NSProjectile, reads light_ keys to draw up a neat flare
= 2024-09-16 ===================================
* NSProjectile: make "explode_light_radius" and friends work
* rework internal entity color handling
* NSProjectile: add "fx_path"
* NSProjectile: add "animStartFrame", "animEndFrame", "animFrameRate"
Over the weekend Xylemon and I have made some example
definitions for two games. All weapons and items were
able to be implemented in less than two days.
This is to test that we have a decent range of
features available in our base classes
and to also prove a point to ourselves that
prototyping and building out game ports to Nuclide
is faster than ever. It sure is! It'll all be revealed soon.