Finger info for marco@icculus.org...


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


= 2025-07-11 ==================================
- complete more of options panel in menu-vgui
- add create server options in menu-vgui
~ fix sound limits being hit (?) during invasion
~ fix all those damn other sound warnings already
* menu-vgui AND menu-fn now uses Source 1 style localization
* added german menu locale
* fixed up prop_vehicle_drivable, testing it on Q3 rally maps

since we're nearing completion on all of our new feature goals,
I am fixing up the various subsystems which still need repair.

vehicles (like the mounted guns, which are stationary vehicles to
us in the codebase) still went through the old commented out weapon
system. they also made no proper use of the new physics/movement state
object so if they were meant to have physics it broke. that all is now
fixed. next up i need to make the wheels actually handled by the wheel
entities themselves. plenty of games appear to use separate tire/wheel
models from the body. in TW we simply had everything in one model.
if you wondered why func_vehicles were broken on -git, that's why.

last week I also recoded the Half-Life HUD to take advantage of the
new atlasPic API. that API abstracts commonly used functions to render
scripted descriptions of sprite sheet images and potentially more.
it currently loads HL1 styled hud descriptions, but assumes you want
to load the 480p/SD versions of the assets. to the user this means
more mods will 'just work' if they make minor adjustments to the HUD.

for example, Poke646 looks way less scuffed now, without any custom
code. previously, the modified hud sprites made it unreadable.

When this .plan was written: 2025-07-11 18:05:08
.plan archives for this user are here (RSS here).
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