Daily Dev Log for June 14th, 2017
Hey everyone! Here’s what everyone on the team has been working on over the course of today, June 14th, 2017.
@Zak continued working on the Arcade API, fixing issues and creating test builds of the Unreal Engine project for both Shipping and Development. The first bug he fixed was a threading deadlock that would occur when closing the arcade tool, which was caused by the audio thread attempting to lock a deleted mutex. He then fixed a shared pointer deadlock between Lua instances and Lua classes, where an instance would lock its class as a required resource, preventing either from being deleted. Next, he tackled two memory leaks, one large one in the image resources, and the other in the tool’s asset compiler. While dealing with the memory issues, he rewrote shared pointer allocations for the asset map, so it will now use runtime templates to simplify the code. To make the API more efficient, he removed the old Lua math modules, as it would be more efficient to write them natively in Lua than exported through the C API. Lastly, he fixed an issue in Unreal where the game thread would Garbage Collect textures under the render thread, causing the game to crash.
@macdguy spend the day on Laser Tag, Trivia, Bowling, and the Lobby in general. Starting with Laser Tag, he finished the game intro animations and improved the team intro effects. Regarding Trivia, he added various new features / changes. First he added a correct answer streak system with flame visuals, to show off contestants who know their stuff. He then added a “you’ve selected” HUD element to show you what choice the user selected, which is only shown to the individual user, not to anyone else. He also added a “retrieving questions from OpenTDB” screen state, to further explain what state the Trivia game is currently in. He fixed a bug with the last round intermission, where the final intermission would last longer than the others. Finishing up with Trivia, he made the “end of game” score display for a few seconds longer, and did a slight update on the visuals. Regarding Bowling, he fixed two bugs, one where the player would not be placed in the seat correctly, and another where the player’s camera would not get reset at the end of the game. The seat issue was also fixed for Poker, and an overall fix was added to the Lobby to ensure cameras will get properly reset to their default state when games are over. Lastly, he fixed some issues with the new countdown UI.
@Foohy has been busy with school work and finals.
@Lifeless continued work on the Containership map for SDNL. He continued modeling parts of the Containership itself, and briefly looked into issues with the Ferris Wheel.
@Matt finished the textures for the Bullpup weapon. Image
@MrSunabouzu has been continuing work on substance materials for SDNL. Today he made a “wall of skulls” material for the SDNL Hell level.
@Madmijk fixed the darkness lighting issues in the condo, with the help of @Lifeless. He also finished the acoustic foam panel items.
@Johanna finished the high-poly model for the Galaxy Friends arcade machine, along with the low-poly, UVWs, and baking the maps. She also started on the texture work for the model.
@Caboose700 fixed an issue with Typing Derby that would cause the Unreal Editor to crash upon typing. He also spent some time looking into the Media Player system, and approved some trivia questions.
@Wergulz revisited the “backwards run” animations for some polish and fixes, as there were some “weird popping and strobing” issues that went unnoticed. He also started blocking out the “Right Run” cycle animations.
@donglekumquat continued his work on the Underwater Condo sound pass. He placed audio volumes for each interior, and placed soundscape volume triggers for the central condo. He also continued his work on the music for the Khromidro ball race level.
@Krionikal finished up animations for the Thompson weapon.
That’s what everyone at PixelTail Games has been working on today! See you tomorrow!