Daily Dev Log for October 2nd, 2017
Hey everyone! Here’s what everyone on the team has been working on over the course of today, October 2nd, 2017.
@Zak continued working on the Chatbox. Today he hooked up FChatSystem to the Tab UI, making tabs now completely data-driven. The chat output widget now pulls data from a FChatStream shared pointer, and the Chatbox root widget now connects to the Tab UI's OnTabSelected delegate to chat output to select streams. He also made chat tab styling configurable on the FChatStream, and moved the Chat UI test suite code into its own code file. The widget decorator test and boilerplate were moved into their own files, and a test was created for adding and removing chat streams. He made sure the chat stream is reset when the last tab is removed, and solved a shared pointer dependency loop which was causing the chat streams to persist in memory even when they were removed. The global OnChatMessageAdded delegate uses TWearPtr payload argument to solve this. A IsUnique() check was added on the chat stream removal code to ensure that stream pointer dependency loops are easily detectable in the future. Lastly, the chatbox output now listens for stream removal events and detaches itself if its stream was removed to prevent it from keeping a strong reference when the chat system wants to remove the stream from memory, and the chatbox output panel now scrolls new messages into view.
@macdguy discussed and planned out our future updates, and started talking about the plans for the Halloween update. He continued working on the Canvas Parental Controls, improving the URL input UI (now checking for valid URLs) and finished support for blacklisting URLs, whitelisting URLs, and trusting / untrusting players.The canvas's will now automatically reload their visibility when the player changes their parental control settings, and blocked canvases now re-download the image when they are unblocked. Lastly, a test map was created to easily test multiple cases.
He also worked a bit on the Transit station, creating escalators that move, animating the Maglev train so that it arrives when new users arrive, replacing the screens with a dynamically loaded screen displaying latest update news, and added noises to the ticket barriers when a player walks through them.
@Lifeless continued working on the rail-based shooting gallery.
@MrSunabouzu continued working on art for Zombie Massacre.
@Madmijk continued creating items for the Nature store.
@Johanna continued working on the upcoming Minigolf map, Odyssey, redoing the texture for Earth's terrain. Aside from Odyssey, she started remodeling the new sonic shotgun for Virus.
@Caboose700 transcribed meeting notes, and continued working on the Tower Unite Website, focusing on the Cart System / Checkout System.
@donglekumquat is still moving, almost done setting up his new room.
That’s what everyone at PixelTail Games has been working on today! See you all tomorrow!