Daily Dev Log for October 3rd, 2017
Hey everyone! Here’s what everyone on the team has been working on over the course of today, October 3rd, 2017.
@Zak continued working on the Chatbox. Today he made the UI obey the opacity and color constraints of the parent widget. Sub-widgets are no contains within a SBorder, this is so that the chat box widget can privately control sub-widget opacity. An Interactivity Switch was added to the Chat Box, for managing opacity and hit test modes for all the sub-widgets. Timestamps were added to messages, and a test thread was created that emulates a stream of incoming messages for debugging purposes. Messages now fade out if the chatbox is transparent (non-interactive mode). New additions include a tab hiding animation when switching to non-interactive mode, a subtle animation when chat messages are added to the output panel, and the output panel now auto-scrolls to the latest message. The message animation was changed so that it is tied to the message's timestamp and not the lifetime of the widget it is in. Logic was added to disable the auto-scroll if the user has scrolled to another location, and an event to scroll to the bottom of the chat when the user has left interactive mode was added. A latest messages button was added that appears when new chat messages are present whilst the user has scrolled up in chat. He wrote up designs for the chat command parser which details how syntax escapement will work, added a test case to test removal of chat streams at runtime, and fixed an issue where chat stream removal would cause a crash because of a dependency loop in the FChatStream construct.
@macdguy investigated the bowling input issues, which was the reported issue where the bowling ball would curve no matter how straight you bowled. The cause of the issue was found, it was solved, and a patch was released, which was a bit of a pain since our source control had to be reverted to the last update due to new work. The parental control UI has been cleaned up a bit, users can now easily edit trusted / not-trusted players without it being cluttered with the whitelist / blacklist. He also started working on a minigame for Halloween (spooky shooting spree, a very super work in progress name). He also started working on UI that shows up when joining a condo. This'll inform users how many canvases the owner has and asks if the player wants to Trust (which puts the owner on your trusted list), Block (which puts them on your not-trusted list), or Decide Later (which loads all canvases that abide by your whitelist/blacklist settings). A good way to bring this UI back up after you've made a choice still needs to be figured out. Lastly, he updated the Trello.
@Lifeless continued working on the rail-based shooting gallery.
@Matt created a barbed-wire baseball bat.
@MrSunabouzu continued working on art for Zombie Massacre.
@Johanna continued remodeling the new sonic shotgun for Virus.
@Caboose700 helped @Deniz retrieve some files, helped @macdguy test the bowling fixes, created clients for the bowling hotfix, and continued working on the Tower Unite website, specifically working on the cart / checkout system.
@Deniz caught up on what he missed with @macdguy, and started looking into the ¼ screen brightness bug when "effects" are set to "low".
That’s what everyone at PixelTail Games has been working on today! See you all tomorrow!