Archive: Dev Blog

June 20 – Omni Update

Recently, I’ve been occupying myself with little odds and ends and helping other people.

Yesterday, I did a few Lua enhancements. Now you can access the aimPosition of your owner if you’re an item. And everything that has access to root callbacks now can query the image metadata database, which contains information on image sizing and tile placements.

I’ve been working on Parrying (with two handed weapons), but so far it’s still incomplete. So I used today instead to fix some one off issues with the Text Painter and the Wire Renderer. The Wire Renderer still needs some major restructuring, but I’ve started the process. The issue used to be that some wires wouldn’t show up unless the inbound node was within 64 blocks of the screen. Which is hacky and ick.

I removed the 64 block extra area. And made it so it will render also if the outbound node is on screen. This exposes another problem though, which is if the wire merely crosses through the screen, but neither node is within. To fix this, will take a bit more work, (storing the wires themselves, rather than the nodes and connections,) and present an interesting challenge (efficiently querying the world for lines that pass through a particular rect, rather than points), and as such that will need to be solved on another day.

As far as the text painting bugs, I simplified the rendering result to merely return a Rectangle where the text was rendered, rather than a width, height and number of lines, (which doesn’t actually give us information about *where* the text was rendered.) This fixed a few flickering text bugs in the AI’s scrolling text. Slowly but surely we’re dragging our frontend code into something respectable.

June 20 – Wires!

Today I took a (short) break from working on monsters to fix some longstanding wiring bugs. This is stuff that’s been bothering me since I started modding in December so fixing it has been super satisfying.  First, I fixed the selection code so that wires can be properly connected and disconnected to and from nodes that are packed closely together:

After that, I fixed a bug that prevented wires from being disconnected at all in the current nightly, fixed some world wrap issues with node selection, and a couple of other minor things. Finally, I think I managed to solve the ages-old bug that caused some wire connections to be broken during world loading! Hopefully some of you testing the nightly builds can help confirm that this no longer happens (after it’s updated tonight).

All in all, these fixes should make the wire system much more usable. Now I’m off to spend the weekend messing around with new ideas for wired objects… see you all next week!

19th of June, 2014: DevBlog GeorgeBlog

Hi! GeorgeV here yet again. Here’s yet another outpost store:

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∞ Infinity Express! Buy your general goods, survival gear, and much more from here.

That’s it. See you later!