added a new mechanic where you need to unscrew panels in order to access inventories \o/

it doesn't look like much, but i've been porting my inventory code over to rust and I finally got inventory switching to work. I'm almost done!

it's so hard to show off what i'm doing sometimes, but i'm almost done with my godot/rust inventory system refactor and it's very exciting to me

mfw i look into how to decompose a matrix but then i end up just brute forcing the solution.

Started porting my inventory code over to rust... it was a little painful (ran into a couple of weird issues) but now i can actually have types! exciting stuff.

The more I use gdscript, the more convinced I am that it actively hates types and compile-time guarantees.

Implemented a simple character controller. There are items in those boxes, but I can't open them yet!

refactored my project and got rotation working more appropriately \o/

The cursor placement is weird, but I got picking up shapes and multiple inventories working c:

rotating, translating, and doing collision checking for 2d boolean arrays is kind of confusing but I think I'm finally getting there.

I feel like i understand dnb better, but OH GOD ITS STILL SO HARD TO DO

Up early and well rested! Looking forward to being productive today \o/

Gender Dysphoria v1.1 removes the confusing pausing in the dialog and fixes some bugs, most notably related to some branches not showing up!

Well, I guess it's submitted to IGF now.

*sweating intensifies*

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