Good vs. Evil

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51
1 Some behind the scenes change maybe?
No, as I only updated 2 crates so far and both have been several days ago.

I guess it has to do with that I increased the amount of random numbers I need which may have changed how they get generated.
 
50 That could be, compiler inlines/optimizes things differently since it's used more often so it makes more sense to keep it out of the individual files or something.
 
49 and when working on the shop this shit happened:
unknown.png

I think its time to see if I can bind another gui library so I don't have to use Immi. Especially considering Immi hasn't been updated in at least a year and only has a button and 2 types of progress bars.
Also, needed to write a lot of wrapper code for Immi anyway as normally you need to create 3 objects just so you have the object that you can use to draw on.
 
51 currently writing the bindings so I can use conrod inside quicksilver.

remapping an enum containing 158 entries wasn't fun.....lets hope I did it correctly....
 
50 "Hey, duck, can you deploy and test some code for us? The dev is on a plane and out of contact." goes to look at github and sees most recent update was several months ago. So... I wrote the code myself.
 
51when I started writing the conrod bindings I decided to be cute and just map everything even stuff that I don't need just in case I decide to make this part a separate crate.
Controller support is one of those things because I am not sure what would be more confusing. It doing nothing as supposed to it doing the wrong thing?
Code:
pubfntranslate(key : quicksilver::input::GamepadButton) -> u8 {
use quicksilver::input::GamepadButton::*;
match key {
 FaceDown=>0,
 FaceRight=>1,
 FaceLeft=>2,
 FaceUp=>3,
 ShoulderLeft=>4,
 ShoulderRight=>5,
 TriggerLeft=>6,
 TriggerRight=>7,
 Select=>8,
 Start=>9,
 StickButtonLeft=>10,
 StickButtonRight=>11,
 DpadUp=>12,
 DpadDown=>13,
 DpadLeft=>14,
 DpadRight=>15,
 Home=>16,
 }
}