Inputs, water, lava!
So this week was a bit slower than usual, although it started off well. As I said last time, there are a few pending things to complete the port (at least the more important parts):
- Handling inputs and contextual actions
- Restore partially the developer-game-gui so that I can handle inventories and execute actions
- Test everything: abilities, more dungeons, bots, ai etc
The first and second parts are actually complete! ImGui replaced the old system, and everything works as expected thankfully on that front. I'm stilly trying to wrap my head around how to handle actions in a nice way. For example, I have a "Confirm" action which maps to LMB, Return key, maybe gamepad controls etc. But this results in cases where I might want to click somewhere on the map e.g. for panning, and the click is recognized as a Confirm action for the default "ContextHandle" behaviour, so the character will try to light an adjacent torch, etc. So, a bit more care is needed over there.
I guess I'm now on the testing side, so let's see how long that takes before I call it a day and wave the "Port Complete Successfully" flag.
Multiple overlapping liquids
One of the things I knew needed more work was the handling of multiple overlapping liquids. Sure, water next to land looks fine, but what if I have 4 different liquids adjacent to each other in a square formation? I used to handle than, but since now I've made changes to the liquid rendering, I knew it would be broken, and it was. So, after a few days of effort, I managed to get this working again, which is nice.
So, that's all for now, now if you'll excuse me, I'll be in the back, playing whack-a-mole with my bugs