Last night I had a migraine and it kinda messed with my sleep schedule and cascaded into lower productivity today.
Got some proper rest and when I finally got to work I did actually manage to get some proper progress done for the day!
The previous version of the game had walls and enclosed rooms and as such it was impossible for a projectile to never return to the pool or so i thought.
When I reload the scene any projectile from player or enemies still in the world would become untethered to the global pooling system of projectiles which is a big nono. I was creating memory leaks!
Started as what I thought was a simple 3-effort bug fix but ended up touching like 6 different interconnected systems. Classic case of "oh while I'm here let me also fix this other thing" 🤔
About 4-5 hours total (curse you tension headache), but totally worth it for proper memory management. No more projectile ghosts floating around when I reload scenes!
Nearly ready for more playtesting without worrying about mysterious null refs 👻!
trigger entry or a bound check its fine for this case since we're on a plane if i need more specific things i can worry about that later 🤔Bounds-KillBoxAliveActorsManagerenemyKilledEvents I could create some sort of dynamic authorable rules that checks for what actor died compare it against arbitrary rule sets that change and that way i could create a simple quest system!ms of processing when reloading domainonly managed to do one task related to my game, however did manage to improve my notetaking, adopted iso format for daily note taking , modified all obsidian plugins to work with that and even started using timewarrior to track tasks as well and plan out some rust cli app to automate tracking things as a redundancy within timewarrior