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3h 11m 18s logged

Devlog 5

I was too lazy to add all the features other than basic functionality to scripting, so I decided to work on some small bugs and features instead.

Also, today I learned that you can ATTACH MULTIPLE SCREENSHOTS. This is like a gamechanger lol I can’t believe I didn’t know this.


Extra line at the end of the viewport grid

For the grid in the center of the screen, the function I used to draw it didn’t close it off on the right side. I can’t believe it took until now to fix it :|

Changed hierarchy node symbols

I changed the symbols on the left side of each of the nodes from emojis to letters. I used emojis because I didn’t want to find assets (sorry), but recently I’ve been feeling like the emojis make it feel AI-generated, so I removed those. Also, a bonus of changing them to letters is having the ability to now have the same name be used across different node types, but when you call them in code, you have to do like G:Object or O:Object.

Fixed opacity slider position

You might’ve seen in my last devlog, something kind of crazy happened with the slider… Anyway, it’s fixed now, so that’s good! I also ended up customizing the slider.

Width and height lock

Before this, I didn’t have a way for users to lock dimensions. I’ve implemented two checkboxes into the inspector, dimension lock and proportion lock. Dimension lock takes the current dimensions and keeps that ratio, while proportion lock keeps the original dimension ratio of the original asset.

Closing the correct inspector

Basically, there used to be a bug where if you deleted one asset while another asset was open in the inspector, it would close the inspector. It wasn’t harmful or anything, but it was really annoying. This was a pretty simple fix. I just added a check where the name of the asset in the inspector is compared to the name of the asset being deleted.

Changing console color

I don’t know if I mentioned this in a previous devlog yet, but I added a console for errors from scripting to show! It also displays start and end times. However, it was the wrong color for so long and I didn’t notice. It was just because I put the wrong class name in the css…

Refreshing asset options

This was also a bug that was really annoying. When you created a sprite and opened it up in the inspector, when you uploaded a new asset, it wouldn’t show up in the inspector. This was also pretty easy to fix. I just created a helper function, which basically just remakes the asset select options, and then called it every time an asset is changed, like when one is renamed, uploaded, or deleted.

Adding sprite selection in the inspector

I can’t believe I didn’t add this yet, but I added a new option in the inspector. If you have multiple sprites attached to an object, you can now select which sprite to use.

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