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    • assignToActionBar.webm   Aw yeah folks, things are really coming together. Will make this look a bit nicer tomorrow. Gonna need to start hooking up usage and placement soon!  
    • So! Sorted the bug that was giving me tons and tons of copies of the items to our inventory. It was actually quite simple and very silly. We might as well cover it really quick. The original code, first adding, and then removing. So the mistake here is very subtle, specifically how does equality work with Datum? For two datum to match they must be the same in ALL ways. Their name, their ID, and their count. But what if, lets say, you are adding a single copy of an item to your inventory and you've got...oh I don't know, 25 of them? Well congratulations you just got another entry in your inventory. Following this we increase the count of the original instance and thus you are left with a 0 entry of your items. So what did I actually need to do? Well there you go! That was a very silly mistake, but at least it is good now! I also realized I haven't tested adventure recovery when saving and loading. We won't do that this week but I've got it on my mind. Tomorrow hopefully we'll get even more done! I'm pretty pleased with catching this bug, as small as it is, AND getting most of our lawn mowed.
    • Alright, I've hooked up the UI slots to be buttons. Now when we click on them they'll inform any listening systems of their unique ID. I did notice we've got a bug where your inventory is kinda "growing" when it shouldn't. I'll need to look into that. The reason will probably be pretty amusing and stupid, that is the way of things most of the time for me.   Next steps will be hooking up the action bar to listen for these clicks. The main action bar handler will just be listening for the event and will assign the item to whatever your currently selected slot is. We'll see if we like that, in the end the preferred method might actually be clicking an item in your inventory THEN pressing the key you want to assign it to.   May try both, might eventually implement support for both and let players decide. Guess we'll see! Sadly I've had some long days and early mornings so I can't do more tonight.
    • Alright! This week we will be touching up some of the UI. None of this will be final but it gives us some feel for where the game can go. I think first we will connect the inventory to the action bar and then we will go from there. No pressure just fun! That's the plan at least 🙂
    • Today I did a little bit of UI work just to help unwind. It was a long and busy week and I both didn't want to do anything but also didn't want to do nothing. Stuck in some kind of weird middle state, I did a little. What was amusing once I was finished with some of the first pass code for the inventory was it revealing an issue with my character. As you know I had ID issues with my items. What I hadn't noticed was that all the prior iterations of the items have been sitting on my player this entire time. That's pretty amusing, all things considered. Sometime soon I'll clear out my inventory and save my player, just to fix that up.
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