Progress report: Menu UI framework is mostly done. No logic to handle anything other than just buttons right now, but it's good enough I can move on soon and get to work on game logic.

Implemented a globally-visible bitmask of user input to be passed to worldThread during game loop

I have no I/O functions yet, so my debug and render variables are set from the command line.

Taking a few days because I want to perfect the absolute basics before I continue and get rid of any technical debt. Simple menu framework on the main thread will be the next step. Then a globally visible GameObject layer to be read by the renderer and animation systems in state INGAME

LibAlleg does not have a guide on framerate-independent game logic, which makes removing the FPS cap difficult. No worries, I could do multithreading.

Except for some ungodly reason, the renderer is hard-capped at 60 frames per second, agnostic to my own code. This is "120"

I only found this out the hard way when my timescale math inadvertently caused the publisher intro to be twice as long instead of just being double the framerate.

At that time I had not implemented a delta timer because I was relying on Allegro's event timers for pacing, so I had no way of viewing the framerate until I took this screenshot. You can probably imagine the hours I wasted trying to fix my code not realizing what was happening.

*sigh* time to contact the IRC again...

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RT @kaliivvs
Racist Check: Type "Nig" and press what comes up in the middle

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RT @alt_nazar1328
Woke up to this. What the hell 🤨

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RT @L1ghtsword
Good morning ☺️✨️

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RT @MutantDogz
Was just thinking about my pet ferret Sally i got her for my birthday on halloween 2003 Here's an old photo of her. Miss you gal.

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Newsflash: loser learns that not all right wing people are homophobic. who'd have thought

not endorsing either of the people in this shot by the way, just pointing out the ignorance on display

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Cyclone and his cohorts harassing a kid on the internet because he has a political opinion they don't like

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