[2:01:08][@qwindoo][Are there engine features or ideas that emerged during the Handmade Hero streams and that you've since "backported" to the 1935 engine?]
[2:02:45][@Miblo][For the random series you picked (at random) 1234. Could it have made any sense to pick 360 there, for 360 degrees, or would absolutely any number do?]
[2:05:39][@paulygon104][Probably the ingest server hiccuped or something]
[2:07:12][@mtsmox][I think you can keep files open in visual studio by clicking the icon next to the close icon]
[2:09:49][@bigfellahull][Tools > Options > Environment > Tabs and Windows > deselect allow new files to be opened in preview tab]
[2:10:36][@bigfellahull][Not related to lighting but I've been catching up with the multithreaded sim regions tonight and noticed that we never unset the entity active flag if an entity is not contained in the updatable bounds]
[2:11:58][handmade_sim_region.cpp: Enable BeginWorldChange() to clear the EntityFlag->Active]
[2:13:27][handmade_world_mode.cpp: Let PlayWorld() call AddMonstar() and run the game]
[2:13:58][handmade_world_mode.cpp: Let PlayWorld() put the snake in the world, and run the game to say hello to it]
[2:15:51][handmade_entity.h and *.cpp: Add a Light entity_visible_piece_flag and make UpdateAndRenderEntities() call PushLight()]
[2:20:47][handmade_world_mode.cpp: Make AddSnakeSegment() call AddPieceLight()]
[2:22:09][Run the game to see the lit up snake]
[2:24:16][Run the game and note that our lighting scheme does not incur a cost per light source]
[2:25:54][handmade_render_group.cpp: Enable LightingTest() to distribute light with no occlusion after some iterations, and run the game]
[2:28:43][@Brian][ctray license question. May I continuously update my GitHub branch of your timer (ctray) code from Handmade Hero, until you say otherwise, meaning you are preemptively giving unlicense / public domain to any further code in that folder? Would you prefer I ask every time for permission so you don't need to worry? I can do whichever is more convenient to you]