[56:57][@SoysauceTheKid][Could you leverage your debug code when trying to find the right values you want for the intro cutscene in realtime instead of recompiling?]
[57:20][@garlandobloom][Add some credits and boom! We're done!]
[57:37][@Danyguag][How do you terminate or end each thread at the end?]
[57:55][@ThisisAtticus][What are your thoughts on twitch asking you to switch labels to creative?]
[58:37][@Fyoucon][Will we be reimplementing the profiler?]
[58:58][@Danyguag][The end of the executable]
[59:59][@ijustwantfood][Could you re-explain why you couldn't move the hero after cutscenes for a while?]
[1:00:16][@Novynn][If someone wants to run your game in fullscreen but at a different resolution than native, how would they change it? You've said before you don't like menus, so would you use a launcher instead or something for those options?]
[1:03:15][@insofaras][Could you do some resolution detection at startup to avoid starting at a broken resolution?]
[1:04:46][@m1el][You say "normal person" as if tech savvy people is something awful.]
[1:07:04][Talking more about resolution / 4K]
[1:08:44][@SteelGolem][Do you generally do cutscene code before gameplay code when you're working on a game?]
[1:12:32][@elxenoaizd][Are we in a point where we're close to have to need to implement mixins?]
[1:12:53][@pragmascrypt][Will c++17 modules solve the #include dependency problem?]