1.25.25 - BIG developments (screenshot instead of video bc who fuckin cares)
Originally I had bottles and glasses as two different things. Bottles would pour infinitely, contents defined by what the scene is named. Glasses would recieve contents from bottles, the only thing they could do themselves was dump contents out. BUT now all items function like glasses, and glasses can pour their contents into whatevers in the other hand. (or still dump out if nothing' else is held) Bottles are filled with contents at ready. This feels like the way it SHOULD work logically, however, this also means that you can pour contents into bottles even if it's not what they're labeled with. For example, you could now fill the lime juice bottle with whiskey if you wanted. When this turns into an actual game, that might get frustrating, but we'll cross that bridge when we come to it.
You can now swap between screens with the arrows! 4 screens at the moment, not that that matters because they're all the same. In the future, will make one w/ customers on it, one with tools, one with liquors and one with mixers. This caused a bit of trouble bc originally I had things held in hand being teleported to the hand's location once when they were grabbed, but when you change screens the hands would move and the held item left behind. So I had to fix it so the item is constantly checking if it is where the hand is.
Added a shaker! It can pour/be poured into, but when it's used without another item, all contents are changed to "shaken" contents. For example, if it has "limejuice", "syrup", and "rum" in it, when it's shaken, they all change to "shakenlimejuice", "shakensyrup", and "shakenrum". This caused a funny bug before I had it check if the ingredient was already shaken, and was adding to the dictionary WHILE the for loop was running based on it, meaning you'd end up with "shakenrum", "shakenshakenrum", "shakenshakenshakenrum", and so on...