|  Zed A. Shaw | 57e8774fad | Make the make more linux friendly. | 6 months ago | 
				
					
						|  Zed A. Shaw | eb709930f5 | Combat UI now uses different icons for different attack elements. | 6 months ago | 
				
					
						|  Zed A. Shaw | 30997cbff5 | Test rituals are now configurable in assets/config.json | 6 months ago | 
				
					
						|  Zed A. Shaw | ebb69dd589 | Rituals are now taken from the belt and shown in th combat_ui and in the system::combat.  They aren't used in combat calcs yet though. | 6 months ago | 
				
					
						|  Zed A. Shaw | 00c28f47eb | Rituals are now being added a belt on the player in a temp function in LevelManager. | 6 months ago | 
				
					
						|  Zed A. Shaw | a70f11646a | RitualBelt now has an API. | 6 months ago | 
				
					
						|  Zed A. Shaw | 31b35b43eb | Added the ritual belt first cut. | 6 months ago | 
				
					
						|  Zed A. Shaw | 17d30e2ed2 | Add a dump function and clean up some data. | 6 months ago | 
				
					
						|  Zed A. Shaw | 5d924c764f | Rituals can now be configured to have a kind and an element based on the results. | 6 months ago | 
				
					
						|  Zed A. Shaw | a342c53b02 | RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct. | 6 months ago | 
				
					
						|  Zed A. Shaw | 43435509f6 | Fixed system to use the BattleEngine result. | 6 months ago | 
				
					
						|  Zed A. Shaw | bf8a2dc0c5 | Simple quick way to do different attacks that play different shaders. | 6 months ago | 
				
					
						|  Zed A. Shaw | 58981fd8ed | Setting up to have a fire attack and lightning attack. | 6 months ago | 
				
					
						|  Zed A. Shaw | 787be78a69 | Now I can attach arbitrary shaders to sprites based on things that happen in the world. | 6 months ago | 
				
					
						|  Zed A. Shaw | bec8fe0a13 | Note from ORBLISH on idea for hover sounds. | 6 months ago | 
				
					
						|  Zed A. Shaw | 1b4f55804c | The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time. | 6 months ago | 
				
					
						|  Zed A. Shaw | 5ffa3b0d1e | Everyone is on fire temporarily. | 6 months ago | 
				
					
						|  Zed A. Shaw | 467a26628c | Wrong shader. | 6 months ago | 
				
					
						|  Zed A. Shaw | 137dcc1f30 | Missing resources. | 6 months ago | 
				
					
						|  Zed A. Shaw | 57e042e786 | Now have a do_if on GUECS for many of the 'if this exists do this' patterns. | 6 months ago | 
				
					
						|  Zed A. Shaw | 2ecef8d9f9 | Have a basic little click sound going, but hover events will need some work.  I'm doing those on every mouse move. | 6 months ago | 
				
					
						|  Zed A. Shaw | 7186c2ecb0 | I think this is the best I can do for a hover vs. click shader effect.  Just do it in a shader based on a uniform setting. | 6 months ago | 
				
					
						|  Zed A. Shaw | 84a5f06dac | Reworked the way shaders are configured to reduce the amount of times clicks on buttons cause the shared shaders to reset. | 6 months ago | 
				
					
						|  Zed A. Shaw | 19b9a4affd | The reload mechanism for shaders is a bit better, but still to make them unique. | 6 months ago | 
				
					
						|  Zed A. Shaw | 08bc48df3d | GLSL smoothstep is NOT lerp, it's 'Hermite linear interpolation' which basically means not a damn thing anyone says it is.  mix is what I want. | 6 months ago | 
				
					
						|  Zed A. Shaw | 766b20f3f8 | Rayview now uses the shader manager. | 7 months ago | 
				
					
						|  Zed A. Shaw | edee3ac0c9 | Quick test that shows the shader now just work on any UI element. | 7 months ago | 
				
					
						|  Zed A. Shaw | 35ced58cc9 | Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually. | 7 months ago | 
				
					
						|  Zed A. Shaw | a5b8e411e3 | I can now apply shaders to any GUI element, but I need a shader manager that will allow for hot reloading and tracking input/output variables. | 7 months ago | 
				
					
						|  Zed A. Shaw | 80b4faf940 | Added a screen size parameters to the fragviewer. | 7 months ago | 
				
					
						|  Zed A. Shaw | 576110ea44 | Fragviewer can now load a sprite from my sprite list and then apply shaders to it. | 7 months ago | 
				
					
						|  Zed A. Shaw | 724d3edb61 | Wrote my own quick and dirty fragment shader viewer. | 7 months ago | 
				
					
						|  Zed A. Shaw | b5d93399d5 | Converted the buttons to reflect the actions you can take. | 7 months ago | 
				
					
						|  Zed A. Shaw | d7e9944e58 | Change the buttons to text for development until I can get the icons/art. | 7 months ago | 
				
					
						|  Zed A. Shaw | e11a374d26 | No need to compile arena anymore. | 7 months ago | 
				
					
						|  Zed A. Shaw | 5a3b567fd1 | Solve a problem where if you give a name for  cell and the name doesn't exist you get a crash during world query in GUECS. | 7 months ago | 
				
					
						|  Zed A. Shaw | 0e2f213871 | Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want. | 7 months ago | 
				
					
						|  Zed A. Shaw | ca328e10dc | Rework the source so that battle is in its own thing to work on. | 7 months ago | 
				
					
						|  Zed A. Shaw | e6a8a8b338 | Fixed the map so that it shows directional arrows instead of a compass. | 7 months ago | 
				
					
						|  Zed A. Shaw | c7c48658bd | Lots of dumb little edits to sort out what I'm aiming at.  I'll next clean out most of this in a refactor. | 7 months ago | 
				
					
						|  Zed A. Shaw | 1f90367f51 | Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision. | 7 months ago | 
				
					
						|  Zed A. Shaw | e18aeaf05c | Bring back a simple blood splatter texture. | 7 months ago | 
				
					
						|  Zed A. Shaw | b832bbd78a | Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures. | 7 months ago | 
				
					
						|  Zed A. Shaw | 6d73c87c4e | Debug UI now has little icons for each enemy and can spawn any enemy. Also I forgot the files. | 7 months ago | 
				
					
						|  Zed A. Shaw | 07ce8a4148 | New debug_ui that shows perf data, other debug info, and allows spawning enemies. | 7 months ago | 
				
					
						|  Zed A. Shaw | 4f090159ab | Started working on this 'arena tester' tool that would let me load an enemy and test them, but then realized I could just make it so I can spawn enemies in the game.  I'm keeping the arena around as it will be useful later as a scriptable testing tool, but for now just spawn and test. | 7 months ago | 
				
					
						|  Zed A. Shaw | b6c1eba1b3 | Actually I can just use the ai::distance_to_goal function on the fit_sort to sort by cost and distance. | 7 months ago | 
				
					
						|  Zed A. Shaw | c1aba2d5c8 | This does a 'fit_sort' whenever the state is changed. fit_sort effectively sorts the actions by distance+cost so that the cost is actually present unlike the original algorithm. | 7 months ago | 
				
					
						|  Zed A. Shaw | c014e65c13 | Gave up on trying to get the GOAP algorithm to correctly apply the cost structure to competing choices, and instead I take the resulting action list and simply find the next best one based on cost. | 7 months ago | 
				
					
						|  Zed A. Shaw | 52f45e1d45 | Mostly fixed up but I have to figure out why cost on actions isn't changing the priority. | 7 months ago |