|  Zed A. Shaw | fb064ffbf1 | Loot boxes now have ritual items and you can click on them, or the enemy just dies. | 4 months ago | 
				
					
						|  Zed A. Shaw | 7fc32b0248 | Trying out Ragel's state machine generation as an alternative to the DinkyFSM style. | 5 months ago | 
				
					
						|  Zed A. Shaw | af933c827a | Have a separate container vs. item loot for the different situations where you're pick items out of a container vs. an item on the ground. | 5 months ago | 
				
					
						|  Zed A. Shaw | 86eabed3db | Now when you loot an item the loot UI works. | 5 months ago | 
				
					
						|  Zed A. Shaw | d6c5a89251 | Fix the last few loot bugs before actually implementing the data model for inventory and loot. | 5 months ago | 
				
					
						|  Zed A. Shaw | e8199a973c | Fix up the healing potion so it looks more like a healing potion. | 5 months ago | 
				
					
						|  Zed A. Shaw | d2a5dfa713 | Rooms are now styled randomly based on assets/styles.json which will evolve into specifications for themes of levels and rooms in them plus other configs. | 5 months ago | 
				
					
						|  Zed A. Shaw | dc8648016d | Refactor the way assets are laid out in the assets/ dir and then have a build script that can automatically pixelate/posterize images that I save, saving me tons of time. | 5 months ago | 
				
					
						|  Zed A. Shaw | 3dc70c3af6 | This implements base ambient lighting for tiles which helps with tiles like lava and ceiling lights. | 5 months ago | 
				
					
						|  Zed A. Shaw | 31df3fe7a3 | Better light ceiling and floor tiles. | 5 months ago | 
				
					
						|  Zed A. Shaw | dd463d7d6e | Did a bunch of pixelation tests and I think this is the best setup so far. | 5 months ago | 
				
					
						|  Zed A. Shaw | 931d9493d2 | The raycaster can now pair a floor with a ceiling tile and to demonstrate this I have a blue light that shines on to a stone floor. I also played with just pixelating a regular image rather than painting it and honestly it looks better in a lot of ways. | 5 months ago | 
				
					
						|  Zed A. Shaw | e015652f4c | Now have the ability to load different textures for the floor, not ceiling though, it just matches the floor. | 5 months ago | 
				
					
						|  Zed A. Shaw | af2947c50a | Simple styling of the rooms done. | 5 months ago | 
				
					
						|  Zed A. Shaw | 3a745d492a | Refactored out the tilemap since it was mostly doing nothing useful. | 5 months ago | 
				
					
						|  Zed A. Shaw | ea9f6bf383 | Prior to deleting the TileMap to see if I can just replace it with new features in Map and textures::. | 5 months ago | 
				
					
						|  Zed A. Shaw | f45dbe8c48 | Ready to refactor the tilemap so I can stylize different parts of the maps generated. | 5 months ago | 
				
					
						|  Zed A. Shaw | 96a585220b | Raycaster now leaves colors that are above a threshold to have a 'glow' effect. | 5 months ago | 
				
					
						|  Zed A. Shaw | c0d668fb0b | Played around with a circular map real quick. | 5 months ago | 
				
					
						|  Zed A. Shaw | 9dcc2036aa | Trying a new 'glowing moss' texture to sort out how to make the raycaster alter the light of a surface that has its own light. | 5 months ago | 
				
					
						|  Zed A. Shaw | 90c37fe4c9 | Fixing up how rotation works with combat and then making the lighting better. | 5 months ago | 
				
					
						|  Zed A. Shaw | 4eaf3c35d6 | Fixed up the map generator so that it's placing entities in non-overlapping tiles and adapting the style for the size. It can also deal with maps that have no rooms better and places the stairs better. | 5 months ago | 
				
					
						|  Zed A. Shaw | 33cd490ed3 | Playing with maze gen again. | 5 months ago | 
				
					
						|  Zed A. Shaw | ac252bf09d | Maze works well now and there's something placed in all rooms and dead ends. Will need to randomize it more so not every dead end is an enemy. | 5 months ago | 
				
					
						|  Zed A. Shaw | 0eb245d113 | Working on a better character view. | 6 months ago | 
				
					
						|  Zed A. Shaw | 8a3046e141 | The colors and other theme elements can be configured in assets/config.json | 6 months ago | 
				
					
						|  Zed A. Shaw | edf10c976a | Cleaned up the ritual UI some more and solved a few more bugs, then brought in a quick 'dubious combination' image. | 6 months ago | 
				
					
						|  Zed A. Shaw | 2ceab51c40 | A really shitty ritual crafting UI is working but needs a big reshape. | 6 months ago | 
				
					
						|  Zed A. Shaw | 14619558fa | Better UI for the ritual crafting that almost works, but need to get the selected items to move down. Might need some state machine love soon. | 6 months ago | 
				
					
						|  Zed A. Shaw | 1a9e068d02 | Junk items are now transfered to your blanket so you can use them in crafting. No UI for that though. | 6 months ago | 
				
					
						|  Zed A. Shaw | bc557652ba | The player now has some starting items to craft a first weapon, and it is craftable in the UI. | 6 months ago | 
				
					
						|  Zed A. Shaw | 292711f91f | Prep for the actually making ritual crafting work. | 6 months ago | 
				
					
						|  Zed A. Shaw | ad1d08ca96 | There's now an hp status indicator 'doll' when you click on it your host (character) will tell you how they're doing for HP. | 6 months ago | 
				
					
						|  Zed A. Shaw | dac9b1b3de | rcrnstn found a way to make the shaders work under MESA by forcing the version number to 120 and no default params in functions. | 6 months ago | 
				
					
						|  Zed A. Shaw | 2fb1687997 | Now have sounds and shaders working on the button for each of the different 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 | 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 | 58981fd8ed | Setting up to have a fire attack and lightning attack. | 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. | 7 months ago | 
				
					
						|  Zed A. Shaw | 5ffa3b0d1e | Everyone is on fire temporarily. | 7 months ago | 
				
					
						|  Zed A. Shaw | 467a26628c | Wrong shader. | 7 months ago | 
				
					
						|  Zed A. Shaw | 137dcc1f30 | Missing resources. | 7 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. | 7 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. | 7 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. | 7 months ago | 
				
					
						|  Zed A. Shaw | 766b20f3f8 | Rayview now uses the shader manager. | 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 |