|  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 | 33cd490ed3 | Playing with maze gen again. | 5 months ago | 
				
					
						|  Zed A. Shaw | c97648ab3a | Remove useless log messages and bring back the tests. | 5 months ago | 
				
					
						|  Zed A. Shaw | a0b785cb2a | Hunt-and-kill algorithm rocks. It handles everything I need for map gen, including spawn points, room placement, and the maze like map. | 5 months ago | 
				
					
						|  Zed A. Shaw | 7a0b2f988d | Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around. | 5 months ago | 
				
					
						|  Zed A. Shaw | 74a8599977 | Fully converted to using the lel-guecs library externally now. | 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 | 8aeac5397a | Windows installer fix before 0.2 release. | 6 months ago | 
				
					
						|  Zed A. Shaw | e0d7744eeb | Make file now detects windows or not and does the weird thing. | 6 months ago | 
				
					
						|  Zed A. Shaw | 57e8774fad | Make the make more linux friendly. | 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 | 31b35b43eb | Added the ritual belt first cut. | 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 | 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 | 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 | b832bbd78a | Fixed how sprites/textures are loaded so tehy default to frame 0 of any multi-frame textures. | 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 | 
				
					
						|  Zed A. Shaw | 862d8b4d81 | Now have a cycle and repeated action mitigation technique in the AI algorithm called 'delete shit you've seen'. | 7 months ago | 
				
					
						|  Zed A. Shaw | 922fbeba0e | AI now follows the A* algorithm more closely by using a separate priority queue from the open_set. | 7 months ago | 
				
					
						|  Zed A. Shaw | da273cbee6 | Refactored rituals so they can be used in different situations. | 7 months ago | 
				
					
						|  Zed A. Shaw | 6c9016eb0f | After some prototyping I have what I think I want for the map. Just a  simple piece of paper you take out that has the ASCII map on it. | 7 months ago | 
				
					
						|  Zed A. Shaw | 1aa6674e42 | Created a nice utility library for doing animations, and used it in the ritual crafting UI. | 7 months ago | 
				
					
						|  Zed A. Shaw | d3158291f7 | Did a full code coverage review and improved many of the tests and a bunch of code.  I'll do one more final walk through all the code before getting back to work on the new combat system. | 7 months ago | 
				
					
						|  Zed A. Shaw | 113a4a3b3e | Now have a coverage report. | 7 months ago | 
				
					
						|  Zed A. Shaw | c4611c0138 | Right before coverage destroys everything. | 7 months ago | 
				
					
						|  Zed A. Shaw | 49531ba148 | Rituals are more or less sorted out in theory, and they helped find a cycle in the GOAP algorithm that I'm detecting/preventing. | 7 months ago | 
				
					
						|  Zed A. Shaw | 8368d2e751 | Prep for the next cleaning quality cycle. | 7 months ago | 
				
					
						|  Zed A. Shaw | 7984540c0c | Added a check to see if a found state is already in a closed_set so I can skip it. | 7 months ago | 
				
					
						|  Zed A. Shaw | 63f032ff12 | BREAKING: First idea for the combat system but there's a bug in goap where I'm not removing closed parts or something like that. | 7 months ago | 
				
					
						|  Zed A. Shaw | 2815375836 | Test now can work the enemy AI to prototype behavior. | 8 months ago | 
				
					
						|  Zed A. Shaw | f3e157a0f7 | Enemy AI is now prototyped and can find the player and attack them. | 8 months ago | 
				
					
						|  Zed A. Shaw | ad71631809 | Enemies and now using the GOAP AI to decide when to attack the player, but it's very rough right now. I need to sort out how to store the AI states and use them in the System. | 8 months ago | 
				
					
						|  Zed A. Shaw | fc66d221d4 | Now have the ability to do partial solutions that will create potential paths to the goal, and a test that runs the scripts from plans in different scenarios. Also, this ai_debug thing needs some work. | 8 months ago | 
				
					
						|  Zed A. Shaw | a079f882df | Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money. | 8 months ago | 
				
					
						|  Zed A. Shaw | 9d6dc2f5dd | Now can load action specs from JSON. | 8 months ago | 
				
					
						|  Zed A. Shaw | 3d8a2d4342 | GOAP now uses only bit operations to do its thing. | 8 months ago | 
				
					
						|  Zed A. Shaw | 01525388ec | GOAP is now working in a basic way, time to clean it up. | 8 months ago | 
				
					
						|  Zed A. Shaw | a34becdaeb | A simple A* pathing function that works on maps, but I'll be changing it to do the GOAP pathing. | 8 months ago | 
				
					
						|  Zed A. Shaw | 28b900e4ff | Finally created an installer so people can try the game. | 8 months ago | 
				
					
						|  Zed A. Shaw | 6e363ba78d | Found the test that crashed sometimes but also had to just rip out all of the throws testing in DBC because catch2 can't get it right. | 8 months ago | 
				
					
						|  Zed A. Shaw | 87e1c25cd5 | Better structure on the autowalker, but still gets stuck in some combat situations. Next is after we kill everything we head to the exit. | 8 months ago | 
				
					
						|  Zed A. Shaw | 947ccbe180 | A simple config loader test. | 8 months ago | 
				
					
						|  Zed A. Shaw | b8bb49df2c | A basic components test that just loads all the config files and their components into a world. | 8 months ago | 
				
					
						|  Zed A. Shaw | 4b333c6684 | Fix the mouse so that it's discrete and one click means on action. | 8 months ago | 
				
					
						|  Zed A. Shaw | f3e1413022 | Intermediate refactor to move everything over to using the textures module rather than everyone using one TexturePack thing. | 8 months ago | 
				
					
						|  Zed A. Shaw | 8d9c2d8c05 | Combat UI's elements are now pulled out into gui_gadgets so we have an initial prototype on basic UI elements needed. | 8 months ago | 
				
					
						|  Zed A. Shaw | 79c84ce885 | New design on LEL that's way more sane and allows for more flexible columns and rows. | 8 months ago |