|  Zed A. Shaw | af2947c50a | Simple styling of the rooms done. | 5 months ago | 
				
					
						|  Zed A. Shaw | 5cb74151f5 | Remove more dead code from texturemgr. | 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 | e361984c40 | Fixed a long standing bug I didn't realize where I did -1 on the map in the raycaster which made the textures not actually work. | 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 | 5f1a453fb4 | Refactored the maze functions to be a builder that can do different things to the maze. Also when I hit p in the game it'll save the map to a file. This was extremely hard for no reason. | 5 months ago | 
				
					
						|  Zed A. Shaw | 20f03731e5 | Cleaned up the maze placement so that I can have mazes without rooms and with other features. | 5 months ago | 
				
					
						|  Zed A. Shaw | 37715f05a5 | Cleaned up maze and ready to use. | 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 | 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 | 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 | 0f8e61797f | Now using a hunt-and-kill maze algorithm. | 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 | 6cbfcf993e | Meson build was using the wrong sfml_main on windows. | 5 months ago | 
				
					
						|  Zed A. Shaw | 0eb245d113 | Working on a better character view. | 5 months ago | 
				
					
						|  Zed A. Shaw | d6e64dd06b | The log is now moved to the map, but changing StatusUI caused a weird compiler error so need to remove logs from that separate. | 5 months ago | 
				
					
						|  Zed A. Shaw | a2246d2b71 | Move the map_view and mini_map into gui as well. | 5 months ago | 
				
					
						|  Zed A. Shaw | bed5ce22d2 | Move gui_fsm to fsm but this causes some problems. | 5 months ago | 
				
					
						|  Zed A. Shaw | cc44c9d37a | Move the guecstra stuff into the gui. | 5 months ago | 
				
					
						|  Zed A. Shaw | dfc6aa08e9 | Loot UI is now mostly formed, just need to get loot into it and make it work. | 5 months ago | 
				
					
						|  Zed A. Shaw | 8545b8cf1d | Simple Loot UI started. | 5 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 | 74a8599977 | Fully converted to using the lel-guecs library externally now. | 6 months ago | 
				
					
						|  Zed A. Shaw | 7c90eb6da1 | GUECS now doesn't have the facts feature from DinkyECS and instead you refer to the whole area with gui.MAIN. This is an entity that's at 0 and represents the whole grid.  Background is placed there. | 6 months ago | 
				
					
						|  Zed A. Shaw | abea6da2e0 | More GUECS cleanup before releasing. Still need to sort out events and reduce the amount of stuff that GUECS needs. | 6 months ago | 
				
					
						|  Zed A. Shaw | 1780a758b3 | Initial GUECS refactor is done, it's now on its own with no other dependencies, but now I need to trim it down to do only what it needs. | 6 months ago | 
				
					
						|  Zed A. Shaw | 20176cf54a | GUECS refactor part 1. | 6 months ago | 
				
					
						|  Zed A. Shaw | 4e7f837240 | Cleanup of GUECS and the textures manager. | 6 months ago | 
				
					
						|  Zed A. Shaw | 438bd8ab8a | Finally upgraded the strings to const& since I'm about to pull guecs out and distribute it. Oh well, the joke's finally over. | 6 months ago | 
				
					
						|  Zed A. Shaw | 82ce3cb6be | Autowalker now knows how to craft its first weapon and open the map. | 6 months ago | 
				
					
						|  Zed A. Shaw | 70d27b9a95 | GUECS now has a click_on function so you can programatically click on buttons for testing. | 6 months ago | 
				
					
						|  Zed A. Shaw | 78ba83e916 | Move the map opened detect out to the class. | 6 months ago | 
				
					
						|  Zed A. Shaw | c4ed26184b | Autowalker now opens the map at first to test that it works. | 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 | bac552c3d7 | Ritual ui now does the combination correctly. | 6 months ago | 
				
					
						|  Zed A. Shaw | dab0e092e6 | RitualUI is mostly working, but need to make the consumption of items work in the UI. | 6 months ago | 
				
					
						|  Zed A. Shaw | 6269d10807 | The ritual UI is now a lot better using a FSM to control everything. Probably one more session to work out the remaining functionality. | 6 months ago | 
				
					
						|  Zed A. Shaw | 8a1f42c0f1 | RitualUI is now ritual::UI and uses a FSM to coordinate its activities. | 6 months ago | 
				
					
						|  Zed A. Shaw | d1bd6b7c45 | Mostly does everything I need, minus the ritual description. That'll have to probably be a separate generator. Next, rewrite this crap. | 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 | 9d55b2954a | The rituals can now craft from items taken from dead enemies and they go into the blanket right away. | 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 |