|  Zed A. Shaw | 4cb41a61db | Took the plunge and converted my 'shaperators' into templates so they'll work on any 'matrix-like' thing. | 10 months ago | 
				
					
						|  Zed A. Shaw | 5adeb4e078 | I think the actual map drawing is more of a view thing than in the system, so I've moved it to the MapViewUI out of system. | 10 months ago | 
				
					
						|  Zed A. Shaw | 380e18b91a | All of the GUI panels are now their own classes and pulled out of the main GUI so I can devise how they're managed. | 10 months ago | 
				
					
						|  Zed A. Shaw | 941be008f8 | Very jank but now I can set different panels as active and test for mouse events in them to enable mouse.  This needs a big cleanup and probably some FSM love. | 10 months ago | 
				
					
						|  Zed A. Shaw | f0829bb9ea | Starting a bit of refactoring to sort out how to handle the various UIs. | 10 months ago | 
				
					
						|  Zed A. Shaw | d8400d0a76 | Tinkering with a way to do modal UIs for things like inventory etc. | 10 months ago | 
				
					
						|  Zed A. Shaw | db441000f8 | Added in an initial test to blur the current screen for any pause actions, before doing a modal or new UI. | 10 months ago | 
				
					
						|  Zed A. Shaw | 28d19d80a2 | Fixed worldgen to only use tiles without collision in filling rooms, then a couple more changes to lighting so that if the light is <= 1 it just assumes the base light strength which ends up looking nicer and more like the kind of light I want. | 10 months ago | 
				
					
						|  Zed A. Shaw | 59bbae0af0 | Added a couple of test enemies to the game for the next stream. | 10 months ago | 
				
					
						|  Zed A. Shaw | 8d661b785b | World builder does a better job of placing entities in rooms and not walls. | 10 months ago | 
				
					
						|  Zed A. Shaw | 03c5546cdf | World builder now loads the tile map json and usese the keys to figure out how to randomize the floor configurations. | 10 months ago | 
				
					
						|  Zed A. Shaw | 6b4bc6cc11 | fixed the map generator doing paths that hit the edge which made it look like the map was out of bounds. | 10 months ago | 
				
					
						|  Zed A. Shaw | 194cc6664b | Lighting is working way better and now for world generation work. | 10 months ago | 
				
					
						|  Zed A. Shaw | 9c03e850b5 | Now have more fancy rooms with different floors to play with. | 10 months ago | 
				
					
						|  Zed A. Shaw | f46b5f15ef | Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better. | 10 months ago | 
				
					
						|  Zed A. Shaw | 31620adf7a | Update to SFML 2.6.2 | 10 months ago | 
				
					
						|  Zed A. Shaw | 9ac8da30ea | Circle adjusted to work better but now I think hirdrac was right that it's easier to just calculate a distance from center and use that to determine light levels rather than a whole dpath. | 10 months ago | 
				
					
						|  Zed A. Shaw | 8a94108874 | Entities now look like they stand on the tiles. | 10 months ago | 
				
					
						|  Zed A. Shaw | 857cd2f910 | Circle iterator now compensates for the matrix size and won't overflow. | 10 months ago | 
				
					
						|  Zed A. Shaw | 35f2defc11 | Better lighting and a circle algorithm that works more reliably. | 10 months ago | 
				
					
						|  Zed A. Shaw | 03fe9b3d01 | I can now create any tiles I want. First version is just one room will have a circular pool in it. | 10 months ago | 
				
					
						|  Zed A. Shaw | 89e31279be | Now have color and display char coming from assets/tiles.json but lighting still needs work. | 10 months ago | 
				
					
						|  Zed A. Shaw | 7fe6ad174d | Now have a configurable displayable tilemap to do better tiles. | 10 months ago | 
				
					
						|  Zed A. Shaw | b66a3154c7 | Basic tile map implemented. | 10 months ago | 
				
					
						|  Zed A. Shaw | 290affa49a | Upgraded to the latest winlibs/gcc 14. | 10 months ago | 
				
					
						|  Zed A. Shaw | 5a6494acf5 | Fixing a stupid bug where it would crash because a fact wasn't in the world. | 10 months ago | 
				
					
						|  Zed A. Shaw | 93f53d1714 | Tests are failing but catch2 is too stupid to actually tell me where so here you go.  Now if you hit L it'll turn the lights up to max and if you hit P it will show the pathing. | 10 months ago | 
				
					
						|  Zed A. Shaw | d916d1c383 | A very jank circle algorithm that overdraws many of the lines but mostly works. | 10 months ago | 
				
					
						|  Zed A. Shaw | d4b6c35120 | Working line iterator, and mostly working flood iterator that should be good enough for world gen. | 10 months ago | 
				
					
						|  Zed A. Shaw | 1295e9631d | A slightly working flood iterator and a working compass iterator. | 10 months ago | 
				
					
						|  Zed A. Shaw | 043c0d91df | Now using the box iterator everywhere I can before writing a flood iterator. | 10 months ago | 
				
					
						|  Zed A. Shaw | 547be19e68 | Lighting now uses the new box iterator, although it'll be replaced soon by the flood or random iterator. | 10 months ago | 
				
					
						|  Zed A. Shaw | 70cd963e5c | Iterators are now working far more reliably and have more extensive tests that randomize inputs and fuzz them to check they keep working. | 10 months ago | 
				
					
						|  Zed A. Shaw | 8e470df554 | A bit of late night work designing the little iterators. | 11 months ago | 
				
					
						|  Zed A. Shaw | da0b941dfd | A first exploration of doing a matrix iterator. | 11 months ago | 
				
					
						|  Zed A. Shaw | ee1e2e5bc5 | Started working on a random flood function for paths to do things like fill rooms with stuff. | 11 months ago | 
				
					
						|  Zed A. Shaw | e863bfa2fe | Can now copy character codes. | 11 months ago | 
				
					
						|  Zed A. Shaw | ffc787df64 | Designer is working great now, and this fixes a bunch of things about the mouse. | 11 months ago | 
				
					
						|  Zed A. Shaw | f05f652c26 | Fixed the overflows and make the render handle SFML's weird window coordinates not matching world coordinates. | 11 months ago | 
				
					
						|  Zed A. Shaw | cb2e766305 | Merge in changes from OSX. | 11 months ago | 
				
					
						|  Zed A. Shaw | a9e25668fb | Rought font extractor that probably has a memory error causing it to behave mysteriously, and the designer now uses a json file of the characters that will work. | 11 months ago | 
				
					
						|  Zed A. Shaw | 9ab064126f | Before freetype2 use to iterate through the font's glyphs diretly. | 11 months ago | 
				
					
						|  Zed A. Shaw | 3de70f71f3 | Fix for OSX build. | 11 months ago | 
				
					
						|  Zed A. Shaw | c483649e20 | Can actually use it to find glyphs now. | 11 months ago | 
				
					
						|  Zed A. Shaw | 0edd948101 | A barely working tool to find font characters and pick their color. | 11 months ago | 
				
					
						|  Zed A. Shaw | 6b3ce5eb3d | Fixed a bunch of random little bugs everywhere. | 11 months ago | 
				
					
						|  Zed A. Shaw | f946d46936 | Fix up the gitignor and bring in the ragel manual for safe keeping. | 11 months ago | 
				
					
						|  Zed A. Shaw | 2f8c9bd1a9 | Change the color namespace to ColorValue. Need to come up with the organizational theme for the code. | 11 months ago | 
				
					
						|  Zed A. Shaw | 56b26e1c4a | Matrix now just does the dumping but I need to make this more formal I think. | 11 months ago | 
				
					
						|  Zed A. Shaw | eb0ca38e30 | Removed the variable limit setting since it's never used and instead just have WALL_PATH_LIMIT. | 11 months ago |