Commit Graph

400 Commits (0eb245d113d6034f40dc3290217e953545cd2314)
 

Author SHA1 Message Date
Zed A. Shaw 0eb245d113 Working on a better character view. 1 day 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. 1 day ago
Zed A. Shaw a2246d2b71 Move the map_view and mini_map into gui as well. 1 day ago
Zed A. Shaw bed5ce22d2 Move gui_fsm to fsm but this causes some problems. 1 day ago
Zed A. Shaw cc44c9d37a Move the guecstra stuff into the gui. 1 day ago
Zed A. Shaw dfc6aa08e9 Loot UI is now mostly formed, just need to get loot into it and make it work. 3 days ago
Zed A. Shaw 8545b8cf1d Simple Loot UI started. 3 days ago
Zed A. Shaw 8a3046e141 The colors and other theme elements can be configured in assets/config.json 3 days ago
Zed A. Shaw 74a8599977 Fully converted to using the lel-guecs library externally now. 4 days 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. 2 weeks 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. 2 weeks 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. 2 weeks ago
Zed A. Shaw 20176cf54a GUECS refactor part 1. 2 weeks ago
Zed A. Shaw 4e7f837240 Cleanup of GUECS and the textures manager. 2 weeks 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. 2 weeks ago
Zed A. Shaw 82ce3cb6be Autowalker now knows how to craft its first weapon and open the map. 2 weeks ago
Zed A. Shaw 70d27b9a95 GUECS now has a click_on function so you can programatically click on buttons for testing. 2 weeks ago
Zed A. Shaw 78ba83e916 Move the map opened detect out to the class. 2 weeks ago
Zed A. Shaw c4ed26184b Autowalker now opens the map at first to test that it works. 2 weeks 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. 2 weeks ago
Zed A. Shaw bac552c3d7 Ritual ui now does the combination correctly. 2 weeks ago
Zed A. Shaw dab0e092e6 RitualUI is mostly working, but need to make the consumption of items work in the UI. 2 weeks 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. 2 weeks ago
Zed A. Shaw 8a1f42c0f1 RitualUI is now ritual::UI and uses a FSM to coordinate its activities. 2 weeks 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. 2 weeks ago
Zed A. Shaw 2ceab51c40 A really shitty ritual crafting UI is working but needs a big reshape. 2 weeks 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. 3 weeks ago
Zed A. Shaw 9d55b2954a The rituals can now craft from items taken from dead enemies and they go into the blanket right away. 3 weeks 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. 3 weeks ago
Zed A. Shaw bc557652ba The player now has some starting items to craft a first weapon, and it is craftable in the UI. 3 weeks ago
Zed A. Shaw c8a8d2b1af You can now craft a single ritual from the blanket. 3 weeks ago
Zed A. Shaw 292711f91f Prep for the actually making ritual crafting work. 3 weeks 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. 3 weeks 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. 3 weeks ago
Zed A. Shaw 1ab5fa4291 Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler. 3 weeks ago
Zed A. Shaw 4c03fe1ed3 Make the raycaster 'highlight' things you point at. 3 weeks ago
Zed A. Shaw bc31750d9c Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler. 3 weeks ago
Zed A. Shaw 8aeac5397a Windows installer fix before 0.2 release. 3 weeks ago
Zed A. Shaw 2fb1687997 Now have sounds and shaders working on the button for each of the different elements. 3 weeks ago
Zed A. Shaw eb350698aa Only default mute sounds in debug. 3 weeks ago
Zed A. Shaw e0d7744eeb Make file now detects windows or not and does the weird thing. 3 weeks ago
Zed A. Shaw 5aa9bcb655 Remove stray log. 3 weeks ago
Zed A. Shaw c51d46aeb8 Meson build now attempts to force local only build and linkage. 3 weeks ago
Zed A. Shaw 57e8774fad Make the make more linux friendly. 3 weeks ago
Zed A. Shaw eb709930f5 Combat UI now uses different icons for different attack elements. 3 weeks ago
Zed A. Shaw 30997cbff5 Test rituals are now configurable in assets/config.json 3 weeks 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. 3 weeks ago
Zed A. Shaw 00c28f47eb Rituals are now being added a belt on the player in a temp function in LevelManager. 3 weeks ago
Zed A. Shaw a70f11646a RitualBelt now has an API. 3 weeks ago
Zed A. Shaw 31b35b43eb Added the ritual belt first cut. 3 weeks ago