Zed A. Shaw
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dac9b1b3de
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rcrnstn found a way to make the shaders work under MESA by forcing the version number to 120 and no default params in functions.
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10 hours ago |
Zed A. Shaw
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1ab5fa4291
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Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler.
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11 hours ago |
Zed A. Shaw
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4c03fe1ed3
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Make the raycaster 'highlight' things you point at.
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11 hours ago |
Zed A. Shaw
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bc31750d9c
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Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler.
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11 hours ago |
Zed A. Shaw
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8aeac5397a
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Windows installer fix before 0.2 release.
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22 hours ago |
Zed A. Shaw
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2fb1687997
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Now have sounds and shaders working on the button for each of the different elements.
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22 hours ago |
Zed A. Shaw
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eb350698aa
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Only default mute sounds in debug.
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1 day ago |
Zed A. Shaw
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e0d7744eeb
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Make file now detects windows or not and does the weird thing.
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1 day ago |
Zed A. Shaw
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5aa9bcb655
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Remove stray log.
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1 day ago |
Zed A. Shaw
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c51d46aeb8
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Meson build now attempts to force local only build and linkage.
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1 day ago |
Zed A. Shaw
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57e8774fad
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Make the make more linux friendly.
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1 day ago |
Zed A. Shaw
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eb709930f5
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Combat UI now uses different icons for different attack elements.
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1 day ago |
Zed A. Shaw
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30997cbff5
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Test rituals are now configurable in assets/config.json
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1 day ago |
Zed A. Shaw
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ebb69dd589
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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.
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2 days ago |
Zed A. Shaw
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00c28f47eb
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Rituals are now being added a belt on the player in a temp function in LevelManager.
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2 days ago |
Zed A. Shaw
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a70f11646a
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RitualBelt now has an API.
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2 days ago |
Zed A. Shaw
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31b35b43eb
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Added the ritual belt first cut.
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2 days ago |
Zed A. Shaw
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17d30e2ed2
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Add a dump function and clean up some data.
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2 days ago |
Zed A. Shaw
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5d924c764f
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Rituals can now be configured to have a kind and an element based on the results.
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2 days ago |
Zed A. Shaw
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a342c53b02
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RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct.
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2 days ago |
Zed A. Shaw
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43435509f6
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Fixed system to use the BattleEngine result.
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2 days ago |
Zed A. Shaw
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bf8a2dc0c5
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Simple quick way to do different attacks that play different shaders.
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3 days ago |
Zed A. Shaw
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58981fd8ed
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Setting up to have a fire attack and lightning attack.
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5 days ago |
Zed A. Shaw
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787be78a69
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Now I can attach arbitrary shaders to sprites based on things that happen in the world.
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6 days ago |
Zed A. Shaw
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bec8fe0a13
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Note from ORBLISH on idea for hover sounds.
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1 week ago |
Zed A. Shaw
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1b4f55804c
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The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time.
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1 week ago |
Zed A. Shaw
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5ffa3b0d1e
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Everyone is on fire temporarily.
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2 weeks ago |
Zed A. Shaw
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467a26628c
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Wrong shader.
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2 weeks ago |
Zed A. Shaw
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137dcc1f30
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Missing resources.
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2 weeks ago |
Zed A. Shaw
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57e042e786
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Now have a do_if on GUECS for many of the 'if this exists do this' patterns.
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2 weeks ago |
Zed A. Shaw
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2ecef8d9f9
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Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move.
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2 weeks ago |
Zed A. Shaw
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7186c2ecb0
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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.
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2 weeks ago |
Zed A. Shaw
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84a5f06dac
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Reworked the way shaders are configured to reduce the amount of times clicks on buttons cause the shared shaders to reset.
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2 weeks ago |
Zed A. Shaw
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19b9a4affd
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The reload mechanism for shaders is a bit better, but still to make them unique.
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2 weeks ago |
Zed A. Shaw
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08bc48df3d
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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.
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2 weeks ago |
Zed A. Shaw
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766b20f3f8
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Rayview now uses the shader manager.
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2 weeks ago |
Zed A. Shaw
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edee3ac0c9
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Quick test that shows the shader now just work on any UI element.
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2 weeks ago |
Zed A. Shaw
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35ced58cc9
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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.
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2 weeks ago |
Zed A. Shaw
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a5b8e411e3
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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.
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2 weeks ago |
Zed A. Shaw
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80b4faf940
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Added a screen size parameters to the fragviewer.
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2 weeks ago |
Zed A. Shaw
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576110ea44
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Fragviewer can now load a sprite from my sprite list and then apply shaders to it.
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2 weeks ago |
Zed A. Shaw
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724d3edb61
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Wrote my own quick and dirty fragment shader viewer.
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2 weeks ago |
Zed A. Shaw
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b5d93399d5
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Converted the buttons to reflect the actions you can take.
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3 weeks ago |
Zed A. Shaw
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d7e9944e58
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Change the buttons to text for development until I can get the icons/art.
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3 weeks ago |
Zed A. Shaw
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e11a374d26
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No need to compile arena anymore.
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3 weeks ago |
Zed A. Shaw
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5a3b567fd1
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Solve a problem where if you give a name for cell and the name doesn't exist you get a crash during world query in GUECS.
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3 weeks ago |
Zed A. Shaw
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0e2f213871
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Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want.
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3 weeks ago |
Zed A. Shaw
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ca328e10dc
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Rework the source so that battle is in its own thing to work on.
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3 weeks ago |
Zed A. Shaw
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e6a8a8b338
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Fixed the map so that it shows directional arrows instead of a compass.
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3 weeks ago |
Zed A. Shaw
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c7c48658bd
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Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor.
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3 weeks ago |