Commit Graph

367 Commits (dac9b1b3de3c976bebaa88cf23b958620bde3eb5)
 

Author SHA1 Message Date
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. 10 hours ago
Zed A. Shaw 1ab5fa4291 Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler. 11 hours ago
Zed A. Shaw 4c03fe1ed3 Make the raycaster 'highlight' things you point at. 11 hours ago
Zed A. Shaw bc31750d9c Fix from ORBLISH suggestion to stop any component that's not hover/clicked on in the mouse handler. 11 hours ago
Zed A. Shaw 8aeac5397a Windows installer fix before 0.2 release. 22 hours ago
Zed A. Shaw 2fb1687997 Now have sounds and shaders working on the button for each of the different elements. 22 hours ago
Zed A. Shaw eb350698aa Only default mute sounds in debug. 1 day ago
Zed A. Shaw e0d7744eeb Make file now detects windows or not and does the weird thing. 1 day ago
Zed A. Shaw 5aa9bcb655 Remove stray log. 1 day ago
Zed A. Shaw c51d46aeb8 Meson build now attempts to force local only build and linkage. 1 day ago
Zed A. Shaw 57e8774fad Make the make more linux friendly. 1 day ago
Zed A. Shaw eb709930f5 Combat UI now uses different icons for different attack elements. 1 day ago
Zed A. Shaw 30997cbff5 Test rituals are now configurable in assets/config.json 1 day 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. 2 days ago
Zed A. Shaw 00c28f47eb Rituals are now being added a belt on the player in a temp function in LevelManager. 2 days ago
Zed A. Shaw a70f11646a RitualBelt now has an API. 2 days ago
Zed A. Shaw 31b35b43eb Added the ritual belt first cut. 2 days ago
Zed A. Shaw 17d30e2ed2 Add a dump function and clean up some data. 2 days ago
Zed A. Shaw 5d924c764f Rituals can now be configured to have a kind and an element based on the results. 2 days ago
Zed A. Shaw a342c53b02 RitualEngine now uses the crafting results to create a description of the ritual's combat in a RitualAction struct. 2 days ago
Zed A. Shaw 43435509f6 Fixed system to use the BattleEngine result. 2 days ago
Zed A. Shaw bf8a2dc0c5 Simple quick way to do different attacks that play different shaders. 3 days ago
Zed A. Shaw 58981fd8ed Setting up to have a fire attack and lightning attack. 5 days ago
Zed A. Shaw 787be78a69 Now I can attach arbitrary shaders to sprites based on things that happen in the world. 6 days ago
Zed A. Shaw bec8fe0a13 Note from ORBLISH on idea for hover sounds. 1 week ago
Zed A. Shaw 1b4f55804c The flame shader now only turns on when facing an enemy. Next is tagging enemies with specific shaders to apply at a specific time. 1 week ago
Zed A. Shaw 5ffa3b0d1e Everyone is on fire temporarily. 2 weeks ago
Zed A. Shaw 467a26628c Wrong shader. 2 weeks ago
Zed A. Shaw 137dcc1f30 Missing resources. 2 weeks ago
Zed A. Shaw 57e042e786 Now have a do_if on GUECS for many of the 'if this exists do this' patterns. 2 weeks ago
Zed A. Shaw 2ecef8d9f9 Have a basic little click sound going, but hover events will need some work. I'm doing those on every mouse move. 2 weeks ago
Zed A. Shaw 7186c2ecb0 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. 2 weeks ago
Zed A. Shaw 84a5f06dac Reworked the way shaders are configured to reduce the amount of times clicks on buttons cause the shared shaders to reset. 2 weeks ago
Zed A. Shaw 19b9a4affd The reload mechanism for shaders is a bit better, but still to make them unique. 2 weeks ago
Zed A. Shaw 08bc48df3d 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. 2 weeks ago
Zed A. Shaw 766b20f3f8 Rayview now uses the shader manager. 2 weeks ago
Zed A. Shaw edee3ac0c9 Quick test that shows the shader now just work on any UI element. 2 weeks ago
Zed A. Shaw 35ced58cc9 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. 2 weeks 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. 2 weeks ago
Zed A. Shaw 80b4faf940 Added a screen size parameters to the fragviewer. 2 weeks ago
Zed A. Shaw 576110ea44 Fragviewer can now load a sprite from my sprite list and then apply shaders to it. 2 weeks ago
Zed A. Shaw 724d3edb61 Wrote my own quick and dirty fragment shader viewer. 2 weeks ago
Zed A. Shaw b5d93399d5 Converted the buttons to reflect the actions you can take. 3 weeks ago
Zed A. Shaw d7e9944e58 Change the buttons to text for development until I can get the icons/art. 3 weeks ago
Zed A. Shaw e11a374d26 No need to compile arena anymore. 3 weeks ago
Zed A. Shaw 5a3b567fd1 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. 3 weeks ago
Zed A. Shaw 0e2f213871 Added in a new art for a 'gold savior' and refined the battle engine more but it's not quite what I want. 3 weeks ago
Zed A. Shaw ca328e10dc Rework the source so that battle is in its own thing to work on. 3 weeks ago
Zed A. Shaw e6a8a8b338 Fixed the map so that it shows directional arrows instead of a compass. 3 weeks ago
Zed A. Shaw c7c48658bd Lots of dumb little edits to sort out what I'm aiming at. I'll next clean out most of this in a refactor. 3 weeks ago