Zed A. Shaw
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d6326c9e41
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Mostly working spatical map with 2 level collision/space structure. Not the best implementation but this is the idea.
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2025-07-29 03:12:44 -04:00 |
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Zed A. Shaw
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d93bc1615c
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Big changes to use the new lel-guecs setup but now almost everything works. Only thing missing is Issue #16 in quecs.
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2025-07-23 14:03:41 -04:00 |
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Zed A. Shaw
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ff7111b006
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Icons now work way better and don't have the the 'Rayview cuts icons' bug. It actually was a bug in the lel-guecs Sprite class that was using the TextureRect from the source sprite. Now its initialized with the framesize from the .json. This also uses the new guecs::Icon, but I have to fix that as it doesn't scale correctly. Closes #2.
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2025-07-22 15:04:22 -04:00 |
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Zed A. Shaw
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b311713064
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Quick prototype of how switch to an icon during pickup makes the rendering bug go away and also looks better visually.
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2025-07-22 01:08:48 -04:00 |
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Zed A. Shaw
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6f91533950
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Fog of War now works fairly normally, but I think I'll have to do something so people don't live in the map. Probably something like hearing distance is increased because you're louder with a map out, and you can't see enemies on the map.
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2025-07-21 23:21:24 -04:00 |
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Zed A. Shaw
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2997dc363b
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FoW is now moved into lighting so light determines what's seen not player's last position. Not sure if I like that though.
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2025-07-21 13:10:03 -04:00 |
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Zed A. Shaw
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d264760405
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Fog of War works but it's in the wrong place and needs to be based on light.
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2025-07-20 01:34:39 -04:00 |
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Zed A. Shaw
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aa72cfe4a4
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Now have a working compass based directional player sprite in the map, but using the compass isn't going to work long term. Need to move that into the raycaster.cpp and get real degrees for facing direction.
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2025-07-18 13:09:53 -04:00 |
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Zed A. Shaw
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3b81959aa9
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Map now displays way better. The paper is gone for now.
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2025-07-17 14:22:04 -04:00 |
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Zed A. Shaw
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0272ba8540
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Trying a bit of color changes.
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2025-07-15 14:46:14 -04:00 |
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Zed A. Shaw
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75646619b3
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Map now displays and works, just need to refine the colors and the compass directions.
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2025-07-15 13:28:23 -04:00 |
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Zed A. Shaw
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dd541ae59d
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Ripped out the string based map and created a Matrix map drawing function.
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2025-07-12 10:51:55 -04:00 |
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Zed A. Shaw
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056b0b307b
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Implemented a little screenshot tool.
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2025-07-08 00:55:24 -04:00 |
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Zed A. Shaw
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f64b202ee7
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Finally have inventory not crashing for most edge cases. This solves many bugs but mostly closes #58.
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2025-07-07 13:25:17 -04:00 |
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Zed A. Shaw
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601f3331ed
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As an experiment, disable copy and move of the StatusUI.
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2025-07-06 23:59:06 -04:00 |
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Zed A. Shaw
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cd89625c96
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Just need one function for the 'hold_item' action.
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2025-07-06 23:35:17 -04:00 |
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Zed A. Shaw
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265e53e05a
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Simple fix, and honestly I should eliminate this whole thing and use one unified event system. Closes #1.
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2025-07-06 12:05:28 -04:00 |
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Zed A. Shaw
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af3568154a
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Just had to grab the sprite, duh. Closes #3.
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2025-07-06 11:36:30 -04:00 |
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Zed A. Shaw
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a26f0b0c0a
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Player's aim is now updated constantly as they move, just need to solve #57 to complete it. Closes #9.
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2025-07-05 11:18:26 -04:00 |
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Zed A. Shaw
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584c4e9f67
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Make the AIM_CLICK handler in FSM properly deal with an item already there while looting or not. Closes #56.
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2025-07-03 22:26:06 -04:00 |
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Zed A. Shaw
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970905fcd5
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Make the player's inventory just a regular entity attached to the player.entity.
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2025-07-02 23:55:06 -04:00 |
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Zed A. Shaw
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2421a33bb0
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Swapping and putting back now work in the status_ui inventory, but now I need to refactor so this operation works on any inventory::Model.
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2025-07-02 23:24:06 -04:00 |
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Zed A. Shaw
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784f753e72
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Standardized on using only DinkyECS:Entity for most inventory:::Model operations, then create swap based on the same entities.
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2025-07-02 14:25:44 -04:00 |
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Zed A. Shaw
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8c8d6dc9e7
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Clean things up before solving the move problem.
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2025-07-02 10:51:23 -04:00 |
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Zed A. Shaw
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b6d1ae2700
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Move the management of the 'fake loose items container' into the loot_ui.cpp rather than get rid of it. Closes #34.
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2025-07-01 14:26:39 -04:00 |
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Zed A. Shaw
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efdb0cb119
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Just use get_if here instead.
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2025-07-01 14:26:01 -04:00 |
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Zed A. Shaw
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8bbafc4d10
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Raycaster now keeps track of the square we are aimed but _does not_ know what is there, that's the job of other things like MainUI. Closes #50.
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2025-06-30 12:36:00 -04:00 |
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Zed A. Shaw
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a418b48e94
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Don't re-run the whole next level thing on every spawned item. Closes #48
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2025-06-30 10:38:53 -04:00 |
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Zed A. Shaw
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b28b76ee2d
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Ritual blanket now has its own internal id but I'm sort of thinking it needs to be more like inventory::Model. Closes #47.
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2025-06-30 10:15:22 -04:00 |
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Zed A. Shaw
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ab1a415b55
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Refactored the CameraLOL to be inside the rayview instead of a convolute main_ui->camera->rayview and back. Closes #16.
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2025-06-29 11:11:12 -04:00 |
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Zed A. Shaw
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75c28cd764
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Fixed a few places. Closes #11
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2025-06-28 23:30:41 -04:00 |
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Zed A. Shaw
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b603ef5a3f
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Forgot to update the level in the RitualUI so nothing actually worked. Closes #41.
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2025-06-28 23:17:36 -04:00 |
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Zed A. Shaw
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6a0725e401
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Simply re-init the overlay on new level. Closes #14.
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2025-06-28 22:39:46 -04:00 |
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Zed A. Shaw
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b0204772c7
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Need to not transition out of END if the slot clicked is empty. Closes #45
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2025-06-28 11:09:37 -04:00 |
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Zed A. Shaw
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ea92dcc3c4
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Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31
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2025-06-26 23:22:22 -04:00 |
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Zed A. Shaw
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fcd1bc589c
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Make a function to access overlay cells Closes #35.
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2025-06-26 23:17:53 -04:00 |
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Zed A. Shaw
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f668ff6b7a
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First round of cleanup. dnd_loot.
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2025-06-25 14:28:35 -04:00 |
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Zed A. Shaw
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689bb150c6
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I think that's all the edge cases handled. You can more loot around fairly arbitrarily.
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2025-06-24 14:00:14 -04:00 |
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Zed A. Shaw
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6ff1919587
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Cleaned up the move operation more so that I can use it in the other places that I need it.
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2025-06-24 13:23:55 -04:00 |
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Zed A. Shaw
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f559b5a39d
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Fixed the problem where the only way to complete a grab/drop operation was to capture the MOUSE_CLICK directly. Solution was to move the mouse processing out of DNDLoot and only handle the MOUSE_MOVE/DRAG.
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2025-06-24 11:33:37 -04:00 |
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Zed A. Shaw
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6a72d1160f
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When things die you get their things.
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2025-06-23 01:50:43 -04:00 |
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Zed A. Shaw
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fb064ffbf1
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Loot boxes now have ritual items and you can click on them, or the enemy just dies.
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2025-06-23 01:33:09 -04:00 |
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Zed A. Shaw
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3c5021e4c9
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So far most of the bugs are solved but there's still some edge cases in the inventory dance.
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2025-06-22 23:54:50 -04:00 |
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Zed A. Shaw
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e0588847fa
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Tracked down the bug that was caused by picking up an item but not removing its Position in the world, so when you go to another level it gets brought back to life causing a dupe.
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2025-06-22 12:50:09 -04:00 |
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Zed A. Shaw
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2c6565c40a
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Kind of jank but the old functionality is back, and now needs to move to loot ui dealing with any container.
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2025-06-21 11:01:12 -04:00 |
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Zed A. Shaw
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812407c3df
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Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents.
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2025-06-21 10:51:45 -04:00 |
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Zed A. Shaw
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a0eff927b6
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Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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2025-06-20 13:17:12 -04:00 |
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Zed A. Shaw
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119b3ed11d
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Can now drag an item out of inventory and drop on the ground, then pick it back up, and put it in a loot container, and then back again. Still buggy but working for now.
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2025-06-19 00:45:22 -04:00 |
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Zed A. Shaw
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68e50342e5
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Can now drag an item out of inventory and drop it.
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2025-06-18 11:26:38 -04:00 |
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Zed A. Shaw
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87459d41bb
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Add the buttons I'll need for the next round of development.
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2025-06-17 12:46:17 -04:00 |
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