raycaster/scripts
2025-08-06 23:13:29 -04:00
..
magick More scripts for converting and pixelating images for the game. 2025-05-29 12:31:59 -04:00
build_assets.ps1 Fix up the healing potion so it looks more like a healing potion. 2025-05-30 22:31:03 -04:00
coverage_report.ps1 First round of cleanup. dnd_loot. 2025-06-25 14:28:35 -04:00
coverage_reset.ps1 First build that actually works. SDL_main errors before but didn't figure out the cause. 2025-01-02 11:47:02 -05:00
coverage_reset.sh First build that actually works. SDL_main errors before but didn't figure out the cause. 2025-01-02 11:47:02 -05:00
gcovr_patched_coverage.py After some prototyping I have what I think I want for the map. Just a simple piece of paper you take out that has the ASCII map on it. 2025-03-21 02:51:02 -04:00
munge_color.ps1 More scripts for converting and pixelating images for the game. 2025-05-29 12:31:59 -04:00
pixelize.ps1 Add a new dead_body sprite for things that are dead but you can't loot them. 2025-08-06 23:13:29 -04:00
reset_build.ps1 Tweaking the build to turn on various debug options in GCC and enable -Wall -Werror on only our executable configs because turning them on globally causes most of the dependencies to fail. One thing to note is if you try to move the -D_GLIBCXX options from the project() to the executable() then you get segfaults inside the libc++ and other places. This is because the ABI changes when you enable these options, so you have to recompile _all_ dependencies with these options. 2025-01-19 04:02:42 -05:00
reset_build.sh Mostly working OSX build options, but it crashes on close with a thread error. 2025-03-06 14:11:12 -05:00
win_installer.ifp Windows installer fix before 0.2 release. 2025-04-25 12:17:00 -04:00