summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2023-02-28Merge branch 'archlinux-pipelines'Aki
2023-02-28Offloaded archiving the package to pipelinesAki
This feels a bit useless now yet it should be possible to use it later on for deploying way easier.
2023-02-28Added tracking to damage calculationsAki
2023-02-28Turrets will now start shooting when they can deal 1 dmg pointAki
Previously they were shooting at 1% base damage range, meaning higher damage turrets were cut off earlier.
2023-02-27Extracted range modifier into own methodAki
2023-02-27Seems needs and artifacts are not recursive, try with explicitAki
2023-02-27Added package to top-level stages listAki
2023-02-27Added packaging stageAki
2023-02-27Added install targets for executable and resourcesAki
2023-02-27Ctest outputs to build dir no matter whatAki
2023-02-27Added junit tests reportAki
2023-02-27The entire build directory is an artifactAki
2023-02-27Fixed type before_scriptAki
2023-02-27Ensure wine prefix before tests to reduce tests execution timeAki
2023-02-27Increased test discovery timeoutAki
2023-02-27Added needs declarations for test jobsAki
2023-02-27Added windows tests since wine is needed anyway with current configAki
2023-02-27Added archlinux based pipelines configAki
2023-02-24Added sliders for Turret Type parametersAki
2023-02-20Added inspect visuals for AI stateAki
2023-02-19Fixed ID push before checking validityAki
2023-02-19Draw turret ranges for selected shipsAki
2023-02-18Inspection tool will select ship turrets additionally when availableAki
2023-02-17Inspect window has more interactive widgets nowAki
2023-02-17Replaced all entt includes with full headerAki
2023-02-17Ships markers can now be selected to show inspection windowAki
2023-02-17Extracted projectile lines animations to own compile unitAki
2023-02-16Hovered ship markers are now highlightedAki
2023-02-15Extracted markers to own header and compilation unitAki
2023-02-15Version hash now has asterix if dirty repo was used to buildAki
2023-02-14Replaced Context+Battle combo with State and arbitrary SystemsAki
2023-02-14Extracted basic simulation behaviour and that part of state to own classAki
2023-02-13Created sim::State object to hold overall state of simulationAki
This is seems like it creats even more chaotic binding between the components but it is a very nice and testable intermediate step before moving everything to standalone systems and shoving state into the... well, State.
2023-02-13Externalized part of simulation systemsAki
2023-02-13Extracted scenario setup from BaseBattle constructorAki
2023-02-12Extracted marker setup from Battle scene constructorAki
2023-02-12Force Balance is now shown in Scenario EditorAki
2023-02-12Removed unused get from team managerAki
2023-02-12Velocity indicators are now dark greenishAki
2023-02-12Removed RandomSpawner from BaseBattle instanceAki
2023-02-12Extracted system update functions out of sim BaseBattleAki
2023-02-11Context is now used in sim systemsAki
2023-02-11Added ConstContext for drawing systemsAki
This whole ongoing refactoring process is meant to better understand relationships between Battle, Simulation and Systems.
2023-02-11Clock now tracks seconds since creationAki
2023-02-11Removed dt argument from Scene updateAki
2023-02-11Added Context to streamline system update call interfaceAki
2023-02-10Created scaled Clock for consistent access to update timesAki
2023-02-10Extracted Battle systems to own functionsAki
2023-02-10Disabled skipping battle with space pressAki
2023-02-10Extracted time factor controlsAki