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* integrated cmixer for sound and sfx.rodri2023-05-231-0/+0
| | | | fixed the vfx drawing procedure so that it treats p as the center when rendering the sprite.
* improvements to show a bullet's explosion upon ttl consumption.rodri2023-05-221-0/+0
| | | | implemented a vfx subsystem to handle localized, async animations.
* now using PNG files instead of image(6)s. bullet TTL taken into account ↵rodri2023-04-136-0/+0
| | | | during stepping.
* added a new pulsar animation for the star sprite.rodri2023-04-091-0/+0
| | | | | wrote a little description for the manpage. generalized the drawconnecting() procedure into a drawprogressing() one that takes an arbitrary, nul-terminated string as input.
* implemented states to represent game scene stages.rodri2023-03-081-0/+0
| | | | added an intro as well.
* forgot to track the wedge.vmdl. all this time.rodri2023-02-251-0/+13
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* forgot to add the actual sky map.rodri2021-08-041-0/+0
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* added an sprite for the Earth.rodri2021-08-011-0/+0
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* began building a universe for every party.rodri2021-08-011-7/+6
| | | | | | | get rid of the notes file. i already keep them on paper. adapted the client to use an rframe for drawing. implemented some VModel methods for testing. FPS2MS → HZ2MS. it makes more sense and is shorter.
* brought the Sprite struct for future animations.rodri2021-07-281-0/+14
implemented per-party game state and dynamics. now the state is broadcast after integration, not before. fixed a bug in the broadcast procedure where it would keep referencing an already freed Party and its players. implemented a proper Keymap the user will be able to configure. added mkfile rules to manage installation and dependencies. defined a ton of structs in dat.h for new game objects. started work on a general vector model abstraction to define ship `skins'. removed some debug clauses we no longer need. fixed some other ones.