Commits on Jul 22, 2017
  1. Made it possible to divvy the inventory-screen into multiple panes fo…

    …r different kinds of items.
    rkettering committed Jul 22, 2017
Commits on Jul 20, 2017
  1. Made it matter to have the super-shots (at least for actually *firing…

    …* them, we still need to make the HUD selectively show the glowing ring thing.
    rkettering committed Jul 20, 2017
  2. Moved all the actual animation markup rectangles over to the…

    …g file so we don't have to bake that into the inventory screen code.
    rkettering committed Jul 20, 2017
  3. Twiddled some timing that rotted after the fps change so frogatto's t…

    …urn-whilst-running anim plays again.
    rkettering committed Jul 20, 2017
Commits on Jul 19, 2017
  1. Some major work towards treating abilities as a special case of items…

    …, and getting abilities into the inventory screen. Renamed the abilities as they'll need to be globally less ambiguous, and renamed all instances of them out in the game.
    rkettering committed Jul 19, 2017
Commits on Jul 18, 2017
  1. Made descriptions work right.

    rkettering committed Jul 18, 2017
  2. Some partially-working description code before a refactor to move the…

    … selected-item logic up into the cursor.
    rkettering committed Jul 18, 2017
Commits on Jul 17, 2017
  1. Rebuilt item storage around the new class system. Updated the invento…

    …ry pane's interface to use it.
    rkettering committed Jul 17, 2017
Commits on Jul 13, 2017
  1. Fixed up object zordering in the inventory pane, and also turned the …

    …anchor image into a shadow.
    rkettering committed Jul 13, 2017
  2. Fixed an incomplete feature where the black overlay on the inventory …

    …screen didn't actually take into account how many inventory panes we have, when sizing itself.
    rkettering committed Jul 13, 2017
Commits on Jul 12, 2017
Commits on Jul 11, 2017