6ccaedd48ffe36555e85be1bc0c51f23765cf138
Cutscenes now parse their authored .jsonc straight into the runtime cutsceneitem_t/pool representation via yyjson, instead of going through a separate Python-compiled DCTS binary format - removes the whole build/compile step and the byte-format contract between the Python encoder and the C decoder, at the cost of a (still tiny, one-time) parse per cutscene load. Also fixes dusk.dsk going stale after a build: the old custom_command depended on a CMake-configure-time file glob, which only re-detects added/removed assets on the next configure and could miss edits entirely. tools.asset.pack now always runs and decides for itself (via a small manifest) whether anything actually needs repacking, so asset changes are never missed regardless of add/edit/remove. Co-Authored-By: Claude Sonnet 5 <[email protected]>
Dusk
RPG Game Project, small and able to run on a PSP.
Building
Each build target has different requirements. You can take a look at the git workflow to see how the builds are done for each target. In addition, for accessing the editor and building the game on your host system, install the following packages, depending on your system;
Fedora;
sudo dnf install git make gcc cmake python python-polib python3-pillow python3-dotenv python3-numpy python-qt5 python3-pyopengl SDL2-devel zlib-devel libzip-devel bzip2-devel openssl-devel lzma-sdk-devel xz xz-devel lua-devel libmad-devel
libmad-devel (used for MP3 decoding) is GPL-licensed and ships in the
RPM Fusion free repository rather than Fedora's
base repos - make sure RPM Fusion is enabled first.
Ubuntu;
sudo apt-get install git build-essential gcc python python-polib python3-pillow python3-dotenv python3-numpy python3-pyqt5 python3-opengl libmad0-dev
Arch Linux;
sudo pacman -S git base-devel gcc python python-polib python-pillow python-dotenv python-numpy python-pyqt5 python-opengl libmad
Languages
C
89.7%
JavaScript
3.5%
CMake
3.1%
Python
2.1%
HTML
0.8%
Other
0.7%