717902462b200fa3a541c76c26f187fdbbeb42c0
An async asset load failure crashed the whole game via errorThrow, while the identical sync failure just logged and continued - a single missing/corrupted asset could take down the process. assetUpdate now handles the async error path the same way as sync (invoke onError, keep running). Also removes event.h/event.c and assetbatch, which existed only to support multiple subscribers per asset event but had no real caller that ever used more than one (assetbatch itself had zero callers anywhere). Asset entries, uifullbox, and uiloading now use plain single-callback + user-pointer fields instead of the generic array-backed event_t. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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
Ubuntu;
sudo apt-get install git build-essential gcc python python-polib python3-pillow python3-dotenv python3-numpy python3-pyqt5 python3-opengl
Arch Linux;
sudo pacman -S git base-devel gcc python python-polib python-pillow python-dotenv python-numpy python-pyqt5 python-opengl
Description
Languages
C
86.1%
JavaScript
4.6%
CMake
3.6%
Python
3.6%
HTML
1%
Other
1%