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Releases: navjack/Codexitma

Codexitma v0.2.6

06 Mar 17:11

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Release v0.2.6\n\n- Refined Depth3D lighting/shadow model for better sky vs ceiling behavior\n- Improved graphics automation debug/screenshot controls for deterministic renderer checks\n- Refreshed README screenshots and project metrics\n- Includes macOS app/CLI and Win64 SDL artifacts from green CI runs

Codexitma v0.2.5

06 Mar 06:12

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Codexitma v0.2.4

06 Mar 04:47

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Highlights

  • Fixed Depth 3D tile semantics so only actual wall geometry blocks the raycaster and depth-light occlusion.
  • Water now renders as a recessed pool surface in both native and SDL Depth 3D views instead of appearing as a solid wall slab.
  • Added graphics automation warp support for deterministic renderer testing and screenshot capture in the real native and SDL frontends.
  • Improved main-menu clarity with an explicit title menu flow and a proper in-game pause menu that can return to title.
  • Promoted authored top-down lighting into normal gameplay presentation for both native and SDL views.
  • Refreshed README screenshots and project metrics to match the current build.

Assets

  • Codexitma-macOS-app.zip
  • Codexitma-macOS-cli.zip
  • Codexitma-win64.zip

Codexitma v0.2.3

05 Mar 04:50

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Codexitma v0.2.2

04 Mar 21:02

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Release built from tag v0.2.2 (README/screenshots update).

Included assets:

  • macOS app bundle zip
  • macOS CLI zip
  • Win64 SDL zip

Build sources:

  • macOS Package Build run 22688988585
  • Windows SDL Build run 22688988614

Codexitma v0.2.1

04 Mar 08:28

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Built from the current main branch after successful manual packaging runs.\n\nIncluded assets:\n- macOS app bundle zip\n- macOS CLI zip\n- Win64 SDL zip\n\nBuild sources:\n- macOS Package Build run 22661101813\n- Windows SDL Build run 22661101992

Codexitma v0.2.0

04 Mar 06:29

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This release adds the SDL cross-platform frontend, a working Win64 build, and refreshed macOS packages built from GitHub Actions on main.\n\nAssets:\n- macOS app bundle zip\n- macOS CLI zip\n- Win64 SDL build zip

Codexitma v0.1.1

04 Mar 03:25

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Codexitma v0.1.1 fixes the macOS app packaging issue from v0.1.0.

Fixes:

  • the app bundle now loads its resource bundle from a standard macOS bundle location (Contents/Resources)
  • the packaged .app now passes local codesign verification instead of being structurally invalid
  • the release packaging script now builds app bundles in a macOS-correct layout

Included:

  • native macOS graphics mode with Gemstone, Ultima, and Depth 3D themes
  • ANSI terminal mode
  • two playable adventures
  • built-in graphical adventure editor
  • external JSON adventure packs and override mods
  • automation support via --script and --bridge

Assets:

  • Codexitma-macOS-app.zip
  • Codexitma-macOS-cli.zip

Important:

  • the app bundle is ad-hoc signed and valid on disk, but it is not notarized
  • modern macOS may still warn when opening a downloaded build from the internet
  • if Gatekeeper blocks it, use right-click > Open or remove quarantine manually

Codexitma v0.1.0

04 Mar 03:19

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Codexitma v0.1.0 is the first public release of the project.

This release includes:

  • native macOS graphics mode with Gemstone, Ultima, and Depth 3D visual themes
  • ANSI terminal mode
  • Apple II-style square-wave sound effects and intro music in graphics mode
  • two playable adventures: Ashes of Merrow and Starfall Requiem
  • character creation with classes, traits, skills, and starting gear
  • built-in graphical adventure editor
  • external JSON adventure packs and override mod support
  • headless automation via --script and --bridge

Assets:

  • Codexitma-macOS-app.zip: a packaged macOS app bundle
  • Codexitma-macOS-cli.zip: the standalone binary plus its required resource bundle

The app bundle is ad-hoc signed for packaging, but not notarized.