Releases: navjack/Codexitma
Codexitma v0.2.6
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
Full Changelog: v0.2.4...v0.2.5
Codexitma v0.2.4
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.zipCodexitma-macOS-cli.zipCodexitma-win64.zip
Codexitma v0.2.3
Full Changelog: v0.2.2...v0.2.3
Codexitma v0.2.2
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
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
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
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
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.