June 18, 2025 - July 18, 2025

Overview

0 Active Pull Requests
69 Active Issues
Excluding merges, 1 author has pushed 74 commits to master and 74 commits to all branches. On master, 78 files have changed and there have been 3049 additions and 1705 deletions.

42 Issues closed from 1 user

Closed #64 Make a MapGrid for wchar_t instead of Matrix 6 days ago

Closed #58 Can't swap items in loot_ui 2 weeks ago

Closed #1 Pickup item in combat makes it 'disapear' 2 weeks ago

Closed #3 Grabbed items from inv->loot render behind loot UI 2 weeks ago

Closed #57 WorldBuilder::configure_entity_in_map should init an aiming_at 2 weeks ago

Closed #9 components::Position can have direction? 2 weeks ago

Closed #53 Change the fact inventory::Model to one that is a constant keyed off player.entity 2 weeks ago

Closed #52 Allow for swapping items in inventory. 2 weeks ago

Closed #54 Need to be able to put stuff back on the ground 2 weeks ago

Closed #56 Possible inventory drop edge case: Grab torch, put down where already torch 2 weeks ago

Closed #17 Does make_action work after next level? 2 weeks ago

Closed #19 Ability to mark sprites no_expand? 2 weeks ago

Closed #21 DinkyECS identity/entity should be some kind of global counter 2 weeks ago

Closed #34 In DNDLoot stop using a fake loot container for loose items 2 weeks ago

Closed #39 Rewrite the MapViewUI::update and friends to not use a string 3 weeks ago

Closed #6 guecs::UI has no way to map gui_id -> name 3 weeks ago

Closed #40 Make rayview update itself rather than force update 3 weeks ago

Closed #50 Bring back raycaster.cpp::aiming_at so I can boost things you aim at. 3 weeks ago

Closed #42 In rayview.cpp::sprite_casting I can probably change $sprites to not hold SpriteTexture 3 weeks ago

Closed #43 Use SpriteTexture.dim in rayview to replace the hard coded TEXTURE_WIDTH/HEIGHT 3 weeks ago

Closed #48 raycaster.cpp:update_level is a giant pile of bullshit 3 weeks ago

Closed #47 rituals.cpp:Blanket and friends should have their own id not DinkyECS::Entity, or the blanket items should be in the world too 3 weeks ago

Closed #49 I mix up uint32_t and RGBA in raycaster.cpp 3 weeks ago

Closed #16 aiming_at is way too convoluted 3 weeks ago

Closed #11 Convert all DinkyECS::Entity to guecs::Entity 3 weeks ago

Closed #41 Next level breaks the blanket and combat belt 3 weeks ago

Closed #23 inventory::Model should have a _constant_ flag 3 weeks ago

Closed #14 MainUI is weird with update_level 3 weeks ago

Closed #32 Investigate worldbuilder.cpp::42 for PLAYER_TILE crash 3 weeks ago

Closed #44 Make the tests/textures.cpp do a sprite/texture validation on all textures 3 weeks ago

Closed #46 System::distribute_loot should create a new entity for the loot rather than reuse the dead thing. 3 weeks ago

Closed #18 Make a DinkyECS::destroy method 3 weeks ago

Closed #27 Confirm Pathing::random_walk includes dir.size 3 weeks ago

Closed #26 Rename map::neighbors to walk or move? 3 weeks ago

Closed #28 Confirm that I'm using GameConfig everywhere 3 weeks ago

Closed #33 In DNDLoot, handle commit_move with a bool to abort 3 weeks ago

Closed #38 Confirm that matriix.cpp::make_map is correct 3 weeks ago

Closed #45 Crash when moving a torch from hand_r to feet or something 3 weeks ago

Closed #13 Texture get frame width/height 3 weeks ago

Closed #15 Mouse coordinates wrong when full screen. 3 weeks ago

Closed #31 Rename GUI::ENEMY_SPAWN to ENTITY_SPAWN 3 weeks ago

Closed #35 Make a function in main_ui for getting at overlay cells. 3 weeks ago

27 Issues created by 1 user

Opened #2 Raycaster cuts off sprites because of render 3 weeks ago

Opened #4 Change ritual::JunkItem to not use std::string 3 weeks ago

Opened #5 Blanket should use the World for its items too 3 weeks ago

Opened #7 Prevent copy of UI classes in gui/ 3 weeks ago

Opened #8 Need a spawn system that can spawn into placed 3 weeks ago

Opened #10 inventory_count and InventoryItem needs a rewrite/remove 3 weeks ago

Opened #12 Can I move the FSM::State enum and other into the FSM class? 3 weeks ago

Opened #20 Rewrite dbc to use a macro 3 weeks ago

Opened #22 In the GOAP algorithm is there really no way to have cost 3 weeks ago

Opened #24 Implement BossFightUI v1 3 weeks ago

Opened #25 Take the if(main.in_state) found in main.cpp and find a way to put in the FSM directly. 3 weeks ago

Opened #29 Create dead bodyy with no collision for no-loot situation 3 weeks ago

Opened #30 Fix getting stuck in combat (systems.cpp:30) 3 weeks ago

Opened #36 Unify event IDs so that there's not this weird GUI vs. FSM events 3 weeks ago

Opened #37 Should guecs::make_action include the gui? 3 weeks ago

Opened #51 Redesign MapViewUI to use a grid of sprites. 3 weeks ago

Opened #55 Cleanup how inventory::Model is used in status, dnd_loot, and loot_ui to recover from get_the 2 weeks ago

Opened #59 Refactor the LevelManager into a module like textures 2 weeks ago

Opened #60 LootUI is using $target=$temp_loot 2 weeks ago

Opened #61 Investigate sf::RenderTexture in rayview 2 weeks ago

Opened #62 Enemy drops not working on next level 1 week ago

Opened #63 The icongen.cpp will make the last square in the map_tile.png black before moving to centered tiles 7 days ago

Opened #65 map.hpp:EntityGrid has to exist already 6 days ago

Opened #66 The map should really be a component like Rectangle 1 day ago

Opened #67 Get rid of "id" in tiles.json 7 hours ago

Opened #68 Calculate compass_dir/direction in rayview and put in Position 6 hours ago

Opened #69 Document main_ui.plan_rotate and raycaster.plan_rotate better 6 hours ago