May 18, 2025 - August 18, 2025

Overview

0 Active Pull Requests
85 Active Issues
Excluding merges, 1 author has pushed 188 commits to master and 188 commits to all branches. On master, 239 files have changed and there have been 11827 additions and 7852 deletions.

58 Issues closed from 1 user

Closed #85 DinkyECS shouldn't be copying facts and other stuff over to new worlds 12 hours ago

Closed #62 Enemy drops not working on next level 13 hours ago

Closed #80 Need to check for the file existing at textures.cpp:17 to give a better error 1 day ago

Closed #83 Icons on the map don't match their visual location. 1 day ago

Closed #82 Items you pickup and then drop not showing in the map 1 day ago

Closed #84 Confirm that events can be sent in a for-loop 1 day ago

Closed #79 Dead body prevents other things from being picked up 1 week ago

Closed #81 Need a SpatialMap::get_all that returns all things at that spot because can't pickup potion after skull 1 week ago

Closed #72 Need to a component for collision to tag things that have it and don't 2 weeks ago

Closed #78 Rendering should better show that there's mutliple items on the ground 2 weeks ago

Closed #73 Systems::distribute_loot should account for multiple things dying in the same spot 2 weeks ago

Closed #76 SpatialMap::get and neighbors need to account for collision and multiple entities 2 weeks ago

Closed #77 Drop items in the spot where the player is aiming 2 weeks ago

Closed #74 If you go down a level you get items disappear when you walk over them and rats became ghosts 2 weeks ago

Closed #2 Raycaster cuts off sprites because of render 4 weeks ago

Closed #51 Redesign MapViewUI to use a grid of sprites. 4 weeks ago

Closed #64 Make a MapGrid for wchar_t instead of Matrix 1 month ago

Closed #58 Can't swap items in loot_ui 1 month ago

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

Closed #3 Grabbed items from inv->loot render behind loot UI 1 month ago

Closed #57 WorldBuilder::configure_entity_in_map should init an aiming_at 1 month ago

Closed #9 components::Position can have direction? 1 month ago

Closed #53 Change the fact inventory::Model to one that is a constant keyed off player.entity 1 month ago

Closed #52 Allow for swapping items in inventory. 1 month ago

Closed #54 Need to be able to put stuff back on the ground 1 month ago

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

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

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

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

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

Closed #39 Rewrite the MapViewUI::update and friends to not use a string 2 months ago

Closed #6 guecs::UI has no way to map gui_id -> name 2 months ago

Closed #40 Make rayview update itself rather than force update 2 months ago

Closed #50 Bring back raycaster.cpp::aiming_at so I can boost things you aim at. 2 months ago

Closed #42 In rayview.cpp::sprite_casting I can probably change $sprites to not hold SpriteTexture 2 months ago

Closed #43 Use SpriteTexture.dim in rayview to replace the hard coded TEXTURE_WIDTH/HEIGHT 2 months ago

Closed #48 raycaster.cpp:update_level is a giant pile of bullshit 2 months 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 2 months ago

Closed #49 I mix up uint32_t and RGBA in raycaster.cpp 2 months ago

Closed #16 aiming_at is way too convoluted 2 months ago

Closed #11 Convert all DinkyECS::Entity to guecs::Entity 2 months ago

Closed #41 Next level breaks the blanket and combat belt 2 months ago

Closed #23 inventory::Model should have a _constant_ flag 2 months ago

Closed #14 MainUI is weird with update_level 2 months ago

Closed #32 Investigate worldbuilder.cpp::42 for PLAYER_TILE crash 2 months ago

Closed #44 Make the tests/textures.cpp do a sprite/texture validation on all textures 2 months ago

Closed #46 System::distribute_loot should create a new entity for the loot rather than reuse the dead thing. 2 months ago

Closed #18 Make a DinkyECS::destroy method 2 months ago

Closed #27 Confirm Pathing::random_walk includes dir.size 2 months ago

Closed #26 Rename map::neighbors to walk or move? 2 months ago

Closed #28 Confirm that I'm using GameConfig everywhere 2 months ago

Closed #33 In DNDLoot, handle commit_move with a bool to abort 2 months ago

Closed #38 Confirm that matriix.cpp::make_map is correct 2 months ago

Closed #45 Crash when moving a torch from hand_r to feet or something 2 months ago

Closed #13 Texture get frame width/height 2 months ago

Closed #15 Mouse coordinates wrong when full screen. 2 months ago

Closed #31 Rename GUI::ENEMY_SPAWN to ENTITY_SPAWN 2 months ago

Closed #35 Make a function in main_ui for getting at overlay cells. 2 months ago

27 Issues created by 1 user

Opened #4 Change ritual::JunkItem to not use std::string 2 months ago

Opened #5 Blanket should use the World for its items too 2 months ago

Opened #7 Prevent copy of UI classes in gui/ 2 months ago

Opened #8 Need a spawn system that can spawn into placed 2 months ago

Opened #10 inventory_count and InventoryItem needs a rewrite/remove 2 months ago

Opened #12 Can I move the FSM::State enum and other into the FSM class? 2 months ago

Opened #20 Rewrite dbc to use a macro 2 months ago

Opened #22 In the GOAP algorithm is there really no way to have cost 2 months ago

Opened #24 Implement BossFightUI v1 2 months ago

Opened #25 Take the if(main.in_state) found in main.cpp and find a way to put in the FSM directly. 2 months ago

Opened #29 Create dead bodyy with no collision for no-loot situation 2 months ago

Opened #30 Fix getting stuck in combat (systems.cpp:30) 2 months ago

Opened #36 Unify event IDs so that there's not this weird GUI vs. FSM events 2 months ago

Opened #37 Should guecs::make_action include the gui? 2 months ago

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

Opened #59 Refactor the LevelManager into a module like textures 1 month ago

Opened #60 LootUI is using $target=$temp_loot 1 month ago

Opened #61 Investigate sf::RenderTexture in rayview 1 month ago

Opened #63 The icongen.cpp will make the last square in the map_tile.png black before moving to centered tiles 1 month ago

Opened #65 map.hpp:EntityGrid has to exist already 1 month ago

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

Opened #67 Get rid of "id" in tiles.json 1 month ago

Opened #68 Calculate compass_dir/direction in rayview and put in Position 1 month ago

Opened #69 Document main_ui.plan_rotate and raycaster.plan_rotate better 1 month ago

Opened #70 Rayview is rendering the sprites way too much 3 weeks ago

Opened #71 In worldbuilder.cpp:95 I need to use a new component instead of using an inventory_count setting. 3 weeks ago

Opened #75 LevelManager::spawn_enemy is hot dogshit 3 weeks ago