August 18, 2024 - August 18, 2025

Overview

0 Active Pull Requests
85 Active Issues
Excluding merges, 1 author has pushed 591 commits to master and 591 commits to all branches. On master, 546 files have changed and there have been 144338 additions and 117492 deletions.

2 Releases published by 1 user

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