2025-06-10 - 2025-09-10

Overview

0 active pull requests
91 active issues
Excluding merges, 1 author has pushed 178 commits to master and 178 commits to all branches. On master, 181 files have changed and there have been 9657 additions and 7132 deletions.

61 issues closed from 1 user

Closed #30 Fix getting stuck in combat (systems.cpp:30) 2025-09-04 15:48:19 +00:00

Closed #29 Create dead bodyy with no collision for no-loot situation 2025-08-23 02:30:14 +00:00

Closed #59 Refactor the LevelManager into a module like textures 2025-08-21 04:42:08 +00:00

Closed #85 DinkyECS shouldn't be copying facts and other stuff over to new worlds 2025-08-18 06:17:11 +00:00

Closed #62 Enemy drops not working on next level 2025-08-18 05:13:39 +00:00

Closed #80 Need to check for the file existing at textures.cpp:17 to give a better error 2025-08-17 15:08:12 +00:00

Closed #83 Icons on the map don't match their visual location. 2025-08-17 14:53:28 +00:00

Closed #82 Items you pickup and then drop not showing in the map 2025-08-17 14:51:14 +00:00

Closed #84 Confirm that events can be sent in a for-loop 2025-08-17 14:18:16 +00:00

Closed #79 Dead body prevents other things from being picked up 2025-08-09 04:16:24 +00:00

Closed #81 Need a SpatialMap::get_all that returns all things at that spot because can't pickup potion after skull 2025-08-09 04:13:48 +00:00

Closed #72 Need to a component for collision to tag things that have it and don't 2025-08-06 15:44:01 +00:00

Closed #78 Rendering should better show that there's mutliple items on the ground 2025-08-03 05:56:53 +00:00

Closed #73 Systems::distribute_loot should account for multiple things dying in the same spot 2025-08-03 03:41:54 +00:00

Closed #76 SpatialMap::get and neighbors need to account for collision and multiple entities 2025-08-03 03:37:01 +00:00

Closed #77 Drop items in the spot where the player is aiming 2025-08-03 03:26:49 +00:00

Closed #74 If you go down a level you get items disappear when you walk over them and rats became ghosts 2025-08-03 02:20:45 +00:00

Closed #2 Raycaster cuts off sprites because of render 2025-07-22 19:04:46 +00:00

Closed #51 Redesign MapViewUI to use a grid of sprites. 2025-07-22 19:01:36 +00:00

Closed #64 Make a MapGrid for wchar_t instead of Matrix 2025-07-12 18:46:24 +00:00

Closed #58 Can't swap items in loot_ui 2025-07-07 17:25:28 +00:00

Closed #1 Pickup item in combat makes it 'disapear' 2025-07-06 16:05:58 +00:00

Closed #3 Grabbed items from inv->loot render behind loot UI 2025-07-06 15:37:09 +00:00

Closed #57 WorldBuilder::configure_entity_in_map should init an aiming_at 2025-07-05 16:04:14 +00:00

Closed #9 components::Position can have direction? 2025-07-05 15:18:32 +00:00

Closed #53 Change the fact inventory::Model to one that is a constant keyed off player.entity 2025-07-05 04:12:03 +00:00

Closed #52 Allow for swapping items in inventory. 2025-07-05 04:11:52 +00:00

Closed #54 Need to be able to put stuff back on the ground 2025-07-05 04:11:42 +00:00

Closed #56 Possible inventory drop edge case: Grab torch, put down where already torch 2025-07-04 02:26:43 +00:00

Closed #17 Does make_action work after next level? 2025-07-01 18:29:34 +00:00

Closed #19 Ability to mark sprites no_expand? 2025-07-01 18:28:01 +00:00

Closed #21 DinkyECS identity/entity should be some kind of global counter 2025-07-01 18:27:34 +00:00

Closed #34 In DNDLoot stop using a fake loot container for loose items 2025-07-01 18:26:48 +00:00

Closed #39 Rewrite the MapViewUI::update and friends to not use a string 2025-06-30 17:07:01 +00:00

Closed #6 guecs::UI has no way to map gui_id -> name 2025-06-30 16:54:04 +00:00

Closed #40 Make rayview update itself rather than force update 2025-06-30 16:50:50 +00:00

Closed #50 Bring back raycaster.cpp::aiming_at so I can boost things you aim at. 2025-06-30 16:36:08 +00:00

Closed #42 In rayview.cpp::sprite_casting I can probably change $sprites to not hold SpriteTexture 2025-06-30 15:54:37 +00:00

Closed #43 Use SpriteTexture.dim in rayview to replace the hard coded TEXTURE_WIDTH/HEIGHT 2025-06-30 15:00:41 +00:00

Closed #48 raycaster.cpp:update_level is a giant pile of bullshit 2025-06-30 14:39:01 +00:00

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 2025-06-30 14:15:34 +00:00

Closed #49 I mix up uint32_t and RGBA in raycaster.cpp 2025-06-29 15:53:25 +00:00

Closed #16 aiming_at is way too convoluted 2025-06-29 15:11:21 +00:00

Closed #11 Convert all DinkyECS::Entity to guecs::Entity 2025-06-29 03:30:49 +00:00

Closed #41 Next level breaks the blanket and combat belt 2025-06-29 03:17:47 +00:00

Closed #23 inventory::Model should have a _constant_ flag 2025-06-29 02:57:26 +00:00

Closed #14 MainUI is weird with update_level 2025-06-29 02:40:07 +00:00

Closed #32 Investigate worldbuilder.cpp::42 for PLAYER_TILE crash 2025-06-29 02:24:31 +00:00

Closed #44 Make the tests/textures.cpp do a sprite/texture validation on all textures 2025-06-29 02:18:59 +00:00

Closed #46 System::distribute_loot should create a new entity for the loot rather than reuse the dead thing. 2025-06-28 17:19:14 +00:00

Closed #18 Make a DinkyECS::destroy method 2025-06-28 16:47:28 +00:00

Closed #27 Confirm Pathing::random_walk includes dir.size 2025-06-28 15:40:42 +00:00

Closed #26 Rename map::neighbors to walk or move? 2025-06-28 15:38:13 +00:00

Closed #28 Confirm that I'm using GameConfig everywhere 2025-06-28 15:33:08 +00:00

Closed #33 In DNDLoot, handle commit_move with a bool to abort 2025-06-28 15:17:33 +00:00

Closed #38 Confirm that matriix.cpp::make_map is correct 2025-06-28 15:17:09 +00:00

Closed #45 Crash when moving a torch from hand_r to feet or something 2025-06-28 15:09:46 +00:00

Closed #13 Texture get frame width/height 2025-06-27 05:21:56 +00:00

Closed #15 Mouse coordinates wrong when full screen. 2025-06-27 03:24:32 +00:00

Closed #31 Rename GUI::ENEMY_SPAWN to ENTITY_SPAWN 2025-06-27 03:22:26 +00:00

Closed #35 Make a function in main_ui for getting at overlay cells. 2025-06-27 03:18:24 +00:00

91 issues created by 2 users

Opened #1 Pickup item in combat makes it 'disapear' 2025-06-26 14:43:13 +00:00

Opened #2 Raycaster cuts off sprites because of render 2025-06-26 14:46:58 +00:00

Opened #3 Grabbed items from inv->loot render behind loot UI 2025-06-26 14:49:13 +00:00

Opened #4 Change ritual::JunkItem to not use std::string 2025-06-26 14:51:49 +00:00

Opened #5 Blanket should use the World for its items too 2025-06-26 14:52:38 +00:00

Opened #6 guecs::UI has no way to map gui_id -> name 2025-06-26 14:53:28 +00:00

Opened #7 Prevent copy of UI classes in gui/ 2025-06-26 14:54:23 +00:00

Opened #8 Need a spawn system that can spawn into placed 2025-06-26 14:55:07 +00:00

Opened #9 components::Position can have direction? 2025-06-26 15:05:59 +00:00

Opened #10 inventory_count and InventoryItem needs a rewrite/remove 2025-06-26 15:06:33 +00:00

Opened #11 Convert all DinkyECS::Entity to guecs::Entity 2025-06-26 15:09:15 +00:00

Opened #12 Can I move the FSM::State enum and other into the FSM class? 2025-06-26 15:10:39 +00:00

Opened #13 Texture get frame width/height 2025-06-26 15:16:33 +00:00

Opened #14 MainUI is weird with update_level 2025-06-26 15:17:20 +00:00

Opened #15 Mouse coordinates wrong when full screen. 2025-06-26 15:18:06 +00:00

Opened #16 aiming_at is way too convoluted 2025-06-26 15:19:16 +00:00

Opened #17 Does make_action work after next level? 2025-06-26 15:19:45 +00:00

Opened #18 Make a DinkyECS::destroy method 2025-06-26 15:40:13 +00:00

Opened #19 Ability to mark sprites no_expand? 2025-06-26 15:40:49 +00:00

Opened #20 Rewrite dbc to use a macro 2025-06-26 16:50:52 +00:00

Opened #21 DinkyECS identity/entity should be some kind of global counter 2025-06-26 16:52:14 +00:00

Opened #22 In the GOAP algorithm is there really no way to have cost 2025-06-26 16:53:28 +00:00

Opened #23 inventory::Model should have a _constant_ flag 2025-06-26 16:54:40 +00:00

Opened #24 Implement BossFightUI v1 2025-06-26 16:56:29 +00:00

Opened #25 Take the if(main.in_state) found in main.cpp and find a way to put in the FSM directly. 2025-06-26 16:57:31 +00:00

Opened #26 Rename map::neighbors to walk or move? 2025-06-26 16:58:24 +00:00

Opened #27 Confirm Pathing::random_walk includes dir.size 2025-06-26 17:00:45 +00:00

Opened #28 Confirm that I'm using GameConfig everywhere 2025-06-26 17:04:39 +00:00

Opened #29 Create dead bodyy with no collision for no-loot situation 2025-06-26 17:05:40 +00:00

Opened #30 Fix getting stuck in combat (systems.cpp:30) 2025-06-26 17:06:33 +00:00

Opened #31 Rename GUI::ENEMY_SPAWN to ENTITY_SPAWN 2025-06-26 17:08:15 +00:00

Opened #32 Investigate worldbuilder.cpp::42 for PLAYER_TILE crash 2025-06-26 17:09:13 +00:00

Opened #33 In DNDLoot, handle commit_move with a bool to abort 2025-06-26 17:10:16 +00:00

Opened #34 In DNDLoot stop using a fake loot container for loose items 2025-06-26 17:12:28 +00:00

Opened #35 Make a function in main_ui for getting at overlay cells. 2025-06-26 17:14:52 +00:00

Opened #36 Unify event IDs so that there's not this weird GUI vs. FSM events 2025-06-26 17:16:19 +00:00

Opened #37 Should guecs::make_action include the gui? 2025-06-26 17:17:19 +00:00

Opened #38 Confirm that matriix.cpp::make_map is correct 2025-06-26 17:35:02 +00:00

Opened #39 Rewrite the MapViewUI::update and friends to not use a string 2025-06-26 17:36:19 +00:00

Opened #40 Make rayview update itself rather than force update 2025-06-26 17:37:11 +00:00

Opened #41 Next level breaks the blanket and combat belt 2025-06-27 04:12:59 +00:00

Opened #42 In rayview.cpp::sprite_casting I can probably change $sprites to not hold SpriteTexture 2025-06-27 04:19:45 +00:00

Opened #43 Use SpriteTexture.dim in rayview to replace the hard coded TEXTURE_WIDTH/HEIGHT 2025-06-27 04:23:17 +00:00

Opened #44 Make the tests/textures.cpp do a sprite/texture validation on all textures 2025-06-27 04:31:30 +00:00

Opened #45 Crash when moving a torch from hand_r to feet or something 2025-06-27 15:02:22 +00:00

Opened #46 System::distribute_loot should create a new entity for the loot rather than reuse the dead thing. 2025-06-28 16:49:34 +00:00

Opened #47 rituals.cpp:Blanket and friends should have their own id not DinkyECS::Entity, or the blanket items should be in the world too 2025-06-29 03:24:44 +00:00

Opened #48 raycaster.cpp:update_level is a giant pile of bullshit 2025-06-29 14:21:23 +00:00

Opened #49 I mix up uint32_t and RGBA in raycaster.cpp 2025-06-29 14:51:26 +00:00

Opened #50 Bring back raycaster.cpp::aiming_at so I can boost things you aim at. 2025-06-30 14:55:59 +00:00

Opened #51 Redesign MapViewUI to use a grid of sprites. 2025-06-30 17:07:59 +00:00

Opened #52 Allow for swapping items in inventory. 2025-07-01 19:01:28 +00:00

Opened #53 Change the fact inventory::Model to one that is a constant keyed off player.entity 2025-07-02 15:40:55 +00:00

Opened #54 Need to be able to put stuff back on the ground 2025-07-02 18:31:55 +00:00

Opened #55 Cleanup how inventory::Model is used in status, dnd_loot, and loot_ui to recover from get_the 2025-07-03 14:19:13 +00:00

Opened #56 Possible inventory drop edge case: Grab torch, put down where already torch 2025-07-03 16:53:50 +00:00

Opened #57 WorldBuilder::configure_entity_in_map should init an aiming_at 2025-07-05 14:33:36 +00:00

Opened #58 Can't swap items in loot_ui 2025-07-07 03:55:54 +00:00

Opened #59 Refactor the LevelManager into a module like textures 2025-07-07 16:03:28 +00:00

Opened #60 LootUI is using $target=$temp_loot 2025-07-07 17:04:30 +00:00

Opened #61 Investigate sf::RenderTexture in rayview 2025-07-08 04:46:36 +00:00

Opened #62 Enemy drops not working on next level 2025-07-09 18:09:44 +00:00

Opened #63 The icongen.cpp will make the last square in the map_tile.png black before moving to centered tiles 2025-07-12 02:11:06 +00:00

Opened #64 Make a MapGrid for wchar_t instead of Matrix 2025-07-12 15:04:45 +00:00

Opened #65 map.hpp:EntityGrid has to exist already 2025-07-12 18:10:13 +00:00

Opened #66 The map should really be a component like Rectangle 2025-07-17 17:53:50 +00:00

Opened #67 Get rid of "id" in tiles.json 2025-07-18 14:30:14 +00:00

Opened #68 Calculate compass_dir/direction in rayview and put in Position 2025-07-18 15:27:02 +00:00

Opened #69 Document main_ui.plan_rotate and raycaster.plan_rotate better 2025-07-18 15:33:01 +00:00

Opened #70 Rayview is rendering the sprites way too much 2025-07-26 02:57:27 +00:00

Opened #71 In worldbuilder.cpp:95 I need to use a new component instead of using an inventory_count setting. 2025-07-28 16:23:37 +00:00

Opened #72 Need to a component for collision to tag things that have it and don't 2025-07-29 06:39:50 +00:00

Opened #73 Systems::distribute_loot should account for multiple things dying in the same spot 2025-07-29 07:04:32 +00:00

Opened #74 If you go down a level you get items disappear when you walk over them and rats became ghosts 2025-07-29 07:11:35 +00:00

Opened #75 LevelManager::spawn_enemy is hot dogshit 2025-07-30 16:05:18 +00:00

Opened #76 SpatialMap::get and neighbors need to account for collision and multiple entities 2025-08-01 17:15:16 +00:00

Opened #77 Drop items in the spot where the player is aiming 2025-08-03 02:25:05 +00:00

Opened #78 Rendering should better show that there's mutliple items on the ground 2025-08-03 03:42:44 +00:00

Opened #79 Dead body prevents other things from being picked up 2025-08-06 16:46:50 +00:00

Opened #80 Need to check for the file existing at textures.cpp:17 to give a better error 2025-08-07 02:47:51 +00:00

Opened #81 Need a SpatialMap::get_all that returns all things at that spot because can't pickup potion after skull 2025-08-07 03:47:39 +00:00

Opened #82 Items you pickup and then drop not showing in the map 2025-08-10 16:20:23 +00:00

Opened #83 Icons on the map don't match their visual location. 2025-08-10 16:21:01 +00:00

Opened #84 Confirm that events can be sent in a for-loop 2025-08-10 16:40:11 +00:00

Opened #85 DinkyECS shouldn't be copying facts and other stuff over to new worlds 2025-08-18 05:15:52 +00:00

Opened #86 Enemies standing on items still don't fight 2025-08-21 04:43:59 +00:00

Opened #87 Need to prevent invalid cell errors 2025-08-23 05:34:04 +00:00

Opened #88 Raycaster$camera needs to be properly initialized 2025-08-26 03:18:57 +00:00

Opened #89 Add an assert for player position equaling camera position 2025-08-26 03:40:37 +00:00

Opened #90 StatusUI::init called way too much 2025-08-28 02:46:52 +00:00

Opened #91 Change system::set_position to init_position 2025-09-04 14:47:19 +00:00