2025-03-10 - 2025-09-10

Overview

0 active pull requests
91 active issues
Excluding merges, 1 author has pushed 378 commits to master and 378 commits to all branches. On master, 385 files have changed and there have been 25060 additions and 17045 deletions.

1 release published by 1 user

Pre-release version-0.2 Zedcaster Version 0.2: Punching, Fire, and Lightning Oh My 2025-04-25 16:18:56 +00:00

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