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tachikoma
andrew
A zeroed control map matches gamepad South, and a NULL handler_off segfaults on release api-gap blast-radius:medium defect status::grooming
#81 opened 2026-08-02 21:54:11 -04:00 by tachikoma 0.9.x
Truncated registry keys can collide abi-break blast-radius:medium defect design-decision status::grooming
#54 opened 2026-08-02 18:33:40 -04:00 by tachikoma 0.10.0
util/assets/littleguy.json does not load blast-radius:medium defect status::grooming
#53 opened 2026-08-02 18:33:39 -04:00 by tachikoma 0.9.x
A literal 512x512 tilemap is rejected -- both bounds are >= blast-radius:low defect status::grooming
#51 opened 2026-08-02 18:33:37 -04:00 by tachikoma 0.9.x
AKGL_TILEMAP_MAX_TILES_PER_IMAGE is checked nowhere, and costs 512 KiB per tileset blast-radius:medium defect performance status::grooming
#49 opened 2026-08-02 18:33:35 -04:00 by tachikoma 0.9.x
akgl_registry_load_properties leaks one string-pool slot per failed property blast-radius:medium defect status::grooming
#46 opened 2026-08-02 18:33:31 -04:00 by tachikoma 0.9.x
akgl_Actor::layer is unbounded but draw_world stops at AKGL_TILEMAP_MAX_LAYERS blast-radius:medium defect status::grooming
#45 opened 2026-08-02 18:33:30 -04:00 by tachikoma 0.9.x
akgl_tilemap_compute_tileset_offsets silently requires spacing == 0 and margin == 0 blast-radius:high defect status::grooming
#43 opened 2026-08-02 18:33:27 -04:00 by tachikoma 0.9.x
akgl_character_sprite_add leaks a reference when the same sprite is re-added blast-radius:medium defect status::grooming
#42 opened 2026-08-02 18:33:26 -04:00 by tachikoma 0.9.x
use_own_physics is set and never read blast-radius:medium defect status::grooming
#40 opened 2026-08-02 18:33:24 -04:00 by tachikoma 0.9.x
Every actor spawned from a map is invisible on frame one blast-radius:high defect status::grooming
#39 opened 2026-08-02 18:33:23 -04:00 by tachikoma 0.9.x
Actors and characters unregister under a different key than they register blast-radius:medium defect status::grooming
#38 opened 2026-08-02 18:33:22 -04:00 by tachikoma 0.9.x
Parent/child offset is double-counted at draw time blast-radius:high defect status::grooming
#37 opened 2026-08-02 18:33:21 -04:00 by tachikoma 0.9.x
akgl_game_update calls simulate through a NULL pointer -- segfault on frame one blast-radius:high defect status::grooming
#36 opened 2026-08-02 18:33:20 -04:00 by tachikoma 0.9.x
A large drag coefficient can invert velocity blast-radius:low defect status::grooming
#32 opened 2026-08-02 18:33:14 -04:00 by tachikoma 0.9.x
Integration is explicit Euler, so trajectories are frame-rate dependent blast-radius:low defect performance status::grooming
#31 opened 2026-08-02 18:33:12 -04:00 by tachikoma 1.0.0
P5: the per-tile tileset scan, and the four bugs hiding in it blast-radius:high defect performance status::grooming
#25 opened 2026-08-02 18:33:06 -04:00 by tachikoma 0.9.x
Background music never loops -- bgmprops is 0, which is SDL's "no property set" sentinel blast-radius:high defect status::grooming
#16 opened 2026-08-02 18:32:56 -04:00 by tachikoma 0.9.x
Heap acquire is asymmetric: only akgl_heap_next_string takes a reference blast-radius:medium defect design-decision status::grooming
#14 opened 2026-08-02 18:32:54 -04:00 by tachikoma 0.9.x
1 << 31 is undefined behaviour on a signed int in the actor and iterator bit tables blast-radius:low defect hygiene status::grooming
#4 opened 2026-08-02 18:32:44 -04:00 by tachikoma 0.9.x
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