Every commit scored for change-risk against this repo's own history, so 'elevated' means elevated here rather than on some global curve.
Needs review
41 commits sit in this repo's top risk tercile, which is 35% of the 116scored. The cut is drawn against this codebase's own history rather than a global curve, so a quiet repo still fills its top band, and here it starts at 8.8 out of 10. What pushes a commit up is size and spread together: a large change confined to one area scores below a smaller one scattered across a dozen files.
Commit categories over time, read off the subject line. Fixes carry the accent because that is the series this chart exists to show.
Began other-led, now leaning refactor.
Ranked by change-risk, highest first. Priority is a tercile of this repo's own distribution, so a quiet repo still fills its top band.
| # | Commit | Author | When | Lines | Review priority | Top driver |
|---|---|---|---|---|---|---|
| 1 | 5bc825acentity manager | Jacob L | 1y ago | +10.7K -233 | 100thElevated | more lines added than baseline |
| 2 | d55eb650feat: migrate to Entity-Component-System (ECS) | Jacob L | 1y ago | +3.1K -707 | 99thElevated | more lines added than baseline |
| 3 | eb9d7f1efeat(backend): enhance turn processing with effects and hybrid modes | Jacob L | 1y ago | +1.3K -127 | 97thElevated | more lines added than baseline |
| 4 | 3156d8bcfeat(performance): add packed array components and profiling | Jacob L | 1y ago | +1.4K -244 | 97thElevated | more lines added than baseline |
| 5 | 000d1cc5refactor: enhances roguelike core systems and documentation | Jacob L | 1y ago | +809 -393 | 96thElevated | more lines added than baseline |
| 6 | 1f462f67Refactors state management and rendering logic | Jacob L | 1y ago | +1.7K -2.9K | 96thElevated | more lines added than baseline |
| 7 | f110b55erefactor(ui): modularize and optimize rendering system | Jacob L | 1y ago | +712 -671 | 94thElevated | more lines added than baseline |
| 8 | 75fd402erefactor in progress | Jacob L | 1y ago | +794 -356 | 94thElevated | more lines added than baseline |
| 9 | bcca4c1afeat: Adds storyline documentation and refactors action handling | Jacob L | 1y ago | +616 -664 | 94thElevated | more lines added than baseline |
| 10 | d14e0d9drefactor: action handling and state management | Jacob L | 1y ago | +465 -435 | 91thElevated | more lines added than baseline |
| 11 | b25c67c2turn_system v3 | Jacob L | 1y ago | +587 -138 | 91thElevated | more lines added than baseline |
| 12 | 9338da51move | Jacob LeCoq | 3y ago | +584 -271 | 91thElevated | more lines added than baseline |
| 13 | f12683e6refactor(core): centralize entity management logic | Jacob L | 1y ago | +583 -481 | 88thElevated | more lines added than baseline |
| 14 | f7dcc415refactor(play): update rendering logic and UI layout for improved clarity | Jacob L | 1y ago | +533 -146 | 88thElevated | more lines added than baseline |
| 15 | 8f63b039WIP: refactors to establish a modular ECS architecture | Jacob L | 1y ago | +420 -460 | 88thElevated | more lines added than baseline |
| 16 | 0a1dcef0refactor: introduces multilevel game state management to backend | Jacob L | 1y ago | +692 -1.2K | 88thElevated | more lines added than baseline |
| 17 | 0056e05erefactor(core): replace entity_id with int and modularize worldgen | Jacob L | 1y ago | +424 -230 | 83thElevated | more lines added than baseline |
| 18 | ce309edarefactor: transition from Types to Rl_types for improved modularity | Jacob L | 1y ago | +391 -292 | 83thElevated | more lines added than baseline |
| 19 | 24d10ee3feat: adds inventory and equipment management mechanics | Jacob L | 1y ago | +439 -25 | 83thElevated | more lines added than baseline |
| 20 | d2d97f9arefactor: Refactors entity and map management systems | Jacob L | 1y ago | +336 -337 | 83thElevated | more lines added than baseline |
| 21 | cf9952aarefactor: refactors entity handling and transitions to new ID-based architecture | Jacob L | 1y ago | +335 -393 | 83thElevated | more lines added than baseline |
| 22 | 9f35f81frefactor: refactors and consolidates actor and entity logic | Jacob L | 1y ago | +317 -287 | 83thElevated | more lines added than baseline |
| 23 | 55383dd2feat: use global state | Jacob L | 1y ago | +434 -153 | 83thElevated | more lines added than baseline |
| 24 | bf794508setup rendering | Jacob LeCoq | 3y ago | +430 -273 | 83thElevated | more lines added than baseline |
| 25 | ff570bacfeat(worldgen): enhance biome and tile generation | Jacob L | 1y ago | +329 -194 | 77thElevated | more lines added than baseline |
| 26 | 3c8e6423wip: chunks | Jacob L | 1y ago | +459 -212 | 77thElevated | more lines added than baseline |
| 27 | 615f87acdocs: update docs | Jacob L | 1y ago | +308 -134 | 77thElevated | more lines added than baseline |
| 28 | dfa4b174refactor: Improves safety and modularity of game logic | Jacob L | 1y ago | +360 -287 | 77thElevated | more lines added than baseline |
| 29 | b27e8719refactor: refactors entities and actions into modular structures | Jacob L | 1y ago | +259 -467 | 77thElevated | more lines added than baseline |
| 30 | d46b83a2i somewhat understand effects | Jacob LeCoq | 3y ago | +294 -185 | 77thElevated | more lines added than baseline |
| 31 | ee7ed5d5refactor: Refactors entity management and position handling | Jacob L | 1y ago | +336 -484 | 73thElevated | more lines added than baseline |
| 32 | 75644db2refactor: refactors map generation and rendering | Jacob L | 1y ago | +436 -718 | 73thElevated | more lines added than baseline |
| 33 | 0c0ee990i somewhat understand effects | Jacob LeCoq | 3y ago | +432 -45 | 73thElevated | more lines added than baseline |
| 34 | 08642e38refactor: Refactors state management and event handling | Jacob L | 1y ago | +265 -194 | 68thElevated | more lines added than baseline |
| 35 | 418e2afbRefactors and improves code for readability and efficiency | Jacob L | 1y ago | +285 -444 | 68thElevated | more lines added than baseline |
| 36 | a5271aaerefactor: refactors map configuration and rendering logic | Jacob L | 1y ago | +226 -28 | 68thElevated | more lines added than baseline |
| 37 | a23e6729wip: add tiles | Jacob L | 1y ago | +236 -0 | 68thElevated | more lines added than baseline |
| 38 | d8460249refactor reefactors actor and turn queue logic | Jacob L | 1y ago | +234 -198 | 68thElevated | more lines added than baseline |
| 39 | 98f80e5brefactor: change player -> entity; handle rendering; render fps differently | Jacob L | 1y ago | +253 -39 | 68thElevated | more lines added than baseline |
| 40 | cf97ce90Refactors state management and rendering logic | Jacob L | 1y ago | +283 -52 | 68thElevated | more lines added than baseline |
| 41 | cb795745menu screen | Jacob LeCoq | 3y ago | +308 -15 | 68thElevated | more lines added than baseline |
| 42 | 951b57e0feat: introduces equipment system and UI updates | Jacob L | 1y ago | +281 -150 | 63thTypical | more lines added than baseline |
| 43 | de6e2cdafeat: enhances AI and map generation systems | Jacob L | 1y ago | +224 -158 | 63thTypical | more lines added than baseline |
| 44 | c1aecb9dRenames project and removes obsolete task files | Jacob L | 1y ago | +363 -141 | 63thTypical | more lines added than baseline |
| 45 | 11aeb2e8refactor: replaces custom logging setup with a dedicated logger module Simplifies CLI argument handling and game configuration Integrates screen interface for improved state handling Removes unused library and redundant code | Jacob L | 1y ago | +239 -122 | 63thTypical | more lines added than baseline |
| 46 | cad6fedaholy shit a grid! | Jacob LeCoq | 3y ago | +200 -45 | 63thTypical | more lines added than baseline |
| 47 | b691d434refactor(effect-systems): restructure and enhance integrations | Jacob L | 1y ago | +261 -141 | 57thTypical | more lines added than baseline |
| 48 | 816120d8refactor(core): simplify backend configuration and effects | Jacob L | 1y ago | +243 -793 | 57thTypical | more lines added than baseline |
| 49 | 5a7db53arefactor(mapgen): enhance chunk generation and depth system | Jacob L | 1y ago | +249 -160 | 57thTypical | more lines added than baseline |
| 50 | afaba7dcrefactor(gameplay): remove map manager in favor of chunk-based system | Jacob L | 1y ago | +202 -536 | 57thTypical | more lines added than baseline |
Two views of the same model: where the cuts fall, and what commit shape lands you above them.
Every scored commit, binned on the raw 0 to 10 score rather than the percentile. Percentile ranks are uniform by construction, so that axis has no shape to draw. The dashed lines are the tercile cuts behind each row's priority pill.
The 116 most recent commits, on their own recency sample rather than the feed above: that defaults to risk-sorted, so reusing it would plot only the top tercile and call it the spread. Big and scattered is what the model penalises. Click a dot to open it.
Repowise tracks change history across 82 files in HexSleeves/EchosInTheDark. No file in the repository changed in the last 90 days. Every commit is scored for change risk from its size, spread and the history of the files it touches.