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Sessions, Party, Play and the live Game become scoped to the selected campaign (campaigns/{id}/...). Character creation
moves to the main menu. Handbook stays available at both levels.
multiplayer
Problem
Owner wants a fast, complete actions surface on every release — both a persistent top-right actions button on each
release AND a right-click context menu that mirrors it exactly. Today the right-click ...
area:ui
codex
feat
releases-ux
ux
Problem
Two linked issues on the release row, per owner:
A. Display (UI polish). Each release row shows a bare number (e.g. 3 ) next to Draft/Approved. It s the provider count
but it s unlabeled and ...
area:ui
backend
codex
polish
ux
When entering/joining a campaign, select one of your characters to play. Per-campaign character selection stored on
membership.
multiplayer
Join a campaign with a code or invite link the DM shares. Code model + redemption flow + rules + membership.
multiplayer
Let a user create a campaign and assign themselves DM. Data model (campaigns/{id}: name, dmUid, members, inviteCode),
rules, and creation UI. Sessions/Party/Play/Game data becomes scoped to a campaign. ...
multiplayer
Part of #603 (P5).
👤 For humans
When an agent adds a dependency to an app, it must update the lockfile too — otherwise the deploy s frozen-lockfile
install fails (exactly what broke the library-catalog ...
meta:agents
type:fix
Today a hunter card is one-per-uid (players/{uid}). Move to a characters collection so a user can own several and pick
one per campaign. Migration + rules + list/create/select UI. Character creation lives ...
multiplayer
New top-level screen after sign-in, before entering a campaign. Sections: your characters (create/manage), your
campaigns (create/join), and handbook + about. The main main menu .
multiplayer
Restructure from a single private group into a multi-campaign experience. See docs/PLAYING.md.
Vision (Simon): a top-level main menu (like a game main menu). From there a user can: manage multiple characters ...
multiplayer

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