Needs overhaul, current design doesn't feel specific enough to any style of inventory...
But in current version in branch there is an issue with dropping items that I don't understand. If attempt to drop multiple items in same game loop (or perhaps pick up item on same tick as dropping it?) will crash in getComponent with bad pointer? I have no idea what's happening here.
Recreate by creating a bunch of DroppedItems in the same location, and set collision detection in main to cause a drop as immediately after picking up an item. Run and move player to that location...
Needs overhaul, current design doesn't feel specific enough to any style of inventory...
But in current version in branch there is an issue with dropping items that I don't understand. If attempt to drop multiple items in same game loop (or perhaps pick up item on same tick as dropping it?) will crash in getComponent with bad pointer? I have no idea what's happening here.
Recreate by creating a bunch of DroppedItems in the same location, and set collision detection in main to cause a drop as immediately after picking up an item. Run and move player to that location...