todo-list update

master
Perttu Ahola 2011-01-23 17:33:19 +02:00
parent c914cbb0a0
commit f081924670
1 changed files with 9 additions and 20 deletions

View File

@ -117,8 +117,6 @@ Gaming ideas:
Documentation:
--------------
TODO: Copy build instructions from website to README.txt
Build system / running:
-----------------------
@ -135,8 +133,8 @@ FIXME: Graphical mode seems to segfault with Irrlicht 1.7.1 on 64-bit
FIXME: Some network errors on Windows that cause local game to not work
- See siggjen's emails.
Networking:
-----------
Networking and serialization:
-----------------------------
TODO: Get rid of GotSplitPacketException
@ -145,7 +143,7 @@ GUI:
TODO: Add gui option to remove map
TODO: Startup and configuration menu
TODO: Configuration menu, at least for keys
Graphics:
---------
@ -159,9 +157,6 @@ TODO: Optimize day/night mesh updating somehow
- This is not easy; There'd need to be a buffer somewhere
that would contain the night and day lighting values.
TODO: Draw big amounts of torches better (that is, throw them in the
same meshbuffer (can the meshcollector class be used?))
TODO: Combine MapBlock's face caches to so big pieces that VBO
gets used
- That is >500 vertices
@ -195,10 +190,8 @@ TODO: When player dies, throw items on map
TODO: Make an option to the server to disable building and digging near
the starting position
TODO: Players to only be hidden when the client quits.
TODO: - Players to be saved on disk, with inventory
TODO: Save players with inventories to disk
TODO: Players to be saved as text in map/players/<name>
TODO: Player inventory to be saved on disk
TODO: Copy the text of the last picked sign to inventory in creative
mode
@ -209,10 +202,6 @@ TODO: Check what goes wrong with caching map to disk (Kray)
TODO: When server sees that client is removing an inexistent block or
adding a block to an existent position, resend the MapBlock.
TODO: Save players with inventories to disk
TODO: Make water more like in minecraft
Objects:
--------
@ -257,16 +246,16 @@ TODO: Map generator version 2
- There could be a certain height (to which mountains only reach)
where some minerals are found
FIXME: The new pre-sunlight-propagation code messes up with initial
water lighting
TODO: Remove HMParams
TODO: Change AttributeList to split the area into smaller sections so
that searching won't be as heavy.
TODO: Change AttributeList to be 2D, as it would be too slow to search
in 3D fields anyway.
FIXME: The new pre-sunlight-propagation code messes up with initial
water lighting. Does it any more?
TODO: Remove HMParams
Doing now:
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