nodecore-cd2025/WISHLIST
2019-12-24 14:48:40 -05:00

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-----===== PUBLIC CONTRIBUTION WISHLIST =====-----
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Remember, check out the CONTRIBUTING file for guidelines on contributing
to the project!
- Translations:
- NodeCore is running Weblate:
https://nodecore.mine.nu/trans/projects/nodecore/core/
- Contact the NodeCore Developer(s) to get an account if you
want to contribute translations.
- Help (PRs and/or advocacy) with Minetest engine issues:
- TBD: Bone attachment axes invert if there is any animation on
that bone/axis. This is blocking the visible inventory
feature. (MTG #2547, but it's probably an engine bug)
- #7245: This is blocking making navigation challenges and
distinguishing nodes with similar appearance into gameplay
elements.
- #8952: This causes hidden bases and other items to be visible
through walls and other terrain in our MP server.
- #8141: We want cleaner player name labels, and to move
the touchtip from screen-space into node-space.
- #9043: This bug requires NodeCore to maintain a workaround for
the engine in its own code.
- #9048: Causes player inventory sounds to be played at the wrong
volume.
- TBD: Engine should provide a standard way to make digparticles
that doesn't depend on using [combine and knowing exact source
texture size (breaks texturepacks).
- Publicity and player content:
- Help spread NodeCore! Share your experiences, screenshots,
videos and streams!
- Let the developers know if you have shared something about
NodeCore, or would like guidance creating something to share.
- Improved versions of any art assets (sounds, textures, models).
- All textures for base inclusion should be 16x (keep
high-def textures to texture packs).
- It must be practical to maintain a consistent style for
other assets, including future related ones.
- Alternatively, publish your mods, texturepacks, or soundpacks
directly to the community, via ContentDB.
- Nodebox replacements with significantly lower poly count
are wanted. Pull in outer faces by 1/256 to avoid z-fighting
under water.
- Help maintaining the hint system.
- Development of hints often lags behind development of new
features, sometimes significantly.
- Hint organization and content is subject to improvement.
- Door animations.
- These need to be relatively efficient, i.e. not involve
a ton of node manipulation or spawning lots of entities.
Of particular concern is network packet load on clients.
- Something using animated entities (which could represent
multiple nodes sharing an axis) could work well.
- Alternatively, a reasonable particle effect? Something
abstract is fine too, as long as it conveys a sense of
movement to help players visualize what's moving and in
what direction.
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