diff --git a/OpenRa.Game/Sound.cs b/OpenRa.Game/Sound.cs index 41fc97adf7..7e65d9c25a 100644 --- a/OpenRa.Game/Sound.cs +++ b/OpenRa.Game/Sound.cs @@ -56,20 +56,20 @@ namespace OpenRa.Game soundEngine.SetAllSoundsPaused(doPause); } - public static void setVolume(float vol) + public static void SetVolume(float vol) { soundVolume = vol; soundEngine.SoundVolume = vol; } - public static void setMusicVolume(float vol) + public static void SetMusicVolume(float vol) { musicVolume = vol; if (music != null) music.Volume = vol; } - public static void seekMusic(uint delta) + public static void SeekMusic(uint delta) { if (music != null) { diff --git a/doc/progress.txt b/doc/progress.txt index 6e135646bc..be4e61b168 100644 --- a/doc/progress.txt +++ b/doc/progress.txt @@ -13,7 +13,7 @@ SPY Infiltrate action missing THF Steal action missing C1,C2,Einstein,Kosygin Not implemented -All tracked vehicles Crush infantry missing +All tracked vehicles 1TNK Works 2TNK Works 3TNK Works diff --git a/todo.todo b/todo.todo deleted file mode 100644 index fff0fd0ae6..0000000000 --- a/todo.todo +++ /dev/null @@ -1,67 +0,0 @@ -OpenRA ------------------------------------------------------- -[ ] Sidebar - [x] Click handling going ~beedee - [ ] Building needs to have some sort of timer - [ ] Need a better order to sort items in (rather than what the collection chucks at us by default) - [ ] Actually make built units appear in the world/allow them to be placed in the world - -[ ] Multiplayer! - -[ ] Rules.ini - [ ] Unit turn rate as specified in rules.ini - [ ] Load unit/building infos - -[ ] Ore - [ ] Better harvester logic - seek out more ore when harvesting, until full - [ ] Render it :D - -[ ] Weapons - -[ ] Infantry - [ ] Infantry squishing logic (tracked vehicles do this) - -[ ] Pathing - [ ] Group pathfinding logic - [ ] Make units have a movement type, for pathing. Boats Just Work, if we do this. - [ ] Solid buildings, units - -[ ] Rendering - [ ] Automagically work out unit rendering offsets based on SHP size - - [ ] Shroud rendering. This is going to be ugly, and it's going to hurt perf, unless we can optimize - the hell out of the other rendering based on where shroud blocks happen to be.. - - [ ] Optimize ground renderer, so we only submit visible chunks, not whole rows. - For machines with severe vertex-rate issues, use 2x2 chunks or larger for some things. - - [ ] Configuration option for choosing which tuned solution to use: - - Cope with lack of HW VP - - Cope with lack of fast texture memory (although UMA makes this almost a non-issue) - - [ ] Palette hax for selection outlines. Basically, just hijack a palette entry that's not - getting used, and draw the selection borders into the SHP images using that color. - Then we double up the hardware palettes, and we can draw selection with no extra cost. - -[ ] Console - -[ ] Refresh hardware image of a Sheet if its bitmap content changes. This will kill the prefetch - bugs permanently! - -[ ] Code concerns - [ ] Read/write distinction on IFolder implementors. I think Package should be read-only, - FS folders can be mounted read-only or read-write, (or even write-only, but that's odd...) - Use FileSystem.Create() to automatically place output files on sensible mounts. - - [ ] Ditch special unit classes, use templates extracted from rules.ini instead. - [ ] Push the special-case logic into code that can be named. - - [x] Remove all remaining `../../../` bullshit from the code. We should be able to set our datapaths - externally, then `just go`. The FileSystem class is there to facilitate this. - - [ ] Get rid of all the damned static classes! Makes it REALLY HARD to reuse code, - dependencies aren't easily visible (or even substitutable, which matters more) - -[ ] Mod support -[ ] Consume more caffeine! -