Files
OpenRA/todo.todo
(no author) a22d2487d6 rough list of todo for openra
removed (c)TOSHIBA from Openra.TechTree - beedee fails
added first-pass c# support to corfu
converted ijw internet's todo file into the form corfu likes
palette usage analysis tool for openra, so we can find a good slot to hijack

git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@1319 993157c7-ee19-0410-b2c4-bb4e9862e678
2007-07-22 16:10:57 +00:00

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OpenRA
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[ ] Automagically work out unit rendering offsets based on SHP size
[ ] Ore
[ ] Better harvester logic - seek out more ore when harvesting, until full
[ ] Fix weird delegate names - Provider<T>, Comparison<T>, Converter<T>, Action<T>
should be used where appropriate. `Func` says nothing, and is damned misleading
when the delegate isnt referentially transparent... IE, not a `function`.
Note that the lack of referential transparency for Provider<T> cannot be helped,
it's in the nature of an object that converts () -> T.
[ ] 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.
(Except maybe losing any alpha=0 optimization the backend of the shader hardware does)
[ ] Weapons
[ ] Consume more caffeine!
[ ] Multiplayer!
[ ] Unit turn rate as specified in rules.ini
[ ] Infantry squishing logic (tracked vehicles do this)
[ ] Time-to-build overlay on sidebar
[ ] Mod support
[ ] 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)
[ ] Group pathfinding logic
[ ] Special-case pathing for floating units, flying units...
Does existing pathing work for boats? float=?? speeds should tell us everything required..
[ ] 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)
- Cope with REALLY WINFUL FAST HEAVENLY HARDWARE (The boss might want to play this :P )
[ ] Console
[ ] Ditch special unit classes, use templates extracted from rules.ini instead.
Push the special-case logic into code that can be named.
[ ] 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.
[ ] 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.
[ ] Factor duplication out of Sheet, HardwarePalette. Both contain logic for converting bitmaps to
hardware textures on demand.
[ ] Refresh hardware image of a Sheet if its bitmap content changes. This will kill the prefetch
bugs permanently!
[ ] Solid buildings, units