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author | Perttu Ahola <celeron55@gmail.com> | 2011-01-21 11:11:00 +0200 |
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committer | Perttu Ahola <celeron55@gmail.com> | 2011-01-21 11:11:00 +0200 |
commit | 360e305849d3e1a24a13cda380b2fc91a75010ca (patch) | |
tree | e42eac94d2ed627f98454afee8adc52a33023e65 /src | |
parent | 9998355221034cab437bb35ad87183696e12748e (diff) | |
download | minetest-360e305849d3e1a24a13cda380b2fc91a75010ca.tar.gz minetest-360e305849d3e1a24a13cda380b2fc91a75010ca.tar.bz2 minetest-360e305849d3e1a24a13cda380b2fc91a75010ca.zip |
Documentation updates.
Diffstat (limited to 'src')
-rw-r--r-- | src/main.cpp | 38 |
1 files changed, 35 insertions, 3 deletions
diff --git a/src/main.cpp b/src/main.cpp index 08a48d6dd..3006e3fd5 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -104,19 +104,41 @@ SUGG: Meshes of blocks could be split into 6 meshes facing into different directions and then only those drawn that need to be
- Also an 1-dimensional tile map would be nice probably
+Documentation:
+--------------
+
+TODO: Copy build instructions from website to README.txt
+
+Build system / running:
+-----------------------
+
+NOTE: The following fixme is not apparently valid, and it does work.
+FIXME: Graphical mode seems to segfault with Irrlicht 1.7.1 on 64-bit
+ systems. (Ubuntu)
+ - http://pastebin.no/32bo
+ - Might be just a bad build, too
+ - Doesn't affect Irrlicht 1.7.2 or 32-bit 1.7.1. (Arch/Debian)
+ - A similar error occurs when getTexture is called from a thread
+ when the texture has not been already loaded from disk:
+ http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=68830
+
+FIXME: Some network errors on Windows that cause local game to not work
+ - See siggjen's emails.
+
Networking:
+-----------
TODO: Get rid of GotSplitPacketException
GUI:
+----
TODO: Add gui option to remove map
TODO: Startup and configuration menu
Graphics:
-
-TODO:
+---------
TODO: Optimize day/night mesh updating somehow
- create copies of all textures for all lighting values and only
@@ -142,10 +164,12 @@ TODO: Make fetching sector's blocks more efficient when rendering - Is this necessary at all?
Configuration:
+--------------
TODO: Make the video backend selectable
Client:
+-------
TODO: Untie client network operations from framerate
- Needs some input queues or something
@@ -154,6 +178,7 @@ TODO: Untie client network operations from framerate TODO: Make morning and evening shorter
Server:
+-------
TODO: When player dies, throw items on map
@@ -179,6 +204,7 @@ TODO: Save players with inventories to disk TODO: Make water more like in minecraft
Objects:
+--------
TODO: Better handling of objects and mobs
- Scripting?
@@ -207,6 +233,7 @@ Block object server side: objects are stepped according to it.
Map generator:
+--------------
NOTE: There are some lighting-related todos and fixmes in
ServerMap::emergeBlock. And there always will be. 8)
@@ -225,8 +252,13 @@ FIXME: The new pre-sunlight-propagation code messes up with initial 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.
+
Doing now:
-======================================================================
+----------
======================================================================
|