diff options
Diffstat (limited to 'src/main.cpp')
-rw-r--r-- | src/main.cpp | 29 |
1 files changed, 9 insertions, 20 deletions
diff --git a/src/main.cpp b/src/main.cpp index 447224645..f9b66ad02 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -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:
----------
|