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todo-list update
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src/main.cpp
29
src/main.cpp
@ -117,8 +117,6 @@ Gaming ideas:
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Documentation:
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--------------
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TODO: Copy build instructions from website to README.txt
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Build system / running:
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-----------------------
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@ -135,8 +133,8 @@ FIXME: Graphical mode seems to segfault with Irrlicht 1.7.1 on 64-bit
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FIXME: Some network errors on Windows that cause local game to not work
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- See siggjen's emails.
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Networking:
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-----------
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Networking and serialization:
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-----------------------------
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TODO: Get rid of GotSplitPacketException
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@ -145,7 +143,7 @@ GUI:
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TODO: Add gui option to remove map
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TODO: Startup and configuration menu
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TODO: Configuration menu, at least for keys
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Graphics:
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---------
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@ -159,9 +157,6 @@ TODO: Optimize day/night mesh updating somehow
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- This is not easy; There'd need to be a buffer somewhere
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that would contain the night and day lighting values.
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TODO: Draw big amounts of torches better (that is, throw them in the
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same meshbuffer (can the meshcollector class be used?))
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TODO: Combine MapBlock's face caches to so big pieces that VBO
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gets used
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- That is >500 vertices
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@ -195,10 +190,8 @@ TODO: When player dies, throw items on map
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TODO: Make an option to the server to disable building and digging near
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the starting position
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TODO: Players to only be hidden when the client quits.
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TODO: - Players to be saved on disk, with inventory
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TODO: Save players with inventories to disk
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TODO: Players to be saved as text in map/players/<name>
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TODO: Player inventory to be saved on disk
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TODO: Copy the text of the last picked sign to inventory in creative
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mode
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@ -209,10 +202,6 @@ TODO: Check what goes wrong with caching map to disk (Kray)
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TODO: When server sees that client is removing an inexistent block or
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adding a block to an existent position, resend the MapBlock.
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TODO: Save players with inventories to disk
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TODO: Make water more like in minecraft
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Objects:
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--------
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@ -257,16 +246,16 @@ TODO: Map generator version 2
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- There could be a certain height (to which mountains only reach)
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where some minerals are found
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FIXME: The new pre-sunlight-propagation code messes up with initial
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water lighting
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TODO: Remove HMParams
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TODO: Change AttributeList to split the area into smaller sections so
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that searching won't be as heavy.
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TODO: Change AttributeList to be 2D, as it would be too slow to search
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in 3D fields anyway.
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FIXME: The new pre-sunlight-propagation code messes up with initial
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water lighting. Does it any more?
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TODO: Remove HMParams
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Doing now:
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----------
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