Difference between revisions of "TimeServ's Todo"
From FTE
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* Fix r_wateralpha for software, current implementation crashes in odd places | * Fix r_wateralpha for software, current implementation crashes in odd places | ||
* Improve banning capabilities (banlist, ability to save bans, timed bans, masked bans) | * Improve banning capabilities (banlist, ability to save bans, timed bans, masked bans) | ||
− | * | + | * Separate default conback loading from renderer init and only load gl_conback or default instead of both at the same time |
+ | * Isolate replacement texture loading from renderer (allowing SW to load in custom textures) | ||
=== Ideas that I don't necessarily want to implement === | === Ideas that I don't necessarily want to implement === | ||
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* Redo the input system to correctly support split clients | * Redo the input system to correctly support split clients | ||
* Option to move entity lighting/etc to a shader (per fragment lighting) | * Option to move entity lighting/etc to a shader (per fragment lighting) | ||
− | |||
* Different style of doing releases (update release branches to fix major issues?) | * Different style of doing releases (update release branches to fix major issues?) | ||
* Formalized test plan | * Formalized test plan |
Revision as of 07:55, 19 May 2006
Assigned Items
- Clean up FTE's string parsing (it's duplicated about 10 times in the code)
- Add a cvar to use glArrayElement instead of glDrawElements (maybe have a swappable wrapper function?)
- Fix r_viewmodelsize
- Fix r_wateralpha for software, current implementation crashes in odd places
- Improve banning capabilities (banlist, ability to save bans, timed bans, masked bans)
- Separate default conback loading from renderer init and only load gl_conback or default instead of both at the same time
- Isolate replacement texture loading from renderer (allowing SW to load in custom textures)
Ideas that I don't necessarily want to implement
- Correctly reload the particle descriptions when certain particle cvars are changed
- Maintain model effects and trails with the particle system so it gets redone on vid_restart properly
- Edge clamp for sprite entities
- Redo the input system to correctly support split clients
- Option to move entity lighting/etc to a shader (per fragment lighting)
- Different style of doing releases (update release branches to fix major issues?)
- Formalized test plan
- Complete server restart command (for rcon)
- Simple loading screen
- Clean up texturechain rendering with a function pointer instead of all those if statements
- Test and fix AVI sound recording, and allow 8-bit and mono recording (function needs to be more generic)
- Fix sound issues
- There's currently a large cost Draw_SafeCachePic without fs_cache, shouldn't this be a hash table anyway?
- Add/look into variables tracking current max/active members for MAX_CHANNELS, MAX_EXPLOSIONS, MAX_BEAMS, MAX_SPLITS, MAX_CLIENTS
- Look up Makaqu SW changes and compare to FTE's (steal Makaqu's EF_SHADOW?)
Stuff that needs to be tracked down and/or fixed
- FTEQCC +=, -=, ++, -- strangeness
- FTEQCC wrong error line number and file with missing files in progs.src
- MorphOS/Linux input lockups
- HUD plugin lockups
- SW using dinput breaks with menu input
- Quake 3 map tracing/collision issues