mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-22 11:56:49 +01:00
Added some todos.
This commit is contained in:
parent
e39251ce36
commit
d2699675db
49
TODO.md
49
TODO.md
@ -272,3 +272,52 @@ https://github.com/godotengine/godot/pull/87588
|
||||
## Cleanup TODOs
|
||||
|
||||
Cleanup this file, lots of things are already done.
|
||||
|
||||
# New
|
||||
|
||||
Use StringBuilder where it's better. Especially in HTMLBuilder, and in the database module. Maybe in WebServerRequest. Etc...
|
||||
|
||||
Add back lightmaps as a module and implement them for the gles2 backend.
|
||||
|
||||
Implement a deque and replace std::deque in the NetworkSynchronizer.
|
||||
|
||||
Implement in-editor Viewport previews. Should be relatively trivial using World Overrides. Will likely need lots of small changes to work properly even with scene tab changes etc.
|
||||
|
||||
RenderingServer agnostic particle system. Then eventually normal particle system could be added back as GPUParticles.
|
||||
|
||||
Make the old gles3 renderer available as a separate module. Would need a different name, as it's not the same as the gles2 renderer.
|
||||
|
||||
Rename the gles2 renderer to something better. (Maybe only in-engine)
|
||||
|
||||
Fix the renderer select thing in the project manager. Also make it a dropdown so more backend can be added without messing with it.
|
||||
|
||||
Add an extension api to the RenderingServer so it doesn't directly need to have all the methods that are backend specific.
|
||||
|
||||
Figure out a simpler way to implement multi window support (compared to godot4) (especially for popups) without messing with the object hierarchy at all.
|
||||
Also somehow make it not compilcate the codebase at all.
|
||||
(Likely doable, since it would be just an another rendered wiewport, and everything would work without any changes)
|
||||
Maybe an another set of popups could be added that try to open themselves in windows. Could be a module.
|
||||
|
||||
Expand all, and collapse all button to the scene tree in the editor.
|
||||
|
||||
Set up for the site a VPS, instead of it just being a redirect.
|
||||
Also make it look acceptable at least.
|
||||
Also finish cleanin up the docs, and host them.
|
||||
Also create a nices theme for them.
|
||||
|
||||
Backport the new renderers as modules from godot4? I bet it wouldn't be that hard. Or maybe just one (eventually) as a proof of concept.
|
||||
|
||||
Gte rid of the server platform and make the dummy drivers selectable in any build (like in godot4).
|
||||
Also make the renderer backends togglable during compile time. So server would becom a build preset.
|
||||
|
||||
Reorganize this file, and append difficulty to tasks.
|
||||
|
||||
Lost of classes miss docs, do those.
|
||||
|
||||
A bit more modularization. Would be cool to be able to compile the engine even without the SceneTree, without the 2d toolkit and without the gui toolkit,
|
||||
and maybe without servers (= core alone) with a custom main.cpp (no #ifdefs everywhere, and no messing around with the build system,
|
||||
just a flag could make scons not include all thos scsubs. Mostly for advanced and special use cases).
|
||||
|
||||
|
||||
Finish the unit test module. Make a gui for it. One control, that could be added to the tree to see progress.
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user