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Added some todos.
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TODO.md
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TODO.md
@ -272,3 +272,52 @@ https://github.com/godotengine/godot/pull/87588
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## Cleanup TODOs
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Cleanup this file, lots of things are already done.
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# New
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Use StringBuilder where it's better. Especially in HTMLBuilder, and in the database module. Maybe in WebServerRequest. Etc...
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Add back lightmaps as a module and implement them for the gles2 backend.
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Implement a deque and replace std::deque in the NetworkSynchronizer.
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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.
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RenderingServer agnostic particle system. Then eventually normal particle system could be added back as GPUParticles.
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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.
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Rename the gles2 renderer to something better. (Maybe only in-engine)
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Fix the renderer select thing in the project manager. Also make it a dropdown so more backend can be added without messing with it.
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Add an extension api to the RenderingServer so it doesn't directly need to have all the methods that are backend specific.
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Figure out a simpler way to implement multi window support (compared to godot4) (especially for popups) without messing with the object hierarchy at all.
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Also somehow make it not compilcate the codebase at all.
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(Likely doable, since it would be just an another rendered wiewport, and everything would work without any changes)
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Maybe an another set of popups could be added that try to open themselves in windows. Could be a module.
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Expand all, and collapse all button to the scene tree in the editor.
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Set up for the site a VPS, instead of it just being a redirect.
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Also make it look acceptable at least.
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Also finish cleanin up the docs, and host them.
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Also create a nices theme for them.
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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.
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Gte rid of the server platform and make the dummy drivers selectable in any build (like in godot4).
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Also make the renderer backends togglable during compile time. So server would becom a build preset.
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Reorganize this file, and append difficulty to tasks.
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Lost of classes miss docs, do those.
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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,
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and maybe without servers (= core alone) with a custom main.cpp (no #ifdefs everywhere, and no messing around with the build system,
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just a flag could make scons not include all thos scsubs. Mostly for advanced and special use cases).
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Finish the unit test module. Make a gui for it. One control, that could be added to the tree to see progress.
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