X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=todo;h=6c608040bc8bb810121e8dc71e0ea61dfc3f8c76;hb=5cb172d4b2c013424f179cfa5f8881729c0af2d0;hp=3ed03b1de2ddbc0f487e29e269a3ea9d21107d44;hpb=61b66ddbc7c49a42488214423fd8f1ec2ec01c2e;p=xonotic%2Fdarkplaces.git diff --git a/todo b/todo index 3ed03b1d..6c608040 100644 --- a/todo +++ b/todo @@ -1,6 +1,8 @@ - todo: difficulty ratings are: 0 = trivial, 1 = easy, 2 = easy-moderate, 3 = moderate, 4 = moderate-hard, 5 = hard, 6 = hard++, 7 = nightmare, d = done, -d = done but have not notified the people who asked for it, f = failed, -f = failed but have not notified the people who asked for it -d bug darkplaces d3d9: drawsetcliparea not working right - seems to be Y-flipped, this also affects menus in Steelstorm (VorteX) -d bug darkplaces d3d9: overbright particles get weird colors (VorteX) +0 optimize darkplaces renderer: get rid of attenuation texture on lights because math is faster, add fastpath for no normalmap (Lava_Croft) +0 bug darkplaces filesystem: -game nehahra does not load properly; menu does not work properly - probably not activating gamemode 0 bug darkplaces client csqc: CSQC_InputEvent is supposed to handle mouse movement, compare to FTEQW code (avirox) 0 bug darkplaces client csqc: engine prediction function is not implemented - could just return the engine's current cl.movement_origin (Spike) 0 bug darkplaces client csqc: entities not being drawn with VF_PERSPECTIVE 0? (daemon) @@ -27,6 +29,7 @@ 0 bug darkplaces d3d9: alphatest not working (VorteX) 0 bug darkplaces d3d9: gamma not working (VorteX) 0 bug darkplaces d3d9: shadowmaps are clipped - does this mean r_shadows 2 or light shadowmaps? (VorteX) +0 bug darkplaces d3d9: water/refraction/reflection/warp render scissor is wrong (SavageX) 0 bug darkplaces effects: add a cvar to disable colored dlights (leileilol) 0 bug darkplaces effects: dlights don't look anything like quake ones, bring back lightmap dlights as a cvar - with both classic and old dp falloff modes (leileilol) 0 bug darkplaces effects: quake mode blood trails don't have the appropriate slight gravity - there may be other effects missing this also (leileilol) @@ -36,9 +39,12 @@ 0 bug darkplaces loader: png loading crashes if the image is transparent (Urre) 0 bug darkplaces loader: q1bsp loader computes wrong submodel size for submodels with no surfaces, such as a func_wall comprised entirely of SKIP or CAULK brushes (neg|ke) 0 bug darkplaces memory: memstats doesn't account for memory used by VBO/EBO buffers in models +0 bug darkplaces mobile: add a command to lock in current accelerometer axes as default orientation (calibrate), which the menuqc/csqc can call +0 bug darkplaces mobile: add a landscape mode for mobile devices where width is > height, which changes 2D and 3D rendering orientation 0 bug darkplaces qw: tf skins not working (xavior) 0 bug darkplaces readme: it would be a very good idea to add documentation of sv_gameplayfix_* cvars in the readme as a means to run broken mods (xaGe) 0 bug darkplaces readme: readme says that q3 shaders are not supported, this is not true, describe the working features in detail (qqshka) +0 bug darkplaces renderer deferred: scissoring artifacts are very obvious on shadowless lights, turn off scissor (Rock) 0 bug darkplaces renderer: GL13 path has broken handling of unlit surfaces in Nexuiz toxic.bsp - the small red light surfaces are black in GL13 path (m0rfar) 0 bug darkplaces renderer: coronas are not affected by fog (div0) 0 bug darkplaces renderer: if an animated model has transparent surfaces, each one calls RSurf_ActiveModelEntity, recomputing all vertices @@ -1342,6 +1348,7 @@ d hmap: add support for GTKRadiant stuff d lhfire: post lhfire build with example scripts. d litsupport: fix the one COM_HunkFile call that uses two parameters (glquake took one) and fix the few "//lit support begin" messages at the end of code blocks (metlslime) d lmp2pcx: post new lmp2pcx build. +d optimization darkplaces renderer: cache collision trace results for more performance in r_shadow_bouncegrid d optimization darkplaces renderer: initialize more lighting state in R_Shadow_Stage_Light to reduce per-surface overhead (LordHavoc) d optimization darkplaces renderer: rename r_shadow_glsl_geforcefxlowprecision to r_shadow_glsl_usehalffloat and enable it by default if the extension is present, it's about a 20% speed gain on GF6 compared to 5% on GFFX (SavageX) d optimization darkplaces server: optimize pvs checking by caching pvs cluster indices corresponding to entity box (Sajt)