diff --git a/src/main.cpp b/src/main.cpp index 447224645..f9b66ad02 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -117,8 +117,6 @@ Gaming ideas: Documentation: -------------- -TODO: Copy build instructions from website to README.txt - Build system / running: ----------------------- @@ -135,8 +133,8 @@ FIXME: Graphical mode seems to segfault with Irrlicht 1.7.1 on 64-bit FIXME: Some network errors on Windows that cause local game to not work - See siggjen's emails. -Networking: ------------ +Networking and serialization: +----------------------------- TODO: Get rid of GotSplitPacketException @@ -145,7 +143,7 @@ GUI: TODO: Add gui option to remove map -TODO: Startup and configuration menu +TODO: Configuration menu, at least for keys Graphics: --------- @@ -159,9 +157,6 @@ TODO: Optimize day/night mesh updating somehow - This is not easy; There'd need to be a buffer somewhere that would contain the night and day lighting values. -TODO: Draw big amounts of torches better (that is, throw them in the - same meshbuffer (can the meshcollector class be used?)) - TODO: Combine MapBlock's face caches to so big pieces that VBO gets used - That is >500 vertices @@ -195,10 +190,8 @@ TODO: When player dies, throw items on map TODO: Make an option to the server to disable building and digging near the starting position -TODO: Players to only be hidden when the client quits. -TODO: - Players to be saved on disk, with inventory +TODO: Save players with inventories to disk TODO: Players to be saved as text in map/players/ -TODO: Player inventory to be saved on disk TODO: Copy the text of the last picked sign to inventory in creative mode @@ -209,10 +202,6 @@ TODO: Check what goes wrong with caching map to disk (Kray) TODO: When server sees that client is removing an inexistent block or adding a block to an existent position, resend the MapBlock. -TODO: Save players with inventories to disk - -TODO: Make water more like in minecraft - Objects: -------- @@ -257,16 +246,16 @@ TODO: Map generator version 2 - There could be a certain height (to which mountains only reach) where some minerals are found -FIXME: The new pre-sunlight-propagation code messes up with initial - water lighting - -TODO: Remove HMParams - TODO: Change AttributeList to split the area into smaller sections so that searching won't be as heavy. TODO: Change AttributeList to be 2D, as it would be too slow to search in 3D fields anyway. +FIXME: The new pre-sunlight-propagation code messes up with initial + water lighting. Does it any more? + +TODO: Remove HMParams + Doing now: ----------