TODOs in the code

Name More information Date
More dynamic events.cpp:92 19th Jun
This function is a bit specialised - it might be better to just use add_object lua/gamelogic.cpp:504 19th Jun
Think up improved lua/gamelogic.cpp:636 19th Jun
needs network support lua/gamelogic.cpp:641 19th Jun
other player deets too? lua/gamelogic.cpp:645 19th Jun
Add a 'camera' object lua/gamelogic.cpp:647 19th Jun
Angle range weapons/rockets.cpp:36 19th Jun
configuration. set to 1.0f for attract, -1.0f for repel weapons/attractor.cpp:60 19th Jun
Determine if there actually is a normal map in use on this mesh! render/assimpmodel.cpp:228 19th Jun
We should save these in a std::map so we don't load the same stuff multiple times. render/assimpmodel.cpp:323 19th Jun
Delete all buffers, tex, etc. render/render_opengl.cpp:125 19th Jun
This should use TRIANGLE_STRIPS not TRIANGLES for rendering. render/render_opengl.cpp:580 19th Jun
Think about dynamic lights? render/render_opengl.cpp:876 19th Jun
This needs HEAPS more work with the new animation system render/render_opengl.cpp:1307 19th Jun
Do we need uMV and uN for phong shading? render/render_opengl.cpp:1381 19th Jun
Save our particles in a simple ready-to-go struct, so we can skip all this render/render_opengl.cpp:1860 19th Jun
remove this, pass it as a func. arg everywhere instead. render/assimpmodel.h:134 19th Jun
remove this too render/assimpmodel.h:152 19th Jun
remove dependency on this...perhaps render/render.h:18 19th Jun
Remove the message render/hud.cpp:93 19th Jun
Think up a way to inform the loader to abort intro.cpp:96 19th Jun
check for "Host" and "Accept-Encoding" too http/happyhttp.cpp:323 19th Jun
support for HTTP/0.9 http/happyhttp.cpp:767 19th Jun
handle trailers? http/happyhttp.cpp:843 19th Jun
some special case handling for Akamai and netscape maybe? http/happyhttp.cpp:936 19th Jun
Remove me gamestate.h:61 19th Jun
gamestate -> localplayers gamestate.h:96 19th Jun
is this big enough? net/net_server.h:26 19th Jun
again...big enough? net/net_server.h:81 19th Jun
is this big enough? net/net_client.h:27 19th Jun
Fix this entity/unit.cpp:121 19th Jun
unit settings (melee range) entity/unit.cpp:178 19th Jun
The colShape should be tied to the object type. entity/vehicle.cpp:58 19th Jun
Store the colshape and nuke at some point entity/vehicle.cpp:59 19th Jun
only when moving entity/vehicle.cpp:167 19th Jun
The colShape should be tied to the object type. entity/object.cpp:25 19th Jun
Store the colshape and nuke at some point entity/object.cpp:29 19th Jun
Use 16-bits entity/player.h:41 19th Jun
Use 16-bits entity/player.h:42 19th Jun
The colShape should be tied to the wall type. entity/wall.cpp:24 19th Jun
Store the colshape and nuke at some point entity/wall.cpp:28 19th Jun
The colShape should be tied to the object type. entity/pickup.cpp:24 19th Jun
Store the colshape and nuke at some point entity/pickup.cpp:28 19th Jun
Actually code this! platform/linux.cpp:173 19th Jun
check for .crk's as well platform/win32.cpp:104 19th Jun
Fix for dedicated server (no Render3D) map.cpp:322 19th Jun
It would be better to use btTriangleIndexVertexArray or make AssimpModel implement btStridingMeshInterface map.cpp:720 19th Jun
Free other stuff properly, see HelloWorld demo physics_bullet.cpp:81 19th Jun
Make the implementation less crappy and slow. gamestate.cpp:290 19th Jun
Are these needed? gamestate.cpp:371 19th Jun