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[Pingus-CVS] r3935 - trunk/pingus
From: |
grumbel at BerliOS |
Subject: |
[Pingus-CVS] r3935 - trunk/pingus |
Date: |
Tue, 29 Jul 2008 19:16:21 +0200 |
Author: grumbel
Date: 2008-07-29 19:16:20 +0200 (Tue, 29 Jul 2008)
New Revision: 3935
Modified:
trunk/pingus/TODO
Log:
Some TODO updates
Modified: trunk/pingus/TODO
===================================================================
--- trunk/pingus/TODO 2008-07-29 17:14:04 UTC (rev 3934)
+++ trunk/pingus/TODO 2008-07-29 17:16:20 UTC (rev 3935)
@@ -90,7 +90,8 @@
* Integrade Input-Demo recording somewhat better, like with command line switch
-* Display when maintainer mode is active and display what keyboard shortcuts
are available
+* Display a note when maintainer mode is active and display what
+ keyboard shortcuts are available, move cheats into maintainer mode
* rewrite config file handling
@@ -103,8 +104,34 @@
* Editor is passing non-normalized rectangles to drawing code -> Crash
-* Thumbnail loading is slow
+* Thumbnail loading is slow (likely .png overhead)
+* do not keep software backstore for MapTiles, instead record the list of
surfaces needed to generate it
+
+* keep statistic on allocated Surfaces and FramebufferSurfaces
+
+* remove pingus_debug_flags or find some use for it
+
+* make a more powerfull liquid type that automatically aligns itself to the
bottom level border
+
+* add a form of add-on handling to Pathname()
+
+* datasets: core/, base/, add-on/ ?
+
+* repaint tutorial island to 1920x1200
+
+* cleanup sound, find out whats wrong with mod playback
+
+* StatManager and new Config stuff should share code
+
+* reduce the amount of new/delete's
+
+* StartScreen has high CPU usage in delta mode (Diff to blame!)
+
+* Worldmap doesn't properly handle scroll limits (did I break GraphicContext?)
+
+* Remove support for line drawing
+
New Features
============
@@ -134,7 +161,7 @@
* convert all Pingu animations to a proper indexed format so that
palette swap can be used in multiplayer
-* proper waiter animation (use the one from SuperTux? draw new one)
+* proper waiter animation
* repaint pause and fast-forward button
@@ -162,7 +189,6 @@
> terminal and then the window closes.
> " PingusError: e has wrong color depth: "
-
* GroundMap tiles are currently RGBA, while in reality they are just
RGB with a colorkey, room for optimization
@@ -186,7 +212,7 @@
* Font::draw() origin only works properly for left, right and center, breaks
with multiline text
-* implement xschema-like language to check for syntax errors in the level files
+* implement xschema-like language to check for syntax errors in the level
files (partly done, needs documentation and proper integration)
* trap in one tutorial level with two exits is in background, should
be foreground (???)
@@ -197,7 +223,7 @@
the same purpose? Problem: Groundpieces all have the same z-level,
the editor doesn't handle that and allows insertions inbetween
-* pregenerate thumbnails for the editor, generating them takes to long
+* pregenerate thumbnails for the editor, generating them takes to long
(thumbnail loading takes long as well, need pack format)
Roadmap for Pingus 0.7.3
@@ -360,12 +386,8 @@
Older Stuff:
~~~~~~~~~~~~
-* hint system via herring or flower (it should show the path to walk)
-
* smasher doesn't correctly check the y-coordinate
-* all working actions in default level
-
* seperate colmap and gfx remover surfaces for digger, miner, etc. would be
nice
the current ones don't work very good since the remove path is too smooth
- keep_trans,alpha blitters would also be very nice (darken the border of a
digging path or something like that)
@@ -381,22 +403,12 @@
* floater and jumper don't work together
-* hint system via herring or flower (it should show the path to walk)
-
-* smasher doesn't correctly check the y-coordinate
-
-* console is bound to the wrong keys and keys for it are not documented
-
-* music and sound should be up and running and included in the game [important
- release critical]
-
* playable and non-playable levels should be sorted
* add better load-from-file support for hotspots, backgrounds, etc.
* pingus doesn't die when out-of-screen
-* thumbnail handling should be reviewed
-
* Floaters shouldn't float until they've fallen the minimum distance
it'd take for a regular Pingu to splat. That way, you wouldn't have to
worry about floaters moving so slowly a lot of the time, when
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