SanAndreasUnity/Docs/TODO.md

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## TODO
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- Multiplayer - see [Multiplayer.md](Multiplayer.md)
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- **Async geometry loading** - currently, geometry is loaded synchronously, which seems like the main performance bottleneck ; see [AsyncAssetLoading.md](AsyncAssetLoading.md) ;
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- Weapons and damage system - see [weapons.md](weapons.md)
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- Unloading assets - need to keep track of references to loaded assets (meshes, textures) ; need ability to release references ; when a certain asset is no longer referenced, it can be unloaded ;
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- Unload distant parts of the world - first need a better Cell system, which will tell which divisions are close and which are not ; unloading includes releasing reference to meshes, textures, materials, collision models ;
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- Rigid body character
- Minimap - better info area ; input mouse position is not always correct ; see [Map.md](Map.md) ;
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- Does 'O' button changes quality level ?
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- Check what is causing huge FPS drops ; it wasn't present before ? ; possibly it is GC ;
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- Play sounds: horn ; empty weapon clip ; ped damage ; footsteps in run and sprint states ;
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- Optimize Console.Update() - don't do trim excess for every log message
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- don't fade high LOD meshes
- Validate path to GTA ?
- Vehicles window: it's too slow - use pages ; display additional info ;
- Non-working ped model ids: WMYST, 0, special peds at the end,
- Create custom inspector for ped - it will display info from ped definition
- Pin windows - pinned windows are visible even when pause menu is not
- Remove unneeded assets: files from Resources,
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- Breakable objects - they should have a separate class which inherits MapObject ; spawn networked object with rigid body, when hit with enough force ;
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- Android: check Utilities size on 800x480 resolution ;
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- Navigation: build navmesh from static geometry at runtime
#### Vehicles
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- Implement other vehicles: airplanes, helicopters, bikes, boats
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- Wheels should be excluded from damage effects
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- Repair cars with key