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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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- Teleport : when ground is too far away (like on mountains), geometry around it will not be loaded, and raycast will not succeed ; when position is too low, player gets constantly respawned ; adapt all other teleport code ;
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2019-06-23 21:15:28 +00:00
- Gravity setting failed to load on windows - instead of 9.81, it's loaded as 981 - maybe it happens when float.ToString() gives e
2019-05-30 15:10:34 +00:00
2019-07-09 19:20:08 +00:00
- Does 'O' button changes quality level ?
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- Reduce physics time step to 30 - make it configurable in options
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- Chat
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- Android: maybe add "/storage/" as predefined path ; predefined IP address in JoinGame window ? ;
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- Touch input: repeat buttons don't work - cursor locking is probably the cause - don't lock the cursor, only hide it ; ignore mouse move input, and use panel which detects OnDrag event ; wider scrollbars ;
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2019-07-24 22:41:59 +00:00
- Play sounds: horn ; empty weapon slot ; ped damage ; footsteps in run and sprint states ;
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2019-07-11 20:54:48 +00:00
- Optimize Console.Update() - don't do trim excess for every log message
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- Implement drive-by
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- don't fade high LOD meshes
- Validate path to GTA ?
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- Split code into separate assemblies (using asmdef files)
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- When raycasting with weapons, don't use ped's character collider, but use his mesh
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- 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,
- Bug when ped gets down to low heights (trying to move him back to starting location, and causing shaking)
- Minimap size should depend on screen resolution
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- Vehicle hijacking - throwing out other ped and entering vehicle at his seat
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- Import Vice City
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- Navigation: build navmesh from static geometry at runtime
- Import: AI paths, ped spawn info, item pickups,
- Implement other vehicles: airplanes, helicopters, bikes, boats
- In-game input settings
- Update audio library ; Don't use separate file for weapon sound timings ;
#### Vehicles
- Adapt to damage system (so that they can be damaged and destroyed)
- Wheels should be excluded from damage effects
- Remove car blinkers and associated shaders
- Some cars have its suspension too low to allow them to move
- Car lights can't be turned off
- Blinkers are not working correctly
- In some cases damage to vehicles isn't performed at first collision
- Repair cars with key