SanAndreasUnity/Docs/TODO.md
2020-05-31 19:09:49 +02:00

2.8 KiB

TODO

  • Multiplayer - see Multiplayer.md

  • Async geometry loading - currently, geometry is loaded synchronously, which seems like the main performance bottleneck ; see AsyncAssetLoading.md ;

  • Weapons and damage system - see weapons.md

  • 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 ;

  • 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 ;

  • Rigid body character

  • Minimap - better info area ; input mouse position is not always correct ; see Map.md ;

  • 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 ;

  • Gravity setting failed to load on windows - instead of 9.81, it's loaded as 981 - maybe it happens when float.ToString() gives e

  • Does 'O' button changes quality level ?

  • Check what is causing huge FPS drops ; it wasn't present before ? ; possibly it is GC ;

  • Play sounds: horn ; empty weapon clip ; ped damage ; footsteps in run and sprint states ;

  • Optimize Console.Update() - don't do trim excess for every log message

  • don't fade high LOD meshes

  • Validate path to GTA ?

  • When raycasting with weapons, don't use ped's character collider, but use his mesh

  • 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,

  • Minimap size should depend on screen resolution

  • Breakable objects - they should have a separate class which inherits MapObject ; spawn networked object with rigid body, when hit with enough force ;

  • On-screen messages - they can be used for displaying: vehicle name when ped enters it, current zone, inflicted damage

  • Android: check Utilities size on 800x480 resolution ;

  • Touch input:

  • Navigation: build navmesh from static geometry at runtime

  • Import: AI paths, ped spawn info, pickups, font,

  • In-game input settings

Vehicles

  • Vehicle hijacking - throwing out other ped and entering vehicle at his seat

  • Adapt to damage system (so that they can be damaged and destroyed)

  • Implement other vehicles: airplanes, helicopters, bikes, boats

  • Wheels should be excluded from damage effects

  • Repair cars with key