mirror of
https://github.com/GTA-ASM/SanAndreasUnity
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77 lines
2.8 KiB
Markdown
77 lines
2.8 KiB
Markdown
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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
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- 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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- Gravity setting failed to load on windows - instead of 9.81, it's loaded as 981 - maybe it happens when float.ToString() gives e
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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
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- Validate path to GTA ?
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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 ;
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- Non-working ped model ids: WMYST, 0, special peds at the end,
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- Create custom inspector for ped - it will display info from ped definition
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- Pin windows - pinned windows are visible even when pause menu is not
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- Remove unneeded assets: files from Resources,
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- Minimap size should depend on screen resolution
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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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- On-screen messages - they can be used for displaying: vehicle name when ped enters it, current zone, inflicted damage
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- Android: check Utilities size on 800x480 resolution ;
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- Touch input:
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- Navigation: build navmesh from static geometry at runtime
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- Import: AI paths, ped spawn info, pickups, font,
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- In-game input settings
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#### Vehicles
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- Vehicle hijacking - throwing out other ped and entering vehicle at his seat
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- Adapt to damage system (so that they can be damaged and destroyed)
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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
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