do I need to say anything? :)
-command line
+font colours
- usefull for development and later on world administration
+ set font fg and bg colour as either uniform or vertex attribute
+ and lerp between them based on the texture's alpha component
-font rendering
+command line
- mostly for labelled blocks and some ui elements
+ usefull for development and later on world administration
networking
this could be solved by using a pre-interpolated light texture and
mapping light levels to coordinates on that
- there seems to be a bug with adding/removing obstacles...again
-
also: how could block light affect entity lighting?
maybe get the interpolated light level at the entity's center and use
that as the light power for the directional lighting shader and use a
direction that's fixed relative to the camera?
+ there's a bug where a chunk's model is not updated if its neighbor
+ changes border light levels
+ I kinda mitigated it a little for direct neighbors during linking, but
+ it still can happen in (hopefully) rare corner cases
+
gravity
maybe like light levels? should also store a direction with it in
all chunks by position, possibly base-relative
profiling indicates that this is not neccessary atm. maybe it will
- when some more action is in the world
+ when there's some more action in the world
transparency (blocks and entities)
entity/world collision
- entities should be stopped from entering solid parts of the world
-
- also, current ray/obb intersection test sucks
+ first draft of entity/world collision is implemented
+ it jitters and has some surprising behaviour
+ finding a spawn point which doesn't put entities in solids is
+ now a little more crucial. press N if you're in trouble
better noise