do I need to say anything? :)
-font colours
+font rendering
- set font fg and bg colour as either uniform or vertex attribute
- and lerp between them based on the texture's alpha component
+ with background now being a thing, a padding might be nice
+ that or maybe separate bg from fg rendering
+
+ it may also be feasible to get rid of SDL_ttf and use freetype
+ directly to eliminate the unneccessary surface creation
+ ftgl might also be worth looking at
command line
I kinda mitigated it a little for direct neighbors during linking, but
it still can happen in (hopefully) rare corner cases
+ propagation through semi-filled blocks is wonky. I worked around it by
+ having the light propagate into solid blocks, but feels like this
+ could cause some weird behaviours
+
gravity
maybe like light levels? should also store a direction with it in
profiling indicates that this is not neccessary atm. maybe it will
when there's some more action in the world
- I got a segfault (sadly in release mode, so no sensible trace, but
- it was in ChunkLoader::Update). I suspect it has something to do
- with how chunks are relinked after a near death experience.
-
transparency (blocks and entities)
transparent blocks because awesome