X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;ds=sidebyside;f=TODO;h=5fc2e9e5f32f0398479bb35030c532bf1d1d0794;hb=37a1465a83e4ac4363ed0d8e0fa1ce5055dd2db4;hp=e7b2f8f3b76e6157c6fba72f85b798e04f85ee92;hpb=282d731ea8f10342efa82012028de7043b3dd639;p=blank.git diff --git a/TODO b/TODO index e7b2f8f..5fc2e9e 100644 --- a/TODO +++ b/TODO @@ -12,6 +12,11 @@ textures do I need to say anything? :) +font colours + + set font fg and bg colour as either uniform or vertex attribute + and lerp between them based on the texture's alpha component + command line usefull for development and later on world administration @@ -49,6 +54,10 @@ entity ai 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 @@ -71,10 +80,6 @@ chunk traversal 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