From cc19d16ee4a7c38ffe8b7c0806ead016a322df6a Mon Sep 17 00:00:00 2001 From: havoc Date: Wed, 26 Jul 2006 13:57:58 +0000 Subject: [PATCH] 491 git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6535 d7cf8633-e32d-0410-b094-e92efae38249 --- todo | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/todo b/todo index 3982f861..c56926c2 100644 --- a/todo +++ b/todo @@ -44,13 +44,11 @@ 0 bug darkplaces loader: make rtlight entity loader support q3map/q3map2 lights properly, they use a spawnflag for LINEAR mode, by default they use 1/(x*x) falloff (Carni, motorsep) 0 bug darkplaces loader: occasional crash due to memory corruption when doing "deathmatch 1;map start" during demo loop (Willis) 0 bug darkplaces loader: q3bsp lightgrid loading seems to be ignoring the "gridsize" key of worldspawn, but how? -0 bug darkplaces menu: if no data is found, there are only 3 menu options selectable, even though that is not enough to be able to select quit... perhaps some nexuiz-specific logic is malfunctioning? 0 bug darkplaces physics: in Prydon Gate the func_door2 entities are stuck in eachother, causing a continuous spew of warnings and causing one of them to be teleported slightly upward which looks bad (FrikaC) 0 bug darkplaces readme: commandline options are slightly out of date, update them (Baker) 0 bug darkplaces renderer: GL13 path has broken handling of unlit surfaces in Nexuiz toxic.bsp - the small red light surfaces are black in GL13 path (m0rfar) 0 bug darkplaces renderer: modify r_showtris_polygonoffset to push back all filled geometry, not lines, because polygonoffset will not affect GL_LINES at all 0 bug darkplaces renderer: monsters teleporting in really slow down rendering, perhaps the teleport light is casting huge shadows? new information suggests it is the particles. (romi, lcatlnx) -0 bug darkplaces renderer: r_wateralpha on maps that are not watervised shows sky, this is a known glquake bug but it is fixable in darkplaces at load time by marking opposite-content (water-empty, empty-water) leafs as visible in their pvs sets, this involves checking the portal flow... (knghtbrd) 0 bug darkplaces renderer: showfps values 2 and 3 are printing bogus numbers like -2 billion (Willis) 0 bug darkplaces server: SV_PushMove is ignoring model type in its angles_x handling, where as the renderer checks only model type to determine angles_x handling (Urre) 0 bug darkplaces server: SV_PushMove's call to SV_ClipMoveToEntity should do a trace, not just a point test, to support hollow pusher models (Urre) @@ -88,7 +86,6 @@ 0 bug hmap: strip .map extension from filename if present 0 change darkplaces client: change timedemo minfps/maxfps to be the lowest and highest fps in one second segments, similar to the showfps display, this should solve the precision problems resulting in stupidly high/low fps reports (m0rfar) 0 change darkplaces client: disable all possible 'cheat' things unless -developer is given on commandline, this includes r_show*, r_test, gl_lightmaps, r_fullbright -0 change darkplaces client: get image sizes from .lmp files if present 0 change darkplaces client: hardcode sbar image sizes so they can be replaced with higher quality images 0 change darkplaces client: modify cl_particles_quake to make all the engine dlights be white and look as much like quake as possible (Jago) 0 change darkplaces client: particles shouldn't be using contents checks to decide whether to die, they should use movement traces @@ -107,9 +104,7 @@ 0 change darkplaces prvm: prvm_globals should print values of globals like entity fields do, not just names 0 change darkplaces readme: make sure that cl_capturevideo is documented 0 change darkplaces renderer: add a polygonoffset for rtlight passes to try to work around zfighting issues on mac (div0) -0 change darkplaces renderer: get rid of DSDT texture support in texture manager, it was only used for the geforce3 water shader which has been removed -0 change darkplaces renderer: remove GL_NV_texture_shader detection -0 change darkplaces renderer: rename r_drawportals to r_showportals, and move its declaration to gl_rmain.c +0 change darkplaces renderer: rename r_drawportals to r_showportals, and move its declaration to gl_rmain.c, and make it work with r_showdisabledepthtest 0 change darkplaces server: make viewmodel code precache a new model and set it, rather than changing the meaning of the player model 0 change darkplaces server: remove upper limit on sv_maxrate, there's no reason to limit it 0 change darkplaces server: support sys_ticrate 0 as variable framerate mode @@ -323,6 +318,7 @@ 2 bug darkplaces loader: implement r_shadow_bumpscale_basetexture support in hl maps (CheapAlert) 2 bug darkplaces loader: nexuiz loading a level often loops part of the map's music during loading, this is probably an extra Host_Frame being executed during loading, where it shouldn't be (Vermeulen) 2 bug darkplaces menu: if no data is found, the menu should be text +2 bug darkplaces renderer: r_wateralpha on maps that are not watervised shows sky, this is a known glquake bug but it is fixable in darkplaces at load time by marking opposite-content (water-empty, empty-water) leafs as visible in their pvs sets, this involves checking the portal flow... (knghtbrd) 2 bug darkplaces renderer: some polygons are not being lit by compiled rtlights in start.bsp, uncompiled rtlights work fine 2 bug darkplaces rtlights: light entity import should support spotlights and generate cubemaps for their cone angles as needed 2 bug darkplaces server: getlight builtin should consider lightstyles @@ -545,6 +541,7 @@ d bug darkplaces loader: only load .lit if the file size matches lumpsize * 3 + d bug darkplaces loader: unlit q1bsp maps are showing as black rather than fullbright... again. d bug darkplaces loader: zym models are not loading some of their meshes? this is causing the striped part of the nexuiz RL to disappear (div0, SavageX) d bug darkplaces makefile: build nexuiz.exe using nexuiz.rc (Vermeulen) +d bug darkplaces menu: if no data is found, there are only 3 menu options selectable, even though that is not enough to be able to select quit... perhaps some nexuiz-specific logic is malfunctioning? d bug darkplaces menuvm: menu input focus is lost if a map command occurs while in menu, even if it fails the menu still lost focus and is unusable until closed and reopened with escape key (Black, Vermeulen) d bug darkplaces model: don't Host_Error when a model is unknown/unsupported type (SavageX, Vermeulen) d bug darkplaces model: ignore attempts to load "" (SavageX, Vermeulen) @@ -634,14 +631,17 @@ d bug hmap2: make sure seconds reports in all tools don't print secondssss when d bug hmap2: strip .map extension from filename if present d bug zmodel: makefile should support mingw d change darkplaces client: add some particles to teleportsplash (Uffe) +d change darkplaces client: get image sizes from .lmp files if present d change darkplaces client: tone down scrag and hell knight shot trails d change darkplaces extensions: add DP_QUAKE3MAP extension to indicate that the engine supports Q3BSP files d change darkplaces prvm: make strzone able to take multiple varargs strings like strcat does (KrimZon) d change darkplaces renderer: add a r_show_disabledepthtest cvar which defaults to 0 (and could be considered a cheat), and r_show_polygonoffset cvars, rename r_shadow_visible* cvars to r_show*, rename r_drawcollisionbrushes to r_showbrushes, and make all the r_show* cvars control brightness d change darkplaces renderer: build a temporary msurface_t struct in model renderer and call map surface list renderer, eliminating model surface renderer +d change darkplaces renderer: get rid of DSDT texture support in texture manager, it was only used for the geforce3 water shader which has been removed d change darkplaces renderer: make meshqueue transparent sorting take a farclip instead of using 4096 d change darkplaces renderer: make r_showtris only affect ingame view d change darkplaces renderer: make sprites use skinframe_t instead of their own texture/fogtexture pointers +d change darkplaces renderer: remove GL_NV_texture_shader detection d change darkplaces renderer: write rendering functions that take msurface_t * lists and migrate most of renderer to them (LordHavoc) d change darkplaces server: make dedicated server not load images (maybe all fail?) d change darkplaces: enable deathmatch scoreboard stuff in coop! (Monster) -- 2.39.2