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@@ -1,11 +1,13 @@
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--------- ALL LONG TERM TASKS / FIXES BELONG TO GOOGLE DOCS: ImplementationTODO OR PossibleImprovements ----------
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-<<<<<Assembly refresh>>>>>
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+----------------------------------------------------------------------
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+Assembly refresh
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When serializing Camera I cannot save the reference to RenderTexture. Make it a Resource?
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Possibly set up automatic refresh in debug mode after initialization? As an ad-hoc unit test
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-<<<<<Simple stuff>>>>>>
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+----------------------------------------------------------------------
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+Simple stuff
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C#:
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Dialog.Show(title, text, btn1 text, btn1 callback, btn2 text, btn2 callback, btn3 text, btn3 callback)
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@@ -13,10 +15,12 @@ Dialog.Show(title, text, btn1 text, btn1 callback, btn2 text, btn2 callback, btn
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ColorPicker
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- Sliders don't show up
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-Got a crash on shutdown that was caused by locking a mutex in an Event destructor. Event was Platform::onMouseCaptureChanged.
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-Issue happened when I closed the app via the X button (if that's relevant). It doesn't seem to happen always.
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+Other simple stuff:
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+ - VS integration (open VS project on doubleclick, generate project files, open on specific line)
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+ - C# wrapper for GUISkin (and a way to assign the current skin to a window)
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-<<<<<<Handles>>>>>>>>
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+----------------------------------------------------------------------
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+Handles
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When scaling using center make sure to offset the object before scale
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Handles should probably not having shading, or have better shading.
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@@ -28,15 +32,42 @@ Rotate handle:
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Ideally free scale handle indicator should always render and be interactable and never be hidden by axis scale indicators (Not high priority)
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-<<<<Multi-resource saving>>>>:
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+----------------------------------------------------------------------
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+Scene View
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+
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+IMPROVE SceneGrid LOOK - Use the shader created in Unity
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+
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+AFTER I have scene widget in C#:
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+ - Test custom handles from C#
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+ - Test handle snapping
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+
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+Need a way to drag and drop items from Scene tree view to Scene view
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+ - When dragging a mesh it should by default create a SceneObject with a renderable
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+ - I might want a C# DragAndDrop class? It can contain Resource or SceneObject only for now, similar to Selection
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+
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+----------------------------------------------------------------------
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+Other
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+
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+Got a crash on shutdown that was caused by locking a mutex in an Event destructor. Event was Platform::onMouseCaptureChanged.
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+Issue happened when I closed the app via the X button (if that's relevant). It doesn't seem to happen always.
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+
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+Create a stack allocatable custom vector implementation and make getResourceDependencies and getCoreDependencies use it.
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+ - These methods are called often and cause allocations whenever they are.
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+
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+Add ProjectWindow and HierarchyWindow to C#
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+ - Make TreeViews a C# element?
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+Set up a default layout and save it
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+
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+----------------------------------------------------------------------
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+Multi-resource saving
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- Modify Font so it doesn't contain a texture, but instead keeps a handle to it
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- Register it in its meta file
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- When saving such a resource with dependencies save the contained files to a sub-directory with the same name as top level resource
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- If it already exists in the manifest at a different location do it anyway, keep the other copy as-is in case user wanted it that way
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- I'm not sure whether to do this for all Resource::save calls or only ones originating from ProjectLIbrary?
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-Other:
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-Window resize end callback
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+----------------------------------------------------------------------
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+Mono notes
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I can get mono errors by checking g_print calls in goutput.c
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- Calling thunks incorrectly can cause those weird errors with no real callstack
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@@ -51,25 +82,6 @@ Mono cannot marshal structures? Taken from their documentation:
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Internal calls do not provide support for marshalling structures. This means that any API calls that take a structure
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(excluding the system types like int32, int64, etc) must be passed as a pointer, in C# this means passing the value as a "ref" or "out" parameter.
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-Create a stack allocatable custom vector implementation and make getResourceDependencies and getCoreDependencies use it.
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- - These methods are called often and cause allocations whenever they are.
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-
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-C# SceneView:
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-Test new Scene window and fix every issue
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-Add ProjectWindow and HierarchyWindow to C#
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- - Make TreeViews a C# element?
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-Set up a default layout and save it
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-
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-Need a way to drag and drop items from Scene tree view to Scene view
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- - When dragging a mesh it should by default create a SceneObject with a renderable
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- - I might want a C# DragAndDrop class? It can contain Resource or SceneObject only for now, similar to Selection
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-
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-AFTER I have scene widget in C#:
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- - Test custom handles from C#
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- - Test handle snapping
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-
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-IMPROVE SceneGrid LOOK - Use the shader created in Unity
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-
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----------------------------------------------------------------------
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SelectionRenderer
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