|
@@ -1,13 +1,5 @@
|
|
|
--------- ALL LONG TERM TASKS / FIXES BELONG TO GOOGLE DOCS: ImplementationTODO OR PossibleImprovements ----------
|
|
--------- ALL LONG TERM TASKS / FIXES BELONG TO GOOGLE DOCS: ImplementationTODO OR PossibleImprovements ----------
|
|
|
|
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
-Assembly refresh
|
|
|
|
|
-
|
|
|
|
|
-When serializing Camera I cannot save the reference to RenderTexture. Make it a Resource?
|
|
|
|
|
-Possibly set up automatic refresh in debug mode after initialization? As an ad-hoc unit test
|
|
|
|
|
-
|
|
|
|
|
-Modal windows are set up as persistent but I don't serialize their internal data anywhere
|
|
|
|
|
-
|
|
|
|
|
----------------------------------------------------------------------
|
|
----------------------------------------------------------------------
|
|
|
C# Material/Shader:
|
|
C# Material/Shader:
|
|
|
|
|
|
|
@@ -15,8 +7,6 @@ TODO - Implement param block and sampler support
|
|
|
TODO - When creating a Material without a shader, a default one should be used, at least in editor
|
|
TODO - When creating a Material without a shader, a default one should be used, at least in editor
|
|
|
TODO - Setting Material array parameters isn't possible from C#
|
|
TODO - Setting Material array parameters isn't possible from C#
|
|
|
|
|
|
|
|
-GUIResourceField doesn't distinguish between tex2d, tex3d and texcube.
|
|
|
|
|
-
|
|
|
|
|
---------------------------------------------------------------------
|
|
---------------------------------------------------------------------
|
|
|
ProjectLibrary import
|
|
ProjectLibrary import
|
|
|
|
|
|
|
@@ -44,11 +34,6 @@ Add "dirty object" system to C#. Each ScriptResource and ScriptGameObject should
|
|
|
- ID restore systems
|
|
- ID restore systems
|
|
|
- Native+Managed diff (only the link between the two)
|
|
- Native+Managed diff (only the link between the two)
|
|
|
|
|
|
|
|
-Code quality improvements:
|
|
|
|
|
- - Modify BinarySerializer so that _encodeIntermediate outputs intermediate format directly without a full on encode
|
|
|
|
|
- - Consider making ManagedSerializable* array/list/dictionary method/field references static (right now each instance has its own instance
|
|
|
|
|
- but they're identical)
|
|
|
|
|
-
|
|
|
|
|
----------------------------------------------------------------------
|
|
----------------------------------------------------------------------
|
|
|
Polish
|
|
Polish
|
|
|
|
|
|
|
@@ -57,17 +42,26 @@ Ribek use:
|
|
|
- When I'm directly editing a resource like material, I need to save it after editing is done. Use the "dirty" system for that?
|
|
- When I'm directly editing a resource like material, I need to save it after editing is done. Use the "dirty" system for that?
|
|
|
- Hook up color picker to guicolor field
|
|
- Hook up color picker to guicolor field
|
|
|
- Test release mode
|
|
- Test release mode
|
|
|
|
|
+ - Track C++ signals and save log when they occurr
|
|
|
|
|
+ - Save stack trace?
|
|
|
|
|
+ - How to track exceptions, especially cross-dll ones? std:: throws them. Best option would be not to use them as I force everyone
|
|
|
|
|
+ to compile all plugins using the same compiler.
|
|
|
|
|
|
|
|
Other polish:
|
|
Other polish:
|
|
|
- Add menu items:
|
|
- Add menu items:
|
|
|
- Edit: Cut/Copy/Paste/Duplicate/Delete(need to make sure it works in Hierarchy, with shortcuts), View/Move/rotate/scale
|
|
- Edit: Cut/Copy/Paste/Duplicate/Delete(need to make sure it works in Hierarchy, with shortcuts), View/Move/rotate/scale
|
|
|
- Game Object (also add to context): Create(Empty, Empty Child, Camera, Renderable, Point/Spot/Directional Light), Apply prefab, Break prefab, Revert prefab
|
|
- Game Object (also add to context): Create(Empty, Empty Child, Camera, Renderable, Point/Spot/Directional Light), Apply prefab, Break prefab, Revert prefab
|
|
|
- When I expand inspector elements and them come back to that object it should remember the previous state
|
|
- When I expand inspector elements and them come back to that object it should remember the previous state
|
|
|
- - Add a chaching mechanism to inspector (likely based on instance ID & property names)
|
|
|
|
|
- - This has to work not only when I come back to the object, but whenever inspector rebuilds (e.g. after removing element from array)
|
|
|
|
|
- - Consider saving this information with the serialized object
|
|
|
|
|
- - This has to work for custom inspectors as well (e.g. manually adding GUIFoldout) - manually recording "isExpanded" bool might be okay in this case
|
|
|
|
|
- - Need a proper way to detect when the scene was modified (and display it somewhere)
|
|
|
|
|
|
|
+ - In the Inspector base add a dictionary "Persistent<string, object>"
|
|
|
|
|
+ - InspectorWindow will keep a reference to this dictionary whenever it creates a new inspector for SO or resource
|
|
|
|
|
+ - Or if one already exists it will restore it
|
|
|
|
|
+ - This dictionary will not persist editor shutdown
|
|
|
|
|
+ - Generic inspector and inspectable fields can use the serialized property name for the key
|
|
|
|
|
+ - Will need a way to retrieve the full property name, up to the parent Component/Resource
|
|
|
|
|
+ - Will need to extend inspectable fields so they know their parent inspector so they have access to the dictionar
|
|
|
|
|
+ - Custom inspectors can get rid of manual "isExpanded" bools and use the dictionary instead
|
|
|
|
|
+ - Need a proper way to detect when the scene was modified
|
|
|
|
|
+ - Display modifications in the status bar (scene modified, and also project modified).
|
|
|
|
|
|
|
|
Stage 2 polish:
|
|
Stage 2 polish:
|
|
|
- Prefabs
|
|
- Prefabs
|
|
@@ -107,6 +101,7 @@ Seriously optional:
|
|
|
- Add Range[] attribute to C# that forces a float/int to be displayed as a slider
|
|
- Add Range[] attribute to C# that forces a float/int to be displayed as a slider
|
|
|
- GUI tabbing to switch between elements
|
|
- GUI tabbing to switch between elements
|
|
|
- Better Prefab inspector - display SceneObject inspector of top-level object, and possibly prefab hierarchy?
|
|
- Better Prefab inspector - display SceneObject inspector of top-level object, and possibly prefab hierarchy?
|
|
|
|
|
+ - Do another optimization pass
|
|
|
|
|
|
|
|
Finalizing:
|
|
Finalizing:
|
|
|
- Add copyright notices in all files & change license to GPL
|
|
- Add copyright notices in all files & change license to GPL
|