TODO.txt 11 KB

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  1. --------- ALL LONG TERM TASKS / FIXES BELONG TO GOOGLE DOCS: ImplementationTODO OR PossibleImprovements ----------
  2. ----------------------------------------------------------------------
  3. Assembly refresh
  4. When serializing Camera I cannot save the reference to RenderTexture. Make it a Resource?
  5. Possibly set up automatic refresh in debug mode after initialization? As an ad-hoc unit test
  6. Modal windows are set up as persistent but I don't serialize their internal data anywhere
  7. ----------------------------------------------------------------------
  8. C# Material/Shader:
  9. TODO - Material/Shader has no color type so I cannot know when to display normal vector and when color in inspector
  10. TODO - Implement param block and sampler support
  11. TODO - When creating a Material without a shader, a default one should be used, at least in editor
  12. TODO - Setting Material array parameters isn't possible from C#
  13. GUIResourceField doesn't distinguish between tex2d, tex3d and texcube.
  14. ---------------------------------------------------------------------
  15. ProjectLibrary import
  16. I'm not sure if queued dependencies are handled properly. They're handled on an internal ProjectLibrary loop but perhaps I should
  17. return them in checkForModifications?
  18. ---------------------------------------------------------------------
  19. Prefab diff
  20. TODO:
  21. - Hook up prefabs & prefab diffs:
  22. - Save a diff whenever a HSceneObject with a HPrefab link is saved (call recordPrefabDiff)
  23. - Update active scene when prefab is modified (destroy them, create original prefab then apply saved diff)
  24. TODO - Whenever I load a SceneObject the entire prefab will be loaded as well. It might be better to store the
  25. prefab link as a UUID and then load it on demand.
  26. Test (likely later once I have more editor functionality working):
  27. - Game object handle compare
  28. - ID restore systems
  29. - Native+Managed diff (only the link between the two)
  30. Code quality improvements:
  31. - Modify BinarySerializer so that _encodeIntermediate outputs intermediate format directly without a full on encode
  32. - Consider making ManagedSerializable* array/list/dictionary method/field references static (right now each instance has its own instance
  33. but they're identical)
  34. ----------------------------------------------------------------------
  35. Polish stage 1
  36. When elements are docked in the main window the menu bar drop down appears behind them
  37. Click on empty part of the menu bar doesn't close the menu bar (ignoring NC area clicks?)
  38. Attempting to dock a window that is not in focus will start drag instead (NC area incorrectly set up?)
  39. Docking problem: When I dock three windows next to each other, e.g. Hierarchy|Scene|Inspector and then try to dock another
  40. so it splits space with Hierarchy vertically the dock area appears over both hierarchy and scene, and the when docked it looks wrong
  41. Decent looking default layout
  42. Fix DX11 (and possibly DX9) rendering
  43. Missing Inspector values (name + transform fields)
  44. Fix handles
  45. Moving the title bar tab and then dropping it closes the window (possibly only happens when there is just one tab)
  46. ----------------------------------------------------------------------
  47. Project window
  48. Later:
  49. - Hook up ping effect so it triggers when I select a resource or sceneobject
  50. - Add ping to SceneTreeView
  51. - Consider delaying search until user stops pressing keys (so not to have thousands of search results in the initial stages)
  52. - Save & restore scroll position when Refresh happens
  53. ----------------------------------------------------------------------
  54. Resources
  55. - Load/Unload/UnloadUnused
  56. - Uses same paths as ProjectLibrary
  57. - It uses different logic depending on Application.isEditor
  58. - If not in editor then a different path is used
  59. - That path is ..\..\Data (relative to the executable)
  60. - When in editor it also does special ProjectLibrary check to ensure that resource is included in final project
  61. - Internally just calls Resources (C++) Load/Unload/UnloadUnused
  62. - Need a flag in ProjectLibrary to include a resource in the final build
  63. - Need to be able to set that flag from C# (Likely through ProjectLibrary) interface
  64. - The final build procedure for the game would then be:
  65. - Copy all the prebuilt binaries (Banshee libraries, Banshee assemblies, 3rd party libraries and prebuilt executable) from Editor install folder to output folder
  66. - Which set of binaries is used depends on selected platform (e.g. win/mac/linux or 32/64bit)
  67. - Recompile script assemblies if needed and copy them from project Internal folder to output folder
  68. - Copy the Builtin resources for engine from Editor install folder to output folder
  69. - Copy all the resources marked with the flag mentioned above to \Data subfolder in the output folder, preserving the same asset structure
  70. ----------------------------------------------------------------------
  71. Simple stuff
  72. - Inject an icon into an .exe (Win32 specific)
  73. - C# wrapper for GUISkin (and a way to assign the current skin to a window)
  74. - Move all the code files into subfolders so their hierarchy is similar to VS filters
  75. - Font doesn't have a C# interface
  76. - Get rid of PoolAlloc and other unused allocators (plus fix bs_new and others which have weird overloads)
  77. - Get rid of event callback from HString and figure out a better way
  78. - GUI TextureField similar to ResourceField but it displays the texture it has assigned
  79. - Better handle and gizmo shaders
  80. - Splash screen
  81. ----------------------------------------------------------------------
  82. Handles
  83. When scaling using center make sure to offset the object before scale
  84. Handles should probably not having shading, or have better shading.
  85. Rotate handle:
  86. - How to handle local/global with rotate handle?
  87. - This maybe just determines initial rotation of the handle?
  88. - I don't think my code properly handles rotation handle transforms (e.g. arc drawing)
  89. Ideally free scale handle indicator should always render and be interactable and never be hidden by axis scale indicators (Not high priority)
  90. Later:
  91. - Raycast snapping Ribek suggested
  92. ----------------------------------------------------------------------
  93. Include files:
  94. Test:
  95. - Try preprocessing using one RenderAPi and then load the shaders using another and see if they're created normally
  96. - Test if default values work
  97. - Test project library dependant resources (e.g. changing an include and seeing if shader is reimported)
  98. ----------------------------------------------------------------------
  99. Scene View
  100. AFTER I have scene widget in C#:
  101. - Test custom handles from C#
  102. - Test handle snapping
  103. Make sure that camera controls only work when scene view is in focus
  104. ----------------------------------------------------------------------
  105. Other
  106. There is a memory corruption happening. Haven't determined where exactly but it's possible it has something
  107. to do with the opening of ColorPicker window. One time I got a heap read after delete error caused by GUIManager
  108. attempting to allocate a new transient mesh, and another time I got a hang when inserting a script object into a std::set.
  109. Got a crash on shutdown that was caused by locking a mutex in an Event destructor. Event was Platform::onMouseCaptureChanged.
  110. Issue happened when I closed the app via the X button (if that's relevant). It doesn't seem to happen always.
  111. - This is likely due to some other error. When VS finds an exception it triggers a dialog box which triggers the msg loop in-engine and causes another exception.
  112. Create a stack allocatable custom vector implementation and make getResourceDependencies and getCoreDependencies use it.
  113. - These methods are called often and cause allocations whenever they are.
  114. I shouldn't crash the app when a managed exception happens
  115. ----------------------------------------------------------------------
  116. Multi-resource saving
  117. - Modify Font so it doesn't contain a texture, but instead keeps a handle to it
  118. - Register it in its meta file
  119. - When saving such a resource with dependencies save the contained files to a sub-directory with the same name as top level resource
  120. - 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
  121. - I'm not sure whether to do this for all Resource::save calls or only ones originating from ProjectLIbrary?
  122. /*********************************************************************/
  123. /************************ LESS IMPORTANT *****************************/
  124. /*********************************************************************/
  125. ----------------------------------------------------------------------
  126. Mono notes
  127. I can get mono errors by checking g_print calls in goutput.c
  128. - Calling thunks incorrectly can cause those weird errors with no real callstack
  129. Running embedded mono with VS attached causes managed null refs to be registered as access violations
  130. There seems to be a bug in Mono when passing complex structs from C# to C++. e.g. passing Rect3 as a parameter
  131. will corrupt the parameter after it, even if layout and size is exact as the C++ version.
  132. Rect3 has child structs (Vector3) which could be the reason. Be aware of other similar problems.
  133. Mono cannot marshal structures? Taken from their documentation:
  134. Internal calls do not provide support for marshalling structures. This means that any API calls that take a structure
  135. (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.
  136. ----------------------------------------------------------------------
  137. MenuItem
  138. LATER: Add keyboard controls to GUIMenuBar (left/right arrows should move between entries if user is not browsing a sub-menu)
  139. - esc should cancel out of the menu bar
  140. - alt should focus the menu bar
  141. ----------------------------------------------------------------------
  142. VisualStudio integration
  143. VS integration will likely not work with VSExpress or Community edition
  144. - VSExpress doesn't support EnvDTE so the only option is to open it using a shell command which doesn't seem to offer precise parameters
  145. - Community edition should work similarily to Pro, but might have a different executable and/or registry paths
  146. For later:
  147. - Make sure that 3rd party assemblies can be imported in the project, and that they are properly referenced in VS project generation and compilation
  148. ----------------------------------------------------------------------
  149. Script compilation
  150. For later:
  151. - I need to hook up script compilation with assembly refresh, and the build system.
  152. - e.g. when recompiling inside the editor it should automatically start compiling when changes are detected,
  153. show some kind of visual indicator and refresh assemblies when its done. When publishing it should recompile
  154. assemblies for release. Also hook up console to compiler output?