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- --------- 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
- <<<<<Simple stuff>>>>>>
- Test file/folder open/save dialog
- Add a simple way to create modal dialogs (ModalDialog in C#, similar to EditorWindow)
- Add C# wrappers GUIElement bounds and visible bounds (with ability to set non-visible bounds)
- Got a crash on shutdown that was caused by locking a mutex in an Event destructor. Event was Platform::onMouseCaptureChanged.
- Issue happened when I closed the app via the X button (if that's relevant). It doesn't seem to happen always.
- <<<<<<Handles>>>>>>>>
- When scaling using center make sure to offset the object before scale
- Handles should probably not having shading, or have better shading.
- Rotate handle:
- - How to handle local/global with rotate handle?
- - This maybe just determines initial rotation of the handle?
- - I don't think my code properly handles rotation handle transforms (e.g. arc drawing)
- Ideally free scale handle indicator should always render and be interactable and never be hidden by axis scale indicators (Not high priority)
- <<<<Multi-resource saving>>>>:
- - Modify Font so it doesn't contain a texture, but instead keeps a handle to it
- - Register it in its meta file
- - When saving such a resource with dependencies save the contained files to a sub-directory with the same name as top level resource
- - 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
- - I'm not sure whether to do this for all Resource::save calls or only ones originating from ProjectLIbrary?
- Other:
- Window resize end callback
- I can get mono errors by checking g_print calls in goutput.c
- - Calling thunks incorrectly can cause those weird errors with no real callstack
- Running embedded mono with VS attached causes managed null refs to be registered as access violations
- There seems to be a bug in Mono when passing complex structs from C# to C++. e.g. passing Rect3 as a parameter
- will corrupt the parameter after it, even if layout and size is exact as the C++ version.
- Rect3 has child structs (Vector3) which could be the reason. Be aware of other similar problems.
- Create a stack allocatable custom vector implementation and make getResourceDependencies and getCoreDependencies use it.
- - These methods are called often and cause allocations whenever they are.
- C# SceneView:
- Test new Scene window and fix every issue
- Add ProjectWindow and HierarchyWindow to C#
- - Make TreeViews a C# element?
- Set up a default layout and save it
- Need a way to drag and drop items from Scene tree view to Scene view
- - When dragging a mesh it should by default create a SceneObject with a renderable
- - I might want a C# DragAndDrop class? It can contain Resource or SceneObject only for now, similar to Selection
- AFTER I have scene widget in C#:
- - Test custom handles from C#
- - Test handle snapping
- IMPROVE SceneGrid LOOK - Use the shader created in Unity
- ----------------------------------------------------------------------
- SelectionRenderer
- Retrieve a list of selected objects from SelectionManager
- Find ones with Renderable components
- Retrieve Meshes, and world transforms from them
- Draw that same mesh with either a wireframe or a grayed out shader with a slight depth bias
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