TODO.txt 3.5 KB

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  1. --------- ALL LONG TERM TASKS / FIXES BELONG TO GOOGLE DOCS: ImplementationTODO OR PossibleImprovements ----------
  2. <<<<<Assembly refresh>>>>>
  3. When serializing Camera I cannot save the reference to RenderTexture. Make it a Resource?
  4. Possibly set up automatic refresh in debug mode after initialization? As an ad-hoc unit test
  5. <<<<<Simple stuff>>>>>>
  6. Test file/folder open/save dialog
  7. Add a simple way to create modal dialogs (ModalDialog in C#, similar to EditorWindow)
  8. Add C# wrappers GUIElement bounds and visible bounds (with ability to set non-visible bounds)
  9. Got a crash on shutdown that was caused by locking a mutex in an Event destructor. Event was Platform::onMouseCaptureChanged.
  10. Issue happened when I closed the app via the X button (if that's relevant). It doesn't seem to happen always.
  11. <<<<<<Handles>>>>>>>>
  12. When scaling using center make sure to offset the object before scale
  13. Handles should probably not having shading, or have better shading.
  14. Rotate handle:
  15. - How to handle local/global with rotate handle?
  16. - This maybe just determines initial rotation of the handle?
  17. - I don't think my code properly handles rotation handle transforms (e.g. arc drawing)
  18. Ideally free scale handle indicator should always render and be interactable and never be hidden by axis scale indicators (Not high priority)
  19. <<<<Multi-resource saving>>>>:
  20. - Modify Font so it doesn't contain a texture, but instead keeps a handle to it
  21. - Register it in its meta file
  22. - When saving such a resource with dependencies save the contained files to a sub-directory with the same name as top level resource
  23. - 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
  24. - I'm not sure whether to do this for all Resource::save calls or only ones originating from ProjectLIbrary?
  25. Other:
  26. Window resize end callback
  27. I can get mono errors by checking g_print calls in goutput.c
  28. - Calling thunks incorrectly can cause those weird errors with no real callstack
  29. Running embedded mono with VS attached causes managed null refs to be registered as access violations
  30. There seems to be a bug in Mono when passing complex structs from C# to C++. e.g. passing Rect3 as a parameter
  31. will corrupt the parameter after it, even if layout and size is exact as the C++ version.
  32. Rect3 has child structs (Vector3) which could be the reason. Be aware of other similar problems.
  33. Create a stack allocatable custom vector implementation and make getResourceDependencies and getCoreDependencies use it.
  34. - These methods are called often and cause allocations whenever they are.
  35. C# SceneView:
  36. Test new Scene window and fix every issue
  37. Add ProjectWindow and HierarchyWindow to C#
  38. - Make TreeViews a C# element?
  39. Set up a default layout and save it
  40. Need a way to drag and drop items from Scene tree view to Scene view
  41. - When dragging a mesh it should by default create a SceneObject with a renderable
  42. - I might want a C# DragAndDrop class? It can contain Resource or SceneObject only for now, similar to Selection
  43. AFTER I have scene widget in C#:
  44. - Test custom handles from C#
  45. - Test handle snapping
  46. IMPROVE SceneGrid LOOK - Use the shader created in Unity
  47. ----------------------------------------------------------------------
  48. SelectionRenderer
  49. Retrieve a list of selected objects from SelectionManager
  50. Find ones with Renderable components
  51. Retrieve Meshes, and world transforms from them
  52. Draw that same mesh with either a wireframe or a grayed out shader with a slight depth bias