From 7dbd0915b56fc9de8faf63020d8c40353fc27436 Mon Sep 17 00:00:00 2001 From: Pavel Kovalenko Date: Thu, 2 Oct 2014 04:14:01 +0400 Subject: [PATCH] Move done tasks to task_history.txt --- doc/design/task_history.txt | 16 ++++++++++++++++ doc/design/task_list.txt | 10 ---------- 2 files changed, 16 insertions(+), 10 deletions(-) diff --git a/doc/design/task_history.txt b/doc/design/task_history.txt index 1a87cfee4c4..e38f1925fb1 100644 --- a/doc/design/task_history.txt +++ b/doc/design/task_history.txt @@ -2,3 +2,19 @@ TITLE: X-Ray Engine 1.6 task history -------------------------------- +nitrocaster: Pavel Kovalenko ++ get rid of STLPort +- known bugs + + fix lights_hanging_lamp class name in system.ltx (used 'SO_HLAMP', should be 'O_HLAMP') + - core + + xrMemory::mem_usage -> mem_usage_impl falls into infinite loop or finds bad nodes + - render + + dx10StateUtils::ValidateState(D3D_DEPTH_STENCIL_DESC&) doesn't initialize passed D3D_DEPTH_STENCIL_DESC with + proper default values when DepthEnable flag is false. Because of this incorrect initialization previously created + state cannot be found, so renderer creates it over and over. + Link ref: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205036(v=vs.85).aspx + + D3D11Shader.h from DirectX SDK conflicts with one from Windows SDK + - plugins + + fix LW and Max exporters (seem to be broken by GSC) +- improvements + + windows cursor position should match with ingame cursor position diff --git a/doc/design/task_list.txt b/doc/design/task_list.txt index eedb9ae9e41..a151931988c 100644 --- a/doc/design/task_list.txt +++ b/doc/design/task_list.txt @@ -12,7 +12,6 @@ c Canceled -------------------------------- nitrocaster: Pavel Kovalenko -+ get rid of STLPort - Mgc::Math::PI (MgcMath.h) conflicts with PI macro - try to remove OpenAL from repository - remove lzo and other compression libs from repository @@ -40,7 +39,6 @@ nitrocaster: Pavel Kovalenko - (bytes_need<=mSize) && vl_Count - "! tab named [1] doesnt exist" - core - + xrMemory::mem_usage -> mem_usage_impl falls into infinite loop or finds bad nodes - buffer overflow when copying command line to Core.Params - misplaced arguments in calls to xrDebug::backend - multiplayer @@ -53,28 +51,20 @@ nitrocaster: Pavel Kovalenko - stalkerboom - voting for weather: rainy/cloudy buttons are mixed up - render - + dx10StateUtils::ValidateState(D3D_DEPTH_STENCIL_DESC&) doesn't initialize passed D3D_DEPTH_STENCIL_DESC with - proper default values when DepthEnable flag is false. Because of this incorrect initialization previously created - state cannot be found, so renderer creates it over and over. - Link ref: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205036(v=vs.85).aspx - + D3D11Shader.h from DirectX SDK conflicts with one from Windows SDK - when d3d compiler fails to compile some shader, it displays message "Your video card doesn't meet game requirements ..." even if GPU actually meets game requirements (feature level) - physics - falling actor can continue being in falling state under specific conditions - plugins - + fix LW and Max exporters (seem to be broken by GSC) - update plugins for new 3DS Max versions - improvements - common/unsorted - + windows cursor position should match with ingame cursor position - multiplayer - use GSC server instead of GameSpy one - ipv6 support - get rid of DirectPlay - log suspicious packets and kick/ban its senders after X attempts - dedicated server - + fix lights_hanging_lamp class name in system.ltx (used 'SO_HLAMP', should be 'O_HLAMP') - remove unnecessary modules initialization (render/sound/etc...) - use standard windows unput instead of DirectInput (causes problems on dedicated servers) - console (remove GUI and use separate administrative tool?)