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Added some todos.
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Relintai committed Apr 17, 2024
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Expand Up @@ -272,3 +272,52 @@ https://github.com/godotengine/godot/pull/87588
## Cleanup TODOs

Cleanup this file, lots of things are already done.

# New

Use StringBuilder where it's better. Especially in HTMLBuilder, and in the database module. Maybe in WebServerRequest. Etc...

Add back lightmaps as a module and implement them for the gles2 backend.

Implement a deque and replace std::deque in the NetworkSynchronizer.

Implement in-editor Viewport previews. Should be relatively trivial using World Overrides. Will likely need lots of small changes to work properly even with scene tab changes etc.

RenderingServer agnostic particle system. Then eventually normal particle system could be added back as GPUParticles.

Make the old gles3 renderer available as a separate module. Would need a different name, as it's not the same as the gles2 renderer.

Rename the gles2 renderer to something better. (Maybe only in-engine)

Fix the renderer select thing in the project manager. Also make it a dropdown so more backend can be added without messing with it.

Add an extension api to the RenderingServer so it doesn't directly need to have all the methods that are backend specific.

Figure out a simpler way to implement multi window support (compared to godot4) (especially for popups) without messing with the object hierarchy at all.
Also somehow make it not compilcate the codebase at all.
(Likely doable, since it would be just an another rendered wiewport, and everything would work without any changes)
Maybe an another set of popups could be added that try to open themselves in windows. Could be a module.

Expand all, and collapse all button to the scene tree in the editor.

Set up for the site a VPS, instead of it just being a redirect.
Also make it look acceptable at least.
Also finish cleanin up the docs, and host them.
Also create a nices theme for them.

Backport the new renderers as modules from godot4? I bet it wouldn't be that hard. Or maybe just one (eventually) as a proof of concept.

Gte rid of the server platform and make the dummy drivers selectable in any build (like in godot4).
Also make the renderer backends togglable during compile time. So server would becom a build preset.

Reorganize this file, and append difficulty to tasks.

Lost of classes miss docs, do those.

A bit more modularization. Would be cool to be able to compile the engine even without the SceneTree, without the 2d toolkit and without the gui toolkit,
and maybe without servers (= core alone) with a custom main.cpp (no #ifdefs everywhere, and no messing around with the build system,
just a flag could make scons not include all thos scsubs. Mostly for advanced and special use cases).


Finish the unit test module. Make a gui for it. One control, that could be added to the tree to see progress.

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