diff --git a/TODO.md b/TODO.md index fdbe444639..108c9c8526 100644 --- a/TODO.md +++ b/TODO.md @@ -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. +