TODO: Further investigate the use of GPU lighting in addition to the\r
current one\r
\r
+TODO: Artificial (night) light could be more yellow colored than sunlight.\r
+ - This is technically doable.\r
+ - Also the actual colors of the textures could be made less colorful\r
+ in the dark but it's a bit more difficult.\r
+\r
+SUGG: Somehow make the night less colorful\r
+\r
Configuration:\r
--------------\r
\r
- Finish the ActiveBlockModifier stuff and use it for something\r
- Move mineral to param2, increment map serialization version, add conversion\r
\r
-TODO: Create a common interface-whatever-thing to implement custom\r
- special blocks with an inventory menu\r
+TODO: Add a per-sector database to store surface stuff as simple flags/values\r
+ - Light?\r
+ - A building?\r
+ And at some point make the server send this data to the client too,\r
+ instead of referring to the noise functions\r
+ - Ground height\r
+ - Surface ground type\r
+ - Trees?\r
+\r
+TODO: Restart irrlicht completely when coming back to main menu from game.\r
+ - This gets rid of everything that is stored in irrlicht's caches.\r
+\r
+TODO: Merge bahamada's audio stuff (clean patch available)\r
+\r
+TODO: Merge spongie's chest/furnace direction (by hand)\r
+\r
+TODO: Merge key configuration menu (no clean patch available)\r
\r
Making it more portable:\r
------------------------\r
Stuff to do after release:\r
---------------------------\r
\r
+Doing currently:\r
+----------------\r
+\r
+TODO: Use MapBlock::resetUsageTimer() in appropriate places\r
+ (on client and server)\r
+\r
======================================================================\r
\r
*/\r
// Initialize porting::path_data and porting::path_userdata\r
porting::initializePaths();\r
\r
+ // Create user data directory\r
+ fs::CreateDir(porting::path_userdata);\r
+ \r
// Initialize debug streams\r
#ifdef RUN_IN_PLACE\r
std::string debugfile = DEBUGFILE;\r
\r
DSTACK(__FUNCTION_NAME);\r
\r
- // Create user data directory\r
- fs::CreateDir(porting::path_userdata);\r
- \r
// Init material properties table\r
//initializeMaterialProperties();\r
\r