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TODO_list
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TODO_list
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To generate TODO list run the following:
find . -type f -name *.gd -print -exec grep TODO {} \; | grep -B 1 TODO | tr -d "\t"
Current TODO list:
[from code]
./game/game_logic/main_loop.gd
# TODO: find proper name for this node
# TODO: lol why doesn't this work from here but does from input_handler.gd?
# TODO: should there be some UI handler (something that relays info between UI and game world)?
# TODO: actually, whole codebase should be reworked because there are *way* too many get_node() calls being repeated
# TODO: implement more UI modes
# TODO: rework this in way more elegant way
# TODO: make unit logic use groups instead of scene tree
# TODO: figure out why projectile speed does not change despite different time scale
./game/game_logic/rts_logic/rts_logic.gd
# TODO: make whole tech tree structure way more abstract, so that it can be easily used for other content
# TODO remove this ancient legacy code
## TODO: way more abstract method of creating and checking tech tree
# TODO: move this to RTS logic
# TODO: move this to RTS logic
# TODO: this is bad, rework this so that it contains categories and which categories those categories provide
./game/game_logic/fps_logic/fps_logic.gd
# TODO: should this be handling the hit-marker size?
# TODO: find a way so that we don't look for crosshair node very time this gets called
# TODO: find out why RTS button made this a null instance
--
./game/settings/fps_settings.gd
# TODO: make a list of settings that are usually included with games
--
./game/user_interface/HUD/HUD_elements/crosshair/crosshair.gd
# TODO: is it better to re-color lines each time or to have multiple instances of hit-markers and just hide/show those?
# TODO: bloody hell this is hacked together badly. Find more elegant solution.
./game/user_interface/HUD/HUD_elements/build_menu/construction_menu.gd
# TODO: this is very bad. Rework tech tree so that it returns "categories", allowing for easy creation of new un-specified categories
# TODO: rework this so that menu is generated automatically from the given scenes, so that it doesn't have to be pre-made
# TODO: this needs to be very much reworked and de-hardcoded
./game/user_interface/HUD/HUD_elements/rts_selection_rectangle/selection_rectangle.gd
# TODO: check if new code works, then remove this legacy code
--
./game/user_interface/HUD/HUD_elements/event_log/event_log.gd
# TODO: calculate this accoring to log window size
# TODO: actually make messages disappear after specified time
./game/user_interface/HUD/HUD_elements/select_bar/selector_bar.gd
# TODO: made data structure that is used to generate bar content
# TODO: make function that returns the selected item
# TODO: actually maybe fill up with the number of possible entried and then just hide/show as necesary
# TODO: Deprecate this ASAP, make items have proper names themselves and let the bar be generated with those names
# TODO: make this take more than just Label
# TODO: make item selection way less sphagetti than it currently is
# TODO: make this actually generate from the state of inventory
# TODO: replace "step" with "position" and have character script handle the order
--
./game/user_interface/input_handler/input_handler.gd
# TODO: lol why does this work nice if it's in input_handler.gd but doesn't work well if called from main loop?
./game/user_interface/input_handler/rts_input_handler.gd
# TODO: implement this in a more user friendly way
# TODO: figure out how to properly handle menu updating
# TODO: reimplement this without the dirty offset hack
# TODO: ask Godot dev team why this even happens, why does navigation behave as if it's at 0,0,0 and not as if it's translated
./game/user_interface/input_handler/first_person_input_handler.gd
# TODO: find out if there is more elegant way to limit the x rotation
# TODO: figure out which script should be responsible for camera toggle
--
./game/user_interface/cameras/first_person_camera/first_person_camera.gd
# TODO: figure out if you even need UI layer since it appears that 3D nodes displaying their 2D childred works well without layer
# TODO: make this bad debug better
# TODO: figure out the logic to seperate colliders for this from other in-game colliders, but just display all for now
./game/user_interface/cameras/rts_camera/rts_camera.gd
# TODO: already placed Cone of Construction is our home for now
--
./game/user_interface/UI_elements_layer/UI_elements_layer.gd
# TODO: find a way to scale elements
./game/user_interface/menus/main_menu/main_menu.gd
#TODO: make settings window appear
./game/user_interface/menus/pause_menu/pause_menu.gd
# TODO: implement state saving for the things that need to be saved
--
./game/world/actors/mechanics/projectiles/big_plazma_projectile/big_plazma_projectile.gd
# TODO: this is a very bad way to implement AOE damage. Need to implement proper explosion mechanic and have it be spawned here.
--
./game/world/actors/mechanics/area_of_effect/area_of_effect.gd
# TODO: figure out how to apply multiple effects
./game/world/actors/mechanics/object_spawners/item_spawners/plazma_rifle_spawner/plazma_rifle_spawner.gd
# TODO: rework this backwards logic for ready()
./game/world/actors/mechanics/object_spawners/item_spawners/item_spawner.gd
# TODO: implement "none" to disable countdown
./game/world/actors/mechanics/object_spawners/item_spawners/energy_rifle_spawner/energy_rifle_spawner.gd
# TODO: rework this backwards logic for ready()
--
./game/world/actors/mechanics/hitscan/laser/laser.gd
# TODO: find more elegant way to merge hitscan and "animation" to reduce unnecesary script duplication
--
./game/world/actors/objects/misc/resources/voxels/voxels.gd
#TODO: refactor economy
./game/world/actors/objects/misc/resources/resource.gd
#TODO: refactor economy
./game/world/actors/objects/misc/resources/polygons/polygons.gd
#TODO: refactor economy
--
./game/world/actors/objects/weapons/weapon.gd
# TODO: find some more efficient way to determine if object can be picked up. Most likely groups
# TODO: how would we drop this properly in front of player?
--
./game/world/actors/objects/constructions/construction.gd
## TODO: check if those groups are used correctly
# TODO: kill this bad code before it lays it's young
# TODO: figure out if there could be a class that characters and buildings all derive from
--
./game/world/actors/characters/character.gd
# TODO: is it better to have inventory be single list and then filter items on the fly
# TODO: make this more abstract so that it works with various cameras
# TODO: make this less spaghetti
# TODO: make selector bar actually return selected value to here and then just equip whatever selector bar returned
# TODO: why does this need to be run twice in order to take effect?
# TODO: kill this bad code before it lays it's young
# TODO: rewrite this to handle the new "effect":[amount,type] system
# TODO: actualy spawn giblets
--
./game/world/actors/characters/test_player/player.gd
# TODO REMOVE
# TODO temp testing for now...
--
./game/world/actors/units/unit.gd
# TODO: implement unit manager that handles movement logic for multiple units
# TODO: how ethical is it to abuse node groups to make finding nodes easier?
# TODO: just change colour until proper UI elements are implemented
--
./assets/gui_in_3D_test/gui_3d.gd
# TODO: modify this to simulate in-game mouse
./assets/simple_fpsplayer/Player.gd
# TODO: this has to be replaced with a better implementation as soon as possible
[other TODO]
# TODO: proper "thanks to" list
# https://github.com/Bauxitedev/meteorite/
# https://github.com/khairul169/gfps