updated to do list

This commit is contained in:
ZappoMan 2014-08-26 13:25:19 -07:00
parent 8d947662c8
commit 53db93c7d7

View file

@ -1,38 +1,4 @@
Base properties...
* type
* position
* size/radius/bounds?? maybe correct is x,y,z scales
* rotation
* script
* velocity
* gravity
* damping
* mass
* glow level
* lifetime
should these be included for all entities? Light, Models, planes, etc?
* rotational velocity? - wouldn't that be cool to be automatic with no edits
* rotational damping?? - can you slow a quat rotation by simply multiplying it by a fraction?
* color??
Primitive Object Properties:
* color?
* texture?
Model properties:
void setModelURL(const QString& url)
void setAnimationURL(const QString& url)
void setAnimationFrameIndex(float value)
void setAnimationIsPlaying(bool value)
void setAnimationFPS(float value)
void setSittingPoints(QVector<SittingPoint> sittingPoints) ??? - should this just be a string property???
// Things to do with entities...
//
// REQUIRED TO DO:
// REQUIRED:
1) Import/Export Models - verify it works. /copy/paste??
22a) void ModelItemProperties::copyFromNewModelItem(const ModelItem& modelItem); // XXX ??? Do we need this????
@ -42,35 +8,31 @@ Model properties:
DONE -- 22d) void ModelTree::findModelsInCube(const AACube& cube, QVector<ModelItem*>& foundModels)...
DONE -- 22e) void ModelTreeElement::getModelsInside(const AACube& box, QVector<ModelItem*>& foundModels)...
2) Test models -> attachments logic
3) random crashes on moving (I think things going out of bounds???)
1) random crashes on moving (I think things going out of bounds???)
2) some jutter with moving entities
4) some jutter with moving entities
3) test animation again...
5) test animation again...
5b) animations not always working?????
4) clear all entities when changing domains?
5) what to do with entities
6) clear all entities when changing domains?
6) Test file save load for case where two siblings have more than MTU amount of data. I wonder if the fact that file save
7) Test file save load for case where two siblings have more than MTU amount of data. I wonder if the fact that file save
doesn't include the extra exists bits will break something.
7) memory leaks???
8) memory leaks???
8) EntityTreeRenderer::clearModelsCache()
9) EntityTreeRenderer::clearModelsCache()
10) Test models -> attachments logic
11) What happens if the edit properties don't fit in a single message MTU???
12) animations not always working?????
13) EntityItemProperties::decodeEntityEditPacket() doesn't include PROP_SCRIPT
14) Make sure LOD logic honors the LOD settings for entities in "spanners/parent" cells.
15) quickly do some edits... then change domains... watch the entities continue to exist in new domain and move around.
@ -260,3 +222,37 @@ Model properties:
// SOLVED -- 9) Handle the ID -> UUID swap in old files to new files - verify old files read correctly
---------------- properties -----------------
Base properties...
* type
* position
* size/radius/bounds?? maybe correct is x,y,z scales
* rotation
* script
* velocity
* gravity
* damping
* mass
* glow level
* lifetime
should these be included for all entities? Light, Models, planes, etc?
* rotational velocity? - wouldn't that be cool to be automatic with no edits
* rotational damping?? - can you slow a quat rotation by simply multiplying it by a fraction?
* color??
Primitive Object Properties:
* color?
* texture?
Model properties:
void setModelURL(const QString& url)
void setAnimationURL(const QString& url)
void setAnimationFrameIndex(float value)
void setAnimationIsPlaying(bool value)
void setAnimationFPS(float value)
void setSittingPoints(QVector<SittingPoint> sittingPoints) ??? - should this just be a string property???