forked from a1batross/Paranoia2_original
-
Notifications
You must be signed in to change notification settings - Fork 0
/
todo.txt
77 lines (76 loc) · 2.67 KB
/
todo.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
remove old renderer - OK
build smooth TBN like in HLFX 0.6 - OK
build env_cubemap system - OK
handle new lightstyles system - OK
do revision for all shaders - OK
optimize new renderer - OK
new grass system - OK
add new punch system - OK
control over player speed - OK
control over player jump height - OK
kill shit message about NULL model - OK
remove hardcoded names from hud - OK
do revision for light shaders - OK
optimize light pass - OK
create shaders for dlight LQ specular - OK
optimize shadow pass - OK
gloss for studio transparent objects - OK
move decal POM settings into script - OK
do revision for decal shaders - OK
make gloss for decals - OK
gloss for bmodel transparent objects - OK
crop matrix for shadows from sun - OK
optimize sky drawing - OK
remove hdrl - OK
remove bloom - OK
implement god-rays - OK
fix flashlight disappearing on p_savior2 - OK
fix rain visibility check - OK
fix studio chrome parazite lighting - OK
fix tubes lighting artifacts - OK
update matdesc documentation - OK
flags SF_NOSHADOW and SF_NOBUMP for env_dynlight - OK
gloss lighting models for each poly - OK
write documentation for entities - OK
remove unneeded pglDepthMask - OK
remove triapiobjects stuff - OK
finalize custom particles - OK
check all extensions that needs for correct work - OK
unload grass correctly - OK
full renderer revision - OK
beta-testing for other videocards - OK
fixup point shadows on radeons - OK
create ubershaders for decals - OK
do revision of post-process filtering - OK
create ubershaders for all studio models - OK
correct screen copy for translucent studio - OK
create uber-shaders for studio decals - OK
do revision of all sunlight shaders - OK
finalize occlusion query - OK
fix bug with sun light & studio alpha test blink - OK
convert textures to DDS - OK
local beta-testing - OK
global beta-testing - OK
create compilers for VHLT v34 - OK
final beta-testing and release test version - OK
create tool for custom DXT encoding - OK
pass the encoding param into renderer - OK
optimize world rendering
update BSP file format (lightprobes, worldlights) - OK
plane hashing - OK
new lighting for studiomodels - OK
new shaders
new dynamic lighting
allow maketex to compress cubemaps - OK
compilers
blur direct light - OK
build filesystem for radiosity - OK
make advanced trace for rad - OK
diffuse_light for sky - OK
fix bug with rad-pathes - OK
store deluxemap - OK
store worldlights - OK
store shadow occlusion - OK
store worldlightvismatrix - OK
fix bug in CSG (invalid planes) - OK
finalize vertex lighting - OK