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- ./apps/openmw/engine.cpp: // TODO: This is only a workaround. The input dispatcher should catch any exceptions thrown inside
- ./apps/openmw/mwclass/book.cpp: // TODO implement reading
- ./apps/openmw/mwclass/container.cpp: // TODO add initial content
- ./apps/openmw/mwclass/containerutil.hpp: // TODO check stacking
- ./apps/openmw/mwclass/creature.cpp: // TODO add initial content
- ./apps/openmw/mwclass/door.cpp: if (ref->ref.teleport && !ref->ref.destCell.empty()) // TODO doors that lead to exteriors
- ./apps/openmw/mwclass/door.cpp: // TODO check for key
- ./apps/openmw/mwclass/door.cpp: // TODO report failure to player (message, sound?). Look up behaviour of original MW.
- ./apps/openmw/mwclass/door.cpp: // TODO check trap
- ./apps/openmw/mwclass/door.cpp: // TODO return action for teleporting other NPC/creature
- ./apps/openmw/mwclass/door.cpp: // TODO return action for rotating the door
- ./apps/openmw/mwclass/npc.cpp: //TODO: define consts for each bodypart e.g. chest, foot, wrist... and put the parts in the
- ./apps/openmw/mwclass/npc.cpp: // TODO research how initial rank is stored. The information in loadnpc.hpp are at
- ./apps/openmw/mwclass/npc.cpp: // TODO add initial content
- ./apps/openmw/mwdialogue/dialoguemanager.cpp: // TODO types 4, 5, 6, 7, 8, 9, A, B, C
- ./apps/openmw/mwdialogue/dialoguemanager.cpp: return false; // TODO implement functions
- ./apps/openmw/mwdialogue/dialoguemanager.cpp: // TODO check player faction
- ./apps/openmw/mwdialogue/dialoguemanager.cpp: // TODO check DATAstruct
- ./apps/openmw/mwdialogue/dialoguemanager.cpp: // TODO play sound
- ./apps/openmw/mwdialogue/dialoguemanager.cpp: // TODO execute script
- ./apps/openmw/mwgui/birth.cpp: // TODO: These buttons should be managed by a Dialog class
- ./apps/openmw/mwgui/birth.cpp: // TODO: All hardcoded coords for buttons are temporary, will be replaced with a dynamic system.
- ./apps/openmw/mwgui/birth.cpp: spellCoord.height = 24; // TODO: This should be fetched from the skin somehow, or perhaps a widget in the layout as a template?
- ./apps/openmw/mwgui/class.cpp: // TODO: These buttons should be managed by a Dialog class
- ./apps/openmw/mwgui/class.cpp: // TODO: These buttons should be managed by a Dialog class
- ./apps/openmw/mwgui/class.cpp: // TODO: All hardcoded coords for buttons are temporary, will be replaced with a dynamic system.
- ./apps/openmw/mwgui/class.cpp: // TODO: The buttons should be generated from a template in the layout file, ie. cloning an existing widget
- ./apps/openmw/mwgui/class.cpp: // TODO: These buttons should be managed by a Dialog class
- ./apps/openmw/mwgui/class.cpp: // TODO: All hardcoded coords for buttons are temporary, will be replaced with a dynamic system.
- ./apps/openmw/mwgui/class.cpp: // TODO: Delete dialogs here
- ./apps/openmw/mwgui/class.cpp: // TODO: These buttons should be managed by a Dialog class
- ./apps/openmw/mwgui/class.cpp: // TODO: These buttons should be managed by a Dialog class
- ./apps/openmw/mwgui/class.cpp: // TODO: Change MWAttribute to set and get AttributeID enum instead of int
- ./apps/openmw/mwgui/class.cpp: // TODO: These buttons should be managed by a Dialog class
- ./apps/openmw/mwgui/class.cpp: // TODO: These buttons should be managed by a Dialog class
- ./apps/openmw/mwgui/layouts.cpp: // TODO: Faction rank should be placed in tooltip
- ./apps/openmw/mwgui/race.cpp: // TODO: These buttons should be managed by a Dialog class
- ./apps/openmw/mwgui/race.cpp: // TODO: All hardcoded coords for buttons are temporary, will be replaced with a dynamic system.
- ./apps/openmw/mwgui/race.cpp: // TODO: Rotate head
- ./apps/openmw/mwgui/race.cpp: int count = sizeof(race->data.bonus)/sizeof(race->data.bonus[0]); // TODO: Find a portable macro for this ARRAYSIZE?
- ./apps/openmw/mwgui/review.cpp: // TODO: These buttons should be managed by a Dialog class
- ./apps/openmw/mwgui/text_input.cpp: // TODO: These buttons should be managed by a Dialog class
- ./apps/openmw/mwgui/widgets.cpp: // TODO: Get name of effect from GMST
- ./apps/openmw/mwinput/inputmanager.cpp: // TODO: These should be enabled for floating modes (like
- ./apps/openmw/mwinput/inputmanager.cpp: // Start mouse-looking again. TODO: This should also allow
- ./apps/openmw/mwmechanics/mechanicsmanager.cpp: // TODO ST_SPELL, ST_Blight, ST_Disease, ST_Curse, ST_Power
- ./apps/openmw/mwmechanics/mechanicsmanager.cpp: param.mMagnitude = iter->magnMax; // TODO calculate magnitude
- ./apps/openmw/mwmechanics/mechanicsmanager.cpp: // TODO add effects from other spell types, active spells and equipment
- ./apps/openmw/mwmechanics/mechanicsmanager.cpp: // TODO apply diff to other stats
- ./apps/openmw/mwrender/playerpos.hpp: // TODO: Collision detection must be used to find the REAL new
- ./apps/openmw/mwscript/interpretercontext.cpp: // TODO handle exterior cells (when ref and ref2 are located in different cells)
- ./apps/openmw/mwscript/scriptmanager.cpp: // TODO sanity check on generated locals
- ./apps/openmw/mwsound/soundmanager.cpp: // Play the sound and tell it to stream, if possible. TODO:
- ./apps/openmw/mwworld/world.cpp: // TODO orientation
- ./apps/openmw/mwworld/world.cpp: // TODO set weather
- ./apps/openmw/mwworld/world.cpp: // TODO: inactive cells
- ./apps/openmw/mwworld/world.cpp: // TODO player
- ./apps/openmw/mwworld/world.cpp: // TODO check for extorior or interior with sky.
- ./apps/openmw/mwworld/world.cpp: // TODO cell change for non-player ref
- ./CMakeLists.txt: # TODO: At some point release builds should not use the console but rather write to a log file
- ./components/bsa/tests/bsatool.cpp: // TODO: We might add full directory name extraction later. We
- ./components/doc.hpp:// TODO put nif and nifogre in different namespaces (or merge them)
- ./components/doc.hpp:// TODO put other components into namespaces
- ./components/esm/loadgmst.hpp: "dirty" ones as described above. TODO: I have not checked this
- ./components/esm/loadlevlist.hpp: // TODO: Merge with an existing lists here. This can be done
- ./components/esm/loadmisc.hpp: // set to 0. TODO: Check what this field corresponds to
- ./components/esm/loadsscr.hpp: is totally useless (TODO: don't remember what it contains exactly,
- ./components/esm_store/reclists.hpp: // TODO: For multiple ESM/ESP files we need one list per file.
- ./components/esm_store/reclists.hpp: // TODO: case handling (cell names are case-insensitive, but they are also showen to the
- ./components/nif/data.hpp: // TODO: Could make structs of these. Seems to be identical to
- ./components/nif/data.hpp: // TODO: This is claimed to be a "float animation key", which is
- ./components/nif/nif_file.cpp: // TODO: Set up kf file here first, if applicable. It needs its own
- ./components/nifogre/ogre_nif_loader.cpp: //TODO: Get animation names
- ./components/nifogre/ogre_nif_loader.cpp: // overwriting it. TODO: Is this necessary?
- ./components/nifogre/ogre_nif_loader.cpp: // Load the NIF. TODO: Wrap this in a try-catch block once we're out
- ./components/to_utf8/to_utf8.cpp: // TODO: The rest of this function is designed for single-character
- ./Docs/Doxyfile:# The GENERATE_TODOLIST tag can be used to enable (YES) or
- ./Docs/Doxyfile:GENERATE_TODOLIST = YES
- ./Docs/DoxyfilePages:# The GENERATE_TODOLIST tag can be used to enable (YES) or
- ./Docs/DoxyfilePages:GENERATE_TODOLIST = YES
- ./libs/mangle/Doxyfile:# The GENERATE_TODOLIST tag can be used to enable (YES) or
- ./libs/mangle/Doxyfile:GENERATE_TODOLIST = YES
- ./libs/mangle/input/servers/ois_driver.cpp: // TODO: Translate mouse buttons into pseudo-keysyms
- ./libs/mangle/input/servers/ois_driver.cpp: // TODO: ditto
- ./libs/mangle/input/servers/ois_driver.cpp: // TODO: Extend to mouse buttons as well
- ./libs/mangle/sound/sources/mpg123_source.cpp: TODOs:
- ./libs/openengine/sound/sndmanager.cpp: TODO: This kind of construct is useful. If we need it elsewhere
- ./old_d_version/bullet/cpp_bullet.cpp: // TODO: Figure out what to do with this. We need the user callback
- ./old_d_version/bullet/cpp_bullet.cpp:// boxes. TODO: I guess we should use the NIF-specified bounding box
- ./old_d_version/bullet/cpp_bullet.cpp: // TODO: We might experiment with the number of time steps. Remember
- ./old_d_version/bullet/cpp_player.cpp:// TODO: Later we might handle various physics modes, eg. dynamic
- ./old_d_version/bullet/cpp_player.cpp:// collision and is used in calls to convexSweepTest(). TODO: It might
- ./old_d_version/core/filefinder.d: //TODO: Should this be case insensitive?
- ./old_d_version/esm/esmmain.d: for later referal. TODO: Put this in a class or whatever? Nah, we
- ./old_d_version/esm/esmmain.d:// first. TODO: I'm not sure if I should load all these in one
- ./old_d_version/esm/filereader.d: // TODO: Report this by setting a flag or something?
- ./old_d_version/esm/filereader.d: makeUTF8(str); // TODO: A hack. Will replace non-utf characters
- ./old_d_version/esm/listkeeper.d: // TODO: Don't use esFile.fail for this
- ./old_d_version/esm/loaddial.d: // TODO: Note that the dialogue system in Morrowind isn't very
- ./old_d_version/input/events.d:// TODO: Jukebox controls and other state-related data will later be
- ./old_d_version/input/events.d: // Move the player into place. TODO: This isn't really input-related
- ./old_d_version/input/events.d: // TODO/FIXME: This should have been in config, but DMD's module
- ./old_d_version/input/events.d: // TODO: These should be enabled for floating modes (like swimming
- ./old_d_version/input/events.d: // Move camera using relative coordinates. TODO: We won't really
- ./old_d_version/ogre/cpp_framelistener.cpp: // TODO: This translation is probably not correct, but for now I
- ./old_d_version/ogre/cpp_interface.cpp: // TODO should be "if(!noRot)" only for exterior cells!? Yay for
- ./old_d_version/ogre/meshloader.d: // TODO: Figure out what to do in this case, we should
- ./old_d_version/ogre/meshloader.d: // Calculate the bounding box. TODO: This is really a
- ./old_d_version/ogre/meshloader.d: // objects, based on the flags we have been given. TODO: I
- ./old_d_version/terrain/archive.d:// Info about the entire quad. TODO: Some of this (such as the texture
- ./old_d_version/terrain/cachewriter.d: // .dds as a convenience. TODO: Use the resource system to do this,
- ./old_d_version/terrain/cpp_mesh.cpp: // TODO: VertexData has a clone() function. This probably means we
- ./old_d_version/terrain/cpp_mesh.cpp: mIndices->indexCount = 64*64*6; // TODO: Shouldn't be hard-coded
- ./old_d_version/terrain/cpp_mesh.cpp: // Get the background texture. TODO: We should get this from
- ./old_d_version/terrain/cpp_mesh.cpp: // TODO: This still crashes on level1 meshes. Find out why!
- ./old_d_version/terrain/cpp_terrain.cpp:// archive.d. TODO: Make sure the D and C++ structs are of the same
- ./old_d_version/terrain/cpp_terrain.cpp: // TODO: We could make allocation a little more refined than new and
- ./old_d_version/terrain/cpp_terrain.cpp: // Add the terrain directory as a resource location. TODO: Get the
- ./old_d_version/terrain/generator.d: // Set the texture sizes. TODO: These should be config options,
- ./old_d_version/terrain/generator.d: // Set up the alpha images. TODO: We have to split these over
- ./old_d_version/terrain/generator.d: // Fill in the alpha values. TODO: Do all this with slices instead.
- ./old_d_version/terrain/quad.d: // TODO: We might rewrite the code so that the quads are never
- ./old_d_version/terrain/quad.d: // Get (squared) camera distance. TODO: shouldn't this just
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