Beginning of "development limbo" phase, I guess.
This commit is contained in:
parent
f6db0674a8
commit
515af97ca7
23 changed files with 61 additions and 573 deletions
|
|
@ -51,9 +51,16 @@ More weapons, because we need 'em. In addition, a bunch of cleanup in base weapo
|
|||
* [ ] **GZDoom 4.12+ Features:**
|
||||
- [x] Lesser code cleanup/refactor *(new variables, functions, flags, etc.)*
|
||||
- [ ] Visual Thinker migration where needed *(more lightweight sprite explosions and the like)*
|
||||
* [ ] **VKDoom Features:**
|
||||
- [x] Adjust material shaders to handle custom texture filtering
|
||||
- [ ] Use soft particles where needed
|
||||
* [ ] **UZDoom Features:**
|
||||
- [x] Use uniforms in material shaders whenever possible *(reduces the need to compile multiple versions of the same shader)*
|
||||
- [x] Implement self-obituaries for all weapons as well as other self-damaging player actions
|
||||
- [ ] Use client-side thinkers/actors where needed for even lower overhead
|
||||
- [ ] Better handling of cross-level traveling
|
||||
- [ ] Make use of `unsafe(clearscope)` where needed to intentionally forgo scoping rules, for simplicity's sake
|
||||
- [ ] Use `INTERPOLATESCALE` and `INTERPOLATEALPHA` where needed for certain effects
|
||||
- [ ] Make use of other new virtuals such as `OnSelect`/`OnDeselect` in weapons, for more simplification
|
||||
- [ ] Haptics support
|
||||
- [ ] ... And much, much more
|
||||
|
||||
## 1.4 update *(Fine Refinements)*:
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue