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Remaining issues I had no time for.
Some deserve a own issue probably, some are small things, some are just random thoughts I put on the todo list.
issues I'm working on rn:
- [x] Chat whisper
- [ ] Splitscreen specing
- [ ] Map votes map preview (use attribute: is_default_map)
- [x] Changing info while on server renames to (0)
high prio:
- WGPU backend, for opengl support (and maybe even angle)
- Proper CI setup
- Rate limits / spam protection on server. rn there is nothing for chat msgs, player info changes etc.
- 45° binds should be added without min distance hacks (simply snap cursor to 45°)
- Control when race/round demo recordings are started (twgame race, vanilla round)
- [x] Add more key targets to bind (mouse3 etc.)
- [x] Misc votes not implemented
- log calls should be in client console, log::error! should create a client notification (ClientNotifications)
- Chat commands (parser logic & suggestions & errors should be used from local console)
- Background themes missing & the auto logic etc. missing
- Mods get an own dir, files from that dir are loaded into the physics module, which e.g. will allow lua interpreters to work
- Server: on map change ask interface for what data it should carry over to after the map change
- Going into controls with a clean client shows nothing, since binds are initialized when connecting to server
- Cross compile to windows from linux currently needs --default-features false, same on Android.
- Wayland does not like setting mouse grab when tabbing out of windows (maybe winit bug)
- [x] Bezier curves missing
Other:
- Get away from crates with generic names ("shared", "base"). use proper names instead.
- Spec multi view
- Chat msg that mentions should highlight own player
- Display teams in server browser players list (server info) - servers should have list of teams and inside teams are list of players
- Spatial chat needs to respect distance & ddrace-team
- Versioning (phy mod version, phy interface version, phy <-> render interface version) + handling by the client
- Hide ips in status rcon (add show_ip)
- Game should ask the physics module if a player can start a vote (why again?)
- Add demo marker (event for it already exists)
- Skin color clamp (not too dark) <- let mod decide, but color picker should show clamp & unclamped mode or smth
- Demos: export cut to video
- Compression dict downloadable for network
- Always add flag type to ctf flag events? more future proof
- Cache community icons (community icons container <- requires a new community json format)
- Create a community server in rust, maybe use account system to allow changes from the maintainers
- Make communities work, since they are currently for cpp version there was no real way to test
- Filter communities without servers
- System clock in hud (when scoreboard open) <- must come from outside of rendering module, don't do kernel calls tho (or minimize?)
- Controls ui incomplete
- Laser projectile is not created directly (same tick)
- Map votes in server: downloaded maps as category (currently they are ignored.)
- Scoreboard skin too high (or text is too low)
- Scoreboard redesign (mostly font sizes etc.)
- twgame + Ghost (ghost is completely untested)
- Statboard
- Finish ingame ui (esp. ddrace is mostly untested)
- Idea: twgame/ddrace - generate freeze looking skin out of the skin texture (for freeze)
- In vanilla character: handle assists for the actionfeed (and add rendering support)
- Nameplates: direction keys, strong weak indicator, clan tag, player id
- DNS lookups are blocking
- ffmpeg feature on windows (does not work with cross compile mingw at least)
- (test) macos support
- UI for demo encoder render settings (show nameplates etc.)
- Master server url hardcoded
- Emoticons not perfect, since they are now part of snapshot system.
- Demo video rendering with pure rust libs (low prio)
- Ipv6 testing with resource download server
- Render tee should not take alpha argument.
- Verify downloaded images & sounds (done, but community icons must be used with community icon container)
- Hookcol colors configurable in client
- Ingame sound is still wrong, spatial not working as desired. maybe add a scale factor inside the sound backend? - not really easy
- Merge ddnet/ddnet#8544
- Sound backend should recover forcepaused scenes/streams/sounds/listeners (not too important, very very edge case)
- Events client prediction & automatic recognition if out of sync with server (should rarely happen because of automatic prediction margin)
- Should intra tick time for sent input in prediction tick be considered? for smoother interpolation (instant input feature)
- Weapon in shared-game should be moved to other crate
- Network list all default values for config in a readme or smth
- Initial server info should include a snapshot (for the binary diff that never can be skipped)
- Translations (maybe also downloadable?)
- App icon
- Try to use royalty free (or generally open source) formats in video recorder (those that support web)
- Input "snapshots" to either save bandwidth (must be checked) and another interesting case would be to allow prediction margin offsets to be used to simulate lower ping for a high ping player (who is in team with low ping player)
- Prediction timer must be better at start + when lags occur
- consider naga_oil's module imports for code cleanup
- Screenshot path
- Particle manager in split view adds too many particles(e.g. ninja pickup)
- vk testing: use the plugin interface to check command correctness (?)
- server is empty => auto reload config (if changed)
- vk custom render:
- wasm support
- load custom shader files
- VK descriptor layout cleanup (done?)
- hold f3 for few seconds in vote -> force vote (if mod)
- DeserializeSeed for wasm results & parameter decoding (saves heap allocation for e.g. Vec<PlayerRenderInfo>) in hot path - very hard
- Community server (which allows to see which friends are playing, add friends etc.)
- Server not responding/network lost etc.:
*** - Needs a broadcast like string ("Connection lost...")
*** - After timeout -> show UI to reconnect
- Friend list needs community server, favorite players should be like cpp version's friends
- Test websockets with tls
- Editor see other user's mouse events
- Editor rendering key frame points
- Create invalid test cases for network (also check and create is_0rtt tests)
- Dummy/bot icon in scoreboard/server browser
- Connect as spectator (not joining the game after connecting) (needed?)
- Editor tee (for tee animation), so animations are not hardcoded
- Servers not in master server need to verify their certs somehow
- Vanilla: team spawns <--> normal spawn (and fallback if teamplay but no team spawns)
- Mouse grabbing -- macos missing
- User input direction arrow
- Strong weak indicator
editor
- timeline:
*** - animation control
*** - predict the position of the next animation point visually (e.g. for quad pos, where the quad will be)
*** - value graph
*** - hover over point => set time dragger directly to point time (easier handling)
*** - values are often off (because inner graph rect is often not used correctly)
- descriptions (markdown descriptions)
- quad slice as extra tool
- add auto mapper
- swap layers/groups
- server settings (tune zones are already handled extra)
- change on disk: suggest reload
- quad/sounds: when pos animated (animation panel open), the selectable points don't move along with the item (wrong map.user.time is passed, animation panel)
- blue prints
- hover over image (when changing tile layer image) -> preview layer with that image -- "raw" image preview missing
- host, join ui - ugly, doesn't save anything previously typed in
Some CI stuff I saved that are interesting:
cargo-machete (strips unused deps very quickly)
cargo-edit (cargo upgrade or cargo upgrade -i)
cargo-geiger
cargo-license
cargo-crev
cargo-bloat
The text was updated successfully, but these errors were encountered:
whenever you git fetch --all && git pull with changes made to any submodule (e.g the data directory) and dont update it the client won't give any output as to why it crashes. the only thing that you'll get is:
[2025-01-25T10:55:44Z INFO graphics_backend::backend_thread] graphics backend thread exited: sending on a closed channel
not sure if fixable or skill issue on my part, that i constantly forget to update the submodule :p
whenever you git fetch --all && git pull with changes made to any submodule (e.g the data directory) and dont update it the client won't give any output as to why it crashes. the only thing that you'll get is:
[2025-01-25T10:55:44Z INFO graphics_backend::backend_thread] graphics backend thread exited: sending on a closed channel
not sure if fixable or skill issue on my part, that i constantly forget to update the submodule :p
Are you sure there is no warning as Most like missing a data dir ? (Ah right you have one, just incomplete, mb)
But yeah why is git pull not updating the submodule, is that a config thing? xd Gotta do some research
Remaining issues I had no time for.
Some deserve a own issue probably, some are small things, some are just random thoughts I put on the todo list.
issues I'm working on rn:
- [x] Chat whisper
- [ ] Splitscreen specing
- [ ] Map votes map preview (use attribute: is_default_map)
- [x] Changing info while on server renames to
(0)
high prio:
- WGPU backend, for opengl support (and maybe even angle)
- Proper CI setup
- Rate limits / spam protection on server. rn there is nothing for chat msgs, player info changes etc.
- 45° binds should be added without min distance hacks (simply snap cursor to 45°)
- Control when race/round demo recordings are started (twgame race, vanilla round)
- [x] Add more key targets to
bind
(mouse3 etc.)- [x] Misc votes not implemented
-
log
calls should be in client console,log::error!
should create a client notification (ClientNotifications
)- Chat commands (parser logic & suggestions & errors should be used from local console)
- Background themes missing & the auto logic etc. missing
- Mods get an own dir, files from that dir are loaded into the physics module, which e.g. will allow lua interpreters to work
- Server: on map change ask interface for what data it should carry over to after the map change
- Going into controls with a clean client shows nothing, since binds are initialized when connecting to server
- Cross compile to windows from linux currently needs
--default-features false
, same on Android.- Wayland does not like setting mouse grab when tabbing out of windows (maybe winit bug)
- [x] Bezier curves missing
Other:
- Get away from crates with generic names ("shared", "base"). use proper names instead.
- Spec multi view
- Chat msg that mentions should highlight own player
- Display teams in server browser players list (server info) - servers should have list of teams and inside teams are list of players
- Spatial chat needs to respect distance & ddrace-team
- Versioning (phy mod version, phy interface version, phy <-> render interface version) + handling by the client
- Hide ips in
status
rcon (add show_ip)- Game should ask the physics module if a player can start a vote (why again?)
- Add demo marker (event for it already exists)
- Skin color clamp (not too dark) <- let mod decide, but color picker should show clamp & unclamped mode or smth
- Demos: export cut to video
- Compression dict downloadable for network
- Always add flag type to ctf flag events? more future proof
- Cache community icons (community icons container <- requires a new community json format)
- Create a community server in rust, maybe use account system to allow changes from the maintainers
- Make communities work, since they are currently for cpp version there was no real way to test
- Filter communities without servers
- System clock in hud (when scoreboard open) <- must come from outside of rendering module, don't do kernel calls tho (or minimize?)
- Controls ui incomplete
- Laser projectile is not created directly (same tick)
- Map votes in server: downloaded maps as category (currently they are ignored.)
- Scoreboard skin too high (or text is too low)
- Scoreboard redesign (mostly font sizes etc.)
- twgame + Ghost (ghost is completely untested)
- Statboard
- Finish ingame ui (esp. ddrace is mostly untested)
- Idea: twgame/ddrace - generate freeze looking skin out of the skin texture (for freeze)
- In vanilla character: handle assists for the actionfeed (and add rendering support)
- Nameplates: direction keys, strong weak indicator, clan tag, player id
- DNS lookups are blocking
- ffmpeg feature on windows (does not work with cross compile mingw at least)
- (test) macos support
- UI for demo encoder render settings (show nameplates etc.)
- Master server url hardcoded
- Emoticons not perfect, since they are now part of snapshot system.
- Demo video rendering with pure rust libs (low prio)
- Ipv6 testing with resource download server
- Render tee should not take alpha argument.
- Verify downloaded images & sounds (done, but community icons must be used with community icon container)
- Hookcol colors configurable in client
- Ingame sound is still wrong, spatial not working as desired. maybe add a scale factor inside the sound backend? - not really easy
- Merge ddnet/ddnet#8544
- Sound backend should recover forcepaused scenes/streams/sounds/listeners (not too important, very very edge case)
- Events client prediction & automatic recognition if out of sync with server (should rarely happen because of automatic prediction margin)
- Should intra tick time for sent input in prediction tick be considered? for smoother interpolation (instant input feature)
- Weapon in shared-game should be moved to other crate
- Network list all default values for config in a readme or smth
- Initial server info should include a snapshot (for the binary diff that never can be skipped)
- Translations (maybe also downloadable?)
- App icon
- Try to use royalty free (or generally open source) formats in video recorder (those that support web)
- Input "snapshots" to either save bandwidth (must be checked) and another interesting case would be to allow prediction margin offsets to be used to simulate lower ping for a high ping player (who is in team with low ping player)
- Prediction timer must be better at start + when lags occur
- consider naga_oil's module imports for code cleanup
- Screenshot path
- Particle manager in split view adds too many particles(e.g. ninja pickup)
- vk testing: use the plugin interface to check command correctness (?)
- server is empty => auto reload config (if changed)
- vk custom render:
- wasm support
- load custom shader files
- VK descriptor layout cleanup (done?)
- hold f3 for few seconds in vote -> force vote (if mod)
- DeserializeSeed for wasm results & parameter decoding (saves heap allocation for e.g.
Vec<PlayerRenderInfo>
) in hot path - very hard- Community server (which allows to see which friends are playing, add friends etc.)
- Server not responding/network lost etc.:
*** - Needs a broadcast like string ("Connection lost...")
*** - After timeout -> show UI to reconnect
- Friend list needs community server, favorite players should be like cpp version's friends
- Test websockets with tls
- Editor see other user's mouse events
- Editor rendering key frame points
- Create invalid test cases for network (also check and create is_0rtt tests)
- Dummy/bot icon in scoreboard/server browser
- Connect as spectator (not joining the game after connecting) (needed?)
- Editor tee (for tee animation), so animations are not hardcoded
- Servers not in master server need to verify their certs somehow
- Vanilla: team spawns <--> normal spawn (and fallback if teamplay but no team spawns)
- Mouse grabbing -- macos missing
- User input direction arrow
- Strong weak indicator
editor
- timeline:
*** - animation control
*** - predict the position of the next animation point visually (e.g. for quad pos, where the quad will be)
*** - value graph
*** - hover over point => set time dragger directly to point time (easier handling)
*** - values are often off (because inner graph rect is often not used correctly)
- descriptions (markdown descriptions)
- quad slice as extra tool
- add auto mapper
- swap layers/groups
- server settings (tune zones are already handled extra)
- change on disk: suggest reload
- quad/sounds: when pos animated (animation panel open), the selectable points don't move along with the item (wrong map.user.time is passed, animation panel)
- blue prints
- hover over image (when changing tile layer image) -> preview layer with that image -- "raw" image preview missing
- host, join ui - ugly, doesn't save anything previously typed in
Some CI stuff I saved that are interesting:
cargo-machete (strips unused deps very quickly)
cargo-edit (cargo upgrade or cargo upgrade -i)
cargo-geiger
cargo-license
cargo-crev
cargo-bloat
The text was updated successfully, but these errors were encountered: