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Commit 7dbd091

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Pavel Kovalenko
committed
Move done tasks to task_history.txt
1 parent 5b955c1 commit 7dbd091

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+16
-10
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2 files changed

+16
-10
lines changed

doc/design/task_history.txt

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@@ -2,3 +2,19 @@ TITLE: X-Ray Engine 1.6 task history
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nitrocaster: Pavel Kovalenko
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+ get rid of STLPort
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- known bugs
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+ fix lights_hanging_lamp class name in system.ltx (used 'SO_HLAMP', should be 'O_HLAMP')
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- core
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+ xrMemory::mem_usage -> mem_usage_impl falls into infinite loop or finds bad nodes
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- render
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+ dx10StateUtils::ValidateState(D3D_DEPTH_STENCIL_DESC&) doesn't initialize passed D3D_DEPTH_STENCIL_DESC with
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proper default values when DepthEnable flag is false. Because of this incorrect initialization previously created
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state cannot be found, so renderer creates it over and over.
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Link ref: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205036(v=vs.85).aspx
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+ D3D11Shader.h from DirectX SDK conflicts with one from Windows SDK
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- plugins
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+ fix LW and Max exporters (seem to be broken by GSC)
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- improvements
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+ windows cursor position should match with ingame cursor position

doc/design/task_list.txt

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@@ -12,7 +12,6 @@ c Canceled
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nitrocaster: Pavel Kovalenko
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+ get rid of STLPort
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- Mgc::Math::PI (MgcMath.h) conflicts with PI macro
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- try to remove OpenAL from repository
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- remove lzo and other compression libs from repository
@@ -40,7 +39,6 @@ nitrocaster: Pavel Kovalenko
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- (bytes_need<=mSize) && vl_Count
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- "! tab named [1] doesnt exist"
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- core
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+ xrMemory::mem_usage -> mem_usage_impl falls into infinite loop or finds bad nodes
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- buffer overflow when copying command line to Core.Params
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- misplaced arguments in calls to xrDebug::backend
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- multiplayer
@@ -53,28 +51,20 @@ nitrocaster: Pavel Kovalenko
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- stalkerboom
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- voting for weather: rainy/cloudy buttons are mixed up
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- render
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+ dx10StateUtils::ValidateState(D3D_DEPTH_STENCIL_DESC&) doesn't initialize passed D3D_DEPTH_STENCIL_DESC with
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proper default values when DepthEnable flag is false. Because of this incorrect initialization previously created
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state cannot be found, so renderer creates it over and over.
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Link ref: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205036(v=vs.85).aspx
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+ D3D11Shader.h from DirectX SDK conflicts with one from Windows SDK
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- when d3d compiler fails to compile some shader, it displays message
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"Your video card doesn't meet game requirements ..." even if GPU actually meets game requirements (feature level)
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- physics
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- falling actor can continue being in falling state under specific conditions
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- plugins
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+ fix LW and Max exporters (seem to be broken by GSC)
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- update plugins for new 3DS Max versions
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- improvements
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- common/unsorted
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+ windows cursor position should match with ingame cursor position
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- multiplayer
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- use GSC server instead of GameSpy one
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- ipv6 support
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- get rid of DirectPlay
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- log suspicious packets and kick/ban its senders after X attempts
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- dedicated server
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+ fix lights_hanging_lamp class name in system.ltx (used 'SO_HLAMP', should be 'O_HLAMP')
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- remove unnecessary modules initialization (render/sound/etc...)
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- use standard windows unput instead of DirectInput (causes problems on dedicated servers)
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- console (remove GUI and use separate administrative tool?)

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