diff --git a/TODO.taskpaper b/TODO.taskpaper --- a/TODO.taskpaper +++ b/TODO.taskpaper @@ -49,11 +49,11 @@ - Sell Firewood? - Preserve @milestone(6: Trees and Tiles) - Add preserve tool @done(2021-02-17) - - Add bulldozer + - Add bulldozer @done(2022-03-16) - Adjust odds in preserve @done(2021-02-20) - Dialog - Assistant warns when a lot of the map has been made into preserve? - - Congratulations when + - Congratulations when reaching a majority Maybe 75 percent Staff: - Ranger staffing? @maybe @milestone(1: Basic Money) @@ -76,7 +76,7 @@ i.e., no need for subsidy May not be ending - Forest mismanagement @milestone(5: Events) @done(2021-12-12) - - Figure out threshold + - Figure out threshold - High biodiversity? @maybe - High satisfaction - Figure out how to differentiate this from forest health @@ -96,7 +96,7 @@ Misc: - Assistant commentary @milestone(5: Events) Need to ensure it's not annoying - - Basic random events + - Basic random events - Tree planting campaign @done(2021-09-28) @milestone(5: Events) - Friends of the park fundraiser @done(2021-11-07) @milestone(5: Events) - Federal grant @done(2021-11-27) @milestone(5: Events) @@ -111,10 +111,17 @@ Could use ImPlot for this Structure: - - Add modes + - Add modes - Refactor stuff out of FNAGame At this point, virtually everything in FNAGame is setting up key Engines or doing drawing - Saving @prototyped @milestone(4: Beginning) + - Options are duplicated in too many places: + - Replace Options with OptionComponent? + - Put Options in OptionMessage? + - Remove Options from Encompass? + Options don't seem like a great fit for th ECS model. + - OptionsWindow should use two Options instances instead of recreating each field. + Adding an option requires adding variabls - Encompass @maybe @done(2021-04-03) Currently thinking about a hybrid model where the Simulation class receives a lot of the events from Encompass. so things like Events, Contracts, and Research agreements are handled by Encompass. Perhaps Input, too? - Ensure library loads @@ -217,7 +224,7 @@ - Ingame Menu @done(2021-06-22) - Main Menu Simulation: - - Can keep playing after losing if you don't acknowledge the loss in the + - Can keep playing after losing if you don't acknowledge the loss in the dialog - Create preemption/priority system Have to decide whether to have two levels: normal/preempting or a series of priorities - Expired areas can't be reused. @done(2021-08-07) @@ -230,10 +237,12 @@ - Crash when extending preserve past bottom. @done(2022-04-27) - Segfault on quit (when it tries to dispose of the sound) or on playing sound on Linux May be due to a quirk of my Linux setup + - Weird ImGui crash: + dotnet: /home/alys/repos/outside/ImGui.NET-nativebuild/cimgui/imgui/imgui.cpp:6293: bool ImGui::Begin(const char*, bool*, ImGuiWindowFlags): Assertion `name != __null && name[0] != '\0'' failed. Misc: - Events may not be deleted - Exits are messy (does Encompass add threading?) @done(2021-11-28) - Appears to be fixed by using Game.Exit + Appears to be fixed by using Game.Exit [xcb] Unknown sequence number while appending request [xcb] Most likely this is a multi-threaded client and XInitThreads has not been called [xcb] Aborting, sorry about that.