diff --git a/stepmania/TODO.glenn b/stepmania/TODO.glenn index 965bf8cf04..95d34eff9e 100644 --- a/stepmania/TODO.glenn +++ b/stepmania/TODO.glenn @@ -219,11 +219,6 @@ box, so they can be easily copied. I'll probably do this once I figure out a good place to display warnings. -********* - - * use / as a filename separator, not \ - Change this in song data at load time, too. - ********* An override file. Some people put their data on CD; it'd be nice to @@ -245,16 +240,6 @@ or color showing songs that currently have overrides ... ******** -A single options menu; toggle "graphics", "game options", "key -config", etc. as a separate option at the top to toggle which option -set is visible. Too much stuff on the main menu. - -Don't put the game toggle here; it's used too much. - -(Soon, but probably not for b6.) - -******** - Debug options. Options that most users don't need, but I don't want to edit .INIs manually. Show FPS can go here. @@ -308,14 +293,6 @@ be discouraged. ******** -Find a replacement for the CRC code. It doesn't explicitly give -permission to distribute or modify; only "use", which means we -really can't even distribute it, much less link it against a GPL -program. (No doubt it was probably *intended* to allow modification -and distribution, of course, but it doesn't say that.) - -******** - Make autogen go through combinations of arrows. That is, right now we just walk through consecutive arrows. DDR @@ -323,23 +300,6 @@ to Pump results in DL, DR, C and UR being used or UL, C, UR, DR. Instead, walk through all combinations of 4; 11110, 11101, 11011, 10111, 01111, so more patterns are possible. -Fix the hold note strangeness first, though. - -******** - -Texture cache. Decompressing, resizing and occasionally dithering -images takes a good amount of time (most of the load time). Do all -this and write the postprocessed data to disk; read it and load it -in a simple block load later on. - -This is tricky; it's possible that reading uncompressed textures -will be slower than reading compressed ones and porcessing them. -I was hoping to use hardware compressed textures for this, but they're -way too low quality. - -Also, some mechanism to cache song images during the song scan, -so we don't spend time doing it in the music wheel or gameplay. - ******** Note that a 16bpp framebuffer bit depth can give extremely high quality