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Copy file name to clipboardExpand all lines: source/documents/todo.txt
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Current tasks (tasks being worked on, but not yet committed)
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Add a menu option to each editor that allows you to edit the file externally with a text editor
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Make the analog-to-digital threshold customizable, as well as other magic numbers if any
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Spatial navigation loop options per axis
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Each GUI definition should say whether it allows looping in either direction
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Next tasks (roughly sorted most important first)
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--- To fix ---
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Binding the zoom button to the Deck's right trigger STILL causes a bunch of actions when pressed
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It's impossible to go on the inner triangle on DEV Lab at 1465, 370
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Smaller enemies go for Winged Pikmin in vain
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--- 1.1.0 ---
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Swarming jingle
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Remove magic numbers and magic strings (make numbers and strings into constants)
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Try to refactor the mission strategy patterns to also work for the area editor logic
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Clean up some coupling problems using https://github.com/larspensjo/SimpleSignal
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Organize named enums better. Maybe using some smart macros. Some use EnumNameDatabase, some use readEnumProp, some do things their own way by themselves
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Misc things (so I don't forget)
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Water depth (thanks ThyCheshireCat)
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Either way, consider giving water surfaces their own Z. Not just for drawing, but for the purposes of considering something submerged, too
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Enemies could have individual territories -- a circle that can be anywhere (detached from the mob) and have any radius, and the mob has to be confined to that
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Smaller enemies try to chase Winged Pikmin in vain since they'll never reach them. Should they ignore them? How do the canon games do it?
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Objects falling from the sky
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When a leader approaches, when a Pikmin approaches, when carrying, etc.
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Game config parameters:
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This would allow mobs to cast light, which would just lighten up that zone of the lightmap
* Analog (range [0 - 1]) and digital (just 0 or 1) input values, and conversions between them (see `ActionType::valueType`).
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* Analog (range [0 - 1]), digital (just 0 or 1), and "down-only" (just 1) input values, and conversions between them (see `ActionType::valueType`).
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* Auto-repeated action events as long as the input is held (see `ActionType::autoRepeat`).
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* Actions can be generated directly from input events, or from the total combined internal hardware state (see `ActionType::directEvents`).
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* Reinserting actions into the queue for a buffer effect (see `ActionType::reinsertionTTL`).
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* Varied support:
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* Support for multiple controllers at once.
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* Support for the input source triggering multiple actions, and for multiple input sources triggering the same action.
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* Support for stateful input sources (buttons, keys, analog sticks, etc.) and stateless sources (mouse wheel spins).
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* Support for stateful input sources (buttons, keys, analog sticks, etc.) and stateless sources (mouse wheel spins, typed characters).
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* Support for binds with modifiers (e.g. pressing Ctrl before pressing S) (see `Manager::modifiers`).
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* Specific features:
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* Game states logic (see `Manager::setGameState()`).
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## Key terms
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***Action**:
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* An abstract representation of a specific action in the game that the player performed. The exact real-life movement the player made for this is not relevant.
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* An abstract representation of a specific action in the game that the player performed. The exact real-life movement the player made for this is not relevant. This is essentially an event.
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* e.g. Move aiming reticle right, with a strength of 0.75.
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***Action type**:
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* A type of action the player can perform in the game.
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* e.g. Crouch (and un-crouch).
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***Bind**:
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* Information about a bind between an action type and an input source.
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* Information about a bind between an action type and an input source. Typically the player can customize these in the options menu.
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* e.g. The bind between the A button on the controller and the jump action.
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***Input**:
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* A specific movement made by a human being, on a specific source, on a specific hardware device.
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