- Add player start entity that specifies where the player must start at the beginning of every level
- Save NONE when next_scene is not set and the scene is being saved
- Don't save parent entity's transform when saving entity archetype. Only save the transformation values for children
- Don't save parent entity's transform when saving entity archetype. Only save the transformation values for children
- Save case sensitive file names when scene entity entries
- Save case sensitive file names when scene entity entries
- Disbale all player actions when scene cleared dialog or scene restart dialog are active
- Disbale all player actions when scene cleared dialog or scene restart dialog are active
@ -17,12 +16,6 @@ Todo:
- Sky Cube maps
- Sky Cube maps
- Scrolling textures
- Scrolling textures
- Apply the selected entity's transformation when duplicating an entity that has an entity archetype
- Apply the selected entity's transformation when duplicating an entity that has an entity archetype
- Gameplay level features:
- Each scene should always have a directional light that serves as the main source of light when there are no other lights
- Each scene should always have a texture cube that serves as the sky
x Triggers
x Basic Enemy
? Split this todo into gameplay/engine todos
? Write entity flags to scene file or when saving entity to file?
? Write entity flags to scene file or when saving entity to file?
? Add scene init/de-init function hashmap that maps a function that should be called when scene is loaded and unloaded. Save this to file for every scene or map functions based on the name of the scene?
? Add scene init/de-init function hashmap that maps a function that should be called when scene is loaded and unloaded. Save this to file for every scene or map functions based on the name of the scene?
- Release mouse when window loses focus and limit fps
- Release mouse when window loses focus and limit fps
@ -436,3 +429,5 @@ Done:
* Enemies getting hit by bullets
* Enemies getting hit by bullets
* Fixed crash when default entity type is loaded from file
* Fixed crash when default entity type is loaded from file
* Memory utils that provide allocation tracking
* Memory utils that provide allocation tracking
* Game End
* Save NONE when next_scene is not set and the scene is being saved