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Automatically exported from code.google.com/p/daggerfallconnect
Need to add export queues to allow user to select objects for export. It would
be nice if queues persist between sessions, and can be serialised.
Original issue reported on code.google.com by [email protected]
on 16 Apr 2011 at 11:58
Exterior locations and dungeon have several decorative billboards (e.g. trees,
rocks) and some functional (e.g. NPCs, lights). There are also miscellaneous 3D
objects in exterior scenes (e.g. fountains, wheelbarrows).
These resources are not currently drawn, but it is planned to add them at a
later stage, including options to control what types of optional resources are
rendered.
Original issue reported on code.google.com by [email protected]
on 16 Apr 2011 at 11:57
When zooming into a dungeon scene in top-down camera mode, the higher levels
need to be aggressively to view lower levels with more accuracy.
Original issue reported on code.google.com by [email protected]
on 16 Apr 2011 at 11:35
This issue is created by views not properly clearing resource cache after a
change in Arena2 folder.
This issue can also create draw performance issues. If this is experienced, it
is recommended to close and reopen Daggerfall Modelling.
Original issue reported on code.google.com by [email protected]
on 16 Apr 2011 at 11:26
While draw performance is generally acceptible for a model and scene viewer,
this could be a lot better.
Original issue reported on code.google.com by [email protected]
on 16 Apr 2011 at 11:38
Scroll speed too high when zoomed deep into a dungeon scene using top-down
camera mode.
Original issue reported on code.google.com by [email protected]
on 16 Apr 2011 at 11:33
Allow user to enable collision and gravity for exploring scenes. This should
also have close to game-normal movement speeds.
Original issue reported on code.google.com by [email protected]
on 16 Apr 2011 at 11:42
Mouse picking models needs to have triangle accuracy, particularly in deep
scenes like dungeons and interiors with lots of containment.
This will also be useful for directly obtaining texture information from models
in single model view.
Original issue reported on code.google.com by [email protected]
on 16 Apr 2011 at 11:37
Some highly vertical dungeons (e.g. Mantellan Crux) do not have correct
bounding boxes, causing models to be culled when clearly in view.
This issue is the result of late-loading mesh resources post layout. The newly
merged bounding boxes created from mesh data are not applied to scene.
This can be resolved by setting bounding box updates to scene.
Original issue reported on code.google.com by [email protected]
on 16 Apr 2011 at 11:23
After export queues have been implemented, a Collada exporter is to be written
for users to export selected models to Collada format. At this time, support
for Collada 1.4 is planned.
Original issue reported on code.google.com by [email protected]
on 16 Apr 2011 at 11:59
Climate swaps not applied to dungeons at this time, and sometimes incorrectly
to exterior scenes. As this does not affect model exporting, it is marked low
priority.
Original issue reported on code.google.com by [email protected]
on 16 Apr 2011 at 11:54
Allow user to explore content using an XBOX360 controller. This should also
allow changing between views, picking with a crosshair, and adding models to
export queues.
Original issue reported on code.google.com by [email protected]
on 16 Apr 2011 at 11:43
Plan to implement some wild card support in search field.
Original issue reported on code.google.com by [email protected]
on 16 Apr 2011 at 11:31
Provide user with more application settings for controlling input sensitivity,
mouse look inversion, etc.
Original issue reported on code.google.com by [email protected]
on 16 Apr 2011 at 11:41
There is an intermittent issue where mouse velocity is applied when user is not
moving mouse, or only moved mouse a small amount which results in a high scroll
velocity.
This issue will be resolved following an overhaul of input methods to remove
some reliance on form events.
Original issue reported on code.google.com by [email protected]
on 16 Apr 2011 at 11:29
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