In no particular order:
- Build System/CI
Integrate automated testing
- Moby Model Packing
- Seperate out matrix allocation/scheduling from read/write functions to improve testability
- Use the existing tristrip algorithm to build new submeshes
- Tfrag Model Packing
Recover original tfacesPossibly compare different LOD levels to determine which strips are part of which tface
- Figure out how tfaces should be represented in the source format
- Build new tfrags
- Make sure to pad the tfrag blocks in the level core and the chunks to the same size
- Tie Model Packing
- Similar issues as with the tfrag renderer
- Occlusion System
Generate new occlusion data during a buildPossibly use OpenGL in wrenchbuild to speed things up (should be faster than raycasting)
- Gameplay Source Format
Will probably be based on the Wrench Text FormatSystem for editing/storing pvar data
- General Editor Improvements
Transform tool- Tools for adding/removing instances
- GUI for editing asset files
- Should make use of the asset schema
- Audio Packing/Unpacking
- VAG files
- 989snd sound banks
- Samples
- IOP-side scripting with grains
- Version used in R&C doesn't seem to support MIDI (good?)
- GUI/HUD System
- Widget 3D file
- HUD banks
- Asset system improvements
- Incremental build support
- Support for storing the asset graph to disk and only reparsing asset files that have been modified
- Multithreading?
- Replace all uses of std::filesystem::path for asset bank file paths (so the behaviour is consistent between platforms)
- Sky Packing
- Automatically split up a mesh into separate clusters
- Texture Packing
- Automatic conversion to paletted colour
- Merge palettes together (like the original game does)
- Generate better mipmaps
- Fix general glitchiness
- Memory Map
- Determine memory map during build
- Error out if the files are too big to work
- Determine memory map during build
- Collsion System
Recover instanced collision
- Level Packing
Don't unpack the tfrag block for chunk 0 twice