libprimis
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Libprimis: Imprimis' 3D destroyable world engine
Please document how imprimis handles model animations. Specifically on how to add your own custom animations. Here is a start https://gist.github.com/Micha0/4a685a77e69cc290261c5837175a6880
Spotlight entities, with plenty of spare attributes (only one of five is used) should be set up to link like teleporters: explicit ID linking with the partner light ent to...
Much of `ui.cpp` is devoted to the definitions of particular UI features, and this can be separated out into an extra file (possibly `uielems.cpp` or the like) so that the...
Now that there is a consistent template standard as a result of #110, the CI pipeline should lint and throw an error if improper (one-line) template declaration is used.
The file `rendergl.cpp` is clearly not labeled as one that might contain input variables, so the mouse sensitivity vars being in this file is very counterintuitive. They are probably in...
Two nearly identical POD structs are defined (`octaheader` and `mapheader`) which could both be served by the same struct in order for the code to be simpler.
The code is currently written with a mix of C-like ```c++ (int)foo ``` and functional ```c++ int(foo) ``` casting, of which neither are recommended in C++ as ```c++ static_cast(foo) ```...
Anonymous structs are not allowed in C++, and its use in Imprimis is reliant on nonstandard compiler extensions to function. These should be changed such that they are compliant with...
Similarly to how source code is to be indented four spaces, and Cubescript likewise is now to be indented four spaces (#83), preprocessor directives should be indented if appropriate as...
While the familiar `voffset` and `vscroll` are two argument commands, `cloudoffsetx cloudoffsety` and `cloudscrollx cloudscrolly` use seperate single argument commands. These should be standardized to that of their related v-commands.