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TODO.txt
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TODO.txt
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C++
* Fix hook system - use pointers to avoid map copies - This shouldn't need to be done, check C++ move semantics.
* Fix the MAJOR PROBLEM in hook system - probably can just search for the virtual function on deletion
* Benchmark and analyse Widen/Narrow functions
* Remake object searching to use the hash table
* The whole namespace thing is getting a bit messy, might need to think about using a class
* Add a Lua panic handler to popup a message for user and report to me
Lua
* Figure out what the fuck is going wrong with UObjectIndex
* Allow for return values to be passed from a ProcessEvent hook back into the engine
* FFrame.GetFuncArgsHex possible infinite loop
* FFrameMT.GetTArray does not take into account TArray inner type
* Add __tostring for structs
* Complete file library (unload for the moment)
* Figure out what's going on with FTurnData
* Default arguments don't work correctly
* Implement scriptHook.Add (instead of just AddRaw)
* Assigning an FString that we've ffi.new'd to an object needs to remove the finalizer since we have transferred ownership of the heap memory to the engine
* Remove TArray.Create
Other
* CrashRpt endpoint on mcsi.mp
* CrashRpt privacy policy
* Lua/C++: Get the function flags right for ProcessEvent
* Add launcher facility to decompress upk files for opening in UE Explorer
* Organise the SDK folder a bit better -subfolder for gwen textures etc.
* Find some way to move Launcher source code out of the build folder
* Decide whether to release source code (If so, hide some Unreal structs that I really shouldn't know)
* Look into a build server and symbol server for crash reporting
* Check for updates in Launcher
Bugs:
* Cursor does not work correctly in full screen - I think it's fine in borderless windowed though
* Tabs in Unreal console are fucked
* Launcher won't find Borderlands 2 sometimes if installed in a custom library directory (perhaps check in the Firewall entries in the registry for the path?)
* If you give it the path to Borderlands2.exe and Steam has to update/install something, then launching will fail silenty - need to give a message for this.
* Cleanup functions may be unnecessary and may cause more crashes when the game has crashed
Not Important
* Get the SDKGen to run on coroutines so maybe we can render something to tell the user about the sdk generating
// After ProcessEvent is called, all structs inside the Parms need to have their destructors called. That INCLUDES ones that have been returned from the engine. Basically that means anything that's passed into the engine needs to be destroyed - a copy will have been made.