# TODO Checklist ## 1.0 TODOs - Bugs - [ ] Re-implement gravity and reload traps - [ ] While gravity trapped, opening a door will make the door unable to open until you leave the room - [x] Custom locked doors look broken - [x] When door is unlocked, have to leave and re-enter after first entering - [x] Fix "Memory stream is not expandable" caused whenever saving after playing for a while ## 2.0 TODOs - Traps - [ ] Extend the timer rather than starting a new one - [ ] Figure out some way to add a black hole trap - Bugs - [ ] Fix door unlocking not updating map locked door icon - [ ] Fix dot sending the message for collecting stuff every time you collect something, have it removed and then collect another thing and get the message again - [ ] Fix crash that can happen when drawing the wireframe for invisible triles (currently disabled functionality by commenting out FezugInGameRendering.Draw) - [ ] Think of performance/approach improvements to avoid freezes on location checking (maybe handle ap interactions on another task) - [ ] Get the hint dialogue in DialogueManager working - Quality of life - [ ] Update world map to indicate levels by colour if they have checks remaining in logic, out of logic, locked and completed - [ ] Replace chest contents with custom triles representing (progression, non-progression, trap, filler) ## 3.0 TODOs - [ ] Doorsanity - Lock different subsets of doors in option (vanilla, default, all hubs, all doors) ## 4.0 TODOs - Bugs - [ ] PIVOT_THREE needs to be split like with LIGHTHOUSE - [ ] Entrance randomizer - Approach 1: Poll AP server on `LevelManager.LevelChanging` and update `LevelManager.LinkedLevels` on `LevelManager.LevelChanged` - Approach 2: Poll AP server at the start (or add in slot data) and update all level data through the custom dot message approach - Study this awesome project: ## 5.0 TODOs - [ ] Multiplayer mod integration -