_List of things **to do**, for next releases (if any)._ This is the latest, fast updated list. More in [Tasks](Tasks.md) with older tasks too and more detail text. Priorities (from highest) marked as: 1 ! , 2 `crucial`, 3 **Next or Big**, 4 _Important_, 5 normal, - means no or lowest ---- ### 3.4 ! `auto` road/ter Surface: **Particles**, trail, fix clr, **sounds**, from `presets.xml` not per track new road particles 🌧️ Ambient [Sounds](Tasks.md#sounds): rain, wind, forest etc 📦 object *hit* sounds🔊 fix *tracks*: MogFoss waterfalls up, Preyth bld up- Tiny, Mudflats, Knotted - ssao bad alpha bridge MiningCity, KapabaRivers, Overgrowth, Glitchy - road segs white blend transp/invisible MadMntnDark then load Temple - jng tex bad grn-blue win *installer* needs admin for vcredist, drop ask, or elevate on run *tire trails* clr, no uv tex- gui trk filter, new tab adv with sld: clr Y viol when filtered, trk list bckgr hq 5,6 btns: best quality 5,6, no stunts, easiest, hardest, most loops, jumps, pipes, new in last ver, short fun, alien, villages, etc ---- ### Data 🛣️! new **Road** textures, from ground 4k CC0, rem old road** detail mix in .json, 2,3 variations traces alpha texture, *blending* with color per vertex: in turns, *noise* `!` remove all non **CC** `data`, [new topic](data.md), [old topic](https://forum.freegamedev.net/viewtopic.php?f=81&t=18532&sid=b1e7ee6c60f01d5f2fd7ec5d0b4ad800) - replace fir* - grass1, grassA* texture - redo sounds/vdrift: bump, gravel,grass,squeal - full chk, wave* tex? ---- ### 🏗️ Editor *editor videos* all new, meh- upd website gallery fix ed btn: ApplyRefl, ApplyShadows ! **ed key** for obj random rot, yaw, set up/dn y +-90 ed add underwater ed add arrow for emit dir ! ed *manual* update minimap **RTTs**, upd skip slower, or create on save? ed fields rot, focus, teleport `offset`, no cam ray cut objects pick `errors` new terrain issues [here](https://groups.f-hub.org/d/SW0mnXNV/track-rework-horizons-skies-and-updates/14) edit `moved` terrains, error in ray pos- _tools_: fix **scale ter h** copy horizon which ter, copy roads which combo,all ---- ### 🪄 Effects lens flare, ed add real pos on sky, other for sun dir? *optimize*, read depth once, not for each pixel sunbeams dither, par hq, [shaders](https://www.shadertoy.com/results?query=tag%3Dgodrays) **HDR**, bloom, [fix fireflies](https://catlikecoding.com/unity/tutorials/custom-srp/hdr/), adjust bright,sky *all* tracks **Soft** Particles, Pbs: fog fade, lit by diffuse old motion blur- implement FXAA 1-pass post-process, or SMAA multipass ---- ### 🔉 Sound **Track sounds**: waterfall, volcano, river, shore waves.. ed mode, pos, radius **Track lights** ed mode, spot angle, dist, -easy add: bridges, pipe lights? *low pass* filter for: underwater, no throttle, reverb change in water, caves, pipes- in-car or back exhaust filter?- meh, sound engine from [RoR PR](https://github.com/RigsOfRods/rigs-of-rods/pull/3182), fix branch *sound*.. merge *replace* with [ogre-audiovideo](https://github.com/OGRECave/ogre-audiovideo) or add *new* code for: - limit? dynamic hit [sounds pool](https://github.com/kcat/openal-soft/issues/972#issuecomment-1934265230) (e.g. 10) - more tire sounds, load only used (few, pool e.g. 2) ---- ### Tracks New **tracks**, also with **fields** walls repeat mul uv, more mtr, wall *types*, [task](Tasks.md#road-sides-walls) 💎Add gems to tracks, more types 3d xml par continuous?, logic btn continue, hid collected gems on start? ### New translucency - lighter tree leaves, outside, facing sun underwater: darken fog from car depth, *fix* issues [at end](https://catlikecoding.com/unity/tutorials/flow/looking-through-water/) less poly, own collision *_p.mesh for veget/obj/bld, e.g. shrooms on Cloud etc hud new best time show, win particles- ---- ### Fix Ogre move rest? from SR3.compositor to AppGui_Compositor.cpp own *rqg*/vis for veget on horiz? to skip in wtr refl etc **specular** on terrain, more on trees move *trails* before particles/clouds car *glass*, pipes, beam etc not visible in fluid if seen from above glass pipes not fogged? **rivers** wrong way rqg rivers after water river alpha fade last segs ! 🌊refract, depth: pass projmatrix not **inverse** waterfalls refract `cuts` off above cam y underwater top has no surface, refract shader **params**: refract clr, *depth* clr, emissive fluids? ! **wind** anim `shadow caster` too, ed prv obj no wind- 🌪️ wind *scale* params in json, for all trees, bushes, grass sway own- ---- ### 👥 Split screen ! fix no **fog** in fluids, no refract **depth** with fsaa win place twice 1st on Oc, 3plr? car glass reflect cube **sky pos** bad on Test1-Flat? -each car own reflect cube fix .car thrusters lights pos **hide** flares for in car camera old [Splitscreen](Tasks.md#splitscreen-per-viewport) tasks ---- ### New game stuff✨ 🏆 new [game Modes](Tasks.md#gameplay-modes): [**Career**](https://forum.freegamedev.net/viewtopic.php?f=79&t=5211) Score for: drift (sliding on road), air time (jumps etc), hitting dynamic objects 🕹️ New **Game** elements: 🎳 moving & rotating obstacles, elevators **entities**.xml (sum of object, animation, light, 🔥particles, sound, code script, etc) 🤪 Mods: rainbow roads vertex clrs, rgb anim cars/obj barrel stacks on track?, funny sounds replace, 🌦️ weather change? to: heavy, light rain, cloudy, time: aft/noon, night, sunset, dawn test, big, move to bullet3? ---- ### 🟢 Ogre new 🌊! Terra `waves` [task](Tasks.md#water-waves), vehicle deform tex/compute-, fluid *particles* 💦 Vehicle, wheels **dirt**,mud and **damage** *shader* [task](Tasks.md#damage-and-dirt), by dynamic paint, detail texture 🕳️ Terrain new **ssao map** added to shadowmap: normals, ssao pass, from top view GI for terrain [issue](https://github.com/OGRECave/ogre-next/issues/475)? 🌫️ *inside* height fog? _volumetric_ clouds,dust, noise 3d, for depth, add cur fog, particles- ⏲️ Gauges with shader? [demo](https://www.shadertoy.com/view/7t3fzs) 🌀 Add [FastNoise](https://github.com/Auburn/FastNoiseLite) for brushes and ter gen ---- ### Ogre cd, restore, optimize **parallelize** vegetation, add test grass, veget on more threads - ⛰️ Terrain ! **shadowmap** fix < 0 fix restore **pages** visibility, [bug video](https://www.youtube.com/watch?v=4PCupZ6aGqk&list=PLU7SCFz6w40OJsw3ci6Hbwz2mqL2mqC6c&index=2) triplanar **only** for chosen layers add emissive, reflect *par* read blendmap, for ter wheel **surface** ids, many ters fix *triplanar* normalmaps- [bug video](https://www.youtube.com/watch?v=SI7zPOfAxOI&list=PLU7SCFz6w40OJsw3ci6Hbwz2mqL2mqC6c&index=8) - 🛣️ Road **Grid** for walls, road, pipes, ed update cell 1 *mesh* with 4 LODs, shader fix specular stretch - 🌿 Grass lights on `grass`, set tbn? grass density as **RTT**, noise, color grass shader get hmap? grass far fade- no index, vertex buffers? texture atlas- ---- ### old restore cd _Minimap_ circle, terrain add, fix pos tris 🖥️ rest render system options 🖱️ Input *mouse* bind 👀 VR mode meh- DX- .hlsl or .any, from only .glsl: blendmap? effects btnRplDelete for ghost should also remove its track record from .txt auto Add SR *icons* to: game & editor for Windows & Linux, and installer upmerge MyGui ?CMake .lib, Conan broken MyGui set scrollview size, gallery list .mesh LODs test adjust- water refl vis dist? low gets cut bad Fog, 2 colors cam dir fix- gpu mem leaks or renders inactive slow track load, shaders cache big ---- ### Data 🚗! New **Vehicles**: [new page](vehicles.md), [old topic](https://forum.freegamedev.net/viewtopic.php?f=80&t=18526), models **collection** [link](https://sketchfab.com/cryham/collections/vehicles-todo-for-stunt-rally-327a2dd7593f47c7b97af6b806a60bb8) 🌳new [trees](trees.md), plants 📦 New static Objects, *tall* city buildings, dynamic hay redo or replace lowest quality meshes: , skyscraper* 🏢 🏢 finish rest of 0AD han buildings, new pers, maur, others? 🌟 Sceneries: Spring blooming🌸 trees, Fractal, Organic?, Fruit, Candy- [Horizons](Tasks.md#horizons), add to rest of tracks ---- ### old Tasks Basically all [Tasks](Tasks.md) with priority 1 to 12. #### Graphics 🏞️ [Rivers/waterfalls](Tasks.md#rivers-waterfalls) ✨ [Particles](Tasks.md#particles) ⚡ lightning weather: mesh line, thunder sound, light, hdr glow- #### Meh ed roads: [split](Tasks.md#road-splitting), checkpoints, merge? sim new poses _interpolation_? [Pace notes](Tasks.md#pacenotes)