# R&D TODO :fast_forward:Optim :bug:Bug :wrench:Feature :art:Interaction with art team :boom:Crash :question: Maybe ## To Do - [ ] :bug: :one: Construct mesh with both emissive and non emissive material is glitched on GL - [x] :bug: :one: Water might be broken on GL on 0.25 - [ ] :wrench: :one: Make it so the client does not wait indefinitely when not receiving server data for mesh or voxel - [ ] :wrench: :one: Implement decor spawn for mining unit minigame - [ ] :question: :one: Analyse PVP network usage to see where our bytes go. Players report insane bandwidth usage when doing PVP (Erwan or Sacha) - [ ] :bug: :two: :boom: Invistigate this rendering crash report: https://novaquark.atlassian.net/browse/DU-31840 - [ ] :bug: :two: Game does not work on Shadow PC (see slack for details) - [ ] :bug: :three: Ocean shoreline foam - [ ] :wrench: :three: Create GFX::Texture - [x] :wrench: :three: Fix Unigine Material memory model so that a child material does not keep dangling pointers to its parent when the parent dies. - [ ] :bug: :three: Voxel Deployment Tool has its highlighted plane broken with shadows and planet shadow/night. - [ ] :fast_forward: Use a single Index buffer per mesh for ground rendering - [ ] Continuous voxel edition / preview - [ ] Voxel backend speed improvement suggestions - [ ] Flatten tool and underground material blending when digging - [ ] :bug: :three: Arkship laser seen through water https://novaquark.atlassian.net/browse/DU-30662? ### Popcorn - [ ] :wrench: :three: Work on all `TODO` in popcorn integration - [ ] :wrench: :three: Add support for Custom Mesh Shader for Shield Vfx - [ ] :wrench: :three: Add support for Masked diffuse in main popcorn shaders - [ ] :wrench: :three: Add support for Diffuse and Emissive Ramp - [ ] :wrench: :two: Enable Prewarm feature - [ ] :wrench: :two: Fix transformUvs for other particles than billboards ## Optims - [ ] Remove shader use of generic`BLEND_XXXX` defines ## Post Guillaume PR merge - :three: PostMaterials struct with reference to usual post materials. Maybe create an enum class to reference them instead of hardcoded material names in the code - :three: Remove need for RenderView::createDummy() by having low overhead renderPost ## Active - [ ] :fast_forward: :wrench: **Sacha** Diff based voxel storage - [ ] :earth_africa: **Guillaume** Asteroid prototype according to [this spec](https://docs.google.com/document/d/1XNp42j1yyBIrGNAvZsjUdtQ_AAJsasnegmlbw4eebwQ/edit?usp=sharing) - [ ] :wrench: :two: **Philip** Evaluate and limit per voxel cell geometric complexity - [ ] :wrench: :one: **Erwan** Voxel cache stats@ - [ ] :bug: :three: **Romain** Clouds have disappeared on openGL