diff --git a/todo.md b/todo.md index 4c6f2c70..1747e145 100644 --- a/todo.md +++ b/todo.md @@ -1,77 +1,36 @@ To Do ===== -* figure out why chrome didn't launch in osx +* update all samples to newest api-version * change alert for errors to html dialog * have hft wait 2 seconds for ping from local:/games? if pinged bring to find instead of lanching tab * check osx unity no hft works * check win unity no hft works * add hft set or hft set-install to set which HFT is current -* add about on name page and waiting page - - that way if so if someone goes to hft.net on a network with hft they can - find out about hft? - * shouldn't be able to make-package / export bad version. * build should do hft check? * build should add .meta files? -* check version of plugin gets bumped - - do I need this? Basically I need to edit Project/AssemlbyInfo.cs but if I bump - versions will old code link? - * move hft.net to it's own server * upgrade servers -* move assets in samples out of examples folder -* make PLUGIN! - * generate public json that lists were there sample's packages are - * have plugin go to package. - * make all samples have html in WebPlayerTemplates - * make hft publish export .package and upload it - * hft export (add --export-package) - * hft publish (add --export-package) - * make hft-unitybuild grunt publish all projects (option) - * make hft-unitybuild check git has nothing outstanding - * make hft-editor-menu point to github/latest/file (or make it ask github?) - * make videos - * run unity simple - * run unity char - * run unity cardboard - * run unity accel - * run unity device - * run unity video? (no) - * make simple project +* make videos + * run unity simple + * run unity char + * run unity cardboard + * run unity accel + * run unity device + * run unity video? (no) + * make simple project -* add git pre-commit hook for lint/test * check 1.7.0 projects tell you you need new version of HFT * unity plugin * make it warn you you need a new version of HFT. * Have LocalNewPlayer emit game msgs - * make it set project settings - * Run in background - * Start FullScreen - * make it set run-in-background - * make package.json editor * remove namespaces from samples - * make "new project" button? (no need. Install plugin) - * make "start HFT?" button (or should running it be enough) - * make "location of HFT" button? (asks if can't run) * add HFT->Export the exports all 3 to the correct palce * add HFT->Publish that does an export and then published? (needs git currently). . When running HFT from Unity don't bring up localhost../games.html . option to open controllers? - * make stages of commands - . cmd with cmd string RegisterCmdHandler(fn) - . RegisterCmdHandler(name, fn) - . RegisterCmdHandler(fn); - . Use RegisterCmdHandler(fn) for gamestart - . SendCmd(name, MessageCmdData) - . SendCmd(name, Dict) - * can we make an hft bower that runs bower pre-installed? - * can we make an hft git (no)... but pre-installed bower no need for node? -* Sign OSX pkg with account? * Have LocalNewPlayer emit game msgs(JavaScript) -* should we get rid of bower?(yes!) * add glow processing to powpow? * fix samsung * fix android non-chrome? @@ -851,6 +810,65 @@ Runs Repo noid Done ==== +* add about on name page and waiting page + + that way if so if someone goes to hft.net on a network with hft they can + find out about hft? + + no, it's confusing. Players might pick it instead of "ok". The number of times + someone wants/needs to see that info where they might get stuck on that page is + close to 0. + +* Sign OSX pkg with account? +* should we get rid of bower?(yes!) +* make PLUGIN! + * generate public json that lists were there sample's packages are + * have plugin go to package. + * make all samples have html in WebPlayerTemplates + * make hft publish export .package and upload it + * hft export (add --export-package) + * hft publish (add --export-package) + * make hft-unitybuild grunt publish all projects (option) + * make hft-unitybuild check git has nothing outstanding + * make hft-editor-menu point to github/latest/file (or make it ask github?) + * make it set project settings + * Run in background + * Start FullScreen + * make package.json editor + * make "new project" button? (no need. Install plugin) + * make "start HFT?" button (or should running it be enough) + * make "location of HFT" button? (asks if can't run) + * make stages of commands + . cmd with cmd string RegisterCmdHandler(fn) + . RegisterCmdHandler(name, fn) + . RegisterCmdHandler(fn); + . Use RegisterCmdHandler(fn) for gamestart + . SendCmd(name, MessageCmdData) + . SendCmd(name, Dict) + * can we make an hft bower that runs bower pre-installed? + + no need. If sample is installed as package bower_components is included + + * can we make an hft git (no)... but pre-installed bower no need for node? + + no need. Can install as package. + +* move assets in samples out of examples folder +* add git pre-commit hook for lint/test +* check version of plugin gets bumped + + do I need this? Basically I need to edit Project/AssemlbyInfo.cs but if I bump + versions will old code link? I links, it just complains. Curious what the proper + way to do this is. + +* figure out why HFT is not setting run in background on import + + it was because that code disappeared?!?? No idea where that code went + +* figure out why chrome didn't launch in osx + + not sure. Seems to be working now + * check for bower shit. This isn't an issue for Unity because we're putting the files in assets