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Bugs/missing features
* Frustum culler doesn't work correctly, even though I tried
to copy it from Minecraft java version.
NOTE: Culling of chunks works, but entities isn't 100%
* Basically whole Item/ItemInstance package is missing
Update: Over half package is now done, but difficult to go very much
further without having items to "test"/evaluate it with.
* Lighting's broken
* Android version doesn't quit correctly. Right now it seg-faults
on purpose, since it doesn't shut down fully if not.
NOTE: much better now, and doesn't use segfault. Still a call to
gl* is made with no context. Back button shouldn't actually shut
down the process but rather hides it.
* A few (~3) "static" memory leaks (marked in the code with @memleak)
* Water horizon doesn't care about "movement head offsetting"
( * Returning some temporary AABBs by ref, not sure it's a problem.)
( * Some seeds constants are too big for long (int) data type.)
FIXED:
* Flickering. Removing glClear( color-bit ) "fixes" this.
NOTE: div by 0.0f in bobHurt when a = 0. Java code also have this
problem but rotating NaN or INF degrees seems fine there (or a != 0)
* Can't walk without hopping every tile or falling through tiles
NOTE: Still jumps out of water as a feature :)
* Tile ticking, water flow and leaf decay
* Rendering business. Right now it's hardcoded to render the
first N chunks it encounters and then no more.
(Addon: then it might crash :p )
And since it doesn't redraw chunks correctly, destroying tiles
isn't graphically visible (if all N chunks have been used).
NOTE: Now using basically the same rendering pipeline as display lists.
* Code doesn't really support playing on the network game "host" at the moment.
NOTE: Chose a fairly straightforward approach where you let people join
your world.
* Abyss
* (Render) Chunks are sometimes missing. Came when ChunkCache was
rewritten/updated for fixed worlds.
NOTE: Fixed, this and chunks not updated in multiplayer if chunk not
visible to player were same problem (Chunk::rebuild,if(!visible)return;)

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