1BUGS 2---- 3*** FIXED - watch those babies flock0r! 4The ufo's can overlap each other. I don't really have a problem with this, 5but I can see how other people would. Trying to keep Ufo::Pilot() simple for 6the moment. Maybe some neat-o flocking-ish algorithm in the future. 7 8Visual::LoadTexture(char*) goes ahead and feeds OpenGL textures which aren't 9power-of-two dimensioned. OpenGL spits out a GL_INVALID_VALUE error, but 10works perfectly (nvidia drivers). This almost certainly isn't portable. 11LoadTexture ought to increase the dimensions to 2^x and feed back texture 12coordinates (from Visual::UseTexture?). 13 14*** WORKED AROUND - Don't use arrows for gameplay 15Events in Menu invoked in-game interfere with gameplay event state. 16EG: hold down keys_forward while pressing esc, and then release it while menu. 17unSolution: have Menu feed back all events that it doesn't use, and tell the 18user not to map keys in game overlapping menu keys? 19 20*** WORKED AROUND - Player::Collide() twice. 21One can wiggle out of the corners of the arena - the collision detection sees a collision with the side to your side, and then stops looking, so doesn't stop 22you going through the side ahead of you. 23 24Defficiency in moving sphere collision detection (Arena::Collide(Vector,Vector, 25float)) leads to up to half of player going through the corners of obstacles. 26In this situation, because Arena::Blocked is true for Player, the Camera 27cannot position itself properly, and can end up going inside the scenery. 28 29*** IRRELEVANT: windows have become unresizable */ 30The texturing system appears to go for a burton if: 31 run with -bpp 16 32 ungrab mouse, resize window 33I haven't looked into it - people running in 16 bit are just going to have 34to live without resizing their windows. 35 36...and much, much more! 37