| * Figure out transparency rendering glitches, and start using the | |
| transparent leaf texture for trees once that's been figured out. Right | |
| now they look better with the solid texture. In particular, all the | |
| "decorative" blocks like torches, flowers, reed, etc, look weird, as | |
| does water and portals. | |
| * Proper rendering support for redstone wire, minecart tracks, fences, | |
| and other blocks which change appearance depending on what's around | |
| them. Minecart tracks should actually be quite easy since their | |
| orientation is actually stored in the Data values; the other ones | |
| will require some introspection. | |
| * Draw messages on signs like you'd expect. | |
| * Custom key bindings | |
| * Highlighting for Reed/Sugarcane | |
| * Highlighting for any arbitrary (user-chosen) block type | |
| * Find a way to eliminate the glitching when new map chunks are loading | |
| * Figure out how many chunks we should realistically cache, from a memory | |
| perspective, and make sure that we're not doing weird things on the | |
| boundary conditions. | |
| * Paintings | |
| * Home/End will wipe the minimap and load chunks, even if we're already | |
| "in range" and might even have those chunks cached. Should fix that. | |
| * Minimap effective size has been halved, would like to increase that, | |
| and relatedly we're not caching as many chunks as I'd like to be. | |
| See the comments at the top of MinecraftLevel.java for some info on that. | |
| * X-Ray should go into a "sleep" mode of sorts when it doesn't have focus, | |
| so that it can be run a bit more easily alongside Minecraft itself. |