MisterTeapot's response
Thanks @AᎬᏒᎾᏁᎥᏟ [UTC-5], we're super excited! Ok, so here's a few super quick notes regarding our potential audio system. Obviously there's a ton of room for expansion and clarification here, but this is probably a decent starting point for discussion. Implementation wise, I think our audio would loosely fall into four groups:
Music
Environment SFX
Event SFX
Menu/GUI SFX
Music
-Typically streamed
-Needs to have some sort of tagging system for jukebox, ie, ""exploring"", ""battle"", ""town"", ""dungeon""
-Needs to be able to cross-fade or at least fade out/fade in when changing areas
-Given how much content is already finished in this area, dynamic/procedural music is likely out of scope
Environment SFX
-Loaded into memory on area load
-Ambient loops for each major area type, ie, gentle breeze with leaves rustling in forest, stonger wind in mountains
-Support for positional audio such as flowing water, bird chirps
Event SFX
-Loaded with corresponding entity instantiation
-Footsteps, glide loop, combat sounds, item interaction sounds (ie opening doors/chests), etc
-Will need some very basic DSP, ie random ranged pitch for footsteps, pitch/EQ for glide loop
Menu/GUI SFX
-Tied to input triggers, (click/confirm, scroll, mouse over etc. need trigger list from UI team)
-Usually these get loaded once, and then called from pool
-Depending on how 'Juicy' we go with UI design, may require animation tagging (although we can probably fake it)
-Dialog system probably fits in here as well, assuming that we're doing dialog boxes and not full voice-over
-Dialog could be as simple as clicks/keystrokes as the words scroll, or more complex sythesis ala Animal Crossing
This issue is for further discussion on the overarching audio system design.
From reading his response and what I've gathered from reading on the topic, I've made a list of features that need to be implemented. As we decide we are ready to add the feature, we can make an issue, link to it, and once it is finished we can check it off.
* [x] An audio description file (probably in the .ron format) (SFX: !563)
* [ ] A way to mark audio as streaming vs. loaded into memory
* [ ] Audio banks that can be loaded and unloaded
* [x] Fade in, fade out, crossfade
* [ ] Pitch shifting
* [ ] Possibly a dynamic/procedural music engine
* [x] A way to tag music based on the context it should be played in
* [x] Positional audio
I am ignoring the audio that should be added to the game in this issue and focusing solely on the programming.",10
24513683,2019-09-05 22:34:39.157,Add worker for `Chunk` optimisation,"_I write this issue as if !475 has already been merged._
A worker, running in the thread pool, should be implemented that _optimises_ the loaded `Chunk`s.
Such an optimisation is comprised of:
1. Finding out which is the best voxel to serve as `self.default`.
Usually this would be one of the following three voxels:
* `self.below` of the containing `Chonk`.
* Water.
* `self.above` of the containing `Chonk`.
2. Order the groups (see !475 for the concept of a “group”) by morton order.
This might improve cache friendliness.
Having the groups sorted by morton order has no overhead because groups are accessed through a lookup table anyways. (`self.indices` is that lookup table.)",5
24243975,2019-08-28 12:59:56.709,Stop the zip bomb in artifacts download,Having to unzip multiple times is unnecessary.,1
23651777,2019-08-10 01:31:18.622,Update the image on arewegameyet,"The image for Veloren on www.arewegameyet.com needs to be changed. You'll have to make a PR on the repo of the site:
https://github.com/doppioslash/arewegameyet",1
23641363,2019-08-09 13:56:36.228,Git hosting service,"I wanted to start a discussion about the service provider we use for hosting our Git. With the announcement of Github Actions, I think it is worth looking at the pros and cons of each service. This is not to decide whether to switch, but rather discuss the differences.",10
23421472,2019-08-02 08:13:58.971,Depend on veloren mirror of specs-idvs.,,10
23364605,2019-07-31 23:49:23.043,Add an option to disable Multisampling,Multisampling is enabled for the entire rendering process. I would add an option for users to disable this as it is quite performance intensive.,5
22579217,2019-07-07 23:49:26.642,build a more rugged weapon system,"As it stands, we declare 7 possible weapons with the choice to use one. To build a complete system, we would need to expand this to properly handle situations such as dual wielding, 2h weapons, mixed dual wields (sword+shield) and freedom to use left or right hands to hold weapons. This breaks down into several steps:
- set up ""left weapon"" and ""right weapon"" as bones in the skeleton, as opposed to just weapon
- set up these bones in the animation code as corresponding to left and right hands, respectively, allowing for them to sync with hands. currently we sync both hands to ""weapon"" and this won't handle 1h weapons well.
- set up choice to place 2h weapons in either left or right hands, with the non-chosen side corresponding to: a) a secondary hand movement that is also synced to that weapon, and b) an empty weapon slot, and no weapon asset. we'll need matches set up so that equipping a 2h sword in the left slot will trigger a ""2h sword secondary"" flag in the right slot, so that the right slot can instruct the opposite hand about how to move.",5
22494653,2019-07-03 18:06:03.435,WIP: Design modding system for Veloren with wasm support,"### READCEDRIC
1) `rustup component add wasm-unknown-unknown`
2) make `hello_world.wasm`
3) put it in `assets/mods/hello_world.wasm`
4) make ModsLoader struct in `veloren/common/src/mods_loader.rs`
5) instantiate a ModsLoader struct as an unsynced ECS resource in `veloren/common/src/state.rs`
a) look around line `164`, you want to instantiate the manager just like the Terrain Map.
b) when created, this thing loads all of the files modules in veloren/assets/mods/ and compiles them
6) add `wasmer_runtime` and `wasmer_runtime_core` to `veloren/common/src/Cargo.toml`
7) for now, just use those crates to execute all of those WASM modules as soon as they're compiled, right there in the `pub fn new()` in the `mods_manager.rs`",10
22368175,2019-06-29 15:08:19.841,Support rendering voxels without client,"This is useful for things like the main menu or other game modes where you don't connect to a server.
Currently the rendering code depends on a client (which is connected to a server) because it needs to know the current tick (and other pieces of information). This prevents something like a 3d main menu from being created, because there will be no connection to a server at this point.
Creating a new server just for rendering the main menu doesn't seem like the ideal solution as well.
The rendering code should not depend on the client!",10
22355633,2019-06-28 17:02:47.645,Make server more configurable,"Missing configuration features:
- [ ] max View Distance
- [ ] speed of Day/Night Cycle
- [ ] PvP
- [ ] Allow building
Once implemented:
- [ ] Voice
Done:
- [x] address and port (done in !277)
- [x] Time of day the server begins to tick (done in !277)
- [x] max players (done in !277)
- [x] Worldseed (done in !277)
- [x] Motd/ServerInfo (done in !277)
- [x] Administrator Permissions (basic implementation being done in !424)
- [x] Login-Server: (basic implementation done in !419, fully implemented in !690)
- [x] enable or disable option
- [x] custom address",5
22278877,2019-06-26 15:34:58.581,"Add copy and paste functionality to the chat, and other input boxes",Chat and other input boxes (server name!) need an option to let the player copy and paste from/in there.,2
22063080,2019-06-19 13:15:52.184,Stop drawing entities outside of player's VD,,8
21947988,2019-06-16 16:13:02.153,Change how the user is addressed in informational chat messages,"Example:
Zesterer died -> You died (If your alias is Zesterer)
Future use:
Zesterer dealt 40 damage to Wolf by casting fireball -> You dealt 40 damage to Wolf by casting fireball",1
21541158,2019-06-03 21:07:32.487,"The escape button menu's ""Logout"" button doesn't work.","When the logout button is clicked, it doesn't function. [master build 03.06.2019 (DD.MM.YYYY) ]
How to reproduce:
* Open the escpae menu, by pressing the escape key.
* Click the logout button at the bottom",1
21540415,2019-06-03 20:29:40.826,Text client can gain Position,"Thanks to using teleportation command, Text based Clients could gain own position and start spawning npc, enemies",2
21504046,2019-06-02 09:50:58.140,Add value indicator for view distance in the settings,,1
21494169,2019-06-01 09:38:18.057,Defocussing and refocussing window does not properly regrab mouse,,1
21314530,2019-05-26 23:01:23.219,Add option to adjust mouse sensivity in UI,"Hey I know this is more of a feature request, but currently Veloren is unplayable for me with the default mouse sensivity. Everything just spins around wildy.
Would be really nice to set it in 0.1 increments also allowing values lower than 1 :)",1
21297133,2019-05-25 20:58:29.812,Pine Tree clipping,"When you stand on pine trees you tend to fall through them in weird ways.
Streamable link: https://streamable.com/rmgil
(This was recorded with view distance almost all the way up on a GTX 970 btw. 45-50 fps)",2
21296752,2019-05-25 20:00:58.127,CTD when I open the application,"
Here is the log: [voxygen.log](/uploads/84dee5bef9d0c1eccc912ce9ee2f730e/voxygen.log)",2
21296408,2019-05-25 19:17:03.781,FPS is too low,"My FPS is too low. Lowest view distance renders about 15fps.
Specs:
Void Linux, Linux 5.1.4_1 x86_64 SMP PREEMPT
Mesa 19.0.4
Intel Pentium N3540 2.66Ghz, 4GB RAM, Intel Baytrail iGPU",2
21296386,2019-05-25 19:13:26.855,"UI, possibly chat, drops FPS a lot","Needs to still be looked into for the exact reason, but UI seems to be slowing down FPS",2
21296165,2019-05-25 19:05:53.238,Hide nametags through terrain,"https://cdn.discordapp.com/attachments/449654102553788417/581906055630684164/unknown.png
You are able to see the nametags of players and pets through terrain, even if the unit is not visible.",2
21296095,2019-05-25 19:04:42.025,Add an option to change the UI size in settings,,2
21296071,2019-05-25 19:01:53.049,Add max message length,"Ingame, the server should limit the length of messages being sent to all players. There should probably also be a check clientside as well.",1
21295759,2019-05-25 18:46:04.733,Give username max length,"Names should have a max length of ~20 characters
https://cdn.discordapp.com/attachments/449654102553788417/581915213889142832/unknown.png",1
21289427,2019-05-25 12:00:47.505,Crash when pulse audio has an invalid audio device as default,"I've downloaded the linux artifact from the pipeline https://gitlab.com/veloren/veloren/pipelines/63117693
and get the following error when I run the voxygen file:
https://haste.paddsel.de/ivupeveyax.php
The problem is, that pulse audio has selected a device as default that is not plugged in. This causes Veloren to select an invalid audio device which causes a crash.
A possible solution to the problem could be a No-Audio fallback mode",1
21286930,2019-05-25 09:27:49.194,Actually create characters and save them,"Currently, char selection menu doesnt create any new character - it is only for customizing right now.",3
21283146,2019-05-25 01:21:05.782,CI should fail if Cargo.lock would be changed by cargo build,"For instance, if I add a new dependency, cargo will update `Cargo.lock` to include it.
An MR that adds a dependency should also include the changes to `Cargo.lock` so that it does not appear as a change in everyone's local git repo.
This might be accomplished by detecting whether `cargo build` changes the lock file.
`cargo build --locked` would be useful for this",2
21279042,2019-05-24 20:32:04.771,UI-Windows start to flicker when you hold down their shortcut key,Expected behaviour: Window stays on while continuously pushing the button.,2
21214900,2019-05-23 10:02:16.345,server should send a shutdown message,"When server shuts down, it should send a message:
Ideally for a wanted shutdown:
""Server is shutting gracefully down because it was requested to do so""
We could also think about a message for a crash ""Server crashed, shutting down"" but this is much more complicated. This is optional.",1
21112693,2019-05-20 20:41:58.810,difficulty regaining mouse control,"Uncertain of the cause, but sometimes tab does not work for regaining camera control, opening and closing the pause menu (esc) fixes it
Could have something to do with more than 1 menu (or something else that stops camera control) being active at the same time, also probably fault of the setting for the invetory test button in config",1
21065393,2019-05-19 17:10:58.520,implement rust-metrics for prometheus,"Give Veloren Server the possibility to track user number, tick count, network messages, ram usage and other metrics
Use the prometheus framework and a rulst library like: https://github.com/posix4e/rust-metrics",3
21064443,2019-05-19 15:35:28.591,Add login and disconnect messages to the server,"When players join or leave the server, inform everybody else on the server",1
21064425,2019-05-19 15:33:03.436,Server should only send physics updates for entities within view distance,,2
21050353,2019-05-18 20:48:41.433,Add support for sound effects,"Currently, the AudioFrontend is only playing music. It should be able to handle multiple sounds at once, and play sound effects based on what is happening in the game.
~voxygen",3
21050340,2019-05-18 20:47:09.903,Make music relate to current environment,"There needs to be some sort of system that chooses songs based on the environment, instead of just playing random songs. The main menu can probably get away with playing any song though.
~""brainpower-needed""",5
21049878,2019-05-18 19:48:21.882,More customization options,"Currently, the Char Customization system only allows to choose chest colour, but doesnt allow for choosing boots, pants, skin color, hair, beard, eyes and race.",3
20987547,2019-05-17 07:53:51.850,Settings file not created if the folder for it doesn't exist,(at least on windows),1
20963288,2019-05-16 12:56:23.098,Randomize worlds by setting a different seed every time when starting up a server,"The second part is something temporary, until world saving won't be implemented.",1
20841784,2019-05-13 13:45:15.383,Implement an inventory and equipping system,,2
20788411,2019-05-11 18:57:58.349,Add the homogenous chunk optimisation,,2
20788181,2019-05-11 18:40:26.936,Implement basic physics system,,3
20766648,2019-05-10 17:52:04.735,Disconnect the player from the server instead of crashing the game when a server-side error occured,,1
20739899,2019-05-09 19:31:31.323,Open chat with '/' to type command,It should probably clear the input field before inserting the '/'.,1
20737347,2019-05-09 17:48:18.117,Move to custom asset paths,"Instead of ""/voxygen/element/frames/bag.vox"" we write something like ""core.hud.buttons.bag"" for example.
There are still some problems we need to discuss:
1. How do we change the directory structure to have nice names? Currently it's ""assets/voxygen/type/name.ending""
Not all assets are only for voxygen in the future
2. How do we figure out file endings from the ""core.ui.backgrounds.city"" notation? This file could be a vox, a png or something else. We could figure it out in the image_ids! macro or using the Asset trait implementations, but that will require more thinking.
3. Currently all of the image_ids!, ImageGraphic and VoxelGraphic code is in voxygen. If we want to be able to use these items we need to move them to common.",1
20636762,2019-05-07 01:54:40.678,Create an asset organization system,"This issue is twofold, we need to build a directory style to store assets in, and also an identification system for assets that we will use for naming.
The implementation here is trivial, but how we want to go about this will need to be considered, such as:
- positioning assets in a way that is simple and gives us easy access
- naming assets in a way that is unique, unlimited and unspecific (limiting the amount of information that is hardcoded in order to give the engine more flexibility to produce interesting outcomes)",2
20609895,2019-05-06 08:55:22.547,Add a modular shader system in a similar manner to the old engine,`glsl-include` (https://crates.io/crates/glsl-include) will be useful in achieving this.,3
20595731,2019-05-05 18:20:22.495,Error when clicking single player from main menu,"I'm getting this error while compiling from `cargo clean` then `cargo run --bin veloren-voxygen`. I've deleted my local repo folder and re-cloned as well, and the first time I compiled I got passed the singleplayer screen, but then got another error at the character selection screen
This is the error message,
```
PanicInfo { payload: Any, message: None, location: Location { file: ""voxygen/src/menu/main/start_singleplayer.rs"", line: 38, col: 43 } }
Gtk-Message: 14:06:34.727: GtkDialog mapped without a transient parent. This is discouraged.
```
The code at that location is
```
// Client creation
let client = loop {
match client_init.poll() {
Some(Ok(client)) => break client,
// Should always work
Some(Err(err)) => unreachable!(), // This line threw the error
_ => {}
}
};
```
System info
Veloren version
c96bfa6ddd458e590104245ee0fada158bcfbd9f on Master
Rust toolchain version
```
active toolchain
----------------
nightly-x86_64-unknown-linux-gnu (default)
rustc 1.36.0-nightly (8dd4aae9a 2019-05-04)
```
Running Ubuntu 18.04.2 LTS",2
20573675,2019-05-03 21:28:32.616,Add Ping indicator to debug informations (settings->interface),,1
20566800,2019-05-03 17:48:20.807,You can hop over more than 1 block,"For some reason, block hopping allows you to hop over more than one block.
Footage:
",1
20536767,2019-05-02 17:27:18.560,Purge asset files from repo,"There are .png files that were committed in the repo before, and now, even though they have been deleted in a more recent commit, you still have to download them with new clones.",1
20501272,2019-05-01 14:19:21.303,Grass gradient,Grass gradient,1
20501227,2019-05-01 14:17:29.207,Find better asset storage solution,"The current asset storage solution, Git submodules, is posing a lot of issues on the current development workflow. An alternative solution needs to be found.",3
20495210,2019-05-01 09:26:10.981,Fix terrain meshing order,"The meshing order of chunks should be fixed such that chunks with newly appearing neighbours get re-meshed so as to remove edge artifacts.
Basically, all of `voxygen/src/scene/terrain.rs` needs rewriting properly.",2
20481889,2019-04-30 19:14:10.301,Jumping and jumping animation,"Currently, players and NPC cannot jump, and I don't think this would be a good idea for it to stay like that, as jumping would allow to i.e jump over a small lava pit",2
20444995,2019-04-29 16:39:27.993,Fetching of submodules fails,"When following the instructions on https://book.veloren.net/dl/compiling.html the updating of the submodule fails with the following message:
``` powershell
Submodule 'assets/voxygen' (https://gitlab.com/veloren/fresh-assets/voxygen.git) registered for path 'assets/voxygen'
Cloning into 'D:/projects/rust/veloren/assets/voxygen'...
error: Server does not allow request for unadvertised object cff10b010db25ce9af5edbdfb5ef0af889dd741a
Fetched in submodule path 'assets/voxygen', but it did not contain cff10b010db25ce9af5edbdfb5ef0af889dd741a. Direct fetching of that commit failed.
```
I managed to fix it with appending ""--depth 50""
``` powershell
git submodule update --init --recursive --depth 50
```
I don't know if there is anything you can do about it, but you should at least update the documentation.",1
20437954,2019-04-29 13:07:32.309,Issue in Vek crate gives compile time warnings,"When compiling, Vek throws many warnings similar to this.
```bash
warning[E0502]: cannot borrow `rows` as immutable because it is also borrowed as mutable
--> /root/.cargo/registry/src/github.com-1ecc6299db9ec823/vek-0.9.7/src/mat.rs:1897:31
|
1897 | rows[3][0] += rows[0].dot(t);
| --------------^^^^----------
| | |
| | immutable borrow occurs here
| mutable borrow occurs here
| mutable borrow later used here
...
3952 | mat_declare_modules!{}
| ---------------------- in this macro invocation
```
This is a known issue on the Vek crate, and when it is fixed, we should bump Vek to the fixed version.
The issue: https://github.com/yoanlcq/vek/issues/25",1
20417329,2019-04-28 19:10:10.912,Change error when assets loading failed,"
instead ``warn!`` which is as default to ``error!`` (like in this picture ^)",1
20408236,2019-04-27 22:03:32.954,Gitlab CI runner paradigm,"So there is a rather large issue with how Gilab CI fundamentally works. Since MRs originate from the contributor's repo, Gitlab CI is run from their repo as well. This means that unless it is specially configured on their end, they will be making use of shared runners for the entirety of the MR, and only when they merge to master will their code be verified by the main repo's CI.
This has always been an issue I think. As you can see [here](https://gitlab.com/zesterer/fresh/-/jobs/200371247), at the top it is using `docker-auto-scale ed2dce3a`, which is a shared runner, not our runner. This means much longer build times, as it has to compile without the cache our runners have.
Gitlab has known about this problem with their paradigm for a bit, but they haven't come up with a good solution yet. You can see the current status here,
https://gitlab.com/gitlab-org/gitlab-ce/issues/21991
Currently, I see a few options.
1. Give instructions to all contributors on how to disable shared runners, and enable ours. This solution is mediocre, as it has a few downsides,
- Getting users to go through the process could be a hassle on the debugging side if something goes wrong
- This is assuming that each contributor has an up to date version of `gitlab-ci.yaml`. If they don't, then they won't be running the same CI as the main repo, which could lead to issues after merging.
2. Get contributors to make branches and work on master. Again, a mediocre solution, but I think it has more positives than negatives.
| Pros;
- CI on MRs will always be the same
- People can see what branches and code is being worked on
| Cons;
- Lots of branches could clutter up the repo
- Need to give developer access to everyone who wants to work on Veloren
I haven't found any more solutions, but I'll keep reading about what other companies have done.",3
20408081,2019-04-27 21:49:17.265,Rust compiler regression preventing Tarpaulin,"There was a regression in the Rust compiler that is stopping Tarpaulin from working with anything more than client. Until it is fixed, we will be unable to get coverage of the full system.
https://github.com/rust-lang/rust/issues/58375",1
20407039,2019-04-27 19:22:12.025,Don't create a new specs dispatcher every frame,"https://gitlab.com/veloren/veloren/blob/9dd6a9595331893b8d96fb6761cf674fe64f86c4/common/src/state.rs#L206-210
`build()`ing a dispatcher creates a new thread pool with a number of threads every single tick. On Windows, thread creation is a fair bit slower, which impacts performance a lot. The dispatcher should only be created once, either by passing it to `tick` or by keeping it in a (thread local?) static.",1
20406827,2019-04-27 19:00:51.355,Fix client crash on reconnecting to Singleplayer,"Reconnecting to Singleplayer after logging out of a Singleplayer game session (>30s playtime) crashes the game.
Errors shown:
Failed to tick the scene (Network Error)
Failed to create server instance",1
20405734,2019-04-27 16:54:10.125,Gitlab CI fixes,"These are a few issues with Gitlab CI that need to be fixed
* [ ] Code coverage and pipeline status setup
* [x] Remove debug code that was left in
* [x] Runner tags needs to not include shared runners
If you have anything else, feel free to tell me :)",1
20401753,2019-04-27 11:11:17.823,Change the way NPCs are spawned,"Currently, all NPCs only spawn when starting a server, however with the implementation of WorldGen, they aren't visible as they fall to their death. This should be changed.",2
20401674,2019-04-27 10:59:17.323,Implement a very basic combat system,"Here is what it should need:
* Swinging a sword
* Dealing damage
* Dying and respawning
* Aggresive NPCs",10
20354932,2019-04-25 22:13:25.742,"Saveable settings, username and last server","The values of the bools determined in settings should be saved to a file so the player doesn't have to set them at every startup.
Same goes for the strings of the Username and Server-Adress in the Login Window.",1
20350548,2019-04-25 18:29:46.096,Grab and ungrab the cursor when opening or closing some windows,For example when opening or closing the settings using the shortcut,1
20323655,2019-04-24 20:36:11.852,Create a login server,"Right now, anyone can log in with any username. There is no verification done to make sure a malicious actor doesn't try to impersonate someone. Right now this isn't really a problem, but as our playerbase grows and world state starts getting stored, it will become an issue.
The login server should be separate from the game server. This will enable a central authentication server. A central authentication server will let people use one username in all game servers that subscribe to it.
To store passwords, we should use the `ring` crate's pbkf2 implementation to hash the passwords. [More info here.](https://briansmith.org/rustdoc/ring/pbkdf2/index.html)
There should still be an option to run servers with no authentication being performed for basic servers run for small groups.
~server ~networking",10
20321497,2019-04-24 18:35:56.337,Work out why the networking code explodes when we try to send a lot of data at once,"`common/src/net/post2.rs`
Try sending a lot of chunk data to a client, and problems start occurring.
```
DESERIALIZE ERROR: Io(Custom { kind: UnexpectedEof, error: StringError(""failed to fill whole buffer"") })
```",4
20253200,2019-04-22 21:45:54.605,"Save settings, worlds and characters in files",,2
20252043,2019-04-22 21:10:28.590,Stop singleplayer server after logging out,"Steps to reproduce:
1. Start a single-player session and select a character
2. Press escape and log out
3. Try to start single-player again OR connect to localhost",1
20245406,2019-04-22 17:50:15.435,Fix license file to match Veloren repo name,"The copyright license file still has references to ""fresh"" the name of the old repo. Both occurrences should be changed to ""Veloren""",1
20243940,2019-04-22 16:24:57.350,Loading screen,"Currently, when the game starts there is a blue background for a few frames, until the background is loaded. When entering the character select screen this blue screen will come again for a short time.
Instead, there should be a loading screen when starting the game, which should preload all important files.",2
20243886,2019-04-22 16:22:27.791,Don't send empty messages.,"If the update message would be an empty vec or result in a NOOP, we should just skip the sending completly to avoid the sending overhead.
For example, we used to send an empty block updates to every client every tick when no changes were made (this was fixed but there could be more spots like that).",1
20222454,2019-04-21 18:39:32.590,Add mpsc to communicate between client thread and singleplayer thread in voxygen,"This will be used to keep the client from connecting to the server too early, and possibly more stuff in the future.",1
20222355,2019-04-21 18:20:56.080,Delay for connecting to Singleplayer,"Add small delay to fix false Connection failed when starting singleplayer mode
https://media.discordapp.net/attachments/449650240350453760/569587234127478794/unknown.png",1
20221520,2019-04-21 16:04:54.631,Add way to ping sever for info,"Pinging a server should allow you to figure out how bad/good your connection is, what the server is, etc. This may need to be more than one thing.",2
20218538,2019-04-21 08:23:45.163,"Add dropdown menu, sliders and mouseover windows",,3
20215713,2019-04-20 22:23:24.144,Generate help text from keybindings,"In `voxygen/src/hud.mod.rs`
Currently this:
```rs
Text::new(
""Tab = Free Cursor \n\
Esc = Open/Close Menus \n\
\n\
F1 = Toggle this Window \n\
F2 = Toggle Interface \n\
\n\
Enter = Open Chat \n\
Mouse Wheel = Scroll Chat\n\
\n\
M = Map \n\
B = Bag \n\
L = Quest-Log \n\
C = Character Window \n\
O = Social \n\
P = Spellbook \n\
N = Settings"",
)
```",1
20215076,2019-04-20 21:32:58.960,Implement FPS counter and add an option in settings menu to disable it.,,1
20215034,2019-04-20 21:22:47.307,smooth out camera transition when zooming in/out,,1
20214196,2019-04-20 18:39:52.454,Add client states,"To simplify switching between multiple client states, like Disconnected (no connection), Connected (Doesn't have access to the world), Spectator (Can look at the world) and Character (Has a character in the world) a state machine should be implemented.
Proposed implementation:
When the client sends the `RequestState` message to the server, it answers with a `StateAnswer` message, which is a `Result