Two Three Four! things I just remembered:
- can’t do: (2) Point3 and Point3f need better compatibility to each other. Adding and subtracting should be possible (and yield a Point3f likely), they should be implicit convertible to each other. I have no idea if that’s possible with luabind but in the worst case manually messing around with the metatable should do the trick. I don’t think I can do that though without a wrapper.
- not implemented: (3) Something to save configuration more easily (the reverse to
util.get_config
, more or less). Not necessary but probably nice-to-have would be some validated configuration loading, i.e. with default values and checks to make sure that values have (at least) the proper type. Something like the stuff RP does, but prettier. - impossible: (1) A list of all available (i.e. loaded?) mods. If possible access to their manifests too.
- can’t do: (2) Please complete the implementation of
harvest_node
, i.e. the generic “Harvest some component” I don’t think that one’s complete yet, at least it doesn’t seem to care about the component that was passed at all. But I could be wrong.
Now that’s my final list for a while.
Won’t happen, is already in place (I think? wasn’t that added in r34? It’s breaking my console so I had to turn it off…), is already possible.
GMod introduced that feature and shortly after made it possible to opt-out. It’s hell of a task if you want to get into detail - because GMod is even a bit stricter organised than SH, this will get quite difficult. If you’re interested in the general idea, Garry had a blog post about it. Personally, I don’t think it’s achievable nor desirable. It’s rarely worth the hassle in real development. I can’t imagine it work here, the architecture is too… open. Too dynamical.
What you would save in boot up time is what you lose with debugging “fragments” from previous scripts.
Render targets have little to do with Portal, they were present in HL2 already. I guess they’re way older than that, though. I could imagine them being useful, for example to keep an eye on one location while moving to another one (Traffic Giant had such a thing and that was actually nice to keep track of the jams…)
I can’t see much use for the fluids physics (or any sort of physics beyond simple kinematic) to be honest. This is going into the tiny-its-bitsy-micro managing part that players will likely not notice at all (i.e. nothing that couldn’t be simulated with some fancy effects and animations). Plus, imagine that being done on a bigger scale than the tiny rooms Portal 2 plays in.
Edit: Alright, four things.