|  | 112 | core | Planned Feature | Low | Pause game | New |  | Task Description
	Pause the game server module when opening the menu in single player.
Add an option for a server admin to pause the game in multi player. | 
	|  | 110 | client | Bug Report | Critical | Better camera handling and control | Assigned |  | Task Description 
The camera handling is rather confusing. It would be best to retire the third-person "Turret" view and
have a cockpit view and an external, third-person view.
 
Freelook should still work on both modes, but the camera angle should not be reset when leaving freelook.
 
TODO
 remove Turret viewuse shift+mousewheel to zoom in/outremember freelook angleremove 360-degree rotation limitationremove control lock (spacebar)do not pass ship control events when in a menu
 | 
	|  | 108 | data | Required Media | High | Model: pirate base | New |  | Task Description Pirate base models, to serve as NPC headquarters.Several generic models are required.
 | 
	|  | 107 | editor | Bug Report | Critical | Moving selection fails unless active entity is clicked | Assigned |  | Task Description If you box-select a number of entities, and you want to move them, you have to drag the active selected entity.CLicking any other selected (highlighted) entity will deselect the other members in the selection.
 Dragging any member of the selection should work. | 
	|  | 105 | src | Planned Feature | Low | Admin commands | New |  | Task Description Implement administrative commands. Players should be able to receiveand 'admin level' enabling them to execute special administrative commands.
 Those commands should still be available to the console.
 The admin level is unrelated to the in-game player level. TODO- Implement a core::Player admin level property
 - Implement admin command functions (core::Func)
 - Implement admin.ini to define admin levels and the commands they have access to
 - Add admin commands to handle player admin levels
 - Turn existing core administrative commands (kick, mute, ...) into admin commands
 - Change existing cheats (give, goto, ..) into admin commands,
 have them take a player name as argument (e.g. give ingar credits 1000)
 - Combine the 'jump' and 'goto' cheats into a 'teleport' command,
 make it work while docked, support teleporting players accross zones
 - Add 'nudge' admin command.
 | 
	|  | 104 | client | Planned Feature | High | Improved inventory menu. | Assigned |  | Task Description The current inventory menu is too confusing. TODO- tabs for cargo/weapon/equipment
 - show weapon slots
 - show mounted weapons inside their slots,
 mounting/unmounting a weapon moves it back and forth
 between slot and inventory
 | 
	|  | 103 | src | Feature Request | Low | Gunmen | Unconfirmed |  | Task Description Allow a player to control (some) weapons on another player's ship,making him a gunman
 The details of this idea still need to be worked out. | 
	|  | 101 | data | Required Media | Low | Dagon Texture Set | New |  | Task Description House Dagon needs a set of textures. | 
	|  | 98 | render | Planned Feature | High | Material texture stages | In progress |  | Task Description To ease the transition to a multitexturing rendering environment, I propose that we fully adopt Quake 3 shader scripting. Currently, we support a simpler version with a single texture stage in mind. DONE - Support for material with multiple layers TODO - OpenGL multitexture support- Improve syntax
 Exmaple of current implementation: shader/path/name{
 qer_editorimage path/to/texture
 {
 map path/to/texture
 entity
 }
 {
 map path/to/glow_texture
 fullbright
 blendfunc blend
 }
 }
 ---------------------------------Quake 3:
 shader/path/name{
 qer_editorimage path/to/texture
 other_keywords
 {
 map path/to/texture
 }
 {
 map path/to/texture2
 blendfunc ...
 }
 | 
	|  | 97 | client | Bug Report | Low | Move default fonts from ui::UI to ui::PAlette | Assigned |  | Task Description The corrent ui code has default fonts and font size in ui::root().They have to bo moved to the ui::Palette class and handled like
 colors and related settings.
 The initial default fonts should be set in the ui::Pallette class. It might be better to merge ui-style related settingsinto a single ui::Stylesheet class and read settings from a .css
 file.
 | 
	|  | 96 | src | Bug Report | Medium | Problems while docked at another player's ship | New |  | Task Description The following issues appear if you're docked at another player's ship TODO - If the host docks a planet or a large base and you launch, you'll spawn inside the planet.- Space dust isn't rendered if the host moves
 - Correct undefinied behaviour if the host gets destroyed, docks should be destroyed as well
 - Note: In theory, recursivedocking should work (player A docked at B docked at C),issues should be resolved accordingly
 | 
	|  | 94 | game | Planned Feature | Low | Space mine tracking capabilities | New |  | Task Description Implement seeker mines and tracking mines. | 
	|  | 93 | render | Feature Request | Low | Allow currently loaded skybox to be bound as a texture. | New |  | Task Description We need this in order to clean up the material drawing(specifically the environment mapping section). This could also possibly enable us to use the skybox cubemap for nice reflection effects. | 
	|  | 92 | src | Feature Request | Medium | Clean up of material,  light, flare and particle color ... | New |  | Task Description Clean up and homogenize material, light, flare, engine and particle color types and flags. Those fx can be triggered by engine states (trigger_impulse, trigger_engine, trigger_destroyed, ..)The color can be set as color_entity, color_entity_second, color_entity_third, color_engine, ...
 TODO- review/refactor: lights, flares, materials, and particles should have the some options for
 triggers and colortypes.
 The parameter names in .map file classes and .material files should be the same
 | 
	|  | 77 | data | Required Media | Low | Better fonts | New |  | Task Description Osirion needs some better fonts besides the ugly monospaced font it uses right now. Perhaps the current font should just be used for the console? I recommend this font as it's licensed under the CC and doesn't look half bad:http://openfontlibrary.org/font/jura
 | 
	|  | 76 | render | Bug Report | Low | Patch meshes with texcoords generated from Radiant's 'c... | New |  | Task Description For an example of this, take a look at the Talon's main guns. | 
	|  | 75 | render | Feature Request | Low | Fade for strobe lights. | New |  | Task Description Fade-out of strobe lights should occur by default, with an optional float fade time and boolean fade spawnflag. | 
	|  | 74 | render | Bug Report | Low | Scene drawing is not skipped when testmodel screen is o... | New |  | Task Description If the testmodel window is opened, the current scene is still drawn. Fixing this would provide quite an optimization. | 
	|  | 72 | client | Feature Request | Low | Allow mouse to directly control steering like joystick. | New |  | Task Description I propose a key bind(toggle) to allow the ship to be steered via the mouse in the same method as the joystick: directly steering based on relative mouse position(locking the cursor in the center of the screen). | 
	|  | 71 | game | Required Media | High | Faction and Reputation support | In progress |  | Task Description Support for factions and player reputation. Reputation influences prices, docking rights and NPC hostility. TODO- trade reputation
 - player faction membership
 DONE- factions.ini
 - faction colors
 - faction reputation
 - player reputation
 - entity faction
 - game:: player reputation savegame
 - client:: reputation window window: stats refresh + reputation bars
 - player reputation network transfer
 - entity faction network transfer
 - 'give reputation' function
 - game:: deny dock on hostile stations
 - game:: change reputation if player kills an NPC
 - refresh reputation window if player reputation changes
 | 
	|  | 70 | src | Required Media | Low | Trading mission support | New |  | Task Description Support for trading missions. * Transport cargo from A to B type missions * Emergency transport type missions like in e.g. Railroad Tycoon- the longer the transport takes, the smaller the earnings (perishable?)
 - Influences reputation
 | 
	|  | 69 | src | Planned Feature | Low | Framework for player missions | New |  | Task Description A generic engine framework to support player missions.core support, client menu support, network command support.
 | 
	|  | 68 | src | Planned Feature | Low | Asteroid field support | New |  | Task Description Support for asteroid fields. | 
	|  | 67 | game | Planned Feature | High | NPC support | In progress |  | Task Description Support for computer-controlled allies and opponents. - Better AI control- Dynamic patrols
 | 
	|  | 66 | src | Planned Feature | Low | Nebula support | New |  | Task Description Support for decent-looking nebulas. | 
	|  | 65 | render | Planned Feature | Low | Material blend modes. | In progress |  | Task Description Shaders need a way to enable different OpenGL blending modes, like Quake 3's "blendFunc". This will allow special effects like light beams and 3d exhaust effects. DONE- blenfunc none
 - blendunc add
 - blendfunc blend
 TODO- blendfuncGL_SOMETHING GL_SOMETHING
 - blendfunc filter?
 | 
	|  | 64 | data | Required Media | Low | Tsu-Khan Texture Set | New |  | Task Description Tsu-Khan needs a set of textures. | 
	|  | 63 | src | Feature Request | Low | Port to Raspberry Pi | New |  | Task Description port osi to raspberry pi | 
	|  | 60 | src | Feature Request | Low | Thrust Point Entities | New |  | Task Description For finer control of the ship, thrust points should be defined. Instead of the ship being pushed from its origin point, thrust entities would define where the force against the ship is coming from. This would allow for more realistic control. If more than one entity is used, the thrust power is split between them, or defined by percentage specifically with entity keys. | 
	|  | 59 | client | Planned Feature | Low | Improved map menu | In progress |  | Task Description Improved map menu, implement a 'galactic overview'. Provide galactic coordinates for each zone.DONE
 - add Info record type for zone info
 - add Zone location
 - add galactic overview to map
 - add Zone::info() to network message
 - add Zone::flags()
 - add Zone::flags() to network message
 - add Zone::location() to network message
 - add Zone::color() and use it on the galactic map
 - add Zone::color() to network message
 TODO- mechanism to request zone map content in multiplayer games
 - do not delete client-side ShowOnMap entities in multiplayer games
 - show jumpgate links on the galactic map (this requires engine infrastructure)
 - mechanism to show only visited places
 - map zoom
 | 
	|  | 56 | client | Bug Report | Medium | Extremely slow to load. | Assigned |  | Task Description Windows is extremely slow to load compared to other platforms. $time ./src/osirion +connect +quit Linux: 3.3 secondsWindows: 23.7 seconds
 This may be related to the binaries being produced via mingw: http://osdir.com/ml/gnu.mingw.msys/2006-03/msg00024.html The best solution is to probably use a Visual C++ toolchain for windows binaries. | 
	|  | 53 | data | Required Media | Low | Model: Commodity: Iron | New |  | Task Description Iron commodity model. | 
	|  | 48 | data | Required Media | Low | Model: Commodity: Gate Parts | New |  | Task Description Gate Parts commodity model. | 
	|  | 46 | client | Feature Request | Low | Flac Support | New |  | Task Description http://thoronir.net/osirion/flac_patch.patch Adds flac support to osirion. | 
	|  | 43 | data | Required Media | Medium | Model: Unfinished Jumpgate | New |  | Task Description Use: The unfinished jumpgates between Finnmark and Kronenbaden. | 
	|  | 41 | render | Feature Request | Medium | LOD entity keys + Automatic patch LOD | New |  | Task Description The engine needs a way to be able to use a LOD system for performance reasons. I propose a method for this: all brush entities(except worldspawn and misc_model) will have a 'lod' key. The existence of this key in the entity(as in, if it's actually set) tells the engine to enable LOD on the entity. The value for the LOD key would be an integer of 0 through 3. A value of 3 tells the engine to only render the brushes at 75% and above of the detail LOD distance. A value of 2 renders at 50-75%. A value of 1 renders at 25-50%. 0 renders at 0-25% distance. If the key is not set, the brushes will render at all distances(unless set to detail). This allows two things: Patch meshes get LOD, and LOD gradually degrades with distance. An alternative would be in patch loading. At model load, bake 4 levels of LOD for the patch meshes into the model, and apply the same rules as above. This may not be desirable because some patch meshes may be required to stay at full LOD for specific reasons. The only downside to this is that it requires more memory to store the LOD models, but it would cut down on polygon count at render time significantly. | 
	|  | 36 | core | Planned Feature | High | Player signals | New |  | Task Description Implement a system where players can send arbitrary signals to each other(arbitrary, from the point of view of the network protocol). This would be used
 to send trade and docking requests, and to replace the silly 'hail' command
 with a 'request for private chat'.
 In the future this could also be used for other signals, like players declaringtheir hostile intent.
 It might also be possible to use the signals mechanismto exchange targetting info.
 | 
	|  | 35 | render | Planned Feature | Low | GLSL Shader program support | New |  | Task Description Extend the current Material system to support GLSL shader programs. Normal map, specular map and glow map support. | 
	|  | 34 | client | Planned Feature | High | Improved options menu | Assigned |  | Task Description Add an improved options menu with video, audio, controls and game settings. TODO- video settings
 - menu to configure game settings
 - merge settings menus into a single, tabbed window
 DONE- menu to configure controls
 - menu to configure player settings (name, colors, ..)
 - menu to configure graphics settings
 - menu to configure audio settings
 | 
	|  | 33 | src | Planned Feature | Medium | Soundtrack support | New |  | Task Description Add client support for playing background music.It should be possible to define a number of audio tracks per zone,for the intro, and make provisions for 'battle music'. Investigate support for FLAC, OGG and MP3 audio formats.
 | 
	|  | 32 | src | Planned Feature | High | Master Server | New |  | Task Description Master server and multiplayer server list. | 
	|  | 31 | data | Required Media | Medium | Playable, Consistent Universe | In progress |  | Task Description Requires elaborate trade routes, balanced ships and ship hardware, adequate difficulty curve TODO - implement all starsystems on the starsystem roadmap | 
	|  | 30 | render | Planned Feature | Low | Improved particle systems | In progress |  | Task Description Improved particle systems: weapon effects, engine effects, explosions, smoke... An improved framework for particle systems unifying all of the above. DONE- Particle system code needs to support multiple ejectors per system,
 at the moment a particle system is created for each ejector
 - Add fine-grained control parameters (alpha start mid end) (radius start mid end) ..
 See tremulous particles
 - Streak style particles (aka 'trail sprites')
 - replace [ejector] with [sprites] [flares] [trail] etc
 - ejector thrust trigger
 - ejector impulse trigger
 - ejector explosion trigger
 TODO- Flame style particles -> needs thinking, how to do it exactly
 | 
	|  | 28 | src | Planned Feature | High | Equipment | Assigned |  | Task Description Weapons, shields, armour... TODO - Shields & armor- Mining equipment ?
 - Misc equipment
 DONE - Weapons | 
	|  | 25 | src | Planned Feature | Medium | Model weapon slots and positioning. | New |  | Task Description Attaching the model/weapon to its associated 'slot' on the ship, and handling the position of said slot. | 
	|  | 24 | data | Planned Feature | Medium | Weapon Models | New |  | Task Description Models for cannons and turrets to be used in the trade menu.The colors used on the model should reflect the projectile color.
 Laser: red (civilian)Blaster: yellow (military)
 Ion: light blue (lindblade)
 Neutron: green
 Metrion: pink
 TODO- Proximity mine
 - Smart mine
 - Laser turret- Improved laser turret
 - Blaster cannon- Improved blaster cannon
 - Blaster turret
 - Ion cannon- Ion turret
 - Neutron cannon- Improved neutron cannon
 - Neutron turret
 - Improved neutron turret
 - Metrion accelerator - Singularity projector (fires missiles) DONE- Dumb mine
 - Laser cannon
 - Improved laser cannon
 - Advanced laser cannon
 | 
	|  | 20 | game | Feature Request | Low | Economy | New |  | Task Description Pseudo-dynamic economy support. Ideas:- Stations and planets are supplied by NPC convoys
 - Prices fluctuate according to availability
 | 
	|  | 19 | game | Feature Request | Low | Fuel System | New |  | Task Description Fuel System. | 
	|  | 18 | game | Planned Feature | Medium | Equipment Trading | Assigned |  | Task Description The purchase and selling of ship equipment such as weapons. | 
	|  | 17 | src | Planned Feature | Medium | Tractor beam effect | New |  | Task Description Implement beam particles for tractoring cargo. The tracktor beam is currently completely server-side,this will require additional engine infrastructure or a hack.
 Instead of 'beams' a general 'effect' could be created.It is possible to create an entity holding a model with
 a particle system (like projectiles) representing the 'beam-in'
 effect (think star trek transporters).
 On the other hand, implementing beam style would open the doorfor beam weapons.
 |