+?: bug or feature?
+ - needs discussion
+
+--Scons--
+ * [H] Add an install target - done (however scons is creating stupid .sconsign
+ files at the install location :-/)
+ * [M] improve opengl check to work on win32 and eventually more strange
+ systems again
+ * [H] Make sure compilation on win32 and cross-compilation works
+ * [M] compile some test executables to test for SDL, SDL_mixer and SDL_image.
+ Also test for version of SDL_mixer and SDL_image
+ * [M] Create a distclean target
+ * [M] Create a dist target
+ * [M] Add instructions to the README
+ * [L] If all of the [H] and [M] issues are fixed, remove autoconf/automake
+ * [L] Take a look if it is possible to make it a bit more quiet. (Similar to
+ linux kernel, samba or jam output would be optimum, ie.
+ C++ build/linux/src/bla.o
+ C++ build/linux/src/blup.o
+ C++ build/linux/src/error.o
+ Error on line xx in error.o: This source contained an error
+
+ g++ -Wall .... -o build/linux/src/error.o src/error.cpp
+
+--Collision Detection Rewrite (all [H])--
+ * make blocks bounce again - ok
+ * bonusblocks don't always bounce back to their original position (but stay a
+ few pixels higher) - hopefully ok
+ * it's impossible to go into passages that have exactly the size of tux,
+ either reduce collision rectangle by DELTA or round collision coordinates to
+ integers...
+ ** implement 1up - ok
+ ** implement star - ok
+ * bring back the enemies
+ - add activation again
+ - make api simpler
+ - implement jumpy - ok
+ -* implement spiky - ok
+ - implement snowball - ok
+ - implement fish
+ - implement bouncingsnowball - ok
+ -* implement mriceblock - ~ok
+ - implement flame - ok
+ -* implement mrbomb - ok
+ - implement flyingsnowball
+ - implement wingling
+ - implement tree (really?)
+ - bring back stay on platform flag
+ - make enemies bounce of upon each other again
+ - make enemies fall again - ok
+ -* activate/deactive enemies when on screen/away again - ok
+ ** implement ability to cary mriceblock (and other objects) around - delayed
+ for after big commit...
+ * smoke clouds are too fast
+ * some shots disappear in the ground with a "max collision depth reached"
+ message
+ * rework collision detection to take movement into account - this should fix
+ the egg suddenly turning directions and the somtimes strange behaviour
+ when hitting a block from the side when falling.
+ - done for rectangles, fixes the issues with blocks and enemies hitting
+ when they should get squished, still it's not optimal as when hitting 2
+ blocks now only 1 gets cleared...
+ * rethink slopes collision feedback... tux becomes too slow when walking up
+ and starts jumping when walking down
+ * think about an attachement mechanism for moving platforms
+ * implement paths for the moving platform, implement simple moving platforms
+ ** activate level end sequence again - ok
+ ** make bullets kill enemies - ok
+ * fix bullet speed/behaviour
+ ** fix ducking - ok
+ * check if unducking is actually possible or if something is in the way
+ * fix flapping
+ ** having a star doesn't kill enemies - ok
+ * tux always jumps to full height at the moment - ok
+ * invisble blocks are visible and make the game crash when bumped - ok
+ * reimplement spikes as objects
+ * what to do when stuck under tiles (after using duck-sliding)
+ * do we want multi hit scores again?
+ * tux doesn't stop at igloo anymore
+ * background particle systems are too slow - ok
+ * buttjump is deactivated
+
+--Code Refactoring/Cleanup/Optimisation--
+[H] make the title using GameSession instead of reimplementing all the stuff
+[L] rename gameloop.* files to gamesession.*
+[L] rename GameObject::action to GameObject::update()
+[L] use physfs for loading files
+[L] eventually move over new lispreader code from tuxkart
+[L] change physics class y-velocity-coordinate to be like all other
+ y-coordinates again (positive y to go down)
+[M] harmonize to 1 single gameloop that switches between title, worldmap,
+ ingame mode and eventually leveleditor mode
+[H] introduce a special mode in DrawingContext for objects that want to draw
+ themselfes. This could speed up rendering of tilemaps.
+[H] implement quadtree to speed up collision detection
+[?] remove badguyspecs and bitmask files