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Bugs:
+ Open crate upgrade levels shown incorrect
+ Battle results triangle still animated after looking at battle results. It shouldn.t be.
+ "Repair Ship" button on the right panel not working.
+ Inventory scroll error. Within the game we can't scroll down till bottom of the lowermost element.
(Same issue happens if we scroll all the way down with mouse click and go up with mouse wheel. It can't go up till the top of the uppermost inventory)
Tricky part: We can scroll all the way down or up with GFx Player. Don't know what's wrong with the game.
+ Alerts don't disappear. How to handle them? Fade-out animation or manually showing/hiding them?
+ Focus Groups
UI'da ayni anda inventory tab'i, hangar, hangar slot ve bir inventoryElement'in secili olabilmesi case'i valid. Focus'u bunu destekleyecek sekilde ayarlayabilmeliyiz.
+ UI disina tiklaninca part deselect oluyor aslinda, ama inventory'de algilanmiyor
(Ayni sekilde inventory'deki parti deselect edince de partDeselect gondermeli miyiz acaba??)
Bu durum focus groups bug'i ile loosely alakali. once focus groups'u cozmek daha iyi olabilir.
- In each update(edit action) inventory is completely reloaded, which causes the scroll bar to go to the top.
It is really painful for a user to edit one's craft like that. We need to find a way to fix this.
We could send to the C++ side a percentage of how scrolled down the bar was during the edit action and take it back with loadElements call.
A better solution would be stopping to reload altogether. However, if this solution is chosen, it is better to not solve this issue until data binding is implemented.
Then the data will automatically be synced and we probably won't need to reload all the inventory with each edit action.
- Right click by an element shouldn't disappear when I click on "Sell Part". It should remain as long as 1 <= elements of that kind exists and user does not click anywhere else on the screen.
==> Reloading the inventory each time an edit action occurs and hierarchy(i.e. non-existence of some depence) between rightClickMenu and inventoryElement make it not possible to solve this elegantly.
Better wait at least until the game does not reload inventory at each edit action anymore.
- Alerts: What about simultaneously occuring alerts? Do we make it a multi-line alert label, which is tricky to implement on its own account,
or only put the really vital stuff there, multiple amounts of which could not simultaneously happen?
(e.g. "connecting to hangar server", "disconnected parts exist", etc.)

Enhancements:
+ Smooth craft button is not on right panel. Needs to be added.
+ C++ portion of craft statistics analysis on right panel not implemented yet.
+ It would be nice to show how much credit a user has on buy new craft window.
+ When a part insertion is denied due to excedding part count or CPU power, the relevant bar(s) on the right panel should be animated by perhaps a little glow of sorts.
- Craft statistics should be automatically updated as we add/delete parts.
- Preloading part icons. C++ - side could send UI the (id, filepath) tuples for each part initially and we would be less dependent on part name strings for locating part icon.
Tricky part: Inventory, open crates and upgrade parts .as files would need to access this information, and they are 3 different classes located in 2 different .swf files.
- Make hangar selection buttons on garage.swf more deliberate.
"Hangar mı seçiyorum ne seçiyorum anlamıyorum." (Arhan Bakan, 04.08.2014)

Features:
+ Lock Hangar
+ Control Model Menu
+ Mouse Tooltip
- Gun groups selection window
- When a part is selected on craft mesh, along with upgrade buttons, sell part button should be shown.
"Simidimi yerken edit yapabilmeliyim klavye kullanmadan." (Alper Daş, 05.08.2014)


- TACTICAL WINDOW FEATURE: Crosshairs // Girmeden Alper'le konuşulacak
- TACTICAL WINDOW FEATURE: Visual effects for damage(give and/or take) and death
DREAM FEATURES:
- Data binding
- Capturing crafts' screenshots from mesh and showcasing them on craft slots in UI

     
 
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