<commit_before>core
- child stages?

core/resources
- asset database
- shader importer/validator
- resources hot reloading [RESEARCH]

core/graphics
- convert uniforms into attributes for distance_field_sprite?
- optimise SpritePainter
- render graph [from old Halley]
- run rendering on another thread?
- multi-pass conditional enabling of pass
- multi-pass disable batching
- fallback shaders
- shaders for other graphics APIs? [RESEARCH]
- improve sliced sprites API [RESEARCH]
- improve distance field API (less magic)

input
- input context system [RESEARCH]
- use GameController API, ditch XInput+Joystick (should be superceded)

audio
- define audio API
- audio clip resources (Ogg Opus?)
- Importers (Ogg Vorbis? MP3? Wav?) -> Ogg Opus
- Audio mixers
- Audio playback engine
- Effects

entity
* fix MappedPool (crashes with too many entities)
- generalised rendering
- universal hierarchical transforms [RESEARCH]
- onAddEntity/onRemoveEntity on systems [RESEARCH]
- store references to other components [RESEARCH]
- query other entities? [RESEARCH]
- load prefabs
- smearing systems
- systems as parallel tasks [RESEARCH]
- better timelines?
- foreign language systems [RESEARCH]
- defragment/optimize memory? [RESEARCH]
- snapshot world

codegen
- components registry [RESEARCH] (does this even make sense?)<commit_msg>Updated todo<commit_after>core
- child stages?

core/resources
- asset database
- shader importer/validator
- resources hot reloading [RESEARCH]

core/graphics
- convert uniforms into attributes for distance_field_sprite?
- optimise SpritePainter
- render graph [from old Halley]
- run rendering on another thread?
- multi-pass conditional enabling of pass
- multi-pass disable batching
- fallback shaders
- shaders for other graphics APIs? [RESEARCH]
- improve sliced sprites API [RESEARCH]
- improve distance field API (less magic)

input
- input context system [RESEARCH]
- use GameController API, ditch XInput+Joystick (should be superceded)

audio
- Music
- Looping samples
- Falloff
- Listener position
- Sample callback/adjusting
- Fading
- Effects

entity
* fix MappedPool (crashes with too many entities)
- generalised rendering
- universal hierarchical transforms [RESEARCH]
- onAddEntity/onRemoveEntity on systems [RESEARCH]
- store references to other components [RESEARCH]
- query other entities? [RESEARCH]
- load prefabs
- smearing systems
- systems as parallel tasks [RESEARCH]
- better timelines?
- foreign language systems [RESEARCH]
- defragment/optimize memory? [RESEARCH]
- snapshot world

codegen
- components registry [RESEARCH] (does this even make sense?)
{'fraction_non_alphanumeric': 0.07359141433499425, 'fraction_numerical': 0.0003832886163280951, 'mean_word_length': 4.64935064935065, 'pattern_counts': {'":': 0, '<': 3, '<?xml version=': 0, '>': 4, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '579600', 'n_tokens_mistral': 764, 'n_tokens_neox': 745, 'n_words': 289}