diff --git a/strafe-client/src/model_physics.rs b/strafe-client/src/model_physics.rs
index 5789b9aa5..ae60240c2 100644
--- a/strafe-client/src/model_physics.rs
+++ b/strafe-client/src/model_physics.rs
@@ -787,6 +787,7 @@ impl MinkowskiMesh<'_>{
 impl MeshQuery<MinkowskiFace,MinkowskiDirectedEdge,MinkowskiVert> for MinkowskiMesh<'_>{
 	type Normal=Vector3<Fixed<3,96>>;
 	type Offset=Fixed<4,128>;
+	// TODO: relative d
 	fn face_nd(&self,face_id:MinkowskiFace)->(Self::Normal,Self::Offset){
 		match face_id{
 			MinkowskiFace::VertFace(v0,f1)=>{
diff --git a/strafe-client/src/physics.rs b/strafe-client/src/physics.rs
index 2463f90e7..c80264f10 100644
--- a/strafe-client/src/physics.rs
+++ b/strafe-client/src/physics.rs
@@ -1092,7 +1092,7 @@ impl instruction::InstructionConsumer<PhysicsInstruction> for PhysicsContext{
 	}
 }
 impl instruction::InstructionEmitter<PhysicsInternalInstruction> for PhysicsContext{
-	//this little next instruction function can cache its return value and invalidate the cached value by watching the State.
+	//this little next instruction function could cache its return value and invalidate the cached value by watching the State.
 	fn next_instruction(&self,time_limit:Time)->Option<TimedInstruction<PhysicsInternalInstruction>>{
 		next_instruction_internal(&self.state,&self.data,time_limit)
 	}
@@ -1488,6 +1488,7 @@ struct CheckpointCheckOutcome{
 	teleport_to_model:Option<ModelId>,
 }
 
+// stage_element.touch_result(mode,mode_state)
 fn checkpoint_check(
 	mode_state:&ModeState,
 	stage_element:&gameplay_modes::StageElement,
@@ -1498,7 +1499,6 @@ fn checkpoint_check(
 		//check if current stage is complete
 		if let Some(current_stage)=mode.get_stage(mode_state.get_stage_id()){
 			if !current_stage.is_complete(mode_state.ordered_checkpoint_count(),mode_state.unordered_checkpoint_count()){
-				//do the stage checkpoints have to be reset?
 				return CheckpointCheckOutcome{
 					set_stage:None,
 					teleport_to_model:Some(current_stage.spawn()),