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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.115 by root, Sat Jun 3 02:32:34 2006 UTC vs.
Revision 1.185 by elmex, Sun Jul 2 16:25:19 2006 UTC

1http://www.vionline.com/sound.html 1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html 2http://www.stonewashed.net/2.html
3 3
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 5
612:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: put setup subwindows into a scrolled viewport (and rmeove sorlling from spell list). 11- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
12- IMPORTANT: invite (and maybe others) _need_ to be documented 12 bind action stays open when closing theamcro recorder
13- IMPORTANT: move most everything into Setup-dialog with subdialogs. 13- IMPORTANT: discuss topmost menu, minor issues
14- IMPORTANT: save map shift in config.
15- IMPORTANT: message log window often loses contents after refreshes/res switches
16 (m,aybe not, maybe after loging out and in again?)
17- IMPORTANT: toplevel geometry is not respected on moves.
18- IMPORTANT: learning spells does not make them show up automatically in the completer?
19- IMPORTANT: statusbox update timer
20- IMPORTANT: statusbox tooltip must not go away on updates
21- IMPORTANT: history for completer (cursor-up)
22- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
23- IMPORTANT:_ map feedback... e.g. when clicking on it
24- IMPORTANT: stats window looks like shit initially (widget allocation?)
25 14
15should be solved/investitaged before BETA release:
16- floorbox should show currently open container
17- make simple inventory filters: most recently added/changed, normal, only unlocked
18- binding keys is too complicated in the general case => disucss
19- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
20- maybe support mb4/mb5 on selected widgets to facilitate scrolling
21 (inventory, spell list, messge log...) => marc
22- add lmb mouse = cast, mmb2 = invoke or so to spell list.
23- maybe open the help viewer on the first start, or a simple dialog that
24 initially lists keybidings for gcfclient converts.
26- binding window and editor layout broken for long recordings 25- binding window and editor layout broken for long recordings
27- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
28- minor: skill list which shows XP and lets u bind stuff 26- minor: skill list which shows XP and lets u bind stuff
27- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
28 (after starting, press quit)
29- mapmap (overview) - scroll visible area by clicking/dragging
30- maybe move window managing functionality into toplevel: better window management (graphical feedback)
29 31
30should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
33- but fullscreen => minimize (alt-esc) => no way to go back [windows]
34- spell list => scroll down => "Pickup" => scrollbar not updated
35- what happened to the dialog being shown when modifiera are pressed, showing
36 keybindings for this modifier?
37- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
39- enter runmode when cursor-key repeats (maybe not?)
40- better focus management: put focus onto active windows, remove it again later
41 (mainly to speed up gui interaction when map isn't important).
42- cairo/win32 looks like shit (premultiplied alpha bug?)
43 (despite horrendous efforts, this is likely not fixable except by building a custom
44 libcairo for win32).
45 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
46- the binding editor should have a append-record mode or something like that
31- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 47- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
32 and add column titles (also for other tables like inventory and bindings) 48 and add column titles (also for other tables like inventory and bindings)
33- log messages received and commands sent to ~/.crossfire/log.$ip 49- sliders do not change size after reconfigure.
34- the binding editor should have a append-record mode or something like that 50- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
35- rethink message display in lower left corner 51- investigate fill widget option.
36- cairo/win32 looks like shit (premultiplied alpha bug?)
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
38 (after starting, press quit)
39- flopper/menu imrpovement:
40 * things that are menus should act more like menus
41- better focus management: put focus onto active windows, remove it again later
42- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
43- enter runmode when cursor-key repeats (maybe not?)
44- mapmap (overview) - scroll visible area by clicking/dragging
45- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
46- maybe move window managing functionality into toplevel
47- better window management (graphical feedback)
48- the player weight somehow updates strangely when dropping/picking up
49
50low priority:
51- win32, fow_tetxure sometimes nukes other textures 52- win32, fow_tetxure sometimes nukes other textures
52 (mostly fixed, but still there: displays list and texture uploads do not go well together) 53 (mostly fixed, but still there: displays list and texture uploads do not go well together)
53- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 54- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
54- completer should know more about arguments, e.g. cast summon pet monster, 55- completer should know more about arguments, e.g. cast summon pet monster,
55 or that some commands do not take arguments ("drop all"). 56 or that some commands do not take arguments ("drop all").
56- textview should not snap to bottom on resize. 57- textview should not snap to bottom on resize.
57- alt+cursor == diagonal 58- alt+cursor == diagonal
58- look into extendedmapinfo 59- look into extendedmapinfo
59- save only dirty cached maps, and save dirty maps != current map 60- save only dirty cached maps, and save dirty maps != current map
60- inventory update must be incremental (too slow) (really? check)
61- try to synchronize local animation speed with server updates to save on screen refreshes. 61- try to synchronize local animation speed with server updates to save on screen refreshes.
62- player list from server for tell etc. commands 62- player list from server for tell etc. commands
63- examine etc., should use extendeddrawinfo or sth. similar 63- examine etc., should use extendeddrawinfo or sth. similar
64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
65- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 65- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
99allocating id 73 99allocating id 73
100OK 100OK
101set_face 4784 => 73 101set_face 4784 => 73
102libpng warning: Ignoring gAMA chunk with gamma=0 102libpng warning: Ignoring gAMA chunk with gamma=0
103 103
104 To achieve a more complete blending, you can have your drawing engine rasterize each transparent object more than once, altering in each pass the blending mode, object alpha channel, and buffer write masks. The first pass should perform RGB blending. Accordingly, you should disable writing any alpha channel or z buffer data during this pass.
105 /*first pass*/
106 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 if (premultpliedTransparency)
109 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
110 else
111 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
112 /*render the object here*/
113
114 On the second pass, you should set the frame buffer alpha channel value to (1- a s )(1- a d ). To do this, you need to render the object again, with a different alpha value, as follows:
115 /*second pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(FALSE); /*disable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1-a*/
120
121 Finally, the third pass should replace the value in the alpha channel with the final value 1-((1- a s )(1- a d )). To do this, you need to render the object again, with its alpha value set to 1, as follows:
122 /*third pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(TRUE); /*enable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1*/
127
128

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