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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.85 by root, Thu May 25 03:48:03 2006 UTC vs.
Revision 1.126 by root, Mon Jun 5 02:00:14 2006 UTC

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: investigate apply problem (neither space nor completer could apply anymore) 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12- IMPORTANT: learning spells does not make them show up automatically in the completer? 12 together with removing query dialog altogether.
13- IMPORTANT: widget resizing works badly (sometiems not, like fountain 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
14 in inventory view, or inventory view tables or statusbox entries...)
15- IMPORTANT: statusbox update timer
16- IMPORTANT: statusbox tooltip must not go away on updates
17- IMPORTANT: history for completer (cursor-up) 14- IMPORTANT: history for completer (cursor-up)
18- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 15- IMPORTANT: stats window looks like shit initially (widget allocation?)
19- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 16
20 (mostly fixed, but still there: displays list and texture uploads do not go well together) 17- binding window and editor layout broken for long recordings
21- IMPORTANT: lose/regain mapping might clear messgae log 18- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
22 (maybe this happens when its being updated when the window isn't mapped => no 19- minor: skill list which shows XP and lets u bind stuff
23 window context?)
24 (this might be fixed now, watch out for it)
25- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop.
26- IMPORTANT:_ map feedback... e.g. when clicking on it
27- IMPORTANT: user interface (window positions etc.) should be saved, but
28 b) widget layout is nontrivial as to not obscure map
29 c) need better way to center map then middle-button, maybe map overview
30 (but updates will be slow UPDATE updates are not at all slow).
31 20
32should be solved/investitaged before release: 21should be solved/investitaged before release:
22- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
23 and add column titles (also for other tables like inventory and bindings)
24- log messages received and commands sent to ~/.crossfire/log.$ip
25- the binding editor should have a append-record mode or something like that
33- rethink message display in lower left corner 26- rethink message display in lower left corner
34- auto-download of all faces from the server in the bg.
35- many sliders should have labels attached.
36- widgets need to know about their visibility. the inventory
37 completely redraws itself on every animation change, even when its not visible.
38- cairo/win32 looks like shit (premultiplied alpha bug?) 27- cairo/win32 looks like shit (premultiplied alpha bug?)
39- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
40 (after starting, press quit) 29 (after starting, press quit)
41- flopper/menu imrpovement: 30- better focus management: put focus onto active windows, remove it again later
42 * things that are menus should act more like menus
43 * inmventory etc. should fade-in automatically when used
44- add menu itemds for inventory items: mark/inscribe etc. 31- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45- remove wrap_mode hack from texture and make it a per-texture operation
46- enter runmode when cursor-key repeats 32- enter runmode when cursor-key repeats (maybe not?)
47- mapmap (overview) - scroll visible area by clicking/dragging 33- mapmap (overview) - scroll visible area by clicking/dragging
48- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 34- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
49- maybe move window managing functionality into toplevel 35- maybe move window managing functionality into toplevel
50- better window management (graphical feedback) 36- better window management (graphical feedback)
37- the player weight somehow updates strangely when dropping/picking up
51 38
52low priority: 39low priority:
40- win32, fow_tetxure sometimes nukes other textures
41 (mostly fixed, but still there: displays list and texture uploads do not go well together)
42- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
43- completer should know more about arguments, e.g. cast summon pet monster,
44 or that some commands do not take arguments ("drop all").
53- textview should not snap to bottom on resize. 45- textview should not snap to bottom on resize.
54- alt+2cursor == diagonal 46- alt+cursor == diagonal
55- look into extendedmapinfo 47- look into extendedmapinfo
56- save only dirty cached maps, and save dirty maps != current map 48- save only dirty cached maps, and save dirty maps != current map
57- inventory update must be incremental (too slow) (really? check)
58- try to synchronize local animation speed with server updates to save on screen refreshes. 49- try to synchronize local animation speed with server updates to save on screen refreshes.
59- player list from server for tell etc. commands 50- player list from server for tell etc. commands
60- examine etc., should use extendeddrawinfo or sth. similar 51- examine etc., should use extendeddrawinfo or sth. similar
61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 52- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
62- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 53- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
96allocating id 73 87allocating id 73
97OK 88OK
98set_face 4784 => 73 89set_face 4784 => 73
99libpng warning: Ignoring gAMA chunk with gamma=0 90libpng warning: Ignoring gAMA chunk with gamma=0
100 91
92 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.
93 /*first pass*/
94 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
95 glDepthMask(FALSE); /*disable Z buffer*/
96 if (premultpliedTransparency)
97 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
98 else
99 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
100 /*render the object here*/
101
102 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:
103 /*second pass*/
104 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
105 glDepthMask(FALSE); /*disable Z buffer*/
106 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
107 /*render the object with alpha replaced with 1-a*/
108
109 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:
110 /*third pass*/
111 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
112 glDepthMask(TRUE); /*enable Z buffer*/
113 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
114 /*render the object with alpha replaced with 1*/
115
116

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