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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.72 by root, Tue May 23 00:31:28 2006 UTC vs.
Revision 1.131 by root, Mon Jun 5 05:33:18 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: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 11- IMPORTANT; persistent podache
12 (maybe also for floorbox) 12- IMPORTANT: vidmode change considered harmful
13- IMPORTANT: quit-button, somewhere! 13- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
14 * dialog, der warnt ein savebed aufzusuchen. 14 together with removing query dialog altogether.
15- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 15- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
16- IMPORTANT: lose/regain mapping might clear messgae log 16- IMPORTANT: history for completer (cursor-up)
17 (maybe this happens when its being updated when the window isn't mapped => no 17
18 window context?) 18- message log/textview flickers on update.
19 (this might be fixed now, watch out for it) 19- binding window and editor layout broken for long recordings
20- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 20- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
21- IMPORTANT:_ map feedback... e.g. when clicking on it 21 (use popups, not buttons)
22- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 22- minor: skill list which shows XP and lets u bind stuff
23- IMPORTANT: '.' in map should repeat last command
24- important: center and improve dialogs (create cFClient::UI::Dialog)
25- IMPORTANT: user interface (window positions etc.) should be saved, but
26 b) widget layout is nontrivial as to not obscure map
27 c) need better way to center map then middle-button, maybe map overview
28 (but updates will be slow UPDATE updates are not at all slow).
29- IMPORTANT: verify and correct connection-dependent texture management
30- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
31- IMPORTANT: message log slider goes too far down.
32- IMPORTANT: focus mapwidget on login
33- IMPORTANT: font reconfigure works very badly.
34 23
35should be solved/investitaged before release: 24should be solved/investitaged before release:
36- many sliders should have labels attached. 25- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
37- widgets need to know about their visibility. the inventory 26 and add column titles (also for other tables like inventory and bindings)
38 completely redraws itself on every animation change, even when its not visible. 27- log messages received and commands sent to ~/.crossfire/log.$ip
28- the binding editor should have a append-record mode or something like that
39- cairo/win32 looks like shit (premultiplied alpha bug?) 29- cairo/win32 looks like shit (premultiplied alpha bug?)
30 (despite horrendous efforts, this is likely not fixable except by building a custom
31 libcairo for win32).
40- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
41 (after starting, pressing login with connection refused, then close window) 33 (after starting, press quit)
42- flopper/menu imrpovement: 34- better focus management: put focus onto active windows, remove it again later
43 * things that are menus should act more like menus 35 (mainly to speed up gui interaction when map isn't important).
44 * inmventory etc. should fade-in automatically when used
45- add menu itemds for inventory items: mark/inscribe etc. 36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
46- remove wrap_mode hack from texture and make it a per-texture operation
47- enter runmode when cursor-key repeats 37- enter runmode when cursor-key repeats (maybe not?)
48- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
49- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 39- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
50- maybe move window managing functionality into toplevel 40- maybe move window managing functionality into toplevel
51- better window management (graphical feedback) 41- better window management (graphical feedback)
42- the player weight somehow updates strangely when dropping/picking up
52 43
53low priority: 44low priority:
45- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
46- investigate fill widget option.
47- win32, fow_tetxure sometimes nukes other textures
48 (mostly fixed, but still there: displays list and texture uploads do not go well together)
49- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
50- completer should know more about arguments, e.g. cast summon pet monster,
51 or that some commands do not take arguments ("drop all").
52- textview should not snap to bottom on resize.
53- alt+cursor == diagonal
54- look into extendedmapinfo 54- look into extendedmapinfo
55- save only dirty cached maps, and save dirty maps != current map 55- save only dirty cached maps, and save dirty maps != current map
56- inventory update must be incremental (too slow) (really? check)
57- try to synchronize local animation speed with server updates to save on screen refreshes. 56- try to synchronize local animation speed with server updates to save on screen refreshes.
58- player list from server for tell etc. commands 57- player list from server for tell etc. commands
59- examine etc., should use extendeddrawinfo or sth. similar 58- examine etc., should use extendeddrawinfo or sth. similar
60- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
61- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 60- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
95allocating id 73 94allocating id 73
96OK 95OK
97set_face 4784 => 73 96set_face 4784 => 73
98libpng warning: Ignoring gAMA chunk with gamma=0 97libpng warning: Ignoring gAMA chunk with gamma=0
99 98
99 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.
100 /*first pass*/
101 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
102 glDepthMask(FALSE); /*disable Z buffer*/
103 if (premultpliedTransparency)
104 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
105 else
106 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
107 /*render the object here*/
108
109 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:
110 /*second pass*/
111 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
112 glDepthMask(FALSE); /*disable Z buffer*/
113 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
114 /*render the object with alpha replaced with 1-a*/
115
116 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:
117 /*third pass*/
118 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
119 glDepthMask(TRUE); /*enable Z buffer*/
120 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
121 /*render the object with alpha replaced with 1*/
122
123

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