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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.114 by root, Sat Jun 3 01:50:22 2006 UTC vs.
Revision 1.141 by root, Mon Jun 5 22:41:53 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: put setup subwindows into a scrolled viewport (and rmeove sorlling from spell list). 11- IMPORTANT: pickup ratio not settable?
12- IMPORTANT: invite (and maybe others) _need_ to be documented 12- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
13- IMPORTANT: move most everything into Setup-dialog with subdialogs. 13 together with removing query dialog altogether.
14- IMPORTANT: save map shift in config. 14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
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) 15- IMPORTANT: history for completer (cursor-up)
22- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 16- IMPORTANT: bind keys using the completer
23- IMPORTANT:_ map feedback... e.g. when clicking on it 17- IMPORTANT: map-clicking is still off-by-one randomly
24- IMPORTANT: stats window looks like shit initially (widget allocation?)
25 18
19should be solved/investitaged before BETA release:
20- add lmb mouse = cast, mmb2 = invoke or so to spell list.
21- maybe open the help viewer on the first start, or a simple dialog that
22 initially lists keybidings for gcfclient converts.
23- add a "serve rinfo" setup page that tells you what the server supports
24 and more importantly what it does not support.
25- put metaserver list into scrolled viewport, move Use button to back,
26 add tooltips, close together with setup dialog or even notebook page
27 becoming invisible.
28- message log/textview flickers on update.
26- binding window and editor layout broken for long recordings 29- binding window and editor layout broken for long recordings
27- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 30- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
31 (use popups, not buttons)
28- minor: skill list which shows XP and lets u bind stuff 32- minor: skill list which shows XP and lets u bind stuff
29 33- adding another notebook page "Debug" that sets debnugging flags might or
30should be solved/investitaged before release: 34 might not help tracking down bugs in the field?
31- log messages received and commands sent to ~/.crossfire/log.$ip 35- log messages received and commands sent to ~/.crossfire/log.$ip
32- the binding editor should have a append-record mode or something like that
33- rethink message display in lower left corner
34- cairo/win32 looks like shit (premultiplied alpha bug?)
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit) 37 (after starting, press quit)
37- flopper/menu imrpovement: 38- mapmap (overview) - scroll visible area by clicking/dragging
38 * things that are menus should act more like menus 39- maybe move window managing functionality into toplevel: better window management (graphical feedback)
40- the player weight somehow updates strangely when dropping/picking up
41 (update: is this still the case?)
42
43should be solved/investigated before 1.0 release:
44- slider e.g. in setup/Spells is not updated when becoming visible
45- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
46- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
47- enter runmode when cursor-key repeats (maybe not?)
39- better focus management: put focus onto active windows, remove it again later 48- better focus management: put focus onto active windows, remove it again later
40- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 49 (mainly to speed up gui interaction when map isn't important).
41- enter runmode when cursor-key repeats (maybe not?) 50- cairo/win32 looks like shit (premultiplied alpha bug?)
42- mapmap (overview) - scroll visible area by clicking/dragging 51 (despite horrendous efforts, this is likely not fixable except by building a custom
43- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 52 libcairo for win32).
44- maybe move window managing functionality into toplevel 53 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
45- better window management (graphical feedback) 54- the binding editor should have a append-record mode or something like that
46- the player weight somehow updates strangely when dropping/picking up 55- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
47 56 and add column titles (also for other tables like inventory and bindings)
48low priority: 57- sliders do not change size after reconfigure.
58- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
59- investigate fill widget option.
49- win32, fow_tetxure sometimes nukes other textures 60- win32, fow_tetxure sometimes nukes other textures
50 (mostly fixed, but still there: displays list and texture uploads do not go well together) 61 (mostly fixed, but still there: displays list and texture uploads do not go well together)
51- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 62- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
52- completer should know more about arguments, e.g. cast summon pet monster, 63- completer should know more about arguments, e.g. cast summon pet monster,
53 or that some commands do not take arguments ("drop all"). 64 or that some commands do not take arguments ("drop all").
54- textview should not snap to bottom on resize. 65- textview should not snap to bottom on resize.
55- alt+cursor == diagonal 66- alt+cursor == diagonal
56- look into extendedmapinfo 67- look into extendedmapinfo
57- save only dirty cached maps, and save dirty maps != current map 68- save only dirty cached maps, and save dirty maps != current map
58- inventory update must be incremental (too slow) (really? check)
59- try to synchronize local animation speed with server updates to save on screen refreshes. 69- try to synchronize local animation speed with server updates to save on screen refreshes.
60- player list from server for tell etc. commands 70- player list from server for tell etc. commands
61- examine etc., should use extendeddrawinfo or sth. similar 71- examine etc., should use extendeddrawinfo or sth. similar
62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 72- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
63- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 73- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
97allocating id 73 107allocating id 73
98OK 108OK
99set_face 4784 => 73 109set_face 4784 => 73
100libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
101 111
112 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.
113 /*first pass*/
114 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
115 glDepthMask(FALSE); /*disable Z buffer*/
116 if (premultpliedTransparency)
117 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
118 else
119 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
120 /*render the object here*/
121
122 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:
123 /*second pass*/
124 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/
126 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
127 /*render the object with alpha replaced with 1-a*/
128
129 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:
130 /*third pass*/
131 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
132 glDepthMask(TRUE); /*enable Z buffer*/
133 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
134 /*render the object with alpha replaced with 1*/
135
136

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