ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.106 by root, Thu Jun 1 05:14:57 2006 UTC vs.
Revision 1.151 by root, Wed Jun 7 07:01:36 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: where did the window titles go, damnit? 11- IMPORTANT: recording multiple macros results in only one macro recorded
12- IMPORTANT: message log window often loses contents after refreshes/res switches 12- IMPORTANT: texture reload not working on scaras machine
13- IMPORTANT: toplevel geometry is not respected on moves. 13- IMPORTANT: pickup ratio not settable?
14- IMPORTANT: learning spells does not make them show up automatically in the completer?
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: bind keys using the completer
19- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 16- IMPORTANT: map-clicking is still off-by-one randomly
20 (mostly fixed, but still there: displays list and texture uploads do not go well together) 17- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
21- IMPORTANT:_ map feedback... e.g. when clicking on it
22- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
23 (remaining things to do: testing, seems not to work reliably?)
24 18
25should be solved/investitaged before release: 19should be solved/investitaged before BETA release:
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.
25- add a "serve rinfo" setup page that tells you what the server supports
26 and more importantly what it does not support.
27- binding window and editor layout broken for long recordings
28- minor: skill list which shows XP and lets u bind stuff
29- adding another notebook page "Debug" that sets debnugging flags might or
30 might not help tracking down bugs in the field?
26- log messages received and commands sent to ~/.crossfire/log.$ip 31- log messages received and commands sent to ~/.crossfire/log.$ip
27- the binding editor should have a append-record mode or something like that
28- rethink message display in lower left corner
29- cairo/win32 looks like shit (premultiplied alpha bug?)
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, press quit) 33 (after starting, press quit)
32- flopper/menu imrpovement: 34- mapmap (overview) - scroll visible area by clicking/dragging
33 * things that are menus should act more like menus 35- maybe move window managing functionality into toplevel: better window management (graphical feedback)
36- the player weight somehow updates strangely when dropping/picking up
37 (update: is this still the case?)
38
39should be solved/investigated before 1.0 release:
40- what happened to the dialog being shown when modifiera are pressed, showing
41 keybindings for this modifier?
42- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
43- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
44- enter runmode when cursor-key repeats (maybe not?)
34- better focus management: put focus onto active windows, remove it again later 45- better focus management: put focus onto active windows, remove it again later
35- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 46 (mainly to speed up gui interaction when map isn't important).
36- enter runmode when cursor-key repeats (maybe not?) 47- cairo/win32 looks like shit (premultiplied alpha bug?)
37- mapmap (overview) - scroll visible area by clicking/dragging 48 (despite horrendous efforts, this is likely not fixable except by building a custom
38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 49 libcairo for win32).
39- maybe move window managing functionality into toplevel 50 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
40- better window management (graphical feedback) 51- the binding editor should have a append-record mode or something like that
41- the player weight somehow updates strangely when dropping/picking up 52- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
42 53 and add column titles (also for other tables like inventory and bindings)
43low priority: 54- sliders do not change size after reconfigure.
55- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
56- investigate fill widget option.
57- win32, fow_tetxure sometimes nukes other textures
58 (mostly fixed, but still there: displays list and texture uploads do not go well together)
44- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 59- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
45- completer should know more about arguments, e.g. cast summon pet monster, 60- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all"). 61 or that some commands do not take arguments ("drop all").
47- textview should not snap to bottom on resize. 62- textview should not snap to bottom on resize.
48- alt+cursor == diagonal 63- alt+cursor == diagonal
49- look into extendedmapinfo 64- look into extendedmapinfo
50- save only dirty cached maps, and save dirty maps != current map 65- save only dirty cached maps, and save dirty maps != current map
51- inventory update must be incremental (too slow) (really? check)
52- try to synchronize local animation speed with server updates to save on screen refreshes. 66- try to synchronize local animation speed with server updates to save on screen refreshes.
53- player list from server for tell etc. commands 67- player list from server for tell etc. commands
54- examine etc., should use extendeddrawinfo or sth. similar 68- examine etc., should use extendeddrawinfo or sth. similar
55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 69- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
56- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 70- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
90allocating id 73 104allocating id 73
91OK 105OK
92set_face 4784 => 73 106set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 107libpng warning: Ignoring gAMA chunk with gamma=0
94 108
109 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.
110 /*first pass*/
111 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
112 glDepthMask(FALSE); /*disable Z buffer*/
113 if (premultpliedTransparency)
114 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
115 else
116 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
117 /*render the object here*/
118
119 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:
120 /*second pass*/
121 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
122 glDepthMask(FALSE); /*disable Z buffer*/
123 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
124 /*render the object with alpha replaced with 1-a*/
125
126 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:
127 /*third pass*/
128 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
129 glDepthMask(TRUE); /*enable Z buffer*/
130 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
131 /*render the object with alpha replaced with 1*/
132
133

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines