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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.108 by root, Fri Jun 2 02:21:48 2006 UTC vs.
Revision 1.186 by root, Sun Jul 2 18:52:04 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: where did the window titles go, damnit? 11- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
12- IMPORTANT: message log window often loses contents after refreshes/res switches 12 bind action stays open when closing theamcro recorder
13 (m,aybe not, maybe after loging out and in again?) 13- IMPORTANT: discuss topmost menu, minor issues
14- IMPORTANT: toplevel geometry is not respected on moves. 14- enable autopickup/disable in right-click menĂ¼ for map
15- IMPORTANT: learning spells does not make them show up automatically in the completer? 15- help window close button
16- IMPORTANT: statusbox update timer 16- floorbox should show currently open container
17- IMPORTANT: statusbox tooltip must not go away on updates 17- make simple inventory filters: most recently added/changed, normal, only unlocked
18- IMPORTANT: history for completer (cursor-up) 18- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
19- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 19- minor: skill list which shows XP and lets u bind stuff
20- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
21 (mostly fixed, but still there: displays list and texture uploads do not go well together)
22- IMPORTANT:_ map feedback... e.g. when clicking on it
23- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
24 (remaining things to do: testing, seems not to work reliably?)
25
26should be solved/investitaged before release:
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
29- rethink message display in lower left corner
30- cairo/win32 looks like shit (premultiplied alpha bug?)
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 20- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 21 (after starting, press quit)
33- flopper/menu imrpovement: 22- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
34 * things that are menus should act more like menus 23
35- better focus management: put focus onto active windows, remove it again later 24should be solved/investigated before 1.0 release:
25- mapmap (overview) - scroll visible area by clicking/dragging
26- binding window and editor layout broken for long recordings
27- maybe open the help viewer on the first start, or a simple dialog that
28 initially lists keybidings for gcfclient converts.
29- maybe support mb4/mb5 on selected widgets to facilitate scrolling
30 (inventory, spell list, messge log...) => marc
31- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
32- but fullscreen => minimize (alt-esc) => no way to go back [windows]
33- spell list => scroll down => "Pickup" => scrollbar not updated
34- what happened to the dialog being shown when modifiera are pressed, showing
35 keybindings for this modifier?
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
37- enter runmode when cursor-key repeats (maybe not?)
38- mapmap (overview) - scroll visible area by clicking/dragging
39- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
40- maybe move window managing functionality into toplevel
41- better window management (graphical feedback)
42- the player weight somehow updates strangely when dropping/picking up
43 37
44low priority: 38post-1.0:
45- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 39- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
40 affect neighbouring visible pixels (border bleeding).
41- examine etc., should use extendeddrawinfo or sth. similar
42- player list from server for tell etc. commands
43- save only dirty cached maps, and save dirty maps != current map
44- look into extendedmapinfo
46- completer should know more about arguments, e.g. cast summon pet monster, 45- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 46 or that some commands do not take arguments ("drop all").
48- textview should not snap to bottom on resize. 47- sliders do not change size after reconfigure.
49- alt+cursor == diagonal 48- enter runmode when cursor-key repeats (maybe not?)
50- look into extendedmapinfo 49- cairo/win32 looks like shit (premultiplied alpha bug?)
51- save only dirty cached maps, and save dirty maps != current map 50 (despite horrendous efforts, this is likely not fixable except by building a custom
52- inventory update must be incremental (too slow) (really? check) 51 libcairo for win32).
53- try to synchronize local animation speed with server updates to save on screen refreshes. 52 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
54- player list from server for tell etc. commands
55- examine etc., should use extendeddrawinfo or sth. similar
56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
57- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
58- performance: use texture collections for upstream server data instead if gobs 54- performance: use texture collections for upstream server data instead if gobs
59 of small textures. 55 of small textures.
60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
61 affect neighbouring visible pixels (border bleeding).
62- pango fontsize measure and decrease to achieve real pixel height
63 56
64TEMPORARY SERVER TODO: 57TEMPORARY SERVER TODO:
65- palyer peaceful setting should be independen of game peaceful setting 58- palyer peaceful setting should be independen of game peaceful setting
66 (i.e. one should be able to become hostile against guards but still 59 (i.e. one should be able to become hostile against guards but still
67 be peaceful - the palyer peaceful would be toggled by priests and shown 60 be peaceful - the palyer peaceful would be toggled by priests and shown
91allocating id 73 84allocating id 73
92OK 85OK
93set_face 4784 => 73 86set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 87libpng warning: Ignoring gAMA chunk with gamma=0
95 88
89 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.
90 /*first pass*/
91 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
92 glDepthMask(FALSE); /*disable Z buffer*/
93 if (premultpliedTransparency)
94 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
95 else
96 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
97 /*render the object here*/
98
99 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:
100 /*second pass*/
101 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
102 glDepthMask(FALSE); /*disable Z buffer*/
103 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
104 /*render the object with alpha replaced with 1-a*/
105
106 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:
107 /*third pass*/
108 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
109 glDepthMask(TRUE); /*enable Z buffer*/
110 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
111 /*render the object with alpha replaced with 1*/
112
113

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