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 1.110 by elmex, Fri Jun 2 16:27:27 2006 UTC vs.
Revision 1.155 by elmex, Mon Jun 12 12:28:06 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: save map shift in config. 11- IMPORTANT: recording multiple macros results in only one macro recorded
12- IMPORTANT: where did the window titles go, damnit? 12- IMPORTANT: texture reload not working on scaras machine
13- IMPORTANT: message log window often loses contents after refreshes/res switches 13- IMPORTANT: bind keys using the completer
14 (m,aybe not, maybe after loging out and in again?) 14- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
15- IMPORTANT: toplevel geometry is not respected on moves. 15- IMPORTANT: gauge size adjustment wreaks havoc
16- IMPORTANT: learning spells does not make them show up automatically in the completer? 16- IMPORTANT: (almost) all dialogs need some close button or better window frame icon
17- IMPORTANT: statusbox update timer
18- IMPORTANT: statusbox tooltip must not go away on updates
19- IMPORTANT: history for completer (cursor-up)
20- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
21- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
22 (mostly fixed, but still there: displays list and texture uploads do not go well together)
23- IMPORTANT:_ map feedback... e.g. when clicking on it
24- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
25 (remaining things to do: testing, seems not to work reliably?)
26 17
18should be solved/investitaged before BETA release:
19- maybe support mb4/mb5 on selected widgets to facilitate scrolling
20 (inventory, spell list, messge log...) => marc
21- add lmb mouse = cast, mmb2 = invoke or so to spell list.
22- maybe open the help viewer on the first start, or a simple dialog that
23 initially lists keybidings for gcfclient converts.
27- binding window and editor layout broken for long recordings 24- binding window and editor layout broken for long recordings
28- sorted spell dialog
29- minor: skill list which shows XP and lets u bind stuff 25- minor: skill list which shows XP and lets u bind stuff
30
31should be solved/investitaged before release:
32- log messages received and commands sent to ~/.crossfire/log.$ip 26- log messages received and commands sent to ~/.crossfire/log.$ip
33- the binding editor should have a append-record mode or something like that
34- rethink message display in lower left corner
35- cairo/win32 looks like shit (premultiplied alpha bug?)
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 27- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 (after starting, press quit) 28 (after starting, press quit)
38- flopper/menu imrpovement: 29- mapmap (overview) - scroll visible area by clicking/dragging
39 * things that are menus should act more like menus 30- maybe move window managing functionality into toplevel: better window management (graphical feedback)
31- the player weight somehow updates strangely when dropping/picking up
32 (update: is this still the case?)
33
34should be solved/investigated before 1.0 release:
35- what happened to the dialog being shown when modifiera are pressed, showing
36 keybindings for this modifier?
37- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
39- enter runmode when cursor-key repeats (maybe not?)
40- better focus management: put focus onto active windows, remove it again later 40- better focus management: put focus onto active windows, remove it again later
41- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 41 (mainly to speed up gui interaction when map isn't important).
42- enter runmode when cursor-key repeats (maybe not?) 42- cairo/win32 looks like shit (premultiplied alpha bug?)
43- mapmap (overview) - scroll visible area by clicking/dragging 43 (despite horrendous efforts, this is likely not fixable except by building a custom
44- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 44 libcairo for win32).
45- maybe move window managing functionality into toplevel 45 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
46- better window management (graphical feedback) 46- the binding editor should have a append-record mode or something like that
47- the player weight somehow updates strangely when dropping/picking up 47- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
48 48 and add column titles (also for other tables like inventory and bindings)
49low priority: 49- sliders do not change size after reconfigure.
50- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
51- investigate fill widget option.
52- win32, fow_tetxure sometimes nukes other textures
53 (mostly fixed, but still there: displays list and texture uploads do not go well together)
50- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 54- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
51- completer should know more about arguments, e.g. cast summon pet monster, 55- completer should know more about arguments, e.g. cast summon pet monster,
52 or that some commands do not take arguments ("drop all"). 56 or that some commands do not take arguments ("drop all").
53- textview should not snap to bottom on resize. 57- textview should not snap to bottom on resize.
54- alt+cursor == diagonal 58- alt+cursor == diagonal
55- look into extendedmapinfo 59- look into extendedmapinfo
56- save only dirty cached maps, and save dirty maps != current map 60- 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. 61- try to synchronize local animation speed with server updates to save on screen refreshes.
59- player list from server for tell etc. commands 62- player list from server for tell etc. commands
60- examine etc., should use extendeddrawinfo or sth. similar 63- examine etc., should use extendeddrawinfo or sth. similar
61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 64- 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 65- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
96allocating id 73 99allocating id 73
97OK 100OK
98set_face 4784 => 73 101set_face 4784 => 73
99libpng warning: Ignoring gAMA chunk with gamma=0 102libpng warning: Ignoring gAMA chunk with gamma=0
100 103
104 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.
105 /*first pass*/
106 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 if (premultpliedTransparency)
109 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
110 else
111 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
112 /*render the object here*/
113
114 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:
115 /*second pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(FALSE); /*disable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1-a*/
120
121 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:
122 /*third pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(TRUE); /*enable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1*/
127
128

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines