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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 1.129 by root, Mon Jun 5 05:06:21 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: vidmode change considered harmful
12- IMPORTANT: invite (and maybe others) _need_ to be documented 12- IMPORTANT: why is windows many times faster at displaying the documentation?
13- IMPORTANT: move most everything into Setup-dialog with subdialogs. 13- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
14- IMPORTANT: save map shift in config. 14 together with removing query dialog altogether.
15- IMPORTANT: message log window often loses contents after refreshes/res switches 15- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
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) 16- IMPORTANT: history for completer (cursor-up)
22- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
23- IMPORTANT:_ map feedback... e.g. when clicking on it
24- IMPORTANT: stats window looks like shit initially (widget allocation?)
25 17
18- message log/textview flickers on update.
26- binding window and editor layout broken for long recordings 19- binding window and editor layout broken for long recordings
27- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 20- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
21 (use popups, not buttons)
28- minor: skill list which shows XP and lets u bind stuff 22- minor: skill list which shows XP and lets u bind stuff
29 23
30should be solved/investitaged before release: 24should be solved/investitaged before release:
25- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
26 and add column titles (also for other tables like inventory and bindings)
31- log messages received and commands sent to ~/.crossfire/log.$ip 27- log messages received and commands sent to ~/.crossfire/log.$ip
32- the binding editor should have a append-record mode or something like that 28- 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?) 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).
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit) 33 (after starting, press quit)
37- flopper/menu imrpovement:
38 * things that are menus should act more like menus
39- better focus management: put focus onto active windows, remove it again later 34- better focus management: put focus onto active windows, remove it again later
35 (mainly to speed up gui interaction when map isn't important).
40- 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.
41- enter runmode when cursor-key repeats (maybe not?) 37- enter runmode when cursor-key repeats (maybe not?)
42- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
43- 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
44- maybe move window managing functionality into toplevel 40- maybe move window managing functionality into toplevel
45- better window management (graphical feedback) 41- better window management (graphical feedback)
46- the player weight somehow updates strangely when dropping/picking up 42- the player weight somehow updates strangely when dropping/picking up
47 43
48low priority: 44low priority:
45- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
46- investigate fill widget option.
49- win32, fow_tetxure sometimes nukes other textures 47- win32, fow_tetxure sometimes nukes other textures
50 (mostly fixed, but still there: displays list and texture uploads do not go well together) 48 (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. 49- 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, 50- completer should know more about arguments, e.g. cast summon pet monster,
53 or that some commands do not take arguments ("drop all"). 51 or that some commands do not take arguments ("drop all").
54- textview should not snap to bottom on resize. 52- textview should not snap to bottom on resize.
55- alt+cursor == diagonal 53- alt+cursor == diagonal
56- look into extendedmapinfo 54- look into extendedmapinfo
57- save only dirty cached maps, and save dirty maps != current map 55- 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. 56- try to synchronize local animation speed with server updates to save on screen refreshes.
60- player list from server for tell etc. commands 57- player list from server for tell etc. commands
61- examine etc., should use extendeddrawinfo or sth. similar 58- examine etc., should use extendeddrawinfo or sth. similar
62- 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.).
63- 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
97allocating id 73 94allocating id 73
98OK 95OK
99set_face 4784 => 73 96set_face 4784 => 73
100libpng warning: Ignoring gAMA chunk with gamma=0 97libpng warning: Ignoring gAMA chunk with gamma=0
101 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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