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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 1.167 by root, Sat Jun 17 15:07:52 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: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
12- IMPORTANT: invite (and maybe others) _need_ to be documented 12 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
13- IMPORTANT: move most everything into Setup-dialog with subdialogs. 13- IMPORTANT: new key bindings not shown, pleae look over the whole keybinding thing, there are myriads of little bugs (elmex)
14- IMPORTANT: save map shift in config. 14- IMPORTANT: recording multiple macros results in only one macro recorded
15- IMPORTANT: message log window often loses contents after refreshes/res switches 15- IMPORTANT: texture reload not working on scaras machine (maybe now)
16 (m,aybe not, maybe after loging out and in again?) 16- IMPORTANT: make close button optional to the very few windows that support it
17- IMPORTANT: toplevel geometry is not respected on moves. 17- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
18- IMPORTANT: learning spells does not make them show up automatically in the completer? 18- IMPORTANT: put keybindings and loginname and related info into $CFG->{profile}{default} so
19- IMPORTANT: statusbox update timer 19 we can add profiles *later*.
20- IMPORTANT: statusbox tooltip must not go away on updates
21- IMPORTANT: history for completer (cursor-up)
22- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
23- IMPORTANT:_ map feedback... e.g. when clicking on it
24- IMPORTANT: stats window looks like shit initially (widget allocation?)
25 20
21should be solved/investitaged before BETA release:
22- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
23- the binding dialog is sometimes behind all windows
24- maybe support mb4/mb5 on selected widgets to facilitate scrolling
25 (inventory, spell list, messge log...) => marc
26- add lmb mouse = cast, mmb2 = invoke or so to spell list.
27- maybe open the help viewer on the first start, or a simple dialog that
28 initially lists keybidings for gcfclient converts.
26- binding window and editor layout broken for long recordings 29- binding window and editor layout broken for long recordings
27- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
28- minor: skill list which shows XP and lets u bind stuff 30- minor: skill list which shows XP and lets u bind stuff
29
30should be solved/investitaged before release:
31- log messages received and commands sent to ~/.crossfire/log.$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. 31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit) 32 (after starting, press quit)
37- flopper/menu imrpovement: 33- mapmap (overview) - scroll visible area by clicking/dragging
38 * things that are menus should act more like menus 34- maybe move window managing functionality into toplevel: better window management (graphical feedback)
35- the player weight somehow updates strangely when dropping/picking up
36 (update: is this still the case?)
37
38should be solved/investigated before 1.0 release:
39- what happened to the dialog being shown when modifiera are pressed, showing
40 keybindings for this modifier?
41- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
42- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
43- enter runmode when cursor-key repeats (maybe not?)
39- better focus management: put focus onto active windows, remove it again later 44- 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. 45 (mainly to speed up gui interaction when map isn't important).
41- enter runmode when cursor-key repeats (maybe not?) 46- cairo/win32 looks like shit (premultiplied alpha bug?)
42- mapmap (overview) - scroll visible area by clicking/dragging 47 (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 48 libcairo for win32).
44- maybe move window managing functionality into toplevel 49 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
45- better window management (graphical feedback) 50- the binding editor should have a append-record mode or something like that
46- the player weight somehow updates strangely when dropping/picking up 51- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
47 52 and add column titles (also for other tables like inventory and bindings)
48low priority: 53- sliders do not change size after reconfigure.
54- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
55- investigate fill widget option.
49- win32, fow_tetxure sometimes nukes other textures 56- win32, fow_tetxure sometimes nukes other textures
50 (mostly fixed, but still there: displays list and texture uploads do not go well together) 57 (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. 58- 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, 59- completer should know more about arguments, e.g. cast summon pet monster,
53 or that some commands do not take arguments ("drop all"). 60 or that some commands do not take arguments ("drop all").
54- textview should not snap to bottom on resize. 61- textview should not snap to bottom on resize.
55- alt+cursor == diagonal 62- alt+cursor == diagonal
56- look into extendedmapinfo 63- look into extendedmapinfo
57- save only dirty cached maps, and save dirty maps != current map 64- 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. 65- try to synchronize local animation speed with server updates to save on screen refreshes.
60- player list from server for tell etc. commands 66- player list from server for tell etc. commands
61- examine etc., should use extendeddrawinfo or sth. similar 67- examine etc., should use extendeddrawinfo or sth. similar
62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 68- 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 69- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
97allocating id 73 103allocating id 73
98OK 104OK
99set_face 4784 => 73 105set_face 4784 => 73
100libpng warning: Ignoring gAMA chunk with gamma=0 106libpng warning: Ignoring gAMA chunk with gamma=0
101 107
108 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.
109 /*first pass*/
110 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
111 glDepthMask(FALSE); /*disable Z buffer*/
112 if (premultpliedTransparency)
113 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
114 else
115 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
116 /*render the object here*/
117
118 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:
119 /*second pass*/
120 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
123 /*render the object with alpha replaced with 1-a*/
124
125 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:
126 /*third pass*/
127 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
128 glDepthMask(TRUE); /*enable Z buffer*/
129 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
130 /*render the object with alpha replaced with 1*/
131
132

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