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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 1.186 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: put setup subwindows into a scrolled viewport (and rmeove sorlling from spell list). 11- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
12- IMPORTANT: invite (and maybe others) _need_ to be documented 12 bind action stays open when closing theamcro recorder
13- IMPORTANT: move most everything into Setup-dialog with subdialogs. 13- IMPORTANT: discuss topmost menu, minor issues
14- IMPORTANT: save map shift in config. 14- enable autopickup/disable in right-click menĂ¼ for map
15- IMPORTANT: message log window often loses contents after refreshes/res switches 15- help window close button
16 (m,aybe not, maybe after loging out and in again?) 16- floorbox should show currently open container
17- IMPORTANT: toplevel geometry is not respected on moves. 17- make simple inventory filters: most recently added/changed, normal, only unlocked
18- IMPORTANT: learning spells does not make them show up automatically in the completer? 18- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
19- IMPORTANT: statusbox update timer
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
26- 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 19- 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. 20- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit) 21 (after starting, press quit)
37- flopper/menu imrpovement: 22- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
38 * things that are menus should act more like menus 23
39- 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?
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?)
42- 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
44- maybe move window managing functionality into toplevel
45- better window management (graphical feedback)
46- the player weight somehow updates strangely when dropping/picking up
47 37
48low priority: 38post-1.0:
49- win32, fow_tetxure sometimes nukes other textures 39- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
50 (mostly fixed, but still there: displays list and texture uploads do not go well together) 40 affect neighbouring visible pixels (border bleeding).
51- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 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
52- 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,
53 or that some commands do not take arguments ("drop all"). 46 or that some commands do not take arguments ("drop all").
54- textview should not snap to bottom on resize. 47- sliders do not change size after reconfigure.
55- alt+cursor == diagonal 48- enter runmode when cursor-key repeats (maybe not?)
56- look into extendedmapinfo 49- cairo/win32 looks like shit (premultiplied alpha bug?)
57- 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
58- inventory update must be incremental (too slow) (really? check) 51 libcairo for win32).
59- 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)
60- player list from server for tell etc. commands
61- examine etc., should use extendeddrawinfo or sth. similar
62- 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.).
63- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
64- performance: use texture collections for upstream server data instead if gobs 54- performance: use texture collections for upstream server data instead if gobs
65 of small textures. 55 of small textures.
66- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
67 affect neighbouring visible pixels (border bleeding).
68- pango fontsize measure and decrease to achieve real pixel height
69 56
70TEMPORARY SERVER TODO: 57TEMPORARY SERVER TODO:
71- palyer peaceful setting should be independen of game peaceful setting 58- palyer peaceful setting should be independen of game peaceful setting
72 (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
73 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
97allocating id 73 84allocating id 73
98OK 85OK
99set_face 4784 => 73 86set_face 4784 => 73
100libpng warning: Ignoring gAMA chunk with gamma=0 87libpng warning: Ignoring gAMA chunk with gamma=0
101 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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