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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.115 by root, Sat Jun 3 02:32:34 2006 UTC vs.
Revision 1.160 by root, Tue Jun 13 17:14:28 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: resist_deplete is actulally resist_fear => check also othe rreistancies
12- IMPORTANT: invite (and maybe others) _need_ to be documented 12- IMPORTANT: recording multiple macros results in only one macro recorded
13- IMPORTANT: move most everything into Setup-dialog with subdialogs. 13- IMPORTANT: texture reload not working on scaras machine
14- IMPORTANT: save map shift in config. 14- IMPORTANT: gauge size adjustment wreaks havoc
15- IMPORTANT: message log window often loses contents after refreshes/res switches
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)
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 15
16should be solved/investitaged before BETA release:
17- the binding dialog is sometimes behind all windows
18- maybe support mb4/mb5 on selected widgets to facilitate scrolling
19 (inventory, spell list, messge log...) => marc
20- add lmb mouse = cast, mmb2 = invoke or so to spell list.
21- maybe open the help viewer on the first start, or a simple dialog that
22 initially lists keybidings for gcfclient converts.
26- binding window and editor layout broken for long recordings 23- 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 24- minor: skill list which shows XP and lets u bind stuff
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, press quit)
27- mapmap (overview) - scroll visible area by clicking/dragging
28- maybe move window managing functionality into toplevel: better window management (graphical feedback)
29- the player weight somehow updates strangely when dropping/picking up
30 (update: is this still the case?)
29 31
30should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
33- what happened to the dialog being shown when modifiera are pressed, showing
34 keybindings for this modifier?
35- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
37- enter runmode when cursor-key repeats (maybe not?)
38- better focus management: put focus onto active windows, remove it again later
39 (mainly to speed up gui interaction when map isn't important).
40- cairo/win32 looks like shit (premultiplied alpha bug?)
41 (despite horrendous efforts, this is likely not fixable except by building a custom
42 libcairo for win32).
43 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
44- the binding editor should have a append-record mode or something like that
31- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 45- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
32 and add column titles (also for other tables like inventory and bindings) 46 and add column titles (also for other tables like inventory and bindings)
33- log messages received and commands sent to ~/.crossfire/log.$ip 47- sliders do not change size after reconfigure.
34- the binding editor should have a append-record mode or something like that 48- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
35- rethink message display in lower left corner 49- investigate fill widget option.
36- cairo/win32 looks like shit (premultiplied alpha bug?)
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
38 (after starting, press quit)
39- flopper/menu imrpovement:
40 * things that are menus should act more like menus
41- better focus management: put focus onto active windows, remove it again later
42- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
43- enter runmode when cursor-key repeats (maybe not?)
44- mapmap (overview) - scroll visible area by clicking/dragging
45- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
46- maybe move window managing functionality into toplevel
47- better window management (graphical feedback)
48- the player weight somehow updates strangely when dropping/picking up
49
50low priority:
51- win32, fow_tetxure sometimes nukes other textures 50- win32, fow_tetxure sometimes nukes other textures
52 (mostly fixed, but still there: displays list and texture uploads do not go well together) 51 (mostly fixed, but still there: displays list and texture uploads do not go well together)
53- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 52- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
54- completer should know more about arguments, e.g. cast summon pet monster, 53- completer should know more about arguments, e.g. cast summon pet monster,
55 or that some commands do not take arguments ("drop all"). 54 or that some commands do not take arguments ("drop all").
56- textview should not snap to bottom on resize. 55- textview should not snap to bottom on resize.
57- alt+cursor == diagonal 56- alt+cursor == diagonal
58- look into extendedmapinfo 57- look into extendedmapinfo
59- save only dirty cached maps, and save dirty maps != current map 58- save only dirty cached maps, and save dirty maps != current map
60- inventory update must be incremental (too slow) (really? check)
61- try to synchronize local animation speed with server updates to save on screen refreshes. 59- try to synchronize local animation speed with server updates to save on screen refreshes.
62- player list from server for tell etc. commands 60- player list from server for tell etc. commands
63- examine etc., should use extendeddrawinfo or sth. similar 61- examine etc., should use extendeddrawinfo or sth. similar
64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
65- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 63- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
99allocating id 73 97allocating id 73
100OK 98OK
101set_face 4784 => 73 99set_face 4784 => 73
102libpng warning: Ignoring gAMA chunk with gamma=0 100libpng warning: Ignoring gAMA chunk with gamma=0
103 101
102 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.
103 /*first pass*/
104 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
105 glDepthMask(FALSE); /*disable Z buffer*/
106 if (premultpliedTransparency)
107 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
108 else
109 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
110 /*render the object here*/
111
112 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:
113 /*second pass*/
114 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
115 glDepthMask(FALSE); /*disable Z buffer*/
116 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
117 /*render the object with alpha replaced with 1-a*/
118
119 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:
120 /*third pass*/
121 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
122 glDepthMask(TRUE); /*enable Z buffer*/
123 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
124 /*render the object with alpha replaced with 1*/
125
126

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