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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.113 by root, Sat Jun 3 01:47:12 2006 UTC vs.
Revision 1.122 by root, Sun Jun 4 23:05:05 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: invite (and maybe others) _need_ to be documented
12- IMPORTANT: move most everything into Setup-dialog with subdialogs.
13- IMPORTANT: save map shift in config.
14- IMPORTANT: message log window often loses contents after refreshes/res switches 11- IMPORTANT: message log window often loses contents after refreshes/res switches
15 (m,aybe not, maybe after loging out and in again?) 12 (m,aybe not, maybe after loging out and in again?)
16- IMPORTANT: toplevel geometry is not respected on moves. 13 also: message log window now visibly flickers, must be soem horrid bug
17- IMPORTANT: learning spells does not make them show up automatically in the completer?
18- IMPORTANT: statusbox update timer 14- IMPORTANT: statusbox update timer
19- IMPORTANT: statusbox tooltip must not go away on updates 15- IMPORTANT: statusbox tooltip must not go away on updates
20- IMPORTANT: history for completer (cursor-up) 16- IMPORTANT: history for completer (cursor-up)
21- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
22- IMPORTANT:_ map feedback... e.g. when clicking on it
23- IMPORTANT: stats window looks like shit initially (widget allocation?) 18- IMPORTANT: stats window looks like shit initially (widget allocation?)
24 19
25- binding window and editor layout broken for long recordings 20- binding window and editor layout broken for long recordings
26- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 21- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
27- minor: skill list which shows XP and lets u bind stuff 22- minor: skill list which shows XP and lets u bind stuff
28 23
29should 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)
30- log messages received and commands sent to ~/.crossfire/log.$ip 27- log messages received and commands sent to ~/.crossfire/log.$ip
31- 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
32- rethink message display in lower left corner 29- rethink message display in lower left corner
33- cairo/win32 looks like shit (premultiplied alpha bug?) 30- cairo/win32 looks like shit (premultiplied alpha bug?)
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, press quit) 32 (after starting, press quit)
36- flopper/menu imrpovement:
37 * things that are menus should act more like menus
38- better focus management: put focus onto active windows, remove it again later 33- better focus management: put focus onto active windows, remove it again later
39- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 34- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
40- enter runmode when cursor-key repeats (maybe not?) 35- enter runmode when cursor-key repeats (maybe not?)
41- mapmap (overview) - scroll visible area by clicking/dragging 36- mapmap (overview) - scroll visible area by clicking/dragging
42- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 37- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
52 or that some commands do not take arguments ("drop all"). 47 or that some commands do not take arguments ("drop all").
53- textview should not snap to bottom on resize. 48- textview should not snap to bottom on resize.
54- alt+cursor == diagonal 49- alt+cursor == diagonal
55- look into extendedmapinfo 50- look into extendedmapinfo
56- save only dirty cached maps, and save dirty maps != current map 51- 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. 52- try to synchronize local animation speed with server updates to save on screen refreshes.
59- player list from server for tell etc. commands 53- player list from server for tell etc. commands
60- examine etc., should use extendeddrawinfo or sth. similar 54- examine etc., should use extendeddrawinfo or sth. similar
61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 55- 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 56- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
96allocating id 73 90allocating id 73
97OK 91OK
98set_face 4784 => 73 92set_face 4784 => 73
99libpng warning: Ignoring gAMA chunk with gamma=0 93libpng warning: Ignoring gAMA chunk with gamma=0
100 94
95 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.
96 /*first pass*/
97 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
98 glDepthMask(FALSE); /*disable Z buffer*/
99 if (premultpliedTransparency)
100 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
101 else
102 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
103 /*render the object here*/
104
105 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:
106 /*second pass*/
107 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
108 glDepthMask(FALSE); /*disable Z buffer*/
109 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
110 /*render the object with alpha replaced with 1-a*/
111
112 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:
113 /*third pass*/
114 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
115 glDepthMask(TRUE); /*enable Z buffer*/
116 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
117 /*render the object with alpha replaced with 1*/
118
119

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