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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.48 by root, Fri May 12 02:08:51 2006 UTC vs.
Revision 1.123 by root, Mon Jun 5 00:17:47 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: kick elmex for not documenting the bugs here so other people 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12 cannot work on them. 12 together with removing query dialog altogether.
13- IMPORTANT: reconfigure does not reach unlinked widgets => global widget list? 13- IMPORTANT: message log window often loses contents after refreshes/res switches
14- IMPORTANT: inventory update must be incremental (too slow) 14 (m,aybe not, maybe after loging out and in again?)
15- IMPORTANT: slider should clip to valid range properly 15 also: message log window now visibly flickers, must be soem horrid bug
16- IMPORTANT: user interface (window positions etc.) should be saved, but 16- IMPORTANT: statusbox update timer
17 b) widget layout is nontrivial as to not obscure map 17- IMPORTANT: statusbox tooltip must not go away on updates
18 c) need better way to center map then middle-button, maybe map overview 18- IMPORTANT: history for completer (cursor-up)
19 (but updates will be slow UPDATE updates are not at all slow). 19- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
20- IMPORTANT: animate faces in inventory etc. 20- IMPORTANT: stats window looks like shit initially (widget allocation?)
21- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 21
22- IMPORTANT: verify and correct connection-dependent texture management 22- binding window and editor layout broken for long recordings
23- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
24- minor: skill list which shows XP and lets u bind stuff
23 25
24should be solved/investitaged before release: 26should be solved/investitaged before release:
27- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
28 and add column titles (also for other tables like inventory and bindings)
29- log messages received and commands sent to ~/.crossfire/log.$ip
30- the binding editor should have a append-record mode or something like that
31- rethink message display in lower left corner
32- cairo/win32 looks like shit (premultiplied alpha bug?)
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, pressing login with connection refused, then close window) 34 (after starting, press quit)
27- remove wrap_mode hack from texture and make it a per-texture operation 35- better focus management: put focus onto active windows, remove it again later
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
28- enter runmode when cursor-key repeats 37- enter runmode when cursor-key repeats (maybe not?)
29- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
30- save only dirty cached maps, and save dirty maps != current map
31- elmex: 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
32- mesa-rendering of textview shows only garbage and/or another texture
33- maybe move window managing functionality into toplevel 40- maybe move window managing functionality into toplevel
34- look into extendeddrawinfo and extendedmapinfo 41- better window management (graphical feedback)
35- update/check_size should be done at most once/frame/widget. 42- the player weight somehow updates strangely when dropping/picking up
36 43
37low priority: 44low priority:
45- win32, fow_tetxure sometimes nukes other textures
46 (mostly fixed, but still there: displays list and texture uploads do not go well together)
47- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
48- completer should know more about arguments, e.g. cast summon pet monster,
49 or that some commands do not take arguments ("drop all").
50- textview should not snap to bottom on resize.
51- alt+cursor == diagonal
52- look into extendedmapinfo
53- save only dirty cached maps, and save dirty maps != current map
54- try to synchronize local animation speed with server updates to save on screen refreshes.
55- player list from server for tell etc. commands
56- examine etc., should use extendeddrawinfo or sth. similar
57- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
38- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 58- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
39- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
40- performance: use texture collections for upstream server data instead if gobs 59- performance: use texture collections for upstream server data instead if gobs
41 of small textures. 60 of small textures.
42- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 61- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
43 affect neighbouring visible pixels (border bleeding). 62 affect neighbouring visible pixels (border bleeding).
44- pango fontsize measure and decrease to achieve real pixel height 63- pango fontsize measure and decrease to achieve real pixel height
47- palyer peaceful setting should be independen of game peaceful setting 66- palyer peaceful setting should be independen of game peaceful setting
48 (i.e. one should be able to become hostile against guards but still 67 (i.e. one should be able to become hostile against guards but still
49 be peaceful - the palyer peaceful would be toggled by priests and shown 68 be peaceful - the palyer peaceful would be toggled by priests and shown
50 in who, the game peaceful steting would be toggled by the peaceful command 69 in who, the game peaceful steting would be toggled by the peaceful command
51 but not otherwise shown). 70 but not otherwise shown).
52- run flawfinder on cf
53- disable old socket mode in server
54- implement suicide command for server
55- cavehippo wants hashstring to be changed to hash name
56- pippij wants playerstealing to work between hostile players 71- pippij wants playerstealing to work between hostile players
57- schmorp wants to rework the who output format
58- attempt_jump tries to kick jumped-into monster,s but doesn't work 72- attempt_jump tries to kick jumped-into monster,s but doesn't work
59- 1) If you hide, and someone can see you trying to hide, you'll get a 73- 1) If you hide, and someone can see you trying to hide, you'll get a
60 message, even when you can't see that other person. 74 message, even when you can't see that other person.
61- 2) hiding exp is always 1, independant of how difficult it is to hide 75- 2) hiding exp is always 1, independant of how difficult it is to hide
62- 3) jumping into monsters does no damage, even though it's supposed to 76- 3) jumping into monsters does no damage, even though it's supposed to
78allocating id 73 92allocating id 73
79OK 93OK
80set_face 4784 => 73 94set_face 4784 => 73
81libpng warning: Ignoring gAMA chunk with gamma=0 95libpng warning: Ignoring gAMA chunk with gamma=0
82 96
97 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.
98 /*first pass*/
99 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
100 glDepthMask(FALSE); /*disable Z buffer*/
101 if (premultpliedTransparency)
102 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
103 else
104 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
105 /*render the object here*/
106
107 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:
108 /*second pass*/
109 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
110 glDepthMask(FALSE); /*disable Z buffer*/
111 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
112 /*render the object with alpha replaced with 1-a*/
113
114 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:
115 /*third pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(TRUE); /*enable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1*/
120
121

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