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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.108 by root, Fri Jun 2 02:21:48 2006 UTC vs.
Revision 1.125 by root, Mon Jun 5 01:22:07 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: where did the window titles go, damnit? 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12- IMPORTANT: message log window often loses contents after refreshes/res switches 12 together with removing query dialog altogether.
13 (m,aybe not, maybe after loging out and in again?)
14- IMPORTANT: toplevel geometry is not respected on moves.
15- IMPORTANT: learning spells does not make them show up automatically in the completer?
16- IMPORTANT: statusbox update timer
17- IMPORTANT: statusbox tooltip must not go away on updates 13- IMPORTANT: statusbox tooltip must not go away on updates
18- IMPORTANT: history for completer (cursor-up) 14- IMPORTANT: history for completer (cursor-up)
19- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 15- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
20- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 16- IMPORTANT: stats window looks like shit initially (widget allocation?)
21 (mostly fixed, but still there: displays list and texture uploads do not go well together) 17
22- IMPORTANT:_ map feedback... e.g. when clicking on it 18- binding window and editor layout broken for long recordings
23- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?) 19- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
24 (remaining things to do: testing, seems not to work reliably?) 20- minor: skill list which shows XP and lets u bind stuff
25 21
26should be solved/investitaged before release: 22should be solved/investitaged before release:
23- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
24 and add column titles (also for other tables like inventory and bindings)
27- log messages received and commands sent to ~/.crossfire/log.$ip 25- log messages received and commands sent to ~/.crossfire/log.$ip
28- the binding editor should have a append-record mode or something like that 26- the binding editor should have a append-record mode or something like that
29- rethink message display in lower left corner 27- rethink message display in lower left corner
30- cairo/win32 looks like shit (premultiplied alpha bug?) 28- cairo/win32 looks like shit (premultiplied alpha bug?)
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 30 (after starting, press quit)
33- flopper/menu imrpovement:
34 * things that are menus should act more like menus
35- better focus management: put focus onto active windows, remove it again later 31- 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. 32- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
37- enter runmode when cursor-key repeats (maybe not?) 33- enter runmode when cursor-key repeats (maybe not?)
38- mapmap (overview) - scroll visible area by clicking/dragging 34- mapmap (overview) - scroll visible area by clicking/dragging
39- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 35- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
40- maybe move window managing functionality into toplevel 36- maybe move window managing functionality into toplevel
41- better window management (graphical feedback) 37- better window management (graphical feedback)
42- the player weight somehow updates strangely when dropping/picking up 38- the player weight somehow updates strangely when dropping/picking up
43 39
44low priority: 40low priority:
41- win32, fow_tetxure sometimes nukes other textures
42 (mostly fixed, but still there: displays list and texture uploads do not go well together)
45- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 43- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
46- completer should know more about arguments, e.g. cast summon pet monster, 44- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 45 or that some commands do not take arguments ("drop all").
48- textview should not snap to bottom on resize. 46- textview should not snap to bottom on resize.
49- alt+cursor == diagonal 47- alt+cursor == diagonal
50- look into extendedmapinfo 48- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map 49- save only dirty cached maps, and save dirty maps != current map
52- inventory update must be incremental (too slow) (really? check)
53- try to synchronize local animation speed with server updates to save on screen refreshes. 50- try to synchronize local animation speed with server updates to save on screen refreshes.
54- player list from server for tell etc. commands 51- player list from server for tell etc. commands
55- examine etc., should use extendeddrawinfo or sth. similar 52- examine etc., should use extendeddrawinfo or sth. similar
56- 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.).
57- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 54- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
91allocating id 73 88allocating id 73
92OK 89OK
93set_face 4784 => 73 90set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 91libpng warning: Ignoring gAMA chunk with gamma=0
95 92
93 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.
94 /*first pass*/
95 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
96 glDepthMask(FALSE); /*disable Z buffer*/
97 if (premultpliedTransparency)
98 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
99 else
100 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
101 /*render the object here*/
102
103 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:
104 /*second pass*/
105 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
106 glDepthMask(FALSE); /*disable Z buffer*/
107 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
108 /*render the object with alpha replaced with 1-a*/
109
110 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:
111 /*third pass*/
112 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
113 glDepthMask(TRUE); /*enable Z buffer*/
114 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
115 /*render the object with alpha replaced with 1*/
116
117

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