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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.127 by root, Mon Jun 5 02:25:10 2006 UTC vs.
Revision 1.261 by root, Fri Aug 17 21:18:01 2007 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
4macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
5
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 6http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 7
612:17 <@schmorp> i do list all libs manually for pclient 8- IMPORTANT: when closign a window, the close button keeps the event or so,
712:17 <@schmorp> will have to do that for gce too 9 resulting in endless resize when it reopens again.
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed 11- improve smoothing implementation to be cleaner and more efficient.
12 together with removing query dialog altogether.
13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
14- IMPORTANT: history for completer (cursor-up)
15 12
16- binding window and editor layout broken for long recordings 13- automccompleter should vanish when its losing focus
17- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 14- allow inventory window to be stacked vertically, maybe?
18- minor: skill list which shows XP and lets u bind stuff 15- ganondorf wants the completer to grow, never shrink
16- keypad-enter does not do the same as return in text entries
19 17
18- ice in /whalingoutpost/misc/castle1
19 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
20- PANGO: create upstream-patch for inclusion into pango
21- SERVER: document ext/mapinfo and cfplus.ext
22- SERVER: memleak like hell: probably event-related? (probably not real)
23- LONG-TERM: party member health etc. status (needs player list, then trivial)
24- LONG-TERM: map landmark labels
25- LONG-TERM: player on map name
26
27- player speed is only shown as current, not unencumbered max as in gcfclient
28- IMPORTANT: stats during item creation == crash? (reported by Grak)
29- IMPORTANT: server-protocol/upgrade etc.
30- IMPORTANT: good installation instructions/problem faq.
31- IMPORTANT: database creation parameters borked - fix and find upgrad epath
32- FEATURE: beside the floorbox, have a recent inventory items box
33- fix the pod referencing - L<glossary/space> does not get you anywhere.
34 * possibly look into auto-marking (wiki-style) certain key sequences.
35
20should be solved/investitaged before release: 36should be solved/investigated before 1.0 release:
21- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 37- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
22 and add column titles (also for other tables like inventory and bindings) 38- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
23- log messages received and commands sent to ~/.crossfire/log.$ip 39- when in history "mode", completer cannot access completions at all
24- the binding editor should have a append-record mode or something like that 40- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
25- rethink message display in lower left corner 41- offer common options such as use_skill sense xxx etc. in inventory via menu?
26- cairo/win32 looks like shit (premultiplied alpha bug?) 42- buttons should support hovering visually
27 (despite horrendous efforts, this is likely not fixable except by building a custom 43- notebooks should provide visual feedback (support from button class?)
28 libcairo for win32). 44- floorbox out-of-screen after resizing (schmorp)
45- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
46- playerbook/skills should have sensible tooltips with skill descriptions
47- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
48- mapmap (overview) - scroll visible area by clicking/dragging
49- binding window and editor layout broken for long recordings => use scroller
50- maybe open the help viewer on the first start, or a simple dialog that
51 initially lists keybidings for gcfclient converts.
52- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
53- what happened to the dialog being shown when modifiers are pressed, showing
54 keybindings for this modifier?
55
56post-1.0:
29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 57- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
30 (after starting, press quit) 58 (after starting, press quit)
31- better focus management: put focus onto active windows, remove it again later 59- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
32 (mainly to speed up gui interaction when map isn't important). 60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
33- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 61 affect neighbouring visible pixels (border bleeding).
34- enter runmode when cursor-key repeats (maybe not?) 62- examine etc., should use extendeddrawinfo or sth. similar
35- mapmap (overview) - scroll visible area by clicking/dragging 63- player list from server for tell etc. commands
36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 64- save only dirty cached maps, and save dirty maps != current map
37- maybe move window managing functionality into toplevel 65- look into extendedmapinfo
38- better window management (graphical feedback)
39- the player weight somehow updates strangely when dropping/picking up
40
41low priority:
42- win32, fow_tetxure sometimes nukes other textures
43 (mostly fixed, but still there: displays list and texture uploads do not go well together)
44- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
45- completer should know more about arguments, e.g. cast summon pet monster, 66- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all"). 67 or that some commands do not take arguments ("drop all").
47- textview should not snap to bottom on resize. 68- sliders do not change size after reconfigure.
48- alt+cursor == diagonal 69- enter runmode when cursor-key repeats (maybe not?)
49- look into extendedmapinfo
50- save only dirty cached maps, and save dirty maps != current map
51- try to synchronize local animation speed with server updates to save on screen refreshes.
52- player list from server for tell etc. commands
53- examine etc., should use extendeddrawinfo or sth. similar
54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 70- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
55- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
56- performance: use texture collections for upstream server data instead if gobs 71- performance: use texture collections for upstream server data instead if gobs
57 of small textures. 72 of small textures.
58- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 73- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
59 affect neighbouring visible pixels (border bleeding).
60- pango fontsize measure and decrease to achieve real pixel height
61 74
62TEMPORARY SERVER TODO: 75TEMPORARY SERVER TODO:
76- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
63- palyer peaceful setting should be independen of game peaceful setting 77- palyer peaceful setting should be independen of game peaceful setting
64 (i.e. one should be able to become hostile against guards but still 78 (i.e. one should be able to become hostile against guards but still
65 be peaceful - the palyer peaceful would be toggled by priests and shown 79 be peaceful - the palyer peaceful would be toggled by priests and shown
66 in who, the game peaceful steting would be toggled by the peaceful command 80 in who, the game peaceful steting would be toggled by the peaceful command
67 but not otherwise shown). 81 but not otherwise shown).
68- pippij wants playerstealing to work between hostile players
69- attempt_jump tries to kick jumped-into monster,s but doesn't work 82- attempt_jump tries to kick jumped-into monster,s but doesn't work
70- 1) If you hide, and someone can see you trying to hide, you'll get a 83- 1) If you hide, and someone can see you trying to hide, you'll get a
71 message, even when you can't see that other person. 84 message, even when you can't see that other person.
72- 2) hiding exp is always 1, independant of how difficult it is to hide 85- 2) hiding exp is always 1, independant of how difficult it is to hide
73- 3) jumping into monsters does no damage, even though it's supposed to 86- 3) jumping into monsters does no damage, even though it's supposed to
74 be an attack (mentioned before). You also get no exp for this 87 be an attack (mentioned before). You also get no exp for this
75- 10) (feature request): bug/typo/idea commands to automatically log 88- 10) (feature request): bug/typo/idea commands to automatically log
76 your comments, with the mentioning of the current map (and perhaps an 89 your comments, with the mentioning of the current map (and perhaps an
77 item, if you do 'bug <item>'). 90 item, if you do 'bug <item>').
78 91
79set_face 4783 => 70 92
80libpng warning: Ignoring gAMA chunk with gamma=0 93 #TODO#d# display texture cache
81allocating id 71 94 {
82OK 95 glEnable GL_TEXTURE_2D;
83set_face 4782 => 71 96 glBindTexture GL_TEXTURE_2D, 41;
84libpng warning: Ignoring gAMA chunk with gamma=0 97 glColor 1, 1, 1, 1;
85allocating id 72 98 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
86OK 99 glEnable GL_BLEND;
87set_face 4781 => 72 100 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
88libpng warning: Ignoring gAMA chunk with gamma=0 101 glBegin GL_QUADS;
89allocating id 73 102 glTexCoord 0,1; glVertex 0,0;
90OK 103 glTexCoord 1,1; glVertex 255,0;
91set_face 4784 => 73 104 glTexCoord 1,0; glVertex 255,255;
92libpng warning: Ignoring gAMA chunk with gamma=0 105 glTexCoord 0,0; glVertex 0,255;
106 glEnd;
107 glDisable GL_BLEND;
108 glDisable GL_TEXTURE_2D;
109 }
93 110
94 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. 111 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.
95 /*first pass*/ 112 /*first pass*/
96 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 113 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
97 glDepthMask(FALSE); /*disable Z buffer*/ 114 glDepthMask(FALSE); /*disable Z buffer*/

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