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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.51 by root, Wed May 17 10:00:19 2006 UTC vs.
Revision 1.133 by root, Mon Jun 5 21:14:39 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: inventory update must be incremental (too slow) (really? check) 11- IMPORTANT: vidmode change considered harmful
12- IMPORTANT: user interface (window positions etc.) should be saved, but 12- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
13 b) widget layout is nontrivial as to not obscure map 13 together with removing query dialog altogether.
14 c) need better way to center map then middle-button, maybe map overview 14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
15 (but updates will be slow UPDATE updates are not at all slow). 15- IMPORTANT: history for completer (cursor-up)
16- IMPORTANT: animate faces in inventory etc. 16- IMPORTANT: bind keys using the completer
17- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 17
18- IMPORTANT: verify and correct connection-dependent texture management 18- message log/textview flickers on update.
19- binding window and editor layout broken for long recordings
20- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
21 (use popups, not buttons)
22- minor: skill list which shows XP and lets u bind stuff
19 23
20should 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)
27- log messages received and commands sent to ~/.crossfire/log.$ip
28- the binding editor should have a append-record mode or something like that
29- cairo/win32 looks like shit (premultiplied alpha bug?)
30 (despite horrendous efforts, this is likely not fixable except by building a custom
31 libcairo for win32).
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
22 (after starting, pressing login with connection refused, then close window) 33 (after starting, press quit)
23- remove wrap_mode hack from texture and make it a per-texture operation 34- better focus management: put focus onto active windows, remove it again later
35 (mainly to speed up gui interaction when map isn't important).
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
24- enter runmode when cursor-key repeats 37- enter runmode when cursor-key repeats (maybe not?)
25- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
26- save only dirty cached maps, and save dirty maps != current map
27- 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
28- mesa-rendering of textview shows only garbage and/or another texture
29- maybe move window managing functionality into toplevel 40- maybe move window managing functionality into toplevel
30- look into extendeddrawinfo and extendedmapinfo 41- better window management (graphical feedback)
31- update/check_size should be done at most once/frame/widget. 42- the player weight somehow updates strangely when dropping/picking up
32 43
33low priority: 44low priority:
45- sliders do not change size after reconfigure.
46- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
47- investigate fill widget option.
48- win32, fow_tetxure sometimes nukes other textures
49 (mostly fixed, but still there: displays list and texture uploads do not go well together)
50- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
51- completer should know more about arguments, e.g. cast summon pet monster,
52 or that some commands do not take arguments ("drop all").
53- textview should not snap to bottom on resize.
54- alt+cursor == diagonal
55- look into extendedmapinfo
56- save only dirty cached maps, and save dirty maps != current map
57- try to synchronize local animation speed with server updates to save on screen refreshes.
34- player list form server for tell etc. commands 58- player list from server for tell etc. commands
59- examine etc., should use extendeddrawinfo or sth. similar
35- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 60- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
36- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 61- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
37- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
38- performance: use texture collections for upstream server data instead if gobs 62- performance: use texture collections for upstream server data instead if gobs
39 of small textures. 63 of small textures.
40- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 64- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
41 affect neighbouring visible pixels (border bleeding). 65 affect neighbouring visible pixels (border bleeding).
42- pango fontsize measure and decrease to achieve real pixel height 66- pango fontsize measure and decrease to achieve real pixel height
46 (i.e. one should be able to become hostile against guards but still 70 (i.e. one should be able to become hostile against guards but still
47 be peaceful - the palyer peaceful would be toggled by priests and shown 71 be peaceful - the palyer peaceful would be toggled by priests and shown
48 in who, the game peaceful steting would be toggled by the peaceful command 72 in who, the game peaceful steting would be toggled by the peaceful command
49 but not otherwise shown). 73 but not otherwise shown).
50- pippij wants playerstealing to work between hostile players 74- pippij wants playerstealing to work between hostile players
51- schmorp wants to rework the who output format
52- attempt_jump tries to kick jumped-into monster,s but doesn't work 75- attempt_jump tries to kick jumped-into monster,s but doesn't work
53- 1) If you hide, and someone can see you trying to hide, you'll get a 76- 1) If you hide, and someone can see you trying to hide, you'll get a
54 message, even when you can't see that other person. 77 message, even when you can't see that other person.
55- 2) hiding exp is always 1, independant of how difficult it is to hide 78- 2) hiding exp is always 1, independant of how difficult it is to hide
56- 3) jumping into monsters does no damage, even though it's supposed to 79- 3) jumping into monsters does no damage, even though it's supposed to
72allocating id 73 95allocating id 73
73OK 96OK
74set_face 4784 => 73 97set_face 4784 => 73
75libpng warning: Ignoring gAMA chunk with gamma=0 98libpng warning: Ignoring gAMA chunk with gamma=0
76 99
100 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.
101 /*first pass*/
102 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
103 glDepthMask(FALSE); /*disable Z buffer*/
104 if (premultpliedTransparency)
105 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
106 else
107 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
108 /*render the object here*/
109
110 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:
111 /*second pass*/
112 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
113 glDepthMask(FALSE); /*disable Z buffer*/
114 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
115 /*render the object with alpha replaced with 1-a*/
116
117 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:
118 /*third pass*/
119 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
120 glDepthMask(TRUE); /*enable Z buffer*/
121 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
122 /*render the object with alpha replaced with 1*/
123
124

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