ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.48 by root, Fri May 12 02:08:51 2006 UTC vs.
Revision 1.134 by root, Mon Jun 5 21:14:53 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: toggle stats/messgae log window to visible while character creation is active.
14- IMPORTANT: inventory update must be incremental (too slow) 14- IMPORTANT: history for completer (cursor-up)
15- IMPORTANT: slider should clip to valid range properly 15- IMPORTANT: bind keys using the completer
16- IMPORTANT: user interface (window positions etc.) should be saved, but 16
17 b) widget layout is nontrivial as to not obscure map 17- message log/textview flickers on update.
18 c) need better way to center map then middle-button, maybe map overview 18- binding window and editor layout broken for long recordings
19 (but updates will be slow UPDATE updates are not at all slow). 19- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
20- IMPORTANT: animate faces in inventory etc. 20 (use popups, not buttons)
21- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 21- minor: skill list which shows XP and lets u bind stuff
22- IMPORTANT: verify and correct connection-dependent texture management
23 22
24should be solved/investitaged before release: 23should be solved/investitaged before release:
24- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
25 and add column titles (also for other tables like inventory and bindings)
26- log messages received and commands sent to ~/.crossfire/log.$ip
27- the binding editor should have a append-record mode or something like that
28- cairo/win32 looks like shit (premultiplied alpha bug?)
29 (despite horrendous efforts, this is likely not fixable except by building a custom
30 libcairo for win32).
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, pressing login with connection refused, then close window) 32 (after starting, press quit)
27- remove wrap_mode hack from texture and make it a per-texture operation 33- better focus management: put focus onto active windows, remove it again later
34 (mainly to speed up gui interaction when map isn't important).
35- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
28- enter runmode when cursor-key repeats 36- enter runmode when cursor-key repeats (maybe not?)
29- mapmap (overview) - scroll visible area by clicking/dragging 37- 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 38- 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 39- maybe move window managing functionality into toplevel
34- look into extendeddrawinfo and extendedmapinfo 40- better window management (graphical feedback)
35- update/check_size should be done at most once/frame/widget. 41- the player weight somehow updates strangely when dropping/picking up
36 42
37low priority: 43low priority:
44- sliders do not change size after reconfigure.
45- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
46- investigate fill widget option.
47- win32, fow_tetxure sometimes nukes other textures
48 (mostly fixed, but still there: displays list and texture uploads do not go well together)
49- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
50- completer should know more about arguments, e.g. cast summon pet monster,
51 or that some commands do not take arguments ("drop all").
52- textview should not snap to bottom on resize.
53- alt+cursor == diagonal
54- look into extendedmapinfo
55- save only dirty cached maps, and save dirty maps != current map
56- try to synchronize local animation speed with server updates to save on screen refreshes.
57- player list from server for tell etc. commands
58- examine etc., should use extendeddrawinfo or sth. similar
59- 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 60- 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 61- performance: use texture collections for upstream server data instead if gobs
41 of small textures. 62 of small textures.
42- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 63- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
43 affect neighbouring visible pixels (border bleeding). 64 affect neighbouring visible pixels (border bleeding).
44- pango fontsize measure and decrease to achieve real pixel height 65- pango fontsize measure and decrease to achieve real pixel height
47- palyer peaceful setting should be independen of game peaceful setting 68- palyer peaceful setting should be independen of game peaceful setting
48 (i.e. one should be able to become hostile against guards but still 69 (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 70 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 71 in who, the game peaceful steting would be toggled by the peaceful command
51 but not otherwise shown). 72 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 73- 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 74- 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 75- 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. 76 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 77- 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 78- 3) jumping into monsters does no damage, even though it's supposed to
78allocating id 73 94allocating id 73
79OK 95OK
80set_face 4784 => 73 96set_face 4784 => 73
81libpng warning: Ignoring gAMA chunk with gamma=0 97libpng warning: Ignoring gAMA chunk with gamma=0
82 98
99 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.
100 /*first pass*/
101 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
102 glDepthMask(FALSE); /*disable Z buffer*/
103 if (premultpliedTransparency)
104 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
105 else
106 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
107 /*render the object here*/
108
109 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:
110 /*second pass*/
111 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
112 glDepthMask(FALSE); /*disable Z buffer*/
113 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
114 /*render the object with alpha replaced with 1-a*/
115
116 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:
117 /*third pass*/
118 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
119 glDepthMask(TRUE); /*enable Z buffer*/
120 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
121 /*render the object with alpha replaced with 1*/
122
123

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines