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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.110 by elmex, Fri Jun 2 16:27:27 2006 UTC vs.
Revision 1.138 by root, Mon Jun 5 22:07:43 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: save map shift in config. 11- IMPORTANT: pickup ratio not settable?
12- IMPORTANT: where did the window titles go, damnit? 12- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
13- IMPORTANT: message log window often loses contents after refreshes/res switches 13 together with removing query dialog altogether.
14 (m,aybe not, maybe after loging out and in again?) 14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
15- IMPORTANT: toplevel geometry is not respected on moves.
16- IMPORTANT: learning spells does not make them show up automatically in the completer?
17- IMPORTANT: statusbox update timer
18- IMPORTANT: statusbox tooltip must not go away on updates
19- IMPORTANT: history for completer (cursor-up) 15- IMPORTANT: history for completer (cursor-up)
20- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 16- IMPORTANT: bind keys using the completer
21- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 17- IMPORTANT: map-clicking is still off-by-one randomly
22 (mostly fixed, but still there: displays list and texture uploads do not go well together)
23- IMPORTANT:_ map feedback... e.g. when clicking on it
24- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
25 (remaining things to do: testing, seems not to work reliably?)
26 18
19should be solved/investitaged before BETA release:
20- maybe open the help viewer on the first start, or a simple dialog that
21 initially lists keybidings for gcfclient converts.
22- add a "serve rinfo" setup page that tells you what the server supports
23 and more importantly what it does not support.
24- put metaserver list into scrolled viewport, move Use button to back,
25 add tooltips, close together with setup dialog or even notebook page
26 becoming invisible.
27- message log/textview flickers on update.
27- binding window and editor layout broken for long recordings 28- binding window and editor layout broken for long recordings
28- sorted spell dialog 29- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
30 (use popups, not buttons)
29- minor: skill list which shows XP and lets u bind stuff 31- minor: skill list which shows XP and lets u bind stuff
30 32- adding another notebook page "Debug" that sets debnugging flags might or
31should be solved/investitaged before release: 33 might not help tracking down bugs in the field?
32- log messages received and commands sent to ~/.crossfire/log.$ip 34- log messages received and commands sent to ~/.crossfire/log.$ip
33- the binding editor should have a append-record mode or something like that
34- rethink message display in lower left corner
35- cairo/win32 looks like shit (premultiplied alpha bug?)
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 (after starting, press quit) 36 (after starting, press quit)
38- flopper/menu imrpovement: 37- mapmap (overview) - scroll visible area by clicking/dragging
39 * things that are menus should act more like menus 38- maybe move window managing functionality into toplevel: better window management (graphical feedback)
39- the player weight somehow updates strangely when dropping/picking up
40 (update: is this still the case?)
41
42should be solved/investigated before 1.0 release:
43- slider e.g. in setup/Spells is not updated when becoming visible
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
46- enter runmode when cursor-key repeats (maybe not?)
40- better focus management: put focus onto active windows, remove it again later 47- better focus management: put focus onto active windows, remove it again later
41- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 48 (mainly to speed up gui interaction when map isn't important).
42- enter runmode when cursor-key repeats (maybe not?) 49- cairo/win32 looks like shit (premultiplied alpha bug?)
43- mapmap (overview) - scroll visible area by clicking/dragging 50 (despite horrendous efforts, this is likely not fixable except by building a custom
44- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 51 libcairo for win32).
45- maybe move window managing functionality into toplevel 52 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
46- better window management (graphical feedback) 53- the binding editor should have a append-record mode or something like that
47- the player weight somehow updates strangely when dropping/picking up 54- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
48 55 and add column titles (also for other tables like inventory and bindings)
49low priority: 56- sliders do not change size after reconfigure.
57- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
58- investigate fill widget option.
59- win32, fow_tetxure sometimes nukes other textures
60 (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. 61- 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, 62- completer should know more about arguments, e.g. cast summon pet monster,
52 or that some commands do not take arguments ("drop all"). 63 or that some commands do not take arguments ("drop all").
53- textview should not snap to bottom on resize. 64- textview should not snap to bottom on resize.
54- alt+cursor == diagonal 65- alt+cursor == diagonal
55- look into extendedmapinfo 66- look into extendedmapinfo
56- save only dirty cached maps, and save dirty maps != current map 67- save only dirty cached maps, and save dirty maps != current map
57- inventory update must be incremental (too slow) (really? check)
58- try to synchronize local animation speed with server updates to save on screen refreshes. 68- try to synchronize local animation speed with server updates to save on screen refreshes.
59- player list from server for tell etc. commands 69- player list from server for tell etc. commands
60- examine etc., should use extendeddrawinfo or sth. similar 70- examine etc., should use extendeddrawinfo or sth. similar
61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 71- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
62- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 72- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
96allocating id 73 106allocating id 73
97OK 107OK
98set_face 4784 => 73 108set_face 4784 => 73
99libpng warning: Ignoring gAMA chunk with gamma=0 109libpng warning: Ignoring gAMA chunk with gamma=0
100 110
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.
112 /*first pass*/
113 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 if (premultpliedTransparency)
116 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
117 else
118 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
119 /*render the object here*/
120
121 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:
122 /*second pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1-a*/
127
128 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:
129 /*third pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(TRUE); /*enable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1*/
134
135

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