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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.79 by root, Thu May 25 01:26:52 2006 UTC vs.
Revision 1.141 by root, Mon Jun 5 22:41:53 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: win32, fow_tetxure sometimes nukes other textures 11- IMPORTANT: pickup ratio not settable?
12 (mostly fixed, but still there: displays list and texture uploads do not go well together) 12- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
13- IMPORTANT: lose/regain mapping might clear messgae log 13 together with removing query dialog altogether.
14 (maybe this happens when its being updated when the window isn't mapped => no 14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
15 window context?) 15- IMPORTANT: history for completer (cursor-up)
16 (this might be fixed now, watch out for it) 16- IMPORTANT: bind keys using the completer
17- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop. 17- IMPORTANT: map-clicking is still off-by-one randomly
18- IMPORTANT:_ map feedback... e.g. when clicking on it
19- IMPORTANT: user interface (window positions etc.) should be saved, but
20 b) widget layout is nontrivial as to not obscure map
21 c) need better way to center map then middle-button, maybe map overview
22 (but updates will be slow UPDATE updates are not at all slow).
23 18
24should be solved/investitaged before release: 19should be solved/investitaged before BETA release:
25- rethink message display in lower left corner 20- add lmb mouse = cast, mmb2 = invoke or so to spell list.
26- auto-download of all faces from the server in the bg. 21- maybe open the help viewer on the first start, or a simple dialog that
27- many sliders should have labels attached. 22 initially lists keybidings for gcfclient converts.
28- widgets need to know about their visibility. the inventory 23- add a "serve rinfo" setup page that tells you what the server supports
29 completely redraws itself on every animation change, even when its not visible. 24 and more importantly what it does not support.
30- cairo/win32 looks like shit (premultiplied alpha bug?) 25- put metaserver list into scrolled viewport, move Use button to back,
26 add tooltips, close together with setup dialog or even notebook page
27 becoming invisible.
28- message log/textview flickers on update.
29- binding window and editor layout broken for long recordings
30- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
31 (use popups, not buttons)
32- minor: skill list which shows XP and lets u bind stuff
33- adding another notebook page "Debug" that sets debnugging flags might or
34 might not help tracking down bugs in the field?
35- log messages received and commands sent to ~/.crossfire/log.$ip
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 37 (after starting, press quit)
33- flopper/menu imrpovement:
34 * things that are menus should act more like menus
35 * inmventory etc. should fade-in automatically when used
36- add menu itemds for inventory items: mark/inscribe etc.
37- remove wrap_mode hack from texture and make it a per-texture operation
38- enter runmode when cursor-key repeats
39- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
40- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 39- maybe move window managing functionality into toplevel: better window management (graphical feedback)
41- maybe move window managing functionality into toplevel 40- the player weight somehow updates strangely when dropping/picking up
42- better window management (graphical feedback) 41 (update: is this still the case?)
43 42
44low priority: 43should be solved/investigated before 1.0 release:
44- slider e.g. in setup/Spells is not updated when becoming visible
45- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
46- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
47- enter runmode when cursor-key repeats (maybe not?)
48- better focus management: put focus onto active windows, remove it again later
49 (mainly to speed up gui interaction when map isn't important).
50- cairo/win32 looks like shit (premultiplied alpha bug?)
51 (despite horrendous efforts, this is likely not fixable except by building a custom
52 libcairo for win32).
53 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
54- the binding editor should have a append-record mode or something like that
55- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
56 and add column titles (also for other tables like inventory and bindings)
57- sliders do not change size after reconfigure.
58- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
59- investigate fill widget option.
60- win32, fow_tetxure sometimes nukes other textures
61 (mostly fixed, but still there: displays list and texture uploads do not go well together)
62- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
63- completer should know more about arguments, e.g. cast summon pet monster,
64 or that some commands do not take arguments ("drop all").
45- textview should not snap to bottom on resize. 65- textview should not snap to bottom on resize.
46- alt+2cursor == diagonal 66- alt+cursor == diagonal
47- look into extendedmapinfo 67- look into extendedmapinfo
48- save only dirty cached maps, and save dirty maps != current map 68- save only dirty cached maps, and save dirty maps != current map
49- inventory update must be incremental (too slow) (really? check)
50- try to synchronize local animation speed with server updates to save on screen refreshes. 69- try to synchronize local animation speed with server updates to save on screen refreshes.
51- player list from server for tell etc. commands 70- player list from server for tell etc. commands
52- examine etc., should use extendeddrawinfo or sth. similar 71- examine etc., should use extendeddrawinfo or sth. similar
53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 72- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
54- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 73- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
88allocating id 73 107allocating id 73
89OK 108OK
90set_face 4784 => 73 109set_face 4784 => 73
91libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
92 111
112 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.
113 /*first pass*/
114 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
115 glDepthMask(FALSE); /*disable Z buffer*/
116 if (premultpliedTransparency)
117 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
118 else
119 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
120 /*render the object here*/
121
122 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:
123 /*second pass*/
124 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/
126 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
127 /*render the object with alpha replaced with 1-a*/
128
129 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:
130 /*third pass*/
131 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
132 glDepthMask(TRUE); /*enable Z buffer*/
133 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
134 /*render the object with alpha replaced with 1*/
135
136

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