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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.49 by root, Fri May 12 15:45:41 2006 UTC vs.
Revision 1.159 by elmex, Tue Jun 13 14:35:16 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: recording multiple macros results in only one macro recorded
12 cannot work on them. 12- IMPORTANT: texture reload not working on scaras machine
13- IMPORTANT: reconfigure does not reach unlinked widgets => global widget list? 13- IMPORTANT: gauge size adjustment wreaks havoc
14- IMPORTANT: inventory update must be incremental (too slow)
15- IMPORTANT: slider should clip to valid range properly
16- IMPORTANT: user interface (window positions etc.) should be saved, but
17 b) widget layout is nontrivial as to not obscure map
18 c) need better way to center map then middle-button, maybe map overview
19 (but updates will be slow UPDATE updates are not at all slow).
20- IMPORTANT: animate faces in inventory etc.
21- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
22- IMPORTANT: verify and correct connection-dependent texture management
23 14
24should be solved/investitaged before release: 15should be solved/investitaged before BETA release:
16- the binding dialog is sometimes behind all windows
17- maybe support mb4/mb5 on selected widgets to facilitate scrolling
18 (inventory, spell list, messge log...) => marc
19- add lmb mouse = cast, mmb2 = invoke or so to spell list.
20- maybe open the help viewer on the first start, or a simple dialog that
21 initially lists keybidings for gcfclient converts.
22- binding window and editor layout broken for long recordings
23- minor: skill list which shows XP and lets u bind stuff
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 24- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, pressing login with connection refused, then close window) 25 (after starting, press quit)
27- remove wrap_mode hack from texture and make it a per-texture operation
28- enter runmode when cursor-key repeats
29- mapmap (overview) - scroll visible area by clicking/dragging 26- mapmap (overview) - scroll visible area by clicking/dragging
27- maybe move window managing functionality into toplevel: better window management (graphical feedback)
28- the player weight somehow updates strangely when dropping/picking up
29 (update: is this still the case?)
30
31should be solved/investigated before 1.0 release:
32- what happened to the dialog being shown when modifiera are pressed, showing
33 keybindings for this modifier?
34- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
35- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
36- enter runmode when cursor-key repeats (maybe not?)
37- better focus management: put focus onto active windows, remove it again later
38 (mainly to speed up gui interaction when map isn't important).
39- cairo/win32 looks like shit (premultiplied alpha bug?)
40 (despite horrendous efforts, this is likely not fixable except by building a custom
41 libcairo for win32).
42 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
43- the binding editor should have a append-record mode or something like that
44- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
45 and add column titles (also for other tables like inventory and bindings)
46- sliders do not change size after reconfigure.
47- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
48- investigate fill widget option.
49- win32, fow_tetxure sometimes nukes other textures
50 (mostly fixed, but still there: displays list and texture uploads do not go well together)
51- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
52- completer should know more about arguments, e.g. cast summon pet monster,
53 or that some commands do not take arguments ("drop all").
54- textview should not snap to bottom on resize.
55- alt+cursor == diagonal
56- look into extendedmapinfo
30- save only dirty cached maps, and save dirty maps != current map 57- 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 58- try to synchronize local animation speed with server updates to save on screen refreshes.
32- mesa-rendering of textview shows only garbage and/or another texture 59- player list from server for tell etc. commands
33- maybe move window managing functionality into toplevel 60- examine etc., should use extendeddrawinfo or sth. similar
34- look into extendeddrawinfo and extendedmapinfo
35- update/check_size should be done at most once/frame/widget.
36
37low priority:
38- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
39- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 62- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
40- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
41- performance: use texture collections for upstream server data instead if gobs 63- performance: use texture collections for upstream server data instead if gobs
42 of small textures. 64 of small textures.
43- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 65- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
44 affect neighbouring visible pixels (border bleeding). 66 affect neighbouring visible pixels (border bleeding).
45- pango fontsize measure and decrease to achieve real pixel height 67- pango fontsize measure and decrease to achieve real pixel height
49 (i.e. one should be able to become hostile against guards but still 71 (i.e. one should be able to become hostile against guards but still
50 be peaceful - the palyer peaceful would be toggled by priests and shown 72 be peaceful - the palyer peaceful would be toggled by priests and shown
51 in who, the game peaceful steting would be toggled by the peaceful command 73 in who, the game peaceful steting would be toggled by the peaceful command
52 but not otherwise shown). 74 but not otherwise shown).
53- pippij wants playerstealing to work between hostile players 75- pippij wants playerstealing to work between hostile players
54- schmorp wants to rework the who output format
55- attempt_jump tries to kick jumped-into monster,s but doesn't work 76- attempt_jump tries to kick jumped-into monster,s but doesn't work
56- 1) If you hide, and someone can see you trying to hide, you'll get a 77- 1) If you hide, and someone can see you trying to hide, you'll get a
57 message, even when you can't see that other person. 78 message, even when you can't see that other person.
58- 2) hiding exp is always 1, independant of how difficult it is to hide 79- 2) hiding exp is always 1, independant of how difficult it is to hide
59- 3) jumping into monsters does no damage, even though it's supposed to 80- 3) jumping into monsters does no damage, even though it's supposed to
75allocating id 73 96allocating id 73
76OK 97OK
77set_face 4784 => 73 98set_face 4784 => 73
78libpng warning: Ignoring gAMA chunk with gamma=0 99libpng warning: Ignoring gAMA chunk with gamma=0
79 100
101 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.
102 /*first pass*/
103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
104 glDepthMask(FALSE); /*disable Z buffer*/
105 if (premultpliedTransparency)
106 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
107 else
108 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
109 /*render the object here*/
110
111 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:
112 /*second pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1-a*/
117
118 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:
119 /*third pass*/
120 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
121 glDepthMask(TRUE); /*enable Z buffer*/
122 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
123 /*render the object with alpha replaced with 1*/
124
125

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