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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.77 by root, Wed May 24 21:49:58 2006 UTC vs.
Revision 1.160 by root, Tue Jun 13 17:14:28 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: drop should be shift-click, or aply should be shift click, normal click should no drop 11- IMPORTANT: resist_deplete is actulally resist_fear => check also othe rreistancies
12 (maybe also for floorbox) 12- IMPORTANT: recording multiple macros results in only one macro recorded
13- IMPORTANT: texture reload not working on scaras machine
14- IMPORTANT: gauge size adjustment wreaks havoc
15
16should be solved/investitaged before BETA release:
17- the binding dialog is sometimes behind all windows
18- maybe support mb4/mb5 on selected widgets to facilitate scrolling
19 (inventory, spell list, messge log...) => marc
20- add lmb mouse = cast, mmb2 = invoke or so to spell list.
21- maybe open the help viewer on the first start, or a simple dialog that
22 initially lists keybidings for gcfclient converts.
23- binding window and editor layout broken for long recordings
24- minor: skill list which shows XP and lets u bind stuff
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, press quit)
27- mapmap (overview) - scroll visible area by clicking/dragging
28- maybe move window managing functionality into toplevel: better window management (graphical feedback)
29- the player weight somehow updates strangely when dropping/picking up
30 (update: is this still the case?)
31
32should be solved/investigated before 1.0 release:
33- what happened to the dialog being shown when modifiera are pressed, showing
34 keybindings for this modifier?
35- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
37- enter runmode when cursor-key repeats (maybe not?)
38- better focus management: put focus onto active windows, remove it again later
39 (mainly to speed up gui interaction when map isn't important).
40- cairo/win32 looks like shit (premultiplied alpha bug?)
41 (despite horrendous efforts, this is likely not fixable except by building a custom
42 libcairo for win32).
43 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
44- the binding editor should have a append-record mode or something like that
45- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
46 and add column titles (also for other tables like inventory and bindings)
47- sliders do not change size after reconfigure.
48- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
49- investigate fill widget option.
13- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 50- win32, fow_tetxure sometimes nukes other textures
14 (mostly fixed, but still there: displays list and texture uploads do not go well together) 51 (mostly fixed, but still there: displays list and texture uploads do not go well together)
15- IMPORTANT: lose/regain mapping might clear messgae log 52- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
16 (maybe this happens when its being updated when the window isn't mapped => no 53- completer should know more about arguments, e.g. cast summon pet monster,
17 window context?) 54 or that some commands do not take arguments ("drop all").
18 (this might be fixed now, watch out for it)
19- IMPORTANT:_ map feedback... e.g. when clicking on it
20- IMPORTANT: ' and " and / should go into compketer :)
21- IMPORTANT: '.' in map should repeat last command
22- IMPORTANT: user interface (window positions etc.) should be saved, but
23 b) widget layout is nontrivial as to not obscure map
24 c) need better way to center map then middle-button, maybe map overview
25 (but updates will be slow UPDATE updates are not at all slow).
26- IMPORTANT: focus mapwidget on login
27- IMPORTANT: font reconfigure works very badly.
28
29should be solved/investitaged before release:
30- auto-download of all faces from the server in the bg.
31- many sliders should have labels attached.
32- widgets need to know about their visibility. the inventory
33 completely redraws itself on every animation change, even when its not visible.
34- cairo/win32 looks like shit (premultiplied alpha bug?)
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, pressing login with connection refused, then close window)
37- flopper/menu imrpovement:
38 * things that are menus should act more like menus
39 * inmventory etc. should fade-in automatically when used
40- add menu itemds for inventory items: mark/inscribe etc.
41- remove wrap_mode hack from texture and make it a per-texture operation
42- enter runmode when cursor-key repeats
43- mapmap (overview) - scroll visible area by clicking/dragging
44- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
45- maybe move window managing functionality into toplevel
46- better window management (graphical feedback)
47
48low priority:
49- textview should not snap to bottom on resize. 55- textview should not snap to bottom on resize.
50- alt+2cursor == diagonal 56- alt+cursor == diagonal
51- look into extendedmapinfo 57- look into extendedmapinfo
52- save only dirty cached maps, and save dirty maps != current map 58- save only dirty cached maps, and save dirty maps != current map
53- inventory update must be incremental (too slow) (really? check)
54- try to synchronize local animation speed with server updates to save on screen refreshes. 59- try to synchronize local animation speed with server updates to save on screen refreshes.
55- player list from server for tell etc. commands 60- player list from server for tell etc. commands
56- examine etc., should use extendeddrawinfo or sth. similar 61- examine etc., should use extendeddrawinfo or sth. similar
57- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
58- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 63- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
92allocating id 73 97allocating id 73
93OK 98OK
94set_face 4784 => 73 99set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0 100libpng warning: Ignoring gAMA chunk with gamma=0
96 101
102 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.
103 /*first pass*/
104 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
105 glDepthMask(FALSE); /*disable Z buffer*/
106 if (premultpliedTransparency)
107 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
108 else
109 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
110 /*render the object here*/
111
112 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:
113 /*second pass*/
114 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
115 glDepthMask(FALSE); /*disable Z buffer*/
116 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
117 /*render the object with alpha replaced with 1-a*/
118
119 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:
120 /*third pass*/
121 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
122 glDepthMask(TRUE); /*enable Z buffer*/
123 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
124 /*render the object with alpha replaced with 1*/
125
126

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