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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.100 by root, Wed May 31 07:13:50 2006 UTC vs.
Revision 1.165 by root, Thu Jun 15 09:42:05 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: do _not_ save the state of the inventory window 11- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
12- IMPORTANT: toplevel geometry is not respected on moves. 12 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
13- IMPORTANT: user_x/user_y for layout setting 13- IMPORTANT: new key bindings not shown, pleae look over the whole keybinding thing, there are myriads of little bugs (elmex)
14- IMPORTANT: learning spells does not make them show up automatically in the completer? 14- IMPORTANT: recording multiple macros results in only one macro recorded
15- IMPORTANT: statusbox update timer 15- IMPORTANT: texture reload not working on scaras machine (maybe now)
16- IMPORTANT: statusbox tooltip must not go away on updates 16- IMPORTANT: make close button optional to the very few windows that support it
17- IMPORTANT: history for completer (cursor-up) 17- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
18- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 18- IMPORTANT: magic mapping, anybody?
19- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 19- IMPORTANT: put keybindings and loginname and related info into $CFG->{profile}{default} so
20 (mostly fixed, but still there: displays list and texture uploads do not go well together) 20 we can add profiles *later*.
21- IMPORTANT:_ map feedback... e.g. when clicking on it
22- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
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 21
27should be solved/investitaged before release: 22should be solved/investitaged before BETA release:
28- rethink message display in lower left corner 23- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
29- the inventory 24- the binding dialog is sometimes behind all windows
30 completely redraws itself on every animation change, even when its not visible. 25- maybe support mb4/mb5 on selected widgets to facilitate scrolling
31- cairo/win32 looks like shit (premultiplied alpha bug?) 26 (inventory, spell list, messge log...) => marc
27- add lmb mouse = cast, mmb2 = invoke or so to spell list.
28- maybe open the help viewer on the first start, or a simple dialog that
29 initially lists keybidings for gcfclient converts.
30- binding window and editor layout broken for long recordings
31- minor: skill list which shows XP and lets u bind stuff
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit) 33 (after starting, press quit)
34- flopper/menu imrpovement:
35 * things that are menus should act more like menus
36 * inmventory etc. should fade-in automatically when used
37- add menu itemds for inventory items: mark/inscribe etc.
38- remove wrap_mode hack from texture and make it a per-texture operation
39- enter runmode when cursor-key repeats
40- mapmap (overview) - scroll visible area by clicking/dragging 34- mapmap (overview) - scroll visible area by clicking/dragging
41- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 35- maybe move window managing functionality into toplevel: better window management (graphical feedback)
42- maybe move window managing functionality into toplevel
43- better window management (graphical feedback)
44- the player weight somehow updates strangely when dropping/picking up 36- the player weight somehow updates strangely when dropping/picking up
37 (update: is this still the case?)
45 38
46low priority: 39should be solved/investigated before 1.0 release:
40- what happened to the dialog being shown when modifiera are pressed, showing
41 keybindings for this modifier?
42- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
43- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
44- enter runmode when cursor-key repeats (maybe not?)
45- better focus management: put focus onto active windows, remove it again later
46 (mainly to speed up gui interaction when map isn't important).
47- cairo/win32 looks like shit (premultiplied alpha bug?)
48 (despite horrendous efforts, this is likely not fixable except by building a custom
49 libcairo for win32).
50 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
51- the binding editor should have a append-record mode or something like that
52- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
53 and add column titles (also for other tables like inventory and bindings)
54- sliders do not change size after reconfigure.
55- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
56- investigate fill widget option.
57- win32, fow_tetxure sometimes nukes other textures
58 (mostly fixed, but still there: displays list and texture uploads do not go well together)
59- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
47- completer should know more about arguments, e.g. cast summon pet monster, 60- completer should know more about arguments, e.g. cast summon pet monster,
48 or that some commands do not take arguments ("drop all"). 61 or that some commands do not take arguments ("drop all").
49- textview should not snap to bottom on resize. 62- textview should not snap to bottom on resize.
50- alt+cursor == diagonal 63- alt+cursor == diagonal
51- look into extendedmapinfo 64- look into extendedmapinfo
52- save only dirty cached maps, and save dirty maps != current map 65- 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. 66- try to synchronize local animation speed with server updates to save on screen refreshes.
55- player list from server for tell etc. commands 67- player list from server for tell etc. commands
56- examine etc., should use extendeddrawinfo or sth. similar 68- examine etc., should use extendeddrawinfo or sth. similar
57- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 69- 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 70- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
92allocating id 73 104allocating id 73
93OK 105OK
94set_face 4784 => 73 106set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0 107libpng warning: Ignoring gAMA chunk with gamma=0
96 108
109 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.
110 /*first pass*/
111 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
112 glDepthMask(FALSE); /*disable Z buffer*/
113 if (premultpliedTransparency)
114 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
115 else
116 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
117 /*render the object here*/
118
119 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:
120 /*second pass*/
121 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
122 glDepthMask(FALSE); /*disable Z buffer*/
123 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
124 /*render the object with alpha replaced with 1-a*/
125
126 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:
127 /*third pass*/
128 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
129 glDepthMask(TRUE); /*enable Z buffer*/
130 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
131 /*render the object with alpha replaced with 1*/
132
133

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