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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.106 by root, Thu Jun 1 05:14:57 2006 UTC vs.
Revision 1.167 by root, Sat Jun 17 15:07:52 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: where did the window titles go, damnit? 11- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
12- IMPORTANT: message log window often loses contents after refreshes/res switches 12 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
13- IMPORTANT: toplevel geometry is not respected on moves. 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: put keybindings and loginname and related info into $CFG->{profile}{default} so
19- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 19 we can add profiles *later*.
20 (mostly fixed, but still there: displays list and texture uploads do not go well together)
21- IMPORTANT:_ map feedback... e.g. when clicking on it
22- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
23 (remaining things to do: testing, seems not to work reliably?)
24 20
25should be solved/investitaged before release: 21should be solved/investitaged before BETA release:
26- log messages received and commands sent to ~/.crossfire/log.$ip 22- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
27- the binding editor should have a append-record mode or something like that 23- the binding dialog is sometimes behind all windows
28- rethink message display in lower left corner 24- maybe support mb4/mb5 on selected widgets to facilitate scrolling
29- cairo/win32 looks like shit (premultiplied alpha bug?) 25 (inventory, spell list, messge log...) => marc
26- add lmb mouse = cast, mmb2 = invoke or so to spell list.
27- maybe open the help viewer on the first start, or a simple dialog that
28 initially lists keybidings for gcfclient converts.
29- binding window and editor layout broken for long recordings
30- minor: skill list which shows XP and lets u bind stuff
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, press quit) 32 (after starting, press quit)
32- flopper/menu imrpovement: 33- mapmap (overview) - scroll visible area by clicking/dragging
33 * things that are menus should act more like menus 34- maybe move window managing functionality into toplevel: better window management (graphical feedback)
35- the player weight somehow updates strangely when dropping/picking up
36 (update: is this still the case?)
37
38should be solved/investigated before 1.0 release:
39- what happened to the dialog being shown when modifiera are pressed, showing
40 keybindings for this modifier?
41- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
42- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
43- enter runmode when cursor-key repeats (maybe not?)
34- better focus management: put focus onto active windows, remove it again later 44- better focus management: put focus onto active windows, remove it again later
35- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 45 (mainly to speed up gui interaction when map isn't important).
36- enter runmode when cursor-key repeats (maybe not?) 46- cairo/win32 looks like shit (premultiplied alpha bug?)
37- mapmap (overview) - scroll visible area by clicking/dragging 47 (despite horrendous efforts, this is likely not fixable except by building a custom
38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 48 libcairo for win32).
39- maybe move window managing functionality into toplevel 49 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
40- better window management (graphical feedback) 50- the binding editor should have a append-record mode or something like that
41- the player weight somehow updates strangely when dropping/picking up 51- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
42 52 and add column titles (also for other tables like inventory and bindings)
43low priority: 53- sliders do not change size after reconfigure.
54- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
55- investigate fill widget option.
56- win32, fow_tetxure sometimes nukes other textures
57 (mostly fixed, but still there: displays list and texture uploads do not go well together)
44- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 58- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
45- completer should know more about arguments, e.g. cast summon pet monster, 59- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all"). 60 or that some commands do not take arguments ("drop all").
47- textview should not snap to bottom on resize. 61- textview should not snap to bottom on resize.
48- alt+cursor == diagonal 62- alt+cursor == diagonal
49- look into extendedmapinfo 63- look into extendedmapinfo
50- save only dirty cached maps, and save dirty maps != current map 64- save only dirty cached maps, and save dirty maps != current map
51- inventory update must be incremental (too slow) (really? check)
52- try to synchronize local animation speed with server updates to save on screen refreshes. 65- try to synchronize local animation speed with server updates to save on screen refreshes.
53- player list from server for tell etc. commands 66- player list from server for tell etc. commands
54- examine etc., should use extendeddrawinfo or sth. similar 67- examine etc., should use extendeddrawinfo or sth. similar
55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 68- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
56- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 69- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
90allocating id 73 103allocating id 73
91OK 104OK
92set_face 4784 => 73 105set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 106libpng warning: Ignoring gAMA chunk with gamma=0
94 107
108 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.
109 /*first pass*/
110 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
111 glDepthMask(FALSE); /*disable Z buffer*/
112 if (premultpliedTransparency)
113 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
114 else
115 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
116 /*render the object here*/
117
118 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:
119 /*second pass*/
120 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
123 /*render the object with alpha replaced with 1-a*/
124
125 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:
126 /*third pass*/
127 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
128 glDepthMask(TRUE); /*enable Z buffer*/
129 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
130 /*render the object with alpha replaced with 1*/
131
132

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