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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 1.167 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: win32, fow_tetxure sometimes nukes other textures 11- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
12 (mostly fixed, but still there: displays list and texture uploads do not go well together) 12 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
13- IMPORTANT: lose/regain mapping might clear messgae log 13- IMPORTANT: new key bindings not shown, pleae look over the whole keybinding thing, there are myriads of little bugs (elmex)
14 (maybe this happens when its being updated when the window isn't mapped => no 14- IMPORTANT: recording multiple macros results in only one macro recorded
15 window context?) 15- IMPORTANT: texture reload not working on scaras machine (maybe now)
16 (this might be fixed now, watch out for it) 16- IMPORTANT: make close button optional to the very few windows that support it
17- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop. 17- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
18- IMPORTANT:_ map feedback... e.g. when clicking on it 18- IMPORTANT: put keybindings and loginname and related info into $CFG->{profile}{default} so
19- IMPORTANT: user interface (window positions etc.) should be saved, but 19 we can add profiles *later*.
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 20
24should be solved/investitaged before release: 21should be solved/investitaged before BETA release:
25- rethink message display in lower left corner 22- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
26- auto-download of all faces from the server in the bg. 23- the binding dialog is sometimes behind all windows
27- many sliders should have labels attached. 24- maybe support mb4/mb5 on selected widgets to facilitate scrolling
28- widgets need to know about their visibility. the inventory 25 (inventory, spell list, messge log...) => marc
29 completely redraws itself on every animation change, even when its not visible. 26- add lmb mouse = cast, mmb2 = invoke or so to spell list.
30- cairo/win32 looks like shit (premultiplied alpha bug?) 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
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 32 (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 33- 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 34- maybe move window managing functionality into toplevel: better window management (graphical feedback)
41- maybe move window managing functionality into toplevel 35- the player weight somehow updates strangely when dropping/picking up
42- better window management (graphical feedback) 36 (update: is this still the case?)
43 37
44low priority: 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?)
44- better focus management: put focus onto active windows, remove it again later
45 (mainly to speed up gui interaction when map isn't important).
46- cairo/win32 looks like shit (premultiplied alpha bug?)
47 (despite horrendous efforts, this is likely not fixable except by building a custom
48 libcairo for win32).
49 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
50- the binding editor should have a append-record mode or something like that
51- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
52 and add column titles (also for other tables like inventory and bindings)
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)
58- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
59- completer should know more about arguments, e.g. cast summon pet monster,
60 or that some commands do not take arguments ("drop all").
45- textview should not snap to bottom on resize. 61- textview should not snap to bottom on resize.
46- alt+2cursor == diagonal 62- alt+cursor == diagonal
47- look into extendedmapinfo 63- look into extendedmapinfo
48- save only dirty cached maps, and save dirty maps != current map 64- 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. 65- try to synchronize local animation speed with server updates to save on screen refreshes.
51- player list from server for tell etc. commands 66- player list from server for tell etc. commands
52- examine etc., should use extendeddrawinfo or sth. similar 67- examine etc., should use extendeddrawinfo or sth. similar
53- 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.).
54- 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
88allocating id 73 103allocating id 73
89OK 104OK
90set_face 4784 => 73 105set_face 4784 => 73
91libpng warning: Ignoring gAMA chunk with gamma=0 106libpng warning: Ignoring gAMA chunk with gamma=0
92 107
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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