ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.106 by root, Thu Jun 1 05:14:57 2006 UTC vs.
Revision 1.169 by root, Sun Jun 18 17:23:35 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: ctrl-insert does (no longeR?) open the binding editor
12- IMPORTANT: message log window often loses contents after refreshes/res switches 12- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
13- IMPORTANT: toplevel geometry is not respected on moves. 13 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
14- IMPORTANT: learning spells does not make them show up automatically in the completer? 14- IMPORTANT: new key bindings not shown, pleae look over the whole keybinding thing, there are myriads of little bugs (elmex)
15- IMPORTANT: statusbox update timer 15- IMPORTANT: recording multiple macros results in only one macro recorded
16- IMPORTANT: statusbox tooltip must not go away on updates 16- IMPORTANT: texture reload not working on scaras machine (maybe now)
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.
19- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
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 18
25should be solved/investitaged before release: 19should be solved/investitaged before BETA release:
26- log messages received and commands sent to ~/.crossfire/log.$ip 20- 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 21- the binding dialog is sometimes behind all windows
28- rethink message display in lower left corner 22- maybe support mb4/mb5 on selected widgets to facilitate scrolling
29- cairo/win32 looks like shit (premultiplied alpha bug?) 23 (inventory, spell list, messge log...) => marc
24- add lmb mouse = cast, mmb2 = invoke or so to spell list.
25- maybe open the help viewer on the first start, or a simple dialog that
26 initially lists keybidings for gcfclient converts.
27- binding window and editor layout broken for long recordings
28- minor: skill list which shows XP and lets u bind stuff
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, press quit) 30 (after starting, press quit)
32- flopper/menu imrpovement: 31- mapmap (overview) - scroll visible area by clicking/dragging
33 * things that are menus should act more like menus 32- maybe move window managing functionality into toplevel: better window management (graphical feedback)
33- the player weight somehow updates strangely when dropping/picking up
34 (update: is this still the case?)
35
36should be solved/investigated before 1.0 release:
37- what happened to the dialog being shown when modifiera are pressed, showing
38 keybindings for this modifier?
39- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
40- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
41- enter runmode when cursor-key repeats (maybe not?)
34- better focus management: put focus onto active windows, remove it again later 42- 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. 43 (mainly to speed up gui interaction when map isn't important).
36- enter runmode when cursor-key repeats (maybe not?) 44- cairo/win32 looks like shit (premultiplied alpha bug?)
37- mapmap (overview) - scroll visible area by clicking/dragging 45 (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 46 libcairo for win32).
39- maybe move window managing functionality into toplevel 47 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
40- better window management (graphical feedback) 48- the binding editor should have a append-record mode or something like that
41- the player weight somehow updates strangely when dropping/picking up 49- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
42 50 and add column titles (also for other tables like inventory and bindings)
43low priority: 51- sliders do not change size after reconfigure.
52- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
53- investigate fill widget option.
54- win32, fow_tetxure sometimes nukes other textures
55 (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. 56- 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, 57- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all"). 58 or that some commands do not take arguments ("drop all").
47- textview should not snap to bottom on resize. 59- textview should not snap to bottom on resize.
48- alt+cursor == diagonal 60- alt+cursor == diagonal
49- look into extendedmapinfo 61- look into extendedmapinfo
50- save only dirty cached maps, and save dirty maps != current map 62- 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. 63- try to synchronize local animation speed with server updates to save on screen refreshes.
53- player list from server for tell etc. commands 64- player list from server for tell etc. commands
54- examine etc., should use extendeddrawinfo or sth. similar 65- examine etc., should use extendeddrawinfo or sth. similar
55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 66- 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 67- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
90allocating id 73 101allocating id 73
91OK 102OK
92set_face 4784 => 73 103set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 104libpng warning: Ignoring gAMA chunk with gamma=0
94 105
106 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.
107 /*first pass*/
108 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
109 glDepthMask(FALSE); /*disable Z buffer*/
110 if (premultpliedTransparency)
111 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
112 else
113 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
114 /*render the object here*/
115
116 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:
117 /*second pass*/
118 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
119 glDepthMask(FALSE); /*disable Z buffer*/
120 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
121 /*render the object with alpha replaced with 1-a*/
122
123 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:
124 /*third pass*/
125 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
126 glDepthMask(TRUE); /*enable Z buffer*/
127 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
128 /*render the object with alpha replaced with 1*/
129
130

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines