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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.89 by elmex, Fri May 26 19:34:30 2006 UTC vs.
Revision 1.172 by root, Tue Jun 20 08:49:39 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: fine-tuning of completer (drop 1 => drop all 1 _wrong_) 11- IMPORTANT: bind to ke yin complete has no effetc (and should be verbose)
12 ccmo => cast summon cult monsters not cast charm monsters 12- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
13- IMPORTANT: learning spells does not make them show up automatically in the completer? 13 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
14- IMPORTANT: statusbox update timer 14- IMPORTANT: new key bindings not shown, pleae look over the whole keybinding thing, there are myriads of little bugs (elmex)
15- IMPORTANT: statusbox tooltip must not go away on updates 15- IMPORTANT: recording multiple macros results in only one macro recorded
16- IMPORTANT: history for completer (cursor-up) 16- IMPORTANT: texture reload not working on scaras machine (maybe now)
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 17- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
18- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
19 (mostly fixed, but still there: displays list and texture uploads do not go well together)
20- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop.
21- IMPORTANT:_ map feedback... e.g. when clicking on it
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 18
27should be solved/investitaged before release: 19should be solved/investitaged before BETA release:
28- rethink message display in lower left corner 20- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
29- auto-download of all faces from the server in the bg. 21- the binding dialog is sometimes behind all windows
30- many sliders should have labels attached. 22- maybe support mb4/mb5 on selected widgets to facilitate scrolling
31- widgets need to know about their visibility. the inventory 23 (inventory, spell list, messge log...) => marc
32 completely redraws itself on every animation change, even when its not visible. 24- add lmb mouse = cast, mmb2 = invoke or so to spell list.
33- cairo/win32 looks like shit (premultiplied alpha bug?) 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
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, press quit) 30 (after starting, press quit)
36- flopper/menu imrpovement:
37 * things that are menus should act more like menus
38 * inmventory etc. should fade-in automatically when used
39- add menu itemds for inventory items: mark/inscribe etc.
40- remove wrap_mode hack from texture and make it a per-texture operation
41- enter runmode when cursor-key repeats
42- mapmap (overview) - scroll visible area by clicking/dragging 31- mapmap (overview) - scroll visible area by clicking/dragging
43- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 32- maybe move window managing functionality into toplevel: better window management (graphical feedback)
44- maybe move window managing functionality into toplevel
45- better window management (graphical feedback)
46- the player weight somehow updates strangely when dropping/picking up 33- the player weight somehow updates strangely when dropping/picking up
34 (update: is this still the case?)
47 35
48low priority: 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?)
42- better focus management: put focus onto active windows, remove it again later
43 (mainly to speed up gui interaction when map isn't important).
44- cairo/win32 looks like shit (premultiplied alpha bug?)
45 (despite horrendous efforts, this is likely not fixable except by building a custom
46 libcairo for win32).
47 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
48- the binding editor should have a append-record mode or something like that
49- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
50 and add column titles (also for other tables like inventory and bindings)
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)
56- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
57- completer should know more about arguments, e.g. cast summon pet monster,
58 or that some commands do not take arguments ("drop all").
49- textview should not snap to bottom on resize. 59- textview should not snap to bottom on resize.
50- alt+2cursor == diagonal 60- alt+cursor == diagonal
51- look into extendedmapinfo 61- look into extendedmapinfo
52- save only dirty cached maps, and save dirty maps != current map 62- 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. 63- try to synchronize local animation speed with server updates to save on screen refreshes.
55- player list from server for tell etc. commands 64- player list from server for tell etc. commands
56- examine etc., should use extendeddrawinfo or sth. similar 65- examine etc., should use extendeddrawinfo or sth. similar
57- 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.).
58- 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
92allocating id 73 101allocating id 73
93OK 102OK
94set_face 4784 => 73 103set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0 104libpng warning: Ignoring gAMA chunk with gamma=0
96 105
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

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