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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.115 by root, Sat Jun 3 02:32:34 2006 UTC vs.
Revision 1.182 by root, Wed Jun 28 23:39:14 2006 UTC

1http://www.vionline.com/sound.html 1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html 2http://www.stonewashed.net/2.html
3 3
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 5
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: put setup subwindows into a scrolled viewport (and rmeove sorlling from spell list). 11- IPORTANT³: server crashes
12- IMPORTANT: invite (and maybe others) _need_ to be documented 12>In the ruins of Narcopin lies the tomb of Aljwaf.
13- IMPORTANT: move most everything into Setup-dialog with subdialogs. 13...
14- IMPORTANT: save map shift in config. 14..
15- IMPORTANT: message log window often loses contents after refreshes/res switches 15many dangers, great rew<
16 (m,aybe not, maybe after loging out and in again?) 16- IMPORTANT: running over or pickung up large stacks is etxremely slow
17- IMPORTANT: toplevel geometry is not respected on moves. 17 = it still takes "long", but is orders of magnitude faster
18- IMPORTANT: learning spells does not make them show up automatically in the completer? 18- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
19- IMPORTANT: statusbox update timer 19- IMPORTANT: texture reload not working on scaras machine (maybe now)
20- IMPORTANT: statusbox tooltip must not go away on updates 20 tetxure reload works. but fullscreen => minimize => no way to go back
21- IMPORTANT: history for completer (cursor-up) 21- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
22- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 22- IMPORTANT: discuss topmost menu, minor issues
23- IMPORTANT:_ map feedback... e.g. when clicking on it 2301:17 <Scara> ich habs grad nochmal getestet, es ist so das wenn ein item mit shift +
24- IMPORTANT: stats window looks like shit initially (widget allocation?) 24 leftclick gedropped wird verbliebt ein bild davon im inventory, anders
25 wenn man mit dem befehl "drop *" etwas dropped verschwindet es aus dem
26 inventory, wird etwas mit middle click gegessen bleibt es auch im
27 inventory, auch wenn es eigendlich nicht dort ist
25 28
29
30should be solved/investitaged before BETA release:
31- floorbox should show currently open container
32- make simple inventory filters: most recently added/changed, normal, only unlocked
33- binding keys is too complicated in the general case => disucss
34- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
35- maybe support mb4/mb5 on selected widgets to facilitate scrolling
36 (inventory, spell list, messge log...) => marc
37- add lmb mouse = cast, mmb2 = invoke or so to spell list.
38- maybe open the help viewer on the first start, or a simple dialog that
39 initially lists keybidings for gcfclient converts.
26- binding window and editor layout broken for long recordings 40- binding window and editor layout broken for long recordings
27- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
28- minor: skill list which shows XP and lets u bind stuff 41- minor: skill list which shows XP and lets u bind stuff
42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
43 (after starting, press quit)
44- mapmap (overview) - scroll visible area by clicking/dragging
45- maybe move window managing functionality into toplevel: better window management (graphical feedback)
29 46
30should be solved/investitaged before release: 47should be solved/investigated before 1.0 release:
48- spell list => scroll down => "Pickup" => scrollbar not updated
49- what happened to the dialog being shown when modifiera are pressed, showing
50 keybindings for this modifier?
51- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
52- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
53- enter runmode when cursor-key repeats (maybe not?)
54- better focus management: put focus onto active windows, remove it again later
55 (mainly to speed up gui interaction when map isn't important).
56- cairo/win32 looks like shit (premultiplied alpha bug?)
57 (despite horrendous efforts, this is likely not fixable except by building a custom
58 libcairo for win32).
59 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
60- the binding editor should have a append-record mode or something like that
31- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 61- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
32 and add column titles (also for other tables like inventory and bindings) 62 and add column titles (also for other tables like inventory and bindings)
33- log messages received and commands sent to ~/.crossfire/log.$ip 63- sliders do not change size after reconfigure.
34- the binding editor should have a append-record mode or something like that 64- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
35- rethink message display in lower left corner 65- investigate fill widget option.
36- cairo/win32 looks like shit (premultiplied alpha bug?)
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
38 (after starting, press quit)
39- flopper/menu imrpovement:
40 * things that are menus should act more like menus
41- better focus management: put focus onto active windows, remove it again later
42- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
43- enter runmode when cursor-key repeats (maybe not?)
44- mapmap (overview) - scroll visible area by clicking/dragging
45- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
46- maybe move window managing functionality into toplevel
47- better window management (graphical feedback)
48- the player weight somehow updates strangely when dropping/picking up
49
50low priority:
51- win32, fow_tetxure sometimes nukes other textures 66- win32, fow_tetxure sometimes nukes other textures
52 (mostly fixed, but still there: displays list and texture uploads do not go well together) 67 (mostly fixed, but still there: displays list and texture uploads do not go well together)
53- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 68- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
54- completer should know more about arguments, e.g. cast summon pet monster, 69- completer should know more about arguments, e.g. cast summon pet monster,
55 or that some commands do not take arguments ("drop all"). 70 or that some commands do not take arguments ("drop all").
56- textview should not snap to bottom on resize. 71- textview should not snap to bottom on resize.
57- alt+cursor == diagonal 72- alt+cursor == diagonal
58- look into extendedmapinfo 73- look into extendedmapinfo
59- save only dirty cached maps, and save dirty maps != current map 74- save only dirty cached maps, and save dirty maps != current map
60- inventory update must be incremental (too slow) (really? check)
61- try to synchronize local animation speed with server updates to save on screen refreshes. 75- try to synchronize local animation speed with server updates to save on screen refreshes.
62- player list from server for tell etc. commands 76- player list from server for tell etc. commands
63- examine etc., should use extendeddrawinfo or sth. similar 77- examine etc., should use extendeddrawinfo or sth. similar
64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 78- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
65- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 79- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
99allocating id 73 113allocating id 73
100OK 114OK
101set_face 4784 => 73 115set_face 4784 => 73
102libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
103 117
118 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.
119 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 if (premultpliedTransparency)
123 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
124 else
125 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
126 /*render the object here*/
127
128 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:
129 /*second pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(FALSE); /*disable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1-a*/
134
135 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:
136 /*third pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(TRUE); /*enable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1*/
141
142

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