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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.113 by root, Sat Jun 3 01:47:12 2006 UTC vs.
Revision 1.185 by elmex, Sun Jul 2 16:25:19 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: invite (and maybe others) _need_ to be documented 11- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
12- IMPORTANT: move most everything into Setup-dialog with subdialogs. 12 bind action stays open when closing theamcro recorder
13- IMPORTANT: save map shift in config. 13- IMPORTANT: discuss topmost menu, minor issues
14- IMPORTANT: message log window often loses contents after refreshes/res switches
15 (m,aybe not, maybe after loging out and in again?)
16- IMPORTANT: toplevel geometry is not respected on moves.
17- IMPORTANT: learning spells does not make them show up automatically in the completer?
18- IMPORTANT: statusbox update timer
19- IMPORTANT: statusbox tooltip must not go away on updates
20- IMPORTANT: history for completer (cursor-up)
21- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
22- IMPORTANT:_ map feedback... e.g. when clicking on it
23- IMPORTANT: stats window looks like shit initially (widget allocation?)
24 14
15should be solved/investitaged before BETA release:
16- floorbox should show currently open container
17- make simple inventory filters: most recently added/changed, normal, only unlocked
18- binding keys is too complicated in the general case => disucss
19- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
20- maybe support mb4/mb5 on selected widgets to facilitate scrolling
21 (inventory, spell list, messge log...) => marc
22- add lmb mouse = cast, mmb2 = invoke or so to spell list.
23- maybe open the help viewer on the first start, or a simple dialog that
24 initially lists keybidings for gcfclient converts.
25- binding window and editor layout broken for long recordings 25- binding window and editor layout broken for long recordings
26- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
27- minor: skill list which shows XP and lets u bind stuff 26- minor: skill list which shows XP and lets u bind stuff
28
29should be solved/investitaged before release:
30- log messages received and commands sent to ~/.crossfire/log.$ip
31- the binding editor should have a append-record mode or something like that
32- rethink message display in lower left corner
33- cairo/win32 looks like shit (premultiplied alpha bug?)
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 27- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, press quit) 28 (after starting, press quit)
36- flopper/menu imrpovement: 29- mapmap (overview) - scroll visible area by clicking/dragging
37 * things that are menus should act more like menus 30- maybe move window managing functionality into toplevel: better window management (graphical feedback)
31
32should be solved/investigated before 1.0 release:
33- but fullscreen => minimize (alt-esc) => no way to go back [windows]
34- spell list => scroll down => "Pickup" => scrollbar not updated
35- what happened to the dialog being shown when modifiera are pressed, showing
36 keybindings for this modifier?
37- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
39- enter runmode when cursor-key repeats (maybe not?)
38- better focus management: put focus onto active windows, remove it again later 40- better focus management: put focus onto active windows, remove it again later
39- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 41 (mainly to speed up gui interaction when map isn't important).
40- enter runmode when cursor-key repeats (maybe not?) 42- cairo/win32 looks like shit (premultiplied alpha bug?)
41- mapmap (overview) - scroll visible area by clicking/dragging 43 (despite horrendous efforts, this is likely not fixable except by building a custom
42- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 44 libcairo for win32).
43- maybe move window managing functionality into toplevel 45 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
44- better window management (graphical feedback) 46- the binding editor should have a append-record mode or something like that
45- the player weight somehow updates strangely when dropping/picking up 47- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
46 48 and add column titles (also for other tables like inventory and bindings)
47low priority: 49- sliders do not change size after reconfigure.
50- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
51- investigate fill widget option.
48- win32, fow_tetxure sometimes nukes other textures 52- win32, fow_tetxure sometimes nukes other textures
49 (mostly fixed, but still there: displays list and texture uploads do not go well together) 53 (mostly fixed, but still there: displays list and texture uploads do not go well together)
50- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 54- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
51- completer should know more about arguments, e.g. cast summon pet monster, 55- completer should know more about arguments, e.g. cast summon pet monster,
52 or that some commands do not take arguments ("drop all"). 56 or that some commands do not take arguments ("drop all").
53- textview should not snap to bottom on resize. 57- textview should not snap to bottom on resize.
54- alt+cursor == diagonal 58- alt+cursor == diagonal
55- look into extendedmapinfo 59- look into extendedmapinfo
56- save only dirty cached maps, and save dirty maps != current map 60- save only dirty cached maps, and save dirty maps != current map
57- inventory update must be incremental (too slow) (really? check)
58- try to synchronize local animation speed with server updates to save on screen refreshes. 61- try to synchronize local animation speed with server updates to save on screen refreshes.
59- player list from server for tell etc. commands 62- player list from server for tell etc. commands
60- examine etc., should use extendeddrawinfo or sth. similar 63- examine etc., should use extendeddrawinfo or sth. similar
61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
62- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 65- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
96allocating id 73 99allocating id 73
97OK 100OK
98set_face 4784 => 73 101set_face 4784 => 73
99libpng warning: Ignoring gAMA chunk with gamma=0 102libpng warning: Ignoring gAMA chunk with gamma=0
100 103
104 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.
105 /*first pass*/
106 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 if (premultpliedTransparency)
109 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
110 else
111 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
112 /*render the object here*/
113
114 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:
115 /*second pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(FALSE); /*disable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1-a*/
120
121 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:
122 /*third pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(TRUE); /*enable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1*/
127
128

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