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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.49 by root, Fri May 12 15:45:41 2006 UTC vs.
Revision 1.124 by root, Mon Jun 5 00:56:44 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: kick elmex for not documenting the bugs here so other people 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12 cannot work on them. 12 together with removing query dialog altogether.
13- IMPORTANT: reconfigure does not reach unlinked widgets => global widget list? 13- IMPORTANT: statusbox update timer
14- IMPORTANT: inventory update must be incremental (too slow) 14- IMPORTANT: statusbox tooltip must not go away on updates
15- IMPORTANT: slider should clip to valid range properly 15- IMPORTANT: history for completer (cursor-up)
16- IMPORTANT: user interface (window positions etc.) should be saved, but 16- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
17 b) widget layout is nontrivial as to not obscure map 17- IMPORTANT: stats window looks like shit initially (widget allocation?)
18 c) need better way to center map then middle-button, maybe map overview 18
19 (but updates will be slow UPDATE updates are not at all slow). 19- binding window and editor layout broken for long recordings
20- IMPORTANT: animate faces in inventory etc. 20- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
21- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 21- minor: skill list which shows XP and lets u bind stuff
22- IMPORTANT: verify and correct connection-dependent texture management
23 22
24should be solved/investitaged before release: 23should be solved/investitaged before release:
24- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
25 and add column titles (also for other tables like inventory and bindings)
26- log messages received and commands sent to ~/.crossfire/log.$ip
27- the binding editor should have a append-record mode or something like that
28- rethink message display in lower left corner
29- cairo/win32 looks like shit (premultiplied alpha bug?)
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, pressing login with connection refused, then close window) 31 (after starting, press quit)
27- remove wrap_mode hack from texture and make it a per-texture operation 32- better focus management: put focus onto active windows, remove it again later
33- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
28- enter runmode when cursor-key repeats 34- enter runmode when cursor-key repeats (maybe not?)
29- mapmap (overview) - scroll visible area by clicking/dragging 35- mapmap (overview) - scroll visible area by clicking/dragging
30- save only dirty cached maps, and save dirty maps != current map
31- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
32- mesa-rendering of textview shows only garbage and/or another texture
33- maybe move window managing functionality into toplevel 37- maybe move window managing functionality into toplevel
34- look into extendeddrawinfo and extendedmapinfo 38- better window management (graphical feedback)
35- update/check_size should be done at most once/frame/widget. 39- the player weight somehow updates strangely when dropping/picking up
36 40
37low priority: 41low priority:
42- win32, fow_tetxure sometimes nukes other textures
43 (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.
45- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all").
47- textview should not snap to bottom on resize.
48- alt+cursor == diagonal
49- look into extendedmapinfo
50- save only dirty cached maps, and save dirty maps != current map
51- try to synchronize local animation speed with server updates to save on screen refreshes.
52- player list from server for tell etc. commands
53- examine etc., should use extendeddrawinfo or sth. similar
38- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
39- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 55- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
40- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
41- performance: use texture collections for upstream server data instead if gobs 56- performance: use texture collections for upstream server data instead if gobs
42 of small textures. 57 of small textures.
43- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 58- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
44 affect neighbouring visible pixels (border bleeding). 59 affect neighbouring visible pixels (border bleeding).
45- pango fontsize measure and decrease to achieve real pixel height 60- pango fontsize measure and decrease to achieve real pixel height
49 (i.e. one should be able to become hostile against guards but still 64 (i.e. one should be able to become hostile against guards but still
50 be peaceful - the palyer peaceful would be toggled by priests and shown 65 be peaceful - the palyer peaceful would be toggled by priests and shown
51 in who, the game peaceful steting would be toggled by the peaceful command 66 in who, the game peaceful steting would be toggled by the peaceful command
52 but not otherwise shown). 67 but not otherwise shown).
53- pippij wants playerstealing to work between hostile players 68- pippij wants playerstealing to work between hostile players
54- schmorp wants to rework the who output format
55- attempt_jump tries to kick jumped-into monster,s but doesn't work 69- attempt_jump tries to kick jumped-into monster,s but doesn't work
56- 1) If you hide, and someone can see you trying to hide, you'll get a 70- 1) If you hide, and someone can see you trying to hide, you'll get a
57 message, even when you can't see that other person. 71 message, even when you can't see that other person.
58- 2) hiding exp is always 1, independant of how difficult it is to hide 72- 2) hiding exp is always 1, independant of how difficult it is to hide
59- 3) jumping into monsters does no damage, even though it's supposed to 73- 3) jumping into monsters does no damage, even though it's supposed to
75allocating id 73 89allocating id 73
76OK 90OK
77set_face 4784 => 73 91set_face 4784 => 73
78libpng warning: Ignoring gAMA chunk with gamma=0 92libpng warning: Ignoring gAMA chunk with gamma=0
79 93
94 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.
95 /*first pass*/
96 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
97 glDepthMask(FALSE); /*disable Z buffer*/
98 if (premultpliedTransparency)
99 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
100 else
101 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
102 /*render the object here*/
103
104 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:
105 /*second pass*/
106 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
109 /*render the object with alpha replaced with 1-a*/
110
111 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:
112 /*third pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(TRUE); /*enable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1*/
117
118

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