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 1.52 by root, Wed May 17 10:08:07 2006 UTC vs.
Revision 1.140 by root, Mon Jun 5 22:30:35 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: inventory update must be incremental (too slow) (really? check) 11- IMPORTANT: pickup ratio not settable?
12- IMPORTANT: user interface (window positions etc.) should be saved, but 12- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
13 b) widget layout is nontrivial as to not obscure map 13 together with removing query dialog altogether.
14 c) need better way to center map then middle-button, maybe map overview 14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
15 (but updates will be slow UPDATE updates are not at all slow). 15- IMPORTANT: history for completer (cursor-up)
16- IMPORTANT: animate faces in inventory etc. 16- IMPORTANT: bind keys using the completer
17- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 17- IMPORTANT: map-clicking is still off-by-one randomly
18- IMPORTANT: verify and correct connection-dependent texture management
19 18
20should be solved/investitaged before release: 19should be solved/investitaged before BETA release:
20- maybe open the help viewer on the first start, or a simple dialog that
21 initially lists keybidings for gcfclient converts.
22- add a "serve rinfo" setup page that tells you what the server supports
23 and more importantly what it does not support.
24- put metaserver list into scrolled viewport, move Use button to back,
25 add tooltips, close together with setup dialog or even notebook page
26 becoming invisible.
27- message log/textview flickers on update.
28- binding window and editor layout broken for long recordings
29- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
30 (use popups, not buttons)
31- minor: skill list which shows XP and lets u bind stuff
32- adding another notebook page "Debug" that sets debnugging flags might or
33 might not help tracking down bugs in the field?
34- log messages received and commands sent to ~/.crossfire/log.$ip
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
22 (after starting, pressing login with connection refused, then close window) 36 (after starting, press quit)
23- remove wrap_mode hack from texture and make it a per-texture operation
24- enter runmode when cursor-key repeats
25- mapmap (overview) - scroll visible area by clicking/dragging 37- mapmap (overview) - scroll visible area by clicking/dragging
38- maybe move window managing functionality into toplevel: better window management (graphical feedback)
39- the player weight somehow updates strangely when dropping/picking up
40 (update: is this still the case?)
41
42should be solved/investigated before 1.0 release:
43- slider e.g. in setup/Spells is not updated when becoming visible
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
46- enter runmode when cursor-key repeats (maybe not?)
47- better focus management: put focus onto active windows, remove it again later
48 (mainly to speed up gui interaction when map isn't important).
49- cairo/win32 looks like shit (premultiplied alpha bug?)
50 (despite horrendous efforts, this is likely not fixable except by building a custom
51 libcairo for win32).
52 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
53- the binding editor should have a append-record mode or something like that
54- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
55 and add column titles (also for other tables like inventory and bindings)
56- sliders do not change size after reconfigure.
57- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
58- investigate fill widget option.
59- win32, fow_tetxure sometimes nukes other textures
60 (mostly fixed, but still there: displays list and texture uploads do not go well together)
61- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
62- completer should know more about arguments, e.g. cast summon pet monster,
63 or that some commands do not take arguments ("drop all").
64- textview should not snap to bottom on resize.
65- alt+cursor == diagonal
66- look into extendedmapinfo
26- save only dirty cached maps, and save dirty maps != current map 67- save only dirty cached maps, and save dirty maps != current map
27- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 68- try to synchronize local animation speed with server updates to save on screen refreshes.
28- maybe move window managing functionality into toplevel
29- better window management (feedback)
30- look into extendedmapinfo
31- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
32
33low priority:
34- player list from server for tell etc. commands 69- player list from server for tell etc. commands
35- examine etc., should use extendeddrawinfo or sth. similar 70- examine etc., should use extendeddrawinfo or sth. similar
36- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 71- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
37- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 72- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
38- performance: use texture collections for upstream server data instead if gobs 73- performance: use texture collections for upstream server data instead if gobs
71allocating id 73 106allocating id 73
72OK 107OK
73set_face 4784 => 73 108set_face 4784 => 73
74libpng warning: Ignoring gAMA chunk with gamma=0 109libpng warning: Ignoring gAMA chunk with gamma=0
75 110
111 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.
112 /*first pass*/
113 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 if (premultpliedTransparency)
116 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
117 else
118 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
119 /*render the object here*/
120
121 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:
122 /*second pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1-a*/
127
128 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:
129 /*third pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(TRUE); /*enable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1*/
134
135

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines