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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.65 by root, Fri May 19 19:11:59 2006 UTC vs.
Revision 1.136 by root, Mon Jun 5 21:43:54 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: quit-button, somewhere! 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12- IMPORTANT: lose/regain mapping might clear messgae log 12 together with removing query dialog altogether.
13 (maybe this happens when its being updated when the window isn't mapped => no 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
14 window context?) 14- IMPORTANT: history for completer (cursor-up)
15- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 15- IMPORTANT: bind keys using the completer
16- IMPORTANT:_ map feedback... e.g. when clicking on it
17- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
18- IMPORTANT: '.' in map should repeat last command
19- important: center and improve dialogs (create cFClient::UI::Dialog)
20- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so
21- IMPORTANT: inventory update must be incremental (too slow) (really? check)
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- IMPORTANT: animate faces in inventory etc.
27- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
28- IMPORTANT: verify and correct connection-dependent texture management
29- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
30- IMPORTANT: message log slider goes too far down.
31- IMPORTANT: focus mapwidget on login
32- IMPORTANT: font reconfigure works very badly.
33 16
34should be solved/investitaged before release: 17should be solved/investitaged before BETA release:
18- put metaserver list into scrolled viewport, move Use button to back,
19 add tooltips, close together with setup dialog or even notebook page
20 becoming invisible.
21- message log/textview flickers on update.
22- binding window and editor layout broken for long recordings
23- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
24 (use popups, not buttons)
25- minor: skill list which shows XP and lets u bind stuff
26- adding another notebook page "Debug" that sets debnugging flags might or
27 might not help tracking down bugs in the field?
28- log messages received and commands sent to ~/.crossfire/log.$ip
29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
30 (after starting, press quit)
31- mapmap (overview) - scroll visible area by clicking/dragging
32- maybe move window managing functionality into toplevel: better window management (graphical feedback)
33- the player weight somehow updates strangely when dropping/picking up
34 (update: is this still the case?)
35
36should be solved/investigated before 1.0 release:
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?)
40- better focus management: put focus onto active windows, remove it again later
41 (mainly to speed up gui interaction when map isn't important).
35- cairo/win32 looks like shit (premultiplied alpha bug?) 42- cairo/win32 looks like shit (premultiplied alpha bug?)
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 43 (despite horrendous efforts, this is likely not fixable except by building a custom
37 (after starting, pressing login with connection refused, then close window) 44 libcairo for win32).
38- flopper/menu imrpovement: 45 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
39 * things that are menus should act more like menus 46- the binding editor should have a append-record mode or something like that
40 * inmventory etc. should fade-in automatically when used 47- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
41- add menu itemds for inventory items: mark/inscribe etc. 48 and add column titles (also for other tables like inventory and bindings)
42- remove wrap_mode hack from texture and make it a per-texture operation 49- sliders do not change size after reconfigure.
43- enter runmode when cursor-key repeats 50- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
44- mapmap (overview) - scroll visible area by clicking/dragging 51- investigate fill widget option.
52- win32, fow_tetxure sometimes nukes other textures
53 (mostly fixed, but still there: displays list and texture uploads do not go well together)
54- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
55- completer should know more about arguments, e.g. cast summon pet monster,
56 or that some commands do not take arguments ("drop all").
57- textview should not snap to bottom on resize.
58- alt+cursor == diagonal
59- look into extendedmapinfo
45- save only dirty cached maps, and save dirty maps != current map 60- save only dirty cached maps, and save dirty maps != current map
46- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 61- try to synchronize local animation speed with server updates to save on screen refreshes.
47- maybe move window managing functionality into toplevel
48- better window management (feedback)
49- look into extendedmapinfo
50- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
51
52low priority:
53- player list from server for tell etc. commands 62- player list from server for tell etc. commands
54- examine etc., should use extendeddrawinfo or sth. similar 63- examine etc., should use extendeddrawinfo or sth. similar
55- 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.).
56- 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
57- performance: use texture collections for upstream server data instead if gobs 66- performance: use texture collections for upstream server data instead if gobs
90allocating id 73 99allocating id 73
91OK 100OK
92set_face 4784 => 73 101set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 102libpng warning: Ignoring gAMA chunk with gamma=0
94 103
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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